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

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

Post by Nagahaku » Sat Jul 06, 2024 5:23 pm

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[none] ID=0
{what units gain this monumod?}
I've just found something about this:
it seems to be applied to a random monster that should be an elite, and then its constant column would be a chance to make it a champion (blue), vanilla value is 20. set constant=0 there would be no champion monsters in the game, and if constant=100, more champion monsters would appear.
i'll run more test to see if this is correct.
Edit: Ahh... i think i've found what it does...
if you set none's constant=100, there would be no unique (gold) monsters except superuniques, all elite would be champions (blue).
so i suppose that 'none' might be the first step when the game try to determine what a elite monster should be, its constant column would tell if it should be unique or champion.

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

Post by Cypress » Sun Jul 07, 2024 3:02 pm

Nagahaku, the constants column is like its own separate txt file, it doesn't really have anything to do with configuring the respective monumod. The constant settings are like global changes that apply to all or some monumods.

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

Post by Nagahaku » Sun Jul 07, 2024 3:23 pm

Cypress, oh, yeah, more like a global setting, and for 'none' it might be just the chance for any monster to become a champion if chosen to be an elite.

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

Post by Cypress » Sun Jul 07, 2024 3:48 pm

There is a *constant desc column which describes what each of the constants do.

Code: Select all

constants	*constant desc
20	champion chance
100	minion +hp%
75	minion +hp% (N)
50	minion +hp% (H)
200	champion +hp%
150	champion +hp% (N)
100	champion +hp% (H)
300	unique +hp%
200	unique +hp% (N)
100	unique +hp% (H)
75	champion +tohit%
100	champion +dmg%
50	minion +tohit%
100	unique +tohit%
75	minion +dmg% (strong)
150	unique +dmg% (strong)
0	minion +elem min dmg%
33	minion +elem min dmg% (N)
33	minion +elem min dmg% (H)
0	minion +elem max dmg%
50	minion +elem max dmg% (N)
50	minion +elem max dmg% (H)
33	champion +elem min dmg%
33	champion +elem min dmg% (N)
33	champion +elem min dmg% (H)
50	champion +elem max dmg%
50	champion +elem max dmg% (N)
50	champion +elem max dmg% (H)
66	unique +elem min dmg%
66	unique +elem min dmg% (N)
66	unique +elem min dmg% (H)
100	unique +elem max dmg%
100	unique +elem max dmg% (N)
100	unique +elem max dmg% (H)

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

Post by Nagahaku » Sun Jul 07, 2024 4:10 pm

Cypress wrote:
Sun Jul 07, 2024 3:48 pm
There is a *constant desc column which describes what each of the constants do.
great information, very helpful :D
didn't quite understand how this column to be an independent txt, just made clear.

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

Post by Nagahaku » Sat Aug 03, 2024 11:21 am

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[partydead] ID=15
If one monster in the party dies with this monumod, then the rest of the party also dies.
{what units gain this monumod?}
i think this might apply to necromancer bone wall or bone prison skill summoned pets, and also found more about these skills...
i tried to move vanilla diabprison skill to a ctc skill for 'hellrack' the unique crossbow, so boneprison1234 monster had to be friendly units, such change worked perfectly and diablo would need a new bone prison skill, so i copied necromancer's to make a new one for him, but caused many bugs:
at first, the game crashed. i changed new bonewall pet's AI to idle, and deleted pettype column in skills.txt, no more crash, but diablo would randomly die along with the summoned.
perhaps partydead monumod caused this.

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

Post by Cypress » Sat Aug 03, 2024 4:01 pm

Awesome find Nagahaku! This is what I found based on your information:
•Seems unrelated to baseid and monstats ID, so not given to the bonewall monster through monstats.txt (unfortunate since I was hoping to transfer partydead through a baseid, which could result in some funny monster designs)
•Bone Wall and Bone Prison srvdofuncs transfer partydead to created segments
•These skills have two types of segments: main segments and side segments
•If a main segment dies, the creator will also die if the creator is a monster
•If a side segment dies, all other segments die, including the main segment, but if the main segment dies this way, it does not kill the creator
•So a hierarchy forms: creator > main segment > side segment
•For Bone Wall, the main segment is the first middle segment created, if only one segment is made it will always be a main segment; all other segments are side segments
•For Bone Prison, segments are arranged in a clock, with 1'oclock being the main segment, and all others being side segments
•If time runs out for segments, all segments die simultaneously, and thus the creator will also always die
•Main segments will kill the creator even if the creator is already dead, meaning the creator can die multiple times, dropping items as many times as main segments die (this is easily seen if you make the creator cast a bunch of bone walls, as the duration starts to elapse, it will start re-dying a bunch and dropping tons of loot)
•The creator dying to a main segment's death will not count as your kill, so magic find, gold find and kill effects do not apply

Also, if you want to prevent a monster from dying while casting Bone Wall or Bone Prison, you'd have to make them summon an intangible, invisible monster that casts Bone Wall or Bone Prison once, as otherwise your monster will die whenever the main segment dies before or at the same time as the side segments.

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

Post by Nagahaku » Tue Aug 06, 2024 7:58 am

Cypress wrote:
Sat Aug 03, 2024 4:01 pm
you'd have to make them summon an intangible, invisible monster that casts Bone Wall or Bone Prison once
Great suggestion! worked fine with all 3 diablos

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

Post by Nagahaku » Wed Nov 13, 2024 6:31 pm

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
fallen1
I found something about this: when spawned by a nest, fallen1 baseid monsters can drop treasures, seems other spawned ones couldn't.

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

Post by Cypress » Fri Nov 15, 2024 12:17 am

Hey Nagahaku, I think that might be due to fallen1 having the minion1 setting. So while the fallen1 created by the nest cannot drop items, the fallen1 minions can, because those minions were not nest-generated and thus not affected by the anti-drop/no-exp rules. It is an interesting and easy way to get around that rule though, can create an invisible monster that instantly dies as the nest spawned creature, and have it so that invisible monster spawns minions with full loot.

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

Post by Nagahaku » Fri Nov 15, 2024 10:00 am

Cypress wrote:
Fri Nov 15, 2024 12:17 am
I think that might be due to fallen1 having the minion1 setting.
yeah, that's right. thanks for help :) would be useful

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

Post by Nagahaku » Fri Nov 29, 2024 5:55 pm

Cypress wrote:
Sat Apr 22, 2023 8:19 pm
[summoner]
Hmm... kill a monster with this baseid in act2 would make the summoner mission completed before you really meet him, and act2 npc dialogue about this mission would replace their interact so you can't trade with them. as the result, this baseid might not be a good idea to create fake unique monsters.

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