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@@ -3,7 +3,7 @@
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Current Version: =====================================
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-//= 20121219
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+//= 20130711
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//===== Description: =========================================
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//= List of script instructions used in item bonuses,
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//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
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@@ -77,11 +77,11 @@ bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
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bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
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-bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) :
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+bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard)
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n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
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5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
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10=Boss monster, 11=Other than (normal monster) boss monster
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-bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
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+bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard)
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bAtkEle,n; Gives the player's attacks element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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@@ -101,9 +101,13 @@ bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meanin
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bonus bHealPower,n; Increase heal amount of all heal skills by n%
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bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
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bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
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- e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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+ e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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+ Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
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+ Eff_DPoison, Eff_Fear, Eff_Burning
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bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
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- e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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+ e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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+ Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
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+ Eff_DPoison, Eff_Fear, Eff_Burning
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bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
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bonus2 bAddSize,n,x; +x% physical damage against size n.
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n: 0=Small 1=Medium 2=Large
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@@ -143,7 +147,7 @@ bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class
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Against players, n is their job id.
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bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
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Against players, n is their job id.
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-bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
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+bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n
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bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
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bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
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bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
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@@ -307,7 +311,7 @@ bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
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x:
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0=you gain n SP, 1=you drain n SP from target
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-bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
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+bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n
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bonus3 bAddEle,n,x,t; +x% physical damage against element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
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@@ -372,9 +376,10 @@ bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to t
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bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
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x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
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6=Holy, 7=Dark, 8=Spirit, 9=Undead
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-bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
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- x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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- Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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+bonus2 bAddEff2,e,n; Adds a n/100% chance to cause status change e on self when attacking.
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+ e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
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+ Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
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+ Eff_DPoison, Eff_Fear, Eff_Burning
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bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
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bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
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bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).
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