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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.

 

 

 

 

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