. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Credits : Smokexyz */ // Credits before anything else. printcredits(); if(!isset($argv[1])) gethelp(); function issetarg($arg) { global $argv; for($i=1; $i 1 && $skcast['fixedcast'][$key] !== '0') $putsk .= "\tFixedCastTime: ".leveled_guessfill($skcast['fixedcast'][$key], $max_level, $id)."\n"; } // Cast NoDex unset($key); $key = array_search($id, $sknodex['ID']); if($key !== FALSE) { if (isset($sknodex["cast"][$key]) && $sknodex["cast"][$key] != 0) $putsk .= "\tCastTimeOptions: ".getnocast($sknodex["cast"][$key], $id)."\n"; if (isset($sknodex["delay"][$key]) && $sknodex["delay"][$key] != 0) $putsk .= "\tSkillDelayOptions: ".getnocast($sknodex["delay"][$key], $id)."\n"; unset($sknodex["ID"][$key]); unset($sknodex["cast"][$key]); unset($sknodex["delay"][$key]); } // require DB unset($key); $key = array_search($id, $skreq['ID']); if($key !== FALSE) { $putsk .= "\tRequirements: {\n"; if ($skreq['HPCost'][$key]) $putsk .= "\t\tHPCost: ".leveled_guessfill($skreq['HPCost'][$key], $max_level, $id, 1)."\n"; if ($skreq['SPCost'][$key]) $putsk .= "\t\tSPCost: ".leveled_guessfill($skreq['SPCost'][$key], $max_level, $id, 1)."\n"; if ($skreq['HPRateCost'][$key]) $putsk .= "\t\tHPRateCost: ".leveled_guessfill($skreq['HPRateCost'][$key], $max_level, $id, 1)."\n"; if ($skreq['SPRateCost'][$key]) $putsk .= "\t\tSPRateCost: ".leveled_guessfill($skreq['SPRateCost'][$key], $max_level, $id, 1)."\n"; if ($skreq['ZenyCost'][$key]) $putsk .= "\t\tZenyCost: ".leveled_guessfill($skreq['ZenyCost'][$key], $max_level, $id, 1)."\n"; if ($skreq['Weapons'][$key] != 99) $putsk .= "\t\tWeaponTypes: ".getweapontypes($skreq['Weapons'][$key], $id)."\n"; if ($skreq['AmmoTypes'][$key] == 99) $putsk .= "\t\tAmmoTypes: \"All\"\n"; else if ($skreq['AmmoTypes'][$key]) $putsk .= "\t\tAmmoTypes: ".getammotypes($skreq['AmmoTypes'][$key], $id)."\n"; if ($skreq['AmmoAmount'][$key]) $putsk .= "\t\tAmmoAmount: ".leveled_guessfill($skreq['AmmoAmount'][$key], $max_level, $id, 1)."\n"; if ($skreq['State'][$key] != "none" && $skreq['State'][$key]) $putsk .= "\t\tState: \"".getstate($skreq['State'][$key],$id)."\"\n"; if ($skreq['SpiritSphere'][$key]) $putsk .= "\t\tSpiritSphereCost: ".leveled_guessfill($skreq['SpiritSphere'][$key], $max_level, $id, 1)."\n"; if ($skreqit['ItemId'][$key][0] > 0) { $putsk .= "\t\tItems: {\n"; for ($index=0; $index%-{$left}s] - $finalperc%% - $done/$total\r", "", ""); fwrite(STDERR, $write); } function get_element($ele,$id) { switch($ele) { case -1: return "Ele_Weapon"; case -2: return "Ele_Endowed"; case -3: return "Ele_Random"; case 0: return "Ele_Neutral"; case 1: return "Ele_Water"; case 2: return "Ele_Earth"; case 3: return "Ele_Fire"; case 4: return "Ele_Wind"; case 5: return "Ele_Poison"; case 6: return "Ele_Holy"; case 7: return "Ele_Dark"; case 8: return "Ele_Ghost"; case 9: return "Ele_Undead"; default: print "\rWarningUnknown Element ".$ele." provided for skill Id ".$id."\n"; } return NULL; } function leveled_ele($str, $max, $skill_id) { if(strpos($str, ':') == true) { $lvs = explode(":", $str); $retval = "{\n"; for($i = 0; $i < $max && isset($lvs[$i]); $i++) { $retval .= "\t\tLv".($i+1).": \"".get_element($lvs[$i],$skill_id)."\"\n"; } $retval .= "\t}"; } else { $retval = "\"".get_element($str,$skill_id)."\""; } return $retval; } function leveled($str, $max, $id, $tab=0) { switch($tab) { case 1: $ittab = "\t\t\t"; $endtab = "\t\t"; break; case 2: $ittab = "\t\t\t\t"; $endtab = "\t\t\t"; break; default: $ittab = "\t\t"; $endtab = "\t"; break; } $retval = ""; if(strpos($str, ':') == true) { $lvs = explode(":", trim($str)); $retval = "{\n"; for ($i = 0; $i < $max && isset($lvs[$i]); $i++) { $retval .= $ittab."Lv".($i+1).": ".$lvs[$i]."\n"; } $retval .= $endtab."}"; } else { $retval = intval($str); } return $retval; } function leveled_guessfill($str, $max, $id, $tab=0) { switch($tab) { case 1: $ittab = "\t\t\t"; $endtab = "\t\t"; break; case 2: $ittab = "\t\t\t\t"; $endtab = "\t\t\t"; break; default: $ittab = "\t\t"; $endtab = "\t"; break; } $retval = ""; if(strpos($str, ':') == true) { $lvs = explode(":", trim($str)); $retval = "{\n"; for ($i = 0; $i < $max && isset($lvs[$i]); $i++) { $retval .= $ittab."Lv".($i+1).": ".$lvs[$i]."\n"; } if ($i < $max) { /* Algorithm borrowed from skill_split_atoi(), as used by the old parser */ for ($step = 1; $step <= $i/2; $step++) { $diff = $lvs[$i - 1] - $lvs[$i - $step - 1]; for ($j = $i - 1; $j >= $step; $j--) if ($lvs[$j] - $lvs[$j - $step] != $diff) break; if ($j >= $step) //No match, try next step. continue; for(; $i < $max; $i++) { //Apply linear increase $lvs[$i] = $lvs[$i - $step] + $diff; if ($lvs[$i] < 1 && $lvs[$i - 1] >= 0) { //Check if we have switched from + to -, cap the decrease to 0 in said cases. $lvs[$i] = 1; $diff = 0; $step = 1; } $retval .= $ittab."Lv".($i+1).": ".$lvs[$i]."\n"; } $retval .= $endtab."}"; return $retval; } //Okay.. we can't figure this one out, just fill out the stuff with the previous value. for (; $i < $max; $i++) { $lvs[$i] = $lvs[$i - 1]; $retval .= $ittab."Lv".($i+1).": ".$lvs[$i]."\n"; } } $retval .= $endtab."}"; } else { $retval = intval($str); } return $retval; } function getstate($state,$id) { if( strcmp($state,"hiding") == 0 ) return "Hiding"; else if( strcmp($state,"cloaking") == 0 ) return "Cloaking"; else if( strcmp($state,"hidden") == 0 ) return "Hidden"; else if( strcmp($state,"riding") == 0 ) return "Riding"; else if( strcmp($state,"falcon") == 0 ) return "Falcon"; else if( strcmp($state,"cart") == 0 ) return "Cart"; else if( strcmp($state,"shield") == 0 ) return "Shield"; else if( strcmp($state,"sight") == 0 ) return "Sight"; else if( strcmp($state,"explosionspirits") == 0 ) return "ExplosionSpirits"; else if( strcmp($state,"cartboost") == 0 ) return "CartBoost"; else if( strcmp($state,"recover_weight_rate") == 0 ) return "NotOverWeight"; else if( strcmp($state,"move_enable") == 0 ) return "Moveable"; else if( strcmp($state,"water") == 0 ) return "InWater"; else if( strcmp($state,"dragon") == 0 ) return "Dragon"; else if( strcmp($state,"warg") == 0 ) return "Warg"; else if( strcmp($state,"ridingwarg") == 0 ) return "RidingWarg"; else if( strcmp($state,"mado") == 0 ) return "MadoGear"; else if( strcmp($state,"elementalspirit") == 0 ) return "ElementalSpirit"; else if( strcmp($state,"poisonweapon") == 0 ) return "PoisonWeapon"; else if( strcmp($state,"rollingcutter") == 0 ) return "RollingCutter"; else if( strcmp($state,"mh_fighting") == 0 ) return "MH_Fighting"; else if( strcmp($state,"mh_grappling") == 0 ) return "MH_Grappling"; else if( strcmp($state,"peco") == 0 ) return "Peco"; else print "\rWarning - Invalid State ".$state." provided for Skill ID ".$id.", please correct this manually.\n"; } function getinf($inf) { $bitmask = array( "Passive" => 0, "Enemy" => 1, "Place" => 2, "Self" => 4, "Friend" => 16, "Trap" => 32, ); $retval = "{\n"; foreach ($bitmask as $key => $val) { if($inf&$val) $retval .= "\t\t".$key.": true\n"; } $retval .= "\t}"; return $retval; } function getinf2($inf2=0x0000) { $bitmask = array( "Quest" => intval(0x0001), // = quest skill "NPC" => intval(0x0002), // = npc skill "Wedding" => intval(0x0004), // = wedding skill "Spirit" => intval(0x0008), // = spirit skill "Guild" => intval(0x0010), // = guild skill "Song" => intval(0x0020), // = song/dance "Ensemble" => intval(0x0040), // = ensemble skill "Trap" => intval(0x0080), // = trap "TargetSelf" => intval(0x0100), // = skill that damages/targets yourself "NoCastSelf" => intval(0x0200), // = cannot be casted on self (if inf = 4, auto-select target skill) "PartyOnly" => intval(0x0400), // = usable only on party-members (and enemies if skill is offensive) "GuildOnly" => intval(0x0800), // = usable only on guild-mates (and enemies if skill is offensive) "NoEnemy" => intval(0x1000), // = disable usage on enemies (for non-offensive skills). "IgnoreLandProtector" => intval(0x2000), // = skill ignores land protector (e.g. arrow shower) "Chorus" => intval(0x4000) // = chorus skill ); $inf2 = intval(substr($inf2, 2),16); $retval = "{\n"; foreach($bitmask as $key => $val) { if($inf2&$val) { $retval .= "\t\t".$key.": true\n"; } } $retval .= "\t}"; return $retval; } function getnk($nk) { $bitmask = array( "NoDamage" => intval(0x01), //- No damage skill "SplashArea" => intval(0x02), //- Has splash area (requires source modification) "SplitDamage" => intval(0x04), //- Damage should be split among targets (requires 0x02 in order to work) "IgnoreCards" => intval(0x08), //- Skill ignores caster's % damage cards (misc type always ignores) "IgnoreElement" => intval(0x10), //- Skill ignores elemental adjustments "IgnoreDefense" => intval(0x20), //- Skill ignores target's defense (misc type always ignores) "IgnoreFlee" => intval(0x40), //- Skill ignores target's flee (magic type always ignores) "IgnoreDefCards" => intval(0x80) //- Skill ignores target's def cards ); $nk = intval($nk,16); $retval = "{\n"; foreach($bitmask as $key => $val) { if($nk&$val) { $retval .= "\t\t".$key.": true\n"; } } $retval .= "\t}"; return $retval; } function getnocast($opt, $id) { $bitmask = array( 'Default' => 0, //- everything affects the skill's cast time 'IgnoreDex' => 1, //- skill's cast time is not affected by dex 'IgnoreStatusEffect' => 2, //- skill's cast time is not affected by statuses (Suffragium, etc) 'IgnoreItemBonus' => 4 //- skill's cast time is not affected by item bonuses (equip, cards) ); if($opt > array_sum($bitmask) || $opt < 0) print "\rWarning - a bitmask for CastNoDex entry for skill ID ".$id." is higher than total of masks or lower than 0."; $retval = "{\n"; foreach($bitmask as $key => $val) { if($opt&$val) { $retval .= "\t\t".$key.": true\n"; } } $retval .= "\t}"; return $retval; } function getweapontypes($list, $id) { $bitmask = array( 0 => "NoWeapon", 1 => "Daggers", 2 => "1HSwords", 3 => "2HSwords", 4 => "1HSpears", 5 => "2HSpears", 6 => "1HAxes", 7 => "2HAxes", 8 => "Maces", 9 => "2HMaces", 10 => "Staves", 11 => "Bows", 12 => "Knuckles", 13 => "Instruments", 14 => "Whips", 15 => "Books", 16 => "Katars", 17 => "Revolvers", 18 => "Rifles", 19 => "GatlingGuns", 20 => "Shotguns", 21 => "GrenadeLaunchers", 22 => "FuumaShurikens", 23 => "2HStaves", 24 => "MaxSingleWeaponType", 25 => "DWDaggers", 26 => "DWSwords", 27 => "DWAxes", 28 => "DWDaggerSword", 29 => "DWDaggerAxe", 30 => "DWSwordAxe", ); if(strpos($list, ':') == true) { $type = explode(":", $list); $wmask = 0; for($i=0; $i 30 || $type[$i] < 0) print "\rWarning - Invalid weapon type ".$i." for skill ID ".$id."\n"; } $retval = "{\n"; for($j=0; $j "A_ARROW", 2 => "A_DAGGER", 3 => "A_BULLET", 4 => "A_SHELL", 5 => "A_GRENADE", 6 => "A_SHURIKEN", 7 => "A_KUNAI", 8 => "A_CANNONBALL", 9 => "A_THROWWEAPON" ); if(strpos($list, ':') == true) { $type = explode(":", $list); $wmask = 0; for($i=0; $i 9 || $type[$i] < 1) { print "\rWarning - Invalid weapon type ".$i." for skill ID ".$id."\n"; } } $retval = "{\n"; for($j=0; $j intval(0x001), //0x001(UF_DEFNOTENEMY)If 'defunit_not_enemy' is set, the target is changed to 'friend' 'UF_NOREITERATION' => intval(0x002), //0x002(UF_NOREITERATION)Spell cannot be stacked 'UF_NOFOOTSET' => intval(0x004), //0x004(UF_NOFOOTSET)Spell cannot be cast near/on targets 'UF_NOOVERLAP' => intval(0x008), //0x008(UF_NOOVERLAP)Spell effects do not overlap 'UF_PATHCHECK' => intval(0x010), //0x010(UF_PATHCHECK)Only cells with a shootable path will be placed 'UF_NOPC' => intval(0x020), //0x020(UF_NOPC)Spell cannot affect players. 'UF_NOMOB' => intval(0x040), //0x040(UF_NOMOB)Spell cannot affect mobs. 'UF_SKILL' => intval(0x080), //0x080(UF_SKILL)Spell CAN affect skills. 'UF_DANCE' => intval(0x100), //0x100(UF_DANCE)Dance skill 'UF_ENSEMBLE' => intval(0x200), //0x200(UF_ENSEMBLE)Ensemble skill 'UF_SONG' => intval(0x400), //0x400(UF_SONG)Song skill 'UF_DUALMODE' => intval(0x800), //0x800(UF_DUALMODE)Spell has effects both at an interval and when you step in/out 'UF_RANGEDSINGLEUNIT' => intval(0x2000) //0x2000(UF_RANGEDSINGLEUNIT)Layout hack, use layout range propriety but only display center. ); $count = 0; if($flag <= 0) return 0; $ret = "{\n"; foreach($bitmask as $key => $val) { if($flag&$val) { $ret .= "\t\t\t".$key.": true\n"; } } if($flag > array_sum($bitmask)) print "\rWarning - Invalid Unit Flag ".$flag." provided for skill Id ".$id."\n"; $ret .= "\t\t}"; return $ret; } function print_mem() { return convert(memory_get_usage(true)); } function convert($size) { $unit=array('b','kb','mb','gb','tb','pb'); return @round($size/pow(1024,($i=floor(log($size,1024)))),2).' '.$unit[$i]; } function gethelp() { print "Usage: php skilldbconverter.php [option]\n"; print "Options:\n"; print "\t-re [--renewal] for renewal skill database conversion.\n"; print "\t-pre-re [--pre-renewal] for pre-renewal skill database conversion.\n"; print "\t-itid [--use-itemid] to use item IDs instead of constants.\n"; print "\t-dir [--directory] provide a custom directory.\n"; print "\t (Must include the correct -pre-re/-re option)\n"; print "\t-dbg [--with-debug] print debug information.\n"; print "\t-h [--help] to display this help text.\n\n"; print "----------------------- Additional Notes ----------------------\n"; print "Important!\n"; print "* Please be advised that either and only one of the arguments -re/-pre-re\n"; print " must be specified on execution.\n"; print "* When using the -dir option, -re/-pre-re options must be specified. \n"; print "* This tool isn't designed to convert renewal data to pre-renewal.\n"; print "* This tool should ideally be used from the 'tools/' folder, which can be found\n"; print " in the root of your Hercules installation. This tool will not delete any files\n"; print " from any of the directories that it reads from or prints to.\n\n"; print "* Prior to using this tool, please ensure at least 30MB of free RAM.\n"; print "----------------------- Usage Example -------------------------\n"; print "- Renewal Conversion: php skilldbconverter.php --renewal\n"; print "- Pre-renewal Conversion: php skilldbconverter.php --pre-renewal\n"; print "----------------------------------------------------------------\n"; exit; } function printcredits() { print " _ _ _ \n"; print " | | | | | | \n"; print " | |_| | ___ _ __ ___ _ _| | ___ ___ \n"; print " | _ |/ _ \ '__/ __| | | | |/ _ \/ __|\n"; print " | | | | __/ | | (__| |_| | | __/\__ \ \n"; print " \_| |_/\___|_| \___|\__,_|_|\___||___/\n"; print "Hercules Skill Database TXT to Libconfig Converter by Smokexyz\n"; print "Copyright (C) 2016-2020 Hercules\n"; print "-----------------------------------------------\n\n"; } function getcomments($re) { return "//================= Hercules Database ========================================== //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License ==================================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2014-2020 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //============================================================================== //= ".($re?"Renewal":"Pre-Renewal")." Skill Database [Hercules] //============================================================================== //= @Format Notes: //= - All string entries are case-sensitive and must be quoted. //= - All setting names are case-sensitive and must be keyed accurately. /****************************************************************************** ********************************* Entry structure ***************************** ******************************************************************************* { // ------------------------------ Mandatory Fields ---------------------------- Id: ID (int) (Required) Name: \"Skill Name\" (string) (Required) MaxLevel: Skill Level (int) (Required) // ------------------------------ Optional Fields ----------------------------- Description: \"Skill Description\" (string) (optional but recommended) Range: Skill Range (int) (optional, defaults to 0) (can be grouped by Levels) Note: Range < 5 is considered Melee range. Hit: Hit Type (int) (optional, default \"BDT_NORMAL\") Types - \"BDT_SKILL\", \"BDT_MULTIHIT\" or \"BDT_NORMAL\" SkillType: { (bool, defaults to \"Passive\") Passive: true/false (boolean, defaults to false) Enemy: true/false (boolean, defaults to false) Place: true/false (boolean, defaults to false) Self: true/false (boolean, defaults to false) Friend: true/false (boolean, defaults to false) Trap: true/false (boolean, defaults to false) } SkillInfo: { (bool, defaults to \"None\") Quest: true/false (boolean, defaults to false) NPC: true/false (boolean, defaults to false) Wedding: true/false (boolean, defaults to false) Spirit: true/false (boolean, defaults to false) Guild: true/false (boolean, defaults to false) Song: true/false (boolean, defaults to false) Ensemble: true/false (boolean, defaults to false) Trap: true/false (boolean, defaults to false) TargetSelf: true/false (boolean, defaults to false) NoCastSelf: true/false (boolean, defaults to false) PartyOnly: true/false (boolean, defaults to false) GuildOnly: true/false (boolean, defaults to false) NoEnemy: true/false (boolean, defaults to false) IgnoreLandProtector: true/false (boolean, defaults to false) Chorus: true/false (boolean, defaults to false) FreeCastReduced: true/false (boolean, defaults to false) Works like skill SA_FREECAST, allow move and attack with reduced speed. FreeCastNormal: true/false (boolean, defaults to false) Works like FreeCastReduced, but not reduce speed. } AttackType: \"Attack Type\" (string, defaults to \"None\") Types: \"None\", \"Weapon\", \"Magic\" or \"Misc\" Element: \"Element Type\" (string) (Optional field - Default \"Ele_Neutral\") (can be grouped by Levels) Types: \"Ele_Neutral\", \"Ele_Water\", \"Ele_Earth\", \"Ele_Fire\", \"Ele_Wind\" \"Ele_Poison\", \"Ele_Holy\", \"Ele_Dark\", \"Ele_Ghost\", \"Ele_Undead\" \"Ele_Weapon\" - Uses weapon's element. \"Ele_Endowed\" - Uses Endowed element. \"Ele_Random\" - Uses random element. DamageType: { (bool, default to \"NoDamage\") NoDamage: true/false No damage skill SplashArea: true/false Has splash area (requires source modification) SplitDamage: true/false Damage should be split among targets (requires 'SplashArea' in order to work) IgnoreCards: true/false Skill ignores caster's % damage cards (misc type always ignores) IgnoreElement: true/false Skill ignores elemental adjustments IgnoreDefense: true/false Skill ignores target's defense (misc type always ignores) IgnoreFlee: true/false Skill ignores target's flee (magic type always ignores) IgnoreDefCards: true/false Skill ignores target's def cards } SplashRange: Damage Splash Area (int, defaults to 0) (can be grouped by Levels) Note: -1 for screen-wide. NumberOfHits: Number of Hits (int, defaults to 1) (can be grouped by Levels) Note: when positive, damage is increased by hits, negative values just show number of hits without increasing total damage. InterruptCast: Cast Interruption (bool, defaults to false) CastDefRate: Cast Defense Reduction (int, defaults to 0) SkillInstances: Skill instances (int, defaults to 0) (can be grouped by Levels) Notes: max amount of skill instances to place on the ground when player_land_skill_limit/monster_land_skill_limit is enabled. For skills that attack using a path, this is the path length to be used. KnockBackTiles: Knock-back by 'n' Tiles (int, defaults to 0) (can be grouped by Levels) CastTime: Skill cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) AfterCastActDelay: Skill Delay (in ms) (int, defaults to 0) (can be grouped by Levels) AfterCastWalkDelay: Walk Delay (in ms) (int, defaults to 0) (can be grouped by Levels) SkillData1: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) SkillData2: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels) CoolDown: Skill Cooldown (in ms) (int, defaults to 0) (can be grouped by Levels) ".($re? "FixedCastTime: Fixed Cast Time (in ms) (int, defaults to 0) (can be grouped by Levels) Note: when 0, uses 20% of cast time and less than 0 means no fixed cast time.":"")." CastTimeOptions: { IgnoreDex: true/false (boolean, defaults to false) IgnoreStatusEffect: true/false (boolean, defaults to false) IgnoreItemBonus: true/false (boolean, defaults to false) Note: Delay setting 'IgnoreDex' only makes sense when delay_dependon_dex is enabled. } SkillDelayOptions: { IgnoreDex: true/false (boolean, defaults to false) IgnoreStatusEffect: true/false (boolean, defaults to false) IgnoreItemBonus: true/false (boolean, defaults to false) Note: Delay setting 'IgnoreDex' only makes sense when delay_dependon_dex is enabled. } Requirements: { HPCost: HP Cost (int, defaults to 0) (can be grouped by Levels) SPCost: SP Cost (int, defaults to 0) (can be grouped by Levels) HPRateCost: HP % Cost (int, defaults to 0) (can be grouped by Levels) Note: If positive, it is a percent of your current hp, otherwise it is a percent of your max hp. SPRateCost: SP % Cost (int, defaults to 0) (can be grouped by Levels) Note: If positive, it is a percent of your current sp, otherwise it is a percent of your max sp. ZenyCost: Zeny Cost (int, defaults to 0) (can be grouped by Levels) WeaponTypes: { (bool or string, defaults to \"All\") NoWeapon: true/false (boolean, defaults to false) Daggers: true/false (boolean, defaults to false) 1HSwords: true/false (boolean, defaults to false) 2HSwords: true/false (boolean, defaults to false) 1HSpears: true/false (boolean, defaults to false) 2HSpears: true/false (boolean, defaults to false) 1HAxes: true/false (boolean, defaults to false) 2HAxes: true/false (boolean, defaults to false) Maces: true/false (boolean, defaults to false) 2HMaces: true/false (boolean, defaults to false) Staves: true/false (boolean, defaults to false) Bows: true/false (boolean, defaults to false) Knuckles: true/false (boolean, defaults to false) Instruments: true/false (boolean, defaults to false) Whips: true/false (boolean, defaults to false) Books: true/false (boolean, defaults to false) Katars: true/false (boolean, defaults to false) Revolvers: true/false (boolean, defaults to false) Rifles: true/false (boolean, defaults to false) GatlingGuns: true/false (boolean, defaults to false) Shotguns: true/false (boolean, defaults to false) GrenadeLaunchers: true/false (boolean, defaults to false) FuumaShurikens: true/false (boolean, defaults to false) 2HStaves: true/false (boolean, defaults to false) MaxSingleWeaponType: true/false (boolean, defaults to false) DWDaggers: true/false (boolean, defaults to false) DWSwords: true/false (boolean, defaults to false) DWAxes: true/false (boolean, defaults to false) DWDaggerSword: true/false (boolean, defaults to false) DWDaggerAxe: true/false (boolean, defaults to false) DWSwordAxe: true/false (boolean, defaults to false) } AmmoTypes: { (for all types use string \"All\") A_ARROW: true/false (boolean, defaults to false) A_DAGGER: true/false (boolean, defaults to false) A_BULLET: true/false (boolean, defaults to false) A_SHELL: true/false (boolean, defaults to false) A_GRENADE: true/false (boolean, defaults to false) A_SHURIKEN: true/false (boolean, defaults to false) A_KUNAI: true/false (boolean, defaults to false) A_CANNONBALL: true/false (boolean, defaults to false) A_THROWWEAPON: true/false (boolean, defaults to false) } AmmoAmount: Ammunition Amount (int, defaults to 0) (can be grouped by Levels) State: \"Required State\" (string, defaults to \"None\") (can be grouped by Levels) Types : 'None' = Nothing special 'Moveable' = Requires to be able to move 'NotOverWeight' = Requires to be less than 50% weight 'InWater' = Requires to be standing on a water cell 'Cart' = Requires a Pushcart 'Riding' = Requires to ride either a peco or a dragon 'Falcon' = Requires a Falcon 'Sight' = Requires Sight skill activated 'Hiding' = Requires Hiding skill activated 'Cloaking' = Requires Cloaking skill activated 'ExplosionSpirits' = Requires Fury skill activated 'CartBoost' = Requires a Pushcart and Cart Boost skill activated 'Shield' = Requires a 0,shield equipped 'Warg' = Requires a Warg 'Dragon' = Requires to ride a Dragon 'RidingWarg' = Requires to ride a Warg 'Mado' = Requires to have an active mado 'PoisonWeapon' = Requires to be under Poisoning Weapon. 'RollingCutter' = Requires at least one Rotation Counter from Rolling Cutter. 'ElementalSpirit' = Requires to have an Elemental Spirit summoned. 'MH_Fighting' = Requires Eleanor fighthing mode 'MH_Grappling' = Requires Eleanor grappling mode 'Peco' = Requires riding a peco SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels) Items: { ItemID or Aegis_Name : Amount (int, defaults to 0) (can be grouped by Levels) Item example: \"ID717\" or \"Blue_Gemstone\". Notes: Items with amount 0 will not be consumed. Amount can also be grouped by levels. } } Unit: { Id: [ UnitID, UnitID2 ] (int, defaults to 0) (can be grouped by Levels) Layout: Unit Layout (int, defaults to 0) (can be grouped by Levels) Range: Unit Range (int, defaults to 0) (can be grouped by Levels) Interval: Unit Interval (int, defaults to 0) (can be grouped by Levels) Target: \"Unit Target\" (string, defaults to \"None\") Types: All - affects everyone NotEnemy - affects anyone who isn't an enemy Friend - affects party, guildmates and neutral players Party - affects party only Guild - affects guild only Ally - affects party and guildmates only Sameguild - affects guild but not allies Enemy - affects enemies only None - affects nobody Flag: { UF_DEFNOTENEMY: true/false (boolean, defaults to false) UF_NOREITERATION: true/false (boolean, defaults to false) UF_NOFOOTSET: true/false (boolean, defaults to false) UF_NOOVERLAP: true/false (boolean, defaults to false) UF_PATHCHECK: true/false (boolean, defaults to false) UF_NOPC: true/false (boolean, defaults to false) UF_NOMOB: true/false (boolean, defaults to false) UF_SKILL: true/false (boolean, defaults to false) UF_DANCE: true/false (boolean, defaults to false) UF_ENSEMBLE: true/false (boolean, defaults to false) UF_SONG: true/false (boolean, defaults to false) UF_DUALMODE: true/false (boolean, defaults to false) UF_RANGEDSINGLEUNI: true/false (boolean, defaults to false) } } } * This file has been generated by Smokexyz's skilldbconverter.php tool. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */\n\n"; }