l2j_mobius/L2ClientDat/dist/structure/dats/npcgrp.xml
2018-05-13 13:35:03 +00:00

711 lines
30 KiB
XML

<?xml version="1.0" encoding="UTF-8"?>
<list>
<file pattern="kor_lindvior" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="UNICODE" />
<node name="mesh_name" reader="UNICODE" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="UNICODE" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="UNICODE" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="UNICODE" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="UNICODE" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="UNICODE" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="UNICODE" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="UNICODE" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="use_zoomincam" reader="FLOAT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
</for>
</file>
<file pattern="ru_lindvior" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="UNICODE" />
<node name="mesh_name" reader="UNICODE" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="UNICODE" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="UNICODE" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<node name="unk" reader="UINT" />
<!-- TODO -->
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="UNICODE" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="UNICODE" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="UNICODE" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="UNICODE" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="UNICODE" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
<node name="use_zoomincam" reader="FLOAT" />
</for>
</file>
<file pattern="kor_episodion" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="UNICODE" />
<node name="mesh_name" reader="UNICODE" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="UNICODE" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="UNICODE" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="UNICODE" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="UNICODE" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="UNICODE" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="UNICODE" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="UNICODE" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
<node name="sound_priority" reader="UINT" />
<node name="ground_high" reader="FLOAT" />
<node name="ground_low" reader="FLOAT" />
<node name="ground_high1" reader="FLOAT" />
<node name="ground_low1" reader="FLOAT" />
<node name="ground_high2" reader="FLOAT" />
<node name="ground_low2" reader="FLOAT" />
<node name="ground_high3" reader="FLOAT" />
<node name="ground_low3" reader="FLOAT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
</for>
</file>
<file pattern="ru_episodion" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="UNICODE" />
<node name="mesh_name" reader="UNICODE" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="UNICODE" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="UNICODE" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="UNICODE" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="UNICODE" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="UNICODE" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="UNICODE" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="UNICODE" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
<node name="sound_priority" reader="UINT" />
<node name="ground_high" reader="FLOAT" />
<node name="ground_low" reader="FLOAT" />
<node name="ground_high1" reader="FLOAT" />
<node name="ground_low1" reader="FLOAT" />
<node name="ground_high2" reader="FLOAT" />
<node name="ground_low2" reader="FLOAT" />
<node name="ground_high3" reader="FLOAT" />
<node name="ground_low3" reader="FLOAT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
</for>
</file>
<file pattern="kor_ertheia" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="UNICODE" />
<node name="mesh_name" reader="UNICODE" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="UNICODE" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="UNICODE" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="UNICODE" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="UNICODE" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="UNICODE" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="UNICODE" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="UNICODE" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
<node name="sound_priority" reader="UINT" />
<node name="ground_high" reader="FLOAT" />
<node name="ground_low" reader="FLOAT" />
<node name="ground_high1" reader="FLOAT" />
<node name="ground_low1" reader="FLOAT" />
<node name="ground_high2" reader="FLOAT" />
<node name="ground_low2" reader="FLOAT" />
<node name="ground_high3" reader="FLOAT" />
<node name="ground_low3" reader="FLOAT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
<node name="npc_type" reader="UINT" />
</for>
</file>
<file pattern="kor_helios_p2" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="MAP_INT" />
<node name="mesh_name" reader="MAP_INT" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="MAP_INT" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="MAP_INT" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="MAP_INT" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="MAP_INT" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="MAP_INT" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="MAP_INT" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="MAP_INT" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="ASCF" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="ASCF" />
<node name="sound_priority" reader="UINT" />
<node name="ground_high" reader="FLOAT" />
<node name="ground_low" reader="FLOAT" />
<node name="ground_high1" reader="FLOAT" />
<node name="ground_low1" reader="FLOAT" />
<node name="ground_high2" reader="FLOAT" />
<node name="ground_low2" reader="FLOAT" />
<node name="ground_high3" reader="FLOAT" />
<node name="ground_low3" reader="FLOAT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
<node name="npc_type" reader="UINT" />
</for>
</file>
<file pattern="kor_helios_p3" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="UINT" />
<node name="class_name" reader="MAP_INT" />
<node name="mesh_name" reader="MAP_INT" />
<node name="texture_name" reader="UINT" />
<for name="texture_name" size="#texture_name">
<node name="param_texture_name" reader="MAP_INT" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="MAP_INT" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="UINT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<!-- TODO -->
<node name="unk" reader="UINT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="MAP_INT" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="MAP_INT" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="MAP_INT" />
</for>
<node name="deco_effect" reader="UINT" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="MAP_INT" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest_be" reader="CNTR" />
<for name="quest_be" size="#quest_be">
<node name="param_quest_be" reader="UINT" />
</for>
<node name="quest_step" reader="CNTR" />
<for name="quest_step" size="#quest_step">
<node name="param_quest_step" reader="UINT" />
</for>
<node name="attack_effect" reader="MAP_INT" />
<!-- TODO -->
<node name="unknown_2" reader="UINT" />
<node name="sound_vol" reader="FLOAT" />
<node name="sound_radius" reader="FLOAT" />
<node name="sound_random" reader="FLOAT" />
<node name="social" reader="UINT" />
<node name="hpshowable" reader="UINT" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="MAP_INT" />
</for>
<node name="Silhouette" reader="UINT" />
<node name="summon_sort" reader="UINT" />
<node name="summon_max_count" reader="UINT" />
<node name="summon_grade" reader="UINT" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="MAP_INT" />
<node name="sound_priority" reader="UINT" />
<node name="ground_high" reader="FLOAT" />
<node name="ground_low" reader="FLOAT" />
<node name="ground_high1" reader="FLOAT" />
<node name="ground_low1" reader="FLOAT" />
<node name="ground_high2" reader="FLOAT" />
<node name="ground_low2" reader="FLOAT" />
<node name="ground_high3" reader="FLOAT" />
<node name="ground_low3" reader="FLOAT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
<node name="npc_type" reader="UINT" />
</for>
</file>
<file pattern="kor_helios_p4" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="1" hidden="false">
<node name="npc_id" reader="USHORT" />
<node name="class_name" reader="MAP_INT" />
<node name="mesh_name" reader="MAP_INT" />
<node name="texture_name" reader="CNTR" />
<for name="texture_name" size="#texture_name">
<node name="class" reader="MAP_INT" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="MAP_INT" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="USHORT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="MAP_INT" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="MAP_INT" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="MAP_INT" />
</for>
<node name="deco_effect" reader="CNTR" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="MAP_INT" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest" reader="CNTR" />
<for name="for_quest" size="#quest">
<node name="quest_be" reader="USHORT" />
<node name="quest_step" reader="UCHAR" />
</for>
<node name="attack_effect" reader="MAP_INT" />
<node name="sound_vol" reader="UBYTE" />
<node name="sound_radius" reader="UBYTE" />
<node name="sound_random" reader="UBYTE" />
<node name="social" reader="UCHAR" />
<node name="hpshowable" reader="UCHAR" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="MAP_INT" />
</for>
<node name="Silhouette" reader="UCHAR" />
<node name="summon_sort" reader="UCHAR" />
<node name="summon_max_count" reader="UCHAR" />
<node name="summon_grade" reader="UCHAR" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="MAP_INT" />
<node name="sound_priority" reader="UCHAR" />
<node name="ground_high" reader="USHORT" />
<node name="ground_low" reader="USHORT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="org_hp" reader="UINT" />
<node name="org_mp" reader="UINT" />
<node name="npc_type" reader="SHORT" />
</for>
</file>
<file pattern="kor_grand_crusade_p2" isSafePackage="true">
<node name="data" reader="UINT" />
<for name="npc" size="#data" hidden="false">
<node name="npc_id" reader="USHORT" />
<node name="class_name" reader="MAP_INT" />
<node name="mesh_name" reader="MAP_INT" />
<node name="texture_name" reader="CNTR" />
<for name="texture_name" size="#texture_name">
<node name="class" reader="MAP_INT" />
</for>
<node name="texture_name_second" reader="UINT" />
<for name="texture_name_second" size="#texture_name_second">
<node name="param_texture_name_second" reader="MAP_INT" />
</for>
<node name="property_list" reader="CNTR" />
<for name="property_list" size="#property_list">
<node name="param_property_list" reader="USHORT" />
</for>
<node name="npc_speed" reader="FLOAT" />
<node name="attack_sound1" reader="CNTR" />
<for name="attack_sound1" size="#attack_sound1">
<node name="param_attack_sound1" reader="MAP_INT" />
</for>
<node name="defense_sound1" reader="CNTR" />
<for name="defense_sound1" size="#defense_sound1">
<node name="param_defense_sound1" reader="MAP_INT" />
</for>
<node name="damage_sound" reader="CNTR" />
<for name="damage_sound" size="#damage_sound">
<node name="param_damage_sound" reader="MAP_INT" />
</for>
<node name="deco_effect" reader="CNTR" />
<for name="deco_effect" size="#deco_effect">
<node name="param_deco_effect" reader="MAP_INT" />
<node name="param_deco_effect_scale" reader="FLOAT" />
</for>
<node name="quest" reader="CNTR" />
<for name="quest" size="#quest">
<node name="quest_be" reader="USHORT" />
<node name="quest_step" reader="UCHAR" />
</for>
<node name="attack_effect" reader="MAP_INT" />
<node name="sound_vol" reader="UBYTE" />
<node name="sound_radius" reader="UBYTE" />
<node name="sound_random" reader="UBYTE" />
<node name="social" reader="UCHAR" />
<node name="hpshowable" reader="UCHAR" />
<node name="dialog_sound" reader="UINT" />
<for name="dialog_sound" size="#dialog_sound">
<node name="param_dialog_sound" reader="MAP_INT" />
</for>
<node name="Silhouette" reader="UCHAR" />
<node name="summon_sort" reader="UCHAR" />
<node name="summon_max_count" reader="UCHAR" />
<node name="summon_grade" reader="UCHAR" />
<node name="drawscale" reader="FLOAT" />
<node name="use_zoomincam" reader="FLOAT" />
<node name="npc_icon_name" reader="MAP_INT" />
<node name="sound_priority" reader="UCHAR" />
<node name="ground_high" reader="USHORT" />
<node name="ground_low" reader="USHORT" />
<node name="collision_radius" reader="FLOAT" />
<node name="collision_radius_2" reader="FLOAT" />
<node name="collision_height" reader="FLOAT" />
<node name="collision_height_2" reader="FLOAT" />
<node name="slot_lhand" reader="UINT" />
<node name="slot_rhand" reader="UINT" />
<node name="slot_chest" reader="UINT" />
<node name="org_hp" reader="DOUBLE" />
<node name="org_mp" reader="DOUBLE" />
<node name="npc_type" reader="SHORT" />
</for>
</file>
</list>