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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Re: What does your mod look like?

Post by weapon-x » Sat Mar 31, 2012 3:16 pm

my new statpage is almost done now :mrgreen:

i am really happy with how it looks, so i thought i'd share this with you guys,

hoping to inspire the community in my own little way :mrgreen:

:twisted:

Image

*i have to add some more display stats for those empty panels and i think this need further retouching

credits to Dav92 for the d2newstats and d2expres, necrolis and black_eternity for the source gfx

Image

cheers

edit: a more polished image
;)
Last edited by weapon-x on Sun Apr 01, 2012 10:29 am, edited 2 times in total.
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Re: What does your mod look like?

Post by kidpaddle94 » Sat Mar 31, 2012 6:09 pm

Wow, excellent work! It really looks great. I just hope you are planning some hover-popup texts, because it might be unclear some times with only icons and no text. Some of them are obvious, but there are some I just can't guess what it does.

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Re: What does your mod look like?

Post by HarvestWombs » Sat Mar 31, 2012 10:58 pm

HOLY %^&$@#$%@^^@$%@$!!#$)(^!$*#%#!!
I am impressed. truly good work here.
Maybe instead of coding new popup text you could just put little notes on the icon like your level.
Or maybe just make a little more room to put a string using Dav's new stat plugin.
But great work! ;)
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Re: What does your mod look like?

Post by weapon-x » Sun Apr 01, 2012 1:11 am

i also managed to move vanilla attack_rating and def popups on top of their respective icons ;)

adding more hover pop-ups would be awesome, but on my current level of CE... probably nearly impossible :oops:

thanks for the suggestions guys... this ui is done on PS and i distributed the panels to individual layers so moving and adding

more gfx like some text desc won't be hard :mrgreen:

:)
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 1:38 am

weapon-x" wrote:adding more hover pop-ups would be awesome, but on my current level of CE... probably nearly impossible :oops:
Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.

Then perhaps short desc text on the icons ^^

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 2:11 am

kidpaddle94" wrote:Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.

Then perhaps short desc text on the icons ^^
Really? i would love to know more about this.
And yes unfortunately the D2NewStats plugin does not support pophover atm.
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 2:21 am

Black_Eternity" wrote:
kidpaddle94" wrote:Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.

Then perhaps short desc text on the icons ^^
Really? i would love to know more about this.
And yes unfortunately the D2NewStats plugin does not support pophover atm.
My function is made in my C++ module, so I doubt it would be of good use for you or weapon-x.
But to resume, it gets the UIvar and draw rectangles with an opacity setting, based on current mouse coords.

I can pm you more informations if you want.
Edit: There we go, but I won't post the defines of all functions and all, this is just a snippet on how to do this:

Code: Select all

BOOL Design::wNewHoverPopup()
{
	if (!ClientReady(FALSE) || !wNewHoverPopup|| !GetUIVar(UI_CHARACTER))
		return FALSE;

	if ((MouseX ==  Xpos) && (MouseY == Ypos))
	{
	Rectangle(PosX, PosY, SizeX, SizeY, 0, 1);
	DrawOut(PosX, PosY, Color, FontCode, "Some text and sprintf %s", Variables to replace %s/%d whatever);
	}

	return TRUE;

}
Last edited by kidpaddle94 on Sun Apr 01, 2012 4:23 am, edited 2 times in total.

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 2:37 am

kidpaddle94" wrote:My function is made in my C++ module, so I doubt it would be of good use for you or weapon-x.
But to resume, it gets the UIvar and draw rectangles with an opacity setting, based on current mouse coords.

I can pm me you more informations if you want.
Interesting, i'll have to look into it.
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 2:42 am

I edited my previous post, I hope it can be of any interest for someone.

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Re: What does your mod look like?

Post by weapon-x » Sun Apr 01, 2012 2:53 am

kidpaddle94" wrote: perhaps short desc text on the icons ^^
i will just stick into avoiding the text icons... and try to see what i can do with the hover text functions...

i'm keeping my current setup for now :P

after all, a ui is just a single aspect of the game... Epic Gameplay Systems is more of importance :mrgreen:
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 3:38 am

Here is a little preview of what my shown function actually does. This is a quick example, I still need to work it out a little, but it was just to show a little preview. So in this example, when I put my mouse in the small box under the Mana display, my popup for mana regeneration appears.

Picture 1: http://i42.tinypic.com/167l0js.jpg
Picture 2: http://i42.tinypic.com/2hnt4lc.jpg

It literally takes 5 minutes to set-up a working popup with this function, pretty useful :D

Here is the example I used:

Code: Select all

BOOL Design::wNewHoverPopup()
{
	if (!ClientReady(FALSE) || !NewHoverPopup || !GetUIVar(UI_CHARACTER))
	return FALSE;

	//Mana Regen Popup Beginning
	if ((MouseX == 146) || (MouseX == 145) || (MouseX == 144) || (MouseX == 143) || (MouseX == 142) || (MouseX == 141) || (MouseX == 140) || (MouseX == 139) || (MouseX == 138) || (MouseX == 137) || (MouseX == 136) || (MouseX == 135))
	if ((MouseY == 349) || (MouseY == 350) || (MouseY == 351) || (MouseY == 352) || (MouseY == 353) || (MouseY == 354) || (MouseY == 355))
	{
	Rectangle(130, 310, 170, 15, 0, 2);
	DrawOut(140, 320, 3, 6, "Current Mana Regen: ÿc0%d%%", (GetUnitStat(Me, STAT_MANAREGEN)));
	}
	//Mana Regen Popup End

	return TRUE;

}
Last edited by kidpaddle94 on Sun Apr 01, 2012 4:05 am, edited 2 times in total.

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 3:52 am

kidpaddle94" wrote:Here is a little preview of what my shown function actually does. This is a quick example, I still need to work it out a little, but it was just to show a little preview. So in this example, when I put my mouse in the small box under the Mana display, my popup for mana regeneration appears.

Picture 1: http://i42.tinypic.com/167l0js.jpg
Picture 2: http://i43.tinypic.com/dcvlv4.jpg

It literally takes 5 minutes to set-up a working popup with this function, pretty useful :D
Nice. I like the border around it.
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 4:04 am

I'm just not sure if my way to define the mouse hover areas is the best, but that's the only way I could think of.
To resume, what I do is I define a chain of mouse positions for both X and Y.

Edit: I added the function used by the example screenshot to my previous post.

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 4:19 am

kidpaddle94" wrote:I'm just not sure if my way to define the mouse hover areas is the best, but that's the only way I could think of.
To resume, what I do is I define a chain of mouse positions for both X and Y.

Edit: I added the function used by the example screenshot to my previous post.
Not too sabby in C++ but couldnt you do...

If ((MouseX <= 146) || (MouseX >= 135))

I know that || means Logic OR, but i dont know how it functions with these two operators. maybe use &&?
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 5:54 am

Okay, I got something working. Now the creation of hover areas will be much easier. Here is how I set it up.

Code: Select all

BOOL Design::wNewHoverPopup()
{
	if (!ClientReady(FALSE) || !NewHoverPopup || !GetUIVar(UI_CHARACTER))
	return FALSE;

	//Mana Regen Popup Beginning
	if (MouseX > 133)
	if (MouseX < 148)
	if (MouseY > 347)
	if (MouseY < 357)
	{
	Rectangle(130, 310, 170, 15, 0, 2);
	DrawOut(140, 320, 3, 6, "Current Mana Regen: ÿc0%d%%", (GetUnitStat(Me, STAT_MANAREGEN)));
	}
	//Mana Regen Popup End

	return TRUE;

}
Final result: http://i41.tinypic.com/2qd32pt.jpg

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 8:08 am

Good work, and yes that will be much easier to create new ones.
Now if only i could figure out how to make in my mod. :lol:
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Re: What does your mod look like?

Post by weapon-x » Sun Apr 01, 2012 10:17 am

Black_Eternity" wrote:Now if only i could figure out how to make in my mod
same here :P

if only there is a general step by step tutorial for this level of CE

the d2 modding world will rock :twisted:

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

Post by Xaphan » Sun Apr 01, 2012 1:41 pm

Sharing ideas make the whole comunity advance, so it's always good ;)

Btw, here is my new font:

Image

What do you think of it ?

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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 7:45 pm

@weapon-x & Black_Eternity, it's never too late to start. I personally started coding because I was modding on v1.13c (which is just a personal challenge), and there is nothing like D2Mod or NefEx, with awesome plugins for v1.13c. So if I wanted my mod to be superior than any other v1.13c mod, I had to code my own things.

I started by modding in ASM, but I knew I would have to get on an higher level later. I found an open source hack which had some good non-hack features. I contacted someone on this site I can't name here, and he modified the source for me, to remove all hacky features, and add some few minor things.

He also gave me the modded source, so I started to heavily modify it, and even add things. And that's how I learned. Some things that seemed impossible to me not so long ago, are now pretty easy.
I'm not expert in C++ yet for sure, but I learn slowly every days.

I would gladly release my source, but I can't because it's not mine at 100%. :-|
So the only thing I can do is show some snippets of what I add.

@Xaphan, it looks pretty good. I just find the text over orbs, not easy to read. The number seems to stack on each other.
Did you make it yourself? If so, excellent work. I myself failed at making my own font, lol.

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Re: What does your mod look like?

Post by Xaphan » Sun Apr 01, 2012 7:53 pm

You'r right, numbers are a but close next to each other. I still have to see how I can improve that (I smell hex editing here ^^).

I've not totally created the font. I used one and then made some adjustements to make it look better. (And still have to, like you see ^^)

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 01, 2012 9:25 pm

kidpaddle94" wrote:@weapon-x & Black_Eternity, it's never too late to start. I personally started coding because I was modding on v1.13c (which is just a personal challenge), and there is nothing like D2Mod or NefEx, with awesome plugins for v1.13c. So if I wanted my mod to be superior than any other v1.13c mod, I had to code my own things.

I started by modding in ASM, but I knew I would have to get on an higher level later. I found an open source hack which had some good non-hack features. I contacted someone on this site I can't name here, and he modified the source for me, to remove all hacky features, and add some few minor things.

He also gave me the modded source, so I started to heavily modify it, and even add things. And that's how I learned. Some things that seemed impossible to me not so long ago, are now pretty easy.
I'm not expert in C++ yet for sure, but I learn slowly every days.

I would gladly release my source, but I can't because it's not mine at 100%. :-|
So the only thing I can do is show some snippets of what I add.
I can get used to coding, however, I sometimes don't understand how to use with game.
For example the UIVar, and get stat stuff which throws my mind out the window.
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 9:59 pm

The UIvar is only a flag of opened UI page. So to resume, I make my code draw these only if the stat screen is opened.
Here is what I have in my source, not made by me though:

Code: Select all

#define UI_INVENTORY			0x01
#define UI_CHARACTER			0x02
#define UI_MINISKILL			0x03
#define UI_SKILL				0x04
#define UI_CHAT					0x05
#define UI_NPCMENU				0x08	
#define UI_MAINMENU				0x09
#define UI_AUTOMAP				0x0a
#define UI_CONFIG				0x0b
#define UI_NPCSHOP				0x0c
#define UI_ALTDOWN				0x0d			
#define UI_ANVIL				0x0e
#define UI_QUEST				0x0f
#define UI_QUESTLOG				0x11
#define UI_STATUSAREA			0x12
#define UI_WPMENU				0x14
#define UI_MINIPANEL			0x15
#define UI_PARTY				0x16
#define UI_TRADE				0x17
#define UI_MSGS					0x18
#define UI_STASH				0x19
#define UI_CUBE					0x1a
#define UI_BELT					0x1f
#define UI_HELP					0x21
#define UI_MERC					0x24
#define UI_SCROLL				0x25
Then you get the UIvar:

Code: Select all

#define GetUIVar(UI)					(GetUIVarSTUB(UI))
Then we have this:

Code: Select all

DWORD NAKED FASTCALL GetUIVarSTUB(DWORD UI)
{
	__asm
	{
		MOV EAX, ECX;
		JMP D2CLIENT_GetUiVar_I;
	}
}
And finally:

Code: Select all

FUNCTION(D2CLIENT, GetUiVar_I, DWORD FASTCALL, (DWORD dwVarNo), 0xBE400) //(v1.13c Pointer)

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Re: What does your mod look like?

Post by Xaphan » Sun Apr 01, 2012 11:33 pm

Result of improved font :

Image

Now this is WAY better ^^

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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 01, 2012 11:49 pm

Yes, it looks better now. Good work.

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Re: What does your mod look like?

Post by Needlez » Mon Apr 02, 2012 9:14 am

Image
Image
Image
Image

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