Cleared up a bit some of item_bonus documentation.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12804 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shadow 2008-06-10 06:16:09 +00:00
parent c9a3dc80bf
commit 69d4ed69d9

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@ -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