What does your mod look like?

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

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Xaphan
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Re: What does your mod look like?

Post by Xaphan » Mon Jul 09, 2012 2:01 am

Thanks :)

I changed the font because the old one was a bit too small for a default font of the game. This one is bigger and should make every text easier to read. I'm still using the small font, but only at some places, like stat screen.

And while i'm speaking of stat screen, here is some new from it :

It now look like this :
Image

When you level up, you get 10 stat points, but you can't put thems anymore in strenght, dexterity, vitality and energy like vanilla. Here it's a bit different :

At the top on the screen, there is 3 numbers in circles. The one in blue is energy, the one is red is strenght and the one in green is dexterity. You can imprve thems with item, and also when you increase a mastery (wich give you acces to a skill tree, each character have 2 masteries). Energy, Dexterity and Strenght are all required to equip most items in the game.

Next, you have the 4 stats you can increase with stat points :
- Vitality : like in the original game. You got 2 health point per vitality.
- Intelligence : also like the original game. You got 2 mana points per intelligence.
- Wisdom : this one decrease the fame cost of specialities. (Specialities are 4 passive skill tree, and you can choose one of the 4). Cost is reduced by 0.1% per Wisdom.
- Might : this increase the power of all damage skills (also damage from pets). Every skills, including the ones not related to any masteries is affected. Each point increase damage by 1%.

I did this so, players will chose when making their character, if they want :
-> More health
-> More mana (mana doses NOT regen, like life)
-> Less cost to get nice passives skills
-> More damage

And not something like :
I put just what I need to be able to use my stuff, and rest go in vitality.

As always, all idea to improve are welcome :)

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kidpaddle94
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Re: What does your mod look like?

Post by kidpaddle94 » Mon Jul 09, 2012 2:12 am

I really like your stat concept :D
The stat screen looks very good as well.

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Re: What does your mod look like?

Post by Eimernase » Mon Jul 09, 2012 3:47 pm

Titan Quest send greetings :mrgreen:

Interesting concept :good:

Maybe you should test, if you have enough visible room with your new font at Experience-values in your statscreen...the font looks good, but it look so you didnt have enough visible room for values like billions in experience with them.

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Re: What does your mod look like?

Post by Jeewdew » Mon Jul 09, 2012 9:21 pm

Eimernase" wrote:Titan Quest send greetings.
I dig you man! =D
But getting this system into Diablo 2 is just plain perfect!
I hope that the mod will be in English too - unless you've translated some stuff into French ofc in the code base.

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Re: What does your mod look like?

Post by Xaphan » Mon Jul 09, 2012 10:15 pm

When I will release the mod (at least its first version), it will probably be 100% french. But everything can be translated later. It's, hovewer, a very big task, as there is probably more than 10.000 new strings in the tbls. And many more still to be added. That's why I won't do it immediatly.

Oh, and for mod progress, I need to :
- Finish crafting system (almost 50% done).
- Finish the last class skills.
- Fichish at least the first act map. Others acts will probably come later.

First version I want to release is mostly a preview, to get poeple critics and ideas, so I can improve the mod. (Too much drops ? Not enought ? Useless skills ? Boring maps and/or quests ? Things like this.)

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Re: What does your mod look like?

Post by mirecek » Mon Jul 09, 2012 10:18 pm

well, at least it is a good opportunity to learn french!!
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Re: What does your mod look like?

Post by kidpaddle94 » Thu Jul 19, 2012 6:27 pm

I'm currently recoding my sub-quest system from scratch, to improve it (both the code and the general customization of it in-game)
Also, it's no longer in a separated UI, it's been merged in the quest screen. And Black_Eternity made a fantastic quest screen UI, which makes it even more awesome. Thanks to him ^^

I also changed some few things of the old quest screen, like the icons position, the font, etc...

Here is what I have done yet:
http://i48.tinypic.com/2qtlnvt.jpg

and colored icons:
http://i47.tinypic.com/315hguv.jpg

Edit: and a new banner for my D2SE plugin. I like it ^^
Image

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Re: What does your mod look like?

Post by Eimernase » Fri Jul 20, 2012 11:05 pm

After 6 hours work...my new graveyard-gate is finish :)

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Re: What does your mod look like?

Post by HarvestWombs » Fri Jul 20, 2012 11:38 pm

Eimernase" wrote:After 6 hours work...my new graveyard-gate is finish :)
Omg that is so cool! :D
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Re: What does your mod look like?

Post by PureRage » Sun Jul 22, 2012 1:09 am

Very nice work there!
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Re: What does your mod look like?

Post by weapon-x » Sun Jul 22, 2012 1:17 am

cool gate :twisted:

i think it would blend in much better if you use a desolated-looking / recolored ground tiles :)

perhaps some cave ground tiles?

awesome :mrgreen:
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Re: What does your mod look like?

Post by HarvestWombs » Sun Jul 22, 2012 4:19 am

weapon-x" wrote:i think it would blend in much better if you use a desolated-looking / recolored ground tiles :)

perhaps some cave ground tiles?
Thats just a test. He is altering TownW1.ds1, lol.
But still amazing. I want it, haha.

Edit:
Doing some testing but im not sure which of these colors i like better, so i came here to ask you guys.
Image
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Re: What does your mod look like?

Post by Jeewdew » Sun Jul 22, 2012 8:25 am

Black_Eternity" wrote:Edit:
Doing some testing but im not sure which of these colors i like better, so i came here to ask you guys.
Image
I'dd say the first one. The deep red is a bit to hard to read. =)

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Re: What does your mod look like?

Post by Eimernase » Sun Jul 22, 2012 12:50 pm

weapon-x" wrote:cool gate :twisted:

i think it would blend in much better if you use a desolated-looking / recolored ground tiles :)

perhaps some cave ground tiles?

awesome :mrgreen:
No worry, there are more as this gate only...like tombs, pillars, a big cross and also greyed floortiles. ;)
Was just tested the gate in townmap (to see, if there are few bad pixels around them), because it was the heaviest part from my graveyard-tiles.


@Black_Eternity: the first, as Jeewdew said the second is to bad to read

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Re: What does your mod look like?

Post by Phlogistos » Tue Jul 24, 2012 8:22 am

I came here to get some information about modding.
Now that I've seen your great work (GUIs, new concepts, artwork and all) I feel rather intimidated. :(
On the + side, looks like there'll be some great mods around soon :D.

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Re: What does your mod look like?

Post by Eimernase » Wed Jul 25, 2012 11:43 am

Act 4 Townmap :)

Image

next part is create new tiles and objects for waypoints (different in all acts) :onfire:

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Re: What does your mod look like?

Post by Phlogistos » Wed Jul 25, 2012 3:36 pm

Großartig!

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Re: What does your mod look like?

Post by Eimernase » Wed Jul 25, 2012 3:45 pm

better you write here in english only...so all can understand what you mean and not only german speaking people :lol:

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Re: What does your mod look like?

Post by Phlogistos » Wed Jul 25, 2012 3:49 pm

Großartig is universal. ;)
Ok:
Great work, Bucketnose!

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Re: What does your mod look like?

Post by kidpaddle94 » Mon Jul 30, 2012 12:04 am

Some previews of new pSpells in Whist Mod :D

First, my favorite one yet I think, the warping pSpell. Red portals were a little buggy and had the disadvantage of not being able to travel through acts. The warp is the new solution to travel to my uberquests :P The destination level is set in Misc.txt. I might add a "cast overlay" as well later.


For others, there is nothing very interesting to show, screenshot-talking. But here is what they do:

First we have the waypoint activation pSpell. You specify the act of which you want to activate the waypoints in Misc.txt. 6 = all acts

Then I have another one that will set your experience to the required experience for next level. That is a kind of level-up pSpell.

Then, another one that will kill the player who uses it. That is obviously, intended for some trap pSpell (cursed). Will work in town as well.

Finally, I plan on making a skill pSpell which will cast the skill specified in Misc.txt with the slvl specified in Misc.txt, and one that spawns monsters (either Superuniques or normals, softcoded).

On a side note, I have plans on making a plugin for all of these new pSpells, excluding the monster spawning one since Dav92 already released a good one. If I make a plugin for them, it will be for v1.10f.

The said plugin will include these pSpells:
waypoints activation
level-up
trap (kill)
warping
cast skill

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Re: What does your mod look like?

Post by weapon-x » Mon Jul 30, 2012 2:46 am

I have plans on making a plugin for all of these new pSpells, excluding the monster spawning one since Dav92 already released a good one. If I make a plugin for them, it will be for v1.10f.

The said plugin will include these pSpells:
waypoints activation
level-up
trap (kill)
warping
cast skill
i am looking forward to this bro especially the warp and skill cast :cry:

i wished someone would make a plugin out of em, for a very very long time now :-|

good luck on your project, and i will be looking forward for your plugin release ;)


Cheers
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Re: What does your mod look like?

Post by kidpaddle94 » Mon Jul 30, 2012 3:27 am

weapon-x" wrote: i am looking forward to this bro especially the warp and skill cast :cry:

i wished someone would make a plugin out of em, for a very very long time now :-|

good luck on your project, and i will be looking forward for your plugin release ;)


Cheers
Yes, and you're not alone I think. Many people wanted to do this. That is the main reason why I will try to port them into a plugin. (Because I was at some point, one of the person asking for it. So I decided to share it with others now that I can do it)
That will also solve the questions "how to make pSpell to cast skills" :P

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Re: What does your mod look like?

Post by Xaphan » Mon Jul 30, 2012 12:46 pm

Now that is good news :)

I was planning to use red portals to make some "dungeons maps" that lead to special dungeons when right clicked, but with your warp system, this will be even better !

Note there is already a plugin for 1.10f for waypoints activation.

I have a question about your warp plugin ; Doses it allow a player to warp in an act he should normally can't be in ? Like, I'm in act 1 and haven't kill Andariel, can I warp to, say, act 3 ?

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Re: What does your mod look like?

Post by HarvestWombs » Mon Jul 30, 2012 12:54 pm

Xaphan" wrote:Note there is already a plugin for 1.10f for waypoints activation.
The current one only activates 1 waypoint at a time, Kp's activates the entire act.
Xaphan" wrote:I have a question about your warp plugin ; Doses it allow a player to warp in an act he should normally can't be in ? Like, I'm in act 1 and haven't kill Andariel, can I warp to, say, act 3 ?
From what I know you can warp anywhere at any time, I don't think he has added checks for it yet.
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Re: What does your mod look like?

Post by Xaphan » Mon Jul 30, 2012 1:45 pm

Black_Eternity" wrote:
Xaphan" wrote:Note there is already a plugin for 1.10f for waypoints activation.
The current one only activates 1 waypoint at a time, Kp's activates the entire act.
Right, I did not read well, sorry !

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