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#ifndef MAP_T_HPP
#define MAP_T_HPP
#include "../common/mmo.hpp"
#include "../common/utils.hpp"
namespace e
{
// [Fate] status.option properties. These are persistent status changes.
// IDs that are not listed are not used in the code (to the best of my knowledge)
enum class Option : uint16_t
{
ZERO = 0x0000,
SIGHT = 0x0001,
// apparently some weaker non-GM hide
HIDE2 = 0x0002,
CLOAK = 0x0004,
// [Fate] This is the GM `@hide' flag
HIDE = 0x0040,
ORC_HEAD = 0x0800,
// [Fate] Complete invisibility to other clients
INVISIBILITY = 0x1000,
_wedding = 0x1000,
// [Fate] Auto-logging of nearby comments
SCRIBE = 0x2000,
CHASEWALK = 0x4000,
sign = 0x8000,
// ?
REAL_ANY_HIDE = HIDE | CLOAK | HIDE2,
OLD_ANY_HIDE = CHASEWALK | CLOAK | HIDE2,
MASK = sign | CHASEWALK | _wedding,
};
enum class Opt1 : uint16_t
{
ZERO = 0,
_stone1 = 1,
_freeze = 2,
_stan = 3,
_sleep = 4,
_stone6 = 6,
};
enum class Opt2 : uint16_t
{
ZERO = 0x0000,
_poison = 0x0001,
_curse = 0x0002,
_silence = 0x0004,
BLIND = 0x0010,
_speedpotion0 = 0x0020,
_signumcrucis = 0x0040,
_atkpot = 0x0080,
_heal = 0x0100,
_slowpoison = 0x0200,
};
enum class Opt3 : uint16_t
{
ZERO = 0x0000,
_concentration = 0x0001,
_overthrust = 0x0002,
_energycoat = 0x0004,
_explosionspirits = 0x0008,
_steelbody = 0x0010,
_berserk = 0x0080,
_marionette = 0x0400,
_assumptio = 0x0800,
};
ENUM_BITWISE_OPERATORS(Option)
ENUM_BITWISE_OPERATORS(Opt2)
ENUM_BITWISE_OPERATORS(Opt3)
}
using e::Option;
using e::Opt1;
using e::Opt2;
using e::Opt3;
enum class BL : uint8_t
{
NUL,
#define BL_NUL BL::NUL
PC,
#define BL_PC BL::PC
NPC,
#define BL_NPC BL::NPC
MOB,
#define BL_MOB BL::MOB
ITEM,
#define BL_ITEM BL::ITEM
CHAT,
#define BL_CHAT BL::CHAT
SKILL,
#define BL_SKILL BL::SKILL
SPELL,
#define BL_SPELL BL::SPELL
};
enum class NpcSubtype : uint8_t
{
WARP,
#define WARP NpcSubtype::WARP
SHOP,
#define SHOP NpcSubtype::SHOP
SCRIPT,
#define SCRIPT NpcSubtype::SCRIPT
MONS,
#define MONS NpcSubtype::MONS
MESSAGE,
#define MESSAGE NpcSubtype::MESSAGE
};
enum class mob_stat
{
LV,
#define MOB_LV mob_stat::LV
MAX_HP,
#define MOB_MAX_HP mob_stat::MAX_HP
STR,
#define MOB_STR mob_stat::STR
AGI,
#define MOB_AGI mob_stat::AGI
VIT,
#define MOB_VIT mob_stat::VIT
INT,
#define MOB_INT mob_stat::INT
DEX,
#define MOB_DEX mob_stat::DEX
LUK,
#define MOB_LUK mob_stat::LUK
// low and high attacks
ATK1,
#define MOB_ATK1 mob_stat::ATK1
ATK2,
#define MOB_ATK2 mob_stat::ATK2
// attack delay
ADELAY,
#define MOB_ADELAY mob_stat::ADELAY
DEF,
#define MOB_DEF mob_stat::DEF
MDEF,
#define MOB_MDEF mob_stat::MDEF
SPEED,
#define MOB_SPEED mob_stat::SPEED
// These must come last:
// [Fate] Encoded as base to 1024: 1024 means 100%
XP_BONUS,
#define MOB_XP_BONUS mob_stat::XP_BONUS
LAST,
#define MOB_LAST mob_stat::LAST
};
enum class MS : uint8_t
{
IDLE,
#define MS_IDLE MS::IDLE
WALK,
#define MS_WALK MS::WALK
ATTACK,
#define MS_ATTACK MS::ATTACK
DEAD,
#define MS_DEAD MS::DEAD
DELAY,
#define MS_DELAY MS::DELAY
};
enum class ATK
{
ZERO = 0,
LUCKY,
#define ATK_LUCKY ATK::LUCKY
FLEE,
#define ATK_FLEE ATK::FLEE
DEF,
#define ATK_DEF ATK::DEF
};
enum class SP : uint16_t
{
SPEED = 0,
#define SP_SPEED SP::SPEED
// when used as "no stat"
ZERO = 0,
BASEEXP = 1,
#define SP_BASEEXP SP::BASEEXP
JOBEXP = 2,
#define SP_JOBEXP SP::JOBEXP
KARMA = 3,
#define SP_KARMA SP::KARMA
HP = 5,
#define SP_HP SP::HP
MAXHP = 6,
#define SP_MAXHP SP::MAXHP
SP = 7,
#define SP_SP SP::SP
MAXSP = 8,
#define SP_MAXSP SP::MAXSP
STATUSPOINT = 9,
#define SP_STATUSPOINT SP::STATUSPOINT
BASELEVEL = 11,
#define SP_BASELEVEL SP::BASELEVEL
SKILLPOINT = 12,
#define SP_SKILLPOINT SP::SKILLPOINT
STR = 13,
#define SP_STR SP::STR
AGI = 14,
#define SP_AGI SP::AGI
VIT = 15,
#define SP_VIT SP::VIT
INT = 16,
#define SP_INT SP::INT
DEX = 17,
#define SP_DEX SP::DEX
LUK = 18,
#define SP_LUK SP::LUK
CLASS = 19,
#define SP_CLASS SP::CLASS
ZENY = 20,
#define SP_ZENY SP::ZENY
SEX = 21,
#define SP_SEX SP::SEX
NEXTBASEEXP = 22,
#define SP_NEXTBASEEXP SP::NEXTBASEEXP
NEXTJOBEXP = 23,
#define SP_NEXTJOBEXP SP::NEXTJOBEXP
WEIGHT = 24,
#define SP_WEIGHT SP::WEIGHT
MAXWEIGHT = 25,
#define SP_MAXWEIGHT SP::MAXWEIGHT
USTR = 32,
#define SP_USTR SP::USTR
UAGI = 33,
#define SP_UAGI SP::UAGI
UVIT = 34,
#define SP_UVIT SP::UVIT
UINT = 35,
#define SP_UINT SP::UINT
UDEX = 36,
#define SP_UDEX SP::UDEX
ULUK = 37,
#define SP_ULUK SP::ULUK
ATK1 = 41,
#define SP_ATK1 SP::ATK1
ATK2 = 42,
#define SP_ATK2 SP::ATK2
MATK1 = 43,
#define SP_MATK1 SP::MATK1
MATK2 = 44,
#define SP_MATK2 SP::MATK2
DEF1 = 45,
#define SP_DEF1 SP::DEF1
DEF2 = 46,
#define SP_DEF2 SP::DEF2
MDEF1 = 47,
#define SP_MDEF1 SP::MDEF1
MDEF2 = 48,
#define SP_MDEF2 SP::MDEF2
HIT = 49,
#define SP_HIT SP::HIT
FLEE1 = 50,
#define SP_FLEE1 SP::FLEE1
FLEE2 = 51,
#define SP_FLEE2 SP::FLEE2
CRITICAL = 52,
#define SP_CRITICAL SP::CRITICAL
ASPD = 53,
#define SP_ASPD SP::ASPD
JOBLEVEL = 55,
#define SP_JOBLEVEL SP::JOBLEVEL
PARTNER = 57,
#define SP_PARTNER SP::PARTNER
CART = 58,
#define SP_CART SP::CART
FAME = 59,
#define SP_FAME SP::FAME
UNBREAKABLE = 60,
#define SP_UNBREAKABLE SP::UNBREAKABLE
DEAF = 70,
#define SP_DEAF SP::DEAF
GM = 500,
#define SP_GM SP::GM
ATTACKRANGE = 1000,
#define SP_ATTACKRANGE SP::ATTACKRANGE
ATKELE = 1001,
#define SP_ATKELE SP::ATKELE
DEFELE = 1002,
#define SP_DEFELE SP::DEFELE
CASTRATE = 1003,
#define SP_CASTRATE SP::CASTRATE
MAXHPRATE = 1004,
#define SP_MAXHPRATE SP::MAXHPRATE
MAXSPRATE = 1005,
#define SP_MAXSPRATE SP::MAXSPRATE
SPRATE = 1006,
#define SP_SPRATE SP::SPRATE
ADDEFF = 1012,
#define SP_ADDEFF SP::ADDEFF
RESEFF = 1013,
#define SP_RESEFF SP::RESEFF
BASE_ATK = 1014,
#define SP_BASE_ATK SP::BASE_ATK
ASPD_RATE = 1015,
#define SP_ASPD_RATE SP::ASPD_RATE
HP_RECOV_RATE = 1016,
#define SP_HP_RECOV_RATE SP::HP_RECOV_RATE
SP_RECOV_RATE = 1017,
#define SP_SP_RECOV_RATE SP::SP_RECOV_RATE
SPEED_RATE = 1018,
#define SP_SPEED_RATE SP::SPEED_RATE
CRITICAL_DEF = 1019,
#define SP_CRITICAL_DEF SP::CRITICAL_DEF
NEAR_ATK_DEF = 1020,
#define SP_NEAR_ATK_DEF SP::NEAR_ATK_DEF
LONG_ATK_DEF = 1021,
#define SP_LONG_ATK_DEF SP::LONG_ATK_DEF
DOUBLE_RATE = 1022,
#define SP_DOUBLE_RATE SP::DOUBLE_RATE
DOUBLE_ADD_RATE = 1023,
#define SP_DOUBLE_ADD_RATE SP::DOUBLE_ADD_RATE
MATK = 1024,
#define SP_MATK SP::MATK
MATK_RATE = 1025,
#define SP_MATK_RATE SP::MATK_RATE
IGNORE_DEF_ELE = 1026,
#define SP_IGNORE_DEF_ELE SP::IGNORE_DEF_ELE
IGNORE_DEF_RACE = 1027,
#define SP_IGNORE_DEF_RACE SP::IGNORE_DEF_RACE
ATK_RATE = 1028,
#define SP_ATK_RATE SP::ATK_RATE
SPEED_ADDRATE = 1029,
#define SP_SPEED_ADDRATE SP::SPEED_ADDRATE
ASPD_ADDRATE = 1030,
#define SP_ASPD_ADDRATE SP::ASPD_ADDRATE
MAGIC_ATK_DEF = 1031,
#define SP_MAGIC_ATK_DEF SP::MAGIC_ATK_DEF
MISC_ATK_DEF = 1032,
#define SP_MISC_ATK_DEF SP::MISC_ATK_DEF
IGNORE_MDEF_ELE = 1033,
#define SP_IGNORE_MDEF_ELE SP::IGNORE_MDEF_ELE
IGNORE_MDEF_RACE = 1034,
#define SP_IGNORE_MDEF_RACE SP::IGNORE_MDEF_RACE
PERFECT_HIT_RATE = 1038,
#define SP_PERFECT_HIT_RATE SP::PERFECT_HIT_RATE
PERFECT_HIT_ADD_RATE = 1039,
#define SP_PERFECT_HIT_ADD_RATE SP::PERFECT_HIT_ADD_RATE
CRITICAL_RATE = 1040,
#define SP_CRITICAL_RATE SP::CRITICAL_RATE
GET_ZENY_NUM = 1041,
#define SP_GET_ZENY_NUM SP::GET_ZENY_NUM
ADD_GET_ZENY_NUM = 1042,
#define SP_ADD_GET_ZENY_NUM SP::ADD_GET_ZENY_NUM
ADD_MONSTER_DROP_ITEM = 1047,
#define SP_ADD_MONSTER_DROP_ITEM SP::ADD_MONSTER_DROP_ITEM
DEF_RATIO_ATK_ELE = 1048,
#define SP_DEF_RATIO_ATK_ELE SP::DEF_RATIO_ATK_ELE
DEF_RATIO_ATK_RACE = 1049,
#define SP_DEF_RATIO_ATK_RACE SP::DEF_RATIO_ATK_RACE
ADD_SPEED = 1050,
#define SP_ADD_SPEED SP::ADD_SPEED
HIT_RATE = 1051,
#define SP_HIT_RATE SP::HIT_RATE
FLEE_RATE = 1052,
#define SP_FLEE_RATE SP::FLEE_RATE
FLEE2_RATE = 1053,
#define SP_FLEE2_RATE SP::FLEE2_RATE
DEF_RATE = 1054,
#define SP_DEF_RATE SP::DEF_RATE
DEF2_RATE = 1055,
#define SP_DEF2_RATE SP::DEF2_RATE
MDEF_RATE = 1056,
#define SP_MDEF_RATE SP::MDEF_RATE
MDEF2_RATE = 1057,
#define SP_MDEF2_RATE SP::MDEF2_RATE
SPLASH_RANGE = 1058,
#define SP_SPLASH_RANGE SP::SPLASH_RANGE
SPLASH_ADD_RANGE = 1059,
#define SP_SPLASH_ADD_RANGE SP::SPLASH_ADD_RANGE
AUTOSPELL = 1060,
#define SP_AUTOSPELL SP::AUTOSPELL
HP_DRAIN_RATE = 1061,
#define SP_HP_DRAIN_RATE SP::HP_DRAIN_RATE
SP_DRAIN_RATE = 1062,
#define SP_SP_DRAIN_RATE SP::SP_DRAIN_RATE
SHORT_WEAPON_DAMAGE_RETURN = 1063,
#define SP_SHORT_WEAPON_DAMAGE_RETURN SP::SHORT_WEAPON_DAMAGE_RETURN
LONG_WEAPON_DAMAGE_RETURN = 1064,
#define SP_LONG_WEAPON_DAMAGE_RETURN SP::LONG_WEAPON_DAMAGE_RETURN
ADDEFF2 = 1067,
#define SP_ADDEFF2 SP::ADDEFF2
BREAK_WEAPON_RATE = 1068,
#define SP_BREAK_WEAPON_RATE SP::BREAK_WEAPON_RATE
BREAK_ARMOR_RATE = 1069,
#define SP_BREAK_ARMOR_RATE SP::BREAK_ARMOR_RATE
ADD_STEAL_RATE = 1070,
#define SP_ADD_STEAL_RATE SP::ADD_STEAL_RATE
MAGIC_DAMAGE_RETURN = 1071,
#define SP_MAGIC_DAMAGE_RETURN SP::MAGIC_DAMAGE_RETURN
RANDOM_ATTACK_INCREASE = 1072,
#define SP_RANDOM_ATTACK_INCREASE SP::RANDOM_ATTACK_INCREASE
ALL_STATS = 1073,
#define SP_ALL_STATS SP::ALL_STATS
AGI_VIT = 1074,
#define SP_AGI_VIT SP::AGI_VIT
AGI_DEX_STR = 1075,
#define SP_AGI_DEX_STR SP::AGI_DEX_STR
PERFECT_HIDE = 1076,
#define SP_PERFECT_HIDE SP::PERFECT_HIDE
RESTART_FULL_RECORVER = 2000,
#define SP_RESTART_FULL_RECORVER SP::RESTART_FULL_RECORVER
NO_CASTCANCEL = 2001,
#define SP_NO_CASTCANCEL SP::NO_CASTCANCEL
NO_SIZEFIX = 2002,
#define SP_NO_SIZEFIX SP::NO_SIZEFIX
NO_MAGIC_DAMAGE = 2003,
#define SP_NO_MAGIC_DAMAGE SP::NO_MAGIC_DAMAGE
NO_WEAPON_DAMAGE = 2004,
#define SP_NO_WEAPON_DAMAGE SP::NO_WEAPON_DAMAGE
NO_GEMSTONE = 2005,
#define SP_NO_GEMSTONE SP::NO_GEMSTONE
NO_CASTCANCEL2 = 2006,
#define SP_NO_CASTCANCEL2 SP::NO_CASTCANCEL2
INFINITE_ENDURE = 2007,
#define SP_INFINITE_ENDURE SP::INFINITE_ENDURE
UNBREAKABLE_WEAPON = 2008,
#define SP_UNBREAKABLE_WEAPON SP::UNBREAKABLE_WEAPON
SP_UNBREAKABLE_ARMOR = 2009,
#define SP_UNBREAKABLE_ARMOR SP::UNBREAKABLE_ARMOR
};
constexpr
SP attr_to_sp(ATTR attr)
{
return SP(uint16_t(attr) + uint16_t(SP::STR));
}
constexpr
ATTR sp_to_attr(SP sp)
{
return ATTR(uint16_t(sp) - uint16_t(SP::STR));
}
constexpr
SP attr_to_usp(ATTR attr)
{
return SP(uint16_t(attr) + uint16_t(SP::USTR));
}
constexpr
ATTR usp_to_attr(SP sp)
{
return ATTR(uint16_t(sp) - uint16_t(SP::USTR));
}
constexpr
SP sp_to_usp(SP sp)
{
return attr_to_usp(sp_to_attr(sp));
}
constexpr
SP usp_to_sp(SP sp)
{
return attr_to_sp(usp_to_attr(sp));
}
enum class LOOK : uint8_t
{
BASE = 0,
#define LOOK_BASE LOOK::BASE
HAIR = 1,
#define LOOK_HAIR LOOK::HAIR
WEAPON = 2,
#define LOOK_WEAPON LOOK::WEAPON
HEAD_BOTTOM = 3,
#define LOOK_HEAD_BOTTOM LOOK::HEAD_BOTTOM
HEAD_TOP = 4,
#define LOOK_HEAD_TOP LOOK::HEAD_TOP
HEAD_MID = 5,
#define LOOK_HEAD_MID LOOK::HEAD_MID
HAIR_COLOR = 6,
#define LOOK_HAIR_COLOR LOOK::HAIR_COLOR
CLOTHES_COLOR = 7,
#define LOOK_CLOTHES_COLOR LOOK::CLOTHES_COLOR
SHIELD = 8,
#define LOOK_SHIELD LOOK::SHIELD
SHOES = 9,
#define LOOK_SHOES LOOK::SHOES
GLOVES = 10,
#define LOOK_GLOVES LOOK::GLOVES
CAPE = 11,
#define LOOK_CAPE LOOK::CAPE
MISC1 = 12,
#define LOOK_MISC1 LOOK::MISC1
MISC2 = 13,
#define LOOK_MISC2 LOOK::MISC2
COUNT,
};
enum class EQUIP
{
NONE = -1,
MISC2 = 0,
CAPE = 1,
SHOES = 2,
GLOVES = 3,
LEGS = 4, // also called "head bottom"
TORSO = 5, // also called "head middle"
HAT = 6, // also called "head top"
MISC1 = 7,
SHIELD = 8,
#define EQUIP_SHIELD EQUIP::SHIELD
WEAPON = 9,
#define EQUIP_WEAPON EQUIP::WEAPON
ARROW = 10,
COUNT = 11,
};
constexpr
EQUIP EQUIPs[] =
{
EQUIP::MISC2,
EQUIP::CAPE,
EQUIP::SHOES,
EQUIP::GLOVES,
EQUIP::LEGS,
EQUIP::TORSO,
EQUIP::HAT,
EQUIP::MISC1,
EQUIP::SHIELD,
EQUIP::WEAPON,
EQUIP::ARROW,
};
constexpr
EQUIP EQUIPs_noarrow[] =
{
EQUIP::MISC2,
EQUIP::CAPE,
EQUIP::SHOES,
EQUIP::GLOVES,
EQUIP::LEGS,
EQUIP::TORSO,
EQUIP::HAT,
EQUIP::MISC1,
EQUIP::SHIELD,
EQUIP::WEAPON,
};
enum class ItemType : uint8_t
{
USE = 0, // in eA, healing only
_1 = 1, // unused
_2 = 2, // in eA, other usable items
JUNK = 3, // "useless" items (e.g. quests)
WEAPON = 4, // all weapons
ARMOR = 5, // all other equipment
_6 = 6, // in eA, card
_7 = 7, // in eA, pet egg
_8 = 8, // in eA, pet equipment
_9 = 9, // unused
ARROW = 10, // ammo
_11 = 11, // in eA, delayed use (special script)
};
namespace e
{
enum class MobMode : uint16_t
{
ZERO = 0x0000,
CAN_MOVE = 0x0001,
LOOTER = 0x0002,
AGGRESSIVE = 0x0004,
ASSIST = 0x0008,
CAST_SENSOR = 0x0010,
BOSS = 0x0020,
// sometimes also called "robust"
PLANT = 0x0040,
CAN_ATTACK = 0x0080,
DETECTOR = 0x0100,
CHANGE_TARGET = 0x0200,
war = CAN_MOVE | AGGRESSIVE | CAN_ATTACK,
SUMMONED = 0x1000,
#define MOB_MODE_SUMMONED MobMode::SUMMONED
TURNS_AGAINST_BAD_MASTER = 0x2000,
#define MOB_MODE_TURNS_AGAINST_BAD_MASTER MobMode::TURNS_AGAINST_BAD_MASTER
// mob mode flags that Fate actually understood
SENSIBLE_MASK = 0xf000,
#define MOB_SENSIBLE_MASK MobMode::SENSIBLE_MASK
};
ENUM_BITWISE_OPERATORS(MobMode)
}
using e::MobMode;
#endif // MAP_T_HPP
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