-- Mobƒf[ƒ^ require "./AI/USER_AI/mobdata.lua" Mob = {} function Mob.new(aid) local Mob = { Aid = aid, Name = MOBDATA[aid][M_V_NAME], -- ƒ‚ƒ“ƒXƒ^[–¼Ì Lv = MOBDATA[aid][M_V_LV], -- Lv MaxHP = MOBDATA[aid][M_V_MAXHP], -- HPÅ‘å’l BaseExp = MOBDATA[aid][M_V_BASEEXP], -- Šl“¾BASEŒoŒ±’l JobExp = MOBDATA[aid][M_V_JOBEXP], -- Šl“¾JOBŒoŒ±’l Spec = MOBDATA[aid][M_V_SPEC], -- # Ží‘° # Attr = MOBDATA[aid][M_V_ATT], -- # ‘®« # AttrLv = MOBDATA[aid][M_V_ATTLV], -- ‘®«Lv Size = MOBDATA[aid][M_V_SIZE], -- # ƒTƒCƒY # Loot = MOBDATA[aid][M_V_LOOT], -- /ƒ‹[ƒg Link = MOBDATA[aid][M_V_LINK], -- /ƒŠƒ“ƒN Active = MOBDATA[aid][M_V_ACTIVE], -- /ƒAƒNƒeƒBƒu Spell = MOBDATA[aid][M_V_SPELL], -- /‰r¥”½‰ž Move = MOBDATA[aid][M_V_MOVE], -- /ˆÊ’uŒÅ’è Splash = MOBDATA[aid][M_V_SPLASH], -- /”͈ÍUŒ‚ Long = MOBDATA[aid][M_V_LONG], -- /‰“‹——£UŒ‚ AtkMin = MOBDATA[aid][M_V_ATKMIN], -- ATKŬ’l AtkMax = MOBDATA[aid][M_V_ATKMAX], -- ATKÅ‘å’l DefDiv = MOBDATA[aid][M_V_DEFDIV], -- æŽZDEF DefSub = MOBDATA[aid][M_V_DEFSUB], -- Œ¸ŽZDEF MatkMin = MOBDATA[aid][M_V_MATKMIN], -- MATKŬ’l MatkMax = MOBDATA[aid][M_V_MATKMAX], -- MATKÅ‘å’l MdefDiv = MOBDATA[aid][M_V_MDEFDIV], -- æŽZMDEF MdefSub = MOBDATA[aid][M_V_MDEFSUB], -- Œ¸ŽZMDEF MoveSpeed = MOBDATA[aid][M_V_MOVESPD], -- # ˆÚ“®‘¬“x # Aspd = MOBDATA[aid][M_V_ASPD], -- UŒ‚‘¬“x Range = MOBDATA[aid][M_V_RANGE], -- ŽË’ö‹——£ Hit = MOBDATA[aid][M_V_HIT], -- •K—vHIT Flee = MOBDATA[aid][M_V_FLEE], -- •K—vFLEE } return Mob; end function Mob.getPosition(this) return GetV(V_POSITION, this.Aid); end function Mob.getType(this) return GetV(V_TYPE, this.Aid); end function Mob.getMotion(this) return GetV(V_MOTION, this.Aid); end function Mob.getAttackRange(this) --return GetV(V_ATTACKRANGE, this.Aid) return this.Range; end function Mob.getTarget(this) return GetV(V_TARGET, this.Aid); end function Mob.getSkillAtackRange(this) --return GetV(V_SKILLATTACKRANGE, this.Aid); return 1; end function Mob.getMaxHp(this) return this.MaxHP; end function isAttack(this) if (this:getMotion() == MOTION_ATTACK) then return true; elseif (this:getMotion() == MOTION_ATTACK2) then return true; else return false; end end