A list of all Objects.txt OperatFN/PopulateFN/InitFN

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A list of all Objects.txt OperatFN/PopulateFN/InitFN

Post by kingpin » Thu Sep 25, 2003 11:29 pm

I have compiled a list with all OperateFn/PopulateFn/InitFn for objects.txt. With this functions in your mind you can make objects that works in a similar way as another existing object, but with your own look. Also afj666 has posted code for extending the number of existing objects, so you can add your own new objects. This are mainly the reason why i looked into this and compiled the list.

As an example if you want to make your own permanent townportal you use OperateFn 15 and InitFn 12. You can combine one objects OperateFn with another objects InifFn. In this way i have made an object that can take you to another area and you can even randomize the object by adding the object in an object group and have a %chance that you can enter that area.

Code: Select all

Object Name	OperateFn	PopulateFn	InitFn
Rogue Founatin 	0	0	0
Invisible object	0	0	13
hellfire1	0	0	22
tyrael's door	0	0	38
darkwanderer	0	0	43
LargeChestR	0	0	47
hratli start	0	0	49
hratli end	0	0	50
natalya start	0	0	52
diablo start point	0	0	55
fissure for act 4 inner hell	0	0	58
vile dog afterglow	0	0	59
cain portal	0	0	61
caged fellow	0	0	62
Drehya Start In Town	0	0	66
Drehya Start Outside Town	0	0	67
Nihlathak Start In Town	0	0	68
Nihlathak Start Outside Town	0	0	69
Larzuk Greeting	0	0	70
Larzuk Standard	0	0	71
Zoo (test data)	0	0	79
Candles1	0	3	0
burning town	0	3	22
harem blocker	0	3	30
Not used	0	3	33
gidbinn altar	0	3	39
trapped soul placeholder	0	3	46
drinker	0	8	16
Hole in Ground	1	0	0
Casket	1	1	0
Casket	1	3	0
bed act 1	1	3	2
Shrine	2	2	1
brazier_celler, act 2	3	0	0
Large Urn	3	1	2
dead body (Act3, Sewer)	3	3	0
TrappedSoul	3	3	2
skeleton spawn for hell 	3	3	26
RockPIle (Dungeon)	3	3	33
cain start position	3	3	54
mephisto bridge	4	0	45
ratnest (sewer)	4	3	2
Large Chest	4	3	3
sparklychest	4	3	57
Barrel	5	4	0
Tower Tome	6	0	4
BarrelExploding	7	0	0
Door Wooden Left/Right	8	0	0
Door Gate Left	8	0	5
iron grate door left	8	3	0
Cair Stones	9	0	6
Gibbet	10	0	7
Brazier	11	0	8
Brazier3	11	0	14
placeholder #1	11	0	18
placeholder #2	11	0	19
fire small	11	0	22
hell brazier	11	0	34
water rocks in act 3 wrok	11	3	0
test data floortrap	11	3	24
inifuss tree	12	0	9
Torch1 Tiki	13	0	8
ihobject3 inner hell (Hidden Stash)	14	3	0
corpseb (Skeleton)	14	3	2
skeleton spawn for hell   facing nw	14	3	26
goo pile for sand maggot lair	14	3	27
gold placeholder	14	3	28
Crate	14	5	0
Rogue corpse 1	14	6	0
guard on a stick, desert, tomb, harom	14	6	2
rogue on a stick 1	14	7	0
Town portal	15	0	11
Permanent town portal	15	0	12
Trap Door	16	0	0
desert obelisk	17	2	1
obelisk	17	3	0
secret door 1	18	0	0
Armor Stand 1R	19	0	0
Weapon Rack 1R	20	0	0
Malus	21	0	15
Fountain 1	22	8	16
waypoint portal	23	0	17
waypoint act2 sewer	23	2	17
waypoint act 2	23	3	17
tainted sun altar quest	24	0	20
Orifice (Where you place the Horadric staff)	25	0	21
bookshelf1	26	3	2
teleportation pad	27	3	0
Lam Esen's Tome	28	3	23
slimedoor1	29	3	0
explodingchest	30	3	0
gidbinn decoy	31	3	25
bank	32	3	0
wirt's body	33	3	0
arcane sanctuary portal	34	3	29
steeg stone	35	0	0
guild vault	36	0	35
trophy case	37	0	36
message board	38	0	40
horadric cube chest	39	3	31
horadric scroll chest	40	3	32
staff of kings chest	41	3	33
yet another tome	42	0	0
Portal to Duriel's Lair	43	0	0
stairs for act 3 sewer quest	44	0	41
lever for act 3 sewer quest	45	0	42
Siege Control (To control siege machines)	46	0	0
hellgate (Memphisto's Portal to act IV)	46	0	44
stairsl	47	3	0
TrappedSoul	48	9	51
Hellforge	49	3	48
stairsr	50	3	53
Stash (jungle object` act3)	51	3	2
Diablo seal	52	0	56
compelling orb	53	3	60
Diablo seal	54	0	56
Diablo seal	55	0	56
Diablo seal	56	0	56
khalim chest	57	3	0
khalim chest	58	3	0
khalim chest	59	3	0
town main gate (act 5)	61	3	0
Ancient Statue 3	62	0	63
Ancient Statue 1	63	0	64
Ancient Statue 2	64	0	65
ancientsaltar	65	0	72
ancientsdoor	66	0	73
frozen anya	67	0	74
evilurn	68	3	3
invisible ancient	69	0	0
baals portal (The Worldstone Chamber)	70	0	75
summit door (Glacial Caves Level 1)	71	0	76
last portal (strlastcinematic)	72	0	77
last last portal (Harrogath)	73	0	78
You can also download this document from the filecenter and you can download it from here

Edit:
Corrected a typo

corrected url ~ Alkalund
Last edited by kingpin on Sun Sep 28, 2003 12:01 am, edited 3 times in total.

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Re: A list of all Objects.txt OperatFN/PopulateFN/InitFN

Post by Alkalund » Sat Sep 27, 2003 11:34 pm

Thanks for this nice resource kingpin :) I put the xls file up at the File Center, it is available right here.

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Re: A list of all Objects.txt OperatFN/PopulateFN/InitFN

Post by kingpin » Sat Sep 27, 2003 11:50 pm

Thanx Alkalund, I will change the link in the topic to point to Filecenter instead.

I will start to add an explanation to what each OperateFN/PopulateFN/InitFN does and in the case that we can take an advantage of that i will also make a not about that. With using operateFn/InitFn i have made a randomized warp/vis, will add an explanation about that part later. To start with i will add a first InitFN down here and continue with the list as i have time to go throu it.


InitFN: 62 (Used by caged fellow object). This is used by the Rescue on Mount Arreat quest. What it does here is to place an invisible object to mark where each prisond soldier should spawn. Its handled by the InitFN 62 code. Also, if you look at the token (token 60) this object use you will see that this object is one of the Arreat Summit statues. But since it doesn't show any graphics this object wont be visible.

By changing the location for this objects you can move where this quest will be appearing. Do you want this quest in different areas? Just add the object to different areas and you will need to search each area out to be able to complete the quest.

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Re: A list of all Objects.txt OperatFN/PopulateFN/InitFN

Post by Vendanna » Sat Sep 27, 2003 11:58 pm

Very nice work Kingpin :)

A question, with this is possible to change the location of the Town portal to Abbadon? and to make a Town Portal (red color) that warps you to the Moo moo farm?

And lasty, is possible with that add a cube recipe that opens a red portal to places like abbadon/tristam as the only way to reach those places?
Last edited by Vendanna on Sun Sep 28, 2003 12:12 am, edited 2 times in total.
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Re: A list of all Objects.txt OperatFN/PopulateFN/InitFN

Post by kingpin » Sun Sep 28, 2003 1:13 am

And lasty, is possible with that add a cube recipe that opens a red portal to places like abbadon/tristam as the only way to reach those places?
I havn't looked at that yet. But its of interest for me also, so i will look at that soon ;)

A question, with this is possible to change the location of the Town portal to Abbadon? and to make a Town Portal (red color) that warps you to the Moo moo farm?
I have made an object that you can use to randomize if an entrance appear or not at all. This object are added to an objgroup and have set a low probability. I call them for Ancient Portals in Dark Alliance, there you have a chance to find a very rare area. The trick here is to learn how OperateFN works, time to explain how OperateFN 44 works. To answer your question the easiet way it so use OperateFN 44, i havn't got time to look how Abbadon portal "object" works yet, since i suppose Abbadon is a object also.

OperateFN 44: This function is used by stairs for act 3 sewer quest object. This object blocks the entrance down to next level and you need to push a level to gain access to that entrance. What it does is when you push the level it removes the object that blocks the entrance. Also, OperateFN 44 checks vis 2 in the current Level_ID its spawned in. This OperateFN can be used if you want to make your own object that acts like my Ancient Portal.
The trick here is to block the real vis 2 entrance so you cannot enter it and be forced to use the object instead.

InitFN: 12 This InitFN function is used by Permanent town portal and this will make the object active and not needed any additional action by the player to use the object. You can combine this InitFN 12 with the above OperateFN 44 to make your own entrance that works like my Ancient Portal i descibe above.

What is good to remember about InitFN 12 is that the object is active already and don't need any additional actions.
Last edited by kingpin on Sun Sep 28, 2003 1:17 am, edited 1 time in total.

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