BaseMod Plugin

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oli25
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Re: BaseMod Plugin

Post by oli25 » Sat Apr 06, 2019 9:37 pm

So my suggestion made it into the plugin! Thank you so much devurandom!!!
devurandom wrote:
Thu Apr 04, 2019 9:05 pm
refactored code to use Ctrl - Right Click
actually in MXL its ctrl + left click, not right :D

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Sat Apr 06, 2019 11:49 pm

No Problem, I had a lot of requests for that addition. :)

It's the same in this too Ctrl-Left Click, but I wasn't paying attention when I wrote that, cause I'm an Uber insomniac. :mrgreen:
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

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oli25
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Re: BaseMod Plugin

Post by oli25 » Mon Apr 08, 2019 8:20 pm

Your plugin is my favourite project on this forum right now! Looking forward for more awesome features! Thank you for your time. :D

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Mon Apr 08, 2019 11:03 pm

@oli25 TY ;)

BaseMod Plugin V1.12
- Ctrl Left Click Item extended to Inventory, Stash, Cube & Ground Drop
- Shift Left Click Beltable Item extended to Stash & Cube
- Custom Red Portals from Cube Output

Rewrite Shift Left Click, Ctrl Left Click, and about 17 related functions
FIX BUG: in preview versions - player could transfer the Horadric Cube inside Horadric Cube from Inventory.
Download:
https://www.dropbox.com/s/btzbspc0gnozu ... Mod112.zip
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

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Darkquake
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Re: BaseMod Plugin

Post by Darkquake » Tue Apr 09, 2019 7:28 am

Oh my god, I've just checked this out again a few months later and basemod does SO MUCH more than everything it already did!

Thank you so much for the amazing work Devurandom
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devurandom
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Re: BaseMod Plugin

Post by devurandom » Wed Apr 10, 2019 4:00 am

@Darkquake TY ;)

This project has been a lot of fun, especially with all the feedback :)
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

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Darkquake
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Re: BaseMod Plugin

Post by Darkquake » Fri Apr 12, 2019 12:56 pm

So questions about how the red portals exactly work. I noticed all the ones in the base game showed up in the same tile every time. Is that the "entrance" tile? If not how would you link a new map through the red portal system and what warp would you use? Thanks.

Edit: After playing around more with all the new awesome stuff how does the display sockets work? socketed items don't display the max just the current.
Also it seems to update with the text files which is super cool, eg making belts socket-able means the game will recognise it.
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devurandom
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Re: BaseMod Plugin

Post by devurandom » Fri Apr 12, 2019 3:39 pm

@DarkQuake, IIRC yes you need special Tile Map Entry - its been a while for me so Levels.txt has some examples in there to follow. once item is socketed, its not expected that socket number will change again, so that part is done with no change to blizzard code. making Socketable belts, gloves, boots, arrows etc. I think it would display in game, but if not let me know. ;)
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..

Conqueror
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Re: BaseMod Plugin

Post by Conqueror » Sat Apr 13, 2019 12:04 am

Could you add "dynamic minimap" for Monstats2.txt monsters?

Currently, Monstats2.txt has a static minimap, does not show monster movement

http://prntscr.com/nb911h

-----------------------------------
And, the sound of the uniqueitems.txt and setitems.txt items work when they are UNIDENTIFIED. Currently this sound only work "identified"

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Sat Apr 13, 2019 7:04 am

Possibly could, but time to code is the issue.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

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Tsoumpis1982
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Re: BaseMod Plugin

Post by Tsoumpis1982 » Mon Apr 15, 2019 10:54 am

Great job..!!!

Thank you!!

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