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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