Search found 31 matches

by karlock
Thu Mar 21, 2019 6:50 am
Forum: Code Editing
Topic: MonStats Flags in D2MonStatsTxt
Replies: 5
Views: 1666

Re: MonStats Flags in D2MonStatsTxt

I have found this. it seems more confused. Blood Raven is treated as a boss, not just a super uniques? I think I need to print full D2MonStatsTxts list from sgptDataTable. JUST DIG IT OUT! :twisted: SuperUniques are mutated base monsters, they get umods applied and a few extra boni; there is no req...
by karlock
Tue Mar 19, 2019 8:37 am
Forum: Code Editing
Topic: MonStats Flags in D2MonStatsTxt
Replies: 5
Views: 1666

Re: MonStats Flags in D2MonStatsTxt

No, damage bonus stands for PrimeEvil flag only. Oh! I see, the End Act bosses. Blood Raven has no damage bonus to mercenaries, but Andariel has. https://d2mods.info/forum/viewtopic.php?f=8&t=52403 CALL <JMP.&D2Common.#11060> ; D2CheckUnitBoss(FileMonstatsTable* pRecord, D2UnitStrc* pMonster); I ha...
by karlock
Mon Mar 18, 2019 7:37 am
Forum: Code Editing
Topic: MonStats Flags in D2MonStatsTxt
Replies: 5
Views: 1666

MonStats Flags in D2MonStatsTxt

with https://d2mods.info/forum/viewtopic.php?t=61189 struct D2MonStatsTxt dwMonStatsFlags +0x0C In 1.10 D2Common.#11060 will check this flag, 0x00000040 means "BOSS" and D2Common.#11065 checks 0x00000080. Accroding to boss dealing 200% damage to hirelings and 400% damage to pets with the code around...
by karlock
Fri Feb 22, 2019 3:25 am
Forum: General Mod Making
Topic: Increase default loot drop cap above 6.
Replies: 13
Views: 702

Re: Increase default loot drop cap above 6.

thaison wrote:
Wed Feb 13, 2019 10:35 am
[1.13c]

[D2Game - 0x123DA]

- You just need to change the number 6

Code: Select all

6FC323D7  |. C745 2C 060000>MOV     DWORD PTR SS:[EBP+2C], 6
Thanks!

Porting to 1.13d, D2GAME+0xE4067 :D

Code: Select all

6FD04067		MOV	[ebp + 0x2C], 0x06
by karlock
Thu Feb 21, 2019 4:08 am
Forum: Code Editing
Topic: [1.10] Dynamic Health bar
Replies: 15
Views: 1924

Re: [1.10] Dynamic Health bar

Code: Select all

void __stdcall DISPLAY_DrawEnemyLifeBar(int percentage, DWORD palette)
{
	int red = 256 * (100 - percentage) / 100;
	int green = 256 * percentage / 100;
	D2CMP_DrawEnemyLifeBar(palette, 0x100, red, green, 0x00);	//D2CMP.10075 in 1.13D
}
Colorful! :D
by karlock
Wed Feb 20, 2019 8:06 am
Forum: Code Editing
Topic: [1.13d]Create new DescFunc for ItemStat?
Replies: 4
Views: 444

Re: [1.13d]Create new DescFunc for ItemStat?

Alternatively to have a look at what the params are that get setup and pushed when the table FN is called. Trial and error , quest complete. Thanks for the tips. :D Sir, can i ask anthor question? Make character said "Impossible", "I need mana" blablabla, overhead message. I have searched the forum...
by karlock
Wed Feb 20, 2019 2:40 am
Forum: Code Editing
Topic: [1.13c] Removing the Close Button from all Skill Trees
Replies: 1
Views: 286

Re: [1.13c] Removing the Close Button from all Skill Trees

Cool! Why not replace skill reset button with other icon, like arrow circle? :D
by karlock
Tue Feb 19, 2019 3:06 pm
Forum: Code Editing
Topic: [1.13c] Fixed Gamble cost
Replies: 4
Views: 420

Re: [1.13c] Fixed Gamble cost

000248C4 0F84 76010000 JE 00024A40 to this: 000248C4 E9 77010000 JMP 00024A40 I tested it and it works as it should. ;) Replace function in 1.13d, d2common.6FD93100 int __stdcall D2COMMON_GetItemGamblePrice(UnitAny* pItem, int nPlayerLevel) { //calculate the price return price; } See attachment, th...
by karlock
Thu Feb 14, 2019 1:28 am
Forum: Code Editing
Topic: [1.13d]Create new DescFunc for ItemStat?
Replies: 4
Views: 444

Re: [1.13d]Create new DescFunc for ItemStat?

__declspec(naked) void ItemDesc29() { __asm { mov eax, [esp + 00h] mov eax, [esp + 04h] mov eax, [esp + 08h] mov eax, [esp + 0Ch] mov eax, [esp + 10h] mov eax, [esp + 14h] mov eax, [esp + 18h] mov eax, [esp + 1Ch] mov eax, [esp + 20h] mov eax, [esp + 24h] mov eax, [esp + 28h] mov eax, [esp + 2Ch] m...
by karlock
Wed Feb 13, 2019 3:19 pm
Forum: Code Editing
Topic: [1.13d]Create new DescFunc for ItemStat?
Replies: 4
Views: 444

Re: [1.13d]Create new DescFunc for ItemStat?

I found it easier to expand the table like so: /* Date: Mon Aug 16 08:06:25 2010 Author: Necrolis Function: ITEMSTATDESC_Build Address: D2Client.0x521C0 Comments: */ BOOL __fastcall ITEMSTATDESC_Build(D2UnitStrc* pItem, D2StatListStrc* pStatList, int nStat, int nParam, int nValue, wchar_t* pBuffer)...
by karlock
Wed Feb 13, 2019 9:08 am
Forum: Code Editing
Topic: [1.13d]Create new DescFunc for ItemStat?
Replies: 4
Views: 444

[1.13d]Create new DescFunc for ItemStat?

I try to make a new descfunc for a itemstat. The last stage stacks me. The original DescFunc table located at D2CLIENT + 0x2DAD4 Copy the original table to construct new one. //new table void* NewDescFuncTable[DESCFUNC_MAX_SIZE] //copy from old one std::copy(D2CLIENT_pDescFuncTable, D2CLIENT_pDescFu...
by karlock
Mon Feb 04, 2019 2:34 am
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

Re: A function stub for player stat update

Thanks! :)
by karlock
Sun Feb 03, 2019 7:16 am
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

Re: A function stub for player stat update

https://pastebin.com/HFBgJ7V4 I found this. test with hours. struct D2ClientStrc { DWORD dwClientId; //0x000 DWORD dwClientState; //0x004 WORD wClassId; //0x008 BYTE nPlayerStatus; //0x00A BYTE nCompleteActFlags; //0x00B ... } Every act complete CompleteActFlags + 1. All 3 difficult completed is 0xF...
by karlock
Sun Feb 03, 2019 3:29 am
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

Re: A function stub for player stat update

That's cool! Was thinking you could run some loops and reset all the quests, but not sure about reset questdata. Maybe someone else has a suggestion, or you could look into how its done for character create. struct QuestFlags { void* pBuffer; // 0x00 DWORD _1; // 0x04 }; void __fastcall ResetPlayer...
by karlock
Sat Feb 02, 2019 2:22 pm
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

Re: A function stub for player stat update

with stubs I put a break on the call to the function, then ID what each arg is. This is 6FD0B2C0 in 1.13c if someone wants that. I changed the name to StartActPlayerStats for my notes. 6FC4701F |. 57 PUSH EDI ; /Arg1 = pGame 6FC47020 |. 8AC3 MOV AL,BL ; | = nAct 6FC47022 |. 8BCE MOV ECX,ESI ; | = p...
by karlock
Sat Feb 02, 2019 2:05 pm
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

Re: A function stub for player stat update

Thanks! I wonder if it can make character of level down and empty the experience! :D
https://d2mods.info/forum/viewtopic.php ... 50#p217020
Kingpin's note for this function.(1.10)
by karlock
Fri Feb 01, 2019 3:41 pm
Forum: Code Editing
Topic: A function stub for player stat update
Replies: 11
Views: 658

A function stub for player stat update

I found the function at D2GAME.0x6FD0DD80 for 1.13d. Used by -act X param. I guess it need a ActIndex in eax and player Unit* in ecx, But crush... __declspec(naked) void __fastcall D2GAME_UpdatePlayerStats (UnitAny* pPlayer, WORD nAct) { __asm { mov eax, nAct call D2GAME.0x6FD0DD80 } } :oops: How to...
by karlock
Sat Jan 26, 2019 3:26 pm
Forum: Code Editing
Topic: [1.13d]UpdateClientItemStat
Replies: 5
Views: 418

Re: Update item stat show?

:roll: Interesting..
by karlock
Sat Jan 26, 2019 11:46 am
Forum: Code Editing
Topic: [1.13d]UpdateClientItemStat
Replies: 5
Views: 418

Re: Update item stat show?

You need to resync the item to the client; generally its best to hijack the code that updates qty and dur and allow it to work with all stats (you need to modify the client and server functions). In vanilla they discard any stat that isn't qty and dur, which is why calling that func doesn't work. S...
by karlock
Fri Jan 25, 2019 9:50 am
Forum: Code Editing
Topic: [1.13d]UpdateClientItemStat
Replies: 5
Views: 418

Re: Update item stat show?

But where can i get start. :roll:
by karlock
Fri Jan 25, 2019 8:35 am
Forum: Code Editing
Topic: [1.13d]UpdateClientItemStat
Replies: 5
Views: 418

[1.13d]UpdateClientItemStat

with 1.13d, D2COMMON 0x5A0B0 to modify item stat. The stat has been changed, but no text change. But drop the item, and pick it up, then the stat is changed. According to https://d2mods.info/forum/viewtopic.php?f=8&t=62977&p=487017 ASMPTR(D2GAME, UpdateClientItemStat_I, 0xDCCC0) __declspec (naked) v...
by karlock
Fri Jan 25, 2019 3:12 am
Forum: Code Editing
Topic: [1.13d]Spawn item Function
Replies: 5
Views: 410

Re: [1.13d]Spawn item Function

#define REVERSE32(dw) ( ( ((dw) & 0xFF000000) >> 24 ) | ( ((dw) & 0x00FF0000) >> 8 ) | ( ((dw) & 0x0000FF00) << 8 ) | ( ((dw) & 0x000000FF) << 24 ) ) #define CODE32(sz) REVERSE32( ( ( const unsigned long )( (sz) ) ) ) Example: CreateRewardItem_Stub(pGame, pUnit, CODE32('rin '), 1, 4, 1); THANKS! :D
by karlock
Thu Jan 24, 2019 1:29 pm
Forum: Code Editing
Topic: [1.13d]Spawn item Function
Replies: 5
Views: 410

[1.13d]Spawn item Function

Base on https://d2mods.info/forum/viewtopic.php?f=8&t=63380&p=489133 ASMPTR(D2GAME, CreateRewardItem_I, 0xD2F50) __declspec (naked) UnitAny* __fastcall CreateRewardItem_Stub(DWORD pGame, UnitAny* pUnit, DWORD dwCode, int nItemLevel, int nQuality, BOOL bDrop) { /* push bDrop push nQuality push pGame ...
by karlock
Tue Jan 08, 2019 4:07 am
Forum: Code Editing
Topic: New pSpell
Replies: 14
Views: 1686

Re: New pSpell

1.13d Pspell Func Table
d2game.dll+0x108690
I'm not sure, is that right?

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