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authorHoraK-FDF <horak-fdf@web.de>2022-12-22 22:31:28 +0000
committerJesusalva Jesusalva <jesusalva@themanaworld.org>2022-12-22 22:31:28 +0000
commita06ca23965dbbf21b261ec8a98ddc45cecd50f2d (patch)
treeeb7499723d109575b21358d0911c21f6e638026b /world/map/db/params.txt
parent4605febfed506747dc75ea814c18d9d8b31f1feb (diff)
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item bonus
Diffstat (limited to 'world/map/db/params.txt')
-rw-r--r--world/map/db/params.txt107
1 files changed, 107 insertions, 0 deletions
diff --git a/world/map/db/params.txt b/world/map/db/params.txt
index fb4c4a1e..dce59466 100644
--- a/world/map/db/params.txt
+++ b/world/map/db/params.txt
@@ -66,3 +66,110 @@ 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;).