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-rw-r--r--sql-files/mob_skill_db_re.sql170
1 files changed, 85 insertions, 85 deletions
diff --git a/sql-files/mob_skill_db_re.sql b/sql-files/mob_skill_db_re.sql
index 41d690503..8810ef1e5 100644
--- a/sql-files/mob_skill_db_re.sql
+++ b/sql-files/mob_skill_db_re.sql
@@ -1,93 +1,93 @@
-#
-# Table structure for table `mob_skill_db`
-#
+--
+-- Table structure for table `mob_skill_db`
+--
DROP TABLE IF EXISTS `mob_skill_db`;
CREATE TABLE IF NOT EXISTS `mob_skill_db` (
- `MOB_ID` smallint(6) NOT NULL,
- `INFO` text NOT NULL,
- `STATE` text NOT NULL,
- `SKILL_ID` smallint(6) NOT NULL,
- `SKILL_LV` tinyint(4) NOT NULL,
- `RATE` smallint(4) NOT NULL,
- `CASTTIME` mediumint(9) NOT NULL,
- `DELAY` int(9) NOT NULL,
- `CANCELABLE` text NOT NULL,
- `TARGET` text NOT NULL,
- `CONDITION` text NOT NULL,
- `CONDITION_VALUE` text,
- `VAL1` mediumint(9) DEFAULT NULL,
- `VAL2` mediumint(9) DEFAULT NULL,
- `VAL3` mediumint(9) DEFAULT NULL,
- `VAL4` mediumint(9) DEFAULT NULL,
- `VAL5` mediumint(9) DEFAULT NULL,
- `EMOTION` text,
- `CHAT` text
+ `MOB_ID` SMALLINT(6) NOT NULL,
+ `INFO` TEXT NOT NULL,
+ `STATE` TEXT NOT NULL,
+ `SKILL_ID` SMALLINT(6) NOT NULL,
+ `SKILL_LV` TINYINT(4) NOT NULL,
+ `RATE` SMALLINT(4) NOT NULL,
+ `CASTTIME` MEDIUMINT(9) NOT NULL,
+ `DELAY` INT(9) NOT NULL,
+ `CANCELABLE` TEXT NOT NULL,
+ `TARGET` TEXT NOT NULL,
+ `CONDITION` TEXT NOT NULL,
+ `CONDITION_VALUE` TEXT,
+ `VAL1` MEDIUMINT(9) DEFAULT NULL,
+ `VAL2` MEDIUMINT(9) DEFAULT NULL,
+ `VAL3` MEDIUMINT(9) DEFAULT NULL,
+ `VAL4` MEDIUMINT(9) DEFAULT NULL,
+ `VAL5` MEDIUMINT(9) DEFAULT NULL,
+ `EMOTION` TEXT,
+ `CHAT` TEXT
) ENGINE=MyISAM;
-# Based on Aegis Episode 11.3
-#
-# REPLACE INTO `mob_skill_db` VALUES (MOB_ID,'dummy value (info only)','STATE',SKILL_ID,SKILL_LV,rate (10000 = 100%),casttime,delay,'cancelable','target','condition type','condition value',val1,val2,val3,val4,val5,'emotion','chat');
-#Example
-#1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7,
-#
-#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.
-#
-#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)
-#
-#target: The target of the skill can be: target (current target) / self / friend /
-# master / randomtarget (any enemy within skill's range)
-# (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
-#
-#conditions: (condition type) (value which specifies a condition value)
-# always unconditional
-# onspawn when the mob spawns/respawns.
-# myhpltmaxrate when the mob's hp drops to a certain %
-# myhpinrate when the mob's hp is in a certain % range ('a condition value'
-# is the lower cap, while 'a value 1' is the upper cap).
-# 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 mob's friend's hp drops to a certain %
-# friendhpinrate when the mob's friend's hp is in a certain % range (range
-# defined the same way as in myhpinrate)
-# 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
-#
-# 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
+-- Based on Aegis Episode 11.3
+--
+-- REPLACE INTO `mob_skill_db` VALUES (MOB_ID,'dummy value (info only)','STATE',SKILL_ID,SKILL_LV,rate (10000 = 100%),casttime,delay,'cancelable','target','condition type','condition value',val1,val2,val3,val4,val5,'emotion','chat');
+-- Example
+-- 1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7,
+--
+-- 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.
+--
+-- 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)
+--
+-- target: The target of the skill can be: target (current target) / self / friend /
+-- master / randomtarget (any enemy within skill's range)
+-- (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
+--
+-- conditions: (condition type) (value which specifies a condition value)
+-- always unconditional
+-- onspawn when the mob spawns/respawns.
+-- myhpltmaxrate when the mob's hp drops to a certain %
+-- myhpinrate when the mob's hp is in a certain % range ('a condition value'
+-- is the lower cap, while 'a value 1' is the upper cap).
+-- 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 mob's friend's hp drops to a certain %
+-- friendhpinrate when the mob's friend's hp is in a certain % range (range
+-- defined the same way as in myhpinrate)
+-- 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
+--
+-- 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
REPLACE INTO `mob_skill_db` VALUES (1001,'Scorpion@NPC_FIREATTACK','attack',186,1,2000,0,5000,'yes','target','always',0,NULL,NULL,NULL,NULL,NULL,NULL,NULL);
REPLACE INTO `mob_skill_db` VALUES (1001,'Scorpion@NPC_POISON','attack',176,3,500,800,5000,'no','target','always',0,NULL,NULL,NULL,NULL,NULL,NULL,NULL);