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by kidpaddle94
Sun Feb 18, 2018 1:24 pm
Forum: Staff Announcements
Topic: Maintenance work
Replies: 6
Views: 1635
Canada

Re: Maintenance work

Thanks for your time and work Volf ^.^
by kidpaddle94
Thu Feb 08, 2018 7:27 am
Forum: Code Editing
Topic: [ASM and C++] defining the members of an unknown data structure
Replies: 2
Views: 75
Canada

Re: [ASM and C++] defining the members of an unknown data structure

It's rarely ever about trial and error, but sometimes you get lucky by changing values of things and noticing in-game what it does. But most of the time it's mostly from looking at the code that uses this struct, the code that allocates this struct, etc. Say I have an unknown struct member, and look...
by kidpaddle94
Wed Jan 17, 2018 4:45 am
Forum: Code Editing
Topic: Psychic Hammer's SrvStFunc 22
Replies: 5
Views: 151
Canada

Re: Psychic Hammer's SrvStFunc 22

From the quick look I had, it checks if it's targeting something, it checks if target or caster is in town, and it checks if target is a monster.
by kidpaddle94
Thu Nov 02, 2017 1:46 am
Forum: Code Editing
Topic: [1.13c] Extended Levels (Now with Dlls!)
Replies: 60
Views: 13732
Canada

Re: [1.13c] Extended Levels (Now with Dlls!)

EzRemake" wrote:Forgive me for Necro'ing this, but does anyone still have the 1.13c extended levels .dll? Every single link in this thread is sadly long past dead and I haven't been able to find anything on google.
Yes, Here
by kidpaddle94
Sun Oct 15, 2017 7:33 pm
Forum: Code Editing
Topic: Death ghost bug
Replies: 4
Views: 446
Canada

Death ghost bug

I think this bug has had quite a few different names over the years, but I'll call it the death ghost bug because the only video I could find featuring this bug referred to it as death ghost bug. Here's the video . Basically, when you die, sometimes your character will resurrect on (apparently) the ...
by kidpaddle94
Sat Oct 14, 2017 11:27 pm
Forum: Code Editing
Topic: Need Party Exp formula
Replies: 11
Views: 1292
Canada

Re: Need Party Exp formula

misiek1294" wrote:Hey !
Someone can share me info about PartyExp struct ?
Thanks !
lolet sent me the definition of this struct some time ago in another context, here it is:

Code: Select all

struct PartyExp
{
   Unit* pMonster;
   Unit* pPartyMembers[8];
   int nPartyLevels[8];
   int nMembers;
   int nLvlSum;
};
by kidpaddle94
Sat Oct 14, 2017 4:46 am
Forum: Code Editing
Topic: [1.10+] Client & Server Packets
Replies: 11
Views: 3260
Canada

Re: [1.10+] Client & Server Packets

C>S 0x68 - Join Game Request (credits Lolet) struct PacketC2S_68 // JoinGameRequest { BYTE nHeader; // 0x00 DWORD ServerHash; // 0x01 also SessionKey - WORD ServerToken; // 0x05 TicketNo - increases each join. BYTE ClassId; // 0x07 DWORD VerByte; // 0x08 (11 for 1.11) etc 0x0D for 1.13 DWORD Unk1; ...
by kidpaddle94
Sun Sep 10, 2017 5:10 pm
Forum: Code Editing
Topic: [1.13c] How to Display Text Message.
Replies: 1
Views: 380
Canada

Re: [1.13c] How to Display Text Message.

Your question isn't really clear. Do you mean a chat message?
by kidpaddle94
Thu Aug 31, 2017 9:23 pm
Forum: Code Editing
Topic: [1.13c] State Limit
Replies: 2
Views: 500
Canada

Re: [1.13c] State Limit

See packets A7, A8, A9 & AA here
by kidpaddle94
Sun Aug 06, 2017 12:38 am
Forum: Code Editing
Topic: [1.13c] Unique Items No Limit
Replies: 4
Views: 684
Canada

Re: [1.13c] Unique Items No Limit

This works with a single edit. Test in cube.. made 3 frostwinds and 3 heavenly garbs - no rares. Backported from another version because 1.13c misbehaves on memory breaks to this code. This means you have patched the code in the cube outputs generation. Going from memory, there's another one in the...
by kidpaddle94
Sat Aug 05, 2017 1:29 am
Forum: Code Editing
Topic: [1.13c] Unique Items No Limit
Replies: 4
Views: 684
Canada

Re: [1.13c] Unique Items No Limit

There's more than one edit to apply to get rid of this. Don't remember how many exactly as I've got rid of all of them, but you basically need to get rid of every checks done on pGame+0x1B24 This is an array of 512 bytes. The game uses one bit for every unique item, resulting in 4096 available bits ...
by kidpaddle94
Fri Jul 14, 2017 7:55 pm
Forum: Code Editing
Topic: Unused Quest Flags Act 2
Replies: 11
Views: 1158
Canada

Re: Unused Quest Flags Act 2

I also seem to remember there was one for the cow level, I'd have to look it up again
by kidpaddle94
Fri Jul 14, 2017 7:14 pm
Forum: Code Editing
Topic: Unused Quest Flags Act 2
Replies: 11
Views: 1158
Canada

Re: Unused Quest Flags Act 2

The 7th quest of each act from what I've seen marks the completion of the act. Or at least, this is what the waypoint/quests GUI uses to unlock tabs for the next act, and a few other things if I remember right enum D2C_OrinalQuests { QUEST_A1Q1 = 1, QUEST_A1Q2 = 2, QUEST_A1Q3 = 3, QUEST_A1Q4 = 4, QU...
by kidpaddle94
Fri Jul 07, 2017 3:03 am
Forum: Code Editing
Topic: 1.13c pointers?
Replies: 2
Views: 556
Canada

Re: 1.13c pointers?

on 1.13c it's D2Common.0x99E1C
by kidpaddle94
Wed Jun 28, 2017 3:08 am
Forum: Code Editing
Topic: [1.10] Preventing Mouse Click to Register
Replies: 2
Views: 530
Canada

Re: [1.10] Preventing Mouse Click to Register

Code: Select all

void __fastcall WINDOW_ClearMessage(WinMsg* pMsg)
{
	pMsg->bReturn = 1;
	pMsg->lRresult = 0;
	STORM_ResetMsgQueue(pMsg); // storm.#511
}
by kidpaddle94
Fri Jun 09, 2017 2:34 am
Forum: Code Editing
Topic: Any Way to expand InventoryTXT?
Replies: 4
Views: 791
Canada

Re: Any Way to expand InventoryTXT?

You can lookup how D2 handles levels.bin & leveldefs.bin for an example of this. Just be aware that you will run into problems with files that already have 256 (or 255?) columns in vanilla. Monstats and Skills for example.
by kidpaddle94
Sat Jun 03, 2017 7:45 pm
Forum: Code Editing
Topic: [1.13c] Help Cube.
Replies: 1
Views: 477
Canada

Re: [1.13c] Help Cube.

Why are you retrieving the cubemain record based on the player's class? Also not sure why you're retrieving the player's pos to not use it after.
by kidpaddle94
Mon May 29, 2017 6:24 am
Forum: Code Editing
Topic: 1.13c Pointer and struct for Spawn a Monster ?
Replies: 2
Views: 400
Canada

Re: 1.13c Pointer and struct for Spawn a Monster ?

You can use this function. Technically the function is a fastcall function you can use as is without any stub, but I stubbed it to reorder args __declspec (naked) Unit* __fastcall D2GAME_SpawnMonster(Game* pGame, DrlgRoom* pRoom, int nMonster, int nMode, int nPosX, int nPosY, int nA7, int nA8) { /* ...
by kidpaddle94
Sat May 27, 2017 9:18 pm
Forum: Code Editing
Topic: 1.13c Pointer for Create Cow Level
Replies: 2
Views: 424
Canada

Re: 1.13c Pointer for Create Cow Level

Code: Select all

/*
    Function:       CUBEOUTPUTS_CowPortal
    Address:        D2Game.0x72210
    Notes:
*/
int __fastcall CUBEOUTPUTS_CowPortal(Game* pGame, Unit* pUnit)
by kidpaddle94
Mon May 22, 2017 4:43 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 522
Views: 71167
Canada

Re: What does your mod look like?

Before I had access to code edits to make life easier, I found taking a screenshot and blowing it up in paint and using the pixel offsets rather efficient instead of estimating and reloading the game a bunch of times. PS should do just as well, because you can screenshot, crop off the majority of t...
by kidpaddle94
Mon May 22, 2017 4:40 pm
Forum: Code Editing
Topic: Question CubeMain.Txt output field compiler replacement
Replies: 2
Views: 432
Canada

Re: Question CubeMain.Txt output field compiler replacement

__declspec (naked) void __fastcall STUB_CubemainOutputLinks() { __asm { mov ecx, ebx mov edx, [esp+0x04] call TXTLINK_CubemainOutputs retn 0x04 } } /* Function: TXTLINK_CubemainOutputs Address: D2Common.0x1BA60 Notes: */ BOOL __fastcall TXTLINK_CubemainOutputs(CubemainOutput* pOutput, char* szOutpu...
by kidpaddle94
Mon May 22, 2017 4:37 pm
Forum: Code Editing
Topic: Question: Ptrs for 1.13c
Replies: 2
Views: 439
Canada

Re: Question: Ptrs for 1.13c

Names alone don't help much, everyone name their functions slightly differently. I think this may be the D2Common function you're looking for /* Function: ITEMS_GetIndexFromCode Address: D2Common.#10814 Notes: */ int __stdcall ITEMS_GetIndexFromCode(DWORD dwCode) As for the Fog functions, I'm not su...
by kidpaddle94
Sun May 07, 2017 5:26 am
Forum: Code Editing
Topic: [1.13c] Worldstone Chamber Portal
Replies: 11
Views: 1359
Canada

Re: [1.13c - Worldstone Chamber Portal

can't check right now, but pretty sure it's handled in the object's operatefn. You will be able to find the address of the operatefn callbacks table from my signature.
by kidpaddle94
Sun Apr 02, 2017 7:25 am
Forum: Code Editing
Topic: [1.13c] pSpell Sever.
Replies: 7
Views: 981
Canada

Re: [1.13c] pSpell Sever.

As far as I know, item spells are fully server-sided, so I'm not sure what you mean exactly. It's also pretty hard to tell you anything without seeing the definition of openPortalOnLevel
by kidpaddle94
Thu Mar 30, 2017 11:54 pm
Forum: Code Editing
Topic: D2Template
Replies: 31
Views: 10217
Canada

Re: D2Template

Jair" wrote:Link Broken: D2 Template!
Fixed all links. Dropbox somehow decided to change how links to share files are handled, so all links were broken.
edit: migrated the project to Github

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