summaryrefslogblamecommitdiff
path: root/src/map/skill.h
blob: 90622b9baffec96666697ae6122909e55d72d560 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802















                                                           
                           






                                                               
                         

                                                    
                                                              














                                                                                       

                                                                
 
                                                                      
                              
 



                                                                                                       



                    
                                                                              
                                  
                                                                                     




                                                                                                                                                  
                                                                                     


                                         


                                               
                                         




























                                                                                           


                                                                





                                                                                                               
                                           



























                                                                           
                          



                                                                                     
                                

                                  




                                 


                                                                 






                                           
                                               



                                           
                                      
                                              
                                    

                                            
                                        






                                                                  
                                             

                                                                      








                                                                                                                                               
                                                                                        

                                                                                                                   
                                                                                                               
                                                      
                                                                     
                                                                                 
                                                                                          
                                                   
                                                        



                                                                       


                                                                        

                                                                                                                
























                                                                                      
                                                          
 
                                                                           



                                                                  

                                                                                











                                                                                                                                   
                                                                            
                                                                
 




























































































































































































































































































































































































































































































































































                                                                                                                                 













































                          










































                               
               


                              
                                                                                                          

                                
                           





































                               
                        

                      
               



                            
                                                                                
                           
                          
                     

                                                                       


       
// 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.
//The NK value applies only to non INF_GROUND_SKILL skills.
#define NK_NO_DAMAGE 0x1
#define NK_SPLASH (0x2|0x4) // 0x4 = splash & split
#define NK_SPLASHSPLIT 0x4
//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 2
#define INF2_WEDDING_SKILL 4
#define INF2_SPIRIT_SKILL 8
#define INF2_GUILD_SKILL 16
#define INF2_SONG_DANCE 32
#define INF2_ENSEMBLE_SKILL 64
#define INF2_TRAP 128
//Refers to ground placed skills that will target the caster as well (like Grandcross)
#define INF2_TARGET_SELF 256
#define INF2_NO_TARGET_SELF 512
#define INF2_PARTY_ONLY 1024
#define INF2_GUILD_ONLY 2048
//For Party/Guild only skills that can ALSO be used on enemies.
#define INF2_ALLOW_ENEMY 4096

//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,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 delaynodex[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	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_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_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);
// ���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_gangsterparadise(struct map_session_data *sd ,int type);
int skill_rest(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 {
	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,
	//492,missing?
	TK_MISSION = 493,
	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,
	//0xb5
	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,
	//0xbe, 0xc0, 0xc1 //Maybe the other elements of Ground Drift?
	UNT_GROUNDDRIFT = 0xc2,
};

#endif