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Monster sounds / effectsound.txt

Discussion on Monster sounds / effectsound.txt within the SRO PServer Questions & Answers forum part of the SRO Private Server category.

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Monster sounds / effectsound.txt

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:


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:


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:


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.


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.
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Old 01/31/2023, 17:15   #2
 
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Take a look at the ResourceTypeName column of skilleffect.txt in the characterInfo section.
Code:
MOB_CH_MANGNYANG	MOB_MANGNYANG	1.5	none	none	res\mob\common\mangnyang_die.bsr	none	none	0,10,-6	hit_2_redblood	none	0	0			
MOB_CH_BIGEYEGHOST	MOB_BIGEYEGHOST	1.6	none	none	none	none	none	0,9.1,-5	hit_2_greenblood	none	0	0			
MOB_CH_BIGEYEGHOST_CLON	MOB_BIGEYEGHOST	1.6	none	none	none	none	none	0,9.1,-5	hit_2_greenblood	none	0	0			
...
MOB_AM_CRAB	MOB_AM_CRAB	2.2	none	none	none	none	none	0,13,-10	hit_2_greenblood	none	0	0			
MOB_AM_CRAB_CLON	MOB_AM_CRAB	2.2	none	none	none	none	none	0,13,-10	hit_2_greenblood	none	0	0
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Old 01/31/2023, 18:15   #3
 
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Thank you! That was the missing piece. I've added the missing entry and the sound works perfectly fine now.
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