Small correction of item bonus (bugreport:1878)

- planed to make a HTML document, because tab's are always displayed different
Small correction on instance_create() documentation

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15087 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
GodLesZ 2011-12-13 11:00:21 +00:00
parent 7f2432aafc
commit f6cb0b032f
2 changed files with 176 additions and 185 deletions

View File

@ -49,19 +49,19 @@ bonus bMaxHPrate,n; MaxHP + n%
bonus bMaxSPrate,n; MaxSP + n% bonus bMaxSPrate,n; MaxSP + n%
bonus bAtk,n; ATK + n bonus bAtk,n; ATK + n
bonus bAtk2,n; ATK2 + n bonus bAtk2,n; ATK2 + n
bonus bAtkRate,n; Attack power + n% bonus bAtkRate,n; Attack power + n%
bonus bBaseAtk,n; Basic attack power + n bonus bBaseAtk,n; Basic attack power + n
bonus bMatkRate,n; Magical attack power + n% bonus bMatkRate,n; Magical attack power + n%
bonus bDef,n; Equipment DEF + n bonus bDef,n; Equipment DEF + n
bonus bDef2,n; VIT based DEF + n bonus bDef2,n; VIT based DEF + n
bonus bDefRate,n; Equipment DEF + n% bonus bDefRate,n; Equipment DEF + n%
bonus bDef2Rate,n; VIT based DEF + n% bonus bDef2Rate,n; VIT based DEF + n%
bonus bMdef,n; Equipment MDEF + n bonus bMdef,n; Equipment MDEF + n
bonus bMdef2,n; INT based MDEF + n bonus bMdef2,n; INT based MDEF + n
bonus bMdefRate,n; Equipment MDEF + n% bonus bMdefRate,n; Equipment MDEF + n%
bonus bMdef2Rate,n; INT based MDEF + n% bonus bMdef2Rate,n; INT based MDEF + n%
bonus bHit,n; Hit + n bonus bHit,n; Hit + n
bonus bHitRate,n; Hit + n% bonus bHitRate,n; Hit + n%
bonus bCritical,n; Critical + n bonus bCritical,n; Critical + n
bonus bCriticalRate,n; Critical + n% bonus bCriticalRate,n; Critical + n%
bonus bFlee,n; Flee + n bonus bFlee,n; Flee + n
@ -87,107 +87,100 @@ bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n 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=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead 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 bIgnoreMdefRate,n; Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) : 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, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 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) : 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 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 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 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 bonus bDefEle,n; Gives the player's defense element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
Only the highest among all is applied Only the highest among all is applied
bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
bonus 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 bNoCastCancel,n; Prevents casting from being interrupted when hit bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
(does not work in GvG | n is meaningless) bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (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 bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
bonus bNoMagicDamage,n; Prevents from receiving any magical effect bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
(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 bNoGemStone,n; Skills requiring Gemstones do no require them
(Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
bonus bHealPower,n; Increase heal amount of all heal skills by n% bonus bHealPower,n; Increase heal amount of all heal skills by n%
bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
bonus2 bAddSize,n,x; +x% physical damage against size n. bonus2 bAddSize,n,x; +x% physical damage against size n.
n: 0=Small 1=Medium 2=Large n: 0=Small 1=Medium 2=Large
bonus2 bMagicAddSize,n,x; +x% magical damage against size n. bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
n: 0=Small 1=Medium 2=Large n: 0=Small 1=Medium 2=Large
bonus2 bSubSize,n,x; x% Damage reduction against size n. bonus2 bSubSize,n,x; x% Damage reduction against size n.
n: 0=Small 1=Medium 2=Large n: 0=Small 1=Medium 2=Large
bonus2 bAddRace,n,x; +x% physical damage against race n bonus2 bAddRace,n,x; +x% physical damage against race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bMagicAddRace,n,x; +x% magical damage against race n bonus2 bMagicAddRace,n,x; +x% magical damage against race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bSubRace,n,x; +x% damage reduction against race n bonus2 bSubRace,n,x; +x% damage reduction against race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bAddEle,n,x; +x% physical damage against element n bonus2 bAddEle,n,x; +x% physical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bMagicAddEle,n,x; +x% magical damage against element n bonus2 bMagicAddEle,n,x; +x% magical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bSubEle,n,x; x% Damage reduction against element n. bonus2 bSubEle,n,x; x% Damage reduction against element n.
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
Against players, n is their job id Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
Against players, n is their job id. Against players, n is their job id.
bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
Against players, n is their job id. Against players, n is their job id.
bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
Against players, n is their job id. Against players, n is their job id.
bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking bonus2 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 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 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
if 'x' is negative value, then it's a part of formula If 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1 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 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).
(only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level.
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. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
if 'y' is negative value, then it's a part of formula If 'y' is negative value, then it's a part of formula
chance = -y*(killed_mob_level/10)+1 chance = -y*(killed_mob_level/10)+1
bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names) bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
Skill is casted on target unless it is a self or support (inf = 4/16) skill. Skill is casted on target unless it is a self or support (inf = 4/16) skill.
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored. // 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. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
@ -197,51 +190,46 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x wit
//---- 2/15 new card effects ---- //---- 2/15 new card effects ----
bonus bCritAtkRate,n; Increase critical damage by +n% bonus bCritAtkRate,n; Increase critical damage by +n%
bonus bNoRegen,n; Stops regeneration for n bonus bNoRegen,n; Stops regeneration for n
n: 1=HP, 2=SP n: 1=HP, 2=SP
bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless) 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 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 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 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 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 bHPGainValue,n; When killing a monster by physical attack, you gain n HP
bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
n: 0=All normal monster except Bosses, 1=All monsters
bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
r: r:
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
bonus2 bHPLossRate,n,x; Lose 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% (supports skill names) 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 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 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x% bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n y: 0=Don't show damage 1=Show damage
(Check db/mob_race2_db.txt) 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
y: 0=Don't show damage 1=Show damage direct attack. (supports skill names)
bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on Target must be within spell's range to go off.
attacker (unless it is a self or support skill) when being hit by a
direct attack. (supports skill names)
Target must be within spell's range to go off.
bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt, 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. OR drain the amount of sp from the enemy.
y: 0=gain sp 1:drain enemy sp 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) bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
i: i:
0=cast on self 0=cast on self
1=cast on enemy, not on self 1=cast on enemy, not on self
2=use random skill lv in [1..y] 2=use random skill lv in [1..y]
3=1+2 (random lv on enemy) 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) 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. Target must be within spell's range to go off.
i: i:
0=cast on self 0=cast on self
1=cast on enemy, not on self 1=cast on enemy, not on self
2=use random skill lv in [1..y] 2=use random skill lv in [1..y]
3=1+2 (random lv on enemy) 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) 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: t: Trigger criteria:
BF_SHORT: Trigger on melee attack BF_SHORT: Trigger on melee attack
@ -265,7 +253,7 @@ bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attac
3=1+2 (random lv on enemy) 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) bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
Target must be within spell's range to go off. Target must be within spell's range to go off.
t: Trigger criteria: t: Trigger criteria:
BF_SHORT: Trigger on melee attack BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack BF_LONG: Trigger on ranged attack
@ -287,10 +275,8 @@ bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
//---- 2/22 new card effects ---- //---- 2/22 new card effects ----
bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values.
you can also use direct item IDs instead (Check db/item_group_db.txt)
of group values.
(Check db/item_group_db.txt)
//---- 3/15 new card effects ---- //---- 3/15 new card effects ----
@ -298,58 +284,53 @@ bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n 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 bSubRace2,n,x; Damage x% reduction from enemies of race n bonus2 bSubRace2,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; Adds a x/100% chance to get an item of group type n when you kill a monster 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)
(Check db/item_group_db.txt) If 'x' is negative value, then it's a part of formula
if 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1
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 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).
(e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria:
y is the trigger criteria: ATF_SELF: Trigger effect on self.
ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default)
ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks
ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all 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. 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: y is the trigger criteria:
ATF_SELF: Trigger effect on self. ATF_SELF: Trigger effect on self.
ATF_TARGET: Trigger effect on target (default) ATF_TARGET: Trigger effect on target (default)
ATF_SHORT: Trigger on melee attacks ATF_SHORT: Trigger on melee attacks
ATF_LONG: Trigger in ranged attacks (default: trigger on all 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 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)
monster of race x (Check db/item_group_db.txt) 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula
if 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1
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 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, 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bAddStealRate,n; n/100% increase to Steal skill success chance bonus bAddStealRate,n; n/100% increase to Steal skill success chance
bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names) bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
(use negative numbers so the user loses SP) (use negative numbers so the user loses SP)
bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ... bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
x: x:
0=you gain n SP 0=you gain n SP, 1=you drain n SP from target
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; 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 bonus3 bAddEle,n,x,t; +x% physical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria: t: Trigger criteria:
BF_SHORT: Trigger on melee attack BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack BF_LONG: Trigger on ranged attack
@ -369,8 +350,8 @@ bonus3 bAddEle,n,x,t; +x% physical damage against element n
2=use random skill lv in [1..y] 2=use random skill lv in [1..y]
3=1+2 (random lv on enemy) 3=1+2 (random lv on enemy)
bonus3 bSubEle,n,x,t; x% Damage reduction against element n. bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria: t: Trigger criteria:
BF_SHORT: Trigger on melee attack BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack BF_LONG: Trigger on ranged attack
@ -390,52 +371,53 @@ bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
2=use random skill lv in [1..y] 2=use random skill lv in [1..y]
3=1+2 (random lv on enemy) 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) bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
Supportive spells are casted on self, others on target of skill s. Supportive spells are casted on self, others on target of skill s.
bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) 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) i: Flags (bitfield)
&1: Forces the skill to be casted on self, rather than on the target of skill s. &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. &2: Random skill level between 1 and l is chosen.
bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items. 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 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 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 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 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 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 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 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 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 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 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 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. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack. bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). bonus 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 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 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. 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 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. 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 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. 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 x: see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n; Increases skill delay by n%. bonus bDelayrate,n; Increases skill delay by n%.
bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack. bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack. bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names) 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) 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 t: ATF_SELF = causes status change to oneself
ATF_TARGET = causes status change to the enemy ATF_TARGET = causes status change to the enemy
bonus bNoMiscDamage,n; Adds n% reduction to received misc damage. bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
bonus bLongAtkRate,n; Increases damage of ranged attacks by n%. bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless) 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 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack. bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack.
bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack. bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x. bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x.

View File

@ -7043,7 +7043,16 @@ Example:
set .@party_id, getcharid(1); set .@party_id, getcharid(1);
// Attempt to create an instance using that party ID. // Attempt to create an instance using that party ID.
set .@id, instance_create("Endless Tower", .@party_id); set .@id, instance_create("Endless Tower", .@party_id);
if (.@id == -1) { // Party ID is in use by another instance. if (.@id == -1) { // Invalid type - not used anymore
...
}
else if (.@id == -2) { // Invalid Party ID
...
}
else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
...
}
else if (.@id == -4) { // Already exists
... ...
} }
else (.@id < 0) { // Unspecified error while queuing instance. else (.@id < 0) { // Unspecified error while queuing instance.