Search found 5 matches

by Ruffneck
Wed Jun 26, 2019 4:12 am
Forum: Code Editing
Topic: Making staffmods more common 1.13c
Replies: 5
Views: 1346
Canada

Re: Making staffmods more common 1.13c

Necrolis wrote:
Thu Jan 09, 2014 4:03 pm
2 mods and 70% for 1 mod (however, should you roll no staffmods and the FORCE_STAFFMOD flag is present, you get 1 staffmod, such as when imbuing). make the numbers (90, 70, 30) lower to increase the chances.
What's the FORCE_STAFFMOD flag?
by Ruffneck
Tue Jun 18, 2019 2:16 am
Forum: Code Editing
Topic: [1.13c] my code edits compilation
Replies: 70
Views: 32611
Canada

Re: [1.13c] my code edits compilation

Site is down!
by Ruffneck
Mon Jun 17, 2019 9:47 pm
Forum: Code Editing
Topic: [1.10] Revive AI improvements 2.0
Replies: 4
Views: 2008
Canada

Re: [1.10] Revive AI improvements 2.0

Any chance for a tutorial for 1.13c ?
by Ruffneck
Sat Jun 15, 2019 10:32 pm
Forum: Code Editing
Topic: Force 6 affix rares [1.13x]
Replies: 13
Views: 3340
Canada

Re: Force 6 affix rares [1.13x]

Thanks a lot! Worked with Binary Edit indeed!
by Ruffneck
Sat Jun 15, 2019 9:23 pm
Forum: Code Editing
Topic: Force 6 affix rares [1.13x]
Replies: 13
Views: 3340
Canada

Re: Force 6 affix rares [1.13x]

Hi! I'm using 1.13c and I've tried assembling it exactly like you stated it. But here's what I'm getting for weapons/armors/rings/ammys, at offset 152ED : https://www.d2mods.info/forum/ext/dmzx/imageupload/files/9612ce16f80be09a8306428c2e4c893b.jpg I've tried putting LONG as suggested but the game c...

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