The link to the source code on the Plugy site for version 9.00 is broken. =(
If someone has the zip, please PM me.
Search found 384 matches
- Sat Jan 14, 2017 4:59 pm
- Forum: Keep Updates
- Topic: Keep Update Oct 24, 2014
- Replies: 4
- Views: 7503
- Wed Mar 27, 2013 3:05 pm
- Forum: Tools
- Topic: D2SE Modmanager, the final solution for Modmanagement
- Replies: 103
- Views: 35815
Re: D2SE Modmanager, the final solution for Modmanagement
seltsamuel: can you shoot me a PM when you're able? (You have PMs disabled, btw.)
- Fri Sep 14, 2012 8:55 pm
- Forum: General Mod Making
- Topic: Skills.txt ItemEffect and ItemCltEffect what they really do
- Replies: 2
- Views: 722
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...
- Thu Jun 07, 2012 12:18 am
- Forum: Mod Concepts & Research
- Topic: Affix Ranges
- Replies: 6
- Views: 1636
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.
But prepare yourself for a problem having some text centered and some text left-aligned to make room for the bars.
- Thu Jun 07, 2012 12:13 am
- Forum: Mod Concepts & Research
- Topic: Affix Ranges
- Replies: 6
- Views: 1636
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.)
I left the sockets text alone as an aesthetic choice. (No important reason, really.)
- Wed Jun 06, 2012 11:01 pm
- Forum: Mod Concepts & Research
- Topic: Affix Ranges
- Replies: 6
- Views: 1636
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...
- Wed Jun 06, 2012 10:42 pm
- Forum: Mod Concepts & Research
- Topic: Enhancing D2 via mod
- Replies: 5
- Views: 1827
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...
- Mon Jun 04, 2012 3:32 pm
- Forum: Multimedia
- Topic: Font TBL file
- Replies: 17
- Views: 6771
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.
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.
- Tue Apr 10, 2012 8:16 am
- Forum: Mod Concepts & Research
- Topic: What does your mod look like?
- Replies: 571
- Views: 143525
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...
- Sat Apr 07, 2012 3:54 am
- Forum: Code Editing
- Topic: [1.13c] Opening the cube
- Replies: 8
- Views: 1606
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.
- Mon Mar 26, 2012 9:57 pm
- Forum: Code Editing
- Topic: [1.10] How to display only the set item name ?
- Replies: 5
- Views: 1163
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.)
- Sun Feb 05, 2012 10:26 am
- Forum: Code Editing
- Topic: [1.13c] 1024 x 768 Resolution
- Replies: 2
- Views: 1535
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 ...
- Sun Feb 05, 2012 12:28 am
- Forum: Code Editing
- Topic: Changin' Unique ColumQuality (Problem)
- Replies: 1
- Views: 541
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...
- Fri Feb 03, 2012 12:40 am
- Forum: General Mod Making
- Topic: Hellhole key
- Replies: 10
- Views: 1158
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...
- Thu Feb 02, 2012 11:54 pm
- Forum: General Mod Making
- Topic: Hellhole key
- Replies: 10
- Views: 1158
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.
You may want to have another go at them.
Edit: Attached my result, edited from out of the original shot.
- Thu Feb 02, 2012 11:00 pm
- Forum: Code Editing
- Topic: [1.10] Character start hook
- Replies: 4
- Views: 998
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."
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."
- Wed Feb 01, 2012 8:36 pm
- Forum: Code Editing
- Topic: [1.10] Character start hook
- Replies: 4
- Views: 998
Re: [1.10] Character start hook
Every time. I need it to be when a character appears, after the character data is loaded.
- Wed Feb 01, 2012 8:21 pm
- Forum: Code Editing
- Topic: [1.10] Character start hook
- Replies: 4
- Views: 998
[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.
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.
- Wed Nov 02, 2011 5:07 am
- Forum: Tools
- Topic: Ripping Sprites from Commercial Games
- Replies: 21
- Views: 7249
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...
- Wed Nov 02, 2011 4:13 am
- Forum: Tools
- Topic: Ripping Sprites from Commercial Games
- Replies: 21
- Views: 7249
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 ...
- Wed Nov 02, 2011 3:43 am
- Forum: Tools
- Topic: Ripping Sprites from Commercial Games
- Replies: 21
- Views: 7249
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...
- Wed Nov 02, 2011 2:34 am
- Forum: Tools
- Topic: Ripping Sprites from Commercial Games
- Replies: 21
- Views: 7249
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...
- Sat Oct 29, 2011 12:51 am
- Forum: Diablo II Chatter
- Topic: Patch 1.13d
- Replies: 8
- Views: 2455
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...
- Fri Oct 28, 2011 6:38 am
- Forum: General Mod Making
- Topic: Absorbs and Summon Resist
- Replies: 0
- Views: 520
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...
- Fri Oct 28, 2011 6:04 am
- Forum: Diablo II Chatter
- Topic: Patch 1.13d
- Replies: 8
- Views: 2455
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...