viewing paste Skill DB Libconfig | Text

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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
 * Skill Database [Smokexyz]
 *
 * @Format -
 *
   {
     Id: @Integer (required)
     Name: @String (required)
          - Script constant used for skill id.
     Description: @String (optional but recommended)
     MaxLevel: @Integer (required)
          - Must not be higher than MAX_SKILL_LEVEL
     Range: @Integer can be grouped by Levels (optional - default 0)
          - (combo skills do not check for range when used,
            if range is < 5, the skill is considered melee-range)
     Hit: @Integer (optional - default 0)
          - (8 = repeated hitting, 6 = single-hit)
     SkillType: @Integer (optional - default 0)
          - (0 = passive, 1 = enemy, 2 = place, 4 = self, 16 = friend, 32 = trap)
            Bitmask, so 3 = place + enemy. And so on...
     SkillInfo: @Bitmask (optional - default 0)
          - 0x0001 = quest skill
            0x0002 = npc skill
            0x0004 = wedding skill
            0x0008 = spirit skill
            0x0010 = guild skill
            0x0020 = song/dance
            0x0040 = ensemble skill
            0x0080 = trap
            0x0100 = skill that damages/targets yourself
            0x0200 = cannot be casted on self (if inf = 4, auto-select target skill)
            0x0400 = usable only on party-members (and enemies if skill is offensive)
            0x0800 = usable only on guild-mates (and enemies if skill is offensive)
            0x1000 = disable usage on enemies (for non-offensive skills).
            0x2000 = skill ignores land protector (e.g. arrow shower)
            0x4000 = chorus skill
     AttackType: @String (optional - default "none")
          - ("none", "weapon", "magic" or "misc")
     Element: @String (can be grouped by Levels) (optional - default "Ele_Neutral")
          - "Ele_Neutral", "Ele_Water", "Ele_Earth", "Ele_Fire", "Ele_Wind"
            "Ele_Poison", "Ele_Holy", "Ele_Dark", "Ele_Ghost", "Ele_Undead"
            "Ele_Weapon" - Uses weapon's element.
            "Ele_Endowed" - Uses Endowed element.
            "Ele_Random" - Uses random element.
     DamageType: @Bitmask (optional - default 0)
          - 0x01 - No damage skill
            0x02 - Has splash area (requires source modification)
            0x04 - Damage should be split among targets (requires 0x02 in order to work)
            0x08 - Skill ignores caster's % damage cards (misc type always ignores)
            0x10 - Skill ignores elemental adjustments
            0x20 - Skill ignores target's defense (misc type always ignores)
            0x40 - Skill ignores target's flee (magic type always ignores)
            0x80 - Skill ignores target's def cards
     SplashRange: @Integer can be grouped by Levels (optional - default 0)
          - (-1 for screen-wide)
     NumberOfHits: @Integer can be grouped by Levels (optional - default 0)
          - (when positive, damage is increased by hits,
            negative values just show number of hits without increasing total damage)
     InterruptCast: @Bool (optional - default "false")
          - Cast interrupted when hit? true or false.
     CastDefRate: @Integer (optional - default 0)
          - defense-reduction rate during cast.
     MaxCount: @Integer can be grouped by Levels (optional - default 0)
          - max amount of skill instances to place on the ground when
            player_land_skill_limit/monster_land_skill_limit is enabled. For skills
            that attack using a path, this is the path length to be used.
     BlowCount: @Integer can be grouped by Levels (optional - default 0)
          - amount of tiles skill knockbacks
     CastTime: {
       Lv1: (int)
       Lv2: (int)
       ...
       LvN: (int)
     } or (int) for all levels (optional - default 0)
              - time to cast this skill, in milliseconds
     ACActDelay: (int or grouped by levels) (optional - default 0)
              - "normal" delay, character cannot use skills, in milliseconds
     ACWalkDelay: (int or grouped by levels) (optional - default 0)
              - amount of time before character can move again, in milliseconds
     SkillData1: (int or grouped by levels) (optional - default 0)
     SkillData2: (int or grouped by levels) (optional - default 0)
              - usually the durations used by the skill, at special cases it is used to hold special data
     CoolDown: (int or grouped by levels) (optional - default 0)
              - amount of time until character can re-use this skill, in milliseconds
     FixedCastingTime: (int or grouped by levels) (optional
              - default 0) the skills fixed casting time in milliseconds
                (when 0, uses 20% of cast time and less than 0 means no fixed cast time)
     CastOption: (int or grouped by levels) (remove if 0)
               0 - everything affects the skill's cast time
               1 - skill's cast time is not affected by dex
               2 - skill's cast time is not affected by statuses (Suffragium, etc)
               4 - skill's cast time is not affected by item bonuses (equip, cards)
     DelayOption: (int or grouped by levels) (remove if 0)
               0 - everything affects the skill's delay
               1 - skill's delay is not affected by dex
               2 - skill's delay is not affected by Magic Strings / Bragi
               4 - skill's delay is not affected by item bonuses (equip, cards)
     HPCost: {
          Lv1: @Integer (optional - default 0)
          Lv2: @Integer
          ...
          LvMax: AmountMax
     } or just a single entry for all levels (optional - default 0)
     SPCost: @Integer grouped by levels or a single integer for all levels (optional - default 0)
     HPRateCost: @Integer grouped by levels or a single integer for all levels  (optional - default 0)
            - If positive, it is a percent of your current hp, otherwise it is a percent of your max hp.
     SPRateCost: @Integer grouped by levels or a single integer for all levels (optional - default 0)
            - If positive, it is a percent of your current sp, otherwise it is a percent of your max sp.
     ZenyCost: @Integer grouped by levels or a single integer for all levels (optional - default 0)
     RequiredWeaponTypes: [ 1, 2, 3, 4... ] array or a single Integer entry (optional)
                      - Refers to Weapon Types in doc/item_db.txt
                      - 0 is bare fisted, Not listed means any type.
                      - use String Value "All" for all weapon Types.
     RequiredAmmoTypes: [ 1, 2, 3, 4... ] array or (int) (optional)
                      - Refers to Ammo Types in doc/item_db.txt
                      - 0 or not listed means Ammo is not required.
                      - use String Value "All" for all Ammo Types.
     RequiredAmmoAmount: @Integer grouped by levels or a single integer for all levels (optional - default 0)
     RequiredState: @String (optional - default 0)
                      - none = Nothing special
                        move_enable = Requires to be able to move
                        recover_weight_rate = Requires to be less than 50% weight
                        water = Requires to be standing on a water cell
                        cart = Requires a Pushcart
                        riding = Requires to ride either a peco or a dragon
                        falcon = Requires a Falcon
                        sight = Requires Sight skill activated
                        hiding = Requires Hiding skill activated
                        cloaking = Requires Cloaking skill activated
                        explosionspirits = Requires Fury skill activated
                        cartboost = Requires a Pushcart and Cart Boost skill activated
                        shield = Requires a 0,shield equipped
                        warg = Requires a Warg
                        dragon = Requires to ride a Dragon
                        ridingwarg = Requires to ride a Warg
                        mado = Requires to have an active mado
                        poisonweapon = Requires to be under Poisoning Weapon.
                        rollingcutter = Requires at least one Rotation Counter from Rolling Cutter.
                        elementalspirit = Requires to have an Elemental Spirit summoned.
                        fighter = Requires Eleanor fighthing mode
                        grappler = Requires Eleanor grappling mode
                        peco = Requires riding a peco
     SpiritSphereCost: @Integer grouped by levels or a single integer for all levels (optional - default 0)
     RequiredItems: {
          ItemID or Constant (Ex. "ID717" or "Blue_Gemstone"): @Integer for amount (if 0 (default), will not be consumed)
                          - Amount can also be grouped by levels.
     } (optional)
    UnitID: @Integer
    UnitID2: @Integer
    Layout: @Integer can be grouped into levels or single Integer for all levels. (optional, default 0)
    Range: @Integer can be grouped into levels or single Integer for all levels. (optional, default 0)
    Interval: @Integer
    Target: @String (optional, default "noone")
          - "all" affects everyone
            "notenemy" affects anyone who isn't an enemy
            "friend" affects party, guildmates and neutral players
            "party" affects party only
            "guild" affects guild only
            "ally" affects party and guildmates only
            "sameguild" affects guild but not allies
            "enemy" affects enemies only
            "noone" affects nobody
    Flag: @Integer (optional, default 0x000)
          - 0x001(UF_DEFNOTENEMY)If 'defunit_not_enemy' is set, the target is changed to 'friend'
            0x002(UF_NOREITERATION)Spell cannot be stacked
            0x004(UF_NOFOOTSET)Spell cannot be cast near/on targets
            0x008(UF_NOOVERLAP)Spell effects do not overlap
            0x010(UF_PATHCHECK)Only cells with a shootable path will be placed
            0x020(UF_NOPC)Spell cannot affect players.
            0x040(UF_NOMOB)Spell cannot affect mobs.
            0x080(UF_SKILL)Spell CAN affect skills.
            0x100(UF_DANCE)Dance skill
            0x200(UF_ENSEMBLE)Ensemble skill
            0x400(UF_SONG)Song skill
            0x800(UF_DUALMODE)Spell has effects both at an interval and when you step in/out
            0x2000(UF_RANGEDSINGLEUNIT)Layout hack, use layout range propriety but only display center.
            Example: 0x006 = 0x002+0x004 -> Cannot be stacked nor cast near targets
 },
 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
Viewed 615 times, submitted by Smokexyz.