summaryrefslogtreecommitdiff
path: root/doc/item_bonus.txt
diff options
context:
space:
mode:
authorMysteries <mysteriousragnarok@hotmail.com>2013-06-23 17:40:53 -0400
committerMysteries <mysteriousragnarok@hotmail.com>2013-06-23 17:40:56 -0400
commit15b299ee54f8694621d97a9d34ad56422090e9eb (patch)
tree2198c71d132171ca4a584c498a93d4941bbdd0c6 /doc/item_bonus.txt
parentef51dc8087edee3346c9ac9f61c69bcbb3a8d86f (diff)
downloadhercules-15b299ee54f8694621d97a9d34ad56422090e9eb.tar.gz
hercules-15b299ee54f8694621d97a9d34ad56422090e9eb.tar.bz2
hercules-15b299ee54f8694621d97a9d34ad56422090e9eb.tar.xz
hercules-15b299ee54f8694621d97a9d34ad56422090e9eb.zip
Update
- Fixed some documentation - Fixed some alignment
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r--doc/item_bonus.txt222
1 files changed, 109 insertions, 113 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index ada0cf8ec..7545016b5 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -3,60 +3,60 @@
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
-//= 20121219
+//= 20130623
//===== Description: =========================================
//= List of script instructions used in item bonuses,
//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
//============================================================
-skill i,n; Gives skill #i at level n (supports skill names)
+skill i,n; Gives skill #i at level n (supports skill names)
-bonus bStr,n; STR + n
-bonus bAgi,n; AGI + n
-bonus bVit,n; VIT + n
-bonus bInt,n; INT + n
-bonus bDex,n; DEX + n
-bonus bLuk,n; LUK + n
-bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
-bonus bAgiVit,n; AGI + n, VIT + n
-bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
-bonus bMaxHP,n; MaxHP + n
-bonus bMaxSP,n; MaxSP + n
-bonus bMaxHPrate,n; MaxHP + n%
-bonus bMaxSPrate,n; MaxSP + n%
-bonus bAtk,n; ATK + n
-bonus bAtk2,n; ATK2 + n
-bonus bAtkRate,n; Attack power + n%
-bonus bBaseAtk,n; Basic attack power + n
-bonus bMatk,n; Magical attack power + n
-bonus bMatkRate,n; Magical attack power + n%
-bonus bDef,n; Equipment DEF + n
-bonus bDef2,n; VIT based DEF + n
-bonus bDefRate,n; Equipment DEF + n%
-bonus bDef2Rate,n; VIT based DEF + n%
-bonus bMdef,n; Equipment MDEF + n
-bonus bMdef2,n; INT based MDEF + n
-bonus bMdefRate,n; Equipment MDEF + n%
-bonus bMdef2Rate,n; INT based MDEF + n%
-bonus bHit,n; Hit + n
-bonus bHitRate,n; Hit + n%
-bonus bCritical,n; Critical + n
-bonus bCriticalRate,n; Critical + n%
-bonus bFlee,n; Flee + n
-bonus bFleeRate,n; Flee + n%
-bonus bFlee2,n; Perfect Dodge + n
-bonus bFlee2Rate,n; Perfect Dodge + n%
-bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
-bonus bSpeedAddRate,n; Moving speed + n%
-bonus bAspd,n; Attack speed + n
-bonus bAspdRate,n; Attack speed + n%
-bonus bAtkRange,n; Attack range + n
-bonus bCastrate,n; Skill casting time rate + n%
-bonus bUseSPrate,n; SP consumption + n%
-bonus bHPrecovRate,n; Natural HP recovery ratio + n%
-bonus bSPrecovRate,n; Natural SP recovery ratio + n%
-bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
-bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
+bonus bStr,n; STR + n
+bonus bAgi,n; AGI + n
+bonus bVit,n; VIT + n
+bonus bInt,n; INT + n
+bonus bDex,n; DEX + n
+bonus bLuk,n; LUK + n
+bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
+bonus bAgiVit,n; AGI + n, VIT + n
+bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
+bonus bMaxHP,n; MaxHP + n
+bonus bMaxSP,n; MaxSP + n
+bonus bMaxHPrate,n; MaxHP + n%
+bonus bMaxSPrate,n; MaxSP + n%
+bonus bAtk,n; ATK + n
+bonus bAtk2,n; ATK2 + n
+bonus bAtkRate,n; Attack power + n%
+bonus bBaseAtk,n; Basic attack power + n
+bonus bMatk,n; Magical attack power + n
+bonus bMatkRate,n; Magical attack power + n%
+bonus bDef,n; Equipment DEF + n
+bonus bDef2,n; VIT based DEF + n
+bonus bDefRate,n; Equipment DEF + n%
+bonus bDef2Rate,n; VIT based DEF + n%
+bonus bMdef,n; Equipment MDEF + n
+bonus bMdef2,n; INT based MDEF + n
+bonus bMdefRate,n; Equipment MDEF + n%
+bonus bMdef2Rate,n; INT based MDEF + n%
+bonus bHit,n; Hit + n
+bonus bHitRate,n; Hit + n%
+bonus bCritical,n; Critical + n
+bonus bCriticalRate,n; Critical + n%
+bonus bFlee,n; Flee + n
+bonus bFleeRate,n; Flee + n%
+bonus bFlee2,n; Perfect Dodge + n
+bonus bFlee2Rate,n; Perfect Dodge + n%
+bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
+bonus bSpeedAddRate,n; Moving speed + n%
+bonus bAspd,n; Attack speed + n
+bonus bAspdRate,n; Attack speed + n%
+bonus bAtkRange,n; Attack range + n
+bonus bCastrate,n; Skill casting time rate + n%
+bonus bUseSPrate,n; SP consumption + n%
+bonus bHPrecovRate,n; Natural HP recovery ratio + n%
+bonus bSPrecovRate,n; Natural SP recovery ratio + n%
+bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
+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 bCriticalDef,n; Critical ? and others the trap it is, probability + n%
@@ -89,70 +89,70 @@ bonus bDefEle,n; Gives the player's defense element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bSplashRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
Only the highest among all is applied
-bonus bSplashAddRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
-bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
-bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
-bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
-bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
-bonus bNoWeaponDamage,n; Prevents from receiving n% physical damage
-bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
-bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
-bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
-bonus bHealPower,n; Increase heal amount of all heal skills by n%
-bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
-bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
+bonus bSplashAddRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
+bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
+bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
+bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
+bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
+bonus bNoWeaponDamage,n; Prevents from receiving n% physical damage
+bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
+bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
+bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
+bonus bHealPower,n; Increase heal amount of all heal skills by n%
+bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
+bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
-bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
+bonus2 bResEff,e,x; Adds a x/100 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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
-bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
-bonus2 bAddSize,n,x; +x% physical damage against size n.
+bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
+bonus2 bAddSize,n,x; +x% physical damage against size n.
n: 0=Small 1=Medium 2=Large
-bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
+bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
n: 0=Small 1=Medium 2=Large
-bonus2 bSubSize,n,x; x% Damage reduction against size n.
+bonus2 bSubSize,n,x; x% Damage reduction against size n.
n: 0=Small 1=Medium 2=Large
-bonus2 bAddRace,n,x; +x% physical damage against race n
+bonus2 bAddRace,n,x; +x% physical damage against 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
-bonus2 bMagicAddRace,n,x; +x% magical damage against race n
+bonus2 bMagicAddRace,n,x; +x% magical damage against 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
-bonus2 bSubRace,n,x; +x% damage reduction against race n
+bonus2 bSubRace,n,x; +x% damage reduction against 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
-bonus2 bAddEle,n,x; +x% physical damage against element n
+bonus2 bAddEle,n,x; +x% physical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bMagicAddEle,n,x; +x% magical damage against element n
+bonus2 bMagicAddEle,n,x; +x% magical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bSubEle,n,x; x% Damage reduction against element n.
+bonus2 bSubEle,n,x; x% Damage reduction against element n.
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%.
+bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%.
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
+bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
Against players, n is their job id
-bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
+bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
Against players, n is their job id.
-bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
+bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
Against players, n is their job id.
-bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
+bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
Against players, n is their job id.
-bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
-bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
-bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
-bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
-bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
+bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
+bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
+bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
+bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
+bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
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).
+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.
+bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
@@ -170,27 +170,27 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x wit
//---- 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 (n is meaningless)
-bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
-bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
-bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
-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
-bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
+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 (n is meaningless)
+bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
+bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
+bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
+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
+bonus2 bCriticalAddRace,r,n; 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; x/100% chance to cause n state to the enemy when being hit by physical damage
-bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
-bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
-bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
-bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
+bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
+bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
+bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
+bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
+bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
+bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
+bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
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 (unless it is a self or support skill) when being hit by a
direct attack. (supports skill names)
@@ -257,21 +257,19 @@ bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
//---- 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)
+ (Check db/(pre-)re/item_group.conf)
//---- 3/15 new card effects ----
-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 attack gain x amount of sp
-bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt)
+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 attack gain x amount of sp
+bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/(Pre-Re)RE/mob_race2_db.txt)
-bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a 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
+bonus bAddMonsterDropChainItem,n; Able to get item of chain type n (only constant applicable) when you kill a monster (Check db/(pre-)re/item_group.conf)
-bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
+bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
y is the trigger criteria:
ATF_SELF: Trigger effect on self.
ATF_TARGET: Trigger effect on target (default)
@@ -285,12 +283,10 @@ bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when be
ATF_SHORT: Trigger on melee attacks
ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
-bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt)
+bonus2 bAddMonsterDropChainItem,n,x; Able to get item of chain type n (only constant applicable) when you kill a monster of race x (Check db/(pre-)re/item_group.conf)
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
bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,