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-rw-r--r--doc/item_bonus.txt20
-rw-r--r--doc/item_db.txt2
-rw-r--r--doc/sample/npc_test_duplicate.txt7
-rw-r--r--doc/script_commands.txt11
4 files changed, 22 insertions, 18 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index b9dc9080f..7a37060d7 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -3,7 +3,7 @@
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
-//= 20130623
+//= 20140320
//===== Description: =========================================
//= List of script instructions used in item bonuses,
//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
@@ -288,7 +288,7 @@ bonus2 bAddMonsterDropChainItem,n,x; Able to get item of chain type n (only cons
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
-bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
+bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a weapon attack
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
@@ -365,7 +365,7 @@ bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while atta
bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it.
bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it.
-bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
+bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with weapon attack.
x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
@@ -375,15 +375,15 @@ bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells
bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).
bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
-bonus bHPDrainValue,n; Heals +n HP with normal attack.
-bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
+bonus bHPDrainValue,n; Heals +n HP with weapon attack.
+bonus2 bHPDrainValue,n,x; Heals +n HP with weapon attack. When x is non-zero, the HP is drained instead.
bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
x: see doc/item_db.txt -> view -> weapons for possible values
-bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
+bonus2 bWeaponAtkRate,x,n; Adds n% damage to weapon attacks when weapon of type x is equipped.
x: see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n; Increases skill delay by n%.
-bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with normal attack.
-bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with normal attack.
+bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with weapon attack.
+bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with weapon attack.
bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
t: ATF_SELF = causes status change to oneself
@@ -391,8 +391,8 @@ bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x wh
bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
-bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
-bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack.
+bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with weapon attack.
+bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with weapon attack.
bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
diff --git a/doc/item_db.txt b/doc/item_db.txt
index 30aa845f3..7035ed684 100644
--- a/doc/item_db.txt
+++ b/doc/item_db.txt
@@ -18,7 +18,7 @@ item_db: (
Type: Item Type (int, defaults to 3 = etc item)
Buy: Buy Price (int, defaults to Sell * 2)
Sell: Sell Price (int, defaults to Buy / 2)
- Weight: Item Weight (int, defaults to 0)
+ Weight: Item Weight (int, defaults to 0, units in Weight/10 )
Atk: Attack (int, defaults to 0)
Matk: Magical Attack (int, defaults to 0, ignored in pre-re)
Def: Defense (int, defaults to 0)
diff --git a/doc/sample/npc_test_duplicate.txt b/doc/sample/npc_test_duplicate.txt
index 7f2855a49..55d64bc7b 100644
--- a/doc/sample/npc_test_duplicate.txt
+++ b/doc/sample/npc_test_duplicate.txt
@@ -3,13 +3,13 @@
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
-//= 20131225
+//= 20140320
//===== Description: =========================================
//= An example of how duplicate NPCs are handled:
//= NPC variables are shared between all duplicates.
-//= Each duplicate knows its own map coordinates.
+//= In this sample, to get the NPC coordinate, has to trigger OnTouch
//= Duplicates always override the source NPC's trigger area (even 0x0).
-//= 'OnInit' loads the middle Poring last, for some reason.
+//= 'OnInit' loads the main npc last, for some reason. (check with debugmes)
//============================================================
- script Test Script -1,1,1,{
@@ -19,6 +19,7 @@
OnInit:
getmapxy(.map$, .x, .y, 1);
+ debugmes strnpcinfo(0);
end;
OnTouch:
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 5e3f62a69..767aa5459 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -522,7 +522,9 @@ JobExp - Amount of job experience points.
NextBaseExp - Amount of base experience points needed to reach next level.
NextJobExp - Amount of job experience points needed to reach next level.
Weight - Amount of weight the character currently carries.
+ Display as in Weight/10.
MaxWeight - Maximum weight the character can carry.
+ Display as in MaxWeight/10.
Sex - 0 if female, 1 if male.
Class - Character's job.
Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
@@ -2376,6 +2378,11 @@ You can also use this command to get stat values.
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
+Example 3:
+
+ // Display your current weight
+ mes "Your current weight is "+( Weight/10 )+"/"+( MaxWeight/10 );
+
---------------------------------------
*getcharid(<type>{,"<character name>"})
@@ -5511,10 +5518,6 @@ Flag 3 is the same as flag 0 in that it saves to the database. However,
these skills are ignored when any action is taken that adjusts the skill
tree (reset/job change).
-Flag 4 is the same as flag 1 in that it saves to the database. However,
-these skills are ignored when any action is taken that adjusts the skill
-tree (reset/job change).
-
---------------------------------------
*nude;