Please note:
1. for normal (as in non-unique, non-SU) monsters, they must have the aura monUmod hardcoded to them.
This is the code:
Code: Select all
ORIGINAL:
6FC6BA08 |> 8D3492 LEA ESI,DWORD PTR DS:[EDX+EDX*4]
MODIFY TO:
6FC6BA08 > \EB 5C JMP SHORT D2Game.6FC6BA66 just saving some lines :P
6FC6BA66 > \E9 65DD0400 JMP D2Game.6FCB97D0
CUSTOM CODE:
6FCB97D0 817B 04 C0020>CMP DWORD PTR DS:[EBX+4],2C0 monstats index
6FCB97D7 75 43 JNZ SHORT D2Game.6FCB981C not our unit > normal code
6FCB97D9 8B15 6070D26F MOV EDX,DWORD PTR DS:[<&D2Common.sgptDat>; D2Common.sgptDataTables = [6FD27060]=6F696A20
6FCB97DF 8B0A MOV ECX,DWORD PTR DS:[EDX]
6FCB97E1 83B9 A00B0000>CMP DWORD PTR DS:[ECX+BA0],7B nSkills > 123 (Conviction)?
6FCB97E8 7E 1C JLE SHORT D2Game.6FCB9806 greater > continue
6FCB97EA 68 12110000 PUSH 1112
6FCB97EF 68 E80DD46F PUSH D2Game.6FD40DE8 ; ASCII "C:\projects\D2\head\Diablo2\Source\D2Game\SKILLS\Skills.cpp"
6FCB97F4 6A 01 PUSH 1
6FCB97F6 6A 14 PUSH 14 skill level
6FCB97F8 6A 7B PUSH 7B skill index
6FCB97FA 53 PUSH EBX ptUnit
6FCB97FB E8 96200600 CALL <JMP.&D2Common.#10953> D2SetSkillLevel
6FCB9800 53 PUSH EBX ptUnit
6FCB9801 E8 162E0600 CALL <JMP.&D2Common.#10941> See if Unit in state an update passive skill
6FCB9806 6A FF PUSH -1
6FCB9808 6A 7B PUSH 7B skill#
6FCB980A 8BCB MOV ECX,EBX ptUnit & active state?
6FCB980C 33D2 XOR EDX,EDX EDX=?
6FCB980E E8 ED9F0500 CALL D2Game.6FD13800 assign skill
6FCB9813 5E POP ESI
6FCB9814 5D POP EBP
6FCB9815 5B POP EBX
6FCB9816 83C4 08 ADD ESP,8
6FCB9819 C2 0400 RETN 4
6FCB981C 8D3492 LEA ESI,DWORD PTR DS:[EDX+EDX*4]
6FCB981F ^ E9 E721FBFF JMP D2Game.6FC6BA0B