knockdowncount {int}
~This setting makes entity more resistent to knockdown attacks. To knock down this entity, either 'attack' with same or higher power than {int} or {int} consecutive knockdown attacks must hit this entity.
~If the above requirements is not fulfilled, the entity will play PAIN animation instead if hit by an attack. Played PAIN animation correspond to attacktype that hits the entity.
~If {int} = -1, the entity will always be knocked down even if hit by non knockdown attack.
nodrop {int}
~Determines entity's resistance to knockdown attacks.
0 = Entity can be knocked down (default)
1 = Entity can't be knocked down. Can still be knocked down if hit in midair.
2 = Entity can't be knocked down even if hit in midair.
~This entity will play corresponding PAIN animation if knockdown attack hits him/her/it. For instance, attack3 will make this entity play PAIN3 even if it's a knockdown attack.
~Throwing with THROW can still knockdown this entity.
~If this entity dies, he/she will play FALL animation or DEATH if it's available and set.
defense {type} {factor} {pain} {knockdown} {blockpower} {blockthreshold} {blockratio} {blocktype}
~Modifies damage received by given attack type by {factor}.
~For example: "defense normal3 0.6" will decrease attack3 damage to 60%, whereas "defense blast 1.4" will increase blast damage to 140%.
~{factor} could be negative and make the damage restore HP instead. For example: -1 makes the entity regains HP from the respective attack instead being damaged.
~Accepted types are exactly sames with 'offense' (see above).
~{pain} is for setting 'nopain' (see above) effect just for this {type}. If received damage (with same type) is less than {pain}, entity won't be in PAIN (like nopain) however if damage is higher, entity will play PAIN
~{knockdown} works with 'knockdowncount' (see above) and attackbox{#}'s {power} (see Animation Data below). Incoming attack's (with same type) knockdown effect or {power} will be multiplied with {knockdown} before it effects entity. For instance, with 'knockdown = 0.5', it would half knockdown effect from attacks of this type.
~{blockpower} works with attack{#}'s {unblockable} (see Animation Data below). If {blockpower} exceeds the latter's value, this entity can block attacks of this type.
~{blockthreshold} works just like 'thold' (see above) but just for this type. If received damage (with same type) is higher than {blockthreshold}, entity can't block the attack.
~{blockratio} works just like 'blockratio' (see above) but just for this type except that this sets ratio instead. For instance, 'blockratio = 0.5' makes blocked attack (of this type) deals half damage.
~{blocktype} works just like 'mpblock' (see above) but just for this type except that this sets which resource will take the damage instead.
-1 = HP only
0 = Use global 'mponly' setting
1 = MP then continue to HP if MP reaches 0
2 = Both MP and HP