[1.10]Tutorial:Creating new summonable monsters

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Re: Yeah

Post by Vendanna » Sat Sep 27, 2003 2:10 pm

Whiskey";p="130035" wrote:No, it doesnt work, i testet it and only change the name from necromage to Necromage and every other thing was the same --> it doesnt work,
i think the name "Necromage" says the hardcoded Necropet AI that that is an Ranged Skeleton(or a other Monster :cool: )..
as I stated previosly you can't get a Ranged attacker from a new line on monstats (without change one of the others that actually can shoot at distance with Hireable or Necropet summon)

its hardcoded to the line, same happens with the Freeze State on States.txt
adamantine" wrote:well from AFW mod you get another skill(i had like 4 prayer icons) for oskill item. so each summon would be related to that particular charm. do you mean lose the summon when you move the charm(away from inventory?). i noticed that pets dissapear after a few seconds that you haven't had +skills on, so it should be the same for charms, but not directly.
first, no matter the number of Icons, the graphic of the icon have a physical size in-game so you only can have up to 12 different skills per line in low resolution and 14/15 on high resolution, you can't select more with your cursor in game so that's pointless to do in a mod (charges will always use the last line with the townportal and ID skills)

second, the Oskill grants you a skill, if you have the same skill on other charm it only gives you another level of that skill (the icon is the same for both of them) if you only had one charm with Summon Golem and have the golem out & you move the charm you longer has no the skill so the golem dies.

note, every time you level up, the summons granted by OSkill will die at least it happened on 1.10 that was whwn I tested it and in 1.09 with charges on charms.
hmm, or i'm not sure. maybe i'll play that again(i'll probably destroy something because of the crash bug annoyance) and try to get 2 summon skelly/golem charms. i'm wondering if you could summon for both charms, ie have 2+ golems for each new charm.
you can't have two golems at the same time because the skill says that, but with a bit of txt messing you can make it have two golems at the same time (very simple to do when you know how to do it)

so if you don't touch something, you can't have two golems, no matter if you have a charm with charges or the skill itself on your necro.
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Re: [1.10]Tutorial:Creating new summonable monsters

Post by mouse » Mon Dec 01, 2003 1:25 am

sorry to jump back to an earlier topic within this thread ;) but...

So i followed the awesome tutorial, and got *almost* everything working:
I've created 5 new summons - goat man, saber cat, magi (necromage clone), enchanter (necromage clone) and balrog.

They all summon with the correct palletes (had to use aurastate in skills.txt, the stuff mentioned in monprop.txt wouldn't work for me), follow me, attack etc. The problems:

1. ONLY the magic & enchanter have the correct hp - the others have nothing,1,5 respectively. All have #'s in the same places in monstats.txt. Different hardcoding? (note that the 1,5 are correctly affected by my hp synergies, or at least display that way).

2. NONE will use their non melee skills. Even the necromage clones, for which i left all damage entries BLANK, still melee for damage and refuse to cast. magi/chanter/balrog have NecromageMissile/Weaken/MegademonInferno in their sumskill1 in skills.txt and in skill1 in monstats.txt (sk1mode is S1)
and (skill('Enraged Summons'.lvl) + lvl)/2 in their sumsk1calc.
-ideally I'd like the enchanters to use a random curse (or maybe MonCastCurse or whatever that one is), but for now I'm just testing with weaken.

3. The goatman skill refuses to display the life on the skill page, even though it did before i changed the summon to goatman (it was wolf before) and even though it uses exactly the same syntax as the summon saber cat (which works right..display wise at least..displays 1 hp!):

Code: Select all

descline2	desctexta2	desctextb2	  desccalca2
13                                    (par1 * (lvl-1)) + skill('Sturdy Summons'.ln12)
Could anyone offer some sage advice on these points?

Also, any pointers on getting the goatman to display a weapon? (or will he do it automatically if equipped with one in monequip.txt?)

[edit: forgot to add that all are of course using the necropet ai]
[edit2: don't ask me how, but the life problem fixed itself...
re: necromages unable to be cloned: AH HAH! i was unaware of that issue, i have the guide for adding skills via equip open in the other window, i'll try it that way - maybe give theme a 0 damage high range attack while wearing an item that triggers a curse casting?
checking out the grizzy ai right now...]
[edit3: grizzly ai well...if you give him inferno or megademoninferno he will walk up to enemies and cast inferno...forever...and will do no damage with it. if you give any other skill (well tested fireball and a few others), he will walk up to the nearest enemy and just stand there. Also note that hireable ai will also make him walk up to nearest enemy and stand there - but not attack or cast.]
Last edited by mouse on Mon Dec 01, 2003 2:28 am, edited 3 times in total.

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Re: [1.10]Tutorial:Creating new summonable monsters

Post by adamantine » Mon Dec 01, 2003 1:33 am

2) Clones? You can't clone necro mage - their ranged attack (and skill) only works with their particular skills.txt row.

HP is handled in 1/256th, you took that into account when giving them life right?

To give pets skills you can use monprop/monequip - there should be a tutorial for this already. Also I wrote some babbling on this awhile ago, use search.

Also the Grizzly AI (is there a special one?) has one skill, you could try that.
Last edited by adamantine on Mon Dec 01, 2003 1:43 am, edited 2 times in total.
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Re: [1.10]Tutorial:Creating new summonable monsters

Post by grevenilvec75 » Wed Dec 03, 2003 4:06 am

I tried following your guide (the one that's posted on the main tutorials page, not the one here in this thread.... is there a difference?) but it didn't work. I tried to make a summonable Succubus but all I got for my trouble was a blank skill window (yes blank... that is no skills at all, not even the +1 fire bolt you get from a newbie sorc staff. The left and right skill uh selectors were blank too and when I hovered over them it said "An Evil Force An Evil Force"). Any ideas on what might have caused that? I've pretty much given up and have deleted all of the modified files I created, so it's no big deal really.
Last edited by grevenilvec75 on Wed Dec 03, 2003 4:10 am, edited 1 time in total.

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Re: [1.10]Tutorial:Creating new summonable monsters

Post by mouse » Sat Dec 06, 2003 12:42 pm

one thing you might want to add to this tutorial is the two ways the game can determine nonskill pet damage.

you can do it like the necro skeletons, who use the base damage lines from monstats.txt that all monsters use, and then add to that in skills.txt like this:

passivestat2.................passivecalc2
item_normaldamage.....skill('Skeleton Mastery'.lvl) * skill('Skeleton Mastery'.par2) + edmn

or, you can do it like druid pets, who have all damages set to blanks in monstats.txt, and use the SkillDamage column (in monstats.txt). To use this, set it to the name of your skill, then fill in the damages like you would for a direct damage spell directly into your skill. you can then adjust this with a passive probably like they do with skeletons above (havent tried it yet because i assumed item_normaldamage was adding to their weapon damage), or just do it the easy way like druids:

passivestat3.............passivecalc3
damagepercent........skill('Summon Grizzly'.ln12)

which is nice and clear and just multiplies their damage but whatever formula you input.

i'm not sure yet if weapons complicate this or not.

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Re: [1.10]Tutorial:Creating new summonable monsters

Post by adamantine » Mon Dec 15, 2003 1:48 am

I don't think it's been mentioned, so:

For some abilities, modifiers are checked on the unit (character, monster, pet, etc).

For example you need to add elemental mastery/piercing to elemental pets (if they're an attack spell), they won't get this automatically.

See how Hydra does this, as it's the only one which gets elemental piercing/mastery.
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Re: [1.10]Tutorial:Creating new summonable monsters

Post by Arunachala » Sat Oct 19, 2024 11:58 pm

Hi all! new here and to modding! I have started modding some pre-existing mods to my taste, adding synergies, changing dmgcalc and so on...
One think I cant seem to learn is if it is possible to summon multiple pets(ssummons) with one single cast. that is for my druid project which is kinda of a raven master, so raven petmax is capped at 20 but summoning one by one is a real pain.
Is it possible to summon 5 at a time? or all my ravens available by levels (say I'm still lvl10 and want to summon all at once, or 5 at a time)? Should alssso work for spirit wolf, dire wolf (fenris) and grizzly)
thanks in advance!

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Re: [1.10]Tutorial:Creating new summonable monsters

Post by GreenDude » Tue Oct 22, 2024 10:44 pm

Holy necro post. your replying to people who wrote that 21 years ago.

To answer your question: You have a few ways to summon multiple monsters at once. Hydra can be the easiest if you want to summon three monsters then you make three rows in monstats and you link hydra to the first one and it will spawn that one + the two following rows in monstats. This also means all three pets can be made to be different from one another as they each have their own monstats row.

You can also use bonewall which summons pets in a row of monsters so you can spawn many of the same pets at once. Just make sure that your bonewall's Range matches your pettype max so that as the player lvls the skill, the amount of allowed wolves increases equally as the number of bonewalls increases. otherwise ull see some of the wolves die as they get overridden by more wolves spawning than allowed.

You can also use blade sentinel which can summon multiple summons back to back in a single cast.

Also you can even spawn monsters from missiles so you could summon pets that fight with you but dont follow you kinda like Reanimates

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Re: [1.10]Tutorial:Creating new summonable monsters

Post by Nizari » Wed Oct 23, 2024 12:02 pm

Arunachala wrote:
Sat Oct 19, 2024 11:58 pm
Hi all! new here and to modding! I have started modding some pre-existing mods to my taste, adding synergies, changing dmgcalc and so on...
One think I cant seem to learn is if it is possible to summon multiple pets(ssummons) with one single cast. that is for my druid project which is kinda of a raven master, so raven petmax is capped at 20 but summoning one by one is a real pain.
Is it possible to summon 5 at a time? or all my ravens available by levels (say I'm still lvl10 and want to summon all at once, or 5 at a time)? Should alssso work for spirit wolf, dire wolf (fenris) and grizzly)
thanks in advance!
Hello and welcome, I do understand you are new here but please avoid the frankensteinization of 21 years old topics

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