Monstats.txt File Guide

Monstats.txt File Guide

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&sid=50717c01e47fb9ce75a1d61f3922831a]Knowledge Base - Monstats.txt File Guide[/url]