From a6a57e9e454fca911a7d1f9a027a17e50e2570a0 Mon Sep 17 00:00:00 2001 From: GodLesZ Date: Tue, 13 Dec 2011 11:00:21 +0000 Subject: 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 --- doc/item_bonus.txt | 350 +++++++++++++++++++++++++---------------------------- 1 file changed, 166 insertions(+), 184 deletions(-) (limited to 'doc/item_bonus.txt') 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. -- cgit v1.2.3-60-g2f50