[filemask="open.smt"]
struct tableHeader_t
{
cstr [len=64] id;
i32 version;
cstr [len=64] password;
i32 recordNumber;
cstr [len=456] unreserved;
child monsterBasicTable_t [count=recordNumber];
}
struct monsterBasicTable_t [preload=1]
{
i32 idx;
i32 modelID;
i32 aniSetType;
cstr[len=400]tagModelID;
cstr[len=400]tagMoveID;
i32 level;
cstr[len=32]name;
cstr[len=243] document;
i8 extratest;
float phySize;
i32 size;
i32 type;
i32 gen;
i32 maxRA;
i32 maxSA;
i32 recoveryRARate;
i32 recoverySARate;
i32 attackAni;
i32 atkPhyMinDmg;
i32 atkPhyMaxDmg;
i32 atkMagMinDmg;
i32 atkMagMaxDmg;
i32 atkHitPower;
i32 atkDelay;
i32 atkLength;
i32 atkRange;
float atkCriticalPro;
i32 atkCriticalDmg;
i32 defPower;
i32 defAvoidPower;
i32 defPositiveRes;
i32 defNegativeRes;
float velocity;
i32 stunTime;
cstr[len=20] skillIdx;
cstr[len=20] skillLevel;
cstr[len=20] skillAni;
i32 skillNumber;
i32 exp;
i32 genExp;
i32 lootSE;
//lootitem
i32 maxLootNumber;
i32 generateIdx_0;
i32 generateIdx_1;
i32 generateIdx_2;
i32 generateIdx_3;
i32 generateIdx_4;
i32 generateIdx_5;
i32 generateIdx_6;
i32 generateIdx_7;
i32 generateIdx_8;
i32 generateIdx_9;
i32 generateIdxNumber;
i32 generateProbaility_0;
i32 generateProbaility_1;
i32 generateProbaility_2;
i32 generateProbaility_3;
i32 generateProbaility_4;
i32 generateProbaility_5;
i32 generateProbaility_6;
i32 generateProbaility_7;
i32 generateProbaility_8;
i32 generateProbaility_9;
float lootingProbability;
cstr[len=512] unreserved_0;
//end loot item
i32 pathFindingSize;
i32 optionGrade;
i32 rareItemGrade;
i32 mapIconType;
i32 defDamageReduce;
i32 atkDefAffectedDegree;
i32 mapDensityWeight;
i32 respawnTime;
i32 AIScriptIdx;
i32 npcAIScriptIdx;
float physicalSize;
i32 traceSize;
i32 recognizeSize;
cstr[len=464] unreserved_1;//116
}