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DSB monsters description:
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No NAME CLASS H.P PR AW BR A_R A_D SR FR QUI B_P POI ARM A_F A_P A_D XP HH DS DD PS AT
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00 Mummy Humanoid 33 4 2 9 17 -5 19 . 40 20 . 25 20 m m 4 24 16 2 66 PH
01 Screamer Edible 165 1 2 15 60 -15 27 90 5 5 . 5 22 64 m 0 16 16 2 90 WI
02 Rockpile Beast 50 3 4 12 75 -20 50 . 10 40 5 170 80 28 m 5 8 12 2 . PI
03 Trolin Humanoid 20 3 3 4 13 -5 12 . 41 25 . 28 24 12 m 1 24 16 2 50 PH
04 Ant Man Humanoid 20 3 3 4 13 -5 12 . 41 25 . 28 24 12 m 1 24 16 2 50 PH
05 Worm Edible 70 1 8 10 18 +1 9 39 35 45 35 72 40 52 m 5 8 24 3 50 PI
06 Worm2b Edible 70 1 8 10 18 +1 9 39 35 45 35 72 40 52 m 5 8 24 3 50 PI
07 Worm2y Edible 70 1 8 10 18 +1 9 39 35 45 35 72 40 52 m 5 8 24 3 50 PI
08 Wasp Flying 8 2 4 15 2 +10 9 3 150 20 10 180 8 4 m 9 24 16 2 10 PI
09 Muncher Flying 8 2 4 15 2 +10 9 3 150 20 10 180 8 4 m 9 24 16 2 10 PI
10 Ghost NonMat 30 3 4 6 11 +5 7 4 80 55 . 15 360 m 52 6 . 16 2 . WI
11 Rive NonMat 30 3 4 6 11 +5 7 4 80 55 . 15 360 m 52 6 . 16 2 . WI
12 Swampslime Slime 110 2 2 10 15 +17 14 19 20 80 . 20 32 256 m 3 . 24 3 75 PH
13 Slimedevil Slime 110 2 2 10 15 +17 14 19 20 80 . 20 32 256 m 3 . 24 3 75 PH
14 Couatl Flying 39 3 3 3 5 +5 3 4 88 90 90 42 26 28 m 7 24 48 6 45 PI
15 Wizard eye Flying 40 8 2 10 10 +11 3 11 80 58 . 30 26 64 m 6 24 32 4 32 AM
16 Gazer Flying 40 8 2 10 10 +11 3 11 80 58 . 30 26 64 m 6 24 32 4 32 AM
17 Skeleton Humanoid 20 3 1 9 7 . 6 . 80 22 . 22 32 m m 1 24 16 2 . PI
18 StoneGolem Humanoid 120 3 1 15 30 -7 . . 35 219 . 240 768 m m 11 24 48 6 . PH
19 Giggler Beast 12 6 3 1 3 +2 3 7 110 10 . 50 8 32 m 1 8 16 2 70 ST
20 Pain Rat Edible 101 4 5 15 9 -1 7 16 65 90 . 45 42 78 m 8 8 24 3 50 PI
21 Hell Hound Edible 101 4 5 15 9 -1 7 16 65 90 . 45 42 78 m 8 8 24 3 50 PI
22 Vexirk Humanoid 33 5 3 5 10 +10 26 . 90 75 . 47 32 18 m 9 16 16 2 35 AM
23 Vexirk2 Humanoid 33 5 3 5 10 +10 26 . 90 75 . 47 32 18 m 9 16 16 2 35 AM
24 Ruster Beast 60 2 2 3 20 -2 11 24 30 30 . 100 48 28 m 3 8 24 3 50 PH
25 Scorpion Beast 150 3 1 9 8 +12 9 13 55 150 240 55 52 48 m 9 16 64 4 60 PI
26 WaterElem. NonMat 144 2 2 7 25 . 32 . 50 66 . 75 m 128 m 6 . 32 2 . PH
27 AnimArmour Humanoid 60 5 1 15 14 -7 11 15 70 105 . 140 m m m 10 24 16 2 . PI
28 DethKnight Humanoid 60 5 1 15 14 -7 11 15 70 105 . 140 m m m 10 24 16 2 . PI
29 Oitu Beast 77 2 5 6 15 +16 11 11 60 130 . 33 32 48 m 9 16 64 4 . PI
30 Gr. Oitu Beast 77 2 5 6 15 +16 11 11 60 130 . 33 32 48 m 9 16 64 4 . PI
31 Material. NonMat 33 8 2 7 5 . 9 4 65 61 . 45 128 m 16 12 . 24 3 60 AM
32 Zytaz NonMat 33 8 2 7 5 . 9 4 65 61 . 45 128 m 16 12 . 24 3 60 AM
33 BlackFlame NonMat 80 3 3 15 18 . . 3 60 105 . 45 m m 64 5 . 48 6 . AF
34 Demon Beast 100 4 3 15 10 +4 12 9 75 100 . 68 32 78 m 13 24 24 4 40 PH
35 ViperDemon Beast 100 4 3 15 10 +4 12 9 75 100 . 68 32 78 m 13 24 24 4 40 PH
36 Red Dragon Edible 255 5 5 7 14 +14 17 13 70 255 . 110 68 32 m 15 24 64 4 60 PI
37 Lord Chaos Chaos 1 8 3 3 12 +10 26 . 130 210 . m m m m 15 24 64 4 . AM
H.P - hp
PR - perception
AW - awareness
BR - bravery
A_R - act_rate
A_D - attack_delay
SR - shift_rate
FR - flip_rate
QUI - quickness
B_P - base_power
POI - poison
ARM - armor
A_F - anti_fire
A_P - anti_poison
A_D - anti_desew
XP - xp_factor
HH - hit_height
- The height at which a door hits the monster
DS - death_size
- The base size of the monster's death cloud of smoke
DD - death_delta
- The rate at which the monster's death cloud of smoke dissipates
PS - proj_stick
- The percantage chance for a projectile to "stick" in the monster
AT - attack_type (PH - physical, PI - piercing, WI - wisdom, AM - antimagic, ST - steal, AF - antifire)
NOTE: I changed 999 (max) values of armor, anti_fire, anti_poison and anti_desew to "m" (maximum or immune, as I think they`re immune), because it looks better in a table.
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No NAME CLASS S COL N_B N_G NMT HVR MTR SMR CRF PRN SWM STP I_T IMM A_B N_F S_I P_R
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00 Mummy Humanoid 1 # # . . . . . . . . # . . . . . .
01 Screamer Edible 1 # # . . . . . . . . # # . # . . .
02 Rockpile Beast 1 # # . . . . . . . . # . . . . . .
03 Trolin Humanoid 1 # # . . . . . # . . . . . . . . .
04 Ant Man Humanoid 1 # # . . . . . # . . . . . . . . .
05 Worm Edible 2 # # . . . . . . . . . . . . . . .
06 Worm2b Edible 2 # # . . . . . . . . . . . . . . .
07 Worm2y Edible 2 # # . . . . . . . . . . . . . . .
08 Wasp Flying 1 # # . . # . . # . # . . . . . . .
09 Muncher Flying 1 # # . . # . . # . # . . . . . . .
10 Ghost NonMat 1 @ # . # # . . . . . . # . . . . .
11 Rive NonMat 1 @ # . # # . . . . . . # . . . . .
12 Swampslime Slime 1 # # . . . . . . . . # . . . . . #
13 Slimedevil Slime 1 # # . . . . . . . . # . . . . . #
14 Couatl Flying 4 # # . . # . # . . # . . . . . . .
15 Wizard eye Flying 1 # # . . # . . # . . . # . . . . #
16 Gazer Flying 1 # # . . # . . # . . . # . . . . #
17 Skeleton Humanoid 1 # # . . . . . . . . # . . . . . .
18 StoneGolem Humanoid 4 # # . . . . . . . . . . . . . . .
19 Giggler Beast 1 # # # . . . . # # . . . . . . . .
20 Pain Rat Edible 2 # # . . . . . . . . . . . . . . .
21 Hell Hound Edible 2 # # . . . . . . . . . . . . . . .
22 Vexirk Humanoid 1 # # . . # . # # . . . . . . . . #
23 Vexirk2 Humanoid 1 # # . . # . # # . . . . . . . . #
24 Ruster Beast 2 # # . . . . . . . . # . . . . . .
25 Scorpion Beast 4 # # . . . . . # . . . . . . . . .
26 WaterElem. NonMat 4 @ # . # . . . . . . . # . . . . .
27 AnimArmour Humanoid 1 # # . . . . # . . . . . . . . . .
28 DethKnight Humanoid 1 # # . . . . # . . . . . . . . . .
29 Oitu Beast 4 # # . . . . . # . . . . . . . . .
30 Gr. Oitu Beast 4 # # . . . . . # . . . . . . . . .
31 Material. NonMat 1 @ # . # # # # # . . . . . . . . #
32 Zytaz NonMat 1 @ # . # # # # # . . . . . . . . #
33 BlackFlame NonMat 4 @ # . # . . . . . . # # # . . . .
34 Demon Beast 1 # # . . . . # . . . . . . . . . .
35 ViperDemon Beast 1 # # . . . . # . . . . . . . . . .
36 Red Dragon Edible 4 # # . . . . # # . . . . . . . . .
37 Lord Chaos Chaos 4 # # . . # . # # . . . . . . # # #
S - size (1, 2, 4)
COL - col (# = true, @ = nonmat_col)
N_B - no_bump
- Bumping into the monster doesn't make the "OOF!" sound and take off a small number of HP (true for all monsters by default)
N_G - no_group
- The monster will not form into groups with other monsters of its type
NMT - nonmat
- The monster is non-material
HVR - hover
- The monster is regarded as being in the air, and won't fall into pits.
MTR - materializing
- The monster can only be hurt by magic when its attack animation is being shown.
SMR - smart
- The monster will coordinate attacks with other monsters, and tends to remember the party's whereabouts longer.
CRF - crafty
- The monster will seek clever alternate routes for attack, rather than just charging in.
PRN - paranoid
- The monster will avoid being directly in the party's line of sight.
SWM - swarmy
- The monster will try to circle the party, attacking from the sides or back.
STP - stupid
- The monster will lose track of the party easily, as well as blundering into hazards.
I_T - instant_turn
- The monster can turn to face any direction instantly-- in effect, it has no facing and can attack all four sides equally.
IMM - immobile
- The monster cannot move.
A_B - attack_from_back
- The monster can attack party members even if it is in the back row of a monster group.
N_F - no_freeze
- The "Freeze Life" effect will not freeze this monster.
S_I - sees_invisible
- The monster ignores the party's invisibility spell.
P_R - prefer_ranged
- The monster favors using a ranged attack.
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Description strictly based on objects_Lua file.
NOTE: these tables is NOT a full description of DSB monsters!
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DM/CSB monster description:
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ID NAME ARM B.H Hpr A Msp Asp STR POI SR X1 AW CR X2 BR SK TL X3 MR PR AL SS ST
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00 Scorpion 55 150 55 4 8 20 150 240 3 5 1 1 11 9 9 2 6 7 8 4 5 2
01 Slime 20 110 20 3 15 32 80 15 2 3 1 3 9 10 3 3 2 4 14 4 8 3
02 Giggler 50 10 110 0 3 5 10 0 6 7 3 1 10 0 1 7 5 3 2 2 2 2
03 Eye 30 40 80 5 10 21 58 0 10 0 2 3 10 10 6 9 12 3 11 3 1 1
04 Hound 45 101 65 4 9 8 90 0 4 5 5 1 15 15 8 5 4 3 10 3 4 1
05 Ruster 100 60 30 3 20 18 30 0 2 3 2 1 8 3 3 4 3 8 5 5 6 2
06 Screamer 5 165 5 6 120 10 5 0 1 1 1 1 1 15 0 1 4 6 7 2 15 2
07 Rocks 170 50 10 4 185 15 40 5 3 6 4 1 4 12 5 2 3 14 6 4 15 1
08 Rive 15 30 80 6 11 16 55 0 3 2 4 1 4 6 6 4 8 12 15 6 1 1
09 Golem 240 120 35 3 21 14 219 0 3 2 0 1 15 15 11 3 7 15 15 3 15 4
10 Mummy 25 33 40 3 17 12 20 0 4 2 2 1 7 9 4 5 5 1 15 3 8 4
11 Flame 45 80 60 1 255 8 105 0 4 1 3 1 5 10 5 5 9 15 15 4 1 1
12 Skeleton 22 20 80 4 7 7 22 0 3 1 0 1 6 9 5 6 3 6 15 2 3 1
13 Coualt 42 39 88 4 5 10 90 100 3 4 3 1 4 3 7 5 8 3 6 2 1 1
14 Vexirk 47 44 90 5 10 20 75 0 5 3 3 4 2 5 9 13 11 5 3 4 6 6
15 Worm 72 70 35 4 18 19 45 35 1 10 10 1 11 10 5 1 3 9 11 3 5 2
16 Antman 28 20 41 3 13 8 25 0 3 4 3 1 8 4 1 2 1 2 3 2 3 3
17 Muncher 180 8 150 4 1 16 28 20 2 3 4 1 13 15 9 1 4 0 0 2 1 1
18 Knight 140 60 70 4 14 6 105 0 5 0 0 1 15 15 10 7 10 15 15 3 4 1
19 Zytaz 15 33 65 5 5 18 61 0 8 5 2 3 7 7 12 10 6 5 15 7 1 1
20 Water 75 144 50 3 25 25 66 0 1 8 3 1 9 7 6 7 7 10 14 5 4 3
21 Oitu 33 77 60 4 7 15 130 0 2 9 5 1 10 6 9 6 9 5 8 4 2 2
22 Demon 68 100 75 3 10 14 100 0 4 4 3 4 9 15 13 1 13 5 10 4 2 1
23 L.Chaos 255 180 130 5 12 22 210 0 9 6 3 6 7 3 15 15 15 11 15 4 6 5
24 Dragon 110 255 70 4 13 28 255 0 5* 4 6 2 12 7 15 1 13 12 6 5 4 4
25 L.Order 255 180 130 5 12 22 210 0 9 6 3 6 7 3 15 15 15 11 15 4 6 5
26 G.Lord 255 180 130 5 12 22 210 0 9 6 3 6 7 3 15 15 15 11 15 4 6 5
ARM - armour (0-255)
- The defense value of the monster.
B.H - base health (0-255)
- How much health a monster has when created via a monster generator actuator.
Hpr - hit probability (0-255)
- The base value for calculating whether or not a monster's attack hits or misses.
A - attack type:
1: Damage is modified by victim's anti-fire value,
2: The armor of the victim is halved when calculating damage (never used in original game, however can be used in custom games),
3: "Ordinary" attack,
4: Deals piercing damage (see armor editor),
5: Damage is modified by victim's anti-magic value,
6: Damage is modified by victim's wisdom value.
Msp - move speed (0-255)
- The minimum amount of time required to pass before a monster can move again.
Asp - attack speed (0-255)
- The minimum amount of time required to pass before a monster can attack again.
STR - strenght (0-255)
- The base value for how much damage the monster inflicts.
POI - poison (0-255)
- The amount of poison inflicted when the monster successfully hits a character.
SR - sightrange (0-15)
- How far the monster can see, used in AI calculations.
X1 - unknown/unused 1 (0-15)
- Unused/unknown (0-15)
AW - awareness (0-15)
- How far the monster can automatically detect the player and persue them.
CR - spell casting range (0-15)
- How far the monster can be to attack from a distance (cast spells).
X2 - unknown/unused 2 (0-15)
- Unused/unknown
BR - bravery (0-15)
- The monsters resistance to warcry/blow horn/brandish/etc.
SK - skill (0-15)
- The base value of experience that the monster gives.
TL - teleport (0-15)
- Not sure exactly, but when set to 15, allows the monster to "teleport" a few squares away (i.e. lord chaos).
X3 - unknown/unused 3 (0-15)
- Unused/unknown
MR - magic resistance (0-15)
- The resistance to magical spells/effects, 15 = immune.
PR - poison resistance (0-15)
- The resistance to poison effects (poison cloud/bolt), 15 = immune.
AL - attack lenght (0-15)
- Amount of time to display attack graphic.
SS - status speed (0-15)
- Probability of L/R mirroring and changing its X/Y shiftgroup in the same monster status (front), 15 = never changes L/R and X/Y.
ST - attack status speed (0-15)
- Probability of L/R mirroring and changing its X/Y shiftgroup in the same monster status (attack), 15 = never changes L/R and X/Y.
* - for CSB; in DM dragon spellrange is different
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ID NAME AAS PBR AEP LEV NMT 1/4 1/2 DRI APR CSI CSD ATF
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00 Scorpion . . . . . # . . # . . .
01 Slime . . . . . # . . # . . .
02 Giggler . . # . . . # . # . . .
03 Eye # . # # . # . . # . . .
04 Hound . . . . . . # # # . . .
05 Ruster . . . . . # # . # . . .
06 Screamer # # . . . . # # # . . .
07 Rocks . . . . . . # # . . . .
08 Rive # . # . # . . . . # # .
09 Golem . . . . . # . # . . . .
10 Mummy . . . . . # . . # . # .
11 Flame # . . . # # . . . # # .
12 Skeleton . . . . . # . # . . # .
13 Coualt . . . # . # . . # . # .
14 Vexirk . # # # . # # . # . . #
15 Worm . . . . . # # # . . . .
16 Antman . . . . . # . # # . . .
17 Muncher . . . # . # . . # . . .
18 Knight . . . . . # . # . . . .
19 Zytaz . . . # # . . . . . . #
20 Water # # # . # # . . . . # .
21 Oitu . . . . . # . . . . . .
22 Demon . . . . . # . . # . # .
23 L.Chaos . # . # . # . . . # # #
24 Dragon . # . . . # . # # . . .
25 L.Order . # . # . # . . . # # #
26 G.Lord . # . # . # . . . # # #
AAS - can attack from all sides
- Monster can attack from front, back and side positions.
PBR - prefer back row
- Monsters that have this flag set will tend to hang back in the back row, whereas other monsters will step up to the front row when the party is near and they want to attack.
AEP - attack every position
- This flag allow monster to attack character on every possible position (NE, NW, SE, SW). <note: if If PBR and AEP flags are not set, or a 25% chance regardless, monster move to the front>.
LEV - levitates
- The monster will not fall through open pits.
NMT - nonmaterial
1. Non material monster ignores (walks through) every kind of closed doors (including RA doors).
2. Non material monster can be hit only by vorpal/disrupt.
3. All items and projectiles (except dispell) pass through the monster.
1/4 - short 1
- Adds 1/4 to door animation goes farther under a creature
1/2 - short 2
- Adds 1/2 to door animation goes farther under a creature
DRI - drops items
- The monster will drop a preset list of items, specified in the monster drop editor.
APR - absorb projectiles
- When hit by any item, the monster has a chance to automatically carry the item until death.
CSI - can see invicible
- The monster can see the party when under the affect of the Invisibility spell.
CSD - can see in darkness
- The monster's visibility is unaffected by the light level of the dungeon (In darkness, monster's sightrange is normally lowered)
ATF - antitelefraglismness
If a monster is moving to a square with an active teleporter that teleports monsters and the destination does not allow that kind of monster then it prevents the monster from entering the teleporter.
Note: Antitelefraglismness is not really a flag; it`s a 0-15 value,
but in fact it`s used as being a flag (values over 10 means it`s on, below - it`s off).