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//===== Hercules Documentation ===============================
//= Hercules Item Bonuses List
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20150624
//===== Description: =========================================
//= List of script instructions used in item bonuses,
//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
//============================================================
 
Constants
---------
This list contains all available constants referenced in the 'bonus' commands.
 
* Status effect (eff)
    Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence,
    Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_Cold,
    Eff_Burning, Eff_Deepsleep
 
* Element (e)
    Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, 
    Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
 
* Race (r)
    RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish,
    RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_Player, RC_Boss,
    RC_NonBoss, RC_NonDemiHuman, RC_NonPlayer, RC_DemiPlayer,
    RC_NonDemiPlayer, RC_All
 
* Monster Race (mr)
    RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja,
    RC2_Scaraba, RC2_Turtle
 
* Size (s)
    Size_Small, Size_Medium, Size_Large
 
* Trigger criteria (bf)
    BF_WEAPON: Trigger on weapon skills 
    BF_MAGIC: Trigger on magic skills 
    BF_MISC: Trigger on misc skills
    (Default: BF_WEAPON)
 
    BF_SHORT: Trigger on melee attacks
    BF_LONG: Trigger on ranged attacks
    (Default: BF_SHORT+BF_LONG)
 
    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)
    
* Attack Trigger Criteria (abf)
    ATF_SELF: Trigger on self
    ATF_TARGET: Trigger on target
    (Default: ATF_TARGET)
    
    ATF_SHORT: Trigger on melee attack
    ATF_LONG: Trigger on ranged attack
    (Default: ATF_SHORT+ATF_LONG)
    
    ATF_WEAPON: Trigger on Weapon Skills
    ATF_MAGIC: Trigger on magic attacks
    ATF_MISC: Trigger on  misc skills
    ATF_SKILL: Trigger on skill attack
    (Default: ATF_WEAPON)
    
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)
* Other values:
    Skill (sk): see 'db/(pre-)re/skill_db.txt' (NOTE: Both skill IDs and names, with and without quotes, are supported.)
    Monster id (mid): see 'db/(pre-)re/mob_db.txt'
    Item id (id): see 'db/(pre-)re/item_db.conf'
    Item chain (ic): see 'db/(pre-)re/item_chain.conf' (Only Constants)
    Item group (ig): see 'db/(pre-)re/item_group.conf' (ItemID)
    Weapon type (w): see 'doc/item_db.txt' -> View -> Weapons
    Class (c): see 'db/(pre-re)/mob_db.txt' -> For Players, c = JobID
 
Bonuses
-------
The format of bonuses listed in this file is as follows:
    1. Basic Bonuses
    2. Extended Bonuses
    3. Group-specific Bonuses
    4. Status-related Bonuses
    5. AutoSpell Bonuses
    6. Misc Bonuses
 
====================
| 1. Basic Bonuses |
====================
 
Base Stats
----------
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 bAgiVit,n;                        AGI + n, VIT + n
bonus bAgiDexStr,n;                 STR + n, AGI + n, DEX + n
bonus bAllStats,n;                  STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
 
HP/SP
-----
bonus bMaxHP,n;                     MaxHP + n
bonus bMaxHPrate,n;                 MaxHP + n%
bonus bMaxSP,n;                     MaxSP + n
bonus bMaxSPrate,n;                 MaxSP + n%
 
Attack/Def
----------
bonus bAtk,n;                       ATK + n
bonus bAtk2,n;                      ATK2 + n
bonus bAtkRate,n;                   Attack Power + n%
bonus bBaseAtk,n;                   Basic 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%
 
Magic Attack/Def
----------------
bonus bMatk,n;                      Magical attack power + n
bonus bMatkRate,n;                  Magical attack power + 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%
 
Other Stats
-----------
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 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 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 bAddMaxWeight,n;              MaxWeight + n (in units of 0.1)
 
=======================
| 2. Extended Bonuses |
=======================
 
HP
--
bonus bHPrecovRate,n;               Natural HP recovery ratio + n%
bonus2 bHPRegenRate,n,t;                Gain n HP every t milliseconds
bonus2 bHPLossRate,n,t;             Lose n HP every t millisecond
 
SP
--
bonus bSPrecovRate,n;               Natural SP recovery ratio + n%
bonus2 bSPRegenRate,n,t;                Gain n SP every t milliseconds
bonus2 bSPLossRate,n,t;             Lose n SP every t milliseconds
bonus bUseSPrate,n;                 SP consumption + n%
bonus2 bSkillUseSP,sk,n;                Reduces SP consumption of skill sk by n.
bonus2 bSkillUseSPrate,sk,n;            Reduces SP consumption of skill sk by n%
bonus bNoRegen,x;                   Stops regeneration for x (x: 1=HP, 2=SP)
 
Attack/Def
----------
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 bCriticalDef,n;                   Decreases Chance of being hit by critical by n%
 
bonus2 bSkillAtk,sk,n;              Increase damage of skill sk by n%
bonus2 bWeaponAtk,w,n;              Adds n ATK when weapon of type w is equipped
bonus2 bWeaponAtkRate,w,n;          Adds n% damage to weapon attacks when weapon of type w is equipped
bonus bLongAtkRate,n;               Increases damage of ranged attacks by n%
bonus bCritAtkRate,n;                   Increase critical damage by +n%
 
bonus bNoWeaponDamage,n;            Prevents from receiving n% physical damage
bonus bNoMagicDamage,n;             Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
bonus bNoMiscDamage,n;              Adds n% reduction to received misc damage
 
Heal
----
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 bSkillHeal,sk,n;             Increase heal amount of skill sk by n%
bonus2 bSkillHeal2,sk,n;                Increase heal amount if you are healed by skill sk by n%
 
bonus bAddItemHealRate,n;               Increases HP recovered by n% for healing items.
bonus2 bAddItemHealRate,id,n;           Increases HP recovered by n% for item id/ig
 
Skill Cast
----------
bonus bCastrate,n;                  Skill casting time rate + n%
bonus2 bCastrate,sk,n;              Adjust casting time of skill sk by n%
 
bonus bFixedCastrate,n;             Increases fixed cast time of all skills by n%
bonus2 bFixedCastrate,s,n;              Increases fixed cast time of skill sk by n%
bonus bFixedCast,t;                 Increases fixed cast time of all skills by t milliseconds
bonus2 bSkillFixedCast,sk,t;            Increases fixed cast time of skill sk by t milliseconds
 
bonus bVariableCastrate,n;              Increases variable cast time of all skills by n%
bonus2 bVariableCastrate,sk,n;          Increases variable cast time of skill sk by n%
bonus bVariableCast,t;                  Increases variable cast time of all skills by t milliseconds
bonus2 bSkillVariableCast,sk,t;         Increases variable cast time of skill sk by t milliseconds
 
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 bDelayrate,n;                 Increases skill delay by n%
bonus2 bSkillCooldown,sk,t;         Increases cooldown of skill sk by t milliseconds
 
=============================
| 3. Group-specific Bonuses |
=============================
 
Damage Modifiers
----------------
bonus2 bAddSize,s,n;                    +n% Physical damage against size s
bonus2 bMagicAddSize,s,n;           +n% Magical damage against size s
bonus2 bSubSize,s,n;                    +n% Damage reduction against size s
 
bonus2 bAddRaceTolerance,r,n;           +n% tolerance against race r (Renewal Only)
 
bonus2 bAddRace,r,n;                +n% Physical damage against race r
bonus2 bMagicAddRace,n,x;           +n% Magical damage against race r
bonus2 bSubRace,r,n;                +n% Damage reduction against race r
 
bonus2 bAddRace2,mr,n;              +n% Damage Against monster race mr
bonus2 bSubRace2,mr,n;              +n% Damage reduction against monster race mr
 
bonus2 bAddEle,e,n;                 +n% Physical damage against element e
bonus2 bMagicAddEle,e,n;                +n% Magical damage against element e
bonus2 bMagicAtkEle,e,n;                Increases damage of element e magic by n%
bonus3 bAddEle,e,n,bf;              +n% physical damage against element e
bonus2 bSubEle,e,n;                 +n% Damage reduction against element e
bonus3 bSubEle,e,n,bf;              +n% Damage reduction against element e.
 
bonus2 bAddDamageClass,c,x;         +n% extra physical damage against monsters of class c
bonus2 bAddMagicDamageClass,c,x;        +n% extra magical damage against monsters of class c
bonus2 bAddDefClass,c,x;                +n% physical damage reduction against monsters of class c
bonus2 bAddMDefClass,c,x;           +n% magical damage reduction against monsters of class c
bonus2 bCriticalAddRace,r,n;            +n Critical Against race r
 
Attack/Def
----------
bonus bAtkEle,e;                        Gives the player's attacks element e
bonus bDefEle,e;                    Gives the player's defense element e
 
bonus bDefRatioAtkEle,e;                Deals more damage to enemies of element e with higher defense
bonus bDefRatioAtkRace,r;               Deals more damage to enemies of race r with higher defense
 
bonus4 bSetDefRace,r,n,t,y;         Set DEF to y of an enemy of race r at n/100% for t milliseconds with normal attack
bonus4 bSetMDefRace,r,n,t,y;            Set MDEF to y of an enemy of race r at n/100% for t milliseconds with normal attack
 
Ignore Def
----------
bonus bIgnoreDefRace,r;             Disregard DEF against enemies of race r
bonus bIgnoreMDefRace,r;            Disregard MDEF against enemies of race r
 
bonus bIgnoreDefEle,e;              Disregard DEF against enemies of element e
bonus bIgnoreMDefEle,e;             Disregard MDEF against enemies of element e
 
bonus2 bIgnoreDefRate,r,n;          Disregard n% of the target's DEF if the target belongs to race r
bonus2 bIgnoreMdefRate,r,n;         Disregard n% of the target's MDEF if the target belongs to race r
 
bonus bIgnoreMdefRate,n;                Disregard n% of the target's MDEF
 
Experience
----------
bonus2 bExpAddRace,r,n;             +n% Experience from enemies of race r
 
=============================
| 4. Status-related Bonuses |
=============================
bonus2 bResEff,e,n;                 Adds a n/100% tolerance to effect e
bonus2 bAddEff,eff,n;               Adds a n/100% chance to cause effect eff to the target when attacking
bonus2 bAddEff2,eff,n;              Adds a n/100% chance to cause effect eff on self when attacking.
bonus3 bAddEff,eff,n,abf;           Adds a n/100% chance to cause effect eff to the target when attacking for target abf
bonus4 bAddEff,eff,n,abf,t;         Adds a n/100% chance to cause effect eff to the target when attacking for target abf for t milliseconds
                                    (Note:The effect can't be avoided nor its duration reduced. Duration: 0-65535)
bonus3 bAddEffOnSkill,sk,eff,n;     Adds a n/100% chance to cause effect eff on enemy when using skill sk
bonus4 bAddEffOnSkill,sk,eff,n,abf; Adds a n/100% chance to cause effect eff when using skill sk
 
bonus2 bAddEffWhenHit,eff,n;            n/100% chance to cause effect eff to the enemy when being hit by physical damage
bonus3 bAddEffWhenHit,eff,n,abf;        Adds a n/100% chance to cause effect eff to the enemy when being hit by physical damage
 
bonus2 bWeaponComaRace,r,n;         Adds a n/100% chance to cause Coma when attacking a monster of race r with a weapon attack
bonus2 bWeaponComaEle,e,n;          Adds a n/100% chance to cause Coma when attacking a monster of element e with weapon attack
 
========================
| 5. AutoSpell Bonuses |
========================
NOTES:
  - For all AutoSpell bonuses, target must be within the spell's range to go off.
  - By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16).
 
bonus4 bAutoSpellOnSkill,sk,x,y,n;      Adds a n/10% chance to autospell skill x at level y when using skill sk
bonus5 bAutoSpellOnSkill,sk,x,y,n,i;    Adds a n/10% chance to autospell skill x at level y when using skill sk
                                        i: Flags (bitfield)
                                            &1: Forces the skill to be casted on self, rather than on the target of skill sk
                                            &2: Random skill level between 1 and l is chosen.
                                        
bonus4 bAutoSpell,sk,y,n,i;             n/10% chance to cast skill sk of level y when attacking
bonus5 bAutoSpell,sk,y,n,bf,i;          n/10% chance to cast skill sk of level y when attacking
bonus4 bAutoSpellWhenHit,sk,y,n,i;      n/10% chance to cast skill sk of level y when being hit by a direct attack
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;   n/10% chance to cast skill sk of level y when being hit by a direct attack
                                        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)
                                        
bonus3 bAutoSpellWhenHit,sk,x,n;        n/10% chance to cast skill sk of level x on attacker when being hit by a direct attack
bonus3 bAutoSpell,sk,x,n;               Auto Spell casting on attack of spell sk at level x with n/10% chance
 
===================
| 6. Misc Bonuses |
===================
 
HP/SP Drain
-----------
bonus bHPDrainValue,n;              Heals +n HP with weapon attack.
bonus2 bHPDrainValue,n,x;           Heals +n HP with weapon attack. When x is non-zero, the HP is drained instead.
bonus2 bHPDrainRate,n,x;            n/10% probability to drain x% HP when attacking
 
bonus bSPDrainValue,n;              When hitting a monster by physical attack, you gain n SP
bonus2 bSPDrainRate,n,x;            n/10% probability to drain x% SP when attacking
bonus2 bSPDrainValue,n,x;           When hitting a monster by physical attack
                                    x:
                                        0: Gain n SP
                                        1: drain n SP from target
bonus3 bSPDrainRate,n,x,y;          When attacking there is a n/10% 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 SP from target
 
bonus2 bHPDrainValueRace,r,n;       Heals +n HP when attacking a monster of race r with weapon attack.
bonus2 bSPDrainValueRace,r,n;       Heals +n SP when attacking a monster of race r with weapon attack.
 
bonus3 bHPDrainRateRace,r,n,x;      Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with weapon attack.
bonus3 bSPDrainRateRace,r,n,x;      Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with weapon attack.
 
HP/SP Vanish
------------
bonus2 bHPVanishRate,n,x;           Add the (n/10)% chance of decreasing enemy HP amount by x% when attacking
bonus2 bSPVanishRate,n,x;           Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking
 
bonus3 bHPVanishRate,n,x,bf;        Add the (n/10)% chance of decreasing enemy HP amount by x% when attacking for criteria bf
bonus3 bSPVanishRate,n,x,bf;        Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking for criteria bf
 
HP/SP Gain
----------
bonus bHPGainValue,n;               When killing a monster by physical attack, you gain n HP
bonus bSPGainValue,n;               When killing a monster by physical attack, you gain n SP
 
bonus bMagicHPGainValue,n;          Gains +n HP when killing an enemy with magic attack
bonus bMagicSPGainValue,n;          Gains +n SP when killing an enemy with magic attack
 
bonus2 bHPGainRaceAttack,r,n;       Heals n HP when attacking Race r on every hit
bonus2 bSPGainRaceAttack,r,n;       Heals n SP when attacking Race r on every hit
 
bonus2 bSPGainRace,r,n;             When killing a monster of race r by physical attack gain n SP
 
Damage return
-------------
bonus bMagicDamageReturn,n;         Adds a n% chance to reflect targetted magic spells back to the enemy that caused it
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
 
Strip/Break equipment
---------------------
NOTE:
    - n is meaningless if not mentioned.
bonus bUnstripable,n;               Equipment cannot be taken off via strip skills
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 bUnbreakable,n;               Reduces the break chance of all equipped equipment by n%.
bonus bUnbreakableGarment,n;        Garment cannot be damaged/broken by any means
bonus bUnbreakableWeapon,n;         Weapon cannot be damaged/broken by any means
bonus bUnbreakableArmor,n;          Armor cannot be damaged/broken by any means
bonus bUnbreakableHelm,n;           Helm cannot be damaged/broken by any means 
bonus bUnbreakableShield,n;         Shield cannot be damaged/broken by any means
bonus bUnbreakableShoes,n;          Shoes cannot be damaged/broken by any means
 
bonus bBreakWeaponRate,n;           Adds a n/100% chance to break enemy's weapon while attacking (Stackable)
bonus bBreakArmorRate,n;                Adds a n/100% chance to break enemy's armor while attacking (Stackable)
 
Monster Related
---------------
bonus3 bAddClassDropItem,id,c,n;    Adds a n/100% chance of dropping item id when killing monster mid
 
bonus2 bAddMonsterDropItem,id,n;    Adds a n/100% chance for item id to be dropped, when killing any monster.
bonus3 bAddMonsterDropItem,id,r,n;  Adds a n/100% chance for item id to be dropped, when killing any monster of race r.
                                        If 'n' is negative value, then it's a part of formula
                                        chance = -y*(killed_mob_level/10)+1
 
bonus bAddMonsterDropChainItem,ic;  Able to get Item of chain ic when you kill a monster
bonus2 bAddMonsterDropChainItem,ic,r;   Able to get item of chain ic when you kill a monster of race r
 
bonus2 bGetZenyNum,x,n;             When killing a monster, there is a n% chance of gaining 1~x zeny (only the highest among all is applied).
bonus2 bAddGetZenyNum,x,n;          When killing a monster, there is a n% chance of gaining 1~x zeny (Stackable)
                                    x:
                                        < 0: Max Zeny gain is (-x*monster_level)
 
Misc effects
------------
skill i,n;                          Gives skill #i at level 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 bSplashRange,n;               Splash attack radius +n (highest 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)
                                    n:
                                        1: 3*3 Area
                                        2: 5*5 Area
                                        ...
 
bonus bClassChange,n;               Gives a n/100% chance to change the attacked monster's class with normal attack.
bonus bAddStealRate,n;              n/100% increase to Steal skill success chance
bonus bRestartFullRecover,n;            When reviving, HP and SP are fully healed
bonus bNoSizeFix,n;                 The attack revision with the size of the monster is not received
bonus bNoGemStone,n;                Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone)
bonus bIntravision,n;                   Always see Hiding and Cloaking players/mobs
                                        n: is meaningless
 
bonus2 bAddSkillBlow,sk,n;          Knockbacks the target by n cells when using skill sk
bonus bNoKnockback,n;               Character is no longer knocked back by enemy skills with such effect (n is meaningless)
 
bonus bPerfectHide,n;               Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
 
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