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- //===== rAthena Documentation ================================
- //= rAthena Item Bonuses List
- //===== By: ==================================================
- //= rAthena Dev Team
- //===== Current Version: =====================================
- //= 20121219
- //===== Description: =========================================
- //= List of script instructions used in item bonuses,
- //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
- //============================================================
- bonus bMatk,n; MATK + n
- bonus bCopycat,n; n% chance to auto-cast the last skill used on you back to the caster
- bonus bSetRace,n; Race becomes n
- bonus bPayback,n; n/10% chance to kill an enemy that killed the wearer (except Boss monster)
- bonus bIntimacy,n; Increases intimacy by feeding Homunculus by n%
- bonus bSongMove,n; Allows Clown/Gypsy to walk while performing (n is meaningless)
- bonus bLastStand,n; n% chance to survive a fatal hit (leave the player with 1 HP)
- bonus bSkillTime,n; Reduces skill attack animation time by n%
- bonus bAvoidTrap,n; x% chance to avoid a trap when stood on
- bonus bSkillMove,n; Allows movement while casting at 100-n% regular walk speed
- bonus bMinDamage,n; n% chance to deal minimum attack damage
- bonus bMaxDamage,n; n% chance to deal maximum attack damage
- bonus bNoAreaMagic,n; Decreases damage from AoE skills by n% (100 = immunity)
- bonus bCritAtkMiss,n; n% chance to dodge a critical hit
- bonus bNoSingleMagic,n; Decreases damage from single target skills by n% (100 = immunity)
- bonus bDeathKeepBuffs,n; Retain buffs on death (n is meaningless)
- bonus bMagicDamageReturn2,n; n% chance to deal magic damage back to the caster
- bonus2 bSkillMove,n,x; Allows movement while casting skill n at 100-x% regular walk speed (supports skill names)
- bonus2 bIgnoreGTB,n,x; n% chance to ignore GTB effect, dealing x% damage
- bonus2 bCriticalDodge,n,x; x% chance to completely avoid damage when HP is less than or equal to x%
- bonus3 bAreaSkill,n,x,y; y% chance for skill n to be AoE in y*y cells (supports skill names)
- bonus3 bSkillGainSP,n,x,y; x/10% chance to gain y SP when using the skill n (supports skill names)
- bonus2 bElementDamage,n,x; n element damage + x%
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus2 bBreakLimit,n,x; n breaks the natural limit, up to x
- n: bMaxHP, bMaxSP
- bonus2 bSCDamage,n,x; Increase damage on enemy inflicted with n by x%
- n: SC_BLIND, SC_DECREASEAGI etc (see /db/const.txt for full list)
- bonus2 bSCResist,n,x; Increases resistance to n by x%
- n: SC_BLIND, SC_DECREASEAGI etc (see /db/const.txt for full list)
- bonus3 bSCExchange,n,x,y; y% chance for n to become y when cast on you
- n: SC_BLIND, SC_DECREASEAGI etc (see /db/const.txt for full list)
- bonus2 bNoConsume,n,x; y% chance to ignore the consumption of specified items/SP
- n: NC_ATTACK (Ammo), NC_SKILL (Skill requirements), NC_GEMSTONE (Gemstones), NC_SKILLSP (SP Required)
- bonus bHealAttack,n; Causes Heal to become attack type regardless of Undead element/race
- n: 1=Enemies, 2=Party/Guild, 3=Self (stacks, 1+2 = enemy+party/guild)
- bonus3 bCloneAid,n,x,y; n/10% chance to spawn a clone of yourself while attacking
- x: ATF_FLAGS (ATF_WEAPON|ATF_LONG = spawn while attacking with long range)
- bonus2 bFullDodge,n,x; n/10% chance to completely avoid damage
- x: ATF_FLAGS (ATF_WEAPON|ATF_LONG = avoid while being attacked with long range)
- bonus bMdefAtkRatioEle,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 bMdefAtkRatioRace,n; Does more magic damage depending on monster MDEF 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
- bonus2 bHPAttackRatio,n,x; Deal more damage depending on HP 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
- x: Percentage increase (50 = +50% damage at 100% HP)
- bonus2 bSPAttackRatio,n,x; Deal more damage depending on SP 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
- x: Percentage increase (50 = +50% damage at 100% SP)
- bonus3 bHPDrainRatio,n,x,y; y/10% chance to drain x% current HP of the enemy of race n, and absorb it as health
- 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 bSPDrainRatio,n,x,y; y/10% chance to drain x% current SP of the enemy of race n, and absorb it as SP
- 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 bAtkEmotion,n,x,y; x/10% chance to use emotion n when :
- y: 1 = Attacking
- 2 = Being attacked
- 3 = Both
- bonus3 bSubEle,n,x,y; Reduce damage from element n by x% when satisfying y
- y: 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)
- //----- Special bonus -------------------------------------
- bonus3 bCompare,n,x,y; Compares n stat between target and attacker, if satisfies x, perform x (modifier is y)
- x: ISMORE = Attacker Stat > Target Stat
- ISEQUAL = Attacker Stat = Target Stat
- ISLESS = Attacker Stat < Target Stat
- MAKEPOS = Make the difference positive
- MAKENEG = Make the difference negative
- ADDATK = Damage + y
- ADDINC = Damage + y%
- MU_ADDATK = Damage + (y * difference)
- MU_ADDINC = Damage + (y * difference)%
- Examples:
- bonus3 bCompare,bStr,ISMORE|ISEQUAL|ADDATK,50;
- ^- Increases damage by 50 is Attacker STR >= Target STR
- bonus3 bCompare,bBaseStr,ISLESS|MAKEPOS|MU_ADDINC,3;
- ^- Makes the difference positive (Eg: -5 = 5), increases damage by (3 * difference)%
- if Attacker BASESTR < Target BASESTR
- Custom:
- bBaseStr = Base STR (excluding +bonus)
- bBaseAgi = Base AGI (excluding +bonus)
- bBaseVit = Base VIT (excluding +bonus)
- bBaseInt = Base INT (excluding +bonus)
- bBaseDex = Base DEX (excluding +bonus)
- bBaseLuk = Base LUK (excluding +bonus)
- //---------------------------------------------------------
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