mob_db: ( // Mobs Database // /****************************************************************************** ************* 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 (int, defaults to 1) Race: race (int, defaults to 0) Element: (type, level) Mode: { CanMove: true/false (bool) Looter: true/false (bool) Aggressive: true/false (bool) Assist: true/false (bool) CastSensorIdle:true/false (bool) Boss: true/false (bool) Plant: true/false (bool) CanAttack: true/false (bool) Detector: true/false (bool) CastSensorChase: true/false (bool) ChangeChase: true/false (bool) Angry: true/false (bool) ChangeTargetMelee: true/false (bool) ChangeTargetChase: true/false (bool) TargetWeak: true/false (bool) } 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) }, ******************************************************************************/ )