diff options
author | Haru <haru@dotalux.com> | 2016-07-09 18:01:12 +0200 |
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committer | Haru <haru@dotalux.com> | 2016-07-09 18:01:12 +0200 |
commit | 518d71c285860ac2b2858a956a3e0ec0474deae3 (patch) | |
tree | ac60487c2ea5a82cc6944e5834f0abd6cfb17208 /tools/skilldbconverter.php | |
parent | dcc7ef16098f241bd24220a4f4deca23041d7bfd (diff) | |
download | hercules-518d71c285860ac2b2858a956a3e0ec0474deae3.tar.gz hercules-518d71c285860ac2b2858a956a3e0ec0474deae3.tar.bz2 hercules-518d71c285860ac2b2858a956a3e0ec0474deae3.tar.xz hercules-518d71c285860ac2b2858a956a3e0ec0474deae3.zip |
Some indentation fixes in the skill db converter
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'tools/skilldbconverter.php')
-rw-r--r-- | tools/skilldbconverter.php | 496 |
1 files changed, 248 insertions, 248 deletions
diff --git a/tools/skilldbconverter.php b/tools/skilldbconverter.php index 169ea9162..a4e03aecb 100644 --- a/tools/skilldbconverter.php +++ b/tools/skilldbconverter.php @@ -639,7 +639,7 @@ function getinf2($inf2=0x0000) $inf2 = intval(substr($inf2, 2),16); - $retval = "{\n "; + $retval = "{\n"; foreach($bitmask as $key => $val) { if($inf2&$val) { $retval .= "\t\t".$key.": true\n"; @@ -781,7 +781,7 @@ function getammotypes($list, $id) { print "\r\033[0;31mWarning\033[0;0m - Invalid weapon type ".$i." for skill ID ".$id."\n"; } } - $retval = "{\n "; + $retval = "{\n"; for($j=0; $j<sizeof($type); $j++) { if($wmask&1<<$type[$j]) { $retval .= "\t\t\t".$bitmask[$type[$j]].": true\n"; @@ -819,7 +819,7 @@ function getunitflag($flag, $id) $flag = intval($flag,16); if($flag <= 0) return 0; - $ret = "{\n "; + $ret = "{\n"; foreach($bitmask as $key => $val) { if($flag&$val) { $ret .= "\t\t\t".$key.": true\n"; @@ -888,254 +888,254 @@ function printcredits() function getcomments($re) { - return - "//================= Hercules Database ========================================== - //= _ _ _ - //= | | | | | | - //= | |_| | ___ _ __ ___ _ _| | ___ ___ - //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| - //= | | | | __/ | | (__| |_| | | __/\__ \ - //= \_| |_/\___|_| \___|\__,_|_|\___||___/ - //================= License ==================================================== - //= This file is part of Hercules. - //= http://herc.ws - http://github.com/HerculesWS/Hercules - //= - //= Copyright (C) 2014-2016 Hercules Dev Team - //= - //= Hercules is free software: you can redistribute it and/or modify - //= it under the terms of the GNU General Public License as published by - //= the Free Software Foundation, either version 3 of the License, or - //= (at your option) any later version. - //= - //= This program is distributed in the hope that it will be useful, - //= but WITHOUT ANY WARRANTY; without even the implied warranty of - //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - //= GNU General Public License for more details. - //= - //= You should have received a copy of the GNU General Public License - //= along with this program. If not, see <http://www.gnu.org/licenses/>. - //============================================================================== - //= ".($re?"Renewal":"Pre-Renewal")." Skill Database [Hercules] - //============================================================================== - //= @Format Notes: - //= - All string entries are case-sensitive and must be quoted. - //= - All setting names are case-sensitive and must be keyed accurately. - /****************************************************************************** - ********************************* Entry structure ***************************** - ******************************************************************************* - - { - ------------------------------ Mandatory Fields ---------------------------- - Id: ID (int) (Required) - Name: \"Skill Name\" (string) (Required) - MaxLevel: Skill Level (int) (Required) - ------------------------------ Optional Fields ----------------------------- - Description: \"Skill Description\" (string) (optional but recommended) - Range: Skill Range (int) (optional, defaults to 0) (can be grouped by Levels) - Note: Range < 5 is considered Melee range. - Hit: Hit Type (int) (optional, default \"BDT_NORMAL\") - Types - \"BDT_SKILL\", \"BDT_MULTIHIT\" or \"BDT_NORMAL\" ] - SkillType: { (bool, defaults to \"Passive\") - Passive: true/false (boolean, defaults to false) - Enemy: true/false (boolean, defaults to false) - Place: true/false (boolean, defaults to false) - Self: true/false (boolean, defaults to false) - Friend: true/false (boolean, defaults to false) - Trap: true/false (boolean, defaults to false) - } - SkillInfo: { (bool, defaults to \"None\") - Quest: true/false (boolean, defaults to false) - NPC: true/false (boolean, defaults to false) - Wedding: true/false (boolean, defaults to false) - Spirit: true/false (boolean, defaults to false) - Guild: true/false (boolean, defaults to false) - Song: true/false (boolean, defaults to false) - Ensemble: true/false (boolean, defaults to false) - Trap: true/false (boolean, defaults to false) - TargetSelf: true/false (boolean, defaults to false) - NoCastSelf: true/false (boolean, defaults to false) - PartyOnly: true/false (boolean, defaults to false) - GuildOnly: true/false (boolean, defaults to false) - NoEnemy: true/false (boolean, defaults to false) - IgnoreLandProtector: true/false (boolean, defaults to false) - Chorus: true/false (boolean, defaults to false) - } - AttackType: \"Attack Type\" (string, defaults to \"None\") - Types: \"None\", \"Weapon\", \"Magic\" or \"Misc\" - Element: \"Element Type\" (string) (Optional field - Default \"Ele_Neutral\") - (can be grouped by Levels) - Types: \"Ele_Neutral\", \"Ele_Water\", \"Ele_Earth\", \"Ele_Fire\", \"Ele_Wind\" - \"Ele_Poison\", \"Ele_Holy\", \"Ele_Dark\", \"Ele_Ghost\", \"Ele_Undead\" - \"Ele_Weapon\" - Uses weapon's element. - \"Ele_Endowed\" - Uses Endowed element. - \"Ele_Random\" - Uses random element. - DamageType: { (bool, default to \"NoDamage\") - NoDamage: true/false No damage skill - SplashArea: true/false Has splash area (requires source modification) - SplitDamage: true/false Damage should be split among targets (requires 'SplashArea' in order to work) - IgnoreCards: true/false Skill ignores caster's % damage cards (misc type always ignores) - IgnoreElement: true/false Skill ignores elemental adjustments - IgnoreDefense: true/false Skill ignores target's defense (misc type always ignores) - IgnoreFlee: true/false Skill ignores target's flee (magic type always ignores) - IgnoreDefCards: true/false Skill ignores target's def cards - } - SplashRange: Damage Splash Area (int, defaults to 0) (can be grouped by Levels) - Note: -1 for screen-wide. - NumberOfHits: Number of Hits (int, defaults to 1) (can be grouped by Levels) - Note: when positive, damage is increased by hits, - negative values just show number of hits without - increasing total damage. - InterruptCast: Cast Interruption (bool, defaults to true) - CastDefRate: Cast Defense Reduction (int, defaults to 0) - SkillInstances: Skill instances (int, defaults to 0) (can be grouped by Levels) - Notes: max amount of skill instances to place on the ground when - player_land_skill_limit/monster_land_skill_limit is enabled. For skills - that attack using a path, this is the path length to be used. - KnockBackTiles: Knock-back by 'n' Tiles (int, defaults to 0) (can be grouped by Levels) - CastTime: Skill cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) - AfterCastActDelay: Skill Delay (in ms) (int, defaults to 0) (can be grouped by Levels) - AfterCastWalkDelay: Walk Delay (in ms) (int, defaults to 0) (can be grouped by Levels) - SkillData1: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) - SkillData2: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) - CoolDown: Skill Cooldown (in ms) (int, defaults to 0) (can be grouped by Levels) - ".($re? - "FixedCastTime: Fixed Cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) - Note: when 0, uses 20% of cast time and less than - 0 means no fixed cast time.":"")." - CastTimeOptions: { - IgnoreDex: true/false (boolean, defaults to false) - IgnoreStatusEffect: true/false (boolean, defaults to false) - IgnoreItemBonus: true/false (boolean, defaults to false) - Note: Delay setting 'IgnoreDex' only makes sense when - delay_dependon_dex is enabled. + return "//================= Hercules Database ========================================== +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License ==================================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2014-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//============================================================================== +//= ".($re?"Renewal":"Pre-Renewal")." Skill Database [Hercules] +//============================================================================== +//= @Format Notes: +//= - All string entries are case-sensitive and must be quoted. +//= - All setting names are case-sensitive and must be keyed accurately. + + +/****************************************************************************** +********************************* Entry structure ***************************** +******************************************************************************* +{ + // ------------------------------ Mandatory Fields ---------------------------- + Id: ID (int) (Required) + Name: \"Skill Name\" (string) (Required) + MaxLevel: Skill Level (int) (Required) + // ------------------------------ Optional Fields ----------------------------- + Description: \"Skill Description\" (string) (optional but recommended) + Range: Skill Range (int) (optional, defaults to 0) (can be grouped by Levels) + Note: Range < 5 is considered Melee range. + Hit: Hit Type (int) (optional, default \"BDT_NORMAL\") + Types - \"BDT_SKILL\", \"BDT_MULTIHIT\" or \"BDT_NORMAL\" + SkillType: { (bool, defaults to \"Passive\") + Passive: true/false (boolean, defaults to false) + Enemy: true/false (boolean, defaults to false) + Place: true/false (boolean, defaults to false) + Self: true/false (boolean, defaults to false) + Friend: true/false (boolean, defaults to false) + Trap: true/false (boolean, defaults to false) + } + SkillInfo: { (bool, defaults to \"None\") + Quest: true/false (boolean, defaults to false) + NPC: true/false (boolean, defaults to false) + Wedding: true/false (boolean, defaults to false) + Spirit: true/false (boolean, defaults to false) + Guild: true/false (boolean, defaults to false) + Song: true/false (boolean, defaults to false) + Ensemble: true/false (boolean, defaults to false) + Trap: true/false (boolean, defaults to false) + TargetSelf: true/false (boolean, defaults to false) + NoCastSelf: true/false (boolean, defaults to false) + PartyOnly: true/false (boolean, defaults to false) + GuildOnly: true/false (boolean, defaults to false) + NoEnemy: true/false (boolean, defaults to false) + IgnoreLandProtector: true/false (boolean, defaults to false) + Chorus: true/false (boolean, defaults to false) + } + AttackType: \"Attack Type\" (string, defaults to \"None\") + Types: \"None\", \"Weapon\", \"Magic\" or \"Misc\" + Element: \"Element Type\" (string) (Optional field - Default \"Ele_Neutral\") + (can be grouped by Levels) + Types: \"Ele_Neutral\", \"Ele_Water\", \"Ele_Earth\", \"Ele_Fire\", \"Ele_Wind\" + \"Ele_Poison\", \"Ele_Holy\", \"Ele_Dark\", \"Ele_Ghost\", \"Ele_Undead\" + \"Ele_Weapon\" - Uses weapon's element. + \"Ele_Endowed\" - Uses Endowed element. + \"Ele_Random\" - Uses random element. + DamageType: { (bool, default to \"NoDamage\") + NoDamage: true/false No damage skill + SplashArea: true/false Has splash area (requires source modification) + SplitDamage: true/false Damage should be split among targets (requires 'SplashArea' in order to work) + IgnoreCards: true/false Skill ignores caster's % damage cards (misc type always ignores) + IgnoreElement: true/false Skill ignores elemental adjustments + IgnoreDefense: true/false Skill ignores target's defense (misc type always ignores) + IgnoreFlee: true/false Skill ignores target's flee (magic type always ignores) + IgnoreDefCards: true/false Skill ignores target's def cards + } + SplashRange: Damage Splash Area (int, defaults to 0) (can be grouped by Levels) + Note: -1 for screen-wide. + NumberOfHits: Number of Hits (int, defaults to 1) (can be grouped by Levels) + Note: when positive, damage is increased by hits, + negative values just show number of hits without + increasing total damage. + InterruptCast: Cast Interruption (bool, defaults to true) + CastDefRate: Cast Defense Reduction (int, defaults to 0) + SkillInstances: Skill instances (int, defaults to 0) (can be grouped by Levels) + Notes: max amount of skill instances to place on the ground when + player_land_skill_limit/monster_land_skill_limit is enabled. For skills + that attack using a path, this is the path length to be used. + KnockBackTiles: Knock-back by 'n' Tiles (int, defaults to 0) (can be grouped by Levels) + CastTime: Skill cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) + AfterCastActDelay: Skill Delay (in ms) (int, defaults to 0) (can be grouped by Levels) + AfterCastWalkDelay: Walk Delay (in ms) (int, defaults to 0) (can be grouped by Levels) + SkillData1: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) + SkillData2: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) + CoolDown: Skill Cooldown (in ms) (int, defaults to 0) (can be grouped by Levels) + ".($re? + "FixedCastTime: Fixed Cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) + Note: when 0, uses 20% of cast time and less than + 0 means no fixed cast time.":"")." + CastTimeOptions: { + IgnoreDex: true/false (boolean, defaults to false) + IgnoreStatusEffect: true/false (boolean, defaults to false) + IgnoreItemBonus: true/false (boolean, defaults to false) + Note: Delay setting 'IgnoreDex' only makes sense when + delay_dependon_dex is enabled. + } + SkillDelayOptions: { + IgnoreDex: true/false (boolean, defaults to false) + IgnoreStatusEffect: true/false (boolean, defaults to false) + IgnoreItemBonus: true/false (boolean, defaults to false) + Note: Delay setting 'IgnoreDex' only makes sense when + delay_dependon_dex is enabled. + } + Requirements: { + HPCost: HP Cost (int, defaults to 0) (can be grouped by Levels) + SPCost: SP Cost (int, defaults to 0) (can be grouped by Levels) + HPRateCost: HP % Cost (int, defaults to 0) (can be grouped by Levels) + Note: If positive, it is a percent of your current hp, + otherwise it is a percent of your max hp. + SPRateCost: SP % Cost (int, defaults to 0) (can be grouped by Levels) + Note: If positive, it is a percent of your current sp, + otherwise it is a percent of your max sp. + ZenyCost: Zeny Cost (int, defaults to 0) (can be grouped by Levels) + WeaponTypes: { (bool or string, defaults to \"All\") + NoWeapon: true/false (boolean, defaults to false) + Daggers: true/false (boolean, defaults to false) + 1HSwords: true/false (boolean, defaults to false) + 2HSwords: true/false (boolean, defaults to false) + 1HSpears: true/false (boolean, defaults to false) + 2HSpears: true/false (boolean, defaults to false) + 1HAxes: true/false (boolean, defaults to false) + 2HAxes: true/false (boolean, defaults to false) + Maces: true/false (boolean, defaults to false) + 2HMaces: true/false (boolean, defaults to false) + Staves: true/false (boolean, defaults to false) + Bows: true/false (boolean, defaults to false) + Knuckles: true/false (boolean, defaults to false) + Instruments: true/false (boolean, defaults to false) + Whips: true/false (boolean, defaults to false) + Books: true/false (boolean, defaults to false) + Katars: true/false (boolean, defaults to false) + Revolvers: true/false (boolean, defaults to false) + Rifles: true/false (boolean, defaults to false) + GatlingGuns: true/false (boolean, defaults to false) + Shotguns: true/false (boolean, defaults to false) + GrenadeLaunchers: true/false (boolean, defaults to false) + FuumaShurikens: true/false (boolean, defaults to false) + 2HStaves: true/false (boolean, defaults to false) + MaxSingleWeaponType: true/false (boolean, defaults to false) + DWDaggers: true/false (boolean, defaults to false) + DWSwords: true/false (boolean, defaults to false) + DWAxes: true/false (boolean, defaults to false) + DWDaggerSword: true/false (boolean, defaults to false) + DWDaggerAxe: true/false (boolean, defaults to false) + DWSwordAxe: true/false (boolean, defaults to false) } - SkillDelayOptions: { - IgnoreDex: true/false (boolean, defaults to false) - IgnoreStatusEffect: true/false (boolean, defaults to false) - IgnoreItemBonus: true/false (boolean, defaults to false) - Note: Delay setting 'IgnoreDex' only makes sense when - delay_dependon_dex is enabled. + AmmoTypes: { (for all types use string \"All\") + A_ARROW: true/false (boolean, defaults to false) + A_DAGGER: true/false (boolean, defaults to false) + A_BULLET: true/false (boolean, defaults to false) + A_SHELL: true/false (boolean, defaults to false) + A_GRENADE: true/false (boolean, defaults to false) + A_SHURIKEN: true/false (boolean, defaults to false) + A_KUNAI: true/false (boolean, defaults to false) + A_CANNONBALL: true/false (boolean, defaults to false) + A_THROWWEAPON: true/false (boolean, defaults to false) } - Requirements: { - HPCost: HP Cost (int, defaults to 0) (can be grouped by Levels) - SPCost: SP Cost (int, defaults to 0) (can be grouped by Levels) - HPRateCost: HP % Cost (int, defaults to 0) (can be grouped by Levels) - Note: If positive, it is a percent of your current hp, - otherwise it is a percent of your max hp. - SPRateCost: SP % Cost (int, defaults to 0) (can be grouped by Levels) - Note: If positive, it is a percent of your current sp, - otherwise it is a percent of your max sp. - ZenyCost: Zeny Cost (int, defaults to 0) (can be grouped by Levels) - WeaponTypes: { (bool or string, defaults to \"All\") - NoWeapon: true/false (boolean, defaults to false) - Daggers: true/false (boolean, defaults to false) - 1HSwords: true/false (boolean, defaults to false) - 2HSwords: true/false (boolean, defaults to false) - 1HSpears: true/false (boolean, defaults to false) - 2HSpears: true/false (boolean, defaults to false) - 1HAxes: true/false (boolean, defaults to false) - 2HAxes: true/false (boolean, defaults to false) - Maces: true/false (boolean, defaults to false) - 2HMaces: true/false (boolean, defaults to false) - Staves: true/false (boolean, defaults to false) - Bows: true/false (boolean, defaults to false) - Knuckles: true/false (boolean, defaults to false) - Instruments: true/false (boolean, defaults to false) - Whips: true/false (boolean, defaults to false) - Books: true/false (boolean, defaults to false) - Katars: true/false (boolean, defaults to false) - Revolvers: true/false (boolean, defaults to false) - Rifles: true/false (boolean, defaults to false) - GatlingGuns: true/false (boolean, defaults to false) - Shotguns: true/false (boolean, defaults to false) - GrenadeLaunchers: true/false (boolean, defaults to false) - FuumaShurikens: true/false (boolean, defaults to false) - 2HStaves: true/false (boolean, defaults to false) - MaxSingleWeaponType: true/false (boolean, defaults to false) - DWDaggers: true/false (boolean, defaults to false) - DWSwords: true/false (boolean, defaults to false) - DWAxes: true/false (boolean, defaults to false) - DWDaggerSword: true/false (boolean, defaults to false) - DWDaggerAxe: true/false (boolean, defaults to false) - DWSwordAxe: true/false (boolean, defaults to false) - } - AmmoTypes: { (for all types use string \"All\") - A_ARROW: true/false (boolean, defaults to false) - A_DAGGER: true/false (boolean, defaults to false) - A_BULLET: true/false (boolean, defaults to false) - A_SHELL: true/false (boolean, defaults to false) - A_GRENADE: true/false (boolean, defaults to false) - A_SHURIKEN: true/false (boolean, defaults to false) - A_KUNAI: true/false (boolean, defaults to false) - A_CANNONBALL: true/false (boolean, defaults to false) - A_THROWWEAPON: true/false (boolean, defaults to false) - } - AmmoAmount: Ammunition Amount (int, defaults to 0) (can be grouped by Levels) - State: \"Required State\" (string, defaults to \"None\") (can be grouped by Levels) - Types : 'None' = Nothing special - 'Moveable' = Requires to be able to move - 'NotOverWeight' = Requires to be less than 50% weight - 'InWater' = Requires to be standing on a water cell - 'Cart' = Requires a Pushcart - 'Riding' = Requires to ride either a peco or a dragon - 'Falcon' = Requires a Falcon - 'Sight' = Requires Sight skill activated - 'Hiding' = Requires Hiding skill activated - 'Cloaking' = Requires Cloaking skill activated - 'ExplosionSpirits' = Requires Fury skill activated - 'CartBoost' = Requires a Pushcart and Cart Boost skill activated - 'Shield' = Requires a 0,shield equipped - 'Warg' = Requires a Warg - 'Dragon' = Requires to ride a Dragon - 'RidingWarg' = Requires to ride a Warg - 'Mado' = Requires to have an active mado - 'PoisonWeapon' = Requires to be under Poisoning Weapon. - 'RollingCutter' = Requires at least one Rotation Counter from Rolling Cutter. - 'ElementalSpirit' = Requires to have an Elemental Spirit summoned. - 'MH_Fighting' = Requires Eleanor fighthing mode - 'MH_Grappling' = Requires Eleanor grappling mode - 'Peco' = Requires riding a peco - SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels) - Items: { - ItemID or Aegis_Name : Amount (int, defaults to 0) (can be grouped by Levels) - Item example: \"ID717\" or \"Blue_Gemstone\". - Notes: Items with amount 0 will not be consumed. - Amount can also be grouped by levels. - } + AmmoAmount: Ammunition Amount (int, defaults to 0) (can be grouped by Levels) + State: \"Required State\" (string, defaults to \"None\") (can be grouped by Levels) + Types : 'None' = Nothing special + 'Moveable' = Requires to be able to move + 'NotOverWeight' = Requires to be less than 50% weight + 'InWater' = Requires to be standing on a water cell + 'Cart' = Requires a Pushcart + 'Riding' = Requires to ride either a peco or a dragon + 'Falcon' = Requires a Falcon + 'Sight' = Requires Sight skill activated + 'Hiding' = Requires Hiding skill activated + 'Cloaking' = Requires Cloaking skill activated + 'ExplosionSpirits' = Requires Fury skill activated + 'CartBoost' = Requires a Pushcart and Cart Boost skill activated + 'Shield' = Requires a 0,shield equipped + 'Warg' = Requires a Warg + 'Dragon' = Requires to ride a Dragon + 'RidingWarg' = Requires to ride a Warg + 'Mado' = Requires to have an active mado + 'PoisonWeapon' = Requires to be under Poisoning Weapon. + 'RollingCutter' = Requires at least one Rotation Counter from Rolling Cutter. + 'ElementalSpirit' = Requires to have an Elemental Spirit summoned. + 'MH_Fighting' = Requires Eleanor fighthing mode + 'MH_Grappling' = Requires Eleanor grappling mode + 'Peco' = Requires riding a peco + SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels) + Items: { + ItemID or Aegis_Name : Amount (int, defaults to 0) (can be grouped by Levels) + Item example: \"ID717\" or \"Blue_Gemstone\". + Notes: Items with amount 0 will not be consumed. + Amount can also be grouped by levels. } - Unit: { - Id: [ UnitID, UnitID2 ] (int, defaults to 0) (can be grouped by Levels) - Layout: Unit Layout (int, defaults to 0) (can be grouped by Levels) - Range: Unit Range (int, defaults to 0) (can be grouped by Levels) - Interval: Unit Interval (int, defaults to 0) (can be grouped by Levels) - Target: \"Unit Target\" (string, defaults to \"None\") - Types: - All - affects everyone - NotEnemy - affects anyone who isn't an enemy - Friend - affects party, guildmates and neutral players - Party - affects party only - Guild - affects guild only - Ally - affects party and guildmates only - Sameguild - affects guild but not allies - Enemy - affects enemies only - None - affects nobody - Flag: { - UF_DEFNOTENEMY: true/false (boolean, defaults to false) - UF_NOREITERATION: true/false (boolean, defaults to false) - UF_NOFOOTSET: true/false (boolean, defaults to false) - UF_NOOVERLAP: true/false (boolean, defaults to false) - UF_PATHCHECK: true/false (boolean, defaults to false) - UF_NOPC: true/false (boolean, defaults to false) - UF_NOMOB: true/false (boolean, defaults to false) - UF_SKILL: true/false (boolean, defaults to false) - UF_DANCE: true/false (boolean, defaults to false) - UF_ENSEMBLE: true/false (boolean, defaults to false) - UF_SONG: true/false (boolean, defaults to false) - UF_DUALMODE: true/false (boolean, defaults to false) - UF_RANGEDSINGLEUNI: true/false (boolean, defaults to false) - } + } + Unit: { + Id: [ UnitID, UnitID2 ] (int, defaults to 0) (can be grouped by Levels) + Layout: Unit Layout (int, defaults to 0) (can be grouped by Levels) + Range: Unit Range (int, defaults to 0) (can be grouped by Levels) + Interval: Unit Interval (int, defaults to 0) (can be grouped by Levels) + Target: \"Unit Target\" (string, defaults to \"None\") + Types: + All - affects everyone + NotEnemy - affects anyone who isn't an enemy + Friend - affects party, guildmates and neutral players + Party - affects party only + Guild - affects guild only + Ally - affects party and guildmates only + Sameguild - affects guild but not allies + Enemy - affects enemies only + None - affects nobody + Flag: { + UF_DEFNOTENEMY: true/false (boolean, defaults to false) + UF_NOREITERATION: true/false (boolean, defaults to false) + UF_NOFOOTSET: true/false (boolean, defaults to false) + UF_NOOVERLAP: true/false (boolean, defaults to false) + UF_PATHCHECK: true/false (boolean, defaults to false) + UF_NOPC: true/false (boolean, defaults to false) + UF_NOMOB: true/false (boolean, defaults to false) + UF_SKILL: true/false (boolean, defaults to false) + UF_DANCE: true/false (boolean, defaults to false) + UF_ENSEMBLE: true/false (boolean, defaults to false) + UF_SONG: true/false (boolean, defaults to false) + UF_DUALMODE: true/false (boolean, defaults to false) + UF_RANGEDSINGLEUNI: true/false (boolean, defaults to false) } } - * This file has been generated by Smokexyz's skilldbconverter.php tool. - * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */\n\n"; +} +* This file has been generated by Smokexyz's skilldbconverter.php tool. +* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */\n\n"; } |