Search found 16 matches

by Conqueror
Sat Apr 13, 2019 12:04 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Could you add "dynamic minimap" for Monstats2.txt monsters? Currently, Monstats2.txt has a static minimap, does not show monster movement http://prntscr.com/nb911h ----------------------------------- And, the sound of the uniqueitems.txt and setitems.txt items work when they are UNIDENTIFIED. Curren...
by Conqueror
Mon Apr 01, 2019 10:55 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Very Nice!! =)

All that is missing is the Stats ('A') menu and an inventory ('I') with more possibility of equipment (For example, 4 rings).

And charm zone plz :) (It is a Rectangle (X1,Y1) ; (X2,Y2))

Also the change of the RedPortals is great!

:) :) :) :) :) :) :) :) :) :) :)
by Conqueror
Tue Feb 26, 2019 6:47 pm
Forum: Member news
Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
Replies: 44
Views: 8020

Re: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]

Increase the globin drop with: 1.13c [D2Game - 0x123DA] - You just need to change the number 6 (max FF --> 255) 6FC323D7 |. C745 2C 060000>MOV DWORD PTR SS:[EBP+2C], 6 And edit TreasureClasEx.txt http://prntscr.com/mqgvk0 Picks (min -128 max 128) So, don't use "ghost monsters" to increase drop :mrgr...
by Conqueror
Sun Feb 24, 2019 11:47 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97732

Re: What does your mod look like?

How do you do to place those life bars? This lifebar pic is located in data/local/font/latin/font16.dc6 and replaces "~" symbol. Then I added that symbol to some monsters' names in .tbl file. It looks like this: https://d2mods.info/forum/ext/dmzx/imageupload/files/cd1af941124227fd9f82eebee602232f.p...
by Conqueror
Sun Feb 24, 2019 1:18 pm
Forum: Code Editing
Topic: [1.10f Tutorial] Make Minions with non-minions AI[Completed]
Replies: 13
Views: 2778

Re: [1.10f Tutorial] Make Minions with non-minions AI[Completed]

Is there something similar for 1.13c?
by Conqueror
Sun Feb 24, 2019 12:38 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97732

Re: What does your mod look like?

Current char stats screen and skill tree: https://d2mods.info/forum/ext/dmzx/imageupload/files/c202d0e3ef86f5960aea7e9e46a57dbb.jpg And softcoded health bar for bosses: https://d2mods.info/forum/ext/dmzx/imageupload/files/8dcd6ae7b0b35b41d1c963da8e07238c.jpg https://d2mods.info/forum/ext/dmzx/image...
by Conqueror
Thu Feb 21, 2019 1:00 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Use "d2maphack" only to reveal monsters and objects (do not reveal the map). Like the game "Dungeon Siege 2".

When using the "monster color life" function does not work.

:c
by Conqueror
Tue Feb 19, 2019 5:53 pm
Forum: Skill Clinic
Topic: Town portal skill
Replies: 4
Views: 297

Re: Town portal skill

devurandom wrote:
Tue Feb 19, 2019 12:22 am
It was possible to do without major CE in 1.10. see Kingpin's tutorial on custom portals
https://d2mods.info/forum/viewtopic.php?t=24082

I never found a way to port the "Red Portal Fix" code for 1.13d, at the time (2015).
Do you know how to do it in 1.13c?
by Conqueror
Tue Jan 29, 2019 7:08 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Well thanks for trying, but it works I've tested it multiple times, multiple ways, Multiple OS's and renamed the dll. Check the README file in MPQINI folder. You have to compile a new .bin file, anytime you want to change an option, unless you're using the plugin as basemod.dll and don't want to ch...
by Conqueror
Tue Jan 29, 2019 1:38 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

BaseMod v1.10 beta** MPQINI There was a lot of testing and revision in this version. Threw everything at it except the kitchen sink, but would like to confirm everything works with a wider testing base, before its official release. Be sure to read the updated Readme files. Some tests performed test...
by Conqueror
Sun Jan 27, 2019 3:32 pm
Forum: Member Аnnouncements
Topic: [1.10] D2GFEx - New Graphics Driver => Alpha Testing
Replies: 56
Views: 6738

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Necrolis wrote:
Sun Jan 27, 2019 2:49 pm
fty wrote:
Sat Jan 26, 2019 8:49 pm
Awesome project with great future! Can we hope it for 1.13c? Please.
I have actually already amended the main post to include 1.13c.

Looks like we are on track for public alpha last week of jan/first week feb :)
wow, nice :D
by Conqueror
Mon Jan 21, 2019 6:59 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

devurandom wrote:
Mon Jan 21, 2019 6:26 pm
It's not available yet. I was throwing the idea out there to see if people were interested for an option like that. I have it working, but current code shifts timing for load Extradlls so late that I don't feel its right.
Thank you.
I think it's an excellent implementation.
by Conqueror
Mon Jan 21, 2019 3:35 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Are people interested in an option like this where the ini file gets compiled into a .bin file (Diablo II txt style), so their mod options are not as easily changed. BaseMod.txt Code: Select all name Enabled param1 param2 param3 param4 param5 param6 param7 string1 string2 Version 1 109 0 0 0 0 0 0 ...
by Conqueror
Sat Dec 29, 2018 5:14 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 238
Views: 20976

Re: BaseMod Plugin

Can you add new equipment? I explain In diablo 2 classic or Expansion, I can equip myself: 1 or 2 Weapons or Shield, 1 Armor, 1 Helm, 1 Boots, 1 Gloves, 2 Rings, 1 amulet, 1 belt. My idea is to be able to equip: (In addition to the mentioned thing) 2 more Rings and 1 Skill Book, Where the equipammen...
by Conqueror
Sat Nov 03, 2018 11:27 am
Forum: Code Editing
Topic: 1.13c Color extension 8 bite to 24 bite
Replies: 3
Views: 1290

Re: 1.13c Color extension 8 bite to 24 bite

How do I make it work?
Can it be incorporated into the PlugY source code?
by Conqueror
Mon Oct 23, 2017 8:09 pm
Forum: Code Editing
Topic: [1.13c] Help with code editing. Horadric Cube
Replies: 0
Views: 314

[1.13c] Help with code editing. Horadric Cube

Hi.
I need help editing the Transmutation button on the horadric cube.

Lower the button:

Image

Any ideas? (What code should be edited?) :roll:

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