Search found 28 matches
- Sat Oct 21, 2006 5:24 pm
- Forum: Code Editing
- Topic: new exp code
- Replies: 5
- Views: 858
Re: new exp code
for my mod on d2lod 1.10f i want to set up the exp system differently -- i want to code a plugin in c++ or asm that will handle the experience portion of the levelup code (perhaps a rewrite of the levelup code as a whole) and this is what i want it to do: reset the total exp to 0 at levelup calculat...
- Thu Oct 19, 2006 5:40 pm
- Forum: Code Editing
- Topic: Level-Up Code
- Replies: 80
- Views: 19078
Re: Level-Up Code
This is the complete levelup code for 1.10 Final 6FC7EC00 83EC 0C SUB ESP,0C ; Level Up Code Start 6FC7EC03 53 PUSH EBX 6FC7EC04 55 PUSH EBP 6FC7EC05 56 PUSH ESI 6FC7EC06 8BF2 MOV ESI,EDX 6FC7EC08 85F6 TEST ESI,ESI 6FC7EC0A 57 PUSH EDI 6FC7EC0B 8BE9 MOV EBP,ECX 6FC7EC0D 75 09 JNZ SHORT D2Game.6FC7EC...
- Thu Oct 19, 2006 4:28 pm
- Forum: Code Editing
- Topic: new exp code
- Replies: 5
- Views: 858
new exp code
ok, i have read through quite a few posts in the code editing and one thing really interests me: reset the xp at levelup to 0 i know where to hijack the code, but not what to write, i know what i want it to do, which is: @ lvlup: get current 'tolevel' exp, multiply it by 1.3, then check to see if th...
- Thu Oct 19, 2006 6:07 am
- Forum: General Mod Making
- Topic: character levels
- Replies: 7
- Views: 466
Re: character levels
8 would be the first number you COULD use to go to 200 :P save bits (max = (2^savebits)-1) 1 = 1 9 = 511 2 = 3 10 = 1023 3 = 7 11 = 2047 4 = 15 12 = 4095 5 = 31 13 = 8191 6 = 63 14 = 16383 7 = 127 15 = 32767 8 = 255 16 = 65535 (probably max ... but not sure)
- Wed Oct 18, 2006 8:08 pm
- Forum: General Mod Making
- Topic: Question Concerning Inventory GFX
- Replies: 3
- Views: 385
Re: Question Concerning Inventory GFX
if you are talking about the coords for the slight shift on the weapons gfx when you change weapon tabs, that isnt in inventory.txt as far as i can see
- Mon Oct 16, 2006 10:53 pm
- Forum: General Mod Making
- Topic: Question Concerning Inventory GFX
- Replies: 3
- Views: 385
Question Concerning Inventory GFX
*NOTE: This is for D2LOD 1.10 final 1: How exactly do i go about replacing Invtab6.dc6?, and are the coordinates coded? or based on where the r and l arm are? what size (x,y) should i make each frame, and is there an effect based on the placement of my new gfx in these screens? -- if you need a scre...
- Thu Oct 12, 2006 10:17 pm
- Forum: Code Editing
- Topic: New Code Plugin for v1.11b
- Replies: 2
- Views: 652
Re: New Code Plugin for v1.11b
is this perhaps possible in 1.10final ?
- Thu Oct 12, 2006 10:11 pm
- Forum: Code Editing
- Topic: Counters and Cube recipies
- Replies: 11
- Views: 1069
Re: Counters and Cube recipies
um ok, i have come to this realization... i need to know where d2game.6FC90010 is called from -- actually i can change the first jump after this line, because the output isnt quite in the cube at this point -- or should i replace line 6fc90010 with a jump to my code? call d2game.6FC4E4D0 with ecx = ...
- Thu Oct 12, 2006 8:11 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: New Stats & Plug Y
- Replies: 1
- Views: 738
New Stats & Plug Y
ok, im having some problems, i dont know if its my txt editing or not(theres no error or crash -- it just dont work) Im trying to use the extra pages in the character screen for some of my custom stats -- such as "crafting ability" , but i cant get the stat to show up in the window. any suggestions?...
- Wed Oct 11, 2006 6:12 pm
- Forum: Mod Concepts & Research
- Topic: Where do you all find your gfx?
- Replies: 5
- Views: 1220
Re: Where do you all find your gfx?
do you know any good sites that have some good pics to use?
not much of an artist(at least on my comp -- and i dont have a scanner)
not much of an artist(at least on my comp -- and i dont have a scanner)
- Wed Oct 11, 2006 5:52 pm
- Forum: Mod Concepts & Research
- Topic: Where do you all find your gfx?
- Replies: 5
- Views: 1220
Where do you all find your gfx?
im looking around to find a new gfx to replace the little idol thing next to the health and mana bubbles, where do you all find yours? do you make them? or do you search on the net and use a pre-made image?
- Tue Oct 10, 2006 4:40 am
- Forum: Code Editing
- Topic: Counters and Cube recipies
- Replies: 11
- Views: 1069
Re: Counters and Cube recipies
wow.. so what program would i use to put this together?
i am using d2mod and plugy, so the loading of the dll isnt an issue , just how to edit the d2game.dll to jump to this code heh
i am using d2mod and plugy, so the loading of the dll isnt an issue , just how to edit the d2game.dll to jump to this code heh
- Tue Oct 10, 2006 12:09 am
- Forum: Mod Concepts & Research
- Topic: one use horadric cube item
- Replies: 1
- Views: 536
one use horadric cube item
I dont know where to put this either, i want to create a single use item that uses pspell 7 and when you close it it destroys the item -- in essence a 1 use cube
- Mon Oct 09, 2006 6:30 pm
- Forum: General Mod Making
- Topic: Suggest A Tutorial
- Replies: 93
- Views: 63854
ASM for DUMMIES!
lol perhaps someone experienced in coding could write a new tut for the newbie programmer(almost no knowledge) on asm basic syntax and function setup -- basically a walk through on coding with asm to do some simple changes that would get even the least technically inclined person at least a jump sta...
- Mon Oct 09, 2006 5:21 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Making a new plugin
- Replies: 0
- Views: 434
Making a new plugin
This is what i want it to do, i just have no idea where to start im adding several new stats for use in conjunction with plugy,d2mod one is a cube transmute stat that records how many times you transmute and automatically adds to the stat (intercept successfull cube output - add to stat -- jump back...
- Mon Oct 09, 2006 6:21 am
- Forum: Code Editing
- Topic: Counters and Cube recipies
- Replies: 11
- Views: 1069
Re: Counters and Cube recipies
Yes, use the random function (d2game.6FC4E4D0) to evaluate between 0 and 3, test for 0 and allow adding to the stat that way. In this case, ecx should have the address of [ptUnit+20] and edx = 4. ptUnit is described in a sticky thread in this forum. The CE way is to intercept the successful cube out...
- Sun Oct 08, 2006 10:19 pm
- Forum: Job Offerings
- Topic: Starting a modding team
- Replies: 5
- Views: 1614
Starting a modding team
this is for a diablo 2 lod 1.10 final mod this is not a TC but close to one -- a lot of features will be added Mod Concepts and Gap Filling = HypnoticSpecter Mapper = Open (brainstorm with me and other team members and make the maps you come up with a reality -- plan on a lot of mapping ((i want to ...
- Sun Oct 08, 2006 8:26 pm
- Forum: Code Editing
- Topic: Counters and Cube recipies
- Replies: 11
- Views: 1069
Re: Counters and Cube recipies
ya, the first was more what i was after -- but i had another thought -- say when you get the cube or shortly after, you find a 'horadric signet' which IS the counter -- every recipie you use that is 'counted' this item is an ingredient, and is output with +1 to whatever stat i make as the counter al...
- Sun Oct 08, 2006 7:33 pm
- Forum: Code Editing
- Topic: Counters and Cube recipies
- Replies: 11
- Views: 1069
Counters and Cube recipies
I dont really know where to put this, but here goes: I want to make a counter that counts how many times you cube something -- and then based on the counter makes more recipies available -- in essence -- a way to get more powerfull items out of the cube, but you have to use it more to get more so.. ...
- Sat Oct 07, 2006 5:27 pm
- Forum: Mod Concepts & Research
- Topic: Adding in a character page for alternate advancement
- Replies: 1
- Views: 477
Adding in a character page for alternate advancement
ok.. i dont know if this is possible or not, but here goes -- if any of you have played everquest you know what im talking about -- add in a char page -- and an alternate exp file for character advancement beyond level 99 -- but just stat advancement (perhaps even set up a consistant loop -- persay ...
- Sat Oct 07, 2006 5:13 pm
- Forum: Mod Concepts & Research
- Topic: usage based skill advancement
- Replies: 8
- Views: 850
Re: usage based skill advancement
you might even be able to go as far as to make it weapon and spell specific -- persay passives -- take 1 point in a passive -- when the ability triggers it adds to a counter -- when the counter reaches a # based on slvl it goes up -- reminds me of ffxi or secret of evermore on the snes, to make thin...
- Sat Oct 07, 2006 7:05 am
- Forum: Skill Clinic
- Topic: file guides not helping -- need basic tut
- Replies: 3
- Views: 837
Re: file guides not helping -- need basic tut
You don't. Passives can only add properties (unless you want to give every weapon in automagic.txt a chance to cast a skill that spawns a stationary missile with the lightningfury hit function with number of missiles=0 and a synergy from the passive that changes this to 1, but it's messy, susceptib...
- Fri Oct 06, 2006 4:38 pm
- Forum: Skill Clinic
- Topic: file guides not helping -- need basic tut
- Replies: 3
- Views: 837
file guides not helping -- need basic tut
Ok, heres the scoop, im working on my skills for my mod (no name yet) and well the file guides arent really helping me -- all i really need to know is how to: 1: make a firestorm that the jets of fire go in a straight line and add more jets based on slvl make a charged bolt that goes in a line 2: ma...
- Tue Oct 03, 2006 10:09 pm
- Forum: General Mod Making
- Topic: treasureclassex.txt
- Replies: 3
- Views: 363
Re: treasureclassex.txt
sweet -- so i have to save the act chest lines and the gold line... wow .. i could really make the drops more realistic. thanks for info
- Tue Oct 03, 2006 8:17 pm
- Forum: General Mod Making
- Topic: Some Question here!
- Replies: 4
- Views: 350
Re: Some Question here!
Thx For all Helper ^^! PS: Sry my english suck! :S / I tring to Put new Monster Wiht New Token In D2... I do all the tutorial say and i dont see My NewMonster,i see only a Burning soul) I had the same problem... It was with the orc/with axe animation -- i never got it working, but i did get another...