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//eAthena Items Scripting Manual

skill n,x;	skill n of level x

bonus bStr,n;	STR + n
bonus bAgi,n;	AGI + n
bonus bVit,n;	VIT + n
bonus bInt,n;	INT + n
bonus bDex,n;	DEX + n
bonus bLuk,n;	LUK + n

bonus bAllStats,n;	STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n

bonus bMaxHP,n;			MAXHP + n
bonus bMaxSP,n;			MAXSP + n
bonus bMaxHPrate,n;		MAXHP + n% 
bonus bMaxSPrate,n;		MAXSP + n%
bonus bAtk,n;			ATK + n
bonus bAtk2,n;			ATK2 + n
bonus bAtkRate			attack power  + n%
bonus bBaseAtk,n;		Basic attack power + n
bonus bMatk,n;			Magical attack power 1 + n and magical attack power 2 + n
bonus bMatk1,n;			Magical attack power 1 + n
bonus bMatk2,n;			Magical attack power 2 + n
bonus bMatkRate,n;		Magical attack power + n%
bonus bMdef,n;			Magical defensive power + n
bonus bDef,n;			DEF + n
bonus bHit,n;			On-target hit power + n
bonus bCritical,n;		Critical + n
bonus bCriticalRate,n;		Critical ratio + n%
bonus bFlee,n;			Evasion power + n
bonus bFlee2,n;			Perfection evasion + n
bonus bSpeed,n;			Drift speed + n
bonus bAspd,n;			Attack speed + n
bonus bSpeedRate,n;		Drift speed + n% (just high ones application)
bonus bAspdRate,n;		Attack speed + n% (just high ones application)
bonus bSpeedAddRate		drift speed + n%
bonus bAspdAddRate		attack speed + n%
bonus bAtkRange,n;		Attack Range + n
bonus bCastrate,n;		Cast rate + n%
bonus bUseSPrate,n;		SP consumption + n%
bonus bHPrecovRate,n;		HP automatic recovery ratio + n% (you exclude the recovery with skill)
bonus bSPrecovRate,n;		SP automatic recovery ratio + n% (you exclude the recovery with skill)
bonus bDoubleRate,n;		attack probability n% (with weapon disregard just high ones application)
bonus bDoubleAddRate,n;		Double attack probability + n% (weapon disregard)
bonus bPerfectHitRate,n;	On-target impact attack probability n% (just high ones application)
bonus bPerfectHitAddRate,n;	On-target impact attack probability +n%
bonus bGetZenyNum,n;		When pushing down the monster with physical attack, rand () ?? of %n+1 is obtained, (as for n just high ones application)
bonus bAddGetZenyNum,n;		When pushing down the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +)
bonus bCriticalDef,n;		Critical ? and others the trap it is, probability + n%
bonus bNearAtkDef,n;		The damage of short-range attack n% reduction (magic and the trap, the ? is excluded)
bonus bLongAtkDef,n;		damage of stand off attack n% reduction (magic and the trap, the ? is excluded)
bonus bMagicAtkDef		the damage of magical attack n% reduction
bonus bMiscAtkDef		MISC attack (the trap and ?) the damage n% reduction

bonus bIgnoreDefRace,n		Defense disregard of enemy of n race
					0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than (normal monster) boss monster
bonus bIgnoreDefEle,n;		Defense disregard of enemy of n attribute
					0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bIgnoreMDefRace		n race the magical defensive power disregard damage
					0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus bIgnoreMDefEle		n attribute the magical defensive power disregard damage
					0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality	
bonus bDefRatioAtkRace,n;		n race if defensive power is high the high extent big damage is given, (defense disregard) 
					0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus bDefRatioAtkEle,n;		n attribute if defensive power is high the high extent big damage is given, (defense disregard)
					0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bAtkEle,n;		Attack with element n
					0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bDefEle,n;		Guard against element n
					0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bHitRate,n;		on-target hit ratio +n%
bonus bFleeRate,n;		evasion ratio +n%
bonus bFlee2Rate,n;		complete evasion ratio +n%
bonus bDefRate,n;		earned-run average +n% (equipment)
bonus bDef2Rate,n;		earned-run average +n% (those due to vit)
bonus bMdefRate,n;		magical earned-run average +n% (equipment)
bonus bMdef2Rate,n;		magical earned-run average +n% (those due to int)
bonus bSplashRange n;		damage is given to the peripheral n cell of the target with usual weapon attack, if (as for n just high ones application, 1 if the 3*3, 2 the 5*5)
bonus bSplashAddRange n;	damage is given to the peripheral n cell of the target with usual weapon attack, (range + n)

bonus bInfiniteEndure,n;	Unlimited Endure (n is meaningless) 
bonus bRestartFullRecover,n;	When reviving, HP and SP all recoveries (non mind there is no n)
bonus bNoCastCancel,n;		The casting is not cancelled (non mind there is no n)
bonus bNoCastCancel2,n;		The casting is not cancelled (is not cancelled even with GVG, n is meaningless)
bonus bNoSizeFix,n;		The attack revision with the size of the monster is not received, (non mind there is no n)
bonus bNoWeaponDamage,n;	The damage is not received to physical attack, (non mind there is no n)
bonus bNoMagicDamage,n;		The damage is not received to magic, (including also the heel, non mind there is no n)
bonus bNoGemStone,n;		When using skill, the gemstone is not consumed (non mind there is no n)


bonus2 bAddEff,Eff_Blind,n;	With the establishment of n% dark grant
bonus2 bAddEff,Eff_Sleep,n;	With the establishment of n% sleep grant
bonus2 bAddEff,Eff_Poison,n;	With the establishment of n% poison grant
bonus2 bAddEff,Eff_Freeze,n;	With the establishment of n% freezing grant
bonus2 bAddEff,Eff_Silence,n;	With the establishment of n% silence grant
bonus2 bAddEff,Eff_Stan,n;	With the establishment of n% stun grant
bonus2 bAddEff,Eff_Curse,n;	You curse with the establishment of n%, grant
bonus2 bAddEff,Eff_Confusion,n;	With the establishment of n% confusion grant
bonus2 bAddEff,Eff_Stone,n;	With the establishment of n% petrochemical grant

bonus2 bResEff,Eff_Blind,n;	Dark tolerance + n%
bonus2 bResEff,Eff_Sleep,n;	Sleep tolerance + n%
bonus2 bResEff,Eff_Poison,n;	Poison tolerance + n%
bonus2 bResEff,Eff_Freeze,n;	Freezing tolerance + n%
bonus2 bResEff,Eff_Silence,n;	Silence tolerance + n%
bonus2 bResEff,Eff_Stan,n;	Stun tolerance + 	n%
bonus2 bResEff,Eff_Curse,n;	Cursing tolerance + n%
bonus2 bResEff,Eff_Confusion,n;	Confusion tolerance + n%
bonus2 bResEff,Eff_Stone,n;	Petrochemical tolerance + n%

bonus2 bAddSize,n,x;			In n size the damage addition of x%
						0,Small size 1,Medium size 2,Large size 
bonus2 bAddRace,n,x;			In n race the damage addition of x%
						0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bSubRace,n,x;			Damage x% reduction from n race
						0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bMagicAddRace,n,x;		In n race the damage addition of x% (only magical attack)
						0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bMagicSubRace,n,x;		Magical damage x% reduction from n race
						0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bAddEle,n,x;			In n attribute the damage addition of x%
						0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus2 bMagicAddEle,n,x			In n attribute the damage addition of x% (only magical attack) 
						0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus2 bSubEle,n,x;			Damage x% reduction from n attribute
						0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
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%
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%
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%
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%
bonus2 bHPDrainRate,n,x;		it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- HP -- absorption (+ n and x are carried out)
bonus2 bSPDrainRate,n,x;		it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- SP -- absorption (+ n and x are carried out)


bonus3 bAddMonsterDropItem,n,x;		When pushing down the monster with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
						0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus3 bAutoSpell,n,x,y;		Auto Spell casting of spell n at level x with y% chance

// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.



//---- 2/15 new card effects ----

bonus bCritAtkRate,n;			Increase critical damage by +n%
bonus bNoRegen,n;			Stops regeneration for n.
                                        n: 1=HP, 2=SP
bonus bUnstripable,n;			Armor cannot be taken off via Strip skills
bonus bSPGainValue,n;			When killing a monster by physical attack
                                        gain n amount of sp
bonus bHPGainValue,n;			When killing a monster by physical attack
                                        gain n amount of hp
bonus bIgnoreDefMob,n;			Ignore monster's DEF when attacking.
                                        n:0=All normal monsters, except Bosses
                                          1=All monsters
bonus bDamageWhenUnequip,n;		Lose n HP when the item is unequipped

bonus2 bCriticalAddRace,n,x;		Increase critical + n vs. enemies of type x
bonus2 bHPLossRate,n,x;			Lose n amount of hp every x amount of time
bonus2 bAddEffWhenHit,n,x;		n% chance to cause x state to the enemy when
                                        being hit by physical close range damage
bonus2 bSkillAtk,n,x;			Increase damage of skill n by x%
bonus2 bAddDamageByClass,n,x;		When being hit by monster of class n increase
                                        damage taken by x%
bonus2 bAddRace2,n,x;			Increase damage by x% vs. enemies of race n
                                        (Check db/mob_race2_db.txt)
bonus2 bSubSize,n,x;			Damage x% reduction from n size
                                        n:0=Small  1=Medium  2=Large

bonus3 bHPLossRate,n,x,y;		Lose n amount of hp every x amount of time
                                        y:0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n;		n% chance to cast skill x of level y when
                                        being hit by physical close range damage
bonus3 bSPDrainRate,n,x,y;		When attacking there is a n% chance to either
                                        gain SP equivalent to x% of damage dealt, OR
                                        drain the amount of sp from the enemy.
                                       y:0=gain sp  1:drain enemy sp
bonus3 bSPDrainValue,n,x,y;		When attacking there is a n% chance to either
                                        gain x SP, OR drain the amount of sp from the
                                        enemy. y:0=gain sp  1:drain enemy sp
                                        (Note: setting x to -1 or below will reduce
                                        YOUR sp)

bonus4 bAutoSpellWhenHit,x,y,n,i;	n% chance to cast skill x of level y when
                                        being hit by physical close range damage
                                        i:0=cast on self  1=cast on enemy

//---- 2/22 new card effects ----

bonus2 bAddItemHealRate,n,x;		Increases HP recovered by n type items by x%
                                        n:1=potions 2=herbs 3=fruits 4=meat 5=candy
                                          6=juice 7=sashimi

//---- 3/15 new card effects ----

bonus bLoseSPWhenUnequip,n;		Lose n SP when the item is unequipped

bonus2 bExpAddRace,n,x;			Increase exp gained by n% vs. enemies of type x
bonus2 bSPGainRace,n,x;			When killing a monster of type x by physical
                                        attack gain n amount of sp
bonus2 bSPSubRace2,n,x;			Damage x% reduction from enemies of race n
                                        (Check db/mob_race2_db.txt)