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V19BOSS添加
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propMover.txt.txt 怪物表面名称
$ ^$ \0 b' n, z4 p' SpropMover.txt 怪物真实名称
8 f& K! E5 E" d* F" I0 F' S. [5 IpropMoverEx.inc 怪物掉落设置8 A" D! z# `3 k( Q8 ~
defineObj.h 怪物代码设置
' R1 T% G, H4 W$ S★mdlDyna.inc 模型文件设置
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IDS_PROPMOVER_TXT_002228 伊普里司的手下
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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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#define MI_IBLESSPUPPET 1540
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9 a: [. P4 U# C. TMI_IBLESSPUPPET
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6 {8 K& h" X" \9 r1 N DropItem(II_SYS_SYS_EVE_BYHJ001, 240000000, 0, 1);
F( H: E, f+ U" D( S0 `( E! ~" y DropItem(II_SYS_SYS_EVE_BYHJ0011, 600000000, 0, 1); + [$ O9 {- c9 W5 s% ~' B0 F! G$ z
m_nAttackFirstRange = 8; 0 |/ H* C; v8 j# c. @
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{
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scan
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#battle
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) O7 t0 _) n4 J* E$ z) F* S Attack cunning low - I, O2 j- C3 \( g: W2 o. o6 ?
Rangeattack 20 , C _) v* R4 k4 w; Y
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#move
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Loot d 5
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J% z! O4 ~& W2 ] IblessPuppet MI_IBLESSPUPPET MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 # b0 R2 l0 D( ]1 v! O7 e
{
5 n3 t, A* N$ j2 K; Z3 X# b' | "stand" MTI_STAND " [& c; W& c( U6 {
"walk" MTI_WALK ! p# N5 ?% a# k1 W# I7 Q
"idle1" MTI_IDLE1 7 r# e, x; y1 g2 T
"idle1" MTI_IDLE2
6 {# n ~; P1 g( l+ h "dmg1" MTI_DMG1- |- u3 }, N _9 Z
"dmg2" MTI_DMG2$ b6 h, @8 m3 [; ~, U
"dmgFly" MTI_DMGFLY- S; L9 L, k5 Z
"dmgDie" MTI_DMGDIE& u- A" @4 Q6 L) I' F
"dmgLive" MTI_DMGLIVE
) v) q5 I- J, S0 `1 M) Z3 z "die1" MTI_DIE1) s& y4 [- j3 T5 ^" z2 d8 v9 _
"atk1" MTI_ATK13 C" V7 u# H' |. A9 s9 N; Z% s9 ^8 U
"atk2" MTI_ATK28 F8 K; U/ m; Z. a A8 s* W& O
"atk1" MTI_ATK3
1 x1 d: A4 _; ?. m; z m7 \% h "groggy" MTI_GROGGY
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// extra
" ^0 n# K' {& v: c5 e2 E" x8 H8 N "walk" MTI_JUMP1
3 A; K' M- P+ X2 n9 {2 y "walk" MTI_JUMP2
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"walk" MTI_JUMP4 # j7 s% u$ n" b4 o# | o
"walk" MTI_RUN' [- ~( h% V1 A: q+ i
}
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