Search found 346 matches
- Sun Feb 18, 2018 1:19 pm
- Forum: General Mod Making
- Topic: The missing cube rows
- Replies: 13
- Views: 1054
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...
- Tue Nov 14, 2006 2:14 pm
- Forum: Code Editing
- Topic: The 82K limit
- Replies: 9
- Views: 2087
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...
- Thu Aug 17, 2006 9:03 am
- Forum: Code Editing
- Topic: Sparkly chests gold not getting bonus from GF%
- Replies: 6
- Views: 806
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...
- Thu Aug 17, 2006 8:56 am
- Forum: Code Editing
- Topic: Save file structure
- Replies: 238
- Views: 114880
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...
- Mon Aug 15, 2005 12:57 pm
- Forum: Code Editing
- Topic: [1.11] DLL Memory Map and Tool
- Replies: 10
- Views: 2804
- Mon Jan 17, 2005 4:36 pm
- Forum: General Mod Making
- Topic: Mechanics of charge
- Replies: 5
- Views: 452
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
- Mon Jan 17, 2005 2:39 pm
- Forum: General Mod Making
- Topic: Mechanics of charge
- Replies: 5
- Views: 452
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 ...
- Fri Dec 24, 2004 9:18 am
- Forum: Tools
- Topic: About *.tbl files
- Replies: 13
- Views: 2920
Re: About *.tbl files
To be honest, I have not talked with him for a looooong time...
- Thu Dec 23, 2004 11:28 am
- Forum: Tools
- Topic: About *.tbl files
- Replies: 13
- Views: 2920
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. ...
- Tue Mar 16, 2004 10:08 pm
- Forum: Code Editing
- Topic: About objects and how they drop items
- Replies: 2
- Views: 1583
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
http://www.lurkerlounge.com/forums/inde ... 2dac07155c
- Mon Mar 15, 2004 10:02 pm
- Forum: Tools
- Topic: Mysterious bit
- Replies: 4
- Views: 714
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
- Thu Mar 11, 2004 2:14 pm
- Forum: Code Editing
- Topic: Return value for item creation function
- Replies: 2
- Views: 464
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)...
- Wed Mar 10, 2004 11:42 pm
- Forum: Code Editing
- Topic: Return value for item creation function
- Replies: 2
- Views: 464
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...
- 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: 459
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%.
- Sat Feb 14, 2004 10:20 am
- Forum: Code Editing
- Topic: [1.10] ptUnit and ptGame structures
- Replies: 39
- Views: 24582
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 ...
- Fri Feb 13, 2004 6:26 pm
- Forum: Code Editing
- Topic: [1.10] ptUnit and ptGame structures
- Replies: 39
- Views: 24582
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...
- Fri Feb 13, 2004 9:23 am
- Forum: Code Editing
- Topic: [1.10] ptUnit and ptGame structures
- Replies: 39
- Views: 24582
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...
- Thu Feb 12, 2004 12:28 pm
- Forum: Code Editing
- Topic: [1.10] ptUnit and ptGame structures
- Replies: 39
- Views: 24582
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...
- Thu Jan 29, 2004 10:25 pm
- Forum: Code Editing
- Topic: [1.10] ptUnit and ptGame structures
- Replies: 39
- Views: 24582
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...
- Tue Jan 27, 2004 9:59 pm
- Forum: Code Editing
- Topic: Some Cap Locations
- Replies: 18
- Views: 5228
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...
- Thu Jan 22, 2004 3:23 pm
- Forum: Code Editing
- Topic: C++ Files?
- Replies: 15
- Views: 2093
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 ...
- Wed Jan 21, 2004 10:54 pm
- Forum: Code Editing
- Topic: Some Cap Locations
- Replies: 18
- Views: 5228
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...
- Tue Jan 20, 2004 7:28 pm
- Forum: Code Editing
- Topic: Some Cap Locations
- Replies: 18
- Views: 5228
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...
- Mon Jan 19, 2004 12:21 am
- Forum: Code Editing
- Topic: Some Cap Locations
- Replies: 18
- Views: 5228
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 ...
- Sun Jan 18, 2004 8:36 pm
- Forum: Tools
- Topic: [1.10] data/list files
- Replies: 23
- Views: 3398
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...