diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt index d5359704a7..eee5551902 100644 --- a/doc/item_bonus.txt +++ b/doc/item_bonus.txt @@ -3,430 +3,398 @@ //===== By: ================================================== //= rAthena Dev Team //===== Last Updated: ======================================== -//= 20130711 +//= 20140110 //===== Description: ========================================= -//= List of script instructions used in item bonuses, -//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments. +//= List of script instructions used in item bonuses. //============================================================ -skill i,n; Gives skill #i at level n (supports skill names) +Constants +--------- +This list contains all available constants referenced in the 'bonus' commands. -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 +* 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_Burning + +* 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_All + +* Class (c) + Class_Normal, Class_Boss, Class_Guardian, Class_All + +* Size (s) + Size_Small, Size_Medium, Size_Large, Size_All + +* Trigger criteria (bf) + BF_SHORT: Trigger on melee attacks + BF_LONG: Trigger on ranged attacks + (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) + +* Other values: + Skill (sk): see 'db/(pre-)re/skill_db.txt' (NOTE: Both skill IDs and names, in quotes, are supported.) + Monster race (mr): see 'db/(pre-)re/mob_race2_db.txt' + Monster id (mid): see 'db/(pre-)re/mob_db.txt' + Item id (iid): see 'db/(pre-)re/item_db.txt' + Item group (ig): see 'db/(pre-)re/item_group_db.txt' and the constants in 'db/const.txt', prefixed with IG_* + Weapon type (w): see 'doc/item_db.txt' -> View -> Weapons + + +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 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 + +HP/SP +----- +bonus bMaxHP,n; MaxHP + n bonus bMaxHPrate,n; MaxHP + n% +bonus bMaxSP,n; MaxSP + 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% + +Atk/Def +------- +bonus bBaseAtk,n; Basic attack power + n +bonus bAtk,n; ATK + n (unofficial) +bonus bAtk2,n; ATK2 + n +bonus bAtkRate,n; Attack power + n% +bonus bMatk,n; Magical attack power + n +bonus bMatkRate,n; Magical attack power + n% +bonus bDef,n; Equipment DEF + n +bonus bDefRate,n; Equipment DEF + n% +bonus bDef2,n; VIT based DEF + n +bonus bDef2Rate,n; VIT based DEF + n% +bonus bMdef,n; Equipment MDEF + n +bonus bMdefRate,n; Equipment MDEF + n% +bonus bMdef2,n; INT based MDEF + n bonus bMdef2Rate,n; INT based MDEF + n% -bonus bHit,n; Hit + n -bonus bHitRate,n; Hit + n% -bonus bCritical,n; Critical + n + +Additional stats +---------------- +bonus bHit,n; Hit + n +bonus bHitRate,n; Hit + n% +bonus bCritical,n; Critical + n +bonus2 bCriticalAddRace,r,n; Critical + n against enemies of race r 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 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 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 bSpeedRate,n; Movement speed + n% (only the highest among all is applied) +bonus bSpeedAddRate,n; Movement speed + n% +bonus bAspd,n; Attack speed + n +bonus bAspdRate,n; Attack speed + n% +bonus bAtkRange,n; Attack range + n + +======================= +| 2. Extended Bonuses | +======================= + +HP/SP +----- +bonus bHPrecovRate,n; Natural HP recovery ratio + n% +bonus bSPrecovRate,n; Natural SP recovery ratio + n% +bonus2 bHPRegenRate,n,t; Gain n HP every t milliseconds +bonus2 bHPLossRate,n,t; Lose n HP every t milliseconds +bonus2 bSPRegenRate,n,t; Gain n SP every t milliseconds +bonus2 bSPLossRate,n,t; Lose n SP every t milliseconds +bonus bNoRegen,x; Stops HP or SP regeneration (x: 1=HP, 2=SP) + +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% + +Atk/Def +------- +bonus2 bSkillAtk,sk,n; Increases damage of skill sk by n% +bonus bLongAtkRate,n; Increases damage of ranged attacks by n% +bonus bCritAtkRate,n; Increases critical damage by +n% +bonus bCriticalDef,n; Decreases the chance of being hit by critical hits by n% +bonus2 bWeaponAtk,w,n; Adds n ATK when weapon of type w is equipped +bonus2 bWeaponAtkRate,w,n; Adds n% damage to normal attacks when weapon of type w is equipped + +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: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n - n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -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: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus bAtkEle,n; Gives the player's attacks element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus bDefEle,n; Gives the player's defense element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -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 bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) + +bonus bNoWeaponDamage,n; Adds n% reduction to received physical damage +bonus bNoMagicDamage,n; Adds n% reduction to received magical effect (attack, healing, support spells are all blocked) +bonus bNoMiscDamage,n; Adds n% reduction to received misc damage + +Healing +------- +bonus bHealPower,n; Increases heal amount of all heal skills by n% +bonus bHealPower2,n; Increases heal amount if you are healed by any skills by n% +bonus2 bSkillHeal,sk,n; Increases heal amount of skill sk by n% +bonus2 bSkillHeal2,sk,n; Increases heal amount if you are healed by skill sk by n% +bonus bAddItemHealRate,n; Increases HP recovered by n% for healing items +bonus2 bAddItemHealRate,iid/ig,n; Increases HP recovered by n% for items of either id iid or item group ig + +Cast time/delay +--------------- +bonus bCastrate,n; Skill cast 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,sk,n; Increases fixed cast time of skill sk by n% +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 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 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 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, - Eff_DPoison, Eff_Fear, Eff_Burning -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, - Eff_DPoison, Eff_Fear, Eff_Burning -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: Size_Small, Size_Medium, Size_Large, Size_All -bonus2 bMagicAddSize,n,x; +x% magical damage against size n. - n: Size_Small, Size_Medium, Size_Large, Size_All -bonus2 bSubSize,n,x; x% Damage reduction against size n. - n: Size_Small, Size_Medium, Size_Large, Size_All -bonus2 bAddRace,n,x; +x% physical damage against race n - n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus2 bMagicAddRace,n,x; +x% magical damage against race n - n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus2 bSubRace,n,x; +x% damage reduction against race n - n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus2 bAddEle,n,x; +x% physical damage against element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus2 bMagicAddEle,n,x; +x% magical damage against element n - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus2 bSubEle,n,x; x% Damage reduction against element n. - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus2 bMagicAtkEle,n,x; Increases damage of n element magic by x%. - n: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -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 bAddDefMonster,n,x; x% physical damage reduction against monsters of class n - Against players, n is their job id. -bonus2 bAddMDefMonster,n,x; x% magical damage reduction against monsters of class n - Against players, n is their job id. -bonus2 bIgnoreMdefRaceRate,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 bHPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's HP (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. - RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All - 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. +bonus bDelayrate,n; Increases skill delay by n% +bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds -// 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. +============================= +| 3. Group-specific Bonuses | +============================= +Damage modifiers +---------------- +bonus2 bAddEle,e,x; +x% physical damage against element e +bonus3 bAddEle,e,x,bf; +x% physical damage against element e with trigger criteria bf +bonus2 bMagicAddEle,e,x; +x% magical damage against element e +bonus2 bSubEle,e,x; +x% damage reduction against element e +bonus3 bSubEle,e,x,bf; +x% damage reduction against element e with trigger criteria bf +bonus2 bAddRace,r,x; +x% physical damage against race r +bonus2 bMagicAddRace,r,x; +x% magical damage against race r +bonus2 bSubRace,r,x; +x% damage reduction against race r -//---- 2/15 new card effects ---- +bonus2 bAddClass,c,x; +x% physical damage against class c +bonus2 bMagicAddClass,c,x; +x% magical damage against class c +bonus2 bSubClass,c,x; +x% damage reduction against class c -bonus bCritAtkRate,n; Increase critical damage by +n% -bonus bNoRegen,n; Stops regeneration for n - n: 1=HP, 2=SP +bonus2 bAddSize,s,x; +x% physical damage against size s +bonus2 bMagicAddSize,s,x; +x% magical damage against size s +bonus2 bSubSize,s,x; +x% damage reduction against size s +bonus bNoSizeFix,n; Ignores the size modifier when calculating damage (n is meaningless) + +bonus2 bAddDamageClass,mid,x; +x% physical damage against monster mid +bonus2 bAddMagicDamageClass,mid,x; +x% magical damage against monster mid + NOTE: Against players, mid is the player's job id. + LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored. + +bonus2 bAddDefMonster,mid,x; +x% physical damage reduction against monster mid +bonus2 bAddMDefMonster,mid,x; +x% magical damage reduction against monster mid + NOTE: Against players, mid is the player's job id. + +bonus2 bAddRace2,mr,x; +x% damage against monster race mr +bonus2 bSubRace2,mr,x; +x% damage reduction against monster race mr + +Atk/Def +------- +bonus bAtkEle,e; Gives the player's attacks element e +bonus bDefEle,e; Gives the player's defense element e + +bonus2 bMagicAtkEle,e,x; Increases damage of e element magic by x% + +bonus bDefRatioAtkRace,r; Deals more damage to enemies of race r with higher defense +bonus bDefRatioAtkEle,e; Deals more damage to enemies of element e with higher defense +bonus bDefRatioAtkClass,c; Deals more damage to enemies of class c with higher defense + +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 + +Ignore Def +---------- +bonus bIgnoreDefEle,e; Disregard DEF against enemies of element e +bonus bIgnoreDefRace,r; Disregard DEF against enemies of race r +bonus2 bIgnoreDefRaceRate,r,n; Disregard n% of the target's DEF if the target belongs to race r +bonus bIgnoreDefClass,c; Disregard DEF against enemies of class c +bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF +bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r +bonus2 bIgnoreMdefRaceRate,r,n; Disregard n% of the target's MDEF if the target belongs to race r +bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e +bonus2 bIgnoreMdefClassRate,c,n; Disregard n% of the target's MDEF if the target belongs to class c + +Experience +---------- +bonus2 bExpAddRace,r,x; Increase exp gained by x% against enemies of race r +bonus2 bExpAddClass,c,x; Increase exp gained by x% against enemies of class c + +============================= +| 4. Status-related Bonuses | +============================= + +bonus2 bAddEff,eff,n; Adds a n/100% chance to cause status eff on the target when attacking +bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause status eff on self when attacking +bonus2 bAddEffWhenHit,eff,n; Adds a n/100% chance to cause status eff on the enemy when being hit by physical damage +bonus2 bResEff,eff,n; Adds a n/100% tolerance to status eff + +bonus3 bAddEff,eff,n,y; Adds a n/100% chance to cause status eff on the target when attacking +bonus3 bAddEffWhenHit,eff,n,y; Adds a n/100% chance to cause status eff on 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 on ranged attacks (default: trigger on all attacks) + +bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause status eff on enemy when using skill sk +bonus4 bAddEffOnSkill,sk,eff,n,y; Adds a n/100% chance to cause status eff when using skill sk + y is the trigger criteria: + ATF_SELF = trigger effect on self + ATF_TARGET = trigger effect on target + +bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when attacking a target of element e with a normal attack +bonus2 bWeaponComaClass,c,n; Adds a n/100% chance to cause Coma when attacking a target of class c with a normal attack +bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a target of race r with a normal 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). + +bonus3 bAutoSpell,sk,y,n; Adds a n/10% chance to cast skill sk of level y when attacking +bonus3 bAutoSpellWhenHit,sk,y,n; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack + +bonus4 bAutoSpell,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when attacking +bonus5 bAutoSpell,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf +bonus4 bAutoSpellWhenHit,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack +bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf + i provides additional options (bitfield): + &0 = cast on self + &1 = cast on enemy + &2 = use random skill level in [1..y] + &3 = 1+2 (random level on enemy) + +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 provides additional options (bitfield): + &1 = forces the skill to be casted on self, rather than on the target of skill sk + &2 = random skill level in [1..y] is chosen + +=================== +| 6. Misc Bonuses | +=================== + +HP/SP drain +----------- +bonus bHPDrainValue,n; Heals +n HP with a normal attack +bonus2 bHPDrainValue,n,x; Heals +n HP with a normal attack (x: 0=gain n SP, 1=drain n SP from target) +bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack +bonus2 bHpDrainValueClass,c,n; Heals +n HP when attacking a monster of class c with normal attack +bonus bSPDrainValue,n; Heals +n SP with a normal attack +bonus2 bSPDrainValue,n,x; Heals +n SP with a normal attack (x: 0=gain n SP, 1=drain n SP from target) +bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack +bonus2 bSpDrainValueClass,c,n; Heals +n SP when attacking a monster of class c with normal attack + +bonus2 bHPDrainRate,n,x; Adds a n/10% chance to drain x% HP when attacking +bonus2 bSPDrainRate,n,x; Adds a n/10% chance to drain x% SP when attacking +bonus3 bSPDrainRate,n,x,y; Adds 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 bHPVanishRate,n,x; Add a n/10% chance of decreasing enemy's HP (player) amount by x% when attacking +bonus2 bSPVanishRate,n,x; Add a n/10% chance of decreasing enemy's SP (player) amount by x% when attacking + +bonus2 bHPGainRaceAttack,r,n; Heals +n HP on every hit when attacking an enemy of race r +bonus2 bSPGainRaceAttack,r,n; Heals +n SP on every hit when attacking an enemy of race r + +bonus bHPGainValue,n; Heals +n HP when killing an enemy with a physical attack +bonus bSPGainValue,n; Heals +n SP when killing an enemy with a physical attack +bonus2 bSPGainRace,r,n; Heals +n SP when killing an enemy of race r with a physical attack +bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with a magical attack +bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with a magical attack + +Damage return +------------- +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 +bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it + +Strip/Break equipment +--------------------- 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 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: - RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -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) +bonus bUnstripable,n; All equipment cannot be taken off via strip skills (n is meaningless) -//---- 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/item_group_db.txt) - -//---- 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/mob_race2_db.txt) - -bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt) - If 'x' is negative value, then it's a part of formula - chance = -x*(killed_mob_level/10)+1 - -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) - -bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) - x: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All - If 'y' is negative value, then it's a part of formula - chance = -y*(killed_mob_level/10)+1 - -bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack - x: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All - -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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All - 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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All - 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: Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison, Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All -bonus2 bAddEff2,e,n; Adds a n/100% chance to cause status change e on self when attacking. - e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, - Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding, - Eff_DPoison, Eff_Fear, Eff_Burning -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 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. +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 bUnbreakable,n; Reduces the break chance of all equipped equipment by n% -bonus3 bAddMonsterIdDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster id x. +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) -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 +Monster drops +------------- +bonus3 bAddMonsterIdDropItem,s,mid,n; Adds an n/100% chance of dropping item s when killing monster mid -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.) +bonus2 bAddMonsterDropItem,iid,n; Adds a n/100% chance for item iid to be dropped when killing a monster +bonus3 bAddMonsterDropItem,iid,r,n; Adds a n/100% chance for item iid to be dropped when killing a monster of race r +bonus3 bAddClassDropItem,iid,c,n; Adds a n/100% chance for item iid to be dropped when killing a monster of class c +bonus2 bAddMonsterDropItemGroup,ig,n; Adds a n/100% chance to get an item of group type ig when killing a monster +bonus3 bAddMonsterDropItemGroup,ig,r,n; Adds a n/100% chance to get an item of group type ig when killing a monster of race r +bonus3 bAddClassDropItemGroup,ig,c,n; Adds a n/100% chance to get an item of group type ig when killing a monster of class c + NOTE: If 'x' is negative value, then it's a part of formula: + chance = -n*(killed_mob_level/10)+1 + LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored. -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,n,x,r,y; Set DEF to y of an enemy of race n at x% for r milliseconds with normal attack. -bonus4 bSetMDefRace,n,x,r,y; Set MDEF to y of an enemy of race n at x% for r milliseconds with normal attack. +bonus2 bGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster (only the highest among all is applied) +bonus2 bAddGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster + NOTE: If n < 0, the max zeny to gain is -x*monster level. - -bonus bIgnoreDefClass,n; Disregard DEF against enemies of class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus bDefRatioAtkClass,n; Does more damage depending on monster Defense against class n (defense disregard) - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bIgnoreDefRaceRate,n,x; Disregard x% of the target's DEF if the target belongs to race n - n: RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All -bonus2 bAddClass,n,x; +x% physical damage against class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bSubClass,n,x; +x% damage reduction against class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bMagicAddClass,n,x; +x% magical damage against class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bWeaponComaClass,n,y; y/100% chance to cause Coma when attacking a monster of class x with a normal attack - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bHpDrainValueClass,n,x; Heals +x HP when attacking a monster of class n with normal attack. - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bSpDrainValueClass,n,x; Heals +x SP when attacking a monster of class n with normal attack. - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bIgnoreMdefClassRate,n,x; Disregard x% of the target's MDEF if the target belongs to class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All -bonus2 bExpAddClass,n,x; Increase exp gained by x% vs. enemies of class n - n: Class_Normal, Class_Boss, Class_Guardian, Class_All - -bonus3 bAddClassDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of class x. - x: Class_Normal, Class_Boss, Class_Guardian, Class_All - If 'y' is negative value, then it's a part of formula - chance = -y*(killed_mob_level/10)+1 - -bonus3 bAddClassDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of class x (Check db/item_group_db.txt) - x: Class_Normal, Class_Boss, Class_Guardian, Class_All - If 'y' is negative value, then it's a part of formula - chance = -y*(killed_mob_level/10)+1 \ No newline at end of file +Misc effects +------------ +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 (only the highest among all is applied) +bonus bSplashAddRange,n; Splash attack radius + n + NOTE: n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc. +bonus2 bAddSkillBlow,sk,n; Knock back 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 bNoGemStone,n; Skills requiring Gemstones do no require them (n is meaningless) + NOTE: Hocus Pocus still requires 1 Yellow Gemstone, Ganbantein requirements not reduced +bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) +bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless) +bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless) +bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack +bonus bAddStealRate,n; Increases success rate of Steal skill by n/100%