// 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,,,,,,,