// 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,,,,,,,