More automods on items
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- Paladin
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- Joined: Wed Mar 31, 2004 2:05 pm
More automods on items
Is it somehow posibble to add more than 3 automods with differenent values to an item. How hard it would be to extend Automagic.txt to read more collumns? Since I am not the only one having this problem maybe someone could make a plugin for D2mod?[/i]
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Re: More automods on items
Affixes are based on information in Properties.txt. Each property can have up to seven stats on it (such as res-all with four stats). So make some special properties that have compound effects, and try those as mods in a test automagic affix.
If this does the job, you need no code editing for it.
If this does the job, you need no code editing for it.
Last edited by Myhrginoc on Tue Apr 05, 2005 12:43 am, edited 1 time in total.
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- Arch-Angel
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hmm and if it's insufficient? do you know the code location? I was thinking of looking into it sometime.
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Re: More automods on items
automod is a bad file in general.
A tips: Add a new file that handle that instead. If I can get some time I could add a new file.
What columns would be wanted in that file?
A tips: Add a new file that handle that instead. If I can get some time I could add a new file.
What columns would be wanted in that file?
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- Arch-Angel
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in addition to the addition of mods a la Automagic.txt, we could consider mods that are added to specific itemtypes, and thus give all items under that type those mods.
how would you apply these effects? hijack the automagic code?
how would you apply these effects? hijack the automagic code?
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Re: More automods on items
Nope,how would you apply these effects? hijack the automagic code?
automagic code = bad
I don't remember at what point automagic adds the stat. But, I add the stat directly at unit creation instead.
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- Paladin
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Re: More automods on items
And all the seven affixes have the same valueAffixes are based on information in Properties.txt. Each property can have up to seven stats on it (such as res-all with four stats).
Does it mean that automagic will apply to set and uniques as well???automagic code = bad
I don't remember at what point automagic adds the stat. But, I add the stat directly at unit creation instead.
That would be great!
I'll be waiting for it then....
Somewhere between reality and fantasy... Where one ends yet the other does not begin...
Re: More automods on items
We could add a column that sets a flag.Does it mean that automagic will apply to set and uniques as well???
That would be great!
Unique = 1 (Modifier applies to unique items)
Set = (Modifier applies to set items)
I move this thread to D2Mod and people can start come with suggestions what they want in it
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- Dominion
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Basically the automagic2.txt shoudl have columns of old automagic.txt + the following :
Unique, Set : do the automod work on those. (boolean)
columns to set the automod on a itemtypes branch not only on one items.
Unique, Set : do the automod work on those. (boolean)
columns to set the automod on a itemtypes branch not only on one items.
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- Principality
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hmmm. another good idea is to have the staffmods in that file, too, if possible. currently the staffmods are somehow screwed up, and adding them by hand via automagic.txt is really sucky. i am not sure how to deal with that in a good manner, though ....
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- Arch-Angel
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i was going to try doing the itemtype automagic (like how the undead bonus for blunt should have been done) along with itemdescs, but haven't started. if I get the itemdescs, i could pass them to you (kingpin) to merge and get a full item related plugin
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Re: More automods on items
staffmod is easy to do, so would work well to include in this plug-in also.
I have already worked a lot with itemdesc. I have not yet break out the itemdesc into c to have full control of it. I have just insert code then neededi was going to try doing the itemtype automagic (like how the undead bonus for blunt should have been done) along with itemdescs, but haven't started. if I get the itemdescs, i could pass them to you (kingpin) to merge and get a full item related plugin
Re: More automods on items
Getting away from requiring staffmod-enabled skills be available in the first contiguous block will be good for people adding or rearranging character skills. Right now, you have to copy all the character skills in a block, remove the class tag from th old records, and add your new skills --- rinse and repeat for each class --- if you want staffmods enabled for the new skills. That means adjusting skills-based stats in ItemStatCost.txt too, since any of that will kick you over Skill ID=511.
Last edited by Myhrginoc on Thu Apr 07, 2005 4:19 am, 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
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- Principality
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hmmm. we could, in theory, also just add all the desired staffmods via automagic.txt and the skill-rand parameter. though i guess this is after all just a semi-good idea.
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