Author
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Topic: new version of my Levels.txt file guide add ya contribution if ya want...
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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 19 December 2001 22:57
Levels.txt File Guide v1.01 by Nefarius Created for Diablo II LoD v1.09D+ You actually know what one of the (Unknown) does? Drop me a email at NefariusDX@Hotmail.com Column Function and hints Boolean A - Name Internal name of the Level (Do not change this) no B - Id The ID number of the Level (Do not change this) no C - Pal The Pallete used for this level (Do not change this) no D - Act The Act this level is located in (Do not change this) no E - Layer What Layer the level is located on (Do not edit this) no F - SizeX Horizontal Width of the Level no G - SizeY Vertical Width of the Level no H - OffsetX Horizontal Offset no I - OffsetY Vertical Offset no J - Depend (Unknown) no K - Rain Does it rain in this level? yes L - Mud Is there mud in this level? yes M - NoPer No Perspective even if the game is run in "3d" mode yes N - LOSDraw (Unknown) note: this is set to 1 only for "underground" or "indoor" levels yes O - FloorFilter (Unknown) note: added in v1.08 yes P - BlankScreen (Unknown) note: added in v1.08 yes Q - DrawEdges (Unknown) note: added in v1.08 yes R - IsInside Determines if the level is a "indoor" level yes S - DrlgType 1 random area with rooms (lvlmaze.txt), 2 unrandom area (eg: catacombs 4), 3 random open area (eg:wilderness lvls) no T - LevelType The type of the level (Do not change this) no U - SubTypes (Unknown) note: all act1 wilderness lvls are set to 6, all other lvls to -1 no V - SubTheme (Unknown) no W - SubWaypoint (Unknown) no X - SubShrine (Unknown) no Y - Vis0 Warp 0 (Switch number to change dungeon etrances) no Z - Vis1 Warp 1 (Switch number to change dungeon etrances) no AA - Vis2 Warp 2 (Switch number to change dungeon etrances) no AB - Vis3 Warp 3 (Switch number to change dungeon etrances) no AC - Vis4 Warp 4 (Switch number to change dungeon etrances) no AD - Vis5 Warp 5 (Switch number to change dungeon etrances) no AE - Vis6 Warp 6 (Switch number to change dungeon etrances) no AF - Vis7 Warp 7 (Switch number to change dungeon etrances) no AG - Warp0 Shows what Vis Columns you can change(Do not change this) no AH - Warp1 Shows what Vis Columns you can change(Do not change this) no AI - Warp2 Shows what Vis Columns you can change(Do not change this) no AJ - Warp3 Shows what Vis Columns you can change(Do not change this) no AK - Warp4 Shows what Vis Columns you can change(Do not change this) no AL - Warp5 Shows what Vis Columns you can change(Do not change this) no AM - Warp6 Shows what Vis Columns you can change(Do not change this) no AN - Warp7 Shows what Vis Columns you can change(Do not change this) no AO - Intensity The RGB lightning intensity set this to 0 for not intensity and to 255 for heighest no AP - Red stands for red in RGB set these to 0 for "daylight" and to 255 for night (you can play arround and get cool light effects) no AQ - Blue stands for blue in RGB set these to 0 for "daylight" and to 255 for night (you can play arround and get cool light effects) no AR - Green stands for green in RGB set these to 0 for "daylight" and to 255 for night (you can play arround and get cool light effects) no AS - Portal (Unknown) yes AT - Position (Unknown) areas that seam to always be in the same spot (towns, duriels layer etc) are set to 1 yes AU - SaveMonsters Determines if this saves the state of monsters (eg: 1 means it will save the data like dead monsters stay dead) yes AV - Quest this is set to the quest ID number for areas that contain quest items no AW - WarpDist (Unknown) Probably means "Warp Distance" set to 2025 for most levels no AX - MonLvl1 Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) no AY - MonLvl2 Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) in nightmare no AZ - MonLvl3 Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) in hell no BA - MonLvl1Ex Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) in d2x no BB - MonLvl2Ex Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) in nightmare d2x no BC - MonLvl3Ex Lvl for Map specific monsters and objects (NOT the monsters spawned in the m1-m25 columns!!!) in hell d2x no BD - MonDen Monster Density, the larger the value the more monsters will spawn (not types) setting this to high is not adviced no BE - MonUMin Minimum Boss (champions, uniques etc) spawned in this area no BF - MonUMax Maximum Boss (champions, uniques etc) spawned in this area no BG - MonWndr (Unknown) yes BH - Mtot total amount of different types of monsters that the game picks from for this area (out of the m1-m25 columns) no BI - MonSpecWalk (Unknown) yes BJ - Mon1 Monster 1 (use row number -2 from monstats.txt) no BK - Mon2 Monster 2 (use row number -2 from monstats.txt) no BL - Mon3 Monster 3 (use row number -2 from monstats.txt) no BM - Mon4 Monster 4 (use row number -2 from monstats.txt) no BN - Mon5 Monster 5 (use row number -2 from monstats.txt) no BO - Mon6 Monster 6 (use row number -2 from monstats.txt) no BP - Mon7 Monster 7 (use row number -2 from monstats.txt) no BQ - Mon8 Monster 8 (use row number -2 from monstats.txt) no BR - Mon9 Monster 9 (use row number -2 from monstats.txt) no BS - Mon10 Monster 10 (use row number -2 from monstats.txt) no BT - Mon11 Monster 11 (use row number -2 from monstats.txt) no BU - Mon12 Monster 12 (use row number -2 from monstats.txt) no BV - Mon13 Monster 13 (use row number -2 from monstats.txt) no BW - Mon14 Monster 14 (use row number -2 from monstats.txt) no BX - Mon15 Monster 15 (use row number -2 from monstats.txt) no BY - Mon16 Monster 16 (use row number -2 from monstats.txt) no BZ - Mon7 Monster 17 (use row number -2 from monstats.txt) no CA - Mon18 Monster 18 (use row number -2 from monstats.txt) no CB - Mon19 Monster 19 (use row number -2 from monstats.txt) no CC - Mon20 Monster 20 (use row number -2 from monstats.txt) no CD - Mon21 Monster 21 (use row number -2 from monstats.txt) no CE - Mon22 Monster 22 (use row number -2 from monstats.txt) no CF - Mon23 Monster 23 (use row number -2 from monstats.txt) no CG - Mon24 Monster 24 (use row number -2 from monstats.txt) no CH - Mon25 Monster 25 (use row number -2 from monstats.txt) no CI - S1 1 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CJ - S2 2 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CK - S3 3 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CL - S4 4 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CM - S5 5 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CN - S6 6 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CO - S7 7 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CP - S8 8 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CQ - S9 9 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CR - S10 10 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CS - S11 11 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CT - S12 12 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CU - S13 13 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CV - S14 14 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CW - S15 15 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CX - S16 16 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CY - S17 17 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no CZ - S18 18 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DA - S19 19 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DB - S20 20 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DC - S21 21 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DD - S22 22 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DE - S23 23 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DF - S24 24 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DG - S25 25 Spawner (use monsters with the "eSpawnCol" column in monstats set to 2 to spawn thru this row no DH - Utot total amount of different types of monsters the game picks as "random" bosses for this area no DI - U1 Boss 1 (use row number -2 from monstats.txt) no DJ - U2 Boss 2 (use row number -2 from monstats.txt) no DK - U3 Boss 3 (use row number -2 from monstats.txt) no DL - U4 Boss 4 (use row number -2 from monstats.txt) no DM - U5 Boss 5 (use row number -2 from monstats.txt) no DN - U6 Boss 6 (use row number -2 from monstats.txt) no DO - U7 Boss 7 (use row number -2 from monstats.txt) no DP - U8 Boss 8 (use row number -2 from monstats.txt) no DQ - U9 Boss 9 (use row number -2 from monstats.txt) no DR - U10 Boss 10 (use row number -2 from monstats.txt) no DS - U11 Boss 11 (use row number -2 from monstats.txt) no DT - U12 Boss 12 (use row number -2 from monstats.txt) no DU - U13 Boss 13 (use row number -2 from monstats.txt) no DV - U14 Boss 14 (use row number -2 from monstats.txt) no DW - U15 Boss 15 (use row number -2 from monstats.txt) no DX - U16 Boss 16 (use row number -2 from monstats.txt) no DY - U17 Boss 17 (use row number -2 from monstats.txt) no DZ - U18 Boss 18 (use row number -2 from monstats.txt) no EA - U19 Boss 19 (use row number -2 from monstats.txt) no EB - U20 Boss 20 (use row number -2 from monstats.txt) no EC - U21 Boss 21 (use row number -2 from monstats.txt) no ED - U22 Boss 22 (use row number -2 from monstats.txt) no EE - U23 Boss 23 (use row number -2 from monstats.txt) no EF - U24 Boss 24 (use row number -2 from monstats.txt) no EG - U25 Boss 25 (use row number -2 from monstats.txt) no EH - C1 Critter 1 (use row number -2 from monstats.txt) no EI - C2 Critter 2 (use row number -2 from monstats.txt) no EJ - C3 Critter 3 (use row number -2 from monstats.txt) no EK - C4 Critter 4 (use row number -2 from monstats.txt) no EL - C5 Critter 5 (use row number -2 from monstats.txt) no EM - CA1 this has to do with C1 column (set it to 30 if you put a critter in C1) no EN - CA2 this has to do with C2 column (set it to 30 if you put a critter in C2) no EO - CA3 this has to do with C3 column (set it to 30 if you put a critter in C3) no EP - CA4 this has to do with C4 column (set it to 30 if you put a critter in C4) no EQ - CA5 this has to do with C5 column (set it to 30 if you put a critter in C5) no ER - CD1 (Unknown) has no function? no ES - CD2 (Unknown) has no function? no ET - CD3 (Unknown) has no function? no EU - CD4 (Unknown) has no function? no EV - CD5 (Unknown) has no function? no EW - Themes (Unknown) (Do not edit this) no EX - SounEnv Determines what music is played in this level (Environment sound from soundenviron.txt) no EY - Waypoint Determines if a way point leads to this area replace numbers to make way points goto other locations no EZ - LevelName String Code for Level name no FA - LevelWarp String Code for Level warp (eg: to caves level 1 etc) no FB - EntryFile the "entering" message of the level (like "now entering the bloodmoor") change this to the .dc6 name you want to load no FC - ObjGrp0 Object Group 1 spawned in this lvl (Row number -2 from Objgroup.txt) no FD - ObjGrp1 Object Group 2 spawned in this lvl (Row number -2 from Objgroup.txt) no FE - ObjGrp2 Object Group 3 spawned in this lvl (Row number -2 from Objgroup.txt) no FF - ObjGrp3 Object Group 4 spawned in this lvl (Row number -2 from Objgroup.txt) no FG - ObjGrp4 Object Group 5 spawned in this lvl (Row number -2 from Objgroup.txt) no FH - ObjGrp5 Object Group 6 spawned in this lvl (Row number -2 from Objgroup.txt) no FI - ObjGrp6 Object Group 7 spawned in this lvl (Row number -2 from Objgroup.txt) no FJ - ObjGrp7 Object Group 8 spawned in this lvl (Row number -2 from Objgroup.txt) no FK - ObjPrb0 chance of appearence for object 1 no FL - ObjPrb1 chance of appearence for object 2 no FM - ObjGrp2 chance of appearence for object 3 no FN - ObjGrp3 chance of appearence for object 4 no FO - ObjGrp4 chance of appearence for object 5 no FP - ObjGrp5 chance of appearence for object 6 no FQ - ObjGrp6 chance of appearence for object 7 no FR - ObjGrp7 chance of appearence for object 8 no FS - Beta was this area in the beta of diablo II (reference only) yes

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 19 December 2001 23:27
dammit forums messed it up------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 19 December 2001).]

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 20 December 2001 00:06
Thanks Nefarius,you can use populateid for M1-M25, S1-S25 and U1-U25 for classic monsters and for exp. i think it was -3 (not sure, too long time sinc i set m monsters). Please correct me if i'm wrong. Is it on the way to the keep? cu Masakari

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 00:29
yes i think so, ppl that think the "pupulateID" from monstats has anything to do with it are 50% right since thats just a column that contains row number -2, im not sure if its actually so for d2x but i will test it a bit more.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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bkdoane Honorary Warlord
   
Posts: 564 From: South Gate, CA, USA Registered: May 2001 |
posted 20 December 2001 03:18
What are the "yes" and "no" for at the end of each line?------------------ "If I die, I can be replaced." - Rei Ayanami

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 04:09
columns that contain boolean values, i made it nice and organized as a excel table but when i pasted it over to the forums it got all messed up ill upload it to my site so that it looks better. ill post a link here in a few------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 20 December 2001).]

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 04:14
http://nefarius-kadum-rah.tripod.com/levels.htm hmm tripod seams to mess the table up too a little------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 20 December 2001).]

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 04:29
if the page gets messed up change your browser font.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 20 December 2001 19:21
I think I have some info on some of the unknown columns. This is my first post here, and I am certainly a noob modder , so I hope I am not stating the obvious!Column LevelType (T) points to entries in the file LvlTypes.txt, which maintains a list of tiles for each area. Correspondingly, Columns SubTypes (U), Subwaypoint (W) and SubShrine (X) appear to point to objects used in outdoor areas of Acts 1, 2 and 5, which can be found in the file LvlSub.txt. SubTypes appears to be miscellaneous trees, rocks and other small scenery objects, all grouped under common ID numbers. Finally, the SubTheme (V) column might point to the sets of columns in LvlSub.txt with headers Prob#, Trials#, and Max#. I suspect the value in the SubTheme column is the same as the # in those headers for a given area. As I recall, the game is more flexible about shrines, waypoints and miscellaneous scenery in these areas than in other parts of the game. This system probably offsets the fixed nature of .ds1 maps. In the other areas, the terrain has to be more tightly controlled to not override fixed structures (buildings in Kurast, grim iron structures and crags in Hell, barricades on Mount Arreat). And the miscellaneous scenery would be inappropriate elsewhere. Such areas have a -1 in these columns to tell the game to not use LvlSub.txt. How this all works in conjunction with the "pre-structured assemblies" from LvlPrest I have not yet worked out.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 19:23
i had some info about the sub columns in my old guide but since i felt this info is invalid i kept it out how ever the subshrine, subwaypoint are not related to objects, the objects spawned in the area are spawned thru objgrp0-7. it can probably link to values in lvlsub.txt with value -1 meaning nothing.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 20 December 2001 22:44
What do you mean, don't change LevelType?!?!  Sometimes it work, sometimes it don't... but it's nice when it does. Course you often have to carve up LvlMaze as well. Pal is also worth changing, especially if you import a type from another act. Or you can get some funky coloring like Tek uses. IsInside seems to affect lighting... I had to change outdoor areas to "is-inside" before getting them to "eternal night" IsInside seems to disable day-night and weather cycles and allows color settings. I don't think MonLvl affects level of map-specific monsters, just the quality of non-monster drops (dead bodies, chests, barrels, etc) MonLvl is for CD2, MonLvlEx is for LoD.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 02:06
the "do not change this" stands for columns only experienced modders should mess with i even switched lvl IDS already after adjusting alot of other files, but this guide is made for ppl that see the file for the furst time thought monsters from other acts work fine also without the pallete, (if they are saved as act1 pallete that is)and most important MonLvl effects only map specific monsters (AND objects (shrine lvls are determined by this) (the fallen in camps, mosquitos) the best way to see this is set it to 1 and you will get Fallen ones, set it to 20+ and you get dark ones,) monsters spawned thru m1-25, s1-25, u1-25 are not effected by this thx for the other input ill add those  if you ppl dont want your name added under credits section tell me
updated guide is uploaded. ------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 21 December 2001).] [This message has been edited by NefariusDX (edited 21 December 2001).]

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