From 620e60eebce2c1f35c5c9a82f6ca365b316587f5 Mon Sep 17 00:00:00 2001 From: Valaris Date: Sun, 29 Jan 2006 16:10:48 +0000 Subject: AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec --- doc/item_bonus.txt | 206 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 doc/item_bonus.txt (limited to 'doc/item_bonus.txt') diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt new file mode 100644 index 000000000..6ccd5c9d2 --- /dev/null +++ b/doc/item_bonus.txt @@ -0,0 +1,206 @@ +//eAthena Items Scripting Manual + +skill i,n; Gives skill #i at level n + +bonus bStr,n; STR + n +bonus bAgi,n; AGI + n +bonus bVit,n; VIT + n +bonus bInt,n; INT + n +bonus bDex,n; DEX + n +bonus bLuk,n; LUK + n +bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n +bonus bMaxHP,n; MaxHP + n +bonus bMaxSP,n; MaxSP + n +bonus bMaxHPrate,n; MaxHP + n% +bonus bMaxSPrate,n; MaxSP + n% +bonus bAtk,n; ATK + n +bonus bAtk2,n; ATK2 + n +bonus bAtkRate Attack power + n% +bonus bBaseAtk,n; Basic attack power + n +bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n +bonus bMatk1,n; Magical attack power 1 + n +bonus bMatk2,n; Magical attack power 2 + n +bonus bMatkRate,n; Magical attack power + n% +bonus bDef,n; Equipment DEF + n +bonus bDef2,n; VIT DEF + n +bonus bDefRate,n; Equipment DEF + n% +bonus bDef2Rate,n; VIT DEF + n% +bonus bMdef,n; Equipment MDEF + n +bonus bMdefRate,n; Equipment MDEF + n% +bonus bMdef2Rate,n; INT MDEF + n% +bonus bHit,n; Hit + n +bonus bHitRate,n; Hit + n% +bonus bCritical,n; Critical + n +bonus bCriticalRate,n; Critical + n% +bonus bFlee,n; Flee + n +bonus bFleeRate,n; Flee +n% +bonus bFlee2,n; Lucky Flee + n +bonus bFlee2Rate,n; Lucky Flee + n% +bonus bSpeed,n; Moving speed + n +bonus bAspd,n; Attack speed + n +bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) +bonus bAspdRate,n; Attack speed + n% (only the highest among all is applied) +bonus bSpeedAddRate Moving speed + n% +bonus bAspdAddRate Attack speed + n% +bonus bAtkRange,n; Attack range + n +bonus bCastrate,n; Skill casting time rate + n% +bonus bUseSPrate,n; SP consumption + n% +bonus bHPrecovRate,n; Natural HP recovery ratio + n% +bonus bSPrecovRate,n; Natural SP recovery ratio + n% +bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied) +bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons) +bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied) +bonus bPerfectHitAddRate,n; On-target impact attack probability + n% +bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied) +bonus bAddGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +) +bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n% +bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks +bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks +bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks +bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) +bonus bIgnoreDefRace,n Disregard DEF against enemies of race n + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus bIgnoreMDefRace Disregard MDEF against enemies of race n + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus bIgnoreMDefEle Disregard MDEF against enemies of element n + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) : + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) : + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus bAtkEle,n; Gives the player's attacks element n + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus bDefEle,n; Gives the player's defense element n + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc | only the highest among all is applied) +bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) + +bonus bInfiniteEndure,n; Unlimited Endure effect, n is meaningless +bonus bRestartFullRecover,n; When reviving, HP and SP are fully filled (n is meaningless) +bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless) +bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless) +bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless) +bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless) +bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless) +bonus bNoGemStone,n; Skills requiring Gemstones do no more require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless) +bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) + +bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) + e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding +bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) + e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding +bonus2 bAddSize,n,x; In n size the damage addition of x% + n: 0=Small 1=Medium 2=Large +bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x% + n: 0=Small 1=Medium 2=Large +bonus2 bSubSize,n,x; Damage x% reduction from n size + n: 0=Small 1=Medium 2=Large +bonus2 bAddRace,n,x; In n race the damage addition of x% + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack) + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus2 bSubRace,n,x; Damage x% reduction from n race + n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus2 bAddEle,n,x; In n attribute the damage addition of x% + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus2 bMagicAddEle,n,x In n attribute the damage addition of x% (only magical attack) + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus2 bSubEle,n,x; Damage x% reduction from n attribute + n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead +bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x% +bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x% +bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x% +bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x% +bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- HP -- absorption (+ n and x are carried out) +bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- SP -- absorption (+ n and x are carried out) +bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones) + if 'x' is negative value, then it's a part of formula + chance = -x*(killed_mob_level/10)+1 +bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones) + 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster + if 'x' is negative value, then it's a part of formula + chance = -x*(killed_mob_level/10)+1 +bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y% chance + +// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored. +// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. + + + +//---- 2/15 new card effects ---- + +bonus bCritAtkRate,n; Increase critical damage by +n% +bonus bNoRegen,n; Stops regeneration for n + n: 1=HP, 2=SP +bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills +bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills +bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills +bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills +bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP +bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP +bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking. + n: 0=All normal monster except Bosses, 1=All monsters +bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped +bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r + r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster +bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds +bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when + being hit by physical damage +bonus2 bAddEffWhenHitShort,n,x; n% chance to cause x state to the enemy when + being hit by physical close range damage +bonus2 bSkillAtk,n,x; Increase damage of skill n by x% +bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase + damage taken by x% +bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n + (Check db/mob_race2_db.txt) + +bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time + y: 0=Don't show damage 1=Show damage +bonus3 bAutoSpellWhenHit,x,y,n; n% chance to cast skill x of level y when + being hit by physical close range damage +bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either + gain SP equivalent to x% of damage dealt, OR + drain the amount of sp from the enemy. + y: 0=gain sp 1:drain enemy sp +bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either + gain x SP, OR drain the amount of sp from the + enemy. y:0=gain sp 1:drain enemy sp + (Note: setting x to -1 or below will reduce + YOUR sp) + +bonus4 bAutoSpell,x,y,n,i; n% chance to cast skill x of level y when + being attacking + i:0=cast on self 1=cast on enemy +bonus4 bAutoSpellWhenHit,x,y,n,i; n% chance to cast skill x of level y when + being hit by physical close range damage + i:0=cast on self 1=cast on enemy + +//---- 2/22 new card effects ---- + +bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x% + (Check db/item_group_db.txt) + +//---- 3/15 new card effects ---- + +bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped + +bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds +bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n +bonus2 bSPGainRace,n,x; When killing a monster of race n by physical + attack gain x amount of sp +bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n + (Check db/mob_race2_db.txt) + +bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a + monster (Check db/item_group_db.txt) + if 'x' is negative value, then it's a part of formula + chance = -x*(killed_mob_level/10)+1 + + +bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a + monster of race x (Check db/item_group_db.txt) + 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster + if 'y' is negative value, then it's a part of formula + chance = -y*(killed_mob_level/10)+1 -- cgit v1.2.3-60-g2f50