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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.