Diablo II: Open BNet/SP Modding Thread (For RollsRoyce)

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billy500
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Well hello there. If anyone likes the old Diablo II Modding sections such as mock building and or funky building, or even using data mods for fun, then this is the thread for you.

For now ill show you how to use my Hyperjoin/Multijoin for Diablo II LOD 1.14D Updated and released by none other than xElite_V (Me lol)

First off, you will need my Hyper/Multijoin as for obvious reasons XD
It can be found at http://www.moddb.com/mods/diablo-ii-multijoin-114c
Download this and put it in your D2II Directory. (Im using the old 1.12a installers so i cannot show you exactly on how to use OPEN BNET but i will explain!

First off, once you have installed this, make a shortcut and set it as windowed mode (You dont have to but its for convienence purposes.

Next, run the original Diablo II copy and make an open bnet(or tcp game) with a newly created character.

Third, join using your IPv4 Address in the Multi/Hyper window (As for example, 192.168.X.X, My case would be 192.168.1.3

Join with an incredibly high FS(File Size) character, and watch it join within seconds! :mrgreen:
Image



Im editing this thread so bare with me

DL Links for Hypermulti in dropbox https://www.dropbox.com/s/0bcnq8j0xc8rmr6/HyperMulti%281%29.rar?dl=0

D2Guard 2.1b https://www.dropbox.com/s/j2ajtz8q405bql1/D2%20Guard%202.1b.rar?dl=0 (You need an exception for d2guard.exe if you use WinDefender (Its crummy i know...)

Hero Editor v1.04 (Latest) https://www.dropbox.com/s/7bcyn74hyzmp56a/Hero_Editor_V104.zip?dl=0

PrayerCalculator (Works fine) https://www.dropbox.com/s/j4s6ut8oa7nq3oz/PrayerCalculator1.1.zip?dl=0

If you run 1.13d https://www.dropbox.com/s/tysftn4h0nbw50p/HackLuv2.01.zip?dl=0 Its for sockets in gloves boots belts (Crashes external clients upon joining and can corrupt in 1.14D so refrain in the latest updates)

mana regen calc (Simple) https://www.dropbox.com/s/shi8f6g2p8m8er9/Max_Mana_Regen_Calculator.htm?dl=0

Sorry this is a bit messy but i had to get some basics XD.

Alright ive made a tutorial on a funky a while back as according to 1.14D.


It has no sound but I made a ffunky from scratch A 2 B and tested it on one of my Genuine Mocks

Im too lazy to explain a mock so ill explain some basics on it instead XD

A mock usually consists of a common value of mana of 1.31 million to 1.57 million mana usually have 7 million to 7.9 million though these are very common. A mock with 1572863 mana and 31 tel with energy shield blocking 95% on screen damage makes it absorb a total of about 8388606 off screen damage, not including thorns and or PI breaks. You need alot of prayer. pretty much stack it on everything. also the highest number id goes first since you need thorns too prayer being 99 and thorns being 103. put prayer alone on one item, as in a socketable like a shield. Then you also need an elemental aura. I would suggest HF (114) cause it can freeze targets speed and ping peoples mana. Though you need the damage correctly in order for it not to heal the other players mock. I would suggest atleast 1048576 min damage on your HF. This will be usefull against other mocks as it scales past the targest ES to ping their mana allowing you to break some PI while doing damage itself.

Now for a funky it is way more simple XD. just get 1048576 mana (78 +223 mana 1 +16) ( 75 53% manas 1 +21% mana) 8190 base mana, that will get you 1048576 mana. use 30 telekenesis. also put nv Dodge Avoid and Evade and set hp to whatever as long as its atleast 2 maximum hp or higher as you dont need anything else. Put nv state justhit(86) and nv state dopplezon(63) just hit will help prevent poison and dopple helps IAS. put 127% CTC lv 59 Delerium Chance on attack/hit (No #350) and 90% CTC lv 63 stun (139) on attack/hit. Stun will help kill your target and delerium speeds you up, also put -121% IAS to get that max speed. You need charged energy shield 1/0 and smite charged(and optional nonclass) 1/0. then all you need is damage. put 32 charms with nv damage+255% enhanced damagge 511% strength BOCL (Character level 99) and damage +491 then one with just nv damage +255% and enhanced damage +511%. this will get you very close to 714032 damage (as in diablo 2 smite cap). and tweak a little bit for damage, remember if you arent doing damage, your damage is capped and you need less. so, what we just did is make a funky which its energy shield absorbs -8388608/1048576 damage. and you are basically 1shot alot of mocks. also if you like 100% god (you can piss people off this way XDD) Put nonclass skill 176 and in character hex go to 64 skill ids and set it as right skill and set a hotkey. you will avoid smite and some other attacks Dodge avoid and evade did not cover.

Heres a pic of it in action XD Image

Also for data editing mods (And FYI this wont allow you to mod Median XL as Greg hates cheaters and there is no actual way to deconvert d2's bin convert system.) This is for instructional purposes and fun purposes. You need ladik's MPQ archive editor and a listfile. https://www.dropbox.com/s/a3pe0dnrviqqspe/D2Ladiks.rar?dl=0 That allows you to open MPQ archives such as for Excel modding Animation modding visuals and orr item effects and etc. I will tell you simple excel modding skills.

Extract skills.txt from patch_d2.mpq and make a folder in Diablo II leading to data/global/excel/PLACESKILLS.TXT HERE/...
If you have a spreadsheet editor (I use MSEXCEL but there are others such as AFJ and D2Excel. (I cant upload my Excel because it has my keygen'd code in it XDD. But you can look in google for AFJ''s or D2Excel. theyre both free. anyways lets mod some basics. open skills.txt in excel and find "PetMax" and lets find Golem (Earth Golem). Change it in petmax from 1 to some code. lets use a simple one if we put ulvl it will be based of our characters level, if we put clvl, it will be based off of the skills base level. so if we put ulvl or it and rran the game with in the shortcut to have -direct -txt in the target window and made or level 99. we could have 99 earth golems on the battlefield.
:mrgreen: :mrgreen: :flip: Golem Tank DBaal like a boss Freal XD :flip: :mrgreen: :mrgreen:

If you mod the files nearing before the end (Before the Dmg Types where it has calc stats) lets take Battle orders for example. lets make it give -100% to HP/MP/SP and bring dat pvp on lol! set % for every level to 0. it will always decrease their mana by -100% (though this is based off of their base points not multiplied stats)

For certain things such as states or as changes in diablo 2's coded game mechanics , this has not changed much at all.
For starters, blood_mana is exactly the same and can cause crashes (But doesnt affect much other than that) Negative resist can reach down as to -95% max (only obtainable via editing to set maximum player resists) This only works as to alot of data mods.

For auras, they are exactly the same, they stack just like normal and apply max levels just like normal. Nothing changed here.

For 1.14D in general, it is almost the same as 1.13D, just file changes and minor bug fixes (Such as mercenaries being fixed from An Evil Force Unless you specifically make items to do that)
The File system is quite different though. Many dll's have been merged with Game.exe. Diablo II.exe acts just as a launcher to Game.exe. So as for dll editing look in Game.exe. (After all, its how i made hyper/multijoin :P )

As for certain skill edits, Such as skills as submerge, DIabCold, BaalColdMissiles, these have been a little buggy on players now (Not that they weren't buggy) Certain things such as periodic delays have been set to certain skills but dont really appply except for a slight delay in cast speed (As these need to be applied as 64 skill id's as a nonclass skill).

Game.exe is now forced as OpenGL by default (No more VidTest.exe) Glide D3d And D2Draw can still be applied though using target line commands.

-3dfx Force 3DGlide Mode (You need Glide Wrapper) http://www.svenswrapper.de/english/downloads.html
-d3d Force Direct3D Rendering.
Not sure as for DirectDraw but ive heard -Draw does it.

-Certain stats can now crash the game. As if applying Skill BarbsAura and OakSageAura together tends to crash the game alot.
-Usng 98% stun now crashes the game reguardless of having DeleriumChange or not.
-In order to connect to Battle.NET you MUST use the 1.14B Installers by blizzard. (Dem Bastards XD)
-Many mods have failed to work as such as mpq file structures read as corrupt to certain programs. (D2SE & some maphacks)
-Some debug data has been added via debugmode for d2lod. (You need to hex this in, and i am not currently willing to share this... Sorry :P )
-Certain item names being at a certain point tend to blank the stats (Via having a certain amount of stats on one item stack on every single item and with sets) Blank meaning you wont crash in-game viewing stats on the gear (Though alot of builds will)
-Framerate can be set to a total of 1024fps (Lol ive tried this, its crazy XDD)
-D2's game mechanic reading system is slightly better. (As for certain speed of actual attributes can load faster on each individual item)
-Players can no longer host at 8192KB character FS (Sadly :x )
-Stun tends to miss if you have 30 or below on attack/hit

As for SD clones (Since SD is no longer with us.) I have a collection of characters provided by Dimentio (Found off google) and clones i have DL'd off of SD. If i am not busy, I can see if i have your clone (If you posted it on SD). Please don't come into this thread and spam "Mock Please" or "Hacked Char Please" This can be very annoying. So please be hesitant of what you are asking and if i am busy or not. (I Can't upload this because these have my mocks and funkies in it as I archive them on my Drive in Dropbox.)

Also, if anybody has a mock or funky and is willing to Pvp, PM me and i can send you an IP to join my Server for Mock or Funky Pvp. (Verrrry Funnnn!! :D)

Also, i re-evaluated diablo 2's Data Archives, It seems that the corruption is not just because of a difference in Structure, it also has plenty of encryption to the individual folders dissallowing programs such as D2SE to read it. Its possible you can open the MPQ archives that rely for D2SE, extract the files, and import them manually to the old 1.13d Achives(Thats when to analyze the individual 1.14D dc6's and the ivx and inv files) (Not sure if ivx is new or not, or if its a debug mode thing, never opened it till now or ever compared it till now) Anywho, you should be able to edit this with Ladik's, after someone makes a new listfile for it (Or you can go raw like a man :P ) Eitherway, it can be done.

Daul Auras is a simple process, if you have holy freeze and thorns for example, both on the same item, Freeze is ID#114 and Thorns is ID#103... Freeze is active because it has the highest ID#. to get both auras active at the same time, Put thorns alone (No freeze at all on a single item) and Viola, when equipped, thorns and freeze will look like they are switching (Though theyre both active at the very same time with a perdelay of 50 (little more than 2 seconds) and repeat to the same time. Very simple correct? :mrgreen:
FYI: dont do this with monster auras such as barbsAura and oakSageAura (Will usually crash together)

Thanks for RollsRoyce For this post :D

RollsRoyce wrote:A gap aura is a stochastical thing:

Let us assume you have 9 auraparts all dealing 1426060-1426068, so in total every 2 seconds our aura will ping our opponent with 9 times this dmg.

But what really happens now is that the lower end is just really hihg dmg and the higher end (everything > 1426065) is already rolled dmg ( in pvp there was something like 1/7 pvp penalty therefore reducing the 8.3kk cap to something around this level). So in fact every aura part will have a 3/8 chance to hit 0 dmg and 5/8 chance to hit dmg!

By adjusting the probabilities your way (actually you need to adjust the mode but whatever), you can easily change your aura from hitting high mana (7 parts max dmg) to hitting low mana (2-3 parts max dmg). Since all this is in the range of 1% mastery, you can easily just cast a Bo and increase your fire mastery by +1 skill, gap your aura and be able to hit low mana as well, even though you got a high aura in the beginning.


And another piece of helpful information:

When you duel a host or a person that has a higher joining position as you, the duels will behave a little different, and here is why:

The game first applies all auras of the host (prayer + dmg aura)
then it applies all auras of the first joined player
.
.
.

Now this does not seem very impressive, but what it does is that the host first applies his dmg aura => your mana shield is at 0/1048576 mana (if his aura is tuned correctly), then your prayer kicks in => you will end up with negative mana (or bad mana as it was called) and every dmg you intake will be increased instead of reduced by the mana shield, this is what was called a "double hit" back then even though it obviously should have been name different.

Just to say something, Alot of mana numbers are considered bad. Though you can make some interesting builds with some bad mana, For me I have a prayer/thorner killer using mana of 786431. And it can pvp incredibly well. It uses 55 Tk as oddly enough using other levels killed me when i was attacked. But as i finished it, it can easily kill things using bad mana. You can test around and see what you can come up with. ;)
Edited by billy500 7 years.
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Is there still a community that duels like this? Checked ladderhall recently but seems pretty dead
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Well some people go in and out of Open, and FYI rollsroyce wanted this thread. so im like what the hell :S. Personally i like to mod like this.

Some people from HRC play and HG and eM now plays a bit. Also there are d2sanctuary members for legit pvp which they mod the gear within rules (As in it has to be a spawnable gearset. and they allow stuff like nv wolf and or nv revive. though wolf only applies for a wolf druid as it affects IAS
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Too bad I've deleted all my mock characters long time ago :/
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Yay! Thanks alot - this really brings back memories :)

I would like to add the following:

Function of the funky-pi:
The reason why you dont get any dmg is as follows:
Whenever you got a negative rolled mana value all dmg you take is enhanced by a set amount (so your mana shield actually enhanced the dmg taken instead of reducing it) A funky pi enhances any dmg you take by 8388608 which means that even 1 dmg will be increased over the cap and therefore nullified.

I got a few questions that i either forgot or never knew:

1) If you use the state nv_blood_mana (or similar) does prayer also drain life instead of mana?
2) Can you use -Maximum_resists ?
3) Has something changed in terms of auraparts? (So does joining a game and changing gear still preserve aura parts?)
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1) nv state blood_mana does not drain, if you check the statcosts and you check the state blood_Mana, this doesnt have much of an effect on anything though. Mostly just visual. And can effect monsters as it is for them Ofc.
2) Negative Max resists i believe stop at a certain point but do work, i havent tried it, and i do not know if it shows on screen. but its in the game for a reason.
3) Auraparts (if you mean by the amount of stacks or amount of actives) they have not changed. (As for 1.14D, they are just closed bnet fixes and bug fixes) So no they havent changed whatsoever.

EDIT:
~~Adding to main post~~

EDIT: Added as well as some other useful code info on what to do and not to do.
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whist wrote:Too bad I've deleted all my mock characters long time ago :/

Sorry about that.
Btw whist, Youre an inspiration to me XD. You and Dimentio (Karl)
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How about adding some information towards gap aura, or dual auras :D.

Does anyone still have some clones from shadowdiablo? I remember that i uploaded my host character as well as certain other chars, but im not sure if i still have them...
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RollsRoyce wrote:How about adding some information towards gap aura, or dual auras :D.

Does anyone still have some clones from shadowdiablo? I remember that i uploaded my host character as well as certain other chars, but im not sure if i still have them...


As for gap aura, i dont know specifics (i usually get 1048576 maximum on scale and put on gear with atleast 1 main source).

As for a clone, there is a onetwo-example in Hero Editor (Though i dont like it much)
Also, if you know the name of the characters, i may or may not have them. I have a collection of about 20k characters from SH. though I do not know the build types, only the downloads i know. Tell me the name and I Will search.

EDIT: would ya look at that lol, Im a thunder beetle now LOL
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Too bad i can hardly remember my own name^^.

To be productive:

A gap aura is a stochastical thing:

Let us assume you have 9 auraparts all dealing 1426060-1426068, so in total every 2 seconds our aura will ping our opponent with 9 times this dmg.

But what really happens now is that the lower end is just really hihg dmg and the higher end (everything > 1426065) is already rolled dmg ( in pvp there was something like 1/7 pvp penalty therefore reducing the 8.3kk cap to something around this level). So in fact every aura part will have a 3/8 chance to hit 0 dmg and 5/8 chance to hit dmg!

By adjusting the probabilities your way (actually you need to adjust the mode but whatever), you can easily change your aura from hitting high mana (7 parts max dmg) to hitting low mana (2-3 parts max dmg). Since all this is in the range of 1% mastery, you can easily just cast a Bo and increase your fire mastery by +1 skill, gap your aura and be able to hit low mana as well, even though you got a high aura in the beginning.


And another piece of helpful information:

When you duel a host or a person that has a higher joining position as you, the duels will behave a little different, and here is why:

The game first applies all auras of the host (prayer + dmg aura)
then it applies all auras of the first joined player
.
.
.

Now this does not seem very impressive, but what it does is that the host first applies his dmg aura => your mana shield is at 0/1048576 mana (if his aura is tuned correctly), then your prayer kicks in => you will end up with negative mana (or bad mana as it was called) and every dmg you intake will be increased instead of reduced by the mana shield, this is what was called a "double hit" back then even though it obviously should have been name different.