Author
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Topic: Would this be nice... or frustrating?
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Bao Feng Xue Knight

Posts: 95 From: ...... Registered: Jan 2002 |
posted 21 January 2002 03:23
Hi! This is my first post here, I have been following this forum "passively" for two months now, and finally decided to register.Anyway, I have decided to start by replacing all affixes, including some cursed ones. But what do you think, will those be nice, or frustrating? I mean, if one of them appears on a great rare, would it make you sell the item immediately? Bewitched -Dmg vs. Demons, -AR vs. Demons Corrupted +To Target's Defense (reduce-ac) Djinn's +Target's Defense after Each Hit Drunk -Attack Rating% Elderly +Stamina Drain Granite +Requirements Haunted -Dmg vs. Undead, -AR vs. Undead Rusted -Defense Rating of Amnesia -Cast Rate of Decay -Max Durability% of Drowsiness -Attack Speed of Starvation -Gold from Monsters of the Mendicant -Chance to Find Magic Items of the Nightshade +Poison Length of the Turtle -Run/Walk Speed

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- SubSanity - Moderator
   
Posts: 1202 From: Singapore Registered: Aug 2001 |
posted 21 January 2002 04:09
Bring back the ol' D1 feel  ------------------ Try the BG Mod Beta 1.04.. Available NOW! Get it here!

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 21 January 2002 08:11
I totally agree, cursed items are cool  ------------------ Alkalund

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 21 January 2002 12:12
It certainly would provide some balance to the overpowered attributes we are able to generate! Even if it would add to the AARRGGGGHH!!! factor (think ethereal Grandfather).On the other hand, some of these can't be made bad. I haven't had any luck with negative durability, for example (either -dur or -dur%). For my hireling sets, I wanted dur at 1 (not for player use)...but if there is a way to do it without defining nine new weapons (bows don't count), twelve new armors, twelve new helms and three new shields, or making all 36 items ethereal, I don't see it. I am sure many of us have tried a cursed item or two in our time. Should we build a list of ones that work for the Resources files?

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 January 2002 22:45
Only problem is that a cursed item is best if you cannot unequip it without a "remove curse." Don't know of any way to do that in D2...so the problem is that someone who gets a cursed item will just discard it unless it has other attributes that will make it worth keeping.  ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download Version 1.1 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Z Serf
Posts: 24 From: Sg Registered: Jan 2002 |
posted 23 January 2002 00:53
woo it will be nice with those curse on the item , of coz the item must have a few gd attribute to counter the curse ------------------ Aikawa Nanase , Max and Mayday rock

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ShadowTalon WarLord
  
Posts: 198 From: Perth, Western Australia, Australia Registered: Sep 2001 |
posted 23 January 2002 01:16
i have cr8ed several "cursed items" i gave 2 or 3 negative attributes to a fair few of my new items, but i also placed failry good attributes on them also to balance it. so the player has to regard the gains and loses of using the item(s). maybe u can add a random new negative suffix to all items, this way there will be a balance because with normal magic items still around people might just as well use them instead of using the "cursed" items with the good attributes. i remember in diablo one there used to be clans who used to wear just cursed items because they were sick of not having a a challenge ...i know many people who r getting that way with d2 mind you the new mods that r coming out with new monster gfx r giving people something new to look forward too in most mods , though it may not give them an the extra challenge that cursed items would gove them edit: spelling ------------------ I once believed. Others looked to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished. I believed the Prophecies of the Final Day to be mere superstitions-and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in out time I was a fool. [This message has been edited by ShadowTalon (edited 23 January 2002).]

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 23 January 2002 02:12
Many of them work, but even more don't.On a positive note, -Damage/AR vs. Demons/Undead work! Also -Attack or -Attack%, not sure, perhaps both, at least one of them. There is a -Dur that works IIRC, and I think it's the straight subtraction, otherwise -Dur%, at least one of them. -Gold from Monsters and -Magic Find work as well, as does a reduce-ac over 100 (actually increases target defense). +Defense after each Hit works as well. The only ones that work but have a sting in their tail are the -Life/Mana and -Attribute ones. If they take any attribute below 0 you end up with a corrupted character. My solution was to use only -Str and -Dex, on items that have Str and Dex requirements higher than the cursed bonus. That way the curse might result in equipping something and immediately having it red and unusable,m but at least you'll never go below 0. What also works are negative walk/run, cast, hit recovery and swing bonuses, but I'm not sure just how they work, whether they can actually increase the length casting animation above its default value, or just cancel out the other, normal cast rate bonuses from other items. And of course, the built-in -light and -Life Regen work, but they already exist and are therefore boring and not worth experimenting with. BTW: the reason many do not APPEAR to work is because very few negative numbers are actually allowed. For example, -20% Damage vs. Demons works, -40% not. Too bad, I was hoping to make my Demon Claw Plate have -100% Damage vs. Demons. Same with -Cast Rate and -Magic Find. -20% is OK, -30% not. ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 23 January 2002 17:29
Thanks for the massive update, Brother Laz! It may be my failure with -dur was because I tried to use large numbers. I wanted to make some items with dur=1, and used -dur (base dur -1) as a modifier, also tried -dur% 95+. I didn't try low reductions for curses.

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Zhoulomcrist Forum Admin.
    
Posts: 3239 From: USA Registered: Jan 2001 |
posted 23 January 2002 17:45
Some modifiers tend to intermittedly cause the game to crash when rigged up with a negative modifier. A small number of the modifiers just set the in-game value to 1 although you may have assigned something like -10 to it. I'm currently running CD2: ZC with a number of negative modifiers on those that do work without crashing.It would be real cool if cursed items could be wired up to have a 1GP sell value as they did in D1. But, that could take a good bit of work to research into and work that in. I don't think there's any way (at least that I'm aware of) to disable the removal of a cursed item until it is decursed. The option to remove the curse would also need to be considered and would probably warrant the need for some actual source cobe.  ------------------ Diablo was vaporized by Zhoulomcrist's redeemer ************************ Classic Diablo II: ZhoulomCrypt Project Administrator [This message has been edited by Zhoulomcrist (edited 23 January 2002).]

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