Search found 58 matches

by JayBrainDead
Sat Sep 14, 2019 9:34 pm
Forum: Code Editing
Topic: Sparse populate function
Replies: 0
Views: 184

Sparse populate function

I've searched in the code editing forums but couldnt find what I was looking for. What im trying to achieve is to make a very rare monster with ridiculously small chance spawn in any level. Adding the monster to every level is simple enough, then I can use sparse populate to make sure it is not enco...
by JayBrainDead
Fri Sep 06, 2019 7:55 am
Forum: General Mod Making
Topic: Error when packing misc.bin into mpq
Replies: 7
Views: 170

Re: Error when packing misc.bin into mpq

I mean the literal .txt's

That was it ! Thanks for your time
by JayBrainDead
Fri Sep 06, 2019 7:11 am
Forum: General Mod Making
Topic: Error when packing misc.bin into mpq
Replies: 7
Views: 170

Re: Error when packing misc.bin into mpq

What I do know, is that you also need to include sounds.txt and soundenviron.txt as the game reads those differently. I already included every bin file generated in my data\global\excel directory into the mpq. And second, the code edit you're referring to is "Expanding the music limit" which is exa...
by JayBrainDead
Fri Sep 06, 2019 5:15 am
Forum: General Mod Making
Topic: Error when packing misc.bin into mpq
Replies: 7
Views: 170

Re: Error when packing misc.bin into mpq

I don't if this can be any help but this is what happens when I crash, I was gonna edit the previous post but it was exceeding character count Crash.txt <Application>Diablo II <Inspector.ProjectId>264 <Inspector.Module>Diablo II <Inspector.Milestone>D2 1.14d <Inspector.BuildNumber>77 <Inspector.Plat...
by JayBrainDead
Fri Sep 06, 2019 4:49 am
Forum: General Mod Making
Topic: Error when packing misc.bin into mpq
Replies: 7
Views: 170

Re: Error when packing misc.bin into mpq

I dont know where you got 222 rows as that's not even close to a power of 2. I'm sure someone knows the real limit, but according to the stickied post right here in GMM, the estimate is 32k. My bad, english is not my first language, I meant that my file at the moment has 222 rows which is far from ...
by JayBrainDead
Fri Sep 06, 2019 3:08 am
Forum: General Mod Making
Topic: Error when packing misc.bin into mpq
Replies: 7
Views: 170

Error when packing misc.bin into mpq

So I've spent almost an entire day trying to figure out what went wrong with my distrubution patch, Finally found WHAT (misc.bin) is wrong but cannot figure out why or how to fix it. TL;DR : Is there a reason a file would only work in direct switch ? According from what I've read in the forum my fil...
by JayBrainDead
Thu Sep 05, 2019 1:59 am
Forum: Multimedia
Topic: Importing custom graphics
Replies: 4
Views: 201

Re: Importing custom graphics

HarvestWombs wrote:
Thu Sep 05, 2019 1:49 am
For dc6creator, you select the palette first, then import the image.
I never tought I could love a man so much!

That was the piece of the puzzle I was missing, I was just about to scrap the idea
Both of you were so helpful :), I'll even be able to fix some other gfx I imported earlier
by JayBrainDead
Wed Sep 04, 2019 8:37 pm
Forum: Code Editing
Topic: Codes from 1.10 to 1.13c?
Replies: 2
Views: 180

Re: Codes from 1.10 to 1.13c?

Or take a look at the goblin plugin thread, the first post of page two nizari posted something like this I believe Edit: 1.13c 6FCFF4BF 8A48 6D MOV CL,BYTE PTR DS:[EAX+6D] 6FCFF4C2 84C9 TEST CL,CL 6FCFF4C4 75 5D JNZ SHORT D2Game.6FCFF523 TO 6FCFF4BF 90 NOP 6FCFF4C0 90 NOP 6FCFF4C1 90 NOP 6FCFF4C2 90...
by JayBrainDead
Wed Sep 04, 2019 5:52 pm
Forum: Multimedia
Topic: Importing custom graphics
Replies: 4
Views: 201

Re: Importing custom graphics

This is normally referred to as indexed mode mode editors, you can find the palettes in our file center. This was a perfect explanation, thank you Edit : How do you apply a palette to an image, it seems selecting the units palette in dc6creator only previews it with said palette because the result ...
by JayBrainDead
Wed Sep 04, 2019 6:43 am
Forum: Multimedia
Topic: Importing custom graphics
Replies: 4
Views: 201

Importing custom graphics

I must start by saying, Image editing is definetly one of the things I am most ignorant about so here's my question How would i go about importing a jpg image with an embedded color profile into d2 ? Im using GIMP to convert the image to pcx/bmp and Dc6Creator to convert it to Dc6 which worked fine ...
by JayBrainDead
Tue Sep 03, 2019 9:22 pm
Forum: General Mod Making
Topic: Treasure Goblin Plugin Help
Replies: 8
Views: 536

Re: Treasure Goblin Plugin Help

Since there is already a thread for this plugin, I'll post here even if my problem is unrelated. I Initially managed to get the gelatinous sire working first then added more and more goblins and by the end all the goblins were working execpt for the gelatinous sire. Im getting a crash everytime I en...
by JayBrainDead
Mon Sep 02, 2019 5:27 pm
Forum: Multimedia
Topic: [Release] Custom Runes Graphics
Replies: 3
Views: 697

Re: [Release] Custom Runes Graphics

Awesome. Thanks
by JayBrainDead
Sun Sep 01, 2019 11:54 pm
Forum: Multimedia
Topic: [Release] Custom Runes Graphics
Replies: 3
Views: 697

Re: [Release] Custom Runes Graphics

Hey, nice work on these rune graphics ! I actually was looking for a second set of every default runes so this was actually perfect for me. I would just like to point out that both Um and Vex (invrvex) actually have an Um rune graphic. I bet you also quickly figured that out, If you still have the V...
by JayBrainDead
Thu Aug 29, 2019 4:47 am
Forum: Code Editing
Topic: New pSpell
Replies: 14
Views: 1810

Re: New pSpell

can anyone tell me the line for the dclone laser? trying to find it in hardcode but cant seem to find it. Kinda way off topic but : What you are looking for is not hardcoded, you have to open up MonStats.txt to see what skills monsters are using Diablo clone is row 334 and I believe the skill you a...
by JayBrainDead
Thu Aug 29, 2019 4:35 am
Forum: Tools
Topic: [Release] DT1 Studio
Replies: 18
Views: 2335

Re: [Release] DT1 Studio

Im trying to use Dt1 Studio to customize my maps, so far it allowed me to extract the files from a Dt1 but everytime I try converting bmp images back to a .dt1 I get an error. I could send more details if you still intend to work on this project. Alternatively, a download link to a previous version,...
by JayBrainDead
Tue Aug 27, 2019 4:14 am
Forum: Code Editing
Topic: [1.13c] Force an item to appear in the gamble window every time
Replies: 15
Views: 562

Re: [1.13c] Force an item to appear in the gamble window every time

Where could find an empty space to jump to to add some custom code inside D2Game ?
I've tried two location that caused an instant crash up entering gamble screen.
Unless the issue is because I cant add a JMP at BE2FF with a JMP to come back to the default code
by JayBrainDead
Sat Aug 24, 2019 6:22 am
Forum: Code Editing
Topic: [1.13c] Force an item to appear in the gamble window every time
Replies: 15
Views: 562

Re: [1.13c] Force an item to appear in the gamble window every time

further up its done in D2Game.dll like so: 000BE2FF ║► │A1 7C1FD36F MOV EAX,DWORD PTR DS:[6FD31F7C] gGambleAmu 000BE304 ║· │85C0 TEST EAX,EAX 000BE306 ║·▼│75 0F JNZ SHORT 6FCDE317 000BE308 ║· │68 7C1FD36F PUSH OFFSET 6FD31F7C ; ╓Arg2 = D2Game.6FD31F7C 000BE30D ║· │68 616D7520 PUSH 20756D61 ; ║Arg1 ...
by JayBrainDead
Fri Aug 23, 2019 12:23 am
Forum: Code Editing
Topic: [1.13c] Force an item to appear in the gamble window every time
Replies: 15
Views: 562

Re: [1.13c] Force an item to appear in the gamble window every time

This is the part of the code that you'd be interested in: Code: Select all 000BE44C ║► │8B4424 14 ║MOV EAX,DWORD PTR SS:[LOCAL.5] LoopCount 000BE450 ║· │83F8 02 ║CMP EAX,2 000BE453 ║·▼│7D 10 ║JGE SHORT 6FCDE465 000BE455 ║· │85C0 ║TEST EAX,EAX 000BE457 ║· │8B35 801FD36F ║MOV ESI,DWORD PTR DS:[6FD31F...
by JayBrainDead
Tue Aug 06, 2019 7:24 am
Forum: General Mod Making
Topic: Gold Collecting War Cry
Replies: 0
Views: 218

Gold Collecting War Cry

Is it possible to create a skill ( or maybe a missile ) that targets items on the ground like telekinesis and allows you to collect them?

I would like to make a war cry type skill that collects gold
by JayBrainDead
Mon Aug 05, 2019 11:01 pm
Forum: Skill Clinic
Topic: Aura cast skill
Replies: 0
Views: 263

Aura cast skill

Is there any combination of srvstfunc srvdofunc / cltstfunc cltdofunc that allows to create an aura that periodically casts a skill on a target specified by aura filters ?
by JayBrainDead
Sat Jul 27, 2019 6:18 pm
Forum: General Mod Making
Topic: MonStats.Txt Damage Resistance
Replies: 1
Views: 130

MonStats.Txt Damage Resistance

On the project Im currently working on, I have modified a lot of skills and monster stats and still managed to keep everything relatively balanced, except for one thing, every class that uses physical damage as its main source of damage (weapon, summon or spells) seems to be weaker than almost any e...
by JayBrainDead
Thu Feb 21, 2019 12:14 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 402
Views: 39111

Re: BaseMod Plugin

Hey Devu, good work on the plugin :D
Im definetly going to use it as a base for my next mod when i find time for it (or when i update the last one to 1.14d).

I was wondering if there was a way to adjust the value for the radius of the gold pick up in basemod.dll and if so where would that be.
by JayBrainDead
Wed Oct 10, 2018 5:26 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 402
Views: 39111

Re: BaseMod Plugin

Great work Devu. I added it to a fresh install of 1.14d and everything I was able to test worked flawlessly :) I dont know if you are still looking for suggestions but here are a few simple ones I could think of that could make the world event much more customizable. <spoiler> A unique prefix requir...
by JayBrainDead
Mon Jun 11, 2018 5:19 pm
Forum: General Mod Making
Topic: 1.13d Skills.Txt Synergies?
Replies: 10
Views: 810

Re: 1.13d Skills.Txt Synergies?

Magic arrow converts damage to magical via missile func and the conversion ammount is editable. You can even make it a calc. Damage tyle conversion is also editable. Check it in missiles.txt You can add physical damage to any damage dealing skill and make a synergy for it. It has nothing to do with...
by JayBrainDead
Mon Jun 11, 2018 2:33 am
Forum: General Mod Making
Topic: 1.13d Skills.Txt Synergies?
Replies: 10
Views: 810

Re: 1.13d Skills.Txt Synergies?

I think the server-start-function and server-go-function choose how the damage is calculated and where the values are taken from (in this case it's calc2). As I suspected, to add a physical damage calc to a skill that doesnt already have one you need to change the server start and server do functio...

Go to advanced search