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spiderspawn at Lower Monastery

Discussion of features of *CF* for Wizardry 8.

spiderspawn at Lower Monastery

Postby townltu » Thu Mar 02, 2017 12:57 pm

In the room with the button for the exit gate that blocks the passage to Upper Monastery,
we have a hardcoded spawn which calls 6 monsters with ID#412 from monsters.dbs

In the 1.24 nocd exe and its derivates, the number of monsters to spawn is stored at offset DCA4Bh,
followed by the database ID# at DCA4Dh .. (little endian as usual)


Btw it appears that all monsters appear at the same spot,
place your NPPs somewhat above the walkable physical ground on which the spawns land,
so they are able to spread when dropping down

p.s.: NEVER spawn RPCs
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Re: spiderspawn at Lower Monastery

Postby madgod » Sat Mar 04, 2017 5:31 am

Hmm, I thought CF allows you to create your own Monster Spawn triggers.
You just need to run with Injection, of course.
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Re: spiderspawn at Lower Monastery

Postby townltu » Sat Mar 04, 2017 9:29 am

Yes its only relevant without injection, even then only to change the number of spawning monsters,
although replacing the spiders in .dbs will cost an additional slot if you want to keep them in the encounter table;)

For injection users, the importance goes from bottom to top ;)

btw, did you notice the unusual shape of both spawn triggers in LM?


Perhaps this thread may suit better into the off topic section.
If you agree, feel free to move it.
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Re: spiderspawn at Lower Monastery

Postby madgod » Mon Mar 13, 2017 4:10 am

I suppose, the ID of the spiders should be somewhere around.
It is a matter of push ID, push count, push disposition or whatever, I don't remember the exact parameters.
It is so SILLY to hard-code such things.

Yes, shape is broken. Designer's or programmer's error. Vertices specified in the wrong order. Or maybe LM was their first level and they've changed the order of the vertices later...
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