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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)
- // ...
- }
- Drops: {
- AegisName: chance (string: int)
- // ...
- }
-},
-...
-)
-
-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/sample/mob_db_mode_list.txt 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.
- Accepted values are AegisName as defined on item_db.conf and a chance.
- Chance is an integer from 1 to 10000 (10000 = 100%).
- Required format:
- MvpDrops: {
- AegisName: chance
- // ...
- }
- When not specified, becomes false.
-
-Drops: Sets monster drops list.
- Accepted values are AegisName as defined on item_db.conf and a chance.
- Chance is an integer from 1 to 10000 (10000 = 100%).
- Required format:
- Drops: {
- AegisName: chance
- // ...
- }
- When not specified, becomes false.