[update] New *.TXT Files for Dark Alliance

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[update] New *.TXT Files for Dark Alliance

Post by kingpin » Fri Nov 23, 2007 12:34 pm

This thread gives abit of overview what's been done so far in DA regarding softcoded features.

Softcoding have helped develope the mod alot. Our goal then worked on the mod have always been softcode as much as possible. This, as it help us speed up add new content without need to recompile the code everytime we want to add something's new.


Armorrack.txt - The Armor rack code is completely rewritten. You can get item of any quality from armorrack you control this by set the rarity for each quality. There is also possible built in restrictions so you can only get the item from specific levelID/Act if needed.

Bags.txt - Hold info what each bag have for item. Each item in bag can set to specific quality and procent chance they appear in the bag.

BaseStatCost.txt - This file controls the base stats legend cost, and aswell skills cost above the initial cost.

BlessedItems.txt - This file control what stats that is added to items flagged as Blessed Item.

Bodyparts.txt - This file control what bodyparts a monster can drop. The body part drop is calculated outside the normal treasureclass limit.

BodyPartStats.txt - This file control what stats a bodypart are spawned with.

Books.txt - This file is used in our spellscroll feature. The file have been extended to use more than just blizzard's few scrolls that they used in game have.

CharacterScreenGui.txt - This file controls the character gui. Every text displayed on character screen is added throu this file and uses a number of functions to display the text right. You can also set what page the text will appear in.

Charstats2.txt - This file is an extension to charstats.txt file. This will allow to set random start items, fixed stats spawn on all random start item, random affixes, quality, book of story, start skills spawn on book of story, item restricted to class, item location to equip item in, number of items created of this type, chance this item is created, itemflag (1 = item not sellable to vendor, player name added, 2 = item not sellable to vendor, 3 = can't spawn with any affixes), func (0 = random item, 1 = book of story, 2 = no drop chance for random items).

ConjuredItems.txt - This file softcodes conjured items. You can assign what item conjured with SrvDoFunc #162), set quality, duration, max stack, saved (1 = conjured item saved), up to 5 additional stats.

Cluescrolls.txt - This file controls what cluescroll you can find in the game. it randomly select one clueID from this file then dropping a cluescroll.

CollectorReward.txt - This file controls what bags you get as reward from a collector.

Containers.txt - This file softcodes all container objects from npc's. You can assign container to any npc (think imbue), control what text and functionaility the container have and aswell assign extra stats then container is used. Set what requirements that need to reach before use it.

GlobalTCEx2Settings.txt - This file controls the global settings for the TreasureClassEx2.txt file.

Gui.txt - This is a general gui file. In this you can set positions for different gui aspect in the game that currently is softcoded.

Hireling2.txt - This file is an extension of hirelings.txt. That softcoded hardcoded hireling related code. In this file you can also add the hireling option to any npc in any act (i.e include act IV).

Imbue.txt - File for set the affixes Charsi can craft, and the chance to get the item as unique.

ItemDamageTypes.txt - This file controls the amount of bleed damage a weapon deals (then openwound stat is used).

ItemInfo.txt - Mainly used for our subquest scrolls. You can right click on a scroll to start a quest or move a quest forward. You can also assign a monstatID to the scroll to summon a monster as part of the quest.

ItemNameColor.txt - This file set the color on the display on ground, in inventory for items. There is general setting for colors for items and also possible to set individual color to specific item, item type or based on a stat.

Legendpoints.txt - This is our table that controls how many legendpoints you gain per level.

LvlExtended.txt - This controlls the access to a level. You can set restrictions based on equipped items, states, stats (i.e check if player level reached before able enter as example).

MainQuestReward.txt - This file control all item rewards you get from the main quest story. It's possible within the file to add extra stats to any quest reward items as additional reward to those who already exist in Rewards.txt.

MonClass.txt - Sets the stats for special classes (veteran, elite, leader, morph classes).

MonItem.txt - Sets the stats for monItems. You can add up to 3 extra stats to a monster item (monster items can have up to 6 stats total as default stat). This with the possibility to set different stats depend on quality.

MonSpawn.txt - This file controls the chance random monsters spawn on a level. All monster types is possible assign in this file (even superunique bosses).

Monstats3.txt - Some hardcoded monster related stuff have been softcoded into this file.

MonUmod.txt - This file have been extended up to 256 rows. This allows new custom boss abilities to be added.

MysteriousChest.txt - This file controls what items can be generated with then Mysterious Chest is used.

MysteriousChestAffixes.txt - This file controls what extra stats that can spawn on items generated in Mysterious Chest.

Npc2.txt - This file controls softcodes all npc's. You can add any new amount of npc's with own set of functionality. All existing vanilla npc's is softcoded into the file aswell.

NPCEnchanting.txt - This file controls what enchantment a npc is using (as service) and what stats it will apply.

NPCCraftingPotions.txt - Contains all craftable potios and the essence require to Brew them.

NpcTalk.txt - You can set npc's to talk "nonsens babble" to you and this with chance to say different thing each time you talk with the npc.

NPCWeaponCrafting.txt - This file controls what stats is enchanted with chapter #1 random weapon enchanter.

Obelisk.txt - You can set what the function this obelisk have, control what item it drops and also set conditions before you can access the obelisk.

ObjectReward.txt - This file handle all drops from objects, this include quest related drops. This file is very flexible and uses different functions to handle quest drops, or drops from special object holders. All objects share also a global treasure class table that is based on Area Level.

ObjType2.txt - Softcoded object extensions. This to allow add more custom objects into the mod.

Oilpotions.txt - This is a powerful tool we have. It have same functionality as cubemain.txt. Input can be controlled with armo,low as example. You set what abilities the oil give to the item. There is also possible to restrict the oil to specific class.

Plantspirit.txt - This is a special file for our Plantspirit spellscroll. The spirit is more useful than just give you info and this file set the condition to give the more special things from it.

Potions.txt - Currently limited in functionaility and only used for potions that is used in quests to remove curses from the player.

PowerLevel.txt - This control what special effect appear if a book get used up. This feature is disabled and no longer in use.

PrayerFountain.txt - This file works like a shrine and regular tcEx drop combined. You can assign stats for temp buff and what item it drop. This together with additional custom stats assigned to dropped items. *new* the tcEx part have been moved out to an own file called wishingwell.txt instead.

Quality.txt - Softcoded file that just contain each quality.

Rewards.txt - All main quest rewards is softcoded into this file. There is also additional rewards that is possible to get from main quests as addition to items. You can set how much gold, Legendpoints and experience the quest gives.

Runes.txt - Have a new column added Quality. That column control what itemquality the runeword get active in.

Shrines.txt - I have reworked the shrines.txt file and added alot columns that softcodes everything related to shrines. You assign a function number to the shrine and add it's functionality by use the different parameters, like statID, stateID, BossType, ItemCode, DestLvl to name a few you can do with it. You can also design the shrine name, nifty phrase (that appear after you clicked on the shrine), sound, overlay.

Skillcost.txt - In here you set how much base stat cost to buy with legendpoints. Also, for each skill you set an amount of legendcost it cost to buy. This control also in what submenu the skill appear at the trainer.

SkillcostEx.txt - This is an extension of the current mana cost to use for skills. In here you can set if a skill cost stamina or life as an additional cost to use the skill. In future this file will be extended to allow rage as additional cost.

SkillStatReq.txt - This contains a table where you can set each skill individual per skill level what stat it require to buy the skill. It also contain flag for itemDescription to tell if the stat is visible as requirement or not.

SkillTreasureClass.txt - This controls the drops from skill uses (like barbarian's find potion skill). You can restrict to skillID, act, player level (possible to set a min/max range where it can drop), skill level (minimum skill level before item is possible to drop), levelID, group (built in fuctions to use for special cases). Modifiers like find gems% works with find skills. You can also assign special stats (up to 3) that can spawn as additional stats on items found with the skill.

Socket.txt - Controlls everything related to sockets. You can restrict gems, runes e.tc to specific class, quality, itemtypes.

SoulEssence.txt - This is a barbarian specific softcoded file that handles stats related to a skill. This file handles monID, experience, stats and aswell set a min experience level to when gain the stat.

Spells.txt - This is another file that is used together with Books.txt for adding new spellscrolls. In this file you can set what skill level the spellscroll have.

Spellsscrolls.txt - A new file have been added. This file set max rank, and learning chance for spellscrolls.

Staffmod.txt - The skills added to classitems have been recoded and softcoded. In this file you can set what skills each item is possible to get.

SubquestMon.txt - All subquest monster related stuff is controlled in this file. This include the killcounter to kill X monsters before the quest is complete.

SubQuest.txt - This is the core file for our subquest feature. This file allows up to 65535 subquests. Everything related to subquests is set into here, besides a few exceptions that have been moved into separate files. This also set what rewards you get then complete a subquest as items, legendpoints, experience, gold. The file have complete freedom to design interesting new quests. This include curse related quests.

SubQuestReward.txt - This controls all quest rewards. It's possible within the file to add extra stats to any quest reward items as additional reward to those who already exist in SubQuest.txt.

Telekinesis.txt - The telekinesis skill have been reworked to bring back the old useful to the skill. This controls what itemtypes allowed to pickup based on the skilllevel.

Tempered.txt - This file controls what stats a tempered flask can select between then spawned. An unique ID is stored on the flask that it uses then readup what stat to add to tempered item.

Towns.txt - You want add new towns in same act? no problem. This file controlls all elements related to new towns. All hardcoded town code have been moved into this file to softcode it.

TreasureclassEx2.txt - The existing treasure class code is completely rewritten from scratch. The new extended tresure class file is very flexible. It's possible in principle built one large treasure class that is restricted by level, act, monType, and different flags for special classes (veteran, elite, leader, morph), superunqiue, bosses, champion to restrict a class for the flagged type. There is aswell a group column that is used for different functionality. The new modifiers use the group columns to sort treasure classes into specific types (like one treasure class with all chipped gems e.tc). it's now possible to set a probability for the global treasure class and when a roll is made to check individual class. It pre-calc the total chance based on what a mob actually can drop from all global tc classes.

UIPanel.txt - ALL Panel UI elements is softcoded into this file. You can control's it's placements, if it's drawn on screen, what frame that is draw, hover text, and many more thing's.

Uniqueitems2.txt - This is an extension to the regular Uniqueitems.txt file. This file controls what stats is added after the unique item final part is done.

Weaponrack.txt - The Weapon rack code is completely rewritten. You can get item of any quality from weaponrack you control this by set the rarity for each quality. There is also possible built in restrictions so you can only get the item from specific levelID/Act if needed.

Vendor.txt - This set what items new npcs is selling. *new* you can now set an item with any quality, you can override the default act max itemLevel an npc can sell item as also.

Vendor.txt - This set what items new npcs is selling.

WishingWell.txt - This controls what items that is generated from the Wishing Well.

VoodooDice.txt - This controls what items that is generated from the vodoo dice.
Last edited by kingpin on Wed Apr 08, 2009 3:23 pm, edited 14 times in total.

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Re: New *.TXT Files for Dark Alliance

Post by Septar » Sat Nov 24, 2007 10:12 am

Alot of changes. Still waiting for this mod.

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Re: New *.TXT Files for Dark Alliance

Post by kingpin » Sat Nov 24, 2007 11:17 am

Septar";p="367529" wrote:Alot of changes. Still waiting for this mod.
We are at end of the work of preview version finally. So, you shouldn't be need to wait much longer :)

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Re: New *.TXT Files for Dark Alliance

Post by sPoT » Sat Nov 24, 2007 7:52 pm

kingpin";p="367535" wrote:
Septar";p="367529" wrote:We are at end of the work of preview version finally. So, you shouldn't be need to wait much longer :)
Oh dear, I can't believe these magic words :mrgreen:.
It's going to bring some really big confusion to the modding community.

Still, I'm glad to see that you are consequently working on the mod. Have a good time modding. All best, kingpin.
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Re: New *.TXT Files for Dark Alliance

Post by Septar » Sun Nov 25, 2007 12:07 pm

kingpin";p="367535" wrote:
Septar";p="367529" wrote:Alot of changes. Still waiting for this mod.
We are at end of the work of preview version finally. So, you shouldn't be need to wait much longer :)
Well I hope that's true. I need something of epic proportions to resurrect Diablo for me. :D

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Re: New *.TXT Files for Dark Alliance

Post by Valherran » Sun Nov 25, 2007 1:30 pm

Never heard of this MOD (interested), do you got a site with all the details and stuff about it? :D

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Post by Doabli » Sun Nov 25, 2007 2:06 pm

You can start by taking a look at his signature and the whole forum ...
Stay away from ballet dancers with an attitude .

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Post by kingpin » Sun Nov 25, 2007 9:41 pm

Doabli";p="367799" wrote:You can start by taking a look at his signature and the whole forum ...
Yeah, forum is probably better choice. as site isn't really that good atm. more info on forum.

Side is on toDo list to be reworked.

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Re: New *.TXT Files for Dark Alliance

Post by kingpin » Sat Sep 06, 2014 10:58 pm

Updated the topic with the new TreasureClassEx2.txt file.

EDIT:

Updated topic with the new GlobalTCEx2Settings.txt file.

Updated topic with the new ObjectReward.txt file.

EDIT2:

Updated topic with the new SubQuestReward.txt file.

EDIT3:

Last new treasureclass file is implemented: MainQuestReward.txt. Now the old treasureclassEx.txt is no longer used.

Update 27 March 2009
Added info about new spellscrolls.txt file.

Update 8 April 2009
Added info about new BaseStatCost.txt file.

Update 26 October 2009
Added info about new SkillTreasureClass.txt file.

Update 9 November 2009
Added info about new SoulEssence.txt file.

Update 14 November 2009
Added info about new Charstats2.txt file.

Update 24 November 2009
Added info about extended monUmod.txt file.

Update 14 Januari 2010
Added info about PrayerFountain.txt file.

Update 14 August 2010
Added info about alot softcoded files that been added since last update.

Update 23 September 2012
Added info about Conjureditems.txt

Update 14 Juli 2013
Added info about Shrines.txt

Update 6 Sept 2014
Added info about UIPanel.txt
Last edited by kingpin on Wed Apr 08, 2009 3:26 pm, edited 6 times in total.

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Re: [update] New *.TXT Files for Dark Alliance

Post by Xibalba » Sun Sep 07, 2014 6:02 am

Sir this new TXT system is really GREAT! Can you share a coded dll that allows us to use this system?
I dont know, this would be great for people who dont know code editing but wants to improve their modding experience.
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Re: [update] New *.TXT Files for Dark Alliance

Post by kingpin » Sun Sep 07, 2014 9:05 am

Xibalba" wrote:Sir this new TXT system is really GREAT! Can you share a coded dll that allows us to use this system?
I dont know, this would be great for people who dont know code editing but wants to improve their modding experience.
It wouldn't be of any great use share DA's system directly, as it's coded specific for my own mod. To be of any use for others it would be needed to be more generic system.

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Re: [update] New *.TXT Files for Dark Alliance

Post by Xibalba » Sun Sep 07, 2014 10:19 am

kingpin" wrote:
Xibalba" wrote:Sir this new TXT system is really GREAT! Can you share a coded dll that allows us to use this system?
I dont know, this would be great for people who dont know code editing but wants to improve their modding experience.
It wouldn't be of any great use share DA's system directly, as it's coded specific for my own mod. To be of any use for others it would be needed to be more generic system.
I didnt tried to say sharing the whole system directly. What im trying to say is; maybe you can share an "extra txt files" system which can be used by any mods (This means limited abilities, but anyone can implement to their mods). Maybe this way, you can help lots of softcoders.

This was the thing that i was trying to say.

For example Charstats2.txt is really great.
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Re: [update] New *.TXT Files for Dark Alliance

Post by kingpin » Sun Sep 07, 2014 10:42 am

Xibalba" wrote:
kingpin" wrote:
Xibalba" wrote:Sir this new TXT system is really GREAT! Can you share a coded dll that allows us to use this system?
I dont know, this would be great for people who dont know code editing but wants to improve their modding experience.
It wouldn't be of any great use share DA's system directly, as it's coded specific for my own mod. To be of any use for others it would be needed to be more generic system.
I didnt tried to say sharing the whole system directly. What im trying to say is; maybe you can share an "extra txt files" system which can be used by any mods (This means limited abilities, but anyone can implement to their mods). Maybe this way, you can help lots of softcoders.

This was the thing that i was trying to say.

For example Charstats2.txt is really great.
Softcoded files is really a great help then working on the mod. Everything would take alot longer time without them.

I do understand if you aren't into CE this would be of great use for others.

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Re: [update] New *.TXT Files for Dark Alliance

Post by prodigypm » Sun Sep 07, 2014 11:35 am

Oh! Cruel hobbit! It does not care if we be hungry. It does not care if we should die! Not like Master. Master cares. Master knows. Yes, precious...
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Re: [update] New *.TXT Files for Dark Alliance

Post by Xibalba » Sun Sep 07, 2014 11:47 am


Softcoded files is really a great help then working on the mod. Everything would take alot longer time without them.

I do understand if you aren't into CE this would be of great use for others.
Yes sir. I tried to learn ASM but it is really hard >.< So i always looking for ways to improve my softcoding experience. And i found your new txt file system really great.
Life is too short to drive boring cars.

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