06-13-2003, 10:13 AM
Baal,Jun 13 2003, 02:23 AM Wrote:Does anyone know if someone has got this information without me having to save each page and then edit the source code to actually see it in a handy table like that?It will not matter as the stats of most of the monster will end up changing quite a bit in the v1.10 patch. The old v1.09 information will be quite outdated at that point.
Vash, the answer that Dagni gave is almost dead-on for is being done for the monsters. Isolde just did a short post at PK that did a little description of what is possible. It appears that in most cases the basic monster information will contain a basic level, hit points (typically as a percentage, not absolute values), resistances and such. There will then be one file that will be used to set things like the level (or level range), hitpoints (adjusted by the percentage factors), and some of the other factors for each and every area that the monster can appear in. Therefore if you saw Carvers in 10 seperate map areas of act1, they could actually end up having different levels and stat ranges for each area that they appear in.
There is also a third file that can be used to assign different properties to the monsters. This would work something along the lines of assigning a property to a type of monster (difficulty level can be limited also), achance that it appears on the monster (say 40% of the monster that are spawned will have this property) and the range of the ability of the property. A made up example might be to give skeleton archers in hell a 50% chance of having IAS of 30%. All of this will make lists like what was in place a mess to set up, be accurate and understandable to the masses.