diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/item_bonus.txt | 832 | ||||
-rw-r--r-- | doc/script_commands.txt | 137 |
2 files changed, 502 insertions, 467 deletions
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index 2c3ebf1cb..2d29165a8 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -3,422 +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 -bonus3 bAddEff,n,x,y; See bonus2 bAddEff. - 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) -bonus4 bAddEff,n,x,y,t; See bonus3 bAddEff. - d is the effect duration in milliseconds. Valid range is 0 ~ 65535. If set and greater than 0, - the effect can't be avoided nor its duration reduced. -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 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. +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) + + 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 -bonus2 bAddRaceTolerance,n,x; Add x% tolerance against race n (Renewal Only) - 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 + +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 779589281..146e58a45 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -225,8 +225,8 @@ current scripts have a zero in there. ** Define an NPC object. -<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,{<code>} -<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>,{<code>} +<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>} +<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>} This will place an NPC object on a specified map at the specified location, and is a top-level command you will use the most in your custom @@ -240,16 +240,17 @@ increments of 45 degrees, where 0 means facing towards the top of the map. (So to turn the sprite towards the bottom of the map, you use facing 4, and to make it look southeast it's facing 5.) -Sprite id is the sprite number used to display this particular NPC. For a -full list of sprite id numbers see http://kalen.s79.xrea.com/npc/npce.shtml -You may also use a monster's ID number instead to display a monster sprite +Sprite is the sprite identifier used to display this particular NPC. For a +full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as +well as db/const.txt. +You may also use a monster's ID constant instead to display a monster sprite for this NPC, in npcs that have view ids of mobs it's encouraged to use OnTouch events with a 2,2 range and with an 'end' after the header to avoid bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt', a full description on how to do this is not in the scope of this manual. -A '-1' sprite id will make the NPC invisible (and unclickable). -A '111' sprite id will make an NPC which does not have a sprite, but is +A '-1' sprite will make the NPC invisible (and unclickable). +A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is still clickable, which is useful if you want to make a clickable object of the 3D terrain. @@ -279,8 +280,8 @@ what these floating NPC objects are for. More on that below. ** Define a shop/cashshop NPC. --%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} -<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} +-%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...} +<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...} This will define a shop NPC, which, when triggered (which can only be done by clicking) will cause a shop window to come up. No code whatsoever runs @@ -301,7 +302,7 @@ items here. The layout used to define sale items still count, and "<price>" refers to how many points will be spent purchasing the them. ** Define a trader NPC -<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite id>,{<code>} +<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>} -%TAB%trader%TAB%<NPC Name>%TAB%-1,{<code>} All the standards that are valid to script objects are also valid for trader objects @@ -326,16 +327,16 @@ more information regarding how to use this NPC type. ** Define an warp/shop/cashshop/NPC duplicate. warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany> -shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id> -shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id> -npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY> -npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY> +shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite> +shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite> +npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY> +npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY> This will duplicate an warp/shop/cashshop/NPC referred to by 'label'. Warp duplicates inherit the target location. Shop/cashshop duplicates inherit the item list. NPC duplicates inherit the script code. -The rest (name, location, facing, sprite ID, span/trigger area) is +The rest (name, location, facing, sprite, span/trigger area) is obtained from the definition of the duplicate (not inherited). ** Define a function object @@ -2322,7 +2323,7 @@ Whatever it returns is determined by type. --------------------------------------- -*charid2sd(<char id>) +*charid2rid(<char id>) This function returns the RID of the character with the given character ID. @@ -3982,36 +3983,12 @@ night mode or day mode: if (!isnight()) mes "I only prowl in the night."; --------------------------------------- - -*checkre(<type>) - -Checks if a renewal feature is enabled or not in renewal.h, and returns 1 -if enabled and 0 for disabled. The renewal feature to check is determined -by the type parameter. - - 0 - RENEWAL (game renewal server mode) - 1 - RENEWAL_CAST (renewal cast time) - 2 - RENEWAL_DROP (renewal drop rate algorithms) - 3 - RENEWAL_EXP (renewal exp rate algorithms) - 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. - ---------------------------------------- //===================================== 3.1 - Checking Item-Related Commands //===================================== --------------------------------------- -*isequipped(<id>{,<id>{,<id>{,<id>}}}) +*isequipped(<item id>{,<item id>{,<item id>{,<item id>}}}) This function will return 1 if the invoking character has all of the item IDs given equipped (if card IDs are passed, then it checks if the cards @@ -4024,19 +4001,22 @@ If even one of the items given is not equipped, 0 will be returned. if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!"; // (Poring) if (isequipped(4001)) mes "A poring card is useful, don't you think?"; + // (Earring) + if (isequipped(2622)) mes "You got a pair of nice Earring."; The function was meant for item scripts to support the cards released by Gravity in February 2005, but it will work just fine in normal NPC scripts. --------------------------------------- -*isequippedcnt(<card id>{,<card id>{,<card id>{,<card id>}}}) +*isequippedcnt(<item id>{,<item id>{,<item id>{,<item id>}}}) This function is similar to 'isequipped', but instead of 1 or 0, it will -return the number of cards in the list given that were found on the +return the number of equipped items/cards in the list given that were found on the invoking character. if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?"; + if (isequippedcnt(5353,2622) == 2) mes "You equipped both Helm of Sun and Earring."; --------------------------------------- @@ -4109,7 +4089,14 @@ 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. @@ -4132,6 +4119,10 @@ 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>}; @@ -4511,16 +4502,19 @@ 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 @@ -5840,7 +5834,7 @@ Examples: --------------------------------------- *pcblockmove <id>,<option>; - + Prevents the given ID from moving when the option != 0, and 0 enables the ID to move again. The ID can either be the GID of a monster/NPC or account ID of a character, and will run for the attached player if zero is @@ -6310,7 +6304,7 @@ A debug message also shows on the console when no events are triggered. --------------------------------------- -*npctalk "<message>"; +*npctalk "<message>"{,"<npc name>"}; This command will display a message to the surrounding area as if the NPC object running it was a player talking - that is, above their head and in @@ -6320,6 +6314,7 @@ the message to complete the effect. // This will make everyone in the area see the NPC greet the character // who just invoked it. npctalk "Hello "+strcharinfo(0)+", how are you?"; + npctalk "Hello "+strcharinfo(0)+", how are you?","Another_NPC_Name"; --------------------------------------- @@ -6803,7 +6798,8 @@ if any. The valid information types are: - 0 - Number of users currently chatting. + 0 - Number of users currently in the waiting room + $@chatmembers[] - list of user account_id 1 - Maximum number of users allowed. 2 - Will return 1 if the waiting room has a trigger set. 0 otherwise. @@ -6816,6 +6812,10 @@ The valid information types are: 32 - Whether or not the waiting room is full. 33 - Whether the amount of users in the waiting room is higher than the trigger number. + 34 - Minimum Base Level to enter waiting room. + 35 - Maximum Base Level to enter waiting room. + 36 - Minimum Zeny to enter waiting room. + --------------------------------------- @@ -7218,7 +7218,7 @@ 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 @@ -7809,7 +7809,7 @@ 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. @@ -7822,7 +7822,26 @@ 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>") |