Create a powerful summoning skill

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Count.Dracula
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Create a powerful summoning skill

Post by Count.Dracula » Sun Jan 20, 2008 7:13 am

This tutorial is about how to summon a creature which can follow you and has an ability to cast multi-skills.



The files you should edit:
Monstats.txt
Monprop.txt(Not required)
States.txt(Not required)
Skills.txt
Hireling.txt
Skilldesc.txt(For icon)......



Step1:

Open Monstats.txt, add a new row, then copy row=242 to the end of the file. Make sure you have fixed the order-bug of Monstats.txt (1.11/1.11b only).

Set as follows:

Id=petmeph
hcIdx=1 greater than the hcIdx value in the preceding row
Monprop=mephistogfx
AI=Hireable;
Code=WW
delete the value of aidist(N) & aidist(H)
aip1=0 (cuz Mephisto is not a melee monster, otherwise, set it to 1)
aip1(N)=0 (cuz Mephisto is not a melee monster, otherwise, set it to 1)
aip1(H)=0 (cuz Mephisto is not a melee monster, otherwise, set it to 1)
Align=1
inTown=1
flying=1
opendoors=1

I pick the 5 of Mephisto's skills here:

Skill1=PrimeLightning
Sk1mode=A2
Sk1lvl=1

Skill2=PrimeBolt
Sk2mode=A2
Sk2lvl=1

Skill3=PrimePoisonNova
Sk3mode=A2
Sk3lvl=1

Skill4=MephistoMissile
Sk4mode=A2
Sk4lvl=1

Skill5=MephFrostNova
Sk5mode=A2
Sk5lvl=1

Save and close.



Step2:

Open Monprop.txt, add a new row, then do the settings as follows:

Id=mephistogfx

Prop1=state
Par1=185 if clean 1.11/1.11b; 184 if clean 1.10 (1 greater than the state value in the preceding row of States.txt)
min1=1
max1=1

Prop1(N)=state
Par1(N)=185 if clean 1.11/1.11b; 184 if clean 1.10 (1 greater than the state value in the preceding row of States.txt)
min1(N)=1
max1(N)=1

Prop1(H)=state
Par1(H)=185 if clean 1.11/1.11b; 184 if clean 1.10 (1 greater than the state value in the preceding row of States.txt)
min1(H)=1
max1(H)=1

*eol=0

Save and close.



Step3:

Open States.txt, add a new row and do the settings as follows:

state=MP
id=185 if clean 1.11/1.11b; 184 if clean 1.10 (1 greater than the id value in the preceding row of States.txt)
group=3
transform=1
disguise=1
overlay1=mephisto
overlay2=baal_on_throne
gfxtype=1
gfxclass=242......
*eol=0

Save and close.


Notes:
1、Step2-3 are for displaying mephisto correctly.
2、If you keep Code=MP in Monstats.txt, then Mephisto will only have one arm but has a proper death animation; If you set Code=WW in Monstats.txt, then Mephisto will have 2 arms as usual but with no death animation (Also you should give him different colors in different difficulties through Monprop.txt & States.txt).
3、You can give Mephisto his own Missiles after death by editing Monprop.txt & Skills.txt & Missiles.txt.



Step4:

Open Skills.txt, add a new row, copy the row of Spirit of Barbs to the end of the file, then do the settings as follows:

skill=WMP
Id=1 greater than the id value in the preceding row
skilldesc=a new one, then you should work on this

summon=petmeph
summode=A1

sumskill1=PrimeLightning
sumsk1calc=99

sumskill2=PrimeBolt
sumsk2calc=99

sumskill3=MephistoMissile
sumsk3calc=99

sumskill4=MephFrostNova
sumsk4calc=99

sumskill5=Blizzard
sumsk5calc=99

stsound=monster_mephisto_taunt_1

Save and close.


Note:
For the skill-level Mephisto has, you can decide.



Step5:

Open Hireling.txt, add 3 new rows, then copy the rows (roguepets) which have SubType=Fire - Normal and Version=100 to the end of the file.
Change Id of the 3 new rows to 30 (If you've never created new pets).
Delete the two rows we've copied from, just leave 1. We 'r gonna to work on this row.
Do the settings as follows:

Leave Difficulty column blank.

Level=99(Not required)
DefaultChance=50(Not required)

Skill1=PrimeLightning
Mode1=5
Chance1=125
ChancePerLvl1=0
Level1=1
LvlPerLvl1=0

Skill2=PrimeBolt
Mode2=5
Chance2=75
ChancePerLvl2=0
Level2=1
LvlPerLvl2=0

Skill3=MephistoMissile
Mode3=5
Chance3=100
ChancePerLvl3=0
Level3=1
LvlPerLvl3=0

Skill4=MephFrostNova
Mode4=5
Chance4=25
ChancePerLvl4=0
Level4=1
LvlPerLvl4=0

Skill5=Blizzard
Mode5=5
Chance5=50
ChancePerLvl5=0
Level5=1
LvlPerLvl5=0



Save and close.


Notes:
1、You can decide the Chance columns whatever you like, it defines the frequency of skills when Mephisto are casting.
2、You can change the Mode columns with the proper animations you like.
3、The skill levels Mephisto have are only determined in Skills.txt.
4、The program will load the behaviors of Mephisto in the row of which has id=0 in Hireling.txt. Please follow my method, don't make any changes.
5、Make sure the number of every character's skills equal to each other.



We've finished all the important steps.
Test it right now!



Additional question:
If I want to create more than 1 this kind of summoning skills, what should I edit with the Hireling.txt?
Last edited by Count.Dracula on Wed Jan 23, 2008 7:13 am, edited 7 times in total.

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Necrolis
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Post by Necrolis » Sun Jan 20, 2008 7:36 am

Hirelings are heavily hardcoded, so are the animations for the prime evils(and the splgetmode chart). Finally the way your are creating them doesn't summon them properly for the AI they're using(hence using id 0 of hirelings), generally its a bad idea to use hireling AI on non hirelings(though unfortunatly alot of the minion AI is hardcoded to certain ids)
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Post by Count.Dracula » Sun Jan 20, 2008 7:38 am

"4、The program will load the behaviors of Mephisto in the row of which has id=0 in Hireling.txt. Please follow my method, don't make any changes. "

I have made that. Actually it is not exactly hardcoded.
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Post by Necrolis » Sun Jan 20, 2008 7:51 am

Yes it is, which is why it defaults to 0, normal hirelings are passed and init which tells it the rows to use. The exact same with monster spawning, it'll spawn monster id 0(skeletons) when not init'ed properly....
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Count.Dracula
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Post by Count.Dracula » Sun Jan 20, 2008 7:56 am

I've just find a way to create more than 2 this kind of summoning skills, but I forget how to do that right now, Bad memory......
The only thing I can rememver is I 've worked on Hireling.txt for a long time #_#

If I use Meph's own AI, It won't follow me at all.
Teleport, teleport......
Last edited by Count.Dracula on Sun Jan 20, 2008 8:19 am, edited 3 times in total.

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Specktro
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Re: Create a powerful summoning skill

Post by Specktro » Mon Feb 13, 2023 2:32 am

It's amazing how this old post has solved a HUGE problem... I was trying to replicate a shadowmaster AI for cold casting monster, and it was not responding to the skills I was using... The mosnter was using the assassin skills shadow uses to cast... Obviously there is another way to solve this that I never learnt, but this tutorial here filled all the blanks for me... It's "Old but gold" we say right?

Edit: Tried to correct some english problems as always...
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Nagahaku
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Re: Create a powerful summoning skill

Post by Nagahaku » Fri May 12, 2023 1:51 pm

Specktro wrote:
Mon Feb 13, 2023 2:32 am
The mosnter was using the assassin skills shadow uses to cast
Try AI 'shadowmasternoinit", that's a perfect AI for pets. it would only use the skills you gave it, no need to worry about assassin ones.

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Re: Create a powerful summoning skill

Post by Specktro » Tue May 23, 2023 12:00 am

Nagahaku wrote:
Fri May 12, 2023 1:51 pm
shadowmasternoinit
Is this something modded I should look in forum, or its athing already on game?
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Re: Create a powerful summoning skill

Post by Nagahaku » Tue May 23, 2023 1:57 am

Specktro wrote:
Tue May 23, 2023 12:00 am
or its athing already on game
yes it's already in the game, use it like a original shadowmaster but no need to worry about your own skills

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