# # Table structure for table `mob_skill_db2` # DROP TABLE IF EXISTS `mob_skill_db2`; CREATE TABLE IF NOT EXISTS `mob_skill_db2` ( `MOB_ID` smallint(6) NOT NULL, `INFO` text NOT NULL, `STATE` text NOT NULL, `SKILL_ID` smallint(6) NOT NULL, `SKILL_LV` tinyint(4) NOT NULL, `RATE` smallint(4) NOT NULL, `CASTTIME` mediumint(9) NOT NULL, `DELAY` int(9) NOT NULL, `CANCELABLE` text NOT NULL, `TARGET` text NOT NULL, `CONDITION` text NOT NULL, `CONDITION_VALUE` text, `VAL1` mediumint(9) DEFAULT NULL, `VAL2` mediumint(9) DEFAULT NULL, `VAL3` mediumint(9) DEFAULT NULL, `VAL4` mediumint(9) DEFAULT NULL, `VAL5` mediumint(9) DEFAULT NULL, `EMOTION` text, `CHAT` text ) ENGINE=MyISAM; # Custom Mob Skill Database # # Structure of Database: #REPLACE INTO `mob_skill_db2` VALUES ( 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. # -3: added for all mobs. -- Has to be converted via yaml2sql