Difference between revisions of "Mobs"
(→mob pets: Mostly unknown still...) |
(→nm spawn points: update all nm spawn points entries.) |
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'''Normal''' items drop upon mob death | '''Normal''' items drop upon mob death | ||
− | '''Grouped''' | + | '''Grouped''' Not yet implemented (as of April 2019) but intended to identify items sharing a "drop slot" (for example O.Kote and Strider Sword on Mee Degi) |
'''Steal''' items are stolen | '''Steal''' items are stolen | ||
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===groupId=== | ===groupId=== | ||
− | + | Not yet implemented: which "drop slot" this is. | |
===groupRate=== | ===groupRate=== | ||
− | + | Rate at which the group has one of its items drop - normally 100% (1000), where one of the items in the group WILL drop but has no bearing on which one | |
===itemId=== | ===itemId=== | ||
− | The | + | The ID of the item that can drop from that dropid list. |
Check ffxiah or ffxidb to determine what the item is. | Check ffxiah or ffxidb to determine what the item is. | ||
Line 44: | Line 44: | ||
The rate of drop (in .1% increments, example, a 10 would mean a 1% drop rate, and 1000 would mean a 100% drop rate) | The rate of drop (in .1% increments, example, a 10 would mean a 1% drop rate, and 1000 would mean a 100% drop rate) | ||
+ | |||
+ | In the case of grouped drops, this will be the rate of the item within its group. | ||
==mob family mods== | ==mob family mods== | ||
+ | |||
===familyid=== | ===familyid=== | ||
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===modid=== | ===modid=== | ||
− | '' | + | Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod |
+ | |||
+ | '''The below table is the mobmods only. If ismobmod is set to 0, please use the normal modid found in modifier.h, not the mobmodid as below from mob_modifier.h.''' | ||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! mobmod !! modid | ||
+ | |- | ||
+ | | NONE || 0 | ||
+ | |- | ||
+ | | GIL_MIN || 1 | ||
+ | |- | ||
+ | | GIL_MAX || 2 | ||
+ | |- | ||
+ | | MP_BASE || 3 | ||
+ | |- | ||
+ | | SIGHT_RANGE || 4 | ||
+ | |- | ||
+ | | SOUND_RANGE || 5 | ||
+ | |- | ||
+ | | BUFF_CHANCE || 6 | ||
+ | |- | ||
+ | | GA_CHANCE || 7 | ||
+ | |- | ||
+ | | HEAL_CHANCE || 8 | ||
+ | |- | ||
+ | | HP_HEAL_CHANCE || 9 | ||
+ | |- | ||
+ | | SUBLINK || 10 | ||
+ | |- | ||
+ | | LINK_RADIUS || 11 | ||
+ | |- | ||
+ | | DRAW_IN || 12 | ||
+ | |- | ||
+ | | RAGE || 13 | ||
+ | |- | ||
+ | | SKILL_LIST || 14 | ||
+ | |- | ||
+ | | MUG_GIL || 15 | ||
+ | |- | ||
+ | | MAIN_2HOUR || 16 | ||
+ | |- | ||
+ | | NO_DESPAWN || 17 | ||
+ | |- | ||
+ | | VAR || 18 | ||
+ | |- | ||
+ | | SUB_2HOUR || 19 | ||
+ | |- | ||
+ | | TP_USE_CHANCE || 20 | ||
+ | |- | ||
+ | | PET_SPELL_LIST || 21 | ||
+ | |- | ||
+ | | NA_CHANCE || 22 | ||
+ | |- | ||
+ | | IMMUNITY || 23 | ||
+ | |- | ||
+ | | GRADUAL_RAGE || 24 | ||
+ | |- | ||
+ | | BUILD_RESIST || 25 | ||
+ | |- | ||
+ | | SUPERLINK || 26 | ||
+ | |- | ||
+ | | SPELL_LIST || 27 | ||
+ | |- | ||
+ | | EXP_BONUS || 28 | ||
+ | |- | ||
+ | | ASSIST || 29 | ||
+ | |- | ||
+ | | SPECIAL_SKILL || 30 | ||
+ | |- | ||
+ | | ROAM_DISTANCE || 31 | ||
+ | |- | ||
+ | | MULTI_2HOUR || 32 | ||
+ | |- | ||
+ | | SPECIAL_COOL || 33 | ||
+ | |- | ||
+ | | MAGIC_COOL || 34 | ||
+ | |- | ||
+ | | STANDBACK_COOL || 35 | ||
+ | |- | ||
+ | | ROAM_COOL || 36 | ||
+ | |- | ||
+ | | ALWAYS_AGGRO || 37 | ||
+ | |- | ||
+ | | NO_DROPS || 38 | ||
+ | |- | ||
+ | | SHARE_POS || 39 | ||
+ | |- | ||
+ | | TELEPORT_CD || 40 | ||
+ | |- | ||
+ | | TELEPORT_START || 41 | ||
+ | |- | ||
+ | | TELEPORT_END || 42 | ||
+ | |- | ||
+ | | TELEPORT_TYPE || 43 | ||
+ | |- | ||
+ | | DUAL_WIELD || 44 | ||
+ | |- | ||
+ | | ADD_EFFECT || 45 | ||
+ | |- | ||
+ | | AUTO_SPIKES || 46 | ||
+ | |- | ||
+ | | SPAWN_LEASH || 47 | ||
+ | |- | ||
+ | | SHARE_TARGET || 48 | ||
+ | |- | ||
+ | | SCRIPTED_2HOUR || 49 | ||
+ | |- | ||
+ | | PROC_2HOUR || 50 | ||
+ | |- | ||
+ | | ROAM_TURNS || 51 | ||
+ | |- | ||
+ | | ROAM_RATE || 52 | ||
+ | |- | ||
+ | | BEHAVIOR || 53 | ||
+ | |- | ||
+ | | GIL_BONUS || 54 | ||
+ | |- | ||
+ | | IDLE_DESPAWN || 55 | ||
+ | |- | ||
+ | | HP_STANDBACK || 56 | ||
+ | |- | ||
+ | | MAGIC_DELAY || 57 | ||
+ | |- | ||
+ | | SPECIAL_DELAY || 58 | ||
+ | |- | ||
+ | | WEAPON_BONUS || 59 | ||
+ | |- | ||
+ | | SPAWN_ANIMATIONSUB || 60 | ||
+ | |- | ||
+ | | HP_SCALE || 61 | ||
+ | |- | ||
+ | | NO_STANDBACK || 62 | ||
+ | |- | ||
+ | | ATTACK_SKILL_LIST || 63 | ||
+ | |- | ||
+ | | CHARMABLE || 64 | ||
+ | |- | ||
+ | | NO_MOVE || 65 | ||
+ | |- | ||
+ | | MULTI_HIT || 66 | ||
+ | |} | ||
===value=== | ===value=== | ||
− | + | Total of modifier applied | |
− | === | + | ===isMobMod=== |
− | + | Determines which type of mod is in the modid field: modifier(0) or mobModifier(1) | |
==mob family system== | ==mob family system== | ||
Line 121: | Line 263: | ||
|} | |} | ||
===mobsize=== | ===mobsize=== | ||
− | + | Despite the name, does NOT influence the visual size of the monster in game. This influence the distance from what the server thinks is its center to the edge its "body" which will affect things such as melee range between player and monster (in both directions) and how close you need to stand for actions such as sneak attack (if you have to stand ''inside'' of a large model in order to hit it, this value is probably wrong). The visual mob size on the clients end is controlled by some entityFlags in mob_pools which vary by model. | |
===speed=== | ===speed=== | ||
The speed of the monster | The speed of the monster | ||
− | ===HP=== | + | ===HP/MP/STR/DEX/VIT/AGI/INT/MND/CHR/ATT/DEF/ACC/EVA=== |
− | The monsters base HP at level 1 | + | The monsters base HP/MP/STR/DEX/VIT/AGI/INT/MND/CHR/ATT/DEF/ACC/EVA at level 1 |
− | + | ===Slash/Pierce/H2H/Impact/Fire/Ice/Wind/Earth/Lightning/Water/Light/Dark=== | |
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− | + | ||
− | ===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) | 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 === |
− | + | ||
− | + | Determines what if any crystal the monster drops while player has the needed status effect (such as signet) for it to do so. | |
− | + | ||
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− | + | ||
===detects=== | ===detects=== | ||
What the monster detects | What the monster detects | ||
− | + | ||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! Detects type !! Detects ID | ||
+ | |- | ||
+ | | DETECT_NONE || 0 | ||
+ | |- | ||
+ | | DETECT_SIGHT || 1 | ||
+ | |- | ||
+ | | DETECT_HEARING || 2 | ||
+ | |- | ||
+ | | DETECT_LOWHP || 4 | ||
+ | |- | ||
+ | | DETECT_NONE1 || 8 | ||
+ | |- | ||
+ | | DETECT_NONE2 || 16 | ||
+ | |- | ||
+ | | DETECT_MAGIC || 32 | ||
+ | |- | ||
+ | | DETECT_WEAPONSKILL || 64 | ||
+ | |- | ||
+ | | DETECT_JOBABILITY || 128 | ||
+ | |- | ||
+ | | DETECT_SCENT || 256 | ||
+ | |} | ||
===charmable=== | ===charmable=== | ||
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===zoneid=== | ===zoneid=== | ||
− | The zone ID the monsters are found in. | + | The zone ID the monsters are found in. Please see zone_settings.sql to identify the zone found here. |
− | + | ||
===respawntime=== | ===respawntime=== | ||
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===spawntype=== | ===spawntype=== | ||
How the monster spawns | How the monster spawns | ||
− | + | ||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! Spawntype !! SpawnID | ||
+ | |- | ||
+ | | SPAWNTYPE_NORMAL || 0 | ||
+ | |- | ||
+ | | SPAWNTYPE_ATNIGHT || 1 | ||
+ | |- | ||
+ | | SPAWNTYPE_ATEVENING || 2 | ||
+ | |- | ||
+ | | SPAWNTYPE_WEATHER || 4 | ||
+ | |- | ||
+ | | SPAWNTYPE_FOG || 5 | ||
+ | |- | ||
+ | | SPAWNTYPE_MOONPHASE || 16 | ||
+ | |- | ||
+ | | SPAWNTYPE_LOTTERY || 32 | ||
+ | |- | ||
+ | | SPAWNTYPE_WINDOWED || 64 | ||
+ | |- | ||
+ | | SPAWNTYPE_SCRIPTED || 128 | ||
+ | |} | ||
===dropid=== | ===dropid=== | ||
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==mob pets== | ==mob pets== | ||
===mob_mobid=== | ===mob_mobid=== | ||
− | + | ||
+ | The mobid of the pet (Please add the offset to this number) | ||
===pet_offset=== | ===pet_offset=== | ||
− | + | ||
+ | Offset to give you the monster (add this number to the mob_mobid to get the actual monster) | ||
===job=== | ===job=== | ||
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==mob pools== | ==mob pools== | ||
+ | |||
===poolid=== | ===poolid=== | ||
− | ===name=== | + | The ID of that mob pool |
− | + | ||
+ | ===name & packet_name=== | ||
+ | Name of that mob | ||
+ | Name and packet name are almost always the same. | ||
+ | |||
===familyid=== | ===familyid=== | ||
+ | The family ID of the monster. | ||
+ | Please see mob_family_system for the names of each ID. | ||
+ | |||
===HEX(modelid)=== | ===HEX(modelid)=== | ||
+ | The hex value of the model ID | ||
+ | |||
===mJob=== | ===mJob=== | ||
+ | The monster's main job. (Follows same job ids as characters) | ||
+ | {|class="wikitable sortable zebra" | ||
+ | !Job name!!Job ID | ||
+ | |- | ||
+ | |NONE||0 | ||
+ | |- | ||
+ | |WAR||1 | ||
+ | |- | ||
+ | |MNK||2 | ||
+ | |- | ||
+ | |WHM||3 | ||
+ | |- | ||
+ | |BLM||4 | ||
+ | |- | ||
+ | |RDM||5 | ||
+ | |- | ||
+ | |THF||6 | ||
+ | |- | ||
+ | |PLD||7 | ||
+ | |- | ||
+ | |DRK||8 | ||
+ | |- | ||
+ | |BST||9 | ||
+ | |- | ||
+ | |BRD||10 | ||
+ | |- | ||
+ | |RNG||11 | ||
+ | |- | ||
+ | |SAM||12 | ||
+ | |- | ||
+ | |NIN||13 | ||
+ | |- | ||
+ | |DRG||14 | ||
+ | |- | ||
+ | |SMN||15 | ||
+ | |- | ||
+ | |BLU||16 | ||
+ | |- | ||
+ | |COR||17 | ||
+ | |- | ||
+ | |PUP||18 | ||
+ | |- | ||
+ | |DNC||19 | ||
+ | |- | ||
+ | |SCH||20 | ||
+ | |- | ||
+ | |GEO||21 | ||
+ | |- | ||
+ | |RUN||22 | ||
+ | |- | ||
+ | |} | ||
+ | |||
===sJob=== | ===sJob=== | ||
+ | Monster's sub job (Please see table above for job ID information) | ||
+ | |||
===cmbSkill=== | ===cmbSkill=== | ||
+ | Monster's combat skill | ||
+ | {|class="wikitable sortable zebra" | ||
+ | !skill ID!!Weapon Skill Type | ||
+ | |- | ||
+ | |0||None | ||
+ | |- | ||
+ | |1||Hand-to-hand | ||
+ | |- | ||
+ | |2||Dagger | ||
+ | |- | ||
+ | |3||Sword | ||
+ | |- | ||
+ | |4||Greatsword | ||
+ | |- | ||
+ | |5||Axe | ||
+ | |- | ||
+ | |6||Great Axe | ||
+ | |- | ||
+ | |7||Scythe | ||
+ | |- | ||
+ | |8||Polearm | ||
+ | |- | ||
+ | |9||Katana | ||
+ | |- | ||
+ | |10||Great Katana | ||
+ | |- | ||
+ | |11||Club | ||
+ | |- | ||
+ | |12||Staff | ||
+ | |- | ||
+ | |} | ||
+ | |||
===cmbDelay=== | ===cmbDelay=== | ||
+ | The attack delay | ||
+ | |||
===cmbDmgMult=== | ===cmbDmgMult=== | ||
+ | The damage multiplier (if the monster hits harder than normal) | ||
+ | |||
===behavior=== | ===behavior=== | ||
+ | The behavior of the monster | ||
+ | {|class="wikitable sortable zebra" | ||
+ | !Behavior name!!Behavior ID | ||
+ | |- | ||
+ | |NONE||0 | ||
+ | |- | ||
+ | |NO_DESPAWN||1 | ||
+ | |- | ||
+ | |STANDBACK||2 | ||
+ | |- | ||
+ | |RAISABLE||4 | ||
+ | |- | ||
+ | |AGGRO_AMBUSH||512 | ||
+ | |- | ||
+ | |NO_TURN||1024 | ||
+ | |- | ||
+ | |} | ||
+ | |||
===aggro=== | ===aggro=== | ||
+ | If the monster aggros, and what it aggros to | ||
+ | ''Still need to find values for table'' | ||
+ | |||
===true_detection=== | ===true_detection=== | ||
+ | If the monster has "true" detection (ie. Truesight, truehearing, etc) | ||
+ | Binary, it either has or doesn't have. | ||
+ | |||
===links=== | ===links=== | ||
+ | If the monster links and what it links to | ||
+ | ''Still need to find values for table'' | ||
+ | |||
===mobType=== | ===mobType=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===immunity=== | ===immunity=== | ||
+ | What the monster is immune to. Bitmask, so calculate using bitmask values. | ||
+ | {|class="wikitable sortable zebra" | ||
+ | !Immunity name!!Immunity ID | ||
+ | |- | ||
+ | |IMMUNITY_NONE||0 | ||
+ | |- | ||
+ | |IMMUNITY_SLEEP||1 | ||
+ | |- | ||
+ | |IMMUNITY_GRAVITY||2 | ||
+ | |- | ||
+ | |IMMUNITY_BIND||4 | ||
+ | |- | ||
+ | |IMMUNITY_STUN||8 | ||
+ | |- | ||
+ | |IMMUNITY_SILENCE||16 | ||
+ | |- | ||
+ | |IMMUNITY_PARALYZE||32 | ||
+ | |- | ||
+ | |IMMUNITY_BLIND||64 | ||
+ | |- | ||
+ | |IMMUNITY_SLOW||128 | ||
+ | |- | ||
+ | |IMMUNITY_POISON||256 | ||
+ | |- | ||
+ | |IMMUNITY_ELEGY||512 | ||
+ | |- | ||
+ | |IMMUNITY_REQUIEM||1024 | ||
+ | |- | ||
+ | |} | ||
+ | |||
===name_prefix=== | ===name_prefix=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===flag=== | ===flag=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===entityFlags=== | ===entityFlags=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===animationsub=== | ===animationsub=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===hasSpellScript=== | ===hasSpellScript=== | ||
+ | If the monster has a spell script. | ||
+ | ''Still need to find values for table'' | ||
+ | |||
===spellList=== | ===spellList=== | ||
+ | The monsters spell list. | ||
+ | Check spell lists in mob_spell_lists table. | ||
+ | |||
===namevis=== | ===namevis=== | ||
+ | ''Unknown, need to research'' | ||
+ | |||
===roamflag=== | ===roamflag=== | ||
+ | The monster's roaming behavior | ||
+ | |||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! Roamflag name !! Roamflag id !! note | ||
+ | |- | ||
+ | | ROAMFLAG_NONE || 0 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE0 || 1 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE1 || 2 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE2 || 4 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE3 || 8 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE4 || 16 || | ||
+ | |- | ||
+ | | ROAMFLAG_NONE5 || 32 || | ||
+ | |- | ||
+ | | ROAMFLAG_WORM || 64 || pop up and down when moving | ||
+ | |- | ||
+ | | ROAMFLAG_AMBUSH || 128 || stays hidden until someone comes close (antlion) | ||
+ | |- | ||
+ | | ROAMFLAG_EVENT || 256 || calls lua method for roaming logic | ||
+ | |- | ||
+ | | ROAMFLAG_IGNORE || 512 || ignore all hate, except linking hate | ||
+ | |- | ||
+ | | ROAMFLAG_STEALTH || 1024 || stays name hidden and untargetable until someone comes close (chigoe) | ||
+ | |} | ||
+ | |||
===skill_list_id=== | ===skill_list_id=== | ||
+ | Monster's skill list. | ||
+ | Check skill lists under mob_skill_lists | ||
==mob pool mods== | ==mob pool mods== | ||
+ | |||
===poolid=== | ===poolid=== | ||
+ | The poolid. | ||
+ | Check mob_pools table for pool id names. | ||
+ | |||
===modid=== | ===modid=== | ||
+ | Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod | ||
+ | |||
===value=== | ===value=== | ||
− | === | + | Total of modifier applied |
+ | |||
+ | ===isMobMod=== | ||
+ | Determines which type of mod is in the modid field: modifier or mobModifier | ||
==mob skills== | ==mob skills== | ||
===mob_skill_id=== | ===mob_skill_id=== | ||
+ | |||
+ | ID of the monster skill (Name of the skill can be found in mob_skill_name) | ||
+ | |||
===mob_anim_id=== | ===mob_anim_id=== | ||
+ | |||
+ | Monster's animation ID for the skill. | ||
+ | |||
===mob_skill_name=== | ===mob_skill_name=== | ||
+ | |||
+ | The name of the monster skill. | ||
+ | |||
===mob_skill_aoe=== | ===mob_skill_aoe=== | ||
+ | |||
+ | If the skill is AOE ''unsure what the values above 0 means, still needs researched.'' | ||
+ | |||
===mob_skill_distance=== | ===mob_skill_distance=== | ||
+ | |||
+ | The maximum distance the skill can be used. | ||
+ | |||
===mob_anim_time=== | ===mob_anim_time=== | ||
+ | |||
+ | How long it takes the skill's animation to complete. | ||
+ | |||
===mob_prepare_time=== | ===mob_prepare_time=== | ||
+ | |||
+ | How long it takes the monster to use the skill (like a warning period before the skill actually goes off) | ||
+ | |||
===mob_valid_targets=== | ===mob_valid_targets=== | ||
+ | |||
+ | The valid targets for the skill. | ||
+ | |||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! Valid target name !! Valid target ID | ||
+ | |- | ||
+ | | TARGET_SELF || 1 | ||
+ | |- | ||
+ | | TARGET_MONSTER_PARTY || 2 | ||
+ | |- | ||
+ | | TARGET_ENEMY || 4 | ||
+ | |- | ||
+ | | TARGET_OTHER_MONSTER || 16 | ||
+ | |} | ||
+ | |||
===mob_skill_flag=== | ===mob_skill_flag=== | ||
+ | |||
+ | What kind of skill it is. | ||
+ | |||
+ | {| class="wikitable collapsible sortable" | ||
+ | ! Skillflag name !! Skillflag ID | ||
+ | |- | ||
+ | | SKILLFLAG_NONE || 0 | ||
+ | |- | ||
+ | | SKILLFLAG_TWO_HOUR || 2 | ||
+ | |- | ||
+ | | SKILLFLAG_SPECIAL || 4 | ||
+ | |- | ||
+ | | SKILLFLAG_HIT_ALL || 8 | ||
+ | |- | ||
+ | | SKILLFLAG_REPLACE_ATTACK || 16 | ||
+ | |- | ||
+ | | SKILLFLAG_DRAW_IN || 32 | ||
+ | |} | ||
+ | |||
===mob_skill_param=== | ===mob_skill_param=== | ||
+ | |||
+ | Uknown. Needs research. | ||
+ | |||
===knockback=== | ===knockback=== | ||
+ | |||
+ | If the skill can knock back the target (Unsure what values above 0 mean other than it can knock the target back) | ||
+ | |||
===primary_sc=== | ===primary_sc=== | ||
+ | |||
+ | The monster's skill primary skillchain element. | ||
+ | |||
+ | {| class="wikitable collapsible sortable zebra" | ||
+ | ! SC name !! SC ID | ||
+ | |- | ||
+ | | SC_TRANSFIXION || 1 | ||
+ | |- | ||
+ | | SC_COMPRESSION || 2 | ||
+ | |- | ||
+ | | SC_LIQUEFACTION || 3 | ||
+ | |- | ||
+ | | SC_SCISSION || 4 | ||
+ | |- | ||
+ | | SC_REVERBERATION || 5 | ||
+ | |- | ||
+ | | SC_DETONATION || 6 | ||
+ | |- | ||
+ | | SC_INDURATION || 7 | ||
+ | |- | ||
+ | | SC_IMPACTION || 8 | ||
+ | |- | ||
+ | | SC_GRAVITATION || 9 | ||
+ | |- | ||
+ | | SC_DISTORTION || 10 | ||
+ | |- | ||
+ | | SC_FUSION || 11 | ||
+ | |- | ||
+ | | SC_FRAGMENTATION || 12 | ||
+ | |- | ||
+ | | SC_LIGHT || 13 | ||
+ | |- | ||
+ | | SC_DARKNESS || 14 | ||
+ | |- | ||
+ | | SC_LIGHT_II || 15 | ||
+ | |- | ||
+ | | SC_DARKNESS_II || 16 | ||
+ | |} | ||
+ | |||
===secondary_sc=== | ===secondary_sc=== | ||
+ | |||
+ | The monster's skill secondary skillchain element (Please see table above). | ||
+ | |||
===tertiary_sc=== | ===tertiary_sc=== | ||
+ | |||
+ | The monster's skill third skilchain element (Currently, no monster's skills have a tertiary sc) | ||
==mob skill lists== | ==mob skill lists== | ||
===skill_list_name=== | ===skill_list_name=== | ||
+ | |||
+ | The name of the monster skill list. | ||
+ | |||
===skill_list_id=== | ===skill_list_id=== | ||
+ | |||
+ | The skill list ID. | ||
+ | |||
===mob_skill_id=== | ===mob_skill_id=== | ||
+ | |||
+ | The skill id for that skill list id. (Please see mob_skills mob_skill_id for the name of the skills) | ||
==mob spawn mods== | ==mob spawn mods== | ||
+ | |||
===mobid=== | ===mobid=== | ||
+ | ID of monster to apply mods to | ||
+ | |||
===modid=== | ===modid=== | ||
+ | |||
+ | Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod | ||
+ | |||
===value=== | ===value=== | ||
− | === | + | Total of modifier applied |
+ | |||
+ | ===isMobMod=== | ||
+ | Determines which type of mod is in the modid field: modifier or mobModifier | ||
==mob spawn points== | ==mob spawn points== | ||
===mobid=== | ===mobid=== | ||
+ | |||
+ | The monster's id number. | ||
+ | |||
===mobname=== | ===mobname=== | ||
+ | |||
+ | The name of the monster. | ||
+ | |||
===polutils_name=== | ===polutils_name=== | ||
+ | |||
+ | The name of the monster found in polutils. | ||
+ | |||
===groupid=== | ===groupid=== | ||
+ | |||
+ | The monster group id. Please see mob_groups for more information. | ||
+ | |||
===pos_x=== | ===pos_x=== | ||
+ | |||
+ | The monster's x position. | ||
+ | |||
===pos_y=== | ===pos_y=== | ||
+ | |||
+ | The monster's y position. | ||
+ | |||
===pos_z=== | ===pos_z=== | ||
+ | |||
+ | The monster's z position. | ||
+ | |||
===pos_rot=== | ===pos_rot=== | ||
+ | |||
+ | ''Unsure, needs to be researched.'' | ||
==mob spell lists== | ==mob spell lists== | ||
===spell_list_name=== | ===spell_list_name=== | ||
+ | |||
+ | The spell list name. | ||
+ | |||
===spell_list_id=== | ===spell_list_id=== | ||
+ | |||
+ | The spell list ID. | ||
+ | |||
===spell_id=== | ===spell_id=== | ||
+ | |||
+ | The ID of the spell. Please check the spell_list.sql file to find the spell name. | ||
+ | |||
===min_level=== | ===min_level=== | ||
+ | |||
+ | Minimum level of the monster to be able to use that spell. | ||
+ | |||
===max_level=== | ===max_level=== | ||
+ | |||
+ | The maximum level of monster that will use that spell. | ||
==nm spawn points== | ==nm spawn points== | ||
+ | |||
===mobid=== | ===mobid=== | ||
+ | |||
+ | The ID of the NM. | ||
+ | |||
===pos=== | ===pos=== | ||
+ | |||
+ | A possible position of this NM (Most NM's can spawn at different positions, so it will have the same number of pos listings as that NM might be able to spawn at) | ||
+ | |||
===pos_x=== | ===pos_x=== | ||
+ | |||
+ | The x position of the monster spawn. | ||
+ | |||
===pos_y=== | ===pos_y=== | ||
+ | |||
+ | The y position of the monster spawn. | ||
+ | |||
===pos_z=== | ===pos_z=== | ||
+ | |||
+ | The z position of the monster spawn. |
Latest revision as of 07:48, 26 April 2019
Contents
- 1 mob droplist
- 2 mob family mods
- 3 mob family system
- 4 mob groups
- 5 mob pets
- 6 mob pools
- 6.1 poolid
- 6.2 name & packet_name
- 6.3 familyid
- 6.4 HEX(modelid)
- 6.5 mJob
- 6.6 sJob
- 6.7 cmbSkill
- 6.8 cmbDelay
- 6.9 cmbDmgMult
- 6.10 behavior
- 6.11 aggro
- 6.12 true_detection
- 6.13 links
- 6.14 mobType
- 6.15 immunity
- 6.16 name_prefix
- 6.17 flag
- 6.18 entityFlags
- 6.19 animationsub
- 6.20 hasSpellScript
- 6.21 spellList
- 6.22 namevis
- 6.23 roamflag
- 6.24 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 Not yet implemented (as of April 2019) but intended to identify items sharing a "drop slot" (for example O.Kote and Strider Sword on Mee Degi)
Steal items are stolen
Despoil items are stolen on use of despoil ability (separate table from steal)
groupId
Not yet implemented: which "drop slot" this is.
groupRate
Rate at which the group has one of its items drop - normally 100% (1000), where one of the items in the group WILL drop but has no bearing on which one
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)
In the case of grouped drops, this will be the rate of the item within its group.
mob family mods
familyid
ID of specific families of monsters Full listing can be found in the mob_family_system sql table.
modid
Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod
The below table is the mobmods only. If ismobmod is set to 0, please use the normal modid found in modifier.h, not the mobmodid as below from mob_modifier.h.
mobmod | modid |
---|---|
NONE | 0 |
GIL_MIN | 1 |
GIL_MAX | 2 |
MP_BASE | 3 |
SIGHT_RANGE | 4 |
SOUND_RANGE | 5 |
BUFF_CHANCE | 6 |
GA_CHANCE | 7 |
HEAL_CHANCE | 8 |
HP_HEAL_CHANCE | 9 |
SUBLINK | 10 |
LINK_RADIUS | 11 |
DRAW_IN | 12 |
RAGE | 13 |
SKILL_LIST | 14 |
MUG_GIL | 15 |
MAIN_2HOUR | 16 |
NO_DESPAWN | 17 |
VAR | 18 |
SUB_2HOUR | 19 |
TP_USE_CHANCE | 20 |
PET_SPELL_LIST | 21 |
NA_CHANCE | 22 |
IMMUNITY | 23 |
GRADUAL_RAGE | 24 |
BUILD_RESIST | 25 |
SUPERLINK | 26 |
SPELL_LIST | 27 |
EXP_BONUS | 28 |
ASSIST | 29 |
SPECIAL_SKILL | 30 |
ROAM_DISTANCE | 31 |
MULTI_2HOUR | 32 |
SPECIAL_COOL | 33 |
MAGIC_COOL | 34 |
STANDBACK_COOL | 35 |
ROAM_COOL | 36 |
ALWAYS_AGGRO | 37 |
NO_DROPS | 38 |
SHARE_POS | 39 |
TELEPORT_CD | 40 |
TELEPORT_START | 41 |
TELEPORT_END | 42 |
TELEPORT_TYPE | 43 |
DUAL_WIELD | 44 |
ADD_EFFECT | 45 |
AUTO_SPIKES | 46 |
SPAWN_LEASH | 47 |
SHARE_TARGET | 48 |
SCRIPTED_2HOUR | 49 |
PROC_2HOUR | 50 |
ROAM_TURNS | 51 |
ROAM_RATE | 52 |
BEHAVIOR | 53 |
GIL_BONUS | 54 |
IDLE_DESPAWN | 55 |
HP_STANDBACK | 56 |
MAGIC_DELAY | 57 |
SPECIAL_DELAY | 58 |
WEAPON_BONUS | 59 |
SPAWN_ANIMATIONSUB | 60 |
HP_SCALE | 61 |
NO_STANDBACK | 62 |
ATTACK_SKILL_LIST | 63 |
CHARMABLE | 64 |
NO_MOVE | 65 |
MULTI_HIT | 66 |
value
Total of modifier applied
isMobMod
Determines which type of mod is in the modid field: modifier(0) or mobModifier(1)
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
Despite the name, does NOT influence the visual size of the monster in game. This influence the distance from what the server thinks is its center to the edge its "body" which will affect things such as melee range between player and monster (in both directions) and how close you need to stand for actions such as sneak attack (if you have to stand inside of a large model in order to hit it, this value is probably wrong). The visual mob size on the clients end is controlled by some entityFlags in mob_pools which vary by model.
speed
The speed of the monster
HP/MP/STR/DEX/VIT/AGI/INT/MND/CHR/ATT/DEF/ACC/EVA
The monsters base HP/MP/STR/DEX/VIT/AGI/INT/MND/CHR/ATT/DEF/ACC/EVA at level 1
Slash/Pierce/H2H/Impact/Fire/Ice/Wind/Earth/Lightning/Water/Light/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
Determines what if any crystal the monster drops while player has the needed status effect (such as signet) for it to do so.
detects
What the monster detects
Detects type | Detects ID |
---|---|
DETECT_NONE | 0 |
DETECT_SIGHT | 1 |
DETECT_HEARING | 2 |
DETECT_LOWHP | 4 |
DETECT_NONE1 | 8 |
DETECT_NONE2 | 16 |
DETECT_MAGIC | 32 |
DETECT_WEAPONSKILL | 64 |
DETECT_JOBABILITY | 128 |
DETECT_SCENT | 256 |
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. Please see zone_settings.sql to identify the zone found here.
respawntime
How long before a monster respawns.
spawntype
How the monster spawns
Spawntype | SpawnID |
---|---|
SPAWNTYPE_NORMAL | 0 |
SPAWNTYPE_ATNIGHT | 1 |
SPAWNTYPE_ATEVENING | 2 |
SPAWNTYPE_WEATHER | 4 |
SPAWNTYPE_FOG | 5 |
SPAWNTYPE_MOONPHASE | 16 |
SPAWNTYPE_LOTTERY | 32 |
SPAWNTYPE_WINDOWED | 64 |
SPAWNTYPE_SCRIPTED | 128 |
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
mob pets
mob_mobid
The mobid of the pet (Please add the offset to this number)
pet_offset
Offset to give you the monster (add this number to the mob_mobid to get the actual monster)
job
The pet's master's "job".
jobid | job |
---|---|
9 | BST |
14 | DRG |
15 | SMN |
18 | PUP |
mob pools
poolid
The ID of that mob pool
name & packet_name
Name of that mob Name and packet name are almost always the same.
familyid
The family ID of the monster. Please see mob_family_system for the names of each ID.
HEX(modelid)
The hex value of the model ID
mJob
The monster's main job. (Follows same job ids as characters)
Job name | Job ID |
---|---|
NONE | 0 |
WAR | 1 |
MNK | 2 |
WHM | 3 |
BLM | 4 |
RDM | 5 |
THF | 6 |
PLD | 7 |
DRK | 8 |
BST | 9 |
BRD | 10 |
RNG | 11 |
SAM | 12 |
NIN | 13 |
DRG | 14 |
SMN | 15 |
BLU | 16 |
COR | 17 |
PUP | 18 |
DNC | 19 |
SCH | 20 |
GEO | 21 |
RUN | 22 |
sJob
Monster's sub job (Please see table above for job ID information)
cmbSkill
Monster's combat skill
skill ID | Weapon Skill Type |
---|---|
0 | None |
1 | Hand-to-hand |
2 | Dagger |
3 | Sword |
4 | Greatsword |
5 | Axe |
6 | Great Axe |
7 | Scythe |
8 | Polearm |
9 | Katana |
10 | Great Katana |
11 | Club |
12 | Staff |
cmbDelay
The attack delay
cmbDmgMult
The damage multiplier (if the monster hits harder than normal)
behavior
The behavior of the monster
Behavior name | Behavior ID |
---|---|
NONE | 0 |
NO_DESPAWN | 1 |
STANDBACK | 2 |
RAISABLE | 4 |
AGGRO_AMBUSH | 512 |
NO_TURN | 1024 |
aggro
If the monster aggros, and what it aggros to Still need to find values for table
true_detection
If the monster has "true" detection (ie. Truesight, truehearing, etc) Binary, it either has or doesn't have.
links
If the monster links and what it links to Still need to find values for table
mobType
Unknown, need to research
immunity
What the monster is immune to. Bitmask, so calculate using bitmask values.
Immunity name | Immunity ID |
---|---|
IMMUNITY_NONE | 0 |
IMMUNITY_SLEEP | 1 |
IMMUNITY_GRAVITY | 2 |
IMMUNITY_BIND | 4 |
IMMUNITY_STUN | 8 |
IMMUNITY_SILENCE | 16 |
IMMUNITY_PARALYZE | 32 |
IMMUNITY_BLIND | 64 |
IMMUNITY_SLOW | 128 |
IMMUNITY_POISON | 256 |
IMMUNITY_ELEGY | 512 |
IMMUNITY_REQUIEM | 1024 |
name_prefix
Unknown, need to research
flag
Unknown, need to research
entityFlags
Unknown, need to research
animationsub
Unknown, need to research
hasSpellScript
If the monster has a spell script. Still need to find values for table
spellList
The monsters spell list. Check spell lists in mob_spell_lists table.
namevis
Unknown, need to research
roamflag
The monster's roaming behavior
Roamflag name | Roamflag id | note |
---|---|---|
ROAMFLAG_NONE | 0 | |
ROAMFLAG_NONE0 | 1 | |
ROAMFLAG_NONE1 | 2 | |
ROAMFLAG_NONE2 | 4 | |
ROAMFLAG_NONE3 | 8 | |
ROAMFLAG_NONE4 | 16 | |
ROAMFLAG_NONE5 | 32 | |
ROAMFLAG_WORM | 64 | pop up and down when moving |
ROAMFLAG_AMBUSH | 128 | stays hidden until someone comes close (antlion) |
ROAMFLAG_EVENT | 256 | calls lua method for roaming logic |
ROAMFLAG_IGNORE | 512 | ignore all hate, except linking hate |
ROAMFLAG_STEALTH | 1024 | stays name hidden and untargetable until someone comes close (chigoe) |
skill_list_id
Monster's skill list. Check skill lists under mob_skill_lists
mob pool mods
poolid
The poolid. Check mob_pools table for pool id names.
modid
Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod
value
Total of modifier applied
isMobMod
Determines which type of mod is in the modid field: modifier or mobModifier
mob skills
mob_skill_id
ID of the monster skill (Name of the skill can be found in mob_skill_name)
mob_anim_id
Monster's animation ID for the skill.
mob_skill_name
The name of the monster skill.
mob_skill_aoe
If the skill is AOE unsure what the values above 0 means, still needs researched.
mob_skill_distance
The maximum distance the skill can be used.
mob_anim_time
How long it takes the skill's animation to complete.
mob_prepare_time
How long it takes the monster to use the skill (like a warning period before the skill actually goes off)
mob_valid_targets
The valid targets for the skill.
Valid target name | Valid target ID |
---|---|
TARGET_SELF | 1 |
TARGET_MONSTER_PARTY | 2 |
TARGET_ENEMY | 4 |
TARGET_OTHER_MONSTER | 16 |
mob_skill_flag
What kind of skill it is.
Skillflag name | Skillflag ID |
---|---|
SKILLFLAG_NONE | 0 |
SKILLFLAG_TWO_HOUR | 2 |
SKILLFLAG_SPECIAL | 4 |
SKILLFLAG_HIT_ALL | 8 |
SKILLFLAG_REPLACE_ATTACK | 16 |
SKILLFLAG_DRAW_IN | 32 |
mob_skill_param
Uknown. Needs research.
knockback
If the skill can knock back the target (Unsure what values above 0 mean other than it can knock the target back)
primary_sc
The monster's skill primary skillchain element.
SC name | SC ID |
---|---|
SC_TRANSFIXION | 1 |
SC_COMPRESSION | 2 |
SC_LIQUEFACTION | 3 |
SC_SCISSION | 4 |
SC_REVERBERATION | 5 |
SC_DETONATION | 6 |
SC_INDURATION | 7 |
SC_IMPACTION | 8 |
SC_GRAVITATION | 9 |
SC_DISTORTION | 10 |
SC_FUSION | 11 |
SC_FRAGMENTATION | 12 |
SC_LIGHT | 13 |
SC_DARKNESS | 14 |
SC_LIGHT_II | 15 |
SC_DARKNESS_II | 16 |
secondary_sc
The monster's skill secondary skillchain element (Please see table above).
tertiary_sc
The monster's skill third skilchain element (Currently, no monster's skills have a tertiary sc)
mob skill lists
skill_list_name
The name of the monster skill list.
skill_list_id
The skill list ID.
mob_skill_id
The skill id for that skill list id. (Please see mob_skills mob_skill_id for the name of the skills)
mob spawn mods
mobid
ID of monster to apply mods to
modid
Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod
value
Total of modifier applied
isMobMod
Determines which type of mod is in the modid field: modifier or mobModifier
mob spawn points
mobid
The monster's id number.
mobname
The name of the monster.
polutils_name
The name of the monster found in polutils.
groupid
The monster group id. Please see mob_groups for more information.
pos_x
The monster's x position.
pos_y
The monster's y position.
pos_z
The monster's z position.
pos_rot
Unsure, needs to be researched.
mob spell lists
spell_list_name
The spell list name.
spell_list_id
The spell list ID.
spell_id
The ID of the spell. Please check the spell_list.sql file to find the spell name.
min_level
Minimum level of the monster to be able to use that spell.
max_level
The maximum level of monster that will use that spell.
nm spawn points
mobid
The ID of the NM.
pos
A possible position of this NM (Most NM's can spawn at different positions, so it will have the same number of pos listings as that NM might be able to spawn at)
pos_x
The x position of the monster spawn.
pos_y
The y position of the monster spawn.
pos_z
The z position of the monster spawn.