Author
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Topic: acid beast question
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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 22 April 2002 23:45
does anyone know what the patch is for the acid beast plug in? I mean is it the 1.08 or 1.09 ect. heres what i have . i used the missile .txt and the monstats.txt to learn how to trade missles. how ever nothing worked. so i then installed the whole plugin and now i have acid beast graphics as well as names. but no spitting acid.so i figured if its the wrong version it wont work.By the way i changed nothing in the .txt from acid beast.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 22 April 2002 23:59
Changing the missile is extremely easy, just go to the Cel File in missiles.txt to the specific missile(I believe the Acid Beasts replace the quillrats so you have to go to the 'quillrat' missiles) and change the CelFile to be that of the acid missile(make sure you also change the AnimLen column as well).------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 23 April 2002 12:49
Hey Darkwhispers, The Acidbeast plugin was released 29th December 2001, i had the current/up to date 1.09 patch at that time (was still playing on bnet and getting the autoupdates). Now then, just to understand what you meant, You've got the names showing correctly as 'Acid Beast', you've got the quill rats showing up as Acid beasts graphics, but when they attack..... ? No missiles or ordinary Quill rat missiles? Are you running it straight from the directory structure or packing it with other stuff? As far as the plug-in goes, i just ran it and i'm using patch 1.09d, direct -txt structure, i ran out into the blood moors and 2 seconds later i had something like 20 bolts of Acid flying my way! So, the question is what version are you running, and have you changed the contents of the plug in somehow? because the plugin that i uploaded, as it is, works! So, i'm going to go over the steps used to give the Quill rat the poison missile, see if you can work out what it is that you are doing differently to me  To sum up the changes to get the poison spit effect: In Monstats.txt, find rows 64 to 68 (spike fiend), find the row headed 'MissA2' and change the value to 282 for all 5 rows (this will tell it to use the graphics and damage of the missile that the frog demon uses, so you don't have to edit anything else to get your new missile anim to cause poison damage!). Also, changing the value in row headed 'AIParam1' will increase/decrease the frequency of poison spitting (i set it to 50 in the plug in). In Missiles.txt, find the row for FrogPois, row 282 ish, go to the column 'InitSteps' and change the value to 5, this will make the poison missile start further away from the Acid Beast and looks better. And DarkWhispers, i appreciate you playtesting that other plugin for me, i'm gonna change it a little bit, i'll send you an e-mail later to outline a few details (i'll still upload the first one because it works, would be a shame to throw it away!) Anyways, try the steps above and let me know how you get on, if you get any more problems using anything else i've done, or you want to know how it works, just ask me  ------------------ Incandescence

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 25 April 2002 21:30
ok heres what i did and it still isnt working: I opened monstats.txt went to rows 65-69 (spike fiends)and went to collum MISSA2 and placed a 172 in all the spikes MISSA2. Then i went to AIParam1 and changed it to 50 for more attack frequency. I saved and went to Missiles.txt InitSteps and changed it to 5 then saved and put im patch. opened game=nothing. just regular spike missile. I then opened my patch and the changes were in there where i put them so I dont think its an syntax error.

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 25 April 2002 21:36
Hmm... I don't have my txt files at hand, but you should try what Incandescent One has posted, that definitely works. Apocalypse Demon's method also works, but then you would have to edit other missile stats and damage.------------------ "Get me a balrog attack-1 hand-to-hand animation, and I want it yesterday, the paladin is almost here!" ---> DMA1HTH @ offset 0006A480h. - Myhrginoc

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 26 April 2002 23:46
ok please read before answering  I am trying to replace the quill rats spike missile with a fire ball ot acid missile. I HAVE TRIED to use the above process. I even switched to 109b patch to see if it changed anything.so heres what ive done. opened monstats.txt went to lines 65-69 (spikeFiend) and went to MISSA2 changed to 282 on all five of the quill rats missa2. then went to A1Parim and changed to 50.closed and saved monstats.txt Opened missile.txt went to line 284(poison frog)went over to the InitSteps and changed to 5. saved and closed.I put them in my patch and loaded the game and Nothing changed. so i tried again and again and nothing. tried several different types of missiles and nothing.I then opened my patch to see if I inserted the monstats and missiles correctly and they were correct. what woould stop the missile graphics from loading?

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 27 April 2002 00:34
hmmmmmmmmm ok I just got the acid to work!!! can some one please tell me why this works? what I did was take the monstats.txt and the missiles.txt and place them in the d2 directory data\global\excel\monstats.txt,missiles.txt and then in the short cut i put -direct -txt and all of a sudden it all works.Im trying to figure out why it wouldnt work in the patch_d2.mpq.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 27 April 2002 00:41
You probably didn't add the correct paths or made a typo when you were using the repacking method.------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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