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Effect.xml

Defines buff and debuff effects with their properties, durations, and stat modifiers

Defines all buff and debuff effects in the game, including potions, scrolls, seals, skill effects, and debuffs. Each effect specifies its index, group, duration behavior, persistence, and associated stat values.

File Location

Data/Effect.xml

Dependencies

Depends On
Purpose

Effects linked to specific ItemIndex values

Skills

Many effects are applied by skill usage

Referenced by:

  • Monster - monster abilities that apply debuff effects

  • Event - event rewards and state effects (Crywolf, Castle Siege, seasonal buffs)

Configuration Structure

Effect Element

Each <Effect> element defines a single buff or debuff effect.

Attribute
Type
Description

Index

int

Unique effect identifier (1-204 in shipping data). Server storage supports up to 256. Referenced by skills, items, and game mechanics.

Group

int

Effect group number. Only one effect per group can be active at a time. Same group effects replace each other.

ItemIndex

int/*

Item that grants this effect (e.g., 6699 for Seal of Ascension). Use * if not item-based.

Name

string

Display name of the effect. Stored for admin reference; not sent to the client.

Save

0/1

Whether effect persists after logout. 1 = save to database, 0 = clear on disconnect.

Type

int

Effect timing mode. 0 = regular countdown (counts down in seconds, can be cleansed), 1 = special countdown (counts down in seconds, cannot be cleansed), 2 = persistent countdown (counts down in seconds, cannot be cleansed, saves as Unix timestamp).

Flag

0/1

Debuff flag. 0 = buff (beneficial), 1 = debuff (removable by cleanse effects).

Count

int/*

Effect duration in seconds. For Type 0/1: counts down each second. For Type 2: added to the current Unix time at activation to set the absolute expiration timestamp; the per-second counter still decrements alongside it. Use * for skill-provided duration.

Value1

int/*

Effect-specific value 1. Meaning varies by effect (damage bonus, stat modifier, etc.). Use * for skill-provided value.

Value2

int/*

Effect-specific value 2. Often used for secondary bonuses or timing parameters. Use * if unused.

Value3

int/*

Effect-specific value 3. Used by complex effects with multiple parameters. Use * if unused.

Value4

int/*

Effect-specific value 4. Used by complex effects with multiple parameters. Use * if unused.

Cancelable

0/1

Optional. 1 = the player can manually cancel this effect by right-clicking its buff icon. 0 (default, also used when the attribute is absent) = cannot be manually canceled.

Description

string

Optional admin-facing annotation. Not sent to the client; useful for documentation and log context.

Important Behavior

Group-Based Replacement: When a new effect is added with the same Group as an existing effect, the old effect is removed and replaced. This prevents stacking multiple buffs of the same category.

Value Inheritance: When an attribute is set to * (asterisk), the value is provided at runtime by the skill or item that applies the effect. When set to a number, that value is always used regardless of the source.

Type Differences:

  • Type 0: Countdown in seconds. Can be removed by cleanse skills. Best for temporary combat buffs/debuffs.

  • Type 1: Countdown in seconds. Cannot be cleansed. Used for event states and special effects.

  • Type 2: Countdown in seconds with absolute expiration time. Cannot be cleansed. The server stores both the absolute expiration timestamp and a seconds-remaining counter that decrements each second. The absolute timestamp persists to the database so effects expire at the correct time across server restarts.

Effect Value Meanings

The Value1-4 attributes have different meanings depending on the effect:

  • Damage/Defense Buffs: Value1 = amount to add (e.g., +30 damage)

  • Percentage Buffs: Value1 = percentage boost (e.g., 50 = +50% experience)

  • Stat Elixirs: Value1 = stat points to add temporarily

  • DoT (Poison) Effects:

    • Value1 = attacker object index (who applied the effect)

    • Value2 = tick interval in seconds (damage applied every N seconds)

    • Value3 = damage percentage of victim's current HP (e.g., 5 = 5% of current HP per tick)

    • Value4 = damage cap (max damage per tick, 0 = no cap)

  • Multi-Stat Buffs: Value1 = primary stat, Value2 = secondary stat, etc.

Examples

Breakdown:

  • Type="2" with Count="1800" = duration of 1800 seconds (30 minutes). The server stamps an absolute expiration 1800 seconds from activation.

  • Save="1" = persists through logout (expiration timestamp saved to database)

  • Value1="50" = +50% experience rate

  • Value2-4="*" = unused for this effect

Common Effect Categories

Experience Boosters (Groups 60-61)

  • Seal of Ascension (Group 60): +50-100% experience

  • Seal of Wealth (Group 61): Experience + item drop rate

Stat Elixirs (Group 26)

  • All 5 stat elixirs (STR/AGI/VIT/ENE/CMD) share Group 26

  • Only one can be active at a time

Combat Buffs (Groups 1-10)

  • Greater Damage (Group 1)

  • Greater Defense (Group 2)

  • Greater Critical Damage (Group 5)

  • Greater Life (Group 8)

  • Greater Mana (Group 9)

Debuffs (Flag=1)

  • Poison (Group 27)

  • Ice (Group 28)

  • Ice Arrow (Group 29 - immobilize)

  • Fire Slash (Group 30 - defense debuff)

  • Stern (Group 33 - stun)

  • Order of Restraint (Group 37 - immobilize)

  • Sleep/Blind (Group 40 - shared, both debuffs)

  • Neil (Group 41 - DoT)

  • Sahamutt (Group 42 - DoT)

  • Lesser Damage (Group 43)

  • Lesser Defense (Group 44)

  • Sword Slash (Group 46)

  • Lightning Storm (Group 47)

  • Red Storm (Group 48)

  • Frozen Stab (Group 49 - slow)

Guild/Castle States (Groups 13-17, 20)

  • Castle Gate State (Group 13) - also used by Seal of Life/Mana

  • Guild States 1-4 (Group 14 - shared by states 1-4)

  • Invisibility (Group 15)

  • Guild State 5 (Group 16)

  • Guild State 6 (Group 17)

  • Castle Crown State (Group 20)

Event States (Groups 18-19, 22-23, 38)

  • Crywolf States 1-6 (Group 18 - shared)

  • Crywolf State 7 (Group 19)

  • Crywolf States 8-12 (Group 38 - shared)

  • Order Effects (Group 22 - Speed/Sublimation/Protection shared)

  • Seasonal Events (Group 23 - Halloween/Cherry Blossom/Christmas shared)

Common Issues

Index Range: Effect indices in the shipping Effect.xml run up to 204. The server's in-memory table holds up to 256 entries, so indices 0-255 are storable, but only those with a matching configuration entry load and apply.

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