> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/data/monster/monsterskill/monsterskill.md).

# MonsterSkill

<mark style="color:green;">Associates a monster class with the "skill kits" (</mark><mark style="color:green;">`MonsterSkillUnit.txt`</mark><mark style="color:green;">) it can use, with each kit tied to a specific trigger condition.</mark>

| Column         | Accepted Values                                                      | Description                                                                                                          |
| -------------- | -------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| Monster        | Monster class number                                                 | Specifies which monster this row applies to.                                                                         |
| Name           | Text enclosed in quotes                                              | Present in the file, but **not read by the server**—it is effectively a dead column used only for visual annotation. |
| Type1 – Type10 | Number, or `*`                                                       | Trigger code that determines when the corresponding `UnitN` is used. `*` = empty slot.                               |
| Unit1 – Unit10 | Number corresponding to an `Index` in `MonsterSkillUnit.txt`, or `*` | Skill kit used for this trigger. `*` = empty slot.                                                                   |

### <mark style="color:yellow;">Notes</mark>

* The `Name` column exists in the file, but the server skips it during loading—changing its text has no effect whatsoever in-game.
* A monster can have up to 10 trigger/skill combinations simultaneously (`Type1`/`Unit1` through `Type10`/`Unit10`). Multiple slots may use the same `Type`; in that case, the server randomly selects one of the `Unit` entries that share that trigger.
