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 Post subject: HU with monster res capped at 75% (for SP)
PostPosted: Sun Nov 15, 2015 4:09 pm 
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Back up your existing D2Game.dll and D2Client.dll incase you want to revert. If all is ok I'll build a SP switch into HUlaunch and update/finish it.

This just caps monster res at 75 and changes the Immune to X string to Resistant to X. Let me know if anything else needs done. I'm trying to keep this simple and have it work on any version regardless of future updates so things like skill edits/direct monster edits are out unless someone wants to keep updating a full set of SP files with every update. I'll try to think of other things too, but it's much easier if everything is made version independent so it only needs to be done once.

Updated download link (shortens resistant string, should prevent crash on full immunes):
https://dl.dropboxusercontent.com/u/153 ... dition.rar

This *should* work with the current realm version, and any subsequent updates as long as any .dll edits are made to both the MP d2game.dll and d2client.dll and the SP versions. Should also work with 1.5b (whatever the latest proposed patch is)

Image

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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Thu Nov 19, 2015 12:23 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 996
So the most any monster can have is 75%? Even the douche bags with resist cold aura and stuff? I always thought mobs with unbreakable immunity even in Normal was a good troll.

Is there any way this can be played co-op? Would love to play this with a friend.

Really appreciate the effort m8. Also the link isn't working, it just goes to the home page.


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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Thu Nov 19, 2015 3:19 pm 
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Uploaded to diff host:
http://www.megafileupload.com/micT/HU_SP_Edition.rar

Yeh it just prevents immunes by putting a cap on monster max res, like player res has. Even a mag resistant, fire chanted boss will be capped at 75% fire res.

You can use it to play co-op (non realm). The host of the game needs to have the package for it to work. Other players joining should get it too though.

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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Fri Nov 20, 2015 3:47 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 996
How do you recommend using this on co-op? Open battlenet doesn't work for this game does it?

Edit: Can confirm it works, Bishibosh says he's resistant to fire. Not sure if it works with people on open battlenet or what.

Also is there any chance you could throw in a fix that makes hydras attack?


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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Fri Nov 20, 2015 5:53 pm 
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You can either play tcp/ip or you can play on open yeh. As long as you and anyone else are connecting to the same gateway (HU gateway should be fine) using the same client/edits.

What's wrong with hydras? (I haven't played this or last patch)

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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Fri Nov 20, 2015 8:22 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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Hydras from players and mobs just sit there and don't attack, i assume it's because of how the mrcrawdad guy was changing their fireballs, but he messed up.

When we play on open battlenet, he can only join my game, and he gets dropped after 10 minutes and the game has to be remade. TCP/IP only works if we use Hamachi, but it seems to build up a massive amount of lag over time for me. I heard it might be because we are both using the same port and it geeks out maybe?

This is largely his failure because he can't access his router, but I don't know why he would drop on open battlenet but never on arimyth gateway. We have no firewalls and i have his IP entered which like I said still only works through Hamachi.

What do you mean HU gateway? There's only an arimyth gateway, or other multiplayer and open battlenet.

What we need is a dedicated server hosting this version, lol


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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Thu Nov 26, 2015 5:51 pm 

Joined: Thu Jan 17, 2013 9:13 pm
Posts: 58
the NM challenge boss is supposed to have immunities

when i mouse over him it crashes

so i had to kill him with the immunity files and then switch back to SP mode


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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Fri Nov 27, 2015 7:41 am 
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That's likely due to the length of all the "resistant" strings is too large for the display stuff.

Immune to Fire
Resistant to Fire

It's an easy fix anyone could do, just open the .tbl files and ctrl +F for "resistant to fire" and reduce it to "strong vs fire" or something.

I forgot about some bosses having built in full immunities for mechanics. I can fix it by jumping out of the resistance function and adding a list of mobs that can be fully immune then jump back in but I don't have time for that atm as it's custom codework rather than editing existing code. I'll get around to it eventually.

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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Mon Nov 30, 2015 4:26 pm 

Joined: Thu Jan 17, 2013 9:13 pm
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i was thinking why bother with words. just have the first letter of each resist type with their corresponding color, and free up more space.


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 Post subject: Re: HU with monster res capped at 75% (for SP)
PostPosted: Thu Dec 03, 2015 7:33 am 
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Updated OP with shortened strings

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