Difference between revisions of "Mobs"

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m (mob family mods)
(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''' Not yet implemented (as of august 2018) but intended to identify items sharing a "drop slot" (for example O.Kote and Strider Sword on Mee Degi)
+
'''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
Line 34: Line 34:
 
===groupRate===
 
===groupRate===
  
Rate at which the group has one of its items drop - normally 100%, where one of the items in the group WILL drop but has no bearing on which one
+
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===
Line 57: Line 57:
  
 
Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod
 
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===
Value of the mod effect
+
Total of modifier applied
  
===is mob mod===
+
===isMobMod===
If it is a generic mod or calls a mobskills lua.
+
Determines which type of mod is in the modid field: modifier(0) or mobModifier(1)
  
 
==mob family system==
 
==mob family system==
Line 124: Line 263:
 
|}
 
|}
 
===mobsize===
 
===mobsize===
The size of the monster
+
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===
Line 135: Line 274:
 
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===
+
=== Element ===
''Unsure, still need to research''
+
 
 +
Determines what if any crystal the monster drops while player has the needed status effect (such as signet) for it to do so.
  
 
===detects===
 
===detects===
 
What the monster detects
 
What the monster detects
''Still need to create the table''
+
 
 +
{| 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===
Line 154: Line 317:
  
 
===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.
''Still need to define the zones''
+
  
 
===respawntime===
 
===respawntime===
Line 162: Line 324:
 
===spawntype===
 
===spawntype===
 
How the monster spawns
 
How the monster spawns
''Still need to research for what the values mean''
+
 
 +
{| 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===
Line 185: Line 368:
 
==mob pets==
 
==mob pets==
 
===mob_mobid===
 
===mob_mobid===
''Unsure if this is the pob pet ID or the ID of the mob the pet belongs to...''
+
 
 +
The mobid of the pet (Please add the offset to this number)
  
 
===pet_offset===
 
===pet_offset===
''Unsure, still need to research''
+
 
 +
Offset to give you the monster (add this number to the mob_mobid to get the actual monster)
  
 
===job===
 
===job===
Line 223: Line 408:
  
 
===mJob===
 
===mJob===
The monster's main job.
+
The monster's main job. (Follows same job ids as characters)
 
{|class="wikitable sortable zebra"
 
{|class="wikitable sortable zebra"
 
!Job name!!Job ID
 
!Job name!!Job ID
Line 406: Line 591:
  
 
===roamflag===
 
===roamflag===
''Unknown, need to research''
+
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===
Line 413: Line 626:
  
 
==mob pool mods==
 
==mob pool mods==
 +
 
===poolid===
 
===poolid===
 
The poolid.
 
The poolid.
Line 418: Line 632:
  
 
===modid===
 
===modid===
 +
Will either be the ID of a modifier or a mobModifier, depending on the state of IsMobMod
  
 
===value===
 
===value===
===is_mob_mod===
+
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===
===is_mob_mod===
+
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

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.