summaryrefslogtreecommitdiff
path: root/doc/item_bonus.txt
diff options
context:
space:
mode:
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r--doc/item_bonus.txt145
1 files changed, 73 insertions, 72 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index e644870e6..6a5b0a7bf 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -143,98 +143,94 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y/10% ch
//---- 2/15 new card effects ----
bonus bCritAtkRate,n; Increase critical damage by +n%
-bonus bNoRegen,n; Stops regeneration for n
- n: 1=HP, 2=SP
-bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
-bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
-bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
-bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
+bonus bNoRegen,n; Stops regeneration for n
+ n: 1=HP, 2=SP
+bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
+bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
+bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
+bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
- n: 0=All normal monster except Bosses, 1=All monsters
+ n: 0=All normal monster except Bosses, 1=All monsters
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
+ 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
- being hit by physical damage
+ being hit by physical damage
bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when
- being hit by physical close range damage
+ 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
- damage taken by x%
+ damage taken by x%
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
- (Check db/mob_race2_db.txt)
-
+ (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
+ 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 when being hit by a direct
- attack. Target must be within spell's
- range to go off.
+ attacker when being hit by a direct
+ attack. Target must be within spell's
+ range to go off.
bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either
- gain SP equivalent to x% of damage dealt, OR
- drain the amount of sp from the enemy.
- y: 0=gain sp 1:drain enemy sp
+ gain SP equivalent to x% of damage dealt, OR
+ drain the amount of sp from the enemy.
+ y: 0=gain sp 1:drain enemy sp
bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either
- gain x SP, OR drain the amount of sp from the
- enemy. y:0=gain sp 1:drain enemy sp
- (Note: setting x to -1 or below will reduce
- YOUR sp)
-
+ gain x SP, OR drain the amount of sp from the
+ enemy. y:0=gain sp 1:drain enemy sp
+ (Note: setting x to -1 or below will reduce
+ YOUR sp)
bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when
- being attacking
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
+ being attacking
+ i: 1=cast on enemy, not on self
+ 2=use random skill lv in [1..y]
+ 3=1+2 (random lv on enemy)
bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when
- being hit by a direct attack. Target
- must be within spell's range to go
- off.
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
-
+ being hit by a direct attack. Target
+ must be within spell's range to go
+ off.
+ i: 1=cast on enemy, not on self
+ 2=use random skill lv in [1..y]
+ 3=1+2 (random lv on enemy)
bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when
- attacking
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
- t: Trigger criteria:
- BF_SHORT: Trigger on melee attack
- BF_LONG: Trigger on ranged attack
- (When neither is specified,
- then BF_SHORT+BF_LONG is used.
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- (If none is specified, BF_WEAPON is
- used)
- BF_NORMAL: Trigger on normal
- attacks.
- BF_SKILL: Trigger on skills
- (When neither is specified,
- BF_SKILL is used if the type is
- BF_MISC or BF_MAGIC. BF_NORMAL is
- used if the type is BF_WEAPON)
-
+ attacking
+ i: 1=cast on enemy, not on self
+ 2=use random skill lv in [1..y]
+ 3=1+2 (random lv on enemy)
+ t: Trigger criteria:
+ BF_SHORT: Trigger on melee attack
+ BF_LONG: Trigger on ranged attack
+ (When neither is specified,
+ then BF_SHORT+BF_LONG is used.
+ BF_WEAPON: Trigger on weapon skills
+ BF_MAGIC: Trigger on magic skills
+ BF_MISC: Trigger on misc skills
+ (If none is specified, BF_WEAPON is
+ used)
+ BF_NORMAL: Trigger on normal
+ attacks.
+ BF_SKILL: Trigger on skills
+ (When neither is specified,
+ BF_SKILL is used if the type is
+ BF_MISC or BF_MAGIC. BF_NORMAL is
+ used if the type is BF_WEAPON)
bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
- being hit by a direct attack. Target
- must be within spell's range to go
- off.
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
- t: Trigger criteria (see bonus5
- bAutoSpell)
+ being hit by a direct attack. Target
+ must be within spell's range to go
+ off.
+ i: 1=cast on enemy, not on self
+ 2=use random skill lv in [1..y]
+ 3=1+2 (random lv on enemy)
+ t: Trigger criteria (see bonus5
+ bAutoSpell)
//---- 2/22 new card effects ----
bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
- you can also use direct item IDs instead
- of group values.
- (Check db/item_group_db.txt)
+ you can also use direct item IDs instead
+ of group values.
+ (Check db/item_group_db.txt)
//---- 3/15 new card effects ----
@@ -243,12 +239,12 @@ bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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
- attack gain x amount of sp
+ attack gain x amount of sp
bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
- (Check db/mob_race2_db.txt)
+ (Check db/mob_race2_db.txt)
bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a
- monster (Check db/item_group_db.txt)
+ monster (Check db/item_group_db.txt)
if 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1
@@ -258,3 +254,8 @@ 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
+
+//Bonuses that were missing
+
+bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a
+ monster of race x with a normal attack