Mopinfo

01/05/2010 00:26 Cassiuss#1
can some1 tell me what this "
2 FlyingRooster 1 304 3 33 4 0 0 7 8 1 36 2 True 2 5 150 1000 12 True" means? cuz its confusing ....or can some1 post there MobInfo with all there mobs =p
01/05/2010 01:10 _tao4229_#2
A mop.
01/05/2010 01:17 pro4never#3
Not sure what source that is but just look at how the database is structured.

Example from the Monster database from coEmu2

Code:
2360	UndeadAhriman	2360	95	15432	1	0	0	1	800	1500	55	2100	2	10	1	1	100	10000	5000	20	1250	0	2	0	56	1	5030
2360 = id
UndeadAhriman = name
2360 = mech (the monster model used)
95 = Level
15432 = hp
1 = wander (true/false) (if it wanders slowly around the map)
0 = hunter (true/false) (if it seeks out people to kill)
0 = guard (if it behaves like a guard lol)
1 = agressive (attacks players and chases them, etc)
800 = atk min
1500 = atk max
55 = mdef
2100 = pdef
2 = arange (attack range)
10 = viewdistance (how far it can see players from to chase them
1 = canrun (if it can walk/run)
1 = dropminlevel (should be related to minimum level player has to be to get drops from it? Not implemented in CoEmu as far as I remember)
100 = dropmaxlevel (max level player has to be to get drop? again, not implemented from what I remember)
10000 = maxmoney
5000 = avgmoney
20 = dchance (chance of some sort of drop, not implemented)
1250 = speed (attack speed from what I remember)
0 = jrange (should be related to jumping monsters)
2 = sizeadd (can make mesh smaller/larger for diff size mobs)
0 = dex (accuracy)
56 = dodge (arrow resist)
1 = lvlb (not implimented)
5030 = atype (attack type)


Super simple to understand for most of them, those you don't understand I'd suggest playing around with some values and see what happens.

As for a complete database, just download almost any source and it should contain a monster database. If it's not formatted the same as your database then simply modify it to fit and then paste the values into yours.
01/05/2010 02:19 Cassiuss#4
ty pro4never u the only person who posted with a brain.. =.=
01/05/2010 02:48 pro4never#5
I try ;)
01/05/2010 03:54 gulpi_de_gulat#6
very nice explanation + thankz for this
01/05/2010 04:06 -Shunsui-#7
Quote:
Originally Posted by pro4never View Post
Not sure what source that is but just look at how the database is structured.

Example from the Monster database from coEmu2

Code:
2360	UndeadAhriman	2360	95	15432	1	0	0	1	800	1500	55	2100	2	10	1	1	100	10000	5000	20	1250	0	2	0	56	1	5030
2360 = id
UndeadAhriman = name
2360 = mech (the monster model used)
95 = Level
15432 = hp
1 = wander (true/false) (if it wanders slowly around the map)
0 = hunter (true/false) (if it seeks out people to kill)
0 = guard (if it behaves like a guard lol)
1 = agressive (attacks players and chases them, etc)
800 = atk min
1500 = atk max
55 = mdef
2100 = pdef
2 = arange (attack range)
10 = viewdistance (how far it can see players from to chase them
1 = canrun (if it can walk/run)
1 = dropminlevel (should be related to minimum level player has to be to get drops from it? Not implemented in CoEmu as far as I remember)
100 = dropmaxlevel (max level player has to be to get drop? again, not implemented from what I remember)
10000 = maxmoney
5000 = avgmoney
20 = dchance (chance of some sort of drop, not implemented)
1250 = speed (attack speed from what I remember)
0 = jrange (should be related to jumping monsters)
2 = sizeadd (can make mesh smaller/larger for diff size mobs)
0 = dex (accuracy)
56 = dodge (arrow resist)
1 = lvlb (not implimented)
5030 = atype (attack type)


Super simple to understand for most of them, those you don't understand I'd suggest playing around with some values and see what happens.

As for a complete database, just download almost any source and it should contain a monster database. If it's not formatted the same as your database then simply modify it to fit and then paste the values into yours.
Thanks