[1.10] Reviving every possible monster, including uniques

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Ogodei
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[1.10] Reviving every possible monster, including uniques

Post by Ogodei » Wed May 11, 2016 3:10 pm

Hello,

I just discovered how to let Revive resurrect bosses & champions

Code: Select all

6FD0DBA7   75 0E            JNZ SHORT D2Game.6FD0DBB7
change to

Code: Select all

6FD0DBA7   73 0E            JNB SHORT D2Game.6FD0DBB7
Then, in Skills.txt change the cltstfunc of Revive to 39 and remove the SrvStFunc from the skill's row.

Also, be sure that the monster you want to revive has Switchai (in Monstats.txt), CorpseSel and Revive (in Monstats2.txt) set to 1 :)

You also need to set the skill's SelectProc to 2

This alters the way the skill casts a missile on the corpse.

We have to change the skill's cltdofunc to 36 and set its cltmissilea as the missile you want to be cast on the corpse (by default, you could simply insert one among revivesmall, revivemedium, revivelarge)

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Re: [1.10] Reviving every possible monster, including unique

Post by weapon-x » Thu May 12, 2016 2:50 am

cool stuff ! :)

thanks for sharin' bro ;)
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

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Re: [1.10] Reviving every possible monster, including uniques

Post by thaison » Sat Jan 20, 2018 1:43 am

I can not find on 1.13c :(

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Re: [1.10] Reviving every possible monster, including uniques

Post by Ogodei » Sat Jan 20, 2018 7:49 am

thaison,

Code: Select all

[v1.10f]
6FD0DB99    BA 07000000     MOV EDX,7
6FD0DB9E    8BCE            MOV ECX,ESI
6FD0DBA0    E8 EB750000     CALL 6FD15190
6FD0DBA5    85C0            TEST EAX,EAX
6FD0DBA7   75 0E           JNE SHORT 6FD0DBB7
6FD0DBA9    5E              POP ESI
6FD0DBAA    5D              POP EBP
6FD0DBAB    33C0            XOR EAX,EAX
6FD0DBAD    5B              POP EBX
6FD0DBAE    81C4 E0000000   ADD ESP,0E0
6FD0DBB4    C2 0800         RETN 8

If this can help you further, know that it's a block of code inside SrvDoFunc 58.

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Re: [1.10] Reviving every possible monster, including uniques

Post by mjhdk » Mon Apr 16, 2018 1:40 am

which file does this codes come from? d2game.dll?,or what else?


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Re: [1.10] Reviving every possible monster, including uniques

Post by sirbinh88 » Thu Mar 21, 2019 3:40 am

I did every steps but it seem doesnt work.
i cant highlight the boss corpse so i change PROCSELECT of Revive to 2 (skeleton mage). The corpse is highlighted but still cannot standup.
I edited the D2game.dll file using odbg110.


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Re: [1.10] Reviving every possible monster, including uniques

Post by sirbinh88 » Thu Mar 21, 2019 2:10 pm

Oh thanks a lot. It now works like a charm. :D
Image

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Re: [1.10] Reviving every possible monster, including uniques

Post by sirbinh88 » Wed May 08, 2019 4:57 pm

Hello it’s me again. I notice a couple of things:
- The spell works pretty well except some cases like act bosses or even non-act boss like Blood Raven, Radament, The Summoners, Griswold, etc. no matter how i change their data in txt files.
- Works well on Super Uniques in everyway except passive auras. They always lost their aura after becoming my minions.
How could i solve this?

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Re: [1.10] Reviving every possible monster, including uniques

Post by thaison » Tue Jun 09, 2020 4:29 pm

- The article is missing an important part is to fix SelectProc in Skills.txt from 3 to 1.
- And this is 1.13c, The code will be very different from 1.10.
[1.13c] - D2Game.0x4EC30

Code: Select all

0004EC30   85F6             TEST ESI,ESI
0004EC32   74 05            JE SHORT 0004EC39

to

0004EC30   C3               RETN
0004EC31   90               NOP
0004EC32   74 05           JE SHORT 0004EC39
Version C++ Origin

Code: Select all

int __fastcall sub_4EC30(UnitAny* pTarget)
{
	if (!pTarget) return 0;
	if (pTarget->dwType != UNIT_MONSTER) return 0;
	if (!sub_13B0(pTarget->dwTxtFileNo, MONSTATS2FLAG_ISSEL)) return 0;
	if (!D2GAME_IsUnitDead(pTarget)) return 0;
	if (!D2COMMON_D2CheckIfCorpseConsumable(pTarget, 0)) return 0;

	return sub_9F120(pTarget, 7);
}
Image

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Re: [1.10] Reviving every possible monster, including uniques

Post by hatehate168 » Mon Aug 30, 2021 1:32 pm

Yeah , It really works.
But revived monster will lost aura bonus ......

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Re: [1.10] Reviving every possible monster, including uniques

Post by sirbinh88 » Fri Nov 05, 2021 4:29 am

Yeah. It really work on 1.10 and 1.13c. Thank you both.

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