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Author Topic:   Modding and Hex-Editing questions.
Roland
Serf

Posts: 10
From:
Registered: Nov 2001

posted 24 November 2001 01:21     Click Here to See the Profile for Roland   Click Here to Email Roland        Reply w/Quote   Visit Roland's Homepage!
Alright, I have a few questions, and a request for anyone with Hex-editing skills ( since I do NOT have any :-) ).

First off, how does one make Javelins, Throwing Knifes / Axes, etc. socketable? I tried everything I could think of, but all it led me to was game crash after game crash after game crash. So I gave up. Could someone please outline the steps for me?

Secondly, I want to be able to set all monsters that are NOT Undead NOR Demon as their own class (Animal). Is this possible? If so, is it only possible through hex-editing? And if so, would anyone be so kind as to hex-edit whatever needs to be edited to enable this sort of thing? I'd be MOST appreciative (credit, of course, would be given).

Thirdly, the main reason why I want there to be Animal class monsters is this: I want to modify weapons so that they do the following:
Swords = 1.5x damage to Animals, .5x damage to Undead, 1x damage to Demons.
Clubs = .5x damage to Animals, 1.5x damage to Undead, 1x damage to Demons.
Axes = 1x damage to Animals, 1x damage to Undead, 1.5x damage to Demons (possibly changing to 1.25x animals / 1.25x Undead, or 1.25x animals, .75x undead. Not sure at the moment. That would be decided upon at a later date).

What I want to know is if this is at all possible (through hard-coding, like Clubs are done, which is preferable, or through automagic.txt, like I'm using right now for axes). If so, how? If it's through hex-editing only, again I would have to ask if anyone here would be willing to do this for me? I'd be very appreciative, as I know NOTHING about hex-editing.

If Animal-class monsters cannot be made, does anyone here know of a work-around that would net me the same results (i.e. the modified damages based on monster class)? I'm very eager to do this, but I can't seem to figure out any solution with my current knowledge and abilities.

Any help would be vastly appreciated, especially if it's possible and if someone would be willing to do the hex-editing (if required) for me. If no one can / will, that's ok. I understand completely. But it would be appreciated immensely. :-D Thanks in advance!

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Roland *The Gunslinger*
The Diablo Strategy Compendium

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54x
Moderator

Posts: 3080
From: Wellington, New Zealand
Registered: Apr 2001

posted 24 November 2001 02:57     Click Here to See the Profile for 54x   Click Here to Email 54x        Reply w/Quote   Visit 54x's Homepage!
Firstly, Hex editing inquires go to the Code Editing forum. Secondly, modifiers for damage vs animals were not added, and you would have to be very good at hex editing to figure out how to add them.

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54x.
"My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers."
"For great bandwidth!"
http://www.planetdiablo.com/newdawn/
New Dawn Forum

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Roland
Serf

Posts: 10
From:
Registered: Nov 2001

posted 24 November 2001 03:48     Click Here to See the Profile for Roland   Click Here to Email Roland        Reply w/Quote   Visit Roland's Homepage!
Well, as I said, I didn't know if anything needed to be hex-edited or not. I know nothing about how to hex edit, nor what can be done and what can't be done through hex-editing.

Sorry if I miffed anyone by posting this here. As I said, my inquiry was about two things, the latter _possibly_ being hex-editing related. Since I didn't know, I figured I'd just leave the two queries together.

Anyway, getting back to the original topic... Would have been nice if you had addressed me other inquiry. The non-hex one. :-) Ah well. So, any thoughts as to WHY my game keeps crashing as soon as I click "Single Player" when I modified weapons.txt and ItemTypes.txt to make Javelins, Throwing Knives, and Throwing Axes socketable? Again, thanks in advance for any help, and sorry once more for placing this inquiry in the wrong forum.

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Roland *The Gunslinger*
The Diablo Strategy Compendium

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jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 24 November 2001 03:53     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Go to your other thread for an answer to the socketing issue. I answered you there.

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- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 24 November 2001 03:55     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Whoops! I meant @Sinister's thread, on which you asked the socketing question:

http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/002103.html

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- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Roland
Serf

Posts: 10
From:
Registered: Nov 2001

posted 24 November 2001 05:53     Click Here to See the Profile for Roland   Click Here to Email Roland        Reply w/Quote   Visit Roland's Homepage!
Well thanks for the reply! :-)

I re-edited the files again, and now, although the game doesn't crash, it won't provide any socketed Javelins, Throwing Knives, or Throwing Axes! This is really bugging me, as I can't seem to figure out where I'm going wrong!

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Roland *The Gunslinger*
The Diablo Strategy Compendium

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Thunder
Honorary Warlord

Posts: 429
From: Greece
Registered: Jul 2001

posted 24 November 2001 06:53     Click Here to See the Profile for Thunder   Click Here to Email Thunder        Reply w/Quote   
quote:
Originally posted by Roland:
...the main reason why I want there to be Animal class monsters is this: I want to modify weapons so that they do the following:
Swords = 1.5x damage to Animals, .5x damage to Undead, 1x damage to Demons.
Clubs = .5x damage to Animals, 1.5x damage to Undead, 1x damage to Demons.
Axes = 1x damage to Animals, 1x damage to Undead, 1.5x damage to Demons (possibly changing to 1.25x animals / 1.25x Undead, or 1.25x animals, .75x undead. Not sure at the moment. That would be decided upon at a later date).

Creating a new monster class is impossible, but you still can do what you want!

The basic idea is that your "animal" class is already there, since it includes all monsters except demons and undead. What you have to do is give the weapons the damage you want to have for animals, and then apply the proper modifiers for demons and undead.
You do the latter by applying automagic modifiers. The following example assumes you have created automagic groups for giving various Damage vs Undead and Damage vs Demons modifiers.

Example:

Lets say that you want a sword to do 1.5x damage to animals, 0.5x to Undead and 2x to deamons.

You will first have to recalculate the vs undead and vs deamons modifiers according to the animal damage.

1)Go to the line of the weapon you are interested in.

2)Write down the mix/max damage it does and calculate the damage it should do vs demons and vs undead


2)multiply the min and max damage with 1.5 - This way, the default weapon's damage is the vs animals.

3)Calculate the percentage for vs demons and vs undead according to the calculations you did at step 1

4)write the automagic group that gives those modifiers at the automagic column.

That it. Repeat the procedure for each weapon you want to alter.

I hope It does not sound too confusing

Good luck.

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I just know that I know nothing - Socrates

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Roland
Serf

Posts: 10
From:
Registered: Nov 2001

posted 24 November 2001 08:32     Click Here to See the Profile for Roland   Click Here to Email Roland        Reply w/Quote   Visit Roland's Homepage!
Not quite that simple.

Let's say I DO put in 1.5x for Swords, to give them the appropriate damage value against Animals. Then there's a problem. It will do 1.5x damage to ALL types. Why? Because, AFAIK, there's no way to LOWER weapon damage. Only increase it. Hence my problem.

I can make Axes do 1.5x damage to Demons. Clubs already do 1.5x damage to Undead. But there's NO way for me to make Swords do .5x damage to Undead. I COULD cut the damage of all clubs in half, and them give them 3x damage to Undead, and 2x damage to Demons. It will look messy, but it will work. But then what about Swords? How do I make them deal .5x damage to Undead? I can't. Simple as that. Why? Because I can't lower weapon damage through autmagic.txt. Only increase it.

Let's say, again, that I increase all sword damage by 50%. This would make 50% more damage to ALL creature classes. In order to get 1x damage to Demons, I'd have to multiply the new damage by two thirds (.67, or 67%), thereby lowering it by 1/3 (33%). In order to get .5x damage to demons, I'd have to multiply the new damage by one third (.33, or 33%), thereby lowering it by 2/3 (67%). The problem? As I've stated already, I know not of any way to LOWER weapon damage through automagic.txt. When you use the "dmg-demon" and "dmg-undead" modifiers, it INCREASES the damage, no matter what value you put there. I have tried putting a negative value you (-50, for example), but all it does is ignore the negative simple, thereby INCREASING the damage by 50%, instead of DECREASING it.

The only way I could get this to work is by using the new, un-used mods in the Properties.txt. The resistance mods for Slashing, Crushing, Thrusting damage. This would give me MUCH more control over the damage types. But, AFAIK those mods, or most of them, don't work at all. Several of them that I tested (namely "dmg-mon") did not work at all, or at least did not show up on the weapon when I hovered the mouse over it. This would lead me to conclude that it simply didn't work, and as such, I don't think many, if any, of them work.

Begin to see my problem? It's alot deeper than you thought. Believe me, I went through EVERYTHING. I've just laid out every thought that has come across my mind, and I STILL have no solutions. I commend you for your effort, but your solution is not a solution. I wish it was. I thought up the same idea, but as I've explained here (see above), it simply doesn't work. Too bad, too, as I would have had this solved long ago.

So, does anyone else (or even you) have any other thoughts as to HOW I can make this work? If I could create a -% damage modifier, I'd be doing fine, but I don't know how to do that. Even if I COULD, it would make things messy, but I could live with that. If I can't make that modifier, however, I'm stuck, and I'll just have to scrap the whole idea.

Thanks for the help, though. Least you tried, as I did. :-) Not a solution, but an effort nonetheless. I'll keep at it. Hopefully someone here will have an answer for me. Thanks again, and keep me posted.

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Roland *The Gunslinger*
The Diablo Strategy Compendium

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Thunder
Honorary Warlord

Posts: 429
From: Greece
Registered: Jul 2001

posted 24 November 2001 10:51     Click Here to See the Profile for Thunder   Click Here to Email Thunder        Reply w/Quote   
Ok, I see your problem. I have experienced this annoying incapability to have negative modifiers on most properties .

It seems that you will have to compromise with the idea that you will never be able to have more damage to animals than to other classes of monsters. Actually, you shouldn't need to. Of course, it would be great if swords would be almost useless against skeletal units(as it makes sense to be so), but, again, although skeletal units are undead, not all undead units are skeletal, and zombies should receive normal damage from swords.
I suggest another approach to the problem.
Instead of counting on the weapons modifiers to reduce the damage to e.g. undead, increase the hp of all undead to the appropriate percentage. Then, have the weapons that you want to do more damage to undead have increased percentage, counting the increase in hitpoints.
It is not the perfect solution, but it is the closest I can think of to a solution.

I hope that helps some,
Good luck!

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I just know that I know nothing - Socrates

[This message has been edited by Thunder (edited 24 November 2001).]

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FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 24 November 2001 12:32     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
If you know how to make a positive modifier, a negative one is easy. Just put a minus sign (-) in front of your number for the mod's value. Whether it will work or not depends on which mod you use, and some of them have certain caps (ran into that on % stamina drain) so give it a try to find out.

Keep in mind, I think in 1.09 that these % bonuses to demon/undead mods do not multiply with your skill/strength bonuses, instead they add (wheras the 150% to undead from blunts is not an automagic, but a special coded case, which does multiply with said bonuses)

If you want to give your animals a "tag" like demons and undead, you can do that with the Descriptor (e.g. "raises fallen" "spits and eats corspes" ). Just make a string key name: "animal" value: "animal" or something, then in the description column of monstats put animal.

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Roland
Serf

Posts: 10
From:
Registered: Nov 2001

posted 24 November 2001 21:28     Click Here to See the Profile for Roland   Click Here to Email Roland        Reply w/Quote   Visit Roland's Homepage!
Already tried a minus symbol. No luck. Ah well. I guess it's just not meant to be. :-/ Guess I'll scrap the whole idea.

Still NO clue as to what I'm doing wrong with socketed throwing weapons though! I've done EVERYTHING everyone here told me to do (which is the same thing I did to begin with, no going on the THIRD time), and STILL no socketed throwing weapons. It's really getting annoying. Any thoughts?

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Roland *The Gunslinger*
The Diablo Strategy Compendium

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jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
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posted 24 November 2001 22:57     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Did you try making entirely new javelins, knives, etc. and giving them the socket ability through the use of automagic.txt? I think I suggested that in another thread.

------------------
- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Myokai
Honorary Warlord

Posts: 298
From: Entsteig, Sanctuary
Registered: Oct 2001

posted 25 November 2001 11:26     Click Here to See the Profile for Myokai   Click Here to Email Myokai        Reply w/Quote   
Hmmm.... why did Blizz not put the +Dmg vs animals in...?? Perhaps some people would protest?

'Sadistic': +100 Damage vs. Animals

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Khan
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Posts: 373
From:
Registered: Feb 2001

posted 26 November 2001 07:12     Click Here to See the Profile for Khan   Click Here to Email Khan        Reply w/Quote   Visit Khan's Homepage!
Hm what smith would craft an item that strikes better against some animals of the woods? You enchant weapons to battle the evil creatures of the world, and these are undead skeleton hordes and demonic infestations...

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www.VKmods.de

Middle Earth Mods

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FoxBat
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From: PA, USA
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posted 26 November 2001 09:18     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
I dunno, but that was the way it was in D1.

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54x
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From: Wellington, New Zealand
Registered: Apr 2001

posted 27 November 2001 04:03     Click Here to See the Profile for 54x   Click Here to Email 54x        Reply w/Quote   Visit 54x's Homepage!
I'm SURE you can do -% damage vs undead or demons... seeing it is the same mod as +% damage, but with a check whether the monster is undead or demon...

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54x.
"My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers."
"For great bandwidth!"
http://www.planetdiablo.com/newdawn/
New Dawn Forum

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 27 November 2001 05:53     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
you're SURE as in you've tried it yourself? Keep in mind that not all item mods will work with negative values, only some do...

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