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 Post subject: Re: Ancient AI Parameter info. (Whirlwind)
PostPosted: Sun Feb 21, 2016 2:29 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
I can't guarantee getting the program to you quickly, but to your knowledge, what are all the files where a monster might appear. I only know that levels.txt and superuniques.txt is not enough.


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 Post subject: Re: Ancient AI Parameter info. (Whirlwind)
PostPosted: Sun Feb 21, 2016 3:00 pm 
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Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
monpreset.txt (for placing specific non super uniques onto a map at an exact location like legion, portal spires, lightning towers, catapults etc.)

missiles.txt (there are 2 types of monster spawn missile. 1 spawns a random mob from levels.txt so we don't need to worry about that one. The other spawns a mob by ID. The ID one is the one we would want to track.)
Those missiles use pSrvHitFunc = 6 and the ID of the mob to spawn is set in sHitPar1

Skills.txt: Summon column.

Edit: No rush for it, would just be handy to have for future for sure!

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