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// Mob Skill Database 
// Based on Aegis Episode 14.2
//
// 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
//
// 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.
//
// 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:
//	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
//
// 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.

// 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,val0,val1,val2,val3,,,
1005,Ratto@NPC_POISON,attack,178,20,500,0,500,yes,target,always,0,10,,,,,,
1008,Blub@NPC_SUMMONSLAVE,any,198,1,2500,1000,0,no,self,slavelt,4,1007,,,,,,
1010,Crocotree@NPC_SELFDESTRUCTION,any,175,1,10000,1000,500,yes,self,myhpltmaxrate,5,,,,,,,
1012,Frostiana@NPC_POISON,attack,178,5,1000,0,500,yes,target,always,0,10,,,,,,
1013,Pikpik@NPC_SELFDESTRUCTION,attack,175,1,10000,100,500,yes,self,always,0,,,,,,,