/* ***************************************************************************** Dungeon Siege 2: Monster/Container Level Adjustment _______________________________________________________________ Mod Title: Level Adjustment Mod Author(s): KillerGremal/F3 Mod Version Number......................: Beta 5v Release Date............................: 10-May-2019 Mod Size (approx.)......................: 909 kb Contact Information (email / forum...)..: KillerGremal: ......................................... http://siegetheday.org/?q=node/1330 Web Site (for the mod / author...)......: http://ds2.bplaced.net/mods/#redict=108 ******************************************************************************** * Description This mod can adjust the stats/level of monsters and of containers towards your average party level (intially, usually when you are the first time on a new map), however on longer terms each monster level will depend on the amount of monsters you have encountered before on the current map (by default, specailly a map-maker has several options to influence this). This mod is also able to provide a custom way to respawn monsters (official method: http://web.archive.org/web/20120509124959/http://garage.gaspowered.com/?q=node/3389 ) Originally this mod was created for the Erthos Struggle map (by PacMadModder, see http://ds2.bplaced.net/maps/erthos.php ), meanwhile it can be activated for almost all other maps too (for players and for mappers), there is even a way to enable it on GPG's maps if wanted (but there only conditionally recommanded). ******************************************************************************** * Mod FAQ For players and mappers there is probably an interesting FAQ list to answer hopefully everything you like to know: http://ds2.bplaced.net/mods/ds2-mod-faq-monsterlevel-adjustment.php ******************************************************************************** * Installation Instructions - Official procedure (rather obsolete): Download and install the DS2 Toolkit, then rename this Mod file to *.ds2mod and save it in the folder: "My Documents\My Games\Dungeon Siege 2 Mod\Mods" Then run DungeonSiege2Mod.exe to play the game. - Unofficial procedure (recommended): Re-check if the file extension of the mod file is '.ds2res' and save it in the 'Resources' folder inside your DS2 game installation folder. In case there is an older versions of the mod file, then please remove it. To proceed the game with your existing characters/savegames you need to install Elys' All*Saves ( http://ds2.bplaced.net/mods/ ) to launch DS2 from now on. ******************************************************************************** * Requirements / Compatibility Dungeon Siege 2 Version.........................: 2.2 / 2.3 (not compatible with v2.0/2.1) Other requirements (other mods, expansion...)...: Game-launcher called 'All*Saves' to run DS2 v2.2/v2.3 with. ................................................. Details and download links: http://ds2.bplaced.net/mods/ Recommanded Mod/Files Additions.................: Erthos Struggle Map: http://ds2.bplaced.net/maps/erthos.php ................................................. Further map links: http://ds2.bplaced.net/mods/#redict=176 Windows only (uses ds2dll or custom installer)..: No Compatibility...................................: This mod should incorporate with most mods. It will not affect ................................................. the original DS2 maps unless you activate the mod for them. Known Bugs/Dangers..............................: Unknown. However please make a manual backup of your savegame! ******************************************************************************** * What's new Beta 5v: (10-May-2019) - Life indicating support for attackable objects improved. Beta 5u: (20-Apr-2019) - Also attackable objects show now their remaining health (as monsters do). - Better support for combative NPCs (incl. dwarves from v2.3 BW/addon). Beta 5t: (15-Mar-2018) - Bug fixed that limited a map-assigned range of potential monster levels. - New option called 'monster_base_density' added to vary the initial amount of (SE-placed) monsters. In conjunction with 'monster_bonus_per_member' this will allow to handle different party sizes and the corresponding difficulty perception some better (without changing the original monster placement). Beta 5s: (21-Feb-2016) - Custom tuning removed again that make the game start/load notably slower. - Inappropriate range check fixed and some other minor code tunings. - The levelling speed of monsters is generally some slower now, however if you want achieve a remarkable level surplus for your party compared to the monsters then you have to kill them (and not to run through the areas where they are), alernatively you also can train your skills at places where you already were and where you (re)find monsters you are able to defeat easily. Beta 5r: (2-Oct-2015) - By a bug crept in in Beta 5p/q the regional level presets (where available) have been ingnored. This problem is fixed again now. - Technical content update. Beta 5q: (14-Feb-2015) - Monster levels will rise slower (resp. your average party level will be higher) after cleaning/'farming' all monsters in one and the same region several times. - New monster types (never killed before) will rise your character's level a bit faster in comparison to the average monster level. - Minor tuning for the 'mod lever' on the stash/tresor (better detection of map settings), please recheck its state if ever changed before. - Map configuration: Option 'exp_share_global' set now to 50% by default to use half the level jut/lag from other maps (using this mod) on the current map too (details: world/maps/your_world/info/level_adjustment_config.gas). Beta 5p: (25-Jan-2015) - The monster level will be assigned now depending on the amount of monsters and the locations where they are placed. - Fix for 'mod lever' on the stash/tresor to correctly handle the state of activation. Beta 5o: (9-Jan-2015) - The 'mod lever' on player's tresor offers now the states 'disabled', 'all' and 'local' (like 'all' unless there is a regional levelling table) that will be saved now in the savegame too. Switching the states however will only affects new monsters/objects (not loaded yet in this session). - Regional levelling tables can handle now also negative 'adduct' ratios to apply a root based forumla how to handle the level difference, so -0.2 for example will just reduce the difference a bit (similar as 0.2 does) however it will reduce a large level difference much more than 0.2 can. - Obsolete test files removed (were causing mod conflicts and bizzare screen reports). - Flick function 'WhenActorTpyeIs' no longer supported (but 'WhenActorTypeIs' still is). Beta 5n: (3-Jan-2015) - Chance evaluation for respawning component fixed. - Limited support added to define assign a minimum and maximum monster level depending on the region where the monster is located/spawned. - INT/DEX/STR support added from monsters to adjust. Assumed these stats are initially >1 then they will change proportionally with the level changed. Beta 5m: (25-Oct-2014) - Respawning component revised to store the timestamp of the previous activity in a safer manner. - Less life points for explosive barrels. - Mimics won't respawn anymore. Beta 5L: (5-Oct-2014) - Respawning component revised: - Respawned monsters only give 2/3 of the normal exp (reconfigurable). - The option 'monster_bonus_per_member' can be negative now too, so the full amount of monsters is only given with 6 party members. - The actor:race tweak (see Beta 5j) will be ignored unless there is a comma in the term (to indicate a list, even if this may have the consequence to repeat one and the same template twice). Basically however the 'replacement' property is recommended now (see Beta 5k) to assign alternate templates. - Property 'vary_skill_point' removed from the stats-adjusting component since 'skill_list_monster' supports now the same scheme as used for the 'replacement' property (see Beta 5k), so the variance can be added right after the skill name if a colon is added between. Beta 5k: (12-Sep-2014) - The respawning component revised. A time-critical lack fixed in the that wasn't able to detect the correct number of party members in the first moment/frame of a gaming session. The list with alternate templates to spawn (optional, see Beta 5j) can be assigned now with the 'replacement' property as well, the list also can carry now chances (default is 100), for example 'haku_slayer,haku_hunter:70,haku_shaman:40'. - Level adjustment component partially revised, also limited support added for monsters with (passive) skills. - The internal default for 'respawn_chance' and 'monster_bonus_per_member' is now zero, so both features have to be enabled by positive values in the map-specific configuration table (as suggested in the examples). - SE2 work-around: To be able to configure the level-adjustung or respawning component in the SE2 (not available due to the 'maps' folder in this mod) you may temporarily copy the 'config/editor/skrits' path with its 'dummy components' into the 'bits' directory of the SE2 (which will be browsed by default when the SE2 starts). Beta 5j: (24-Aug-2014) - Resistances won't become weaknesses (or vice-versa) because of the monster level adjustment. - Influence of monster size on stats revised. The influence has been lowered generally, also the bug has been fixed that made larger monsters (compared to their template settings) inproportionally stronger while smaller monster alomst maintained their original power. - Tweak added for the custom respawning component to spawn an alternate tem- plate than the originally intended/placed one. For this actor:race (unused for most monsters) can carry a comma-delimited list of templates whereof a random one will be choosen. - Training dummies (on the Tutorial Beach) have less life points again. Beta 5h: (31-Jun-2014) - Critical fix for dying routine (animation related bug crept in Beta 5g). - Fix for a time-critical lack between adjusting and respawning components which caused the level-adjustment sometimes to skip an actor/container. - The individual size of a monster (compared with average/template size) will have now a soft influence on the monster's stats. - The Ghost (one Tutorial Beach or in the Prison of Eirulan) won't check for your level anymore if the Level-Adjustment is activated for the DS2 main map (although by default it's not, but could be done for example with the 'monster_adjust_world' option) or if the player has the 'Rune of Mending' with him. Beta 5g: (18-May-2014) - Fixes an incompatibility with 'Rune of Sacrifice' power (addon only). - Also breakable containers will change their stats now with increasing level (similar to other attackables objects), still however they usually just stand 1 hit only when attacked. - Minor tunings to improve compatibility with other mods. Beta 5f: (25-Aug-2013) - Fix to improve level-adjustment of several act bosses. Beta 5e: (4-Aug-2013) - Lack fixed for invisible containers (as used for Ghost quest). - Minor performance tunings for revised loot-collecting routine. Beta 5d: (12-Jul-2013) - Adjustment support for traps added. - More balanced adjustment of low-levelled monsters. - Revised handling of sanctuary doors. - Exp Jewels belong now to the 'Jewelry' loot filter (see game options). Beta 5c: (12-May-2013) - Support added for combative NPCs and (initially) neutral monsters. - Support improved for weak monsters and special bosses. - The ini option 'monster_adjust_declared' (see Beta 3i) will now display more information: level changement, new defense, new damage range, and the effectivity of your powers against the monster. Beta 5b: (12-Sep-2012) - Some of the recent tunings reverted to avoid random adjustment failures. Beta 5a: (2-Sep-2012) - Bug fixed that reduced the exp reward under some circumstances. - Larger portions of this mod technically revised. Beta 5: (12-Aug-2012) - The 'mood tweak' is no longer supported to its full extent (only the basic settings are still respected), instead of it it's possible now to set up a special table to configure the behaviour of the features in this mod: http://dungeonsiege2.net/ds2fun/mods/level_adjustment_config.gas.txt Beta 4k: (27-Jul-2012) - An error fixed in a formula that caused low-levelled or trivial monsters to have too few life points while high-levelled/strong ones had too much. - Customizable parameters could make a formula relay a value that was able to inflict a division by zero. This lack is fixed too. Beta 4j: (20-Jul-2012) - Revised resistance handling: If a monster already has melee or ranged resistances they will change +/-0.4% per level raised/lowered by default, and if there are already magical resistances they will be raised/lowered by +/-0.8% per level by default. So now the monster level assigned in the monster's template has a higher significance (as reference for existing resistances), beside of this the [monster_level_adjust_stats] component has got two new properties to tune individually the marginal resistance change per level in each template. - Support for breakable/attackable objects added (non-actors). - Influence of difficulty settings on monster's defense values lowered (to have less impact on player's damage value). - 'Mood tweak' expanded by an option (party_light:vert_offset) to respawn more monsters the more party members there are. Beta 4i: (1/5-Mar-2012) - In Beta 4h any positive respawn chance was considered as 100%, this bug is fixed now (thanks to Iryan for pointing on this). Additionally conditions revised when common monsters already killed before may respawn again within the same session. Now this can happen after ~30 minutes, however with half the specified respawn chance only. - Several files optimized for SE2 (doesn't support all function classes). Beta 4h: (28-Jan-2012) - Level+stats of low-levelled or summoned monsters will be more appropriate. - The 'Map Mode Ghost' revised, one will be on the 'Tutorial Beach' and the other in a prison cell at Eirulan, both however may give you the clearance for the official DS2 map to advance to veteran or elite mode as soon as your level is high enough to play on there (about 4 levels below recommendation). Like this you can play custom maps and return later to the official map(s). This also will work for the Broken World map if the addon is installed. - Green potions have been removed since it was to painful to change the map mode with them (the Ghoat will do this now). - The auxiliary mod 'Mod-Erthos-RecipeAppendix-....' for Erthos struggle map to enable recipe support in v2.3/BW is included now in this mod (in v2.2 it will expand the lore book though, but this has no negative impact). - Support for archmage's Crystal Shield added. - Related on map-making: The 'mood tweak' has been expand in several manners, please check the example file in: world/maps/your_world/moods Concerning (quest) monsters, please remind that aspect:gold_value = -1 would disable the custom monster respawning, and inventory:gold = -1 would disable the level adjustment for monsters or containers. There are other ways do this as well, however this tweak can be realized much easier while working with the SE2 (and -1 gold shouldn't matter since gold usually drops via Pcontent). Beta 4g: (30-Apr-2010) - Work-around for an exp lack: When exp jewels were disabled (for internal exp rewarding) it could happen that some exp points remained on the dead monster. As work-around now, the eventually remaining exp will be given to the player as exp jewel even if you manually turned exp jewels off. Note maybe, this lack doesn't affect all monsters, moreover this work-around isn't needed if the Hotfix resp. Aranna Legacy mod is installed too. - Sometimes rare power potions have been placed into ambient containers, this bug is fixed now. - Minor tuning for collecting loot or exp jewels: The focused actor has no more priority, so now the party member who is closer to it will move to pick it up. You may deactivate this tuning by adding 'loot_collect_tuned=false' (without quotes) into the DungeonSiege2.ini resp. DungeonSiege2BrokenWorld.ini file. Beta 4f: (11-Dec-2009) - Collecting exp jewels by pressing the appropriate short-key (usually 'z') works now too even if your inventory is already full. If you use a loot- filter (see game options) then note that exp jewels belong to 'gold' and and not to 'jewelry' (would refer to rings, amulets and also reagents). For the case an exp jewel drops on a spot you can't walk at then hold the mouse cursor above it for 2-3 seconds while pressing the 'shift' key. - Also the level of mana-/health shrines (resp. their refilling capacity) will be adjusted now to match your average party level. Beta 4e: (11-Jul-2009) - Minor tunings, mainly for custom monster respawning feature. Beta 4d: (14-Mar-2009) - Bug fixed that sometimes made low-level health potions drop less often. - In some cases the display for monsters of their current/max life showed two different values for a fresh/unharmed monster, this is fixed now. - Slightly improved teleportation/placement for the 'Rune of Mending'. - Minor code tunings for the level-adjusting routine. Beta 4c: (3-Jan-2009) - At the Tutorial Beach (primary DS2 map) there is now a ghost who is able to advance your hero to the next gameplay mode - assumed for example you were playing until level 27 on a custom map then this ghost will upgrade your hero so he can enter veteran mode (or Broken World map if you play with the addon, depending on what dialogue option you have selected). - Talk to the 'Map Mode' Ghost. - Save your session and leave the map. - Press 'single player' button. - Select your hero again. - Select the DS2 map (or Broken World map). - Select the veteran mode (resp. highest available mode). Like this it will be possible to play the official DS2 maps as intended by GPG, and due to the automatic level boost it's not needed any longer to enforce the monster-level adjustment on these maps (better for quests). Warning: In every case please make a manual backup of your savegame first because this feature will strongly impact your hero and his stats. - Auxiliary respawning feature added for *custom* maps, however there are some more restrictions to respect: - Respawning generally will only happen at next session (reloading map). - By default the respawning feature is disabled, only on Erthos Struggle map it's enabled where 50% of the monsters will respawn next session. - The player can adjust it with an option in the DS2 *.ini file, example: monster_adjust_respawning = my_world:55,other_world:40 - Map-makers can preset respawning as enabled by the 'mood config tweak'. - Respawning only works for new heroes resp. only for map regions where your current hero never has been before. - Bug fixed that level-adjusted monsters got stronger and stronger depending on how often your party teleported to town and back to the monsters again. - Hidden 'Rune of Mending' on Erthos Struggle map is now better selectable. Beta 4b: (3-Mar-2008) - Minor tunings to ensure better compatibility with other mods. Beta 4a: (23-Feb-2008) - Experimental loot adjusting feature added for containers, with some rare exceptions chests/barrels/etc. will now generally drop items according to your average party level. - One 'Rune of Mending' (renamed, formerly known as 'Beastguard' rune) is now hidden anywhere in the town-center/shop area of Erthos Struggle map in case you can't afford buying it at the Magic Shop. - Minor mood tunings for the town-center/shop area. Beta 3i: (11-Feb-2008) - Beastguard rune revised, you may notice some differences but basically it will still work the same way as before (and hopefully a bit faster). Additionally it will follow you now through the teleporter and your stash will grab the rune if you forget to pick it up yourself at the end of a game session. - You can get now expanded monster screen names that also will display the former/original monster level, just add 'monster_adjust_declared=true' in the DS2 shortcut or the *.ini file (please see Beta 3g how to handle such options). By default it's off/false since monster screen names may become unsightly large sometimes. - Beta 3c has introduced the option 'monster_adjust_world' that will accept now 'all' too as auxiliary map name to enable this mod everywhere, however use it carefully(!) because eg. quest monsters probably won't perform as they should if their levels and stats change. - Support for mappers improved. Mappers can now define themself if this mod shell be active for their map too. This will happen with help of a *moOd* that just serves to hold configuration settings. There is an example at: http://dungeonsiege2.net/ds2fun/mods/moods_monsterlevel_adjustment.gas.txt The support doing this partially by a special template has been canceled. - Mappers can deny the level-adjustment for their special monsters by adding [global_string] { screen_text = monster_adjust_denied; } in the template. Also setting the gobit 'monster_adjust_denied' on true is still supported. Beta 3h: (7/8-Jul-2007) - Minor tunings for stats and exp calculation for monsters with level >=100. - Component 'set_go_bit' included in this mod (however not needed by default). - Improved mapper/modder support: You can add any further game object with the template name 'obj_config_monster_adjust_ball_drop_false_XYZ' (where XYZ is the internal name of your map) to turn off dropping of exp balls by default and the common/direct exp reward system of DS2 will used then. *OBSOLETE* Beta 3g: (5-Jun-2007) - Full support added for adjusting monsters with original level 12 or lower. - Dropping of exp balls can be disabled now (currently not default) in order to apply the adjusted experience amount directly on the monsters itself, you can do this by adding 'monster_adjust_ball_drop=false' (without quotes) at the end of the command line in your DS2 shortcut or by inserting this into the DungeonSiege2(BrokenWorld).ini file. - The starting moment the monster adjustment rune tuned, it should now start even if dropped above non-planar/sloping terrain. Beta 3f: (11-May-2007) - Experience accounting revised, the experience of a jewel will automatically be shared now on all parties in the game. Be aware that these exp jewels contain undefined experience (always positive, monsters adjusted downwards won't drop exp-jewels). Thus a +3 jewel is able to instantly increase skill level 1 to skill level 3 (if unshared), so always take care that on every party member the intended weapon is selected first! Please keep in mind that these jewels are a work-around since the experience amount can't be adjusted directly on monster itself. - Experimental item added, a Beastguard Rune. It's a stone-like item to drop out of your inventory, when it's outside monsters will become level-adjusted wherever you are (regardless on the map). The rune will pursuit the char it has dropped from, however the rune won't be transported itself by teleporters so don't forget to pick it up again first or you have to buy another one in the magic shop of Erthos Struggle town center. - For map makers: The game objects 'cmd_monsterlevel_adjust_###' (###: sphere, visual, takeaway) are map-placeable variants of the Beastguard Rune, this may be interesting for side-quests where it's rather difficulat to estimate at what char level the player likes to solve them. - As map fix: Missplaced shrine effects are fitting now on the shrine buildings (side note for map-makers: shrine effects mostly need a 0,0,0,1 orientation). Beta 3e: (27-Apr-2007) - Minor tunings. Beta 3d: (20-Apr-2007) - Optimized import of a custom world list (if set), the evaluation will happen now a bit faster, also a harmles but frequent bug has been fixed. - General warning: It's not recommanded to force this mod working on GPG maps too because of the unknown consequnces for the numerous quests there. Please note also that these special green potions (see Beta 3a) won't give you access to veteran or elite mod as long as you have manually forced this mod to run on GPG maps - for security reasons this has been disabled since many players just wanna have some fun without any further gamplay impact. However if you want to use these potions to get back into a higher mode of the GPG maps then remove the GPG world names form your custom world list and consume the potions afterwards on the GPG maps. Beta 3c: (12-Apr-2007) - Instead of one map only you can add now multiple map names hehind the command line option, eg.: monster_adjust_world=own_world,any_world,test_world Each map name must be separated by a comma, mind spaces and do NOT use quotes for such a map list. Keep in mind that you also can add this option into the DungeonSiege2(BrokenWorld).ini file if the command line becomes too short. Beta 3b: (17-Dec-2007) - A command line option has been added to enable the monster adjustment just on other maps too: [path]\DungeonSiege2.exe monster_adjust_world=my_world Here "my_world" would be of the internal name of your map, best is you start DS2 by a shortcut where you simply can edit/expand the start command. Please note, this option is for *testing* only! Thus make a savegame backup if you intend to use it on maps with quest realted or hand-coded monsters, it's very probalble that up-/down-scaled monsters may cause troubles if the level adjustment will become active there too - please keep in mind this mod is only tuned to adjust rather common monsters, so use this option carefully! Beta 3a: (18-Nov-2006) - Resitances monsters may have will now scale up too with the monster level. - Balls won't give exp to inconscious party members due to the undefined state. also the reported quality rating has been scaled down to show approximately the levels a ball would if a char hadn't any melee/ranged/magic levels yet. - In some rare cases it's possible find green potions, use them in the default GPG DS2 maps to enable the next higher map mode - however that will only work if you have reached an appropriately sufficent char level in the erthos map, if your char level is too low the potions only will... Beta 2: (12-Nov-2006) - Exp Reward Balls introduced: Monsters always have given (and sitll will) the same experience even after upgrading the monster level upgrade, the missing experience will be dropped now as items resp. balls to pick up. Balls only will drop if the original monster has been *increased* - otherwise they would contain negative exp, unfortunately the idea of leveling downwards hasn't been evaluated or tested so far. ;=) Beta 1: (14-Oct-2006) - Please see description above. Alpha: - Adaptions of the Shard Soul level upgrade feature out of Kohl Beast pet mod to use for all monsters in Erthos Struggle map. ******************************************************************************** * Mod Details Single Player only mod..........................: No Multi-Player only mod...........................: No New / Modified Difficulty Settings..............: Yes (optional configuration for players + mappers) New / Modified Graphics.........................: No New / Modified Sounds / Music...................: No New / Modified Weapons..........................: No New / Modified Armor............................: No New / Modified Spells...........................: No New / Modified Misc. Items (Rings, Amulets...)..: Yes (1 special potion, 1 level-adjusting rune) New / Modified Character(s) / Pets..............: No New / Modified Enemy Type(s)....................: Yes (adjusted stats on custom maps, if not re-configured) Modified Experience / Attribute System..........: Yes (exp jewels for alternative exp rewarding, optional) Modified Loot Drops.............................: Yes (depending on adjusted monster/container levels) Modified GUI....................................: No Modified / Custom Map...........................: No Modified Other..................................: Yes (2 area triggers to adjust nearby monsters) Modding Tools Used..............................: DS2TK v1.1 ******************************************************************************** * Credits Some content provided by........................: - Modding advice received from....................: - Volkan/PhoeniX for inputs how to reach levels >100. Other Credits...................................: - PacMadModder for Erthos Struggle map. ................................................. - Thanks to Sharkull for this ReadMe template. ******************************************************************************** * Distribution This mod may be freely distributed, as long as this readme file and all related content is included. ******************************************************************************** * Permissions (pertains to non-profit usage only) _____ Permission is given to re-use this mod's content without restrictions. (Open source) _____ Permission is given to re-use this mod's content, as long as credit is given to the original content author(s). (Open source) _Yes_ Contact the author(s) for permission before re-using any content included in this mod. (Open source) _____ A separate licence is included with this mod, and all permissions are described there in detail. _____ No permission to re-use this mod's content is given by the author(s). (Not open source) ******************************************************************************** * Copyright All title and intellectual property rights to the content of this mod are the property of the respective content owner and may be protected by applicable copyright or other intellectual property laws and treaties. Š 2002-2005 Gas Powered Games Corp. All rights reserved. Gas Powered Games, the GPG logo, and Dungeon Siege are the exclusive trademarks of Gas Powered Games Corp. ******************************************************************************** * Disclaimer The author(s) of this mod accepts no responsibility for damage to data, or physical damage to hardware, caused by the appropriate or inappropriate use of this mod. Use this mod at your own risk. ******************************************************************************** * Tanking Log ***************************************************************************** */ RTC v0.3 by Rapid Aug 2002 Creating file list... 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V:\_ds2\_mod\erthos.5h\world\maps\test\regions\castle\dir.lqd22 Adding 207/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\castle\objects\actor.gas Adding 208/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\castle\objects\dir.lqd22 Adding 209/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave\dir.lqd22 Adding 210/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave\objects\actor.gas Adding 211/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave\objects\container.gas Adding 212/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave\objects\dir.lqd22 Adding 213/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave_02\dir.lqd22 Adding 214/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave_02\objects\container.gas Adding 215/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\cave_02\objects\dir.lqd22 Adding 216/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert\dir.lqd22 Adding 217/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert\objects\actor.gas Adding 218/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert\objects\container.gas Adding 219/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert\objects\dir.lqd22 Adding 220/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert\objects\special.gas Adding 221/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert2\dir.lqd22 Adding 222/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert2\objects\container.gas Adding 223/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert2\objects\dir.lqd22 Adding 224/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert3\dir.lqd22 Adding 225/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert3\objects\container.gas Adding 226/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\desert3\objects\dir.lqd22 Adding 227/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\dir.lqd22 Adding 228/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\dungeonice\dir.lqd22 Adding 229/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\dungeonice\objects\actor.gas Adding 230/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\dungeonice\objects\container.gas Adding 231/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\dungeonice\objects\dir.lqd22 Adding 232/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\flat_area\dir.lqd22 Adding 233/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\flat_area\objects\actor.gas Adding 234/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\flat_area\objects\container.gas Adding 235/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\flat_area\objects\dir.lqd22 Adding 236/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\hiddencave\dir.lqd22 Adding 237/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\hiddencave\objects\container.gas Adding 238/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\hiddencave\objects\dir.lqd22 Adding 239/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\montain\dir.lqd22 Adding 240/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\montain\objects\actor.gas Adding 241/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\montain\objects\container.gas Adding 242/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\montain\objects\dir.lqd22 Adding 243/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\mysterious\dir.lqd22 Adding 244/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\mysterious\objects\actor.gas Adding 245/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\mysterious\objects\container.gas Adding 246/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\mysterious\objects\dir.lqd22 Adding 247/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\mysterious\objects\special.gas Adding 248/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\sea\dir.lqd22 Adding 249/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\sea\objects\container.gas Adding 250/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\sea\objects\dir.lqd22 Adding 251/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\sea\objects\special.gas Adding 252/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\dir.lqd22 Adding 253/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\objects\actor.gas Adding 254/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\objects\container.gas Adding 255/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\objects\dir.lqd22 Adding 256/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\objects\elevator.gas Adding 257/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\shop\objects\interactive.gas Adding 258/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\snowpath\dir.lqd22 Adding 259/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\snowpath\objects\container.gas Adding 260/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\test\regions\snowpath\objects\dir.lqd22 Adding 261/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\your_world\dir.lqd22 Adding 262/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\your_world\info\dir.lqd22 Adding 263/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\your_world\info\level_adjustment_config.gas Adding 264/ 264 - V:\_ds2\_mod\erthos.5h\world\maps\your_world\info\level_adjustment_regional.gas Writing index... Done. ***************************************************************************** */