diff options
Diffstat (limited to 'db/mob_skill_db2.txt')
-rw-r--r-- | db/mob_skill_db2.txt | 101 |
1 files changed, 49 insertions, 52 deletions
diff --git a/db/mob_skill_db2.txt b/db/mob_skill_db2.txt index 12ab9fdc7..bc1384f2f 100644 --- a/db/mob_skill_db2.txt +++ b/db/mob_skill_db2.txt @@ -1,60 +1,57 @@ -// Custom mob skills -//MOB_ID, a unused dummy character sequence (for information only), STATE, SKILL_ID, SKILL_LV, -// rate (10000 = 100%), casttime, delay, cancelable, a target, a condition type, a condition value, -// a value 1, a value 2, a value 3, a value 4, a value 5, emotion, chat -//Example -//1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7 +// Custom Mob Skill Database // -//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. +// 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 // -//STATE: -// any / 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) +// 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. // -//target: The target of the skill can be: target (when a PC is targetted) / self / friend / master -// (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 (11x11 area around self) +// 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) // -//conditions: (condition type) (value which specifies a condition value) -// always uncondtional -// myhpltmaxrate when the mob's hp drops to a certain % -// 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 mobs' friend's hp drops to a certain % -// 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 +// TARGET: +// target (current target) / self / friend / master / randomtarget (any enemy within skill's range) // -// 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 +// 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 +// +// 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': +// -1: added for all boss types. +// -2: added for all normal types. +// -4: added for all mobs. // rAthena Dev Team //1900,Valaris@AL_TELEPORT,idle,26,1,10000,0,0,yes,self,rudeattacked,,,,,,,, |