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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)
},
**************************************************************************/
)
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