Author
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Topic: Token Datasheet
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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 10 December 2001 07:55
just thought this might be usefull to some ppl.D2C 10 = Captured soul 13 = Captured soul 17 = Izual soul 1D = Deckard cain 1Z = Wanderer 20 = Halbu 21 = Hydra 22 = Izual 23 = Fetish Shaman 2D = Deckard cain 2F = Woman (dummy) 2M = Man (dummy) 36 = Hadriel 3D = Deckard cain 4D = Deckard cain 5P = Overlord 66 = Diablo boneprison 67 = Diablo boneprison 68 = Diablo boneprison 69 = Diablo boneprison 9A = Nothing (no animation) AE = Lightning spire AH = Ashaera AL = Alkor AN = Andariel AS = Act2 barkeeper woman B9 = Bat (dummy) BB = Baboon demon BG = Bug (dummy) BH = Bighead BK = Foulcrow BN = Foulcrow nest BS = Bat (dummy) BT = Bat demon BU = D1 Butcher (unused) BW = Bonewall (spell) CI = Charsi CK = Chicken (dummy) CM = Camel (dummy) CO = Snake (dummy) CR = Corrupted rogue CS = Corpse eater CW = Cow (dummy) DC = Deckard cain (this cain has a get hit animation) DH = Mosquito nest (unused COOL and working!) DI = Diablo DM = Balrog DR = Drognan DS = Scorpion (dummy) DU = Duriel EC = Hell bovine EH = Evil hole EL = Elzix FA = Fallen FC = Fetish blowpiper FD = Frog demon FE = Fetish FI = Glowing Ghost (COOL glowing ghost gfx unused and only 1 animation works fine as a replacment for Bone spirit) FK = Bome fetish FM = Elemental demon (Very cool a red version of the others) FR = Finger mage FS = Fallen shaman FW = Fetish shaman G1 = Clay golem G2 = Blood golem G3 = Fire golem G4 = Iron golem GE = Geglash GH = Gheed GM = Goatman GO = Gorgon (cool but only 2 animatio) GR = Grietz GT = Gargoyle trap GU = Guard (act2 merc) GY = Great mummy GZ = Grizwald HP = Concil member HR = Hratli HX = Hydra (spell) HY = Hydra (spell) HZ = Hydra (spell) IM = Elemental demon (VERY cool a blue version of the others) IW = Iron wolf (act3 merc) JA = Jamela JE = Jeryn K9 = nothing (no gfx) LS = Spider (dummy) LV = Larvae (dummy) LY = Lysander M1 = Vendor act2 (dummy) M2 = Vendor act2 (dummy) M3 = Meshif M4 = Blade tower (unused ultra COOL trap) M6 = Mephisto chamber soul MA = Duriel corpse maggot (dummy) MD = Broodwar (chat) ME = Rat (dummy) MG = Mummy spawner (coffin) MM = Mummy MO = Mosquito demon MP = Mephisto MQ = Maggot queen MS = Meshif N3 = Woman (dummy) N4 = Man (dummy) O0 = Bot (chat) 01 = Diablo1 warrior (chat) O2 = Diablo1 mage (chat) 03 = Diablo1 rogue (chat) 04 = Starcraft (chat) 05 = Blizzard guy (chat) 06 = Magistrate (chat) 07 = Steelarmor guy (chat) 08 = Paperboy (chat) 09 = Orc (chat) OF = Act2 blacksmith OR = Ormus PB = Desert turrent PM = Elemental demon (unused) PN = Blunderbore PR = Parrot (dummy) PS = Akara PQ = Panther woman QQ = Crab (dummy) R7 = Hypnotic orb (act3 quest) RC = Kashya RD = Radament RG = Rogue RH = Gray wanderer (chat) RO = Wanderer (chat) RT = Rat (dummy) S7 = Quill bear SA = Skeleton archer (unused from pre beta d2!) SB = Maggot baby SC = Scarab demon SD = Snake demon SE = Maggot egg SI = Quill rat SK = Skeleton SL = Sand leaper SM = Sand maggot SP = Spider demon SR = Sand raider ST = Flying scimitar SU = Summoner SW = Swarm TC = Person with bell (chat) TE = Watet watcher head TH = Tree Demon TN = Water watcher tail TX = Tyrael TY = Tyrael TZ = Foulcrow nest UM = Oblivion knight VA = Vampire VC = Vile child VD = Vulture demon VH = Evil window VJ = Evil window VK = Valkyrie VM = Vile mother WA = Warriv (act1) WO = Wolf (unused) WR = Wraith WW = Will o wisp WX = Warriv (act2) YE = Yeti ZM = Zombie ZP = Zakarum priest ZZ = Zakarum zealot D2X 0A = Barbarian Helpers 0B = Succubi with bird wings 0C = Succubi with bat wings 0D = Barb Ancient (sword) 0E = Barb Ancient (pole) 0F = Barb Ancient (axe) 0G = Barb Ancient Statue (Sword) 0H = Barb Ancient Statue (Axe) 0I = Barb Ancient Statue (Pole) 0J = Nithalhak 2Q = Fence 2T = Demon Hut 40 = Werewolf 41 = Baal 42 = Baal 43 = Baals minion 44 = Baal tentackels 45 = Putrid terrors 46 = Glowing Vile Childs 48 = Bunny (dummy) 64 = Catapult 65 = Catapult 6Z = Bleeding barb 7I = Bleeding barb 7J = Bleeding barb A6 = Weird stone thing AC = Tower AG = Door AJ = Door AK = Weird stone thing B7 = Bear B8 = Assasin blade disk E9 = Assasin trap EG = Mosquito F0 = Ice Demon FG = Assasin trap GB = Siege Beast 4 legged version (has no overlay) still in development state HK = Raven IO = Yeti (act5 version) IP = Imp K9 = nothing NADA! L3 = Minotaur LG = Assasin Trap M5 = Death Mauler OS = Minion Lord OX = Siege Beast RE = Reanimated Horde TG = Werebear TW = VERY WIERD PURPLE GUARD TOWER UA = Catapult WF = Wolf X3 = Druid Spirit X4 = Druid Spirit XA = other version of Demon hut XR = Barb Blacksmith XS = Anya XT = Malha XU = Nithalhak (this is the boss) XV = Act5 Npc (forgot the name) XW = Druid Spirit XX = Minion XY = Suiccide Minion XZ = unused Flower Demon (very cool dosent lack frames) Y0 = Anya ------------------ quote: there is a reason why your here. and there is a reason for whats now...
XyRAX v21.00B (the barnyard of Danger) coming soon!!! [This message has been edited by NefariusDX (edited 11 December 2001).]

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ZaN_Li WarLord
  
Posts: 170 From: Sweden Registered: Aug 2001 |
posted 10 December 2001 07:58
THIS IS REALLY GREAT!!!!!! It´s really useful to... And the unused to, then you would be able to add new enemies with new codes  ------------------ The true power is my lvl 3,7 Barbarian with claws!!! Diablo 2 - Unholy Wars

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 10 December 2001 08:10
im making such a sheet for objects.txt as well ill post that one here some time soon when im done with it.------------------ quote: there is a reason why your here. and there is a reason for whats now...
XyRAX v21.00B (the barnyard of Danger) coming soon!!!

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 10 December 2001 09:18
the plant is working look: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/002065.htmlcu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 10 December 2001 09:37
btw all the unused gfx works even those that lack frames and those that have no .cof files just edit them and make em work im using the wolf (the unused one from cd2) as a golem and it works fine.------------------ quote: there is a reason why your here. and there is a reason for whats now...
XyRAX v21.00B (the barnyard of Danger) coming soon!!!

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 11 December 2001 15:46
quote: Originally posted by masakari: the plant is working look: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/002065.htmlcu Masakari
Which token did he use for that, XZ? Or is it one of the others in the list? ALSO, I will upload this list to the resources portion of the Keep ASAP.  ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download the Preview of Sanctuary in Chaos vesion 1 - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 11 December 2001 16:17
I think he replaced on other monster in montype with the token XZ and edit the corresponding line in monstats.txt. I was in contact with him at the working time (through ICQ) but he dosen't say everything.At that time he would send a plugin to the keep but afaik he doesn't have. cu Masakari [This message has been edited by masakari (edited 11 December 2001).]

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 11 December 2001 16:53
you can get any gfx working, just convert it to .gif and edit it with a gif editor duplicate some lacing frames or remove some so they match the frame count of what lacks frames and as good as any thing will work even the 4 legged siege beast which has no overlay------------------ quote: there is a reason why your here. and there is a reason for whats now...
XyRAX v21.00B (the barnyard of Danger) coming soon!!! [This message has been edited by NefariusDX (edited 11 December 2001).]

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 11 December 2001 20:32
@Nefarius In this case it was simpler. The noexist gfx was the gethit-gfx and after a few renaming and copying in noexist files than it works. You have only to read the errormsg and to create the noexist file and try again. The big prob (i had)to know that the last crash is causes because this gethit-gfx is missing and what is the name of the gethit-gfx. The first time that i asked something about the plant and nobody could help me (1or2 months ago) i have created some noexist cof (by renaming existed files) too, but than i didn't have some idea why it would be invisible if i go too close to the plant or i'll attack this monster. = gethit-gfxMandzo found it out and it works  Your way is more detailed in structur of the file. We only rename some files. If there are really missing parts of an anim than your way is the only, you are right. cu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 11 December 2001 20:37
the way i use always works when replacing a monster gfx right down the frame number then do frame#/8 to find how many frames each direction takes so if you have 8 frames every direction is 1 frame long right all this data down, take whatever gfx you want (d1 gfy or whatever you want) fix the frames so they work then if it dosent match the frame value of the original gfx just find how many frames lack or how many frames are to much do that frame number/8 this will tell you how many frames to add/remove from each dir and the gfx will work,------------------ quote: there is a reason why your here. and there is a reason for whats now...
XyRAX v21.00B (the barnyard of Danger) coming soon!!!

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 11 December 2001 21:50
XA is an alternate of the "demon huts" that generate monsters in act 5, except this one is more like two skulls on posts around some small building. It's very cool, in fact I like it better than the huts. You might want to edit your post with a mini description, better to have these huge charts all in one place instead of halfway across the thread

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 11 December 2001 22:54
did changed the "what tha heck is this" to other version of demon hut.------------------ For every thing there is a opposite, for light there is darkness, for order there is chaos, for good there is Nefarius! ------------------------ XyRAX v21.00B the barnyard of Danger coming soon!!!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 12 December 2001 17:04
I'm having a few problems with cv5 graphic viewing. For some reason, many times when I view a .dcc, it will say a Visual C++ error and will close. This happens randomly for some reason, not sure why. And some .dcc seem to work for you guys but completely crash my whole computer and I have to reboot. Anyone know what's happening or why it's happening?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 12 December 2001 19:04
lol thats not a problem, the program is very instabil it crashes when u view about 10000 frames thats totally normal dosent have to do with your pcs speed ot ram.------------------ For every thing there is a opposite, for light there is darkness, for order there is chaos, for good there is Nefarius! ------------------------ XyRAX v21.00B the barnyard of Danger coming soon!!!

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 00:15
There are some (3 or 4) dcc-files which crash the cv5, even you view them at first. But i don't have tryed it with the new dcc.dll (which allow dcc-editing).cu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 13 December 2001 00:30
all .dcc files work, after the programm shows about 10000 frames of .dcc files it will no longer display gfx (the .dcc will look plain white) if you then try to view something else after that it crashes (i managed to view all .dcc files in data\global\monsters) just exit the programm after you view about 30 animations. i think the only .dcc files it will not be able to view are in the amazons animation archives in d2char.mpq which contain 1 that is NO .DCC file its a ref file for the cdkey (cd2) (its encrypted and listed as .dcc even its not a .dcc)------------------ For every thing there is a opposite, for light there is darkness, for order there is chaos, for good there is Nefarius! ------------------------ XyRAX v21.00B the barnyard of Danger coming soon!!!

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 00:33
Ok, that could be. But wherefrom should i know that a file with the ext. dcc is no dcc-file??  cu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 13 December 2001 02:01
didnt mean it this way i just said that one file will never be viewable with cv5.  ------------------ For every thing there is a opposite, for light there is darkness, for order there is chaos, for good there is Nefarius! ------------------------ XyRAX v21.00B the barnyard of Danger coming soon!!!

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 03:54
Ok  Everything ok. We all must learn from the others and thats why the keep is so great!!cu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 13 December 2001 15:42
yup, btw the cain with the gethit animation is working fine as a enemy i used the vampire corpse and death animations (which he lacked)------------------ ------------------------- Your Soul is MINE! ------------------------- XyRAXv21.00B Comming SoOn ------------------------- :D:D:D

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 13 December 2001 16:14
Actually, there are a few .dccs that completely crash my computer and causes me to reboot. It always happens with that .dcc. I forgot which one it was so I'll post back after my computer crashes again.  ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 14 December 2001 04:13
maybe those other .dcc files that always crash are lod cdkeys dunno.------------------ ------------------------- Your Soul is MINE! ------------------------- XyRAXv21.00B Comming SoOn ------------------------- :D:D:D

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