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//====================================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//=
//= http://herc.ws/board/
//================= More Information =================
// http://herc.ws/board/topic/1188-skill-tree-db-redesign/
//================ Structure Example =================
/*
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)
inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its skill tree. NV_TRICKDEAD inheritance is skipped for non-novices from the source
skills: { // SKILL_NAMEs come from the Name (16th column) value in db/re/skill_db.txt
SKILL_NAME1: Max_Level // Use this for skills that don't have other skill prerequisite; Max_Level is a numeric value that should match your client side files
SKILL_NAME2: { // Use this for skills which have other skills as prerequisites
MaxLevel: Max_Level // Max_Level is a numeric value that should match your client side files
SKILL_NAME_PREREQUISITE: Level_Prerequisite // The prerequisite skill and min level for having this skill available. Should also match your client side files
SKILL_NAME_PREREQUISITE2: Level_Prerequisite2 // You can add as many prerequisite skills as you want. Minimum of 1 if you add a skill this way
}
}
*/
//====================================================
Human: {
skills: {
// Basic
NV_BASIC: 0
WE_MALE: 0
WE_FEMALE: 0
SN_SHARPSHOOTING: 0
// Magical
AL_HEAL: 3
SM_PROVOKE: 5
EVOL_MASS_PROVOKE: 10
TMW2_ZARKOR: 3
TMW2_PARUM: 0
// TODO
ALL_INCCARRY: 0
///////////////// Main class
// Magic Warrior
MAGIC_WARRIOR: 0
NV_TRICKDEAD: 0
SM_BASH: 0
// Wizard Mage
WIZARD_MAGE: 0
MG_FIREBALL: 0
AL_DP: 10
///////////////// Subclass
// Paladin
CR_TRUST: 0
AL_ANGELUS: 0
PR_REDEMPTIO: 0
MER_INCAGI: 0
// Tanker
//CR_TRUST already defined on Paladin
CR_AUTOGUARD: 0
CR_DEFENDER: 0
SM_RECOVERY: 10
// Berseker
KN_AUTOCOUNTER: 0
SM_ENDURE: 0
SM_AUTOBERSERK: 0
// Ranger
AC_VULTURE: 0
AC_OWL: 0
AC_SHOWER: 0
SN_WINDWALK: 0
// Sniper
GS_SNAKEEYE: 0
GS_SINGLEACTION: 0
GS_INCREASING: 0
GS_CHAINACTION: 0
// Wizards
MG_COLDBOLT: 0
MG_LIGHTNINGBOLT: 0
WZ_EARTHSPIKE: 0
MG_NAPALMBEAT: 0
// Sages
SA_FREECAST: 0
SA_FLAMELAUNCHER: 0
SA_FROSTWEAPON: 0
SA_LIGHTNINGLOADER: 0
SA_SEISMICWEAPON: 0
SA_DRAGONOLOGY: 0
// Priests
AL_PNEUMA: 0
AL_HOLYLIGHT: 0
MG_SRECOVERY: 10
ALL_RESURRECTION: 0
PR_ASPERSIO: 0
TF_DETOXIFY: 0
// Unused
RG_GRAFFITI: 0
RG_CLEANER: 0
SC_INVISIBILITY: 0
MC_VENDING: 0
MC_PUSHCART: 0
ALL_BUYING_STORE: 0
KN_RIDING: 0
/*
WE_BABY: 0
WE_CALLPARENT: 0
WE_CALLBABY: 0
AM_CALLHOMUN: 0
TK_HIGHJUMP: 0
MG_THUNDERSTORM: 0
AS_CLOAKING: 0
TF_DOUBLE: 0
TF_HIDING: 0
WZ_VERMILION: 0
ST_CHASEWALK: 0
WS_CARTBOOST: 0
TK_RUN: 0
RA_RESEARCHTRAP: 0
SC_DIMENSIONDOOR: 0
WZ_STORMGUST: 0
WL_SUMMONFB: 0
WL_RELEASE: 0
WL_SUMMONSTONE: 0
SA_COMA: 0
CH_SOULCOLLECT: 0
SL_STUN: 0
AL_BLESSING: 0
WL_STASIS: 0
RA_CAMOUFLAGE: 0
SC_MANHOLE: 0
AL_RUWACH: 0
AL_TELEPORT: 0
MG_SAFETYWALL: 0
WZ_QUAGMIRE: 0
WZ_FROSTNOVA: 0
MO_BODYRELOCATION: 0
MO_CALLSPIRITS: 0
GN_HELLS_PLANT: 0
GN_DEMONIC_FIRE: 0
GN_CRAZYWEED: 0
GN_WALLOFTHORN: 0
WE_CALLPARTNER: 0
EVOL_PHYSICAL_SHIELD: 0
*/
}
}
Ukar: {
inherit: ( "Human" );
}
Redy: {
inherit: ( "Human" );
}
Elven: {
inherit: ( "Human" );
}
Orc: {
inherit: ( "Human" );
}
Raijin: {
inherit: ( "Human" );
}
Tritan: {
inherit: ( "Human" );
}
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