The "Demon Portal" Spawner Technique 1.0

The "Demon Portal" Spawner Technique 1.0

Description: by Nefarius

Categories: Tutorials (1.09x)


Required Files: 

Animdata.d2 

Levels.txt 

Monstats.txt 

Montype.txt 

Missiles.txt 

D2Game.dll 

Patchstring.tbl 




Tools: 

ANIMDATA_EDIT 

CV5 

XVI32 (or any other hex editor) 

A spreadsheet of your choice 

A tbl editor of your choice 



Note: 

This tutorial is not meant to be for beginners, I will only deal with
the overall stuff, I will not talk about how to spawn a monster, how to
add new strings and so on, this will solely deal with the technique
involved in 'Demon Portal' creation. 




In order to follow this tutorial you will need to know how to do the following things: 

Adding new monster animations 

Adding new tokens 

Editing the missile tables in d2game/d2client.dll 

General basic stuff like spawning monsters, string and the like. 

Creating cof files




Required Files: 

Animdata.d2 

Levels.txt 

Monstats.txt 

Montype.txt 

Missiles.txt 

D2Game.dll 

Patchstring.tbl 




Tools: 

ANIMDATA_EDIT 

CV5 

XVI32 (or any other hex editor) 

A spreadsheet of your choice 

A tbl editor of your choice 



Note: 

This tutorial is not meant to be for beginners, I will only deal with
the overall stuff, I will not talk about how to spawn a monster, how to
add new strings and so on, this will solely deal with the technique
involved in 'Demon Portal' creation. 




In order to follow this tutorial you will need to know how to do the following things: 

Adding new monster animations 

Adding new tokens 

Editing the missile tables in d2game/d2client.dll 

General basic stuff like spawning monsters, string and the like. 

Creating cof files




Step 1 - adding the animations 

First create a new animation, I cloned radament for this, make sure it
has the following modes: A1, A2, DD, DT, GH, NU, WL, after the
animation itself is ready you need to add the new data to animdata.d2,
add new entries for '0Q' as a token, make sure that A2 is using trigger
ID '2' which tells the game to release a missile at that frame, A2 will
be out casting animation, create the cof files for the dccs and make
sure to do the same thing for A2 in here as you did in animdata.d2,
that is set the trigger ID to 2! Next create a new folder '0Q' in
'data\global\monsters' move the cof files and the animations in there
in the correct order. 

After doing this the first step is completed.




Step 2 - building the monster 

Open up monstats.txt and go down to row 108, change the string code
from unused to a string of your choice and add it to patchstring.tbl,
set SPAWNED to 1 and add the ID 106 to levels.txt under the S1-S25
columns, NOT m1-25! so we will be able to test this later on, make sure
BASEID is set to 3, now move over to AIPARAM1 and set it to 90 or so,
this is the percentage of health the enemy has left when it goes into
summoning mode, 90 means 'after I lost 10% of my life I will start
summoning enemies', Adjust the mode columns to be identical to the
modes our new animation has, and jump over to MISSA2, here type 409,
this is the ID for 'IMP SPAWN MONSTER' used under classic d2 monsters.
(for expansion rows you will use 24!). make sure that all the skill
columns are blank, and finally set eSpawnCol to 2, we need to do this
to prevent our summoner from summoning other summoners and causing a
chain reaction that will crash your machine! 

This step is now also done.




Step 3 - working on the missile 

At the moment 'IMP SPAWN MONSTER' is ugly, that’s why we will extract a
unused casting animation from d2data.mpq, its located in
'data\global\overlays\extra\greatermummycast.dcc' extract it, remember
it has 16 frames and rename it to something like 'summonlight.dcc',
move it into data\global\missiles. Now open up missiles.txt and go down
to row 412, here you see 'IMP SPAWN MONSTER', leave it all as is and go
over to the CELFILE column, swap the graphics with summonlight and set
the animlength to 16. save missiles.txt, finally we need to add some
sounds to this skill, hence open up d2client.dll and go to offset F563C
(both 1.09B and 1.09D!) change the movement sound dword (number 3) to
DD010000 this is the ID of the baal summoning casting sound, save it
and this step is done. 



After you did the above you should have a general idea on how this works.

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