// Aegis zone 8.5 -> eAthena conversion by Komurka
// + Mob Skills for Einbroch+ by Lupus
//MOB_ID, a unused dummy character sequence (for information only), STATE, SKILL_ID, SKILL_LV,
// permillage (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
//Example
//1001,Poring@TF_POISON,attack,52,3,100,1500,10000,no,target,always,0,,,,,7
//
//permillage 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 / 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)
//
//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)
//
//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
// hiding *not implemented yet* when a target is hidden
//
// 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
// stan 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
//id, name@skill, state, skillid, skilllevel, permillage, casttime, delay, cancel, target, cond1, cond2, cond3, val0, val1, val2, val3, val4, emotion
1005, Ratto@NPC_POISON, attack, 178, 20, 500, 0, 500, yes, target, always, 0, 0, 10, , , , ,