# D2Mods Knowledge Base: Article 238
# Title: Monstats.txt File Guide
# URL: https://d2mods.info/forum/kb/viewarticle?a=238

Monstats.txt File Guide
		Written by: Phrozen Heart

		Written on: Tue Dec 02, 2003 7:21 pm

				Views: 9114

		Description: by Nefarius

		Categories: File Guides (1.09x)

			MANY THX TO ALL THOSE WHO WHERE KIND ENOUGH TO CONTRIBUTE DATA

Class: String Code (Monster Name)

nameco: Reference Only (Can contain anything without any effect on the game)

Type: Reference Only (Can contain anything without any effect on the game)

Descriptor: String Code (Monsters Special Abilities) (eg: Lays Eggs)

BaseId: Monster behaviour AI ID (eg: To give a monster a skeletons AI set this to 1)

PopulateId: Reference Only (Levels.txt Spawning ID)

Spawned: Boolean (1=Spawnable, 0=Unspawnable thru the M1-M25 Columns in Levels.txt)

Beta: Reference Only (Can contain anything without any effect on the game)

Code: Defines the Palshift.DAT file loaded for the Monster (has nothing to do with Animations)

ClientOnly: Setting for Multiplayer (1=Spawned independently from the server, 0=Controled by the Server) (eg: Chickens)

NoMap: Disabled (Pre v1.07 this allowed you to make monsters visible on the AutoMap)

SizeX: The Area this monster Covers (Horizontally) (Untested, probably Reference Only)

SizeY: The Area this monster Covers (Vertically) (Untested, probably Reference Only)

Height: The Height of this monster (Untested, probably Reference Only)

NoOverlays: Untested Boolean (1=No Overlay will be spawned for this monster?, 0=Overlays spawn as normal?)

OverlayHeight: The Height of this monsters Overlays graphics (Untested, probably Reference Only)

Velocity: Normal Speed (Walking Speed)

Run: Running Speed (Only applies when the monster has RN Mode COF files and Animations)

CanStealFrom: Ability to leech life/mana from this monster (1=yes, 0=no)

ColdEffect: How much does this monster get slowed down when frozen,

from 0(cannot be frozen) to 100(almost unable to move).

Rarity: Has no Effect (Probably Reference Only)

Level: MLvl for Normal

Level(N): MLvl for Nightmare

Level(H): MLvl for Hell

MeleeRng: Melee Range (distance in cells this monster can hit you from)

MinGrp: Minimum monster Group (when spawning)

MaxGrp: Maximum monster Group (when spawning)

*Setting all the component columns to 0 makes a monster unselectable

HD: Does this Monster have a HeaD Component. Boolean (for reference only, has no effect if changed)

TR: Does this Monster have a ToRso Component. (Untested, probably Reference Only)

LG: Does this Monster have a LeG Component. (Untested, probably Reference Only)

RA: Does this Monster have a RightArm Component. (Untested, probably Reference Only)

LA: Does this Monster have a LeftArm Component. (Untested, probably Reference Only)

RH: Does this Monster have a RightHand Component. (Untested, probably Reference Only)

LH: Does this Monster have a LeftHand Component. (Untested, probably Reference Only)

SH: Does this Monster have a SHield Component. (Untested, probably Reference Only)

S1: Does this Monster have a Skill1 Component. (Untested, probably Reference Only)

S2: Does this Monster have a Skill2 Component. (Untested, probably Reference Only)

S3: Does this Monster have a Skill3 Component. (Untested, probably Reference Only)

S4: Does this Monster have a Skill4 Component. (Untested, probably Reference Only)

S5: Does this Monster have a Skill5 Component. (Untested, probably Reference Only)

S6: Does this Monster have a Skill6 Component. (Untested, probably Reference Only)

S7: Does this Monster have a Skill7 Component. (Untested, probably Reference Only)

S8: Does this Monster have a Skill8 Component. (Untested, probably Reference Only)

TotalPieces: How many Components does this monster have in Total (Reference Only)

SpawnComponents: Untested. All monsters are set to 0 in this column

BaseW: Base Weapon aka: hth Hand to Hand and so on. (Change only if you Changed The base AI of the Monster)

AIParam1: Modifyable AI Parameter 1

Comment: Comment about the function of the Parameter

AIParam2: Modifyable AI Parameter 2

Comment: Comment about the function of the Parameter

AIParam3: Modifyable AI Parameter 3

Comment: Comment about the function of the Parameter

AIParam4: Modifyable AI Parameter 4

Comment: Comment about the function of the Parameter

AIParam5: Modifyable AI Parameter 5

Comment: Comment about the function of the Parameter

Setting a Mode to 0 will make that animation invisible

ModeDH - Has Death Animation

ModeN - Has Neutral Animation (Standing)

ModeW - Has Walk Animation

ModeGH - Has GetHit Animation

ModeA1 - Has Attack 1 Animation

ModeA2 - Has Attack 2 Animation

ModeB - Has Block Animation

ModeC - Has Cast Animation

ModeS1 - Has Skill1 Animation

ModeS2 - Has Skill2 Animation

ModeS3 - Has Skill3 Animation

ModeS4 - Has Skill4 Animation

ModeDD - Has Corpse Animation

ModeKB - Has KnockBack Animation

ModeSQ - Has Skill Sequence Animation (This dosent Exist, skill

sequences are determined in Skills.txt in the Seqnum column)

ModeRN - Has Run Animation

ElMode - Elementally Enhanced Physical Attack Mode (normal enhanced hit = 4)

ElType - Type of Element used by attack (there are more but primary: 1=fire, 2=lightning, 4=cold, 5=poison)

ElOver - Overlay Effect (From overlays.txt, row# -2)

ElPct - Chance to use Elemental Enhancement on Normal attack (aka 100=always use etc)

ElMinD - Minimum Elemental Damage

ElMaxD - Maximum Elemental Damage

ElDur - Duration (for Cold and Poison etc)

MissA1 - Missile used for Attack 1 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissA2 - Missile used for Attack 2 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissS1 - Missile used for Skill 1 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissS2 - Missile used for Skill 2 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissS3 - Missile used for Skill 3 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissS4 - Missile used for Skill 4 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissC - Missile used for Case (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MissSQ - Missile used for Sequence (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)

MoveA1 - Untested (for attack 1)

MoveA2 - untested (for attack 2)

MoveS1 - untested (for skill 1)

MoveS2 - untested (for skill 2)

MoveS3 - untested (for skill 3)

MoveS4 - untested (for skill 4)

MoveC - untested (for cast)

Align: Is this monster fighting on your side (eg: Rogue Scouts) (1=yes, 0=no)

IsMelee: Is this a Melee attacked? (1=yes, 0=no) (aka Can this monster spawn with MultiShot if it’s a boss)

IsSel: Does this monster have a Lifebar when you scroll over it (1=yes, 0=no)

IsSel2: Does this monster have a namebar when you scroll over it

(1=yes, 0=no) (aka, just the name appears like for npcs etc)

NeverSel: 1=This monster can never be highlighted, 0=this monster can be highlighted (the two previous rules apply)

CorpseSel: 1=The corpse can be highlighted (as with Find Potion skill etc), 0=the corpse cannot be highlighted

IsAtt: Is this Monster Attackable (1=yes, 0=nDamage Resist: self explanatory (100 is immune)

Magic Resist: self explanatory (100 is immune)

Fire Resist: self explanatory (100 is immune)

Lightning: Resist: self explanatory (100 is immune)

Cold Resist: self explanatory (100 is immune)

Poison Resist: self explanatory (100 is immune)o)

IsNPC: Is this Monster a NPC (1=yes, 0=no)

IsCritter: Is this Monster a Critter (1=yes, 0=no) (eg: Camels, Chickens, Scorpions etc)

InTown: Can this monster enter town (1=yes, 0=no)

Bleed: Does this Monster Bleed (0=no blood, 1=small blood drops,

2=large blood drops, 3++ random missile from missiles.txt, the greater

the more missiles spawn)

Shadow: does this Monster have a shadow (0=no, 1=yes)

Light: Light Radius, how large is the light radius (highest I tested so far was 25, but probably goes well beyond that)

NoUniqueShift: Does this monster change colors when it spawns as a Boss (0=yes, 1=no)

CompositeDeath: Does this monsters death animation use multiple

components (1=yes, 0=no) (unknown if its only for reference as I didn’t

test it yet)

Skill1 - Skill 1 (don’t change without editing appropriate *.dlls)

Skill1Seq - Animation Sequence Number (don’t set to 0, it will crash) (

to disable a sequence and edit the animation column in skills.txt from

seq to s1-s5 or a1-a2)

Skill1Lvl - Skill LVL (can be modified, level of the skill)

Skill2 - Skill 2 (don’t change without editing appropriate *.dlls)

Skill2Seq - Animation Sequence Number (don’t set to 0, it will crash) (

to disable a sequence and edit the animation column in skills.txt from

seq to s1-s5 or a1-a2)

Skill2Lvl - Skill LVL (can be modified, level of the skill)

Skill3 - Skill 3 (don’t change without editing appropriate *.dlls)

Skill3Seq - Animation Sequence Number (don’t set to 0, it will crash) (

to disable a sequence and edit the animation column in skills.txt from

seq to s1-s5 or a1-a2)

Skill3Lvl - Skill LVL (can be modified, level of the skill)

Skill4 - Skill 4 (don’t change without editing appropriate *.dlls)

Skill4Seq - Animation Sequence Number (don’t set to 0, it will crash) (

to disable a sequence and edit the animation column in skills.txt from

seq to s1-s5 or a1-a2)

Skill4Lvl - Skill LVL (can be modified, level of the skill)

Skill5 - Skill 5 (don’t change without editing appropriate *.dlls)

Skill5Seq - Animation Sequence Number (don’t set to 0, it will crash) (

to disable a sequence and edit the animation column in skills.txt from

seq to s1-s5 or a1-a2)

Skill5Lvl - Skill LVL (can be modified, level of the skill)

LightR - Red in RGB (in 3dgfx mode this controls the tint of the light radius)

LightG - Green in RGB (in 3dgfx mode this controls the tint of the light radius)

LightB - Blue in RGB (in 3dgfx mode this controls the tint of the light radius)

DamageResist: Normal Damage Resist (100 is immune)

MagicResist: Normal Magic Resist (100 is immune)

FireResist: Normal Fire Resist (100 is immune)

LightningResist: Normal Lightning Resist (100 is immune)

ColdResist: Normal Cold Resist (100 is immune)

PoisonResist: Normal Poison Resist (100 is immune)

DamageResist(N): Nightmare Damage Resist (100 is immune)

MagicResist(N): Nightmare Magic Resist (100 is immune)

FireResist(N): Nightmare Fire Resist (100 is immune)

LightningResist Nightmare Lightning Resist (100 is immune)

ColdResist(N): Nightmare Cold Resist (100 is immune)

PoisonResist(N): Nightmare Poison Resist (100 is immune)

DamageResist(H): Hell Damage Resist (100 is immune)

MagicResist(H): Hell Magic Resist (100 is immune)

FireResist(H): Hell Fire Resist (100 is immune)

LightningResist Hell Lightning Resist (100 is immune)

ColdResist(H): Hell Cold Resist (100 is immune)

PoisonResist(H): Hell Poison Resist (100 is immune)

DamageRegen: Amount of HP the monster can regenerate per minute

eLUndead - Stands for undead attacking with physicaö attacks (1=Undead, 0=no)

eHUndead - Stands for undead attacking with magic attacks (1=Undead, 0=no)

eDemon - Stands for Demons (1=is demon, 0=no)

eMagicUsing - Uses Magic Attacks (1=yes, 0=no)

eLarge - Is a large enemy (Act Bosses etc) (1=yes, 0=no)

eSmall - Is a small enemy (Fallen, Imps) (1=yes, 0=no)

eFlying - Can move over water, walls etc (1=yes, 0=no)

eOpenDoors - Can open doors (1=yes, 0=no)

eSpawnCol - Spawning Column (0=M1-25 Levels.txt, 2=S1-S25 Levels.txt and 1=DS1 Files (Maps))

eBoss - Is this a Boss (1=yes, 0=no) (DO NOT MODIFY, will crash your game, internal code must first be edited)

PixHeight - Height in Pixels (has no effect, reference only)

Interact - Can you talk (aka NPC menu etc) with this creature (1=yes, 0=no)

MinHp: Minimum Health, normal

MaxHp: Maximum Health, normal

AC: Armor Class, normal

EXP: Experience, Normal

Block: Chance to Block (only has effect on monsters that have MODE B (block animations))

A1MinD: Attack One Min Damage, normal

A1MaxD: Attack One Max Damage, normal

A1ToHit: Chance to Hit, attack1, normal

A2MinD: Attack Two Min Damage, normal

A2MaxD: Attack Two Max Damage, normal

A2ToHit: Chance to Hit, attack2, normal

S1MinD: Skill1 Min Damage, normal

S1MaxD: Skill1 Max Damage, normal

S1ToHit: Chance to Hit, skill1, normal

MinHp(N): Minimum Health, nightmare

MaxHp(N): Maximum Health, nightmare

AC(N): Armor Class, nightmare

EXP(N): Experience, Nightmare

A1MinD(N): Attack One Min Damage, nightmare

A1MaxD(N): Attack One Max Damage, nightmare

A1ToHit(N): Chance to Hit, attack1, nightmare

A2MinD(N): Attack Two Min Damage, nightmare

A2MaxD(N): Attack Two Max Damage, nightmare

A2ToHit(N): Chance to Hit, attack2, nightmare

S1MinD(N): Skill1 Min Damage, nightmare

S1MaxD(N): Skill1 Max Damage, nightmare

S1ToHit(N): Chance to Hit, skill1, nightmare

MinHp(H): Minimum Health, hell

MaxHp(H): Maximum Health, hell

AC(H): Armor Class, hell

EXP(H): Experience, Hell

A1MinD(H): Attack One Min Damage, hell

A1MaxD(H): Attack One Max Damage, hell

A1ToHit(H): Chance to Hit, attack1, hell

A2MinD(H): Attack Two Min Damage, hell

A2MaxD(H): Attack Two Max Damage, hell

A2ToHit(H): Chance to Hit, attack2, hell

S1MinD(H): Skill1 Min Damage, hell

S1MaxD(H): Skill1 Max Damage, hell

S1ToHit(H): Chance to Hit, skill1, hell

TreasureClass1: Normal Monster TC for normal

TreasureClass2: Champion Monster TC for normal

TreasureClass3: Unique Monster TC for normal

TreasureClass4: SuperUnique Monster TC for normal (unused)

TreasureClass(N)1: Nightmare Monster TC for nightmare

TreasureClass(N)2: Champion Monster TC for nightmare

TreasureClass(N)3: Unique Monster TC for nightmare

TreasureClass(N)4: SuperUnique Monster TC for nightmare (unused)

TreasureClass(H)1: Hell Monster TC for hell

TreasureClass(H)2: Champion Monster TC for hell

TreasureClass(H)3: Unique Monster TC for hell

TreasureClass(H)4: SuperUnique Monster TC for hell (unused)

SpawnPctBonus: Disable (pre 1.07 this increased the chance for good item drops)

Soft: Unknown

Hearh: Disabled (pre v1.07 when MonItemPercent.txt still was active this was used to spawn organs)

Bodypart: Disabled (pre v1.07 when MonItemPercent.txt still was active this was used to spawn organs)

Killable: 1=killable, 0=immortal

Switch: 1=yes, 0=no (this controls if the monsters AI can shift to Align, thru skills like Conversion, Revive etc)

Restore: 1=yes, 0=no (unknown, probably related to healing spells)

NeverCount: 1=yes, 0=no (unknown)

HitClass: Refer to HitClass.txt for more data (best left alone.)

SPLEndDeath: Refers to monsters which die special deaths (Fetish Shamans which turn into another monster for eg.)

SPLGetModeChart: Unknown

SPLEndGeneric: Unknown

SPLClientEnd: Unknown

DeadCollision: Can you walk over this corpse 0=yes, 1=no (aka duriel)

UnflatDeath: unknown (might have to do with corpses being flat on ground in perspective mode?)

BloodLocal: Should be set to the same as the bleed column, thought I am unsure about its function.

DeathDamage: 1=yes, 0=no (does this monster do damage after it dies, based on hitpoints) (aka undead flayers etc)

PetIgnore: 1=yes, 0=no (is this enemy ignored by summons)

NoGfxHittest: unknown

HitTestTop: unknown

HitTestLeft: unknown

HitTestWidth: unknown

HitTestHeight: unknown

GenericSpawn: unknown (related to act5 monsters in general)

AutoMapCel: unknown (not related to automap)

Sparsepopulate: unknown

Zoo: can this monster be revived by other monsters (1=yes, 0=no) (???)

ObjectCollision: unknown (might have to do with ghosts, but they don’t have anything set in here)

Inert: unknown

Annex - Elmode & ElType

(by Ric Faith & Eisead)

ElMode: 0 - Enchant?

ElType: 1 - Fire Enchanting (the 4-armed Act 2 chaps that enchant before

striking)

ElMode: 4 - On hit (Attack 1)

ElType:

1 - Fire on hit

2 - Ltng on hit

3 - Magic on hit

4 - Cold on hit

5 - Pois on hit

6 - Life drain on hit (eg. Vampires)

7 - Mana drain on hit (eg. Spectres)

8 - Stamina drain on hit (eg. Itchies)

9 - Stun on hit (eg. ThornedHulks)

10 - Random elem on hit (the BEST IMO, used by Oblivion Knights i think)

11 - Burning damage

ElMode: 5 - On Attack (Attack 2)

ElType:

2 - Shocking hit (the bats with the Shocking Hit)

9 - Stunning hit

ElMode: 14 - Sequence attack

ElType: 4 - Cold on seq (the Claw Vipers i think)

				Link to this article: Select all

				[url=https://d2mods.info/forum/kb/viewarticle?a=238]Knowledge Base - Monstats.txt File Guide[/url]