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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,,,,,,,