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https://github.com/rathena/rathena
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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and equip_level_max to smallint to support levels higher than 255 (unsigned tinyint) Removed useless and outdated data in /sql-files/ Added buildbot support for yaml2sql Added a CI step for the conversion via yaml2sql Fixes #9231 Thanks to @reunite-ro Co-authored-by: Atemo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>
84 lines
3.9 KiB
SQL
84 lines
3.9 KiB
SQL
#
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# Table structure for table `mob_skill_db_re`
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#
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DROP TABLE IF EXISTS `mob_skill_db_re`;
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CREATE TABLE IF NOT EXISTS `mob_skill_db_re` (
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`MOB_ID` smallint(6) NOT NULL,
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`INFO` text NOT NULL,
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`STATE` text NOT NULL,
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`SKILL_ID` smallint(6) NOT NULL,
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`SKILL_LV` tinyint(4) NOT NULL,
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`RATE` smallint(4) NOT NULL,
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`CASTTIME` mediumint(9) NOT NULL,
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`DELAY` int(9) NOT NULL,
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`CANCELABLE` text NOT NULL,
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`TARGET` text NOT NULL,
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`CONDITION` text NOT NULL,
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`CONDITION_VALUE` text,
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`VAL1` mediumint(9) DEFAULT NULL,
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`VAL2` mediumint(9) DEFAULT NULL,
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`VAL3` mediumint(9) DEFAULT NULL,
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`VAL4` mediumint(9) DEFAULT NULL,
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`VAL5` mediumint(9) DEFAULT NULL,
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`EMOTION` text,
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`CHAT` text
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) ENGINE=MyISAM;
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# Mob Skill Database
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# Based on Aegis Episode 11.3
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#
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# Structure of Database:
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#REPLACE INTO `mob_skill_db_re` 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');
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#
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# RATE: the chance of the skill being casted when the condition is fulfilled (10000 = 100%).
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# DELAY: the time (in milliseconds) before attempting to recast the same skill.
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#
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# STATE:
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# any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
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# loot /attack / angry (like attack, except player has not attacked mob yet) /
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# chase (following target, after being attacked) / follow (following target,
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# without being attacked) / anytarget (attack+angry+chase+follow)
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#
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# TARGET:
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# target (current target) / self / friend / master / randomtarget (any enemy within skill's range)
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#
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# The following are for ground-skills, a random target tile is selected from the specified area:
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# around1 (3x3 area around self) / around2 (5x5 area around self) /
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# around3 (7x7 area around self) / around4 (9x9 area around self) /
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# around5 (3x3 area around target) / around6 (5x5 area around target) /
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# around7 (7x7 area around target) / around8 (9x9 area around target) /
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# around = around4
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#
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# CONDITION:
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# always Unconditional (no condition value).
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# onspawn When mob spawns/respawns (no condition value).
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# myhpltmaxrate When mob's HP drops to the specified %.
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# myhpinrate When mob's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
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# mystatuson If mob has the specified abnormality in status.
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# mystatusoff If mob has ended the specified abnormality in status.
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# friendhpltmaxrate When mob's friend's HP drops to the specified %.
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# friendhpinrate When mob's friend's HP is in a certain % range (condition value = lower bound, val1 = upper bound).
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# friendstatuson If friend has the specified abnormality in status.
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# friendstatusoff If friend has ended the specified abnormality in status.
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# attackpcgt When attack PCs become greater than specified number.
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# attackpcge When attack PCs become greater than or equal to the specified number.
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# slavelt When number of slaves is less than the original specified number.
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# slavele When number of slaves is less than or equal to the original specified number.
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# closedattacked When close range melee attacked (no condition value).
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# longrangeattacked When long range attacked, ex. bows, guns, ranged skills (no condition value).
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# skillused When the specified skill is used on the mob.
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# afterskill After mob casts the specified skill.
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# casttargeted When a target is in cast range (no condition value).
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# rudeattacked When mob is rude attacked (no condition value).
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#
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# Status abnormalities specified through the statuson/statusoff system:
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# anybad (any type of state change) / stone / freeze / stun / sleep /
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# poison / curse / silence / confusion / blind / hiding / sight (unhidden)
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#
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# Note: if a negative MobID is provided, the skill will be treated as 'global':
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# -1: added for all boss types.
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# -2: added for all normal types.
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# -3: added for all mobs.
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-- Has to be converted via yaml2sql
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