summaryrefslogtreecommitdiff
path: root/world/map/db/params.txt
blob: 62592a0999737f86cd7fe024453eb8a78251ea45 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
// Params usable in scripts
// see SP enum in clif.t.hpp

// TODO finish that list and add comments
// TODO refactor: make the names match their SP:: counterpart <== halfway done

SPEED                           0    1
BASEEXP                         1    1
JOBEXP                          2    1
Hp                              5    1
MaxHp                           6    1
Sp                              7    1
MaxSp                           8    1
STATUSPOINT                     9    1
HEALXP                          10   1
BaseLevel                       11   1
SKILLPOINT                      12   1
Str                             13   1
Agi                             14   1
Vit                             15   1
Int                             16   1
Dex                             17   1
Luk                             18   1
Class                           19   1
Zeny                            20   1
Sex                             21   1
NEXTBASEEXP                     22   1
NEXTJOBEXP                      23   1
Weight                          24   1
MaxWeight                       25   1
ATK1                            41   1
ATK2                            42   1
MATK1                           43   1
MATK2                           44   1
DEF1                            45   1
DEF2                            46   1
MDEF1                           47   1
MDEF2                           48   1
HIT                             49   1
FLEE1                           50   1
FLEE2                           51   1
CRITICAL                        52   1
JOBLEVEL                        55   1
PARTNER                         57   1
// stats from equipment
Str2                            61   1
Agi2                            62   1
Vit2                            63   1
Int2                            64   1
Dex2                            65   1
Luk2                            66   1
GM                              500  1
ATTACKRANGE                     1000 1
ELTLVL                          1001 1
ELTTYPE                         1002 1
BASE_ATK                        1014 1
POS_X                           1074 1
POS_Y                           1075 1
PVP_CHANNEL                     1076 1
BL_ID                           1077 1
BL_TYPE                         1078 1
CHAR_ID                         1079 1
INVISIBLE                       1080 1
HIDDEN                          1081 1
MUTE_GLOBAL                     1082 1
MUTE_WHISPER                    1083 1
MUTE_PARTY                      1084 1
//MUTE_GUILD                    1085 1
AUTOMOD                         1086 1

bMaxHP      6 // MaxHP + n
bMaxSP      8 // MaxSP + n
bStr        13 // STR + n
bAgi        14 // AGI + n
bVit        15 // VIT + n
bInt        16 // INT + n
bDex        17 // DEX + n
bLuk        18 // LUK + n
bAtk        41 // ATK + n (Minimum attack power)
bAtk2       42 // ATK2 + n (Maximum attack power)
bMatk1      43 // MATK1 + n (Maximum magical attack power)
bMatk2      44 // MATK2 + n (Minimum magical attack power)
// Greatest of MATK1 and MATK2 is taken and becomes MATK1 and MATK2 is set to 0.
// So using MATK2 bonus at the moment has no real benefit you only need greater values to reach same as MATK1.
// MATK1 += INT + (INT / 5) * (INT / 5);
// MATK2 += INT + (INT / 7) * (INT / 7);
// The whole magic system is currently handled in serverdata which only uses MATK1 but the magic attack functions
// do already exist in servercode only skills must be added there.
bDef        45 // Equipment DEF + n
bDef2       46 // VIT based DEF + n
bMdef       47 // Equipment MDEF + n
bMdef2      48 // INT based MDEF + n
bHit        49 // Hit + n
bFlee       50 // Flee + n
bFlee2      51 // Perfect Dodge + n
bCritical   52 // Critical + n
bAspd       53 // Attack speed + n
bDeaf       70

// Those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other bonuses are ignored.
// For more information, have a look here: http://code.google.com/p/eathena/source/browse/trunk/doc/item_bonus.txt

bAtkRange                1000 // A range bonus of n (bAtkRange,n;).
//bAtkEle                  1001 // Gives the player's attacks a n element (bAtkEle,n;).
//bDefEle                  1002 // Gives the player's defense a n element (bDefEle,n;).
//bCastrate                1003 // Adjusts casting time of skill n by x% (bCastrate,n,x;).
bMaxHPrate               1004 // A max HP bonus of n (bMaxHPrate,n;).
bMaxSPrate               1005 // A max SP bonus of n (bMaxSPrate,n;).
//bUseSPrate               1006 // Increases the consumption of SP by n% (bUseSPrate,n;). // mana is subtracted at serverdata this can only become useable if spells are handled by servercode
//bAddEle                  1007 // +x% physical damage against a n element (bAddEle,n,x;).
//bAddRace                 1008 // +x% physical damage against a n race (bAddRace,n,x;).
//bAddSize                 1009 // +x% physical damage against a n size (bAddSize,n,x;).
//bSubEle                  1010 // +x% damage reduction against a n element (bSubEle,n,x;).
//bSubRace                 1011 // +x% damage reduction against race n (bSubRace,n,x;).
//bAddEff                  1012 // Adds a 1/100x% chance to cause effect e to the target when attacking (bAddEff,e,x;).
//bResEff                  1013 // Adds a 1/100x% tolerance to an effect (bResEff,e,x;).
bBaseAtk                 1014 // A n bonus to the basic attack power (bBaseAtk,n;).
bAspdRate                1015 // +n% attack speed (bAspdRate,n;).
bHPrecovRate             1016 // Natural HP recovery ratio increased of n% (bHPrecovRate,n;).
bSPrecovRate             1017 // Natural SP recovery ratio increased of n% (bSPrecovRate,n;).
bSpeedRate               1018 // Moving speed increased of n% and only the highest among all is applied (bSpeedRate,n;).
bCriticalDef             1019 // Decreases the chance of being hit by critical hits of n% (bCriticalDef,n;).
//bNearAtkDef              1020 // Adds n% damage reduction against melee physical attacks (bNearAtkDef,n;).
//bLongAtkDef              1021 // Adds n% damage reduction against ranged physical attacks (bLongAtkDef,n;).
bDoubleRate              1022 // Adds a n% probability of doing a double attack (bDoubleRate,n;).
bDoubleAddRate           1023 // Adds another +n% probability of doing a double attack (bDoubleAddRate,n;).
//bMatk                    1024 // Adds a magical attack bonus of n (bMatk,n;).
bMatkRate                1025 // Adds a magical attack bonus percentage n% (bMatkRate,n;).
//bIgnoreDefEle            1026 // Disregards defense against enemies of a n element (bIgnoreDefEle,n;).
//bIgnoreDefRace           1027 // Disregards defense against enemies of a n race (bIgnoreDefRace,n;).
bAtkRate                 1028 // Adds an attack bonus of n% (bAtkRate,n;).
bSpeedAddRate            1029 // Adds a n% of walking speed (bSpeedAddRate,n;).
bAspdAddRate             1030 // Adds a n% of attack speed (bAspdAddRate,n;).
//bMagicAtkDef             1031 // Adds a n% damage reduction against magical attacks (bMagicAtkDef,n;).
//bMiscAtkDef              1032 // Adds a n% damage reduction against miscellaneous attacks (traps, falcon, ...) (bMiscAtkDef,n;).
//bIgnoreMdefEle           1033 // Disregards magical defense against enemies of a n element (bIgnoreMdefEle,n;).
//bIgnoreMdefRace          1034 // Disregards magical defense against enemies of a n race (bIgnoreMdefRace,n;).
//bMagicAddEle             1035 // Adds x% of magical damage against a n element (bMagicAddEle,n,x;).
//bMagicAddRace            1036 // Adds x% of magical damage against a n race (bMagicAddRace,n,x;).
//bMagicSubRace            1037 // Removes a x% of magical damage against a n race (bMagicSubRace,n,x;).
bPerfectHitRate          1038 // On-target impact attack probability n% and only the highest among all is applied (bPerfectHitRate,n;).
bPerfectHitAddRate       1039 // A n% bonus of an on-target impact (bPerfectHitAddRate,n;).
bCriticalRate            1040 // Add a n% to the critical hits percentage (bCriticalRate,n;).
//bGetZenyNum              1041 // When killing a monster, there is a x% chance of gaining about n zeny (bGetZenyNum,n;).
//bAddGetZenyNum           1042 // Same as bGetZenyNum, but the rates and zeny to gain stack (bAddGetZenyNum,n,x;).
//bAddDamageClass          1043 // +x% of extra physical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;).
//bAddMagicDamageClass     1044 // +x% of extra magical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;).
//bAddDefClass             1045 // +x% physical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;)
//bAddMdefClass            1046 // +x% magical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;)
//bAddMonsterDropItem      1047 // Adds a x/100% chance for a n item to be dropped, when killing any monster (bAddMonsterDropItem,n,x;)
//bDefRatioAtkEle          1048 // Does more damage depending on the monster's defense against a n element (bDefRatioAtkEle,n;).
//bDefRatioAtkRace         1049 // Does more damage depending on the monster's defense against a n race (bDefRatioAtkRace,n;).
bAddSpeed                1050 // Adds a n speed to the player (bAddSpeed,n;).
bHitRate                 1051 // Adds a n% rate to hit (bHitRate,n;).
bFleeRate                1052 // Adds a n% to flee a monster's attack (bFleeRate,n;).
bFlee2Rate               1053 // Adds a n% to dodge a monster's attack (bFleeRate,n;).
bDefRate                 1054 // Adds a n% of defense to the equipment (bDefRate,n;).
bDef2Rate                1055 // Adds a n% of defense based on the vitality to the equipment (bDef2Rate,n;).
bMdefRate                1056 // Adds a n% of magical defense to the equipment (bMdefRate,n;).
bMdef2Rate               1057 // Adds a n% of magical defense based on inteligence to the equipment (bMdef2Rate,n;).
//bSplashRange             1058 // Adds n to the splash attack radius and only the highest among all is applied (bSplashRange,n;).
//bSplashAddRange          1059 // Adds n to the splash attack radius (bSplashRange,n;).
//bAutoSpell               1060 // Auto Spell casting on attack of spell n at level x with a y/10% chance (bAutoSpell,n,x,y;).
bHPDrainRate             1061 // Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack (bHPDrainRateRace,r,n,x;).
bSPDrainRate             1062 // Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack (bSPDrainRateRace,r,n,x;).
//bShortWeaponDamageReturn 1063 // Reflects n% of received melee damage back to the enemy that caused it (bShortWeaponDamageReturn,n;).
//bLongWeaponDamageReturn  1064 // Reflects n% of received ranged damage back to the enemy that caused it (bShortWeaponDamageReturn,n;).
//bWeaponComaEle           1065 // Adds a n/100% chance to cause coma when attacking a monster of a x element with a normal attack (bWeaponComaEle,x,n;).
//bWeaponComaRace          1066 // Adds a n/100% chance to cause coma when attacking a monster of a x race with a normal attack (bWeaponComaEle,x,n;).
//bAddEff2                 1067 // Adds a n/100% chance to cause status change x on self when attacking (bAddEff2,x,n;).
//bMagicDamageReturn       1068 // Adds a n% chance to reflect targetted magic spells back to the enemy that caused it (bMagicDamageReturn,n;).
//bRandomAttackIncrease    1069 // Adds a n% chance to inflict x% additional damage to the enemy with normal attack (bRandomAttackIncrease,x,n;).
//bAllStats                1070 // Adds a n number in Strengh, Agility, Vitality, Intelligence, Dexterity and Luck (bAllStats,n;).
//bAgiVit                  1071 // Adds a n number in Agility and Vitality (bAgiVit,n;).
//bAgiDexStr               1072 // Adds a n number in Agility, Dexterity and Strengh (bAgiDexStr,n;).
//bPerfectHide             1073 // A hidden character is no longer detected by monsters with 'detector' mode (bPerfectHide,1;).
bSpeedCap                  1087 // Caps speed to a certain value, faster is not posible but slower yes, if this bonus is on multiple items the highest value (slowest speed) is used