pc_bonus2 Warning

karazu

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I know this is in the item_db.conf error but I cannot find which one is the wrong one.

can u help me which is the mistake please?
 

[Warning]: pc_bonus2: unknown type 0 0 3![Warning]: pc_bonus2: unknown type 0 0 7![Warning]: pc_bonus2: unknown type 0 0 3![Warning]: pc_bonus2: unknown type 0 0 3![Warning]: pc_bonus2: unknown type 0 0 3! 
My Items
 



Code:
{	Id: 1670	AegisName: "RWC_Memory_Staff"	Name: "RWC Memory Staff"	Type: 4	Buy: 20	Weight: 500	Atk: 25	Matk: 30	Range: 1	Slots: 1	Job: 0x00818314	Loc: 2	WeaponLv: 3	View: 10	Script: <"		bonus bUnbreakableWeapon,0;		bonus bMatk,30*(getrefine()/3);		if(getrefine()>=7) {			set .@i,1;			bonus4 bAutoSpell,"HW_MAGICPOWER",1,10,0;		}		if (getrefine()>=4) {			set .@rate,5*(.@i+1);			bonus2 bMagicAddClass,Class_All,.@rate;		}	">},{	Id: 2999	AegisName: "RWC_Brooch"	Name: "RWC Brooch"	Type: 4	Buy: 10	Weight: 200	Slots: 1	Upper: 63	Loc: 136	View: 16	Script: <"		bonus bMaxHP,300;		bonus bMaxSP,30;	">},{	Id: 2997	AegisName: "RWC_Gold_Brooch"	Name: "RWC Gold Brooch"	Type: 4	Buy: 10	Weight: 200	Slots: 1	Upper: 63	Loc: 136	View: 16	Script: <"		bonus bBaseAtk,25;		bonus bMatk,20;	">},{	Id: 2897	AegisName: "2011RWC_Necklace_J"	Name: "RWC Necklace"	Type: 5	Buy: 0	Weight: 100	Upper: 63	Loc: 136	Refine: false	Script: <"		bonus2 bAddClass,Class_All,5;		bonus bMatkRate,5;		bonus2 bExpAddClass,Class_All,1;	">},{	Id: 2966	AegisName: "RWC_2012_Ring"	Name: "RWC 2012 Ring"	Type: 5	Buy: 20	Weight: 200	Loc: 136	Refine: false	Script: <" bonus2 bAddClass,Class_All,1; ">},{	Id: 2967	AegisName: "RWC_2012_Ring_"	Name: "Chambered RWC 2012 Ring"	Type: 5	Buy: 20	Weight: 200	Slots: 1	Loc: 136	Refine: false	Script: <" bonus2 bAddClass,Class_All,1; ">},{	Id: 2968	AegisName: "RWC_2012_Pendant"	Name: "RWC 2012 Pendant"	Type: 5	Buy: 20	Weight: 200	Loc: 136	Refine: false	Script: <" bonus bMatkRate,1; ">},{	Id: 2969	AegisName: "RWC_2012_Pendant_"	Name: "Chambered RWC 2012 Pendant"	Type: 5	Buy: 20	Weight: 200	Slots: 1	Loc: 136	Refine: false	Script: <" bonus bMatkRate,1; ">},{	Id: 16026	AegisName: "RWC_Memory_Mace"	Name: "RWC Memory Mace"	Type: 4	Buy: 20	Weight: 800	Atk: 100	Range: 1	Slots: 1	Job: 0x0004C5B2	Upper: 63	Loc: 2	WeaponLv: 3	View: 8	Script: <"		bonus bUnbreakableWeapon,0;		bonus bBaseAtk,(getrefine()/30)*30;		if(getrefine()>=9) {			set .@i,1;			bonus3 bAutoSpellWhenHit,"BS_WEAPONPERFECT",1,10;		}		if(getrefine()>=6) {			set .@rate,5*(.@i+1);			bonus2 bAddClass,Class_All,5;		}	">},) 

 
 
very easy, seems like you didn't follow item_bonus.txt format
default_smile.png


  • there is no bonus2 bMagicAddClass
  • there is no bonus2 bAddClass
  • there is no bonus2 bExpAddClass


also, there is no constant called Class_All in const.txt, where did you get that non existing (at least in hercules) bonuses?

 
very easy, seems like you didn't follow item_bonus.txt format
default_smile.png


  • there is no bonus2 bMagicAddClass
  • there is no bonus2 bAddClass
  • there is no bonus2 bExpAddClass


also, there is no constant called Class_All in const.txt, where did you get that non existing (at least in hercules) bonuses?
Well been using Rathena from my past servers so That is I think correct for me..

can u tell me what  is the correct way please? 

 
I don't think it is possible with the current code we got :/

bonus2 bAddDamageClass,n,x;         +x% extra physical damage against monsters of class n
Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x;     +x% extra magical damage against monsters of class n
Against players, n is their job id.
bonus2 bAddDefClass,n,x;             x% physical damage reduction against monsters of class n
Against players, n is their job id.
bonus2 bAddMDefClass,n,x;            x% magical damage reduction against monsters of class n
Against players, n is their job id.
Code:
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
 
Last edited by a moderator:
I don't think it is possible with the current code we got :/

bonus2 bAddDamageClass,n,x;         +x% extra physical damage against monsters of class n
Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x;     +x% extra magical damage against monsters of class n
Against players, n is their job id.
bonus2 bAddDefClass,n,x;             x% physical damage reduction against monsters of class n
Against players, n is their job id.
bonus2 bAddMDefClass,n,x;            x% magical damage reduction against monsters of class n
Against players, n is their job id.
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
I see T_T

 
I don't think it is possible with the current code we got :/

bonus2 bAddDamageClass,n,x;         +x% extra physical damage against monsters of class n
Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x;     +x% extra magical damage against monsters of class n
Against players, n is their job id.
bonus2 bAddDefClass,n,x;             x% physical damage reduction against monsters of class n
Against players, n is their job id.
bonus2 bAddMDefClass,n,x;            x% magical damage reduction against monsters of class n
Against players, n is their job id.
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
Btw, is it possible just to replicate the effect? 

Like instead of that those 

there is no bonus2 bMagicAddClassthere is no bonus2 bAddClassthere is no bonus2 bExpAddClass 
We will just MATK and ATK Rate?

replicate the effect base in this description.Items.png

 
Last edited by a moderator:
you just did they wrong them lol, you intended to increase the damage against player while they should be increased against monsters LOL, just use those:

bonus2 bAddRace,n,x;            +x% physical damage against race n
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
bonus2 bMagicAddRace,n,x;       +x% magical damage against race n
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

with type 11 to work on all monsters

and for exp:

bonus2 bExpAddRace,n,x;         Increase exp gained by x% vs. enemies of race n
 
you just did they wrong them lol, you intended to increase the damage against player while they should be increased against monsters LOL, just use those:

bonus2 bAddRace,n,x;            +x% physical damage against race n
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
bonus2 bMagicAddRace,n,x;       +x% magical damage against race n
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

with type 11 to work on all monsters

and for exp:

> 

bonus2 bExpAddRace,n,x;         Increase exp gained by x% vs. enemies of race n
so Demihuman are not monsters? just want to confirm

 
you just did they wrong them lol, you intended to increase the damage against player while they should be increased against monsters LOL, just use those:

bonus2 bAddRace,n,x;            +x% physical damage against race n
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
bonus2 bMagicAddRace,n,x;       +x% magical damage against race n
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

with type 11 to work on all monsters

and for exp:


> 

bonus2 bExpAddRace,n,x;         Increase exp gained by x% vs. enemies of race n
so Demihuman are not monsters? just want to confirm

yes they are xD well, whatever you need to test
default_tongue.png


 
you just did they wrong them lol, you intended to increase the damage against player while they should be increased against monsters LOL, just use those:

bonus2 bAddRace,n,x;            +x% physical damage against race n
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
bonus2 bMagicAddRace,n,x;       +x% magical damage against race n
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

with type 11 to work on all monsters

and for exp:

> 

bonus2 bExpAddRace,n,x;         Increase exp gained by x% vs. enemies of race n
so Demihuman are not monsters? just want to confirm
yes they are xD well, whatever you need to test
default_tongue.png
Well I think increasing damage to Players is OK since RAGNAROK is more on PVP xd..  can u give me a sample please?

 
bonus2 bMagicAddClass,Class_All,.@rate;

becomes

bonus2 bMagicAddRace,11,.@rate;

 
Could u add this one please?
 

        if(getrefine()>=6) { set .@rate,5*(.@i+1); bonus2 bAddClass,Class_All,5; 
I got the Magic type but I cannot understand about this one. 

 
bonus2 bAddRace,11,5;

same as magic type lol

 
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