Search found 44 matches
- 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?
- 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...
- Wed Feb 22, 2012 11:53 pm
- Forum: General Mod Making
- Topic: Making Lightning and Fire Mastery work like Cold Mastery.
- Replies: 2
- Views: 538
Re: Making Lightning and Fire Mastery work like Cold Mastery.
It does work, and works well.
- 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!
Any progress on 1.13d? Especially for TCP/IP!
- 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...
- 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
- 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
- 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.
i have searched string, expansionstring, and patchstring without any success.
- 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.
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.
- 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...
- 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
- 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.
For what ever reason, does not work.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.
see my op. it does not work with 1.13c.
- 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 "...
- 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...
- 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.
If you know how to code, you can read well.
Go there and read.
- 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...
- 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.
- 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..
- 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...
- 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...
- 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.
- 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?
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?
- 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?
- 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.
- 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
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