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От английского Description - описание. Как правило обозначает описание на понятном для машины языке (в нашем случае используется код еА).
Расшифровка скриптов еАфины для вещей:
//===== Athena Doc ========================================
//= eAthena Item Bonuses List
//===== By ================================================
//= Developers
//===== Version ===========================================
//= 1.0
//=========================================================
//= 1.0 - Standardized doc file
//===== 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 Даёт способность #i уровня 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,n; Attack power + n% Увеличение АТК на n%
bonus bBaseAtk,n; Basic attack power + n Увеличение основного значения АТК на n
bonus bMatk,n; Minimum AND Maximum Magical Attack Power + n Прибавка к максимуму и минимуму МАТК n
bonus bMatk1,n; Minimum Magical attack power + n Прибавка к минимуму МАТК n
bonus bMatk2,n; Maximum Magical attack power + n Прибавка к максимуму МАТК n
bonus bMatkRate,n; Magical attack power + n% МАТК увеличивается на n%
bonus bDef,n; Equipment DEF + n Увеличивает обычный DEF на n
bonus bDef2,n; VIT based DEF + n Увеличивает VitDEF на n
bonus bDefRate,n; Equipment DEF + n% Увеличивает обычный DEF на n%
bonus bDef2Rate,n; VIT based DEF + n% Увеличивает VitDEF на n%
bonus bMdef,n; Equipment MDEF + n Увеличивает обычный MDEF на n
bonus bMdef2,n; INT based MDEF + n Увеличивает IntMDEF на n
bonus bMdefRate,n; Equipment MDEF + n% Увеличивает обычный MDEF на n%
bonus bMdef2Rate,n; INT based MDEF + n% Увеличивает IntMDEF на 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 bSpeed,n; Moving speed + n Скорость передвижения + n
bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) Скорость передвижения + n
bonus bSpeedAddRate,n; Moving speed + n% Скорость передвижения + n%
bonus bAspd,n; Attack speed + n Бонус к ASPD + n
bonus bAspdRate,n; Attack speed + n% Бонус к ASPD + n%
bonus bAtkRange,n; Attack range + n Радиус боя + n
bonus bCastrate,n; Skill casting time rate + n% Время каста + n%
bonus bUseSPrate,n; SP consumption + n% Затрата СП + n%
bonus bHPrecovRate,n; Natural HP recovery ratio + n% Реген НР + n%
bonus bSPrecovRate,n; Natural SP recovery ratio + n% Реген SP + 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=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 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 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)
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 bCastrate,n,x; Adjust casting time of skill n by x%
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; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones) 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; 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 if 'x' is negative value, then it's a part of formula chance = -x*(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. 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
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 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%
bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x%
bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x%
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. 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
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/10% chance to cast skill x of level y when attacking 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. 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 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.
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 ----
bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
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 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)
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/10000 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria: 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/10000 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; 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 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
bAddStealRate,n; n/100% increase to Steal skill success chance
bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x