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This file is responsible for the mercenaries. Those almighty (or not) helper NPCs in dungeons.
Client side is pretty much equivalent to server, excluding the fact, that it contains an additional parts to link icons, mercenary model (.ebm) and sounds.
File contains 3 tables:
[Main] - General Section
[Attack] - Attack settings of mercenaries.
[Buff] - Buff settings of mercenaries.
Full Description below:
[Main] - row number, mainly for "logs".
Assistant_ID - mercenary main ID.
AssistantItem_Index - item list ID.
Category - 1 = Covenant / 2 = Faith / 3 = Dazzlement.
Group - Rows displayed in each category window (open spoiler).
Level - 1 = Normal / 2 = Rare / 3 = Epic / 4 = Unique.
SummonDuration - Mercenary duration (once summoned in dungeon, usually 900sec).
Summon_LV - Required player level to summon mercenary.
AttackUse - 1 = Can attack / 0 = No attack ability.
PassiveSingle - Single player buff. (refer to 2 images below)
PassiveParty - Party buff ID. (refer to 2 images below)
TriggerSingle - Condition ID for single buff. (refer to 2 images below)
ActiveParty - Condition ID for party buff. (refer to 2 images below)
MoveSpeed - Mercenary movement speed.
EXAMPLES:

[Attack] - row number, mainly for "logs".
Assistant_ID - mercenary main ID.
Base_Value - Base attack value (Attack). (refer to the image below)
AR - Success rate of attack. (refer to the image below)
Critical_Rate - Critical rate. (refer to the image below)
Critical_Damage - Critical damage. (refer to the image below)
Attack1_Reach - Mercenary attack distance 1st variant.
(Distance between mercenary and monster it is attacking)
Attack1_Range - Mercenary attack range 1st variant.
(Mercenaries attack monsters only once player attacks them - it is alert range to perform attack, if player walks out of range, monster follows, but does not attack until player stops.)
Attack1_Type - Mercenary attack type 1st variant.
(1 = ???? / 0 = ????)
Attack1_Delay - Mercenary attack delay 1st variant.
(How frequently Mercenary will attack the monster - unsure if it is miliseconds or not)
Attack2_Reach - Mercenary attack distance 2nd variant.
Attack2_Range - Mercenary attack range 2nd variant.
Attack2_Type - Mercenary attack type 2nd variant.
Attack2_Delay - Mercenary attack delay 2nd variant.
EXAMPLE:

Table 3 - Buff
This table works with AttackUse 1 and 0.
[Buff] - row number, mainly for "logs".
AssistantSkill_ID - ID for PassiveSingle/PartySingle/PassiveTrigger/PartyTrigger columns.
Buff_Group - ???? - have not found a direct corelation to anything yet.
Skill_Level - ???? - have not found a direct corelation to anything yet.
Order - Order ID
(if defining more than 1 force ID (example: m.atk + atk = 1st row - m.atk / 2nd row - atk) and it will show in specified order.)
Skill_Type - predefined
1 = Activates instantly upon mercenary summoning without specified duration, lasts until mercenary despawns.
2 = Activates instantly upon mercenary summoning with a specified duration & cooldown times.
3 = Activates only when condition "when HP is 50% or below" is met.
(NOT TESTED IF THERE ARE MORE PRESET CONDITIONS)
TriggerValue - Value to define at what % character's HP mercenary triggers it's passive buff.
ForceCode_ID - refer to Force IDs list on cabal_msg. (search by keyword "Force1")
Value - Base value of Buff Force ID.
(Check Table 1 pictures - Party Active Defense +2% < this "Value")
Limit_Value - If ranged - max value.
(Check Table 1 pictures - Party Active Defense +2% (Max 50) < this max value is "Limit_Value")
Target - 1 = Single / 2 = Party
DurationTime - Duration of buff (miliseconds).
CoolTime - Cooltime of buff (miliseconds).
Few key notes:
Client side is pretty much equivalent to server, excluding the fact, that it contains an additional parts to link icons, mercenary model (.ebm) and sounds.
File contains 3 tables:
[Main] - General Section
[Attack] - Attack settings of mercenaries.
[Buff] - Buff settings of mercenaries.
Full Description below:
Table 1 - Main
[Main] - row number, mainly for "logs".
Assistant_ID - mercenary main ID.
AssistantItem_Index - item list ID.
Category - 1 = Covenant / 2 = Faith / 3 = Dazzlement.
Group - Rows displayed in each category window (open spoiler).
It is not necessary to make each new mercenary into 4 levels as preset. You can use a bit of imagination and make 4x different types of mercenaries instead of same mercenary with 4 levels.
Summon_LV - Required player level to summon mercenary.
AttackUse - 1 = Can attack / 0 = No attack ability.
PassiveSingle - Single player buff. (refer to 2 images below)
PassiveParty - Party buff ID. (refer to 2 images below)
TriggerSingle - Condition ID for single buff. (refer to 2 images below)
ActiveParty - Condition ID for party buff. (refer to 2 images below)
MoveSpeed - Mercenary movement speed.
EXAMPLES:
Table 2 - Attack
This table works only if in [Main] has AttackUse set on 1.
This table works only if in [Main] has AttackUse set on 1.
[Attack] - row number, mainly for "logs".
Assistant_ID - mercenary main ID.
Base_Value - Base attack value (Attack). (refer to the image below)
AR - Success rate of attack. (refer to the image below)
Critical_Rate - Critical rate. (refer to the image below)
Critical_Damage - Critical damage. (refer to the image below)
Attack1_Reach - Mercenary attack distance 1st variant.
(Distance between mercenary and monster it is attacking)
Attack1_Range - Mercenary attack range 1st variant.
(Mercenaries attack monsters only once player attacks them - it is alert range to perform attack, if player walks out of range, monster follows, but does not attack until player stops.)
Attack1_Type - Mercenary attack type 1st variant.
(1 = ???? / 0 = ????)
Attack1_Delay - Mercenary attack delay 1st variant.
(How frequently Mercenary will attack the monster - unsure if it is miliseconds or not)
Attack2_Reach - Mercenary attack distance 2nd variant.
Attack2_Range - Mercenary attack range 2nd variant.
Attack2_Type - Mercenary attack type 2nd variant.
Attack2_Delay - Mercenary attack delay 2nd variant.
EXAMPLE:
Table 3 - Buff
This table works with AttackUse 1 and 0.
[Buff] - row number, mainly for "logs".
AssistantSkill_ID - ID for PassiveSingle/PartySingle/PassiveTrigger/PartyTrigger columns.
Buff_Group - ???? - have not found a direct corelation to anything yet.
Skill_Level - ???? - have not found a direct corelation to anything yet.
Order - Order ID
(if defining more than 1 force ID (example: m.atk + atk = 1st row - m.atk / 2nd row - atk) and it will show in specified order.)
Skill_Type - predefined
1 = Activates instantly upon mercenary summoning without specified duration, lasts until mercenary despawns.
2 = Activates instantly upon mercenary summoning with a specified duration & cooldown times.
3 = Activates only when condition "when HP is 50% or below" is met.
(NOT TESTED IF THERE ARE MORE PRESET CONDITIONS)
TriggerValue - Value to define at what % character's HP mercenary triggers it's passive buff.
ForceCode_ID - refer to Force IDs list on cabal_msg. (search by keyword "Force1")
Value - Base value of Buff Force ID.
(Check Table 1 pictures - Party Active Defense +2% < this "Value")
Limit_Value - If ranged - max value.
(Check Table 1 pictures - Party Active Defense +2% (Max 50) < this max value is "Limit_Value")
Target - 1 = Single / 2 = Party
DurationTime - Duration of buff (miliseconds).
CoolTime - Cooltime of buff (miliseconds).
- If anyone has explored this part of the game more and want to add something, please do so and I will update this guide.
- Any corrections are welcome. Might have worded descriptions of Attack_Range and Attack_Reach incorrectly.
- Especially on the following parts: Attack_Type, Buff_Group, Skill_Level, Skill_Type.
- Otherwise, once I find out exactly what they are and how they work - will update it.
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