SuperUniques.txt
Description: by Fusman
Categories: File Guides (1.00-1.06x)
You all know the
superuniques, certain monsters that always appear in the same
place and have some special powers. Like Bishibosh, Boneash and
Lord De Seis. To see what monsters are considered superuniques
just have a look through superuniques.txt, if you dont know how to
get that file you need to read the basic mod tutorial 1.
To change what type of monster appears as a superunique you change
the number in column B, called Class. To figure out what number
the monster you want to appear is simply open up monstats.txt,
find your monster, check the Excel line number and subtract 2 from
that number. For example Andariel is in row number 158 so her
monsternumber is 156.
To change what special powers that superunique has, you change the
mod 1, mod 2 and mod 3 columns.
I've made a list of what the mod codes in superuniqes.txt do.
NR. Does
5 Extra Strong
6 Extra Fast
7 Cursed
8 Magic Resistant
9 Fire Enchanted
17 Lightning Enchanted
18 Cold Enchanted
24 Thief
25 Mana Burn
26 Teleport
27 Spectral Hit
28 Stone Skin
29 Multiple Shots
30 Aura Enchanted
You can choose 3 of these codes and put them into the mod 1-3
columns.
The Mingrp Maxgrp columns have to do with how many minions that
superunique monster has, pretty self explanatory.
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[url=https://d2mods.info/forum/kb/viewarticle?a=434&sid=d648bb4afee900df9c239027ec8599f5]Knowledge Base - SuperUniques.txt[/url]