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Cleared up a bit some of item_bonus documentation.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12804 54d463be-8e91-2dee-dedb-b68131a5f0ec
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1 zmienionych plików z 147 dodań i 105 usunięć
  1. 147 105
      doc/item_bonus.txt

+ 147 - 105
doc/item_bonus.txt

@@ -27,27 +27,28 @@ bonus bMaxHPrate,n;			MaxHP + n%
 bonus bMaxSPrate,n;			MaxSP + n%
 bonus bAtk,n;				ATK + n
 bonus bAtk2,n;				ATK2 + n
-bonus bAtkRate				Attack power + n%
-bonus bBaseAtk,n;			Basic attack power + n
-bonus bMatk,n;				Magical attack power 1 + n and magical attack power 2 + n
-bonus bMatk1,n;				Magical attack power 1 + n
-bonus bMatk2,n;				Magical attack power 2 + n
+bonus bAtkRate,n;				Attack power + n%
+bonus bBaseAtk,n;				Basic attack power + n
+bonus bMatk,n;				Minimum AND Maximum Magical Attack Power + n
+bonus bMatk1,n;				Minimum Magical attack power + n
+bonus bMatk2,n;				Maximum Magical attack power + n
 bonus bMatkRate,n;			Magical attack power + n%
 bonus bDef,n;				Equipment DEF + n
-bonus bDef2,n;				VIT DEF + n
-bonus bDefRate,n;			Equipment DEF + n%
-bonus bDef2Rate,n;			VIT DEF + n%
+bonus bDef2,n;				VIT based DEF + n
+bonus bDefRate,n;				Equipment DEF + n%
+bonus bDef2Rate,n;			VIT based DEF + n%
 bonus bMdef,n;				Equipment MDEF + n
+bonus bMdef2,n;				INT based MDEF + n
 bonus bMdefRate,n;			Equipment MDEF + n%
-bonus bMdef2Rate,n;			INT MDEF + n%
+bonus bMdef2Rate,n;			INT based MDEF + n%
 bonus bHit,n;				Hit + n
-bonus bHitRate,n;			Hit + n%
+bonus bHitRate,n;				Hit + n%
 bonus bCritical,n;			Critical + n
 bonus bCriticalRate,n;			Critical + n%
 bonus bFlee,n;				Flee + n
-bonus bFleeRate,n;			Flee +n%
-bonus bFlee2,n;				Lucky Flee + n
-bonus bFlee2Rate,n;			Lucky Flee + n%
+bonus bFleeRate,n;			Flee + n%
+bonus bFlee2,n;				Perfect Dodge + n
+bonus bFlee2Rate,n;			Perfect Dodge + n%
 bonus bSpeed,n;				Moving speed + n
 bonus bSpeedRate,n;			Moving speed + n% (only the highest among all is applied)
 bonus bSpeedAddRate,n;			Moving speed + n%
@@ -68,32 +69,45 @@ bonus bLongAtkDef,n;			Adds n% damage reduction against ranged physical attacks
 bonus bMagicAtkDef,n;			Adds n% damage reduction against magical attacks
 bonus bMiscAtkDef,n;			Adds n% damage reduction against MISC attacks (traps, falcon, ...)
 bonus bIgnoreDefRace,n;			Disregard DEF against enemies of race n
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
 bonus bIgnoreDefEle,n;			Disregard DEF against enemies of element n
-							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
 bonus bIgnoreMDefRace;			Disregard MDEF against enemies of race n
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
 bonus bIgnoreMDefEle;			Disregard MDEF against enemies of element n
 							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
 bonus bIgnoreMdefRate,n;		Disregard n% of the target's MDEF
-bonus bDefRatioAtkRace,n;		n race if defensive power is high the high extent big damage is given, (defense disregard) :
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
+bonus bDefRatioAtkRace,n;		Does more damage depending on monster Defense against race n (defense disregard) :
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
 bonus bDefRatioAtkEle,n;		n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
 							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
 bonus bAtkEle,n;				Gives the player's attacks element n
 							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
 bonus bDefEle,n;				Gives the player's defense element n
 							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus bSplashRange n;			Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc | only the highest among all is applied)
+bonus 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 filled (n is meaningless)
-bonus bNoCastCancel,n;			Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
-bonus bNoCastCancel2,n;			Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
-bonus bNoSizeFix,n;			The attack revision with the size of the monster is not received (n is meaningless)
+bonus bRestartFullRecover,n;	When reviving, HP and SP are fully healed (n is meaningless)
+bonus bNoCastCancel,n;			Prevents casting from being interrupted when hit
+								(does not work in GvG | n is meaningless)
+bonus bNoCastCancel2,n;			Prevents casting from being interrupted when hit
+								(works even in GvG | n is meaningless)
+bonus bNoSizeFix,n;				The attack revision with the size of the monster is not received (n is meaningless)
 bonus bNoWeaponDamage,n;		Prevents from receiving any physical damage (n is meaningless)
-bonus bNoMagicDamage,n;			Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
-bonus bNoGemStone,n;			Skills requiring Gemstones do no more require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
+bonus bNoMagicDamage,n;			Prevents from receiving any magical effect
+								(Attack, Healing, Support spells are all blocked | n is meaningless)
+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)
 
 bonus2 bAddEff,e,x;			Adds a x/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
@@ -101,44 +115,61 @@ bonus2 bAddEff,e,x;			Adds a x/10000 chance to cause effect e to the target when
 bonus2 bResEff,e,x;			Adds a x/10000 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_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
 bonus2 bCastrate,n,x;			Adjust casting time of skill n by x%
-bonus2 bAddSize,n,x;			In n size the damage addition of x%
+bonus2 bAddSize,n,x;			+x% physical damage against size n.
 							n: 0=Small  1=Medium  2=Large
-bonus2 bMagicAddSize,n,x;		In n size the magic damage addition of x%
+bonus2 bMagicAddSize,n,x;		+x% magical damage against size n.
 							n: 0=Small  1=Medium  2=Large
-bonus2 bSubSize,n,x;			Damage x% reduction from n size
+bonus2 bSubSize,n,x;			x% Damage reduction against size n.
 							n: 0=Small  1=Medium  2=Large
-bonus2 bAddRace,n,x;			In n race the damage addition of x%
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
-bonus2 bMagicAddRace,n,x;		In n race the damage addition of x% (only magical attack)
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
-bonus2 bSubRace,n,x;			Damage x% reduction from n race
-							n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
-bonus2 bAddEle,n,x;			In n attribute the damage addition of x%
-							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bMagicAddEle,n,x 		In n attribute the damage addition of x% (only magical attack) 
-							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bSubEle,n,x;			Damage x% reduction from n attribute
-							n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
-bonus2 bAddDamageClass,n,x;		In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x%
-bonus2 bAddMagicDamageClass,n,x;	In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
-bonus2 bAddDefClass,n,x;		In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
-bonus2 bAddMDefClass,n,x;		In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
+bonus2 bAddRace,n,x;			+x% physical damage against race n
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
+bonus2 bMagicAddRace,n,x;		+x% magical damage against race n
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
+bonus2 bSubRace,n,x;			+x% damage reduction against race n
+							n: 	0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+								5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+								10=Boss monster, 11=Other than (normal monster) boss monster
+bonus2 bAddEle,n,x;			+x% physical damage against element n
+							n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
+								6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus2 bMagicAddEle,n,x 	+x% magical damage against element n
+							n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
+								6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus2 bSubEle,n,x;			x% Damage reduction against element n.
+							n: 	0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
+								6=Holy, 7=Dark, 8=Spirit, 9=Undead
+bonus2 bAddDamageClass,n,x;		+x% extra physical damage against monsters of class n
+								Against players, n is their job id
+bonus2 bAddMagicDamageClass,n,x;	+x% extra magical damage against monsters of class n
+									Against players, n is their job id.
+bonus2 bAddDefClass,n,x;		x% physical damage reduction against monsters of class n
+								Against players, n is their job id.
+bonus2 bAddMDefClass,n,x;		x% magical damage reduction against monsters of class n
+								Against players, n is their job id.
 bonus2 bIgnoreMdefRate,n,x;		Disregard x% of the target's MDEF if the target belongs to race n;
-bonus2 bHPDrainRate,n,x;		it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
-bonus2 bSPDrainRate,n,x;		it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
+bonus2 bHPDrainRate,n,x;		n/10 % probability to drain x% HP when attacking
+bonus2 bSPDrainRate,n,x;		n/10 % probability to drain x% SP when attacking
 bonus2 bSPVanishRate,n,x;		Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
 bonus2 bAddMonsterDropItem,n,x;		When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
 									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 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.
-gaining
 
 bonus3 bAddMonsterDropItem,n,x,y;	When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
-						0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
+									0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+									5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+									10=Boss monster, 11=Other than (normal monster) boss monster
 									if 'x' is negative value, then it's a part of formula
 										chance = -x*(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. Skill is casted on target unless it is a self or support (inf = 4/16) skill.
+bonus3 bAutoSpell,n,x,y;		Auto Spell casting on attack of spell n at level x with y/10% chance.
+								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.
@@ -148,8 +179,8 @@ bonus3 bAutoSpell,n,x,y;		Auto Spell casting on attack of spell n at level x wit
 //---- 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 bNoRegen,n;				Stops regeneration for n
+							n: 1=HP, 2=SP
 bonus bUnstripableWeapon,n;		Weapon cannot be taken off via Strip skills
 bonus bUnstripableArmor,n;		Armor cannot be taken off via Strip skills
 bonus bUnstripableHelm,n;		Helm cannot be taken off via Strip skills
@@ -157,46 +188,45 @@ bonus bUnstripableShield,n;		Shield cannot be taken off via Strip skills
 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
 bonus bIgnoreDefMob,n;			Ignore monster's DEF when attacking.
-					n: 0=All normal monster except Bosses, 1=All monsters
+							n: 0=All normal monster except Bosses, 1=All monsters
 bonus bDamageWhenUnequip,n;		You lose n HP when the item is unequipped
 bonus2 bCriticalAddRace,n,r;		Critical + n vs. enemies of race r
-					r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
+								r:
+									0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+									5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+									10=Boss monster, 11=Other than (normal monster) boss monster
 bonus2 bHPRegenRate,n,x;		Gain n HP every x milliseconds
 bonus2 bHPLossRate,n,x;			Lose n HP every x milliseconds
-bonus2 bAddEffWhenHit,n,x;		x/100% chance to cause n state to the enemy when
-					being hit by physical damage
+bonus2 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%
 bonus2 bSkillHeal,n,x;			Increase heal amount of skill n by x%
-bonus2 bAddDamageByClass,n,x;		When being hit by monster of class n increase
-					damage taken by x%
+bonus2 bAddDamageByClass,n,x;		When being hit by monster of class n increase damage by x%
 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
+							(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. Target must be within spell's range to go off.
-bonus3 bSPDrainRate,n,x,y;		When attacking there is a n% 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
-bonus3 bSPDrainValue,n,x,y;		When attacking there is a n% chance to either
-					gain x SP, OR drain the amount of sp from the
-					enemy. y:0=gain sp  1:drain enemy sp
-					(Note: setting x to -1 or below will reduce
-					YOUR sp)
-bonus4 bAutoSpell,x,y,n,i;		n/10% chance to cast skill x of level y when
-					being attacking
-					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. Target
-					must be within spell's range to go
-					off.
-					i: 1=cast on enemy, not on self
-					   2=use random skill lv in [1..y]
-					   3=1+2 (random lv on enemy)
+								attacker (unless it is a self or support skill) when being hit by a
+								direct attack. Target must be within spell's range to go off.
+bonus3 bSPDrainRate,n,x,y;		When attacking there is a n% 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
+bonus3 bSPDrainValue,n,x,y;		When attacking there is a n% chance to either gain x SP,
+							OR drain the amount of sp from the enemy.
+							y:0=gain sp  1:drain enemy sp
+							(Note: setting x to -1 or below will reduce YOUR sp)
+bonus4 bAutoSpell,x,y,n,i;		n/10% chance to cast skill x of level y when attacking
+							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. 
+									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
 					t: Trigger criteria:
 					   BF_SHORT: Trigger on melee attack
@@ -213,7 +243,9 @@ bonus5 bAutoSpell,x,y,n,t,i;		n/10% chance to cast skill x of level y when attac
 					   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
+					   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)
 					   
@@ -242,9 +274,9 @@ bonus5 bAutoSpellWhenHit,x,y,n,t,i;	n/10% chance to cast skill x of level y when
 //---- 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)
+								you can also use direct item IDs instead
+								of group values.
+								(Check db/item_group_db.txt)
 
 //---- 3/15 new card effects ----
 
@@ -253,33 +285,43 @@ bonus bLoseSPWhenUnequip,n;		Lose n SP when the item is unequipped
 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 bSPGainRace,n,x;			When killing a monster of race n by physical attack gain x amount of sp
 bonus2 bSPSubRace2,n,x;			Damage x% reduction from enemies of race n
-					(Check db/mob_race2_db.txt)
+							(Check db/mob_race2_db.txt)
 
-bonus2 bAddMonsterDropItemGroup,n,x;	x% 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
+bonus2 bAddMonsterDropItemGroup,n,x;	x% 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/10000 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:
+bonus3 bAddEff,n,x,y;			Adds a x/10000 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/10000 chance to cause n state to the enemy when being hit by physical damage. y is the trigger criteria (same as bAddEff trigger criteria).
+bonus3 bAddEffWhenHit,n,x,y;	x/10000 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;	y% chance to get an item of group type n when you kill a
-					monster of race x (Check db/item_group_db.txt)
-					0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
-						if 'y' is negative value, then it's a part of formula
-							chance = -y*(killed_mob_level/10)+1
+										monster of race x (Check db/item_group_db.txt)
+									0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+									5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+									10=Boss monster, 11=Other than (normal monster) boss monster
+										if 'y' is negative value, then it's a part of formula
+										chance = -y*(killed_mob_level/10)+1
 
-//Bonuses that were missing
-
-bonus2 bWeaponComaRace,x,y;		y/100% chance to cause Coma when attacking a
-					monster of race x with a normal attack
+bonus2 bWeaponComaRace,x,y;		y/100% chance to cause Coma when attacking a monster of race x with a normal attack
+							0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
+							5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 
+							10=Boss monster, 11=Other than (normal monster) boss monster
 
 bAddStealRate,n;			n/100% increase to Steal skill success chance
+
+bonus2 bAddSkillBlow,x,y;	Pushback the target by y cells when using skill x