Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post here about all aspects of D2 mod making whether it's information, problems or whatever. Please specify whether your post is relating to Classic D2 or the Expansion.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Thu Nov 16, 2023 11:51 am

Awesome find Nagahaku! That's a weird one, I don't really get why Blizzard made them unclickable in that animation, it seems like a very random decision.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Mon Nov 20, 2023 3:18 pm

find something more about baseid wraith1.
if you give it to a pet with druidbear AI, no matter you set column 'fly' to 1 or not, it would try to fly over water or void, and get jammed after that. actually i've already known that druidbear AI pets should not fly as it would alway jam like that, but with baseid=wraith1, the AI script ignore fly=0 and acts like idiot.
baseid=druidhawk would not cause such trouble. so i suggest always use baseid=druidhawk to make pets walk through bars, not wraith1, it's more reliable with pet AIs.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Fri Nov 24, 2023 12:33 pm

I see, wraith1 does seem to force flying=1 no matter what the actual flying setting is, I didn't know that was how it did its flying. Nice find Nagahaku! But druidhawk seems to be weird too, it seems like pets have a slower walking animation when they have that baseid. But I don't get the point of druidhawk, I'm not able to get a pet with druidhawk to go through bars unless flying=1, so from what I can tell it's no better than wraith1 at going through bars.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat Nov 25, 2023 7:31 am

yeah, you're right, a druidhawk pet won't walk through bars unless flying=1. i didn't do a further test about it, my bad...
and yes, wraith1 would always fly, every ai script would fly not just druidbear.
It seems that walking through bars need to work together with fly, a ground unit can't do that... pity.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sun Dec 17, 2023 1:54 pm

found another token: GU for act2 hireling
similar as PW, it would forbidden cof fix for retrieving their bloody death anim in Act 2 and only in Act 2.
ddmizan.jpg
dead mizan
ddmizan.jpg (6.21 KiB) Viewed 7515 times

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sun Dec 24, 2023 1:46 pm

Great find Nagahaku! Added to the list. Weird that both of these token/cof death locks are in Act 2 only. I don't really understand why they work this way either, but it's good to know.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat Mar 02, 2024 10:43 am

found more about poisonhit and maggotqueen1:
poisonhit would give the champion 75% poison resist.
maggotqueen1 has a hidden anti-poison logic, once its poison resist is higher than 0%, it seems to get -100% poison length, which means another kind of poison immunity that won't be displayed on the screen. so you need to set its poison resist to at least -75% in monstats in order to get a 'coldworm the burrower' that not immune to poison.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sat Mar 02, 2024 2:14 pm

Great finds Nagahaku! Although I'm unable to confirm the anti-poison logic. The 75% poison resistance is definitely there, but I've been testing maggotqueen1 and am unable to get it to provide effective poison immunity: on a test zombie with maggotqueen1, 1% poison resistance is easily killable with decent poison damage, and 24% poison resistance takes a very long time, but in both cases the poison duration seems the same.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat Mar 02, 2024 2:33 pm

Cypress wrote:
Sat Mar 02, 2024 2:14 pm
on a test zombie with maggotqueen1
ah... then perhaps it's not the baseid but the row, try it on coldworm the burrower, i found this immunity on her.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sat Mar 02, 2024 3:37 pm

Thanks Nagahaku! Yes, definitely seems to occur on Coldworm. And it doesn't seem to be poison length reduction, but rather a hidden poison resistance bonus that pushes her into immunity when you wouldn't expect it; in some cases, resistances do not display immunities. At 0% resistance, with no additional monumods (i.e. leaving only poisonhit from maggotqueen1), she has 150% poison resistance. Further tests:

Superunique alone does not give the resistance bonus; changing her monster from maggotqueen1 to skeleton1 (with 0% poison resistance set) results in 0% poison resistance.
Does not seem to be monster hcidx specific; making a test skeleton with baseid=maggotqueen1, and setting that test skeleton to act as Coldworm, does give the +75% poison resistance bonus in addition to poisonhit's bonus.
Does not seem to be superunique hcidx specific; making Bishibosh into the test skeleton (still has maggotqueen1) does get +150% poison resistance.
Does not seem to apply to superuniques with the poisonhit monumod unless they also have maggotqueen1; Bishibosh as a skeleton (without maggotqueen1) with poisonhit given by superunique mods has only +75% resistance, as would be expected.

So it seems the requirements for gaining the hidden +75% poison resistance bonus is:
•Monster must have baseid=maggotqueen1
•Monster must be a superunique

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat Mar 02, 2024 3:53 pm

yeah, i also did some test and found that, a hidden 75% poison resist without display...
so giving the monster a -51 poison resist in monstats would be enough to make her vulnerable to poison.
quite funny logic~

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Thu Apr 25, 2024 3:35 am

Another behavior found on baseid=sandleaper1.
they would always be knocked back when get hit.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sat Apr 27, 2024 11:26 am

Nice find Nagahaku! I've added it in. I never really thought about where that weird knockback behavior comes from. Could be fun to add it to some new monsters that don't leap all over the place.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat May 18, 2024 5:13 pm

i found something strange...
if you disable a champion only monumod for a montype, such modification won't work. i tried to disable 'ghostly' on wraiths by that way, and failed.
Edit:
Hmm... seems there's nothing to do with champion only ones or not, but the exclude1/2 columns of monumod.txt doesn't accept montype equivs, only the exact type works with them...
Last edited by Nagahaku on Sat May 18, 2024 5:38 pm, edited 3 times in total.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat May 18, 2024 5:35 pm

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[rndname] ID=1
I'm quite sure this is for all randomly spawned unique monsters. if you make a monster unique with specific baseid, or summon a minion with other sumumod, it won't get this monumod and the name would always be 'Mind Maw the Slasher'. if you summon a minion with sumumod=1, its name would be as random as other random unique monsters.
Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[none] ID=0
{what units gain this monumod?}
I made a funny test, disable all monumods, but greatly increased an area's unique monster amount in levels.txt, and found lots of monster packs spawned there, just like original unique packs, but all the monsters are common ones. i think 'none' might be applied such way.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Wed May 22, 2024 11:55 pm

That's cool Nagahaku! I never thought of using rndname to add random names to pets. Although I'm not noticing any differences with none, I think it might just exist so that pets with sumumod=0 (the default) don't become uniques. Pets don't seem to become uniques if they have the none monumod, and if you allow uniques to spawn with none, the minions don't get the minion subtitle, and the life bonuses and such don't seem to apply either so it seems to treat it the same as if there was no monumod being applied.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Thu May 30, 2024 5:13 am

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[compellingorb] ID=366
not sure if it has anything connected with Act3 compelling orb mission, but when i changed this monster's baseid to something else, the game would randomly crash when start.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Thu May 30, 2024 7:03 am

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[megademon1] ID=360
[venomlord] ID=558
on death, produces {firey missile or overlay, ID unknown}
This baseid also causes shadowmaster ai pets freeze when using RN mode even if the animation cof and dcc are fullfilled, so i may conclude that all baseids with special death overlay would cause that.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sun Jun 09, 2024 5:27 pm

Nagahaku wrote:
Thu May 30, 2024 5:13 am
Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[compellingorb] ID=366
not sure if it has anything connected with Act3 compelling orb mission, but when i changed this monster's baseid to something else, the game would randomly crash when start.
Nice find! It acts a lot like the random crash you can get if baseid/nextinclass isn't set up quite right.
Nagahaku wrote:
Thu May 30, 2024 7:03 am
Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[megademon1] ID=360
[venomlord] ID=558
on death, produces {firey missile or overlay, ID unknown}
This baseid also causes shadowmaster ai pets freeze when using RN mode even if the animation cof and dcc are fullfilled, so i may conclude that all baseids with special death overlay would cause that.
I'm unable to replicate this one. I gave my shadowmaster the megademon1 baseid and she is able to run without freezing.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Tue Jun 18, 2024 2:18 pm

Cypress wrote:
Sun Jun 09, 2024 5:27 pm
I'm unable to replicate this one. I gave my shadowmaster the megademon1 baseid and she is able to run without freezing.
i found this when making a balrog pet, which used the same token as other balrogs, maybe this happens only if the token matches baseid.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Thu Jun 20, 2024 11:53 am

Nagahaku, did you give the balrog a running animation? It doesn't have one by default. You can copy the walking animation and set it up as a running animation.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Thu Jun 20, 2024 4:37 pm

Cypress wrote:
Thu Jun 20, 2024 11:53 am
Nagahaku, did you give the balrog a running animation? It doesn't have one by default. You can copy the walking animation and set it up as a running animation.
yeah,i did, without baseid megademon1, he can run, but with it, he slide when running. maybe i should try it later to find what happened...

Edit: he still slides when running, i'll run more test later...

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Thu Jun 20, 2024 5:06 pm

solved! it's because of the row or hcIdx... so strange...
i put my balrog pet in hcIdx=223, which is for an unused monster 'bloodmage2' in vanilla.
move it to a newly added row, and everything is fine.
i've never thought about what's hidden within those unused rows, and had all of them replaced with my new monsters.
i'll try if what i found with succubuswitch1 is also because of that.

Edit: yeah, succubuswitch1 is just fine in a newly added row. i put her in hcIdx=34 which is for unused monster gorgon1 in vanilla.

so i may conclude that unused rows are not suggested for shadowmaster ai pets with baseids that offering a special death overlay.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Cypress » Sat Jun 22, 2024 4:50 pm

I'm unable to replicate. Megademon runs just fine with ShadowMaster AI, tried in hcidx=223 and hcidx=34, using the same baseids as those columns originally have. I don't see how death overlays are related.

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Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Post by Nagahaku » Sat Jun 22, 2024 5:37 pm

that's quite strange... no idea what happened to my game. there're more unknown issues seems to be with my game only such as 'throwable' stat works well for throwing weapon skills such as lightning fury, and doesn't work with any normal attacks or double throw. maybe some butterfly effects with my former modifications...

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