Matrix™ Emulator
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CustomMonster.txt

In this file it is possible to create exclusive options for a given monster.

Monster = This is the mix index, it must be the same as the Mix.bmd HeadCode, starting from 180. MapNumber = Map number on which the monster will receive this configuration, use -1 map on any map. MaxLife = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If MaxLife in Monster.txt is 10000, and you set MaxLife to 50, MaxLife will be 50% of 10000, resulting in 5000. DamageMin = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If DamageMin in Monster.txt is 10000, and you set DamageMin to 50, DamageMin will be 50% of 10000, resulting in 5000. DamageMax = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If DamageMax in Monster.txt is 10000, and you set DamageMax to 50, DamageMax will be 50% of 10000, resulting in 5000. Defense = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If Defense in Monster.txt is 10000, and you set Defense to 50, Defense will be 50% of 10000, resulting in 5000. AttackRate = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If AttackRate in Monster.txt is 10000, and you set AttackRate to 50, AttackRate will be 50% of 10000, resulting in 5000. DefenseRate = Percentage of the value configured in Monster.txt, follow the example below to understand or use -1 to use the original value. If DefenseRate in Monster.txt is 10000, and you set DefenseRate to 50, DefenseRate will be 50% of 10000, resulting in 5000. ExperienceRate = Percentage of the value configured in Common.dat, follow the example below to understand or use -1 to use the original value. If ExperienceRate in Common.dat is 200, and you set ExperienceRate to 1000, ExperienceRate will be 1000% of 200, resulting in 2000. KillMessage = Message when defeating the monster, configure the 3 Message.txt languages, fill in the line number or -1 to ignore this configuration. InfoMessage = Message when defeating the monster, this message has 2 information parameters RewardValue1 and RewardValue2, configure the 3 Message.txt languages, fill in the line number or -1 to ignore this configuration. RewardValue1 = First value to be awarded to the player who defeated the monster, can be configured in the "WZ_CustomMonsterReward" procedure. RewardValue2 = Second value to be awarded to the player who defeated the monster, can be configured in the "WZ_CustomMonsterReward" procedure.

RewardValue3 = Second value to be awarded to the player who defeated the monster, can be configured in the "WZ_CustomMonsterReward" procedure. SummonMonster = Monster that will be summoned "Called" when defeating the configured monster, use -1 to ignore this setting. SummonMonsterCount = Number of monsters to be summoned, use -1 to ignore this setting. SummonMonsterRate = Chances of success of summoning the monster, use -1 to ignore this setting.

Last updated 7 months ago

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