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//===== Athena Doc ========================================
//= rAthena Item Bonuses List
//===== By ================================================
//= Developers
//===== Version ===========================================
//= 1.1.20110124
//=========================================================
//= 1.0 - Standardized doc file
//= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk, 
//=   bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept 
//=   skill names [FlavioJS]
//= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage]
//= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester]
//= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage]
//= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [Inkfish]
//= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei]
//= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf]
//= 1.1.20101207 - added documentation for bUnbreakableGarment,
//=   bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm,
//=   bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and
//=   bBreakArmorRate. [Ai4rei]
//= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr,
//=   bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn,
//=   bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease,
//=   bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk,
//=   bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace,
//=   bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable,
//=   bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei]
//===== 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 (supports skill names)
 
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 bAgiVit,n;            AGI + n, VIT + n
bonus bAgiDexStr,n;         STR + n, AGI + n, DEX + 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%
bonus bBaseAtk,n;           Basic attack power + n
bonus bMatk,n;              Magical attack power + n
bonus bMatkRate,n;          Magical attack power + n%
bonus bWeaponMatk,n;        Weapon magical attack power + n
bonus bDef,n;               Equipment DEF + n
bonus bDef2,n;              VIT based DEF + n
bonus bDefRate,n;           Equipment DEF + n%
bonus bDef2Rate,n;          VIT based DEF + n%
bonus bMdef,n;              Equipment MDEF + n
bonus bMdef2,n;             INT based MDEF + n
bonus bMdefRate,n;          Equipment MDEF + n%
bonus bMdef2Rate,n;         INT based MDEF + 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 bSpeedRate,n;         Moving speed + n% (only the highest among all is applied)
bonus bSpeedAddRate,n;          Moving speed + n%
bonus bAspd,n;              Attack speed + n
bonus bAspdRate,n;          Attack speed + n%
bonus bAtkRange,n;          Attack range + n
bonus bCastrate,n;          Skill casting time rate + n%
bonus bUseSPrate,n;         SP consumption + n%
bonus bHPrecovRate,n;           Natural HP recovery ratio + n%
bonus bSPrecovRate,n;           Natural SP recovery ratio + 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=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMDefRace,n;        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,n;         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)
bonus bHealPower,n;         Increase heal amount of all heal skills by n%
bonus bHealPower2,n;            Increase heal amount if you are healed by any skills by n%
bonus2 bAddEff,e,x;         Adds a x/100 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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x;         Adds a x/100 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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bCastrate,n,x;           Adjust casting time of skill n by x% (supports skill names)
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;     Adds a x/100% chance for item n to be dropped, when killing any monster.
                    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;   Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
                        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
bonus3 bAutoSpell,n,x,y;        Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
                    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 (n is meaningless)
bonus bUnstripableArmor,n;      Armor cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableHelm,n;       Helm cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableShield,n;     Shield cannot be taken off via Strip skills (n is meaningless)
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
bonus2 bCriticalAddRace,r,n;        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% (supports skill names)
bonus2 bSkillHeal,n,x;          Increase heal amount of skill n by x% (supports skill names)
bonus2 bSkillHeal2,n,x;         Increase heal amount if you are healed by skill n by x% (supports skill names)
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. (supports skill names)
                    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
bonus4 bAutoSpell,x,y,n,i;      n/10% chance to cast skill x of level y when attacking (supports skill names)
                    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. (supports skill names)
                    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 (supports skill names)
                    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. (supports skill names)
                    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 ----
 
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 bSubRace2,n,x;           Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt)
 
bonus2 bAddMonsterDropItemGroup,n,x;    Adds a x/100% 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/100 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/100 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;  Adds a y/100% 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
 
bonus bAddStealRate,n;          n/100% increase to Steal skill success chance
 
bonus2 bAddSkillBlow,x,y;       Pushback the target by y cells when using skill x (supports skill names)
 
bonus bSPDrainValue,n;          When hitting a monster by physical attack, you gain n SP
                    (use negative numbers so the user loses SP)
bonus2 bSPDrainValue,n,x;       When hitting a monster by physical attack, ...
                    x:
                        0=you gain n SP, 1=you drain n SP from target
 
bonus2 bIgnoreDefRate,n,x;      Disregard x% of the target's DEF if the target belongs to race n;
 
bonus3 bAddEle,n,x,t;           +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
                    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)
bonus3 bSubEle,n,x,t;           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
                    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)
bonus4 bAutoSpellOnSkill,s,x,l,n    Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
                    Supportive spells are casted on self, others on target of skill s.
bonus5 bAutoSpellOnSkill,s,x,l,n,i  Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
                    i: Flags (bitfield)
                        &1: Forces the skill to be casted on self, rather than on the target of skill s.
                        &2: Random skill level between 1 and l is chosen.
bonus bAddItemHealRate,x;       Increases HP recovered by x% for healing items.
bonus bUnbreakableGarment,n;        Garment cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableWeapon,n;     Weapon cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableArmor,n;      Armor cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableHelm,n;       Helm cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShield,n;     Shield cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShoes,n;      Shoes cannot be damaged/broken by any means (n is meaningless)
bonus bBreakWeaponRate,n;       Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
bonus bBreakArmorRate,n;        Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
bonus bUnbreakable,n;           Reduces the break chance of all equipped equipment by n%.
bonus bShortWeaponDamageReturn,n;   Reflects n% of received melee damage back to the enemy that caused it.
bonus bLongWeaponDamageReturn,n;    Reflects n% of received ranged damage back to the enemy that caused it.
bonus2 bWeaponComaEle,x,n;      Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
                    x:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
                        6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n;            Adds a n/100% chance to cause status change x on self when attacking.
                    x:  Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
                        Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus bMagicDamageReturn,n;     Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus bPerfectHide,n;           Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
bonus bNoKnockback,n;           Character is no longer knocked back by enemy skills with such effect (n is meaningless).
bonus bClassChange,n;           Gives a n/100% chance to change the attacked monster's class with normal attack.
bonus bHPDrainValue,n;          Heals +n HP with normal attack.
bonus2 bHPDrainValue,n,x;       Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
bonus2 bWeaponAtk,x,n;          Adds n ATK when weapon of type x is equipped.
                    x:  see doc/item_db.txt -> view -> weapons for possible values
bonus2 bWeaponAtkRate,x,n;      Adds n% damage to normal attacks when weapon of type x is equipped.
                    x:  see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n;         Increases skill delay by n%.
bonus3 bHPDrainRateRace,r,n,x;      Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x;      Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
bonus3 bAddEffOnSkill,s,x,n;        Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
bonus4 bAddEffOnSkill,s,x,n,t;      Adds a n/100% chance to cause status change x when using skill s (supports skill names)
                    t:  ATF_SELF   = causes status change to oneself
                        ATF_TARGET = causes status change to the enemy
bonus bNoMiscDamage,n;          Adds n% reduction to received misc damage.
bonus bLongAtkRate,n;           Increases damage of ranged attacks by n%.
bonus bUnstripable,n;           Armor cannot be taken off via strip skills (n is meaningless)
bonus2 bHPDrainValueRace,r,n;       Heals +n HP when attacking a monster of race r with normal attack.
bonus2 bSPDrainValueRace,r,n;       Heals +n SP when attacking a monster of race r with normal attack.
bonus bMagicSPGainValue,n;      Heals +n SP when killing an enemy with magic attack.
bonus bMagicHPGainValue,n;      Heals +n HP when killing an enemy with magic attack.
 
bonus3 bAddClassDropItem,s,x,n;     Adds an n/100% chance of dropping item s when killing monster class x.
 
bonus2 bHPGainRaceAttack,x,n;       Heals n HP when attacking x Race on every hit
bonus2 bSPGainRaceAttack,x,n;       Heals n SP when attacking x Race on every hit
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