summaryrefslogtreecommitdiff
path: root/db
diff options
context:
space:
mode:
Diffstat (limited to 'db')
-rw-r--r--db/elemental_db.txt6
-rw-r--r--db/elemental_skill_db.txt8
-rw-r--r--db/item_db2.txt2
-rw-r--r--db/magicmushroom_db.txt2
-rw-r--r--db/mercenary_db.txt7
-rw-r--r--db/mercenary_skill_db.txt9
-rw-r--r--db/mob_avail.txt26
-rw-r--r--db/mob_chat_db.txt1
-rw-r--r--db/mob_item_ratio.txt11
-rw-r--r--db/mob_skill_db2.txt101
-rw-r--r--db/pet_db2.txt2
-rw-r--r--db/quest_db.txt3
-rw-r--r--db/skill_improvise_db.txt6
-rw-r--r--db/spellbook_db.txt10
14 files changed, 112 insertions, 82 deletions
diff --git a/db/elemental_db.txt b/db/elemental_db.txt
index c8c2a2bc8..d3eb81f4a 100644
--- a/db/elemental_db.txt
+++ b/db/elemental_db.txt
@@ -1,4 +1,8 @@
-//ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
+// Elemental Summons Database
+//
+// Structure of Database:
+// ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
+
// Monster Elementals
2114,EL_AGNI_S,Agni,100,5000,1,1,100,100,10,10,1,1,1,1,1,1,5,12,0,0,83,200,504,1020,360
2115,EL_AGNI_M,Agni,100,7500,1,1,250,250,25,25,1,1,1,1,1,1,5,12,1,0,83,200,504,1020,360
diff --git a/db/elemental_skill_db.txt b/db/elemental_skill_db.txt
index d425417e0..903f5d22f 100644
--- a/db/elemental_skill_db.txt
+++ b/db/elemental_skill_db.txt
@@ -1,6 +1,10 @@
-//ElementalID,SkillID,SkillLevel,ReqMode
-//Spirit Modes (1 = Passive, 2 = Defensive, 4 = Agressive)
+// Elemental Summons Skill Database
//
+// Structure of Database:
+// ElementalID,SkillID,SkillLevel,ReqMode
+//
+// Spirit Modes: 1 = Passive, 2 = Defensive, 4 = Aggressive
+
// EL_AGNI_S
2114,8413,1,1 //EL_PYROTECHNIC,Pyrotechnic
2114,8401,1,2 //EL_CIRCLE_OF_FIRE,Circle of Fire
diff --git a/db/item_db2.txt b/db/item_db2.txt
index 76858c7fd..cba8d5186 100644
--- a/db/item_db2.txt
+++ b/db/item_db2.txt
@@ -1,4 +1,4 @@
-// Items Additional Database - Custom Items go here
+// Items Additional Database
//
// Structure of Database:
// ID,Name,Name,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }
diff --git a/db/magicmushroom_db.txt b/db/magicmushroom_db.txt
index 1d145bd45..70fcf3432 100644
--- a/db/magicmushroom_db.txt
+++ b/db/magicmushroom_db.txt
@@ -1,5 +1,5 @@
// Magic Mushroom DB.
-// Database for skills that are randomly used trough Magic Mushroom status change.
+// Database for skills that are randomly used through Magic Mushroom status change.
// Format: SkillID
7 //SM_MAGNUM
diff --git a/db/mercenary_db.txt b/db/mercenary_db.txt
index 22bdd69dd..8c841a32d 100644
--- a/db/mercenary_db.txt
+++ b/db/mercenary_db.txt
@@ -1,4 +1,8 @@
-//ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
+// Mercenary Database
+//
+// Structure of Database:
+// ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
+
// Monster Mercenaries
1191,MIMIC,Mimic,51,6120,187,2,150,900,10,40,44,121,1,60,75,110,10,12,1,0,60,100,972,500,288
1506,DISGUISE,Disguise,55,7543,180,2,279,546,18,29,0,72,45,35,48,65,10,12,1,6,82,147,516,768,384
@@ -14,6 +18,7 @@
2058,M_MIMIC,Mimic,51,6120,182,1,800,950,10,40,44,121,1,60,75,110,10,12,1,0,60,100,972,500,288
2059,M_DISGUISE,Disguise,55,7543,180,2,526,693,18,29,0,72,45,35,48,65,10,12,1,6,82,147,516,768,384
2060,M_ALICE,Alice,62,10000,221,1,700,850,5,5,64,64,42,85,100,130,10,12,1,7,60,200,502,1999,480
+
// Normal Mercenaries
6017,MER_ARCHER01,Mina,20,256,200,10,170,85,7,5,1,16,5,1,28,8,10,0,0,7,20,150,700,432,300
6018,MER_ARCHER02,Dororu,30,457,70,10,228,114,11,7,1,18,8,1,40,11,10,0,0,7,20,150,700,432,300
diff --git a/db/mercenary_skill_db.txt b/db/mercenary_skill_db.txt
index 438b7e656..ea692641d 100644
--- a/db/mercenary_skill_db.txt
+++ b/db/mercenary_skill_db.txt
@@ -1,4 +1,8 @@
-//MercenryID,SkillID,SkillLevel
+// Mercenary Skill Database
+//
+// Structure of Database:
+// MercenryID,SkillID,SkillLevel
+
// Archer Mercenaries Level 1-10.
// MER_ARCHER01
6017,8207,2 //MA_DOUBLE
@@ -38,6 +42,7 @@
6026,8215,5 //MA_SHARPSHOOTING
6026,8223,5 //MER_QUICKEN
6026,8233,1 //MER_AUTOBERSERK
+
// Lancer Mercenaries Level 1-10.
// MER_LANCER01
6027,8216,1 //ML_PIERCE
@@ -74,6 +79,7 @@
6036,8220,10 //ML_AUTOGUARD
6036,8221,3 //ML_DEVOTION
6036,8218,5 //ML_SPIRALPIERCE
+
// Swordman Mercenaries Level 1-10.
// MER_SWORDMAN01
6037,8201,1 //MS_BASH
@@ -113,6 +119,7 @@
6046,8203,10 //MS_BOWLINGABASH
6046,8201,10 //MS_BASH
6046,8206,1 //MS_BERSERK
+
// Monster Mercenaries
// MIMIC
1191,8233,1 //MER_AUTOBERSERK
diff --git a/db/mob_avail.txt b/db/mob_avail.txt
index 755597da6..86354b59f 100644
--- a/db/mob_avail.txt
+++ b/db/mob_avail.txt
@@ -1,13 +1,21 @@
-// for mobs
-// mob_id,sprite_id,equip #
-// Use another mob's sprite for a monster. 0 for sprite will disable mob.
-// Mob must have an equipment it's pet counterpart can use or it will cause problems. If no equip use 0.
-// The following if a player sprite is used
-// MobID,SpriteID,Sex,Hair,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
-// Use Item ID for weapons and shields, not View ID.
+// Mob Availability and Alias Database
+//
+// Structure of Database:
+// MobID,SpriteID{,Equipment}
+//
+// 01. MobID Mob ID to change.
+// 02. SpriteID Mob ID which will be sent to the client instead of MobID.
+// If 0, the mob becomes unavailable for use.
+// 03. Equipment Item ID of pet equipment (must be available for pet counterpart, or this will cause problems).
+//
+// To disguise a mob as a player:
+// MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
+//
+// SpriteID is a job class value.
+// Weapon and Shield uses Item ID, while Head uses View ID.
-//1002,1039 //Poring,Baphomet (Make Porings look like Baphomet)
-//1970,1002,10013 // new mob that looks like a Poring with a backpack
+//1002,1039 // Poring - Baphomet
+//1970,1002,10013 // Displays a Poring with a backpack
// Easter Event Monsters
//1920,1047,0
diff --git a/db/mob_chat_db.txt b/db/mob_chat_db.txt
index 83bd68a62..1e6933003 100644
--- a/db/mob_chat_db.txt
+++ b/db/mob_chat_db.txt
@@ -2,6 +2,7 @@
//
// Structure of Database:
// Line_ID,Color_Code,Dialog
+
1,0xFF0000,Weakling! Challenge me if you have any courage!
2,0xFF0000,Impressive! I wonder how far your recklessness will take you.
3,0xFF0000,I almost pity how outmatched you are against me. Now prepare for my attack!
diff --git a/db/mob_item_ratio.txt b/db/mob_item_ratio.txt
index f21edb347..226460a86 100644
--- a/db/mob_item_ratio.txt
+++ b/db/mob_item_ratio.txt
@@ -1,20 +1,21 @@
+// Specific Item Drop Ratio Database
// Overrides for global item_rate* values from conf/battle/drops.conf
-
-// Database format:
+//
+// Structure of Database:
// ItemID,Ratio{,MonsterID}
-
+//
// Result:
// ItemID base drop rates defined in mob_db will not get multiplied
// by global item_rate* values (aka drop rates) from
// conf/battle/drops.conf. Instead Ratio will be used (100 = 1x).
// If no MonsterID is specified, all monsters will be affected,
// otherwise only listed ones.
-
+//
// Examples:
// 909,100 // Jellopies from monsters will drop with 1x drop rate regardless of global drop rate
// 909,1000 // Jellopies from monsters will drop with 10x drop rate regardless of global drop rate
// 909,100,1002 // Jellopies from Porings will drop with 1x drop rate. Other monsters that drop Jellopies are unaffected (use global drop rate).
-
+//
// Notes:
// - By default you can list up to 10 MonsterIDs per ItemID.
// It can be changed in src/map/mob.c by adjusting MAX_ITEMRATIO_MOBS.
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,,,,,,,,
diff --git a/db/pet_db2.txt b/db/pet_db2.txt
index b41435713..cf39171e8 100644
--- a/db/pet_db2.txt
+++ b/db/pet_db2.txt
@@ -1,4 +1,4 @@
-// Pet Additional Database - Custom Pets
+// Pet Additional Database
//
// Structure of Database:
// MobID,Name,JName,LureID,EggID,EquipID,FoodID,Fullness,HungryDelay,R_Hungry,R_Full,Intimate,Die,Capture,Speed,S_Performance,talk_convert_class,attack_rate,defence_attack_rate,change_target_rate,pet_script,loyal_script
diff --git a/db/quest_db.txt b/db/quest_db.txt
index fee6a19eb..75ed66c78 100644
--- a/db/quest_db.txt
+++ b/db/quest_db.txt
@@ -1,7 +1,8 @@
// Quest Database
//
-// Structure of Database :
+// Structure of Database:
// Quest ID,Time Limit,Target1,Val1,Target2,Val2,Target3,Val3,Quest Title
+
1000,0,0,0,0,0,0,0,"Transcend"
1001,0,0,0,0,0,0,0,"Job Change to Acolyte"
1002,0,0,0,0,0,0,0,"Job Change to Acolyte"
diff --git a/db/skill_improvise_db.txt b/db/skill_improvise_db.txt
index 9f0f2b6e7..f669ba9f4 100644
--- a/db/skill_improvise_db.txt
+++ b/db/skill_improvise_db.txt
@@ -1,6 +1,8 @@
-// Improvise DB.
+// Improvise Database
// Database for skills that can be summoned trough Randomize Spell/Improvised Song (Minstrel/Wanderer Skill).
-// Format: SkillID,Rate
+//
+// Structure of Database:
+// SkillID,Rate
// Mage Skills
10,5000 // Sight
diff --git a/db/spellbook_db.txt b/db/spellbook_db.txt
index 62610473a..11c447365 100644
--- a/db/spellbook_db.txt
+++ b/db/spellbook_db.txt
@@ -1,9 +1,9 @@
-//============================================================
-// Preserve points database for Reading Spellbook. [LimitLine/3CeAm]
-// Structure:
+// Reading Spellbook Preserve Points Database
+//
+// Structure of Database:
// SkillID,PreservePoints,Required Book
-//============================================================
-//To add more entries skill.h MAX_SKILL_SPELLBOOK_DB must be increased
+//
+// To add more entries, increase MAX_SKILL_SPELLBOOK_DB in skill.h.
//Mage
14,7,6190 //Cold Bolt