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skill n,x; skill n of level x
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 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 attack power + n%
bonus bBaseAtk,n; Basic attack power + n
bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n
bonus bMatk1,n; Magical attack power 1 + n
bonus bMatk2,n; Magical attack power 2 + n
bonus bMatkRate,n; Magical attack power + n%
bonus bMdef,n; Magical defensive power + n
bonus bDef,n; DEF + n
bonus bHit,n; On-target hit power + n
bonus bCritical,n; Critical + n
bonus bCriticalRate,n; Critical ratio + n%
bonus bFlee,n; Evasion power + n
bonus bFlee2,n; Perfection evasion + n
bonus bSpeed,n; Drift speed + n
bonus bAspd,n; Attack speed + n
bonus bSpeedRate,n; Drift speed + n% (just high ones application)
bonus bAspdRate,n; Attack speed + n% (just high ones application)
bonus bSpeedAddRate drift speed + n%
bonus bAspdAddRate attack speed + n%
bonus bAtkRange,n; Attack Range + n
bonus bCastrate,n; Cast rate + n%
bonus bUseSPrate,n; SP consumption + n%
bonus bHPrecovRate,n; HP automatic recovery ratio + n% (you exclude the recovery with skill)
bonus bSPrecovRate,n; SP automatic recovery ratio + n% (you exclude the recovery with skill)
bonus bDoubleRate,n; attack probability n% (with weapon disregard just high ones application)
bonus bDoubleAddRate,n; Double attack probability + n% (weapon disregard)
bonus bPerfectHitRate,n; On-target impact attack probability n% (just high ones application)
bonus bPerfectHitAddRate,n; On-target impact attack probability +n%
bonus bGetZenyNum,n; When pushing down the monster with physical attack, rand () ゼニ of %n+1 is obtained, (as for n just high ones application)
bonus bAddGetZenyNum,n; When pushing down the monster with physical attack, rand () ゼニ of %n+1 is obtained, (n is done +)
bonus bCriticalDef,n; Critical 喰 and others the trap it is, probability + n%
bonus bNearAtkDef,n; The damage of short-range attack n% reduction (magic and the trap, the 鷹 is excluded)
bonus bLongAtkDef,n; damage of stand off attack n% reduction (magic and the trap, the 鷹 is excluded)
bonus bMagicAtkDef the damage of magical attack n% reduction
bonus bMiscAtkDef MISC attack (the trap and ?) the damage n% reduction
bonus bIgnoreDefRace,n Defense disregard of enemy of n race
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than (normal monster) boss monster
bonus bIgnoreDefEle,n; Defense disregard of enemy of n attribute
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bIgnoreMDefRace n race the magical defensive power disregard damage
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus bIgnoreMDefEle n attribute the magical defensive power disregard damage
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard)
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard)
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bAtkEle,n; Attack with element n
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bDefEle,n; Guard against element n
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus bHitRate,n; on-target hit ratio +n%
bonus bFleeRate,n; evasion ratio +n%
bonus bFlee2Rate,n; complete evasion ratio +n%
bonus bDefRate,n; earned-run average +n% (equipment)
bonus bDef2Rate,n; earned-run average +n% (those due to vit)
bonus bMdefRate,n; magical earned-run average +n% (equipment)
bonus bMdef2Rate,n; magical earned-run average +n% (those due to int)
bonus bSplashRange n; damage is given to the peripheral n cell of the target with usual weapon attack, if (as for n just high ones application, 1 if the 3*3, 2 the 5*5)
bonus bSplashAddRange n; damage is given to the peripheral n cell of the target with usual weapon attack, (range + n)
bonus bInfiniteEndure,n; Unlimited Endure (n is meaningless)
bonus bRestartFullRecover,n; When reviving, HP and SP all recoveries (non mind there is no n)
bonus bNoCastCancel,n; The casting is not cancelled (non mind there is no n)
bonus bNoCastCancel2,n; The casting is not cancelled (is not cancelled even with GVG, n is meaningless)
bonus bNoSizeFix,n; The attack revision with the size of the monster is not received, (non mind there is no n)
bonus bNoWeaponDamage,n; The damage is not received to physical attack, (non mind there is no n)
bonus bNoMagicDamage,n; The damage is not received to magic, (including also the heel, non mind there is no n)
bonus bNoGemStone,n; When using skill, the gemstone is not consumed (non mind there is no n)
bonus2 bAddEff,Eff_Blind,n; With the establishment of n% dark grant
bonus2 bAddEff,Eff_Sleep,n; With the establishment of n% sleep grant
bonus2 bAddEff,Eff_Poison,n; With the establishment of n% poison grant
bonus2 bAddEff,Eff_Freeze,n; With the establishment of n% freezing grant
bonus2 bAddEff,Eff_Silence,n; With the establishment of n% silence grant
bonus2 bAddEff,Eff_Stan,n; With the establishment of n% stun grant
bonus2 bAddEff,Eff_Curse,n; You curse with the establishment of n%, grant
bonus2 bAddEff,Eff_Confusion,n; With the establishment of n% confusion grant
bonus2 bAddEff,Eff_Stone,n; With the establishment of n% petrochemical grant
bonus2 bResEff,Eff_Blind,n; Dark tolerance + n%
bonus2 bResEff,Eff_Sleep,n; Sleep tolerance + n%
bonus2 bResEff,Eff_Poison,n; Poison tolerance + n%
bonus2 bResEff,Eff_Freeze,n; Freezing tolerance + n%
bonus2 bResEff,Eff_Silence,n; Silence tolerance + n%
bonus2 bResEff,Eff_Stan,n; Stun tolerance + n%
bonus2 bResEff,Eff_Curse,n; Cursing tolerance + n%
bonus2 bResEff,Eff_Confusion,n; Confusion tolerance + n%
bonus2 bResEff,Eff_Stone,n; Petrochemical tolerance + n%
bonus2 bAddSize,n,x; In n size the damage addition of x%
0,Small size 1,Medium size 2,Large size
bonus2 bAddRace,n,x; In n race the damage addition of x%
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bSubRace,n,x; Damage x% reduction from n race
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack)
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bMagicSubRace,n,x; Magical damage x% reduction from n race
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus2 bAddEle,n,x; In n attribute the damage addition of x%
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus2 bMagicAddEle,n,x; In n attribute the damage addition of x% (only magical attack)
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus2 bSubEle,n,x; Damage x% reduction from n attribute
0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality
bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x%
bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- HP -- absorption (+ n and x are carried out)
bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- SP -- absorption (+ n and x are carried out)
bonus3 bAddMonsterDropItem,n,x; When pushing down the monster with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster)
bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y% chance
// 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 bUnstripable,n; Armor cannot be taken off via Strip skills
bonus bSPGainValue,n; When killing a monster by physical attack
gain n amount of sp
bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
n:0=All normal monsters, except Bosses
1=All monsters
bonus2 bCriticalAddRace,n,x; Increase critical + n vs. enemies of type x
bonus2 bHPLossRate,n,x; Lose n amount of hp every x amount of time
bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
being hit by physical close range damage
bonus2 bSkillAtk,n,x; Increase damage of skill n by x%
bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
damage taken by x%
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
(Check db/mob_race2_db.txt)
bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
y:0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n; n% chance to cast skill x of level y when
being hit by physical close range damage
bonus4 bAutoSpellWhenHit,x,y,n,i; n% chance to cast skill x of level y when
being hit by physical close range damage
i:0=cast on self 1=cast on enemy
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