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#ifndef SKILL_T_HPP
#define SKILL_T_HPP
#include <cstdint>
#include "../common/utils.hpp"
// only ST_NONE is actually used - TODO remove
enum class SkillState
{
ST_NONE,
#define ST_NONE SkillState::ST_NONE
ST_HIDING,
#define ST_HIDING SkillState::ST_HIDING
ST_CLOAKING,
#define ST_CLOAKING SkillState::ST_CLOAKING
ST_HIDDEN,
#define ST_HIDDEN SkillState::ST_HIDDEN
ST_RIDING,
#define ST_RIDING SkillState::ST_RIDING
ST_FALCON,
#define ST_FALCON SkillState::ST_FALCON
ST_CART,
#define ST_CART SkillState::ST_CART
ST_SHIELD,
#define ST_SHIELD SkillState::ST_SHIELD
ST_SIGHT,
#define ST_SIGHT SkillState::ST_SIGHT
ST_EXPLOSIONSPIRITS,
#define ST_EXPLOSIONSPIRITS SkillState::ST_EXPLOSIONSPIRITS
ST_RECOV_WEIGHT_RATE,
#define ST_RECOV_WEIGHT_RATE SkillState::ST_RECOV_WEIGHT_RATE
ST_MOVE_ENABLE,
#define ST_MOVE_ENABLE SkillState::ST_MOVE_ENABLE
ST_WATER,
#define ST_WATER SkillState::ST_WATER
};
// TODO remove most of these as their corresponding SkillIDs get deleted.
enum class StatusChange : uint16_t
{
// indices into (map_session_data).status_change
SC_SENDMAX = 256,
#define SC_SENDMAX StatusChange::SC_SENDMAX
// sometimes means "none", sometimes not
NEGATIVE1 = 0xffff,
ANY_BAD = NEGATIVE1,
// these ones are used by clif_status_change,
// e.g. by the magic system
ZERO = 0,
ATTACK_ICON_GENERIC = 2000,
ATTACK_ICON_SHEARING = 2001,
CART = 0x0c,
CLIF_OPTION_SC_INVISIBILITY = 0x1000,
#define CLIF_OPTION_SC_INVISIBILITY StatusChange::CLIF_OPTION_SC_INVISIBILITY
CLIF_OPTION_SC_SCRIBE = 0x1001,
#define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE
// the rest are the normal effects
SC_PROVOKE = 0,
#define SC_PROVOKE StatusChange::SC_PROVOKE
SC_ENDURE = 1,
#define SC_ENDURE StatusChange::SC_ENDURE
SC_TWOHANDQUICKEN = 2,
#define SC_TWOHANDQUICKEN StatusChange::SC_TWOHANDQUICKEN
SC_CONCENTRATE = 3,
#define SC_CONCENTRATE StatusChange::SC_CONCENTRATE
SC_HIDING = 4,
#define SC_HIDING StatusChange::SC_HIDING
SC_CLOAKING = 5,
#define SC_CLOAKING StatusChange::SC_CLOAKING
SC_ENCPOISON = 6,
#define SC_ENCPOISON StatusChange::SC_ENCPOISON
SC_POISONREACT = 7,
#define SC_POISONREACT StatusChange::SC_POISONREACT
SC_QUAGMIRE = 8,
#define SC_QUAGMIRE StatusChange::SC_QUAGMIRE
SC_ANGELUS = 9,
#define SC_ANGELUS StatusChange::SC_ANGELUS
SC_BLESSING = 10,
#define SC_BLESSING StatusChange::SC_BLESSING
SC_SIGNUMCRUCIS = 11,
#define SC_SIGNUMCRUCIS StatusChange::SC_SIGNUMCRUCIS
SC_INCREASEAGI = 12,
#define SC_INCREASEAGI StatusChange::SC_INCREASEAGI
SC_DECREASEAGI = 13,
#define SC_DECREASEAGI StatusChange::SC_DECREASEAGI
SC_SLOWPOISON = 14, //
#define SC_SLOWPOISON StatusChange::SC_SLOWPOISON
SC_IMPOSITIO = 15,
#define SC_IMPOSITIO StatusChange::SC_IMPOSITIO
SC_SUFFRAGIUM = 16,
#define SC_SUFFRAGIUM StatusChange::SC_SUFFRAGIUM
SC_ASPERSIO = 17,
#define SC_ASPERSIO StatusChange::SC_ASPERSIO
SC_BENEDICTIO = 18,
#define SC_BENEDICTIO StatusChange::SC_BENEDICTIO
SC_KYRIE = 19,
#define SC_KYRIE StatusChange::SC_KYRIE
SC_MAGNIFICAT = 20,
#define SC_MAGNIFICAT StatusChange::SC_MAGNIFICAT
SC_GLORIA = 21,
#define SC_GLORIA StatusChange::SC_GLORIA
SC_AETERNA = 22,
#define SC_AETERNA StatusChange::SC_AETERNA
SC_ADRENALINE = 23,
#define SC_ADRENALINE StatusChange::SC_ADRENALINE
SC_WEAPONPERFECTION = 24,
#define SC_WEAPONPERFECTION StatusChange::SC_WEAPONPERFECTION
SC_OVERTHRUST = 25,
#define SC_OVERTHRUST StatusChange::SC_OVERTHRUST
SC_MAXIMIZEPOWER = 26,
#define SC_MAXIMIZEPOWER StatusChange::SC_MAXIMIZEPOWER
SC_RIDING = 27,
#define SC_RIDING StatusChange::SC_RIDING
SC_FALCON = 28,
#define SC_FALCON StatusChange::SC_FALCON
SC_TRICKDEAD = 29,
#define SC_TRICKDEAD StatusChange::SC_TRICKDEAD
SC_LOUD = 30,
#define SC_LOUD StatusChange::SC_LOUD
SC_ENERGYCOAT = 31,
#define SC_ENERGYCOAT StatusChange::SC_ENERGYCOAT
SC_BROKNARMOR = 32,
#define SC_BROKNARMOR StatusChange::SC_BROKNARMOR
SC_BROKNWEAPON = 33,
#define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON
SC_HALLUCINATION = 34,
#define SC_HALLUCINATION StatusChange::SC_HALLUCINATION
SC_WEIGHT50 = 35,
#define SC_WEIGHT50 StatusChange::SC_WEIGHT50
SC_WEIGHT90 = 36,
#define SC_WEIGHT90 StatusChange::SC_WEIGHT90
SC_SPEEDPOTION0 = 37, //
#define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0
SC_SPEEDPOTION1 = 38,
#define SC_SPEEDPOTION1 StatusChange::SC_SPEEDPOTION1
SC_SPEEDPOTION2 = 39,
#define SC_SPEEDPOTION2 StatusChange::SC_SPEEDPOTION2
SC_STRIPWEAPON = 50,
#define SC_STRIPWEAPON StatusChange::SC_STRIPWEAPON
SC_STRIPSHIELD = 51,
#define SC_STRIPSHIELD StatusChange::SC_STRIPSHIELD
SC_STRIPARMOR = 52,
#define SC_STRIPARMOR StatusChange::SC_STRIPARMOR
SC_STRIPHELM = 53,
#define SC_STRIPHELM StatusChange::SC_STRIPHELM
SC_CP_WEAPON = 54,
#define SC_CP_WEAPON StatusChange::SC_CP_WEAPON
SC_CP_SHIELD = 55,
#define SC_CP_SHIELD StatusChange::SC_CP_SHIELD
SC_CP_ARMOR = 56,
#define SC_CP_ARMOR StatusChange::SC_CP_ARMOR
SC_CP_HELM = 57,
#define SC_CP_HELM StatusChange::SC_CP_HELM
SC_AUTOGUARD = 58,
#define SC_AUTOGUARD StatusChange::SC_AUTOGUARD
SC_REFLECTSHIELD = 59,
#define SC_REFLECTSHIELD StatusChange::SC_REFLECTSHIELD
SC_DEVOTION = 60,
#define SC_DEVOTION StatusChange::SC_DEVOTION
SC_PROVIDENCE = 61,
#define SC_PROVIDENCE StatusChange::SC_PROVIDENCE
SC_DEFENDER = 62,
#define SC_DEFENDER StatusChange::SC_DEFENDER
SC_AUTOSPELL = 65,
#define SC_AUTOSPELL StatusChange::SC_AUTOSPELL
SC_SPEARSQUICKEN = 68,
#define SC_SPEARSQUICKEN StatusChange::SC_SPEARSQUICKEN
SC_HEALING = 70, //
#define SC_HEALING StatusChange::SC_HEALING
SC_SIGHTTRASHER = 73,
#define SC_SIGHTTRASHER StatusChange::SC_SIGHTTRASHER
SC_EXPLOSIONSPIRITS = 86,
#define SC_EXPLOSIONSPIRITS StatusChange::SC_EXPLOSIONSPIRITS
SC_STEELBODY = 87,
#define SC_STEELBODY StatusChange::SC_STEELBODY
SC_COMBO = 89,
#define SC_COMBO StatusChange::SC_COMBO
SC_FLAMELAUNCHER = 90,
#define SC_FLAMELAUNCHER StatusChange::SC_FLAMELAUNCHER
SC_FROSTWEAPON = 91,
#define SC_FROSTWEAPON StatusChange::SC_FROSTWEAPON
SC_LIGHTNINGLOADER = 92,
#define SC_LIGHTNINGLOADER StatusChange::SC_LIGHTNINGLOADER
SC_SEISMICWEAPON = 93,
#define SC_SEISMICWEAPON StatusChange::SC_SEISMICWEAPON
SC_AURABLADE = 103,
#define SC_AURABLADE StatusChange::SC_AURABLADE
SC_PARRYING = 104,
#define SC_PARRYING StatusChange::SC_PARRYING
SC_CONCENTRATION = 105,
#define SC_CONCENTRATION StatusChange::SC_CONCENTRATION
SC_TENSIONRELAX = 106,
#define SC_TENSIONRELAX StatusChange::SC_TENSIONRELAX
SC_BERSERK = 107,
#define SC_BERSERK StatusChange::SC_BERSERK
SC_ASSUMPTIO = 110,
#define SC_ASSUMPTIO StatusChange::SC_ASSUMPTIO
SC_MAGICPOWER = 113,
#define SC_MAGICPOWER StatusChange::SC_MAGICPOWER
SC_TRUESIGHT = 115,
#define SC_TRUESIGHT StatusChange::SC_TRUESIGHT
SC_WINDWALK = 116,
#define SC_WINDWALK StatusChange::SC_WINDWALK
SC_MELTDOWN = 117,
#define SC_MELTDOWN StatusChange::SC_MELTDOWN
SC_CARTBOOST = 118,
#define SC_CARTBOOST StatusChange::SC_CARTBOOST
SC_REJECTSWORD = 120,
#define SC_REJECTSWORD StatusChange::SC_REJECTSWORD
SC_MARIONETTE = 121,
#define SC_MARIONETTE StatusChange::SC_MARIONETTE
SC_HEADCRUSH = 124,
#define SC_HEADCRUSH StatusChange::SC_HEADCRUSH
SC_JOINTBEAT = 125,
#define SC_JOINTBEAT StatusChange::SC_JOINTBEAT
SC_BASILICA = SC_JOINTBEAT,
#define SC_BASILICA StatusChange::SC_BASILICA
SC_STONE = 128,
#define SC_STONE StatusChange::SC_STONE
SC_FREEZE = 129,
#define SC_FREEZE StatusChange::SC_FREEZE
SC_STAN = 130,
#define SC_STAN StatusChange::SC_STAN
SC_SLEEP = 131,
#define SC_SLEEP StatusChange::SC_SLEEP
SC_POISON = 132, //
#define SC_POISON StatusChange::SC_POISON
SC_CURSE = 133,
#define SC_CURSE StatusChange::SC_CURSE
SC_SILENCE = 134,
#define SC_SILENCE StatusChange::SC_SILENCE
SC_DIVINA = SC_SILENCE,
#define SC_DIVINA StatusChange::SC_DIVINA
SC_CONFUSION = 135,
#define SC_CONFUSION StatusChange::SC_CONFUSION
SC_BLIND = 136,
#define SC_BLIND StatusChange::SC_BLIND
SC_SAFETYWALL = 140,
#define SC_SAFETYWALL StatusChange::SC_SAFETYWALL
SC_PNEUMA = 141,
#define SC_PNEUMA StatusChange::SC_PNEUMA
SC_WATERBALL = 142,
#define SC_WATERBALL StatusChange::SC_WATERBALL
SC_ANKLE = 143,
#define SC_ANKLE StatusChange::SC_ANKLE
SC_DANCING = 144,
#define SC_DANCING StatusChange::SC_DANCING
SC_KEEPING = 145,
#define SC_KEEPING StatusChange::SC_KEEPING
SC_BARRIER = 146,
#define SC_BARRIER StatusChange::SC_BARRIER
SC_MAGICROD = 149,
#define SC_MAGICROD StatusChange::SC_MAGICROD
SC_SIGHT = 150,
#define SC_SIGHT StatusChange::SC_SIGHT
SC_RUWACH = 151,
#define SC_RUWACH StatusChange::SC_RUWACH
SC_AUTOCOUNTER = 152,
#define SC_AUTOCOUNTER StatusChange::SC_AUTOCOUNTER
SC_VOLCANO = 153,
#define SC_VOLCANO StatusChange::SC_VOLCANO
SC_DELUGE = 154,
#define SC_DELUGE StatusChange::SC_DELUGE
SC_VIOLENTGALE = 155,
#define SC_VIOLENTGALE StatusChange::SC_VIOLENTGALE
SC_BLADESTOP_WAIT = 156,
#define SC_BLADESTOP_WAIT StatusChange::SC_BLADESTOP_WAIT
SC_BLADESTOP = 157,
#define SC_BLADESTOP StatusChange::SC_BLADESTOP
SC_EXTREMITYFIST = 158,
#define SC_EXTREMITYFIST StatusChange::SC_EXTREMITYFIST
SC_GRAFFITI = 159,
#define SC_GRAFFITI StatusChange::SC_GRAFFITI
SC_ENSEMBLE = 159,
#define SC_ENSEMBLE StatusChange::SC_ENSEMBLE
SC_LULLABY = 160,
#define SC_LULLABY StatusChange::SC_LULLABY
SC_RICHMANKIM = 161,
#define SC_RICHMANKIM StatusChange::SC_RICHMANKIM
SC_ETERNALCHAOS = 162,
#define SC_ETERNALCHAOS StatusChange::SC_ETERNALCHAOS
SC_DRUMBATTLE = 163,
#define SC_DRUMBATTLE StatusChange::SC_DRUMBATTLE
SC_NIBELUNGEN = 164,
#define SC_NIBELUNGEN StatusChange::SC_NIBELUNGEN
SC_ROKISWEIL = 165,
#define SC_ROKISWEIL StatusChange::SC_ROKISWEIL
SC_INTOABYSS = 166,
#define SC_INTOABYSS StatusChange::SC_INTOABYSS
SC_SIEGFRIED = 167,
#define SC_SIEGFRIED StatusChange::SC_SIEGFRIED
SC_DISSONANCE = 168,
#define SC_DISSONANCE StatusChange::SC_DISSONANCE
SC_WHISTLE = 169,
#define SC_WHISTLE StatusChange::SC_WHISTLE
SC_ASSNCROS = 170,
#define SC_ASSNCROS StatusChange::SC_ASSNCROS
SC_POEMBRAGI = 171,
#define SC_POEMBRAGI StatusChange::SC_POEMBRAGI
SC_APPLEIDUN = 172,
#define SC_APPLEIDUN StatusChange::SC_APPLEIDUN
SC_UGLYDANCE = 173,
#define SC_UGLYDANCE StatusChange::SC_UGLYDANCE
SC_HUMMING = 174,
#define SC_HUMMING StatusChange::SC_HUMMING
SC_DONTFORGETME = 175,
#define SC_DONTFORGETME StatusChange::SC_DONTFORGETME
SC_FORTUNE = 176,
#define SC_FORTUNE StatusChange::SC_FORTUNE
SC_SERVICE4U = 177,
#define SC_SERVICE4U StatusChange::SC_SERVICE4U
SC_FOGWALL = 178,
#define SC_FOGWALL StatusChange::SC_FOGWALL
SC_GOSPEL = 179,
#define SC_GOSPEL StatusChange::SC_GOSPEL
SC_SPIDERWEB = 180,
#define SC_SPIDERWEB StatusChange::SC_SPIDERWEB
SC_MEMORIZE = 181,
#define SC_MEMORIZE StatusChange::SC_MEMORIZE
SC_LANDPROTECTOR = 182,
#define SC_LANDPROTECTOR StatusChange::SC_LANDPROTECTOR
SC_ADAPTATION = 183,
#define SC_ADAPTATION StatusChange::SC_ADAPTATION
SC_CHASEWALK = 184,
#define SC_CHASEWALK StatusChange::SC_CHASEWALK
SC_ATKPOT = 185, //
#define SC_ATKPOT StatusChange::SC_ATKPOT
SC_MATKPOT = 186,
#define SC_MATKPOT StatusChange::SC_MATKPOT
SC_WEDDING = 187,
#define SC_WEDDING StatusChange::SC_WEDDING
SC_NOCHAT = 188,
#define SC_NOCHAT StatusChange::SC_NOCHAT
SC_SPLASHER = 189,
#define SC_SPLASHER StatusChange::SC_SPLASHER
SC_SELFDESTRUCTION = 190,
#define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION
SC_MINDBREAKER = 191,
#define SC_MINDBREAKER StatusChange::SC_MINDBREAKER
SC_SPELLBREAKER = 192,
#define SC_SPELLBREAKER StatusChange::SC_SPELLBREAKER
// Added for Fate's spells
SC_HIDE = 194, // Hide from `detect' magic (PCs only)
#define SC_HIDE StatusChange::SC_HIDE
SC_SHEARED = 194, // Has been sheared (mobs only)
#define SC_SHEARED StatusChange::SC_SHEARED
SC_HALT_REGENERATE = 195, // Suspend regeneration
#define SC_HALT_REGENERATE StatusChange::SC_HALT_REGENERATE
SC_FLYING_BACKPACK = 196, // Flying backpack
#define SC_FLYING_BACKPACK StatusChange::SC_FLYING_BACKPACK
SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%))
#define SC_MBARRIER StatusChange::SC_MBARRIER
SC_HASTE = 198, // `Haste' spell (val1 : power)
#define SC_HASTE StatusChange::SC_HASTE
SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power)
#define SC_PHYS_SHIELD StatusChange::SC_PHYS_SHIELD
MAX_STATUSCHANGE = 200,
#define MAX_STATUSCHANGE StatusChange::MAX_STATUSCHANGE
};
constexpr
StatusChange MAJOR_STATUS_EFFECTS[] =
{
SC_STONE,
SC_FREEZE,
SC_STAN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
SC_SILENCE,
SC_CONFUSION,
SC_BLIND,
};
constexpr
StatusChange MAJOR_STATUS_EFFECTS_1[] =
{
SC_STONE,
SC_FREEZE,
SC_STAN,
SC_SLEEP,
};
// needed to work around some subtractative indexing
// I think it *might* be able to be totally removed.
enum class BadSC
{
STONE = 0,
FREEZE = 1,
STAN = 2,
SLEEP = 3,
POISON = 4,
CURSE = 5,
SILENCE = 6,
CONFUSION = 7,
BLIND = 8,
COUNT = 9, // formerly 10,
};
constexpr
StatusChange BadSC_to_SC(BadSC bsc)
{
return StatusChange(uint16_t(SC_STONE) + int(bsc));
}
constexpr
BadSC BadSC_from_SC(StatusChange sc)
{
return BadSC(uint16_t(sc) - uint16_t(SC_STONE));
}
// TODO remove most of these
enum class SkillID : uint16_t
{
// TODO: Remove these!
NEGATIVE = 0xffff,
ZERO = 0x0000,
ONE = 0x0001,
// Basic skills.
// These should probably be made unconditional.
NV_EMOTE = 1, //
#define NV_EMOTE SkillID::NV_EMOTE
NV_TRADE = 2, //
#define NV_TRADE SkillID::NV_TRADE
NV_PARTY = 3, //
#define NV_PARTY SkillID::NV_PARTY
SM_SWORD = 4, //
#define SM_SWORD SkillID::SM_SWORD
SM_TWOHAND = 5,
#define SM_TWOHAND SkillID::SM_TWOHAND
SM_RECOVERY = 6, //
#define SM_RECOVERY SkillID::SM_RECOVERY
SM_BASH = 7,
#define SM_BASH SkillID::SM_BASH
SM_PROVOKE = 8,
#define SM_PROVOKE SkillID::SM_PROVOKE
SM_MAGNUM = 9,
#define SM_MAGNUM SkillID::SM_MAGNUM
SM_ENDURE = 10,
#define SM_ENDURE SkillID::SM_ENDURE
MG_SRECOVERY = 11, //
#define MG_SRECOVERY SkillID::MG_SRECOVERY
MG_SIGHT = 12,
#define MG_SIGHT SkillID::MG_SIGHT
MG_NAPALMBEAT = 13,
#define MG_NAPALMBEAT SkillID::MG_NAPALMBEAT
MG_SAFETYWALL = 14,
#define MG_SAFETYWALL SkillID::MG_SAFETYWALL
MG_SOULSTRIKE = 15,
#define MG_SOULSTRIKE SkillID::MG_SOULSTRIKE
MG_COLDBOLT = 16,
#define MG_COLDBOLT SkillID::MG_COLDBOLT
MG_FROSTDIVER = 17,
#define MG_FROSTDIVER SkillID::MG_FROSTDIVER
MG_STONECURSE = 18,
#define MG_STONECURSE SkillID::MG_STONECURSE
MG_FIREBALL = 19,
#define MG_FIREBALL SkillID::MG_FIREBALL
MG_FIREWALL = 20,
#define MG_FIREWALL SkillID::MG_FIREWALL
MG_FIREBOLT = 21,
#define MG_FIREBOLT SkillID::MG_FIREBOLT
MG_LIGHTNINGBOLT = 22,
#define MG_LIGHTNINGBOLT SkillID::MG_LIGHTNINGBOLT
MG_THUNDERSTORM = 23,
#define MG_THUNDERSTORM SkillID::MG_THUNDERSTORM
AL_DP = 24,
#define AL_DP SkillID::AL_DP
AL_DEMONBANE = 25,
#define AL_DEMONBANE SkillID::AL_DEMONBANE
AL_RUWACH = 26,
#define AL_RUWACH SkillID::AL_RUWACH
AL_PNEUMA = 27,
#define AL_PNEUMA SkillID::AL_PNEUMA
AL_TELEPORT = 28, //
#define AL_TELEPORT SkillID::AL_TELEPORT
AL_WARP = 29,
#define AL_WARP SkillID::AL_WARP
AL_HEAL = 30, //
#define AL_HEAL SkillID::AL_HEAL
AL_INCAGI = 31,
#define AL_INCAGI SkillID::AL_INCAGI
AL_DECAGI = 32,
#define AL_DECAGI SkillID::AL_DECAGI
AL_HOLYWATER = 33,
#define AL_HOLYWATER SkillID::AL_HOLYWATER
AL_CRUCIS = 34,
#define AL_CRUCIS SkillID::AL_CRUCIS
AL_ANGELUS = 35,
#define AL_ANGELUS SkillID::AL_ANGELUS
AL_BLESSING = 36,
#define AL_BLESSING SkillID::AL_BLESSING
AL_CURE = 37,
#define AL_CURE SkillID::AL_CURE
MC_INCCARRY = 38, //
#define MC_INCCARRY SkillID::MC_INCCARRY
MC_DISCOUNT = 39, //
#define MC_DISCOUNT SkillID::MC_DISCOUNT
MC_OVERCHARGE = 40, //
#define MC_OVERCHARGE SkillID::MC_OVERCHARGE
MC_PUSHCART = 41,
#define MC_PUSHCART SkillID::MC_PUSHCART
MC_IDENTIFY = 42,
#define MC_IDENTIFY SkillID::MC_IDENTIFY
MC_VENDING = 43,
#define MC_VENDING SkillID::MC_VENDING
MC_MAMMONITE = 44,
#define MC_MAMMONITE SkillID::MC_MAMMONITE
AC_OWL = 45, //
#define AC_OWL SkillID::AC_OWL
AC_VULTURE = 46,
#define AC_VULTURE SkillID::AC_VULTURE
AC_CONCENTRATION = 47,
#define AC_CONCENTRATION SkillID::AC_CONCENTRATION
AC_DOUBLE = 48,
#define AC_DOUBLE SkillID::AC_DOUBLE
AC_SHOWER = 49,
#define AC_SHOWER SkillID::AC_SHOWER
TF_DOUBLE = 50, //
#define TF_DOUBLE SkillID::TF_DOUBLE
TF_MISS = 51, //
#define TF_MISS SkillID::TF_MISS
TF_STEAL = 52,
#define TF_STEAL SkillID::TF_STEAL
TF_HIDING = 53,
#define TF_HIDING SkillID::TF_HIDING
TF_POISON = 54, //
#define TF_POISON SkillID::TF_POISON
TF_DETOXIFY = 55,
#define TF_DETOXIFY SkillID::TF_DETOXIFY
ALL_RESURRECTION = 56,
#define ALL_RESURRECTION SkillID::ALL_RESURRECTION
KN_SPEARMASTERY = 57,
#define KN_SPEARMASTERY SkillID::KN_SPEARMASTERY
KN_PIERCE = 58,
#define KN_PIERCE SkillID::KN_PIERCE
KN_BRANDISHSPEAR = 59,
#define KN_BRANDISHSPEAR SkillID::KN_BRANDISHSPEAR
KN_SPEARSTAB = 60,
#define KN_SPEARSTAB SkillID::KN_SPEARSTAB
KN_SPEARBOOMERANG = 61,
#define KN_SPEARBOOMERANG SkillID::KN_SPEARBOOMERANG
KN_TWOHANDQUICKEN = 62,
#define KN_TWOHANDQUICKEN SkillID::KN_TWOHANDQUICKEN
KN_AUTOCOUNTER = 63,
#define KN_AUTOCOUNTER SkillID::KN_AUTOCOUNTER
KN_BOWLINGBASH = 64,
#define KN_BOWLINGBASH SkillID::KN_BOWLINGBASH
KN_RIDING = 65,
#define KN_RIDING SkillID::KN_RIDING
KN_CAVALIERMASTERY = 66,
#define KN_CAVALIERMASTERY SkillID::KN_CAVALIERMASTERY
PR_MACEMASTERY = 67,
#define PR_MACEMASTERY SkillID::PR_MACEMASTERY
PR_IMPOSITIO = 68,
#define PR_IMPOSITIO SkillID::PR_IMPOSITIO
PR_SUFFRAGIUM = 69,
#define PR_SUFFRAGIUM SkillID::PR_SUFFRAGIUM
PR_ASPERSIO = 70,
#define PR_ASPERSIO SkillID::PR_ASPERSIO
PR_BENEDICTIO = 71,
#define PR_BENEDICTIO SkillID::PR_BENEDICTIO
PR_SANCTUARY = 72,
#define PR_SANCTUARY SkillID::PR_SANCTUARY
PR_SLOWPOISON = 73,
#define PR_SLOWPOISON SkillID::PR_SLOWPOISON
PR_STRECOVERY = 74,
#define PR_STRECOVERY SkillID::PR_STRECOVERY
PR_KYRIE = 75,
#define PR_KYRIE SkillID::PR_KYRIE
PR_MAGNIFICAT = 76,
#define PR_MAGNIFICAT SkillID::PR_MAGNIFICAT
PR_GLORIA = 77,
#define PR_GLORIA SkillID::PR_GLORIA
PR_LEXDIVINA = 78,
#define PR_LEXDIVINA SkillID::PR_LEXDIVINA
PR_TURNUNDEAD = 79,
#define PR_TURNUNDEAD SkillID::PR_TURNUNDEAD
PR_LEXAETERNA = 80,
#define PR_LEXAETERNA SkillID::PR_LEXAETERNA
PR_MAGNUS = 81,
#define PR_MAGNUS SkillID::PR_MAGNUS
WZ_FIREPILLAR = 82,
#define WZ_FIREPILLAR SkillID::WZ_FIREPILLAR
WZ_SIGHTRASHER = 83,
#define WZ_SIGHTRASHER SkillID::WZ_SIGHTRASHER
WZ_FIREIVY = 84,
#define WZ_FIREIVY SkillID::WZ_FIREIVY
WZ_METEOR = 85,
#define WZ_METEOR SkillID::WZ_METEOR
WZ_JUPITEL = 86,
#define WZ_JUPITEL SkillID::WZ_JUPITEL
WZ_VERMILION = 87,
#define WZ_VERMILION SkillID::WZ_VERMILION
WZ_WATERBALL = 88,
#define WZ_WATERBALL SkillID::WZ_WATERBALL
WZ_ICEWALL = 89,
#define WZ_ICEWALL SkillID::WZ_ICEWALL
WZ_FROSTNOVA = 90,
#define WZ_FROSTNOVA SkillID::WZ_FROSTNOVA
WZ_STORMGUST = 91,
#define WZ_STORMGUST SkillID::WZ_STORMGUST
WZ_EARTHSPIKE = 92,
#define WZ_EARTHSPIKE SkillID::WZ_EARTHSPIKE
WZ_HEAVENDRIVE = 93,
#define WZ_HEAVENDRIVE SkillID::WZ_HEAVENDRIVE
WZ_QUAGMIRE = 94,
#define WZ_QUAGMIRE SkillID::WZ_QUAGMIRE
WZ_ESTIMATION = 95,
#define WZ_ESTIMATION SkillID::WZ_ESTIMATION
BS_IRON = 96,
#define BS_IRON SkillID::BS_IRON
BS_STEEL = 97,
#define BS_STEEL SkillID::BS_STEEL
BS_ENCHANTEDSTONE = 98,
#define BS_ENCHANTEDSTONE SkillID::BS_ENCHANTEDSTONE
BS_ORIDEOCON = 99,
#define BS_ORIDEOCON SkillID::BS_ORIDEOCON
BS_DAGGER = 100,
#define BS_DAGGER SkillID::BS_DAGGER
BS_SWORD = 101,
#define BS_SWORD SkillID::BS_SWORD
BS_TWOHANDSWORD = 102,
#define BS_TWOHANDSWORD SkillID::BS_TWOHANDSWORD
BS_AXE = 103,
#define BS_AXE SkillID::BS_AXE
BS_MACE = 104,
#define BS_MACE SkillID::BS_MACE
BS_KNUCKLE = 105,
#define BS_KNUCKLE SkillID::BS_KNUCKLE
BS_SPEAR = 106,
#define BS_SPEAR SkillID::BS_SPEAR
BS_HILTBINDING = 107,
#define BS_HILTBINDING SkillID::BS_HILTBINDING
BS_FINDINGORE = 108,
#define BS_FINDINGORE SkillID::BS_FINDINGORE
BS_WEAPONRESEARCH = 109,
#define BS_WEAPONRESEARCH SkillID::BS_WEAPONRESEARCH
BS_REPAIRWEAPON = 110,
#define BS_REPAIRWEAPON SkillID::BS_REPAIRWEAPON
BS_SKINTEMPER = 111,
#define BS_SKINTEMPER SkillID::BS_SKINTEMPER
BS_HAMMERFALL = 112,
#define BS_HAMMERFALL SkillID::BS_HAMMERFALL
BS_ADRENALINE = 113,
#define BS_ADRENALINE SkillID::BS_ADRENALINE
BS_WEAPONPERFECT = 114,
#define BS_WEAPONPERFECT SkillID::BS_WEAPONPERFECT
BS_OVERTHRUST = 115,
#define BS_OVERTHRUST SkillID::BS_OVERTHRUST
BS_MAXIMIZE = 116,
#define BS_MAXIMIZE SkillID::BS_MAXIMIZE
HT_SKIDTRAP = 117,
#define HT_SKIDTRAP SkillID::HT_SKIDTRAP
HT_LANDMINE = 118,
#define HT_LANDMINE SkillID::HT_LANDMINE
HT_ANKLESNARE = 119,
#define HT_ANKLESNARE SkillID::HT_ANKLESNARE
HT_SHOCKWAVE = 120,
#define HT_SHOCKWAVE SkillID::HT_SHOCKWAVE
HT_SANDMAN = 121,
#define HT_SANDMAN SkillID::HT_SANDMAN
HT_FLASHER = 122,
#define HT_FLASHER SkillID::HT_FLASHER
HT_FREEZINGTRAP = 123,
#define HT_FREEZINGTRAP SkillID::HT_FREEZINGTRAP
HT_BLASTMINE = 124,
#define HT_BLASTMINE SkillID::HT_BLASTMINE
HT_CLAYMORETRAP = 125,
#define HT_CLAYMORETRAP SkillID::HT_CLAYMORETRAP
HT_REMOVETRAP = 126,
#define HT_REMOVETRAP SkillID::HT_REMOVETRAP
HT_TALKIEBOX = 127,
#define HT_TALKIEBOX SkillID::HT_TALKIEBOX
HT_BEASTBANE = 128,
#define HT_BEASTBANE SkillID::HT_BEASTBANE
HT_FALCON = 129,
#define HT_FALCON SkillID::HT_FALCON
HT_STEELCROW = 130,
#define HT_STEELCROW SkillID::HT_STEELCROW
HT_BLITZBEAT = 131,
#define HT_BLITZBEAT SkillID::HT_BLITZBEAT
HT_DETECTING = 132,
#define HT_DETECTING SkillID::HT_DETECTING
HT_SPRINGTRAP = 133,
#define HT_SPRINGTRAP SkillID::HT_SPRINGTRAP
AS_RIGHT = 134,
#define AS_RIGHT SkillID::AS_RIGHT
AS_LEFT = 135,
#define AS_LEFT SkillID::AS_LEFT
AS_KATAR = 136,
#define AS_KATAR SkillID::AS_KATAR
AS_CLOAKING = 137,
#define AS_CLOAKING SkillID::AS_CLOAKING
AS_SONICBLOW = 138,
#define AS_SONICBLOW SkillID::AS_SONICBLOW
AS_GRIMTOOTH = 139,
#define AS_GRIMTOOTH SkillID::AS_GRIMTOOTH
AS_ENCHANTPOISON = 140,
#define AS_ENCHANTPOISON SkillID::AS_ENCHANTPOISON
AS_POISONREACT = 141,
#define AS_POISONREACT SkillID::AS_POISONREACT
AS_VENOMDUST = 142,
#define AS_VENOMDUST SkillID::AS_VENOMDUST
AS_SPLASHER = 143,
#define AS_SPLASHER SkillID::AS_SPLASHER
NV_FIRSTAID = 144, //
#define NV_FIRSTAID SkillID::NV_FIRSTAID
NV_TRICKDEAD = 145,
#define NV_TRICKDEAD SkillID::NV_TRICKDEAD
SM_MOVINGRECOVERY = 146, //
#define SM_MOVINGRECOVERY SkillID::SM_MOVINGRECOVERY
SM_FATALBLOW = 147,
#define SM_FATALBLOW SkillID::SM_FATALBLOW
SM_AUTOBERSERK = 148, //
#define SM_AUTOBERSERK SkillID::SM_AUTOBERSERK
AC_MAKINGARROW = 149,
#define AC_MAKINGARROW SkillID::AC_MAKINGARROW
AC_CHARGEARROW = 150,
#define AC_CHARGEARROW SkillID::AC_CHARGEARROW
TF_SPRINKLESAND = 151,
#define TF_SPRINKLESAND SkillID::TF_SPRINKLESAND
TF_BACKSLIDING = 152, //
#define TF_BACKSLIDING SkillID::TF_BACKSLIDING
TF_PICKSTONE = 153,
#define TF_PICKSTONE SkillID::TF_PICKSTONE
TF_THROWSTONE = 154,
#define TF_THROWSTONE SkillID::TF_THROWSTONE
MC_CARTREVOLUTION = 155,
#define MC_CARTREVOLUTION SkillID::MC_CARTREVOLUTION
MC_CHANGECART = 156,
#define MC_CHANGECART SkillID::MC_CHANGECART
MC_LOUD = 157,
#define MC_LOUD SkillID::MC_LOUD
AL_HOLYLIGHT = 158,
#define AL_HOLYLIGHT SkillID::AL_HOLYLIGHT
MG_ENERGYCOAT = 159,
#define MG_ENERGYCOAT SkillID::MG_ENERGYCOAT
NPC_PIERCINGATT = 160,
#define NPC_PIERCINGATT SkillID::NPC_PIERCINGATT
NPC_MENTALBREAKER = 161,
#define NPC_MENTALBREAKER SkillID::NPC_MENTALBREAKER
NPC_RANGEATTACK = 162,
#define NPC_RANGEATTACK SkillID::NPC_RANGEATTACK
NPC_ATTRICHANGE = 163,
#define NPC_ATTRICHANGE SkillID::NPC_ATTRICHANGE
NPC_CHANGEWATER = 164,
#define NPC_CHANGEWATER SkillID::NPC_CHANGEWATER
NPC_CHANGEGROUND = 165,
#define NPC_CHANGEGROUND SkillID::NPC_CHANGEGROUND
NPC_CHANGEFIRE = 166,
#define NPC_CHANGEFIRE SkillID::NPC_CHANGEFIRE
NPC_CHANGEWIND = 167,
#define NPC_CHANGEWIND SkillID::NPC_CHANGEWIND
NPC_CHANGEPOISON = 168,
#define NPC_CHANGEPOISON SkillID::NPC_CHANGEPOISON
NPC_CHANGEHOLY = 169,
#define NPC_CHANGEHOLY SkillID::NPC_CHANGEHOLY
NPC_CHANGEDARKNESS = 170,
#define NPC_CHANGEDARKNESS SkillID::NPC_CHANGEDARKNESS
NPC_CHANGETELEKINESIS = 171,
#define NPC_CHANGETELEKINESIS SkillID::NPC_CHANGETELEKINESIS
NPC_CRITICALSLASH = 172,
#define NPC_CRITICALSLASH SkillID::NPC_CRITICALSLASH
NPC_COMBOATTACK = 173,
#define NPC_COMBOATTACK SkillID::NPC_COMBOATTACK
NPC_GUIDEDATTACK = 174,
#define NPC_GUIDEDATTACK SkillID::NPC_GUIDEDATTACK
NPC_SELFDESTRUCTION = 175, //
#define NPC_SELFDESTRUCTION SkillID::NPC_SELFDESTRUCTION
NPC_SPLASHATTACK = 176,
#define NPC_SPLASHATTACK SkillID::NPC_SPLASHATTACK
NPC_SUICIDE = 177,
#define NPC_SUICIDE SkillID::NPC_SUICIDE
NPC_POISON = 178, //
#define NPC_POISON SkillID::NPC_POISON
NPC_BLINDATTACK = 179,
#define NPC_BLINDATTACK SkillID::NPC_BLINDATTACK
NPC_SILENCEATTACK = 180,
#define NPC_SILENCEATTACK SkillID::NPC_SILENCEATTACK
NPC_STUNATTACK = 181,
#define NPC_STUNATTACK SkillID::NPC_STUNATTACK
NPC_PETRIFYATTACK = 182,
#define NPC_PETRIFYATTACK SkillID::NPC_PETRIFYATTACK
NPC_CURSEATTACK = 183,
#define NPC_CURSEATTACK SkillID::NPC_CURSEATTACK
NPC_SLEEPATTACK = 184,
#define NPC_SLEEPATTACK SkillID::NPC_SLEEPATTACK
NPC_RANDOMATTACK = 185,
#define NPC_RANDOMATTACK SkillID::NPC_RANDOMATTACK
NPC_WATERATTACK = 186,
#define NPC_WATERATTACK SkillID::NPC_WATERATTACK
NPC_GROUNDATTACK = 187,
#define NPC_GROUNDATTACK SkillID::NPC_GROUNDATTACK
NPC_FIREATTACK = 188,
#define NPC_FIREATTACK SkillID::NPC_FIREATTACK
NPC_WINDATTACK = 189,
#define NPC_WINDATTACK SkillID::NPC_WINDATTACK
NPC_POISONATTACK = 190, //
#define NPC_POISONATTACK SkillID::NPC_POISONATTACK
NPC_HOLYATTACK = 191,
#define NPC_HOLYATTACK SkillID::NPC_HOLYATTACK
NPC_DARKNESSATTACK = 192,
#define NPC_DARKNESSATTACK SkillID::NPC_DARKNESSATTACK
NPC_TELEKINESISATTACK = 193,
#define NPC_TELEKINESISATTACK SkillID::NPC_TELEKINESISATTACK
NPC_MAGICALATTACK = 194,
#define NPC_MAGICALATTACK SkillID::NPC_MAGICALATTACK
NPC_METAMORPHOSIS = 195,
#define NPC_METAMORPHOSIS SkillID::NPC_METAMORPHOSIS
NPC_PROVOCATION = 196,
#define NPC_PROVOCATION SkillID::NPC_PROVOCATION
NPC_SMOKING = 197,
#define NPC_SMOKING SkillID::NPC_SMOKING
NPC_SUMMONSLAVE = 198, //
#define NPC_SUMMONSLAVE SkillID::NPC_SUMMONSLAVE
NPC_EMOTION = 199, //
#define NPC_EMOTION SkillID::NPC_EMOTION
NPC_TRANSFORMATION = 200,
#define NPC_TRANSFORMATION SkillID::NPC_TRANSFORMATION
NPC_BLOODDRAIN = 201,
#define NPC_BLOODDRAIN SkillID::NPC_BLOODDRAIN
NPC_ENERGYDRAIN = 202,
#define NPC_ENERGYDRAIN SkillID::NPC_ENERGYDRAIN
NPC_KEEPING = 203,
#define NPC_KEEPING SkillID::NPC_KEEPING
NPC_DARKBREATH = 204,
#define NPC_DARKBREATH SkillID::NPC_DARKBREATH
NPC_DARKBLESSING = 205,
#define NPC_DARKBLESSING SkillID::NPC_DARKBLESSING
NPC_BARRIER = 206,
#define NPC_BARRIER SkillID::NPC_BARRIER
NPC_DEFENDER = 207,
#define NPC_DEFENDER SkillID::NPC_DEFENDER
NPC_LICK = 208,
#define NPC_LICK SkillID::NPC_LICK
NPC_HALLUCINATION = 209,
#define NPC_HALLUCINATION SkillID::NPC_HALLUCINATION
NPC_REBIRTH = 210,
#define NPC_REBIRTH SkillID::NPC_REBIRTH
NPC_SUMMONMONSTER = 211,
#define NPC_SUMMONMONSTER SkillID::NPC_SUMMONMONSTER
RG_SNATCHER = 212,
#define RG_SNATCHER SkillID::RG_SNATCHER
RG_STEALCOIN = 213,
#define RG_STEALCOIN SkillID::RG_STEALCOIN
RG_BACKSTAP = 214,
#define RG_BACKSTAP SkillID::RG_BACKSTAP
RG_TUNNELDRIVE = 215,
#define RG_TUNNELDRIVE SkillID::RG_TUNNELDRIVE
RG_RAID = 216,
#define RG_RAID SkillID::RG_RAID
RG_STRIPWEAPON = 217,
#define RG_STRIPWEAPON SkillID::RG_STRIPWEAPON
RG_STRIPSHIELD = 218,
#define RG_STRIPSHIELD SkillID::RG_STRIPSHIELD
RG_STRIPARMOR = 219,
#define RG_STRIPARMOR SkillID::RG_STRIPARMOR
RG_STRIPHELM = 220,
#define RG_STRIPHELM SkillID::RG_STRIPHELM
RG_INTIMIDATE = 221,
#define RG_INTIMIDATE SkillID::RG_INTIMIDATE
RG_GRAFFITI = 222,
#define RG_GRAFFITI SkillID::RG_GRAFFITI
RG_FLAGGRAFFITI = 223,
#define RG_FLAGGRAFFITI SkillID::RG_FLAGGRAFFITI
RG_CLEANER = 224,
#define RG_CLEANER SkillID::RG_CLEANER
RG_GANGSTER = 225,
#define RG_GANGSTER SkillID::RG_GANGSTER
RG_COMPULSION = 226,
#define RG_COMPULSION SkillID::RG_COMPULSION
RG_PLAGIARISM = 227,
#define RG_PLAGIARISM SkillID::RG_PLAGIARISM
AM_AXEMASTERY = 228,
#define AM_AXEMASTERY SkillID::AM_AXEMASTERY
AM_LEARNINGPOTION = 229,
#define AM_LEARNINGPOTION SkillID::AM_LEARNINGPOTION
AM_PHARMACY = 230,
#define AM_PHARMACY SkillID::AM_PHARMACY
AM_DEMONSTRATION = 231,
#define AM_DEMONSTRATION SkillID::AM_DEMONSTRATION
AM_ACIDTERROR = 232,
#define AM_ACIDTERROR SkillID::AM_ACIDTERROR
AM_POTIONPITCHER = 233,
#define AM_POTIONPITCHER SkillID::AM_POTIONPITCHER
AM_CANNIBALIZE = 234,
#define AM_CANNIBALIZE SkillID::AM_CANNIBALIZE
AM_SPHEREMINE = 235,
#define AM_SPHEREMINE SkillID::AM_SPHEREMINE
AM_CP_WEAPON = 236,
#define AM_CP_WEAPON SkillID::AM_CP_WEAPON
AM_CP_SHIELD = 237,
#define AM_CP_SHIELD SkillID::AM_CP_SHIELD
AM_CP_ARMOR = 238,
#define AM_CP_ARMOR SkillID::AM_CP_ARMOR
AM_CP_HELM = 239,
#define AM_CP_HELM SkillID::AM_CP_HELM
AM_BIOETHICS = 240,
#define AM_BIOETHICS SkillID::AM_BIOETHICS
AM_BIOTECHNOLOGY = 241,
#define AM_BIOTECHNOLOGY SkillID::AM_BIOTECHNOLOGY
AM_CREATECREATURE = 242,
#define AM_CREATECREATURE SkillID::AM_CREATECREATURE
AM_CULTIVATION = 243,
#define AM_CULTIVATION SkillID::AM_CULTIVATION
AM_FLAMECONTROL = 244,
#define AM_FLAMECONTROL SkillID::AM_FLAMECONTROL
AM_CALLHOMUN = 245,
#define AM_CALLHOMUN SkillID::AM_CALLHOMUN
AM_REST = 246,
#define AM_REST SkillID::AM_REST
AM_DRILLMASTER = 247,
#define AM_DRILLMASTER SkillID::AM_DRILLMASTER
AM_HEALHOMUN = 248,
#define AM_HEALHOMUN SkillID::AM_HEALHOMUN
AM_RESURRECTHOMUN = 249,
#define AM_RESURRECTHOMUN SkillID::AM_RESURRECTHOMUN
CR_TRUST = 250,
#define CR_TRUST SkillID::CR_TRUST
CR_AUTOGUARD = 251,
#define CR_AUTOGUARD SkillID::CR_AUTOGUARD
CR_SHIELDCHARGE = 252,
#define CR_SHIELDCHARGE SkillID::CR_SHIELDCHARGE
CR_SHIELDBOOMERANG = 253,
#define CR_SHIELDBOOMERANG SkillID::CR_SHIELDBOOMERANG
CR_REFLECTSHIELD = 254,
#define CR_REFLECTSHIELD SkillID::CR_REFLECTSHIELD
CR_HOLYCROSS = 255,
#define CR_HOLYCROSS SkillID::CR_HOLYCROSS
CR_GRANDCROSS = 256,
#define CR_GRANDCROSS SkillID::CR_GRANDCROSS
CR_DEVOTION = 257,
#define CR_DEVOTION SkillID::CR_DEVOTION
CR_PROVIDENCE = 258,
#define CR_PROVIDENCE SkillID::CR_PROVIDENCE
CR_DEFENDER = 259,
#define CR_DEFENDER SkillID::CR_DEFENDER
CR_SPEARQUICKEN = 260,
#define CR_SPEARQUICKEN SkillID::CR_SPEARQUICKEN
MO_IRONHAND = 261,
#define MO_IRONHAND SkillID::MO_IRONHAND
MO_SPIRITSRECOVERY = 262,
#define MO_SPIRITSRECOVERY SkillID::MO_SPIRITSRECOVERY
MO_CALLSPIRITS = 263,
#define MO_CALLSPIRITS SkillID::MO_CALLSPIRITS
MO_ABSORBSPIRITS = 264,
#define MO_ABSORBSPIRITS SkillID::MO_ABSORBSPIRITS
MO_TRIPLEATTACK = 265,
#define MO_TRIPLEATTACK SkillID::MO_TRIPLEATTACK
MO_BODYRELOCATION = 266,
#define MO_BODYRELOCATION SkillID::MO_BODYRELOCATION
MO_DODGE = 267,
#define MO_DODGE SkillID::MO_DODGE
MO_INVESTIGATE = 268,
#define MO_INVESTIGATE SkillID::MO_INVESTIGATE
MO_FINGEROFFENSIVE = 269,
#define MO_FINGEROFFENSIVE SkillID::MO_FINGEROFFENSIVE
MO_STEELBODY = 270,
#define MO_STEELBODY SkillID::MO_STEELBODY
MO_BLADESTOP = 271,
#define MO_BLADESTOP SkillID::MO_BLADESTOP
MO_EXPLOSIONSPIRITS = 272,
#define MO_EXPLOSIONSPIRITS SkillID::MO_EXPLOSIONSPIRITS
MO_EXTREMITYFIST = 273,
#define MO_EXTREMITYFIST SkillID::MO_EXTREMITYFIST
MO_CHAINCOMBO = 274,
#define MO_CHAINCOMBO SkillID::MO_CHAINCOMBO
MO_COMBOFINISH = 275,
#define MO_COMBOFINISH SkillID::MO_COMBOFINISH
SA_ADVANCEDBOOK = 276,
#define SA_ADVANCEDBOOK SkillID::SA_ADVANCEDBOOK
SA_CASTCANCEL = 277,
#define SA_CASTCANCEL SkillID::SA_CASTCANCEL
SA_MAGICROD = 278,
#define SA_MAGICROD SkillID::SA_MAGICROD
SA_SPELLBREAKER = 279,
#define SA_SPELLBREAKER SkillID::SA_SPELLBREAKER
SA_FREECAST = 280,
#define SA_FREECAST SkillID::SA_FREECAST
SA_AUTOSPELL = 281,
#define SA_AUTOSPELL SkillID::SA_AUTOSPELL
SA_FLAMELAUNCHER = 282,
#define SA_FLAMELAUNCHER SkillID::SA_FLAMELAUNCHER
SA_FROSTWEAPON = 283,
#define SA_FROSTWEAPON SkillID::SA_FROSTWEAPON
SA_LIGHTNINGLOADER = 284,
#define SA_LIGHTNINGLOADER SkillID::SA_LIGHTNINGLOADER
SA_SEISMICWEAPON = 285,
#define SA_SEISMICWEAPON SkillID::SA_SEISMICWEAPON
SA_DRAGONOLOGY = 286,
#define SA_DRAGONOLOGY SkillID::SA_DRAGONOLOGY
SA_VOLCANO = 287,
#define SA_VOLCANO SkillID::SA_VOLCANO
SA_DELUGE = 288,
#define SA_DELUGE SkillID::SA_DELUGE
SA_VIOLENTGALE = 289,
#define SA_VIOLENTGALE SkillID::SA_VIOLENTGALE
SA_LANDPROTECTOR = 290,
#define SA_LANDPROTECTOR SkillID::SA_LANDPROTECTOR
SA_DISPELL = 291,
#define SA_DISPELL SkillID::SA_DISPELL
SA_ABRACADABRA = 292,
#define SA_ABRACADABRA SkillID::SA_ABRACADABRA
SA_MONOCELL = 293,
#define SA_MONOCELL SkillID::SA_MONOCELL
SA_CLASSCHANGE = 294,
#define SA_CLASSCHANGE SkillID::SA_CLASSCHANGE
SA_SUMMONMONSTER = 295,
#define SA_SUMMONMONSTER SkillID::SA_SUMMONMONSTER
SA_REVERSEORCISH = 296,
#define SA_REVERSEORCISH SkillID::SA_REVERSEORCISH
SA_DEATH = 297,
#define SA_DEATH SkillID::SA_DEATH
SA_FORTUNE = 298,
#define SA_FORTUNE SkillID::SA_FORTUNE
SA_TAMINGMONSTER = 299,
#define SA_TAMINGMONSTER SkillID::SA_TAMINGMONSTER
SA_QUESTION = 300,
#define SA_QUESTION SkillID::SA_QUESTION
SA_GRAVITY = 301,
#define SA_GRAVITY SkillID::SA_GRAVITY
SA_LEVELUP = 302,
#define SA_LEVELUP SkillID::SA_LEVELUP
SA_INSTANTDEATH = 303,
#define SA_INSTANTDEATH SkillID::SA_INSTANTDEATH
SA_FULLRECOVERY = 304,
#define SA_FULLRECOVERY SkillID::SA_FULLRECOVERY
SA_COMA = 305,
#define SA_COMA SkillID::SA_COMA
BD_ADAPTATION = 306,
#define BD_ADAPTATION SkillID::BD_ADAPTATION
BD_ENCORE = 307,
#define BD_ENCORE SkillID::BD_ENCORE
BD_LULLABY = 308,
#define BD_LULLABY SkillID::BD_LULLABY
BD_RICHMANKIM = 309,
#define BD_RICHMANKIM SkillID::BD_RICHMANKIM
BD_ETERNALCHAOS = 310,
#define BD_ETERNALCHAOS SkillID::BD_ETERNALCHAOS
BD_DRUMBATTLEFIELD = 311,
#define BD_DRUMBATTLEFIELD SkillID::BD_DRUMBATTLEFIELD
BD_RINGNIBELUNGEN = 312,
#define BD_RINGNIBELUNGEN SkillID::BD_RINGNIBELUNGEN
BD_ROKISWEIL = 313,
#define BD_ROKISWEIL SkillID::BD_ROKISWEIL
BD_INTOABYSS = 314,
#define BD_INTOABYSS SkillID::BD_INTOABYSS
BD_SIEGFRIED = 315,
#define BD_SIEGFRIED SkillID::BD_SIEGFRIED
BD_RAGNAROK = 316,
#define BD_RAGNAROK SkillID::BD_RAGNAROK
BA_MUSICALLESSON = 317,
#define BA_MUSICALLESSON SkillID::BA_MUSICALLESSON
BA_MUSICALSTRIKE = 318,
#define BA_MUSICALSTRIKE SkillID::BA_MUSICALSTRIKE
BA_DISSONANCE = 319,
#define BA_DISSONANCE SkillID::BA_DISSONANCE
BA_FROSTJOKE = 320,
#define BA_FROSTJOKE SkillID::BA_FROSTJOKE
BA_WHISTLE = 321,
#define BA_WHISTLE SkillID::BA_WHISTLE
BA_ASSASSINCROSS = 322,
#define BA_ASSASSINCROSS SkillID::BA_ASSASSINCROSS
BA_POEMBRAGI = 323,
#define BA_POEMBRAGI SkillID::BA_POEMBRAGI
BA_APPLEIDUN = 324,
#define BA_APPLEIDUN SkillID::BA_APPLEIDUN
DC_DANCINGLESSON = 325,
#define DC_DANCINGLESSON SkillID::DC_DANCINGLESSON
DC_THROWARROW = 326,
#define DC_THROWARROW SkillID::DC_THROWARROW
DC_UGLYDANCE = 327,
#define DC_UGLYDANCE SkillID::DC_UGLYDANCE
DC_SCREAM = 328,
#define DC_SCREAM SkillID::DC_SCREAM
DC_HUMMING = 329,
#define DC_HUMMING SkillID::DC_HUMMING
DC_DONTFORGETME = 330,
#define DC_DONTFORGETME SkillID::DC_DONTFORGETME
DC_FORTUNEKISS = 331,
#define DC_FORTUNEKISS SkillID::DC_FORTUNEKISS
DC_SERVICEFORYOU = 332,
#define DC_SERVICEFORYOU SkillID::DC_SERVICEFORYOU
NPC_SELFDESTRUCTION2 = 333,
#define NPC_SELFDESTRUCTION2 SkillID::NPC_SELFDESTRUCTION2
WE_MALE = 334,
#define WE_MALE SkillID::WE_MALE
WE_FEMALE = 335,
#define WE_FEMALE SkillID::WE_FEMALE
WE_CALLPARTNER = 336,
#define WE_CALLPARTNER SkillID::WE_CALLPARTNER
NPC_DARKCROSS = 338,
#define NPC_DARKCROSS SkillID::NPC_DARKCROSS
TMW_SKILLPOOL = 339, // skill pool size
#define TMW_SKILLPOOL SkillID::TMW_SKILLPOOL
// magic skills
TMW_MAGIC = 340, //
#define TMW_MAGIC SkillID::TMW_MAGIC
TMW_MAGIC_LIFE = 341, //
#define TMW_MAGIC_LIFE SkillID::TMW_MAGIC_LIFE
TMW_MAGIC_WAR = 342, //
#define TMW_MAGIC_WAR SkillID::TMW_MAGIC_WAR
TMW_MAGIC_TRANSMUTE = 343, //
#define TMW_MAGIC_TRANSMUTE SkillID::TMW_MAGIC_TRANSMUTE
TMW_MAGIC_NATURE = 344, //
#define TMW_MAGIC_NATURE SkillID::TMW_MAGIC_NATURE
TMW_MAGIC_ETHER = 345, //
#define TMW_MAGIC_ETHER SkillID::TMW_MAGIC_ETHER
TMW_MAGIC_DARK = 346, //
#define TMW_MAGIC_DARK SkillID::TMW_MAGIC_DARK
TMW_MAGIC_LIGHT = 347, //
#define TMW_MAGIC_LIGHT SkillID::TMW_MAGIC_LIGHT
// focusable skills
TMW_BRAWLING = 350, //
#define TMW_BRAWLING SkillID::TMW_BRAWLING
TMW_LUCKY_COUNTER = 351, //
#define TMW_LUCKY_COUNTER SkillID::TMW_LUCKY_COUNTER
TMW_SPEED = 352, //
#define TMW_SPEED SkillID::TMW_SPEED
TMW_RESIST_POISON = 353, //
#define TMW_RESIST_POISON SkillID::TMW_RESIST_POISON
TMW_ASTRAL_SOUL = 354, //
#define TMW_ASTRAL_SOUL SkillID::TMW_ASTRAL_SOUL
TMW_RAGING = 355, //
#define TMW_RAGING SkillID::TMW_RAGING
LK_AURABLADE = 356,
#define LK_AURABLADE SkillID::LK_AURABLADE
LK_PARRYING = 357,
#define LK_PARRYING SkillID::LK_PARRYING
LK_CONCENTRATION = 358,
#define LK_CONCENTRATION SkillID::LK_CONCENTRATION
LK_TENSIONRELAX = 359,
#define LK_TENSIONRELAX SkillID::LK_TENSIONRELAX
LK_BERSERK = 360,
#define LK_BERSERK SkillID::LK_BERSERK
LK_FURY = 361,
#define LK_FURY SkillID::LK_FURY
HP_ASSUMPTIO = 362,
#define HP_ASSUMPTIO SkillID::HP_ASSUMPTIO
HP_BASILICA = 363,
#define HP_BASILICA SkillID::HP_BASILICA
HP_MEDITATIO = 364,
#define HP_MEDITATIO SkillID::HP_MEDITATIO
HW_SOULDRAIN = 365,
#define HW_SOULDRAIN SkillID::HW_SOULDRAIN
HW_MAGICCRASHER = 366,
#define HW_MAGICCRASHER SkillID::HW_MAGICCRASHER
HW_MAGICPOWER = 367,
#define HW_MAGICPOWER SkillID::HW_MAGICPOWER
PA_PRESSURE = 368,
#define PA_PRESSURE SkillID::PA_PRESSURE
PA_SACRIFICE = 369,
#define PA_SACRIFICE SkillID::PA_SACRIFICE
PA_GOSPEL = 370,
#define PA_GOSPEL SkillID::PA_GOSPEL
CH_PALMSTRIKE = 371,
#define CH_PALMSTRIKE SkillID::CH_PALMSTRIKE
CH_TIGERFIST = 372,
#define CH_TIGERFIST SkillID::CH_TIGERFIST
CH_CHAINCRUSH = 373,
#define CH_CHAINCRUSH SkillID::CH_CHAINCRUSH
PF_HPCONVERSION = 374,
#define PF_HPCONVERSION SkillID::PF_HPCONVERSION
PF_SOULCHANGE = 375,
#define PF_SOULCHANGE SkillID::PF_SOULCHANGE
PF_SOULBURN = 376,
#define PF_SOULBURN SkillID::PF_SOULBURN
ASC_KATAR = 377,
#define ASC_KATAR SkillID::ASC_KATAR
ASC_HALLUCINATION = 378,
#define ASC_HALLUCINATION SkillID::ASC_HALLUCINATION
ASC_EDP = 379,
#define ASC_EDP SkillID::ASC_EDP
ASC_BREAKER = 380,
#define ASC_BREAKER SkillID::ASC_BREAKER
SN_SIGHT = 381,
#define SN_SIGHT SkillID::SN_SIGHT
SN_FALCONASSAULT = 382,
#define SN_FALCONASSAULT SkillID::SN_FALCONASSAULT
SN_SHARPSHOOTING = 383,
#define SN_SHARPSHOOTING SkillID::SN_SHARPSHOOTING
SN_WINDWALK = 384,
#define SN_WINDWALK SkillID::SN_WINDWALK
WS_MELTDOWN = 385,
#define WS_MELTDOWN SkillID::WS_MELTDOWN
WS_CREATECOIN = 386,
#define WS_CREATECOIN SkillID::WS_CREATECOIN
WS_CREATENUGGET = 387,
#define WS_CREATENUGGET SkillID::WS_CREATENUGGET
WS_CARTBOOST = 388,
#define WS_CARTBOOST SkillID::WS_CARTBOOST
WS_SYSTEMCREATE = 389,
#define WS_SYSTEMCREATE SkillID::WS_SYSTEMCREATE
ST_CHASEWALK = 390,
#define ST_CHASEWALK SkillID::ST_CHASEWALK
ST_REJECTSWORD = 391,
#define ST_REJECTSWORD SkillID::ST_REJECTSWORD
ST_STEALBACKPACK = 392,
#define ST_STEALBACKPACK SkillID::ST_STEALBACKPACK
CR_ALCHEMY = 393,
#define CR_ALCHEMY SkillID::CR_ALCHEMY
CR_SYNTHESISPOTION = 394,
#define CR_SYNTHESISPOTION SkillID::CR_SYNTHESISPOTION
CG_ARROWVULCAN = 395,
#define CG_ARROWVULCAN SkillID::CG_ARROWVULCAN
CG_MOONLIT = 396,
#define CG_MOONLIT SkillID::CG_MOONLIT
CG_MARIONETTE = 397,
#define CG_MARIONETTE SkillID::CG_MARIONETTE
LK_SPIRALPIERCE = 398,
#define LK_SPIRALPIERCE SkillID::LK_SPIRALPIERCE
LK_HEADCRUSH = 399,
#define LK_HEADCRUSH SkillID::LK_HEADCRUSH
LK_JOINTBEAT = 400,
#define LK_JOINTBEAT SkillID::LK_JOINTBEAT
HW_NAPALMVULCAN = 401,
#define HW_NAPALMVULCAN SkillID::HW_NAPALMVULCAN
CH_SOULCOLLECT = 402,
#define CH_SOULCOLLECT SkillID::CH_SOULCOLLECT
PF_MINDBREAKER = 403,
#define PF_MINDBREAKER SkillID::PF_MINDBREAKER
PF_MEMORIZE = 404,
#define PF_MEMORIZE SkillID::PF_MEMORIZE
PF_FOGWALL = 405,
#define PF_FOGWALL SkillID::PF_FOGWALL
PF_SPIDERWEB = 406,
#define PF_SPIDERWEB SkillID::PF_SPIDERWEB
ASC_METEORASSAULT = 407,
#define ASC_METEORASSAULT SkillID::ASC_METEORASSAULT
ASC_CDP = 408,
#define ASC_CDP SkillID::ASC_CDP
WE_BABY = 409,
#define WE_BABY SkillID::WE_BABY
WE_CALLPARENT = 410,
#define WE_CALLPARENT SkillID::WE_CALLPARENT
WE_CALLBABY = 411,
#define WE_CALLBABY SkillID::WE_CALLBABY
TK_RUN = 412,
#define TK_RUN SkillID::TK_RUN
TK_READYSTORM = 413,
#define TK_READYSTORM SkillID::TK_READYSTORM
TK_STORMKICK = 414,
#define TK_STORMKICK SkillID::TK_STORMKICK
TK_READYDOWN = 415,
#define TK_READYDOWN SkillID::TK_READYDOWN
TK_DOWNKICK = 416,
#define TK_DOWNKICK SkillID::TK_DOWNKICK
TK_READYTURN = 417,
#define TK_READYTURN SkillID::TK_READYTURN
TK_TURNKICK = 418,
#define TK_TURNKICK SkillID::TK_TURNKICK
TK_READYCOUNTER = 419,
#define TK_READYCOUNTER SkillID::TK_READYCOUNTER
TK_COUNTER = 420,
#define TK_COUNTER SkillID::TK_COUNTER
TK_DODGE = 421,
#define TK_DODGE SkillID::TK_DODGE
TK_JUMPKICK = 422,
#define TK_JUMPKICK SkillID::TK_JUMPKICK
TK_HPTIME = 423,
#define TK_HPTIME SkillID::TK_HPTIME
TK_SPTIME = 424,
#define TK_SPTIME SkillID::TK_SPTIME
TK_POWER = 425,
#define TK_POWER SkillID::TK_POWER
TK_SEVENWIND = 426,
#define TK_SEVENWIND SkillID::TK_SEVENWIND
TK_HIGHJUMP = 427,
#define TK_HIGHJUMP SkillID::TK_HIGHJUMP
SG_FEEL = 428,
#define SG_FEEL SkillID::SG_FEEL
SG_SUN_WARM = 429,
#define SG_SUN_WARM SkillID::SG_SUN_WARM
SG_MOON_WARM = 430,
#define SG_MOON_WARM SkillID::SG_MOON_WARM
SG_STAR_WARM = 431,
#define SG_STAR_WARM SkillID::SG_STAR_WARM
SG_SUN_COMFORT = 432,
#define SG_SUN_COMFORT SkillID::SG_SUN_COMFORT
SG_MOON_COMFORT = 433,
#define SG_MOON_COMFORT SkillID::SG_MOON_COMFORT
SG_STAR_COMFORT = 434,
#define SG_STAR_COMFORT SkillID::SG_STAR_COMFORT
SG_HATE = 435,
#define SG_HATE SkillID::SG_HATE
SG_SUN_ANGER = 436,
#define SG_SUN_ANGER SkillID::SG_SUN_ANGER
SG_MOON_ANGER = 437,
#define SG_MOON_ANGER SkillID::SG_MOON_ANGER
SG_STAR_ANGER = 438,
#define SG_STAR_ANGER SkillID::SG_STAR_ANGER
SG_SUN_BLESS = 439,
#define SG_SUN_BLESS SkillID::SG_SUN_BLESS
SG_MOON_BLESS = 440,
#define SG_MOON_BLESS SkillID::SG_MOON_BLESS
SG_STAR_BLESS = 441,
#define SG_STAR_BLESS SkillID::SG_STAR_BLESS
SG_DEVIL = 442,
#define SG_DEVIL SkillID::SG_DEVIL
SG_FRIEND = 443,
#define SG_FRIEND SkillID::SG_FRIEND
SG_KNOWLEDGE = 444,
#define SG_KNOWLEDGE SkillID::SG_KNOWLEDGE
SG_FUSION = 445,
#define SG_FUSION SkillID::SG_FUSION
SL_ALCHEMIST = 446,
#define SL_ALCHEMIST SkillID::SL_ALCHEMIST
AM_BERSERKPITCHER = 447,
#define AM_BERSERKPITCHER SkillID::AM_BERSERKPITCHER
SL_MONK = 448,
#define SL_MONK SkillID::SL_MONK
SL_STAR = 449,
#define SL_STAR SkillID::SL_STAR
SL_SAGE = 450,
#define SL_SAGE SkillID::SL_SAGE
SL_CRUSADER = 451,
#define SL_CRUSADER SkillID::SL_CRUSADER
SL_SUPERNOVICE = 452,
#define SL_SUPERNOVICE SkillID::SL_SUPERNOVICE
SL_KNIGHT = 453,
#define SL_KNIGHT SkillID::SL_KNIGHT
SL_WIZARD = 454,
#define SL_WIZARD SkillID::SL_WIZARD
SL_PRIEST = 455,
#define SL_PRIEST SkillID::SL_PRIEST
SL_BARDDANCER = 456,
#define SL_BARDDANCER SkillID::SL_BARDDANCER
SL_ROGUE = 457,
#define SL_ROGUE SkillID::SL_ROGUE
SL_ASSASIN = 458,
#define SL_ASSASIN SkillID::SL_ASSASIN
SL_BLACKSMITH = 459,
#define SL_BLACKSMITH SkillID::SL_BLACKSMITH
BS_ADRENALINE2 = 460,
#define BS_ADRENALINE2 SkillID::BS_ADRENALINE2
SL_HUNTER = 461,
#define SL_HUNTER SkillID::SL_HUNTER
SL_SOULLINKER = 462,
#define SL_SOULLINKER SkillID::SL_SOULLINKER
SL_KAIZEL = 463,
#define SL_KAIZEL SkillID::SL_KAIZEL
SL_KAAHI = 464,
#define SL_KAAHI SkillID::SL_KAAHI
SL_KAUPE = 465,
#define SL_KAUPE SkillID::SL_KAUPE
SL_KAITE = 466,
#define SL_KAITE SkillID::SL_KAITE
SL_KAINA = 467,
#define SL_KAINA SkillID::SL_KAINA
SL_STIN = 468,
#define SL_STIN SkillID::SL_STIN
SL_STUN = 469,
#define SL_STUN SkillID::SL_STUN
SL_SMA = 470,
#define SL_SMA SkillID::SL_SMA
SL_SWOO = 471,
#define SL_SWOO SkillID::SL_SWOO
SL_SKE = 472,
#define SL_SKE SkillID::SL_SKE
SL_SKA = 473,
#define SL_SKA SkillID::SL_SKA
// Note: this value is also hard-coded in common/mmo.hpp
MAX_SKILL_DB = 474, // not 450
#define MAX_SKILL_DB SkillID::MAX_SKILL_DB
};
namespace e
{
enum class SkillFlags : uint16_t
{
ZERO = 0x00,
// is a pool skill
FLAG = 0x01,
#define SKILL_POOL_FLAG SkillFlags::FLAG
// is an active pool skill
ACTIVE = 0x02,
#define SKILL_POOL_ACTIVE SkillFlags::ACTIVE
// pool skill has been activated (used for clif)
ACTIVATED = 0x04,
#define SKILL_POOL_ACTIVATED SkillFlags::ACTIVATED
};
ENUM_BITWISE_OPERATORS(SkillFlags)
}
using e::SkillFlags;
#endif // SKILL_T_HPP
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