Yes that would work,
But i'll just create a little tutorial for how mob sounds are accessed so you've got a better understanding of it.
First of all you need to open
Wav->mirsound.lst from you client, and find the desired mob you want to edit using HH8 or somthing. For this example i will be using the YellowSnake mob, which is the 8th mob in Mon4.wil.
To find the correct sound for the YellowSnake in mirsound.lst you need to do the following:
- Take the 4 of Mon4.wil and add one to it = 5
- Then take the place of the mob in the file (8) and put it along side the 5 = 58. (Basically find the Appr of the mob)
- And add a 0 on the end of it = 580
This means the sounds that are related to this mob can be found between 580 and 589 (will usually only go up to 585 though) in
Wav->mirsound.lst :
Code:
580:
581: wav\580-1.wav
582: wav\580-2.wav
583:
584: wav\580-4.wav
585: wav\580-5.wav
Every mob group is layed out the same (i.e Hit sound always in the same place):
Code:
580:
581: wav\580-1.wav [COLOR="Red"]- On screen sound (Sound mob makes when it appears on screen)[/COLOR]
582: wav\580-2.wav [COLOR="Red"]- Attack sound (Sound mob make when it attacks)[/COLOR]
583:
584: wav\580-4.wav [COLOR="Red"]- Hit Sound (Sound mob makes when it's hit)[/COLOR]
585: wav\580-5.wav [COLOR="Red"]- Death sound (Sound mob makes when it dies)[/COLOR]
So if you wanted to add a sound for a new mob, say the 3rd mob in Mon50.wil it would look like this in your
Wav->mirsound.lst:
Code:
5130:
5131: wav\FeederAnt-1.wav
5132: wav\FeederAnt-2.wav
5133:
5134: wav\FeederAnt-4.wav
5135: wav\FeederAnt-5.wav
5131 = On Screen Sound
5132 = Attack Sound
5134 = Hit Sound
5135 = Death Sound
And that would have to go in the right place (ordered by numbers on the left) in mirsound.lst
I know you didn't ask for all that, but though it might be useful information for people that wanted to add sounds to their new monsters.
p