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//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
-//= 20140320
+//= 20150624
//===== 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)
+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)
-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.
+ 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
+
+=======================
+| 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 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 \ No newline at end of file
+
+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).