diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/item_bonus.txt | 145 |
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 |