This guide covers the process of adding Custom Monsters to your Server and
Client and also, all related elements to make the new entry as close as
possible of the official content.
This is where you're going to add custom mobs for servers with SQL mob
databases disabled. Each line represents a monster and fields formatted by CSV
(comma separated values).
>
> ID,Sprite_Name,kROName,iROName,LV,HP,SP,EXP,JEXP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Mode,Speed,aDelay,aMotion,dMotion,MEXP,MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per,Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,DropCardid,DropCardper
Lets take a closer look at each value and its purpose.
| Fields | Description |
|---|---|
| ID | The ID of the monster. |
| Sprite_Name | The sprite name of the monster minus .act & .spr. |
| kROName | The name of the monster, this will be used when you use "-- |
| ja--". | |
| iROName | The name of the monster, this will be used when you use "-- |
| en--". | |
| LV | The monsters level. |
| HP | Max and current health points of the monster. |
| SP | The monsters SP. |
| EXP | Base experience given by the monster. |
| JEXP | Job experience given by the monster. |
| Range1 | Number of cells the monster can physically attack from. Values |
| greater than 2 count as ranged attacks. | |
| ATK1 | ATK of the monster. |
| ATK2 | MATK of the monster. If undefined, the value of ATK1 will be |
| used as the absolute attack. | |
| DEF | Physical defense of the monster, reduce melee & ranged physical |
| attack/skill. | |
| MDEF | Magic defense of the monster. |
| STR | Strength of the monster. Affects ATK. |
| AGI | Agility of the monster. Affects FLEE. |
| VIT | Vitality of the monster. Adds additional DEF. |
| INT | Intelligence of the monster. Adds additional MATK. |
| DEX | Dexterity of the monster. Affects HIT rate. |
| LUK | Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect |
| flee/Lucky dodge rate. | |
| Range2 | Maximum Skill Range. |
| Range3 | Sight limit of the monster. If set to 1000 or beyond, the |
| monster will follow you all over the map. | |
| Scale | Size of the monster. |
{| class="wikitable"
0 | Small | SZ_SMALL
1 | Medium | SZ_MEDIUM
2 | Large | SZ_BIG
|- | Race | Race of the monster.
{| class="wikitable"
|- | 0 || formless || RC_Formless |- | 1 || undead || RC_Undead |- | 2 ||
animal || RC_Brute |- | 3 || plant || RC_Plant |- | 4 || insect || RC_Insect
|- | 5 || fish || RC_Fish |- | 6 || demon || RC_Demon |- | 7 || demihuman ||
RC_DemiHuman |- | 8 || angel || RC_Angel |- | 9 || dragon || RC_Dragon |} |- |
Element | This is a two digit code representing level and element
respectively.
{| class="wikitable"
|+ style="caption-side:bottom; color:#ff545d;"| For example 83 is Lv4 Fire
Elemental. ! scope="row" colspan="2"| Element Level ! scope="row"
colspan="2"| Element Types |- | 2 || Lv1 | 0 || Ele_Neutral |- | 4 || Lv2 | 1
|| Ele_Water |- | 6 || Lv3 | 2 || Ele_Earth |- | 8 || Lv4 | 3 || Ele_Fire |- |
| | 4 || Ele_Wind |- | | | 5 || Ele_Poison |- | | | 6 || Ele_Holy |- | | | 7
|| Ele_Dark |- | | | 8 || Ele_Ghost |- | | | 9 || Ele_Undead |} |- |
Mode | Behaviour of the monster. Full explanation can be found on
'doc/mob_db_mode_list.txt' |- | Speed | Walk speed of the monster. 1 =
Fastest, 100 = Normal, 1000 = Slowest. |- | aDelay | Attack Delay of the
monster, also known as ASPD. Low value means faster,attack speed, but don't
make it too low or it will lag when a player got,mobbed by several of these
mobs. |- | aMotion | Attack animation motion. Lower values mean mob
attacks will be, displayed at higher fps making it quicker. |- | dMotion
| Stun animation similar to aMotion but used to display the "I am,hit"
animation. Coincidentally, this same value is used to determine how, long it
is before the monster/player can move again. Endure is dMotion = 0. |- |
MEXP | Experience awarded to the player who killed the MVP. (This exp is
a percentage of the exp the,monster gives.) |- | MVP(1-3)id | The Item
ID of the MVP drop goes here. Maximum of 3 items. |- | MVP(1-3)per | The
rate of the MVP item being dropped, n/10000. |- | Drop(1-9)id | The Item
ID of the drop goes here. Maximum of 9 items. |- | Drop(1-9)per | The
rate of the item being dropped, n/10000. |- | DropCardid | The Item ID
of the monster's card (if any). |- | DropCardper | The rate of the card
being dropped, n/10000. |}
If your monster holds any special sound effects, not original from the default
library, note that to be played properly by the client it must:
The safest way found to achieve perfect use of the SFX by the client is
converting any file using Audacity or
similar audio editors. Converting the file on popular all-media converters,
such as FormatFactory at
default settings will result in a high bit rate, and although it can be played
normally by other software, the client is incompatible with it.
For uncompressed formats, such as WAV, the bit-rate (number of binary digits
per second) can be calculated from the "sample rate", "sample format" and
"number of audio channels".