Search found 59 matches
- Wed Mar 15, 2023 5:22 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116926
Re: BaseMod Plugin
Hello devurandom . I'm having a lot of problems with BaseMod + D2GS, it seems to have hundreds of buggy functions in the CallStack and several things wrong at the beginning (like trying to load D2Server.dll at the beginning and patching it, in my case I use a new version of D2Server which I implemen...
- Sat Feb 11, 2023 3:17 pm
- Forum: General Mod Making
- Topic: Q: 1.05b and max skill lvl
- Replies: 2
- Views: 278
Re: Q: 1.05b and max skill lvl
In versions prior to 1.10 the text files are more hardcoded, if you can't find the Skills.txt entry that allows you to add more maxSkills than 20 then it must be hardcoded. Personally I have never seen any code or txt from previous versions, except maybe the odd snippet from 1.09d for something in p...
- Fri Mar 11, 2022 12:31 am
- Forum: General Mod Making
- Topic: Need Help/Advice(D2LoD)Making Merchants sell Runes
- Replies: 3
- Views: 1508
Re: Need Help/Advice(D2LoD)Making Merchants sell Runes
Hello, it uses -direct -txt. By using "-direct" you are telling the game to use the uncompressed folders, and by using "-txt" you are telling the game to read the txt files and compile them into bin. You use "text" not "txt", that is the error
- Thu Feb 10, 2022 3:57 am
- Forum: Code Editing
- Topic: 2010 c++ files vs visual studio 2022
- Replies: 1
- Views: 501
Re: 2010 c++ files vs visual studio 2022
I don't think there are problems with the migration, the issue is that there are functions that are used in previous VS and that in the new ones they no longer exist (or they changed the syntax), the easiest case is everything related to the control functions of text and memory functions exist in al...
- Sun Jun 13, 2021 12:12 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16274
Re: v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs
wow, nice work!!
- Mon Jun 07, 2021 2:26 pm
- Forum: Member Аnnouncements
- Topic: Waking up
- Replies: 9
- Views: 1851
Re: Waking up
Impressive. A legend has returned
- Mon Apr 19, 2021 9:22 pm
- Forum: General Mod Making
- Topic: SrcDam scaling applies to skill's own elemental damage?
- Replies: 3
- Views: 1191
Re: SrcDam scaling applies to skill's own elemental damage?
SrcDamage allows you to add a percentage of the weapon's damage (Both physical and elemental or magical that is delivered by statistics) to the damage of the skill. It is a function that works from 1 to 255, if you set it to 0 the system ignores the function and uses the damage normally. This is cal...
- Mon Apr 19, 2021 9:09 pm
- Forum: General Mod Making
- Topic: iLvl > 99 Issues
- Replies: 2
- Views: 522
Re: iLvl > 99 Issues
The maximum of iLvl is 127, the limit of the char variable (signed char int, -128; 127). In BLSS I have a maximum level of 200, but internally I have 2 levels: One for items and one for characters and monsters. In the items I do a weighting of Levels with respect to Vanilla (approximately) to achiev...
- Tue Feb 23, 2021 9:07 pm
- Forum: Staff Announcements
- Topic: forum reorganisation
- Replies: 8
- Views: 8693
Re: forum reorganisation
Great!
- Sun Jan 24, 2021 6:56 pm
- Forum: Mods by Lady Isabelle
- Topic: Upcoming changes to 0.2.5
- Replies: 1
- Views: 918
Re: Upcoming changes to 0.2.5
Lady Isabelle, You know I have no problem helping you perfect your Mod. I am currently working on solving a little CDR Plugin synchronization problem that I gave you the other day (In low CDR skills.). So if you notice something strange when casting skills, know that it is already in the process of ...
- Thu Oct 29, 2020 12:37 am
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1886
Re: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
It is true. I forgot Dreamlands modified that function before
- Wed Oct 28, 2020 7:19 pm
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1886
Re: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
Thanks for this info! How can I limit the use of the skill/missile to cast it in a specific location and that it can't be casted anywhere else? Imo your best option is using the missile as death-skill on a specific monster, preferebly a superuniqe. You can position the monster at your area of choic...
- Wed Oct 28, 2020 12:58 am
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1886
Re: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
That is very useful too. Thanks for the idea. I was thinking about the option to use CltClc1 in Missiles instead of PAR4, to add functions like: if act 1 -> X portal if act 2 -> Y portal if a particular sector -> secret portal Example, you place an invisible monster with an invisible aura that gives...
- Tue Oct 27, 2020 3:43 pm
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1886
Re: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
Thanks for this info!
How can I limit the use of the skill/missile to cast it in a specific location and that it can't be casted anywhere else?
How can I limit the use of the skill/missile to cast it in a specific location and that it can't be casted anywhere else?
- Thu Oct 15, 2020 3:22 pm
- Forum: Code Editing
- Topic: Question 1.13c maximum absorb%
- Replies: 2
- Views: 451
Re: Question 1.13c maximum absorb%
"Absorbs% cap"
D2Game.dll - DAD1A "and" DAD1F
03B8AD1A 83F8 28 CMP EAX,28
///
03B8AD1F B8 28000000 MOV EAX,28
;Change the 28 (40) to your new value.
(Whist113cCodeEdits)
D2Game.dll - DAD1A "and" DAD1F
03B8AD1A 83F8 28 CMP EAX,28
///
03B8AD1F B8 28000000 MOV EAX,28
;Change the 28 (40) to your new value.
(Whist113cCodeEdits)
- Sat Sep 12, 2020 9:49 pm
- Forum: General Mod Making
- Topic: Level 127
- Replies: 2
- Views: 439
Re: Level 127
check ItemStatCost.
http://prntscr.com/ug8i9y
the only problem is that the "originally" saved characters won't work
http://prntscr.com/ug8i9y
the only problem is that the "originally" saved characters won't work
- Sun Aug 09, 2020 2:04 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: D2Mod D2ExpRes and Waypoints.dll
- Replies: 2
- Views: 977
Re: D2Mod D2ExpRes and Waypoints.dll
Only 1.10...
The secret is not to move anything from the DLL. Just add a dummy waypoint on the page line.
http://prntscr.com/twml40
Waypoints.txt
http://prntscr.com/twmli6
If you can get the waypoints tab + ExpRes to work using 3D Glide, show me.
The secret is not to move anything from the DLL. Just add a dummy waypoint on the page line.
http://prntscr.com/twml40
Waypoints.txt
http://prntscr.com/twmli6
If you can get the waypoints tab + ExpRes to work using 3D Glide, show me.
- Mon Feb 24, 2020 5:13 pm
- Forum: Code Editing
- Topic: [1.13c]-how to enable hiring of act1 rogues before reaching clvl 8
- Replies: 6
- Views: 1039
Re: [1.13c]-how to enable hiring of act1 rogues before reaching clvl 8
certainly, you can use the Ctrl + S command and write a script similar to the following, and search near the code you displayed
Code: Select all
push r32
call const
Cmp r32, const
jl const
- Mon Feb 24, 2020 3:02 pm
- Forum: Code Editing
- Topic: [1.13c]-how to enable hiring of act1 rogues before reaching clvl 8
- Replies: 6
- Views: 1039
Re: [1.13c]-how to enable hiring of act1 rogues before reaching clvl 8
Did you try to experiment by eliminating the jump condition? 6FAFA643 83F8 08 cmp eax,0x8 ; Kasha's lowest level for mercenaries ,0x1 6FAFA646 |. 7C 05 jl short D2Client.6FAFA64D 6FAFA648 |. E8 C3FBFFFF call D2Client.6FAFA210 to 6FAFA643 83F8 08 cmp eax,0x8 --> NOP 6FAFA646 |. 7C 05 jl short D2Clien...
- Sun Feb 23, 2020 3:39 pm
- Forum: Code Editing
- Topic: [1.10f Tutorial] Make Minions with non-minions AI[Completed]
- Replies: 14
- Views: 6014
Re: [1.10f Tutorial] Make Minions with non-minions AI[Completed]
How does this move for 1.13c? You will have to look for the vanilla code of 1.10 in the same dll of 1.13 (obviously the compensations are different but the logic is the same). In olly open d2game.dll of 1.10 and look for all the compensations that appear in the tutorial and look at the surroundings...
- Thu Jan 30, 2020 2:57 am
- Forum: Code Editing
- Topic: [1.13c] Add "Spaces" and "Numbers" to character names
- Replies: 3
- Views: 706
Re: [1.13c] Add "Spaces" and "Numbers" to character names
It depends on what you allow.
In my case I only allowed Numbers (0...9), spaces ( ) and - _
At that time I checked personalize, TCP/IP and the statistics screen, in all cases I had no problems.
Remember that you should not allow them to add rare symbols
In my case I only allowed Numbers (0...9), spaces ( ) and - _
At that time I checked personalize, TCP/IP and the statistics screen, in all cases I had no problems.
Remember that you should not allow them to add rare symbols
- Wed Jan 29, 2020 4:02 am
- Forum: General Mod Making
- Topic: Newb-Increase drop rate of single items
- Replies: 9
- Views: 662
Re: Newb-Increase drop rate of single items
Sweet Jesus, AFJ Sheet .61 Beta where have you been all my life. I've been editing the files in Notepad ++ without colum lines, so most of the {filtered} I've been doing hasn't been aligned properly.... Microsoft Excel works perfect with d2 txt files as tables. God damnit. My Excel kept crashing wh...
- Sat Jan 25, 2020 2:49 am
- Forum: Code Editing
- Topic: [1.13c]]how to remove the bonus of agility to block?
- Replies: 1
- Views: 397
- Wed Jan 15, 2020 9:05 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116926
Re: BaseMod Plugin
jessedazebra wrote: ↑Wed Jan 15, 2020 8:33 pmMany kisses from cold Russia <3.
Also for D2SE users: make sure you put dsound.dll in the mod folder you play to prevent those crashes.
- Wed Jan 15, 2020 7:46 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116926
Re: BaseMod Plugin
That happens because you don't have the 3D sound dll in the Diablo II folder (dsound.dll) We have error caused by video driver. You wrote about sound emulator... I didn't see a link. EDIT: I don't know why, but using this 3d sound emulator remove glide3x error in Windows 10 )))) Very strange situat...