//================= 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 . //========================================================================= //= 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) }, **************************************************************************/ )