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

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@ -92,11 +92,11 @@ bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
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
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,
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
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
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) :
@ -112,20 +112,14 @@ bonus bDefEle,n; Gives the player's defense element n
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 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 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 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)
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%
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)
@ -173,10 +167,9 @@ 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; 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
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).
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.
@ -184,7 +177,7 @@ bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped,
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
If 'y' is negative value, then it's a part of formula
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)
Skill is casted on target unless it is a self or support (inf = 4/16) skill.
@ -205,8 +198,6 @@ bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meani
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
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
r:
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
@ -218,12 +209,9 @@ bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when bei
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 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 (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
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% chance to either gain SP equivalent to x% of damage dealt,
@ -287,9 +275,7 @@ 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.
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 ----
@ -298,16 +284,13 @@ 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 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
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/10000 chance to cause effect n to the target when attacking
(e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
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)
@ -321,12 +304,11 @@ bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when b
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)
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)
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
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
@ -334,7 +316,7 @@ bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monste
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
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)
@ -342,8 +324,7 @@ bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n S
(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
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;
@ -435,6 +416,7 @@ 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.

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@ -7043,7 +7043,16 @@ Example:
set .@party_id, getcharid(1);
// Attempt to create an instance using that 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.