1. Location of gameserver\data\npc
2. Format XML
3. Multiple description:
The NPC describes such a system as:
4. Minions for mobs are also add in npc. Example:
5.Skills for mobs that he will attack or heal or passive, for example, if you think that some kind of skill, he is really hurting or killing, you can either remove or lower the stats of the skill he uses. Example:
6.Prorolling SA aka Soul Crystal. Example:
Description:
Instead PARTY_ONE You can set parameters such as
LAST_HIT skill="true" или skill="false" - on the one who finished off the RB or mob.From Skill or hand kill
Example:
PARTY_RANDOM - Gives a random amount to the party. Let's say it gives three members of a raid, not just one.
PARTY_ALL - Gives out the whole party who participated in the raid.
7.Drop and work mechanics.
Example:
And so there are 3 groups of the reward list -
RATED_GROUPED - in this group, everything is routed from the config. If you put Reward Drop x10 then the number of items will be increased 10 times
In the same way, the group is divided into sub-groups from which the drop occurs <group chance = "77.473"> group number 1. Group number 2 <group chance = "50.0">:
This suggests that after killing the mob there is a chance to drop out of the group, only one or two can fall out. For example, we have the group <group chance = "77.473"> then the chance of falling out of the group will be recalculated from the group - chance = "60.6544"
NOT_RATED_GROUPED - In this group in general, nothing will be raced, no matter how you set the config. Example:
SWEEP - This is a group of spoils. Have no sub groups like RATE NOT_RATE
Example:
RATED_NOT_GROUPED - An alternative drop type, the mechanism is implemented the same way as in l2j. This type has no internal groups. Simply chances across the board.
There are also separate rates for this group.
# Rates for the alternative drop group RATED_NOT_GROUPED.
RateAdenaRatedNotGrouped = 1.
RateStonesRatedNotGrouped = 1.
RateBossesRatedNotGrouped = 1.
RateItemsRatedNotGrouped = 1.
Now a complete description of Mob on the actual example:
2. Format XML
3. Multiple description:
The NPC describes such a system as:
XML:
ai_type mob - CharacterAI / Priest etc. - Who he is, magician, heal, healer or custom AI
Stats of the mob such as pAtk / CON / DEX / INT / CastSpeed / level and etc.
How much does it give at death XP/SP/RP - rewardExp / rewardRp / rewardSp
type - who is - NPC/RaidBoss/Monster or custome
XML:
<minions>
<minion npc_id="25110" count="1"/>
<!--Cloe's Servitor-->
<minion npc_id="25111" count="1"/>
<!--Cloe's Servitor-->
</minions>
XML:
<skills>
<skill id="4045" level="1"/>
<!--Resist Full Magic Attack-->
<skill id="4197" level="7"/>
<!--Hold-->
<skill id="4494" level="1"/>
<!--Raid Boss-->
<skill id="4830" level="1"/>
<!--Raid Boss - Level 74-->
</skills>
XML:
<absorblist>
<absorb chance="5" min_level="11" max_level="12" type="PARTY_ONE"/>
</absorblist>
In the example, the soul crystal will be pumped with a 5% chance from level 11 to level 12 for one member of the party
Description:
Instead PARTY_ONE You can set parameters such as
LAST_HIT skill="true" или skill="false" - on the one who finished off the RB or mob.From Skill or hand kill
Example:
XML:
<absorblist>
<absorb chance="5" min_level="0" max_level="4" type="LAST_HIT" skill="true"/>
</absorblist>
PARTY_RANDOM - Gives a random amount to the party. Let's say it gives three members of a raid, not just one.
PARTY_ALL - Gives out the whole party who participated in the raid.
7.Drop and work mechanics.
Example:
And so there are 3 groups of the reward list -
RATED_GROUPED - in this group, everything is routed from the config. If you put Reward Drop x10 then the number of items will be increased 10 times
In the same way, the group is divided into sub-groups from which the drop occurs <group chance = "77.473"> group number 1. Group number 2 <group chance = "50.0">:
This suggests that after killing the mob there is a chance to drop out of the group, only one or two can fall out. For example, we have the group <group chance = "77.473"> then the chance of falling out of the group will be recalculated from the group - chance = "60.6544"
XML:
<rewardlist type="RATED_GROUPED">
<group chance="77.473"> -chance of group 1
<reward item_id="960" min="1" max="1" chance="60.6544"/> - chance to drop out to a items in group
</group>
<group chance="50.0"> - chance of group 2
<reward item_id="8176" min="3" max="9" chance="50.0"/> - chance to drop out to a items in group
</group>
</rewardlist>
NOT_RATED_GROUPED - In this group in general, nothing will be raced, no matter how you set the config. Example:
XML:
<rewardlist type="NOT_RATED_GROUPED">
<group chance="77.473"> - chance of group 1
<reward item_id="960" min="1" max="1" chance="60.6544"/> - chance to drop out to a items in group
</group>
<group chance="50.0"> - chance of group 2
<reward item_id="8176" min="3" max="9" chance="50.0"/> - chance to drop out to a items in group
</group>
</rewardlist>
SWEEP - This is a group of spoils. Have no sub groups like RATE NOT_RATE
Example:
XML:
<rewardlist type="SWEEP">
<reward item_id="1799" min="1" max="1" chance="37.1205"/> - chance of receiving subject
<reward item_id="1831" min="1" max="1" chance="66.817"/> - chance of receiving subject
<reward item_id="1896" min="1" max="1" chance="10.6171"/> - chance of receiving subject
</rewardlist>
RATED_NOT_GROUPED - An alternative drop type, the mechanism is implemented the same way as in l2j. This type has no internal groups. Simply chances across the board.
There are also separate rates for this group.
# Rates for the alternative drop group RATED_NOT_GROUPED.
RateAdenaRatedNotGrouped = 1.
RateStonesRatedNotGrouped = 1.
RateBossesRatedNotGrouped = 1.
RateItemsRatedNotGrouped = 1.
XML:
<rewardlist type="RATED_NOT_GROUPED">
<reward item_id="8600" min="1" max="1" chance="86.0"/>
<reward item_id="8601" min="1" max="1" chance="1.0"/>
<reward item_id="8602" min="1" max="1" chance="1.0"/>
<reward item_id="8603" min="1" max="1" chance="1.0"/>
<reward item_id="8604" min="1" max="1" chance="1.0"/>
<reward item_id="8605" min="1" max="1" chance="1.0"/>
<reward item_id="8606" min="1" max="1" chance="1.0"/>
<reward item_id="8608" min="1" max="1" chance="1.0"/>
<reward item_id="8610" min="1" max="1" chance="1.0"/>
<reward item_id="8607" min="1" max="1" chance="1.0"/>
<reward item_id="8609" min="1" max="1" chance="1.0"/>
<reward item_id="8612" min="1" max="1" chance="1.0"/>
<reward item_id="8613" min="1" max="1" chance="1.0"/>
<reward item_id="8614" min="1" max="1" chance="1.0"/>
<reward item_id="8611" min="1" max="1" chance="1.0"/>
</group>
</rewardlist>
Now a complete description of Mob on the actual example:
XML:
<npc id="20300" name="Zenta Lizardman Matriarch" title=""> - NPC ID and name
<set name="aggroRange" value="500"/> - distance of aggression
<set name="ai_type" value="Fighter"/> - AI type - here is Fighter
<set name="baseAtkRange" value="40"/> - Range Attack. In this example, he comes close to the char
<set name="baseCON" value="43"/> - stat CON
<set name="baseCritRate" value="80"/> - stat Crit Rate
<set name="baseDEX" value="30"/> - stat DEX
<set name="baseHpMax" value="1138.629"/> - stat HP
<set name="baseHpRate" value="1"/> - multiplier HP
<set name="baseHpReg" value="5.5"/> - regeneration HP per tick 1 sec
<set name="baseINT" value="21"/> - stat INT
<set name="baseMAtk" value="176"/> - Mage Attack power
<set name="baseMAtkSpd" value="333"/> - Cast Speed
<set name="baseMDef" value="170"/> - Magic Defense
<set name="baseMEN" value="20"/> - stat MEN
<set name="baseMpMax" value="584"/> - amount of Mana
<set name="baseMpReg" value="2.1"/> - regen mana per sec
<set name="basePAtk" value="352"/> - base pAtk
<set name="basePAtkSpd" value="253"/> - Phys attack speed
<set name="basePDef" value="231"/> - Phys Defence
<set name="baseRunSpd" value="140"/> - Run speed
<set name="baseSTR" value="40"/> - stat STR
<set name="baseShldDef" value="0"/> - Shield Defense (Does not work if there is no shield in the hands)
<set name="baseShldRate" value="0"/> - Shield Defense multiplaer (Does not work if there is no shield in the hands)
<set name="baseWIT" value="20"/> - stat WIT
<set name="baseWalkSpd" value="53"/> - walk speed . NEVER put 0 - client will crush
<set name="collision_height" value="40.0"/> - mob height
<set name="collision_radius" value="20.0"/> - mob radius
<set name="level" value="44"/> - level
<set name="rewardExp" value="3418"/> - Reward Exp
<set name="rewardRp" value="0"/> - Reward Rraid Points
<set name="rewardSp" value="234"/> - reward SP
<set name="shots" value="NONE"/> - Use soulshots or not
<set name="texture" value=""/> - textures
<set name="type" value="Monster"/> - type mob, in this occasion Monster
<faction name="lizardman_clan" range="300"/> - The clan in which the mob is composed, if in a radius of 300 you beat his falcon, he will attack you, even if he is not aggressive
<equip> - What to put on hands
<rhand item_id="221"/> - Item id of the object that is dressed in the right hand
<!--Assassin Knife-->
</equip>
<skills> - The skills of the mob he attacks
<skill id="4032" level="4"/>
<!--NPC Strike-->
<skill id="4408" level="1"/>
<!--HP Increase (1x)-->
<skill id="4409" level="1"/>
<!--MP Increase (1x)-->
<skill id="4410" level="12"/>
<!--Slightly Strong P. Atk.-->
<skill id="4411" level="12"/>
<!--Slightly Strong M. Atk.-->
<skill id="4412" level="10"/>
<!--Slightly Weak P. Def.-->
<skill id="4413" level="10"/>
<!--Slightly Weak M. Def.-->
<skill id="4414" level="2"/>
<!--Standard Type-->
<skill id="4415" level="7"/>
<!--Daggers-->
<skill id="4416" level="6"/>
<!--Humanoids-->
</skills>
<attributes> - Defensive elements of the mob
<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>
<rewardlist type="NOT_RATED_GROUPED"> - A drop that is not raced at the mob. Example described above
<group chance="42.0"> - chance group
<reward item_id="8600" min="1" max="1" chance="55.0"/> - Chance to fall out of a group
<reward item_id="8601" min="1" max="1" chance="38.0"/> - Chance to fall out of a group
<reward item_id="8602" min="1" max="1" chance="7.0"/> - Chance to fall out of a group
</group>
<group chance="11.0"> - chance group
<reward item_id="8603" min="1" max="1" chance="55.0"/> - Chance to fall out of a group
<reward item_id="8604" min="1" max="1" chance="38.0"/> - Chance to fall out of a group
<reward item_id="8605" min="1" max="1" chance="7.0"/> - Chance to fall out of a group
</group>
<group chance="25.0"> - chance group
<reward item_id="8606" min="1" max="1" chance="34.0"/> - Chance to fall out of a group
<reward item_id="8608" min="1" max="1" chance="33.0"/> - Chance to fall out of a group
<reward item_id="8610" min="1" max="1" chance="33.0"/> - Chance to fall out of a group
</group>
<group chance="10.0"> - chance group
<reward item_id="8607" min="1" max="1" chance="50.0"/> - Chance to fall out of a group
<reward item_id="8609" min="1" max="1" chance="50.0"/> - Chance to fall out of a group
</group>
<group chance="1.0"> - chance group
<reward item_id="8612" min="1" max="1" chance="33.0"/> - Chance to fall out of a group
<reward item_id="8613" min="1" max="1" chance="33.0"/> - Chance to fall out of a group
<reward item_id="8614" min="1" max="1" chance="34.0"/> - Chance to fall out of a group
</group>
<group chance="10.0"> - chance group
<reward item_id="8611" min="1" max="1" chance="100.0"/> - Chance to fall out of a group
</group>
</rewardlist>
</npc>
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