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//===== Hercules Documentation ===============================
//= Monster Database
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20170311
//===== Description: =========================================
//= Explanation of the mob_db.conf file and structure.
//============================================================

mob_db: (
{
	// ================ 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                            (string, defaults to "Size_Medium")
	Race: race                            (string, defaults to "RC_Formless")
	Element: (type, level)
	Mode: {
		CanMove: true/false           (bool, defaults to false)
		Looter: true/false            (bool, defaults to false)
		Aggressive: true/false        (bool, defaults to false)
		Assist: true/false            (bool, defaults to false)
		CastSensorIdle:true/false     (bool, defaults to false)
		Boss: true/false              (bool, defaults to false)
		Plant: true/false             (bool, defaults to false)
		CanAttack: true/false         (bool, defaults to false)
		Detector: true/false          (bool, defaults to false)
		CastSensorChase: true/false   (bool, defaults to false)
		ChangeChase: true/false       (bool, defaults to false)
		Angry: true/false             (bool, defaults to false)
		ChangeTargetMelee: true/false (bool, defaults to false)
		ChangeTargetChase: true/false (bool, defaults to false)
		TargetWeak: true/false        (bool, defaults to false)
		NoKnockback: true/false       (bool, defaults to false)
	}
	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)
        // or
		AegisName: (chance, "Option Drop Group")
		// ...
	}
	Drops: {
		AegisName: chance             (string: int)
		// or
		AegisName: (chance, "Option Drop Group")
		// ...
	}
  DamageTakenRate: damage taken rate    (int, defaults to 100)
  ViewData: {
    SpriteId: sprite id              (int, defaults to Id)
    WeaponId: weapon id              (int, defaults to 0)
    ShieldId: shield id              (int, defaults to 0)
    RobeId: garment id               (int, defaults to 0)
    HeadTopId: top headgear id       (int, defaults to 0)
    HeadMidId: middle headgear id    (int, defaults to 0)
    HeadLowId: lower headgear id     (int, defaults to 0)
    HairStyleId: hair style id       (int, defaults to 1)
    BodyStyleId: clothes id          (int, defaults to 0)
    HairColorId: hair color id       (int, defaults to 0)
    BodyColorId: clothes color id    (int, defaults to 0)
    Gender: gender                   (string, defaults to "SEX_FEMALE")
    Options: options                 (int, defaults to 0)
  }
},
...
)

Id: Monster id

Sprite: Monster name as it is named on client.
        Allowed characters: [A-Za-z0-9_]

Name: Name displaying as output for @ and script commands.
      This is the name shown when summon a monster with "--en--" as monster name.

JName: Name displaying as output for @ and script commands.
       When provided, this has preference over Name value.
       This is the name shown when summon a monster with "--ja--" as monster name.

Lv: Monster level
    When not specified, becomes 1.

Hp: Monster Hp
    When not specified, becomes 1.

Sp: Monster Sp
    When not specified, becomes 0.

Exp: Base Experience given by the monster.
     When not specified, becomes 0.

JExp: Job Experience given by the monster.
      When not specified, becomes 0.

AttackRange: Range for monster's attack.
             When the range between monster and target is greater than 3 the skill is considered long-range,
             otherwise it's a melee range.
             When not specified, becomes 1.

Attack: Attack of the monster, represented in two values: attack1 and attack2.
        attack1 is minimal attack for the monster.
        attack2, when pre-renewal is set, it's a value that sets maximum attack for monster.
            Example: Familiar's attack is "Attack: [68, 77]", that is min attack of 68 and max attack of 77.
        attack2, when renewal is set, it's a value added to attack1 to calculate maximum attack for monster.
            Example: Familiar's attack is "Attack: [68, 9]", that is min attack of 68 and max attack of 77 (68+9).
        When not specified, becomes 0.

Def: Monster defense to physical attacks.
     When not specified, becomes 0.

Mdef: Monster defense to magical attacks.
      When not specified, becomes 0.

Stats: {
	Str: monster strength points (When not specified, becomes 0)
	Agi: monster agility points (When not specified, becomes 0)
	Vit: monster vitality points (When not specified, becomes 0)
	Int: monster intelligence points (When not specified, becomes 0)
	Dex: monster dexterity points (When not specified, becomes 0)
	Luk: monster luck points (When not specified, becomes 0)
}

ViewRange: Range for monster's view.
           Aggressive monsters will attack when Player is inside view range.
           When not specified, becomes 1.

ChaseRange: Range for monster's chase.
            Aggressive and attacking monsters will stop chasing when Player gets outside chase range.
            When not specified, becomes 1.

Size: Sets monster's size. Accepts these constants:
      "Size_Small"
      "Size_Medium"
      "Size_Large"
      When not specified, becomes "Size_Medium".

Race: Sets monster's race. Accepts these constants:
      "RC_Formless"
      "RC_Undead"
      "RC_Brute"
      "RC_Plant"
      "RC_Insect"
      "RC_Fish"
      "RC_Demon"
      "RC_DemiHuman"
      "RC_Angel"
      "RC_Dragon"
      When not specified, becomes "RC_Formless".

Element: Monster's element. Sets element type and level.
         Required format: ("Element Type", Level).
         Accepts these constants for Element Type:
         "Ele_Neutral"
         "Ele_Water"
         "Ele_Earth"
         "Ele_Fire"
         "Ele_Wind"
         "Ele_Poison"
         "Ele_Holy"
         "Ele_Dark"
         "Ele_Ghost"
         "Ele_Undead"
         Level is an integer. Valid values: 1 ~ 4.

Mode: Monster AI behaviour. If this block is omitted, monster doesn't react to anything.
      All the settings in this group are boolean values,
      Default value is false (mode not set) for any missing setting.
      See /doc/mob_db_mode_list.md for more information about monsters Mode types.

MoveSpeed: Monster's speed. Sets speed (cells/sec).
           MoveSpeed is calculated to Hercules with this formula: 1000 / SPEED (CELLS/SEC)
           When not specified, becomes 0.

AttackDelay: Sets time delay between monster attack. Also refered as aspd.
             Monster will not be able to do new attack until AttackDelay ends.
             If AttackMotion is bigger than AttackDelay, monster will need to wait to AttackMotion delay.
             When not specified, becomes 4000.

AttackMotion: Sets time delay between animation motion.
              Monster will not be able to do new attack until AttackMotion ends.
              If AttackDelay is bigger than AttackMotion, monster will need to wait to AttackDelay delay.
              AttackMotion is calculated to Hercules with this formula: 1000 / ASPD (ATTACKS/SEC)
              When not specified, becomes 2000.

DamageMotion: Sets time delay between damage motion.
              When not specified, becomes 2000.

MvpExp: Base Experience given by the monster to the player who inflict more attack.
        Having any value except 0 will trigger MVP banner to the player who inflict more attack.
        When not specified, becomes 0.


MvpDrops: Sets monster mvp drops list. Requires to have MvpExp to trigger.
          There are two ways to define a drop:
          1) The first one is used for simple drops and uses the item AegisName 
          as defined on item_db.conf and a chance.
          Format:
               AegisName: chance
          Chance is an integer from 1 to 10000 (10000 = 100%).

          2) The second way to define a drop allows setting a random option drop
	      group to be used by this drop.
          Format:
               AegisName: (chance, "Option Drop Group")

          The item drop chance refers to the chance of dropping this item, same as chance in the first option.
          the "Option Drop Group" parameter refers to an entry on option_drop_group database file. The specified
	      entry will be used when this item is dropped in order to add random options to the dropped equipment.

	      A monster drop list may use both format for different items.
	      Required Format:
	      Drops: {
		      AegisName: chance
		      // or
		      AegisName: (chance, "Option Drop Group")
	      }

	      When not specified, becomes false (no drops).

Drops: Sets monster drops list.
       There are two ways to define a drop:
       1) The first one is used for simple drops and uses the item AegisName 
       as defined on item_db.conf and a chance.
       Format:
            AegisName: chance
       Chance is an integer from 1 to 10000 (10000 = 100%).

       2) The second way to define a drop allows setting a random option drop
	   group to be used by this drop.
       Format:
            AegisName: (chance, "Option Drop Group")

       The item drop chance refers to the chance of dropping this item, same as chance in the first option.
       the "Option Drop Group" parameter refers to an entry on option_drop_group database file. The specified
	   entry will be used when this item is dropped in order to add random options to the dropped equipment.

	   A monster drop list may use both format for different items.
	   Required Format:
	   Drops: {
		   AegisName: chance
		   // or
		   AegisName: (chance, "Option Drop Group")
	   }

	   When not specified, becomes false (no drops).

DamageTakenRate:
  Limit the total damage received by the monster to the given rate

ViewData:
  Overrides the default view data sent to the client with the given values for:
    Sprite, Weapon, Shield, Robe, HeadTop, HeadMid, HeadLow, HairStyle, BodyStyle, HairColor, BodyColor, Gender, Options
  Note: HairStyleId will only default to 1, if the ViewData block is defined.