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author | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
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committer | Valaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-29 16:10:48 +0000 |
commit | 620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch) | |
tree | 38a39e0415f419d9a49ae456ed0e26654c23d559 /doc/item_bonus.txt | |
parent | a2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff) | |
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AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r-- | doc/item_bonus.txt | 206 |
1 files changed, 206 insertions, 0 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt new file mode 100644 index 000000000..6ccd5c9d2 --- /dev/null +++ b/doc/item_bonus.txt @@ -0,0 +1,206 @@ +//eAthena Items Scripting Manual
+
+skill i,n; Gives skill #i at level n
+
+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 bDef,n; Equipment DEF + n
+bonus bDef2,n; VIT DEF + n
+bonus bDefRate,n; Equipment DEF + n%
+bonus bDef2Rate,n; VIT DEF + n%
+bonus bMdef,n; Equipment MDEF + n
+bonus bMdefRate,n; Equipment MDEF + n%
+bonus bMdef2Rate,n; INT MDEF + n%
+bonus bHit,n; Hit + n
+bonus bHitRate,n; Hit + n%
+bonus bCritical,n; Critical + n
+bonus bCriticalRate,n; Critical + n%
+bonus bFlee,n; Flee + n
+bonus bFleeRate,n; Flee +n%
+bonus bFlee2,n; Lucky Flee + n
+bonus bFlee2Rate,n; Lucky Flee + n%
+bonus bSpeed,n; Moving speed + n
+bonus bAspd,n; Attack speed + n
+bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
+bonus bAspdRate,n; Attack speed + n% (only the highest among all is applied)
+bonus bSpeedAddRate Moving speed + n%
+bonus bAspdAddRate Attack speed + n%
+bonus bAtkRange,n; Attack range + n
+bonus bCastrate,n; Skill casting time rate + n%
+bonus bUseSPrate,n; SP consumption + n%
+bonus bHPrecovRate,n; Natural HP recovery ratio + n%
+bonus bSPrecovRate,n; Natural SP recovery ratio + n%
+bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
+bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
+bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
+bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
+bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied)
+bonus bAddGetZenyNum,n; When killing 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; Adds n% damage reduction against melee physical attacks
+bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
+bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
+bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
+bonus bIgnoreDefRace,n Disregard DEF against enemies of race n
+ 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
+bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bIgnoreMDefRace Disregard MDEF against enemies of race n
+ 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
+bonus bIgnoreMDefEle Disregard MDEF against enemies of element n
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
+ 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
+bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bAtkEle,n; Gives the player's attacks element n
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus bDefEle,n; Gives the player's defense element n
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+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)
+bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
+
+bonus bInfiniteEndure,n; Unlimited Endure effect, n is meaningless
+bonus bRestartFullRecover,n; When reviving, HP and SP are fully filled (n is meaningless)
+bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
+bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
+bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
+bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
+bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
+bonus bNoGemStone,n; Skills requiring Gemstones do no more require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
+bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
+
+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)
+ e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
+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)
+ e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
+bonus2 bAddSize,n,x; In n size the damage addition of x%
+ n: 0=Small 1=Medium 2=Large
+bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
+ n: 0=Small 1=Medium 2=Large
+bonus2 bSubSize,n,x; Damage x% reduction from n size
+ n: 0=Small 1=Medium 2=Large
+bonus2 bAddRace,n,x; In n race the damage addition of x%
+ 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
+bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack)
+ 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
+bonus2 bSubRace,n,x; Damage x% reduction from n race
+ 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
+bonus2 bAddEle,n,x; In n attribute the damage addition of x%
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus2 bMagicAddEle,n,x In n attribute the damage addition of x% (only magical attack)
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus2 bSubEle,n,x; Damage x% reduction from n attribute
+ n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+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)
+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)
+ if 'x' is negative value, then it's a part of formula
+ chance = -x*(killed_mob_level/10)+1
+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)
+ 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
+ if 'x' is negative value, then it's a part of formula
+ chance = -x*(killed_mob_level/10)+1
+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 bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
+bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
+bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
+bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
+bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
+bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
+bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
+ n: 0=All normal monster except Bosses, 1=All monsters
+bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
+bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
+ 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
+bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
+bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
+ being hit by physical damage
+bonus2 bAddEffWhenHitShort,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)
+
+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 bAutoSpell,x,y,n,i; n% chance to cast skill x of level y when
+ being attacking
+ i:0=cast on self 1=cast on enemy
+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%
+ (Check db/item_group_db.txt)
+
+//---- 3/15 new card effects ----
+
+bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
+
+bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
+bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
+bonus2 bSPGainRace,n,x; When killing a monster of race n by physical
+ attack gain x amount of sp
+bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
+ (Check db/mob_race2_db.txt)
+
+bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a
+ monster (Check db/item_group_db.txt)
+ if 'x' is negative value, then it's a part of formula
+ chance = -x*(killed_mob_level/10)+1
+
+
+bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a
+ monster of race x (Check db/item_group_db.txt)
+ 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
+ if 'y' is negative value, then it's a part of formula
+ chance = -y*(killed_mob_level/10)+1
|