//===== 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, Eff_WhiteImprison, Eff_Hallucination

* 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,
	RC2_Illusion_Turtle, RC2_Rachel_Sanctuary, RC2_Illusion_Luanda, RC2_Illusion_Frozen, RC2_Illusion_Moonlight,
	RC2_Ep16_def, RC2_Edda_Arunafeltz, RC2_Lasagna, RC2_Glast_Heim_Abyss, RC2_Destroyed_Valkyrie_Realm, RC2_Encroached_Gephenia

* 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 bMatk2,n;     		Magical attack power + n (not visible in status window)
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 bSkillRatio,n;			Adds n to the skillratio of all attacks/skills that use it
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 bNonCritAtkRate,n;		Increases non-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
                                     	NOTE: Officially, the drop bonus for groups always activates to 100% so n should be 10000 for all
                                              official items. The actual drop rate of each item is defined in the item_group_db instead.
                                              Please note that each time only one random item in the group is checked for its drop rate.
                                              That means that the chance is divided by the number of items in the group.

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.
