diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/item_bonus.txt | 824 | ||||
-rw-r--r-- | doc/script_commands.txt | 116 |
2 files changed, 515 insertions, 425 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index 1f96362d1..2d29165a8 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -3,416 +3,438 @@ //===== By: ================================================== //= Hercules Dev Team //===== Current Version: ===================================== -//= 20140320 +//= 20150624 //===== 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) - -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% -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,n; 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,n; 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 bIgnoreMdefRate,n; Disregard n% of the target's MDEF -bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (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 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) - 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. - n: 0=Small 1=Medium 2=Large -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. - n: 0=Small 1=Medium 2=Large -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 - 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 - 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 - 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 - 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. - 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%. - 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 - Against players, n is their job id -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 - Against players, n is their job id. -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 -bonus3 bSPVanishRate,n,x,t; Same as bonus2 but works only if trigger t activates (see BF_* flags) 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). - 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. - -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, - 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 -bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names) - Skill is casted on target unless it is a self or support (inf = 4/16) skill. - -// 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 (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) - 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) - Target must be within spell's range to go off. -bonus3 bSPDrainRate,n,x,y; When attacking there is a n/10% 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 -bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names) - i: - 0=cast on self - 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv 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. (supports skill names) - Target must be within spell's range to go off. - i: - 0=cast on self - 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv on enemy) -bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names) - t: Trigger criteria: - BF_SHORT: Trigger on melee attack - BF_LONG: Trigger on ranged attack - ( Default: BF_SHORT+BF_LONG ) - - BF_WEAPON: Trigger on weapon skills - BF_MAGIC: Trigger on magic skills - BF_MISC: Trigger on misc skills - ( Default: BF_WEAPON ) - - BF_NORMAL: Trigger on normal - attacks. - BF_SKILL: Trigger on skills - (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) - - i: - 0=cast on self - 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv on enemy) - -bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) - Target must be within spell's range to go off. - t: Trigger criteria: - BF_SHORT: Trigger on melee attack - BF_LONG: Trigger on ranged attack - ( Default: BF_SHORT+BF_LONG ) - - BF_WEAPON: Trigger on weapon skills - BF_MAGIC: Trigger on magic skills - BF_MISC: Trigger on misc skills - ( Default: BF_WEAPON ) - - BF_NORMAL: Trigger on normal - attacks. - BF_SKILL: Trigger on skills - (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) - - i: 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv 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/(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/(Pre-Re)RE/mob_race2_db.txt) - -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). - y is the trigger criteria: - ATF_SELF: Trigger effect on self. - ATF_TARGET: Trigger effect on target (default) - ATF_SHORT: Trigger on melee attacks - ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) +Constants +--------- +This list contains all available constants referenced in the 'bonus' commands. + +* Status effect (eff) + Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence, + Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_Cold, + Eff_Burning, Eff_Deepsleep + +* Element (e) + Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, + Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All + +* Race (r) + RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, + RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_Player, RC_Boss, + RC_NonBoss, RC_NonDemiHuman, RC_NonPlayer, RC_DemiPlayer, + RC_NonDemiPlayer, RC_All + +* Monster Race (mr) + RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja, + RC2_Scaraba, RC2_Turtle + +* Size (s) + Size_Small, Size_Medium, Size_Large + +* Trigger criteria (bf) + BF_WEAPON: Trigger on weapon skills + BF_MAGIC: Trigger on magic skills + BF_MISC: Trigger on misc skills + (Default: BF_WEAPON) + + BF_SHORT: Trigger on melee attacks + BF_LONG: Trigger on ranged attacks + (Default: BF_SHORT+BF_LONG) -bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when being hit by physical damage. - y is the trigger criteria: - ATF_SELF: Trigger effect on self. + BF_NORMAL: Trigger on normal attacks + BF_SKILL: Trigger on skills + (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) + +* Attack Trigger Criteria (abf) + ATF_SELF: Trigger on self + ATF_TARGET: Trigger on target + (Default: ATF_TARGET) + + ATF_SHORT: Trigger on melee attack + ATF_LONG: Trigger on ranged attack + (Default: ATF_SHORT+ATF_LONG) + + ATF_WEAPON: Trigger on Weapon Skills + ATF_MAGIC: Trigger on magic attacks + ATF_MISC: Trigger on misc skills + ATF_SKILL: Trigger on skill attack + (Default: ATF_WEAPON) + +ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) +* Other values: + Skill (sk): see 'db/(pre-)re/skill_db.txt' (NOTE: Both skill IDs and names, with and without quotes, are supported.) + Monster id (mid): see 'db/(pre-)re/mob_db.txt' + Item id (id): see 'db/(pre-)re/item_db.conf' + Item chain (ic): see 'db/(pre-)re/item_chain.conf' (Only Constants) + Item group (ig): see 'db/(pre-)re/item_group.conf' (ItemID) + Weapon type (w): see 'doc/item_db.txt' -> View -> Weapons + Class (c): see 'db/(pre-re)/mob_db.txt' -> For Players, c = JobID + +Bonuses +------- +The format of bonuses listed in this file is as follows: + 1. Basic Bonuses + 2. Extended Bonuses + 3. Group-specific Bonuses + 4. Status-related Bonuses + 5. AutoSpell Bonuses + 6. Misc Bonuses + +==================== +| 1. Basic Bonuses | +==================== + +Base Stats +---------- +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 bAgiVit,n; AGI + n, VIT + n +bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n +bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n + +HP/SP +----- +bonus bMaxHP,n; MaxHP + n +bonus bMaxHPrate,n; MaxHP + n% +bonus bMaxSP,n; MaxSP + n +bonus bMaxSPrate,n; MaxSP + n% + +Attack/Def +---------- +bonus bAtk,n; ATK + n +bonus bAtk2,n; ATK2 + n +bonus bAtkRate,n; Attack Power + n% +bonus bBaseAtk,n; Basic 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% + +Magic Attack/Def +---------------- +bonus bMatk,n; Magical attack power + n +bonus bMatkRate,n; Magical attack power + 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% + +Other Stats +----------- +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 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 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 + +======================= +| 2. Extended Bonuses | +======================= + +HP +-- +bonus bHPrecovRate,n; Natural HP recovery ratio + n% +bonus2 bHPRegenRate,n,t; Gain n HP every t milliseconds +bonus2 bHPLossRate,n,t; Lose n HP every t millisecond + +SP +-- +bonus bSPrecovRate,n; Natural SP recovery ratio + n% +bonus2 bSPRegenRate,n,t; Gain n SP every t milliseconds +bonus2 bSPLossRate,n,t; Lose n SP every t milliseconds +bonus bUseSPrate,n; SP consumption + n% +bonus2 bSkillUseSP,sk,n; Reduces SP consumption of skill sk by n. +bonus2 bSkillUseSPrate,sk,n; Reduces SP consumption of skill sk by n% +bonus bNoRegen,x; Stops regeneration for x (x: 1=HP, 2=SP) + +Attack/Def +---------- +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 bCriticalDef,n; Decreases Chance of being hit by critical by n% + +bonus2 bSkillAtk,sk,n; Increase damage of skill sk by n% +bonus2 bWeaponAtk,w,n; Adds n ATK when weapon of type w is equipped +bonus2 bWeaponAtkRate,w,n; Adds n% damage to weapon attacks when weapon of type w is equipped +bonus bLongAtkRate,n; Increases damage of ranged attacks by n% +bonus bCritAtkRate,n; Increase critical damage by +n% + +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 bNoMiscDamage,n; Adds n% reduction to received misc damage + +Heal +---- +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 bSkillHeal,sk,n; Increase heal amount of skill sk by n% +bonus2 bSkillHeal2,sk,n; Increase heal amount if you are healed by skill sk by n% + +bonus bAddItemHealRate,n; Increases HP recovered by n% for healing items. +bonus2 bAddItemHealRate,id,n; Increases HP recovered by n% for item id/ig + +Skill Cast +---------- +bonus bCastrate,n; Skill casting time rate + n% +bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n% + +bonus bFixedCastrate,n; Increases fixed cast time of all skills by n% +bonus2 bFixedCastrate,s,n; Increases fixed cast time of skill sk by n% +bonus bFixedCast,t; Increases fixed cast time of all skills by t milliseconds +bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by t milliseconds + +bonus bVariableCastrate,n; Increases variable cast time of all skills by n% +bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk by n% +bonus bVariableCast,t; Increases variable cast time of all skills by t milliseconds +bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk by t milliseconds + +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 bDelayrate,n; Increases skill delay by n% +bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds + +============================= +| 3. Group-specific Bonuses | +============================= + +Damage Modifiers +---------------- +bonus2 bAddSize,s,n; +n% Physical damage against size s +bonus2 bMagicAddSize,s,n; +n% Magical damage against size s +bonus2 bSubSize,s,n; +n% Damage reduction against size s + +bonus2 bAddRaceTolerance,r,n; +n% tolerance against race r (Renewal Only) + +bonus2 bAddRace,r,n; +n% Physical damage against race r +bonus2 bMagicAddRace,n,x; +n% Magical damage against race r +bonus2 bSubRace,r,n; +n% Damage reduction against race r + +bonus2 bAddRace2,mr,n; +n% Damage Against monster race mr +bonus2 bSubRace2,mr,n; +n% Damage reduction against monster race mr + +bonus2 bAddEle,e,n; +n% Physical damage against element e +bonus2 bMagicAddEle,e,n; +n% Magical damage against element e +bonus2 bMagicAtkEle,e,n; Increases damage of element e magic by n% +bonus3 bAddEle,e,n,bf; +n% physical damage against element e +bonus2 bSubEle,e,n; +n% Damage reduction against element e +bonus3 bSubEle,e,n,bf; +n% Damage reduction against element e. + +bonus2 bAddDamageClass,c,x; +n% extra physical damage against monsters of class c +bonus2 bAddMagicDamageClass,c,x; +n% extra magical damage against monsters of class c +bonus2 bAddDefClass,c,x; +n% physical damage reduction against monsters of class c +bonus2 bAddMDefClass,c,x; +n% magical damage reduction against monsters of class c +bonus2 bCriticalAddRace,r,n; +n Critical Against race r + +Attack/Def +---------- +bonus bAtkEle,e; Gives the player's attacks element e +bonus bDefEle,e; Gives the player's defense element e + +bonus bDefRatioAtkEle,e; Deals more damage to enemies of element e with higher defense +bonus bDefRatioAtkRace,r; Deals more damage to enemies of race r with higher defense + +bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n/100% for t milliseconds with normal attack +bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n/100% for t milliseconds with normal attack + +Ignore Def +---------- +bonus bIgnoreDefRace,r; Disregard DEF against enemies of race r +bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r + +bonus bIgnoreDefEle,e; Disregard DEF against enemies of element e +bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e + +bonus2 bIgnoreDefRate,r,n; Disregard n% of the target's DEF if the target belongs to race r +bonus2 bIgnoreMdefRate,r,n; Disregard n% of the target's MDEF if the target belongs to race r + +bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF + +Experience +---------- +bonus2 bExpAddRace,r,n; +n% Experience from enemies of race r + +============================= +| 4. Status-related Bonuses | +============================= +bonus2 bResEff,e,n; Adds a n/100% tolerance to effect e +bonus2 bAddEff,eff,n; Adds a n/100% chance to cause effect eff to the target when attacking +bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause effect eff on self when attacking. +bonus3 bAddEff,eff,n,abf; Adds a n/100% chance to cause effect eff to the target when attacking for target abf +bonus4 bAddEff,eff,n,abf,t; Adds a n/100% chance to cause effect eff to the target when attacking for target abf for t milliseconds + (Note:The effect can't be avoided nor its duration reduced. Duration: 0-65535) +bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause effect eff on enemy when using skill sk +bonus4 bAddEffOnSkill,sk,eff,n,abf; Adds a n/100% chance to cause effect eff when using skill sk + +bonus2 bAddEffWhenHit,eff,n; n/100% chance to cause effect eff to the enemy when being hit by physical damage +bonus3 bAddEffWhenHit,eff,n,abf; Adds a n/100% chance to cause effect eff to the enemy when being hit by physical damage + +bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a monster of race r with a weapon attack +bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when attacking a monster of element e with weapon attack + +======================== +| 5. AutoSpell Bonuses | +======================== +NOTES: + - For all AutoSpell bonuses, target must be within the spell's range to go off. + - By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16). + +bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x at level y when using skill sk +bonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x at level y when using skill sk + i: Flags (bitfield) + &1: Forces the skill to be casted on self, rather than on the target of skill sk + &2: Random skill level between 1 and l is chosen. + +bonus4 bAutoSpell,sk,y,n,i; n/10% chance to cast skill sk of level y when attacking +bonus5 bAutoSpell,sk,y,n,bf,i; n/10% chance to cast skill sk of level y when attacking +bonus4 bAutoSpellWhenHit,sk,y,n,i; n/10% chance to cast skill sk of level y when being hit by a direct attack +bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; n/10% chance to cast skill sk of level y when being hit by a direct attack + i: + 0 = cast on self + 1 = cast on enemy, not on self + 2 = use random skill lv in [1..y] + 3 = 1+2 (random lv on enemy) + +bonus3 bAutoSpellWhenHit,sk,x,n; n/10% chance to cast skill sk of level x on attacker when being hit by a direct attack +bonus3 bAutoSpell,sk,x,n; Auto Spell casting on attack of spell sk at level x with n/10% chance + +=================== +| 6. Misc Bonuses | +=================== + +HP/SP Drain +----------- +bonus bHPDrainValue,n; Heals +n HP with weapon attack. +bonus2 bHPDrainValue,n,x; Heals +n HP with weapon attack. When x is non-zero, the HP is drained instead. +bonus2 bHPDrainRate,n,x; n/10% probability to drain x% HP when attacking + +bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP +bonus2 bSPDrainRate,n,x; n/10% probability to drain x% SP when attacking +bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack + x: + 0: Gain n SP + 1: drain n SP from target +bonus3 bSPDrainRate,n,x,y; When attacking there is a n/10% 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 SP from target -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 - -bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a weapon attack - 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 bAddStealRate,n; n/100% increase to Steal skill success chance - -bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names) - -bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP - (use negative numbers so the user loses SP) -bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ... - x: - 0=you gain n SP, 1=you drain n SP from target - -bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n; - -bonus3 bAddEle,n,x,t; +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 - t: Trigger criteria: - BF_SHORT: Trigger on melee attack - BF_LONG: Trigger on ranged attack - ( Default: BF_SHORT+BF_LONG ) - - BF_WEAPON: Trigger on weapon skills - BF_MAGIC: Trigger on magic skills - BF_MISC: Trigger on misc skills - ( Default: BF_WEAPON ) - - BF_NORMAL: Trigger on normal - attacks. - BF_SKILL: Trigger on skills - (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) - - i: 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv on enemy) -bonus3 bSubEle,n,x,t; 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 - t: Trigger criteria: - BF_SHORT: Trigger on melee attack - BF_LONG: Trigger on ranged attack - ( Default: BF_SHORT+BF_LONG ) - - BF_WEAPON: Trigger on weapon skills - BF_MAGIC: Trigger on magic skills - BF_MISC: Trigger on misc skills - ( Default: BF_WEAPON ) - - BF_NORMAL: Trigger on normal - attacks. - BF_SKILL: Trigger on skills - (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) - - i: 1=cast on enemy, not on self - 2=use random skill lv in [1..y] - 3=1+2 (random lv on enemy) -bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) - Supportive spells are casted on self, others on target of skill s. -bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) - i: Flags (bitfield) - &1: Forces the skill to be casted on self, rather than on the target of skill s. - &2: Random skill level between 1 and l is chosen. -bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items. -bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless) -bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless) -bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless) -bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless) -bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless) -bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless) -bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances). -bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances). -bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%. -bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it. -bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it. -bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with weapon attack. - x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, - 6=Holy, 7=Dark, 8=Spirit, 9=Undead -bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. - x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, - Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding -bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. -bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). -bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless). -bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack. -bonus bHPDrainValue,n; Heals +n HP with weapon attack. -bonus2 bHPDrainValue,n,x; Heals +n HP with weapon attack. When x is non-zero, the HP is drained instead. -bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped. - x: see doc/item_db.txt -> view -> weapons for possible values -bonus2 bWeaponAtkRate,x,n; Adds n% damage to weapon attacks when weapon of type x is equipped. - x: see doc/item_db.txt -> view -> weapons for possible values -bonus bDelayrate,n; Increases skill delay by n%. -bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with weapon attack. -bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with weapon attack. -bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names) -bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names) - t: ATF_SELF = causes status change to oneself - ATF_TARGET = causes status change to the enemy -bonus bNoMiscDamage,n; Adds n% reduction to received misc damage. -bonus bLongAtkRate,n; Increases damage of ranged attacks by n%. -bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless) bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with weapon attack. bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with weapon attack. -bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack. -bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack. - -bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x. - -bonus2 bHPGainRaceAttack,x,n; Heals n HP when attacking x Race on every hit -bonus2 bSPGainRaceAttack,x,n; Heals n SP when attacking x Race on every hit - -bonus2 bSkillUseSPrate,s,x; Reduces SP consumption of skill s by x%. (supports skill names.) -bonus2 bSkillUseSP,s,x; Reduces SP consumption of skill s by x. (supports skill names.) -bonus2 bSkillCooldown,s,x; Increases cooldown of skill s by x milliseconds. (supports skill names.) - -bonus bFixedCastrate,x; Increases fixed cast time of all skills by x%. -bonus bVariableCastrate,x; Increases variable cast time of all skills by x%. -bonus bFixedCast,x; Increases fixed cast time of all skills by x milliseconds; -bonus bVariableCast,x; Increases variable cast time of all skills by x milliseconds; -bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.) -bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.) -bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.) -bonus2 bFixedCastrate,s,x; Increases fixed cast time of skill s by x%. (supports skill names.) -bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n% for t milliseconds with normal attack -bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n% for t milliseconds with normal attack
\ No newline at end of file + +bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with weapon attack. +bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with weapon attack. + +HP/SP Vanish +------------ +bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking +bonus3 bSPVanishRate,n,x,bf; Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking for criteria bf + +HP/SP Gain +---------- +bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP +bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP + +bonus bMagicHPGainValue,n; Gains +n HP when killing an enemy with magic attack +bonus bMagicSPGainValue,n; Gains +n SP when killing an enemy with magic attack + +bonus2 bHPGainRaceAttack,r,n; Heals n HP when attacking Race r on every hit +bonus2 bSPGainRaceAttack,r,n; Heals n SP when attacking Race r on every hit + +bonus2 bSPGainRace,r,n; When killing a monster of race r by physical attack gain n SP + +Damage return +------------- +bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it +bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it +bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it + +Strip/Break equipment +--------------------- +NOTE: + - n is meaningless if not mentioned. +bonus bUnstripable,n; Equipment cannot be taken off via strip skills +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 bUnbreakable,n; Reduces the break chance of all equipped equipment by n%. +bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means +bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means +bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means +bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means +bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means +bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means + +bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (Stackable) +bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (Stackable) + +Monster Related +--------------- +bonus3 bAddClassDropItem,id,c,n; Adds a n/100% chance of dropping item id when killing monster mid + +bonus2 bAddMonsterDropItem,id,n; Adds a n/100% chance for item id to be dropped, when killing any monster. +bonus3 bAddMonsterDropItem,id,r,n; Adds a n/100% chance for item id to be dropped, when killing any monster of race r. + If 'n' is negative value, then it's a part of formula + chance = -y*(killed_mob_level/10)+1 + +bonus bAddMonsterDropChainItem,ic; Able to get Item of chain ic when you kill a monster +bonus2 bAddMonsterDropChainItem,ic,r; Able to get item of chain ic when you kill a monster of race r + +bonus2 bGetZenyNum,x,n; When killing a monster, there is a n% chance of gaining 1~x zeny (only the highest among all is applied). +bonus2 bAddGetZenyNum,x,n; When killing a monster, there is a n% chance of gaining 1~x zeny (Stackable) + x: + < 0: Max Zeny gain is (-x*monster_level) + +Misc effects +------------ +skill i,n; Gives skill #i at level 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 bSplashRange,n; Splash attack radius +n (highest 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) + n: + 1: 3*3 Area + 2: 5*5 Area + ... + +bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack. +bonus bAddStealRate,n; n/100% increase to Steal skill success chance +bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed +bonus bNoSizeFix,n; The attack revision with the size of the monster is not received +bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone) +bonus bIntravision,n; Always see Hiding and Cloaking players/mobs + n: is meaningless + +bonus2 bAddSkillBlow,sk,n; Knockbacks the target by n cells when using skill sk +bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless) + +bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 54d62b045..e190c5cff 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -1340,7 +1340,7 @@ Examples: setd ".@var$", "Poporing"; mes .@var$; // Displays "Poporing". - setd ".@" + $var$ + "123$", "Poporing is cool"; + setd ".@" + .@var$ + "123$", "Poporing is cool"; mes .@Poporing123$; // Displays "Poporing is cool". --------------------------------------- @@ -2322,6 +2322,14 @@ Whatever it returns is determined by type. --------------------------------------- +*charid2rid(<char id>) + +This function returns the RID of the character with the given character ID. + +If the character is offline or doesn't exist, 0 is returned. + +--------------------------------------- + *getarraysize(<array name>) This function returns highest index of the array that is filled. @@ -3973,15 +3981,6 @@ night mode or day mode: if (!isnight()) mes "I only prowl in the night."; -*isday() - @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ - @ /!\ This command is deprecated @ - @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ - -This command is deprecated and it should not be used in new scripts, as it -is likely to be removed at a later time. Please consider using !isnight() -instead. - --------------------------------------- *checkre(<type>) @@ -3997,6 +3996,14 @@ by the type parameter. 4 - RENEWAL_LVDMG (renewal level modifier on damage) 5 - RENEWAL_EDP (renewal enchant deadly poison algorithm) 6 - RENEWAL_ASPD (renewal ASPD) + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @ /!\ This command is deprecated @ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + +This command is deprecated and it should not be used in new scripts, as it +is likely to be removed at a later time. Please consider using the respective +constants RENEWAL, RENEWAL_CAST, RENEWAL_DROP, RENEWAL_EXP, RENEWAL_LVDMG, +RENEWAL_EDP, RENEWAL_ASPD instead. --------------------------------------- //===================================== @@ -4102,7 +4109,14 @@ chat window. --------------------------------------- -*warp "<map name>",<x>,<y>; +*showscript "<message>"{,<GID>}; + +Makes attached player or GID says a message like shouting a skill name, the message +will be seen to everyone around but not in chat window. + +--------------------------------------- + +*warp "<map name>",<x>,<y>{,<flag>}; This command will take the invoking character to the specified map, and if wanted, specified coordinates too, but these can be random. @@ -4125,6 +4139,10 @@ There are also three special 'map names' you can use: "Random" will warp the player randomly on the current map. "Save" and "SavePoint" will warp the player back to their save point. +If flag parameter is set to 0, after player warped will be not stopped +currend running npc script. Running script after warp can be issue for +Gravity client if warp to other maps. + --------------------------------------- *areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>{,<x4>,<y4>}; @@ -4504,16 +4522,19 @@ the look value). Here are the possible look types: -0 - Base sprite -1 - VAR_HEAD - Hairstyle -2 - VAR_WEAPON - Weapon -3 - VAR_HEAD_TOP - Head top -4 - VAR_HEAD_MID - Head mid -5 - VAR_HEAD_BOTTOM - Head bottom -6 - VAR_HEADPALETTE - Hair color -7 - VAR_BODYPALETTE - Clothes color -8 - VAR_SHIELD - Shield -9 - VAR_SHOES - Shoes + 0 - LOOK_BASE Base sprite + 1 - LOOK_HAIR Hairstyle + 2 - LOOK_WEAPON Weapon + 3 - LOOK_HEAD_BOTTOM Head bottom + 4 - LOOK_HEAD_TOP Head top + 5 - LOOK_HEAD_MID Head mid + 6 - LOOK_HAIR_COLOR Hair color + 7 - LOOK_CLOTHES_COLOR Clothes color + 8 - LOOK_SHIELD Shield + 9 - LOOK_SHOES Shoes + 10 - LOOK_BODY Body(N/A) + 11 - LOOK_FLOOR FLOOR(N/A) + 12 - LOOK_ROBE Robe Whatever 'shoes' means is anyone's guess, ask Gravity - the client does nothing with this value. It still wants it from the server though, so it @@ -4563,6 +4584,17 @@ client for getting Hercules). if ( get_version() >= 15000 ) mes "Welcome to Hercules!"; + +--------------------------------------- + +*montransform <monster id>,<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}}; +*montransform "<monster name>",<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}}; + +This command can transform your character into monster and you can still +use all your skills like a normal character. +Can only be removed when your killed or if you die or if duration is over. + +for sc_type,val1,val2,val3,val4, see 'sc_start','sc_start2','sc_start4' commands. --------------------------------------- //===================================== @@ -5894,7 +5926,7 @@ controlling each of the spawned mobs with the unit* commands shown below. For example: // We'll make a poring which will automatically attack invoking player: - .@mobGID = monster "Prontera",150,150,"Poring",PORING,1; // PORING is defined in the mob db and its value is 1002 + .@mobGID = monster("prontera",150,150,"Poring",PORING,1); // PORING is defined in the mob db and its value is 1002 unitattack .@mobGID, getcharid(3); // Attacker GID, attacked GID The way you can get the GID of more than only one monster is looping @@ -7200,7 +7232,7 @@ determines the placement of the illustration and takes following values: 3 - middle of screen in a movable window with an empty title bar 4 - middle of screen without the window header, but still movable -The picture is read from data\texture\???????\illust, from both the +The picture is read from data\texture\유저인터페이스\illust, from both the GRF archive and data folder, and is required to be a bitmap. The file extension .bmp can be omitted. Magenta color (#ff00ff) is considered transparent. There is no limit placed on the size of the illustrations @@ -7636,10 +7668,23 @@ Example: --------------------------------------- +*log10(<number>) + +Returns log base 10 of the number. + +Note: The value is truncated to integer. + +Example: + .@i = log10(100); // .@i will be 2 + +--------------------------------------- + *sqrt(<number>) Returns square-root of number. +Note: The value is truncated to integer. + Example: .@i = sqrt(25); // .@i will be 5 @@ -7649,6 +7694,10 @@ Example: Returns distance between 2 points. +Note: When Hercules is configured to use circular areas, the Euclidean distance +is returned, otherwise the Chebyshev distance. The value is truncated to +integer. + Example: .@i = distance(100,200,101,202); @@ -7774,7 +7823,7 @@ mes axtoi("11"); // Displays 17 (1 = 1, 10 = 16) --------------------------------------- -*compare(<string>,<substring>) +*compare("<string>","<substring>") This command returns 1 or 0 when the substring is in the main string (1) or not (0). This command is not case sensitive. @@ -7787,7 +7836,26 @@ Examples: //dothat; will not be executed ('Blood butterfly' does not contain 'Bloody'). if (compare("Blood Butterfly","Bloody")) dothat; + +--------------------------------------- + +*strcmp("<string>","<string>") +This command compares two strings and is similar to strcmp in C. + +Return Values: + >0 : String 1 > String 2 + 0 : Strings are equal + <0 : String 1 < String 2 + +Examples: + .@a = strcmp("abcdef","ABCDEF"); + if (.@a > 0){ + mes ".@a is greater than 0."; //Output is this. + }else{ + mes ".@a is less or equal to 0"; + } + --------------------------------------- *getstrlen("<string>") |