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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-04 16:38:36 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-04 16:38:36 +0000 |
commit | c3c4b55d56bc72a77df54990832029a3280a72d2 (patch) | |
tree | d14d4bb48a5ea0b6957838017d878e6da1e23e79 /doc/item_bonus.txt | |
parent | 869b3c9303a403b8c50f68202c61a96c6d9b9332 (diff) | |
download | hercules-c3c4b55d56bc72a77df54990832029a3280a72d2.tar.gz hercules-c3c4b55d56bc72a77df54990832029a3280a72d2.tar.bz2 hercules-c3c4b55d56bc72a77df54990832029a3280a72d2.tar.xz hercules-c3c4b55d56bc72a77df54990832029a3280a72d2.zip |
- Added structure s_addeffect to handle status change additions. Cleaned up relevant code. It is now possible to specify ANY status change, not just the basic ones.
- Added support for bonus3 bAddEff/bAddEffWhenHit as follows:
bonus3 bAddEff/bAddEffWhenHit, <SC value>, <rate>, <target flag>.
Target flag is 0: Self. 1: Enemy. 2: Both.
- Added these descriptions to doc/item_bonus.txt
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7514 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r-- | doc/item_bonus.txt | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index b6a947646..bcc416b85 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -147,9 +147,9 @@ bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
-bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
+bonus2 bAddEffWhenHit,e,n; n% chance to cause e state to the enemy when
being hit by physical damage
-bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when
+bonus2 bAddEffWhenHitShort,e,n; n% chance to cause x state to the enemy when
being hit by physical close range damage
bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
@@ -208,3 +208,10 @@ bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
if 'y' is negative value, then it's a part of formula
chance = -y*(killed_mob_level/10)+1
+
+bonus3 bAddEff,e,x,i; Adds a x/10000 chance to cause effect e on
+ physical attack. i signals target:
+ 0: Self, 1: Target, 2: Both.
+bonus3 bAddEffWhenHit,e,x,i; Adds a x/10000 chance to cause effect e when
+ physically attacked. i signals target:
+ 0: Self, 1: Target, 2: Both
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