Sorry, missed this one. I will explain structure of monster.dat - see if you can figure out how it can be edited. You will need either a HEX editor and some knowledge how numbers are written in file, or some programming skills.
So, monster.dat starts with unsigned integer (4 bytes long) indicating total number of "monsters" written in file. After that monster information follows. Each record is 312 bytes long consisting of following (I don't have time to decipher all of it, just parts you need to know) :
DWORD (4 bytes) - type ID
CHAR[15] (15 bytes) - type name
Then 5 bytes of something - I expect it points to either face or monster texture and something else, doesn't matter.
And then comes what interests you - the scale factor. I suppose it is 2 byte, judging by really big bosses (e.g. Morzak - Abyssal palace boss - has value 00 A0 = 40960).
Remember - 100 is normal size, the bigger the number, the larger monster is.
So, let's look through part of file:
D3 07 00 00 47 72 65 65 6E 44 65 76 69 6C 4C 76 6C 31 38 00 03 00 00 00 96 00 00 00 B0 31 00 00 12 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00 18 00 00 00 00 00 00 00 6E 6F 63 6F 6E 66 69 72 6D 30 39 32 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4E 55 4C 4C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
I coloured parts described before:
D3 07 00 00 - type ID = 2003
47 72 65 65 6E 44 65 76 69 6C 4C 76 6C 31 38 - monster name = GreenDevilLvl18
96 00 - the scale factor = 150
P.S. While checking through latest (up to patch 1135) monster.dat, I can now explain why normally level 62 and 63 Ghost bosses in DarkMarsh are so tiny - because the scale is set to 20.
P.P.S A friendly warning from me - please note, the normal size not always is 100. It is the scale factor to defined monster model. E.g., factor for normal spiders is 60, for queen it is 160. So, if you edit the file, adjust boss sizes relatively to the default size.
P.P.S.S And 2nd friendly warning - although there are a lot more things you can change in that file (like, HP for sure, not so sure about defence, damage and dodge), I would definately advise not to do that, because those values ar stored on server too. If in latest server version TQ are checking the damage dealt reported by client vs damage you *should* deal, you will get botjailed or even banned. I checked through very old server source put somehwere in here (5 years old), already then the speedhack checking was coded - the only reason ppl were not banned because of that, was the fact TQ didn't give a shit - newest version has a lot more of checks, I know it because, *khe* *khe* I helped to provide proofs of some memory editing to TQ.
However - the file structure I described before might be incorrect. This is what I could figure out in 30 minutes. Backup the file and try it out first.
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