diff options
-rw-r--r-- | conf/atcommand.conf | 7 | ||||
-rw-r--r-- | db/castle_db.txt | 102 | ||||
-rw-r--r-- | db/pre-re/item_chain.conf | 11 | ||||
-rw-r--r-- | db/pre-re/item_group.conf | 11 | ||||
-rw-r--r-- | db/pre-re/item_packages.conf | 16 | ||||
-rw-r--r-- | db/re/item_chain.conf | 11 | ||||
-rw-r--r-- | db/re/item_group.conf | 11 | ||||
-rw-r--r-- | db/re/item_packages.conf | 16 | ||||
-rw-r--r-- | doc/item_bonus.txt | 222 | ||||
-rw-r--r-- | doc/script_commands.txt | 42 |
10 files changed, 270 insertions, 179 deletions
diff --git a/conf/atcommand.conf b/conf/atcommand.conf index 6e35d5327..3b3a156eb 100644 --- a/conf/atcommand.conf +++ b/conf/atcommand.conf @@ -14,8 +14,7 @@ atcommand_symbol : "@" charcommand_symbol: "#" /* Command aliases -You can define aliases for any command. Aliases work just like original -command. +You can define aliases for any command. Aliases work just like the original command. Format is <commandname>: ["<alias>", ...] */ @@ -59,8 +58,8 @@ aliases: { channel: ["main"] } -/* list of commands that should not be logged at all */ -/* add as many commands as you like */ +/* List of commands that should not be logged at all */ +/* Add as many commands as you like */ nolog: { iteminfo: 1 mobinfo: 1 diff --git a/db/castle_db.txt b/db/castle_db.txt index 45a1443d5..12e222eb6 100644 --- a/db/castle_db.txt +++ b/db/castle_db.txt @@ -3,44 +3,72 @@ // Structure of Database: // CastleID,MapName,CastleName,OnGuildBreakEventName,Flag // -// 01. CastleID Unique ID of the castle. Must remain unique across all map-servers. -// 02. MapName Map name to be considered as the castle map. -// 03. CastleName Name of the castle (used by scripts and guardian name tags). -// 04. OnGuildBreakEventName NPC unique name to invoke ::OnGuildBreak on, when a occupied -// castle is abandoned during guild break. -// 05. Flag Switch flag (reserved as of athena-dev mod0796~0801, not used by server). - -0,aldeg_cas01,Neuschwanstein,Agit#aldeg_cas01,1 // kRO : Noisyubantian -1,aldeg_cas02,Hohenschwangau,Agit#aldeg_cas02,1 // kRO : Hohensyubangawoo -2,aldeg_cas03,Nuernberg,Agit#aldeg_cas03,1 // kRO : Nyirenverk -3,aldeg_cas04,Wuerzburg,Agit#aldeg_cas04,1 // kRO : Byirtsburi -4,aldeg_cas05,Rothenburg,Agit#aldeg_cas05,1 // kRO : Rotenburk -5,gefg_cas01,Repherion,Agit#gefg_cas01,1 // kRO : Reprion -6,gefg_cas02,Eeyolbriggar,Agit#gefg_cas02,1 // kRO : Yolbriger -7,gefg_cas03,Yesnelph,Agit#gefg_cas03,1 // kRO : Isinlife -8,gefg_cas04,Bergel,Agit#gefg_cas04,1 // kRO : Berigel -9,gefg_cas05,Mersetzdeitz,Agit#gefg_cas05,1 // kRO : Melsedetsu -10,payg_cas01,Bright Arbor,Agit#payg_cas01,1 // kRO : Mingting -11,payg_cas02,Scarlet Palace,Agit#payg_cas02,1 // kRO : Tiantan -12,payg_cas03,Holy Shadow,Agit#payg_cas03,1 // kRO : Fuying -13,payg_cas04,Sacred Altar,Agit#payg_cas04,1 // kRO : Honglou -14,payg_cas05,Bamboo Grove Hill,Agit#payg_cas05,1 // kRO : Zhulinxian -15,prtg_cas01,Kriemhild,Agit#prtg_cas01,1 // kRO : Creamhilt -16,prtg_cas02,Swanhild,Agit#prtg_cas02,1 // kRO : Sbanhealt -17,prtg_cas03,Fadhgridh,Agit#prtg_cas03,1 // kRO : Lazrigees -18,prtg_cas04,Skoegul,Agit#prtg_cas04,1 // kRO : Squagul -19,prtg_cas05,Gondul,Agit#prtg_cas05,1 // kRO : Guindull +// 01. CastleID Unique ID of the castle. Must remain unique across all map-servers. +// 02. MapName Map name to be considered as the castle map. +// 03. CastleName Name of the castle (used by scripts and guardian name tags). +// 04. OnGuildBreakEventName NPC unique name to invoke ::OnGuildBreak on, when a occupied +// castle is abandoned during guild break. +// 05. Flag Switch flag (reserved as of athena-dev mod0796~0801, not used by server). + + +//================ +// Al De Baran +//================ +0,aldeg_cas01,Neuschwanstein,Agit#aldeg_cas01,1 // kRO : Noisyubantian +1,aldeg_cas02,Hohenschwangau,Agit#aldeg_cas02,1 // kRO : Hohensyubangawoo +2,aldeg_cas03,Nuernberg,Agit#aldeg_cas03,1 // kRO : Nyirenverk +3,aldeg_cas04,Wuerzburg,Agit#aldeg_cas04,1 // kRO : Byirtsburi +4,aldeg_cas05,Rothenburg,Agit#aldeg_cas05,1 // kRO : Rotenburk + +//================ +// Geffen +//================ +5,gefg_cas01,Repherion,Agit#gefg_cas01,1 // kRO : Reprion +6,gefg_cas02,Eeyolbriggar,Agit#gefg_cas02,1 // kRO : Yolbriger +7,gefg_cas03,Yesnelph,Agit#gefg_cas03,1 // kRO : Isinlife +8,gefg_cas04,Bergel,Agit#gefg_cas04,1 // kRO : Berigel +9,gefg_cas05,Mersetzdeitz,Agit#gefg_cas05,1 // kRO : Melsedetsu + +//================ +// Payon +//================ +10,payg_cas01,Bright Arbor,Agit#payg_cas01,1 // kRO : Mingting +11,payg_cas02,Scarlet Palace,Agit#payg_cas02,1 // kRO : Tiantan +12,payg_cas03,Holy Shadow,Agit#payg_cas03,1 // kRO : Fuying +13,payg_cas04,Sacred Altar,Agit#payg_cas04,1 // kRO : Honglou +14,payg_cas05,Bamboo Grove Hill,Agit#payg_cas05,1 // kRO : Zhulinxian + +//================ +// Prontera +//================ +15,prtg_cas01,Kriemhild,Agit#prtg_cas01,1 // kRO : Creamhilt +16,prtg_cas02,Swanhild,Agit#prtg_cas02,1 // kRO : Sbanhealt +17,prtg_cas03,Fadhgridh,Agit#prtg_cas03,1 // kRO : Lazrigees +18,prtg_cas04,Skoegul,Agit#prtg_cas04,1 // kRO : Squagul +19,prtg_cas05,Gondul,Agit#prtg_cas05,1 // kRO : Guindull + +//================ +// Novice Guilds +//================ 20,nguild_alde,Earth,Agit_N01,2 21,nguild_gef,Air,Agit_N02,2 22,nguild_pay,Water,Agit_N03,2 23,nguild_prt,Fire,Agit_N04,2 -24,schg_cas01,Himinn,Manager#schg_cas01,1 // kRO : Himinn -25,schg_cas02,Andlangr,Manager#schg_cas02,1 // kRO : Andlangr -26,schg_cas03,Viblainn,Manager#schg_cas03,1 // kRO : Viblainn -27,schg_cas04,Hljod,Manager#schg_cas04,1 // kRO : Hljod -28,schg_cas05,Skidbladnir,Manager#schg_cas05,1 // kRO : Skidbladnir -29,arug_cas01,Mardol,Manager#arug_cas01,1 // kRO : Mardol -30,arug_cas02,Cyr,Manager#arug_cas02,1 // kRO : Cyr -31,arug_cas03,Horn,Manager#arug_cas03,1 // kRO : Horn -32,arug_cas04,Gefn,Manager#arug_cas04,1 // kRO : Gefn -33,arug_cas05,Bandis,Manager#arug_cas05,1 // kRO : Bandis + +//================ +// Yuno +//================ +24,schg_cas01,Himinn,Manager#schg_cas01,1 // kRO : Himinn +25,schg_cas02,Andlangr,Manager#schg_cas02,1 // kRO : Andlangr +26,schg_cas03,Viblainn,Manager#schg_cas03,1 // kRO : Viblainn +27,schg_cas04,Hljod,Manager#schg_cas04,1 // kRO : Hljod +28,schg_cas05,Skidbladnir,Manager#schg_cas05,1 // kRO : Skidbladnir + +//================ +// Rachel +//================ +29,arug_cas01,Mardol,Manager#arug_cas01,1 // kRO : Mardol +30,arug_cas02,Cyr,Manager#arug_cas02,1 // kRO : Cyr +31,arug_cas03,Horn,Manager#arug_cas03,1 // kRO : Horn +32,arug_cas04,Gefn,Manager#arug_cas04,1 // kRO : Gefn +33,arug_cas05,Bandis,Manager#arug_cas05,1 // kRO : Bandis diff --git a/db/pre-re/item_chain.conf b/db/pre-re/item_chain.conf index 795c2f700..f7591b934 100644 --- a/db/pre-re/item_chain.conf +++ b/db/pre-re/item_chain.conf @@ -8,8 +8,17 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== +// Structure of file: +/* + + ITMCHAIN_<Name>: { + <Item_Name>: <chance> + } + +*/ + ITMCHAIN_ORE: { Iron_Ore: 600 Iron: 380 diff --git a/db/pre-re/item_group.conf b/db/pre-re/item_group.conf index 533e2f0ae..b2f4b1ac4 100644 --- a/db/pre-re/item_group.conf +++ b/db/pre-re/item_group.conf @@ -8,9 +8,16 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== -// <Container_Item_Name>: ( <...> "Item_Name" or ("Item_Name",Repeat_Count) ) +// Structure of file: +/* + <Container_Item_Name>: ( + "Item_Name" or + ("Item_Name",Repeat_Count) + ) +*/ + Old_Card_Album: ( ("Poring_Card",8), ("Fabre_Card",10), diff --git a/db/pre-re/item_packages.conf b/db/pre-re/item_packages.conf index f2f467681..acbd88752 100644 --- a/db/pre-re/item_packages.conf +++ b/db/pre-re/item_packages.conf @@ -8,8 +8,22 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== +// Structure of file: +/* +<Container_Item_Name>: { + <Entry_Item_Name>: { + Random: True/False - Signs whether a item is randomed or should be given whenever the packageis consumed. + Count: 30 - Stands for how much <Entry_Item_Name> will be obtained. + Expire: 2 - Signs how many hours this item will last (makes a rental item). + Announce: True/False - Signs whether to relay a special item obtain announcement when this item comes out of the package. + Rate: 50 - If 'Random' is True, a rate from 1 to 10000 (0.01% - 100%) will be given. + Named: True/False - Signs whether the item should have the owner's name in it. + } +} +*/ + Special_Box: { Wrapped_Mask: { Rate: 3 diff --git a/db/re/item_chain.conf b/db/re/item_chain.conf index 795c2f700..f7591b934 100644 --- a/db/re/item_chain.conf +++ b/db/re/item_chain.conf @@ -8,8 +8,17 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== +// Structure of file: +/* + + ITMCHAIN_<Name>: { + <Item_Name>: <chance> + } + +*/ + ITMCHAIN_ORE: { Iron_Ore: 600 Iron: 380 diff --git a/db/re/item_group.conf b/db/re/item_group.conf index 3308cd96c..e392ae2b6 100644 --- a/db/re/item_group.conf +++ b/db/re/item_group.conf @@ -8,9 +8,16 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== -// <Container_Item_Name>: ( <...> "Item_Name" or ("Item_Name",Repeat_Count) ) +// Structure of file: +/* + <Container_Item_Name>: ( + "Item_Name" or + ("Item_Name",Repeat_Count) + ) +*/ + Old_Card_Album: ( ("Poring_Card",8), ("Fabre_Card",10), diff --git a/db/re/item_packages.conf b/db/re/item_packages.conf index d0a13e290..c4c782d0f 100644 --- a/db/re/item_packages.conf +++ b/db/re/item_packages.conf @@ -8,8 +8,22 @@ //= //= http://hercules.ws/board/ //================= More Information ================= -// <link~u> <desc~!> +// http://hercules.ws/board/topic/1244-official-item-grouppackagechain //==================================================== +// Structure of file: +/* +<Container_Item_Name>: { + <Entry_Item_Name>: { + Random: True/False - Signs whether a item is randomed or should be given whenever the packageis consumed. + Count: 30 - Stands for how much <Entry_Item_Name> will be obtained. + Expire: 2 - Signs how many hours this item will last (makes a rental item). + Announce: True/False - Signs whether to relay a special item obtain announcement when this item comes out of the package. + Rate: 50 - If 'Random' is True, a rate from 1 to 10000 (0.01% - 100%) will be given. + Named: True/False - Signs whether the item should have the owner's name in it. + } +} +*/ + Special_Box: { Wrapped_Mask: { Rate: 3 diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index ada0cf8ec..7545016b5 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -3,60 +3,60 @@ //===== By: ================================================== //= Hercules Dev Team //===== Current Version: ===================================== -//= 20121219 +//= 20130623 //===== Description: ========================================= //= List of script instructions used in item bonuses, //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments. //============================================================ -skill i,n; Gives skill #i at level n (supports skill names) +skill i,n; Gives skill #i at level n (supports skill names) -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 bAgiVit,n; AGI + n, VIT + n -bonus bAgiDexStr,n; STR + n, AGI + n, DEX + 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,n; Attack power + n% -bonus bBaseAtk,n; Basic attack power + n -bonus bMatk,n; Magical attack power + n -bonus bMatkRate,n; Magical attack power + n% -bonus bDef,n; Equipment DEF + n -bonus bDef2,n; VIT based DEF + n -bonus bDefRate,n; Equipment DEF + n% -bonus bDef2Rate,n; VIT based DEF + n% -bonus bMdef,n; Equipment MDEF + n -bonus bMdef2,n; INT based MDEF + n -bonus bMdefRate,n; Equipment MDEF + n% -bonus bMdef2Rate,n; INT based 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; Perfect Dodge + n -bonus bFlee2Rate,n; Perfect Dodge + n% -bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) -bonus bSpeedAddRate,n; Moving speed + n% -bonus bAspd,n; Attack speed + n -bonus bAspdRate,n; 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 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 bAgiVit,n; AGI + n, VIT + n +bonus bAgiDexStr,n; STR + n, AGI + n, DEX + 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,n; Attack power + n% +bonus bBaseAtk,n; Basic attack power + n +bonus bMatk,n; Magical attack power + n +bonus bMatkRate,n; Magical attack power + n% +bonus bDef,n; Equipment DEF + n +bonus bDef2,n; VIT based DEF + n +bonus bDefRate,n; Equipment DEF + n% +bonus bDef2Rate,n; VIT based DEF + n% +bonus bMdef,n; Equipment MDEF + n +bonus bMdef2,n; INT based MDEF + n +bonus bMdefRate,n; Equipment MDEF + n% +bonus bMdef2Rate,n; INT based 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; Perfect Dodge + n +bonus bFlee2Rate,n; Perfect Dodge + n% +bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) +bonus bSpeedAddRate,n; Moving speed + n% +bonus bAspd,n; Attack speed + n +bonus bAspdRate,n; 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 bCriticalDef,n; Critical ? and others the trap it is, probability + n% @@ -89,70 +89,70 @@ 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 bRestartFullRecover,n; When reviving, HP and SP are fully healed (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 n% physical damage -bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked) -bonus bNoGemStone,n; Skills requiring Gemstones do no 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) -bonus bHealPower,n; Increase heal amount of all heal skills by n% -bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% -bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) +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 bRestartFullRecover,n; When reviving, HP and SP are fully healed (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 n% physical damage +bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked) +bonus bNoGemStone,n; Skills requiring Gemstones do no 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) +bonus bHealPower,n; Increase heal amount of all heal skills by n% +bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% +bonus2 bAddEff,e,x; Adds a x/100 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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding -bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) +bonus2 bResEff,e,x; Adds a x/100 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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding -bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) -bonus2 bAddSize,n,x; +x% physical damage against size n. +bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) +bonus2 bAddSize,n,x; +x% physical damage against size n. n: 0=Small 1=Medium 2=Large -bonus2 bMagicAddSize,n,x; +x% magical damage against size n. +bonus2 bMagicAddSize,n,x; +x% magical damage against size n. n: 0=Small 1=Medium 2=Large -bonus2 bSubSize,n,x; x% Damage reduction against size n. +bonus2 bSubSize,n,x; x% Damage reduction against size n. n: 0=Small 1=Medium 2=Large -bonus2 bAddRace,n,x; +x% physical damage against race n +bonus2 bAddRace,n,x; +x% physical damage against 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 -bonus2 bMagicAddRace,n,x; +x% magical damage against race n +bonus2 bMagicAddRace,n,x; +x% magical damage against 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 -bonus2 bSubRace,n,x; +x% damage reduction against race n +bonus2 bSubRace,n,x; +x% damage reduction against 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 -bonus2 bAddEle,n,x; +x% physical damage against element n +bonus2 bAddEle,n,x; +x% physical damage against element n 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; +x% magical damage against element n +bonus2 bMagicAddEle,n,x; +x% magical damage against element n 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; x% Damage reduction against element n. +bonus2 bSubEle,n,x; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead -bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%. +bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%. 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; +x% extra physical damage against monsters of class n +bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n Against players, n is their job id -bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n +bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n Against players, n is their job id. -bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n +bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n Against players, n is their job id. -bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n +bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n Against players, n is their job id. -bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; -bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking -bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking -bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking -bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. +bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; +bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking +bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking +bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking +bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 -bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). +bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level. -bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack. +bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, @@ -170,27 +170,27 @@ bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x wit //---- 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 (n is meaningless) -bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless) -bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless) -bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless) -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 -bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r +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 (n is meaningless) +bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless) +bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless) +bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless) +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 +bonus2 bCriticalAddRace,r,n; 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 bHPRegenRate,n,x; Gain n HP every x milliseconds -bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds -bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage -bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names) -bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names) -bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names) -bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt) +bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds +bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds +bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage +bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names) +bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names) +bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names) +bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt) 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 (unless it is a self or support skill) when being hit by a direct attack. (supports skill names) @@ -257,21 +257,19 @@ bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when //---- 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) + (Check db/(pre-)re/item_group.conf) //---- 3/15 new card effects ---- -bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds -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 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt) +bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds +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 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/(Pre-Re)RE/mob_race2_db.txt) -bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% 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 +bonus bAddMonsterDropChainItem,n; Able to get item of chain type n (only constant applicable) when you kill a monster (Check db/(pre-)re/item_group.conf) -bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). +bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) @@ -285,12 +283,10 @@ bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when be ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) -bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) +bonus2 bAddMonsterDropChainItem,n,x; Able to get item of chain type n (only constant applicable) when you kill a monster of race x (Check db/(pre-)re/item_group.conf) 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 bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, diff --git a/doc/script_commands.txt b/doc/script_commands.txt index f6de42316..f718298a2 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -182,8 +182,8 @@ There are two optional fields for monster size and AI. Size can be 0 (medium), 1 (small), or 2 (big). AI can be 0 (default), 1 (attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou). -Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able -to be detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214). +Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be +detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214). ** NPC names @@ -4533,29 +4533,37 @@ Check 'getitem2' to understand the arguments of the function. --------------------------------------- -*groupranditem <group id>; +*groupranditem <item_id/constant>; -Returns the item_id of a random item picked from the group specified. The -different groups and their group number are specified in -'db/(pre-)re/item_group_db.txt'. +Returns the item_id of a random item picked from the item container specified. There +are different item containers and they are specified in 'db/(pre-)re/item_group.conf'. -When used in conjunction with other functions, you can get a random item. -For example, for a random pet lure: - -getitem groupranditem(15),1; +Example: + getitem groupranditem 603,1; + getitem groupranditem Old_Blue_Box,1; --------------------------------------- -*getrandgroupitem <group id>,<quantity>; +*getrandgroupitem <item_id/constant>,<quantity>; + +Similar to the above example, this command allows players to obtain the specified +quantity of a random item from the container. The different containers +are specified in 'db/(pre-)re/item_group.conf'. + +Example: + getrandgroupitem Old_Blue_Box,1; + getrandgroupitem 603,1; + +--------------------------------------- -Similar to the above example, this command allows players to obtain the -specified quantity of a random item from the group "<group id>". The -different groups and their group number are specified in -db/(pre-)re/item_group_db.txt +*packageitem -For example, obtaining three of the same random item from Old Blue Box: +This command has only 1 param which is optional. If the package item_id is not provided, it +will try to use the item id from the item it is being used from (if called from an item script). +It runs a item package and grants the items accordingly to the attached player. -getrandgroupitem(1,3); +Example: + 12281,Tresure_Box_WoE,Event Treasure Box,2,20,,150,,,,,0xFFFFFFFF,7,2,,,,,,{ packageitem(); },{},{} --------------------------------------- |