http://iller.protgp.com/D2/skbindex.html Post subject: Upgradeable Skill Books Mod -------------------------------------------------------------------------------- And here we have a new project, by iller: Upgradeable Skill Books Title: Upgradeable Skill Books Author: iller (ilr@bbwest.net) or (iller@protgp.com) Game version: LoD beta 1.10 Mod Version: 1.00 (but moderately pre-tested 2 days for bugs). Log-file shows no errors beyond unrelated Missing Hashs. Website: http://iller.protgp.com/D2/skbindex.html ~ Mod Details ~ These Skill-Books started out as a Compramise between Diablo1's skill books and what we could do with DiabloII 1.09. The advent of 1.10 served nicely to round it out with non-class skills. The originally-planned project was to allow each class to place up to 16 of their skills in a book. The fact that they needed to be on an actual item which takes up inventory space was an automatic balance that I(the author) welcomed. The inclusion of Synergies in 1.10 made this much trickier to balance though so I decided to split the skills into 3 categories so that they couldn't all be added to the same book. But it's fairly compatable. Much of the stats are designed for 1.09. Though it was working just fine for me in 1.10's' too. I feel confident it will work in it's current state in 1.10 final too, even though I will most likely update it and re-integrate it into the 1.10's' files before then. ...But first the Item-System and Modifier-System -- one reason I (the author) felt it wise to have a thread dedicated to this. It's a somewhat complicated system designed to save space. Because, in addition to people just playing it, I'd also like to see a few modders use it as a plugin too. It's built off of two Item-Types working together. 7 of one type, the base-type that all of the actual Scrolls are made of -- (I used pre-existing class types that weren't really doing a whole lot in Itemtypes.txt...they fit the description well) == amaz, sorc, necr, pala, barb, drui, assn == ...in that order, because that is the order that skill-index enumerations progress in. Then, 16(technically) tokens for the Scroll-Heirarchy: "scr1" -through- "scrF" which is basically hexidecimal. These are used as the second item-type in Misc. These two types together enable a system of control for forcing a single spell to spawn any number of times on a RARE item. so instead of just 16 skills for 16 slots in "ItemTypes.txt", you have 7x16 with help from the "etype"(exclude) field in the MagicPreffix/Suffix files. ...Which was actually easier to make with some Copy-Pasting and a little patterned enginuity. :::One note at this point about "etype": I was only able to get 5 columns for etype to work. It didn't want to take the 6th one so I had a lot of the Assn's skills appearing on Rare Scrolls they shouldn't have been appearing on.::: :::So I gave the Assn 16 extra Item-Types, and this solved that problem::: Having Normal, Magic, Rare, and Unique scrolls all with different mins and maxxs on Skills that can spawn on them gives the modder several dimensions to work in for balancing. It's also just more fun to play it knowing you have more than one platform you can take your Upgrades to, similar to gems but more powerful with much-more unique results. [Now the Gritty Details] ##Itemtypes.txt## 32 lines appended. All using 1 equivalent which is Charms. No sockets or unusual rarities exist here. 7 class types were modified too I believe and may be the only required-modified section in the Middle of a file. ##Misc.txt## 115 lines appended. 3 for the 3 books, 112 for the Scrolls. (0): The first 100 token-series starts with "s" as a preffix for the actual Skill's index number. Example: "s06" = Magic Arrow "s97" = Smite. The default Type for each one is one of the 7 Class-types, repeated down the column 16 times. The Second Type is the Hexidecimal description.(Excet for in the Assassin's case, then it is G-V). ...This, again, is to control Magic and Rares Modifiers. (1): After you run out of 's' tokens, the remaining skills used 'q' as the prefix and followed suit based on the skill-index. The last 10 scrolls however go beyond 200 and so 'sx'# was used to catch the last 10 skills. (2): And their default graphic is "invmscr". ...Although I copied it 6 more times and shaded them all for additional graphic effect. ...This could be replaced if anyone knows how to activate TransColors on the default graphic and make it work in AutoMagic.txt. I chose this current method because I'm an artist who's a bit of a control-freak when it comes to color shades. (3): A final addition of making Scrolls "useable" in Misc.txt comes near the end of the main parameters with State "BattleCommand" and the effect of boosting all skills by a varying time-length. (4): Most All Scrolls are currently enabled on NPC Vendors. Those beyond Act2 appear to require "permstoreitem" in order to spawn. Their Prices are controlled in 2 places: Misc.txt and Automagic.txt. :::Note on Misc.txt Compatibility: Is not currently available for 1.09::: ##Automagic.txt## 112 lines, 112 groups, all based on skill-index and referenced to back in Misc.txt. Nearly all have 1 modifier set to 1-min and 1-max. Only "itype"(include) was used here, no 'etype'. At the end of each line is the Price Multiplier. This is primarily used to adjust the price balance on skills that other classes may try to make Unique Scrolls from. ##Magic(-)Prefix/Suffix## 112 lines which include scr1-scrF for each set of 16-skills and exclude the other 5 classes. Extra "etype" coulmns had to be added to these files to enable this. They are currently only set to rares. They could be duplicated of course easily-enough and pasted below to give Magic items a skill-count that is different from Normals. They all have a generic name currently. Beware of "pre || suf" errs when modding if you don't allow any modifiers to spawn a scroll. "etype6" column appears to not function in 1.10 and should be ignored. ##TreasureClassEx## (OPTIONAL) 16 lines included in the middle. They "pick" like gems and have a probability system like Runes. 1 of the 16 teirs of "Scrolls" can be found in each line for Unique-monster drops, Super-Uniques' drops, and some chances in Champions. None are currently set to drop from Bosses. ##UniqueItems## (Also optional) These are currently only used to grant other classes the same skills in their Skill-Scrolls. Some Scrolls with Proprietary skill-animations are disabled. ##Cubemain## Lines 146-369 are Required. Lines 370 and beyond are optional and used for Creating Unique Scrolls manually and adding them to Skill-books. Some oskills are disabled until I have time to test which Skills can be used here and which can't be used in 1.10. :::Note: Using any item input token that doesn't actually exist, such as "s09,qty=2" for example, will cause every single line following it with the same number of inputs to always generate a hand-axe. Invalid recipes are not shown in the ErrorLog file like most mistakes are::: All Table String entries are in patchstring.tbl of course. Graphics: 'invsb1.dc6','invsb1.dc6',' invsb1.dc6' are all required. "invmscr.dc6" is currently required too. "invscr1.dc6"-(through)-6 are optional but are currently referrenced to in Misc.txt. [End of Details] This Mod/Plugin will be updated and maintained frequently as long as changes are necessary or possible. Additional questions about integrating them as a plugin are encouraged here. Ilr would greatly appreciate any feedback on this Mod. He made a move recently which sapped most of his monetary reserves and so he must focus his efforts away from modding until he gets back in a more comfortable position. So Ilr is limited on testing-time and is looking for opinions on balance as well as bugs. Or if ya' just wanna say "it's cool" or "it's missing ____", that's great too. Thank You, and please enjoy. -Iller _________________ CLICK HERE To Read The Forum Terms of Service ChaoticDeath Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- This is a very great idea. Heck, you could base a mod off this thingy. Maybe you should experiment with a mod where characters have no skills, and get them through books. Or you could make 'hidden' skills to add an extra variety of skills/spells to the game. Sounds like fun, i'm gonna have to try it out sometime . edit: btw, have u tested multiplayer? Sounds like it could be fun for it. Was wondering if its a good idea to play it with a friend . _________________ -A strong man doesn't need to read the future, he makes his own. Dark Alliance Forums - A really kool mod! (I'm not working on it, but check it out!) Last edited by ChaoticDeath on Sat Aug 09, 2003 8:05 pm; edited 1 time in total Drackin Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- ahh, another thing people are going to think I stole a feature from... crap crap crap... _________________ WARNING: Prolonged exposure to modding may cause temporary insanity and include sexual side effects, IE/ The lack thereof. ShadowLord Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Nice idea. Should be fun to play. _________________ There is no hope. There is no salvation. This is Hell's Revenge. NewbieModder Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Haven't tried the mod, but am going to download it ASAP. Quote: ahh, another thing people are going to think I stole a feature from... crap crap crap... Don't worry...it isn't about what you stole, it's about how well it's implemented. TFW and Zy-El took a LOT of features from other mods, but they're still great. Why? Because they implemented them in a great way and added their own original touch. _________________ Tyromancy: iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Quote: Heck, you could base a mod off this thingy. Maybe you should experiment with a mod where characters have no skills, and get them through books. Or you could make 'hidden' skills to add an extra variety of skills/spells to the game. Yes!, this is exactly why I left the system so open and ready to be expanded on. Also why I decided to pass it around the Keep here, this is the first time I've released anything here and that's because I believed it was the first one I've built that other Modders could build off of. I'm hoping to see modders pick up where I left off and balance-in more skills from the game that I was afraid to touch. ...And even some new skills, heck that would be really kewl actually. Also, Here is the reference charts I made to build this mod with. They indicate the Skill Index numbers, and display their Synergies too. I still have the Blank Templates too so I'll be able to make these charts for 1.10 final too. I find they save a lot of time while you're planning or dealing with a lot of items with +skills/oskills on them. And don't worry about it Drackin, LOL, I basically DID steal my entire Artistic Style and I've never heard the comic fanboys complain about it. Thank you all for the great feedback, I'm humbled _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in NewbieModder Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- umm....are Minor Healing Potions SUPPOSED to sell for 89000 gold? This means that in Act1, enemies drop items that sell for 5000 gold to vendors, and that you can save until Act 2, making 10,000 dollars for a simple potion. Is that a testing change accidently left in, or a bug, or what? Becuase right now, playing 2player LAN and doing runs, we've decided on one thing - IT's GAMBLING TIME! Remember, in 1.10, you have a decent chance of getting uniques. _________________ Tyromancy: Divination or magic using CHEESE - The Waffle Mod Website iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- That's odd... I fixed that bonehead problem once already. It was just part of my money-recouping after early experiments with the scrolls. It's fixed now, or just change yours from 90,000 to 25. Thanks NM!, good catch. I O U1 _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- UPDATE: 1.01: --Fixed a major bug in Misc.TXT that prevented Runewords from working --Reworked Treasure Class to Relieve some effects of Inventory-Crowding _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in Ssergit Champion of the Light Show Stats Age:27 Joined: Mar 2003 Posts: 350 Location: Running around outside of Lut Gholein, sqashing scorpions Local Time: 10:28 Posted: Wed Aug 20, 2003 5:28 pm Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- I just want to say good work! Your endeavors in skill book pwnage are exactly what I was looking for, and wasn't sure if I could figure out myself. I'm in the process of testing it out to see if it'll fit well in the mod I'm making . The distict lack of (or my inability to find) a character editor for 1.10 is kind of hampering my progress, but in all truthfulness--I simply love to play this game, and it's giving me an excuse _________________ Dough, the stuff that buys my beer Ray, the guy who buys my beer Me, the guy who drinks my beer Far = a long way to the john So, I'll have another beer La--I'll have another beer Tea? No thanks, I'm drinking beer... -Homer Simpson iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Awesome. Thanks, I'm having a lot of fun with it too now that I'm getting a chance to really play it this week. Unfortunately, I'm still finding more bugs...not all of them mine, but you know how that goes when it comes to Blizard. UPDATE: --Mastery Bug found: The 6 Passive Weapon Masteries for barbs ONLY WORK for other classes with the "oskill" Modifier, not normal "skill". EDIT: Status: FIXED in 1.02 and Uploaded. See: http://iller.protgp.com/D2/skfiles.html for more details. Some changes made will be part part of my Hireling Plugin, Due to the fact I'm planning the Hireling Plugin to be Freestanding but I want their benefits to stack on this Mod. _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in Last edited by iller on Thu Aug 21, 2003 9:55 pm; edited 2 times in total Joel Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Good work iller if you want what can be done with a bit more work, go to my website and look at my Skill System pages _______________ Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Wow Joel... Might take me a little while to study that one more closely to really wrap my mind around all of it Looks kewl though How long have ya had that Skill system? Looks like it could predate my own prototypes from 1.09. _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in Last edited by iller on Thu Aug 21, 2003 10:16 pm; edited 1 time in total Joel Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Well, should be a monthor so ... but I'll have to ditch some stuff (the PP for exampel) to make it pure txt skill system by using charm like book stuff. _________________ Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- dont know if its already been mentioned, but whenever (as a barb) i put my cursor over axe mastery (havent tried others) game crashes with access violation. _________________ ~Aazz Aazzlano, Zy-El, Level 350 Zon Aazzlanox, Zy-El, Level 350 HydraSorc CURRENT PROJECT: Faith in Sanctuary: Purity iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- Yikes. That's ugly, though I don't see how it could have come from me since I didn't modify Skills or SkillDescriptions in this one. ...Unless it's the actual scroll/book granting the weapon mastery, in which case I'll check it out immediately. Thank you for your help Although I'll probably not be expanding any further features on this until 1.10 final is released so this patch has nowhere to go now except bug tweaking. Has anyone had any strange Cube recipe errors to report? I'm still finding some crossed-linked stuff from the old skill choices I used initially in various versions before release. Thanks again and thank you to the Phrozen Keep. _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in Althalus Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- kind of fun... hmm... hentai pr0n...? ooo... hehe joking but yea this mod is kind of fun to play :p iller Post subject: Re: Upgradeable Skill Books Mo... -------------------------------------------------------------------------------- MAJOR EDIT: NO sooner had I made this post when I checked what was on my site and it was the old first-1.10-Beta release. The 2nd version which had a much cleaner set of TBLs and price changes, plus the ability to make more than one unique scroll per-game was lost on my HD during a crash and I am in the process of rebuilding that now. Just a little more tweakin and I will have a fully updated 1.10-final version that will be a bit more plugin-friendly.... So in the meantime, I'd suggest checking back in a week or so, and disregard the rest of this post I have an important Message for readers and any Moderators. I've been in and out of this mod this winter and came to the conclusion that there's not much else that can be done to update or improve on it. The Site for it will remain up for the meantime and I may start a new mod to add 2 or 3 new Hirelings as a new plug-in(Depending on the current state of Animation tool developments here). But this current Mod has run it's course now. I'm very happy with the feedback I recieved on it and now leave it to the maintenance judgements of the Moderators. Thank you _________________ Skill/Spell Books Good as a stand-alone as well as a plug-in ---------------------------------------------------------------------------- global \ excel \ -- must contain: automagic.txt cubemain.txt ItemTypes.txt misc.txt MagicPrefix.txt MagicSuffix.txt TreasureClassEx.txt (optional) UniqueItems.txt local \ lng \ eng \: patchstring.tbl global \items\: invmscr.dc6 invsb1.dc6 invsb2.dc6 invsb3.dc6 invscr1.dc6 invscr2.dc6 invscr3.dc6 invscr4.dc6 invscr5.dc6 invscr6.dc6 Version 1.02 Version History: 1.02: ---Closed off a BLIZZARD-BUG where the player could add regular weapon masteries to their skill books which DO NOT work for all classes unless they are GRANTED with "oskill". ---Unique Scrolls for all 6 masteries can still be made, and are encouraged. ---Closed off all Class-Specific scroll/book Recipes. ---Opened up Class-Specific Unique Scrolls to their respective class. ---Cut Price in half on all Weapon Mastery Scrolls. ---Axe and Blunt-Weapon Mastery scrolls always appear @ Charsi ---Made sockets occur much more frequently in Axes/Knifes/Blunt weapons ---Axes more likely to spawn with +Damage to Demons. ---Made Scroll recipes for several Skills that Hirelings use. (Put any 1 gem and a Rare Scroll in cube to make Crafted Jewel) ---Hireling Skills now appear on Crafted Jewels. ---Cleaned out Junk-Charges that were appearing on some Scrolls. 1.01: --Fixed a major bug in Misc.TXT that prevented Runewords from working --Reworked Treasure Class to Relieve some effects of Inventory-Crowding Greatly Increased gold-Drops. Added scrolls to Chest-Drops(this is actually a major improvement to the over-all gameplay as far as map exploration goes, believe it or not.) Reduced Drop-Rate of Most Equipment. Placed Max-Levels on the Junkier Modifiers 1.00: -Pretested Cube Recipes moderately -Pretested Vendor prices on scrolls lightly -Adjusted Vendor prices on scrolls lightly -Pretested TreasureClass of Scrolls lightly -Adjust Treasures class Heavily -No Pretesting: Non-Class-Skills(bugs may exist) Technical Note: This is a full Mod. Unlike a Plugin, it results in you having items in your inventory that you can only use with this mod. These Scrolls and Books must be removed from your inventory before you can use your character in a different mod. INTRODUCTION Most players have reported increased difficulty in 1.10 beta, in some cases such as single-player where they must solo, "too difficult" because of a need to focus on a single skill-track to unlock the full power of most skills through their Synergies. With this SINGLE PLAYER "Mod" players will be able to achieve Item-Based boosts, and major ones at that, to their existing skills without permanently "hacking" their character. SkillBooks are not just Items but a full addition to the existing skill-system as well as the game economy. They are also balanced to a degree requiring the player to work for them just as they would any other "legit" item. Some of the best Scrolls though will only be found on Hell-Mobs. There are currently 16 Scrolls available to each class However, I designed it in an open soft-coding system as to leave plenty of room for every other skill to be added later if that proves beneficial Be sure to read the "In-Game Help" for a quick demon- stration on how these SkillBooks are built in-game. ----------------------------------------------------------------- Skill Scrolls and Books are easy to use, and easy to "Transmogrify" Just place one Rare Scroll in your Cube along with the appropriate Skill-Book Which is the Appropriate book for each Skill? - That's for you to find out. But be assured that they all follow a pattern And just like Diablo1, You'll be able to get other Class' Skills as well by finding or making Unique Scrolls. ...These too can be stacked into a Skill-Book just like rare scrolls Technical Note: Not all skills are available between all the classes since some skills use Proprietary animations. But some scrolls corresponding to the skills that hirelings may use can be transmogrified into jewels. Each skill can be added to each book up to 7 times. But just like Skill-Tabs, it's probably best to work on "Maxxing" 1 set of skills at a time since inventory space will be a major conern. Gold will also be a constant factor if you choose to buy your scrolls from the Vendors in the towns. Actual Recipes: 2 plain/magic Scrolls = 1 Rare 1 Rare Scroll + 1 Book = +1(Skill) to Book 3 Rare Scrolls = 1 Unique Scroll 1 Unique Scroll + 1 Book = +1(Non-Class Skill) to Book