[Announcement] Sanctuary Editor

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jetaman
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[Announcement] Sanctuary Editor

Post by jetaman » Thu Apr 11, 2019 5:22 pm

Dear D2 Community!
I created this thread because I need help from you in order to create Global Editor for D2. I decided to call it Sanctuary Editor. The overall idea of the tool is that it will substitute the use of .txt files, and will have a nice, user-friendly interface which will simplify the editing process and will have many cool feauters which TXT files don't have and also will automatically perform some tasks which now we have to do manually.

Here are some features that I want to have implemented:
-real time UI editor;
-visual missile editor;
-item editor with image preview + in-game description;
-world space preview and editor;
-visual cube recipes;
-visual overlay editor;
-visual skill tree building;
-monster/npc editor;
-character editor;

Also integrate:
-txt analyzer;
-COF\DCC editor;
-Dreamlands;
-D2 Inventory;
-DT1 editor;

My plan is the following:
1) Decide the way how each parameter will be edited (checkbox, SpinEdit, ListEdit etc);
2) Decide which parameters will be in each window ( for example combine Monstats.txt and Monstats2.txt in one window);
3) Send the information to a designer to make a UI design ;
4) Send everything to a programmer to write the tool itself.

I am neither a programmer nor a designer so I need suggestions and help from you guys!

Below is the example of a Monster Editor and Missile Editor. It's rough work and is made just to demonstrate the overall idea.

Image
Image

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jessedazebra
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Re: [Announcement] Sanctuary Editor

Post by jessedazebra » Thu Apr 11, 2019 6:40 pm

Well, the overall idea is great, especially all the UI related things. Having such a tool would make D2 editing much easier. Hope someone from the forum will be able to help. I guess I can help with testing something during development, not sure though.
Anyway, good luck.
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rafineria888
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Re: [Announcement] Sanctuary Editor

Post by rafineria888 » Thu Apr 11, 2019 7:18 pm

Very good idea. Sadly I canot help but I want you to know that I'm creating Diablo 2 Documentation which will be automated wikipedia/documentation created by uploading .txt and .tbl files (it will support at least 2 languages). https://github.com/rafalswierczek/Diabl ... umentation
I don't promote it too much, I just want you to know that I create output tool for Diablo 2 moders :)

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devurandom
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Re: [Announcement] Sanctuary Editor

Post by devurandom » Sat Apr 13, 2019 7:10 am

Would be really cool to have an all in one tool like that. Seems like a massive undertaking.
Would save a lot of time if you're able to get source from the D2Inventory project - EmaStergam.
I think that's what you're referring to ?
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Re: [Announcement] Sanctuary Editor

Post by jetaman » Sat Apr 13, 2019 8:11 am

devurandom, yes I'm referring to this project. I don't know yet if I will be able to get the souce, but I will try. The overall idea is to make this similar to TES Construction set - suite of tools for all kinds of modding tasks.

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Re: [Announcement] Sanctuary Editor

Post by jetaman » Tue Apr 16, 2019 3:43 pm

So, since I already made the rough version of Monster Editor we decided to make it first. We want to combine several txt files that are related to Monsters into one window in order to make everything easily accessed.
-Monstats.txt
-Monstats2.txt
-Montype.txt
-Monprop.txt

But the problem is how to handle the ID pointers (for example from Monstats.txt to Monstats2.txt)? if you have some ideas please post them here.
Also here are some ideas about some of the parameters and how I think they might be represented:

All Booleans - Check boxes

Hcidx – automatically assign next id (may be hidden)

“Base ID” and “Nextinclass” – hierarchy table (choose the base ID). Every entry will have the first entry as base Id.

"Skeleton1"
|
Skeleton2
|
Skeleton3
|
Skeleton4


TransLvl (rename to something like “Color Variations”) – flyout with colors to pick; or SpinEdit field;

Namestr – don’t let user use string keys; string keys are generated automatically, for example “str_a_001”; we only type the text we want. We can set the string keys template for each entry:
• monster name sting key template: mon_str_1 – the number is the HCIDX
• monster description: mon_desc_1
• armor name string key template: arm_str_1
• weapon name string key template: weap_str_1
• skill name string key template:skill_str_1
• skill short description template: sk_short_1
• skill long description template: sk_long_1
etc…

AI par: the number of parameters shown 1-8 depend on the actual AI (to save space). Also, each Ai par will be labeled according to Ai compendium (skill, cast chance, etc)

Light rgb – show palette; pick color

SparsePopulate and Rarity – add a new field called Calculate overall percentage

Run – is disabled if the AI type doesn’t have the RN mode

Skill – only slots used by the ai are available, the rest are disabled.

DamageRegen – automatically calculate how many health points this unit regenerates every frame\second

Also which is the better way to display parameters with Norm, Nightmare, Hell variations?
1 - tabs and only one number is visible at a time
2 - no tabs but all three numbers are visible
Image

Also i still don't know which is the best way to represent:
-min, max fields
-switches
-ID pointers

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