Search found 951 matches

by weapon-x
Thu Aug 10, 2017 2:07 am
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1229
Philippines

Re: [1.10] Expanding Waypoints

You can extend waypointdata Struct by change Its size. IF you extend the filesave code you dont run into Any issues and change code that access the waypointdata howdy sir, i think re-writing the filesave code, or the whole savefile_write system itself would be the best thing to do, as this will all...
by weapon-x
Tue Aug 08, 2017 1:04 am
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1229
Philippines

Re: [1.10] Expanding Waypoints

The flags will automatically get saved. the index used is controlled by levels.txt. you have only 11 WORDS to use however, as the first WORD is used as the waypoint checksum (either 0x101 or 0x102). Also note that D2Common.#11150 (the read from save file) always sets the first waypoint as activated...
by weapon-x
Mon Aug 07, 2017 3:01 am
Forum: Code Editing
Topic: [1.10] Expanding Waypoints
Replies: 6
Views: 1229
Philippines

[1.10] Expanding Waypoints

Howdy everyone, i am thinking of expand usable waypoints this coming weekend, so i am trying to brainstorm as early as now :mrgreen: searching through the forums i found this ancient post: https://d2mods.info/forum/viewtopic.php?f=8&t=10576&p=219175&hilit=waypoint#p219175 and from our code-editing w...
by weapon-x
Fri Jul 21, 2017 1:44 am
Forum: Diablo 2 Chatter
Topic: Path of Diablo Mod
Replies: 3
Views: 1362
Philippines

Path of Diablo Mod

howdy, so i was browsing youtube for diablo 2 mod videos and found a vid, uploaded 2 months ago, the mod is titled Path of Diablo Mod... i wonder who's the developer of this new mod, haven't looked at the features though... but just reading the title makes me want to finish that socket-linking syste...
by weapon-x
Sat Jul 15, 2017 8:09 am
Forum: Mod Concepts & Research
Topic: Can you make me a mod like Monster state mod
Replies: 2
Views: 681
Philippines

Re: Can you make me a mod like Monster state mod

i believe world of chaos does this
by weapon-x
Wed Jul 12, 2017 7:08 am
Forum: General Mod Making
Topic: [Solved] How to create monster ability
Replies: 10
Views: 1059
Philippines

Re: How to create monster ability

ummm, replace the Corpse Explosion Skill? :P
by weapon-x
Sun Jul 09, 2017 4:03 am
Forum: Code Editing
Topic: [1.10] Preventing Mouse Click to Register
Replies: 2
Views: 744
Philippines

Re: [1.10] Preventing Mouse Click to Register

ah, that was fast :)

thanks for sharing bro, will try this out as soon as i can...


thanks !

edit:

It works perfectly... thank you !
by weapon-x
Wed Jun 28, 2017 1:45 am
Forum: Code Editing
Topic: [1.10] Preventing Mouse Click to Register
Replies: 2
Views: 744
Philippines

[1.10] Preventing Mouse Click to Register

howdy, yes i am still alive! ... yay :) very very rusty but still alive ;) so please bear with me. anyhow, back in the past i made a custom menu by hooking d2's message log system, last weekend i got a chance to work on this again, but would like to make the whole stuff more independent. how does d2...
by weapon-x
Mon May 01, 2017 12:50 pm
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97965
Philippines

Re: What does your mod look like?

marques" wrote:Very good idea Weapon-x. Do you plan to release this individual_skill_cool_down system for public use?
hi, a plugin i think could be possible, but would require me to strip-off a ton of other codes with it :) or perhaps i could send you my base file so you could play around with it :)
by weapon-x
Mon Apr 10, 2017 6:34 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97965
Philippines

Re: What does your mod look like?

Howdy, so i managed to take a 5 days leave from work and modded a little. :mrgreen: I revisited the individual_skill_cool_down system and decided to add-up group delays http://i633.photobucket.com/albums/uu52/bonvoyage924/GroupSkillCoolDown_zpsrmi2fgwn.jpg skill icons which are restricted are colore...
by weapon-x
Tue Jan 24, 2017 12:55 am
Forum: Code Editing
Topic: [1.10] Remove a Stat from Statlist
Replies: 2
Views: 676
Philippines

Re: [1.10] Remove a Stat from Statlist

Hi all, Been away from modding for this past few weeks... anyhow, i am kinda lost on this one, but is there any known function which removes a specific stat from a statlist? i tried setstatinstatlist and setstat to 0, but it doesn't negate em :( Thats how you are meant to do it, but remember, you n...
by weapon-x
Mon Jan 23, 2017 5:14 am
Forum: Code Editing
Topic: [1.10] Remove a Stat from Statlist
Replies: 2
Views: 676
Philippines

[1.10] Remove a Stat from Statlist

Hi all,

Been away from modding for this past few weeks...

anyhow, i am kinda lost on this one, but is there any known function which removes a specific stat from a statlist?

i tried setstatinstatlist and setstat to 0, but it doesn't negate em :(
by weapon-x
Wed Jan 18, 2017 8:15 am
Forum: Code Editing
Topic: [1.10] Retrieving player's life / mana percentage
Replies: 3
Views: 809
Philippines

Re: [1.10] Retrieving player's life / mana percentage

Thanks! Your help is always invaluable :) here's the result. Take a look at the health orb. I will work on mana pool later (absent in the video because the class i'm using to test doesn't use any form of mana in favor of blood magic) and then maybe with the strings. https://www.youtube.com/watch?v=...
by weapon-x
Sat Jan 07, 2017 7:20 am
Forum: Map Editing
Topic: How to fix??
Replies: 1
Views: 825
Philippines

Re: How to fix??

this is just an idea...

code-wise take a look at EIP

Code: Select all

"The EIP register always contains the address of the next instruction to be executed"
offtopic:

nice looking screeny, did you coded it yourself?
by weapon-x
Sat Jan 07, 2017 7:14 am
Forum: PlugY|NefEx|D2Mod
Topic: Waypoints.dll + D2ExpRes.dll
Replies: 3
Views: 1555
Philippines

Re: Waypoints.dll + D2ExpRes.dll

i got it working once, via code-editing, but still very buggy on win7 and up, what happens is that frame coordinates are overwritten by d2expres.dll, so you have to let waypoints.dll function be called after d2client/d2expres *i abandoned the workaround and am planning to rewrite a new expanded wayp...
by weapon-x
Thu Dec 15, 2016 1:24 am
Forum: Code Editing
Topic: Disabling overhead messages 1.13c
Replies: 8
Views: 1410
Philippines

Re: Disabling overhead messages 1.13c

I found the address: "000D00A0 42 INC EDX" Add the line in comments : int __fastcall D2GSCLT2SRVPACKET_OverheadChatMessage(D2GameStrc* pGame, D2UnitStrc* pUnit, void* pData, size_t nPacketLen) And it does not work, what have I done wrong? int __fastcall D2GSCLT2SRVPACKET_OverheadChatMessage(D2GameS...
by weapon-x
Tue Dec 06, 2016 9:57 am
Forum: Diablo 2 Chatter
Topic: Check this mod out :)
Replies: 10
Views: 1718
Philippines

Re: Check this mod out :)

J'P" wrote:Well they were right, ripping in the modding scene is a no go and since they ripped like 10mods and put everything together while announcing it as there "own" is quite shameful isn't it?
i understand the ripping thing, but some comments are a bit racist
by weapon-x
Tue Dec 06, 2016 9:28 am
Forum: Diablo 2 Chatter
Topic: Check this mod out :)
Replies: 10
Views: 1718
Philippines

Re: Check this mod out :)

jetaman" wrote:The project was cancelled because people trolled modmaker to death here:)
what people did back there was not cool
by weapon-x
Tue Dec 06, 2016 12:59 am
Forum: Diablo 2 Chatter
Topic: Check this mod out :)
Replies: 10
Views: 1718
Philippines

Re: Check this mod out :)

J'P" wrote:This is world of dreams, unreleased mod yet and the Tyrael fight is ripped from annihilius mod as far as i know.
ah... i wonder if the mod-maker also lurks at the keep :)
by weapon-x
Mon Dec 05, 2016 8:01 am
Forum: Diablo 2 Chatter
Topic: Check this mod out :)
Replies: 10
Views: 1718
Philippines

Check this mod out :)

i dont know if this is the right forum to post but...

check this out guys... it looks cool



*i do not own this and just found it over youtube while looking around :)
by weapon-x
Wed Nov 23, 2016 1:24 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97965
Philippines

Re: What does your mod look like?

Howdy everyone, haven't posted anything for quite a while now, as i have been busy with some stuff ;) anyhow, here is the newest addition to the mod A gamble refresh button: http://i633.photobucket.com/albums/uu52/bonvoyage924/Screenshot003_zps5dgbk16e.jpg this feature gives the player better gambli...
by weapon-x
Wed Nov 16, 2016 3:03 am
Forum: Code Editing
Topic: [1.10] Gamble Screen Refresh
Replies: 4
Views: 1094
Philippines

Re: [1.10] Gamble Screen Refresh

gnNPCInteractState //0x6FBB5C3B gbDisableVendorTabNames //0x6FBB5D7C gpActiveVendorPlayer //0x6FBB5DA0 gnNPCTrade //0x6FBB5DA4 /* Date: Mon Jul 27 14:22:02 2009 Author: Necrolis Function: DISPLAY_SetUIToggle Address: D2Client.0x6FB23260 Comments: */ BOOL __fastcall DISPLAY_SetUIToggle(int nToggle, ...
by weapon-x
Tue Nov 15, 2016 12:55 am
Forum: Code Editing
Topic: [1.10] Gamble Screen Refresh
Replies: 4
Views: 1094
Philippines

Re: [1.10] Gamble Screen Refresh

A gamble refresh from what I remember doesn't need to much, basically you need to delete the entire gamble inventory, then refresh the unit to sync with the client, then create it again and sync the new items: /* Date: Sat Jun 20 07:00:34 2009 Author: Necrolis Function: STORES_FreeGamble Address: D...
by weapon-x
Mon Nov 14, 2016 1:17 am
Forum: Code Editing
Topic: [1.10] Gamble Screen Refresh
Replies: 4
Views: 1094
Philippines

[1.10] Gamble Screen Refresh

howdy everyone, i am currently messing with C->S stuff and am planning to add a gamble refresh button. i found functions related to vendor-store-item generation but sadly i left the func address and defs at home, what happens is that when the server receives a 0x38 with a parameter of 0D, it passes ...
by weapon-x
Wed Oct 19, 2016 1:13 am
Forum: Code Editing
Topic: [1.10] A question on monsters' mouse-hovering
Replies: 5
Views: 1069
Philippines

Re: [1.10] A question on monsters' mouse-hovering

Normally the game just changes the transtbl used (to color mul x2) when you hover over a unit. There isn't really much selection in terms of making it less bright. The outline might also require more memory, as D2 caches these on the fly. Regardless of what you check, here is the starting point: /*...

Go to advanced search