Search found 357 matches

by Drackin
Sat Sep 06, 2003 12:12 am
Forum: Code Editing
Topic: [1.10] Quest Rewards
Replies: 15
Views: 832

Re: [1.10] Quest Rewards

you cannot use notepad for code editing. You must use hexworkshop, ollydbg or XVI32 for code editing (you can find hexworkshop in the keep file center, and possibly one of the others)

EDIT: if you go into edit, you can delete a post from their.
by Drackin
Thu Sep 04, 2003 5:08 am
Forum: Tools
Topic: I need a program to read *.xls files
Replies: 5
Views: 393

Re: I need a program to read *.xls files

microsoft offers a free excel viewer program (it is limited to viewing the files, but you CANNOT edit them, so it should be ok for your purpose)
you can find it here http://office.microsoft.com/downloads/2 ... iewer.aspx
Although, this may not be the most recent version of it, but it should work.
by Drackin
Tue Sep 02, 2003 5:47 pm
Forum: General Mod Making
Topic: Problem with cube recipe
Replies: 5
Views: 220

Re: Problem with cube recipe

i think the problem would be using "any,nor" since any means ANY item at all in the entire game, and some may have a problem being specified as normal, such as misc items. (i think) what you could do is create a cube recipe for weapons, a recipe for armor, and a recipe for misc items (that won't use...
by Drackin
Fri Aug 29, 2003 6:26 pm
Forum: General Mod Making
Topic: [1.10]properties.txt project, suggestions are welcome
Replies: 43
Views: 2032

Re: [1.10]properties.txt project, suggestions are welcome

When a monster is spawned, its level is set in stone.
although it would work for monsters that have yet to spawn.
by Drackin
Wed Aug 27, 2003 2:14 am
Forum: General Mod Making
Topic: 1.10 Treasureclassex advice required please
Replies: 13
Views: 538

Re: 1.10 Treasureclassex advice required please

Welcome to the keep :) for your first question, in treasureclassex.txt you need to find all the rows that have the words "champ" or "unique" in them, those are the treasure classes for champions and random uniques. then in the columns called "unique" "set" "rare" set them to a high number. 1024 = 10...
by Drackin
Tue Aug 26, 2003 7:15 am
Forum: Multimedia
Topic: [1.10s]Problems with disappearing monster corpses
Replies: 7
Views: 396

Re: [1.10s]Problems with disappearing monster corpses

is it enabled in Monstats2.txt for your monster entry?
by Drackin
Mon Aug 25, 2003 9:04 pm
Forum: Multimedia
Topic: [1.10s] Skill Swapping
Replies: 3
Views: 254

Re: [1.10s] Skill Swapping

i do not think the Fallen AI can use missles or skills. To get it to work you'll have to give him an AI that can use skills.
A listing of all the AI's can be found in MonAI.txt, an also if you look through monstats.txt you can see which monsters use skills, and try to use their AI.
by Drackin
Sun Aug 24, 2003 6:35 pm
Forum: Multimedia
Topic: Adding new monster: Error
Replies: 13
Views: 920

Re: Adding new monster: Error

well, you obviously don't have the COF files, you need them for each animation. Read the extended animation tutorial to learn how to correctly edit them for your animations.
by Drackin
Sun Aug 24, 2003 3:56 am
Forum: General Mod Making
Topic: where is gamble text for 1.10s?
Replies: 5
Views: 259

Re: where is gamble text for 1.10s?

1.10 is a patch, if you cannot find a file in the patch_d2.mpq then try looking in D2exp.mpq, and if it is not their, then try D2data.mpq.
by Drackin
Sun Aug 24, 2003 3:31 am
Forum: Tools
Topic: D2Excel question
Replies: 3
Views: 384

Re: D2Excel question

well, i have found it useful when i am making new entries in animdata.d2 (after it has been converted to a .txt file) to look for unused tokens, since it will sort it alphabeticaly.

but for general everyday Diablo 2 text modding, it's not very useful.
by Drackin
Sat Aug 23, 2003 6:23 am
Forum: General Mod Making
Topic: oskill
Replies: 11
Views: 465

Re: oskill

i got mixed up a bit... for item_nonclassskill, the parameters it takes, and what the mix/max fields do, and where they look are hardcoded, so it automatically knows where to look. if you put nova in the parameter field, it will look in skills.txt for a skill called Nova, you can use custom made ski...
by Drackin
Sat Aug 23, 2003 6:02 am
Forum: General Mod Making
Topic: Spells
Replies: 2
Views: 201

Re: Spells

this is a short explanation: first, you need to give griswold an AI that can use a spell, then scroll over to a column that says "skill1" and put "Poison Nova" in their, and A1 as the mode and put whatever skill level you think is good enough. you might also consider cloning the poison nova skill th...
by Drackin
Sat Aug 23, 2003 3:30 am
Forum: General Mod Making
Topic: oskill
Replies: 11
Views: 465

Re: oskill

things like, hitpoints, strength, energy, maxdamage/mindamage, and now item_nonclassskill are all hardcoded in their functionality. how they work is laid out in one of the dll's (my guess would be D2game.dll)
by Drackin
Fri Aug 22, 2003 5:24 pm
Forum: General Mod Making
Topic: [1.10s] Beta Bugs - Release 08-04-2003
Replies: 37
Views: 2622

Re: [1.10s] Beta Bugs - Release 08-04-2003

life leech does work, it is just reduced a bit more. and besides, it won't be noticable if you don't do very much damage.
by Drackin
Fri Aug 22, 2003 5:13 pm
Forum: Multimedia
Topic: Completely new dt1s?
Replies: 17
Views: 955

Re: Completely new dt1s?

yes, it is possible to add new DT1's for use in D2, although how to do it is still a mystery to me.
by Drackin
Fri Aug 22, 2003 5:54 am
Forum: Diablo II Chatter
Topic: multi copies 1 comp?
Replies: 4
Views: 347

Re: multi copies 1 comp?

the 1.09 D2gfx.dll change still works in 1.10. their are nor problems in using it.
Although, i have not tested it. It should also work in 1.10s. If you doubt it does work, it does not hurt to try, just remember to back up your original D2gfx.dll.
by Drackin
Fri Aug 22, 2003 5:34 am
Forum: Multimedia
Topic: A cool animation
Replies: 1
Views: 253

Re: A cool animation

You can check the animation plug-ins here.
Although some of the DCC plug-ins do not have the corrects offsets and may require manual editing.
by Drackin
Fri Aug 22, 2003 4:18 am
Forum: Zy-El: Trial by Fire
Topic: FUN FUN FUN screenshot thread! post 'em
Replies: 140
Views: 34020

Re: FUN FUN FUN screenshot thread! post 'em

each class has a different actual attack speed for each and every weapon. It's not just limited to assassin claws.
by Drackin
Thu Aug 21, 2003 7:25 pm
Forum: Multimedia
Topic: Planescape Torment
Replies: 10
Views: 499

Re: Planescape Torment

it's basically the same for icewind dale, which is around 200mhz, 32MB ram, a mouse, keyboard, soundcard.
by Drackin
Thu Aug 21, 2003 4:29 pm
Forum: General Mod Making
Topic: Duel in towns
Replies: 12
Views: 419

Re: Duel in towns

well, i may have thought of another way, but it could cause problems, and may crash the game... but hey, that's what happens. in levels.txt their should be a column that say "town" or something, it has a "1" for each town, so just set that to "0" and you should be able to use all the attacks and spe...
by Drackin
Thu Aug 21, 2003 4:25 pm
Forum: Diablo II Chatter
Topic: Is there any monster called Reziarfg ?
Replies: 17
Views: 1067

Re: Is there any monster called Reziarfg ?

no, it does not exist in 1.10, and probably will never exist.

also, Diabloclone is a new monster in 1.10, and it does exist. it just can't be activated in vanilla LoD yet, so just wait until 1.10 final comes out, and play ladder on the realms.
by Drackin
Thu Aug 21, 2003 3:18 pm
Forum: General Mod Making
Topic: [1.10s] Is this possible?
Replies: 11
Views: 742

Re: [1.10s] Is this possible?

well, if they continue on past that... then they could make nightmare and hell able to boost your character upto level 99.
by Drackin
Thu Aug 21, 2003 5:57 am
Forum: General Mod Making
Topic: [1.10s] A bit noobish... Unused Items in misc, armor, etc.
Replies: 7
Views: 384

Re: [1.10s] A bit noobish... Unused Items in misc, armor, et

well, that ration idea is certainly unique, and i can think of a possible way to implement it (though i have NO clue if it would work) but if it did work, i'm not sure if it could deduct 1 everytime the next time period came around, or if it would constantly deduct it during that time period. And fo...
by Drackin
Thu Aug 21, 2003 5:51 am
Forum: General Mod Making
Topic: [1.10] drop bugs
Replies: 19
Views: 671

Re: [1.10] drop bugs

the quest related columns near the end of monstats.txt are used to disable the quest TC after that quest has been completed. The quest's and their corresponding numbers are listed somewhere on these forums.
by Drackin
Thu Aug 21, 2003 3:09 am
Forum: Map Editing
Topic: Is WinDS1 like StarEdit but for Diablo II?
Replies: 3
Views: 409

Re: Is WinDS1 like StarEdit but for Diablo II?

right off the bat, it has no main menu's or anything. any menu's it has you need to access by key presses. Although the menu's it does have are very easy to navigate and understand. Also, it gives you quite alot of options to edit the map to be just how you want it. If you can invision it using the ...

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