Search found 346 matches

by Jarulf
Sun Feb 18, 2018 1:19 pm
Forum: General Mod Making
Topic: The missing cube rows
Replies: 13
Views: 880

By the way, first, I managed to get GetTickCount and such work now. No need to "inlcude" the kernel32.lib (seems done automatically). The problem was that when I tested the other day and added include for winbase.h and windows.h, I foolishly only recompiled the file I had the GetTickCount in, not th...
by Jarulf
Tue Nov 14, 2006 2:14 pm
Forum: Code Editing
Topic: The 82K limit
Replies: 9
Views: 1716

Re: The 82K limit

The reason for the rollover has been touched in several ways in this thread but lets look at it in more detail. First, lets remember that the game works with damage and life (and mana and a few other things) as signed dwords as allready said meaning we got 31 bits for the value. That is about 2 bill...
by Jarulf
Thu Aug 17, 2006 9:03 am
Forum: Code Editing
Topic: Sparkly chests gold not getting bonus from GF%
Replies: 6
Views: 577

Re: Sparkly chests gold not getting bonus from GF%

[quote=Psycho";p="281020"]Any idea on how many different chests I'd have to edit to make this effect even doable, or could I just call that new gold function with each of them? D2Extra was made to take this extra code, so NP's there. I don't remember where the Golden Chest's stuff are, I'll take a l...
by Jarulf
Thu Aug 17, 2006 8:56 am
Forum: Code Editing
Topic: Save file structure
Replies: 235
Views: 65006

Re: Save file structure

[quote=Nameless";p="278280"]Does anybody know if there are any bits in the header (or somewhere else) that I can set in a program that modifies the save file which get reset when D2 saves the file? What I want to do is to make a backup file of the save file only when the save file comes directly fro...
by Jarulf
Mon Aug 15, 2005 12:57 pm
Forum: Code Editing
Topic: [1.11] DLL Memory Map and Tool
Replies: 10
Views: 2450

Joel";p="236459" wrote:
Seeign how the txt part of the patch has been done, some incompetent has taken the place of Isolde .... and that's not for good :s
Ehh, what do you mean, I seem to not understand what you are refering to. (And no, I have not even downloaded the new patch yet...)
by Jarulf
Mon Jan 17, 2005 4:36 pm
Forum: General Mod Making
Topic: Mechanics of charge
Replies: 5
Views: 336

Re: Mechanics of charge

Hmm, my question was mostly about the mode status of the player during the charge, and what the game use to move your character arround (not that interested in the "look" of it). Sorry if I was unclear :)
by Jarulf
Mon Jan 17, 2005 2:39 pm
Forum: General Mod Making
Topic: Mechanics of charge
Replies: 5
Views: 336

Mechanics of charge

Not really mod related perhaps, but I was still wondering if someone might know (and this seemed like a good place to ask). How exactly does the charge skill work? Especially in regard to the charge part. Will it move your character in "performing a skill" status or will it set up your character to ...
by Jarulf
Fri Dec 24, 2004 9:18 am
Forum: Tools
Topic: About *.tbl files
Replies: 13
Views: 2419

Re: About *.tbl files

To be honest, I have not talked with him for a looooong time...
by Jarulf
Thu Dec 23, 2004 11:28 am
Forum: Tools
Topic: About *.tbl files
Replies: 13
Views: 2419

Re: About *.tbl files

[quote=SVR";p="202077"] Header ... WORD usCRC; // Cyclic Redundancy Check value. WORD usNumElements; // number of indices DWORD iHashTableSize; // size (in records) of the hash table BYTE unk1; // ?? DWORD dwIndexStart; // offset to start of data DWORD dwMaxTries; // Max retry count for a hash hit. ...
by Jarulf
Tue Mar 16, 2004 10:08 pm
Forum: Code Editing
Topic: About objects and how they drop items
Replies: 2
Views: 1268

About objects and how they drop items

Perhaps this post at LL by me might be of interest to some.

http://www.lurkerlounge.com/forums/inde ... 2dac07155c
by Jarulf
Mon Mar 15, 2004 10:02 pm
Forum: Tools
Topic: Mysterious bit
Replies: 4
Views: 570

Re: Mysterious bit

SVR";p="160778" wrote:Yep. It's set for ladder characters on realm servers. But just setting it doesn't make the character work as ladder. Other things are needed ?

Ehh, ladder characters are realm only, no? So of course it won't move a character to the realm :)
by Jarulf
Thu Mar 11, 2004 2:14 pm
Forum: Code Editing
Topic: Return value for item creation function
Replies: 2
Views: 282

Re: Return value for item creation function

i remember it being the first one too. about 85% chance i'm right i guess. Hmm, I looked quickly and it seems that depending on what "way" it exists, it places a value there from different local variables. So not so sure any more. BUT, the object drop function (the one picking the correct chest TC)...
by Jarulf
Wed Mar 10, 2004 11:42 pm
Forum: Code Editing
Topic: Return value for item creation function
Replies: 2
Views: 282

Return value for item creation function

Just a quick question in case anyone know it "by heart" so we don't have to go check :) The main intem creation function (that pick from TC and decide quality and so on), what item does it return a pointer to, the first one of the drop or the last one? I have a faint recollection it should be the fi...
by Jarulf
Fri Feb 20, 2004 4:49 pm
Forum: General Mod Making
Topic: Is it possible to give a monster a permanenet aura...
Replies: 9
Views: 354

Re: Is it possible to give a monster a permanenet aura...

Just a small note on the "chance" column. If it is blank (zero value) the game skip rolling for the chance and add the property autiomatically (100% chance basicaly). You only need to add the chance if you want something to no be 100%.
by Jarulf
Sat Feb 14, 2004 10:20 am
Forum: Code Editing
Topic: [1.10] ptUnit and ptGame structures
Replies: 39
Views: 18827

Re: [1.10] ptUnit and ptGame structures

Do you have notes about what ptGame +10F0 is? 10f0 objectlist 0000 seed_lo 0004 seed_hi 0048 0 004c ptObjects.txt 0050 ptObjects.txt 1110 0 end 10f4 questlist As you can see, 10f0 is one pointer into a 0x1114 size structure that seems to hold entries to Objects.txt. It is initialized when the game ...
by Jarulf
Fri Feb 13, 2004 6:26 pm
Forum: Code Editing
Topic: [1.10] ptUnit and ptGame structures
Replies: 39
Views: 18827

Re: [1.10] ptUnit and ptGame structures

[quote=kingpin";p="154507"]This is the structure that ptGame +d8 holds. It contains more unknown info than I have identidy so far. +0 Point.X +4 Point.Y +8 Unit ID +c Unique ID I'm sure at this point that the name for ptGame +d8 should be another one, but isn't sure what to call it :)[/quote] I thin...
by Jarulf
Fri Feb 13, 2004 9:23 am
Forum: Code Editing
Topic: [1.10] ptUnit and ptGame structures
Replies: 39
Views: 18827

Re: [1.10] ptUnit and ptGame structures

[quote=Myhrginoc";p="154387"]So each type block in ptGame is actually a list of lists? That answers another question I have had for some time: how do you have more items/monsters/objects/tiles than the spaces in each ptGame block? Thanks for another excellent clarification! :)[/quote] Yes, it is a l...
by Jarulf
Thu Feb 12, 2004 12:28 pm
Forum: Code Editing
Topic: [1.10] ptUnit and ptGame structures
Replies: 39
Views: 18827

Re: [1.10] ptUnit and ptGame structures

Lets see if we can clear this up :) The game has 6 chunks of lists, one for each unit type, there is 128 lists for each type. The lists starts at (copy from my ptGame info): 1120 ptUnit (character) list (80h dword) 1320 ptUnit (monster) list (80h dword) 1520 ptUnit (object) list (80h dword) 1720 ptU...
by Jarulf
Thu Jan 29, 2004 10:25 pm
Forum: Code Editing
Topic: [1.10] ptUnit and ptGame structures
Replies: 39
Views: 18827

Re: [1.10] ptUnit and ptGame structures

Noted an entry that is not mentioned. hUnit + AC: Combat data At this offset the game will hold the combat data for the current attack. Actually, it will be a linked list with such combat data. I call it combat data since it holds all the info about an attack. Basically it will be a pointer to a str...
by Jarulf
Tue Jan 27, 2004 9:59 pm
Forum: Code Editing
Topic: Some Cap Locations
Replies: 18
Views: 4429

Re: Some Cap Locations

[quote=Jarulf";p="150029"] >+20 (unknown) My notes says that it tells if it is active in PvP. That would sugest that reduction for chill, freeze and poison length reduction does not happen in PvP. HOWEVER, my notes does not tell what part is not applicable for. It might just be some part. Really can...
by Jarulf
Thu Jan 22, 2004 3:23 pm
Forum: Code Editing
Topic: C++ Files?
Replies: 15
Views: 1770

Re: C++ Files?

I might missunderstand your discussion bt in D2, basically all calls within a specific dll is done with the parameters passed in ecx, edx, stack (if all applicable of course depending on number of arguments). Exported functions from a dll will usually not use this convention but pass all parameters ...
by Jarulf
Wed Jan 21, 2004 10:54 pm
Forum: Code Editing
Topic: Some Cap Locations
Replies: 18
Views: 4429

Re: Some Cap Locations

I found the paper with notes on the table but not on the code itself. You are correct, there is a +max resistance for magic, could just not recall it :) The table you refer to has 12 entries, physical, fire, lighting, cold and magic damage. Then follows chill time, freeze time, poison time, poison d...
by Jarulf
Tue Jan 20, 2004 7:28 pm
Forum: Code Editing
Topic: Some Cap Locations
Replies: 18
Views: 4429

Re: Some Cap Locations

Ahh, if anyone is interested in the -100 cap, here it is: :6FCBFBF0 85FF test edi, edi :6FCBFBF2 7F0C jg 6FCBFC00 :6FCBFBF4 83FF9C cmp edi, FFFFFF9C :6FCBFBF7 7F6C jg 6FCBFC65 :6FCBFBF9 BF9CFFFFFF mov edi, FFFFFF9C :6FCBFBFE EB65 jmp 6FCBFC65 This will basically skip the calcs for max cap if the res...
by Jarulf
Mon Jan 19, 2004 12:21 am
Forum: Code Editing
Topic: Some Cap Locations
Replies: 18
Views: 4429

Re: Some Cap Locations

Here are some Cap Locations for 1.10. Others and myself have been waiting for these, impatiently. Credits go to Jarulf . Tnx alot. I've done some testing and they seem to work as expected. One thing remains. In the character window it will still show 95 as MAX RES even if it is lower. I guess this ...
by Jarulf
Sun Jan 18, 2004 8:36 pm
Forum: Tools
Topic: [1.10] data/list files
Replies: 23
Views: 2813

Re: [1.10] data/list files

And I copied the file from Paul's link and posted it in the File Center as MPQ Datafile - Diablo 2 LoD v1.10final. And now I have no unknowns with WinMPQ on the 1.10 patch. :) Not sure what it is suposed to cover, I still get tons of unknowns on setup files for example. I also have lots of unknonws...

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