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authorSmokexyz <sagunxp@gmail.com>2016-04-23 01:21:26 +0800
committerSmokexyz <sagunxp@gmail.com>2016-07-09 21:36:45 +0800
commitd2a04ea3158792e2fa30b69a903ea6cf2d349289 (patch)
treec54f32bbd7ff3550bc2b47cc8ab0abe60c4c7ac5 /tools
parente35bdc6974663ad11317892ba757dcb35b34be6d (diff)
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SkillDB TXT to Libconfig + converter
The conversion of 5 skill database files - skill_require_db.txt skill_unit_db.txt skill_cast_db.txt skill_castnodex_db.txt and skill_db.txt to Libconfig file skill_db.conf a PHP CLI converter is included to read from the above mentioned files and create a skill_db.conf in the same directory.
Diffstat (limited to 'tools')
-rw-r--r--tools/skilldbconverter.php1141
1 files changed, 1141 insertions, 0 deletions
diff --git a/tools/skilldbconverter.php b/tools/skilldbconverter.php
new file mode 100644
index 000000000..169ea9162
--- /dev/null
+++ b/tools/skilldbconverter.php
@@ -0,0 +1,1141 @@
+<?php
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+* _ _ _
+* | | | | | |
+* | |_| | ___ _ __ ___ _ _| | ___ ___
+* | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+* | | | | __/ | | (__| |_| | | __/\__ \
+* \_| |_/\___|_| \___|\__,_|_|\___||___/
+*
+* * * * * * * * * * * * * * License * * * * * * * * * * * * * * * * * * * * * *
+* This file is part of Hercules.
+* http://herc.ws - http://github.com/HerculesWS/Hercules
+*
+* Copyright (C) 2016- Smokexyz/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/>.
+* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
+* Credits : Smokexyz */
+
+// Credits before anything else.
+printcredits();
+
+if(!isset($argv[1]))
+ gethelp();
+
+function issetarg($arg) {
+ global $argv;
+ for($i=1; $i<sizeof($argv); $i++) {
+ if(strncmp($argv[$i],$arg,strlen($arg)) == 0)
+ return $i;
+ }
+ return 0;
+}
+
+$renewal = (issetarg("-re") || issetarg("--renewal"));
+$prere = (issetarg("-pre-re") || issetarg("--pre-renewal"));
+$constants = (!issetarg("-itid") && !issetarg("--use-itemid"));
+$help = (issetarg("-h") || issetarg("--help"));
+$directory = function() use($argv) {
+ $arg = issetarg("--directory")?issetarg("--directory"):(issetarg("-dir")?issetarg("-dir"):0);
+ if ($arg) {
+ $part = explode("=", $argv[$arg]);
+ if(!isset($part[1])) {
+ die("A directory path was not provided!\n");
+ } else if(!is_dir($part[1])) {
+ die("The given directory ".$part[1]." doesn't exist.\n");
+ } else {
+ return $part[1];
+ }
+ }
+};
+
+$dir = $directory();
+
+if ($dir) {
+ print "Read/Write Directory has been set to '".$dir."'\n";
+ print "Please ensure all skill_db TXT files are placed in this path.\n";
+ print "Please also provide the correct version of the database (re/pre-re).\n";
+ define('DIRPATH', $dir);
+}
+
+$debug = (issetarg("-dbg") || issetarg("--with-debug"));
+
+if ($debug) {
+ print "\033[0;33mDebug Mode Enabled.\033[0;0m\n";
+ $t_init = microtime_float();
+}
+
+if($help || (!$renewal && !$prere) || ($renewal && $prere)) {
+ gethelp();
+}
+
+if ($renewal) {
+ print "Renewal enabled.\n";
+ print "skill_db.txt and associated files (cast, nocastdex, require & unit) will be converted.\n";
+ if(!defined('DIRPATH'))
+ define('DIRPATH', '../db/re/');
+ define('RENEWAL', true);
+} else if ($prere) {
+ print "Pre-Renewal enabled.\n";
+ print "skill_db.txt and associated files (cast, nocastdex, require & unit) will be converted.\n";
+ if(!defined('DIRPATH'))
+ define('DIRPATH', '../db/pre-re/');
+}
+
+// check for existence of files.
+
+$file_check = [
+ DIRPATH."skill_require_db.txt",
+ DIRPATH."skill_cast_db.txt",
+ DIRPATH."skill_castnodex_db.txt",
+ DIRPATH."skill_unit_db.txt",
+ DIRPATH."skill_db.txt"
+];
+
+if($constants) array_push($file_check, DIRPATH."item_db.conf");
+
+foreach($file_check as $file) {
+ if(file_exists($file))
+ print $file." - \033[0;32mFound\033[0;0m\n";
+ else
+ die($file." - \033[0;31mNot Found!\033[0;0m\n");
+}
+
+if ($constants) {
+ print "Using of Item Constants : enabled\n";
+} else {
+ print "Using of Item Constants : disabled.\n";
+}
+
+/* Begin the Loading of Files */
+
+$i=0;
+$file="skill_require_db.txt";
+$requiredb = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+while(!feof($requiredb))
+{
+ $line = fgets($requiredb);
+ if(substr($line, 0, 2) == "//" || strlen($line) < 10) continue;
+ $line = strstr(preg_replace('/\s+/','',$line), "//", true);
+ $arr = explode(",", $line);
+ if(!isset($arr[0])) continue;
+ $skreq['ID'][$i] = $arr[0];
+ $skreq['HPCost'][$i] = $arr[1];
+ $skreq['MaxHPTrigger'][$i] = $arr[2];
+ $skreq['SPCost'][$i] = $arr[3];
+ $skreq['HPRateCost'][$i] = $arr[4];
+ $skreq['SPRateCost'][$i] = $arr[5];
+ $skreq['ZenyCost'][$i] = $arr[6];
+ $skreq['Weapons'][$i] = $arr[7];
+ $skreq['AmmoTypes'][$i] = $arr[8];
+ $skreq['AmmoAmount'][$i] = $arr[9];
+ $skreq['State'][$i] = $arr[10];
+ $skreq['SpiritSphere'][$i] = $arr[11];
+ $k=0;
+ for($j=12; $j<=31; $j+=2) {
+ $skreqit['ItemId'][$i][$k] = isset($arr[$j])?$arr[$j]:0;
+ $skreqit['Amount'][$i][$k] = isset($arr[$j+1])?$arr[$j+1]:0;
+ $k++;
+ }
+ $i++;
+}
+if ($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read require_db Memory: ".print_mem()."\n";
+}
+fclose($requiredb);
+
+$file="skill_cast_db.txt";
+$skillcastdb = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+$i=0;
+while(!feof($skillcastdb))
+{
+ $line = fgets($skillcastdb);
+ if (substr($line, 0, 2) == "//" || strlen($line) < 10) continue;
+ $arr = explode(",",$line);
+ if (!isset($arr[0])) continue;
+ $skcast["ID"][$i] = $arr[0]; // SkillCastDBId
+ $skcast["casttime"][$i] = $arr[1];
+ $skcast["actdelay"][$i] = $arr[2];
+ $skcast["walkdelay"][$i] = $arr[3];
+ $skcast["data1"][$i] = $arr[4];
+ $skcast["data2"][$i] = $arr[5];
+ $skcast["cooldown"][$i] = $arr[6];
+ if(defined('RENEWAL')) $skcast["fixedcast"][$i] = $arr[7];
+
+ $i++;
+}
+if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read cast_db Memory: ".print_mem()."\n";
+}
+fclose($skillcastdb);
+
+$file="skill_castnodex_db.txt";
+$castnodex = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+$i=0;
+while(!feof($castnodex))
+{
+ $line = fgets($castnodex);
+ if(substr($line, 0, 2) == "//" || strlen($line) <= 2) continue;
+ $line = strstr(preg_replace('/\s+/','',$line), "//", true);
+ $arr = explode(",",$line);
+ $sknodex["ID"][$i] = $arr[0];
+ $sknodex["cast"][$i] = isset($arr[1])?$arr[1]:0;
+ $sknodex["delay"][$i] = isset($arr[2])?$arr[2]:0;
+ $i++;
+}
+if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read cast_nodex Memory: ".print_mem()."\n";
+}
+fclose($castnodex);
+
+/***
+* Read item_db.conf to gather aegis item name informations.
+*/
+if ($constants) {
+ $itemdb[] = array();
+
+ $file = "item_db.conf";
+ if(file_exists(DIRPATH.$file)) {
+ $itemconf = fopen(DIRPATH.$file, "r") or die ("Unable to open '".DIRPATH.$file."'.\n");
+ print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+
+ $started = false;
+ $i=0;
+ while(!feof($itemconf)) {
+ $line = fgets($itemconf);
+ $line = trim($line);
+ if(strcmp($line,"{\n"))
+ $started = true;
+ else if (strcmp($line,"},\n"))
+ $started = false;
+ //echo str_replace(" ","",$line)."\n";
+
+ if($started == true) {
+ $p = explode(":", $line);
+ if(isset($p[0])) {
+ if($p[0] == "Id") {
+ //echo $p[0]." ".(isset($p[1])?$p[1]:NULL)."\n";
+ $itemdb['ID'][$i] = intval($p[1]);
+ }
+ if($p[0] == "AegisName") {
+ //echo $p[0]." ".(isset($p[1])?str_replace("\"","",$p[1]):NULL)."\n";
+ $itemdb['name'][$i] = str_replace("\"","",$p[1]);
+ $i++;
+ }
+ }
+ }
+ }
+ if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read item_db Memory: ".print_mem()."\n";
+ }
+ fclose($itemconf);
+ } else {
+ print "Unable to open '".DIRPATH.$file."'... defaulting to using Item ID's instead of Constants.\n";
+ $constants = false;
+ }
+}
+
+/* * *
+* Bring forth the contents of skill_unit_db.txt and store them.
+*/
+$i=0;
+$file="skill_unit_db.txt";
+$unitdb = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+while(!feof($unitdb)) {
+ $line = fgets($unitdb);
+ if(substr($line, 0, 2) == "//" || strlen($line) < 10) continue;
+ $line = strstr(preg_replace('/\s+/','',$line), "//", true);
+ $arr = explode(",",$line);
+ $skunit['ID'][$i] = $arr[0];
+ $skunit['UnitID'][$i] = $arr[1];
+ $skunit['UnitID2'][$i] = $arr[2];
+ $skunit['Layout'][$i] = $arr[3];
+ $skunit['Range'][$i] = $arr[4];
+ $skunit['Interval'][$i] = $arr[5];
+ $skunit['Target'][$i] = $arr[6];
+ $skunit['Flag'][$i] = substr($arr[7],2);
+ $i++;
+}
+if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read unit_db Memory: ".print_mem()."\n";
+}
+fclose($unitdb);
+
+$putsk = ""; // initialize variable for file_put_contents.
+// Publish all comments
+$putsk .= getcomments((defined('RENEWAL')?true:false));
+
+$putsk .= "skill_db: (\n";
+// Get Main Skilldb File
+$file="skill_db.txt";
+$skmain = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+print "\033[0;32mReading\033[0;0m '".DIRPATH.$file."' ...\n";
+$linecount = 0;
+
+// Get Number of entries
+while(!feof($skmain)) {
+ $line = fgets($skmain);
+ if(substr($line, 0, 2) == "//" || strlen($line) < 10) continue;
+ $linecount++;
+}
+if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Read skill_db Memory: ".print_mem()."\n";
+}
+fclose($skmain);
+print $linecount." entries found in skill_db.txt.\n";
+
+$i=0;
+$skmain = fopen(DIRPATH.$file, "r") or die("Unable to open '".DIRPATH.$file."'.\n");
+// Begin converting process.
+while(!feof($skmain)) {
+ $line = fgets($skmain);
+ if(substr($line, 0, 2) == "//" || strlen($line) < 10) continue;
+ $arr = explode(",", $line);
+ // id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
+ $id = $arr[0];
+ $range = $arr[1];
+ $hit = $arr[2];
+ $inf = $arr[3];
+ $element = $arr[4];
+ $nk = $arr[5];
+ $splash = $arr[6];
+ $max = $arr[7];
+ $max = ($max>10)?10:(($max<1)?1:$max);
+ $list_num = $arr[8];
+ $castcancel = $arr[9];
+ $cast_defence_rate = $arr[10];
+ $inf2 = $arr[11];
+ $maxcount = $arr[12];
+ $skill_type = $arr[13];
+ $blow_count = $arr[14];
+ $name = $arr[15];
+ if(strlen(substr($arr[16], 0, strpos($arr[16], "//"))))
+ $description = substr($arr[16], 0, strpos($arr[16], "//"));
+ else
+ $description = $arr[16];
+
+ $putsk .= "{\n".
+ "\tId: ".$id."\n".
+ "\tName: \"".trim($name)."\"\n".
+ "\tDescription: \"".trim($description)."\"\n".
+ "\tMaxLevel: ".$max."\n";
+ if($range) $putsk .= "\tRange: ".leveled($range, $max, $id)."\n";
+ if($hit==8) $putsk .= "\tHit: \"BDT_MULTIHIT\"\n";
+ else if($hit==6) $putsk .= "\tHit: \"BDT_SKILL\"\n";
+ if($inf) $putsk .= "\tSkillType: ".getinf($inf)."\n";
+ if($inf2) $putsk .= "\tSkillInfo: ".getinf2($inf2)."\n";
+ if($skill_type != "none" && $inf) $putsk .= "\tAttackType: \"".ucfirst($skill_type)."\"\n";
+ if($element) $putsk .= "\tElement: ".leveled_ele($element, $max, $id)."\n";
+ if($nk && $nk != "0x0") $putsk .= "\tDamageType: ".getnk($nk)."\n";
+ if($splash) $putsk .= "\tSplashRange: ".leveled($splash, $max, $id)."\n";
+ if($list_num != "1") $putsk .= "\tNumberOfHits: ".leveled($list_num, $max, $id)."\n";
+ if($castcancel && $inf) $putsk .= "\tInterruptCast: true\n";
+ if($cast_defence_rate) $putsk .= "\tCastDefRate: ".$cast_defence_rate."\n";
+ if($maxcount) $putsk .= "\tSkillInstances: ".leveled($maxcount, $max, $id)."\n";
+ if($blow_count) $putsk .= "\tKnockBackTiles: ".leveled($blow_count, $max, $id)."\n";
+ // Cast Db
+ $key = array_search($id, $skcast['ID']);
+ if($key) {
+ if($skcast['casttime'][$key]) $putsk .= "\tCastTime: ".leveled($skcast['casttime'][$key], $max, $id)."\n";
+ if($skcast['actdelay'][$key]) $putsk .= "\tAfterCastActDelay: ".leveled($skcast['actdelay'][$key], $max, $id)."\n";
+ if($skcast['walkdelay'][$key] != 0) $putsk .= "\tAfterCastWalkDelay: ".leveled($skcast['walkdelay'][$key], $max, $id)."\n";
+ if($skcast['data1'][$key] != 0) $putsk .= "\tSkillData1: ".leveled($skcast['data1'][$key], $max, $id)."\n";
+ if($skcast['data2'][$key] != 0) $putsk .= "\tSkillData2: ".leveled($skcast['data2'][$key], $max, $id)."\n";
+ if($skcast['cooldown'][$key] != 0) $putsk .= "\tCoolDown: ".leveled($skcast['cooldown'][$key], $max, $id)."\n";
+ if(defined('RENEWAL') && strlen($skcast['fixedcast'][$key])>1 && $skcast['fixedcast'][$key] != 0)
+ $putsk .= "\tFixedCastTime: ".leveled($skcast['fixedcast'][$key], $max, $id)."\n";
+ }
+ // Cast NoDex
+ unset($key);
+ $key = array_search($id, $sknodex['ID']);
+ if($key) {
+ if (isset($sknodex["cast"][$key]) && $sknodex["cast"][$key] != 0) $putsk .= "\tCastTimeOptions: ".getnocast($sknodex["cast"][$key], $id)."\n";
+ if (isset($sknodex["delay"][$key]) && $sknodex["delay"][$key] != 0) $putsk .= "\tSkillDelayOptions: ".getnocast($sknodex["delay"][$key], $id)."\n";
+ unset($sknodex["ID"][$key]);
+ unset($sknodex["cast"][$key]);
+ unset($sknodex["delay"][$key]);
+ }
+
+ // require DB
+ unset($key);
+ $key = array_search($id, $skreq['ID']);
+ if($key) {
+ $putsk .= "\tRequirements: {\n";
+ if ($skreq['HPCost'][$key]) $putsk .= "\t\tHPCost: ".leveled($skreq['HPCost'][$key], $max, $id, 1)."\n";
+ if ($skreq['SPCost'][$key]) $putsk .= "\t\tSPCost: ".leveled($skreq['SPCost'][$key], $max, $id, 1)."\n";
+ if ($skreq['HPRateCost'][$key]) $putsk .= "\t\tHPRateCost: ".leveled($skreq['HPRateCost'][$key], $max, $id, 1)."\n";
+ if ($skreq['SPRateCost'][$key]) $putsk .= "\t\tSPRateCost: ".leveled($skreq['SPRateCost'][$key], $max, $id, 1)."\n";
+ if ($skreq['ZenyCost'][$key]) $putsk .= "\t\tZenyCost: ".leveled($skreq['ZenyCost'][$key], $max, $id, 1)."\n";
+ if ($skreq['Weapons'][$key] != 99) $putsk .= "\t\tWeaponTypes: ".getweapontypes($skreq['Weapons'][$key], $id)."\n";
+ if ($skreq['AmmoTypes'][$key] == 99) $putsk .= "\t\tAmmoTypes: \"All\"\n";
+ else if ($skreq['AmmoTypes'][$key]) $putsk .= "\t\tAmmoTypes: ".getammotypes($skreq['AmmoTypes'][$key], $id)."\n";
+ if ($skreq['AmmoAmount'][$key]) $putsk .= "\t\tAmmoAmount: ".leveled($skreq['AmmoAmount'][$key], $max, $id, 1)."\n";
+ if ($skreq['State'][$key] != "none" && $skreq['State'][$key]) $putsk .= "\t\tState: \"".getstate($skreq['State'][$key],$id)."\"\n";
+ if ($skreq['SpiritSphere'][$key]) $putsk .= "\t\tSpiritSphereCost: ".leveled($skreq['SpiritSphere'][$key], $max, $id, 1)."\n";
+ if ($skreqit['ItemId'][$key][0] > 0) {
+ $putsk .= "\t\tItems: {\n";
+ for ($index=0; $index<sizeof($skreqit['ItemId'][$key]); $index++) {
+ $itemID = $skreqit['ItemId'][$key][$index]; // Required Item
+ $itemamt = $skreqit['Amount'][$key][$index]; // Required Amount
+
+ if (strpos($itemID, ':') == true) {
+ $items = explode(":", $itemID);
+ $it = 0;
+ while (isset($items) && isset($items[$it])) {
+ if ($constants && $itemID) {
+ $itkey = array_search($items[$it], $itemdb['ID']);
+ if($itkey == 0) $itemname = "ID".$itemID;
+ else $itemname = $itemdb['name'][$itkey];
+ $putsk .= "\t\t\t".trim($itemname).": ".leveled($itemamt, $max, $id, 2)."\n";
+ } else if (intval($itemID)) {
+ $putsk .= "\t\t\tID".$items[$it].": ".leveled($itemamt, $max, $id, 2)."\n";
+ }
+ $it++;
+ }
+ } else {
+ if ($constants && $itemID) {
+ $itkey = array_search($skreqit['ItemId'][$key][$index], $itemdb['ID']);
+ if($itkey == 0) $itemname = "ID".$itemID;
+ else $itemname = $itemdb['name'][$itkey];
+ $putsk .= "\t\t\t".trim($itemname).": ".leveled($itemamt, $max, $id, 2)."\n";
+ } else if ($itemID) {
+ $putsk .= "\t\t\tID".$itemID.": ".leveled($itemamt, $max, $id, 2)."\n";
+ }
+ }
+ }
+ $putsk .= "\t\t}\n";
+ }
+ $putsk .= "\t}\n";
+ }
+
+ unset($key);
+ $key = array_search($id, $skunit['ID']);
+ if($key) {
+ $putsk .= "\tUnit: {\n";
+ if(isset($skunit['UnitID'][$key])) {
+ if(isset($skunit['UnitID2'][$key]) && strlen($skunit['UnitID2'][$key])) {
+ $putsk .= "\t\tId: [ ".$skunit['UnitID'][$key].", ".$skunit['UnitID2'][$key]." ]\n";
+ } else $putsk .= "\t\tId: ".$skunit['UnitID'][$key]."\n";
+ }
+ if(isset($skunit['Layout'][$key]) && $skunit['Layout'][$key] != 0) $putsk .= "\t\tLayout: ".leveled($skunit['Layout'][$key], $max, $id, 1)."\n";
+ if(isset($skunit['Range'][$key]) && $skunit['Range'][$key] != 0) $putsk .= "\t\tRange: ".leveled($skunit['Range'][$key], $max, $id, 1)."\n";
+ if(isset($skunit['Interval'][$key])) $putsk .= "\t\tInterval: ".leveled($skunit['Interval'][$key], $max, $id, 1)."\n";
+ if(isset($skunit['Target'][$key]) && $skunit['Target'][$key] != "noone") $putsk .= "\t\tTarget: \"".trim(ucfirst($skunit['Target'][$key]))."\"\n";
+ if(isset($skunit['Flag'][$key]) && intval($skunit['Flag'][$key]) > 0
+ && $skunit['Flag'][$key] != "")
+ $putsk .= "\t\tFlag: ".getunitflag($skunit['Flag'][$key], $id)."\n";
+ $putsk .= "\t}\n";
+ }
+ // close skill
+ $putsk .= "},\n";
+ // Display progress bar
+ show_status($i++, $linecount);
+}
+show_status($linecount, $linecount);
+/**
+ * Print final messages and exit the script, conversion has completed.
+ */
+print "\n";
+print "The skill database has been \033[1;32msuccessfully\033[0m converted to Hercules' libconfig\n";
+print "format and has been saved as '".DIRPATH."skill_db.conf'.\n";
+print "The following files are now deprecated and can be deleted -\n";
+print DIRPATH."skill_db.txt\n";
+print DIRPATH."skill_cast_db.txt\n";
+print DIRPATH."skill_castnodex_db.txt\n";
+print DIRPATH."skill_require_db.txt\n";
+print DIRPATH."skill_unit_db.txt\n";
+$putsk .= ")";
+$skconf = "skill_db.conf";
+file_put_contents(DIRPATH.$skconf, $putsk);
+if($debug) {
+ print "\033[0;34m[Debug]\033[0;0m Memory after converting: ".print_mem()."\n";
+ print "\033[0;34m[Debug]\033[0;0m Execution Time : ".(microtime_float()-$t_init)."s\n";
+}
+fclose($skmain);
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* Functions
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+function microtime_float()
+{
+ list($usec, $sec) = explode(" ", microtime());
+ return ((float)$usec + (float)$sec);
+}
+
+function show_status($done, $total) {
+ $perc = floor(($done / $total) * 100);
+ $perc = floor($perc/2);
+ $left = 50-$perc;
+ $finalperc = $perc * 2;
+ $write = sprintf("\033[0G\033[2K[%'={$perc}s>%-{$left}s] - $finalperc%% - $done/$total", "", "");
+ fwrite(STDERR, $write);
+}
+function get_element($ele,$id)
+{
+ switch($ele)
+ {
+ case -1: return "Ele_Weapon";
+ case -2: return "Ele_Endowed";
+ case -3: return "Ele_Random";
+ case 0: return "Ele_Neutral";
+ case 1: return "Ele_Water";
+ case 2: return "Ele_Earth";
+ case 3: return "Ele_Fire";
+ case 4: return "Ele_Wind";
+ case 5: return "Ele_Poison";
+ case 6: return "Ele_Holy";
+ case 7: return "Ele_Dark";
+ case 8: return "Ele_Ghost";
+ case 9: return "Ele_Undead";
+ default: print "\r\033[0;31mWarning\033[0;0mUnknown Element ".$ele." provided for skill Id ".$id."\n";
+ }
+
+ return NULL;
+}
+function leveled_ele($str, $max, $skill_id)
+{
+ if(strpos($str, ':') == true)
+ {
+ $lvs = explode(":", $str);
+ $retval = "{\n";
+ for($i=0; $i<$max && isset($lvs[$i]); $i++) {
+ if (isset($lvs[$i])) {
+ $retval .= "\t\tLv".($i+1).": \"".get_element($lvs[$i],$skill_id)."\"\n";
+ } else {
+ print "\r\033[0;31mWarning\033[0;0m - Invalid Level ".($i+1)." provided in Element Level for Skill Id ".$skill_id."\n";
+ continue;
+ }
+ }
+ $retval .= "\t}";
+ } else {
+ $retval = "\"".get_element($str,$skill_id)."\"";
+ }
+
+ return $retval;
+}
+
+function leveled($str, $max, $id, $tab=0)
+{
+ switch($tab) {
+ case 1:
+ $ittab = "\t\t\t";
+ $endtab = "\t\t";
+ break;
+ case 2:
+ $ittab = "\t\t\t\t";
+ $endtab = "\t\t\t";
+ break;
+ default:
+ $ittab = "\t\t";
+ $endtab = "\t";
+ break;
+ }
+
+ $retval = "";
+ if(strpos($str, ':') == true) {
+ $lvs = explode(":", trim($str));
+ $retval = "{\n";
+ for($i=0; $i<$max && isset($lvs[$i]); $i++) {
+ if(isset($lvs[$i])) {
+ $retval .= $ittab."Lv".($i+1).": ".$lvs[$i]."\n";
+ } else {
+ print "\r\033[0;31mWarning\033[0;0m - Invalid Level index ".($i+1)." provided in skill Id ".$id."\n";
+ }
+ }
+ $retval .= $endtab."}";
+ } else {
+ $retval = intval($str);
+ }
+
+ return $retval;
+}
+
+function getstate($state,$id)
+{
+ if( strcmp($state,"hiding") == 0 ) return "Hiding";
+ else if( strcmp($state,"cloaking") == 0 ) return "Cloaking";
+ else if( strcmp($state,"hidden") == 0 ) return "Hidden";
+ else if( strcmp($state,"riding") == 0 ) return "Riding";
+ else if( strcmp($state,"falcon") == 0 ) return "Falcon";
+ else if( strcmp($state,"cart") == 0 ) return "Cart";
+ else if( strcmp($state,"shield") == 0 ) return "Shield";
+ else if( strcmp($state,"sight") == 0 ) return "Sight";
+ else if( strcmp($state,"explosionspirits") == 0 ) return "ExplosionSpirits";
+ else if( strcmp($state,"cartboost") == 0 ) return "CartBoost";
+ else if( strcmp($state,"recover_weight_rate") == 0 ) return "NotOverWeight";
+ else if( strcmp($state,"move_enable") == 0 ) return "Moveable";
+ else if( strcmp($state,"water") == 0 ) return "InWater";
+ else if( strcmp($state,"dragon") == 0 ) return "Dragon";
+ else if( strcmp($state,"warg") == 0 ) return "Warg";
+ else if( strcmp($state,"ridingwarg") == 0 ) return "RidingWarg";
+ else if( strcmp($state,"mado") == 0 ) return "MadoGear";
+ else if( strcmp($state,"elementalspirit") == 0 ) return "ElementalSpirit";
+ else if( strcmp($state,"poisonweapon") == 0 ) return "PoisonWeapon";
+ else if( strcmp($state,"rollingcutter") == 0 ) return "RollingCutter";
+ else if( strcmp($state,"mh_fighting") == 0 ) return "MH_Fighting";
+ else if( strcmp($state,"mh_grappling") == 0 ) return "MH_Grappling";
+ else if( strcmp($state,"peco") == 0 ) return "Peco";
+ else print "\r\033[0;31mWarning\033[0;0m - Invalid State ".$state." provided for Skill ID ".$id.", please correct this manually.\n";
+}
+
+function getinf($inf)
+{
+ $bitmask = array(
+ "Passive" => 0,
+ "Enemy" => 1,
+ "Place" => 2,
+ "Self" => 4,
+ "Friend" => 16,
+ "Trap" => 32,
+ );
+
+ $retval = "{\n";
+ foreach ($bitmask as $key => $val)
+ {
+ if($inf&$val)
+ $retval .= "\t\t".$key.": true\n";
+ }
+ $retval .= "\t}";
+
+ return $retval;
+}
+
+function getinf2($inf2=0x0000)
+{
+ $bitmask = array(
+ "Quest" => intval(0x0001), // = quest skill
+ "NPC" => intval(0x0002), // = npc skill
+ "Wedding" => intval(0x0004), // = wedding skill
+ "Spirit" => intval(0x0008), // = spirit skill
+ "Guild" => intval(0x0010), // = guild skill
+ "Song" => intval(0x0020), // = song/dance
+ "Ensemble" => intval(0x0040), // = ensemble skill
+ "Trap" => intval(0x0080), // = trap
+ "TargetSelf" => intval(0x0100), // = skill that damages/targets yourself
+ "NoCastSelf" => intval(0x0200), // = cannot be casted on self (if inf = 4, auto-select target skill)
+ "PartyOnly" => intval(0x0400), // = usable only on party-members (and enemies if skill is offensive)
+ "GuildOnly" => intval(0x0800), // = usable only on guild-mates (and enemies if skill is offensive)
+ "NoEnemy" => intval(0x1000), // = disable usage on enemies (for non-offensive skills).
+ "IgnoreLandProtector" => intval(0x2000), // = skill ignores land protector (e.g. arrow shower)
+ "Chorus" => intval(0x4000) // = chorus skill
+ );
+
+ $inf2 = intval(substr($inf2, 2),16);
+
+ $retval = "{\n ";
+ foreach($bitmask as $key => $val) {
+ if($inf2&$val) {
+ $retval .= "\t\t".$key.": true\n";
+ }
+ }
+ $retval .= "\t}";
+
+ return $retval;
+}
+
+function getnk($nk)
+{
+ $bitmask = array(
+ "NoDamage" => intval(0x01), //- No damage skill
+ "SplashArea" => intval(0x02)+intval(0x04), //- Has splash area (requires source modification)
+ "SplitDamage" => intval(0x04), //- Damage should be split among targets (requires 0x02 in order to work)
+ "IgnoreCards" => intval(0x08), //- Skill ignores caster's % damage cards (misc type always ignores)
+ "IgnoreElement" => intval(0x10), //- Skill ignores elemental adjustments
+ "IgnoreDefense" => intval(0x20), //- Skill ignores target's defense (misc type always ignores)
+ "IgnoreFlee" => intval(0x40), //- Skill ignores target's flee (magic type always ignores)
+ "IgnoreDefCards" => intval(0x80) //- Skill ignores target's def cards
+ );
+ $nk = intval($nk,16);
+ $retval = "{\n";
+ foreach($bitmask as $key => $val) {
+ if($key == "SplitDamage") {
+ if($nk&$bitmask["SplashArea"])
+ continue;
+ else {
+ $retval .= "\t\tSplashArea: true\n";
+ }
+ } else if($nk&$val) $retval .= "\t\t".$key.": true\n";
+ }
+ $retval .= "\t}";
+
+ return $retval;
+}
+
+function getnocast($opt, $id)
+{
+ $bitmask = array(
+ 'Default' => 0, //- everything affects the skill's cast time
+ 'IgnoreDex' => 1, //- skill's cast time is not affected by dex
+ 'IgnoreStatusEffect' => 2, //- skill's cast time is not affected by statuses (Suffragium, etc)
+ 'IgnoreItemBonus' => 4 //- skill's cast time is not affected by item bonuses (equip, cards)
+ );
+
+ if($opt > array_sum($bitmask) || $opt < 0)
+ print "\r\033[0;31mWarning\033[0;0m - a bitmask for CastNoDex entry for skill ID ".$id." is higher than total of masks or lower than 0.";
+
+ $retval = "{\n";
+ foreach($bitmask as $key => $val) {
+ if($opt&$val) {
+ $retval .= "\t\t".$key.": true\n";
+ }
+ }
+ $retval .= "\t}";
+
+ return $retval;
+}
+
+function getweapontypes($list, $id)
+{
+ $bitmask = array(
+ 0 => "NoWeapon",
+ 1 => "Daggers",
+ 2 => "1HSwords",
+ 3 => "2HSwords",
+ 4 => "1HSpears",
+ 5 => "2HSpears",
+ 6 => "1HAxes",
+ 7 => "2HAxes",
+ 8 => "Maces",
+ 9 => "2HMaces",
+ 10 => "Staves",
+ 11 => "Bows",
+ 12 => "Knuckles",
+ 13 => "Instruments",
+ 14 => "Whips",
+ 15 => "Books",
+ 16 => "Katars",
+ 17 => "Revolvers",
+ 18 => "Rifles",
+ 19 => "GatlingGuns",
+ 20 => "Shotguns",
+ 21 => "GrenadeLaunchers",
+ 22 => "FuumaShurikens",
+ 23 => "2HStaves",
+ 24 => "MaxSingleWeaponType",
+ 25 => "DWDaggers",
+ 26 => "DWSwords",
+ 27 => "DWAxes",
+ 28 => "DWDaggerSword",
+ 29 => "DWDaggerAxe",
+ 30 => "DWSwordAxe",
+ );
+ if(strpos($list, ':') == true) {
+ $type = explode(":", $list);
+ $wmask = 0;
+ for($i=0; $i<sizeof($type); $i++) {
+ $wmask |= 1<<$type[$i];
+ if($type[$i] > 30 || $type[$i] < 0)
+ print "\r\033[0;31mWarning\033[0;0m - Invalid weapon type ".$i." for skill ID ".$id."\n";
+ }
+ $retval = "{\n";
+ for($j=0; $j<sizeof($type); $j++) {
+ if($wmask&1<<$type[$j])
+ $retval .= "\t\t\t".$bitmask[$type[$j]].": true\n";
+ }
+ $retval .= "\t\t}";
+ } else {
+ $retval = "{\n";
+ $retval .= "\t\t\t".$bitmask[$list].": true\n";
+ $retval .= "\t\t}";
+ }
+
+ return $retval;
+}
+
+function getammotypes($list, $id) {
+ $bitmask = array(
+ 1 => "A_ARROW",
+ 2 => "A_DAGGER",
+ 3 => "A_BULLET",
+ 4 => "A_SHELL",
+ 5 => "A_GRENADE",
+ 6 => "A_SHURIKEN",
+ 7 => "A_KUNAI",
+ 8 => "A_CANNONBALL",
+ 9 => "A_THROWWEAPON"
+ );
+
+ if(strpos($list, ':') == true) {
+ $type = explode(":", $list);
+ $wmask = 0;
+ for($i=0; $i<sizeof($type); $i++) {
+ $wmask |= 1<<$type[$i];
+ if($type[$i] > 9 || $type[$i] < 1) {
+ print "\r\033[0;31mWarning\033[0;0m - Invalid weapon type ".$i." for skill ID ".$id."\n";
+ }
+ }
+ $retval = "{\n ";
+ for($j=0; $j<sizeof($type); $j++) {
+ if($wmask&1<<$type[$j]) {
+ $retval .= "\t\t\t".$bitmask[$type[$j]].": true\n";
+ }
+ }
+ $retval .= "\t\t}";
+ } else {
+ $retval = "{\n";
+ $retval .= "\t\t\t".$bitmask[$list].": true\n";
+ $retval .= "\t\t}";
+ }
+
+ return $retval;
+}
+
+function getunitflag($flag, $id)
+{
+ $bitmask = array(
+ 'UF_DEFNOTENEMY' => intval(0x001), //0x001(UF_DEFNOTENEMY)If 'defunit_not_enemy' is set, the target is changed to 'friend'
+ 'UF_NOREITERATION' => intval(0x002), //0x002(UF_NOREITERATION)Spell cannot be stacked
+ 'UF_NOFOOTSET' => intval(0x004), //0x004(UF_NOFOOTSET)Spell cannot be cast near/on targets
+ 'UF_NOOVERLAP' => intval(0x008), //0x008(UF_NOOVERLAP)Spell effects do not overlap
+ 'UF_PATHCHECK' => intval(0x010), //0x010(UF_PATHCHECK)Only cells with a shootable path will be placed
+ 'UF_NOPC' => intval(0x020), //0x020(UF_NOPC)Spell cannot affect players.
+ 'UF_NOMOB' => intval(0x040), //0x040(UF_NOMOB)Spell cannot affect mobs.
+ 'UF_SKILL' => intval(0x080), //0x080(UF_SKILL)Spell CAN affect skills.
+ 'UF_DANCE' => intval(0x100), //0x100(UF_DANCE)Dance skill
+ 'UF_ENSEMBLE' => intval(0x200), //0x200(UF_ENSEMBLE)Ensemble skill
+ 'UF_SONG' => intval(0x400), //0x400(UF_SONG)Song skill
+ 'UF_DUALMODE' => intval(0x800), //0x800(UF_DUALMODE)Spell has effects both at an interval and when you step in/out
+ 'UF_RANGEDSINGLEUNIT' => intval(0x2000) //0x2000(UF_RANGEDSINGLEUNIT)Layout hack, use layout range propriety but only display center.
+ );
+
+ $count = 0; $flag = 0;
+ $flag = intval($flag,16);
+ if($flag <= 0) return 0;
+
+ $ret = "{\n ";
+ foreach($bitmask as $key => $val) {
+ if($flag&$val) {
+ $ret .= "\t\t\t".$key.": true\n";
+ }
+ }
+
+ if($flag > array_sum($bitmask))
+ print "\r\033[0;31mWarning\033[0;0m - Invalid Unit Flag ".$flag." provided for skill Id ".$id."\n";
+
+ $ret .= "\t\t}";
+
+ return $ret;
+}
+
+function print_mem()
+{
+ return convert(memory_get_usage(true));
+}
+
+function convert($size)
+{
+ $unit=array('b','kb','mb','gb','tb','pb');
+ return @round($size/pow(1024,($i=floor(log($size,1024)))),2).' '.$unit[$i];
+}
+
+function gethelp()
+{
+ print "Usage: php skilldbconverter.php [option]\n";
+ print "Options:\n";
+ print "\t-re [--renewal] for renewal skill database conversion.\n";
+ print "\t-pre-re [--pre-renewal] for pre-renewal skill database conversion.\n";
+ print "\t-itid [--use-itemid] to use item IDs instead of constants.\n";
+ print "\t-dir [--directory] provide a custom directory.\n";
+ print "\t (Must include the correct -pre-re/-re option)\n";
+ print "\t-dbg [--with-debug] print debug information.\n";
+ print "\t-h [--help] to display this help text.\n\n";
+ print "----------------------- Additional Notes ----------------------\n";
+ print "\033[0;31mImportant!\033[0;0m\n";
+ print "* Please be advised that either and only one of the arguments -re/-pre-re\n";
+ print " must be specified on execution.\n";
+ print "* When using the -dir option, -re/-pre-re options must be specified. \n";
+ print "* This tool isn't designed to convert renewal data to pre-renewal.\n";
+ print "* This tool should ideally be used from the 'tools/' folder, which can be found\n";
+ print " in the root of your Hercules installation. This tool will not delete any files\n";
+ print " from any of the directories that it reads from or prints to.\n\n";
+ print "* Prior to using this tool, please ensure at least 30MB of free RAM.\n";
+ print "----------------------- Usage Example -------------------------\n";
+ print "- \033[0;32mRenewal Conversion\033[0;0m: php skilldbconverter.php --renewal\n";
+ print "- \033[0;32mPre-renewal Conversion\033[0;0m: php skilldbconverter.php --pre-renewal\n";
+ print "----------------------------------------------------------------\n";
+ exit;
+}
+
+function printcredits()
+{
+ print " _ _ _ \n";
+ print " | | | | | | \n";
+ print " | |_| | ___ _ __ ___ _ _| | ___ ___ \n";
+ print " | _ |/ _ \ '__/ __| | | | |/ _ \/ __|\n";
+ print " | | | | __/ | | (__| |_| | | __/\__ \ \n";
+ print " \_| |_/\___|_| \___|\__,_|_|\___||___/\n";
+ print "\033[0;36mHercules Skill Database TXT to Libconfig Converter by Smokexyz\033[0m\n";
+ print "Copyright (C) 2016 \033[0;32mHercules\033[0m\n";
+ print "-----------------------------------------------\n\n";
+}
+
+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.
+ }
+ 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)
+ }
+ 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.
+ }
+ }
+ 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";
+}