Difference between revisions of "Mobs"
(→mob family system: Okay, still missing some.) |
(→mob groups: A couple things still to research here.) |
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==mob groups== | ==mob groups== | ||
===groupid=== | ===groupid=== | ||
+ | The monster group ID | ||
+ | |||
===poolid=== | ===poolid=== | ||
+ | The monster pool ID | ||
+ | Please see mob_pools to identify the monsters in a specific ID. | ||
+ | |||
===zoneid=== | ===zoneid=== | ||
+ | The zone ID the monsters are found in. | ||
+ | ''Still need to define the zones'' | ||
+ | |||
===respawntime=== | ===respawntime=== | ||
+ | How long before a monster respawns. | ||
+ | |||
===spawntype=== | ===spawntype=== | ||
+ | How the monster spawns | ||
+ | ''Still need to research for what the values mean'' | ||
+ | |||
===dropid=== | ===dropid=== | ||
+ | The dropid for the monster group | ||
+ | Check the mob_droplist table for this information | ||
+ | |||
===HP=== | ===HP=== | ||
+ | The amount of HP the monster has. | ||
+ | |||
===MP=== | ===MP=== | ||
+ | The amount of MP the monster has. | ||
+ | |||
===minLevel=== | ===minLevel=== | ||
+ | The minimum level of the monster | ||
+ | |||
===maxLevel=== | ===maxLevel=== | ||
+ | The maximum level of the monster | ||
+ | |||
===allegiance=== | ===allegiance=== | ||
+ | ''Unsure, still need to research'' | ||
==mob pets== | ==mob pets== |
Revision as of 05:53, 25 June 2018
Contents
- 1 mob droplist
- 2 mob family mods
- 3 mob family system
- 3.1 familyid
- 3.2 family
- 3.3 systemid & system
- 3.4 mobsize
- 3.5 speed
- 3.6 HP
- 3.7 MP
- 3.8 STR
- 3.9 DEX
- 3.10 VIT
- 3.11 AGI
- 3.12 INT
- 3.13 MND
- 3.14 CHR
- 3.15 ATT
- 3.16 DEF
- 3.17 ACC
- 3.18 EVA
- 3.19 Slash
- 3.20 Pierce
- 3.21 H2H
- 3.22 Impact
- 3.23 Fire
- 3.24 Ice
- 3.25 Wind
- 3.26 Earth
- 3.27 Lightning
- 3.28 Water
- 3.29 Light
- 3.30 Dark
- 3.31 Element
- 3.32 detects
- 3.33 charmable
- 4 mob groups
- 5 mob pets
- 6 mob pools
- 6.1 poolid
- 6.2 name
- 6.3 packet_name
- 6.4 familyid
- 6.5 HEX(modelid)
- 6.6 mJob
- 6.7 sJob
- 6.8 cmbSkill
- 6.9 cmbDelay
- 6.10 cmbDmgMult
- 6.11 behavior
- 6.12 aggro
- 6.13 true_detection
- 6.14 links
- 6.15 mobType
- 6.16 immunity
- 6.17 name_prefix
- 6.18 flag
- 6.19 entityFlags
- 6.20 animationsub
- 6.21 hasSpellScript
- 6.22 spellList
- 6.23 namevis
- 6.24 roamflag
- 6.25 skill_list_id
- 7 mob pool mods
- 8 mob skills
- 9 mob skill lists
- 10 mob spawn mods
- 11 mob spawn points
- 12 mob spell lists
- 13 nm spawn points
mob droplist
dropId
The ID assigned to the drop
dropType
What kind of drop the items are:
droptypeid | drop type |
---|---|
0 | DROP_NORMAL |
1 | DROP_GROUPED |
2 | DROP_STEAL |
4 | DROP_DESPOIL |
Normal items drop upon mob death
Grouped unknown (Teo will need to clarify)
Steal items are stolen
Despoil items are stolen on use of despoil ability (separate table from steal)
groupId
Unknown use, all values are 0
groupRate
Unknown use, all values are 1000.
itemId
The id of the item that can drop from that dropid list. Check ffxiah or ffxidb to determine what the item is.
itemRate
The rate of drop (in .1% increments, example, a 10 would mean a 1% drop rate, and 1000 would mean a 100% drop rate)
mob family mods
familyid
ID of specific families of monsters Full listing can be found in the mob_family_system sql table.
modid
Unsure yet, need to figure this out
value
Value of the mod effect
is mob mod
If it is a generic mod or calls a mobskills lua.
mob family system
familyid
The ID for a certain family
family
The name of the monster family (I am not creating a table for over 500 families. Go check the SQL file yourself...)
systemid & system
Monster ecosystems, or what "type" of monster it is. Found in src/map/entities/battleentity.h
Ecosystem | Ecosystem ID |
---|---|
SYSTEM_ERROR | 0 |
SYSTEM_AMORPH | 1 |
SYSTEM_AQUAN | 2 |
SYSTEM_ARCANA | 3 |
SYSTEM_ARCHAICMACHINE | 4 |
SYSTEM_AVATAR | 5 |
SYSTEM_BEAST | 6 |
SYSTEM_BEASTMEN | 7 |
SYSTEM_BIRD | 8 |
SYSTEM_DEMON | 9 |
SYSTEM_DRAGON | 10 |
SYSTEM_ELEMENTAL | 11 |
SYSTEM_EMPTY | 12 |
SYSTEM_HUMANOID | 13 |
SYSTEM_LIZARD | 14 |
SYSTEM_LUMORIAN | 15 |
SYSTEM_LUMINION | 16 |
SYSTEM_PLANTOID | 17 |
SYSTEM_UNCLASSIFIED | 18 |
SYSTEM_UNDEAD | 19 |
SYSTEM_VERMIN | 20 |
SYSTEM_VORAGEAN | 21 |
mobsize
The size of the monster
speed
The speed of the monster
HP
The monsters base HP at level 1
MP
The monsters base MP at level 1
STR
The monsters base STR at level 1
DEX
The monsters base DEX at level 1
VIT
The monsters base VIT at level 1
AGI
The monsters base AGI at level 1
INT
The monsters base INT at level 1
MND
The monsters base MND at level 1
CHR
The monsters base CHR at level 1
ATT
The monsters base ATT at level 1
DEF
The monsters base DEF at level 1
ACC
The monsters base ACC at level 1
EVA
The monsters base EVA at level 1
Slash
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Pierce
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
H2H
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Impact
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Fire
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Ice
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Wind
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Earth
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Lightning
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Water
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Light
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Dark
The multiplier for damage to a monster from this kind of attack. (example, 1 = normal damage, .5 would be half damage, 2 would be double damage)
Element
Unsure, still need to research
detects
What the monster detects Still need to create the table
charmable
If the monster is able to be charmed.
mob groups
groupid
The monster group ID
poolid
The monster pool ID Please see mob_pools to identify the monsters in a specific ID.
zoneid
The zone ID the monsters are found in. Still need to define the zones
respawntime
How long before a monster respawns.
spawntype
How the monster spawns Still need to research for what the values mean
dropid
The dropid for the monster group Check the mob_droplist table for this information
HP
The amount of HP the monster has.
MP
The amount of MP the monster has.
minLevel
The minimum level of the monster
maxLevel
The maximum level of the monster
allegiance
Unsure, still need to research