Your item bonus script is too long. Your bonus script consist of 2280 characters. i even minimized it and used switch. still have 2104 characters. The longest bonus script i've seen so far on db is 669 characters which is krieger staff..
The solution i know so far is create a function for it and use callfunc on your item.
Also your script should have "{ }" for every if/else if since its not a 1 liner..
Here's my solution
Create a function script first. Load it then reloaditemdb.
function script itembonus {
switch(BaseJob){
case Job_Rogue:
bonus2 bSkillAtk,"RG_RAID",25;bonus2 bSkillAtk,"RG_BACKSTAP",25;bonus5 bAutoSpell,"NPC_WIDESTONE",1,70,BF_WEAPON,0;break;
case Job_Knight:
bonus bAspdRate,10; bonus bCritical,15; bonus2 bSkillAtk,"KN_PIERCE",30; bonus2 bSkillAtk,"KN_BRANDISHSPEAR",30; bonus2 bSkillAtk,"KN_SPEARSTAB",30; bonus2 bSkillAtk,"KN_SPEARBOOMERANG",30;break;
case Job_Crusader:
bonus2 bSkillAtk,"CR_GRANDCROSS",30; bonus2 bSkillAtk,"CR_SHIELDBOOMERANG",10; bonus2 bSubClass,Class_Boss,25; bonus2 bSubSize,Size_Large,25;break;
case Job_Monk:
bonus3 bAutoSpell,"MO_CALLSPIRITS",1,20; bonus bHit,30; bonus bAspdRate,5; bonus2 bSkillAtk,"MO_COMBOFINISH",40; bonus2 bSkillCooldown,"MO_EXTREMITYFIST",20000;break;
case Job_Priest:
bonus bMaxSPrate,25; bonus2 bSkillAtk,"PR_MAGNUS",30; bonus2 bVariableCastrate,"PR_MAGNUS",-30; bonus bMatkRate,20; skill "ALL_ODINS_POWER",1;break;
case Job_Hunter:
bonus bCritical,15; bonus2 bSkillAtk,"HT_BLITZBEAT",30; bonus3 bAutoSpell,"HT_BLITZBEAT",5,500; bonus bLongAtkRate,10;break;
case Job_Bard:
bonus bLongAtkRate,10; bonus2 bSkillAtk,"BA_MUSICALSTRIKE",300; bonus4 bAutoSpellOnSkill,"BA_MUSICALSTRIKE","BA_PANGVOICE",1,1000;break;
case Job_Dancer:
bonus bLongAtkRate,10; bonus2 bSkillAtk,"DC_THROWARROW",300; bonus4 bAutoSpellOnSkill,"DC_THROWARROW","DC_WINKCHARM",1,1000;break;
case Job_Wizard:
bonus2 bSkillAtk,"WZ_EARTHSPIKE",40; bonus2 bVariableCastrate,"WZ_EARTHSPIKE",-25; bonus4 bAutoSpellOnSkill,"WZ_HEAVENDRIVE","WZ_EARTHSPIKE",5,2500; bonus2 bSubEle,Ele_Neutral,15;break;
case Job_Sage:
bonus2 bSkillAtk,"MG_THUNDERSTORM",40; bonus2 bVariableCastrate,"MG_THUNDERSTORM",-10; bonus bLongAtkDef,15; bonus2 bSkillAtk,"MG_NAPALMBEAT",40;break;
case Job_Blacksmith:
bonus bSplashRange,1; bonus bBaseAtk,50; bonus2 bSubEle,Ele_Neutral,15; bonus2 bSubEle,Ele_Fire,15; bonus2 bSkillAtk,"MC_MAMMONITE",20;break;
case Job_Alchemist:
bonus2 bSkillAtk,"AM_ACIDTERROR",20; bonus2 bSkillAtk,"AM_DEMONSTRATION",20; bonus2 bAddMonsterDropItem,929,2500;break;
case Job_Assassin:
bonus bAspdRate,5; bonus bCritAtkRate,20; bonus2 bIgnoreDefClassRate,Class_Normal,25; bonus2 bSkillAtk,"AS_SPLASHER",25;break;
}
return;
}
then here's the item_db
20507,C_Poring_Bag,Costume Poring Bag,4,0,,0,,0,,0,0xFFFFFFFF,63,2,8192,,1,0,16,{ callfunc "itembonus",BaseJob; },{},{}