Reformat and cleaning of item bonus documentation.
Signed-off-by: Euphy <euphy.raliel@rathena.org>
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20130711
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//= 20140110
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//===== Description: =========================================
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//= List of script instructions used in item bonuses,
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//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
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//= List of script instructions used in item bonuses.
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//============================================================
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skill i,n; Gives skill #i at level n (supports skill names)
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Constants
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---------
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This list contains all available constants referenced in the 'bonus' commands.
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* Status effect (eff)
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Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence,
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Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_Burning
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* Element (e)
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Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison,
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Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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* Race (r)
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RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish,
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RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_Player, RC_All
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* Class (c)
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Class_Normal, Class_Boss, Class_Guardian, Class_All
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* Size (s)
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Size_Small, Size_Medium, Size_Large, Size_All
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* Trigger criteria (bf)
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BF_SHORT: Trigger on melee attacks
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BF_LONG: Trigger on ranged attacks
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(Default: BF_SHORT+BF_LONG)
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BF_WEAPON: Trigger on weapon skills
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BF_MAGIC: Trigger on magic skills
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BF_MISC: Trigger on misc skills
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(Default: BF_WEAPON)
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BF_NORMAL: Trigger on normal attacks
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BF_SKILL: Trigger on skills
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(Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
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* Other values:
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Skill (sk): see 'db/(pre-)re/skill_db.txt' (NOTE: Both skill IDs and names, in quotes, are supported.)
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Monster race (mr): see 'db/(pre-)re/mob_race2_db.txt'
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Monster id (mid): see 'db/(pre-)re/mob_db.txt'
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Item id (iid): see 'db/(pre-)re/item_db.txt'
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Item group (ig): see 'db/(pre-)re/item_group_db.txt' and the constants in 'db/const.txt', prefixed with IG_*
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Weapon type (w): see 'doc/item_db.txt' -> View -> Weapons
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Bonuses
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-------
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The format of bonuses listed in this file is as follows:
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1. Basic Bonuses
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2. Extended Bonuses
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3. Group-specific Bonuses
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4. Status-related Bonuses
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5. AutoSpell Bonuses
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6. Misc Bonuses
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====================
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| 1. Basic Bonuses |
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====================
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Base stats
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----------
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bonus bStr,n; STR + n
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bonus bAgi,n; AGI + n
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bonus bVit,n; VIT + n
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@ -20,413 +78,323 @@ bonus bLuk,n; LUK + n
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bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
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bonus bAgiVit,n; AGI + n, VIT + n
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bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
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HP/SP
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-----
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bonus bMaxHP,n; MaxHP + n
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bonus bMaxSP,n; MaxSP + n
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bonus bMaxHPrate,n; MaxHP + n%
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bonus bMaxSP,n; MaxSP + n
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bonus bMaxSPrate,n; MaxSP + n%
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bonus bAtk,n; ATK + n
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Atk/Def
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-------
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bonus bBaseAtk,n; Basic attack power + n
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bonus bAtk,n; ATK + n (unofficial)
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bonus bAtk2,n; ATK2 + n
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bonus bAtkRate,n; Attack power + n%
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bonus bBaseAtk,n; Basic attack power + n
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bonus bMatk,n; Magical attack power + n
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bonus bMatkRate,n; Magical attack power + n%
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bonus bDef,n; Equipment DEF + n
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bonus bDef2,n; VIT based DEF + n
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bonus bDefRate,n; Equipment DEF + n%
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bonus bDef2,n; VIT based DEF + n
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bonus bDef2Rate,n; VIT based DEF + n%
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bonus bMdef,n; Equipment MDEF + n
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bonus bMdef2,n; INT based MDEF + n
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bonus bMdefRate,n; Equipment MDEF + n%
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bonus bMdef2,n; INT based MDEF + n
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bonus bMdef2Rate,n; INT based MDEF + n%
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Additional stats
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----------------
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bonus bHit,n; Hit + n
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bonus bHitRate,n; Hit + n%
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bonus bCritical,n; Critical + n
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bonus2 bCriticalAddRace,r,n; Critical + n against enemies of race r
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bonus bCriticalRate,n; Critical + n%
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bonus bFlee,n; Flee + n
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bonus bFleeRate,n; Flee + n%
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bonus bFlee2,n; Perfect Dodge + n
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bonus bFlee2Rate,n; Perfect Dodge + n%
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bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
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bonus bSpeedAddRate,n; Moving speed + n%
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bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
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bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
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bonus bSpeedRate,n; Movement speed + n% (only the highest among all is applied)
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bonus bSpeedAddRate,n; Movement speed + n%
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bonus bAspd,n; Attack speed + n
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bonus bAspdRate,n; Attack speed + n%
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bonus bAtkRange,n; Attack range + n
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bonus bCastrate,n; Skill casting time rate + n%
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bonus bUseSPrate,n; SP consumption + n%
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=======================
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| 2. Extended Bonuses |
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=======================
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HP/SP
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-----
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bonus bHPrecovRate,n; Natural HP recovery ratio + n%
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bonus bSPrecovRate,n; Natural SP recovery ratio + n%
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bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
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bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
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bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
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bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
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bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
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bonus2 bHPRegenRate,n,t; Gain n HP every t milliseconds
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bonus2 bHPLossRate,n,t; Lose n HP every t milliseconds
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bonus2 bSPRegenRate,n,t; Gain n SP every t milliseconds
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bonus2 bSPLossRate,n,t; Lose n SP every t milliseconds
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bonus bNoRegen,x; Stops HP or SP regeneration (x: 1=HP, 2=SP)
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bonus bUseSPrate,n; SP consumption + n%
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bonus2 bSkillUseSP,sk,n; Reduces SP consumption of skill sk by n
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bonus2 bSkillUseSPrate,sk,n; Reduces SP consumption of skill sk by n%
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Atk/Def
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-------
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bonus2 bSkillAtk,sk,n; Increases damage of skill sk by n%
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bonus bLongAtkRate,n; Increases damage of ranged attacks by n%
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bonus bCritAtkRate,n; Increases critical damage by +n%
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bonus bCriticalDef,n; Decreases the chance of being hit by critical hits by n%
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bonus2 bWeaponAtk,w,n; Adds n ATK when weapon of type w is equipped
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bonus2 bWeaponAtkRate,w,n; Adds n% damage to normal attacks when weapon of type w is equipped
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bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
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bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
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bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
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bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
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bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
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bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard)
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard)
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus bAtkEle,n; Gives the player's attacks element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus bDefEle,n; Gives the player's defense element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus bSplashRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
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Only the highest among all is applied
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bonus bSplashAddRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
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bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
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bonus bNoWeaponDamage,n; Adds n% reduction to received physical damage
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bonus bNoMagicDamage,n; Adds n% reduction to received magical effect (attack, healing, support spells are all blocked)
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bonus bNoMiscDamage,n; Adds n% reduction to received misc damage
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Healing
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-------
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bonus bHealPower,n; Increases heal amount of all heal skills by n%
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bonus bHealPower2,n; Increases heal amount if you are healed by any skills by n%
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bonus2 bSkillHeal,sk,n; Increases heal amount of skill sk by n%
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bonus2 bSkillHeal2,sk,n; Increases heal amount if you are healed by skill sk by n%
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bonus bAddItemHealRate,n; Increases HP recovered by n% for healing items
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bonus2 bAddItemHealRate,iid/ig,n; Increases HP recovered by n% for items of either id iid or item group ig
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Cast time/delay
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---------------
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bonus bCastrate,n; Skill cast time rate + n%
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bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n%
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bonus bFixedCastrate,n; Increases fixed cast time of all skills by n%
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bonus2 bFixedCastrate,sk,n; Increases fixed cast time of skill sk by n%
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bonus bVariableCastrate,n; Increases variable cast time of all skills by n%
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bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk by n%
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bonus bFixedCast,t; Increases fixed cast time of all skills by t milliseconds
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bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by t milliseconds
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bonus bVariableCast,t; Increases variable cast time of all skills by t milliseconds
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bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk by t milliseconds
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bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
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bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
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bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
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bonus bNoWeaponDamage,n; Prevents from receiving n% physical damage
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bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
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bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
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bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
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bonus bHealPower,n; Increase heal amount of all heal skills by n%
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bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
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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)
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
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Eff_DPoison, Eff_Fear, Eff_Burning
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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)
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
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Eff_DPoison, Eff_Fear, Eff_Burning
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bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
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bonus2 bAddSize,n,x; +x% physical damage against size n.
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n: Size_Small, Size_Medium, Size_Large, Size_All
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bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
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n: Size_Small, Size_Medium, Size_Large, Size_All
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bonus2 bSubSize,n,x; x% Damage reduction against size n.
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n: Size_Small, Size_Medium, Size_Large, Size_All
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bonus2 bAddRace,n,x; +x% physical damage against race n
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus2 bMagicAddRace,n,x; +x% magical damage against race n
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus2 bSubRace,n,x; +x% damage reduction against race n
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n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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bonus2 bAddEle,n,x; +x% physical damage against element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus2 bMagicAddEle,n,x; +x% magical damage against element n
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus2 bSubEle,n,x; x% Damage reduction against element n.
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%.
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n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
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bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
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Against players, n is their job id
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bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
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Against players, n is their job id.
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bonus2 bAddDefMonster,n,x; x% physical damage reduction against monsters of class n
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Against players, n is their job id.
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bonus2 bAddMDefMonster,n,x; x% magical damage reduction against monsters of class n
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Against players, n is their job id.
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bonus2 bIgnoreMdefRaceRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n
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bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
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bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
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bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
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bonus2 bHPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's HP (player) amount by x% when attacking
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bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
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If 'x' is negative value, then it's a part of formula
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chance = -x*(killed_mob_level/10)+1
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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).
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If n < 0, the max zeny to gain is -n*monster level.
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bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
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bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
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RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
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If 'y' is negative value, then it's a part of formula
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chance = -y*(killed_mob_level/10)+1
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bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
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Skill is casted on target unless it is a self or support (inf = 4/16) skill.
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bonus bDelayrate,n; Increases skill delay by n%
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bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds
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// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
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// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
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=============================
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| 3. Group-specific Bonuses |
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=============================
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Damage modifiers
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----------------
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bonus2 bAddEle,e,x; +x% physical damage against element e
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bonus3 bAddEle,e,x,bf; +x% physical damage against element e with trigger criteria bf
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bonus2 bMagicAddEle,e,x; +x% magical damage against element e
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bonus2 bSubEle,e,x; +x% damage reduction against element e
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bonus3 bSubEle,e,x,bf; +x% damage reduction against element e with trigger criteria bf
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bonus2 bAddRace,r,x; +x% physical damage against race r
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bonus2 bMagicAddRace,r,x; +x% magical damage against race r
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bonus2 bSubRace,r,x; +x% damage reduction against race r
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//---- 2/15 new card effects ----
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bonus2 bAddClass,c,x; +x% physical damage against class c
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bonus2 bMagicAddClass,c,x; +x% magical damage against class c
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bonus2 bSubClass,c,x; +x% damage reduction against class c
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bonus bCritAtkRate,n; Increase critical damage by +n%
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bonus bNoRegen,n; Stops regeneration for n
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n: 1=HP, 2=SP
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bonus2 bAddSize,s,x; +x% physical damage against size s
|
||||
bonus2 bMagicAddSize,s,x; +x% magical damage against size s
|
||||
bonus2 bSubSize,s,x; +x% damage reduction against size s
|
||||
bonus bNoSizeFix,n; Ignores the size modifier when calculating damage (n is meaningless)
|
||||
|
||||
bonus2 bAddDamageClass,mid,x; +x% physical damage against monster mid
|
||||
bonus2 bAddMagicDamageClass,mid,x; +x% magical damage against monster mid
|
||||
NOTE: Against players, mid is the player's job id.
|
||||
LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored.
|
||||
|
||||
bonus2 bAddDefMonster,mid,x; +x% physical damage reduction against monster mid
|
||||
bonus2 bAddMDefMonster,mid,x; +x% magical damage reduction against monster mid
|
||||
NOTE: Against players, mid is the player's job id.
|
||||
|
||||
bonus2 bAddRace2,mr,x; +x% damage against monster race mr
|
||||
bonus2 bSubRace2,mr,x; +x% damage reduction against monster race mr
|
||||
|
||||
Atk/Def
|
||||
-------
|
||||
bonus bAtkEle,e; Gives the player's attacks element e
|
||||
bonus bDefEle,e; Gives the player's defense element e
|
||||
|
||||
bonus2 bMagicAtkEle,e,x; Increases damage of e element magic by x%
|
||||
|
||||
bonus bDefRatioAtkRace,r; Deals more damage to enemies of race r with higher defense
|
||||
bonus bDefRatioAtkEle,e; Deals more damage to enemies of element e with higher defense
|
||||
bonus bDefRatioAtkClass,c; Deals more damage to enemies of class c with higher defense
|
||||
|
||||
bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n% for t milliseconds with normal attack
|
||||
bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n% for t milliseconds with normal attack
|
||||
|
||||
Ignore Def
|
||||
----------
|
||||
bonus bIgnoreDefEle,e; Disregard DEF against enemies of element e
|
||||
bonus bIgnoreDefRace,r; Disregard DEF against enemies of race r
|
||||
bonus2 bIgnoreDefRaceRate,r,n; Disregard n% of the target's DEF if the target belongs to race r
|
||||
bonus bIgnoreDefClass,c; Disregard DEF against enemies of class c
|
||||
bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
|
||||
bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r
|
||||
bonus2 bIgnoreMdefRaceRate,r,n; Disregard n% of the target's MDEF if the target belongs to race r
|
||||
bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e
|
||||
bonus2 bIgnoreMdefClassRate,c,n; Disregard n% of the target's MDEF if the target belongs to class c
|
||||
|
||||
Experience
|
||||
----------
|
||||
bonus2 bExpAddRace,r,x; Increase exp gained by x% against enemies of race r
|
||||
bonus2 bExpAddClass,c,x; Increase exp gained by x% against enemies of class c
|
||||
|
||||
=============================
|
||||
| 4. Status-related Bonuses |
|
||||
=============================
|
||||
|
||||
bonus2 bAddEff,eff,n; Adds a n/100% chance to cause status eff on the target when attacking
|
||||
bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause status eff on self when attacking
|
||||
bonus2 bAddEffWhenHit,eff,n; Adds a n/100% chance to cause status eff on the enemy when being hit by physical damage
|
||||
bonus2 bResEff,eff,n; Adds a n/100% tolerance to status eff
|
||||
|
||||
bonus3 bAddEff,eff,n,y; Adds a n/100% chance to cause status eff on the target when attacking
|
||||
bonus3 bAddEffWhenHit,eff,n,y; Adds a n/100% chance to cause status eff on 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 on ranged attacks (default: trigger on all attacks)
|
||||
|
||||
bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause status eff on enemy when using skill sk
|
||||
bonus4 bAddEffOnSkill,sk,eff,n,y; Adds a n/100% chance to cause status eff when using skill sk
|
||||
y is the trigger criteria:
|
||||
ATF_SELF = trigger effect on self
|
||||
ATF_TARGET = trigger effect on target
|
||||
|
||||
bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when attacking a target of element e with a normal attack
|
||||
bonus2 bWeaponComaClass,c,n; Adds a n/100% chance to cause Coma when attacking a target of class c with a normal attack
|
||||
bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a target of race r with a normal attack
|
||||
|
||||
========================
|
||||
| 5. AutoSpell Bonuses |
|
||||
========================
|
||||
NOTES:
|
||||
- For all AutoSpell bonuses, target must be within the spell's range to go off.
|
||||
- By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16).
|
||||
|
||||
bonus3 bAutoSpell,sk,y,n; Adds a n/10% chance to cast skill sk of level y when attacking
|
||||
bonus3 bAutoSpellWhenHit,sk,y,n; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack
|
||||
|
||||
bonus4 bAutoSpell,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when attacking
|
||||
bonus5 bAutoSpell,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
|
||||
bonus4 bAutoSpellWhenHit,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack
|
||||
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
|
||||
i provides additional options (bitfield):
|
||||
&0 = cast on self
|
||||
&1 = cast on enemy
|
||||
&2 = use random skill level in [1..y]
|
||||
&3 = 1+2 (random level on enemy)
|
||||
|
||||
bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x at level y when using skill sk
|
||||
bonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x at level y when using skill sk
|
||||
i provides additional options (bitfield):
|
||||
&1 = forces the skill to be casted on self, rather than on the target of skill sk
|
||||
&2 = random skill level in [1..y] is chosen
|
||||
|
||||
===================
|
||||
| 6. Misc Bonuses |
|
||||
===================
|
||||
|
||||
HP/SP drain
|
||||
-----------
|
||||
bonus bHPDrainValue,n; Heals +n HP with a normal attack
|
||||
bonus2 bHPDrainValue,n,x; Heals +n HP with a normal attack (x: 0=gain n SP, 1=drain n SP from target)
|
||||
bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack
|
||||
bonus2 bHpDrainValueClass,c,n; Heals +n HP when attacking a monster of class c with normal attack
|
||||
bonus bSPDrainValue,n; Heals +n SP with a normal attack
|
||||
bonus2 bSPDrainValue,n,x; Heals +n SP with a normal attack (x: 0=gain n SP, 1=drain n SP from target)
|
||||
bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack
|
||||
bonus2 bSpDrainValueClass,c,n; Heals +n SP when attacking a monster of class c with normal attack
|
||||
|
||||
bonus2 bHPDrainRate,n,x; Adds a n/10% chance to drain x% HP when attacking
|
||||
bonus2 bSPDrainRate,n,x; Adds a n/10% chance to drain x% SP when attacking
|
||||
bonus3 bSPDrainRate,n,x,y; Adds a n/10% 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 SP from target)
|
||||
|
||||
bonus2 bHPVanishRate,n,x; Add a n/10% chance of decreasing enemy's HP (player) amount by x% when attacking
|
||||
bonus2 bSPVanishRate,n,x; Add a n/10% chance of decreasing enemy's SP (player) amount by x% when attacking
|
||||
|
||||
bonus2 bHPGainRaceAttack,r,n; Heals +n HP on every hit when attacking an enemy of race r
|
||||
bonus2 bSPGainRaceAttack,r,n; Heals +n SP on every hit when attacking an enemy of race r
|
||||
|
||||
bonus bHPGainValue,n; Heals +n HP when killing an enemy with a physical attack
|
||||
bonus bSPGainValue,n; Heals +n SP when killing an enemy with a physical attack
|
||||
bonus2 bSPGainRace,r,n; Heals +n SP when killing an enemy of race r with a physical attack
|
||||
bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with a magical attack
|
||||
bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with a magical attack
|
||||
|
||||
Damage return
|
||||
-------------
|
||||
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
|
||||
bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it
|
||||
|
||||
Strip/Break equipment
|
||||
---------------------
|
||||
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:
|
||||
RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
|
||||
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)
|
||||
Target must be within spell's range to go off.
|
||||
bonus3 bSPDrainRate,n,x,y; When attacking there is a n/10% 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
|
||||
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)
|
||||
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)
|
||||
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
|
||||
BF_LONG: Trigger on ranged attack
|
||||
( Default: BF_SHORT+BF_LONG )
|
||||
bonus bUnstripable,n; All equipment cannot be taken off via strip skills (n is meaningless)
|
||||
|
||||
BF_WEAPON: Trigger on weapon skills
|
||||
BF_MAGIC: Trigger on magic skills
|
||||
BF_MISC: Trigger on misc skills
|
||||
( Default: BF_WEAPON )
|
||||
|
||||
BF_NORMAL: Trigger on normal
|
||||
attacks.
|
||||
BF_SKILL: Trigger on skills
|
||||
(Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
|
||||
|
||||
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 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.
|
||||
t: Trigger criteria:
|
||||
BF_SHORT: Trigger on melee attack
|
||||
BF_LONG: Trigger on ranged attack
|
||||
( Default: BF_SHORT+BF_LONG )
|
||||
|
||||
BF_WEAPON: Trigger on weapon skills
|
||||
BF_MAGIC: Trigger on magic skills
|
||||
BF_MISC: Trigger on misc skills
|
||||
( Default: BF_WEAPON )
|
||||
|
||||
BF_NORMAL: Trigger on normal
|
||||
attacks.
|
||||
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
|
||||
2=use random skill lv in [1..y]
|
||||
3=1+2 (random lv on enemy)
|
||||
|
||||
//---- 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)
|
||||
|
||||
//---- 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 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/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)
|
||||
ATF_SHORT: Trigger on melee attacks
|
||||
ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
|
||||
|
||||
bonus3 bAddEffWhenHit,n,x,y; x/100 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)
|
||||
x: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
|
||||
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
|
||||
x: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
|
||||
|
||||
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)
|
||||
|
||||
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
|
||||
|
||||
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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
|
||||
t: Trigger criteria:
|
||||
BF_SHORT: Trigger on melee attack
|
||||
BF_LONG: Trigger on ranged attack
|
||||
( Default: BF_SHORT+BF_LONG )
|
||||
|
||||
BF_WEAPON: Trigger on weapon skills
|
||||
BF_MAGIC: Trigger on magic skills
|
||||
BF_MISC: Trigger on misc skills
|
||||
( Default: BF_WEAPON )
|
||||
|
||||
BF_NORMAL: Trigger on normal
|
||||
attacks.
|
||||
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
|
||||
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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
|
||||
t: Trigger criteria:
|
||||
BF_SHORT: Trigger on melee attack
|
||||
BF_LONG: Trigger on ranged attack
|
||||
( Default: BF_SHORT+BF_LONG )
|
||||
|
||||
BF_WEAPON: Trigger on weapon skills
|
||||
BF_MAGIC: Trigger on magic skills
|
||||
BF_MISC: Trigger on misc skills
|
||||
( Default: BF_WEAPON )
|
||||
|
||||
BF_NORMAL: Trigger on normal
|
||||
attacks.
|
||||
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
|
||||
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.
|
||||
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.
|
||||
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 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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
|
||||
bonus2 bAddEff2,e,n; Adds a n/100% chance to cause status change e on self when attacking.
|
||||
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
|
||||
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
|
||||
Eff_DPoison, Eff_Fear, Eff_Burning
|
||||
bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
|
||||
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 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.
|
||||
bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%
|
||||
|
||||
bonus3 bAddMonsterIdDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster id x.
|
||||
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)
|
||||
|
||||
bonus2 bHPGainRaceAttack,x,n; Heals n HP when attacking x Race on every hit
|
||||
bonus2 bSPGainRaceAttack,x,n; Heals n SP when attacking x Race on every hit
|
||||
Monster drops
|
||||
-------------
|
||||
bonus3 bAddMonsterIdDropItem,s,mid,n; Adds an n/100% chance of dropping item s when killing monster mid
|
||||
|
||||
bonus2 bSkillUseSPrate,s,x; Reduces SP consumption of skill s by x%. (supports skill names.)
|
||||
bonus2 bSkillUseSP,s,x; Reduces SP consumption of skill s by x. (supports skill names.)
|
||||
bonus2 bSkillCooldown,s,x; Increases cooldown of skill s by x milliseconds. (supports skill names.)
|
||||
bonus2 bAddMonsterDropItem,iid,n; Adds a n/100% chance for item iid to be dropped when killing a monster
|
||||
bonus3 bAddMonsterDropItem,iid,r,n; Adds a n/100% chance for item iid to be dropped when killing a monster of race r
|
||||
bonus3 bAddClassDropItem,iid,c,n; Adds a n/100% chance for item iid to be dropped when killing a monster of class c
|
||||
bonus2 bAddMonsterDropItemGroup,ig,n; Adds a n/100% chance to get an item of group type ig when killing a monster
|
||||
bonus3 bAddMonsterDropItemGroup,ig,r,n; Adds a n/100% chance to get an item of group type ig when killing a monster of race r
|
||||
bonus3 bAddClassDropItemGroup,ig,c,n; Adds a n/100% chance to get an item of group type ig when killing a monster of class c
|
||||
NOTE: If 'x' is negative value, then it's a part of formula:
|
||||
chance = -n*(killed_mob_level/10)+1
|
||||
LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored.
|
||||
|
||||
bonus bFixedCastrate,x; Increases fixed cast time of all skills by x%.
|
||||
bonus bVariableCastrate,x; Increases variable cast time of all skills by x%.
|
||||
bonus bFixedCast,x; Increases fixed cast time of all skills by x milliseconds;
|
||||
bonus bVariableCast,x; Increases variable cast time of all skills by x milliseconds;
|
||||
bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.)
|
||||
bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.)
|
||||
bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.)
|
||||
bonus2 bFixedCastrate,s,x; Increases fixed cast time of skill s by x%. (supports skill names.)
|
||||
bonus4 bSetDefRace,n,x,r,y; Set DEF to y of an enemy of race n at x% for r milliseconds with normal attack.
|
||||
bonus4 bSetMDefRace,n,x,r,y; Set MDEF to y of an enemy of race n at x% for r milliseconds with normal attack.
|
||||
bonus2 bGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster (only the highest among all is applied)
|
||||
bonus2 bAddGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster
|
||||
NOTE: If n < 0, the max zeny to gain is -x*monster level.
|
||||
|
||||
|
||||
bonus bIgnoreDefClass,n; Disregard DEF against enemies of class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus bDefRatioAtkClass,n; Does more damage depending on monster Defense against class n (defense disregard)
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bIgnoreDefRaceRate,n,x; Disregard x% of the target's DEF if the target belongs to race n
|
||||
n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
|
||||
bonus2 bAddClass,n,x; +x% physical damage against class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bSubClass,n,x; +x% damage reduction against class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bMagicAddClass,n,x; +x% magical damage against class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bWeaponComaClass,n,y; y/100% chance to cause Coma when attacking a monster of class x with a normal attack
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bHpDrainValueClass,n,x; Heals +x HP when attacking a monster of class n with normal attack.
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bSpDrainValueClass,n,x; Heals +x SP when attacking a monster of class n with normal attack.
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bIgnoreMdefClassRate,n,x; Disregard x% of the target's MDEF if the target belongs to class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
bonus2 bExpAddClass,n,x; Increase exp gained by x% vs. enemies of class n
|
||||
n: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
|
||||
bonus3 bAddClassDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of class x.
|
||||
x: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
If 'y' is negative value, then it's a part of formula
|
||||
chance = -y*(killed_mob_level/10)+1
|
||||
|
||||
bonus3 bAddClassDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of class x (Check db/item_group_db.txt)
|
||||
x: Class_Normal, Class_Boss, Class_Guardian, Class_All
|
||||
If 'y' is negative value, then it's a part of formula
|
||||
chance = -y*(killed_mob_level/10)+1
|
||||
Misc effects
|
||||
------------
|
||||
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 bSplashRange,n; Splash attack radius + n (only the highest among all is applied)
|
||||
bonus bSplashAddRange,n; Splash attack radius + n
|
||||
NOTE: n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc.
|
||||
bonus2 bAddSkillBlow,sk,n; Knock back the target by n cells when using skill sk
|
||||
bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless)
|
||||
bonus bNoGemStone,n; Skills requiring Gemstones do no require them (n is meaningless)
|
||||
NOTE: Hocus Pocus still requires 1 Yellow Gemstone, Ganbantein requirements not reduced
|
||||
bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
|
||||
bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless)
|
||||
bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
|
||||
bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack
|
||||
bonus bAddStealRate,n; Increases success rate of Steal skill by n/100%
|
||||
|
Loading…
x
Reference in New Issue
Block a user