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:
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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
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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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https://www.moddb.com/mods/darkquake

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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 :)
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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. ;)
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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.
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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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devurandom
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Re: BaseMod Plugin

Post by devurandom » Fri Apr 19, 2019 7:55 pm

Thanks @Tsoumpis1982 ;)

BaseMod v1.12.1

Fixes an issue where player can load more than 1 unique carry one item into inventory with ctrl click item
from PlugY stash.

Download
https://www.dropbox.com/s/p2o0of59sp5yd ... od1121.zip

Thanks to Zekken for finding this issue.
:D
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wuxiangjinxing
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Re: BaseMod Plugin

Post by wuxiangjinxing » Thu May 02, 2019 3:29 am

Very cool stuff, really enjoy it.

Hey, could you please also enable ladder-only recipes in single-player games? I guess it shall not be too hard since you already realized the ladder-only runewords in sp games.

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devurandom
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Re: BaseMod Plugin

Post by devurandom » Thu May 02, 2019 10:23 pm

Hi wuxiangjinxing

Thanks for the comments
Not sure, if you mean Uber Portals for ladder-only recipes? It's already coded in.
:)
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wuxiangjinxing
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Re: BaseMod Plugin

Post by wuxiangjinxing » Thu May 02, 2019 11:06 pm

devurandom wrote:
Thu May 02, 2019 10:23 pm
Hi wuxiangjinxing

Thanks for the comments
Not sure, if you mean Uber Portals for ladder-only recipes? It's already coded in.
:)
To be honest, there are some MODs that only support online gameplay, while in sp mode some very important recipes would be blocked. I always hate this so I ususally extract the mpq file, depricate the .bin file and enable all recipes there. But this cost some extra time and effort and not all .bin files can be depricated correctly. So it would be very convenient to be able to handle this problem with a one-for-all plugin.

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Raf-9600
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Re: BaseMod Plugin

Post by Raf-9600 » Fri May 03, 2019 9:51 am


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devurandom
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Re: BaseMod Plugin

Post by devurandom » Fri May 03, 2019 11:28 am

Hi Raf-9600

BaseMod has a CPU bug fix included, it's just not listed as on the feature list.

Thanks!
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Archey
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Re: BaseMod Plugin

Post by Archey » Mon May 06, 2019 7:36 pm

Hi, would it be possible to get a standalone version with the control click for moving items to the stash?

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ChaosMarc
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Re: BaseMod Plugin

Post by ChaosMarc » Mon May 06, 2019 7:43 pm

Why not disabling everything else?
BTW the shift click feature is not configurable via ini.

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Re: BaseMod Plugin

Post by devurandom » Mon May 06, 2019 9:03 pm

@Archey short answer No, long answer No.

If I have time I'm going to do a stripped down version for mod developers "BaseModSE", where I take out some of the simple assembly hacks like cow king, and focus the code towards developers, and remove the quest checks from custom red portals.

I'm thinking stuff like this would be removed
- Secret Cow level can be entered even if Cow King has been killed
- Players 127 patch
- Nilathek Portal Fix
- HyperJoin - fast loading for multiplayer
- MultiCopy Enabled

because they're so simple to add for Modders, and they would rather do it themselves.
After that I'm not really interested in making custom versions.
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Re: BaseMod Plugin

Post by devurandom » Mon May 06, 2019 9:22 pm

A list of possible code for the chopping block in BaseModSE
- Bypass 25 FPS limit for single player
- Extended Objects - starts at ID#586
- Extended Levels [255 levels] - (probably not, since my version isn't a Code Edit, it's a full rewrite)
- Extended Sounds & Music support
- All Missing SuperUniques can be spawned -
- Nilathek Portal Fix
- HyperJoin - fast loading for multiplayer
- MultiCopy Enabled
- Enable Ladder Only RuneWords in SP games
- Start game with nopickup console option
- Players X can be specified before startup
- Players 127 patch
- Set Language (requires preinstalled Language files to work)
- Secret Cow level can be entered even if Cow King has been killed
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Archey
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Re: BaseMod Plugin

Post by Archey » Mon May 06, 2019 9:33 pm

I would be in favour of a stripped down version, so I can avoid any potential conflicts with plugy

kaiya
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Re: BaseMod Plugin

Post by kaiya » Wed May 08, 2019 3:33 pm

Great Job!!!

Is it a bug that the BaseMod Plugin works well with Game.exe but doesn't work with D2loader.exe (1.13C)?

Appreciate if anyone can help me.

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Re: BaseMod Plugin

Post by devurandom » Wed May 08, 2019 10:55 pm

Hi kaiya,

I'm not familiar with D2Loader but PlugY doesn't load with it either, according to this post.
https://d2mods.info/forum/viewtopic.php?t=65158
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kaiya
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Re: BaseMod Plugin

Post by kaiya » Thu May 09, 2019 1:36 am

I load D2hackmap.ALL as extra DLL and rewrite the cube formula about redportals,it works very well and saves me lots of MF time,it extends my D2 life,great Thanks to you,Dev。 :D :D :D

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