Wow, this looks awesome and easy to understand. I will learn a lot by understanding this code.
I use a lot of AHK scripts as well (D2 hardcore ragequit key / scripts for other games)
But this FindAndClick stuff will bring my scripts on the next level
Search found 67 matches
- Thu May 24, 2018 12:28 pm
- Forum: Zy-El: Trial by Fire
- Topic: Autohotkey "addon"
- Replies: 9
- Views: 3670
- Tue May 22, 2018 12:23 pm
- Forum: General Mod Making
- Topic: Mod with only 1 difficulty
- Replies: 4
- Views: 956
Re: Mod with only 1 difficulty
Everything you describe here is possible without code editing. If you take a look at the tutorials you can get a feel for how to accomplish some of this. The file guides section can tell you how to change the things you want, however it is a lot to learn given the scopw of your project. I suggeat y...
- Fri May 18, 2018 10:44 am
- Forum: General Mod Making
- Topic: Mod with only 1 difficulty
- Replies: 4
- Views: 956
Re: Mod with only 1 difficulty
I just changed my mind about what I want to do/achieve :) normal difficulty will be from lvl 1-100 nightmare will be from 100-128 hell will be from 128-144 (max) normal Diablo (mod) will be equivalent to hell Diablo (vanilla), so that you get through the "normal game" quite fast. then comes act5 and...
- Wed May 16, 2018 6:19 pm
- Forum: General Mod Making
- Topic: Mod with only 1 difficulty
- Replies: 4
- Views: 956
Mod with only 1 difficulty
Hi, I am a bit unhappy with the mod I created and I want to start over again. This time I want to change more stuff, like the skills, monster levels, and what type of monsters spawn... one major thing should be to reduce D2LOD to the normal difficulty. Any ideas on how can I remove the option to pla...
- Wed Apr 25, 2018 5:46 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Casual Nostalgia
- Replies: 62
- Views: 13848
Re: [Mod Release] Casual Nostalgia
hm, maybe they block this site here at my workplace. i'll check again at home
- Wed Apr 25, 2018 5:13 pm
- Forum: General Mod Making
- Topic: bug: gethit-skill Battle Orders on item doesnt work
- Replies: 3
- Views: 681
Re: bug: gethit-skill Battle Orders on item doesnt work
one more question about this:
can you think of any reason why I would not put a 1 into each skills itemeffect-column?
can you think of any reason why I would not put a 1 into each skills itemeffect-column?
- Wed Apr 25, 2018 4:50 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Casual Nostalgia
- Replies: 62
- Views: 13848
Re: [Mod Release] Casual Nostalgia
Hi,
the link seems to be offline
the link seems to be offline
- Tue Apr 24, 2018 9:29 pm
- Forum: General Mod Making
- Topic: bug: gethit-skill Battle Orders on item doesnt work
- Replies: 3
- Views: 681
- Tue Apr 24, 2018 8:36 pm
- Forum: General Mod Making
- Topic: bug: gethit-skill Battle Orders on item doesnt work
- Replies: 3
- Views: 681
bug: gethit-skill Battle Orders on item doesnt work
hi, do you have any ideas why this gethit-skill did not trigger after like 1000 attempts? I have put an unique occu with 25% chance to cast Battle Orders lvl 37 when get struck... at first I had "Battle Orders" entered in the par2 field. then I changed this to the BO-id which is 149. but still it do...
- Tue Apr 24, 2018 9:07 am
- Forum: General Mod Making
- Topic: Disable Screen Shaking
- Replies: 1
- Views: 541
Re: Disable Screen Shaking
cool idea. i would like that for my mod as well
- Fri Apr 13, 2018 12:48 pm
- Forum: Code Editing
- Topic: [1.14d] Remove Blocking Quests
- Replies: 1
- Views: 650
Re: [1.14d] Remove Blocking Quests
This is a great change imo. But Act2 is still very tiring.... How can I make Duriel's Chamber always open?
- Fri Apr 13, 2018 7:10 am
- Forum: Code Editing
- Topic: [1.14d] Offset Updates Pack
- Replies: 9
- Views: 4223
Re: [1.14d] Offset Updates Pack
When I open up Game.exe in XVI32, I only see adresses from 1 to 3737E7.
But I would have to change 584A0B to fulfill my needs. What's wrong for me?
But I would have to change 584A0B to fulfill my needs. What's wrong for me?
- Wed Apr 11, 2018 6:04 pm
- Forum: Code Editing
- Topic: [1.14d] Offset Updates Pack
- Replies: 9
- Views: 4223
Re: [1.14d] Offset Updates Pack
edit:
nevermind. I made it work
thx a lot !!
nevermind. I made it work
thx a lot !!
- Tue Apr 10, 2018 9:36 am
- Forum: Code Editing
- Topic: [1.14d] Where should I start learning Code Editing?
- Replies: 1
- Views: 620
[1.14d] Where should I start learning Code Editing?
Hi, in the sticky thread So you want to Code Edit, but Don't Know ASM I found some tutorial, where I looked into those: Foxbats Hex Editing Tutorial sir_generals Advanced Code Editing Tutorial I understood how to use XVI32 to edit the Game.exe / Diablo2.exe in my Diablo II folder. But I do not find ...
- Tue Apr 10, 2018 6:55 am
- Forum: General Mod Making
- Topic: Diablo 2 Mod Testing
- Replies: 7
- Views: 899
Re: Diablo 2 Mod Testing
You can also us misc.txt to create potions or tokens or something like that to increase experience so that leveling is not needed at all. Almost everything else can be done with items, there is nothing bad in creating a charm with +1 teleport, +2000 life and +1000 mana if you just want to test some...
- Mon Apr 09, 2018 7:40 am
- Forum: General Mod Making
- Topic: Make Char Rushing easy
- Replies: 1
- Views: 421
Make Char Rushing easy
Hi, 1) I want to get rid of the rule that makes chars get very little xp if they have lvl < 25 and farm in high areas like baalruns on hell. 2) I want to get rid of the rule that you need previous quests in order to kill end bosses. A rush should be andy -> duriel -> mephi -> dia -> baal. Even ancie...
- Sat Apr 07, 2018 1:37 pm
- Forum: General Mod Making
- Topic: what is the max lvl for hit-skills ?
- Replies: 17
- Views: 1415
Re: what is the max lvl for hit-skills ?
can I put such formulas also into the MonStats.txt ??
ps. why do they have 2 different HP columns? :>
when I summon one, will it have maxHP ?
ps. why do they have 2 different HP columns? :>
when I summon one, will it have maxHP ?
- Sat Apr 07, 2018 12:53 pm
- Forum: General Mod Making
- Topic: what is the max lvl for hit-skills ?
- Replies: 17
- Views: 1415
Re: what is the max lvl for hit-skills ?
I think that the Spirit Wolves will be the casual and always good pets in my mod.
can I increase their dmg like this?
PS. i did not really understand what this ".accr" is for... does this refer to Properties.txt ?
can I increase their dmg like this?
PS. i did not really understand what this ".accr" is for... does this refer to Properties.txt ?
- Tue Apr 03, 2018 11:11 am
- Forum: General Mod Making
- Topic: Larzuk socket quest per cube recipe
- Replies: 3
- Views: 636
Re: Larzuk socket quest per cube recipe
maybe I should just implement single recipes for all combinations of item classes & item levels,
according to a table like this (sorry, I only found a german one):
according to a table like this (sorry, I only found a german one):
- Sun Apr 01, 2018 10:10 am
- Forum: General Mod Making
- Topic: Larzuk socket quest per cube recipe
- Replies: 3
- Views: 636
Larzuk socket quest per cube recipe
hi
i wanna implement an cube recipe that is giving sockets in exactly the same way as the A5Q1.
any ideas how to achieve this?
i wanna implement an cube recipe that is giving sockets in exactly the same way as the A5Q1.
any ideas how to achieve this?
- Sat Mar 31, 2018 11:51 am
- Forum: General Mod Making
- Topic: Removing immunities from all monsters - also from super uniques
- Replies: 9
- Views: 1179
Re: Removing immunities from all monsters - also from super uniques
chanc to spawn is controlled by cpick and upick columns. suprunique mods need to be changed by hand. okay, thanks ! but I still count 9 mods: https://abload.de/img/cursewmsus.png or will one of those still make some bad guys immune to something? stone skin puts physical res to 80% i guess. not +80%...
- Sat Mar 31, 2018 1:57 am
- Forum: General Mod Making
- Topic: Removing immunities from all monsters - also from super uniques
- Replies: 9
- Views: 1179
Re: Removing immunities from all monsters - also from super uniques
And yes. you could simply remove all monumod entries that cause res (set chance to 0 so that they do not spawn, and remove them from superuniques.txt) - but this will limit the available monumods to strong, cursed, fast, multishot, aura and teleport. Ghostly champions would also have to be removed....
- Fri Mar 30, 2018 11:13 pm
- Forum: General Mod Making
- Topic: [solved mod crash] Act5 Siege Boss Quest drop ??
- Replies: 3
- Views: 526
Re: [mod crash] Act5 Siege Boss Quest drop ??
Thanks! This is solved now.devurandom wrote: ↑Fri Mar 30, 2018 8:37 pmProbably missing Sounds.txt in your Patch_D2.mpq
viewtopic.php?t=42266
- Fri Mar 30, 2018 6:30 pm
- Forum: General Mod Making
- Topic: [solved mod crash] Act5 Siege Boss Quest drop ??
- Replies: 3
- Views: 526
Re: [mod crash] Act5 Siege Boss Quest drop ??
So I got a savegame from another char.
Still: whenever I kill shenk for the 1st time, the game crashes.
If I use -direct -txt, it does not crash.
Still: whenever I kill shenk for the 1st time, the game crashes.
If I use -direct -txt, it does not crash.
- Fri Mar 30, 2018 3:53 pm
- Forum: General Mod Making
- Topic: [solved mod crash] Act5 Siege Boss Quest drop ??
- Replies: 3
- Views: 526
[solved mod crash] Act5 Siege Boss Quest drop ??
Hi all, I started to test my modification and it is running quite good :) But now we faced our first crashes :cry: Killing Shenk gave as a crash, without any explanation. Thinking that this must have something to do with his treasure class (because I did not change anything to himself), I activated ...