item_bonus.txt 17 KB

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