Search found 97 matches
- Wed May 02, 2018 3:08 pm
- Forum: Code Editing
- Topic: [1.10] Retreive pGame
- Replies: 4
- Views: 639
Re: [1.10] Retreive pGame
It is not correct. You don't need to push your arguments, if you declare your function as __fastcall Still, you don't need to bother with all that stuff in ASM. You could just retrieve pGame from pUnit in your C code. void __stdcall Reward(unit* pUnit, int /*Stat*/, int /*Value*/, int /*Param*/) { i...
- Fri Aug 11, 2017 1:43 pm
- Forum: Code Editing
- Topic: [1.10] Expanding Waypoints
- Replies: 6
- Views: 1691
Re: [1.10] Expanding Waypoints
D2Common.#11148 only allocates 16 Bytes, so it is WORD[8] not WORD[12].. First WORD is used for the checksum as Necrolis already said, so there are 7*16 = 112 Bits usable for Waypoints, which is more than twice as much as in Vanilla.. You can easily use these 112 Bits without rewriting any save code...
- Sat Jul 15, 2017 12:03 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2404
Re: Unused Quest Flags Act 2
The bit flags of Act1Q7 are unused, but the quest itself is not.. It is used for Navi's gossip (rogue between Blood Moor and Cold Plains) and therefore only checks the flags of the Den of Evil quest
- Fri Jul 14, 2017 8:11 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2404
Re: Unused Quest Flags Act 2
Cow Level uses some flags of Act1Q4: Portal Creation: ... if (D2GAME_CreatePortalObject(pGame, pUnit, pRoom, pCoord.nX, pCoord.nY, LEVEL_MOOMOOFARM, 0, 60, 0)) { D2GAME_QUESTS_SetGlobalState(pGame, QUESTSTATEFLAG_A1Q4, QFLAG_CUSTOM7); return 1; } ... Cow King Quest Drop: ... D2COMMON_SetQuestState(p...
- Fri Jul 14, 2017 7:50 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2404
Re: Unused Quest Flags Act 2
Yeah, you are right, seems I have missed that even though I already replaced the waypoint panel code..So only Act2Q7 and Act2Q8 are unused then...
Corrected my post above..
Corrected my post above..
- Fri Jul 14, 2017 12:43 pm
- Forum: Code Editing
- Topic: Unused Quest Flags Act 2
- Replies: 12
- Views: 2404
Re: Unused Quest Flags Act 2
It is a bit confusing how they've setup quests, as there are 2 different Ids for each quest (Necrolis called them Chain Id and Flag No here: https://d2mods.info/forum/viewtopic.php?f=8&t=28434&p=412899#p412899) To store custom quest states you'll need free space in the bit array which is passed to D...
- Thu Jun 22, 2017 11:31 am
- Forum: Code Editing
- Topic: Pointer & struct
- Replies: 1
- Views: 810
Re: Pointer & struct
For 1.10: struct D2WaypointCoordTableStrc { int nX; //0x00 int nY; //0x04 int nTextX; //0x08 int nTextY; //0x0C int nClickX; //0x10 int nClickY; //0x14 }; //D2Client.0x6FB907B8 static const D2WaypointCoordTableStrc gpWaypointCoordTable[] = { { 17, 89, 80, 84, 17, 60 }, { 17, 125, 80, 119, 17, 96 }, ...
- Tue Nov 17, 2015 2:25 pm
- Forum: Member Аnnouncements
- Topic: [D2MOD]GameDiff Plugin
- Replies: 20
- Views: 4542
Re: [D2MOD]GameDiff Plugin
Dav92's SmallUtility plugin already supports that feature and I also made a plugin, that you can test if you want
https://dl.dropboxusercontent.com/u/464 ... dItems.zip
https://dl.dropboxusercontent.com/u/464 ... dItems.zip
- Tue Apr 21, 2015 5:47 pm
- Forum: Code Editing
- Topic: Waypoint Panel
- Replies: 15
- Views: 2606
Re: Waypoint Panel
I am sure that is the location for unmodded D2 v1.10
It seems, that this function is replaced by the waypoint plugin, so you want to search in your plugin's dll
It seems, that this function is replaced by the waypoint plugin, so you want to search in your plugin's dll
- Mon Apr 20, 2015 4:57 pm
- Forum: Code Editing
- Topic: Waypoint Panel
- Replies: 15
- Views: 2606
Re: Waypoint Panel
This is the location you want to change:
Code: Select all
6FB260A5 BF 03000000 MOV EDI,3
- Thu Feb 26, 2015 10:38 pm
- Forum: Code Editing
- Topic: D2Template
- Replies: 31
- Views: 15977
Re: D2Template
Hi, @kidpaddle94 my bad .. seems like this entry is not in the D2SE_SETUP.ini template in the documentation . but used in some plugins: D2SE understands additional this lines for up to 3 custom .dll each mod. ModDll1=mydll1.dll ModDll2=mydll2.dll ModDll3=mydll3.dll Greetings Seltsamuel I've really ...
- Tue Feb 24, 2015 7:00 pm
- Forum: Code Editing
- Topic: D2Template
- Replies: 31
- Views: 15977
Re: D2Template
Hi, no looks as you are trying to use D2SE dll loader.. this calls functions specific to the d2se modsystem that is used by my mod but is unreleased until now.. What you want to use is the custom dll loader.. which calls no ordinal or function of the dll but you have to write the dll selfiniting (o...
- Tue Feb 24, 2015 11:24 am
- Forum: Code Editing
- Topic: D2Template
- Replies: 31
- Views: 15977
Re: D2Template
It does..seltsamuel" wrote:Hi,
D2SE loads it in every D2 Version.
Greetings
Seltsamuel
Sadly, it also generates this error at game startup:
This is why I asked you to change the loading code a little bit in the next version of D2SE
- Mon Feb 23, 2015 10:15 pm
- Forum: Code Editing
- Topic: D2Template
- Replies: 31
- Views: 15977
Re: D2Template
On 1.10 it can also be loaded by D2Mod.dll..
- Tue Jan 13, 2015 4:32 pm
- Forum: Le Royaume des Ombres
- Topic: Bug reports
- Replies: 543
- Views: 246028
Re: Bug reports
Hmm 2M is the token for the 'act2male' NPC that you see walking in the streets of Luth Golein (in vanilla). This token is not used at all for any purpose in my mod so something seems to tell the game to look to an animation it should not. Recreated this one.. There is a npc called Isan in Viz-Jun w...
- Tue Jan 13, 2015 4:11 pm
- Forum: Le Royaume des Ombres
- Topic: Bug reports
- Replies: 543
- Views: 246028
Re: Bug reports
I also tested a little bit and my game crashed while killing monsters, too.. I played the game with olly attached so here is the location the game stopped: D2Dreamland Base @ 08030000 080409E5 /$ 6A 17 PUSH 17 080409E7 |. E8 F8B90000 CALL <JMP.&KERNEL32.IsProcessorFeaturePresent> 080409EC |. 85C0 TE...
- Tue Sep 30, 2014 4:36 pm
- Forum: General Mod Making
- Topic: Buffs timer
- Replies: 9
- Views: 2092
Re: Buffs timer
Should be easier to replace the unused progressive state display, Necrolis posted here: https://d2mods.info/forum/viewtopic.php?f=8&t=58320 Could you maybe give out the address of D2Common.#10473? When I analyze D2Common.dll with OllyDbg it is missing D2Common.#10473 As far as I can tell D2Client.6F...
- Sun Sep 28, 2014 5:03 pm
- Forum: Code Editing
- Topic: [1.10f] Socket ring display
- Replies: 3
- Views: 897
Re: [1.10f] Socket ring display
Address for 1.10 is 6FAE0DC0 and calling convention is __fastcall
- Mon Jul 07, 2014 7:38 pm
- Forum: Code Editing
- Topic: Fog.10217
- Replies: 1
- Views: 509
Fog.10217
Hey,
I am currently rewriting the code input/output linkers and I need some info on Fog.10217
Any help would be appreciated!
Thanks in advance!
Greetings
Mnw1995
I am currently rewriting the code input/output linkers and I need some info on Fog.10217
Any help would be appreciated!
Thanks in advance!
Greetings
Mnw1995
- Wed Jun 11, 2014 12:37 pm
- Forum: Code Editing
- Topic: [1.10] Object Generation
- Replies: 7
- Views: 1443
Re: [1.10] Object Generation
In this thread (https://d2mods.info/forum/viewtopic.php?f=8&t=58833) you said it's easy to allow traveling to other acts with portals.. You said there are hardcoded act checks that needs to be removed.. Where do these checks occur? Is it just the CreatePortal-function you replaced or is it also othe...
- Sat May 10, 2014 9:34 pm
- Forum: Code Editing
- Topic: [1.13c] Sounds.txt Linker
- Replies: 14
- Views: 2007
Re: [1.13c] Sounds.txt Linker
Is there any reason you are using TXTLINKER_SOUNDS in your shrines struct and TXTLINKER_SOUNDSCODE in the levels struct?
- Fri Feb 21, 2014 8:36 pm
- Forum: Code Editing
- Topic: [1.10] D2Client - global InventoryMode 0x6FBB58EC
- Replies: 7
- Views: 1220
Re: [1.10] D2Client - global InventoryMode 0x6FBB58EC
I don't have my cds of D2 here but iirc I just get v1.07 when I install it.. Yeah, I know ;) I already replaced most of the functions (attackspeed, damage, defense, blockchance, ...) I am just failing replacing the whole builder and the function for the statlists as these are a bit more complex.. I'...
- Fri Feb 21, 2014 7:37 pm
- Forum: Code Editing
- Topic: [1.10] D2Client - global InventoryMode 0x6FBB58EC
- Replies: 7
- Views: 1220
Re: [1.10] D2Client - global InventoryMode 0x6FBB58EC
Nice, thank you! Never thought about checking other versions.. But where could I get v1.00 or the shareware? iirc you told that v1.00 dlls are contained in D2data.mpq but I didn't find any dlls there.. One more thing: Could you tell me how you proceeded while replacing the Itemdesc code? Have you re...
- Thu Feb 20, 2014 7:03 pm
- Forum: Code Editing
- Topic: [1.10] D2Client - global InventoryMode 0x6FBB58EC
- Replies: 7
- Views: 1220
[1.10] D2Client - global InventoryMode 0x6FBB58EC
Hey, I am currently searching for some info on the global inventory mode at 0x6FBB58EC Does anyone have some info on the different modes? Blizzard has put 2 of them into their error messages: enum D2C_InventoryModes { BUYSELL_VERIFY = 5, BUYSELL_DISPLAYING_RESULTS = 7 }; but there are ~15 different ...
- Sat Jan 11, 2014 5:22 pm
- Forum: Code Editing
- Topic: [1.10] need info on some D2Common functions
- Replies: 9
- Views: 1900
Re: [1.10] need info on some D2Common functions
/* Date: Tue Jun 16 13:46:03 2009 Author: Necrolis Function: STATLIST_Create Address: D2Common.#10470 Comments: */ D2StatListStrc* __fastcall STATLIST_Create(D2PoolManagerStrc* pMemPool, DWORD fFilter, DWORD dwTimeout, int nUnitType, DWORD dwUnitGUID) /* Date: Sat Sep 05 17:14:39 2009 Author: Necro...