Monsters:
The monsters is maybe the thing that you notice first while
playing a mod. And there are quite a few of them to change for you. The monster slot is 8
rows (128 bytes) long. The first byte will be 0 and the last 127. A good advice is to make
a monster list before you start. there is one for Diablo on this site. For hellfire just
copy the info between AA8F0 and AEDEF and print it out (it's like 20 pages). This was
all monster data. Then take a look at the info between B05C0 and B1F60. If you begin with
the last slot you'll get the names right. Na-Krul is the last slot and so on. There are
some monsters that share names with other monsters (skeleton bowmen for example). I'm sure
you can figure out wich. Monsters has an activation table. The info on that is found
beneath this table.
| Byte# |
Effect |
| 0-3 |
Animation size
This tells the game how to handle the
animation file (CL2) size. Certain animations will not look right if given the wrong
value, so use the value given for the animation you want to use.
60 = Small animations (bats, )
80 = Average animations (most monsters)
A0 = Large animations (vipers, knights, balrogs)
Look the value up when changing the monster. |
| 4-7 |
Seeding size
This is the monster's
"size" value. Each level can hold only so many points. This is why only
certain monsters appear in a level. |
| 8-11 |
Pointer to animation file (CL2) |
| 12-15 |
Trigger flag for
second attack
Some monsters have a second attack.
If they do, a '01" will be listed here. Giving a monster an attack type that
uses a second attack when the animation does not will crash the game! |
| 16-19 |
Pointer to sounds |
| 20-23 |
Trigger flag for
special sounds
If the animation supports a second
animation, a '01' will be here. Again, giving a monster an attack type that uses a
second animation that doesn't have one will cause the game to crash. |
| 24-27 |
Trigger flag for color translation
file
00=off 01=on
A trn is the files the game uses to change the color of the three
non-basic looking monsters of each type (e.g. Zombie uses base colors, Ghoul,rotting
carcass and Black death uses TRN's to change color) |
| 28-31 |
Pointer to color translation file (.TRN) |
| 32-35 |
Idle frameset
Most monsters use a good value here.
You can decrease it to make the animation go faster. But on the cost that it may look a
little silly Cause it just removes a couple of frames. Do not select a value higher than
the monster has in classic Diablo. The game can't play more framesets than the file has
right! |
| 36-39 |
Walk frameset |
| 40-43 |
Attack swing frameset |
| 44-47 |
Hit recovery frameset |
| 48-51 |
Death frameset |
| 52-55 |
Second attack frameset |
| 56-59 |
Idle playback speed
Playback speed is how fast the framesets should be played. 0 is the fastest value. |
| 60-63 |
Walk playback speed |
| 64-67 |
Attack playback speed |
| 68-71 |
Hit recovery speed |
| 72-75 |
Death playback speed |
| 76-79 |
Second attack swing playback speed |
| 80-83 |
Pointer to monster's name |
| 84-85 |
Min/max
dungeon level's the monster will appear on.
The game will sometimes use values in between..don't know why.
(Dlvl * 2) - 2 = value to use
L1 = 00
L2 = 02
L3 = 04
L4 = 06
L5 = 08
L6 = 0A
L7 = 0C
L8 = 0E
L9 = 10
10 = 12
11 = 14
12 = 16
13 = 18
14 = 1A
15 = 1C
16 = 1E (Monsters for L16 are chosen elsewhere and can not be changed here, see misc for
the changes needed)
Hellfire only
Hive 1 = 20
Hive 2 = 22
Hive 3 = 24
Hive 4 = 26
Crypt 1 = 28
Crypt 2 = 2A
Crypt 3 = 2C
Crypt 4 = 2E |
| 86-87 |
Monster's level
The monster's level will determine
what kind of items it will be able to drop. Nightmare and Hell difficulty monsters get the
base item level bonus, but the prefix, suffix, and unique item levels will not change. |
| 88-91 |
Minimum HP (max 255) |
| 92-95 |
Maximum HP (max
255) |
| 96-103 |
Attack Type
Here's the fun part! You can give any
attack type to any monster class you wish (with some exceptions). Some will not work
right, not at all, or look plain silly.
First value....
00 melee, stupid monster (zombies)
01 melee, random second attack swing (overlords)
02 common melee attack type
03 archer, rarely retreats (skeletons)
04 melee, retreat to eat (scavenger) when hurt(Works for the Scavenger slots only...other slots will show them
retreating to eat, but will not get the regeneration bonus)
05 charge attack
06 melee, random second attack when hit (goats)
07 archer, retreats often (goats)
08 melee, random second animation movement, flee when nearby enemy is killed (Fallen Ones)
09 magma demon attack type (Works
for the magma demon slots only...other slots will sometimes show the missiles, most of the
time it will be invisible.)
0A Skeleton King attack type (summons skeletons in SP)
0B bat attack type (default special is the hit and run attack)
the specials the bats have are given to them by the games'
code (Blink teleport, Gloom's charge, and the Familiar's
charged bolt)
0C gargoyle attack type, second attack (stoning to regain HP)(Gargoyle slots only get the regeneration bonus)
0D The Butcher attack type
0E witches' attack type (blood
stars, retreat a lot, Witch slots will get the different color blood stars, others will
get a maroon red color)
0F Hidden attack type, second attack
10 Thunder demon attack type
Works for the thunder demon slots only...other slots will sometimes show the lightning,
most of the time it will be invisible.
11 Incinerator attack type, second animation Funky attack type. Only movement is them charging, which does not cause
damage, but charging leaves them invincible as well. Irritating
Bastards they are
12 Gharbad the Weak, second attack
13 spitter attack type Works for
the spitter slots only...other slots will sometimes show the missiles, most of the time it
will be invisible.
14 Deathspit (always spitting) Same as above, but always spits
15 Golem Never
tried to use this one...might crash the game or do weird things...
16 Zhar the Mad, second attack type
17 Snotspill, second attack type
18 Viper's charge attack
19 counselor's magic attack type, second attack The subtype value determine's the actual magic attack , firebolt, charged bolt etc.
1A balrog's inferno attack type
1B Diablo Works
for Diablo's slot only...other slots will sometimes show Apocalypse, most of the time it
will be invisible.
1C Lazarus, second attack Same as
the counselor attack type, but teleports more often
1D Red Vex and Black Jade
1E Lachdanan Does
not attack
1F Warlord of Blood
Byte 101 is the intelligence factor How smart they are.I think if 0 they're
really stupid, if 01 they'll try to follow you, if 02 they will open doors and if 03
they'll do both. Or reversed. But three is both. I'm almost sure on that one. |
| 104 |
Subtype
The range is between 0-3, with 3
being the highest. For instance, a goat archer with a value of 00 will stand still
and let you get a hit or two in before retreating. A 03 will usually require you to
corner it. Same for the witches. For the counselor type, it determines what spell it
will use. 00 being firebolt, 01 being charged bolt, 02 being lightning, and 03 being
fireball. |
| 105 |
To Hit
percentage of the main attack |
| 106 |
To Hit frame
Do not exceed the total to hit
frameset, and whatever you do, do NOT use a value with a knight still holding the
sword over his head..hehehe. |
| 107-108 |
Min/max damage
per attack |
| 109 |
To hit percentage for the second
attack |
| 110 |
Second attack's
to hit frame
Again, do not exceed the total to hit
frameset for the second attack. |
| 111-112 |
Min/Max damage for the second
attack |
| 113 |
Monster's Armor
Class |
| 114-115 |
Monster type
00 = Undead
01 = Demon
02 = Animal |
| 116-117 |
Resistance/Immunities
in Normal/Nightmare difficulty
This is bit encoded, in hex...
Magic Resist =
1 Magic Immune = 8
Fire Resist =
2 Fire
Immune = 10
Lightning Resist = 4 Lightning Immune = 20
Take the numbers you want to use and add them up. This is the value you will use in the
data. Example....
Magic Immune, fire and lightning resistant....
8 (magic immune) + 2 (fire resist) + 4 (lightning resist) = 0E
Note, some monsters have +40 or +80 hex added to the value. '0E' and '4E' are the
same. This might be used to mark stone curse immunity. However I have to track it
down for Diablo first. For hellfire It's found under Code changes. |
| 118-119 |
Resistance/Immunities in Hell
difficulty |
| 120-121 |
Item drop
specials.
0040 = No item drops possible...just
gold
**80 = Unique item drops in SP only. The first byte determines the unique that gets
dropped. In MP, this drops random magic items or books. Any other values here are unknown.
**A0 = Same as above...don't know the difference |
| 122-123 |
Monster selection outline
Determines when the monster is
highlighted when you move the mouse over it. Values are related to the monster's size, but
larger than average values mean the monster is a bit tougher to target. (ie, gargoyles) |
| 124-127 |
Experience
points |
Activation Table
A lot of monster slots were
turned of for various reasons. To turn them back on, go to 9B028. Here,
you'll see a bunch of 00's, 01's, and 02's. 00 means that slot is turned off, while 01 and
02 means the slot is on. The difference between 01 and 02 are unknown. To find out what
the slot number is, just start from the first byte and count it as 0, and go up till you
get to the slot you want.
Hellfire is a bit different.
Go to offset AF058
for the table. Here, each slot is 4 bytes in length each, instead of just one in Diablo.
The same thing goes here as it did in Diablo, just count up each one in 4 byte blocks.
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