rathena/sql-files/mob_skill_db2.sql
Lemongrass3110 b00f220431
Fixed some issues in item and mob sql-files (#9568)
Updated AI field from 2 characters to support up to 50 characters
Updated equip_level_min and equip_level_max to smallint to support levels higher than 255 (unsigned tinyint)
Removed useless and outdated data in /sql-files/
Added buildbot support for yaml2sql
Added a CI step for the conversion via yaml2sql

Fixes #9231

Thanks to @reunite-ro

Co-authored-by: Atemo <Atemo@users.noreply.github.com>
2025-10-29 17:01:32 +01:00

83 lines
3.8 KiB
SQL

#
# 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