diff options
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r-- | doc/item_bonus.txt | 12 |
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 |