594 lines
16 KiB
Plaintext
594 lines
16 KiB
Plaintext
# D2Mods Knowledge Base: Article 238
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# Title: Monstats.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=238
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Monstats.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 7:21 pm
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Views: 9114
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Description: by Nefarius
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Categories: File Guides (1.09x)
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MANY THX TO ALL THOSE WHO WHERE KIND ENOUGH TO CONTRIBUTE DATA
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Class: String Code (Monster Name)
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nameco: Reference Only (Can contain anything without any effect on the game)
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Type: Reference Only (Can contain anything without any effect on the game)
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Descriptor: String Code (Monsters Special Abilities) (eg: Lays Eggs)
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BaseId: Monster behaviour AI ID (eg: To give a monster a skeletons AI set this to 1)
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PopulateId: Reference Only (Levels.txt Spawning ID)
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Spawned: Boolean (1=Spawnable, 0=Unspawnable thru the M1-M25 Columns in Levels.txt)
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Beta: Reference Only (Can contain anything without any effect on the game)
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Code: Defines the Palshift.DAT file loaded for the Monster (has nothing to do with Animations)
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ClientOnly: Setting for Multiplayer (1=Spawned independently from the server, 0=Controled by the Server) (eg: Chickens)
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NoMap: Disabled (Pre v1.07 this allowed you to make monsters visible on the AutoMap)
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SizeX: The Area this monster Covers (Horizontally) (Untested, probably Reference Only)
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SizeY: The Area this monster Covers (Vertically) (Untested, probably Reference Only)
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Height: The Height of this monster (Untested, probably Reference Only)
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NoOverlays: Untested Boolean (1=No Overlay will be spawned for this monster?, 0=Overlays spawn as normal?)
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OverlayHeight: The Height of this monsters Overlays graphics (Untested, probably Reference Only)
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Velocity: Normal Speed (Walking Speed)
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Run: Running Speed (Only applies when the monster has RN Mode COF files and Animations)
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CanStealFrom: Ability to leech life/mana from this monster (1=yes, 0=no)
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ColdEffect: How much does this monster get slowed down when frozen,
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from 0(cannot be frozen) to 100(almost unable to move).
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Rarity: Has no Effect (Probably Reference Only)
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Level: MLvl for Normal
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Level(N): MLvl for Nightmare
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Level(H): MLvl for Hell
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MeleeRng: Melee Range (distance in cells this monster can hit you from)
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MinGrp: Minimum monster Group (when spawning)
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MaxGrp: Maximum monster Group (when spawning)
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*Setting all the component columns to 0 makes a monster unselectable
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HD: Does this Monster have a HeaD Component. Boolean (for reference only, has no effect if changed)
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TR: Does this Monster have a ToRso Component. (Untested, probably Reference Only)
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LG: Does this Monster have a LeG Component. (Untested, probably Reference Only)
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RA: Does this Monster have a RightArm Component. (Untested, probably Reference Only)
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LA: Does this Monster have a LeftArm Component. (Untested, probably Reference Only)
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RH: Does this Monster have a RightHand Component. (Untested, probably Reference Only)
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LH: Does this Monster have a LeftHand Component. (Untested, probably Reference Only)
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SH: Does this Monster have a SHield Component. (Untested, probably Reference Only)
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S1: Does this Monster have a Skill1 Component. (Untested, probably Reference Only)
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S2: Does this Monster have a Skill2 Component. (Untested, probably Reference Only)
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S3: Does this Monster have a Skill3 Component. (Untested, probably Reference Only)
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S4: Does this Monster have a Skill4 Component. (Untested, probably Reference Only)
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S5: Does this Monster have a Skill5 Component. (Untested, probably Reference Only)
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S6: Does this Monster have a Skill6 Component. (Untested, probably Reference Only)
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S7: Does this Monster have a Skill7 Component. (Untested, probably Reference Only)
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S8: Does this Monster have a Skill8 Component. (Untested, probably Reference Only)
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TotalPieces: How many Components does this monster have in Total (Reference Only)
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SpawnComponents: Untested. All monsters are set to 0 in this column
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BaseW: Base Weapon aka: hth Hand to Hand and so on. (Change only if you Changed The base AI of the Monster)
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AIParam1: Modifyable AI Parameter 1
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Comment: Comment about the function of the Parameter
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AIParam2: Modifyable AI Parameter 2
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Comment: Comment about the function of the Parameter
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AIParam3: Modifyable AI Parameter 3
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Comment: Comment about the function of the Parameter
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AIParam4: Modifyable AI Parameter 4
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Comment: Comment about the function of the Parameter
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AIParam5: Modifyable AI Parameter 5
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Comment: Comment about the function of the Parameter
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Setting a Mode to 0 will make that animation invisible
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ModeDH - Has Death Animation
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ModeN - Has Neutral Animation (Standing)
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ModeW - Has Walk Animation
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ModeGH - Has GetHit Animation
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ModeA1 - Has Attack 1 Animation
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ModeA2 - Has Attack 2 Animation
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ModeB - Has Block Animation
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ModeC - Has Cast Animation
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ModeS1 - Has Skill1 Animation
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ModeS2 - Has Skill2 Animation
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ModeS3 - Has Skill3 Animation
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ModeS4 - Has Skill4 Animation
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ModeDD - Has Corpse Animation
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ModeKB - Has KnockBack Animation
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ModeSQ - Has Skill Sequence Animation (This dosent Exist, skill
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sequences are determined in Skills.txt in the Seqnum column)
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ModeRN - Has Run Animation
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ElMode - Elementally Enhanced Physical Attack Mode (normal enhanced hit = 4)
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ElType - Type of Element used by attack (there are more but primary: 1=fire, 2=lightning, 4=cold, 5=poison)
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ElOver - Overlay Effect (From overlays.txt, row# -2)
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ElPct - Chance to use Elemental Enhancement on Normal attack (aka 100=always use etc)
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ElMinD - Minimum Elemental Damage
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ElMaxD - Maximum Elemental Damage
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ElDur - Duration (for Cold and Poison etc)
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MissA1 - Missile used for Attack 1 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissA2 - Missile used for Attack 2 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissS1 - Missile used for Skill 1 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissS2 - Missile used for Skill 2 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissS3 - Missile used for Skill 3 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissS4 - Missile used for Skill 4 (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissC - Missile used for Case (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MissSQ - Missile used for Sequence (Based on BASE AI) (65535=none, Missile ID = row# -2 from Missiles.txt)
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MoveA1 - Untested (for attack 1)
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MoveA2 - untested (for attack 2)
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MoveS1 - untested (for skill 1)
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MoveS2 - untested (for skill 2)
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MoveS3 - untested (for skill 3)
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MoveS4 - untested (for skill 4)
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MoveC - untested (for cast)
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Align: Is this monster fighting on your side (eg: Rogue Scouts) (1=yes, 0=no)
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IsMelee: Is this a Melee attacked? (1=yes, 0=no) (aka Can this monster spawn with MultiShot if it’s a boss)
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IsSel: Does this monster have a Lifebar when you scroll over it (1=yes, 0=no)
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IsSel2: Does this monster have a namebar when you scroll over it
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(1=yes, 0=no) (aka, just the name appears like for npcs etc)
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NeverSel: 1=This monster can never be highlighted, 0=this monster can be highlighted (the two previous rules apply)
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CorpseSel: 1=The corpse can be highlighted (as with Find Potion skill etc), 0=the corpse cannot be highlighted
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IsAtt: Is this Monster Attackable (1=yes, 0=nDamage Resist: self explanatory (100 is immune)
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Magic Resist: self explanatory (100 is immune)
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Fire Resist: self explanatory (100 is immune)
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Lightning: Resist: self explanatory (100 is immune)
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Cold Resist: self explanatory (100 is immune)
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Poison Resist: self explanatory (100 is immune)o)
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IsNPC: Is this Monster a NPC (1=yes, 0=no)
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IsCritter: Is this Monster a Critter (1=yes, 0=no) (eg: Camels, Chickens, Scorpions etc)
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InTown: Can this monster enter town (1=yes, 0=no)
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Bleed: Does this Monster Bleed (0=no blood, 1=small blood drops,
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2=large blood drops, 3++ random missile from missiles.txt, the greater
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the more missiles spawn)
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Shadow: does this Monster have a shadow (0=no, 1=yes)
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Light: Light Radius, how large is the light radius (highest I tested so far was 25, but probably goes well beyond that)
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NoUniqueShift: Does this monster change colors when it spawns as a Boss (0=yes, 1=no)
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CompositeDeath: Does this monsters death animation use multiple
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components (1=yes, 0=no) (unknown if its only for reference as I didn’t
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test it yet)
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Skill1 - Skill 1 (don’t change without editing appropriate *.dlls)
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Skill1Seq - Animation Sequence Number (don’t set to 0, it will crash) (
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to disable a sequence and edit the animation column in skills.txt from
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seq to s1-s5 or a1-a2)
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Skill1Lvl - Skill LVL (can be modified, level of the skill)
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Skill2 - Skill 2 (don’t change without editing appropriate *.dlls)
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Skill2Seq - Animation Sequence Number (don’t set to 0, it will crash) (
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to disable a sequence and edit the animation column in skills.txt from
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seq to s1-s5 or a1-a2)
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Skill2Lvl - Skill LVL (can be modified, level of the skill)
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Skill3 - Skill 3 (don’t change without editing appropriate *.dlls)
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Skill3Seq - Animation Sequence Number (don’t set to 0, it will crash) (
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to disable a sequence and edit the animation column in skills.txt from
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seq to s1-s5 or a1-a2)
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Skill3Lvl - Skill LVL (can be modified, level of the skill)
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Skill4 - Skill 4 (don’t change without editing appropriate *.dlls)
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Skill4Seq - Animation Sequence Number (don’t set to 0, it will crash) (
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to disable a sequence and edit the animation column in skills.txt from
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seq to s1-s5 or a1-a2)
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Skill4Lvl - Skill LVL (can be modified, level of the skill)
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Skill5 - Skill 5 (don’t change without editing appropriate *.dlls)
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Skill5Seq - Animation Sequence Number (don’t set to 0, it will crash) (
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to disable a sequence and edit the animation column in skills.txt from
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seq to s1-s5 or a1-a2)
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Skill5Lvl - Skill LVL (can be modified, level of the skill)
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LightR - Red in RGB (in 3dgfx mode this controls the tint of the light radius)
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LightG - Green in RGB (in 3dgfx mode this controls the tint of the light radius)
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LightB - Blue in RGB (in 3dgfx mode this controls the tint of the light radius)
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DamageResist: Normal Damage Resist (100 is immune)
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MagicResist: Normal Magic Resist (100 is immune)
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FireResist: Normal Fire Resist (100 is immune)
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LightningResist: Normal Lightning Resist (100 is immune)
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ColdResist: Normal Cold Resist (100 is immune)
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PoisonResist: Normal Poison Resist (100 is immune)
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DamageResist(N): Nightmare Damage Resist (100 is immune)
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MagicResist(N): Nightmare Magic Resist (100 is immune)
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FireResist(N): Nightmare Fire Resist (100 is immune)
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LightningResist Nightmare Lightning Resist (100 is immune)
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ColdResist(N): Nightmare Cold Resist (100 is immune)
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PoisonResist(N): Nightmare Poison Resist (100 is immune)
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DamageResist(H): Hell Damage Resist (100 is immune)
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MagicResist(H): Hell Magic Resist (100 is immune)
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FireResist(H): Hell Fire Resist (100 is immune)
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LightningResist Hell Lightning Resist (100 is immune)
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ColdResist(H): Hell Cold Resist (100 is immune)
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PoisonResist(H): Hell Poison Resist (100 is immune)
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DamageRegen: Amount of HP the monster can regenerate per minute
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eLUndead - Stands for undead attacking with physicaö attacks (1=Undead, 0=no)
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eHUndead - Stands for undead attacking with magic attacks (1=Undead, 0=no)
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eDemon - Stands for Demons (1=is demon, 0=no)
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eMagicUsing - Uses Magic Attacks (1=yes, 0=no)
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eLarge - Is a large enemy (Act Bosses etc) (1=yes, 0=no)
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eSmall - Is a small enemy (Fallen, Imps) (1=yes, 0=no)
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eFlying - Can move over water, walls etc (1=yes, 0=no)
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eOpenDoors - Can open doors (1=yes, 0=no)
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eSpawnCol - Spawning Column (0=M1-25 Levels.txt, 2=S1-S25 Levels.txt and 1=DS1 Files (Maps))
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eBoss - Is this a Boss (1=yes, 0=no) (DO NOT MODIFY, will crash your game, internal code must first be edited)
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PixHeight - Height in Pixels (has no effect, reference only)
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Interact - Can you talk (aka NPC menu etc) with this creature (1=yes, 0=no)
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MinHp: Minimum Health, normal
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MaxHp: Maximum Health, normal
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AC: Armor Class, normal
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EXP: Experience, Normal
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Block: Chance to Block (only has effect on monsters that have MODE B (block animations))
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A1MinD: Attack One Min Damage, normal
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A1MaxD: Attack One Max Damage, normal
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A1ToHit: Chance to Hit, attack1, normal
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A2MinD: Attack Two Min Damage, normal
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A2MaxD: Attack Two Max Damage, normal
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A2ToHit: Chance to Hit, attack2, normal
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S1MinD: Skill1 Min Damage, normal
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S1MaxD: Skill1 Max Damage, normal
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S1ToHit: Chance to Hit, skill1, normal
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MinHp(N): Minimum Health, nightmare
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MaxHp(N): Maximum Health, nightmare
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AC(N): Armor Class, nightmare
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EXP(N): Experience, Nightmare
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A1MinD(N): Attack One Min Damage, nightmare
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A1MaxD(N): Attack One Max Damage, nightmare
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A1ToHit(N): Chance to Hit, attack1, nightmare
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A2MinD(N): Attack Two Min Damage, nightmare
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A2MaxD(N): Attack Two Max Damage, nightmare
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A2ToHit(N): Chance to Hit, attack2, nightmare
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S1MinD(N): Skill1 Min Damage, nightmare
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S1MaxD(N): Skill1 Max Damage, nightmare
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S1ToHit(N): Chance to Hit, skill1, nightmare
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MinHp(H): Minimum Health, hell
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MaxHp(H): Maximum Health, hell
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AC(H): Armor Class, hell
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EXP(H): Experience, Hell
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A1MinD(H): Attack One Min Damage, hell
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A1MaxD(H): Attack One Max Damage, hell
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A1ToHit(H): Chance to Hit, attack1, hell
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A2MinD(H): Attack Two Min Damage, hell
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A2MaxD(H): Attack Two Max Damage, hell
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A2ToHit(H): Chance to Hit, attack2, hell
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S1MinD(H): Skill1 Min Damage, hell
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S1MaxD(H): Skill1 Max Damage, hell
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S1ToHit(H): Chance to Hit, skill1, hell
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TreasureClass1: Normal Monster TC for normal
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TreasureClass2: Champion Monster TC for normal
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TreasureClass3: Unique Monster TC for normal
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TreasureClass4: SuperUnique Monster TC for normal (unused)
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TreasureClass(N)1: Nightmare Monster TC for nightmare
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TreasureClass(N)2: Champion Monster TC for nightmare
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TreasureClass(N)3: Unique Monster TC for nightmare
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TreasureClass(N)4: SuperUnique Monster TC for nightmare (unused)
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TreasureClass(H)1: Hell Monster TC for hell
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TreasureClass(H)2: Champion Monster TC for hell
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TreasureClass(H)3: Unique Monster TC for hell
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TreasureClass(H)4: SuperUnique Monster TC for hell (unused)
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SpawnPctBonus: Disable (pre 1.07 this increased the chance for good item drops)
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Soft: Unknown
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Hearh: Disabled (pre v1.07 when MonItemPercent.txt still was active this was used to spawn organs)
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Bodypart: Disabled (pre v1.07 when MonItemPercent.txt still was active this was used to spawn organs)
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Killable: 1=killable, 0=immortal
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Switch: 1=yes, 0=no (this controls if the monsters AI can shift to Align, thru skills like Conversion, Revive etc)
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Restore: 1=yes, 0=no (unknown, probably related to healing spells)
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NeverCount: 1=yes, 0=no (unknown)
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HitClass: Refer to HitClass.txt for more data (best left alone.)
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SPLEndDeath: Refers to monsters which die special deaths (Fetish Shamans which turn into another monster for eg.)
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SPLGetModeChart: Unknown
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SPLEndGeneric: Unknown
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SPLClientEnd: Unknown
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DeadCollision: Can you walk over this corpse 0=yes, 1=no (aka duriel)
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UnflatDeath: unknown (might have to do with corpses being flat on ground in perspective mode?)
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BloodLocal: Should be set to the same as the bleed column, thought I am unsure about its function.
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DeathDamage: 1=yes, 0=no (does this monster do damage after it dies, based on hitpoints) (aka undead flayers etc)
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PetIgnore: 1=yes, 0=no (is this enemy ignored by summons)
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NoGfxHittest: unknown
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HitTestTop: unknown
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HitTestLeft: unknown
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HitTestWidth: unknown
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HitTestHeight: unknown
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GenericSpawn: unknown (related to act5 monsters in general)
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AutoMapCel: unknown (not related to automap)
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Sparsepopulate: unknown
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Zoo: can this monster be revived by other monsters (1=yes, 0=no) (???)
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ObjectCollision: unknown (might have to do with ghosts, but they don’t have anything set in here)
|
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|
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Inert: unknown
|
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|
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Annex - Elmode & ElType
|
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|
||
(by Ric Faith & Eisead)
|
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|
||
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] |