

I added the actual text strings to the data section of the dll at offset 0x0A6CF0 which loads at 0圆F6A6CF0. NRUĞLIĞXCěAS UPG ITEM NOEĞTH SOCK NOS CODEįor the output types, we have the following values:įor item quality, use the same values that you would find in the items saved in a character file.
Cube world portals code#
+0x02 Item code from Master list (0xFFFF = any) +0x00 Item Properties (this is a bit field) The parser basically checks all of the output codes looking for item codes or ‘special’ cube recipe code and then tokenizes it in the cube recipe structure stored in memory.įrom what I can tell, each cube recipe has a structure in memory which is read in by parsing the cubemain text file. This function is located in D2Common.dll. Once that’s done, you need to edit the parser for cubemain to recognize your text string. Pandemonium Finale keyđđ00Ē8ē dhn bey mbr Pandemonium Finale Portal

Pandemonium keyđđ00Ē8ē pk1 pk2 pk3 Pandemonium Portal In my case, I used the v1.11 cubemain which adds the following:ĭescription enabled version op numinputs input 1 input 2 input 3 Output Of course you add the specific recipe to cubemain.txt and in the output code column you insert a custom string such as ‘Pandemonium Portal’. The first thing you have to do is get the game to recognize your specific output code which will spawn your portal. It's also a really good idea to use a rebased D2Common file. You should start with the extended levels plug-in modified D2Common and D2Client files. Anyway, let’s get started shall we?Īdding your text strings to the parsing code I chose D2 1.10 because there was the most information on that version. Kingpin’s Red Portal was also a great help. When I started I knew nothing about the internals of D2 and the Phrozen Keep forums and knowledge base have been indispensable in answering my questions even though I’m pretty much a lurker. So, being a relatively resourceful person, I decided to try it myself.
Cube world portals how to#
I searched the Phrozen Keep forums and saw Kingpin mention it a couple of times, but there really was not any tutorial or really any posts describing how to do it. I really could not find anything really documented on how to do it. I wanted to open the new Realm areas in 1.11 so I had to create a custom red portal to a new area with a cube recipe. LUDIJAK: Code for the launcher and some functions in the mod.I am the Village Idiot and I’m a bit a newbie so please bear with me. If you want to run CubeWorld without this mod, just launch with the original launcher Thanks
Cube world portals mod#
The mod creates word-.sav files in the CubeWorld directory that you can share to import extra city locations. If you do not want the town-portal spell, do not copy (or delete) the KeyEvent.dll Sharing city locations Launch by running TraderFastTravelModLauncher.exe This mod requires the x86 version of Visual C++ Redistributable for Visual Studio 2013 Previewĭownload the latest release from here, unzip and place the files in the CubeWorld folder ( C:/Program Files (x86)/CubeWorld or C:/Program Files/CubeWorld). If you have not discovered any other cities (with the mod running) than the city you are in then the action will be ' Travel' but you will be informed that you cannot travel to undiscovered cities.Ĭities are marked as discoevered based on the map seed, so cities discovered by another character on the same map, or even on a different map with the same seed will be valid targets. ' action, with different stands allowing travel to discovered cities (the cities must have been discovered while the modded version was running).

Trader stands gain the action ' Travel to. This mod for CubeWorld enables fast-travel between discovered cities by joining traders caravans from city to city (caravans not shown).
