Search found 44 matches

by Chronolick
Thu Feb 23, 2012 10:20 am
Forum: Tools
Topic: Beta testers finished [ D2Inventory ]
Replies: 14
Views: 9016

Re: Beta testers finished [ D2Inventory ]

I followed tutorial 2 perfectly. Twice. and The Stash and Horadric Cube inventory shows red spaces in the expanded area. Disallowing me from putting any items there. What could I be missing?
by Chronolick
Thu Feb 23, 2012 9:22 am
Forum: Code Editing
Topic: Question on Resolution Editing
Replies: 0
Views: 599

Question on Resolution Editing

I play TCP/IP on a small Lan with my Dad. Bnet {filtered} us off because endless spam and rip off players. Does anyone have or have info on how to fix the .dll's to make ANY resolution higher than the original 800x600 on 1.13d? I would love to edit it myself, but I have ZERO dll experience. Does any...
by Chronolick
Wed Feb 22, 2012 11:36 pm
Forum: Member Аnnouncements
Topic: D2 res 1024x768 for v1.10,v1.11b,v1.12a,v1.13c D2 LoD
Replies: 36
Views: 88782

Re: D2 res 1024x768 for v1.10,v1.11b,v1.12a,v1.13c D2 LoD

Been a little over a month now.

Any progress on 1.13d? Especially for TCP/IP! :)
by Chronolick
Tue Feb 21, 2012 2:14 am
Forum: General Mod Making
Topic: Making Lightning and Fire Mastery work like Cold Mastery.
Replies: 2
Views: 538

Making Lightning and Fire Mastery work like Cold Mastery.

I went in to skills.txt and applied changes. I copied over the cold mastery spell onto Fire and Light mastery. Replaced the passivestat1 "passive_cold_pierce" on fire and light with its respective code. Then replaced Param with a copy paste of cold masteries param. I can't tell if it works or not in...
by Chronolick
Wed Jun 23, 2010 3:11 am
Forum: General Mod Making
Topic: output to remove sockets?
Replies: 11
Views: 653

Re: output to remove sockets?

i misread the op :0 :)
by Chronolick
Wed Jun 23, 2010 2:33 am
Forum: General Mod Making
Topic: output to remove sockets?
Replies: 11
Views: 653

Re: output to remove sockets?

i thought the rem output removed without code edditing
by Chronolick
Wed Jun 23, 2010 2:33 am
Forum: General Mod Making
Topic: Hirelings question
Replies: 2
Views: 287

Re: Hirelings question

I do not know where they are, the code for desc is farw. which only is listed in hiredesc.txt, that files says "fire arrow" "farw" I try changing the fire arrow part, no change in game.

i have searched string, expansionstring, and patchstring without any success.
by Chronolick
Wed Jun 23, 2010 2:31 am
Forum: General Mod Making
Topic: adding damage to arrows and bolts
Replies: 13
Views: 865

Re: adding damage to arrows and bolts

It may add damage, but not be displayed in the character window.

Try finding a monster that always takes a certain number of hits to kill. Then add damage arrows into it and see if it is the same.
by Chronolick
Tue Jun 22, 2010 8:03 pm
Forum: General Mod Making
Topic: Hirelings question
Replies: 2
Views: 287

Hirelings question

I have searched all the table files, all the text files, and i have yet to find a way to change the description of the hirelings. When you go in act 1 to hire a rogue, it lookes like this... Amplisa - xxx gold Fire Arrow Tylena - xxx gold Cold Arrow I need to change the descriptions from "Fire arrow...
by Chronolick
Sun Jun 20, 2010 12:14 am
Forum: General Mod Making
Topic: Alt Colors, not what you think.
Replies: 7
Views: 511

Re: Alt Colors, not what you think.

Well regardless the yc codes work flawlessly :) thanks
by Chronolick
Sat Jun 19, 2010 10:24 pm
Forum: General Mod Making
Topic: Alt Colors, not what you think.
Replies: 7
Views: 511

Re: Alt Colors, not what you think.

Nefarius" wrote:You can actually use a human-readable color code in the editor, by clicking on the 'color' button and selecting the color you want or just writing "\blue;" like in Joel's command line string compiler.
For what ever reason, does not work.

see my op. it does not work with 1.13c.
by Chronolick
Sat Jun 19, 2010 10:23 pm
Forum: General Mod Making
Topic: Alt Colors, not what you think.
Replies: 7
Views: 511

Re: Alt Colors, not what you think.

figures, i look elsewhere and find it. for anyone who is interested here is working codes ÿc1 = Red ÿc2 = Blue ÿc3 = Green ÿc4 = Gold ÿc8 = Orange ÿc- = White ÿc: = Dark Green ÿc0 = white ÿc5 = grey ÿc6 = black ÿc7 = gold ÿc9 = Yellow ÿc; = Purple ie. adding "ÿc;Perfect Topaz" will show in game as "...
by Chronolick
Sat Jun 19, 2010 10:15 pm
Forum: General Mod Making
Topic: Alt Colors, not what you think.
Replies: 7
Views: 511

Alt Colors, not what you think.

So i use afj's editor. I have "ÿc;Full Potion of Life" and it does not change color, it shows as "ÿc;Full Potion of Life" in game I have also tried "\purple;Full Potion of Life" is afj's table editor, it shows in game as "ÿc;Full Potion of Life" still. then i looked around for the yc codes in the...
by Chronolick
Sat Jun 19, 2010 2:21 am
Forum: General Mod Making
Topic: Hello !
Replies: 6
Views: 451

Re: Hello !

themean. The phrozen keep tutorials in the knowledge base will help you.

If you know how to code, you can read well.

Go there and read.
by Chronolick
Sat Jun 19, 2010 2:16 am
Forum: General Mod Making
Topic: Help HARD questions!
Replies: 3
Views: 446

Help HARD questions!

My friends and I play my mod on the legal LAN system implemented in Diablo 2. Here are a few questions I am having trouble finding solutions.. Please help. 1. Rushing. Is there way to remove level limits on the rushing? also is there a way to remove "required" items to finish an act? (ie. not having...
by Chronolick
Fri Jun 18, 2010 7:39 pm
Forum: General Mod Making
Topic: How to make potions to stack on inventory and on belt. ?
Replies: 3
Views: 1458

Re: How to make potions to stack on inventory and on belt. ?

I have tried and unsuccessfully made perfect stacking potions. Code editing is required.
by Chronolick
Sat Jun 12, 2010 7:17 am
Forum: General Mod Making
Topic: Help with Merchants in Diablo 2!
Replies: 5
Views: 506

Re: Help with Merchants in Diablo 2!

Wow this forum is slow.. Been almost 12 hours and no replies..
by Chronolick
Fri Jun 11, 2010 9:16 pm
Forum: General Mod Making
Topic: Help with Merchants in Diablo 2!
Replies: 5
Views: 506

Help with Merchants in Diablo 2!

I am aware of the "bug" that exists by having ie. Charsi sell 1 normal cap and 1 magical cap. Then with the nightmare upgrade to lets say a war hat. Even though it is supposed to be 1 normal and 1 magical they are both magical. This is because when the upgrade item to nightmare shows, it does not ha...
by Chronolick
Fri May 28, 2010 5:29 pm
Forum: General Mod Making
Topic: Gambling.txt is frustrating
Replies: 2
Views: 908

Gambling.txt is frustrating

So I use gambling.txt, adding charms and jewels to be gambled. -direct -txt works like a champ everytime i modify my original mpq to add in the .txt's and .bins, even including the ones like itemscode, etc... create a game, every single change works, except, i can not gamble charms or jewels!! I hav...
by Chronolick
Fri May 28, 2010 5:18 pm
Forum: General Mod Making
Topic: Random Runes?
Replies: 3
Views: 340

Re: Random Runes?

Actually, i just put 'rune' in the output column, along with a lvl of 100, and it outputs a random rune each time.
by Chronolick
Fri May 28, 2010 3:26 am
Forum: General Mod Making
Topic: Random Runes?
Replies: 3
Views: 340

Random Runes?

Is there a recipe I can make for cubemain to result in a random rune?

My current formula is a Token, wirts leg, and a ident scroll in the cube will make a "blank" because i do not know of a code to make a random rune.

any ideas?
by Chronolick
Tue Oct 13, 2009 5:12 am
Forum: General Mod Making
Topic: dual weilding act 5 mercs?
Replies: 1
Views: 196

dual weilding act 5 mercs?

how can i accomplish this?
by Chronolick
Mon Oct 12, 2009 2:52 am
Forum: General Mod Making
Topic: Why can I not use the "Standard" in cube recipes?
Replies: 6
Views: 374

Re: Why can I not use the "Standard" in cube recipes?

when players waste a standard of heroes, they will learn. lol.
by Chronolick
Sun Oct 11, 2009 5:26 pm
Forum: General Mod Making
Topic: Why can I not use the "Standard" in cube recipes?
Replies: 6
Views: 374

Re: Why can I not use the "Standard" in cube recipes?

Problem solved.

yes I can use "any" as long as there is a modifier with it, like bas or mag.

and it has to be Standard. std would not work.

My issue was that I messed up the output at the end :p

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