[1.10]New D2ModPlugins

Discuss applications of D2Mod (v1.10), NefEx (v1.11+), and PlugY, and post suggestions for future plugins.

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dav92
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Re: [1.10]New D2ModPlugins

Post by dav92 » Tue Nov 23, 2010 5:06 pm

Xaphan is right, currently the menus are built like I am using them in my mod.

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Xaphan
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Re: [1.10]New D2ModPlugins

Post by Xaphan » Tue Nov 23, 2010 11:40 pm

I just think about something :

Can you summon an ally (like a squeleton, or golem, or anything else) that follow you and assit you with the D2Spawn plugin ? If, yes, I allready know how to use this in my mod ^^

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Re: [1.10]New D2ModPlugins

Post by Lurix » Wed Nov 24, 2010 7:49 am

Xaphan" wrote:I just think about something :

Can you summon an ally (like a squeleton, or golem, or anything else) that follow you and assit you with the D2Spawn plugin ? If, yes, I allready know how to use this in my mod ^^
It should work if you give it ally restrictions in monstats.

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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Nov 24, 2010 9:41 am

I've never even thought about it, but you could try it like Lurix suggested.
But why should the scroll spawn an ally, you could do that by giving your char a skill for summoning or a charm with a charge for the skill.

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Re: [1.10]New D2ModPlugins

Post by lorryone » Thu Nov 25, 2010 3:02 am

Hi, friend ,Very good.

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Re: [1.10]New D2ModPlugins

Post by GeorgiaBoy » Sat Nov 27, 2010 9:49 pm

Hi dav92,

Do you plan on releasing a D2Mod plugin expanding afj's extended levels plugin, enabling 1024 levels with town portal?

Many Thanks,

GB

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Re: [1.10]New D2ModPlugins

Post by dav92 » Sat Nov 27, 2010 10:24 pm

Maybe, I first have to do a couple of other things, like softcoding the outdoor areas, but after that I'll do it.

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Re: [1.10]New D2ModPlugins

Post by GeorgiaBoy » Sat Nov 27, 2010 10:35 pm

dav92" wrote:Maybe, I first have to do a couple of other things, like softcoding the outdoor areas, but after that I'll do it.
Wow. So I would be able to generate more random outdoor areas? Another Tamoe Highlands, Blood Moor, etc.? That would be great!. That, with the new plugins and 1024 levels? Just wow.

Thank you, thank you, thank you.

Best Regards,

GB

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Re: [1.10]New D2ModPlugins

Post by dav92 » Sat Nov 27, 2010 10:40 pm

Yes, you would be able to do that, but it's a big task to write that plugin, so don't expect anything soon.

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Re: [1.10]New D2ModPlugins

Post by GeorgiaBoy » Sat Nov 27, 2010 10:44 pm

dav92" wrote:Yes, you would be able to do that, but it's a big task to write that plugin, so don't expect anything soon.
How about "It's done when it's done"? Hopefully the plugins will be available before Diablo III as not to get 'lost in the shuffle'....

Have a good one!

GB

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Re: [1.10]New D2ModPlugins

Post by cla$$ics » Sat Nov 27, 2010 10:46 pm

Yes, I'd also like a plugin that lets us make new mazes and outdoor levels, perhaps with the option of having a superunique in that map. All in all, sounds like a pretty cool idea, dav. ;)
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: [1.10]New D2ModPlugins

Post by Jc_sparc » Sun Nov 28, 2010 3:01 pm

Xaphan" wrote:I just think about something :

Can you summon an ally (like a squeleton, or golem, or anything else) that follow you and assit you with the D2Spawn plugin ? If, yes, I allready know how to use this in my mod ^^
:?: :?: :?:
Aside from summoning, can you create a new pspell that could make a non-consumable beltable item that could activate your unactive skills, you know, like the belt interface from D3...
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003

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Re: [1.10]New D2ModPlugins

Post by Jc_sparc » Sun Nov 28, 2010 3:46 pm

You've said that we could make the inventory images animated, should that be a .dcc or .dc6 file.
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003

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Re: [1.10]New D2ModPlugins

Post by Jc_sparc » Sun Nov 28, 2010 3:47 pm

Edited:

8-O

:oops: Oops! Double post.

What a shame... :oops: :oops: :oops:
I didn't even know about this before...
My online connection was cut.

I would appreciate if someone knows how to delete this post...

But honestly... I didn't mean to.... Sorry!

Such accidents won't happen again...

Please forgive me, this is my very first time to post on this forum... :cry:
At least somebody replies to me, I mean I've been through any sites with different accounts yet nobody replies to my questions, it's a good thing I've found this site...
Thanks ;)


Nice :!:
Last edited by Jc_sparc on Sun Nov 28, 2010 11:49 pm, edited 1 time in total.
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003

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Re: [1.10]New D2ModPlugins

Post by Necrolis » Sun Nov 28, 2010 4:13 pm

Firstly, don't double post, edit your post if you have something extra to add. Animated item images should be using multi framed dc6's
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Re: [1.10]New D2ModPlugins

Post by Jc_sparc » Sun Nov 28, 2010 4:25 pm

What do you mean when you say classic WW or quantity information in d2smallutility (You could kick me anytime, I'm a stupid new modder that's why! :cool: )
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003

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Re: [1.10]New D2ModPlugins

Post by mirecek » Sun Nov 28, 2010 4:59 pm

Jc_sparc: for the next time read the first post, and if you cannot find answer, use the search function.

classic ww / lod ww - the difference is that classic does not used weapon ias but had its own attack speed

quantity - it looks that the plugin allows to have more stacks for items that use quantity (books, arrows, ..)
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Re: [1.10]New D2ModPlugins

Post by dav92 » Sun Nov 28, 2010 4:59 pm

An adition to the quantity: The time is now in frames, so you would have to give it a param of 25 for 1 qty per second.

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Re: [1.10]New D2ModPlugins

Post by Jc_sparc » Mon Nov 29, 2010 12:50 am

So that was the acronym for...
Thanks! :D

And sorry to disturb anybody!
I didn't know that quantity and quantity information are the same stuff.

Thanks again!...
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003

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Xaphan
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Re: [1.10]New D2ModPlugins

Post by Xaphan » Thu Dec 02, 2010 6:18 pm

Dav92, can I, while using the D2Town plugin, move the lines in Levels.txt (and of course, adjusting the Id's)?

I mean, can i put, for exemple, my 50 act 1 levels first, and then only the act 2-5 normal row, or are some of the lines (or all) unmovable ?

I know it's not recommanded to move blizzard lines, but the town are now controled with a new txt, so I may move thems in levels.txt ? ^^'

This is just so they are all in order in the file, and it's easier to link thems, so if the answer is no, that's not a big deal.

Btw, great plugin, seems to not conflict with any other :)

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Re: [1.10]New D2ModPlugins

Post by dav92 » Thu Dec 02, 2010 6:26 pm

As there are no hardcodes with my D2Town plugin, you could move the levels around as you wish, but I think it could conflict with the way Blizzard coded the outdoor levels, because afaik they are hardcoded to the ID in levels.txt and therefore to the line.

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Thu Dec 02, 2010 6:40 pm

Hmm, that's what I expected :o

The fact is, exept the towns and the Den of evil (for now), i'm not using any of the normal levels : My mod is on a totally new map (presets with depends links to each others) so I will try and look what hapen :)

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Re: [1.10]New D2ModPlugins

Post by cla$$ics » Fri Dec 03, 2010 10:39 pm

Is it possible to change the starting location with this using the Starting Location tile? (IE, instead of spawning in the Rogue Encampment, you spawn in level ID 137)
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: [1.10]New D2ModPlugins

Post by dav92 » Fri Dec 03, 2010 10:54 pm

Yes, it's possible as long as the starting level is in act 1. You would just have to add a new line to the D2SpawnTown.txt with Act=0, SourceLvl=0 and TargetLvl=YourNewStartingLevelID.

Edit: With the next version you will be able to change the act, because for now if you, for example, create a new character and let it start in act5 the game will crash a couple of seconds after the character got spawned.

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Re: [1.10]New D2ModPlugins

Post by cla$$ics » Sat Dec 04, 2010 3:02 am

Doesn't appear to work.
Also, town portals/spawns/corpses all seem to spawn on my waypoint, instead of their proper location. Pictures follow.
Image
Image
Image
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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