Mobs

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Revision as of 05:59, 25 June 2018 by Delaide (Talk | contribs) (mob pets: Mostly unknown still...)

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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 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

mob pets

mob_mobid

Unsure if this is the pob pet ID or the ID of the mob the pet belongs to...

pet_offset

Unsure, still need to research

job

The pet's master's "job".

jobid job
9 BST
14 DRG
15 SMN
18 PUP

mob pools

poolid

name

packet_name

familyid

HEX(modelid)

mJob

sJob

cmbSkill

cmbDelay

cmbDmgMult

behavior

aggro

true_detection

links

mobType

immunity

name_prefix

flag

entityFlags

animationsub

hasSpellScript

spellList

namevis

roamflag

skill_list_id

mob pool mods

poolid

modid

value

is_mob_mod

mob skills

mob_skill_id

mob_anim_id

mob_skill_name

mob_skill_aoe

mob_skill_distance

mob_anim_time

mob_prepare_time

mob_valid_targets

mob_skill_flag

mob_skill_param

knockback

primary_sc

secondary_sc

tertiary_sc

mob skill lists

skill_list_name

skill_list_id

mob_skill_id

mob spawn mods

mobid

modid

value

is_mob_mod

mob spawn points

mobid

mobname

polutils_name

groupid

pos_x

pos_y

pos_z

pos_rot

mob spell lists

spell_list_name

spell_list_id

spell_id

min_level

max_level

nm spawn points

mobid

pos

pos_x

pos_y

pos_z