item_bonus.txt 15 KB

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  1. //eAthena Items Scripting Manual
  2. skill i,n; Gives skill #i at level n
  3. bonus bStr,n; STR + n
  4. bonus bAgi,n; AGI + n
  5. bonus bVit,n; VIT + n
  6. bonus bInt,n; INT + n
  7. bonus bDex,n; DEX + n
  8. bonus bLuk,n; LUK + n
  9. bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
  10. bonus bMaxHP,n; MaxHP + n
  11. bonus bMaxSP,n; MaxSP + n
  12. bonus bMaxHPrate,n; MaxHP + n%
  13. bonus bMaxSPrate,n; MaxSP + n%
  14. bonus bAtk,n; ATK + n
  15. bonus bAtk2,n; ATK2 + n
  16. bonus bAtkRate Attack power + n%
  17. bonus bBaseAtk,n; Basic attack power + n
  18. bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n
  19. bonus bMatk1,n; Magical attack power 1 + n
  20. bonus bMatk2,n; Magical attack power 2 + n
  21. bonus bMatkRate,n; Magical attack power + n%
  22. bonus bDef,n; Equipment DEF + n
  23. bonus bDef2,n; VIT DEF + n
  24. bonus bDefRate,n; Equipment DEF + n%
  25. bonus bDef2Rate,n; VIT DEF + n%
  26. bonus bMdef,n; Equipment MDEF + n
  27. bonus bMdefRate,n; Equipment MDEF + n%
  28. bonus bMdef2Rate,n; INT MDEF + n%
  29. bonus bHit,n; Hit + n
  30. bonus bHitRate,n; Hit + n%
  31. bonus bCritical,n; Critical + n
  32. bonus bCriticalRate,n; Critical + n%
  33. bonus bFlee,n; Flee + n
  34. bonus bFleeRate,n; Flee +n%
  35. bonus bFlee2,n; Lucky Flee + n
  36. bonus bFlee2Rate,n; Lucky Flee + n%
  37. bonus bSpeed,n; Moving speed + n
  38. bonus bAspd,n; Attack speed + n
  39. bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
  40. bonus bAspdRate,n; Attack speed + n% (only the highest among all is applied)
  41. bonus bSpeedAddRate Moving speed + n%
  42. bonus bAspdAddRate Attack speed + n%
  43. bonus bAtkRange,n; Attack range + n
  44. bonus bCastrate,n; Skill casting time rate + n%
  45. bonus bUseSPrate,n; SP consumption + n%
  46. bonus bHPrecovRate,n; Natural HP recovery ratio + n%
  47. bonus bSPrecovRate,n; Natural SP recovery ratio + n%
  48. bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
  49. bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
  50. bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
  51. bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
  52. bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied)
  53. bonus bAddGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +)
  54. bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
  55. bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
  56. bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
  57. bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
  58. bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
  59. bonus bIgnoreDefRace,n Disregard DEF against enemies of race n
  60. 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
  61. bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
  62. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  63. bonus bIgnoreMDefRace Disregard MDEF against enemies of race n
  64. 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
  65. bonus bIgnoreMDefEle Disregard MDEF against enemies of element n
  66. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  67. bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
  68. 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
  69. bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
  70. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  71. bonus bAtkEle,n; Gives the player's attacks element n
  72. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  73. bonus bDefEle,n; Gives the player's defense element n
  74. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  75. bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc | only the highest among all is applied)
  76. bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
  77. bonus bInfiniteEndure,n; Unlimited Endure effect, n is meaningless
  78. bonus bRestartFullRecover,n; When reviving, HP and SP are fully filled (n is meaningless)
  79. bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
  80. bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
  81. bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
  82. bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
  83. bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
  84. bonus bNoGemStone,n; Skills requiring Gemstones do no more require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
  85. bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
  86. 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)
  87. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  88. 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)
  89. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  90. bonus2 bAddSize,n,x; In n size the damage addition of x%
  91. n: 0=Small 1=Medium 2=Large
  92. bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
  93. n: 0=Small 1=Medium 2=Large
  94. bonus2 bSubSize,n,x; Damage x% reduction from n size
  95. n: 0=Small 1=Medium 2=Large
  96. bonus2 bAddRace,n,x; In n race the damage addition of x%
  97. 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
  98. bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack)
  99. 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
  100. bonus2 bSubRace,n,x; Damage x% reduction from n race
  101. 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
  102. bonus2 bAddEle,n,x; In n attribute the damage addition of x%
  103. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  104. bonus2 bMagicAddEle,n,x In n attribute the damage addition of x% (only magical attack)
  105. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  106. bonus2 bSubEle,n,x; Damage x% reduction from n attribute
  107. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  108. bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x%
  109. bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
  110. bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
  111. bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
  112. bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
  113. bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
  114. bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
  115. 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)
  116. if 'x' is negative value, then it's a part of formula
  117. chance = -x*(killed_mob_level/10)+1
  118. 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)
  119. 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
  120. if 'x' is negative value, then it's a part of formula
  121. chance = -x*(killed_mob_level/10)+1
  122. bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y/10% chance
  123. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
  124. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
  125. //---- 2/15 new card effects ----
  126. bonus bCritAtkRate,n; Increase critical damage by +n%
  127. bonus bNoRegen,n; Stops regeneration for n
  128. n: 1=HP, 2=SP
  129. bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
  130. bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
  131. bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
  132. bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
  133. bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
  134. bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
  135. bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
  136. n: 0=All normal monster except Bosses, 1=All monsters
  137. bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
  138. bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
  139. r: 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
  140. bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
  141. bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
  142. being hit by physical damage
  143. bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when
  144. being hit by physical close range damage
  145. bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
  146. bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
  147. damage taken by x%
  148. bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
  149. (Check db/mob_race2_db.txt)
  150. bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
  151. y: 0=Don't show damage 1=Show damage
  152. bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
  153. attacker when being hit by a direct
  154. attack. Target must be within spell's
  155. range to go off.
  156. bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either
  157. gain SP equivalent to x% of damage dealt, OR
  158. drain the amount of sp from the enemy.
  159. y: 0=gain sp 1:drain enemy sp
  160. bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either
  161. gain x SP, OR drain the amount of sp from the
  162. enemy. y:0=gain sp 1:drain enemy sp
  163. (Note: setting x to -1 or below will reduce
  164. YOUR sp)
  165. bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when
  166. being attacking
  167. i:0=cast on self 1=cast on enemy
  168. bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when
  169. being hit by a direct attack. Target
  170. must be within spell's range to go
  171. off. i:0=cast on self 1=cast on enemy
  172. //---- 2/22 new card effects ----
  173. bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
  174. you can also use direct item IDs instead
  175. of group values.
  176. (Check db/item_group_db.txt)
  177. //---- 3/15 new card effects ----
  178. bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
  179. bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
  180. bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
  181. bonus2 bSPGainRace,n,x; When killing a monster of race n by physical
  182. attack gain x amount of sp
  183. bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
  184. (Check db/mob_race2_db.txt)
  185. bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a
  186. monster (Check db/item_group_db.txt)
  187. if 'x' is negative value, then it's a part of formula
  188. chance = -x*(killed_mob_level/10)+1
  189. bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a
  190. monster of race x (Check db/item_group_db.txt)
  191. 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
  192. if 'y' is negative value, then it's a part of formula
  193. chance = -y*(killed_mob_level/10)+1