[Collection] The hardcoded stuff.

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Post by Brother Laz » Thu Apr 28, 2005 12:15 pm

Sets.txt, cow king set. Etc.
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Re: [Collection] The hardcoded stuff.

Post by TrueMage » Tue May 03, 2005 7:21 am

Looks like completing Duriel's quest possible only in Act 2 - Duriel's Lair (Id in levels.txt 73).

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Post by RicFaith » Tue May 03, 2005 1:39 pm

Probably obvious, but all the smaller txt files (plrmode, skillscalc, bodyparts, etc) are all hardcoded and are only meant for reference :P Don't try changing fire in elemtypes to dark and expect all your spells to follow suit :P

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Re: [Collection] The hardcoded stuff.

Post by kingpin » Tue May 03, 2005 7:10 pm

Probably obvious, but all the smaller txt files (plrmode, skillscalc, bodyparts, etc) are all hardcoded and are only meant for reference icon_razz.gif Don't try changing fire in elemtypes to dark and expect all your spells to follow suit icon_razz.gif
No,

those files are not just reference.

They are a hardcoded lookup table that other files are refering to.

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Post by Char » Tue May 03, 2005 9:42 pm

do you mean they ARE a hardcoded table or there IS a hardcoded table that looks just like them? i mean... its kindof self-contradicting that a .txt file is hardcoded....
i guess you mean that there are hardcoded tables in the game that have the information that is in the .txt files. which would mean that the .txt files are just reference (and changing them has no influence whatsoever).

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Re: [Collection] The hardcoded stuff.

Post by kingpin » Tue May 03, 2005 10:00 pm

do you mean they ARE a hardcoded table or there IS a hardcoded table that looks just like them? i mean... its kindof self-contradicting that a .txt file is hardcoded....
i guess you mean that there are hardcoded tables in the game that have the information that is in the .txt files. which would mean that the .txt files are just reference (and changing them has no influence whatsoever).
Nope,

A column/file that is referense can be change in anyway you want.

A lookup table needs to keep the content same all the time. This because the other files calls for the name on this row. If you change the name on this row (no point to change the name anyway). It will stop working, and in worse case give crash.

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Post by tvynr » Sat Dec 24, 2005 2:25 am

Aura skills are hardcoded to have the gold button mask. They are colorshifted using the data in the appropriate PL2 file:
Color Table #1718 (if in DirectDraw mode)
Text tint #4 (if in Direct3D mode)
Note that this is the same color shift used on the text for unique items.

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Post by brappy » Tue Feb 07, 2006 10:21 pm

hp4, hp5, mp4, and mp5 are hardcoded for PermStoreItem and multibuy.
And in the list, you have levels.txt listed twice. :D
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Re: [Collection] The hardcoded stuff.

Post by Nefarius » Wed Feb 08, 2006 4:14 am

1. Expanding the maximum value of a stat beyond 4294967295 (this applies to all stats, including EXP).
2. Adding a real new Act.
3. Adding a new character class.
4. Adding a new level to levels.txt (without CE/d2mod).
5. Adding a new object to objects.txt (without CE).
6. Adding new music without replacing existing music. (without CE)
7. Creating items that work like Diablo 1 Spell-Scrolls. (without CE)
8. Creating items that work like Diablp 1 Spell-Books.
9. Permanently reducing a stat via a useable item. (without CE/d2mod)
10. Correctly using boot-damage with skill functions that are not meant to do so.
11. Correctly using shield-damage with skill functions that are not meant to do so.
12. Making aurae work on the left skill button.
13. Adding new component codes.
14. Adding new hitclass codes.
15. Getting Damage/Attack Rating vs. Montype to display correctly on non-Pentium processors. (without CE)
16. Adding new quests.
17. Adding new shrines. (without CE)
18. Adding new events.
19. Using Holy Shield on a class other then the Paladin. (without CE)
20. Making a skill cost life instead of mana. (there are workarounds - but they all have glitches, such as the stat flashing around like crazy)
21. Making a character start with a mastery (the mastery won't take effect until you re-enter the game, however, what if the base item adds +1 to that mastery :?:).
22. Making starting gear spawn with modifiers other then ethereal and +to a skill.
23. Reproducing 1.00-1.06 Lightning Mastery.
24. Removing the firewall from the countess. (at least this used to cause a nasty crash)
25. Getting more then 32767 hp/mana/stamina to display. (without CE/D2mod)
26. Using negative speed modifiers.******* (use CE fix to remove DM)
27. Using negative life/manasteal.

A bunch of hardcoded stuff.


******* because of the diminishing returns, the outcome will at times boost the character to insane speeds (at certain intervals), it can even lead to a division by zero at times leading to an unexplained game crash.
Last edited by Nefarius on Wed Feb 08, 2006 4:21 am, edited 3 times in total.
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Post by XiaN » Sat May 13, 2006 3:13 am

-> Changing the Skilltabstrings and every string with a "X" as value
-> Changing every string in the character/inventory box

You have to edit the exact strings in String.tbl / ExpansionString.tbl. Removing them by simply clearing the belonging strings out.

-> Changing or Adding values to the upper itemdesc

This requires Code Edit.
Last edited by XiaN on Sat May 13, 2006 3:16 am, edited 1 time in total.

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Re: [Collection] The hardcoded stuff.

Post by tr10 » Sun Jul 30, 2006 8:44 pm

I am wondering if something is edittible and i know this isn't the place to post it, but i dont know where is the correct place to post it.

im wondering if the battle.net channel's list is hardcoded into the game or is it edittible inside a file somewhere, if it is edittible could someone point me into the right direction. Thank you.

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Re: [Collection] The hardcoded stuff.

Post by Nefarius » Mon Jul 31, 2006 11:19 am

[quote=tr10";p="281893"]I am wondering if something is edittible and i know this isn't the place to post it, but i dont know where is the correct place to post it.

im wondering if the battle.net channel's list is hardcoded into the game or is it edittible inside a file somewhere, if it is edittible could someone point me into the right direction. Thank you.[/quote]

You have already been warned not to ask about this by Kingpin, hence this is you second warning.
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Post by Count.Dracula » Mon Jan 14, 2008 4:10 am

State.txt:
Concentration is hardcoded only bonus to BH.
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Post by kazein » Mon Aug 03, 2009 7:54 pm

Warcry stun length formula in skillsdesc.txt is hardcoded. I tried to make it read from my skill par's/25 and time and time again it wasn't displaying the correct duration.

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