Whist Mod

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Whist Mod

Post by onyx » Sat Nov 19, 2011 8:26 am

Whist Mod

Mod Maker: Kidpaddle94
Diablo II Version: 1.13c

Story

Lot of details have been changed. NPC have different stories, characters have new specialities, etc...
The mod also brings some characters of the lore which weren't implemented in the original game, such as Inarius or Kabraxis.

Items

Base Items:

Lot of new items are added to the mod. The gear items are also classed in a three tier system: Normal, Superior, Elite.
Many new class specific and general gear items have been added.

Unique Items:

Forget the Stone of Jordan and Rattlecage, they are all gone. Unique items are all brand new in the mod.

Uniques are improved a lot in the mod. Also, each base item has it's unique version in it's three tier.
The elite version of an unique item can be found in uberquest areas only. Unique items also (always) spawn with the maximum number of sockets the base item can have.

Set Items:

As for uniques, forget the old original sets, they are all gone. Sets are also all class specific.
As the uniques, set items spawn with the max sockets number the base item is allowing.

Runewords and Gemwords:

Enigma and Fortitude are gone. All original runewords are being replaced! The new Runeword system also allows much more customization to the Runeword itself. As for the Gemwords, they will simply improve a lot the use of gems.

Runes and Gems:

All original runes and gem effects have been reworked. There are also new types of gems and runes added in the mod.
There is also the gem fusion system that will be available, to create your own new gem type from the existing gems.

Misc:

Some new right-clickable items and potions are added to the mod. Healing and Mana potions are improved a lot, and now regenerate life and mana to 100% over a number of seconds. Higher potions take less time to regenerate to full life.

Characters

Smite and Hammers? Forget them, they are gone. All old skills are replaced by new and improved ones. The tree concept also been totally remade.
Each characters also have some advantageous innate abilities. Each characters also have new favored armors and weapons.

Monsters

Monsters are faster, better, harder, stronger. The difficulty of monsters have been improved. Their AI has been enhanced, they have new abilities, they are more resistant, etc... The elite monsters will also give a little more challenge. Most of the original level population is being changed and improved. New monster types are also added, such as werwolves, dragons, etc...

Hirelings are getting more inventory space: They now can wear boots, gloves, belts, and amulets.
Their intelligence is also being improved. They're also getting many new abilities.

Uberquests

Many new optional uberquests are added to the mod. Most of the new quests features some new bosses such as Inarius, Kabraxis, Belial, etc...
Each quest has it's own reward. The uberquest areas are also the only place where elite uniques and sets can drop. Some uberquests are located in secret places and requires certain conditions to access them.

Horadric Cube

The Horadric Cube is an important aspect of the mod due to the incredible amount of new possibilities available by the cube. Each characters start the adventure with the Horadric Cube. Many new recipes and systems were added. The cube will also be used to complete some quests and challenges.

Events

New events system are added in the mod. Also, the allied forces are doing a lot more than just guarding the town in the mod. You will often get stuck in the middle of wars between the allied forces and the evil side. Kahya's outer cloister assault is an example.

Code Edits

Here is a general list of code edits done in the mod.
  • Multiple Diablo II windows can be opened.
  • Main menu version text changed.
  • Softcore characters now show in an combat position in the character selection. Like Hardcore characters.
  • Some few miscellaneous things colors have been changed.
  • Super fast loading for TCP/IP joining games.
  • Hotkey function to show the mouse coords. The hotkey is set in whistmod.ini
  • Hotkey to show an extra stat screen. The hotkey is set in whistmod.ini
  • Hotkey to know what other players are wearing in Multiplayer.
  • Remaining life and mana values are showing in percentage over the globes. Can be turned off in whistmod.ini
  • /players command limit increased to 16.
  • Some boss death effects have been changed.
  • maximum oskill level of own class increased to 15 instead of 3.
  • New pSpell(s) have been added
  • Some few things have been changed on the shrines.
  • Some few bugs and errors fixed, such as the "Charm has no affix" error.
  • The Cow King superunique can be killed for an an unlimited amount of time without locking the cow level access.
  • Defense while running is enabled.
  • Maximum damage reduction increased to 75%
  • Totally reworked stat screen
  • Non-expansion characters no longer can be created.
  • New external DLL are loaded in the game.
  • Friendly fire has been enabled and can be used on some skills of my choice.
  • More items in the gamble screen.
  • The red color shift on level entering message has been removed.
  • Tempered items name color have been changed for the better dark green.
  • Reanimated monsters by from item properties now live 90 seconds instead of 60 seconds.
  • Runewords can also be done in magic items.
  • Smite damage display removed from shields since smite is being removed.
  • Screenshots are now saving in a Screenshot directory, and not directly in the Diablo II directory.
  • Blood Mana state now work as intended and also no longer crash the game if not used in a specific way.
  • The stash can be used out of town. This was needed since new (fake) towns are being added.
  • Starting mana is no longer bound to starting energy. Individual and different values can be set for both.
  • Arcane starscroll and summit effect reworked to work on more than a level.
  • ASCII message when entering the game.
  • Physical and magic pierce stats added to the mod.
  • Poison absorb% and flat poison absorb stats added to the mod.
  • Some quests rewards are reworked.
  • All qualities get the automagics.
  • Blizzard game event debug messages enabled and reworked.
  • The dark wanderer summoned monsters (when first seen in Act III) have been changed.
  • Pierce can break immunities.
  • Some trap spawned monsters have been changed.
  • Maximum gold limit increased.
  • Rebased Storm.dll by Kingpin
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Re: Whist Mod

Post by kidpaddle94 » Thu Dec 08, 2011 3:44 am

Thank you Onyx. Time for some screenshots now :)

The stat screen has been remade:
http://i41.tinypic.com/zstn3k.jpg
http://i42.tinypic.com/16idwzn.jpg
http://i39.tinypic.com/24mdpnk.jpg

PlugY extra stats pages have been reorganized a lot. You also can see some new things such as poison absorb, magic and physical pierce, summons synergies, etc...:
http://i39.tinypic.com/25aiwew.jpg
http://i43.tinypic.com/1gizhe.jpg
http://i43.tinypic.com/25zjh44.jpg
http://i43.tinypic.com/dm9qn5.jpg
http://i42.tinypic.com/2moqw4w.jpg
http://i42.tinypic.com/22c5rd.jpg

The collectible cards. This is a new concept, created for players who really enjoy farming some rare items even if they do not really need them.
Those cards are all 6 parts cards and each parts are very rare. Every card pieces are related to the game. (Baal, Paladin, etc...)
Once you have the six parts of a card, you can cube them and reconstitute the original collectible card. The card then can be added to your Collectors Charm, which will be used for some challenges...
http://i43.tinypic.com/2r3vvns.jpg

Many well known characters of the original game have different stories and past. Here is an example showing Gheed:
http://i40.tinypic.com/21jue0y.jpg

Many new characters are introduced in the lore as well:
http://i44.tinypic.com/akk8pv.jpg

Many new skills are added of course. The skill description is a thing I'm really trying to improve. The original game descriptions were boring, not enough detailed and all white with no colors. Here you can see my skill description style, and also an example of challenge unlocked skill:
http://i41.tinypic.com/qri0sl.jpg

A nice new font for the level entering message. The hardcoded red color shift also has been changed to gold:
http://i43.tinypic.com/16c2a34.jpg

Main menu. The character creation menu will be done soon:
http://i44.tinypic.com/ht5j0i.jpg
http://i43.tinypic.com/a3i58k.jpg

New hotkey functions. Hotkeys are set in whistmod.ini:
Mouse Coords: http://i43.tinypic.com/rtl56x.jpg (edited)
Quick Stats: http://i41.tinypic.com/59y7io.jpg (edited)
Uberquest Log: http://i41.tinypic.com/2wolov9.jpg
Quick Cube Recipes List: http://i42.tinypic.com/2sbq4vl.jpg

The Mercenary can now wear boots, belt, gloves and amulet:
http://i40.tinypic.com/205qo1j.jpg

Many new chat commands are being added:
.stash: to either open or close the stash from distance. http://i40.tinypic.com/21k9h8i.jpg
.cube: to either open or close the Horadric Cube from distance. http://i43.tinypic.com/72ulxk.jpg
.score: tells to the player his kills/deaths/hits taken and overall. http://i39.tinypic.com/nqpco3.jpg
.sharescore: sends a message that everyone can see to share your score. http://i42.tinypic.com/6jf4wh.jpg
.ver: tells the current mod version that you are using. http://i43.tinypic.com/volfo4.jpg
.lvlinfo: tells some informations related to level-up. http://i43.tinypic.com/2644c48.jpg
.date: tells current date. http://i44.tinypic.com/wkfsyu.jpg
.speed: tells your current speed stats. http://i39.tinypic.com/14dd79l.jpg

The monster and player scanner. Note that this feature can be toggled to on and off by pressing the hotkey set in whistmod.ini
Simply aim a monster or a player and press CTRL:
Monsters: http://i41.tinypic.com/25ko0om.jpg
Players: http://i41.tinypic.com/11b41te.jpg

The transparency has been removed from hireables/summons icons and monsters life bar.
Icons: http://i42.tinypic.com/16jhhyu.jpg
Life Bar: http://i41.tinypic.com/21jcgu1.jpg

More coming soon ....
Last edited by kidpaddle94 on Sun Feb 05, 2012 1:25 am, edited 9 times in total.

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Re: Whist Mod

Post by prodigypm » Sat Dec 10, 2011 7:59 am

Nice moding - nice updates :) I will be glad to see more from you cuz you seem to be doing fine . (seems that your mod is the newest )
After observing and analyzing I see and druid or amazon are gonna be interesting . Pala on zeal will be a challenge :)

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Re: Whist Mod

Post by Marvell » Thu Mar 08, 2012 12:32 am

I hope this comes out soon..looks nice.

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Re: Whist Mod

Post by marquise » Sun Mar 11, 2012 5:01 pm

Looking forward to try this out, hope it will be released before D3

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Re: Whist Mod

Post by HarvestWombs » Mon Mar 12, 2012 1:34 am

[quote=marquise"]Looking forward to try this out, hope it will be released before D3[/quote]
Everyone says that about every mod in development. haha
Sadly enough, it probably will ;)

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Re: Whist Mod

Post by marquise » Mon Mar 12, 2012 11:17 am

Well i said that to at your youtube channel =)) With other name ofc.

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Re: Whist Mod

Post by kidpaddle94 » Mon Apr 23, 2012 4:20 am

Time to post some news on what has been done on the mod recently. To allow more customization or even allow more possibilities, I recently started to replace many aspects of the game code. Here is what has been replaced yet...

The automap text:

The original one was not customizable a lot. It was all in a chain, and the only (easily) modifiable aspect of it was the text color. :/
In the mod, that code has totally been replaced and now allow much more customization.
First of all, I can add as many information lines as I want. I could make the whole screen height filled of text if I wanted ^^

Other things such as the font and the color are easily customizable as well.

Of course I kept it pretty simple. Mine currently displays, in that order:
- Current Level Name
- Current Act
- Current Difficulty (even in Normal)
- Current Mod Version
- Current resolution
- Current players setting (/players command)
- The time you have played (Hours:Minutes:Seconds)
- Expansion
- The Game Version (v1.13c)

And finally, the color is customizable via the ini configuration, and even can be changed while in-game with Chat commands.
Screenshots:
http://i44.tinypic.com/311q5b9.jpg
http://i42.tinypic.com/23li3kg.jpg

-----------------------------------------------------------------------------------------------------------------

The Stat Screen:

That was was very annoying to edit in ASM. Everything about it was hardcoded, and coded in chains which needed to be expanded for a little more customization. I finally replaced almost everything of it, allowing much more customization.

For D2Mod users, think of the D2NewStats plugin by Dav92, but with even more features....
I can add new stats displays, which can be capped (will become gold and no longer increase, like resists). I also can make them have no cap.
I can add new mouse-hover popups as well, kinda like the chance to block that popups when you mouse-hover the defense area.

Screenshots:
http://i44.tinypic.com/k00qh4.jpg
http://i42.tinypic.com/i4hldh.jpg
http://i43.tinypic.com/2gt57de.jpg
http://i43.tinypic.com/1znqrsw.jpg
(Note that stats are hacked on this character, because that is my test character. So the used stat points display is exaggerated)

-------------------------------------------------------------------------------------------------------------------

Chat Commands:

This one was an another badass, all coded in a chain and boring to expand in ASM. I simply created my own chain.
My new commands are dot commands. Like ".CommandName" instead of "/CommandName".

many new things can be done, the possibilities are almost unlimited. Move you to a location, display a text, open something, execute something, etc...
There is also the UIsettings system that has been implemented with it, which has been showed a little in the Automap text screenshots section.

-----------------------------------------------------------------------------------------------------------------------

Automap Vectors:

One of the cool features of d2, but very limited. This code has been expanded a lot in the mod.
Now I can display specific units on the automap, with vectors of the color I want, with their name of the color I want.

Of course, I didn't display all monsters like well known maph@cks, but only some units like heroes, etc...
More details and screenshots can be found there: viewtopic.php?f=35&t=59343

---------------------------------------------------------------------------------------------------------------------------

Quests:

Those ones were a hard one. Not easy to modify/expand. What I did is I simply created my own (separated) quest system.
More details and pictures there: viewtopic.php?f=35&t=59331

----------------------------------------------------------------------------------------------------------------------------

Monster Lifebars:

I always wanted to have long bars for bosses. Just by seeing the long bar, you know it's a boss, and I liked that. The only thing is the the slain text was then broken, because the softcoded way is obviously to add spaces to the monster names in the tbl files.

My new code allows me to ...
- Change the bar width for specific units, or type of units. Example all act bosses, etc...
- Change the monster name color for specific units or group of units. basically, that allows me to create new "specials" like champions, uniques, etc...
- Display new informations (Dynamically), such as monster level.

Screenshots:
http://i42.tinypic.com/m8l76b.jpg

-------------------------------------------------------------------------------------------------------------------------------

And that is all, for now ^^

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