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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
commit | 288490094a7fe9167747dc78d416940759a31197 (patch) | |
tree | 53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /doc/item_bonus.txt | |
parent | 8ec1c47aed09c90343949d57c92760ba84738a46 (diff) | |
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- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/item_bonus.txt')
-rw-r--r-- | doc/item_bonus.txt | 424 |
1 files changed, 212 insertions, 212 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index db2843933..87af2f39c 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -1,212 +1,212 @@ -//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/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
-bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
-bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
-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/10% 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/10% chance to cast skill x of level y on
- attacker when being hit by a direct
- attack. Target must be within spell's
- range to go off.
-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/10% 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/10% chance to cast skill x of level y when
- being hit by a direct attack. Target
- must be within spell's range to go
- off. 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%,
- you can also use direct item IDs instead
- of group values.
- (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
+//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/10 % probability -- x % -- HP -- absorption (+ n and x are carried out) +bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out) +bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking +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/10% 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/10% chance to cast skill x of level y on + attacker when being hit by a direct + attack. Target must be within spell's + range to go off. +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/10% 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/10% chance to cast skill x of level y when + being hit by a direct attack. Target + must be within spell's range to go + off. 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%, + you can also use direct item IDs instead + of group values. + (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 |