Super Uniques
Super Uniques
Super Uniques
txt
SuperUniques.txt
Written by: Phrozen Heart
Written on: Thu Sep 11, 2008 4:05 pm
Last modified: Fri Jan 18, 2019 6:56 pm
Views: 15025
Description: by 54x & Red Havoc, Restyled and expanded by Ogodei
Categories: File Guides (1.1x)
OVERVIEW : This file is used to define Superunique monsters and their properties. Superunique monsters are boss
monsters which always appear at the same places and which always have the same base special abilities with the
addition of one or two extra ones per difficulty (Nightmare provides one extra ability, Hell provides two). Notable
examples are enemies such as Corpsefire, Pindleskin or Nihlathak.
RELATED .TXT FILES : This file is used in conjunction with the following texts:
MonSounds.txt
MonStats.txt
TreasureClassEx.txt
MonUMod.txt
Superunique: it is the ID of the SuperUnique Monster. Each SuperUnique Monster must be use a different ID. It also
serves as the string to use in the field 'Place' of MonPreset.txt.
Name: The string key for this SuperUnique which must be retrieved from a .TBL file.
Class: This column defines the base monster type of the SuperUnique, taken by the "Id" column in MonStats.txt.
hcIdx: It is the "hardcoded index". Vanilla SuperUniques in the game ranges from 0 to 65. Some of them have some
hardcoded stuffs attached.
NOTE: It is also possible to create new SuperUniques with hardcoded stuff attached. To do this, you can use a hcIx from
0 to 65.
Example A: If you create a new SuperUnique with a hcIdx of 42 (Shenk the Overseer) then whatever its Class, this
SuperUnique will have 20 Enslaved as minions (exactly like the vanilla Shenk, and in spite of NOT being Shenk).
Example B: If you want a simple new SuperUnique, you must use a hcIdx greater than 65, because greater indexes don't
exist in the code and therefore your new boss won't have anything special attached.
MonSound: This column forces a particular SuperUniques to use a special set of sounds for attacks, taunts, death etc.
The Countess is a clear and noticeable example of this. The MonSound set is - as the name implies - taken from
MonSounds.txt.
Mod1 - Mod3: These three columns assign special abilities so SuperUnique monsters such as "Fire Enchanted" or "Stone
Skin". The parameters that you need to insert here are actually the Id's corresponding to the properties in MonUMod.txt
. Here is the list of available properties.
0. None
1. Inits the random name seed, automatically added to monster, you don't need to add th
2. Hit Point bonus which is automatically added to the monster. You don't really need t
3. Increases the light radius and picks a random color for it (bugged in v1.10+).
4. Increases the monster level, resulting in higher damage.
5. Extra Strong : increases physical damage done by boss.
6. Extra Fast : faster walk / run and attack speed (Although the increased attack speed
7. Cursed : randomly cast Amplify Damage when hitting
8. Magic Resist : +50% resistance against Elemental attacks (Fire, Cold, Lightning and
9. Fire Enchanted : additional fire damage and +50% fire resistance.
10. When killed, release a poisonous cloud, like the Mummies in Act 2.
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23.01.2020 The Phrozen Keep - Knowledge Base - SuperUniques.txt
11. Corpse will spawn little white maggots (like Duriel).
MinGrp - MaxGrp: These two fields control the Minimum and Maximum amount of minions which will be spawned along
with the SuperUnique. If those values differ, the game will roll a random number within the minimum and the
maximum you've set.
EClass: a boolean which ranges from 0 to 1 respectively for Classic and Expansion.
AutoPos: it states whether the SuperUnique will be placed within a radius from his original position - defined by the
.ds1 map file, or not. A value of 0 means that the boss will spawn in a random position within a large radius from its
actual position on the .ds1 file, while a value of 1 will make it spawn exactly where expected.
Stacks Whenever or not this superunique can spawn more then once in the same game (à la 'nolimit' in UniqueItems.txt
). If it can , the value should be 1, if it can´t the value is 0. Updated by Nefarius
Replaceable: Unknown.
TC - TC(N) - TC(H): Treasure Classes for the 3 Difficulties. These columns list the treasureclass that is valid if this boss
is killed and drops something. These fields must contain an index taken from the "TreasureClass" column in
TreasureClassEx.txt (Expansion) or TreasureClass (Classic).
Utrans- Utrans(N) - Utrans(H): These fields dictate which RandTransform.dat color index the superunique will use
respectively in Normal, Nightmare and Hell mode.
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SuperUniques.txt[/url]
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