item_bonus.txt 25 KB

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  1. //===== Athena Doc ========================================
  2. //= eAthena Item Bonuses List
  3. //===== By ================================================
  4. //= Developers
  5. //===== Version ===========================================
  6. //= 1.1.20110124
  7. //=========================================================
  8. //= 1.0 - Standardized doc file
  9. //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk,
  10. //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept
  11. //= skill names [FlavioJS]
  12. //= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage]
  13. //= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester]
  14. //= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage]
  15. //= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [Inkfish]
  16. //= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei]
  17. //= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf]
  18. //= 1.1.20101207 - added documentation for bUnbreakableGarment,
  19. //= bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm,
  20. //= bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and
  21. //= bBreakArmorRate. [Ai4rei]
  22. //= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr,
  23. //= bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn,
  24. //= bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease,
  25. //= bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk,
  26. //= bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace,
  27. //= bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable,
  28. //= bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei]
  29. //===== Description =======================================
  30. //= List of script instructions used in item bonuses,
  31. //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments
  32. //=========================================================
  33. skill i,n; Gives skill #i at level n (supports skill names)
  34. bonus bStr,n; STR + n
  35. bonus bAgi,n; AGI + n
  36. bonus bVit,n; VIT + n
  37. bonus bInt,n; INT + n
  38. bonus bDex,n; DEX + n
  39. bonus bLuk,n; LUK + n
  40. bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
  41. bonus bAgiVit,n; AGI + n, VIT + n
  42. bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
  43. bonus bMaxHP,n; MaxHP + n
  44. bonus bMaxSP,n; MaxSP + n
  45. bonus bMaxHPrate,n; MaxHP + n%
  46. bonus bMaxSPrate,n; MaxSP + n%
  47. bonus bAtk,n; ATK + n
  48. bonus bAtk2,n; ATK2 + n
  49. bonus bAtkRate,n; Attack power + n%
  50. bonus bBaseAtk,n; Basic attack power + n
  51. bonus bMatkRate,n; Magical attack power + n%
  52. bonus bDef,n; Equipment DEF + n
  53. bonus bDef2,n; VIT based DEF + n
  54. bonus bDefRate,n; Equipment DEF + n%
  55. bonus bDef2Rate,n; VIT based DEF + n%
  56. bonus bMdef,n; Equipment MDEF + n
  57. bonus bMdef2,n; INT based MDEF + n
  58. bonus bMdefRate,n; Equipment MDEF + n%
  59. bonus bMdef2Rate,n; INT based MDEF + n%
  60. bonus bHit,n; Hit + n
  61. bonus bHitRate,n; Hit + n%
  62. bonus bCritical,n; Critical + n
  63. bonus bCriticalRate,n; Critical + n%
  64. bonus bFlee,n; Flee + n
  65. bonus bFleeRate,n; Flee + n%
  66. bonus bFlee2,n; Perfect Dodge + n
  67. bonus bFlee2Rate,n; Perfect Dodge + n%
  68. bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
  69. bonus bSpeedAddRate,n; Moving speed + n%
  70. bonus bAspd,n; Attack speed + n
  71. bonus bAspdRate,n; Attack speed + n%
  72. bonus bAtkRange,n; Attack range + n
  73. bonus bCastrate,n; Skill casting time rate + n%
  74. bonus bUseSPrate,n; SP consumption + n%
  75. bonus bHPrecovRate,n; Natural HP recovery ratio + n%
  76. bonus bSPrecovRate,n; Natural SP recovery ratio + n%
  77. bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied)
  78. bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
  79. bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
  80. bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
  81. bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
  82. bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
  83. bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
  84. bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
  85. bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
  86. bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n
  87. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  88. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  89. 10=Boss monster, 11=Other than (normal monster) boss monster
  90. bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
  91. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  92. bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
  93. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  94. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  95. 10=Boss monster, 11=Other than (normal monster) boss monster
  96. bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
  97. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  98. bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
  99. bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) :
  100. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  101. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  102. 10=Boss monster, 11=Other than (normal monster) boss monster
  103. bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
  104. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  105. bonus bAtkEle,n; Gives the player's attacks element n
  106. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  107. bonus bDefEle,n; Gives the player's defense element n
  108. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  109. bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
  110. Only the highest among all is applied
  111. bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
  112. bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
  113. bonus bNoCastCancel,n; Prevents casting from being interrupted when hit
  114. (does not work in GvG | n is meaningless)
  115. bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit
  116. (works even in GvG | n is meaningless)
  117. bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
  118. bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
  119. bonus bNoMagicDamage,n; Prevents from receiving any magical effect
  120. (Attack, Healing, Support spells are all blocked | n is meaningless)
  121. bonus bNoGemStone,n; Skills requiring Gemstones do no require them
  122. (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
  123. bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
  124. bonus bHealPower,n; Increase heal amount of all heal skills by n%
  125. bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
  126. 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)
  127. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  128. 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)
  129. e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  130. bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
  131. bonus2 bAddSize,n,x; +x% physical damage against size n.
  132. n: 0=Small 1=Medium 2=Large
  133. bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
  134. n: 0=Small 1=Medium 2=Large
  135. bonus2 bSubSize,n,x; x% Damage reduction against size n.
  136. n: 0=Small 1=Medium 2=Large
  137. bonus2 bAddRace,n,x; +x% physical damage against race n
  138. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  139. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  140. 10=Boss monster, 11=Other than (normal monster) boss monster
  141. bonus2 bMagicAddRace,n,x; +x% magical damage against race n
  142. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  143. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  144. 10=Boss monster, 11=Other than (normal monster) boss monster
  145. bonus2 bSubRace,n,x; +x% damage reduction against race n
  146. n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  147. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  148. 10=Boss monster, 11=Other than (normal monster) boss monster
  149. bonus2 bAddEle,n,x; +x% physical damage against element n
  150. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  151. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  152. bonus2 bMagicAddEle,n,x +x% magical damage against element n
  153. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  154. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  155. bonus2 bSubEle,n,x; x% Damage reduction against element n.
  156. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  157. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  158. bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
  159. Against players, n is their job id
  160. bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
  161. Against players, n is their job id.
  162. bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
  163. Against players, n is their job id.
  164. bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
  165. Against players, n is their job id.
  166. bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
  167. bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
  168. bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
  169. bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
  170. bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.
  171. if 'x' is negative value, then it's a part of formula
  172. chance = -x*(killed_mob_level/10)+1
  173. bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny
  174. (only the highest among all is applied).
  175. If n < 0, the max zeny to gain is -n*monster level.
  176. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
  177. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
  178. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  179. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  180. 10=Boss monster, 11=Other than (normal monster) boss monster
  181. if 'y' is negative value, then it's a part of formula
  182. chance = -y*(killed_mob_level/10)+1
  183. bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
  184. Skill is casted on target unless it is a self or support (inf = 4/16) skill.
  185. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
  186. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
  187. //---- 2/15 new card effects ----
  188. bonus bCritAtkRate,n; Increase critical damage by +n%
  189. bonus bNoRegen,n; Stops regeneration for n
  190. n: 1=HP, 2=SP
  191. bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless)
  192. bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
  193. bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
  194. bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
  195. bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
  196. bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
  197. bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
  198. n: 0=All normal monster except Bosses, 1=All monsters
  199. bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
  200. r:
  201. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  202. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  203. 10=Boss monster, 11=Other than (normal monster) boss monster
  204. bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
  205. bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
  206. bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
  207. bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
  208. bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
  209. bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
  210. bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x%
  211. bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
  212. (Check db/mob_race2_db.txt)
  213. y: 0=Don't show damage 1=Show damage
  214. bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
  215. attacker (unless it is a self or support skill) when being hit by a
  216. direct attack. (supports skill names)
  217. Target must be within spell's range to go off.
  218. bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt,
  219. OR drain the amount of sp from the enemy.
  220. y: 0=gain sp 1:drain enemy sp
  221. bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
  222. i:
  223. 0=cast on self
  224. 1=cast on enemy, not on self
  225. 2=use random skill lv in [1..y]
  226. 3=1+2 (random lv on enemy)
  227. 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)
  228. Target must be within spell's range to go off.
  229. i:
  230. 0=cast on self
  231. 1=cast on enemy, not on self
  232. 2=use random skill lv in [1..y]
  233. 3=1+2 (random lv on enemy)
  234. bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
  235. t: Trigger criteria:
  236. BF_SHORT: Trigger on melee attack
  237. BF_LONG: Trigger on ranged attack
  238. ( Default: BF_SHORT+BF_LONG )
  239. BF_WEAPON: Trigger on weapon skills
  240. BF_MAGIC: Trigger on magic skills
  241. BF_MISC: Trigger on misc skills
  242. ( Default: BF_WEAPON )
  243. BF_NORMAL: Trigger on normal
  244. attacks.
  245. BF_SKILL: Trigger on skills
  246. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  247. i:
  248. 0=cast on self
  249. 1=cast on enemy, not on self
  250. 2=use random skill lv in [1..y]
  251. 3=1+2 (random lv on enemy)
  252. 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)
  253. Target must be within spell's range to go off.
  254. t: Trigger criteria:
  255. BF_SHORT: Trigger on melee attack
  256. BF_LONG: Trigger on ranged attack
  257. ( Default: BF_SHORT+BF_LONG )
  258. BF_WEAPON: Trigger on weapon skills
  259. BF_MAGIC: Trigger on magic skills
  260. BF_MISC: Trigger on misc skills
  261. ( Default: BF_WEAPON )
  262. BF_NORMAL: Trigger on normal
  263. attacks.
  264. BF_SKILL: Trigger on skills
  265. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  266. i: 1=cast on enemy, not on self
  267. 2=use random skill lv in [1..y]
  268. 3=1+2 (random lv on enemy)
  269. //---- 2/22 new card effects ----
  270. bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
  271. you can also use direct item IDs instead
  272. of group values.
  273. (Check db/item_group_db.txt)
  274. //---- 3/15 new card effects ----
  275. bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
  276. bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
  277. bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
  278. bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp
  279. bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n
  280. (Check db/mob_race2_db.txt)
  281. bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster
  282. (Check db/item_group_db.txt)
  283. if 'x' is negative value, then it's a part of formula
  284. chance = -x*(killed_mob_level/10)+1
  285. bonus3 bAddEff,n,x,y; Adds a x/10000 chance to cause effect n to the target when attacking
  286. (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
  287. y is the trigger criteria:
  288. ATF_SELF: Trigger effect on self.
  289. ATF_TARGET: Trigger effect on target (default)
  290. ATF_SHORT: Trigger on melee attacks
  291. ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
  292. bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage.
  293. y is the trigger criteria:
  294. ATF_SELF: Trigger effect on self.
  295. ATF_TARGET: Trigger effect on target (default)
  296. ATF_SHORT: Trigger on melee attacks
  297. ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
  298. bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a
  299. monster of race x (Check db/item_group_db.txt)
  300. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  301. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  302. 10=Boss monster, 11=Other than (normal monster) boss monster
  303. if 'y' is negative value, then it's a part of formula
  304. chance = -y*(killed_mob_level/10)+1
  305. bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
  306. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
  307. 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
  308. 10=Boss monster, 11=Other than (normal monster) boss monster
  309. bAddStealRate,n; n/100% increase to Steal skill success chance
  310. bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
  311. bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
  312. (use negative numbers so the user loses SP)
  313. bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
  314. x:
  315. 0=you gain n SP
  316. 1=you drain n SP from target
  317. bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
  318. bonus3 bAddEle,n,x,t; +x% physical damage against element n
  319. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  320. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  321. t: Trigger criteria:
  322. BF_SHORT: Trigger on melee attack
  323. BF_LONG: Trigger on ranged attack
  324. ( Default: BF_SHORT+BF_LONG )
  325. BF_WEAPON: Trigger on weapon skills
  326. BF_MAGIC: Trigger on magic skills
  327. BF_MISC: Trigger on misc skills
  328. ( Default: BF_WEAPON )
  329. BF_NORMAL: Trigger on normal
  330. attacks.
  331. BF_SKILL: Trigger on skills
  332. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  333. i: 1=cast on enemy, not on self
  334. 2=use random skill lv in [1..y]
  335. 3=1+2 (random lv on enemy)
  336. bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
  337. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  338. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  339. t: Trigger criteria:
  340. BF_SHORT: Trigger on melee attack
  341. BF_LONG: Trigger on ranged attack
  342. ( Default: BF_SHORT+BF_LONG )
  343. BF_WEAPON: Trigger on weapon skills
  344. BF_MAGIC: Trigger on magic skills
  345. BF_MISC: Trigger on misc skills
  346. ( Default: BF_WEAPON )
  347. BF_NORMAL: Trigger on normal
  348. attacks.
  349. BF_SKILL: Trigger on skills
  350. (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
  351. i: 1=cast on enemy, not on self
  352. 2=use random skill lv in [1..y]
  353. 3=1+2 (random lv on enemy)
  354. 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)
  355. Supportive spells are casted on self, others on target of skill s.
  356. 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)
  357. i: Flags (bitfield)
  358. &1: Forces the skill to be casted on self, rather than on the target of skill s.
  359. &2: Random skill level between 1 and l is chosen.
  360. bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items.
  361. bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
  362. bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
  363. bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
  364. bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
  365. bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
  366. bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
  367. bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances).
  368. bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances).
  369. bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
  370. bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it.
  371. bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it.
  372. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
  373. x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
  374. 6=Holy, 7=Dark, 8=Spirit, 9=Undead
  375. bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
  376. x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
  377. Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
  378. bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
  379. bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
  380. bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
  381. bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).
  382. bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
  383. bonus bHPDrainValue,n; Heals +n HP with normal attack.
  384. bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
  385. bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
  386. x: see doc/item_db.txt -> view -> weapons for possible values
  387. bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
  388. x: see doc/item_db.txt -> view -> weapons for possible values
  389. bonus bDelayrate,n; Increases skill delay by n%.
  390. 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.
  391. 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.
  392. bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
  393. bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
  394. t: ATF_SELF = causes status change to oneself
  395. ATF_TARGET = causes status change to the enemy
  396. bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
  397. bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
  398. bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
  399. bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
  400. bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
  401. bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.