* Random documentation of database files.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14986 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ai4rei 2011-10-28 12:37:16 +00:00
parent 95775b10ae
commit d3d918211e
11 changed files with 132 additions and 16 deletions

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Date Added
2011/10/28
* Random documentation of database files. [Ai4rei]
* Fixed db/packet_db.txt reading not checking for max. amount of positions. [Ai4rei]
* Introduced MAX_GUILD_SKILL_REQUIRE to fix inconsistency in amount of prereq. guild skills.
2011/10/26

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// Hocus-Pocus Castable Skills Database
// Hocus-Pocus (Abrakadabra) Castable Skills Database
//
// Structure of Database:
// SkillID,DummyName,RequiredHocusPocusLevel,Rate
//
// 01. SkillID Skill ID to be casted by hocus pocus.
// 02. DummyName Name of the skill (informative, not used by server).
// 03. RequiredHocusPocusLevel Minimum skill level of hocus pocus for the current skill to be selected.
// 04. Rate Chance at which the skill is selected (1 = 0.01%, 10000 = 100%).
//
// NOTE: The skill is picked at random from the entire database and then tested for rate. If it
// does not succeed at that rate, an another skill is picked and tested. This continues
// until a skill succeeds.
//1,Basic Skill,1,0

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// Guild Castles Database
//
// Structure of Database:
// CastleID,MapName,CastleName,OnGuildBreakEventName(to abandon captured castles),Flag(reserved)
// CastleID,MapName,CastleName,OnGuildBreakEventName,Flag
//
// 01. CastleID Unique ID of the castle.
// 02. MapName Map name to be considered as the castle map.
// 03. CastleName Name of the castle (used by scripts and guardian name tags).
// 04. OnGuildBreakEventName NPC unique name to invoke ::OnGuildBreak on, when a occupied
// castle is abandoned during guild break.
// 05. Flag Switch flag (reserved as of athena-dev mod0796~0801, not used by server).
0,aldeg_cas01,Neuschwanstein,Agit#aldeg_cas01,1 // kRO : Noisyubantian
1,aldeg_cas02,Hohenschwangau,Agit#aldeg_cas02,1 // kRO : Hohensyubangawoo
2,aldeg_cas03,Nuenberg,Agit#aldeg_cas03,1 // kRO : Nyirenverk

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// Script Constant Database
//
// Structure of Database:
// Identifier Value[ Type]
//
// Alternatively:
// Identifier,Value[,Type]
//
// 01. Identifier Unique name for the constant, must not have same name as script commands, functions or variables.
// 02. Value Value assigned to the constant. This value cannot be changed during the runtime of the server.
// 03. Type Specifies whether the identifier is a constant (0) or a parameter (1) (optional, defaults to 0).
//
// NOTE: Parameters are special in that they retrieve certain runtime values depending on the specified ID
// in field Value. Depending on the implementation values assigned by scripts to parameters will affect
// runtime values, such as Zeny, as well (see pc_readparam/pc_setparam).
Job_Novice 0
Job_Swordman 1
Job_Mage 2

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//
// Structure of Database:
// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
//
// 01. SourceID ID of the item, that is consumed by Arrow Crafting.
// 02. MakeID ID of the item received from Arrow Crafting.
// 03. MakeAmount Amount of MakeID item received from Arrow Crafting.
// ...
//
// NOTE: Up to MAX_ARROW_RESOURCE (typically 5) ID/Amount pairs can be specified.
// Old Blue Box --> 50 Sharp Arrows, 50 Sleep Arrows
603,1764,50,1768,50

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//Skill-ID,MaxLV,Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv //GUILD SKILLNAME#Skill Name#
// Guild Skill Tree Database
//
// Structure of Database:
// SkillID,MaxLv,Prerequisite SkillID1,Prerequisite SkillLv1,PrereqSkillID2,PrereqSkillLv2,PrereqSkillID3,PrereqSkillLv3,PrereqSkillID4,PrereqSkillLv4,PrereqSkillID5,PrereqSkillLv5 //GUILD SKILLNAME#Skill Name#
//
// 01. SkillID Skill ID of the guild skill.
// 02. MaxLv Maximum level of the guild skill.
// 03. Prerequisite SkillID Guild skill required for the skill to become available.
// 04. Prerequisite SkillLv Level of the required guild skill.
// ...
//
// NOTE: MAX_GUILD_SKILL_REQUIRE (typically 5) ID/Lv pairs must be specified.
10000,1,0,0,0,0,0,0,0,0,0,0 //GD_APPROVAL#Official Guild Approval#
10001,1,10000,1,0,0,0,0,0,0,0,0 //GD_KAFRACONTRACT#Contract with Kafra#

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//CLass,Skill-ID,MaxLV,Prerequisite Skill-ID-1,Prerequisite Skill-ID-1-Lv,PrereqSkill-ID-2,PrereqSkill-ID-2-Lv,PrereqSkill-ID-3,PrereqSkill-ID-3-Lv,PrereqSkill-ID-4,PrereqSkill-ID-4-Lv,PrereqSkill-ID-5,PrereqSkill-ID-5-Lv//CLASS_SKILLNAME#Skill Name#
// Homunculus Skill Tree Database
//
// Structure of Database:
// Class,SkillID,MaxLv[,JobLevel],Prerequisite SkillID1,Prerequisite SkillLv1,PrereqSkillID2,PrereqSkillLv2,PrereqSkillID3,PrereqSkillLv3,PrereqSkillID4,PrereqSkillLv4,PrereqSkillID5,PrereqSkillLv5 //SKILLNAME#Skill Name#
//
// 01. Class Homunculus ID.
// 02. SkillID Skill ID of the homunuculus skill.
// 03. MaxLv Maximum level of the homunuculus skill.
// 04. JobLevel Job level required for the skill to become available (optional, reserved, not used by server).
// 05. Prerequisite SkillID Homunculus skill required for the skill to become available.
// 06. Prerequisite SkillLv Level of the required homunculus skill.
// ...
//
// NOTE: MAX_PC_SKILL_REQUIRE (typically 5) ID/Lv pairs must be specified.
//Lif
6001,8001,5,0,0,0,0,0,0,0,0,0,0 //HLIF_HEAL
6001,8002,5,8001,3,0,0,0,0,0,0,0,0 //HLIF_AVOID
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6003,8010,5,8009,3,0,0,0,0,0,0,0,0 //HFLI_FLEET
6003,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED
//Vanilmirth
6004,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE,
6004,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE
6004,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC
6004,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
//Lif2
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6007,8010,5,8009,3,0,0,0,0,0,0,0,0 //HFLI_FLEET
6007,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED
//Vanilmirth2
6008,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE,
6008,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE
6008,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC
6008,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
//Lif_H
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6011,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED
6011,8012,3,0,0,0,0,0,0,0,0,0,0 //HFLI_SBR44
//Vanilmirth_H
6012,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE,
6012,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE
6012,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC
6012,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
6012,8016,3,0,0,0,0,0,0,0,0,0,0 //HVAN_EXPLOSION
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6015,8011,5,8010,3,0,0,0,0,0,0,0,0 //HFLI_SPEED
6015,8012,3,0,0,0,0,0,0,0,0,0,0 //HFLI_SBR44
//Vanilmirth2_H
6016,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE,
6016,8013,5,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE
6016,8014,5,8013,3,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC
6016,8015,5,8013,5,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
6016,8016,3,0,0,0,0,0,0,0,0,0,0 //HVAN_EXPLOSION

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//Legend: b: base, gn: growth min, gx: growth max, en: evolution min, ex: evolution max
//Note: Only the growth values are in a 1/10 scale, the other stats are 1/1 (eg: 5 gmAGI means 0.5 agi)
//class,evo_class,name,foodID,hungryDelay,base_size,evo_size,race,element,bASPD,bHP,bSP,bSTR,bAGI,bVIT,bINT,bDEX,bLUK,gnHP,gxHP,gnSP,gxSP,gnSTR,gxSTR,gnAGI,gxAGI,gnVIT,gxVIT,gnINT,gxINT,gnDEX,gxDEX,gnLUK,gxLUK,enHP,exHP,enSP,exSP,enSTR,exSTR,enAGI,exAGI,enVIT,exVIT,enINT,exINT,enDEX,exDEX,enLUK,exLUK
// Homunculus Database
//
// Structure of Database:
// Class,EvoClass,Name,FoodID,HungryDelay,BaseSize,EvoSize,Race,Element,bASPD,bHP,bSP,bSTR,bAGI,bVIT,bINT,bDEX,bLUK,gnHP,gxHP,gnSP,gxSP,gnSTR,gxSTR,gnAGI,gxAGI,gnVIT,gxVIT,gnINT,gxINT,gnDEX,gxDEX,gnLUK,gxLUK,enHP,exHP,enSP,exSP,enSTR,exSTR,enAGI,exAGI,enVIT,exVIT,enINT,exINT,enDEX,exDEX,enLUK,exLUK
//
// 01. Class Homunculus ID.
// 02. EvoClass Homunculus ID of the evolved version.
// 03. Name Name of the homunculus.
// 04. FoodID Item ID of the homunuclus food.
// 05. HungryDelay Time interval in milliseconds after which the homunculus' hunger value is altered.
// 06. BaseSize Size of the base homunculus class (0 = small, 1 = normal, 2 = large).
// 07. EvoSize Size of the evolved homunculus class (0 = small, 1 = normal, 2 = large).
// 08. Race Race of the homunculus (0 = formless, 1 = undead, 2 = brute, 3 = plant, 4 = insect, 5 = fish, 6 = demon, 7 = demi-human, 8 = angel, 9 = dragon).
// 09. Element Element of the homunculus (0 = neutral, 1 = water, 2 = earth, 3 = fire, 4 = wind, 5 = poison, 6 = holy, 7 = dark, 8 = ghost, 9 = undead).
// The element level is always 1.
// ...
//
// Legend: b: base, gn: growth min, gx: growth max, en: evolution min, ex: evolution max
// NOTE: Only the growth values are in a 1/10 scale, the other stats are 1/1 (eg: 5 gmAGI means 0.5 agi)
6001,6009,Lif,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3
6002,6010,Amistr,912,60000,0,1,2,0,700,320,10,20,17,35,11,24,12,80,130,1,4,8,20,4,20,4,20,1,10,3,19,3,19,10,20,1,10,1,10,1,5,4,10,1,3,1,4,1,5
6003,6011,Filir,910,60000,0,1,2,0,700,90,25,29,35,9,8,30,9,45,75,3,6,4,20,8,20,1,10,3,19,4,20,3,19,5,15,5,15,4,10,1,10,1,3,1,4,1,5,1,5

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// item id,sprite id
// Replaces an item client-side while keeping them separate server-side.
// Item Availability and Alias Database
//
// Structure of Database:
// ItemID,SpriteID
//
// 01. ItemID Item ID to change.
// 02. SpriteID Item ID which will be sent to the client instead of ItemID.
// If 0, the item becomes unavailable for use. If item_check is enabled and a player owns such an item, it will be removed upon next login/teleport.
//
// NOTE: Replaces an item client-side while keeping them separate server-side.
// Think of it as a way to disguise items.
// If 0 is used then item will be disabled.
2240,2241 //Beard - Grampa Beard
//Treasure Hunters Quest Items

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// Cookie Bag Obtainable Items Database
//
// Structure of Database:

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// Client<->Map Packet Database
//
// Structure of Database:
// PacketType,PacketLength[,Name,FieldIndex1:FieldIndex2:FieldIndex3:...]
//
// 01. PacketType ID of the packet.
// 02. PacketLength Length of the packet. If 0, packet is disabled in current packet version. If -1, packet has variable size.
// 03. Name Name of the packet parser function (optional, for incoming packets only).
// 04. FieldIndex Specifies the offset of a packet field in bytes from the begin of the packet (only specified when Name is given).
// Can be 0, when the layout is not known.
// ...
//
// NOTE: Up to MAX_PACKET_POS (typically 20) field indexes may be used.
//
// The packet database allows you to add support for new clients,
// because packets change every release.
//
// Note: Every packet version needs a wanttoconnection specification, since
// that is the packet used to identify a client's version.
// If multiple versions have the same connection packet, the higher version
// will be used (unless the lower one is specified as the default)
//
// Incoming packets have their parser function and layout specified, which enables
// them for the current and all higher versions, unless explicitely disabled.
//
// Outgoing packets must be specified in order to enable them for the current
// and all higher versions, unless explocitely disabled. Packets that are not
// enabled for a packet version are silently discarded when sent as multicast.
//
// Every packet version inherits packet definitions from the previous (lower)
// packet version.
//
// Main packet version of the DB to use (default = max available version)
// Client detection is faster when all clients use this version.
// Version 23 is the latest Sakexe (above versions are for Renewal clients)