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View Code? Open in Web Editor NEWDiablo 2 reimplementation on unity
License: MIT License
Diablo 2 reimplementation on unity
License: MIT License
It's stored in SkillDesc.txt:
http://d2mods.info/index.php?ind=reviews&op=entry_view&iden=370
Both loading and rendering should be implemented.
See lower walls coordinate system http://paul.siramy.free.fr/_divers/dt1_doc/
Heroes and most of the monsters have alternative attack animation (A2 codename). Only A1 is used at the moment.
Subtasks:
Check out misc.txt: http://d2mods.info/index.php?ind=reviews&op=entry_view&iden=317
Fields: belt, beltable
Create automated build using Unity Cloud Builds. It requires update to unity 2017.1, because of the following issue:
https://issuetracker.unity3d.com/issues/error-apiupdater-encountered-some-issues-dot-dot-dot-appear-when-using-script-updater-on-script-with-unsafe-code
I can easily get this package for my Linux Mint 17.3 to start compiling C# files:
mono-mcs - Mono C# 2.0 / 3.0 / 4.0 / 5.0 compiler for CLI 2.0 / 4.0 / 4.5
remove them
Object drop section: https://diablo2.diablowiki.net/Item_Generation_Tutorial
All glyphs are truncated from the top
It's very visible on zombies, for example.
Implement gold as a value rather than dummy item.
Possible problems:
Currently character animations speed are ugly dispatched in the COF.Load
function.
Need to figure out exact formula to calculate creatures animation speed.
It does involve all animations which can be modified somehow in the game: attack, walk, run, cast, etc.
It doesn't related to idle/neutral animations.
Cursor is as of now still static
Currently DC6 loader loads first frame of first direction only. It needs to be fully implemented the same way as DCC does, including frames offsets and correct sprites creation/positioning.
Visual appearance of the player character should reflect his wearing.
Sometimes DCC decoder is running out of memory buffer. It leads to blinking white frames.
https://diablo2.diablowiki.net/Item_Generation_Tutorial#Affix_selection
Sometimes items and monster labels are shown out of the screen area. It should be fixed.
Already implemented:
Need to implement:
http://paul.siramy.free.fr/_divers2/tmptutcmap/
http://d2mods.info/forum/viewtopic.php?f=6&t=60164
http://d2mods.info/forum/viewtopic.php?f=4&t=18895
Txt files reference:
SuperUnique.txt Utrans
Monstats.txt transLvl
Monstats2.txt Utrans
Colormaps files:
data\global\monsters\*\cof\palshift.d2
data\global\monsters\RandTransforms.dat
Some tiles are not colliding. Examples: Akara hut, wagon at the south of town.
https://diablo2.diablowiki.net/Item_Generation_Tutorial
Such objects like barrels should be kicked by the character instead of instant activation.
Currently, whole world is simulated every frame. It's not feasible to compute when all levels will be created. Also, CollisionMap will not fit into the memory.
Need to do:
All sounds are enumerated in Sounds.txt file. All files are in wav format.
Most probable way to do this is to use AudioClip.Create (https://docs.unity3d.com/ScriptReference/AudioClip.Create.html).
SetItems.txt http://d2mods.info/index.php?ind=reviews&op=entry_view&iden=348
Sets.txt http://d2mods.info/index.php?ind=reviews&op=entry_view&iden=349
Characters shouldn't overlap while moving. Also characters should use more CollisionMap cells (only one at the moment).
A possible solution is to not use Unity's cursor for this purpose.
Description of the parameters here:
http://d2mods.info/forum/viewtopic.php?f=6&t=58717&view=next
COF files contain information about which frame should trigger some event (perform attack, launch missile etc). Currently COFAnimator triggers on the middle frame of animation sequence.
weapons.txt, skills.txt, missiles.txt and may be some others have HitClass property which should be mapped to particular sounds from Sounds.txt.
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