Thank you, excellent video man i am loving the series. I have been playing Diablo 2 for almost 20 years and it is my favourite game of all time next to Heroes Of Might & Magic 3. A pair of years ago i learned to mod Heroes 3 and got to edit everything i had a hand on (TXT files), so i was so happy that i took a bit of a long time on making my own MOD, and it was great, i had a lot of fun.
Fantastic series here, GDHC! I just started looking poking around a bit and had a question. How would you modify the damage of the holy bolts that come out of Fist of Heavens? The skills sheet has formulas for the lightning damage, but I don't see anything for the holy part.
So theoretically it is possible to let a skill have a Cooldown that reduces with Hard Points into ENERGY, right? In mods like Median XL they for example add +xx-yy damage to a skill per Points in Strength, so theoretically it should also be possible to lower the Cooldown of a Skill based on Hard Points into Energy (or maybe even Vitality, etc). By the way, thanks to you I finally could give Teleport a Self-Synergy that lowers its Cooldown by X Frames per Hard Point into itself. I made a new parameter in row 2 with the value of 15 and put 125-(skill('Teleport'.blvl)) * par2 into the delay row. Now Teleport has a 5 second CD which lowers by about 0.5 second for every point in it. Theoretically you could also put a formula with diminishing returns in it that lowers the CD by putting points into Energy. What do you think? And thinks for the videos! I am still learning new things, thanks to you! I appreciate that.
Thank you for this! But I really need help with a question, cant seem to find an answer :/ I added a Delay of 30sec to Thunderstorm and made it so it does alot of fast burst damage for 10sec, but the problem I have is the Delay(or Cooldown) time doesnt seem to start until the Spell has ended? So I press to use the skill and the Spell icon turns red immediately(as expected) but then after 30sec the spell icon turns white again but I still cant use it for another 10seconds? Do you know a fix for this? There must be some way to make it so the delay/cooldown of the skill starts to count directly as soon as the spell is used instead of when the spells duration ends no?
The "perdelay" field is what handles the delay between zaps. So if you want it to fire quickly you change that value to lower. it can accept a formula field too. The delay field is the cooldown in frames and the duration of the buff is auralencalc. so you simply need to tweak those values to what u like. if the buff is active u cant recast it. that rule is tied to the skillfunction that u cant edit with softmodding. however u can potentially do it another way. theres a field called restrict which prevents u from casting the spell while a certain state is active. (normally used for druid so he cant cast some spells while weabear is active). You can just restrict the skill when the Thunderstorm's own state is active. This way at least the icon will remain red until its castable again (in theory i havent tried). The only other way to do this is to build ur own Thunderstorm without tstorm's skil function but rather a custom made skill that will behave similarly but thats way too hard to even begin to explain in a comment.
@@GreenDudeHC Appreciate your answers mate :) With your tips I got it all set up as I wanted, it's just that one little annoying problem where the Skill Icon for Thunder Storm goes from red to white but still wont let me recast the skill until I wait around 10 seconds more..Its like the game (or probably some calculation I havent thought of) is desyncing the game so that it thinks the skill is off Cooldown but I still cant cast it until a bit later..weird =p
So i noticed theres 2 separate CD's wen u use a skill that has cd on it. For example if i meteor, with a 1.2 s delay, i can switch and use teleport or fireball in less than 1.2s but they still have some sort of cd. Where is this described in the .txt?
If for example i want the spell damage get affected by the Energy STAT, like strenght affects weapon damage i mean, how should i do that? It's something i need to change spell by spell? Or is something more complicated to edit?
In the synergy you can use stat('Energy'.accr) to reference the amount of energy they have. so stat('Energy'.accr)*2 means 2% synergy damage per Energy point.
@@GreenDudeHC Amazing! I was trying to experiment with the sorc to check how much unbalanced the game would be with the default values and that synergy modification. I will share any results in the Phrozen Keep Discord. Thanks a lot for your time bro! These tutorials are priceless.
@@GreenDudeHC It worked, the only thing is i still can't make it run with plugy. There is something about that mod that nullifies any changes in the skills...
So if do make frozen orb a lvl 1 skill will it then move from a lvl30 slot to a lvl 1 slot in the skill tree? Not just technical but also visual? Also same thing with the arrows if i make valkyrie not requiered evade will the arrows visual also disappear or is that something i have to do in another tool/program just like the synergies? Last thing! I love that you make this series keep up the great work your amazing that you wanna do this!! So many high fives from denmark!!!
no the placement on the tree and arrows are handled elsewhere. you need to change the req and lvl for game and the change the art for GUI. we will cover GUI editing in the future
Thank you, excellent video man i am loving the series.
I have been playing Diablo 2 for almost 20 years and it is my favourite game of all time next to Heroes Of Might & Magic 3.
A pair of years ago i learned to mod Heroes 3 and got to edit everything i had a hand on (TXT files), so i was so happy that i took a bit of a long time on making my own MOD, and it was great, i had a lot of fun.
Fantastic series here, GDHC! I just started looking poking around a bit and had a question. How would you modify the damage of the holy bolts that come out of Fist of Heavens? The skills sheet has formulas for the lightning damage, but I don't see anything for the holy part.
lightning dmg is in skills.txt while thr secondary magic bolt is in missiles.txt
@@GreenDudeHC Excellent. Thank you.
So theoretically it is possible to let a skill have a Cooldown that reduces with Hard Points into ENERGY, right?
In mods like Median XL they for example add +xx-yy damage to a skill per Points in Strength, so theoretically it should also be possible to lower the Cooldown of a Skill based on Hard Points into Energy (or maybe even Vitality, etc).
By the way, thanks to you I finally could give Teleport a Self-Synergy that lowers its Cooldown by X Frames per Hard Point into itself.
I made a new parameter in row 2 with the value of 15 and put 125-(skill('Teleport'.blvl)) * par2 into the delay row.
Now Teleport has a 5 second CD which lowers by about 0.5 second for every point in it.
Theoretically you could also put a formula with diminishing returns in it that lowers the CD by putting points into Energy.
What do you think?
And thinks for the videos! I am still learning new things, thanks to you!
I appreciate that.
I would love to know how you created skills like desecrate, hands down the coolest and most useful skill in PoD!
Thank you for this! But I really need help with a question, cant seem to find an answer :/ I added a Delay of 30sec to Thunderstorm and made it so it does alot of fast burst damage for 10sec, but the problem I have is the Delay(or Cooldown) time doesnt seem to start until the Spell has ended? So I press to use the skill and the Spell icon turns red immediately(as expected) but then after 30sec the spell icon turns white again but I still cant use it for another 10seconds? Do you know a fix for this? There must be some way to make it so the delay/cooldown of the skill starts to count directly as soon as the spell is used instead of when the spells duration ends no?
The "perdelay" field is what handles the delay between zaps. So if you want it to fire quickly you change that value to lower. it can accept a formula field too. The delay field is the cooldown in frames and the duration of the buff is auralencalc. so you simply need to tweak those values to what u like. if the buff is active u cant recast it. that rule is tied to the skillfunction that u cant edit with softmodding. however u can potentially do it another way. theres a field called restrict which prevents u from casting the spell while a certain state is active. (normally used for druid so he cant cast some spells while weabear is active). You can just restrict the skill when the Thunderstorm's own state is active. This way at least the icon will remain red until its castable again (in theory i havent tried). The only other way to do this is to build ur own Thunderstorm without tstorm's skil function but rather a custom made skill that will behave similarly but thats way too hard to even begin to explain in a comment.
@@GreenDudeHC Appreciate your answers mate :) With your tips I got it all set up as I wanted, it's just that one little annoying problem where the Skill Icon for Thunder Storm goes from red to white but still wont let me recast the skill until I wait around 10 seconds more..Its like the game (or probably some calculation I havent thought of) is desyncing the game so that it thinks the skill is off Cooldown but I still cant cast it until a bit later..weird =p
How do i give monsters the MonTeleport (give them the teleport ability) for example, the zakarumites.
Great videos. How does Sacrifice work where damage you deal is also dealing damage to yourself?
it has its own skilldo function for that and the damage% is in the parameter columns
what program is this your using to view the txt file?
go back to episode #0 to get everything you need
How do you add items/creatures ingame , i would be interested in this if you could help me thz
So i noticed theres 2 separate CD's wen u use a skill that has cd on it. For example if i meteor, with a 1.2 s delay, i can switch and use teleport or fireball in less than 1.2s but they still have some sort of cd. Where is this described in the .txt?
Not in the txt. It is a very short cooldown to help prevent some animation desync. Can't be edited with txt files.
If for example i want the spell damage get affected by the Energy STAT, like strenght affects weapon damage i mean, how should i do that?
It's something i need to change spell by spell?
Or is something more complicated to edit?
In the synergy you can use stat('Energy'.accr) to reference the amount of energy they have. so stat('Energy'.accr)*2 means 2% synergy damage per Energy point.
@@GreenDudeHC Amazing! I was trying to experiment with the sorc to check how much unbalanced the game would be with the default values and that synergy modification. I will share any results in the Phrozen Keep Discord.
Thanks a lot for your time bro! These tutorials are priceless.
@@GreenDudeHC It worked, the only thing is i still can't make it run with plugy. There is something about that mod that nullifies any changes in the skills...
So if do make frozen orb a lvl 1 skill will it then move from a lvl30 slot to a lvl 1 slot in the skill tree? Not just technical but also visual?
Also same thing with the arrows if i make valkyrie not requiered evade will the arrows visual also disappear or is that something i have to do in another tool/program just like the synergies?
Last thing! I love that you make this series keep up the great work your amazing that you wanna do this!! So many high fives from denmark!!!
no the placement on the tree and arrows are handled elsewhere. you need to change the req and lvl for game and the change the art for GUI. we will cover GUI editing in the future
Thanks for tutorial sir, but can you add more tutorial about adding new items or weapon by yourself into the game? i'll appreciate so much
Whether I buff or nerf skill damage in my mod, it's very fun! skill level would be 255 max...
1:20 It "keeps dividing itself into half" could be technically explained by what it actually is, a binary shift. It's called shift for this reason!.
The only thing i want to do is adding phys dmg to weapon masteris on barbarians to make them not suck so hard in nightmare