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//===== Athena Doc ========================================
//= eAthena Item Bonuses List
//===== By ================================================
//= Developers
//===== Version ===========================================
//= 1.1.20090421
//=========================================================
//= 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//= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage]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]
//===== 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 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;				Minimum AND Maximum Magical Attack Power + n
bonus bMatk1,n;				Minimum Magical attack power + n
bonus bMatk2,n;				Maximum Magical attack power + n
bonus bMatkRate,n;			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=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 bIgnoreMDefRace;			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;			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)

bonus2 bAddEff,e,x;			Adds a x/10000 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_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x;			Adds a x/10000 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_Stan, 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;		When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
									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;	When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
									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 'x' is negative value, then it's a part of formula
										chance = -x*(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
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 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
bonus bIgnoreDefMob,n;			Ignore monster's DEF when attacking.
							n: 0=All normal monster except Bosses, 1=All monsters
bonus2 bCriticalAddRace,n,r;		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 bAddDamageByClass,n,x;		When being hit by monster of class n increase damage by x%
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 bSPSubRace2,n,x;			Damage x% reduction from enemies of race n
							(Check db/mob_race2_db.txt)

bonus2 bAddMonsterDropItemGroup,n,x;	x% 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/10000 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/10000 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;	y% 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

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