Search found 82 matches
- Mon Jun 11, 2018 1:25 pm
- Forum: Code Editing
- Topic: Making anni and torch drop as a regular unique item in 1.14 (Like gheeds)
- Replies: 2
- Views: 1148
Making anni and torch drop as a regular unique item in 1.14 (Like gheeds)
Hello all, I want to look into making the anni and torch drop like gheeds in the game so I can disconnect this reward from ubers/uber code and allow SP people to be able to find it just as if they were looking for gheeds/shako/etc. I'm guessing there will be some modifications to TreasureClassEx.txt...
- Mon Jun 11, 2018 1:19 pm
- Forum: Code Editing
- Topic: [1.14+] Code Edit Viability
- Replies: 4
- Views: 983
Re: [1.14+] Code Edit Viability
devurandom and Necrolis are right. All of my mods are for 1.14 since I always follow Blizzard's latest version for me to rebase my mods on (Only two, Singling and Succulent). 1.14 has been a joy to work with for sure, in the beginning it was a bit frustrating simply because it's no longer modular, b...
- Sat Jun 09, 2018 3:22 pm
- Forum: Code Editing
- Topic: [1.10] Disable classic on all characters
- Replies: 3
- Views: 1220
Re: [1.10] Disable classic on all characters
That's for this guys. I tested 1.10f and 1.13c offset and they work. No need to do the extra NOPs though, simply changing the JE to JMP like OhItsThatGuy said is enough.
- Wed Mar 28, 2018 6:35 pm
- Forum: Member news
- Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
- Replies: 45
- Views: 21709
Re: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
Haha this is great. Congrats on the hard work and release.
- Wed Mar 21, 2018 12:51 am
- Forum: Code Editing
- Topic: 1.13d Hardcoded /Players X ( Solved )
- Replies: 27
- Views: 2521
Re: 1.13d Hardcoded /Players X ( Solved )
Attack rating and damage code were covered in my offsets pack post:
viewtopic.php?f=8&t=63543
Enjoy.
viewtopic.php?f=8&t=63543
Enjoy.
- Sun Mar 18, 2018 11:50 pm
- Forum: Code Editing
- Topic: [1.14d] Force High Affixes for Rare Items
- Replies: 5
- Views: 1056
Re: [1.14d] Force High Affixes for Rare Items
Ah ok I see. I'll use 7 since that was the max one I observed in normal play after the EDX calculation code ran, but if it returns 6 as well, then it doesn't matter. I'll try to keep it to the max observable value though ;D.
- Sun Mar 18, 2018 11:29 pm
- Forum: Code Editing
- Topic: [1.14d] Force High Affixes for Rare Items
- Replies: 5
- Views: 1056
Re: [1.14d] Force High Affixes for Rare Items
The number I'm speaking about is the value that is used in the loop cycle when generating each affix. So basically when you set the register to 4 for the jewels, that exact value is stored at lets say address [EBP-20], then address [EBP-20] is used as the top value for the loop cycle to generate aff...
- Sun Mar 18, 2018 2:16 am
- Forum: Code Editing
- Topic: [1.14d] Force High Affixes for Rare Items
- Replies: 5
- Views: 1056
Re: [1.14d] Force High Affixes for Rare Items
There was a slight bug in my original code where I wrote: 005C1C8C | B9 06 00 00 00 | MOV ECX,6 It should be 005C1C8C | B9 06 00 00 00 | MOV EDX,7 EDX being the register that's used to set the [EBP-20] address which is the address that's actually used. I used 7 instead of 6 since that's the highest ...
- Sun Mar 18, 2018 2:14 am
- Forum: Code Editing
- Topic: [1.14d] Force High Affixes for Rare Items
- Replies: 5
- Views: 1056
[1.14d] Force High Affixes for Rare Items
Thanks goes to devurandom and others for providing 1.13d offsets. This allowed me to track down the 1.14d equivalents. The 1.14d code is slightly different than the 1.13d equivalent. The change for the rare weapons/armors/amulets/rings is basically the same. However, Blizzard did some pretty massive...
- Sun Mar 11, 2018 6:56 am
- Forum: Code Editing
- Topic: Force 6 affix rares [1.13x]
- Replies: 13
- Views: 3330
- Wed Mar 07, 2018 5:03 am
- Forum: Code Editing
- Topic: [D2Client] 1.10 Classic Stash Enlargement - Gold Functions
- Replies: 14
- Views: 2767
Re: [D2Client] 1.10 Classic Stash Enlargement - Gold Functions
Thanks for this guys. I was able to port it to 1.14d and expand the stash there. My solution is also a bit more simpler than these since I'm re-using the lod stash code paths. You can find them at this post: https://d2mods.info/forum/viewtopic.php?f=8&t=65215&p=493825#p493825 Also the 1.13c simplifi...
- Wed Mar 07, 2018 4:58 am
- Forum: Code Editing
- Topic: [1.14d] Expanded Classic Stash
- Replies: 0
- Views: 2174
[1.14d] Expanded Classic Stash
These changes expands the stash in Classic and makes it equal to the LOD one. My mod "Vanilla Frosting" contains the Inventory.txt and respective dc6 files that expands the stash, cube, and inventory to their maximum capacities, thus you can grab those files from there if needed. Thanks to devurando...
- Tue Jan 30, 2018 1:00 am
- Forum: Code Editing
- Topic: [1.09d] Prevent Window Minimising
- Replies: 2
- Views: 551
Re: [1.09d] Prevent Window Minimising
@galaxyhaxz and I worked on a solution for this which works successfully. The mod I linked to you before has implemented this for 1.00 - 1.10f. The code is a little bit involved but it works well (It involves a bit of custom code) and allows the game to keep running and not minimize. Also no black s...
- Sun Jan 28, 2018 2:37 am
- Forum: Code Editing
- Topic: [1.09d] Multiple Diablo II Instances
- Replies: 6
- Views: 922
Re: [1.09d] Multiple Diablo II Instances
You need to use Game.exe and the modified d2gfx.dll like what you are doing. GalaxyHaxz change only has securom. Him and I worked together on some modifications together and I've used his . exes as a basis for all of my changes. You can take a look at my mod, in the Code Edits folder you can find al...
- Thu Jan 18, 2018 1:55 am
- Forum: Code Editing
- Topic: Allow old Diablo II versions to work with new MPQ files from the D2 Blizzard Installer
- Replies: 1
- Views: 460
Allow old Diablo II versions to work with new MPQ files from the D2 Blizzard Installer
This change allows you to play old Diablo II versions between 1.08 and 1.13d using the new Blizzard MPQ files that are provided in the 1.12+ installer. Instructions -------------- 1. Search for pattern "68 83 00 10 85" 2. Find the reference where there is a JNE above that line and where that block ...
- Wed Jan 17, 2018 7:32 pm
- Forum: Staff Announcements
- Topic: Welcome to the new keep!
- Replies: 39
- Views: 6452
Re: Welcome to the new keep!
Great job on the new forum. I'm also happy you kept the old forum accessible.
- Thu Dec 21, 2017 4:08 pm
- Forum: Code Editing
- Topic: [1.00-1.12a] Allow Hardcore without beating Softcore
- Replies: 8
- Views: 883
[1.00-1.12a] Allow Hardcore without beating Softcore
1.00 A8FB | 75 1A | JNE d2launch.363A917 | B23A | 74 20 | JE d2launch.363B25C | 1.01 AC9B | 75 1A | JNE d2launch.3CDACB7 | B5DA | 74 20 | JE d2launch.3CDB5FC | 1.02 A9DB | 75 1A | JNE d2launch.352A9F7 | B31A | 74 20 | JE d2launch.352B33C | 1.03 AA0B | 75 1A | JNE d2launch.334AA27 | B34A | 74 20 | J...
- Thu Dec 21, 2017 4:05 pm
- Forum: Code Editing
- Topic: [1.14d] Offset Updates Pack
- Replies: 9
- Views: 4218
Re: [1.14d] Offset Updates Pack
Thanks, I've included your improvement in my mod.
- Tue Dec 05, 2017 5:20 am
- Forum: Code Editing
- Topic: [1.14d] Offset Updates Pack
- Replies: 9
- Views: 4218
[1.14d] Offset Updates Pack
Hello all, I updated my mod from 1.13d to 1.14d and I wanted to publish the new updates. The updates here are all for 1.14d and are the following: - Multiple D2 Windows - Experience beyond two screens for party members - Defaulting to /players 8 but not having the consequences: > Monster Life stays ...
- Mon Oct 02, 2017 10:00 pm
- Forum: Code Editing
- Topic: [1.14d] Remove Blocking Quests
- Replies: 1
- Views: 650
[1.14d] Remove Blocking Quests
This allows a party member to access another party member's town portal. Thus blocking quests are removed and behavior is like 1.09. 1.14d Offset: 184A10 OLD CODE: 00584A0B | 8B 47 04 | MOV EAX,DWORD PTR DS:[EDI+4] | eax:sub_584870 00584A0E | 85 C0 | TEST EAX,EAX | eax:sub_584870 00584A10 | 7E 36 |...
- Mon Oct 02, 2017 6:51 am
- Forum: Code Editing
- Topic: [1.14d] Disable Connect to Battle.Net
- Replies: 0
- Views: 437
[1.14d] Disable Connect to Battle.Net
1.14d Offset: 3BF60 OLD CODE: 0043BF5E | CC | INT3 | 0043BF5F | CC | INT3 | 0043BF60 | 55 | PUSH EBP | 0043BF61 | 8B EC | MOV EBP,ESP | 0043BF63 | 83 EC 18 | SUB ESP,18 | NEW CODE: 0043BF5E | CC | INT3 | 0043BF5F | CC | INT3 | 0043BF60 | C3 | RET | 0043BF61 | 8B EC | MOV EBP,ESP | 0043BF63 | 83 EC ...
- Sat Sep 30, 2017 7:15 pm
- Forum: Code Editing
- Topic: [1.14d] Unlimited Respecs
- Replies: 0
- Views: 815
[1.14d] Unlimited Respecs
1.14d Offset: B4C2C, 17A238, 17A261 *** The following code enables the respec option when the Akara menu is generated. *** OLD CODE: 004B4C25 | E8 E6 76 1A 00 | CALL <game.sub_65C310> | 004B4C2A | 85 C0 | TEST EAX,EAX | 004B4C2C | 75 67 | JNE game.4B4C95 | 004B4C2E | A1 43 0D 7C 00 | MOV EAX,DWORD ...
- Wed Sep 27, 2017 9:56 pm
- Forum: Code Editing
- Topic: [1.13c] Monsters HP, XP, AR and Damage x Number of Players
- Replies: 3
- Views: 1742
Re: [1.13c] Monsters HP, XP, AR and Damage x Number of Playe
Hey mrnorris, Thanks for providing the attack rating and damage code, I had made a change to my mod yesterday where we actually set the proper player count in the monster data structure itself, thus that additional modification in the attack rating/damage function isn't needed since the proper value...
- Thu Sep 21, 2017 5:30 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Alpaca - A Modern PlugY Fork
- Replies: 12
- Views: 4456
Re: Gardenia - PlugY fork
Alright guys, after a few weeks of hard work and more than 40 hours, I'm happy to announce version 1.00 of Gardenia. Hopefully my efforts to rewrite/restructure/and encapsulate all of the D2 functions in the mod will allow people to more easily maintain and upgrade the mod. There are too many change...
- Tue Sep 19, 2017 1:15 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Alpaca - A Modern PlugY Fork
- Replies: 12
- Views: 4456
Re: Gardenia - PlugY fork
Thanks Necrolis for the tips. Slowing down the init so that I have enough time to attach to Game.exe before the DLL does its operations seems like the easiest way to go given the situation. Probably using a 10 second timer in DllMain would work as well, but I like your idea of using the modal dialog...