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Effects & Options

GameCEffect (CEffect)

Represents an active buff/debuff on an object. Obtained via GetEffect() or GetEffectByGroup().

Property Type Description
m_index number Effect ID
m_group number Effect group
m_save number Save on disconnect
m_type number Effect type
m_flag number Status flags
m_time number Remaining time (seconds)
m_count number Remaining charges
m_value[n] number Effect values (1-6)
OnDeleteProc number Delete procedure ID
eItemInventorySlot number Source item slot
m_EffectBonusType number Bonus type

GameEffectOption (EFFECT_OPTION)

Accumulated stat modifiers from all active effects. Accessed via player.EffectOption.

Additive Properties (Add...)

Property Description
AddPhysiDamage Flat physical damage bonus
AddMagicDamage Flat magic damage bonus
AddCurseDamage Flat curse damage bonus
AddMinPhysiDamage / AddMaxPhysiDamage Min/Max physical damage
AddMinMagicDamage / AddMaxMagicDamage Min/Max magic damage
AddMinCurseDamage / AddMaxCurseDamage Min/Max curse damage
AddAttackSuccessRate Attack success rate bonus
AddPhysiSpeed / AddMagicSpeed Attack speed bonuses
AddDefense / AddBaseDefense Defense bonuses
AddDefenseSuccessRate Defense rate bonus
AddMaxHP / AddMaxMP / AddMaxBP / AddMaxSD Max stat bonuses
AddStrength / AddDexterity / AddVitality / AddEnergy / AddLeadership Stat bonuses
AddDamageReductionRate / AddDamageReduction Damage reduction
AddDamageReflect Damage reflect
AddCriticalDamageRate / AddCriticalDamage Critical bonuses
AddExcellentDamageRate / AddExcellentDamage Excellent bonuses
AddExperienceRate / AddMasterExperienceRate EXP bonuses
AddItemDropRate Drop rate bonus
AddHPRecovery / AddMPRecovery / AddBPRecovery / AddSDRecovery Recovery bonuses
AddHPRecoveryRate / AddMPRecoveryRate / AddBPRecoveryRate / AddSDRecoveryRate Recovery rate bonuses
AddIgnoreDefenseRate / AddIgnoreDefense Ignore defense
AddElementalDamage / AddElementalDefense Elemental bonuses
AddSkillDamageBonus Skill damage bonus
AddMPConsumptionRate / AddBPConsumptionRate Consumption rates
AddCombatPower Combat power bonus

Multiplicative Properties (Mul...)

Property Description
MulPhysiDamage / MulMagicDamage / MulCurseDamage Damage multipliers
MulPhysiDamagePVM / MulMagicDamagePVM / MulCurseDamagePVM PvM damage multipliers
MulAttackSuccessRate Attack rate multiplier
MulPhysiSpeed / MulMagicSpeed Speed multipliers
MulDefense / MulDefenseSuccessRate Defense multipliers
MulMaxHP / MulMaxMP / MulMaxBP / MulMaxSD Max stat multipliers
MulDamageObject / MulDamageTarget Object/target damage multipliers

Divisive Properties (Div...)

Property Description
DivPhysiDamage / DivMagicDamage / DivCurseDamage Damage divisors
DivAttackSuccessRate / DivGlobalAttackSuccessRate Attack rate divisors
DivPhysiSpeed / DivMagicSpeed Speed divisors
DivDefense / DivDefenseSuccessRate Defense divisors
DivMaxHP / DivMaxMP / DivMaxBP / DivMaxSD Max stat divisors

Other Properties

Property Description
SubDefense Defense subtraction
DecMaxHP Max HP decrease
TargetIndex Effect target index
MuunTempestEffectMul Muun Tempest multiplier
AddSwordPowerDamageRate / AddSwordPowerDefenseRate Sword Power rates
AddPartyBonusExperienceRate Party EXP bonus
AddVolcanoExperienceRate Volcano EXP bonus
AddElementalDamageDecrease / AddElementalDefenseDecrease Elemental decreases
local bonus = player.EffectOption.AddPhysiDamage
if bonus > 0 then
    LogAdd(LOG_GREEN, player.Name .. " has +" .. bonus .. " physical damage from buffs")
end

CSkill

Represents a learned skill. Obtained via GetSkill(), GetMasterSkill(), GetEnhanceSkill().

Property Type Description
m_index number Skill ID
m_level number Skill level
m_skill number Skill number