Hello everyone,
I was wondering if anyone knows how the effectsound.txt is working, since there occurs some weird behaviour to me. First of all I'm not really certain how the entries are linked to the specific monster.
Let's have a look at "Big eyed ghost" as an example, the entries are as followed:
// 대안귀(소안귀)
MOB_BIGEYEGHOST VOC_MOAN - NORMAL - - 0 monster\ cm_Beye_moan1.wav 80 일반데미지 신음
MOB_BIGEYEGHOST VOC_MOAN - CRITYCAL - - 0 monster\ cm_Beye_moan2_a.wav 80 크리티컬데미지 신음#1
MOB_BIGEYEGHOST VOC_MOAN - CRITYCAL - - 0 monster\ cm_Beye_moan2_b.wav 80 크리티컬데미지 신음#2
MOB_BIGEYEGHOST VOC_DEATH - - - - 0 monster\ cm_Beye_die_a.wav 80 죽을 때 비명음#1
MOB_BIGEYEGHOST VOC_DEATH - - - - 0 monster\ cm_Beye_die_b.wav 80 죽을 때 비명음#2
MOB_BIGEYEGHOST SND_DEATH - - - - 0 monster\ cm_Beye_thud.wav 80 죽을 때 땅에 넘어지는 효과음
MOB_BIGEYEGHOST SND_WALK1 - - - - 0 monster\ cm_Beye_walk.wav 80 걸음소리
MOB_BIGEYEGHOST SND_RUN1 - - - - 0 monster\ cm_Beye_walk.wav 80 뛰는소리
MOB_BIGEYEGHOST SND_SWING1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 player\ batTSwordSwing1.wav 80 소안귀 주먹휘두르기 - 스윙음
MOB_BIGEYEGHOST VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 monster\ cm_Beye_shout_a.wav 80 소안귀 기합소리#1
MOB_BIGEYEGHOST VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 monster\ cm_Beye_shout_b.wav 80 소안귀 기합소리#2
MOB_BIGEYEGHOST SND_DMG MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 player\ batPunchHit1N.wav 80 소안귀 주먹휘두르기 - 타격음
MOB_BIGEYEGHOST SND_SWING1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 player\ batTSwordSwing2.wav 80 대안귀 주먹 내리치기 - 스윙음
MOB_BIGEYEGHOST VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 monster\ cm_Beye_shout_a.wav 80 대안귀 기합소리#1
MOB_BIGEYEGHOST VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 monster\ cm_Beye_shout_b.wav 80 대안귀 기합소리#2
MOB_BIGEYEGHOST SND_DMG MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 player\ batPunchHit1A.wav 80 대안귀 주먹 내리치기 - 타격음
It's kinda obvious when a specific soundfile is played. However, the "CodeName" is kinda confusing since it does not match the DB nor the characterdata_5000.txt entry. Generally all monsters in effectsound.txt are missing they're region prefix (CH, WC, OA, KT, KK), so I'm wondering how "MOB_BIGEYEGHOST" is linked to "MOB_CH_BIGEYEGHOST". This naming convention changes at donwhang cave monsters and EU monsters from where on the region prefix (DH, EU, AM, ....) is attached again.
I thought maybe it's this way because the other mobs are older and part of the "base game" and they may have a different implementation. However, this doesn't really makes sense to me since I added a new monster based of the BIGEYEGHOST. The effectsound entries are as followed:
// 대안귀(소안귀)
MOB_BIGEYEGHOST_EVIL VOC_MOAN - NORMAL - - 0 monster\ cm_Beye_moan1.wav 80 일반데미지 신음
MOB_BIGEYEGHOST_EVIL VOC_MOAN - CRITYCAL - - 0 monster\ cm_Beye_moan2_a.wav 80 크리티컬데미지 신음#1
MOB_BIGEYEGHOST_EVIL VOC_MOAN - CRITYCAL - - 0 monster\ cm_Beye_moan2_b.wav 80 크리티컬데미지 신음#2
MOB_BIGEYEGHOST_EVIL VOC_DEATH - - - - 0 monster\ cm_Beye_die_a.wav 80 죽을 때 비명음#1
MOB_BIGEYEGHOST_EVIL VOC_DEATH - - - - 0 monster\ cm_Beye_die_b.wav 80 죽을 때 비명음#2
MOB_BIGEYEGHOST_EVIL SND_DEATH - - - - 0 monster\ cm_Beye_thud.wav 80 죽을 때 땅에 넘어지는 효과음
MOB_BIGEYEGHOST_EVIL SND_WALK1 - - - - 0 monster\ cm_Beye_walk.wav 80 걸음소리
MOB_BIGEYEGHOST_EVIL SND_RUN1 - - - - 0 monster\ cm_Beye_walk.wav 80 뛰는소리
MOB_BIGEYEGHOST_EVIL SND_SWING1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 player\ batTSwordSwing1.wav 80 소안귀 주먹휘두르기 - 스윙음
MOB_BIGEYEGHOST_EVIL VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 monster\ cm_Beye_shout_a.wav 80 소안귀 기합소리#1
MOB_BIGEYEGHOST_EVIL VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 monster\ cm_Beye_shout_b.wav 80 소안귀 기합소리#2
MOB_BIGEYEGHOST_EVIL SND_DMG MSKILL_CH_BIGEYEGHOST_CLON_ATTACK01 - - - 0 player\ batPunchHit1N.wav 80 소안귀 주먹휘두르기 - 타격음
MOB_BIGEYEGHOST_EVIL SND_SWING1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 player\ batTSwordSwing2.wav 80 대안귀 주먹 내리치기 - 스윙음
MOB_BIGEYEGHOST_EVIL VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 monster\ cm_Beye_shout_a.wav 80 대안귀 기합소리#1
MOB_BIGEYEGHOST_EVIL VOC_SHOUT1 MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 monster\ cm_Beye_shout_b.wav 80 대안귀 기합소리#2
MOB_BIGEYEGHOST_EVIL SND_DMG MSKILL_CH_BIGEYEGHOST_ATTACK02 - - - 0 player\ batPunchHit1A.wav 80 대안귀 주먹 내리치기 - 타격음
The sound works perfectly well and the pattern is exactly the same. There is no link to the DB or characterdata Codename, the actual DB codename is "MOB_CH_BIGEYEGHOST_EVIL".
So far so good. But now I wanted to add another monster which is a copy of the "Crab" monster. First let's have a look at the crab effectsound entries:
// 크랩(메갈로파)
MOB_AM_CRAB VOC_MOAN - NORMAL - - 0 AM_Mob\ am_crab_moan1.wav 100 일반데미지 신음
MOB_AM_CRAB VOC_MOAN - CRITYCAL - - 0 AM_Mob\ am_crab_moan2.wav 100 크리티컬데미지 신음
MOB_AM_CRAB VOC_DEATH - - - - 0 AM_Mob\ am_crab_die.wav 100 죽을 때 비명음
MOB_AM_CRAB SND_DEATH - - - - 0 monster\ wcm_DBug_thud.wav 100 죽을 때 땅에 넘어지는 효과음
MOB_AM_CRAB SND_SWING1 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 player\ batAxeSwing1.wav 100 메갈로파 한손 집게공격스윙
MOB_AM_CRAB SND_SWING2 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 메갈로파 한손 집게공격집게소리
MOB_AM_CRAB VOC_SHOUT1 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 메갈로파 한손 집게공격 기합
MOB_AM_CRAB SND_DMG MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 player\ batAxeHit2B.wav 100 메갈로파 한손 집게공격 타격
MOB_AM_CRAB SND_SHOUT1 MSKILL_AM_CRAB_CLON_ATTACK02 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 메갈로파 땅찍기 범위공격 스윙
MOB_AM_CRAB SND_SWING1 MSKILL_AM_CRAB_CLON_ATTACK02 - - - 0 monster\ Wcm_DH_Meang_Skill2_H.wav 100 메갈로파 땅찍기 범위공격 땅소리
MOB_AM_CRAB SND_SWING1 MSKILL_AM_CRAB_ATTACK01 - - - 0 player\ batAxeSwing1.wav 100 크랩 한손 집게공격 스윙
MOB_AM_CRAB SND_SWING2 MSKILL_AM_CRAB_ATTACK01 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 크랩 한손 집게공격집게소리
MOB_AM_CRAB VOC_SHOUT1 MSKILL_AM_CRAB_ATTACK01 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 크랩 한손 집게공격 기합
MOB_AM_CRAB SND_DMG MSKILL_AM_CRAB_ATTACK01 - - - 0 player\ batAxeHit2B.wav 100 크랩 한손 집게공격 타격
MOB_AM_CRAB SND_SWING2 MSKILL_AM_CRAB_ATTACK03 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 크랩 3단 집게공격 집게소리
MOB_AM_CRAB VOC_SHOUT1 MSKILL_AM_CRAB_ATTACK03 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 크랩 3단 집게공격 기합
These entries contain the region prefix (AM) as I stated earlier. The sounds in-game work perfectly well. Now I created another new monster which is a copy of the "Crab" monster and added the effectsound entries in the same way.
// 크랩(메갈로파)
MOB_AM_CRAB_BOSS VOC_MOAN - NORMAL - - 0 AM_Mob\ am_crab_moan1.wav 100 일반데미지 신음
MOB_AM_CRAB_BOSS VOC_MOAN - CRITYCAL - - 0 AM_Mob\ am_crab_moan2.wav 100 크리티컬데미지 신음
MOB_AM_CRAB_BOSS VOC_DEATH - - - - 0 AM_Mob\ am_crab_die.wav 100 죽을 때 비명음
MOB_AM_CRAB_BOSS SND_DEATH - - - - 0 monster\ wcm_DBug_thud.wav 100 죽을 때 땅에 넘어지는 효과음
MOB_AM_CRAB_BOSS SND_SWING1 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 player\ batAxeSwing1.wav 100 메갈로파 한손 집게공격스윙
MOB_AM_CRAB_BOSS SND_SWING2 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 메갈로파 한손 집게공격집게소리
MOB_AM_CRAB_BOSS VOC_SHOUT1 MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 메갈로파 한손 집게공격 기합
MOB_AM_CRAB_BOSS SND_DMG MSKILL_AM_CRAB_CLON_ATTACK01 - - - 0 player\ batAxeHit2B.wav 100 메갈로파 한손 집게공격 타격
MOB_AM_CRAB_BOSS SND_SHOUT1 MSKILL_AM_CRAB_CLON_ATTACK02 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 메갈로파 땅찍기 범위공격 스윙
MOB_AM_CRAB_BOSS SND_SWING1 MSKILL_AM_CRAB_CLON_ATTACK02 - - - 0 monster\ Wcm_DH_Meang_Skill2_H.wav 100 메갈로파 땅찍기 범위공격 땅소리
MOB_AM_CRAB_BOSS SND_SWING1 MSKILL_AM_CRAB_ATTACK01 - - - 0 player\ batAxeSwing1.wav 100 크랩 한손 집게공격 스윙
MOB_AM_CRAB_BOSS SND_SWING2 MSKILL_AM_CRAB_ATTACK01 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 크랩 한손 집게공격집게소리
MOB_AM_CRAB_BOSS VOC_SHOUT1 MSKILL_AM_CRAB_ATTACK01 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 크랩 한손 집게공격 기합
MOB_AM_CRAB_BOSS SND_DMG MSKILL_AM_CRAB_ATTACK01 - - - 0 player\ batAxeHit2B.wav 100 크랩 한손 집게공격 타격
MOB_AM_CRAB_BOSS SND_SWING2 MSKILL_AM_CRAB_ATTACK03 - - - 0 AM_Mob\ Am_Crab_Tongs.wav 100 크랩 3단 집게공격 집게소리
MOB_AM_CRAB_BOSS VOC_SHOUT1 MSKILL_AM_CRAB_ATTACK03 - - - 0 AM_Mob\ am_crab_Shout1.wav 100 크랩 3단 집게공격 기합
However, this entries don't work. When I hit the monster in-game it plays sounds like you'd hit a player, which is something as a "placeholder" sound I guess? The sounds also didn't work when I removed the region prefix (AM) and they also do not work when I replace the codename of "MOB_AM_CRAB" with "MOB_AM_CRAB_BOSS". This only leads into crab monster not doing any sound at all (which kinda falsify my "placeholder" sound theory) and "MOB_AM_CRAB_BOSS" still giving me "player sounds".
I don't have any idea what I'm missing or where I made a mistake. I'd be really grateful if someone could enlight me.