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item effect script help


darking123

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what is the code for this in item_db

thank you

[^008800Bard, Dancer Class ^000000]
Increase damage on DemiHuman monster by 10%.

Enables use of ^008800Level 5 Full Chemical Protection^000000.
Destroy an enemy's armor, shield and weapon by 5%.
[^008800Alchemist Class ^000000]
Increase ^880000Acid Terror^000000 damage by 100%

[^008800Star Gladiator Class ^000000]
Increase damage on DemiHuman monster by 50%.

2% Chance of Auto-Casting ^880000Auto Guard, Defender and Reflect Shield^000000 when recieving hit.
[^008800Crusader Class ^000000]
Increase ^880000Shield Chain and Grand Cross^000000 damage by 50%

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Learn how to do it.....your request is easy if you know how

//===== rAthena Documentation ================================
//= rAthena Item Bonuses List
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 20110124
//===== 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 bIntMatk,n;                Magical attack power + n
bonus bMatkRate,n;            Magical attack power + n%
bonus bEquipmentMatk,n;        Weapon 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 n% physical damage
bonus bNoMagicDamage,n;            Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
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/100 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/100 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/10% 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/100 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/100 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.
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.

bonus2 bHPGainRaceAttack,x,n;        Heals n HP when attacking x Race on every hit
bonus2 bSPGainRaceAttack,x,n;        Heals n SP when attacking x Race on every hit

bonus2 bSkillUseSPrate,s,x;        Reduces SP consumption of skill s by x%. (supports skill names.)
bonus2 bSkillUseSP,s,x;            Reduces SP consumption of skill s by x. (supports skill names.)
bonus2 bSkillCooldown,s,x;        Increases cooldown of skill s by x milliseconds. (supports skill names.)

bonus bFixedCastrate,x;            Increases fixed cast time of skills by x%.
bonus bVariableCastrate,x;        Increases variable cast time of skills by x%.
bonus2 bSkillFixedCast,s,x;        Increases fixed cast time of skill s by x milliseconds. (supports skill names.)
bonus2 bSkillVariableCast,s,x;        Increases variable cast time of skill s by x milliseconds. (supports skill names.)
bonus2 bVariableCastrate,s,x;        Increases variable cast time of skill s by x%. (supports skill names.)

http://rathena.org/wiki/Custom_Items

obiously if you want to use that weapon/gear only for 1 class

(S.) Novice         (2^00): 0x00000001
Swordman            (2^01): 0x00000002
Mage                (2^02): 0x00000004
Archer              (2^03): 0x00000008
Acolyte             (2^04): 0x00000010
Merchant            (2^05): 0x00000020
Thief               (2^06): 0x00000040
Knight              (2^07): 0x00000080
Priest              (2^08): 0x00000100
Wizard              (2^09): 0x00000200
Blacksmith          (2^10): 0x00000400
Hunter              (2^11): 0x00000800
Assassin            (2^12): 0x00001000
[i]Unused[/i]              (2^13): 0x00002000
Crusader            (2^14): 0x00004000
Monk                (2^15): 0x00008000
Sage                (2^16): 0x00010000
Rogue               (2^17): 0x00020000
Alchemist           (2^18): 0x00040000
Bard/Dancer         (2^19): 0x00080000
[i]Unused[/i]              (2^20): 0x00100000
Taekwon             (2^21): 0x00200000
StarGladiator       (2^22): 0x00400000
Soul Linker         (2^23): 0x00800000
Gunslinger          (2^24): 0x01000000
Ninja               (2^25): 0x02000000
All Classes               : 0xFFFFFFFF
Every Job Except Novice   : 0xFFFFFFFE

and last thing try to search on ratemyserver for the other descriptions

for the skill

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _SKILL_H_
#define _SKILL_H_

#include "../common/mmo.h" // MAX_SKILL, struct square
#include "map.h" // struct block_list
struct map_session_data;
struct homun_data;
struct skill_unit;
struct skill_unit_group;
struct status_change_entry;

#define MAX_SKILL_DB            MAX_SKILL
#define MAX_SKILL_PRODUCE_DB    270
#define MAX_PRODUCE_RESOURCE    12
#define MAX_SKILL_ARROW_DB        150
#define MAX_ARROW_RESOURCE        5
#define MAX_SKILL_ABRA_DB        350
#define MAX_SKILL_IMPROVISE_DB 50

#define MAX_SKILL_LEVEL 100

//Constants to identify the skill's inf value:
enum e_skill_inf
{
   INF_ATTACK_SKILL  = 0x01,
   INF_GROUND_SKILL  = 0x02,
   INF_SELF_SKILL    = 0x04, // Skills casted on self where target is automatically chosen
   // 0x08 not assigned
   INF_SUPPORT_SKILL = 0x10,
   INF_TARGET_TRAP   = 0x20,
};

//Constants to identify a skill's nk value (damage properties)
//The NK value applies only to non INF_GROUND_SKILL skills
//when determining skill castend function to invoke.
enum e_skill_nk
{
   NK_NO_DAMAGE	  = 0x01,
   NK_SPLASH		 = 0x02|0x04, // 0x4 = splash & split
   NK_SPLASHSPLIT    = 0x04,
   NK_NO_CARDFIX_ATK = 0x08,
   NK_NO_ELEFIX	  = 0x10,
   NK_IGNORE_DEF	 = 0x20,
   NK_IGNORE_FLEE    = 0x40,
   NK_NO_CARDFIX_DEF = 0x80,
};

//A skill with 3 would be no damage + splash: area of effect.
//Constants to identify a skill's inf2 value.
enum e_skill_inf2
{
   INF2_QUEST_SKILL    = 0x0001,
   INF2_NPC_SKILL	  = 0x0002, //NPC skills are those that players can't have in their skill tree.
   INF2_WEDDING_SKILL  = 0x0004,
   INF2_SPIRIT_SKILL   = 0x0008,
   INF2_GUILD_SKILL    = 0x0010,
   INF2_SONG_DANCE	 = 0x0020,
   INF2_ENSEMBLE_SKILL = 0x0040,
   INF2_TRAP		   = 0x0080,
   INF2_TARGET_SELF    = 0x0100, //Refers to ground placed skills that will target the caster as well (like Grandcross)
   INF2_NO_TARGET_SELF = 0x0200,
   INF2_PARTY_ONLY	 = 0x0400,
   INF2_GUILD_ONLY	 = 0x0800,
   INF2_NO_ENEMY	   = 0x1000,
   INF2_NOLP		   = 0x2000, // Spells that can ignore Land Protector
   INF2_CHORUS_SKILL    = 0x4000, // Chorus skill
};

//Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 5

// Flags passed to skill_attack/skill_area_sub
enum e_skill_display
{
   SD_LEVEL	 = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
   SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation)
   SD_SPLASH    = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
   SD_PREAMBLE  = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
};

#define MAX_SKILL_ITEM_REQUIRE    10
struct skill_condition {
   int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
   int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
};

// Database skills

struct s_skill_db {
   char name[NAME_LENGTH];
   char desc[40];
   int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
   int num[MAX_SKILL_LEVEL];
   int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
#ifdef RENEWAL_CAST
   int fixed_cast[MAX_SKILL_LEVEL];
#endif
   int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
   int castcancel,cast_def_rate;
   int inf2,maxcount[MAX_SKILL_LEVEL],skill_type;
   int blewcount[MAX_SKILL_LEVEL];
   int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL];
   int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
   int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
   int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
   int nocast;
   int unit_id[2];
   int unit_layout_type[MAX_SKILL_LEVEL];
   int unit_range[MAX_SKILL_LEVEL];
   int unit_interval;
   int unit_target;
   int unit_flag;
};
extern struct s_skill_db skill_db[MAX_SKILL_DB];

#define MAX_SKILL_UNIT_LAYOUT    50
#define MAX_SQUARE_LAYOUT        5    // 11*11 Placement of a maximum unit
#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
struct s_skill_unit_layout {
   int count;
   int dx[MAX_SKILL_UNIT_COUNT];
   int dy[MAX_SKILL_UNIT_COUNT];
};

#define MAX_SKILLTIMERSKILL 15
struct skill_timerskill {
   int timer;
   int src_id;
   int target_id;
   int map;
   short x,y;
   short skill_id,skill_lv;
   int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
   int flag;
};

#define MAX_SKILLUNITGROUP 25
struct skill_unit_group {
   int src_id;
   int party_id;
   int guild_id;
   int bg_id;
   int map;
   int target_flag; //Holds BCT_* flag for battle_check_target
   int bl_flag;    //Holds BL_* flag for map_foreachin* functions
   unsigned int tick;
   int limit,interval;

   short skill_id,skill_lv;
   int val1,val2,val3;
   char *valstr;
   int unit_id;
   int group_id;
   int unit_count,alive_count;
   int item_id; //store item used.
   struct skill_unit *unit;
   struct {
       unsigned ammo_consume : 1;
       unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
       unsigned guildaura : 1;
   } state;
};

struct skill_unit {
   struct block_list bl;

   struct skill_unit_group *group;

   int limit;
   int val1,val2;
   short alive,range;
};

#define MAX_SKILLUNITGROUPTICKSET 25
struct skill_unit_group_tickset {
   unsigned int tick;
   int id;
};


enum {
   UF_DEFNOTENEMY   = 0x0001,    // If 'defunit_not_enemy' is set, the target is changed to 'friend'
   UF_NOREITERATION = 0x0002,    // Spell cannot be stacked
   UF_NOFOOTSET	 = 0x0004,    // Spell cannot be cast near/on targets
   UF_NOOVERLAP	 = 0x0008,    // Spell effects do not overlap
   UF_PATHCHECK	 = 0x0010,    // Only cells with a shootable path will be placed
   UF_NOPC		  = 0x0020,    // May not target players
   UF_NOMOB		 = 0x0040,    // May not target mobs
   UF_SKILL		 = 0x0080,    // May target skills
   UF_DANCE		 = 0x0100,    // Dance
   UF_ENSEMBLE	  = 0x0200,    // Duet
   UF_SONG		  = 0x0400,    // Song
   UF_DUALMODE	  = 0x0800,    // Spells should trigger both ontimer and onplace/onout/onleft effects.
   UF_RANGEDSINGLEUNIT = 0x2000 // hack for ranged layout, only display center
};

// Create Database item

struct s_skill_produce_db {
   int nameid, trigger;
   int req_skill,req_skill_lv,itemlv;
   int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
};
extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];

// Creating database arrow

struct s_skill_arrow_db {
   int nameid, trigger;
   int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
};
extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];

// Abracadabra database

struct s_skill_abra_db {
   int skillid;
   int req_lv;
   int per;
};
extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

extern int enchant_eff[5];
extern int deluge_eff[5];

int do_init_skill(void);
int do_final_skill(void);

//Returns the cast type of the skill: ground cast, castend damage, castend no damage
enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
int skill_get_casttype(int id); //[skotlex]

// Accessor to the skills database
//
int skill_get_index( int id );
int    skill_get_type( int id );
int    skill_get_hit( int id );
int    skill_get_inf( int id );
int    skill_get_ele( int id , int lv );
int    skill_get_nk( int id );
int    skill_get_max( int id );
int    skill_get_range( int id , int lv );
int    skill_get_range2(struct block_list *bl, int id, int lv);
int    skill_get_splash( int id , int lv );
int    skill_get_hp( int id ,int lv );
int    skill_get_mhp( int id ,int lv );
int    skill_get_sp( int id ,int lv );
int    skill_get_state(int id);
int    skill_get_zeny( int id ,int lv );
int    skill_get_num( int id ,int lv );
int    skill_get_cast( int id ,int lv );
int    skill_get_delay( int id ,int lv );
int    skill_get_walkdelay( int id ,int lv );
int    skill_get_time( int id ,int lv );
int    skill_get_time2( int id ,int lv );
int    skill_get_castnodex( int id ,int lv );
int    skill_get_castdef( int id );
int    skill_get_weapontype( int id );
int    skill_get_ammotype( int id );
int    skill_get_ammo_qty( int id, int lv );
int    skill_get_nocast( int id );
int    skill_get_unit_id(int id,int flag);
int    skill_get_inf2( int id );
int    skill_get_castcancel( int id );
int    skill_get_maxcount( int id ,int lv );
int    skill_get_blewcount( int id ,int lv );
int    skill_get_unit_flag( int id );
int    skill_get_unit_target( int id );
int    skill_tree_get_max( int id, int b_class );    // Celest
const char*    skill_get_name( int id );     // [skotlex]
const char*    skill_get_desc( int id );     // [skotlex]

int skill_name2id(const char* name);

int skill_isammotype(struct map_session_data *sd, int skill);
int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_map( struct map_session_data *sd,short skill_num, const char *map);

int skill_cleartimerskill(struct block_list *src);
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag);

// Results? Added
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick);
int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag);
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time);
// Skills unit
struct skill_unit_group* skill_id2group(int group_id);
struct skill_unit_group *skill_unitsetting(struct block_list* src, short skillid, short skilllv, short x, short y, int flag);
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
int skill_delunit(struct skill_unit *unit);
struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval);
int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
#define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
int skill_clear_unitgroup(struct block_list *src);
int skill_clear_group(struct block_list *bl, int flag);

int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);

int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
int skill_castfix_sc( struct block_list *bl, int time);
#ifdef RENEWAL_CAST
int skill_vfcastfix( struct block_list *bl, double time, int skill_id, int skill_lv);
#endif
int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);

// Skill conditions check and remove [inkfish]
int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv);
int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv);
int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);

int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag);
// -- moonsoul    (added skill_check_unit_cell)
int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id);
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range);
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag);
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy);

struct skill_unit_group *skill_check_dancing( struct block_list *src );

// Guild skills [celest]
int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex);

// Chant canceled
int skill_castcancel(struct block_list *bl,int type);

int skill_sit (struct map_session_data *sd, int type);
void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag);
void skill_repairweapon(struct map_session_data *sd, int idx);
void skill_identify(struct map_session_data *sd,int idx);
void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
int skill_autospell(struct map_session_data *md,int skillid);

int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal);

bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);

// Abnormal status
int skill_enchant_elemental_end(struct block_list *bl, int type);
int skillnotok(int skillid, struct map_session_data *sd);
int skillnotok_hom(int skillid, struct homun_data *hd);
int skillnotok_mercenary(int skillid, struct mercenary_data *md);

int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap);

// Item creation
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty);
int skill_produce_mix( struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty );

int skill_arrow_create( struct map_session_data *sd,int nameid);

// skills for the mob
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag);

int skill_blockpc_start_(struct map_session_data*, int, int, bool);
int skill_blockhomun_start (struct homun_data*,int,int);
int skill_blockmerc_start (struct mercenary_data*,int,int);

#define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false )

// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
#define skill_ischangesex(id) ( \
   ((id) >= BD_ADAPTATION	 && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
   ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD)	 || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))

// Skill action, (return dmg,heal)
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );

void skill_reload(void);

enum {
   ST_NONE,
   ST_HIDING,
   ST_CLOAKING,
   ST_HIDDEN,
   ST_RIDING,
   ST_FALCON,
   ST_CART,
   ST_SHIELD,
   ST_SIGHT,
   ST_EXPLOSIONSPIRITS,
   ST_CARTBOOST,
   ST_RECOV_WEIGHT_RATE,
   ST_MOVE_ENABLE,
   ST_WATER,
   /**
    * 3rd States
    **/
   ST_RIDINGDRAGON,
   ST_WUG,
   ST_RIDINGWUG,
   ST_MADO,
   ST_ELEMENTALSPIRIT,
    ST_POISONINGWEAPON,
    ST_ROLLINGCUTTER,
};

enum e_skill {
   NV_BASIC = 1,

   SM_SWORD,
   SM_TWOHAND,
   SM_RECOVERY,
   SM_BASH,
   SM_PROVOKE,
   SM_MAGNUM,
   SM_ENDURE,

   MG_SRECOVERY,
   MG_SIGHT,
   MG_NAPALMBEAT,
   MG_SAFETYWALL,
   MG_SOULSTRIKE,
   MG_COLDBOLT,
   MG_FROSTDIVER,
   MG_STONECURSE,
   MG_FIREBALL,
   MG_FIREWALL,
   MG_FIREBOLT,
   MG_LIGHTNINGBOLT,
   MG_THUNDERSTORM,

   AL_DP,
   AL_DEMONBANE,
   AL_RUWACH,
   AL_PNEUMA,
   AL_TELEPORT,
   AL_WARP,
   AL_HEAL,
   AL_INCAGI,
   AL_DECAGI,
   AL_HOLYWATER,
   AL_CRUCIS,
   AL_ANGELUS,
   AL_BLESSING,
   AL_CURE,

   MC_INCCARRY,
   MC_DISCOUNT,
   MC_OVERCHARGE,
   MC_PUSHCART,
   MC_IDENTIFY,
   MC_VENDING,
   MC_MAMMONITE,

   AC_OWL,
   AC_VULTURE,
   AC_CONCENTRATION,
   AC_DOUBLE,
   AC_SHOWER,

   TF_DOUBLE,
   TF_MISS,
   TF_STEAL,
   TF_HIDING,
   TF_POISON,
   TF_DETOXIFY,

   ALL_RESURRECTION,

   KN_SPEARMASTERY,
   KN_PIERCE,
   KN_BRANDISHSPEAR,
   KN_SPEARSTAB,
   KN_SPEARBOOMERANG,
   KN_TWOHANDQUICKEN,
   KN_AUTOCOUNTER,
   KN_BOWLINGBASH,
   KN_RIDING,
   KN_CAVALIERMASTERY,

   PR_MACEMASTERY,
   PR_IMPOSITIO,
   PR_SUFFRAGIUM,
   PR_ASPERSIO,
   PR_BENEDICTIO,
   PR_SANCTUARY,
   PR_SLOWPOISON,
   PR_STRECOVERY,
   PR_KYRIE,
   PR_MAGNIFICAT,
   PR_GLORIA,
   PR_LEXDIVINA,
   PR_TURNUNDEAD,
   PR_LEXAETERNA,
   PR_MAGNUS,

   WZ_FIREPILLAR,
   WZ_SIGHTRASHER,
   WZ_FIREIVY,
   WZ_METEOR,
   WZ_JUPITEL,
   WZ_VERMILION,
   WZ_WATERBALL,
   WZ_ICEWALL,
   WZ_FROSTNOVA,
   WZ_STORMGUST,
   WZ_EARTHSPIKE,
   WZ_HEAVENDRIVE,
   WZ_QUAGMIRE,
   WZ_ESTIMATION,

   BS_IRON,
   BS_STEEL,
   BS_ENCHANTEDSTONE,
   BS_ORIDEOCON,
   BS_DAGGER,
   BS_SWORD,
   BS_TWOHANDSWORD,
   BS_AXE,
   BS_MACE,
   BS_KNUCKLE,
   BS_SPEAR,
   BS_HILTBINDING,
   BS_FINDINGORE,
   BS_WEAPONRESEARCH,
   BS_REPAIRWEAPON,
   BS_SKINTEMPER,
   BS_HAMMERFALL,
   BS_ADRENALINE,
   BS_WEAPONPERFECT,
   BS_OVERTHRUST,
   BS_MAXIMIZE,

   HT_SKIDTRAP,
   HT_LANDMINE,
   HT_ANKLESNARE,
   HT_SHOCKWAVE,
   HT_SANDMAN,
   HT_FLASHER,
   HT_FREEZINGTRAP,
   HT_BLASTMINE,
   HT_CLAYMORETRAP,
   HT_REMOVETRAP,
   HT_TALKIEBOX,
   HT_BEASTBANE,
   HT_FALCON,
   HT_STEELCROW,
   HT_BLITZBEAT,
   HT_DETECTING,
   HT_SPRINGTRAP,

   AS_RIGHT,
   AS_LEFT,
   AS_KATAR,
   AS_CLOAKING,
   AS_SONICBLOW,
   AS_GRIMTOOTH,
   AS_ENCHANTPOISON,
   AS_POISONREACT,
   AS_VENOMDUST,
   AS_SPLASHER,

   NV_FIRSTAID,
   NV_TRICKDEAD,
   SM_MOVINGRECOVERY,
   SM_FATALBLOW,
   SM_AUTOBERSERK,
   AC_MAKINGARROW,
   AC_CHARGEARROW,
   TF_SPRINKLESAND,
   TF_BACKSLIDING,
   TF_PICKSTONE,
   TF_THROWSTONE,
   MC_CARTREVOLUTION,
   MC_CHANGECART,
   MC_LOUD,
   AL_HOLYLIGHT,
   MG_ENERGYCOAT,

   NPC_PIERCINGATT,
   NPC_MENTALBREAKER,
   NPC_RANGEATTACK,
   NPC_ATTRICHANGE,
   NPC_CHANGEWATER,
   NPC_CHANGEGROUND,
   NPC_CHANGEFIRE,
   NPC_CHANGEWIND,
   NPC_CHANGEPOISON,
   NPC_CHANGEHOLY,
   NPC_CHANGEDARKNESS,
   NPC_CHANGETELEKINESIS,
   NPC_CRITICALSLASH,
   NPC_COMBOATTACK,
   NPC_GUIDEDATTACK,
   NPC_SELFDESTRUCTION,
   NPC_SPLASHATTACK,
   NPC_SUICIDE,
   NPC_POISON,
   NPC_BLINDATTACK,
   NPC_SILENCEATTACK,
   NPC_STUNATTACK,
   NPC_PETRIFYATTACK,
   NPC_CURSEATTACK,
   NPC_SLEEPATTACK,
   NPC_RANDOMATTACK,
   NPC_WATERATTACK,
   NPC_GROUNDATTACK,
   NPC_FIREATTACK,
   NPC_WINDATTACK,
   NPC_POISONATTACK,
   NPC_HOLYATTACK,
   NPC_DARKNESSATTACK,
   NPC_TELEKINESISATTACK,
   NPC_MAGICALATTACK,
   NPC_METAMORPHOSIS,
   NPC_PROVOCATION,
   NPC_SMOKING,
   NPC_SUMMONSLAVE,
   NPC_EMOTION,
   NPC_TRANSFORMATION,
   NPC_BLOODDRAIN,
   NPC_ENERGYDRAIN,
   NPC_KEEPING,
   NPC_DARKBREATH,
   NPC_DARKBLESSING,
   NPC_BARRIER,
   NPC_DEFENDER,
   NPC_LICK,
   NPC_HALLUCINATION,
   NPC_REBIRTH,
   NPC_SUMMONMONSTER,

   RG_SNATCHER,
   RG_STEALCOIN,
   RG_BACKSTAP,
   RG_TUNNELDRIVE,
   RG_RAID,
   RG_STRIPWEAPON,
   RG_STRIPSHIELD,
   RG_STRIPARMOR,
   RG_STRIPHELM,
   RG_INTIMIDATE,
   RG_GRAFFITI,
   RG_FLAGGRAFFITI,
   RG_CLEANER,
   RG_GANGSTER,
   RG_COMPULSION,
   RG_PLAGIARISM,

   AM_AXEMASTERY,
   AM_LEARNINGPOTION,
   AM_PHARMACY,
   AM_DEMONSTRATION,
   AM_ACIDTERROR,
   AM_POTIONPITCHER,
   AM_CANNIBALIZE,
   AM_SPHEREMINE,
   AM_CP_WEAPON,
   AM_CP_SHIELD,
   AM_CP_ARMOR,
   AM_CP_HELM,
   AM_BIOETHICS,
   AM_BIOTECHNOLOGY,
   AM_CREATECREATURE,
   AM_CULTIVATION,
   AM_FLAMECONTROL,
   AM_CALLHOMUN,
   AM_REST,
   AM_DRILLMASTER,
   AM_HEALHOMUN,
   AM_RESURRECTHOMUN,

   CR_TRUST,
   CR_AUTOGUARD,
   CR_SHIELDCHARGE,
   CR_SHIELDBOOMERANG,
   CR_REFLECTSHIELD,
   CR_HOLYCROSS,
   CR_GRANDCROSS,
   CR_DEVOTION,
   CR_PROVIDENCE,
   CR_DEFENDER,
   CR_SPEARQUICKEN,

   MO_IRONHAND,
   MO_SPIRITSRECOVERY,
   MO_CALLSPIRITS,
   MO_ABSORBSPIRITS,
   MO_TRIPLEATTACK,
   MO_BODYRELOCATION,
   MO_DODGE,
   MO_INVESTIGATE,
   MO_FINGEROFFENSIVE,
   MO_STEELBODY,
   MO_BLADESTOP,
   MO_EXPLOSIONSPIRITS,
   MO_EXTREMITYFIST,
   MO_CHAINCOMBO,
   MO_COMBOFINISH,

   SA_ADVANCEDBOOK,
   SA_CASTCANCEL,
   SA_MAGICROD,
   SA_SPELLBREAKER,
   SA_FREECAST,
   SA_AUTOSPELL,
   SA_FLAMELAUNCHER,
   SA_FROSTWEAPON,
   SA_LIGHTNINGLOADER,
   SA_SEISMICWEAPON,
   SA_DRAGONOLOGY,
   SA_VOLCANO,
   SA_DELUGE,
   SA_VIOLENTGALE,
   SA_LANDPROTECTOR,
   SA_DISPELL,
   SA_ABRACADABRA,
   SA_MONOCELL,
   SA_CLASSCHANGE,
   SA_SUMMONMONSTER,
   SA_REVERSEORCISH,
   SA_DEATH,
   SA_FORTUNE,
   SA_TAMINGMONSTER,
   SA_QUESTION,
   SA_GRAVITY,
   SA_LEVELUP,
   SA_INSTANTDEATH,
   SA_FULLRECOVERY,
   SA_COMA,

   BD_ADAPTATION,
   BD_ENCORE,
   BD_LULLABY,
   BD_RICHMANKIM,
   BD_ETERNALCHAOS,
   BD_DRUMBATTLEFIELD,
   BD_RINGNIBELUNGEN,
   BD_ROKISWEIL,
   BD_INTOABYSS,
   BD_SIEGFRIED,
   BD_RAGNAROK,

   BA_MUSICALLESSON,
   BA_MUSICALSTRIKE,
   BA_DISSONANCE,
   BA_FROSTJOKER,
   BA_WHISTLE,
   BA_ASSASSINCROSS,
   BA_POEMBRAGI,
   BA_APPLEIDUN,

   DC_DANCINGLESSON,
   DC_THROWARROW,
   DC_UGLYDANCE,
   DC_SCREAM,
   DC_HUMMING,
   DC_DONTFORGETME,
   DC_FORTUNEKISS,
   DC_SERVICEFORYOU,

   NPC_RANDOMMOVE,
   NPC_SPEEDUP,
   NPC_REVENGE,

   WE_MALE,
   WE_FEMALE,
   WE_CALLPARTNER,

   ITM_TOMAHAWK,

   NPC_DARKCROSS,
   NPC_GRANDDARKNESS,
   NPC_DARKSTRIKE,
   NPC_DARKTHUNDER,
   NPC_STOP,
   NPC_WEAPONBRAKER,
   NPC_ARMORBRAKE,
   NPC_HELMBRAKE,
   NPC_SHIELDBRAKE,
   NPC_UNDEADATTACK,
   NPC_CHANGEUNDEAD,
   NPC_POWERUP,
   NPC_AGIUP,
   NPC_SIEGEMODE,
   NPC_CALLSLAVE,
   NPC_INVISIBLE,
   NPC_RUN,

   LK_AURABLADE,
   LK_PARRYING,
   LK_CONCENTRATION,
   LK_TENSIONRELAX,
   LK_BERSERK,
   LK_FURY,
   HP_ASSUMPTIO,
   HP_BASILICA,
   HP_MEDITATIO,
   HW_SOULDRAIN,
   HW_MAGICCRASHER,
   HW_MAGICPOWER,
   PA_PRESSURE,
   PA_SACRIFICE,
   PA_GOSPEL,
   CH_PALMSTRIKE,
   CH_TIGERFIST,
   CH_CHAINCRUSH,
   PF_HPCONVERSION,
   PF_SOULCHANGE,
   PF_SOULBURN,
   ASC_KATAR,
   ASC_HALLUCINATION,
   ASC_EDP,
   ASC_BREAKER,
   SN_SIGHT,
   SN_FALCONASSAULT,
   SN_SHARPSHOOTING,
   SN_WINDWALK,
   WS_MELTDOWN,
   WS_CREATECOIN,
   WS_CREATENUGGET,
   WS_CARTBOOST,
   WS_SYSTEMCREATE,
   ST_CHASEWALK,
   ST_REJECTSWORD,
   ST_STEALBACKPACK,
   CR_ALCHEMY,
   CR_SYNTHESISPOTION,
   CG_ARROWVULCAN,
   CG_MOONLIT,
   CG_MARIONETTE,
   LK_SPIRALPIERCE,
   LK_HEADCRUSH,
   LK_JOINTBEAT,
   HW_NAPALMVULCAN,
   CH_SOULCOLLECT,
   PF_MINDBREAKER,
   PF_MEMORIZE,
   PF_FOGWALL,
   PF_SPIDERWEB,
   ASC_METEORASSAULT,
   ASC_CDP,
   WE_BABY,
   WE_CALLPARENT,
   WE_CALLBABY,

   TK_RUN,
   TK_READYSTORM,
   TK_STORMKICK,
   TK_READYDOWN,
   TK_DOWNKICK,
   TK_READYTURN,
   TK_TURNKICK,
   TK_READYCOUNTER,
   TK_COUNTER,
   TK_DODGE,
   TK_JUMPKICK,
   TK_HPTIME,
   TK_SPTIME,
   TK_POWER,
   TK_SEVENWIND,
   TK_HIGHJUMP,

   SG_FEEL,
   SG_SUN_WARM,
   SG_MOON_WARM,
   SG_STAR_WARM,
   SG_SUN_COMFORT,
   SG_MOON_COMFORT,
   SG_STAR_COMFORT,
   SG_HATE,
   SG_SUN_ANGER,
   SG_MOON_ANGER,
   SG_STAR_ANGER,
   SG_SUN_BLESS,
   SG_MOON_BLESS,
   SG_STAR_BLESS,
   SG_DEVIL,
   SG_FRIEND,
   SG_KNOWLEDGE,
   SG_FUSION,

   SL_ALCHEMIST,
   AM_BERSERKPITCHER,
   SL_MONK,
   SL_STAR,
   SL_SAGE,
   SL_CRUSADER,
   SL_SUPERNOVICE,
   SL_KNIGHT,
   SL_WIZARD,
   SL_PRIEST,
   SL_BARDDANCER,
   SL_ROGUE,
   SL_ASSASIN,
   SL_BLACKSMITH,
   BS_ADRENALINE2,
   SL_HUNTER,
   SL_SOULLINKER,
   SL_KAIZEL,
   SL_KAAHI,
   SL_KAUPE,
   SL_KAITE,
   SL_KAINA,
   SL_STIN,
   SL_STUN,
   SL_SMA,
   SL_SWOO,
   SL_SKE,
   SL_SKA,

   SM_SELFPROVOKE,
   NPC_EMOTION_ON,
   ST_PRESERVE,
   ST_FULLSTRIP,
   WS_WEAPONREFINE,
   CR_SLIMPITCHER,
   CR_FULLPROTECTION,
   PA_SHIELDCHAIN,
   HP_MANARECHARGE,
   PF_DOUBLECASTING,
   HW_GANBANTEIN,
   HW_GRAVITATION,
   WS_CARTTERMINATION,
   WS_OVERTHRUSTMAX,
   CG_LONGINGFREEDOM,
   CG_HERMODE,
   CG_TAROTCARD,
   CR_ACIDDEMONSTRATION,
   CR_CULTIVATION,
   ITEM_ENCHANTARMS,
   TK_MISSION,
   SL_HIGH,
   KN_ONEHAND,
   AM_TWILIGHT1,
   AM_TWILIGHT2,
   AM_TWILIGHT3,
   HT_POWER,

   GS_GLITTERING,
   GS_FLING,
   GS_TRIPLEACTION,
   GS_BULLSEYE,
   GS_MADNESSCANCEL,
   GS_ADJUSTMENT,
   GS_INCREASING,
   GS_MAGICALBULLET,
   GS_CRACKER,
   GS_SINGLEACTION,
   GS_SNAKEEYE,
   GS_CHAINACTION,
   GS_TRACKING,
   GS_DISARM,
   GS_PIERCINGSHOT,
   GS_RAPIDSHOWER,
   GS_DESPERADO,
   GS_GATLINGFEVER,
   GS_DUST,
   GS_FULLBUSTER,
   GS_SPREADATTACK,
   GS_GROUNDDRIFT,

   NJ_TOBIDOUGU,
   NJ_SYURIKEN,
   NJ_KUNAI,
   NJ_HUUMA,
   NJ_ZENYNAGE,
   NJ_TATAMIGAESHI,
   NJ_KASUMIKIRI,
   NJ_SHADOWJUMP,
   NJ_KIRIKAGE,
   NJ_UTSUSEMI,
   NJ_BUNSINJYUTSU,
   NJ_NINPOU,
   NJ_KOUENKA,
   NJ_KAENSIN,
   NJ_BAKUENRYU,
   NJ_HYOUSENSOU,
   NJ_SUITON,
   NJ_HYOUSYOURAKU,
   NJ_HUUJIN,
   NJ_RAIGEKISAI,
   NJ_KAMAITACHI,
   NJ_NEN,
   NJ_ISSEN,

   MB_FIGHTING,
   MB_NEUTRAL,
   MB_TAIMING_PUTI,
   MB_WHITEPOTION,
   MB_MENTAL,
   MB_CARDPITCHER,
   MB_PETPITCHER,
   MB_BODYSTUDY,
   MB_BODYALTER,
   MB_PETMEMORY,
   MB_M_TELEPORT,
   MB_B_GAIN,
   MB_M_GAIN,
   MB_MISSION,
   MB_MUNAKKNOWLEDGE,
   MB_MUNAKBALL,
   MB_SCROLL,
   MB_B_GATHERING,
   MB_M_GATHERING,
   MB_B_EXCLUDE,
   MB_B_DRIFT,
   MB_B_WALLRUSH,
   MB_M_WALLRUSH,
   MB_B_WALLSHIFT,
   MB_M_WALLCRASH,
   MB_M_REINCARNATION,
   MB_B_EQUIP,

   SL_DEATHKNIGHT,
   SL_COLLECTOR,
   SL_NINJA,
   SL_GUNNER,
   AM_TWILIGHT4,
   DA_RESET,
   DE_BERSERKAIZER,
   DA_DARKPOWER,

   DE_PASSIVE,
   DE_PATTACK,
   DE_PSPEED,
   DE_PDEFENSE,
   DE_PCRITICAL,
   DE_PHP,
   DE_PSP,
   DE_RESET,
   DE_RANKING,
   DE_PTRIPLE,
   DE_ENERGY,
   DE_NIGHTMARE,
   DE_SLASH,
   DE_COIL,
   DE_WAVE,
   DE_REBIRTH,
   DE_AURA,
   DE_FREEZER,
   DE_CHANGEATTACK,
   DE_PUNISH,
   DE_POISON,
   DE_INSTANT,
   DE_WARNING,
   DE_RANKEDKNIFE,
   DE_RANKEDGRADIUS,
   DE_GAUGE,
   DE_GTIME,
   DE_GPAIN,
   DE_GSKILL,
   DE_GKILL,
   DE_ACCEL,
   DE_BLOCKDOUBLE,
   DE_BLOCKMELEE,
   DE_BLOCKFAR,
   DE_FRONTATTACK,
   DE_DANGERATTACK,
   DE_TWINATTACK,
   DE_WINDATTACK,
   DE_WATERATTACK,

   DA_ENERGY,
   DA_CLOUD,
   DA_FIRSTSLOT,
   DA_HEADDEF,
   DA_SPACE,
   DA_TRANSFORM,
   DA_EXPLOSION,
   DA_REWARD,
   DA_CRUSH,
   DA_ITEMREBUILD,
   DA_ILLUSION,
   DA_NUETRALIZE,
   DA_RUNNER,
   DA_TRANSFER,
   DA_WALL,
   DA_ZENY,
   DA_REVENGE,
   DA_EARPLUG,
   DA_CONTRACT,
   DA_BLACK,
   DA_DREAM,
   DA_MAGICCART,
   DA_COPY,
   DA_CRYSTAL,
   DA_EXP,
   DA_CARTSWING,
   DA_REBUILD,
   DA_JOBCHANGE,
   DA_EDARKNESS,
   DA_EGUARDIAN,
   DA_TIMEOUT,
   ALL_TIMEIN,
   DA_ZENYRANK,
   DA_ACCESSORYMIX,

   NPC_EARTHQUAKE,
   NPC_FIREBREATH,
   NPC_ICEBREATH,
   NPC_THUNDERBREATH,
   NPC_ACIDBREATH,
   NPC_DARKNESSBREATH,
   NPC_DRAGONFEAR,
   NPC_BLEEDING,
   NPC_PULSESTRIKE,
   NPC_HELLJUDGEMENT,
   NPC_WIDESILENCE,
   NPC_WIDEFREEZE,
   NPC_WIDEBLEEDING,
   NPC_WIDESTONE,
   NPC_WIDECONFUSE,
   NPC_WIDESLEEP,
   NPC_WIDESIGHT,
   NPC_EVILLAND,
   NPC_MAGICMIRROR,
   NPC_SLOWCAST,
   NPC_CRITICALWOUND,
   NPC_EXPULSION,
   NPC_STONESKIN,
   NPC_ANTIMAGIC,
   NPC_WIDECURSE,
   NPC_WIDESTUN,
   NPC_VAMPIRE_GIFT,
   NPC_WIDESOULDRAIN,

   ALL_INCCARRY,
   NPC_TALK,
   NPC_HELLPOWER,
   NPC_WIDEHELLDIGNITY,
   NPC_INVINCIBLE,
   NPC_INVINCIBLEOFF,
   NPC_ALLHEAL,
   GM_SANDMAN,
   CASH_BLESSING,
   CASH_INCAGI,
   CASH_ASSUMPTIO,
   ALL_CATCRY,
   ALL_PARTYFLEE,
   ALL_ANGEL_PROTECT,
   ALL_DREAM_SUMMERNIGHT,
   NPC_CHANGEUNDEAD2,
   ALL_REVERSEORCISH,
   ALL_WEWISH,
   ALL_SONKRAN,
   NPC_WIDEHEALTHFEAR,
   NPC_WIDEBODYBURNNING,
   NPC_WIDEFROSTMISTY,
   NPC_WIDECOLD,
   NPC_WIDE_DEEP_SLEEP,
   NPC_WIDESIREN,
   NPC_VENOMFOG,
   NPC_MILLENNIUMSHIELD,
   NPC_COMET,

   KN_CHARGEATK = 1001,
   CR_SHRINK,
   AS_SONICACCEL,
   AS_VENOMKNIFE,
   RG_CLOSECONFINE,
   WZ_SIGHTBLASTER,
   SA_CREATECON,
   SA_ELEMENTWATER,
   HT_PHANTASMIC,
   BA_PANGVOICE,
   DC_WINKCHARM,
   BS_UNFAIRLYTRICK,
   BS_GREED,
   PR_REDEMPTIO,
   MO_KITRANSLATION,
   MO_BALKYOUNG,
   SA_ELEMENTGROUND,
   SA_ELEMENTFIRE,
   SA_ELEMENTWIND,

   RK_ENCHANTBLADE = 2001,
   RK_SONICWAVE,
   RK_DEATHBOUND,
   RK_HUNDREDSPEAR,
   RK_WINDCUTTER,
   RK_IGNITIONBREAK,
   RK_DRAGONTRAINING,
   RK_DRAGONBREATH,
   RK_DRAGONHOWLING,
   RK_RUNEMASTERY,
   RK_MILLENNIUMSHIELD,
   RK_CRUSHSTRIKE,
   RK_REFRESH,
   RK_GIANTGROWTH,
   RK_STONEHARDSKIN,
   RK_VITALITYACTIVATION,
   RK_STORMBLAST,
   RK_FIGHTINGSPIRIT,
   RK_ABUNDANCE,
   RK_PHANTOMTHRUST,

   GC_VENOMIMPRESS,
   GC_CROSSIMPACT,
   GC_DARKILLUSION,
   GC_RESEARCHNEWPOISON,
   GC_CREATENEWPOISON,
   GC_ANTIDOTE,
   GC_POISONINGWEAPON,
   GC_WEAPONBLOCKING,
   GC_COUNTERSLASH,
   GC_WEAPONCRUSH,
   GC_VENOMPRESSURE,
   GC_POISONSMOKE,
   GC_CLOAKINGEXCEED,
   GC_PHANTOMMENACE,
   GC_HALLUCINATIONWALK,
   GC_ROLLINGCUTTER,
   GC_CROSSRIPPERSLASHER,

   AB_JUDEX,
   AB_ANCILLA,
   AB_ADORAMUS,
   AB_CLEMENTIA,
   AB_CANTO,
   AB_CHEAL,
   AB_EPICLESIS,
   AB_PRAEFATIO,
   AB_ORATIO,
   AB_LAUDAAGNUS,
   AB_LAUDARAMUS,
   AB_EUCHARISTICA,
   AB_RENOVATIO,
   AB_HIGHNESSHEAL,
   AB_CLEARANCE,
   AB_EXPIATIO,
   AB_DUPLELIGHT,
   AB_DUPLELIGHT_MELEE,
   AB_DUPLELIGHT_MAGIC,
   AB_SILENTIUM,

   WL_WHITEIMPRISON = 2201,
   WL_SOULEXPANSION,
   WL_FROSTMISTY,
   WL_JACKFROST,
   WL_MARSHOFABYSS,
   WL_RECOGNIZEDSPELL,
   WL_SIENNAEXECRATE,
   WL_RADIUS,
   WL_STASIS,
   WL_DRAINLIFE,
   WL_CRIMSONROCK,
   WL_HELLINFERNO,
   WL_COMET,
   WL_CHAINLIGHTNING,
   WL_CHAINLIGHTNING_ATK,
   WL_EARTHSTRAIN,
   WL_TETRAVORTEX,
   WL_TETRAVORTEX_FIRE,
   WL_TETRAVORTEX_WATER,
   WL_TETRAVORTEX_WIND,
   WL_TETRAVORTEX_GROUND,
   WL_SUMMONFB,
   WL_SUMMONBL,
   WL_SUMMONWB,
   WL_SUMMON_ATK_FIRE,
   WL_SUMMON_ATK_WIND,
   WL_SUMMON_ATK_WATER,
   WL_SUMMON_ATK_GROUND,
   WL_SUMMONSTONE,
   WL_RELEASE,
   WL_READING_SB,
   WL_FREEZE_SP,

   RA_ARROWSTORM,
   RA_FEARBREEZE,
   RA_RANGERMAIN,
   RA_AIMEDBOLT,
   RA_DETONATOR,
   RA_ELECTRICSHOCKER,
   RA_CLUSTERBOMB,
   RA_WUGMASTERY,
   RA_WUGRIDER,
   RA_WUGDASH,
   RA_WUGSTRIKE,
   RA_WUGBITE,
   RA_TOOTHOFWUG,
   RA_SENSITIVEKEEN,
   RA_CAMOUFLAGE,
   RA_RESEARCHTRAP,
   RA_MAGENTATRAP,
   RA_COBALTTRAP,
   RA_MAIZETRAP,
   RA_VERDURETRAP,
   RA_FIRINGTRAP,
   RA_ICEBOUNDTRAP,

   NC_MADOLICENCE,
   NC_BOOSTKNUCKLE,
   NC_PILEBUNKER,
   NC_VULCANARM,
   NC_FLAMELAUNCHER,
   NC_COLDSLOWER,
   NC_ARMSCANNON,
   NC_ACCELERATION,
   NC_HOVERING,
   NC_F_SIDESLIDE,
   NC_B_SIDESLIDE,
   NC_MAINFRAME,
   NC_SELFDESTRUCTION,
   NC_SHAPESHIFT,
   NC_EMERGENCYCOOL,
   NC_INFRAREDSCAN,
   NC_ANALYZE,
   NC_MAGNETICFIELD,
   NC_NEUTRALBARRIER,
   NC_STEALTHFIELD,
   NC_REPAIR,
   NC_TRAININGAXE,
   NC_RESEARCHFE,
   NC_AXEBOOMERANG,
   NC_POWERSWING,
   NC_AXETORNADO,
   NC_SILVERSNIPER,
   NC_MAGICDECOY,
   NC_DISJOINT,

   SC_FATALMENACE,
   SC_REPRODUCE,
   SC_AUTOSHADOWSPELL,
   SC_SHADOWFORM,
   SC_TRIANGLESHOT,
   SC_BODYPAINT,
   SC_INVISIBILITY,
   SC_DEADLYINFECT,
   SC_ENERVATION,
   SC_GROOMY,
   SC_IGNORANCE,
   SC_LAZINESS,
   SC_UNLUCKY,
   SC_WEAKNESS,
   SC_STRIPACCESSARY,
   SC_MANHOLE,
   SC_DIMENSIONDOOR,
   SC_CHAOSPANIC,
   SC_MAELSTROM,
   SC_BLOODYLUST,
   SC_FEINTBOMB,

   LG_CANNONSPEAR = 2307,
   LG_BANISHINGPOINT,
   LG_TRAMPLE,
   LG_SHIELDPRESS,
   LG_REFLECTDAMAGE,
   LG_PINPOINTATTACK,
   LG_FORCEOFVANGUARD,
   LG_RAGEBURST,
   LG_SHIELDSPELL,
   LG_EXEEDBREAK,
   LG_OVERBRAND,
   LG_PRESTIGE,
   LG_BANDING,
   LG_MOONSLASHER,
   LG_RAYOFGENESIS,
   LG_PIETY,
   LG_EARTHDRIVE,
   LG_HESPERUSLIT,
   LG_INSPIRATION,

   SR_DRAGONCOMBO,
   SR_SKYNETBLOW,
   SR_EARTHSHAKER,
   SR_FALLENEMPIRE,
   SR_TIGERCANNON,
   SR_HELLGATE,
   SR_RAMPAGEBLASTER,
   SR_CRESCENTELBOW,
   SR_CURSEDCIRCLE,
   SR_LIGHTNINGWALK,
   SR_KNUCKLEARROW,
   SR_WINDMILL,
   SR_RAISINGDRAGON,
   SR_GENTLETOUCH,
   SR_ASSIMILATEPOWER,
   SR_POWERVELOCITY,
   SR_CRESCENTELBOW_AUTOSPELL,
   SR_GATEOFHELL,
   SR_GENTLETOUCH_QUIET,
   SR_GENTLETOUCH_CURE,
   SR_GENTLETOUCH_ENERGYGAIN,
   SR_GENTLETOUCH_CHANGE,
   SR_GENTLETOUCH_REVITALIZE,

   WA_SWING_DANCE = 2350,
   WA_SYMPHONY_OF_LOVER,
   WA_MOONLIT_SERENADE,

   MI_RUSH_WINDMILL = 2381,
   MI_ECHOSONG,
   MI_HARMONIZE,

   WM_LESSON = 2412,
   WM_METALICSOUND,
   WM_REVERBERATION,
   WM_REVERBERATION_MELEE,
   WM_REVERBERATION_MAGIC,
   WM_DOMINION_IMPULSE,
   WM_SEVERE_RAINSTORM,
   WM_POEMOFNETHERWORLD,
   WM_VOICEOFSIREN,
   WM_DEADHILLHERE,
   WM_LULLABY_DEEPSLEEP,
   WM_SIRCLEOFNATURE,
   WM_RANDOMIZESPELL,
   WM_GLOOMYDAY,
   WM_GREAT_ECHO,
   WM_SONG_OF_MANA,
   WM_DANCE_WITH_WUG,
   WM_SOUND_OF_DESTRUCTION,
   WM_SATURDAY_NIGHT_FEVER,
   WM_LERADS_DEW,
   WM_MELODYOFSINK,
   WM_BEYOND_OF_WARCRY,
   WM_UNLIMITED_HUMMING_VOICE,

   SO_FIREWALK = 2443,
   SO_ELECTRICWALK,
   SO_SPELLFIST,
   SO_EARTHGRAVE,
   SO_DIAMONDDUST,
   SO_POISON_BUSTER,
   SO_PSYCHIC_WAVE,
   SO_CLOUD_KILL,
   SO_STRIKING,
   SO_WARMER,
   SO_VACUUM_EXTREME,
   SO_VARETYR_SPEAR,
   SO_ARRULLO,
   SO_EL_CONTROL,
   SO_SUMMON_AGNI,
   SO_SUMMON_AQUA,
   SO_SUMMON_VENTUS,
   SO_SUMMON_TERA,
   SO_EL_ACTION,
   SO_EL_ANALYSIS,
   SO_EL_SYMPATHY,
   SO_EL_CURE,
   SO_FIRE_INSIGNIA,
   SO_WATER_INSIGNIA,
   SO_WIND_INSIGNIA,
   SO_EARTH_INSIGNIA,

   GN_TRAINING_SWORD = 2474,
   GN_REMODELING_CART,
   GN_CART_TORNADO,
   GN_CARTCANNON,
   GN_CARTBOOST,
   GN_THORNS_TRAP,
   GN_BLOOD_SUCKER,
   GN_SPORE_EXPLOSION,
   GN_WALLOFTHORN,
   GN_CRAZYWEED,
   GN_CRAZYWEED_ATK,
   GN_DEMONIC_FIRE,
   GN_FIRE_EXPANSION,
   GN_FIRE_EXPANSION_SMOKE_POWDER,
   GN_FIRE_EXPANSION_TEAR_GAS,
   GN_FIRE_EXPANSION_ACID,
   GN_HELLS_PLANT,
   GN_HELLS_PLANT_ATK,
   GN_MANDRAGORA,
   GN_SLINGITEM,
   GN_CHANGEMATERIAL,
   GN_MIX_COOKING,
   GN_MAKEBOMB,
   GN_S_PHARMACY,
   GN_SLINGITEM_RANGEMELEEATK,

   AB_SECRAMENT = 2515,
   WM_SEVERE_RAINSTORM_MELEE,
   SR_HOWLINGOFLION,
   SR_RIDEINLIGHTNING,
   LG_OVERBRAND_BRANDISH,
   LG_OVERBRAND_PLUSATK,

   ALL_ODINS_RECALL = 2533,
   RETURN_TO_ELDICASTES,
   ALL_BUYING_STORE,
   ALL_GUARDIAN_RECALL,
   ALL_ODINS_POWER,
   BEER_BOTTLE_CAP,
   NPC_ASSASSINCROSS,
   NPC_DISSONANCE,
   NPC_UGLYDANCE,
   ALL_TETANY,
   ALL_RAY_OF_PROTECTION,
   MC_CARTDECORATE,

   KO_YAMIKUMO = 3001,
   KO_RIGHT,
   KO_LEFT,
   KO_JYUMONJIKIRI,
   KO_SETSUDAN,
   KO_BAKURETSU,
   KO_HAPPOKUNAI,
   KO_MUCHANAGE,
   KO_HUUMARANKA,
   KO_MAKIBISHI,
   KO_MEIKYOUSISUI,
   KO_ZANZOU,
   KO_KYOUGAKU,
   KO_JYUSATSU,
   KO_KAHU_ENTEN,
   KO_HYOUHU_HUBUKI,
   KO_KAZEHU_SEIRAN,
   KO_DOHU_KOUKAI,
   KO_KAIHOU,
   KO_ZENKAI,
   KO_GENWAKU,
   KO_IZAYOI,
   KG_KAGEHUMI,
   KG_KYOMU,
   KG_KAGEMUSYA,
   OB_ZANGETSU,
   OB_OBOROGENSOU,
   OB_OBOROGENSOU_TRANSITION_ATK,
   OB_AKAITSUKI,

   ECL_SNOWFLIP = 3031,
   ECL_PEONYMAMY,
   ECL_SADAGUI,
   ECL_SEQUOIADUST,
   ECLAGE_RECALL,

   HLIF_HEAL = 8001,
   HLIF_AVOID,
   HLIF_BRAIN,
   HLIF_CHANGE,
   HAMI_CASTLE,
   HAMI_DEFENCE,
   HAMI_SKIN,
   HAMI_BLOODLUST,
   HFLI_MOON,
   HFLI_FLEET,
   HFLI_SPEED,
   HFLI_SBR44,
   HVAN_CAPRICE,
   HVAN_CHAOTIC,
   HVAN_INSTRUCT,
   HVAN_EXPLOSION,
   MUTATION_BASEJOB,
   MH_SUMMON_LEGION,
   MH_NEEDLE_OF_PARALYZE,
   MH_POISON_MIST,
   MH_PAIN_KILLER,
   MH_LIGHT_OF_REGENE,
   MH_OVERED_BOOST,
   MH_ERASER_CUTTER,
   MH_XENO_SLASHER,
   MH_SILENT_BREEZE,
   MH_STYLE_CHANGE,
   MH_SONIC_CRAW,
   MH_SILVERVEIN_RUSH,
   MH_MIDNIGHT_FRENZY,
   MH_STAHL_HORN,
   MH_GOLDENE_FERSE,
   MH_STEINWAND,
   MH_HEILIGE_STANGE,
   MH_ANGRIFFS_MODUS,
   MH_TINDER_BREAKER,
   MH_CBC,
   MH_EQC,
   MH_MAGMA_FLOW,
   MH_GRANITIC_ARMOR,
   MH_LAVA_SLIDE,
   MH_PYROCLASTIC,
   MH_VOLCANIC_ASH,

   MS_BASH = 8201,
   MS_MAGNUM,
   MS_BOWLINGBASH,
   MS_PARRYING,
   MS_REFLECTSHIELD,
   MS_BERSERK,
   MA_DOUBLE,
   MA_SHOWER,
   MA_SKIDTRAP,
   MA_LANDMINE,
   MA_SANDMAN,
   MA_FREEZINGTRAP,
   MA_REMOVETRAP,
   MA_CHARGEARROW,
   MA_SHARPSHOOTING,
   ML_PIERCE,
   ML_BRANDISH,
   ML_SPIRALPIERCE,
   ML_DEFENDER,
   ML_AUTOGUARD,
   ML_DEVOTION,
   MER_MAGNIFICAT,
   MER_QUICKEN,
   MER_SIGHT,
   MER_CRASH,
   MER_REGAIN,
   MER_TENDER,
   MER_BENEDICTION,
   MER_RECUPERATE,
   MER_MENTALCURE,
   MER_COMPRESS,
   MER_PROVOKE,
   MER_AUTOBERSERK,
   MER_DECAGI,
   MER_SCAPEGOAT,
   MER_LEXDIVINA,
   MER_ESTIMATION,
   MER_KYRIE,
   MER_BLESSING,
   MER_INCAGI,

   EL_CIRCLE_OF_FIRE = 8401,
   EL_FIRE_CLOAK,
   EL_FIRE_MANTLE,
   EL_WATER_SCREEN,
   EL_WATER_DROP,
   EL_WATER_BARRIER,
   EL_WIND_STEP,
   EL_WIND_CURTAIN,
   EL_ZEPHYR,
   EL_SOLID_SKIN,
   EL_STONE_SHIELD,
   EL_POWER_OF_GAIA,
   EL_PYROTECHNIC,
   EL_HEATER,
   EL_TROPIC,
   EL_AQUAPLAY,
   EL_COOLER,
   EL_CHILLY_AIR,
   EL_GUST,
   EL_BLAST,
   EL_WILD_STORM,
   EL_PETROLOGY,
   EL_CURSED_SOIL,
   EL_UPHEAVAL,
   EL_FIRE_ARROW,
   EL_FIRE_BOMB,
   EL_FIRE_BOMB_ATK,
   EL_FIRE_WAVE,
   EL_FIRE_WAVE_ATK,
   EL_ICE_NEEDLE,
   EL_WATER_SCREW,
   EL_WATER_SCREW_ATK,
   EL_TIDAL_WEAPON,
   EL_WIND_SLASH,
   EL_HURRICANE,
   EL_HURRICANE_ATK,
   EL_TYPOON_MIS,
   EL_TYPOON_MIS_ATK,
   EL_STONE_HAMMER,
   EL_ROCK_CRUSHER,
   EL_ROCK_CRUSHER_ATK,
   EL_STONE_RAIN,
};

/// The client view ids for land skills.
enum {
   UNT_SAFETYWALL = 0x7e,
   UNT_FIREWALL,
   UNT_WARP_WAITING,
   UNT_WARP_ACTIVE,
   UNT_BENEDICTIO, //TODO
   UNT_SANCTUARY,
   UNT_MAGNUS,
   UNT_PNEUMA,
   UNT_DUMMYSKILL, //These show no effect on the client
   UNT_FIREPILLAR_WAITING,
   UNT_FIREPILLAR_ACTIVE,
   UNT_HIDDEN_TRAP, //TODO
   UNT_TRAP, //TODO
   UNT_HIDDEN_WARP_NPC, //TODO
   UNT_USED_TRAPS,
   UNT_ICEWALL,
   UNT_QUAGMIRE,
   UNT_BLASTMINE,
   UNT_SKIDTRAP,
   UNT_ANKLESNARE,
   UNT_VENOMDUST,
   UNT_LANDMINE,
   UNT_SHOCKWAVE,
   UNT_SANDMAN,
   UNT_FLASHER,
   UNT_FREEZINGTRAP,
   UNT_CLAYMORETRAP,
   UNT_TALKIEBOX,
   UNT_VOLCANO,
   UNT_DELUGE,
   UNT_VIOLENTGALE,
   UNT_LANDPROTECTOR,
   UNT_LULLABY,
   UNT_RICHMANKIM,
   UNT_ETERNALCHAOS,
   UNT_DRUMBATTLEFIELD,
   UNT_RINGNIBELUNGEN,
   UNT_ROKISWEIL,
   UNT_INTOABYSS,
   UNT_SIEGFRIED,
   UNT_DISSONANCE,
   UNT_WHISTLE,
   UNT_ASSASSINCROSS,
   UNT_POEMBRAGI,
   UNT_APPLEIDUN,
   UNT_UGLYDANCE,
   UNT_HUMMING,
   UNT_DONTFORGETME,
   UNT_FORTUNEKISS,
   UNT_SERVICEFORYOU,
   UNT_GRAFFITI,
   UNT_DEMONSTRATION,
   UNT_CALLFAMILY,
   UNT_GOSPEL,
   UNT_BASILICA,
   UNT_MOONLIT,
   UNT_FOGWALL,
   UNT_SPIDERWEB,
   UNT_GRAVITATION,
   UNT_HERMODE,
   UNT_KAENSIN, //TODO
   UNT_SUITON,
   UNT_TATAMIGAESHI,
   UNT_KAEN,
   UNT_GROUNDDRIFT_WIND,
   UNT_GROUNDDRIFT_DARK,
   UNT_GROUNDDRIFT_POISON,
   UNT_GROUNDDRIFT_WATER,
   UNT_GROUNDDRIFT_FIRE,
   UNT_DEATHWAVE, //TODO
   UNT_WATERATTACK, //TODO
   UNT_WINDATTACK, //TODO
   UNT_EARTHQUAKE, //TODO
   UNT_EVILLAND,
   UNT_DARK_RUNNER, //TODO
   UNT_DARK_TRANSFER, //TODO
   UNT_EPICLESIS,
   UNT_EARTHSTRAIN,
   UNT_MANHOLE,
   UNT_DIMENSIONDOOR,
   UNT_CHAOSPANIC,
   UNT_MAELSTROM,
   UNT_BLOODYLUST,
   UNT_FEINTBOMB,
   UNT_MAGENTATRAP,
   UNT_COBALTTRAP,
   UNT_MAIZETRAP,
   UNT_VERDURETRAP,
   UNT_FIRINGTRAP,
   UNT_ICEBOUNDTRAP,
   UNT_ELECTRICSHOCKER,
   UNT_CLUSTERBOMB,
   UNT_REVERBERATION,
   UNT_SEVERE_RAINSTORM,
   UNT_FIREWALK,
   UNT_ELECTRICWALK,
   UNT_NETHERWORLD,
   UNT_PSYCHIC_WAVE,
   UNT_CLOUD_KILL,
   UNT_POISONSMOKE,
   UNT_NEUTRALBARRIER,
   UNT_STEALTHFIELD,
   UNT_WARMER,
   UNT_THORNS_TRAP,
   UNT_WALLOFTHORN,
   UNT_DEMONIC_FIRE,
   UNT_FIRE_EXPANSION_SMOKE_POWDER,
   UNT_FIRE_EXPANSION_TEAR_GAS,
   UNT_HELLS_PLANT,
   UNT_VACUUM_EXTREME,
   UNT_BANDING,
   UNT_FIRE_MANTLE,
   UNT_WATER_BARRIER,
   UNT_ZEPHYR,
   UNT_POWER_OF_GAIA,
   UNT_FIRE_INSIGNIA,
   UNT_WATER_INSIGNIA,
   UNT_WIND_INSIGNIA,
   UNT_EARTH_INSIGNIA,
   UNT_POISON_MIST,
   UNT_LAVA_SLIDE,
   UNT_VOLCANIC_ASH,
   UNT_ZENKAI_WATER,
   UNT_ZENKAI_LAND,
   UNT_ZENKAI_FIRE,
   UNT_ZENKAI_WIND,
   UNT_MAKIBISHI,
   UNT_VENOMFOG,

   /**
    * Guild Auras
    **/
   UNT_GD_LEADERSHIP = 0xc1,
   UNT_GD_GLORYWOUNDS = 0xc2,
   UNT_GD_SOULCOLD = 0xc3,
   UNT_GD_HAWKEYES = 0xc4,

   UNT_MAX = 0x190
};
/**
* Skill Unit Save
**/
void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv);
void skill_usave_trigger(struct map_session_data *sd);
/**
* Skill Cool Downs - load from pc.c when the character logs in
**/
void skill_cooldown_load(struct map_session_data * sd);
/**
* Warlock
**/
#define MAX_SKILL_SPELLBOOK_DB    17
enum wl_spheres {
   WLS_FIRE = 0x44,
   WLS_WIND,
   WLS_WATER,
   WLS_STONE,
};
int skill_spellbook (struct map_session_data *sd, int nameid);
int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
/**
* Guilottine Cross
**/
#define MAX_SKILL_MAGICMUSHROOM_DB 22
struct s_skill_magicmushroom_db {
   int skillid;
};
extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
/**
* Ranger
**/
int skill_detonator(struct block_list *bl, va_list ap);
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
/**
* Mechanic
**/
int skill_magicdecoy(struct map_session_data *sd, int nameid);
/**
* Guiltoine Cross
**/
int skill_poisoningweapon( struct map_session_data *sd, int nameid);
enum gx_poison {
   PO_PARALYSE = 12717,
   PO_LEECHESEND,
   PO_OBLIVIONCURSE,
   PO_DEATHHURT,
   PO_TOXIN,
   PO_PYREXIA,
   PO_MAGICMUSHROOM,
   PO_VENOMBLEED
};
/**
* Auto Shadow Spell (Shadow Chaser)
**/
int skill_select_menu(struct map_session_data *sd,int skill_id);

int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list);    // Genetic Change Material.
int skill_get_elemental_type(int skill_id, int skill_lv);

#endif /* _SKILL_H_ */

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hello mootie. thanks for the help on my topic. and i want to ask how to add an effect to an item if the job is gunslinger or ninja class (i already know how to add if base class. (if(BaseClass==Job_Mage) etc. i just don't know how to apply on jobs like GS and ninja. thankyou!

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hello mootie. thanks for the help on my topic. and i want to ask how to add an effect to an item if the job is gunslinger or ninja class (i already know how to add if base class. (if(BaseClass==Job_Mage) etc. i just don't know how to apply on jobs like GS and ninja. thankyou!

 

Hey Zeiyan, Check out item's on ratemyserver, while using mooties idea, should help a'lot.

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hello mootie. thanks for the help on my topic. and i want to ask how to add an effect to an item if the job is gunslinger or ninja class (i already know how to add if base class. (if(BaseClass==Job_Mage) etc. i just don't know how to apply on jobs like GS and ninja. thankyou!

if (Class == 24) // Gunslinger
if (Class == 25) // Ninja 
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