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@@ -160,7 +160,7 @@ bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target bel
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bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
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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 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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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; Adds a x/100% chance for item n to be dropped, when killing any 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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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
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bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny
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@@ -168,12 +168,12 @@ bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gainin
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If n < 0, the max zeny to gain is -n*monster level.
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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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bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
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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; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
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0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
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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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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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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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- chance = -x*(killed_mob_level/10)+1
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+ if 'y' is negative value, then it's a part of formula
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+ chance = -y*(killed_mob_level/10)+1
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bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
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bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
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Skill is casted on target unless it is a self or support (inf = 4/16) skill.
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Skill is casted on target unless it is a self or support (inf = 4/16) skill.
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@@ -289,7 +289,7 @@ bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack ga
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bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n
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bonus2 bSubRace2,n,x; Damage x% reduction from 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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-bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a monster
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+bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster
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(Check db/item_group_db.txt)
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(Check db/item_group_db.txt)
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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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@@ -309,7 +309,7 @@ bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when b
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ATF_SHORT: Trigger on melee attacks
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ATF_SHORT: Trigger on melee attacks
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ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
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ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
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-bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a
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+bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a
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monster of race x (Check db/item_group_db.txt)
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monster of race x (Check db/item_group_db.txt)
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0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
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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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5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
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