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propMover.txt.txt 怪物表面名称9 H6 O0 e; _9 `- x6 R. @$ T
propMover.txt 怪物真实名称
5 ]- X0 r2 E/ v8 D9 _0 v/ E% HpropMoverEx.inc 怪物掉落设置' o, z7 B( e/ i/ W6 n5 \
defineObj.h 怪物代码设置
2 k3 Z$ N- v& ]* U★mdlDyna.inc 模型文件设置& d! f+ U+ W3 ?" ]% x
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1 h* e1 I# q; Z6 L% V6 ?$ R, F7 DIDS_PROPMOVER_TXT_002228 伊普里司的手下
) ^% b& v5 S% I& |IDS_PROPMOVER_TXT_002229
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' t6 z4 z3 H" u+ f7 k( W' [MI_IBLESSPUPPET IDS_PROPMOVER_TXT_002228 AII_MONSTER 650 695 650 720 530 3320 = BELLI_MELEE2X = 150 = = RANK_SUPER 0 = 1 = 64494 65658 II_WEA_MOB_MONSTER3_ATK1 II_WEA_MOB_MONSTER3_ATK2 II_WEA_MOB_MONSTER3_ATK3 = 0.38 = = = = = = 1000 3000 158000000 100 900 130 0 = 4 10 = 0.12 = 0 = = = 440 0 -0.3 0 0 0.3 2000 = = = = 15000 43120955 0 = = 1 II_WEA_HAN_HAND VT_ITEM = = = = = = = = SND_ITEM_ANIMAL SND_PC_DMGWANB = = = IDS_PROPMOVER_TXT_002229
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" u- @! x: J, B/ [. r#define MI_IBLESSPUPPET 1540' ]4 b) g" O1 g7 t! o+ t9 O9 z
' |) v3 K, I! [/ F. J) I1 Y0 OMI_IBLESSPUPPET
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DropItem(II_SYS_SYS_EVE_BYHJ001, 240000000, 0, 1);
' C! L0 |; c/ V DropItem(II_SYS_SYS_EVE_BYHJ0011, 600000000, 0, 1);
. T: m+ s4 F" k m_nAttackFirstRange = 8;
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#Scan
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scan
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#battle
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9 A) _; q+ d" _% `5 S5 S Attack cunning low 0 D7 e2 ^4 J, x/ h+ G/ R
Rangeattack 20 9 E: A; L4 ?; I7 |( ^- V$ ~
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#move
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Loot d 5
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}
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: P! c; P/ g1 F+ E+ O IblessPuppet MI_IBLESSPUPPET MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 , g' \ ^4 ^% F0 `% f4 U1 U; @
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"stand" MTI_STAND
4 O0 a2 x( L/ i' ~' Q1 J$ o9 @. ? "walk" MTI_WALK
/ S) l2 o7 `; a5 n8 M "idle1" MTI_IDLE1
+ E, r: N: j1 @* D* D "idle1" MTI_IDLE21 D) E7 Q/ I8 L0 G! S5 H
"dmg1" MTI_DMG1 I9 x! N- E/ _+ k' D* k
"dmg2" MTI_DMG2
: Z7 B1 s6 \" v+ Q) I$ T "dmgFly" MTI_DMGFLY
: ^ o6 A& s$ g. K: N! m0 @/ C5 o "dmgDie" MTI_DMGDIE
# A1 }+ q7 Y9 g# Y0 D/ O "dmgLive" MTI_DMGLIVE2 Q% p/ @# v+ ~2 H% g% G- x
"die1" MTI_DIE1
) r. \* N; s4 ?. F7 ^' m& \ "atk1" MTI_ATK1
' e) v3 q$ F# G& [/ |9 D/ L' i5 ^ "atk2" MTI_ATK2
7 O9 q5 {" a/ J "atk1" MTI_ATK3
6 ?9 P' [1 U7 w, A "groggy" MTI_GROGGY$ r! K! U8 O/ E0 @( [* s- o+ Z
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"walk" MTI_JUMP1
0 @$ \+ E4 g+ p) Q/ K; v+ F "walk" MTI_JUMP2 # F4 @; G; G: X4 f3 U: o# [) t
"walk" MTI_JUMP3 * r2 B( d6 M1 @& f% o0 a
"walk" MTI_JUMP4
* ?% J, [$ v8 L "walk" MTI_RUN4 z( q4 C& R$ U' B
}
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