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//===== Hercules Documentation ===============================
//= Hercules Item Bonuses List
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20130623
//===== Description: =========================================
//= List of script instructions used in item bonuses,
//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
//============================================================

skill i,n;                      Gives skill #i at level n (supports skill names)

bonus bStr,n;                   STR + n
bonus bAgi,n;                   AGI + n
bonus bVit,n;                   VIT + n
bonus bInt,n;                   INT + n
bonus bDex,n;                   DEX + n
bonus bLuk,n;                   LUK + n
bonus bAllStats,n;              STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bonus bAgiVit,n;                AGI + n, VIT + n
bonus bAgiDexStr,n;             STR + n, AGI + n, DEX + n
bonus bMaxHP,n;                 MaxHP + n
bonus bMaxSP,n;                 MaxSP + n
bonus bMaxHPrate,n;             MaxHP + n% 
bonus bMaxSPrate,n;             MaxSP + n%
bonus bAtk,n;                   ATK + n
bonus bAtk2,n;                  ATK2 + n
bonus bAtkRate,n;               Attack power + n%
bonus bBaseAtk,n;               Basic attack power + n
bonus bMatk,n;                  Magical attack power + n
bonus bMatkRate,n;              Magical attack power + n%
bonus bDef,n;                   Equipment DEF + n
bonus bDef2,n;                  VIT based DEF + n
bonus bDefRate,n;               Equipment DEF + n%
bonus bDef2Rate,n;              VIT based DEF + n%
bonus bMdef,n;                  Equipment MDEF + n
bonus bMdef2,n;                 INT based MDEF + n
bonus bMdefRate,n;              Equipment MDEF + n%
bonus bMdef2Rate,n;             INT based MDEF + n%
bonus bHit,n;                   Hit + n
bonus bHitRate,n;               Hit + n%
bonus bCritical,n;              Critical + n
bonus bCriticalRate,n;          Critical + n%
bonus bFlee,n;                  Flee + n
bonus bFleeRate,n;              Flee + n%
bonus bFlee2,n;                 Perfect Dodge + n
bonus bFlee2Rate,n;             Perfect Dodge + n%
bonus bSpeedRate,n;             Moving speed + n% (only the highest among all is applied)
bonus bSpeedAddRate,n;          Moving speed + n%
bonus bAspd,n;                  Attack speed + n
bonus bAspdRate,n;              Attack speed + n%
bonus bAtkRange,n;              Attack range + n
bonus bCastrate,n;              Skill casting time rate + n%
bonus bUseSPrate,n;             SP consumption + n%
bonus bHPrecovRate,n;           Natural HP recovery ratio + n%
bonus bSPrecovRate,n;           Natural SP recovery ratio + n%
bonus bDoubleRate,n;            Double Attack probability n% (works with all weapons | only the highest among all is applied)
bonus bDoubleAddRate,n;         Double Attack probability + n% (works with all weapons)
bonus bPerfectHitRate,n;		On-target impact attack probability n% (only the highest among all is applied)
bonus bPerfectHitAddRate,n;		On-target impact attack probability + n%
bonus bCriticalDef,n;			Critical ? and others the trap it is, probability + n%
bonus bNearAtkDef,n;			Adds n% damage reduction against melee physical attacks
bonus bLongAtkDef,n;			Adds n% damage reduction against ranged physical attacks
bonus bMagicAtkDef,n;			Adds n% damage reduction against magical attacks
bonus bMiscAtkDef,n;			Adds n% damage reduction against MISC attacks (traps, falcon, ...)
bonus bIgnoreDefRace,n;			Disregard DEF against enemies of race n
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreDefEle,n;			Disregard DEF against enemies of element n
					n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMDefRace,n;		Disregard MDEF against enemies of race n
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreMDefEle,n;			Disregard MDEF against enemies of element n
					n:	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMdefRate,n;		Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n;		Does more damage depending on monster Defense against race n (defense disregard) :
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus bDefRatioAtkEle,n;		n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
					n:	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bAtkEle,n;			Gives the player's attacks element n
					n:	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bDefEle,n;			Gives the player's defense element n
					n:	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bSplashRange,n;			Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
					Only the highest among all is applied
bonus bSplashAddRange,n;        Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
bonus bRestartFullRecover,n;    When reviving, HP and SP are fully healed (n is meaningless)
bonus bNoCastCancel,n;          Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
bonus bNoCastCancel2,n;         Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
bonus bNoSizeFix,n;             The attack revision with the size of the monster is not received (n is meaningless)
bonus bNoWeaponDamage,n;        Prevents from receiving n% physical damage
bonus bNoMagicDamage,n;         Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
bonus bNoGemStone,n;            Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
bonus bIntravision,n;           Always see Hiding and Cloaking players/mobs (n is meaningless)
bonus bHealPower,n;             Increase heal amount of all heal skills by n%
bonus bHealPower2,n;            Increase heal amount if you are healed by any skills by n%
bonus2 bAddEff,e,x;             Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
					e:	Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x;             Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
					e:	Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bCastrate,n,x;           Adjust casting time of skill n by x% (supports skill names)
bonus2 bAddSize,n,x;            +x% physical damage against size n.
					n:	0=Small  1=Medium  2=Large
bonus2 bMagicAddSize,n,x;       +x% magical damage against size n.
					n:	0=Small  1=Medium  2=Large
bonus2 bSubSize,n,x;            x% Damage reduction against size n.
					n:	0=Small  1=Medium  2=Large
bonus2 bAddRace,n,x;            +x% physical damage against race n
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bMagicAddRace,n,x;       +x% magical damage against race n
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bSubRace,n,x;            +x% damage reduction against race n
					n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bAddEle,n,x;             +x% physical damage against element n
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bMagicAddEle,n,x;        +x% magical damage against element n
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bSubEle,n,x;             x% Damage reduction against element n.
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bMagicAtkEle,n,x;        Increases damage of n element magic by x%.
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddDamageClass,n,x;         +x% extra physical damage against monsters of class n
					Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x;     +x% extra magical damage against monsters of class n
					Against players, n is their job id.
bonus2 bAddDefClass,n,x;             x% physical damage reduction against monsters of class n
					Against players, n is their job id.
bonus2 bAddMDefClass,n,x;            x% magical damage reduction against monsters of class n
					Against players, n is their job id.
bonus2 bIgnoreMdefRate,n,x;          Disregard x% of the target's MDEF if the target belongs to race n;
bonus2 bHPDrainRate,n,x;             n/10 % probability to drain x% HP when attacking
bonus2 bSPDrainRate,n,x;             n/10 % probability to drain x% SP when attacking
bonus2 bSPVanishRate,n,x;            Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x;      Adds a x/100% chance for item n to be dropped, when killing any monster.
					If 'x' is negative value, then it's a part of formula
						chance = -x*(killed_mob_level/10)+1
bonus2 bGetZenyNum,n,x;              When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied).
					If n < 0, the max zeny to gain is -n*monster level.
bonus2 bAddGetZenyNum,n,x;           Same as bGetZenyNum, but the rates and zeny to gain stack.

bonus3 bAddMonsterDropItem,n,x,y;	Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
						0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
					If 'y' is negative value, then it's a part of formula
						chance = -y*(killed_mob_level/10)+1
bonus3 bAutoSpell,n,x,y;		Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
					Skill is casted on target unless it is a self or support (inf = 4/16) skill.

// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.



//---- 2/15 new card effects ----

bonus bCritAtkRate,n;             Increase critical damage by +n%
bonus bNoRegen,n;                 Stops regeneration for n
                                n:	1=HP, 2=SP
bonus bUnstripableWeapon,n;       Weapon cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableArmor,n;        Armor cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableHelm,n;         Helm cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableShield,n;       Shield cannot be taken off via Strip skills (n is meaningless)
bonus bSPGainValue,n;             When killing a monster by physical attack, you gain n SP
bonus bHPGainValue,n;             When killing a monster by physical attack, you gain n HP
bonus2 bCriticalAddRace,r,n;      Critical + n vs. enemies of race r
					r:
						0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bHPRegenRate,n,x;          Gain n HP every x milliseconds
bonus2 bHPLossRate,n,x;           Lose n HP every x milliseconds
bonus2 bAddEffWhenHit,n,x;        x/100% chance to cause n state to the enemy when being hit by physical damage
bonus2 bSkillAtk,n,x;             Increase damage of skill n by x% (supports skill names)
bonus2 bSkillHeal,n,x;            Increase heal amount of skill n by x% (supports skill names)
bonus2 bSkillHeal2,n,x;           Increase heal amount if you are healed by skill n by x% (supports skill names)
bonus2 bAddRace2,n,x;             Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
					y:	0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n;		n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a
					direct attack. (supports skill names)
					Target must be within spell's range to go off.
bonus3 bSPDrainRate,n,x,y;		When attacking there is a n/10% chance to either gain SP equivalent to x% of damage dealt,
					OR drain the amount of sp from the enemy.
					y:	0=gain sp  1:drain enemy sp
bonus4 bAutoSpell,x,y,n,i;		n/10% chance to cast skill x of level y when attacking (supports skill names)
					i:
						0=cast on self
						1=cast on enemy, not on self
						2=use random skill lv in [1..y]
						3=1+2 (random lv on enemy)
bonus4 bAutoSpellWhenHit,x,y,n,i;	n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
					Target must be within spell's range to go off.
					i:
						0=cast on self
						1=cast on enemy, not on self
						2=use random skill lv in [1..y]
						3=1+2 (random lv on enemy)
bonus5 bAutoSpell,x,y,n,t,i;		n/10% chance to cast skill x of level y when attacking (supports skill names)
					t: Trigger criteria:
					   BF_SHORT: Trigger on melee attack
					   BF_LONG: Trigger on ranged attack
					   ( Default: BF_SHORT+BF_LONG )
					   
					   BF_WEAPON: Trigger on weapon skills 
					   BF_MAGIC: Trigger on magic skills 
					   BF_MISC: Trigger on misc skills
					   ( Default: BF_WEAPON )
					   
					   BF_NORMAL: Trigger on normal
					   attacks.
					   BF_SKILL: Trigger on skills
					   (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
					   
					   i:
					   0=cast on self
					   1=cast on enemy, not on self
					   2=use random skill lv in [1..y]
					   3=1+2 (random lv on enemy)
					   
bonus5 bAutoSpellWhenHit,x,y,n,t,i;	n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
					Target must be within spell's range to go off.
					t: Trigger criteria:
					   BF_SHORT: Trigger on melee attack
					   BF_LONG: Trigger on ranged attack
					   ( Default: BF_SHORT+BF_LONG )
					   
					   BF_WEAPON: Trigger on weapon skills 
					   BF_MAGIC: Trigger on magic skills 
					   BF_MISC: Trigger on misc skills
					   ( Default: BF_WEAPON )
					   
					   BF_NORMAL: Trigger on normal
					   attacks.
					   BF_SKILL: Trigger on skills
					   (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
					   
					   i: 1=cast on enemy, not on self
					   2=use random skill lv in [1..y]
					   3=1+2 (random lv on enemy)

//---- 2/22 new card effects ----

bonus2 bAddItemHealRate,n,x;		Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values.
					(Check db/(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 normal attack
						0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
						5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
						10=Boss monster, 11=Other than (normal monster) boss monster

bonus bAddStealRate,n;			n/100% increase to Steal skill success chance

bonus2 bAddSkillBlow,x,y;		Pushback the target by y cells when using skill x (supports skill names)

bonus bSPDrainValue,n;			When hitting a monster by physical attack, you gain n SP
					(use negative numbers so the user loses SP)
bonus2 bSPDrainValue,n,x;		When hitting a monster by physical attack, ...
					x:
						0=you gain n SP, 1=you drain n SP from target

bonus2 bIgnoreDefRate,n,x;		Disregard x% of the target's DEF if the target belongs to race n;

bonus3 bAddEle,n,x,t;			+x% physical damage against element n
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
					t: Trigger criteria:
					   BF_SHORT: Trigger on melee attack
					   BF_LONG: Trigger on ranged attack
					   ( Default: BF_SHORT+BF_LONG )
					   
					   BF_WEAPON: Trigger on weapon skills 
					   BF_MAGIC: Trigger on magic skills 
					   BF_MISC: Trigger on misc skills
					   ( Default: BF_WEAPON )
					   
					   BF_NORMAL: Trigger on normal
					   attacks.
					   BF_SKILL: Trigger on skills
					   (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
					   
					   i: 1=cast on enemy, not on self
					   2=use random skill lv in [1..y]
					   3=1+2 (random lv on enemy)
bonus3 bSubEle,n,x,t;			x% Damage reduction against element n.
					n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
					t: Trigger criteria:
					   BF_SHORT: Trigger on melee attack
					   BF_LONG: Trigger on ranged attack
					   ( Default: BF_SHORT+BF_LONG )
					   
					   BF_WEAPON: Trigger on weapon skills 
					   BF_MAGIC: Trigger on magic skills 
					   BF_MISC: Trigger on misc skills
					   ( Default: BF_WEAPON )
					   
					   BF_NORMAL: Trigger on normal
					   attacks.
					   BF_SKILL: Trigger on skills
					   (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
					   
					   i: 1=cast on enemy, not on self
					   2=use random skill lv in [1..y]
					   3=1+2 (random lv on enemy)
bonus4 bAutoSpellOnSkill,s,x,l,n	Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
					Supportive spells are casted on self, others on target of skill s.
bonus5 bAutoSpellOnSkill,s,x,l,n,i	Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
					i: Flags (bitfield)
						&1: Forces the skill to be casted on self, rather than on the target of skill s.
						&2: Random skill level between 1 and l is chosen.
bonus bAddItemHealRate,x;		Increases HP recovered by x% for healing items.
bonus bUnbreakableGarment,n;		Garment cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableWeapon,n;		Weapon cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableArmor,n;		Armor cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableHelm,n;		Helm cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShield,n;		Shield cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShoes,n;		Shoes cannot be damaged/broken by any means (n is meaningless)
bonus bBreakWeaponRate,n;		Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
bonus bBreakArmorRate,n;		Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
bonus bUnbreakable,n;			Reduces the break chance of all equipped equipment by n%.
bonus bShortWeaponDamageReturn,n;	Reflects n% of received melee damage back to the enemy that caused it.
bonus bLongWeaponDamageReturn,n;	Reflects n% of received ranged damage back to the enemy that caused it.
bonus2 bWeaponComaEle,x,n;		Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
					x:	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
						6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n;			Adds a n/100% chance to cause status change x on self when attacking.
					x:	Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
						Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus bMagicDamageReturn,n;		Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus bPerfectHide,n;			Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
bonus bNoKnockback,n;			Character is no longer knocked back by enemy skills with such effect (n is meaningless).
bonus bClassChange,n;			Gives a n/100% chance to change the attacked monster's class with normal attack.
bonus bHPDrainValue,n;			Heals +n HP with normal attack.
bonus2 bHPDrainValue,n,x;		Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
bonus2 bWeaponAtk,x,n;			Adds n ATK when weapon of type x is equipped.
					x:	see doc/item_db.txt -> view -> weapons for possible values
bonus2 bWeaponAtkRate,x,n;		Adds n% damage to normal attacks when weapon of type x is equipped.
					x:	see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n;			Increases skill delay by n%.
bonus3 bHPDrainRateRace,r,n,x;		Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x;		Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with normal attack.
bonus3 bAddEffOnSkill,s,x,n;		Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
bonus4 bAddEffOnSkill,s,x,n,t;		Adds a n/100% chance to cause status change x when using skill s (supports skill names)
					t:	ATF_SELF   = causes status change to oneself
						ATF_TARGET = causes status change to the enemy
bonus bNoMiscDamage,n;			Adds n% reduction to received misc damage.
bonus bLongAtkRate,n;			Increases damage of ranged attacks by n%.
bonus bUnstripable,n;			Armor cannot be taken off via strip skills (n is meaningless)
bonus2 bHPDrainValueRace,r,n;		Heals +n HP when attacking a monster of race r with normal attack.
bonus2 bSPDrainValueRace,r,n;		Heals +n SP when attacking a monster of race r with normal attack.
bonus bMagicSPGainValue,n;		Heals +n SP when killing an enemy with magic attack.
bonus bMagicHPGainValue,n;		Heals +n HP when killing an enemy with magic attack.

bonus3 bAddClassDropItem,s,x,n;		Adds an n/100% chance of dropping item s when killing monster class x.

bonus2 bHPGainRaceAttack,x,n;		Heals n HP when attacking x Race on every hit
bonus2 bSPGainRaceAttack,x,n;		Heals n SP when attacking x Race on every hit

bonus2 bSkillUseSPrate,s,x;		Reduces SP consumption of skill s by x%. (supports skill names.)
bonus2 bSkillUseSP,s,x;			Reduces SP consumption of skill s by x. (supports skill names.)
bonus2 bSkillCooldown,s,x;		Increases cooldown of skill s by x milliseconds. (supports skill names.)

bonus bFixedCastrate,x;			Increases fixed cast time of 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.)