PlugY : statsinterface.txt tutorial
Moderators: Nefarius, Yohann, SVR
PlugY : statsinterface.txt tutorial
In PlugY 5, you can modify the displaying of the extra stats pages.
You can do that by modifying PlugY/statsinterface.txt.
This file are same structure than any other txt file of D2 execpt it is always recompiled and no bin file are saved.
You can also change the backgroud : simply change the EmptyPage.dc6 file. (For now it's the same backgroud for each page)
Information about each columns (in bold) in v5.03 :
*desc
not used.
enabled
If enabled=0 the line isn't used.
page
The page where the stat should be printed.
1 is the first extra page so the
There are no limit of page, the last page is just the greatest value you put in this field.
x
Relative horizontal position from left.
The border in 800x600 isn't counted
y
Relative vertical position from bottom.
The border in 800x600 isn't counted
color
The color index in D2. In unmodded game this value go from 0 to 20.
Greater value cause crash.
Some value :
0 = white
1 = red
2 = green
3 = blue
4 = gold (like unique item)
5 = dark gray
6 = black
7 = dark yellow
8 = orange
9 = yellow
10 = darkest green
11 = purple
12 = dark green
13 = white
14 = dark
15 = light gray
16 = gray (like etheral item)
17 = funny
18 = bright white
19 = crystal red
20 = funny
font
Define the font and size of the text.
Empty or 0 means keep the previous font and size.
At start it's the normal font which is selected.
In the default file, you can remove all 6 under the first.
Some font :
1 = normal font
6 = tiny font
You can test other values if you want
statID
The ID of the stat to display. This match the second columns (ID) of data/global/excel/ItemStatCost.txt in mpq file (= current line number - 2). In LOD 1.10 this value are between 0 and 358.
Use greater value only if the mod add new stats.
end
Always set to 0.
Warning me if I miss something or you have some suggestions for adding stuff in future versions (even if I have already a lot of idea !).
You can do that by modifying PlugY/statsinterface.txt.
This file are same structure than any other txt file of D2 execpt it is always recompiled and no bin file are saved.
You can also change the backgroud : simply change the EmptyPage.dc6 file. (For now it's the same backgroud for each page)
Information about each columns (in bold) in v5.03 :
*desc
not used.
enabled
If enabled=0 the line isn't used.
page
The page where the stat should be printed.
1 is the first extra page so the
There are no limit of page, the last page is just the greatest value you put in this field.
x
Relative horizontal position from left.
The border in 800x600 isn't counted
y
Relative vertical position from bottom.
The border in 800x600 isn't counted
color
The color index in D2. In unmodded game this value go from 0 to 20.
Greater value cause crash.
Some value :
0 = white
1 = red
2 = green
3 = blue
4 = gold (like unique item)
5 = dark gray
6 = black
7 = dark yellow
8 = orange
9 = yellow
10 = darkest green
11 = purple
12 = dark green
13 = white
14 = dark
15 = light gray
16 = gray (like etheral item)
17 = funny
18 = bright white
19 = crystal red
20 = funny
font
Define the font and size of the text.
Empty or 0 means keep the previous font and size.
At start it's the normal font which is selected.
In the default file, you can remove all 6 under the first.
Some font :
1 = normal font
6 = tiny font
You can test other values if you want
statID
The ID of the stat to display. This match the second columns (ID) of data/global/excel/ItemStatCost.txt in mpq file (= current line number - 2). In LOD 1.10 this value are between 0 and 358.
Use greater value only if the mod add new stats.
end
Always set to 0.
Warning me if I miss something or you have some suggestions for adding stuff in future versions (even if I have already a lot of idea !).
Last edited by Yohann on Sun Oct 09, 2005 12:51 am, edited 2 times in total.
Re: PlugY : statsinterface.txt tutorial
How about a color option that acts like the original resistance colors? Red if negative, grey (color 0) if normal, gold if at maxstat value?
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
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The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
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Isn't so easy to do what you want.
First maxstat value, I can't get it easily.
For example, for percent value the maxstat is 127 but it's stupid.
For the resistance display I want to print the real amount of bonus which can excess the resist cap, sometimes I see more than 400 resist fire !!
but I can add an option to use the color depends of the value red if negative, grey if 0 and white or blue if positive.
First maxstat value, I can't get it easily.
For example, for percent value the maxstat is 127 but it's stupid.
For the resistance display I want to print the real amount of bonus which can excess the resist cap, sometimes I see more than 400 resist fire !!
but I can add an option to use the color depends of the value red if negative, grey if 0 and white or blue if positive.
Re: PlugY : statsinterface.txt tutorial
Actually I was thinking of the known caps, which I remember seeing a thread covering the bulk of the stats people worry about (e.g. resists, increased attack speed, blocking, cast speed). I agree, those caps are hardcoded and not easily found. But almost all of them are 75% without equipment modifications, so a simple red below 0 and gold from 75 up would be good. (Actually on resists, the value is gold at 75, but if you wear max resist boosting equipment and you have more than 75, it goes blue.) After all, this is an option I am recommending, and people who don't like it would use something else.
I might have been thinking of stats that have maxstats in ItemStatCost. I wrote an algorithm in the Code Editing Forum where RicFaith asked the question. Maybe your code could use that algorithm, and assume 75 if there is no maxstat in ItemStatCost. Or the option could have two parts, with the second part being a user-selectable maxstat value, and assume 75 if not defined.
It is true, you can get exceedingly high resists as you say. We have found the code that applies difficulty penalties and trims the value to the cap when it comes time to actually apply it. I suppose you are looking at character-stored stats, so you wouldn't account for those offsets and caps, which kind of screws my idea anyway. Unless you also read the difficultylevels fields to get the penalties.
I might have been thinking of stats that have maxstats in ItemStatCost. I wrote an algorithm in the Code Editing Forum where RicFaith asked the question. Maybe your code could use that algorithm, and assume 75 if there is no maxstat in ItemStatCost. Or the option could have two parts, with the second part being a user-selectable maxstat value, and assume 75 if not defined.
It is true, you can get exceedingly high resists as you say. We have found the code that applies difficulty penalties and trims the value to the cap when it comes time to actually apply it. I suppose you are looking at character-stored stats, so you wouldn't account for those offsets and caps, which kind of screws my idea anyway. Unless you also read the difficultylevels fields to get the penalties.
Last edited by Myhrginoc on Sun Mar 27, 2005 5:48 pm, edited 1 time in total.
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
Re: PlugY : statsinterface.txt tutorial
It is true, the four elemental resists are shown on the main page, in exactly that format. Magical resistance is not shown that way, however, and it gets tweaked in a lot of mods. Although the code doesn't apply difficulty penalties for magical resistance unmodded, it is an easy tweak to allow that to happen.
This is the caps thread I was thinking of before.
This is the caps thread I was thinking of before.
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
Anim speeds are very dependant of character class and skill used, and weapon for IAS.
So IAS and fast cast seems very difficult compare with maximum.
But of course it can be a request : have a page with all values at which anim speed change, for all animations. Something like :
FC : 9/20/39/63/105/200 for common skills, correct values for lightning of course
IAS : xx/xx/xx/xx/..., changing with weapons/skills
Well, we are probably getting far of what Yohann thought about when he started
So IAS and fast cast seems very difficult compare with maximum.
But of course it can be a request : have a page with all values at which anim speed change, for all animations. Something like :
FC : 9/20/39/63/105/200 for common skills, correct values for lightning of course
IAS : xx/xx/xx/xx/..., changing with weapons/skills
Well, we are probably getting far of what Yohann thought about when he started
Re: PlugY : statsinterface.txt tutorial
True enough, and another wrinkle is that such stats (e.g. IAS) are actually applied to diminishing returns formulas. That gets into the frames discussion I have seen at Amazon Basin, and I suppose it isn't realistic to think about tying all those loose ends into a simple stat display plugin.
Not that I object to a complicated stat display plugin! But I know this is all volunteer work.
Not that I object to a complicated stat display plugin! But I know this is all volunteer work.
Last edited by Myhrginoc on Sun Mar 27, 2005 6:27 pm, edited 2 times in total.
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
Hi Yohann,
D2Common.dll already computes all the information you need:) (Number of frame, animation speed ...)
You should take a look here
I made many discovery since this subject. If you need more
details, I could help you.
D2Common.dll already computes all the information you need:) (Number of frame, animation speed ...)
You should take a look here
I made many discovery since this subject. If you need more
details, I could help you.
- TrueMage
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Re: PlugY : statsinterface.txt tutorial
Hmm, one question:
In my mod I use groups of stats as it done in unmodded LOD for resistances (+X to all resistances). In my case it "Mana-Life Leeching". Though in statsinterface.txt there is two rows with statIDs 60 and 62, but in game I see one row "x% mana-life leeching". Though resistances displays differently. Why I see only one row?
Thanks in advance!
In my mod I use groups of stats as it done in unmodded LOD for resistances (+X to all resistances). In my case it "Mana-Life Leeching". Though in statsinterface.txt there is two rows with statIDs 60 and 62, but in game I see one row "x% mana-life leeching". Though resistances displays differently. Why I see only one row?
Thanks in advance!
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Re: PlugY : statsinterface.txt tutorial
[quote=Yohann";p="221239"]Have you add a new stat "mana-life leeching" or replace the 2 LoD stat by one ?
In the second case it sound logic you print only one line.[/quote]
No. I only group lifedrainmindam and manadrainmindam stats as it done in unmodded LOD for resistances.
From my itemstatcost.txt:
From statsinterface.txt:
?
In the second case it sound logic you print only one line.[/quote]
No. I only group lifedrainmindam and manadrainmindam stats as it done in unmodded LOD for resistances.
From my itemstatcost.txt:
Code: Select all
Stat ID Send Other Signed Send Bits Send Param Bits UpdateAnimRate Saved CSvSigned CSvBits CSvParam fCallback fMin MinAccr Encode Add Multiply Divide ValShift 1.09-Save Bits 1.09-Save Add Save Bits Save Add Save Param Bits keepzero op op param op base op stat1 op stat2 op stat3 direct maxstat itemspecific damagerelated itemevent1 itemeventfunc1 itemevent2 itemeventfunc2 descpriority descfunc descval descstrpos descstrneg descstr2 dgrp dgrpfunc dgrpval dgrpstrpos dgrpstrneg dgrpstr2 stuff *eol
lifedrainmindam 60 1 16 1044 341 1024 7 0 8 0 1 88 2 1 ModStr2z ModStr2z 3 19 1 leeching leeching 0
lifedrainmaxdam 61 1 16 1024 1 0
manadrainmindam 62 1 16 1179 341 1024 7 0 8 0 1 89 2 1 ModStr2y ModStr2y 3 19 1 leeching leeching 0
Code: Select all
*desc enabled page x y color font statID end
lifedrainmindam 1 1 25 370 6 60 0
manadrainmindam 1 1 25 355 6 62 0
- TrueMage
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Re: PlugY : statsinterface.txt tutorial
[quote=Yohann";p="221245"]I think "ModStr2y" have no more entries in string tables.[/quote]
Why???
ModStr2z: life stolen per hit
ModStr2y: mana stolen per hit
(in string.tbl)
Why???
ModStr2z: life stolen per hit
ModStr2y: mana stolen per hit
(in string.tbl)
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Re: PlugY : statsinterface.txt tutorial
Understood. No. "ModStr2y" key (as well as "ModStr2z") have only one entry in tbl files. Group modifier display via dgrpstrpos and dgrpstrneg fields: "leeching" - %d%% Mana-Life Leeching.
?
?
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Re: PlugY : statsinterface.txt tutorial
No. Values not always equal. If values equals, then this group method displays "+X% Mana-Life Leeching". If values not equals, then this method displays two rows: "X mana stolen per hit" and "Y life stolen per hit". This is done as for resistances in unmodded LOD, and I see PlugY displays resistances correctly. So I don't understand why my stats group is another case.If the value are always equals in your mod, then remove the second line in statsinterface.txt.
Or You mean that if those values will be different, than PlugY WILL display two different rows?
EDIT:
Oh, now I see that is true. Thank You for help, Yohann!Or You mean that if those values will be different, than PlugY WILL display two different rows?
Last edited by TrueMage on Wed Apr 20, 2005 11:24 am, edited 1 time in total.
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Re: PlugY : statsinterface.txt tutorial
Great Thanks for support, Yohann!
Re: PlugY : statsinterface.txt tutorial
where can i find simpler instructions for instalation? i tried to install to my KoT game. but it didnt work i guess...
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Re: PlugY : statsinterface.txt tutorial
[quote=Yohann";p="217482"]In PlugY 5,[/quote]
does this plugin only work in PlugY 5 or does it work in plugY v7.01b as well?
does this plugin only work in PlugY 5 or does it work in plugY v7.01b as well?
Last edited by DemonicAngel on Tue Jan 09, 2007 12:10 am, edited 1 time in total.
Re: PlugY : statsinterface.txt tutorial
You did ask substantially the same question in another thread, please don't do that.
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening