Improved item_bonus.txt
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11061 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -143,98 +143,94 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y/10% ch
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//---- 2/15 new card effects ----
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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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bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
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bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
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bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
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bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
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bonus bNoRegen,n; Stops regeneration for n
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n: 1=HP, 2=SP
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bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
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bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
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bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
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bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
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bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
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bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
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bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
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n: 0=All normal monster except Bosses, 1=All monsters
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n: 0=All normal monster except Bosses, 1=All monsters
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bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
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bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
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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
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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
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bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
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bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
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being hit by physical damage
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being hit by physical damage
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bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when
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being hit by physical close range damage
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being hit by physical close range damage
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bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
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bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
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damage taken by x%
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damage taken by x%
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bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
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(Check db/mob_race2_db.txt)
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(Check db/mob_race2_db.txt)
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bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
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y: 0=Don't show damage 1=Show damage
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y: 0=Don't show damage 1=Show damage
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bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
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attacker when being hit by a direct
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attack. Target must be within spell's
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range to go off.
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attacker when being hit by a direct
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attack. Target must be within spell's
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range to go off.
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bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either
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gain SP equivalent to x% of damage dealt, OR
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drain the amount of sp from the enemy.
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y: 0=gain sp 1:drain enemy sp
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gain SP equivalent to x% of damage dealt, OR
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drain the amount of sp from the enemy.
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y: 0=gain sp 1:drain enemy sp
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bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either
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gain x SP, OR drain the amount of sp from the
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enemy. y:0=gain sp 1:drain enemy sp
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(Note: setting x to -1 or below will reduce
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YOUR sp)
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gain x SP, OR drain the amount of sp from the
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enemy. y:0=gain sp 1:drain enemy sp
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(Note: setting x to -1 or below will reduce
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YOUR sp)
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bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when
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being attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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being attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when
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attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria:
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BF_SHORT: Trigger on melee attack
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BF_LONG: Trigger on ranged attack
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(When neither is specified,
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then BF_SHORT+BF_LONG is used.
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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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(If none is specified, BF_WEAPON is
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used)
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BF_NORMAL: Trigger on normal
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attacks.
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BF_SKILL: Trigger on skills
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(When neither is specified,
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BF_SKILL is used if the type is
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BF_MISC or BF_MAGIC. BF_NORMAL is
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used if the type is BF_WEAPON)
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attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria:
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BF_SHORT: Trigger on melee attack
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BF_LONG: Trigger on ranged attack
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(When neither is specified,
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then BF_SHORT+BF_LONG is used.
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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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(If none is specified, BF_WEAPON is
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used)
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BF_NORMAL: Trigger on normal
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attacks.
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BF_SKILL: Trigger on skills
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(When neither is specified,
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BF_SKILL is used if the type is
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BF_MISC or BF_MAGIC. BF_NORMAL is
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used if the type is BF_WEAPON)
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bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria (see bonus5
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bAutoSpell)
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria (see bonus5
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bAutoSpell)
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//---- 2/22 new card effects ----
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bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
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you can also use direct item IDs instead
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of group values.
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(Check db/item_group_db.txt)
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you can also use direct item IDs instead
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of group values.
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(Check db/item_group_db.txt)
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//---- 3/15 new card effects ----
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@ -243,12 +239,12 @@ bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
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bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
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bonus2 bSPGainRace,n,x; When killing a monster of race n by physical
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attack gain x amount of sp
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attack gain x amount of sp
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bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
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(Check db/mob_race2_db.txt)
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(Check db/mob_race2_db.txt)
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bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a
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monster (Check db/item_group_db.txt)
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monster (Check db/item_group_db.txt)
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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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@ -258,3 +254,8 @@ bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n
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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
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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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//Bonuses that were missing
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bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a
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monster of race x with a normal attack
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