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@@ -49,19 +49,19 @@ bonus bMaxHPrate,n; MaxHP + n%
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bonus bMaxSPrate,n; MaxSP + n%
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bonus bAtk,n; ATK + n
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bonus bAtk2,n; ATK2 + n
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-bonus bAtkRate,n; Attack power + n%
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-bonus bBaseAtk,n; Basic attack power + n
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+bonus bAtkRate,n; Attack power + n%
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+bonus bBaseAtk,n; Basic attack power + n
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bonus bMatkRate,n; Magical attack power + n%
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bonus bDef,n; Equipment DEF + n
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bonus bDef2,n; VIT based DEF + n
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-bonus bDefRate,n; Equipment DEF + n%
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+bonus bDefRate,n; Equipment DEF + n%
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bonus bDef2Rate,n; VIT based DEF + n%
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bonus bMdef,n; Equipment MDEF + n
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bonus bMdef2,n; INT based MDEF + n
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bonus bMdefRate,n; Equipment MDEF + n%
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bonus bMdef2Rate,n; INT based MDEF + n%
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bonus bHit,n; Hit + n
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-bonus bHitRate,n; Hit + n%
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+bonus bHitRate,n; Hit + n%
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bonus bCritical,n; Critical + n
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bonus bCriticalRate,n; Critical + n%
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bonus bFlee,n; Flee + n
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@@ -87,107 +87,100 @@ bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
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bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
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bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
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bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
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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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+ 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 bIgnoreDefEle,n; Disregard DEF 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 bIgnoreMDefRace; Disregard MDEF against enemies of race n
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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 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 bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
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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 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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- 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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+ 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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- 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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-bonus bDefEle,n; Gives the player's defense 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 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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+bonus bDefEle,n; Gives the player's defense 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 bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
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- Only the highest among all is applied
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+ Only the highest among all is applied
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bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
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-
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-bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
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-bonus bNoCastCancel,n; Prevents casting from being interrupted when hit
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- (does not work in GvG | n is meaningless)
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-bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit
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- (works even in GvG | n is meaningless)
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-bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
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+bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
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+bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
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+bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
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+bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
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bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
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-bonus bNoMagicDamage,n; Prevents from receiving any magical effect
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- (Attack, Healing, Support spells are all blocked | n is meaningless)
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-bonus bNoGemStone,n; Skills requiring Gemstones do no require them
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- (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
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+bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
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+bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
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bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
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-
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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/10000 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, Eff_Stun, 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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- 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, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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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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+ n: 0=Small 1=Medium 2=Large
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bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
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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 bSubSize,n,x; x% Damage reduction against size n.
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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 bAddRace,n,x; +x% physical damage against race n
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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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+ 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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bonus2 bMagicAddRace,n,x; +x% magical damage against race n
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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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+ 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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bonus2 bSubRace,n,x; +x% damage reduction against race n
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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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+ 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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bonus2 bAddEle,n,x; +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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- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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-bonus2 bMagicAddEle,n,x; +x% magical 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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- 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,
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+ 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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+bonus2 bMagicAddEle,n,x; +x% magical 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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+ 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus2 bSubEle,n,x; x% Damage reduction against element n.
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- n: 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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+ n: 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 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
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- Against players, n is their job id
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+ Against players, n is their job id
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bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
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- Against players, n is their job id.
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+ Against players, n is their job id.
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bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
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- Against players, n is their job id.
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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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+ 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 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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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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- 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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- (only the highest among all is applied).
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- If n < 0, the max zeny to gain is -n*monster level.
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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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+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).
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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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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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- 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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- 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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+ 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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+ 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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- 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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// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
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// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
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@@ -197,51 +190,46 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x wit
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//---- 2/15 new card effects ----
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bonus bCritAtkRate,n; Increase critical damage by +n%
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-bonus bNoRegen,n; Stops regeneration for n
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- n: 1=HP, 2=SP
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+bonus bNoRegen,n; Stops regeneration for n
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+ n: 1=HP, 2=SP
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bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless)
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bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
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bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
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bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
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bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
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bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
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-bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
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- n: 0=All normal monster except Bosses, 1=All monsters
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bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
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- r:
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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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- 10=Boss monster, 11=Other than (normal monster) boss monster
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+ r:
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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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+ 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 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
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bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
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bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
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bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
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-bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x%
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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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- 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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- attacker (unless it is a self or support skill) when being hit by a
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- direct attack. (supports skill names)
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- Target must be within spell's range to go off.
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+bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
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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 attacker (unless it is a self or support skill) when being hit by a
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+ direct attack. (supports skill names)
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+ Target must be within spell's range to go off.
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bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt,
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- OR drain the amount of sp from the enemy.
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- y: 0=gain sp 1:drain enemy sp
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+ OR drain the amount of sp from the enemy.
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+ y: 0=gain sp 1:drain enemy sp
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bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
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- i:
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- 0=cast on self
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- 1=cast on enemy, not on self
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- 2=use random skill lv in [1..y]
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- 3=1+2 (random lv on enemy)
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+ i:
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+ 0=cast on self
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+ 1=cast on enemy, not on self
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+ 2=use random skill lv in [1..y]
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+ 3=1+2 (random lv on enemy)
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bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
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- Target must be within spell's range to go off.
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- i:
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- 0=cast on self
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- 1=cast on enemy, not on self
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- 2=use random skill lv in [1..y]
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- 3=1+2 (random lv on enemy)
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+ Target must be within spell's range to go off.
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+ i:
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+ 0=cast on self
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+ 1=cast on enemy, not on self
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+ 2=use random skill lv in [1..y]
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+ 3=1+2 (random lv on enemy)
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bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
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t: Trigger criteria:
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BF_SHORT: Trigger on melee attack
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@@ -265,7 +253,7 @@ bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attac
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3=1+2 (random lv on enemy)
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bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
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- Target must be within spell's range to go off.
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+ Target must be within spell's range to go off.
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t: Trigger 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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@@ -287,10 +275,8 @@ bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
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//---- 2/22 new card effects ----
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-bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
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- you can also use direct item IDs instead
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- of group values.
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- (Check db/item_group_db.txt)
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+bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values.
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+ (Check db/item_group_db.txt)
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//---- 3/15 new card effects ----
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@@ -298,58 +284,53 @@ 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 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 attack gain x amount of sp
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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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+bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt)
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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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- 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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+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)
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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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-bonus3 bAddEff,n,x,y; Adds a x/10000 chance to cause effect n to the target when attacking
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- (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
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- y is the trigger criteria:
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- ATF_SELF: Trigger effect on self.
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- ATF_TARGET: Trigger effect on target (default)
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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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+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).
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+ y is the trigger criteria:
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+ ATF_SELF: Trigger effect on self.
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+ ATF_TARGET: Trigger effect on target (default)
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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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-bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
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- y is the trigger criteria:
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- ATF_SELF: Trigger effect on self.
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- ATF_TARGET: Trigger effect on target (default)
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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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+bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
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+ y is the trigger criteria:
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+ ATF_SELF: Trigger effect on self.
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+ ATF_TARGET: Trigger effect on target (default)
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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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-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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- 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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- 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 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)
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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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+ 10=Boss monster, 11=Other than (normal monster) boss monster
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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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bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
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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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- 10=Boss monster, 11=Other than (normal monster) boss monster
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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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+ 10=Boss monster, 11=Other than (normal monster) boss monster
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-bAddStealRate,n; n/100% increase to Steal skill success chance
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+bonus bAddStealRate,n; n/100% increase to Steal skill success chance
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-bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
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+bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
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bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
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(use negative numbers so the user loses SP)
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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
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- 1=you drain n SP from target
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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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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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- 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,
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+ 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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t: Trigger 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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@@ -369,8 +350,8 @@ bonus3 bAddEle,n,x,t; +x% physical damage against element n
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
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- n: 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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+ n: 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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t: Trigger 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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@@ -390,52 +371,53 @@ bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
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- Supportive spells are casted on self, others on target of skill s.
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+ Supportive spells are casted on self, others on target of skill s.
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bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
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- i: Flags (bitfield)
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- &1: Forces the skill to be casted on self, rather than on the target of skill s.
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- &2: Random skill level between 1 and l is chosen.
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+ i: Flags (bitfield)
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+ &1: Forces the skill to be casted on self, rather than on the target of skill s.
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+ &2: Random skill level between 1 and l is chosen.
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bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items.
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-bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
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-bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
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-bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
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-bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
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-bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
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-bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
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-bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
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-bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
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-bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
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+bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
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+bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
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+bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
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+bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
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+bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
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+bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
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+bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
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+bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
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+bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
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bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it.
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bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it.
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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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-bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
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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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+bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
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bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
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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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-bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
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-bonus bHPDrainValue,n; Heals +n HP with normal attack.
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-bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
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-bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
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- x: see doc/item_db.txt -> view -> weapons for possible values
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-bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
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- x: see doc/item_db.txt -> view -> weapons for possible values
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-bonus bDelayrate,n; Increases skill delay by n%.
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-bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
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-bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
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-bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
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-bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
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- t: ATF_SELF = causes status change to oneself
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- ATF_TARGET = causes status change to the enemy
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-bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
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-bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
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-bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
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-bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
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-bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
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-bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
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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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+bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
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+bonus bHPDrainValue,n; Heals +n HP with normal attack.
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+bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
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+bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
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|
+ x: see doc/item_db.txt -> view -> weapons for possible values
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+bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
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|
+ x: see doc/item_db.txt -> view -> weapons for possible values
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+bonus bDelayrate,n; Increases skill delay by n%.
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+bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
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|
+bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
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+bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
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+bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
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|
+ t: ATF_SELF = causes status change to oneself
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|
+ ATF_TARGET = causes status change to the enemy
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+bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
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|
+bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
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|
+bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
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|
+bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
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|
+bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack.
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+bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
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+bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
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bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x.
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