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//================= Hercules Database =====================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2015-2020 Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Mobs Database
//=========================================================================

mob_db: (
/**************************************************************************
 ************* 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                            (string, defaults to "Size_Small")
	Race: race                            (string, defaults to "RC_Formless")
	Element: (type, level)                (string/int, defaults to "Ele_Neutral"/1)
	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)
		// or
		AegisName: (chance, "Option Drop Group")
		// ...
	}
	DamageTakenRate: damage taken rate    (int, defaults to 100)
},
**************************************************************************/


)