Search found 142 matches
- Sat Oct 16, 2021 12:57 pm
- Forum: Code Editing
- Topic: [1.13c] Force 4 random affixes on crafted items
- Replies: 2
- Views: 720
- Mon Apr 12, 2021 2:04 pm
- Forum: Code Editing
- Topic: [1.13c] Monster resists cap
- Replies: 4
- Views: 1277
- Tue Feb 09, 2021 1:43 pm
- Forum: General Mod Making
- Topic: Ring sockable can't show "X sock"
- Replies: 6
- Views: 623
Re: Ring sockable can't show "X sock"
seems like the index 'socketable' is in dll files :( It is, yeah. You can simply add a new stat in itemstatcost.txt and use 2 properties when you spawn a socket on your ring: one property for a socket and another one for a new dummy stat that does nothing but display the string for a socket. Here's...
- Mon Feb 08, 2021 1:39 pm
- Forum: General Mod Making
- Topic: Ring sockable can't show "X sock"
- Replies: 6
- Views: 623
Re: Ring sockable can't show "X sock"
The only workaround I know is to add a dummy stat with "Socketed (1)" string.
- Fri Sep 25, 2020 8:43 pm
- Forum: Multimedia
- Topic: DC6 Player inventory/hireling inventory/stash grid editor?
- Replies: 1
- Views: 769
Re: DC6 Player inventory/hireling inventory/stash grid editor?
viewtopic.php?t=56721 - I'm pretty sure this is the one you need
- Tue Sep 22, 2020 1:58 pm
- Forum: General Mod Making
- Topic: Disable or nerf/change rejuvenation potions
- Replies: 7
- Views: 780
- Tue Sep 22, 2020 1:08 pm
- Forum: General Mod Making
- Topic: Disable or nerf/change rejuvenation potions
- Replies: 7
- Views: 780
Re: Disable or nerf/change rejuvenation potions
You can prevent them from dropping in treasureclassex.txt. Just remove "rvl" and "rvs" codes from there.
kb/viewarticle?a=368 - here's all needed info.
kb/viewarticle?a=368 - here's all needed info.
- Tue Sep 01, 2020 9:53 am
- Forum: General Mod Making
- Topic: unique items drop with random amount of sockets
- Replies: 2
- Views: 450
Re: unique items drop with random amount of sockets
It's either adding sock property with a range of 0-6 to any socketable item in uniqueitems.txt or editing D2Game.dll, so automagic could apply to unique quality.
- Sun Aug 30, 2020 12:08 pm
- Forum: General Mod Making
- Topic: How to spawn Pindleskin?
- Replies: 2
- Views: 469
Re: How to spawn Pindleskin?
You can certainly spawn superuniques by adding them on maps with ds1 editor. It's more map editing, than text editing.
- Wed Aug 26, 2020 1:01 pm
- Forum: General Mod Making
- Topic: CubeMain recipe to change a magic item to normal quality
- Replies: 7
- Views: 1020
Re: CubeMain recipe to change a magic item to normal quality
Try usetype, not useitem.
- Tue Aug 25, 2020 1:20 pm
- Forum: Code Editing
- Topic: Fixed amount of affixes on rare charms [1.10f, 1.13c]
- Replies: 3
- Views: 622
Re: Fixed amount of affixes on rare charms [1.10f, 1.13c]
Well, yeah, setting rare column to 1 for charms in itemtypes.txt is enough. I also added mcha, lcha, scha codes to some rows in rareprefix.txt .
- Tue Aug 25, 2020 8:48 am
- Forum: Code Editing
- Topic: [1.14] Xp Loss on Death
- Replies: 2
- Views: 428
Re: [1.14] Xp Loss on Death
There is a simple softcoded solution: change DeathExpPenalty values for Nightmare and Hell in DifficultyLevels.txt to 0.
- Sat Aug 22, 2020 9:22 pm
- Forum: Member Аnnouncements
- Topic: Fixed 1.13c TXT Files
- Replies: 34
- Views: 23314
Re: Fixed 1.13c TXT Files
As far as I know, yes.
- Sat Aug 22, 2020 8:28 pm
- Forum: Member Аnnouncements
- Topic: Fixed 1.13c TXT Files
- Replies: 34
- Views: 23314
Re: Fixed 1.13c TXT Files
Smith has the same problem as Griswold had.
Mostly people mod on 1.10f and 1.13c/1.13d
Mostly people mod on 1.10f and 1.13c/1.13d
- Wed Aug 19, 2020 8:59 pm
- Forum: General Mod Making
- Topic: Interactable objects question
- Replies: 1
- Views: 307
Re: Interactable objects question
You can change values in InitFn column in objects.txt, check this article for more info:
kb/viewarticle?a=393
kb/viewarticle?a=393
- Sun Aug 09, 2020 7:41 am
- Forum: Code Editing
- Topic: Fixed amount of affixes on rare charms [1.10f, 1.13c]
- Replies: 3
- Views: 622
- Tue Jul 21, 2020 6:02 pm
- Forum: Code Editing
- Topic: Highlight color of an item
- Replies: 1
- Views: 1608
- Mon Jun 01, 2020 3:24 pm
- Forum: Tools
- Topic: [cross-platform] QTblEditor - just another tbl editor
- Replies: 36
- Views: 52486
Re: [cross-platform] QTblEditor - just another tbl editor
Exactly as the label says: hex code of the color. If you want to change font colors in the game, you should use D2ColorMapper, so you can change any color for font with Glide. Changing colors in DDraw is more complicated, since it can easily corrupt palettes on levels. If you want to add more colors...
- Sun May 31, 2020 1:29 pm
- Forum: General Mod Making
- Topic: If you set the cow level to 88 in levels.txt, does that mean they can drop any item in the game?
- Replies: 2
- Views: 366
Re: If you set the cow level to 88 in levels.txt, does that mean they can drop any item in the game?
Yeah, only items with some prefixes/affixes cannot be dropped on level 88, like some poison damage/life on grand charms, if I'm not mistaken. But every default unique/set item can be dropped on level 88 area for sure.
- Mon May 18, 2020 3:04 pm
- Forum: General Mod Making
- Topic: Please help add bolders in D2MultiRes.dll
- Replies: 12
- Views: 1952
Re: Please help add bolders in D2MultiRes.dll
Are you saying it does have support ? If so, is there and article on PK that shows how to accomplish this ? There's only MultiRes for 1.12a, 1.13c, 1.13d and D2ExpRes for 1.10. How is this possible in 1.13c? I'd love to extend the UI. Those screens are from 1.10, so there's no way to expand UI like...
- Sat May 16, 2020 8:55 am
- Forum: General Mod Making
- Topic: Noob having trouble with VERY simple cube recipe
- Replies: 2
- Views: 317
Re: Noob having trouble with VERY simple cube recipe
The game cannot spawn the same unique in one session, so you need to set nolimit to 1 in uniqueitems.txt for every item you want to spawn more than once per session.
Also you may want to check this topic, if you want to use CE workaround: viewtopic.php?t=63614
Also you may want to check this topic, if you want to use CE workaround: viewtopic.php?t=63614
- Thu Apr 16, 2020 8:18 am
- Forum: Code Editing
- Topic: How to modify the display color of the Entering new map
- Replies: 2
- Views: 406
Re: How to modify the display color of the Entering new map
It's in D2Client. These are for 1.13c: "Level entering message colorshift" D2Client.dll - BF33F 6FB6F33F 6A 01 PUSH 1 ;Palshift ;Change the PUSH 1 to your desired color code ;0 -> no colorshift ;1 -> red ;2 -> bright green ;3 -> blue ;4 -> gold ;5 -> grey ;6 -> black ;7 -> tan ;8 -> orange ;9 -> yel...
- Fri Apr 10, 2020 2:48 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Casual Nostalgia
- Replies: 62
- Views: 13844
- Mon Apr 06, 2020 11:04 am
- Forum: Multimedia
- Topic: A guide to make new fonts in less than 5 mins
- Replies: 2
- Views: 1187
Re: A guide to make new fonts in 10 mins
Awesome. I'll give it a try tomorrow and share everything ofc. Thanks. :D Edit: what should I do with overlapped letters? Changing Offset Y doesn't seem to be working. https://d2mods.info/forum/ext/dmzx/imageupload/files/29eb08020e04013ab5a223c2e2da11a0.png https://d2mods.info/forum/ext/dmzx/imageup...
- Sun Mar 29, 2020 10:09 am
- Forum: Code Editing
- Topic: [1.13c] How to make a repeatable Charsi quest ?
- Replies: 5
- Views: 952
Re: [1.13c] How to make a repeatable Charsi quest ?
There's a call that sets Charsi's quest completed, if you nope these lines you'll never get quest completed and you'll be able to imbue forever. D2Game.dll: 000C04F6 8BC7 MOV EAX,EDI 000C04F8 8BFD MOV EDI,EBP 000C04FA E8 E132FAFF CALL 000637E0 I tried nopping out these lines and added jump to where ...