344 lines
9.3 KiB
Plaintext
344 lines
9.3 KiB
Plaintext
# D2Mods Knowledge Base: Article 232
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# Title: Levels.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=232
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Levels.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 9:17 pm
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Views: 10733
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Description: by Nefarius
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Categories: File Guides (1.09x)
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Name: Internal Level Name
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Id: Level ID (used in columns like VIS0-7)
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Pal: Palette (Color Palette loaded for the Level, you can change this but mostly
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the colors get messed up greatly)
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Act: The Act the Level is located in (internal numbering 0-4)
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Layer: what layer is the level on (surface levels are set to 0 etc)
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SizeX: Horizontal Size of the Level
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SizeY: Vertical Size of the Level
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OffsetX: Horizontal Placement Offset
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OffsetY: Vertical Placement Offset
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Depense: Special Setting for levels which are not random and not preset (Outer
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Cloister, Arcane Sanctuary)
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Rain: Does it Rain/Snow in this Level (1=yes, 0=no)
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Mud: Unused setting (In pre beta D2 blizzard planed Rain to cause Mud which
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would have slowed your char's speed down, but this never made it into the final
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game)
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NoPer: Setting for 3D Enhanced D2 that disables Perspective Mode for a specific
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level. (1=disabled, 0=enabled)
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LOSDraw: Alows you to look thru objects and walls even if they are not in a
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wilderness level. (1=yes, 0=no)
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FloorFilter: Probably has to do with Tiles and their Placement (function
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currently unknown) (1=yes, 0=no)
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BlankScreen: Probably has to do with Tiles and their Placement (function
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currently unknown) (1=yes, 0=no)
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DrawEdges: for levels bordered with mountains, walls (act 1 wildernesses for
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example) (1=yes, 0=no)
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IsInside: Is this level a Underground or Indoor area (1=yes, 0=no)
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DrlgType: Setting for Level Generation: 1=Random Size, amount of rooms defined
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by LVLMAZE.TXT, 2=pre set map (example: catacombs lvl4) and 3=Random Area with
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preset size (wildernesses)
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LevelType: The type of the Level (Id from lvltypes.txt)
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Sub Columns - IDs from LVLSub.txt
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SubType: Setting Regarding Level Type (6=wilderness, 9=desert etc, -1=no
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subtype)
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SubTheme: Setting Regarding Themes (function unknown)
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SubWaypoint: Setting Regarding Waypoints (does not control waypoint placement)
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SubShrine: Setting Regarding Shrines (does not control what shrines appear)
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Vis0: entry/exit to level #1
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Vis1: entry/exit to level #2
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Vis2: entry/exit to level #3
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Vis3: entry/exit to level #4
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Vis4: entry/exit to level #5
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Vis5: entry/exit to level #6
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Vis6: entry/exit to level #7
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Vis7: entry/exit to level #8
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Refer to LVLWarp.txt
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Warp0: Vis0 - GFX
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Warp1: Vis1 - GFX
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Warp2: Vis2 - GFX
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Warp3: Vis3 - GFX
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Warp4: Vis4 - GFX
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Warp5: Vis5 - GFX
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Warp6: Vis6 - GFX
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Warp7: Vis7 - GFX
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Intensity: Light Intensity: 0-255
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Red: Red Lighting Strength (in 2D mode all colors are normal light)
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Green: Green Light Strengh (in 2D mode all colors are normal light)
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Blue: Blue Light Strength (in 2D mode all colors are normal light)
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Portal: (Function Unknown)
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Poistion: Setting for Perset Levels
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SaveMonster: Does the game save the state of the Monsters for the area (1=yes,
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0=no) (towns are set to 0 so that NPCs get respawned and hence get new items
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when you leave town)
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Quest: Setting Related to Quests (Previous assumptions are incorrect)
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WarpDist: (Function Unknown) (2025 is the Default Value)
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MonLvl1: Area (Dungeon) Level on Normal (controls the item level of items that
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drop from chests etc)
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MonLvl2: Area (Dungeon) Level on Nightmare (controls the item level of items
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that drop from chests etc)
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MonLvl3: Area (Dungeon) Level on Hell (controls the item level of items that
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drop from chests etc)
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MonLvl1Ex: Area (Dungeon) Level on Normal in D2X (controls the item level of
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items that drop from chests etc)
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MonLvl2Ex: Area (Dungeon) Level on Nightmare in D2X (controls the item level of
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items that drop from chests etc)
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MonLvl3Ex: Area (Dungeon) Level on Hell in D2X (controls the item level of items
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that drop from chests etc)
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MonDen: Monster Density: The Density of Monsters (Can be set to values above
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10000, but should be left well below 3000 to prevent SlowDown in GamePlay due to
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Sprite Overloading)
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MonUMin: Minimum Unique and Champion Monsters Spawned in this Level
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MonUMax: Maximum Unique and Champion Monsters Spawned in this Level
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MonWndr: Does the monster 'wander?' (1=yes, 0=no) Controls whether monsters wander around
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while 'unactivated' by the player or stand still until activated [Thanks to Roland for this late-breaking
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piece of information, which he tipped me off to in August 2003. -Jeff]
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MonSpcWalk: (Unknown)
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Mtot: How many different Species of Monsters can occur in this area (example: if
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you use M1-25 then set Mtot to 25 etc)
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M1-M25: Monster Species 1-25 (use ID from MonStats.txt)
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S1-S25: Spawned Species 1-25 (use ID from MonStats for Monsters which have
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eSpawnCol set to 2, related to M1-25, eg: if M1 Spawns S1 will Spawn)
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UTot: How many different Species of Monsters can spawn as Uniques and Champions
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in this Area (works like Mtot)
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U1-U25: Unique Species 1-25 (same as M1-M25 just for Monsters that you want to
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appear as Unique/Champions)
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C1-C5: Critter Species 1-5 (For monsters set to 1 in the IsCritter Column in
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MonStats.txt)
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CA1-CA5: Related to C1-5, eg: if you spawn a critter thru C1 then set this
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column to 30 etc. (function unknown)
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CD1-CD5:(Unknown)
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Themes: Which Theme is used for this Area (unknown function)
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SoundEnv: Referes to a entry in SoundEnviron.txt (for the Levels Music)
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Waypoint: 255=No way Point, other #'s Waypoint ID (you cans witch waypoint
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destinations between areas this way)
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LevelName: String Code for the Display name of the Level
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LevelWarp: String Code for the Display name of a entrance to this Level
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EntryFile: Which *.DC6 Title Image is loaded when you enter this area
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ObjGrp0-7: Use the ID of the ObjectGroup you want to Spawn in this Area (from
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ObjectGroups.txt)
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ObjPrb0-7: Object Spawn Possibility: the Chance for this object to occur (if you
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use ObjGrp0 then set ObjPrb0 to a value below 100)
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Beta: Reference Only (can be used for comments)
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Annex A (by JBouley) - Important Notes on Populate ID Numbers
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It is important to understand that in most cases, the numbers you use
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in the Monster, Spawner and Unique monster columns in this file will be
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the Populate ID numbers listed for those monsters in monstats.txt. But
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this is NOT always the case.
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You will notice that 'Classic' D2 monsters and some expansion monsters
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share the same Populate ID numbers. How does the game know which monster
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to pick? Here's how it works:
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If you want to spawn classic monsters in areas that appear in Acts 1
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through 4, use the Populate ID number as listed in monstats.txt. Simple?
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Likewise, if you want to spawn an expansion monster in an Act 5 area,
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use the Populate ID number as listed. Simple.
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In other words, the classic areas are coded to 'prefer'classic
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monsters, and the expansion part of the game favors expansion monsters.
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But you 'CAN spawn classic monsters in some areas of Act 5, and you
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'CAN spawn virtually any expansion monster in almost any area in
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Act 1, Act 2, Act 3, or Act 4. You just need to 'fool' the game
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a little.
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To spawn an expansion monster in Acts 1 through 4, simply subtract 2
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from the monster's row number in monstats.txt and use the resulting
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number as the Populate ID number. So, let's assume you want to spawn the
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Ice Boar in the Blood Moor. Look in monstats.txt. The Ice Boar appears on
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line 458 of monstats.txt. Substract 2 from that and you have 456. So, in
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one of the M columns for the Blood Moor row in Levels.txt, put 456.
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('NOTE: Nefarius, the author of most of this resource guide, tells
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me the method is row number minus 2, though I have long been told [and
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have used] the system of row number minus 3 to take into account the
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blank 'Expansion' row. Just be aware that there seems to be some
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confusion on this point, but I'll go with Nefarius' calculations on this
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since he's been doing it more recently than I have. -JBouley)
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To spawn 'classic' monsters in Act 5 is a little different. Take the
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monster's PopulateID...for this example we'll use the Damned, which has
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a Populate ID of 14. Then subtract 436 from that number. So, 14 minus 436
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equals -422. Type that negative number into the Act 5 area in Levels.txt
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that you want it to appear in. Note that this tends to work best with
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indoor and underground areas of Act 5. Many outdoor areas in Act 5 are
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heavily hardcoded and might not spawn classic monsters.
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Annex B - Enlarging the Valley of the Snakes
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In this tutorial we will learn how to resize valley of Snakes to be 64x64 cells without using a map editor.
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First of start by opening levels.txt (the only file we will need)
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Go down to Act 2 - Desert 5 Row. First off go to the SizeX and SizeY
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columns change them from 32 to 64 (you can make it larger but lets stay
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w this for now, as some times you will need to change the other levels
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if you exceed specific sizes)
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Now go to the SubType column change -1 to 9, next Change SubTheme from -1 to 3, leave subwaypoint and sunshrine as is.
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Go over to the portal column and change it to 1,
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Last we will change WarpDist from 2025 to 3800.
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Thats it, if you have 'old' save files w old maps
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delete the *.ma1 file for that char, these store the act2 maps you
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revealed. now enter the game any enjoy your larger level.
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You can also populate the level with monsters now.
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=232]Knowledge Base - Levels.txt File Guide[/url] |