diff options
Diffstat (limited to 'db')
-rw-r--r-- | db/elemental_db.txt | 6 | ||||
-rw-r--r-- | db/elemental_skill_db.txt | 8 | ||||
-rw-r--r-- | db/item_db2.txt | 2 | ||||
-rw-r--r-- | db/magicmushroom_db.txt | 2 | ||||
-rw-r--r-- | db/mercenary_db.txt | 7 | ||||
-rw-r--r-- | db/mercenary_skill_db.txt | 9 | ||||
-rw-r--r-- | db/mob_avail.txt | 26 | ||||
-rw-r--r-- | db/mob_chat_db.txt | 1 | ||||
-rw-r--r-- | db/mob_item_ratio.txt | 11 | ||||
-rw-r--r-- | db/mob_skill_db2.txt | 101 | ||||
-rw-r--r-- | db/pet_db2.txt | 2 | ||||
-rw-r--r-- | db/quest_db.txt | 3 | ||||
-rw-r--r-- | db/skill_improvise_db.txt | 6 | ||||
-rw-r--r-- | db/spellbook_db.txt | 10 |
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 |