item_attr are bonuses that can be earned in the game. There are more bonuses in the source code, the ID is important.
TValueName c_aApplyTypeNames[] =
{
{ "STR", APPLY_STR },
{ "DEX", APPLY_DEX },
{ "CON", APPLY_CON },
{ "INT", APPLY_INT },
{ "MAX_HP", APPLY_MAX_HP },
{ "MAX_SP", APPLY_MAX_SP },
{ "MAX_STAMINA", APPLY_MAX_STAMINA },
{ "POISON_REDUCE", APPLY_POISON_REDUCE },
{ "EXP_DOUBLE_BONUS", APPLY_EXP_DOUBLE_BONUS },
{ "GOLD_DOUBLE_BONUS", APPLY_GOLD_DOUBLE_BONUS },
{ "ITEM_DROP_BONUS", APPLY_ITEM_DROP_BONUS },
{ "HP_REGEN", APPLY_HP_REGEN },
{ "SP_REGEN", APPLY_SP_REGEN },
{ "ATTACK_SPEED", APPLY_ATT_SPEED },
{ "MOVE_SPEED", APPLY_MOV_SPEED },
{ "CAST_SPEED", APPLY_CAST_SPEED },
{ "ATT_BONUS", APPLY_ATT_GRADE_BONUS },
{ "DEF_BONUS", APPLY_DEF_GRADE_BONUS },
{ "MAGIC_ATT_GRADE",APPLY_MAGIC_ATT_GRADE },
{ "MAGIC_DEF_GRADE",APPLY_MAGIC_DEF_GRADE },
{ "SKILL", APPLY_SKILL },
{ "ATTBONUS_ANIMAL",APPLY_ATTBONUS_ANIMAL },
{ "ATTBONUS_UNDEAD",APPLY_ATTBONUS_UNDEAD },
{ "ATTBONUS_DEVIL", APPLY_ATTBONUS_DEVIL },
{ "ATTBONUS_HUMAN", APPLY_ATTBONUS_HUMAN },
{ "ADD_BOW_DISTANCE",APPLY_BOW_DISTANCE },
{ "DODGE", APPLY_DODGE },
{ "BLOCK", APPLY_BLOCK },
{ "RESIST_SWORD", APPLY_RESIST_SWORD },
{ "RESIST_TWOHAND", APPLY_RESIST_TWOHAND },
{ "RESIST_DAGGER", APPLY_RESIST_DAGGER },
{ "RESIST_BELL", APPLY_RESIST_BELL },
{ "RESIST_FAN", APPLY_RESIST_FAN },
{ "RESIST_BOW", APPLY_RESIST_BOW },
{ "RESIST_FIRE", APPLY_RESIST_FIRE },
{ "RESIST_ELEC", APPLY_RESIST_ELEC },
{ "RESIST_MAGIC", APPLY_RESIST_MAGIC },
{ "RESIST_WIND", APPLY_RESIST_WIND },
{ "REFLECT_MELEE", APPLY_REFLECT_MELEE },
{ "REFLECT_CURSE", APPLY_REFLECT_CURSE },
{ "RESIST_ICE", APPLY_RESIST_ICE },
{ "RESIST_EARTH", APPLY_RESIST_EARTH },
{ "RESIST_DARK", APPLY_RESIST_DARK },
{ "RESIST_CRITICAL", APPLY_ANTI_CRITICAL_PCT },
{ "RESIST_PENETRATE", APPLY_ANTI_PENETRATE_PCT },
{ "POISON", APPLY_POISON_PCT },
{ "SLOW", APPLY_SLOW_PCT },
{ "STUN", APPLY_STUN_PCT },
{ "STEAL_HP", APPLY_STEAL_HP },
{ "STEAL_SP", APPLY_STEAL_SP },
{ "MANA_BURN_PCT", APPLY_MANA_BURN_PCT },
{ "CRITICAL", APPLY_CRITICAL_PCT },
{ "PENETRATE", APPLY_PENETRATE_PCT },
{ "KILL_SP_RECOVER",APPLY_KILL_SP_RECOVER },
{ "KILL_HP_RECOVER",APPLY_KILL_HP_RECOVER },
{ "PENETRATE_PCT", APPLY_PENETRATE_PCT },
{ "CRITICAL_PCT", APPLY_CRITICAL_PCT },
{ "POISON_PCT", APPLY_POISON_PCT },
{ "STUN_PCT", APPLY_STUN_PCT },
{ "ATT_BONUS_TO_WARRIOR", APPLY_ATTBONUS_WARRIOR },
{ "ATT_BONUS_TO_ASSASSIN", APPLY_ATTBONUS_ASSASSIN },
{ "ATT_BONUS_TO_SURA", APPLY_ATTBONUS_SURA },
{ "ATT_BONUS_TO_SHAMAN", APPLY_ATTBONUS_SHAMAN },
{ "ATT_BONUS_TO_MONSTER", APPLY_ATTBONUS_MONSTER },
{ "ATT_BONUS_TO_MOB", APPLY_ATTBONUS_MONSTER },
{ "MALL_ATTBONUS", APPLY_MALL_ATTBONUS },
{ "MALL_EXPBONUS", APPLY_MALL_EXPBONUS },
{ "MALL_DEFBONUS", APPLY_MALL_DEFBONUS },
{ "MALL_ITEMBONUS", APPLY_MALL_ITEMBONUS },
{ "MALL_GOLDBONUS", APPLY_MALL_GOLDBONUS },
{ "MAX_HP_PCT", APPLY_MAX_HP_PCT },
{ "MAX_SP_PCT", APPLY_MAX_SP_PCT },
{ "SKILL_DAMAGE_BONUS", APPLY_SKILL_DAMAGE_BONUS },
{ "NORMAL_HIT_DAMAGE_BONUS",APPLY_NORMAL_HIT_DAMAGE_BONUS },
{ "SKILL_DEFEND_BONUS", APPLY_SKILL_DEFEND_BONUS },
{ "NORMAL_HIT_DEFEND_BONUS",APPLY_NORMAL_HIT_DEFEND_BONUS },
{ "PCBANG_EXP_BONUS", APPLY_PC_BANG_EXP_BONUS },
{ "PCBANG_DROP_BONUS", APPLY_PC_BANG_DROP_BONUS },
{ "RESIST_WARRIOR", APPLY_RESIST_WARRIOR},
{ "RESIST_ASSASSIN", APPLY_RESIST_ASSASSIN},
{ "RESIST_SURA", APPLY_RESIST_SURA},
{ "RESIST_SHAMAN", APPLY_RESIST_SHAMAN},
// by mhh game/affect.h 정의되어있음. INFINITE_AFFECT_DURATION = 0x1FFFFFFF
{ "INFINITE_AFFECT_DURATION", 0x1FFFFFFF },
{ "ENERGY", APPLY_ENERGY }, // 기력
{ "COSTUME_ATTR_BONUS", APPLY_COSTUME_ATTR_BONUS }, // 기력
{ "MAGIC_ATTBONUS_PER", APPLY_MAGIC_ATTBONUS_PER },
{ "MELEE_MAGIC_ATTBONUS_PER", APPLY_MELEE_MAGIC_ATTBONUS_PER },
#ifdef ENABLE_WOLFMAN_CHARACTER -> NIE MA
{ "BLEEDING_REDUCE",APPLY_BLEEDING_REDUCE },
{ "BLEEDING_PCT",APPLY_BLEEDING_PCT },
{ "ATT_BONUS_TO_WOLFMAN",APPLY_ATTBONUS_WOLFMAN },
{ "RESIST_WOLFMAN",APPLY_RESIST_WOLFMAN },
{ "RESIST_CLAW",APPLY_RESIST_CLAW },
#endif
#ifdef ENABLE_ACCE_COSTUME_SYSTEM
{ "ACCEDRAIN_RATE",APPLY_ACCEDRAIN_RATE },
#endif
#ifdef ENABLE_MAGIC_REDUCTION_SYSTEM
{ "RESIST_MAGIC_REDUCTION",APPLY_RESIST_MAGIC_REDUCTION },
#endif
{ NULL, 0 }