Author
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Topic: Question about changing druid were form into enemy monster
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Theo Serf
Posts: 5 From: Registered: Feb 2002 |
posted 11 February 2002 10:24
Hi All! I want to first thank the authors of the tutorials. The tutorials are very helpful and now I already have a simple mod that works.I followed the tutorial for moding golem and used the same way to mod the druid werewolf as monster. I made it and it's working, but some problem still exists. Here are the problems: 1) Since there is no death animation for dying werewolfs and their corpse (I think), they just disappear after killed which is kinda silly. Is there any way to use other graphics like werewolf changing back to druid as death animation and a dead druid as corpse? 2) The moded werewolfs' AI is rather "stupid" and are even less aggresive then zombies. Also, their attacks are very slow and pause for a long time before next attack. So where should I change in monstat.txt to make them "smarter" and attack faster? (I did change the velocity though, but they only walk/run faster...) 3) Is it possible to make these enemy werewolfs use druid skills? (and answers on just making them use those skill animation is also welcome.) 4) Can I change the enemy werewolfs colour so they will not look the same as players? And...I also have a question about set ring/amulet drops. The drops are still very random even I set 1024 in set and amu,1 in drop. I tried using the item's string in the .tbl in drop but it generates a "fake" one with the right name. (I checked bliz's site and found the "fake" ones are actually from other sets.) Is there any way to make monster drop an exact set ring/amulet or I have to live with the randomness? (which is okay...) Last, can I make Natalya become enemy? Or making player character as enemy? Or Shadow Warrior/Master as enemy?

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 11 February 2002 11:34
1) Not with that token. You could copy the dccs and AnimData.d2 to another token with a death animation and then add it to that. See the Advanced Monster Editing tutorial.2) Try giving them a different BaseID (same tutorial), hopefully one that has Params you can adjust. Corrupted rogues work well. 3) Techincally no. Though you could maybe make a monster skill look like the druids. 4) Yes, I think you will have to edit a palshift.dat and use a BaseID that supports color changes (that tutorial yet again!)

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Theo Serf
Posts: 5 From: Registered: Feb 2002 |
posted 11 February 2002 12:03
Thanks, I'll check the tutorial again. To be honest I didn't quite get the advanced moster moding tutorial on my first couple readings...but just little bit more questions: 1) Now I'm planing to replace act3 mosquito lines with the werewolf monster. If I do this, will I be able to change the sounds as well? 2) Ok, I get this one, but just wondering if its original ID (from "Wolf" line) can work? 3) Then I would like to know how to make moster use another attack move? I'm now thinking giving it poison attack with a bite action to simulate rabid skill. 4) So if I use the mosquito line instead then this is possible, right? Thank you for you time 

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 11 February 2002 12:53
1) Yes, sounds.txt. Stuff like "E_MOSQUITO"2) Probably not. Friendly AIs don't seem to work when made into enemies. 3) Yes. Get a BaseID that uses A1 and A2 (melee corrupted rogues will work), then use the ElMode columns to give them a poison attack. I think ElMode 5 is second attack, don't remember the ElType for poison but just look at a plague bearer for it. The eldur is duration in frames, with 25 frames in a second. ElMin/max are self explanatory. 4) Yes! But make sure your Spawn is 1 not 2 or else they only appear in the marshes 

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Theo Serf
Posts: 5 From: Registered: Feb 2002 |
posted 11 February 2002 13:43
Hehe, thanks again. Now, things are working in progress, hope I won't screw up hex edit part though.1) I have looked into sound.txt, unfortunately I haven't figure out how to change it...Do I just copy the ID from wolf to mosquito? more hints please? 2) Just tested with friendly ID, monsters stand around and did nothing BTW, the rougue AI is still not aggresive enough because sometimes they just stand around after catching up players... 3) Tested this one, but strange thing happened. Eltype and Elmode are the right one, but when tested the poison damage didn't last over time (I did set the Eldur to the same as greater mummy). 4) Yeah, I almost missed that one. Good thing I have read about that spawning issue before. Another weird thing happened: I just noticed all of my uniques lost their name (not set and rare though)...I didn't do anything to change items in my mod yet but I did use that char (without backing up...my bad...) to play a bit Zhoulomcrypt v1.0 pr3. Could this be the reason for the missing item names? (btw the mod turned me into a dru while my char is a sor in the game). If so is there any way to get the names back or I just have to respawn them again?

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Theo Serf
Posts: 5 From: Registered: Feb 2002 |
posted 11 February 2002 16:29
Sorry for bumping the q up again but still need some helps here. Problem 2), 4) are solved but 1) and 3) still have small problems remains.Problem 1): I was unable to find the druid corpse (player ones) .dcc file anywhere so can't complete the modding here. Does anyone know where this file is located? BTW I figured out the sound part so that one is done. Problem 3): I tried toying around the number with Elmode but no luck. Only with Elmode set to 4 or 5 I can hear the sound effect of poison dmg but no damage over time happened. (character do not turn green and no life drain) Also, the werewolfs used different clawing motion to do the attack. Is there ways to make them do bite motion instead? Thanks in advance. Theo

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 11 February 2002 18:56
Druids (like any player class) have >many< animations. You'll have a tough time having a wolf change to a druid and dying, unless you pick a monster to substitute which has enough body parts so the animations don't crash. For the druid dcc files, look in d2exp.mpq for files with names DZxxyyyDDzzz.DCC, where xx is a body part, yyy is visible equipment (i think) and zzz is weapon class. Example I found is DZSHTOWDDHTH.DCC, which would be Druid|Shoulders|tower shield?|corpse|hand-to-hand.You might be better off finding a another monster for a death animation, monsters tend to be simpler compositions.

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Theo Serf
Posts: 5 From: Registered: Feb 2002 |
posted 11 February 2002 20:40
Thanks for the reply, Actually I did dig into those dcc files but no luck getting the one I'm looking for: the corpse. Although I already have the transform animation and overlay extracted.But I think your suggestion will work much better though...

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