------------------------------------------------- MN2x: ------------------------------------------------- Monsters files are available as plain ASCII (i just had to convert them from Applescii). There 10 of them containing each 8 monsters description (for a total of 80 unique monsters then), an entry is referenced like this: MonsterFile = int(Monster / 8) MonsterEntry = Monster - 8 * MonsterFile each entry contains 5 items & the structure goes like this: - Name - Armor - Physical damages booster Damages are calculated like this: int(rnd(1) ^ .5 * Booster) - Monster level, that level is added to the general level of the bunch of monsters and GlobLevel = GlobLevel + Level GlobLevel = GlobLevel / (MonstersTypeInBunch + 1) It may be some sort of Courage level. - Experience earned for killing (not entirely sure) - Magic user (percentage of chance that the monster will use magic) - Spell 1 - Spell 2 - Spell 3 - Hit points (amount of damage a monster can take) are calculated from this value: (.5 + rnd(1)) * Value + .5 - Max magic points - 50% chance that the next monster will be one with this index - 50% chance that the next monster will be one with this index - Scale factor for drawing - Color used for drawing - When <= -11 it's used to describe a pluto's minion (the value is substracted from -10 to obtain the bit number used to enumerate the collected amulets if the minion is defeated) Note: "PLUTO'S ICE DRAGON" isn't a minion so there's 8 of them. When is >= -10 it's used to modify the level friendliness of the monsters (how they greet back & how they have mercy). Note: the friendliness value isn't resetted anywhere so it becomes more & more difficult as long as the party remains in the wild or in a dungeon level (The value is increased by 15 with a CHARM spell). - Percentage of chance that this monster will be accompagnied (the higher the value the more chance this monster won't be alone) - Dexterity - Amount of gold carried by the monster - Maximum of this kind of monster appearing in an encounter (from 1 to 6) - Vertical start position of the monster - Item 1 carried by the monster: 0 if nothing is carried. Item number is calculated like this: Item = (MonsterItem + 3 - rnd(1) * 5) and displayed with a general list: monsters_items_list((Item - 1) / 20) it's stored in a temporary place in memory and added to party items when visiting the next town. List of carried items description: SHIELD ARMOR WEAPON GOOD WEAPON MAGIC WEAPON POTION SCROLL TREASURE GOOD TREASURE - Item 2 (ditto) - Accuracy - Picture