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entityid = 523, 怪物ID8 ^. J M, y, {% t5 y9 k
name = Lang.EntityName.m523,9 [8 O) c. j# ^8 h
modelid = 125,外观模型id0 D' ~+ }/ ^0 O; y. H2 [9 Z
icon = 0,头像id</p><p> level = 80,怪物等级
9 N$ J$ {9 [ P+ Z& O! Q- A, h— = 大刀守卫|守卫,怪物名字) c {' |( v1 t/ `. |" ~6 g/ l
entityType = 1,怪物实体类型
* T, H( o7 G$ M8 T6 wrace = 0怪物种族,' ^ E b% B& J; n$ H' O3 C
camp = 1,怪物阵营
4 \- T) V# a2 J% U. [ smonsterType = 5,怪物类型
# L, _" K7 O. ?8 g4 Q7 Z6 o+ KaiConfigId = 40,AI编号+ t& i7 ~7 M- ^
exp = 0,击杀经验 B* |8 g0 |0 Q; t2 ^: i% B1 W
innerExp = 0,内劲经验
5 x) N1 @5 g, m1 I/ t! m" @nMaxHp = 27236.最大生命 </p><p> nMaxMp = 10,最大蓝
L+ d) ~. [$ E9 `% {nPhysicalAttackMin = 60600 最小物攻,- n4 \5 [) S9 {) V3 q3 _4 f6 S L
nPhysicalAttackMax = 501000 最大物攻,1 j- F, c/ S' X4 |3 E. Z. J6 ?
nMagicAttackMin = 60600最小魔攻,3 j: B1 Q. a* |8 k9 s! p
nMagicAttackMax = 10100最大魔攻,
( _+ a* `1 y5 c1 C4 HnWizardAttackMin = 501000最小道攻,
; n- h5 B; g3 F1 U$ H: R$ TnWizardAttackMax = 501000最大道攻,1 Y% ?& Z8 y, B' o! n
nHysicalDefenceMin = 42最小物防,( O/ ?5 W: t G5 K) z; v9 X9 A. h4 Y
nHysicalDefenceMax = 84最大物防,
9 d& C1 X, _; X2 {7 bnMagicDefenceMin = 32最小魔防,+ m8 w9 j6 X5 d& G+ ~' R! B
nMagicDefenceMax = 63最大魔防,) _' ^& s i0 Y& W! j8 w
: ` x$ {+ O8 QnHitrate = 25准确," M3 c: A u6 I& ` w1 p
nDogerate = 5000敏捷,9 s k V0 [7 ]
fMagicHitRate = 0魔法命中,
5 | T; J% A* P; l( @fMagicDogerate = 0魔法闪避,
5 U4 \ G- b2 G- e1 |fToxicDogerate = 0毒物闪避,
% p- a6 M/ S) Z) \+ g- ^, nfToxicRenew = 0毒物恢复,1 f% Q% W K* B7 G% R4 m
fHpRenew = 0生命恢复,
' D% `6 ]* c+ F# P4 |8 m7 h% t0 OfMpRenew = 0魔法恢复,
+ F9 u, r. X! u& l; y p. d- qnHpRenewAdd = 0怪物回血,
: @& ^: o5 S% h3 h6 znLuck = 0幸运,
N# ?4 f- [) L6 ]! z, onCurse = 0诅咒,: c! q0 F4 R( }* D" B" u9 V% v
nNearAttackRate = 100000普通攻击系数,
) e+ }4 Q$ C: j2 H6 I3 YnNearAttackType = 1攻击输出类型,
, b, U- a, U9 z% i2 oattackLevel = 100攻击等级,
: U* Q# \ R1 ~' K5 IattackInterval = 1攻击间隔,) X, u3 g Q& d; ?" M& | b" y
nAttackSpeed = 500攻击速度,
+ S3 }- x! N2 e1 cnMoveOneSlotTime = 100移动速度,
& _: ?8 O+ ?- `3 {7 o/ V, IreSelTargetRate = 100改变目标,* C2 n7 C! a7 E" T3 e
maxDropHp = 0最大掉血,. G/ _% {+ C+ v* I& S- R
attackMusicId = 1攻击,
& F% [: _) W! c: _1 W4 T1 GdieMusicId = 221死亡,% l8 R( f5 K% b. d3 m, i
targetMusicId = 0发现,4 l- v9 Q& }# ^# c
damageMusicId = 1受击,( ?5 n) @% t& F( Z4 b( J0 A
attackMusicRate = 50攻击,
3 E( b! |% d( z& ~; zdieMusicRate = 100死亡,! o- L# ]0 H/ p0 p& H0 X
targetMusicTate = 30发现,
7 O, |8 B3 D2 [/ j0 `; edamageMusicRate = 50受击,
7 j+ W& b) w) }weaponid = 0武器id,
$ g+ u2 {' X) P, P4 W1 nswingid = 0翅膀id,
7 h/ e! l9 M+ B3 G6 Q) A Q7 yhatsid = 0斗笠外观id,* T8 \# X4 d! N
flags = {$ B0 ?+ E x9 L# q
DenyAttackedByActor = true不能被玩家攻击默认关闭,, f/ X% k ~; v! S& X+ C
DenyInitiativeAttackActor = true主动怪是否攻击玩家,
; n" |" X' K! R3 \+ g. CCanDropCoinGround = true掉落金币在地上,% e( T' U: i: {6 N
AttackPet = true主动攻击道士宠物,
9 n) D" y3 q& o: r9 d) |) m5 YCanAlwaysEnter = true总能进场,
6 _2 g& A% u; F( W$ |/ rDenyAddNumber = true千人不增加个数,$ ^! u% x' P' Z* i0 c
},
5 t: Z% H; Z- ~# S/ ^monstercolor = {
9 `2 R3 }8 j+ }; a% A* r0,255,255,0,. Y, A7 n+ u( L
},: @- K( S4 j7 ]! J; ~( e3 I
priorTarget = {8 [' @- o8 J5 q3 b, M( a" r
},
1 |- J7 q" q8 e! G6 b" Y% ]drops = {
3 c6 g4 O; S" B: b},) g, X- }) l6 m/ Z7 R. Q
},
: J. ^$ ^4 ?( A0 K+ D9 l7 @
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