And the actual template is, conveniently, found at
Template:Monster (Diablo II).It turns out however that creating these pages was much more of a hazzle than I originally though. As such, I am writing this post to explain how actually go about and enter all the necessary information.
Actually using the template is quite easy, as all the necessary formatting is handled by the wiki itself. All you as a user need to is enter the actual numbers, and the rest is fixed automatically.
First, let's look at how the template looks (some pixels are missing due to it being a screenshot):

Now, how to get the information? Most fields can either be copied from our existing monster pages, or from the data that Arreat Summit provides, but locations cannot be found this way (neither can abilities exactly, but those are easy enough to figure out from the text Arreat Summit provides, or by just looking in the game). They have to be read from the game files. If you don't want to bother with that info, then just leave a ? in the location place and let someone else fill it out. I will however explain how to find it here.
Incorrect info in our wiki
Before you start copying information from our old pages to the new ones, I've noticed that most locations are incorrect. So that information will have to be procured from the game files.
Finding the location of monsters
For this, we need three things: levels.txt, monstats.txt and a speadsheet program such as MS Excel.
First, open up the two files in Excel. Preferably you should freeze the top and left panes so they are always visible.
In level.txt, we are interested in the following columns:
- MonLvl2Ex: The level that all monsters will get who spawn on this level in Nightmare.
- MonLvl3Ex: The level that all monsters will get who spawn on this level in Hell.
- nmon1-10: Lists all monsters that can spawn in this area in Normal.
- mon1-10: Lists all monsters that can spawn in this area in Nightmare and Hell.
- umon1-10: Lists all monsters that can spawn in this area in as either a Champion or a Unique across all difficulties.
- LevelName:Contains the actual name that the Level uses ingame.
Example
A certain monster, zombie5, is after a search revealed to appear in six different places in the file: as mon, nmon and umon in Act 2 - Desert 4 and Act 2 - Sewer 2 A
Areas are listed by order of appearance most of the time, so by looking at the 4, you can immediately tell taht Desert 4 refers to the Lost City. Sewers 2 then accordingly refer to the Ancient Tunnelrs, since they are the second sewers to appear in Act 2.
By searching for zombie5 in monstats.txt after this, we find out that this refers to the Plague Bearer. Now we know where this information is to be entered.
Figuring out what a monster looks like
This is something that is not available either at Arreat or in our wiki for guest monsters. Monster color is not related to monster name, so even though a monster may be called Venom Lord in Act 5, does not by any means mean that it also has to be green (it is in fact red).
Monster color is handled by monstats.txt in the column TransLvl. Of course, there's only a number in that column to tell the game what palette to use. The palette always corresponds to the same monster model; if a monster looks like a skeleton, it will have the skeleton palettes available to it. To figure out what the actual color is, you can do one of two things.
1. Most of the time, the palettes correspond to the order of appearance for monster. A fallen has 0, a carver 1, devilkin 2, dark one 3 and warped on 4. Sometimes that doesn't work though (zombies for example). So, what you need to do is check, what regular monster has the same translvl value as the guest monster? Since there are images of almost all regular monsters in the wiki, it will then be eaasy ti pick the correct image.
2. Use Dr Tester to apply the palette and see for yourself.
Completed Monsters
Regular
Super Unique
Edited by PhrozenDragon, 30 June 2010 - 06:14 PM.
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