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Monsters (72.dat)
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== How they are shown == Each row carries exactly what a player character's spawn body needs, so the server (RG_Server_New, <code>RG_World_Entity.Create_Human</code>) sends a human enemy as '''another player character''': * '''Ref''': dat '''1''', entry 0. The client treats dats 1 and 2 the same. <code>ObjectRegistry_CreateAndRegister</code> builds the same peer character (class <code>0x940</code>, vtable <code>0x004C6E48</code>) for both, and never looks a player-type character up in its dat table. * '''Body''': the row's Korean/English names, weapon (col8/col9), armor (col25/col26), and gender from the model name (<code>Pf...</code> = female, <code>Pm...</code> = male; [[textdata inaba.dat|inaba.dat]] row col24). * '''Spawn packet''': <code>0x86</code> (silent), as for real players. With <code>0x83</code> (appear), a player character waits in state 0x16 for a <code>0x8C</code> before it loads its model (<code>PeerChar_State16_Appear_Tick</code> @ <code>0x004788B0</code>), so it stays invisible. * '''Player Attack''': the status byte has the PA bit (<code>0x80</code>) set. The client only lets a player attack a player character when '''both''' have Player Attack on (<code>Input_DispatchClickAction</code> case 9). Without it, clicking a human just walks you to it. Fighting a human therefore behaves like PvP: * Damage both ways uses the client's player-vs-player factor (x0.7). * A human's killing blow counts as a player kill on the victim's client (<code>EObject_ApplyEffectToTargets</code> sets <code>+0xC54</code>). The fainted player then drops one random worn weapon, armor or ring and takes off their emblem: the client's own PvP death penalty.
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