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diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt new file mode 100644 index 000000000..490f3bc24 --- /dev/null +++ b/doc/item_bonus.txt @@ -0,0 +1,416 @@ +//===== rAthena Documentation ================================ +//= rAthena Item Bonuses List +//===== By: ================================================== +//= rAthena Dev Team +//===== Current Version: ===================================== +//= 20121219 +//===== 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 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 n% physical damage +bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked) +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 bMagicAtkEle,n,x; Increases damage of n element magic by x%. + 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/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 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 + +bonus2 bSkillUseSPrate,s,x; Reduces SP consumption of skill s by x%. (supports skill names.) +bonus2 bSkillUseSP,s,x; Reduces SP consumption of skill s by x. (supports skill names.) +bonus2 bSkillCooldown,s,x; Increases cooldown of skill s by x milliseconds. (supports skill names.) + +bonus bFixedCastrate,x; Increases fixed cast time of skills by x%. +bonus bVariableCastrate,x; Increases variable cast time of skills by x%. +bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.) +bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.) +bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.) |