Not sure. If you can make a projectile behave that way, then sure. (The way this mod works is that it basically casts a spell on hit, and the current spell is a nova like spell.) It's not something I'm going to look into adding, but contributions are welcome on the GitHub repo.
Love your mods so far. I haven't touched coding at all, but I tried to delete your paragraph - without luck. Any chance u can help me how to remove the visual?
What does GitHub have to do with this? I was just showing which portion of the mod to delete. You need to open the mod's file (mod.js) on your computer, delete the piece of code I indicated, and then hit "Install Mods".
If you're using "-direct" mode, you'd also need to run "Dry Run" first to clean up prior changes.
I noticed you can't buff the weapon dmg beyond 100
I tried tweaking the speed, acceleration and frames the effect stays but i cant get it to look like a proper wave like warcries. Is there a way to change the VFX from the molten boulders to something more ethereal or directly to effects like battle orders or nova?
EDIT: NVM, I found out a way to jerryring corpse explosion VFX which makes kinda some sense.
Hey to Anyone looking to do this you need to edit the file "mod.js" in your "MeleeAreaDamage" folder. I used notepad++ you want to find the following values: Vel: 6, // pixels / frame MaxVel: 6, // pixels / frame Accel: 0, // pixels / frame / frame Range: 4 * Math.max(1, Math.round(config.radius)), // number of frames and change them to This: Vel: 60, // pixels / frame MaxVel: 1, // pixels / frame Accel: 1, // pixels / frame / frame Range: 1 * Math.max(1, Math.round(config.radius)), // number of frames
After you've changed the values save, then go back to D2RMM make sure your "Radius" mod settings are set at the default value of 2. then click "INSTALL MODS" and your done. to increase the range of splash don't use the mod setting, Change the "Vel" setting up in the mod file: Vel: 60, // pixels / frame increase it to increase range and reduce it to reduce range. The end result is splash damage thats instant and no nova effect.
ill come back when ive worked out how to remove just the vfx.
Hey to anyone who wants to remove the "nova" effect that happens when you hit something you need to edit a file called "mod.js" in your ""MeleeAreaDamage" folder. I used Notepad++ navigate your "mod.js" file and find a wall of text that looks like this:
Basically you want to delete the middle part that has blank lines in between and leave 1 blank line inbetween whats left, after this save, then go to your D2RMM and click "INSTALL MODS" and your done! this just removes the vfx of the splash attack to make it instant see my above reply.
quick question, if i were to want it to hit targets behind me as well, how would i change it to do that? because the more i increase velocity it just hits stuff in front of me
IIRC, the way this cast spell on hit works is that it's origin is at the location of the hit. So you can increase the radius of the circle by changing velocity / time, but you can't change *where* the circle happens. (Well, you can change the visuals, but not the actual projectiles that do damage.)
I am using the one from Gheed's shop and 100/100/2 in setting. The area damage works fine, but life steal and mana steal don't work while having this charm in inventory.
I don't think mana/life steal will work on the area damage itself because it's a spell that's being cast by an item (same way as Poison Nova cast by Andariel's Visage will also not be affected by mana/life steal.)
The settings of 100/100 mean that 100% of your normal damage will be done as area damage, and your overall damage output is 100%. That means your non-area damage output is 0%. So, it makes sense that you wouldn't get life/mana steal.
That mod has an option "Set all bonuses to their maximum values" that will take all the min1/max1/min2/max2/etc... columns and set min to max. For affixes like "% chance to cast level X spell on hit", min and max represent two completely different concepts (% chance to hit, and level of the spell cast). So, instead of getting 100% chance to cast level 1 spell, you get 1% chance to cast level 1 spell.
THIS IS AWESOME! How do I get the .txt files for this mod to import into my "\data\global\excel" folder for my own personal game? I have done a lot of D2RMM in the past, but right now I'm playing another mod i like (BTDiablo) that doesn't operate on D2RMM... Just wanted to add this melee area damage charm (with 33% reduction & 100% chance) to my game :) Thank you so much for all of your hard work on these D2R Mods !!
BTW, latest version of D2RMM (1.6.1 as of time of writing) now supports "data mods", which is basically non-D2RMM mods. It won't magically resolve any merge conflicts, but as long as there's no conflicts, you can add those in addition to D2RMM mods.
87 comments
Here an idea for new mods:
Jewels suffix or Affix : Melee Splash
Small/large or Grand Charms rolls : +Ice/fire/frost/magic/posion dmg
You can remove this entire section to disable the VFX: https://github.com/olegbl/d2rmm.mods/blob/main/MeleeAreaDamage/mod.js#L271-L332
Also, I noticed you can't buff the weapon dmg beyond 100 (which area dmg scales from) - is there are way to workaround that?
If you're using "-direct" mode, you'd also need to run "Dry Run" first to clean up prior changes.
https://github.com/olegbl/d2rmm.mods/blob/main/MeleeAreaDamage/mod.json#L15
EDIT: NVM, I found out a way to jerryring corpse explosion VFX which makes kinda some sense.
Besides that the mod works great.
Thanks
in your "MeleeAreaDamage" folder.
I used notepad++
you want to find the following values:
Vel: 6, // pixels / frame
MaxVel: 6, // pixels / frame
Accel: 0, // pixels / frame / frame
Range: 4 * Math.max(1, Math.round(config.radius)), // number of frames
and change them to This:
Vel: 60, // pixels / frame
MaxVel: 1, // pixels / frame
Accel: 1, // pixels / frame / frame
Range: 1 * Math.max(1, Math.round(config.radius)), // number of frames
After you've changed the values save, then go back to D2RMM make sure your "Radius"
mod settings are set at the default value of 2. then click "INSTALL MODS" and your done.
to increase the range of splash don't use the mod setting, Change the "Vel" setting up in the mod file:
Vel: 60, // pixels / frame
increase it to increase range and reduce it to reduce range.
The end result is splash damage thats instant and no nova effect.
ill come back when ive worked out how to remove just the vfx.
you need to edit a file called "mod.js" in your ""MeleeAreaDamage" folder.
I used Notepad++
navigate your "mod.js" file and find a wall of text that looks like this:
const hdmissilesFilename = 'hd\\missiles\\missiles.json';
const hdmissiles = D2RMM.readJson(hdmissilesFilename);
hdmissiles.meleeareadamage = 'melee_area_damage';
D2RMM.writeJson(hdmissilesFilename, hdmissiles);
D2RMM.writeJson('hd\\missiles\\melee_area_damage.json', {
dependencies: {
particles: [
{
path: 'data/hd/vfx/particles/missiles/explosion_spark_small/vfx_explosion_spark_small.particles',
},
],
models: [],
skeletons: [],
animations: [],
textures: [],
physics: [],
json: [],
variantdata: [],
objecteffects: [],
other: [],
},
type: 'UnitDefinition',
name: 'melee_area_damage',
entities: [
{
type: 'Entity',
name: 'entity_root',
id: 2527807554 + 1, // TODO: how to get a unique ID here?
components: [
{
type: 'UnitRootComponent',
name: 'component_root',
state_machine_filename: '',
doNotInheritRotation: false,
rotationOverride: { x: 0, y: 0.3826834, z: 0, w: 0.9238795 },
doNotUseHDHeight: false,
hideAllMeshWhenInOpenedMode: false,
onCreateEventName: '',
animations: [],
},
],
},
{
type: 'Entity',
name: 'entity_vfx1',
id: 3060251343 + 1, // TODO: how to get a unique ID here?
components: [
{
type: 'TransformDefinitionComponent',
name: 'component_transform1',
position: { x: 0, y: 2, z: 0 },
orientation: { x: 0, y: 0, z: 0, w: 1 },
scale: { x: 1, y: 1, z: 1 },
inheritOnlyPosition: false,
},
{
type: 'VfxDefinitionComponent',
name: 'entity_vfx1_VfxDefinition',
filename:
'data/hd/vfx/particles/missiles/explosion_spark_small/vfx_explosion_spark_small.particles',
hardKillOnDestroy: false,
},
],
},
],
});
const itemNameAffixesFilename = 'local\\lng\\strings\\item-nameaffixes.json';
const itemNameAffixes = D2RMM.readJson(itemNameAffixesFilename);
Now you want to delete the wall of text so that it looks like this afterwards:
const hdmissilesFilename = 'hd\\missiles\\missiles.json';
const hdmissiles = D2RMM.readJson(hdmissilesFilename);
hdmissiles.meleeareadamage = 'melee_area_damage';
D2RMM.writeJson(hdmissilesFilename, hdmissiles);
const itemNameAffixesFilename = 'local\\lng\\strings\\item-nameaffixes.json';
const itemNameAffixes = D2RMM.readJson(itemNameAffixesFilename);
Basically you want to delete the middle part that has blank lines in between and leave 1 blank line inbetween whats left, after this save, then go to your D2RMM and click "INSTALL MODS" and your done!
this just removes the vfx of the splash attack to make it instant see my above reply.
Might be possible by modifying https://github.com/olegbl/d2rmm.mods/blob/main/MeleeAreaDamage/mod.js#L99 - just not sure if D2 has opcodes that work to cast skills on hit for ranged weapons or not.
The settings of 100/100 mean that 100% of your normal damage will be done as area damage, and your overall damage output is 100%. That means your non-area damage output is 0%. So, it makes sense that you wouldn't get life/mana steal.
Why this charm only have 1% chance?
this is my mod setting
I tried many times reinstall mod in D2RMM
need help, thank you
I cannot reproduce the issue locally, and I don't see how it can happen since the code for the unique small charm is hard coded to 100% chance: https://github.com/olegbl/d2rmm.mods/blob/main/MeleeAreaDamage/mod.js#L447
Do the non-unique charms also end up with 1% chance?
can you check with this mod? https://www.nexusmods.com/diablo2resurrected/mods/487
thank you
That mod has an option "Set all bonuses to their maximum values" that will take all the min1/max1/min2/max2/etc... columns and set min to max. For affixes like "% chance to cast level X spell on hit", min and max represent two completely different concepts (% chance to hit, and level of the spell cast). So, instead of getting 100% chance to cast level 1 spell, you get 1% chance to cast level 1 spell.
I recommend keeping that option off and using Perfect Drops for D2RMM, which does the same thing but much more comprehensively and doesn't mess up affixes where min/max don't refer to the same value.
How do I get the .txt files for this mod to import into my "\data\global\excel" folder for my own personal game? I have done a lot of D2RMM in the past, but right now I'm playing another mod i like (BTDiablo) that doesn't operate on D2RMM... Just wanted to add this melee area damage charm (with 33% reduction & 100% chance) to my game :) Thank you so much for all of your hard work on these D2R Mods !!
2. Check the /mods/D2RMM/ folder in D2R directory to see the generated .txt files.
3. Merge the changes manually.