From 39967b65fa877ae8df9c6fe22cd7b0b80c78db93 Mon Sep 17 00:00:00 2001 From: shadow Date: Tue, 10 Jun 2008 06:16:09 +0000 Subject: Cleared up a bit some of item_bonus documentation. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12804 54d463be-8e91-2dee-dedb-b68131a5f0ec --- doc/item_bonus.txt | 252 +++++++++++++++++++++++++++++++---------------------- 1 file changed, 147 insertions(+), 105 deletions(-) diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index 95069ce9b..2ebaebcd0 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -27,27 +27,28 @@ bonus bMaxHPrate,n; MaxHP + n% bonus bMaxSPrate,n; MaxSP + n% bonus bAtk,n; ATK + n bonus bAtk2,n; ATK2 + n -bonus bAtkRate Attack power + n% -bonus bBaseAtk,n; Basic attack power + n -bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n -bonus bMatk1,n; Magical attack power 1 + n -bonus bMatk2,n; Magical attack power 2 + n +bonus bAtkRate,n; Attack power + n% +bonus bBaseAtk,n; Basic attack power + n +bonus bMatk,n; Minimum AND Maximum Magical Attack Power + n +bonus bMatk1,n; Minimum Magical attack power + n +bonus bMatk2,n; Maximum Magical attack power + n bonus bMatkRate,n; Magical attack power + n% bonus bDef,n; Equipment DEF + n -bonus bDef2,n; VIT DEF + n -bonus bDefRate,n; Equipment DEF + n% -bonus bDef2Rate,n; VIT 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 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 -bonus bFleeRate,n; Flee +n% -bonus bFlee2,n; Lucky Flee + n -bonus bFlee2Rate,n; Lucky Flee + n% +bonus bFleeRate,n; Flee + n% +bonus bFlee2,n; Perfect Dodge + n +bonus bFlee2Rate,n; Perfect Dodge + n% bonus bSpeed,n; Moving speed + n bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) bonus bSpeedAddRate,n; Moving speed + n% @@ -68,32 +69,45 @@ 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 + 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 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 + 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 bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF -bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (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 +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 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 -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 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 filled (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 more 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) 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) @@ -101,44 +115,61 @@ bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when 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_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bCastrate,n,x; Adjust casting time of skill n by x% -bonus2 bAddSize,n,x; In n size the damage addition of x% +bonus2 bAddSize,n,x; +x% physical damage against size n. n: 0=Small 1=Medium 2=Large -bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x% +bonus2 bMagicAddSize,n,x; +x% magical damage against size n. n: 0=Small 1=Medium 2=Large -bonus2 bSubSize,n,x; Damage x% reduction from n size +bonus2 bSubSize,n,x; x% Damage reduction against size n. n: 0=Small 1=Medium 2=Large -bonus2 bAddRace,n,x; In n race the damage addition of x% - 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; In n race the damage addition of x% (only magical attack) - 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; Damage x% reduction from n race - 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; In n attribute the damage addition of x% - 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 In n attribute the damage addition of x% (only magical attack) - 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; Damage x% reduction from n attribute - 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; In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x% -bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x% -bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x% -bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x% +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 + 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 +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 +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 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 + 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. +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; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out) -bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out) +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; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones) 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 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. -gaining bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones) - 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 if 'x' is negative value, then it's a part of formula chance = -x*(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. Skill is casted on target unless it is a self or support (inf = 4/16) skill. +bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. + 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. @@ -148,8 +179,8 @@ 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 bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills @@ -157,46 +188,45 @@ 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 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 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% bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% -bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase - damage taken by x% +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 + (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. 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 -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) -bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when - being attacking - 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. 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) + attacker (unless it is a self or support skill) 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 +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) +bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking + 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. + 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 t: Trigger criteria: BF_SHORT: Trigger on melee attack @@ -213,7 +243,9 @@ bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attac BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) - i: 1=cast on enemy, not on self + 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) @@ -242,9 +274,9 @@ 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) + you can also use direct item IDs instead + of group values. + (Check db/item_group_db.txt) //---- 3/15 new card effects ---- @@ -253,33 +285,43 @@ bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped 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 bSPGainRace,n,x; When killing a monster of race n by physical 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) - if 'x' is negative value, then it's a part of formula - chance = -x*(killed_mob_level/10)+1 +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) + 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: +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 (same as bAddEff trigger criteria). +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; y% 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 + 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 -//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 +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 bAddStealRate,n; n/100% increase to Steal skill success chance + +bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x \ No newline at end of file -- cgit v1.2.3-70-g09d2