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