rathena/doc/item_bonus.txt
Cydh Ramdh 3f549cafb5 * Revert some changes on 549f491fe6a0f879b5d4b647cac8307b8123e181
* Item bonus correction, ambiguous of 'HP/SP Gain' implementation.
  * Since no implementation for 'drain HP/SP from target', the bonus was removed but makes 'HP/SP Drain' bonuses act like 'drain HP/SP from target' that was totally wrong.
  * This also fixed #471, @AbuGosok
  * Removed HP/SP Gain bonuses that should be use HP/SP Drain:
    * `bonus bHPGainAttack,n;` is same as `bonus bHPDrainValue,n;`.
    * `bonus bSPGainAttack,n;` is same as `bonus bSPDrainValue,n;`.
    * `bonus2 bHPGainAttackRate,x,n;` is same as `bonus2 bHPDrainRate,x,n;`.
    * `bonus2 bSPGainAttackRate,x,n;` is same as `bonus2 bSPDrainRate,x,n;`.
    * `bonus2 bHPGainRaceAttack,r,n;` is same as `bonus2 bHPDrainValueRace,r,n;`.
    * `bonus2 bSPGainRaceAttack,r,n;` is same as `bonus2 bSPDrainValueRace,r,n;`.
    * `bonus2 bHPGainRaceAttackRate,r,n;` is same as `bonus2 bSPDrainValueRace,r,n;`.
    * `bonus2 bSPGainRaceAttackRate,r,n;` is same as `bonus2 bSPDrainValueRace,r,n;`.
    * `bonus bHPGainAttackRate,n;` none.
    * `bonus bSPGainAttackRate,n;` none.
* Fixed #454, thank @jeanroyce
* Item update & correction script from Aegis
  * Wunderkammer renamed to YinYang_Earring (18575).
  * Updated scripts for 7676, 18593, 18595, 18597, 18600, 18601, 18630, 18631, 18636, 18637, 18650, 18650, 18652, 18656, 18659, 18671, 20700, 20724, 28315, 28316, 28317, 28318.
  * Updated script for RCC2013 Combos 28315:28317 and 28316:28318.

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2015-06-18 19:26:05 +07:00

416 lines
22 KiB
Plaintext

//===== rAthena Documentation ================================
//= rAthena Item Bonuses List
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20140301
//===== Description: =========================================
//= List of script instructions used in item bonuses.
//============================================================
Constants
---------
This list contains all available constants referenced in the 'bonus' commands.
* Status effect (eff)
Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence,
Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_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
* Monster Race (mr)
RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja.
See 'db/(pre-)re/mob_race2_db.txt'
* 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 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
HP/SP
-----
bonus bMaxHP,n; MaxHP + n
bonus bMaxHPrate,n; MaxHP + n%
bonus bMaxSP,n; MaxSP + n
bonus bMaxSPrate,n; MaxSP + 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%
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 bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
bonus bSpeedRate,n; Movement speed + n% (only the highest among all is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1)
bonus bSpeedAddRate,n; Movement speed + n%
bonus bAspd,n; Attack speed + n
bonus bAspdRate,n; Attack speed + n%
bonus bAtkRange,n; Attack range + n
bonus bAddMaxWeight,n; MaxWeight + n (in units of 0.1)
=======================
| 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 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,n; Increases HP recovered by n% for item iid
bonus2 bAddItemGroupHealRate,ig,n; Increases HP recovered by n% for items of item group ig
Cast time/delay
---------------
bonus bCastrate,n; Skill cast time rate + n%. (If RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate)
bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n%.(If RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate)
bonus bFixedCastrate,n; Increases fixed cast time of all skills by n% (has effect in RENEWAL_CAST only)
bonus2 bFixedCastrate,sk,n; Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
bonus bVariableCastrate,n; Increases variable cast time of all skills by n%. (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bonus bFixedCast,t; Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by t milliseconds (has effect in RENEWAL_CAST only)
bonus bVariableCast,t; Increases variable cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk by t milliseconds (has effect in RENEWAL_CAST only)
bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
bonus bDelayrate,n; Increases skill delay by n%
bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds
=============================
| 3. Group-specific Bonuses |
=============================
Damage modifiers
----------------
bonus2 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 attack element e
bonus3 bSubEle,e,x,bf; +x% damage reduction against attack element e with trigger criteria bf
bonus2 bSubDefEle,e,x; +x% damage reduction from enemy with defense element e
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
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
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
bonus2 bSubSkill,sk,n; Reduces n% damage received from skill sk
bonus bAbsorbDmgMaxHP,n; If the damage received is more than n% of Max HP, the damage received is [TotalDamage] - [n% of MaxHP] (Doesn't stack, will use the highest value)
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 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 bComaClass,c,n; Adds a n/100% chance to cause Coma when attacking a target of class c (regardless the type of attack)
bonus2 bComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a target of race r (regardless the type of attack)
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 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 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,x,n; Adds a x/10% chance to drain n% HP from inflicted damage when attacking
bonus2 bSPDrainRate,x,n; Adds a x/10% chance to drain n% SP from inflicted damage when attacking
HP/SP vanish
------------
bonus2 bHPVanishRate,x,n; Add a x/10% chance of decreasing enemy's HP amount by n% when attacking
bonus2 bSPVanishRate,x,n; Add a x/10% chance of decreasing enemy's SP amount by n% when attacking
bonus3 bHPVanishRaceRate,r,x,n; Add a x/100% chance of decreasing enemy's HP amount by n% when attacking, depends on enemy race r
bonus3 bSPVanishRaceRate,r,x,n; Add a x/100% chance of decreasing enemy's SP amount by n% when attacking, depends on enemy race r
HP/SP gain
------------
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 bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripable,n; All equipment cannot be taken off via strip skills (n is meaningless)
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 bUnbreakable,n; Reduces the break chance of all equipped equipment by n%
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)
Monster drops
-------------
bonus3 bAddMonsterIdDropItem,iid,mid,n; Adds a n/100% chance of dropping item iid when killing monster mid
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.
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.
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%