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- //===== rAthena Documentation ================================
- //= Monster Database Structure
- //===== By: ==================================================
- //= rAthena Dev Team
- //===== Last Updated: ========================================
- //= 20201006
- //===== Description: =========================================
- //= Explanation of the mob_db.yml file and structure.
- //============================================================
- ---------------------------------------
- ID: The ID of the monster.
- ---------------------------------------
- SpriteName: The sprite name of the monster (.act & .spr)
- ---------------------------------------
- Name: The name of the monster, this will be used when you use "--en--".
- ---------------------------------------
- JapaneseName: The name of the monster, this will be used when you use "--ja--". Defaults to Name if not defined.
- ---------------------------------------
- Level: The level of the monster.
- ---------------------------------------
- Hp: The HP of the monster.
- ---------------------------------------
- Sp: The SP of the monster.
- ---------------------------------------
- BaseExp: Base experience point of the monster.
- ---------------------------------------
- JobExp: Job experience point of the monster.
- ---------------------------------------
- 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.
- ---------------------------------------
- Attack: The minimum attack of the monster (Pre-Renewal)
- The base attack of the monster. (Renewal)
- ---------------------------------------
- Attack2: The maximum attack of the monster. If undefined, the value of Attack will be used as the absolute attack. (Pre-Renewal)
- The base magic attack of the monster. (Renewal)
- ---------------------------------------
- Defense: Physical defense of the monster, reduce melee and ranged physical attack/skill.
- ---------------------------------------
- MagicDefense: Magic defense of the monster, reduce magical skill.
- ---------------------------------------
- Resistance: Physical resistance of the monster, reduce melee and ranged physical attack/skill.
- ---------------------------------------
- MagicResistance: Magic resistance of the monster, reduce magical skill.
- ---------------------------------------
- Str: Strength of the monster. Affects ATK.
- ---------------------------------------
- Agi: Agility of the monster. Affects FLEE.
- ---------------------------------------
- Vit: Vitality of the monster. Adds additional DEF.
- ---------------------------------------
- Int: Intelligence of the monster. Adds additional MATK.
- ---------------------------------------
- Dex: Dexterity of the monster. Affects HIT rate.
- ---------------------------------------
- Luk: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.
- ---------------------------------------
- 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.
- ---------------------------------------
- SkillRange: Maximum Skill Range.
- ---------------------------------------
- ChaseRange: Sight limit of the monster. If set to 1000 or beyond, the monster will follow you all over the map.
- ---------------------------------------
- Size: Size of the monster.
- Small (Default)
- Medium
- Large
- ---------------------------------------
- Race: Race of the monster.
- Formless (Default)
- Undead
- Brute
- Plant
- Insect
- Fish
- Demon
- Demihuman
- Angel
- Dragon
- Demihuman is not same nor includes Player.
- ---------------------------------------
- RaceGroups: Secondary race groups for special bonuses.
- Goblin
- Kobold
- Orc
- Golem
- Guardian
- Ninja
- Gvg
- Battlefield
- Treasure
- Biolab
- Manuk
- Splendide
- Scaraba
- Ogh_Atk_Def
- Ogh_Hidden
- Bio5_Swordman_Thief
- Bio5_Acolyte_Merchant
- Bio5_Mage_Archer
- Bio5_Mvp
- Clocktower
- Thanatos
- Faceworm
- Hearthunter
- Rockridge
- Werner_Lab
- Temple_Demon
- Illusion_Vampire
- ---------------------------------------
- Element: Element of the monster.
- Neutral (Default)
- Water
- Earth
- Fire
- Wind
- Poison
- Holy
- Dark
- Ghost
- Undead
- ---------------------------------------
- ElementLevel: Element level of the monster.
- ---------------------------------------
- WalkSpeed: Walk speed of the monster.
- 20 - Fastest (MIN_WALK_SPEED
- 150 - Normal (DEFAULT_WALK_SPEED)
- 1000 - Slowest (MAX_WALK_SPEED)
- ---------------------------------------
- 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.
- ---------------------------------------
- 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)
- ---------------------------------------
- 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.
- This value is only needed if you use the "synchronize_damage" feature (battle/battle.conf).
- If you created a custom sprite, you want to set this value to the timing of the damage frame in your *.act file.
- 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
- frame. Also keep in mind that the Act Editor displays slightly inaccurate speed. Every 25ms in Act Editor is 24ms in reality.
- 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.
- That's why Drops has a ClientAttackMotion of 24*12 = 288.
- ---------------------------------------
- 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.
- ---------------------------------------
- DamageTaken: Rate at which the monster will recieve damage from players.
- ---------------------------------------
- Ai: Aegis Monster Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
- ---------------------------------------
- Class: Aegis Monster Class Type behavior. Full explanation can be found in 'doc/mob_db_mode_list.txt'.
- ---------------------------------------
- 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'.
- ---------------------------------------
- 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.
- - Item - Item name.
- Rate - Drop rate of item, n/10000.
- RandomOptionGroup - Random Option Group applied to item on drop. (Optional)
- Index Index used for overwriting item. (Optional)
- ---------------------------------------
- Drops: List of items of the monster drop. Maximum of 10 items (MAX_MOB_DROP).
- - Item Item name.
- Rate Drop rate of item, n/10000.
- StealProtected If the item is shielded from TF_STEAL. (Default: false)
- RandomOptionGroup Random Option Group applied to item on drop. (Optional)
- Index Index used for overwriting item. (Optional)
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