Format: XML
Path: gameserver/data/npc/
Type: AI
Available AI: UniversalMystic, UniversalFighter
<set name="ai_type" value="UniversalMystic"/> or <set name="ai_type" value="UniversalFighter"/>
Example NPC:
All of these conditions can be used separately or together for different NPC IDs.
If there are sensible suggestions - I will gladly listen and implement.
Path: gameserver/data/npc/
Type: AI
Available AI: UniversalMystic, UniversalFighter
<set name="ai_type" value="UniversalMystic"/> or <set name="ai_type" value="UniversalFighter"/>
Example NPC:
XML:
<npc id="20001" name="Gremlin" title="">
<set name="aggroRange" value="0"/>
<set name="ai_type" value="UniversalMystic"/>
<set name="baseAtkRange" value="40"/>
<set name="baseCON" value="43"/>
<set name="baseCritRate" value="40"/>
<set name="baseDEX" value="30"/>
<set name="baseHpMax" value="39.745"/>
<set name="baseHpRate" value="1"/>
<set name="baseHpReg" value="2"/>
<set name="baseINT" value="21"/>
<set name="baseMAtk" value="3"/>
<set name="baseMAtkSpd" value="333"/>
<set name="baseMDef" value="30"/>
<set name="baseMEN" value="20"/>
<set name="baseMpMax" value="40"/>
<set name="baseMpReg" value="0.9"/>
<set name="basePAtk" value="9"/>
<set name="basePAtkSpd" value="253"/>
<set name="basePDef" value="40"/>
<set name="baseRunSpd" value="50"/>
<set name="baseSTR" value="40"/>
<set name="baseShldDef" value="0"/>
<set name="baseShldRate" value="0"/>
<set name="baseWIT" value="20"/>
<set name="baseWalkSpd" value="20"/>
<set name="collision_height" value="15.0"/>
<set name="collision_radius" value="10.0"/>
<set name="level" value="1"/>
<set name="rewardExp" value="29"/>
<set name="rewardRp" value="0"/>
<set name="rewardSp" value="2"/>
<set name="shots" value="NONE"/>
<set name="texture" value=""/>
<set name="type" value="Monster"/>
<ai_params>
<set name="flagging_around_players_on_attack" value="true"/>
<set name="give_to_party_items_reward" value="57;1;6673;1" />
</ai_params>
<skills/>
<attributes>
<defence attribute="fire" value="0"/>
<defence attribute="water" value="0"/>
<defence attribute="wind" value="0"/>
<defence attribute="earth" value="0"/>
<defence attribute="holy" value="0"/>
<defence attribute="unholy" value="0"/>
</attributes>
</npc>
<set name="flagging_around_players_on_dead" value="true"/> | Flag all players around when the mob or boss dies. |
<set name="flagging_around_players_on_attack" value="true"/> | Flag all players around when the mob or boss attacks. |
<set name="give_nobles_on_main_class" value="true"/> | Grant Noblesse status to all players in the party with the main class, who are level 76 or higher when they kill the boss/mob. |
<set name="give_nobles_on_sub_class" value="true"/> | Grant Noblesse status to all players in the party with the sub class, who are level 76 or higher when they kill the boss/mob. |
<set name="give_to_party_premium_account_id" value="1"/> | Grant the premium account ID to all players in the party when they kill the boss/mob. |
<set name="give_to_party_custom_hero_time_hours" value="24"/> | Grant the hero status to the entire party when they kill the boss/mob. |
<set name="give_to_party_items_reward" value="57;1" /> <set name="give_to_party_items_reward_level_penalty" value="9" /> | Grant items to the entire party when they kill the boss/mob. Level penalty for item distribution from `give_to_party_items_reward` - default value 9 |
<set name="give_to_party_subclass_quests" value="true"/> | Give the entire party a quest for a subclass |
<set name="buff_party_reward" value="1243;6;1" /> | Apply a buff to the entire party when a mob dies. Description skill_id;skill_level;skill_time_multiplier You can specify a set, you must specify all 3 parameters for each value="1243;6;1;1204;2;1" |
<set name="give_pvp_point" value="1;100"/> | Give pvp points to the entire party. 1(count);100(chance) |
<set name="give_pk_point" value="1;100"/> | Give pk points to the whole party 1(count);100(chance) |
<set name="distribution_items_reward" value="57;1"/> <set name="distribution_items_reward_level_penalty" value="9" /> <set name="distribution_items_reward_chance" value="100" /> | Grant items to the entire CC/party/Solo when they kill the boss/mob. Level penalty for item distribution from `distribution_items_reward_level_penalty` - default value 9 Chance to get an item - can be separated through ; each item from the array. If the quantity does not match - takes the last one |
All of these conditions can be used separately or together for different NPC IDs.
If there are sensible suggestions - I will gladly listen and implement.
Last edited: