Search found 67 matches

by Freiik
Sat Mar 31, 2012 4:05 am
Forum: Code Editing
Topic: [1.10] How to display only the set item name ?
Replies: 5
Views: 1013

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

With this edit set items will never display their base item name (you should probably have a look at unid set items as I didn't check those). I didn't test it thoroughly (just did a little trial&error NOPing) but it seemed to work. d2client.dll Change: CPU Disasm Address Hex dump Command Comments 6F...
by Freiik
Mon Oct 17, 2011 8:22 pm
Forum: Tools
Topic: Ds1 editor problem
Replies: 14
Views: 2290

Re: Ds1 editor problem

You should read the README.txt file. It needs some additional parameters to open a map.
There is also a gui loader for it somewhere on the pk.
by Freiik
Sun Mar 13, 2011 5:04 pm
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 66717

Re: Save file structure

It looks like you're reading the bitstream from front to back (MSB to LSB) but you should be reading each byte from back to front (LSB to MSB).
Just a quick guess tho
by Freiik
Wed Feb 23, 2011 3:47 pm
Forum: Tools
Topic: DT Tools [dt1debug updated]
Replies: 8
Views: 2375

Re: DT Tools [dt1debug updated]

Just ran it with the command_line_sample.bat and it works fine (Windows 7 64-bit).
by Freiik
Sat Feb 12, 2011 9:27 pm
Forum: Tools
Topic: DT Tools [dt1debug updated]
Replies: 8
Views: 2375

Re: DT Tools

It's the same with all of them (dt1extr, etc.) but the ones from dt1tools2.zip work (Windows 7, 64-bit).
DS1 Editor works (using win_ds1edit_04-23-07)
by Freiik
Thu Jan 07, 2010 6:31 am
Forum: General Mod Making
Topic: Spawn a random rune from a cube recipe, is it possible?
Replies: 7
Views: 587

Re: Spawn a random rune from a cube recipe, is it possible?

Well, all runes have the same itemtype: "rune".
So simply spawn a "rune" with your recipe (You probably have to set the level of the output to 99 or something).
by Freiik
Mon Dec 14, 2009 5:35 pm
Forum: General Mod Making
Topic: Prefixes for Non-Magical Items
Replies: 3
Views: 274

Re: Prefixes for Non-Magical Items

You could've figured this out yourself:
qualityitems.txt

https://d2mods.info/index.php?ind=revie ... w&iden=437
:)
by Freiik
Wed Nov 11, 2009 9:15 pm
Forum: Code Editing
Topic: [1.10] Message on startup revisit
Replies: 16
Views: 691

Re: [1.10] Message on startup revisit

Just guessing, since I haven't done anything like this yet:

You can load a string from a TBL and then pass the ptr to the display function. But I guess you'd need to allocate and free memory for this (there should be functions to do this in fog.dll).
by Freiik
Wed Oct 28, 2009 7:50 pm
Forum: General Mod Making
Topic: Spawning Specific Weapons Non Ethereal
Replies: 2
Views: 211

Re: Spawning Specific Weapons Non Ethereal

Umm, bows are always non-eth- where's the problem?
It's probably connected to the "nodurability" column.
by Freiik
Sun Oct 04, 2009 2:33 am
Forum: Mod Concepts & Research
Topic: Attachments
Replies: 3
Views: 509

Re: Attachments

Sounds like a "customize your items" idea, which isn't really a new thing, except for the changing pictures. I would just use some dummy stats to display the "attachment" description and cube ops to control the attachments, this way you wouldn't have to change the baseitem and all you need would be ...
by Freiik
Thu Sep 24, 2009 8:45 pm
Forum: Code Editing
Topic: Finding secret cube recipes?
Replies: 1
Views: 491

Re: Finding secret cube recipes?

No. Also, read the ToS: terms-of-service

I didn't understand the second question.
by Freiik
Tue Sep 22, 2009 4:18 pm
Forum: General Mod Making
Topic: Making items non-ethereal
Replies: 9
Views: 499

Re: Making items non-ethereal

Doing it that way does not remove anything, it simply generates a new item with the same itemtype. That's also why the staff mods are "rerolled" (which they are not since a totally new item is being generated). This would not really work for for anything other than normal items without staff/automod...
by Freiik
Tue Sep 22, 2009 12:11 am
Forum: General Mod Making
Topic: Cebemain OP's [*Properties/Dummy]
Replies: 5
Views: 288

Re: Cebemain OP's [*Properties/Dummy]

Read the guide, it's all there.
I think, what you need to change is the column "DescFunc".
by Freiik
Mon Sep 21, 2009 5:29 am
Forum: General Mod Making
Topic: Making items non-ethereal
Replies: 9
Views: 499

Re: Making items non-ethereal

I doubt that this is even possible. Afaik ethereal (and indestruct) is an item flag and not a real stat.
by Freiik
Wed Sep 16, 2009 8:30 pm
Forum: Tools
Topic: Is there a tool that makes a .txt from a .bin?
Replies: 2
Views: 938

Re: Is there a tool that makes a .txt from a .bin?

You might want to read this:
terms-of-service
especially XII)
by Freiik
Sun Sep 13, 2009 6:59 am
Forum: General Mod Making
Topic: scroll help
Replies: 1
Views: 176

Re: scroll help

Well if it's not supposed to do anything on right click then just create a new small charm (or whatever you want it to be) with the scroll gfx & sound.
read the misc.txt fileguide (weapons.txt/armor.txt respectively)
by Freiik
Wed Sep 09, 2009 9:34 pm
Forum: General Mod Making
Topic: Er Problem.
Replies: 2
Views: 189

Re: Er Problem.

by Freiik
Mon Sep 07, 2009 11:14 pm
Forum: Off-Topic
Topic: Ezri's Blog
Replies: 36
Views: 2146

Re: gun

dude seriously, are you an ad-bot?
by Freiik
Mon Sep 07, 2009 4:06 pm
Forum: Code Editing
Topic: [1.10] Making Tempered Items drop
Replies: 10
Views: 851

Re: [1.10] Making Tempered Items drop

Those code snippets are pretty much just the BinField arrays explained here:
viewtopic.php?f=8&t=48175
by Freiik
Sat Sep 05, 2009 8:05 pm
Forum: General Mod Making
Topic: Random Skill Tabs
Replies: 2
Views: 691

Re: Random Skill Tabs

I was trying to do the same thing... well first i had the same problem but then I increased my min/max range to 50 and suddenly got all other skilltabs as well. I tried all the numbers from 0 - 50 and came up with this list: Hex Dec SkillTab 0 0 bow 1 1 passive 2 2 java 3 3 nothing ... 7 7 nothing 8...
by Freiik
Thu Sep 03, 2009 3:33 pm
Forum: General Mod Making
Topic: All-stats/lvl
Replies: 1
Views: 207

Re: All-stats/lvl

these stats already exist.
open up isc.txt and look @ lines ~222-225
if you want to group them, clone the res-all property and replace the stats with these (func1 needs to be 17 then i think)
by Freiik
Mon Aug 31, 2009 1:10 am
Forum: General Mod Making
Topic: New Quests
Replies: 2
Views: 325

Re: New Quests

not possible without code editing. these goals are entirely hardcoded. you even have to use CE if you only want to change the rewards.
you might want to read this: viewtopic.php?t=28434
by Freiik
Fri Aug 28, 2009 6:27 am
Forum: General Mod Making
Topic: A Few Qestions [..]
Replies: 3
Views: 250

Re: A Few Qestions [..]

1.) "skill-rand" property. min = min skill id, max = max skill id. 2.) You need to spawn an item with a dummy stat that has a random value, then create one recipe for each possible value of the previous value range (use cube ops for this); each of these recipes with an op can now spawn one of your "...
by Freiik
Fri Aug 21, 2009 2:33 am
Forum: Diablo II Chatter
Topic: Sorry need some help =/
Replies: 2
Views: 633

Re: Sorry need some help =/

you should check out PlugY

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