# 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]