Suggest A Tutorial

Post here about all aspects of D2 mod making whether it's information, problems or whatever. Please specify whether your post is relating to Classic D2 or the Expansion.

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Myhrginoc
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Suggest A Tutorial

Post by Myhrginoc » Tue Jun 29, 2004 12:52 am

We have opened this thread to provide a central place to ask for tutorials and provide feedback on existing ones. Those of you who wish to write tutorials but can't think of a topic, can refer to this thread for ideas. As is the usual case, there are bound to be more suggestions than volunteers. All tutorials accepted at the Keep will be posted in the Knowledge Base, so you don't have to hunt the forums to find them again.

A few simple rules are in order:
  1. Please check the Knowledge Base and the 1.10-1.11x Tutorial Master List for a tutorial before you ask for a new one. We have a hundred or more in stock already!
  2. If you want to write a tutorial, please refer to this thread and follow the instructions given there. It might prevent doubling up an effort. Please quote any request that spurred your interest. We are most interested in tutorials that don't overlap existing ones (or do so lightly).
  3. If you ask for a tutorial, please ask only once. Repeated requests won't get them written any faster!! And it might earn you a brickbat from the staff. Remember people volunteer to write here.



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Last edited by Myhrginoc on Fri Nov 18, 2005 3:24 pm, edited 2 times in total.
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mo44
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Re: Suggest A Tutorial

Post by mo44 » Thu Apr 20, 2006 8:06 pm

How about one that tells us how to make a monster drop a item that we make and drops one for each chr in game, in item we put max 1 per chr.

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Re: Suggest A Tutorial

Post by Ancient_Hacker » Thu Apr 20, 2006 8:19 pm

mo44";p="268103" wrote:How about one that tells us how to make a monster drop a item that we make and drops one for each chr in game, in item we put max 1 per chr.
That requires code edits and is rather a hassle, IIRC.

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Re: Suggest A Tutorial

Post by Paul Siramy » Fri Apr 21, 2006 5:35 pm

Make the monster drop a special item that need to be put into cube. You then make 7 recipes all based on that item, but the output depend of the char class. More precisely, the recipe can be activated by only 1 char class. But since you make 7 recipes, only 1 recipe will work, and it's depending on the char class.

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Post by HG-Bounder-X » Fri Jun 02, 2006 4:48 pm

yes, i've been wondering for a long time
is there a possible way to add a whole new character class using the same graphics as an already existing class
and moving graphics so taht all 8 will fit on the charselect screen
im nto talking about skills or class only thigns right now, jsut basically a new class
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Re: Suggest A Tutorial

Post by Nefarius » Fri Jun 02, 2006 4:52 pm

No. If it was possible, don't you think someone would've done it by now?
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Post by HG-Bounder-X » Fri Jun 02, 2006 4:54 pm

no
actually i know its possible
just if its possible be editing files and creating a few new ones
its just not possible for us little people that aren't part of blizzard
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Re: Suggest A Tutorial

Post by Nefarius » Fri Jun 02, 2006 5:05 pm

Everything is possible in theory. It is impossible to achieve this without altering as good as every single piece of code that refers to characters within the game, and this is a lifetimes job, since we of course don't have the source code.

So in reality, it is impossible.

Even blizzard can't just add a new character class to the game just by clapping their hands, to achieve this a lot of code must be rewritten, probably over half the game needs to be adjusted to this.
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Re: Suggest A Tutorial

Post by the_bogan » Sat Jun 03, 2006 1:34 am

In the Eastern Sun mod, the runes are various colours, depending on their level. I'd like to know how this was done?

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Re: Suggest A Tutorial

Post by Nefarius » Sat Jun 03, 2006 1:58 am

Probably by adding more then one rune of each type, there is a column controlling color in gems.txt

Another way is to create "fake" runes, which are jewels that look and function like runes.
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Re: Suggest A Tutorial

Post by the_bogan » Sat Jun 03, 2006 6:04 am

Nefarius";p="273203" wrote:Probably by adding more then one rune of each type, there is a column controlling color in gems.txt

Another way is to create "fake" runes, which are jewels that look and function like runes.
I know that you can't change runes in the same way you change the colour of gems, (I really should point to that tutorial if this is wrong).

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Re: Suggest A Tutorial

Post by Nefarius » Sat Jun 03, 2006 10:43 am

Another way is to create "fake" runes, which are jewels that look and function like runes.
I know that you can't change runes in the same way you change the colour of gems, (I really should point to that tutorial if this is wrong).
Of course it can :P ;)
You just need to enable the runes to get color shifted, to do with you must set InvTransform in Misc.txt to 1,2,3,4,5,6,7 or 8 (dependint on how intensive the shift should be), then make the runes spawn with a magicprefix/suffix that alters color depending on the power of the rune. Or you can just recolor the rune DC6 files, for a greater variety. For reference: you can't do much more then this.
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Post by Malachai29 » Sat Jun 03, 2006 2:41 pm

Actually, in ES, are you talking about the first "tier" of runes being when, the second red, etc, etc? If so, that is as simple as editing the tbl file name of the rune I think, as the only thing that is affected by the coloring is the name of the rune, not the rune itself.
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Re: Suggest A Tutorial

Post by SiCo777 » Wed Aug 23, 2006 2:49 pm

A few more masterlists would be of great help I beleive.

Particularly Overlay's, Cel's, GfxClass
Becomes a pain testing each one (gfxclass), to see what it is.
Being a new modder, go easy on me if these are listed somewhere that i'm not aware of. If anyone does have those, pm them asap :)

Edit- Ty mishy23 <3 :mrgreen:
Last edited by SiCo777 on Wed Aug 23, 2006 6:52 pm, edited 1 time in total.
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Re: Suggest A Tutorial

Post by mishy23 » Wed Aug 23, 2006 3:01 pm

If you are referring to gfxclass in states.txt (for transforming char to monster). The number here is a reference to monstats.txt id field, look in monstats for the monster you want, note the id and use that.

Celfiles are in the mpq, and are easily searched and viewed using cv5,
you can even look through the /extra folder this way to see unused graphics.

Overlay graphics are like celfiles, celfiles are in /missile while overlays are in /overlay tada.

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Post by spiffy » Thu Aug 24, 2006 7:32 am

what about a tutorial that deals with a npc and how to mod what they sell as far as selling runes/gems/uniques

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Post by sPoT » Thu Aug 24, 2006 7:49 am

Runes and gems can be done easily, through misc.txt, but Uniques must be enabled through CE.
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Post by eps2 » Thu Aug 24, 2006 9:30 am

I have I have question? it or it was not it been possible was to was add to every tutorials, finished file example. How executing from guide recommendations person will make a mistake, this will check where mistake made

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Post by sPoT » Thu Aug 24, 2006 9:39 am

Tutorials are made especially for self accomplishment. If we add these files, there will not be any point of reading text included. Single files are often offered as plugins, which is the same as you said - example file. In other words: this is propably not the best idea.
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Re: Suggest A Tutorial

Post by Psychic Watch » Sat Sep 16, 2006 8:49 pm

Say we have an intriguing mod (AntiBalance) and we wish to enable ATMA to recognize some small number of custom items from the mod (e.g. Magic Box).


If the mod was created only through .txt file editing, is there any info about what ATMA would need so that it could transfer these new items between characters?


This thread has some thoughts on enabling ES with ATMA: viewtopic.php?t=36711&highlight=atma


Here are some example ATMA errors (non-fatal and fatal) when accessing an AntiBalance character holding a Fang and a Magic Box:

"Invalid item data (Fang at 000007C1): compactsave bit does not match item tables"

"Bad item data at offset 0x7cf (invalid code 0x64 0x63 0x30)"

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Re: Suggest A Tutorial: New Runes

Post by Hyper » Tue Oct 03, 2006 6:02 am

How about a tutorial for making custom Runes?
I have seached the forums for it and cant seem to find one.
I have also tried to make my own but cant seem to get them to appear (with a static monster drop or a cube recipe).
I know theres lots of mods with new runes but I rather enjoy doing things my self! :)

A link or Tutorial will be much appreciated thanks!
Last edited by Hyper on Tue Oct 03, 2006 6:03 am, edited 1 time in total.

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Post by HypnoticSpecter » Mon Oct 09, 2006 6:30 pm

lol perhaps someone experienced in coding could write a new tut for the newbie programmer(almost no knowledge) on asm basic syntax and function setup -- basically a walk through on coding with asm to do some simple changes that would get even the least technically inclined person at least a jump start into the asm world lol -- all the tuts i have seen are ok, but well im lost half the time lol and the other half i dont know where i am at :P

anyways -- A Step by Step Guide to ASM (with all commands listed and described and an example showing syntax and context) if there is one for the simple minded already completed-- delete this and direct me in the right direction please lol ^.^
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Re: Suggest A Tutorial

Post by Myhrginoc » Tue Oct 10, 2006 4:01 am

Like this one? Admittedly, it was written for v1.09b and needs updating, but it does cover the basics.
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Re: Suggest A Tutorial

Post by Teacup » Sat Oct 28, 2006 4:58 am

perhaps go into more detail on your changing menus tutorial, as well as how to make the buttons transperent and move the buttons, and logos around on all pages :)

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Re: Suggest A Tutorial

Post by worldslayer608 » Sat Dec 16, 2006 10:05 pm

well i have been looking for a few tuts that i cant seem to find, i have been using some that are related to the tasks i wish to accomplish, i either dont do something correctly or something...

one of the tuts im looking for is one that can walk on through the making of a map from scratch, just a small one just so one can do it on his/her own.

another would be the making of a brand new WP, im not sure if coding is involved in that or not but it would be nice to know.

and alas the making of new spells from scratch, nothing dealing with animation, just the spell icon and stats. (i might have overlooked this one in the main section but i could be wrong)

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