Creating Monsters into Missiles (by cla$$ics)

Creating Monsters into Missiles (by cla$$ics)

Description: This tutorial will teach you how to make a missile look like a monster.

Categories: Tutorials (1.1x) - Skill Mechanics


Monsters into Missiles (1.10+) by cla$$ics
email: <!-- e -->eezstreet@live.com<!-- e -->

Files you will need:
Missiles.txt

Files you will be using:
dataglobalmonstersFKTRFKTRLITWL1HS.dcc
dataglobalmonstersFKTRFKTRLITDT1HS.dcc
dataglobalmonstersFKTRFKTRLITDD1HS.dcc


Open up Missiles.txt. Create 3 new lines.

On the first line, use these parameters:


Missile: monsterm1
ID: Next in sequence
pCltDoFunc: 1
pCltHitFunc: 44
pSrvDoFunc: 1
pSrvHitFunc: 36
Vel: 10
MaxVel: 10
Range: 500
Red: 255
Green: 255
Blue: 255
InitSteps: 0
Activate: 0
LoopAnim: 1
CelFile: BoneFetishRun
animRate: 1024
AnimLen: 6
AnimSpeed: 16
CollideType: 3
CollideKill: 1
ClientCol: 1
Size: 1
AlwaysExplode: 1
Explosion: 1
CanSlow: 1
KnockBack: 1
ResultFlags: 8
HitShift: 8
NumDirections: 8
HitSubMissile1: monsterm2
CltHitSubMissile2: monsterm2
EOL: 0



On the second line, use these parameters:


Missile: monsterm2
ID: Next in sequence
pCltDoFunc: 1
pCltHitFunc: 44
pSrvDoFunc: 1
pSrvHitFunc: 36
Vel: 0
MaxVel: 0
Range: 15
Red: 255
Green: 255
Blue: 255
InitSteps: 0
Activate: 0
LoopAnim: 0
CelFile: BoneFetishDie
animRate: 1024
AnimLen: 6
AnimSpeed: 16
CollideType: 6
CollideKill: 1
CollideFriend: 1
LastCollide: 1
ClientCol: 1
ClientSend: 1
Size: 1
AlwaysExplode: 1
Explosion: 1
CanSlow: 1
KnockBack: 1
ResultFlags: 8
HitShift: 8
NumDirections: 8
HitSubMissile1: monsterm3
CltHitSubMissile2: monsterm3
EOL: 0



On the third line, use this:



Missile: monsterm2
ID: Next in sequence
pCltDoFunc: 1
pSrvDoFunc: 1
Vel: 0
MaxVel: 0
Range: 15
Red: 255
Green: 255
Blue: 255
InitSteps: 0
Activate: 0
LoopAnim: 1
CelFile: BoneFetishDead
animRate: 1024
AnimLen: 1
AnimSpeed: 0
Size: 1
AlwaysExplode: 1
Explosion: 1
CanSlow: 1
KnockBack: 1
NumDirections: 8
EOL: 0



(Note: On lines I haven't listed, leaave blank.

Now, take these files and rename them as such:

FKTRLITWL1HS.dcc -> BoneFetishRun.dcc
FKTRLITDT1HS.dcc -> BoneFetishDie.dcc
FKTRLITDD1HS.dcc -> BoneFetishDead.dcc

Place your renamed file in your /Missiles/ folder (data/global/missiles/)

All done!

Now all you have to do is reference 'monsterm1', whether in Skills.txt (by name) or Weapons.txt (for throwing weapons -> by ID)

In addition, if you look in Monstats.txt you can find the tokens for various monsters (Code column) and choose a different monster you would like to use instead (IE Druid ravens, Corrupt Rogues, whatever strikes your fancy)

P.S.
dataglobalmonsters(CODE) to find the .dccs, Druid Raven is HK

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