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entityid = 523, 怪物ID# K" ~: O- n7 J3 Z
name = Lang.EntityName.m523,' k8 b% o" D' i
modelid = 125,外观模型id
2 N. ?% C, u9 a, h5 |icon = 0,头像id</p><p> level = 80,怪物等级
' ^/ Z3 q" `' H% q— = 大刀守卫|守卫,怪物名字, Q3 }2 Q( V7 J/ B
entityType = 1,怪物实体类型
0 a$ F7 V5 f- \& b$ H% N! q, zrace = 0怪物种族,
5 O0 T: r( ?; R1 Q9 L( L% C7 e. f2 g7 xcamp = 1,怪物阵营
) K% r1 E; n; E6 L: FmonsterType = 5,怪物类型
9 s: h( I' Q! q6 jaiConfigId = 40,AI编号
5 z$ q1 w2 {1 g# hexp = 0,击杀经验2 w5 v/ l5 I n
innerExp = 0,内劲经验
6 N9 r% z. j. T) w% inMaxHp = 27236.最大生命 </p><p> nMaxMp = 10,最大蓝, x1 Q( M( T5 F6 p
nPhysicalAttackMin = 60600 最小物攻,7 }1 j' H$ Q. g7 e& [4 M* W
nPhysicalAttackMax = 501000 最大物攻,
( U5 y( V+ L( L" ]0 MnMagicAttackMin = 60600最小魔攻,
9 G1 |% c `+ M' k, m3 RnMagicAttackMax = 10100最大魔攻,
! y% X v) I% }% P5 F3 [nWizardAttackMin = 501000最小道攻,
, `4 f' p3 p/ p$ {5 E: O; c! PnWizardAttackMax = 501000最大道攻,
; V+ `& z" G6 \; U" D6 [nHysicalDefenceMin = 42最小物防,4 e9 I9 R% H; @9 U1 S- U! _- H- @
nHysicalDefenceMax = 84最大物防,1 g9 G$ I* ~$ J" h7 [
nMagicDefenceMin = 32最小魔防,; b# f6 {3 @3 y# T
nMagicDefenceMax = 63最大魔防,1 }/ } y0 v' @3 r
a6 C+ ? R) qnHitrate = 25准确,- ^7 e' t4 J q7 `/ h3 H
nDogerate = 5000敏捷,
+ _2 N0 Q' ?# |1 ufMagicHitRate = 0魔法命中,
7 l T% @% P3 S9 k% @7 v9 }fMagicDogerate = 0魔法闪避,
. H4 e' E# y8 t7 R5 L8 FfToxicDogerate = 0毒物闪避,
! O7 ~9 s* k6 k @2 r( }& AfToxicRenew = 0毒物恢复,( |3 n( e4 T, {# \# [7 e
fHpRenew = 0生命恢复,
4 {, u5 B" F/ P* h3 O5 X& zfMpRenew = 0魔法恢复,
6 O8 B* ~- a" B$ InHpRenewAdd = 0怪物回血,
6 V7 r# ~/ p1 Z# C. M+ RnLuck = 0幸运,
5 x- X9 J: E) S, V* L0 h! T% wnCurse = 0诅咒,- x( T' R1 H$ Z, u7 J
nNearAttackRate = 100000普通攻击系数, q0 a* T4 q6 h5 m
nNearAttackType = 1攻击输出类型,$ Q) P5 ~0 t- b9 _; d$ j% E
attackLevel = 100攻击等级,
. v: F5 o8 _# x$ D. k9 iattackInterval = 1攻击间隔,5 y1 e7 M0 g. Z v- D
nAttackSpeed = 500攻击速度,8 O; g" k. C6 d7 X, A9 Z
nMoveOneSlotTime = 100移动速度,
5 k% X+ X. C% V% Y: [1 ~4 p# ]& VreSelTargetRate = 100改变目标,$ z5 I+ J. _ r
maxDropHp = 0最大掉血,* l1 g8 B5 Q% R z8 ]! V7 g: V
attackMusicId = 1攻击,
$ G, [4 d* J- Q6 m+ JdieMusicId = 221死亡," c$ d$ h7 W" i- `* e) Y, k- A
targetMusicId = 0发现,
1 u5 R( E& t' E# O3 @, g2 IdamageMusicId = 1受击,
4 c+ K; w! l& w* O+ GattackMusicRate = 50攻击,5 I/ i- O( N& X5 m- `7 y6 r
dieMusicRate = 100死亡,7 S. {0 p! o# x1 @0 g0 ^
targetMusicTate = 30发现,
) O& P% z, ?+ b2 \' K1 R7 j0 FdamageMusicRate = 50受击,
( S$ r6 E/ i$ N7 ]+ ^5 Kweaponid = 0武器id,. T6 D; F5 | B' q. P; G: p+ o4 S% \
swingid = 0翅膀id,% J% H$ M6 Y1 t6 ~- U
hatsid = 0斗笠外观id,( e2 a, z4 p; C+ v4 Q( Q. K
flags = {
1 u+ B2 G7 j S0 {7 T7 @DenyAttackedByActor = true不能被玩家攻击默认关闭,
. t4 r+ _6 |# t* r" cDenyInitiativeAttackActor = true主动怪是否攻击玩家,1 W- J' x4 |3 M( o7 r7 a5 S0 E. r
CanDropCoinGround = true掉落金币在地上,4 o" M( [) b+ T8 p
AttackPet = true主动攻击道士宠物,
0 a9 `$ K, j: \CanAlwaysEnter = true总能进场,( L3 L" g( E1 [( a7 O* [
DenyAddNumber = true千人不增加个数,
+ i/ f8 B5 g @6 ^( F7 n},
& s: L0 Q0 c* s9 N+ A4 U6 H+ B4 @monstercolor = {
5 B" ~5 v) B. n& z+ O0,255,255,0,2 k6 t/ u, o2 S& l- B( z) x
},% l- Y5 t7 `) c0 _9 I" |
priorTarget = {* I7 F: P) v2 V) K; @
},
9 \0 a, i4 Y8 H* h! J |drops = {. ?( r5 O% h/ u( \) A
},& s9 q" T7 ^; S. ~9 B \
},
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