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4 G1 L' P" [8 o; qpropMover.txt.txt 怪物表面名称
' K% [1 g. v: t. q! npropMover.txt 怪物真实名称
) M N! X5 r, \+ d7 UpropMoverEx.inc 怪物掉落设置
# G: b. q) S5 b o* ^ j' xdefineObj.h 怪物代码设置
; k) z! w2 y2 @; a★mdlDyna.inc 模型文件设置
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IDS_PROPMOVER_TXT_002228 伊普里司的手下 ]( w& g2 @# ^
IDS_PROPMOVER_TXT_002229 $ ~: r2 l! ^" c. v& I
3 b/ u( o+ q- v/ a$ M. n; ]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 15405 v1 c/ |# N: G, r2 N8 V8 s
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DropItem(II_SYS_SYS_EVE_BYHJ001, 240000000, 0, 1); 0 a5 T4 y" w$ V
DropItem(II_SYS_SYS_EVE_BYHJ0011, 600000000, 0, 1);
# e) G0 V- U; F+ ^$ j m_nAttackFirstRange = 8;
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3 d6 r! y- y; |: q: s" y #battle 1 o" ~/ F% Z C- I
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Attack cunning low 0 I$ d- f7 e' h2 l- i3 M2 |4 B9 F
Rangeattack 20
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}
# M) E# Z% m$ k, ]5 k0 t- ? #move
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IblessPuppet MI_IBLESSPUPPET MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1
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( Q4 k; m& g% {* ^6 @ "stand" MTI_STAND
4 Q7 ]; A: x! e3 q "walk" MTI_WALK
5 @. z$ ]) A/ i' C: ] "idle1" MTI_IDLE1 1 `# w) E5 g, i/ C
"idle1" MTI_IDLE2
& T8 n# d: c# {, k "dmg1" MTI_DMG1- K u" t1 e/ P$ v
"dmg2" MTI_DMG2
5 j/ T' M V5 S# q "dmgFly" MTI_DMGFLY
7 G6 T2 o. W" N1 z5 } "dmgDie" MTI_DMGDIE x- @3 ]5 B' d' U' z7 @5 A z
"dmgLive" MTI_DMGLIVE
! M- Q( I0 r( {( u/ }; J. {- X "die1" MTI_DIE1
4 _! s+ Q* F; H. |, K8 m/ h) A "atk1" MTI_ATK1' o, u I- s- Q
"atk2" MTI_ATK2
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"groggy" MTI_GROGGY
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// extra, F! _1 I( K0 }, [. }7 M( c
"walk" MTI_JUMP1
' s& s* l4 k+ @& x "walk" MTI_JUMP2
3 V4 D" _2 a, k; ?% ] "walk" MTI_JUMP3 5 m7 H, h2 i- ~ M# @2 D7 A
"walk" MTI_JUMP4
* J; i3 m. A" l5 r- c F1 r "walk" MTI_RUN, F [ T3 c0 _2 h9 s6 M* j
}
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