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253 lines
7.2 KiB
Plaintext
253 lines
7.2 KiB
Plaintext
4 months ago
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//===== rAthena Documentation ================================
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//= Monster Database Structure
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20201006
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//===== Description: =========================================
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//= Explanation of the mob_db.yml file and structure.
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//============================================================
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---------------------------------------
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ID: The ID of the monster.
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---------------------------------------
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SpriteName: The sprite name of the monster (.act & .spr)
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---------------------------------------
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Name: The name of the monster, this will be used when you use "--en--".
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---------------------------------------
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JapaneseName: The name of the monster, this will be used when you use "--ja--". Defaults to Name if not defined.
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---------------------------------------
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Level: The level of the monster.
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---------------------------------------
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Hp: The HP of the monster.
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---------------------------------------
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Sp: The SP of the monster.
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---------------------------------------
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BaseExp: Base experience point of the monster.
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---------------------------------------
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JobExp: Job experience point of the monster.
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---------------------------------------
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MvpExp: The MVP Experience point the monster gives to the player who got the MVP reward when it is defeated. This exp is a percentage of the exp the monster gives.
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---------------------------------------
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Attack: The minimum attack of the monster (Pre-Renewal)
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The base attack of the monster. (Renewal)
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---------------------------------------
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Attack2: The maximum attack of the monster. If undefined, the value of Attack will be used as the absolute attack. (Pre-Renewal)
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The base magic attack of the monster. (Renewal)
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---------------------------------------
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Defense: Physical defense of the monster, reduce melee and ranged physical attack/skill.
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---------------------------------------
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MagicDefense: Magic defense of the monster, reduce magical skill.
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---------------------------------------
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Resistance: Physical resistance of the monster, reduce melee and ranged physical attack/skill.
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---------------------------------------
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MagicResistance: Magic resistance of the monster, reduce magical skill.
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---------------------------------------
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Str: Strength of the monster. Affects ATK.
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---------------------------------------
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Agi: Agility of the monster. Affects FLEE.
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Vit: Vitality of the monster. Adds additional DEF.
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---------------------------------------
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Int: Intelligence of the monster. Adds additional MATK.
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Dex: Dexterity of the monster. Affects HIT rate.
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---------------------------------------
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Luk: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.
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---------------------------------------
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AttackRange: Range of the monster attack. If set to 1 or 2, it will be set to melee attack. If set to 3 or more, it will be set to ranged attack.
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SkillRange: Maximum Skill Range.
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---------------------------------------
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ChaseRange: Sight limit of the monster. If set to 1000 or beyond, the monster will follow you all over the map.
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Size: Size of the monster.
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Small (Default)
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Medium
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Large
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---------------------------------------
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Race: Race of the monster.
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Formless (Default)
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Undead
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Brute
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Plant
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Insect
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Fish
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Demon
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Demihuman
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Angel
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Dragon
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Demihuman is not same nor includes Player.
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---------------------------------------
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RaceGroups: Secondary race groups for special bonuses.
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Goblin
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Kobold
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Orc
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Golem
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Guardian
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Ninja
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Gvg
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Battlefield
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Treasure
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Biolab
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Manuk
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Splendide
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Scaraba
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Ogh_Atk_Def
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Ogh_Hidden
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Bio5_Swordman_Thief
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Bio5_Acolyte_Merchant
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Bio5_Mage_Archer
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Bio5_Mvp
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Clocktower
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Thanatos
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Faceworm
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Hearthunter
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Rockridge
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Werner_Lab
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Temple_Demon
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Illusion_Vampire
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---------------------------------------
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Element: Element of the monster.
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Neutral (Default)
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Water
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Earth
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Fire
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Wind
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Poison
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Holy
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Dark
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Ghost
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Undead
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---------------------------------------
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ElementLevel: Element level of the monster.
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---------------------------------------
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WalkSpeed: Walk speed of the monster.
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20 - Fastest (MIN_WALK_SPEED
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150 - Normal (DEFAULT_WALK_SPEED)
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1000 - Slowest (MAX_WALK_SPEED)
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---------------------------------------
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AttackDelay: Attack Delay of the monster, also known as ASPD. Low value means faster attack speed, but don't make it too low or it will lag when a player got mobbed by several of these mobs.
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---------------------------------------
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AttackMotion: Attack animation motion. Low value means monster's attack will be displayed in higher FPS (making it shorter, too). (Thanks to Wallex for this)
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---------------------------------------
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ClientAttackMotion: The time from the start of a normal attack until the damage frame shows on client. At the same time you also get stopped on the client.
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This value is only needed if you use the "synchronize_damage" feature (battle/battle.conf).
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If you created a custom sprite, you want to set this value to the timing of the damage frame in your *.act file.
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In Act Editor you can set the damage frame by setting the frame sound to "atk". If you don't define a damage frame, it will default to the second to last
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frame. Also keep in mind that the Act Editor displays slightly inaccurate speed. Every 25ms in Act Editor is 24ms in reality.
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Example: Drops has a animation speed of 24ms per frame and the 13th frame (frame #12) is the damage frame. This means the damage shows after 12 frames.
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That's why Drops has a ClientAttackMotion of 24*12 = 288.
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---------------------------------------
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DamageMotion: Damage animation motion, same as aMotion but used to display the "I am hit" animation. Coincidentally, this same value is used to determine how long it is before the monster/player can move again. Endure is dMotion = 0, obviously.
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---------------------------------------
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DamageTaken: Rate at which the monster will recieve damage from players.
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---------------------------------------
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Ai: Aegis Monster Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
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---------------------------------------
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Class: Aegis Monster Class Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
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---------------------------------------
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Modes: Behaviour that isn't defined by AI or Class of the monster. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
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---------------------------------------
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MvpDrops: List of items of the MVP drop. Maximum of 3 items (MAX_MVP_DROP). None of these items can be stolen by TF_STEAL.
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- Item - Item name.
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Rate - Drop rate of item, n/10000.
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RandomOptionGroup - Random Option Group applied to item on drop. (Optional)
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Index Index used for overwriting item. (Optional)
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---------------------------------------
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Drops: List of items of the monster drop. Maximum of 10 items (MAX_MOB_DROP).
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- Item Item name.
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Rate Drop rate of item, n/10000.
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StealProtected If the item is shielded from TF_STEAL. (Default: false)
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RandomOptionGroup Random Option Group applied to item on drop. (Optional)
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Index Index used for overwriting item. (Optional)
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