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MelMel

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Everything posted by MelMel

  1. hello rathena, can some one please help me in this script please so that it cannot be exploit by loging out pls help me make the script so that it can delet the token / zeny when the game is played not after so that player cannot use log out to exploit the script please^^ Blackjack.txt
  2. is the rest fine o.o? even the cast rate don't work >.< problem solved thank you guys^^
  3. some one please fix the item_db most of the effect does not work anymore with the current rathena.,. anyone help please^^ // Custom Enchanting System --------------------------------------------------------------------------------------- // Fighter Bonuses ------------------------------------------------------------------------------------------------ 25000,S_Strength1,Fighter STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; },{},{} 25001,S_Strength2,Fighter STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; },{},{} 25002,S_Vitality1,Fighter VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25003,S_Vitality2,Fighter VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,2; },{},{} 25004,S_Vitality3,Fighter VIT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,3; },{},{} 25005,S_StrVit1,Fighter STR+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; bonus bVit,1; },{},{} 25006,S_StrVit2,Fighter STR+2/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; bonus bVit,1; },{},{} 25007,S_StrVit3,Fighter STR+1/VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; bonus bVit,2; },{},{} 25008,S_MHp1,Fighter MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 25009,S_MHp2,Fighter MHp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,2; },{},{} 25010,S_Atk1,Fighter ATK+5,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,5; },{},{} 25011,S_Atk2,Fighter ATK+10,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,10; },{},{} 25012,S_Atk3,Fighter ATK+15,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,15; },{},{} 25013,S_Reduction1,Fighter Physical Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubRace,RC_Boss,1; bonus2 bSubRace,RC_NonBoss,1; },{},{} 25014,S_Damage1,Fighter Damage+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,1; bonus2 bAddRace,RC_NonBoss,1; },{},{} 25015,S_Damage2,Fighter Damage+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,2; bonus2 bAddRace,RC_NonBoss,2; },{},{} 25016,S_Def1,Fighter DEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; },{},{} 25017,S_Def2,Fighter DEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,2; },{},{} // Mage Bonuses --------------------------------------------------------------------------------------------------- 25018,S_Int1,Mage INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,1; },{},{} 25019,S_Int2,Mage INT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,2; },{},{} 25020,S_Int3,Mage INT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; },{},{} 25021,S_Dex1,Mage DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25022,S_Dex2,Mage DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; },{},{} 25023,S_IntDex1,Mage INT+1/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bInt,1; },{},{} 25024,S_IntDex2,Mage INT+1/DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; bonus bInt,1; },{},{} 25025,S_IntDex3,Mage INT+2/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bInt,2; },{},{} 25026,S_MSp1,Mage MSp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,1; },{},{} 25027,S_MSp2,Mage MSp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,2; },{},{} 25028,S_MSp3,Mage MSp+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,3; },{},{} 25029,S_Matk1,Mage Matk+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,1; },{},{} 25030,S_Matk2,Mage Matk+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,2; },{},{} 25031,S_Cast1,Mage Cast-2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bCastrate,-2; },{},{} 25032,S_Cast2,Mage Cast-4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bCastrate,-4; },{},{} 25033,S_MdefIgnore1,Mage Mdef Ignore+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bIgnoreMdefRate,1; },{},{} 25034,S_MdefIgnore2,Mage Mdef Ignore+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bIgnoreMdefRate,2; },{},{} 25035,S_MDEF1,Mage MDEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,1; },{},{} 25036,S_MDEF2,Mage MDEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,2; },{},{} 25037,S_MDEF3,Mage MDEF+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,3; },{},{} // Thief Bonuses ------------------------------------------------------------------------------------------------- 25038,S_Agi1,Thief AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25039,S_Agi2,Thief AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25040,S_Agi3,Thief AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,3; },{},{} 25041,S_Luk1,Thief LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; },{},{} 25042,S_Luk2,Thief LUK+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,2; },{},{} 25043,S_AgiLuk1,Thief AGI+1/LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; bonus bAgi,1; },{},{} 25044,S_AgiLuk2,Thief AGI+1/LUK+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,2; bonus bAgi,1; },{},{} 25045,S_AgiLuk3,Thief AGI+2/LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; bonus bAgi,2; },{},{} 25046,S_Crit1,Thief CRIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,2; },{},{} 25047,S_Crit2,Thief CRIT+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,4; },{},{} 25048,S_Crit3,Thief CRIT+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,6; },{},{} 25049,S_Flee1,Thief FLEE+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,3; },{},{} 25050,S_Flee2,Thief FLEE+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,6; },{},{} 25051,S_Flee3,Thief FLEE+9,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,9; },{},{} 25052,S_Damage4,Thief Damage+2%/MHp-1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,2; bonus2 bAddRace,RC_NonBoss,2; bonus bMaxHpRate,-1; },{},{} 25053,S_Damage5,Thief Damage+4%/MHp-2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,4; bonus2 bAddRace,RC_NonBoss,4; bonus bMaxHpRate,-2; },{},{} 25054,S_PDodge1,Thief P.Dodge+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee2,1; },{},{} 25055,S_PDodge2,Thief P.Dodge+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee2,2; },{},{} 25056,S_Aspd1,Thief ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,1; },{},{} 25057,S_Aspd2,Thief ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,2; },{},{} 25058,S_Aspd3,Thief ASPD+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,3; },{},{} // Archer Bonuses ------------------------------------------------------------------------------------------------- 25059,S_Dex3,Archer DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25060,S_Dex4,Archer DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; },{},{} 25061,S_Dex5,Archer DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,3; },{},{} 25062,S_Agi4,Archer AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25063,S_Agi5,Archer AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25064,S_Agi6,Archer AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,3; },{},{} 25065,S_AgiDex1,Archer AGI+1/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bAgi,1; },{},{} 25066,S_AgiDex2,Archer AGI+1/DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; bonus bAgi,1; },{},{} 25067,S_AgiDex3,Archer AGI+2/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bAgi,2; },{},{} 25068,S_Crit4,Archer CRIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,1; },{},{} 25069,S_Crit5,Archer CRIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,2; },{},{} 25070,S_Crit6,Archer CRIT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,3; },{},{} 25071,S_Flee4,Archer FLEE+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,3; },{},{} 25072,S_Flee5,Archer FLEE+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,6; },{},{} 25073,S_Flee6,Archer FLEE+9,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,9; },{},{} 25074,S_Bow1,Archer Bow Damage+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkRate,2; },{},{} 25075,S_Bow2,Archer Bow Damage+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkRate,3; },{},{} 25076,S_Hit1,Archer Hit+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,2; },{},{} 25077,S_Hit2,Archer Hit+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,4; },{},{} 25078,S_Hit3,Archer Hit+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,6; },{},{} 25079,S_Aspd4,Archer ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,1; },{},{} 25080,S_Aspd5,Archer ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,2; },{},{} // Merchant Bonuses ------------------------------------------------------------------------------------------------ 25081,S_Str3,Merchant STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; },{},{} 25082,S_Str4,Merchant STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; },{},{} 25083,S_Str5,Merchant STR+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; },{},{} 25084,S_Vit4,Merchant VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25085,S_Agi7,Merchant AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25086,S_Agi8,Merchant AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25087,S_StrAgiVit1,Merchant STR+1/AGI+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,1; bonus bAgi,1; },{},{} 25088,S_StrAgiVit2,Merchant STR+2/AGI+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,2; bonus bAgi,1; },{},{} 25089,S_StrAgiVit3,Merchant STR+1/AGI+2/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,1; bonus bAgi,2; },{},{} 25090,S_MHp3,Merchant MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 25091,S_AtkStr1,Merchant ATK+3/STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,3; bonus bStr,1; },{},{} 25092,S_AtkStr2,Merchant ATK+6/STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,6; bonus bStr,1; },{},{} 25093,S_AtkStr3,Merchant ATK+9/STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,9; bonus bStr,2; },{},{} 25094,S_Greed1,Merchant Greed 1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,200,100; },{},{} 25095,S_Greed2,Merchant Greed 2,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,250,200; },{},{} 25096,S_Greed3,Merchant Greed 3,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,300,300; },{},{} 25097,S_FireResist1,Merchant FireResist+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Fire,3; },{},{} 25098,S_FireResist2,Merchant FireResist+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Fire,6; },{},{} 25099,S_EarthResist1,Merchant EarthResist+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Earth,2; },{},{} 25100,S_EarthResist2,Merchant EarthResist+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Earth,4; },{},{} 25101,S_Aspd6,Merchant ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,1; },{},{} 25102,S_Aspd7,Merchant ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,2; },{},{} // Acolyte Bonuses ------------------------------------------------------------------------------------------------ 25103,S_Int4,Acolyte INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,1; },{},{} 25104,S_Int5,Acolyte INT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,2; },{},{} 25105,S_Vit5,Acolyte VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25106,S_Vit6,Acolyte VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,2; },{},{} 25107,S_Dex6,Acolyte DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25108,S_IntDexVit1,Acolyte INT+1/DEX+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,1; bonus bInt,1; },{},{} 25109,S_IntDexVit2,Acolyte INT+1/DEX+1/VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,2; bonus bInt,1; },{},{} 25110,S_IntDexVit3,Acolyte INT+2/DEX+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,1; bonus bInt,2; },{},{} 25111,S_MHp4,Acolyte MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 251125,S_MSp4,Acolyte MSp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,1; },{},{} 25113,S_MSp5,Acolyte MSp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,2; },{},{} 25114,S_Matk3,Acolyte Matk+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,1; },{},{} 25115,S_Heal1,Acolyte Heal+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,2; },{},{} 25116,S_Heal2,Acolyte Heal+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,3; },{},{} 25117,S_Heal3,Acolyte Heal+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,4; },{},{} 25118,S_DefMdef1,Acolyte DEF+1/MDEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,1; },{},{} 25119,S_DefMdef2,Acolyte DEF+1/MDEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,2; },{},{} 25120,S_DefMdef3,Acolyte DEF+1/MDEF+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,3; },{},{} 25121,S_SpRegenInt1,Acolyte SP Regen 1/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,5,2000; bonus bInt,1; },{},{} 25122,S_SpRegenInt2,Acolyte SP Regen 2/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,10,2000; bonus bInt,1; },{},{} 25123,S_SpRegenInt3,Acolyte SP Regen 3/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,15,2000; bonus bInt,1; },{},{} 25124,S_Reduction2,Acolyte Physical Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubRace,RC_Boss,1; bonus2 bSubRace,RC_NonBoss,1; },{},{} 25125,S_RangeReduction1,Acolyte Ranged Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkDef,1; },{},{} 25126,S_RangeReduction2,Acolyte Ranged Reduction+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkDef,2; },{},{} // Unique Power Stone 30000,Unique_Power_Stone,Unique Power Stone,3,10000,,100,,,,,,,,,,,,,{},{},{} // Unique Enchantments 25127,U_MHpMSp1,Unique MHp+4%/MSp+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,4; bonus bMaxSpRate,4; },{},{} 25128,U_MHpMSp2,Unique MHp+6%/MSp+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,6; bonus bMaxSpRate,6; },{},{} 25129,U_StrVitDex,Unique STR+3/VIT+3/DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; bonus bVit,3; bonus bDex,3; },{},{} 25130,U_StrAgiLuk,Unique STR+3/AGI+3/LUK+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; bonus bAgi,3; bonus bLuk,3; },{},{} 25131,U_DexVitLuk,Unique DEX+3/VIT+3/LUK+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,3; bonus bVit,3; bonus bDex,3; },{},{} 25132,U_IntVitDex,Unique INT+3/VIT+3/DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; bonus bVit,3; bonus bDex,3; },{},{} 25133,U_IntStrAgi,Unique INT+3/STR+3/AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; bonus bStr,3; bonus bAgi,3; },{},{} 25134,U_DefMdef1,Unique DEF+4/MDEF+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,4; bonus bDef,4; },{},{} 25135,U_DefMdef2,Unique DEF+6/MDEF+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,6; bonus bDef,6; },{},{} 25136,U_MReflect1,Unique Damage Reflect5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMagicDamageReturn,5; bonus bShortWeaponDamageReturn,5; bonus bLongWeaponDamageReturn,5; },{},{} 25137,U_MReflect2,Unique Damage Reflect7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMagicDamageReturn,7; bonus bShortWeaponDamageReturn,7; bonus bLongWeaponDamageReturn,7; },{},{} 25138,U_PDamageMatk1,Unique P.Damage+5%/MATK+5%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,5; bonus2 bAddRace,RC_NonBoss,5; bonus2 bMatkRate,5; },{},{} 25139,U_PDamageMatk2,Unique P.Damage+7%/MATK+7%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,7; bonus2 bAddRace,RC_NonBoss,7; bonus2 bMatkRate,7; },{},{} 25140,U_SkillSpellDelay1,Unique Skill/Spell Delay-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bDelayRate,-7; },{},{} 25141,U_SkillSpellDelay2,Unique Skill/Spell Delay-9%,6,20,10,0,,,,,,,,16,,,,,{ bonus bDelayRate,-9; },{},{} 25142,U_DefMdef1,Unique DEF/MDEF Ignore+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bIgnoreDefRate,RC_Boss,3; bonus2 bIgnoreDefRate,RC_NonBoss,3; bonus bIgnoreMdefRate,3; },{},{} 25143,U_DefMdef2,Unique DEF/MDEF Ignore+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bIgnoreDefRate,RC_Boss,6; bonus2 bIgnoreDefRate,RC_NonBoss,6; bonus bIgnoreMdefRate,6; },{},{} 25144,U_AspdCastTime1,Unique ASPD+5%/Cast Time-5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,5; bonus bCastTime,-5; },{},{} 25145,U_AspdCastTime2,Unique ASPD+7%/Cast Time-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspdRate,7; bonus bCastTime,-7; },{},{} 25146,U_SpCost1,Unique Skill/Spell Sp Cost-5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bUseSPrate,-5; },{},{} 25147,U_SpCost2,Unique Skill/Spell Sp Cost-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bUseSPrate,-7; },{},{}
  4. // Fighter Bonuses ------------------------------------------------------------------------------------------------ 25000,S_Strength1,Fighter STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; },{},{} 25001,S_Strength2,Fighter STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; },{},{} 25002,S_Vitality1,Fighter VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25003,S_Vitality2,Fighter VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,2; },{},{} 25004,S_Vitality3,Fighter VIT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,3; },{},{} 25005,S_StrVit1,Fighter STR+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; bonus bVit,1; },{},{} 25006,S_StrVit2,Fighter STR+2/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; bonus bVit,1; },{},{} 25007,S_StrVit3,Fighter STR+1/VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; bonus bVit,2; },{},{} 25008,S_MHp1,Fighter MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 25009,S_MHp2,Fighter MHp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,2; },{},{} 25010,S_Atk1,Fighter ATK+5,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,5; },{},{} 25011,S_Atk2,Fighter ATK+10,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,10; },{},{} 25012,S_Atk3,Fighter ATK+15,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,15; },{},{} 25013,S_Reduction1,Fighter Physical Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubClass,Class_Boss,1; bonus2 bSubClass,Class_Normal,1; },{},{} 25014,S_Damage1,Fighter Damage+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,1; bonus2 bAddClass,Class_Normal,1; },{},{} 25015,S_Damage2,Fighter Damage+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,2; bonus2 bAddClass,Class_Normal,2; },{},{} 25016,S_Def1,Fighter DEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; },{},{} 25017,S_Def2,Fighter DEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,2; },{},{} // Mage Bonuses --------------------------------------------------------------------------------------------------- 25018,S_Int1,Mage INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,1; },{},{} 25019,S_Int2,Mage INT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,2; },{},{} 25020,S_Int3,Mage INT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; },{},{} 25021,S_Dex1,Mage DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25022,S_Dex2,Mage DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; },{},{} 25023,S_IntDex1,Mage INT+1/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bInt,1; },{},{} 25024,S_IntDex2,Mage INT+1/DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; bonus bInt,1; },{},{} 25025,S_IntDex3,Mage INT+2/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bInt,2; },{},{} 25026,S_MSp1,Mage MSp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,1; },{},{} 25027,S_MSp2,Mage MSp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,2; },{},{} 25028,S_MSp3,Mage MSp+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,3; },{},{} 25029,S_Matk1,Mage Matk+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,1; },{},{} 25030,S_Matk2,Mage Matk+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,2; },{},{} 25031,S_Cast1,Mage Cast-2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bCastrate,-2; },{},{} 25032,S_Cast2,Mage Cast-4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bCastrate,-4; },{},{} 25033,S_MdefIgnore1,Mage Mdef Ignore+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bIgnoreMdefRate,1; },{},{} 25034,S_MdefIgnore2,Mage Mdef Ignore+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bIgnoreMdefRate,2; },{},{} 25035,S_MDEF1,Mage MDEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,1; },{},{} 25036,S_MDEF2,Mage MDEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,2; },{},{} 25037,S_MDEF3,Mage MDEF+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,3; },{},{} // Thief Bonuses ------------------------------------------------------------------------------------------------- 25038,S_Agi1,Thief AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25039,S_Agi2,Thief AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25040,S_Agi3,Thief AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,3; },{},{} 25041,S_Luk1,Thief LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; },{},{} 25042,S_Luk2,Thief LUK+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,2; },{},{} 25043,S_AgiLuk1,Thief AGI+1/LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; bonus bAgi,1; },{},{} 25044,S_AgiLuk2,Thief AGI+1/LUK+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,2; bonus bAgi,1; },{},{} 25045,S_AgiLuk3,Thief AGI+2/LUK+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,1; bonus bAgi,2; },{},{} 25046,S_Crit1,Thief CRIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,2; },{},{} 25047,S_Crit2,Thief CRIT+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,4; },{},{} 25048,S_Crit3,Thief CRIT+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,6; },{},{} 25049,S_Flee1,Thief FLEE+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,3; },{},{} 25050,S_Flee2,Thief FLEE+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,6; },{},{} 25051,S_Flee3,Thief FLEE+9,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,9; },{},{} 25052,S_Damage4,Thief Damage+2%/MHp-1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,2; bonus2 bAddClass,Class_Normal,2; bonus bMaxHpRate,-1; },{},{} 25053,S_Damage5,Thief Damage+4%/MHp-2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,4; bonus2 bAddClass,Class_Normal,4; bonus bMaxHpRate,-2; },{},{} 25054,S_PDodge1,Thief P.Dodge+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee2,1; },{},{} 25055,S_PDodge2,Thief P.Dodge+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee2,2; },{},{} 25056,S_Aspd1,Thief ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,1; },{},{} 25057,S_Aspd2,Thief ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,2; },{},{} 25058,S_Aspd3,Thief ASPD+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,3; },{},{} // Archer Bonuses ------------------------------------------------------------------------------------------------- 25059,S_Dex3,Archer DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25060,S_Dex4,Archer DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; },{},{} 25061,S_Dex5,Archer DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,3; },{},{} 25062,S_Agi4,Archer AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25063,S_Agi5,Archer AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25064,S_Agi6,Archer AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,3; },{},{} 25065,S_AgiDex1,Archer AGI+1/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bAgi,1; },{},{} 25066,S_AgiDex2,Archer AGI+1/DEX+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,2; bonus bAgi,1; },{},{} 25067,S_AgiDex3,Archer AGI+2/DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bAgi,2; },{},{} 25068,S_Crit4,Archer CRIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,1; },{},{} 25069,S_Crit5,Archer CRIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,2; },{},{} 25070,S_Crit6,Archer CRIT+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bCritical,3; },{},{} 25071,S_Flee4,Archer FLEE+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,3; },{},{} 25072,S_Flee5,Archer FLEE+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,6; },{},{} 25073,S_Flee6,Archer FLEE+9,6,20,10,0,,,,,,,,16,,,,,{ bonus bFlee,9; },{},{} 25074,S_Bow1,Archer Bow Damage+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkRate,2; },{},{} 25075,S_Bow2,Archer Bow Damage+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkRate,3; },{},{} 25076,S_Hit1,Archer Hit+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,2; },{},{} 25077,S_Hit2,Archer Hit+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,4; },{},{} 25078,S_Hit3,Archer Hit+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bHit,6; },{},{} 25079,S_Aspd4,Archer ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,1; },{},{} 25080,S_Aspd5,Archer ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,2; },{},{} // Merchant Bonuses ------------------------------------------------------------------------------------------------ 25081,S_Str3,Merchant STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,1; },{},{} 25082,S_Str4,Merchant STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,2; },{},{} 25083,S_Str5,Merchant STR+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; },{},{} 25084,S_Vit4,Merchant VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25085,S_Agi7,Merchant AGI+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,1; },{},{} 25086,S_Agi8,Merchant AGI+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAgi,2; },{},{} 25087,S_StrAgiVit1,Merchant STR+1/AGI+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,1; bonus bAgi,1; },{},{} 25088,S_StrAgiVit2,Merchant STR+2/AGI+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,2; bonus bAgi,1; },{},{} 25089,S_StrAgiVit3,Merchant STR+1/AGI+2/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; bonus bStr,1; bonus bAgi,2; },{},{} 25090,S_MHp3,Merchant MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 25091,S_AtkStr1,Merchant ATK+3/STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,3; bonus bStr,1; },{},{} 25092,S_AtkStr2,Merchant ATK+6/STR+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,6; bonus bStr,1; },{},{} 25093,S_AtkStr3,Merchant ATK+9/STR+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bAtk,9; bonus bStr,2; },{},{} 25094,S_Greed1,Merchant Greed 1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,200,100; },{},{} 25095,S_Greed2,Merchant Greed 2,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,250,200; },{},{} 25096,S_Greed3,Merchant Greed 3,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddGetZenyNum,300,300; },{},{} 25097,S_FireResist1,Merchant FireResist+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Fire,3; },{},{} 25098,S_FireResist2,Merchant FireResist+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Fire,6; },{},{} 25099,S_EarthResist1,Merchant EarthResist+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Earth,2; },{},{} 25100,S_EarthResist2,Merchant EarthResist+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubEle,Ele_Earth,4; },{},{} 25101,S_Aspd6,Merchant ASPD+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,1; },{},{} 25102,S_Aspd7,Merchant ASPD+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,2; },{},{} // Acolyte Bonuses ------------------------------------------------------------------------------------------------ 25103,S_Int4,Acolyte INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,1; },{},{} 25104,S_Int5,Acolyte INT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,2; },{},{} 25105,S_Vit5,Acolyte VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,1; },{},{} 25106,S_Vit6,Acolyte VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bVit,2; },{},{} 25107,S_Dex6,Acolyte DEX+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; },{},{} 25108,S_IntDexVit1,Acolyte INT+1/DEX+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,1; bonus bInt,1; },{},{} 25109,S_IntDexVit2,Acolyte INT+1/DEX+1/VIT+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,2; bonus bInt,1; },{},{} 25110,S_IntDexVit3,Acolyte INT+2/DEX+1/VIT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDex,1; bonus bVit,1; bonus bInt,2; },{},{} 25111,S_MHp4,Acolyte MHp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,1; },{},{} 251125,S_MSp4,Acolyte MSp+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,1; },{},{} 25113,S_MSp5,Acolyte MSp+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxSpRate,2; },{},{} 25114,S_Matk3,Acolyte Matk+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMatkRate,1; },{},{} 25115,S_Heal1,Acolyte Heal+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,2; },{},{} 25116,S_Heal2,Acolyte Heal+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,3; },{},{} 25117,S_Heal3,Acolyte Heal+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bHealPower,4; },{},{} 25118,S_DefMdef1,Acolyte DEF+1/MDEF+1,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,1; },{},{} 25119,S_DefMdef2,Acolyte DEF+1/MDEF+2,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,2; },{},{} 25120,S_DefMdef3,Acolyte DEF+1/MDEF+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bDef,1; bonus bMdef,3; },{},{} 25121,S_SpRegenInt1,Acolyte SP Regen 1/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,5,2000; bonus bInt,1; },{},{} 25122,S_SpRegenInt2,Acolyte SP Regen 2/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,10,2000; bonus bInt,1; },{},{} 25123,S_SpRegenInt3,Acolyte SP Regen 3/INT+1,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSPRegenRate,15,2000; bonus bInt,1; },{},{} 25124,S_Reduction2,Acolyte Physical Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bSubClass,Class_Boss,1; bonus2 bSubClass,Class_Normal,1; },{},{} 25125,S_RangeReduction1,Acolyte Ranged Reduction+1%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkDef,1; },{},{} 25126,S_RangeReduction2,Acolyte Ranged Reduction+2%,6,20,10,0,,,,,,,,16,,,,,{ bonus bLongAtkDef,2; },{},{} // Unique Power Stone 30000,Unique_Power_Stone,Unique Power Stone,3,10000,,100,,,,,,,,,,,,,{},{},{} // Unique Enchantments 25127,U_MHpMSp1,Unique MHp+4%/MSp+4%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,4; bonus bMaxSpRate,4; },{},{} 25128,U_MHpMSp2,Unique MHp+6%/MSp+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMaxHpRate,6; bonus bMaxSpRate,6; },{},{} 25129,U_StrVitDex,Unique STR+3/VIT+3/DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; bonus bVit,3; bonus bDex,3; },{},{} 25130,U_StrAgiLuk,Unique STR+3/AGI+3/LUK+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bStr,3; bonus bAgi,3; bonus bLuk,3; },{},{} 25131,U_DexVitLuk,Unique DEX+3/VIT+3/LUK+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bLuk,3; bonus bVit,3; bonus bDex,3; },{},{} 25132,U_IntVitDex,Unique INT+3/VIT+3/DEX+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; bonus bVit,3; bonus bDex,3; },{},{} 25133,U_IntStrAgi,Unique INT+3/STR+3/AGI+3,6,20,10,0,,,,,,,,16,,,,,{ bonus bInt,3; bonus bStr,3; bonus bAgi,3; },{},{} 25134,U_DefMdef1,Unique DEF+4/MDEF+4,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,4; bonus bDef,4; },{},{} 25135,U_DefMdef2,Unique DEF+6/MDEF+6,6,20,10,0,,,,,,,,16,,,,,{ bonus bMdef,6; bonus bDef,6; },{},{} 25136,U_MReflect1,Unique Damage Reflect5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMagicDamageReturn,5; bonus bShortWeaponDamageReturn,5; bonus bLongWeaponDamageReturn,5; },{},{} 25137,U_MReflect2,Unique Damage Reflect7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bMagicDamageReturn,7; bonus bShortWeaponDamageReturn,7; bonus bLongWeaponDamageReturn,7; },{},{} 25138,U_PDamageMatk1,Unique P.Damage+5%/MATK+5%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,5; bonus2 bAddClass,Class_Normal,5; bonus2 bMatkRate,5; },{},{} 25139,U_PDamageMatk2,Unique P.Damage+7%/MATK+7%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bAddClass,Class_Boss,7; bonus2 bAddClass,Class_Normal,7; bonus2 bMatkRate,7; },{},{} 25140,U_SkillSpellDelay1,Unique Skill/Spell Delay-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bDelayRate,-7; },{},{} 25141,U_SkillSpellDelay2,Unique Skill/Spell Delay-9%,6,20,10,0,,,,,,,,16,,,,,{ bonus bDelayRate,-9; },{},{} 25142,U_DefMdef1,Unique DEF/MDEF Ignore+3%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bIgnoreDefRate,RC_Boss,3; bonus2 bIgnoreDefRate,RC_NonBoss,3; bonus bIgnoreMdefRate,3; },{},{} 25143,U_DefMdef2,Unique DEF/MDEF Ignore+6%,6,20,10,0,,,,,,,,16,,,,,{ bonus2 bIgnoreDefRate,RC_Boss,6; bonus2 bIgnoreDefRate,RC_NonBoss,6; bonus bIgnoreMdefRate,6; },{},{} 25144,U_AspdCastTime1,Unique ASPD+5%/Cast Time-5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,5; bonus bVariableCastrate,-5; },{},{} 25145,U_AspdCastTime2,Unique ASPD+7%/Cast Time-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bAspd,7; bonus bVariableCastrate,-7; },{},{} 25146,U_SpCost1,Unique Skill/Spell Sp Cost-5%,6,20,10,0,,,,,,,,16,,,,,{ bonus bUseSPrate,-5; },{},{} 25147,U_SpCost2,Unique Skill/Spell Sp Cost-7%,6,20,10,0,,,,,,,,16,,,,,{ bonus bUseSPrate,-7; },{},{} Hello rathena, Sorry to border you all. i need some help with this item db. i somehow notice that not all of the effect are working propely... probally all the bonus have been change... please help me. thanks to anyone who is willing to help me fix this.
  5. Hello Rathena, Is me again. thank you so much for those who help me before. i would like to request a pvp warper that actually ban mercenary from entering to the pvp map and wont let player click the mercenary scroll inside pvp map too, and if player were to actually summon mercenary and talk to the pvp warper the mercenary will be gone but before it will be gone the pvp warper npc will tell player warning that if the player want to enter still the mercenary will have to be dismiss first. looking forwards for anyone who is willing to help thank you in advance.
  6. hello just like the title say here is my config: // The rate at which equipment is dropped. item_rate_equip: 1000000 item_rate_equip_boss: 200000 item_drop_equip_min: 1 item_drop_equip_max: 10000 i try to make it to be 10% but it does not change when i @mi eddga for example pipe still drop at 50% if i change the rate equip rate for the normal monster drop, it has no problem. i just find it weird where have i gone wrong.. unable to change the rate of boss equip rate and no matter what amount i put it stay at 50% really appreciate to those that will help me Thank You in advance
  7. hello rathena, I would like to request a custom healer npc that check for item amount for example with 10 tcg in your inventory the ncp will give you heal agi and blessing and if you have 20 tcg in inventory it will give you more buff heal agi blessing assum and if you have 30 tcg in inventory it will give you more buff again heal agi blessing assum improve concentration thank you for those who is willing to help^^
  8. orlox there is bug saying ResourceError: Can't find skt_test\star01.bmp while it was in my texture and i have follow all the instruction.
  9. Yup I want it to reopen every 2min at the same time player inside the gold room cannonly collect those gold for 1min and they will be kick out and will be waiting for it to reopen. Also there will be no monster inside just gold the whole floor for then to pick up. Thank you
  10. Hello rathena, can i please request for a script that work like this: a npc that will only reward the player item id ex:9189 every one hour if they click them and if it's not time yet they wont get the item even if they click the npc. and same account character will not be able to get the item from the npc if they already get. i really want them to click it to be able to get the item not automaticly like hourly point or hourly rewards. thanks in advance
  11. Hi Rathena, I would like to request for a gold room that work like this: A Gold room that will open every 2 min. Before gold room are open monster for ex: marin will be spawn. and 1 sec just before the gold room announce that the gold room are open all the marin will be killed living the gold on the ground. and no marin will be spawn by then. the player then are able to enter the gold room and start picking up the gold. after 2min the everyone will be kick out of the gold room and the map will be clean. if possible i would like to have a timer to show when they will be kick out or maybe how long have the gold room being run. thanks in advance
  12. i am sure for cutin is this one: cutin "kafra_07",2; i will replace all of those later. and this is the one for closing. cutin "",255; end; and for the waiting room this is the command that i use as example and if i am not wrong: OnInit: disablenpc "Drawing Room"; waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1; enablewaitingroomevent; end; OnStartArena: warpwaitingpc "sword_2-1",223,205; donpcevent "Buddy#Sura_Salon::OnEnable"; disablewaitingroomevent; end; OnEnable: enablewaitingroomevent; end; OnDisable: disablewaitingroomevent; end; } so that when they click on the waiting room they will be teleported to the next room? correct me if i am wrong Thanks in advance looking forwards to your reply.
  13. thank you so much. But how do i get the script from you >.<. Thanks agains
  14. Thanks for the respond. here are the info: i really need 1 sample of template and i will do the other classes. the chain quest will first ask the player to bring them example jelopy amount 50 once the npc get the item the npc ask the player to find another npc example located in izlude name "Beta" and once the player talk to this npc name "Beta" they will be send to a map which got a waiting room and when player click the waiting room they will be warp inside a room and monster will be spawn and they have to kill them all and once it's done the player will be warp back to the Beta npc in izlude and receive a job change. I really hope you don't mind giving me a template for that/one example for the above script so that i will be able to edit them. also "cutin" during conversation. Thanks in advance
  15. Thank you for the reply. Really hope some one can help me with the script. But worst come to worst if no one help then i guess i will just wait awhile more >.<. Surely some one will appear to help^^ Thanks in advance
  16. Hello Member of Rathena, i wonder if anyone can help me modified this scripts of mine to detect when the player already trans job or baby advance job max lvl 255 and job lvl 50 or above the npc will point them to a chain quest npc for them to do their job change quest to be third jobs. prontera,153,193,6 script Job Master 808,{ mes "^ff0000[Job Master]^000000"; if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; if(SkillPoint != 0){ mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Baby: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_Super_Baby; else set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Baby_Swordman: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Baby_Mage: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Baby_Archer: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Baby_Acolyte: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Baby_Merchant: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Baby_Thief: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes "Do you want to be reborn?"; mes "But it will cost you 250,000 Zeny."; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; if(Zeny < 250000) { next; mes "^ff0000[Job Master]^000000"; mes "You don't have enouch Zeny."; close; } set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } set Zeny,Zeny - 250000; jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } close; } } mes "I'm sorry, there are no further classes for your job."; close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; } As for the chain quest can i please have a template like below info: The job master the above script will point them for example a high priest lvl 99 above and job lvl 50 above to the job chain quest npc to do job change quest to be archbishop. The above npc will say you can become third job and as for your job please proceed to find "NPC name" at "MAP name""coordinate" and he will give you chain quest to do your job change to be archbishop. As for the chain quest npc i would like it to be 3 steps. 1steps) The npc will ask the player to gather items for the npc. 2steps) Once the npc got the item the npc will then again direct the player by telling the player to warp to "NPC name" at "MAP name"&"coordinate" and there the player will talk to a npc that will direct the player to be in waiting room for their turn to be called inside a test their strength room and they have to kill all the monster to pass the test. 3steps) Once they have done the above they will be able to be job change. Also, Please include cutins for me in the chain quest script, so that i will be able to add cutins from the data.grf regarding the third job cutins >.<. Note: Sorry i am a very bad scripter that's why i ask for something simple like that... I'm sorry if i explain it not too clear Sorry for my bad english.. Looking forwards for the help... Thanks in Advance
  17. any idea with this problems? even if the castle is active. It always say the castle is inactive and get warp out...
  18. Euphy, will you add a waiting room for the woe control to show in how many more hours before the next woe start and once it start it will show in how many minutes/hours the woe will end? thanks in advance
  19. Sorry, i am still new here. Mind pointing them out for me.... thanks again. sorry for the trouble.
  20. ummm, may i know how you fix that problem please. thanks in advance
  21. sorry to ask a noob question=/. But may i know where do i add that in? above the scripts? looking forwards to your reply. Thanks in advance
  22. is it me or does anyone have problem after refining +13? when my weapon +13 i was going to +14 then all of sudden it just spam itself to +20 on map server it report: Unexpected type for argument 1. Expected string. [Debug]: Data: number value=-1 [Debug]: Function: select [Debug]: Source <NPC>: Refine++ at prontera <173,159> [Error]: run_script: infinity loop ! anyone help with this problems? thanks in advance
  23. Hi, I have added a new php file in my main folder and i have added the same file to the modules main folder too. But I have received these error when host online from my fluxcp. Error message: "The page you are looking for is temporarily unavailable. Please try again later." Can anyone help me fix it? Thanks. Bump. Hi I have this error: 404 Page Not Found in my /?module=main&action=contactus Can anyone help me?
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