Author
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Topic: Making monster skills work as chance to cast skills
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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 06 December 2001 20:21
Okay, I wanted to make a unique that used the Succubus Blood Star or the Imp's Fireball. So, first off, I wanted to make a 40% chance of casting lvl 15 Blood Star on attack. So, I put hit-skill with ID 299 for the parameters and the min as 40 and max of 15. So, this should work but it crashes my game the moment the item spawns(I made it spawnable from a quill rat just to test the item). So it crashes. So, I changed the Itemaffect column to 1 and gave it the cost mult and cost add numbers. However, when the sword spawns, it has the mod 40% chance to cast lvl15 attack on striking, not Blood Star and Blood Star animations or damage does not come out of my sword. So, can monster skills even be used as charges or chance to cast skills or not. Is there a certain way to activate them for items, is there any flags to activate in the .dlls, etc? Please help, I really want monster skill charges for my uniques...

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 07 December 2001 02:59
Afaik nobody has tryed to use monsterskills as charged or hit skills before. So i thing nobody can help you . But it's a nice idea to make them useable. Pleace post your experiences. Why is the min > max??Good luck cu Masakari

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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 07 December 2001 04:30
Guess what I tried two days ago  To spawn the hit-skills baal cold missiles, impmissile, baal nova and siee beast stomp on items. Did not work. Same story, chance to cast Attack on striking, nothing works. I believe that only a select few skills work as hit-skill. Shock field, for instance, does not work. BTW: it might be faster to set the hit-skills on a 1 rune runeword, and make a char with Shadowmaster, equip him/her with twenty armors with 1 socket, and twenty runes. Gives you twenty tries without wasting time looking for quill rats to kill.

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Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 07 December 2001 04:32
quote: Originally posted by masakari:
Why is the min > max??
That is how hit-skills work. Usage: 'hit-skill' skillnumber chance slvl.

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 07 December 2001 05:24
So far what I've seen, quite a lot of skills can be set as hit-skills, or even worse, att-skills. One item that killed me a couple of times had "teleport shield", so actually a gethit-skill. Basically you had a chance to teleport away when getting hit....very useful, unless your amazon teleports right into the middle of a hoard of very angry, very modded Quill Bears :-) One of my latest creations is a unique Necro wand, that does an enormous amount of poison damage over a long period of time and then teleports away from the poor victim, leaving him/her/it to die slowly...------------------ So much bandwidth, so little time

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 December 2001 05:46
So, is there any way to activate these monster skills through .dll editing? Is there any flags to activate? Should I ask this in the Code Editing Forum?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 07 December 2001 12:18
One of the monster editing tutorials is what you want to look at  It's all text files, but it's a change that can be slightly complicated. "Why is the min > max??" Because they're not acting as min and max. With charged and gethit and atthit skills, max is your skill level, and min is number of charges/% chance to cast. Also, I feel it appropriate to mention- D2 treats negative values so that you put negative numbers around this way: Min/Max -1/-100 Despite -100 being a 'lower' number, it treats them like positive numbers that just happen to be negative inconveiniently Putting them the other way around causes 'nmin > nmax' bugs. ------------------ 54x. "My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers." "For great bandwidth!" http://www.planetdiablo.com/newdawn/ New Dawn Forum

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 07 December 2001 14:43
Wait. I got errors putting negatives in that order. I assumed Blizzard logic would be at work.The crashes didn't stop until I put the -100 (or -10 or -30 or whatever) in the MIN column and the -1 in the MAX...which is mathematically correct. Am I hallucinating? I'm sure that's the way I had to do it.  ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 December 2001 12:32
Well, anyone know what flags to activate to make monster skills work as chance to cast skills? Or should I ask this in the Code Editing Forum? Anyone know?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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