Action System - Fiesta Online [2012] Files: Note ActionEffectItem.shn ItemAction.shn All "possible" values ​​which are incomprehensible in the description ItemActionEffect.shn will be explained in more detail below. ItemActionCondition.shn An example of this would be the values ​​in the ItemActionEffect.shn ItemActionEffectDesc.shn of the "EffectTarget" column. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ActionEffectItem.shn Column Possible values ​​Description SHINE_ITEM_ID: 1 - 65500 ID of the item to receive the effect later. ItemActionID: 1 -? ID of the effect (related to the ItemAction.shn) EnchantMaxLot: 0 -? Not known. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ItemAction.shn Column Possible values ​​ Description ItemActionID: 1 - 65500 ID of the effect. It must be a completely new one. Similar to Item ID. ConditionID: 1 -? ID of the "Condition" (related to the ItemEffectCondition.shn) EffectID: 1 -? ID of the effect (related to the ItemActionEffect.shn) CoolTime: 0 -? Not known. CoolGroupAuctionID: 0 -? Not known. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ItemActionEffect.shn Column Possible values ​ Description EffectID: 1 -? ID of the effect. It must be a completely new one. Similar to Item ID. EffectTarget: 0: 1; 0: 2; 0: 3 Describes who the effect works on. Do not confuse with SubjectTarget or ObjectTarget from the ItemActionCondition.shn EffectActivity: 1: 0; 2: 0; 3.0 Describes what the effect should be. Heal, Damage,%, Abstate etc. Value: 0 -? If an AbState is set, the level is set here. Ex .: Vitality T1 = 1; Vita T2 = 2, etc. Area: 0 -? If it is an effect that affects the environment, the range is set here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ItemActionCondition.shn Column Possible values ​​ Description ConditionID: 1 -? ID of the "Condition". It must be a completely new one. Similar to Item ID. SubjectTarget: 0: 1; 0: 2; 0: 3 Describes the type of target. Ex: self, opponent, friend, party etc. ObjectTarget: 0: 1; 0: 2; 0: 3 Describes who the effect is. Ex: self, opponent ConditionActivity: 0: 1; 0: 2; 0: 3 Describes how the effect is fired. (E.g. Through a skill, auto attack etc. ActivityRate: 0 - 1000 Describes how high the chance is that the effect comes into effect. Range: 0 -? Mainly for sets. Describes the radius to be affected in the opponent. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ItemActionEffectDesc.shn Column Possible values ​​Description ItemActionID: 1 -? ID from the ItemAction.shn UseItem: 0 -? Not known. ItemActionDesc: Text Similar to the description in ItemViewInfo.shn. Tell what the effect is doing (ONLY GRAPHIC! DOES NOT HAVE AN IMPACT ON FUNCTIONS!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Explanation and collation of values ItemActionEffect.shn EffectTarget Value Function Notes 0: 1 Effect on self - 0: 2 Effect on allies - 0:14 Effect on the Abstate Example: The aggro is amplified 0:15 Effect on the attacker - 0:16 Unknown I could not recognize any connections. 0:17 Even + allies? Only entries with more healing available. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EffectActivity Value Function Notes 1: 0 HP Healing / Recover - 1: 1 Also HP Healing / Recover No Feasts. (E.g. If you critet is cured 1: 2 SP Healing / Recover - 1: 4 Extra Damage - 1: 5 One-Hit-Kill - 1: 7 Also SP Healing / Recover No Feasts. (E.g. If you critet is cured 2: X AbState X = AbStataIndex from the offset. Sets an AbState 5: 0 Damage to a skill Damage caused by an eienm skill is increased 5: 1 Cooldown of a Skills Cooldown is decreased 5: 2 Duration Increases the length of a skill. Bone Slicer 5: 3 SP Consumation Decreases the SP consumption of a skill 5: 4 Uncertain There's only Fatal Slash with it. Undecided what it does. 5: 5 Aggro Effect Increases or decreases aggro of a skill (Mock, Nature's Protection) 5: 6 Dexterity Increases e.g. The Dexterity reduction of Immobilize 5: 7 HP Absorbation Increases the HP absorption of Vampiric Strike. 5: 8 Buff Boost Increases the HP / SP buffed with Endure 5: 9 HP / SP Restore Increases the HP / SP that the Sacrifice skill returns 5:10 Probability Increases the probability that a skill will increase. Sets an AbState 5:11 Healing a skill Increases healing of a Heal skill 5:12 "Healing Ratio" Increases the ratio of a Heal skill 5:13 Effect Power e.g. Demoralizing Hit. Damage is further reduced 5:14 Block Rate Increases the Block Rate of Skill Toughness e.g. 9: 1 % Increases / decreases e.g. Damage or defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ItemActionCondition.shn SubjectTarget ------> From whom is the effect. Value Function Notes 0: 1 Goes from: Character For example, Subject = 0: 1 Activity = 0: 0 Object = 0: 5 Character (0: 1) attack (0: 0) Opponent (0: 5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RandomOption.shn RandomOptionType Value Function Notes 0 STR / Strength - 1 DEX / Dexterity - 2 END / Endurance - 3 INT / Intelligence - 4 SPR / Spirit - 5 Aim / Additional Aim - 6 Crit / critical rate 10 = 1%, 20 = 2%, 30 = 3%, etc. 7 Dmg / Additional Damage - 8 Def / Additional Defense - 9 M.Dmg / additional damage - 10 M.Def / Additional M.Vert. - 11 Eva / Additional Evasion - 12 Anticritical Rate Chance to prevent a crit from the opponent. Same values ​​as Crit 13 Level - - 14 ????? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Subject or Object: ItemActionCondition.shn 0:1 Me 2:0 Humanoid Mob 2:1 Elemental Mob 2:2 Spirit Mob 2:3 Beast Mob 2:4 Summoned Mob 2:5 Undead Mob 0:5 Anybody? 0:7 Player 3:0 Fighter 3:2 Cleric 3:1 Archer 3:3 Mage 3:4 Trickster ConditionActivity: ItemActionCondition.shn 7:97 7:(ActiveSkillGroup.shn) 0:0 auto attacked 0:1 skill used (player or mob) 0:3 any hit (auto or skills) 0:4 Critical Hit 6:3 level 1-19 equip 6:4 level 20-49 equip 6:5 level 50-79 equip 6:6 level 80-99 equip 6:7 level 100-149 equip EffectTarget: ItemActionEffect.shn 0:0 surrounding enemies 0:1 Me 0:14 ObjectTarget on Condition.shn EffectTarget: ItemActionEffect.shn 0:0 surrounding enemies 0:1 Me 0:14 ObjectTarget on Condition.shn using {Effect: (0:14, 1:4, 500), Condition:(0:1, 2:1, 0:0, 100)} did the damage to me (the subjectTarget) 0:15 subjectTarget on Condition.shn using {Effect: (0:15, 1:4, 500), Condition:(0:1, 2:1, 0:0, 100)} did the damage to enemy (the objectTarget) 0:16 Almost same as 0:14… idk whats diff using {Effect: (0:15, 1:4, 500), Condition:(0:1, 2:1, 0:0, 100)} did the damage to enemy (the objectTarget) 0:17 Skill Used (ConditionActivity 7:_) 0:2 Nearby Party members EffectActivity: ItemActionEffect.shn 1:0 Recover HP 1:1 Recover HP% 1:2 Recover SP 1:4 Loose HP 1:5 Loose HP% 1:7 Loose SP% 2:503 2:(Abstate ID) 5:0 Skill Damage 5:1 Skill Cooldown 5:10 Skill Probablility 5:11 Skill Hp bonus 5:12 Abstate Hp Recovery? 5:13 Abstate Effect power? 5:14 Abstate Blocking Ability? 5:2 Abstate Duration 5:3 Skill SP Consumption 5:4 Abstate Effect power? 5:5 Skill Aggro 5:6 Abstate Effect power? 5:7 HP Obsorbtion 5:8 HP/SP Boost 5:9 HP/SP Restoration 9:1 Final Dmg modify