Neat! Thanks for telling me this, as well as to Brother Laz for including the text files.
By the way, does this mean that I can post my analysis on Median skill mechanics? (again, with full credits given to Laz)
Search found 154 matches
- Sat Mar 07, 2015 12:43 pm
- Forum: General Mod Making
- Topic: How to recreate some Median skills
- Replies: 3
- Views: 777
- Sat Mar 07, 2015 9:32 am
- Forum: General Mod Making
- Topic: How to recreate some Median skills
- Replies: 3
- Views: 777
How to recreate some Median skills
I'd like to derive from some interesting skill mechanics in Median (with proper credits given, of course) but I can't figure how they work. Could anyone please help me on how these skills work mechanically ? - Soul Shatter - Pet command skills in general (aurafilters maybe?) - Paragon - Retaliate - ...
- Wed Mar 04, 2015 5:45 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Problem with D2:Lod + Plugy, please help!
- Replies: 1
- Views: 1636
Re: Problem with D2:Lod + Plugy, please help!
PlugY does not enable high resolution (> 800x600) modes. I assume you are using one of the multires plugins floating around? Or perhaps you downloaded a repacked version of PlugY, from somewhere other than http://plugy.free.fr/ ? BTW when you reinstall D2 make sure to update to the correct version s...
- Mon Mar 02, 2015 4:30 pm
- Forum: Skill Clinic
- Topic: Curse Criticals
- Replies: 0
- Views: 1009
Curse Criticals
Curses are boring. A curse either works or it doesn't, and once a curse is cast, its use is over. Reducing their duration can enforce more action on the part of the player, but it won't change the fundamental nature of curses. Proposal: Use rand() in aurastats. What if Amplify Damage applies -200% d...
- Tue Feb 24, 2015 11:16 am
- Forum: Skill Clinic
- Topic: Aura Dealing Weapon Damage, CtC synergy on summons
- Replies: 6
- Views: 1683
Re: Aura Dealing Weapon Damage, CtC synergy on summons
Ir memory serves me, sanctuary has some sort of missile. Perhaps it could do damage (and nothing else ) with appropriate aurafilters I believe Sanctuary uses the missile only for the client-side pretty effects, and there is no server-side missile created...though I may be wrong. See: https://d2mods...
- Mon Feb 23, 2015 3:04 pm
- Forum: Feedback
- Topic: I need to delete my comment in a Knowledge Base article
- Replies: 0
- Views: 756
I need to delete my comment in a Knowledge Base article
In File Guides (1.1x) > CharStats.txt article, I accidentally added two comments containing invalid information, and now I can't remove them: Stamina drain per frame (1 sec = 25 frames) when running = RunDrain * (1 + [ArmorSpeed / 10]) * ItemDrainRate , where ArmorSpeed is read from the speed column...
- Mon Feb 23, 2015 2:57 pm
- Forum: Skill Clinic
- Topic: Aura Dealing Weapon Damage, CtC synergy on summons
- Replies: 6
- Views: 1683
Re: Aura Dealing Weapon Damage, CtC synergy on summons
Couldn't you clone Armageddon and change the missile frequency and area of effect? I don't remember if Armageddon works well as auto tough. It would work, but I want it to behave as a true aura, i.e. take up the right mouse button and prevent players from using it with another aura. Doesn't shadow ...
- Mon Feb 23, 2015 7:41 am
- Forum: Skill Clinic
- Topic: Aura Dealing Weapon Damage, CtC synergy on summons
- Replies: 6
- Views: 1683
Re: Aura Dealing Weapon Damage, CtC synergy on summons
Thanks kingpin. I tried using Holy Freeze skill functions instead of Holy Fire but no luck. As for the conditional CtC skill, I'm trying to make it work by giving 100% CtC Teeth on get hit to bonewall, then using the multiple shot/teeth skill function to control the number of missile spawned. Howeve...
- Sun Feb 22, 2015 12:38 pm
- Forum: Skill Clinic
- Topic: Aura Dealing Weapon Damage, CtC synergy on summons
- Replies: 6
- Views: 1683
Aura Dealing Weapon Damage, CtC synergy on summons
I want to make a damage aura (e.g. Holy Fire) use the damage of the current weapon, so that it effectively acts as an area-of-effect melee attack. I tried setting srcdam=128 but no luck. What do I need to do to make this work? Another question, I want to make Bone Walls cast Nova when they are hit, ...
- Mon Feb 16, 2015 3:04 am
- Forum: Multimedia
- Topic: Recommendations for Skill Gfx
- Replies: 1
- Views: 1399
Recommendations for Skill Gfx
I've come up with some new skill ideas but I can't seem to find good images/anims in cLoD files. Could you please suggest what graphics may be appropriate for these ideas? - Glacial Arrow: An arrow that leaves a trail of ice behind for a short duration. When the player walks on the trail he/she rece...
- Mon Feb 09, 2015 6:44 am
- Forum: Diablo II Chatter
- Topic: Whirlwind is NOT an AoE Skill?!
- Replies: 3
- Views: 1400
Re: Whirlwind is NOT an AoE Skill?!
Thanks for the info. Really odd to see that MF whirlbarbarians aren't that great after all.
- Sat Feb 07, 2015 3:42 pm
- Forum: Diablo II Chatter
- Topic: Whirlwind is NOT an AoE Skill?!
- Replies: 3
- Views: 1400
Whirlwind is NOT an AoE Skill?!
The Whirlwind page on Amazon Basin wiki tells me: Weapon can only attack one target within radius and range at each check. But...but that means that whirlwind is not a true area-of-effect skill like multishot and nova, but merely allows you to attack quickly while moving. This is mind blowing. Why h...
- Sat Feb 07, 2015 7:23 am
- Forum: General Mod Making
- Topic: A Note to People Trying to Use Inventory Expansion Plugins
- Replies: 8
- Views: 1933
Re: A Note to People Trying to Use Inventory Expansion Plugi
I'm using a Korean version of LoD 1.13c, so the game may be using different paths for different versions and/or languages.
- Fri Feb 06, 2015 12:35 pm
- Forum: Skill Clinic
- Topic: Adding Stats to Dim Vision/Terror/Confuse/Attract
- Replies: 1
- Views: 1191
Adding Stats to Dim Vision/Terror/Confuse/Attract
These four curses are unique in the sense that they directly meddle with the monsters' AI. But can these be modified to apply stats to the monsters as well? (e.g. Amplify Damage) To check, I added aurastat1=damageresist and aurastatcalc1=-100 to Dim Vision/Terror/Confuse/Attract. I then added 100% p...
- Fri Feb 06, 2015 10:49 am
- Forum: Skill Clinic
- Topic: Reducing amount of fireballs in nova.
- Replies: 1
- Views: 1216
Re: Reducing amount of fireballs in nova.
You could spawn an invisible missile ("firenovamaker") that uses the frozenorb hit function to spawn the actual fireball missiles in the shape of a nova. Then you can use the s-HitPar1 and cHitPar1 to control the number of fireballs spawned. For example, using s-HitPar1=4 and cHitPar1=4 would spawn ...
- Wed Feb 04, 2015 2:05 pm
- Forum: General Mod Making
- Topic: Making it so dodge/avoid/evade doesn't break skills
- Replies: 25
- Views: 7749
Re: Making it so dodge/avoid/evade doesn't break skills
I've went and found offsets for 1.13c. All code tested using Jab and Fend with a 100% CTC Nova-on-hit javelin to see if the bug persists. Dodge plays no sound/animation: D2Game.0x000DE673 81 CB 80 00 00 00 => 90 90 90 90 90 90 Avoid plays "get hurt" sound and no animation: D2Game.0x0003AF4A 80 4F 05...
- Wed Feb 04, 2015 5:04 am
- Forum: Member Аnnouncements
- Topic: Heroes of the end mod (Alpha 0.13)(Updated Jan 22, 2019)
- Replies: 32
- Views: 12371
Re: Heroes of the end mod (Alpha release 0.001)
I got around to trying the Sorceress a few more hours and the mod is actually pretty good, if a bit difficult. I admit I was overly vicious in the previous post. That said, some issues: Flame Laser is a rather underpowered starting spell. Thankfully, getting to level 2 only requires a few kills, but...
- Mon Feb 02, 2015 10:30 am
- Forum: Member Аnnouncements
- Topic: Heroes of the end mod (Alpha 0.13)(Updated Jan 22, 2019)
- Replies: 32
- Views: 12371
Re: Heroes of the end mod (Alpha release 0.001)
Is there a reason to package the mod into Patch_D2.mpq, when it forces you to include all unnecessary files such as staredit.exe, MPQ2K and such? Personally I would be OK if you distributed your mod to work with -direct -txt, or packaged it with MPQDraft (which should eliminate the need to package u...
- Sat Jan 31, 2015 3:25 pm
- Forum: General Mod Making
- Topic: A Note to People Trying to Use Inventory Expansion Plugins
- Replies: 8
- Views: 1933
A Note to People Trying to Use Inventory Expansion Plugins
Apparently the inventory interface images (*.DC6 files) are not loaded from data\global\ui\panel\ if the player is a non-English speaker and is not running the English version of D2. The solution is to copy the following files to their destinations: data\global\ui\panel\invchar6.dc6 => data\local\ui...
- Fri Jan 30, 2015 9:18 am
- Forum: Mod Concepts & Research
- Topic: Ideas for a Sorceress mod
- Replies: 17
- Views: 6385
Re: Ideas for a Sorceress mod
Some neat tricks with my discoveries: how to make a spell that charges up, or "winds up", similar to D3 Wizard's Disintegrate, or the TF2 Heavy's wind-up attack. Missile spells (Fire Ball, Fire Bolt, etc.) The trick is to apply a temporary state that boosts your +% Fire/Cold/Lightning Skill Damage, ...
- Fri Jan 30, 2015 6:28 am
- Forum: Code Editing
- Topic: [1.13c] Fixing LCS bugs in Vanilla LoD
- Replies: 3
- Views: 1118
Re: [1.13c] Fixing LCS bugs in Vanilla LoD
I suggest you veryify that there is indeed a bug rather than going on empirical testing because this is the only place that shifts the mastery boni (both attack rating and damage%) to the missile (it is in fact the only place that calculates the mastery boni when you use throw, the missile itself d...
- Thu Jan 22, 2015 4:58 am
- Forum: Code Editing
- Topic: [1.13c] Fixing LCS bugs in Vanilla LoD
- Replies: 3
- Views: 1118
Re: [1.13c] Fixing LCS bugs in Vanilla LoD
Another bug with Throwing Mastery adds the +Damage% bonus twice when using Throw or Left Throw. This can be fixed by NOPing a function call in D2Game.dll: (D2Game.0x0009E530, NOP 11 bytes) .text:6FCBE530 push 0 ; nLayer .text:6FCBE532 push eax ; nValue .text:6FCBE533 push 19h ; nStat .text:6FCBE535...
- Thu Jan 22, 2015 4:54 am
- Forum: Code Editing
- Topic: [1.13c] Fixing LCS bugs in Vanilla LoD
- Replies: 3
- Views: 1118
[1.13c] Fixing LCS bugs in Vanilla LoD
Edit: I'm going to post any other bug fixes I find here. Edit2: Whoops, bug fix #2 had a critical bug that caused the game to crash. Fixed :( I've been able to fix two unrelated, display-only bugs in vanilla D2 v1.13c: Bug 1. Every class has a ToHitFactor, specified in CharStats.txt, that is added t...
- Mon Jan 19, 2015 12:15 pm
- Forum: Code Editing
- Topic: Has anyone ever worked with MPQDraft / IDA Pro?
- Replies: 1
- Views: 780
Has anyone ever worked with MPQDraft / IDA Pro?
MPQDraft is a modding tool that allows people to write plugins (custom DLLs that get loaded into StarCraft). I used to write MPQDraft plugins that injected/hooked into StarCraft: Brood War, using IDA Pro for decompiling functions, analyzing calling conventions, etc. In fact, there was a project call...
- Mon Jan 19, 2015 11:50 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY source code
- Replies: 18
- Views: 18803
Re: PlugY source code
*Casts Raise Undead Thread* I've looked at the code to see if I could patch it to work with 1.13d. No offense to your hard work, Yohann, but the code is hard to interpret, and clearly not designed to flexibly support multiple versions of D2. Gad, I am surprised how you have been able to maintain Pl...