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Author Topic:   boss mod
Cobaltian
Knight

Posts: 84
From: coatesville,pa,usa
Registered: Jan 2002

posted 30 January 2002 18:35     Click Here to See the Profile for Cobaltian        Reply w/Quote   
Is there a tutorial on making boss mods or how to put bosses any where I want, some where in the keep or some where else? so far i have experience,drop,ezkill,armor, mod and I want to put some bosses in general play areas, not just at the end of lvls. If you can help, please do so, any help is welcome.

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Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 30 January 2002 18:40     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Ok, this is one of my old tutorials on how to make monsters spawn where you want them to spawn. In this tutorial, it tells you how to add Tomb Vipers in the catacombs, you can use this as a reference to make any monster spawn wherever you want(even bosses):

How to implement Tomb Vipers in the Catacombs level 2 and 3:

This one is a little more difficult but you can still do it. I’m going to assume you know how to put the files back into the mpqs. The files we are going to be using are monstats.txt and levels.txt.
First off, open up monstats.txt with excel and go to row 74 which is TombViper. Look under the column called “PopulateID.” This column shows the ID number of the monster that you have to put in when trying to put them in a level. Don’t get “BaseID” mixed with “PopulateID.” BaseID is the ID number of the monster in general. Other things you should note here in monstats.txt are the column “Spawn.” A 1 in this column means that the monster can spawn while a 0 means it can’t. There are many subclass monsters and even whole new classes of monsters in the game that are not spawnable and can be activated by putting a 1 in the “Spawn” column. Then you can just insert them in a level and they should spawn.(the inserting of the monsters in a level will be discussed later in this tutorial) Even whole new monster types like the QuillBears(a really large version of the Quill Rat) can be made spawnable. However, monsters that have an “unused” in their name or have no token value in the “code” column cannot be spawnable and if you try to make them spawnable, they will either not appear or crash your game completely. “Velocity”and “Run” basically determine the speed of the monster and you can change it to whatever you want. The higher the number, the faster the monster. The “CanStealFrom” column indicates if leech has any effect on the monsters. Skeletons have a 0 here meaning you cannot leech from them. “Cold Effect” is the amount of time cold duration lasts on them. One second is 25 frames so two seconds would have a 50 in this column. So, to put in a value, multiply the desired chill time you want in seconds by 25 and insert that number. “Level” is the mlvl of the monster. “Level” with the [N] and [H] means the mlvl of the monster in nightmare and hell respectively. “MinGrp” and “MaxGrp” determine how many monsters can spawn together in a group. The rest of the columns you can figure out. The resist columns are obvious, the HP columns, A1mindmg, A1maxdmg, etc are quite self explanatory.

Okay, now let’s take the PopulateID of the TombVipers which is 73 and remember that number. Now close monstats.txt and open levels.txt. Go to row 36 which is “Act 1 - Catacombs 2. Look for the column “Mtot.” This column indicates how many different types of monsters are in this level. Change that 3 to a 4 since you are adding a new type of monster. Now go to the column “M4" and put in the PopulateID of the Tomb Viper which is 73. Now jump to “Utot” column. This indicates how many of those types of monsters are spawnable as uniques or champs. If you want your Tomb Vipers to spawn as uniques or champs, change this 3 to a 4. In “U4" column and put in 73 again. You are now finished with level 2 Catacombs. Repeat the procedure for level 3 Catacombs. Always when you are adding a new type of monster to an area, you must change the “Mtot” and “Utot” or it will crash. When you are done changing it for the Catacombs level 3, save the file and close it. In your “mymod.txt” file, type the following:

O patch_d2.mpq
A levels.txt data\global\excel\levels.txt
A levels.bin data\global\excel\levels.bin
Add in any other files you altered like misc.txt or superuniques.txt and their bin file entries
C patch_d2.mpq

If you changed any stats in monstats.txt like the monster’s dmg, speed, resistance, etc type in these extra lines in your A code.

A monstats.txt data\global\excel\monstats.txt
A monstats.bin data\global\excel\monstats.bin

Delete all of your previous bin files, run your batch file and then run your game on
“C:\Program Files\Diablo II\Game.exe” -txt. This should generate your new bins. Now, copy ALL of the new bins from data\global\excel folder that were just generated to your “Mods” folder, rerun your batch file, copy your patch_d2.mpq file and past it into your d2 directory like you did in your previous tutorial. Now run your diablo 2 on
“C:\Program Files\Diablo II\Game.exe” -direct -txt

Now go to the catacombs and hopefully Tomb Vipers should have spawned. If they don’t, just replay the game because the game might not have chosen the Tomb Vipers to be generated since it is random right. So, now that you know alittle more about the PopulateID of monsters in monstats.txt and how to make Tomb Vipers spawn in the Catacombs, you can use this example to make any monster you want spawn anywhere you want in the game. However, one thing to note. Certain map levels like the Bloody Foothills do not allow you to insert monsters that generate randomly. Even if you insert the PopulateIDs in the M columns, they still won’t spawn. There is a reason for this...

In map levels, there are two ways that monsters are placed in a level. One type is the normal regular method which involves adding the PopluateIDs of the monster in the M and U columns and making them spawn randomly. The other type of placement is through the map editor. These monsters always spawn in fixed locations wherever they were chosen to spawn. Also, these monsters cannot spawn as bosses or champs at all. They always appear every game. This is why the Enslaved and Death Maulers are always in the Bloody Foothills and never spawn as bosses or champs. They were placed in fixed locations. Now, the reason why adding monsters in the M and U columns for the Foothills does nothing is because the monster density for that level is 0. Monster Density can be found in the MonDen column of levels.txt. This basically indicates how tightly packed groups of monsters are. The higher the value, the more closely packed together monster groups are. This MonDen value only applies to monsters inserted in levels by putting in their PopulateIDs in the M and U columns, not the monsters that are put in fixed locations by the level editor. So, to make random monsters spawnable in the foothills, you will need to change the MonDen value for the Bloody Foothills(in levels.txt, the Bloody Foothills name is Seige 1)from 0 to something else. Try setting it to 300, add in some monsters in the M and U columns(check some PopulateIDs in monstats.txt for reference), also if you add in a monster in an M column, don’t forget to change the Mtot column as well(same applies for changing the Utot column if you add in a new monster in the U columns). Now, run your game(you should be familiar about how to repack your mpqs by now from reading my previous tutorials) and check out the foothills. Hopefully, your inserted monsters spawn somewhere. For fun, you can go back and change the MonDen column to 3000 and test that. Surely, the Foothills will be PACKED with monsters that you wouldn’t have any space to move. So, just experiment with levels.txt and make any monster spawn wherever you want.

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God gave me a brain to use but I miserably failed to use it to my advantage

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