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V19BOSS添加5 G1 z( P3 {3 x
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propMover.txt.txt 怪物表面名称) x- g: ^/ h* L4 G) E, U8 Y
propMover.txt 怪物真实名称
5 ~' E6 W$ q- z* B/ j/ SpropMoverEx.inc 怪物掉落设置- q, J' L x) A& \
defineObj.h 怪物代码设置
# e$ X; z, I; o8 ~/ e+ g/ D★mdlDyna.inc 模型文件设置! ~, N/ h* N9 W& Y7 m
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IDS_PROPMOVER_TXT_002228 伊普里司的手下
% j! Z: R; Z! L4 QIDS_PROPMOVER_TXT_002229 & V! I. s0 H' y2 x0 G+ n
8 h2 U+ S, d* AMI_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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#define MI_IBLESSPUPPET 1540
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MI_IBLESSPUPPET ; g; i- y; N& g9 a3 ^' a
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DropItem(II_SYS_SYS_EVE_BYHJ001, 240000000, 0, 1); 5 O- n3 I) ~# |1 P0 C
DropItem(II_SYS_SYS_EVE_BYHJ0011, 600000000, 0, 1); 9 T+ Z/ Q9 V+ k; M) e, I1 O
m_nAttackFirstRange = 8; % b, R8 e8 j+ n6 ?3 X* u0 C- i0 U
AI
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#Scan
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6 l# M i1 C8 O f, _4 b scan
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3 E) F$ B% p1 b" H #battle
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Attack cunning low
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}
) t5 F P' h4 K0 Z #move
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Loot d 5
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}
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IblessPuppet MI_IBLESSPUPPET MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 1 s2 E( J# f6 D; C
{
; y/ j4 U( q* _5 s% z5 x "stand" MTI_STAND ) Y1 W- i# L( g: [$ x E, C# S W
"walk" MTI_WALK 4 y, m0 q6 |2 n9 w8 M1 V
"idle1" MTI_IDLE1 6 [0 F( b: x$ J* U, g, C% T
"idle1" MTI_IDLE2# r* ^- w. H. Y! @, o. @
"dmg1" MTI_DMG1+ D! w) B: z! U8 U% `5 D
"dmg2" MTI_DMG26 B1 I+ x! H1 n5 w* i& ]) q1 g7 L
"dmgFly" MTI_DMGFLY( t+ z. A$ `& G) u: h3 M7 i# h2 E
"dmgDie" MTI_DMGDIE! d7 M2 P( E2 _! `' S
"dmgLive" MTI_DMGLIVE
7 }! j p3 z4 W- ]% H/ v "die1" MTI_DIE1' L7 x! v: W3 J6 v5 R3 P) p
"atk1" MTI_ATK12 r& p* O# ~# j
"atk2" MTI_ATK2" i3 O6 p" V1 a% N7 N. F
"atk1" MTI_ATK3; {1 \6 T9 A/ ]8 a. ~: o
"groggy" MTI_GROGGY
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- k& U5 D6 A8 H0 b9 m8 {+ t- x/ H // extra
) d/ s8 { N/ }0 h8 Y( j" m' Z "walk" MTI_JUMP1 . S7 ^' Q* e5 I+ g. C, X
"walk" MTI_JUMP2
$ A. C, [! ~: H$ m# F3 ~ "walk" MTI_JUMP3
3 W$ i6 U7 N6 p" M* g( {* F "walk" MTI_JUMP4 " R$ j# Z3 h5 n. Y7 S0 D# ^
"walk" MTI_RUN% L5 `0 |8 I: ~. f9 E
}
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