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@@ -128,6 +128,8 @@
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//= Changed the error behaviour of delitem/delitem2/Zeny. [FlavioJS]
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//= 3.25.20081220
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//= Extended the behaviour of duplicates (warps/shops/cashshops). [FlavioJS]
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+//= 3.26.20090702
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+//= Replaced 'bonusautoscript' by 'autobonus'. [Inkfish]
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//=========================================================
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This document is a reference manual for all the scripting commands and functions
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@@ -4502,42 +4504,55 @@ kind in 'doc/item_bonus.txt'.
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---------------------------------------
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-*bonusautoscript <script>,<rate>{,<flag>}
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-*bonusautoscript2 <script>,<rate>{,<flag>}
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+*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
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+*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
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+*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
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+*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
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These commands are meant to be used in item scripts. They will probably work
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outside item scripts, but the bonus will not persist for long. They, as
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expected, refer only to an invoking character.
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What these commands do is 'attach' a script to the player which will get
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-executed on attack (or when attacked in the case of bonusautoscript2). Rate is
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-the trigger rate of the script (1000 = 100%). The optional argument flag is
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-used to classify the type of attack where the script can trigger (it shares
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-the same flags as the bAutoSpell bonus script):
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+executed on attack (or when attacked in the case of autobonus2).
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+
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+Rate is the trigger rate of the script (1000 = 100%).
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+
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+Duration is the time that the bonus will last for since the script has triggered.
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+
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+The optional argument 'flag' is used to classify the type of attack where the script
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+can trigger (it shares the same flags as the bAutoSpell bonus script):
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Range criteria:
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- BF_SHORT: Trigger on melee attack
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- BF_LONG: Trigger on ranged attack
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- Default: BF_SHORT+BF_LONG
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+ BF_SHORT: Trigger on melee attack
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+ BF_LONG: Trigger on ranged attack
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+ Default: BF_SHORT+BF_LONG
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Attack type criteria:
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BF_WEAPON: Trigger on weapon skills
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- BF_MAGIC: Trigger on magic skills
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- BF_MISC: Trigger on misc skills
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- Default: BF_WEAPON
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+ BF_MAGIC: Trigger on magic skills
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+ BF_MISC: Trigger on misc skills
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+ Default: BF_WEAPON
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Skill criteria:
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BF_NORMAL: Trigger on normal attacks
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- BF_SKILL: Trigger on skills
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- default: If the attack type is BF_WEAPON (only) BF_NORMAL is used, otherwise
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- BF_SKILL+BF_NORMAL is used.
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+ BF_SKILL: Trigger on skills
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+ default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
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+ otherwise BF_SKILL+BF_NORMAL is used.
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+
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+The difference between the optional argument 'other script' and the 'bonus script' is that,
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+the former one triggers only when attacking(or attacked) and the latter one runs on
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+status calculation as well, which makes sure, within the duration, the "bonus" that get
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+lost on status calculation is restored. So, 'bonus script' is technically supposed to accept
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+"bonus" command only. And we usually use 'other script' to show visual effects.
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-In both cases, when the script triggers, the attached player will be the one
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-who holds the bonus. There is currently no way of knowing within this script
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-who was the other character (the attacker in autoscript2, or the target in
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-autoscript).
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+In all cases, when the script triggers, the attached player will be the one
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+who holds the bonus. There is currently no way of knowing within this script
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+who was the other character (the attacker in autobonus2, or the target in
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+autobonus and autobonus3).
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//Grants a 1% chance of starting the state "all stats +10" for 10 seconds when
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-//using weapon or misc attacks (both melee and ranged skills).
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- bonusautoscript "{ sc_start SC_INCALLSTATUS,10000,10; }",10,BF_WEAPON|BF_MISC;
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+//using weapon or misc attacks (both melee and ranged skills) and shows a special
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+//effect when the bonus is active.
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+ autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
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---------------------------------------
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