Hello guys! its me again...!!
So i want to add block factor to monsters that wield a shield and what i did is:
copied Flock Factor from CharStats.txt and added it as a Column in MonStats.txt, then ofc i simply added the amount of block chance i want on skeletons and corruptrogues but i dont see it working, i havent noticed them blocking at all
Adding Block Factor to monsters
Moderator: Nizari
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- Champion of the Light
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- Joined: Fri Jul 19, 2013 11:13 pm
Re: Adding Block Factor to monsters
Hello,
The columns of the txt files are hardcoded, that's why you don't see any result in copy/pasting a new one (I tried it with summon skills once, but ofc it didn't work )
As far as I know, the only way to influence monsters block rate is messing with the "To Block / To Block (N) / To block (H)" columns in monstats.txt .
There's also a 4th column which is "NoShldBlock" that should enable blocking for monsters which do not equip a shield (i.e Doom Knights). If you enable it for corrupt rogues or skeletons they should be able to block even if you don't see any shield.
Another solution would be bestowing them a passive skill via MonProp.txt : You could create a block-enhancing passive that scales with level, and then set the aforementioned skill to specific levels for normal/nightmare/hell in MonProp.txt so that the harder the difficulty the bigger their chance to block.
The columns of the txt files are hardcoded, that's why you don't see any result in copy/pasting a new one (I tried it with summon skills once, but ofc it didn't work )
As far as I know, the only way to influence monsters block rate is messing with the "To Block / To Block (N) / To block (H)" columns in monstats.txt .
There's also a 4th column which is "NoShldBlock" that should enable blocking for monsters which do not equip a shield (i.e Doom Knights). If you enable it for corrupt rogues or skeletons they should be able to block even if you don't see any shield.
Another solution would be bestowing them a passive skill via MonProp.txt : You could create a block-enhancing passive that scales with level, and then set the aforementioned skill to specific levels for normal/nightmare/hell in MonProp.txt so that the harder the difficulty the bigger their chance to block.
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My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
Re: Adding Block Factor to monsters
Or simple give them a monprop with Avoid.
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- Champion of the Light
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- Joined: Fri Jul 19, 2013 11:13 pm
Re: Adding Block Factor to monsters
thanks...
omg...
omg...