Author
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Topic: Brand new monsters
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Beers218 Serf
Posts: 2 From: Stillwater, MN, USA Registered: Feb 2002 |
posted 18 February 2002 13:21
Is it possible to add new monsters to the bottom of the monstats and montype files?I want to make a new monster with custom animations and custom sounds, with its own drops and such. Is this possible without having to use an 'unused' line in the files like the gorgon lines? Just wanted to know, pls respond. ------------------ -Beers

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 18 February 2002 14:06
As of now, you cannot add new lines in the monstats.txt or montype.txt because there wouldn't be any animation slots for them in animdata.d2.

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Beers218 Serf
Posts: 2 From: Stillwater, MN, USA Registered: Feb 2002 |
posted 18 February 2002 14:36
You can't just add new entried to animdata.d2?Does anyone have an example of a working monster? I wanted to have the golems in Blood Moor, but i couldnt get it to work... ------------------ -Beers [This message has been edited by Beers218 (edited 18 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 18 February 2002 14:49
Well, the best you can do is replace an alreay existing monster...but you can't add an extra entry."You can't just add new entried to animdata.d2?" Not that simple, but it's being worked on. The problem is, D2Game.dll will try to read the file, notice it's much longer then stated in the .dll and crash.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 18 February 2002 19:07
There are many parts to how the game handles monsters. COFs and AnimData merely control the animation part. But to add new lines you have to be able to see how the game uses the existing monstats.txt and montype.txt, what limits the data structures at execution time, how to handle new tokens, and how to generate a request for sounds. Major DLL editing alert!

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