Examining Monster.dat

11/18/2006 20:21 ugotworms#1
//Interpreting Monster.dat

Here are my interpretations thus far on analyzing monster.dat

AxDemonLvl82 in Monster.Dat

00 00 00 00 A8 13 00 00 41 78 44 65 6D 6F 6E 4C|A8=(dec)168=ID|13=(dec)19=Map|41..
76 6C 38 32 00 00 00 00 03 00 00 00 FF 00 00 00|..32=AxDemonLvl82|03=(dec)3=?|FF=(dec)255=Size
FF FF 00 00 52 00 00 00 00 00 00 00 00 00 00 00|FF FF=(dec)65535=? |52=(dec)82=monster level
64 00 00 00 00 00 00 00 00 00 00 00 4E 55 4C 4C|64=(dec)100=?|4E 55 4C 4C="NULL"=??

AxDemonLvl83 in Monster.Dat

00 00 00 00 A9 13 00 00 41 78 44 65 6D 6F 6E 4C|A9=(dec)169=ID|13=(dec)19=Map|41..
76 6C 38 33 00 00 00 00 03 00 00 00 FF 00 00 00|..33=AxDemonLvl83|03=(dec)3=?|FF=(dec)255=Size
FF FF 00 00 53 00 00 00 00 00 00 00 00 00 00 00|FF FF=(dec)65535=?|53=(dec)83=monster level
64 00 00 00 00 00 00 00 00 00 00 00 4E 55 4C 4C|64=(dec)100=?|4E 55 4C 4C="NULL"=??

The entries followed each other in the file, so I think the first two bytes are an identifier for the

monster, maybe we can switch some up? Notice A8 then A9.
The next two bytes were the same for all monsters that shared the same map, leading me to believe its a

variable defining which map the monster is on (in this case 13).

The next 32 bytes are reserved for the monsters name that appears over their head. Following that we have 4

4-byte blocks with data.The first I don't know what it is, the second block I believe is the size of the

monster, the next block with the FFFF value I don't know what that is but its shared by all.., and the next

block is the monsters level in hex. Then we have two empty 4-byte blocks, then a 4-byte block with value 64 =

100 in decimal, shared by all, don't know purpose, then two empty 4-byte blocks, then a 4-byte block with

NULL in it.


Maybe some modifications could actually prove useful besides just changing monster size? Will be testing

more..



*EDIT* i believe the monster.dat i used isnt the original but one of the hacked ones from this site*
11/19/2006 07:11 ugotworms#2
the NULL string I found is actually a reference to 3deffect.ini, in other entries i noticed noconfirm092, checking 3deffect.ini there was an entry for that effect... I wonder what may happen when I add noconfirm092 to standard monsters (as it was found on boss monsters monsters.dat entry)?