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[DS] Bonus list


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Hi Guys, 

I have one question: where can i found the bonuses list in DS system? Bc, in sapphire stone have iCaffe bonus... (Normal is the Shaman resist right?)

Picture of the stone.

Thanks

SOLUTION:
constants.cpp: TValueName c_aApplyTypeNames[] and here...spacer.png
 
Someone didn't delete one of the bonuses properly. So I checked the database and lenght.h and i find what is wrong.
 
lenght.h: enum EApplyTypes, deleted the bonus that is not listed here and works perfectly: spacer.png
 
Thank you @ ARiver you gave the idea.
 
Edited by HUNgarocel1
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  • Honorable Member

dragon_soul_table.txt

 

"Nothing's free in this life.

Ignorant people have an obligation to make up for their ignorance by paying those who help them.

Either you got the brains or cash, if you lack both you're useless."

Syreldar

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@ Syreldar Thank you, I think it will be there, but i don't know where 😄

 

Here is my ds.txt: 

Spoiler
# żëČĄĽ® Ĺ×ŔĚşíµé...										
# TAB Ŕ¸·Î ±¸şĐµÇ´Ď ż˘Ľż·Î şĽ °Í.										
# vimŔ¸·Î ş»´Ů¸é ĹÇ°Ł °Ł°ÝŔ» Á¶Á¤ÇĎ°í şĽ °Í. (set ts=16 Ăßõ)										
# Ĺ« µűżČÇĄ·Î ą­ŔÎ şÎşĐŔş ľČ ±¸şĐ. 										
# \" Ŕ̵ý°Ĺ Áöżř ľČÇÔ.										
										
# żëČĄĽ® Vnumżˇ ´ëÇŃ comment										
# ITEM VNUMŔ» 10¸¸ ŔÚ¸®şÎĹÍ, FEDCBA¶ó°í ÇѴٸé										
# FE : żëČĄĽ® Áľ·ů.	D : µî±Ţ									
# C : ´Ü°č			B : °­Č­							
# A : ż©ąúŔÇ ąřČŁµé... 										
# ŔĚ ĂĽ°čżˇĽ­ ąţľîłŞ´Â żëČĄĽ®Ŕş żëĽ­ÇĎÁö ľĘŔ» °ÍŔĚ´Ů.										
# ok?										
# żëČĄĽ®ŔĚ łĘą«łŞµµ ¸ą±â ¶§ą®żˇ VnumŔĚ Áß±¸ł­ąćŔ̸é,										
#	Special item groupżˇĽ­ groupŔ¸·Î ą­ľîĽ­ Ăł¸®Çϱ⵵ Čűµé°í-_-,									
#	VnumHelper.hżˇĽ­ Ăł¸®ÇĎ´Â °Íµµ Čűµé´Ů. -_-									
# 	Group Ŕâ´ÂµĄ¸¸ ĽöõÁŮŔ» ˝áľßÇŇ Áöµµ...									
# Vnumżˇ ĂĽ°č¸¦ ŔâľĆĽ­ ŔÚ¸´Ľö ±âąÝŔ¸·Î Çؾ߸¸ ÇŃ´Ů.										
										
# TableŔş "Group"°ú "Ŕ̸§"Ŕ¸·Î ˝ĂŔŰÇŃ´Ů.										
# Table ł»şÎżˇ ¶Ç TableŔĚ ŔÖŔ» Ľö ŔÖ´Ů.										
# ±×·¸´Ů°í ľű¶×ÇŃ Ĺ×ŔĚşíŔ» ˝áłő´Â´Ů°í Ľ­ąö°ˇ ŔνÄÇĎ´Â °ÍŔş ľĆ´Ď´Ů.										
# ÇĘżäÇŃ Ĺ×ŔĚşíŔş ´ŮŔ˝°ú °°´Ů.										
# BaseVnums, BaseAttrs, AddtionalAttrs, AttrSettings, UpgradeTable, ImproveTable,										
# RefineTable, UpgradeMoneys, ImproveTable, RefineMoneys, WeightTable, DurationTable,										
# DragonHeartExtTable, DragonSoulExtTable										
										
# Č®·ü Ĺ×ŔĚşíŔÇ °ŞŔş ±âş»ŔűŔ¸·Î floatŔĚ´Ů.										
										
# Áßżä !!!!!										
# Ĺ×ŔĚşíŔ» ş¸´Ů ş¸¸é #--#ŔĚ¶ó ľ˛ż©Ář şÎşĐŔĚ ŔִµĄ Ŕý´ë·Î ÁöżěÁö ¸»°Í.										
# 										
										
# ŔĚ°Ç vnum to Ŕ̸§ mapping.										
# Ŕ̰ɷΠƯÁ¤ vnumŔÇ żëČĄĽ®ŔĚ ľî¶˛ Áľ·ůŔÇ żëČĄĽ®ŔÎÁö(Ŕ̸§ŔĚ ąşÁö) ľËľĆł˝ ČÄ,										
# ±× żëČĄĽ®żˇ ÇŘ´çÇĎ´Â ĽÓĽşŔ» ĂŁ´Â´Ů.										
# ¶ÇÇŃ ż©±âżˇ ŔűÇôŔÖÁö ľĘŔş żëČĄĽ®ŔĚ ąŘżˇ Group Á¤ŔÇÇĎ´Â şÎşĐżˇ Ŕִٸé										
# żˇ·Ż.										
Group VnumMapper										
{										
	# ˝ĂŔŰ vnum.									
	# ż©±âĽ­ ˝áľßÇŇ şÎşĐŔş Ŕ§żˇ Ľł¸íÇŃ FEżˇ ÇŘ´çÇĎ´Â şÎşĐ. 									
	# FE¸¦ ˝áÁŮ °Í									
	#--#	DragonSoulName	Type							
	1	ąé·ćĽ®	11							
	2	Č­·ćĽ®	12							
	3	Çł·ćĽ®	13							
	4	ö·ćĽ®	14							
	5	łú·ćĽ®	15							
	6	Čć·ćĽ®	16							
}										
										
Group BasicApplys										
{										
	Group ąé·ćĽ®									
	{									
	# 1şÎĹÍ ĽřĽ­´ë·Î şÎż©µČ´Ů.									
		#--#	Apply_Type	Apply_value						
		1	INT	10						
		2	RESIST_ICE	10						
	}									
	Group Č­·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value						
		1	STR	10						
		2	RESIST_FIRE	10
	}									
	Group Çł·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value						
		1	MAX_SP	500						
		2	RESIST_WIND	10						
	}									
	Group ö·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value						
		1	DEX	10						
		2	RESIST_EARTH	10						
	}									
	Group łú·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value						
		1	MAX_HP	1500						
		2	RESIST_ELEC	10						
	}									
	Group Čć·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value						
		1	CON	10						
		2	RESIST_DARK	10						
	}									
}										

Group AdditionalApplys										
{										
	Group ąé·ćĽ®									
	{									
	# ľŐŔÇ Ăą ÄĂ·łŔş ĽřĽ­żÍ °ü°č ľř´Ů. öŔúČ÷ Č®·üżˇ µű¶ó ĽÓĽşŔĚ şÎż©µÉ »ÓŔĚ´Ů.									
		#--#	Apply_Type	Apply_value	Prob					
		1	MAGIC_ATT_GRADE	15	10					
		2	MAGIC_DEF_GRADE	15	10					
		3	SKILL_DAMAGE_BONUS	15	10					
		4	SKILL_DEFEND_BONUS	15	10					
	}									
	Group Č­·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value	Prob					
		1	ATT_BONUS	300	10					
		2	DEF_BONUS	200	10					
		3	NORMAL_HIT_DAMAGE_BONUS	15	10					
		4	NORMAL_HIT_DEFEND_BONUS	15	10					
	}									
	Group Çł·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value	Prob					
		1	MAX_HP	3000	10					
		2	HP_REGEN	10	10					
		3	STEAL_HP	10	10					
		4	KILL_HP_RECOVER	5	10					
		5	MAX_HP_PCT	20	10					
	}									
	Group ö·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value	Prob					
		1	ATT_BONUS_TO_WARRIOR	15	10					
		2	ATT_BONUS_TO_ASSASSIN	15	10					
		3	ATT_BONUS_TO_SURA	15	10					
		4	ATT_BONUS_TO_SHAMAN	15	10					
		5	RESIST_WARRIOR	15	10					
		6	RESIST_ASSASSIN	15	10					
		7	RESIST_SURA	15	10					
		8	RESIST_SHAMAN	15	10					
	}									
	Group łú·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value	Prob					
		1	MAX_SP	1500	10					
		2	SP_REGEN	10	10					
		3	STEAL_SP	10	10					
		4	KILL_SP_RECOVER	5	10					
		5	MAX_SP_PCT	20	10					
	}									
	Group Čć·ćĽ®									
	{									
		#--#	Apply_Type	Apply_value	Prob					
		1	BLOCK	10	10					
		2	DODGE	10	10					
		3	REFLECT_MELEE	10	10					
		4	RESIST_CRITICAL	10	10					
		5	RESIST_PENETRATE	10	10					
	}									
}										

# ż©±âşÎĹÍ Default¸¦ µĐ´Ů.										
# Default °ŞŔ» ¸đµç żëČĄĽ®ŔĚ µű¸Ł°í, 										
# ĆŻÁ¤ °ŞŔĚ ŔÖ´Â żëČĄĽ®Ŕş Default¸¦ ąŮĹÁŔ¸·Î ±× °ŞŔ» µ¤ľîľ´´Ů.										
# µî±Ţżˇ µű¸Ą ĽÓĽşĽö										
# ´Ü, basis, add_max´Â 3ş¸´Ů Ĺ©¸é ľČµČ´Ů.										
Group ApplyNumSettings										
{										
	Group Default									
	{									
		#--#	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY			
		basis	1	1	1	2	2			
		add_min	0	0	0	0	0			
		add_max	0	1	2	2	3			
	}									
#	Group ąé·ćĽ®									
#	{									
#		#--#	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY			
#		basis	1	1	1	2	2			
#	}									
}										
										
# żëČĄĽ® °ˇÁßġ Ĺ×ŔĚşí.										
# ŔĚ Ĺ×ŔĚşíżˇĽ­ °ŞŔĚ 0Ŕ̶ó¸é ±× ŔĚ»óŔÇ °­Č­´Â şŇ°ˇ´ÉÇϴٰí ĆÇ´ÜÇŃ´Ů.										
Group WeightTables										
{										
	Group Default									
	{									
		Group GRADE_NORMAL								
		{								
	#		´Ü°č	°­Č­						
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	1	2	3	0	0	0	0
			STEP_LOW	2	3	4	0	0	0	0
			STEP_MID	3	4	5	6	0	0	0
			STEP_HIGH	4	5	6	7	0	0	0
			STEP_HIGHEST	5	6	7	8	10	0	0
		}								
		Group GRADE_BRILLIANT								
		{								
			STEP_LOWEST	3	4	5	6	0	0	0
			STEP_LOW	4	5	6	8	0	0	0
			STEP_MID	5	6	8	10	0	0	0
			STEP_HIGH	6	8	10	12	15	0	0
			STEP_HIGHEST	8	10	12	15	20	0	0
		}								
		Group GRADE_RARE								
		{								
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	6	7	9	11	15	0	0
			STEP_LOW	7	9	11	15	20	0	0
			STEP_MID	9	11	15	20	25	0	0
			STEP_HIGH	11	15	20	25	30	0	0
			STEP_HIGHEST	15	20	25	30	40	0	0
		}								
		Group GRADE_ANCIENT								
		{								
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	10	12	15	18	20	0	0
			STEP_LOW	12	15	18	20	25	0	0
			STEP_MID	15	18	20	25	35	0	0
			STEP_HIGH	18	20	25	35	40	0	0
			STEP_HIGHEST	20	25	35	40	60	80	0
		}								
		Group GRADE_LEGENDARY								
		{								
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	30	35	40	45	50	0	0
			STEP_LOW	35	40	45	50	55	0	0
			STEP_MID	40	45	50	55	65	0	0
			STEP_HIGH	45	50	55	65	75	90	0
			STEP_HIGHEST	50	55	65	75	90	105	120
		}								
	}

#	Group ąé·ćĽ®									
#	{									
#		Group GRADE_NORMAL								
#		{								
#			#--#	0	1	2	3	4	5	6
#			STEP_LOWEST	10	20	53	0	0	0	0
#			STEP_HIGHEST	50	60	37	18	10	0	0
#		}								
#	}									
}

# °ł·® table									
Group RefineGradeTables									
{									
	Group Default								
	{								
		#--#	NEED_COUNT	FEE	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY
		GRADE_NORMAL	2	30000	0	100	0	0	0
		GRADE_BRILLIANT	2	50000	0	0	100	0	0
		GRADE_RARE		2	70000	0	0	0	70	0
		GRADE_ANCIENT	2	100000	0	0	0	90	80
	}								
}									

Group RefineStepTables									
{									
	Group Default								
	{								
		#--#	NEED_COUNT	FEE	STEP_LOWEST	STEP_LOW	STEP_MID	STEP_HIGH	STEP_HIGHEST
		STEP_LOWEST	2	20000	0	100	0	0	0
		STEP_LOW	2	30000	0	0	70	0	0
		STEP_MID	2	40000	0	0	0	50	0
		STEP_HIGH	2	50000	2	3	5	89	50
	}								
}									

Group RefineStrengthTables									
{									
	Group Default								
	{								
		# MATERIAL_DS_REFINE_NORMAL : GRADE_NORMAL °­Č­Ľ®							
		# MATERIAL_DS_REFINE_BLESSED : ĂŕşąŔÇ °­Č­Ľ®							
		# MATERIAL_DS_REFINE_HOLLY : żë˝ĹŔÇ °­Č­Ľ®							
		#--#	FEE	0	1	2	3	4	5
		MATERIAL_DS_REFINE_NORMAL	10000	100	80	70	50	30	20
		MATERIAL_DS_REFINE_BLESSED	20000	100	88	77	55	33	22
		MATERIAL_DS_REFINE_HOLLY	30000	100	90	80	60	40	30
	}								
}									

# żë˝ÉŔş 100000(Ŕӽà vnum)Ŕ̰í, ĂćŔü·®Ŕş socket (0)żˇ ąÚľĆłÖ´Â´Ů.										
# ´Ü, special item groupżˇ vnum 10053Ŕ¸·Î Á¤ŔǵǾîŔÖ´Â ´Ů¸Ą żë˝ÉµéŔş Value(0)żˇ ŔÖ´Â °ŞŔĚ ĂćŔü·®.										
# żë˝É ĂßĂâ Č®·ü Ĺ×ŔĚşí										
# ĂćŔü·®ŔĚ 0Ŕ̶ó´Â °ÍŔş ĂßĂâ ˝ÇĆжó´Â °Ĺ.										
Group DragonHeartExtTables										
{										
	Group Default									
	{									
		#--#	1	2	3	4	5			
		# żë˝É ĂćŔü·®(%)									
		CHARGING	0	5	15	30	50			
	#	µî±Ţ°ú ĂćŔü·®żˇ µű¸Ą Č®·ü Ĺ×ŔĚşí								
	#	µî±Ţ 	Č®·ü							
		GRADE_NORMAL	50	35	12	2	1			
		GRADE_BRILLIANT	35	40	20	4	1			
		GRADE_RARE	20	35	30	12	3			
		GRADE_ANCIENT	15	30	35	15	5			
		GRADE_LEGENDARY	10	20	40	20	10			
	}									
}										

# żëČĄĽ® ĂßĂâ Č®·ü Ĺ×ŔĚşí.										
# Ŕ̰͵µ 1, 2ľČŔĚ ŔÖľî ĹëÇŐÇŇ Ľö ŔÖ´Â ąćľČŔ¸·Î °¨.										
# ĂßĂâ Č®·üŔ» Á¤ÇŇ Ľö ŔÖ°í, ˝ÇĆĐ şÎ»ęą°µµ Á¤ÇŇ Ľö ŔÖŔ˝.(0ŔĚ¸é ľČÁÜ)										
Group DragonSoulExtTables										
{										
	Group Default									
	{									
		#˝ÇĆĐ şÎ»ęą°						
		#--#	Prob	ByProduct						
		GRADE_NORMAL	100	30270						
		GRADE_BRILLIANT	100	30270						
		GRADE_RARE	100	30270						
		GRADE_ANCIENT	100	30270						
		GRADE_LEGENDARY	100	30270						
	}									
}										

 

 

 

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