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skill_db.conf
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//================= Hercules Database ==========================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ====================================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2014-2024 Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//==============================================================================
//= Renewal Skill Database [Hercules]
//==============================================================================
//= @Format Notes:
//= - All string entries are case-sensitive and must be quoted.
//= - All setting names are case-sensitive and must be keyed accurately.
/******************************************************************************
********************************* Entry structure *****************************
*******************************************************************************
{
// ------------------------------ Mandatory Fields ----------------------------
Id: ID (int) (Required)
Name: "Skill Name" (string) (Required)
MaxLevel: Skill Level (int) (Required)
// ------------------------------ Optional Fields -----------------------------
Description: "Skill Description" (string) (optional but recommended)
StatusChange: "Associated Status" (string) (optional defaults to SC_NONE)
Range: Skill Range (int) (optional, defaults to 0) (can be grouped by Levels)
Note: Range < 5 is considered Melee range.
Hit: Hit Type (int) (optional, default "BDT_NORMAL") (can be grouped by Levels)
Types - "BDT_SKILL", "BDT_MULTIHIT" or "BDT_NORMAL"
SkillType: { (bool, defaults to "Passive")
Passive: true/false (boolean, defaults to false)
Enemy: true/false (boolean, defaults to false)
Place: true/false (boolean, defaults to false)
Self: true/false (boolean, defaults to false)
Friend: true/false (boolean, defaults to false)
Trap: true/false (boolean, defaults to false)
Item: true/false (boolean, defaults to false)
}
SkillInfo: { (bool, defaults to "None")
Quest: true/false (boolean, defaults to false)
NPC: true/false (boolean, defaults to false)
Wedding: true/false (boolean, defaults to false)
Spirit: true/false (boolean, defaults to false)
Guild: true/false (boolean, defaults to false)
Song: true/false (boolean, defaults to false)
Ensemble: true/false (boolean, defaults to false)
Trap: true/false (boolean, defaults to false)
TargetSelf: true/false (boolean, defaults to false)
NoCastSelf: true/false (boolean, defaults to false)
PartyOnly: true/false (boolean, defaults to false)
GuildOnly: true/false (boolean, defaults to false)
NoEnemy: true/false (boolean, defaults to false)
IgnoreLandProtector: true/false (boolean, defaults to false)
Chorus: true/false (boolean, defaults to false)
FreeCastReduced: true/false (boolean, defaults to false)
Works like skill SA_FREECAST, allow move and attack with reduced speed.
FreeCastNormal: true/false (boolean, defaults to false)
Works like FreeCastReduced, but not reduce speed.
ShowSkillScale: true/false (boolean, defaults to false)
AllowReproduce: true/false (boolean, defaults to false)
HiddenTrap: true/false (boolean, defaults to false)
IsCombo: true/false (boolean, defaults to false)
BlockedByStasis: true/false (boolean, defaults to false)
BlockedByKagehumi: true/false (boolean, defaults to false)
RangeModByVulture: true/false (boolean, defaults to false)
RangeModBySnakeEye: true/false (boolean, defaults to false)
RangeModByShadowJump: true/false (boolean, defaults to false)
RangeModByRadius: true/false (boolean, defaults to false)
RangeModByResearchTrap: true/false (boolean, defaults to false)
AllowPlagiarism: true/false (boolean, defaults to false)
}
AttackType: "Attack Type" (string, defaults to "None") (can be grouped by Levels)
Types: "None", "Weapon", "Magic" or "Misc"
Element: "Element Type" (string) (Optional field - Default "Ele_Neutral")
(can be grouped by Levels)
Types: "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: { (bool, default to "NK_NONE")
NoDamage: true/false No damage skill
SplashArea: true/false Has splash area (requires source modification)
SplitDamage: true/false Damage should be split among targets (requires 'SplashArea' in order to work)
IgnoreCards: true/false Skill ignores caster's % damage cards (misc type always ignores)
IgnoreElement: true/false Skill ignores elemental adjustments
IgnoreDefense: true/false Skill ignores target's defense (misc type always ignores)
IgnoreFlee: true/false Skill ignores target's flee (magic type always ignores)
IgnoreDefCards: true/false Skill ignores target's def cards
}
SplashRange: Damage Splash Area (int, defaults to 0) (can be grouped by Levels)
Note: -1 for screen-wide.
NumberOfHits: Number of Hits (int, defaults to 1) (can be grouped by Levels)
Note: when positive, damage is increased by hits,
negative values just show number of hits without
increasing total damage.
InterruptCast: Cast Interruption (bool, defaults to false) (can be grouped by Levels)
CastDefRate: Cast Defense Reduction (int, defaults to 0) (can be grouped by Levels)
SkillInstances: Skill instances (int, defaults to 0) (can be grouped by Levels)
Notes: 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.
KnockBackTiles: Knock-back by 'n' Tiles (int, defaults to 0) (can be grouped by Levels)
CastTime: Skill cast Time (in ms) (int, defaults to 0) (can be grouped by Levels)
AfterCastActDelay: Skill Delay (in ms) (int, defaults to 0) (can be grouped by Levels)
AfterCastWalkDelay: Walk Delay (in ms) (int, defaults to 0) (can be grouped by Levels)
SkillData1: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels)
SkillData2: Skill Data/Duration (in ms) (int, defaults to 0) (can be grouped by Levels)
CoolDown: Skill Cooldown (in ms) (int, defaults to 0) (can be grouped by Levels)
FixedCastTime: Fixed Cast Time (in ms) (int, defaults to 0) (can be grouped by Levels)
Note: when 0, uses 20% of cast time and less than
0 means no fixed cast time. Is only read if
RENEWAL_CAST is defined.
CastTimeOptions: {
IgnoreDex: true/false (boolean, defaults to false)
IgnoreStatusEffect: true/false (boolean, defaults to false)
IgnoreItemBonus: true/false (boolean, defaults to false)
Note: Delay setting 'IgnoreDex' only makes sense when
delay_dependon_dex is enabled.
}
SkillDelayOptions: {
IgnoreDex: true/false (boolean, defaults to false)
IgnoreStatusEffect: true/false (boolean, defaults to false)
IgnoreItemBonus: true/false (boolean, defaults to false)
Note: Delay setting 'IgnoreDex' only makes sense when
delay_dependon_dex is enabled.
}
Requirements: {
HPCost: HP Cost (int, defaults to 0) (can be grouped by Levels)
SPCost: SP Cost (int, defaults to 0) (can be grouped by Levels)
HPRateCost: HP % Cost (int, defaults to 0) (can be grouped by Levels)
Note: If positive, it is a percent of your current hp,
otherwise it is a percent of your max hp.
SPRateCost: SP % Cost (int, defaults to 0) (can be grouped by Levels)
Note: If positive, it is a percent of your current sp,
otherwise it is a percent of your max sp.
MaxHPTrigger: Max HP % trigger (int, defaults to 0) (can be grouped by Levels)
MaxSPTrigger: Max SP % trigger (int, defaults to 0) (can be grouped by Levels)
ZenyCost: Zeny Cost (int, defaults to 0) (can be grouped by Levels)
WeaponTypes: { (bool or string, defaults to "All")
NoWeapon: true/false (boolean, defaults to false)
Daggers: true/false (boolean, defaults to false)
1HSwords: true/false (boolean, defaults to false)
2HSwords: true/false (boolean, defaults to false)
1HSpears: true/false (boolean, defaults to false)
2HSpears: true/false (boolean, defaults to false)
1HAxes: true/false (boolean, defaults to false)
2HAxes: true/false (boolean, defaults to false)
Maces: true/false (boolean, defaults to false)
2HMaces: true/false (boolean, defaults to false)
Staves: true/false (boolean, defaults to false)
Bows: true/false (boolean, defaults to false)
Knuckles: true/false (boolean, defaults to false)
Instruments: true/false (boolean, defaults to false)
Whips: true/false (boolean, defaults to false)
Books: true/false (boolean, defaults to false)
Katars: true/false (boolean, defaults to false)
Revolvers: true/false (boolean, defaults to false)
Rifles: true/false (boolean, defaults to false)
GatlingGuns: true/false (boolean, defaults to false)
Shotguns: true/false (boolean, defaults to false)
GrenadeLaunchers: true/false (boolean, defaults to false)
FuumaShurikens: true/false (boolean, defaults to false)
2HStaves: true/false (boolean, defaults to false)
MaxSingleWeaponType: true/false (boolean, defaults to false)
DWDaggers: true/false (boolean, defaults to false)
DWSwords: true/false (boolean, defaults to false)
DWAxes: true/false (boolean, defaults to false)
DWDaggerSword: true/false (boolean, defaults to false)
DWDaggerAxe: true/false (boolean, defaults to false)
DWSwordAxe: true/false (boolean, defaults to false)
}
AmmoTypes: { (for all types use string "All")
A_ARROW: true/false (boolean, defaults to false)
A_DAGGER: true/false (boolean, defaults to false)
A_BULLET: true/false (boolean, defaults to false)
A_SHELL: true/false (boolean, defaults to false)
A_GRENADE: true/false (boolean, defaults to false)
A_SHURIKEN: true/false (boolean, defaults to false)
A_KUNAI: true/false (boolean, defaults to false)
A_CANNONBALL: true/false (boolean, defaults to false)
A_THROWWEAPON: true/false (boolean, defaults to false)
}
AmmoAmount: Ammunition Amount (int, defaults to 0) (can be grouped by Levels)
State: "Required State" (string, defaults to "None") (can be grouped by Levels)
Types : 'None' = Nothing special
'Moveable' = Requires to be able to move
'NotOverWeight' = Requires to be less than 50% weight
'InWater' = 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.
'MH_Fighting' = Requires Eleanor fighting mode
'MH_Grappling' = Requires Eleanor grappling mode
'Peco' = Requires riding a peco
'QD_Shot_Ready' = Requires to be SC_QD_SHOT_READY to be active.
'SunStance' = Requires SC_SUNSTANCE or SC_UNIVERSESTANCE to be active.
'MoonStance' = Requires SC_LUNARSTANCE or SC_UNIVERSESTANCE to be active.
'StarStance' = Requires SC_STARSTANCE or SC_UNIVERSESTANCE to be active.
'UniverseStance' = Requires SC_UNIVERSESTANCE to be active.
SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels)
Items: {
ItemID or Aegis_Name : Amount (int, defaults to 0) (can be grouped by Levels)
Item example: "ID717" or "Blue_Gemstone".
Notes: Items with amount 0 will not be consumed.
Any: true/false (boolean, defaults to false) (can be grouped by Levels)
}
Equip: {
ItemID or Aegis_Name : Amount (int, defaults to 1) (can be grouped by Levels)
Item example: "ID1103" or "Sword__".
Any: true/false (boolean, defaults to false) (can be grouped by Levels)
}
}
Unit: {
Id: [ UnitID, UnitID2 ] (int, defaults to 0) (can be grouped by Levels)
Layout: Unit Layout (int, defaults to 0) (can be grouped by Levels)
Range: Unit Range (int, defaults to 0) (can be grouped by Levels)
Interval: Unit Interval (int, defaults to 0) (can be grouped by Levels)
Target: "Unit Target" (string, defaults to "None") (can be grouped by Levels)
Types:
All - affects everyone
NotEnemy - affects anyone who isn't an enemy
NotParty - affects anyone who isn't a party member
NotGuild - affects anyone who isn't a guild member or guild ally
Friend - same as NotEnemy
Party - affects party only
Guild - affects guild members and guild allies
Ally - affects party members, guild members and guild allies
SameGuild - affects guild members but not guild allies
Enemy - affects enemies only
Self - affects only yourself
GuildAlly - affects guild allies but not guild members
Neutral - affects anyone who isn't a party member, guild member,
guild ally, enemy and not yourself
None - affects nobody
Flag: {
UF_DEFNOTENEMY: true/false (boolean, defaults to false)
UF_NOREITERATION: true/false (boolean, defaults to false)
UF_NOFOOTSET: true/false (boolean, defaults to false)
UF_NOOVERLAP: true/false (boolean, defaults to false)
UF_PATHCHECK: true/false (boolean, defaults to false)
UF_NOPC: true/false (boolean, defaults to false)
UF_NOMOB: true/false (boolean, defaults to false)
UF_SKILL: true/false (boolean, defaults to false)
UF_DANCE: true/false (boolean, defaults to false)
UF_ENSEMBLE: true/false (boolean, defaults to false)
UF_SONG: true/false (boolean, defaults to false)
UF_DUALMODE: true/false (boolean, defaults to false)
UF_RANGEDSINGLEUNI: true/false (boolean, defaults to false)
UF_REMOVEDBYFIRERAIN: true/false (boolean, defaults to false)
}
}
}
*******************************************************************************/
skill_db: (
{
Id: 1
Name: "NV_BASIC"
Description: "Basic Skill"
MaxLevel: 9
NumberOfHits: 0
},
{
Id: 2
Name: "SM_SWORD"
Description: "Sword Mastery"
MaxLevel: 10
AttackType: "Weapon"
NumberOfHits: 0
},
{
Id: 3
Name: "SM_TWOHAND"
Description: "Two-Handed Sword Mastery"
MaxLevel: 10
AttackType: "Weapon"
NumberOfHits: 0
},
{
Id: 4
Name: "SM_RECOVERY"
Description: "Increase HP Recovery"
MaxLevel: 10
NumberOfHits: 0
},
{
Id: 5
Name: "SM_BASH"
StatusChange: "SC_STUN"
Description: "Bash"
MaxLevel: 10
Range: -1
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
AllowPlagiarism: true
}
AttackType: "Weapon"
Element: "Ele_Weapon"
Requirements: {
SPCost: {
Lv1: 8
Lv2: 8
Lv3: 8
Lv4: 8
Lv5: 8
Lv6: 15
Lv7: 15
Lv8: 15
Lv9: 15
Lv10: 15
}
WeaponTypes: {
NoWeapon: true
Daggers: true
1HSwords: true
2HSwords: true
1HSpears: true
2HSpears: true
1HAxes: true
2HAxes: true
Maces: true
2HMaces: true
Staves: true
Knuckles: true
Instruments: true
Whips: true
Books: true
Katars: true
Revolvers: true
Rifles: true
GatlingGuns: true
Shotguns: true
GrenadeLaunchers: true
FuumaShurikens: true
}
}
},
{
Id: 6
Name: "SM_PROVOKE"
StatusChange: "SC_PROVOKE"
Description: "Provoke"
MaxLevel: 10
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
DamageType: {
NoDamage: true
}
SkillData1: 30000
FixedCastTime: 0
Requirements: {
SPCost: {
Lv1: 4
Lv2: 5
Lv3: 6
Lv4: 7
Lv5: 8
Lv6: 9
Lv7: 10
Lv8: 11
Lv9: 12
Lv10: 13
}
}
},
{
Id: 7
Name: "SM_MAGNUM"
StatusChange: "SC_SUB_WEAPONPROPERTY"
Description: "Magnum Break"
MaxLevel: 10
Hit: "BDT_SKILL"
SkillType: {
Self: true
}
SkillInfo: {
AllowReproduce: true
AllowPlagiarism: true
}
AttackType: "Weapon"
Element: "Ele_Fire"
DamageType: {
SplashArea: true
}
SplashRange: 2
KnockBackTiles: 2
AfterCastActDelay: 2000
CoolDown: 2000
SkillData2: 10000
FixedCastTime: 0
Requirements: {
HPCost: {
Lv1: 20
Lv2: 20
Lv3: 19
Lv4: 19
Lv5: 18
Lv6: 18
Lv7: 17
Lv8: 17
Lv9: 16
Lv10: 16
}
SPCost: 30
}
},
{
Id: 8
Name: "SM_ENDURE"
StatusChange: "SC_ENDURE"
Description: "Endure"
MaxLevel: 10
Hit: "BDT_SKILL"
SkillType: {
Self: true
}
AttackType: "Weapon"
DamageType: {
NoDamage: true
}
SkillData1: {
Lv1: 10000
Lv2: 13000
Lv3: 16000
Lv4: 19000
Lv5: 22000
Lv6: 25000
Lv7: 28000
Lv8: 31000
Lv9: 34000
Lv10: 37000
}
SkillData2: 10000
CoolDown: 10000
FixedCastTime: 0
Requirements: {
SPCost: 10
}
},
{
Id: 9
Name: "MG_SRECOVERY"
Description: "Increase SP Recovery"
MaxLevel: 10
SkillInfo: {
BlockedByStasis: true
}
NumberOfHits: 0
},
{
Id: 10
Name: "MG_SIGHT"
StatusChange: "SC_SIGHT"
Description: "Sight"
MaxLevel: 1
Hit: "BDT_SKILL"
SkillType: {
Self: true
}
SkillInfo: {
BlockedByStasis: true
}
AttackType: "Magic"
Element: "Ele_Fire"
DamageType: {
NoDamage: true
SplashArea: true
}
SplashRange: 3
InterruptCast: true
SkillData1: 10000
FixedCastTime: 0
Requirements: {
SPCost: 10
}
},
{
Id: 11
Name: "MG_NAPALMBEAT"
Description: "Napalm Beat"
MaxLevel: 10
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Ghost"
DamageType: {
SplashArea: true
SplitDamage: true
}
SplashRange: 1
InterruptCast: true
CastTime: 400
AfterCastActDelay: {
Lv1: 1000
Lv2: 1000
Lv3: 1000
Lv4: 900
Lv5: 900
Lv6: 800
Lv7: 800
Lv8: 700
Lv9: 600
Lv10: 500
}
FixedCastTime: 100
Requirements: {
SPCost: {
Lv1: 9
Lv2: 9
Lv3: 9
Lv4: 12
Lv5: 12
Lv6: 12
Lv7: 15
Lv8: 15
Lv9: 15
Lv10: 18
}
}
},
{
Id: 12
Name: "MG_SAFETYWALL"
StatusChange: "SC_SAFETYWALL"
Description: "Safety Wall"
MaxLevel: 10
Range: 9
Hit: "BDT_MULTIHIT"
SkillType: {
Place: true
}
SkillInfo: {
BlockedByStasis: true
}
AttackType: "Magic"
Element: "Ele_Ghost"
DamageType: {
NoDamage: true
}
InterruptCast: true
CastTime: {
Lv1: 3200
Lv2: 2880
Lv3: 2560
Lv4: 2240
Lv5: 1920
Lv6: 1600
Lv7: 1280
Lv8: 960
Lv9: 640
Lv10: 320
}
SkillData1: {
Lv1: 5000
Lv2: 10000
Lv3: 15000
Lv4: 20000
Lv5: 25000
Lv6: 30000
Lv7: 35000
Lv8: 40000
Lv9: 45000
Lv10: 50000
}
FixedCastTime: {
Lv1: 800
Lv2: 720
Lv3: 640
Lv4: 560
Lv5: 480
Lv6: 400
Lv7: 320
Lv8: 240
Lv9: 160
Lv10: 80
}
Requirements: {
SPCost: {
Lv1: 30
Lv2: 30
Lv3: 30
Lv4: 35
Lv5: 35
Lv6: 35
Lv7: 40
Lv8: 40
Lv9: 40
Lv10: 40
}
Items: {
Blue_Gemstone: 1
}
}
Unit: {
Id: 0x7e
Interval: -1
Target: "All"
Flag: {
UF_DEFNOTENEMY: true
UF_NOREITERATION: true
UF_REMOVEDBYFIRERAIN: true
}
}
},
{
Id: 13
Name: "MG_SOULSTRIKE"
Description: "Soul Strike"
MaxLevel: 10
Range: 9
Hit: "BDT_MULTIHIT"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Ghost"
NumberOfHits: {
Lv1: 1
Lv2: 1
Lv3: 2
Lv4: 2
Lv5: 3
Lv6: 3
Lv7: 4
Lv8: 4
Lv9: 5
Lv10: 5
}
InterruptCast: true
CastTime: 400
AfterCastActDelay: {
Lv1: 1200
Lv2: 1200
Lv3: 1600
Lv4: 1600
Lv5: 2000
Lv6: 2000
Lv7: 2400
Lv8: 2400
Lv9: 2800
Lv10: 2500
}
FixedCastTime: 100
Requirements: {
SPCost: {
Lv1: 18
Lv2: 14
Lv3: 24
Lv4: 20
Lv5: 30
Lv6: 26
Lv7: 36
Lv8: 32
Lv9: 42
Lv10: 38
}
}
},
{
Id: 14
Name: "MG_COLDBOLT"
Description: "Cold Bolt"
MaxLevel: 10
Range: 9
Hit: "BDT_MULTIHIT"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Water"
NumberOfHits: {
Lv1: 1
Lv2: 2
Lv3: 3
Lv4: 4
Lv5: 5
Lv6: 6
Lv7: 7
Lv8: 8
Lv9: 9
Lv10: 10
}
InterruptCast: true
CastTime: {
Lv1: 640
Lv2: 960
Lv3: 1280
Lv4: 1600
Lv5: 1920
Lv6: 2100
Lv7: 1560
Lv8: 2880
Lv9: 3200
Lv10: 3520
}
AfterCastActDelay: {
Lv1: 1000
Lv2: 1200
Lv3: 1400
Lv4: 1600
Lv5: 1800
Lv6: 2000
Lv7: 2200
Lv8: 2400
Lv9: 2600
Lv10: 2800
}
FixedCastTime: {
Lv1: 160
Lv2: 240
Lv3: 320
Lv4: 400
Lv5: 480
Lv6: 700
Lv7: 640
Lv8: 720
Lv9: 800
Lv10: 880
}
Requirements: {
SPCost: {
Lv1: 12
Lv2: 14
Lv3: 16
Lv4: 18
Lv5: 20
Lv6: 22
Lv7: 24
Lv8: 26
Lv9: 28
Lv10: 30
}
}
},
{
Id: 15
Name: "MG_FROSTDIVER"
StatusChange: "SC_FREEZE"
Description: "Frost Diver"
MaxLevel: 10
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Water"
InterruptCast: true
CastTime: 640
AfterCastActDelay: 1500
SkillData2: {
Lv1: 3000
Lv2: 6000
Lv3: 9000
Lv4: 12000
Lv5: 15000
Lv6: 18000
Lv7: 21000
Lv8: 24000
Lv9: 27000
Lv10: 30000
}
FixedCastTime: 160
Requirements: {
SPCost: {
Lv1: 25
Lv2: 24
Lv3: 23
Lv4: 22
Lv5: 21
Lv6: 20
Lv7: 19
Lv8: 18
Lv9: 17
Lv10: 16
}
}
},
{
Id: 16
Name: "MG_STONECURSE"
StatusChange: "SC_STONE"
Description: "Stone Curse"
MaxLevel: 10
Range: 2
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
BlockedByStasis: true
}
AttackType: "Magic"
Element: "Ele_Earth"
DamageType: {
NoDamage: true
}
InterruptCast: true
CastTime: 800
SkillData1: 5000
SkillData2: 20000
FixedCastTime: 200
Requirements: {
SPCost: {
Lv1: 25
Lv2: 24
Lv3: 23
Lv4: 22
Lv5: 21
Lv6: 20
Lv7: 19
Lv8: 18
Lv9: 17
Lv10: 16
}
Items: {
Red_Gemstone: 1
}
}
},
{
Id: 17
Name: "MG_FIREBALL"
Description: "Fire Ball"
MaxLevel: 10
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Enemy: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Fire"
DamageType: {
SplashArea: true
}
SplashRange: 2
InterruptCast: true
CastTime: {
Lv1: 1280
Lv2: 1280
Lv3: 1280
Lv4: 1280
Lv5: 1280
Lv6: 800
Lv7: 800
Lv8: 800
Lv9: 800
Lv10: 800
}
AfterCastActDelay: {
Lv1: 1500
Lv2: 1500
Lv3: 1500
Lv4: 1500
Lv5: 1500
Lv6: 1000
Lv7: 1000
Lv8: 1000
Lv9: 1000
Lv10: 1000
}
FixedCastTime: {
Lv1: 320
Lv2: 320
Lv3: 320
Lv4: 320
Lv5: 320
Lv6: 200
Lv7: 200
Lv8: 200
Lv9: 200
Lv10: 200
}
Requirements: {
SPCost: 25
}
},
{
Id: 18
Name: "MG_FIREWALL"
Description: "Fire Wall"
MaxLevel: 10
Range: 9
Hit: "BDT_SKILL"
SkillType: {
Place: true
}
SkillInfo: {
AllowReproduce: true
BlockedByStasis: true
AllowPlagiarism: true
}
AttackType: "Magic"
Element: "Ele_Fire"
InterruptCast: true
SkillInstances: 3
KnockBackTiles: 2
CastTime: {
Lv1: 1600
Lv2: 1440
Lv3: 1280
Lv4: 1120
Lv5: 960
Lv6: 880
Lv7: 800
Lv8: 720
Lv9: 640
Lv10: 560
}
SkillData1: {
Lv1: 5000
Lv2: 6000
Lv3: 7000
Lv4: 8000
Lv5: 9000
Lv6: 10000
Lv7: 11000
Lv8: 12000
Lv9: 13000
Lv10: 14000
}
FixedCastTime: {
Lv1: 400
Lv2: 360
Lv3: 320
Lv4: 280
Lv5: 240
Lv6: 220
Lv7: 200
Lv8: 180
Lv9: 160
Lv10: 140