mob_db: (
// Mobs Database
//
/******************************************************************************
************* Entry structure ************************************************
******************************************************************************
{
// =================== Mandatory fields ===============================
Id: ID (int)
SpriteName: "SPRITE_NAME" (string)
Name: "Mob name" (string)
// =================== Optional fields ================================
JName: "Mob name" (string)
Lv: level (int, defaults to 1)
Hp: health (int, defaults to 1)
Sp: mana (int, defaults to 0)
Exp: basic experience (int, defaults to 0)
JExp: job experience (int, defaults to 0)
AttackRange: attack range (int, defaults to 1)
Attack: [attack1, attack2] (int, defaults to 0)
Def: defence (int, defaults to 0)
Mdef: magic defence (int, defaults to 0)
Stats: {
Str: strength (int, defaults to 0)
Agi: agility (int, defaults to 0)
Vit: vitality (int, defaults to 0)
Int: intelligence (int, defaults to 0)
Dex: dexterity (int, defaults to 0)
Luk: luck (int, defaults to 0)
}
ViewRange: view range (int, defaults to 1)
ChaseRange: chase range (int, defaults to 1)
Size: size (int, defaults to 1)
Race: race (int, defaults to 0)
Element: (type, level)
Mode: {
CanMove: true/false (bool)
Looter: true/false (bool)
Aggressive: true/false (bool)
Assist: true/false (bool)
CastSensorIdle:true/false (bool)
Boss: true/false (bool)
Plant: true/false (bool)
CanAttack: true/false (bool)
Detector: true/false (bool)
CastSensorChase: true/false (bool)
ChangeChase: true/false (bool)
Angry: true/false (bool)
ChangeTargetMelee: true/false (bool)
ChangeTargetChase: true/false (bool)
TargetWeak: true/false (bool)
}
MoveSpeed: move speed (int, defaults to 0)
AttackDelay: attack delay (int, defaults to 4000)
AttackMotion: attack motion (int, defaults to 2000)
DamageMotion: damage motion (int, defaults to 0)
MvpExp: mvp experience (int, defaults to 0)
MvpDrops: {
AegisName: chance (string: int)
// ...
}
Drops: {
AegisName: chance (string: int)
// or
AegisName: (chance, "Option Drop Group")
// ...
}
DamageTakenRate: damage taken rate (int, defaults to 100)
},
******************************************************************************/
)