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Author Topic:   token change guard
oliviert
Squire

Posts: 48
From: France
Registered: Sep 2001

posted 25 April 2002 07:19     Click Here to See the Profile for oliviert   Click Here to Email oliviert        Reply w/Quote   
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     Click Here to See the Profile for spin   Click Here to Email spin        Reply w/Quote   Visit spin's Homepage!
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     Click Here to See the Profile for oliviert   Click Here to Email oliviert        Reply w/Quote   
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     Click Here to See the Profile for spin   Click Here to Email spin        Reply w/Quote   Visit spin's Homepage!
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     Click Here to See the Profile for oliviert   Click Here to Email oliviert        Reply w/Quote   
It works with PopulateId 125

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