Mobs
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.