// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _SKILL_H_
#define _SKILL_H_
#include "map.h"
#define MAX_SKILL_DB 1100
#define MAX_SKILL_PRODUCE_DB 150
#define MAX_PRODUCE_RESOURCE 12
#define MAX_SKILL_ARROW_DB 150
#define MAX_SKILL_ABRA_DB 350
//Constants to identify the skill's inf value:
#define INF_ATTACK_SKILL 1
#define INF_GROUND_SKILL 2
// Skills casted on self where target is automatically chosen:
#define INF_SELF_SKILL 4
#define INF_SUPPORT_SKILL 16
#define INF_TARGET_TRAP 32
//Constants to identify a skill's nk value (damage properties)
//The NK value applies only to non INF_GROUND_SKILL skills
//when determining skill castend function to invoke.
#define NK_NO_DAMAGE 0x01
#define NK_SPLASH (0x02|0x04) // 0x4 = splash & split
#define NK_SPLASHSPLIT 0x04
#define NK_NO_CARDFIX_ATK 0x08
#define NK_NO_ELEFIX 0x10
#define NK_IGNORE_DEF 0x20
#define NK_IGNORE_FLEE 0x40
#define NK_NO_CARDFIX_DEF 0x80
//A skill with 3 would be no damage + splash: area of effect.
//Constants to identify a skill's inf2 value.
#define INF2_QUEST_SKILL 1
//NPC skills are those that players can't have in their skill tree.
#define INF2_NPC_SKILL 0x2
#define INF2_WEDDING_SKILL 0x4
#define INF2_SPIRIT_SKILL 0x8
#define INF2_GUILD_SKILL 0x10
#define INF2_SONG_DANCE 0x20
#define INF2_ENSEMBLE_SKILL 0x40
#define INF2_TRAP 0x80
//Refers to ground placed skills that will target the caster as well (like Grandcross)
#define INF2_TARGET_SELF 0x100
#define INF2_NO_TARGET_SELF 0x200
#define INF2_PARTY_ONLY 0x400
#define INF2_GUILD_ONLY 0x800
#define INF2_NO_ENEMY 0x1000
//Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 5
// To be passed to skill_attack, whether the skill damage should disable level or animation. [Skotlex]
#define SD_LEVEL 0x1000
#define SD_ANIMATION 0x2000
// �X�L���f?�^�x?�X
struct skill_db {
char *name;
char *desc;
int range[MAX_SKILL_LEVEL],hit,inf,pl[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
int num[MAX_SKILL_LEVEL];
int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL];
int castcancel,cast_def_rate;
int inf2,maxcount,skill_type;
int blewcount[MAX_SKILL_LEVEL];
int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL];
int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
int itemid[10],amount[10];
int castnodex[MAX_SKILL_LEVEL];
int delaynoagi[MAX_SKILL_LEVEL];
int nocast;
int unit_id[2];
int unit_layout_type[MAX_SKILL_LEVEL];
int unit_range[MAX_SKILL_LEVEL];
int unit_interval;
int unit_target;
int unit_flag;
};
extern struct skill_db skill_db[MAX_SKILL_DB];
struct skill_name_db {
int id; // skill id
char *name; // search strings
char *desc; // description that shows up for search's
};
#define MAX_SKILL_UNIT_LAYOUT 50
#define MAX_SQUARE_LAYOUT 5 // 11*11�̃��j�b�g�z�u���ő�
#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
struct skill_unit_layout {
int count;
int dx[MAX_SKILL_UNIT_COUNT];
int dy[MAX_SKILL_UNIT_COUNT];
};
enum {
UF_DEFNOTENEMY = 0x0001, // defnotenemy �ݒ��BCT_NOENEMY�ɐ�ւ�
UF_NOREITERATION = 0x0002, // �d���u���֎~
UF_NOFOOTSET = 0x0004, // �����u���֎~
UF_NOOVERLAP = 0x0008, // ���j�b�g���ʂ��d�����Ȃ�
UF_NOPC = 0x0010, //May not target players
UF_NOMOB = 0x0020, //May not target mobs
UF_SKILL = 0x0080, //May target skills
UF_DANCE = 0x0100, //Dance
UF_ENSEMBLE = 0x0200, //Duet
UF_SONG = 0x0400, //Song
UF_DUALMODE = 0x0800, //Spells should trigger both ontimer and onplace/onout/onleft effects.
};
// �A�C�e���쐬�f?�^�x?�X
struct skill_produce_db {
int nameid, trigger;
int req_skill,req_skill_lv,itemlv;
int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
};
extern struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
// ��쐬�f?�^�x?�X
struct skill_arrow_db {
int nameid, trigger;
int cre_id[5],cre_amount[5];
};
extern struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
// �A�u���J�_�u���f?�^�x?�X
struct skill_abra_db {
int nameid;
int req_lv;
int per;
};
extern struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
extern int enchant_eff[5];
extern int deluge_eff[5];
struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;
int do_init_skill(void);
int do_final_skill(void);
//Returns the cast type of the skill: ground cast, castend damage, castend no damage
enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
int skill_get_casttype(int id); //[Skotlex]
// �X�L���f?�^�x?�X�ւ̃A�N�Z�T
//
int skill_get_type( int id );
int skill_get_hit( int id );
int skill_get_inf( int id );
int skill_get_pl( int id , int lv );
int skill_get_nk( int id );
int skill_get_max( int id );
int skill_get_range( int id , int lv );
int skill_get_range2(struct block_list *bl, int id, int lv);
int skill_get_splash( int id , int lv );
int skill_get_hp( int id ,int lv );
int skill_get_mhp( int id ,int lv );
int skill_get_sp( int id ,int lv );
int skill_get_state(int id);
int skill_get_zeny( int id ,int lv );
int skill_get_num( int id ,int lv );
int skill_get_cast( int id ,int lv );
int skill_get_delay( int id ,int lv );
int skill_get_walkdelay( int id ,int lv );
int skill_get_time( int id ,int lv );
int skill_get_time2( int id ,int lv );
int skill_get_castnodex( int id ,int lv );
int skill_get_castdef( int id );
int skill_get_weapontype( int id );
int skill_get_ammotype( int id );
int skill_get_ammo_qty( int id, int lv );
int skill_get_nocast( int id );
int skill_get_unit_id(int id,int flag);
int skill_get_inf2( int id );
int skill_get_castcancel( int id );
int skill_get_maxcount( int id );
int skill_get_blewcount( int id ,int lv );
int skill_get_unit_flag( int id );
int skill_get_unit_target( int id );
int skill_tree_get_max( int id, int b_class ); // Celest
const char* skill_get_name( int id ); // [Skotlex]
int skill_isammotype(TBL_PC *sd, int skill);
int skill_castend_id( int tid, unsigned int tick, int id,int data );
int skill_castend_pos( int tid, unsigned int tick, int id,int data );
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map);
int skill_cleartimerskill(struct block_list *src);
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag);
// �lj�?��
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_blown( struct block_list *src, struct block_list *target,int count);
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time);
// ���j�b�g�X�L��
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
int skill_delunit(struct skill_unit *unit, int flag);
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count,int skillid,int skilllv,int unit_id, int limit, int interval);
int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group, int flag);
int skill_clear_unitgroup(struct block_list *src);
int skill_clear_group(struct block_list *bl, int flag);
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
int damage,unsigned int tick);
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
int skill_castfix_sc( struct block_list *bl, int time);
int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);
int skill_check_condition( struct map_session_data *sd,int skill, int lv, int type);
int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
// -- moonsoul (added skill_check_unit_cell)
int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id);
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range);
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag);
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy);
void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag);
struct skill_unit_group *skill_check_dancing( struct block_list *src );
void skill_stop_dancing(struct block_list *src);
// Guild skills [celest]
int skill_guildaura_sub (struct block_list *bl,va_list ap);
// �r���L�����Z��
int skill_castcancel(struct block_list *bl,int type);
int skill_sit (struct map_session_data *sd, int type);
void skill_brandishspear_first(struct square *tc,int dir,int x,int y);
void skill_brandishspear_dir(struct square *tc,int dir,int are);
void skill_repairweapon(struct map_session_data *sd, int idx);
void skill_identify(struct map_session_data *sd,int idx);
void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
int skill_autospell(struct map_session_data *md,int skillid);
int skill_calc_heal(struct block_list *bl, int skill_lv);
int skill_check_cloaking(struct block_list *bl, struct status_change *sc);
// �X�e?�^�X�ُ�
int skill_enchant_elemental_end(struct block_list *bl, int type);
int skillnotok(int skillid, struct map_session_data *sd);
int skillnotok_hom (int skillid, struct homun_data *hd) ; //[orn]
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap); //[orn]
// �A�C�e���쐬
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty);
int skill_produce_mix( struct map_session_data *sd,
int skill_id, int nameid, int slot1, int slot2, int slot3, int qty );
int skill_arrow_create( struct map_session_data *sd,int nameid);
// mob�X�L���̂���
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag);
int skill_blockpc_start (struct map_session_data*,int,int); // [celest]
int skill_blockmerc_start (struct homun_data*,int,int); //[orn]
// �X�L���U?�ꊇ?��
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
void skill_reload(void);
enum {
ST_NONE,ST_HIDING,ST_CLOAKING,ST_HIDDEN,ST_RIDING,ST_FALCON,ST_CART,ST_SHIELD,ST_SIGHT,ST_EXPLOSIONSPIRITS,ST_CARTBOOST,
ST_RECOV_WEIGHT_RATE,ST_MOVE_ENABLE,ST_WATER,
};
enum _skill {
NV_BASIC = 1,
SM_SWORD,
SM_TWOHAND,
SM_RECOVERY,
SM_BASH,
SM_PROVOKE,
SM_MAGNUM,
SM_ENDURE,
MG_SRECOVERY,
MG_SIGHT,
MG_NAPALMBEAT,
MG_SAFETYWALL,
MG_SOULSTRIKE,
MG_COLDBOLT,
MG_FROSTDIVER,
MG_STONECURSE,
MG_FIREBALL,
MG_FIREWALL,
MG_FIREBOLT,
MG_LIGHTNINGBOLT,
MG_THUNDERSTORM,
AL_DP,
AL_DEMONBANE,
AL_RUWACH,
AL_PNEUMA,
AL_TELEPORT,
AL_WARP,
AL_HEAL,
AL_INCAGI,
AL_DECAGI,
AL_HOLYWATER,
AL_CRUCIS,
AL_ANGELUS,
AL_BLESSING,
AL_CURE,
MC_INCCARRY,
MC_DISCOUNT,
MC_OVERCHARGE,
MC_PUSHCART,
MC_IDENTIFY,
MC_VENDING,
MC_MAMMONITE,
AC_OWL,
AC_VULTURE,
AC_CONCENTRATION,
AC_DOUBLE,
AC_SHOWER,
TF_DOUBLE,
TF_MISS,
TF_STEAL,
TF_HIDING,
TF_POISON,
TF_DETOXIFY,
ALL_RESURRECTION,
KN_SPEARMASTERY,
KN_PIERCE,
KN_BRANDISHSPEAR,
KN_SPEARSTAB,
KN_SPEARBOOMERANG,
KN_TWOHANDQUICKEN,
KN_AUTOCOUNTER,
KN_BOWLINGBASH,
KN_RIDING,
KN_CAVALIERMASTERY,
PR_MACEMASTERY,
PR_IMPOSITIO,
PR_SUFFRAGIUM,
PR_ASPERSIO,
PR_BENEDICTIO,
PR_SANCTUARY,
PR_SLOWPOISON,
PR_STRECOVERY,
PR_KYRIE,
PR_MAGNIFICAT,
PR_GLORIA,
PR_LEXDIVINA,
PR_TURNUNDEAD,
PR_LEXAETERNA,
PR_MAGNUS,
WZ_FIREPILLAR,
WZ_SIGHTRASHER,
WZ_FIREIVY,
WZ_METEOR,
WZ_JUPITEL,
WZ_VERMILION,
WZ_WATERBALL,
WZ_ICEWALL,
WZ_FROSTNOVA,
WZ_STORMGUST,
WZ_EARTHSPIKE,
WZ_HEAVENDRIVE,
WZ_QUAGMIRE,
WZ_ESTIMATION,
BS_IRON,
BS_STEEL,
BS_ENCHANTEDSTONE,
BS_ORIDEOCON,
BS_DAGGER,
BS_SWORD,
BS_TWOHANDSWORD,
BS_AXE,
BS_MACE,
BS_KNUCKLE,
BS_SPEAR,
BS_HILTBINDING,
BS_FINDINGORE,
BS_WEAPONRESEARCH,
BS_REPAIRWEAPON,
BS_SKINTEMPER,
BS_HAMMERFALL,
BS_ADRENALINE,
BS_WEAPONPERFECT,
BS_OVERTHRUST,
BS_MAXIMIZE,
HT_SKIDTRAP,
HT_LANDMINE,
HT_ANKLESNARE,
HT_SHOCKWAVE,
HT_SANDMAN,
HT_FLASHER,
HT_FREEZINGTRAP,
HT_BLASTMINE,
HT_CLAYMORETRAP,
HT_REMOVETRAP,
HT_TALKIEBOX,
HT_BEASTBANE,
HT_FALCON,
HT_STEELCROW,
HT_BLITZBEAT,
HT_DETECTING,
HT_SPRINGTRAP,
AS_RIGHT,
AS_LEFT,
AS_KATAR,
AS_CLOAKING,
AS_SONICBLOW,
AS_GRIMTOOTH,
AS_ENCHANTPOISON,
AS_POISONREACT,
AS_VENOMDUST,
AS_SPLASHER,
NV_FIRSTAID,
NV_TRICKDEAD,
SM_MOVINGRECOVERY,
SM_FATALBLOW,
SM_AUTOBERSERK,
AC_MAKINGARROW,
AC_CHARGEARROW,
TF_SPRINKLESAND,
TF_BACKSLIDING,
TF_PICKSTONE,
TF_THROWSTONE,
MC_CARTREVOLUTION,
MC_CHANGECART,
MC_LOUD,
AL_HOLYLIGHT,
MG_ENERGYCOAT,
NPC_PIERCINGATT,
NPC_MENTALBREAKER,
NPC_RANGEATTACK,
NPC_ATTRICHANGE,
NPC_CHANGEWATER,
NPC_CHANGEGROUND,
NPC_CHANGEFIRE,
NPC_CHANGEWIND,
NPC_CHANGEPOISON,
NPC_CHANGEHOLY,
NPC_CHANGEDARKNESS,
NPC_CHANGETELEKINESIS,
NPC_CRITICALSLASH,
NPC_COMBOATTACK,
NPC_GUIDEDATTACK,
NPC_SELFDESTRUCTION,
NPC_SPLASHATTACK,
NPC_SUICIDE,
NPC_POISON,
NPC_BLINDATTACK,
NPC_SILENCEATTACK,
NPC_STUNATTACK,
NPC_PETRIFYATTACK,
NPC_CURSEATTACK,
NPC_SLEEPATTACK,
NPC_RANDOMATTACK,
NPC_WATERATTACK,
NPC_GROUNDATTACK,
NPC_FIREATTACK,
NPC_WINDATTACK,
NPC_POISONATTACK,
NPC_HOLYATTACK,
NPC_DARKNESSATTACK,
NPC_TELEKINESISATTACK,
NPC_MAGICALATTACK,
NPC_METAMORPHOSIS,
NPC_PROVOCATION,
NPC_SMOKING,
NPC_SUMMONSLAVE,
NPC_EMOTION,
NPC_TRANSFORMATION,
NPC_BLOODDRAIN,
NPC_ENERGYDRAIN,
NPC_KEEPING,
NPC_DARKBREATH,
NPC_DARKBLESSING,
NPC_BARRIER,
NPC_DEFENDER,
NPC_LICK,
NPC_HALLUCINATION,
NPC_REBIRTH,
NPC_SUMMONMONSTER,
RG_SNATCHER,
RG_STEALCOIN,
RG_BACKSTAP,
RG_TUNNELDRIVE,
RG_RAID,
RG_STRIPWEAPON,
RG_STRIPSHIELD,
RG_STRIPARMOR,
RG_STRIPHELM,
RG_INTIMIDATE,
RG_GRAFFITI,
RG_FLAGGRAFFITI,
RG_CLEANER,
RG_GANGSTER,
RG_COMPULSION,
RG_PLAGIARISM,
AM_AXEMASTERY,
AM_LEARNINGPOTION,
AM_PHARMACY,
AM_DEMONSTRATION,
AM_ACIDTERROR,
AM_POTIONPITCHER,
AM_CANNIBALIZE,
AM_SPHEREMINE,
AM_CP_WEAPON,
AM_CP_SHIELD,
AM_CP_ARMOR,
AM_CP_HELM,
AM_BIOETHICS,
AM_BIOTECHNOLOGY,
AM_CREATECREATURE,
AM_CULTIVATION,
AM_FLAMECONTROL,
AM_CALLHOMUN,
AM_REST,
AM_DRILLMASTER,
AM_HEALHOMUN,
AM_RESURRECTHOMUN,
CR_TRUST,
CR_AUTOGUARD,
CR_SHIELDCHARGE,
CR_SHIELDBOOMERANG,
CR_REFLECTSHIELD,
CR_HOLYCROSS,
CR_GRANDCROSS,
CR_DEVOTION,
CR_PROVIDENCE,
CR_DEFENDER,
CR_SPEARQUICKEN,
MO_IRONHAND,
MO_SPIRITSRECOVERY,
MO_CALLSPIRITS,
MO_ABSORBSPIRITS,
MO_TRIPLEATTACK,
MO_BODYRELOCATION,
MO_DODGE,
MO_INVESTIGATE,
MO_FINGEROFFENSIVE,
MO_STEELBODY,
MO_BLADESTOP,
MO_EXPLOSIONSPIRITS,
MO_EXTREMITYFIST,
MO_CHAINCOMBO,
MO_COMBOFINISH,
SA_ADVANCEDBOOK,
SA_CASTCANCEL,
SA_MAGICROD,
SA_SPELLBREAKER,
SA_FREECAST,
SA_AUTOSPELL,
SA_FLAMELAUNCHER,
SA_FROSTWEAPON,
SA_LIGHTNINGLOADER,
SA_SEISMICWEAPON,
SA_DRAGONOLOGY,
SA_VOLCANO,
SA_DELUGE,
SA_VIOLENTGALE,
SA_LANDPROTECTOR,
SA_DISPELL,
SA_ABRACADABRA,
SA_MONOCELL,
SA_CLASSCHANGE,
SA_SUMMONMONSTER,
SA_REVERSEORCISH,
SA_DEATH,
SA_FORTUNE,
SA_TAMINGMONSTER,
SA_QUESTION,
SA_GRAVITY,
SA_LEVELUP,
SA_INSTANTDEATH,
SA_FULLRECOVERY,
SA_COMA,
BD_ADAPTATION,
BD_ENCORE,
BD_LULLABY,
BD_RICHMANKIM,
BD_ETERNALCHAOS,
BD_DRUMBATTLEFIELD,
BD_RINGNIBELUNGEN,
BD_ROKISWEIL,
BD_INTOABYSS,
BD_SIEGFRIED,
BD_RAGNAROK,
BA_MUSICALLESSON,
BA_MUSICALSTRIKE,
BA_DISSONANCE,
BA_FROSTJOKE,
BA_WHISTLE,
BA_ASSASSINCROSS,
BA_POEMBRAGI,
BA_APPLEIDUN,
DC_DANCINGLESSON,
DC_THROWARROW,
DC_UGLYDANCE,
DC_SCREAM,
DC_HUMMING,
DC_DONTFORGETME,
DC_FORTUNEKISS,
DC_SERVICEFORYOU,
NPC_RANDOMMOVE,
NPC_SPEEDUP,
NPC_REVENGE,
WE_MALE,
WE_FEMALE,
WE_CALLPARTNER,
ITM_TOMAHAWK,
NPC_DARKCROSS,
NPC_GRANDDARKNESS,
NPC_DARKSTRIKE,
NPC_DARKTHUNDER,
NPC_STOP,
NPC_BREAKWEAPON,
NPC_BREAKARMOR,
NPC_BREAKHELM,
NPC_BREAKSHIELD,
NPC_UNDEADATTACK,
NPC_CHANGEUNDEAD,
NPC_POWERUP,
NPC_AGIUP,
NPC_SIEGEMODE,
NPC_CALLSLAVE,
NPC_INVISIBLE,
NPC_RUN,
LK_AURABLADE,
LK_PARRYING,
LK_CONCENTRATION,
LK_TENSIONRELAX,
LK_BERSERK,
LK_FURY,
HP_ASSUMPTIO,
HP_BASILICA,
HP_MEDITATIO,
HW_SOULDRAIN,
HW_MAGICCRASHER,
HW_MAGICPOWER,
PA_PRESSURE,
PA_SACRIFICE,
PA_GOSPEL,
CH_PALMSTRIKE,
CH_TIGERFIST,
CH_CHAINCRUSH,
PF_HPCONVERSION,
PF_SOULCHANGE,
PF_SOULBURN,
ASC_KATAR,
ASC_HALLUCINATION,
ASC_EDP,
ASC_BREAKER,
SN_SIGHT,
SN_FALCONASSAULT,
SN_SHARPSHOOTING,
SN_WINDWALK,
WS_MELTDOWN,
WS_CREATECOIN,
WS_CREATENUGGET,
WS_CARTBOOST,
WS_SYSTEMCREATE,
ST_CHASEWALK,
ST_REJECTSWORD,
ST_STEALBACKPACK,
CR_ALCHEMY,
CR_SYNTHESISPOTION,
CG_ARROWVULCAN,
CG_MOONLIT,
CG_MARIONETTE,
LK_SPIRALPIERCE,
LK_HEADCRUSH,
LK_JOINTBEAT,
HW_NAPALMVULCAN,
CH_SOULCOLLECT,
PF_MINDBREAKER,
PF_MEMORIZE,
PF_FOGWALL,
PF_SPIDERWEB,
ASC_METEORASSAULT,
ASC_CDP,
WE_BABY,
WE_CALLPARENT,
WE_CALLBABY,
TK_RUN,
TK_READYSTORM,
TK_STORMKICK,
TK_READYDOWN,
TK_DOWNKICK,
TK_READYTURN,
TK_TURNKICK,
TK_READYCOUNTER,
TK_COUNTER,
TK_DODGE,
TK_JUMPKICK,
TK_HPTIME,
TK_SPTIME,
TK_POWER,
TK_SEVENWIND,
TK_HIGHJUMP,
SG_FEEL,
SG_SUN_WARM,
SG_MOON_WARM,
SG_STAR_WARM,
SG_SUN_COMFORT,
SG_MOON_COMFORT,
SG_STAR_COMFORT,
SG_HATE,
SG_SUN_ANGER,
SG_MOON_ANGER,
SG_STAR_ANGER,
SG_SUN_BLESS,
SG_MOON_BLESS,
SG_STAR_BLESS,
SG_DEVIL,
SG_FRIEND,
SG_KNOWLEDGE,
SG_FUSION,
SL_ALCHEMIST,
AM_BERSERKPITCHER,
SL_MONK,
SL_STAR,
SL_SAGE,
SL_CRUSADER,
SL_SUPERNOVICE,
SL_KNIGHT,
SL_WIZARD,
SL_PRIEST,
SL_BARDDANCER,
SL_ROGUE,
SL_ASSASIN,
SL_BLACKSMITH,
BS_ADRENALINE2,
SL_HUNTER,
SL_SOULLINKER,
SL_KAIZEL,
SL_KAAHI,
SL_KAUPE,
SL_KAITE,
SL_KAINA,
SL_STIN,
SL_STUN,
SL_SMA,
SL_SWOO,
SL_SKE,
SL_SKA,
SM_SELFPROVOKE,
NPC_EMOTION_ON,
ST_PRESERVE,
ST_FULLSTRIP,
WS_WEAPONREFINE,
CR_SLIMPITCHER,
CR_FULLPROTECTION,
PA_SHIELDCHAIN,
HP_MANARECHARGE,
PF_DOUBLECASTING,
HW_GANBANTEIN,
HW_GRAVITATION,
WS_CARTTERMINATION,
WS_OVERTHRUSTMAX,
CG_LONGINGFREEDOM,
CG_HERMODE,
CG_TAROTCARD,
CR_ACIDDEMONSTRATION,
CR_CULTIVATION,
ITEM_ENCHANTARMS,
TK_MISSION,
SL_HIGH,
KN_ONEHAND,
AM_TWILIGHT1,
AM_TWILIGHT2,
AM_TWILIGHT3,
HT_POWER,
GS_GLITTERING,
GS_FLING,
GS_TRIPLEACTION,
GS_BULLSEYE,
GS_MADNESSCANCEL,
GS_ADJUSTMENT,
GS_INCREASING,
GS_MAGICALBULLET,
GS_CRACKER,
GS_SINGLEACTION,
GS_SNAKEEYE,
GS_CHAINACTION,
GS_TRACKING,
GS_DISARM,
GS_PIERCINGSHOT,
GS_RAPIDSHOWER,
GS_DESPERADO,
GS_GATLINGFEVER,
GS_DUST,
GS_FULLBUSTER,
GS_SPREADATTACK,
GS_GROUNDDRIFT,
NJ_TOBIDOUGU,
NJ_SYURIKEN,
NJ_KUNAI,
NJ_HUUMA,
NJ_ZENYNAGE,
NJ_TATAMIGAESHI,
NJ_KASUMIKIRI,
NJ_SHADOWJUMP,
NJ_KIRIKAGE,
NJ_UTSUSEMI,
NJ_BUNSINJYUTSU,
NJ_NINPOU,
NJ_KOUENKA,
NJ_KAENSIN,
NJ_BAKUENRYU,
NJ_HYOUSENSOU,
NJ_SUITON,
NJ_HYOUSYOURAKU,
NJ_HUUJIN,
NJ_RAIGEKISAI,
NJ_KAMAITACHI,
NJ_NEN,
NJ_ISSEN,
KN_CHARGEATK = 1001,
CR_SHRINK,
AS_SONICACCEL,
AS_VENOMKNIFE,
RG_CLOSECONFINE,
WZ_SIGHTBLASTER,
SA_CREATECON,
SA_ELEMENTWATER,
HT_PHANTASMIC,
BA_PANGVOICE,
DC_WINKCHARM,
BS_UNFAIRLYTRICK,
BS_GREED,
PR_REDEMPTIO,
MO_KITRANSLATION,
MO_BALKYOUNG,
SA_ELEMENTGROUND,
SA_ELEMENTFIRE,
SA_ELEMENTWIND,
HLIF_HEAL = 8001,
HLIF_AVOID,
HLIF_BRAIN,
HLIF_CHANGE,
HAMI_CASTLE,
HAMI_DEFENCE,
HAMI_SKIN,
HAMI_BLOODLUST,
HFLI_MOON,
HFLI_FLEET,
HFLI_SPEED,
HFLI_SBR44,
HVAN_CAPRICE,
HVAN_CHAOTIC,
HVAN_INSTRUCT,
HVAN_EXPLOSION,
};
enum {
UNT_SAFETYWALL = 0x7e,
UNT_FIREWALL,
UNT_WARP_WAITING,
UNT_WARP_ACTIVE,
//0x82
UNT_SANCTUARY = 0x83,
UNT_MAGNUS,
UNT_PNEUMA,
UNT_ATTACK_SKILLS, //These show no effect on the client, therefore can be used for attack skills.
UNT_FIREPILLAR_WAITING,
UNT_FIREPILLAR_ACTIVE,
//0x89, 0x8a, 0x8b
UNT_USED_TRAPS = 0x8c,
UNT_ICEWALL,
UNT_QUAGMIRE,
UNT_BLASTMINE,
UNT_SKIDTRAP,
UNT_ANKLESNARE,
UNT_VENOMDUST,
UNT_LANDMINE,
UNT_SHOCKWAVE,
UNT_SANDMAN,
UNT_FLASHER,
UNT_FREEZINGTRAP,
UNT_CLAYMORETRAP,
UNT_TALKIEBOX,
UNT_VOLCANO,
UNT_DELUGE,
UNT_VIOLENTGALE,
UNT_LANDPROTECTOR,
UNT_LULLABY,
UNT_RICHMANKIM,
UNT_ETERNALCHAOS,
UNT_DRUMBATTLEFIELD,
UNT_RINGNIBELUNGEN,
UNT_ROKISWEIL,
UNT_INTOABYSS,
UNT_SIEGFRIED,
UNT_DISSONANCE,
UNT_WHISTLE,
UNT_ASSASSINCROSS,
UNT_POEMBRAGI,
UNT_APPLEIDUN,
UNT_UGLYDANCE,
UNT_HUMMING,
UNT_DONTFORGETME,
UNT_FORTUNEKISS,
UNT_SERVICEFORYOU,
UNT_GRAFFITI,
UNT_DEMONSTRATION,
UNT_CALLFAMILY,
UNT_GOSPEL,
UNT_BASILICA,
UNT_MOONLIT,//0xb5 //I HOPE this one doesn't shows any effects
UNT_FOGWALL = 0xb6,
UNT_SPIDERWEB,
UNT_GRAVITATION,
UNT_HERMODE,
UNT_DESPERADO, //0xba //Temporary setting until correct value is found.
UNT_SUITON = 0xbb,
UNT_TATAMIGAESHI,
UNT_KAENSIN,
UNT_GROUNDDRIFT_WIND,
UNT_GROUNDDRIFT_DARK,
UNT_GROUNDDRIFT_POISON,
UNT_GROUNDDRIFT_WATER,
UNT_GROUNDDRIFT_FIRE,
};
#endif /* _SKILL_H_ */