
- Corrected getpetinfo so it actually returns "null" when there's no pet and you request the name (the docs state it so). - Also cleaned up a bit getpetinfo - Added gethominfo (which behaves in the same way as getpetinfo). - The 'maxcount' skill_db field now can store independant values per skill-level, required for Kamaitachi since it uses different range values per level. - Corrected bonus3 bAutoSpell(WhenHit) to select target enemy (rather than self) for skills with inf self and inf2 'don't target self' (aka: auto-select target skills). - Corrected map_foreachinpath to do a wall check for targets beyond the initially selected tile. - Corrected Kamaitachi's range to be 9, and the path range to be 4+SkillLv git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11169 54d463be-8e91-2dee-dedb-b68131a5f0ec
273 lines
16 KiB
Plaintext
273 lines
16 KiB
Plaintext
//===== Athena Doc ========================================
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//= eAthena Item Bonuses List
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//===== By ================================================
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//= Developers
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//===== Version ===========================================
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//= 1.0
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//=========================================================
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//= 1.0 - Standardized doc file
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//===== Description =======================================
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//= List of script instructions used in item bonuses,
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//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments
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//=========================================================
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skill i,n; Gives skill #i at level n
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bonus bStr,n; STR + n
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bonus bAgi,n; AGI + n
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bonus bVit,n; VIT + n
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bonus bInt,n; INT + n
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bonus bDex,n; DEX + n
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bonus bLuk,n; LUK + n
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bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
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bonus bMaxHP,n; MaxHP + n
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bonus bMaxSP,n; MaxSP + n
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bonus bMaxHPrate,n; MaxHP + n%
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bonus bMaxSPrate,n; MaxSP + n%
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bonus bAtk,n; ATK + n
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bonus bAtk2,n; ATK2 + n
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bonus bAtkRate Attack power + n%
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bonus bBaseAtk,n; Basic attack power + n
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bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n
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bonus bMatk1,n; Magical attack power 1 + n
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bonus bMatk2,n; Magical attack power 2 + n
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bonus bMatkRate,n; Magical attack power + n%
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bonus bDef,n; Equipment DEF + n
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bonus bDef2,n; VIT DEF + n
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bonus bDefRate,n; Equipment DEF + n%
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bonus bDef2Rate,n; VIT DEF + n%
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bonus bMdef,n; Equipment MDEF + n
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bonus bMdefRate,n; Equipment MDEF + n%
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bonus bMdef2Rate,n; INT MDEF + n%
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bonus bHit,n; Hit + n
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bonus bHitRate,n; Hit + n%
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bonus bCritical,n; Critical + n
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bonus bCriticalRate,n; Critical + n%
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bonus bFlee,n; Flee + n
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bonus bFleeRate,n; Flee +n%
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bonus bFlee2,n; Lucky Flee + n
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bonus bFlee2Rate,n; Lucky Flee + n%
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bonus bSpeed,n; Moving speed + n
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bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
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bonus bSpeedAddRate,n; Moving speed + n%
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bonus bAspd,n; Attack speed + n
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bonus bAspdRate,n; Attack speed + n%
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bonus bAtkRange,n; Attack range + n
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bonus bCastrate,n; Skill casting time rate + n%
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bonus bUseSPrate,n; SP consumption + n%
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bonus bHPrecovRate,n; Natural HP recovery ratio + n%
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bonus bSPrecovRate,n; Natural SP recovery ratio + n%
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bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
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bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
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bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
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bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
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bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
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bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
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bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
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bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
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bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
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bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
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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
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bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
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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
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bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
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bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
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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
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bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bAtkEle,n; Gives the player's attacks element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus bDefEle,n; Gives the player's defense element n
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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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)
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bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
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bonus bRestartFullRecover,n; When reviving, HP and SP are fully filled (n is meaningless)
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bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
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bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
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bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
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bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
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bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
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bonus bNoGemStone,n; Skills requiring Gemstones do no more require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
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bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
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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)
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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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)
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e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
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bonus2 bCastrate,n,x; Adjust casting time of skill n by x%
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bonus2 bAddSize,n,x; In n size the damage addition of x%
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n: 0=Small 1=Medium 2=Large
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bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
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n: 0=Small 1=Medium 2=Large
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bonus2 bSubSize,n,x; Damage x% reduction from n size
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n: 0=Small 1=Medium 2=Large
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bonus2 bAddRace,n,x; In n race the damage addition of x%
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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
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bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack)
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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
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bonus2 bSubRace,n,x; Damage x% reduction from n race
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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
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bonus2 bAddEle,n,x; In n attribute the damage addition of x%
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus2 bMagicAddEle,n,x In n attribute the damage addition of x% (only magical attack)
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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bonus2 bSubEle,n,x; Damage x% reduction from n attribute
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n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
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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%
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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%
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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%
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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%
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bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
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bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
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bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
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bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
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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)
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if 'x' is negative value, then it's a part of formula
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chance = -x*(killed_mob_level/10)+1
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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.
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bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
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gaining
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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)
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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
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if 'x' is negative value, then it's a part of formula
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chance = -x*(killed_mob_level/10)+1
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bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. Skill is casted on target unless it is a self or support (inf = 4/16) skill.
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// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
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// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
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//---- 2/15 new card effects ----
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bonus bCritAtkRate,n; Increase critical damage by +n%
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bonus bNoRegen,n; Stops regeneration for n
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n: 1=HP, 2=SP
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bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
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bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
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bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
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bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
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bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
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bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
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bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
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n: 0=All normal monster except Bosses, 1=All monsters
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bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
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bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
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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
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bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
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bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
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bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when
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being hit by physical damage
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bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
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bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x%
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bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
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damage taken by x%
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bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
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(Check db/mob_race2_db.txt)
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y: 0=Don't show damage 1=Show damage
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bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
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attacker (unless it is a self or support skill) when being hit by a
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direct attack. Target must be within spell's range to go off.
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bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either
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gain SP equivalent to x% of damage dealt, OR
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drain the amount of sp from the enemy.
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y: 0=gain sp 1:drain enemy sp
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bonus3 bSPDrainValue,n,x,y; When attacking there is a n% chance to either
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gain x SP, OR drain the amount of sp from the
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enemy. y:0=gain sp 1:drain enemy sp
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(Note: setting x to -1 or below will reduce
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YOUR sp)
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bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when
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being attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when
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attacking
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria:
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BF_SHORT: Trigger on melee attack
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BF_LONG: Trigger on ranged attack
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(When neither is specified,
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then BF_SHORT+BF_LONG is used.
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BF_WEAPON: Trigger on weapon skills
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BF_MAGIC: Trigger on magic skills
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BF_MISC: Trigger on misc skills
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(If none is specified, BF_WEAPON is
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used)
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BF_NORMAL: Trigger on normal
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attacks.
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BF_SKILL: Trigger on skills
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(When neither is specified,
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BF_SKILL is used if the type is
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BF_MISC or BF_MAGIC. BF_NORMAL is
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used if the type is BF_WEAPON)
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bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when
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being hit by a direct attack. Target
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must be within spell's range to go
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off.
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i: 1=cast on enemy, not on self
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2=use random skill lv in [1..y]
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3=1+2 (random lv on enemy)
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t: Trigger criteria (see bonus5
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bAutoSpell)
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//---- 2/22 new card effects ----
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bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
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you can also use direct item IDs instead
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of group values.
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(Check db/item_group_db.txt)
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//---- 3/15 new card effects ----
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bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
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bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
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bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
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bonus2 bSPGainRace,n,x; When killing a monster of race n by physical
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attack gain x amount of sp
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bonus2 bSPSubRace2,n,x; Damage x% reduction from enemies of race n
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(Check db/mob_race2_db.txt)
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bonus2 bAddMonsterDropItemGroup,n,x; x% chance to get an item of group type n when you kill a
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monster (Check db/item_group_db.txt)
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if 'x' is negative value, then it's a part of formula
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chance = -x*(killed_mob_level/10)+1
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bonus3 bAddEff,n,x,y; Adds a x/10000 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:
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ATF_SELF: Trigger effect on self.
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ATF_TARGET: Trigger effect on target (default)
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ATF_SHORT: Trigger on melee attacks
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ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
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bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage. y is the trigger criteria (same as bAddEff trigger criteria).
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bonus3 bAddMonsterDropItemGroup,n,x,y; y% chance to get an item of group type n when you kill a
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monster of race x (Check db/item_group_db.txt)
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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
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if 'y' is negative value, then it's a part of formula
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chance = -y*(killed_mob_level/10)+1
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//Bonuses that were missing
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bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a
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monster of race x with a normal attack
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