Search found 384 matches
- Fri Dec 31, 2010 1:01 am
- Forum: Multimedia
- Topic: Rhinoceros Beetle Token Pluggin
- Replies: 11
- Views: 1395
Re: Rhinoceros Beetle Token Pluggin
This is coincidentally the next token I plan to add to my own project. If you have enough patience, I'll do it for you in the near future.
- Fri Dec 31, 2010 12:54 am
- Forum: Member Аnnouncements
- Topic: Immersion Returns - Updated 02.11.2013
- Replies: 3
- Views: 6150
Immersion Returns - Updated 02.11.2013
It's been roughly two years since I've released anything related to my project. That's time enough. I've just released the new version of Immersion (v1.05) in public beta. It's in my signature below. EDIT - Nov 6, 2012: It's been roughly two years since I've released anything related to my project. ...
- Sat Dec 18, 2010 8:02 pm
- Forum: Code Editing
- Topic: [1.10] Removing Quest Tab
- Replies: 2
- Views: 474
Re: [1.10] Removing Quest Tab
1.10 Quest UI Removal: Old: 6FB0613F 3D FA000000 CMP EAX,0FA 6FB06144 0F82 D4000000 JB D2Client.6FB0621E New: 6FB0613F 90 NOP 6FB06140 90 NOP 6FB06141 90 NOP 6FB06142 90 NOP 6FB06143 90 NOP 6FB06144 E9 D5000000 JMP D2Client.6FB0621E 6FB06149 90 NOP
- Sat Dec 11, 2010 3:52 pm
- Forum: Code Editing
- Topic: [1.10] Skilltree Icon Shifts
- Replies: 3
- Views: 1359
Re: [1.10] Skilltree Icon Shifts
My findings: Skill icon color, on hover/click: 6FB1688C C78424 98080000 MOV DWORD PTR SS:[ESP+898],3 ; Blue Skill icon color, when skill is granted by an item: 6FB168F1 C78424 98080000 MOV DWORD PTR SS:[ESP+898],3 ; Blue Skill icon color, at max slvl: 6FB16601 C783 3894BB6F MOV DWORD PTR DS:[EBX+D2C...
- Wed Dec 08, 2010 6:52 pm
- Forum: General Mod Making
- Topic: [Tutorial] Calculating Missile Distance
- Replies: 10
- Views: 1615
Re: [Tutorial] Calculating Missile Distance
During the testing of many missile ranges I second-guessed my math and royally screwed up the info here. My apologies to anyone who followed the tutorial before today. I just submitted a final edit to correct/clarify everything that was wrong and add further information. =)
- Tue Dec 07, 2010 1:35 pm
- Forum: General Mod Making
- Topic: [Tutorial] Calculating Missile Distance
- Replies: 10
- Views: 1615
Re: [Tutorial] Calculating Missile Distance
Bump.
Because this might as well be a new tutorial now. (I just corrected, clarified, and added a whole ton of information.)
Because this might as well be a new tutorial now. (I just corrected, clarified, and added a whole ton of information.)
- Sat Dec 04, 2010 11:35 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
Xaphan I'd assume you're doing stuff related to item crafting/tempering, in which case I'd suggest you just add the requirement that crafting or tempering an item start with an already-dyed item. That way the re-rolling happens on the "base" item being used to your later recipes. You can control the...
- Sat Dec 04, 2010 10:07 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
If you're getting the affix property (light or whatever) on the output item, that means cubemain's code is not even reading the transform columns. (Which would mean that a hardcoded solution would be required.)
Edit....
We're both morons.
Try outputting:
whatever,mag,pre=123
whatever,rar,suf=123
Edit....
We're both morons.
Try outputting:
whatever,mag,pre=123
whatever,rar,suf=123
- Sat Dec 04, 2010 8:37 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
You could, but you'd still be using a state, which is no good. The last thing you want is an end-game character racking up 10 states worth of colors. (Enough states on a single character will cause D2 to implode.)
- Sat Dec 04, 2010 8:17 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
If I had to guess, after looking at it, I'm suddenly realizing that pre=xxx and suf=xxx probably won't work with useitem. Type usetype and try your item's code. Like hax as input1 and hax,pre=123 -- yes, this unfortunately means that colorable weapons would each need 1 line. You'd be able to do this...
- Sat Dec 04, 2010 7:45 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
There is a very slight chance you need version: 1 in the affix--like the vanilla lines that have a working pre=xxx/suf=xxx... Otherwise I would guess it's your cubemain line. Post that.
- Sat Dec 04, 2010 7:30 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change the color of an item using the cube ?
It's possible the affix level needs to be <= the input item's level or the light radius (or another property) needs to "stick". Try some stuff and see what the problem is, and if you still can't get it to work, I'll give it a shot myself. Edit: I had a quick look and I can confirm that it's pre=(ROW...
- Sat Dec 04, 2010 5:49 pm
- Forum: General Mod Making
- Topic: Can we change the color of an item using the cube ?
- Replies: 19
- Views: 1209
Re: Can we change tha color of an item using the cube ?
Creating new states for cosmetic purposes is a very bad habit to get into. Here's what you can do, to add affixes for coloring only: Add an affix with the following: Name: blank (or a new string index, for "blue" or "red") version: 100 spawnable: 1 rare: 1 or 0 (your preference, use 1 if you also wa...
- Sat Dec 04, 2010 12:31 am
- Forum: General Mod Making
- Topic: [Tutorial] Calculating Missile Distance
- Replies: 10
- Views: 1615
[Tutorial] Calculating Missile Distance
Relevant Files: missiles.txt skillcalc.txt skilldesc.txt string.tbl patchstring.tbl radius.png (attached below) Synopsis: Below is the method to use to exactly calculate the distance (the range or radius) of missiles with a static velocity and display it correctly in your skill descriptions. Missil...
- Fri Dec 03, 2010 3:31 pm
- Forum: General Mod Making
- Topic: They thought it was impossible... They thought wrong...!
- Replies: 16
- Views: 1756
Re: They thought it was impossible... They thought wrong...!
these videos were posted to show to some friends and testers of my mod ... If by friends and testers of my mod you mean the entire world , then I'm inclined to agree with you. They're on Youtube, and in your forum signature, and in posts on this forum. Your audience grew, and you're the one that gr...
- Fri Dec 03, 2010 3:06 pm
- Forum: General Mod Making
- Topic: They thought it was impossible... They thought wrong...!
- Replies: 16
- Views: 1756
Re: They thought it was impossible... They thought wrong...!
@everyone: I never bragged, lol wtf. I can't post some videos of what I do? :S Good question. You can, but it obviously begs the question how did you do that? You can't really say you didn't see it coming, can you? So now the question is: Did you post the videos to dangle in front of people in atte...
- Fri Dec 03, 2010 8:13 am
- Forum: General Mod Making
- Topic: They thought it was impossible... They thought wrong...!
- Replies: 16
- Views: 1756
Re: They thought it was impossible... They thought wrong...!
Kidpaddle/WHIST- Nobody said you said you're a genius. Nobody said you're without talent. But consider this: If you used Kingpin's trick to make the portals, you copied. If you didn't, you went through more trouble than it's worth. If you used CE, you lied. If you didn't use CE, and you're not relea...
- Mon Nov 22, 2010 4:46 am
- Forum: General Mod Making
- Topic: Another problem with cubemain
- Replies: 12
- Views: 1058
Re: Another problem with cubemain
Check your error log (if you're modding 1.10) and also check the lines just above where you think the error is. Often, bad lines will impact subsequent ones.
- Thu Nov 11, 2010 5:06 am
- Forum: General Mod Making
- Topic: Skilldesc.txt Text Color
- Replies: 1
- Views: 240
Skilldesc.txt Text Color
I've hated the way skilldescs have hardcoded color codes for eternity, despite the fact that it's sensible. Putting color codes in my strings has at times left me with bizarrely multicolored skill descriptions. Until today, when I figured this out: By using descline 18 (and likely also 74 and 75) yo...
- Mon Nov 08, 2010 11:53 am
- Forum: Code Editing
- Topic: [1.10] Skill-Rand
- Replies: 1
- Views: 387
[1.10] Skill-Rand
Does anyone possibly have the location of the code for the skill-rand property?
In the future I hope to have this property ignoring skills in-between the min and max with an 'ingame' of 0...
Thanks to anyone who can point me in the right direction.
In the future I hope to have this property ignoring skills in-between the min and max with an 'ingame' of 0...
Thanks to anyone who can point me in the right direction.
- Mon Jun 07, 2010 7:46 am
- Forum: Code Editing
- Topic: AlternateGfx (at Character Select)
- Replies: 2
- Views: 432
Re: AlternateGfx (at Character Select)
I entered the game with a character, exited out completely, and re-ran without compiling bin files (something I almost never do, as I'm loading with a vbs)... lo and behold, the character displayed correctly. Thanks for the explanation, because I would have otherwise probably never figured it out.
- Mon Jun 07, 2010 12:20 am
- Forum: Code Editing
- Topic: AlternateGfx (at Character Select)
- Replies: 2
- Views: 432
AlternateGfx (at Character Select)
For quite some time now the character alternategfx on my character select screen have been displaying incorrectly. Right now, for instance, a small shield, with alternategfx of buc in armor.txt is showing up as an empty hand at character select. In the actual game, everything is fine though. I've th...
- Tue Jun 01, 2010 5:20 pm
- Forum: General Mod Making
- Topic: Skeletal mages not casting spells
- Replies: 4
- Views: 356
Re: Skeletal mages not casting spells
...my mage skeletons don't shoot any of there spells they just go up and start hitting the enemy.Is there any way to enable them to shoot again. Try changing their AI to another ranged AI (in monstats.txt) and setting it up similarly (same AI params, same missile columns used, etc.). Imo, you've al...
- Thu May 20, 2010 4:36 am
- Forum: Code Editing
- Topic: [1.10] Area Text for The Den of Evil
- Replies: 3
- Views: 428
Re: [1.10] Area Text for The Den of Evil
Sure, you could just do that, and thus change the string index it's pointing to, but then it would still be running the function to check the difficulty and verify it. Less code executed is better.
- Sat May 15, 2010 7:45 pm
- Forum: Code Editing
- Topic: Sockets and Runewords in Jewelry
- Replies: 6
- Views: 499
Re: Sockets and Runewords in Jewelry
Forget what I said above. I followed the path upward incorrectly. Here's the edit I came up with, which seems to fix both jewelry and charms: v1.10, D2Client.dll Old: 6FAE320F 85C0 TEST EAX,EAX 6FAE3211 0F84 4D040000 JE D2Client.6FAE3664 New: 6FAE320F 90 NOP 6FAE3210 90 NOP 6FAE3211 90 NOP 6FAE3212 ...