PlugY convertion to LoD 1.11

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Yohann
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PlugY convertion to LoD 1.11

Post by Yohann » Sun Jul 31, 2005 11:15 am

The convertion to LoD 1.11 of PlugY in started !

The convertion will be more hard than I thought, some stuff not expected have change...
Well, I will do it anyway :)

I will update the features list below when I will have converted some features.

This will be the new PlugY version 6.

Features Convertion States (In red last updated states) :
* PlugY installer (DONE)
* PlugY launching (DONE)
* Commands management (DONE)
* Change Language (DONE)
* Change SavePath (DONE)
* Print PlugY and mod versions (DONE)
* Skill per level up (DONE)
* Stat per level up (DONE)
* Skill unassignment (DONE)
* Stat unassignment (DONE)
* New stat interface (DONE)
* Dual launch (DONE)
* Nb Players by default (DONE)
* Display item level (DONE)
* Always display life/mana (DONE)
* Always regenerate maps in SP (DONE)
* World Event (DONE)
* Fix txt files with MSExcel bug (DONE)
* Others features (75%)
* BigStash (10x10) (DONE)
* MultiStash: (DONE)
- Stash's page interface (DONE)
- Communication client/server (DONE)
- Init/Alloc/Free custom data (DONE)
- Changing current stash page (DONE)
- Shared gold management (DONE)
- Manage carry1 unique item (DONE)
- Loading SP (DONE)
- Saving SP (DONE)
- Loading MP (DONE)
- Saving MP (DONE)

New features (?) States (In red last updated states) :
* Uber Quest (DONE)
- Open red portal to new level (DONE)
- Spawn Uber Boss in right level/room/position (DONE)
- Use non Uber IA for the 3 prime evil Uber. (DONE)
* New shared gold button icons. (DONE)
* Fix crash on PlugY launch if LoD install isn't clean (DONE)
* Some others bug fixing and minor improvement... (75%)
Last edited by Yohann on Sun Aug 14, 2005 9:19 pm, edited 16 times in total.
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Post by Ulmo » Mon Aug 01, 2005 2:22 pm

I'd like you fix the client/server thing about stash pages names, in order that those names can be saved. But as you identified the problem and didn't fix it, it may be somewhere between hard and immpossible to fix...

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Post by Yohann » Mon Aug 01, 2005 3:10 pm

It's possible and I know how do it so perhaps for v6.01.
Anyway I can't tell you WHEN...
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Post by Ulmo » Mon Aug 01, 2005 4:16 pm

So no plan for 5.97 ;)

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Post by Yohann » Tue Aug 02, 2005 3:34 am

no Ulmo, I just have no plan to do a v 5.97 :twisted:

By the way, I have updated the first post :mrgreen:
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Re: PlugY convertion to LoD 1.11

Post by zebez » Tue Aug 02, 2005 11:49 am

Any hope of you enabling the new world event for single player like you did with the first? It would be awesome, can't play without plugy anymore :)

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Re: PlugY convertion to LoD 1.11

Post by Gsus » Tue Aug 02, 2005 1:09 pm

Hi Yohann, I was also wondering, if you plan on enabling the new Hellfire Quest. That would just be awesome. Maybe a version 6.1 ;)
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Post by Yohann » Tue Aug 02, 2005 5:56 pm

Yes, I think I will do it but we will must wait !
For now I don't know how exactly it works !
And I will wait to have all info before add anything.
Perhaps for the v6.00 but bet on v6.01 ;)
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Re: PlugY convertion to LoD 1.11

Post by Gsus » Tue Aug 02, 2005 7:17 pm

Cool, looking forward to it :) PlugY is a great tool already, mate!!!
Thx for the info :)

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Information about the Hellfire Quest

Post by Gsus » Thu Aug 04, 2005 4:20 pm

Hi Yohann, I don't know, if this is any helpful for you, but I'll try to give you an overview for the Hellfire Quest. Hope that makes it easier for you to implement it :) (This will be a translation of an article from a German D2 site)

Getting the KEYS
In order to get to Lilith (Uber Andariel), Uber Duriel and Uber Izual you need 3 keys
  • Key of Terror (misc.txt ID 141) - dropped by the Countess
    ImageImage
    Key of Hate (misc.txt ID 142) - dropped by the Summoner
    ImageImage
    Key of Destruction (misc.txt ID 143) - dropped by Nihlathak
    ImageImage
They will only drop in Hell difficulty, about 10-15 runs and each boss can drop more than one key at once (not sure about that)!

Getting the BODY PARTS
Putting one key of each kind in the cube will open a red portal (Pandemonium Portal (cubemain.txt ID 149)). You have to be in act 5 hell!
Image + Image + Image -> Image -> Image = Image

The red portal can lead to either Lilith, Uber Duriel or Uber Izual. The portals will open in random order, and if you open a portal in a new game, you might as well get to the same boss again. If you open all 3 portals in one game, they will lead to all 3 bosses in random order.

Lilith hides in a level called Pandemonium Run 1 and will drop Diablo's horn. (misc.txt ID 144)
ImageImage

Uber Duriel hides in a level called Pandemonium Run 2 and will drop Baal's eye. (misc.txt ID 145)
ImageImage

Uber Izual hides in a level called Pandemonium Run 3 and will drop Mephisto's brain. (misc.txt ID 146)
ImageImage

UBER TRISTRAM
Putting all 3 body parts in the cube will open another red portal. You have to be in act 5 hell!


Image + Image + Image -> Image -> Image = Image

This time the portal will lead to Uber Tristram (Pandemonium Finale Portal (cubemain.txt ID 150)) where you will have to face Uber Mephisto, Uber Diablo and Uber Baal.

The REWARD
When all 3 bosses are dead, you can gain you reward. The Hellfire Torch
  • HellFire Torch (UniqueItems.txt ID 402)
    Large Charm

    Lvl 75 Required
    25% Chance To Cast Lvl10 FireStorm
    +3 Random class Skills
    +10-20 All Stats
    +10-20 All Resistances
    +8 Light Radius
    Level 30 Hydra (10 charges)

    Image
And as a bonus, there will be X "Standards of Heroes" (misc.txt ID 143) dropped. X is for the number of players in the game. It does nothing, just something to show off with :).


..:: Hope that helps :) Gsus ::..
Last edited by Gsus on Thu Aug 04, 2005 4:29 pm, edited 1 time in total.
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Post by Joel » Thu Aug 04, 2005 5:09 pm

The cube recipe and key drop are softcoded. Only the portal opening and boss spawning are hardcoded :p
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Post by Yohann » Thu Aug 04, 2005 5:38 pm

Thanks you very much, Gsus :)

It seems there are only the portal opening and boss spawning which missing.
All other things seems to exist already in single.
If it's only that I think I can implement it speedly.
But it will be usefull to have a player which have access to all area and can kill these boss to do my test...
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Re: PlugY convertion to LoD 1.11

Post by Sir Lister of Smeg » Thu Aug 04, 2005 5:47 pm

I don't know how to change it, but when viewing the code through a disassembler I discovered:

The new portals are labeled as Pandemonium and Pandemonium Finale, and only occur in d2common.dll, not the other dll's. Furthermore, the codes for moomoo portal, and pandemonium portals were very similar, although there was one extra line for the cow portal

Code: Select all

 6FDAD261                           L6FDAD261:
 6FDAD261  68B01ADE6F                		push	SSZ6FDE1AB0_Cow_Portal
 6FDAD266  55                        		push	ebp
 6FDAD267  89742420                  		mov	[esp+20h],esi
 6FDAD26B  E8434FFAFF                		call	SUB_L6FD521B3
 6FDAD270  83C408                    		add	esp,00000008h
 6FDAD273  85C0                      		test	eax,eax
 6FDAD275  7509                      		jnz	L6FDAD280
 6FDAD277  C6430801                  		mov	byte ptr [ebx+08h],01h
 6FDAD27B  E9C6000000                		jmp	L6FDAD346
 6FDAD280                           L6FDAD280:
 6FDAD280  689C1ADE6F                		push	SSZ6FDE1A9C_Pandemonium_Portal
 6FDAD285  55                        		push	ebp
 6FDAD286  E8284FFAFF                		call	SUB_L6FD521B3
 6FDAD28B  83C408                    		add	esp,00000008h
 6FDAD28E  85C0                      		test	eax,eax
 6FDAD290  7509                      		jnz	L6FDAD29B
 6FDAD292  C6430802                  		mov	byte ptr [ebx+08h],02h
 6FDAD296  E9AB000000                		jmp	L6FDAD346
 6FDAD29B                           L6FDAD29B:
 6FDAD29B  68801ADE6F                		push	SSZ6FDE1A80_Pandemonium_Finale_Portal
 6FDAD2A0  55                        		push	ebp
 6FDAD2A1  E80D4FFAFF                		call	SUB_L6FD521B3
 6FDAD2A6  83C408                    		add	esp,00000008h
 6FDAD2A9  85C0                      		test	eax,eax
 6FDAD2AB  7509                      		jnz	L6FDAD2B6
 6FDAD2AD  C6430803                  		mov	byte ptr [ebx+08h],03h
 6FDAD2B1  E990000000                		jmp	L6FDAD346
Hope this helps.
Last edited by Sir Lister of Smeg on Thu Aug 04, 2005 5:48 pm, edited 1 time in total.

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Post by Yohann » Thu Aug 04, 2005 5:56 pm

Thanks you very much, Sir Lister of Smeg.
It can be useful, but I think there are also some code in D2Game.dll to modify.

It seems you are new on the keep, so welcome and continue on that way :)
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Post by Joel » Fri Aug 05, 2005 7:53 am

Yep, seems some part are hidden in D2Game.dll
A concern of me is that can we simply hijack the cube open portal recipes to have a way to CHOOSE where the portal ends and how many portal are accessible ?
Kind of CubePortal plug in ?
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Re: PlugY convertion to LoD 1.11

Post by kingpin » Fri Aug 05, 2005 10:30 am

Yep, seems some part are hidden in D2Game.dll
A concern of me is that can we simply hijack the cube open portal recipes to have a way to CHOOSE where the portal ends and how many portal are accessible ?
Kind of CubePortal plug in ?
In 1.10 all objects for portals used same code, just used different params and all was called in d2game or atleast what I remembered.

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Post by Yohann » Sun Aug 07, 2005 4:36 am

In 1.10 all objects for portals used same code, just used different params and all was called in d2game or atleast what I remembered.
Well in 1.11 I won't bet on that.
One example :
There are a function for open/close any ui page (like stat page, skill page, inventory, etc.).
This function always exist in 1.11 but sometime not used (always used in 1.10) !!!
Instead the function is inlined or something like that !
So when I want to modify this function I must modify each place where it is inlined !!!

The worst : I have simplify the problems in this example... :roll:
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Re: PlugY convertion to LoD 1.11

Post by Tiddalick » Sun Aug 07, 2005 1:02 pm

Hello there,
I think more amatuer modders such as myself would appreciate it if you revealed the changes that you make in getting the Battle Net World Events active in 1.11. That is, the Hard code changes that you do in making it possible.
While I am quite adept in the txt file manipulation, I have no idea how to do hard code changes (though I have fiddled a little).

I realise that my request means basically creating a tutorial on it, though im sure that it would be greatly appreciated by others as well.

I hope that you at least consider doing this. :D

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Post by Yohann » Mon Aug 08, 2005 2:32 pm

Tiddalick, If you want info about any feature of PlugY, the PlugY.log have all change made by PlugY so after you just need to follow the PlugY function called.
But it's a little complex (but not too much) so before go learn how to do code editing...

* About the convertion now :
Like you see I have progressed a lot now :)
But I will need more info about the new Uber quest :
- Where you must be in Hell Act5 to generate the red portal.
- Where the red portal openned (behind you like for cowrun ?)
- When you enter a new level there are some monsters ?
- Where iare each Uber Boss ? (I will surely need a screnshot for each)
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Post by Joel » Mon Aug 08, 2005 5:56 pm

- Where you must be in Hell Act5 to generate the red portal.
In Town

- Where the red portal openned (behind you like for cowrun ?)
Next to you

- When you enter a new level there are some monsters ?
Yep, normal monster used from the levels.txt row

- Where iare each Uber Boss ?
Uber Lilith, Uber Duriel, Uber Izual, Uber Diablo, Uber Meph, Uber Ball, seek them in monstats.txt
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Post by Yohann » Mon Aug 08, 2005 6:06 pm

Good answer, Joel :D
It was I wanted ;)

So I guess for the red portal it's only in town ?

For each Uber they have a predifined possition in monstats.txt ?

So if I have understood, to implement Uber Guest, I must do :
- When cube formula done in Harrogath : Open a red portal to a random level, close to the player (I hope I don't need to define where in the target level it should be opened)
- In the level I must spawn the Uber by reading their position in monstats.txt

That is a good remuse or I have miss something ?
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Post by Joel » Mon Aug 08, 2005 6:10 pm

That's it ... but I bet the code for this is already there but inactive.
Seek around the "Spawn monster" functino and see if anything special is into it
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Post by Ulmo » Tue Aug 09, 2005 11:44 am

Impressive work yohann 8-O
Your plugY will be ready before I even installed patch 1.11 !

Edit :
As people start to think that 1.11 has to be forgotten, it seems that most mods will still be developped for 1.10.
In fact, the only changes I see for modders is the fix for sinergy-bug and the rebug for upgrade etheral.
An alternate 1.11 seems to be easier to do starting with 1.10. Many uber-adds can be softcodly added (and *.txt are much less bugged in 1.10).

So here it comes : what do you think of enabling portal-opening/uber-spawn also for 1.10 ? Someone will try to add it, and I think you're best informed on how to do it anyway...
Last edited by Ulmo on Wed Aug 10, 2005 11:53 am, edited 1 time in total.

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Re: PlugY convertion to LoD 1.11

Post by Sleeper » Wed Aug 10, 2005 11:27 am

Yohann,great work!:) It't really impressive

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Post by Joel » Wed Aug 10, 2005 1:37 pm

Ulmo";p="237342" wrote: So here it comes : what do you think of enabling portal-opening/uber-spawn also for 1.10 ? Someone will try to add it, and I think you're best informed on how to do it anyway...
As I already said , best is to have a separate Plugin that allow softcoded cube recipes to a chosen maps. SO anyoen can add any nbr of whatever bonus map
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