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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:07 pm 
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Joined: Mon Aug 31, 2009 11:28 am
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Location: Vancouver, BC
Note that there were other hard coded changes relevant to vendors spawning magic items. For example, there is a hard-coded "feature" where vendors spawn additional magic items (randomly 0-3 or similar). The details to changing that are in PureRage's post.

Aside from that, consider experimenting with the numbers you used in the files. For example, you mentioned setting Charsi's MagicLvl to 255. I know PhrozenKeep mentions VendorMagicLvl to be the maximum affix level for that vendor, but I haven't noticed that in my tests (seems to behave more like a minimum level, in which case yours is set to a very high level (or maybe 255 is treated special, I haven't run that test yet)).


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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:14 pm 

Joined: Mon Oct 03, 2016 10:38 am
Posts: 11
Brevan wrote:
Note that there were other hard coded changes relevant to vendors spawning magic items. For example, there is a hard-coded "feature" where vendors spawn additional magic items (randomly 0-3 or similar). The details to changing that are in PureRage's post.


Thanks for the info, time to change it now...

I just search the keep for related topic and found this
http://d2mods.info/forum/viewtopic.php?t=5277&highlight=Death
http://d2mods.info/forum/viewtopic.php?f=8&t=8131&view=next

someone posted the offsets but It's for 1.09...


Last edited by ocarinas on Tue Dec 27, 2016 11:22 pm, edited 1 time in total.

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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:20 pm 
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That edit is the level the game forces whites to become magic. There can be magi versions along side the whites (extra blue if over the max ilvl). To prevent blues, you need to stop the game adding a magic version along side the whites. Try the "Remove the randomiser for number of additional items spawned at vendors:" edit in tandem with your current edit maybe.

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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:24 pm 

Joined: Mon Oct 03, 2016 10:38 am
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I'll try that.

Thanks both of you for the tip. :)


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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:29 pm 
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If that doesn't work, try searching in and around that function as that is the npc item generation stuff.

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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Tue Dec 27, 2016 11:45 pm 
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Using that topic you linked, I just quickly searched around the location related to NPC selling items, so from the OP:
Code:
000971F8   83FF 19          CMP EDI,19   ; ilvl to force magic

Is related to generating items at NPC

Simply scrolling down looking out for a PUSH 4 instruction as indicated in the PK thread (Code for magic, being pushed as the secondary type to spawn at vendor.)

I found this:
Code:
00097409   6A 04            PUSH 4


Setting to 6 forces all non whites to spawn as rare. Setting to 2 forces all to be white. Setting to 3 sets all to superior. 5 would be set and 7 unique.

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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Wed Dec 28, 2016 12:10 am 

Joined: Mon Oct 03, 2016 10:38 am
Posts: 11
PureRage-DoD wrote:
Using that topic you linked, I just quickly searched around the location related to NPC selling items, so from the OP:
Code:
000971F8   83FF 19          CMP EDI,19   ; ilvl to force magic

Is related to generating items at NPC

Simply scrolling down looking out for a PUSH 4 instruction as indicated in the PK thread (Code for magic, being pushed as the secondary type to spawn at vendor.)

I found this:
Code:
00097409   6A 04            PUSH 4


Setting to 6 forces all non whites to spawn as rare. Setting to 2 forces all to be white. Setting to 3 sets all to superior. 5 would be set and 7 unique.


Wow, thanks for taking your time to search for me!!

Actually tried setting PermStoreItem to 1 also do the trick too.

EDIT: Work like a charm :)


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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Mon May 08, 2017 7:26 pm 

Joined: Mon Oct 03, 2016 10:38 am
Posts: 11
Hello,
I got a question related to CE.

I want to make a skill that when used will check if player has 2-handed weapon equipped if yes then changes the weapon token to claymore (clm). It's basically a Holy Shield clone that changes player's weapon token instead of shield.

According to the link below, I need to find where it do SH directory check and change it to RA. I've been staring at the codes almost a week now but still can't find the offsets.

http://d2mods.info/forum/viewtopic.php?f=8&t=25318

Can anyone here guide me through this?

I've replied to the thread, and have also made a thread at snej, almost a week has passed and no one has replied so I get impatient. That's why I post here just in case hoping someone could shred some light on me.


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 Post subject: Re: 1.7 Code Changes (Moved)
PostPosted: Fri Dec 20, 2019 11:30 am 

Joined: Sat Nov 06, 2010 2:35 am
Posts: 47
Code edits in 2.3. Will post actual code changes when I get time

Charms to only work in charm zone (bottom 4 rows of inventory)
WW procs CTC on hit
Potion of Life grants 100 life instead of 20
Act3 Tome quests grants 10 stats
Monsters in normal spawn based off level in levels.txt, instead of monstats.txt, like Nightmare and Hell
Champions/Uniques in nightmare/hell fixed to choose from umon rows, like normal, instead of pulling from nmon rows.
Prefix/Suffix on magic/rares bugged fixed to properly spawn mods based off ilvl, instead of rlvl+mlvl. Max level column now properly working


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