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// Constants usable in scripts.
// TODO remove all the bSomething and move them to params instead

bMaxHP      6
bMaxSP      8
bStr        13
bAgi        14
bVit        15
bInt        16
bDex        17
bLuk        18
//bAtk        41
//bAtk2       42
bMatk1      43
//bMatk2      44
//bDef        45
bMdef       47
//bMdef2      48
bHit        49
bFlee       50
//bFlee2      51
bCritical   52
//bAspd       53
bDeaf       70

// Elements:
// 0 = Neutral
// 1 = Water
// 2 = Earth
// 3 = Fire
// 4 = Wind
// 5 = Poison
// 6 = Holy
// 7 = Dark
// 8 = Spirit
// 9 = Undead

// Races:
// 0 = Formless
// 1 = Undead
// 2 = Brute
// 3 = Plant
// 4 = Insect
// 5 = Fish
// 6 = Demon
// 7 = Demi-Human
// 8 = Angel
// 9 = Dragon
// 10 = Boss
// 11 = Other

// Effects:
// Eff_Blind
// Eff_Sleep
// Eff_Poison
// Eff_Freeze
// Eff_Silence
// Eff_Stun
// Eff_Curse
// Eff_Confusion
// Eff_Stone
// Eff_Bleeding

// Splash radius:
// n = 1 -> 3x3 cell
// n = 2 -> 5x5 cell
// ...

// Those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other bonuses are ignored.
// For more information, have a look here: http://code.google.com/p/eathena/source/browse/trunk/doc/item_bonus.txt

bAtkRange                1000 // A range bonus of n (bAtkRange,n;).
//bAtkEle                  1001 // Gives the player's attacks a n element (bAtkEle,n;).
//bDefEle                  1002 // Gives the player's defense a n element (bDefEle,n;).
//bCastrate                1003 // Adjusts casting time of skill n by x% (bCastrate,n,x;).
bMaxHPrate               1004 // A max HP bonus of n (bMaxHPrate,n;).
//bMaxSPrate               1005 // A max SP bonus of n (bMaxSPrate,n;).
//bUseSPrate               1006 // Increases the consumption of SP by n% (bUseSPrate,n;).
//bAddEle                  1007 // +x% physical damage against a n element (bAddEle,n,x;).
//bAddRace                 1008 // +x% physical damage against a n race (bAddRace,n,x;).
//bAddSize                 1009 // +x% physical damage against a n size (bAddSize,n,x;).
//bSubEle                  1010 // +x% damage reduction against a n element (bSubEle,n,x;).
//bSubRace                 1011 // +x% damage reduction against race n (bSubRace,n,x;).
//bAddEff                  1012 // Adds a 1/100x% chance to cause effect e to the target when attacking (bAddEff,e,x;).
//bResEff                  1013 // Adds a 1/100x% tolerance to an effect (bResEff,e,x;).
//bBaseAtk                 1014 // A n bonus to the basic attack power (bBaseAtk,n;).
bAspdRate                1015 // +n% attack speed (bAspdRate,n;).
bHPrecovRate             1016 // Natural HP recovery ratio increased of n% (bHPrecovRate,n;).
//bSPrecovRate             1017 // Natural SP recovery ratio increased of n% (bSPrecovRate,n;).
//bSpeedRate               1018 // Moving speed increased of n% and only the highest among all is applied (bSpeedRate,n;).
bCriticalDef             1019 // Decreases the chance of being hit by critical hits of n% (bCriticalDef,n;).
//bNearAtkDef              1020 // Adds n% damage reduction against melee physical attacks (bNearAtkDef,n;).
//bLongAtkDef              1021 // Adds n% damage reduction against ranged physical attacks (bLongAtkDef,n;).
//bDoubleRate              1022 // Adds a n% probability of doing a double attack (bDoubleRate,n;).
bDoubleAddRate           1023 // Adds another +n% probability of doing a double attack (bDoubleAddRate,n;).
//bMatk                    1024 // Adds a magical attack bonus of n (bMatk,n;).
//bMatkRate                1025 // Adds a magical attack bonus percentage n% (bMatkRate,n;).
//bIgnoreDefEle            1026 // Disregards defense against enemies of a n element (bIgnoreDefEle,n;).
//bIgnoreDefRace           1027 // Disregards defense against enemies of a n race (bIgnoreDefRace,n;).
//bAtkRate                 1028 // Adds an attack bonus of n% (bAtkRate,n;).
bSpeedAddRate            1029 // Adds a n% of walking speed (bSpeedAddRate,n;).
//bAspdAddRate             1030 // Adds a n% of attack speed (bAspdAddRate,n;).
//bMagicAtkDef             1031 // Adds a n% damage reduction against magical attacks (bMagicAtkDef,n;).
//bMiscAtkDef              1032 // Adds a n% damage reduction against miscellaneous attacks (traps, falcon, ...) (bMiscAtkDef,n;).
//bIgnoreMdefEle           1033 // Disregards magical defense against enemies of a n element (bIgnoreMdefEle,n;).
//bIgnoreMdefRace          1034 // Disregards magical defense against enemies of a n race (bIgnoreMdefRace,n;).
//bMagicAddEle             1035 // Adds x% of magical damage against a n element (bMagicAddEle,n,x;).
//bMagicAddRace            1036 // Adds x% of magical damage against a n race (bMagicAddRace,n,x;).
//bMagicSubRace            1037 // Removes a x% of magical damage against a n race (bMagicSubRace,n,x;).
//bPerfectHitRate          1038 // On-target impact attack probability n% and only the highest among all is applied (bPerfectHitRate,n;).
//bPerfectHitAddRate       1039 // A n% bonus of an on-target impact (bPerfectHitAddRate,n;).
//bCriticalRate            1040 // Add a n% to the critical hits percentage (bCriticalRate,n;).
//bGetZenyNum              1041 // When killing a monster, there is a x% chance of gaining about n zeny (bGetZenyNum,n;).
//bAddGetZenyNum           1042 // Same as bGetZenyNum, but the rates and zeny to gain stack (bAddGetZenyNum,n,x;).
//bAddDamageClass          1043 // +x% of extra physical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;).
//bAddMagicDamageClass     1044 // +x% of extra magical damage against monsters of class n, against players n is their job id (bAddDamageClass,n,x;).
//bAddDefClass             1045 // +x% physical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;)
//bAddMdefClass            1046 // +x% magical damage reduction against monsters of class n, against players n is their job id (bAddDefClass,n,x;)
//bAddMonsterDropItem      1047 // Adds a x/100% chance for a n item to be dropped, when killing any monster (bAddMonsterDropItem,n,x;)
//bDefRatioAtkEle          1048 // Does more damage depending on the monster's defense against a n element (bDefRatioAtkEle,n;).
//bDefRatioAtkRace         1049 // Does more damage depending on the monster's defense against a n race (bDefRatioAtkRace,n;).
//bAddSpeed                1050 // Adds a n speed to the player (bAddSpeed,n;).
//bHitRate                 1051 // Adds a n% rate to hit (bHitRate,n;).
//bFleeRate                1052 // Adds a n% to flee a monster's attack (bFleeRate,n;).
//bFlee2Rate               1053 // Adds a n% to dodge a monster's attack (bFleeRate,n;).
bDefRate                 1054 // Adds a n% of defense to the equipment (bDefRate,n;).
bDef2Rate                1055 // Adds a n% of defense based on the vitality to the equipment (bDef2Rate,n;).
//bMdefRate                1056 // Adds a n% of magical defense to the equipment (bMdefRate,n;).
//bMdef2Rate               1057 // Adds a n% of magical defense based on the vitality to the equipment (bMdef2Rate,n;).
//bSplashRange             1058 // Adds n to the splash attack radius and only the highest among all is applied (bSplashRange,n;).
//bSplashAddRange          1059 // Adds n to the splash attack radius (bSplashRange,n;).
//bAutoSpell               1060 // Auto Spell casting on attack of spell n at level x with a y/10% chance (bAutoSpell,n,x,y;).
bHPDrainRate             1061 // Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack (bHPDrainRateRace,r,n,x;).
//bSPDrainRate             1062 // Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack (bSPDrainRateRace,r,n,x;).
//bShortWeaponDamageReturn 1063 // Reflects n% of received melee damage back to the enemy that caused it (bShortWeaponDamageReturn,n;).
//bLongWeaponDamageReturn  1064 // Reflects n% of received ranged damage back to the enemy that caused it (bShortWeaponDamageReturn,n;).
//bWeaponComaEle           1065 // Adds a n/100% chance to cause coma when attacking a monster of a x element with a normal attack (bWeaponComaEle,x,n;).
//bWeaponComaRace          1066 // Adds a n/100% chance to cause coma when attacking a monster of a x race with a normal attack (bWeaponComaEle,x,n;).
//bAddEff2                 1067 // Adds a n/100% chance to cause status change x on self when attacking (bAddEff2,x,n;).
//bMagicDamageReturn       1068 // Adds a n% chance to reflect targetted magic spells back to the enemy that caused it (bMagicDamageReturn,n;).
//bRandomAttackIncrease    1069 // Adds a n% chance to inflict x% additional damage to the enemy with normal attack (bRandomAttackIncrease,x,n;).
//bAllStats                1070 // Adds a n number in Strengh, Agility, Vitality, Intelligence, Dexterity and Luck (bAllStats,n;).
//bAgiVit                  1071 // Adds a n number in Agility and Vitality (bAgiVit,n;).
//bAgiDexStr               1072 // Adds a n number in Agility, Dexterity and Strengh (bAgiDexStr,n;).
//bPerfectHide             1073 // A hidden character is no longer detected by monsters with 'detector' mode (bPerfectHide,1;).

equip_head   1
equip_shield 2
equip_hand2  3
equip_hand1  4
equip_gloves 5
equip_shoes  6
equip_misc1  7
equip_misc2  8
equip_torso  9
equip_legs   10
equip_arrow  11

// Appearance Slots
// Using this for anything but hair is probably a mistake.
LOOK_BASE       0
LOOK_HAIR_STYLE 1
LOOK_WEAPON     2
LOOK_LEGS       3
LOOK_HELMET     4
LOOK_CHEST      5
LOOK_HAIR_COLOR 6
LOOK_SHIELD     8
LOOK_SHOES      9
LOOK_GLOVES     10
LOOK_CAPE       11
LOOK_MISC1      12
LOOK_MISC2      13

// Hairstyles
HS_Bald                 0
HS_BaldTwo              1
HS_FlatPonytail         2
HS_BowlCut              3
HS_CombedBack           4
HS_Emo                  5
HS_Mohawk               6
HS_Pompadour            7
HS_CenterParting        8
HS_LongAndSlick         9
HS_ShortAndCurly        10
HS_Pigtails             11
HS_LongAndCurly         12
HS_Parted               13
HS_PerkyPonytail        14
HS_Wave                 15
HS_Mane                 16
HS_Bun                  17
HS_ShoulderLengthFlick  18
HS_Fizzy                19
HS_LongAndClipped       20

// Hair Colors
HC_LIGHT_BROWN  0
HC_GREEN        1
HC_RED          2
HC_PURPLE       3
HC_GRAY         4
HC_YELLOW       5
HC_BLUE         6
HC_BROWN        7
HC_LIGHT_BLUE   8
HC_DARK_PURPLE  9
HC_BLACK        10
HC_PINK         11
HC_BROWN_TWO    12
HC_WHITE        127

// Colors for dyed items.
// See npc/functions/process_equip.txt.
cNone      11
cWhite     10
cRed       0
cGreen     1
cDarkBlue  2
cYellow    3
cLightBlue 4
cPink      5
cBlack     6
cOrange    7
cPurple    8
cDarkGreen 9

sc_poison              132
sc_slowpoison          14
sc_raiseattackspeed0   37
sc_raiseattackstrength 185
SC_SHEARED             194
SC_HIDE                194
SC_HALT_REGENERATE     195
SC_FLYING_BACKPACK     196
SC_MBARRIER            197
SC_HASTE               198
SC_PHYS_SHIELD         199
SC_COOLDOWN            71
SC_COOLDOWN_MG         72
SC_COOLDOWN_MT         73
SC_COOLDOWN_R          74
SC_COOLDOWN_AR         75
SC_COOLDOWN_ENCH       76
SC_COOLDOWN_KOY        77

// Emotions
EMOTE_DISGUST    1
EMOTE_SURPRISE   2
EMOTE_HAPPY      3
EMOTE_SAD        4
EMOTE_EVIL       5
EMOTE_WINK       6
EMOTE_ANGEL      7
EMOTE_BLUSH      8
EMOTE_TONGUE     9
EMOTE_GRIN       10
EMOTE_UPSET      11
EMOTE_PERTURBED  12
EMOTE_SPEECH     13
EMOTE_BLAH       14
// ManaPlus Emotions
EMOTE_MEOW       101
EMOTE_LAUGH      102
EMOTE_CHEERFUL   103
EMOTE_LOVE       104
EMOTE_MONEY      105
EMOTE_SLEEP      106
EMOTE_REST       107
EMOTE_BOTHERED   108
EMOTE_AFRAID     109
EMOTE_DEAD       110
EMOTE_SUSPICIOUS 111
EMOTE_MELANCHOLY 112
EMOTE_FACEPALM   113
EMOTE_ANGRY      114
EMOTE_HEADACHE   115
EMOTE_BORED      116
EMOTE_SWEAR      117
EMOTE_HEART      118
EMOTE_EMPTY      119
EMOTE_HALLOWEEN  120
EMOTE_VICIOUS    121
EMOTE_JOYFUL     122
EMOTE_CLEVER     123
EMOTE_SHY        124
EMOTE_ALIEN      125
EMOTE_TROLL      126
EMOTE_PAIN       127
EMOTE_TEARS      128

// symbols used for registercmd (ASCII)
MAGIC_SYMBOL 35 //#
ATCMD_SYMBOL 64 //@
DEBUG_SYMBOL 37 //%

sfx_skillup         1
sfx_magic_generic   2
sfx_magic_life      3
sfx_magic_war       4
sfx_magic_transmute 5
sfx_magic_nature    6
sfx_magic_astral    7
sfx_magic_dark      8

// Special effects, interactive objects and emotion effects from client-data/effects.xml.
FX_NONE             -1
FX_LEVELUP           0
FX_SKILLUP           1
FX_MAGIC_GENERIC     2
FX_MAGIC_WHITE       3
FX_MAGIC_BLACK       4
FX_MAGIC_RED         5
FX_MAGIC_GREEN       6
FX_MAGIC_BLUE        7
FX_MAGIC_DARKRED     8
FX_MAGIC_DEFAULT     10
FX_MAGIC_SHIELD      11
FX_MAGIC_HIT         13
FX_MAGIC_HIT_EVIL    14
FX_FIRE_BURST        15
FX_FIRE_EXPLOSION    16
FX_LIGHTNING1        17
FX_LIGHTNING2        18
FX_LIGHTNING3        19
FX_MAGIC_TELEPORT    20
FX_PENTAGRAM_BUILDUP 21
FX_PENTAGRAM_BURST   22
FX_MAGIC_TELEPORT2   24
FX_RAIN              25
FX_HIT               26
FX_ARROW_HAIL        27
FX_CRITICAL          28
FX_LARGE_EXPLOSION   30
FX_MEDIUM_EXPLOSION  31
FX_MEDIUM_SMOKE      32
FX_MEDIUM_BLINDINGLIGHT  33
FX_CHANNELLING_RAISE     34
FX_CHANNELLING_CAST      35
FX_ENCHANTED_DOOR_BROKEN 36
FX_DARK_TELEPORT         37
FX_EVIL_SUMMON           38
FX_GROUND_SPAWN          39
FX_BLUE_MAGIC_CAST       40
FX_MAGIC_BLUE_TELEPORT   41
FX_MAGIC_DARK_EXPLOSION  42
FX_PUMPKIN_EXPLOSION 43
FX_GETITEM           44
FX_HUG               49
FX_MAGIC_SHIELD_ENDS 111
FX_ELECTRICITY_RED   114
FX_ELECTRICITY_BLUE  115
FX_GATE_OPENING      300
FX_CASKET_LID        301
FX_CASKET_MONSTER    302

FX_MAGIC_DISCHARGE         500 // 15
FX_MAGIC_WAND_CAST         501 // 2
//FX_MAGIC_WAND_ATK        502 // 5
FX_MAGIC_AGGRAVATE_CAST    503 // 6
FX_MAGIC_AGGRAVATE_HIT     504 // 10
FX_MAGIC_DETECT_CAST       505 // 2
FX_MAGIC_DETECT_HIT        506 // 10
FX_MAGIC_EXP_CAST          507 // 10
FX_MAGIC_DART_CAST         508 // 10
//FX_MAGIC_DART_ATK        509 // 4
FX_MAGIC_GROW_CAST         510 // 6, 21
FX_MAGIC_GROW_SPAWN        511 // 22
FX_MAGIC_HEAL_CAST         512 // 3
FX_MAGIC_HEAL_HIT          513 // 3
FX_MAGIC_BLADE_CAST        514 // 4
//FX_MAGIC_BLADE_HIT       515 // 4
FX_MAGIC_SULPHUR_CAST      516 // 5
FX_MAGIC_MAGGOT_CAST       517 // 7, 21
FX_MAGIC_MAGGOT_SPAWN      518 // 22
FX_MAGIC_WOOD_CAST         519 // 5
FX_MAGIC_AHAIL_CAST        520 // 4
FX_MAGIC_BARRIER_CAST      521 // 7
FX_MAGIC_BARRIER_HIT       522 // 10
FX_MAGIC_BARRIER_END       523 // 10
FX_MAGIC_WHO_CAST          524 // 2
FX_MAGIC_STONE_CAST        525 // 2
FX_MAGIC_FLYING_CAST       526 // 6
FX_MAGIC_FLYING_HIT        527 // 2
FX_MAGIC_FLYING_END        528 // 2
FX_MAGIC_JOY_CAST          529 // 6
FX_MAGIC_HIDE_CAST         530 // 7
FX_MAGIC_HIDE_HIT          531 // 10
FX_MAGIC_HIDE_END          532 // 2
FX_MAGIC_LAY_CAST          533 // 3
FX_MAGIC_LAY_HIT           534 // 3
FX_MAGIC_BOLT_CAST         535 // 4
FX_MAGIC_KNUCKLE_CAST      536 // 4
FX_MAGIC_ARROW_CAST        537 // 5
FX_MAGIC_IRONP_CAST        538 // 5
FX_MAGIC_SHIRT_CAST        539 // 5
FX_MAGIC_SHIELD_CAST       540 // 6
FX_MAGIC_RAIN_CAST         541 // 6
FX_MAGIC_SHEAR_CAST        542 // 6
FX_MAGIC_FLUFFY_CAST       543 // 7, 21
FX_MAGIC_FLUFFY_SPAWN      544 // 22
FX_MAGIC_MOUBOO_CAST       545 // 7, 21
FX_MAGIC_MOUBOO_SPAWN      546 // 22
FX_MAGIC_PINKY_CAST        547 // 7, 21
FX_MAGIC_PINKY_SPAWN       548 // 22
FX_MAGIC_SNAKE_CAST        549 // 8, 21
FX_MAGIC_SNAKE_SPAWN       550 // 22
FX_MAGIC_SPIKY_CAST        551 // 7, 21
FX_MAGIC_SPIKY_SPAWN       552 // 22
FX_MAGIC_WICKED_CAST       553 // 8, 21
FX_MAGIC_WICKED_SPAWN      554 // 22
FX_MAGIC_TDART_CAST        555 // 8

OVERRIDE_BLADE             1700 // 30
OVERRIDE_TDART             1701 // 31
OVERRIDE_WAND_WAND         1703 // 33
OVERRIDE_DART              1704 // 34
OVERRIDE_WAND_STAFF        1705 // 35
OVERRIDE_KNUCKLES          1706 // 34
OVERRIDE_SHEAR             1707 // 30

// TODO: ATTACK_ICON_...

FX_EMOTE_DISGUST     10000
FX_EMOTE_SURPRISE    10001
FX_EMOTE_HAPPY       10002
FX_EMOTE_SAD         10003
FX_EMOTE_EVIL        10004
FX_EMOTE_WINK        10005
FX_EMOTE_ANGEL       10006
FX_EMOTE_BLUSH       10007
FX_EMOTE_TONGUE      10008
FX_EMOTE_GRIN        10009
FX_EMOTE_UPSET       10010
FX_EMOTE_PERTURBED   10011
FX_EMOTE_SPEECH      10012
FX_EMOTE_BLAH        10013
FX_EMOTE_SWEAR       10014
FX_EMOTE_MEOW        10015
FX_EMOTE_LAUGH       10016
FX_EMOTE_CHEERFUL    10017
FX_EMOTE_LOVE        10018
FX_EMOTE_MONEY       10019
FX_EMOTE_SLEEP       10020
FX_EMOTE_REST        10021
FX_EMOTE_BOTHERED    10022
FX_EMOTE_AFRAID      10023
FX_EMOTE_DEAD        10024
FX_EMOTE_SUSPICIOUS  10025
FX_EMOTE_MELANCHOLY  10026
FX_EMOTE_FACEPALM    10027
FX_EMOTE_ANGRY       10028
FX_EMOTE_HEADACHE    10029
FX_EMOTE_BORED       10030
FX_EMOTE_HEART       10031
FX_EMOTE_EMPTY       10032
FX_EMOTE_HALLOWEEN   10033
FX_EMOTE_VICIOUS     10034
FX_EMOTE_JOYFUL      10035
FX_EMOTE_CLEVER      10036
FX_EMOTE_SHY         10037
FX_EMOTE_ALIEN       10038
FX_EMOTE_CURIOUS     10039
FX_EMOTE_PAIN        10040
FX_EMOTE_TEARS       10041

// Basic Skills
SKILL_EMOTE           1
SKILL_TRADE           2
SKILL_PARTY           3

// Focus Skills
SKILL_POOL            339
SKILL_MALLARDS_EYE    45
SKILL_BRAWLING        350
SKILL_LUCKY_COUNTER   351
SKILL_SPEED           352
SKILL_RESIST_POISON   353
SKILL_ASTRAL_SOUL     354
SKILL_RAGING          355

// GM groups
G_PLAYER              0
G_BOT                 1
G_TESTER              20
G_DEV                 40
G_EVENT               50
G_GM                  60
G_ADMIN               80
G_SYSOP               99

// Server Message Types (smsg builtin)
SMSG_DEBUG            0
SMSG_GM               1
SMSG_WARNING          2
SMSG_SUCCESS          3
SMSG_FAILURE          4
SMSG_ERROR            5
SMSG_LEGAL            6
SMSG_MOTD             7
SMSG_AUTOMATIC        8
SMSG_EVENT            9

// Monster Modes
MD_NONE                0
MD_CANMOVE             1
MD_LOOTER              2
MD_AGGRESSIVE          4
MD_ASSIST              8
MD_CASTSENSOR_IDLE     16
MD_BOSS                32
MD_PLANT               64
MD_CANATTACK           128
// These modes do not exist in TMWA (and are thus ignored)
//MD_DETECTOR            256
//MD_CASTSENSOR_CHASE    512
//MD_CHANGECHASE         1024
//MD_ANGRY               2048
//MD_CHANGETARGET_MELEE  4096
//MD_CHANGETARGET_CHASE  8192
//MD_TARGETWEAK          16384
//MD_NOKNOCKBACK         32768
//MD_RANDOMTARGET        65536

// API Export Protocols
API_VAULT             607
API_SENDMAIL          501
//API_DISCORD           301
//API_PINCODE           302