// Constants usable in scripts. // TODO remove all the bSomething and move them to params instead bMaxHP 6 bMaxSP 8 bStr 13 bAgi 14 bVit 15 bInt 16 bDex 17 bLuk 18 //bAtk 41 //bAtk2 42 bMatk1 43 //bMatk2 44 //bDef 45 bMdef 47 //bMdef2 48 bHit 49 bFlee 50 //bFlee2 51 bCritical 52 //bAspd 53 bDeaf 70 // Elements: // 0 = Neutral // 1 = Water // 2 = Earth // 3 = Fire // 4 = Wind // 5 = Poison // 6 = Holy // 7 = Dark // 8 = Spirit // 9 = Undead // Races: // 0 = Formless // 1 = Undead // 2 = Brute // 3 = Plant // 4 = Insect // 5 = Fish // 6 = Demon // 7 = Demi-Human // 8 = Angel // 9 = Dragon // 10 = Boss // 11 = Other // Effects: // Eff_Blind // Eff_Sleep // Eff_Poison // Eff_Freeze // Eff_Silence // Eff_Stun // Eff_Curse // Eff_Confusion // Eff_Stone // Eff_Bleeding // Splash radius: // n = 1 -> 3x3 cell // n = 2 -> 5x5 cell // ... // Those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other bonuses are ignored. // For more information, have a look here: http://code.google.com/p/eathena/source/browse/trunk/doc/item_bonus.txt bAtkRange 1000 // A range bonus of n (bAtkRange,n;). //bAtkEle 1001 // Gives the player's attacks a n element (bAtkEle,n;). //bDefEle 1002 // Gives the player's defense a n element (bDefEle,n;). //bCastrate 1003 // Adjusts casting time of skill n by x% (bCastrate,n,x;). bMaxHPrate 1004 // A max HP bonus of n (bMaxHPrate,n;). //bMaxSPrate 1005 // A max SP bonus of n (bMaxSPrate,n;). //bUseSPrate 1006 // Increases the consumption of SP by n% (bUseSPrate,n;). //bAddEle 1007 // +x% physical damage against a n element (bAddEle,n,x;). //bAddRace 1008 // +x% physical damage against a n race (bAddRace,n,x;). //bAddSize 1009 // +x% physical damage against a n size (bAddSize,n,x;). //bSubEle 1010 // +x% damage reduction against a n element (bSubEle,n,x;). //bSubRace 1011 // +x% damage reduction against race n (bSubRace,n,x;). //bAddEff 1012 // Adds a 1/100x% chance to cause effect e to the target when attacking (bAddEff,e,x;). //bResEff 1013 // Adds a 1/100x% tolerance to an effect (bResEff,e,x;). //bBaseAtk 1014 // A n bonus to the basic attack power (bBaseAtk,n;). bAspdRate 1015 // +n% attack speed (bAspdRate,n;). bHPrecovRate 1016 // Natural HP recovery ratio increased of n% (bHPrecovRate,n;). //bSPrecovRate 1017 // Natural SP recovery ratio increased of n% (bSPrecovRate,n;). //bSpeedRate 1018 // Moving speed increased of n% and only the highest among all is applied (bSpeedRate,n;). bCriticalDef 1019 // Decreases the chance of being hit by critical hits of n% (bCriticalDef,n;). //bNearAtkDef 1020 // Adds n% damage reduction against melee physical attacks (bNearAtkDef,n;). //bLongAtkDef 1021 // Adds n% damage reduction against ranged physical attacks (bLongAtkDef,n;). //bDoubleRate 1022 // Adds a n% probability of doing a double attack (bDoubleRate,n;). bDoubleAddRate 1023 // Adds another +n% probability of doing a double attack (bDoubleAddRate,n;). //bMatk 1024 // Adds a magical attack bonus of n (bMatk,n;). //bMatkRate 1025 // Adds a magical attack bonus percentage n% (bMatkRate,n;). //bIgnoreDefEle 1026 // Disregards defense against enemies of a n element (bIgnoreDefEle,n;). //bIgnoreDefRace 1027 // Disregards defense against enemies of a n race (bIgnoreDefRace,n;). //bAtkRate 1028 // Adds an attack bonus of n% (bAtkRate,n;). bSpeedAddRate 1029 // Adds a n% of walking speed (bSpeedAddRate,n;). //bAspdAddRate 1030 // Adds a n% of attack speed (bAspdAddRate,n;). //bMagicAtkDef 1031 // Adds a n% damage reduction against magical attacks (bMagicAtkDef,n;). //bMiscAtkDef 1032 // Adds a n% damage reduction against miscellaneous attacks (traps, falcon, ...) (bMiscAtkDef,n;). //bIgnoreMdefEle 1033 // Disregards magical defense against enemies of a n element (bIgnoreMdefEle,n;). //bIgnoreMdefRace 1034 // Disregards magical defense against enemies of a n race (bIgnoreMdefRace,n;). //bMagicAddEle 1035 // Adds x% of magical damage against a n element (bMagicAddEle,n,x;). //bMagicAddRace 1036 // Adds x% of magical damage against a n race (bMagicAddRace,n,x;). //bMagicSubRace 1037 // Removes a x% of magical damage against a n race (bMagicSubRace,n,x;). //bPerfectHitRate 1038 // On-target impact attack probability n% and only the highest among all is applied (bPerfectHitRate,n;). //bPerfectHitAddRate 1039 // A n% bonus of an on-target impact (bPerfectHitAddRate,n;). //bCriticalRate 1040 // Add a n% to the critical hits percentage (bCriticalRate,n;). //bGetZenyNum 1041 // When killing a monster, there is a x% chance of gaining about n zeny (bGetZenyNum,n;). //bAddGetZenyNum 1042 // Same as bGetZenyNum, but the rates and zeny to gain stack (bAddGetZenyNum,n,x;). //bAddDamageClass 1043 // +x% of extra physical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;). //bAddMagicDamageClass 1044 // +x% of extra magical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;). //bAddDefClass 1045 // +x% physical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;) //bAddMdefClass 1046 // +x% magical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;) //bAddMonsterDropItem 1047 // Adds a x/100% chance for a n item to be dropped, when killing any monster (bAddMonsterDropItem,n,x;) //bDefRatioAtkEle 1048 // Does more damage depending on the monster's defense against a n element (bDefRatioAtkEle,n;). //bDefRatioAtkRace 1049 // Does more damage depending on the monster's defense against a n race (bDefRatioAtkRace,n;). //bAddSpeed 1050 // Adds a n speed to the player (bAddSpeed,n;). //bHitRate 1051 // Adds a n% rate to hit (bHitRate,n;). //bFleeRate 1052 // Adds a n% to flee a monster's attack (bFleeRate,n;). //bFlee2Rate 1053 // Adds a n% to dodge a monster's attack (bFleeRate,n;). bDefRate 1054 // Adds a n% of defense to the equipment (bDefRate,n;). bDef2Rate 1055 // Adds a n% of defense based on the vitality to the equipment (bDef2Rate,n;). //bMdefRate 1056 // Adds a n% of magical defense to the equipment (bMdefRate,n;). //bMdef2Rate 1057 // Adds a n% of magical defense based on the vitality to the equipment (bMdef2Rate,n;). //bSplashRange 1058 // Adds n to the splash attack radius and only the highest among all is applied (bSplashRange,n;). //bSplashAddRange 1059 // Adds n to the splash attack radius (bSplashRange,n;). //bAutoSpell 1060 // Auto Spell casting on attack of spell n at level x with a y/10% chance (bAutoSpell,n,x,y;). bHPDrainRate 1061 // Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack (bHPDrainRateRace,r,n,x;). //bSPDrainRate 1062 // Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack (bSPDrainRateRace,r,n,x;). //bShortWeaponDamageReturn 1063 // Reflects n% of received melee damage back to the enemy that caused it (bShortWeaponDamageReturn,n;). //bLongWeaponDamageReturn 1064 // Reflects n% of received ranged damage back to the enemy that caused it (bShortWeaponDamageReturn,n;). //bWeaponComaEle 1065 // Adds a n/100% chance to cause coma when attacking a monster of a x element with a normal attack (bWeaponComaEle,x,n;). //bWeaponComaRace 1066 // Adds a n/100% chance to cause coma when attacking a monster of a x race with a normal attack (bWeaponComaEle,x,n;). //bAddEff2 1067 // Adds a n/100% chance to cause status change x on self when attacking (bAddEff2,x,n;). //bMagicDamageReturn 1068 // Adds a n% chance to reflect targetted magic spells back to the enemy that caused it (bMagicDamageReturn,n;). //bRandomAttackIncrease 1069 // Adds a n% chance to inflict x% additional damage to the enemy with normal attack (bRandomAttackIncrease,x,n;). //bAllStats 1070 // Adds a n number in Strengh, Agility, Vitality, Intelligence, Dexterity and Luck (bAllStats,n;). //bAgiVit 1071 // Adds a n number in Agility and Vitality (bAgiVit,n;). //bAgiDexStr 1072 // Adds a n number in Agility, Dexterity and Strengh (bAgiDexStr,n;). //bPerfectHide 1073 // A hidden character is no longer detected by monsters with 'detector' mode (bPerfectHide,1;). equip_head 1 equip_shield 2 equip_hand2 3 equip_hand1 4 equip_gloves 5 equip_shoes 6 equip_misc1 7 equip_misc2 8 equip_torso 9 equip_legs 10 equip_arrow 11 // Appearance Slots // Using this for anything but hair is probably a mistake. LOOK_BASE 0 LOOK_HAIR_STYLE 1 LOOK_WEAPON 2 LOOK_LEGS 3 LOOK_HELMET 4 LOOK_CHEST 5 LOOK_HAIR_COLOR 6 LOOK_SHIELD 8 LOOK_SHOES 9 LOOK_GLOVES 10 LOOK_CAPE 11 LOOK_MISC1 12 LOOK_MISC2 13 // Hairstyles HS_Bald 0 HS_BaldTwo 1 HS_FlatPonytail 2 HS_BowlCut 3 HS_CombedBack 4 HS_Emo 5 HS_Mohawk 6 HS_Pompadour 7 HS_CenterParting 8 HS_LongAndSlick 9 HS_ShortAndCurly 10 HS_Pigtails 11 HS_LongAndCurly 12 HS_Parted 13 HS_PerkyPonytail 14 HS_Wave 15 HS_Mane 16 HS_Bun 17 HS_ShoulderLengthFlick 18 HS_Fizzy 19 HS_LongAndClipped 20 // Hair Colors HC_LIGHT_BROWN 0 HC_GREEN 1 HC_RED 2 HC_PURPLE 3 HC_GRAY 4 HC_YELLOW 5 HC_BLUE 6 HC_BROWN 7 HC_LIGHT_BLUE 8 HC_DARK_PURPLE 9 HC_BLACK 10 HC_PINK 11 HC_BROWN_TWO 12 HC_WHITE 127 // Colors for dyed items. // See npc/functions/process_equip.txt. cNone 11 cWhite 10 cRed 0 cGreen 1 cDarkBlue 2 cYellow 3 cLightBlue 4 cPink 5 cBlack 6 cOrange 7 cPurple 8 cDarkGreen 9 sc_poison 132 sc_slowpoison 14 sc_raiseattackspeed0 37 sc_raiseattackstrength 185 SC_SHEARED 194 SC_HIDE 194 SC_HALT_REGENERATE 195 SC_FLYING_BACKPACK 196 SC_MBARRIER 197 SC_HASTE 198 SC_PHYS_SHIELD 199 SC_COOLDOWN 71 SC_COOLDOWN_MG 72 SC_COOLDOWN_MT 73 SC_COOLDOWN_R 74 SC_COOLDOWN_AR 75 SC_COOLDOWN_ENCH 76 SC_COOLDOWN_KOY 77 // Emotions EMOTE_DISGUST 1 EMOTE_SURPRISE 2 EMOTE_HAPPY 3 EMOTE_SAD 4 EMOTE_EVIL 5 EMOTE_WINK 6 EMOTE_ANGEL 7 EMOTE_BLUSH 8 EMOTE_TONGUE 9 EMOTE_GRIN 10 EMOTE_UPSET 11 EMOTE_PERTURBED 12 EMOTE_SPEECH 13 EMOTE_BLAH 14 // ManaPlus Emotions EMOTE_MEOW 101 EMOTE_LAUGH 102 EMOTE_CHEERFUL 103 EMOTE_LOVE 104 EMOTE_MONEY 105 EMOTE_SLEEP 106 EMOTE_REST 107 EMOTE_BOTHERED 108 EMOTE_AFRAID 109 EMOTE_DEAD 110 EMOTE_SUSPICIOUS 111 EMOTE_MELANCHOLY 112 EMOTE_FACEPALM 113 EMOTE_ANGRY 114 EMOTE_HEADACHE 115 EMOTE_BORED 116 EMOTE_SWEAR 117 EMOTE_HEART 118 EMOTE_EMPTY 119 EMOTE_HALLOWEEN 120 EMOTE_VICIOUS 121 EMOTE_JOYFUL 122 EMOTE_CLEVER 123 EMOTE_SHY 124 EMOTE_ALIEN 125 EMOTE_TROLL 126 EMOTE_PAIN 127 EMOTE_TEARS 128 // symbols used for registercmd (ASCII) MAGIC_SYMBOL 35 //# ATCMD_SYMBOL 64 //@ DEBUG_SYMBOL 37 //% sfx_skillup 1 sfx_magic_generic 2 sfx_magic_life 3 sfx_magic_war 4 sfx_magic_transmute 5 sfx_magic_nature 6 sfx_magic_astral 7 sfx_magic_dark 8 // Special effects, interactive objects and emotion effects from client-data/effects.xml. FX_NONE -1 FX_LEVELUP 0 FX_SKILLUP 1 FX_MAGIC_GENERIC 2 FX_MAGIC_WHITE 3 FX_MAGIC_BLACK 4 FX_MAGIC_RED 5 FX_MAGIC_GREEN 6 FX_MAGIC_BLUE 7 FX_MAGIC_DARKRED 8 FX_MAGIC_DEFAULT 10 FX_MAGIC_SHIELD 11 FX_MAGIC_HIT 13 FX_MAGIC_HIT_EVIL 14 FX_FIRE_BURST 15 FX_FIRE_EXPLOSION 16 FX_LIGHTNING1 17 FX_LIGHTNING2 18 FX_LIGHTNING3 19 FX_MAGIC_TELEPORT 20 FX_PENTAGRAM_BUILDUP 21 FX_PENTAGRAM_BURST 22 FX_MAGIC_TELEPORT2 24 FX_RAIN 25 FX_HIT 26 FX_ARROW_HAIL 27 FX_CRITICAL 28 FX_LARGE_EXPLOSION 30 FX_MEDIUM_EXPLOSION 31 FX_MEDIUM_SMOKE 32 FX_MEDIUM_BLINDINGLIGHT 33 FX_CHANNELLING_RAISE 34 FX_CHANNELLING_CAST 35 FX_ENCHANTED_DOOR_BROKEN 36 FX_DARK_TELEPORT 37 FX_EVIL_SUMMON 38 FX_GROUND_SPAWN 39 FX_BLUE_MAGIC_CAST 40 FX_MAGIC_BLUE_TELEPORT 41 FX_MAGIC_DARK_EXPLOSION 42 FX_PUMPKIN_EXPLOSION 43 FX_GETITEM 44 FX_HUG 49 FX_MAGIC_SHIELD_ENDS 111 FX_ELECTRICITY_RED 114 FX_ELECTRICITY_BLUE 115 FX_GATE_OPENING 300 FX_CASKET_LID 301 FX_CASKET_MONSTER 302 FX_MAGIC_DISCHARGE 500 // 15 FX_MAGIC_WAND_CAST 501 // 2 //FX_MAGIC_WAND_ATK 502 // 5 FX_MAGIC_AGGRAVATE_CAST 503 // 6 FX_MAGIC_AGGRAVATE_HIT 504 // 10 FX_MAGIC_DETECT_CAST 505 // 2 FX_MAGIC_DETECT_HIT 506 // 10 FX_MAGIC_EXP_CAST 507 // 10 FX_MAGIC_DART_CAST 508 // 10 //FX_MAGIC_DART_ATK 509 // 4 FX_MAGIC_GROW_CAST 510 // 6, 21 FX_MAGIC_GROW_SPAWN 511 // 22 FX_MAGIC_HEAL_CAST 512 // 3 FX_MAGIC_HEAL_HIT 513 // 3 FX_MAGIC_BLADE_CAST 514 // 4 //FX_MAGIC_BLADE_HIT 515 // 4 FX_MAGIC_SULPHUR_CAST 516 // 5 FX_MAGIC_MAGGOT_CAST 517 // 7, 21 FX_MAGIC_MAGGOT_SPAWN 518 // 22 FX_MAGIC_WOOD_CAST 519 // 5 FX_MAGIC_AHAIL_CAST 520 // 4 FX_MAGIC_BARRIER_CAST 521 // 7 FX_MAGIC_BARRIER_HIT 522 // 10 FX_MAGIC_BARRIER_END 523 // 10 FX_MAGIC_WHO_CAST 524 // 2 FX_MAGIC_STONE_CAST 525 // 2 FX_MAGIC_FLYING_CAST 526 // 6 FX_MAGIC_FLYING_HIT 527 // 2 FX_MAGIC_FLYING_END 528 // 2 FX_MAGIC_JOY_CAST 529 // 6 FX_MAGIC_HIDE_CAST 530 // 7 FX_MAGIC_HIDE_HIT 531 // 10 FX_MAGIC_HIDE_END 532 // 2 FX_MAGIC_LAY_CAST 533 // 3 FX_MAGIC_LAY_HIT 534 // 3 FX_MAGIC_BOLT_CAST 535 // 4 FX_MAGIC_KNUCKLE_CAST 536 // 4 FX_MAGIC_ARROW_CAST 537 // 5 FX_MAGIC_IRONP_CAST 538 // 5 FX_MAGIC_SHIRT_CAST 539 // 5 FX_MAGIC_SHIELD_CAST 540 // 6 FX_MAGIC_RAIN_CAST 541 // 6 FX_MAGIC_SHEAR_CAST 542 // 6 FX_MAGIC_FLUFFY_CAST 543 // 7, 21 FX_MAGIC_FLUFFY_SPAWN 544 // 22 FX_MAGIC_MOUBOO_CAST 545 // 7, 21 FX_MAGIC_MOUBOO_SPAWN 546 // 22 FX_MAGIC_PINKY_CAST 547 // 7, 21 FX_MAGIC_PINKY_SPAWN 548 // 22 FX_MAGIC_SNAKE_CAST 549 // 8, 21 FX_MAGIC_SNAKE_SPAWN 550 // 22 FX_MAGIC_SPIKY_CAST 551 // 7, 21 FX_MAGIC_SPIKY_SPAWN 552 // 22 FX_MAGIC_WICKED_CAST 553 // 8, 21 FX_MAGIC_WICKED_SPAWN 554 // 22 FX_MAGIC_TDART_CAST 555 // 8 OVERRIDE_BLADE 1700 // 30 OVERRIDE_TDART 1701 // 31 OVERRIDE_WAND_WAND 1703 // 33 OVERRIDE_DART 1704 // 34 OVERRIDE_WAND_STAFF 1705 // 35 OVERRIDE_KNUCKLES 1706 // 34 OVERRIDE_SHEAR 1707 // 30 // TODO: ATTACK_ICON_... FX_EMOTE_DISGUST 10000 FX_EMOTE_SURPRISE 10001 FX_EMOTE_HAPPY 10002 FX_EMOTE_SAD 10003 FX_EMOTE_EVIL 10004 FX_EMOTE_WINK 10005 FX_EMOTE_ANGEL 10006 FX_EMOTE_BLUSH 10007 FX_EMOTE_TONGUE 10008 FX_EMOTE_GRIN 10009 FX_EMOTE_UPSET 10010 FX_EMOTE_PERTURBED 10011 FX_EMOTE_SPEECH 10012 FX_EMOTE_BLAH 10013 FX_EMOTE_SWEAR 10014 FX_EMOTE_MEOW 10015 FX_EMOTE_LAUGH 10016 FX_EMOTE_CHEERFUL 10017 FX_EMOTE_LOVE 10018 FX_EMOTE_MONEY 10019 FX_EMOTE_SLEEP 10020 FX_EMOTE_REST 10021 FX_EMOTE_BOTHERED 10022 FX_EMOTE_AFRAID 10023 FX_EMOTE_DEAD 10024 FX_EMOTE_SUSPICIOUS 10025 FX_EMOTE_MELANCHOLY 10026 FX_EMOTE_FACEPALM 10027 FX_EMOTE_ANGRY 10028 FX_EMOTE_HEADACHE 10029 FX_EMOTE_BORED 10030 FX_EMOTE_HEART 10031 FX_EMOTE_EMPTY 10032 FX_EMOTE_HALLOWEEN 10033 FX_EMOTE_VICIOUS 10034 FX_EMOTE_JOYFUL 10035 FX_EMOTE_CLEVER 10036 FX_EMOTE_SHY 10037 FX_EMOTE_ALIEN 10038 FX_EMOTE_CURIOUS 10039 FX_EMOTE_PAIN 10040 FX_EMOTE_TEARS 10041 // Basic Skills SKILL_EMOTE 1 SKILL_TRADE 2 SKILL_PARTY 3 // Focus Skills SKILL_POOL 339 SKILL_MALLARDS_EYE 45 SKILL_BRAWLING 350 SKILL_LUCKY_COUNTER 351 SKILL_SPEED 352 SKILL_RESIST_POISON 353 SKILL_ASTRAL_SOUL 354 SKILL_RAGING 355 // GM groups G_PLAYER 0 G_BOT 1 G_TESTER 20 G_DEV 40 G_EVENT 50 G_GM 60 G_ADMIN 80 G_SYSOP 99 // Server Message Types (smsg builtin) SMSG_DEBUG 0 SMSG_GM 1 SMSG_WARNING 2 SMSG_SUCCESS 3 SMSG_FAILURE 4 SMSG_ERROR 5 SMSG_LEGAL 6 SMSG_MOTD 7 SMSG_AUTOMATIC 8 SMSG_EVENT 9 // Monster Modes MD_NONE 0 MD_CANMOVE 1 MD_LOOTER 2 MD_AGGRESSIVE 4 MD_ASSIST 8 MD_CASTSENSOR_IDLE 16 MD_BOSS 32 MD_PLANT 64 MD_CANATTACK 128 // These modes do not exist in TMWA (and are thus ignored) //MD_DETECTOR 256 //MD_CASTSENSOR_CHASE 512 //MD_CHANGECHASE 1024 //MD_ANGRY 2048 //MD_CHANGETARGET_MELEE 4096 //MD_CHANGETARGET_CHASE 8192 //MD_TARGETWEAK 16384 //MD_NOKNOCKBACK 32768 //MD_RANDOMTARGET 65536 // API Export Protocols API_VAULT 607 API_SENDMAIL 501 //API_DISCORD 301 //API_PINCODE 302