[1.10]New D2ModPlugins
Moderators: Nefarius, Yohann, SVR
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- Angel
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Re: [1.10]New D2ModPlugins
Xaphan is right, currently the menus are built like I am using them in my mod.
Re: [1.10]New D2ModPlugins
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 ^^
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 ^^
Re: [1.10]New D2ModPlugins
It should work if you give it ally restrictions in monstats.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 ^^
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- Angel
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Re: [1.10]New D2ModPlugins
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.
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
Hi, friend ,Very good.
Re: [1.10]New D2ModPlugins
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
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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- Angel
- Posts: 505
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Re: [1.10]New D2ModPlugins
Maybe, I first have to do a couple of other things, like softcoding the outdoor areas, but after that I'll do it.
Re: [1.10]New D2ModPlugins
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.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.
Thank you, thank you, thank you.
Best Regards,
GB
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- Angel
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Re: [1.10]New D2ModPlugins
Yes, you would be able to do that, but it's a big task to write that plugin, so don't expect anything soon.
Re: [1.10]New D2ModPlugins
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'....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.
Have a good one!
GB
Re: [1.10]New D2ModPlugins
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.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.
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Re: [1.10]New D2ModPlugins
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
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
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- Posts: 33
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Re: [1.10]New D2ModPlugins
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
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
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- Posts: 33
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Re: [1.10]New D2ModPlugins
Edited:
Oops! Double post.
What a shame...
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...
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
Oops! Double post.
What a shame...
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...
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
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
Re: [1.10]New D2ModPlugins
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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- Posts: 33
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Re: [1.10]New D2ModPlugins
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! )
I'll thank you 'till the ends of time...
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
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- Arch-Angel
- Posts: 1218
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Re: [1.10]New D2ModPlugins
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, ..)
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, ..)
"Each of those few chords separated by complete silence feels like a knife wound to the heart"
There is no greater sorrow than to recall happiness in times of misery. Draconian
There is no greater sorrow than to recall happiness in times of misery. Draconian
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- Angel
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Re: [1.10]New D2ModPlugins
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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- Posts: 33
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Re: [1.10]New D2ModPlugins
So that was the acronym for...
Thanks!
And sorry to disturb anybody!
I didn't know that quantity and quantity information are the same stuff.
Thanks again!...
Thanks!
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
[1.10]New D2ModPlugins by Dav92
Available Right here... viewtopic.php?f=133&t=57003
Re: [1.10]New D2ModPlugins
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
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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- Angel
- Posts: 505
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Re: [1.10]New D2ModPlugins
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.
Re: [1.10]New D2ModPlugins
Hmm, that's what I expected
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
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
Re: [1.10]New D2ModPlugins
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)
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.
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- Angel
- Posts: 505
- Joined: Thu Oct 26, 2006 2:53 pm
Re: [1.10]New D2ModPlugins
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.
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.
Re: [1.10]New D2ModPlugins
Doesn't appear to work.
Also, town portals/spawns/corpses all seem to spawn on my waypoint, instead of their proper location. Pictures follow.
Also, town portals/spawns/corpses all seem to spawn on my waypoint, instead of their proper location. Pictures follow.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.