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-rw-r--r--tools/skilldbconverter.php496
1 files changed, 248 insertions, 248 deletions
diff --git a/tools/skilldbconverter.php b/tools/skilldbconverter.php
index 169ea9162..a4e03aecb 100644
--- a/tools/skilldbconverter.php
+++ b/tools/skilldbconverter.php
@@ -639,7 +639,7 @@ function getinf2($inf2=0x0000)
$inf2 = intval(substr($inf2, 2),16);
- $retval = "{\n ";
+ $retval = "{\n";
foreach($bitmask as $key => $val) {
if($inf2&$val) {
$retval .= "\t\t".$key.": true\n";
@@ -781,7 +781,7 @@ function getammotypes($list, $id) {
print "\r\033[0;31mWarning\033[0;0m - Invalid weapon type ".$i." for skill ID ".$id."\n";
}
}
- $retval = "{\n ";
+ $retval = "{\n";
for($j=0; $j<sizeof($type); $j++) {
if($wmask&1<<$type[$j]) {
$retval .= "\t\t\t".$bitmask[$type[$j]].": true\n";
@@ -819,7 +819,7 @@ function getunitflag($flag, $id)
$flag = intval($flag,16);
if($flag <= 0) return 0;
- $ret = "{\n ";
+ $ret = "{\n";
foreach($bitmask as $key => $val) {
if($flag&$val) {
$ret .= "\t\t\t".$key.": true\n";
@@ -888,254 +888,254 @@ function printcredits()
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)
- ".($re?
- "FixedCastTime: Fixed Cast Time (in ms) (int, defaults to 0) (can be grouped by Levels)
- Note: when 0, uses 20% of cast time and less than
- 0 means no fixed cast time.":"")."
- CastTimeOptions: {
- IgnoreDex: true/false (boolean, defaults to false)
- IgnoreStatusEffect: true/false (boolean, defaults to false)
- IgnoreItemBonus: true/false (boolean, defaults to false)
- Note: Delay setting 'IgnoreDex' only makes sense when
- delay_dependon_dex is enabled.
+ return "//================= Hercules Database ==========================================
+//= _ _ _
+//= | | | | | |
+//= | |_| | ___ _ __ ___ _ _| | ___ ___
+//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+//= | | | | __/ | | (__| |_| | | __/\__ \
+//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ====================================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
+//=
+//= Copyright (C) 2014-2016 Hercules Dev Team
+//=
+//= Hercules is free software: you can redistribute it and/or modify
+//= it under the terms of the GNU General Public License as published by
+//= the Free Software Foundation, either version 3 of the License, or
+//= (at your option) any later version.
+//=
+//= This program is distributed in the hope that it will be useful,
+//= but WITHOUT ANY WARRANTY; without even the implied warranty of
+//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+//= GNU General Public License for more details.
+//=
+//= You should have received a copy of the GNU General Public License
+//= along with this program. If not, see <http://www.gnu.org/licenses/>.
+//==============================================================================
+//= ".($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)
}
- 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.
+ 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)
}
- 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.
- }
+ 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)
- }
+ }
+ 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";
+}
+* This file has been generated by Smokexyz's skilldbconverter.php tool.
+* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */\n\n";
}