Search found 384 matches

by Demon9ne
Sat Jan 14, 2017 4:59 pm
Forum: Keep Updates
Topic: Keep Update Oct 24, 2014
Replies: 4
Views: 5777

Re: Keep Update Oct 24, 2014

The link to the source code on the Plugy site for version 9.00 is broken. =(

If someone has the zip, please PM me.
by Demon9ne
Wed Mar 27, 2013 3:05 pm
Forum: Tools
Topic: D2SE Modmanager, the final solution for Modmanagement
Replies: 99
Views: 4366

Re: D2SE Modmanager, the final solution for Modmanagement

seltsamuel: can you shoot me a PM when you're able? (You have PMs disabled, btw.)
by Demon9ne
Fri Sep 14, 2012 8:55 pm
Forum: General Mod Making
Topic: Skills.txt ItemEffect and ItemCltEffect what they really do
Replies: 2
Views: 570

Re: Skills.txt ItemEffect and ItemCltEffect what they really do

https://d2mods.info/forum/viewtopic.php?f=122&t=47934 This topic is relevant, as is the File Guide, as usual. However, Kingpin's post here serves as a definitive confirmation that the ItemEffect field uses the same functions as the SrvDoFunc field (and the same for ItemCltEffect/CltDoFunc). Additio...
by Demon9ne
Thu Jun 07, 2012 12:18 am
Forum: Mod Concepts & Research
Topic: Affix Ranges
Replies: 6
Views: 1303

Re: Affix Ranges

Absolutely go ahead--I wish all mods could implement this.

But prepare yourself for a problem having some text centered and some text left-aligned to make room for the bars.
by Demon9ne
Thu Jun 07, 2012 12:13 am
Forum: Mod Concepts & Research
Topic: Affix Ranges
Replies: 6
Views: 1303

Re: Affix Ranges

Top bar would be total quality. Small bars are each affix quality. Green bars are 100%, indicating "perfect affixes".

I left the sockets text alone as an aesthetic choice. (No important reason, really.)
by Demon9ne
Wed Jun 06, 2012 11:01 pm
Forum: Mod Concepts & Research
Topic: Affix Ranges
Replies: 6
Views: 1303

Affix Ranges

As I was touching up item affixes today, I was considering a solution to the disconnect between what we perceive to be a good magical item, versus what is actually a good magical item. Consider that if I have an affix that adds +1 to +10 fire damage, a player will find the item with +8 and have no b...
by Demon9ne
Wed Jun 06, 2012 10:42 pm
Forum: Mod Concepts & Research
Topic: Enhancing D2 via mod
Replies: 5
Views: 1522

Re: Enhancing D2 via mod

1) Would require a decent amount of CE (code editing). 2) You could do an approximation of these. Using itemstatcost.txt, you could create a damage-per-strength property and using skills.txt you could create stat synergies (energy to spell damage) in whatever ratio you deem fit. 3) This requires sli...
by Demon9ne
Mon Jun 04, 2012 3:32 pm
Forum: Multimedia
Topic: Font TBL file
Replies: 17
Views: 4559

Re: Font TBL file

Apologies for resurrecting this old topic, but I wanted to correct some info...

In the 12-byte header of a font tbl file, byte 11 is actually the leading and byte 12 is the cap height in pixels.
by Demon9ne
Tue Apr 10, 2012 8:16 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 564
Views: 95297

Re: What does your mod look like?

Black_Eternity: Your screens are great. The placement icons look good, but maybe drop the opacity on them. Two other things to consider-- - If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below. - If you're keeping D2 charms, they'll be hell to...
by Demon9ne
Sat Apr 07, 2012 3:54 am
Forum: Code Editing
Topic: [1.13c] Opening the cube
Replies: 8
Views: 1357

Re: [1.13c] Opening the cube

I don't know the answer to your question, but you need to remove that D2Net code. Client<->Server discussion is against ToS.
by Demon9ne
Mon Mar 26, 2012 9:57 pm
Forum: Code Editing
Topic: [1.10] How to display only the set item name ?
Replies: 5
Views: 961

Re: [1.10] How to display only the set item name ?

You could make a duplicate short sword in weapons.txt and then set SkipName boolean to 1. (No CE.)
by Demon9ne
Sun Feb 05, 2012 10:26 am
Forum: Code Editing
Topic: [1.13c] 1024 x 768 Resolution
Replies: 2
Views: 1362

Re: [1.13c] 1024 x 768 Resolution

I'm not sure about your screenshot problem, but the second problem is just a matter of how each element was original programmed. Some UI elements were coded to occupy a percentage of the screen, while others are meant to appear at exact offsets. Much of this is resolution dependent also, which is a ...
by Demon9ne
Sun Feb 05, 2012 12:28 am
Forum: Code Editing
Topic: Changin' Unique ColumQuality (Problem)
Replies: 1
Views: 439

Re: Changin' Unique ColumQuality (Problem)

JNZ and JNE are synonymous here. Olly is changing the address because you're editing the bytes at that location, which are the difference between your current address and destination address. Just hit space and type in JMP/JNZ (new address). Edit: Apparently I can't read today. Your destination addr...
by Demon9ne
Fri Feb 03, 2012 12:40 am
Forum: General Mod Making
Topic: Hellhole key
Replies: 10
Views: 978

Re: Hellhole key

You don't see the black pixellation around the keys? (Also the chest and large key dc6s.) The method I use: - Resize before editing, if necessary - Apply Act 0 palette - Apply Act 1 palette - Set 0,0,0 black as the transparency color - View with transparency enabled - Color all the almost-black pixe...
by Demon9ne
Thu Feb 02, 2012 11:54 pm
Forum: General Mod Making
Topic: Hellhole key
Replies: 10
Views: 978

Re: Hellhole key

Not to be unappreciative Black_Eternity, but your keys are the incorrect dimensions, not in palette, and not obeying transparency properly (I looked at Hellhole key.bmp).

You may want to have another go at them.

Edit: Attached my result, edited from out of the original shot.
by Demon9ne
Thu Feb 02, 2012 11:00 pm
Forum: Code Editing
Topic: [1.10] Character start hook
Replies: 4
Views: 835

Re: [1.10] Character start hook

Thanks Nec. Works well.

Also, a poor/lazy coder's solution to new players vs. those already present:

if (Experience == 0) {
do new player stuff
+1 Experience!
}

When players ask why they start with 1 experience, simply tell them "Backstory."
by Demon9ne
Wed Feb 01, 2012 8:36 pm
Forum: Code Editing
Topic: [1.10] Character start hook
Replies: 4
Views: 835

Re: [1.10] Character start hook

Every time. I need it to be when a character appears, after the character data is loaded.
by Demon9ne
Wed Feb 01, 2012 8:21 pm
Forum: Code Editing
Topic: [1.10] Character start hook
Replies: 4
Views: 835

[1.10] Character start hook

A relatively simple question:

I'm looking for an ideal place to hook the game at character start, for some code that will run once at game entrance, when the character pops up in town. Can anyone recommend an address? Thanks.
by Demon9ne
Wed Nov 02, 2011 5:07 am
Forum: Tools
Topic: Ripping Sprites from Commercial Games
Replies: 21
Views: 6274

Re: Ripping Sprites from Commercial Games

I'm sorry. Then it's for your own good, else you could delete your c:\windows folder and I'll be guilty. I actually just had sex with my c:\windows folder. It's all your fault. Now here's what you should do to redeem yourself: - Delete the line that starts with "P2P", because it makes P2P network o...
by Demon9ne
Wed Nov 02, 2011 4:13 am
Forum: Tools
Topic: Ripping Sprites from Commercial Games
Replies: 21
Views: 6274

Re: Ripping Sprites from Commercial Games

Are you "retarded"? Yes I am. So where does that leave us? I'm actually really happy when people release anything for or related to modding. The problem is that your project is extremely inaccessible (to the majority of D2 mod authors) and offensive. As an aside, I have to wonder if the people who ...
by Demon9ne
Wed Nov 02, 2011 3:43 am
Forum: Tools
Topic: Ripping Sprites from Commercial Games
Replies: 21
Views: 6274

Re: Ripping Sprites from Commercial Games

Sorry. The utility is intended for programmers. Your project should have one. I dont have a Windows OS, so cant compile it for you. other than that, just run "make" then "./sau" I would, but I'm not allowed to, thanks to your license.txt, which reads word-for-word as follows: Public Domain. Just do...
by Demon9ne
Wed Nov 02, 2011 2:34 am
Forum: Tools
Topic: Ripping Sprites from Commercial Games
Replies: 21
Views: 6274

Re: Ripping Sprites from Commercial Games

I'm going to go ahead and translate this to "normal human being" for everyone. "Hello, I have created a magic wand that rips graphics from video games, unfortunately 95% of you can't use it, because it's in C code and there's no documentation other than a copy of this offensive post (readme.txt, iro...
by Demon9ne
Sat Oct 29, 2011 12:51 am
Forum: Diablo 2 Chatter
Topic: Patch 1.13d
Replies: 8
Views: 1981

Re: Patch 1.13d

makes me think of the swan bunker No idea what you're talking about. fortunately my mod has been converted to a D2SE plugin since a while. This is a good idea on your part. I spoke to the author at length some time ago, and he's very dedicated to the project. Patches like this are (part of) the rea...
by Demon9ne
Fri Oct 28, 2011 6:38 am
Forum: General Mod Making
Topic: Absorbs and Summon Resist
Replies: 0
Views: 430

Absorbs and Summon Resist

Interestingly, if you give a minion/pet an elemental absorb, they will lose the corresponding elemental resistance granted by Summon Resist, or by any new property granting them a bonus to the passive_summon_resist stat (granted by Summon Resist). eg. If you give your minion 10% fire absorb, they wi...
by Demon9ne
Fri Oct 28, 2011 6:04 am
Forum: Diablo 2 Chatter
Topic: Patch 1.13d
Replies: 8
Views: 1981

Re: Patch 1.13d

is there anything good on this patch Absolutely. Blizzard can now claim that they're continuing to support a title after more than a decade. Oh--wait--you meant good for us? ...No. I imagine Blizzard's "legacy team" to be a couple people stowed away in an underground bunker beneath a deserted islan...

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