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entityid = 523, 怪物ID
v' O# N$ M c. T% t4 A2 y" c1 Mname = Lang.EntityName.m523,. s% I4 H, O* @
modelid = 125,外观模型id8 e+ \8 t3 m7 R' R& f( U3 M
icon = 0,头像id</p><p> level = 80,怪物等级+ }! w2 \/ U, [; s# A0 u2 S0 q
— = 大刀守卫|守卫,怪物名字+ A6 n K+ b/ x& \6 L
entityType = 1,怪物实体类型
9 u2 {" c& r! W5 B+ c8 n6 k$ Prace = 0怪物种族,
8 i; [0 T. u3 h- j) Jcamp = 1,怪物阵营& c2 l; Q8 B* w+ o: e/ {
monsterType = 5,怪物类型
7 C8 B& d$ H1 H# X% jaiConfigId = 40,AI编号
1 b# a. d7 x; n, O9 S B0 ~exp = 0,击杀经验
+ | b2 C; }6 c3 \' minnerExp = 0,内劲经验
8 ?0 O% K" P4 d7 g: W5 @% MnMaxHp = 27236.最大生命 </p><p> nMaxMp = 10,最大蓝
1 [: e, y: B5 k7 KnPhysicalAttackMin = 60600 最小物攻,
) H) z- K% t2 M! f4 t3 |$ I7 L. W9 GnPhysicalAttackMax = 501000 最大物攻,5 r# Q' ^7 ~( f
nMagicAttackMin = 60600最小魔攻," R2 k1 z, P0 \" W
nMagicAttackMax = 10100最大魔攻,7 }" P: O0 z( ^; U' P4 i3 ^
nWizardAttackMin = 501000最小道攻,! {* [. [8 z8 R' m1 l1 u; p2 X
nWizardAttackMax = 501000最大道攻,2 K) P5 r2 X! ^7 T' }
nHysicalDefenceMin = 42最小物防,7 ^6 s K% F( p* A
nHysicalDefenceMax = 84最大物防,; c e2 c5 u+ E) p/ }) J* \
nMagicDefenceMin = 32最小魔防,
; U% z# Y; {$ F2 K) ^8 ~, M" EnMagicDefenceMax = 63最大魔防,5 H4 V1 ?4 D# D5 f% r- c
: N7 E( \0 U' l& m9 q; jnHitrate = 25准确,; m' a& ^' g* H& L8 X! i1 B
nDogerate = 5000敏捷,: X% p1 I2 R, v! H3 n. V) s/ @2 q
fMagicHitRate = 0魔法命中,
# h$ o" s4 Q# H! v0 m' E% lfMagicDogerate = 0魔法闪避,
% ^ r. H, L- n# G6 H& m4 }/ Q8 Z- U6 tfToxicDogerate = 0毒物闪避,
- q# D, D: ?" Q; M/ M( P/ DfToxicRenew = 0毒物恢复,
; r* x6 W+ C3 u, \; ] GfHpRenew = 0生命恢复,. ?3 p5 t3 E6 e$ J4 Y
fMpRenew = 0魔法恢复,
- j8 \7 O5 n4 }9 _' E) q' cnHpRenewAdd = 0怪物回血,
6 w& r6 W/ B' |! gnLuck = 0幸运,
; e9 w# w j& w p* i9 x& T; unCurse = 0诅咒, \9 O9 v* d8 v
nNearAttackRate = 100000普通攻击系数,/ J: Y3 O3 R$ T5 N8 o2 C* [
nNearAttackType = 1攻击输出类型,
9 o& j( a% ?9 T3 g J8 OattackLevel = 100攻击等级,
' P( s9 h, K) v/ X$ l# [6 hattackInterval = 1攻击间隔,
% k# M- y9 a. G2 V1 g2 T fnAttackSpeed = 500攻击速度,3 n; p: k6 `. i. ~* a
nMoveOneSlotTime = 100移动速度,) A7 N' l7 [+ r, G
reSelTargetRate = 100改变目标, G4 y9 R2 W) |4 Z
maxDropHp = 0最大掉血,2 \# @- t3 t* H: {9 v
attackMusicId = 1攻击,
5 h+ e: b2 U( [2 `8 e5 XdieMusicId = 221死亡,
$ D+ j9 V6 k, k- ?0 R" rtargetMusicId = 0发现,8 ]" y, q6 l m) q
damageMusicId = 1受击,
0 {$ \' V: U3 J8 t( M* l3 jattackMusicRate = 50攻击,
3 D2 j/ }4 R" cdieMusicRate = 100死亡,
2 C8 E/ {6 y3 U' V, ?5 n9 {, z6 CtargetMusicTate = 30发现," G2 M( M0 S& }) {% h6 H$ L
damageMusicRate = 50受击,
9 S: p( h {- V5 y3 Bweaponid = 0武器id,
' W9 p# c/ _ fswingid = 0翅膀id,$ s8 J# y0 X- ^6 V: [ i. N$ x* D
hatsid = 0斗笠外观id,
# s9 ?: L; K i+ t9 K+ Bflags = {% y: @5 P1 v0 T, R- |9 e# k5 k
DenyAttackedByActor = true不能被玩家攻击默认关闭,
- d* ?/ p; a. i: ~: [, LDenyInitiativeAttackActor = true主动怪是否攻击玩家,
* ~2 ?# @3 O# mCanDropCoinGround = true掉落金币在地上,5 z+ x5 T0 d+ y5 T) F$ r9 j; O: f
AttackPet = true主动攻击道士宠物,& S9 C" @8 C! g' W7 R ~
CanAlwaysEnter = true总能进场,
& c8 ?. f8 ^4 r. i% E$ J' ZDenyAddNumber = true千人不增加个数,
( e' f' o9 ^* ]5 p' l. A},, C- D* \5 F5 l5 x2 z5 m& s
monstercolor = {
1 E9 o9 P% U! d6 ^6 l' X" C0,255,255,0,
7 K- N0 B; o6 Q$ n- I; s- H},
- p ^/ d0 a, ~, @& |! e+ n4 Z8 _priorTarget = {
* R8 W- v' I/ m0 U7 c3 ~},: P3 }- W7 l4 s. G6 I w+ B
drops = {
- M: q F( m3 @5 N& ]& {0 @! s},- ?0 r0 |! F2 A7 O% e
},& J. s' F+ K4 r
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