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author | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-10-28 12:37:16 +0000 |
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committer | ai4rei <ai4rei@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-10-28 12:37:16 +0000 |
commit | c4c1400def9740b610a1bf93c201d5a9b7c47780 (patch) | |
tree | e0d4ba8b514c954235a8c3b9e28f1dcfc7275bc4 /db | |
parent | 5b3532830e8c18baea99eccaa21a5c7569f8d02d (diff) | |
download | hercules-c4c1400def9740b610a1bf93c201d5a9b7c47780.tar.gz hercules-c4c1400def9740b610a1bf93c201d5a9b7c47780.tar.bz2 hercules-c4c1400def9740b610a1bf93c201d5a9b7c47780.tar.xz hercules-c4c1400def9740b610a1bf93c201d5a9b7c47780.zip |
* Random documentation of database files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14986 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'db')
-rw-r--r-- | db/abra_db.txt | 11 | ||||
-rw-r--r-- | db/castle_db.txt | 10 | ||||
-rw-r--r-- | db/const.txt | 16 | ||||
-rw-r--r-- | db/create_arrow_db.txt | 7 | ||||
-rw-r--r-- | db/guild_skill_tree.txt | 14 | ||||
-rw-r--r-- | db/homun_skill_tree.txt | 24 | ||||
-rw-r--r-- | db/homunculus_db.txt | 23 | ||||
-rw-r--r-- | db/item_avail.txt | 14 | ||||
-rw-r--r-- | db/item_cookie_bag.txt | 1 | ||||
-rw-r--r-- | db/packet_db.txt | 27 |
10 files changed, 131 insertions, 16 deletions
diff --git a/db/abra_db.txt b/db/abra_db.txt index ae7f59e11..c25621f91 100644 --- a/db/abra_db.txt +++ b/db/abra_db.txt @@ -1,7 +1,16 @@ -// Hocus-Pocus Castable Skills Database +// Hocus-Pocus (Abrakadabra) Castable Skills Database // // Structure of Database: // SkillID,DummyName,RequiredHocusPocusLevel,Rate +// +// 01. SkillID Skill ID to be casted by hocus pocus. +// 02. DummyName Name of the skill (informative, not used by server). +// 03. RequiredHocusPocusLevel Minimum skill level of hocus pocus for the current skill to be selected. +// 04. Rate Chance at which the skill is selected (1 = 0.01%, 10000 = 100%). +// +// NOTE: The skill is picked at random from the entire database and then tested for rate. If it +// does not succeed at that rate, an another skill is picked and tested. This continues +// until a skill succeeds. //1,Basic Skill,1,0 diff --git a/db/castle_db.txt b/db/castle_db.txt index 050cfc280..37d615496 100644 --- a/db/castle_db.txt +++ b/db/castle_db.txt @@ -1,7 +1,15 @@ // Guild Castles Database // // Structure of Database: -// CastleID,MapName,CastleName,OnGuildBreakEventName(to abandon captured castles),Flag(reserved) +// CastleID,MapName,CastleName,OnGuildBreakEventName,Flag +// +// 01. CastleID Unique ID of the castle. +// 02. MapName Map name to be considered as the castle map. +// 03. CastleName Name of the castle (used by scripts and guardian name tags). +// 04. OnGuildBreakEventName NPC unique name to invoke ::OnGuildBreak on, when a occupied +// castle is abandoned during guild break. +// 05. Flag Switch flag (reserved as of athena-dev mod0796~0801, not used by server). + 0,aldeg_cas01,Neuschwanstein,Agit#aldeg_cas01,1 // kRO : Noisyubantian 1,aldeg_cas02,Hohenschwangau,Agit#aldeg_cas02,1 // kRO : Hohensyubangawoo 2,aldeg_cas03,Nuenberg,Agit#aldeg_cas03,1 // kRO : Nyirenverk diff --git a/db/const.txt b/db/const.txt index 4d4cb3e69..6cb94f85e 100644 --- a/db/const.txt +++ b/db/const.txt @@ -1,3 +1,19 @@ +// Script Constant Database +// +// Structure of Database: +// Identifier Value[ Type] +// +// Alternatively: +// Identifier,Value[,Type] +// +// 01. Identifier Unique name for the constant, must not have same name as script commands, functions or variables. +// 02. Value Value assigned to the constant. This value cannot be changed during the runtime of the server. +// 03. Type Specifies whether the identifier is a constant (0) or a parameter (1) (optional, defaults to 0). +// +// NOTE: Parameters are special in that they retrieve certain runtime values depending on the specified ID +// in field Value. Depending on the implementation values assigned by scripts to parameters will affect +// runtime values, such as Zeny, as well (see pc_readparam/pc_setparam). + Job_Novice 0 Job_Swordman 1 Job_Mage 2 diff --git a/db/create_arrow_db.txt b/db/create_arrow_db.txt index b5f80a215..f438e7de1 100644 --- a/db/create_arrow_db.txt +++ b/db/create_arrow_db.txt @@ -2,6 +2,13 @@ // // Structure of Database: // SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 +// +// 01. SourceID ID of the item, that is consumed by Arrow Crafting. +// 02. MakeID ID of the item received from Arrow Crafting. +// 03. MakeAmount Amount of MakeID item received from Arrow Crafting. +// ... +// +// NOTE: Up to MAX_ARROW_RESOURCE (typically 5) ID/Amount pairs can be specified. // Old Blue Box --> 50 Sharp Arrows, 50 Sleep Arrows 603,1764,50,1768,50 diff --git a/db/guild_skill_tree.txt b/db/guild_skill_tree.txt index 2ae734f70..8572244aa 100644 --- a/db/guild_skill_tree.txt +++ b/db/guild_skill_tree.txt @@ -1,4 +1,16 @@ -//Skill-ID,MaxLV,Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv //GUILD SKILLNAME#Skill Name# +// Guild Skill Tree Database +// +// Structure of Database: +// SkillID,MaxLv,Prerequisite SkillID1,Prerequisite SkillLv1,PrereqSkillID2,PrereqSkillLv2,PrereqSkillID3,PrereqSkillLv3,PrereqSkillID4,PrereqSkillLv4,PrereqSkillID5,PrereqSkillLv5 //GUILD SKILLNAME#Skill Name# +// +// 01. SkillID Skill ID of the guild skill. +// 02. MaxLv Maximum level of the guild skill. +// 03. Prerequisite SkillID Guild skill required for the skill to become available. +// 04. Prerequisite SkillLv Level of the required guild skill. +// ... +// +// NOTE: MAX_GUILD_SKILL_REQUIRE (typically 5) ID/Lv pairs must be specified. + 10000,1,0,0,0,0,0,0,0,0,0,0 //GD_APPROVAL#Official Guild Approval# 10001,1,10000,1,0,0,0,0,0,0,0,0 //GD_KAFRACONTRACT#Contract with Kafra# diff --git a/db/homun_skill_tree.txt b/db/homun_skill_tree.txt index e606924c0..2f889fdaf 100644 --- a/db/homun_skill_tree.txt +++ b/db/homun_skill_tree.txt @@ -1,4 +1,18 @@ -//CLass,Skill-ID,MaxLV,Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv//CLASS_SKILLNAME#Skill Name# +// Homunculus Skill Tree Database +// +// Structure of Database: +// Class,SkillID,MaxLv[,JobLevel],Prerequisite SkillID1,Prerequisite SkillLv1,PrereqSkillID2,PrereqSkillLv2,PrereqSkillID3,PrereqSkillLv3,PrereqSkillID4,PrereqSkillLv4,PrereqSkillID5,PrereqSkillLv5 //SKILLNAME#Skill Name# +// +// 01. Class Homunculus ID. +// 02. SkillID Skill ID of the homunuculus skill. +// 03. MaxLv Maximum level of the homunuculus skill. +// 04. JobLevel Job level required for the skill to become available (optional, reserved, not used by server). +// 05. Prerequisite SkillID Homunculus skill required for the skill to become available. +// 06. Prerequisite SkillLv Level of the required homunculus skill. +// ... +// +// NOTE: MAX_PC_SKILL_REQUIRE (typically 5) ID/Lv pairs must be specified. + //Lif 6001,8001,5,0,0,0,0,0,0,0,0,0,0 //HLIF_HEAL 6001,8002,5,8001,3,0,0,0,0,0,0,0,0 //HLIF_AVOID @@ -12,7 +26,7 @@ 6003,8010,5,8009,3,0,0,0,0,0,0,0,0 //HFLI_FLEET 6003,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED //Vanilmirth -6004,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE, +6004,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE 6004,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC 6004,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT //Lif2 @@ -28,7 +42,7 @@ 6007,8010,5,8009,3,0,0,0,0,0,0,0,0 //HFLI_FLEET 6007,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED //Vanilmirth2 -6008,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE, +6008,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE 6008,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC 6008,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT //Lif_H @@ -47,7 +61,7 @@ 6011,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED 6011,8012,3,0,0,0,0,0,0,0,0,0,0 //HFLI_SBR44 //Vanilmirth_H -6012,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE, +6012,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE 6012,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC 6012,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT 6012,8016,3,0,0,0,0,0,0,0,0,0,0 //HVAN_EXPLOSION @@ -67,7 +81,7 @@ 6015,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED 6015,8012,3,0,0,0,0,0,0,0,0,0,0 //HFLI_SBR44 //Vanilmirth2_H -6016,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE, +6016,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE 6016,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC 6016,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT 6016,8016,3,0,0,0,0,0,0,0,0,0,0 //HVAN_EXPLOSION diff --git a/db/homunculus_db.txt b/db/homunculus_db.txt index 3ec8f0a88..5ce9d8b73 100644 --- a/db/homunculus_db.txt +++ b/db/homunculus_db.txt @@ -1,6 +1,23 @@ -//Legend: b: base, gn: growth min, gx: growth max, en: evolution min, ex: evolution max -//Note: Only the growth values are in a 1/10 scale, the other stats are 1/1 (eg: 5 gmAGI means 0.5 agi) -//class,evo_class,name,foodID,hungryDelay,base_size,evo_size,race,element,bASPD,bHP,bSP,bSTR,bAGI,bVIT,bINT,bDEX,bLUK,gnHP,gxHP,gnSP,gxSP,gnSTR,gxSTR,gnAGI,gxAGI,gnVIT,gxVIT,gnINT,gxINT,gnDEX,gxDEX,gnLUK,gxLUK,enHP,exHP,enSP,exSP,enSTR,exSTR,enAGI,exAGI,enVIT,exVIT,enINT,exINT,enDEX,exDEX,enLUK,exLUK +// Homunculus Database +// +// Structure of Database: +// Class,EvoClass,Name,FoodID,HungryDelay,BaseSize,EvoSize,Race,Element,bASPD,bHP,bSP,bSTR,bAGI,bVIT,bINT,bDEX,bLUK,gnHP,gxHP,gnSP,gxSP,gnSTR,gxSTR,gnAGI,gxAGI,gnVIT,gxVIT,gnINT,gxINT,gnDEX,gxDEX,gnLUK,gxLUK,enHP,exHP,enSP,exSP,enSTR,exSTR,enAGI,exAGI,enVIT,exVIT,enINT,exINT,enDEX,exDEX,enLUK,exLUK +// +// 01. Class Homunculus ID. +// 02. EvoClass Homunculus ID of the evolved version. +// 03. Name Name of the homunculus. +// 04. FoodID Item ID of the homunuclus food. +// 05. HungryDelay Time interval in milliseconds after which the homunculus' hunger value is altered. +// 06. BaseSize Size of the base homunculus class (0 = small, 1 = normal, 2 = large). +// 07. EvoSize Size of the evolved homunculus class (0 = small, 1 = normal, 2 = large). +// 08. Race Race of the homunculus (0 = formless, 1 = undead, 2 = brute, 3 = plant, 4 = insect, 5 = fish, 6 = demon, 7 = demi-human, 8 = angel, 9 = dragon). +// 09. Element Element of the homunculus (0 = neutral, 1 = water, 2 = earth, 3 = fire, 4 = wind, 5 = poison, 6 = holy, 7 = dark, 8 = ghost, 9 = undead). +// The element level is always 1. +// ... +// +// Legend: b: base, gn: growth min, gx: growth max, en: evolution min, ex: evolution max +// NOTE: Only the growth values are in a 1/10 scale, the other stats are 1/1 (eg: 5 gmAGI means 0.5 agi) + 6001,6009,Lif,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3 6002,6010,Amistr,912,60000,0,1,2,0,700,320,10,20,17,35,11,24,12,80,130,1,4,8,20,4,20,4,20,1,10,3,19,3,19,10,20,1,10,1,10,1,5,4,10,1,3,1,4,1,5 6003,6011,Filir,910,60000,0,1,2,0,700,90,25,29,35,9,8,30,9,45,75,3,6,4,20,8,20,1,10,3,19,4,20,3,19,5,15,5,15,4,10,1,10,1,3,1,4,1,5,1,5 diff --git a/db/item_avail.txt b/db/item_avail.txt index 614fcc129..a3c7acdfe 100644 --- a/db/item_avail.txt +++ b/db/item_avail.txt @@ -1,7 +1,15 @@ -// item id,sprite id -// Replaces an item client-side while keeping them separate server-side. +// Item Availability and Alias Database +// +// Structure of Database: +// ItemID,SpriteID +// +// 01. ItemID Item ID to change. +// 02. SpriteID Item ID which will be sent to the client instead of ItemID. +// If 0, the item becomes unavailable for use. If item_check is enabled and a player owns such an item, it will be removed upon next login/teleport. +// +// NOTE: Replaces an item client-side while keeping them separate server-side. // Think of it as a way to disguise items. -// If 0 is used then item will be disabled. + 2240,2241 //Beard - Grampa Beard //Treasure Hunters Quest Items diff --git a/db/item_cookie_bag.txt b/db/item_cookie_bag.txt index 64cfdfe01..eec259183 100644 --- a/db/item_cookie_bag.txt +++ b/db/item_cookie_bag.txt @@ -1,4 +1,3 @@ - // Cookie Bag Obtainable Items Database // // Structure of Database: diff --git a/db/packet_db.txt b/db/packet_db.txt index b4a45c9f7..f423d1c14 100644 --- a/db/packet_db.txt +++ b/db/packet_db.txt @@ -1,10 +1,35 @@ +// Client<->Map Packet Database +// +// Structure of Database: +// PacketType,PacketLength[,Name,FieldIndex1:FieldIndex2:FieldIndex3:...] +// +// 01. PacketType ID of the packet. +// 02. PacketLength Length of the packet. If 0, packet is disabled in current packet version. If -1, packet has variable size. +// 03. Name Name of the packet parser function (optional, for incoming packets only). +// 04. FieldIndex Specifies the offset of a packet field in bytes from the begin of the packet (only specified when Name is given). +// Can be 0, when the layout is not known. +// ... +// +// NOTE: Up to MAX_PACKET_POS (typically 20) field indexes may be used. +// // The packet database allows you to add support for new clients, // because packets change every release. +// // Note: Every packet version needs a wanttoconnection specification, since // that is the packet used to identify a client's version. // If multiple versions have the same connection packet, the higher version // will be used (unless the lower one is specified as the default) - +// +// Incoming packets have their parser function and layout specified, which enables +// them for the current and all higher versions, unless explicitely disabled. +// +// Outgoing packets must be specified in order to enable them for the current +// and all higher versions, unless explocitely disabled. Packets that are not +// enabled for a packet version are silently discarded when sent as multicast. +// +// Every packet version inherits packet definitions from the previous (lower) +// packet version. +// // Main packet version of the DB to use (default = max available version) // Client detection is faster when all clients use this version. // Version 23 is the latest Sakexe (above versions are for Renewal clients) |