item_bonus.txt 18 KB

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  1. //===== Athena Doc ========================================
  2. //= eAthena Item Bonuses List
  3. //===== By ================================================
  4. //= Developers
  5. //===== Version ===========================================
  6. //= 1.1.20080612
  7. //=========================================================
  8. //= 1.0 - Standardized doc file
  9. //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk,
  10. //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept
  11. //= skill names [FlavioJS]
  12. //=
  13. //===== Description =======================================
  14. //= List of script instructions used in item bonuses,
  15. //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments
  16. //=========================================================
  17. skill i,n; Gives skill #i at level n (supports skill names)
  18. bonus bStr,n; STR + n
  19. bonus bAgi,n; AGI + n
  20. bonus bVit,n; VIT + n
  21. bonus bInt,n; INT + n
  22. bonus bDex,n; DEX + n
  23. bonus bLuk,n; LUK + n
  24. bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
  25. bonus bMaxHP,n; MaxHP + n
  26. bonus bMaxSP,n; MaxSP + n
  27. bonus bMaxHPrate,n; MaxHP + n%
  28. bonus bMaxSPrate,n; MaxSP + n%
  29. bonus bAtk,n; ATK + n
  30. bonus bAtk2,n; ATK2 + n
  31. bonus bAtkRate,n; Attack power + n%
  32. bonus bBaseAtk,n; Basic attack power + n
  33. bonus bMatk,n; Minimum AND Maximum Magical Attack Power + n
  34. bonus bMatk1,n; Minimum Magical attack power + n
  35. bonus bMatk2,n; Maximum Magical attack power + n
  36. bonus bMatkRate,n; Magical attack power + n%
  37. bonus bDef,n; Equipment DEF + n
  38. bonus bDef2,n; VIT based DEF + n
  39. bonus bDefRate,n; Equipment DEF + n%
  40. bonus bDef2Rate,n; VIT based DEF + n%
  41. bonus bMdef,n; Equipment MDEF + n
  42. bonus bMdef2,n; INT based MDEF + n
  43. bonus bMdefRate,n; Equipment MDEF + n%
  44. bonus bMdef2Rate,n; INT based MDEF + n%
  45. bonus bHit,n; Hit + n
  46. bonus bHitRate,n; Hit + n%
  47. bonus bCritical,n; Critical + n
  48. bonus bCriticalRate,n; Critical + n%
  49. bonus bFlee,n; Flee + n
  50. bonus bFleeRate,n; Flee + n%
  51. bonus bFlee2,n; Perfect Dodge + n
  52. bonus bFlee2Rate,n; Perfect Dodge + n%
  53. bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
  54. bonus bSpeedAddRate,n; Moving speed + n%
  55. bonus bAspd,n; Attack speed + n
  56. bonus bAspdRate,n; Attack speed + n%
  57. bonus bAtkRange,n; Attack range + n
  58. bonus bCastrate,n; Skill casting time rate + n%
  59. bonus bUseSPrate,n; SP consumption + n%
  60. bonus bHPrecovRate,n; Natural HP recovery ratio + n%
  61. bonus bSPrecovRate,n; Natural SP recovery ratio + n%
  62. bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
  63. bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
  64. bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
  65. bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
  66. bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
  67. bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
  68. bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
  69. bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
  70. bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
  71. bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
  72. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  73. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  74. 10=Boss monster, 11=Other than (normal monster) boss monster
  75. bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
  76. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  77. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  78. 10=Boss monster, 11=Other than (normal monster) boss monster
  79. bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
  80. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  81. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  82. 10=Boss monster, 11=Other than (normal monster) boss monster
  83. bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
  84. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  85. bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
  86. bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) :
  87. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  88. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  89. 10=Boss monster, 11=Other than (normal monster) boss monster
  90. bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
  91. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  92. bonus bAtkEle,n; Gives the player's attacks element n
  93. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  94. bonus bDefEle,n; Gives the player's defense element n
  95. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  96. bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
  97. Only the highest among all is applied
  98. bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
  99. bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
  100. bonus bNoCastCancel,n; Prevents casting from being interrupted when hit
  101. (does not work in GvG | n is meaningless)
  102. bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit
  103. (works even in GvG | n is meaningless)
  104. bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
  105. bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
  106. bonus bNoMagicDamage,n; Prevents from receiving any magical effect
  107. (Attack, Healing, Support spells are all blocked | n is meaningless)
  108. bonus bNoGemStone,n; Skills requiring Gemstones do no require them
  109. (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
  110. bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
  111. 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)
  112. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  113. 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)
  114. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  115. bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
  116. bonus2 bAddSize,n,x; +x% physical damage against size n.
  117. n: 0=Small 1=Medium 2=Large
  118. bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
  119. n: 0=Small 1=Medium 2=Large
  120. bonus2 bSubSize,n,x; x% Damage reduction against size n.
  121. n: 0=Small 1=Medium 2=Large
  122. bonus2 bAddRace,n,x; +x% physical damage against race n
  123. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  124. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  125. 10=Boss monster, 11=Other than (normal monster) boss monster
  126. bonus2 bMagicAddRace,n,x; +x% magical damage against race n
  127. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  128. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  129. 10=Boss monster, 11=Other than (normal monster) boss monster
  130. bonus2 bSubRace,n,x; +x% damage reduction against race n
  131. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  132. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  133. 10=Boss monster, 11=Other than (normal monster) boss monster
  134. bonus2 bAddEle,n,x; +x% physical damage against element n
  135. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  136. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  137. bonus2 bMagicAddEle,n,x +x% magical damage against element n
  138. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  139. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  140. bonus2 bSubEle,n,x; x% Damage reduction against element n.
  141. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  142. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  143. bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
  144. Against players, n is their job id
  145. bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
  146. Against players, n is their job id.
  147. bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
  148. Against players, n is their job id.
  149. bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
  150. Against players, n is their job id.
  151. bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
  152. bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
  153. bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
  154. bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
  155. 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)
  156. if 'x' is negative value, then it's a part of formula
  157. chance = -x*(killed_mob_level/10)+1
  158. bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny
  159. (only the highest among all is applied).
  160. If n < 0, the max zeny to gain is -n*monster level.
  161. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
  162. 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)
  163. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  164. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  165. 10=Boss monster, 11=Other than (normal monster) boss monster
  166. if 'x' is negative value, then it's a part of formula
  167. chance = -x*(killed_mob_level/10)+1
  168. bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
  169. Skill is casted on target unless it is a self or support (inf = 4/16) skill.
  170. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
  171. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
  172. //---- 2/15 new card effects ----
  173. bonus bCritAtkRate,n; Increase critical damage by +n%
  174. bonus bNoRegen,n; Stops regeneration for n
  175. n: 1=HP, 2=SP
  176. bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
  177. bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
  178. bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
  179. bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
  180. bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
  181. bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
  182. bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
  183. n: 0=All normal monster except Bosses, 1=All monsters
  184. bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
  185. bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
  186. r:
  187. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  188. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  189. 10=Boss monster, 11=Other than (normal monster) boss monster
  190. bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
  191. bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
  192. bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
  193. bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
  194. bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
  195. bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x%
  196. bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
  197. (Check db/mob_race2_db.txt)
  198. y: 0=Don't show damage 1=Show damage
  199. bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
  200. attacker (unless it is a self or support skill) when being hit by a
  201. direct attack. (supports skill names)
  202. Target must be within spell's range to go off.
  203. bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt,
  204. OR drain the amount of sp from the enemy.
  205. y: 0=gain sp 1:drain enemy sp
  206. bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either gain x SP,
  207. OR drain the amount of sp from the enemy.
  208. y:0=gain sp 1:drain enemy sp
  209. (Note: setting x to -1 or below will reduce YOUR sp)
  210. bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
  211. i:
  212. 0=cast on self
  213. 1=cast on enemy, not on self
  214. 2=use random skill lv in [1..y]
  215. 3=1+2 (random lv on enemy)
  216. 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)
  217. Target must be within spell's range to go off.
  218. i:
  219. 0=cast on self
  220. 1=cast on enemy, not on self
  221. 2=use random skill lv in [1..y]
  222. 3=1+2 (random lv on enemy)
  223. bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
  224. t: Trigger criteria:
  225. BF_SHORT: Trigger on melee attack
  226. BF_LONG: Trigger on ranged attack
  227. ( Default: BF_SHORT+BF_LONG )
  228. BF_WEAPON: Trigger on weapon skills
  229. BF_MAGIC: Trigger on magic skills
  230. BF_MISC: Trigger on misc skills
  231. ( Default: BF_WEAPON )
  232. BF_NORMAL: Trigger on normal
  233. attacks.
  234. BF_SKILL: Trigger on skills
  235. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  236. i:
  237. 0=cast on self
  238. 1=cast on enemy, not on self
  239. 2=use random skill lv in [1..y]
  240. 3=1+2 (random lv on enemy)
  241. 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)
  242. Target must be within spell's range to go off.
  243. t: Trigger criteria:
  244. BF_SHORT: Trigger on melee attack
  245. BF_LONG: Trigger on ranged attack
  246. ( Default: BF_SHORT+BF_LONG )
  247. BF_WEAPON: Trigger on weapon skills
  248. BF_MAGIC: Trigger on magic skills
  249. BF_MISC: Trigger on misc skills
  250. ( Default: BF_WEAPON )
  251. BF_NORMAL: Trigger on normal
  252. attacks.
  253. BF_SKILL: Trigger on skills
  254. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  255. i: 1=cast on enemy, not on self
  256. 2=use random skill lv in [1..y]
  257. 3=1+2 (random lv on enemy)
  258. //---- 2/22 new card effects ----
  259. bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
  260. you can also use direct item IDs instead
  261. of group values.
  262. (Check db/item_group_db.txt)
  263. //---- 3/15 new card effects ----
  264. bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
  265. bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
  266. bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
  267. bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
  268. bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp
  269. bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
  270. (Check db/mob_race2_db.txt)
  271. bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a monster
  272. (Check db/item_group_db.txt)
  273. if 'x' is negative value, then it's a part of formula
  274. chance = -x*(killed_mob_level/10)+1
  275. bonus3 bAddEff,n,x,y; Adds a x/10000 chance to cause effect n to the target when attacking
  276. (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
  277. y is the trigger criteria:
  278. ATF_SELF: Trigger effect on self.
  279. ATF_TARGET: Trigger effect on target (default)
  280. ATF_SHORT: Trigger on melee attacks
  281. ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
  282. bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
  283. y is the trigger criteria:
  284. ATF_SELF: Trigger effect on self.
  285. ATF_TARGET: Trigger effect on target (default)
  286. ATF_SHORT: Trigger on melee attacks
  287. ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
  288. bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a
  289. monster of race x (Check db/item_group_db.txt)
  290. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  291. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  292. 10=Boss monster, 11=Other than (normal monster) boss monster
  293. if 'y' is negative value, then it's a part of formula
  294. chance = -y*(killed_mob_level/10)+1
  295. bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
  296. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  297. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  298. 10=Boss monster, 11=Other than (normal monster) boss monster
  299. bAddStealRate,n; n/100% increase to Steal skill success chance
  300. bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)