<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Custom Mobs</title><link>https://sourceforge.net/p/rathena/wiki/Custom%2520Mobs/</link><description>Recent changes to Custom Mobs</description><atom:link href="https://sourceforge.net/p/rathena/wiki/Custom%20Mobs/feed" rel="self"/><language>en</language><lastBuildDate>Mon, 20 Feb 2023 05:02:11 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/rathena/wiki/Custom%20Mobs/feed" rel="self" type="application/rss+xml"/><item><title>Custom Mobs modified by Brynner</title><link>https://sourceforge.net/p/rathena/wiki/Custom%2520Mobs/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v1
+++ v2
@@ -9,7 +9,13 @@
 ## db/(pre-)re/mob_db.txt

 This is where you're going to add custom mobs for servers with SQL mob
-databases disabled.
+databases disabled. Each line represents a monster and fields formatted by CSV
+(comma separated values).
+
+&amp;gt;
+&amp;gt; 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  
 ---|---  
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:02:11 -0000</pubDate><guid>https://sourceforge.net89d2428cf90005926b6c5a443331aed21b1b7f32</guid></item><item><title>Custom Mobs modified by Brynner</title><link>https://sourceforge.net/p/rathena/wiki/Custom%2520Mobs/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;This guide covers the process of adding Custom Monsters to your Server and&lt;br/&gt;
Client and also, all related elements to make the new entry as close as&lt;br/&gt;
possible of the official content.&lt;/p&gt;
&lt;div class="toc"&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#server-side"&gt;Server-Side&lt;/a&gt;&lt;ul&gt;
&lt;li&gt;&lt;a href="#dbpre-remob_dbtxt"&gt;db/(pre-)re/mob_db.txt&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;&lt;a href="#client-side"&gt;Client-Side&lt;/a&gt;&lt;ul&gt;
&lt;li&gt;&lt;a href="#sound-effects-sfx"&gt;Sound Effects (SFX)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#converting-on-audacity"&gt;Converting on Audacity&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#converting-on-formatfactory"&gt;Converting on FormatFactory&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;h1 id="server-side"&gt;Server-Side&lt;/h1&gt;
&lt;h2 id="dbpre-remob_dbtxt"&gt;db/(pre-)re/mob_db.txt&lt;/h2&gt;
&lt;p&gt;This is where you're going to add custom mobs for servers with SQL mob&lt;br/&gt;
databases disabled.&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Fields&lt;/th&gt;
&lt;th&gt;Description&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;ID&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The ID of the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;Sprite_Name&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The sprite name of the monster minus .act &amp;amp; .spr.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;kROName&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The name of the monster, this will be used when you use "--&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ja--".&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;iROName&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The name of the monster, this will be used when you use "--&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;en--".&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;LV&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The monsters level.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;HP&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Max and current health points of the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;SP&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;The monsters SP.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;EXP&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Base experience given by the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;JEXP&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Job experience given by the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;Range1&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Number of cells the monster can physically attack from. Values&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;greater than 2 count as ranged attacks.&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;ATK1&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;ATK of the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;ATK2&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;MATK of the monster. If undefined, the value of ATK1 will be&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;used as the absolute attack.&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;DEF&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Physical defense of the monster, reduce melee &amp;amp; ranged physical&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;attack/skill.&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;MDEF&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Magic defense of the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;STR&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Strength of the monster. Affects ATK.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;AGI&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Agility of the monster. Affects FLEE.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;VIT&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Vitality of the monster. Adds additional DEF.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;INT&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Intelligence of the monster. Adds additional MATK.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;DEX&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Dexterity of the monster. Affects HIT rate.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;LUK&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;flee/Lucky dodge rate.&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;Range2&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Maximum Skill Range.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;Range3&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Sight limit of the monster. If set to 1000 or beyond, the&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;monster will follow you all over the map.&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;em&gt;&lt;strong&gt;Scale&lt;/strong&gt;&lt;/em&gt;&lt;/td&gt;
&lt;td&gt;Size of the monster.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;hr/&gt;
&lt;p&gt;{| class="wikitable"&lt;br/&gt;
0 |  Small |  SZ_SMALL&lt;br/&gt;
1 |  Medium |  SZ_MEDIUM&lt;br/&gt;
2 |  Large |  SZ_BIG  &lt;/p&gt;
&lt;p&gt;|- | &lt;em&gt;&lt;strong&gt;Race&lt;/strong&gt;&lt;/em&gt; | Race of the monster.&lt;/p&gt;
&lt;hr/&gt;
&lt;p&gt;{| class="wikitable"&lt;/p&gt;
&lt;p&gt;|- | 0 || formless || RC_Formless |- | 1 || undead || RC_Undead |- | 2 ||&lt;br/&gt;
animal || RC_Brute |- | 3 || plant || RC_Plant |- | 4 || insect || RC_Insect&lt;br/&gt;
|- | 5 || fish || RC_Fish |- | 6 || demon || RC_Demon |- | 7 || demihuman ||&lt;br/&gt;
RC_DemiHuman |- | 8 || angel || RC_Angel |- | 9 || dragon || RC_Dragon |} |- |&lt;br/&gt;
&lt;em&gt;&lt;strong&gt;Element&lt;/strong&gt;&lt;/em&gt; | This is a two digit code representing level and element&lt;br/&gt;
respectively.&lt;/p&gt;
&lt;hr/&gt;
&lt;p&gt;{| class="wikitable"&lt;/p&gt;
&lt;p&gt;|+ style="caption-side:bottom; color:#ff545d;"| &lt;em&gt;For example 83 is Lv4 Fire&lt;br/&gt;
Elemental.&lt;/em&gt; ! scope="row" colspan="2"| Element Level ! scope="row"&lt;br/&gt;
colspan="2"| Element Types |- | 2 || Lv1 | 0 || Ele_Neutral |- | 4 || Lv2 | 1&lt;br/&gt;
|| Ele_Water |- | 6 || Lv3 | 2 || Ele_Earth |- | 8 || Lv4 | 3 || Ele_Fire |- |&lt;br/&gt;
| | 4 || Ele_Wind |- | | | 5 || Ele_Poison |- | | | 6 || Ele_Holy |- | | | 7&lt;br/&gt;
|| Ele_Dark |- | | | 8 || Ele_Ghost |- | | | 9 || Ele_Undead |} |- |&lt;br/&gt;
&lt;em&gt;&lt;strong&gt;Mode&lt;/strong&gt;&lt;/em&gt; | Behaviour of the monster. Full explanation can be found on&lt;br/&gt;
'doc/mob_db_mode_list.txt' |- | &lt;em&gt;&lt;strong&gt;Speed&lt;/strong&gt;&lt;/em&gt; | Walk speed of the monster. 1 =&lt;br/&gt;
Fastest, 100 = Normal, 1000 = Slowest. |- | &lt;em&gt;&lt;strong&gt;aDelay&lt;/strong&gt;&lt;/em&gt; | Attack Delay of the&lt;br/&gt;
monster, also known as ASPD. Low value means faster,attack speed, but don't&lt;br/&gt;
make it too low or it will lag when a player got,mobbed by several of these&lt;br/&gt;
mobs. |- | &lt;em&gt;&lt;strong&gt;aMotion&lt;/strong&gt;&lt;/em&gt; | Attack animation motion. Lower values mean mob&lt;br/&gt;
attacks will be, displayed at higher fps making it quicker. |- | &lt;em&gt;&lt;strong&gt;dMotion&lt;/strong&gt;&lt;/em&gt;&lt;br/&gt;
| Stun animation similar to aMotion but used to display the "I am,hit"&lt;br/&gt;
animation. Coincidentally, this same value is used to determine how, long it&lt;br/&gt;
is before the monster/player can move again. Endure is dMotion = 0. |- |&lt;br/&gt;
&lt;em&gt;&lt;strong&gt;MEXP&lt;/strong&gt;&lt;/em&gt; | Experience awarded to the player who killed the MVP. (This exp is&lt;br/&gt;
a percentage of the exp the,monster gives.) |- | &lt;em&gt;&lt;strong&gt;MVP(1-3)id&lt;/strong&gt;&lt;/em&gt; | The Item&lt;br/&gt;
ID of the MVP drop goes here. Maximum of 3 items. |- | &lt;em&gt;&lt;strong&gt;MVP(1-3)per&lt;/strong&gt;&lt;/em&gt; | The&lt;br/&gt;
rate of the MVP item being dropped, n/10000. |- | &lt;em&gt;&lt;strong&gt;Drop(1-9)id&lt;/strong&gt;&lt;/em&gt; | The Item&lt;br/&gt;
ID of the drop goes here. Maximum of 9 items. |- | &lt;em&gt;&lt;strong&gt;Drop(1-9)per&lt;/strong&gt;&lt;/em&gt; | The&lt;br/&gt;
rate of the item being dropped, n/10000. |- | &lt;em&gt;&lt;strong&gt;DropCardid&lt;/strong&gt;&lt;/em&gt; | The Item ID&lt;br/&gt;
of the monster's card (if any). |- | &lt;em&gt;&lt;strong&gt;DropCardper&lt;/strong&gt;&lt;/em&gt; | The rate of the card&lt;br/&gt;
being dropped, n/10000. |}&lt;/p&gt;
&lt;h1 id="client-side"&gt;Client-Side&lt;/h1&gt;
&lt;h3 id="sound-effects-sfx"&gt;Sound Effects (SFX)&lt;/h3&gt;
&lt;p&gt;If your monster holds any special sound effects, not original from the default&lt;br/&gt;
library, note that to be played properly by the client it must:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Generated, recorded or converted to WAV. &lt;/li&gt;
&lt;li&gt;Be set in a bit rate no superior than 352kbps. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The safest way found to achieve perfect use of the SFX by the client is&lt;br/&gt;
converting any file using &lt;a class="" href="http://www.audacityteam.org/download/" rel="nofollow"&gt;Audacity&lt;/a&gt; or&lt;br/&gt;
similar audio editors. Converting the file on popular all-media converters,&lt;br/&gt;
such as &lt;a class="" href="https://formatfactory.en.uptodown.com/windows" rel="nofollow"&gt;FormatFactory&lt;/a&gt; at&lt;br/&gt;
default settings will result in a high bit rate, and although it can be played&lt;br/&gt;
normally by other software, the client is incompatible with it.&lt;/p&gt;
&lt;p&gt;For uncompressed formats, such as WAV, the bit-rate (number of binary digits&lt;br/&gt;
per second) can be calculated from the "sample rate", "sample format" and&lt;br/&gt;
"number of audio channels".&lt;/p&gt;
&lt;h3 id="converting-on-audacity"&gt;Converting on Audacity&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Open or Import desired audio file (such as OGG). &lt;/li&gt;
&lt;li&gt;Select 'Export As' on 'File' menu and save it as WAV. &lt;/li&gt;
&lt;li&gt;Right-click the exported file, check the 'Details' tab bit rate, if it's not above 352 kbps it should work. &lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="converting-on-formatfactory"&gt;Converting on FormatFactory&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Import or drag the desired audio file to the window. &lt;/li&gt;
&lt;li&gt;Select 'Audio' then 'WAV' and, before clicking 'Ok', hit 'Settings'. &lt;/li&gt;
&lt;li&gt;Change 'Sample Rate' to 22050 and set 'Audio Channel' to 1, hit 'Ok' and click 'Start'. &lt;/li&gt;
&lt;li&gt;Right-click the exported file, check the 'Details' tab bit rate, if it's not above 352 kbps it should work. &lt;/li&gt;
&lt;/ul&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:02:11 -0000</pubDate><guid>https://sourceforge.netd359fc2a0c046b850eb0803dc52f7867dbe0bb38</guid></item></channel></rss>