You are on page 1of 12

//===== rAthena Documentation ================================

//= rAthena Item Bonuses List


//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20151029
//===== Description: =========================================
//= List of script instructions used in item bonuses.
//============================================================

Constants
---------
This list contains all available constants referenced in the 'bonus' commands.

* Status effect (eff)


Eff_Bleeding, Eff_Blind, Eff_Burning, Eff_Confusion, Eff_Crystalize,
Eff_Curse, Eff_DPoison,
Eff_Fear, Eff_Freeze, Eff_Poison, Eff_Silence, Eff_Sleep, Eff_Stone,
Eff_Stun, Eff_Freezing,
Eff_Heat, Eff_Deepsleep

* Element (e)
Ele_Dark, Ele_Earth, Ele_Fire, Ele_Ghost, Ele_Holy, Ele_Neutral, Ele_Poison,
Ele_Undead, Ele_Water, Ele_Wind, Ele_All

* Race (r)
RC_Angel, RC_Brute, RC_DemiHuman, RC_Demon, RC_Dragon, RC_Fish, RC_Formless,
RC_Insect, RC_Plant, RC_Player_Human (RC_Player deprecated), RC_Player_Doram,
RC_Undead, RC_All

* Monster Race (mr)


RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja, RC2_GVG,
RC2_Battlefield,
RC2_Treasure, RC2_BioLab, RC2_Manuk, RC2_Splendide, RC2_Scaraba,
RC2_OGH_ATK_DEF, RC2_OGH_Hidden,
RC2_Bio5_Swordman_Thief, RC2_Bio5_Acolyte_Merchant, RC2_Bio5_Mage_Archer,
RC2_Bio5_MVP,
RC2_Clocktower, RC2_Thanatos, RC2_Faceworm, RC2_Hearthunter, RC2_Rockridge,
RC2_Werner_Lab,
RC2_Temple_Demon, RC2_Illusion_Vampire, RC2_Malangdo, RC2_EP172ALPHA,
RC2_EP172BETA, RC2_EP172BATH

* 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)

* Trigger criteria (atf)


Effect target: (Default: Attacked target)
ATF_SELF = Trigger effect on self
ATF_TARGET = Trigger effect on target

Attack range criteria: (Default: All attacks)


ATF_SHORT = Trigger on melee attacks
ATF_LONG = Trigger on ranged attacks

Skill/attack type criteria: (Default: Physical/weapon)


ATF_SKILL = Trigger on magic/misc skills
ATF_WEAPON = Trigger on weapon skill / physical attacks
ATF_MAGIC = Trigger on magic skills
ATF_MISC = Trigger on misc skills

* Other values:
Skill (sk): see 'db/(pre-)re/skill_db.yml' (NOTE: Both skill IDs and names,
in quotes, are supported.)
Monster id (mid): see 'db/(pre-)re/mob_db.yml'
Item id (iid): see 'db/item_db.yml'
Item group (ig): see 'db/(pre-)re/item_group_db.yml' and the constants in
'src/map/script_constants.hpp', prefixed with IG_*
Weapon type (w): see 'doc/item_db.txt' -> SubType

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

Trait Stats
-----------
bonus bPow,n; POW + n
bonus bSta,n; STA + n
bonus bWis,n; WIS + n
bonus bSpl,n; SPL + n
bonus bCon,n; CON + n
bonus bCrt,n; CRT + n
bonus bAllTraitStats,n; POW + n, STA + n, WIS + n, SPL + n, CON + n,
CRT + n

HP/SP/AP
-----
bonus bMaxHP,n; MaxHP + n
bonus bMaxHPrate,n; MaxHP + n%
bonus bMaxSP,n; MaxSP + n
bonus bMaxSPrate,n; MaxSP + n%
bonus bMaxAP,n; MaxAP + n
bonus bMaxAPrate,n; MaxAP + n%

Atk/Def
-------
bonus bBaseAtk,n; Basic attack power + n
bonus bAtk,n; ATK + n (unofficial)
bonus bAtk2,n; ATK2 + n
bonus bAtkRate,n; ATK + n% that won't interfere with Damage
modifier and SC_EDP (renewal mode only)
bonus bWeaponAtkRate,n; Weapon ATK + n%
bonus bMatk,n; Magical attack power + n
bonus bMatkRate,n; Magical attack power + n%
bonus bWeaponMatkRate,n; Weapon Magical ATK + n% (renewal mode only)
bonus bDef,n; Equipment DEF + n
bonus bDefRate,n; Equipment DEF + n%
bonus bDef2,n; VIT based DEF + n
bonus bDef2Rate,n; VIT based DEF + n%
bonus bMdef,n; Equipment MDEF + n
bonus bMdefRate,n; Equipment MDEF + n%
bonus bMdef2,n; INT based MDEF + n
bonus bMdef2Rate,n; INT based MDEF + n%

Additional stats
----------------
bonus bHit,n; Hit + n
bonus bHitRate,n; Hit + n%
bonus bCritical,n; Critical + n
bonus bCriticalLong,n; Critical + n for normal long ranged attack
(won't be shown in status window)
bonus2 bCriticalAddRace,r,n; Critical + n against enemies of race r
bonus bCriticalRate,n; Critical + n%
bonus bFlee,n; Flee + n
bonus bFleeRate,n; Flee + n%
bonus bFlee2,n; Perfect Dodge + n
bonus bFlee2Rate,n; Perfect Dodge + n%
bonus bPerfectHitRate,n; On-target impact attack probability n% (only
the highest among all is applied)
bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
bonus bSpeedRate,n; Movement speed + n% (only the highest among all
is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1)
bonus bSpeedAddRate,n; Movement speed + n%
bonus bAspd,n; Attack speed + n
bonus bAspdRate,n; Attack speed + n%
bonus bAtkRange,n; Attack range + n
bonus bAddMaxWeight,n; MaxWeight + n (in units of 0.1)
bonus bPAtk,n; PAtk + n
bonus bPAtkRate,n; PAtk + n%
bonus bSMatk,n; SMatk + n
bonus bSMatkRate,n; SMatk + n%
bonus bRes,n; Res + n
bonus bResRate,n; Res + n%
bonus bMRes,n; MRes + n
bonus bMResRate,n; MRes + n%
bonus bHPlus,n; HPlus + n
bonus bHPlusRate,n; HPlus + n%
bonus bCRate,n; CRate + n
bonus bCRateRate,n; CRate + 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
bonus2 bRegenPercentHP,n,t; Gain n% of max HP every t milliseconds
bonus2 bRegenPercentSP,n,t; Gain n% of max 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; Decreases SP consumption of skill sk by n
bonus2 bSkillUseSPrate,sk,n; Decreases SP consumption of skill sk by n%

Atk/Def
-------
bonus2 bSkillAtk,sk,n; Increases damage of skill sk by n%
bonus bShortAtkRate,n; Increases damage of short ranged attacks by n%
bonus bLongAtkRate,n; Increases damage of long ranged attacks by n%
bonus bCritAtkRate,n; Increases critical damage by +n%
bonus bCritDefRate,n; Decreases critical damage received 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 bWeaponDamageRate,w,n; Adds n% damage to normal attacks when weapon of type
w is equipped

bonus bNearAtkDef,n; Adds n% damage reduction against melee physical


attacks
bonus bLongAtkDef,n; Adds n% damage reduction against ranged
physical attacks
bonus bMagicAtkDef,n; Adds n% damage reduction against magical
attacks
bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks
(traps, falcon, ...)

bonus bNoWeaponDamage,n; Adds n% reduction to received physical damage


bonus bNoMagicDamage,n; Adds n% reduction to received magical effect
(attack, healing, support spells are all blocked)
bonus bNoMiscDamage,n; Adds n% reduction to received misc damage

Healing
-------
bonus bHealPower,n; Increases heal amount of all
heal skills by n%
bonus bHealPower2,n; Increases heal amount if you are
healed by any skills by n%
bonus2 bSkillHeal,sk,n; Increases heal amount of skill sk
by n%
bonus2 bSkillHeal2,sk,n; Increases heal amount if you are
healed by skill sk by n%
bonus bAddItemHealRate,n; Increases HP recovered by n% for
healing items
bonus2 bAddItemHealRate,iid,n; Increases HP recovered by n% for
item iid
bonus2 bAddItemGroupHealRate,ig,n; Increases HP recovered by n% for items of
item group ig
bonus bAddItemSPHealRate,n; Increases SP recovered by n% for
healing items
bonus2 bAddItemSPHealRate,iid,n; Increases SP recovered by n% for item iid
bonus2 bAddItemGroupSPHealRate,ig,n; Increases SP recovered by n% for items of
item group ig

Cast time/delay
---------------
bonus bCastrate,n; Skill cast time rate + n%. (If
RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate)
bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n%.(If
RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate)

bonus bFixedCastrate,n; Increases fixed cast time of all skills


by n% (has effect in RENEWAL_CAST only)
bonus2 bFixedCastrate,sk,n; Increases fixed cast time of skill sk by
n% (has effect in RENEWAL_CAST only)
bonus bVariableCastrate,n; Increases variable cast time of all
skills by n%. (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk
by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)

bonus bFixedCast,t; Increases fixed cast time of all skills


by t milliseconds (has effect in RENEWAL_CAST only)
bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by
t milliseconds (has effect in RENEWAL_CAST only)
bonus bVariableCast,t; Increases variable cast time of all
skills by t milliseconds
bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk
by t milliseconds

bonus bNoCastCancel; Prevents casting from being interrupted when


hit (does not work in GvG)
bonus bNoCastCancel2; Prevents casting from being interrupted when
hit (works even in GvG)

bonus bDelayrate,n; Increases skill delay by n%


bonus2 bSkillDelay,sk,t; Increases delay of skill sk by t milliseconds
bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t
milliseconds
=============================
| 3. Group-specific Bonuses |
=============================

Damage modifiers
----------------
bonus2 bAddEle,e,x; +x% physical damage against element e
bonus3 bAddEle,e,x,bf; +x% physical damage against element e with
trigger criteria bf
bonus2 bMagicAddEle,e,x; +x% magical damage against element e
bonus2 bSubEle,e,x; +x% damage reduction against attack element e
bonus3 bSubEle,e,x,bf; +x% damage reduction against attack element e
with trigger criteria bf
bonus2 bSubDefEle,e,x; +x% physical damage reduction from enemy with
defense element e
bonus2 bMagicSubDefEle,e,x; +x% magic damage reduction from enemy with
defense element e

bonus2 bAddRace,r,x; +x% physical damage against race r


bonus2 bMagicAddRace,r,x; +x% magical damage against race r
bonus2 bSubRace,r,x; +x% damage reduction against race r
bonus3 bSubRace,r,x,bf; +x% damage reduction against race r with
trigger criteria bf

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
bonus2 bWeaponSubSize,s,x; +x% physical damage reduction against size s
bonus2 bMagicSubSize,s,x; +x% magic damage reduction against size s
bonus bNoSizeFix; Ignores the size modifier when calculating
damage

bonus2 bAddDamageClass,mid,x; +x% physical damage against monster mid


bonus2 bAddMagicDamageClass,mid,x; +x% magical damage against monster mid
NOTE: Against players, mid is the player's job
id.
LIMIT: Only 10 of these
bonuses can be set. Those which exceed 10 are ignored.

bonus2 bAddDefMonster,mid,x; +x% physical damage reduction against monster


mid
bonus2 bAddMDefMonster,mid,x; +x% magical damage reduction against monster
mid
NOTE: Against players, mid is the player's job
id.

bonus2 bAddRace2,mr,x; +x% damage against monster race mr


bonus2 bSubRace2,mr,x; +x% damage reduction against monster race mr
bonus2 bMagicAddRace2,mr,x; +x% magic damage against monster race mr

bonus2 bSubSkill,sk,n; Reduces n% damage received from skill sk

bonus bAbsorbDmgMaxHP,n; If the damage received is more than n% of Max


HP, the damage received is [TotalDamage] - [n% of MaxHP] (Doesn't stack, will use
the highest value) (Legacy rAthena behavior)
bonus bAbsorbDmgMaxHP2,n; If the damage received is more than n% of Max
HP, the damage received is reduced to n% of MaxHP (Doesn't stack, will use the
highest value) (Official behavior)

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
bonus bIgnoreDefClass,c; Disregard DEF against enemies of class c
bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r
bonus2 bIgnoreDefRaceRate,r,n; Disregard n% of the target's DEF if the target
belongs to race r
bonus2 bIgnoreMdefRaceRate,r,n; Disregard n% of the target's MDEF if the target
belongs to race r
bonus2 bIgnoreMdefRace2Rate,mr,n; Disregard n% of the target's MDEF if the target
belongs to monster race mr
bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e
bonus2 bIgnoreDefClassRate,c,n; Disregard n% of the target's DEF if the target
belongs to class c
bonus2 bIgnoreMdefClassRate,c,n; Disregard n% of the target's MDEF if the target
belongs to class c

Ignore Res
----------
bonus2 bIgnoreResRaceRate,r,n; Disregard n% of the target's Res if the
target belongs to race r
bonus2 bIgnoreMResRaceRate,r,n; Disregard n% of the target's MRes if the target
belongs to race r

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,atf; Adds a n/100% chance to cause status eff


on the target when attacking
bonus4 bAddEff,eff,n,atf,t; Adds a n/100% chance to cause status eff
for t milliseconds on the target when attacking
bonus3 bAddEffWhenHit,eff,n,atf; Adds a n/100% chance to cause status eff
on the target when being hit by physical damage
bonus4 bAddEffWhenHit,eff,n,atf,t; Adds a n/100% chance to cause status eff for t
milliseconds on the target when being hit by physical damage
atf is the trigger criteria:
Effect target: (Default: Attacked
target)
ATF_SELF = trigger effect on self
ATF_TARGET = trigger effect on target
Attack range criteria: (Default: All
attacks)
ATF_SHORT = trigger on melee attacks
ATF_LONG = trigger on ranged attacks
Skill/attack type criteria: (Default:
Physical/weapon)
ATF_SKILL = trigger on magic/misc skills
ATF_WEAPON = trigger on weapon skill /
physical attacks
ATF_MAGIC = trigger on magic skills
ATF_MISC = trigger on misc skills

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,atf; Adds a n/100% chance to cause status eff on the
target when using skill sk
bonus5 bAddEffOnSkill,sk,eff,n,atf,t; Adds a n/100% chance to cause status eff
for t milliseconds on the target when using skill sk
atf is the trigger criteria:
ATF_SELF = trigger effect on self
ATF_TARGET = trigger effect on target

bonus2 bComaClass,c,n; Adds a n/100% chance to cause Coma when


attacking a target of class c (regardless the type of attack)
bonus2 bComaRace,r,n; Adds a n/100% chance to cause Coma when
attacking a target of race r (regardless the type of attack)

bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when


attacking a target of element e with a normal attack
bonus2 bWeaponComaClass,c,n; Adds a n/100% chance to cause Coma when
attacking a target of class c with a normal attack
bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when
attacking a target of race r with a normal attack

========================
| 5. AutoSpell Bonuses |
========================
NOTES:
- For all AutoSpell bonuses, target does not have be within the spell's range to
go off.
-- Enable conf/battle/battle.conf::autospell_check_range to force a range check.
- By default, AutoSpell skills are casted on target unless it is a self or
support skill (inf = 4/16).

bonus3 bAutoSpell,sk,y,n; Adds a n/10% chance to cast skill sk of level y


when attacking
bonus3 bAutoSpellWhenHit,sk,y,n; Adds a n/10% chance to cast skill sk of level y
when being hit by a direct attack

bonus4 bAutoSpell,sk,y,n,i; Adds a n/10% chance to cast skill sk of


level y when attacking
bonus5 bAutoSpell,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of
level y when attacking with trigger criteria bf
bonus4 bAutoSpellWhenHit,sk,y,n,i; Adds a n/10% chance to cast skill sk of
level y when being hit by a direct attack
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of
level y when being hit by a direct attack with trigger criteria bf
i provides additional options (bitfield):
&0 = cast on self
&1 = cast on enemy
&2 = use random skill level in [1..y]
&3 = 1+2 (random level on enemy)

bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x


at level y when using skill sk
bonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x
at level y when using skill sk
i provides additional options (bitfield):
&1 = forces the skill to be casted on
self, rather than on the target of skill sk
&2 = random skill level in [1..y] is
chosen

===================
| 6. Misc Bonuses |
===================

HP/SP drain
-----------
bonus bHPDrainValue,n; Heals +n HP with a normal attack
bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of
race r with normal attack
bonus2 bHpDrainValueClass,c,n; Heals +n HP when attacking a monster of
class c with normal attack

bonus bSPDrainValue,n; Heals +n SP with a normal attack


bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of
race r with normal attack
bonus2 bSpDrainValueClass,c,n; Heals +n SP when attacking a monster of
class c with normal attack

bonus2 bHPDrainRate,x,n; Adds a x/10% chance to drain n% HP from


inflicted damage when attacking
bonus2 bSPDrainRate,x,n; Adds a x/10% chance to drain n% SP from
inflicted damage when attacking

HP/SP vanish
------------
bonus2 bHPVanishRate,x,n; Add a x/10% chance of decreasing enemy's HP
amount by n% with a normal attack
bonus3 bHPVanishRaceRate,r,x,n; Add a x/10% chance of decreasing enemy's
HP amount by n% when attacking, depends on enemy race r
bonus3 bHPVanishRate,x,n,bf; Add a x/10% chance of decreasing enemy's HP amount by
n% when attacking with trigger criteria bf

bonus2 bSPVanishRate,x,n; Add a x/10% chance of decreasing enemy's SP


amount by n% with a normal attack
bonus3 bSPVanishRaceRate,r,x,n; Add a x/10% chance of decreasing enemy's
SP amount by n% when attacking, depends on enemy race r
bonus3 bSPVanishRate,x,n,bf; Add a x/10% chance of decreasing enemy's SP amount by
n% when attacking with trigger criteria bf

bonus3 bStateNoRecoverRace,r,x,t; Set a no recovery state of an enemy of race r


at x/100% for t milliseconds with normal attack.

HP/SP gain
------------
bonus bHPGainValue,n; Heals +n HP when killing an enemy with a melee-
physical attack
bonus bSPGainValue,n; Heals +n SP when killing an enemy with a melee-
physical attack
bonus2 bSPGainRace,r,n; Heals +n SP when killing an enemy of race r
with a melee-physical attack
bonus bLongHPGainValue,n; Heals +n HP when killing an enemy with a
range-physical attack
bonus bLongSPGainValue,n; Heals +n SP when killing an enemy with a
range-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
bonus bReduceDamageReturn,n; Reduces reflected damage (melee/ranged/magic)
by n%

Strip/Break equipment
---------------------
bonus bUnstripableWeapon; Weapon cannot be taken off via Strip skills
bonus bUnstripableArmor; Armor cannot be taken off via Strip skills
bonus bUnstripableHelm; Helm cannot be taken off via Strip skills
bonus bUnstripableShield; Shield cannot be taken off via Strip skills
bonus bUnstripable; All equipment cannot be taken off via strip
skills

bonus bUnbreakableGarment; Garment cannot be damaged/broken by any means


bonus bUnbreakableWeapon; Weapon cannot be damaged/broken by any means
bonus bUnbreakableArmor; Armor cannot be damaged/broken by any means
bonus bUnbreakableHelm; Helm cannot be damaged/broken by any means
bonus bUnbreakableShield; Shield cannot be damaged/broken by any means
bonus bUnbreakableShoes; Shoes cannot be damaged/broken by any means
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
-------------
bonus2 bDropAddRace,r,x; Adds x% to player's drop rate when killing a monster
with race r.
bonus2 bDropAddClass,c,x; Adds x% to player's drop rate when killing a monster
with class c.

bonus3 bAddMonsterIdDropItem,iid,mid,n; Adds a n/100% chance of dropping item iid


when killing monster mid

bonus2 bAddMonsterDropItem,iid,n; Adds a n/100% chance for item iid to be


dropped when killing a monster
bonus3 bAddMonsterDropItem,iid,r,n; Adds a n/100% chance for item iid to be
dropped when killing a monster of race r
bonus3 bAddClassDropItem,iid,c,n; Adds a n/100% chance for item iid to be
dropped when killing a monster of class c
bonus2 bAddMonsterDropItemGroup,ig,n; Adds a n/100% chance to get an item of
group type ig when killing a monster
bonus3 bAddMonsterDropItemGroup,ig,r,n; Adds a n/100% chance to get an item of
group type ig when killing a monster of race r
bonus3 bAddClassDropItemGroup,ig,c,n; Adds a n/100% chance to get an item of
group type ig when killing a monster of class c
NOTE: If 'x' is negative value, then it's
a part of formula:
chance = -n*(killed_mob_level/10)+1
LIMIT: Only 10 of these bonuses can be
set. Those which exceed 10 are ignored.

bonus2 bGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when


killing a monster (only the highest among all is applied)
bonus2 bAddGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when
killing a monster
NOTE: If n < 0, the max zeny to gain is -
x*monster level.

Misc effects
------------
bonus bDoubleRate,n; Double Attack probability n% (works with all
weapons | only the highest among all is applied)
bonus bDoubleAddRate,n; Double Attack probability + n% (works with all
weapons)
bonus bSplashRange,n; Splash attack radius + n (only the highest
among all is applied)
bonus bSplashAddRange,n; Splash attack radius + n
NOTE: n=1 makes a 3*3 cells area, n=2 a 5*5
area, etc.
bonus2 bAddSkillBlow,sk,n; Knock back the target by n cells when using
skill sk
bonus bNoKnockback; Character is no longer knocked back by enemy
skills with such effect
bonus bNoGemStone; Skills requiring Gemstones do not require them
NOTE: Hocus Pocus still requires 1 Yellow
Gemstone, Ganbantein requirements not reduced
bonus bIntravision; Always see Hiding and Cloaking players/mobs
bonus bPerfectHide; Hidden/cloaked character is no longer detected
by monsters with 'detector' mode
bonus bRestartFullRecover; When reviving, HP and SP are fully healed
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%
bonus bNoMadoFuel; Nullify Magic Gear Fuel requirement for skills.
bonus bNoWalkDelay; Give infinite Endure.

You might also like