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Reformat and cleaning of item bonus documentation.

Signed-off-by: Euphy <euphy.raliel@rathena.org>
Euphy il y a 11 ans
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1 fichiers modifiés avec 379 ajouts et 411 suppressions
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      doc/item_bonus.txt

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doc/item_bonus.txt

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 //===== 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.
-
-// 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 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 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
+
+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
+
+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)
-
-//---- 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 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 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.
-
-bonus3 bAddMonsterIdDropItem,s,x,n;		Adds an n/100% chance of dropping item s when killing monster id x.
-
-bonus2 bHPGainRaceAttack,x,n;		Heals n HP when attacking x Race on every hit
-bonus2 bSPGainRaceAttack,x,n;		Heals n SP when attacking x Race on every hit
-
-bonus2 bSkillUseSPrate,s,x;		Reduces SP consumption of skill s by x%. (supports skill names.)
-bonus2 bSkillUseSP,s,x;			Reduces SP consumption of skill s by x. (supports skill names.)
-bonus2 bSkillCooldown,s,x;		Increases cooldown of skill s by x milliseconds. (supports skill names.)
-
-bonus bFixedCastrate,x;			Increases fixed cast time of all skills by x%.
-bonus bVariableCastrate,x;		Increases variable cast time of all skills by x%.
-bonus bFixedCast,x;			Increases fixed cast time of all skills by x milliseconds;
-bonus bVariableCast,x;			Increases variable cast time of all skills by x milliseconds;
-bonus2 bSkillFixedCast,s,x;		Increases fixed cast time of skill s by x milliseconds. (supports skill names.)
-bonus2 bSkillVariableCast,s,x;		Increases variable cast time of skill s by x milliseconds. (supports skill names.)
-bonus2 bVariableCastrate,s,x;		Increases variable cast time of skill s by x%. (supports skill names.)
-bonus2 bFixedCastrate,s,x;		Increases fixed cast time of skill s by x%. (supports skill names.)
-bonus4 bSetDefRace,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.
-
-
-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
+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,s,mid,n;	Adds an n/100% chance of dropping item s 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%