Author
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Topic: just one more quick question
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Cobaltian Knight

Posts: 84 From: coatesville,pa,usa Registered: Jan 2002 |
posted 28 January 2002 17:48
I there a limit to how much you can change before you start having problems, for instance Im working on one that is exp, drop, ez kill,new armor all in one.?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 28 January 2002 17:59
There is no limit to how much you can change really...but some files like cubemain.txt for example can only take 4096 rows, adding any more will crash.------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 28 January 2002 21:24
And there are some files, like monstats.txt, where you can't add a single line.

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 29 January 2002 16:02
As a public service, I will list files that I'm pretty sure I know the limits of.Can go to 4096 lines: armor weapons misc uniqueitems cubemain automagic magicprefix magicsuffix gems treasureclassex setitems (but who would want to torture themselves with that many additions to that one?) Lines CANNOT be added monstats montype levels missiles skills overlay charstats The rest I'm either not sure about, or wasn't thinking about at the time I posted this...I'm getting old, my memory is shot. 
------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download Version 1.1 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 05 February 2002 08:31
so you cannot add monsters you can only replace them?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 05 February 2002 09:32
No, you cannot add monsters unless you rewrite the whole animdata.d2 and part of the .dlls(which I believe Mhyrghinoc is working on).------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 05 February 2002 18:37
I wouldn't say I was working on rewriting the DLLs...but that will have to be part of getting more monsters into a game.Check me if I am wrong, but these seem to be the parts we know about how monsters are defined. Monstats and montype - basic txt files, but some of the columns are also hard-coded. Cannot add rows without DLL change. thousands of DCCs - the actual animations COF files - tells how the DCCs fit together, covers transparency and maybe some other effects. AnimData.D2 - this one appears to be a random listing of COFs with a lot of extra space built in. Kathras discovered this file is apparently loaded into memory. My speculation: this file sets up a structure in memory (once loaded) which has key strings and lots of open storage, about 150 bytes per COF...a few bytes are predefined or initialized from the file. The game probably stores dynamic information in this structure at run time. Size of AnimData.D2 apparently hard-coded. MonMode.txt - a list of the modes such as Attack-1, Get Hit, and Walk. Overlay.txt - visual effects for monsters and characters. Cannot be expanded without DLL change. Sounds.txt - what is the point of animations without something to hear?  Tokens - two-letter codes for monster classes, used for identification, palette changes, directory structures. Probably hard-coded. (Something for me to check)

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General Nutt Lord
 
Posts: 123 From: Great White North Registered: Jan 2002 |
posted 05 February 2002 19:44
Jeff that little bit of info would be nice to add to the FAQ or resources.------------------ Speak Softly and carry a big sword (or two)

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