Mobs
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 august 2018) 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%, 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
value
Total of modifier applied
isMobMod
Determines which type of mod is in the modid field: modifier or mobModifier
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 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
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.
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
Unknown, need to research
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
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
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