- #DIABLO 2 INVENTORY MOD 1.12A MOD#
- #DIABLO 2 INVENTORY MOD 1.12A PLUS#
- #DIABLO 2 INVENTORY MOD 1.12A DOWNLOAD#
- #DIABLO 2 INVENTORY MOD 1.12A FREE#
Here are a couple sample (OK, 90% sample, 10% example) screenshots of what would drop in Act 4 difficulty #1 with CMod on 1.14d: CMod-drop-example1.jpg & CMod-drop-example2.jpg.ĬMod has not changed within the last 6 months. He's level 58 Necromancer and in Act 1 difficulty #3.
#DIABLO 2 INVENTORY MOD 1.12A DOWNLOAD#
You can download and view a Diablo II character named GeneralQor that uses CMod on Diablo II 1.14d.
#DIABLO 2 INVENTORY MOD 1.12A FREE#
Vitality, energy, & free stat points ), and insert any pgems/runesĪdded the OGG filesize (111KB/111,119-bytes) information to the audio-player at the top of this page (I know important stuff). (between levels 0-99), edit stats (strength, dexterity , Although this isn't aįull-fledged Editor, you can do some cool stuff like copy/paste items betweenĭ2s files (especially if they're located in the horadric cube), edit skills
#DIABLO 2 INVENTORY MOD 1.12A MOD#
My mod + source code to edit D2s character save files + source code to observeĬhanges in D2S files so that you can edit as you will. No time to debug it too much, so no params for D2CreateItem, but you can probably get that without too much trouble using the 1.Welcome! This is the portion of my website that I use to try my best toĬontribute to the Diablo II LoD 1.14d community. E8 D0C3FFFF |CALL D2Game.6FCAD0C0 D2ApplyGoldFind(D2UnitStrc* pKiller, D2UnitStrc* pItem) ĦFCB0CF0 |> 8B5424 14 |MOV EDX,DWORD PTR SS:ĦFCB0CF4 |. 8B5D 10 |MOV EBX,DWORD PTR SS:ĦFCB0CEB |. 8B4D 2C |MOV ECX,DWORD PTR SS:ĦFCB0CE4 |. 893C91 |MOV DWORD PTR DS:,EDIĦFCB0CDA |> 8B30 |MOV ESI,DWORD PTR DS:ĦFCB0CDC |. 8B45 28 |MOV EAX,DWORD PTR SS:ĦFCB0CD3 |. E8 A598F7FF |CALL D2SetStat(D2UnitStrc* pUnit, int nStat, int nValue, int nLayer) ĦFCB0CCB |> 8B4D 24 |MOV ECX,DWORD PTR SS:ĦFCB0CD0 |. EB 03 |JMP SHORT D2Game.6FCB0CC3ĦFCB0CC6 |. 7E 06 |JLE SHORT D2Game.6FCB0CC0ĦFCB0CBE |.
EB 18 |JMP SHORT D2Game.6FCB0CC3ĦFCB0CAB |> 833F 00 |CMP DWORD PTR DS:,0ĦFCB0CAE |. 7D 06 |JGE SHORT D2Game.6FCB0CABĦFCB0CA9 |. 0FB74C06 0A |MOVZX ECX,WORD PTR DS:ĦFCB0CA3 |. E8 6E97F7FF |CALL D2GetStat(D2UnitStrc* pUnit, int nStat, int nLayer) ĦFCB0C8E |. 8B48 28 |MOV ECX,DWORD PTR DS:ĦFCB0C7C |. E8 70EEFFFF |CALL D2Game.6FCAFAD0 \D2CreateItem(.) ĦFCB0C64 |. In 1.12, the item spawn routine is this(note though, gold find is applied at the end, using a func, might be a good place to hook, but you'll need to do some fiddling and probably delete the item if you add the gold stat directly):Ĭode: Select all 6FCB0C53 |. if the code is not gold, then continue normally. To add the gold, then check the return, if the return is > 0 then continue dropping the gold, but set its quantity to the returned amount(how d2's vendors work). NCurrentGold = STATS_GetTotal(pPlayer,STAT_GOLD_STASH,0) ĭ2SetStat(pPlayer,STAT_GOLD_STASH,nMaxGold,0) ĭ2SetStat(pPlayer,STAT_GOLD_STASH,nCurrentGold + nGold) ĭ2SetStat(pPlayer,STAT_GOLD,nCurrentGold + nGold,0) NMaxGold = PLAYERS_StashGoldLimit(pPlayer) Int nMaxGold = PLAYERS_GoldLimit(pPlayer)
Int nCurrentGold = STATS_GetTotal(pPlayer,STAT_GOLD,0) Int _fastcall PLAYERS_AddGold(D2UnitStrc* pPlayer, int nGold, BOOL bAllowStash) What I want to do is make gold drops go directly to the player instead of falling to the ground, it just makes more sense to me. Hmm, I can get get info on the pickup function itself from a hack or another, so I guess it's fine if I don't get it here. Hmm, so I'd need to get the ID of the killer, if it's a minion I need to get the ID of the owner and only then find the inventory structure in order to move the item? You won't get any posts on the pickup item func as thats part of a very infamous hack. The real problem is who gets the items added to the inv, if its the killer then you need to do more checks as well as getting the minions owner. I'll post the code needed to move an item to the inv for 1.12 when i get home in about an hour or so.
#DIABLO 2 INVENTORY MOD 1.12A PLUS#
Necrolis" wrote:Its a lot more than just one funcs work(though its done by one main func, the rest are just some setup), plus if you want to make it drops it could be even harder(though the main item creation func has a pReciever member in the init func, so it might not be too hard if the item dropper calls it directly).