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diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt deleted file mode 100644 index 1f96362d1..000000000 --- a/doc/item_bonus.txt +++ /dev/null @@ -1,418 +0,0 @@ -//===== Hercules Documentation =============================== -//= Hercules Item Bonuses List -//===== By: ================================================== -//= Hercules Dev Team -//===== Current Version: ===================================== -//= 20140320 -//===== 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 -bonus3 bSPVanishRate,n,x,t; Same as bonus2 but works only if trigger t activates (see BF_* flags) 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/(pre-)re/item_group.conf) - -//---- 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/(Pre-Re)RE/mob_race2_db.txt) - -bonus bAddMonsterDropChainItem,n; Able to get item of chain type n (only constant applicable) when you kill a monster (Check db/(pre-)re/item_group.conf) - -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) - -bonus2 bAddMonsterDropChainItem,n,x; Able to get item of chain type n (only constant applicable) when you kill a monster of race x (Check db/(pre-)re/item_group.conf) - 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 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a weapon 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 weapon 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 weapon attack. -bonus2 bHPDrainValue,n,x; Heals +n HP with weapon 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 weapon 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 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. -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 weapon attack. -bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with weapon 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 all skills by x%. -bonus bVariableCastrate,x; Increases variable cast time of all skills by x%. -bonus bFixedCast,x; Increases fixed cast time of all skills by x milliseconds; -bonus bVariableCast,x; Increases variable cast time of all skills by x milliseconds; -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.) -bonus2 bFixedCastrate,s,x; Increases fixed cast time of skill s by x%. (supports skill names.) -bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n% for t milliseconds with normal attack -bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n% for t milliseconds with normal attack
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