Levels.txt tutorial
by Nefarius Thx to
fecesfaerie and Teknokyo for the new info!!! Column A Name:
The name of the level as it is represented in the txt file. Column B Id:
the number ID of the level which represents it in other txt files. Column C pal:
The palette to use, Blizz did multiple 256 color palettes. Column D Act:
Determines What act the level belongs to Column E Layer:
Unknown is set to 0 for the most act 1 wilderness levels. Column F SizeX:
Seams to control level size. Column G SizeY:
Seams to control level size. Column H
OffsetX: Unknown seams to do with level size. Column I
OffsetY: Unknown seams to do with level size. Colum J Depend:
Unknown is set to 0 for all levels, except the first courtyard(outer
cloister) and barracks(barracks) of act 1. Column K Rain:
Determines if it can rain in this level,(1 means it can rain 0 means it
cannot). Column L Mud:
Unknown is set to 1 only for the levels of act 3,(1 means there is mud in the
level 0 means there is not). Column M NoPer:
For D2 in 3D (like direct 3D) which allows perspective Column N
LOSDraw: unknown but seams to
determine if the area is an underground or none natural level. Column O
IsInside: determines if the level is underground or none natural. Column P
DrlgType: Unknown Column Q
LevelType: Determines what type the level is(wilderness, cave etc etc...). Column R
SubType: is set to -1 for all levels but the act 1 wilderness levels, numbers
Also referred in subtypes.txt as ID codes. Column S SubTheme:
numbers Also referred in subtypes.txt as ID codes. Column T
SubWaypoint: numbers Also referred in subtypes.txt as ID codes. Column U Sub
Shrine: numbers Also referred in subtypes.txt as ID codes. Column V-AC
Vis0-7: related to dungeon levels entrance and exits in area. Column AD-AK
Warp0-7 related to dungeon levels entrance and exits in area. Column AL
Intensity: Unknown(is set to 0 for most levels(not including act4). Column AM Red:
like the RGB columns in monstats.txt, stands for red. Column AN
Green: like the RGB columns in monstats.txt, stands for Green. Column AO Blue:
like the RGB columns in monstats.txt, stands for Blue. Column AP
Portal: Unknown Column AQ
Position: Unknown(is set to 0 for most levels most towns are set to 1). Column AR
SaveMonster: 0 or 1, if you set 1 in town, the NPC you set in town will not
disappear when you get out of town, This has something to do with re-spawning
and also monsters that are killed will be dead when you go back to the same
area instead of re-spawning every time. Column AS
Quest: Seams to have to do if the area contains quest items or other quest
related stuff,(is set to 0 for almost all levels except for 2 on is set to 11
and the other one to 1). Column AT
WarpDist: Unknown is set to 2025 for almost all levels. Column AU
MonLvl1: is determining the monster and object level of this area in normal
difficulty, as higher the value the better items you get. Column AV MonLvl2:
is determining the monster and object level of this area in nightmare
difficulty, as higher the value the better items you get. Column AW
MonLvl3: is determining the monster and object level of this area in Hell difficulty, as higher
the value the better items you get. Column AX
MonDen: Determines the density of monsters for the area(if you type in 3000
it does not mean there 3000 monsters in the area there will be a density of
3000). Column AY
MonUMin: minimum boss and champion monsters of the area. Column AZ
MonUMax: Maximum Boss and champion monsters of the area. Column BA
MonWndr: Unknown seams to determine if there are monsters in the area(towns are
all set to 0) Column BB
MonSpcWalk: Unknown Column BC Mtot:
the total amount of different monster types,(eg: if 4 different monsters can
appear in an area this Column is set to 4 for this area) note: the game cannot
spawn more than 4 different none boss monsters at a time so you can make it
more random if you ad more monster types and make monden that number will make it so
that almost every time you play there will be different monsters. Column BD-CB
M1-25: the different monster types this level can spawn(to find out what
monster numbers to enter into these columns check monstats and delete 2 from the
monster rows number and ad it into these slots in levels.txt(note: if you ad
or delete monsters from this Column make sure Mtot(Colum BC) matches the number of
different types). Column CC-DA
S1-25: determines what nest types may appear in the area(you can also try to
ad other monsters with these columns). Column DB Utot:
the total amount of monster species that can appear as bosses and champions
in the area(works similar to Mtot and the M1-25 columns). Column DC-EA U1-25
Determines the different monster types can appear as bosses for eg: if you
put in a pitlord(blue Balrog) in the bloodmoor row and u haven’t set Utot to
more than 3 it wont appear if you want it to appear 100% make there 10 unique
monsters appear in the bloodmoor(with the use of MonUMin MonUMax columns) now
delete all other numbers out of the U1-25 columns and put only 360(Balrogs
number) in all slots of U in this row put Utot column to 25 and ad this file
to your mpq and you will get 10 Balrog bosses in the bloodmoor Column EB-EF
C1-5:determins what critter appear in the area(snakes, chickens, camels etc
etc...). Column EG-EK
CA1-5: Unknown(is set to 30 for all columns that have critters in them in the
C1-% columns)eg: if Colum C1 has a 149(chicken) in it then Colum CA1 has 30 in it,
NOTE: does not determine the number of chickens or other critter this is
determined in monstats.txt. Column EL-EO
CD1-CD4: Unknown Column EP
Themes: Unknown Column ER
SoundEnv: determines the music this area has(open soundenviron.txt for the
numbers that should be put inside these slots. Column ES
Waypoint: determines if the area has a way point(255 means no). you can also
switch way points with this WARNING if you let the old way point "as
is" you will Probaly be crashed out your game you must make the old
waypoint 255(for eg the way point to cold plain is number 1 put 1 into the
chaos sanctuary or cowlvl and now make the cold plain 255 now you will have a
way point to cowlvl or the chaos sanctuary(all has to do how you choose it). Column ET
LevelName: determines the name of the area but it must also be changed in
String and patchstring.tbl to appear in the game. Column EU
LevelWarp: Determines the name that appear above the entrance to the
area(like the caves entrance if you scroll over it will say the warps name,
eg: to the den of
evil(must also be changed to appear in the game in string and
patchstring.tbl. Column EV
EntryFile: Unknown:(note: this is also appearing in other level txts like
lvlprest.txt). Column EW-FD
objGrp: this determines what shrines and objects will appear in the
level(open objgroup.txt for the numbers that should be placed into these
slots). Column FE-FK
objprob: density of shrines and objects for the area, referred to the rows in
objgroup.txt. Column FM Beta:
seams to determine if the area appeared in the beta, only for reference. |