Author
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Topic: token change guard
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oliviert Squire

Posts: 48 From: France Registered: Sep 2001 |
posted 25 April 2002 07:19
I try to create, using token change, a monster like the guard (but all its part are invisible : hands, head,...) any ideas ?

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spin WarLord
  
Posts: 195 From: The Netherlands Registered: Sep 2001 |
posted 25 April 2002 09:04
For guards NO token change is needed , the "Guard" ID 338 is spawnable by changing some 1's and 0's in that row. (Dunno which columns from memory right now, its been ahwhile since I've did that)I've got them spawing nicelly throughout act2 this way using the M and U column in levels.txt. (Note, I only got this to work with the guard line, to make "evil rogues" I've did a token change to the line with ID 333, the diabloclone line. Never wanted to use the other npcs, but I think all will work on that line)

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oliviert Squire

Posts: 48 From: France Registered: Sep 2001 |
posted 25 April 2002 09:57
Thanks, you were right, I used ID 331 and wonderfull Same tips for barbarian ?

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spin WarLord
  
Posts: 195 From: The Netherlands Registered: Sep 2001 |
posted 25 April 2002 10:26
To be honest, I wouldn't know for sure. I only have evil rogues and guards, didnt want the other npcs to turn "evil"But I guess the basics are the same

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oliviert Squire

Posts: 48 From: France Registered: Sep 2001 |
posted 25 April 2002 10:32
It works with PopulateId 125

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