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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-23 19:35:50 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-23 19:35:50 +0000
commit9c259cbaabe6bdb05013d68e2e39fdabb3ca7ea3 (patch)
treec797742d4dc4bd8785a9d46bdd092374f560bb37 /db
parent2b794dd2dc2717bd7506d710b0f7e52cef7b55b8 (diff)
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* Cleaned up documentation of mob_skill_db a little bit.
* Added documentation on ancient code in mob_skill_db.txt, where skills will be treated as 'global' if a negative mob ID is specified. * Follow-up r16694, reverted to official behavior (bugreport:6545) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16695 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'db')
-rw-r--r--db/pre-re/mob_skill_db.txt101
-rw-r--r--db/re/mob_skill_db.txt101
2 files changed, 90 insertions, 112 deletions
diff --git a/db/pre-re/mob_skill_db.txt b/db/pre-re/mob_skill_db.txt
index 9d3586846..ece83243f 100644
--- a/db/pre-re/mob_skill_db.txt
+++ b/db/pre-re/mob_skill_db.txt
@@ -1,66 +1,55 @@
+// Mob Skill Database
// Based on Aegis Episode 11.3
//
-//MOB_ID,dummy value (info only),STATE,SKILL_ID,SKILL_LV,rate (10000 = 100%),casttime,delay,cancelable,target,condition type,condition value,val1,val2,val3,val4,val5,emotion,chat
-//Example
-//1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7,
+// Structure of Database:
+// MobID,Dummy value (info only),State,SkillID,SkillLv,Rate,CastTime,Delay,Cancelable,Target,Condition type,Condition value,val1,val2,val3,val4,val5,Emotion,Chat
//
-//rate refers to the chance of the skill being casted when the condition is fulfilled.
-//delay is the time in milliseconds that has to be pass before recasting the same skill.
+// RATE: the chance of the skill being casted when the condition is fulfilled (10000 = 100%).
+// DELAY: the time (in milliseconds) before attempting to recast the same skill.
//
-//STATE:
-// any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
-// loot /attack / angry (like attack, except player has not attacked mob yet) /
-// chase (following target, after being attacked) / follow (following
-// target, without being attacked)
-// anytarget (attack+angry+chase+follow)
+// STATE:
+// any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
+// loot /attack / angry (like attack, except player has not attacked mob yet) /
+// chase (following target, after being attacked) / follow (following target,
+// without being attacked) / anytarget (attack+angry+chase+follow)
//
-//target: The target of the skill can be: target (current target) / self / friend /
-// master / randomtarget (any enemy within skill's range)
-// (the following are for ground-skills, a random target tile is selected from
-// the specified area):
-// around1 (3x3 area around self) / around2 (5x5 area around self) /
-// around3 (7x7 area around self) / around4 (9x9 area around self) /
-// around5 (3x3 area around target) / around6 (5x5 area around target) /
-// around7 (7x7 area around target) / around8 (9x9 area around target) /
-// around = around4
+// TARGET:
+// target (current target) / self / friend / master / randomtarget (any enemy within skill's range)
//
-//conditions: (condition type) (value which specifies a condition value)
-// always unconditional
-// onspawn when the mob spawns/respawns.
-// myhpltmaxrate when the mob's hp drops to a certain %
-// myhpinrate when the mob's hp is in a certain % range ('a condition value'
-// is the lower cap, while 'a value 1' is the upper cap).
-// mystatuson If the mob has any abnormalities in status (condition value)
-// mystatusoff If the mob has ended any abnormalities in status (condition value)
-// friendhpltmaxrate when the mob's friend's hp drops to a certain %
-// friendhpinrate when the mob's friend's hp is in a certain % range (range
-// defined the same way as in myhpinrate)
-// friendstatuson If the friend has any abnormalities in status (condition value)
-// friendstatusoff If the friend has ended any abnormalities in status (condition value)
-// attackpcgt Attack PC becomes more than the number of specification
-// attackpcge Attack PC becomes equal or more than the number of specification.
-// slavelt when the number of slaves is lower than the original number of specification.
-// slavele when the number of slaves is lower or equal than the original number of specification.
-// closedattacked when melee attacked (close range attack)
-// longrangeattacked when long ranged attacked (like bows and far range weapons)
-// skillused when a skill is used on the mob
-// afterskill after the mob used certain skill.
-// casttargeted when a target is in cast range.
-// rudeattacked when a target is rude attacked
+// The following are for ground-skills, a random target tile is selected from the specified area:
+// around1 (3x3 area around self) / around2 (5x5 area around self) /
+// around3 (7x7 area around self) / around4 (9x9 area around self) /
+// around5 (3x3 area around target) / around6 (5x5 area around target) /
+// around7 (7x7 area around target) / around8 (9x9 area around target) /
+// around = around4
//
-// The character's state which can be specified to be a condition value by the statuson/statusoff system
-// anybad any type of state change
-// stone condition of being in stone state
-// freeze condition of being in frozen state
-// stun condition of being in stunned state
-// sleep condition of being in sleep state
-// poison condition of being in poisoned state
-// curse condition of being in cursed state
-// silence condition of being in silenced state
-// confusion condition of being in confusion state
-// blind condition of being in blind state
-// hiding condition of being in hidden state
-// sight condition of being in unhidden state
+// CONDITION:
+// always Unconditional (no condition value).
+// onspawn When mob spawns/respawns (no condition value).
+// myhpltmaxrate When mob's HP drops to the specified %.
+// myhpinrate When mob's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
+// mystatuson If mob has the specified abnormality in status.
+// mystatusoff If mob has ended the specified abnormality in status.
+// friendhpltmaxrate When mob's friend's HP drops to the specified %.
+// friendhpinrate When mob's friend's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
+// friendstatuson If friend has the specified abnormality in status.
+// friendstatusoff If friend has ended the specified abnormality in status.
+// attackpcgt When attack PCs become greater than specified number.
+// attackpcge When attack PCs become greater than or equal to the specified number.
+// slavelt When number of slaves is less than the original specified number.
+// slavele When number of slaves is less than or equal to the original specified number.
+// closedattacked When close range melee attacked (no condition value).
+// longrangeattacked When long range attacked, ex. bows, guns, ranged skills (no condition value).
+// skillused When the specified skill is used on the mob.
+// afterskill After mob casts the specified skill.
+// casttargeted When a target is in cast range (no condition value).
+// rudeattacked When mob is rude attacked (no condition value).
+//
+// Status abnormalities specified through the statuson/statusoff system:
+// anybad (any type of state change) / stone / freeze / stun / sleep /
+// poison / curse / silence / confusion / blind / hiding / sight (unhidden)
+//
+// Note: if a negative MobID is provided, the skill will be treated as 'global' and added for all mobs.
1001,Scorpion@NPC_FIREATTACK,attack,186,1,2000,0,5000,yes,target,always,0,,,,,,,
1001,Scorpion@NPC_POISON,attack,176,3,500,800,5000,no,target,always,0,,,,,,,
diff --git a/db/re/mob_skill_db.txt b/db/re/mob_skill_db.txt
index 38131b324..c36c5c4a2 100644
--- a/db/re/mob_skill_db.txt
+++ b/db/re/mob_skill_db.txt
@@ -1,66 +1,55 @@
+// Mob Skill Database
// Based on Aegis Episode 11.3
//
-//MOB_ID,dummy value (info only),STATE,SKILL_ID,SKILL_LV,rate (10000 = 100%),casttime,delay,cancelable,target,condition type,condition value,val1,val2,val3,val4,val5,emotion,chat
-//Example
-//1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7,
+// Structure of Database:
+// MobID,Dummy value (info only),State,SkillID,SkillLv,Rate,CastTime,Delay,Cancelable,Target,Condition type,Condition value,val1,val2,val3,val4,val5,Emotion,Chat
//
-//rate refers to the chance of the skill being casted when the condition is fulfilled.
-//delay is the time in milliseconds that has to be pass before recasting the same skill.
+// RATE: the chance of the skill being casted when the condition is fulfilled (10000 = 100%).
+// DELAY: the time (in milliseconds) before attempting to recast the same skill.
//
-//STATE:
-// any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
-// loot /attack / angry (like attack, except player has not attacked mob yet) /
-// chase (following target, after being attacked) / follow (following
-// target, without being attacked)
-// anytarget (attack+angry+chase+follow)
+// STATE:
+// any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
+// loot /attack / angry (like attack, except player has not attacked mob yet) /
+// chase (following target, after being attacked) / follow (following target,
+// without being attacked) / anytarget (attack+angry+chase+follow)
//
-//target: The target of the skill can be: target (current target) / self / friend /
-// master / randomtarget (any enemy within skill's range)
-// (the following are for ground-skills, a random target tile is selected from
-// the specified area):
-// around1 (3x3 area around self) / around2 (5x5 area around self) /
-// around3 (7x7 area around self) / around4 (9x9 area around self) /
-// around5 (3x3 area around target) / around6 (5x5 area around target) /
-// around7 (7x7 area around target) / around8 (9x9 area around target) /
-// around = around4
+// TARGET:
+// target (current target) / self / friend / master / randomtarget (any enemy within skill's range)
//
-//conditions: (condition type) (value which specifies a condition value)
-// always unconditional
-// onspawn when the mob spawns/respawns.
-// myhpltmaxrate when the mob's hp drops to a certain %
-// myhpinrate when the mob's hp is in a certain % range ('a condition value'
-// is the lower cap, while 'a value 1' is the upper cap).
-// mystatuson If the mob has any abnormalities in status (condition value)
-// mystatusoff If the mob has ended any abnormalities in status (condition value)
-// friendhpltmaxrate when the mob's friend's hp drops to a certain %
-// friendhpinrate when the mob's friend's hp is in a certain % range (range
-// defined the same way as in myhpinrate)
-// friendstatuson If the friend has any abnormalities in status (condition value)
-// friendstatusoff If the friend has ended any abnormalities in status (condition value)
-// attackpcgt Attack PC becomes more than the number of specification
-// attackpcge Attack PC becomes equal or more than the number of specification.
-// slavelt when the number of slaves is lower than the original number of specification.
-// slavele when the number of slaves is lower or equal than the original number of specification.
-// closedattacked when melee attacked (close range attack)
-// longrangeattacked when long ranged attacked (like bows and far range weapons)
-// skillused when a skill is used on the mob
-// afterskill after the mob used certain skill.
-// casttargeted when a target is in cast range.
-// rudeattacked when a target is rude attacked
+// The following are for ground-skills, a random target tile is selected from the specified area:
+// around1 (3x3 area around self) / around2 (5x5 area around self) /
+// around3 (7x7 area around self) / around4 (9x9 area around self) /
+// around5 (3x3 area around target) / around6 (5x5 area around target) /
+// around7 (7x7 area around target) / around8 (9x9 area around target) /
+// around = around4
//
-// The character's state which can be specified to be a condition value by the statuson/statusoff system
-// anybad any type of state change
-// stone condition of being in stone state
-// freeze condition of being in frozen state
-// stun condition of being in stunned state
-// sleep condition of being in sleep state
-// poison condition of being in poisoned state
-// curse condition of being in cursed state
-// silence condition of being in silenced state
-// confusion condition of being in confusion state
-// blind condition of being in blind state
-// hiding condition of being in hidden state
-// sight condition of being in unhidden state
+// CONDITION:
+// always Unconditional (no condition value).
+// onspawn When mob spawns/respawns (no condition value).
+// myhpltmaxrate When mob's HP drops to the specified %.
+// myhpinrate When mob's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
+// mystatuson If mob has the specified abnormality in status.
+// mystatusoff If mob has ended the specified abnormality in status.
+// friendhpltmaxrate When mob's friend's HP drops to the specified %.
+// friendhpinrate When mob's friend's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
+// friendstatuson If friend has the specified abnormality in status.
+// friendstatusoff If friend has ended the specified abnormality in status.
+// attackpcgt When attack PCs become greater than specified number.
+// attackpcge When attack PCs become greater than or equal to the specified number.
+// slavelt When number of slaves is less than the original specified number.
+// slavele When number of slaves is less than or equal to the original specified number.
+// closedattacked When close range melee attacked (no condition value).
+// longrangeattacked When long range attacked, ex. bows, guns, ranged skills (no condition value).
+// skillused When the specified skill is used on the mob.
+// afterskill After mob casts the specified skill.
+// casttargeted When a target is in cast range (no condition value).
+// rudeattacked When mob is rude attacked (no condition value).
+//
+// Status abnormalities specified through the statuson/statusoff system:
+// anybad (any type of state change) / stone / freeze / stun / sleep /
+// poison / curse / silence / confusion / blind / hiding / sight (unhidden)
+//
+// Note: if a negative MobID is provided, the skill will be treated as 'global' and added for all mobs.
1001,Scorpion@NPC_FIREATTACK,attack,186,1,2000,0,5000,yes,target,always,0,,,,,,,
1001,Scorpion@NPC_POISON,attack,176,3,500,800,5000,no,target,always,0,,,,,,,