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+//===== 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 \ No newline at end of file