Improved item_bonus.txt

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11061 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Playtester 2007-08-21 19:27:31 +00:00
parent beeec3308d
commit b10e03f171

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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
//---- 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 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
bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
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
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 bHPLossRate,n,x; Lose n HP every x milliseconds
bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
being hit by physical damage
being hit by physical damage
bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when
being hit by physical close range damage
being hit by physical close range damage
bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
damage taken by x%
damage taken by x%
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
(Check db/mob_race2_db.txt)
(Check db/mob_race2_db.txt)
bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
y: 0=Don't show damage 1=Show damage
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 when being hit by a direct
attack. Target must be within spell's
range to go off.
attacker 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
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)
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: 1=cast on enemy, not on self
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
being attacking
i: 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)
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)
bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when
attacking
i: 1=cast on enemy, not on self
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
(When neither is specified,
then BF_SHORT+BF_LONG is used.
BF_WEAPON: Trigger on weapon skills
BF_MAGIC: Trigger on magic skills
BF_MISC: Trigger on misc skills
(If none is specified, BF_WEAPON is
used)
BF_NORMAL: Trigger on normal
attacks.
BF_SKILL: Trigger on skills
(When neither is specified,
BF_SKILL is used if the type is
BF_MISC or BF_MAGIC. BF_NORMAL is
used if the type is BF_WEAPON)
attacking
i: 1=cast on enemy, not on self
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
t: Trigger criteria:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
(When neither is specified,
then BF_SHORT+BF_LONG is used.
BF_WEAPON: Trigger on weapon skills
BF_MAGIC: Trigger on magic skills
BF_MISC: Trigger on misc skills
(If none is specified, BF_WEAPON is
used)
BF_NORMAL: Trigger on normal
attacks.
BF_SKILL: Trigger on skills
(When neither is specified,
BF_SKILL is used if the type is
BF_MISC or BF_MAGIC. BF_NORMAL is
used if the type is BF_WEAPON)
bonus5 bAutoSpellWhenHit,x,y,n,t,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)
t: Trigger criteria (see bonus5
bAutoSpell)
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)
t: Trigger criteria (see bonus5
bAutoSpell)
//---- 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 ----
@ -243,12 +239,12 @@ bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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
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)
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
@ -258,3 +254,8 @@ bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type 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
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