Diablo
This MOD is insanse leveling, and I overrid the leveling system and overrided the save game to where you can both save at Save spots or through the menu. This is another one of those relentless hack and slash leveling games. But its not completed yet, and it is however ready for testing. If you are intereseted in this release let me know.
Quick request, TGA:
If you're going to post about multiple files you're working on in one go, please try to keep them to one topic. I've had enough of seeing multiple topics by the same person thanks to Skorn already.
If you're going to post about multiple files you're working on in one go, please try to keep them to one topic. I've had enough of seeing multiple topics by the same person thanks to Skorn already.
I was just trying to keep them seperate becuase each one has a different playing style and would get seriously confusing if people cross posted about 2 different D-Mods Also the fact that these are 2 years old and just now getting to upload these D-Mods and finish working on them.
EDIT: I felt it was best just to get them all over with in one or 2 days and in one shot so I would not drag them out for weeks and appear like I am making 20,000,000 D-MODS a month or something like that... Of course that would be cool and all, but no one can do that anyways!
EDIT: I felt it was best just to get them all over with in one or 2 days and in one shot so I would not drag them out for weeks and appear like I am making 20,000,000 D-MODS a month or something like that... Of course that would be cool and all, but no one can do that anyways!

Okay I have uploaded a BETA of this, and waiting Review. When its up I need as much feedback as possible on this becuase I have totally changed the level-up system, your exp is gathered and collected, and shows as yellow text on the screen. If anyone happens to know a better way of doing this let me know. Also the menu has a save option, and there are save spots on the outer edges of the map. Monsters start easy inward and get harder the farther out you go.
Also when you level up the screen pops up 5 times untill you use all 5 points on your stats. If Diablo sounds like a bad name to use for a D-MOD I am open for suggestions.
I know there needs to be improvements, this is why I am having the Dink Community test this out before the Alpha v1.0 release.
Also when you level up the screen pops up 5 times untill you use all 5 points on your stats. If Diablo sounds like a bad name to use for a D-MOD I am open for suggestions.
I know there needs to be improvements, this is why I am having the Dink Community test this out before the Alpha v1.0 release.
Okay its taking longer than expected for the acceptance of this file, I am thinking its becuase of copyright issues, if you can think of a name simular to Diablo and obviously not Dinkablo as its already taken, then post here please. I am very open about a name Idea that wont infringe copyrights.
Nah... Just takes a while for someone to find the time to review it, and write a news post about it.
Or, more likely, the staff is lazy <_<
EDIT: Or, as scratcher put it, "finding time to do it".
EDIT: Or, as scratcher put it, "finding time to do it".
Ok I just did a test of my own since a long time ago, and had a refresher.
This D-Mod is indeed the one with a custom Skeleton I was in the middle of working on, please dont post about it, and just avoid it untill level 15+ as it is hard for levels lower than 15ish.
Also before anyone gets mad becuase there magic is not rising or there appears to be no magic added, let me explain below how it works! When playing there are 3 Stat types, when you level you get 5 points to spend on them.
You start at Level 1 with 2 ATTACK and 2 DEFENSE and 0 MAGIC.
The points are as follows:
Strength
Defense
Vitality
Each one does a different thing for your character.
Everytime you level up up there are hidden bonuses that effect your character.
Strength does the following per point added:
STR += 1
STRENGTH += 5
STRENGTH += STR
STRENGTH / 2
Which adds ATTACK to your character.
Defense does the following per point added:
Defense + 1
Which adds DEFENSE respectively to your character.
Vitality does the following per point added:
VITALITY += 1
TEMPLIFE = 0
TEMPLIFE += VITILITY
TEMPLIFE / 3
LIFEMAX += TEMPLIFE
TEMPMAG += TEMPLIFE
TEMPMAG / 6
MAGIC = TEMPMAG
Which Vitality happens to add HP and MAGIC respectively and by the math calculated here.
I know this seems complicated, but its a way to balance out stats respectively for your character. In the long run you will benefit from High Vitility as a Mage.
Another thing after you level up and you use all your points your HP is regained to full max like other RPG's I have played.
The EXP is setup different and does not use the Engines EXP I created a "SHELL EXP SYTEM" to allow higher than 99999 EXP for higher leveling up balance. So instead of getting 99999 everytime to level up the EXP is calculated differently.
This calculation I wont reveal untill I see it is relevant to explain it.
Next thing that may be noticed is the TOTAL EXP is shown, and the CURRENT EXP and the NEXT LEVEL EXP is shown in yellow text.
The other thing shown is the current Health in numbers rather than a graphic. DO you get tired of having 2 red bars and never know how much HP you have left or how much you have gotten hurt? Well this TEXT description of your HP will tell you your total HP respectively in game as well. IN example:
Current HP 200/200
If hurt 50 points HP
Current HP 150/200
Its that simple!
If anyone has an idea on improving this, or knows other ways to do this graphically without altering the Engine? Please, let me know!
Thanks again, and good luck playing this D-Mod once it is out for BETA testing...
This D-Mod is indeed the one with a custom Skeleton I was in the middle of working on, please dont post about it, and just avoid it untill level 15+ as it is hard for levels lower than 15ish.
Also before anyone gets mad becuase there magic is not rising or there appears to be no magic added, let me explain below how it works! When playing there are 3 Stat types, when you level you get 5 points to spend on them.
You start at Level 1 with 2 ATTACK and 2 DEFENSE and 0 MAGIC.
The points are as follows:
Strength
Defense
Vitality
Each one does a different thing for your character.
Everytime you level up up there are hidden bonuses that effect your character.
Strength does the following per point added:
STR += 1
STRENGTH += 5
STRENGTH += STR
STRENGTH / 2
Which adds ATTACK to your character.
Defense does the following per point added:
Defense + 1
Which adds DEFENSE respectively to your character.
Vitality does the following per point added:
VITALITY += 1
TEMPLIFE = 0
TEMPLIFE += VITILITY
TEMPLIFE / 3
LIFEMAX += TEMPLIFE
TEMPMAG += TEMPLIFE
TEMPMAG / 6
MAGIC = TEMPMAG
Which Vitality happens to add HP and MAGIC respectively and by the math calculated here.
I know this seems complicated, but its a way to balance out stats respectively for your character. In the long run you will benefit from High Vitility as a Mage.
Another thing after you level up and you use all your points your HP is regained to full max like other RPG's I have played.
The EXP is setup different and does not use the Engines EXP I created a "SHELL EXP SYTEM" to allow higher than 99999 EXP for higher leveling up balance. So instead of getting 99999 everytime to level up the EXP is calculated differently.
This calculation I wont reveal untill I see it is relevant to explain it.
Next thing that may be noticed is the TOTAL EXP is shown, and the CURRENT EXP and the NEXT LEVEL EXP is shown in yellow text.
The other thing shown is the current Health in numbers rather than a graphic. DO you get tired of having 2 red bars and never know how much HP you have left or how much you have gotten hurt? Well this TEXT description of your HP will tell you your total HP respectively in game as well. IN example:
Current HP 200/200
If hurt 50 points HP
Current HP 150/200
Its that simple!
If anyone has an idea on improving this, or knows other ways to do this graphically without altering the Engine? Please, let me know!
Thanks again, and good luck playing this D-Mod once it is out for BETA testing...
You could look into my percent based life bar. It will make it so you always have a set bar for HP, and it also displays the numbers.
A few problems with that though..
You have to add a sprite with the script to every screen.
Seeing how your DMOD is already made, it could be a big pain. Or alternatively, mess around with the code so it loops checking for screen changes. I could help you with this if needed.
Also, considering that your DMOD will most likely have outrageous HP values, you may have to adjust the coordinates of the text so it won't overlap. But it should be fine if you don't exceed 9999 HP. On the other hand, it isn't ideal for a very low amount amount of HP either since the bar is so big and it takes a little while to drain down to size.
A few problems with that though..
You have to add a sprite with the script to every screen.
Seeing how your DMOD is already made, it could be a big pain. Or alternatively, mess around with the code so it loops checking for screen changes. I could help you with this if needed.
Also, considering that your DMOD will most likely have outrageous HP values, you may have to adjust the coordinates of the text so it won't overlap. But it should be fine if you don't exceed 9999 HP. On the other hand, it isn't ideal for a very low amount amount of HP either since the bar is so big and it takes a little while to drain down to size.
Untill the BETA is up here is a external link to the dmod for a sneak peak and beta test. If you are wishing to help please do this.
Diablo BETA
Diablo BETA
That precent life bar is a great idea... however I would like to have a long life bar, and that disappearing error would not be acceptable. Its bad enough right now I am having problems with "refresh" of the EXP/HP TEXT. When you kill a monster the TEXT overlap untill the clear command is reached and its reprinted. So this poses as a problem as well...
int &p = 0;
//..
sp_active(&p,0);
&p = say_xy("exp/hp",,);
//..
sp_active(&p,0);
&p = say_xy("exp/hp",,);
Hey just because the last few files have been dealt with in a day or two doesn't mean that that's normal around here
Anyway it's now 2am so... tomorrow. With Necromancer!

Anyway it's now 2am so... tomorrow. With Necromancer!
This is attached to every screen on the map
void main ( void )
{
loop:
say_xy("Total EXP: &totalexp / Current EXP: &curexp / Next Level EXP: &nextlevel", 1, 360);
say_xy("Current Health: &life / &lifemax", 1, 380);
wait(1000);
goto loop;
}
I want to have it keep updating everytime a monster is killed or when dink is hit... how I do that without the text lapping over each other before a clear happens?
void main ( void )
{
loop:
say_xy("Total EXP: &totalexp / Current EXP: &curexp / Next Level EXP: &nextlevel", 1, 360);
say_xy("Current Health: &life / &lifemax", 1, 380);
wait(1000);
goto loop;
}
I want to have it keep updating everytime a monster is killed or when dink is hit... how I do that without the text lapping over each other before a clear happens?
Ok so including Someone's suggestion:
void main ( void ) { int &p; int &q; loop: sp_active(&p, 0); sp_active(&q, 0); &p = say_xy("Total EXP: &totalexp / Current EXP: &curexp / Next Level EXP: &nextlevel", 1, 360); &q = say_xy("Current Health: &life / &lifemax", 1, 380); wait(1000); goto loop; }
Okay guys, I updated the file above, just in case you already downloaded the last one, here is the link again to the newer one:
Diablo BETA
These are the following changes if interested or not noticed:
The Skeleton was removed since its not ready to be seen yet, and incomplete.
The EXP/HP has been fixed to not "overlap text", now it constantly updates without the annoyance of not being able to read it. (thanks to the posts above, without there help it would not of been possible)
The Magic division changed from 6 to 4. This should help magic come arround earlier and before level 10. One note of this is that the higher your level and the more Vitality you put into your character the higher the magic will be. Its not as noticable at lower levels.
Now that is taken care of this is what I am looking for in your testing this D-MOD, I am looking for simply these elements, your comments on these elements and do they need improvements.
The Monsters EXP given:
Is the EXP fair for each monster you kill?
The Monsters Defence:
Does the monster have a fair defence or should they be harder to kill?
The Monsters Health:
Is the Monsters Health too high, fair, or too low?
The Monsters Damage:
Is the monsters attack too high, too low, or just right?
These and other elements of the mod are just a few examples of what I am looking for... Do these need improvement? Is there a balance? Is it unbalanced? Is it just right?
Again these are just a few of the ideas of what I am looking for in your help.
Do not complain about the monsters death animation, this is a glitch, and is not in the programming, sometimes the monster disappears, or sometimes they are still standing, or sometimes you actually see there death. If you have an idea of how to fix this issue tell me, but I will let you know first hand I tried everything in the scripts, and none seems to work.
Diablo BETA
These are the following changes if interested or not noticed:
The Skeleton was removed since its not ready to be seen yet, and incomplete.
The EXP/HP has been fixed to not "overlap text", now it constantly updates without the annoyance of not being able to read it. (thanks to the posts above, without there help it would not of been possible)
The Magic division changed from 6 to 4. This should help magic come arround earlier and before level 10. One note of this is that the higher your level and the more Vitality you put into your character the higher the magic will be. Its not as noticable at lower levels.
Now that is taken care of this is what I am looking for in your testing this D-MOD, I am looking for simply these elements, your comments on these elements and do they need improvements.
The Monsters EXP given:
Is the EXP fair for each monster you kill?
The Monsters Defence:
Does the monster have a fair defence or should they be harder to kill?
The Monsters Health:
Is the Monsters Health too high, fair, or too low?
The Monsters Damage:
Is the monsters attack too high, too low, or just right?
These and other elements of the mod are just a few examples of what I am looking for... Do these need improvement? Is there a balance? Is it unbalanced? Is it just right?
Again these are just a few of the ideas of what I am looking for in your help.
Do not complain about the monsters death animation, this is a glitch, and is not in the programming, sometimes the monster disappears, or sometimes they are still standing, or sometimes you actually see there death. If you have an idea of how to fix this issue tell me, but I will let you know first hand I tried everything in the scripts, and none seems to work.
Might as well ask here:
As you already have this thread, with download links already in it (already updated!) how about making this the open beta thingy and just uploading the final version to the DN? Might save time...
Edit: There's too many 'already's in that sentence
As you already have this thread, with download links already in it (already updated!) how about making this the open beta thingy and just uploading the final version to the DN? Might save time...
Edit: There's too many 'already's in that sentence

When're you planning to be finished? It sounds interesting.

Well with Dink's Nightmare and other things I do in the way, Diablo may be delayed. But right now there is no ETA on when it will be finished. So far still waiting on what people think of the balance of the leveling system, and what may need updating in future BETA releases. If everything runs smoothly and there is not too much to update then I can go directly to a full release V1.0.
11 Downloads so far and no reply... come on its not that good is it? or is it that bad?

So in this Diablo of yours... A demon kidnaps a prince who must be reached over the bodies of hordes of denizens, I'm guessing? Did you know that in America, Blizzard entertainment has essentially trademarked the title and it is more or less illegal to use as a title for any entertainment, if not, any commercial games. I know that no one will likely take action against a young private freeware developer, but surely you can think of a more original title to describe plunging head-long into a sea of monsters.
Well that is why I was asking for ideas on a new less copyrighted name...

El Diablo
If you don't charge for your game, I can't see why they would care.

If you don't charge for your game, I can't see why they would care.
Well name ideas for this D-MOD are still requested... I am open for all suggestions still for a new name.
Children of blood. Harvest Poon
. Helltide. Hellportal Stonebrook
. Quest for a Massively, Rediculously High Level Where You Get to Kill Hordes of Identical-Looking Monsters
. Deathmare. Habeas Corpus: Infinitum (don't use that one... it sounds really cool, and I don't wanna be disappointed
).




Those are some neat names, but I was hopeing everyone had ideas of a new name...

Diablo will be delayed, or what ever the new name will be...