//===== 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 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking
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).