[1.10]New D2ModPlugins

Discuss applications of D2Mod (v1.10), NefEx (v1.11+), and PlugY, and post suggestions for future plugins.

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GeorgiaBoy
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Re: [1.10]New D2ModPlugins

Post by GeorgiaBoy » Tue Dec 27, 2011 7:39 am

What version of PlugY would be recommended with the D2NPCs plugin? PlugY 10.00 seems not to like newtxt.dll...


This is my d2Mod.ini:

D2mod=D2mod.dll
ExtLvl=ExtLvl.dll
LvlReq=LvlReq.dll
Portal=Portal.dll
ExtObj=ExtObj.dll

Thanks,

GB

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Re: [1.10]New D2ModPlugins

Post by Volf » Fri Jan 20, 2012 10:36 am

Bug in D2SmallUtility
With this plugin installed reanimate item property does not work!

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Fri Jan 20, 2012 11:45 am

There is also this bug I already mentioned in this tread :
Hi, I've found a new bug with the SmallUtility plugin :

If you kill someone with a poison attack (in my case, a wand with poison damage on it), the game crash with an access violation. The bug only appear when the monster is poisonned (turn green) and is supposed to die while poisoned.

I think this has something to do with the "Burn damage now add xp" setting
Just so you know it.

That's sad because the plugin is very intersting.

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Re: [1.10]New D2ModPlugins

Post by Mnw1995 » Fri Jan 20, 2012 2:25 pm

Two quotes of Dav92:
Since I've got no time for modding the last months, I'll release the sources and an offset-sheet.
I'm still active developing plugins and modding this mod. Progress is really slow, but I will not quit it.
So he has no time for modding atm, because he started to study...

And since his Sources are HLA-sourcefiles, I don't think that there is anyone who could fix this, so you'll have to wait...

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Fri Jan 20, 2012 4:20 pm

Sure, that's not a problem ^^

Real life always before modding :)

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Re: [1.10]New D2ModPlugins

Post by Volf » Sat Jan 21, 2012 8:48 am

Got most of the stuff from ce forum and edited manually and the animated gfx i could get from svr's utility but dav92 mentioned a possible conflict with d2expres. I just did a brief test and didnt notice any problems, lets hope it stays that way.

The npc plugin is fabulous btw and the town plugin is something i waited 8 years for.
Really nice work dav92

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Re: [1.10]New D2ModPlugins

Post by weapon-x » Fri Feb 03, 2012 1:27 am

i really enjoyed setting-up my D2Newstats and D2ExpRes today :mrgreen:

now i am planning to create my custom UI :P

i am using all your plugins right now and left PlugY :mrgreen:

though the uber extra storage and sharing function of PlugY is cool

perhaps you could make one for us :lol: *just kidding

i heard you are busy with RL right now... :mrgreen:

Thank You so much for these plugins... Dav92 ;)

Cheers !! :)

Edit: i've heard D2ExpRes can still use PlugY's Storage Features so i tried it myself

here's what i did

*PlugY.ini

[STASH]
ActiveBigStash=0

[INTERFACE]
ActiveNewStatsInterface=0
SelectMainPageOnOpenning=1

ActiveSharedGold=0 -> this is a window for cheats :x

[SKILLS POINTS]
ActiveSkillsUnassignment=0 -> my mod doesn't need em :P

[STATS POINTS]
ActiveStatsUnassignment=0 -> same for this one :D


*Last thing to do is to move the PlugY buttons :mrgreen:
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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Mon Apr 09, 2012 1:55 am

Xaphan" wrote:- Lastly, and sadly, the Waypoints plugin don't work well. It dosen't crash, but you get some bad graphics glitches, and the arrows to go to the next or previous pages added by the plugin are in the middle of the panel (see the picture at the end of the post). This is the only downside I've found with this plugin because we can't have more than 9 WP per act, and many mods used to have more.

But there is a lot more space on the waypoint panel, can it be possible to add the ability to add more wayponts like you did with skills ? In 1024x768, you can easily show 18 WP per page :)
Strange, i never really noticed until today, but my Waypoints works fine until i try to change acts. (Using same waypoints.dll)
It gives an Unhandled Exception.

Xaphan" wrote:I just think about something :

Can you summon an ally (like a squeleton, or golem, or anything else) that follow you and assit you with the D2Spawn plugin ? If, yes, I allready know how to use this in my mod ^^
I just did a test with the Act 5 barbs, it worked, they killed monsters. But their AI makes them always walk north west.
It's an interesting idea, without modifying a bunch of new missiles for a skill i can click a scroll and summon how ever many allies i want.
I've tested every AI that i could possibly think of that is ally, but as a suspected none follow you, also in my tests the monsters were not targeting the new allies.

EDIT: since no one post something new i edit mine.
With D2ExpRes: "Fill in IP" does not shift Y position. I understand that fipY controls X and fipX controls Y, so i don't think it is error on my part.
Also "Speech String" does not shift values at all.
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Re: [1.10]New D2ModPlugins

Post by k0r3l1k » Sun Jun 24, 2012 9:38 pm

Volf" wrote:Bug in D2SmallUtility
With this plugin installed reanimate item property does not work!
in fact it seems that the 'kill' event is broken entirely which breaks;
item_manaafterkill
item_healafterdemonkill
item_healafterkill
all ctc on kill effects
reanimate

and possibly some others

for me this is a big problem as a major source of refreshment in my mod, as i also find d2smallutility somewhat necessary for many things not the least of which is defense while running. in fact i find most of the options in d2smallutility plugin valuable to the purposes of my mod.

Is there any chance this issue/bug could be fixed?

ps: i also made sure that this happens even when loading the plugin by itself, this does not seem to be a conflict with other d2mod/other plugins.
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Re: [1.10]New D2ModPlugins

Post by Necrolis » Mon Jun 25, 2012 7:56 am

its caused by one of my edits that dav92 blindly copied -.-
-Fixes the problem that on death events aren't executed when monsters
got killed by things like thorns and openwounds
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Re: [1.10]New D2ModPlugins

Post by weapon-x » Thu Aug 02, 2012 3:42 am

hi all,

so, i added a new vendor npc...

it works perfectly but the "hello" sfx on the first click doesn't trigger..

i removed the talk menu for this npc. *if it's worth mentioning

is this just the way it is?

or i missed something :-|

and ideas?
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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Thu Aug 02, 2012 4:33 am

I think that is normal behavior, as there isn't anywhere to choose which sounds to play.
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Re: [1.10]New D2ModPlugins

Post by weapon-x » Thu Aug 02, 2012 8:20 am

Black_Eternity" wrote:I think that is normal behavior, as there isn't anywhere to choose which sounds to play.
ow... it bothers me to see a vendor NPC being is so quiet :lol:

i hope dav will add a greeting option in the future ;)

thanks bro :)
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Re: [1.10]New D2ModPlugins

Post by weapon-x » Thu Aug 02, 2012 8:29 am

one small wrong entry on D2NPCFunc.txt

Qual-kehk row

qPlace = 2 ;this should be changed to 1

the default value inside the downloaded text is 2 ;)
which gives "an evil force menu" to Qual-kehk
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Re: [1.10]New D2ModPlugins

Post by Trevor » Wed Aug 22, 2012 8:37 pm

I never read the whole post so I apologize if this has already been posted by Dav.

What does exactly does this mean? Why are there two x values? It doesnt seem to make a lot of sense. Are they left and right edges of a field? If so, is the text left justified, right justified, or centered? Just out of curiousity, is the game hard coded to go to the tiny font once life breaks 1000?
;Life value #1
luvY=299 - I got this one.
luX1=90
luX2=115
;Life value #2
lfvY=299 - I got this one.
lfX1=125
lfX2=150
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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Aug 22, 2012 9:09 pm

The string/value is centered, between the two X values. I think (It never really bothered me, so I never really looked into it) it switches to the smaller font, if the value doesn't fit between X1 and X2. It may also be like you thought with the limit of 1000.

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Re: [1.10]New D2ModPlugins

Post by Trevor » Sun Sep 23, 2012 10:07 pm

Does the NPC plugin support adding NPCs that can hire mercenaries?
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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Sun Sep 23, 2012 10:50 pm

Trevor" wrote:Does the NPC plugin support adding NPCs that can hire mercenaries?
Yes, but iirc you cant make them sell specific mercs.
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Re: [1.10]New D2ModPlugins

Post by Horsedwarf » Sun Nov 04, 2012 12:29 am

Is it possible to see the extended levels plugin for 1.13c?

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Re: [1.10]New D2ModPlugins

Post by Necrolis » Sun Nov 04, 2012 6:34 am

Horsedwarf" wrote:Is it possible to see the extended levels plugin for 1.13c?
D2Mod doesn't work for 1.13c, however I posted all the edits needed to get 255 levels for 1.13c here
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Re: [1.10]New D2ModPlugins

Post by Trevor » Fri Nov 16, 2012 6:05 pm

I was able to get both the waypoint plugin and res plugin to work again for both a non d2se and d2se installation.
In trying to figure out what works and what doesnt work, I re-installed d2mod and d2se along with a handful of clean dlls and original plugins. In playing around with clean and edited dlls, I have a question for Dav92.

I noticed that your documentation says I need to use a rebased d2common. I have tried both the rebased d2common and the original one without any difference. IE both plugins work properly together in what appears to be identical manners.

My question. If I am required to use the rebased d2common which affects all absoluate references, why does the plugin work with an original d2common? My comp runs Win7 x64 Pro. IDK if that matters.
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Re: [1.10]New D2ModPlugins

Post by dav92 » Fri Nov 16, 2012 6:53 pm

It's good to hear that you got it working, good job.

I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.

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Re: [1.10]New D2ModPlugins

Post by Trevor » Fri Nov 16, 2012 8:10 pm

dav92" wrote:I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
Touchdown! I get to mod more. :)
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Re: [1.10]New D2ModPlugins

Post by Volf » Tue Dec 18, 2012 4:39 am


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Re: [1.10]New D2ModPlugins

Post by Moonpaw » Tue Sep 29, 2020 2:00 pm

Is it possible to make a spellbook thats universal, and not restricted to one class? Can i ignore the column "charclass" in the D1Addskill.txt or put something in to ignore the character class restriction?

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