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diff --git a/doc/mob_db.txt b/doc/mob_db.txt deleted file mode 100644 index 0280ae9c4..000000000 --- a/doc/mob_db.txt +++ /dev/null @@ -1,281 +0,0 @@ -//===== 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. |