Search found 951 matches

by weapon-x
Tue Oct 18, 2016 8:07 am
Forum: Code Editing
Topic: [1.10] A question on monsters' mouse-hovering
Replies: 5
Views: 1068
Philippines

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

i think this can be pulled-off by high-jacking / rewriting / hooking the monsterdesc code and the sprite-drawing code... firstly you need to add a simple script to the monsterdesc code, which will pass the unit_guid to a global variable, then perform a check in the sprite-drawing code and draw a bri...
by weapon-x
Wed Oct 12, 2016 1:26 am
Forum: General Mod Making
Topic: Disable Town Portal
Replies: 3
Views: 668
Philippines

Re: Disable Town Portal

hi, this could be done via Code Editing. In my project, i rewrote the town portal pSpell and added level checks there, so TPs could work on certain areas, but could be disabled on some specific ones if so desired. can you share this code editing? well, my files aren't with me right now, however, ev...
by weapon-x
Tue Oct 11, 2016 1:10 am
Forum: General Mod Making
Topic: Disable Town Portal
Replies: 3
Views: 668
Philippines

Re: Disable Town Portal

hi,

this could be done via Code Editing.

In my project, i rewrote the town portal pSpell and added level checks there, so TPs could work on certain areas, but could be disabled on some specific ones if so desired.
by weapon-x
Mon Sep 26, 2016 8:55 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97935
Philippines

Re: What does your mod look like?

Doub" wrote:@weapon-x

looks amazing!
btw, is it possible to make that big and detailed board for statistics?
yes, that can be done :)
by weapon-x
Tue Aug 02, 2016 7:20 am
Forum: Map Editing
Topic: nNumClients
Replies: 4
Views: 1396
Philippines

Re: nNumClients

I generate the following error. Assertion Failure Location: D2Common\DUNGEON\Dungeon.cpp, line#1166 Expression: i<ptRoom -> nNumClients I found only one thread on this error but offers nothing. https://d2mods.info/forum/viewtopic.php?f=81&t=36221&hilit=nNumClients I get the error from a large prese...
by weapon-x
Mon Jul 25, 2016 3:20 am
Forum: Code Editing
Topic: Stubs for functions.
Replies: 4
Views: 819
Philippines

Re: Stubs for functions.

i think you should see this page

http://www.codeproject.com/Articles/138 ... emystified

i found this while researching on code-caves and other stuff, about a year ago
by weapon-x
Mon Jul 25, 2016 1:30 am
Forum: Code Editing
Topic: Stackable potions[1.1x]
Replies: 10
Views: 1868
Philippines

Re: Stackable potions[1.1x]

put a breakpoint in the pSpell Handler, as the merc potion usage also calls this one
by weapon-x
Mon Jul 18, 2016 4:15 am
Forum: Code Editing
Topic: Help Stackable potions 1.14b
Replies: 3
Views: 743
Philippines

Re: Help Stackable potions 1.14b

i think you should look at your definition of GetUnitStat(D2UnitStrc* pUnit, DWORD dwSTAT_ID, in nLayer)
by weapon-x
Mon Jul 18, 2016 12:00 am
Forum: Multimedia
Topic: New graphic of wings.
Replies: 15
Views: 3049
Philippines

Re: New graphic of wings.

http://a1.qpic.cn/psb?/V13Rj5cr1UJoPN/6v5Hr5JpSI*euNZ75l6e1TYkVLzHY1xu556870ZGJ1k!/b/dOQAAAAAAAAA&bo=PgIqAQAAAAADBzU!&rf=viewer_4 http://a3.qpic.cn/psb?/V13Rj5cr1UJoPN/bEjXMRU2Zq.oOVgto8Gkvpyqf.iSnTAvTN8Br1HG3P0!/b/dA0BAAAAAAAA&bo=AQImAQAAAAADAAE!&rf=viewer_4 http://a3.qpic.cn/psb?/V13Rj5cr1UJoPN/G...
by weapon-x
Sat Jul 09, 2016 5:45 am
Forum: Code Editing
Topic: Game and Client Tick Sync and etc...
Replies: 11
Views: 1500
Philippines

Re: Game and Client Tick Sync and etc...

the flag kidpaddle used i believe is a custom flag he made. 0x04000000 - whenever this is a server-side unit But You are right this won't work on MP;/. I need found other way to work that code. From my notes that flag is for indication if the unit has been spawned yet, I have not seen that used for...
by weapon-x
Fri Jul 08, 2016 4:58 am
Forum: Code Editing
Topic: Game and Client Tick Sync and etc...
Replies: 11
Views: 1500
Philippines

Re: Game and Client Tick Sync and etc...

I have problem with defined who called to SKILLS_CheckDelay. (credits to kidpaddle94 for this function's i only litlle changed it for working for me) #define UNITFLAGEX_ISSRVUNIT 0x04000000 BOOL __fastcall SKILLS_CheckDelay(UnitAny* pUnit,Skill* pSkill) { if(!pUnit || !pSkill) return FALSE; if (pUn...
by weapon-x
Thu Jul 07, 2016 4:00 am
Forum: Code Editing
Topic: Game and Client Tick Sync and etc...
Replies: 11
Views: 1500
Philippines

Re: Game and Client Tick Sync and etc...

Server & client current tick should already be more or less synchronized, you don't need to handle this on your own (and shouldn't). As for executing server and/or client specific code in a shared common function (in your case, doing checks against the current tick), you shouldn't use tricks like s...
by weapon-x
Thu Jul 07, 2016 3:21 am
Forum: Code Editing
Topic: Game and Client Tick Sync and etc...
Replies: 11
Views: 1500
Philippines

Game and Client Tick Sync and etc...

howdy guys, i am no pro when it comes to coding and that i am a little bit undecided if the code i have written is actually properly executed... this code is part of the skill-delay system i recently added *credits to Necrolis and Kidpaddle for the technique it is the part where both server and clie...
by weapon-x
Fri Jul 01, 2016 1:26 am
Forum: Code Editing
Topic: [1.10] [C++] CustomTxt to .Bin
Replies: 3
Views: 678
Philippines

Re: [1.10] [C++] CustomTxt to .Bin

thank you good sirs... i'll give my best to learn this :)

edit:

well... just looking at the actual post made me dizzy :-| this one's massive...
by weapon-x
Thu Jun 30, 2016 6:09 am
Forum: Code Editing
Topic: [1.10] [C++] CustomTxt to .Bin
Replies: 3
Views: 678
Philippines

[1.10] [C++] CustomTxt to .Bin

howdy everyone, been modding on and off for quite some time now, i guess this is something i haven't attempted yet... i could fetch data from any specific .bin files, but do not know how to generate my own... for example i have this custom data structure which i would like to convert to .txt and to ...
by weapon-x
Thu Jun 30, 2016 4:51 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 568
Views: 97935
Philippines

Re: What does your mod look like?

hi all, here i am again with my Screenies :mrgreen:

a custom menu which handles most of client display stuff
Image

cheers :)
by weapon-x
Mon Jun 27, 2016 1:52 am
Forum: Code Editing
Topic: [1.10] Refreshing/Updating Clients
Replies: 3
Views: 733
Philippines

Re: [1.10] Refreshing/Updating Clients

Do you just want to add an item to a players inventory? Do you want to equip and item? do you want to belt an item? depending on what D2 provides a few simple wrappers. I do notice you aren't setting the mode or page.... normally for sticking an item into a players inv I use: D2FUNC(BOOL,__fastcall...
by weapon-x
Sat Jun 25, 2016 6:18 am
Forum: Code Editing
Topic: [1.10] Armor Composites and Palettes
Replies: 8
Views: 1331
Philippines

Re: [1.10] Armor Composites and Palettes

Nefarius" wrote:You'd have to edit all the LG and TR components for players and merge the upper part of LG with TR and keep the lower part in LG. Not everything is CE.
:-| i never thought of that... kinda tedious but i think that'll work
by weapon-x
Sat Jun 25, 2016 3:27 am
Forum: Code Editing
Topic: [1.10] Refreshing/Updating Clients
Replies: 3
Views: 733
Philippines

Re: [1.10] Refreshing/Updating Clients

i honestly forgot to set the item mode >.< will try this up as soon as i return home... :lol: i am moving items from player to stash, the item is actually moved, but the player inventory grids (*boxes) equivalent to the stash grids(*boxes) coord where the item is transferred to becomes occupied... f...
by weapon-x
Sat Jun 25, 2016 3:06 am
Forum: Code Editing
Topic: [1.10] Armor Composites and Palettes
Replies: 8
Views: 1331
Philippines

Re: [1.10] Armor Composites and Palettes

yep, i managed to make boots colorize the whole legs, and gloves coloring both arms... the edit looks horrible... if only we could color the sprite upto the boots area only with hips using the armor palette
by weapon-x
Fri Jun 24, 2016 5:47 am
Forum: Code Editing
Topic: [1.10] Refreshing/Updating Clients
Replies: 3
Views: 733
Philippines

[1.10] Refreshing/Updating Clients

hi everyone... i am currently messing with item stuff... mainly moving em around... the major problem is, i cannot seem to update the item or perhaps client properly... i have already used almost every function that i have on-hand: D2COMMON_AddToContainer(pInventory, pItem); D2COMMON_SetBeginFlag(pU...
by weapon-x
Thu Jun 23, 2016 6:04 am
Forum: Code Editing
Topic: [1.10] Armor Composites and Palettes
Replies: 8
Views: 1331
Philippines

Re: [1.10] Armor Composites and Palettes

/* Date: Wed Nov 18 11:35:19 2009 Author: Necrolis Function: INVENTORY_GetCompositItem Address: D2Common.#10259 Comments: */ D2UnitStrc* __fastcall INVENTORY_GetCompositItem(D2InventoryStrc* pInventory, BYTE nComposit) /* Date: Wed Oct 28 20:09:01 2009 Author: Necrolis Function: ITEMS_TestFlags Add...
by weapon-x
Mon Jun 20, 2016 7:27 am
Forum: Code Editing
Topic: [1.10] shift clicking items
Replies: 10
Views: 2278
Philippines

Re: [1.10] shift clicking items

You're doing this the hard way. You only need 3 functions to do this. You need the two top level functions for taking and adding items to inventory pages, both are in D2Game.DLL (Take=6FC68730, Put=6FC69B00 both 1.11b) and D2Common.10003 (1.11b) to check for space in the stash page before trying to...
by weapon-x
Mon Jun 20, 2016 1:47 am
Forum: Code Editing
Topic: [1.10] shift clicking items
Replies: 10
Views: 2278
Philippines

Re: [1.10] shift clicking items

edit: [small findings] D2DropItemInGround is kinda buggy... lets say i have an item in my inventory and used a targeting misc item (new pspell) that uses the d2dropiteminground, the item is dropped, but the cell used by the item inside the player's inventory becomes occupied, empty but unuseable......
by weapon-x
Fri Jun 17, 2016 9:28 am
Forum: Code Editing
Topic: [1.10] Working with packets
Replies: 0
Views: 430
Philippines

[1.10] Working with packets

Hello everyone, i must admit, this unexplored waters are still unknown to me... with the Keep's rules relaxed, perhaps we can now start asking questions about this... in v1.10 how can we add new packets? what would be the parameters needed in using them? or it all depends on the id of packet sent (*...

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