Hello all,
I've done some more testing to recreate the elixirs from diablo and now have pinpointed the issue to charstats.txt. I've tried following https://d2mods.info/forum/kb/viewarticle?a=464 to achieve the results I want, but the game keeps throwing an access violation whenever I add the correct Skills to the SkillX columns in charstats.txt. I'm making sure to not leave gaps in the columns in case anyone would ask. Is there something with that file that I'm not understanding or should that be working if everything else is in place?
charstats.txt trouble
Moderator: Nizari
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: charstats.txt trouble
This doesn't sound like a charstats issue at all.
I need more information.
Are you creating a new character
Are you using an existing character
Do all classes have the same amount of skills
I need more information.
Are you creating a new character
Are you using an existing character
Do all classes have the same amount of skills
Re: charstats.txt trouble
So I'm trying to work a solution for another of my posts - https://d2mods.info/forum/viewtopic.php?f=4&t=66026. I was a bit afraid of necrothreading, so I made this one (though I may have overreacted).
The first part is on itemStatCost.txt. I made three properties - passive_elixir_life, passive_elixir_stamina, passive_elixir_mana as dummy values.
The second is on misc.txt where I added quasi-elixirs that raise the attributes directly by 1 and maxhp, maxmana, maxstamina by the passive_elixir property values.
The third is on skills.txt where I created 7 skills (one for each class) which raise the dummy properties by the LifePerVitality, StaminaPerVitality, and ManaPerMagic values for each class. Each skill is set as a passive.
Finally, I added each skill to the nearest SkillX slot for each class.
I "think" I'm getting close but I could be going down the wrong path.
The first part is on itemStatCost.txt. I made three properties - passive_elixir_life, passive_elixir_stamina, passive_elixir_mana as dummy values.
The second is on misc.txt where I added quasi-elixirs that raise the attributes directly by 1 and maxhp, maxmana, maxstamina by the passive_elixir property values.
The third is on skills.txt where I created 7 skills (one for each class) which raise the dummy properties by the LifePerVitality, StaminaPerVitality, and ManaPerMagic values for each class. Each skill is set as a passive.
Finally, I added each skill to the nearest SkillX slot for each class.
I "think" I'm getting close but I could be going down the wrong path.
Re: charstats.txt trouble
The trouble seemed to occur when I added something to the charclass field in skills.txt. Once I removed that and just gave control over to charstats.txt, the skill seemed to load. I still can't this new property to be correctly read, but I'm trying.