// 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 "../common/mmo.h" // MAX_SKILL, struct square
#include "map.h" // struct block_list
struct map_session_data;
struct homun_data;
struct skill_unit;
struct skill_unit_group;
struct status_change_entry;
#define MAX_SKILL_DB MAX_SKILL
#define MAX_SKILL_PRODUCE_DB 170
#define MAX_PRODUCE_RESOURCE 12
#define MAX_SKILL_ARROW_DB 150
#define MAX_ARROW_RESOURCE 5
#define MAX_SKILL_ABRA_DB 350
#define MAX_SKILL_IMPROVISE_DB 50
#define MAX_SKILL_LEVEL 100
//Constants to identify the skill's inf value:
enum e_skill_inf
{
INF_ATTACK_SKILL = 0x01,
INF_GROUND_SKILL = 0x02,
INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
// 0x08 not assigned
INF_SUPPORT_SKILL = 0x10,
INF_TARGET_TRAP = 0x20,
};
//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.
enum e_skill_nk
{
NK_NO_DAMAGE = 0x01,
NK_SPLASH = 0x02|0x04, // 0x4 = splash & split
NK_SPLASHSPLIT = 0x04,
NK_NO_CARDFIX_ATK = 0x08,
NK_NO_ELEFIX = 0x10,
NK_IGNORE_DEF = 0x20,
NK_IGNORE_FLEE = 0x40,
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.
enum e_skill_inf2
{
INF2_QUEST_SKILL = 0x0001,
INF2_NPC_SKILL = 0x0002, //NPC skills are those that players can't have in their skill tree.
INF2_WEDDING_SKILL = 0x0004,
INF2_SPIRIT_SKILL = 0x0008,
INF2_GUILD_SKILL = 0x0010,
INF2_SONG_DANCE = 0x0020,
INF2_ENSEMBLE_SKILL = 0x0040,
INF2_TRAP = 0x0080,
INF2_TARGET_SELF = 0x0100, //Refers to ground placed skills that will target the caster as well (like Grandcross)
INF2_NO_TARGET_SELF = 0x0200,
INF2_PARTY_ONLY = 0x0400,
INF2_GUILD_ONLY = 0x0800,
INF2_NO_ENEMY = 0x1000,
INF2_NOLP = 0x2000, // Spells that can ignore Land Protector
INF2_CHORUS_SKILL = 0x4000, // Chorus skill
};
//Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 5
// Flags passed to skill_attack/skill_area_sub
enum e_skill_display
{
SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation)
SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
};
#define MAX_SKILL_ITEM_REQUIRE 10
struct skill_condition {
int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
};
// �X�L���f?�^�x?�X
struct s_skill_db {
char name[NAME_LENGTH];
char desc[40];
int range[MAX_SKILL_LEVEL],hit,inf,element[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];
#ifdef RENEWAL_CAST
int fixed_cast[MAX_SKILL_LEVEL];
#endif
int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
int castcancel,cast_def_rate;
int inf2,maxcount[MAX_SKILL_LEVEL],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[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
int castnodex[MAX_SKILL_LEVEL], 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 s_skill_db skill_db[MAX_SKILL_DB];
#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 s_skill_unit_layout {
int count;
int dx[MAX_SKILL_UNIT_COUNT];
int dy[MAX_SKILL_UNIT_COUNT];
};
#define MAX_SKILLTIMERSKILL 15
struct skill_timerskill {
int timer;
int src_id;
int target_id;
int map;
short x,y;
short skill_id,skill_lv;
int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
int flag;
};
#define MAX_SKILLUNITGROUP 25
struct skill_unit_group {
int src_id;
int party_id;
int guild_id;
int bg_id;
int map;
int target_flag; //Holds BCT_* flag for battle_check_target
int bl_flag; //Holds BL_* flag for map_foreachin* functions
unsigned int tick;
int limit,interval;
short skill_id,skill_lv;
int val1,val2,val3;
char *valstr;
int unit_id;
int group_id;
int unit_count,alive_count;
struct skill_unit *unit;
struct {
unsigned ammo_consume : 1;
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
unsigned guildaura : 1;
} state;
};
struct skill_unit {
struct block_list bl;
struct skill_unit_group *group;
int limit;
int val1,val2;
short alive,range;
};
#define MAX_SKILLUNITGROUPTICKSET 25
struct skill_unit_group_tickset {
unsigned int tick;
int id;
};
enum {
UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
UF_NOREITERATION = 0x0002, // Spell cannot be stacked
UF_NOFOOTSET = 0x0004, // Spell cannot be cast near/on targets
UF_NOOVERLAP = 0x0008, // Spell effects do not overlap
UF_PATHCHECK = 0x0010, // Only cells with a shootable path will be placed
UF_NOPC = 0x0020, // May not target players
UF_NOMOB = 0x0040, // 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 s_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 s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
// ��쐬�f?�^�x?�X
struct s_skill_arrow_db {
int nameid, trigger;
int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
};
extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
// �A�u���J�_�u���f?�^�x?�X
struct s_skill_abra_db {
int skillid;
int req_lv;
int per;
};
extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
extern int enchant_eff[5];
extern int deluge_eff[5];
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_index( int id );
int skill_get_type( int id );
int skill_get_hit( int id );
int skill_get_inf( int id );
int skill_get_ele( 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 lv );
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]
const char* skill_get_desc( int id ); // [Skotlex]
int skill_name2id(const char* name);
int skill_isammotype(struct map_session_data *sd, int skill);
int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_map( struct map_session_data *sd,short 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,int dmg_lv,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 direction, int flag);
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_id2group(int group_id);
struct skill_unit_group *skill_unitsetting(struct block_list* src, short skillid, short skilllv, short x, short 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);
struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval);
int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
#define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
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_id, int skill_lv);
int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);
// Skill conditions check and remove [Inkfish]
int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv);
int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv);
int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);
int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* 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);
struct skill_unit_group *skill_check_dancing( struct block_list *src );
// Guild skills [celest]
int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex);
// �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(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag);
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 *src, struct block_list *target, int skill_id, int skill_lv, bool heal);
bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
// �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);
int skillnotok_mercenary(int skillid, struct mercenary_data *md);
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap);
// �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, bool);
int skill_blockhomun_start (struct homun_data*,int,int);
int skill_blockmerc_start (struct mercenary_data*,int,int);
#define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false )
// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
#define skill_ischangesex(id) ( \
((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
// �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,
/**
* 3rd States
**/
ST_RIDINGDRAGON,
ST_WUG,
ST_RIDINGWUG,
ST_MADO,
ST_ELEMENTALSPIRIT,
};
enum e_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_FROSTJOKER,
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_WEAPONBRAKER,
NPC_ARMORBRAKE,
NPC_HELMBRAKE,
NPC_SHIELDBRAKE,
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,
MB_FIGHTING,
MB_NEUTRAL,
MB_TAIMING_PUTI,
MB_WHITEPOTION,
MB_MENTAL,
MB_CARDPITCHER,
MB_PETPITCHER,
MB_BODYSTUDY,
MB_BODYALTER,
MB_PETMEMORY,
MB_M_TELEPORT,
MB_B_GAIN,
MB_M_GAIN,
MB_MISSION,
MB_MUNAKKNOWLEDGE,
MB_MUNAKBALL,
MB_SCROLL,
MB_B_GATHERING,
MB_M_GATHERING,
MB_B_EXCLUDE,
MB_B_DRIFT,
MB_B_WALLRUSH,
MB_M_WALLRUSH,
MB_B_WALLSHIFT,
MB_M_WALLCRASH,
MB_M_REINCARNATION,
MB_B_EQUIP,
SL_DEATHKNIGHT,
SL_COLLECTOR,
SL_NINJA,
SL_GUNNER,
AM_TWILIGHT4,
DA_RESET,
DE_BERSERKAIZER,
DA_DARKPOWER,
DE_PASSIVE,
DE_PATTACK,
DE_PSPEED,
DE_PDEFENSE,
DE_PCRITICAL,
DE_PHP,
DE_PSP,
DE_RESET,
DE_RANKING,
DE_PTRIPLE,
DE_ENERGY,
DE_NIGHTMARE,
DE_SLASH,
DE_COIL,
DE_WAVE,
DE_REBIRTH,
DE_AURA,
DE_FREEZER,
DE_CHANGEATTACK,
DE_PUNISH,
DE_POISON,
DE_INSTANT,
DE_WARNING,
DE_RANKEDKNIFE,
DE_RANKEDGRADIUS,
DE_GAUGE,
DE_GTIME,
DE_GPAIN,
DE_GSKILL,
DE_GKILL,
DE_ACCEL,
DE_BLOCKDOUBLE,
DE_BLOCKMELEE,
DE_BLOCKFAR,
DE_FRONTATTACK,
DE_DANGERATTACK,
DE_TWINATTACK,
DE_WINDATTACK,
DE_WATERATTACK,
DA_ENERGY,
DA_CLOUD,
DA_FIRSTSLOT,
DA_HEADDEF,
DA_SPACE,
DA_TRANSFORM,
DA_EXPLOSION,
DA_REWARD,
DA_CRUSH,
DA_ITEMREBUILD,
DA_ILLUSION,
DA_NUETRALIZE,
DA_RUNNER,
DA_TRANSFER,
DA_WALL,
DA_ZENY,
DA_REVENGE,
DA_EARPLUG,
DA_CONTRACT,
DA_BLACK,
DA_DREAM,
DA_MAGICCART,
DA_COPY,
DA_CRYSTAL,
DA_EXP,
DA_CARTSWING,
DA_REBUILD,
DA_JOBCHANGE,
DA_EDARKNESS,
DA_EGUARDIAN,
DA_TIMEOUT,
ALL_TIMEIN,
DA_ZENYRANK,
DA_ACCESSORYMIX,
NPC_EARTHQUAKE,
NPC_FIREBREATH,
NPC_ICEBREATH,
NPC_THUNDERBREATH,
NPC_ACIDBREATH,
NPC_DARKNESSBREATH,
NPC_DRAGONFEAR,
NPC_BLEEDING,
NPC_PULSESTRIKE,
NPC_HELLJUDGEMENT,
NPC_WIDESILENCE,
NPC_WIDEFREEZE,
NPC_WIDEBLEEDING,
NPC_WIDESTONE,
NPC_WIDECONFUSE,
NPC_WIDESLEEP,
NPC_WIDESIGHT,
NPC_EVILLAND,
NPC_MAGICMIRROR,
NPC_SLOWCAST,
NPC_CRITICALWOUND,
NPC_EXPULSION,
NPC_STONESKIN,
NPC_ANTIMAGIC,
NPC_WIDECURSE,
NPC_WIDESTUN,
NPC_VAMPIRE_GIFT,
NPC_WIDESOULDRAIN,
ALL_INCCARRY,
NPC_TALK,
NPC_HELLPOWER,
NPC_WIDEHELLDIGNITY,
NPC_INVINCIBLE,
NPC_INVINCIBLEOFF,
NPC_ALLHEAL,
GM_SANDMAN,
CASH_BLESSING,
CASH_INCAGI,
CASH_ASSUMPTIO,
ALL_CATCRY,
ALL_PARTYFLEE,
ALL_ANGEL_PROTECT,
ALL_DREAM_SUMMERNIGHT,
NPC_CHANGEUNDEAD2,
ALL_REVERSEORCISH,
ALL_WEWISH,
ALL_SONKRAN,
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,
RK_ENCHANTBLADE = 2001,
RK_SONICWAVE,
RK_DEATHBOUND,
RK_HUNDREDSPEAR,
RK_WINDCUTTER,
RK_IGNITIONBREAK,
RK_DRAGONTRAINING,
RK_DRAGONBREATH,
RK_DRAGONHOWLING,
RK_RUNEMASTERY,
RK_MILLENNIUMSHIELD,
RK_CRUSHSTRIKE,
RK_REFRESH,
RK_GIANTGROWTH,
RK_STONEHARDSKIN,
RK_VITALITYACTIVATION,
RK_STORMBLAST,
RK_FIGHTINGSPIRIT,
RK_ABUNDANCE,
RK_PHANTOMTHRUST,
GC_VENOMIMPRESS,
GC_CROSSIMPACT,
GC_DARKILLUSION,
GC_RESEARCHNEWPOISON,
GC_CREATENEWPOISON,
GC_ANTIDOTE,
GC_POISONINGWEAPON,
GC_WEAPONBLOCKING,
GC_COUNTERSLASH,
GC_WEAPONCRUSH,
GC_VENOMPRESSURE,
GC_POISONSMOKE,
GC_CLOAKINGEXCEED,
GC_PHANTOMMENACE,
GC_HALLUCINATIONWALK,
GC_ROLLINGCUTTER,
GC_CROSSRIPPERSLASHER,
AB_JUDEX,
AB_ANCILLA,
AB_ADORAMUS,
AB_CLEMENTIA,
AB_CANTO,
AB_CHEAL,
AB_EPICLESIS,
AB_PRAEFATIO,
AB_ORATIO,
AB_LAUDAAGNUS,
AB_LAUDARAMUS,
AB_EUCHARISTICA,
AB_RENOVATIO,
AB_HIGHNESSHEAL,
AB_CLEARANCE,
AB_EXPIATIO,
AB_DUPLELIGHT,
AB_DUPLELIGHT_MELEE,
AB_DUPLELIGHT_MAGIC,
AB_SILENTIUM,
WL_WHITEIMPRISON = 2201,
WL_SOULEXPANSION,
WL_FROSTMISTY,
WL_JACKFROST,
WL_MARSHOFABYSS,
WL_RECOGNIZEDSPELL,
WL_SIENNAEXECRATE,
WL_RADIUS,
WL_STASIS,
WL_DRAINLIFE,
WL_CRIMSONROCK,
WL_HELLINFERNO,
WL_COMET,
WL_CHAINLIGHTNING,
WL_CHAINLIGHTNING_ATK,
WL_EARTHSTRAIN,
WL_TETRAVORTEX,
WL_TETRAVORTEX_FIRE,
WL_TETRAVORTEX_WATER,
WL_TETRAVORTEX_WIND,
WL_TETRAVORTEX_GROUND,
WL_SUMMONFB,
WL_SUMMONBL,
WL_SUMMONWB,
WL_SUMMON_ATK_FIRE,
WL_SUMMON_ATK_WIND,
WL_SUMMON_ATK_WATER,
WL_SUMMON_ATK_GROUND,
WL_SUMMONSTONE,
WL_RELEASE,
WL_READING_SB,
WL_FREEZE_SP,
RA_ARROWSTORM,
RA_FEARBREEZE,
RA_RANGERMAIN,
RA_AIMEDBOLT,
RA_DETONATOR,
RA_ELECTRICSHOCKER,
RA_CLUSTERBOMB,
RA_WUGMASTERY,
RA_WUGRIDER,
RA_WUGDASH,
RA_WUGSTRIKE,
RA_WUGBITE,
RA_TOOTHOFWUG,
RA_SENSITIVEKEEN,
RA_CAMOUFLAGE,
RA_RESEARCHTRAP,
RA_MAGENTATRAP,
RA_COBALTTRAP,
RA_MAIZETRAP,
RA_VERDURETRAP,
RA_FIRINGTRAP,
RA_ICEBOUNDTRAP,
NC_MADOLICENCE,
NC_BOOSTKNUCKLE,
NC_PILEBUNKER,
NC_VULCANARM,
NC_FLAMELAUNCHER,
NC_COLDSLOWER,
NC_ARMSCANNON,
NC_ACCELERATION,
NC_HOVERING,
NC_F_SIDESLIDE,
NC_B_SIDESLIDE,
NC_MAINFRAME,
NC_SELFDESTRUCTION,
NC_SHAPESHIFT,
NC_EMERGENCYCOOL,
NC_INFRAREDSCAN,
NC_ANALYZE,
NC_MAGNETICFIELD,
NC_NEUTRALBARRIER,
NC_STEALTHFIELD,
NC_REPAIR,
NC_TRAININGAXE,
NC_RESEARCHFE,
NC_AXEBOOMERANG,
NC_POWERSWING,
NC_AXETORNADO,
NC_SILVERSNIPER,
NC_MAGICDECOY,
NC_DISJOINT,
SC_FATALMENACE,
SC_REPRODUCE,
SC_AUTOSHADOWSPELL,
SC_SHADOWFORM,
SC_TRIANGLESHOT,
SC_BODYPAINT,
SC_INVISIBILITY,
SC_DEADLYINFECT,
SC_ENERVATION,
SC_GROOMY,
SC_IGNORANCE,
SC_LAZINESS,
SC_UNLUCKY,
SC_WEAKNESS,
SC_STRIPACCESSARY,
SC_MANHOLE,
SC_DIMENSIONDOOR,
SC_CHAOSPANIC,
SC_MAELSTROM,
SC_BLOODYLUST,
SC_FEINTBOMB,
LG_CANNONSPEAR = 2307,
LG_BANISHINGPOINT,
LG_TRAMPLE,
LG_SHIELDPRESS,
LG_REFLECTDAMAGE,
LG_PINPOINTATTACK,
LG_FORCEOFVANGUARD,
LG_RAGEBURST,
LG_SHIELDSPELL,
LG_EXEEDBREAK,
LG_OVERBRAND,
LG_PRESTIGE,
LG_BANDING,
LG_MOONSLASHER,
LG_RAYOFGENESIS,
LG_PIETY,
LG_EARTHDRIVE,
LG_HESPERUSLIT,
LG_INSPIRATION,
SR_DRAGONCOMBO,
SR_SKYNETBLOW,
SR_EARTHSHAKER,
SR_FALLENEMPIRE,
SR_TIGERCANNON,
SR_HELLGATE,
SR_RAMPAGEBLASTER,
SR_CRESCENTELBOW,
SR_CURSEDCIRCLE,
SR_LIGHTNINGWALK,
SR_KNUCKLEARROW,
SR_WINDMILL,
SR_RAISINGDRAGON,
SR_GENTLETOUCH,
SR_ASSIMILATEPOWER,
SR_POWERVELOCITY,
SR_CRESCENTELBOW_AUTOSPELL,
SR_GATEOFHELL,
SR_GENTLETOUCH_QUIET,
SR_GENTLETOUCH_CURE,
SR_GENTLETOUCH_ENERGYGAIN,
SR_GENTLETOUCH_CHANGE,
SR_GENTLETOUCH_REVITALIZE,
WA_SWING_DANCE = 2350,
WA_SYMPHONY_OF_LOVER,
WA_MOONLIT_SERENADE,
MI_RUSH_WINDMILL = 2381,
MI_ECHOSONG,
MI_HARMONIZE,
WM_LESSON = 2412,
WM_METALICSOUND,
WM_REVERBERATION,
WM_REVERBERATION_MELEE,
WM_REVERBERATION_MAGIC,
WM_DOMINION_IMPULSE,
WM_SEVERE_RAINSTORM,
WM_POEMOFNETHERWORLD,
WM_VOICEOFSIREN,
WM_DEADHILLHERE,
WM_LULLABY_DEEPSLEEP,
WM_SIRCLEOFNATURE,
WM_RANDOMIZESPELL,
WM_GLOOMYDAY,
WM_GREAT_ECHO,
WM_SONG_OF_MANA,
WM_DANCE_WITH_WUG,
WM_SOUND_OF_DESTRUCTION,
WM_SATURDAY_NIGHT_FEVER,
WM_LERADS_DEW,
WM_MELODYOFSINK,
WM_BEYOND_OF_WARCRY,
WM_UNLIMITED_HUMMING_VOICE,
SO_FIREWALK = 2443,
SO_ELECTRICWALK,
SO_SPELLFIST,
SO_EARTHGRAVE,
SO_DIAMONDDUST,
SO_POISON_BUSTER,
SO_PSYCHIC_WAVE,
SO_CLOUD_KILL,
SO_STRIKING,
SO_WARMER,
SO_VACUUM_EXTREME,
SO_VARETYR_SPEAR,
SO_ARRULLO,
SO_EL_CONTROL,
SO_SUMMON_AGNI,
SO_SUMMON_AQUA,
SO_SUMMON_VENTUS,
SO_SUMMON_TERA,
SO_EL_ACTION,
SO_EL_ANALYSIS,
SO_EL_SYMPATHY,
SO_EL_CURE,
SO_FIRE_INSIGNIA,
SO_WATER_INSIGNIA,
SO_WIND_INSIGNIA,
SO_EARTH_INSIGNIA,
GN_TRAINING_SWORD = 2474,
GN_REMODELING_CART,
GN_CART_TORNADO,
GN_CARTCANNON,
GN_CARTBOOST,
GN_THORNS_TRAP,
GN_BLOOD_SUCKER,
GN_SPORE_EXPLOSION,
GN_WALLOFTHORN,
GN_CRAZYWEED,
GN_CRAZYWEED_ATK,
GN_DEMONIC_FIRE,
GN_FIRE_EXPANSION,
GN_FIRE_EXPANSION_SMOKE_POWDER,
GN_FIRE_EXPANSION_TEAR_GAS,
GN_FIRE_EXPANSION_ACID,
GN_HELLS_PLANT,
GN_HELLS_PLANT_ATK,
GN_MANDRAGORA,
GN_SLINGITEM,
GN_CHANGEMATERIAL,
GN_MIX_COOKING,
GN_MAKEBOMB,
GN_S_PHARMACY,
GN_SLINGITEM_RANGEMELEEATK,
AB_SECRAMENT = 2515,
WM_SEVERE_RAINSTORM_MELEE,
SR_HOWLINGOFLION,
SR_RIDEINLIGHTNING,
LG_OVERBRAND_BRANDISH,
LG_OVERBRAND_PLUSATK,
ALL_ODINS_RECALL = 2533,
RETURN_TO_ELDICASTES,
ALL_BUYING_STORE,
ALL_GUARDIAN_RECALL,
ALL_ODINS_POWER,
KO_YAMIKUMO = 3001,
KO_RIGHT,
KO_LEFT,
KO_JYUMONJIKIRI,
KO_SETSUDAN,
KO_BAKURETSU,
KO_HAPPOKUNAI,
KO_MUCHANAGE,
KO_HUUMARANKA,
KO_MAKIBISHI,
KO_MEIKYOUSISUI,
KO_ZANZOU,
KO_KYOUGAKU,
KO_JYUSATSU,
KO_KAHU_ENTEN,
KO_HYOUHU_HUBUKI,
KO_KAZEHU_SEIRAN,
KO_DOHU_KOUKAI,
KO_KAIHOU,
KO_ZENKAI,
KO_GENWAKU,
KO_IZAYOI,
KG_KAGEHUMI,
KG_KYOMU,
KG_KAGEMUSYA,
OB_ZANGETSU,
OB_OBOROGENSOU,
OB_OBOROGENSOU_TRANSITION_ATK,
OB_AKAITSUKI,
ECL_SNOWFLIP = 3031,
ECL_PEONYMAMY,
ECL_SADAGUI,
ECL_SEQUOIADUST,
ECLAGE_RECALL,
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,
MUTATION_BASEJOB,
MH_SUMMON_LEGION,
MH_NEEDLE_OF_PARALYZE,
MH_POISON_MIST,
MH_PAIN_KILLER,
MH_LIGHT_OF_REGENE,
MH_OVERED_BOOST,
MH_ERASER_CUTTER,
MH_XENO_SLASHER,
MH_SILENT_BREEZE,
MH_STYLE_CHANGE,
MH_SONIC_CRAW,
MH_SILVERVEIN_RUSH,
MH_MIDNIGHT_FRENZY,
MH_STAHL_HORN,
MH_GOLDENE_FERSE,
MH_STEINWAND,
MH_HEILIGE_STANGE,
MH_ANGRIFFS_MODUS,
MH_TINDER_BREAKER,
MH_CBC,
MH_EQC,
MH_MAGMA_FLOW,
MH_GRANITIC_ARMOR,
MH_LAVA_SLIDE,
MH_PYROCLASTIC,
MH_VOLCANIC_ASH,
MS_BASH = 8201,
MS_MAGNUM,
MS_BOWLINGBASH,
MS_PARRYING,
MS_REFLECTSHIELD,
MS_BERSERK,
MA_DOUBLE,
MA_SHOWER,
MA_SKIDTRAP,
MA_LANDMINE,
MA_SANDMAN,
MA_FREEZINGTRAP,
MA_REMOVETRAP,
MA_CHARGEARROW,
MA_SHARPSHOOTING,
ML_PIERCE,
ML_BRANDISH,
ML_SPIRALPIERCE,
ML_DEFENDER,
ML_AUTOGUARD,
ML_DEVOTION,
MER_MAGNIFICAT,
MER_QUICKEN,
MER_SIGHT,
MER_CRASH,
MER_REGAIN,
MER_TENDER,
MER_BENEDICTION,
MER_RECUPERATE,
MER_MENTALCURE,
MER_COMPRESS,
MER_PROVOKE,
MER_AUTOBERSERK,
MER_DECAGI,
MER_SCAPEGOAT,
MER_LEXDIVINA,
MER_ESTIMATION,
MER_KYRIE,
MER_BLESSING,
MER_INCAGI,
EL_CIRCLE_OF_FIRE = 8401,
EL_FIRE_CLOAK,
EL_FIRE_MANTLE,
EL_WATER_SCREEN,
EL_WATER_DROP,
EL_WATER_BARRIER,
EL_WIND_STEP,
EL_WIND_CURTAIN,
EL_ZEPHYR,
EL_SOLID_SKIN,
EL_STONE_SHIELD,
EL_POWER_OF_GAIA,
EL_PYROTECHNIC,
EL_HEATER,
EL_TROPIC,
EL_AQUAPLAY,
EL_COOLER,
EL_CHILLY_AIR,
EL_GUST,
EL_BLAST,
EL_WILD_STORM,
EL_PETROLOGY,
EL_CURSED_SOIL,
EL_UPHEAVAL,
EL_FIRE_ARROW,
EL_FIRE_BOMB,
EL_FIRE_BOMB_ATK,
EL_FIRE_WAVE,
EL_FIRE_WAVE_ATK,
EL_ICE_NEEDLE,
EL_WATER_SCREW,
EL_WATER_SCREW_ATK,
EL_TIDAL_WEAPON,
EL_WIND_SLASH,
EL_HURRICANE,
EL_HURRICANE_ATK,
EL_TYPOON_MIS,
EL_TYPOON_MIS_ATK,
EL_STONE_HAMMER,
EL_ROCK_CRUSHER,
EL_ROCK_CRUSHER_ATK,
EL_STONE_RAIN,
};
/// The client view ids for land skills.
enum {
UNT_SAFETYWALL = 0x7e,
UNT_FIREWALL,
UNT_WARP_WAITING,
UNT_WARP_ACTIVE,
UNT_BENEDICTIO, //TODO
UNT_SANCTUARY,
UNT_MAGNUS,
UNT_PNEUMA,
UNT_DUMMYSKILL, //These show no effect on the client
UNT_FIREPILLAR_WAITING,
UNT_FIREPILLAR_ACTIVE,
UNT_HIDDEN_TRAP, //TODO
UNT_TRAP, //TODO
UNT_HIDDEN_WARP_NPC, //TODO
UNT_USED_TRAPS,
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,
UNT_FOGWALL,
UNT_SPIDERWEB,
UNT_GRAVITATION,
UNT_HERMODE,
UNT_KAENSIN, //TODO
UNT_SUITON,
UNT_TATAMIGAESHI,
UNT_KAEN,
UNT_GROUNDDRIFT_WIND,
UNT_GROUNDDRIFT_DARK,
UNT_GROUNDDRIFT_POISON,
UNT_GROUNDDRIFT_WATER,
UNT_GROUNDDRIFT_FIRE,
UNT_DEATHWAVE, //TODO
UNT_WATERATTACK, //TODO
UNT_WINDATTACK, //TODO
UNT_EARTHQUAKE, //TODO
UNT_EVILLAND,
UNT_DARK_RUNNER, //TODO
UNT_DARK_TRANSFER, //TODO
UNT_EPICLESIS,
UNT_EARTHSTRAIN,
UNT_MANHOLE,
UNT_DIMENSIONDOOR,
UNT_CHAOSPANIC,
UNT_MAELSTROM,
UNT_BLOODYLUST,
UNT_FEINTBOMB,
UNT_MAGENTATRAP,
UNT_COBALTTRAP,
UNT_MAIZETRAP,
UNT_VERDURETRAP,
UNT_FIRINGTRAP,
UNT_ICEBOUNDTRAP,
UNT_ELECTRICSHOCKER,
UNT_CLUSTERBOMB,
UNT_REVERBERATION,
UNT_SEVERE_RAINSTORM,
UNT_FIREWALK,
UNT_ELECTRICWALK,
UNT_NETHERWORLD,
UNT_PSYCHIC_WAVE,
UNT_CLOUD_KILL,
UNT_POISONSMOKE,
UNT_NEUTRALBARRIER,
UNT_STEALTHFIELD,
UNT_WARMER,
UNT_THORNS_TRAP,
UNT_WALLOFTHORN,
UNT_DEMONIC_FIRE,
UNT_FIRE_EXPANSION_SMOKE_POWDER,
UNT_FIRE_EXPANSION_TEAR_GAS,
UNT_HELLS_PLANT,
UNT_VACUUM_EXTREME,
UNT_BANDING,
UNT_FIRE_MANTLE,
UNT_WATER_BARRIER,
UNT_ZEPHYR,
UNT_POWER_OF_GAIA,
UNT_FIRE_INSIGNIA,
UNT_WATER_INSIGNIA,
UNT_WIND_INSIGNIA,
UNT_EARTH_INSIGNIA,
UNT_POISON_MIST,
UNT_LAVA_SLIDE,
UNT_VOLCANIC_ASH,
UNT_ZENKAI_WATER,
UNT_ZENKAI_GROUND,
UNT_ZENKAI_FIRE,
UNT_ZENKAI_WIND,
UNT_MAKIBISHI,
/**
* Guild Auras
**/
UNT_GD_LEADERSHIP = 0xc1,
UNT_GD_GLORYWOUNDS = 0xc2,
UNT_GD_SOULCOLD = 0xc3,
UNT_GD_HAWKEYES = 0xc4,
UNT_MAX = 0x190
};
/**
* Skill Unit Save
**/
void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv);
void skill_usave_trigger(struct map_session_data *sd);
/**
* Skill Cool Downs - load from pc.c when the character logs in
**/
void skill_cooldown_load(struct map_session_data * sd);
/**
* Warlock
**/
#define MAX_SKILL_SPELLBOOK_DB 17
enum wl_spheres {
WLS_FIRE = 0x44,
WLS_WIND,
WLS_WATER,
WLS_STONE,
};
int skill_spellbook (struct map_session_data *sd, int nameid);
int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
/**
* Guilottine Cross
**/
#define MAX_SKILL_MAGICMUSHROOM_DB 22
struct s_skill_magicmushroom_db {
int skillid;
};
extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
/**
* Ranger
**/
int skill_detonator(struct block_list *bl, va_list ap);
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
/**
* Mechanic
**/
int skill_magicdecoy(struct map_session_data *sd, int nameid);
/**
* Guiltoine Cross
**/
int skill_poisoningweapon( struct map_session_data *sd, int nameid);
enum gx_poison {
PO_PARALYSE = 12717,
PO_LEECHESEND,
PO_OBLIVIONCURSE,
PO_DEATHHURT,
PO_TOXIN,
PO_PYREXIA,
PO_MAGICMUSHROOM,
PO_VENOMBLEED
};
/**
* Auto Shadow Spell (Shadow Chaser)
**/
int skill_select_menu(struct map_session_data *sd,int flag,int skill_id);
int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
int skill_get_elemental_type(int skill_id, int skill_lv);
#endif /* _SKILL_H_ */