Search found 581 matches
- Sat Nov 17, 2018 3:52 pm
- Forum: Code Editing
- Topic: Ethereal item requirements reduction (1.10)
- Replies: 1
- Views: 989
Re: Ethereal item requirements reduction (1.10)
Forgot to update this thread with the solution for anyone who is looking. D2Common (unloaded) ------------------------- 00059916 74 06 JE SHORT 0005991E 00059918 83EF 0A SUB EDI,0A ; Change SUB to ADD (0A = Value to increase/decrease by) 0005991B 83ED 0A SUB EBP,0A ; Change SUB to ADD (0A = Value to...
- Tue Sep 26, 2017 9:35 pm
- Forum: General Mod Making
- Topic: Soft coded merc equip guide
- Replies: 46
- Views: 17771
Re: Soft coded merc equip guide
You need to remove any old helms/jewelery etc. from your existing character, stash/shared stash included if you want existing characters to be compatible.
- Thu Sep 14, 2017 4:46 pm
- Forum: General Mod Making
- Topic: Cubemain Recipe States
- Replies: 3
- Views: 767
Re: Cubemain Recipe States
If it's to add the state to unique amulet only then you need to add a recipe for each unique amulet. The recipes output should be the name of the unique instead of useitem. That way the cube generates a new unique without the old state, and applies the state you want to that clean unique. Input1 = "...
- Mon Dec 19, 2016 9:47 pm
- Forum: Code Editing
- Topic: Ethereal item requirements reduction (1.10)
- Replies: 1
- Views: 989
Ethereal item requirements reduction (1.10)
Hello all. I'm looking to change the -10 requirements for eth items from a - to a +. I've found the eth bonus, chance to spawn etc. but still haven't found anything on the requirements side. I'm assuming it's burried in the item generation stuff, but that's just a guess. Anyone have any pointers to ...
- Mon Oct 31, 2016 8:15 pm
- Forum: General Mod Making
- Topic: Everything hits you and you hit it?
- Replies: 6
- Views: 1194
Re: Everything hits you and you hit it?
Monstats.txt columns for damage/hp/def/AR are percentile multipliers. The base values for those stats are found in monlvl.txt. You may also want to clear the block columns in monstats.txt if you are aiming for equal damage avoidance for blockable vs non blockable attacks.
- Fri Jun 03, 2016 7:26 am
- Forum: General Mod Making
- Topic: Unrecoverable Internal Error 6fd7eb8e PLS HELP
- Replies: 2
- Views: 888
Re: Unrecoverable Internal Error 6fd7eb8e PLS HELP
The Shadow master is attempting to cast shadow warrior. Remove the entry in shadow warriors AIType column near the end of the file.
- Tue Feb 23, 2016 2:58 am
- Forum: Code Editing
- Topic: item_damagetargetac non functional? (1.10f)
- Replies: 4
- Views: 884
Re: item_damagetargetac non functional? (1.10f)
Ty, I'll try with a range 0 aura :) Edit: Tried adding it to might and granting might to fallens via monprop Might: Ast3 = item_damagetargetac Ast3 calc: -30 No effect when hit by fallens (Def remains static) As an item given to fallen1: inventory set to 1, added dmg-ac -30 -30 to a unique cap and e...
- Mon Feb 22, 2016 9:44 pm
- Forum: Code Editing
- Topic: item_damagetargetac non functional? (1.10f)
- Replies: 4
- Views: 884
Re: item_damagetargetac non functional? (1.10f)
I tried -30 -30 and 30 30. Both showed no effect in game when used as monprop. Is it just a client display issue? (I searched D2Client for the stat but couldn't find anything that stood out)) I wanted to spend some time on this tonight but a friend came to visit so I've not had a chance yet. Does it...
- Mon Feb 22, 2016 12:32 pm
- Forum: Code Editing
- Topic: item_damagetargetac non functional? (1.10f)
- Replies: 4
- Views: 884
item_damagetargetac non functional? (1.10f)
Just curious. I tried searching the forums but only came up with 1 topic that seemed semi related here: https://d2mods.info/forum/viewtopic.php?f=4&t=28950&hilit=damagetargetac The stat seems to not function in game as far as testing goes (giving it to a monster results in no change in player AC whe...
- Sun Feb 14, 2016 7:24 pm
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Re: Help Changing Eth bonus from 50 to 33% or close to it (1
Thank you sir, I quickly skimmed the file and found those sections. I should be able to get everything in working order now thanks to your assistance!
- Sun Feb 14, 2016 1:39 am
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Re: Help Changing Eth bonus from 50 to 33% or close to it (1
That works like a dream for armor. My 100 AC helm results in 133 AC when eth :) I simply do a CALL in place of the original LEA EAX,DWORD PTR DS:[EAX+EAX*4] As the function for weapon stats is exactly the same as it is for armor, I done the same for each weapon stat. Adding a CALL to the new % adjus...
- Sat Feb 13, 2016 11:40 pm
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Re: Help Changing Eth bonus from 50 to 33% or close to it (1
The 1 byte is at the bottom of the entire eth function so I could only edit eth armor bonuses. There is no space in the above code for weapons. I have made progress though thanks to your input. Your jump position was exactly the issue. However the AND EAX,2C command resulted in a 100def item having ...
- Sat Feb 13, 2016 10:03 pm
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Re: Help Changing Eth bonus from 50 to 33% or close to it (1
TY sir. I'll gave that a try tonight and get back to you!
- Sat Feb 13, 2016 8:32 pm
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Re: Help Changing Eth bonus from 50 to 33% or close to it (1
You may be right, but it seemed to me that the calc is actually doing the adustment. As you can see SAR EAX,1 is dividing EAX (base value of stat) by 2 once to get 50%. My nowledge of assembly is still full of holes so what I assume to be a logical answer could be completely wrong as I've beenout of...
- Sat Feb 13, 2016 6:45 pm
- Forum: Code Editing
- Topic: Help Changing Eth bonus from 50 to 33% or close to it (1.10)
- Replies: 11
- Views: 1868
Help Changing Eth bonus from 50 to 33% or close to it (1.10)
Greetings fellow modders. I come to you in desperation as I've exhausted every idea I can come up with to solve this issue. The whole eth bonus % section as far as I can see is the following D2Common: --------------------------------------------------- 000558D0 56 PUSH ESI 000558D1 8B7424 08 MOV ESI...
- Sat May 16, 2015 4:33 pm
- Forum: General Mod Making
- Topic: Reduce difficult: Reduce Monster HP.
- Replies: 11
- Views: 1621
Re: Reduce difficult: Reduce Monster HP.
@nrrm would you be willing to post your changes as a Better Single Player Netherworld Rises Experience???you don't need to change all that much for that anyway... @PureRage you rock man!!! if you got the source files still you could post em so people can learn from them... Ty Sir! The source is Her...
- Fri May 15, 2015 6:53 am
- Forum: General Mod Making
- Topic: Reduce difficult: Reduce Monster HP.
- Replies: 11
- Views: 1621
Re: Reduce difficult: Reduce Monster HP.
If you have the source (It's around somewhere, I'm sure) feel free.
- Sat Feb 09, 2013 7:05 pm
- Forum: Skill Clinic
- Topic: Apply items` Crushing Blow chance bonus on a skill?
- Replies: 8
- Views: 1937
Re: Apply items` Crushing Blow chance bonus on a skill?
If you use the SrcDam column, theres a few things you should remember about it. 1: Skills that use SrcDam will trigger "when striking" ctc's 2: if you use a value over or below 128 (100% weapon damage added), then any elemental/magic damage on the skill will follow the same %. Ie. You add 12 to the ...
- Tue Jan 22, 2013 11:51 pm
- Forum: General Mod Making
- Topic: Shapeshift skill with % damage taken to mana
- Replies: 4
- Views: 459
Re: Shapeshift skill with % damage taken to mana
You just need to change the state used by energy shield to a new state that applies the shapeshift. Take a look at the wolf state for how to create a shapeshift state.
- Tue Jan 01, 2013 10:29 pm
- Forum: General Mod Making
- Topic: State Conditionals
- Replies: 1
- Views: 526
Re: State Conditionals
Perhaps change the event used by the stat to "on attack" instead. WW will not trigger on attack events IIRC. Could also simply restrict WW completely while under those states. Shouldn't be a prob if the states duration is very low. Edit: aaaaaand i didn't read the edit I guess. :roll: Not sure if I ...
- Fri Dec 14, 2012 10:03 pm
- Forum: General Mod Making
- Topic: Using param columns for synergy formulas
- Replies: 5
- Views: 820
Re: Using param columns for synergy formulas
It was a bit complex and hard to shrink. It gives a bonus based on your char level and current base and soft energy. If you go over the cap on energy, the bonus starts to deminish. Maybe you can condense it abit better than I (If you will induldge me). Calc1: (stat('energy'.base)<=(40+(ulvl*3)))?clc...
- Fri Dec 14, 2012 4:13 pm
- Forum: General Mod Making
- Topic: Using param columns for synergy formulas
- Replies: 5
- Views: 820
Re: Using param columns for synergy formulas
Break your calc up into 2-3 parts and move each part into an unused calc column, (the param columns only take a raw numerical value IIRC). Then reference them in your synergy. Ie. Calc2 = A + B * C Calc3 = D + E / F Calc4 = X * Y * Z In the synergy column, you use "clc2 + clc3 + clc4" The 255 limit ...
- Sun Dec 09, 2012 5:47 pm
- Forum: General Mod Making
- Topic: New A3 merc looks not showing up until reenter
- Replies: 1
- Views: 558
New A3 merc looks not showing up until reenter
Sorry for the dodgy topic name ^^. I've been working on freshening up the act 3 merc looks, to represent the type of magic they use. I made 3 new tokens, recolored them etc. and got them working nicely. That was until I tried hiring a new one. every time I first hire a merc, they show up usin the or...
- Tue Dec 04, 2012 3:21 am
- Forum: General Mod Making
- Topic: Res Plugin Side Effect
- Replies: 7
- Views: 850
Re: Res Plugin Side Effect
Add a value to AIDist column in monstats for all enemies (45 seems good for me). Not all AI's use this column for activation range, batdemon is one off the top of my head. See nefs AI guide for the full list and what to change etc. Increasing monster velocity slightly will also help keep ranged char...
- Mon Dec 03, 2012 10:18 pm
- Forum: Map Editing
- Topic: Act 3 Mapping Questions
- Replies: 6
- Views: 1453
Re: Act 3 Mapping Questions
Lots and lots of trial and error. I'm sure there was some method to the madness, but it was so long ago I can't remember. It was mainly to make the marsh something worth exploring. The warp takes you to a side quest/challenge area in the form of a sacked city. Ormus is at the end (not got around to ...