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entityid = 523, 怪物ID
8 x9 U1 \. d$ r: J. O5 h1 ^- Nname = Lang.EntityName.m523,% ~1 b$ X0 b3 _3 T! a$ L7 H
modelid = 125,外观模型id/ q# w3 z4 m( x* _, o9 K
icon = 0,头像id</p><p> level = 80,怪物等级
! ?! |7 |; f0 _ e5 U— = 大刀守卫|守卫,怪物名字- R5 d9 z2 c% Q/ b
entityType = 1,怪物实体类型
) _* P" O# ^- q& ~race = 0怪物种族,
& U1 j+ N' d# D) b2 t X1 }" Kcamp = 1,怪物阵营3 @( Y3 T; R' e& |0 ?
monsterType = 5,怪物类型4 F1 [5 \ q/ _$ C/ e: F6 s
aiConfigId = 40,AI编号
/ ?$ j5 p# Q/ qexp = 0,击杀经验
5 g4 O) r1 X/ ]0 H9 _1 UinnerExp = 0,内劲经验6 i; ?; V2 H9 T
nMaxHp = 27236.最大生命 </p><p> nMaxMp = 10,最大蓝5 S. \& A$ w8 j* c
nPhysicalAttackMin = 60600 最小物攻,
1 @# ?* [2 ?3 W# N4 j/ JnPhysicalAttackMax = 501000 最大物攻,& a$ b* [* p6 J- |9 A
nMagicAttackMin = 60600最小魔攻, t8 }# @, ]) `" D1 F
nMagicAttackMax = 10100最大魔攻,
5 n! v. L! Y/ u1 ?nWizardAttackMin = 501000最小道攻,
, i |8 z% a* y7 `nWizardAttackMax = 501000最大道攻,
8 o" G, d( B! l. cnHysicalDefenceMin = 42最小物防,
9 t8 v/ V) i5 [$ c. G& }nHysicalDefenceMax = 84最大物防,; p- |6 ~& Y! R4 H
nMagicDefenceMin = 32最小魔防," p) s; U r J+ i& O
nMagicDefenceMax = 63最大魔防,0 y, H, v0 k: Y# I, A
7 M7 R6 I* K( i" a/ JnHitrate = 25准确,
" n0 J/ M9 P5 u' F! onDogerate = 5000敏捷,
! b' k9 C# W- u# E+ A% Q$ x, A% {4 v# yfMagicHitRate = 0魔法命中,
: h i+ {3 K2 ZfMagicDogerate = 0魔法闪避,
: ?! c/ `0 S& g4 O, j% c L) wfToxicDogerate = 0毒物闪避,8 _! b- H, N. e8 z! i( H* F4 I2 j, C5 e
fToxicRenew = 0毒物恢复,
- U9 f( F Q2 T& \& x' MfHpRenew = 0生命恢复,
$ b8 r* L; R! P: k; pfMpRenew = 0魔法恢复,! J& P' n0 o. B/ m/ L5 I, Z0 i
nHpRenewAdd = 0怪物回血,. r# q; {7 d4 |6 }, `, Z
nLuck = 0幸运,
% M5 @+ d0 a- t. t# lnCurse = 0诅咒,0 g6 d- L6 g: I( n; M
nNearAttackRate = 100000普通攻击系数,
; n# `$ r8 U) N N- d/ U; mnNearAttackType = 1攻击输出类型,
0 g i3 H1 x0 U1 d2 U/ LattackLevel = 100攻击等级,
3 q L- _$ p7 ?, ZattackInterval = 1攻击间隔,
, b& {- y8 a' Z LnAttackSpeed = 500攻击速度,
6 Y+ S/ \% g7 }7 UnMoveOneSlotTime = 100移动速度,
$ e4 D* W4 f1 ~3 r s) [reSelTargetRate = 100改变目标,/ v' K1 K; D0 Q7 L
maxDropHp = 0最大掉血,
" r/ O4 E9 _) ~. \attackMusicId = 1攻击,1 a4 R; z, O$ L2 X1 X4 z
dieMusicId = 221死亡,0 D! w2 p/ M# S8 B5 ~% t1 k* p
targetMusicId = 0发现,
" I1 G# U1 u4 j4 w2 o, y3 JdamageMusicId = 1受击,
8 @% E# r3 f2 O7 X2 H! ?0 D# G2 wattackMusicRate = 50攻击,3 R" W2 y& T# ~+ s7 q. e5 }
dieMusicRate = 100死亡,
+ G. K' p1 m- M& ?: u1 D9 W1 S2 v6 LtargetMusicTate = 30发现,
8 Y! `% i4 K- p/ L" L- _/ b( vdamageMusicRate = 50受击,2 m3 x7 H1 F4 J
weaponid = 0武器id,
1 X& M& S% a% x* @5 Oswingid = 0翅膀id,
! V }' X& |$ f8 C7 Uhatsid = 0斗笠外观id,
0 t# B4 h% l; L, Q* e/ lflags = {/ c4 g' Y3 x; b! X. z: U, w6 O" a! D
DenyAttackedByActor = true不能被玩家攻击默认关闭,
- O& \: G6 b0 bDenyInitiativeAttackActor = true主动怪是否攻击玩家,
: F/ w: O) @' k" E5 K# dCanDropCoinGround = true掉落金币在地上,* O" Z, `# S$ }7 U- k, H
AttackPet = true主动攻击道士宠物,/ E: e# ^' @. [) L# c) H% N
CanAlwaysEnter = true总能进场,4 ~) U7 q( w7 ~; Z
DenyAddNumber = true千人不增加个数,
! }; ~9 f c' Z1 D},7 c5 @7 V% F6 k9 k) x+ l% V$ M4 t, a3 q
monstercolor = {& I+ c0 F: K& i# g+ W. o
0,255,255,0,) ~% {% p) {" P& } v A: ^+ {( K
},
6 F1 [# E( y: `7 B$ O2 N fpriorTarget = {
6 G- s: W1 b* b$ D( d6 |& e' U},; b4 Z; k n/ N
drops = {; s, O: T3 h1 ]6 k
},2 ^% Y" X! D- K' s
},
2 c! `. J0 K& E- v. G! H2 z
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