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  1. Need the latest kRO Install folder for your private server? Look no further! ----> Download <---- Latest: 2023-04-04 Installation: Official kRO Updated: 04/04/2023 Download Link: https://mega.nz/folder/jUsDgRxQ#ttLmLjPY9p9cfU5_ShWVCw Package contains RSU RO Patcher Lite for kRO and kRO RE by [Ai4rei] This package is maintained by [Akkarin] Note: Due to continued abuse of my webservers, the files have been moved to MEGA. You can download an extractable .zip of an installed kRO directory, or you can download the official installer from kRO's website. Note: If you require older maps that are compatible with 2021 and older clients, download the 2021 .zip. A fan of this topic? Hit the rep button
    2 points
  2. This is designed for the incompetent. The same information can be found in my nfo file. If you wish to keep a little pice of me with you. You can download it off of my public cloud. Spread me around like a cancer! Pour some sugar on me~ P.S. This will be updated, improved regularly. If I miss something please get in touch with me. Keep it up everyone, let's work together! ^_^V SVN rAthena GIT~ https://github.com/rathena/rathena SVN Downloader TortoiseSVN ~ http://tortoisesvn.net/downloads.html Codeplex ~ http://downloadsvn.codeplex.com/ SmartSVN ~ http://www.syntevo.c...n/download.html KRO Installer Miruku ~ http://miruku.rathena.org/ RateMyServer ~ http://ratemyserver....wnload_kROLinks RSU ~ http://nn.nachtwolke.com/dev/rsu/ Clients & Diff Patchers k3dT 2013 Clients - http://k3dt.eu/Ragexe/unpacked/ Weetools Clients ~ https://subversion.a...etools/clients/ Supportmii Clients ~ http://supportmii.com/ro1/Clients/ Earthlingz CleintSide ~ http://www.assembla....bversion/nodes/ ShinsDiffPatcher ~ https://subversion.a...insDiffPatcher/ rAthena's Online Diff Patcher ~ http://rathena.org/t...iff_patcher.php LUA/LUB & Data LUA/Data ~ http://svn6.assembla...svn/ClientSide/ LUB ~ http://code.google.c.../downloads/list Packet_dbs & Packet_lengths Packets ~ http://svn6.assembla...ntSide/Packets/ actRO, Browedit, GRF, Sprite, Client Tools Ratemyserver Tools ~ http://ratemyserver....e=download_tool Supportmii Tools ~ http://supportmii.com/ro1/tools/ Browedit ~ http://browedit.exca...com/?a=download Shins Programs WeeMapCache ~ https://subversion.a...nk/WeeMapCache/ WeeThumbnail ~ https://subversion.a...k/WeeThumbnail/ rAthena's Tools rA's Login Background Screen Generator ~ http://rathena.org/t...gin_background/ Game Server Patchers Thor ~ http://thor.aeomin.net/ Triad ~ http://www.nitroconc...d/index_eng.php Control Panels FluxCP ~ https://github.com/c.../fluxcp-renewal CeresCP ~ http://sourceforge.n.../cerescp/files/ Guides & Info Judas Bible ~ http://supportmii.co.../JudasBible.pdf rAthena Wiki ~ http://rathena.org/wiki/ Misc Helpful Links eAthena Board ~ http://eathena.ws/forum/ RMS Sprite Bible ~ http://ratemyserver....riot_bible_main Web Host Talk ~ http://www.webhostingtalk.com/ Codes / Scripts Paste Sites kPaste ~ http://rathena.kpaste.net/ uPaste ~ http://upaste.me Pastebin ~ http://pastebin.com/ Security / Client Protection Harmony ~ https://harmonize.it/ Setup.exe BlueGhost Setup.exe ~ http://rathena.org/b...up/#entry144124 OpenSetup ~ http://www.mediafire...abj2jau2wxbvoiu
    1 point
  3. Add this on line ~40, before // Randomize each Option Slot: if (!countitem(6608)){ mes "Você não possui nenhuum " + getitemname(6608) + "."; close; } delitem(6608,1);
    1 point
  4. this? function script MvPResetRank { for (.@c = 0; .@c < $@top; .@c++) { setd "$topmvp" +.@c,0; setd "$topmvp" +.@c +"$", ""; } return; } Note this will reset the rank but not the global player variable. U should clean it by an player attached script `MvP = 0` or via sql (wich i recommend having a custom table for that)
    1 point
  5. 1. Deactivate the roulette or add items to it: https://github.com/rathena/rathena/blob/master/conf/battle/feature.conf#L68 https://rathena.org/board/topic/111706-how-to-enable-roullete/#comment-328097 2. Increase your event_queue to 10: https://github.com/rathena/rathena/blob/master/src/map/map.hpp#L49 3. I think we can't help you without knowing the script.
    1 point
  6. @sotf how to add Custom points in rewards? Ex. Cashpoints Pvp points Hourly Points
    1 point
  7. 544 downloads

    just wanna share mob database I made based on Einbech Dungeon 3 - NovaRO: Wiki (novaragnarok.com) Mobskill is not official. video is attached, in .rrf extension file. einbech dun 03.rrf
    Free
    1 point
  8. Version 1.0.0

    351 downloads

    Hello rAthena! I have been struggling with adding large amounts of custom items into my client-side, so I made a little tool that would help with just that, and I'd like to share the tool with the community! I will continue to update this project over time; adding a user interface & specific parameter options. Important Reminders: - You need the latest Java Verison to run this program. Download: JDK 15 Download - Both input_sprite.txt & input_display.txt must have the same number of lines. - input_sprite.txt MUST have a underscore (_) for white spaces. - If there is one-character-value or less in the input_sprite.txt & input_display.txt files, that line will be omitted with a empty line. - Once Java has been installed, you must use the run.bat file to open the program. Helpful Articles: - How to Open Jar | Reference: https://www.wikihow.com/Run-a-.Jar-Java-File - Java SE Downloads | Link: https://www.oracle.com/java/technologies/javase-downloads.html Click for Demo Video
    Free
    1 point
  9. Hey all! It's been too long, hasn't it? I guess you could say I've been quite busy lately. However the other day I realized wanted to do something for the community once again (because honestly it's been forever since I contributed), hence why I'm here now. But then I wondered, what can I do? Of course there was the possibility of doing a free release, but I've done many of those already in the past. What else? Creating yet another guide how to develop maps in browedit from the ground up? Hm, we already have several amazing ones that effectively cover everything. What if I give you something different? Something - more like a neat little trick - that I've figured out through sheer exploration about two years ago. And what's that, precisely? As the title implies: Mapping through hexing. Over-hauling existing maps, without having to touch browedit. Also- This post might seem long, but rest assured it is super easy. The screenshots simply take up a lot of space. Before we start..... What is hexing? I could go the extra mile and explain it in my own words, but rAthena's GitHub gives an informative description what hexing is. As most of you may know, experts have developed tools with an user-friendly interface to make client hexing - AKA 'diffing' - even easier for us, however what the majority does not know is that hexing isn't specifically limited to .exe modifications and can be applied to many different file extensions- RO map files and models among them. Having that said, I think you have an idea in which direction I'll be heading. Okay, before anything else... I need to state that this method is recommendable to set the base design. You can in theory over-haul your entire map this way, but I highly encourage it to only be done with the repetitive textures and models (such as trees, bushes, buildings). Preferably, your map uses custom textures/models, they're easier to memorize (and thus replace) than the official gibberish components. What are the pros and cons? Pros: Once you get the hang of this, you could save yourself a lot of valuable time and make fresh layouts rapidly. No need to generate (custom textured) models through the build-in browedit RSM editor tool. We'll take a different approach. Gats remain unaltered and models will remain facing the same way. Lastly - probably the main reason what I like about this - texture and model files from your previous design will be preserved and not over-written. New ones are created which are fetched from a different texture/model directory. After implementation the only thing that will be over-written are the map files themselves (which also means less heavy patches). Cons: While you don't have to, you will likely still want to open browedit for some finishing touches. You can easily slip up and corrupt your map with a single typo. Back things up and be focused when you get to step 3! What will we need? GRF Tool (i.e GRF Editor). Hex Editor (i.e XVI32). Image Editing Software (i.e Photoshop). A custom map - seasonal/holiday themed is preferred, but not necessary. Basic ~ moderate client-side & browedit knowledge. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now, since we've got all that covered... Let's begin! For this guide, we're going to use my Christmas Prontera (screenshot below) map as sample, and turn it into a Spring Prontera (screenshot at the bottom of the post). - Files - We're going to need to locate the map and its contents that we're going to edit. So let's do that, here are the resources... Step #1 - Copying & Renaming What you need to do first, is go back to the main directory and copy the entire 'Christmas Pront' directory. Paste it and rename it - in this case - 'Spring Pront'. If you've done this correctly, you should now have two directories. Spring Pront and Christmas Pront, both containing files of Christmas Pront. Open the 'Spring Pront' folder and begin re-naming all the files that still contain an abbreviation of the Christmas Prontera layout. Keep it simple for yourself. For example, I recommend replacing the 'chr' and make it 'spr', like this: Note: If there's a lot to edit, consider pulling up a notepad and writing down the old texture/model/directory names and the new ones next to it. I'm telling you this, because you're going to need to check back to the old names later. Better safe than sorry. "Why does a snow texture display 'spr_gras?" - I know, it doesn't make sense yet. Disregard, you'll understand in step #2. "Can the abbreviations I choose exceed the amount of characters that the original files use? (i.e spring_grass instead of spr_gras)" - It probably could with additional steps but...Let's not for now, okay? If you've done everything as per tutorial, you will have no texture, model or directory left anymore including 'chr' or 'Christ'. Double-check in order to confirm. Step #2 - The Artsy Stuff Got a graphic artist on your team? Lucky you- because then you can simply skip this (most time-consuming) step and instruct your artist to present you with something appealing. But we're not going to do that, are we? No, we're going to pretend you're a solo developer. Go to google images and look for a square texture that you wish to replace the snow texture with. Since this is a spring themed map, I went with something green and flowery. Admittedly though, I wasn't too fond of the original image I chose because it seemed a little too crowed/clustered(?) and the borders didn't align, so I decided to look for a plain grass image and combine it with the initial flowery tile of my choice. Still a lil clustered but better. Here's the result: Okay so clearly this isn't a Photoshop guide - my Photoshop skills are far from perfect - but I think you get the idea. ;-; Seamless images are the best, however it isn't always possible to find them. Fear not, young grasshopper- You need not be an expert in Photoshop but at the very least try to edit the texture sufficiently (with the eraser tool on the top layer) for the borders to have a relatively smooth over-flow. Needless to say, if flowers are being cut off at the border of a texture, it does not exactly look attractive. Done? Resize the image(s) to 256x256 and save as 24 bit bmp. Do this with all the textures you've redesigned, your texture directory should somewhat look like this: Again, this might take a while if you're doing everything alone and aren't that familiar with Photoshop. Note: spr_tree3~5 are tga files, but they have been adjusted as well. Step #3 - Hex It! This step is the most technical one and you'll need to look back every now and then to your other layout's textures and models - in this case my Christmas Pront - as name replacement reference. Please be aware that you can screw up easily here! Yes, it's easy but you've gotta pay attention! Double check everything you do and make sure you don't typo anything or miss anything out. Map Files Let's do these first. Boot your Hex Editor software and locate 'prontera.gnd' in your 'Spring Prontera' directory. Access the replacement feature, in XVI32's case: Search > Replace... What we're going to do is ensure the .gnd file reads the new textures, alright? We don't want the map files looking for the Christmas Pront textures/models anymore because this isn't going to be a Christmas Pront. ? Replaced them all? Great. Do the exact same for the models with the .rsw file: 158 entries. Pretty sweet, right? Model Files We're almost done! The last step will be hexing the models. Open them 1 by 1 in your Hex Editor software like you did with the map files and adjust the entries accordingly so the models are no longer searching for the incorrect texture files. Like this... And that's.... basically it. To see if you err'd anywhere, just open GRF Editor and put all the resources into it. If done correctly you'll see that your map and model files have adapted to your edits made through hexing. What was previously snow-covered, now returns something else entirely. Take this lovely flowery tree for example... ? Some of you may wonder- "How is this different than just regular (existent) texture replacement/recoloring? The answer is, exactly that. You're not replacing or changing the original texture/model resources at all. Quite the contrary- You're preserving your previous theme, all while generating an entire new theme with separate contents and directories that are being read. Convenient to server owners, too. No more messing around with different texture and model directories, worrying about if you might've missed something out when adding/removing files with the patcher. Using this methods, when the time comes where you want/need to switch theme, simply patch in the new map files (prontera.rsw and prontera.gnd) and you're good to go (unless if you've made gat edits of course- in which case you'll need to add the prontera.gat as well!). Needless to say, for the first-time implementation, you do need to include all the texture/model components. But that's obvious. And now, the final result? This is how Prontera will look like~ We went from winter wonderland to a refreshing and colorful spring design~ Fair enough- you'll still see the occasional wintry lantern, and the center higher up still has a giant pine tree, fine. Light-maps intensity need to be re-considered, too. But for the most part? Your map is about 3/4 done. What's left is just the small details that will likely only take you an hour or two at most to wrap up. ? Well, I hope this makes the life easier for some of you! ♥
    1 point
  10. All item bonuses are listed at : YOURSERVERFOLDER/doc/item_bonuses.txt like Eurydice already said. If you want to see it,here's a codebox with it : //===== Athena Doc ======================================== //= rAthena Item Bonuses List //===== By ================================================ //= Developers //===== Version =========================================== //= 1.1.20110124 //========================================================= //= 1.0 - Standardized doc file //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk, //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept //= skill names [FlavioJS] //= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage] //= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester] //= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage] //= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [inkfish] //= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei] //= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf] //= 1.1.20101207 - added documentation for bUnbreakableGarment, //= bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm, //= bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and //= bBreakArmorRate. [Ai4rei] //= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr, //= bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn, //= bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease, //= bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk, //= bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace, //= bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable, //= bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei] //===== 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 bWeaponMatk,n; Weapon 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 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 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 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 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 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% 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/item_group_db.txt) //---- 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/mob_race2_db.txt) bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt) If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus3 bAddEff,n,x,y; Adds a x/100 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: 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) 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. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal 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 normal 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. bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack. 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 normal attack. bonus2 bHPDrainValue,n,x; Heals +n HP with normal 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 normal 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 dealed damage as HP from a monster of race r with normal attack. bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal 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 normal attack. bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal 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. [/codeBOX] ,but you can check it out by yourself in your rAthenaServerFolder/doc/item_bonuses.txt if you have any other Questions,feel free to pm me or post here again.
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