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PostPosted: Tue Aug 22, 2017 10:02 am 
 Post subject: [1.13d] Make 'attack' always hit
 
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Hi,
I have been able to make the missile thrown from a javelin to be able to always hit a monster by removing the '1' from the 'ToHit' column in missiles.txt. However, I would like to do this with the normal skill 'attack' as well, thus making normal melee attacks always hit.

I've searched through many of the text files now and the forums, but it has led me nowhere. Does anyone know how one would do this?

Appreciated,
Patrik


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PostPosted: Tue Aug 22, 2017 10:46 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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Hello, I can't check because I'm not at home atm. However, have you tried using Concentrate's srvdofunc? It allows you to assign a state with bonuses on attack. You could try to create a dummy state that gives you tons of AR and ignore defense


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PostPosted: Fri Aug 25, 2017 1:59 pm 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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Thanks for your help, I will try that out.

However, one thing that comes to mind quickly is that the character level and monster level in the equation is not dealt with then, thus leaving me not hitting monsters which are higher level than me. I wish to be able to hit high level monsters as well, such as Guided Arrow would.¨

Edit:
I have not been able to get this to work, so I guess I will have do this in form of a code edit. Necrolis helped me in viewtopic.php?f=8&t=59863 with 1.10f, I'll see if I can pick up on that.


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PostPosted: Fri Aug 25, 2017 7:01 pm 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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For 1.13d nop these lines in D2Game.dll

6FCAAFAE    83F8 01     CMP EAX,1
6FCAAFB1    75 7B       JNE SHORT 6FCAB02E


ported from the original edit in 1.10f

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PostPosted: Tue Aug 29, 2017 8:54 pm 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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devurandom wrote:
For 1.13d nop these lines in D2Game.dll

6FCAAFAE    83F8 01     CMP EAX,1
6FCAAFB1    75 7B       JNE SHORT 6FCAB02E


ported from the original edit in 1.10f


Hello, I tried this for 1.13c and it doesn't seem to affect anything.
I basically tried NOPing every function that had JNE SHORT command and only reverting it back when the game crashes, but it didn't seem to affect the Attack Rating mechanic.

I've looking for a solution for a "100% melee hit chance" for years now, with no success. But, I greatly appreciate your post Devurandom, it at least gives me something to go on.


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PostPosted: Wed Aug 30, 2017 4:28 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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csguak wrote:

Hello, I tried this for 1.13c and it doesn't seem to affect anything.
I basically tried NOPing every function that had JNE SHORT command and only reverting it back when the game crashes, but it didn't seem to affect the Attack Rating mechanic.

I've looking for a solution for a "100% melee hit chance" for years now, with no success. But, I greatly appreciate your post Devurandom, it at least gives me something to go on.



for 1.13c you should nop this out


6FCFCE8E   83F8 01      CMP EAX,1
6FCFCE91   75 7B        JNE SHORT 6FCFCF0E


The original function changed since 1.10, yet these edits are found in the only in code block that
matches up to the 1.10 function posted by necrolis for 1.10.

It seems to work in short testing but hits can still be blocked, as mentioned in the original post.
http://d2mods.info/forum/viewtopic.php?f=8&t=59863

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PostPosted: Wed Aug 30, 2017 4:29 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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ahh okay thank you.
I made a mistake of looking for JNZ SHORT functions instead of JNE.





Edit: For some reason I am not able to find any JNE function inside d2game.dll LOL
There are plenty of these,
Image

But, I wasn't able to locate a single JNE function...
Do you remember where this particular function was being held in d2game.dll? Is it located around the middle of the code?

Here is hoping that I finally track down this mechanic once and for all :D


Last edited by csguak on Wed Aug 30, 2017 5:04 am, edited 1 time in total.

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PostPosted: Wed Aug 30, 2017 5:12 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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Ollydbg can interpret the same opcode differently in some situations. I use version 2.01 latest.
if your not sure.. calculate the offsets for whats posted above.

Cheers!

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PostPosted: Wed Aug 30, 2017 9:53 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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csguak wrote:
Edit: For some reason I am not able to find any JNE function inside d2game.dll LOL
JNE and JNZ are the same opcode; for jumps there are two equivalent sets of mnemonics that get used, you should be able to toggle between them in the options (one set relates the the semantic function "NOT EQUAL", the other relates to the EFlag that is tested by the jump, "NOT Z").

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PostPosted: Thu Aug 31, 2017 2:06 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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imakeigloos_pat wrote:

Edit:
I have not been able to get this to work, so I guess I will have do this in form of a code edit. Necrolis helped me in viewtopic.php?f=8&t=59863 with 1.10f, I'll see if I can pick up on that.


oh by the way, I NOPed every function that had
CMP DWORD PTR SS:[EBP],1
JNZ SHORT


and lvl 1 monsters still could not hit me. (5% hit chance)
Also my lvl 1 character still could not hit Hell fallens.

I am pretty sure "chance to hit" function is hiding somewhere else.

In the mean time, you can increase the 95% cap to 100% using this method as Devurandom helped us out two years ago.
viewtopic.php?f=8&t=62439


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PostPosted: Sat Sep 16, 2017 9:31 am 
 Post subject: Re: [1.13d] Make 'attack' always hit
 
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Thanks for your help devurandom and Necrolis. I just got back from vacation and got some time to test this, but unfortunately this does not work.

I remember Necrolis had to check for a second place to edit as well but never came back to me. Maybe there is more that needs to be done here?


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