Recent Discoveries, Clarifications and Breakthroughs

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Recent Discoveries, Clarifications and Breakthroughs

Post by Nefarius » Mon Oct 25, 2004 3:32 pm

This new sticky topic will serve as an index for all discoveries regarding GENERAL MOD MAKING. All discoveries, clarifications and breakthroughs made after my return will be indexed here. (As well as all older discoveries that will be pointed out to me by others either by posting under this topic OR by sending me a PM)

This topic will be strictly moderated. It is only meant to serve as an index and therefore please don't post your questions in this topic.


Discoveries

What MonSpcWalk really does - (Levels.txt) - 13/11/2007 (link)
The Theme Column - (Levels.txt) - 24/10/2007 (link)
Discovery of the true function of PixHeight column (MonStats2.txt) - 27/10/2005 (by Nefarius) (link)
Discovery of the true function of SplEndDeath column (MonStats.txt) - 24/10/2004 (by Nefarius) (link)
Discovery of the true function of sparsePopulate column (MonStats.txt) - 27/10/2004 (by Nefarius) (link)
Discovery of the "portal missile" (missiles.txt) - 7/11/2003 (by Kingpin) (Link | Create your own custom portal)
Discovery of the extendability of three TXT files (Sounds.txt, MonSounds.txt and SoundEnviron.txt) - 8/11/2004 (by Nefarius and Kingpin) (link)




Clarifications



How do vendor [acronym="Item Level"]ilvl[/acronym],[acronym="Quality Level"]qlvl[/acronym],misc.txt restriction work? (Misc.txt,Armor.txt,Weapons.txt) - 08/02/2006 (link)
Discussion on the true function of rarity column (MonStats.txt) - 27/10/2004 (link)
Discussion about shadow master ai, skills.txt columns aitype & aibonus (skills.txt) - 7/3/2004 (Link)
Discussion about aura filters (skills.txt) - 1/12/2003 (skills.txt) Link)
About the ability to drop more then 6 items via MonEquip.txt (MonEquip.txt) - 29/12/2003 (by pmpch) (link | Link to tutorial)
Last edited by Nefarius on Tue Nov 13, 2007 4:00 pm, edited 14 times in total.
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Doombreed-x » Thu Feb 10, 2005 5:39 am

I suppose it wouldn't hurt to add this here...

In charstats.txt, the columns skill1 to skill10 allow you to add any skill to the characters, and you'll start the game with 1 point in that skill. However, passive skills won't have any effect when you first create the character with 1 point like this, you have to leave the game and come in again for it to work properly.

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Post by Ulmo » Tue Jun 14, 2005 1:07 pm

Armor.txt and Weapons.txt have a typo :
"HratliMagicLvl" instead of "HraltiMagicLvl"

This cause this magiclevel to be erased to 0.
(BTW I do not know the purpose of those fields...)

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Nefarius » Tue Jun 14, 2005 3:03 pm

I don't think these fields ever served any purpose in the final game, they are just another remniscent from the development phase.


I assume that originally Blizz intended to use these columns to control the ilvl of the magic items sold in the vendors magic tab, however they never used these columns for the ilvl, rather in 1.00-1.06 they used the area level of the town (IIRC) and in 1.07-1.10 they are using your clvl (and some other values that I am uncertain about) (and the bonus granted to some items, such as circlets) (the magic tab was disabled in 1.07 and replaced by the second weapons tab)
Last edited by Nefarius on Tue Jun 14, 2005 3:06 pm, edited 2 times in total.
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by kingpin » Wed Jun 15, 2005 6:09 am

I assume that originally Blizz intended to use these columns to control the ilvl of the magic items sold in the vendors magic tab, however they never used these columns for the ilvl, rather in 1.00-1.06 they used the area level of the town (IIRC) and in 1.07-1.10 they are using your clvl (and some other values that I am uncertain about) (and the bonus granted to some items, such as circlets) (the magic tab was disabled in 1.07 and replaced by the second weapons tab)


It do work like intended,

it set max magic level on affixes spawned on items at vendor.
Last edited by kingpin on Wed Jun 15, 2005 8:53 am, edited 1 time in total.

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Nefarius » Wed Jun 15, 2005 6:19 am

That explains why the clvl doesn't apply correctly to act1-3 items when going there with a high level char.

I will do a few tests on this.

Just thought id clear something up: The columns are not misspelled, blizzard called all of Hratli's columns Hralti, including the min/max columns.
Last edited by Nefarius on Wed Jun 15, 2005 7:24 am, edited 2 times in total.
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Post by Ulmo » Wed Jun 15, 2005 10:07 am

The expected name for XXX.txt is Hralti *but* there is one column where is is written Hratli and the value is not compiled (tested, in fact it's this way I noticed the typo).

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Myhrginoc » Sat Oct 29, 2005 3:42 pm

Normally changing column headers is bad business altogether, but in this case you can change the spelling and correct the original compiler bug. The list below is what the code requires (weapons.txt, armor.txt and misc.txt use the same build).

HraltiMin
HraltiMax
HraltiMagicMin
HraltiMagicMax
HraltiMagicLvl
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MD5 Hash's for the original patchfiles

Post by XiaN » Tue Dec 06, 2005 8:48 pm

Here are the MD5 ( RFC 1321 ) Hash Values for the Dll's and the Patch_D2.mpq for 1.10 and 1.11b from the PK Filebase "Clear Patches".

Maybe someone need them for a tool to his mod.

v110 : 'f0c8199c01b623d97d6597f38e5b52a0'
v111 : 'f0c8199c01b623d97d6597f38e5b52a0'
name : 'BinkW32.dll'

v110 : 'a6d3cc905796cb5524a7ea1e9cc9bfa9'
v111 : '217e938b24ec55dda9ea207981d2107e'
name : 'BNClient.dll'

v110 : '0310e3624bda8f0084886602fa2b81dd'
v111 : 'd601ed37a82c8a5f047772ef5e637603'
name : 'D2Client.dll'

v110 : '3a0fba47500c31028575e567ddfd77b9'
v111 : 'b1be0bba3132daeb314962e5d46977c3'
name : 'D2CMP.dll'

v110 : 'ca15fb716915d284b887622f4ee02e7a'
v111 : '698477d9665660d3b36257713be303fe'
name : 'D2Common.dll'

v110 : 'fe6315764c894589fb263b782b35ad27'
v111 : '2b479ceb1b24c77b2350a90729d765fa'
name : 'D2DDraw.dll'

v110 : 'fb18c84db3c9c10456ea6440b5c1823b'
v111 : '8c7ec835a9eecdecfe0f4684c0439bd2'
name : 'D2Direct3D.dll'

v110 : 'e24ca660d8535999ccdd3ba1ed869b07'
v111 : 'e06243c9bef255cd8e157bb262092529'
name : 'D2Game.dll'

v110 : '119d22ba33258ac84e2d7b53b669a955'
v111 : '86e1083bbebfcd5d44519886174b5af2'
name : 'D2Gdi.dll'

v110 : '982db21479ccfeb2ed5b2a03b3f7acc8'
v111 : '8ecf3a0f076903bb8d633f2e70965617'
name : 'D2Gfx.dll'

v110 : '671ccb34758ab7302455eb8bdb5ee540'
v111 : '56cd97cd13044bca31f9ffdf11aa7448'
name : 'D2Glide.dll'

v110 : '698691eaf4f019a49ace9abd0999202f'
v111 : 'da2656271acc47036b2135ecd2271836'
name : 'D2Lang.dll'

v110 : '8170a13f58416ba84934b376d3b8ebe9'
v111 : 'd9f223c8e162a11e003f79bc50efe797'
name : 'D2Launch.dll'

v110 : '43ce2a19499c3dea1003d46d60a81a2d'
v111 : 'd705e9b030d00c3c093d2df90a31ddc9'
name : 'D2MCPClient.dll'

v110 : 'ec26103f80c1887a36a98ae5a3f04fe5'
v111 : '57a2c7757081dd1a2d0588b4097389fc'
name : 'D2Multi.dll'

v110 : 'fecb7635c787793527a4158208c93ae2'
v111 : '4bcc15f2d83620ef44ad7ce6f417a5a6'
name : 'D2Net.dll'

v110 : 'f5ceccf3d66af3cca57098af6f3cad9e'
v111 : '8f70515a7d12d6ca118a3a048222e6e4'
name : 'D2Sound.dll'

v110 : '9e23f52f848042d5dff031232a021657'
v111 : '311e326f0e661e231480a009631911ca'
name : 'D2Win.dll'

v110 : '7da252b491550a4befb3f177b2da0b58'
v111 : 'e091b1db1b530b9d3cdf764cc88b5b8d'
name : 'Fog.dll'

v110 : 'a0ce0247d48fecaac607edb1e2d87fd8'
v111 : 'a0ce0247d48fecaac607edb1e2d87fd8'
name : 'IJL11.dll'

v110 : '985229b70d958557dfdb4498f6aeeb8a'
v111 : '985229b70d958557dfdb4498f6aeeb8a'
name : 'SmackW32.dll'

v110 : '4649ae8d5c61aeac8d717c58c538a200'
v111 : 'd11c566fb81a6b32454e426bd689d620'
name : 'Storm.dll'

v110 : '92b7987fba357fc99fabbe11c6dffabf'
v111 : '4915665b2855595a8b062d68fe7894ad'
name : 'patch_d2.mpq'
Last edited by XiaN on Tue Dec 06, 2005 8:58 pm, edited 3 times in total.

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by XiaN » Wed Feb 15, 2006 8:45 pm

The ingame Gamma and Contrast can be regulated in 20 steps from

Contrast 0-100
Gamma 55-255

PS: Needless information you think ? I've searched 3 hours for this :P ( Found it in the registry entries. )

Another info for a mod config tool.
Last edited by XiaN on Wed Feb 15, 2006 8:47 pm, edited 2 times in total.

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Post by Nameless » Fri Jul 31, 2009 7:31 am

The fileguide doesn't give any information about the column NoSend in states.txt:

From what I have found, NoSend controls if information about this state is sent to the client. If the information is not sent, then it can't be reported properly in the character screen or the extra PlugY pages.

I tested this with Soul Shiver (renamed Warmth) in Eastern Sun, normally the Mana Regen isn't displayed (properly) by the LCS (in the extra pages added by PlugY), only the 30% you get for the hard point were shown. When I cleared the NoSend column for the Warmth state in states.txt, then the information about it was properly shown and updated when I added/removed +skills or such.

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Jase » Thu Nov 04, 2010 2:04 am

Doombreed-x wrote: However, passive skills won't have any effect when you first create the character with 1 point like this, you have to leave the game and come in again for it to work properly.
Though I've found a neat workaround. Make an active skill and make it unusable (requires state x with restrict to 2) but give the skill a passive state and passive stats (like resist fire/cold/lightning does). You still get the passive stats, and you even get to scroll over it to see what it does.

You can also do this with attack, unsummon, etc.
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by weapon-x » Thu Jan 20, 2011 6:22 pm

[ 1.13c ] charstats.txt

if you try to clear-out "Skill 3 Skill 4 Skill 5 Skill 6" columns

and trasmute any working recipe in the cube...

the cube will grant you 4 skill points :lol:

stupid but true ;)
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Wopsh » Wed Jan 26, 2011 12:56 am

I am 90% certain (not that certain) that setting 2 in a missile's trans column causes the inverse of the normal darkness = transparency. IIRC the unholy bolts of have a light outline in the dcc files meaning they would have to be using this kind of transparency. This would allow for dark missiles with variable transparency.

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Necrolis » Wed Jan 26, 2011 4:38 pm

Wopsh wrote:I am 90% certain (not that certain) that setting 2 in a missile's trans column causes the inverse of the normal darkness = transparency. IIRC the unholy bolts of have a light outline in the dcc files meaning they would have to be using this kind of transparency. This would allow for dark missiles with variable transparency.
nope, 2 is highlight(color multiply), missiles have 7 trans modes just like everything else, they however have a base of 5 added by the draw code(don't ask me why, seems retarded...), -4 should get you 25% opacity, -3 is 50%, -2 is 75% etc, me and others have posted the various blend modes (6 - 1 for missiles iirc - is fun, its color multiply + 50% trans)
Image
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Wopsh » Wed Jan 26, 2011 5:46 pm

I looked up color multiply and it can more or less mean lightness = transparency.
http://blogs.sitepoint.com/2004/08/04/m ... photoshop/
http://www.photoshopessentials.com/phot ... page-2.php
Black areas will remain black; white areas will be transparent and allow the base layers to show through; grey areas will have partial opacity.
I also got the expected effect when I set a fireball to trans 2. I can't be 100% sure until I try this on a missile normally less opaque, but I think I have this confirmed.
Last edited by Wopsh on Wed Jan 26, 2011 6:50 pm, edited 2 times in total.

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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by mirecek » Wed Jan 26, 2011 6:20 pm

I may confirm that I was using trans=2 (in missiles.txt) for black smoke missiles (LOST smoke monster, uh.. )

Never tried all of them in missiles, but in overlay.txt they work like NEC said.
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by Necrolis » Thu Jan 27, 2011 12:49 pm

having a look at the code again, blizzards stuff is even more retard than I remember, seems they remap modes instead of rebasing them...

anyways, this is how its set up:
0/none = trans mode 5: no blending
1 = trans mode 3: 75% opacity
2 = trans mode 4: color blend (SRC ZERO / DST SRC)
selection = trans mode 7: color multiply(note: this is D3D color multiply aka COLOROP_MODULATE2X: Image).

and just for a proper visual representation:
Image
as you can see there are only 7 blend modes.
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Re: Recent Discoveries, Clarifications and Breakthroughs

Post by XiresNar » Thu Aug 18, 2011 10:40 pm

It seems that the table string : Annihilus
will provide an error when used.
However, if you slightly edit it, it will work. This string seems to be directly coded into the game.
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