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- //===== Athena Doc ========================================
- //= rAthena Item Bonuses List
- //===== By ================================================
- //= Developers
- //===== Version ===========================================
- //= 1.1.20110124
- //=========================================================
- //= 1.0 - Standardized doc file
- //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk,
- //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept
- //= skill names [FlavioJS]
- //= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage]
- //= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester]
- //= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage]
- //= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [Inkfish]
- //= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei]
- //= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf]
- //= 1.1.20101207 - added documentation for bUnbreakableGarment,
- //= bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm,
- //= bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and
- //= bBreakArmorRate. [Ai4rei]
- //= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr,
- //= bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn,
- //= bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease,
- //= bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk,
- //= bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace,
- //= bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable,
- //= bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei]
- //===== Description =======================================
- //= List of script instructions used in item bonuses,
- //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments
- //=========================================================
- skill i,n; Gives skill #i at level n (supports skill names)
- bonus bStr,n; STR + n
- bonus bAgi,n; AGI + n
- bonus bVit,n; VIT + n
- bonus bInt,n; INT + n
- bonus bDex,n; DEX + n
- bonus bLuk,n; LUK + n
- bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
- bonus bAgiVit,n; AGI + n, VIT + n
- bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
- bonus bMaxHP,n; MaxHP + n
- bonus bMaxSP,n; MaxSP + n
- bonus bMaxHPrate,n; MaxHP + n%
- bonus bMaxSPrate,n; MaxSP + n%
- bonus bAtk,n; ATK + n
- bonus bAtk2,n; ATK2 + n
- bonus bAtkRate,n; Attack power + n%
- bonus bBaseAtk,n; Basic attack power + n
- bonus bMatkRate,n; Magical attack power + n%
- bonus bDef,n; Equipment DEF + n
- bonus bDef2,n; VIT based DEF + n
- bonus bDefRate,n; Equipment DEF + n%
- bonus bDef2Rate,n; VIT based DEF + n%
- bonus bMdef,n; Equipment MDEF + n
- bonus bMdef2,n; INT based MDEF + n
- bonus bMdefRate,n; Equipment MDEF + n%
- bonus bMdef2Rate,n; INT based MDEF + n%
- bonus bHit,n; Hit + n
- bonus bHitRate,n; Hit + n%
- bonus bCritical,n; Critical + n
- bonus bCriticalRate,n; Critical + n%
- bonus bFlee,n; Flee + n
- bonus bFleeRate,n; Flee + n%
- bonus bFlee2,n; Perfect Dodge + n
- bonus bFlee2Rate,n; Perfect Dodge + n%
- bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
- bonus bSpeedAddRate,n; Moving speed + n%
- bonus bAspd,n; Attack speed + n
- bonus bAspdRate,n; Attack speed + n%
- bonus bAtkRange,n; Attack range + n
- bonus bCastrate,n; Skill casting time rate + n%
- bonus bUseSPrate,n; SP consumption + n%
- bonus bHPrecovRate,n; Natural HP recovery ratio + n%
- bonus bSPrecovRate,n; Natural SP recovery ratio + n%
- bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
- bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
- bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
- bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
- bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
- bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
- bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
- bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
- bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
- bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
- bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) :
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus bAtkEle,n; Gives the player's attacks element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus bDefEle,n; Gives the player's defense element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
- Only the highest among all is applied
- bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
- bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
- bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
- bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
- bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
- bonus bNoWeaponDamage,n; Prevents from receiving 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 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/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
- e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
- bonus2 bResEff,e,x; Adds a x/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_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
- bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
- bonus2 bAddSize,n,x; +x% physical damage against size n.
- n: 0=Small 1=Medium 2=Large
- bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
- n: 0=Small 1=Medium 2=Large
- bonus2 bSubSize,n,x; x% Damage reduction against size n.
- n: 0=Small 1=Medium 2=Large
- bonus2 bAddRace,n,x; +x% physical damage against race n
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus2 bMagicAddRace,n,x; +x% magical damage against race n
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus2 bSubRace,n,x; +x% damage reduction against race n
- n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus2 bAddEle,n,x; +x% physical damage against element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus2 bMagicAddEle,n,x; +x% magical damage against element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus2 bSubEle,n,x; x% Damage reduction against element n.
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
- Against players, n is their job id
- bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
- Against players, n is their job id.
- bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
- Against players, n is their job id.
- bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
- Against players, n is their job id.
- bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
- bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
- bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
- bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
- bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
- If 'x' is negative value, then it's a part of formula
- chance = -x*(killed_mob_level/10)+1
- bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied).
- If n < 0, the max zeny to gain is -n*monster level.
- bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
- bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
- 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- If 'y' is negative value, then it's a part of formula
- chance = -y*(killed_mob_level/10)+1
- bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
- Skill is casted on target unless it is a self or support (inf = 4/16) skill.
- // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
- // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
- //---- 2/15 new card effects ----
- bonus bCritAtkRate,n; Increase critical damage by +n%
- bonus bNoRegen,n; Stops regeneration for n
- n: 1=HP, 2=SP
- bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless)
- bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
- bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
- bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
- bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
- bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
- bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
- r:
- 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
- bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
- bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
- bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
- bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
- bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
- bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt)
- y: 0=Don't show damage 1=Show damage
- bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a
- direct attack. (supports skill names)
- Target must be within spell's range to go off.
- bonus3 bSPDrainRate,n,x,y; When attacking there is a n% 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/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:
- 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)
- 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
- bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
- 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
- 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
- 10=Boss monster, 11=Other than (normal monster) boss monster
- bonus bAddStealRate,n; n/100% increase to Steal skill success chance
- bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
- bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
- (use negative numbers so the user loses SP)
- bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
- x:
- 0=you gain n SP, 1=you drain n SP from target
- bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
- bonus3 bAddEle,n,x,t; +x% physical damage against element n
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- t: Trigger criteria:
- BF_SHORT: Trigger on melee attack
- BF_LONG: Trigger on ranged attack
- ( Default: BF_SHORT+BF_LONG )
-
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- ( Default: BF_WEAPON )
-
- BF_NORMAL: Trigger on normal
- attacks.
- BF_SKILL: Trigger on skills
- (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
-
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
- bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
- n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- t: Trigger criteria:
- BF_SHORT: Trigger on melee attack
- BF_LONG: Trigger on ranged attack
- ( Default: BF_SHORT+BF_LONG )
-
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- ( Default: BF_WEAPON )
-
- BF_NORMAL: Trigger on normal
- attacks.
- BF_SKILL: Trigger on skills
- (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
-
- i: 1=cast on enemy, not on self
- 2=use random skill lv in [1..y]
- 3=1+2 (random lv on enemy)
- bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
- Supportive spells are casted on self, others on target of skill s.
- bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
- i: Flags (bitfield)
- &1: Forces the skill to be casted on self, rather than on the target of skill s.
- &2: Random skill level between 1 and l is chosen.
- bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items.
- bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
- bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
- bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
- bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
- bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
- bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
- bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
- bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
- bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
- bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it.
- bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it.
- bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
- x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
- 6=Holy, 7=Dark, 8=Spirit, 9=Undead
- bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
- x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
- Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
- bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
- bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
- bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
- bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).
- bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
- bonus bHPDrainValue,n; Heals +n HP with normal attack.
- bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
- bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
- x: see doc/item_db.txt -> view -> weapons for possible values
- bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
- x: see doc/item_db.txt -> view -> weapons for possible values
- bonus bDelayrate,n; Increases skill delay by n%.
- bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
- bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
- bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
- bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
- t: ATF_SELF = causes status change to oneself
- ATF_TARGET = causes status change to the enemy
- bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
- bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
- bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
- bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
- bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack.
- bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
- bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
- bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x.
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