Quote:
Originally Posted by eziorav
Guys i need your help with monster 8.2 struct
i tried to figure out the new struct and added 3 columns
but other columns values changed such name_id , location_id , other (scale,size ........)
could anyone give me the new structure
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This is what I could fetch on the 8.2 db_monster.rdb (structorian strs):
Code:
// sadkingbilly
[byteorder=littleendian]
struct FILE
{
str date [len=8];
[hidden] str [len=(0x80-8)];
u32 count1;
child ENTRY [count=count1];
}
struct ENTRY
{
u32 id;
u32 monster_group;
u32 name_id;
u32 location_id;
u32 transform_level;
[hidden] u32 walk_type;
[hidden] u32 slant_type;
[hidden] float size;
[hidden] float scale;
[hidden] float target_fx_size;
u32 level;
u32 grp; // beast/ain/mechanic *etc // monster_affiliation
u32 monster_affiliation_details;
u32 monster_species;
u32 magic_type;
u32 race;
[hidden] u32 visible_range;
[hidden] u32 chase_range;
u32 monster_type; // mob difficulty: 6: champion, 7: dungeon mob, 8: hm mob, 9: field boss, 10: champion boss, 11: dungeon boss, 12:
// 13: unique boss (red, one arrow), 14: unique dungeon main boss (red, two arrows)
u32 monster_class; // pet tier
u32 stat_id;
[hidden] u32 monster_skill_link_id;
[hidden] u32 ability;
[hidden] u32 standard_walk_spped;
[hidden] u32 standard_run_spped;
[hidden] u32 walk_speed;
[hidden] u32 run_speed;
u32 attack_range;
[hidden] u32 hidesense_range;
[hidden] u32 hp;
[hidden] u32 mp;
[hidden] u32 attack_point; //approx
[hidden] u32 magic_point; //approx
[hidden] u32 defence; //approx
[hidden] u32 magic_defence; //approx
[hidden] i32 attack_speed;
[hidden] u32 accuracy;
[hidden] u32 avoid;
[hidden] u32 magic_accuracy;
[hidden] u32 magic_avoid;
i32 dunno9_fifteen; // 0, 100, 140, 280, 420
u32 taming_id;
u32 soul_taming_id;
[hidden] float taming_percentage;
[hidden] float taming_exp_mod;
[hidden] u32 exp;
[hidden] u32 jp;
[hidden] u32 gold_drop_percentage;
[hidden] u32 gold_min;
[hidden] u32 gold_max;
[hidden] u32 chaos_drop_percentage;
[hidden] u32 chaos_min;
[hidden] u32 chaos_max;
[hidden] u32 exp_2;
[hidden] u32 jp_2;
[hidden] u32 gold_min_2;
[hidden] u32 gold_max_2;
[hidden] u32 chaos_min_2;
[hidden] u32 chaos_max_2;
[hidden] u32 drop_table_link_id;
[hidden] i32 texture_group;
[hidden] u32 local_flag;
bitfield (4)
{
[hidden] u8 f_fisrt_attack_OK[frombit = 0, tobit = 0]; // ok
[hidden] u8 f_group_first_attack[frombit = 2, tobit = 2];
[hidden] u8 f_response_casting[frombit = 3, tobit = 3];
[hidden] u8 f_response_race[frombit = 1, tobit = 1];
[hidden] u8 f_response_battle_OK[frombit = 4, tobit = 4]; // ok
}
str model[len=0x100];
[hidden] u32 motion_file_id;
[hidden] i32 camera_x;
[hidden] i32 camera_y;
[hidden] i32 camera_z;
[hidden] float target_x;
[hidden] float target_y;
[hidden] float target_z;
[hidden] u32 fight_type;
[hidden] u32 material;
[hidden] u32 weapon_type;
[hidden] u32 attack_motion_speed;
}
Hope it can help.