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// 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
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