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 |
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