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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-03 20:00:33 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-03 20:00:33 +0000
commit7689b26c216bb9de59d7ddfcbe9c45c18cfb7cc4 (patch)
tree38fc970c9b971dae33515eaff4fea45192a8d44e /doc
parent7bb91031c6b244781f6637dc87dafa5835326888 (diff)
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- Added bonuses bSPRegenRate, bHPRegenRate. They behave like the opposite of bHPLossRate/bSPLossRate, making you gain x Hp/Sp every y ms.
- Added bonus bIgnoreMdefRate, used to ignore a % of the target's mdef when using magic attacks (bonus2 will ignore part of the mdef of all targets, bonus3 receives a race argument) - You can now use bonus2 bCastRate to adjust the cast rate of a single skill. - Cleaned the code for bleeding (hp-loss) and extended it to handle regen as well. - Some small cleanups in the pc_bonus functions - Removed bonus3 bHpLossRate since it was doing nothing and is not used. - Corrected bGetZeny bonus to be like in Aegis. The amount received is from 1 to the given amount, you can use negative zeny values to use an amount dependant on mob's level (amount*lv). - Updated doc/item_bonus.txt with all these changes - Anti-Magic/Stone-Skin now increase/decrease def/mdef only and in an absolute mode (+20*lv rather than +20%*lv). Also the duration is greatly decreased (x/15) when used on players. - Now when a player uses a strip skill without having it in the skill tree (auto-casted) the duration will be 0, the equipment will be stripped without causing the status change that blocks reequipping. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11112 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc')
-rw-r--r--doc/item_bonus.txt12
1 files changed, 9 insertions, 3 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index dc9e7ed63..df09cabaa 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -62,8 +62,6 @@ bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | on
bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
-bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied)
-bonus bAddGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +)
bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
@@ -77,6 +75,7 @@ bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
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
bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
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
bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
@@ -101,6 +100,7 @@ bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
+bonus2 bCastrate,n,x; Adjust casting time of skill n by x%
bonus2 bAddSize,n,x; In n size the damage addition of x%
n: 0=Small 1=Medium 2=Large
bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
@@ -123,12 +123,17 @@ bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (on
bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
+bonus2 bIgnoreMdefRate,n,x; Disregard n% of the target's MDEF if the target belongs to race x;
bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
if 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1
+bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level.
+bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
+gaining
+
bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
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 'x' is negative value, then it's a part of formula
@@ -156,6 +161,7 @@ bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
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 bHPRegenRate,n,x; Gain n HP every x milliseconds
bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
being hit by physical damage
@@ -167,7 +173,6 @@ bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
damage taken by x%
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
(Check db/mob_race2_db.txt)
-bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
y: 0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
attacker (except if it is a self-skill) when being hit by a
@@ -236,6 +241,7 @@ bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
+bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
bonus2 bSPGainRace,n,x; When killing a monster of race n by physical