From The Mana World
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=Server side=
This page shows how monsters are designed. Therefore two main points are relevant:
 
* '''server-data''', e.g. stats like HP and DEF, but also the behavior or walk and attack speed of the mob
* and '''client-data''' which includes everything the client shows, like the graphic itself or sparkling particle effects and a file naming the authors of a graphic.
 
 
=[https://github.com/themanaworld/tmwa-server-data server-data]=




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=Client side=
=[https://github.com/themanaworld/tmwa-client-data client-data]=
 
 
==Graphics (sprites) and license.txt==
Please save finished graphics as .png with transparent background and name the license of them (dual licensing [http://creativecommons.org/licenses/by-sa/3.0/ CC BY-SA 3.0] and [http://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html GPLv2] are required - if you have questions please ask in our [https://webchat.freenode.net/?channels=#themanaworld-dev IRC development channel]).
 


'''Note:''' This is the only point of monster design pure pixel artists have to take care of as they're "job" is only creating graphics, not making monster design. Everything else can be done by content developers or other contributors.


==Graphics and license.txt==
 
''(follows)''
The content developer who creates a pull request for the mob will add the author and license(s) in license.txt.
 
You'll find the it under following path: '''[https://github.com/themanaworld/tmwa-client-data/license.txt tmwa-client-data/license.txt]'''
 
The sprites are saved here: '''[https://github.com/themanaworld/tmwa-client-data/tree/master/graphics/sprites/monsters tmwa-client-data/graphics/sprites/monsters]'''





Revision as of 08:11, 8 January 2014

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.


Construction-worker.png
This article is currently under construction.
Please note that this page is still under contruction. You can use it as reference, but note the red marked comments for unclear points.



This page shows how monsters are designed. Therefore two main points are relevant:

  • server-data, e.g. stats like HP and DEF, but also the behavior or walk and attack speed of the mob
  • and client-data which includes everything the client shows, like the graphic itself or sparkling particle effects and a file naming the authors of a graphic.


server-data

mob_db

You'll find the mob_db under following path: tmwa-server-data/world/map/db/mob_db.txt


The mob_db has following structure:

ID,Name,JName,LV,HP,SP,EXP,JEXP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,
Race,Element,Mode,Speed,ADelay,aMotion,dMotion,Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,
Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,
DropCardid,DropCardper,MEXP,ExpPer,MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per

Note: In this wiki page it shows four lines, while it's one single line in the mob_db itself.

  • ID: ID of the mob. It's not sure if the maximum possible number of IDs is 1,000 or 10,000.
  • Name: This first name is the DB name. When you use @spawn/@summon and you know the name of the mob, but not the ID, type this name instead. Try making the normal name the same as this so you wont get confused.
  • JName: This is the name the server shows. Actually it's always the same as Name.
  • LV: Level of the mob.
  • HP: HP of the mob.
  • SP: SP of the mob.
  • EXP: EXP granted by the mob, but this is calculated automatically. There are a few exceptions though.
  • JEXP: Job EXP granted by the mob. They are calculated by a tool. Note: Adding tool info.
  • Range1: Range of the mob attack. If set to 1 or 2, it will melee. 3 or more than 3 will set it to ranged.
  • ATK1: Minimum attack of the mob.
  • ATK2: Maximum attack of the mob. If no maximum attack defined here, the minimum attack will count as the absolute attack.
  • DEF: Defence of the mob in % against melee and ranged attacks.
  • MDEF: Magic Defence of the mob in %.
  • STR: Strength of the mob. It's not sure what it does and what's the difference to ATK1 and ATK2.
  • AGI: Agility of the mob. This also defines the mob flee rate.
  • VIT: Vitality of the mob. It's not sure what it does and what's the difference to VIT.
  • INT: Intelligence of the mob. This also defines its Magic Attack.
  • DEX: Dexterity of the mob. This also defines its hit rate.
  • LUK: Luck of the mob. This also defines its perfect dodge/lucky flee/perfect flee/lucky dodge rate. Note: What are perfect dodge, lucky flee and perfect flee?
  • Range 2: Currently unused. It's said to be the maximum range for skills.
  • Range 3: Currently unused. It's said to be the sight limit for mobs. If set to 1000 or beyond, mobs will follow you all over the map.
  • Scale: "0" if its small, "1" if its medium and "2" if its large. Note: What is the effect of this then?
  • Race: Defines the mob's race, see below:
    • "0" = formless
    • "1" = undead
    • "2" = animal
    • "3" = plant
    • "4" = insect
    • "5" = fish
    • "6" = demon
    • "7" = demihuman
    • "8" = angel
    • "9" = dragon
  • Element: Defines the mob's element and the level of this element. The element number has 2 digits: xy, x = level of the element and y = element, see below:
    • x = "2" for element level 1
    • x = "4" for element level 2
    • x = "6" for element level 3
    • x = "8" for element level 4
    • y = "0" for neutral element
    • y = "1" for water element
    • y = "2" for earth element
    • y = "3" for fire element
    • y = "4" for wind element
    • y = "5" for poison element
    • y = "6" for holy element
    • y = "7" for shadow element
    • y = "8" for ghost element
    • y = "9" for undead element

-> e.g. for a level 3 fire mob grab the "6" for the element level 3 and the "3" for the fire element -> Element = 63.

  • Mode: This defines the mob's behavior, see below:
Those are the basic numbers:
canMove:        1
looter:         2
aggressive:     4
assist:         8
castsensor:    16
Boss:          32
plant:         64
canAttack:    128
detector:     256 (currently without any effect)
changetarget: 512 (currently without any effect)

You add them up to make mob, e.g those:

Plant:                         64     64 for plant (can't attack (128) and can't move (1))                   Example: Mauve Plant, Cobalt Plant, etc.
Immobile, peaceful mob:       128    128 for canAttack (but not aggressive (4) and not able to move (1))     Example: Pink Flower
Standard, peaceful mob:       129    128 for canAttack + 1 for canMove                                       Example: Fluffy
Standard, aggressive mob:     133    128 for canAttack + 4 for aggressive + 1 for canMove                    Example: Snake
Peaceful, assisting mob:      137    128 for canAttack + 8 for assist + 1 for canMove                        Example: Moggun
Peaceful looter:              131    128 for canAttack + 2 for looter + 1 for canMove                        Example: Yellow Slime  
Aggressive looter:            135    128 for canAttack + 4 for aggressive + 2 for looter + 1 for canMove     Example: Red Slime
  • Speed: Walking speed of the mob. "1" is the fastest, "1000" is the lowest. "100" is the normal walking speed.
  • ADelay: Attack Delay, also known as ASPD. This defines how fast the mob hits. The lower the faster, but making it too low will cause lag when several mobs attack.
  • aMotion: Attack animation motion. Lower this value and the mob's attack will be displayed in higher fps (making it shorter, too). Note: Is this correct?
  • dMotion: Damage animation motion, same as aMotion but used to display the "I am hit" animation. Coincidentally, this same value is used to determine how long it is before the mob/player can move again. Endure is dMotion = "0". Note: Is this correct?
  • Drop1ID: The ID of the item.
  • Drop1per: The drop rate of Drop1ID. "10000" = 100%, "1000" = 10%, "100" = 1", "10" = 0.1%, "1" = 0.01%, etc.
  • Same counts for Drop2ID & Drop2per, Drop3ID & Drop3per, etc.


Construction-worker.png
This article is currently under construction.
Please note that this page is still under contruction and everything below is outdated.



  • DropCardid: ID of a card or item. You can make this mob drop another mob's card, even.
  • DropCardper: The chance of the card being dropped goes ere.
  • MEXP: The MVP exp the mob gives when it is defeated (to the player who got the MVP reward)

MVP exp: This exp is a percentage of the exp the monster gives.

  • ExpPer: It's said that it takes a certain percentage of the exp you earn from the kill and adds it to the MVP exp. Someone correct me if I'm wrong, please.

Now, these correspond to MVP drop rates. I'm not sure if the mode for these drops to work are 171 or 181; I haven't tested it. I think they have to be either 171 or 181 so the server will recognize them as MVPs:

  • MVP1id: The Item ID of the MVP drop goes here
  • MVP1per: The rate of being dropped goes here
  • Same counts for MVP2id & MVP2per and MVP3id & MVP3per.


mob_points.txt

(follows)


client-data

Graphics (sprites) and license.txt

Please save finished graphics as .png with transparent background and name the license of them (dual licensing CC BY-SA 3.0 and GPLv2 are required - if you have questions please ask in our IRC development channel).


Note: This is the only point of monster design pure pixel artists have to take care of as they're "job" is only creating graphics, not making monster design. Everything else can be done by content developers or other contributors.


The content developer who creates a pull request for the mob will add the author and license(s) in license.txt.

You'll find the it under following path: tmwa-client-data/license.txt

The sprites are saved here: tmwa-client-data/graphics/sprites/monsters


XML

(follows)


Optional: accessories and particle effects

(follows)


monsters.xml

(follows)