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Custom Mobs

Jason L edited this page Apr 18, 2018 · 2 revisions

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.

Table of Contents

Server-Side

db/(pre-)re/mob_db.txt

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.
0 Small SZ_SMALL
1 Medium SZ_MEDIUM
2 Large SZ_BIG
Race Race of the monster.
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.
For example 83 is Lv4 Fire Elemental.
Element Level 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.

Client-Side

Sound Effects (SFX)

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:

  • Generated, recorded or converted to WAV.
  • Be set in a bit rate no superior than 352kbps.
The safest way found to achieve perfect use of the SFX by the client is converting any file using [Audacity](http://www.audacityteam.org/download/) or similar audio editors. Converting the file on popular all-media converters, such as [FormatFactory](https://formatfactory.en.uptodown.com/windows) 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".

Converting on Audacity

  • Open or Import desired audio file (such as OGG).
  • Select 'Export As' on 'File' menu and save it as WAV.
  • Right-click the exported file, check the 'Details' tab bit rate, if it's not above 352 kbps it should work.

Converting on FormatFactory

  • Import or drag the desired audio file to the window.
  • Select 'Audio' then 'WAV' and, before clicking 'Ok', hit 'Settings'.
  • Change 'Sample Rate' to 22050 and set 'Audio Channel' to 1, hit 'Ok' and click 'Start'.
  • Right-click the exported file, check the 'Details' tab bit rate, if it's not above 352 kbps it should work.

Home

Getting Started

Configure your Server

Customization

Setup the Client

Misc Databases

Third-Party Software

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