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Levels.txt File Guide

작성자rpgkdh|작성시간05.12.27|조회수689 목록 댓글 0
Levels.txt File Guide

OVERVIEW:

This is the file that controls how the game link levels, what monsters and object that are spawned that are placed on the level.

RELATED .TXT FILES:

This file is using:

  • Lvlmaze.txt
  • LvlPrest.txt
  • LvlSub.txt
  • LvlTypes.txt
  • monstats.txt
  • AutoMap.txt
  • LvlWarp.txt
  • objgroup.txt


COLUMN DESCRIPTIONS :


Name This column has no function, it only serves as a comment field to make it easier to identify the Level name

Id Level ID (used in columns like VIS0-7)

Pal Palette (Color Palette loaded for the Level, you can change this but mostly the colors get messed up greatly)

Act The Act the Level is located in (internal numbering 0-4)

QuestFlag Used in Classic game only, sets a questflag. If this flag is set, a character must have completed the quest associated with the flag to take a town portal to the area in question. A character can always use a portal to get back to town.
QuestFlagEx Used in Expansion only, set a questflag. If this flag is set, a character must have completed the quest associated with the flag to take a town portal to the area in question. A character can always use a portal to get back to town.

Layer Each layer is an unique ID. This number is used to store each automap individual on a character. This is used by the game to remember what level the automap are for.

SizeX sizeX in Normal. If this isn't a preset area this sets the X size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

SizeY sizey in Normal. If this isn't a preset area this sets the Y size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

nSizeX(N) sizeX in Nightmare. sizeX in Normal. If this isn't a preset area this sets the X size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

SizeY(N) sizey in Nightmare. If this isn't a preset area this sets the Y size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

SizeX(H) sizeX in Hell. sizeX in Normal. If this isn't a preset area this sets the X size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

SizeY(H) sizeX in Hell. If this isn't a preset area this sets the Y size for the area. Othervise use the same value here that are used in lvlprest.txt to set the size for the .ds1 file.

OffsetX This set the the X position in the world space

OffsetY This set the Y position in the world space


Depend This set what level_id are the Depended level. This is used by as example Monastery to place the entrance always at same location.

Teleport Controls if teleport is allowed in that level.

0 = Teleport not allowed
1 = Teleport allowed
2 = Teleport allowed, but not able to use teleport throu walls/objects (maybe for objects this is controlled by IsDoor column in objects.txt)

Rain Does it Rain/Snow in this Level (1=yes, 0=no), snow works only in act5.

Mud Unused setting (In pre beta D2 blizzard planed Rain to cause Mud which would have slowed your char's speed down, but this never made it into the final game)

NoPer Setting for 3D Enhanced D2 that disables Perspective Mode for a specific level. (1=disabled, 0=enabled)

LOSDraw Allows you to look thru objects and walls even if they are not in a wilderness level. (1=yes, 0=no).

FloorFilter Probably has to do with Tiles and their Placement (function currently unknown) (1=yes, 0=no).

BlankScreen Probably has to do with Tiles and their Placement (function currently unknown) (1=yes, 0=no).

DrawEdges for levels bordered with mountains, walls (act 1 wildernesses for example) (1=yes, 0=no).

IsInside Is this level a Underground or Indoor area (1=yes, 0=no).

DrlgType Setting for Level Generation: 1=Random Size, amount of rooms defined by LVLMAZE.TXT, 2=pre set map (example: catacombs lvl4) and 3=Random Area with preset size (wildernesses).

LevelType The type of the Level (Id from lvltypes.txt)

Sub Columns IDs from LVLSub.txt

SubType Setting Regarding Level Type (6=wilderness, 9=desert etc, -1=no subtype).

SubTheme Tells what subtheme an wilderness area should use. There are themes between 0-4, -1 use no subetheme.

SubWaypoint Setting Regarding Waypoints (does not control waypoint placement).

SubShrine Setting Regarding Shrines (does not control what shrines appear).

Vis0-7 This controls what Level_ID the level are connected to on Server Side. What vis you use depend of what special tile your entrance are using. Normally cave levels are only using vis0-3 and wilderness areas 4-7

Warp0-7 This controls the visual graphics then you move the mouse pointer over an entrance. To show the graphics you use an ID from lvlwarp.txt and the behavior on the graphics is controlled by lvlwarp.txt. You use same WarpX as you use VisX (ie if you use Vis0 for your level then you would use Warp0 to show the graphics).

Intensity Light Intensity: 0-255.

Red Red Lighting Strength (This works in 2D mode also)

Green Green Light Strengh (This works in 2D mode also)

Blue Blue Light Strength (This works in 2D mode also)

Portal (Function Unknown)

Position This controls if you can re-position a portal in a level or not.

1 = You can re-position the portal (it will use either map entry#76 or Tp Location #79. If both are set in same level it will use Tp Location)

0 = don't use re-position.

SaveMonster Does the game save the state of the Monsters for the area (1=yes, 0=no) (towns are set to 0 so that NPCs get respawned and hence get new items when you leave town).

Quest What quest is this level related to. This is the quest_id (as example the first quest Den of Evil are set to 1, since its the first quest)

WarpDist This sets the minimum distance from a VisX or WarpX location that a monster, object or tile can be spawned at.

MonLvl1 Area (Dungeon) Level on Normal (controls the item level of items that drop from chests etc).
MonLvl2 Area (Dungeon) Level on Nightmare (controls the item level of items that drop from chests etc).
MonLvl3 Area (Dungeon) Level on Hell (controls the item level of items that drop from chests etc)

MonLvl1Ex Area (Dungeon) Level on Normal in D2X (controls the item level of items that drop from chests etc).
MonLvl2Ex Area (Dungeon) Level on Nightmare in D2X (controls the item level of items that drop from chests etc). If no ratio is set to 0 (in monstats.txt) for a monster the area level also upgrade the level of drop if area level is higher than monster level.
MonLvl3Ex Area (Dungeon) Level on Hell in D2X (controls the item level of items that drop from chests etc). If no ratio is set to 0 (in monstats.txt) for a monster the area level also upgrade the level of drop if area level is higher than monster level.

MonDen Monster Density Normal. The Density of Monsters (Can be set to values above 10000, but should be left well below 3000 to prevent SlowDown in GamePlay due to Sprite Overloading).
MonDen(N) Monster Density Nightmare. The Density of Monsters (Can be set to values above 10000, but should be left well below 3000 to prevent SlowDown in GamePlay due to Sprite Overloading).
MonDen(H) Monster Density Hell. The Density of Monsters (Can be set to values above 10000, but should be left well below 3000 to prevent SlowDown in GamePlay due to Sprite Overloading).

MonUMin Minimum Unique and Champion Monsters Spawned in this Level.
MonUMax Maximum Unique and Champion Monsters Spawned in this Level.

MonWndr Boolean switch (0/1) that sets whether unactivated monsters are allowed to roam the area (ala Wilderness), or whether they must stand put until activated (ala Den of Evil). 0 = cannot roam, 1 = can roam. Can make things like in Diablo, where monsters won't roam until activated.

MonSpcWalk (Unknown).

NumMon Number of different Monsters Type that will be present in this area. The game will pick monsters from mon1 to mon10 if it's a game in Normal difficulty, else (Nightmare / Hell) it'll be from nmon1 to nmon10.
Mon1-Mon10 Normal only. Spawned Species 1-10, use ID from MonStats.txt. In 1.10s you can add additional 11-25 columns.
rangedspawn (Unknown).
nmon1-10 Nightmare/Hell only. Spawned Species 1-10, use ID from MonStats.txt. In 1.10s you can add additional 11-25 columns. Champion/Unique species uses this column also in nightmare/hell.
umon1-10 Normal only. Champion/Unique Species 1-10, use ID from MonStats.txt. In 1.10s you can add additional umon11-25 columns.

cmon11-4 Critter Species 1-4. Use id from monstats2.txt and only monsters with critter column set to 1 can spawn here. critter column is also found in monstats2.txt.
cpct1-cpct4 Controls the %chance a critter is spawned.

camt1-camt4 (unknown).

Themes Which Theme is used for this Area? (unknown function)

SoundEnv Referes to a entry in SoundEnviron.txt (for the Levels Music)

Waypoint 255=No way Point, other #'s Waypoint ID (you cans witch waypoint destinations between areas this way)

LevelName String Code for the Display name of the Level
LevelWarp String Code for the Display name of a entrance to this Level
EntryFile Which *.DC6 Title Image is loaded when you enter this area

ObjGrp0-7 Use the ID of the ObjectGroup you want to Spawn in this Area (from ObjectGroups.txt).
ObjPrb0-7 Object Spawn Possibility: the Chance for this object to occur (if you use ObjGrp0 then set ObjPrb0 to a value below 100)

Beta Reference Only (can be used for comments)

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