Search found 8804 matches
- Thu Feb 29, 2024 4:23 pm
- Forum: Off-Topic
- Topic: Where is Administration d2mods.info ??
- Replies: 1
- Views: 103
Re: Where is Administration d2mods.info ??
There are contact and team links at the bottom of every page
- Thu Sep 15, 2022 5:56 pm
- Forum: Multimedia
- Topic: Set Items and Colors.txt
- Replies: 3
- Views: 2666
Re: Set Items and Colors.txt
Thanks for the info. Where would I find these docs? Are these palettes in the game files and can I apply them to the base image like Lacquered Plate? For more clarity what I'm trying to do is apply these palette shifts to the "base" images either manually or automated So the basics of palette remap...
- Mon Aug 08, 2022 1:14 pm
- Forum: Multimedia
- Topic: Set Items and Colors.txt
- Replies: 3
- Views: 2666
Re: Set Items and Colors.txt
Color shifts for items are done via palette remapping; the chrtransform and invtransform define which one of the global color remappings will be applied when the char/item is rendered. If you want to understand the mechanics behind this you can look at Paul Siramys docs of state palette shifts or Jo...
- Mon May 30, 2022 11:06 am
- Forum: General Mod Making
- Topic: please help me with the newtitle plugin
- Replies: 5
- Views: 3435
- Fri Jan 14, 2022 9:56 am
- Forum: General Mod Making
- Topic: Physical Pierce
- Replies: 1
- Views: 2895
Re: Physical Pierce
Yes, but this requires a code edit to accomplish. The required edits for 1.10 and 1.13c have been posted in the Code Editing section.
- Tue Nov 02, 2021 8:22 pm
- Forum: General Mod Making
- Topic: Potion that Permanently removes a strength point?
- Replies: 2
- Views: 412
Re: Potion that Permanently removes a strength point?
This tutorial details what you need to do, just use strength with a negative value: https://d2mods.info/forum/viewtopic.php?t=40665
- Mon Nov 01, 2021 5:14 pm
- Forum: General Mod Making
- Topic: The Guide to Almost All Non-Missile Skill Functions
- Replies: 41
- Views: 6329
Re: The Guide to Almost All Non-Missile Skill Functions
Hi kain_abel_666 , auras are weird in that they do not use auralencalc, but rather perdelay for the length of their state application. This makes it so that every time the aura updates it will apply its state for just as long. So if you set perdelay=100, then it will apply for 100 frames. This is n...
- Mon Nov 01, 2021 5:11 pm
- Forum: General Mod Making
- Topic: I would like to correct the drop rate and experience that increase according to the number of people. Help.
- Replies: 1
- Views: 262
Re: I would like to correct the drop rate and experience that increase according to the number of people. Help.
The experience part is hardcoded, the drop rate changes are also hardcoded but are in a way influenced by NoDrop.
I'll be moving this to CE where this question is more appropriate.
I'll be moving this to CE where this question is more appropriate.
- Wed Oct 13, 2021 4:47 pm
- Forum: Code Editing
- Topic: Force max numer of staffmods
- Replies: 3
- Views: 758
Re: Force max numer of staffmods
This requires a code edit, since you need to skip the 3 chance checks that determine how many staff mods to allocate.
What version are you wanting to edit?
What version are you wanting to edit?
- Wed Oct 06, 2021 2:31 pm
- Forum: General Mod Making
- Topic: Level Requirements don't change after mod
- Replies: 5
- Views: 378
Re: Level Requirements don't change after mod
Did you also alter the level requirements of the base items? Base item? what do you mean? This? (highlihgted in the screenshot) You have changed the level requirements for the unique, but the base item (eg: sacred armor in the case of Tyrael's Might) has its own level requirement that you'd need to...
- Tue Oct 05, 2021 6:44 pm
- Forum: General Mod Making
- Topic: Level Requirements don't change after mod
- Replies: 5
- Views: 378
Re: Level Requirements don't change after mod
Did you also alter the level requirements of the base items?
- Thu Sep 16, 2021 11:12 am
- Forum: Tools
- Topic: D2Excel Plus
- Replies: 19
- Views: 10427
- Wed Sep 01, 2021 6:42 am
- Forum: General Mod Making
- Topic: missing column(s) in misc.txt
- Replies: 2
- Views: 271
Re: missing column(s) in misc.txt
Firstly, you should always be using the txt files from patch_d2.mpq. Secondly, armor.txt, weapons.txt and misc.txt are all the same file, so you can freely add columns available in one to the other. However in your case the issue is you using massively out of date files. And finally, there is no nee...
- Wed Aug 18, 2021 4:17 pm
- Forum: Diablo II Chatter
- Topic: How to read the player experience value from the save file?
- Replies: 1
- Views: 680
Re: How to read the player experience value from the save file?
The stats are encoded as bit streams, you'll need to read info from itemstatcost to deserialize them.
I'd suggest going through this thread for more info: https://d2mods.info/forum/viewtopic.php?f=8&t=9011
I'd suggest going through this thread for more info: https://d2mods.info/forum/viewtopic.php?f=8&t=9011
- Wed Aug 04, 2021 10:21 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10350
Re: Once it was Dead
It isn't D2SE, it is non-standard patching of old software on Windows 10 compiled with new tools. Before this DLL problem arose, I could bring up the alpha3 character select screen from a D2SE launch. I was actually referring to CRT and CPPRT dlls -- the newer VS build chains now use versioned depe...
- Tue Aug 03, 2021 4:28 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10350
Re: Once it was Dead
No news is not necessarily good news. Bug tracking continues; butt-kicking for goodness!! I ran into a real puzzler while trying to find out why CustomTbl apparently is ignoring my tfw strings file and after fixing a relocation error in the ExtLvl plugin; certail DLLs are playing hide-and-seek! It ...
- Tue Jul 20, 2021 4:41 pm
- Forum: General Mod Making
- Topic: GAMBLING: More than 20 items per Gambling Page
- Replies: 2
- Views: 438
Re: GAMBLING: More than 20 items per Gambling Page
- I once made a mod where, without code editing, I somehow managed to get more than 20 items per gamble page. How is that done (I fail to remember)? This might have been possible in much older versions of D2, but now requires either a code edit or a plugin like D2Mod or Basemod - Can the blank rune...
- Sun Jul 18, 2021 9:42 pm
- Forum: General Mod Making
- Topic: v1.14d TXT extraction
- Replies: 2
- Views: 377
Re: v1.14d TXT extraction
Sounds like you are missing a listfile required to extract the latest files from patch_d2.mpq, you can get a complete one here: https://d2mods.info/forum/viewtopic.php?t=65218
- Tue Jun 29, 2021 1:38 am
- Forum: General Mod Making
- Topic: Selling items picked up outside town
- Replies: 2
- Views: 363
Re: Selling items picked up outside town
Your only way would be a cube recipe to transmute the item into gold or an item with a pspell that adds gold. This however means you won't get vendor prices.
Anything more advanced requires not-so-simple code edits (as no plugin exists to do this this to my knowledge).
Anything more advanced requires not-so-simple code edits (as no plugin exists to do this this to my knowledge).
- Tue Jun 29, 2021 1:36 am
- Forum: General Mod Making
- Topic: Itemstatcost.txt Send Bits=32?
- Replies: 3
- Views: 386
Re: Itemstatcost.txt Send Bits=32?
Higher send bits increase the network overhead*; additionally there will be waste in some cases where the sendbits exceeds the save bits. This means you'd need to also increase savebits, which will then also increase save file size. *In most cases this isn't too much of an issue with modern internet...
- Tue Jun 15, 2021 11:04 am
- Forum: General Mod Making
- Topic: BH {filtered}, add custom items
- Replies: 2
- Views: 748
Re: BH {filtered}, add custom items
We don't officially support map hacks here, but since the focus is on the loot filter:
I'd suggest having a look at its source code on GH, there is a section dealing with preset item codes (basically a giant table of pre-computed attributes for each item), IIRC you'd need to expand that.
I'd suggest having a look at its source code on GH, there is a section dealing with preset item codes (basically a giant table of pre-computed attributes for each item), IIRC you'd need to expand that.
- Thu May 27, 2021 9:49 pm
- Forum: Code Editing
- Topic: Save file structure
- Replies: 238
- Views: 114884
Re: Save file structure
A brief check of some of my old save code, which may or may not be 100% the same as vanilla, so caveat emptor: 1. This is the index from books.txt that corresponds to the book/scroll in question, requires that the item derives from the book or scroll itemtype. 2. If the item derives from the weapon ...
- Wed May 26, 2021 2:54 pm
- Forum: Code Editing
- Topic: [Question] How to fix the text color display in 1.14d
- Replies: 1
- Views: 492
Re: [Question] How to fix the text color display in 1.14d
You shouldn't be using codes >12 in the first place, the D2 render only makes provision for 13 codes (0-12). Any additional ones are extensions added by glidewrapper or are due to unbounded array access just reading random color transform values (hence why a lot of them break in windowed mode). If y...
- Thu Apr 29, 2021 1:52 pm
- Forum: Code Editing
- Topic: Global sound cmd id?
- Replies: 5
- Views: 633
Re: Global sound cmd id?
Sir, I am getting more confuse with this function. This function does not send a packet to client directly. This function will set the UnitStrc 0x6E which means "nUpdateType". I can't find more information about the "nUpdateType". With a breakpoint on this function. The more info about this. 2 = le...
- Wed Apr 28, 2021 9:30 pm
- Forum: Code Editing
- Topic: Global sound cmd id?
- Replies: 5
- Views: 633
Re: Global sound cmd id?
Is there other soundId can be used with this function, that can be used to make unit say something? You'd have to document the switch case on the client, but almost every sound triggered as part of a server validated action has one. And is there a way to play a sound to a Player? From the client th...