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entityid = 523, 怪物ID, [& c3 i I( d/ T
name = Lang.EntityName.m523," f8 r. u7 n3 o. b9 ^
modelid = 125,外观模型id7 _' Z/ r {& |2 G( ]6 e6 o9 `
icon = 0,头像id</p><p> level = 80,怪物等级% f- f6 r3 L% J A& d; { t
— = 大刀守卫|守卫,怪物名字9 }3 b! B, q9 F0 O
entityType = 1,怪物实体类型
/ l( W4 k; e ]1 Brace = 0怪物种族," w6 @4 R% ^. {% B0 [3 w
camp = 1,怪物阵营
9 c7 ]' t' h" LmonsterType = 5,怪物类型0 a$ W6 D$ I+ Y1 o% `/ F# h/ W
aiConfigId = 40,AI编号
( r( O* I" F1 {! R) ?$ s! Xexp = 0,击杀经验% ?- J* B! X7 m/ [. U# p( z0 H
innerExp = 0,内劲经验
) ]& U- Z+ C _: o( WnMaxHp = 27236.最大生命 </p><p> nMaxMp = 10,最大蓝
" _4 s3 w) _' H$ ]nPhysicalAttackMin = 60600 最小物攻,9 e8 Y! m0 @4 j
nPhysicalAttackMax = 501000 最大物攻,+ Q2 V- P1 Q9 o# j8 u& |& u" j6 r
nMagicAttackMin = 60600最小魔攻,# n; P( x2 u6 F& m" d8 l- o
nMagicAttackMax = 10100最大魔攻,
1 J2 p0 K# }/ x- a; YnWizardAttackMin = 501000最小道攻,
. T- W( |' {4 a$ ~3 m' P& \- anWizardAttackMax = 501000最大道攻,
% q0 F; |3 f& p9 }- U8 n! ]; dnHysicalDefenceMin = 42最小物防,$ R& h' z( Z* r. k3 ?) L1 J' R
nHysicalDefenceMax = 84最大物防,
1 J4 w4 M! Q w/ `; Q' }8 _nMagicDefenceMin = 32最小魔防,
8 p9 @% n: G% e5 J2 DnMagicDefenceMax = 63最大魔防,8 g# v. \% x4 H& X
j+ Y! d' [8 g) F
nHitrate = 25准确,
3 r9 e" V$ r" y( A; `: a9 d, hnDogerate = 5000敏捷,5 M: t0 `- q; K% B
fMagicHitRate = 0魔法命中,9 L* M, K4 N: L" h
fMagicDogerate = 0魔法闪避,
" u& T7 U8 t4 {6 AfToxicDogerate = 0毒物闪避,
# e( I; b9 P* {5 tfToxicRenew = 0毒物恢复,
7 G+ B( i9 b8 R* t; TfHpRenew = 0生命恢复,
2 |; ^# k, T9 h! h2 j2 d. lfMpRenew = 0魔法恢复,; V$ m0 O( j/ w# k+ \4 {' t
nHpRenewAdd = 0怪物回血,
, t2 l$ H, J& }9 }nLuck = 0幸运,
3 O& ^6 C ]0 e% j: wnCurse = 0诅咒,8 S* |0 u, b I; b9 j- R
nNearAttackRate = 100000普通攻击系数, U E) d8 t5 q& w5 z& g6 l
nNearAttackType = 1攻击输出类型,
4 q$ i6 o, j; A$ }- J `$ P9 p4 u& mattackLevel = 100攻击等级,
* j2 L, n3 k: X# JattackInterval = 1攻击间隔,
* s1 L0 k) }& r" ]nAttackSpeed = 500攻击速度,
5 c8 a$ H6 |7 V% J4 z# X6 ^, rnMoveOneSlotTime = 100移动速度,3 Y! y* F$ f# x/ ~6 y. y U0 B8 \
reSelTargetRate = 100改变目标,% L* b' r; W% M% w
maxDropHp = 0最大掉血,+ d5 n. h8 `" p; {
attackMusicId = 1攻击,) u5 C+ A1 l) G2 P) S" [
dieMusicId = 221死亡,( O5 o/ l" I: n1 k( [2 {/ U' `. U
targetMusicId = 0发现,
# J. q# @3 {, C' E: `damageMusicId = 1受击,
" {% I4 H) C' {% f" @7 M* v; R* SattackMusicRate = 50攻击,1 ]/ B1 n) @+ P; t0 W4 }
dieMusicRate = 100死亡,
9 I& x2 H7 c; G1 PtargetMusicTate = 30发现,* ^& x$ f. f8 @4 o. d9 J
damageMusicRate = 50受击,+ o: y& h3 X+ u8 q- C$ G$ w7 F, B
weaponid = 0武器id,
; L1 Z( j: n5 G) x6 H7 C) l% h7 a' ]swingid = 0翅膀id,8 H( B5 O2 |1 k
hatsid = 0斗笠外观id,
4 f$ l) s- h) H% D& C( r" L% Iflags = {
" f5 b+ I- J& ^( S( C0 R+ |8 K( ODenyAttackedByActor = true不能被玩家攻击默认关闭,. R) W: c- v/ o. G. z! f# c
DenyInitiativeAttackActor = true主动怪是否攻击玩家,
- d9 `! v$ }$ ]: f% }; T; CCanDropCoinGround = true掉落金币在地上,$ U9 O8 K8 M( K. X
AttackPet = true主动攻击道士宠物,
2 h' m6 |% |) o$ P% Y9 BCanAlwaysEnter = true总能进场,/ Z5 y, a% ?" [( y8 R3 I, [
DenyAddNumber = true千人不增加个数,5 u' B- O( J x( D/ j
},
- h1 K+ A$ w& I3 P3 Dmonstercolor = {
: F% p3 w. L0 c8 R0,255,255,0,+ x* W# _4 W3 S7 O( p
},6 K) l* P8 I; Y9 H, |
priorTarget = {
8 ^+ l" e1 l) G7 M: E( L},
3 O+ M' L0 j. M& ~1 L6 tdrops = {
0 ?+ j9 J1 E, J1 V+ m( p},
; A2 x. O w! t( _7 z! [% V},
% Y% h5 ]( I$ e+ O
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