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Monstats.txt
file guide for v1.08+ Column A Class:
the monsters name used as the string code for string.tbl. Column B namco:
additional monster name used in the montype/monstats.txt only. Column C type:
the monsters type (I.e. skeleton, zombie etc) Column D
Descriptor: line for the string code for the monsters special abilities (such
as revives fallen etc) Column E
BaseId: the ID number for the monsters type, controls its skills monsters of
the same type have the same ID. Column F
PopulateId: the number you need to use in levels.txt in order to spawn this
monster. Column G
Spawned: 1 means this monster can be spawned, 0 means it cant. Column H Beta:
reference only, 1 means it was in d2 beta, 0 means it wasn’t. Column I Code:
the token code for this monster type, has no effect in monstats but in
montype.txt this controls the monsters graphics. Column J
ClientOnly: this controls if the monster is spawned only client side or only
server side, 0 means the server(host) controls this monsters appearance, 1
means only the client can see this monster(client=person who joins a game). Column K NoMap:
Disable in v1.08+, used to make monsters appear on the auto map if set to 1. Column L SizeX:
controls monster overlay dimensions. Column M SizeY:
controls monster overlay dimensions. Column N
Hieght: unknown, seams to control monster height? Column O
NoOverlays: unknown, set to 0 for all classic d2 monsters is used only on a
few expansions monsters. Column P
OverlayHieght: unknown, controls the height of the monsters overlay? Column Q
Velocity: controls the monsters walking speed. Column R Run:
controls the monsters running speed(if it can run). Column S
CanStealFrom: controls if you can leech back mana/life from this monster. Column T
ColdEffect: unknown, seams to control how long this monster can be chilled? Column U
Rarity: unknown, probably has no effect. Column V Level:
monster level on normal difficulty NOTE: maximum is not 99 in XyRAX I spawned
monsters with lvl 150+. Column W
Level(N): monster level on nightmare difficulty NOTE: maximum is not 99 in
XyRAX I spawned monsters with lvl 150+. Column X
Leve(lH): monster level on hell difficulty NOTE: maximum is not 99 in XyRAX I
spawned monsters with lvl 150+. Column Y MeleeRange:
the attack range this monsters melee attacks have, limit is probably
identical to weapons.txt and is above 50. Column Z
MinGrp: minimum group this monster will appear in. Column AA
MaxGrp: maximum Group the monster will appear in. Column AB HD: Stands
for head 1 probably means the head has more then 1 look (skeletons, corrupted
rogues etc) 0 means it doesn’t. (note if you
plan to switch graphics for a monster you must make sure these columns match
if not you will have to rename some .cof files for it to work). Column AC TR:
Stands for Torso 1 probably means the torso has more then 1 look (skeletons,
corrupted rogues etc) 0 means it doesn’t. (note if you
plan to switch graphics for a monster you must make sure these columns match
if not you will have to rename some .cof files for it to work). Column AD LG:
Stands for Legs 1 probably means the torso has more then 1 look (skeletons,
corrupted rogues etc) 0 means it doesn’t. (note if you
plan to switch graphics for a monster you must make sure these columns match
if not you will have to rename some .cof files for it to work). Column AE RA:
Stands for Right Arm 1 probably means the torso has more then 1 look
(skeletons, corrupted rogues etc) 0 means it doesn’t. (note if you
plan to switch graphics for a monster you must make sure these columns match
if not you will have to rename some .cof files for it to work). Column AF LA: Stands
for Left Arm 1 probably means the
torso has more then 1 look (skeletons, corrupted rogues etc) 0 means it doesn’t. (note if you
plan to switch graphics for a monster you must make sure these columns match
if not you will have to rename some .cof files for it to work). Column AG RH:
Probably stands for Right hand for monsters that can hold different weapon
types randomly 1 probably means the torso has more then 1 look (skeletons,
corrupted rogues etc) 0 means it doesn’t. (note if you plan to switch
graphics for a monster you must make sure these columns match if not you will
have to rename some .cof files for it to work). Column AH LH:
Probably stands for Left hand for monsters that can hold different weapon
types randomly 1 probably means the torso has more then 1 look (skeletons,
corrupted rogues etc) 0 means it doesn’t. (note if you plan to switch
graphics for a monster you must make sure these columns match if not you will
have to rename some .cof files for it to work). Column AI SH: is
set for monsters that can use a shield, this is mostly the .cof file missing
when you switch graphics between monsters and will require renaming of another
.cof file. Works similar to the above columns. Column AJ S1: stands for skill 1 .cof file. Column AK S2:
stands for skill 2 .cof file. Column AL S3:
stands for skill 3 .cof file. Column AM S4:
stands for skill 4 .cof file. Column AN S5:
stands for skill 5 .cof file. Column AO S6:
stands for skill 6 .cof file. Column AP S7:
stands for skill 7 .cof file. Column AQ S8:
stands for skill 8 .cof file. Column AR
TotalPieces: how many pieces is the animation made of (refereeing to the HD,
TR, LG, RA, LA, RH, LH, SH, S1-8 columns) . Column AS SpawnComponents:
Probably disable and unimportant due to the fact all monsters are set to 0
for this. Column AT BaseW:
Base Weapon this monster uses (if it can use a weapon). Column AU, AW, AY,
BA, BC AIParam 1-5: determines the AI (Artificial Intelligence) parameters for the monsters behavior. Column AV, AX, AZ,
BB, BD Comment: a comment about the AI parameter about the AIParam column
next to it. Column BE
ModeDH: note does not stand for death if you refere to MonMode.txt DT stands
for death DH is not referred in there. Column BF ModeN:
Unknown. Column BG
ModeGH: determines if the monster can be knocked back referring to
MonMode.txt. Column BI
ModeA1: determines the first hth (hand to hand) attack of the monster. Column BJ
ModeA2: determines the second hth (hand to hand) attack of the monster. Column BK ModeB:
unknown does not stand for blocking, blocking would be BL. Column BL
ModeC: unknown. Column BM ModeS1:
determines the first skill of the monster. Column BN
ModeS2: determines the second skill of the monster. Column BO
ModeS3: determines the third skill of the monster. Column BP ModeS4:
determines the fourth Skill of the Monster. Column BQ ModeDD:
determines the monster after its death (i.e. corpse on ground). Column BR ModeKB:
doesn’t determine if it can be knocked back for more info see MonMode.txt. Column BS ModeSQ:
sequence, seams to be unused since in MonMode.txt sequence is set to xx which
means unused. Column BR ModeRN:
determines if the monster can run. Column BU
ElMode: base elemental attack, such as cold hit, fire hit etc, 4 means on hit
didn’t test others yet, this is one of the columns I used to make my blue skeletons
in XyRAX do cold damage. Column BV
ElType: elemental damage type, like in skills, missiles.txt note, the number
set for doom knights means random elemental damage. Column BW
ElOver: unknown, better to leave it alone if you cut/paste an attack. Column BX ElPct:
the percent that the monster will use its elemental enchantment on a melee
attack. Column BY ElMinD:
the minimum damage of this attack. Column BZ
ElMaxD: the maximum damage of this attack. Column CA ElDur:
the duration of the attack effect if poison or cold. Column CB-CI MissA1,
A2, S1, S2, S3, S4, C, SQ: unknown, seams to have to do if the monster misses
you with an attack. Column CJ
A1Move: seams to have to do if the monster can move wile it uses its first
attack. Column CK
A2Move: seams to have to do if the monster can move wile it uses its first
attack. Column CL-CO
S1, S2, S3 S4Move: seams to have to do if the monster can move wile using one
of its skills. Column CP CMove:
unknown. Column CQ
Aligh: set this to 1 to make any monster fight for you, tends to cause
trouble if u set a act boss to be an ally. Column CR
IsMelee: is this monster a primary melee attacker? 1 means yes 0 means no. Column CS
IsSel: determines if the monster is highlight able if you scroll over it and
click on it. Column CT IsSel2:
only some npcs have set this, I am not sure but it might highlight them on
the auto map with there name above there heads on the map like npcs, correct
me if I m wrong on this one. Column CU
NeverSel: determines if the monster can never be highlighted even with IsSel
set to 1. Column CV
CorpseSel: determines if you can use skills requiring a corpse on this
monsters corpse, note all skills except revive and rise skeletons will work
on act bosses. Column CW IsAtt:
can this monster be attacked? 1 means yes 0 means no. Column CX
IsNPC: is this a NPC? 1 means yes 0 means no. Column CY IsCritter:
is this monster a dummy? Like chickens etc. Column CZ InTown:
if this is set to 1 it means the monster CAN follow you into town a real fun and
confusing thing in open games. Column DA Bleed:
determines if the monster bleeds if you hit it, note to reduce lag set all
monsters to 0. Column DB
Shadow: does this monster have a shadow? Try as for bleed to set this to 0 to
reduce lag. Column DC
Light: how much light radius does this monster have around itself. Column DD
NoUniqueShift: unknown, set only for a few npcs. Column DE
CompositeDeath: not 100% sure here its set only to 1 for monsters that can be
revived by other monsters, such as fallen, skeletons etc. Column DF, DI,
DL, DO, DR Skill1-5: determines the monsters skill (only for reference the monsters
skills are hardcoded inside there ID numbers). Column DG, DJ, DM, DP, DS Skill1-5Seq: unknown but
stands for Skill sequence. Column DH, DK,
DN, DQ, DT Skill1-5Lvl: the base skill level of this monsters skill. Column DU-DW
Light R,G,B: stands for Red, Green, Blue does not determine monsters color
since that’s determined inside the palshift.dat files for that specific
monster, you will have to hex edit these pallets or switch between them to
change a monsters color. Column DX-EO
monster resistance columns: for every difficulty there is a different
sequence of columns like DamageResist, DamageResist(N), DamageResist(H) this
is the place to set the 50% physical resist to 0 on hell to remove this
penalty. Note not like many ppl thought immunes are NOT hardcoded just set
the monsters with columns with the value 100 in there to less then 100 and
you have removed all he immunes. Column EP
DamageRegen: damage regeneration, sets the mount of hit points the monster
can regenerate don’t set this to high or you might be in a battle with a
specific monster for VERY long. Column EQ eLUndead:
is this monster a regular undead (zombies, skeletons). Column ER eHUndead:
is this monster a caster undead (greater mummies, vampires etc). Column ES
eDemon: is this monster a demon 1 means yes 0 means no. Column ET eMagicUsing:
is this monster using magic skills. Column EU
eLarge: is this monster large? (urdars, threshers). Column EV
eSmall: is this monster small? (fallen, fetish). Column EW
eFlying: can this monster fly (move above water, lava), set this to 1 for
lets say a golem and yes it will chase those finger mages on river of flame
all thru the lava. Column EX
eOpenDoors: can this monster open doors? 1 means yes 0 means no. Column EY
eSpawnCol: is this monster area restricted (mosquito, frogs , water watchers)
set it to 0 to spawn the monster thru levels.txt. Column EZ
eBoss: NOTE do NOT set this for a monster that doesn’t has this set already! It
will cause a 100% crash since the boss does not appear in the boss table in a
.dll. Column FA
PixHeight: how many pixels is this monster high? Column FB
Interact: for npcs (i.e. if you can speak to them etc). also determines if
the name appears in a life bar or not. Note the
following columns will be displayed for ever difficulty separate but since
that would just be the same explanation I will just bring them for normal
difficulty. Columns FC-GP MinHP: minimum
value of hit points (life) this monster has. MaxHP: maximum
value of hit points (life) this monster has. AC: armor
class, the amount of DR(defense rating) this monster has. Exp: the amount
of experience you gain when killing this monster if it is spawned on level
load (monsters hatching from eggs or nests DON’T give you exp even if they
have a billion in here). ToBlock: (only
appears once) how much percent chance to block does this monster have. Note,
not like showed on the chaos sanctuary some monster WILL block even if they don’t
use a shield such as Diablo. A1MinD: the minimum
damage for the first physical attack of this monster. A1MaxD: the maximum
damage for the first physical attack for this monster. A1ToHit: how
much AR (attack rating) does the monster have for this attack. A2MinD: the minimum
damage for the second physical attack of this monster. A2MaxD: the maximum
damage for the second physical attack for this monster. A2ToHit: how
much AR (attack rating) does the monster have for this attack. S1MinD: the minimum
damage for the first skill. S1MaxD: the
maximum damage for the first skill. S1ToHit: the
chance to hit for the first skill. Now back to
column by column style Column CQ-HB
Treasureclass ### (where ### stands there is a number and difficulty setting
but in general all of these work similar), enter the row name from
TreasureclassEx to make it drop a specific treasureclass. Column HC
SpawnPctBonus: set this to higher values then 0 and the monster will drop
more items. Column HD soft:
unknown. Column HE
heart: was used to spawn the heart organs now disabled since
MonItemPercent.txt has no function any more. Column HF
BodyPart: Was used to spawn body parts now disabled since MonItemPercent.txt
has no function any more. Column HG
killable: can this monster be killed? 1 means yes 0 means no, set this to 0
for golems or Diablo to cause confusion in multiplayer games on open, such as
lamers that want to close your game cant kill Diablo now, and you can have a
infinite number of golems, but take care, if u have about 50 golems they will
over load the graphical limits and cause clients to drop. Column HH
Switch: this has to do with revive set it to 1 to revive any monster. Column HI
Restore: unknown Column HJ NeverCount:
unknown Column HK
HitClass: open HitClass.txt for more info. Column HL
SplEndDeath: unknown Column HM SplGetModeChart: unknown Column HN SplEndGeneric: unknown Column HO
SplclientEnd: unknown, has to do with client/server issues on multiplayer. Column HP
DeadColission: determines if the corpse can be walked above or not (Duriel etc). Column HQ
unflatdead: unknown maybe has to do with a monster exploding when its dead. Column HR
BloodLocal: unknown Column HS
DeathDamage: does this monster do damage when it dies (undead fetishes etc) Column HT Petignore:
unknown. Maybe determines if the monster will go strait for the player and
not for his minions. Column HU NoGfxHitTest:
unknown. Column HV
HitTestTop: unknown. Column HW
HitTestLeft: unknown. Column HX
HitTestWidth: unknown. Column HY
HitTestHeight: unknown. Column HZ
GenericSpawn: might have to do if the monster can appear only in act 5 of d2x
or not. Column IA
AutomapCel: might be a replacement for the NoMap column not tested thought. Column IB
SparsePopulate: untested. Column IC zoo: seams
to be set for revive able like skeletons, fallen unknown what its function
is. Column ID
Object collision: unknown. Column IE inet:
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