blob: 3f4aea10a1cfdd3afc7063e5f41aa5ba80696456 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
//====================================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//=
//= 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
// Magic Warrior
MAGIC_WARRIOR: 0
NV_TRICKDEAD: 0
SM_BASH: 0
// Wizard Mage
WIZARD_MAGE: 0
MG_FIREBALL: 0
AL_DP: 10
// Unused
WE_BABY: 0
WE_CALLPARENT: 0
WE_CALLBABY: 0
ALL_INCCARRY: 0
MC_VENDING: 0
MC_PUSHCART: 0
ALL_BUYING_STORE: 0
AM_CALLHOMUN: 0
KN_RIDING: 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
SC_INVISIBILITY: 0
RG_GRAFFITI: 0
RG_CLEANER: 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" );
}
|