Origin - FFXI2023
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所需格式
格式:
(装备号,属性代号,属性值),
(装备号,属性代号,属性值),
(装备号,属性代号,属性值),视频教程
装备ID可以在 www.ffxiah.com 查询,下面是获取教程视频:建议点击视频标题,跳转西瓜视频观看,这样视频可选择高清720p(这是抖音平台,源文件是Apple录制的,文件较大,被视频厂商压缩了)。
解决了装备号获取,获取属性就很简单了,下文有装备属性列表,查询只需要属性号哦!
例如:2-8的装备号是:17440。如果我要给2-8追加30点STR,11点MP:实际格式如下:
提供给GM以下内容:
(17440,8,30);
(17440,5,11);玩家提供的属性,会有我来审核一遍后追加在游戏服务器上。提交给我前,请核对下。非常感谢大家的贡献! player:addMod(xi.mod.HP,1)
装备属性列表 记得Ctrl +F可以搜索大致文字
装备名称 属性代号
DEF = 1, // Target's Defense 防御
HP = 2, // Target's HP 血量
HPP = 3, // HP Percentage 血量百分比,一般装备不会有
CONVMPTOHP = 4, // Convert MP to HP (Cassie Earring)
MP = 5, // MP +/- 蓝量
MPP = 6, // MP Percentage. 蓝量百分比,一般装备不会有
CONVHPTOMP = 7, // Convert HP to MP
STR = 8, // Strength. 力量
DEX = 9, // Dexterity. 灵巧
VIT = 10, // Vitality. 生命力
AGI = 11, // Agility. 敏捷性
INT = 12, // Intelligence. 智力
MND = 13, // Mind
CHR = 14, // Charisma. 魅力
FIRE_MEVA = 15, // Fire Resistance. 火元素魔法抵抗敏捷
ICE_MEVA = 16, // Ice Resistance. 冰元素魔法抵抗敏捷
WIND_MEVA = 17, // Wind Resistance. 风元素魔法抵抗敏捷
EARTH_MEVA = 18, // Earth Resistance. 土元素魔法抵抗敏捷
THUNDER_MEVA = 19, // Thunder Resistance. 雷元素魔法抵抗敏捷
WATER_MEVA = 20, // Water Resistance. 水元素魔法抵抗敏捷
LIGHT_MEVA = 21, // Light Resistance. 光元素魔法抵抗敏捷
DARK_MEVA = 22, // Dark Resistance. 暗元素魔法抵抗敏捷
ATT = 23, // Attack. 攻击
RATT = 24, // Ranged Attack. 射箭攻击
ACC = 25, // Accuracy. 普通攻击准确
RACC = 26, // Ranged Accuracy. 射箭准确
ENMITY = 27, // Enmity. 仇恨
MATT = 28, // Magic Attack. 魔法工具
MDEF = 29, // Magic Defense. 魔法防御 Magic Def. Bonus
MACC = 30, // Magic Accuracy. 魔法准确 魔准
MEVA = 31, // Magic Evasion. 魔法敏捷
FIREATT = 32, // Fire Damage. 火元素伤害
ICEATT = 33, // Ice Damage. 冰元素伤害
WINDATT = 34, // Wind Damage. 风元素伤害
EARTHATT = 35, // Earth Damage. 土元素伤害
THUNDERATT = 36, // Thunder Damage. 雷元素伤害
WATERATT = 37, // Water Damage. 水元素伤害
LIGHTATT = 38, // Light Damage. 光元素伤害
DARKATT = 39, // Dark Damage. 暗元素伤害
FIREACC = 40, // Fire Accuracy. 火元素准确
ICEACC = 41, // Ice Accuracy. 冰元素准确
WINDACC = 42, // Wind Accuracy. 风元素准确
EARTHACC = 43, // Earth Accuracy. 土元素准确
THUNDERACC = 44, // Thunder Accuracy. 雷元素准确
WATERACC = 45, // Water Accuracy. 水元素准确
LIGHTACC = 46, // Light Accuracy. 光元素准确
DARKACC = 47, // Dark Accuracy. 暗元素准群
WSACC = 48, // Weaponskill Accuracy. WS准确
SLASH_SDT = 49, // Slash Damage Taken // Value is stored as a percentage of damage reduction (to within 1000)
PIERCE_SDT = 50, // Piercing Damage Taken // Example: 1000 = 100%, 875= 87.5%
IMPACT_SDT = 51, // Impact Damage Taken
HTH_SDT = 52, // Hand-To-Hand Damage Taken
// SPARE ID 53
FIRE_SDT = 54, // Fire Damage Taken. 容易受到的火元素的伤害
ICE_SDT = 55, // Ice Damage Taken. 容易受到的冰元素的伤害
WIND_SDT = 56, // Wind Damage Taken. 容易受到的风元素的伤害
EARTH_SDT = 57, // Earth Damage Taken. 容易受到的土元素的伤害
THUNDER_SDT = 58, // Thunder Damage Taken. 容易受到的雷元素的伤害
WATER_SDT = 59, // Water Damage Taken. 容易受到的水元素的伤害
LIGHT_SDT = 60, // Light Damage Taken. 容易受到的光元素的伤害
DARK_SDT = 61, // Dark Damage Taken. 容易受到的暗元素的伤害
ATTP = 62, // % Attack. 攻击百分比,一般装备不会有!
DEFP = 63, // % Defense. 防御百分比,一般装备不会有!
COMBAT_SKILLUP_RATE = 64, // % increase in skillup combat rate. 提高常规技能获得概率
MAGIC_SKILLUP_RATE = 65, // % increase in skillup magic rate. 提高魔法技能获得概率
RATTP = 66, // % Ranged Attack. 射箭攻击百分比,一般装备不会有
ENHANCES_CURSNA_RCVD = 67, // Potency of "Cursna" effects received
EVA = 68, // Evasion 逃避
RDEF = 69, // Ranged Defense. 射箭防御
REVA = 70, // Ranged Evasion. 射箭敏捷
MPHEAL = 71, // MP Recovered while healing. 蹲下回蓝的速率
HPHEAL = 72, // HP Recovered while healing. 蹲下回学的速率
STORETP = 73, // Increases the rate at which TP is gained. 增加TP获得速率
// SPARE IDs 74 to 79
HTH = 80, // Hand To Hand Skill. 手对手👊🏻技能
DAGGER = 81, // Dagger Skill. 匕首🗡技能
SWORD = 82, // Sword Skill. 单手剑技能
GSWORD = 83, // Great Sword Skill. 双手剑技能
AXE = 84, // Axe Skill. 单手斧🪓技能
GAXE = 85, // Great Axe Skill. 双手斧技能
SCYTHE = 86, // Scythe Skill. 镰刀技能
POLEARM = 87, // Polearm Skill. 长枪技能
KATANA = 88, // Katana Skill. 忍者刀🥷技能
GKATANA = 89, // Great Katana Skill. 武士刀技能
CLUB = 90, // Club Skill. 狼牙棒技能
STAFF = 91, // Staff Skill. 魔杖技能
RAMPART_DURATION = 92, // Rampart duration in seconds. Rampart 技能持续时间(单位秒)
FLEE_DURATION = 93, // Flee duration in seconds. THF Flee技能持续时间(单位秒)
MEDITATE_DURATION = 94, // Meditate duration in seconds. Meditate 技能持续时间(单位秒)
WARDING_CIRCLE_DURATION = 95, // Warding Circle extended duration in seconds
SOULEATER_EFFECT = 96, // Souleater power in percents
BOOST_EFFECT = 97, // Boost power in tenths
CAMOUFLAGE_DURATION = 98, // Camouflage duration in percents
FOOD_MACCP = 99, // Macc% see https://www.bg-wiki.com/bg/Category:Magic_Accuracy_Food
FOOD_MACC_CAP = 100, // Sets Upper limit for FOOD_MACCP
AUTO_MELEE_SKILL = 101, // Automaton Melee Skill. PUP宝宝 近身技能
AUTO_RANGED_SKILL = 102, // Automaton Range Skill. PUP宝宝 射箭技能
AUTO_MAGIC_SKILL = 103, // Automaton Magic Skill. PUP宝宝 魔法技能
ARCHERY = 104, // Archery Skill. 射箭技能
MARKSMAN = 105, // Marksman Skill. 弩炮技能
THROW = 106, // Throw Skill. 投掷(飞镖)技能
GUARD = 107, // Guard Skill. 格挡技能
EVASION = 108, // Evasion Skill. 逃避技能
SHIELD = 109, // Shield Skill. 盾牌技能
PARRY = 110, // Parry Skill. 拦挡技能
DIVINE = 111, // Divine Magic Skill
HEALING = 112, // Healing Magic Skill. 治疗魔法技能
ENHANCE = 113, // Enhancing Magic Skill
ENFEEBLE = 114, // Enfeebling Magic Skill
ELEM = 115, // Elemental Magic Skill
DARK = 116, // Dark Magic Skill
SUMMONING = 117, // Summoning Magic Skill. 召唤魔法技能
NINJUTSU = 118, // Ninjutsu Magic Skill. 忍术魔法技能
SINGING = 119, // Singing Magic Skill. 歌唱技能
STRING = 120, // String Magic Skill. 弦法技能
WIND = 121, // Wind Magic Skill.
BLUE = 122, // Blue Magic Skill. 蓝魔法技能
CHAKRA_MULT = 123, // Chakra multiplier increase (from gear)
CHAKRA_REMOVAL = 124, // Extra statuses removed by Chakra
SUPPRESS_OVERLOAD = 125, // Kenkonken "Suppresses Overload" mod. Unclear how this works exactly. Requires testing on retail.
BP_DAMAGE = 126, // Blood Pact: Rage Damage increase percentage
FISH = 127, // Fishing Skill. 钓鱼技艺
WOOD = 128, // Woodworking Skill. 木工技艺
SMITH = 129, // Smithing Skill
GOLDSMITH = 130, // Goldsmithing Skill. 金匠技艺
CLOTH = 131, // Clothcraft Skill. 纺织技艺
LEATHER = 132, // Leathercraft Skill. 皮革工艺技能
BONE = 133, // Bonecraft Skill
ALCHEMY = 134, // Alchemy Skill. 炼金术技艺
COOK = 135, // Cooking Skill. 烹饪技巧
SYNERGY = 136, // Synergy Skill
RIDING = 137, // Riding Skill. 骑行技巧
// SPARE IDs 138 to 143
ANTIHQ_WOOD = 144, // Woodworking Success Rate %. 木工加工成功率
ANTIHQ_SMITH = 145, // Smithing Success Rate %
ANTIHQ_GOLDSMITH = 146, // Goldsmithing Success Rate %
ANTIHQ_CLOTH = 147, // Clothcraft Success Rate %
ANTIHQ_LEATHER = 148, // Leathercraft Success Rate %
ANTIHQ_BONE = 149, // Bonecraft Success Rate %
ANTIHQ_ALCHEMY = 150, // Alchemy Success Rate %
ANTIHQ_COOK = 151, // Cooking Success Rate %
PENGUIN_RING_EFFECT = 152, // +2 on fishing arrow delay / fish movement for mini - game
ALBATROSS_RING_EFFECT = 153, // adds 30 seconds to mini - game time
PELICAN_RING_EFFECT = 154, // adds extra skillup roll for fishing
// SPARE IDs 155 to 159
DMG = 160, // Damage Taken %
DMGPHYS = 161, // Physical Damage Taken %. 受到的物理伤害 不是输出 数值要乘以100
DMGBREATH = 162, // Breath Damage Taken %
DMGMAGIC = 163, // Magic Damage Taken %. 受到的魔法伤害 不是输出
DMGRANGE = 164, // Range Damage Taken %. 受到的射箭伤害 不是输出
CRITHITRATE = 165, // Raises chance to crit. 提高暴击概率 Critical hit rate
ENEMYCRITRATE = 166, // Raises chance enemy will crit. 提供敌人的暴击率 (不太理解具体含义)
HASTE_MAGIC = 167, // Haste (and Slow) from magic 从魔法获得的Haste - 10000 base, 375 = 3.75%
SPELLINTERRUPT = 168, // % Spell Interruption Rate. 魔法中断率
MOVE = 169, // % Movement Speed. 移动速度
FASTCAST = 170, // Increases Spell Cast Time (TRAIT). 提高(加快)施法时间
DELAY = 171, // Increase/Decrease Delay
RANGED_DELAY = 172, // Increase/Decrease Ranged Delay
MARTIAL_ARTS = 173, // The integer amount of delay to reduce from H2H weapons' base delay. (TRAIT)
SKILLCHAINBONUS = 174, // Damage bonus applied to skill chain damage. Modifier from effects/traits
SKILLCHAINDMG = 175, // Damage bonus applied to skill chain damage. Modifier from gear (multiplicative after effect/traits)
FOOD_HPP = 176, //
FOOD_HP_CAP = 177, //
FOOD_MPP = 178, //
FOOD_MP_CAP = 179, //
FOOD_ATTP = 180, //
FOOD_ATT_CAP = 181, //
FOOD_DEFP = 182, //
FOOD_DEF_CAP = 183, //
FOOD_ACCP = 184, //
FOOD_ACC_CAP = 185, //
FOOD_RATTP = 186, //
FOOD_RATT_CAP = 187, //
FOOD_RACCP = 188, //
FOOD_RACC_CAP = 189, //
DMGPHYS_II = 190, // Physical Damage Taken II % (Burtgang)
QUICK_DRAW_MACC = 191, // Quick draw magic accuracy. 快速施法准确性
// SPARE IDs 192 to 223
VERMIN_KILLER = 224, // Enhances "Vermin Killer" effect
BIRD_KILLER = 225, // Enhances "Bird Killer" effect
AMORPH_KILLER = 226, // Enhances "Amorph Killer" effect
LIZARD_KILLER = 227, // Enhances "Lizard Killer" effect
AQUAN_KILLER = 228, // Enhances "Aquan Killer" effect
PLANTOID_KILLER = 229, // Enhances "Plantiod Killer" effect
BEAST_KILLER = 230, // Enhances "Beast Killer" effect
UNDEAD_KILLER = 231, // Enhances "Undead Killer" effect
ARCANA_KILLER = 232, // Enhances "Arcana Killer" effect
DRAGON_KILLER = 233, // Enhances "Dragon Killer" effect
DEMON_KILLER = 234, // Enhances "Demon Killer" effect
EMPTY_KILLER = 235, // Enhances "Empty Killer" effect
HUMANOID_KILLER = 236, // Enhances "Humanoid Killer" effect
LUMORIAN_KILLER = 237, // Enhances "Lumorian Killer" effect
LUMINION_KILLER = 238, // Enhances "Luminion Killer" effect
// SPARE ID 239
SLEEPRES = 240, // Enhances "Resist Sleep" effect
POISONRES = 241, // Enhances "Resist Poison" effect
PARALYZERES = 242, // Enhances "Resist Paralyze" effect
BLINDRES = 243, // Enhances "Resist Blind" effect
SILENCERES = 244, // Enhances "Resist Silence" effect
VIRUSRES = 245, // Enhances "Resist Virus" effect
PETRIFYRES = 246, // Enhances "Resist Petrify" effect
BINDRES = 247, // Enhances "Resist Bind" effect
CURSERES = 248, // Enhances "Resist Curse" effect
GRAVITYRES = 249, // Enhances "Resist Gravity" effect
SLOWRES = 250, // Enhances "Resist Slow" effect
STUNRES = 251, // Enhances "Resist Stun" effect
CHARMRES = 252, // Enhances "Resist Charm" effect
AMNESIARES = 253, // Enhances "Resist Amnesia" effect
LULLABYRES = 254, // Enhances "Resist Lullaby" effect
DEATHRES = 255, // Used by gear and ATMA that give resistance to instance KO
AFTERMATH = 256, // Aftermath ID 余波ID https://www.bg-wiki.com/ffxi/Aftermath
PARALYZE = 257, // Paralyze -- percent chance to proc. 触发几率百分比,似乎是A攻击B,B获得Paralyze;也可能是A攻击,A获得Paralyze
MIJIN_RERAISE = 258, // Augments Mijin Gakure. 增强 Mijin Gakure
DUAL_WIELD = 259, // Percent reduction in dual wield delay. 双重挥舞延迟减少百分比(似乎是单次攻击,左手一下,右手一下的攻击时间间隔)
CURE_POTENCY_II = 260, // % cure potency II | bonus from gear is capped at 30
// SPARE IDs 261 to 287
DOUBLE_ATTACK = 288, // Percent chance to proc. 触发连续两次攻击的百分比
SUBTLE_BLOW = 289, // SUBTLE BLOW. How much TP to reduce. 准确来说减少怪物挨打收到的TP
ENF_MAG_POTENCY = 290, // Increases Enfeebling magic potency %.增强ENF魔法威力 %
COUNTER = 291, // Percent chance to counter. 反击百分比
KICK_ATTACK_RATE = 292, // Percent chance to kick. 增加Kick Attacks概率 针对MNK有效
AFFLATUS_SOLACE = 293, // Pool of HP accumulated during Afflatus Solace
AFFLATUS_MISERY = 294, // Pool of HP accumulated during Afflatus Misery
CLEAR_MIND = 295, // Used in conjunction with HEALMP to increase amount between tics
CONSERVE_MP = 296, // Percent chance
ENHANCES_SABOTEUR = 297, // Increases Saboteur Potency %
STEAL = 298, // Increase/Decrease THF Steal chance. 增加/减少THF技能Steal的概率
BLINK = 299, // Tracks blink shadows
STONESKIN = 300, // Tracks stoneskin HP pool
PHALANX = 301, // Tracks direct damage reduction
TRIPLE_ATTACK = 302, // Percent chance. 三连击概率
TREASURE_HUNTER = 303, // Percent chance. THF 最需要的爆率
TAME = 304, // Additional percent chance to charm. 提高Charm成功率 一些NM是禁止被Charm的
RECYCLE = 305, // Percent chance to recycle
ZANSHIN = 306, // Zanshin percent chance
UTSUSEMI = 307, // Everyone's favorite --tracks shadows. 忍术次数NI = 4 推测对忍盾有效
NINJA_TOOL = 308, // Percent chance to not use a tool. 不使用忍术道具概率(前提背包要有道具哦)
BLUE_POINTS = 309, // Tracks extra blue points
ENHANCES_CURSNA = 310, // Used by gear with the "Enhances Cursna" or "Cursna+" attribute
MAGIC_DAMAGE = 311, // Magic Damage 输出的伤害 .Magic damage added directly to the spell's base damage
SCAVENGE_EFFECT = 312, //
DIA_DOT = 313, // Increases the DoT damage of Dia. 增加DIA伤害
SHARPSHOT = 314, //
ENH_DRAIN_ASPIR = 315, // % damage boost to Drain and Aspir. 对Drain和Aspire的伤害提升%
DMG_REFLECT = 316, // Tracks totals
ROLL_ROGUES = 317, // Tracks totals
ROLL_GALLANTS = 318, // Tracks totals
ROLL_CHAOS = 319, // Tracks totals
ROLL_BEAST = 320, // Tracks totals
ROLL_CHORAL = 321, // Tracks totals
ROLL_HUNTERS = 322, // Tracks totals
ROLL_SAMURAI = 323, // Tracks totals
ROLL_NINJA = 324, // Tracks totals
ROLL_DRACHEN = 325, // Tracks totals
ROLL_EVOKERS = 326, // Tracks totals
ROLL_MAGUS = 327, // Tracks totals
ROLL_CORSAIRS = 328, // Tracks totals
ROLL_PUPPET = 329, // Tracks totals
ROLL_DANCERS = 330, // Tracks totals
ROLL_SCHOLARS = 331, // Tracks totals
BUST = 332, // # of busts
FINISHING_MOVES = 333, // Tracks # of finishing moves
LIGHT_ARTS_EFFECT = 334, //
DARK_ARTS_EFFECT = 335, //
LIGHT_ARTS_SKILL = 336, //
DARK_ARTS_SKILL = 337, //
LIGHT_ARTS_REGEN = 338, // Regen bonus flat HP amount from Light Arts and Tabula Rasa
REGEN_DURATION = 339, // REGEN的持续时间
WIDESCAN = 340, //
ENSPELL = 341, // stores the type of enspell active (0 if nothing)
SPIKES = 342, // store the type of spike spell active (0 if nothing)
ENSPELL_DMG = 343, // stores the base damage of the enspell before reductions
SPIKES_DMG = 344, // stores the base damage of the spikes before reductions
TP_BONUS = 345, // TP Bonus. 属性就是这个
PERPETUATION_REDUCTION = 346, // stores the MP/tick reduction from gear
FIRE_AFFINITY_DMG = 347, // They're stored separately due to Magian stuff - they can grant different levels of
ICE_AFFINITY_DMG = 348, // the damage/acc/perp affinity on the same weapon, so they must be separated.
WIND_AFFINITY_DMG = 349, // Each level of damage affinity is +/-5% damage, acc is +/-10 acc, and perp is
EARTH_AFFINITY_DMG = 350, // +/-1 mp/tic. This means that anyone adding these modifiers will have to add
THUNDER_AFFINITY_DMG = 351, // 1 to the wiki amount. For example, Fire Staff has 2 in fire affinity for
WATER_AFFINITY_DMG = 352, // DMG, ACC, and PERP, while the wiki lists it as having 1 in each.
LIGHT_AFFINITY_DMG = 353,
DARK_AFFINITY_DMG = 354,
ADDS_WEAPONSKILL = 355, // 添加武器附带的WS。推测数值是TP的ID
ADDS_WEAPONSKILL_DYN = 356, // In Dynamis. 添加TP在DY中。推测数值是TP的ID
BP_DELAY = 357, // stores blood pact delay reduction
STEALTH = 358, //
RAPID_SHOT = 359, // Percent chance to proc rapid shot
CHARM_TIME = 360, // extends the charm time only, no effect of charm chance
JUMP_TP_BONUS = 361, // bonus tp player receives when using jump (must be divided by 10)
JUMP_ATT_BONUS = 362, // ATT% bonus for jump + high jump
HIGH_JUMP_ENMITY_REDUCTION = 363, // for gear that reduces more enmity from high jump
REWARD_HP_BONUS = 364, // Percent to add to reward HP healed. (364)
SNAP_SHOT = 365, // Percent reduction to range attack delay
MAIN_DMG_RATING = 366, // adds damage rating to main hand weapon (maneater/blau dolch etc hidden effects)
SUB_DMG_RATING = 367, // adds damage rating to off hand weapon
REGAIN = 368, // auto regain TP (from items) | this is multiplied by 10 e.g. 20 is 2% TP
REFRESH = 369, // auto refresh from equipment. 从装备获取的回蓝
REGEN = 370, // auto regen from equipment. 从装备获取的回血
AVATAR_PERPETUATION = 371, // stores base cost of current avatar
WEATHER_REDUCTION = 372, // stores perpetuation reduction depending on weather
DAY_REDUCTION = 373, // stores perpetuation reduction depending on day
CURE_POTENCY = 374, // % cure potency | bonus from gear is capped at 50
CURE_POTENCY_RCVD = 375, // % potency of received cure | healer's roll, some items have this
RANGED_DMG_RATING = 376, // adds damage rating to ranged weapon. 增加远程武器的伤害等级
MAIN_DMG_RANK = 377, // adds weapon rank to main weapon. 给主武器添加等级 http://wiki.bluegartr.com/bg/Weapon_Rank
SUB_DMG_RANK = 378, // adds weapon rank to sub weapon. 给副武器添加等级
RANGED_DMG_RANK = 379, // adds weapon rank to ranged weapon. 给远程武器添加等级
DELAYP = 380, // delay addition percent (does not affect tp gain)
RANGED_DELAYP = 381, // ranged delay addition percent (does not affect tp gain)
EXP_BONUS = 382, //
HASTE_ABILITY = 383, // Haste (and Slow) from abilities - 10000 base, 375 = 3.75%
HASTE_GEAR = 384, // Haste (and Slow) from 装备 (GM 白话:如果你Haste是4%,数值就为400哦!) - 10000 base, 375 = 3.75%
SHIELD_BASH = 385, //
KICK_DMG = 386, // increases kick attack damage. 增加踢腿伤害"Kick_Attacks" 292,实际属性是"Kick Attacks" attack +100
UDMGPHYS = 387, // Uncapped Damage Multipliers
UDMGBREATH = 388, // Used in sentinel, invincible, physical shield etc
UDMGMAGIC = 389, //
UDMGRANGE = 390, //
CHARM_CHANCE = 391, // extra chance to charm (light+apollo staff ect)
WEAPON_BASH = 392, // 概率击晕怪物 https://www.bg-wiki.com/ffxi/Weapon_Bash
BLACK_MAGIC_COST = 393, // MP cost for black magic (light/dark arts)
WHITE_MAGIC_COST = 394, // MP cost for white magic (light/dark arts)
BLACK_MAGIC_CAST = 395, // Cast time for black magic (light/dark arts)
WHITE_MAGIC_CAST = 396, // Cast time for black magic (light/dark arts)
BLACK_MAGIC_RECAST = 397, // Recast time for black magic (light/dark arts)
WHITE_MAGIC_RECAST = 398, // Recast time for white magic (light/dark arts)
ALACRITY_CELERITY_EFFECT = 399, // Bonus for celerity/alacrity effect
STORMSURGE_EFFECT = 400, //
SUBLIMATION_BONUS = 401, //
WYVERN_BREATH = 402, //
STEP_ACCURACY = 403, // Bonus accuracy for Dancer's steps
REGEN_DOWN = 404, // poison
REFRESH_DOWN = 405, // plague, reduce mp 减少MP获取
REGAIN_DOWN = 406, // plague, reduce tp 减少TP获取
UFASTCAST = 407, // uncapped fast cast
DA_DOUBLE_DAMAGE = 408, // Double attack's double damage chance %.
TA_TRIPLE_DAMAGE = 409, // Triple attack's triple damage chance %.
ZANSHIN_DOUBLE_DAMAGE = 410, // Zanshin's double damage chance %.
QUICK_DRAW_DMG = 411, // Flat damage increase to base QD damage
EAT_RAW_FISH = 412, //
EAT_RAW_MEAT = 413, //
RETALIATION = 414, // Increases damage of Retaliation hits
SAMBA_DOUBLE_DAMAGE = 415, // Double damage chance when samba is up.
NULL_PHYSICAL_DAMAGE = 416, // Occasionally annuls damage from physical attacks, in percents
QUICK_DRAW_TRIPLE_DAMAGE = 417, // Chance to do triple damage with quick draw.
BAR_ELEMENT_NULL_CHANCE = 418, // Bar Elemental spells will occasionally NULLify damage of the same element.
GRIMOIRE_INSTANT_CAST = 419, // Spells that match your current Arts will occasionally cast instantly, without recast.
BARRAGE_ACC = 420, // Barrage accuracy
CRIT_DMG_INCREASE = 421, // Raises the damage of critical hit by percent % Critical_hit_damage 提高重击伤害(以百分比形式)
DOUBLE_SHOT_RATE = 422, // The rate that double shot can proc. Without this, the default is 40%.
VELOCITY_SNAPSHOT_BONUS = 423, // Increases Snapshot whilst Velocity Shot is up.
VELOCITY_RATT_BONUS = 424, // Increases Ranged Attack whilst Velocity Shot is up.
SHADOW_BIND_EXT = 425, // Extends the time of shadowbind
ABSORB_PHYSDMG_TO_MP = 426, // Absorbs a percentage of physical damage taken to MP.
ENMITY_LOSS_REDUCTION = 427, // Reduces Enmity lost when taking damage
PERFECT_COUNTER_ATT = 428, // TODO: Raises weapon damage by 20 when countering while under the Perfect Counter effect. This also affects Weapon Rank (though not if fighting barehanded).
FOOTWORK_ATT_BONUS = 429, // Raises the attack bonus of Footwork. (Tantra Gaiters +2 raise 25/256 to 38/256)
QUAD_ATTACK = 430, // Quadruple attack chance. 四倍攻击机会 10 = 10%
ITEM_ADDEFFECT_TYPE = 431, // see procType table in scripts\globals\additional_effects.lua
ENSPELL_DMG_BONUS = 432, //
MINNE_EFFECT = 433, //
MINUET_EFFECT = 434, //
PAEON_EFFECT = 435, //
REQUIEM_EFFECT = 436, //
THRENODY_EFFECT = 437, //
MADRIGAL_EFFECT = 438, //
MAMBO_EFFECT = 439, //
LULLABY_EFFECT = 440, //
ETUDE_EFFECT = 441, //
BALLAD_EFFECT = 442, //
MARCH_EFFECT = 443, //
FINALE_EFFECT = 444, //
CAROL_EFFECT = 445, //
MAZURKA_EFFECT = 446, //
ELEGY_EFFECT = 447, //
PRELUDE_EFFECT = 448, //
HYMNUS_EFFECT = 449, //
VIRELAI_EFFECT = 450, //
SCHERZO_EFFECT = 451, //
ALL_SONGS_EFFECT = 452, //
MAXIMUM_SONGS_BONUS = 453, //
SONG_DURATION_BONUS = 454, //
SONG_SPELLCASTING_TIME = 455, //
RERAISE_I = 456, // Reraise. 一级自救
RERAISE_II = 457, // Reraise II. 二级自救
RERAISE_III = 458, // Reraise III. 三级自救
FIRE_ABSORB = 459, // Occasionally absorbs fire elemental damage, in percents
ICE_ABSORB = 460, // Occasionally absorbs ice elemental damage, in percents
WIND_ABSORB = 461, // Occasionally absorbs wind elemental damage, in percents
EARTH_ABSORB = 462, // Occasionally absorbs earth elemental damage, in percents
LTNG_ABSORB = 463, // Occasionally absorbs thunder elemental damage, in percents
WATER_ABSORB = 464, // Occasionally absorbs water elemental damage, in percents
LIGHT_ABSORB = 465, // Occasionally absorbs light elemental damage, in percents
DARK_ABSORB = 466, // Occasionally absorbs dark elemental damage, in percents
FIRE_NULL = 467, //
ICE_NULL = 468, //
WIND_NULL = 469, //
EARTH_NULL = 470, //
LTNG_NULL = 471, //
WATER_NULL = 472, //
LIGHT_NULL = 473, //
DARK_NULL = 474, //
MAGIC_ABSORB = 475, // Occasionally absorbs magic damage taken, in percents. 偶尔吸收魔法伤害,单位为百分比
MAGIC_NULL = 476, // Occasionally annuls magic damage taken, in percents. 偶尔取消魔法伤害,单位为百分比
HELIX_DURATION = 477, //
HELIX_EFFECT = 478, //
RAPID_SHOT_DOUBLE_DAMAGE = 479, // Rapid shot's double damage chance %. 快速射击的双重伤害几率
ABSORB_DMG_CHANCE = 480, // Chance to absorb damage %
EXTRA_DUAL_WIELD_ATTACK = 481, // Chance to land an extra attack when dual wielding
EXTRA_KICK_ATTACK = 482, // Occasionally allows a second Kick Attack during an attack round without the use of Footwork.
WARCRY_DURATION = 483, // Warcy duration bonus from gear
AUSPICE_EFFECT = 484, // Bonus to Auspice Subtle Blow Effect.
SHIELD_MASTERY_TP = 485, // Shield mastery TP bonus when blocking with a shield
TACTICAL_PARRY = 486, // Tactical Parry Tp Bonus
MAG_BURST_BONUS = 487, // Magic Burst Bonus Modifier (percent)
INHIBIT_TP = 488, // Inhibits TP Gain (percent)
GRIMOIRE_SPELLCASTING = 489, // "Grimoire: Reduces spellcasting time" bonus
SAMBA_DURATION = 490, // Samba duration bonus
WALTZ_POTENCY = 491, // Waltz Potency Bonus
JIG_DURATION = 492, // Jig duration bonus in percents
VFLOURISH_MACC = 493, // Violent Flourish accuracy bonus
STEP_FINISH = 494, // Bonus finishing moves from steps
ENHANCES_HOLYWATER = 495, // Used by gear with the "Enhances Holy Water" or "Holy Water+" attribute
GOV_CLEARS = 496, // 4% bonus per Grounds of Valor Page clear
WALTZ_DELAY = 497, // Waltz Ability Delay modifier (-1 mod is -1 second)
SAMBA_PDURATION = 498, // Samba percent duration bonus
ITEM_SUBEFFECT = 499, // Animation ID of Spikes and Additional Effects 武器附加属性的动作 火 = 10
ITEM_ADDEFFECT_DMG = 500, // Damage of an items Additional Effect or Spikes 物品的伤害附加效果(例如 尖刺)
ITEM_ADDEFFECT_CHANCE = 501, // Chance of an items Additional Effect or Spikes 武器进攻时的效果
AUGMENTS_FEINT = 502, // Feint will give another -10 Evasion per merit level
FERAL_HOWL_DURATION = 503, // +20% duration per merit when wearing augmented Monster Jackcoat +2
MANEUVER_BONUS = 504, // Maneuver Stat Bonus
OVERLOAD_THRESH = 505, // Overload Threshold Bonus
EXTRA_DMG_CHANCE = 506, // 触发mod507的概率 Proc rate of OCC_DO_EXTRA_DMG. 111 would be 11.1%
OCC_DO_EXTRA_DMG = 507, // 偶尔造成 x 倍正常伤害”的乘数。 250将是2.5倍的伤害. Multiplier for "Occasionally do x times normal damage". 250 would be 2.5 times damage. 偶尔造成x倍于正常伤害的倍数。250将是2.5倍的损坏。
THIRD_EYE_COUNTER_RATE = 508, // Adds counter to 3rd eye anticipates & if using Seigan counter rate is increased by 15%
CLAMMING_IMPROVED_RESULTS = 509, //
CLAMMING_REDUCED_INCIDENTS = 510, //
CHOCOBO_RIDING_TIME = 511, // Increases chocobo riding time. 增加陆行鸟的骑行时间
PHYS_ABSORB = 512, // Occasionally absorbs physical damage taken, in percents
HARVESTING_RESULT = 513, // Improves harvesting results
LOGGING_RESULT = 514, // Improves logging results
MINING_RESULT = 515, // Improves mining results
ABSORB_DMG_TO_MP = 516, // Unlike PLD gear mod, works on all damage types (Ethereal Earring)
EGGHELM = 517,
SHIELDBLOCKRATE = 518, // Affects shield block rate, percent based
CURE_CAST_TIME = 519, // cure cast time reduction. Cure施法时间缩短
TRICK_ATK_AGI = 520, // % AGI boost to Trick Attack (if gear mod, needs to be equipped on hit)
AUGMENTS_ABSORB = 521, // Direct Absorb spell increase while Liberator is equipped (percentage based)
NIN_NUKE_BONUS = 522, // magic attack bonus for NIN nukes
AMMO_SWING = 523, // Extra swing rate w/ ammo (ie. Jailer weapons). Use gearsets, and does nothing for non-players.
AOE_NA = 524, // Set to 1 to make -na spells/erase always AoE w/ Divine Veil
AUGMENTS_CONVERT = 525, // Convert HP to MP Ratio Multiplier. Value = MP multiplier rate.
AUGMENTS_SA = 526, // Adds Critical Attack Bonus to Sneak Attack, percentage based. 在Sneak Attack中增加暴击加成,以百分比为基础。
AUGMENTS_TA = 527, // Adds Critical Attack Bonus to Trick Attack, percentage based. 在Trick Attack攻击中增加暴击加成,基于百分比
ROLL_RANGE = 528, // Additional range for COR roll abilities.
ENHANCES_REFRESH = 529, // "Enhances Refresh" adds +1 per modifier to spell's tick result.
NO_SPELL_MP_DEPLETION = 530, // % to not deplete MP on spellcast. 在施法时不消耗MP
FORCE_FIRE_DWBONUS = 531, // Set to above 0 to force fire day/weather spell bonus/penalty.
FORCE_ICE_DWBONUS = 532, // Set to above 0 to force ice day/weather spell bonus/penalty.
FORCE_WIND_DWBONUS = 533, // Set to above 0 to force wind day/weather spell bonus/penalty.
FORCE_EARTH_DWBONUS = 534, // Set to above 0 to force earth day/weather spell bonus/penalty.
FORCE_LIGHTNING_DWBONUS = 535, // Set to above 0 to force lightning day/weather spell bonus/penalty.
FORCE_WATER_DWBONUS = 536, // Set to above 0 to force water day/weather spell bonus/penalty.
FORCE_LIGHT_DWBONUS = 537, // Set to above 0 to force light day/weather spell bonus/penalty.
FORCE_DARK_DWBONUS = 538, // Set to above 0 to force dark day/weather spell bonus/penalty.
STONESKIN_BONUS_HP = 539, // Bonus "HP" granted to Stoneskin spell.
ENHANCES_ELEMENTAL_SIPHON = 540, // Bonus Base MP added to Elemental Siphon skill.
BP_DELAY_II = 541, // Blood Pact Delay Reduction II
JOB_BONUS_CHANCE = 542, // Chance to apply job bonus to COR roll without having the job in the party.
COUNTERSTANCE_EFFECT = 543, // Counterstance effect in percents
FIRE_AFFINITY_ACC = 544,
ICE_AFFINITY_ACC = 545,
WIND_AFFINITY_ACC = 546,
EARTH_AFFINITY_ACC = 547,
THUNDER_AFFINITY_ACC = 548,
WATER_AFFINITY_ACC = 549,
LIGHT_AFFINITY_ACC = 550,
DARK_AFFINITY_ACC = 551,
DODGE_EFFECT = 552, // Dodge effect in percents
FIRE_AFFINITY_PERP = 553,
ICE_AFFINITY_PERP = 554,
WIND_AFFINITY_PERP = 555,
EARTH_AFFINITY_PERP = 556,
THUNDER_AFFINITY_PERP = 557,
WATER_AFFINITY_PERP = 558,
LIGHT_AFFINITY_PERP = 559,
DARK_AFFINITY_PERP = 560,
FOCUS_EFFECT = 561, // Focus effect in percents
MAGIC_CRITHITRATE = 562, // Raises chance to magic crit. 提高获得魔法暴击的概率
MAGIC_CRIT_DMG_INCREASE = 563, // Raises damage done when criting with magic. 提高魔法暴击时造成的伤害
JUG_LEVEL_RANGE = 564, // Decreases the level range of spawned jug pets. Maxes out at 2.
DAY_NUKE_BONUS = 565, // Bonus damage from "Elemental magic affected by day" (Sorc. Tonban)
IRIDESCENCE = 566, // Iridescence trait (additional weather damage/penalty)
BARSPELL_AMOUNT = 567, // Additional elemental resistance granted by bar- spells
RAPTURE_AMOUNT = 568, // Bonus amount added to Rapture effect
EBULLIENCE_AMOUNT = 569, // Bonus amount added to Ebullience effect
WEAPONSKILL_DAMAGE_BASE = 570,
// IDs from 571 to 825 are not listed but are used. More info below.
AMMO_SWING_TYPE = 826, // For the handedness of the weapon - 1h (1) vs. 2h/h2h (2). h2h can safely use the same function as 2h.
BARSPELL_MDEF_BONUS = 827, // Extra magic defense bonus granted to the bar- spell effect
FORCE_JUMP_CRIT = 828, // Critical hit rate bonus for jump and high jump. 跳跃和跳高的暴击率奖励
WYVERN_EFFECTIVE_BREATH = 829, // Increases the threshold for triggering healing breath/offensive breath more inclined to pick elemental weakness 增加触发治疗呼吸/攻击性呼吸的阈值,更倾向于选择基本弱点
SNEAK_ATK_DEX = 830, // % DEX boost to Sneak Attack (if gear mod, needs to be equipped on hit). THF AF3 119中有体现%DEX对潜行攻击的提升(如果装备模式,则需要在命中时装备)
DMGMAGIC_II = 831, // Magic Damage Taken II % (Aegis)
AQUAVEIL_COUNT = 832, // Modifies the amount of hits that Aquaveil absorbs before being removed
SONG_RECAST_DELAY = 833, // Reduces song recast time in seconds.
QUICK_DRAW_DMG_PERCENT = 834, // Percentage increase to QD damage
MUG_EFFECT = 835, // Mug effect as multiplier
REVERSE_FLOURISH_EFFECT = 836, // Reverse Flourish effect in tenths of squared term multiplier
SENTINEL_EFFECT = 837, // Sentinel effect in percents
REGEN_MULTIPLIER = 838, // Multiplier to base regen rate
THIRD_EYE_ANTICIPATE_RATE = 839, // Adds anticipate rate in percents
ALL_WSDMG_ALL_HITS = 840, // Generic (all Weaponskills) damage, on all hits.
ALL_WSDMG_FIRST_HIT = 841, // Generic (all Weaponskills) damage, first hit only. 经过调查是面板属性:Weapon skill damage + 5 = 5
AUTO_DECISION_DELAY = 842, // Reduces the Automaton's global decision delay
AUTO_SHIELD_BASH_DELAY = 843, // Reduces the Automaton's global shield bash delay
AUTO_MAGIC_DELAY = 844, // Reduces the Automaton's global magic delay
AUTO_HEALING_DELAY = 845, // Reduces the Automaton's global healing delay
AUTO_HEALING_THRESHOLD = 846, // Increases the healing trigger threshold
BURDEN_DECAY = 847, // Increases amount of burden removed per tick
AUTO_SHIELD_BASH_SLOW = 848, // Adds a slow effect to Shield Bash
AUTO_TP_EFFICIENCY = 849, // Causes the Automaton to wait to form a skillchain when its master is > 90% TP
AUTO_SCAN_RESISTS = 850, // Causes the Automaton to scan a target's resistances
SYNTH_SUCCESS = 851, // Rate of synthesis success 合成成功率
SYNTH_SKILL_GAIN = 852, // Synthesis skill gain rate 合成技能增益率
REPAIR_EFFECT = 853, // Removes # of status effects from the Automaton
REPAIR_POTENCY = 854, // Note: Only affects amount regenerated by a %, not the instant restore!
PREVENT_OVERLOAD = 855, // Overloading erases a water maneuver (except on water overloads) instead, if there is one
ENSPELL_CHANCE = 856, // Chance of enspell activating (0 = 100%, 10 = 10%, 30 = 30%, ...)
HOLY_CIRCLE_DURATION = 857, // Holy Circle extended duration in seconds
ARCANE_CIRCLE_DURATION = 858, // Arcane Circle extended duration in seconds
ANCIENT_CIRCLE_DURATION = 859, // Ancient Circle extended duration in seconds
CURE2MP_PERCENT = 860, // Converts % of "Cure" amount to MP
SYNTH_FAIL_RATE = 861, // Synthesis failure rate (percent) 合成失败率(百分率)
SYNTH_HQ_RATE = 862, // High-quality success rate (not a percent) 高质量的成功率(非百分率)
REM_OCC_DO_DOUBLE_DMG = 863, // Proc rate for REM Aftermaths that apply "Occasionally do double damage". 适用于“偶尔造成双重伤害”的REM Aftermath的处理率
REM_OCC_DO_TRIPLE_DMG = 864, // Proc rate for REM Aftermaths that apply "Occasionally do triple damage". 适用于“偶尔造成三重伤害”的REM Aftermath的处理率
MYTHIC_OCC_ATT_TWICE = 865, // Proc rate for "Occasionally attacks twice". “偶尔攻击两次”的处理率
MYTHIC_OCC_ATT_THRICE = 866, // Proc rate for "Occasionally attacks thrice" “偶尔攻击三次”的处理率
REM_OCC_DO_DOUBLE_DMG_RANGED = 867, // Ranged attack specific
REM_OCC_DO_TRIPLE_DMG_RANGED = 868, // Ranged attack specific
ROLL_BOLTERS = 869, // Tracks totals
ROLL_CASTERS = 870, // Tracks totals
ROLL_COURSERS = 871, // Tracks totals
ROLL_BLITZERS = 872, // Tracks totals
ROLL_TACTICIANS = 873, // Tracks totals
ROLL_ALLIES = 874, // Tracks totals
ROLL_MISERS = 875, // Tracks totals
ROLL_COMPANIONS = 876, // Tracks totals
ROLL_AVENGERS = 877, // Tracks totals
ROLL_NATURALISTS = 878, // Tracks totals
ROLL_RUNEISTS = 879, // Tracks totals
SAVETP = 880, // SAVETP Effect for Miser's Roll / ATMA / Hagakure.
PHANTOM_ROLL = 881, // Phantom Roll+ Effect from SOA Rings.
PHANTOM_DURATION = 882, // Phantom Roll Duration +.
PERFECT_DODGE = 883, // Increases Perfect Dodge duration in seconds
ACC_COLLAB_EFFECT = 884, // Increases amount of enmity transferred for Accomplice/Collaborator. THF AF3 119 有所体现 增加为转移的敌意数量
HIDE_DURATION = 885, // Hide duration increase (percentage based)
AUGMENTS_ASSASSINS_CHARGE = 886, // Gives Assassin's Charge +1% Critical Hit Rate per merit level
AUGMENTS_AMBUSH = 887, // Gives +1% Triple Attack per merit level when Ambush conditions are met
// SPARE ID 888
AUGMENTS_AURA_STEAL = 889, // 20% chance of 2 effects to be dispelled or stolen per merit level
ENH_MAGIC_DURATION = 890, // Enhancing Magic Duration increase %
ENHANCES_COURSERS_ROLL = 891, // Courser's Roll Bonus % chance
ENHANCES_CASTERS_ROLL = 892, // Caster's Roll Bonus % chance
ENHANCES_BLITZERS_ROLL = 893, // Blitzer's Roll Bonus % chance
ENHANCES_ALLIES_ROLL = 894, // Allies' Roll Bonus % chance
ENHANCES_TACTICIANS_ROLL = 895, // Tactician's Roll Bonus % chance
DESPOIL = 896, // Increases THF Despoil chance. THF AF3属性
GILFINDER = 897, // Gilfinder, duh
SMITE = 898, // Raises attack when using H2H or 2H weapons (256 scale)
TACTICAL_GUARD = 899, // Tp increase when guarding
UTSUSEMI_BONUS = 900, // Extra shadows from gear
ELEMENTAL_CELERITY = 901, // Quickens Elemental Magic Casting
OCCULT_ACUMEN = 902, // Grants bonus TP when dealing damage with elemental or dark magic
FENCER_TP_BONUS = 903, // TP Bonus to weapon skills from Fencer Trait
FENCER_CRITHITRATE = 904, // Increased Crit chance from Fencer Trait
SHIELD_DEF_BONUS = 905, // Shield Defense Bonus
DESPERATE_BLOWS = 906, // Adds ability haste to Last Resort
STALWART_SOUL = 907, // Reduces damage taken from Souleater
CRIT_DEF_BONUS = 908, // Reduces crit hit damage
QUICK_MAGIC = 909, // Percent chance spells cast instantly (also reduces recast to 0, similar to Chainspell)
DIVINE_BENISON = 910, // Adds fast cast and enmity reduction to -Na spells (includes Erase). Enmity reduction is half of the fast cast amount
DAKEN = 911, // chance to throw a shuriken without consuming it
AUGMENTS_CONSPIRATOR = 912, // Applies Conspirator benefits to player at the top of the hate list
BLOOD_BOON = 913, // Occasionally cuts down MP cost of Blood Pact abilities. Does not affect abilities that require Astral Flow.
EXPERIENCE_RETAINED = 914, // Experience points retained upon death (this is a percentage)
CAPACITY_BONUS = 915, // Capacity point bonus granted
DESYNTH_SUCCESS = 916, // Rate of desynthesis success
SYNTH_FAIL_RATE_FIRE = 917, // Amount synthesis failure rate is reduced when using a fire crystal
SYNTH_FAIL_RATE_ICE = 918, // Amount synthesis failure rate is reduced when using a ice crystal
SYNTH_FAIL_RATE_WIND = 919, // Amount synthesis failure rate is reduced when using a wind crystal
SYNTH_FAIL_RATE_EARTH = 920, // Amount synthesis failure rate is reduced when using a earth crystal
SYNTH_FAIL_RATE_LIGHTNING = 921, // Amount synthesis failure rate is reduced when using a lightning crystal
SYNTH_FAIL_RATE_WATER = 922, // Amount synthesis failure rate is reduced when using a water crystal
SYNTH_FAIL_RATE_LIGHT = 923, // Amount synthesis failure rate is reduced when using a light crystal
SYNTH_FAIL_RATE_DARK = 924, // Amount synthesis failure rate is reduced when using a dark crystal
SYNTH_FAIL_RATE_WOOD = 925, // Amount synthesis failure rate is reduced when doing woodworking
SYNTH_FAIL_RATE_SMITH = 926, // Amount synthesis failure rate is reduced when doing smithing
SYNTH_FAIL_RATE_GOLDSMITH = 927, // Amount synthesis failure rate is reduced when doing goldsmithing
SYNTH_FAIL_RATE_CLOTH = 928, // Amount synthesis failure rate is reduced when doing clothcraft
SYNTH_FAIL_RATE_LEATHER = 929, // Amount synthesis failure rate is reduced when doing leathercraft
SYNTH_FAIL_RATE_BONE = 930, // Amount synthesis failure rate is reduced when doing bonecraft
SYNTH_FAIL_RATE_ALCHEMY = 931, // Amount synthesis failure rate is reduced when doing alchemy
SYNTH_FAIL_RATE_COOK = 932, // Amount synthesis failure rate is reduced when doing cooking
CONQUEST_BONUS = 933, // Conquest points bonus granted (percentage)
CONQUEST_REGION_BONUS = 934, // Increases the influence points awarded to the player's nation when receiving conquest points
CAMPAIGN_BONUS = 935, // Increases the evaluation for allied forces by percentage
// SPARE ID 936
JUMP_ACC_BONUS = 936, -- accuracy bonus for all jumps
FOOD_DURATION = 937, // Percentage to increase food duration. 增加食物持续时间的百分比
AUTO_STEAM_JACKET = 938, // Causes the Automaton to mitigate damage from successive attacks of the same type
AUTO_STEAM_JACKET_REDUCTION = 939, // Amount of damage reduced with Steam Jacket
AUTO_SCHURZEN = 940, // Prevents fatal damage leaving the automaton at 1HP and consumes an Earth manuever
AUTO_EQUALIZER = 941, // Reduces damage received according to damage taken
AUTO_PERFORMANCE_BOOST = 942, // Increases the performance of other attachments by a percentage
AUTO_ANALYZER = 943, // Causes the Automaton to mitigate damage from a special attack a number of times
CONSERVE_TP = 944, // Conserve TP trait, random chance between 10 and 200 TP
BLUE_LEARN_CHANCE = 945, // Additional chance to learn blue magic. 学习蓝色魔法的额外机会
SNEAK_DURATION = 946, // Additional duration in seconds. 追加Sneak持续时间
INVISIBLE_DURATION = 947, // Additional duration in seconds. 追加Invisible持续时间
BERSERK_POTENCY = 948, // Augments "Berserk"/Enhances "Berserk" effect (Conqueror)
WS_NO_DEPLETE = 949, // % chance a Weaponskill depletes no TP. %武器杀伤不消耗TP的几率
ITEM_ADDEFFECT_ELEMENT = 950, // Element of the Additional Effect or Spikes, for resist purposes
ITEM_ADDEFFECT_STATUS = 951, // Status Effect ID to try to apply via Additional Effect or Spikes
ITEM_ADDEFFECT_POWER = 952, // Base Power for effect in MOD_ITEM_ADDEFFECT_STATUS
ITEM_ADDEFFECT_DURATION = 953, // Base Duration for effect in MOD_ITEM_ADDEFFECT_STATUS
BERSERK_DURATION = 954, // Berserk Duration
AGGRESSOR_DURATION = 955, // Aggressor Duration
DEFENDER_DURATION = 956, // Defender Duration
WS_DEX_BONUS = 957, // % bonus to dex_wsc.
STATUSRES = 958, // "Resistance to All Status Ailments"
CARDINAL_CHANT = 959,
INDI_DURATION = 960,
GEOMANCY = 961,
WIDENED_COMPASS = 962,
INQUARTATA = 963, // Increases parry rate by a flat %.
RANGED_CRIT_DMG_INCREASE = 964, // Increases ranged critical damage by a percent
COVER_TO_MP = 965, // Converts a successful cover's phsyical damage to MP
COVER_MAGIC_AND_RANGED = 966, // Redirects ranged and single target magic attacks to the cover ability user
COVER_DURATION = 967, // Increases Cover Duration
MENDING_HALATION = 968,
RADIAL_ARCANA = 969,
CURATIVE_RECANTATION = 970,
PRIMEVAL_ZEAL = 971,
MOUNT_MOVE = 972, // % Mount Movement Speed. 坐骑移动速度
SUBTLE_BLOW_II = 973, // Subtle Blow II Effect (Cap 50%) Total Effect (SB + SB_II cap 75%)
WYVERN_SUBJOB_TRAITS = 974, // Adds subjob traits to wyvern on spawn
GARDENING_WILT_BONUS = 975, // Increases the number of Vanadays a plant can survive before it wilts
GUARD_PERCENT = 976, // Guard Percent
ENHANCES_PROT_SHELL_RCVD = 977, // Enhances Protect and Shell Effects Received (Binary MOD)
MAX_SWINGS = 978, // Max swings for "Occasionally attacks X times"
ADDITIONAL_SWING_CHANCE = 979, // Chance that allows for an additional swing despite of multiple hits, mostly for Amood weapons
WS_STR_BONUS = 980, // % bonus to str_wsc.
WS_VIT_BONUS = 981, // % bonus to vit_wsc.
WS_AGI_BONUS = 982, // % bonus to agi_wsc.
WS_INT_BONUS = 983, // % bonus to int_wsc.
WS_MND_BONUS = 984, // % bonus to mnd_wsc.
WS_CHR_BONUS = 985, // % bonus to chr_wsc.
WYVERN_BREATH_MACC = 986, // Increases accuracy of wyvern's breath. adds 10 magic accuracy per merit to the trait Strafe
AUTO_ELEM_CAPACITY = 987, // Increases the automaton's elemental capacity for attachments
MAX_FINISHING_MOVE_BONUS = 988, // Increases the maximum number of finishing moves that may be stored
REGEN_BONUS = 989, // Increases the amount of HP restored by Regen
PET_ATK_DEF = 990, // Increases pet physical attack, ranged attack, and physical defense
PET_ACC_EVA = 991, // Increases pet physical accuracy, ranged accuracy, and evasion
PET_MAB_MDB = 992, // Increases pet magic attack and magic defense
PET_MACC_MEVA = 993, // Increases pet magic accuracy and evasion
PET_ATTR_BONUS = 994, // Increases pet attributes
PET_TP_BONUS = 995, // Increases pet TP bonus
ONE_HOUR_RECAST = 996, // Decreases the recast time of one-hour abilities by n minutes. SP技能时间减少
SUPERIOR_LEVEL = 997, // SU0..5 似乎是设置装备限制的等级(大意猜测)
DREAD_SPIKES_EFFECT = 998, // Percent increase to total HP drain for Dread Spikes
TRIPLE_SHOT_RATE = 999, // Percent increase to Triple Shot Rate
NINJUTSU_DURATION = 1000,
AUTO_RANGED_DELAY = 1001, // Decreases the amount of time between ranged attacks
AUTO_RANGED_DAMAGEP = 1002, // Increase automaton ranged weapon damage by a %
AUGMENT_SONG_STAT = 1003, // Bonus to Stat of Element of Enhancing Song.
ENHANCES_BATTUTA = 1004, // Used by RUN merit point cat 2 to add +N% bonus damage to parry spikes during Battuta effect
ENHANCES_ELEMENTAL_SFORZO = 1005, // Bonus duration
ENHANCES_SLEIGHT_OF_SWORD = 1006, // Used by RUN merit point cat 2 to add +N Subtle Blow to Swordplay
ENHANCES_INSPIRATION = 1007, // Used by RUN merit point cat 2 to add +N Fast Cast to Vallation/Valiance
SWORDPLAY = 1008, // Adds bonus starting ticks to Swordplay
LIEMENT = 1009, // Adds bonus duration as +N seconds
VALIANCE_VALLATION_DURATION = 1010, // Adds bonus duration as +N seconds
PFLUG = 1011, // Adds flat additional all-resist rate in +N%
VIVACIOUS_PULSE_POTENCY = 1012, // Adds final HP bonus +N% to calculation of Vivacious Pulse
AUGMENTS_VIVACIOUS_PULSE = 1013, // Adds random erase/-na to Vivacious Pulse
RAYKE_DURATION = 1014, // Adds bonus duration as +N seconds
ODYLLIC_SUBTERFUGE_DURATION = 1015, // Adds bonus duration as +N seconds
SWIPE = 1016, // Adds bonus damage to the Swipe/Lunge magic damage calculation
LIEMENT_DURATION = 1017, // Adds bonus duration as +N seconds
GAMBIT_DURATION = 1018, // Adds bonus duration as +N seconds
EMBOLDEN_DURATION = 1019, // Adds bonus duration as +N seconds
LIEMENT_EXTENDS_TO_AREA = 1020, // Epeolatry's (RUN Ergon weapon) special effect, makes Liement AoE to party instead of self target only.
INSPIRATION_FAST_CAST = 1021, // Inspiration Fast Cast, additive with Fast Cast with a combined cap beyond 80%
PARRY_SPIKES = 1022, // Battuta parry spikes rate
PARRY_SPIKES_DMG = 1023, // Battuta parry spikes damage
SPECIAL_ATTACK_EVASION = 1024, // Foil "Special Attack" evasion
FULL_CIRCLE = 1025, // Increases the initial multiplier on MP returned via Full Circle
CHAKRA_MULT = 1026, // Chakra multiplier increase (from gear)
CHAKRA_REMOVAL = 1027, // Extra statuses removed by Chakra
BOLSTER_EFFECT = 1028, // Adds bonus duration as +N seconds
LIFE_CYCLE_EFFECT = 1029, // Adds bonus HP% returned to the luopan when using Life Cycle
AURA_SIZE = 1030, // Used to extend aura size, the formula is 6.25 + (PEntity->getMod(Mod::AURA_SIZE) / 100) so adding 100 will make this 7.25
AUGMENT_CONSERVE_MP = 1031, // Percent chance to deal extra damage based on Conserve MP Amount (BLM AF3 Sets)
AUGMENT_COMPOSURE = 1032, // Percent Enhancing Duration Extension for Others (RDM AF3 Sets)
AUGMENT_DAMAGE_HP = 1033, // Percent chance to increase damage based on player HP% (DRK AF3 Sets)
AUGMENT_DAMAGE_PET_HP = 1034, // Percent chance to increase damage based on pet HP% (BST/DRG AF3 Sets)
AUGMENT_BLOOD_BOON = 1035, // Percent chance to deal extra damage based on Blood Boon Amount (SMN AF3 Sets)
AUGMENT_BLU_MAGIC = 1036, // Percent chance for BLU magic to receive 3x WSC value for spell (BLU AF3 Sets)
GEOMANCY_MP_NO_DEPLETE = 1037, // Percent chance for Geomancy to cost 0 MP (GEO AF3 Sets)
DOUBLE_ATTACK_DMG = 1038, // Increases "Double Attack" damage/"Double Attack" damage + (in percents, e.g. +20 = +20% damage)
TRIPLE_ATTACK_DMG = 1039, // Increases "Triple Attack" damage/"Triple Attack" damage + (in percents, e.g. +20 = +20% damage)
AVATAR_LVL_BONUS = 1040, // Avatar等级 数值1就是Avatar等级加1. Avatar: Lv. ###/+ (Increases all avatar's base level above 99)
CARBUNCLE_LVL_BONUS = 1041, // 追加SMN宠物Carbuncle等级 Carbuncle: Lv.+ (Increases Carbuncle's base level above 99)
CAIT_SITH_LVL_BONUS = 1042, // 追加SMN宠物Cait Sith等级 Cait Sith: Lv.+ (Increases Cait Sith's base level above 99)
WYVERN_LVL_BONUS = 1043, // Wyvern等级 数值1就是Avatar等级加1. Wyvern: Lv.+ (Increases wyvern's base level above 99)
AUTOMATON_LVL_BONUS = 1044, // PUP 宠物等级 数值1就是Avatar等级加1. Automaton: Lv. (Increases automaton's base level above 99)
ENHANCES_RESTRAINT = 1045, // Enhances "Restraint" effect/"Restraint" + (Increases the damage bonus of Restraint by XXX%)
ENHANCES_BLOOD_RAGE = 1046, // Enhances "Blood Rage" effect/"Blood Rage" duration +
// The spares take care of finding the next ID to use so long as we don't forget to list IDs that have been freed up by refactoring.
// 570 through 825 used by WS DMG mods these are not spares.
// Weaponskill %damage modifiers
// The following modifier should not ever be set, but %damage modifiers to weaponskills use the next 255 IDs (this modifier + the WSID)
// For example, +10% damage to Chant du Cygne would be ID 570 + 225 (795)
这些话实际就是:570作为基础ID,如果你想提高某个WS(WS的ID是20)30%伤害,设置的mod = (570 + WSID) = 590,Value就是30 !!!
// SPARE = 1047,