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authorGodLesZ <GodLesZ@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-12-13 11:00:21 +0000
committerGodLesZ <GodLesZ@54d463be-8e91-2dee-dedb-b68131a5f0ec>2011-12-13 11:00:21 +0000
commita6a57e9e454fca911a7d1f9a027a17e50e2570a0 (patch)
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Small correction of item bonus (bugreport:1878)
- planed to make a HTML document, because tab's are always displayed different Small correction on instance_create() documentation git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15087 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r--doc/item_bonus.txt350
1 files changed, 166 insertions, 184 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
index 0bf8d6bb9..97c305fcc 100644
--- a/doc/item_bonus.txt
+++ b/doc/item_bonus.txt
@@ -49,19 +49,19 @@ 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 bAtkRate,n; Attack power + n%
+bonus bBaseAtk,n; Basic 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 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 bHitRate,n; Hit + n%
bonus bCritical,n; Critical + n
bonus bCriticalRate,n; Critical + n%
bonus bFlee,n; Flee + n
@@ -87,107 +87,100 @@ bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
bonus bIgnoreDefRace,n; Disregard DEF 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
+ 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 bIgnoreDefEle,n; Disregard DEF 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 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
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bIgnoreMDefRace,n; 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,n; 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; Does more damage depending on monster Defense against race n (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
+ 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) :
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus bAtkEle,n; Gives the player's attacks element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-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
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bAtkEle,n; Gives the player's attacks element n
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+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
+ 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 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 any physical damage (n is meaningless)
-bonus bNoMagicDamage,n; Prevents from receiving any magical effect
- (Attack, Healing, Support spells are all blocked | n is meaningless)
-bonus bNoGemStone,n; Skills requiring Gemstones do no require them
- (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
+bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
+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/10000 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
+ 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/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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
+ 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.
- n: 0=Small 1=Medium 2=Large
+ n: 0=Small 1=Medium 2=Large
bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
- n: 0=Small 1=Medium 2=Large
+ n: 0=Small 1=Medium 2=Large
bonus2 bSubSize,n,x; x% Damage reduction against size n.
- n: 0=Small 1=Medium 2=Large
+ n: 0=Small 1=Medium 2=Large
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
+ 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
- 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
+ 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
- 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
+ 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
- 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
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+ 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
+ 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.
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+ 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
- Against players, n is their job id
+ Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
- Against players, n is their job id.
+ Against players, n is their job id.
bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
- Against players, n is their job id.
+ Against players, n is their job id.
bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
- Against players, n is their job id.
+ 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.
- 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.
+ 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.
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,
- 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
+ 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
bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
- Skill is casted on target unless it is a self or support (inf = 4/16) skill.
+ Skill is casted on target unless it is a self or support (inf = 4/16) skill.
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
@@ -197,51 +190,46 @@ 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 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
-bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
- n: 0=All normal monster except Bosses, 1=All monsters
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
+ 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 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x%
-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)
- Target must be within spell's range to go off.
+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)
+ 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
+ OR drain the amount of sp from the enemy.
+ y: 0=gain sp 1:drain enemy sp
bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
- i:
- 0=cast on self
- 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
+ i:
+ 0=cast on self
+ 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. (supports skill names)
- Target must be within spell's range to go off.
- i:
- 0=cast on self
- 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
+ Target must be within spell's range to go off.
+ i:
+ 0=cast on self
+ 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 (supports skill names)
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
@@ -265,7 +253,7 @@ bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attac
3=1+2 (random lv on enemy)
bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
- Target must be within spell's range to go off.
+ Target must be within spell's range to go off.
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
@@ -287,10 +275,8 @@ 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)
+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)
//---- 3/15 new card effects ----
@@ -298,58 +284,53 @@ 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 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/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
+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
-bonus3 bAddEff,n,x,y; Adds a x/10000 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)
- ATF_SHORT: Trigger on melee attacks
- ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
+bonus3 bAddEff,n,x,y; Adds a x/10000 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)
+ ATF_SHORT: Trigger on melee attacks
+ ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
-bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
- y is the trigger criteria:
- ATF_SELF: Trigger effect on self.
- ATF_TARGET: Trigger effect on target (default)
- ATF_SHORT: Trigger on melee attacks
- ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
+bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
+ y is the trigger criteria:
+ ATF_SELF: Trigger effect on self.
+ ATF_TARGET: Trigger effect on target (default)
+ 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)
- 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
+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)
+ 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,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
+ 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
-bAddStealRate,n; n/100% increase to Steal skill success chance
+bonus bAddStealRate,n; n/100% increase to Steal skill success chance
-bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
+bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
(use negative numbers so the user loses SP)
bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
x:
- 0=you gain n SP
- 1=you drain n SP from target
+ 0=you gain n SP, 1=you drain n SP from target
bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
bonus3 bAddEle,n,x,t; +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
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
+ 6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
@@ -369,8 +350,8 @@ bonus3 bAddEle,n,x,t; +x% physical damage against element n
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
bonus3 bSubEle,n,x,t; 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
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
+ 6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
@@ -390,52 +371,53 @@ bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
- Supportive spells are casted on self, others on target of skill s.
+ Supportive spells are casted on self, others on target of skill s.
bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
- i: Flags (bitfield)
- &1: Forces the skill to be casted on self, rather than on the target of skill s.
- &2: Random skill level between 1 and l is chosen.
+ i: Flags (bitfield)
+ &1: Forces the skill to be casted on self, rather than on the target of skill s.
+ &2: Random skill level between 1 and l is chosen.
bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items.
-bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
-bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
-bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
-bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
-bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
-bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
-bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
-bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
-bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
+bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
+bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
+bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
+bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
+bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
+bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
+bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
+bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
+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.
- 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.
- x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
- Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
-bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells 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.
+ 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.
+ x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
+ Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
+bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
-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.
-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.
- 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 dealed damage 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 dealed damage as SP from a monster of race r with normal 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
- ATF_TARGET = causes status change to the enemy
-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.
-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.
+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.
+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.
+ 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 dealed damage 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 dealed damage as SP from a monster of race r with normal 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
+ ATF_TARGET = causes status change to the enemy
+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.
+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.
bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x.