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// 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,	,	,	,	,