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Proto Editors

Metin2 Mob Proto Editor

Edit Metin2 mob_proto.txt online with a full table editor. Smart dropdowns for type, rank, battle type, resist sliders, immune flags — export to TXT or SQL instantly.

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How to Use Metin2 Mob Proto Editor

  1. Upload your mob_proto.txt file or paste the tab-separated content into the import area and click "Load".
  2. Use the search bar to find a mob by name or VNUM — with thousands of mobs, search is essential.
  3. Click any cell to edit. Type, rank, battle_type, and flag columns show smart dropdowns. Resistance columns accept 0–100 numeric input.
  4. Use the "Stats" view to see a mob summary card: level, HP, damage, defense, EXP, gold — useful for quick comparisons.
  5. Add new rows with the "Add Row" button. Duplicate a row to create a variant mob with similar stats.
  6. Export as TXT (Metin2-format tab-separated) or SQL (INSERT INTO statements) when done.

About Metin2 Mob Proto Editor

The Metin2 Mob Proto Editor gives private server admins a clean browser-based interface for editing mob_proto.txt — the file that defines every monster, NPC, boss, and stone in the game. Mob balancing is a constant task on any active server, and doing it in raw text or raw SQL is slow and error-prone. This editor makes it fast.

What mob_proto contains: Each row in mob_proto.txt defines a single mob with ~50 columns: VNUM, name, type (MONSTER/NPC/STONE/WARP), rank (PAWN through KING), combat type (MELEE/RANGE/MAGIC), level, base stats (STR/DEX/CON/INT), HP, damage range, defense, EXP, gold drop range, attack and move speeds, AI flags, elemental resistances (fire, electric, magic, wind, poison), weapon type resistances (sword, dagger, bow, etc.), immune flags, skills (vnum + level for up to 5 skills), and special ability HP thresholds (berserk, stoneskin, godspeed, deathblow, revive).

Smart UI for complex fields: Type, rank, and battle_type show named dropdowns instead of raw strings. AI flags appear as labeled checkboxes (aggressive, berserk, coward, etc.). Resistance columns use 0–100 numeric inputs with a visual color indicator (green = low resistance, red = high resistance). Immune flags (stun, slow, curse, etc.) are shown as checkboxes. Skill vnums resolve to names when known.

Validation: Duplicate VNUMs are flagged. Out-of-range values (e.g. HP of 0 or negative defense) are highlighted. Row count is always shown.

Common balancing tasks: Adjust mob level and scale HP/damage/defense proportionally, change aggro range, tweak EXP and gold drops for economy balance, add elemental resistances to make a boss harder, set a mob's resurrection VNUM to make it spawn another mob on death.

Common Use Cases

Scaling mob stats (HP, damage, defense, EXP) for custom level zones
Adding elemental resistances to boss mobs to make them more challenging
Creating new NPC types by duplicating and modifying existing mob entries
Adjusting gold and EXP yields across all mobs in a level range for economy balance
Setting aggressive sight radius and attack range for dungeon mob design
Configuring boss special abilities (berserk threshold, stoneskin HP%) for raid content

Frequently Asked Questions

What is the rank field in mob_proto and how does it affect gameplay?

Rank determines the mob's tier: PAWN (normal mob), S_PAWN (strong normal), KNIGHT (mini-boss tier), S_KNIGHT (strong mini-boss), BOSS (boss), KING (world boss). Higher rank mobs get bonus HP and damage multipliers from the game engine, and boss/king rank mobs trigger different loot rules in mob_drop_item.txt.

How do the resist_ columns work?

Resistance values in mob_proto are percentages of damage reduction. resist_fire = 50 means the mob takes 50% less fire damage. Values can go above 100 (which means the mob heals from that damage type) or be negative (extra vulnerability). The editor clamps display at 0–100 but accepts values outside this range for advanced use.

What is the resurrection_vnum field?

When a mob with a resurrection_vnum set dies, it spawns the mob with that VNUM at its location. This is used for multi-stage bosses (phase 1 boss → phase 2 boss on death) or for mobs that spawn adds when killed.

What does the aggressive_hp_pct field control?

This sets the HP percentage at which a previously passive mob becomes aggressive. For example, setting it to 50 means the mob will start attacking players once it drops below 50% HP, even if it was non-aggressive before. Set to 0 to disable.

Can I edit NPC mobs here too, not just monsters?

Yes. All mob types are stored in mob_proto — monsters, NPCs, warp gates, stones, and special objects. Filter by type using the search bar or the Type dropdown filter to show only NPCs or only MONSTERs.

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