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[Info] Release: Column Meanings for MobInfo/Server/View/MobWeapon

Newbie Spellweaver
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Jashin's back again with some more documentation goodies. Aren't y'all tired of not knowing what these dang columns mean? Here we go, Lets give that search some love:

MobInfo.shn Column Meanings:
ID: Index
InxName: Indexed name Of Mob (Summon with mobbreed)
Name: Name seen ingame (not indexed)
Level: Level of mob or 0 for no level
MaxHP: Max HP the mob has (upper limit). total HP of mob
WalkSpeed: Speed when mob is walking (not chasing you)
RunSpeed: Speed when mob is chasing you
IsNPC: When set to 1. Mob is a NPC now. 0 = not an NPC
Size: Size of mob in game 1000 = 100%. Usually just ignore this one and change absolute size
WeaponType:
No idea. Thought would be the same as ItemInfo's. But it seems like there's
more types. looks different
ArmorType:
? Once again. No idea how they do this. Could be armour effectiveness? idk
GradeType:
0: General Monster
1: Chief Monster
2: Boss Monster
3: Hero Monster
4: Elite Monster
5: Blue Orb (Npc's n everything else)
Type:
0: Human Monsters/etc (Hover)
1: Elemental Monster (Hover)
2: Spirit (Hover)
3: Beast (Hover)
4: Summoned Monster (Hover)
5: Undead Monster (Hover)
6: Mostly NPC's and Gates. But occasional monster like Gordon Master?
7: KQ Gate 4
8: Ores from mines
9: Chests, Woods, herbs, tools, Most collectibles from ground are here
10: Green house and wood
11: CC Gates and guild gates
12: More of the same below but like the skill before that skill (in execution succession)
13: some target/unusable gates and Summon Skills (flame walker, slow shot etc.)
14: Guild item merch
15: Altar flags, watchtowers, etc.
16: Devil Honeying
17: Metamorph bird, GT Slime, ZombieH
19: GTI stuff
20: Siren's door
23: all the dice games
24: Crystals, balls, and Waitress/Dealer at dice games
25: 2 AdlF mobs
27: Multi protect "skill"?
IsPlayerSide: 0 or 1: false, true
Is it an enemy or on the players side (like Roumenus and Elderine)
AbsoluteSize: The actual size of the mob (e.g. gates are huge). Usually change this to get
results.

MobInfoServer.shn Column Meanings:
ID: Index
InxName: Indexed name Of Mob (Summon with mobbreed)
Visible: 0 or 1. Can you see the mob? Event manager and invisible men are 0
AC: Defense Increase
TB: Evasion
MR: Magical Defense
MB: No idea. Only AdlfF. and DragonTomb monsters have this. Rest is 0.
EnemyDetectType:
0: Don't attack unless attacked first
1: If you are in a certain level range. Will attack u when u are near them
2: NPC's and gates and everything else mainly
3: DragonTomb (Chase forever maybe?)
4: FireTotem & Noitome Invisible
MobKillInx: Most are 0 with the exception of KQ_VGate02
If this is the same as Regen's. Basically is how many times you have to kill
the mob in order for it to respawn. (usually used in mob regen files)


MonEXP: Exp for like all grinding in the game is based on this. People usually do
mass column multiply/divide. This is how much exp u get for killing a mob


EXPRange: How far the exp travels upon kill to you when killing them.
Most are set to 1000. or 0. Or 1500 for some dungeon mobs in leviathan.


DetectCha:
How far away to detect you. and thus come after you probably. Helga at 1200
Notome at 3500. Much easier to attract notome immediately. When its set to
high can be annoying.


ResetInterval: Most are 0.
Some monsters are 1. Including BH Humar, Karen, and Lab stuff.
I wonder if this means When server resets the monsters (1) get reset after 1 server reset


CutInterval: 0-2800 mostly.
Maybe it is like the attack interval or something I have no flippin clue


CutNonAT: Non attack idk? Usually runs 10-20,000 . Iron golem at 10,000 for some reason


FollowCha: How far will the monster follow your character for when you pull it.


PceHPRcvDly: Umm. Percent HP Received Delay. So A delay in milliseconds on the mobs
regeneration of HP


PceHPRcv: How much percent is received per Delay of HP back to the monster.
KQ bosses having some of the highest in the league. Robo, and others.


AtkHPRcvDly: Set to 0 for all same principal as above
AtkHPRcv: I guess the amount of HP returned to the mob when it lands an attack. Once
again a bunch of KQ monsters. Or maybe HP recieved to you when you kill it? idk


Str: Physical Dmg
Dex: Evasion
Con: Constitution (HP)
Int: Intelligence Damage
Men: Mentality (SP)


MobRaceType: 35 Different races (omgsh)
0: None
Groups the monsters by groupings. E.g. All Spade trumpys
are in 11. and etc. just groups em up
Rank: most are 0. Trumpys have different rankings
which leads me to believe different ranked monsters probably attack each other
Cuz i recall that. different Trumpys would attack each other ?
Cools :)


FamilyArea: Range family stays inside (group of monsters)
Not surprising helgas subs have the highest family area (trollin n rollin)
FamilyRescArea: Rescesitation area. Where they revive at? Idk about this one
range of revival probably.
FamilyRescCount: How many are revived. In Karen's case. 50?
BloodingResi: Resistance to blooding from fighter attack?
StunResi: Resistance to stuns
MoveSpeedResi: Resistance to mage novass, etc.
FearResi: resistance to mage fear. 1000 = 100% for these. Dang Ghost Knight has
100% lol.
ResIndex: A lot of these are set to ResKaren. Some different ones. Refers to
the file MobResist.shn. Has like the rest of the Resi's like Mesmerize, etc.
KQKillPoint: I guess for the KQ where u get points for killing mobs.
Heromine10-80 ?
Return2Regen: 0 or 1. Return to the spot where mob was generated Or NOT
IsRoaming: FUN. Does the Mob Roam, and go all over the place. Um. 0 or 1 but
Sub helgas use 5. Might refer to another file. Probably is somewhere.
RoamingNumber: These are in some file somewhere. How far and etc. does the mob roam
Really fun to play with.
RoamingDistance: How far does the mob roam.
MaxSP: Max SP of the mob (total sp)
BroadAtDead: Helga, cracker, chimera. All have it set to 1. Rest are 0
idk. maybe plays an animation. ? idk.
TurnSpeed: How fast does it turn in milliseconds i think?
WalkChase: hm. Most set to 0. I guess this means the mobs do walk animation. To chase us
down. Makes sense cuz. Iron golem has it set. And iron golem walks to chase u. and then
when u get far enough down. Goes into a full on sprint.
AllCanLoot: All set to 0. Id imagine set to 1. would allow anyone to loot it
DmgByHealMin: I guess how much dmg we receive when the monster heals itself?
DmgByHealMax: max.

MobViewInfo.shn Column Meanings:
ID: Index
InxName: Indexed name Of Mob (Summon with mobbreed)
FileName: Name of folder AND .kfm file for mob in Reschar or where ever
Texture: texture file if there is one
AttackType: 0 or 1
0 for most and npc's
1 for monsters with some sorta shot effect
ShotEffect: effect name of shot. Might be in reseffects folder idk
MobPortrait: resmenu/game/mobportrait. name of the file
ChrMarkSize: Mark on the minimap how big it is? i think
MinimapIcon: Which icon it has if any.
NpcViewIndex: Cooresponds with NPCViewInfo. Used to create character
mobs such as Kharkov
BoundingBox: Puts a box around mob (looks ugly if i remember?) Idk?
EffectViewID: EffectViewInfo cooresponds? Idk. Most are set to 7
SpectralGlow: 0 or 1. 1 Makes some mobs transparent Really cool. Check out
lab ghost

MobWeapon.shn Column Meanings (Not totally sure on these yet Need some help with em):
ID: Index of mob (non npc mobs)
InxName: Indexed name Of Mob (Summon with mobbreed)
Skill: What skill is associated with this weapon
AtkSpd: Speed of attack in milliseconds
BlastRate: usually 1000. rate u get blasted i guess. 1 second?
AtkDly: delay in attack? or after idk
CastTime: Time for mob to cast attack
SwingTime: time to swing weapon?
HitTime: how long the hit lasts
HitID: index of hit. All set to 1500
AtkType: 0, 1, 2, 4; No clue
MinWC: Min Dmg
MaxWC: Max Dmg Physical
TH: Aim
MinMA: min magical dmg
MaxMA: max magical dmg
MH: No clue
Range: how far away can hit you?
MopAttackTarget: 0, 1, 2, 3
3: all npcs/gates
HitType: 0, 1, 2: no clue
StaName: Most have dashes (-)
Cooresponds to Sta's in Abstate.shn
StaStrength: strength of sta
StaRate: how often
AggroInitialize: all the bosses have this. I guess has to do with aggro
for them. like how much aggro u need to keep the mob to you

That's it for now. Will make more soon. Specially those other mob files. MobInfoServer is one of my faves tbh. Lots of cool options in there.

If anyone wants to contribute to this ongoing research. Let me know. Woop.

EDIT: Update. MobKillInx in MobInfoServer actually links to MobKillAble.shn i think.

~ LordJashin32
 

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Newbie Spellweaver
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This is really cool. It would be awesome if you could do this with AbState, SubAbstate and Files like this too! Would help me out :rolleyes:
 
Newbie Spellweaver
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This is really cool. It would be awesome if you could do this with AbState, SubAbstate and Files like this too! Would help me out :rolleyes:

Thanks. I will eventually. Been busy lately. Taking a little break from this scene haha. There's some files i don't know that much about yet. Including AbStates, Skills, more Lol.
 
Newbie Spellweaver
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Well yeah that's no problem :D Take your time :p
 
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