
-How do you edit globals.dat using GUTS?
-Make summon skills de-summon existing monsters
[EFFECTS]
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DESUMMON MONSTER
<STRING>NAME:MONSTER1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
<FLOAT>NO_LOOT:1
<FLOAT>NO_DIE_ANIM:1
<FLOAT>DESTROY_BODY:1
[/EFFECT]
[EFFECT]
<STRING>NAME:SUM_MONSTER2
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CAST SKILL
<INTEGER>LEVEL:1
<BOOL>SAVE:true
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[/EFFECTS]-Edit a current mod (which is in .mod format), assuming this is not a mod you created yourself
-Double the amount of armor on all equip, without editing each piece of armor individually
-Does anyone have any clue what some of the graphs do in the stat line editor? Stuff like "armor player by level for set" are very ambigiously named.
-I tried to make coup de grace ...
Also does anyone know how item requirements are determined?
<INTEGER>STRENGTH_REQUIRED:50
<INTEGER>DEXTERITY_REQUIRED:100
mean % for the relevant Item level
<INTEGER>MIN_RANDOM_ENCHANT_SLOTS:2
<INTEGER>MAX_RANDOM_ENCHANT_SLOTS:2
<INTEGER>MIN_UNIQUE_ITEM_SLOTS:10
Uniques obviously don't have a minimum of 10 slots either...
Not "socketable"-slot, here means "affixe"-slot. UNIQUE_ITEM can have 10 affixes.I tried putting hp regen 1 in globals.dat and it shows up as 1 hp/s ingame, but it obviously regenerates WAY faster than 1 hp/s...what gives? Is there another way to do this? I tried giving the player units a passive effect with 1 hp/s regen, but it does nothing...
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:ALWAYS
<STRING>TYPE:HP MOD OVER TIME
<BOOL>SAVE:true
<FLOAT>PERCENT_TO_HEAL:1
<FLOAT>TIME_TO_HEAL:0.1
<FLOAT>TIME_TO_HEAL_MAX:0.1
<FLOAT>MIN_STOP_AT:0
<FLOAT>MAX_STOP_AT:1
[/EFFECT]For example, canons are always generated with at least a certain amount of knockback, but what decides that? I don't see anything in either the item editor or the spawn class that says "hey, generate with this affix all the time".
[EFFECT]
<STRING>ACTIVATION:DYNAMIC
<STRING>TYPE:KNOCK BACK
<BOOL>SAVE:true
<FLOAT>VALUE:50
<BOOL>NONMAGICAL:true
[/EFFECT]
[EFFECT]
<STRING>ACTIVATION:TRANSFER
<STRING>TYPE:STUN
<STRING>DURATION:2
<BOOL>SAVE:true
<FLOAT>MIN:35
<FLOAT>MAX:35
<BOOL>NONMAGICAL:true
[/EFFECT]
This is a parent for all cannons.Speaking of affixes, is there a way to find one by the effect? I want to edit ALL the mana regen affixes, but the vauge names in the affix editor are causing me to miss a lot. I can see ingame that there is an affix called "Focusing" that is mana regen, but i can't find it in the affix editor because most of them have very unhelpful names like add_any_200 whatever that means.
I've already done all the ones that say "mana" but i must have missed some...

Spells : Is there a way to get them to scale by player level? Use owner level/mastery graph doesn't work for some reason. Really struggling to make the damage spells worthwhile because they are weaker than your own skills and stacking passive spells like adventuring is a much better option.
Weapons : I want to give crossbows a piercing missile, it doesn't look like i can do that via affixes, so i want to edit the missile itself, but i can't find out what missile they use or how to restrict it to crossbows only because the item editor just doesn't have that information. Any ideas?

Missiles : I know how to make a missile piercing, but the problem is i can't tell what missile the crossbow uses. That's not included anywhere in the crossbow files that i can see...i'm looking at the real arrows thread but i don't understand what it does, is it implying that the bows/crossbows ingame do NOT use "missiles"?
Okay can someone explain this to me...i set the haste spells as "dont create" and set their rarity to 0. Yet i can still get the spell from transmuting. Why?
just in case, mods at the top of the load order are loaded last and will overwrite everything before it right?