mob_db.txt 7.2 KB

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  1. //===== rAthena Documentation ================================
  2. //= Monster Database Structure
  3. //===== By: ==================================================
  4. //= rAthena Dev Team
  5. //===== Last Updated: ========================================
  6. //= 20201006
  7. //===== Description: =========================================
  8. //= Explanation of the mob_db.yml file and structure.
  9. //============================================================
  10. ---------------------------------------
  11. ID: The ID of the monster.
  12. ---------------------------------------
  13. SpriteName: The sprite name of the monster (.act & .spr)
  14. ---------------------------------------
  15. Name: The name of the monster, this will be used when you use "--en--".
  16. ---------------------------------------
  17. JapaneseName: The name of the monster, this will be used when you use "--ja--". Defaults to Name if not defined.
  18. ---------------------------------------
  19. Level: The level of the monster.
  20. ---------------------------------------
  21. Hp: The HP of the monster.
  22. ---------------------------------------
  23. Sp: The SP of the monster.
  24. ---------------------------------------
  25. BaseExp: Base experience point of the monster.
  26. ---------------------------------------
  27. JobExp: Job experience point of the monster.
  28. ---------------------------------------
  29. 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.
  30. ---------------------------------------
  31. Attack: The minimum attack of the monster (Pre-Renewal)
  32. The base attack of the monster. (Renewal)
  33. ---------------------------------------
  34. Attack2: The maximum attack of the monster. If undefined, the value of Attack will be used as the absolute attack. (Pre-Renewal)
  35. The base magic attack of the monster. (Renewal)
  36. ---------------------------------------
  37. Defense: Physical defense of the monster, reduce melee and ranged physical attack/skill.
  38. ---------------------------------------
  39. MagicDefense: Magic defense of the monster, reduce magical skill.
  40. ---------------------------------------
  41. Resistance: Physical resistance of the monster, reduce melee and ranged physical attack/skill.
  42. ---------------------------------------
  43. MagicResistance: Magic resistance of the monster, reduce magical skill.
  44. ---------------------------------------
  45. Str: Strength of the monster. Affects ATK.
  46. ---------------------------------------
  47. Agi: Agility of the monster. Affects FLEE.
  48. ---------------------------------------
  49. Vit: Vitality of the monster. Adds additional DEF.
  50. ---------------------------------------
  51. Int: Intelligence of the monster. Adds additional MATK.
  52. ---------------------------------------
  53. Dex: Dexterity of the monster. Affects HIT rate.
  54. ---------------------------------------
  55. Luk: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.
  56. ---------------------------------------
  57. 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.
  58. ---------------------------------------
  59. SkillRange: Maximum Skill Range.
  60. ---------------------------------------
  61. ChaseRange: Sight limit of the monster. If set to 1000 or beyond, the monster will follow you all over the map.
  62. ---------------------------------------
  63. Size: Size of the monster.
  64. Small (Default)
  65. Medium
  66. Large
  67. ---------------------------------------
  68. Race: Race of the monster.
  69. Formless (Default)
  70. Undead
  71. Brute
  72. Plant
  73. Insect
  74. Fish
  75. Demon
  76. Demihuman
  77. Angel
  78. Dragon
  79. Demihuman is not same nor includes Player.
  80. ---------------------------------------
  81. RaceGroups: Secondary race groups for special bonuses.
  82. Goblin
  83. Kobold
  84. Orc
  85. Golem
  86. Guardian
  87. Ninja
  88. Gvg
  89. Battlefield
  90. Treasure
  91. Biolab
  92. Manuk
  93. Splendide
  94. Scaraba
  95. Ogh_Atk_Def
  96. Ogh_Hidden
  97. Bio5_Swordman_Thief
  98. Bio5_Acolyte_Merchant
  99. Bio5_Mage_Archer
  100. Bio5_Mvp
  101. Clocktower
  102. Thanatos
  103. Faceworm
  104. Hearthunter
  105. Rockridge
  106. Werner_Lab
  107. Temple_Demon
  108. Illusion_Vampire
  109. ---------------------------------------
  110. Element: Element of the monster.
  111. Neutral (Default)
  112. Water
  113. Earth
  114. Fire
  115. Wind
  116. Poison
  117. Holy
  118. Dark
  119. Ghost
  120. Undead
  121. ---------------------------------------
  122. ElementLevel: Element level of the monster.
  123. ---------------------------------------
  124. WalkSpeed: Walk speed of the monster.
  125. 20 - Fastest (MIN_WALK_SPEED
  126. 150 - Normal (DEFAULT_WALK_SPEED)
  127. 1000 - Slowest (MAX_WALK_SPEED)
  128. ---------------------------------------
  129. 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.
  130. ---------------------------------------
  131. 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)
  132. ---------------------------------------
  133. 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.
  134. This value is only needed if you use the "synchronize_damage" feature (battle/battle.conf).
  135. If you created a custom sprite, you want to set this value to the timing of the damage frame in your *.act file.
  136. 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
  137. frame. Also keep in mind that the Act Editor displays slightly inaccurate speed. Every 25ms in Act Editor is 24ms in reality.
  138. 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.
  139. That's why Drops has a ClientAttackMotion of 24*12 = 288.
  140. ---------------------------------------
  141. 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.
  142. ---------------------------------------
  143. DamageTaken: Rate at which the monster will recieve damage from players.
  144. ---------------------------------------
  145. Ai: Aegis Monster Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
  146. ---------------------------------------
  147. Class: Aegis Monster Class Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
  148. ---------------------------------------
  149. 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'.
  150. ---------------------------------------
  151. 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.
  152. - Item - Item name.
  153. Rate - Drop rate of item, n/10000.
  154. RandomOptionGroup - Random Option Group applied to item on drop. (Optional)
  155. Index Index used for overwriting item. (Optional)
  156. ---------------------------------------
  157. Drops: List of items of the monster drop. Maximum of 10 items (MAX_MOB_DROP).
  158. - Item Item name.
  159. Rate Drop rate of item, n/10000.
  160. StealProtected If the item is shielded from TF_STEAL. (Default: false)
  161. RandomOptionGroup Random Option Group applied to item on drop. (Optional)
  162. Index Index used for overwriting item. (Optional)