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@@ -62,8 +62,6 @@ bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | on
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bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
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bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
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bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
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bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
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bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
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bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
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-bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied)
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-bonus bAddGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +)
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bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
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bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
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bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
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bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
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bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
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bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
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@@ -77,6 +75,7 @@ bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
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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
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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
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bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
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bonus bIgnoreMDefEle; 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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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; n race if defensive power is high the high extent big damage is given, (defense disregard) :
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bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
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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
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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
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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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@@ -101,6 +100,7 @@ bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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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)
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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)
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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+bonus2 bCastrate,n,x; Adjust casting time of skill n by x%
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bonus2 bAddSize,n,x; In n size the damage addition of x%
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bonus2 bAddSize,n,x; In n size the damage addition of x%
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n: 0=Small 1=Medium 2=Large
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n: 0=Small 1=Medium 2=Large
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bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
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bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
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@@ -123,12 +123,17 @@ bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (on
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bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
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bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
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bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
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bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
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bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
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bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
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+bonus2 bIgnoreMdefRate,n,x; Disregard n% of the target's MDEF if the target belongs to race x;
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bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
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bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
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bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
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bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
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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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bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
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bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
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bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
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if 'x' is negative value, then it's a part of formula
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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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chance = -x*(killed_mob_level/10)+1
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+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.
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+bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
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+gaining
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+
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bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
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bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
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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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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 'x' is negative value, then it's a part of formula
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if 'x' is negative value, then it's a part of formula
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@@ -156,6 +161,7 @@ bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
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bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
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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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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 bHPRegenRate,n,x; Gain n HP every x milliseconds
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bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
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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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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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@@ -167,7 +173,6 @@ 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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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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bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
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attacker (except if it is a self-skill) when being hit by a
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attacker (except if it is a self-skill) when being hit by a
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@@ -236,6 +241,7 @@ bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
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bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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+bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
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bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
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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 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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bonus2 bSPGainRace,n,x; When killing a monster of race n by physical
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