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# 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]