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-rw-r--r--doc/atcommands.txt1494
-rw-r--r--doc/constants.md17059
-rw-r--r--doc/ea_job_system.txt197
-rw-r--r--doc/effect_list.txt986
-rw-r--r--doc/global_configuration.txt69
-rw-r--r--doc/item_bonus.txt444
-rw-r--r--doc/item_db.txt381
-rw-r--r--doc/map_cache.txt65
-rw-r--r--doc/md5_hashcheck.txt40
-rw-r--r--doc/mob_db.txt219
-rw-r--r--doc/mob_db_mode_list.txt113
-rw-r--r--doc/packet_struct_notation.txt118
-rw-r--r--doc/permissions.txt39
-rw-r--r--doc/quest_variables.txt108
-rw-r--r--doc/sample/bank_test.txt80
-rw-r--r--doc/sample/basejob_baseclass_upper.txt18
-rw-r--r--doc/sample/checkoption.txt19
-rw-r--r--doc/sample/delitem2.txt39
-rw-r--r--doc/sample/getequipcardid.txt26
-rw-r--r--doc/sample/getequipid.txt16
-rw-r--r--doc/sample/getiteminfo.txt38
-rw-r--r--doc/sample/getmonsterinfo.txt23
-rw-r--r--doc/sample/gstorage_test.txt36
-rw-r--r--doc/sample/localized_npc.txt148
-rw-r--r--doc/sample/npc_dynamic_shop.txt93
-rw-r--r--doc/sample/npc_extend_shop.txt351
-rw-r--r--doc/sample/npc_live_dialogues.txt53
-rw-r--r--doc/sample/npc_rodex.txt39
-rw-r--r--doc/sample/npc_test_array.txt43
-rw-r--r--doc/sample/npc_test_chat.txt37
-rw-r--r--doc/sample/npc_test_checkweight.txt158
-rw-r--r--doc/sample/npc_test_duplicate.txt33
-rw-r--r--doc/sample/npc_test_func.txt35
-rw-r--r--doc/sample/npc_test_npctimer.txt42
-rw-r--r--doc/sample/npc_test_npctimer2.txt23
-rw-r--r--doc/sample/npc_test_pcre.txt402
-rw-r--r--doc/sample/npc_test_quest.txt52
-rw-r--r--doc/sample/npc_test_setitemx.txt43
-rw-r--r--doc/sample/npc_test_setmapflag.txt32
-rw-r--r--doc/sample/npc_test_skill.txt37
-rw-r--r--doc/sample/npc_test_time.txt25
-rw-r--r--doc/sample/npc_trader_sample.txt58
-rw-r--r--doc/script_commands.txt9990
-rw-r--r--doc/whisper_sys.txt52
-rw-r--r--doc/woe_time_explanation.txt97
45 files changed, 0 insertions, 33470 deletions
diff --git a/doc/atcommands.txt b/doc/atcommands.txt
deleted file mode 100644
index 18d3de4e4..000000000
--- a/doc/atcommands.txt
+++ /dev/null
@@ -1,1494 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Atcommand List
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20130115
-//===== Description: =========================================
-//= List of available atcommands and their functions.
-//============================================================
-
-This file describes the usage of in-game commands and assumes that
-'conf/atcommand.conf' has the following:
- atcommand_symbol : "@"
- charcommand_symbol: "#"
-
-To search for a command, write "@" before the command name (ex. @commands).
-The format of this file is as follows:
- 1. System Commands
- 2. Database Commands
- 3. Player Information Commands
- 4. Action Commands
- 5. Administrative Commands
- 6. Party Commands
- 7. Guild Commands
- 8. Pet Commands
- 9. Homunculus Commands
-
-======================
-| 1. System Commands |
-======================
-
-@version
-
-Displays SVN version of the server.
-
----------------------------------------
-
-@rates
-
-Displays the server rates.
-
-Output Example:
-Experience rates: Base 1.00x / Job 1.00x
-Normal Drop Rates: Common 1.00x / Healing 1.00x / Usable 1.00x Equipment 1.00x / Card 1.00x
-Boss Drop Rates: Common 1.00x / Healing 1.00x / Usable 1.00x Equipment 1.00x / Card 1.00x
-Other Drop Rates: MvP 1.00x / Card-Based 1.00x / Treasure 1.00x
-
----------------------------------------
-
-@time
-
-Displays the local server time, along with day/night information.
-
----------------------------------------
-
-@uptime
-
-Show server uptime since last map server restart.
-
-Output Example:
-Server Uptime: 3 days, 8 hours, 6 minutes, 4 seconds.
-
----------------------------------------
-
-@refresh
-@refreshall
-
-Synchronizes the player's position on the client with the one stored on the server.
-Additionally, @refreshall will refresh all online players.
-
----------------------------------------
-
-@showexp
-
-Toggles the display of experience gain messages.
-
----------------------------------------
-
-@showzeny
-
-Toggles the display of Zeny gain messages.
-Configuration for zeny being dropped by mobs is in 'conf/map/battle/monster.conf':
-zeny_from_mobs: true
-
----------------------------------------
-
-@showdelay
-
-Shows or hides the red "Cannot use the skills" message.
-
-Output Example:
-[Storm Gust] Cannot use the skills.
-
----------------------------------------
-
-@noask
-
-Toggles automatic rejection of deals and invites.
-
----------------------------------------
-
-@noks
-
-Toggles Kill Steal Protection.
-
----------------------------------------
-
-@font <0-9>
-
-Sets client font (0 is the default).
-
----------------------------------------
-
-@agitstart
-@agitend
-
-Starts or ends War of Emperium [FE] by invoking scripts with the
-OnAgitStart/OnAgitEnd labels.
-
----------------------------------------
-
-@agitstart2
-@agitend2
-
-Starts or ends War of Emperium [SE] by invoking scripts with the
-OnAgitStart2/OnAgitEnd2 labels.
-
----------------------------------------
-
-@pvpon
-@pvpoff
-
-Enables or disables PvP (Player vs. Player) mode on a map.
-
----------------------------------------
-
-@gvgon
-@gvgoff
-
-Enables or disables GvG (Guild vs. Guild) mode on a map.
-
----------------------------------------
-
-@skillon
-@skilloff
-
-Enables or disables skill usage on a map.
-
----------------------------------------
-
-@allowks
-
-Toggles Kill Steal Protection on a map.
-
----------------------------------------
-
-@day
-@night
-
-Sets the server to day or night mode.
-
----------------------------------------
-
-@sound <filename>
-
-Plays the specified sound.
-
----------------------------------------
-
-@snow
-@clouds
-@clouds2
-@fog
-@fireworks
-@sakura
-@leaves
-
-Toggles weather effects on your map.
-
----------------------------------------
-
-@clearweather
-
-Stops all weather effects. May require a map change or @refresh
-for the effect to stop client-side.
-
----------------------------------------
-
-@mapflag <flag> <value 0-1>
-
-Sets a mapflag for the current map (1 = On, 0 = Off).
-
----------------------------------------
-
-@addwarp <map> <x> <y> <npc name>
-
-Creates a warp portal on the character's current coordinates that lasts until the next reboot.
-The name parameter is mandatory and if it already exists, the server will automagically assign a name,
-and it will be displayed only once in the chat window.
-
-Example:
-@addwarp prontera 50 50 my_warp_sample
-
-Output:
-New warp NPC 'my_warp_sample' created.
-
----------------------------------------
-
-@effect <effect ID>
-
-Creates a visual effect on or around the character.
-A list of IDs can be found in '/db/constants.conf'.
-Descriptions of the effects can be found in '/doc/effect_list.txt'.
-
----------------------------------------
-
-@misceffect
-
-Does some visual effect on the character (more info needed).
-
----------------------------------------
-
-@displayskill <skill ID> {<skill level>}
-
-Displays the animation of a skill without really using it (debug function).
-
----------------------------------------
-
-@option {<param 1> {<param 2> {<param 3>}}}
-
-Adds visual effects to the attached character.
-If no parameter is specified, a list of available options will be returned.
-
----------------------------------------
-
-@displaystatus <status type> <flag> <tick> {<val1> {<val2> {<val3>}}}
-
-Displays a status change without really applying it (debug function).
-
----------------------------------------
-
-@send <Hex Number> {<value>}
-
-Used for testing packet sends from the client (debug function).
-Value: <type=B(default),W,L><number> or S<length>"<string>"
-
----------------------------------------
-
-@mapinfo
-
-Displays information about the current map.
-
-Output Example:
------- Map Info ------
-Map Name: prontera | Players In Map: 1 | NPCs In Map: 127 | Chats In Map: 0
------- Map Flags ------
-Town Map
-Autotrade Enabled
-PvP Flags:
-GvG Flags:
-Teleport Flags:
-No Exp Penalty: On | No Zeny Penalty: On
-Weather Flags: Displays Night |
-Other Flags: NoBranch | Reset |
-Other Flags:
-
----------------------------------------
-
-@gat
-
-Gives information about terrain/area (debug function).
-
-Output Example:
-prontera (x= 165, y= 202) 00 00 00 00 00
-prontera (x= 165, y= 201) 01 00 00 00 00
-prontera (x= 165, y= 200) 01 00 00 00 00
-prontera (x= 165, y= 199) 01 00 00 00 00
-prontera (x= 165, y= 198) 01 00 00 00 00
-
----------------------------------------
-
-========================
-| 2. Database Commands |
-========================
-
-@mobinfo <mob name/ID>
-
-Displays monster information (rates, stats, drops, MVP data).
-
-Example:
-@monsterinfo Poring
-
-Output:
-Monster: 'Poring'/'Poring'/'PORING' (1002)
-Lv: 1 HP:60 Base EXP:27 Job EXP:20 HIT:103 FLEE:183
-DEF:2 MDEF:5 STR:6 AGI:1 VIT:1 INT:1 DEX:6 LUK:5
-ATK:8~9 Range:1~10~12 Size:Medium Race:Plant Element:Water (Lv:1)
-Drops:
- - Jellopy 70.00% - Knife[4] 1.00% etc...
-
----------------------------------------
-
-@iteminfo <item name/ID>
-
-Displays item information (type, price, weight, drops).
-
-Example:
-@iteminfo Jellopy
-
-Output:
-Item: 'Jellopy'/'Jellopy'[0] (909) Type: Etc. | Extra Effect: None
-NPC Buy:6z, Sell:3z | Weight: 1.0
-- Maximal monsters drop change: 75.00%
-
----------------------------------------
-
-@whodrops <item name/ID>
-
-Displays a list of mobs which drop the specified item.
-Only the highest drop rates are shown.
-
----------------------------------------
-
-@autoloot {<%>}
-
-Enables or disables autolooting items from killed mobs.
-If a percentage is given, only items dropped at that rate and below will be autolooted.
-
----------------------------------------
-
-@alootid <+/- item name/ID>
-@alootid reset
-
-Starts or stops autolooting a specified item.
-Typing "reset" will clear the autoloot item list.
-By default, 10 items can be autolooted at one time.
-
----------------------------------------
-
-@autoloottype <+/-><type name>
-@autoloottype reset
-
-Starts or stops autolooting a specified item type.
-Type List: healing, usable, etc, weapon, armor, card, petegg, petarmor, ammo.
-Typing "reset" will clear the autoloot item list.
-
----------------------------------------
-
-
-@mobsearch <monster name>
-
-Locates and displays the position of a certain mob on the current map.
-
-Output Example:
-1[155:184] Poring
-2[154:188] Poring
-3[127:146] Poring
-
----------------------------------------
-
-@idsearch <item name>
-
-Looks up an item by name (or part of a name).
-
----------------------------------------
-
-@showmobs <monster name/ID>
-
-Locates and displays the position of a certain mob on your mini-map.
-This shows up as a small white cross (+).
-
----------------------------------------
-
-@whereis
-
-Displays the maps in which monster normally spawns.
-This does not include mobs summoned by scripts.
-
----------------------------------------
-
-@skillid <skill name>
-
-Looks up a skill by name (or part of a name).
-
----------------------------------------
-
-@skilltree <skill ID> <target>
-
-Lists requirements to obtain the specified skill on the target character.
-
----------------------------------------
-
-@questskill {<skill ID>}
-@lostskill {<skill ID>}
-
-Permanently adds or removes the specified quest skill.
-If no skill ID is specified, a list of available skills will be returned.
-
----------------------------------------
-
-@useskill <skill ID> <skill level> <target>
-
-Casts the specified skill.
-
-Example:
-@useskill 28 5 Char2
--> casts Level 5 Heal on player Char2
-
----------------------------------------
-
-==================================
-| 3. Player Information Commands |
-==================================
-
-@commands
-
-Displays a list of @ commands available to the player.
-
----------------------------------------
-
-@charcommands
-
-Displays a list of # commands available to the player.
-
----------------------------------------
-
-@help <command>
-
-Displays the help message for the specified command.
-
----------------------------------------
-
-@exp
-
-Displays current levels and % progress.
-
-Output Example:
-Base Level: 13 (3.323%) | Job Level: 10 (0.000%)
-
----------------------------------------
-
-@stats
-
-Displays the stats of the attached player in your chat bar.
-
----------------------------------------
-
-@storagelist <player name>
-
-Displays Kafra storage contents of the specified player.
-
----------------------------------------
-
-@cartlist <player name>
-
-Displays cart contents of the specified player.
-
----------------------------------------
-
-@itemlist
-
-Displays inventory contents of the attached player.
-
----------------------------------------
-
-@who
-@who2
-@who3
-
-Returns a list of online characters.
-@who will also return character positions.
-@who2 will also return job classes.
-@who3 will also return parties/guilds.
-
----------------------------------------
-
-@whomap
-@whomap2
-@whomap3
-
-Returns a list of online characters in a specific map.
-@whomap will also return character positions.
-@whomap2 will also return job classes.
-@whomap3 will also return parties/guilds.
-
----------------------------------------
-
-@whogm
-
-Returns a list of GMs online.
-For those who are higher GM level than yourself, only name is shown.
-For the rest, the command acts as a combination of @who+@who2+@who3.
-
----------------------------------------
-
-@users
-
-Displays distribution of players on the server per map (% on each map which has players.)
-
-Output Example:
-prontera: 1 (50%)
-prt_fild01: 1 (50%)
-all: 2
-
----------------------------------------
-
-@where <player_name>
-
-Locates a player on a map. The player must be online.
-
----------------------------------------
-
-@jailtime
-
-Displays remaining jail time.
-If @jail was used, the chat window will display "You have been jailed indefinitely".
-
----------------------------------------
-
-@accinfo <player name/account id>
-
-Searches for an account by ID or a character name, and outputs detailed information.
-Password will only be displayed for group levels lower than yours.
-To search partial names, "%" can be used as a wildcard.
-
-Example:
-@accinfo Test%
-
-Output:
--- Account 2000001 --
-User: user123 | GM Group: 0 | State: 0
-Password: password123
-Account e-mail: a@a.com
-Last IP: 127.0.0.1 (Unknown)
-This user has logged 27 times, the last time were at 2012-11-24 17:29:07
--- Character Details --
-[Slot/CID: 0/150001] Test1 | High Swordsman | Level: 99/50 | Off
-[Slot/CID: 1/150002] Test2 | Rune Knight | Level: 150/50 | On
-
-======================
-| 4. Action Commands |
-======================
-
-@me <message>
-
-Displays the text as a normal message with the format "*name <message>*" instead of "name: <message>".
-
----------------------------------------
-
-@main {<message>}
-
-Broadcasts a message to all players with @main enabled.
-Using the command without a message will enable or disable main chat.
-
----------------------------------------
-
-@storage
-
-Opens your Kafra storage.
-
----------------------------------------
-
-@mail
-
-Opens your mailbox.
-
----------------------------------------
-
-@auction
-
-Opens the auction window.
-
----------------------------------------
-
-@identify
-
-Opens the Identification window if any unappraised items are in your inventory.
-
----------------------------------------
-
-@trade <player name>
-
-Opens the trade window with the specified player.
-
----------------------------------------
-
-@autotrade
-
-Allows you continue vending offline, then logs off.
-The character will continue vending until you log in to that account again,
-all items are sold, or the mapserver closes.
-
----------------------------------------
-
-@monster <monster name/ID> {<amount>}
-@monstersmall <monster name/ID> {<amount>}
-@monsterbig <monster name/ID> {<amount>}
-
-Spawns the specified monster.
-If an amount is given, that number will be spawned.
-Additionally, monster size can be adjusted.
-
----------------------------------------
-
-@summon <monster name/ID> {<duration>}
-
-Spawns mobs that treat you as their master.
-If a duration is specified, they will stay with you until the duration has ended.
-
----------------------------------------
-
-@clone <player name/ID>
-@slaveclone <player name/ID>
-@evilclone <player name/ID>
-
-Spawns a clone of the specified player.
-@clone will spawn a supportive clone.
-@slaveclone will spawn a supportive clone that follows the creator around.
-@evilclone will spawn an aggressive clone.
-
----------------------------------------
-
-@item <item name/ID> {<amount>}
-/item <item name/ID>
-@delitem <item name/ID> <amount>
-
-Creates or removes the specified item.
-If an amount is given for @item, that number will be created.
-
----------------------------------------
-
-@item2 <item name/ID> <quantity> <identify_flag> <refine> <attribute> <card1> <card2> <card3> <card4>
-
-Creates an item with the given parameters (the 'cards' can be any item).
-identify_flag: 0 = unidentified, 1 = identified
-attribute: 0 = not broken, 1 = broken
-
----------------------------------------
-
-@itembound <item name/ID> <amount> <bound_type>
-
-Creates the specified item and bounds it to the account.
-bound_type: 1 = Account, 2 = Guild, 3 = Party, 4 = Character
-
----------------------------------------
-
-@itembound2 <item name/ID> <quantity> <identify_flag> <refine> <attribute> <card1> <card2> <card3> <card4> <bound_type>
-
-Creates an item with the given parameters (the 'cards' can be any item) and bounds it to the account.
-identify_flag: 0 = unidentified, 1 = identified
-attribute: 0 = not broken, 1 = broken
-bound_type: 1 = Account, 2 = Guild, 3 = Party, 4 = Character
-
----------------------------------------
-
-@produce <equip name/ID> <element> <# of Very's>
-
-Creates a weapon with the given parameters.
-
-Example:
-@produce 1602 1 2
--> crafts an item called "Very Very Strong Char's Ice Rod".
-
----------------------------------------
-
-@refine <equip position> <+/- amount>
-
-Refines an equipped item by the specified amount.
-0: All Equipment
-1: Lower Headgear
-2: Right Hand
-4: Garment
-8: Left Accessory
-16: Body Armor
-32: Left Hand
-64: Shoes
-128: Right Accessory
-256: Top Headgear
-512: Mid Headgear
-
----------------------------------------
-
-@repairall
-
-Repairs all broken items in your inventory.
-
----------------------------------------
-
-@dropall
-
-Drops all inventory and equipped items onto the floor.
-
----------------------------------------
-
-@storeall
-
-Places all inventory and equipped items directly into your Kafra Storage.
-
----------------------------------------
-
-@itemreset
-
-Deletes all inventory items (not equipped items).
-
----------------------------------------
-
-@clearstorage
-@cleargstorage
-
-Deletes all items in storage (or guild storage).
-
----------------------------------------
-
-@clearcart
-
-Deletes all items in cart, but does not remove the cart.
-
----------------------------------------
-
-@cleanarea
-@cleanmap
-
-Deletes floor items in sight range or across the entire map.
-
----------------------------------------
-
-@save
-
-Sets your save point as your current map coordinates.
-
----------------------------------------
-
-@memo {<0-2>}
-
-Saves a warp point for the "Warp Portal" skill.
-If a number is not specified, the command will output all currently saved locations.
-Location "void" indicates an empty warp point.
-
----------------------------------------
-
-@load
-
-Warps to your save point.
-
----------------------------------------
-
-@jump
-
-Warps to a random coordinate on the current map.
-
----------------------------------------
-
-@go {<location name/ID>}
-
-Warps to predefined locations in major cities.
-If no ID is given, all available maps will be displayed in the chat window.
-Locations and coordinates are stored in '/src/map/atcommand.c'.
-
----------------------------------------
-
-@warp <map> {<x> <y>}
-/mm <map> {<x> <y>}
-/mapmove <map> {<x> <y>}
-
-Warps to the specified map.
-If no coordinates are entered, a random location will be chosen.
-
----------------------------------------
-
-@jumpto <player name/ID>
-@follow <player name>
-
-Warps to the specified player.
-Additionally, @follow will track the player's movements until turned off.
-
----------------------------------------
-
-@recall <player name>
-/recall <player name>
-@recallall
-
-Warps a character to your position.
-Additionally, @recallall will recall the entire server.
-
----------------------------------------
-
-@tonpc <npc name>
-
-Warps to the specified npc.
-
----------------------------------------
-
-@killer
-
-Allows you to attack other players outside of PvP.
-
----------------------------------------
-
-@killable
-
-Allows other players to attack you outside of PvP.
-
----------------------------------------
-
-@blvl <+/- amount>
-@jlvl <+/- amount>
-
-Changes base or job level by the specified amount.
-
----------------------------------------
-
-@str <+/- amount>
-@agi <+/- amount>
-@vit <+/- amount>
-@int <+/- amount>
-@dex <+/- amount>
-@luk <+/- amount>
-
-Changes the specified stat of your character.
-
----------------------------------------
-
-@allstats
-
-Sets all stats to the maximum (default is 99).
-
----------------------------------------
-
-@allskill
-
-Gives your character all skills in their current skill tree.
-
----------------------------------------
-
-@stpoint <+/- amount>
-@skpoint <+/- amount>
-
-Changes unused status or skill points by the specified amount.
-
----------------------------------------
-
-@streset
-@skreset
-@reset
-
-Resets stats (@streset), skills (@skreset), or both (@reset).
-
----------------------------------------
-
-@feelreset
-
-Resets a Star Gladiator's marked maps.
-
----------------------------------------
-
-@jobchange <job name/ID>
-
-Changes your job.
-If no job is given, a list of all available jobs will be returned.
-Note that jobs 22 (Wedding), 26 (Summer), and 27 (Christmas) are not available via @job.
-
----------------------------------------
-
-@speed <0-1000>
-
-Sets the speed at which the character walks and attacks.
-Default is 150 (0 is fastest, 1000 is slowest).
-
----------------------------------------
-
-@spiritball <0-100>
-
-Summons the specified amount of spirit spheres around you.
-
----------------------------------------
-
-@mount
-@mount2
-
-Toggles mounting/unmounting a peco (@mount) or cash mount (@mount2).
-
----------------------------------------
-
-@zeny <+/- amount>
-
-Changes Zeny by the specified amount.
-
----------------------------------------
-
-@cash <+/- amount>
-
-Changes Cash Points by the specified amount.
-
----------------------------------------
-
-@points <+/- amount>
-
-Changes Kafra Points by the specified amount.
-
----------------------------------------
-
-@model <hair style> <hair color> <cloth color>
-@hairstyle <default: 0-27>
-@haircolor <default: 0-8>
-@dye <default: 0-4>
-
-Changes appearance based on the given parameters.
-The min/max values are set in 'conf/map/battle/client.conf'.
-
----------------------------------------
-
-@changelook {position} <view ID>
-
-Changes the player's appearance to the specified view ID.
-If no position is given, the command defaults to headgear.
-1: Top
-2: Middle
-3: Bottom
-4: Weapon
-5: Shield
-6: Shoes
-7: Robe
-
----------------------------------------
-
-@fakename {<text string>}
-
-Temporarily changes name to the specified string.
-If no string is given, the character's real name will be re-applied.
-
----------------------------------------
-
-@size <0-2>
-@sizeall <0-2>
-
-Changes your size (0 = Normal, 1 = Small, 2 = Large).
-Additionally, @sizeall will change the size of all online players.
-
----------------------------------------
-
-@duel {<player name>}
-@invite <player name>
-@accept
-@reject
-@leave
-
-Duel-organizing commands.
-Some options can be found in 'conf/map/battle/misc.conf'.
-
----------------------------------------
-
-@heal
-
-Fully heals HP and SP.
-
----------------------------------------
-
-@alive
-@raisemap
-@raise
-
-Resurrection commands.
-@alive will revive the attached player.
-@raisemap will revive all players on the map.
-@raise will revive all players on the server.
-
----------------------------------------
-
-@disguise <monster/npc name/ID>
-@undisguise
-@disguiseall <monster/npc name/ID>
-@undisguiseall
-
-Disguises or undisguises player as a monster/NPC sprite.
-Additionally, @disguiseall/@undisguiseall will disguise all online players.
-
----------------------------------------
-
-@monsterignore
-
-Makes you immune to attacks (monsters/players/skills cannot target/hit you).
-
----------------------------------------
-
-@hide
-/hide
-
-Toggles GM Hide (total invisibility to characters and monsters).
-
----------------------------------------
-
-@npctalk <npc name> <message>
-
-Command what other npcs say.
-Displays the message above the NPC's head (like the 'npctalk' script command).
-
----------------------------------------
-
-==============================
-| 5. Administrative Commands |
-==============================
-
-@email <current@email.tld> <new@email.tld>
-
-Changes the email address attached the player's account.
-Note: This command doesn't validate the email address itself, but checks the structure of the email (xxx@xxx).
-
-Example:
-@email a@b.com b@b.com
-
-Output:
-Fail message: Invalid email. If you have default e-mail, type a@a.com.
-Success message: Information sent to login-server via char-server.
-
----------------------------------------
-
-@changesex
-
-Changes the gender attached to the player's account.
-
----------------------------------------
-
-@marry <player 1> <player 2>
-@divorce <player>
-
-Marries or divorces two players.
-
----------------------------------------
-
-@request <message>
-
-Sends a message to all connected GMs (via the GM whisper system).
-
----------------------------------------
-
-@gmotd
-
-Displays the motd file to all players.
-
----------------------------------------
-
-@broadcast <message>
-/b <message>
-/nb <message>
-@localbroadcast <message>
-/lb <message>
-/nlb <message>
-
-Announces a message in yellow text.
-Except for /nb and /nlb, the message will be prefixed with the name of the attached character.
-@broadcast will be shown to the entire server.
-@localbroadcast will be shown on the player's map only.
-
----------------------------------------
-
-@kami <message>
-@kamib <message>
-@kamic <color> <message>
-@lkami <message>
-
-Announces a message without a name prefix.
-@kami will broadcast in yellow text.
-@kamib will broadcast in blue text.
-@kamic will broadcast in the specified color (a hexadecimal value).
-@lkami will broadcast on the attached character's current map.
-
-Example:
-@kamic FF0000 This message is in red.
-
----------------------------------------
-
-@killmonster
-@killmonster2
-
-Kills all monsters on the map.
-Additionally, @killmonster2 will prevent the monsters from dropping items (except looted items).
-
----------------------------------------
-
-@kill
-@nuke <player name>
-@doommap
-@doom
-
-Kill commands.
-@kill will kill the attached player.
-@nuke will kill the specified player and deal area splash damage.
-@doommap will kill all players on the map.
-@doom will kill all players on the server.
-
----------------------------------------
-
-@mute <time> <player name>
-@mutearea <time>
-@unmute <player name>
-
-Mutes or unmutes a player (prevents talking, usage of skills, and commands).
-@mutearea will mute every player on screen for the specified time.
-
----------------------------------------
-
-@jail <player name>
-@jailfor <time> <player name>
-@unjail <player name>
-
-Sends the specified character to jail.
-If a time is not specified (jailfor), the player will be jailed indefinitely.
-
----------------------------------------
-
-@kick <player name/ID>
-@kickall
-
-Disconnects a user or all users from the server.
-
----------------------------------------
-
-@ban <+/- time> <player name>
-@unban <player name>
-
-Bans or unbans a player for a limited time.
-Time elements: y/a, m, d/j, h, mn, s
-
-Example:
-@ban +2d Char2
--> bans Char2's account for 2 days.
-
----------------------------------------
-
-@block <player name>
-@unblock <player name>
-
-Blocks or unblocks a player from logging in indefinitely.
-
----------------------------------------
-
-@mapexit
-
-Sends quit signal to mapserver, saving all data and causing a graceful shutdown.
-This will also send a packet to clients causing them to close.
-
----------------------------------------
-
-@reloaditemdb
-@reloadmobdb
-@reloadskilldb
-@reloadquestdb
-@reloadscript
-
-Reloads the specified database.
--itemdb: Item Database
--mobdb: Monster Database
--skilldb: Skill Database
--questdb: Quest Database
--script: NPC Scripts
-
----------------------------------------
-
-@reloadatcommand
-@reloadbattleconf
-@reloadstatusdb
-@reloadpcdb
-@reloadmotd
-
-Reloads the specified configuration file.
--atcommand: Atcommand Settings
--battleconf: Battle Settings (may require relog)
--statusdb: Status Settings
--pcdb: Player Settings
--motd: Message of the Day
-
----------------------------------------
-
-@set <variable> {<value>}
-
-Changes a player or account variable to the specified value.
-If no value is given, the variable's current value will be displayed.
-Note that the value of a string variable may be typed with or without double quotes.
-
----------------------------------------
-
-@setbattleflag <flag> <value>
-
-Changes a battle_config flag without rebooting the server.
-
----------------------------------------
-
-@adjgroup <group ID>
-
-Changes the group of a character (lasts until relog).
-The groups are specified in 'conf/groups.conf'.
-
----------------------------------------
-
-@addperm {<permission name>}
-@rmvperm {<permission name>}
-
-Changes the permissions of a character (lasts until relog).
-If no permission is given, a list of available permissions will be returned.
-
----------------------------------------
-
-@npcmove <x> <y> <npc name>
-
-Moves an NPC to a specified coordinate on its map.
-
----------------------------------------
-
-@hidenpc <npc name>
-@shownpc <npc name>
-
-Toggles the visibility of an NPC's sprite.
-
----------------------------------------
-
-@loadnpc <path>
-
-Loads an NPC script by path.
-
-Example:
-@loadnpc npc/custom/jobmaster.txt
-
----------------------------------------
-
-@unloadnpc <npc name>
-
-Unloads an NPC.
-
-Example:
-@unloadnpc Job Master
-
----------------------------------------
-
-@unloadnpcfile <path>
-
-Unloads all NPCs in a file.
-
-Example:
-@unloadnpcfile npc/custom/jobmaster.txt
-
----------------------------------------
-
-=====================
-| 6. Party Commands |
-=====================
-
-@party <party_name>
-
-Organizes a new party, with the attached character as leader.
-
----------------------------------------
-
-@partyoption <pickup share: yes/no> <item distribution: yes/no>
-
-Changes party options for experience sharing and item sharing.
-
----------------------------------------
-
-@changeleader <party_member_name>
-
-Changes the leader of your party to another member.
-You must be the party leader to use this command.
-
----------------------------------------
-
-@partyrecall <party name>
-
-Warps all online characters of a party to your location.
-
----------------------------------------
-
-@partyspy <party name>
-
-Allows you to spy on any party's Party Chat.
-At least one member of that party must be online.
-NOTE: map server needs to be configured to enable spying to use this command (enable_spy: true)
-
----------------------------------------
-
-=====================
-| 7. Guild Commands |
-=====================
-
-@guild <guild name>
-
-Creates a new guild, with the attached character as guildmaster.
-
----------------------------------------
-
-@breakguild
-
-Breaks the guild of the attached character.
-You must be the guildmaster to use this command.
-
----------------------------------------
-
-@changegm <guild_member_name>
-
-Changes the guildmaster of your guild to another member.
-You must be the guildmaster to use this command.
-
----------------------------------------
-
-@guildstorage
-
-Opens your guild storage.
-
----------------------------------------
-
-@glvl <+/- amount>
-
-Changes guild level by the specified amount.
-
----------------------------------------
-
-@disguiseguild <monster/npc name/ID> <guild name/ID>
-@undisguiseguild
-
-Disguises or undisguises all online characters of a guild.
-
----------------------------------------
-
-@sizeguild <size> <guild name>
-
-Changes the size of all online characters of a guild.
-
----------------------------------------
-
-@guildrecall <guild name>
-
-Warps all online characters of a guild to your location.
-
----------------------------------------
-
-@guildspy <guild name>
-
-Allows you to spy on any guild's Guild Chat.
-At least one member of that guild must be online.
-NOTE: map server needs to be configured to enable spying to use this command (enable_spy: true)
-
----------------------------------------
-
-===================
-| 8. Pet Commands |
-===================
-
-@makeegg <egg ID>
-
-Creates a Pet Egg based on the given ID.
-
----------------------------------------
-
-@hatch
-
-Opens the Hatch window (like using a Pet Incubator).
-
----------------------------------------
-
-@pettalk <message>
-
-Command what the player's pet will say.
-
----------------------------------------
-
-@petrename
-
-If you have not already renamed your pet, you can do this on the Pet window.
-If you have renamed your pet, this command will allow you to use the
-the rename option on the window again.
-
----------------------------------------
-
-@petfriendly <0-1000>
-
-Sets the intimacy level of your pet, with 1000 being "Loyal".
-
----------------------------------------
-
-@pethungry <0-100>
-
-Sets the hunger level of your pet, with 100 being "Stuffed".
-
----------------------------------------
-
-==========================
-| 9. Homunculus Commands |
-==========================
-
-@makehomun <Homunculus ID>
-
-Creates the specified homunculus.
-
----------------------------------------
-
-@homevolution
-@hommutate {<Homunculus ID>}
-
-Evolves or mutates your homunculus, if possible.
-If no Homunculus ID is specified for @hommutate, a random ID is chosen.
-If it doesn't work, the /swt emotion is shown.
-
----------------------------------------
-
-@hominfo
-@homstats
-
-Displays homunculus stats in different formats.
-
-Output Example [@hominfo]:
-Homunculus Stats:
-HP: 153/153 - SP: 54/54
-ATK: 59 - MATK: 69~69
-Hungry: 29 - Intimacy: 5
-Stats: Str 24 / Agi 25 / Vit 18 / Int 40 / Dex 31 / Luk 14
-
-Output Example [@homstats]:
-Homunculus growth stats (Lv 1 Lif):
-Max HP: 153 (151~160)
-Max SP: 54 (50~60)
-Str: 20 (18~22)
-Agi: 22 (21~24)
-Vit: 16 (16~20)
-Int: 40 (39~45)
-Dex: 29 (25~34)
-Luk: 14 (13~15)
-
----------------------------------------
-
-@homshuffle
-
-Re-calculates homunculus stats, as if the homunculus was re-leveled from level 1.
-
----------------------------------------
-
-@homtalk <message>
-
-Command what the player's homunculus will say.
-
----------------------------------------
-
-@homlevel <+/- amount>
-
-Changes homunculus level by the specified amount.
-
----------------------------------------
-
-@homfriendly <0-1000>
-
-Sets the intimacy level of your homunculus, with 1000 being "Loyal".
-
----------------------------------------
-
-@homhungry <0-100>
-
-Sets the hunger level of your homunculus, with 100 being "Stuffed".
-
----------------------------------------
-
-@cvcon
-
-Set the mapflag cvc on the map (Turn on Clans vs Clans mode)
-
----------------------------------------
-
-@cvcoff
-
-Unset the mapflag cvc on the map (Turn off Clans vs Clans mode)
-
----------------------------------------
-
-@claninfo
-
-Lists all informations of all clans
-
----------------------------------------
-
-@joinclan <ClanID>
-
-Joins the Clan with the given ID if it exists.
-
----------------------------------------
-
-@leaveclan
-
-Leaves the Clan if any.
-
----------------------------------------
-
-@reloadclans
-
-Reloads the 'conf/clans.conf' file.
-Obs: it will reload 'db/clans.conf' too since it's included inside 'conf/clans.conf'
-
----------------------------------------
diff --git a/doc/constants.md b/doc/constants.md
deleted file mode 100644
index 7a9e6ea18..000000000
--- a/doc/constants.md
+++ /dev/null
@@ -1,17059 +0,0 @@
-# Constants
-
-> This document contains all the constants available to the script engine.
-
-## Constants (db/constants.conf)
-
-
-### Weekdays
-
-- `SUNDAY`: 0
-- `MONDAY`: 1
-- `TUESDAY`: 2
-- `WEDNESDAY`: 3
-- `THURSDAY`: 4
-- `FRIDAY`: 5
-- `SATURDAY`: 6
-
-### Months
-
-- `JANUARY`: 1
-- `FEBRUARY`: 2
-- `MARCH`: 3
-- `APRIL`: 4
-- `MAY`: 5
-- `JUNE`: 6
-- `JULY`: 7
-- `AUGUST`: 8
-- `SEPTEMBER`: 9
-- `OCTOBER`: 10
-- `NOVEMBER`: 11
-- `DECEMBER`: 12
-
-### Job IDs
-
-- `Job_Novice`: 0
-- `Job_Swordman`: 1
-- `Job_Mage`: 2
-- `Job_Archer`: 3
-- `Job_Acolyte`: 4
-- `Job_Merchant`: 5
-- `Job_Thief`: 6
-- `Job_Knight`: 7
-- `Job_Priest`: 8
-- `Job_Wizard`: 9
-- `Job_Blacksmith`: 10
-- `Job_Hunter`: 11
-- `Job_Assassin`: 12
-- `Job_Knight2`: 13
-- `Job_Crusader`: 14
-- `Job_Monk`: 15
-- `Job_Sage`: 16
-- `Job_Rogue`: 17
-- `Job_Alchem`: 18 **(DEPRECATED)**
-- `Job_Alchemist`: 18
-- `Job_Bard`: 19
-- `Job_Dancer`: 20
-- `Job_Crusader2`: 21
-- `Job_Wedding`: 22
-- `Job_SuperNovice`: 23
-- `Job_Gunslinger`: 24
-- `Job_Ninja`: 25
-- `Job_Xmas`: 26
-- `Job_Summer`: 27
-- `Job_Novice_High`: 4001
-- `Job_Swordman_High`: 4002
-- `Job_Mage_High`: 4003
-- `Job_Archer_High`: 4004
-- `Job_Acolyte_High`: 4005
-- `Job_Merchant_High`: 4006
-- `Job_Thief_High`: 4007
-- `Job_Lord_Knight`: 4008
-- `Job_High_Priest`: 4009
-- `Job_High_Wizard`: 4010
-- `Job_Whitesmith`: 4011
-- `Job_Sniper`: 4012
-- `Job_Assassin_Cross`: 4013
-- `Job_Lord_Knight2`: 4014
-- `Job_Paladin`: 4015
-- `Job_Champion`: 4016
-- `Job_Professor`: 4017
-- `Job_Stalker`: 4018
-- `Job_Creator`: 4019
-- `Job_Clown`: 4020
-- `Job_Gypsy`: 4021
-- `Job_Paladin2`: 4022
-- `Job_Baby`: 4023
-- `Job_Baby_Swordman`: 4024
-- `Job_Baby_Mage`: 4025
-- `Job_Baby_Archer`: 4026
-- `Job_Baby_Acolyte`: 4027
-- `Job_Baby_Merchant`: 4028
-- `Job_Baby_Thief`: 4029
-- `Job_Baby_Knight`: 4030
-- `Job_Baby_Priest`: 4031
-- `Job_Baby_Wizard`: 4032
-- `Job_Baby_Blacksmith`: 4033
-- `Job_Baby_Hunter`: 4034
-- `Job_Baby_Assassin`: 4035
-- `Job_Baby_Knight2`: 4036
-- `Job_Baby_Crusader`: 4037
-- `Job_Baby_Monk`: 4038
-- `Job_Baby_Sage`: 4039
-- `Job_Baby_Rogue`: 4040
-- `Job_Baby_Alchem`: 4041 **(DEPRECATED)**
-- `Job_Baby_Alchemist`: 4041
-- `Job_Baby_Bard`: 4042
-- `Job_Baby_Dancer`: 4043
-- `Job_Baby_Crusader2`: 4044
-- `Job_Super_Baby`: 4045
-- `Job_Taekwon`: 4046
-- `Job_Star_Gladiator`: 4047
-- `Job_Star_Gladiator2`: 4048
-- `Job_Soul_Linker`: 4049
-- `Job_Gangsi`: 4050
-- `Job_Death_Knight`: 4051
-- `Job_Dark_Collector`: 4052
-- `Job_Rune_Knight`: 4054
-- `Job_Warlock`: 4055
-- `Job_Ranger`: 4056
-- `Job_Arch_Bishop`: 4057
-- `Job_Mechanic`: 4058
-- `Job_Guillotine_Cross`: 4059
-- `Job_Rune_Knight_T`: 4060
-- `Job_Warlock_T`: 4061
-- `Job_Ranger_T`: 4062
-- `Job_Arch_Bishop_T`: 4063
-- `Job_Mechanic_T`: 4064
-- `Job_Guillotine_Cross_T`: 4065
-- `Job_Royal_Guard`: 4066
-- `Job_Sorcerer`: 4067
-- `Job_Minstrel`: 4068
-- `Job_Wanderer`: 4069
-- `Job_Sura`: 4070
-- `Job_Genetic`: 4071
-- `Job_Shadow_Chaser`: 4072
-- `Job_Royal_Guard_T`: 4073
-- `Job_Sorcerer_T`: 4074
-- `Job_Minstrel_T`: 4075
-- `Job_Wanderer_T`: 4076
-- `Job_Sura_T`: 4077
-- `Job_Genetic_T`: 4078
-- `Job_Shadow_Chaser_T`: 4079
-- `Job_Rune_Knight2`: 4080
-- `Job_Rune_Knight_T2`: 4081
-- `Job_Royal_Guard2`: 4082
-- `Job_Royal_Guard_T2`: 4083
-- `Job_Ranger2`: 4084
-- `Job_Ranger_T2`: 4085
-- `Job_Mechanic2`: 4086
-- `Job_Mechanic_T2`: 4087
-- `Job_Baby_Rune`: 4096
-- `Job_Baby_Warlock`: 4097
-- `Job_Baby_Ranger`: 4098
-- `Job_Baby_Bishop`: 4099
-- `Job_Baby_Mechanic`: 4100
-- `Job_Baby_Cross`: 4101
-- `Job_Baby_Guard`: 4102
-- `Job_Baby_Sorcerer`: 4103
-- `Job_Baby_Minstrel`: 4104
-- `Job_Baby_Wanderer`: 4105
-- `Job_Baby_Sura`: 4106
-- `Job_Baby_Genetic`: 4107
-- `Job_Baby_Chaser`: 4108
-- `Job_Baby_Rune2`: 4109
-- `Job_Baby_Guard2`: 4110
-- `Job_Baby_Ranger2`: 4111
-- `Job_Baby_Mechanic2`: 4112
-- `Job_Super_Novice_E`: 4190
-- `Job_Super_Baby_E`: 4191
-- `Job_Kagerou`: 4211
-- `Job_Oboro`: 4212
-- `Job_Rebellion`: 4215
-- `Job_Summoner`: 4218
-
-### Job masks / Job map_ids
-
-- `EAJL_2_1`: 256
-- `EAJL_2_2`: 512
-- `EAJL_2`: 768
-- `EAJL_UPPER`: 4096
-- `EAJL_BABY`: 8192
-- `EAJL_THIRD`: 16384
-- `EAJ_BASEMASK`: 255
-- `EAJ_UPPERMASK`: 4095
-- `EAJ_THIRDMASK`: 20479
-- `EAJ_NOVICE`: 0
-- `EAJ_SWORDMAN`: 1
-- `EAJ_MAGE`: 2
-- `EAJ_ARCHER`: 3
-- `EAJ_ACOLYTE`: 4
-- `EAJ_MERCHANT`: 5
-- `EAJ_THIEF`: 6
-- `EAJ_TAEKWON`: 7
-- `EAJ_GUNSLINGER`: 9
-- `EAJ_NINJA`: 10
-- `EAJ_GANGSI`: 13
-- `EAJ_SUMMONER`: 14
-- `EAJ_SUPER_NOVICE`: 256
-- `EAJ_KNIGHT`: 257
-- `EAJ_WIZARD`: 258
-- `EAJ_HUNTER`: 259
-- `EAJ_PRIEST`: 260
-- `EAJ_BLACKSMITH`: 261
-- `EAJ_ASSASSIN`: 262
-- `EAJ_STAR_GLADIATOR`: 263
-- `EAJ_REBELLION`: 265
-- `EAJ_KAGEROUOBORO`: 266
-- `EAJ_DEATH_KNIGHT`: 269
-- `EAJ_CRUSADER`: 513
-- `EAJ_SAGE`: 514
-- `EAJ_BARDDANCER`: 515
-- `EAJ_MONK`: 516
-- `EAJ_ALCHEMIST`: 517
-- `EAJ_ROGUE`: 518
-- `EAJ_SOUL_LINKER`: 519
-- `EAJ_DARK_COLLECTOR`: 525
-- `EAJ_NOVICE_HIGH`: 4096
-- `EAJ_SWORDMAN_HIGH`: 4097
-- `EAJ_MAGE_HIGH`: 4098
-- `EAJ_ARCHER_HIGH`: 4099
-- `EAJ_ACOLYTE_HIGH`: 4100
-- `EAJ_MERCHANT_HIGH`: 4101
-- `EAJ_THIEF_HIGH`: 4102
-- `EAJ_LORD_KNIGHT`: 4353
-- `EAJ_HIGH_WIZARD`: 4354
-- `EAJ_SNIPER`: 4355
-- `EAJ_HIGH_PRIEST`: 4356
-- `EAJ_WHITESMITH`: 4357
-- `EAJ_ASSASSIN_CROSS`: 4358
-- `EAJ_PALADIN`: 4609
-- `EAJ_PROFESSOR`: 4610
-- `EAJ_CLOWNGYPSY`: 4611
-- `EAJ_CHAMPION`: 4612
-- `EAJ_CREATOR`: 4613
-- `EAJ_STALKER`: 4614
-- `EAJ_BABY`: 8192
-- `EAJ_BABY_SWORDMAN`: 8193
-- `EAJ_BABY_MAGE`: 8194
-- `EAJ_BABY_ARCHER`: 8195
-- `EAJ_BABY_ACOLYTE`: 8196
-- `EAJ_BABY_MERCHANT`: 8197
-- `EAJ_BABY_THIEF`: 8198
-- `EAJ_SUPER_BABY`: 8448
-- `EAJ_BABY_KNIGHT`: 8449
-- `EAJ_BABY_WIZARD`: 8450
-- `EAJ_BABY_HUNTER`: 8451
-- `EAJ_BABY_PRIEST`: 8452
-- `EAJ_BABY_BLACKSMITH`: 8453
-- `EAJ_BABY_ASSASSIN`: 8454
-- `EAJ_BABY_CRUSADER`: 8705
-- `EAJ_BABY_SAGE`: 8706
-- `EAJ_BABY_BARDDANCER`: 8707
-- `EAJ_BABY_MONK`: 8708
-- `EAJ_BABY_ALCHEMIST`: 8709
-- `EAJ_BABY_ROGUE`: 8710
-- `EAJ_SUPER_NOVICE_E`: 16640
-- `EAJ_RUNE_KNIGHT`: 16641
-- `EAJ_WARLOCK`: 16642
-- `EAJ_RANGER`: 16643
-- `EAJ_ARCH_BISHOP`: 16644
-- `EAJ_MECHANIC`: 16645
-- `EAJ_GUILLOTINE_CROSS`: 16646
-- `EAJ_ROYAL_GUARD`: 16897
-- `EAJ_SORCERER`: 16898
-- `EAJ_MINSTRELWANDERER`: 16899
-- `EAJ_SURA`: 16900
-- `EAJ_GENETIC`: 16901
-- `EAJ_SHADOW_CHASER`: 16902
-- `EAJ_RUNE_KNIGHT_T`: 20737
-- `EAJ_WARLOCK_T`: 20738
-- `EAJ_RANGER_T`: 20739
-- `EAJ_ARCH_BISHOP_T`: 20740
-- `EAJ_MECHANIC_T`: 20741
-- `EAJ_GUILLOTINE_CROSS_T`: 20742
-- `EAJ_ROYAL_GUARD_T`: 20993
-- `EAJ_SORCERER_T`: 20994
-- `EAJ_MINSTRELWANDERER_T`: 20995
-- `EAJ_SURA_T`: 20996
-- `EAJ_GENETIC_T`: 20997
-- `EAJ_SHADOW_CHASER_T`: 20998
-- `EAJ_SUPER_BABY_E`: 24832
-- `EAJ_BABY_RUNE`: 24833
-- `EAJ_BABY_WARLOCK`: 24834
-- `EAJ_BABY_RANGER`: 24835
-- `EAJ_BABY_BISHOP`: 24836
-- `EAJ_BABY_MECHANIC`: 24837
-- `EAJ_BABY_CROSS`: 24838
-- `EAJ_BABY_GUARD`: 25089
-- `EAJ_BABY_SORCERER`: 25090
-- `EAJ_BABY_MINSTRELWANDERER`: 25091
-- `EAJ_BABY_SURA`: 25092
-- `EAJ_BABY_GENETIC`: 25093
-- `EAJ_BABY_CHASER`: 25094
-
-### Broadcast flags
-
-- `bc_all`: 0
-- `bc_map`: 1
-- `bc_area`: 2
-- `bc_self`: 3
-- `bc_pc`: 0
-- `bc_npc`: 8
-- `bc_yellow`: 0
-- `bc_blue`: 16
-- `bc_woe`: 32
-
-### Mapflags
-
-- `mf_nomemo`: 0
-- `mf_noteleport`: 1
-- `mf_nosave`: 2
-- `mf_nobranch`: 3
-- `mf_nopenalty`: 4
-- `mf_nozenypenalty`: 5
-- `mf_pvp`: 6
-- `mf_pvp_noparty`: 7
-- `mf_pvp_noguild`: 8
-- `mf_gvg`: 9
-- `mf_gvg_noparty`: 10
-- `mf_notrade`: 11
-- `mf_noskill`: 12
-- `mf_nowarp`: 13
-- `mf_partylock`: 14
-- `mf_noicewall`: 15
-- `mf_snow`: 16
-- `mf_fog`: 17
-- `mf_sakura`: 18
-- `mf_leaves`: 19
-- `mf_clouds`: 23
-- `mf_clouds2`: 24
-- `mf_fireworks`: 25
-- `mf_gvg_castle`: 26
-- `mf_gvg_dungeon`: 27
-- `mf_nightenabled`: 28
-- `mf_nobaseexp`: 29
-- `mf_nojobexp`: 30
-- `mf_nomobloot`: 31
-- `mf_nomvploot`: 32
-- `mf_noreturn`: 33
-- `mf_nowarpto`: 34
-- `mf_nightmaredrop`: 35
-- `mf_zone`: 36
-- `mf_nocommand`: 37
-- `mf_nodrop`: 38
-- `mf_jexp`: 39
-- `mf_bexp`: 40
-- `mf_novending`: 41
-- `mf_loadevent`: 42
-- `mf_nochat`: 43
-- `mf_noexppenalty`: 44
-- `mf_guildlock`: 45
-- `mf_town`: 46
-- `mf_autotrade`: 47
-- `mf_allowks`: 48
-- `mf_monster_noteleport`: 49
-- `mf_pvp_nocalcrank`: 50
-- `mf_battleground`: 51
-- `mf_reset`: 52
-- `mf_notomb`: 53
-- `mf_nocashshop`: 54
-- `mf_noautoloot`: 55
-- `mf_noviewid`: 56
-
-### Cell Properties
-
-- `cell_walkable`: 0
-- `cell_shootable`: 1
-- `cell_water`: 2
-- `cell_npc`: 3
-- `cell_basilica`: 4
-- `cell_landprotector`: 5
-- `cell_novending`: 6
-- `cell_nochat`: 7
-
-### Cell checks
-
-- `cell_chkwall`: 1
-- `cell_chkwater`: 2
-- `cell_chkcliff`: 3
-- `cell_chkpass`: 4
-- `cell_chkreach`: 5
-- `cell_chknopass`: 6
-- `cell_chknoreach`: 7
-- `cell_chknpc`: 9
-- `cell_chkbasilica`: 10
-- `cell_chklandprotector`: 11
-- `cell_chknovending`: 12
-- `cell_chknochat`: 13
-
-### Bonuses / Parameter IDs
-
-- `bMaxHP`: 6
-- `bMaxSP`: 8
-- `bStr`: 13
-- `bAgi`: 14
-- `bVit`: 15
-- `bInt`: 16
-- `bDex`: 17
-- `bLuk`: 18
-- `bAtk`: 41
-- `bAtk2`: 42
-- `bDef`: 45
-- `bDef2`: 46
-- `bMdef`: 47
-- `bMdef2`: 48
-- `bHit`: 49
-- `bFlee`: 50
-- `bFlee2`: 51
-- `bCritical`: 52
-- `bAspd`: 53
-- `bFame`: 59
-- `bUnbreakable`: 60
-- `bAtkRange`: 1000
-- `bAtkEle`: 1001
-- `bDefEle`: 1002
-- `bCastrate`: 1003
-- `bMaxHPrate`: 1004
-- `bMaxSPrate`: 1005
-- `bUseSPrate`: 1006
-- `bAddEle`: 1007
-- `bAddRace`: 1008
-- `bAddSize`: 1009
-- `bSubEle`: 1010
-- `bSubRace`: 1011
-- `bAddEff`: 1012
-- `bResEff`: 1013
-- `bBaseAtk`: 1014
-- `bAspdRate`: 1015
-- `bHPrecovRate`: 1016
-- `bSPrecovRate`: 1017
-- `bSpeedRate`: 1018
-- `bCriticalDef`: 1019
-- `bNearAtkDef`: 1020
-- `bLongAtkDef`: 1021
-- `bDoubleRate`: 1022
-- `bDoubleAddRate`: 1023
-- `bSkillHeal`: 1024
-- `bMatkRate`: 1025
-- `bIgnoreDefEle`: 1026
-- `bIgnoreDefRace`: 1027
-- `bAtkRate`: 1028
-- `bSpeedAddRate`: 1029
-- `bSPRegenRate`: 1030
-- `bMagicAtkDef`: 1031
-- `bMiscAtkDef`: 1032
-- `bIgnoreMdefEle`: 1033
-- `bIgnoreMdefRace`: 1034
-- `bMagicAddEle`: 1035
-- `bMagicAddRace`: 1036
-- `bMagicAddSize`: 1037
-- `bPerfectHitRate`: 1038
-- `bPerfectHitAddRate`: 1039
-- `bCriticalRate`: 1040
-- `bGetZenyNum`: 1041
-- `bAddGetZenyNum`: 1042
-- `bAddDamageClass`: 1043
-- `bAddMagicDamageClass`: 1044
-- `bAddDefClass`: 1045
-- `bAddMdefClass`: 1046
-- `bAddMonsterDropItem`: 1047
-- `bDefRatioAtkEle`: 1048
-- `bDefRatioAtkRace`: 1049
-- `bUnbreakableGarment`: 1050
-- `bHitRate`: 1051
-- `bFleeRate`: 1052
-- `bFlee2Rate`: 1053
-- `bDefRate`: 1054
-- `bDef2Rate`: 1055
-- `bMdefRate`: 1056
-- `bMdef2Rate`: 1057
-- `bSplashRange`: 1058
-- `bSplashAddRange`: 1059
-- `bAutoSpell`: 1060
-- `bHPDrainRate`: 1061
-- `bSPDrainRate`: 1062
-- `bShortWeaponDamageReturn`: 1063
-- `bLongWeaponDamageReturn`: 1064
-- `bWeaponComaEle`: 1065
-- `bWeaponComaRace`: 1066
-- `bAddEff2`: 1067
-- `bBreakWeaponRate`: 1068
-- `bBreakArmorRate`: 1069
-- `bAddStealRate`: 1070
-- `bMagicDamageReturn`: 1071
-- `bAllStats`: 1073
-- `bAgiVit`: 1074
-- `bAgiDexStr`: 1075
-- `bPerfectHide`: 1076
-- `bNoKnockback`: 1077
-- `bClassChange`: 1078
-- `bHPDrainValue`: 1079
-- `bSPDrainValue`: 1080
-- `bWeaponAtk`: 1081
-- `bWeaponAtkRate`: 1082
-- `bDelayrate`: 1083
-- `bHPDrainRateRace`: 1084
-- `bSPDrainRateRace`: 1085
-- `bIgnoreMdefRate`: 1086
-- `bIgnoreDefRate`: 1087
-- `bSkillHeal2`: 1088
-- `bAddEffOnSkill`: 1089
-- `bHealPower`: 1090
-- `bHealPower2`: 1091
-- `bHPVanishRate`: 1092
-- `bRestartFullRecover`: 2000
-- `bNoCastCancel`: 2001
-- `bNoSizeFix`: 2002
-- `bNoMagicDamage`: 2003
-- `bNoWeaponDamage`: 2004
-- `bNoGemStone`: 2005
-- `bNoCastCancel2`: 2006
-- `bNoMiscDamage`: 2007
-- `bUnbreakableWeapon`: 2008
-- `bUnbreakableArmor`: 2009
-- `bUnbreakableHelm`: 2010
-- `bUnbreakableShield`: 2011
-- `bLongAtkRate`: 2012
-- `bCritAtkRate`: 2013
-- `bCriticalAddRace`: 2014
-- `bNoRegen`: 2015
-- `bAddEffWhenHit`: 2016
-- `bAutoSpellWhenHit`: 2017
-- `bSkillAtk`: 2018
-- `bUnstripable`: 2019
-- `bAutoSpellOnSkill`: 2020
-- `bSPGainValue`: 2021
-- `bHPRegenRate`: 2022
-- `bHPLossRate`: 2023
-- `bAddRace2`: 2024
-- `bHPGainValue`: 2025
-- `bSubSize`: 2026
-- `bHPDrainValueRace`: 2027
-- `bAddItemHealRate`: 2028
-- `bSPDrainValueRace`: 2029
-- `bExpAddRace`: 2030
-- `bSPGainRace`: 2031
-- `bSubRace2`: 2032
-- `bUnbreakableShoes`: 2033
-- `bUnstripableWeapon`: 2034
-- `bUnstripableArmor`: 2035
-- `bUnstripableHelm`: 2036
-- `bUnstripableShield`: 2037
-- `bIntravision`: 2038
-- `bAddMonsterDropChainItem`: 2039
-- `bSPLossRate`: 2040
-- `bAddSkillBlow`: 2041
-- `bSPVanishRate`: 2042
-- `bMagicSPGainValue`: 2043
-- `bMagicHPGainValue`: 2044
-- `bAddClassDropItem`: 2045
-- `bMatk`: 2046
-- `bSPGainRaceAttack`: 2047
-- `bHPGainRaceAttack`: 2048
-- `bSkillUseSPrate`: 2049
-- `bSkillCooldown`: 2050
-- `bSkillFixedCast`: 2051
-- `bSkillVariableCast`: 2052
-- `bFixedCastrate`: 2053
-- `bVariableCastrate`: 2054
-- `bSkillUseSP`: 2055
-- `bMagicAtkEle`: 2056
-- `bFixedCast`: 2057
-- `bVariableCast`: 2058
-- `bSetDefRace`: 2059
-- `bSetMDefRace`: 2060
-- `bAddRaceTolerance`: 2061
-- `bAddMaxWeight`: 2062
-
-### Equip index
-
-- `EQI_HEAD_TOP`: 1
-- `EQI_ARMOR`: 2
-- `EQI_HAND_L`: 3
-- `EQI_HAND_R`: 4
-- `EQI_GARMENT`: 5
-- `EQI_SHOES`: 6
-- `EQI_ACC_L`: 7
-- `EQI_ACC_R`: 8
-- `EQI_HEAD_MID`: 9
-- `EQI_HEAD_LOW`: 10
-- `EQI_COSTUME_HEAD_LOW`: 11
-- `EQI_COSTUME_HEAD_MID`: 12
-- `EQI_COSTUME_HEAD_TOP`: 13
-- `EQI_COSTUME_GARMENT`: 14
-- `EQI_SHADOW_ARMOR`: 15
-- `EQI_SHADOW_WEAPON`: 16
-- `EQI_SHADOW_SHIELD`: 17
-- `EQI_SHADOW_SHOES`: 18
-- `EQI_SHADOW_ACC_R`: 19
-- `EQI_SHADOW_ACC_L`: 20
-
-### Status effects
-
-- `Eff_Stone`: 0
-- `Eff_Freeze`: 1
-- `Eff_Stun`: 2
-- `Eff_Sleep`: 3
-- `Eff_Poison`: 4
-- `Eff_Curse`: 5
-- `Eff_Silence`: 6
-- `Eff_Confusion`: 7
-- `Eff_Blind`: 8
-- `Eff_Bleeding`: 9
-- `Eff_DPoison`: 10
-- `Eff_Fear`: 11
-- `Eff_Cold`: 12
-- `Eff_Burning`: 13
-- `Eff_Deepsleep`: 14
-
-### Elements
-
-- `Ele_Neutral`: 0
-- `Ele_Water`: 1
-- `Ele_Earth`: 2
-- `Ele_Fire`: 3
-- `Ele_Wind`: 4
-- `Ele_Poison`: 5
-- `Ele_Holy`: 6
-- `Ele_Dark`: 7
-- `Ele_Ghost`: 8
-- `Ele_Undead`: 9
-- `Ele_All`: 255
-
-### Races
-
-- `RC_Formless`: 0
-- `RC_Undead`: 1
-- `RC_Brute`: 2
-- `RC_Plant`: 3
-- `RC_Insect`: 4
-- `RC_Fish`: 5
-- `RC_Demon`: 6
-- `RC_DemiHuman`: 7
-- `RC_Angel`: 8
-- `RC_Dragon`: 9
-- `RC_Player`: 10
-- `RC_Boss`: 11
-- `RC_NonBoss`: 12
-- `RC_NonDemiHuman`: 14
-- `RC_NonPlayer`: 15
-- `RC_DemiPlayer`: 16
-- `RC_NonDemiPlayer`: 17
-- `RC_All`: 255
-
-### Subraces
-
-- `RC2_None`: 0
-- `RC2_Goblin`: 1
-- `RC2_Kobold`: 2
-- `RC2_Orc`: 3
-- `RC2_Golem`: 4
-- `RC2_Guardian`: 5
-- `RC2_Ninja`: 6
-- `RC2_Scaraba`: 7
-- `RC2_Turtle`: 8
-
-### Sizes
-
-- `Size_Small`: 0
-- `Size_Medium`: 1
-- `Size_Large`: 2
-
-### Battle Flags
-
-- `BF_WEAPON`: 1
-- `BF_MAGIC`: 2
-- `BF_MISC`: 4
-- `BF_SHORT`: 16
-- `BF_LONG`: 64
-- `BF_SKILL`: 256
-- `BF_NORMAL`: 512
-
-### Attack Flags
-
-- `ATF_SELF`: 1
-- `ATF_TARGET`: 2
-- `ATF_SHORT`: 4
-- `ATF_LONG`: 8
-- `ATF_WEAPON`: 16
-- `ATF_MAGIC`: 32
-- `ATF_MISC`: 64
-- `ATF_SKILL`: 96
-
-### Status Changes
-
-- `SC_ALL`: -1
-- `SC_STONE`: 0
-- `SC_FREEZE`: 1
-- `SC_STUN`: 2
-- `SC_SLEEP`: 3
-- `SC_POISON`: 4
-- `SC_CURSE`: 5
-- `SC_SILENCE`: 6
-- `SC_CONFUSION`: 7
-- `SC_BLIND`: 8
-- `SC_BLOODING`: 9
-- `SC_DPOISON`: 10
-- `SC_FEAR`: 11
-- `SC_COLD`: 12
-- `SC_BURNING`: 13
-- `SC_DEEP_SLEEP`: 14
-- `SC_PROVOKE`: 20
-- `SC_ENDURE`: 21
-- `SC_TWOHANDQUICKEN`: 22
-- `SC_CONCENTRATION`: 23
-- `SC_HIDING`: 24
-- `SC_CLOAKING`: 25
-- `SC_ENCHANTPOISON`: 26
-- `SC_POISONREACT`: 27
-- `SC_QUAGMIRE`: 28
-- `SC_ANGELUS`: 29
-- `SC_BLESSING`: 30
-- `SC_CRUCIS`: 31
-- `SC_INC_AGI`: 32
-- `SC_DEC_AGI`: 33
-- `SC_SLOWPOISON`: 34
-- `SC_IMPOSITIO`: 35
-- `SC_SUFFRAGIUM`: 36
-- `SC_ASPERSIO`: 37
-- `SC_BENEDICTIO`: 38
-- `SC_KYRIE`: 39
-- `SC_MAGNIFICAT`: 40
-- `SC_GLORIA`: 41
-- `SC_LEXAETERNA`: 42
-- `SC_ADRENALINE`: 43
-- `SC_WEAPONPERFECT`: 44
-- `SC_OVERTHRUST`: 45
-- `SC_MAXIMIZEPOWER`: 46
-- `SC_TRICKDEAD`: 47
-- `SC_SHOUT`: 48
-- `SC_ENERGYCOAT`: 49
-- `SC_BROKENARMOR`: 50
-- `SC_BROKENWEAPON`: 51
-- `SC_ILLUSION`: 52
-- `SC_WEIGHTOVER50`: 53
-- `SC_WEIGHTOVER90`: 54
-- `SC_ATTHASTE_POTION1`: 55
-- `SC_ATTHASTE_POTION2`: 56
-- `SC_ATTHASTE_POTION3`: 57
-- `SC_ATTHASTE_INFINITY`: 58
-- `SC_MOVHASTE_HORSE`: 59
-- `SC_MOVHASTE_INFINITY`: 60
-- `SC_PLUSATTACKPOWER`: 61
-- `SC_PLUSMAGICPOWER`: 62
-- `SC_WEDDING`: 63
-- `SC_SLOWDOWN`: 64
-- `SC_ANKLESNARE`: 65
-- `SC_KEEPING`: 66
-- `SC_BARRIER`: 67
-- `SC_NOEQUIPWEAPON`: 68
-- `SC_NOEQUIPSHIELD`: 69
-- `SC_NOEQUIPARMOR`: 70
-- `SC_NOEQUIPHELM`: 71
-- `SC_PROTECTWEAPON`: 72
-- `SC_PROTECTSHIELD`: 73
-- `SC_PROTECTARMOR`: 74
-- `SC_PROTECTHELM`: 75
-- `SC_AUTOGUARD`: 76
-- `SC_REFLECTSHIELD`: 77
-- `SC_SPLASHER`: 78
-- `SC_PROVIDENCE`: 79
-- `SC_DEFENDER`: 80
-- `SC_MAGICROD`: 81
-- `SC_SPELLBREAKER`: 82
-- `SC_AUTOSPELL`: 83
-- `SC_SIGHTTRASHER`: 84
-- `SC_AUTOBERSERK`: 85
-- `SC_SPEARQUICKEN`: 86
-- `SC_AUTOCOUNTER`: 87
-- `SC_SIGHT`: 88
-- `SC_SAFETYWALL`: 89
-- `SC_RUWACH`: 90
-- `SC_EXTREMITYFIST`: 91
-- `SC_EXPLOSIONSPIRITS`: 92
-- `SC_COMBOATTACK`: 93
-- `SC_BLADESTOP_WAIT`: 94
-- `SC_BLADESTOP`: 95
-- `SC_PROPERTYFIRE`: 96
-- `SC_PROPERTYWATER`: 97
-- `SC_PROPERTYWIND`: 98
-- `SC_PROPERTYGROUND`: 99
-- `SC_VOLCANO`: 100
-- `SC_DELUGE`: 101
-- `SC_VIOLENTGALE`: 102
-- `SC_SUB_WEAPONPROPERTY`: 103
-- `SC_ARMOR`: 104
-- `SC_ARMORPROPERTY`: 105
-- `SC_NOCHAT`: 106
-- `SC_BABY`: 107
-- `SC_AURABLADE`: 108
-- `SC_PARRYING`: 109
-- `SC_LKCONCENTRATION`: 110
-- `SC_TENSIONRELAX`: 111
-- `SC_BERSERK`: 112
-- `SC_FURY`: 113
-- `SC_GOSPEL`: 114
-- `SC_ASSUMPTIO`: 115
-- `SC_BASILICA`: 116
-- `SC_GUILDAURA`: 117
-- `SC_MAGICPOWER`: 118
-- `SC_EDP`: 119
-- `SC_TRUESIGHT`: 120
-- `SC_WINDWALK`: 121
-- `SC_MELTDOWN`: 122
-- `SC_CARTBOOST`: 123
-- `SC_CHASEWALK`: 124
-- `SC_SWORDREJECT`: 125
-- `SC_MARIONETTE_MASTER`: 126
-- `SC_MARIONETTE`: 127
-- `SC_PROPERTYUNDEAD`: 128
-- `SC_JOINTBEAT`: 129
-- `SC_MINDBREAKER`: 130
-- `SC_MEMORIZE`: 131
-- `SC_FOGWALL`: 132
-- `SC_SPIDERWEB`: 133
-- `SC_DEVOTION`: 134
-- `SC_SACRIFICE`: 135
-- `SC_STEELBODY`: 136
-- `SC_ORCISH`: 137
-- `SC_STORMKICK_READY`: 138
-- `SC_DOWNKICK_READY`: 139
-- `SC_TURNKICK_READY`: 140
-- `SC_COUNTERKICK_READY`: 141
-- `SC_DODGE_READY`: 142
-- `SC_RUN`: 143
-- `SC_PROPERTYDARK`: 144
-- `SC_ADRENALINE2`: 145
-- `SC_PROPERTYTELEKINESIS`: 146
-- `SC_KAIZEL`: 147
-- `SC_KAAHI`: 148
-- `SC_KAUPE`: 149
-- `SC_ONEHANDQUICKEN`: 150
-- `SC_PRESERVE`: 151
-- `SC_GDSKILL_BATTLEORDER`: 152
-- `SC_GDSKILL_REGENERATION`: 153
-- `SC_DOUBLECASTING`: 154
-- `SC_GRAVITATION`: 155
-- `SC_OVERTHRUSTMAX`: 156
-- `SC_LONGING`: 157
-- `SC_HERMODE`: 158
-- `SC_TAROTCARD`: 159
-- `SC_CR_SHRINK`: 160
-- `SC_WZ_SIGHTBLASTER`: 161
-- `SC_DC_WINKCHARM`: 162
-- `SC_RG_CCONFINE_M`: 163
-- `SC_RG_CCONFINE_S`: 164
-- `SC_DANCING`: 165
-- `SC_ARMOR_PROPERTY`: 166
-- `SC_RICHMANKIM`: 167
-- `SC_ETERNALCHAOS`: 168
-- `SC_DRUMBATTLE`: 169
-- `SC_NIBELUNGEN`: 170
-- `SC_ROKISWEIL`: 171
-- `SC_INTOABYSS`: 172
-- `SC_SIEGFRIED`: 173
-- `SC_WHISTLE`: 174
-- `SC_ASSNCROS`: 175
-- `SC_POEMBRAGI`: 176
-- `SC_APPLEIDUN`: 177
-- `SC_MODECHANGE`: 178
-- `SC_HUMMING`: 179
-- `SC_DONTFORGETME`: 180
-- `SC_FORTUNE`: 181
-- `SC_SERVICEFORYOU`: 182
-- `SC_STOP`: 183
-- `SC_STRUP`: 184
-- `SC_SOULLINK`: 185
-- `SC_COMA`: 186
-- `SC_CLAIRVOYANCE`: 187
-- `SC_INCALLSTATUS`: 188
-- `SC_CHASEWALK2`: 189
-- `SC_INCAGI`: 190
-- `SC_INCVIT`: 191
-- `SC_INCINT`: 192
-- `SC_INCDEX`: 193
-- `SC_INCLUK`: 194
-- `SC_INCHIT`: 195
-- `SC_INCHITRATE`: 196
-- `SC_INCFLEE`: 197
-- `SC_INCFLEERATE`: 198
-- `SC_INCMHPRATE`: 199
-- `SC_INCMSPRATE`: 200
-- `SC_INCATKRATE`: 201
-- `SC_INCMATKRATE`: 202
-- `SC_INCDEFRATE`: 203
-- `SC_FOOD_STR`: 204
-- `SC_FOOD_AGI`: 205
-- `SC_FOOD_VIT`: 206
-- `SC_FOOD_INT`: 207
-- `SC_FOOD_DEX`: 208
-- `SC_FOOD_LUK`: 209
-- `SC_FOOD_BASICHIT`: 210
-- `SC_FOOD_BASICAVOIDANCE`: 211
-- `SC_BATKFOOD`: 212
-- `SC_WATKFOOD`: 213
-- `SC_MATKFOOD`: 214
-- `SC_SCRESIST`: 215
-- `SC_XMAS`: 216
-- `SC_WARM`: 217
-- `SC_SUN_COMFORT`: 218
-- `SC_MOON_COMFORT`: 219
-- `SC_STAR_COMFORT`: 220
-- `SC_FUSION`: 221
-- `SC_SKILLRATE_UP`: 222
-- `SC_SKE`: 223
-- `SC_KAITE`: 224
-- `SC_SWOO`: 225
-- `SC_SKA`: 226
-- `SC_EARTHSCROLL`: 227
-- `SC_MIRACLE`: 228
-- `SC_GS_MADNESSCANCEL`: 229
-- `SC_GS_ADJUSTMENT`: 230
-- `SC_GS_ACCURACY`: 231
-- `SC_GS_GATLINGFEVER`: 232
-- `SC_NJ_TATAMIGAESHI`: 233
-- `SC_NJ_UTSUSEMI`: 234
-- `SC_NJ_BUNSINJYUTSU`: 235
-- `SC_NJ_KAENSIN`: 236
-- `SC_NJ_SUITON`: 237
-- `SC_NJ_NEN`: 238
-- `SC_KNOWLEDGE`: 239
-- `SC_SMA_READY`: 240
-- `SC_FLING`: 241
-- `SC_HLIF_AVOID`: 242
-- `SC_HLIF_CHANGE`: 243
-- `SC_HAMI_BLOODLUST`: 244
-- `SC_HLIF_FLEET`: 245
-- `SC_HLIF_SPEED`: 246
-- `SC_HAMI_DEFENCE`: 247
-- `SC_INCASPDRATE`: 248
-- `SC_PLUSAVOIDVALUE`: 249
-- `SC_JAILED`: 250
-- `SC_ENCHANTARMS`: 251
-- `SC_MAGICALATTACK`: 252
-- `SC_STONESKIN`: 253
-- `SC_CRITICALWOUND`: 254
-- `SC_MAGICMIRROR`: 255
-- `SC_SLOWCAST`: 256
-- `SC_SUMMER`: 257
-- `SC_CASH_PLUSEXP`: 258
-- `SC_CASH_RECEIVEITEM`: 259
-- `SC_CASH_BOSS_ALARM`: 260
-- `SC_CASH_DEATHPENALTY`: 261
-- `SC_CRITICALPERCENT`: 262
-- `SC_PROTECT_MDEF`: 266
-- `SC_HEALPLUS`: 268
-- `SC_PNEUMA`: 269
-- `SC_AUTOTRADE`: 270
-- `SC_KSPROTECTED`: 271
-- `SC_ARMOR_RESIST`: 272
-- `SC_ATKER_BLOOD`: 273
-- `SC_TARGET_BLOOD`: 274
-- `SC_TK_SEVENWIND`: 275
-- `SC_PROTECT_DEF`: 276
-- `SC_WALKSPEED`: 278
-- `SC_MER_FLEE`: 279
-- `SC_MER_ATK`: 280
-- `SC_MER_HP`: 281
-- `SC_MER_SP`: 282
-- `SC_MER_HIT`: 283
-- `SC_MER_QUICKEN`: 284
-- `SC_REBIRTH`: 285
-- `SC_S_LIFEPOTION`: 291
-- `SC_L_LIFEPOTION`: 292
-- `SC_CASH_PLUSONLYJOBEXP`: 293
-- `SC_HELLPOWER`: 295
-- `SC_INVINCIBLE`: 296
-- `SC_INVINCIBLEOFF`: 297
-- `SC_MANU_ATK`: 298
-- `SC_MANU_DEF`: 299
-- `SC_SPL_ATK`: 300
-- `SC_SPL_DEF`: 301
-- `SC_MANU_MATK`: 302
-- `SC_SPL_MATK`: 303
-- `SC_FOOD_STR_CASH`: 304
-- `SC_FOOD_AGI_CASH`: 305
-- `SC_FOOD_VIT_CASH`: 306
-- `SC_FOOD_DEX_CASH`: 307
-- `SC_FOOD_INT_CASH`: 308
-- `SC_FOOD_LUK_CASH`: 309
-- `SC_FROSTMISTY`: 311
-- `SC_ENCHANTBLADE`: 312
-- `SC_DEATHBOUND`: 313
-- `SC_MILLENNIUMSHIELD`: 314
-- `SC_CRUSHSTRIKE`: 315
-- `SC_REFRESH`: 316
-- `SC_REUSE_REFRESH`: 317
-- `SC_GIANTGROWTH`: 318
-- `SC_STONEHARDSKIN`: 319
-- `SC_VITALITYACTIVATION`: 320
-- `SC_STORMBLAST`: 321
-- `SC_FIGHTINGSPIRIT`: 322
-- `SC_ABUNDANCE`: 323
-- `SC_ADORAMUS`: 324
-- `SC_EPICLESIS`: 325
-- `SC_ORATIO`: 326
-- `SC_LAUDAAGNUS`: 327
-- `SC_LAUDARAMUS`: 328
-- `SC_RENOVATIO`: 329
-- `SC_EXPIATIO`: 330
-- `SC_DUPLELIGHT`: 331
-- `SC_SECRAMENT`: 332
-- `SC_WHITEIMPRISON`: 333
-- `SC_MARSHOFABYSS`: 334
-- `SC_RECOGNIZEDSPELL`: 335
-- `SC_STASIS`: 336
-- `SC_SUMMON1`: 337
-- `SC_SUMMON2`: 338
-- `SC_SUMMON3`: 339
-- `SC_SUMMON4`: 340
-- `SC_SUMMON5`: 341
-- `SC_READING_SB`: 342
-- `SC_FREEZINGSP`: 343
-- `SC_FEARBREEZE`: 344
-- `SC_ELECTRICSHOCKER`: 345
-- `SC_WUGDASH`: 346
-- `SC_WUGBITE`: 347
-- `SC_CAMOUFLAGE`: 348
-- `SC_ACCELERATION`: 349
-- `SC_HOVERING`: 350
-- `SC_SHAPESHIFT`: 351
-- `SC_INFRAREDSCAN`: 352
-- `SC_ANALYZE`: 353
-- `SC_MAGNETICFIELD`: 354
-- `SC_NEUTRALBARRIER`: 355
-- `SC_NEUTRALBARRIER_MASTER`: 356
-- `SC_STEALTHFIELD`: 357
-- `SC_STEALTHFIELD_MASTER`: 358
-- `SC_OVERHEAT`: 359
-- `SC_OVERHEAT_LIMITPOINT`: 360
-- `SC_VENOMIMPRESS`: 361
-- `SC_POISONINGWEAPON`: 362
-- `SC_WEAPONBLOCKING`: 363
-- `SC_CLOAKINGEXCEED`: 364
-- `SC_HALLUCINATIONWALK`: 365
-- `SC_HALLUCINATIONWALK_POSTDELAY`: 366
-- `SC_ROLLINGCUTTER`: 367
-- `SC_TOXIN`: 368
-- `SC_PARALYSE`: 369
-- `SC_VENOMBLEED`: 370
-- `SC_MAGICMUSHROOM`: 371
-- `SC_DEATHHURT`: 372
-- `SC_PYREXIA`: 373
-- `SC_OBLIVIONCURSE`: 374
-- `SC_LEECHESEND`: 375
-- `SC_LG_REFLECTDAMAGE`: 376
-- `SC_FORCEOFVANGUARD`: 377
-- `SC_SHIELDSPELL_DEF`: 378
-- `SC_SHIELDSPELL_MDEF`: 379
-- `SC_SHIELDSPELL_REF`: 380
-- `SC_EXEEDBREAK`: 381
-- `SC_PRESTIGE`: 382
-- `SC_BANDING`: 383
-- `SC_BANDING_DEFENCE`: 384
-- `SC_EARTHDRIVE`: 385
-- `SC_INSPIRATION`: 386
-- `SC_SPELLFIST`: 387
-- `SC_STRIKING`: 389
-- `SC_WARMER`: 390
-- `SC_VACUUM_EXTREME`: 391
-- `SC_PROPERTYWALK`: 392
-- `SC_SWING`: 393
-- `SC_SYMPHONY_LOVE`: 394
-- `SC_MOONLIT_SERENADE`: 395
-- `SC_RUSH_WINDMILL`: 396
-- `SC_ECHOSONG`: 397
-- `SC_HARMONIZE`: 398
-- `SC_SIREN`: 399
-- `SC_SIRCLEOFNATURE`: 401
-- `SC_GLOOMYDAY`: 402
-- `SC_GLOOMYDAY_SK`: 403
-- `SC_SONG_OF_MANA`: 404
-- `SC_DANCE_WITH_WUG`: 405
-- `SC_SATURDAY_NIGHT_FEVER`: 406
-- `SC_LERADS_DEW`: 407
-- `SC_MELODYOFSINK`: 408
-- `SC_BEYOND_OF_WARCRY`: 409
-- `SC_UNLIMITED_HUMMING_VOICE`: 410
-- `SC_SITDOWN_FORCE`: 411
-- `SC_NETHERWORLD`: 412
-- `SC_CRESCENTELBOW`: 413
-- `SC_CURSEDCIRCLE_ATKER`: 414
-- `SC_CURSEDCIRCLE_TARGET`: 415
-- `SC_LIGHTNINGWALK`: 416
-- `SC_RAISINGDRAGON`: 417
-- `SC_GENTLETOUCH_ENERGYGAIN`: 418
-- `SC_GENTLETOUCH_CHANGE`: 419
-- `SC_GENTLETOUCH_REVITALIZE`: 420
-- `SC_GN_CARTBOOST`: 421
-- `SC_THORNS_TRAP`: 422
-- `SC_BLOOD_SUCKER`: 423
-- `SC_FIRE_EXPANSION_SMOKE_POWDER`: 424
-- `SC_FIRE_EXPANSION_TEAR_GAS`: 425
-- `SC_MANDRAGORA`: 426
-- `SC_STOMACHACHE`: 427
-- `SC_MYSTERIOUS_POWDER`: 428
-- `SC_MELON_BOMB`: 429
-- `SC_BANANA_BOMB`: 430
-- `SC_BANANA_BOMB_SITDOWN_POSTDELAY`: 431
-- `SC_SAVAGE_STEAK`: 432
-- `SC_COCKTAIL_WARG_BLOOD`: 433
-- `SC_MINOR_BBQ`: 434
-- `SC_SIROMA_ICE_TEA`: 435
-- `SC_DROCERA_HERB_STEAMED`: 436
-- `SC_PUTTI_TAILS_NOODLES`: 437
-- `SC_BOOST500`: 438
-- `SC_FULL_SWING_K`: 439
-- `SC_MANA_PLUS`: 440
-- `SC_MUSTLE_M`: 441
-- `SC_LIFE_FORCE_F`: 442
-- `SC_EXTRACT_WHITE_POTION_Z`: 443
-- `SC_VITATA_500`: 444
-- `SC_EXTRACT_SALAMINE_JUICE`: 445
-- `SC__REPRODUCE`: 446
-- `SC__AUTOSHADOWSPELL`: 447
-- `SC__SHADOWFORM`: 448
-- `SC__BODYPAINT`: 449
-- `SC__INVISIBILITY`: 450
-- `SC__DEADLYINFECT`: 451
-- `SC__ENERVATION`: 452
-- `SC__GROOMY`: 453
-- `SC__IGNORANCE`: 454
-- `SC__LAZINESS`: 455
-- `SC__UNLUCKY`: 456
-- `SC__WEAKNESS`: 457
-- `SC__STRIPACCESSARY`: 458
-- `SC__MANHOLE`: 459
-- `SC__BLOODYLUST`: 460
-- `SC_CIRCLE_OF_FIRE`: 461
-- `SC_CIRCLE_OF_FIRE_OPTION`: 462
-- `SC_FIRE_CLOAK`: 463
-- `SC_FIRE_CLOAK_OPTION`: 464
-- `SC_WATER_SCREEN`: 465
-- `SC_WATER_SCREEN_OPTION`: 466
-- `SC_WATER_DROP`: 467
-- `SC_WATER_DROP_OPTION`: 468
-- `SC_WATER_BARRIER`: 469
-- `SC_WIND_STEP`: 470
-- `SC_WIND_STEP_OPTION`: 471
-- `SC_WIND_CURTAIN`: 472
-- `SC_WIND_CURTAIN_OPTION`: 473
-- `SC_ZEPHYR`: 474
-- `SC_SOLID_SKIN`: 475
-- `SC_SOLID_SKIN_OPTION`: 476
-- `SC_STONE_SHIELD`: 477
-- `SC_STONE_SHIELD_OPTION`: 478
-- `SC_POWER_OF_GAIA`: 479
-- `SC_PYROTECHNIC`: 480
-- `SC_PYROTECHNIC_OPTION`: 481
-- `SC_HEATER`: 482
-- `SC_HEATER_OPTION`: 483
-- `SC_TROPIC`: 484
-- `SC_TROPIC_OPTION`: 485
-- `SC_AQUAPLAY`: 486
-- `SC_AQUAPLAY_OPTION`: 487
-- `SC_COOLER`: 488
-- `SC_COOLER_OPTION`: 489
-- `SC_CHILLY_AIR`: 490
-- `SC_CHILLY_AIR_OPTION`: 491
-- `SC_GUST`: 492
-- `SC_GUST_OPTION`: 493
-- `SC_BLAST`: 494
-- `SC_BLAST_OPTION`: 495
-- `SC_WILD_STORM`: 496
-- `SC_WILD_STORM_OPTION`: 497
-- `SC_PETROLOGY`: 498
-- `SC_PETROLOGY_OPTION`: 499
-- `SC_CURSED_SOIL`: 500
-- `SC_CURSED_SOIL_OPTION`: 501
-- `SC_UPHEAVAL`: 502
-- `SC_UPHEAVAL_OPTION`: 503
-- `SC_TIDAL_WEAPON`: 504
-- `SC_TIDAL_WEAPON_OPTION`: 505
-- `SC_ROCK_CRUSHER`: 506
-- `SC_ROCK_CRUSHER_ATK`: 507
-- `SC_LEADERSHIP`: 508
-- `SC_GLORYWOUNDS`: 509
-- `SC_SOULCOLD`: 510
-- `SC_HAWKEYES`: 511
-- `SC_ODINS_POWER`: 512
-- `SC_FIRE_INSIGNIA`: 513
-- `SC_WATER_INSIGNIA`: 514
-- `SC_WIND_INSIGNIA`: 515
-- `SC_EARTH_INSIGNIA`: 516
-- `SC_PUSH_CART`: 517
-- `SC_SPELLBOOK1`: 518
-- `SC_SPELLBOOK2`: 519
-- `SC_SPELLBOOK3`: 520
-- `SC_SPELLBOOK4`: 521
-- `SC_SPELLBOOK5`: 522
-- `SC_SPELLBOOK6`: 523
-- `SC_SPELLBOOK7`: 524
-- `SC_INCMHP`: 525
-- `SC_INCMSP`: 526
-- `SC_PARTYFLEE`: 527
-- `SC_MEIKYOUSISUI`: 528
-- `SC_KO_JYUMONJIKIRI`: 529
-- `SC_KYOUGAKU`: 530
-- `SC_IZAYOI`: 531
-- `SC_ZENKAI`: 532
-- `SC_KG_KAGEHUMI`: 533
-- `SC_KYOMU`: 534
-- `SC_KAGEMUSYA`: 535
-- `SC_ZANGETSU`: 536
-- `SC_GENSOU`: 537
-- `SC_AKAITSUKI`: 538
-- `SC_STYLE_CHANGE`: 539
-- `SC_GOLDENE_FERSE`: 540
-- `SC_ANGRIFFS_MODUS`: 541
-- `SC_ERASER_CUTTER`: 542
-- `SC_OVERED_BOOST`: 543
-- `SC_LIGHT_OF_REGENE`: 544
-- `SC_VOLCANIC_ASH`: 545
-- `SC_GRANITIC_ARMOR`: 546
-- `SC_MAGMA_FLOW`: 547
-- `SC_PYROCLASTIC`: 548
-- `SC_NEEDLE_OF_PARALYZE`: 549
-- `SC_PAIN_KILLER`: 550
-- `SC_EXTREMITYFIST2`: 551
-- `SC_RAID`: 552
-- `SC_DARKCROW`: 553
-- `SC_FULL_THROTTLE`: 554
-- `SC_REBOUND`: 555
-- `SC_UNLIMIT`: 556
-- `SC_KINGS_GRACE`: 557
-- `SC_TELEKINESIS_INTENSE`: 558
-- `SC_OFFERTORIUM`: 559
-- `SC_FRIGG_SONG`: 560
-- `SC_ALL_RIDING`: 561
-- `SC_HANBOK`: 562
-- `SC_MONSTER_TRANSFORM`: 563
-- `SC_ANGEL_PROTECT`: 564
-- `SC_ILLUSIONDOPING`: 565
-- `SC_MTF_ASPD`: 566
-- `SC_MTF_RANGEATK`: 567
-- `SC_MTF_MATK`: 568
-- `SC_MTF_MLEATKED`: 569
-- `SC_MTF_CRIDAMAGE`: 570
-- `SC_MOONSTAR`: 571
-- `SC_SUPER_STAR`: 572
-- `SC_OKTOBERFEST`: 573
-- `SC_STRANGELIGHTS`: 574
-- `SC_DECORATION_OF_MUSIC`: 575
-- `SC__MAELSTROM`: 576
-- `SC__CHAOS`: 577
-- `SC__FEINTBOMB_MASTER`: 578
-- `SC_FALLENEMPIRE`: 579
-- `SC_FLASHCOMBO`: 580
-- `SC_DEFSET`: 581
-- `SC_MDEFSET`: 582
-- `SC_NO_SWITCH_EQUIP`: 583
-- `SC_MTF_MHP`: 584
-- `SC_MTF_MSP`: 585
-- `SC_MTF_PUMPKIN`: 586
-- `SC_MTF_HITFLEE`: 587
-- `SC_LJOSALFAR`: 588
-- `SC_MERMAID_LONGING`: 589
-- `SC_ACARAJE`: 590
-- `SC_TARGET_ASPD`: 591
-- `SC_SKELSCROLL`: 592
-- `SC_DISTRUCTIONSCROLL`: 593
-- `SC_ROYALSCROLL`: 594
-- `SC_IMMUNITYSCROLL`: 595
-- `SC_MYSTICSCROLL`: 596
-- `SC_BATTLESCROLL`: 597
-- `SC_ARMORSCROLL`: 598
-- `SC_FREYJASCROLL`: 599
-- `SC_SOULSCROLL`: 600
-- `SC_QUEST_BUFF1`: 601
-- `SC_QUEST_BUFF2`: 602
-- `SC_QUEST_BUFF3`: 603
-- `SC_GEFFEN_MAGIC1`: 604
-- `SC_GEFFEN_MAGIC2`: 605
-- `SC_GEFFEN_MAGIC3`: 606
-- `SC_FENRIR_CARD`: 607
-- `SC_ATKER_ASPD`: 608
-- `SC_ATKER_MOVESPEED`: 609
-- `SC_FOOD_CRITICALSUCCESSVALUE`: 610
-- `SC_CUP_OF_BOZA`: 611
-- `SC_OVERLAPEXPUP`: 612
-- `SC_MORA_BUFF`: 613
-- `SC_MVPCARD_TAOGUNKA`: 614
-- `SC_MVPCARD_MISTRESS`: 615
-- `SC_MVPCARD_ORCHERO`: 616
-- `SC_MVPCARD_ORCLORD`: 617
-- `SC_HAT_EFFECT`: 618
-- `SC_FLOWERSMOKE`: 619
-- `SC_FSTONE`: 620
-- `SC_HAPPINESS_STAR`: 621
-- `SC_MAPLE_FALLS`: 622
-- `SC_TIME_ACCESSORY`: 623
-- `SC_MAGICAL_FEATHER`: 624
-- `SC_BLOSSOM_FLUTTERING`: 625
-- `SC_GM_BATTLE`: 626
-- `SC_GM_BATTLE2`: 627
-- `SC_2011RWC`: 628
-- `SC_STR_SCROLL`: 629
-- `SC_INT_SCROLL`: 630
-- `SC_STEAMPACK`: 631
-- `SC_MOVHASTE_POTION`: 632
-- `SC_MOVESLOW_POTION`: 633
-- `SC_BUCHEDENOEL`: 634
-- `SC_PHI_DEMON`: 635
-- `SC_PROMOTE_HEALTH_RESERCH`: 636
-- `SC_ENERGY_DRINK_RESERCH`: 637
-- `SC_MAGIC_CANDY`: 638
-- `SC_M_LIFEPOTION`: 639
-- `SC_G_LIFEPOTION`: 640
-- `SC_MYSTICPOWDER`: 641
-- `SC_SUHIDE`: 642
-- `SC_SU_STOOP`: 643
-- `SC_SPRITEMABLE`: 644
-- `SC_CATNIPPOWDER`: 645
-- `SC_SV_ROOTTWIST`: 646
-- `SC_BITESCAR`: 647
-- `SC_ARCLOUSEDASH`: 648
-- `SC_TUNAPARTY`: 649
-- `SC_SHRIMP`: 650
-- `SC_FRESHSHRIMP`: 651
-- `SC_DAILYSENDMAILCNT`: 653
-- `SC_DRESS_UP`: 652
-
-### Emotes
-
-- `e_gasp`: 0
-- `e_what`: 1
-- `e_ho`: 2
-- `e_lv`: 3
-- `e_swt`: 4
-- `e_ic`: 5
-- `e_an`: 6
-- `e_ag`: 7
-- `e_cash`: 8
-- `e_dots`: 9
-- `e_scissors`: 10
-- `e_rock`: 11
-- `e_paper`: 12
-- `e_korea`: 13
-- `e_lv2`: 14
-- `e_thx`: 15
-- `e_wah`: 16
-- `e_sry`: 17
-- `e_heh`: 18
-- `e_swt2`: 19
-- `e_hmm`: 20
-- `e_no1`: 21
-- `e_no`: 22
-- `e_omg`: 23
-- `e_oh`: 24
-- `e_X`: 25
-- `e_hlp`: 26
-- `e_go`: 27
-- `e_sob`: 28
-- `e_gg`: 29
-- `e_kis`: 30
-- `e_kis2`: 31
-- `e_pif`: 32
-- `e_ok`: 33
-- `e_mute`: 34
-- `e_indonesia`: 35
-- `e_bzz`: 36
-- `e_rice`: 37
-- `e_awsm`: 38
-- `e_meh`: 39
-- `e_shy`: 40
-- `e_pat`: 41
-- `e_mp`: 42
-- `e_slur`: 43
-- `e_com`: 44
-- `e_yawn`: 45
-- `e_grat`: 46
-- `e_hp`: 47
-- `e_philippines`: 48
-- `e_malaysia`: 49
-- `e_singapore`: 50
-- `e_brazil`: 51
-- `e_flash`: 52
-- `e_spin`: 53
-- `e_sigh`: 54
-- `e_dum`: 55
-- `e_loud`: 56
-- `e_otl`: 57
-- `e_dice1`: 58
-- `e_dice2`: 59
-- `e_dice3`: 60
-- `e_dice4`: 61
-- `e_dice5`: 62
-- `e_dice6`: 63
-- `e_india`: 64
-- `e_luv`: 65
-- `e_russia`: 66
-- `e_virgin`: 67
-- `e_mobile`: 68
-- `e_mail`: 69
-- `e_chinese`: 70
-- `e_antenna1`: 71
-- `e_antenna2`: 72
-- `e_antenna3`: 73
-- `e_hum`: 74
-- `e_abs`: 75
-- `e_oops`: 76
-- `e_spit`: 77
-- `e_ene`: 78
-- `e_panic`: 79
-- `e_whisp`: 80
-
-### petstat
-
-- `PET_CLASS`: 1
-- `PET_NAME`: 2
-- `PET_LEVEL`: 3
-- `PET_HUNGRY`: 4
-- `PET_INTIMATE`: 5
-
-### getmonsterinfo
-
-- `MOB_NAME`: 0
-- `MOB_LV`: 1
-- `MOB_MAXHP`: 2
-- `MOB_BASEEXP`: 3
-- `MOB_JOBEXP`: 4
-- `MOB_ATK1`: 5
-- `MOB_ATK2`: 6
-- `MOB_DEF`: 7
-- `MOB_MDEF`: 8
-- `MOB_STR`: 9
-- `MOB_AGI`: 10
-- `MOB_VIT`: 11
-- `MOB_INT`: 12
-- `MOB_DEX`: 13
-- `MOB_LUK`: 14
-- `MOB_RANGE`: 15
-- `MOB_RANGE2`: 16
-- `MOB_RANGE3`: 17
-- `MOB_SIZE`: 18
-- `MOB_RACE`: 19
-- `MOB_ELEMENT`: 20
-- `MOB_MODE`: 21
-- `MOB_MVPEXP`: 22
-
-### mercenary guilds
-
-- `ARCH_MERC_GUILD`: 0
-- `SPEAR_MERC_GUILD`: 1
-- `SWORD_MERC_GUILD`: 2
-
-### Effects
-
-- `EF_NONE`: -1
-- `EF_HIT1`: 0
-- `EF_HIT2`: 1
-- `EF_HIT3`: 2
-- `EF_HIT4`: 3
-- `EF_HIT5`: 4
-- `EF_HIT6`: 5
-- `EF_ENTRY`: 6
-- `EF_EXIT`: 7
-- `EF_WARP`: 8
-- `EF_ENHANCE`: 9
-- `EF_COIN`: 10
-- `EF_ENDURE`: 11
-- `EF_BEGINSPELL`: 12
-- `EF_GLASSWALL`: 13
-- `EF_HEALSP`: 14
-- `EF_SOULSTRIKE`: 15
-- `EF_BASH`: 16
-- `EF_MAGNUMBREAK`: 17
-- `EF_STEAL`: 18
-- `EF_HIDING`: 19
-- `EF_PATTACK`: 20
-- `EF_DETOXICATION`: 21
-- `EF_SIGHT`: 22
-- `EF_STONECURSE`: 23
-- `EF_FIREBALL`: 24
-- `EF_FIREWALL`: 25
-- `EF_ICEARROW`: 26
-- `EF_FROSTDIVER`: 27
-- `EF_FROSTDIVER2`: 28
-- `EF_LIGHTBOLT`: 29
-- `EF_THUNDERSTORM`: 30
-- `EF_FIREARROW`: 31
-- `EF_NAPALMBEAT`: 32
-- `EF_RUWACH`: 33
-- `EF_TELEPORTATION`: 34
-- `EF_READYPORTAL`: 35
-- `EF_PORTAL`: 36
-- `EF_INCAGILITY`: 37
-- `EF_DECAGILITY`: 38
-- `EF_AQUA`: 39
-- `EF_SIGNUM`: 40
-- `EF_ANGELUS`: 41
-- `EF_BLESSING`: 42
-- `EF_INCAGIDEX`: 43
-- `EF_SMOKE`: 44
-- `EF_FIREFLY`: 45
-- `EF_SANDWIND`: 46
-- `EF_TORCH`: 47
-- `EF_SPRAYPOND`: 48
-- `EF_FIREHIT`: 49
-- `EF_FIRESPLASHHIT`: 50
-- `EF_COLDHIT`: 51
-- `EF_WINDHIT`: 52
-- `EF_POISONHIT`: 53
-- `EF_BEGINSPELL2`: 54
-- `EF_BEGINSPELL3`: 55
-- `EF_BEGINSPELL4`: 56
-- `EF_BEGINSPELL5`: 57
-- `EF_BEGINSPELL6`: 58
-- `EF_BEGINSPELL7`: 59
-- `EF_LOCKON`: 60
-- `EF_WARPZONE`: 61
-- `EF_SIGHTRASHER`: 62
-- `EF_BARRIER`: 63
-- `EF_ARROWSHOT`: 64
-- `EF_INVENOM`: 65
-- `EF_CURE`: 66
-- `EF_PROVOKE`: 67
-- `EF_MVP`: 68
-- `EF_SKIDTRAP`: 69
-- `EF_BRANDISHSPEAR`: 70
-- `EF_CONE`: 71
-- `EF_SPHERE`: 72
-- `EF_BOWLINGBASH`: 73
-- `EF_ICEWALL`: 74
-- `EF_GLORIA`: 75
-- `EF_MAGNIFICAT`: 76
-- `EF_RESURRECTION`: 77
-- `EF_RECOVERY`: 78
-- `EF_EARTHSPIKE`: 79
-- `EF_SPEARBMR`: 80
-- `EF_PIERCE`: 81
-- `EF_TURNUNDEAD`: 82
-- `EF_SANCTUARY`: 83
-- `EF_IMPOSITIO`: 84
-- `EF_LEXAETERNA`: 85
-- `EF_ASPERSIO`: 86
-- `EF_LEXDIVINA`: 87
-- `EF_SUFFRAGIUM`: 88
-- `EF_STORMGUST`: 89
-- `EF_LORD`: 90
-- `EF_BENEDICTIO`: 91
-- `EF_METEORSTORM`: 92
-- `EF_YUFITEL`: 93
-- `EF_YUFITELHIT`: 94
-- `EF_QUAGMIRE`: 95
-- `EF_FIREPILLAR`: 96
-- `EF_FIREPILLARBOMB`: 97
-- `EF_HASTEUP`: 98
-- `EF_FLASHER`: 99
-- `EF_REMOVETRAP`: 100
-- `EF_REPAIRWEAPON`: 101
-- `EF_CRASHEARTH`: 102
-- `EF_PERFECTION`: 103
-- `EF_MAXPOWER`: 104
-- `EF_BLASTMINE`: 105
-- `EF_BLASTMINEBOMB`: 106
-- `EF_CLAYMORE`: 107
-- `EF_FREEZING`: 108
-- `EF_BUBBLE`: 109
-- `EF_GASPUSH`: 110
-- `EF_SPRINGTRAP`: 111
-- `EF_KYRIE`: 112
-- `EF_MAGNUS`: 113
-- `EF_BOTTOM`: 114
-- `EF_BLITZBEAT`: 115
-- `EF_WATERBALL`: 116
-- `EF_WATERBALL2`: 117
-- `EF_FIREIVY`: 118
-- `EF_DETECTING`: 119
-- `EF_CLOAKING`: 120
-- `EF_SONICBLOW`: 121
-- `EF_SONICBLOWHIT`: 122
-- `EF_GRIMTOOTH`: 123
-- `EF_VENOMDUST`: 124
-- `EF_ENCHANTPOISON`: 125
-- `EF_POISONREACT`: 126
-- `EF_POISONREACT2`: 127
-- `EF_OVERTHRUST`: 128
-- `EF_SPLASHER`: 129
-- `EF_TWOHANDQUICKEN`: 130
-- `EF_AUTOCOUNTER`: 131
-- `EF_GRIMTOOTHATK`: 132
-- `EF_FREEZE`: 133
-- `EF_FREEZED`: 134
-- `EF_ICECRASH`: 135
-- `EF_SLOWPOISON`: 136
-- `EF_BOTTOM2`: 137
-- `EF_FIREPILLARON`: 138
-- `EF_SANDMAN`: 139
-- `EF_REVIVE`: 140
-- `EF_PNEUMA`: 141
-- `EF_HEAVENSDRIVE`: 142
-- `EF_SONICBLOW2`: 143
-- `EF_BRANDISH2`: 144
-- `EF_SHOCKWAVE`: 145
-- `EF_SHOCKWAVEHIT`: 146
-- `EF_EARTHHIT`: 147
-- `EF_PIERCESELF`: 148
-- `EF_BOWLINGSELF`: 149
-- `EF_SPEARSTABSELF`: 150
-- `EF_SPEARBMRSELF`: 151
-- `EF_HOLYHIT`: 152
-- `EF_CONCENTRATION`: 153
-- `EF_REFINEOK`: 154
-- `EF_REFINEFAIL`: 155
-- `EF_JOBCHANGE`: 156
-- `EF_LVUP`: 157
-- `EF_JOBLVUP`: 158
-- `EF_TOPRANK`: 159
-- `EF_PARTY`: 160
-- `EF_RAIN`: 161
-- `EF_SNOW`: 162
-- `EF_SAKURA`: 163
-- `EF_STATUS_STATE`: 164
-- `EF_BANJJAKII`: 165
-- `EF_MAKEBLUR`: 166
-- `EF_TAMINGSUCCESS`: 167
-- `EF_TAMINGFAILED`: 168
-- `EF_ENERGYCOAT`: 169
-- `EF_CARTREVOLUTION`: 170
-- `EF_VENOMDUST2`: 171
-- `EF_CHANGEDARK`: 172
-- `EF_CHANGEFIRE`: 173
-- `EF_CHANGECOLD`: 174
-- `EF_CHANGEWIND`: 175
-- `EF_CHANGEFLAME`: 176
-- `EF_CHANGEEARTH`: 177
-- `EF_CHAINGEHOLY`: 178
-- `EF_CHANGEPOISON`: 179
-- `EF_HITDARK`: 180
-- `EF_MENTALBREAK`: 181
-- `EF_MAGICALATTHIT`: 182
-- `EF_SUI_EXPLOSION`: 183
-- `EF_DARKATTACK`: 184
-- `EF_SUICIDE`: 185
-- `EF_COMBOATTACK1`: 186
-- `EF_COMBOATTACK2`: 187
-- `EF_COMBOATTACK3`: 188
-- `EF_COMBOATTACK4`: 189
-- `EF_COMBOATTACK5`: 190
-- `EF_GUIDEDATTACK`: 191
-- `EF_POISONATTACK`: 192
-- `EF_SILENCEATTACK`: 193
-- `EF_STUNATTACK`: 194
-- `EF_PETRIFYATTACK`: 195
-- `EF_CURSEATTACK`: 196
-- `EF_SLEEPATTACK`: 197
-- `EF_TELEKHIT`: 198
-- `EF_PONG`: 199
-- `EF_LEVEL99`: 200
-- `EF_LEVEL99_2`: 201
-- `EF_LEVEL99_3`: 202
-- `EF_GUMGANG`: 203
-- `EF_POTION1`: 204
-- `EF_POTION2`: 205
-- `EF_POTION3`: 206
-- `EF_POTION4`: 207
-- `EF_POTION5`: 208
-- `EF_POTION6`: 209
-- `EF_POTION7`: 210
-- `EF_POTION8`: 211
-- `EF_DARKBREATH`: 212
-- `EF_DEFFENDER`: 213
-- `EF_KEEPING`: 214
-- `EF_SUMMONSLAVE`: 215
-- `EF_BLOODDRAIN`: 216
-- `EF_ENERGYDRAIN`: 217
-- `EF_POTION_CON`: 218
-- `EF_POTION_`: 219
-- `EF_POTION_BERSERK`: 220
-- `EF_POTIONPILLAR`: 221
-- `EF_DEFENDER`: 222
-- `EF_GANBANTEIN`: 223
-- `EF_WIND`: 224
-- `EF_VOLCANO`: 225
-- `EF_GRANDCROSS`: 226
-- `EF_INTIMIDATE`: 227
-- `EF_CHOOKGI`: 228
-- `EF_CLOUD`: 229
-- `EF_CLOUD2`: 230
-- `EF_MAPPILLAR`: 231
-- `EF_LINELINK`: 232
-- `EF_CLOUD3`: 233
-- `EF_SPELLBREAKER`: 234
-- `EF_DISPELL`: 235
-- `EF_DELUGE`: 236
-- `EF_VIOLENTGALE`: 237
-- `EF_LANDPROTECTOR`: 238
-- `EF_BOTTOM_VO`: 239
-- `EF_BOTTOM_DE`: 240
-- `EF_BOTTOM_VI`: 241
-- `EF_BOTTOM_LA`: 242
-- `EF_FASTMOVE`: 243
-- `EF_MAGICROD`: 244
-- `EF_HOLYCROSS`: 245
-- `EF_SHIELDCHARGE`: 246
-- `EF_MAPPILLAR2`: 247
-- `EF_PROVIDENCE`: 248
-- `EF_SHIELDBOOMERANG`: 249
-- `EF_SPEARQUICKEN`: 250
-- `EF_DEVOTION`: 251
-- `EF_REFLECTSHIELD`: 252
-- `EF_ABSORBSPIRITS`: 253
-- `EF_STEELBODY`: 254
-- `EF_FLAMELAUNCHER`: 255
-- `EF_FROSTWEAPON`: 256
-- `EF_LIGHTNINGLOADER`: 257
-- `EF_SEISMICWEAPON`: 258
-- `EF_MAPPILLAR3`: 259
-- `EF_MAPPILLAR4`: 260
-- `EF_GUMGANG2`: 261
-- `EF_TEIHIT1`: 262
-- `EF_GUMGANG3`: 263
-- `EF_TEIHIT2`: 264
-- `EF_TANJI`: 265
-- `EF_TEIHIT1X`: 266
-- `EF_CHIMTO`: 267
-- `EF_STEALCOIN`: 268
-- `EF_STRIPWEAPON`: 269
-- `EF_STRIPSHIELD`: 270
-- `EF_STRIPARMOR`: 271
-- `EF_STRIPHELM`: 272
-- `EF_CHAINCOMBO`: 273
-- `EF_RG_COIN`: 274
-- `EF_BACKSTAP`: 275
-- `EF_TEIHIT3`: 276
-- `EF_BOTTOM_DISSONANCE`: 277
-- `EF_BOTTOM_LULLABY`: 278
-- `EF_BOTTOM_RICHMANKIM`: 279
-- `EF_BOTTOM_ETERNALCHAOS`: 280
-- `EF_BOTTOM_DRUMBATTLEFIELD`: 281
-- `EF_BOTTOM_RINGNIBELUNGEN`: 282
-- `EF_BOTTOM_ROKISWEIL`: 283
-- `EF_BOTTOM_INTOABYSS`: 284
-- `EF_BOTTOM_SIEGFRIED`: 285
-- `EF_BOTTOM_WHISTLE`: 286
-- `EF_BOTTOM_ASSASSINCROSS`: 287
-- `EF_BOTTOM_POEMBRAGI`: 288
-- `EF_BOTTOM_APPLEIDUN`: 289
-- `EF_BOTTOM_UGLYDANCE`: 290
-- `EF_BOTTOM_HUMMING`: 291
-- `EF_BOTTOM_DONTFORGETME`: 292
-- `EF_BOTTOM_FORTUNEKISS`: 293
-- `EF_BOTTOM_SERVICEFORYOU`: 294
-- `EF_TALK_FROSTJOKE`: 295
-- `EF_TALK_SCREAM`: 296
-- `EF_POKJUK`: 297
-- `EF_THROWITEM`: 298
-- `EF_THROWITEM2`: 299
-- `EF_CHEMICALPROTECTION`: 300
-- `EF_POKJUK_SOUND`: 301
-- `EF_DEMONSTRATION`: 302
-- `EF_CHEMICAL2`: 303
-- `EF_TELEPORTATION2`: 304
-- `EF_PHARMACY_OK`: 305
-- `EF_PHARMACY_FAIL`: 306
-- `EF_FORESTLIGHT`: 307
-- `EF_THROWITEM3`: 308
-- `EF_FIRSTAID`: 309
-- `EF_SPRINKLESAND`: 310
-- `EF_LOUD`: 311
-- `EF_HEAL`: 312
-- `EF_HEAL2`: 313
-- `EF_EXIT2`: 314
-- `EF_GLASSWALL2`: 315
-- `EF_READYPORTAL2`: 316
-- `EF_PORTAL2`: 317
-- `EF_BOTTOM_MAG`: 318
-- `EF_BOTTOM_SANC`: 319
-- `EF_HEAL3`: 320
-- `EF_WARPZONE2`: 321
-- `EF_FORESTLIGHT2`: 322
-- `EF_FORESTLIGHT3`: 323
-- `EF_FORESTLIGHT4`: 324
-- `EF_HEAL4`: 325
-- `EF_FOOT`: 326
-- `EF_FOOT2`: 327
-- `EF_BEGINASURA`: 328
-- `EF_TRIPLEATTACK`: 329
-- `EF_HITLINE`: 330
-- `EF_HPTIME`: 331
-- `EF_SPTIME`: 332
-- `EF_MAPLE`: 333
-- `EF_BLIND`: 334
-- `EF_POISON`: 335
-- `EF_GUARD`: 336
-- `EF_JOBLVUP50`: 337
-- `EF_ANGEL2`: 338
-- `EF_MAGNUM2`: 339
-- `EF_CALLZONE`: 340
-- `EF_PORTAL3`: 341
-- `EF_COUPLECASTING`: 342
-- `EF_HEARTCASTING`: 343
-- `EF_ENTRY2`: 344
-- `EF_SAINTWING`: 345
-- `EF_SPHEREWIND`: 346
-- `EF_COLORPAPER`: 347
-- `EF_LIGHTSPHERE`: 348
-- `EF_WATERFALL`: 349
-- `EF_WATERFALL_90`: 350
-- `EF_WATERFALL_SMALL`: 351
-- `EF_WATERFALL_SMALL_90`: 352
-- `EF_WATERFALL_T2`: 353
-- `EF_WATERFALL_T2_90`: 354
-- `EF_WATERFALL_SMALL_T2`: 355
-- `EF_WATERFALL_SMALL_T2_90`: 356
-- `EF_MINI_TETRIS`: 357
-- `EF_GHOST`: 358
-- `EF_BAT`: 359
-- `EF_BAT2`: 360
-- `EF_SOULBREAKER`: 361
-- `EF_LEVEL99_4`: 362
-- `EF_VALLENTINE`: 363
-- `EF_VALLENTINE2`: 364
-- `EF_PRESSURE`: 365
-- `EF_BASH3D`: 366
-- `EF_AURABLADE`: 367
-- `EF_REDBODY`: 368
-- `EF_LKCONCENTRATION`: 369
-- `EF_BOTTOM_GOSPEL`: 370
-- `EF_ANGEL`: 371
-- `EF_DEVIL`: 372
-- `EF_DRAGONSMOKE`: 373
-- `EF_BOTTOM_BASILICA`: 374
-- `EF_ASSUMPTIO`: 375
-- `EF_HITLINE2`: 376
-- `EF_BASH3D2`: 377
-- `EF_ENERGYDRAIN2`: 378
-- `EF_TRANSBLUEBODY`: 379
-- `EF_MAGICCRASHER`: 380
-- `EF_LIGHTSPHERE2`: 381
-- `EF_LIGHTBLADE`: 382
-- `EF_ENERGYDRAIN3`: 383
-- `EF_LINELINK2`: 384
-- `EF_LINKLIGHT`: 385
-- `EF_TRUESIGHT`: 386
-- `EF_FALCONASSAULT`: 387
-- `EF_TRIPLEATTACK2`: 388
-- `EF_PORTAL4`: 389
-- `EF_MELTDOWN`: 390
-- `EF_CARTBOOST`: 391
-- `EF_REJECTSWORD`: 392
-- `EF_TRIPLEATTACK3`: 393
-- `EF_SPHEREWIND2`: 394
-- `EF_LINELINK3`: 395
-- `EF_PINKBODY`: 396
-- `EF_LEVEL99_5`: 397
-- `EF_LEVEL99_6`: 398
-- `EF_BASH3D3`: 399
-- `EF_BASH3D4`: 400
-- `EF_NAPALMVALCAN`: 401
-- `EF_PORTAL5`: 402
-- `EF_MAGICCRASHER2`: 403
-- `EF_BOTTOM_SPIDER`: 404
-- `EF_BOTTOM_FOGWALL`: 405
-- `EF_SOULBURN`: 406
-- `EF_SOULCHANGE`: 407
-- `EF_BABY`: 408
-- `EF_SOULBREAKER2`: 409
-- `EF_RAINBOW`: 410
-- `EF_PEONG`: 411
-- `EF_TANJI2`: 412
-- `EF_PRESSEDBODY`: 413
-- `EF_SPINEDBODY`: 414
-- `EF_KICKEDBODY`: 415
-- `EF_AIRTEXTURE`: 416
-- `EF_HITBODY`: 417
-- `EF_DOUBLEGUMGANG`: 418
-- `EF_REFLECTBODY`: 419
-- `EF_BABYBODY`: 420
-- `EF_BABYBODY2`: 421
-- `EF_GIANTBODY`: 422
-- `EF_GIANTBODY2`: 423
-- `EF_ASURABODY`: 424
-- `EF_4WAYBODY`: 425
-- `EF_QUAKEBODY`: 426
-- `EF_ASURABODY_MONSTER`: 427
-- `EF_HITLINE3`: 428
-- `EF_HITLINE4`: 429
-- `EF_HITLINE5`: 430
-- `EF_HITLINE6`: 431
-- `EF_ELECTRIC`: 432
-- `EF_ELECTRIC2`: 433
-- `EF_HITLINE7`: 434
-- `EF_STORMKICK`: 435
-- `EF_HALFSPHERE`: 436
-- `EF_ATTACKENERGY`: 437
-- `EF_ATTACKENERGY2`: 438
-- `EF_CHEMICAL3`: 439
-- `EF_ASSUMPTIO2`: 440
-- `EF_BLUECASTING`: 441
-- `EF_RUN`: 442
-- `EF_STOPRUN`: 443
-- `EF_STOPEFFECT`: 444
-- `EF_JUMPBODY`: 445
-- `EF_LANDBODY`: 446
-- `EF_FOOT3`: 447
-- `EF_FOOT4`: 448
-- `EF_TAE_READY`: 449
-- `EF_GRANDCROSS2`: 450
-- `EF_SOULSTRIKE2`: 451
-- `EF_YUFITEL2`: 452
-- `EF_NPC_STOP`: 453
-- `EF_DARKCASTING`: 454
-- `EF_GUMGANGNPC`: 455
-- `EF_AGIUP`: 456
-- `EF_JUMPKICK`: 457
-- `EF_QUAKEBODY2`: 458
-- `EF_STORMKICK1`: 459
-- `EF_STORMKICK2`: 460
-- `EF_STORMKICK3`: 461
-- `EF_STORMKICK4`: 462
-- `EF_STORMKICK5`: 463
-- `EF_STORMKICK6`: 464
-- `EF_STORMKICK7`: 465
-- `EF_SPINEDBODY2`: 466
-- `EF_BEGINASURA1`: 467
-- `EF_BEGINASURA2`: 468
-- `EF_BEGINASURA3`: 469
-- `EF_BEGINASURA4`: 470
-- `EF_BEGINASURA5`: 471
-- `EF_BEGINASURA6`: 472
-- `EF_BEGINASURA7`: 473
-- `EF_AURABLADE2`: 474
-- `EF_DEVIL1`: 475
-- `EF_DEVIL2`: 476
-- `EF_DEVIL3`: 477
-- `EF_DEVIL4`: 478
-- `EF_DEVIL5`: 479
-- `EF_DEVIL6`: 480
-- `EF_DEVIL7`: 481
-- `EF_DEVIL8`: 482
-- `EF_DEVIL9`: 483
-- `EF_DEVIL10`: 484
-- `EF_DOUBLEGUMGANG2`: 485
-- `EF_DOUBLEGUMGANG3`: 486
-- `EF_BLACKDEVIL`: 487
-- `EF_FLOWERCAST`: 488
-- `EF_FLOWERCAST2`: 489
-- `EF_FLOWERCAST3`: 490
-- `EF_MOCHI`: 491
-- `EF_LAMADAN`: 492
-- `EF_EDP`: 493
-- `EF_SHIELDBOOMERANG2`: 494
-- `EF_RG_COIN2`: 495
-- `EF_GUARD2`: 496
-- `EF_SLIM`: 497
-- `EF_SLIM2`: 498
-- `EF_SLIM3`: 499
-- `EF_CHEMICALBODY`: 500
-- `EF_CASTSPIN`: 501
-- `EF_PIERCEBODY`: 502
-- `EF_SOULLINK`: 503
-- `EF_CHOOKGI2`: 504
-- `EF_MEMORIZE`: 505
-- `EF_SOULLIGHT`: 506
-- `EF_MAPAE`: 507
-- `EF_ITEMPOKJUK`: 508
-- `EF_05VAL`: 509
-- `EF_BEGINASURA11`: 510
-- `EF_NIGHT`: 511
-- `EF_CHEMICAL2DASH`: 512
-- `EF_GROUNDSAMPLE`: 513
-- `EF_GI_EXPLOSION`: 514
-- `EF_CLOUD4`: 515
-- `EF_CLOUD5`: 516
-- `EF_BOTTOM_HERMODE`: 517
-- `EF_CARTTER`: 518
-- `EF_ITEMFAST`: 519
-- `EF_SHIELDBOOMERANG3`: 520
-- `EF_DOUBLECASTBODY`: 521
-- `EF_GRAVITATION`: 522
-- `EF_TAROTCARD1`: 523
-- `EF_TAROTCARD2`: 524
-- `EF_TAROTCARD3`: 525
-- `EF_TAROTCARD4`: 526
-- `EF_TAROTCARD5`: 527
-- `EF_TAROTCARD6`: 528
-- `EF_TAROTCARD7`: 529
-- `EF_TAROTCARD8`: 530
-- `EF_TAROTCARD9`: 531
-- `EF_TAROTCARD10`: 532
-- `EF_TAROTCARD11`: 533
-- `EF_TAROTCARD12`: 534
-- `EF_TAROTCARD13`: 535
-- `EF_TAROTCARD14`: 536
-- `EF_ACIDDEMON`: 537
-- `EF_GREENBODY`: 538
-- `EF_THROWITEM4`: 539
-- `EF_BABYBODY_BACK`: 540
-- `EF_THROWITEM5`: 541
-- `EF_BLUEBODY`: 542
-- `EF_HATED`: 543
-- `EF_REDLIGHTBODY`: 544
-- `EF_RO2YEAR`: 545
-- `EF_SMA_READY`: 546
-- `EF_STIN`: 547
-- `EF_RED_HIT`: 548
-- `EF_BLUE_HIT`: 549
-- `EF_QUAKEBODY3`: 550
-- `EF_SMA`: 551
-- `EF_SMA2`: 552
-- `EF_STIN2`: 553
-- `EF_HITTEXTURE`: 554
-- `EF_STIN3`: 555
-- `EF_SMA3`: 556
-- `EF_BLUEFALL`: 557
-- `EF_BLUEFALL_90`: 558
-- `EF_FASTBLUEFALL`: 559
-- `EF_FASTBLUEFALL_90`: 560
-- `EF_BIG_PORTAL`: 561
-- `EF_BIG_PORTAL2`: 562
-- `EF_SCREEN_QUAKE`: 563
-- `EF_HOMUNCASTING`: 564
-- `EF_HFLIMOON1`: 565
-- `EF_HFLIMOON2`: 566
-- `EF_HFLIMOON3`: 567
-- `EF_HO_UP`: 568
-- `EF_HAMIDEFENCE`: 569
-- `EF_HAMICASTLE`: 570
-- `EF_HAMIBLOOD`: 571
-- `EF_HATED2`: 572
-- `EF_TWILIGHT1`: 573
-- `EF_TWILIGHT2`: 574
-- `EF_TWILIGHT3`: 575
-- `EF_ITEM_THUNDER`: 576
-- `EF_ITEM_CLOUD`: 577
-- `EF_ITEM_CURSE`: 578
-- `EF_ITEM_ZZZ`: 579
-- `EF_ITEM_RAIN`: 580
-- `EF_ITEM_LIGHT`: 581
-- `EF_ANGEL3`: 582
-- `EF_M01`: 583
-- `EF_M02`: 584
-- `EF_M03`: 585
-- `EF_M04`: 586
-- `EF_M05`: 587
-- `EF_M06`: 588
-- `EF_M07`: 589
-- `EF_KAIZEL`: 590
-- `EF_KAAHI`: 591
-- `EF_CLOUD6`: 592
-- `EF_FOOD01`: 593
-- `EF_FOOD02`: 594
-- `EF_FOOD03`: 595
-- `EF_FOOD04`: 596
-- `EF_FOOD05`: 597
-- `EF_FOOD06`: 598
-- `EF_SHRINK`: 599
-- `EF_THROWITEM6`: 600
-- `EF_SIGHT2`: 601
-- `EF_QUAKEBODY4`: 602
-- `EF_FIREHIT2`: 603
-- `EF_NPC_STOP2`: 604
-- `EF_NPC_STOP2_DEL`: 605
-- `EF_FVOICE`: 606
-- `EF_WINK`: 607
-- `EF_COOKING_OK`: 608
-- `EF_COOKING_FAIL`: 609
-- `EF_TEMP_OK`: 610
-- `EF_TEMP_FAIL`: 611
-- `EF_HAPGYEOK`: 612
-- `EF_THROWITEM7`: 613
-- `EF_THROWITEM8`: 614
-- `EF_THROWITEM9`: 615
-- `EF_THROWITEM10`: 616
-- `EF_BUNSINJYUTSU`: 617
-- `EF_KOUENKA`: 618
-- `EF_HYOUSENSOU`: 619
-- `EF_BOTTOM_SUITON`: 620
-- `EF_STIN4`: 621
-- `EF_THUNDERSTORM2`: 622
-- `EF_CHEMICAL4`: 623
-- `EF_STIN5`: 624
-- `EF_MADNESS_BLUE`: 625
-- `EF_MADNESS_RED`: 626
-- `EF_RG_COIN3`: 627
-- `EF_BASH3D5`: 628
-- `EF_CHOOKGI3`: 629
-- `EF_KIRIKAGE`: 630
-- `EF_TATAMI`: 631
-- `EF_KASUMIKIRI`: 632
-- `EF_ISSEN`: 633
-- `EF_KAEN`: 634
-- `EF_BAKU`: 635
-- `EF_HYOUSYOURAKU`: 636
-- `EF_DESPERADO`: 637
-- `EF_LIGHTNING_S`: 638
-- `EF_BLIND_S`: 639
-- `EF_POISON_S`: 640
-- `EF_FREEZING_S`: 641
-- `EF_FLARE_S`: 642
-- `EF_RAPIDSHOWER`: 643
-- `EF_MAGICALBULLET`: 644
-- `EF_SPREADATTACK`: 645
-- `EF_TRACKCASTING`: 646
-- `EF_TRACKING`: 647
-- `EF_TRIPLEACTION`: 648
-- `EF_BULLSEYE`: 649
-- `EF_MAP_MAGICZONE`: 650
-- `EF_MAP_MAGICZONE2`: 651
-- `EF_DAMAGE1`: 652
-- `EF_DAMAGE1_2`: 653
-- `EF_DAMAGE1_3`: 654
-- `EF_UNDEADBODY`: 655
-- `EF_UNDEADBODY_DEL`: 656
-- `EF_GREEN_NUMBER`: 657
-- `EF_BLUE_NUMBER`: 658
-- `EF_RED_NUMBER`: 659
-- `EF_PURPLE_NUMBER`: 660
-- `EF_BLACK_NUMBER`: 661
-- `EF_WHITE_NUMBER`: 662
-- `EF_YELLOW_NUMBER`: 663
-- `EF_PINK_NUMBER`: 664
-- `EF_BUBBLE_DROP`: 665
-- `EF_NPC_EARTHQUAKE`: 666
-- `EF_DA_SPACE`: 667
-- `EF_DRAGONFEAR`: 668
-- `EF_BLEEDING`: 669
-- `EF_WIDECONFUSE`: 670
-- `EF_BOTTOM_RUNNER`: 671
-- `EF_BOTTOM_TRANSFER`: 672
-- `EF_CRYSTAL_BLUE`: 673
-- `EF_BOTTOM_EVILLAND`: 674
-- `EF_GUARD3`: 675
-- `EF_NPC_SLOWCAST`: 676
-- `EF_CRITICALWOUND`: 677
-- `EF_GREEN99_3`: 678
-- `EF_GREEN99_5`: 679
-- `EF_GREEN99_6`: 680
-- `EF_MAPSPHERE`: 681
-- `EF_POK_LOVE`: 682
-- `EF_POK_WHITE`: 683
-- `EF_POK_VALEN`: 684
-- `EF_POK_BIRTH`: 685
-- `EF_POK_CHRISTMAS`: 686
-- `EF_MAP_MAGICZONE3`: 687
-- `EF_MAP_MAGICZONE4`: 688
-- `EF_DUST`: 689
-- `EF_TORCH_RED`: 690
-- `EF_TORCH_GREEN`: 691
-- `EF_MAP_GHOST`: 692
-- `EF_GLOW1`: 693
-- `EF_GLOW2`: 694
-- `EF_GLOW4`: 695
-- `EF_TORCH_PURPLE`: 696
-- `EF_CLOUD7`: 697
-- `EF_CLOUD8`: 698
-- `EF_FLOWERLEAF`: 699
-- `EF_MAPSPHERE2`: 700
-- `EF_GLOW11`: 701
-- `EF_GLOW12`: 702
-- `EF_CIRCLELIGHT`: 703
-- `EF_ITEM315`: 704
-- `EF_ITEM316`: 705
-- `EF_ITEM317`: 706
-- `EF_ITEM318`: 707
-- `EF_STORM_MIN`: 708
-- `EF_POK_JAP`: 709
-- `EF_MAP_GREENLIGHT`: 710
-- `EF_MAP_MAGICWALL`: 711
-- `EF_MAP_GREENLIGHT2`: 712
-- `EF_YELLOWFLY1`: 713
-- `EF_YELLOWFLY2`: 714
-- `EF_BOTTOM_BLUE`: 715
-- `EF_BOTTOM_BLUE2`: 716
-- `EF_WEWISH`: 717
-- `EF_FIREPILLARON2`: 718
-- `EF_FORESTLIGHT5`: 719
-- `EF_SOULBREAKER3`: 720
-- `EF_ADO_STR`: 721
-- `EF_IGN_STR`: 722
-- `EF_CHIMTO2`: 723
-- `EF_WINDCUTTER`: 724
-- `EF_DETECT2`: 725
-- `EF_FROSTMYSTY`: 726
-- `EF_CRIMSON_STR`: 727
-- `EF_HELL_STR`: 728
-- `EF_SPR_MASH`: 729
-- `EF_SPR_SOULE`: 730
-- `EF_DHOWL_STR`: 731
-- `EF_EARTHWALL`: 732
-- `EF_SOULBREAKER4`: 733
-- `EF_CHAINL_STR`: 734
-- `EF_CHOOKGI_FIRE`: 735
-- `EF_CHOOKGI_WIND`: 736
-- `EF_CHOOKGI_WATER`: 737
-- `EF_CHOOKGI_GROUND`: 738
-- `EF_MAGENTA_TRAP`: 739
-- `EF_COBALT_TRAP`: 740
-- `EF_MAIZE_TRAP`: 741
-- `EF_VERDURE_TRAP`: 742
-- `EF_NORMAL_TRAP`: 743
-- `EF_CLOAKING2`: 744
-- `EF_AIMED_STR`: 745
-- `EF_ARROWSTORM_STR`: 746
-- `EF_LAULAMUS_STR`: 747
-- `EF_LAUAGNUS_STR`: 748
-- `EF_MILSHIELD_STR`: 749
-- `EF_CONCENTRATION2`: 750
-- `EF_FIREBALL2`: 751
-- `EF_BUNSINJYUTSU2`: 752
-- `EF_CLEARTIME`: 753
-- `EF_GLASSWALL3`: 754
-- `EF_ORATIO`: 755
-- `EF_POTION_BERSERK2`: 756
-- `EF_CIRCLEPOWER`: 757
-- `EF_ROLLING1`: 758
-- `EF_ROLLING2`: 759
-- `EF_ROLLING3`: 760
-- `EF_ROLLING4`: 761
-- `EF_ROLLING5`: 762
-- `EF_ROLLING6`: 763
-- `EF_ROLLING7`: 764
-- `EF_ROLLING8`: 765
-- `EF_ROLLING9`: 766
-- `EF_ROLLING10`: 767
-- `EF_PURPLEBODY`: 768
-- `EF_STIN6`: 769
-- `EF_RG_COIN4`: 770
-- `EF_POISONWAV`: 771
-- `EF_POISONSMOKE`: 772
-- `EF_GUMGANG4`: 773
-- `EF_SHIELDBOOMERANG4`: 774
-- `EF_CASTSPIN2`: 775
-- `EF_VULCANWAV`: 776
-- `EF_AGIUP2`: 777
-- `EF_DETECT3`: 778
-- `EF_AGIUP3`: 779
-- `EF_DETECT4`: 780
-- `EF_ELECTRIC3`: 781
-- `EF_GUARD4`: 782
-- `EF_BOTTOM_BARRIER`: 783
-- `EF_BOTTOM_STEALTH`: 784
-- `EF_REPAIRTIME`: 785
-- `EF_NC_ANAL`: 786
-- `EF_FIRETHROW`: 787
-- `EF_VENOMIMPRESS`: 788
-- `EF_FROSTMISTY`: 789
-- `EF_BURNING`: 790
-- `EF_COLDTHROW`: 791
-- `EF_MAKEHALLU`: 792
-- `EF_HALLUTIME`: 793
-- `EF_INFRAREDSCAN`: 794
-- `EF_CRASHAXE`: 795
-- `EF_GTHUNDER`: 796
-- `EF_STONERING`: 797
-- `EF_INTIMIDATE2`: 798
-- `EF_STASIS`: 799
-- `EF_REDLINE`: 800
-- `EF_FROSTDIVER3`: 801
-- `EF_BOTTOM_BASILICA2`: 802
-- `EF_RECOGNIZED`: 803
-- `EF_TETRA`: 804
-- `EF_TETRACASTING`: 805
-- `EF_FIREBALL3`: 806
-- `EF_INTIMIDATE3`: 807
-- `EF_RECOGNIZED2`: 808
-- `EF_CLOAKING3`: 809
-- `EF_INTIMIDATE4`: 810
-- `EF_STRETCH`: 811
-- `EF_BLACKBODY`: 812
-- `EF_ENERVATION`: 813
-- `EF_ENERVATION2`: 814
-- `EF_ENERVATION3`: 815
-- `EF_ENERVATION4`: 816
-- `EF_ENERVATION5`: 817
-- `EF_ENERVATION6`: 818
-- `EF_LINELINK4`: 819
-- `EF_RG_COIN5`: 820
-- `EF_WATERFALL_ANI`: 821
-- `EF_BOTTOM_MANHOLE`: 822
-- `EF_MANHOLE`: 823
-- `EF_MAKEFEINT`: 824
-- `EF_FORESTLIGHT6`: 825
-- `EF_DARKCASTING2`: 826
-- `EF_BOTTOM_ANI`: 827
-- `EF_BOTTOM_MAELSTROM`: 828
-- `EF_BOTTOM_BLOODYLUST`: 829
-- `EF_BEGINSPELL_N1`: 830
-- `EF_BEGINSPELL_N2`: 831
-- `EF_HEAL_N`: 832
-- `EF_CHOOKGI_N`: 833
-- `EF_JOBLVUP50_2`: 834
-- `EF_CHEMICAL2DASH2`: 835
-- `EF_CHEMICAL2DASH3`: 836
-- `EF_ROLLINGCAST`: 837
-- `EF_WATER_BELOW`: 838
-- `EF_WATER_FADE`: 839
-- `EF_BEGINSPELL_N3`: 840
-- `EF_BEGINSPELL_N4`: 841
-- `EF_BEGINSPELL_N5`: 842
-- `EF_BEGINSPELL_N6`: 843
-- `EF_BEGINSPELL_N7`: 844
-- `EF_BEGINSPELL_N8`: 845
-- `EF_WATER_SMOKE`: 846
-- `EF_DANCE1`: 847
-- `EF_DANCE2`: 848
-- `EF_LINKPARTICLE`: 849
-- `EF_SOULLIGHT2`: 850
-- `EF_SPR_PARTICLE`: 851
-- `EF_SPR_PARTICLE2`: 852
-- `EF_SPR_PLANT`: 853
-- `EF_CHEMICAL_V`: 854
-- `EF_SHOOTPARTICLE`: 855
-- `EF_BOT_REVERB`: 856
-- `EF_RAIN_PARTICLE`: 857
-- `EF_CHEMICAL_V2`: 858
-- `EF_SECRA`: 859
-- `EF_BOT_REVERB2`: 860
-- `EF_CIRCLEPOWER2`: 861
-- `EF_SECRA2`: 862
-- `EF_CHEMICAL_V3`: 863
-- `EF_ENERVATION7`: 864
-- `EF_CIRCLEPOWER3`: 865
-- `EF_SPR_PLANT2`: 866
-- `EF_CIRCLEPOWER4`: 867
-- `EF_SPR_PLANT3`: 868
-- `EF_RG_COIN6`: 869
-- `EF_SPR_PLANT4`: 870
-- `EF_CIRCLEPOWER5`: 871
-- `EF_SPR_PLANT5`: 872
-- `EF_CIRCLEPOWER6`: 873
-- `EF_SPR_PLANT6`: 874
-- `EF_CIRCLEPOWER7`: 875
-- `EF_SPR_PLANT7`: 876
-- `EF_CIRCLEPOWER8`: 877
-- `EF_SPR_PLANT8`: 878
-- `EF_HEARTASURA`: 879
-- `EF_BEGINSPELL_150`: 880
-- `EF_LEVEL99_150`: 881
-- `EF_PRIMECHARGE`: 882
-- `EF_GLASSWALL4`: 883
-- `EF_GRADIUS_LASER`: 884
-- `EF_BASH3D6`: 885
-- `EF_GUMGANG5`: 886
-- `EF_HITLINE8`: 887
-- `EF_ELECTRIC4`: 888
-- `EF_TEIHIT1T`: 889
-- `EF_SPINMOVE`: 890
-- `EF_FIREBALL4`: 891
-- `EF_TRIPLEATTACK4`: 892
-- `EF_CHEMICAL3S`: 893
-- `EF_GROUNDSHAKE`: 894
-- `EF_DQ9_CHARGE`: 895
-- `EF_DQ9_CHARGE2`: 896
-- `EF_DQ9_CHARGE3`: 897
-- `EF_DQ9_CHARGE4`: 898
-- `EF_BLUELINE`: 899
-- `EF_SELFSCROLL`: 900
-- `EF_SPR_LIGHTPRINT`: 901
-- `EF_PNG_TEST`: 902
-- `EF_BEGINSPELL_YB`: 903
-- `EF_CHEMICAL2DASH4`: 904
-- `EF_GROUNDSHAKE2`: 905
-- `EF_PRESSURE2`: 906
-- `EF_RG_COIN7`: 907
-- `EF_PRIMECHARGE2`: 908
-- `EF_PRIMECHARGE3`: 909
-- `EF_PRIMECHARGE4`: 910
-- `EF_GREENCASTING`: 911
-- `EF_WALLOFTHORN`: 912
-- `EF_FIREBALL5`: 913
-- `EF_THROWITEM11`: 914
-- `EF_SPR_PLANT9`: 915
-- `EF_DEMONICFIRE`: 916
-- `EF_DEMONICFIRE2`: 917
-- `EF_DEMONICFIRE3`: 918
-- `EF_HELLSPLANT`: 919
-- `EF_FIREWALL2`: 920
-- `EF_VACUUM`: 921
-- `EF_SPR_PLANT10`: 922
-- `EF_SPR_LIGHTPRINT2`: 923
-- `EF_POISONSMOKE2`: 924
-- `EF_MAKEHALLU2`: 925
-- `EF_SHOCKWAVE2`: 926
-- `EF_SPR_PLANT11`: 927
-- `EF_COLDTHROW2`: 928
-- `EF_DEMONICFIRE4`: 929
-- `EF_PRESSURE3`: 930
-- `EF_LINKPARTICLE2`: 931
-- `EF_SOULLIGHT3`: 932
-- `EF_CHAREFFECT`: 933
-- `EF_GUMGANG6`: 934
-- `EF_FIREBALL6`: 935
-- `EF_GUMGANG7`: 936
-- `EF_GUMGANG8`: 937
-- `EF_GUMGANG9`: 938
-- `EF_BOTTOM_DE2`: 939
-- `EF_COLDSTATUS`: 940
-- `EF_SPR_LIGHTPRINT3`: 941
-- `EF_WATERBALL3`: 942
-- `EF_HEAL_N2`: 943
-- `EF_RAIN_PARTICLE2`: 944
-- `EF_CLOUD9`: 945
-- `EF_YELLOWFLY3`: 946
-- `EF_EL_GUST`: 947
-- `EF_EL_BLAST`: 948
-- `EF_EL_AQUAPLAY`: 949
-- `EF_EL_UPHEAVAL`: 950
-- `EF_EL_WILD_STORM`: 951
-- `EF_EL_CHILLY_AIR`: 952
-- `EF_EL_CURSED_SOIL`: 953
-- `EF_EL_COOLER`: 954
-- `EF_EL_TROPIC`: 955
-- `EF_EL_PYROTECHNIC`: 956
-- `EF_EL_PETROLOGY`: 957
-- `EF_EL_HEATER`: 958
-- `EF_POISON_MIST`: 959
-- `EF_ERASER_CUTTER`: 960
-- `EF_SILENT_BREEZE`: 961
-- `EF_MAGMA_FLOW`: 962
-- `EF_GRAYBODY`: 963
-- `EF_LAVA_SLIDE`: 964
-- `EF_SONIC_CLAW`: 965
-- `EF_TINDER_BREAKER`: 966
-- `EF_MIDNIGHT_FRENZY`: 967
-- `EF_MACRO`: 968
-- `EF_CHEMICAL_ALLRANGE`: 969
-- `EF_TETRA_FIRE`: 970
-- `EF_TETRA_WATER`: 971
-- `EF_TETRA_WIND`: 972
-- `EF_TETRA_GROUND`: 973
-- `EF_EMITTER`: 974
-- `EF_VOLCANIC_ASH`: 975
-- `EF_LEVEL99_ORB1`: 976
-- `EF_LEVEL99_ORB2`: 977
-- `EF_LEVEL150`: 978
-- `EF_LEVEL150_SUB`: 979
-- `EF_THROWITEM4_1`: 980
-- `EF_THROW_HAPPOKUNAI`: 981
-- `EF_THROW_MULTIPLE_COIN`: 982
-- `EF_THROW_BAKURETSU`: 983
-- `EF_ROTATE_HUUMARANKA`: 984
-- `EF_ROTATE_BG`: 985
-- `EF_ROTATE_LINE_GRAY`: 986
-- `EF_2011RWC`: 987
-- `EF_2011RWC2`: 988
-- `EF_KAIHOU`: 989
-- `EF_GROUND_EXPLOSION`: 990
-- `EF_KG_KAGEHUMI`: 991
-- `EF_KO_ZENKAI_WATER`: 992
-- `EF_KO_ZENKAI_LAND`: 993
-- `EF_KO_ZENKAI_FIRE`: 994
-- `EF_KO_ZENKAI_WIND`: 995
-- `EF_KO_JYUMONJIKIRI`: 996
-- `EF_KO_SETSUDAN`: 997
-- `EF_RED_CROSS`: 998
-- `EF_KO_IZAYOI`: 999
-- `EF_ROTATE_LINE_BLUE`: 1000
-- `EF_KG_KYOMU`: 1001
-- `EF_KO_HUUMARANKA`: 1002
-- `EF_BLUELIGHTBODY`: 1003
-- `EF_KAGEMUSYA`: 1004
-- `EF_OB_GENSOU`: 1005
-- `EF_NO100_FIRECRACKER`: 1006
-- `EF_KO_MAKIBISHI`: 1007
-- `EF_KAIHOU1`: 1008
-- `EF_AKAITSUKI`: 1009
-- `EF_ZANGETSU`: 1010
-- `EF_GENSOU`: 1011
-- `EF_HAT_EFFECT`: 1012
-- `EF_CHERRYBLOSSOM`: 1013
-- `EF_EVENT_CLOUD`: 1014
-- `EF_RUN_MAKE_OK`: 1015
-- `EF_RUN_MAKE_FAILURE`: 1016
-- `EF_MIRESULT_MAKE_OK`: 1017
-- `EF_MIRESULT_MAKE_FAIL`: 1018
-- `EF_ALL_RAY_OF_PROTECTION`: 1019
-- `EF_VENOMFOG`: 1020
-- `EF_DUSTSTORM`: 1021
-- `EF_LEVEL160`: 1022
-- `EF_LEVEL160_SUB`: 1023
-- `EF_MAPCHAIN`: 1024
-- `EF_MAGIC_FLOOR`: 1025
-- `EF_ICEMINE`: 1026
-- `EF_FLAMECORSS`: 1027
-- `EF_ICEMINE_1`: 1028
-- `EF_DANCE_BLADE_ATK`: 1029
-- `EF_DARKPIERCING`: 1030
-- `EF_INVINCIBLEOFF2`: 1031
-- `EF_MAXPAIN`: 1032
-- `EF_DEATHSUMMON`: 1033
-- `EF_MOONSTAR`: 1034
-- `EF_STRANGELIGHTS`: 1035
-- `EF_SUPER_STAR`: 1036
-- `EF_YELLOBODY`: 1037
-- `EF_COLORPAPER2`: 1038
-- `EF_EVILS_PAW`: 1039
-- `EF_GC_DARKCROW`: 1040
-- `EF_RK_DRAGONBREATH_WATER`: 1041
-- `EF_ALL_FULL_THROTTLE`: 1042
-- `EF_SR_FLASHCOMBO`: 1043
-- `EF_RK_LUXANIMA`: 1044
-- `EF_CLOUD10`: 1045
-- `EF_SO_ELEMENTAL_SHIELD`: 1046
-- `EF_AB_OFFERTORIUM`: 1047
-- `EF_WL_TELEKINESIS_INTENSE`: 1048
-- `EF_GN_ILLUSIONDOPING`: 1049
-- `EF_NC_MAGMA_ERUPTION`: 1050
-- `EF_LG_KINGS_GRACE`: 1051
-- `EF_BLOODDRAIN2`: 1052
-- `EF_NPC_WIDEWEB`: 1053
-- `EF_NPC_BURNT`: 1054
-- `EF_NPC_CHILL`: 1055
-- `EF_RA_UNLIMIT`: 1056
-- `EF_AB_OFFERTORIUM_RING`: 1057
-- `EF_SC_ESCAPE`: 1058
-- `EF_WM_FRIGG_SONG`: 1059
-- `EF_FLICKER`: 1060
-- `EF_C_MAKER`: 1061
-- `EF_HAMMER_OF_GOD`: 1062
-- `EF_MASS_SPIRAL`: 1063
-- `EF_FIRE_RAIN`: 1064
-- `EF_WHITEBODY`: 1065
-- `EF_BANISHING_BUSTER`: 1066
-- `EF_SLUGSHOT`: 1067
-- `EF_D_TAIL`: 1068
-- `EF_BIND_TRAP1`: 1069
-- `EF_BIND_TRAP2`: 1070
-- `EF_BIND_TRAP3`: 1071
-- `EF_JUMPBODY1`: 1072
-- `EF_ANIMATED_EMITTER`: 1073
-- `EF_RL_EXPLOSION`: 1074
-- `EF_C_MAKER_1`: 1075
-- `EF_QD_SHOT`: 1076
-- `EF_P_ALTER`: 1077
-- `EF_S_STORM`: 1078
-- `EF_MUSIC_HAT`: 1079
-- `EF_CLOUD_KILL`: 1080
-- `EF_ESCAPE`: 1081
-- `EF_XENO_SLASHER`: 1082
-- `EF_FLOWERSMOKE`: 1083
-- `EF_FSTONE`: 1084
-- `EF_QSCARABA`: 1085
-- `EF_LJOSALFAR`: 1086
-- `EF_HAPPINESSSTAR`: 1087
-- `EF_POWER_OF_GAIA`: 1088
-- `EF_MAPLE_FALLS`: 1089
-- `EF_MARKING_USE_CHANGEMONSTER`: 1090
-- `EF_MAGICAL_FEATHER`: 1091
-- `EF_MERMAID_LONGING`: 1092
-- `EF_GIFT_OF_SNOW`: 1093
-- `EF_ACH_COMPLETE`: 1094
-- `EF_TIME_ACCESSORY`: 1095
-- `EF_SPRITEMABLE`: 1096
-- `EF_TUNAPARTY`: 1097
-
-### NPC sprite IDs
-
-- `FAKE_NPC`: -1
-- `WARPNPC`: 45
-- `1_ETC_01`: 46
-- `1_M_01`: 47
-- `1_M_02`: 48
-- `1_M_03`: 49
-- `1_M_04`: 50
-- `1_M_BARD`: 51
-- `1_M_HOF`: 52
-- `1_M_INNKEEPER`: 53
-- `1_M_JOBGUIDER`: 54
-- `1_M_JOBTESTER`: 55
-- `1_M_KNIGHTMASTER`: 56
-- `1_M_LIBRARYMASTER`: 57
-- `1_M_MERCHANT`: 58
-- `1_M_ORIENT01`: 59
-- `1_M_PASTOR`: 60
-- `1_M_PUBMASTER`: 61
-- `1_M_SIZ`: 62
-- `1_M_SMITH`: 63
-- `1_M_WIZARD`: 64
-- `1_M_YOUNGKNIGHT`: 65
-- `1_F_01`: 66
-- `1_F_02`: 67
-- `1_F_03`: 68
-- `1_F_04`: 69
-- `1_F_GYPSY`: 70
-- `1_F_LIBRARYGIRL`: 71
-- `1_F_MARIA`: 72
-- `1_F_MERCHANT_01`: 73
-- `1_F_MERCHANT_02`: 74
-- `1_F_ORIENT_01`: 75
-- `1_F_ORIENT_02`: 76
-- `1_F_ORIENT_03`: 77
-- `1_F_ORIENT_04`: 78
-- `1_F_PRIEST`: 79
-- `1_F_PUBGIRL`: 80
-- `4_DOG01`: 81
-- `4_KID01`: 82
-- `4_M_01`: 83
-- `4_M_02`: 84
-- `4_M_03`: 85
-- `4_M_04`: 86
-- `4_M_BARBER`: 87
-- `4_M_ORIENT01`: 88
-- `4_M_ORIENT02`: 89
-- `4_F_01`: 90
-- `4_F_02`: 91
-- `4_F_03`: 92
-- `4_F_04`: 93
-- `4_F_MAID`: 94
-- `4_F_SISTER`: 95
-- `4W_KID`: 96
-- `4W_M_01`: 97
-- `4W_M_02`: 98
-- `4W_M_03`: 99
-- `4W_SAILOR`: 100
-- `4W_F_01`: 101
-- `8_F`: 102
-- `8_F_GRANDMOTHER`: 103
-- `EFFECTLAUNCHER`: 104
-- `8W_SOLDIER`: 105
-- `1_M_MOC_LORD`: 106
-- `1_M_PAY_ELDER`: 107
-- `1_M_PRON_KING`: 108
-- `4_M_MANAGER`: 109
-- `4_M_MINISTER`: 110
-- `HIDDEN_NPC`: 111
-- `4_F_KAFRA6`: 112
-- `4_F_KAFRA5`: 113
-- `4_F_KAFRA4`: 114
-- `4_F_KAFRA3`: 115
-- `4_F_KAFRA2`: 116
-- `4_F_KAFRA1`: 117
-- `2_M_THIEFMASTER`: 118
-- `2_M_SWORDMASTER`: 119
-- `2_M_PHARMACIST`: 120
-- `2_M_MOLGENSTEIN`: 121
-- `2_M_DYEINGER`: 122
-- `2_F_MAGICMASTER`: 123
-- `4_F_TELEPORTER`: 124
-- `4_M_TELEPORTER`: 125
-- `HIDDEN_WARP_NPC`: 139
-- `4_M_MUT2`: 401
-- `4_M_SCIENCE`: 402
-- `4_F_VALKYRIE2`: 403
-- `4_M_UNCLEKNIGHT`: 404
-- `4_M_YOUNGKNIGHT`: 405
-- `2_MONEMUS`: 406
-- `4_M_ATEIL`: 407
-- `4_F_ANNIVERSARY`: 408
-- `4_M_GREATPO`: 409
-- `4_M_NOVELIST`: 410
-- `4_M_CHAMPSOUL`: 411
-- `4_M_OLDFRIAR`: 412
-- `4_M_CRU_SOLD`: 413
-- `4_M_CRU_KNT`: 414
-- `4_M_CRU_HEAD`: 415
-- `4_M_CRU_CRUA`: 416
-- `4_M_KY_SOLD`: 417
-- `4_M_KY_KNT`: 418
-- `4_M_KY_HEAD`: 419
-- `4_M_KY_KIYOM`: 420
-- `4_M_BOSSCAT`: 421
-- `4_M_BABYCAT`: 422
-- `4W_F_KAFRA2`: 423
-- `4_F_MUNAK`: 424
-- `4_M_BONGUN`: 425
-- `4_BEAR`: 426
-- `4_BLUEWOLF`: 427
-- `4_PECOPECO`: 428
-- `4_M_JP_MID`: 429
-- `4_M_JP_RUN`: 430
-- `4_ORCLADY`: 431
-- `4_ORCLADY2`: 432
-- `4_ORCWARRIOR`: 433
-- `4_ORCWARRIOR2`: 434
-- `4_F_FAIRY`: 435
-- `4_F_FAIRYKID`: 436
-- `4_F_FAIRYKID2`: 437
-- `4_F_FAIRYKID3`: 438
-- `4_F_FAIRYKID4`: 439
-- `4_F_FAIRYKID5`: 440
-- `4_F_FAIRYKID6`: 441
-- `4_M_FAIRYKID`: 442
-- `4_M_FAIRYKID2`: 443
-- `4_M_FAIRYKID3`: 444
-- `4_M_FAIRYKID4`: 445
-- `4_M_FAIRYKID5`: 446
-- `4_M_FAIRYSOLDIER`: 447
-- `4_M_TUFFOLD`: 448
-- `4_MAN_BENKUNI`: 449
-- `4_MAN_GALTUN`: 450
-- `4_MAN_JERUTOO`: 451
-- `4_MAN_LAVAIL`: 452
-- `4_MAN_NITT`: 453
-- `4_MAN_PIOM`: 454
-- `4_MAN_PIOM2`: 455
-- `4_M_DSTMAN`: 456
-- `4_M_DSTMANDEAD`: 457
-- `4_BABYLEOPARD`: 458
-- `4_M_REDSWORD`: 459
-- `4_MAN_PIOM3`: 460
-- `4_M_FAIRYSOLDIER2`: 461
-- `4_F_FAIRYSOLDIER`: 462
-- `4_DRAGON_EGG`: 463
-- `4_MIMIC`: 464
-- `4_F_FAIRY1`: 465
-- `4_F_GUILLOTINE`: 466
-- `4_M_GUILLOTINE`: 467
-- `4_M_KNIGHT_BLACK`: 468
-- `4_M_KNIGHT_GOLD`: 469
-- `4_M_KNIGHT_SILVER`: 470
-- `4_SKULL_MUD`: 471
-- `4_M_BRZ_INDIAN`: 472
-- `4_F_BRZ_INDIAN`: 473
-- `4_F_BRZ_INDOLD`: 474
-- `4_M_BRZ_JACI`: 475
-- `4_M_BRZ_MAN1`: 476
-- `4_M_BRZ_MAN2`: 477
-- `4_F_BRZ_WOMAN`: 478
-- `4_M_MINSTREL`: 479
-- `4_M_MINSTREL1`: 480
-- `4_M_SHADOWCHASER`: 481
-- `4_F_SHADOWCHASER`: 482
-- `4_M_SURA`: 483
-- `4_F_SURA`: 484
-- `4_F_WANDERER`: 485
-- `4_M_BARD`: 486
-- `1_FLAG_NOFEAR`: 487
-- `4_M_NOFEARGUY`: 488
-- `4_MAN_PIOM6`: 489
-- `4_MAN_PIOM4`: 490
-- `4_MAN_PIOM5`: 491
-- `4_MAN_GALTUN1`: 492
-- `4_HUMAN_GERUTOO`: 493
-- `4_M_ROKI`: 494
-- `4_M_MERCAT1`: 495
-- `4_M_MERCAT2`: 496
-- `4_M_CATMAN1`: 497
-- `4_M_CATMAN2`: 498
-- `4_F_BRZ_WOMAN2`: 499
-- `4_M_JP_DISH`: 500
-- `4_F_JP_NOAH`: 501
-- `4_F_JP_OZ`: 502
-- `4_F_JP_CHROME`: 503
-- `4_F_JP_RINNE`: 504
-- `4_WHITETIGER`: 505
-- `4_VENDING_MACHINE`: 506
-- `4_MISTY`: 507
-- `4_NECORING`: 508
-- `4_ELEPHANT`: 509
-- `4_F_NYDHOG`: 510
-- `4_F_NYDHOG2`: 511
-- `4_M_ROKI2`: 512
-- `4_M_DOGTRAVELER`: 513
-- `4_M_DOGTRAVELER2`: 514
-- `4_F_DOGTRAVELER`: 515
-- `4_M_RAFLE_GR`: 516
-- `4_M_RAFLE_OLD`: 517
-- `4_F_RAFLE_PK`: 518
-- `4_M_LYINGDOG`: 519
-- `4_F_MORAFINE1`: 520
-- `4_F_MORAFINE2`: 521
-- `4_M_RAFLE_OR`: 522
-- `4_F_RAFLE_YE`: 523
-- `4_M_RAFLE_VI`: 524
-- `4_F_RAFLE_VI`: 525
-- `4_M_ARDHA`: 526
-- `4_CREEPER`: 527
-- `JP_RUFAKU`: 528
-- `JP_SUPIKA`: 529
-- `JP_SABIKU`: 530
-- `JP_ARUGORU`: 531
-- `JP_ARUNA`: 532
-- `JP_AIRI`: 533
-- `4_M_DEWOLDMAN`: 534
-- `4_M_DEWOLDWOMAN`: 535
-- `4_M_DEWMAN`: 536
-- `4_M_DEWWOMAN`: 537
-- `4_M_DEWBOY`: 538
-- `4_M_DEWGIRL`: 539
-- `4_M_DEWZATICHIEF`: 540
-- `4_M_DEWZATIMAN`: 541
-- `4_M_ALCHE_E`: 542
-- `4_MASK_SMOKEY`: 543
-- `4_CAT_SAILOR1`: 544
-- `4_CAT_SAILOR2`: 545
-- `4_CAT_SAILOR3`: 546
-- `4_CAT_SAILOR4`: 547
-- `4_CAT_CHEF`: 548
-- `4_CAT_MERMASTER`: 549
-- `4_CRACK`: 550
-- `4_ASTER`: 551
-- `4_F_STARFISHGIRL`: 552
-- `4_CAT_DOWN`: 553
-- `4_CAT_REST`: 554
-- `4_CAT_3COLOR`: 555
-- `4_CAT_ADMIRAL`: 556
-- `4_SOIL`: 557
-- `4_F_ALCHE_A`: 558
-- `4_CAT_ADV1`: 559
-- `4_CAT_ADV2`: 560
-- `4_CAT_SAILOR5`: 561
-- `2_DROP_MACHINE`: 562
-- `2_SLOT_MACHINE`: 563
-- `2_VENDING_MACHINE1`: 564
-- `MOB_TOMB`: 565
-- `4_MYSTCASE`: 566
-- `4_M_SIT_NOVICE`: 567
-- `4_OCTOPUS_LEG`: 568
-- `4_F_NURSE`: 569
-- `4_MAL_SOLDIER`: 570
-- `4_MAL_CAPTAIN`: 571
-- `4_MAL_BUDIDAI`: 572
-- `4_M_MAYOR`: 573
-- `4_M_BARYO_OLD`: 574
-- `4_F_BARYO_OLD`: 575
-- `4_F_BARYO_GIRL`: 576
-- `4_M_BARYO_BOY`: 577
-- `4_M_BARYO_MAN`: 578
-- `4_F_BARYO_WOMAN`: 579
-- `4_BARYO_CHIEF`: 580
-- `4_MAL_KAFRA`: 581
-- `4_M_MALAYA`: 582
-- `4_F_MALAYA`: 583
-- `4_F_PATIENT`: 584
-- `4_M_PATIENT`: 585
-- `4_F_KR_TIGER`: 586
-- `4_M_KR_BOY`: 587
-- `4_M_KAGE_OLD`: 588
-- `4_WHIKEBAIN`: 589
-- `4_EREND`: 590
-- `4_RAWREL`: 591
-- `4_ARMAIA`: 592
-- `4_KAVAC`: 593
-- `4_YGNIZEM`: 594
-- `4_EREMES`: 595
-- `4_MAGALETA`: 596
-- `4_KATRINN`: 597
-- `4_SHECIL`: 598
-- `4_SEYREN`: 599
-- `4_HARWORD`: 600
-- `4_F_JP_CYNTHIA`: 601
-- `4_M_JP_GUSTON`: 602
-- `4_M_JP_BERKUT`: 603
-- `4_F_JP_DARK_ADELAIDE`: 604
-- `4_M_JP_DARK_DARIUS`: 605
-- `4_M_JP_JESTER`: 606
-- `XMAS_SMOKEY_B`: 607
-- `XMAS_SMOKEY_R`: 608
-- `XMAS_SMOKEY_Y`: 609
-- `4_F_CLOCKDOLL`: 610
-- `4_F_FAIRY2`: 611
-- `4_F_PINKWOMAN`: 612
-- `4_FAIRYDEADLEAF`: 613
-- `4_FROG`: 614
-- `4_M_BLACKMAN`: 615
-- `4_M_BLUEMAN`: 616
-- `4_M_FAIRYANG`: 617
-- `4_M_FAIRYAVANT`: 618
-- `4_M_FAIRYFREAK`: 619
-- `4_M_FAIRYKID6`: 620
-- `4_M_FAIRYSCHOLAR`: 621
-- `4_M_FAIRYSCHOLAR_DIRTY`: 622
-- `4_M_FARIY_HISIE`: 623
-- `4_M_FARIYKING`: 624
-- `4_M_NEWOZ`: 625
-- `4_M_OLIVER`: 626
-- `4_M_PROFESSORWORM`: 627
-- `4_M_REDMAN`: 628
-- `4_F_GELKA`: 629
-- `4_M_ROTERT`: 630
-- `4_BLACKDRAGON`: 631
-- `4_M_GUNSLINGER`: 632
-- `4_F_GUNSLINGER`: 633
-- `4_M_ARCHER`: 634
-- `4_M_SWORDMAN`: 635
-- `4_M_NINJA_RED`: 636
-- `4_M_NINJA_BLUE`: 637
-- `4_M_THIEF_RUMIN`: 638
-- `4_M_NOV_RUMIN`: 639
-- `4_F_MAYSEL`: 640
-- `4_F_ACOLYTE`: 641
-- `4_M_NOV_HUNT`: 642
-- `4_F_GENETIC`: 643
-- `4_F_TAEKWON`: 644
-- `4_F_SWORDMAN`: 645
-- `4_F_IU`: 646
-- `4_M_RAGI`: 647
-- `4_M_MELODY`: 648
-- `4_TRACE`: 649
-- `4_F_HIMEL`: 650
-- `4_LEVITATEMAN`: 651
-- `4_M_HEINRICH`: 652
-- `4_M_ROYALGUARD`: 653
-- `4_M_BARMUND`: 654
-- `4_F_KHALITZBURG`: 655
-- `4_F_HIMEL2`: 656
-- `4_WHITEKNIGHT`: 657
-- `4_COCO`: 658
-- `4_M_ALADDIN`: 659
-- `4_M_GENIE`: 660
-- `4_F_GENIE`: 661
-- `4_JP_MID_SWIM`: 662
-- `4_JP_RUNE_SWIM`: 663
-- `4_F_FENRIR`: 664
-- `4_F_GEFFEN_FAY`: 665
-- `4_F_IRIS`: 666
-- `4_F_LUCILE`: 667
-- `4_F_SARAH_BABY`: 668
-- `4_GEFFEN_01`: 669
-- `4_GEFFEN_02`: 670
-- `4_GEFFEN_03`: 671
-- `4_GEFFEN_04`: 672
-- `4_GEFFEN_05`: 673
-- `4_GEFFEN_06`: 674
-- `4_GEFFEN_07`: 675
-- `4_GEFFEN_08`: 676
-- `4_GEFFEN_09`: 677
-- `4_GEFFEN_10`: 678
-- `4_GEFFEN_11`: 679
-- `4_GEFFEN_12`: 680
-- `4_GEFFEN_13`: 681
-- `4_GEFFEN_14`: 682
-- `4_M_CHAOS`: 683
-- `4_M_CHIEF_IRIN`: 684
-- `4_M_SAKRAY`: 685
-- `4_M_SAKRAYROYAL`: 686
-- `4_TOWER_01`: 687
-- `4_TOWER_02`: 688
-- `4_TOWER_03`: 689
-- `4_TOWER_04`: 690
-- `4_TOWER_05`: 691
-- `4_TOWER_06`: 692
-- `4_TOWER_07`: 693
-- `4_TOWER_08`: 694
-- `4_TOWER_09`: 695
-- `4_TOWER_10`: 696
-- `4_TOWER_11`: 697
-- `4_TOWER_12`: 698
-- `4_TOWER_13`: 699
-- `8_F_GIRL`: 700
-- `4_F_GODEMOM`: 701
-- `4_F_GON`: 702
-- `4_F_KID2`: 703
-- `4_M_BIBI`: 704
-- `4_M_GEF_SOLDIER`: 705
-- `4_M_KID1`: 706
-- `4_M_MOC_SOLDIER`: 707
-- `4_M_PAY_SOLDIER`: 708
-- `4_M_SEAMAN`: 709
-- `4_M_SNOWMAN`: 710
-- `4_F_05`: 711
-- `4_M_05`: 712
-- `4_M_06`: 713
-- `4_F_06`: 714
-- `4_M_PIERROT`: 715
-- `4_M_KID2`: 716
-- `4_F_KID3`: 717
-- `4_M_SANTA`: 718
-- `4_F_NACORURI`: 719
-- `4_F_SHAMAN`: 720
-- `4_F_KAFRA7`: 721
-- `GUILD_FLAG`: 722
-- `1_SHADOW_NPC`: 723
-- `4_F_07`: 724
-- `4_F_JOB_ASSASSIN`: 725
-- `4_F_JOB_BLACKSMITH`: 726
-- `4_F_JOB_HUNTER`: 727
-- `4_F_JOB_KNIGHT`: 728
-- `4_F_NOVICE`: 729
-- `4_M_JOB_ASSASSIN`: 730
-- `4_M_JOB_BLACKSMITH`: 731
-- `4_M_JOB_HUNTER`: 732
-- `4_M_JOB_KNIGHT1`: 733
-- `4_M_JOB_KNIGHT2`: 734
-- `4_M_JOB_WIZARD`: 735
-- `4_BAPHOMET`: 736
-- `4_DARKLORD`: 737
-- `4_DEVIRUCHI`: 738
-- `8_DOPPEL`: 739
-- `2_M_ALCHE`: 740
-- `2_M_BARD_ORIENT`: 741
-- `2_M_SAGE_B`: 742
-- `2_M_SAGE_OLD`: 743
-- `4_F_ALCHE`: 744
-- `4_F_CRU`: 745
-- `4_F_MONK`: 746
-- `4_F_ROGUE`: 747
-- `4_M_ALCHE_A`: 748
-- `4_M_ALCHE_B`: 749
-- `4_M_ALCHE_C`: 750
-- `4_M_CRU`: 751
-- `4_M_CRU_OLD`: 752
-- `4_M_MONK`: 753
-- `4_M_SAGE_A`: 754
-- `4_M_SAGE_C`: 755
-- `4_F_SON`: 756
-- `4_F_JPN2`: 757
-- `4_F_JPN`: 758
-- `4_F_JPNCHIBI`: 759
-- `4_F_JPNOBA2`: 760
-- `4_F_JPNOBA`: 761
-- `4_M_JPN2`: 762
-- `4_M_JPN`: 763
-- `4_M_JPNCHIBI`: 764
-- `4_M_JPNOJI2`: 765
-- `4_M_JPNOJI`: 766
-- `8_M_JPNSOLDIER`: 767
-- `8_M_JPNMASTER`: 768
-- `4_F_JPNMU`: 769
-- `4_F_TWGIRL`: 770
-- `4_F_TWGRANDMOM`: 771
-- `4_F_TWMASKGIRL`: 772
-- `4_F_TWMIDWOMAN`: 773
-- `4_M_TWBOY`: 774
-- `4_M_TWMASKMAN`: 775
-- `4_M_TWMIDMAN`: 776
-- `4_M_TWOLDMAN`: 777
-- `4_M_TWTEAMAN`: 778
-- `4_M_YOYOROGUE`: 779
-- `8_M_TWSOLDIER`: 780
-- `4_F_UMGIRL`: 781
-- `4_F_UMOLDWOMAN`: 782
-- `4_F_UMWOMAN`: 783
-- `4_M_UMCHIEF`: 784
-- `4_M_UMDANCEKID2`: 785
-- `4_M_UMDANCEKID`: 786
-- `4_M_UMKID`: 787
-- `4_M_UMOLDMAN`: 788
-- `4_M_UMSOLDIER`: 789
-- `4_M_SALVATION`: 790
-- `4_F_NFDEADKAFRA`: 791
-- `4_F_NFDEADMGCIAN`: 792
-- `4_F_NFLOSTGIRL`: 793
-- `4_M_NFDEADMAN2`: 794
-- `4_M_NFDEADMAN`: 795
-- `4_M_NFDEADSWDMAN`: 796
-- `4_M_NFLOSTMAN`: 797
-- `4_M_NFMAN`: 798
-- `4_NFBAT`: 799
-- `4_NFCOCK`: 800
-- `4_NFCOFFIN`: 801
-- `4_NFWISP`: 802
-- `1_F_SIGNZISK`: 803
-- `1_M_SIGN1`: 804
-- `1_M_SIGNALCHE`: 805
-- `1_M_SIGNART`: 806
-- `1_M_SIGNMCNT`: 807
-- `1_M_SIGNMONK2`: 808
-- `1_M_SIGNMONK`: 809
-- `1_M_SIGNROGUE`: 810
-- `4_F_VALKYRIE`: 811
-- `TW_TOWER`: 812
-- `2_M_OLDBLSMITH`: 813
-- `4_F_CHNDOCTOR`: 814
-- `4_F_CHNDRESS1`: 815
-- `4_F_CHNDRESS2`: 816
-- `4_F_CHNDRESS3`: 817
-- `4_F_CHNWOMAN`: 818
-- `4_M_CHN8GUEK`: 819
-- `4_M_CHNCOOK`: 820
-- `4_M_CHNGENERL`: 821
-- `4_M_CHNMAN`: 822
-- `4_M_CHNMONK`: 823
-- `4_M_CHNOLD`: 824
-- `4_M_CHNSOLDIER`: 825
-- `4_M_DWARF`: 826
-- `4_M_GRANDMONK`: 827
-- `4_M_ROGUE`: 828
-- `4_M_DOMINO`: 829
-- `4_F_DOMINO`: 830
-- `4_F_ZONDAGIRL`: 831
-- `4_M_REIDIN_KURS`: 832
-- `4_M_ZONDAOYAJI`: 833
-- `4_M_BUDDHIST`: 834
-- `2_BOARD1`: 835
-- `2_BOARD2`: 836
-- `2_BULLETIN_BOARD`: 837
-- `4_F_THAIAYO`: 838
-- `4_F_THAIGIRL`: 839
-- `4_F_THAISHAMAN`: 840
-- `4_M_THAIAYO`: 841
-- `4_M_THAIOLD`: 842
-- `4_M_THAIONGBAK`: 843
-- `CLEAR_NPC`: 844
-- `4_F_RACING`: 845
-- `4_F_EINOLD`: 846
-- `4_M_EINOLD`: 847
-- `4_M_EINMINER`: 848
-- `4_M_DIEMAN`: 849
-- `4_F_EINWOMAN`: 850
-- `4_M_REPAIR`: 851
-- `4_M_EIN_SOLDIER`: 852
-- `4_M_YURI`: 853
-- `4_M_EINMAN2`: 854
-- `4_M_EINMAN`: 855
-- `2_F_SIGN1`: 856
-- `4_BOARD3`: 857
-- `4_BULLETIN_BOARD2`: 858
-- `4_F_AGENTKAFRA`: 859
-- `4_F_KAFRA8`: 860
-- `4_F_KAFRA9`: 861
-- `4_F_LGTGIRL`: 862
-- `4_F_LGTGRAND`: 863
-- `4_F_OPERATION`: 864
-- `4_LGTSCIENCE`: 865
-- `4_M_LGTGRAND`: 866
-- `4_M_LGTGUARD2`: 867
-- `4_M_LGTGUARD`: 868
-- `4_M_LGTMAN`: 869
-- `4_M_LGTPOOR`: 870
-- `4_M_OPERATION`: 871
-- `4_M_PRESIDENT`: 872
-- `4_M_REINDEER`: 873
-- `4_M_ZONDAMAN`: 874
-- `4_M_PECOKNIGHT`: 875
-- `4_CAT`: 876
-- `4_F_YUNYANG`: 877
-- `4_M_OILMAN`: 878
-- `4_F_CAPEGIRL`: 879
-- `4_M_MASKMAN`: 880
-- `4_M_SITDOWN`: 881
-- `4_F_SITDOWN`: 882
-- `4_M_ALCHE_D`: 883
-- `4_M_ACROSS`: 884
-- `4_F_ACROSS`: 885
-- `4_COOK`: 886
-- `4_M_LIEMAN`: 887
-- `2_POSTBOX`: 888
-- `4_BULL`: 889
-- `4_LAM`: 890
-- `4_F_HUGIRL`: 891
-- `4_F_HUGRANMA`: 892
-- `4_F_HUWOMAN`: 893
-- `4_F_KHELLISIA`: 894
-- `4_F_KHELLY`: 895
-- `4_M_HUBOY`: 896
-- `4_M_HUGRANFA`: 897
-- `4_M_HUMAN_01`: 898
-- `4_M_HUMAN_02`: 899
-- `4_M_HUMERCHANT`: 900
-- `4_M_HUOLDARMY`: 901
-- `4_M_KHKIEL`: 902
-- `4_M_KHKYEL`: 903
-- `4_M_KHMAN`: 904
-- `4_F_KHWOMAN`: 905
-- `4_F_KHGIRL`: 906
-- `4_M_KHBOY`: 907
-- `4_M_PHILMAN`: 908
-- `4_PORING`: 909
-- `2_COLAVEND`: 910
-- `4_F_SOCCER`: 911
-- `4_M_SOCCER7`: 912
-- `4_M_SOCCER9`: 913
-- `4_F_CHILD`: 914
-- `4_F_MADAME`: 915
-- `4_F_MASK1`: 916
-- `4_F_MASK`: 917
-- `4_F_RACHOLD`: 918
-- `4_F_SHABBY`: 919
-- `4_F_TRAINEE`: 920
-- `4_M_CHILD1`: 921
-- `4_M_CHILD`: 922
-- `4_M_DOCTOR`: 923
-- `4_M_FROZEN1`: 924
-- `4_M_FROZEN`: 925
-- `4_M_MASK1`: 926
-- `4_M_MASK`: 927
-- `4_M_MIDDLE1`: 928
-- `4_M_MIDDLE`: 929
-- `4_M_RACHMAN2`: 930
-- `4_M_RACHMAN1`: 931
-- `4_M_RACHOLD1`: 932
-- `4_M_RACHOLD`: 933
-- `4_M_RASWORD`: 934
-- `4_M_TRAINEE`: 935
-- `4_F_ARUNA_POP`: 936
-- `4_M_ARUNA_NFM1`: 937
-- `4_DST_CAMEL`: 938
-- `4_DST_SOLDIER`: 939
-- `4_F_DESERT`: 940
-- `4_F_DST_CHILD`: 941
-- `4_F_DST_GRAND`: 942
-- `4_M_DESERT`: 943
-- `4_M_DST_CHILD`: 944
-- `4_M_DST_GRAND`: 945
-- `4_M_DST_MASTER`: 946
-- `4_M_DST_TOUGH`: 947
-- `4_ANGELING`: 948
-- `4_ARCHANGELING`: 949
-- `4_GHOSTRING`: 950
-- `4_F_EDEN_MASTER`: 951
-- `4_F_EDEN_OFFICER`: 952
-- `4_M_EDEN_GUARDER`: 953
-- `4_M_PATRICK`: 954
-- `4_DONKEY`: 955
-- `4_M_TRISTAN`: 956
-- `4_WHITE_COW`: 957
-- `4_F_RUSCHILD`: 958
-- `4_F_RUSWOMAN1`: 959
-- `4_F_RUSWOMAN2`: 960
-- `4_F_RUSWOMAN3`: 961
-- `4_M_RUSCHILD`: 962
-- `4_M_GUSLIMAN`: 963
-- `4_M_RUSBALD`: 964
-- `4_M_RUSKING`: 965
-- `4_M_RUSKNIGHT`: 966
-- `4_M_RUSMAN1`: 967
-- `4_M_RUSMAN2`: 968
-- `4_M_DRAKE`: 969
-- `4_F_BABAYAGA`: 970
-- `4_F_RUSGREEN`: 971
-- `4_RUS_DWOLF`: 972
-- `1_FLAG_LION`: 973
-- `1_FLAG_EAGLE`: 974
-- `4_M_MIKID`: 975
-- `4_BLUE_FLOWER`: 976
-- `4_RED_FLOWER`: 977
-- `4_YELL_FLOWER`: 978
-- `4_F_CAVE1`: 979
-- `4_F_MUT1`: 980
-- `4_F_MUT2`: 981
-- `4_F_SCIENCE`: 982
-- `4_M_1STPRIN1`: 983
-- `4_M_1STPRIN2`: 984
-- `4_M_2NDPRIN1`: 985
-- `4_M_2NDPRIN2`: 986
-- `4_M_3RDPRIN1`: 987
-- `4_M_3RDPRIN2`: 988
-- `4_M_4THPRIN1`: 989
-- `4_M_4THPRIN2`: 990
-- `4_M_5THPRIN1`: 991
-- `4_M_5THPRIN2`: 992
-- `4_M_6THPRIN1`: 993
-- `4_M_6THPRIN2`: 994
-- `4_M_CASMAN1`: 995
-- `4_M_CAVE1`: 996
-- `4_M_MOCASS1`: 997
-- `4_M_MOCASS2`: 998
-- `4_M_MUT1`: 999
-- `4_TOWER_14`: 10001
-- `4_TOWER_15`: 10002
-- `4_TOWER_16`: 10003
-- `4_TOWER_17`: 10004
-- `4_TREASURE_BOX`: 10005
-- `ACADEMY_MASTER`: 10006
-- `PORTAL`: 10007
-- `THANATOS_BATTLE`: 10008
-- `THANATOS_KEEP`: 10009
-- `4_F_LYDIA`: 10010
-- `4_LUDE`: 10011
-- `4_ALIZA`: 10012
-- `4_ALICE`: 10013
-- `4_ARCHER_SKEL`: 10014
-- `4_JACK`: 10015
-- `4_SOLDIER_SKEL`: 10016
-- `4_LOLI_RURI`: 10017
-- `4_M_SAKRAY_TIED`: 10018
-- `4_M_ANTONIO`: 10019
-- `4_M_COOKIE`: 10020
-- `4_M_BELIEVER01`: 10021
-- `4_F_BELIEVER01`: 10022
-- `4_M_BELIEVER02`: 10023
-- `4_ROPEPILE`: 10024
-- `4_BRICKPILE`: 10025
-- `4_WOODPILE`: 10026
-- `4_M_TAMARIN`: 10027
-- `4_M_DEATH`: 10028
-- `4_GHOST_STAND`: 10029
-- `4_GHOST_COLLAPSE`: 10030
-- `4_COOKIEHOUSE`: 10031
-- `4_F_SKULL06GIRL`: 10032
-- `4_NONMYSTCASE`: 10033
-- `4_F_KIMI`: 10034
-- `4_M_FROZEN_GC`: 10035
-- `4_M_FROZEN_KN`: 10036
-- `4_SNAKE_LORD`: 10037
-- `4_F_MOCBOY`: 10038
-- `4_F_RUNAIN`: 10039
-- `4_M_ROEL`: 10040
-- `4_F_SHALOSH`: 10041
-- `4_ENERGY_RED`: 10042
-- `4_ENERGY_BLUE`: 10043
-- `4_ENERGY_YELLOW`: 10044
-- `4_ENERGY_BLACK`: 10045
-- `4_ENERGY_WHITE`: 10046
-- `4_F_PERE01`: 10047
-- `4_JITTERBUG`: 10048
-- `4_SEA_OTTER`: 10049
-- `4_GALAPAGO`: 10050
-- `4_DESERTWOLF_B`: 10051
-- `4_BB_PORING`: 10052
-- `4_F_CHARLESTON01`: 10053
-- `4_F_CHARLESTON02`: 10054
-- `4_F_CHARLESTON03`: 10055
-- `4_M_IAN`: 10056
-- `4_M_OLDSCHOLAR`: 10057
-- `4_F_LAPERM`: 10058
-- `4_M_DEBON`: 10059
-- `4_M_BIRMAN`: 10060
-- `4_F_SHAM`: 10061
-- `4_M_REBELLION`: 10062
-- `4_F_REBELLION`: 10063
-- `4_CHN_SHAOTH`: 10064
-- `4_SHOAL`: 10065
-- `4_F_SARAH`: 10066
-- `4_GIGANTES_BIG`: 10067
-- `4_GIGANTES`: 10068
-- `4_GIGANTES_SMALL`: 10069
-- `4_GARGOYLE_STATUE`: 10070
-- `4_AIRA`: 10071
-- `4_EZELLA`: 10072
-- `4_KULUNA`: 10073
-- `4_LUNE`: 10074
-- `4_MALLINA`: 10075
-- `4_MORIN`: 10076
-- `4_NASARIN`: 10077
-- `4_F_BERRYTEA`: 10078
-- `4_F_FRUIT`: 10079
-- `4_SCR_MT_ROBOTS`: 10080
-- `4_MACHINE_DEVICE`: 10081
-- `4_GC109`: 10082
-- `4_SYS_MSG`: 10083
-- `4_M_TATIO`: 10084
-- `4_M_REKENBER`: 10085
-- `4_XMAS_CAT1`: 10086
-- `4_XMAS_CAT2`: 10087
-- `4_XMAS_CAT3`: 10088
-- `4_XMAS_CAT4`: 10089
-- `4_XMAS_CAT5`: 10090
-- `4_XMAS_CAT6`: 10091
-- `4_M_DEATH2`: 10092
-- `4_S_KADOMATSU`: 10093
-- `4_B_KADOMATSU`: 10094
-- `4_F_08`: 10095
-- `4_F_08_STATUE`: 10096
-- `4_M_DARKPRIEST`: 10097
-- `4_JP_GARM_H`: 10098
-- `4_JP_MEDUSA_H`: 10099
-- `4_CHN_GVG_01`: 10100
-- `4_SPRING_RABBIT`: 10101
-- `4_PD_TYRA`: 10102
-- `4_PD_TYRANOS`: 10103
-- `4_PD_PLESI`: 10104
-- `4_PD_PLESIO`: 10105
-- `4_PD_BRACHI`: 10106
-- `4_PD_BRACHIOS`: 10107
-- `4_PD_GOLDDRAGON`: 10108
-- `4_PD_ZAEROG`: 10109
-- `4_PD_TAMADORA`: 10110
-- `4_JP_EDGA_H`: 10111
-- `4_JP_BRAGOLEM_H`: 10112
-- `4_EL_AQUA`: 10113
-- `4_EP16_NIHIL`: 10114
-- `4_EP16_SPICA`: 10115
-- `4_EP16_SKIA`: 10116
-- `4_EP16_PETER`: 10117
-- `4_EP16_CRUX`: 10118
-- `4_EP16_GRANZ`: 10119
-- `4_EP16_STOLZ`: 10120
-- `4_EP16_EGEO`: 10121
-- `4_EP16_COOK`: 10122
-- `4_EP16_MARK`: 10123
-- `4_EP16_TAMARIN`: 10124
-- `4_EP16_POE`: 10125
-- `4_EP16_ISAAC`: 10126
-- `4_EP16_HELMUT`: 10127
-- `4_EP16_WOLF`: 10128
-- `4_EP16_MEYER`: 10129
-- `4_EP16_AGNES`: 10130
-- `4_EP16_FOOD`: 10131
-- `4_EP16_LOUVIERE`: 10132
-- `4_EP16_MAX`: 10133
-- `4_EP16_SPIEGEL`: 10134
-- `4_MOONLIGHT`: 10135
-- `4_MISTRESS`: 10136
-- `4_DRACULA`: 10137
-- `4_STORMKNIGHT`: 10138
-- `4_TATTER`: 10139
-- `4_AS_RAGGED_GOLEM`: 10140
-- `4_AS_BLOODY_KNIGHT`: 10141
-- `4_AS_WIND_GHOST`: 10142
-- `4_F_BIJOU`: 10143
-- `4_EP16_COOK2`: 10144
-- `4_SERVICE_30_M_01`: 10145
-- `4_SERVICE_30_F_01`: 10146
-- `4_SCR_AT_ROBOTS`: 10147
-- `4_F_RANGER`: 10148
-- `4_WAG`: 10149
-- `4_NPC_TRAP`: 10150
-- `4_RAGGLER`: 10151
-- `4_DR_PEPE`: 10152
-- `4_DR_GAMBERI`: 10153
-- `4_DR_AGLIO`: 10154
-- `4_DR_OLIO`: 10155
-- `4_DR_STELO`: 10156
-- `4_DR_TORTEL`: 10157
-- `4_BASIL_SLAVE`: 10158
-- `4_DOU_JINDO`: 10159
-- `4_DOU_SIBA`: 10160
-- `4_TARUTUPI`: 10161
-- `4_DR_SOLDIER`: 10162
-- `4_DR_M_01`: 10163
-- `4_DR_M_02`: 10164
-- `4_DR_F_01`: 10165
-- `4_DR_F_02`: 10166
-- `4_DR_KID_01`: 10167
-- `4_JP_2015EVT`: 10168
-- `4_ALLIGATOR`: 10169
-- `4_ANOLIAN`: 10170
-- `4_TACNU`: 10171
-- `4_CENERE`: 10172
-- `4_F_ARUNA_POP2`: 10173
-- `4_JACK_HEAD`: 10174
-- `4_INJUSTICE`: 10175
-- `4_BLOODYMAN`: 10176
-- `4_GIBBET`: 10177
-- `4_DULLAHAN`: 10178
-- `4_M_LAZY`: 10179
-- `4_M_GONY`: 10180
-- `4_M_ROOKIE`: 10181
-- `4_M_PHILOFONTES`: 10182
-- `4_F_ESTLOVELOY`: 10183
-- `4_F_LEEDSH`: 10184
-- `4_F_DIENE`: 10185
-- `4_F_COATNEIS`: 10186
-- `4_M_RUPERT`: 10187
-- `4_M_FALLENGONY`: 10188
-- `4_M_EISEN`: 10189
-- `4_F_DEADEVIL`: 10190
-- `4_F_HUNTER_EVIL`: 10191
-- `4_F_ELENA`: 10192
-- `4_F_ANYA`: 10193
-- `4_M_SEIREN_UC`: 10194
-- `4_M_GUNSLINGER2`: 10195
-- `4_M_GUNSLINGER3`: 10196
-- `4_M_REBELLION2`: 10197
-- `4_M_REBELLION3`: 10198
-- `4_F_GUNSLINGER2`: 10199
-- `4_F_GUNSLINGER3`: 10200
-- `4_F_REBELLION2`: 10201
-- `4_F_REBELLION3`: 10202
-- `4_M_ILYA`: 10203
-- `4_ELDER`: 10205
-- `4_LUNATIC`: 10206
-- `4_F_NOVICE2`: 10207
-- `4_WICKEDNYMPH`: 10208
-- `4_F_PREMI`: 10209
-- `4_M_COSTELL`: 10210
-- `4_M_YATTWARP`: 10211
-- `4_M_EVOKASCUDI`: 10212
-- `4_M_JOHNNYJAMES`: 10213
-- `4_M_ALBERTFORD`: 10214
-- `4_M_SEANMCCURDY`: 10215
-- `4_M_KARAMPUCCI`: 10216
-- `4_M_CACTUSMAN1`: 10217
-- `4_M_CACTUSMAN2`: 10218
-- `4_M_CACTUSMAN3`: 10219
-- `4_M_CACTUSLADY`: 10220
-- `4_M_GAST`: 10221
-- `4_M_CACTUSCHILD`: 10222
-- `4_KING`: 10223
-- `4_F_BOMI`: 10224
-- `4_M_CACTUSCHIEF`: 10225
-- `4_F_CACTUSCHILD2`: 10226
-- `4_F_CACTUSLADY2`: 10227
-- `4_F_CACTUSLADY3`: 10228
-- `4_M_CACTUS`: 10229
-- `4_M_COWRAIDERS1`: 10230
-- `4_M_COWRAIDERS2`: 10231
-- `4_M_COWRAIDERS3`: 10232
-- `4_F_JP14THEVT`: 10233
-- `4_M_POORSCHOLAR`: 10234
-- `4_M_PEPPERROTI`: 10235
-- `JP_NPC01`: 10236
-- `4_PURPLE_WARP`: 10237
-- `4_F_NARIN`: 10238
-- `4_M_URGENT_MAN`: 10239
-- `4_M_KEEN_SOLDIER`: 10240
-- `4_F_SLOPPY_WOMAN`: 10241
-- `4_F_DRKAFRA01`: 10242
-- `4_M_DRZONDA01`: 10243
-- `4_M_SWD_RENO`: 10244
-- `4_M_KNG_RENO`: 10245
-- `4_M_AC_RUMIN`: 10246
-- `4_M_HIGH_WIZARD`: 10247
-- `4_SYSTEM_BOX`: 10248
-
-### Mercenary IDs
-
-- `MER_LIF`: 6001
-- `MER_AMISTR`: 6002
-- `MER_FILIR`: 6003
-- `MER_VANILMIRTH`: 6004
-- `MER_LIF2`: 6005
-- `MER_AMISTR2`: 6006
-- `MER_FILIR2`: 6007
-- `MER_VANILMIRTH2`: 6008
-- `MER_LIF_H`: 6009
-- `MER_AMISTR_H`: 6010
-- `MER_FILIR_H`: 6011
-- `MER_VANILMIRTH_H`: 6012
-- `MER_LIF_H2`: 6013
-- `MER_AMISTR_H2`: 6014
-- `MER_FILIR_H2`: 6015
-- `MER_VANILMIRTH_H2`: 6016
-- `MER_ARCHER01`: 6017
-- `MER_ARCHER02`: 6018
-- `MER_ARCHER03`: 6019
-- `MER_ARCHER04`: 6020
-- `MER_ARCHER05`: 6021
-- `MER_ARCHER06`: 6022
-- `MER_ARCHER07`: 6023
-- `MER_ARCHER08`: 6024
-- `MER_ARCHER09`: 6025
-- `MER_ARCHER10`: 6026
-- `MER_LANCER01`: 6027
-- `MER_LANCER02`: 6028
-- `MER_LANCER03`: 6029
-- `MER_LANCER04`: 6030
-- `MER_LANCER05`: 6031
-- `MER_LANCER06`: 6032
-- `MER_LANCER07`: 6033
-- `MER_LANCER08`: 6034
-- `MER_LANCER09`: 6035
-- `MER_LANCER10`: 6036
-- `MER_SWORDMAN01`: 6037
-- `MER_SWORDMAN02`: 6038
-- `MER_SWORDMAN03`: 6039
-- `MER_SWORDMAN04`: 6040
-- `MER_SWORDMAN05`: 6041
-- `MER_SWORDMAN06`: 6042
-- `MER_SWORDMAN07`: 6043
-- `MER_SWORDMAN08`: 6044
-- `MER_SWORDMAN09`: 6045
-- `MER_SWORDMAN10`: 6046
-
-### checkquest
-
-- `HAVEQUEST`: 0
-- `PLAYTIME`: 1
-- `HUNTING`: 2
-
-### questinfo
-
-- `QTYPE_NONE`: 9999
-- `QTYPE_QUEST`: 0
-- `QTYPE_QUEST2`: 1
-- `QTYPE_JOB`: 2
-- `QTYPE_JOB2`: 3
-- `QTYPE_EVENT`: 4
-- `QTYPE_EVENT2`: 5
-- `QTYPE_WARG`: 6
-- `QTYPE_CLICKME`: 6
-- `QTYPE_DAILYQUEST`: 7
-- `QTYPE_WARG2`: 8
-- `QTYPE_EVENT3`: 8
-- `QTYPE_JOBQUEST`: 9
-- `QTYPE_JUMPING_PORING`: 10
-
-### Font weight
-
-- `FW_DONTCARE`: 0
-- `FW_THIN`: 100
-- `FW_EXTRALIGHT`: 200
-- `FW_LIGHT`: 300
-- `FW_NORMAL`: 400
-- `FW_MEDIUM`: 500
-- `FW_SEMIBOLD`: 600
-- `FW_BOLD`: 700
-- `FW_EXTRABOLD`: 800
-- `FW_HEAVY`: 900
-
-### old setlook (use LOOK_* constants instead)
-
-- `VAR_HEAD`: 1 **(DEPRECATED)**
-- `VAR_WEAPON`: 2 **(DEPRECATED)**
-- `VAR_HEAD_TOP`: 3 **(DEPRECATED)**
-- `VAR_HEAD_MID`: 4 **(DEPRECATED)**
-- `VAR_HEAD_BOTTOM`: 5 **(DEPRECATED)**
-- `VAR_HEADPALETTE`: 6 **(DEPRECATED)**
-- `VAR_BODYPALETTE`: 7 **(DEPRECATED)**
-- `VAR_SHIELD`: 8 **(DEPRECATED)**
-- `VAR_SHOES`: 9 **(DEPRECATED)**
-
-### Directions
-
-- `DIR_NORTH`: 0
-- `DIR_NORTHWEST`: 1
-- `DIR_WEST`: 2
-- `DIR_SOUTHWEST`: 3
-- `DIR_SOUTH`: 4
-- `DIR_SOUTHEAST`: 5
-- `DIR_EAST`: 6
-- `DIR_NORTHEAST`: 7
-
-### Item types
-
-- `IT_HEALING`: 0
-- `IT_USABLE`: 2
-- `IT_ETC`: 3
-- `IT_WEAPON`: 4
-- `IT_ARMOR`: 5
-- `IT_CARD`: 6
-- `IT_PETEGG`: 7
-- `IT_PETARMOR`: 8
-- `IT_AMMO`: 10
-- `IT_DELAYCONSUME`: 11
-- `IT_CASH`: 18
-
-### queueopt
-
-- `QUEUEOPT_LOGOUT`: 1
-- `QUEUEOPT_DEATH`: 2
-- `QUEUEOPT_MAPCHANGE`: 3
-
-### Instance owner type
-
-- `IOT_NONE`: 0
-- `IOT_CHAR`: 1
-- `IOT_PARTY`: 2
-- `IOT_GUILD`: 3
-
-### tradertype
-
-- `NST_ZENY`: 0
-- `NST_CASH`: 1
-- `NST_MARKET`: 2
-- `NST_CUSTOM`: 3
-
-### strcharinfo
-
-- `PC_NAME`: 0
-- `PC_PARTY`: 1
-- `PC_GUILD`: 2
-- `PC_MAP`: 3
-
-### strnpcinfo
-
-- `NPC_NAME`: 0
-- `NPC_NAME_VISIBLE`: 1
-- `NPC_NAME_HIDDEN`: 2
-- `NPC_NAME_UNIQUE`: 3
-- `NPC_MAP`: 4
-
-### getcharid
-
-- `CHAR_ID_CHAR`: 0
-- `CHAR_ID_PARTY`: 1
-- `CHAR_ID_GUILD`: 2
-- `CHAR_ID_ACCOUNT`: 3
-- `CHAR_ID_BG`: 4
-
-### sc_start
-
-- `SCFLAG_NONE`: 0
-- `SCFLAG_NOAVOID`: 1
-- `SCFLAG_FIXEDTICK`: 2
-- `SCFLAG_LOADED`: 4
-- `SCFLAG_FIXEDRATE`: 8
-- `SCFLAG_NOICON`: 16
-
-### Mount types
-
-- `MOUNT_NONE`: 0
-- `MOUNT_PECO`: 1
-- `MOUNT_WUG`: 2
-- `MOUNT_MADO`: 3
-- `MOUNT_DRAGON`: 4
-- `MOUNT_DRAGON_GREEN`: 4
-- `MOUNT_DRAGON_BROWN`: 5
-- `MOUNT_DRAGON_GRAY`: 6
-- `MOUNT_DRAGON_BLUE`: 7
-- `MOUNT_DRAGON_RED`: 8
-
-### Gettime Types
-
-- `GETTIME_SECOND`: 1
-- `GETTIME_MINUTE`: 2
-- `GETTIME_HOUR`: 3
-- `GETTIME_WEEKDAY`: 4
-- `GETTIME_DAYOFMONTH`: 5
-- `GETTIME_MONTH`: 6
-- `GETTIME_YEAR`: 7
-- `GETTIME_DAYOFYEAR`: 8
-
-### gettimer
-
-- `TIMER_COUNT`: 0
-- `TIMER_TICK_NEXT`: 1
-- `TIMER_TICK_LAST`: 2
-
-### unit types
-
-- `UNITTYPE_PC`: 0
-- `UNITTYPE_NPC`: 1
-- `UNITTYPE_PET`: 2
-- `UNITTYPE_MOB`: 3
-- `UNITTYPE_HOM`: 4
-- `UNITTYPE_MER`: 5
-- `UNITTYPE_ELEM`: 6
-
-### Unit AI Types
-
-- `AI_NONE`: 0
-- `AI_ATTACK`: 1
-- `AI_SPHERE`: 2
-- `AI_FLORA`: 3
-- `AI_ZANZOU`: 4
-
-### Colors
-
-- `C_AQUA`: 65535
-- `C_BLACK`: 0
-- `C_BLUE`: 255
-- `C_GRAY`: 8421504
-- `C_GREEN`: 32768
-- `C_LIME`: 65280
-- `C_MAROON`: 8388608
-- `C_NAVY`: 128
-- `C_OLIVE`: 8421376
-- `C_ORANGE`: 16753920
-- `C_PURPLE`: 8388736
-- `C_RED`: 16711680
-- `C_SILVER`: 12632256
-- `C_SPRINGGREEN`: 65433
-- `C_TEAL`: 32896
-- `C_WHITE`: 16777215
-- `C_YELLOW`: 16776960
-- `C_PINK`: 16761035
-- `C_CHOCOLATE`: 13789470
-- `C_GOLD`: 16766720
-- `C_VIOLET`: 15631086
-
-### Genders
-
-- `SEX_FEMALE`: 0
-- `SEX_MALE`: 1
-- `SEX_ANY`: 2
-
-### Script Unit Data Types
-
-- `UDT_TYPE`: 0
-- `UDT_SIZE`: 1
-- `UDT_LEVEL`: 2
-- `UDT_HP`: 3
-- `UDT_MAXHP`: 4
-- `UDT_SP`: 5
-- `UDT_MAXSP`: 6
-- `UDT_MASTERAID`: 7
-- `UDT_MASTERCID`: 8
-- `UDT_MAPIDXY`: 9
-- `UDT_WALKTOXY`: 10
-- `UDT_SPEED`: 11
-- `UDT_MODE`: 12
-- `UDT_AI`: 13
-- `UDT_SCOPTION`: 14
-- `UDT_SEX`: 15
-- `UDT_CLASS`: 16
-- `UDT_HAIRSTYLE`: 17
-- `UDT_HAIRCOLOR`: 18
-- `UDT_HEADBOTTOM`: 19
-- `UDT_HEADMIDDLE`: 20
-- `UDT_HEADTOP`: 21
-- `UDT_CLOTHCOLOR`: 22
-- `UDT_SHIELD`: 23
-- `UDT_WEAPON`: 24
-- `UDT_LOOKDIR`: 25
-- `UDT_CANMOVETICK`: 26
-- `UDT_STR`: 27
-- `UDT_AGI`: 28
-- `UDT_VIT`: 29
-- `UDT_INT`: 30
-- `UDT_DEX`: 31
-- `UDT_LUK`: 32
-- `UDT_ATKRANGE`: 33
-- `UDT_ATKMIN`: 34
-- `UDT_ATKMAX`: 35
-- `UDT_MATKMIN`: 36
-- `UDT_MATKMAX`: 37
-- `UDT_DEF`: 38
-- `UDT_MDEF`: 39
-- `UDT_HIT`: 40
-- `UDT_FLEE`: 41
-- `UDT_PDODGE`: 42
-- `UDT_CRIT`: 43
-- `UDT_RACE`: 44
-- `UDT_ELETYPE`: 45
-- `UDT_ELELEVEL`: 46
-- `UDT_AMOTION`: 47
-- `UDT_ADELAY`: 48
-- `UDT_DMOTION`: 49
-- `UDT_HUNGER`: 50
-- `UDT_INTIMACY`: 51
-- `UDT_LIFETIME`: 52
-- `UDT_MERC_KILLCOUNT`: 53
-- `UDT_STATADD`: 54
-- `UDT_ROBE`: 55
-- `UDT_BODY2`: 56
-
-
-## Hardcoded Constants (source)
-
-
-### Boolean
-
-- `true`: 1
-- `false`: 0
-
-### Server defines
-
-- `PACKETVER`: 20141022
-- `MAX_LEVEL`: 175
-- `MAX_STORAGE`: 600
-- `MAX_GUILD_STORAGE`: 600
-- `MAX_CART`: 100
-- `MAX_INVENTORY`: 100
-- `MAX_ZENY`: 2147483647
-- `MAX_BANK_ZENY`: 2147483647
-- `MAX_BG_MEMBERS`: 30
-- `MAX_CHAT_USERS`: 20
-- `MAX_REFINE`: 20
-
-### status options
-
-- `Option_Nothing`: 0
-- `Option_Sight`: 1
-- `Option_Hide`: 2
-- `Option_Cloak`: 4
-- `Option_Falcon`: 16
-- `Option_Riding`: 32
-- `Option_Invisible`: 64
-- `Option_Orcish`: 2048
-- `Option_Wedding`: 4096
-- `Option_Chasewalk`: 16384
-- `Option_Flying`: 32768
-- `Option_Xmas`: 65536
-- `Option_Transform`: 131072
-- `Option_Summer`: 262144
-- `Option_Dragon1`: 524288
-- `Option_Wug`: 1048576
-- `Option_Wugrider`: 2097152
-- `Option_Madogear`: 4194304
-- `Option_Dragon2`: 8388608
-- `Option_Dragon3`: 16777216
-- `Option_Dragon4`: 33554432
-- `Option_Dragon5`: 67108864
-- `Option_Hanbok`: 134217728
-- `Option_Oktoberfest`: 268435456
-- `Option_Summer2`: 536870912
-
-### status option compounds
-
-- `Option_Dragon`: 126353408
-- `Option_Costume`: 939855872
-
-### send_target
-
-- `ALL_CLIENT`: 0
-- `ALL_SAMEMAP`: 1
-- `AREA`: 2
-- `AREA_WOS`: 3
-- `AREA_WOC`: 4
-- `AREA_WOSC`: 5
-- `AREA_CHAT_WOC`: 6
-- `CHAT`: 7
-- `CHAT_WOS`: 8
-- `PARTY`: 9
-- `PARTY_WOS`: 10
-- `PARTY_SAMEMAP`: 11
-- `PARTY_SAMEMAP_WOS`: 12
-- `PARTY_AREA`: 13
-- `PARTY_AREA_WOS`: 14
-- `GUILD`: 15
-- `GUILD_WOS`: 16
-- `GUILD_SAMEMAP`: 17
-- `GUILD_SAMEMAP_WOS`: 18
-- `GUILD_AREA`: 19
-- `GUILD_AREA_WOS`: 20
-- `GUILD_NOBG`: 21
-- `DUEL`: 22
-- `DUEL_WOS`: 23
-- `SELF`: 24
-- `BG`: 25
-- `BG_WOS`: 26
-- `BG_SAMEMAP`: 27
-- `BG_SAMEMAP_WOS`: 28
-- `BG_AREA`: 29
-- `BG_AREA_WOS`: 30
-- `BG_QUEUE`: 31
-
-### LOOK_ constants, use in setlook/changelook script commands
-
-- `LOOK_BASE`: 0
-- `LOOK_HAIR`: 1
-- `LOOK_WEAPON`: 2
-- `LOOK_HEAD_BOTTOM`: 3
-- `LOOK_HEAD_TOP`: 4
-- `LOOK_HEAD_MID`: 5
-- `LOOK_HAIR_COLOR`: 6
-- `LOOK_CLOTHES_COLOR`: 7
-- `LOOK_SHIELD`: 8
-- `LOOK_SHOES`: 9
-- `LOOK_BODY`: 10
-- `LOOK_FLOOR`: 11
-- `LOOK_ROBE`: 12
-- `LOOK_BODY2`: 13
-
-### Equip Position in Bits, use with *getiteminfo type 5, or @inventorylist_equip
-
-- `EQP_HEAD_LOW`: 1
-- `EQP_HEAD_MID`: 512
-- `EQP_HEAD_TOP`: 256
-- `EQP_HAND_R`: 2
-- `EQP_HAND_L`: 32
-- `EQP_ARMOR`: 16
-- `EQP_SHOES`: 64
-- `EQP_GARMENT`: 4
-- `EQP_ACC_L`: 8
-- `EQP_ACC_R`: 128
-- `EQP_COSTUME_HEAD_TOP`: 1024
-- `EQP_COSTUME_HEAD_MID`: 2048
-- `EQP_COSTUME_HEAD_LOW`: 4096
-- `EQP_COSTUME_GARMENT`: 8192
-- `EQP_AMMO`: 32768
-- `EQP_SHADOW_ARMOR`: 65536
-- `EQP_SHADOW_WEAPON`: 131072
-- `EQP_SHADOW_SHIELD`: 262144
-- `EQP_SHADOW_SHOES`: 524288
-- `EQP_SHADOW_ACC_R`: 1048576
-- `EQP_SHADOW_ACC_L`: 2097152
-- `EQP_WEAPON`: 2
-- `EQP_SHIELD`: 32
-- `EQP_ARMS`: 34
-- `EQP_HELM`: 769
-- `EQP_ACC`: 136
-- `EQP_COSTUME`: 15360
-- `EQP_SHADOW_ACC`: 3145728
-- `EQP_SHADOW_ARMS`: 393216
-
-### Item Option Types
-
-- `IT_OPT_INDEX`: 0
-- `IT_OPT_VALUE`: 1
-- `IT_OPT_PARAM`: 2
-
-### Maximum Item Options
-
-- `MAX_ITEM_OPTIONS`: 5
-
-### Navigation constants, use with *navigateto*
-
-- `NAV_NONE`: 0
-- `NAV_AIRSHIP_ONLY`: 1
-- `NAV_SCROLL_ONLY`: 10
-- `NAV_AIRSHIP_AND_SCROLL`: 11
-- `NAV_KAFRA_ONLY`: 100
-- `NAV_KAFRA_AND_AIRSHIP`: 101
-- `NAV_KAFRA_AND_SCROLL`: 110
-- `NAV_ALL`: 111
-
-### BL types
-
-- `BL_PC`: 1
-- `BL_MOB`: 2
-- `BL_PET`: 4
-- `BL_HOM`: 8
-- `BL_MER`: 16
-- `BL_ITEM`: 32
-- `BL_SKILL`: 64
-- `BL_NPC`: 128
-- `BL_CHAT`: 256
-- `BL_ELEM`: 512
-- `BL_CHAR`: 539
-- `BL_ALL`: 4095
-
-### Refine Chance Types
-
-- `REFINE_CHANCE_TYPE_NORMAL`: 0
-- `REFINE_CHANCE_TYPE_ENRICHED`: 1
-- `REFINE_CHANCE_TYPE_E_NORMAL`: 2
-- `REFINE_CHANCE_TYPE_E_ENRICHED`: 3
-
-### Player permissions
-
-- `PERM_TRADE`: 1
-- `PERM_PARTY`: 2
-- `PERM_ALL_SKILL`: 4
-- `PERM_USE_ALL_EQUIPMENT`: 8
-- `PERM_SKILL_UNCONDITIONAL`: 16
-- `PERM_JOIN_ALL_CHAT`: 32
-- `PERM_NO_CHAT_KICK`: 64
-- `PERM_HIDE_SESSION`: 128
-- `PERM_RECEIVE_HACK_INFO`: 512
-- `PERM_WARP_ANYWHERE`: 1024
-- `PERM_VIEW_HPMETER`: 2048
-- `PERM_VIEW_EQUIPMENT`: 4096
-- `PERM_USE_CHECK`: 8192
-- `PERM_USE_CHANGEMAPTYPE`: 16384
-- `PERM_USE_ALL_COMMANDS`: 32768
-- `PERM_RECEIVE_REQUESTS`: 65536
-- `PERM_SHOW_BOSS`: 131072
-- `PERM_DISABLE_PVM`: 262144
-- `PERM_DISABLE_PVP`: 524288
-- `PERM_DISABLE_CMD_DEAD`: 1048576
-- `PERM_HCHSYS_ADMIN`: 2097152
-- `PERM_TRADE_BOUND`: 4194304
-- `PERM_DISABLE_PICK_UP`: 8388608
-- `PERM_DISABLE_STORE`: 16777216
-- `PERM_DISABLE_EXP`: 33554432
-- `PERM_DISABLE_SKILL_USAGE`: 67108864
-
-### Data types
-
-- `DATATYPE_NIL`: 128
-- `DATATYPE_STR`: 256
-- `DATATYPE_INT`: 512
-- `DATATYPE_CONST`: 1024
-- `DATATYPE_PARAM`: 2048
-- `DATATYPE_VAR`: 4096
-- `DATATYPE_LABEL`: 8192
-
-### Logmes types
-
-- `LOGMES_NPC`: 0
-- `LOGMES_ATCOMMAND`: 1
-
-### Item Subtypes (Weapon types)
-
-- `W_FIST`: 0
-- `W_DAGGER`: 1
-- `W_1HSWORD`: 2
-- `W_2HSWORD`: 3
-- `W_1HSPEAR`: 4
-- `W_2HSPEAR`: 5
-- `W_1HAXE`: 6
-- `W_2HAXE`: 7
-- `W_MACE`: 8
-- `W_2HMACE`: 9
-- `W_STAFF`: 10
-- `W_BOW`: 11
-- `W_KNUCKLE`: 12
-- `W_MUSICAL`: 13
-- `W_WHIP`: 14
-- `W_BOOK`: 15
-- `W_KATAR`: 16
-- `W_REVOLVER`: 17
-- `W_RIFLE`: 18
-- `W_GATLING`: 19
-- `W_SHOTGUN`: 20
-- `W_GRENADE`: 21
-- `W_HUUMA`: 22
-- `W_2HSTAFF`: 23
-
-### Item Subtypes (Ammunition types)
-
-- `A_ARROW`: 1
-- `A_DAGGER`: 2
-- `A_BULLET`: 3
-- `A_SHELL`: 4
-- `A_GRENADE`: 5
-- `A_SHURIKEN`: 6
-- `A_KUNAI`: 7
-- `A_CANNONBALL`: 8
-- `A_THROWWEAPON`: 9
-
-### Item Upper Masks
-
-- `ITEMUPPER_NONE`: 0
-- `ITEMUPPER_NORMAL`: 1
-- `ITEMUPPER_UPPER`: 2
-- `ITEMUPPER_BABY`: 4
-- `ITEMUPPER_THIRD`: 8
-- `ITEMUPPER_THIRDUPPER`: 16
-- `ITEMUPPER_THIRDBABY`: 32
-- `ITEMUPPER_ALL`: 63
-
-### dressroom modes
-
-- `DRESSROOM_OPEN`: 1
-- `DRESSROOM_CLOSE`: 0
-
-### getmapinfo options
-
-- `MAPINFO_NAME`: 0
-- `MAPINFO_ID`: 1
-- `MAPINFO_SIZE_X`: 2
-- `MAPINFO_SIZE_Y`: 3
-- `MAPINFO_ZONE`: 4
-
-### set/getiteminfo options
-
-- `ITEMINFO_BUYPRICE`: 0
-- `ITEMINFO_SELLPRICE`: 1
-- `ITEMINFO_TYPE`: 2
-- `ITEMINFO_MAXCHANCE`: 3
-- `ITEMINFO_SEX`: 4
-- `ITEMINFO_LOC`: 5
-- `ITEMINFO_WEIGHT`: 6
-- `ITEMINFO_ATK`: 7
-- `ITEMINFO_DEF`: 8
-- `ITEMINFO_RANGE`: 9
-- `ITEMINFO_SLOTS`: 10
-- `ITEMINFO_SUBTYPE`: 11
-- `ITEMINFO_ELV`: 12
-- `ITEMINFO_WLV`: 13
-- `ITEMINFO_VIEWID`: 14
-- `ITEMINFO_MATK`: 15
-- `ITEMINFO_VIEWSPRITE`: 16
-
-### Renewal
-
-- `RENEWAL`: 1
-- `RENEWAL_CAST`: 1
-- `RENEWAL_DROP`: 1
-- `RENEWAL_EXP`: 1
-- `RENEWAL_LVDMG`: 1
-- `RENEWAL_EDP`: 1
-- `RENEWAL_ASPD`: 1
-
-
-## Parameters (source)
-
-
-### Parameters
-
-- `BaseExp`: [param]
-- `JobExp`: [param]
-- `Karma`: [param]
-- `Manner`: [param]
-- `Hp`: [param]
-- `MaxHp`: [param]
-- `Sp`: [param]
-- `MaxSp`: [param]
-- `StatusPoint`: [param]
-- `BaseLevel`: [param]
-- `SkillPoint`: [param]
-- `Class`: [param]
-- `Zeny`: [param]
-- `BankVault`: [param]
-- `Sex`: [param]
-- `NextBaseExp`: [param]
-- `NextJobExp`: [param]
-- `Weight`: [param]
-- `MaxWeight`: [param]
-- `JobLevel`: [param]
-- `Upper`: [param]
-- `BaseJob`: [param]
-- `BaseClass`: [param]
-- `killerrid`: [param]
-- `killedrid`: [param]
-- `SlotChange`: [param]
-- `CharRename`: [param]
-- `ModExp`: [param]
-- `ModDrop`: [param]
-- `ModDeath`: [param]
-
-
-## Skills (db/re/skill_db.txt)
-
-- `NV_BASIC`: 1
-- `SM_SWORD`: 2
-- `SM_TWOHAND`: 3
-- `SM_RECOVERY`: 4
-- `SM_BASH`: 5
-- `SM_PROVOKE`: 6
-- `SM_MAGNUM`: 7
-- `SM_ENDURE`: 8
-- `MG_SRECOVERY`: 9
-- `MG_SIGHT`: 10
-- `MG_NAPALMBEAT`: 11
-- `MG_SAFETYWALL`: 12
-- `MG_SOULSTRIKE`: 13
-- `MG_COLDBOLT`: 14
-- `MG_FROSTDIVER`: 15
-- `MG_STONECURSE`: 16
-- `MG_FIREBALL`: 17
-- `MG_FIREWALL`: 18
-- `MG_FIREBOLT`: 19
-- `MG_LIGHTNINGBOLT`: 20
-- `MG_THUNDERSTORM`: 21
-- `AL_DP`: 22
-- `AL_DEMONBANE`: 23
-- `AL_RUWACH`: 24
-- `AL_PNEUMA`: 25
-- `AL_TELEPORT`: 26
-- `AL_WARP`: 27
-- `AL_HEAL`: 28
-- `AL_INCAGI`: 29
-- `AL_DECAGI`: 30
-- `AL_HOLYWATER`: 31
-- `AL_CRUCIS`: 32
-- `AL_ANGELUS`: 33
-- `AL_BLESSING`: 34
-- `AL_CURE`: 35
-- `MC_INCCARRY`: 36
-- `MC_DISCOUNT`: 37
-- `MC_OVERCHARGE`: 38
-- `MC_PUSHCART`: 39
-- `MC_IDENTIFY`: 40
-- `MC_VENDING`: 41
-- `MC_MAMMONITE`: 42
-- `AC_OWL`: 43
-- `AC_VULTURE`: 44
-- `AC_CONCENTRATION`: 45
-- `AC_DOUBLE`: 46
-- `AC_SHOWER`: 47
-- `TF_DOUBLE`: 48
-- `TF_MISS`: 49
-- `TF_STEAL`: 50
-- `TF_HIDING`: 51
-- `TF_POISON`: 52
-- `TF_DETOXIFY`: 53
-- `ALL_RESURRECTION`: 54
-- `KN_SPEARMASTERY`: 55
-- `KN_PIERCE`: 56
-- `KN_BRANDISHSPEAR`: 57
-- `KN_SPEARSTAB`: 58
-- `KN_SPEARBOOMERANG`: 59
-- `KN_TWOHANDQUICKEN`: 60
-- `KN_AUTOCOUNTER`: 61
-- `KN_BOWLINGBASH`: 62
-- `KN_RIDING`: 63
-- `KN_CAVALIERMASTERY`: 64
-- `PR_MACEMASTERY`: 65
-- `PR_IMPOSITIO`: 66
-- `PR_SUFFRAGIUM`: 67
-- `PR_ASPERSIO`: 68
-- `PR_BENEDICTIO`: 69
-- `PR_SANCTUARY`: 70
-- `PR_SLOWPOISON`: 71
-- `PR_STRECOVERY`: 72
-- `PR_KYRIE`: 73
-- `PR_MAGNIFICAT`: 74
-- `PR_GLORIA`: 75
-- `PR_LEXDIVINA`: 76
-- `PR_TURNUNDEAD`: 77
-- `PR_LEXAETERNA`: 78
-- `PR_MAGNUS`: 79
-- `WZ_FIREPILLAR`: 80
-- `WZ_SIGHTRASHER`: 81
-- `WZ_METEOR`: 83
-- `WZ_JUPITEL`: 84
-- `WZ_VERMILION`: 85
-- `WZ_WATERBALL`: 86
-- `WZ_ICEWALL`: 87
-- `WZ_FROSTNOVA`: 88
-- `WZ_STORMGUST`: 89
-- `WZ_EARTHSPIKE`: 90
-- `WZ_HEAVENDRIVE`: 91
-- `WZ_QUAGMIRE`: 92
-- `WZ_ESTIMATION`: 93
-- `BS_IRON`: 94
-- `BS_STEEL`: 95
-- `BS_ENCHANTEDSTONE`: 96
-- `BS_ORIDEOCON`: 97
-- `BS_DAGGER`: 98
-- `BS_SWORD`: 99
-- `BS_TWOHANDSWORD`: 100
-- `BS_AXE`: 101
-- `BS_MACE`: 102
-- `BS_KNUCKLE`: 103
-- `BS_SPEAR`: 104
-- `BS_HILTBINDING`: 105
-- `BS_FINDINGORE`: 106
-- `BS_WEAPONRESEARCH`: 107
-- `BS_REPAIRWEAPON`: 108
-- `BS_SKINTEMPER`: 109
-- `BS_HAMMERFALL`: 110
-- `BS_ADRENALINE`: 111
-- `BS_WEAPONPERFECT`: 112
-- `BS_OVERTHRUST`: 113
-- `BS_MAXIMIZE`: 114
-- `HT_SKIDTRAP`: 115
-- `HT_LANDMINE`: 116
-- `HT_ANKLESNARE`: 117
-- `HT_SHOCKWAVE`: 118
-- `HT_SANDMAN`: 119
-- `HT_FLASHER`: 120
-- `HT_FREEZINGTRAP`: 121
-- `HT_BLASTMINE`: 122
-- `HT_CLAYMORETRAP`: 123
-- `HT_REMOVETRAP`: 124
-- `HT_TALKIEBOX`: 125
-- `HT_BEASTBANE`: 126
-- `HT_FALCON`: 127
-- `HT_STEELCROW`: 128
-- `HT_BLITZBEAT`: 129
-- `HT_DETECTING`: 130
-- `HT_SPRINGTRAP`: 131
-- `AS_RIGHT`: 132
-- `AS_LEFT`: 133
-- `AS_KATAR`: 134
-- `AS_CLOAKING`: 135
-- `AS_SONICBLOW`: 136
-- `AS_GRIMTOOTH`: 137
-- `AS_ENCHANTPOISON`: 138
-- `AS_POISONREACT`: 139
-- `AS_VENOMDUST`: 140
-- `AS_SPLASHER`: 141
-- `NV_FIRSTAID`: 142
-- `NV_TRICKDEAD`: 143
-- `SM_MOVINGRECOVERY`: 144
-- `SM_FATALBLOW`: 145
-- `SM_AUTOBERSERK`: 146
-- `AC_MAKINGARROW`: 147
-- `AC_CHARGEARROW`: 148
-- `TF_SPRINKLESAND`: 149
-- `TF_BACKSLIDING`: 150
-- `TF_PICKSTONE`: 151
-- `TF_THROWSTONE`: 152
-- `MC_CARTREVOLUTION`: 153
-- `MC_CHANGECART`: 154
-- `MC_LOUD`: 155
-- `AL_HOLYLIGHT`: 156
-- `MG_ENERGYCOAT`: 157
-- `NPC_PIERCINGATT`: 158
-- `NPC_MENTALBREAKER`: 159
-- `NPC_RANGEATTACK`: 160
-- `NPC_ATTRICHANGE`: 161
-- `NPC_CHANGEWATER`: 162
-- `NPC_CHANGEGROUND`: 163
-- `NPC_CHANGEFIRE`: 164
-- `NPC_CHANGEWIND`: 165
-- `NPC_CHANGEPOISON`: 166
-- `NPC_CHANGEHOLY`: 167
-- `NPC_CHANGEDARKNESS`: 168
-- `NPC_CHANGETELEKINESIS`: 169
-- `NPC_CRITICALSLASH`: 170
-- `NPC_COMBOATTACK`: 171
-- `NPC_GUIDEDATTACK`: 172
-- `NPC_SELFDESTRUCTION`: 173
-- `NPC_SPLASHATTACK`: 174
-- `NPC_SUICIDE`: 175
-- `NPC_POISON`: 176
-- `NPC_BLINDATTACK`: 177
-- `NPC_SILENCEATTACK`: 178
-- `NPC_STUNATTACK`: 179
-- `NPC_PETRIFYATTACK`: 180
-- `NPC_CURSEATTACK`: 181
-- `NPC_SLEEPATTACK`: 182
-- `NPC_RANDOMATTACK`: 183
-- `NPC_WATERATTACK`: 184
-- `NPC_GROUNDATTACK`: 185
-- `NPC_FIREATTACK`: 186
-- `NPC_WINDATTACK`: 187
-- `NPC_POISONATTACK`: 188
-- `NPC_HOLYATTACK`: 189
-- `NPC_DARKNESSATTACK`: 190
-- `NPC_TELEKINESISATTACK`: 191
-- `NPC_MAGICALATTACK`: 192
-- `NPC_METAMORPHOSIS`: 193
-- `NPC_PROVOCATION`: 194
-- `NPC_SMOKING`: 195
-- `NPC_SUMMONSLAVE`: 196
-- `NPC_EMOTION`: 197
-- `NPC_TRANSFORMATION`: 198
-- `NPC_BLOODDRAIN`: 199
-- `NPC_ENERGYDRAIN`: 200
-- `NPC_KEEPING`: 201
-- `NPC_DARKBREATH`: 202
-- `NPC_DARKBLESSING`: 203
-- `NPC_BARRIER`: 204
-- `NPC_DEFENDER`: 205
-- `NPC_LICK`: 206
-- `NPC_HALLUCINATION`: 207
-- `NPC_REBIRTH`: 208
-- `NPC_SUMMONMONSTER`: 209
-- `RG_SNATCHER`: 210
-- `RG_STEALCOIN`: 211
-- `RG_BACKSTAP`: 212
-- `RG_TUNNELDRIVE`: 213
-- `RG_RAID`: 214
-- `RG_STRIPWEAPON`: 215
-- `RG_STRIPSHIELD`: 216
-- `RG_STRIPARMOR`: 217
-- `RG_STRIPHELM`: 218
-- `RG_INTIMIDATE`: 219
-- `RG_GRAFFITI`: 220
-- `RG_FLAGGRAFFITI`: 221
-- `RG_CLEANER`: 222
-- `RG_GANGSTER`: 223
-- `RG_COMPULSION`: 224
-- `RG_PLAGIARISM`: 225
-- `AM_AXEMASTERY`: 226
-- `AM_LEARNINGPOTION`: 227
-- `AM_PHARMACY`: 228
-- `AM_DEMONSTRATION`: 229
-- `AM_ACIDTERROR`: 230
-- `AM_POTIONPITCHER`: 231
-- `AM_CANNIBALIZE`: 232
-- `AM_SPHEREMINE`: 233
-- `AM_CP_WEAPON`: 234
-- `AM_CP_SHIELD`: 235
-- `AM_CP_ARMOR`: 236
-- `AM_CP_HELM`: 237
-- `AM_BIOETHICS`: 238
-- `AM_CALLHOMUN`: 243
-- `AM_REST`: 244
-- `AM_RESURRECTHOMUN`: 247
-- `CR_TRUST`: 248
-- `CR_AUTOGUARD`: 249
-- `CR_SHIELDCHARGE`: 250
-- `CR_SHIELDBOOMERANG`: 251
-- `CR_REFLECTSHIELD`: 252
-- `CR_HOLYCROSS`: 253
-- `CR_GRANDCROSS`: 254
-- `CR_DEVOTION`: 255
-- `CR_PROVIDENCE`: 256
-- `CR_DEFENDER`: 257
-- `CR_SPEARQUICKEN`: 258
-- `MO_IRONHAND`: 259
-- `MO_SPIRITSRECOVERY`: 260
-- `MO_CALLSPIRITS`: 261
-- `MO_ABSORBSPIRITS`: 262
-- `MO_TRIPLEATTACK`: 263
-- `MO_BODYRELOCATION`: 264
-- `MO_DODGE`: 265
-- `MO_INVESTIGATE`: 266
-- `MO_FINGEROFFENSIVE`: 267
-- `MO_STEELBODY`: 268
-- `MO_BLADESTOP`: 269
-- `MO_EXPLOSIONSPIRITS`: 270
-- `MO_EXTREMITYFIST`: 271
-- `MO_CHAINCOMBO`: 272
-- `MO_COMBOFINISH`: 273
-- `SA_ADVANCEDBOOK`: 274
-- `SA_CASTCANCEL`: 275
-- `SA_MAGICROD`: 276
-- `SA_SPELLBREAKER`: 277
-- `SA_FREECAST`: 278
-- `SA_AUTOSPELL`: 279
-- `SA_FLAMELAUNCHER`: 280
-- `SA_FROSTWEAPON`: 281
-- `SA_LIGHTNINGLOADER`: 282
-- `SA_SEISMICWEAPON`: 283
-- `SA_DRAGONOLOGY`: 284
-- `SA_VOLCANO`: 285
-- `SA_DELUGE`: 286
-- `SA_VIOLENTGALE`: 287
-- `SA_LANDPROTECTOR`: 288
-- `SA_DISPELL`: 289
-- `SA_ABRACADABRA`: 290
-- `SA_MONOCELL`: 291
-- `SA_CLASSCHANGE`: 292
-- `SA_SUMMONMONSTER`: 293
-- `SA_REVERSEORCISH`: 294
-- `SA_DEATH`: 295
-- `SA_FORTUNE`: 296
-- `SA_TAMINGMONSTER`: 297
-- `SA_QUESTION`: 298
-- `SA_GRAVITY`: 299
-- `SA_LEVELUP`: 300
-- `SA_INSTANTDEATH`: 301
-- `SA_FULLRECOVERY`: 302
-- `SA_COMA`: 303
-- `BD_ADAPTATION`: 304
-- `BD_ENCORE`: 305
-- `BD_LULLABY`: 306
-- `BD_RICHMANKIM`: 307
-- `BD_ETERNALCHAOS`: 308
-- `BD_DRUMBATTLEFIELD`: 309
-- `BD_RINGNIBELUNGEN`: 310
-- `BD_ROKISWEIL`: 311
-- `BD_INTOABYSS`: 312
-- `BD_SIEGFRIED`: 313
-- `BA_MUSICALLESSON`: 315
-- `BA_MUSICALSTRIKE`: 316
-- `BA_DISSONANCE`: 317
-- `BA_FROSTJOKER`: 318
-- `BA_WHISTLE`: 319
-- `BA_ASSASSINCROSS`: 320
-- `BA_POEMBRAGI`: 321
-- `BA_APPLEIDUN`: 322
-- `DC_DANCINGLESSON`: 323
-- `DC_THROWARROW`: 324
-- `DC_UGLYDANCE`: 325
-- `DC_SCREAM`: 326
-- `DC_HUMMING`: 327
-- `DC_DONTFORGETME`: 328
-- `DC_FORTUNEKISS`: 329
-- `DC_SERVICEFORYOU`: 330
-- `NPC_RANDOMMOVE`: 331
-- `NPC_SPEEDUP`: 332
-- `NPC_REVENGE`: 333
-- `WE_MALE`: 334
-- `WE_FEMALE`: 335
-- `WE_CALLPARTNER`: 336
-- `ITM_TOMAHAWK`: 337
-- `NPC_DARKCROSS`: 338
-- `NPC_GRANDDARKNESS`: 339
-- `NPC_DARKSTRIKE`: 340
-- `NPC_DARKTHUNDER`: 341
-- `NPC_STOP`: 342
-- `NPC_WEAPONBRAKER`: 343
-- `NPC_ARMORBRAKE`: 344
-- `NPC_HELMBRAKE`: 345
-- `NPC_SHIELDBRAKE`: 346
-- `NPC_UNDEADATTACK`: 347
-- `NPC_CHANGEUNDEAD`: 348
-- `NPC_POWERUP`: 349
-- `NPC_AGIUP`: 350
-- `NPC_SIEGEMODE`: 351
-- `NPC_CALLSLAVE`: 352
-- `NPC_INVISIBLE`: 353
-- `NPC_RUN`: 354
-- `LK_AURABLADE`: 355
-- `LK_PARRYING`: 356
-- `LK_CONCENTRATION`: 357
-- `LK_TENSIONRELAX`: 358
-- `LK_BERSERK`: 359
-- `HP_ASSUMPTIO`: 361
-- `HP_BASILICA`: 362
-- `HP_MEDITATIO`: 363
-- `HW_SOULDRAIN`: 364
-- `HW_MAGICCRASHER`: 365
-- `HW_MAGICPOWER`: 366
-- `PA_PRESSURE`: 367
-- `PA_SACRIFICE`: 368
-- `PA_GOSPEL`: 369
-- `CH_PALMSTRIKE`: 370
-- `CH_TIGERFIST`: 371
-- `CH_CHAINCRUSH`: 372
-- `PF_HPCONVERSION`: 373
-- `PF_SOULCHANGE`: 374
-- `PF_SOULBURN`: 375
-- `ASC_KATAR`: 376
-- `ASC_EDP`: 378
-- `ASC_BREAKER`: 379
-- `SN_SIGHT`: 380
-- `SN_FALCONASSAULT`: 381
-- `SN_SHARPSHOOTING`: 382
-- `SN_WINDWALK`: 383
-- `WS_MELTDOWN`: 384
-- `WS_CARTBOOST`: 387
-- `ST_CHASEWALK`: 389
-- `ST_REJECTSWORD`: 390
-- `CR_ALCHEMY`: 392
-- `CR_SYNTHESISPOTION`: 393
-- `CG_ARROWVULCAN`: 394
-- `CG_MOONLIT`: 395
-- `CG_MARIONETTE`: 396
-- `LK_SPIRALPIERCE`: 397
-- `LK_HEADCRUSH`: 398
-- `LK_JOINTBEAT`: 399
-- `HW_NAPALMVULCAN`: 400
-- `CH_SOULCOLLECT`: 401
-- `PF_MINDBREAKER`: 402
-- `PF_MEMORIZE`: 403
-- `PF_FOGWALL`: 404
-- `PF_SPIDERWEB`: 405
-- `ASC_METEORASSAULT`: 406
-- `ASC_CDP`: 407
-- `WE_BABY`: 408
-- `WE_CALLPARENT`: 409
-- `WE_CALLBABY`: 410
-- `TK_RUN`: 411
-- `TK_READYSTORM`: 412
-- `TK_STORMKICK`: 413
-- `TK_READYDOWN`: 414
-- `TK_DOWNKICK`: 415
-- `TK_READYTURN`: 416
-- `TK_TURNKICK`: 417
-- `TK_READYCOUNTER`: 418
-- `TK_COUNTER`: 419
-- `TK_DODGE`: 420
-- `TK_JUMPKICK`: 421
-- `TK_HPTIME`: 422
-- `TK_SPTIME`: 423
-- `TK_POWER`: 424
-- `TK_SEVENWIND`: 425
-- `TK_HIGHJUMP`: 426
-- `SG_FEEL`: 427
-- `SG_SUN_WARM`: 428
-- `SG_MOON_WARM`: 429
-- `SG_STAR_WARM`: 430
-- `SG_SUN_COMFORT`: 431
-- `SG_MOON_COMFORT`: 432
-- `SG_STAR_COMFORT`: 433
-- `SG_HATE`: 434
-- `SG_SUN_ANGER`: 435
-- `SG_MOON_ANGER`: 436
-- `SG_STAR_ANGER`: 437
-- `SG_SUN_BLESS`: 438
-- `SG_MOON_BLESS`: 439
-- `SG_STAR_BLESS`: 440
-- `SG_DEVIL`: 441
-- `SG_FRIEND`: 442
-- `SG_KNOWLEDGE`: 443
-- `SG_FUSION`: 444
-- `SL_ALCHEMIST`: 445
-- `AM_BERSERKPITCHER`: 446
-- `SL_MONK`: 447
-- `SL_STAR`: 448
-- `SL_SAGE`: 449
-- `SL_CRUSADER`: 450
-- `SL_SUPERNOVICE`: 451
-- `SL_KNIGHT`: 452
-- `SL_WIZARD`: 453
-- `SL_PRIEST`: 454
-- `SL_BARDDANCER`: 455
-- `SL_ROGUE`: 456
-- `SL_ASSASIN`: 457
-- `SL_BLACKSMITH`: 458
-- `BS_ADRENALINE2`: 459
-- `SL_HUNTER`: 460
-- `SL_SOULLINKER`: 461
-- `SL_KAIZEL`: 462
-- `SL_KAAHI`: 463
-- `SL_KAUPE`: 464
-- `SL_KAITE`: 465
-- `SL_KAINA`: 466
-- `SL_STIN`: 467
-- `SL_STUN`: 468
-- `SL_SMA`: 469
-- `SL_SWOO`: 470
-- `SL_SKE`: 471
-- `SL_SKA`: 472
-- `SM_SELFPROVOKE`: 473
-- `NPC_EMOTION_ON`: 474
-- `ST_PRESERVE`: 475
-- `ST_FULLSTRIP`: 476
-- `WS_WEAPONREFINE`: 477
-- `CR_SLIMPITCHER`: 478
-- `CR_FULLPROTECTION`: 479
-- `PA_SHIELDCHAIN`: 480
-- `HP_MANARECHARGE`: 481
-- `PF_DOUBLECASTING`: 482
-- `HW_GANBANTEIN`: 483
-- `HW_GRAVITATION`: 484
-- `WS_CARTTERMINATION`: 485
-- `WS_OVERTHRUSTMAX`: 486
-- `CG_LONGINGFREEDOM`: 487
-- `CG_HERMODE`: 488
-- `CG_TAROTCARD`: 489
-- `CR_ACIDDEMONSTRATION`: 490
-- `CR_CULTIVATION`: 491
-- `ITEM_ENCHANTARMS`: 492
-- `TK_MISSION`: 493
-- `SL_HIGH`: 494
-- `KN_ONEHAND`: 495
-- `AM_TWILIGHT1`: 496
-- `AM_TWILIGHT2`: 497
-- `AM_TWILIGHT3`: 498
-- `HT_POWER`: 499
-- `GS_GLITTERING`: 500
-- `GS_FLING`: 501
-- `GS_TRIPLEACTION`: 502
-- `GS_BULLSEYE`: 503
-- `GS_MADNESSCANCEL`: 504
-- `GS_ADJUSTMENT`: 505
-- `GS_INCREASING`: 506
-- `GS_MAGICALBULLET`: 507
-- `GS_CRACKER`: 508
-- `GS_SINGLEACTION`: 509
-- `GS_SNAKEEYE`: 510
-- `GS_CHAINACTION`: 511
-- `GS_TRACKING`: 512
-- `GS_DISARM`: 513
-- `GS_PIERCINGSHOT`: 514
-- `GS_RAPIDSHOWER`: 515
-- `GS_DESPERADO`: 516
-- `GS_GATLINGFEVER`: 517
-- `GS_DUST`: 518
-- `GS_FULLBUSTER`: 519
-- `GS_SPREADATTACK`: 520
-- `GS_GROUNDDRIFT`: 521
-- `NJ_TOBIDOUGU`: 522
-- `NJ_SYURIKEN`: 523
-- `NJ_KUNAI`: 524
-- `NJ_HUUMA`: 525
-- `NJ_ZENYNAGE`: 526
-- `NJ_TATAMIGAESHI`: 527
-- `NJ_KASUMIKIRI`: 528
-- `NJ_SHADOWJUMP`: 529
-- `NJ_KIRIKAGE`: 530
-- `NJ_UTSUSEMI`: 531
-- `NJ_BUNSINJYUTSU`: 532
-- `NJ_NINPOU`: 533
-- `NJ_KOUENKA`: 534
-- `NJ_KAENSIN`: 535
-- `NJ_BAKUENRYU`: 536
-- `NJ_HYOUSENSOU`: 537
-- `NJ_SUITON`: 538
-- `NJ_HYOUSYOURAKU`: 539
-- `NJ_HUUJIN`: 540
-- `NJ_RAIGEKISAI`: 541
-- `NJ_KAMAITACHI`: 542
-- `NJ_NEN`: 543
-- `NJ_ISSEN`: 544
-- `NPC_EARTHQUAKE`: 653
-- `NPC_FIREBREATH`: 654
-- `NPC_ICEBREATH`: 655
-- `NPC_THUNDERBREATH`: 656
-- `NPC_ACIDBREATH`: 657
-- `NPC_DARKNESSBREATH`: 658
-- `NPC_DRAGONFEAR`: 659
-- `NPC_BLEEDING`: 660
-- `NPC_PULSESTRIKE`: 661
-- `NPC_HELLJUDGEMENT`: 662
-- `NPC_WIDESILENCE`: 663
-- `NPC_WIDEFREEZE`: 664
-- `NPC_WIDEBLEEDING`: 665
-- `NPC_WIDESTONE`: 666
-- `NPC_WIDECONFUSE`: 667
-- `NPC_WIDESLEEP`: 668
-- `NPC_WIDESIGHT`: 669
-- `NPC_EVILLAND`: 670
-- `NPC_MAGICMIRROR`: 671
-- `NPC_SLOWCAST`: 672
-- `NPC_CRITICALWOUND`: 673
-- `NPC_EXPULSION`: 674
-- `NPC_STONESKIN`: 675
-- `NPC_ANTIMAGIC`: 676
-- `NPC_WIDECURSE`: 677
-- `NPC_WIDESTUN`: 678
-- `NPC_VAMPIRE_GIFT`: 679
-- `NPC_WIDESOULDRAIN`: 680
-- `ALL_INCCARRY`: 681
-- `NPC_TALK`: 682
-- `NPC_HELLPOWER`: 683
-- `NPC_WIDEHELLDIGNITY`: 684
-- `NPC_INVINCIBLE`: 685
-- `NPC_INVINCIBLEOFF`: 686
-- `NPC_ALLHEAL`: 687
-- `GM_SANDMAN`: 688
-- `CASH_BLESSING`: 689
-- `CASH_INCAGI`: 690
-- `CASH_ASSUMPTIO`: 691
-- `ALL_CATCRY`: 692
-- `ALL_PARTYFLEE`: 693
-- `ALL_ANGEL_PROTECT`: 694
-- `ALL_DREAM_SUMMERNIGHT`: 695
-- `ALL_REVERSEORCISH`: 697
-- `ALL_WEWISH`: 698
-- `HLIF_HEAL`: 8001
-- `HLIF_AVOID`: 8002
-- `HLIF_BRAIN`: 8003
-- `HLIF_CHANGE`: 8004
-- `HAMI_CASTLE`: 8005
-- `HAMI_DEFENCE`: 8006
-- `HAMI_SKIN`: 8007
-- `HAMI_BLOODLUST`: 8008
-- `HFLI_MOON`: 8009
-- `HFLI_FLEET`: 8010
-- `HFLI_SPEED`: 8011
-- `HFLI_SBR44`: 8012
-- `HVAN_CAPRICE`: 8013
-- `HVAN_CHAOTIC`: 8014
-- `HVAN_INSTRUCT`: 8015
-- `HVAN_EXPLOSION`: 8016
-- `MH_SUMMON_LEGION`: 8018
-- `MH_NEEDLE_OF_PARALYZE`: 8019
-- `MH_POISON_MIST`: 8020
-- `MH_PAIN_KILLER`: 8021
-- `MH_LIGHT_OF_REGENE`: 8022
-- `MH_OVERED_BOOST`: 8023
-- `MH_ERASER_CUTTER`: 8024
-- `MH_XENO_SLASHER`: 8025
-- `MH_SILENT_BREEZE`: 8026
-- `MH_STYLE_CHANGE`: 8027
-- `MH_SONIC_CRAW`: 8028
-- `MH_SILVERVEIN_RUSH`: 8029
-- `MH_MIDNIGHT_FRENZY`: 8030
-- `MH_STAHL_HORN`: 8031
-- `MH_GOLDENE_FERSE`: 8032
-- `MH_STEINWAND`: 8033
-- `MH_HEILIGE_STANGE`: 8034
-- `MH_ANGRIFFS_MODUS`: 8035
-- `MH_TINDER_BREAKER`: 8036
-- `MH_CBC`: 8037
-- `MH_EQC`: 8038
-- `MH_MAGMA_FLOW`: 8039
-- `MH_GRANITIC_ARMOR`: 8040
-- `MH_LAVA_SLIDE`: 8041
-- `MH_PYROCLASTIC`: 8042
-- `MH_VOLCANIC_ASH`: 8043
-- `MS_BASH`: 8201
-- `MS_MAGNUM`: 8202
-- `MS_BOWLINGBASH`: 8203
-- `MS_PARRYING`: 8204
-- `MS_REFLECTSHIELD`: 8205
-- `MS_BERSERK`: 8206
-- `MA_DOUBLE`: 8207
-- `MA_SHOWER`: 8208
-- `MA_SKIDTRAP`: 8209
-- `MA_LANDMINE`: 8210
-- `MA_SANDMAN`: 8211
-- `MA_FREEZINGTRAP`: 8212
-- `MA_REMOVETRAP`: 8213
-- `MA_CHARGEARROW`: 8214
-- `MA_SHARPSHOOTING`: 8215
-- `ML_PIERCE`: 8216
-- `ML_BRANDISH`: 8217
-- `ML_SPIRALPIERCE`: 8218
-- `ML_DEFENDER`: 8219
-- `ML_AUTOGUARD`: 8220
-- `ML_DEVOTION`: 8221
-- `MER_MAGNIFICAT`: 8222
-- `MER_QUICKEN`: 8223
-- `MER_SIGHT`: 8224
-- `MER_CRASH`: 8225
-- `MER_REGAIN`: 8226
-- `MER_TENDER`: 8227
-- `MER_BENEDICTION`: 8228
-- `MER_RECUPERATE`: 8229
-- `MER_MENTALCURE`: 8230
-- `MER_COMPRESS`: 8231
-- `MER_PROVOKE`: 8232
-- `MER_AUTOBERSERK`: 8233
-- `MER_DECAGI`: 8234
-- `MER_SCAPEGOAT`: 8235
-- `MER_LEXDIVINA`: 8236
-- `MER_ESTIMATION`: 8237
-- `MER_KYRIE`: 8238
-- `MER_BLESSING`: 8239
-- `MER_INCAGI`: 8240
-- `EL_CIRCLE_OF_FIRE`: 8401
-- `EL_FIRE_CLOAK`: 8402
-- `EL_FIRE_MANTLE`: 8403
-- `EL_WATER_SCREEN`: 8404
-- `EL_WATER_DROP`: 8405
-- `EL_WATER_BARRIER`: 8406
-- `EL_WIND_STEP`: 8407
-- `EL_WIND_CURTAIN`: 8408
-- `EL_ZEPHYR`: 8409
-- `EL_SOLID_SKIN`: 8410
-- `EL_STONE_SHIELD`: 8411
-- `EL_POWER_OF_GAIA`: 8412
-- `EL_PYROTECHNIC`: 8413
-- `EL_HEATER`: 8414
-- `EL_TROPIC`: 8415
-- `EL_AQUAPLAY`: 8416
-- `EL_COOLER`: 8417
-- `EL_CHILLY_AIR`: 8418
-- `EL_GUST`: 8419
-- `EL_BLAST`: 8420
-- `EL_WILD_STORM`: 8421
-- `EL_PETROLOGY`: 8422
-- `EL_CURSED_SOIL`: 8423
-- `EL_UPHEAVAL`: 8424
-- `EL_FIRE_ARROW`: 8425
-- `EL_FIRE_BOMB`: 8426
-- `EL_FIRE_BOMB_ATK`: 8427
-- `EL_FIRE_WAVE`: 8428
-- `EL_FIRE_WAVE_ATK`: 8429
-- `EL_ICE_NEEDLE`: 8430
-- `EL_WATER_SCREW`: 8431
-- `EL_WATER_SCREW_ATK`: 8432
-- `EL_TIDAL_WEAPON`: 8433
-- `EL_WIND_SLASH`: 8434
-- `EL_HURRICANE`: 8435
-- `EL_HURRICANE_ATK`: 8436
-- `EL_TYPOON_MIS`: 8437
-- `EL_TYPOON_MIS_ATK`: 8438
-- `EL_STONE_HAMMER`: 8439
-- `EL_ROCK_CRUSHER`: 8440
-- `EL_ROCK_CRUSHER_ATK`: 8441
-- `EL_STONE_RAIN`: 8442
-- `GD_APPROVAL`: 10000
-- `GD_KAFRACONTRACT`: 10001
-- `GD_GUARDRESEARCH`: 10002
-- `GD_GUARDUP`: 10003
-- `GD_EXTENSION`: 10004
-- `GD_GLORYGUILD`: 10005
-- `GD_LEADERSHIP`: 10006
-- `GD_GLORYWOUNDS`: 10007
-- `GD_SOULCOLD`: 10008
-- `GD_HAWKEYES`: 10009
-- `GD_BATTLEORDER`: 10010
-- `GD_REGENERATION`: 10011
-- `GD_RESTORE`: 10012
-- `GD_EMERGENCYCALL`: 10013
-- `GD_DEVELOPMENT`: 10014
-- `RL_GLITTERING_GREED`: 2551
-- `RL_RICHS_COIN`: 2552
-- `RL_MASS_SPIRAL`: 2553
-- `RL_BANISHING_BUSTER`: 2554
-- `RL_B_TRAP`: 2555
-- `RL_FLICKER`: 2556
-- `RL_S_STORM`: 2557
-- `RL_E_CHAIN`: 2558
-- `RL_QD_SHOT`: 2559
-- `RL_C_MARKER`: 2560
-- `RL_FIREDANCE`: 2561
-- `RL_H_MINE`: 2562
-- `RL_P_ALTER`: 2563
-- `RL_FALLEN_ANGEL`: 2564
-- `RL_R_TRIP`: 2565
-- `RL_D_TAIL`: 2566
-- `RL_FIRE_RAIN`: 2567
-- `RL_HEAT_BARREL`: 2568
-- `RL_AM_BLAST`: 2569
-- `RL_SLUGSHOT`: 2570
-- `RL_HAMMER_OF_GOD`: 2571
-- `RL_R_TRIP_PLUSATK`: 2572
-- `RL_B_FLICKER_ATK`: 2573
-- `RL_GLITTERING_GREED_ATK`: 2574
-- `KN_CHARGEATK`: 1001
-- `CR_SHRINK`: 1002
-- `AS_SONICACCEL`: 1003
-- `AS_VENOMKNIFE`: 1004
-- `RG_CLOSECONFINE`: 1005
-- `WZ_SIGHTBLASTER`: 1006
-- `SA_CREATECON`: 1007
-- `SA_ELEMENTWATER`: 1008
-- `HT_PHANTASMIC`: 1009
-- `BA_PANGVOICE`: 1010
-- `DC_WINKCHARM`: 1011
-- `BS_UNFAIRLYTRICK`: 1012
-- `BS_GREED`: 1013
-- `PR_REDEMPTIO`: 1014
-- `MO_KITRANSLATION`: 1015
-- `MO_BALKYOUNG`: 1016
-- `SA_ELEMENTGROUND`: 1017
-- `SA_ELEMENTFIRE`: 1018
-- `SA_ELEMENTWIND`: 1019
-- `RK_ENCHANTBLADE`: 2001
-- `RK_SONICWAVE`: 2002
-- `RK_DEATHBOUND`: 2003
-- `RK_HUNDREDSPEAR`: 2004
-- `RK_WINDCUTTER`: 2005
-- `RK_IGNITIONBREAK`: 2006
-- `RK_DRAGONTRAINING`: 2007
-- `RK_DRAGONBREATH`: 2008
-- `RK_DRAGONHOWLING`: 2009
-- `RK_RUNEMASTERY`: 2010
-- `RK_MILLENNIUMSHIELD`: 2011
-- `RK_CRUSHSTRIKE`: 2012
-- `RK_REFRESH`: 2013
-- `RK_GIANTGROWTH`: 2014
-- `RK_STONEHARDSKIN`: 2015
-- `RK_VITALITYACTIVATION`: 2016
-- `RK_STORMBLAST`: 2017
-- `RK_FIGHTINGSPIRIT`: 2018
-- `RK_ABUNDANCE`: 2019
-- `RK_PHANTOMTHRUST`: 2020
-- `GC_VENOMIMPRESS`: 2021
-- `GC_CROSSIMPACT`: 2022
-- `GC_DARKILLUSION`: 2023
-- `GC_RESEARCHNEWPOISON`: 2024
-- `GC_CREATENEWPOISON`: 2025
-- `GC_ANTIDOTE`: 2026
-- `GC_POISONINGWEAPON`: 2027
-- `GC_WEAPONBLOCKING`: 2028
-- `GC_COUNTERSLASH`: 2029
-- `GC_WEAPONCRUSH`: 2030
-- `GC_VENOMPRESSURE`: 2031
-- `GC_POISONSMOKE`: 2032
-- `GC_CLOAKINGEXCEED`: 2033
-- `GC_PHANTOMMENACE`: 2034
-- `GC_HALLUCINATIONWALK`: 2035
-- `GC_ROLLINGCUTTER`: 2036
-- `GC_CROSSRIPPERSLASHER`: 2037
-- `AB_JUDEX`: 2038
-- `AB_ANCILLA`: 2039
-- `AB_ADORAMUS`: 2040
-- `AB_CLEMENTIA`: 2041
-- `AB_CANTO`: 2042
-- `AB_CHEAL`: 2043
-- `AB_EPICLESIS`: 2044
-- `AB_PRAEFATIO`: 2045
-- `AB_ORATIO`: 2046
-- `AB_LAUDAAGNUS`: 2047
-- `AB_LAUDARAMUS`: 2048
-- `AB_EUCHARISTICA`: 2049
-- `AB_RENOVATIO`: 2050
-- `AB_HIGHNESSHEAL`: 2051
-- `AB_CLEARANCE`: 2052
-- `AB_EXPIATIO`: 2053
-- `AB_DUPLELIGHT`: 2054
-- `AB_DUPLELIGHT_MELEE`: 2055
-- `AB_DUPLELIGHT_MAGIC`: 2056
-- `AB_SILENTIUM`: 2057
-- `WL_WHITEIMPRISON`: 2201
-- `WL_SOULEXPANSION`: 2202
-- `WL_FROSTMISTY`: 2203
-- `WL_JACKFROST`: 2204
-- `WL_MARSHOFABYSS`: 2205
-- `WL_RECOGNIZEDSPELL`: 2206
-- `WL_SIENNAEXECRATE`: 2207
-- `WL_RADIUS`: 2208
-- `WL_STASIS`: 2209
-- `WL_DRAINLIFE`: 2210
-- `WL_CRIMSONROCK`: 2211
-- `WL_HELLINFERNO`: 2212
-- `WL_COMET`: 2213
-- `WL_CHAINLIGHTNING`: 2214
-- `WL_CHAINLIGHTNING_ATK`: 2215
-- `WL_EARTHSTRAIN`: 2216
-- `WL_TETRAVORTEX`: 2217
-- `WL_TETRAVORTEX_FIRE`: 2218
-- `WL_TETRAVORTEX_WATER`: 2219
-- `WL_TETRAVORTEX_WIND`: 2220
-- `WL_TETRAVORTEX_GROUND`: 2221
-- `WL_SUMMONFB`: 2222
-- `WL_SUMMONBL`: 2223
-- `WL_SUMMONWB`: 2224
-- `WL_SUMMON_ATK_FIRE`: 2225
-- `WL_SUMMON_ATK_WIND`: 2226
-- `WL_SUMMON_ATK_WATER`: 2227
-- `WL_SUMMON_ATK_GROUND`: 2228
-- `WL_SUMMONSTONE`: 2229
-- `WL_RELEASE`: 2230
-- `WL_READING_SB`: 2231
-- `WL_FREEZE_SP`: 2232
-- `RA_ARROWSTORM`: 2233
-- `RA_FEARBREEZE`: 2234
-- `RA_RANGERMAIN`: 2235
-- `RA_AIMEDBOLT`: 2236
-- `RA_DETONATOR`: 2237
-- `RA_ELECTRICSHOCKER`: 2238
-- `RA_CLUSTERBOMB`: 2239
-- `RA_WUGMASTERY`: 2240
-- `RA_WUGRIDER`: 2241
-- `RA_WUGDASH`: 2242
-- `RA_WUGSTRIKE`: 2243
-- `RA_WUGBITE`: 2244
-- `RA_TOOTHOFWUG`: 2245
-- `RA_SENSITIVEKEEN`: 2246
-- `RA_CAMOUFLAGE`: 2247
-- `RA_RESEARCHTRAP`: 2248
-- `RA_MAGENTATRAP`: 2249
-- `RA_COBALTTRAP`: 2250
-- `RA_MAIZETRAP`: 2251
-- `RA_VERDURETRAP`: 2252
-- `RA_FIRINGTRAP`: 2253
-- `RA_ICEBOUNDTRAP`: 2254
-- `NC_MADOLICENCE`: 2255
-- `NC_BOOSTKNUCKLE`: 2256
-- `NC_PILEBUNKER`: 2257
-- `NC_VULCANARM`: 2258
-- `NC_FLAMELAUNCHER`: 2259
-- `NC_COLDSLOWER`: 2260
-- `NC_ARMSCANNON`: 2261
-- `NC_ACCELERATION`: 2262
-- `NC_HOVERING`: 2263
-- `NC_F_SIDESLIDE`: 2264
-- `NC_B_SIDESLIDE`: 2265
-- `NC_MAINFRAME`: 2266
-- `NC_SELFDESTRUCTION`: 2267
-- `NC_SHAPESHIFT`: 2268
-- `NC_EMERGENCYCOOL`: 2269
-- `NC_INFRAREDSCAN`: 2270
-- `NC_ANALYZE`: 2271
-- `NC_MAGNETICFIELD`: 2272
-- `NC_NEUTRALBARRIER`: 2273
-- `NC_STEALTHFIELD`: 2274
-- `NC_REPAIR`: 2275
-- `NC_TRAININGAXE`: 2276
-- `NC_RESEARCHFE`: 2277
-- `NC_AXEBOOMERANG`: 2278
-- `NC_POWERSWING`: 2279
-- `NC_AXETORNADO`: 2280
-- `NC_SILVERSNIPER`: 2281
-- `NC_MAGICDECOY`: 2282
-- `NC_DISJOINT`: 2283
-- `SC_FATALMENACE`: 2284
-- `SC_REPRODUCE`: 2285
-- `SC_AUTOSHADOWSPELL`: 2286
-- `SC_SHADOWFORM`: 2287
-- `SC_TRIANGLESHOT`: 2288
-- `SC_BODYPAINT`: 2289
-- `SC_INVISIBILITY`: 2290
-- `SC_DEADLYINFECT`: 2291
-- `SC_ENERVATION`: 2292
-- `SC_GROOMY`: 2293
-- `SC_IGNORANCE`: 2294
-- `SC_LAZINESS`: 2295
-- `SC_UNLUCKY`: 2296
-- `SC_WEAKNESS`: 2297
-- `SC_STRIPACCESSARY`: 2298
-- `SC_MANHOLE`: 2299
-- `SC_DIMENSIONDOOR`: 2300
-- `SC_CHAOSPANIC`: 2301
-- `SC_MAELSTROM`: 2302
-- `SC_BLOODYLUST`: 2303
-- `SC_FEINTBOMB`: 2304
-- `LG_CANNONSPEAR`: 2307
-- `LG_BANISHINGPOINT`: 2308
-- `LG_TRAMPLE`: 2309
-- `LG_SHIELDPRESS`: 2310
-- `LG_REFLECTDAMAGE`: 2311
-- `LG_PINPOINTATTACK`: 2312
-- `LG_FORCEOFVANGUARD`: 2313
-- `LG_RAGEBURST`: 2314
-- `LG_SHIELDSPELL`: 2315
-- `LG_EXEEDBREAK`: 2316
-- `LG_OVERBRAND`: 2317
-- `LG_PRESTIGE`: 2318
-- `LG_BANDING`: 2319
-- `LG_MOONSLASHER`: 2320
-- `LG_RAYOFGENESIS`: 2321
-- `LG_PIETY`: 2322
-- `LG_EARTHDRIVE`: 2323
-- `LG_HESPERUSLIT`: 2324
-- `LG_INSPIRATION`: 2325
-- `SR_DRAGONCOMBO`: 2326
-- `SR_SKYNETBLOW`: 2327
-- `SR_EARTHSHAKER`: 2328
-- `SR_FALLENEMPIRE`: 2329
-- `SR_TIGERCANNON`: 2330
-- `SR_HELLGATE`: 2331
-- `SR_RAMPAGEBLASTER`: 2332
-- `SR_CRESCENTELBOW`: 2333
-- `SR_CURSEDCIRCLE`: 2334
-- `SR_LIGHTNINGWALK`: 2335
-- `SR_KNUCKLEARROW`: 2336
-- `SR_WINDMILL`: 2337
-- `SR_RAISINGDRAGON`: 2338
-- `SR_GENTLETOUCH`: 2339
-- `SR_ASSIMILATEPOWER`: 2340
-- `SR_POWERVELOCITY`: 2341
-- `SR_CRESCENTELBOW_AUTOSPELL`: 2342
-- `SR_GATEOFHELL`: 2343
-- `SR_GENTLETOUCH_QUIET`: 2344
-- `SR_GENTLETOUCH_CURE`: 2345
-- `SR_GENTLETOUCH_ENERGYGAIN`: 2346
-- `SR_GENTLETOUCH_CHANGE`: 2347
-- `SR_GENTLETOUCH_REVITALIZE`: 2348
-- `WA_SWING_DANCE`: 2350
-- `WA_SYMPHONY_OF_LOVER`: 2351
-- `WA_MOONLIT_SERENADE`: 2352
-- `MI_RUSH_WINDMILL`: 2381
-- `MI_ECHOSONG`: 2382
-- `MI_HARMONIZE`: 2383
-- `WM_LESSON`: 2412
-- `WM_METALICSOUND`: 2413
-- `WM_REVERBERATION`: 2414
-- `WM_REVERBERATION_MELEE`: 2415
-- `WM_REVERBERATION_MAGIC`: 2416
-- `WM_DOMINION_IMPULSE`: 2417
-- `WM_SEVERE_RAINSTORM`: 2418
-- `WM_POEMOFNETHERWORLD`: 2419
-- `WM_VOICEOFSIREN`: 2420
-- `WM_DEADHILLHERE`: 2421
-- `WM_LULLABY_DEEPSLEEP`: 2422
-- `WM_SIRCLEOFNATURE`: 2423
-- `WM_RANDOMIZESPELL`: 2424
-- `WM_GLOOMYDAY`: 2425
-- `WM_GREAT_ECHO`: 2426
-- `WM_SONG_OF_MANA`: 2427
-- `WM_DANCE_WITH_WUG`: 2428
-- `WM_SOUND_OF_DESTRUCTION`: 2429
-- `WM_SATURDAY_NIGHT_FEVER`: 2430
-- `WM_LERADS_DEW`: 2431
-- `WM_MELODYOFSINK`: 2432
-- `WM_BEYOND_OF_WARCRY`: 2433
-- `WM_UNLIMITED_HUMMING_VOICE`: 2434
-- `SO_FIREWALK`: 2443
-- `SO_ELECTRICWALK`: 2444
-- `SO_SPELLFIST`: 2445
-- `SO_EARTHGRAVE`: 2446
-- `SO_DIAMONDDUST`: 2447
-- `SO_POISON_BUSTER`: 2448
-- `SO_PSYCHIC_WAVE`: 2449
-- `SO_CLOUD_KILL`: 2450
-- `SO_STRIKING`: 2451
-- `SO_WARMER`: 2452
-- `SO_VACUUM_EXTREME`: 2453
-- `SO_VARETYR_SPEAR`: 2454
-- `SO_ARRULLO`: 2455
-- `SO_EL_CONTROL`: 2456
-- `SO_SUMMON_AGNI`: 2457
-- `SO_SUMMON_AQUA`: 2458
-- `SO_SUMMON_VENTUS`: 2459
-- `SO_SUMMON_TERA`: 2460
-- `SO_EL_ACTION`: 2461
-- `SO_EL_ANALYSIS`: 2462
-- `SO_EL_SYMPATHY`: 2463
-- `SO_EL_CURE`: 2464
-- `SO_FIRE_INSIGNIA`: 2465
-- `SO_WATER_INSIGNIA`: 2466
-- `SO_WIND_INSIGNIA`: 2467
-- `SO_EARTH_INSIGNIA`: 2468
-- `GN_TRAINING_SWORD`: 2474
-- `GN_REMODELING_CART`: 2475
-- `GN_CART_TORNADO`: 2476
-- `GN_CARTCANNON`: 2477
-- `GN_CARTBOOST`: 2478
-- `GN_THORNS_TRAP`: 2479
-- `GN_BLOOD_SUCKER`: 2480
-- `GN_SPORE_EXPLOSION`: 2481
-- `GN_WALLOFTHORN`: 2482
-- `GN_CRAZYWEED`: 2483
-- `GN_CRAZYWEED_ATK`: 2484
-- `GN_DEMONIC_FIRE`: 2485
-- `GN_FIRE_EXPANSION`: 2486
-- `GN_FIRE_EXPANSION_SMOKE_POWDER`: 2487
-- `GN_FIRE_EXPANSION_TEAR_GAS`: 2488
-- `GN_FIRE_EXPANSION_ACID`: 2489
-- `GN_HELLS_PLANT`: 2490
-- `GN_HELLS_PLANT_ATK`: 2491
-- `GN_MANDRAGORA`: 2492
-- `GN_SLINGITEM`: 2493
-- `GN_CHANGEMATERIAL`: 2494
-- `GN_MIX_COOKING`: 2495
-- `GN_MAKEBOMB`: 2496
-- `GN_S_PHARMACY`: 2497
-- `GN_SLINGITEM_RANGEMELEEATK`: 2498
-- `AB_SECRAMENT`: 2515
-- `WM_SEVERE_RAINSTORM_MELEE`: 2516
-- `SR_HOWLINGOFLION`: 2517
-- `SR_RIDEINLIGHTNING`: 2518
-- `LG_OVERBRAND_BRANDISH`: 2519
-- `RETURN_TO_ELDICASTES`: 2534
-- `ALL_BUYING_STORE`: 2535
-- `ALL_GUARDIAN_RECALL`: 2536
-- `ALL_ODINS_POWER`: 2537
-- `MC_CARTDECORATE`: 2544
-- `KO_YAMIKUMO`: 3001
-- `KO_RIGHT`: 3002
-- `KO_LEFT`: 3003
-- `KO_JYUMONJIKIRI`: 3004
-- `KO_SETSUDAN`: 3005
-- `KO_BAKURETSU`: 3006
-- `KO_HAPPOKUNAI`: 3007
-- `KO_MUCHANAGE`: 3008
-- `KO_HUUMARANKA`: 3009
-- `KO_MAKIBISHI`: 3010
-- `KO_MEIKYOUSISUI`: 3011
-- `KO_ZANZOU`: 3012
-- `KO_KYOUGAKU`: 3013
-- `KO_JYUSATSU`: 3014
-- `KO_KAHU_ENTEN`: 3015
-- `KO_HYOUHU_HUBUKI`: 3016
-- `KO_KAZEHU_SEIRAN`: 3017
-- `KO_DOHU_KOUKAI`: 3018
-- `KO_KAIHOU`: 3019
-- `KO_ZENKAI`: 3020
-- `KO_GENWAKU`: 3021
-- `KO_IZAYOI`: 3022
-- `KG_KAGEHUMI`: 3023
-- `KG_KYOMU`: 3024
-- `KG_KAGEMUSYA`: 3025
-- `OB_ZANGETSU`: 3026
-- `OB_OBOROGENSOU`: 3027
-- `OB_OBOROGENSOU_TRANSITION_ATK`: 3028
-- `OB_AKAITSUKI`: 3029
-- `ECL_SNOWFLIP`: 3031
-- `ECL_PEONYMAMY`: 3032
-- `ECL_SADAGUI`: 3033
-- `ECL_SEQUOIADUST`: 3034
-- `ECLAGE_RECALL`: 3035
-- `GC_DARKCROW`: 5001
-- `RA_UNLIMIT`: 5002
-- `GN_ILLUSIONDOPING`: 5003
-- `RK_DRAGONBREATH_WATER`: 5004
-- `RK_LUXANIMA`: 5005
-- `NC_MAGMA_ERUPTION`: 5006
-- `WM_FRIGG_SONG`: 5007
-- `SO_ELEMENTAL_SHIELD`: 5008
-- `SR_FLASHCOMBO`: 5009
-- `SC_ESCAPE`: 5010
-- `AB_OFFERTORIUM`: 5011
-- `WL_TELEKINESIS_INTENSE`: 5012
-- `LG_KINGS_GRACE`: 5013
-- `ALL_FULL_THROTTLE`: 5014
-- `SU_BASIC_SKILL`: 5018
-- `SU_BITE`: 5019
-- `SU_HIDE`: 5020
-- `SU_SCRATCH`: 5021
-- `SU_STOOP`: 5022
-- `SU_LOPE`: 5023
-- `SU_SPRITEMABLE`: 5024
-- `SU_POWEROFLAND`: 5025
-- `SU_SV_STEMSPEAR`: 5026
-- `SU_CN_POWDERING`: 5027
-- `SU_CN_METEOR`: 5028
-- `SU_SV_ROOTTWIST`: 5029
-- `SU_SV_ROOTTWIST_ATK`: 5030
-- `SU_POWEROFLIFE`: 5031
-- `SU_SCAROFTAROU`: 5032
-- `SU_PICKYPECK`: 5033
-- `SU_PICKYPECK_DOUBLE_ATK`: 5034
-- `SU_ARCLOUSEDASH`: 5035
-- `SU_LUNATICCARROTBEAT`: 5036
-- `SU_POWEROFSEA`: 5037
-- `SU_TUNABELLY`: 5038
-- `SU_TUNAPARTY`: 5039
-- `SU_BUNCHOFSHRIMP`: 5040
-- `SU_FRESHSHRIMP`: 5041
-- `SU_CN_METEOR_ATK`: 5042
-- `SU_LUNATICCARROTBEAT2`: 5043
-
-## Mobs (db/re/mob_db.txt)
-
-- `SCORPION`: 1001
-- `PORING`: 1002
-- `HORNET`: 1004
-- `FARMILIAR`: 1005
-- `FABRE`: 1007
-- `PUPA`: 1008
-- `CONDOR`: 1009
-- `WILOW`: 1010
-- `CHONCHON`: 1011
-- `RODA_FROG`: 1012
-- `WOLF`: 1013
-- `SPORE`: 1014
-- `ZOMBIE`: 1015
-- `ARCHER_SKELETON`: 1016
-- `CREAMY`: 1018
-- `PECOPECO`: 1019
-- `MANDRAGORA`: 1020
-- `ORK_WARRIOR`: 1023
-- `WORM_TAIL`: 1024
-- `SNAKE`: 1025
-- `MUNAK`: 1026
-- `SOLDIER_SKELETON`: 1028
-- `ISIS`: 1029
-- `ANACONDAQ`: 1030
-- `POPORING`: 1031
-- `VERIT`: 1032
-- `ELDER_WILOW`: 1033
-- `THARA_FROG`: 1034
-- `HUNTER_FLY`: 1035
-- `GHOUL`: 1036
-- `SIDE_WINDER`: 1037
-- `OSIRIS`: 1038
-- `BAPHOMET`: 1039
-- `GOLEM`: 1040
-- `MUMMY`: 1041
-- `STEEL_CHONCHON`: 1042
-- `OBEAUNE`: 1044
-- `MARC`: 1045
-- `DOPPELGANGER`: 1046
-- `PECOPECO_EGG`: 1047
-- `THIEF_BUG_EGG`: 1048
-- `PICKY`: 1049
-- `PICKY_`: 1050
-- `THIEF_BUG`: 1051
-- `ROCKER`: 1052
-- `THIEF_BUG_`: 1053
-- `THIEF_BUG__`: 1054
-- `MUKA`: 1055
-- `SMOKIE`: 1056
-- `YOYO`: 1057
-- `METALLER`: 1058
-- `MISTRESS`: 1059
-- `BIGFOOT`: 1060
-- `NIGHTMARE`: 1061
-- `PORING_`: 1062
-- `LUNATIC`: 1063
-- `MEGALODON`: 1064
-- `STROUF`: 1065
-- `VADON`: 1066
-- `CORNUTUS`: 1067
-- `HYDRA`: 1068
-- `SWORD_FISH`: 1069
-- `KUKRE`: 1070
-- `PIRATE_SKEL`: 1071
-- `KAHO`: 1072
-- `CRAB`: 1073
-- `SHELLFISH`: 1074
-- `SKELETON`: 1076
-- `POISON_SPORE`: 1077
-- `RED_PLANT`: 1078
-- `BLUE_PLANT`: 1079
-- `GREEN_PLANT`: 1080
-- `YELLOW_PLANT`: 1081
-- `WHITE_PLANT`: 1082
-- `SHINING_PLANT`: 1083
-- `BLACK_MUSHROOM`: 1084
-- `RED_MUSHROOM`: 1085
-- `GOLDEN_BUG`: 1086
-- `ORK_HERO`: 1087
-- `VOCAL`: 1088
-- `TOAD`: 1089
-- `MASTERING`: 1090
-- `DRAGON_FLY`: 1091
-- `VAGABOND_WOLF`: 1092
-- `ECLIPSE`: 1093
-- `AMBERNITE`: 1094
-- `ANDRE`: 1095
-- `ANGELING`: 1096
-- `ANT_EGG`: 1097
-- `ANUBIS`: 1098
-- `ARGIOPE`: 1099
-- `ARGOS`: 1100
-- `BAPHOMET_`: 1101
-- `BATHORY`: 1102
-- `CARAMEL`: 1103
-- `COCO`: 1104
-- `DENIRO`: 1105
-- `DESERT_WOLF`: 1106
-- `DESERT_WOLF_B`: 1107
-- `DEVIACE`: 1108
-- `DEVIRUCHI`: 1109
-- `DOKEBI`: 1110
-- `DRAINLIAR`: 1111
-- `DRAKE`: 1112
-- `DROPS`: 1113
-- `DUSTINESS`: 1114
-- `EDDGA`: 1115
-- `EGGYRA`: 1116
-- `EVIL_DRUID`: 1117
-- `FLORA`: 1118
-- `FRILLDORA`: 1119
-- `GHOSTRING`: 1120
-- `GIEARTH`: 1121
-- `GOBLIN_1`: 1122
-- `GOBLIN_2`: 1123
-- `GOBLIN_3`: 1124
-- `GOBLIN_4`: 1125
-- `GOBLIN_5`: 1126
-- `HODE`: 1127
-- `HORN`: 1128
-- `HORONG`: 1129
-- `JAKK`: 1130
-- `JOKER`: 1131
-- `KHALITZBURG`: 1132
-- `KOBOLD_1`: 1133
-- `KOBOLD_2`: 1134
-- `KOBOLD_3`: 1135
-- `KOBOLD_4`: 1136
-- `KOBOLD_5`: 1137
-- `MAGNOLIA`: 1138
-- `MANTIS`: 1139
-- `MARDUK`: 1140
-- `MARINA`: 1141
-- `MARINE_SPHERE`: 1142
-- `MARIONETTE`: 1143
-- `MARSE`: 1144
-- `MARTIN`: 1145
-- `MATYR`: 1146
-- `MAYA`: 1147
-- `MEDUSA`: 1148
-- `MINOROUS`: 1149
-- `MOONLIGHT`: 1150
-- `MYST`: 1151
-- `ORC_SKELETON`: 1152
-- `ORC_ZOMBIE`: 1153
-- `PASANA`: 1154
-- `PETIT`: 1155
-- `PETIT_`: 1156
-- `PHARAOH`: 1157
-- `PHEN`: 1158
-- `PHREEONI`: 1159
-- `PIERE`: 1160
-- `PLANKTON`: 1161
-- `RAFFLESIA`: 1162
-- `RAYDRIC`: 1163
-- `REQUIEM`: 1164
-- `SAND_MAN`: 1165
-- `SAVAGE`: 1166
-- `SAVAGE_BABE`: 1167
-- `SCORPION_KING`: 1168
-- `SKEL_WORKER`: 1169
-- `SOHEE`: 1170
-- `STAINER`: 1174
-- `TAROU`: 1175
-- `VITATA`: 1176
-- `ZENORC`: 1177
-- `ZEROM`: 1178
-- `WHISPER`: 1179
-- `NINE_TAIL`: 1180
-- `ZOMBIE_DRAGON`: 1181
-- `THIEF_MUSHROOM`: 1182
-- `CHONCHON_`: 1183
-- `FABRE_`: 1184
-- `WHISPER_`: 1185
-- `WHISPER_BOSS`: 1186
-- `BON_GUN`: 1188
-- `ORC_ARCHER`: 1189
-- `ORC_LORD`: 1190
-- `MIMIC`: 1191
-- `WRAITH`: 1192
-- `ALARM`: 1193
-- `ARCLOUSE`: 1194
-- `RIDEWORD`: 1195
-- `SKEL_PRISONER`: 1196
-- `ZOMBIE_PRISONER`: 1197
-- `DARK_PRIEST`: 1198
-- `PUNK`: 1199
-- `ZHERLTHSH`: 1200
-- `RYBIO`: 1201
-- `PHENDARK`: 1202
-- `MYSTELTAINN`: 1203
-- `TIRFING`: 1204
-- `EXECUTIONER`: 1205
-- `ANOLIAN`: 1206
-- `STING`: 1207
-- `WANDER_MAN`: 1208
-- `CRAMP`: 1209
-- `BRILIGHT`: 1211
-- `IRON_FIST`: 1212
-- `HIGH_ORC`: 1213
-- `CHOCO`: 1214
-- `STEM_WORM`: 1215
-- `PENOMENA`: 1216
-- `KNIGHT_OF_ABYSS`: 1219
-- `MARIN`: 1242
-- `SASQUATCH`: 1243
-- `JAKK_XMAS`: 1244
-- `GOBLINE_XMAS`: 1245
-- `COOKIE_XMAS`: 1246
-- `ANTONIO`: 1247
-- `CRUISER`: 1248
-- `MYSTCASE`: 1249
-- `CHEPET`: 1250
-- `KNIGHT_OF_WINDSTORM`: 1251
-- `GARM`: 1252
-- `GARGOYLE`: 1253
-- `RAGGLER`: 1254
-- `NERAID`: 1255
-- `PEST`: 1256
-- `INJUSTICE`: 1257
-- `GOBLIN_ARCHER`: 1258
-- `GRYPHON`: 1259
-- `DARK_FRAME`: 1260
-- `WILD_ROSE`: 1261
-- `MUTANT_DRAGON`: 1262
-- `WIND_GHOST`: 1263
-- `MERMAN`: 1264
-- `COOKIE`: 1265
-- `ASTER`: 1266
-- `CARAT`: 1267
-- `BLOODY_KNIGHT`: 1268
-- `CLOCK`: 1269
-- `C_TOWER_MANAGER`: 1270
-- `ALLIGATOR`: 1271
-- `DARK_LORD`: 1272
-- `ORC_LADY`: 1273
-- `MEGALITH`: 1274
-- `ALICE`: 1275
-- `RAYDRIC_ARCHER`: 1276
-- `GREATEST_GENERAL`: 1277
-- `STALACTIC_GOLEM`: 1278
-- `TRI_JOINT`: 1279
-- `STEAM_GOBLIN`: 1280
-- `SAGEWORM`: 1281
-- `KOBOLD_ARCHER`: 1282
-- `CHIMERA`: 1283
-- `ARCHER_GUARDIAN`: 1285
-- `KNIGHT_GUARDIAN`: 1286
-- `SOLDIER_GUARDIAN`: 1287
-- `EMPELIUM`: 1288
-- `MAYA_PUPLE`: 1289
-- `SKELETON_GENERAL`: 1290
-- `WRAITH_DEAD`: 1291
-- `MINI_DEMON`: 1292
-- `CREMY_FEAR`: 1293
-- `KILLER_MANTIS`: 1294
-- `OWL_BARON`: 1295
-- `KOBOLD_LEADER`: 1296
-- `ANCIENT_MUMMY`: 1297
-- `ZOMBIE_MASTER`: 1298
-- `GOBLIN_LEADER`: 1299
-- `CATERPILLAR`: 1300
-- `AM_MUT`: 1301
-- `DARK_ILLUSION`: 1302
-- `GIANT_HONET`: 1303
-- `GIANT_SPIDER`: 1304
-- `ANCIENT_WORM`: 1305
-- `LEIB_OLMAI`: 1306
-- `CAT_O_NINE_TAIL`: 1307
-- `PANZER_GOBLIN`: 1308
-- `GAJOMART`: 1309
-- `MAJORUROS`: 1310
-- `GULLINBURSTI`: 1311
-- `TURTLE_GENERAL`: 1312
-- `MOBSTER`: 1313
-- `PERMETER`: 1314
-- `ASSULTER`: 1315
-- `SOLIDER`: 1316
-- `FUR_SEAL`: 1317
-- `HEATER`: 1318
-- `FREEZER`: 1319
-- `OWL_DUKE`: 1320
-- `DRAGON_TAIL`: 1321
-- `SPRING_RABBIT`: 1322
-- `SEE_OTTER`: 1323
-- `TREASURE_BOX1`: 1324
-- `TREASURE_BOX2`: 1325
-- `TREASURE_BOX3`: 1326
-- `TREASURE_BOX4`: 1327
-- `TREASURE_BOX5`: 1328
-- `TREASURE_BOX6`: 1329
-- `TREASURE_BOX7`: 1330
-- `TREASURE_BOX8`: 1331
-- `TREASURE_BOX9`: 1332
-- `TREASURE_BOX10`: 1333
-- `TREASURE_BOX11`: 1334
-- `TREASURE_BOX12`: 1335
-- `TREASURE_BOX13`: 1336
-- `TREASURE_BOX14`: 1337
-- `TREASURE_BOX15`: 1338
-- `TREASURE_BOX16`: 1339
-- `TREASURE_BOX17`: 1340
-- `TREASURE_BOX18`: 1341
-- `TREASURE_BOX19`: 1342
-- `TREASURE_BOX20`: 1343
-- `TREASURE_BOX21`: 1344
-- `TREASURE_BOX22`: 1345
-- `TREASURE_BOX23`: 1346
-- `TREASURE_BOX24`: 1347
-- `TREASURE_BOX25`: 1348
-- `TREASURE_BOX26`: 1349
-- `TREASURE_BOX27`: 1350
-- `TREASURE_BOX28`: 1351
-- `TREASURE_BOX29`: 1352
-- `TREASURE_BOX30`: 1353
-- `TREASURE_BOX31`: 1354
-- `TREASURE_BOX32`: 1355
-- `TREASURE_BOX33`: 1356
-- `TREASURE_BOX34`: 1357
-- `TREASURE_BOX35`: 1358
-- `TREASURE_BOX36`: 1359
-- `TREASURE_BOX37`: 1360
-- `TREASURE_BOX38`: 1361
-- `TREASURE_BOX39`: 1362
-- `TREASURE_BOX40`: 1363
-- `G_ASSULTER`: 1364
-- `APOCALIPS`: 1365
-- `LAVA_GOLEM`: 1366
-- `BLAZZER`: 1367
-- `GEOGRAPHER`: 1368
-- `GRAND_PECO`: 1369
-- `SUCCUBUS`: 1370
-- `FAKE_ANGEL`: 1371
-- `GOAT`: 1372
-- `LORD_OF_DEATH`: 1373
-- `INCUBUS`: 1374
-- `THE_PAPER`: 1375
-- `HARPY`: 1376
-- `ELDER`: 1377
-- `DEMON_PUNGUS`: 1378
-- `NIGHTMARE_TERROR`: 1379
-- `DRILLER`: 1380
-- `GRIZZLY`: 1381
-- `DIABOLIC`: 1382
-- `EXPLOSION`: 1383
-- `DELETER`: 1384
-- `DELETER_`: 1385
-- `SLEEPER`: 1386
-- `GIG`: 1387
-- `ARCHANGELING`: 1388
-- `DRACULA`: 1389
-- `VIOLY`: 1390
-- `GALAPAGO`: 1391
-- `ROTAR_ZAIRO`: 1392
-- `G_MUMMY`: 1393
-- `G_ZOMBIE`: 1394
-- `CRYSTAL_1`: 1395
-- `CRYSTAL_2`: 1396
-- `CRYSTAL_3`: 1397
-- `CRYSTAL_4`: 1398
-- `EVENT_BAPHO`: 1399
-- `KARAKASA`: 1400
-- `SHINOBI`: 1401
-- `POISON_TOAD`: 1402
-- `ANTIQUE_FIRELOCK`: 1403
-- `MIYABI_NINGYO`: 1404
-- `TENGU`: 1405
-- `KAPHA`: 1406
-- `BLOOD_BUTTERFLY`: 1408
-- `RICE_CAKE_BOY`: 1409
-- `LIVE_PEACH_TREE`: 1410
-- `PEACH_TREE_BULLET`: 1411
-- `EVIL_CLOUD_HERMIT`: 1412
-- `WILD_GINSENG`: 1413
-- `GINSENG_BULLET`: 1414
-- `BABY_LEOPARD`: 1415
-- `WICKED_NYMPH`: 1416
-- `ZIPPER_BEAR`: 1417
-- `DARK_SNAKE_LORD`: 1418
-- `G_FARMILIAR`: 1419
-- `G_ARCHER_SKELETON`: 1420
-- `G_ISIS`: 1421
-- `G_HUNTER_FLY`: 1422
-- `G_GHOUL`: 1423
-- `G_SIDE_WINDER`: 1424
-- `G_OBEAUNE`: 1425
-- `G_MARC`: 1426
-- `G_NIGHTMARE`: 1427
-- `G_POISON_SPORE`: 1428
-- `G_ARGIOPE`: 1429
-- `G_ARGOS`: 1430
-- `G_BAPHOMET_`: 1431
-- `G_DESERT_WOLF`: 1432
-- `G_DEVIRUCHI`: 1433
-- `G_DRAINLIAR`: 1434
-- `G_EVIL_DRUID`: 1435
-- `G_JAKK`: 1436
-- `G_JOKER`: 1437
-- `G_KHALITZBURG`: 1438
-- `G_HIGH_ORC`: 1439
-- `G_STEM_WORM`: 1440
-- `G_PENOMENA`: 1441
-- `G_SASQUATCH`: 1442
-- `G_CRUISER`: 1443
-- `G_CHEPET`: 1444
-- `G_RAGGLER`: 1445
-- `G_INJUSTICE`: 1446
-- `G_GRYPHON`: 1447
-- `G_DARK_FRAME`: 1448
-- `G_MUTANT_DRAGON`: 1449
-- `G_WIND_GHOST`: 1450
-- `G_MERMAN`: 1451
-- `G_ORC_LADY`: 1452
-- `G_RAYDRIC_ARCHER`: 1453
-- `G_TRI_JOINT`: 1454
-- `G_KOBOLD_ARCHER`: 1455
-- `G_CHIMERA`: 1456
-- `G_MANTIS`: 1457
-- `G_MARDUK`: 1458
-- `G_MARIONETTE`: 1459
-- `G_MATYR`: 1460
-- `G_MINOROUS`: 1461
-- `G_ORC_SKELETON`: 1462
-- `G_ORC_ZOMBIE`: 1463
-- `G_PASANA`: 1464
-- `G_PETIT`: 1465
-- `G_PETIT_`: 1466
-- `G_RAYDRIC`: 1467
-- `G_REQUIEM`: 1468
-- `G_SKEL_WORKER`: 1469
-- `G_ZEROM`: 1470
-- `G_NINE_TAIL`: 1471
-- `G_BON_GUN`: 1472
-- `G_ORC_ARCHER`: 1473
-- `G_MIMIC`: 1474
-- `G_WRAITH`: 1475
-- `G_ALARM`: 1476
-- `G_ARCLOUSE`: 1477
-- `G_RIDEWORD`: 1478
-- `G_SKEL_PRISONER`: 1479
-- `G_ZOMBIE_PRISONER`: 1480
-- `G_PUNK`: 1481
-- `G_ZHERLTHSH`: 1482
-- `G_RYBIO`: 1483
-- `G_PHENDARK`: 1484
-- `G_MYSTELTAINN`: 1485
-- `G_TIRFING`: 1486
-- `G_EXECUTIONER`: 1487
-- `G_ANOLIAN`: 1488
-- `G_STING`: 1489
-- `G_WANDER_MAN`: 1490
-- `G_DOKEBI`: 1491
-- `INCANTATION_SAMURAI`: 1492
-- `DRYAD`: 1493
-- `KIND_OF_BEETLE`: 1494
-- `STONE_SHOOTER`: 1495
-- `STONE_SHOOTER_BULLET`: 1496
-- `WOODEN_GOLEM`: 1497
-- `WOOTAN_SHOOTER`: 1498
-- `WOOTAN_FIGHTER`: 1499
-- `PARASITE`: 1500
-- `PARASITE_BULLET`: 1501
-- `PORING_V`: 1502
-- `GIBBET`: 1503
-- `DULLAHAN`: 1504
-- `LOLI_RURI`: 1505
-- `DISGUISE`: 1506
-- `BLOODY_MURDERER`: 1507
-- `QUVE`: 1508
-- `LUDE`: 1509
-- `HYLOZOIST`: 1510
-- `AMON_RA`: 1511
-- `HYEGUN`: 1512
-- `CIVIL_SERVANT`: 1513
-- `DANCING_DRAGON`: 1514
-- `GARM_BABY`: 1515
-- `INCREASE_SOIL`: 1516
-- `LI_ME_MANG_RYANG`: 1517
-- `BACSOJIN`: 1518
-- `CHUNG_E`: 1519
-- `BOILED_RICE`: 1520
-- `G_ALICE`: 1521
-- `G_ANCIENT_MUMMY`: 1522
-- `G_ANTIQUE_FIRELOCK`: 1523
-- `G_BABY_LEOPARD`: 1524
-- `G_BATHORY`: 1525
-- `G_BLOOD_BUTTERFLY`: 1526
-- `G_C_TOWER_MANAGER`: 1527
-- `G_CLOCK`: 1528
-- `G_DARK_SNAKE_LORD`: 1529
-- `G_DRACULA`: 1530
-- `G_EVIL_CLOUD_HERMIT`: 1531
-- `G_EXPLOSION`: 1532
-- `G_FUR_SEAL`: 1533
-- `G_GOBLIN_1`: 1534
-- `G_GOBLIN_2`: 1535
-- `G_GOBLIN_3`: 1536
-- `G_GOBLIN_4`: 1537
-- `G_GOBLIN_5`: 1538
-- `G_GOBLIN_LEADER`: 1539
-- `G_GOLEM`: 1540
-- `G_GREATEST_GENERAL`: 1541
-- `G_KAPHA`: 1543
-- `G_KARAKASA`: 1544
-- `G_KOBOLD_1`: 1545
-- `G_KOBOLD_2`: 1546
-- `G_KOBOLD_3`: 1547
-- `G_KOBOLD_LEADER`: 1548
-- `G_LAVA_GOLEM`: 1549
-- `G_LIVE_PEACH_TREE`: 1550
-- `G_MARSE`: 1551
-- `G_MIYABI_NINGYO`: 1552
-- `G_MYST`: 1553
-- `G_NIGHTMARE_TERROR`: 1554
-- `G_PARASITE`: 1555
-- `G_POISON_TOAD`: 1556
-- `G_ROTAR_ZAIRO`: 1557
-- `G_SAND_MAN`: 1558
-- `G_SCORPION`: 1559
-- `G_SHINOBI`: 1560
-- `G_SMOKIE`: 1561
-- `G_SOLDIER_SKELETON`: 1562
-- `G_TENGU`: 1563
-- `G_WICKED_NYMPH`: 1564
-- `G_WILD_GINSENG`: 1565
-- `G_WRAITH_DEAD`: 1566
-- `G_ANCIENT_WORM`: 1567
-- `G_ANGELING`: 1568
-- `G_BLOODY_KNIGHT`: 1569
-- `G_CRAMP`: 1570
-- `G_DEVIACE`: 1571
-- `G_DROPS`: 1572
-- `G_ELDER`: 1573
-- `G_ELDER_WILOW`: 1574
-- `G_FLORA`: 1575
-- `G_GHOSTRING`: 1576
-- `G_GOBLIN_ARCHER`: 1577
-- `G_HORONG`: 1578
-- `G_HYDRA`: 1579
-- `G_INCUBUS`: 1580
-- `G_VOCAL`: 1581
-- `DEVILING`: 1582
-- `TAO_GUNKA`: 1583
-- `TAMRUAN`: 1584
-- `LEAF_CAT`: 1586
-- `KRABEN`: 1587
-- `ORC_XMAS`: 1588
-- `G_MANDRAGORA`: 1589
-- `G_GEOGRAPHER`: 1590
-- `A_LUNATIC`: 1591
-- `A_MOBSTER`: 1592
-- `A_ANCIENT_MUMMY`: 1593
-- `G_FREEZER`: 1594
-- `G_MARIN`: 1595
-- `G_TAMRUAN`: 1596
-- `G_GARGOYLE`: 1597
-- `G_BLAZZER`: 1598
-- `G_WHISPER_BOSS`: 1599
-- `G_HEATER`: 1600
-- `G_PERMETER`: 1601
-- `G_SOLIDER`: 1602
-- `G_BIGFOOT`: 1603
-- `G_GIANT_HONET`: 1604
-- `G_DARK_ILLUSION`: 1605
-- `G_GARM_BABY`: 1606
-- `G_GOBLINE_XMAS`: 1607
-- `G_THIEF_BUG__`: 1608
-- `G_DANCING_DRAGON`: 1609
-- `A_MUNAK`: 1610
-- `A_BON_GUN`: 1611
-- `A_HYEGUN`: 1612
-- `METALING`: 1613
-- `MINERAL`: 1614
-- `OBSIDIAN`: 1615
-- `PITMAN`: 1616
-- `WASTE_STOVE`: 1617
-- `UNGOLIANT`: 1618
-- `PORCELLIO`: 1619
-- `NOXIOUS`: 1620
-- `VENOMOUS`: 1621
-- `TEDDY_BEAR`: 1622
-- `RSX_0806`: 1623
-- `G_WASTE_STOVE`: 1624
-- `G_PORCELLIO`: 1625
-- `G_DARK_PRIEST`: 1626
-- `ANOPHELES`: 1627
-- `MOLE`: 1628
-- `HILL_WIND`: 1629
-- `BACSOJIN_`: 1630
-- `CHUNG_E_`: 1631
-- `GREMLIN`: 1632
-- `BEHOLDER`: 1633
-- `SEYREN`: 1634
-- `EREMES`: 1635
-- `HARWORD`: 1636
-- `MAGALETA`: 1637
-- `SHECIL`: 1638
-- `KATRINN`: 1639
-- `G_SEYREN`: 1640
-- `G_EREMES`: 1641
-- `G_HARWORD`: 1642
-- `G_MAGALETA`: 1643
-- `G_SHECIL`: 1644
-- `G_KATRINN`: 1645
-- `B_SEYREN`: 1646
-- `B_EREMES`: 1647
-- `B_HARWORD`: 1648
-- `B_MAGALETA`: 1649
-- `B_SHECIL`: 1650
-- `B_KATRINN`: 1651
-- `YGNIZEM`: 1652
-- `WHIKEBAIN`: 1653
-- `ARMAIA`: 1654
-- `EREND`: 1655
-- `KAVAC`: 1656
-- `RAWREL`: 1657
-- `B_YGNIZEM`: 1658
-- `G_WHIKEBAIN`: 1659
-- `G_ARMAIA`: 1660
-- `G_EREND`: 1661
-- `G_KAVAC`: 1662
-- `G_RAWREL`: 1663
-- `POTON_CANON`: 1664
-- `POTON_CANON_1`: 1665
-- `POTON_CANON_2`: 1666
-- `POTON_CANON_3`: 1667
-- `ARCHDAM`: 1668
-- `DIMIK`: 1669
-- `DIMIK_1`: 1670
-- `DIMIK_2`: 1671
-- `DIMIK_3`: 1672
-- `DIMIK_4`: 1673
-- `MONEMUS`: 1674
-- `VENATU`: 1675
-- `VENATU_1`: 1676
-- `VENATU_2`: 1677
-- `VENATU_3`: 1678
-- `VENATU_4`: 1679
-- `HILL_WIND_1`: 1680
-- `GEMINI`: 1681
-- `REMOVAL`: 1682
-- `G_POTON_CANON`: 1683
-- `G_ARCHDAM`: 1684
-- `APOCALIPS_H`: 1685
-- `ORC_BABY`: 1686
-- `GREEN_IGUANA`: 1687
-- `LADY_TANEE`: 1688
-- `G_BACSOJIN`: 1689
-- `G_SPRING_RABBIT`: 1690
-- `G_KRABEN`: 1691
-- `BREEZE`: 1692
-- `PLASMA_Y`: 1693
-- `PLASMA_R`: 1694
-- `PLASMA_G`: 1695
-- `PLASMA_P`: 1696
-- `PLASMA_B`: 1697
-- `DEATHWORD`: 1698
-- `ANCIENT_MIMIC`: 1699
-- `OBSERVATION`: 1700
-- `SHELTER`: 1701
-- `RETRIBUTION`: 1702
-- `SOLACE`: 1703
-- `THA_ODIUM`: 1704
-- `THA_DESPERO`: 1705
-- `THA_MAERO`: 1706
-- `THA_DOLOR`: 1707
-- `THANATOS`: 1708
-- `G_THA_ODIUM`: 1709
-- `G_THA_DESPERO`: 1710
-- `G_THA_MAERO`: 1711
-- `G_THA_DOLOR`: 1712
-- `ACIDUS`: 1713
-- `FERUS`: 1714
-- `NOVUS`: 1715
-- `ACIDUS_`: 1716
-- `FERUS_`: 1717
-- `NOVUS_`: 1718
-- `DETALE`: 1719
-- `HYDRO`: 1720
-- `DRAGON_EGG`: 1721
-- `EVENT_JAKK`: 1722
-- `A_SHECIL`: 1723
-- `A_POTON_CANON`: 1724
-- `R_PORING`: 1725
-- `R_LUNATIC`: 1726
-- `R_SAVAGE_BABE`: 1727
-- `R_DESERT_WOLF_B`: 1728
-- `R_BAPHOMET_`: 1729
-- `R_DEVIRUCHI`: 1730
-- `G_DOPPELGANGER`: 1731
-- `G_TREASURE_BOX`: 1732
-- `KIEL`: 1733
-- `KIEL_`: 1734
-- `ALICEL`: 1735
-- `ALIOT`: 1736
-- `ALIZA`: 1737
-- `CONSTANT`: 1738
-- `G_ALICEL`: 1739
-- `G_ALIOT`: 1740
-- `G_COOKIE_XMAS`: 1741
-- `G_CARAT`: 1742
-- `G_MYSTCASE`: 1743
-- `G_WILD_ROSE`: 1744
-- `G_CONSTANT`: 1745
-- `G_ALIZA`: 1746
-- `G_SNAKE`: 1747
-- `G_ANACONDAQ`: 1748
-- `G_MEDUSA`: 1749
-- `G_RED_PLANT`: 1750
-- `RANDGRIS`: 1751
-- `SKOGUL`: 1752
-- `FRUS`: 1753
-- `SKEGGIOLD`: 1754
-- `SKEGGIOLD_`: 1755
-- `G_HYDRO`: 1756
-- `G_ACIDUS`: 1757
-- `G_FERUS`: 1758
-- `G_ACIDUS_`: 1759
-- `G_FERUS_`: 1760
-- `G_SKOGUL`: 1761
-- `G_FRUS`: 1762
-- `G_SKEGGIOLD`: 1763
-- `G_SKEGGIOLD_`: 1764
-- `G_RANDGRIS`: 1765
-- `EM_ANGELING`: 1766
-- `EM_DEVILING`: 1767
-- `GLOOMUNDERNIGHT`: 1768
-- `AGAV`: 1769
-- `ECHIO`: 1770
-- `VANBERK`: 1771
-- `ISILLA`: 1772
-- `HODREMLIN`: 1773
-- `SEEKER`: 1774
-- `SNOWIER`: 1775
-- `SIROMA`: 1776
-- `ICE_TITAN`: 1777
-- `GAZETI`: 1778
-- `KTULLANUX`: 1779
-- `MUSCIPULAR`: 1780
-- `DROSERA`: 1781
-- `ROWEEN`: 1782
-- `GALION`: 1783
-- `STAPO`: 1784
-- `ATROCE`: 1785
-- `G_AGAV`: 1786
-- `G_ECHIO`: 1787
-- `G_ICE_TITAN`: 1788
-- `ICEICLE`: 1789
-- `G_RAFFLESIA`: 1790
-- `G_GALION`: 1791
-- `SOCCER_BALL`: 1792
-- `G_MEGALITH`: 1793
-- `G_ROWEEN`: 1794
-- `BLOODY_KNIGHT_`: 1795
-- `AUNOE`: 1796
-- `FANAT`: 1797
-- `TREASURE_BOX_`: 1798
-- `B_SEYREN_`: 1799
-- `B_EREMES_`: 1800
-- `B_HARWORD_`: 1801
-- `B_MAGALETA_`: 1802
-- `B_SHECIL_`: 1803
-- `B_KATRINN_`: 1804
-- `G_SEYREN_`: 1805
-- `G_EREMES_`: 1806
-- `G_HARWORD_`: 1807
-- `G_MAGALETA_`: 1808
-- `G_SHECIL_`: 1809
-- `G_KATRINN_`: 1810
-- `G_SMOKIE_`: 1811
-- `EVENT_LUDE`: 1812
-- `EVENT_HYDRO`: 1813
-- `EVENT_MOON`: 1814
-- `EVENT_RICECAKE`: 1815
-- `EVENT_GOURD`: 1816
-- `EVENT_DETALE`: 1817
-- `EVENT_ALARM`: 1818
-- `EVENT_BATHORY`: 1819
-- `EVENT_BIGFOOT`: 1820
-- `EVENT_DESERT_WOLF`: 1821
-- `EVENT_DEVIRUCHI`: 1822
-- `EVENT_FREEZER`: 1823
-- `EVENT_GARM_BABY`: 1824
-- `EVENT_GOBLINE_XMAS`: 1825
-- `EVENT_MYST`: 1826
-- `EVENT_SASQUATCH`: 1827
-- `EVENT_GULLINBURSTI`: 1828
-- `SWORD_GUARDIAN`: 1829
-- `BOW_GUARDIAN`: 1830
-- `SALAMANDER`: 1831
-- `IFRIT`: 1832
-- `KASA`: 1833
-- `G_SALAMANDER`: 1834
-- `G_KASA`: 1835
-- `MAGMARING`: 1836
-- `IMP`: 1837
-- `KNOCKER`: 1838
-- `BYORGUE`: 1839
-- `GOLDEN_SAVAGE`: 1840
-- `G_SNAKE_`: 1841
-- `G_ANACONDAQ_`: 1842
-- `G_SIDE_WINDER_`: 1843
-- `G_ISIS_`: 1844
-- `G_TREASURE_BOX_`: 1845
-- `DREAMMETAL`: 1846
-- `EVENT_BAPHOMET`: 1848
-- `EVENT_OSIRIS`: 1849
-- `EVENT_ORCHERO`: 1850
-- `EVENT_MOBSTER`: 1851
-- `G_EM_ANGELING`: 1852
-- `G_EM_DEVILING`: 1853
-- `E_MUKA`: 1854
-- `E_POISONSPORE`: 1855
-- `E_MAGNOLIA`: 1856
-- `E_MARIN`: 1857
-- `E_PLANKTON`: 1858
-- `E_MANDRAGORA`: 1859
-- `E_COCO`: 1860
-- `E_CHOCO`: 1861
-- `E_MARTIN`: 1862
-- `E_SPRING_RABBIT`: 1863
-- `ZOMBIE_SLAUGHTER`: 1864
-- `RAGGED_ZOMBIE`: 1865
-- `HELL_POODLE`: 1866
-- `BANSHEE`: 1867
-- `G_BANSHEE`: 1868
-- `FLAME_SKULL`: 1869
-- `NECROMANCER`: 1870
-- `FALLINGBISHOP`: 1871
-- `BEELZEBUB_FLY`: 1872
-- `BEELZEBUB`: 1873
-- `BEELZEBUB_`: 1874
-- `TRISTAN_3RD`: 1875
-- `E_LORD_OF_DEATH`: 1876
-- `CRYSTAL_5`: 1877
-- `E_SHINING_PLANT`: 1878
-- `ECLIPSE_P`: 1879
-- `WOOD_GOBLIN`: 1880
-- `LES`: 1881
-- `VAVAYAGA`: 1882
-- `UZHAS`: 1883
-- `MAVKA`: 1884
-- `GOPINICH`: 1885
-- `G_MAVKA`: 1886
-- `FREEZER_R`: 1887
-- `GARM_BABY_R`: 1888
-- `GARM_R`: 1889
-- `GOPINICH_R`: 1890
-- `G_RANDGRIS_`: 1891
-- `G_LOLI_RURI`: 1892
-- `G_KNIGHT_OF_ABYSS`: 1893
-- `POURING`: 1894
-- `EVENT_SEYREN`: 1895
-- `EVENT_KATRINN`: 1896
-- `EVENT_BAPHOMET_`: 1897
-- `EVENT_ZOMBIE`: 1898
-- `SWORD_GUARDIAN_`: 1899
-- `BOW_GUARDIAN_`: 1900
-- `E_CONDOR`: 1901
-- `E_TREASURE1`: 1902
-- `E_TREASURE2`: 1903
-- `BOMBPORING`: 1904
-- `BARRICADE`: 1905
-- `BARRICADE_`: 1906
-- `S_EMPEL_1`: 1907
-- `S_EMPEL_2`: 1908
-- `OBJ_A`: 1909
-- `OBJ_B`: 1910
-- `OBJ_NEUTRAL`: 1911
-- `OBJ_FLAG_A`: 1912
-- `OBJ_FLAG_B`: 1913
-- `OBJ_A2`: 1914
-- `OBJ_B2`: 1915
-- `MOROCC`: 1916
-- `MOROCC_`: 1917
-- `MOROCC_1`: 1918
-- `MOROCC_2`: 1919
-- `MOROCC_3`: 1920
-- `MOROCC_4`: 1921
-- `G_MOROCC_1`: 1922
-- `G_MOROCC_2`: 1923
-- `G_MOROCC_3`: 1924
-- `G_MOROCC_4`: 1925
-- `JAKK_H`: 1926
-- `WHISPER_H`: 1927
-- `DEVIRUCHI_H`: 1928
-- `BAPHOMET_I`: 1929
-- `PIAMETTE`: 1930
-- `WISH_MAIDEN`: 1931
-- `GARDEN_KEEPER`: 1932
-- `GARDEN_WATCHER`: 1933
-- `BLUE_FLOWER`: 1934
-- `RED_FLOWER`: 1935
-- `YELL_FLOWER`: 1936
-- `CONSTANT_`: 1937
-- `TREASURE_BOX41`: 1938
-- `TREASURE_BOX42`: 1939
-- `TREASURE_BOX43`: 1940
-- `TREASURE_BOX44`: 1941
-- `TREASURE_BOX45`: 1942
-- `TREASURE_BOX46`: 1943
-- `TREASURE_BOX47`: 1944
-- `TREASURE_BOX48`: 1945
-- `TREASURE_BOX49`: 1946
-- `PIAMETTE_`: 1947
-- `G_YGNIZEM`: 1948
-- `B_S_GUARDIAN`: 1949
-- `B_B_GUARDIAN`: 1950
-- `CRYSTAL_6`: 1951
-- `CRYSTAL_7`: 1952
-- `CRYSTAL_8`: 1953
-- `CRYSTAL_9`: 1954
-- `TREASURE_BOX_I`: 1955
-- `NAGHT_SIEGER`: 1956
-- `ENTWEIHEN`: 1957
-- `G_ENTWEIHEN_R`: 1958
-- `G_ENTWEIHEN_H`: 1959
-- `G_ENTWEIHEN_M`: 1960
-- `G_ENTWEIHEN_S`: 1961
-- `ANTONIO_`: 1962
-- `P_CHUNG_E`: 1963
-- `NIGHTMARE_T`: 1964
-- `M_WILD_ROSE`: 1965
-- `M_DOPPELGANGER`: 1966
-- `M_YGNIZEM`: 1967
-- `E_STROUF`: 1968
-- `E_MARC`: 1969
-- `E_OBEAUNE`: 1970
-- `E_VADON`: 1971
-- `E_MARINA`: 1972
-- `E_PORING`: 1973
-- `BANSHEE_MASTER`: 1974
-- `BEHOLDER_MASTER`: 1975
-- `COBALT_MINERAL`: 1976
-- `HEAVY_METALING`: 1977
-- `HELL_APOCALIPS`: 1978
-- `ZAKUDAM`: 1979
-- `KUBLIN`: 1980
-- `I_HIGH_ORC`: 1981
-- `I_ORC_ARCHER`: 1982
-- `I_ORC_SKELETON`: 1983
-- `I_ORC_LADY`: 1984
-- `DANDELION`: 1985
-- `TATACHO`: 1986
-- `CENTIPEDE`: 1987
-- `NEPENTHES`: 1988
-- `HILLSRION`: 1989
-- `HARDROCK_MOMMOTH`: 1990
-- `TENDRILRION`: 1991
-- `CORNUS`: 1992
-- `NAGA`: 1993
-- `LUCIOLA_VESPA`: 1994
-- `PINGUICULA`: 1995
-- `BACSOJIN_T`: 1996
-- `G_TATACHO`: 1997
-- `G_HILLSRION`: 1998
-- `CENTIPEDE_LARVA`: 1999
-- `M_GAMEMASTER`: 2000
-- `F_GAMEMASTER`: 2001
-- `T_SPRING_RABBIT`: 2002
-- `T_BACSOJIN`: 2003
-- `T_WICKED_NYMPH`: 2004
-- `T_PLASMA_B`: 2005
-- `T_PLASMA_P`: 2006
-- `T_PLASMA_R`: 2007
-- `WOOMAWANG`: 2008
-- `WOOMAWANG_`: 2009
-- `G_MAJORUROS`: 2010
-- `E_GHOUL`: 2011
-- `E_ZOMBIE`: 2012
-- `DRACO`: 2013
-- `DRACO_EGG`: 2014
-- `PINGUICULA_D`: 2015
-- `AQUA_ELEMENTAL`: 2016
-- `RATA`: 2017
-- `DUNEYRR`: 2018
-- `ANCIENT_TREE`: 2019
-- `RHYNCHO`: 2020
-- `PHYLLA`: 2021
-- `S_NYDHOG`: 2022
-- `DARK_SHADOW`: 2023
-- `BRADIUM_GOLEM`: 2024
-- `MYSTCASE_EVENT`: 2025
-- `DANDELION_`: 2026
-- `G_DARK_SHADOW`: 2027
-- `HIDEN_PRIEST`: 2030
-- `DANDELION_H`: 2031
-- `GUARDIAN_FOREST`: 2032
-- `GOLDEN_TULIP`: 2033
-- `M_DESERT_WOLF_B`: 2034
-- `NIHILITY_ZEM`: 2035
-- `VALKYRIE_N`: 2036
-- `VALKYRIE_A`: 2037
-- `VALKYRIE_B`: 2038
-- `EXECUTIONER_R`: 2039
-- `TIRFING_R`: 2040
-- `MYSTELTAINN_R`: 2041
-- `SILVERSNIPER`: 2042
-- `MAGICDECOY_FIRE`: 2043
-- `MAGICDECOY_WATER`: 2044
-- `MAGICDECOY_EARTH`: 2045
-- `MAGICDECOY_WIND`: 2046
-- `W_NAGA`: 2047
-- `W_PINGUICULA_D`: 2048
-- `W_BRADIUM_GOLEM`: 2049
-- `W_AQUA_ELEMENTAL`: 2050
-- `E_BAPHOMET`: 2051
-- `E_DARKLORD`: 2052
-- `NC_DIMIK`: 2053
-- `E_CRAMP`: 2057
-- `M_MIMIC`: 2058
-- `M_DISGUISE`: 2059
-- `M_ALICE`: 2060
-- `E_ANOPHELES`: 2066
-- `E_ANOPHELES_`: 2067
-- `BOITATA`: 2068
-- `IARA`: 2069
-- `PIRANHA`: 2070
-- `HEADLESS_MULE`: 2071
-- `JAGUAR`: 2072
-- `TOUCAN`: 2073
-- `CURUPIRA`: 2074
-- `E_VADON_X`: 2075
-- `S_WIND_GHOST`: 2076
-- `S_SKOGUL`: 2077
-- `S_SUCCUBUS`: 2078
-- `CRYSTAL_H`: 2079
-- `CRYSTAL_L`: 2080
-- `E_HYDRA`: 2081
-- `G_PIRANHA`: 2082
-- `HORN_SCARABA`: 2083
-- `HORN_SCARABA2`: 2084
-- `ANTLER_SCARABA`: 2085
-- `RAKE_SCARABA`: 2086
-- `QUEEN_SCARABA`: 2087
-- `HORN_SCARABA_EGG`: 2088
-- `HORN_SCARABA2_EGG`: 2089
-- `ANTLER_SCARABA_EGG`: 2090
-- `RAKE_SCARABA_EGG`: 2091
-- `DOLOMEDES`: 2092
-- `BOTARING`: 2093
-- `E_ORK_HERO2`: 2094
-- `E_EDDGA`: 2095
-- `E_OSIRIS2`: 2096
-- `E_DRACULA`: 2097
-- `E_DOPPELGANGER`: 2098
-- `E_MISTRESS`: 2099
-- `E_BAPHOMET2`: 2100
-- `E_LORD_OF_DEATH2`: 2101
-- `E_DARK_LORD`: 2102
-- `E_KTULLANUX`: 2103
-- `E_DARK_SNAKE_LORD`: 2104
-- `E_TURTLE_GENERAL`: 2105
-- `E_APOCALIPS_H`: 2106
-- `E_FALLINGBISHOP`: 2107
-- `E_GLOOMUNDERNIGHT`: 2108
-- `E_RANDGRIS`: 2109
-- `E_IFRIT`: 2110
-- `E_B_HARWORD`: 2111
-- `E_B_SEYREN`: 2112
-- `E_B_EREMES`: 2113
-- `LOST_DRAGON`: 2131
-- `POM_SPIDER`: 2132
-- `ANGRA_MANTIS`: 2133
-- `PARUS`: 2134
-- `CREEPER`: 2135
-- `LITTLE_FATUM`: 2136
-- `MIMING`: 2137
-- `NYDHOG_MEMORY1_1`: 2138
-- `NYDHOG_MEMORY1_2`: 2139
-- `NYDHOG_MEMORY2_1`: 2140
-- `NYDHOG_MEMORY2_2`: 2141
-- `NYDHOG_MEMORY3_1`: 2142
-- `NYDHOG_MEMORY3_2`: 2143
-- `G_ANTLER_SCARABA`: 2144
-- `G_RAKE_SCARABA`: 2145
-- `G_S_NYDHOG`: 2146
-- `E_WHITE_PLANT`: 2147
-- `E_BLUE_PLANT`: 2148
-- `E_SAVAGE_BABE`: 2149
-- `WATERMELON`: 2150
-- `ALNOLDI`: 2151
-- `COMODO`: 2152
-- `CENDRAWASIH`: 2153
-- `BANASPATY`: 2154
-- `BUTOIJO`: 2155
-- `LEAK`: 2156
-- `G_BANASPATY`: 2157
-- `S_HORNET`: 2158
-- `S_GIANT_HORNET`: 2159
-- `S_LUCIOLA_VESPA`: 2160
-- `I_HORN_SCARABA`: 2161
-- `I_HORN_SCARABA2`: 2162
-- `I_ANTLER_SCARABA`: 2163
-- `I_RAKE_SCARABA`: 2164
-- `I_QUEEN_SCARABA`: 2165
-- `I_HORN_SCARABA_EGG`: 2166
-- `I_HORN_SCARABA2_EGG`: 2167
-- `I_ANTLER_SCARABA_EGG`: 2168
-- `I_RAKE_SCARABA_EGG`: 2169
-- `I_G_ANTLER_SCARABA`: 2170
-- `I_G_RAKE_SCARABA`: 2171
-- `I_G_HORN_SCARABA`: 2172
-- `I_G_HORN_SCARABA2`: 2173
-- `MD_VADON`: 2174
-- `MD_MARSE`: 2175
-- `MD_CRAB`: 2176
-- `MD_CORNUTUS`: 2177
-- `MD_SHELLFISH`: 2178
-- `MD_KUKRE`: 2179
-- `MD_STROUF`: 2180
-- `MD_SWORD_FISH`: 2181
-- `MD_MARC`: 2182
-- `MD_ANOLIAN`: 2183
-- `MD_OBEAUNE`: 2184
-- `MD_KAPHA`: 2185
-- `COELACANTH_N_E`: 2186
-- `COELACANTH_N_A`: 2187
-- `COELACANTH_N_M`: 2188
-- `COELACANTH_H_M`: 2189
-- `COELACANTH_H_A`: 2190
-- `MD_SEAWEED`: 2191
-- `MD_OCTOPUS`: 2192
-- `MD_OCTOPUS_LEG`: 2193
-- `MD_GIANT_OCTOPUS`: 2194
-- `MD_G_KUKRE`: 2195
-- `MD_G_STROUF`: 2196
-- `RED_ERUMA`: 2197
-- `KING_DRAMOH`: 2198
-- `SIORAVA`: 2199
-- `J_TAINI`: 2200
-- `SROPHO`: 2201
-- `KRAKEN`: 2202
-- `POT_DOFLE`: 2203
-- `SEDORA`: 2204
-- `KRAKEN_LEG`: 2206
-- `WILD_RIDER`: 2208
-- `E_THIEF_BUG`: 2209
-- `XMAS_LUNATIC`: 2210
-- `E_TEDDY_BEAR`: 2211
-- `E_KNIGHT_OF_WINDSTORM`: 2212
-- `M_WANDER_MAN`: 2213
-- `M_WICKED_NYMPH`: 2214
-- `M_KASA`: 2215
-- `M_SALAMANDER`: 2216
-- `M_TEDDY_BEAR`: 2217
-- `E_OCTOPUS_LEG`: 2218
-- `E_GIANT_OCTOPUS`: 2219
-- `E_QUVE`: 2220
-- `RANDEL`: 2221
-- `FLAMEL`: 2222
-- `CELIA`: 2223
-- `CHEN`: 2224
-- `GERTIE`: 2225
-- `ALPHOCCIO`: 2226
-- `TRENTINI`: 2227
-- `G_RANDEL`: 2228
-- `G_FLAMEL`: 2229
-- `G_CELIA`: 2230
-- `G_CHEN`: 2231
-- `G_GERTIE`: 2232
-- `G_ALPHOCCIO`: 2233
-- `G_TRENTINI`: 2234
-- `B_RANDEL`: 2235
-- `B_FLAMEL`: 2236
-- `B_CELIA`: 2237
-- `B_CHEN`: 2238
-- `B_GERTIE`: 2239
-- `B_ALPHOCCIO`: 2240
-- `B_TRENTINI`: 2241
-- `MD_DESERT_WOLF`: 2242
-- `MD_DESERT_WOLF_B`: 2243
-- `QUEST_CHEN`: 2244
-- `EXP_TEST`: 2245
-- `Q_WOOTAN_FIGHTER`: 2246
-- `Q_INCREASE_SOIL`: 2247
-- `GOLDPORING`: 2248
-- `PYURIEL`: 2249
-- `LORA`: 2250
-- `GIOIA`: 2251
-- `ELVIRA`: 2252
-- `DAEHYON`: 2253
-- `SOHEON`: 2254
-- `KADES`: 2255
-- `RUDO`: 2256
-- `I_PIAMETTE`: 2257
-- `I_PIAMETTE_`: 2258
-- `I_GARDEN_KEEPER`: 2259
-- `G_GARDEN_KEEPER`: 2260
-- `I_GARDEN_WATCHER`: 2261
-- `G_GARDEN_WATCHER`: 2262
-- `I_WISH_MAIDEN`: 2263
-- `I_ARMAIA`: 2264
-- `I_ARMAIA_`: 2265
-- `I_EREND`: 2266
-- `I_EREND_`: 2267
-- `I_KAVAC`: 2268
-- `I_KAVAC_`: 2269
-- `I_RAWREL`: 2270
-- `I_RAWREL_`: 2271
-- `I_WHIKEBAIN`: 2272
-- `I_WHIKEBAIN_`: 2273
-- `I_YGNIZEM`: 2274
-- `I_YGNIZEM_`: 2275
-- `I_DOPPELGANGER`: 2276
-- `G_LORA`: 2277
-- `G_ELVIRA`: 2278
-- `G_SOHEON`: 2279
-- `G_RUDO`: 2280
-- `GLD_DARK_SHADOW`: 2281
-- `GLD_DARK_FRAME`: 2282
-- `GLD_DARK_PRIEST`: 2283
-- `GLD_KOBOLD_1`: 2284
-- `GLD_KOBOLD_2`: 2285
-- `GLD_KOBOLD_3`: 2286
-- `GLD_KOBOLD_ARCHER`: 2287
-- `GLD_TREASURE`: 2288
-- `E_FABRE`: 2289
-- `J_THIEF_BUG`: 2290
-- `E_HORNET`: 2291
-- `E_HORN`: 2292
-- `E_KIND_OF_BEETLE`: 2293
-- `E_ARGIOPE`: 2294
-- `E_GIANT_SPIDER`: 2295
-- `E_KILLER_MANTIS`: 2296
-- `E_GIANT_HONET`: 2297
-- `E_DRAGON_TAIL`: 2298
-- `E_STAINER`: 2299
-- `E_CHONCHON`: 2300
-- `E_STEEL_CHONCHON`: 2301
-- `E_HUNTER_FLY`: 2302
-- `E_MAYA`: 2303
-- `E_QUEEN_SCARABA`: 2304
-- `E_UNGOLIANT`: 2305
-- `E_GOLDEN_BUG`: 2306
-- `J_MISTRESS`: 2307
-- `KO_KAGE`: 2308
-- `BUNGISNGIS`: 2309
-- `ENGKANTO`: 2310
-- `MANANANGGAL`: 2311
-- `MANGKUKULAM`: 2312
-- `TIKBALANG`: 2313
-- `TIYANAK`: 2314
-- `WAKWAK`: 2315
-- `JEJELING`: 2316
-- `BANGUNGOT_1`: 2317
-- `BANGUNGOT_2`: 2318
-- `BUWAYA`: 2319
-- `BAKONAWA_1`: 2320
-- `BAKONAWA_2`: 2321
-- `BAKONAWA_3`: 2322
-- `EVENT_BOMB`: 2323
-- `EVENT_RANGE`: 2324
-- `M_BAPHOMET_`: 2325
-- `M_GALAPAGO`: 2326
-- `BANGUNGOT_3`: 2327
-- `MA_DRUM`: 2328
-- `BUWAYA_EGG`: 2329
-- `BUWAYA_SLAVE`: 2330
-- `MA_SEAW`: 2331
-- `BUWAYA_GHOST`: 2332
-- `BUWAYA_WEAK`: 2333
-- `G_WAKWAK`: 2334
-- `MA_TREASURE`: 2335
-- `DOMOVOI`: 2336
-- `HIDDEN_MOB`: 2337
-- `MD_MANANANGGAL`: 2338
-- `MD_MANGKUKULAM`: 2339
-- `MD_TIYANAK`: 2340
-- `RWC_BOSS2011`: 2341
-- `MER_DIABOLIC`: 2342
-- `HIDDEN_MOB_W`: 2343
-- `MER_WISH_MAIDEN`: 2344
-- `MER_ZHERLTHSH`: 2345
-- `MER_KTULLANUX`: 2346
-- `MER_EDDGA`: 2347
-- `MER_CIVIL_SERVANT`: 2348
-- `MER_LOLI_RURI`: 2349
-- `MER_SEDORA`: 2350
-- `MER_CHEPET`: 2351
-- `E_RSX_0805`: 2352
-- `N_MINOROUS`: 2353
-- `N_MUMMY`: 2354
-- `N_VERIT`: 2355
-- `N_MIMIC`: 2356
-- `G_N_MIMIC`: 2357
-- `N_ARCLOUSE`: 2358
-- `G_N_ARCLOUSE`: 2359
-- `N_ANCIENT_MUMMY`: 2360
-- `G_N_ANCIENT_MUMMY`: 2361
-- `N_AMON_RA`: 2362
-- `MENBLATT`: 2363
-- `PETAL`: 2364
-- `CENERE`: 2365
-- `ANTIQUE_BOOK`: 2366
-- `LICHTERN_B`: 2367
-- `LICHTERN_Y`: 2368
-- `LICHTERN_R`: 2369
-- `LICHTERN_G`: 2370
-- `FAITHFUL_MANAGER`: 2371
-- `SOIL`: 2372
-- `ROCK`: 2373
-- `THICKET`: 2374
-- `MOROCC_4_142`: 2375
-- `MOROCC_2_142`: 2376
-- `E_NOVUS_`: 2377
-- `MER_ANTLER_SCARABA`: 2378
-- `XMAS_SMOKEY_SOCK`: 2379
-- `XMAS_SMOKEY_GIFT`: 2380
-- `LITTLE_PORING`: 2398
-- `G_PORING`: 2401
-- `POPORING_IMMUNE_M`: 2402
-- `POPORING_IMMUNE_A`: 2403
-- `DEAD_PLANKTON`: 2404
-- `WEAK_SKELETON`: 2405
-- `WEAK_SKEL_SOLDIER`: 2406
-- `SAILOR_SKELETON`: 2407
-- `DUMMY_10`: 2408
-- `DUMMY_50`: 2409
-- `DUMMY_100`: 2410
-- `DUMMY_150`: 2411
-- `DUMMY_10_FIRE`: 2413
-- `MG_ZOMBIE`: 2464
-- `MG_WRAITH`: 2465
-- `MG_GHOUL`: 2466
-- `MG_ARCLOUSE`: 2467
-- `MG_RAYDRIC`: 2468
-- `MG_RAYDRIC_ARCHER`: 2469
-- `MG_KNIGHT_OF_ABYSS`: 2470
-- `MG_KHALITZBURG`: 2471
-- `MG_BLOODY_KNIGHT`: 2472
-- `MG_M_UNDEAD_KNIGHT`: 2473
-- `MG_F_UNDEAD_KNIGHT`: 2474
-- `MG_CORRUPTION_ROOT`: 2475
-- `MG_AMDARAIS`: 2476
-- `NG_WANDER_MAN`: 2477
-- `NG_RIDEWORD`: 2478
-- `NG_MIMIC`: 2479
-- `NG_EVIL_DRUID`: 2480
-- `NG_WRAITH_DEAD`: 2481
-- `G_MG_KHALITZBURG`: 2482
-- `NG_BAPHOMET`: 2483
-- `G_NG_BAPHOMET_`: 2484
-- `NG_CHIMERA`: 2485
-- `IRENE_ELDER`: 2542
-- `PAYONSOLDIER`: 2543
-- `PAYONSOLDIER2`: 2544
-- `GUARDDOG`: 2545
-- `GUARDDOG2`: 2546
-- `GEFFEN_MAGE_1`: 2549
-- `GEFFEN_MAGE_2`: 2550
-- `GEFFEN_MAGE_3_1`: 2551
-- `GEFFEN_MAGE_3_2`: 2552
-- `GEFFEN_MAGE_3_3`: 2553
-- `GEFFEN_MAGE_4`: 2554
-- `GEFFEN_MAGE_5`: 2555
-- `GEFFEN_MAGE_6`: 2556
-- `GEFFEN_MAGE_7`: 2557
-- `GEFFEN_MAGE_8`: 2558
-- `GEFFEN_MAGE_9`: 2559
-- `GEFFEN_MAGE_10`: 2560
-- `GEFFEN_MAGE_11`: 2561
-- `GEFFEN_MAGE_12`: 2562
-- `FEI_KANABIAN`: 2563
-- `GEFFEN_FENRIR`: 2564
-- `ALPHONSE`: 2565
-- `ALPHONSE_JR`: 2566
-- `E_GEFFEN_MAGE_3_2`: 2567
-- `E_GEFFEN_MAGE_3_3`: 2568
-- `C1_ZOMBIE_SLAUGHTER`: 2603
-- `C2_ZOMBIE_PRISONER`: 2604
-- `C3_ZOMBIE_MASTER`: 2605
-- `C4_ZOMBIE`: 2606
-- `C5_ZAKUDAM`: 2607
-- `C1_YOYO`: 2608
-- `C2_YOYO`: 2609
-- `C3_WORM_TAIL`: 2610
-- `C4_WOOTAN_FIGHTER`: 2611
-- `C5_WOOD_GOBLIN`: 2612
-- `C1_WOLF`: 2613
-- `C2_WIND_GHOST`: 2614
-- `C3_WILOW`: 2615
-- `C4_WILD_ROSE`: 2616
-- `C5_WICKED_NYMPH`: 2617
-- `C2_WHISPER`: 2618
-- `C3_WEAK_SKELETON`: 2619
-- `C4_WANDER_MAN`: 2620
-- `C5_VIOLY`: 2621
-- `C1_VIOLY`: 2622
-- `C2_VIOLY`: 2623
-- `C3_VENOMOUS`: 2624
-- `C4_VENATU_1`: 2625
-- `C5_VAVAYAGA`: 2626
-- `C1_VANBERK`: 2627
-- `C2_VADON`: 2628
-- `C3_UNGOLIANT`: 2629
-- `C4_TOUCAN`: 2630
-- `C5_TIYANAK`: 2631
-- `C2_THIEF_BUG`: 2632
-- `C3_THIEF_BUG`: 2633
-- `C4_THIEF_BUG`: 2634
-- `C5_THARA_FROG`: 2635
-- `C1_TEDDY_BEAR`: 2636
-- `C2_TATACHO`: 2637
-- `C3_TAROU`: 2638
-- `C4_TAMRUAN`: 2639
-- `C5_STING`: 2640
-- `C1_STEM_WORM`: 2641
-- `C2_STEEL_CHONCHON`: 2642
-- `C3_STAPO`: 2643
-- `C4_STALACTIC_GOLEM`: 2644
-- `C5_STAINER`: 2645
-- `C1_SPORE`: 2646
-- `C2_SOLIDER`: 2647
-- `C3_SOLDIER_SKELETON`: 2648
-- `C4_SOLDIER_SKELETON`: 2649
-- `C5_SOLACE`: 2650
-- `C1_SOHEE`: 2651
-- `C2_SNOWIER`: 2652
-- `C3_SNAKE`: 2653
-- `C4_SMOKIE`: 2654
-- `C5_SLEEPER`: 2655
-- `C1_SLEEPER`: 2656
-- `C2_SKOGUL`: 2657
-- `C3_SKELETON_GENERAL`: 2658
-- `C4_SKELETON_GENERAL`: 2659
-- `C5_SKEL_WORKER`: 2660
-- `C1_SIROMA`: 2661
-- `C2_SIDE_WINDER`: 2662
-- `C3_SIDE_WINDER`: 2663
-- `C4_SHINOBI`: 2664
-- `C5_SHELTER`: 2665
-- `C1_SHELLFISH`: 2666
-- `C2_SHECIL`: 2667
-- `C3_SEE_OTTER`: 2668
-- `C4_SEDORA`: 2669
-- `C5_SCORPION`: 2670
-- `C1_SAVAGE_BABE`: 2671
-- `C2_SAVAGE`: 2672
-- `C3_SAVAGE`: 2673
-- `C4_SAND_MAN`: 2674
-- `C5_SALAMANDER`: 2675
-- `C1_SAILOR_SKELETON`: 2676
-- `C2_ROWEEN`: 2677
-- `C3_RODA_FROG`: 2678
-- `C4_RODA_FROG`: 2679
-- `C5_ROCKER`: 2680
-- `C1_RIDEWORD`: 2681
-- `C2_RIDEWORD`: 2682
-- `C3_RICE_CAKE_BOY`: 2683
-- `C4_RETRIBUTION`: 2684
-- `C5_RETRIBUTION`: 2685
-- `C1_RETRIBUTION`: 2686
-- `C2_REQUIEM`: 2687
-- `C3_REMOVAL`: 2688
-- `C5_RED_ERUMA`: 2689
-- `C1_RAYDRIC`: 2690
-- `C2_RAYDRIC`: 2691
-- `C3_RAWREL`: 2692
-- `C4_RAKE_SCARABA`: 2693
-- `C5_RAGGLER`: 2694
-- `C1_RAFFLESIA`: 2695
-- `C3_PORING`: 2696
-- `C4_PORING`: 2697
-- `C5_PORING`: 2698
-- `C1_PORING`: 2699
-- `C2_PORCELLIO`: 2700
-- `C3_POPORING`: 2701
-- `C4_POPORING`: 2702
-- `C5_POPORING`: 2703
-- `C1_POISON_TOAD`: 2704
-- `C2_POISON_SPORE`: 2705
-- `C3_PLASMA_Y`: 2706
-- `C4_PLANKTON`: 2707
-- `C5_PITMAN`: 2708
-- `C1_PIRANHA`: 2709
-- `C2_PINGUICULA_D`: 2710
-- `C3_PINGUICULA`: 2711
-- `C4_PICKY_`: 2712
-- `C5_PHEN`: 2713
-- `C1_PETIT`: 2714
-- `C2_PETIT`: 2715
-- `C3_PENOMENA`: 2716
-- `C4_PENOMENA`: 2717
-- `C5_PECOPECO`: 2718
-- `C1_PASANA`: 2719
-- `C2_PARASITE`: 2720
-- `C3_OWL_DUKE`: 2721
-- `C4_ORK_WARRIOR`: 2722
-- `C5_ORC_ZOMBIE`: 2723
-- `C1_ORC_SKELETON`: 2724
-- `C2_ORC_LADY`: 2725
-- `C3_OBSERVATION`: 2726
-- `C4_NOXIOUS`: 2727
-- `C5_NOVUS`: 2728
-- `C1_NOVUS`: 2729
-- `C2_NOVUS`: 2730
-- `C3_NOVUS`: 2731
-- `C4_NIGHTMARE_TERROR`: 2732
-- `C5_NG_WRAITH_DEAD`: 2733
-- `C1_NG_WANDER_MAN`: 2734
-- `C2_NEPENTHES`: 2735
-- `C3_NECROMANCER`: 2736
-- `C4_MYSTCASE`: 2737
-- `C5_MUSCIPULAR`: 2738
-- `C1_MUMMY`: 2739
-- `C2_MUMMY`: 2740
-- `C3_MUKA`: 2741
-- `C4_MOROCC_1`: 2742
-- `C5_MOROCC_1`: 2743
-- `C1_MOROCC_1`: 2744
-- `C2_MOLE`: 2745
-- `C3_MIYABI_NINGYO`: 2746
-- `C4_MINOROUS`: 2747
-- `C5_MINOROUS`: 2748
-- `C1_MINOROUS`: 2749
-- `C2_MINERAL`: 2750
-- `C3_MIMING`: 2751
-- `C4_MIMIC`: 2752
-- `C5_MIMIC`: 2753
-- `C1_METALLER`: 2754
-- `C2_METALING`: 2755
-- `C3_METALING`: 2756
-- `C4_MERMAN`: 2757
-- `C5_MENBLATT`: 2758
-- `C1_MEDUSA`: 2759
-- `C2_MARTIN`: 2760
-- `C3_MARIONETTE`: 2761
-- `C4_MARIN`: 2762
-- `C5_MARDUK`: 2763
-- `C1_MANTIS`: 2764
-- `C2_MANDRAGORA`: 2765
-- `C3_MANANANGGAL`: 2766
-- `C4_MAJORUROS`: 2767
-- `C5_MAGNOLIA`: 2768
-- `C1_MAGMARING`: 2769
-- `C2_LUNATIC`: 2770
-- `C3_LUNATIC`: 2771
-- `C4_LUDE`: 2772
-- `C5_LUCIOLA_VESPA`: 2773
-- `C1_LOLI_RURI`: 2774
-- `C2_LIVE_PEACH_TREE`: 2775
-- `C3_LITTLE_PORING`: 2776
-- `C4_LITTLE_FATUM`: 2777
-- `C5_LI_ME_MANG_RYANG`: 2778
-- `C1_LES`: 2779
-- `C2_LEIB_OLMAI`: 2780
-- `C3_LEAF_CAT`: 2781
-- `C1_KOBOLD_ARCHER`: 2784
-- `C2_KOBOLD_1`: 2785
-- `C3_KNOCKER`: 2786
-- `C4_KIND_OF_BEETLE`: 2787
-- `C5_KASA`: 2788
-- `C1_KARAKASA`: 2789
-- `C2_ISIS`: 2790
-- `C3_ISILLA`: 2791
-- `C4_INJUSTICE`: 2792
-- `C5_INCREASE_SOIL`: 2793
-- `C1_ICE_TITAN`: 2794
-- `C2_IARA`: 2795
-- `C3_HYEGUN`: 2796
-- `C4_HUNTER_FLY`: 2797
-- `C5_HORNET`: 2798
-- `C1_HORN_SCARABA`: 2799
-- `C2_HORN`: 2800
-- `C3_HODREMLIN`: 2801
-- `C4_HODE`: 2802
-- `C5_HILL_WIND_1`: 2803
-- `C1_HILL_WIND_1`: 2804
-- `C2_HIGH_ORC`: 2805
-- `C3_HARPY`: 2806
-- `C4_HARPY`: 2807
-- `C5_GREEN_IGUANA`: 2808
-- `C1_GREATEST_GENERAL`: 2809
-- `C2_GRAND_PECO`: 2810
-- `C3_GRAND_PECO`: 2811
-- `C4_GOLEM`: 2812
-- `C5_GOBLIN_1`: 2813
-- `C1_GOBLIN_1`: 2814
-- `C2_GOAT`: 2815
-- `C3_GOAT`: 2816
-- `C4_GLD_KOBOLD_2`: 2817
-- `C5_GLD_KOBOLD_2`: 2818
-- `C1_GLD_DARK_SHADOW`: 2819
-- `C2_GLD_DARK_SHADOW`: 2820
-- `C3_GIANT_HONET`: 2821
-- `C4_GHOUL`: 2822
-- `C5_GHOUL`: 2823
-- `C1_GEOGRAPHER`: 2824
-- `C2_GEOGRAPHER`: 2825
-- `C3_GARGOYLE`: 2826
-- `C4_GARGOYLE`: 2827
-- `C5_GALION`: 2828
-- `C1_FUR_SEAL`: 2829
-- `C2_FREEZER`: 2830
-- `C3_FREEZER`: 2831
-- `C4_FERUS_`: 2832
-- `C5_FARMILIAR`: 2833
-- `C1_FAKE_ANGEL`: 2834
-- `C2_FABRE`: 2835
-- `C3_FABRE`: 2836
-- `C4_EXPLOSION`: 2837
-- `C5_EVIL_DRUID`: 2838
-- `C1_ELDER_WILOW`: 2839
-- `C2_ELDER_WILOW`: 2840
-- `C3_ECHIO`: 2841
-- `C4_DUSTINESS`: 2842
-- `C1_DRYAD`: 2843
-- `C2_DROSERA`: 2844
-- `C3_DROPS`: 2845
-- `C4_DRILLER`: 2846
-- `C5_DRAINLIAR`: 2847
-- `C1_DRAGON_TAIL`: 2848
-- `C2_DRACO`: 2849
-- `C3_DOLOMEDES`: 2850
-- `C4_DOKEBI`: 2851
-- `C5_DISGUISE`: 2852
-- `C1_DIMIK_1`: 2853
-- `C2_DEVIRUCHI`: 2854
-- `C3_DESERT_WOLF_B`: 2855
-- `C4_DESERT_WOLF_B`: 2856
-- `C5_DENIRO`: 2857
-- `C1_DEATHWORD`: 2858
-- `C2_DEATHWORD`: 2859
-- `C3_DEATHWORD`: 2860
-- `C4_DARK_PRIEST`: 2861
-- `C5_DANCING_DRAGON`: 2862
-- `C1_CREAMY`: 2863
-- `C2_CORNUTUS`: 2864
-- `C3_COOKIE`: 2865
-- `C4_CONSTANT`: 2866
-- `C5_COMODO`: 2867
-- `C1_COCO`: 2868
-- `C2_COCO`: 2869
-- `C3_CLOCK`: 2870
-- `C4_CLOCK`: 2871
-- `C5_CHONCHON`: 2872
-- `C1_CENTIPEDE`: 2873
-- `C2_CENERE`: 2874
-- `C3_CELIA`: 2875
-- `C4_CATERPILLAR`: 2876
-- `C5_CARAT`: 2877
-- `C1_CARAMEL`: 2878
-- `C2_BUNGISNGIS`: 2879
-- `C3_BREEZE`: 2880
-- `C4_BREEZE`: 2881
-- `C5_BRADIUM_GOLEM`: 2882
-- `C1_BLOOD_BUTTERFLY`: 2883
-- `C3_BIGFOOT`: 2884
-- `C4_BATHORY`: 2885
-- `C5_BANSHEE_MASTER`: 2886
-- `C1_BANSHEE`: 2887
-- `C2_BANASPATY`: 2888
-- `C3_ASSULTER`: 2889
-- `C4_ARGOS`: 2890
-- `C5_ARGIOPE`: 2891
-- `C1_ARGIOPE`: 2892
-- `C2_ARCLOUSE`: 2893
-- `C3_ARCLOUSE`: 2894
-- `C4_APOCALIPS`: 2895
-- `C5_ANTLER_SCARABA`: 2896
-- `C1_ANTIQUE_BOOK`: 2897
-- `C2_ANTIQUE_BOOK`: 2898
-- `C4_ANOLIAN`: 2899
-- `C5_ANGRA_MANTIS`: 2900
-- `C1_ANGRA_MANTIS`: 2901
-- `C2_ANDRE`: 2902
-- `C3_ANCIENT_MIMIC`: 2903
-- `C4_ANACONDAQ`: 2904
-- `C5_AMBERNITE`: 2905
-- `C1_ALNOLDI`: 2906
-- `C2_ALLIGATOR`: 2907
-- `C3_ALIZA`: 2908
-- `C4_ALICEL`: 2909
-- `C5_ALARM`: 2910
-- `C1_AGAV`: 2911
-- `C2_ACIDUS_`: 2912
-- `C3_ACIDUS_`: 2913
-- `BIG_BEN`: 2916
-- `BIG_BELL`: 2917
-- `TIME_KEEPER`: 2918
-- `NEO_PUNK`: 2919
-- `ARC_ELDER`: 2920
-- `OWL_VISCOUNT`: 2921
-- `OWL_MARQUEES`: 2923
-- `T_ELDER_WILOW`: 2924
-- `T_WILOW`: 2925
-- `T_HARPY`: 2926
-- `T_MINERAL`: 2927
-- `T_GIBBET`: 2928
-- `T_PLASMA_G`: 2929
-- `T_SOLACE`: 2930
-- `T_METALING`: 2931
-- `T_POPORING`: 2932
-- `T_DEVILING`: 2933
-- `T_ARCHANGELING`: 2934
-- `T_EVIL_CLOUD_HERMIT`: 2935
-- `E_GHOSTRING`: 2936
-- `CURSED_SOLDIER`: 2948
-- `CURSED_SENTINEL`: 2949
-- `BROKEN_MIND`: 2950
-- `FLOATING_WORD`: 2951
-- `LIKE_LOVE`: 2952
-- `CURSED_MEMORY`: 2953
-- `COLORLESS_VOW`: 2954
-- `OLD_FRIENDSHIP`: 2955
-- `SWEET_SLAUGHTER`: 2956
-- `FORGOTTEN_NAME`: 2957
-- `FATAL_DAYS`: 2958
-- `TORTUROUS_REDEEMER`: 2959
-- `E_TORTUROUS_REDEEMER`: 2961
-- `TIMEHOLDER`: 3074
-- `ORGANIC_JAKK`: 3202
-- `INORGANIC_JAKK`: 3203
-- `DARK_SOUL`: 3381
-- `WANDERING_SOUL`: 3382
-
-## Items (db/re/item_db.conf)
-- `Red_Potion`: 501
-- `Orange_Potion`: 502
-- `Yellow_Potion`: 503
-- `White_Potion`: 504
-- `Blue_Potion`: 505
-- `Green_Potion`: 506
-- `Red_Herb`: 507
-- `Yellow_Herb`: 508
-- `White_Herb`: 509
-- `Blue_Herb`: 510
-- `Green_Herb`: 511
-- `Apple`: 512
-- `Banana`: 513
-- `Grape`: 514
-- `Carrot`: 515
-- `Sweet_Potato`: 516
-- `Meat`: 517
-- `Honey`: 518
-- `Milk`: 519
-- `Leaflet_Of_Hinal`: 520
-- `Leaflet_Of_Aloe`: 521
-- `Fruit_Of_Mastela`: 522
-- `Holy_Water`: 523
-- `Panacea`: 525
-- `Royal_Jelly`: 526
-- `Monsters_Feed`: 528
-- `Candy`: 529
-- `Candy_Striper`: 530
-- `Apple_Juice`: 531
-- `Banana_Juice`: 532
-- `Grape_Juice`: 533
-- `Carrot_Juice`: 534
-- `Pumpkin`: 535
-- `Ice_Cream`: 536
-- `Pet_Food`: 537
-- `Well_Baked_Cookie`: 538
-- `Piece_Of_Cake`: 539
-- `Falcons_Feed`: 540
-- `Pecopecos_Feed`: 541
-- `Festive_Cookie`: 542
-- `Festive_Rainbow_Cake`: 543
-- `Fish_Slice`: 544
-- `Red_Slim_Potion`: 545
-- `Yellow_Slim_Potion`: 546
-- `White_Slim_Potion`: 547
-- `Cheese`: 548
-- `Nice_Sweet_Potato`: 549
-- `Popped_Rice`: 550
-- `Shusi`: 551
-- `KETUPAT`: 552
-- `Bun`: 553
-- `Mojji`: 554
-- `Rice_Cake`: 555
-- `Long_Rice_Cake`: 556
-- `Hash_Rice_Cake`: 557
-- `Chocolate`: 558
-- `HandMade_Chocolate`: 559
-- `HandMade_Chocolate_`: 560
-- `White_Chocolate`: 561
-- `Pizza`: 562
-- `Pizza_01`: 563
-- `Rice_Ball`: 564
-- `Vita500_Bottle`: 565
-- `Tomyumkung`: 566
-- `Prawn`: 567
-- `Lemon`: 568
-- `Novice_Potion`: 569
-- `Lucky_Candy`: 570
-- `Lucky_Candy_Cane`: 571
-- `Lucky_Cookie`: 572
-- `Chocolate_Drink`: 573
-- `Egg`: 574
-- `Piece_Of_Cake_`: 575
-- `Prickly_Fruit`: 576
-- `Grain`: 577
-- `Strawberry`: 578
-- `Delicious_Fish`: 579
-- `Bread`: 580
-- `Mushroom`: 581
-- `Orange`: 582
-- `KETUPAT_`: 583
-- `Fish_Ball_Soup`: 584
-- `Wurst`: 585
-- `Mothers_Cake`: 586
-- `Prickly_Fruit_`: 587
-- `Spaghetti`: 588
-- `Pizza_02`: 589
-- `Brezel_`: 590
-- `Caviar_Pancake`: 591
-- `Jam_Pancake`: 592
-- `Honey_Pancake`: 593
-- `Sour_Cream_Pancake`: 594
-- `Mushroom_Pancake`: 595
-- `Cute_Strawberry_Choco`: 596
-- `Lovely_Choco_Tart`: 597
-- `Light_Red_Pot`: 598
-- `Light_Orange_Pot`: 599
-- `Wing_Of_Fly`: 601
-- `Wing_Of_Butterfly`: 602
-- `Old_Blue_Box`: 603
-- `Branch_Of_Dead_Tree`: 604
-- `Anodyne`: 605
-- `Aloebera`: 606
-- `Yggdrasilberry`: 607
-- `Seed_Of_Yggdrasil`: 608
-- `Amulet`: 609
-- `Leaf_Of_Yggdrasil`: 610
-- `Spectacles`: 611
-- `Portable_Furnace`: 612
-- `Iron_Hammer`: 613
-- `Golden_Hammer`: 614
-- `Oridecon_Hammer`: 615
-- `Old_Card_Album`: 616
-- `Old_Violet_Box`: 617
-- `Worn_Out_Scroll`: 618
-- `Unripe_Apple`: 619
-- `Orange_Juice`: 620
-- `Bitter_Herb`: 621
-- `Rainbow_Carrot`: 622
-- `Earthworm_The_Dude`: 623
-- `Rotten_Fish`: 624
-- `Lusty_Iron`: 625
-- `Monster_Juice`: 626
-- `Sweet_Milk`: 627
-- `Well_Dried_Bone`: 628
-- `Singing_Flower`: 629
-- `Dew_Laden_Moss`: 630
-- `Deadly_Noxious_Herb`: 631
-- `Fatty_Chubby_Earthworm`: 632
-- `Baked_Yam`: 633
-- `Tropical_Banana`: 634
-- `Horror_Of_Tribe`: 635
-- `No_Recipient`: 636
-- `Old_Broom`: 637
-- `Silver_Knife_Of_Chaste`: 638
-- `Armlet_Of_Obedience`: 639
-- `Shining_Stone`: 640
-- `Contracts_In_Shadow`: 641
-- `Book_Of_Devil`: 642
-- `Pet_Incubator`: 643
-- `Gift_Box`: 644
-- `Center_Potion`: 645
-- `Awakening_Potion`: 656
-- `Berserk_Potion`: 657
-- `Union_Of_Tribe`: 658
-- `Heart_Of_Her`: 659
-- `Prohibition_Red_Candle`: 660
-- `Sway_Apron`: 661
-- `Inspector_Certificate`: 662
-- `Korea_Rice_Cake`: 663
-- `Gift_Box_1`: 664
-- `Gift_Box_2`: 665
-- `Gift_Box_3`: 666
-- `Gift_Box_4`: 667
-- `Handsei`: 668
-- `Rice_Cake_Soup`: 669
-- `Gold_Coin_Moneybag`: 670
-- `Gold_Coin`: 671
-- `Copper_Coin_Moneybag`: 672
-- `Copper_Coin`: 673
-- `Mithril_Coin`: 674
-- `Silver_Coin`: 675
-- `Silver_Coin_Moneybag`: 676
-- `White_Gold_Coin`: 677
-- `Poison_Bottle`: 678
-- `Gold_Pill`: 679
-- `Magical_Carnation`: 680
-- `Memory_Of_Wedding`: 681
-- `Realgar_Wine`: 682
-- `Exorcize_Herb`: 683
-- `Durian`: 684
-- `RAMADAN`: 685
-- `Earth_Scroll_1_3`: 686
-- `Earth_Scroll_1_5`: 687
-- `Cold_Scroll_1_3`: 688
-- `Cold_Scroll_1_5`: 689
-- `Fire_Scroll_1_3`: 690
-- `Fire_Scroll_1_5`: 691
-- `Wind_Scroll_1_3`: 692
-- `Wind_Scroll_1_5`: 693
-- `Ghost_Scroll_1_3`: 694
-- `Ghost_Scroll_1_5`: 695
-- `Fire_Scroll_2_1`: 696
-- `Fire_Scroll_2_5`: 697
-- `Fire_Scroll_3_1`: 698
-- `Fire_Scroll_3_5`: 699
-- `Cold_Scroll_2_1`: 700
-- `Ora_Ora`: 701
-- `Animal_Blood`: 702
-- `Hinalle`: 703
-- `Aloe`: 704
-- `Clover`: 705
-- `Four_Leaf_Clover`: 706
-- `Singing_Plant`: 707
-- `Ment`: 708
-- `Izidor`: 709
-- `Illusion_Flower`: 710
-- `Shoot`: 711
-- `Flower`: 712
-- `Empty_Bottle`: 713
-- `Emperium`: 714
-- `Yellow_Gemstone`: 715
-- `Red_Gemstone`: 716
-- `Blue_Gemstone`: 717
-- `Dark_Red_Jewel`: 718
-- `Violet_Jewel`: 719
-- `Skyblue_Jewel`: 720
-- `Azure_Jewel`: 721
-- `Scarlet_Jewel`: 722
-- `Cardinal_Jewel`: 723
-- `Cardinal_Jewel_`: 724
-- `Red_Jewel`: 725
-- `Blue_Jewel`: 726
-- `White_Jewel`: 727
-- `Golden_Jewel`: 728
-- `Bluish_Green_Jewel`: 729
-- `Crystal_Jewel`: 730
-- `Crystal_Jewel_`: 731
-- `Crystal_Jewel__`: 732
-- `Crystal_Jewel___`: 733
-- `Red_Frame`: 734
-- `Blue_Porcelain`: 735
-- `White_Platter`: 736
-- `Black_Ladle`: 737
-- `Pencil_Case`: 738
-- `Rouge`: 739
-- `Stuffed_Doll`: 740
-- `Poring_Doll`: 741
-- `Chonchon_Doll`: 742
-- `Spore_Doll`: 743
-- `Bunch_Of_Flowers`: 744
-- `Wedding_Bouquet`: 745
-- `Glass_Bead`: 746
-- `Crystal_Mirror`: 747
-- `Witherless_Rose`: 748
-- `Frozen_Rose`: 749
-- `Baphomet_Doll`: 750
-- `Osiris_Doll`: 751
-- `Grasshopper_Doll`: 752
-- `Monkey_Doll`: 753
-- `Raccoondog_Doll`: 754
-- `Oridecon_Stone`: 756
-- `Elunium_Stone`: 757
-- `Danggie`: 901
-- `Tree_Root`: 902
-- `Reptile_Tongue`: 903
-- `Scorpions_Tail`: 904
-- `Stem`: 905
-- `Pointed_Scale`: 906
-- `Resin`: 907
-- `Spawn`: 908
-- `Jellopy`: 909
-- `Garlet`: 910
-- `Scell`: 911
-- `Zargon`: 912
-- `Tooth_Of_Bat`: 913
-- `Fluff`: 914
-- `Chrysalis`: 915
-- `Feather_Of_Birds`: 916
-- `Talon`: 917
-- `Sticky_Webfoot`: 918
-- `Animals_Skin`: 919
-- `Claw_Of_Wolves`: 920
-- `Mushroom_Spore`: 921
-- `Orcish_Cuspid`: 922
-- `Evil_Horn`: 923
-- `Powder_Of_Butterfly`: 924
-- `Bill_Of_Birds`: 925
-- `Scale_Of_Snakes`: 926
-- `Insect_Feeler`: 928
-- `Immortal_Heart`: 929
-- `Rotten_Bandage`: 930
-- `Orcish_Voucher`: 931
-- `Skel_Bone`: 932
-- `Mementos`: 934
-- `Shell`: 935
-- `Scales_Shell`: 936
-- `Posionous_Canine`: 937
-- `Sticky_Mucus`: 938
-- `Bee_Sting`: 939
-- `Grasshoppers_Leg`: 940
-- `Nose_Ring`: 941
-- `Yoyo_Tail`: 942
-- `Solid_Shell`: 943
-- `Horseshoe`: 944
-- `Raccoon_Leaf`: 945
-- `Snails_Shell`: 946
-- `Horn`: 947
-- `Bears_Foot`: 948
-- `Feather`: 949
-- `Heart_Of_Mermaid`: 950
-- `Fin`: 951
-- `Cactus_Needle`: 952
-- `Stone_Heart`: 953
-- `Shining_Scales`: 954
-- `Worm_Peelings`: 955
-- `Gill`: 956
-- `Decayed_Nail`: 957
-- `Horrendous_Mouth`: 958
-- `Rotten_Scale`: 959
-- `Nipper`: 960
-- `Conch`: 961
-- `Tentacle`: 962
-- `Sharp_Scale`: 963
-- `Crap_Shell`: 964
-- `Clam_Shell`: 965
-- `Flesh_Of_Clam`: 966
-- `Turtle_Shell`: 967
-- `Voucher_Of_Orcish_Hero`: 968
-- `Gold`: 969
-- `Alchol`: 970
-- `Detrimindexta`: 971
-- `Karvodailnirol`: 972
-- `Counteragent`: 973
-- `Mixture`: 974
-- `Scarlet_Dyestuffs`: 975
-- `Lemon_Dyestuffs`: 976
-- `Cobaltblue_Dyestuffs`: 978
-- `Darkgreen_Dyestuffs`: 979
-- `Orange_Dyestuffs`: 980
-- `Violet_Dyestuffs`: 981
-- `White_Dyestuffs`: 982
-- `Black_Dyestuffs`: 983
-- `Oridecon`: 984
-- `Elunium`: 985
-- `Anvil`: 986
-- `Oridecon_Anvil`: 987
-- `Golden_Anvil`: 988
-- `Emperium_Anvil`: 989
-- `Boody_Red`: 990
-- `Crystal_Blue`: 991
-- `Wind_Of_Verdure`: 992
-- `Yellow_Live`: 993
-- `Flame_Heart`: 994
-- `Mistic_Frozen`: 995
-- `Rough_Wind`: 996
-- `Great_Nature`: 997
-- `Iron`: 998
-- `Steel`: 999
-- `Star_Crumb`: 1000
-- `Sparkling_Dust`: 1001
-- `Iron_Ore`: 1002
-- `Coal`: 1003
-- `Patriotism_Marks`: 1004
-- `Hammer_Of_Blacksmith`: 1005
-- `Old_Magic_Book`: 1006
-- `Penetration`: 1007
-- `Frozen_Heart`: 1008
-- `Sacred_Marks`: 1009
-- `Phracon`: 1010
-- `Emveretarcon`: 1011
-- `Lizard_Scruff`: 1012
-- `Colorful_Shell`: 1013
-- `Jaws_Of_Ant`: 1014
-- `Thin_N_Long_Tongue`: 1015
-- `Rat_Tail`: 1016
-- `Moustache_Of_Mole`: 1017
-- `Nail_Of_Mole`: 1018
-- `Wooden_Block`: 1019
-- `Long_Hair`: 1020
-- `Dokkaebi_Horn`: 1021
-- `Fox_Tail`: 1022
-- `Fish_Tail`: 1023
-- `Chinese_Ink`: 1024
-- `Spiderweb`: 1025
-- `Acorn`: 1026
-- `Porcupine_Spike`: 1027
-- `Wild_Boars_Mane`: 1028
-- `Tigers_Skin`: 1029
-- `Tiger_Footskin`: 1030
-- `Limb_Of_Mantis`: 1031
-- `Blossom_Of_Maneater`: 1032
-- `Root_Of_Maneater`: 1033
-- `Cobold_Hair`: 1034
-- `Dragon_Canine`: 1035
-- `Dragon_Scale`: 1036
-- `Dragon_Train`: 1037
-- `Petite_DiablOfs_Horn`: 1038
-- `Petite_DiablOfs_Wing`: 1039
-- `Elder_Pixies_Beard`: 1040
-- `Lantern`: 1041
-- `Short_Leg`: 1042
-- `Nail_Of_Orc`: 1043
-- `Tooth_Of_`: 1044
-- `Sacred_Masque`: 1045
-- `Tweezer`: 1046
-- `Head_Of_Medusa`: 1047
-- `Slender_Snake`: 1048
-- `Skirt_Of_Virgin`: 1049
-- `Tendon`: 1050
-- `Detonator`: 1051
-- `Single_Cell`: 1052
-- `Tooth_Of_Ancient_Fish`: 1053
-- `Lip_Of_Ancient_Fish`: 1054
-- `Earthworm_Peeling`: 1055
-- `Grit`: 1056
-- `Moth_Dust`: 1057
-- `Wing_Of_Moth`: 1058
-- `Transparent_Cloth`: 1059
-- `Golden_Hair`: 1060
-- `Starsand_Of_Witch`: 1061
-- `Pumpkin_Head`: 1062
-- `Sharpened_Cuspid`: 1063
-- `Reins`: 1064
-- `Booby_Trap`: 1065
-- `Tree_Of_Archer_1`: 1066
-- `Tree_Of_Archer_2`: 1067
-- `Tree_Of_Archer_3`: 1068
-- `Mushroom_Of_Thief_1`: 1069
-- `Mushroom_Of_Thief_2`: 1070
-- `Mage_Test_1`: 1071
-- `Delivery_Message`: 1072
-- `Merchant_Voucher_1`: 1073
-- `Merchant_Voucher_2`: 1074
-- `Merchant_Voucher_3`: 1075
-- `Merchant_Voucher_4`: 1076
-- `Merchant_Voucher_5`: 1077
-- `Merchant_Voucher_6`: 1078
-- `Merchant_Voucher_7`: 1079
-- `Merchant_Voucher_8`: 1080
-- `Merchant_Box_1`: 1081
-- `Merchant_Box_2`: 1082
-- `Merchant_Box_3`: 1083
-- `Kapras_Pass`: 1084
-- `Mage_Test_2`: 1085
-- `Mage_Test_3`: 1086
-- `Mage_Test_4`: 1087
-- `Morocc_Potion`: 1088
-- `Payon_Potion`: 1089
-- `Mage_Test_Etc`: 1090
-- `Merchant_Box_Etc`: 1091
-- `Empty_Cylinder`: 1092
-- `Empty_Potion`: 1093
-- `Short_Daenggie`: 1094
-- `Needle_Of_Alarm`: 1095
-- `Round_Shell`: 1096
-- `Worn_Out_Page`: 1097
-- `Manacles`: 1098
-- `Worn_Out_Prison_Uniform`: 1099
-- `Sword`: 1101
-- `Sword_`: 1102
-- `Sword__`: 1103
-- `Falchion`: 1104
-- `Falchion_`: 1105
-- `Falchion__`: 1106
-- `Blade`: 1107
-- `Blade_`: 1108
-- `Blade__`: 1109
-- `Lapier`: 1110
-- `Lapier_`: 1111
-- `Lapier__`: 1112
-- `Scimiter`: 1113
-- `Scimiter_`: 1114
-- `Scimiter__`: 1115
-- `Katana`: 1116
-- `Katana_`: 1117
-- `Katana__`: 1118
-- `Tsurugi`: 1119
-- `Tsurugi_`: 1120
-- `Tsurugi__`: 1121
-- `Ring_Pommel_Saber`: 1122
-- `Haedonggum`: 1123
-- `Orcish_Sword`: 1124
-- `Ring_Pommel_Saber_`: 1125
-- `Saber`: 1126
-- `Saber_`: 1127
-- `Hae_Dong_Gum_`: 1128
-- `Flamberge`: 1129
-- `Nagan`: 1130
-- `Ice_Falchon`: 1131
-- `Edge`: 1132
-- `Fire_Brand`: 1133
-- `Scissores_Sword`: 1134
-- `Cutlas`: 1135
-- `Solar_Sword`: 1136
-- `Excalibur`: 1137
-- `Mysteltainn_`: 1138
-- `Tale_Fing_`: 1139
-- `Byeorrun_Gum`: 1140
-- `Immaterial_Sword`: 1141
-- `Jewel_Sword`: 1142
-- `Gaia_Sword`: 1143
-- `Sasimi`: 1144
-- `Holy_Avenger`: 1145
-- `Town_Sword`: 1146
-- `Town_Sword_`: 1147
-- `Star_Dust_Blade`: 1148
-- `Flamberge_`: 1149
-- `Slayer`: 1151
-- `Slayer_`: 1152
-- `Slayer__`: 1153
-- `Bastard_Sword`: 1154
-- `Bastard_Sword_`: 1155
-- `Bastard_Sword__`: 1156
-- `Two_Hand_Sword`: 1157
-- `Two_Hand_Sword_`: 1158
-- `Two_Hand_Sword__`: 1159
-- `Broad_Sword`: 1160
-- `Balmung`: 1161
-- `Broad_Sword_`: 1162
-- `Claymore`: 1163
-- `Muramasa`: 1164
-- `Masamune`: 1165
-- `Dragon_Slayer`: 1166
-- `Schweizersabel`: 1167
-- `Zweihander`: 1168
-- `Executioner_`: 1169
-- `Katzbalger`: 1170
-- `Zweihander_`: 1171
-- `Claymore_`: 1172
-- `Muramasa_C`: 1173
-- `Executioner_C`: 1174
-- `Altas_Weapon`: 1175
-- `Muscle_Cutter`: 1176
-- `Muramash`: 1177
-- `Schweizersabel_`: 1178
-- `Executioner__`: 1179
-- `Dragon_Slayer_`: 1180
-- `Tae_Goo_Lyeon`: 1181
-- `Bloody_Eater`: 1182
-- `BF_Two_Handed_Sword1`: 1183
-- `BF_Two_Handed_Sword2`: 1184
-- `Violet_Fear`: 1185
-- `Death_Guidance`: 1186
-- `Krieger_Twohand_Sword1`: 1187
-- `Veteran_Sword`: 1188
-- `Krasnaya`: 1189
-- `Claymore_C`: 1190
-- `Alca_Bringer`: 1191
-- `P_Slayer1`: 1192
-- `P_Slayer2`: 1193
-- `F_Executioner_C`: 1194
-- `E_Executioner_C`: 1195
-- `Chrome_Twohand_Sword`: 1196
-- `P_Slayer3`: 1197
-- `Hairtail`: 1198
-- `Ebony_Toe_Nail`: 1199
-- `Knife`: 1201
-- `Knife_`: 1202
-- `Knife__`: 1203
-- `Cutter`: 1204
-- `Cutter_`: 1205
-- `Cutter__`: 1206
-- `Main_Gauche`: 1207
-- `Main_Gauche_`: 1208
-- `Main_Gauche__`: 1209
-- `Dirk`: 1210
-- `Dirk_`: 1211
-- `Dirk__`: 1212
-- `Dagger`: 1213
-- `Dagger_`: 1214
-- `Dagger__`: 1215
-- `Stiletto`: 1216
-- `Stiletto_`: 1217
-- `Stiletto__`: 1218
-- `Gladius`: 1219
-- `Gladius_`: 1220
-- `Gladius__`: 1221
-- `Damascus`: 1222
-- `Forturn_Sword`: 1223
-- `Sword_Breaker`: 1224
-- `Mail_Breaker`: 1225
-- `Damascus_`: 1226
-- `Weeder_Knife`: 1227
-- `Combat_Knife`: 1228
-- `Mamas_Knife`: 1229
-- `House_Auger`: 1230
-- `Bazerald`: 1231
-- `Assasin_Dagger`: 1232
-- `Exercise`: 1233
-- `Moonlight_Sword`: 1234
-- `Azoth`: 1235
-- `Sucsamad`: 1236
-- `Grimtooth_`: 1237
-- `Zeny_Knife`: 1238
-- `Poison_Knife`: 1239
-- `Princess_Knife`: 1240
-- `Cursed_Dagger`: 1241
-- `Counter_Dagger`: 1242
-- `Novice_Knife`: 1243
-- `Holy_Dagger`: 1244
-- `Cinquedea`: 1245
-- `Cinquedea_`: 1246
-- `Kindling_Dagger`: 1247
-- `Obsidian_Dagger`: 1248
-- `Fishermans_Dagger`: 1249
-- `Jur`: 1250
-- `Jur_`: 1251
-- `Katar`: 1252
-- `Katar_`: 1253
-- `Jamadhar`: 1254
-- `Jamadhar_`: 1255
-- `Katar_Of_Cold_Icicle`: 1256
-- `Katar_Of_Thornbush`: 1257
-- `Katar_Of_Raging_Blaze`: 1258
-- `Katar_Of_Piercing_Wind`: 1259
-- `Ghoul_Leg`: 1260
-- `Infiltrator`: 1261
-- `Nail_Of_Loki`: 1262
-- `Unholy_Touch`: 1263
-- `Various_Jur`: 1264
-- `Bloody_Roar`: 1265
-- `Infiltrator_`: 1266
-- `Infiltrator_C`: 1267
-- `Wild_Beast_Claw`: 1268
-- `Inverse_Scale`: 1269
-- `Drill_Katar`: 1270
-- `Blood_Tears`: 1271
-- `Scratcher`: 1272
-- `Bloody_Roar_C`: 1273
-- `Unholy_Touch_C`: 1274
-- `Katar_Of_Cold_Icicle_`: 1275
-- `Katar_Of_Thornbush_`: 1276
-- `Katar_Of_Raging_Blaze_`: 1277
-- `Katar_Of_Piercing_Wind_`: 1278
-- `BF_Katar1`: 1279
-- `BF_Katar2`: 1280
-- `Krieger_Katar1`: 1281
-- `Krieger_Katar2`: 1282
-- `Katar_Of_Speed`: 1283
-- `Krishna`: 1284
-- `Cakram`: 1285
-- `Jamadhar_C`: 1286
-- `Durga`: 1287
-- `Bloody_Fear_C`: 1288
-- `P_Katar1`: 1289
-- `Agent_Katar`: 1290
-- `Guillotine_Katar`: 1291
-- `Upg_Katar`: 1292
-- `Velum_Jamadhar`: 1293
-- `Velum_Scare`: 1294
-- `Blood_Tears_`: 1295
-- `Metal_Katar`: 1296
-- `Inverse_Scale_`: 1297
-- `Shiver_Katar`: 1298
-- `TE_Woe_Katar`: 1299
-- `Axe`: 1301
-- `Axe_`: 1302
-- `Axe__`: 1303
-- `Orcish_Axe`: 1304
-- `Cleaver`: 1305
-- `War_Axe`: 1306
-- `Windhawk`: 1307
-- `Golden_Axe`: 1308
-- `Orcish_Axe_`: 1309
-- `Krieger_Onehand_Axe1`: 1310
-- `Vecer_Axe`: 1311
-- `Orcish_Axe_C`: 1312
-- `Tourist_Axe`: 1313
-- `F_Tomahawk_C`: 1314
-- `F_Right_Epsilon_C`: 1315
-- `Adventure_Axe`: 1316
-- `Academy_Axe`: 1317
-- `Dofle_Axe`: 1318
-- `TE_Woe_Axe`: 1319
-- `Ru_Gold_Axe`: 1323
-- `Battle_Axe`: 1351
-- `Battle_Axe_`: 1352
-- `Battle_Axe__`: 1353
-- `Hammer`: 1354
-- `Hammer_`: 1355
-- `Hammer__`: 1356
-- `Buster`: 1357
-- `Buster_`: 1358
-- `Buster__`: 1359
-- `Two_Handed_Axe`: 1360
-- `Two_Handed_Axe_`: 1361
-- `Two_Handed_Axe__`: 1362
-- `Brood_Axe`: 1363
-- `Great_Axe`: 1364
-- `Sabbath`: 1365
-- `Right_Epsilon`: 1366
-- `Slaughter`: 1367
-- `Tomahawk`: 1368
-- `Guillotine`: 1369
-- `Doom_Slayer`: 1370
-- `Doom_Slayer_`: 1371
-- `Right_Epsilon_C`: 1372
-- `Brood_Axe_C`: 1373
-- `Tomahawk_C`: 1374
-- `Berdysz`: 1375
-- `Heart_Breaker`: 1376
-- `Hurricane_Fury`: 1377
-- `Great_Axe_C`: 1378
-- `BF_Two_Handed_Axe1`: 1379
-- `BF_Two_Handed_Axe2`: 1380
-- `N_Battle_Axe`: 1381
-- `Krieger_Twohand_Axe1`: 1382
-- `Holy_Celestial_Axe`: 1383
-- `Veteran_Axe`: 1384
-- `Bradium_Stonehammer`: 1385
-- `Doom_Slayer_I`: 1386
-- `Giant_Axe`: 1387
-- `Two_Handed_Axe_C`: 1388
-- `E_Tomahawk_C`: 1389
-- `E_Right_Epsilon_C`: 1390
-- `P_Two_Handed_Axe1`: 1391
-- `Ygnus_Stale`: 1392
-- `End_Sektura`: 1393
-- `Upg_Two_Handed_Axe`: 1394
-- `Velum_Buster`: 1395
-- `Velum_Guillotine`: 1396
-- `Bradium_Stonehammer_`: 1397
-- `Metal_Two_Handed_Axe`: 1398
-- `TE_Woe_Two_Handed_Axe`: 1399
-- `Spear_of_Vicious_Mind`: 1400
-- `Javelin`: 1401
-- `Javelin_`: 1402
-- `Javelin__`: 1403
-- `Spear`: 1404
-- `Spear_`: 1405
-- `Spear__`: 1406
-- `Pike`: 1407
-- `Pike_`: 1408
-- `Pike__`: 1409
-- `Lance`: 1410
-- `Lance_`: 1411
-- `Lance__`: 1412
-- `Gungnir`: 1413
-- `Gelerdria`: 1414
-- `Skewer`: 1415
-- `Tjungkuletti`: 1416
-- `Pole_Axe`: 1417
-- `Gungnir_`: 1418
-- `Pole_Axe_C`: 1419
-- `Long_Horn`: 1420
-- `Battle_Hook`: 1421
-- `Hunting_Spear`: 1422
-- `Pole_XO`: 1423
-- `Skewer_C`: 1424
-- `BF_Spear1`: 1425
-- `Krieger_Onehand_Spear1`: 1426
-- `Spear_Of_Excellent`: 1427
-- `Long_Horn_M`: 1428
-- `Hunting_Spear_M`: 1429
-- `Pike_C`: 1430
-- `F_Pole_Axe_C`: 1431
-- `E_Pole_Axe_C`: 1432
-- `Imperial_Spear`: 1433
-- `P_Sphere1`: 1434
-- `Cannon_Spear`: 1435
-- `Velum_Spear`: 1436
-- `TE_Woe_Pike`: 1437
-- `Thanos_Spear`: 1438
-- `Ru_Blue_Spear`: 1441
-- `Scarlet_Spear`: 1443
-- `Lance_of_Vicious_Mind`: 1450
-- `Guisarme`: 1451
-- `Guisarme_`: 1452
-- `Guisarme__`: 1453
-- `Glaive`: 1454
-- `Glaive_`: 1455
-- `Glaive__`: 1456
-- `Partizan`: 1457
-- `Partizan_`: 1458
-- `Partizan__`: 1459
-- `Trident`: 1460
-- `Trident_`: 1461
-- `Trident__`: 1462
-- `Halberd`: 1463
-- `Halberd_`: 1464
-- `Halberd__`: 1465
-- `Crescent_Scythe`: 1466
-- `Bill_Guisarme`: 1467
-- `Zephyrus`: 1468
-- `Longinuss_Spear`: 1469
-- `Brionac`: 1470
-- `Hell_Fire`: 1471
-- `Staff_Of_Soul`: 1472
-- `Wizardy_Staff`: 1473
-- `Gae_Bolg`: 1474
-- `Horseback_Lance`: 1475
-- `Crescent_Scythe_`: 1476
-- `Spectral_Spear`: 1477
-- `Ahlspiess`: 1478
-- `Spectral_Spear_`: 1479
-- `Gae_Bolg_`: 1480
-- `Zephyrus_`: 1481
-- `BF_Lance1`: 1482
-- `Ivory_Lance`: 1483
-- `Cardo`: 1484
-- `Battle_Fork`: 1485
-- `Krieger_Twohand_Spear1`: 1486
-- `Lance_C`: 1487
-- `Ahlspiess_C`: 1488
-- `Spearfish_`: 1489
-- `Giant_Lance`: 1490
-- `Upg_Lance`: 1491
-- `Velum_Glaive`: 1492
-- `Metal_Lance`: 1493
-- `Undine_Spear`: 1494
-- `TE_Woe_Lance`: 1495
-- `Thanos_Long_Spear`: 1496
-- `Scarlet_Lance`: 1498
-- `Club`: 1501
-- `Club_`: 1502
-- `Club__`: 1503
-- `Mace`: 1504
-- `Mace_`: 1505
-- `Mace__`: 1506
-- `Smasher`: 1507
-- `Smasher_`: 1508
-- `Smasher__`: 1509
-- `Flail`: 1510
-- `Flail_`: 1511
-- `Flail__`: 1512
-- `Morning_Star`: 1513
-- `Morning_Star_`: 1514
-- `Morning_Star__`: 1515
-- `Sword_Mace`: 1516
-- `Sword_Mace_`: 1517
-- `Sword_Mace__`: 1518
-- `Chain`: 1519
-- `Chain_`: 1520
-- `Chain__`: 1521
-- `Stunner`: 1522
-- `Spike`: 1523
-- `Golden_Mace`: 1524
-- `Long_Mace`: 1525
-- `Slash`: 1526
-- `Quadrille`: 1527
-- `Grand_Cross`: 1528
-- `Iron_Driver`: 1529
-- `Mjolnir`: 1530
-- `Spanner`: 1531
-- `Stunner_`: 1532
-- `Warrior_Balmung`: 1533
-- `Spanner_C`: 1534
-- `Hollgrehenn_Hammer`: 1535
-- `Good_Morning_Star`: 1536
-- `Quadrille_C`: 1537
-- `Spike_`: 1538
-- `Golden_Mace_`: 1539
-- `Grand_Cross_`: 1540
-- `Nemesis`: 1541
-- `BF_Morning_Star1`: 1542
-- `BF_Morning_Star2`: 1543
-- `Lunakaligo`: 1544
-- `N_Mace`: 1545
-- `Krieger_Onehand_Mace1`: 1546
-- `Mace_Of_Madness`: 1547
-- `Veteran_Hammer`: 1548
-- `Pilebuncker`: 1549
-- `Book`: 1550
-- `Bible`: 1551
-- `Tablet`: 1552
-- `Book_Of_Billows`: 1553
-- `Book_Of_Mother_Earth`: 1554
-- `Book_Of_Blazing_Sun`: 1555
-- `Book_Of_Gust_Of_Wind`: 1556
-- `Book_Of_The_Apocalypse`: 1557
-- `Girls_Diary`: 1558
-- `Legacy_Of_Dragon`: 1559
-- `Diary_Of_Great_Sage`: 1560
-- `Hardback`: 1561
-- `Bible_Of_Battlefield`: 1562
-- `Diary_Of_Great_Sage_C`: 1563
-- `Encyclopedia`: 1564
-- `Death_Note`: 1565
-- `Diary_Of_Great_Basil`: 1566
-- `Hardback_C`: 1567
-- `Book_Of_Billows_`: 1568
-- `Book_Of_Mother_Earth_`: 1569
-- `Book_Of_Blazing_Sun_`: 1570
-- `Book_Of_Gust_Of_Wind_`: 1571
-- `Principles_Of_Magic`: 1572
-- `Ancient_Magic`: 1573
-- `BF_Book1`: 1574
-- `BF_Book2`: 1575
-- `Krieger_Book1`: 1576
-- `Krieger_Book2`: 1577
-- `Book_Of_Prayer`: 1578
-- `Death_Note_M`: 1579
-- `Encyclopedia_C`: 1580
-- `F_Diary_Of_Great_Sage_C`: 1581
-- `E_Diary_Of_Great_Sage_C`: 1582
-- `P_Dic1`: 1583
-- `Chilly_Spell_Book`: 1584
-- `Upg_Book`: 1585
-- `Velum_Bible`: 1586
-- `Velum_Encyclopedia`: 1587
-- `Metal_Book`: 1588
-- `Legacy_Of_Dragon_`: 1589
-- `Snake_Encyclopedia`: 1590
-- `TE_Woe_Book`: 1591
-- `Snake_Encyclopedia_`: 1598
-- `Angra_Manyu`: 1599
-- `Rod_of_Vicious_Mind`: 1600
-- `Rod`: 1601
-- `Rod_`: 1602
-- `Rod__`: 1603
-- `Wand`: 1604
-- `Wand_`: 1605
-- `Wand__`: 1606
-- `Staff`: 1607
-- `Staff_`: 1608
-- `Staff__`: 1609
-- `Arc_Wand`: 1610
-- `Arc_Wand_`: 1611
-- `Arc_Wand__`: 1612
-- `Mighty_Staff`: 1613
-- `Blessed_Wand`: 1614
-- `Bone_Wand`: 1615
-- `Staff_Of_Wing`: 1616
-- `Survival_Rod`: 1617
-- `Survival_Rod_`: 1618
-- `Survival_Rod2`: 1619
-- `Survival_Rod2_`: 1620
-- `Hypnotists_Staff`: 1621
-- `Hypnotists_Staff_`: 1622
-- `Mighty_Staff_C`: 1623
-- `Lich_Bone_Wand`: 1624
-- `Healing_Staff`: 1625
-- `Piercing_Staff`: 1626
-- `Staffy`: 1627
-- `Survival_Rod_C`: 1628
-- `Walking_Stick`: 1629
-- `Release_Of_Wish`: 1630
-- `Holy_Stick`: 1631
-- `BF_Staff1`: 1632
-- `BF_Staff2`: 1633
-- `BF_Staff3`: 1634
-- `BF_Staff4`: 1635
-- `Thorn_Staff`: 1636
-- `Eraser`: 1637
-- `Healing_Staff_C`: 1638
-- `N_Rod`: 1639
-- `Krieger_Onehand_Staff1`: 1640
-- `Krieger_Onehand_Staff2`: 1641
-- `Staff_Of_Darkness`: 1642
-- `Dead_Tree_Cane`: 1643
-- `Piercing_Staff_M`: 1644
-- `Lich_Bone_Wand_M`: 1645
-- `Lacryma_Stick`: 1646
-- `Croce_Staff`: 1647
-- `Staff_Of_Bordeaux`: 1648
-- `Rafini_Staff`: 1649
-- `P_Staff1`: 1650
-- `P_Staff2`: 1651
-- `Tourist_Staff`: 1652
-- `Staff_Of_Healing_C`: 1653
-- `Mental_Stick`: 1654
-- `Adventure_Staff`: 1655
-- `Academy_Wand`: 1656
-- `Wand_Of_Affection`: 1657
-- `P_Staff3`: 1658
-- `Recovery_Light`: 1659
-- `Wand_Of_Affection2`: 1660
-- `Mental_Destroyer`: 1661
-- `Bone_Wand_`: 1662
-- `Staff_Of_Bordeaux_`: 1663
-- `Thorn_Staff_`: 1664
-- `Piercing_Staff_`: 1665
-- `Healing_Staff_`: 1666
-- `TE_Woe_Staff`: 1667
-- `Sword_Stick`: 1668
-- `Thanos_Staff`: 1669
-- `RWC_Memory_Staff`: 1670
-- `Staff_Of_Evil_Slayer`: 1671
-- `Scarlet_Rod`: 1680
-- `Short_Foxtail_Staff`: 1681
-- `Enriched_Foxtail_Staff`: 1683
-- `Long_Foxtail_Staff`: 1684
-- `Dragonfly_Sitting_Foxtail_Staff`: 1685
-- `Large_Foxtail_Staff`: 1686
-- `Beginner_Foxtail_Staff`: 1687
-- `Mysterious_Foxtail_Staff`: 1690
-- `Strange_God_Foxtail_Staff`: 1691
-- `Magical_Foxtail_Staff`: 1692
-- `Magical_Yellow_Foxtail_Staff`: 1693
-- `Foxtail_Model`: 1694
-- `Delicate_Foxtail_Model`: 1695
-- `Exquisite_Foxtail_Model`: 1696
-- `Exquisite_Yellow_Foxtail_Model`: 1697
-- `Paradise_Foxtail_Staff_I`: 1699
-- `Bow`: 1701
-- `Bow_`: 1702
-- `Bow__`: 1703
-- `Composite_Bow`: 1704
-- `Composite_Bow_`: 1705
-- `Composite_Bow__`: 1706
-- `Great_Bow`: 1707
-- `Great_Bow_`: 1708
-- `Great_Bow__`: 1709
-- `CrossBow`: 1710
-- `CrossBow_`: 1711
-- `CrossBow__`: 1712
-- `Arbalest`: 1713
-- `Kakkung`: 1714
-- `Arbalest_`: 1715
-- `Kakkung_`: 1716
-- `Hunter_Bow`: 1718
-- `Bow_Of_Roguemaster`: 1719
-- `Bow_Of_Rudra`: 1720
-- `Repeting_CrossBow`: 1721
-- `Balistar`: 1722
-- `Luna_Bow`: 1723
-- `Dragon_Wing`: 1724
-- `Bow_Of_Minstrel`: 1725
-- `Hunter_Bow_`: 1726
-- `Balistar_`: 1727
-- `Balistar_C`: 1728
-- `Bow_Of_Rudra_C`: 1729
-- `Burning_Bow`: 1730
-- `Frozen_Bow`: 1731
-- `Earth_Bow`: 1732
-- `Gust_Bow`: 1733
-- `Orc_Archer_Bow`: 1734
-- `Kkakkung`: 1735
-- `Double_Bound`: 1736
-- `Ixion_Wing`: 1737
-- `BF_Bow1`: 1738
-- `BF_Bow2`: 1739
-- `Nepenthes_Bow`: 1740
-- `Cursed_Lyre`: 1741
-- `N_Composite_Bow`: 1742
-- `Krieger_Bow1`: 1743
-- `Bow_Of_Evil`: 1744
-- `Falken_Blitz`: 1745
-- `Elven_Bow`: 1746
-- `P_Bow1`: 1747
-- `P_Bow2`: 1748
-- `Tourist_Bow`: 1749
-- `Arrow`: 1750
-- `Silver_Arrow`: 1751
-- `Fire_Arrow`: 1752
-- `Steel_Arrow`: 1753
-- `Crystal_Arrow`: 1754
-- `Arrow_Of_Wind`: 1755
-- `Stone_Arrow`: 1756
-- `Immatrial_Arrow`: 1757
-- `Stun_Arrow`: 1758
-- `Freezing_Arrow`: 1759
-- `Flash_Arrow`: 1760
-- `Curse_Arrow`: 1761
-- `Rusty_Arrow`: 1762
-- `Poison_Arrow`: 1763
-- `Incisive_Arrow`: 1764
-- `Oridecon_Arrow`: 1765
-- `Arrow_Of_Counter_Evil`: 1766
-- `Arrow_Of_Shadow`: 1767
-- `Sleep_Arrow`: 1768
-- `Silence_Arrow`: 1769
-- `Iron_Arrow`: 1770
-- `Venom_Knife`: 1771
-- `Holy_Arrow`: 1772
-- `Arrow_Of_Elf`: 1773
-- `Hunting_Arrow`: 1774
-- `Siege_Arrow_S`: 1775
-- `Siege_Arrow_A`: 1776
-- `Fist_of_Vicious_Mind`: 1800
-- `Waghnakh`: 1801
-- `Waghnakh_`: 1802
-- `Knuckle_Duster`: 1803
-- `Knuckle_Duster_`: 1804
-- `Hora`: 1805
-- `Hora_`: 1806
-- `Fist`: 1807
-- `Fist_`: 1808
-- `Claw`: 1809
-- `Claw_`: 1810
-- `Finger`: 1811
-- `Finger_`: 1812
-- `Kaiser_Knuckle`: 1813
-- `Berserk`: 1814
-- `Claw_Of_Garm`: 1815
-- `Berserk_`: 1816
-- `Kaiser_Knuckle_C`: 1817
-- `Magma_Fist`: 1818
-- `Icicle_Fist`: 1819
-- `Electric_Fist`: 1820
-- `Seismic_Fist`: 1821
-- `Combo_Battle_Glove`: 1822
-- `BF_Knuckle1`: 1823
-- `BF_Knuckle2`: 1824
-- `Horn_Of_Hilthrion`: 1825
-- `Krieger_Knuckle1`: 1826
-- `Krieger_Knuckle2`: 1827
-- `Monk_Knuckle`: 1828
-- `Fist_C`: 1829
-- `Sura_Rampage`: 1830
-- `P_Knuckle1`: 1831
-- `Velum_Claw`: 1832
-- `Claw_Of_Flash`: 1833
-- `TE_Woe_Fist`: 1834
-- `Spartacus`: 1835
-- `Thanos_Knuckle`: 1836
-- `Scarlet_Knuckle`: 1839
-- `Violin_of_Vicious_Mind`: 1900
-- `Violin`: 1901
-- `Violin_`: 1902
-- `Mandolin`: 1903
-- `Mandolin_`: 1904
-- `Lute`: 1905
-- `Lute_`: 1906
-- `Guitar`: 1907
-- `Guitar_`: 1908
-- `Harp`: 1909
-- `Harp_`: 1910
-- `Guh_Moon_Goh`: 1911
-- `Guh_Moon_Goh_`: 1912
-- `Electronic_Guitar`: 1913
-- `Guitar_Of_Passion`: 1914
-- `Guitar_Of_Blue_Solo`: 1915
-- `Guitar_Of_Vast_Land`: 1916
-- `Guitar_Of_Gentle_Breeze`: 1917
-- `Oriental_Lute`: 1918
-- `Base_Guitar`: 1919
-- `Berserk_Guitar`: 1920
-- `Guh_Moon_Gom`: 1921
-- `Oriental_Lute_`: 1922
-- `BF_Instrument1`: 1923
-- `BF_Instrument2`: 1924
-- `Cello`: 1925
-- `Harp_Of_Nepenthes`: 1926
-- `Krieger_Instrument1`: 1927
-- `Berserk_Guitar_I`: 1928
-- `Guitar_C`: 1929
-- `Green_Whistle`: 1930
-- `P_String_Inst1`: 1931
-- `TE_Woe_Guitar`: 1932
-- `Thanos_Violin`: 1933
-- `Contabass`: 1934
-- `Ukulele_Of_Newoz`: 1935
-- `Ru_Blue_Violin`: 1936
-- `Ru_Gold_Violin`: 1937
-- `Infinity_Violin`: 1938
-- `Scarlet_Viollin`: 1939
-- `Conch_`: 1940
-- `Rope`: 1950
-- `Rope_`: 1951
-- `Line`: 1952
-- `Line_`: 1953
-- `Wire`: 1954
-- `Wire_`: 1955
-- `Rante`: 1956
-- `Rante_`: 1957
-- `Tail`: 1958
-- `Tail_`: 1959
-- `Whip`: 1960
-- `Whip_`: 1961
-- `Lariat`: 1962
-- `Rapture_Rose`: 1963
-- `Chemeti`: 1964
-- `Whip_Of_Red_Flame`: 1965
-- `Whip_Of_Ice_Piece`: 1966
-- `Whip_Of_Earth`: 1967
-- `Jump_Rope`: 1968
-- `Bladed_Whip`: 1969
-- `Queens_Whip`: 1970
-- `Electric_Wire`: 1971
-- `Electric_Eel`: 1972
-- `Sea_Witch_Foot`: 1973
-- `Carrot_Whip`: 1974
-- `Queen_Is_Whip`: 1975
-- `Queens_Whip_`: 1976
-- `BF_Whip1`: 1977
-- `BF_Whip2`: 1978
-- `Stem_Of_Nepenthes`: 1979
-- `Whip_Of_Balance`: 1980
-- `Krieger_Whip1`: 1981
-- `Phenomena_Whip`: 1982
-- `Rante_C`: 1983
-- `Stem_Whip`: 1984
-- `Rosebine`: 1985
-- `P_Tail1`: 1986
-- `TE_Woe_Rope`: 1987
-- `Thanos_Whip`: 1988
-- `Gymnastics_Ribbon`: 1989
-- `Floral_Mic_Of_Igu`: 1990
-- `Ru_Blue_Whip`: 1991
-- `Ru_Gold_Whip`: 1992
-- `Infinity_Wire`: 1994
-- `Scarlet_Wire`: 1995
-- `Wire_of_Vicious_Mind`: 1996
-- `Destruction_Rod`: 2000
-- `Divine_Cross`: 2001
-- `Krieger_Twohand_Staff1`: 2002
-- `Destruction_Rod_M`: 2003
-- `Kronos`: 2004
-- `Dea_Staff`: 2005
-- `G_Staff_Of_Light`: 2006
-- `Golden_Rod_Staff`: 2007
-- `Aqua_Staff`: 2008
-- `Crimson_Staff`: 2009
-- `Forest_Staff`: 2010
-- `Golden_Rod_Staff2`: 2011
-- `Aqua_Staff2`: 2012
-- `Crimson_Staff2`: 2013
-- `Forest_Staff2`: 2014
-- `Upg_Staff`: 2015
-- `Velum_Arc_Wand`: 2016
-- `Divine_Cross_`: 2017
-- `Metal_Staff`: 2018
-- `TE_Woe_Two_Hand_Staff`: 2019
-- `Jormungand`: 2020
-- `Ganbantein`: 2021
-- `Staff_Of_Geffen`: 2022
-- `Thanos_Rod`: 2023
-- `Infinity_Staff`: 2024
-- `Scarlet_Staff`: 2025
-- `Staff_of_Vicious_Mind`: 2026
-- `Guard`: 2101
-- `Guard_`: 2102
-- `Buckler`: 2103
-- `Buckler_`: 2104
-- `Shield`: 2105
-- `Shield_`: 2106
-- `Mirror_Shield`: 2107
-- `Mirror_Shield_`: 2108
-- `Memorize_Book`: 2109
-- `Holy_Guard`: 2110
-- `Herald_Of_GOD`: 2111
-- `Novice_Guard`: 2112
-- `Novice_Shield`: 2113
-- `Stone_Buckler`: 2114
-- `Valkyrjas_Shield`: 2115
-- `Angels_Safeguard`: 2116
-- `Arm_Guard`: 2117
-- `Arm_Guard_`: 2118
-- `Improved_Arm_Guard`: 2119
-- `Improved_Arm_Guard_`: 2120
-- `Memorize_Book_`: 2121
-- `Platinum_Shield`: 2122
-- `Orleans_Server`: 2123
-- `Thorny_Buckler`: 2124
-- `Strong_Shield`: 2125
-- `Guyak_Shield`: 2126
-- `Secular_Mission`: 2127
-- `Herald_Of_GOD_`: 2128
-- `Exorcism_Bible`: 2129
-- `Cross_Shield`: 2130
-- `Magic_Study_Vol1`: 2131
-- `Shelter_Resistance`: 2132
-- `Tournament_Shield`: 2133
-- `Shield_Of_Naga`: 2134
-- `Shadow_Guard`: 2135
-- `Cracked_Buckler`: 2136
-- `Valkyrjas_Shield_C`: 2137
-- `Bradium_Shield`: 2138
-- `Flame_Thrower`: 2139
-- `Energy_Rune_Guard`: 2140
-- `Freyja_SShield7`: 2141
-- `Freyja_SShield30`: 2142
-- `Freyja_SShield60`: 2143
-- `Freyja_SShield90`: 2144
-- `Time_Keepr_Shield`: 2145
-- `Siver_Guard`: 2146
-- `Round_Buckler`: 2147
-- `Rotha_Shield`: 2148
-- `Upg_Guard`: 2149
-- `Upg_Buckler`: 2150
-- `Upg_Shield`: 2151
-- `Anti_Demon_Shield_C`: 2152
-- `Imperial_Guard`: 2153
-- `Toy_Shield`: 2154
-- `Academy_Shield`: 2155
-- `Bible_Of_Promise1`: 2156
-- `Insecticide`: 2157
-- `Ramor_Shield_Undead`: 2158
-- `Sharel_Shield`: 2159
-- `Giant_Shield`: 2160
-- `Geffenia_Book_Water`: 2161
-- `Bible_Of_Promise2`: 2162
-- `Flow_Shield`: 2163
-- `Sombre_Shield`: 2164
-- `Sol_Shield`: 2165
-- `Exorcism_Bible_`: 2166
-- `Poison_Shield`: 2167
-- `Immuned_Shield`: 2168
-- `Kalasak`: 2169
-- `Bayani_Kalasak`: 2170
-- `Fox_Armguard`: 2171
-- `Wolf_Armguard`: 2172
-- `Crescent_Armguard`: 2173
-- `Lumiere_Shield`: 2174
-- `Esprit_Shield`: 2175
-- `Dark_Book`: 2176
-- `Shield_Of_Death`: 2177
-- `TE_Woe_Buckler`: 2178
-- `TE_Woe_Shield`: 2179
-- `TE_Woe_Magic_Guard`: 2180
-- `Hervor`: 2181
-- `Hervor_Alvitr`: 2182
-- `Impr_Angels_Safeguard`: 2183
-- `Magic_Reflector`: 2185
-- `Encyclopedia_Revision`: 2186
-- `Shield_Of_Gray`: 2187
-- `Svalinn_J`: 2188
-- `Mad_Bunny`: 2189
-- `Ancient_Shield_Of_Aeon`: 2190
-- `Lapine_Shield`: 2198
-- `Ahura_Mazda`: 2199
-- `Sunglasses`: 2201
-- `Sunglasses_`: 2202
-- `Glasses`: 2203
-- `Glasses_`: 2204
-- `Divers_Goggles`: 2205
-- `Wedding_Veil`: 2206
-- `Fancy_Flower`: 2207
-- `Ribbon`: 2208
-- `Ribbon_`: 2209
-- `Hair_Band`: 2210
-- `Bandana`: 2211
-- `Eye_Bandage`: 2212
-- `Cat_Hairband`: 2213
-- `Bunny_Band`: 2214
-- `Flower_Hairband`: 2215
-- `Biretta`: 2216
-- `Biretta_`: 2217
-- `Flu_Mask`: 2218
-- `Flu_Mask_`: 2219
-- `Hat`: 2220
-- `Hat_`: 2221
-- `Turban`: 2222
-- `Turban_`: 2223
-- `Goggle`: 2224
-- `Goggle_`: 2225
-- `Cap`: 2226
-- `Cap_`: 2227
-- `Helm`: 2228
-- `Helm_`: 2229
-- `Gemmed_Sallet`: 2230
-- `Gemmed_Sallet_`: 2231
-- `Circlet`: 2232
-- `Circlet_`: 2233
-- `Tiara`: 2234
-- `Crown`: 2235
-- `Santas_Hat`: 2236
-- `Weird_Goatee`: 2237
-- `Weird_Moustache`: 2238
-- `One_Eyed_Glass`: 2239
-- `Beard`: 2240
-- `Granpa_Beard`: 2241
-- `Luxury_Sunglasses`: 2242
-- `Spinning_Eyes`: 2243
-- `Big_Sis_Ribbon`: 2244
-- `Sweet_Gents`: 2245
-- `Golden_Gear`: 2246
-- `Oldmans_Romance`: 2247
-- `Western_Grace`: 2248
-- `Coronet`: 2249
-- `Fillet`: 2250
-- `Holy_Bonnet`: 2251
-- `Star_Sparkling`: 2252
-- `Sunflower`: 2253
-- `Angelic_Chain`: 2254
-- `Satanic_Chain`: 2255
-- `Magestic_Goat`: 2256
-- `Snowy_Horn`: 2257
-- `Sharp_Gear`: 2258
-- `Mini_Propeller`: 2259
-- `Mini_Glasses`: 2260
-- `Prontera_Army_Cap`: 2261
-- `Pierrot_Nose`: 2262
-- `Gangster_Patch`: 2263
-- `Munak_Turban`: 2264
-- `Ganster_Mask`: 2265
-- `Iron_Cane`: 2266
-- `Cigar`: 2267
-- `Smoking_Pipe`: 2268
-- `Centimental_Flower`: 2269
-- `Centimental_Leaf`: 2270
-- `Jack_A_Dandy`: 2271
-- `Stop_Post`: 2272
-- `Doctor_Cap`: 2273
-- `Ghost_Bandana`: 2274
-- `Red_Bandana`: 2275
-- `Eagle_Eyes`: 2276
-- `Nurse_Cap`: 2277
-- `Mr_Smile`: 2278
-- `Bomb_Wick`: 2279
-- `Sahkkat`: 2280
-- `Phantom_Of_Opera`: 2281
-- `Spirit_Chain`: 2282
-- `Ear_Mufs`: 2283
-- `Antler`: 2284
-- `Apple_Of_Archer`: 2285
-- `Elven_Ears`: 2286
-- `Pirate_Bandana`: 2287
-- `Mr_Scream`: 2288
-- `Poo_Poo_Hat`: 2289
-- `Funeral_Costume`: 2290
-- `Masquerade`: 2291
-- `Welding_Mask`: 2292
-- `Pretend_Murdered`: 2293
-- `Star_Dust`: 2294
-- `Blinker`: 2295
-- `Binoculars`: 2296
-- `Goblini_Mask`: 2297
-- `Green_Feeler`: 2298
-- `Viking_Helm`: 2299
-- `Cotton_Shirt`: 2301
-- `Cotton_Shirt_`: 2302
-- `Leather_Jacket`: 2303
-- `Leather_Jacket_`: 2304
-- `Adventure_Suit`: 2305
-- `Adventureres_Suit_`: 2306
-- `Mantle`: 2307
-- `Mantle_`: 2308
-- `Coat`: 2309
-- `Coat_`: 2310
-- `Mink_Coat`: 2311
-- `Padded_Armor`: 2312
-- `Padded_Armor_`: 2313
-- `Chain_Mail`: 2314
-- `Chain_Mail_`: 2315
-- `Plate_Armor`: 2316
-- `Plate_Armor_`: 2317
-- `Clothes_Of_The_Lord`: 2318
-- `Glittering_Clothes`: 2319
-- `Formal_Suit`: 2320
-- `Silk_Robe`: 2321
-- `Silk_Robe_`: 2322
-- `Scapulare`: 2323
-- `Scapulare_`: 2324
-- `Saint_Robe`: 2325
-- `Saint_Robe_`: 2326
-- `Holy_Robe`: 2327
-- `Wooden_Mail`: 2328
-- `Wooden_Mail_`: 2329
-- `Tights`: 2330
-- `Tights_`: 2331
-- `Silver_Robe`: 2332
-- `Silver_Robe_`: 2333
-- `Mage_Coat`: 2334
-- `Thief_Clothes`: 2335
-- `Thief_Clothes_`: 2336
-- `Ninja_Suit`: 2337
-- `Wedding_Dress`: 2338
-- `G_Strings`: 2339
-- `Novice_Breast`: 2340
-- `Full_Plate_Armor`: 2341
-- `Full_Plate_Armor_`: 2342
-- `Robe_Of_Casting`: 2343
-- `Flame_Sprits_Armor`: 2344
-- `Flame_Sprits_Armor_`: 2345
-- `Water_Sprits_Armor`: 2346
-- `Water_Sprits_Armor_`: 2347
-- `Wind_Sprits_Armor`: 2348
-- `Wind_Sprits_Armor_`: 2349
-- `Earth_Sprits_Armor`: 2350
-- `Earth_Sprits_Armor_`: 2351
-- `Novice_Plate`: 2352
-- `Odins_Blessing`: 2353
-- `Goibnes_Armor`: 2354
-- `Angels_Protection`: 2355
-- `Vestment_Of_Grace`: 2356
-- `Valkyrie_Armor`: 2357
-- `Dress_Of_Angel`: 2358
-- `Ninja_Suit_`: 2359
-- `Robe_Of_Casting_`: 2360
-- `Blue_Aodai`: 2361
-- `Red_Aodai`: 2362
-- `White_Aodai`: 2363
-- `Meteo_Plate_Armor`: 2364
-- `Orleans_Gown`: 2365
-- `Divine_Cloth`: 2366
-- `Sniping_Suit`: 2367
-- `Golden_Armor`: 2368
-- `Freyja_Overcoat`: 2369
-- `Used_Mage_Coat`: 2370
-- `G_Strings_`: 2371
-- `Mage_Coat_`: 2372
-- `Holy_Robe_`: 2373
-- `Diabolus_Robe`: 2374
-- `Diabolus_Armor`: 2375
-- `Assaulter_Plate`: 2376
-- `Elite_Engineer_Armor`: 2377
-- `Assassin_Robe`: 2378
-- `Warlock_Battle_Robe`: 2379
-- `Medic_Robe`: 2380
-- `Elite_Archer_Suit`: 2381
-- `Elite_Shooter_Suit`: 2382
-- `Brynhild`: 2383
-- `Spritual_Tunic`: 2384
-- `Recuperative_Armor`: 2385
-- `Chameleon_Armor`: 2386
-- `Sprint_Mail`: 2387
-- `Kandura`: 2388
-- `Armor_Of_Naga`: 2389
-- `Improved_Tights`: 2390
-- `Life_Link`: 2391
-- `Old_Pant`: 2392
-- `N_Adventurers_Suit`: 2393
-- `Krieger_Suit1`: 2394
-- `Krieger_Suit2`: 2395
-- `Krieger_Suit3`: 2396
-- `Incredible_Coat`: 2397
-- `Sniping_Suit_M`: 2398
-- `Dragon_Vest`: 2399
-- `Sandals`: 2401
-- `Sandals_`: 2402
-- `Shoes`: 2403
-- `Shoes_`: 2404
-- `Boots`: 2405
-- `Boots_`: 2406
-- `Chrystal_Pumps`: 2407
-- `Cuffs`: 2408
-- `Spiky_Heel`: 2409
-- `Sleipnir`: 2410
-- `Grave`: 2411
-- `Grave_`: 2412
-- `Safty_Boots`: 2413
-- `Novice_Boots`: 2414
-- `Slipper`: 2415
-- `Novice_Shoes`: 2416
-- `Fricco_Shoes`: 2417
-- `Vidars_Boots`: 2418
-- `Goibnes_Combat_Boots`: 2419
-- `Angels_Arrival`: 2420
-- `Valkyrie_Shoes`: 2421
-- `High_Fashion_Sandals`: 2422
-- `Variant_Shoes`: 2423
-- `Tidal_Shoes`: 2424
-- `Black_Leather_Boots`: 2425
-- `Shadow_Walk`: 2426
-- `Golden_Shoes`: 2427
-- `Freyja_Boots`: 2428
-- `Iron_Boots01`: 2429
-- `Iron_Boots02`: 2430
-- `Valley_Shoes`: 2431
-- `Spiky_Heel_`: 2432
-- `Diabolus_Boots`: 2433
-- `Black_Leather_Boots_`: 2434
-- `Battle_Greave`: 2435
-- `Combat_Boots`: 2436
-- `Battle_Boots`: 2437
-- `Paw_Of_Cat`: 2438
-- `Refresh_Shoes`: 2439
-- `Sprint_Shoes`: 2440
-- `Beach_Sandal`: 2441
-- `Boots_Perforated`: 2442
-- `Fish_Shoes`: 2443
-- `Krieger_Shoes1`: 2444
-- `Krieger_Shoes2`: 2445
-- `Krieger_Shoes3`: 2446
-- `Military_Boots`: 2447
-- `Air_Boss`: 2448
-- `Variant_Shoes_M`: 2449
-- `Vital_Tree_Shoes`: 2450
-- `Freyja_SSandal7`: 2451
-- `Freyja_SSandal30`: 2452
-- `Freyja_SSandal60`: 2453
-- `Freyja_SSandal90`: 2454
-- `Time_Keepr_Boots`: 2455
-- `Para_Team_Boots1`: 2456
-- `Para_Team_Boots2`: 2457
-- `Para_Team_Boots3`: 2458
-- `Upg_Shoes`: 2459
-- `Upg_Boots`: 2460
-- `Upg_Greave`: 2461
-- `Sleipnir_C`: 2462
-- `Feral_Boots`: 2463
-- `No_Fear_Shoes`: 2464
-- `Dance_Shoes`: 2465
-- `Training_Shoes`: 2466
-- `Golden_Rod_Shoes`: 2467
-- `Aqua_Shoes`: 2468
-- `Crimson_Shoes`: 2469
-- `Forest_Shoes`: 2470
-- `Shoes_Of_Affection`: 2471
-- `Shoes_Of_Judgement`: 2472
-- `Para_Team_Boots4`: 2473
-- `Lehmannza_Shoes`: 2474
-- `Ur_Greave`: 2475
-- `Peuz_Greave`: 2476
-- `Sabah_Shoes`: 2477
-- `Nab_Shoes`: 2478
-- `White_Wing_Boots`: 2479
-- `Black_Wing_Boots`: 2480
-- `Rune_Boots`: 2481
-- `Shoes_Of_Valor`: 2482
-- `Siege_Greave`: 2483
-- `Siege_Boots`: 2484
-- `Siege_Shoes`: 2485
-- `Shadow_Walk_`: 2486
-- `Vital_Tree_Shoes_`: 2487
-- `Fricco_Shoes_`: 2488
-- `Vidars_Boots_`: 2489
-- `Bangungot_Boots`: 2491
-- `Bayani_Bangungot_Boots`: 2492
-- `Goibnes_Combat_Boots_`: 2493
-- `Chrystal_Pumps_`: 2494
-- `Egir_Shoes`: 2495
-- `TE_Woe_Shoes`: 2496
-- `TE_Woe_Boots`: 2497
-- `TE_Woe_Magic_Sandal`: 2498
-- `Temporal_Boots`: 2499
-- `Hood`: 2501
-- `Hood_`: 2502
-- `Muffler`: 2503
-- `Muffler_`: 2504
-- `Manteau`: 2505
-- `Manteau_`: 2506
-- `Cape_Of_Ancient_Lord`: 2507
-- `Ragamuffin_Cape`: 2508
-- `Clack_Of_Servival`: 2509
-- `Novice_Hood`: 2510
-- `Skeletons_Cape`: 2511
-- `Novice_Manteau`: 2512
-- `Celestial_Robe`: 2513
-- `Pauldron`: 2514
-- `Wing_Of_Eagle`: 2515
-- `Falcon_Robe`: 2516
-- `Valis_Manteau`: 2517
-- `Morpheuss_Shawl`: 2518
-- `Morriganes_Manteau`: 2519
-- `Goibnes_Shoulder_Arms`: 2520
-- `Angels_Warmth`: 2521
-- `Undershirt`: 2522
-- `Undershirt_`: 2523
-- `Valkyrie_Manteau`: 2524
-- `Cape_Of_Ancient_Lord_`: 2525
-- `Dragon_Scale_Coat`: 2526
-- `Dragon_Breath`: 2527
-- `Wool_Scarf`: 2528
-- `Rider_Insignia`: 2529
-- `Rider_Insignia_`: 2530
-- `Ulfhedinn`: 2531
-- `Mithril_Magic_Cape`: 2532
-- `Freyja_Cape`: 2533
-- `Ruffler`: 2534
-- `Cloak_Of_Survival_C`: 2535
-- `Skin_Of_Ventus`: 2536
-- `Diabolus_Manteau`: 2537
-- `Commander_Manteau`: 2538
-- `Commander_Manteau_`: 2539
-- `Sheriff_Manteau`: 2540
-- `Asprika`: 2541
-- `Flame_Manteau`: 2542
-- `Sylphid_Manteau`: 2543
-- `Leather_Of_Tendrilion`: 2544
-- `Musika`: 2545
-- `Beach_Manteau`: 2546
-- `Cheap_Running_Shirts`: 2547
-- `Muffler_C`: 2548
-- `Krieger_Muffler1`: 2549
-- `Fishers_Muffler`: 2550
-- `Rider_Insignia_M`: 2551
-- `Mithril_Magic_Cape_M`: 2552
-- `Dragon_Manteau`: 2553
-- `Piece_Of_Angent_Skin`: 2554
-- `Freyja_SScarf7`: 2555
-- `Freyja_SScarf30`: 2556
-- `Freyja_SScarf60`: 2557
-- `Freyja_SScarf90`: 2558
-- `Time_Keepr_Manteau`: 2559
-- `Para_Team_Manteau`: 2560
-- `Upg_Hood`: 2561
-- `Upg_Muffler`: 2562
-- `Upg_Manteau`: 2563
-- `Feral_Tail`: 2564
-- `Beach_Towel`: 2565
-- `Half_Asprika`: 2566
-- `Academy_Manteau`: 2567
-- `Muffler_Of_Roki`: 2568
-- `Shawl_Of_Affection`: 2569
-- `Shawl_Of_Judgement`: 2570
-- `Para_Team_Manteau2`: 2571
-- `Katabart_Sholder`: 2572
-- `Archangel_Wing`: 2573
-- `Ur_Manteau`: 2574
-- `Peuz_Manteau`: 2575
-- `Bravery_Bag`: 2576
-- `Sabah_Hood`: 2577
-- `Nab_Hood`: 2578
-- `Magic_Stole`: 2579
-- `White_Wing_Manteau`: 2580
-- `Black_Wing_Manteau`: 2581
-- `Salvage_Cape`: 2582
-- `Holy_Cape`: 2583
-- `Wanderer_Outer`: 2584
-- `Muffler_Of_Valor`: 2585
-- `Siege_Manteau`: 2586
-- `Siege_Muffler`: 2587
-- `Ragamuffin_Cape_`: 2588
-- `Fallen_Angel_Wing`: 2589
-- `Buwaya_Cloth`: 2590
-- `Bayani_Buwaya_Cloth`: 2591
-- `Boss_Brownie_Manteau`: 2592
-- `Flow_Manteau`: 2593
-- `Wrapping_Manteau`: 2594
-- `Sharel_Manteau`: 2596
-- `Scarlet_Poncho`: 2597
-- `Goibnes_Shoulder_Arms_`: 2599
-- `Ring`: 2601
-- `Earring`: 2602
-- `Necklace`: 2603
-- `Glove`: 2604
-- `Brooch`: 2605
-- `Clip`: 2607
-- `Rosary`: 2608
-- `Skul_Ring`: 2609
-- `Gold_Ring`: 2610
-- `Silver_Ring`: 2611
-- `Flower_Ring`: 2612
-- `Diamond_Ring`: 2613
-- `An_Eye_Of_Dullahan`: 2614
-- `Safety_Ring`: 2615
-- `Critical_Ring`: 2616
-- `Mitten_Of_Presbyter`: 2617
-- `Matyrs_Flea_Guard`: 2618
-- `Thimble_Of_Archer`: 2619
-- `Ring_Of_Rogue`: 2620
-- `Ring_`: 2621
-- `Earring_`: 2622
-- `Necklace_`: 2623
-- `Glove_`: 2624
-- `Brooch_`: 2625
-- `Rosary_`: 2626
-- `Belt`: 2627
-- `Novice_Armlet`: 2628
-- `Magingiorde`: 2629
-- `Brysinggamen`: 2630
-- `First_Age_Ring`: 2631
-- `Korean_Trinket`: 2632
-- `Jade_Ring`: 2633
-- `Bridegroom_Ring`: 2634
-- `Bride_Ring`: 2635
-- `Gold_Ring_`: 2636
-- `Silver_Ring_`: 2637
-- `Exorcize_Sachet`: 2638
-- `Purification_Sachet`: 2639
-- `Kafra_Ring`: 2640
-- `Fashionable_Sack`: 2641
-- `Serins_Gold_Ring`: 2642
-- `Serins_Gold_Ring_`: 2643
-- `The_Sign_`: 2644
-- `Moonlight_Ring`: 2645
-- `Bunch_Of_Carnation`: 2646
-- `Nile_Rose`: 2647
-- `Morpheuss_Ring`: 2648
-- `Morpheuss_Armlet`: 2649
-- `Morriganes_Belt`: 2650
-- `Morriganes_Pendant`: 2651
-- `Cursed_Lucky_Brooch`: 2652
-- `Sacrifice_Ring`: 2653
-- `Shinobis_Sash`: 2654
-- `Bloody_Iron_Ball`: 2655
-- `Hyper_Changer`: 2656
-- `Lab_Passport`: 2657
-- `Nile_Rose_`: 2658
-- `Vesper_Core01`: 2659
-- `Vesper_Core02`: 2660
-- `Vesper_Core03`: 2661
-- `Vesper_Core04`: 2662
-- `Gauntlet_Of_Accuracy`: 2663
-- `Scarf_Belt`: 2664
-- `Ring_Of_Exorcism`: 2665
-- `Lamp_Of_Hope`: 2666
-- `Glove_Of_Archer`: 2667
-- `Womens_Glory`: 2668
-- `Golden_Necklace_`: 2669
-- `Ring_Of_Longing`: 2670
-- `Thimble_Of_Archer_`: 2671
-- `Anniversary_Ring`: 2672
-- `Shining_Ring`: 2673
-- `Honor_Ring`: 2674
-- `Lord_Ring`: 2675
-- `Hunter_Earring`: 2676
-- `Spiritual_Ring`: 2677
-- `Ring_Of_Flame_Lord`: 2678
-- `Ring_Of_Resonance`: 2679
-- `Lesser_Elemental_Ring`: 2680
-- `Republic_Ring`: 2681
-- `Ring_Of_Water`: 2682
-- `Ring_Of_Fire`: 2683
-- `Ring_Of_Wind`: 2684
-- `Ring_Of_Earth`: 2685
-- `Elven_Ears_C`: 2686
-- `Steel_Flower_C`: 2687
-- `Critical_Ring_C`: 2688
-- `Earring_C`: 2689
-- `Ring_C`: 2690
-- `Necklace_C`: 2691
-- `Glove_C`: 2692
-- `Brooch_C`: 2693
-- `Rosary_C`: 2694
-- `Safety_Ring_C`: 2695
-- `Vesper_Core01_C`: 2696
-- `Vesper_Core02_C`: 2697
-- `Vesper_Core03_C`: 2698
-- `Vesper_Core04_C`: 2699
-- `Red_Silk_Seal`: 2700
-- `Orleans_Glove`: 2701
-- `Bison_Horn`: 2702
-- `Expert_Ring`: 2703
-- `Golden_Accessory`: 2704
-- `Golden_Accessory2`: 2705
-- `Handcuff`: 2706
-- `GUSLI`: 2707
-- `Chinese_Handicraft`: 2708
-- `5_Anniversary_Coin`: 2709
-- `Bloody_Iron_Ball_C`: 2710
-- `Spiritual_Ring_C`: 2711
-- `Ragnarok_Limited_Ed`: 2712
-- `Certificate_TW`: 2713
-- `Marvelous_Pandent`: 2714
-- `Skul_Ring_`: 2715
-- `Librarian_Glove`: 2716
-- `Pocket_Watch_`: 2717
-- `Lunatic_Brooch`: 2718
-- `Iron_Wrist`: 2719
-- `Medal_Swordman`: 2720
-- `Medal_Thief`: 2721
-- `Medal_Acolyte`: 2722
-- `Medal_Mage`: 2723
-- `Medal_Archer`: 2724
-- `Medal_Merchant`: 2725
-- `Icarus_Wing`: 2726
-- `Bowman_Scarf`: 2727
-- `Cursed_Hand`: 2728
-- `Diabolus_Ring`: 2729
-- `Morroc_Seal`: 2730
-- `Morroc_Charm_Stone`: 2731
-- `Morroc_Ring`: 2732
-- `Medal_Gunner`: 2733
-- `Directive_A`: 2734
-- `Directive_B`: 2735
-- `Navel_Ring`: 2736
-- `Foot_Ring`: 2737
-- `Shiny_Coin`: 2738
-- `Ordinary_Coin`: 2739
-- `Rusty_Coin`: 2740
-- `All_In_One_Ring`: 2741
-- `Lucky_Clip`: 2742
-- `Angelic_Ring`: 2743
-- `Sprint_Ring`: 2744
-- `Pinguicula_Corsage`: 2745
-- `Cold_Heart`: 2746
-- `Black_Cat`: 2747
-- `Cursed_Star`: 2748
-- `Linen_Glove`: 2749
-- `Summer_Night_Dream`: 2750
-- `Academy_Badge`: 2751
-- `Praxinus_C`: 2752
-- `Beholder_Ring`: 2753
-- `Hallow_Ring`: 2754
-- `Clamorous_Ring`: 2755
-- `Chemical_Ring`: 2756
-- `Insecticide_Ring`: 2757
-- `Fisher_Ring`: 2758
-- `Decussate_Ring`: 2759
-- `Bloody_Ring`: 2760
-- `Satanic_Ring`: 2761
-- `Dragoon_Ring`: 2762
-- `Skul_Ring_C`: 2763
-- `Small_Fishing_Rod`: 2764
-- `Novice_Figure`: 2765
-- `Swordman_Figure`: 2766
-- `Acolyte_Figure`: 2767
-- `Mage_Figure`: 2768
-- `Archer_Figure`: 2769
-- `Thief_Figure`: 2770
-- `Merchant_Figure`: 2771
-- `Krieger_Ring1`: 2772
-- `Krieger_Ring2`: 2773
-- `Krieger_Ring3`: 2774
-- `Lure`: 2775
-- `Cool_Towel`: 2776
-- `Shaman_Ring`: 2777
-- `Shaman_Earing`: 2778
-- `Dark_Knight_Belt`: 2779
-- `Dark_Knight_Glove`: 2780
-- `Aumduras_Grace`: 2781
-- `Ring_Of_Wise_King`: 2782
-- `Eyes_Stone_Ring`: 2783
-- `Oh_Holy_Night`: 2784
-- `Orleans_Glove_M`: 2785
-- `Spiritual_Ring_M`: 2786
-- `Waterdrop_Brooch`: 2787
-- `Bradium_Earing`: 2788
-- `Bradium_Ring`: 2789
-- `Bradium_Brooch`: 2790
-- `Just_Got_Fish`: 2791
-- `Ring_Of_Flame_Lord_I`: 2792
-- `Ring_Of_Resonance_I`: 2793
-- `Magic_Stone_Ring`: 2794
-- `Green_Apple_Ring`: 2795
-- `Magical_Stone`: 2796
-- `Magical_Stone_`: 2797
-- `Will_Of_Exhausted_Angel`: 2798
-- `Kuirpenring`: 2799
-- `Accelerator`: 2800
-- `Hovering_Booster`: 2801
-- `Suicidal_Device`: 2802
-- `Shape_Shifter`: 2803
-- `Cooling_Device`: 2804
-- `Mag_Field_Generator`: 2805
-- `Barrier_Builder`: 2806
-- `Repair_Kit`: 2807
-- `Camouflage_Generator`: 2808
-- `High_Quality_Cooler`: 2809
-- `Special_Cooler`: 2810
-- `Freyja_SBracelet7`: 2811
-- `Freyja_SBracelet30`: 2812
-- `Freyja_SBracelet60`: 2813
-- `Freyja_SBracelet90`: 2814
-- `Th_Ring_Of_Water`: 2815
-- `Radar_Ring1`: 2816
-- `Radar_Ring2`: 2817
-- `Radar_Ring3`: 2818
-- `Swordman_Manual`: 2819
-- `Thief_Manual`: 2820
-- `Acolyte_Manual`: 2821
-- `Archer_Manual`: 2822
-- `Merchant_Manual`: 2823
-- `Mage_Manual`: 2824
-- `Shaman_EaringB`: 2825
-- `Dark_Knight_BeltB`: 2826
-- `Dark_Knight_GloveB`: 2827
-- `Upg_Clip`: 2828
-- `Greed_Clip`: 2829
-- `Magingiorde_C`: 2830
-- `Brysinggamen_C`: 2831
-- `Freyja_Ring`: 2832
-- `Odins_Recall`: 2833
-- `F_All_In_One_Ring`: 2834
-- `F_Critical_Ring_C`: 2835
-- `F_Glove_C`: 2836
-- `F_Safety_Ring_C`: 2837
-- `F_Necklace_C`: 2838
-- `F_Ring_C`: 2839
-- `F_Rosary_C`: 2840
-- `Caracas_Ring`: 2841
-- `F_Earing_C`: 2842
-- `Gold_Trickle`: 2843
-- `El_Dicastes_Light`: 2844
-- `No_Fear_Belt`: 2845
-- `E_All_In_One_Ring`: 2846
-- `E_Critical_Ring_C`: 2847
-- `E_Glove_C`: 2848
-- `E_Safety_Ring_C`: 2849
-- `E_Ring_C`: 2850
-- `E_Necklace_C`: 2851
-- `E_Rosary_C`: 2852
-- `Telekinetic_Orb`: 2853
-- `Alchemy_Glove`: 2854
-- `Whike_Black_Tail`: 2855
-- `Half_Megin`: 2856
-- `Half_Brysing`: 2857
-- `Pendant_Of_Guardian`: 2858
-- `Golden_Rod_Orb`: 2859
-- `Aqua_Orb`: 2860
-- `Crimson_Orb`: 2861
-- `Forest_Orb`: 2862
-- `Ring_Of_Valkyrie`: 2863
-- `Light_Of_Cure`: 2864
-- `Seal_Of_Cathedral`: 2865
-- `Ring_Of_Archbishop`: 2866
-- `Broken_Bamboo_Piece`: 2867
-- `Green_Batik`: 2868
-- `Colorful_Ketupat`: 2869
-- `Tw_8th_Anni_Ring`: 2870
-- `Brazilian_Emblem`: 2871
-- `G_Honor_Certificate`: 2872
-- `Cat_Hand_Glove`: 2873
-- `Buffalo_Horn`: 2874
-- `RO_Appreciation_Ring`: 2875
-- `Necklace_Spica`: 2876
-- `Glove_Sabik`: 2877
-- `Bracelet_Arunairi`: 2878
-- `Badge_Giorredart`: 2879
-- `Ring_Lupak`: 2880
-- `Orleans_Necklace`: 2881
-- `Ecoro_Cardslip`: 2882
-- `Ur_Seal`: 2883
-- `Peuz_Seal`: 2884
-- `Mother_Heart`: 2885
-- `Sabah_Ring`: 2886
-- `Nab_Ring`: 2887
-- `School_Bag`: 2888
-- `Endure_Ring`: 2889
-- `White_Wing_Brooch`: 2890
-- `Black_wing_Brooch`: 2891
-- `Assassin_Handcuffs`: 2892
-- `Cursed_Heart`: 2893
-- `Glove_Of_Shura`: 2894
-- `Medal_Of_Valor1`: 2895
-- `Medal_Of_Valor2`: 2896
-- `2011RWC_Necklace_J`: 2897
-- `Black_Rosary`: 2898
-- `Sound_Amplifier`: 2899
-- `Morriganes_Belt_`: 2900
-- `Morriganes_Pendant_`: 2901
-- `Morpheuss_Ring_`: 2902
-- `Morpheuss_Armlet_`: 2903
-- `Naqsh`: 2904
-- `Super_Ora_Ora`: 2905
-- `Happy_Gauntlet`: 2906
-- `Buwaya_Tattoo`: 2907
-- `Light_Ring`: 2908
-- `Darkness_Ring`: 2909
-- `Bakonawa_Tattoo`: 2910
-- `Bangungot_Tattoo`: 2911
-- `Xylitol_2011`: 2912
-- `Thief_Handcuff`: 2913
-- `Wizard_Left_Eye`: 2914
-- `Ettlang_Keepsake`: 2915
-- `Fairy_Wing`: 2916
-- `Str_Glove`: 2917
-- `Int_Glove`: 2918
-- `Agi_Glove`: 2919
-- `Vit_Glove`: 2920
-- `Dex_Glove`: 2921
-- `Luk_Glove`: 2922
-- `Str_Glove_`: 2923
-- `Int_Glove_`: 2924
-- `Agi_Glove_`: 2925
-- `Vit_Glove_`: 2926
-- `Dex_Glove_`: 2927
-- `Luk_Glove_`: 2928
-- `Recovery_Ring`: 2936
-- `Ninja_Manual`: 2940
-- `Gunslinger_Manual`: 2941
-- `Taekwon_Manual`: 2942
-- `TE_Ring_Of_Protection`: 2944
-- `TE_Ring_Of_Rage`: 2945
-- `TE_Ring_Of_Defiance`: 2946
-- `Silversmith_Bracelet`: 2949
-- `Rune_Ring`: 2950
-- `Kvasir_Ring_Blue`: 2951
-- `Kvasir_Ring_Red`: 2952
-- `Kvasir_Ring_Green`: 2953
-- `Kvasir_Ring_Brown`: 2954
-- `Fidelity_Necklace`: 2959
-- `Badge_Of_Manny`: 2960
-- `Body_Power_Up_Ring`: 2963
-- `Ring_Of_Spell_Explosion`: 2964
-- `RWC_2012_Ring`: 2966
-- `RWC_2012_Ring_`: 2967
-- `RWC_2012_Pendant`: 2968
-- `RWC_2012_Pendant_`: 2969
-- `Pocket_Watch__`: 2971
-- `RingOfHero`: 2981
-- `Snake_Ring`: 2986
-- `Snake_Pendant`: 2987
-- `Winged_Ring_Of_Newoz`: 2988
-- `Floral_Bracelet_Of_Igu`: 2989
-- `RWC_Gold_Brooch`: 2997
-- `RWC_Silver_Brooch`: 2999
-- `Poring_Card`: 4001
-- `Fabre_Card`: 4002
-- `Pupa_Card`: 4003
-- `Drops_Card`: 4004
-- `Poring__Card`: 4005
-- `Lunatic_Card`: 4006
-- `Pecopeco_Egg_Card`: 4007
-- `Picky_Card`: 4008
-- `Chonchon_Card`: 4009
-- `Wilow_Card`: 4010
-- `Picky__Card`: 4011
-- `Thief_Bug_Egg_Card`: 4012
-- `Andre_Egg_Card`: 4013
-- `Roda_Frog_Card`: 4014
-- `Condor_Card`: 4015
-- `Thief_Bug_Card`: 4016
-- `Savage_Babe_Card`: 4017
-- `Andre_Larva_Card`: 4018
-- `Hornet_Card`: 4019
-- `Farmiliar_Card`: 4020
-- `Rocker_Card`: 4021
-- `Spore_Card`: 4022
-- `Desert_Wolf_Babe_Card`: 4023
-- `Plankton_Card`: 4024
-- `Skeleton_Card`: 4025
-- `Thief_Bug_Female_Card`: 4026
-- `Kukre_Card`: 4027
-- `Tarou_Card`: 4028
-- `Wolf_Card`: 4029
-- `Mandragora_Card`: 4030
-- `Pecopeco_Card`: 4031
-- `Ambernite_Card`: 4032
-- `Poporing_Card`: 4033
-- `Worm_Tail_Card`: 4034
-- `Hydra_Card`: 4035
-- `Muka_Card`: 4036
-- `Snake_Card`: 4037
-- `Zombie_Card`: 4038
-- `Stainer_Card`: 4039
-- `Creamy_Card`: 4040
-- `Coco_Card`: 4041
-- `Steel_Chonchon_Card`: 4042
-- `Andre_Card`: 4043
-- `Smokie_Card`: 4044
-- `Horn_Card`: 4045
-- `Martin_Card`: 4046
-- `Ghostring_Card`: 4047
-- `Poison_Spore_Card`: 4048
-- `Vadon_Card`: 4049
-- `Thief_Bug_Male_Card`: 4050
-- `Yoyo_Card`: 4051
-- `Elder_Wilow_Card`: 4052
-- `Vitata_Card`: 4053
-- `Angeling_Card`: 4054
-- `Marina_Card`: 4055
-- `Dustiness_Card`: 4056
-- `Metaller_Card`: 4057
-- `Thara_Frog_Card`: 4058
-- `Soldier_Andre_Card`: 4059
-- `Goblin_Card`: 4060
-- `Cornutus_Card`: 4061
-- `Anacondaq_Card`: 4062
-- `Caramel_Card`: 4063
-- `Zerom_Card`: 4064
-- `Kaho_Card`: 4065
-- `Orc_Warrior_Card`: 4066
-- `Megalodon_Card`: 4067
-- `Scorpion_Card`: 4068
-- `Drainliar_Card`: 4069
-- `Eggyra_Card`: 4070
-- `Orc_Zombie_Card`: 4071
-- `Golem_Card`: 4072
-- `Pirate_Skel_Card`: 4073
-- `BigFoot_Card`: 4074
-- `Argos_Card`: 4075
-- `Magnolia_Card`: 4076
-- `Phen_Card`: 4077
-- `Savage_Card`: 4078
-- `Mantis_Card`: 4079
-- `Flora_Card`: 4080
-- `Hode_Card`: 4081
-- `Desert_Wolf_Card`: 4082
-- `Rafflesia_Card`: 4083
-- `Marine_Sphere_Card`: 4084
-- `Orc_Skeleton_Card`: 4085
-- `Soldier_Skeleton_Card`: 4086
-- `Giearth_Card`: 4087
-- `Frilldora_Card`: 4088
-- `Sword_Fish_Card`: 4089
-- `Munak_Card`: 4090
-- `Kobold_Card`: 4091
-- `Skel_Worker_Card`: 4092
-- `Obeaune_Card`: 4093
-- `Archer_Skeleton_Card`: 4094
-- `Marse_Card`: 4095
-- `Zenorc_Card`: 4096
-- `Matyr_Card`: 4097
-- `Dokebi_Card`: 4098
-- `Pasana_Card`: 4099
-- `Sohee_Card`: 4100
-- `Sand_Man_Card`: 4101
-- `Whisper_Card`: 4102
-- `Horong_Card`: 4103
-- `Requiem_Card`: 4104
-- `Marc_Card`: 4105
-- `Mummy_Card`: 4106
-- `Verit_Card`: 4107
-- `Myst_Card`: 4108
-- `Jakk_Card`: 4109
-- `Ghoul_Card`: 4110
-- `Strouf_Card`: 4111
-- `Marduk_Card`: 4112
-- `Marionette_Card`: 4113
-- `Argiope_Card`: 4114
-- `Hunter_Fly_Card`: 4115
-- `Isis_Card`: 4116
-- `Side_Winder_Card`: 4117
-- `Petit_Card`: 4118
-- `Bathory_Card`: 4119
-- `Petit__Card`: 4120
-- `Phreeoni_Card`: 4121
-- `Deviruchi_Card`: 4122
-- `Eddga_Card`: 4123
-- `Medusa_Card`: 4124
-- `Deviace_Card`: 4125
-- `Minorous_Card`: 4126
-- `Nightmare_Card`: 4127
-- `Golden_Bug_Card`: 4128
-- `Baphomet__Card`: 4129
-- `Scorpion_King_Card`: 4130
-- `Moonlight_Flower_Card`: 4131
-- `Mistress_Card`: 4132
-- `Daydric_Card`: 4133
-- `Dracula_Card`: 4134
-- `Orc_Load_Card`: 4135
-- `Khalitzburg_Card`: 4136
-- `Drake_Card`: 4137
-- `Anubis_Card`: 4138
-- `Joker_Card`: 4139
-- `Knight_Of_Abyss_Card`: 4140
-- `Evil_Druid_Card`: 4141
-- `Doppelganger_Card`: 4142
-- `Orc_Hero_Card`: 4143
-- `Osiris_Card`: 4144
-- `Berzebub_Card`: 4145
-- `Maya_Card`: 4146
-- `Baphomet_Card`: 4147
-- `Pharaoh_Card`: 4148
-- `Gargoyle_Card`: 4149
-- `Goat_Card`: 4150
-- `Gajomart_Card`: 4151
-- `Galapago_Card`: 4152
-- `Crab_Card`: 4153
-- `Rice_Cake_Boy_Card`: 4154
-- `Goblin_Leader_Card`: 4155
-- `Steam_Goblin_Card`: 4156
-- `Goblin_Archer_Card`: 4157
-- `Flying_Deleter_Card`: 4158
-- `Nine_Tail_Card`: 4159
-- `Antique_Firelock_Card`: 4160
-- `Grand_Peco_Card`: 4161
-- `Grizzly_Card`: 4162
-- `Gryphon_Card`: 4163
-- `Gullinbursti_Card`: 4164
-- `Gig_Card`: 4165
-- `Nightmare_Terror_Card`: 4166
-- `Neraid_Card`: 4167
-- `Dark_Lord_Card`: 4168
-- `Dark_Illusion_Card`: 4169
-- `Dark_Frame_Card`: 4170
-- `Dark_Priest_Card`: 4171
-- `The_Paper_Card`: 4172
-- `Demon_Pungus_Card`: 4173
-- `Deviling_Card`: 4174
-- `Poison_Toad_Card`: 4175
-- `Dullahan_Card`: 4176
-- `Dryad_Card`: 4177
-- `Dragon_Tail_Card`: 4178
-- `Dragon_Fly_Card`: 4179
-- `Driller_Card`: 4180
-- `Disguise_Card`: 4181
-- `Diabolic_Card`: 4182
-- `Vagabond_Wolf_Card`: 4183
-- `Lava_Golem_Card`: 4184
-- `Rideword_Card`: 4185
-- `Raggler_Card`: 4186
-- `Raydric_Archer_Card`: 4187
-- `Leib_Olmai_Card`: 4188
-- `Wraith_Dead_Card`: 4189
-- `Wraith_Card`: 4190
-- `Loli_Ruri_Card`: 4191
-- `Rotar_Zairo_Card`: 4192
-- `Lude_Card`: 4193
-- `Rybio_Card`: 4194
-- `Leaf_Cat_Card`: 4195
-- `Marin_Card`: 4196
-- `Mastering_Card`: 4197
-- `Maya_Puple_Card`: 4198
-- `Merman_Card`: 4199
-- `Megalith_Card`: 4200
-- `Majoruros_Card`: 4201
-- `Civil_Servant_Card`: 4202
-- `Mutant_Dragon_Card`: 4203
-- `Mini_Demon_Card`: 4204
-- `Mimic_Card`: 4205
-- `Mystcase_Card`: 4206
-- `Mysteltainn_Card`: 4207
-- `Miyabi_Ningyo_Card`: 4208
-- `Violy_Card`: 4209
-- `Wander_Man_Card`: 4210
-- `Vocal_Card`: 4211
-- `Bon_Gun_Card`: 4212
-- `Brilight_Card`: 4213
-- `Bloody_Murderer_Card`: 4214
-- `Blazzer_Card`: 4215
-- `Sasquatch_Card`: 4216
-- `Live_Peach_Tree_Card`: 4217
-- `Succubus_Card`: 4218
-- `Sageworm_Card`: 4219
-- `Solider_Card`: 4220
-- `Skeleton_General_Card`: 4221
-- `Skel_Prisoner_Card`: 4222
-- `Stalactic_Golem_Card`: 4223
-- `Stem_Worm_Card`: 4224
-- `Stone_Shooter_Card`: 4225
-- `Sting_Card`: 4226
-- `Spring_Rabbit_Card`: 4227
-- `Sleeper_Card`: 4228
-- `C_Tower_Manager_Card`: 4229
-- `Shinobi_Card`: 4230
-- `Increase_Soil_Card`: 4231
-- `Wild_Ginseng_Card`: 4232
-- `Baby_Leopard_Card`: 4233
-- `Anolian_Card`: 4234
-- `Cookie_XMAS_Card`: 4235
-- `Amon_Ra_Card`: 4236
-- `Owl_Duke_Card`: 4237
-- `Owl_Baron_Card`: 4238
-- `Iron_Fist_Card`: 4239
-- `Arclouse_Card`: 4240
-- `Archangeling_Card`: 4241
-- `Apocalips_Card`: 4242
-- `Antonio_Card`: 4243
-- `Alarm_Card`: 4244
-- `Am_Mut_Card`: 4245
-- `Assulter_Card`: 4246
-- `Aster_Card`: 4247
-- `Ancient_Mummy_Card`: 4248
-- `Ancient_Worm_Card`: 4249
-- `Executioner_Card`: 4250
-- `Elder_Card`: 4251
-- `Alligator_Card`: 4252
-- `Alice_Card`: 4253
-- `Tirfing_Card`: 4254
-- `Orc_Lady_Card`: 4255
-- `Orc_Archer_Card`: 4256
-- `Wild_Rose_Card`: 4257
-- `Wicked_Nymph_Card`: 4258
-- `Wooden_Golem_Card`: 4259
-- `Wootan_Shooter_Card`: 4260
-- `Wootan_Fighter_Card`: 4261
-- `Evil_Cloud_Hermit_Card`: 4262
-- `Incant_Samurai_Card`: 4263
-- `Wind_Ghost_Card`: 4264
-- `Li_Me_Mang_Ryang_Card`: 4265
-- `Eclipse_Card`: 4266
-- `Explosion_Card`: 4267
-- `Injustice_Card`: 4268
-- `Incubus_Card`: 4269
-- `Giant_Spider_Card`: 4270
-- `Giant_Honet_Card`: 4271
-- `Dancing_Dragon_Card`: 4272
-- `Shellfish_Card`: 4273
-- `Zombie_Master_Card`: 4274
-- `Zombie_Prisoner_Card`: 4275
-- `Lord_Of_Death_Card`: 4276
-- `Zherlthsh_Card`: 4277
-- `Gibbet_Card`: 4278
-- `Deleter_Card`: 4279
-- `Geographer_Card`: 4280
-- `Zipper_Bear_Card`: 4281
-- `Tengu_Card`: 4282
-- `Greatest_General_Card`: 4283
-- `Chepet_Card`: 4284
-- `Choco_Card`: 4285
-- `Karakasa_Card`: 4286
-- `Kapha_Card`: 4287
-- `Carat_Card`: 4288
-- `Caterpillar_Card`: 4289
-- `Cat_O_Nine_Tail_Card`: 4290
-- `Kobold_Leader_Card`: 4291
-- `Kobold_Archer_Card`: 4292
-- `Cookie_Card`: 4293
-- `Quve_Card`: 4294
-- `Kraben_Card`: 4295
-- `Cramp_Card`: 4296
-- `Cruiser_Card`: 4297
-- `Cremy_Fear_Card`: 4298
-- `Clock_Card`: 4299
-- `Chimera_Card`: 4300
-- `Killer_Mantis_Card`: 4301
-- `Tao_Gunka_Card`: 4302
-- `Whisper_Boss_Card`: 4303
-- `Tamruan_Card`: 4304
-- `Turtle_General_Card`: 4305
-- `Toad_Card`: 4306
-- `Kind_Of_Beetle_Card`: 4307
-- `Tri_Joint_Card`: 4308
-- `Parasite_Card`: 4309
-- `Panzer_Goblin_Card`: 4310
-- `Permeter_Card`: 4311
-- `Fur_Seal_Card`: 4312
-- `Punk_Card`: 4313
-- `Penomena_Card`: 4314
-- `Pest_Card`: 4315
-- `Fake_Angel_Card`: 4316
-- `Mobster_Card`: 4317
-- `Knight_Windstorm_Card`: 4318
-- `Freezer_Card`: 4319
-- `Bloody_Knight_Card`: 4320
-- `Hylozoist_Card`: 4321
-- `High_Orc_Card`: 4322
-- `Garm_Baby_Card`: 4323
-- `Garm_Card`: 4324
-- `Harpy_Card`: 4325
-- `See_Otter_Card`: 4326
-- `Blood_Butterfly_Card`: 4327
-- `Hyegun_Card`: 4328
-- `Phendark_Card`: 4329
-- `Dark_Snake_Lord_Card`: 4330
-- `Heater_Card`: 4331
-- `Waste_Stove_Card`: 4332
-- `Venomous_Card`: 4333
-- `Noxious_Card`: 4334
-- `Pitman_Card`: 4335
-- `Ungoliant_Card`: 4336
-- `Porcellio_Card`: 4337
-- `Obsidian_Card`: 4338
-- `Mineral_Card`: 4339
-- `Teddy_Bear_Card`: 4340
-- `Metaling_Card`: 4341
-- `Rsx_0806_Card`: 4342
-- `Mole_Card`: 4343
-- `Anopheles_Card`: 4344
-- `Hill_Wind_Card`: 4345
-- `Ygnizem_Card`: 4346
-- `Armaia_Card`: 4347
-- `Whikebain_Card`: 4348
-- `Erend_Card`: 4349
-- `Rawrel_Card`: 4350
-- `Kavac_Card`: 4351
-- `B_Ygnizem_Card`: 4352
-- `Removal_Card`: 4353
-- `Gemini_Card`: 4354
-- `Gremlin_Card`: 4355
-- `Beholder_Card`: 4356
-- `B_Seyren_Card`: 4357
-- `Seyren_Card`: 4358
-- `B_Eremes_Card`: 4359
-- `Eremes_Card`: 4360
-- `B_Harword_Card`: 4361
-- `Harword_Card`: 4362
-- `B_Magaleta_Card`: 4363
-- `Magaleta_Card`: 4364
-- `B_Katrinn_Card`: 4365
-- `Katrinn_Card`: 4366
-- `B_Shecil_Card`: 4367
-- `Shecil_Card`: 4368
-- `Venatu_Card`: 4369
-- `Dimik_Card`: 4370
-- `Archdam_Card`: 4371
-- `Bacsojin_Card`: 4372
-- `Chung_E_Card`: 4373
-- `Apocalips_H_Card`: 4374
-- `Orc_Baby_Card_Card`: 4375
-- `Lady_Tanee_Card`: 4376
-- `Green_Iguana_Card`: 4377
-- `Acidus_Card`: 4378
-- `Acidus__Card`: 4379
-- `Ferus_Card`: 4380
-- `Ferus__Card`: 4381
-- `Novus__Card`: 4382
-- `Novus_Card`: 4383
-- `Hydro_Card`: 4384
-- `Dragon_Egg_Card`: 4385
-- `Detale_Card`: 4386
-- `Ancient_Mimic_Card`: 4387
-- `Deathword_Card`: 4388
-- `Plasma_Card`: 4389
-- `Breeze_Card`: 4390
-- `Retribution_Card`: 4391
-- `Observation_Card`: 4392
-- `Shelter_Card`: 4393
-- `Solace_Card`: 4394
-- `Tha_Maero_Card`: 4395
-- `Tha_Odium_Card`: 4396
-- `Tha_Despero_Card`: 4397
-- `Tha_Dolor_Card`: 4398
-- `Thanatos_Card`: 4399
-- `Aliza_Card`: 4400
-- `Alicel_Card`: 4401
-- `Aliot_Card`: 4402
-- `Kiel_Card`: 4403
-- `Skogul_Card`: 4404
-- `Frus_Card`: 4405
-- `Skeggiold_Card`: 4406
-- `Randgris_Card`: 4407
-- `Gloom_Under_Night_Card`: 4408
-- `Agav_Card`: 4409
-- `Echio_Card`: 4410
-- `Vanberk_Card`: 4411
-- `Isilla_Card`: 4412
-- `Hodremlin_Card`: 4413
-- `Seeker_Card`: 4414
-- `Snowier_Card`: 4415
-- `Siroma_Card`: 4416
-- `Ice_Titan_Card`: 4417
-- `Gazeti_Card`: 4418
-- `Ktullanux_Card`: 4419
-- `Muscipular_Card`: 4420
-- `Drosera_Card`: 4421
-- `Roween_Card`: 4422
-- `Galion_Card`: 4423
-- `Stapo_Card`: 4424
-- `Atroce_Card`: 4425
-- `Byorgue_Card`: 4426
-- `Sword_Guardian_Card`: 4427
-- `Bow_Guardian_Card`: 4428
-- `Salamander_Card`: 4429
-- `Ifrit_Card`: 4430
-- `Kasa_Card`: 4431
-- `Magmaring_Card`: 4432
-- `Imp_Card`: 4433
-- `Knocker_Card`: 4434
-- `Zombie_Slaughter_Card`: 4435
-- `Ragged_Zombie_Card`: 4436
-- `Hell_Poodle_Card`: 4437
-- `Banshee_Card`: 4438
-- `Flame_Skull_Card`: 4439
-- `Necromancer_Card`: 4440
-- `Fallen_Bishop_Card`: 4441
-- `Tatacho_Card`: 4442
-- `Aqua_Elemental_Card`: 4443
-- `Draco_Card`: 4444
-- `Luciola_Vespa_Card`: 4445
-- `P_Skeleton_Card`: 4446
-- `Centipede_Card`: 4447
-- `Cornus_Card`: 4448
-- `Dark_Shadow_Card`: 4449
-- `Banshee_Master_Card`: 4450
-- `Ant_Buyanne_Card`: 4451
-- `Centipede_Larva_Card`: 4452
-- `Hilsrion_Card`: 4453
-- `Light_Up_Card1`: 4454
-- `Light_Up_Card2`: 4455
-- `Nidhogg_Shadow_Card`: 4456
-- `Nahtzigger_Card`: 4457
-- `Duneirre_Card`: 4458
-- `Lata_Card`: 4459
-- `Ringco_Card`: 4460
-- `Pillar_Card`: 4461
-- `Hardrock_Mommos_Card`: 4462
-- `Tendrilion_Card`: 4463
-- `Aunoe_Card`: 4464
-- `Panat_Card`: 4465
-- `Beholder_Master_Card`: 4466
-- `Heavy_Metaling_Card`: 4467
-- `Pinguicula_Dark_Card`: 4468
-- `Naga_Card`: 4469
-- `Nepenthes_Card`: 4470
-- `Egg_Of_Draco_Card`: 4471
-- `Bradium_Goram_Card`: 4472
-- `Ancient_Tree_Card`: 4473
-- `Jakudam_Card`: 4474
-- `Cobalt_Mineral_Card`: 4475
-- `Pinguicula_Card`: 4476
-- `Hell_Apocalips_Card`: 4477
-- `Light_Up_Card3`: 4478
-- `Light_Up_Card4`: 4479
-- `Sealed_Kiel_Card`: 4480
-- `Sealed_Ktullanux_Card`: 4481
-- `Sealed_B_Ygnizem_Card`: 4482
-- `Sealed_Dracula_Card`: 4483
-- `Sealed_Mistress_Card`: 4484
-- `Sealed_Gloom_Card`: 4485
-- `Sealed_Berz_Card`: 4486
-- `Sealed_Ifrit_Card`: 4487
-- `Sealed_D_Lord_Card`: 4488
-- `Sealed_Pharaoh_Card`: 4489
-- `Sealed_M_Flower_Card`: 4490
-- `Sealed_B_Shecil_Card`: 4491
-- `Sealed_Orc_Hero_Card`: 4492
-- `Sealed_Tao_Card`: 4493
-- `Sealed_TurtleG_Card`: 4494
-- `Sealed_Amon_Ra_Card`: 4495
-- `Sealed_Drake_Card`: 4496
-- `Sealed_Knight_WS_Card`: 4497
-- `Sealed_Lady_Tanee_Card`: 4498
-- `Sealed_Samurai_Card`: 4499
-- `Sealed_Orc_Load_Card`: 4500
-- `Sealed_B_Magaleta_Card`: 4501
-- `Sealed_B_Harword_Card`: 4502
-- `Sealed_Apocalips_H_Card`: 4503
-- `Sealed_Eddga_Card`: 4504
-- `Scaraba_Card`: 4505
-- `Dolomedes_Card`: 4506
-- `Q_Scaraba_Card`: 4507
-- `Gold_Scaraba_Card`: 4508
-- `Gold_Q_Scaraba_Card`: 4509
-- `Miming_Card`: 4510
-- `Little_Fatum_Card`: 4511
-- `Parus_Card`: 4512
-- `Angra_Mantis_Card`: 4513
-- `Pom_Spider_Card`: 4514
-- `Alnoldi_Card`: 4515
-- `Comodo_Card`: 4516
-- `Cendrawasih_Card`: 4517
-- `Banaspaty_Card`: 4518
-- `Butoijo_Card`: 4519
-- `Leak_Card`: 4520
-- `Sedora_Card`: 4521
-- `Sropho_Card`: 4522
-- `Pot_Dofle_Card`: 4523
-- `King_Dramoh_Card`: 4524
-- `Kraken_Card`: 4525
-- `Odd_Coelacanth_Card`: 4526
-- `Black_Coelacanth_Card`: 4527
-- `Mutant_Coelacanth_Card`: 4528
-- `Cruel_Coelacanth_Card`: 4529
-- `Siorava_Card`: 4530
-- `Red_Eruma_Card`: 4531
-- `Wild_Rider_Card`: 4532
-- `Mini_Octopus_Card`: 4533
-- `Giant_Octopus_Card`: 4534
-- `Sealed_Rand_Card`: 4535
-- `Sealed_Atroce_Card`: 4536
-- `Sealed_Phreeoni_Card`: 4537
-- `Sealed_Bacsojin_Card`: 4538
-- `Sealed_F_Bishop_Card`: 4539
-- `SLD_Lord_Of_Death_Card`: 4540
-- `SLD_B_Katrinn_Card`: 4541
-- `SLD_Detale_Card`: 4542
-- `SLD_Garm_Card`: 4543
-- `SLD_Dark_Snake_Card`: 4544
-- `Novice_Poring_Card`: 4545
-- `Valkhiri_Card`: 4546
-- `Upd_Byorgue_Card`: 4547
-- `Upd_Salamander_Card`: 4548
-- `Upd_Maya_Puple_Card`: 4549
-- `Upd_Bow_Guardian_Card`: 4550
-- `Upd_Necromancer_Card`: 4551
-- `Manny_Card`: 4552
-- `Sid_Card`: 4553
-- `Diego_Card`: 4554
-- `Scrat_Card`: 4555
-- `Fenrir_Card`: 4556
-- `Fenrir_Card_`: 4557
-- `Woodie_Card`: 4558
-- `M_Morocc_Card`: 4559
-- `Clown_Card`: 4560
-- `Professor_Card`: 4561
-- `Champion_Card`: 4562
-- `Creator_Card`: 4563
-- `Stalker_Card`: 4564
-- `Paladin_Card`: 4565
-- `Gypsy_Card`: 4566
-- `Alphoccio_Card`: 4567
-- `Ceila_Card`: 4568
-- `Chen_Card`: 4569
-- `Flamel_Card`: 4570
-- `Gertie_Card`: 4571
-- `Randel_Card`: 4572
-- `Trentini_Card`: 4573
-- `Daehyon_Card`: 4574
-- `Soheon_Card`: 4575
-- `Gioia_Card`: 4576
-- `Elvira_Card`: 4577
-- `Pyuriel_Card`: 4578
-- `Lora_Card`: 4579
-- `Kades_Card`: 4580
-- `Rudo_Card`: 4581
-- `Bungisngis_Card`: 4582
-- `Engkanto_Card`: 4583
-- `Manananggal_Card`: 4584
-- `Mangkukulam_Card`: 4585
-- `Tikbalang_Card`: 4586
-- `Tiyanak_Card`: 4587
-- `Wakwak_Card`: 4588
-- `Jejeling_Card`: 4589
-- `Bangungot_Card`: 4590
-- `Bakonawa_Card`: 4591
-- `Buwaya_Card`: 4592
-- `Menblatt_Card`: 4593
-- `Petal_Card`: 4594
-- `Cenere_Card`: 4595
-- `AntiqueBook_Card`: 4596
-- `LichternB_Card`: 4597
-- `LichternY_Card`: 4598
-- `LichternR_Card`: 4599
-- `LichternG_Card`: 4600
-- `Amdarais_Card`: 4601
-- `AmdaraisH_Card`: 4602
-- `CorruptionRoot_Card`: 4603
-- `CorruptionRootH_Card`: 4604
-- `UndeadKnightM_Card`: 4605
-- `UndeadKnightF_Card`: 4606
-- `FaithfulManager_Card`: 4607
-- `White_Knightage_Card`: 4608
-- `Khali_Knightage_Card`: 4609
-- `Sarah_Card`: 4610
-- `Timeholder_Card`: 4625
-- `Big_Ben_Card`: 4626
-- `Big_Bell_Card`: 4627
-- `Neo_Punk_Card`: 4628
-- `Arc_Elder_Card`: 4629
-- `Time_Keeper_Card`: 4630
-- `Owl_Viscount_Card`: 4631
-- `Owl_Marquees_Card`: 4632
-- `P_Archer_Skeleton_Card`: 4633
-- `P_Soldier_Skeleton_Card`: 4634
-- `P_Amdarais_Card`: 4635
-- `Bijou_Card`: 4636
-- `Immortal_Corpse_Card`: 4637
-- `Watcher_Card`: 4638
-- `Taffy_Card`: 4639
-- `Frozen_Wolf_Card`: 4640
-- `Zombie_Guard_Card`: 4641
-- `Min_Toad_Card`: 4642
-- `Min_Vagabond_Wolf_Card`: 4643
-- `Min_Vocal_Card`: 4644
-- `Min_Eclipse_Card`: 4645
-- `Min_Chimera_Card`: 4646
-- `Min_Osiris_Card`: 4647
-- `Min_Eddga_Card`: 4648
-- `Min_Phreeoni_Card`: 4649
-- `Min_Ork_Hero_Card`: 4650
-- `Min_Tao_Gunka_Card`: 4651
-- `N_Amon_Ra_Card`: 4652
-- `N_Arclouse_Card`: 4653
-- `N_Mimic_Card`: 4654
-- `N_Minorous_Card`: 4655
-- `N_Mummy_Card`: 4656
-- `N_Ancient_Mummy_Card`: 4657
-- `N_Verit_Card`: 4658
-- `Eggring_Card`: 4659
-- `Scout_Basilisk_Card`: 4660
-- `Charge_Basilisk_Card`: 4661
-- `Big_Eggring_Card`: 4662
-- `Leaf_Lunatic_Card`: 4663
-- `Grass_Fabre_Card`: 4664
-- `Wild_Hornet_Card`: 4665
-- `Sweet_Rodafrog_Card`: 4666
-- `Hunter_Wolf_Card`: 4667
-- `Trance_Spore_Card`: 4668
-- `Jungle_Mandragora_Card`: 4669
-- `Fruit_Pom_Spider_Card`: 4670
-- `V_Celia_Card`: 4671
-- `V_Chen_Card`: 4672
-- `V_Alphoccio_Card`: 4673
-- `V_Eremes_Card`: 4674
-- `V_Magaleta_Card`: 4675
-- `V_Shecil_Card`: 4676
-- `V_Harword_Card`: 4677
-- `V_Katrinn_Card`: 4678
-- `V_Seyren_Card`: 4679
-- `V_Randel_Card`: 4680
-- `V_Flamel_Card`: 4681
-- `V_Gertie_Card`: 4682
-- `V_Trentini_Card`: 4683
-- `V_B_Eremes_Card`: 4684
-- `V_B_Magaleta_Card`: 4685
-- `V_B_Katrinn_Card`: 4686
-- `V_B_Shecil_Card`: 4687
-- `V_B_Harword_Card`: 4688
-- `V_B_Seyren_Card`: 4689
-- `V_B_Randel_Card`: 4690
-- `V_B_Flamel_Card`: 4691
-- `V_B_Celia_Card`: 4692
-- `V_B_Chen_Card`: 4693
-- `V_B_Gertie_Card`: 4694
-- `V_B_Trentini_Card`: 4695
-- `V_B_Alphoccio_Card`: 4696
-- `Strength1`: 4700
-- `Strength2`: 4701
-- `Strength3`: 4702
-- `Strength4`: 4703
-- `Strength5`: 4704
-- `Strength6`: 4705
-- `Strength7`: 4706
-- `Strength8`: 4707
-- `Strength9`: 4708
-- `Strength10`: 4709
-- `Inteligence1`: 4710
-- `Inteligence2`: 4711
-- `Inteligence3`: 4712
-- `Inteligence4`: 4713
-- `Inteligence5`: 4714
-- `Inteligence6`: 4715
-- `Inteligence7`: 4716
-- `Inteligence8`: 4717
-- `Inteligence9`: 4718
-- `Inteligence10`: 4719
-- `Dexterity1`: 4720
-- `Dexterity2`: 4721
-- `Dexterity3`: 4722
-- `Dexterity4`: 4723
-- `Dexterity5`: 4724
-- `Dexterity6`: 4725
-- `Dexterity7`: 4726
-- `Dexterity8`: 4727
-- `Dexterity9`: 4728
-- `Dexterity10`: 4729
-- `Agility1`: 4730
-- `Agility2`: 4731
-- `Agility3`: 4732
-- `Agility4`: 4733
-- `Agility5`: 4734
-- `Agility6`: 4735
-- `Agility7`: 4736
-- `Agility8`: 4737
-- `Agility9`: 4738
-- `Agility10`: 4739
-- `Vitality1`: 4740
-- `Vitality2`: 4741
-- `Vitality3`: 4742
-- `Vitality4`: 4743
-- `Vitality5`: 4744
-- `Vitality6`: 4745
-- `Vitality7`: 4746
-- `Vitality8`: 4747
-- `Vitality9`: 4748
-- `Vitality10`: 4749
-- `Luck1`: 4750
-- `Luck2`: 4751
-- `Luck3`: 4752
-- `Luck4`: 4753
-- `Luck5`: 4754
-- `Luck6`: 4755
-- `Luck7`: 4756
-- `Luck8`: 4757
-- `Luck9`: 4758
-- `Luck10`: 4759
-- `Matk1`: 4760
-- `Matk2`: 4761
-- `Evasion6`: 4762
-- `Evasion12`: 4763
-- `Critical5`: 4764
-- `Critical7`: 4765
-- `Atk2`: 4766
-- `Atk3`: 4767
-- `Str1_J`: 4768
-- `Str2_J`: 4769
-- `Str3_J`: 4770
-- `Int1_J`: 4771
-- `Int2_J`: 4772
-- `Int3_J`: 4773
-- `Vit1_J`: 4774
-- `Vit2_J`: 4775
-- `Vit3_J`: 4776
-- `Agi1_J`: 4777
-- `Agi2_J`: 4778
-- `Agi3_J`: 4779
-- `Dex1_J`: 4780
-- `Dex2_J`: 4781
-- `Dex3_J`: 4782
-- `Luk1_J`: 4783
-- `Luk2_J`: 4784
-- `Luk3_J`: 4785
-- `Mdef2`: 4786
-- `Mdef4`: 4787
-- `Mdef6`: 4788
-- `Mdef8`: 4789
-- `Mdef10`: 4790
-- `Def3`: 4791
-- `Def6`: 4792
-- `Def9`: 4793
-- `Def12`: 4794
-- `HP100`: 4795
-- `HP200`: 4796
-- `HP300`: 4797
-- `HP400`: 4798
-- `HP500`: 4799
-- `SP50`: 4800
-- `SP100`: 4801
-- `SP150`: 4802
-- `Highness_Heal_3sec`: 4803
-- `Coluceo_Heal30`: 4804
-- `Heal_Amount2`: 4805
-- `Matk3`: 4806
-- `Atk_Speed1`: 4807
-- `Fighting_Spirit4`: 4808
-- `Fighting_Spirit3`: 4809
-- `Fighting_Spirit2`: 4810
-- `Fighting_Spirit1`: 4811
-- `Spell4`: 4812
-- `Spell3`: 4813
-- `Spell2`: 4814
-- `Spell1`: 4815
-- `Sharp3`: 4816
-- `Sharp2`: 4817
-- `Sharp1`: 4818
-- `Atk1`: 4819
-- `Fighting_Spirit5`: 4820
-- `Fighting_Spirit6`: 4821
-- `Fighting_Spirit7`: 4822
-- `Fighting_Spirit8`: 4823
-- `Fighting_Spirit9`: 4824
-- `Fighting_Spirit10`: 4825
-- `Spell5`: 4826
-- `Spell6`: 4827
-- `Spell7`: 4828
-- `Spell8`: 4829
-- `Spell9`: 4830
-- `Spell10`: 4831
-- `Expert_Archer1`: 4832
-- `Expert_Archer2`: 4833
-- `Expert_Archer3`: 4834
-- `Expert_Archer4`: 4835
-- `Expert_Archer5`: 4836
-- `Expert_Archer6`: 4837
-- `Expert_Archer7`: 4838
-- `Expert_Archer8`: 4839
-- `Expert_Archer9`: 4840
-- `Expert_Archer10`: 4841
-- `Atk_Speed2`: 4842
-- `Sharp4`: 4843
-- `Sharp5`: 4844
-- `Sea_Energy`: 4845
-- `2011Valentin_Angel`: 4846
-- `2011Valentin_Devil`: 4847
-- `Immuned1`: 4848
-- `Cranial1`: 4849
-- `Heal_Amount3`: 4850
-- `Heal_Amount4`: 4851
-- `Heal_Amount5`: 4852
-- `S_Str`: 4853
-- `S_Agi`: 4854
-- `S_Vital`: 4855
-- `S_Int`: 4856
-- `S_Dex`: 4857
-- `S_Luck`: 4858
-- `Evasion1`: 4859
-- `Evasion3`: 4860
-- `MHP1`: 4861
-- `MHP2`: 4862
-- `Fatal1`: 4863
-- `Fatal2`: 4864
-- `Fatal3`: 4865
-- `Fatal4`: 4866
-- `MHP3`: 4867
-- `MHP4`: 4868
-- `Attack_Delay_1`: 4869
-- `SP25`: 4870
-- `SP75`: 4871
-- `Attack_Delay_2`: 4872
-- `Attack_Delay_3`: 4873
-- `Bears_Power`: 4875
-- `Runaway_Magic`: 4876
-- `Speed_Of_Light`: 4877
-- `Muscle_Fool`: 4878
-- `Hawkeye`: 4879
-- `Lucky_Day`: 4880
-- `Attack_Delay_4`: 4881
-- `Atk1p`: 4882
-- `Matk1p`: 4883
-- `HIT1`: 4884
-- `Conjure1`: 4885
-- `Conjure2`: 4886
-- `Conjure3`: 4887
-- `Conjure4`: 4888
-- `Conjure5`: 4889
-- `Mdef1`: 4890
-- `Mdef3`: 4891
-- `Mdef5`: 4892
-- `Def15`: 4893
-- `Atk4p`: 4894
-- `Atk5p`: 4895
-- `Matk2p`: 4896
-- `Matk3p`: 4897
-- `Matk4p`: 4898
-- `Matk5p`: 4899
-- `MHP5`: 4900
-- `Def18`: 4902
-- `Def21`: 4903
-- `Atk6p`: 4904
-- `Atk7p`: 4905
-- `Matk6p`: 4906
-- `Matk7p`: 4907
-- `Force1`: 4908
-- `Force2`: 4909
-- `Force3`: 4910
-- `Intellect1`: 4911
-- `Intellect2`: 4912
-- `Intellect3`: 4913
-- `Swiftness1`: 4914
-- `Swiftness2`: 4915
-- `Swiftness3`: 4916
-- `Tough1`: 4917
-- `Tough2`: 4918
-- `Tough3`: 4919
-- `Artful1`: 4920
-- `Artful2`: 4921
-- `Artful3`: 4922
-- `Fortune1`: 4923
-- `Fortune2`: 4924
-- `Fortune3`: 4925
-- `Critical1`: 4926
-- `HP50`: 4927
-- `SP10`: 4928
-- `MSP1`: 4929
-- `HEAL2`: 4930
-- `HEALHP1`: 4931
-- `HEALSP1`: 4932
-- `Tolerance_Not1`: 4933
-- `Tolerance_Not2`: 4934
-- `Tolerance_Not3`: 4935
-- `ATK_BIG1`: 4936
-- `ATK_MEDIUM1`: 4937
-- `ATK_SMALL1`: 4938
-- `Critical2`: 4939
-- `Critical3`: 4940
-- `Critical4`: 4941
-- `Dodge1`: 4942
-- `Dodge2`: 4943
-- `Dodge3`: 4944
-- `Thrift1`: 4945
-- `Thrift2`: 4946
-- `Thrift3`: 4947
-- `Skill_Delay1`: 4948
-- `Skill_Delay2`: 4949
-- `Skill_Delay3`: 4950
-- `Darkness_Drop`: 4951
-- `Fire_Drop`: 4952
-- `Water_Drop`: 4953
-- `Earth_Drop`: 4954
-- `Light_Drop`: 4955
-- `Recovery_Drop`: 4956
-- `The_Power_Of_Famitsu`: 4957
-- `Double_Pediatric_Palace`: 4958
-- `Sagittarius`: 4959
-- `Aquarius`: 4960
-- `Aries`: 4961
-- `Cancer`: 4962
-- `Taurus`: 4963
-- `Capricorn`: 4964
-- `Pisces`: 4965
-- `Scorpio`: 4966
-- `Leo`: 4967
-- `Virgo`: 4968
-- `Libra`: 4969
-- `Fire_Property_Reactor`: 4970
-- `Water_Property_Reactor`: 4971
-- `Earth_Property_Reactor`: 4972
-- `Wind_Property_Reactor`: 4973
-- `Fire_Resistance_Reactor`: 4974
-- `Water_Resistance_Reactor`: 4975
-- `Earth_Resistance_Reactor`: 4976
-- `Wind_Resistance_Reactor`: 4977
-- `Restoration_Reactor_101`: 4978
-- `Restoration_Reactor_102`: 4979
-- `Restoration_Reactor_201`: 4980
-- `Restoration_Reactor_202`: 4981
-- `Auxiliary_Reactor_STR`: 4982
-- `Auxiliary_Reactor_INT`: 4983
-- `Auxiliary_Reactor_DEF`: 4984
-- `Auxiliary_Reactor_Perfect`: 4985
-- `Auxiliary_Reactor_Attack`: 4986
-- `Auxiliary_Reactor_Magic`: 4987
-- `Auxiliary_Reactor_MaxHP`: 4988
-- `Auxiliary_Reactor_MaxSP`: 4989
-- `Auxiliary_Reactor_Frozen`: 4990
-- `Auxiliary_Reactor_ASPD`: 4991
-- `HPdrain1`: 4992
-- `SPdrain1`: 4993
-- `Rune_Of_Might1`: 4994
-- `Rune_Of_Might2`: 4995
-- `Rune_Of_Might3`: 4996
-- `Rune_Of_Agility1`: 4997
-- `Rune_Of_Agility2`: 4998
-- `Rune_Of_Agility3`: 4999
-- `Headset`: 5001
-- `Gemmed_Crown`: 5002
-- `Joker_Jester`: 5003
-- `Oxygen_Mask`: 5004
-- `Gas_Mask`: 5005
-- `Machoman_Glasses`: 5006
-- `Loard_Circlet`: 5007
-- `Puppy_Love`: 5008
-- `Safety_Helmet`: 5009
-- `Indian_Hair_Piece`: 5010
-- `Antenna`: 5011
-- `Ph_D_Hat`: 5012
-- `Horn_Of_Lord_Kaho`: 5013
-- `Fin_Helm`: 5014
-- `Egg_Shell`: 5015
-- `Boys_Cap`: 5016
-- `Bone_Helm`: 5017
-- `Feather_Bonnet`: 5018
-- `Corsair`: 5019
-- `Kafra_Band`: 5020
-- `Bankruptcy_Of_Heart`: 5021
-- `Helm_Of_Sun`: 5022
-- `Hat_Of_Bundle`: 5023
-- `Hat_Of_Cake`: 5024
-- `Helm_Of_Angel`: 5025
-- `Hat_Of_Cook`: 5026
-- `Wizardry_Hat`: 5027
-- `Candle`: 5028
-- `Spore_Hat`: 5029
-- `Panda_Cap`: 5030
-- `Mine_Helm`: 5031
-- `Picnic_Hat`: 5032
-- `Smokie_Hat`: 5033
-- `Light_Bulb_Band`: 5034
-- `Poring_Hat`: 5035
-- `Cross_Band`: 5036
-- `Fruit_Shell`: 5037
-- `Deviruchi_Cap`: 5038
-- `Mottled_Egg_Shell`: 5039
-- `Blush`: 5040
-- `Heart_Hair_Pin`: 5041
-- `Hair_Protector`: 5042
-- `Opera_Ghost_Mask`: 5043
-- `Devils_Wing`: 5044
-- `Magician_Hat`: 5045
-- `Bongun_Hat`: 5046
-- `Fashion_Sunglass`: 5047
-- `First_Moon_Hair_Pin`: 5048
-- `Stripe_Band`: 5049
-- `Mystery_Fruit_Shell`: 5050
-- `Kitty_Bell`: 5051
-- `Blue_Hair_Band`: 5052
-- `Spinx_Helm`: 5053
-- `Assasin_Mask`: 5054
-- `Novice_Egg_Cap`: 5055
-- `Love_Berry`: 5056
-- `Ear_Of_Black_Cat`: 5057
-- `Drooping_Kitty`: 5058
-- `Brown_Bear_Cap`: 5059
-- `Party_Hat`: 5060
-- `Flower_Hairpin`: 5061
-- `Straw_Hat`: 5062
-- `Plaster`: 5063
-- `Leaf_Headgear`: 5064
-- `Fish_On_Head`: 5065
-- `Horn_Of_Succubus`: 5066
-- `Sombrero`: 5067
-- `Ear_Of_Devils_Wing`: 5068
-- `Mask_Of_Fox`: 5069
-- `Headband_Of_Power`: 5070
-- `Indian_Headband`: 5071
-- `Inccubus_Horn`: 5072
-- `Cap_Of_Concentration`: 5073
-- `Ear_Of_Angels_Wing`: 5074
-- `Cowboy_Hat`: 5075
-- `Fur_Hat`: 5076
-- `Tulip_Hairpin`: 5077
-- `Sea_Otter_Cap`: 5078
-- `Crossed_Hair_Band`: 5079
-- `Headgear_Of_Queen`: 5080
-- `Mistress_Crown`: 5081
-- `Mushroom_Band`: 5082
-- `Red_Tailed_Ribbon`: 5083
-- `Lazy_Raccoon`: 5084
-- `Pair_Of_Red_Ribbon`: 5085
-- `Alarm_Mask`: 5086
-- `Goblin_Mask_01`: 5087
-- `Goblin_Mask_02`: 5088
-- `Goblin_Mask_03`: 5089
-- `Goblin_Mask_04`: 5090
-- `Big_Golden_Bell`: 5091
-- `Blue_Coif`: 5092
-- `Blue_Coif_`: 5093
-- `Orc_Hero_Helm`: 5094
-- `Orc_Hero_Helm_`: 5095
-- `Assassin_Mask_`: 5096
-- `Cone_Hat_`: 5097
-- `Tiger_Mask`: 5098
-- `Cat_Hat`: 5099
-- `Sales_Signboard`: 5100
-- `Takius_Blindfold`: 5101
-- `Round_Eyes`: 5102
-- `Sunflower_Hairpin`: 5103
-- `Dark_Blindfold`: 5104
-- `Hat_Of_Cake_`: 5105
-- `Cone_Hat_INA`: 5106
-- `Well_Baked_Toast`: 5107
-- `Detective_Hat`: 5108
-- `Red_Bonnet`: 5109
-- `Baby_Pacifier`: 5110
-- `Galapago_Cap`: 5111
-- `Super_Novice_Hat`: 5112
-- `Angry_Mouth`: 5113
-- `Fedora`: 5114
-- `Winter_Hat`: 5115
-- `Banana_Hat`: 5116
-- `Mistic_Rose`: 5117
-- `Ear_Of_Puppy`: 5118
-- `Super_Novice_Hat_`: 5119
-- `Fedora_`: 5120
-- `Zherlthsh_Mask`: 5121
-- `Magni_Cap`: 5122
-- `Ulle_Cap`: 5123
-- `Fricca_Circlet`: 5124
-- `Kiss_Of_Angel`: 5125
-- `Morpheuss_Hood`: 5126
-- `Morriganes_Helm`: 5127
-- `Goibnes_Helmet`: 5128
-- `Bird_Nest`: 5129
-- `Lion_Mask`: 5130
-- `Close_Helmet`: 5131
-- `Angeling_Hat`: 5132
-- `Sheep_Hat`: 5133
-- `Pumpkin_Hat`: 5134
-- `Cyclops_Visor`: 5135
-- `Santas_Hat_`: 5136
-- `Alice_Doll`: 5137
-- `Magic_Eyes`: 5138
-- `Hibiscus`: 5139
-- `Charming_Ribbon`: 5140
-- `Marionette_Doll`: 5141
-- `Crescent_Helm`: 5142
-- `Kabuki_Mask`: 5143
-- `Gambler_Hat`: 5144
-- `Carnival_Joker_Jester`: 5145
-- `Elephant_Hat`: 5146
-- `Baseball_Cap`: 5147
-- `Phrygian_Cap`: 5148
-- `Silver_Tiara`: 5149
-- `Joker_Jester_`: 5150
-- `Headset_OST`: 5151
-- `Chinese_Crown`: 5152
-- `Angeling_Hairpin`: 5153
-- `Sunglasses_F`: 5154
-- `Granpa_Beard_F`: 5155
-- `Flu_Mask_F`: 5156
-- `Viking_Helm_`: 5157
-- `Holy_Bonnet_`: 5158
-- `Golden_Gear_`: 5159
-- `Magestic_Goat_`: 5160
-- `Sharp_Gear_`: 5161
-- `Bone_Helm_`: 5162
-- `Corsair_`: 5163
-- `Tiara_`: 5164
-- `Crown_`: 5165
-- `Spinx_Helm_`: 5166
-- `Munak_Turban_`: 5167
-- `Bongun_Hat_`: 5168
-- `Bride_Mask`: 5169
-- `Feather_Beret`: 5170
-- `Valkyrie_Helm`: 5171
-- `Beret`: 5172
-- `Satto_Hat`: 5173
-- `Ayam`: 5174
-- `Censor_Bar`: 5175
-- `Hahoe_Mask`: 5176
-- `Guardian_Lion_Mask`: 5177
-- `Candle_`: 5178
-- `Gold_Tiara`: 5179
-- `Phrygian_Cap_`: 5180
-- `Helm_Of_Darkness`: 5181
-- `Puppy_Hat`: 5182
-- `Bird_Nest_Hat`: 5183
-- `Captain_Hat`: 5184
-- `Laurel_Wreath`: 5185
-- `Geographer_Band`: 5186
-- `Twin_Ribbon`: 5187
-- `Minstrel_Hat`: 5188
-- `Fallen_Leaves`: 5189
-- `Baseball_Cap_`: 5190
-- `Ribbon_Black`: 5191
-- `Ribbon_Yellow`: 5192
-- `Ribbon_Green`: 5193
-- `Ribbon_Pink`: 5194
-- `Ribbon_Red`: 5195
-- `Ribbon_Orange`: 5196
-- `Ribbon_White`: 5197
-- `Drooping_Bunny`: 5198
-- `Baseball_Cap_I`: 5199
-- `Coppola`: 5200
-- `Party_Hat_B`: 5201
-- `Pumpkin_Hat_`: 5202
-- `Tongue_Mask`: 5203
-- `Event_Pierrot_Nose`: 5204
-- `Wreath`: 5205
-- `Romantic_White_Flower`: 5206
-- `Gold_Spirit_Chain`: 5207
-- `Rideword_Hat`: 5208
-- `Yellow_Baseball_Cap`: 5209
-- `Flying_Angel`: 5210
-- `Dress_Hat`: 5211
-- `Satellite_Hairband`: 5212
-- `Black_Bunny_Band`: 5213
-- `Moonlight_Flower_Hat`: 5214
-- `Angelic_Chain_`: 5215
-- `Satanic_Chain_`: 5216
-- `Magestic_Goat_TW`: 5217
-- `Bunny_Band_`: 5218
-- `Drooping_Kitty_`: 5219
-- `Smoking_Pipe_`: 5220
-- `Pair_Of_Red_Ribbon_`: 5221
-- `Fish_On_Head_`: 5222
-- `Big_Golden_Bell_`: 5223
-- `Orc_Hero_Helm_TW`: 5224
-- `Marcher_Hat`: 5225
-- `Mini_Propeller_`: 5226
-- `Red_Deviruchi_Cap`: 5227
-- `White_Deviruchi_Cap`: 5228
-- `Gray_Deviruchi_Cap`: 5229
-- `White_Drooping_Kitty`: 5230
-- `Gray_Drooping_Kitty`: 5231
-- `Pink_Drooping_Kitty`: 5232
-- `Blue_Drooping_Kitty`: 5233
-- `Yellow_Drooping_Kitty`: 5234
-- `Gray_Fur_Hat`: 5235
-- `Blue_Fur_Hat`: 5236
-- `Pink_Fur_Hat`: 5237
-- `Red_Wizardry_Hat`: 5238
-- `White_Wizardry_Hat`: 5239
-- `Gray_Wizardry_Hat`: 5240
-- `Blue_Wizardry_Hat`: 5241
-- `Yellow_Wizardry_Hat`: 5242
-- `Chullos`: 5243
-- `Elven_Blindfold`: 5244
-- `Elven_Sunglasses`: 5245
-- `Angelic_Helm`: 5246
-- `Satanic_Helm`: 5247
-- `Robotic_Blindfold`: 5248
-- `Human_Blindfold`: 5249
-- `Robotic_Ears`: 5250
-- `Round_Ears`: 5251
-- `Drooping_Nine_Tail`: 5252
-- `Lif_Doll_Hat`: 5253
-- `Deviling_Hat`: 5254
-- `Triple_Poring_Hat`: 5255
-- `Valkyrie_Feather_Band`: 5256
-- `Soulless_Wing`: 5257
-- `Afro_Wig`: 5258
-- `Elephant_Hat_`: 5259
-- `Cookie_Hat`: 5260
-- `Silver_Tiara_`: 5261
-- `Gold_Tiara_`: 5262
-- `Ati_Atihan_Hat`: 5263
-- `Aussie_Flag_Hat`: 5264
-- `Apple_Of_Archer_C`: 5265
-- `Bunny_Band_C`: 5266
-- `Sahkkat_C`: 5267
-- `Lord_Circlet_C`: 5268
-- `Flying_Angel_`: 5269
-- `Fallen_Leaves_`: 5270
-- `Chinese_Crown_`: 5271
-- `Tongue_Mask_`: 5272
-- `Happy_Wig`: 5273
-- `Shiny_Wig`: 5274
-- `Marvelous_Wig`: 5275
-- `Fantastic_Wig`: 5276
-- `Yellow_Bandana`: 5277
-- `Yellow_Ribbon`: 5278
-- `Drooping_Kitty_C`: 5279
-- `Magestic_Goat_C`: 5280
-- `Deviruchi_Cap_C`: 5281
-- `euRO_Baseball_Cap`: 5282
-- `Chick_Hat`: 5283
-- `Water_Lily_Crown`: 5284
-- `Vane_Hairpin`: 5285
-- `Pecopeco_Hairband`: 5286
-- `Vacation_Hat`: 5287
-- `Red_Glasses`: 5288
-- `Vanilmirth_Hat`: 5289
-- `Drooping_Bunny_`: 5290
-- `Kettle_Hat`: 5291
-- `Dragon_Skull`: 5292
-- `Ramen_Hat`: 5293
-- `Whisper_Mask`: 5294
-- `Golden_Bandana`: 5295
-- `Drooping_Nine_Tail_`: 5296
-- `Soulless_Wing_`: 5297
-- `Marvelous_Wig_`: 5298
-- `Ati_Atihan_Hat_`: 5299
-- `Bullock_Helm`: 5300
-- `Russian_Ribbon`: 5301
-- `Lotus_Flower_Hat`: 5302
-- `Flower_Coronet`: 5303
-- `Cap_Of_Blindness`: 5304
-- `Pirate_Dagger`: 5305
-- `Freyja_Crown`: 5306
-- `Carmen_Mirandas_Hat`: 5307
-- `Brazilian_Flag_Hat`: 5308
-- `Mahican`: 5309
-- `Bulb_Hairband`: 5310
-- `Large_Hibiscus`: 5311
-- `Ayothaya_Hat`: 5312
-- `Diadem`: 5313
-- `Hockey_Mask`: 5314
-- `Observer`: 5315
-- `Umbrella_Hat`: 5316
-- `Fisherman_Hat`: 5317
-- `Poring_Party_Hat`: 5318
-- `Hellomother_Hat`: 5319
-- `Champion_Wreath`: 5320
-- `Indonesian_Bandana`: 5321
-- `Scarf`: 5322
-- `Misstrance_Crown`: 5323
-- `Little_Angel_Doll`: 5324
-- `Robo_Eye`: 5325
-- `Masquerade_C`: 5326
-- `Orc_Hero_Helm_C`: 5327
-- `Evil_Wing_Ears_C`: 5328
-- `Dark_Blindfold_C`: 5329
-- `kRO_Drooping_Kitty_C`: 5330
-- `Corsair_C`: 5331
-- `Loki_Mask`: 5332
-- `Radio_Antenna`: 5333
-- `Angeling_Wanna_Fly`: 5334
-- `Jumping_Poring`: 5335
-- `Guildsman_Recruiter`: 5336
-- `Party_Recruiter_Hat`: 5337
-- `Bf_Recruiter_Hat`: 5338
-- `Friend_Recruiter_Hat`: 5339
-- `Deprotai_Doll_Hat`: 5340
-- `Claris_Doll_Hat`: 5341
-- `Sorin_Doll_Hat`: 5342
-- `Tayelin_Doll_Hat`: 5343
-- `Binit_Doll_Hat`: 5344
-- `Debril_Doll_Hat`: 5345
-- `Gf_Recruiter_Hat`: 5346
-- `Ph_D_Hat_`: 5347
-- `Big_Sis_Ribbon_`: 5348
-- `Boys_Cap_`: 5349
-- `Pirate_Bandana_`: 5350
-- `Sunflower_`: 5351
-- `Poporing_Cap`: 5352
-- `Helm_Of_Sun_`: 5353
-- `Muslim_Hat_M`: 5354
-- `Muslim_Hat_F`: 5355
-- `Pumpkin_Hat_H`: 5356
-- `Wings_Of_Victory`: 5357
-- `Pecopeco_Wing_Ears`: 5358
-- `J_Captain_Hat`: 5359
-- `Whikebain_Ears`: 5360
-- `Gang_Scarf`: 5361
-- `Ninja_Scroll`: 5362
-- `Helm_Of_Abyss`: 5363
-- `Dark_Snake_Lord_Hat`: 5364
-- `Fried_Egg`: 5365
-- `Hat_0f_King`: 5366
-- `Hyegun_Hat`: 5367
-- `White_Wing`: 5368
-- `Dark_Wing`: 5369
-- `Orchid_Hairband`: 5370
-- `Hat_Of_Judge`: 5371
-- `Drooping_White_Kitty`: 5372
-- `Darkness_Helm`: 5373
-- `L_Magestic_Goat`: 5374
-- `L_Orc_Hero_Helm`: 5375
-- `Satanic_Chain_P`: 5376
-- `Antique_Pipe`: 5377
-- `Rabbit_Ear_Hat`: 5378
-- `Balloon_Hat`: 5379
-- `Fish_Head_Hat`: 5380
-- `Santa_Poring_Hat`: 5381
-- `Bell_Ribbon`: 5382
-- `Hunting_Cap`: 5383
-- `Santa_Hat_1`: 5384
-- `Yoyo_Hat`: 5385
-- `Ayam_`: 5386
-- `Neko_Mimi_Kafra`: 5387
-- `Snake_Head`: 5388
-- `Angel_Spirit`: 5389
-- `Santa_Hat_2`: 5390
-- `Toast_C`: 5391
-- `Louyang_Cap`: 5392
-- `Valentine_Hat`: 5393
-- `Bubblegum_Lower`: 5394
-- `Tiraya_Bonnet`: 5395
-- `Jasper_Crest`: 5396
-- `Scuba_Mask`: 5397
-- `Bone_Head`: 5398
-- `Mandragora_Cap`: 5399
-- `Fox_Hat`: 5400
-- `Black_Glasses`: 5401
-- `Mischievous_Fairy`: 5402
-- `Fish_In_Mouth`: 5403
-- `Blue_Ribbon`: 5404
-- `Filir_Hat`: 5405
-- `Academy_Freshman_Hat`: 5406
-- `Academy_Graduating_Cap`: 5407
-- `Old_Bandanna`: 5408
-- `New_Cowboy_Hat`: 5409
-- `Bread_Bag2`: 5410
-- `White_Snake_Hat`: 5411
-- `Sweet_Candy`: 5412
-- `Popcorn_Hat`: 5413
-- `Campfire_Hat`: 5414
-- `Poring_Cake_Cap`: 5415
-- `Beer_Cap`: 5416
-- `Crown_Parrot`: 5417
-- `Soldier_Hat`: 5418
-- `Evolved_Leaf`: 5419
-- `Mask_Of_Ifrit`: 5420
-- `Ifrits_Ear`: 5421
-- `Linguistic_Book_Cap`: 5422
-- `Lovecap_China`: 5423
-- `Fanta_Orange_Can`: 5424
-- `Fanta_Grape_Can`: 5425
-- `Karada_Meguri_Tea_Hat`: 5426
-- `Royal_Milk_Tea_Hat`: 5427
-- `Bread_Bag1`: 5428
-- `Bogy_Cap`: 5429
-- `Sacred_Torch_Coronet`: 5430
-- `Chicken_Hat`: 5431
-- `Brazil_Baseball_Cap`: 5432
-- `Golden_Wreath`: 5433
-- `Cola_Can`: 5434
-- `Coke_Hat`: 5435
-- `Brides_Corolla`: 5436
-- `Flower_Of_Fairy`: 5437
-- `Fillet_Green`: 5438
-- `Fillet_Red`: 5439
-- `Fillet_Blue`: 5440
-- `Fillet_White`: 5441
-- `Necktie`: 5442
-- `Status_Of_Baby_Angel`: 5443
-- `Hair_Brush`: 5444
-- `Candy_Cane_In_The_Mouth`: 5445
-- `Cat_Foot_Hairpin`: 5446
-- `Frog_Cap`: 5447
-- `Solo_Play_Box1`: 5448
-- `Solo_Play_Box2`: 5449
-- `Sun_Cap`: 5450
-- `Dragonhelm_Gold`: 5451
-- `Dragonhelm_Silver`: 5452
-- `Dragonhelm_Copper`: 5453
-- `Dog_Cap_`: 5454
-- `Geographer_Band_`: 5455
-- `Vacation_Hat_`: 5456
-- `Spring_Rabbit_Hat`: 5457
-- `Pinwheel_Cap`: 5458
-- `Drooping_Bunny_Chusuk`: 5459
-- `Adv_Dragon_Skull`: 5460
-- `Adv_Whisper_Mask`: 5461
-- `Spiked_Scarf`: 5462
-- `Rainbow_Scarf`: 5463
-- `Zaha_Doll_Hat`: 5464
-- `Celestial_Hat`: 5465
-- `Wind_Milestone`: 5466
-- `Helm_Of_Dragoon`: 5467
-- `Parade_Cap`: 5468
-- `Noble_Hat`: 5469
-- `Eyes_Of_Darkness`: 5470
-- `Hairband_Of_Reginleif`: 5471
-- `Red_White_Hat`: 5472
-- `Forceps_Hairpin`: 5473
-- `Notice_Board`: 5474
-- `Cube_Mask`: 5475
-- `Hairband_Of_Grandpeco`: 5476
-- `Bro_Flag`: 5477
-- `Classic_Hat`: 5478
-- `Shamans_Hair_Ornament`: 5479
-- `Bizofnil_Wing_Deco`: 5480
-- `Hermose_Cap`: 5481
-- `Dark_Knight_Mask`: 5482
-- `Odin_Mask`: 5483
-- `Taiwan_Flag_Hat`: 5484
-- `Tiger_Face`: 5485
-- `J_Anniversary_Hat`: 5486
-- `J_Poringcake_Hat`: 5487
-- `J_Twin_Santahat`: 5488
-- `Love_Daddy`: 5489
-- `Anubis_Helm`: 5490
-- `Hat_Of_Outlaw`: 5491
-- `Boys_Cap_I`: 5492
-- `Ulle_Cap_I`: 5493
-- `Spinx_Helm_I`: 5494
-- `Power_Of_Thor`: 5495
-- `Dice_Hat`: 5496
-- `King_Tiger_Doll_Hat`: 5497
-- `Wondering_Wolf_Helm`: 5498
-- `Pizza_Hat`: 5499
-- `Icecream_Hat`: 5500
-- `Pirates_Pride`: 5501
-- `Necromencers_Hood`: 5502
-- `Rabbit_Magic_Hat`: 5503
-- `China_Wedding_Veil`: 5504
-- `Asara_Fairy_Hat`: 5505
-- `Blue_Pajamas_Hat`: 5506
-- `Pink_Pajamas_Hat`: 5507
-- `Shark_Hat`: 5508
-- `Sting_Hat`: 5509
-- `Shower_Cap`: 5510
-- `Samambaia`: 5511
-- `Aquarius_Diadem`: 5512
-- `Aquarius_Crown`: 5513
-- `Pisces_Diadem`: 5514
-- `Pisces_Crown`: 5515
-- `Hawk_Eyes01`: 5516
-- `Hawk_Eyes02`: 5517
-- `L_Magestic_Goat2`: 5518
-- `Peacock_Feather`: 5519
-- `Rabbit_Earplug`: 5520
-- `Angry_Mouth_C`: 5521
-- `Fanta_Zero_Lemon_Hat`: 5522
-- `Sakura_Mist_Hat`: 5523
-- `Sakura_Milk_Tea_Hat`: 5524
-- `First_Leaf_Tea_Hat`: 5525
-- `Lady_Tanee_Doll`: 5526
-- `Lunatic_Hat`: 5527
-- `King_Frog_Hat`: 5528
-- `Evils_Bone_Hat`: 5529
-- `Raven_Cap`: 5530
-- `B_Dragon_Hat`: 5531
-- `Pirate_Dagger_J`: 5532
-- `Emperor_Wreath_J`: 5533
-- `Fox_Hat_J`: 5534
-- `Side_Cap`: 5535
-- `Spare_Card`: 5536
-- `Quati_Hat`: 5537
-- `Tucan_Hat`: 5538
-- `Jaguar_Hat`: 5539
-- `Freyja_SCirclet7`: 5540
-- `Freyja_SCirclet30`: 5541
-- `Freyja_SCirclet60`: 5542
-- `Freyja_SCirclet90`: 5543
-- `Time_Keeper_Hat`: 5544
-- `Aries_Diadem`: 5545
-- `Aries_Crown`: 5546
-- `RJC_Katusa`: 5547
-- `Scarlet_Rose`: 5548
-- `Taurus_Diadem`: 5549
-- `Taurus_Crown`: 5550
-- `Holy_Egg_Hat`: 5551
-- `Fest_Lord_Circlet`: 5552
-- `Fest_Bunny_Band`: 5553
-- `Octopus_Hat`: 5554
-- `Leaf_Cat_Hat`: 5555
-- `Fur_Seal_Hat`: 5556
-- `Wild_Rose_Hat`: 5557
-- `Saci_Hat`: 5558
-- `Piece_Of_White_Cloth_E`: 5559
-- `Bullock_Helm_J`: 5560
-- `Rabbit_Magic_Hat_J`: 5561
-- `Good_Wedding_Veil_J`: 5562
-- `Dolor_Hat`: 5563
-- `Crown_Of_Deceit`: 5564
-- `Dragon_Arhat_Mask`: 5565
-- `Tiger_Arhat_Mask`: 5566
-- `Bright_Fury`: 5567
-- `Rabbit_Bonnet`: 5568
-- `Gemini_Diadem`: 5569
-- `Gemini_Crown`: 5570
-- `Rasta_Wig`: 5571
-- `Savage_Baby_Hat`: 5572
-- `Bogy_Horn`: 5573
-- `Pencil_In_Mouth`: 5574
-- `Onigiri_Hat`: 5575
-- `Japan_Winecup`: 5576
-- `Dark_Knight_MaskB`: 5577
-- `Voyage_Hat`: 5578
-- `Wanderers_Sakkat`: 5579
-- `Red_Beret`: 5580
-- `Cancer_Diadem`: 5581
-- `Cancer_Crown`: 5582
-- `Para_Team_Hat`: 5583
-- `Majestic_Evil_Horn`: 5584
-- `Rune_Hairband`: 5585
-- `Mosquito_Coil`: 5586
-- `Mosquito_Coil_1Use`: 5587
-- `Leo_Crown`: 5588
-- `Leo_Diadem`: 5589
-- `K_Poring_Cake_Cap`: 5590
-- `Desert_Prince`: 5591
-- `Sigruns_Wing`: 5592
-- `K_Rabbit_Bonnet`: 5593
-- `Donut_In_Mouth`: 5594
-- `Eye_Of_Juno`: 5595
-- `4Leaf_Clover_In_Mouth`: 5596
-- `Bubble_Gum_In_Mouth`: 5597
-- `Virgo_Crown`: 5598
-- `Virgo_Diadem`: 5599
-- `Br_Twin_Ribbon`: 5600
-- `Br_Beret`: 5601
-- `Jaguar_Hat_J`: 5602
-- `RTC_Winner_Only`: 5603
-- `RTC_Second_Best`: 5604
-- `RTC_Third_Best`: 5605
-- `Campume_Hat`: 5606
-- `Lyria_Doll_Hat`: 5607
-- `Dorothy_Doll_Hat`: 5608
-- `Chung_Hairband`: 5609
-- `Ice_Wing_Ear`: 5610
-- `Turtle_Hat`: 5611
-- `F_Blue_Drooping_Kitty`: 5612
-- `F_Flying_Angel`: 5613
-- `F_Smoking_Pipe_`: 5614
-- `F_Pair_Of_Red_Ribbon_`: 5615
-- `F_Fish_On_Head_`: 5616
-- `F_Hibiscus`: 5617
-- `F_Cat_Hat`: 5618
-- `F_Bunny_Band_`: 5619
-- `F_Magestic_Goat_TW`: 5620
-- `F_Sheep_Hat`: 5621
-- `F_Mini_Propeller_`: 5622
-- `F_Alice_Doll`: 5623
-- `F_Red_Glasses`: 5624
-- `F_Chick_Hat`: 5625
-- `F_White_Deviruchi_Cap`: 5626
-- `F_Vane_Hairpin`: 5627
-- `F_Pecopeco_Hairband`: 5628
-- `F_Vacation_Hat`: 5629
-- `F_Charming_Ribbon`: 5630
-- `F_Water_Lily_Crown`: 5631
-- `F_Vanilmirth_Hat`: 5632
-- `F_Drooping_Bunny_`: 5633
-- `F_Kettle_Hat`: 5634
-- `F_Dragon_Skull`: 5635
-- `F_Ramen_Hat`: 5636
-- `F_Pink_Fur_Hat`: 5637
-- `F_Puppy_Hat`: 5638
-- `F_Magic_Eyes`: 5639
-- `F_Jumping_Poring`: 5640
-- `F_Robo_Eye`: 5641
-- `F_Yellow_Wizardry_Hat`: 5642
-- `F_Crescent_Helm`: 5643
-- `F_Tiger_Mask`: 5644
-- `F_Fantastic_Wig`: 5645
-- `F_Whisper_Mask`: 5646
-- `F_Bunny_Band_C`: 5647
-- `F_Centimental_Flower_C`: 5648
-- `F_Apple_Of_Archer_C`: 5649
-- `F_Elven_Ears_C`: 5650
-- `F_Brooch_C`: 5651
-- `F_Magestic_Goat_C`: 5652
-- `Darkness_Helm_J`: 5653
-- `Holy_Marching_Hat_J`: 5654
-- `Dark_Snake_Lord_Hat_J`: 5655
-- `Scooter_Hat_J`: 5656
-- `Antique_Pipe_J`: 5657
-- `Imp_Hat`: 5658
-- `Sleepr_Hat`: 5659
-- `Gryphon_Hat`: 5660
-- `Red_Pirate_Bandana`: 5661
-- `Libra_Crown`: 5662
-- `Libra_Diadem`: 5663
-- `Filir_Wing`: 5664
-- `Shaman_Hat`: 5665
-- `Golden_Crown`: 5666
-- `Skull_Hood`: 5667
-- `Weird_Pumpkin_Hat`: 5668
-- `Poring_Party_Hat_J`: 5669
-- `Aniv_Star_Hat`: 5670
-- `Drooping_Morocc_Minion`: 5671
-- `Southern_Cross`: 5672
-- `Home_Cherry_Blossom`: 5673
-- `Pig_Moneybox`: 5674
-- `Poring_Letter`: 5675
-- `Scorpio_Crown`: 5676
-- `Scorpio_Diadem`: 5677
-- `Notation_Hairband`: 5678
-- `Engineer_Cap`: 5679
-- `Hawkeyes`: 5680
-- `F_Ribbon_Green`: 5681
-- `Triangle_Rune_Cap`: 5682
-- `Majestic_Goat_Repl`: 5683
-- `Jewel_Crown_Repl`: 5684
-- `Prontera_Army_Cap_Repl`: 5685
-- `Feather_Bonnet_Repl`: 5686
-- `Viking_Helm_Repl`: 5687
-- `2009Love_Daddy`: 5688
-- `Queen_Ant_Diadem`: 5689
-- `Red_Wing_Hat`: 5690
-- `Catain_Bandanna`: 5691
-- `Sea_Cat_Hat`: 5692
-- `No_Fear_Underware`: 5693
-- `No_Fear_P_Headgear`: 5694
-- `E_Blue_Drooping_Kitty`: 5695
-- `E_Flying_Angel`: 5696
-- `E_Smoking_Pipe_`: 5697
-- `E_Pair_OE_Red_Ribbon_`: 5698
-- `E_Fish_On_Head_`: 5699
-- `E_Hibiscus`: 5700
-- `E_Cat_Hat`: 5701
-- `E_Bunny_Band_`: 5702
-- `E_Magestic_Goat_TW`: 5703
-- `E_Sheep_Hat`: 5704
-- `E_Mini_Propeller_`: 5705
-- `E_Alice_Doll`: 5706
-- `E_Red_Glasses`: 5707
-- `E_Chick_Hat`: 5708
-- `E_White_Deviruchi_Cap`: 5709
-- `E_Vane_Hairpin`: 5710
-- `E_Pecopeco_Hairband`: 5711
-- `E_Vacation_Hat`: 5712
-- `E_Charming_Ribbon`: 5713
-- `E_Water_Lily_Crown`: 5714
-- `E_Vanilmirth_Hat`: 5715
-- `E_Drooping_Bunny_`: 5716
-- `E_Kettle_Hat`: 5717
-- `E_Dragon_Skull`: 5718
-- `E_Ramen_Hat`: 5719
-- `E_Pink_Fur_Hat`: 5720
-- `E_Puppy_Hat`: 5721
-- `E_Magic_Eyes`: 5722
-- `E_Jumping_Poring`: 5723
-- `E_Robo_Eye`: 5724
-- `E_Yellow_Wizardry_Hat`: 5725
-- `E_Crescent_Helm`: 5726
-- `E_Tiger_Mask`: 5727
-- `E_Fantastic_Wig`: 5728
-- `E_Bunny_Band_C`: 5729
-- `E_Centimental_Flower_C`: 5730
-- `E_Apple_OE_Archer_C`: 5731
-- `E_Elven_Ears_C`: 5732
-- `E_Brooch_C`: 5733
-- `E_Magestic_Goat_C`: 5734
-- `E_Ribbon_Green`: 5735
-- `EF_Whisper_Mask`: 5736
-- `Cactus_Hat`: 5737
-- `Snowman_Hat`: 5738
-- `Sagittarius_Crown`: 5739
-- `Sagittarius_Diadem`: 5740
-- `Im_Egg_Shell_Hat`: 5741
-- `Rudolf_Santa_Hat`: 5742
-- `Orange_Stem_Hat`: 5743
-- `Capricorn_Crown`: 5744
-- `Capricorn_Diadem`: 5745
-- `Rune_Circlet`: 5746
-- `Mitra`: 5747
-- `Sniper_Goggle`: 5748
-- `Driver_Band`: 5749
-- `Shadow_Handicraft`: 5750
-- `Minstrel_Song_Hat`: 5751
-- `Midas_Whisper`: 5752
-- `Magic_Stone_Hat`: 5753
-- `Blazing_Soul`: 5754
-- `Silent_Executer`: 5755
-- `Wind_Whisper`: 5756
-- `Schmidt_Helm`: 5757
-- `Dying_Swan`: 5758
-- `Noah_Hat`: 5759
-- `Driver_Band_`: 5760
-- `Sloth_Hat`: 5761
-- `Duneyrr_Helm`: 5762
-- `Red_Bunny_Band`: 5763
-- `Love_Rabbit_Hood`: 5764
-- `Black_Tail_Ribbon`: 5765
-- `Amistr_Cap`: 5766
-- `Samurai_Mask`: 5767
-- `Sakura_Coronet`: 5768
-- `Gold_Angel_Sculpture`: 5769
-- `Splash_Hat`: 5770
-- `Family_Hat`: 5771
-- `Red_Navy_Hat`: 5772
-- `Navy_Beret`: 5773
-- `Red_Pirate_Hat`: 5774
-- `Choco_Donut_In_Mouth`: 5775
-- `Blazing_Sun`: 5776
-- `Remover_Hat`: 5777
-- `Blue_Arara_Hat`: 5778
-- `Drooping_Boto`: 5779
-- `Tendrilion_Hat`: 5780
-- `Persika`: 5781
-- `Hoplite_Helmet`: 5782
-- `YellowBunny_Hairband`: 5783
-- `PinkBunny_Hairband`: 5784
-- `Green_Bunny_Hairband`: 5785
-- `Ancient_Elven_Ear`: 5786
-- `Tha_Maero_Mask`: 5787
-- `3D_Glasses`: 5788
-- `Thanatos_Mal_Mask`: 5789
-- `Holy_Mom_Love`: 5790
-- `Tenkaippin_Ramen`: 5791
-- `Fish_Pin`: 5792
-- `Ribbon_Of_Life`: 5793
-- `3D_Glasses_`: 5794
-- `Red_Dress_Hat`: 5795
-- `Cheer_Scarf`: 5796
-- `Cheer_Scarf2`: 5797
-- `Cheer_Scarf3`: 5798
-- `Cheer_Scarf4`: 5799
-- `Blush_Of_Groom`: 5800
-- `Ribbon_Of_Bride`: 5801
-- `Upgrade_Elephant_Hat`: 5802
-- `Flower_Love_Hat`: 5803
-- `Pirate_Eyepatch`: 5804
-- `Victorious_Coronet`: 5805
-- `Poem_Natalia_Hat`: 5806
-- `October_Fest_Cap`: 5807
-- `Diabolus_Helmet`: 5808
-- `Boom_Boom_Hat`: 5809
-- `Ph_D_Hat_V`: 5810
-- `Santa_Beard`: 5811
-- `Hat_Of_Expert`: 5812
-- `Red_Ph_D_Hat`: 5813
-- `Ati_Atihan_Hat3`: 5814
-- `Cowboy_Hat_J`: 5815
-- `Classic_Hat_J`: 5816
-- `Valentine_Pledge`: 5817
-- `Carnival_Hat`: 5818
-- `Carnival_Circlet`: 5819
-- `Black_Elven_Ears`: 5820
-- `Gold_Tulip_Hairpin`: 5821
-- `Love_Chick_Hat`: 5822
-- `Love_Arrow`: 5823
-- `Fools_Day_Hat`: 5824
-- `Badge_Of_Order_Grace`: 5825
-- `Valkyrie_Helmet`: 5826
-- `Book_File_Hat`: 5827
-- `Honor_Gold_Ring`: 5828
-- `Ordinary_Armor`: 5829
-- `Woe_Sahkkat`: 5830
-- `Woe_Big_Sis_Ribbon`: 5831
-- `Woe_Vane_Hairpin`: 5832
-- `Woe_Picnic_Hat`: 5833
-- `Woe_Crown`: 5834
-- `Woe_Tiara`: 5835
-- `Woe_Boys_Cap`: 5836
-- `Woe_Sunglass`: 5837
-- `Woe_Fin_Helm`: 5838
-- `Woe_Blush`: 5839
-- `Woe_Elven_Ears`: 5840
-- `Shaman_Hat_`: 5841
-- `Loyal_Ring1`: 5842
-- `Loyal_Ring2`: 5843
-- `Loyal_Ring3`: 5844
-- `Buzzy_Ball_Board`: 5845
-- `Buzzy_Ball_Gum`: 5846
-- `Fools_Day_Helmet`: 5847
-- `Robin_Eyepatch`: 5848
-- `Doctor_Hairband`: 5849
-- `Golden_Savage_Hat`: 5850
-- `Summer_Knight`: 5851
-- `Easter_Egg_Shell`: 5852
-- `Fish_Rod`: 5855
-- `Passion_FB_Hat`: 5856
-- `Cool_FB_Hat`: 5857
-- `Victory_FB_Hat`: 5858
-- `Glory_FB_Hat`: 5859
-- `Shadow_Booster`: 5864
-- `Bushy_Moustache`: 5868
-- `Mimic_Egg_Shell`: 5869
-- `Bunny_Egg_Shell`: 5870
-- `Picky_Egg_Shell`: 5871
-- `Helmet_Of_Siegfried`: 5873
-- `Circlet_Of_Kriemhild`: 5874
-- `Diadem_Of_Bruenhild`: 5875
-- `Weissbier_Hat`: 5881
-- `Angel_Earing`: 5890
-- `Black_Cat_Hat`: 5891
-- `Ascendant_Crown_`: 5897
-- `Autumn_Headband`: 5898
-- `Black_Ribbon_`: 5899
-- `Divine_Guard_Hat_`: 5900
-- `Inconspicuous_Hat_`: 5904
-- `Lyrica_Hat_`: 5905
-- `Oni_Horns`: 5906
-- `Sea_Captain_Hat_`: 5907
-- `Gambler_Seal`: 5918
-- `Fish_Monsters_Grill`: 5921
-- `Heaven_Cage`: 5932
-- `Crow_Tengu_Mask`: 5933
-- `Happy_Balloon_J`: 5934
-- `Joystick_Hat`: 5941
-- `Lovegame_Hat`: 5942
-- `KarduiEar`: 5966
-- `FlyingGalapago`: 5967
-- `DVAngelNurseCap`: 5968
-- `QueenAnzRevenge`: 5969
-- `RuneHelm`: 5970
-- `Dark_Ashes`: 6000
-- `Essence_Of_Fire`: 6001
-- `Token_Of_Apostle`: 6002
-- `Soul_Pendant`: 6003
-- `Bapho_Doll`: 6004
-- `New_Year_Rice_Cake`: 6005
-- `Rice_Cake_Delivery_Box`: 6006
-- `New_Year_Rice_Cake_Soup`: 6007
-- `Wood`: 6008
-- `Large_Magical_Fan`: 6009
-- `Pickaxe`: 6010
-- `Blue_Card_B`: 6011
-- `Blue_Card_C`: 6012
-- `Blue_Card_J`: 6013
-- `Blue_Card_M`: 6015
-- `Blue_Card_Q`: 6016
-- `Blue_Card_T`: 6017
-- `Blue_Card_V`: 6018
-- `Blue_Card_Z`: 6019
-- `Fur`: 6020
-- `Peaked_Hat`: 6021
-- `Hard_Skin`: 6022
-- `Mystic_Horn`: 6023
-- `17Carat_Dia`: 6024
-- `Towel_Of_Memory`: 6025
-- `Marriage_Covenant`: 6026
-- `Crystal_Of_Feardoom`: 6027
-- `Seal_Scroll`: 6028
-- `Morocc_Tracing_Log`: 6029
-- `Glitering_PaperA`: 6030
-- `Glitering_PaperB`: 6031
-- `Horn_Of_Hilsrion`: 6032
-- `Horn_Of_Tendrilion`: 6033
-- `Weird_Part`: 6034
-- `Decaying_Stem`: 6035
-- `Invite_To_Meeting`: 6036
-- `Rough_File`: 6037
-- `Neat_Report`: 6038
-- `Piece_Of_Fish`: 6039
-- `Some_Of_Report`: 6040
-- `Strong_Bine`: 6041
-- `Ordinary_Branch`: 6042
-- `Letter_From_Lugen`: 6043
-- `Letter_From_Otto`: 6044
-- `Supply_Box`: 6045
-- `Clothing_Dye_Coupon`: 6046
-- `Clothing_Dye_Coupon2`: 6047
-- `Unidentified_Mineral`: 6048
-- `Marlin`: 6049
-- `Mercenary_Contract`: 6050
-- `Gray_Hollow`: 6051
-- `Ornamental_Hairpin`: 6052
-- `Yuanbao`: 6053
-- `Blue_Card_6`: 6054
-- `Blue_Card_Annyver`: 6055
-- `Blue_Card_Sary`: 6056
-- `Blue_Card_E`: 6057
-- `Blue_Card_Ven`: 6058
-- `Blue_Card_Nt`: 6059
-- `Moon_Admin_Ticket`: 6060
-- `Plantain`: 6061
-- `Moon_Cake15`: 6062
-- `Moon_Cake16`: 6063
-- `Moon_Cake17`: 6064
-- `Moon_Cake18`: 6065
-- `Moon_Cake19`: 6066
-- `Moon_Cake20`: 6067
-- `Rabbit_Skin`: 6068
-- `ABUNDANCE`: 6069
-- `Shamans_Old_Paper`: 6070
-- `Broken_Sword`: 6071
-- `Wing_Of_Bizofnil`: 6072
-- `Dragons_Mane`: 6073
-- `Bazetts_Order`: 6074
-- `Crystalized_Teardrop`: 6075
-- `Portable_Toolbox`: 6076
-- `Rough_Mineral`: 6077
-- `Stone_Fragments`: 6078
-- `Flower_Of_Alfheim`: 6079
-- `Manuk_Coin`: 6080
-- `Splendide_Coin`: 6081
-- `Spirit_Of_Alfheim`: 6082
-- `Dolly_Capsule`: 6083
-- `Bradium_Fragments`: 6084
-- `Shaggy_Muffler`: 6085
-- `Withered_Flower`: 6086
-- `Crystal_Of_Soul_01`: 6087
-- `Crystal_Of_Soul_02`: 6088
-- `Piece_Of_Darkness`: 6089
-- `Purified_Bradium`: 6090
-- `Dark_Red_Scale`: 6091
-- `Singing_Crystal_Piece`: 6092
-- `Egg_Of_Draco`: 6093
-- `Traditional_Cookie`: 6094
-- `Flavored_Alcohol`: 6095
-- `Fish_With_Blue_Back`: 6096
-- `Pumpkin_Pie_`: 6097
-- `Small_Snow_Flower`: 6098
-- `Grilled_Rice_Cake`: 6099
-- `Damp_Darkness`: 6100
-- `Attendance_Card`: 6101
-- `Report_On_Splendide`: 6102
-- `Report_On_Manuk`: 6103
-- `Big_Cell`: 6104
-- `Morning_Dew`: 6105
-- `Well_Ripened_Berry`: 6106
-- `Sunset_On_The_Rock`: 6107
-- `Apple_Pudding`: 6108
-- `Plant_Neutrient`: 6109
-- `Vital_Flower`: 6110
-- `Mystic_Stone`: 6111
-- `Fresh_Plant`: 6112
-- `Vital_Flower_`: 6113
-- `Flame_Gemstone`: 6114
-- `Bun_`: 6115
-- `Succu_Pet_Coupon`: 6116
-- `Imp_Pet_Coupon`: 6117
-- `Chung_E_Pet_Coupon`: 6118
-- `Natural_Leather`: 6119
-- `Face_Paint`: 6120
-- `Makeover_Brush`: 6121
-- `Paint_Brush`: 6122
-- `Surface_Paint`: 6123
-- `Wolfs_Flute`: 6124
-- `Lucky_Box`: 6125
-- `Happy_Box`: 6126
-- `Purification_Stone`: 6127
-- `Guillotine_Antidote`: 6128
-- `Ticket_Nightmare`: 6129
-- `Ticket_Loli_Ruri`: 6130
-- `Ticket_Goblin_Leader`: 6131
-- `Ticket_Incubus`: 6132
-- `Ticket_Miyabi_Ningyo`: 6133
-- `Ticket_Whisper`: 6134
-- `Ticket_Wicked_Nymph`: 6135
-- `Ticket_Medusa`: 6136
-- `Ticket_Stoneshooter`: 6137
-- `Ticket_Marionette`: 6138
-- `Ticket_Leafcat`: 6139
-- `Ticket_Dullahan`: 6140
-- `Ticket_Shinobi`: 6141
-- `Ticket_Golem`: 6142
-- `Ticket_Civil_Servant`: 6143
-- `Heartbroken_Tears`: 6144
-- `Vulcan_Bullet`: 6145
-- `Magic_Gear_Fuel`: 6146
-- `Liquid_Condensed_Bullet`: 6147
-- `Chocolate_Of_Eternity`: 6148
-- `Plain_Chocolate`: 6149
-- `Key_Of_The_Mansion`: 6150
-- `Peice_Of_Great_Bradium`: 6151
-- `Glittering_Crystal`: 6152
-- `Special_Exchange_Coupon`: 6153
-- `Broken_Horn_Pipe`: 6154
-- `Coke_Membership_Card`: 6155
-- `Approval_Report`: 6156
-- `Poring_Ticket`: 6157
-- `Drops_Ticket`: 6158
-- `Poporing_Ticket`: 6159
-- `Lunatic_Ticket`: 6160
-- `Picky_Ticket`: 6161
-- `Pecopeco_Ticket`: 6162
-- `Savage_Baby_Ticket`: 6163
-- `Spore_Ticket`: 6164
-- `Poison_Spore_Ticket`: 6165
-- `Chonchon_Ticket`: 6166
-- `Steel_Chonchon_Ticket`: 6167
-- `Petit_Ticket`: 6168
-- `Deviruchi_Ticket`: 6169
-- `Isis_Ticket`: 6170
-- `Smokie_Ticket`: 6171
-- `Dokebi_Ticket`: 6172
-- `Desert_Wolf_B_Ticket`: 6173
-- `Yoyo_Ticket`: 6174
-- `Sohee_Ticket`: 6175
-- `Rocker_Ticket`: 6176
-- `Hunter_Fly_Ticket`: 6177
-- `Orc_Warrior_Ticket`: 6178
-- `Bapho_Jr_Ticket`: 6179
-- `Munak_Ticket`: 6180
-- `Bongun_Ticket`: 6181
-- `Goblin_Ticket`: 6182
-- `Hardtack_Ticket`: 6183
-- `Zherlthsh_Ticket`: 6184
-- `Alice_Ticket`: 6185
-- `Monkey_Wrench`: 6186
-- `Blank_Card`: 6187
-- `Slot_Coupon`: 6188
-- `Magic_Book_FB`: 6189
-- `Magic_Book_CB`: 6190
-- `Magic_Book_LB`: 6191
-- `Magic_Book_SG`: 6192
-- `Magic_Book_LOV`: 6193
-- `Magic_Book_MS`: 6194
-- `Magic_Book_CM`: 6195
-- `Magic_Book_TV`: 6196
-- `Magic_Book_TS`: 6197
-- `Magic_Book_JT`: 6198
-- `Magic_Book_WB`: 6199
-- `Magic_Book_HD`: 6200
-- `Magic_Book_ES`: 6201
-- `Magic_Book_ES_`: 6202
-- `Magic_Book_CL`: 6203
-- `Magic_Book_CR`: 6204
-- `Magic_Book_DL`: 6205
-- `I_Love_You`: 6206
-- `Thank_You`: 6207
-- `I_Respect_You`: 6208
-- `Glory_Of_Knights`: 6209
-- `Seed_Of_Horny_Plant`: 6210
-- `Bloodsuck_Plant_Seed`: 6211
-- `Bomb_Mushroom_Spore`: 6212
-- `Explosive_Powder`: 6213
-- `Smoke_Powder`: 6214
-- `Tear_Gas`: 6215
-- `Oil_Bottle`: 6216
-- `Mandragora_Flowerpot`: 6217
-- `Disin_Delivery_Box`: 6218
-- `Para_Team_Mark`: 6219
-- `Mysterious_Dyestuff`: 6220
-- `Mystic_Leaf_Cat_Ball`: 6221
-- `Shining_Beads`: 6222
-- `Carnium`: 6223
-- `Bradium`: 6224
-- `HD_Carnium`: 6225
-- `HD_Bradium`: 6226
-- `Guarantee_Weapon_9Up`: 6228
-- `Guarantee_Weapon_8Up`: 6229
-- `Guarantee_Weapon_7Up`: 6230
-- `Guarantee_Weapon_6Up`: 6231
-- `Guarantee_Armor_9Up`: 6232
-- `Guarantee_Armor_8Up`: 6233
-- `Guarantee_Armor_7Up`: 6234
-- `Guarantee_Armor_6Up`: 6235
-- `Blue_Card_7`: 6236
-- `Guarana_Fruit`: 6237
-- `Guarantee_Weapon_11Up`: 6238
-- `Guarantee_Armor_11Up`: 6239
-- `HD_Oridecon`: 6240
-- `HD_Elunium`: 6241
-- `Midgard_Coin`: 6242
-- `Exchange_Coupon`: 6243
-- `Gun_Powder`: 6244
-- `Black_Powder`: 6245
-- `Yellow_Powder`: 6246
-- `White_Powder`: 6247
-- `Melange_Pot`: 6248
-- `Savage_Meat`: 6249
-- `Cooking_Skewer`: 6250
-- `Black_Charcoal`: 6251
-- `Wolf_Blood`: 6252
-- `Cold_Ice`: 6253
-- `Beef_Head_Meat`: 6254
-- `Large_Cookpot`: 6255
-- `Ice_Fragment`: 6256
-- `Ice_Crystal`: 6257
-- `Comodo_Tropic_Fruit`: 6258
-- `Drocera_Tentacle`: 6259
-- `Petti_Tail`: 6260
-- `Fine_Noodle`: 6261
-- `Cool_Gravy`: 6262
-- `Coconut_Fruit`: 6263
-- `Melon`: 6264
-- `Pineapple`: 6265
-- `Cheat_Key`: 6266
-- `Virtual_Key`: 6267
-- `Mirth_Key`: 6268
-- `Master_Brush`: 6269
-- `Mins_Picture`: 6270
-- `Mins_Receipt`: 6271
-- `Experiment_Seed`: 6272
-- `Altered_Seed`: 6273
-- `Saint_Cloth_Piece`: 6274
-- `King_Shield`: 6275
-- `Clear_Reagent`: 6276
-- `Red_Reagent`: 6277
-- `Black_Reagent`: 6278
-- `Apple_Bomb_CB`: 6279
-- `Pinepple_Bomb_CB`: 6280
-- `Coconut_Bomb_CB`: 6281
-- `Melon_Bomb_CB`: 6282
-- `Banana_Bomb_CB`: 6283
-- `Plant_Genetic_Grow`: 6284
-- `Quality_Potion_Book`: 6285
-- `F_Max_Weight_Up_Scroll`: 6286
-- `F_Clothing_Dye_Coupon`: 6287
-- `F_Happy_Box`: 6288
-- `F_Mysterious_Dyestuff`: 6289
-- `F_New_Style_Coupon`: 6290
-- `F_Enriched_Elunium`: 6291
-- `F_Enriched_Oridecon`: 6292
-- `F_Token_Of_Siegfried`: 6293
-- `F_Marriage_Covenant`: 6294
-- `F_Clothing_Dye_Coupon2`: 6295
-- `RF_Taining_Notice`: 6296
-- `Bottle_To_Throw`: 6297
-- `Pumpkin_Head_Crushed`: 6298
-- `Worn_Cloth_Piece`: 6299
-- `J_7Draw`: 6300
-- `J_Semi_Draw`: 6301
-- `GM_Handwriting`: 6302
-- `Changed_Hydra_Ball`: 6303
-- `Sapa_Feat_Cert`: 6304
-- `Frozen_Skin_Piece`: 6305
-- `Solid_Bloodstain`: 6306
-- `Suspicious_Magic_Stone`: 6307
-- `Unidentified_Relic`: 6308
-- `E_Max_Weight_Up_Scroll`: 6309
-- `E_Cloth_Dye_Coupon`: 6310
-- `E_Happy_Box`: 6311
-- `E_Mysterious_Dyestuff`: 6312
-- `E_New_Style_Coupon`: 6313
-- `E_Enriched_Elunium`: 6314
-- `E_Enriched_Oridecon`: 6315
-- `E_Token_Of_Siegfried`: 6316
-- `E_Marriage_Covenant`: 6317
-- `E_Cloth_Dye_Coupon2`: 6318
-- `Small_Bradium`: 6319
-- `Premium_Reset_Stone`: 6320
-- `Rakehorn_Helm`: 6321
-- `Antler_Helm`: 6322
-- `Twinhorn_Helm`: 6323
-- `Singlehorn_Helm`: 6324
-- `White_Spider_Limb`: 6325
-- `Queen_Wing_Piece`: 6326
-- `Lmtd_HD_Bradium`: 6327
-- `Calender_January`: 6328
-- `Calender_February`: 6329
-- `Calender_March`: 6330
-- `Calender_April`: 6331
-- `Calender_May`: 6332
-- `Calender_June`: 6333
-- `Calender_July`: 6334
-- `Calender_August`: 6335
-- `Calender_September`: 6336
-- `Calender_October`: 6337
-- `Calender_November`: 6338
-- `Calender_December`: 6339
-- `Fade_Notation_Green`: 6340
-- `Fade_Notation_Red`: 6341
-- `Fade_Notation_Purple`: 6342
-- `Fade_Notation_Blue`: 6343
-- `Muscle_Story`: 6344
-- `Love_Ball`: 6345
-- `Seagate_Mark`: 6346
-- `Bless_Word_Paper1`: 6347
-- `Bless_Word_Paper2`: 6348
-- `Bless_Word_Paper3`: 6349
-- `Bless_Word_Paper4`: 6350
-- `Bless_Word_Paper5`: 6351
-- `Bless_Word_Paper6`: 6352
-- `Bless_Word_Paper7`: 6353
-- `Bless_Word_Paper8`: 6354
-- `Bless_Word_Paper9`: 6355
-- `Bless_Word_Paper10`: 6356
-- `Fortune_Cookie_Fail`: 6357
-- `Free_Cash_Coupon`: 6358
-- `Guidebook_Exchange`: 6359
-- `Scarlet_Pts`: 6360
-- `Indigo_Pts`: 6361
-- `Yellow_Wish_Pts`: 6362
-- `Lime_Green_Pts`: 6363
-- `Amatsu_Bead_A`: 6369
-- `Amatsu_Bead_Ma`: 6370
-- `Amatsu_Bead_Tsu`: 6371
-- `Amatsu_Bead_Jam`: 6372
-- `Amatsu_Bead_Bo`: 6373
-- `Amatsu_Bead_Ree`: 6374
-- `Amatsu_Bead_`: 6375
-- `KVM_Badge`: 6376
-- `Buy_Market_Permit`: 6377
-- `Winning_Mark`: 6378
-- `Card_Coin`: 6379
-- `Mora_Coin`: 6380
-- `Field_Shovel`: 6381
-- `Urn`: 6382
-- `Clue_Of_Lope`: 6383
-- `Ring_Of_Lope`: 6384
-- `Research_Tool_Bag`: 6385
-- `Bathtub_R_Sample`: 6386
-- `Teeth_Sample`: 6387
-- `Scale_Sample`: 6388
-- `Puddle_R_Sample`: 6389
-- `Small_Pocket`: 6390
-- `Splendid_Supply_Kit`: 6391
-- `Bradium_Box`: 6392
-- `Round_Feather`: 6393
-- `Golden_Feather`: 6394
-- `Angel_Magic_Power`: 6395
-- `Auger_Of_Spirit`: 6396
-- `PR_Team_Ticket`: 6397
-- `Develop_Team_Ticket`: 6398
-- `Marketing_Team_Ticket`: 6399
-- `Operating_Team_Ticket`: 6400
-- `Palm_O`: 6401
-- `Oil_Palm_F`: 6402
-- `Comodo_L`: 6403
-- `Caress_H`: 6404
-- `Cendrawasih_F`: 6405
-- `Cendrawasih_SF`: 6406
-- `Sang_Stone_Fragment`: 6407
-- `Sang_Stone`: 6408
-- `Sang_Stone_Mass`: 6409
-- `Idul_Fitri_Card`: 6410
-- `Ripe_Watermelon`: 6411
-- `Special_Medal`: 6412
-- `New_Insurance`: 6413
-- `Raganta_Card`: 6414
-- `Strange_Embryo`: 6415
-- `Pet_Exchange`: 6416
-- `Silvervine`: 6417
-- `Agrade_Coin`: 6418
-- `Bgrade_Coin`: 6419
-- `Cgrade_Coin`: 6420
-- `Dgrade_Coin`: 6421
-- `Egrade_Coin`: 6422
-- `Anger_Seagod`: 6423
-- `Halloween_Fragment`: 6424
-- `Halloween_Certificate`: 6425
-- `Bad_Can`: 6426
-- `Bad_Can_Sack`: 6427
-- `Bravery_Card_A`: 6428
-- `Bravery_Card_B`: 6429
-- `Picture_Piece`: 6430
-- `Bucket`: 6431
-- `Full_Bucket`: 6432
-- `Clean_Brush`: 6433
-- `Fix_Kit`: 6434
-- `Fresh_Fruit`: 6435
-- `Ptotection_Seagod`: 6436
-- `Scaraba_Perfume`: 6437
-- `Unbreakable_Weap`: 6438
-- `Unbreakable_Def`: 6439
-- `General_Lubricant`: 6440
-- `High_RankLubricant`: 6441
-- `Octopus_Hunt_Stick`: 6442
-- `Sillit_Pong_Bottle`: 6443
-- `Emperium_G`: 6444
-- `Blue_Card_X`: 6445
-- `Green_Paper`: 6446
-- `Red_Paper`: 6447
-- `White_Paper`: 6448
-- `Casual_Diary`: 6449
-- `Honest_Diary`: 6450
-- `Unknown_Fish`: 6451
-- `Etoile_Ring`: 6452
-- `Undelivered_Gift`: 6453
-- `Santa_Bag`: 6454
-- `Tiny_Ticket`: 6455
-- `Guarantee_Weapon_5Up`: 6456
-- `Guarantee_Armor_5Up`: 6457
-- `Jae_Sinho_Unpo`: 6459
-- `Jae_Sinho_Undo`: 6460
-- `Mimong_Sungjin`: 6461
-- `Gilsang_Yeoui`: 6462
-- `Sin_Sun_Jeonsul`: 6463
-- `Hate_Bundle`: 6464
-- `Guard_Coin`: 6465
-- `Clean_Water`: 6466
-- `Perfume`: 6467
-- `Thai_Perfume`: 6468
-- `Will_Of_Warrior`: 6469
-- `Blood_Thirst`: 6470
-- `Goast_Chill`: 6471
-- `Holy_Mom_Blaze`: 6472
-- `Amatsu_Orb01`: 6473
-- `Amatsu_Orb02`: 6474
-- `Amatsu_Orb03`: 6475
-- `Amatsu_Orb04`: 6476
-- `Amatsu_Orb05`: 6477
-- `Amatsu_Orb06`: 6478
-- `Amatsu_Orb07`: 6479
-- `Event_coin`: 6480
-- `Holy_Rock_Piece`: 6481
-- `Ancient_City_Key`: 6482
-- `Dream_Scroll`: 6483
-- `Enchant_Book`: 6484
-- `BlueCard_2`: 6485
-- `BlueCard_0`: 6486
-- `BlueCard_1`: 6487
-- `Thanks_Invest_Ticket`: 6488
-- `Cats_Invest_Certif`: 6489
-- `Magic_Clay_Fragment`: 6490
-- `Magic_Clay`: 6491
-- `Magic_Clay_Lump`: 6492
-- `Makibishi`: 6493
-- `Kafra_Coin2`: 6494
-- `Para_Logro_Badge`: 6495
-- `Tikbalang_Thick_Spine`: 6496
-- `Lesser_Agimat`: 6497
-- `Jejellopy`: 6498
-- `Ancient_Grudge`: 6499
-- `Sharp_Bamboo`: 6500
-- `Salt_Bag`: 6501
-- `Silver_Cross`: 6502
-- `Soul_Protection`: 6503
-- `Cast_Iron_Caldron`: 6504
-- `Purified_Bone`: 6505
-- `Offering_Bouquet`: 6506
-- `Evil_Bone`: 6507
-- `Silver_Bracelet`: 6508
-- `Mysterious_Flower`: 6509
-- `Elegant_Flower`: 6510
-- `Beautiful_Flower`: 6511
-- `Charm_Fire`: 6512
-- `Charm_Ice`: 6513
-- `Charm_Wind`: 6514
-- `Charm_Earth`: 6515
-- `Bakonawa_Doll`: 6516
-- `Bangungot_Doll`: 6517
-- `Buwaya_Doll`: 6518
-- `Collected_Sample`: 6519
-- `Lost_Belongings`: 6520
-- `Royal_Certificate`: 6521
-- `Royal_Certificate_`: 6522
-- `Bakonawa_Spirit_Piece`: 6523
-- `Bangungot_Spirit_Piece`: 6524
-- `Buwaya_Spirit_Piece`: 6525
-- `BlueCard_Happy`: 6526
-- `BlueCard_Enjoy`: 6527
-- `BlueCard_Light`: 6528
-- `BlueCard_Mid`: 6529
-- `BlueCard_Fall`: 6530
-- `Royal_Certificate__`: 6531
-- `Honey_Songpyun`: 6532
-- `Torn_Document`: 6533
-- `Fruit_Sundae`: 6534
-- `Red_Cloth`: 6535
-- `Star_Decor`: 6536
-- `Sky_Medal`: 6537
-- `Real_Blank_Card`: 6538
-- `Old_Left_Lapine`: 6539
-- `Golden_Leaf`: 6540
-- `Avant_Research_Data`: 6541
-- `Star_Shape_Mushroom`: 6542
-- `Lv110_Achieved_Coin`: 6543
-- `Lv120_Achieved_Coin`: 6544
-- `Firm_Hair`: 6545
-- `Younger_Bro_Letter`: 6546
-- `Stained_Research_Book`: 6547
-- `Piece_Of_Lapine_Wing`: 6548
-- `Courtesy_Ticket`: 6549
-- `Brownie_Ticket`: 6550
-- `RWC_Spirit_Auger`: 6551
-- `Mail_Package`: 6552
-- `Leaf_Made_Wood`: 6553
-- `Seed_Box`: 6554
-- `Birthday_Candle`: 6555
-- `Nespresso_Ticket`: 6556
-- `Fancy_Fairy_Wing`: 6557
-- `Pile_Of_Acorn`: 6558
-- `Eye_Drops`: 6559
-- `Leaf_Bookmark`: 6560
-- `Dustball`: 6561
-- `Tiny_Mouse_Tail`: 6562
-- `Weeds`: 6563
-- `Captive_Hatchling`: 6564
-- `Racy_Spice`: 6565
-- `Cacao99_Recipe`: 6566
-- `Choco_Drink_Recipe`: 6567
-- `Holy_Amulet`: 6581
-- `3rd_Test_Pass`: 6583
-- `Guarantee_Weapon_12Up`: 6584
-- `Guarantee_Armor_12Up`: 6585
-- `Captured_Book`: 6586
-- `Small_Wooden_Chest`: 6592
-- `Cryptura_Hair_Coupon`: 6593
-- `Magic_Bronze_Bullion`: 6594
-- `Hammer_Of_Velund`: 6595
-- `Anvil_Of_Velund`: 6596
-- `Bracelet_Of_Velund`: 6597
-- `Rib_Of_Jormungand`: 6598
-- `Spirit_Of_Hugin`: 6599
-- `Spirit_Of_Munin`: 6600
-- `Chisel_Of_Giant`: 6601
-- `Secret_Of_Rune`: 6602
-- `Skin_Of_Hraesvelg`: 6603
-- `Essence_Of_Rune`: 6604
-- `Muspellium`: 6605
-- `P_Cart_C`: 6606
-- `Temporal_Crystal`: 6607
-- `Coagulated_Spell`: 6608
-- `Glast_Decayed_Nail`: 6609
-- `Glast_Horrendous_Mouth`: 6610
-- `Gold_Coin_Basket`: 6612
-- `Colorful_Brooch`: 6613
-- `Siege_Guild_Coin`: 6615
-- `Lmtd_Manny_Card`: 6616
-- `Lmtd_Sid_Card`: 6617
-- `Lmtd_Diego_Card`: 6618
-- `Lmtd_Scrat_Card`: 6619
-- `Rough_Energy_Crystal`: 6623
-- `Purified_Energy_Crystal`: 6624
-- `High_Purity_Energy_Xtal`: 6625
-- `Blacksmith_Blessing`: 6635
-- `Poring_Badge`: 6646
-- `Needle_And_Thread`: 6654
-- `Firm_Pumpkin`: 6655
-- `Goast_Free_Charm`: 6656
-- `Memory_Of_Jack`: 6657
-- `Halloween_Coin`: 6658
-- `RWC_Inicializer`: 6665
-- `Geffen_Magic_Coin`: 6671
-- `Gray_Shard`: 6672
-- `Bossnia_Pass`: 6673
-- `Daily_Coin`: 6674
-- `XMAS_Cookie`: 6681
-- `Bag_Of_Selling_Goods`: 6682
-- `Lovely_Stick`: 6712
-- `Corrupted_Charm`: 6755
-- `ORGANIC_PUMPKIN`: 6804
-- `INORGANIC_PUMPKIN`: 6805
-- `Solo_Troops_Badge`: 6821
-- `Sacred_Rosary`: 6913
-- `Black_Soul`: 6914
-- `Captured_Soul`: 6915
-- `Mould_Powder`: 7001
-- `Ogre_Tooth`: 7002
-- `Anolian_Skin`: 7003
-- `Mud_Lump`: 7004
-- `Skull`: 7005
-- `Wing_Of_Red_Bat`: 7006
-- `Claw_Of_Rat`: 7007
-- `Stiff_Horn`: 7008
-- `Glitter_Shell`: 7009
-- `Tail_Of_Steel_Scorpion`: 7010
-- `Claw_Of_Monkey`: 7011
-- `Tough_Scalelike_Stem`: 7012
-- `Coral_Reef`: 7013
-- `Old_Portrait`: 7014
-- `Bookclip_In_Memory`: 7015
-- `Spoon_Stub`: 7016
-- `Executioners_Mitten`: 7017
-- `Young_Twig`: 7018
-- `Lokis_Whispers`: 7019
-- `Mothers_Nightmare`: 7020
-- `Foolishness_Of_Blind`: 7021
-- `Old_Hilt`: 7022
-- `Blade_Lost_In_Darkness`: 7023
-- `Bloody_Edge`: 7024
-- `Lucifers_Lament`: 7025
-- `Key_Of_Clock_Tower`: 7026
-- `Underground_Key`: 7027
-- `Invite_For_Duel`: 7028
-- `Admission_For_Duel`: 7029
-- `Claw_Of_Desert_Wolf`: 7030
-- `Old_Frying_Pan`: 7031
-- `Piece_Of_Egg_Shell`: 7032
-- `Poison_Spore`: 7033
-- `Red_Socks_With_Holes`: 7034
-- `Matchstick`: 7035
-- `Fang_Of_Garm`: 7036
-- `Trade_Coupon`: 7037
-- `Yarn`: 7038
-- `Novice_Nametag`: 7039
-- `Megaphone`: 7040
-- `Fine_Grit`: 7041
-- `Leather_Bag_Of_Infinity`: 7042
-- `Fine_Sand`: 7043
-- `Vigorgra`: 7044
-- `Magic_Paint`: 7045
-- `Cart_Parts`: 7046
-- `Alices_Apron`: 7047
-- `Talon_Of_Griffin`: 7048
-- `Stone`: 7049
-- `Cotton_Mat`: 7050
-- `Silk_Mat`: 7051
-- `Old_Magazine`: 7052
-- `Cyfar`: 7053
-- `Brigan`: 7054
-- `Animal_Pooopoo`: 7055
-- `Payroll_Of_Kafra`: 7056
-- `Gallar_Horn`: 7057
-- `Gullraifnir`: 7058
-- `Cargo_Free_Ticket`: 7059
-- `Warp_Free_Ticket`: 7060
-- `Cart_Free_Ticket`: 7061
-- `Turtle_Shell_`: 7062
-- `Soft_Feather`: 7063
-- `Dragon_Fly_Wing`: 7064
-- `Sea_Otter_Leather`: 7065
-- `Ice_Piece`: 7066
-- `Stone_Piece`: 7067
-- `Burn_Tree`: 7068
-- `Broken_Armor_Piece`: 7069
-- `Broken_Shell`: 7070
-- `Tatters_Clothes`: 7071
-- `Rust_Suriken`: 7072
-- `Jewel_Of_Prayer`: 7073
-- `Iron_Glove`: 7074
-- `Iron_Maiden`: 7075
-- `Mystery_Wheel`: 7076
-- `Silver_Fancy`: 7077
-- `Anger_Of_Valkurye`: 7078
-- `Feather_Of_Angel`: 7079
-- `Foot_Step_Of_Cat`: 7080
-- `Beard_Of_Women`: 7081
-- `Root_Of_Stone`: 7082
-- `Soul_Of_Fish`: 7083
-- `Saliva_Of_Bird`: 7084
-- `Tendon_Of_Bear`: 7085
-- `Symbol_Of_Sun`: 7086
-- `Breath_Of_Soul`: 7087
-- `Crystal_Of_Snow`: 7088
-- `Indication_Of_Tempest`: 7089
-- `Slilince_Wave`: 7090
-- `Rough_Billows`: 7091
-- `Air_Stream`: 7092
-- `Wheel`: 7093
-- `Mystery_Piece`: 7094
-- `Broken_Steel_Piece`: 7095
-- `Cold_Magma`: 7096
-- `Burning_Heart`: 7097
-- `Live_Coal`: 7098
-- `Old_Magic_Circle`: 7099
-- `Sharp_Leaf`: 7100
-- `Peco_Wing_Feather`: 7101
-- `Hideous_Dream`: 7102
-- `Unknown_Liquid_Bottle`: 7103
-- `Fake_Angel_Wing`: 7104
-- `Fake_Angel_Loop`: 7105
-- `Goats_Horn`: 7106
-- `Gaoats_Skin`: 7107
-- `Boroken_Shiled_Piece`: 7108
-- `Shine_Spear_Blade`: 7109
-- `Vroken_Sword`: 7110
-- `Smooth_Paper`: 7111
-- `Fright_Paper_Blade`: 7112
-- `Broken_Pharaoh_Symbol`: 7113
-- `Tutankhamens_Mask`: 7114
-- `Harpys_Feather`: 7115
-- `Harpys_Claw`: 7116
-- `Rent_Spell_Book`: 7117
-- `Rent_Scroll`: 7118
-- `Spawns`: 7119
-- `Burning_Horse_Shoe`: 7120
-- `Honey_Jar`: 7121
-- `Hot_Hair`: 7122
-- `Dragons_Skin`: 7123
-- `Sand_Lump`: 7124
-- `Scropions_Nipper`: 7125
-- `Large_Jellopy`: 7126
-- `Alcol_Create_Book`: 7127
-- `FireBottle_Create_Book`: 7128
-- `Acid_Create_Book`: 7129
-- `Plant_Create_Book`: 7130
-- `Mine_Create_Book`: 7131
-- `Coating_Create_Book`: 7132
-- `Slim_Potion_Create_Book`: 7133
-- `Medicine_Bowl`: 7134
-- `Fire_Bottle`: 7135
-- `Acid_Bottle`: 7136
-- `MenEater_Plant_Bottle`: 7137
-- `Mini_Bottle`: 7138
-- `Coating_Bottle`: 7139
-- `Seed_Of_Life`: 7140
-- `Yggdrasilberry_Dew`: 7141
-- `Germination_Breed`: 7142
-- `Life_Force_Pot`: 7143
-- `Normal_Potion_Book`: 7144
-- `Rag_T_Shirts`: 7145
-- `Vacance_Ticket`: 7146
-- `Jasmin`: 7147
-- `Mother_Letter`: 7148
-- `Yellow_Plate`: 7149
-- `Bamboo_Cut`: 7150
-- `Oil_Paper`: 7151
-- `Glossy_Hair`: 7152
-- `Old_Japaness_Clothes`: 7153
-- `Poison_Powder`: 7154
-- `Poison_Toads_Skin`: 7155
-- `Broken_Shuriken`: 7156
-- `Black_Mask`: 7157
-- `Broken_Wine_Vessel`: 7158
-- `Tengus_Nose`: 7159
-- `Lords_Passable_Ticket`: 7160
-- `Black_Bears_Skin`: 7161
-- `Cloud_Piece`: 7162
-- `Sharp_Feeler`: 7163
-- `Hard_Peach`: 7164
-- `Limpid_Celestial_Robe`: 7165
-- `Soft_Silk_Cloth`: 7166
-- `Mystery_Iron_Bit`: 7167
-- `Great_Wing`: 7168
-- `Taegeuk_Plate`: 7169
-- `Tuxedo`: 7170
-- `Leopard_Skin`: 7171
-- `Leopard_Talon`: 7172
-- `BurnBuster_Bag`: 7173
-- `Packing_Ribbon`: 7174
-- `Packing_Paper`: 7175
-- `XMAS_Coupon`: 7176
-- `Part_Of_Stars_Sob`: 7177
-- `Stars_Sob`: 7178
-- `Donation_Card`: 7179
-- `Introduction_Of_Mr_Han`: 7180
-- `Receipt_01`: 7181
-- `Cacao`: 7182
-- `Sister_Letter`: 7183
-- `Piano_Keyboard`: 7184
-- `Quiz_Ticket`: 7185
-- `Thin_Stem`: 7186
-- `Festival_Mask`: 7187
-- `Browny_Root`: 7188
-- `Heart_Of_Tree`: 7189
-- `Solid_Peeling`: 7190
-- `Lamplight`: 7191
-- `Blade_Of_Pinwheel`: 7192
-- `Germinating_Sprout`: 7193
-- `Soft_Leaf`: 7194
-- `Air_Rifle`: 7195
-- `Shoulder_Protection`: 7196
-- `Tough_Vines`: 7197
-- `Great_Leaf`: 7198
-- `Coupon`: 7199
-- `Flexible_String`: 7200
-- `Log`: 7201
-- `Beetle_Nipper`: 7202
-- `Solid_Twig`: 7203
-- `Gunpowder`: 7204
-- `Piece_Of_Black_Cloth`: 7205
-- `Black_Kitty_Doll`: 7206
-- `Old_Manteau`: 7207
-- `Rusty_Cleaver`: 7208
-- `Dullahans_Helm`: 7209
-- `Dullahan_Armor`: 7210
-- `Rojerta_Piece`: 7211
-- `Hanging_Doll`: 7212
-- `Needle_Pouch`: 7213
-- `Bat_Cage`: 7214
-- `Broken_Needle`: 7215
-- `Red_Scarf`: 7216
-- `Spool`: 7217
-- `Rotten_Rope`: 7218
-- `Striped_Socks`: 7219
-- `Ectoplasm`: 7220
-- `Tangled_Chain`: 7221
-- `Tree_Knot`: 7222
-- `Distorted_Portrait`: 7223
-- `Stone_Of_Intelligence`: 7224
-- `Pumpkin_Bucket`: 7225
-- `Pill`: 7226
-- `TCG_Card`: 7227
-- `Gold_Bullion`: 7228
-- `Silver_Bullion`: 7229
-- `White_Gold_Bullion`: 7230
-- `Gold_Ore`: 7231
-- `Silver_Ore`: 7232
-- `Mithril_Ore`: 7233
-- `Soul_Of_Guild`: 7234
-- `Soul_Of_Courage`: 7235
-- `Soul_Of_Guard`: 7236
-- `Soul_Of_Partnership`: 7237
-- `Soul_Of_Correspondence`: 7238
-- `Soul_Of_Proceeding`: 7239
-- `Soul_Of_Confidence`: 7240
-- `Soul_Of_Agreement`: 7241
-- `Soul_Of_Harmony`: 7242
-- `Soul_Of_Cooperate`: 7243
-- `Soul_Of_Unity`: 7244
-- `Soul_Of_Friendship`: 7245
-- `Soul_Of_Peace`: 7246
-- `Soul_Of_Spirit`: 7247
-- `Soul_Of_Honor`: 7248
-- `Soul_Of_Service`: 7249
-- `Soul_Of_Glory`: 7250
-- `Soul_Of_Victory`: 7251
-- `Herb_Medicine`: 7252
-- `Taeguk_Flag`: 7253
-- `Digital_Print_Ticket`: 7254
-- `China_Marble01`: 7255
-- `China_Marble02`: 7256
-- `China_Marble03`: 7257
-- `China_Marble04`: 7258
-- `China_Marble05`: 7259
-- `China_Marble06`: 7260
-- `China_Marble07`: 7261
-- `Fan`: 7262
-- `Cat_Eyed_Stone`: 7263
-- `Dried_Sand`: 7264
-- `Dragon_Horn`: 7265
-- `Dragon_Fang`: 7266
-- `Tiger_Skin_Panties`: 7267
-- `Little_Blacky_Ghost`: 7268
-- `Bib`: 7269
-- `Milk_Bottle`: 7270
-- `Figure`: 7271
-- `Meat_Dumpling_Doll`: 7272
-- `Golden_Necklace`: 7273
-- `Ancient_Translator`: 7274
-- `Ancient_Document`: 7275
-- `Picture_Letter`: 7276
-- `Munak_Doll`: 7277
-- `Wellbeing_Letter`: 7278
-- `Vita500_Lid`: 7279
-- `Quiz_Ticket01`: 7280
-- `Quiz_Ticket02`: 7281
-- `Quiz_Ticket03`: 7282
-- `Quiz_Ticket04`: 7283
-- `Quiz_Ticket05`: 7284
-- `Thread_Skein`: 7285
-- `Chilli`: 7286
-- `Thread_Skein_`: 7287
-- `Thai_Ring`: 7288
-- `Olivine`: 7289
-- `Phlogopite`: 7290
-- `Agate`: 7291
-- `Muscovite`: 7292
-- `Rose_Quartz`: 7293
-- `Turquoise`: 7294
-- `Citrine`: 7295
-- `Pyroxene`: 7296
-- `Biotite`: 7297
-- `Leaf_Clothes`: 7298
-- `Bamboo_Basket`: 7299
-- `Gemstone`: 7300
-- `Sword_Accessory`: 7301
-- `KRATHONG`: 7302
-- `Bag_Of_Rice`: 7303
-- `Witchs_Spell_Book`: 7304
-- `Authority_Of_Nine_World`: 7305
-- `Fragment_Of_Soul`: 7306
-- `Whisper_Of_Soul`: 7307
-- `Witchs_Potion`: 7308
-- `Wing_Of_Crow`: 7309
-- `Free_Peco_Ticket`: 7310
-- `Free_Flying_Ship_Ticket`: 7311
-- `Jubilee`: 7312
-- `Seal_Of_Witch`: 7313
-- `The_Sign`: 7314
-- `Dark_Crystal_Fragment`: 7315
-- `Long_Limb`: 7316
-- `Screw`: 7317
-- `Old_Pick`: 7318
-- `Old_Steel_Plate`: 7319
-- `Air_Pollutant`: 7320
-- `Fragment_Of_Crystal`: 7321
-- `Poisonous_Gas`: 7322
-- `Battered_Kettle`: 7323
-- `Tube`: 7325
-- `Fluorescent_Liquid`: 7326
-- `Headlamp`: 7327
-- `Legendary_Scroll`: 7328
-- `Old_Copper_Key`: 7329
-- `2anny`: 7330
-- `Flower_Of_Heaven`: 7331
-- `Slate`: 7332
-- `Piece_Of_Slate_1`: 7333
-- `Piece_Of_Slate_2`: 7334
-- `Piece_Of_Slate_3`: 7335
-- `Piece_Of_Slate_4`: 7336
-- `Eye_Of_Hellion`: 7337
-- `RO_Transportation_Card`: 7338
-- `RO_Transportation_Card_`: 7339
-- `Will_Of_Darkness`: 7340
-- `Worn_Out_Pendant`: 7341
-- `File01`: 7342
-- `File02`: 7343
-- `File03`: 7344
-- `Armlet_Of_Prisoner`: 7345
-- `Pile_Of_Ymir_Heart`: 7346
-- `Lab_Staff_Record`: 7347
-- `Indication_Of_Member01`: 7348
-- `Indication_Of_Member02`: 7349
-- `Pass`: 7350
-- `Friends_Diary`: 7351
-- `Transparent_Plate01`: 7352
-- `Transparent_Plate02`: 7353
-- `Transparent_Plate03`: 7354
-- `Transparent_Plate04`: 7355
-- `Piece_Of_Crest1`: 7356
-- `Piece_Of_Crest2`: 7357
-- `Piece_Of_Crest3`: 7358
-- `Piece_Of_Crest4`: 7359
-- `RO_Festival_Ticket`: 7360
-- `Lotto01`: 7361
-- `Lotto02`: 7362
-- `Lotto03`: 7363
-- `Lotto04`: 7364
-- `Lotto05`: 7365
-- `Lotto06`: 7366
-- `Lotto07`: 7367
-- `Lotto08`: 7368
-- `Lotto09`: 7369
-- `Lotto10`: 7370
-- `Lotto11`: 7371
-- `Lotto12`: 7372
-- `Lotto13`: 7373
-- `Lotto14`: 7374
-- `Lotto15`: 7375
-- `Lotto16`: 7376
-- `Lotto17`: 7377
-- `Lotto18`: 7378
-- `Lotto19`: 7379
-- `Lotto20`: 7380
-- `Lotto21`: 7381
-- `Lotto22`: 7382
-- `Lotto23`: 7383
-- `Lotto24`: 7384
-- `Lotto25`: 7385
-- `Lotto26`: 7386
-- `Lotto27`: 7387
-- `Lotto28`: 7388
-- `Lotto29`: 7389
-- `Lotto30`: 7390
-- `Lotto31`: 7391
-- `Lotto32`: 7392
-- `Lotto33`: 7393
-- `Lotto34`: 7394
-- `Lotto35`: 7395
-- `Lotto36`: 7396
-- `Lotto37`: 7397
-- `Lotto38`: 7398
-- `Word_Card01`: 7399
-- `Word_Card02`: 7400
-- `Word_Card03`: 7401
-- `Word_Card04`: 7402
-- `Word_Card05`: 7403
-- `Word_Card06`: 7404
-- `Crushed_Can`: 7405
-- `Moon_Cake1`: 7406
-- `Moon_Cake2`: 7407
-- `Moon_Cake3`: 7408
-- `Moon_Cake4`: 7409
-- `Moon_Cake5`: 7410
-- `Moon_Cake6`: 7411
-- `Moon_Cake7`: 7412
-- `Moon_Cake8`: 7413
-- `Moon_Cake9`: 7414
-- `Stone_Of_Summons`: 7415
-- `Letter_Of_Recommend`: 7416
-- `Mission_ScrollA`: 7417
-- `Mission_ScrollB`: 7418
-- `Embryo_HandBook`: 7419
-- `Skull_`: 7420
-- `Key_Red`: 7421
-- `Key_Yellow`: 7422
-- `Key_Blue`: 7423
-- `Key_Green`: 7424
-- `Key_Black`: 7425
-- `Magic_Gem_Red`: 7426
-- `Magic_Gem_Yellow`: 7427
-- `Magic_Gem_Blue`: 7428
-- `Magic_Gem_Green`: 7429
-- `Magic_Gem_Black`: 7430
-- `Several_Books`: 7431
-- `Leather_Pouch`: 7432
-- `Scroll`: 7433
-- `Elemental_Potion_Book`: 7434
-- `Golden_Bracelet`: 7435
-- `Piece_Of_Memory_Green`: 7436
-- `Piece_Of_Memory_Purple`: 7437
-- `Piece_Of_Memory_Blue`: 7438
-- `Piece_Of_Memory_Red`: 7439
-- `Red_Feather`: 7440
-- `Blue_Feather`: 7441
-- `Cursed_Seal`: 7442
-- `Tri_Headed_Dragon_Head`: 7443
-- `Treasure_Box`: 7444
-- `Dragonball_Green`: 7445
-- `Dragonball_Blue`: 7446
-- `Dragonball_Red`: 7447
-- `Dragonball_Yellow`: 7448
-- `Bloody_Page`: 7449
-- `Piece_Of_Bone_Armor`: 7450
-- `Scale_Of_Red_Dragon`: 7451
-- `Yellow_Spice`: 7452
-- `Sweet_Sauce`: 7453
-- `Plain_Sauce`: 7454
-- `Hot_Sauce`: 7455
-- `Red_Spice`: 7456
-- `Cooking_Oil`: 7457
-- `Baphomets_Horn`: 7458
-- `RAMADAN_`: 7459
-- `Niflheim_Ticket`: 7460
-- `BlueCard_A`: 7461
-- `BlueCard_E`: 7462
-- `BlueCard_F`: 7463
-- `BlueCard_H`: 7464
-- `BlueCard_L`: 7465
-- `BlueCard_N`: 7466
-- `BlueCard_O`: 7467
-- `BlueCard_P`: 7468
-- `BlueCard_U`: 7469
-- `BlueCard_W`: 7470
-- `BlueCard_Y`: 7471
-- `Cookbook01`: 7472
-- `Cookbook02`: 7473
-- `Cookbook03`: 7474
-- `Cookbook04`: 7475
-- `Cookbook05`: 7476
-- `Cookbook06`: 7477
-- `Cookbook07`: 7478
-- `Cookbook08`: 7479
-- `Cookbook09`: 7480
-- `Cookbook10`: 7481
-- `Pot`: 7482
-- `Key_Of_Seal`: 7483
-- `Warrior_Symbol`: 7484
-- `2nd_Floor_Pass`: 7485
-- `3rd_Floor_Pass`: 7486
-- `Tavern_Wine`: 7487
-- `Delivery_Box`: 7488
-- `Villa_Spare_Key`: 7489
-- `Kyll_Hire_Letter`: 7490
-- `Iron_Box`: 7491
-- `Yellow_Key_Card`: 7492
-- `Golden_Key`: 7493
-- `Kiel_Button`: 7494
-- `Blue_Key_Card`: 7495
-- `Red_Key_Card`: 7496
-- `Steel_Piece`: 7497
-- `Rosimier_Key`: 7498
-- `Family_Portrait`: 7499
-- `Elysia_Portrait`: 7500
-- `Kyll_Hire_Letter2`: 7501
-- `Piece_Memo_Of_James`: 7502
-- `Man_Portrait`: 7503
-- `Toy_Motor`: 7504
-- `Toy_Key`: 7505
-- `Black_Key_Card`: 7506
-- `Sturdy_Iron_Piece`: 7507
-- `Elysia_Ring`: 7508
-- `Fancy_Key_Card`: 7509
-- `Valhalla_Flower`: 7510
-- `Rune_Of_Darkness`: 7511
-- `Burnt_Parts`: 7512
-- `Pocket_Watch`: 7513
-- `Monster_Ticket`: 7514
-- `Marvelous_Medal`: 7515
-- `Green_Key_Card`: 7516
-- `Gold_Coin_`: 7517
-- `Womens_Medal`: 7518
-- `Money_Envelope`: 7519
-- `Chinese_Scroll`: 7520
-- `Flame_Stone`: 7521
-- `Ice_Stone`: 7522
-- `Wind_Stone`: 7523
-- `Shadow_Orb`: 7524
-- `Summer_Feast_Ticket`: 7525
-- `Manuscript_Paper`: 7526
-- `Life_Book`: 7527
-- `Id_Lottery_Ticket`: 7528
-- `Stolen_Sandals`: 7529
-- `Travel_Brochure_01`: 7530
-- `Travel_Brochure_02`: 7531
-- `Travel_Brochure_03`: 7532
-- `Travel_Brochure_04`: 7533
-- `Photo_Album_01`: 7534
-- `Photo_Album_02`: 7535
-- `Photo_Album_03`: 7536
-- `Photo_Album_04`: 7537
-- `Sifted_Sand`: 7538
-- `Poring_Coin`: 7539
-- `Lotto39`: 7540
-- `Lotto40`: 7541
-- `Lotto41`: 7542
-- `Lotto42`: 7543
-- `Lotto43`: 7544
-- `Lotto44`: 7545
-- `Lotto45`: 7546
-- `Soccer_Ball`: 7547
-- `Soccer_Shoes`: 7548
-- `Brazilian_Flag`: 7549
-- `Ticket01`: 7550
-- `Ticket02`: 7551
-- `Ticket03`: 7552
-- `Lotus_Flower`: 7553
-- `Striped_Candle`: 7554
-- `Green_Incense`: 7555
-- `Longing_Heart`: 7556
-- `Invitation_Letter`: 7557
-- `Invitation_Ticket`: 7558
-- `Key_Of_Flower_Garden`: 7559
-- `Longing_Heart2`: 7560
-- `Ice_Heart`: 7561
-- `Ice_Scale`: 7562
-- `Bloody_Rune`: 7563
-- `Rotten_Meat`: 7564
-- `Sticky_Poison`: 7565
-- `Will_Of_Darkness_`: 7566
-- `Suspicious_Hat`: 7567
-- `White_Mask`: 7568
-- `Hammer_Of_Wind`: 7569
-- `Temple_Lottery_Ticket`: 7570
-- `Diary_Of_Blue`: 7571
-- `Magic_Necklace`: 7572
-- `Magic_Necklace_`: 7573
-- `Ice_Particle`: 7574
-- `Red_Jewel_`: 7575
-- `Blue_Jewel_`: 7576
-- `Golden_Jewel_`: 7577
-- `Anti_Spell_Bead`: 7578
-- `Silk_Handkerchief`: 7579
-- `Black_Bead`: 7580
-- `Anniversary_Ticket`: 7581
-- `Gem_Of_Ruin`: 7582
-- `Evil_Mind`: 7583
-- `Proof_Of_Guard1`: 7584
-- `Proof_Of_Guard2`: 7585
-- `Proof_Of_Guard3`: 7586
-- `Proof_Of_Guard4`: 7587
-- `IPOD_Ticker`: 7588
-- `Moon_Cake10`: 7589
-- `Moon_Cake11`: 7590
-- `Moon_Cake12`: 7591
-- `Moon_Cake13`: 7592
-- `Moon_Cake14`: 7593
-- `Sonias_Letter`: 7594
-- `Unique_Sword`: 7595
-- `Unique_Shield`: 7596
-- `Magic_Stone`: 7597
-- `BlueCard_I`: 7598
-- `BlueCard_D`: 7599
-- `BlueCard_K`: 7600
-- `BlueCard_S`: 7601
-- `BlueCard_R`: 7602
-- `RO_Party_Ticket`: 7603
-- `Flour`: 7604
-- `Chicken_Egg`: 7605
-- `Coin`: 7606
-- `Evil_Dragon_Head`: 7607
-- `Premium_Ticket`: 7608
-- `Pumpkin_Mojo`: 7609
-- `Food_Ticket`: 7610
-- `Fox_Symbol`: 7611
-- `Heart_Of_Fox_Queen`: 7612
-- `Small_Rice_Dough`: 7613
-- `Special_Packing_Paper`: 7614
-- `MVP_Ticket`: 7615
-- `Mini_Boss_Ticket`: 7616
-- `Monster_Ticket_`: 7617
-- `Monster_Crystal`: 7618
-- `Enriched_Elunium`: 7619
-- `Enriched_Oridecon`: 7620
-- `Token_Of_Siegfried`: 7621
-- `New_Style_Coupon`: 7622
-- `Name_Change_Coupon`: 7623
-- `Spring_Stanza23`: 7624
-- `Registration_Ticket`: 7625
-- `Bubble_Gum_Token`: 7626
-- `Sage_Key`: 7627
-- `Idiot_Key`: 7628
-- `Pink_Gift_Box`: 7629
-- `Clean_Beach_Brush`: 7630
-- `Trash_Debris`: 7631
-- `To_Afterworld_Record`: 7632
-- `To_Heaven_Record`: 7633
-- `Rose_Of_Father`: 7634
-- `Perfume_Pouch`: 7635
-- `Magic_Potion_Bottle`: 7636
-- `Father_Giftbox`: 7637
-- `Tw_Green_Box`: 7638
-- `Tw_Red_Box`: 7639
-- `RO_Luk_Bookmark`: 7646
-- `Taiwan_Luk_Coin`: 7647
-- `Snake_Bookmark`: 7648
-- `Big_Luk_Bookmark`: 7649
-- `Mystery_Egg`: 7651
-- `Fullmetal_Jacket_Bullet`: 7663
-- `Mine_Projectile`: 7664
-- `Dragon_Tail_Missile`: 7665
-- `Dragon_Spirit`: 7701
-- `Special_Cogwheel`: 7702
-- `Piece_Of_Cogwheel`: 7703
-- `Broken_Thermometer`: 7704
-- `Note_Of_Geologist`: 7705
-- `Spoiled_Carrot_Juice`: 7706
-- `Spoiled_Banana_Juice`: 7707
-- `Spoiled_Apple_Juice`: 7708
-- `Spoiled_Grape_Juice`: 7709
-- `Black_Gemstone`: 7710
-- `Update_Ticket`: 7711
-- `Nokia5500`: 7712
-- `BlueCard_A_`: 7713
-- `BlueCard_R_`: 7714
-- `Handmade_Choco_Recipe`: 7715
-- `Strawberry_Choco_Recipe`: 7716
-- `Choco_Tart_Recipe`: 7717
-- `Cacao_Bean`: 7718
-- `BlueCard_G`: 7719
-- `Gold_Coin_US`: 7720
-- `Treasure_Box_`: 7721
-- `Debt_Note`: 7722
-- `Diamond_Of_Ruin`: 7723
-- `Forbidden_Secret_Art`: 7724
-- `Unlucky_Emerald`: 7725
-- `Token_Of_King`: 7726
-- `HP_Doctor_Ticket`: 7727
-- `SP_Doctor_Ticket`: 7728
-- `Rok_Star_Badge`: 7729
-- `Mission_Certificate1`: 7730
-- `Mission_Certificate2`: 7731
-- `Mission_Certificate3`: 7732
-- `Mission_Certificate4`: 7733
-- `Mission_Certificate5`: 7734
-- `Mission_Certificate6`: 7735
-- `Mission_Certificate7`: 7736
-- `Mission_Certificate8`: 7737
-- `Mission_Certificate9`: 7738
-- `Mission_Certificate10`: 7739
-- `Mission_Certificate11`: 7740
-- `Mission_Certificate12`: 7741
-- `Kaong`: 7742
-- `Gulaman`: 7743
-- `Leche_Flan`: 7744
-- `Ube_Jam`: 7745
-- `Sago`: 7746
-- `Langka`: 7747
-- `Sweet_Bean`: 7748
-- `Sweet_Banana`: 7749
-- `Macapuno`: 7750
-- `Old_White_Cloth`: 7751
-- `Clattering_Skull`: 7752
-- `Broken_Farming_Utensil`: 7753
-- `Broken_Crown`: 7754
-- `Research_Note`: 7755
-- `Sealed_Book`: 7756
-- `Mithril`: 7757
-- `Star_Crystal`: 7758
-- `Geology_Report`: 7759
-- `Yaga_Magic_Book`: 7760
-- `Magic_Gourd_Bottle`: 7761
-- `Yaga_Pestle`: 7762
-- `Sticky_Herb`: 7763
-- `High_Strength_Adhesive`: 7764
-- `Yaga_Secret_Medicine`: 7765
-- `Bok_Choy`: 7766
-- `Chung_E_Cake`: 7767
-- `Squid`: 7768
-- `Egg_Yolk`: 7769
-- `Sweet_Rice`: 7770
-- `Lotus_Leaf`: 7771
-- `String`: 7772
-- `War_Badge`: 7773
-- `Chung_E_Ticket`: 7774
-- `Spring_Rabbit_Ticket`: 7775
-- `Max_Weight_Up_Scroll`: 7776
-- `Gold_Box`: 7777
-- `Silver_Box`: 7778
-- `Gold_Key_TW`: 7779
-- `Silver_Key`: 7780
-- `Heart_Box`: 7781
-- `Gold_Key77`: 7782
-- `Silver_Key77`: 7783
-- `Fawner_Coupon1`: 7784
-- `Fawner_Coupon2`: 7785
-- `Fawner_Coupon3`: 7786
-- `Fawner_Coupon4`: 7787
-- `Fawner_Coupon5`: 7788
-- `Fawner_Coupon6`: 7789
-- `Fawner_Coupon7`: 7790
-- `Fawner_Coupon8`: 7791
-- `Guyak`: 7792
-- `Golden_Apple`: 7793
-- `Fate_Of_Crow`: 7794
-- `Mami_Photo_Album`: 7795
-- `Author_Autograph`: 7796
-- `Author_Memo`: 7797
-- `Dark_Debris`: 7798
-- `Dark_Crystal`: 7799
-- `Golden_Apple_`: 7800
-- `Girl_Fan_Letter`: 7801
-- `Autograph_Book`: 7802
-- `Battle_Manual_TW`: 7803
-- `Brown_Ring`: 7805
-- `Black_Anvil`: 7806
-- `Ore`: 7807
-- `Gold_Hammer`: 7808
-- `Gold_Furnace`: 7809
-- `Yellow_Cat_Eyed_Stone`: 7810
-- `Gold_Anvil`: 7811
-- `Red_Cat_Eyed_Stone`: 7812
-- `Th_Red_Ring`: 7813
-- `Green_Ring`: 7814
-- `Blue_Ring`: 7815
-- `Blue_Cat_Eyed_Stone`: 7816
-- `White_Cat_Eyed_Stone`: 7817
-- `RJC_Golden_Necklace`: 7818
-- `Nokia5300`: 7819
-- `Morroc_Skin`: 7820
-- `Green_Apple`: 7821
-- `Whole_Barbecue`: 7822
-- `Meat_Veg_Skewer`: 7823
-- `Spirit_Liquor`: 7824
-- `Heroic_Stone`: 7825
-- `Continental_Guard_Paper`: 7826
-- `Mineral_Report`: 7827
-- `BF_Badge1`: 7828
-- `BF_Badge2`: 7829
-- `Goddess_Tear`: 7830
-- `Valkyrie_Token`: 7831
-- `Brynhild_Armor_Piece`: 7832
-- `Hero_Remains`: 7833
-- `Andvari_Ring`: 7834
-- `Dusk_Glow`: 7835
-- `Dawn_Essence`: 7836
-- `Cold_Moonlight`: 7837
-- `Hazy_Starlight`: 7838
-- `Crystal_Key`: 7839
-- `Valkyrie_Gift`: 7840
-- `Spotted_Paper`: 7841
-- `Torn_Paper`: 7842
-- `Old_Paper`: 7843
-- `Burnt_Paper`: 7844
-- `Copy_Of_Spotted_Paper`: 7845
-- `Copy_Of_Torn_Paper`: 7846
-- `Copy_Of_Old_Paper`: 7847
-- `Copy_Of_Burnt_Paper`: 7848
-- `Soul_Crystal`: 7849
-- `Wooden_Block_`: 7850
-- `Pass_F1`: 7851
-- `Pass_F2`: 7852
-- `Pass_F3`: 7853
-- `Pass_CF`: 7854
-- `Heart`: 7855
-- `Girl_Bunch_Of_Flower_`: 7856
-- `Handmade_Kitty_Doll`: 7857
-- `Dragonball_Yellow_`: 7858
-- `Game_Ticket`: 7859
-- `Peeps`: 7860
-- `Jelly_Bean`: 7861
-- `Marshmallow`: 7862
-- `GOLD_ID4`: 7863
-- `Love_Flower`: 7864
-- `Gold_Pouch`: 7865
-- `Certificate`: 7866
-- `SesamePouch`: 7867
-- `Water`: 7868
-- `RicePouch`: 7869
-- `Corn`: 7870
-- `BeanPouch`: 7871
-- `Grass`: 7872
-- `MVP_Monster_Scroll`: 7873
-- `Monster_Scroll`: 7874
-- `Pirate_Box`: 7875
-- `Gold_Key`: 7876
-- `Red_Ring`: 7877
-- `Lusalka_Hair`: 7878
-- `Golden_Thread`: 7879
-- `Babayaga_Silver_Spoon`: 7880
-- `Book_Of_Magic`: 7881
-- `Pointed_Branch`: 7882
-- `Pointed_Wooden_Flute`: 7883
-- `Jade_Plate`: 7884
-- `Sacred_Arrow`: 7885
-- `Bean_Paste`: 7886
-- `Dried_Fruit_Box`: 7887
-- `Bag_Of_Nuts`: 7888
-- `Chicken_Feed`: 7889
-- `Mug`: 7891
-- `Charcoal`: 7892
-- `Sulfur`: 7893
-- `Nitrate`: 7894
-- `TRO_Memory_Book01`: 7895
-- `TRO_Memory_Book02`: 7896
-- `TRO_Memory_Book03`: 7897
-- `VVS_Balmung`: 7898
-- `Spiritualist_Dagger`: 7899
-- `Jenoss_Ring1`: 7900
-- `Jenoss_Ring2`: 7901
-- `Jenoss_Ring3`: 7902
-- `Jenoss_Ring4`: 7903
-- `Piano_Key`: 7904
-- `Rok_Star_Badge_`: 7905
-- `Poppy_Wreath`: 7906
-- `Bobbin_Of_Goddess`: 7907
-- `Louis_Hair_Coupon`: 7908
-- `Stolen_Cookie`: 7909
-- `Stolen_Candy`: 7910
-- `Yulia_Hat`: 7911
-- `Portable_Snowman`: 7912
-- `Test_Certificate`: 7913
-- `Ancient_Document_TW`: 7914
-- `Copper_Coin_`: 7915
-- `Silver_Coin_`: 7916
-- `Magic_Potion`: 7917
-- `Particle_Of_Memory`: 7918
-- `Festival_Ticket`: 7919
-- `Heros_Arsenal`: 7920
-- `Essence_Of_Dragon`: 7921
-- `RWC_Ticket`: 7922
-- `KRATHONG_`: 7923
-- `Gold_Paper`: 7924
-- `Silver_Paper`: 7925
-- `Incense`: 7926
-- `Candle_TW`: 7927
-- `Brazilian_Flag_`: 7928
-- `Golden_Coin_`: 7929
-- `Cowkings_Nose_Ring`: 7930
-- `Poison_Kit`: 7931
-- `Poison_Herb_Nerium`: 7932
-- `Poison_Herb_Rantana`: 7933
-- `Poison_Herb_Makulata`: 7934
-- `Poison_Herb_Seratum`: 7935
-- `Poison_Herb_Scopolia`: 7936
-- `Poison_Herb_Amoena`: 7937
-- `Light_Granule`: 7938
-- `Elder_Branch`: 7939
-- `Special_Alloy_Trap`: 7940
-- `Halloween_Ticket`: 7941
-- `Letter_From_Chico`: 7942
-- `Caskinya`: 7943
-- `Box_Of_Seal`: 7944
-- `Almighty_Charm`: 7945
-- `Valentine_Gold_Ring`: 7946
-- `Valentine_Silver_Ring`: 7947
-- `Box`: 7948
-- `Woven_Wool`: 7949
-- `Ayothaya_Ticket`: 7950
-- `Gold_Tulip`: 7951
-- `Gift_From_Romiros`: 7952
-- `Gift_From_Juliedge`: 7953
-- `Festival_Ticket_`: 7954
-- `Lost_Card1`: 7955
-- `Lost_Card2`: 7956
-- `Lost_Card3`: 7957
-- `Lost_Card4`: 7958
-- `Ancient_Gold_Coin`: 7959
-- `Ancient_Silver_Coin`: 7960
-- `Weapon_Exchange`: 7961
-- `Treasure_Map1`: 7962
-- `Treasure_Map2`: 7963
-- `Treasure_Map3`: 7964
-- `Treasure_Map4`: 7965
-- `Weird_Parchment1`: 7966
-- `Weird_Parchment2`: 7967
-- `Weird_Parchment3`: 7968
-- `Weird_Parchment4`: 7969
-- `Unwritten_Letter1`: 7970
-- `Unwritten_Letter2`: 7971
-- `Oath_Day_Letter`: 7972
-- `Immortality_Egg`: 7973
-- `Illusion_Piece`: 7974
-- `Cupid_Choco`: 7975
-- `Gf_Magic_Coin`: 7976
-- `Hunting_Medal_Badge`: 7977
-- `Spring_Stanza1`: 7978
-- `Spring_Stanza2`: 7979
-- `Spring_Stanza3`: 7980
-- `Spring_Stanza4`: 7981
-- `Spring_Stanza5`: 7982
-- `Spring_Stanza6`: 7983
-- `Spring_Stanza7`: 7984
-- `Spring_Stanza8`: 7985
-- `Spring_Stanza9`: 7986
-- `Spring_Stanza10`: 7987
-- `Spring_Stanza11`: 7988
-- `Spring_Stanza12`: 7989
-- `Spring_Stanza13`: 7990
-- `Spring_Stanza14`: 7991
-- `Spring_Stanza15`: 7992
-- `Spring_Stanza16`: 7993
-- `Spring_Stanza17`: 7994
-- `Spring_Stanza18`: 7995
-- `Spring_Stanza19`: 7996
-- `Spring_Stanza20`: 7997
-- `Spring_Stanza21`: 7998
-- `Spring_Stanza22`: 7999
-- `Poring_Egg`: 9001
-- `Drops_Egg`: 9002
-- `Poporing_Egg`: 9003
-- `Lunatic_Egg`: 9004
-- `Picky_Egg`: 9005
-- `Chonchon_Egg`: 9006
-- `Steel_Chonchon_Egg`: 9007
-- `Hunter_Fly_Egg`: 9008
-- `Savage_Bebe_Egg`: 9009
-- `Baby_Desert_Wolf_Egg`: 9010
-- `Rocker_Egg`: 9011
-- `Spore_Egg`: 9012
-- `Poison_Spore_Egg`: 9013
-- `PecoPeco_Egg`: 9014
-- `Smokie_Egg`: 9015
-- `Yoyo_Egg`: 9016
-- `Orc_Warrior_Egg`: 9017
-- `Munak_Egg`: 9018
-- `Dokkaebi_Egg`: 9019
-- `Sohee_Egg`: 9020
-- `Isis_Egg`: 9021
-- `Green_Petite_Egg`: 9022
-- `Deviruchi_Egg`: 9023
-- `Bapho_Jr_Egg`: 9024
-- `Bongun_Egg`: 9025
-- `Zherlthsh_Egg`: 9026
-- `Alice_Egg`: 9027
-- `Rice_Cake_Egg`: 9028
-- `Santa_Goblin_Egg`: 9029
-- `Chung_E_Egg`: 9030
-- `Spring_Rabbit_Egg`: 9031
-- `Knife_Goblin_Egg`: 9032
-- `Flail_Goblin_Egg`: 9033
-- `Hammer_Goblin_Egg`: 9034
-- `Red_Deleter_Egg`: 9035
-- `Diabolic_Egg`: 9036
-- `Wanderer_Egg`: 9037
-- `New_Year_Doll_Egg`: 9038
-- `Bacsojin_Egg`: 9039
-- `Civil_Servant_Egg`: 9040
-- `Leaf_Cat_Egg`: 9041
-- `Loli_Ruri_Egg`: 9042
-- `Marionette_Egg`: 9043
-- `Shinobi_Egg`: 9044
-- `Whisper_Egg`: 9045
-- `Goblin_Leader_Egg`: 9046
-- `Wicked_Nymph_Egg`: 9047
-- `Miyabi_Ningyo_Egg`: 9048
-- `Dullahan_Egg`: 9049
-- `Medusa_Egg`: 9050
-- `Stone_Shooter_Egg`: 9051
-- `Incubus_Egg`: 9052
-- `Golem_Egg`: 9053
-- `Nightmare_Terror_Egg`: 9054
-- `Succubus_Egg`: 9055
-- `Imp_Egg`: 9056
-- `Egg_Of_Tiny`: 9057
-- `Snow_Rabbit_Egg`: 9058
-- `Tikbalang_Pet`: 9059
-- `Brownie_Egg`: 9060
-- `Marin_Egg`: 9061
-- `Novice_Poring_Egg`: 9062
-- `Skull_Helm`: 10001
-- `Monster_Oxygen_Mask`: 10002
-- `Transparent_Headgear`: 10003
-- `Pacifier`: 10004
-- `Wig`: 10005
-- `Queens_Hair_Ornament`: 10006
-- `Silk_Ribbon`: 10007
-- `Punisher`: 10008
-- `Wild_Flower`: 10009
-- `Battered_Pot`: 10010
-- `Stellar_Hairpin`: 10011
-- `Tiny_Egg_Shell`: 10012
-- `Backpack`: 10013
-- `Rocker_Glasses`: 10014
-- `Green_Lace`: 10015
-- `Golden_Bell`: 10016
-- `Bark_Shorts`: 10017
-- `Monkey_Circlet`: 10018
-- `Red_Muffler`: 10019
-- `Sword_Of_Grave_Keeper`: 10020
-- `Round_Hair_Ornament`: 10021
-- `Golden_Earing`: 10022
-- `Green_Lucky_Bag`: 10023
-- `Fashionable_Glasses`: 10024
-- `Star_Hairband`: 10025
-- `Wine_On_Sleeve`: 10026
-- `Spirit_Chain_`: 10027
-- `Nice_Badge`: 10028
-- `Jade_Trinket`: 10029
-- `Summer_Fan`: 10030
-- `Death_Coil`: 10031
-- `Queens_Coronet`: 10032
-- `Apro_Hair`: 10033
-- `Ball_Mask`: 10034
-- `Windup_Spring`: 10035
-- `Hell_Horn`: 10036
-- `Black_Butterfly_Mask`: 10037
-- `Horn_Protector`: 10038
-- `Tw_Backpack`: 10039
-- `Prontera_Book_01`: 11000
-- `Adventure_Story01`: 11001
-- `Great_Chef_Orleans01`: 11002
-- `Legend_Of_Kafra01`: 11003
-- `Mercenary_Rebellion`: 11004
-- `Tyrant_Schmidt`: 11005
-- `Blood_Flower01`: 11006
-- `Blood_Flower02`: 11007
-- `Barmund`: 11008
-- `Adventure_Story02`: 11009
-- `Reward_List_Book`: 11010
-- `Barmund_Note`: 11011
-- `Expedition_Report`: 11012
-- `Expedition_Report_Vol1`: 11013
-- `Expedition_Report_Vol2`: 11014
-- `Expedition_Report_Vol3`: 11015
-- `Expedition_Report_Vol4`: 11016
-- `Reward_List_Book2`: 11017
-- `Splendide_Selling_Item`: 11018
-- `Manuk_Selling_Item`: 11019
-- `Japan_Book1`: 11020
-- `Japan_Book2`: 11021
-- `Mix_Cook_Book`: 11022
-- `Increase_Stamina_Study`: 11023
-- `Vital_Drink_CB`: 11024
-- `Swordman_Book_Basic`: 11025
-- `Swordman_Book_Practice`: 11026
-- `Swrodman_Book_Misc`: 11027
-- `Thief_Book_Basic`: 11028
-- `Thief_Book_Practice`: 11029
-- `Thief_Book_Misc`: 11030
-- `Archer_Book_Basic`: 11031
-- `Archer_Book_Practice`: 11032
-- `Archer_Book_Misc`: 11033
-- `Acol_Book_Basic`: 11034
-- `Acol_Book_Practice`: 11035
-- `Acol_Book_Misc`: 11036
-- `Mage_Book_Basic`: 11037
-- `Mage_Book_Practice`: 11038
-- `Mage_Book_Misc`: 11039
-- `Mer_Book_Basic`: 11040
-- `Mer_Book_Practice`: 11041
-- `Mer_Book_Misc`: 11042
-- `TK_Book_Basic`: 11043
-- `TK_Book_Practice`: 11044
-- `TK_Book_Misc`: 11045
-- `Ninja_Book_Basic`: 11046
-- `Ninja_Book_Practice`: 11047
-- `Ninja_Book_Misc`: 11048
-- `Gun_Book_Basic`: 11049
-- `Gun_Book_Practice`: 11050
-- `Gun_Book_Misc`: 11051
-- `SN_Book_Basic`: 11052
-- `SN_Book_Practice`: 11053
-- `SN_Book_Misc`: 11054
-- `Basic_Adventure`: 11055
-- `Spiritualism_Guide`: 11056
-- `Feb_Sweets`: 11057
-- `Novice_Combi_Book`: 11058
-- `WoE_TE_Rental_List`: 11059
-- `Energy_Xtal_Combi_Book`: 11060
-- `Light_Yellow_Pot`: 11500
-- `Light_White_Pot`: 11501
-- `Light_Blue_Pot`: 11502
-- `Siege_White_Potion`: 11503
-- `Siege_Blue_Potion`: 11504
-- `Iris`: 11505
-- `Fanta_Orange`: 11506
-- `Fanta_Grape`: 11507
-- `Karada_Meguri_Tea`: 11508
-- `Royal_Milk_Tea`: 11509
-- `Coke_Zero`: 11510
-- `Coke_No_Cal`: 11511
-- `Coca_Cola`: 11512
-- `Protect_Neck_Candy`: 11513
-- `Enriched_Slim_Pot`: 11514
-- `Coconut`: 11515
-- `Asai_Fruit`: 11516
-- `Puri_Potion`: 11517
-- `N_Blue_Potion`: 11518
-- `Beef_Toast`: 11519
-- `Mora_Mandarin`: 11520
-- `Pingui_Berry_Juice`: 11521
-- `Red_Raffle_Sap`: 11522
-- `Yellow_Raffle_Sap`: 11523
-- `White_Raffle_Sap`: 11524
-- `Mora_Hip_Tea`: 11525
-- `Rafflecino`: 11526
-- `Baklava`: 11527
-- `Kanafeh`: 11528
-- `MAAMOUL_`: 11529
-- `Jujube`: 11530
-- `Coffee`: 11531
-- `Nasi_Goreng`: 11532
-- `Satay`: 11533
-- `Coco_Juice`: 11534
-- `Almond_Chocolate`: 11535
-- `Cat_Hard_Biscuit`: 11536
-- `Rice_weevil_Bug`: 11537
-- `Octupus_Leg`: 11538
-- `Athale_Choco`: 11539
-- `Shyai_Choco`: 11540
-- `Mid_Choco`: 11541
-- `Zonda_Choco`: 11542
-- `Goedo_Choco`: 11543
-- `Huike_Choco`: 11544
-- `Rune_Choco`: 11545
-- `Pope_Choco`: 11546
-- `Woe_Violet_Potion`: 11547
-- `Woe_White_Potion`: 11548
-- `Woe_Blue_Potion`: 11549
-- `Pumpkin_Cake`: 11550
-- `Savory_Herb_Salad`: 11551
-- `Apple_Carrot_Salad`: 11552
-- `Casual_Stew`: 11553
-- `Golden_Roasted_Apple`: 11554
-- `TE_White_Potion`: 11557
-- `TE_White_Slim_Potion`: 11558
-- `Trance_Candy_R`: 11592
-- `Trance_Candy_B`: 11593
-- `Trance_Candy_Y`: 11594
-- `Trance_Candy_G`: 11595
-- `Catnip_Fruit`: 11602
-- `Girl_Bunch_Of_Flower`: 11701
-- `Moon_Cookie`: 11702
-- `Mysterious_Blood`: 11703
-- `KETUPAT_F`: 11704
-- `Special_White_Potion`: 11705
-- `Steak`: 11706
-- `Roasted_Beef`: 11707
-- `Fore_Flank_Sirloin`: 11708
-- `Fanta_Zero_Lemon`: 11709
-- `Sakura_Mist`: 11710
-- `Sakura_Milk_Tea`: 11711
-- `First_Leaf_Tea`: 11712
-- `Julias_Candy`: 11713
-- `Fruit_Salad`: 11715
-- `Shepherd_Salad`: 11716
-- `Yogurt`: 11717
-- `Sushi_Kebab`: 11718
-- `Bisket_Dessert`: 11719
-- `Cold_Scroll_2_5`: 12000
-- `Holy_Scroll_1_3`: 12001
-- `Holy_Scroll_1_5`: 12002
-- `Holy_Scroll_2_1`: 12003
-- `Arrow_Container`: 12004
-- `Iron_Arrow_Container`: 12005
-- `Steel_Arrow_Container`: 12006
-- `Ori_Arrow_Container`: 12007
-- `Fire_Arrow_Container`: 12008
-- `Silver_Arrow_Container`: 12009
-- `Wind_Arrow_Container`: 12010
-- `Stone_Arrow_Container`: 12011
-- `Crystal_Arrow_Container`: 12012
-- `Shadow_Arrow_Container`: 12013
-- `Imma_Arrow_Container`: 12014
-- `Rusty_Arrow_Container`: 12015
-- `Speed_Up_Potion`: 12016
-- `Slow_Down_Potion`: 12017
-- `Fire_Cracker`: 12018
-- `Holy_Egg`: 12019
-- `Water_Of_Darkness`: 12020
-- `Pork_Belly`: 12021
-- `Spareribs`: 12022
-- `Giftbox_China`: 12023
-- `Red_Pouch_Of_Surprise`: 12024
-- `Egg_Boy`: 12025
-- `Egg_Girl`: 12026
-- `Giggling_Box`: 12027
-- `Box_Of_Thunder`: 12028
-- `Gloomy_Box`: 12029
-- `Box_Of_Grudge`: 12030
-- `Sleepy_Box`: 12031
-- `Box_Of_Storm`: 12032
-- `Box_Of_Sunlight`: 12033
-- `Painting_Box`: 12034
-- `Lotto_Box01`: 12035
-- `Lotto_Box02`: 12036
-- `Lotto_Box03`: 12037
-- `Lotto_Box04`: 12038
-- `Lotto_Box05`: 12039
-- `Stone_Of_Intelligence_`: 12040
-- `Str_Dish01`: 12041
-- `Str_Dish02`: 12042
-- `Str_Dish03`: 12043
-- `Str_Dish04`: 12044
-- `Str_Dish05`: 12045
-- `Int_Dish01`: 12046
-- `Int_Dish02`: 12047
-- `Int_Dish03`: 12048
-- `Int_Dish04`: 12049
-- `Int_Dish05`: 12050
-- `Vit_Dish01`: 12051
-- `Vit_Dish02`: 12052
-- `Vit_Dish03`: 12053
-- `Vit_Dish04`: 12054
-- `Vit_Dish05`: 12055
-- `Agi_Dish01`: 12056
-- `Agi_Dish02`: 12057
-- `Agi_Dish03`: 12058
-- `Agi_Dish04`: 12059
-- `Agi_Dish05`: 12060
-- `Dex_Dish01`: 12061
-- `Dex_Dish02`: 12062
-- `Dex_Dish03`: 12063
-- `Dex_Dish04`: 12064
-- `Dex_Dish05`: 12065
-- `Luk_Dish01`: 12066
-- `Luk_Dish02`: 12067
-- `Luk_Dish03`: 12068
-- `Luk_Dish04`: 12069
-- `Luk_Dish05`: 12070
-- `Str_Dish06`: 12071
-- `Str_Dish07`: 12072
-- `Str_Dish08`: 12073
-- `Str_Dish09`: 12074
-- `Str_Dish10`: 12075
-- `Int_Dish06`: 12076
-- `Int_Dish07`: 12077
-- `Int_Dish08`: 12078
-- `Int_Dish09`: 12079
-- `Int_Dish10`: 12080
-- `Vit_Dish06`: 12081
-- `Vit_Dish07`: 12082
-- `Vit_Dish08`: 12083
-- `Vit_Dish09`: 12084
-- `Vit_Dish10`: 12085
-- `Agi_Dish06`: 12086
-- `Agi_Dish07`: 12087
-- `Agi_Dish08`: 12088
-- `Agi_Dish09`: 12089
-- `Agi_Dish10`: 12090
-- `Dex_Dish06`: 12091
-- `Dex_Dish07`: 12092
-- `Dex_Dish08`: 12093
-- `Dex_Dish09`: 12094
-- `Dex_Dish10`: 12095
-- `Luk_Dish06`: 12096
-- `Luk_Dish07`: 12097
-- `Luk_Dish08`: 12098
-- `Luk_Dish09`: 12099
-- `Luk_Dish10`: 12100
-- `Citron`: 12101
-- `Meat_Skewer`: 12102
-- `Bloody_Dead_Branch`: 12103
-- `Random_Quiver`: 12104
-- `Set_Of_Taiming_Item`: 12105
-- `Accessory_Box`: 12106
-- `Wrapped_Mask`: 12107
-- `Bundle_Of_Magic_Scroll`: 12108
-- `Poring_Box`: 12109
-- `First_Aid_Kit`: 12110
-- `Food_Package`: 12111
-- `Tropical_Sograt`: 12112
-- `Vermilion_The_Beach`: 12113
-- `Elemental_Fire`: 12114
-- `Elemental_Water`: 12115
-- `Elemental_Earth`: 12116
-- `Elemental_Wind`: 12117
-- `Resist_Fire`: 12118
-- `Resist_Water`: 12119
-- `Resist_Earth`: 12120
-- `Resist_Wind`: 12121
-- `Sesame_Pastry`: 12122
-- `Honey_Pastry`: 12123
-- `Rainbow_Cake`: 12124
-- `Outdoor_Cooking_Kits`: 12125
-- `Indoor_Cooking_Kits`: 12126
-- `High_end_Cooking_Kits`: 12127
-- `Imperial_Cooking_Kits`: 12128
-- `Fantastic_Cooking_Kits`: 12129
-- `Cookie_Bag`: 12130
-- `Lucky_Potion`: 12131
-- `Red_Bag`: 12132
-- `Ice_Cream_`: 12133
-- `Red_Envelope`: 12134
-- `Green_Ale`: 12135
-- `Womens_Bundle`: 12136
-- `1st_Stage_Prize`: 12137
-- `2nd_Stage_Prize`: 12138
-- `3rd_Stage_Prize`: 12139
-- `4th_Stage_Prize`: 12140
-- `5th_Stage_Prize`: 12141
-- `Magic_Book`: 12142
-- `Red_Can`: 12143
-- `Sphere_Case_Wind`: 12144
-- `Sphere_Case_Darkness`: 12145
-- `Sphere_Case_Poison`: 12146
-- `Sphere_Case_Water`: 12147
-- `Sphere_Case_Fire`: 12148
-- `Bullet_Case`: 12149
-- `Bullet_Case_Blood`: 12150
-- `Bullet_Case_Silver`: 12151
-- `Special_Box`: 12152
-- `Bow_Mercenary_Scroll1`: 12153
-- `Bow_Mercenary_Scroll2`: 12154
-- `Bow_Mercenary_Scroll3`: 12155
-- `Bow_Mercenary_Scroll4`: 12156
-- `Bow_Mercenary_Scroll5`: 12157
-- `Bow_Mercenary_Scroll6`: 12158
-- `Bow_Mercenary_Scroll7`: 12159
-- `Bow_Mercenary_Scroll8`: 12160
-- `Bow_Mercenary_Scroll9`: 12161
-- `Bow_Mercenary_Scroll10`: 12162
-- `SwordMercenary_Scroll1`: 12163
-- `SwordMercenary_Scroll2`: 12164
-- `SwordMercenary_Scroll3`: 12165
-- `SwordMercenary_Scroll4`: 12166
-- `SwordMercenary_Scroll5`: 12167
-- `SwordMercenary_Scroll6`: 12168
-- `SwordMercenary_Scroll7`: 12169
-- `SwordMercenary_Scroll8`: 12170
-- `SwordMercenary_Scroll9`: 12171
-- `SwordMercenary_Scroll10`: 12172
-- `SpearMercenary_Scroll1`: 12173
-- `SpearMercenary_Scroll2`: 12174
-- `SpearMercenary_Scroll3`: 12175
-- `SpearMercenary_Scroll4`: 12176
-- `SpearMercenary_Scroll5`: 12177
-- `SpearMercenary_Scroll6`: 12178
-- `SpearMercenary_Scroll7`: 12179
-- `SpearMercenary_Scroll8`: 12180
-- `SpearMercenary_Scroll9`: 12181
-- `SpearMercenary_Scroll10`: 12182
-- `Holy_Arrow_Quiver`: 12183
-- `Mercenary_Red_Potion`: 12184
-- `Mercenary_Blue_Potion`: 12185
-- `Red_Box`: 12186
-- `Green_Box`: 12187
-- `Magical_Moon_Cake`: 12188
-- `Red_Box_`: 12189
-- `Moon_Cake`: 12190
-- `Special_Moon_Cake`: 12191
-- `Pumpkin_Pie`: 12192
-- `Brezel`: 12193
-- `Hometown_Gift`: 12194
-- `Plain_Rice_Cake`: 12195
-- `Hearty_Rice_Cake`: 12196
-- `Salty_Rice_Cake`: 12197
-- `Lucky_Rice_Cake`: 12198
-- `Rice_Scroll`: 12199
-- `Event_Cake`: 12200
-- `Red_Box_C`: 12201
-- `Str_Dish10_`: 12202
-- `Agi_Dish10_`: 12203
-- `Int_Dish10_`: 12204
-- `Dex_Dish10_`: 12205
-- `Luk_Dish10_`: 12206
-- `Vit_Dish10_`: 12207
-- `Battle_Manual`: 12208
-- `Insurance`: 12209
-- `Bubble_Gum`: 12210
-- `Kafra_Card`: 12211
-- `Giant_Fly_Wing`: 12212
-- `Neuralizer`: 12213
-- `Convex_Mirror`: 12214
-- `Blessing_10_Scroll`: 12215
-- `Inc_Agi_10_Scroll`: 12216
-- `Aspersio_5_Scroll`: 12217
-- `Assumptio_5_Scroll`: 12218
-- `Wind_Walk_10_Scroll`: 12219
-- `Adrenaline_Scroll`: 12220
-- `Megaphone_`: 12221
-- `Sweet_Candy_Striper`: 12225
-- `Examination1`: 12226
-- `Examination2`: 12227
-- `Examination3`: 12228
-- `Examination4`: 12229
-- `Examination5`: 12230
-- `Examination6`: 12231
-- `Gingerbread`: 12232
-- `Kvass`: 12233
-- `Cacao99`: 12234
-- `Strawberry_Choco`: 12235
-- `Choco_Tart`: 12236
-- `Choco_Lump`: 12237
-- `New_Year_Rice_Cake_1`: 12238
-- `New_Year_Rice_Cake_2`: 12239
-- `Old_Yellow_Box`: 12240
-- `M_Center_Potion`: 12241
-- `M_Awakening_Potion`: 12242
-- `M_Berserk_Potion`: 12243
-- `Old_Gift_Box`: 12244
-- `Green_Ale_US`: 12245
-- `Magic_Card_Album`: 12246
-- `Halohalo`: 12247
-- `Masquerade_Ball_Box`: 12248
-- `Payroll_Of_Kafra_`: 12249
-- `Str_Dish10_M`: 12250
-- `Agi_Dish10_M`: 12251
-- `Int_Dish10_M`: 12252
-- `Dex_Dish10_M`: 12253
-- `Luk_Dish10_M`: 12254
-- `Vit_Dish10_M`: 12255
-- `PRO_Gift_Box`: 12256
-- `Cold_Medicine`: 12257
-- `Bombring_Box`: 12258
-- `Miracle_Medicine`: 12259
-- `Cool_Summer_Outfit`: 12260
-- `Secret_Medicine`: 12261
-- `Inspector_Certificate_`: 12262
-- `Comp_Battle_Manual`: 12263
-- `Comp_Bubble_Gum`: 12264
-- `Comp_Insurance`: 12265
-- `Sesame_Pastry_`: 12266
-- `Honey_Pastry_`: 12267
-- `Rainbow_Cake_`: 12268
-- `Tasty_Colonel`: 12269
-- `Tasty_Major`: 12270
-- `Mre_A`: 12271
-- `Mre_B`: 12272
-- `Mre_C`: 12273
-- `Gold_Pill_1`: 12274
-- `Gold_Pill_2`: 12275
-- `Mimic_Scroll`: 12276
-- `Disguise_Scroll`: 12277
-- `Alice_Scroll`: 12278
-- `Undead_Element_Scroll`: 12279
-- `Holy_Element_Scroll`: 12280
-- `Tresure_Box_WoE`: 12281
-- `Internet_Cafe1`: 12282
-- `Internet_Cafe2`: 12283
-- `Internet_Cafe3`: 12284
-- `Internet_Cafe4`: 12285
-- `Masquerade_Ball_Box2`: 12286
-- `Love_Angel`: 12287
-- `Squirrel`: 12288
-- `Gogo`: 12289
-- `Mysterious_Can`: 12290
-- `Mysterious_PET_Bottle`: 12291
-- `Unripe_Fruit`: 12292
-- `Dried_Yggdrasilberry`: 12293
-- `PC_Bang_Coin_Box1`: 12294
-- `PC_Bang_Coin_Box2`: 12295
-- `PC_Bang_Coin_Box3`: 12296
-- `PC_Bang_Coin_Box4`: 12297
-- `SP_Potion`: 12298
-- `Mega_Resist_Potion`: 12299
-- `Wild_Rose_Scroll`: 12300
-- `Doppelganger_Scroll`: 12301
-- `Ygnizem_Scroll`: 12302
-- `Water_Of_Blessing`: 12303
-- `Picture_Diary`: 12304
-- `Mini_Heart`: 12305
-- `Newcomer`: 12306
-- `Kid`: 12307
-- `Magic_Castle`: 12308
-- `Bulging_Head`: 12309
-- `Spray_Of_Flowers`: 12310
-- `Large_Spray_Of_Flowers`: 12311
-- `Thick_Manual50`: 12312
-- `Protection_Of_Angel`: 12313
-- `Noive_Box`: 12314
-- `Goddess_Bless`: 12315
-- `Angel_Bless`: 12316
-- `Powder_Snow`: 12317
-- `Little_Heart`: 12318
-- `Strawberry_Cake`: 12319
-- `Pineapple_Juice`: 12320
-- `Spicy_Sandwich`: 12321
-- `Chocolate_Pie`: 12322
-- `N_Fly_Wing`: 12323
-- `N_Butterfly_Wing`: 12324
-- `N_Magnifier`: 12325
-- `J_Firecracker`: 12326
-- `Charm_Of_Luck`: 12327
-- `Charm_Of_Happiness`: 12328
-- `Recall_MaleGM`: 12329
-- `Recall_FemaleGM`: 12330
-- `Ginseng`: 12331
-- `Fruit_Juice`: 12332
-- `Ansila`: 12333
-- `Cherish_Box`: 12334
-- `Yummy_Skewered_Dish`: 12335
-- `Baked_Mushroom`: 12336
-- `Grilled_Sausage`: 12337
-- `Grilled_Corn`: 12338
-- `Cherish_Box_Ori`: 12339
-- `Mysterious_Rice_Powder`: 12340
-- `Special_Alloy_Trap_Box`: 12341
-- `Manuks_Opportunity`: 12342
-- `Manuks_Courage`: 12343
-- `Pinguiculas_fruit_Jam`: 12344
-- `Luciolas_Honey_Jam`: 12345
-- `Unripe_Acorn`: 12346
-- `Acorn_Jelly`: 12347
-- `Manuks_Faith`: 12348
-- `Cornus_Tears`: 12349
-- `Angeling_Potion`: 12350
-- `Shout_Megaphone`: 12351
-- `Dun_Tele_Scroll3`: 12352
-- `Tiny_Waterbottle`: 12353
-- `Buche_De_Noel`: 12354
-- `Xmas_Gift`: 12355
-- `Louise_Costume_Box`: 12356
-- `Shiny_Wing_Gown`: 12357
-- `Fan_Of_Wind`: 12358
-- `Very_Soft_Plant`: 12359
-- `Very_Red_Juice`: 12360
-- `Delicious_Shaved_Ice`: 12361
-- `Kuloren`: 12362
-- `Fit_Pipe`: 12363
-- `Staff_Of_Leader`: 12364
-- `Charming_Lotus`: 12365
-- `Gril_Doll`: 12366
-- `Luxury_Whisky_Bottle`: 12367
-- `Splendid_Mirror`: 12368
-- `Oilpalm_Coconut`: 12369
-- `Grils_Naivety`: 12370
-- `Magical_Lithography`: 12371
-- `Hell_Contract`: 12372
-- `Boys_Naivety`: 12373
-- `Flaming_Ice`: 12374
-- `Acaraje`: 12375
-- `Mysterious_Can2`: 12376
-- `Mysterious_PET_Bottle2`: 12377
-- `2009_Rice_Cake_Soup`: 12378
-- `Popes_Cookie`: 12379
-- `Desert_Wolf_Babe_Scroll`: 12380
-- `ValkyrieA_Scroll`: 12381
-- `ValkyrieB_Scroll`: 12382
-- `Vulcan_Bullet_Magazine`: 12383
-- `Rainbow_Ruby_Water`: 12384
-- `Rainbow_Ruby_Fire`: 12385
-- `Rainbow_Ruby_Wind`: 12386
-- `Rainbow_Ruby_Earth`: 12387
-- `Runstone_Crush`: 12388
-- `Runstone_Storm`: 12389
-- `Runstone_Millennium`: 12390
-- `Lucky_Egg_C`: 12391
-- `RepairA`: 12392
-- `RepairB`: 12393
-- `RepairC`: 12394
-- `Tantanmen`: 12395
-- `Fools_Day_Box`: 12396
-- `Fools_Day_Box2`: 12397
-- `PCBang_Gift_Box`: 12398
-- `Castle_Treasure_Box`: 12399
-- `Water_Of_Blessing_`: 12400
-- `Rune_Kn_Test_Int`: 12401
-- `29Fruit`: 12402
-- `Lucky_Egg_C2`: 12403
-- `Acti_Potion`: 12404
-- `Underripe_Yggseed`: 12405
-- `Psychic_ArmorS`: 12406
-- `PCBang_Coupon_Box`: 12407
-- `Leaf_Cat_Ball`: 12408
-- `Pork_Belly_H`: 12409
-- `Spareribs_H`: 12410
-- `HE_Battle_Manual`: 12411
-- `HE_Bubble_Gum`: 12412
-- `PCBang_Coupon_Box2`: 12413
-- `Guarana_Candy`: 12414
-- `Siege_Teleport_Scroll2`: 12415
-- `Lucky_Egg_C3`: 12416
-- `Boost500`: 12417
-- `Full_SwingK`: 12418
-- `Mana_Plus`: 12419
-- `Stamina_Up_M`: 12420
-- `Digestive_F`: 12421
-- `HP_Increase_PotionS`: 12422
-- `HP_Increase_PotionM`: 12423
-- `HP_Increase_PotionL`: 12424
-- `SP_Increase_PotionS`: 12425
-- `SP_Increase_PotionM`: 12426
-- `SP_Increase_PotionL`: 12427
-- `Enrich_White_PotionZ`: 12428
-- `Savage_BBQ`: 12429
-- `Wug_Blood_Cocktail`: 12430
-- `Minor_Brisket`: 12431
-- `Siroma_Icetea`: 12432
-- `Drocera_Herb_Stew`: 12433
-- `Petti_Tail_Noodle`: 12434
-- `Black_Thing`: 12435
-- `Vitata500`: 12436
-- `Enrich_Celermine_Juice`: 12437
-- `F_Giant_Fly_Wing`: 12438
-- `F_Battle_Manual`: 12439
-- `F_Insurance`: 12440
-- `F_Bubble_Gum`: 12441
-- `F_Kafra_Card`: 12442
-- `F_Neuralizer`: 12443
-- `F_Dun_Tele_Scroll1`: 12444
-- `F_Str_Dish10_`: 12445
-- `F_Agi_Dish10_`: 12446
-- `F_Int_Dish10_`: 12447
-- `F_Dex_Dish10_`: 12448
-- `F_Luk_Dish10_`: 12449
-- `F_Vit_Dish10_`: 12450
-- `F_WOB_Rune`: 12451
-- `F_WOB_Schwaltz`: 12452
-- `F_WOB_Rachel`: 12453
-- `F_WOB_Local`: 12454
-- `F_Greed_Scroll`: 12456
-- `F_Glass_Of_Illusion`: 12457
-- `F_Abrasive`: 12458
-- `F_Med_Life_Potion`: 12459
-- `F_Small_Life_Potion`: 12460
-- `F_Regeneration_Potion`: 12461
-- `F_B_Mdef_Potion`: 12462
-- `F_S_Mdef_Potion`: 12463
-- `F_B_Def_Potion`: 12464
-- `F_S_Def_Potion`: 12465
-- `F_Blessing_10_Scroll`: 12466
-- `F_Inc_Agi_10_Scroll`: 12467
-- `F_Aspersio_5_Scroll`: 12468
-- `F_Wind_Walk_10_Scroll`: 12470
-- `F_Adrenaline_Scroll`: 12471
-- `F_Convex_Mirror`: 12472
-- `RWC_Parti_Box`: 12473
-- `RWC_Final_Comp_Box`: 12474
-- `Cure_Free`: 12475
-- `PCBang_Coupon_Box3`: 12476
-- `Gift_Bundle`: 12477
-- `Chance_Box`: 12478
-- `Caracas_Ring_Box`: 12479
-- `Attend_3Day_Box`: 12480
-- `Attend_7Day_Box`: 12481
-- `Attend_10Day_Box`: 12482
-- `Attend_15Day_Box`: 12483
-- `Attend_20Day_Box`: 12484
-- `Attend_25Day_Box`: 12485
-- `GoldPC_First_Box`: 12486
-- `PC_4Leaf_Clover_Box`: 12487
-- `Ticket_Gift_Box`: 12488
-- `Ticket_Gift_Box2`: 12489
-- `Vivid_Notation`: 12490
-- `Curious_Snowball`: 12491
-- `Crumpled_Paper`: 12492
-- `Lucky_Egg_C4`: 12493
-- `E_Giant_Fly_Wing`: 12494
-- `E_Battle_Manual`: 12495
-- `E_Insurance`: 12496
-- `E_Bubble_Gum`: 12497
-- `E_Kafra_Card`: 12498
-- `E_Neuralizer`: 12499
-- `E_Dun_Tele_Scroll1`: 12500
-- `E_Str_Dish10_`: 12501
-- `E_Agi_Dish10_`: 12502
-- `E_Int_Dish10_`: 12503
-- `E_Dex_Dish10_`: 12504
-- `E_Luk_Dish10_`: 12505
-- `E_Vit_Dish10_`: 12506
-- `E_WOB_Rune`: 12507
-- `E_WOB_Schwaltz`: 12508
-- `E_WOB_Rachel`: 12509
-- `E_WOB_Local`: 12510
-- `E_Siege_Teleport_Scroll`: 12511
-- `E_Greed_Scroll`: 12512
-- `E_Glass_Of_Illusion`: 12513
-- `E_Abrasive`: 12514
-- `E_Med_Life_Potion`: 12515
-- `E_Small_Life_Potion`: 12516
-- `E_Regeneration_Potion`: 12517
-- `E_B_Mdef_Potion`: 12518
-- `E_S_Mdef_Potion`: 12519
-- `E_B_Def_Potion`: 12520
-- `E_S_Def_Potion`: 12521
-- `E_Blessing_10_Scroll`: 12522
-- `E_Inc_Agi_10_Scroll`: 12523
-- `E_Aspersio_5_Scroll`: 12524
-- `E_Assumptio_5_Scroll`: 12525
-- `E_Wind_Walk_10_Scroll`: 12526
-- `E_Adrenaline_Scroll`: 12527
-- `E_Convex_Mirror`: 12528
-- `White_Slim_Potion_Box`: 12529
-- `Mastela_Fruit_Box`: 12530
-- `White_Potion_Box`: 12531
-- `Royal_Jelly_Box2`: 12532
-- `Blue_Herb_Box2`: 12533
-- `Yggdrasil_Seed_Box`: 12534
-- `Iggdrasilberry_Box`: 12535
-- `NY_Rice_Cake_Soup`: 12536
-- `Solo_Gift_Basket`: 12537
-- `Couple_Event_Basket`: 12538
-- `Splendid_Box`: 12539
-- `GM_Warp_Box`: 12540
-- `Fortune_Cookie1`: 12541
-- `Fortune_Cookie2`: 12542
-- `Fortune_Cookie3`: 12543
-- `Mystic_Tree_Branch`: 12544
-- `Lucky_Egg_C5`: 12545
-- `Suspicious_Dish`: 12546
-- `Chalcenodny_Box`: 12547
-- `Buy_Market_Permit2`: 12548
-- `White_Slim_Pot_Box2`: 12549
-- `Poison_Bottle_Box2`: 12550
-- `MVP_Tele_Scroll`: 12551
-- `Quest_Tele_Scroll`: 12552
-- `Brysinggamen_Piece_Box`: 12553
-- `Asprika_Piece_Box`: 12554
-- `Brynhild_Piece_Box`: 12555
-- `Sleipnir_Piece_Box`: 12556
-- `Mjolnir_Piece_Box`: 12557
-- `Magingiorde_Piece_Box`: 12558
-- `Tenkaippin_Strong`: 12559
-- `Tenkaippin_Clean`: 12560
-- `Mysterious_Seed`: 12561
-- `Bubble_Gum_Plus`: 12562
-- `BM75`: 12563
-- `3D_Glasses_Box`: 12564
-- `Cheer_Scarf_Box`: 12565
-- `Cheer_Scarf2_Box`: 12566
-- `Cheer_Scarf3_Box`: 12567
-- `Cheer_Scarf4_Box`: 12568
-- `Cheer_Scarf6_Box`: 12569
-- `Cheer_Scarf8_Box`: 12570
-- `Cheer_Scarf10_Box`: 12571
-- `Cheer_Scarf10_Box2`: 12572
-- `Fruit_Basket`: 12573
-- `Mora_Berry`: 12574
-- `Arrow_Of_Elf_Cntr`: 12575
-- `Hunting_Arrow_Cntr`: 12576
-- `Lucky_Egg_C6`: 12577
-- `Rapid_Life_Water`: 12578
-- `Ring_Of_Valkyrie_Box`: 12579
-- `Vending_Search_Scroll`: 12580
-- `Vending_Search_Scroll2`: 12581
-- `Siege_Supply_Box`: 12582
-- `PR_Team_Box`: 12583
-- `Develop_Team_box`: 12584
-- `Marketing_Team_Box`: 12585
-- `Operating_Team_Box`: 12586
-- `Summer_Night_box`: 12587
-- `Uni_Catalog_Bz`: 12591
-- `Cyclops_Box1`: 12592
-- `Cyclops_Box2`: 12593
-- `Cyclops_Box3`: 12594
-- `Lucky_Egg_C7`: 12595
-- `Magic_Candy`: 12596
-- `Opor_Ayam`: 12597
-- `Dendeng_Balado`: 12598
-- `Kurma`: 12599
-- `Treasure_Box_Scroll`: 12600
-- `Cold_Watermelon_Juice`: 12601
-- `Special_Box1`: 12602
-- `Special_Box2`: 12603
-- `Special_Box3`: 12604
-- `Special_Box4`: 12605
-- `Special_Box5`: 12606
-- `Lolli_Pop_Box`: 12607
-- `Splendid_Box2`: 12608
-- `Old_Ore_Box`: 12609
-- `Old_Coin_Pocket`: 12612
-- `High_Coin_Pocket`: 12613
-- `Mid_Coin_Pocket`: 12614
-- `Low_Coin_Pocket`: 12615
-- `Sgrade_Pocket`: 12616
-- `Agrade_Pocket`: 12617
-- `Bgrade_Pocket`: 12618
-- `Cgrade_Pocket`: 12619
-- `Dgrade_Pocket`: 12620
-- `Egrade_Pocket`: 12621
-- `Boarding_Halter`: 12622
-- `High_Weapon_Box`: 12623
-- `Delicious_Jelly`: 12624
-- `Sapa_Feat_Cert_Pack`: 12625
-- `Wander_Man_Scroll`: 12626
-- `Wicked_Nymph_Scroll`: 12627
-- `Kasa_Scroll`: 12628
-- `Salamander_Scroll`: 12629
-- `Teddy_Bear_Scroll`: 12630
-- `Macro_Stone_A`: 12631
-- `Macro_Stone_B`: 12632
-- `Malang_Cat_Can`: 12633
-- `Malang_Sp_Can`: 12636
-- `Gong_Bug_Pocket`: 12637
-- `Dried_Squid_Box`: 12638
-- `Flying_Fish_Box`: 12639
-- `Starfish_Box`: 12640
-- `Lucky_Egg_C8`: 12641
-- `Fruit_Of_Mastela_Box2`: 12642
-- `E_Coin_Pack50`: 12643
-- `PCBang_Coupon_Box4`: 12644
-- `J_Aspersio_5_Scroll_C`: 12645
-- `Takoyaki`: 12646
-- `Ink_Ball`: 12647
-- `Special_Potion_Set`: 12648
-- `Lv70_Imperial_Gift`: 12649
-- `Lv90_Imperial_Gift`: 12650
-- `Lv110_Imperial_Gift`: 12651
-- `Lv130_Imperial_Gift`: 12652
-- `Lv150_Imperial_Gift`: 12653
-- `Lucky_Egg_C9`: 12654
-- `Brain_Powder`: 12655
-- `Magical_Powder`: 12656
-- `Madness_Powder`: 12657
-- `Trans_Scroll_Devi`: 12658
-- `Trans_Scroll_Ray_Arch`: 12659
-- `Trans_Scroll_Mavka`: 12660
-- `Trans_Scroll_Marduk`: 12661
-- `Trans_Scroll_Banshee`: 12662
-- `Trans_Scroll_Poring`: 12663
-- `Trans_Scroll_Golem`: 12664
-- `Grovel_Buff`: 12665
-- `Thai_Perfume_MATK`: 12666
-- `Thai_Perfume_ATK`: 12667
-- `Thai_Perfume_ASPD`: 12668
-- `Thai_Perfume_CAST`: 12669
-- `Beast_Powder`: 12670
-- `99lv_Battle_Manual`: 12671
-- `Start_New_Box`: 12672
-- `Lucky_Egg_C10`: 12673
-- `God_Material_Box`: 12674
-- `Sg_Weapon_Supply_Box`: 12675
-- `Sg_Violet_Potion_Box`: 12676
-- `Siege_Arrow_Quiver_S`: 12677
-- `Siege_Arrow_Quiver_A`: 12678
-- `Sg_White_Potion_Box`: 12679
-- `Sg_Blue_Potion_Box`: 12680
-- `Nestea_Lemon`: 12681
-- `Nestea_Blacktea`: 12682
-- `Sg_Vi_Potion_Box200`: 12683
-- `ASPD_Potion`: 12684
-- `Gryphon_Egg_Scroll`: 12685
-- `Str_Dish20`: 12686
-- `Int_Dish20`: 12687
-- `Vit_Dish20`: 12688
-- `Dex_Dish20`: 12689
-- `Old_C_Album_Helm`: 12690
-- `Old_C_Album_Armor`: 12691
-- `Old_C_Album_Shield`: 12692
-- `Old_C_Album_Garment`: 12693
-- `Old_C_Album_Shoes`: 12694
-- `Old_C_Album_Acc`: 12695
-- `RWC_Cele_Fire`: 12696
-- `RWC_Cele_Fire2`: 12697
-- `Old_C_Album_Weapon`: 12698
-- `Tikbalang_Belt`: 12699
-- `Insideout_Shirt`: 12700
-- `Old_Blue_Box_F`: 12701
-- `Old_Bleu_Box`: 12702
-- `Holy_Egg_2`: 12703
-- `Elixir_Of_Life`: 12704
-- `Noble_Nameplate`: 12705
-- `Lucky_Cookie01`: 12706
-- `Lucky_Cookie02`: 12707
-- `Lucky_Cookie03`: 12708
-- `Guyak_Candy`: 12709
-- `Guyak_Pudding`: 12710
-- `Pretzel`: 12711
-- `Green_Beer`: 12712
-- `Monster_Extract`: 12713
-- `Easter_Scroll`: 12714
-- `Black_Treasure_Box`: 12715
-- `Indian_Rice_Cake`: 12716
-- `Poison_Paralysis`: 12717
-- `Poison_Leech`: 12718
-- `Poison_Oblivion`: 12719
-- `Poison_Contamination`: 12720
-- `Poison_Numb`: 12721
-- `Poison_Fever`: 12722
-- `Poison_Laughing`: 12723
-- `Poison_Fatigue`: 12724
-- `Runstone_Nosiege`: 12725
-- `Runstone_Rhydo`: 12726
-- `Runstone_Verkana`: 12727
-- `Runstone_Isia`: 12728
-- `Runstone_Asir`: 12729
-- `Runstone_Urj`: 12730
-- `Runstone_Turisus`: 12731
-- `Runstone_Pertz`: 12732
-- `Runstone_Hagalas`: 12733
-- `Runstone_Quality`: 12734
-- `Runstone_Ancient`: 12735
-- `Runstone_Mystic`: 12736
-- `Runstone_Ordinary`: 12737
-- `Runstone_Rare`: 12738
-- `Snow_Flower`: 12739
-- `Inc_Str_Scroll`: 12740
-- `Inc_Int_Scroll`: 12741
-- `Valentine_Gift_Box1`: 12742
-- `Valentine_Gift_Box2`: 12743
-- `Chocotate_Box`: 12744
-- `Skull_Scroll`: 12745
-- `Destruction_Scroll`: 12746
-- `Royal_Scroll`: 12747
-- `Immune_Scroll`: 12748
-- `Mystic_Scroll`: 12749
-- `Battle_Scroll`: 12750
-- `Armor_Scroll`: 12751
-- `Prayer_Scroll`: 12752
-- `Soul_Scroll`: 12753
-- `New_Year_Bun`: 12754
-- `Traditional_Firecrack`: 12755
-- `New_Gift_Envelope`: 12756
-- `Loyal_Ring1_Box`: 12757
-- `Loyal_Ring2_Box`: 12758
-- `Loyal_Ring3_Box`: 12759
-- `Bubble_Gum_Green`: 12760
-- `Bubble_Gum_Yellow`: 12761
-- `Bubble_Gum_Orange`: 12762
-- `Bubble_Gum_Red`: 12763
-- `Fools_Day_Box_Tw`: 12764
-- `Summer_Knight_Box`: 12765
-- `Reward_Job_BM25`: 12766
-- `Passion_FB_Hat_Box`: 12767
-- `Cool_FB_Hat_Box`: 12768
-- `Victory_FB_Hat_Box`: 12769
-- `Glory_FB_Hat_Box`: 12770
-- `Passion_Hat_Box2`: 12771
-- `Cool_Hat_Box2`: 12772
-- `Victory_Hat_Box2`: 12773
-- `Empty_Potion_Bottle`: 12774
-- `Ancient_Spirit_Agimat`: 12775
-- `Agi_Dish20`: 12776
-- `Luk_Dish20`: 12777
-- `Bapho_Jr_Scroll`: 12778
-- `Galapago_Scroll`: 12779
-- `10M_Zeny_Check`: 12780
-- `1M_Zeny_Check`: 12781
-- `100T_Zeny_Check`: 12782
-- `10000_Zeny_Check`: 12783
-- `1000_Zeny_Check`: 12784
-- `Dragon_Egg_Scroll`: 12785
-- `Change_Slot_Card`: 12786
-- `Diabolic_Scroll`: 12787
-- `No100_Firecracker`: 12788
-- `Juicy_Fruit`: 12789
-- `Change_Name_Card`: 12790
-- `Combat_Pill`: 12791
-- `P_Combat_Pill`: 12792
-- `Combat_Pill_Box10`: 12793
-- `P_Combat_Pill_Box10`: 12794
-- `2011_RWC_Scroll_Kr`: 12795
-- `Red_Booster`: 12796
-- `Wish_Maiden_Scroll`: 12797
-- `Zealotus_Scroll`: 12798
-- `Ktullanux_Scroll`: 12800
-- `Eddga_Scroll`: 12801
-- `Mystic_Powder`: 12805
-- `Scaraba_Scroll`: 12806
-- `Mercenary_Casting_`: 12807
-- `Mother_Love_Box`: 12808
-- `Level_Up_Box`: 12809
-- `Snow_Flip`: 12812
-- `Peony_Mommy`: 12813
-- `Slapping_Herb`: 12814
-- `Yggdrasil_Dust`: 12815
-- `High_Weapon_Box_`: 12818
-- `Zherlthsh_Tck_Box_`: 12819
-- `Mao_Guai_Scroll`: 12820
-- `Loli_Ruri_Scroll`: 12821
-- `Songpyun_Box50`: 12822
-- `Sedora_Scroll`: 12823
-- `Chepet_Scroll`: 12824
-- `Potion_Box`: 12831
-- `WOB_Amatsu`: 12845
-- `Unripe_Apple2`: 12846
-- `Old_Equipment_Box`: 12847
-- `Falcon_Flute`: 12848
-- `Combination_Kit`: 12849
-- `Heaven_Scroll`: 12850
-- `Vocation_Scroll`: 12851
-- `Wisdom_Scroll`: 12852
-- `Patron_Scroll`: 12853
-- `TE_Potion_Box`: 12873
-- `Frost_Giant_Blood`: 12874
-- `Golem_Stone`: 12875
-- `Elf_Tear_Stun`: 12876
-- `Elf_Tear_Stone_Curse`: 12877
-- `Elf_Tear_Freezing`: 12878
-- `Elf_Tear_Sleep`: 12879
-- `Elf_Tear_Curse`: 12880
-- `Elf_Tear_Silence`: 12881
-- `Elf_Tear_Blind`: 12882
-- `C_Center_Potion`: 12884
-- `C_Awakening_Potion`: 12885
-- `C_Berserk_Potion`: 12886
-- `C_Wing_Of_Fly`: 12887
-- `Siege_Kit_Box`: 12888
-- `Battle_Manual_Box`: 12900
-- `Insurance_Package`: 12901
-- `Bubble_Gum_Box`: 12902
-- `Str_Dish_Box`: 12903
-- `Agi_Dish_Box`: 12904
-- `Int_Dish_Box`: 12905
-- `Dex_Dish_Box`: 12906
-- `Luk_Dish_Box`: 12907
-- `Vit_Dish_Box`: 12908
-- `Kafra_Card_Box`: 12909
-- `Giant_Fly_Wing_Box`: 12910
-- `Neuralizer_Box`: 12911
-- `Convex_Mirror_Box`: 12912
-- `Blessing_10_Scroll_Box`: 12913
-- `Inc_Agi_10_Scroll_Box`: 12914
-- `Aspersio_5_Scroll_Box`: 12915
-- `Assumptio_5_Scroll_Box`: 12916
-- `Wind_Walk_10_Scroll_Box`: 12917
-- `Adrenaline_Scroll_Box`: 12918
-- `Megaphone_Box`: 12919
-- `Enriched_Elunium_Box`: 12920
-- `Enriched_Oridecon_Box`: 12921
-- `Token_Of_Siegfried_Box`: 12922
-- `Pet_Egg_Scroll_Box1`: 12923
-- `Pet_Egg_Scroll_Box2`: 12924
-- `Pet_Egg_Scroll1`: 12925
-- `Pet_Egg_Scroll2`: 12926
-- `J_Aspersio_5_Scroll_Box`: 12927
-- `J_Aspersio_5_Scroll`: 12928
-- `Pet_Egg_Scroll_Box3`: 12929
-- `Pet_Egg_Scroll_Box4`: 12930
-- `Pet_Egg_Scroll_Box5`: 12931
-- `Pet_Egg_Scroll3`: 12932
-- `Pet_Egg_Scroll4`: 12933
-- `Pet_Egg_Scroll5`: 12934
-- `Infiltrator_Box`: 12935
-- `Muramasa_Box`: 12936
-- `Excalibur_Box`: 12937
-- `Combat_Knife_Box`: 12938
-- `Counter_Dagger_Box`: 12939
-- `Kaiser_Knuckle_Box`: 12940
-- `Pole_Axe_Box`: 12941
-- `Mighty_Staff_Box`: 12942
-- `Right_Epsilon_Box`: 12943
-- `Balistar_Box`: 12944
-- `Diary_Of_Great_Sage_Box`: 12945
-- `Asura_Box`: 12946
-- `Apple_Of_Archer_Box`: 12947
-- `Bunny_Band_Box`: 12948
-- `Sahkkat_Box`: 12949
-- `Lord_Circlet_Box`: 12950
-- `Elven_Ears_Box`: 12951
-- `Steel_Flower_Box`: 12952
-- `Critical_Ring_Box`: 12953
-- `Earring_Box`: 12954
-- `Ring_Box`: 12955
-- `Necklace_Box`: 12956
-- `Glove_Box`: 12957
-- `Brooch_Box`: 12958
-- `Rosary_Box`: 12959
-- `Safety_Ring_Box`: 12960
-- `Vesper_Core01_Box`: 12961
-- `Vesper_Core02_Box`: 12962
-- `Vesper_Core03_Box`: 12963
-- `Vesper_Core04_Box`: 12964
-- `Emergency_Box1`: 12965
-- `Emergency_Box2`: 12966
-- `Emergency_Box3`: 12967
-- `Emergency_Scroll1`: 12968
-- `Emergency_Scroll2`: 12969
-- `Emergency_Scroll3`: 12970
-- `Teleport_Box1`: 12971
-- `Teleport_Box2`: 12972
-- `Teleport_Box3`: 12973
-- `Teleport_Box4`: 12974
-- `Teleport_Box5`: 12975
-- `Teleport_Box6`: 12976
-- `Teleport_Scroll1`: 12977
-- `Teleport_Scroll2`: 12978
-- `Teleport_Scroll3`: 12979
-- `Teleport_Scroll4`: 12980
-- `Teleport_Scroll5`: 12981
-- `Teleport_Scroll6`: 12982
-- `Pet_Egg_Scroll_Box6`: 12983
-- `Pet_Egg_Scroll_Box7`: 12984
-- `Pet_Egg_Scroll_Box8`: 12985
-- `Pet_Egg_Scroll_Box9`: 12986
-- `Pet_Egg_Scroll_Box10`: 12987
-- `Pet_Egg_Scroll_Box11`: 12988
-- `Pet_Egg_Scroll6`: 12989
-- `Pet_Egg_Scroll7`: 12990
-- `Pet_Egg_Scroll8`: 12991
-- `Pet_Egg_Scroll9`: 12992
-- `Pet_Egg_Scroll10`: 12993
-- `Pet_Egg_Scroll11`: 12994
-- `White_Herb_Box`: 12995
-- `Blue_Herb_Box`: 12996
-- `Elunium_Box`: 12997
-- `Oridecon_Box`: 12998
-- `Branch_Of_Dead_Tree_Box`: 12999
-- `Jujube_Dagger`: 13000
-- `Dragon_Killer`: 13001
-- `Ginnungagap`: 13002
-- `Coward`: 13003
-- `Coward_`: 13004
-- `Angelwing_Short_Sword`: 13005
-- `Khukri`: 13006
-- `Jitte`: 13007
-- `Jitte_`: 13008
-- `Kamaitachi`: 13009
-- `Asura`: 13010
-- `Asura_`: 13011
-- `Murasame`: 13012
-- `Murasame_`: 13013
-- `Hakujin`: 13014
-- `Hakujin_`: 13015
-- `Poison_Knife_`: 13016
-- `House_Auger_`: 13017
-- `Sucsamad_`: 13018
-- `Ginnungagap_`: 13019
-- `Warrior_Balmung_`: 13020
-- `Combat_Knife_C`: 13021
-- `Counter_Dagger_C`: 13022
-- `Asura_C`: 13023
-- `Sword_Breaker_C`: 13024
-- `Mail_Breaker_C`: 13025
-- `Moonlight_Sword_C`: 13026
-- `Scalpel`: 13027
-- `Tooth_Blade`: 13028
-- `Prinsence_Knife`: 13029
-- `Dragon_Killer_`: 13030
-- `Sword_Breaker_`: 13031
-- `Mail_Breaker_`: 13032
-- `Assasin_Dagger_`: 13033
-- `Twilight_Desert`: 13034
-- `Sandstorm`: 13035
-- `BF_Dagger1`: 13036
-- `BF_Dagger2`: 13037
-- `Dagger_Of_Hunter`: 13038
-- `Ivory_Knife`: 13039
-- `N_Cutter`: 13040
-- `N_Main_Gauche`: 13041
-- `Krieger_Dagger1`: 13042
-- `Fortune_Sword_I`: 13043
-- `House_Auger_I`: 13044
-- `Kamaitachi_I`: 13045
-- `Krieg`: 13046
-- `Weihna`: 13047
-- `Damascus_C`: 13048
-- `Lacma`: 13049
-- `P_Dagger1`: 13050
-- `P_Dagger2`: 13051
-- `Tourist_Dagger`: 13052
-- `F_Moonlight_Sword_C`: 13053
-- `F_Combat_Knife_C`: 13054
-- `F_Asura_C`: 13055
-- `F_Counter_Dagger_C`: 13056
-- `E_Moonlight_Sword_C`: 13057
-- `E_Combat_Knife_C`: 13058
-- `E_Asura_C`: 13059
-- `E_Counter_Dagger_C`: 13060
-- `Black_Wing`: 13061
-- `Ancient_Dagger`: 13062
-- `Adventure_Knife`: 13063
-- `Academy_Knife`: 13064
-- `Academy_Eti_Knife`: 13065
-- `P_Dagger3`: 13066
-- `Caress`: 13067
-- `Saurel`: 13068
-- `Aztoe_Nail`: 13069
-- `Scarletto_Nail`: 13070
-- `Upg_Dagger`: 13071
-- `Velum_Damascus`: 13072
-- `Counter_Dagger_`: 13073
-- `Ninja_Cutter`: 13074
-- `Kurenai`: 13075
-- `Raksasa_Dagger`: 13076
-- `Kagekiri`: 13077
-- `Mikatsuki`: 13078
-- `Metal_Dagger`: 13079
-- `Octo_kitchen_Knife`: 13081
-- `TE_Woe_Knife`: 13083
-- `Goldsmithing_Dagger`: 13086
-- `RWC_Memory_Knife`: 13092
-- `Thanos_Dagger`: 13093
-- `Dagger_Of_Evil_Slayer`: 13094
-- `Six_Shooter`: 13100
-- `Six_Shooter_`: 13101
-- `Crimson_Bolt`: 13102
-- `Crimson_Bolt_`: 13103
-- `The_Garrison`: 13104
-- `The_Garrison_`: 13105
-- `Gold_Lux`: 13106
-- `Wasteland_Outlaw`: 13107
-- `BF_Pistol1`: 13108
-- `Wasteland_Outlaw_C`: 13109
-- `Krieger_Pistol1`: 13110
-- `Sharpshooter_Revolver`: 13111
-- `P_Revolver1`: 13112
-- `P_Revolver2`: 13113
-- `P_Revolver3`: 13114
-- `Upg_Revolver`: 13115
-- `Novice_Revolver`: 13116
-- `TE_Woe_Pistol`: 13117
-- `H_FEATHER_H_FIRE`: 13120
-- `ALTAIR_ARES`: 13122
-- `ALTAIR_ARES_`: 13124
-- `Scarlet_Revolver`: 13127
-- `Revolver_of_Vicious_Mind`: 13128
-- `Branch`: 13150
-- `The_Cyclone`: 13151
-- `The_Cyclone_`: 13152
-- `Dusk`: 13153
-- `Rolling_Stone`: 13154
-- `Black_Rose`: 13155
-- `Gate_Keeper`: 13156
-- `Drifter`: 13157
-- `Butcher`: 13158
-- `Butcher_`: 13159
-- `Destroyer`: 13160
-- `Destroyer_`: 13161
-- `Inferno`: 13162
-- `Long_Barrel`: 13163
-- `Long_Barrel_`: 13164
-- `Jungle_Carbine`: 13165
-- `Jungle_Carbine_`: 13166
-- `Gate_KeeperDD`: 13167
-- `Thunder_P`: 13168
-- `Thunder_P_`: 13169
-- `Lever_Action_Rifle`: 13170
-- `BF_Rifle1`: 13171
-- `BF_Gatling_Gun1`: 13172
-- `BF_Shotgun1`: 13173
-- `BF_Launcher1`: 13174
-- `Lever_Action_Rifle_C`: 13175
-- `Krieger_Rifle1`: 13176
-- `Krieger_Gatling1`: 13177
-- `Krieger_Shotgun1`: 13178
-- `Krieger_Launcher1`: 13179
-- `Novice_Rifle`: 13180
-- `Novice_Shotgun`: 13181
-- `Novice_Gatling`: 13182
-- `Novice_Grenade_Launcher`: 13183
-- `TE_Woe_Rifle`: 13184
-- `TE_Woe_Gatling`: 13185
-- `TE_Woe_Shotgun`: 13186
-- `TE_Woe_Grenade`: 13187
-- `COLORSCOPE`: 13189
-- `RAG203_`: 13190
-- `DEATHFIRE`: 13192
-- `R_THUNDER`: 13193
-- `P_BREAKER`: 13194
-- `RAG203`: 13195
-- `P_BREAKER_`: 13196
-- `MINIMAY`: 13197
-- `TEMPEST`: 13198
-- `TEMPEST_`: 13199
-- `Bullet`: 13200
-- `Silver_Bullet`: 13201
-- `Shell_Of_Blood`: 13202
-- `Flare_Sphere`: 13203
-- `Lighting_Sphere`: 13204
-- `Poison_Sphere`: 13205
-- `Blind_Sphere`: 13206
-- `Freezing_Sphere`: 13207
-- `Gong_Bug`: 13208
-- `Slug_Bullet_1`: 13210
-- `Slug_Bullet_2`: 13211
-- `Slug_Bullet_3`: 13212
-- `Slug_Bullet_4`: 13213
-- `Slug_Bullet_5`: 13214
-- `AP_Ammo`: 13215
-- `Blaze_Bullet`: 13216
-- `Freezing_Bullet`: 13217
-- `Electric_Shock_Bullet`: 13218
-- `Magical_Stone_Bullet`: 13219
-- `Sanctified_Bullet`: 13220
-- `Silver_Bullet_`: 13221
-- `Shell_Of_Blood_`: 13222
-- `Flare_Sphere_`: 13223
-- `Lighting_Sphere_`: 13224
-- `Poison_Sphere_`: 13225
-- `Blind_Sphere_`: 13226
-- `Freezing_Sphere_`: 13227
-- `Shuriken`: 13250
-- `Nimbus_Shuriken`: 13251
-- `Flash_Shuriken`: 13252
-- `Sharp_Leaf_Shuriken`: 13253
-- `Thorn_Needle_Shuriken`: 13254
-- `Kunai_Of_Icicle`: 13255
-- `Kunai_Of_Black_Soil`: 13256
-- `Kunai_Of_Furious_Wind`: 13257
-- `Kunai_Of_Fierce_Flame`: 13258
-- `Kunai_Of_Deadly_Poison`: 13259
-- `Apple_Bomb`: 13260
-- `Coconut_Bomb`: 13261
-- `Melon_Bomb`: 13262
-- `Pineapple_Bomb`: 13263
-- `Banana_Bomb`: 13264
-- `Black_Lump`: 13265
-- `Black_Hard_Lump`: 13266
-- `Very_Hard_Lump`: 13267
-- `Mysterious_Powder`: 13268
-- `Boost500_To_Throw`: 13269
-- `Full_SwingK_To_Throw`: 13270
-- `Mana_Plus_To_Throw`: 13271
-- `Cure_Free_To_Throw`: 13272
-- `Stamina_Up_M_To_Throw`: 13273
-- `Digestive_F_To_Throw`: 13274
-- `HP_Inc_PotS_To_Throw`: 13275
-- `HP_Inc_PotM_To_Throw`: 13276
-- `HP_Inc_PotL_To_Throw`: 13277
-- `SP_Inc_PotS_To_Throw`: 13278
-- `SP_Inc_PotM_To_Throw`: 13279
-- `SP_Inc_PotL_To_Throw`: 13280
-- `En_White_PotZ_To_Throw`: 13281
-- `Vitata500_To_Throw`: 13282
-- `En_Cel_Juice_To_Throw`: 13283
-- `Savage_BBQ_To_Throw`: 13284
-- `Wug_Cocktail_To_Throw`: 13285
-- `M_Brisket_To_Throw`: 13286
-- `Siroma_Icetea_To_Throw`: 13287
-- `Drocera_Stew_To_Throw`: 13288
-- `Petti_Noodle_To_Throw`: 13289
-- `Black_Thing_To_Throw`: 13290
-- `Starfish`: 13291
-- `Dried_Squid`: 13292
-- `Flying_Fish`: 13293
-- `Explosive_Kunai`: 13294
-- `Light_Shuriken`: 13295
-- `Huuma_Bird_Wing`: 13300
-- `Huuma_Giant_Wheel`: 13301
-- `Huuma_Giant_Wheel_`: 13302
-- `Huuma_Blaze`: 13303
-- `Huuma_Calm_Mind`: 13304
-- `BF_Huuma_Shuriken1`: 13305
-- `BF_Huuma_Shuriken2`: 13306
-- `Krieger_Huuma_Shuriken1`: 13307
-- `Huuma_Blaze_I`: 13308
-- `Huuma_Giant_Wheel_C`: 13309
-- `P_Huuma_Shuriken1`: 13310
-- `Huuma_Shadow`: 13311
-- `Huuma_Job_Test`: 13312
-- `Huuma_Swirling_Petal`: 13313
-- `Huuma_Fluttering_Snow`: 13314
-- `Huuma_Thunderstorm`: 13315
-- `Upg_Huuma_Shuriken`: 13316
-- `TE_Woe_Huuma`: 13317
-- `Scarlet_Huuma`: 13327
-- `Huuma_Shuriken_of_Vicious_Mind`: 13328
-- `Cutlas_`: 13400
-- `Excalibur_C`: 13401
-- `Cutlas_C`: 13402
-- `Solar_Sword_C`: 13403
-- `Platinum_Shotel`: 13404
-- `Curved_Sword`: 13405
-- `Edger`: 13406
-- `Nagan_C`: 13407
-- `Fire_Brand_C`: 13408
-- `Immaterial_Sword_C`: 13409
-- `BF_Sword1`: 13410
-- `BF_Sword2`: 13411
-- `Twin_Edge_B`: 13412
-- `Twin_Edge_R`: 13413
-- `Elemental_Sword`: 13414
-- `N_Falchion`: 13415
-- `Krieger_Onehand_Sword1`: 13416
-- `Krieger_Onehand_Sword2`: 13417
-- `Krieger_Onehand_Sword3`: 13418
-- `Holy_Saber`: 13419
-- `Honglyuns_Sword`: 13420
-- `Ruber`: 13421
-- `Flamberge_C`: 13422
-- `P_Sabre1`: 13423
-- `P_Sabre2`: 13424
-- `Tourist_Sword`: 13425
-- `F_Cutlas_C`: 13426
-- `F_Solar_Sword_C`: 13427
-- `Priest_Sword`: 13428
-- `E_Cutlas_C`: 13429
-- `E_Solar_Sword_C`: 13430
-- `Chrome_Sword`: 13431
-- `Adventure_Sword`: 13432
-- `Academy_Sword`: 13433
-- `P_Saber3`: 13434
-- `Magical_Blade`: 13438
-- `TE_Woe_Sword`: 13439
-- `Ceremonial_Sword`: 13440
-- `Thanos_Sword`: 13441
-- `Old_Parasol`: 13442
-- `Pala`: 13444
-- `Scarlet_Saber`: 13454
-- `Saber_of_Vicious_Mind`: 13455
-- `Insurance60_Package`: 13500
-- `Assorted_Scroll_Box`: 13501
-- `Drooping_Kitty_Box`: 13502
-- `Magestic_Goat_Box`: 13503
-- `Deviruchi_Cap_Box`: 13504
-- `Executioner_Box`: 13505
-- `Brood_Axe_Box`: 13506
-- `Tomahawk_Box`: 13507
-- `Bow_Of_Rudra_Box`: 13508
-- `Cutlas_Box`: 13509
-- `Solar_Sword_Box`: 13510
-- `Sword_Breaker_Box`: 13511
-- `Mail_Breaker_Box`: 13512
-- `Moonlight_Sword_Box`: 13513
-- `Spanner_Box`: 13514
-- `Grape_Box`: 13515
-- `Royal_Jelly_Box`: 13516
-- `Yggdrasilberry_Box`: 13517
-- `Weapon_Card_Scroll_Box`: 13518
-- `Armor_Card_Scroll_Box`: 13519
-- `Helmet_Card_Scroll_Box`: 13520
-- `Hood_Card_Scroll_Box`: 13521
-- `Hood_Card_Scroll_Box2`: 13522
-- `Shoes_Card_Scroll_Box`: 13523
-- `Accy_Card_Scroll_Box`: 13524
-- `Zeny_Scroll_Box`: 13525
-- `Pet_Egg_Scroll_Box1_`: 13526
-- `Pet_Egg_Scroll_Box2_`: 13527
-- `Pet_Egg_Scroll_Box3_`: 13528
-- `Pet_Egg_Scroll_Box4_`: 13529
-- `Pet_Egg_Scroll_Box5_`: 13530
-- `Light_Red_Pot_Box`: 13531
-- `Light_Orange_Pot_Box`: 13532
-- `Light_Yellow_Pot_Box`: 13533
-- `Light_White_Pot_Box`: 13534
-- `Light_Center_Pot_Box`: 13535
-- `Light_Awakening_Pot_Box`: 13536
-- `Light_Berserk_Pot_Box`: 13537
-- `Meteor_10_Scroll_Box`: 13538
-- `Storm_10_Scroll_Box`: 13539
-- `Vermilion_10_Scroll_Box`: 13540
-- `Lex_Aeterna_Scroll_Box`: 13541
-- `Magnificat_5_Scroll_Box`: 13542
-- `CP_Helm_Scroll_Box`: 13543
-- `CP_Shield_Scroll_Box`: 13544
-- `CP_Armor_Scroll_Box`: 13545
-- `CP_Weapon_Scroll_Box`: 13546
-- `Repair_Scroll_Box`: 13547
-- `Big_Bun_Box`: 13548
-- `Pill__Box`: 13549
-- `Superb_Fish_Slice_Box`: 13550
-- `Chewy_Ricecake_Box`: 13551
-- `Oriental_Pastry_Box`: 13552
-- `Dun_Tele_Scroll1_Box`: 13553
-- `Weapon_Card_Scroll_Box2`: 13554
-- `Weapon_Card_Scroll_Box3`: 13555
-- `Armor_Card_Scroll_Box2`: 13556
-- `Accy_Card_Scroll_Box2`: 13557
-- `Weapon_Card_Scroll`: 13558
-- `Armor_Card_Scroll`: 13559
-- `Helmet_Card_Scroll`: 13560
-- `Hood_Card_Scroll`: 13561
-- `Hood_Card_Scroll2`: 13562
-- `Shoes_Card_Scroll`: 13563
-- `Accy_Card_Scroll`: 13564
-- `Weapon_Card_Scroll2`: 13565
-- `Weapon_Card_Scroll3`: 13566
-- `Armor_Card_Scroll2`: 13567
-- `Accy_Card_Scroll2`: 13568
-- `PVP_Tele_Scroll_Box`: 13569
-- `Giant_Fly_Wing_Box50`: 13570
-- `Giant_Fly_Wing_Box100`: 13571
-- `Dex_Dish_Box30`: 13572
-- `Dex_Dish_Box50`: 13573
-- `Luk_Dish_Box30`: 13574
-- `Luk_Dish_Box50`: 13575
-- `Inc_Agi_10_Box30`: 13576
-- `Inc_Agi_10_Box50`: 13577
-- `Vit_Dish_Box30`: 13578
-- `Vit_Dish_Box50`: 13579
-- `Insurance_Package30`: 13580
-- `Insurance_Package50`: 13581
-- `Convex_Mirror_Box5`: 13582
-- `Convex_Mirror_Box30`: 13583
-- `Blessing10_Box30`: 13584
-- `Blessing10_Box50`: 13585
-- `Adrenaline10_Box30`: 13586
-- `Adrenaline10_Box50`: 13587
-- `Assumptio_5_Box30`: 13588
-- `Assumptio_5_Box50`: 13589
-- `Aspersio_5_Box30`: 13590
-- `Aspersio_5_Box50`: 13591
-- `Agi_Dish_Box30`: 13592
-- `Agi_Dish_Box50`: 13593
-- `Wind_Walk10_Box30`: 13594
-- `Wind_Walk10_Box50`: 13595
-- `Int_Dish_Box30`: 13596
-- `Int_Dish_Box50`: 13597
-- `Battle_Manual_Box1`: 13598
-- `Battle_Manual_Box5`: 13599
-- `Siegfried_Box5`: 13600
-- `Siegfried_Box20`: 13601
-- `Kafra_Card_Box30`: 13602
-- `Kafra_Card_Box50`: 13603
-- `Str_Dish_Box30`: 13604
-- `Str_Dish_Box50`: 13605
-- `Bubble_Gum_Box1`: 13606
-- `Bubble_Gum_Box5`: 13607
-- `Megaphone_Box1`: 13608
-- `Megaphone_Box5`: 13609
-- `Enriched_Elunium_Box5`: 13610
-- `Enriched_Oridecon_Box5`: 13611
-- `Handcuff_Box`: 13612
-- `Super_Pet_Egg_Box1`: 13613
-- `Super_Pet_Egg_Box2`: 13614
-- `Super_Pet_Egg_Box3`: 13615
-- `Super_Pet_Egg_Box4`: 13616
-- `Super_Pet_Egg1`: 13617
-- `Super_Pet_Egg2`: 13618
-- `Super_Pet_Egg3`: 13619
-- `Super_Pet_Egg4`: 13620
-- `Greed_Box30`: 13621
-- `Greed_Box50`: 13622
-- `Greed_Box100`: 13623
-- `Flee_30_Scroll_Box`: 13624
-- `Accuracy_30_Scroll_Box`: 13625
-- `Super_Card_Pet_Egg_Box1`: 13626
-- `Super_Card_Pet_Egg_Box2`: 13627
-- `Super_Card_Pet_Egg_Box3`: 13628
-- `Super_Card_Pet_Egg_Box4`: 13629
-- `Super_Card_Pet_Egg1`: 13630
-- `Super_Card_Pet_Egg2`: 13631
-- `Super_Card_Pet_Egg3`: 13632
-- `Super_Card_Pet_Egg4`: 13633
-- `Vigorgra_Package1`: 13634
-- `Vigorgra_Package2`: 13635
-- `Vigorgra_Package3`: 13636
-- `Vigorgra_Package4`: 13637
-- `Vigorgra_Package5`: 13638
-- `Vigorgra_Package6`: 13639
-- `Vigorgra_Package7`: 13640
-- `Vigorgra_Package8`: 13641
-- `Vigorgra_Package9`: 13642
-- `Vigorgra_Package10`: 13643
-- `Vigorgra_Package11`: 13644
-- `Vigorgra_Package12`: 13645
-- `Infiltrator_Box1`: 13646
-- `Muramasa_Box1`: 13647
-- `Excalibur_Box1`: 13648
-- `Combat_Knife_Box1`: 13649
-- `Counter_Dagger_Box1`: 13650
-- `Kaiser_Knuckle_Box1`: 13651
-- `Pole_Axe_Box1`: 13652
-- `Mighty_Staff_Box1`: 13653
-- `Right_Epsilon_Box1`: 13654
-- `Balistar_Box1`: 13655
-- `Diary_Of_Sage_Box1`: 13656
-- `Asura_Box1`: 13657
-- `Apple_Of_Archer_Box1`: 13658
-- `Bunny_Band_Box1`: 13659
-- `Sahkkat_Box1`: 13660
-- `Lord_Circlet_Box1`: 13661
-- `Elven_Ears_Box1`: 13662
-- `Steel_Flower_Box1`: 13663
-- `Critical_Ring_Box1`: 13664
-- `Earring_Box1`: 13665
-- `Ring_Box1`: 13666
-- `Necklace_Box1`: 13667
-- `Glove_Box1`: 13668
-- `Brooch_Box1`: 13669
-- `Rosary_Box1`: 13670
-- `Safety_Ring_Box1`: 13671
-- `Vesper_Core01_Box1`: 13672
-- `Vesper_Core02_Box1`: 13673
-- `Vesper_Core03_Box1`: 13674
-- `Vesper_Core04_Box1`: 13675
-- `Drooping_Kitty_Box1`: 13676
-- `Magestic_Goat_Box1`: 13677
-- `Deviruchi_Cap_Box1`: 13678
-- `Executioner_Box1`: 13679
-- `Brood_Axe_Box1`: 13680
-- `Tomahawk_Box1`: 13681
-- `Bow_Of_Rudra_Box1`: 13682
-- `Cutlas_Box1`: 13683
-- `Solar_Sword_Box1`: 13684
-- `Sword_Breaker_Box1`: 13685
-- `Mail_Breaker_Box1`: 13686
-- `Moonlight_Sword_Box1`: 13687
-- `Spanner_Box1`: 13688
-- `Bok_Choy_Box`: 13689
-- `Chung_E_Cake_Box`: 13690
-- `Freyja_Overcoat_Box`: 13691
-- `Freyja_Boots_Box`: 13692
-- `Freyja_Cape_Box`: 13693
-- `Freyja_Crown_Box`: 13694
-- `Battle_Manual25_Box`: 13695
-- `Battle_Manual100_Box`: 13696
-- `J_Blessing10_Box`: 13697
-- `J_Inc_Agi10_Box`: 13698
-- `J_Wind_Walk10_Box`: 13699
-- `J_Adrenaline10_Box`: 13700
-- `Pet_Egg_Scroll12`: 13701
-- `Pet_Egg_Scroll13`: 13702
-- `Pet_Egg_Scroll14`: 13703
-- `Super_Pet_Egg5`: 13704
-- `Super_Pet_Egg6`: 13705
-- `Super_Pet_Egg7`: 13706
-- `Super_Pet_Egg8`: 13707
-- `Pet_Egg_Scroll_E`: 13708
-- `BRO_Package_1`: 13709
-- `Max_Weight_Up_Box`: 13710
-- `Small_Life_Potion_Box`: 13711
-- `Small_Life_Potion_Box30`: 13712
-- `Small_Life_Potion_Box50`: 13713
-- `Med_Life_Potion_Box`: 13714
-- `Med_Life_Potion_Box30`: 13715
-- `Med_Life_Potion_Box50`: 13716
-- `Abrasive_Box5`: 13717
-- `Abrasive_Box10`: 13718
-- `Regeneration_Box5`: 13719
-- `Regeneration_Box10`: 13720
-- `Dun_Tele_Scroll_Box10`: 13721
-- `Pecopeco_Hairband_Box`: 13722
-- `Red_Glasses_Box`: 13723
-- `Whisper_Mask_Box`: 13724
-- `Ramen_Hat_Box`: 13725
-- `Gold_Box_`: 13726
-- `Silver_Box_`: 13727
-- `Gold_Key1_Box`: 13728
-- `Gold_Key5_Box`: 13729
-- `Silver_Key1_Box`: 13730
-- `Silver_Key5_Box`: 13731
-- `Pecopeco_Hairband_Box1`: 13734
-- `Red_Glasses_Box1`: 13735
-- `Whisper_Mask_Box1`: 13736
-- `Ramen_Hat_Box1`: 13737
-- `Glass_Of_Illusion_Box5`: 13738
-- `Glass_Of_Illusion_Box10`: 13739
-- `Shadow_Armor_S_Box5`: 13740
-- `Shadow_Armor_S_Box10`: 13741
-- `Shadow_Armor_S_Box30`: 13742
-- `Holy_Armor_S_Box5`: 13743
-- `Holy_Armor_S_Box10`: 13744
-- `Holy_Armor_S_Box30`: 13745
-- `S_Def_Potion_Box10`: 13746
-- `S_Def_Potion_Box30`: 13747
-- `S_Def_Potion_Box50`: 13748
-- `B_Def_Potion_Box10`: 13749
-- `B_Def_Potion_Box30`: 13750
-- `B_Def_Potion_Box50`: 13751
-- `S_Mdef_Potion_Box10`: 13752
-- `S_Mdef_Potion_Box30`: 13753
-- `S_Mdef_Potion_Box50`: 13754
-- `B_Mdef_Potion_Box10`: 13755
-- `B_Mdef_Potion_Box30`: 13756
-- `B_Mdef_Potion_Box50`: 13757
-- `Battle_Manual_X3_Box`: 13758
-- `In_Blue_Herb_Box`: 13759
-- `Honey_Box`: 13760
-- `Empty_Bottle_Box`: 13761
-- `In_Royal_Jelly_Box`: 13762
-- `5_Anniversary_Coin_Box`: 13763
-- `Battle_Manual_Box_TW`: 13764
-- `Certificate_TW_Box`: 13765
-- `Nagan_Box`: 13766
-- `Skewer_Box`: 13767
-- `Survival_Rod_Box`: 13768
-- `Quadrille_Box`: 13769
-- `Great_Axe_Box`: 13770
-- `Bloody_Roar_Box`: 13771
-- `Hardback_Box`: 13772
-- `Fire_Brand_Box`: 13773
-- `Immaterial_Sword_Box`: 13774
-- `Unholy_Touch_Box`: 13775
-- `Cloak_Of_Survival_Box`: 13776
-- `Masquerade_Box`: 13777
-- `Orc_Hero_Helm_Box`: 13778
-- `Evil_Wing_Ears_Box`: 13779
-- `Dark_Blindfold_Box`: 13780
-- `kRO_Drooping_Kitty_Box`: 13781
-- `Corsair_Box`: 13782
-- `Bloody_Iron_Ball_Box`: 13783
-- `Spiritual_Ring_Box`: 13784
-- `Nagan_Box1`: 13785
-- `Skewer_Box1`: 13786
-- `Survival_Rod_Box1`: 13787
-- `Quadrille_Box1`: 13788
-- `Great_Axe_Box1`: 13789
-- `Bloody_Roar_Box1`: 13790
-- `Hardback_Box1`: 13791
-- `Fire_Brand_Box1`: 13792
-- `Immaterial_Sword_Box1`: 13793
-- `Unholy_Touch_Box1`: 13794
-- `Cloak_Of_Survival_Box1`: 13795
-- `Masquerade_Box1`: 13796
-- `Orc_Hero_Helm_Box1`: 13797
-- `Evil_Wing_Ears_Box1`: 13798
-- `Dark_Blindfold_Box1`: 13799
-- `kRO_Drooping_Kitty_Box1`: 13800
-- `Corsair_Box1`: 13801
-- `Bloody_Iron_Ball_Box1`: 13802
-- `Spiritual_Ring_Box1`: 13803
-- `Fire_Cracker_Love_Box`: 13804
-- `Fire_Cracker_Wday_Box`: 13805
-- `Fire_Cracker_Vday_Box`: 13806
-- `Fire_Cracker_Bday_Box`: 13807
-- `Fire_Cracker_Xmas_Box`: 13808
-- `Blue_Gemstone_Box`: 13809
-- `Blue_Potion_Box`: 13810
-- `Food_Box_Lv1`: 13811
-- `Food_Box_Lv2`: 13812
-- `Food_Box_Lv3`: 13813
-- `Indonesia_Box`: 13814
-- `Knife_Goblin_Box`: 13815
-- `Flail_Goblin_Box`: 13816
-- `Hammer_Goblin_Box`: 13817
-- `Red_Deleter_Box`: 13818
-- `Diabolic_Box`: 13819
-- `Wanderer_Box`: 13820
-- `Green_Apple_Box`: 13821
-- `Whole_Barbecue_Box`: 13822
-- `Meat_Veg_Skewer_Box`: 13823
-- `Spirit_Liquor_Box`: 13824
-- `Green_Box_`: 13825
-- `Power_Box1`: 13826
-- `Power_Box2`: 13827
-- `Resist_Box1`: 13828
-- `Resist_Box2`: 13829
-- `Stat_Boost1`: 13830
-- `Stat_Boost2`: 13831
-- `Stat_Boost3`: 13832
-- `Stat_Boost4`: 13833
-- `Dun_Tele_Scroll2_Box5`: 13834
-- `Dun_Tele_Scroll2_Box10`: 13835
-- `Mbl_Str_Dish_Box`: 13836
-- `Mbl_Agi_Dish_Box`: 13837
-- `Mbl_Int_Dish_Box`: 13838
-- `Mbl_Dex_Dish_Box`: 13839
-- `Mbl_Luk_Dish_Box`: 13840
-- `Mbl_Vit_Dish_Box`: 13841
-- `Mbl_Kafra_Card_Box`: 13842
-- `Mbl_Battle_Manual_Box`: 13843
-- `Heroic_Stone_Box`: 13844
-- `Mysterious_Travel_Sack1`: 13845
-- `Mysterious_Travel_Sack2`: 13846
-- `Mysterious_Travel_Sack3`: 13847
-- `Mysterious_Travel_Sack4`: 13848
-- `WOB_Box_Rune5`: 13849
-- `WOB_Box_Rune10`: 13850
-- `WOB_Box_Schawaltz5`: 13851
-- `WOB_Box_Schawaltz10`: 13852
-- `WOB_Box_Rachel5`: 13853
-- `WOB_Box_Rachel10`: 13854
-- `WOB_Box_Local5`: 13855
-- `WOB_Box_Local10`: 13856
-- `Spark_Candy_Box5`: 13857
-- `Spark_Candy_Box10`: 13858
-- `Directive_A_Envelope`: 13859
-- `Directive_B_Envelope`: 13860
-- `Mini_Battle_Manual_Box`: 13861
-- `Trial_Box`: 13862
-- `Repair_Scroll_Box10`: 13863
-- `Hockey_Mask_Box`: 13864
-- `Observer_Box`: 13865
-- `Flying_Angel_Box`: 13866
-- `Neko_Mimi_Box`: 13867
-- `MFH_Box`: 13868
-- `Chick_Hat_Box`: 13869
-- `New_Style_Box`: 13870
-- `Magician_Card_Box`: 13871
-- `Acolyte_Card_Box`: 13872
-- `Archer_Card_Box`: 13873
-- `Swordman_Card_Box`: 13874
-- `Thief_Card_Box`: 13875
-- `Merchant_Card_Box`: 13876
-- `Clock_Tower_Card_Box`: 13877
-- `Geffenia_Card_Box`: 13878
-- `Owl_Card_Box`: 13879
-- `Ghost_Card_Box`: 13880
-- `Nightmare_Card_Box`: 13881
-- `Curse_Card_Box`: 13882
-- `Sleep_Card_Box`: 13883
-- `Freeze_Card_Box`: 13884
-- `Stun_Card_Box`: 13885
-- `Silence_Card_Box`: 13886
-- `Blind_Card_Box`: 13887
-- `Chaos_Card_Box`: 13888
-- `Elunium_Box_`: 13889
-- `Oridecon_Box_`: 13890
-- `Fire_Converter_Box`: 13891
-- `Water_Converter_Box`: 13892
-- `Wind_Converter_Box`: 13893
-- `Earth_Converter_Box`: 13894
-- `Starter_Pack`: 13895
-- `Mimic_Summon_Box5`: 13896
-- `Disguise_Summon_Box5`: 13897
-- `Alice_Summon_Box5`: 13898
-- `Mimic_Summon_Box10`: 13899
-- `Disguise_Summon_Box10`: 13900
-- `Alice_Summon_Box10`: 13901
-- `Fish_Head_Hat_Box`: 13902
-- `Santa_Poring_Hat_Box`: 13903
-- `Bell_Ribbon_Box`: 13904
-- `Hard_Core_Set_Box`: 13905
-- `Kitty_Set_Box`: 13906
-- `Soft_Core_Set_Box`: 13907
-- `Deviruchi_Set_Box`: 13908
-- `MVP_Hunt_Box`: 13909
-- `Brewing_Box`: 13910
-- `Xmas_Pet_Scroll`: 13911
-- `Party_Blessing_Box`: 13912
-- `Party_Inc_Agi_Box`: 13913
-- `Party_Assumptio_Box`: 13914
-- `Love_Angel_Box`: 13915
-- `Squirrel_Box`: 13916
-- `Gogo_Box`: 13917
-- `Drooping_W_Kitty_Box`: 13918
-- `L_Magestic_Goat_Box`: 13919
-- `Satanic_Chain_P_Box`: 13920
-- `Antique_Pipe_Box`: 13921
-- `Rabbit_Ear_Hat_Box`: 13922
-- `Darkness_Helm_Box`: 13923
-- `L_Orc_Hero_Helm_Box`: 13924
-- `Lucky_Scroll08`: 13925
-- `Crusader_Card_Box`: 13926
-- `Alchemist_Card_Box`: 13927
-- `Rogue_Card_Box`: 13928
-- `Bard_Dancer_Card_Box`: 13929
-- `Sage_Card_Box`: 13930
-- `Monk_Card_Box`: 13931
-- `Sylph_Box`: 13932
-- `Undine_Box`: 13933
-- `Salamander_Box`: 13934
-- `Soul_Box`: 13935
-- `Noum_Bpx`: 13936
-- `Robo_Eye_Box`: 13937
-- `Twin_Ribbon_Box`: 13938
-- `Diadem_Box`: 13939
-- `Siege_Tele_Scroll_Box`: 13940
-- `Valentine_Scroll_TW`: 13941
-- `Love_Angel_Box_1m`: 13942
-- `Squirrel_Box_1m`: 13943
-- `Gogo_Box_1m`: 13944
-- `Br_SwordPackage`: 13945
-- `Br_MagePackage`: 13946
-- `Br_AcolPackage`: 13947
-- `Br_ArcherPackage`: 13948
-- `Br_MerPackage`: 13949
-- `Br_ThiefPackage`: 13950
-- `Wasteland_Outlaw_Box`: 13951
-- `Lever_Action_Rifle_Box`: 13952
-- `All_In_One_Ring_Box`: 13953
-- `Spiritual_Tunic_Box`: 13954
-- `Recuperative_Armor_Box`: 13955
-- `Shelter_Resistance_Box`: 13956
-- `Sylphid_Manteau_Box`: 13957
-- `Refresh_Shoes_Box`: 13958
-- `Toast_Box`: 13959
-- `Name_Change_Coupon_Box`: 13960
-- `Mojji_Box`: 13961
-- `Deprotai_Doll_Hat_Box`: 13962
-- `Claris_Doll_Hat_Box`: 13963
-- `Sorin_Doll_Hat_Box`: 13964
-- `Tayelin_Doll_Hat_Box`: 13965
-- `Binit_Doll_Hat_Box`: 13966
-- `Debril_Doll_Hat_Box`: 13967
-- `Bubblegum_Lower_Box`: 13968
-- `Lucky_Clip_Box`: 13969
-- `Iron_10_Box`: 13970
-- `Steel_10_Box`: 13971
-- `Coal_10_Box`: 13972
-- `Poison_Bottle_30_Box`: 13973
-- `TW_Scroll01`: 13974
-- `Picture_Diary_Box`: 13975
-- `Mini_Heart_Box`: 13976
-- `Newcomer_Box`: 13977
-- `Kid_Box`: 13978
-- `Magic_Castle_Box`: 13979
-- `Bulging_Head_Box`: 13980
-- `Picture_Diary_Box_1m`: 13981
-- `Mini_Heart_Box_1m`: 13982
-- `Newcomer_Box_1m`: 13983
-- `Kid_Box_1m`: 13984
-- `Magic_Castle_Box_1m`: 13985
-- `Bulging_Head_Box_1m`: 13986
-- `Ori_Stone_5_Box`: 13987
-- `Ori_Stone_50_Box`: 13988
-- `Acidbomb_10_Box`: 13989
-- `Job_Manual50_Box`: 13990
-- `Tiger_Mask_Box`: 13991
-- `Cat_Hat_Box`: 13992
-- `Alice_Doll_Box`: 13993
-- `Speed_Up_Potion_Box5`: 13994
-- `Speed_Up_Potion_Box10`: 13995
-- `Big_Bun_Box100`: 13996
-- `Big_Bun_Box500`: 13997
-- `Giant_Fly_Wing_Box500`: 13998
-- `Pill__Box100`: 13999
-- `Pill__Box500`: 14000
-- `Basic_Siege_Supply_Box`: 14001
-- `Adv_Siege_Supply_Box`: 14002
-- `Elite_Siege_Supply_Box`: 14003
-- `Poison_Bottle_10_Box`: 14004
-- `Poison_Bottle_5_Box`: 14005
-- `F_Drooping_W_Kitty_Box`: 14006
-- `F_Rabbit_Ear_Hat_Box`: 14007
-- `F_L_Orc_Hero_Helm_Box`: 14008
-- `F_Love_Angel_Box`: 14009
-- `F_Squirrel_Box`: 14010
-- `F_Gogo_Box`: 14011
-- `F_Love_Angel_Box_1m`: 14012
-- `F_Squirrel_Box_1m`: 14013
-- `F_Gogo_Box_1m`: 14014
-- `F_Wasteland_Outlaw_Box`: 14015
-- `F_Lever_Action_Rifle_Box`: 14016
-- `F_All_In_One_Ring_Box`: 14017
-- `F_Spritual_Tunic_Box`: 14018
-- `F_Recuperative_Box`: 14019
-- `F_Shelter_Resist_Box`: 14020
-- `F_Sylphid_Manteau_Box`: 14021
-- `F_Refresh_Shoes_Box`: 14022
-- `F_Toast_Box`: 14023
-- `F_Robo_Eye_Box`: 14024
-- `F_Twin_Ribbon_Box`: 14025
-- `F_Diadem_Box`: 14026
-- `F_Fish_Head_Hat_Box`: 14027
-- `F_Santa_Poring_Hat_Box`: 14028
-- `F_Bell_Ribbon_Box`: 14029
-- `F_Mimic_Scroll_Box5`: 14030
-- `F_Disguise_Scroll_Box5`: 14031
-- `F_Alice_Scroll_Box5`: 14032
-- `F_Mimic_Scroll_Box10`: 14033
-- `F_Disguise_Scroll_Box10`: 14034
-- `F_Alice_Scroll_Box10`: 14035
-- `F_New_Style_Coupon_Box`: 14036
-- `F_Repair_Scroll_Box`: 14037
-- `F_Repair_Scroll_Box10`: 14038
-- `F_Hockey_Mask_Box`: 14039
-- `F_Observer_Box`: 14040
-- `F_WOB_Rune_Box5`: 14041
-- `F_WOB_Rune_Box10`: 14042
-- `F_WOB_Schwaltz_Box5`: 14043
-- `F_WOB_Schwaltz_Box10`: 14044
-- `F_WOB_Rachel_Box5`: 14045
-- `F_WOB_Rachel_Box10`: 14046
-- `F_WOB_Local_Box5`: 14047
-- `F_WOB_Local_Box10`: 14048
-- `F_Spark_Candy_Box5`: 14049
-- `F_Spark_Candy_Box10`: 14050
-- `F_Dun_Tel_Scroll2_Box5`: 14051
-- `F_Dun_Tel_Scroll2_Box10`: 14052
-- `F_Little_Angel_Doll_Box`: 14053
-- `F_Triple_Poring_Hat_Box`: 14054
-- `F_Nagan_Box`: 14055
-- `F_Skewer_Box`: 14056
-- `F_Survival_Rod_Box`: 14057
-- `F_Quadrille_Box`: 14058
-- `F_Great_Axe_Box`: 14059
-- `F_Bloody_Roar_Box`: 14060
-- `F_Hardback_Box`: 14061
-- `F_Fire_Brand_Box`: 14062
-- `F_Immaterial_Sword_Box`: 14063
-- `F_Unholy_Touch_Box`: 14064
-- `F_Clack_Of_Servival_Box`: 14065
-- `F_Masquerade_Box`: 14066
-- `F_Orc_Hero_Helm_Box`: 14067
-- `F_Ear_Of_Devil_Wing_Box`: 14068
-- `F_Dark_Blindfold_Box`: 14069
-- `F_K_Drooping_Kitty_Box`: 14070
-- `F_Corsair_Box`: 14071
-- `F_Bloody_Iron_Ball_Box`: 14072
-- `F_Spiritual_Ring_Box`: 14073
-- `F_G_O_I_Box5`: 14074
-- `F_G_O_I_Box10`: 14075
-- `F_Shadow_Armor_S_Box5`: 14076
-- `F_Shadow_Armor_S_Box10`: 14077
-- `F_Shadow_Armor_S_Box30`: 14078
-- `F_Holy_Armor_S_Box5`: 14079
-- `F_Holy_Armor_S_Box10`: 14080
-- `F_Holy_Armor_S_Box30`: 14081
-- `FS_Def_Potion_Box10`: 14082
-- `FS_Def_Potion_Box30`: 14083
-- `FS_Def_Potion_Box50`: 14084
-- `FB_Def_Potion_Box10`: 14085
-- `FB_Def_Potion_Box30`: 14086
-- `FB_Def_Potion_Box50`: 14087
-- `FS_Mdef_Potion_Box10`: 14088
-- `FS_Mdef_Potion_Box30`: 14089
-- `FS_Mdef_Potion_Box50`: 14090
-- `FB_Mdef_Potion_Box10`: 14091
-- `FB_Mdef_Potion_Box30`: 14092
-- `FB_Mdef_Potion_Box50`: 14093
-- `F_Flying_Angel_Box`: 14094
-- `F_Cat_Hat_Box`: 14095
-- `F_M_F_H_Box`: 14096
-- `F_Chick_Hat_Box`: 14097
-- `F_Pecopeco_Hairband_Box`: 14098
-- `F_Red_Glasses_Box`: 14099
-- `F_Whisper_Mask_Box`: 14100
-- `F_Ramen_Hat_Box`: 14101
-- `F_Dun_Tele_Scroll1_Box`: 14102
-- `F_Max_Weight_Up_Box`: 14103
-- `F_S_Life_Potion_Box`: 14104
-- `F_S_Life_Potion_Box30`: 14105
-- `F_S_Life_Potion_Box50`: 14106
-- `F_M_Life_Potion_Box`: 14107
-- `F_M_Life_Potion_Box30`: 14108
-- `F_M_Life_Potion_Box50`: 14109
-- `F_Abrasive_Box5`: 14110
-- `F_Abrasive_Box10`: 14111
-- `F_Regeneration_Box5`: 14112
-- `F_Regeneration_Box10`: 14113
-- `F_Dun_Tele_Scroll_Box10`: 14114
-- `F_Infiltrator_Box`: 14115
-- `F_Muramasa_Box`: 14116
-- `F_Excalibur_Box`: 14117
-- `F_Combat_Knife_Box`: 14118
-- `F_Counter_Dagger_Box`: 14119
-- `F_Kaiser_Knuckle_Box`: 14120
-- `F_Mighty_Staff_Box`: 14121
-- `F_Right_Epsilon_Box`: 14122
-- `F_Balistar_Box`: 14123
-- `F_Diary_Of_Great_Sage`: 14124
-- `F_Asura_Box`: 14125
-- `F_Apple_Of_Archer_Box`: 14126
-- `F_Bunny_Band_Box`: 14127
-- `F_Sahkkat_Box`: 14128
-- `F_Lord_Circlet_Box`: 14129
-- `F_Elven_Ears_Box`: 14130
-- `F_Steel_Flower_Box`: 14131
-- `F_Critical_Ring_Box`: 14132
-- `F_Earring_Box`: 14133
-- `F_Ring_Box`: 14134
-- `F_Necklace_Box`: 14135
-- `F_Glove_Box`: 14136
-- `F_Brooch_Box`: 14137
-- `F_Rosary_Box`: 14138
-- `F_Safety_Ring_Box`: 14139
-- `F_Vesper_Core_Box01`: 14140
-- `F_Vesper_Core_Box02`: 14141
-- `F_Vesper_Core_Box03`: 14142
-- `F_Vesper_Core_Box04`: 14143
-- `F_Vigorgra_Package1`: 14144
-- `F_Vigorgra_Package2`: 14145
-- `F_Vigorgra_Package3`: 14146
-- `F_Vigorgra_Package4`: 14147
-- `F_Vigorgra_Package5`: 14148
-- `F_Vigorgra_Package6`: 14149
-- `F_Vigorgra_Package7`: 14150
-- `F_Vigorgra_Package8`: 14151
-- `F_Vigorgra_Package9`: 14152
-- `F_Vigorgra_Package10`: 14153
-- `F_Vigorgra_Package11`: 14154
-- `F_Vigorgra_Package12`: 14155
-- `F_Battle_Manual_Box`: 14156
-- `F_Insurance_Package`: 14157
-- `F_Bubble_Gum_Box`: 14158
-- `F_Str_Dish_Box`: 14159
-- `F_Agi_Dish_Box`: 14160
-- `F_Int_Dish_Box`: 14161
-- `F_Dex_Dish_Box`: 14162
-- `F_Luk_Dish_Box`: 14163
-- `F_Vit_Dish_Box`: 14164
-- `F_Kafra_Card_Box`: 14165
-- `F_Giant_Fly_Wing_Box`: 14166
-- `F_Neuralizer_Box`: 14167
-- `F_Convex_Mirror_Box`: 14168
-- `F_Blessing_10_Scroll_Box`: 14169
-- `F_Inc_Agi_10_Scroll_Box`: 14170
-- `F_Aspersio_5_Scroll_Box`: 14171
-- `F_Assumptio_5_Scroll_Box`: 14172
-- `F_Wind_Walk_10_Scroll_Box`: 14173
-- `F_Adrenaline_Scroll_Box`: 14174
-- `F_Megaphone_Box`: 14175
-- `F_Enriched_Elunium_Box`: 14176
-- `F_Enriched_Oridecon_Box`: 14177
-- `F_Token_Of_Siegfried_Box`: 14178
-- `F_Giant_Fly_Wing_Box50`: 14179
-- `F_Giant_Fly_Wing_Box100`: 14180
-- `F_Dex_Dish_Box30`: 14181
-- `F_Dex_Dish_Box50`: 14182
-- `F_Luk_Dish_Box30`: 14183
-- `F_Luk_Dish_Box50`: 14184
-- `F_Inc_Agi_10_Box30`: 14185
-- `F_Inc_Agi_10_Box50`: 14186
-- `F_Vit_Dish_Box30`: 14187
-- `F_Vit_Dish_Box50`: 14188
-- `F_Insurance_Package30`: 14189
-- `F_Insurance_Package50`: 14190
-- `F_Convex_Mirror_Box5`: 14191
-- `F_Convex_Mirror_Box30`: 14192
-- `F_Blessing10_Box30`: 14193
-- `F_Blessing10_Box50`: 14194
-- `F_Adrenaline10_Box30`: 14195
-- `F_Adrenaline10_Box50`: 14196
-- `F_Assumptio_5_Box30`: 14197
-- `F_Assumptio_5_Box50`: 14198
-- `F_Aspersio_5_Box30`: 14199
-- `F_Aspersio_5_Box50`: 14200
-- `F_Agi_Dish_Box30`: 14201
-- `F_Agi_Dish_Box50`: 14202
-- `F_Wind_Walk10_Box30`: 14203
-- `F_Wind_Walk10_Box50`: 14204
-- `F_Int_Dish_Box30`: 14205
-- `F_Int_Dish_Box50`: 14206
-- `F_Battle_Manual_Box1`: 14207
-- `F_Battle_Manual_Box5`: 14208
-- `F_Siegfried_Box5`: 14209
-- `F_Siegfried_Box20`: 14210
-- `F_Kafra_Card_Box30`: 14211
-- `F_Kafra_Card_Box50`: 14212
-- `F_Str_Dish_Box30`: 14213
-- `F_Str_Dish_Box50`: 14214
-- `F_Bubble_Gum_Box1`: 14215
-- `F_Bubble_Gum_Box5`: 14216
-- `F_Megaphone_Box1`: 14217
-- `F_Megaphone_Box5`: 14218
-- `F_Enriched_Elunium_Box5`: 14219
-- `FEnriched_Oridecon_Box5`: 14220
-- `MP_Scroll_Box`: 14221
-- `MP_Scroll_Box30`: 14222
-- `MP_Scroll_Box50`: 14223
-- `Quagmire_Scroll_Box`: 14224
-- `Quagmire_Scroll_Box30`: 14225
-- `Quagmire_Scroll_Box50`: 14226
-- `Healing_Staff_Box`: 14227
-- `Praxinus_Box`: 14228
-- `Cherry_Blossom_Scroll`: 14229
-- `Headphone_Box`: 14230
-- `Novice_Box`: 14231
-- `Yggdrasilberry_Box_`: 14232
-- `Dead_Tree_Branch_Box1`: 14233
-- `Dead_Tree_Branch_Box2`: 14234
-- `Field_Manual_Box_2`: 14235
-- `Str_Dish_Box60`: 14236
-- `Agi_Dish_Box60`: 14237
-- `Int_Dish_Box60`: 14238
-- `Dex_Dish_Box60`: 14239
-- `Luk_Dish_Box60`: 14240
-- `Vit_Dish_Box60`: 14241
-- `Beholder_Ring_Box`: 14242
-- `Hallow_Ring_Box`: 14243
-- `Clamorous_Ring_Box`: 14244
-- `Chemical_Ring_Box`: 14245
-- `Insecticide_Ring_Box`: 14246
-- `Fisher_Ring_Box`: 14247
-- `Decussate_Ring_Box`: 14248
-- `Bloody_Ring_Box`: 14249
-- `Satanic_Ring_Box`: 14250
-- `Dragoon_Ring_Box`: 14251
-- `Beholder_Ring_Box2`: 14252
-- `Hallow_Ring_Box2`: 14253
-- `Clamorous_Ring_Box2`: 14254
-- `Chemical_Ring_Box2`: 14255
-- `Insecticide_Ring_Box2`: 14256
-- `Fisher_Ring_Box2`: 14257
-- `Decussate_Ring_Box2`: 14258
-- `Bloody_Ring_Box2`: 14259
-- `Satanic_Ring_Box2`: 14260
-- `Dragoon_Ring_Box2`: 14261
-- `Diary_Magic_Powder_Box`: 14262
-- `Mini_Heart_Magic_Powder_Box`: 14263
-- `Freshman_Magic_Powder_Box`: 14264
-- `Kid_Magic_Powder_Box`: 14265
-- `Magic_Magic_Powder_Box`: 14266
-- `JJangu_Magic_Powder_Box`: 14267
-- `Diary_Magic_Powder_Box4`: 14268
-- `Mini_Heart_Magic_Powder_Box4`: 14269
-- `Freshman_Magic_Powder_Box4`: 14270
-- `Kid_Magic_Powder_Box4`: 14271
-- `Magic_Magic_Powder_Box4`: 14272
-- `JJangu_Magic_Powder_Box4`: 14273
-- `F_Magic_Scroll_Box`: 14274
-- `F_Magic_Scroll_Box30`: 14275
-- `F_Magic_Scroll_Box50`: 14276
-- `F_Quagmire_Scroll_Box`: 14277
-- `F_Quagmire_Scroll_Box30`: 14278
-- `F_Quagmire_Scroll_Box50`: 14279
-- `Healing_Staff_Box2`: 14280
-- `Praccsinos_Box`: 14281
-- `Emperium_Box`: 14282
-- `Marriage_Covenant_Box`: 14283
-- `Muffler_C_Box`: 14284
-- `Valkyrjas_Shield_C_Box`: 14285
-- `Skul_Ring_C_Box`: 14286
-- `S_Barricade_Repair_Kit`: 14287
-- `S_Gstone_Repair_Kit`: 14288
-- `Cloth_Dye_Coupon_Box`: 14289
-- `Cloth_Dye_Coupon2_Box`: 14290
-- `Cloth_Dye_Coupon3_Box`: 14291
-- `Cloth_Dye_Coupon4_Box`: 14292
-- `Mercenary_Contract_Box`: 14293
-- `Mercenary_Contract_5Box`: 14294
-- `Mercenary_Contract_10Bo`: 14295
-- `Angel_Scroll`: 14296
-- `Devil_Scroll`: 14297
-- `Surprise_Scroll`: 14298
-- `Mask_Of_Ifrit_Box`: 14300
-- `Ifrits_Ear_Box`: 14301
-- `Scuba_Mask_Box`: 14304
-- `RWC_Special_Scroll`: 14306
-- `RWC_Limited_Scroll`: 14307
-- `Ardor_Scroll`: 14308
-- `Phreeoni_Scroll_Box`: 14314
-- `GhostringS_Box`: 14315
-- `July7_Scroll`: 14316
-- `Bacsojin_Scroll`: 14317
-- `Spiked_Scarf_Box`: 14343
-- `Rainbow_Scarf_Box`: 14344
-- `Animal_Scroll`: 14345
-- `Mental_Potion20_Box`: 14349
-- `Mental_Potion50_Box`: 14350
-- `Tyrs_Blessing20_Box`: 14351
-- `Tyrs_Blessing50_Box`: 14352
-- `TaogunkaS_Box`: 14359
-- `MistressS_Box`: 14360
-- `Orc_HeroS_Box`: 14361
-- `Orc_LoadS_Box`: 14362
-- `Heart_Scroll`: 14363
-- `Powder_Snow_Box`: 14372
-- `Holy_Celestial_Axe_Box`: 14375
-- `Angeling_Pot_Box`: 14376
-- `Shout_Megaphone_Box`: 14377
-- `Love_Daddy_Box`: 14379
-- `Anubis_Helm_Box`: 14380
-- `Piercing_Box_M`: 14381
-- `Lich_Bone_Box_M`: 14382
-- `Long_Horn_Box_M`: 14383
-- `Hunting_Spear_Box_M`: 14384
-- `Death_Note_Box_M`: 14385
-- `Almighty_Charm_Box`: 14393
-- `Xmas_Scroll`: 14407
-- `New_Year_Scroll`: 14408
-- `Honglyuns_Sword_Box`: 14438
-- `Power_Of_Thor_Box`: 14439
-- `Dice_Hat_Box`: 14440
-- `King_Tiger_Doll_Hat_Box`: 14441
-- `Wondering_Wolf_Helm_Box`: 14442
-- `Pizza_Hat_Box`: 14443
-- `Icecream_Hat_Box`: 14444
-- `Pirates_Pride_Box`: 14447
-- `Necromencers_Hood_Box`: 14448
-- `Rabbit_Magic_Hat_Box`: 14459
-- `China_Wedding_Veil_Box`: 14460
-- `Asara_Fairy_Hat_Box`: 14461
-- `Valentine_Pledge_Box`: 14466
-- `Ox_Tail_Scroll`: 14469
-- `Academy_Badge_Box`: 14485
-- `Academy_Fresh_Hat_Box`: 14486
-- `Academy_Gradu_Cap_Box`: 14487
-- `Blue_Pajamas_Hat_Box`: 14488
-- `Pink_Pajamas_Hat_Box`: 14489
-- `Insurance60`: 14500
-- `Zeny_Scroll`: 14508
-- `Light_Center_Pot`: 14509
-- `Light_Awakening_Pot`: 14510
-- `Light_Berserk_Pot`: 14511
-- `Meteor_10_Scroll`: 14512
-- `Storm_10_Scroll`: 14513
-- `Vermilion_10_Scroll`: 14514
-- `Lex_Aeterna_Scroll`: 14515
-- `Magnificat_5_Scroll`: 14516
-- `CP_Helm_Scroll`: 14517
-- `CP_Shield_Scroll`: 14518
-- `CP_Armor_Scroll`: 14519
-- `CP_Weapon_Scroll`: 14520
-- `Repair_Scroll`: 14521
-- `Big_Bun`: 14522
-- `Pill_`: 14523
-- `Superb_Fish_Slice`: 14524
-- `Chewy_Ricecake`: 14525
-- `Oriental_Pastry`: 14526
-- `Dun_Tele_Scroll1`: 14527
-- `PVP_Tele_Scroll`: 14528
-- `Greed_Scroll`: 14529
-- `Flee_30_Scroll`: 14530
-- `Accuracy_30_Scroll`: 14531
-- `Battle_Manual25`: 14532
-- `Battle_Manual100`: 14533
-- `Small_Life_Potion`: 14534
-- `Med_Life_Potion`: 14535
-- `Abrasive`: 14536
-- `Regeneration_Potion`: 14537
-- `Glass_Of_Illusion`: 14538
-- `Shadow_Armor_S`: 14539
-- `Holy_Armor_S`: 14540
-- `S_Def_Potion`: 14541
-- `B_Def_Potion`: 14542
-- `S_Mdef_Potion`: 14543
-- `B_Mdef_Potion`: 14544
-- `Battle_Manual_X3`: 14545
-- `Fire_Cracker_Love`: 14546
-- `Fire_Cracker_Wday`: 14547
-- `Fire_Cracker_Vday`: 14548
-- `Fire_Cracker_Bday`: 14549
-- `Fire_Cracker_Xmas`: 14550
-- `Str_Dish01_`: 14551
-- `Str_Dish02_`: 14552
-- `Str_Dish03_`: 14553
-- `Int_Dish01_`: 14554
-- `Int_Dish02_`: 14555
-- `Int_Dish03_`: 14556
-- `Vit_Dish01_`: 14557
-- `Vit_Dish02_`: 14558
-- `Vit_Dish03_`: 14559
-- `Agi_Dish01_`: 14560
-- `Agi_Dish02_`: 14561
-- `Agi_Dish03_`: 14562
-- `Dex_Dish01_`: 14563
-- `Dex_Dish02_`: 14564
-- `Dex_Dish03_`: 14565
-- `Luk_Dish01_`: 14566
-- `Luk_Dish02_`: 14567
-- `Luk_Dish03_`: 14568
-- `Knife_Goblin_Ring`: 14569
-- `Flail_Goblin_Ring`: 14570
-- `Hammer_Goblin_Ring`: 14571
-- `Holy_Marble`: 14572
-- `Red_Burning_Stone`: 14573
-- `Skull_Of_Vagabond`: 14574
-- `Str_Dish05_`: 14575
-- `Int_Dish05_`: 14576
-- `Vit_Dish05_`: 14577
-- `Agi_Dish05_`: 14578
-- `Dex_Dish05_`: 14579
-- `Luk_Dish05_`: 14580
-- `Dun_Tele_Scroll2`: 14581
-- `WOB_Rune`: 14582
-- `WOB_Schwaltz`: 14583
-- `WOB_Rachel`: 14584
-- `WOB_Local`: 14585
-- `Spark_Candy`: 14586
-- `Repair_Scroll_`: 14587
-- `Pty_Blessing_Scroll`: 14588
-- `Pty_Inc_Agi_Scroll`: 14589
-- `Pty_Assumptio_Scroll`: 14590
-- `Siege_Teleport_Scroll`: 14591
-- `Job_Manual50`: 14592
-- `Magic_Power_Scroll`: 14593
-- `Quagmire_Scroll`: 14594
-- `Unsealed_Magic_Spell`: 14595
-- `Pierre_Treasurebox`: 14596
-- `PhreeoniS`: 14597
-- `GhostringS`: 14598
-- `Greed_Scroll_C`: 14599
-- `Mental_Potion`: 14600
-- `Tyrs_Blessing`: 14601
-- `TaogunkaS`: 14602
-- `MistressS`: 14603
-- `Orc_HeroS`: 14604
-- `Orc_LoadS`: 14605
-- `Job_Manual25`: 14606
-- `Luxurious_Dinner_W`: 14607
-- `Luxurious_Dinner_E`: 14608
-- `Spoiled_Cuisine`: 14609
-- `M_Def_Potion`: 14611
-- `M_Mdef_Potion`: 14612
-- `RWC_Scroll_2012`: 14613
-- `Ex_Def_Potion`: 14614
-- `STR_Biscuit_Stick`: 14616
-- `VIT_Biscuit_Stick`: 14617
-- `AGI_Biscuit_Stick`: 14618
-- `INT_Biscuit_Stick`: 14619
-- `DEX_Biscuit_Stick`: 14620
-- `LUK_Biscuit_Stick`: 14621
-- `Cup_Of_Boza`: 14674
-- `Cup_Of_Mintlemon`: 14680
-- `Bone_Plate`: 15000
-- `Odins_Blessing_I`: 15001
-- `Rune_Plate`: 15002
-- `Freyja_SRobe7`: 15003
-- `Freyja_SRobe30`: 15004
-- `Freyja_SRobe60`: 15005
-- `Freyja_SRobe90`: 15006
-- `Time_Keepr_Robe`: 15007
-- `Flame_Sprits_Armor__`: 15008
-- `Para_Team_Uniform1`: 15009
-- `Para_Team_Uniform2`: 15010
-- `Para_Team_Uniform3`: 15011
-- `Puente_Robe`: 15012
-- `Claire_Suits`: 15013
-- `Ebone_Armor`: 15014
-- `Upg_Adv_Suit`: 15015
-- `Upg_Coat`: 15016
-- `Upg_Saint_Robe`: 15017
-- `Upg_Tights`: 15018
-- `Upg_Thief_Cloth`: 15019
-- `Upg_Mail`: 15020
-- `Upg_Formal_Dress`: 15021
-- `Brazil_Swimsuit`: 15022
-- `Half_Brynhild`: 15023
-- `Army_Padding`: 15024
-- `Golden_Rod_Robe`: 15025
-- `Aqua_Robe`: 15026
-- `Crimson_Robe`: 15027
-- `Forest_Robe`: 15028
-- `Robe_Of_Affection`: 15029
-- `Robe_Of_Judgement`: 15030
-- `Para_Team_Armor`: 15031
-- `Tidung`: 15032
-- `Tutorial_Mattle`: 15033
-- `Tutorial_Mattle_`: 15034
-- `2010Love_Daddy`: 15035
-- `Ur_Plate`: 15036
-- `Peuz_Plate`: 15037
-- `Sabah_Cloth`: 15038
-- `Nab_Cloth`: 15039
-- `Prison_Uniform`: 15040
-- `Boitata_Armor`: 15041
-- `White_Wing_Suits`: 15042
-- `Black_Wing_Suits`: 15043
-- `Green_Operation_Coat`: 15044
-- `Armor_Of_Valor`: 15045
-- `Siege_Plate`: 15046
-- `Siege_Suits`: 15047
-- `Siege_Robe`: 15048
-- `Armor_Of_Faith`: 15049
-- `Armor_Of_Sanctity`: 15050
-- `Bakonawa_Armor`: 15051
-- `Bayani_Bakonawa_Armor`: 15052
-- `Special_Ninja_Suit`: 15053
-- `Ninja_Scale_Armor`: 15054
-- `Tenebris_Latitantes`: 15055
-- `Special_Ninja_Suit_`: 15056
-- `Pure_White_Apron`: 15057
-- `Rider_Suit`: 15058
-- `2011Love_Daddy`: 15059
-- `Sky_Blue_Smock`: 15060
-- `Egir_Armor`: 15061
-- `TE_Woe_Coat`: 15062
-- `TE_Woe_Chain_Mail`: 15063
-- `TE_Woe_Mage_Coat`: 15064
-- `Engraved_Armor`: 15066
-- `Rune_Suit`: 15067
-- `Im_Angels_Protection`: 15068
-- `Anti_Magic_Suit`: 15073
-- `Geffen_Mage_Robe`: 15074
-- `Lounge_Suit`: 15089
-- `Armor_Of_Gray`: 15090
-- `Gray_Robe`: 15091
-- `Airship_Armor`: 15116
-- `Felock_Armor`: 15117
-- `Whikebain_Suit`: 15123
-- `Female_Poring_Balloon`: 15126
-- `Female_Poring_Egg`: 15128
-- `Blue_Bellflower_Hat`: 15129
-- `Aegir_Armor`: 15138
-- `White_Shirt`: 15150
-- `White_Eco_Shirt`: 15151
-- `Elegant_Doram_Suit`: 15156
-- `Erde`: 16000
-- `Red_Square_Bag`: 16001
-- `Stunner_C`: 16002
-- `Carga_Mace`: 16003
-- `P_Mace1`: 16004
-- `P_Mace2`: 16005
-- `Tourist_Mace`: 16006
-- `Mjolnir_C`: 16007
-- `F_Spanner_C`: 16008
-- `E_Spanner_C`: 16009
-- `Red_Ether_Bag`: 16010
-- `Adventure_Mace`: 16011
-- `Academy_Mace`: 16012
-- `Mace_Of_Judgement`: 16013
-- `P_Mace3`: 16014
-- `Cat_Club`: 16015
-- `Tuna`: 16016
-- `Bloody_Cross`: 16017
-- `Mace_Of_Judgement2`: 16018
-- `Upg_Mace`: 16019
-- `Velum_Stunner`: 16020
-- `Velum_Flail`: 16021
-- `Nemesis_`: 16022
-- `Metal_Mace`: 16023
-- `Quadrille_`: 16024
-- `TE_Woe_Mace`: 16025
-- `RWC_Memory_Mace`: 16026
-- `Hammer_Of_Evil_Slayer`: 16027
-- `Thanos_Hammer`: 16028
-- `Pilebuncker_S`: 16030
-- `Pilebuncker_P`: 16031
-- `Pilebuncker_T`: 16032
-- `Spoon`: 16039
-- `Scarlet_Mace`: 16040
-- `Mace_of_Vicious_Mind`: 16041
-- `Lady_Tanee_Doll_Box`: 16131
-- `Lunatic_Hat_Box`: 16132
-- `King_Frog_Hat_Box`: 16134
-- `Evils_Bone_Hat_Box`: 16135
-- `Raven_Cap_Box`: 16185
-- `B_Dragon_Hat_Box`: 16186
-- `Quati_Hat_Box`: 16192
-- `Tucan_Hat_Box`: 16193
-- `Jaguar_Hat_Box`: 16194
-- `Tw_March_Scroll`: 16195
-- `Aries_Diadem_Box`: 16226
-- `Aries_Crown_Box`: 16227
-- `RJC_Katusa_Box`: 16228
-- `Scarlet_Rose_Box`: 16229
-- `Taurus_Diadem_Box`: 16230
-- `Taurus_Crown_Box`: 16231
-- `Reginleif_Box`: 16232
-- `Octopus_Hat_Box`: 16235
-- `Leaf_Cat_Hat_Box`: 16236
-- `Fur_Seal_Hat_Box`: 16237
-- `Wild_Rose_Hat_Box`: 16238
-- `Saci_Hat_Box`: 16239
-- `Crown_Of_Deceit_Box`: 16246
-- `Dragon_Arhat_Mask_Box`: 16247
-- `Tiger_Arhat_Mask_Box`: 16248
-- `Knight_Gift_Box`: 16249
-- `Gemini_Diadem_Box`: 16251
-- `Gemini_Crown_Box`: 16252
-- `Rabbit_Scroll`: 16253
-- `Energizing_Potion_Box`: 16254
-- `Buddah_Scroll`: 16257
-- `HD_Bradium_Box5`: 16258
-- `HD_Carnium_Box5`: 16259
-- `HD_Bradium_Box10`: 16260
-- `HD_Carnium_Box10`: 16261
-- `Cancer_Diadem_Box`: 16269
-- `Cancer_Crown_Box`: 16270
-- `Evil_Incarnation_Disable`: 16304
-- `Upg_Guard_Box`: 16305
-- `F_Upg_Guard_Box`: 16306
-- `Upg_Buckler_Box`: 16307
-- `F_Upg_Buckler_Box`: 16308
-- `Upg_Shield_Box`: 16309
-- `F_Upg_Shield_Box`: 16310
-- `Upg_Shoes_Box`: 16311
-- `F_Upg_Shoes_Box`: 16312
-- `Upg_Boots_Box`: 16313
-- `Leo_Crown_Box`: 16343
-- `Leo_Diadem_Box`: 16344
-- `F_Leo_Crown_Box`: 16345
-- `F_Leo_Diadem_Box`: 16346
-- `Desert_Prince_Box`: 16360
-- `FDesert_Prince_Box`: 16361
-- `Sigruns_Wing_Box`: 16362
-- `FSigruns_Wing_Box`: 16363
-- `Virgo_Crown_Box`: 16368
-- `Tw_Aug_Scroll`: 16371
-- `F_Clover_Box_Mouth`: 16372
-- `Mouth_Bubble_Gum_Box`: 16374
-- `WoE_Teleport_Scroll_100_Box`: 16381
-- `F_Clover_Box_Mouth2`: 16385
-- `F_Clover_Box_Mouth4`: 16386
-- `BGum_Box_In_Mouth2`: 16389
-- `BGum_Box_In_Mouth4`: 16390
-- `HD_Ori_Box5`: 16393
-- `HD_Ori_Box10`: 16394
-- `HD_Elu_Box5`: 16395
-- `HD_Elu_Box10`: 16396
-- `Virgo_Diadem_Box`: 16397
-- `Midgard_Coin_Box`: 16405
-- `FMidgard_Coin_Box`: 16406
-- `Tw_Sep_Scroll`: 16409
-- `Chung_Hairband_Box`: 16410
-- `FChung_Hairband_Box`: 16411
-- `Ice_Wing_Ear_Box`: 16412
-- `FIce_Wing_Ear_Box`: 16413
-- `Turtle_Hat_Box`: 16414
-- `FTurtle_Hat_Box`: 16415
-- `Giant_Fly_Wing_Box_500`: 16418
-- `Greed_Scroll_Box_30`: 16419
-- `Adventurer_Pack`: 16420
-- `Executioner_Box_`: 16424
-- `Cutlus_Box`: 16425
-- `Moonlight_Dagger_Box`: 16426
-- `Wrench_Box`: 16427
-- `Solar_Sword_Box_`: 16428
-- `Tomahawk_Box_`: 16429
-- `Rudra_Bow_Box`: 16430
-- `Pole_Axe_Box_`: 16431
-- `Libra_Crown_Box`: 16436
-- `Libra_Diadem_Box`: 16438
-- `Filir_Wing_Box`: 16440
-- `Tw_October_Scroll`: 16446
-- `Scorpio_Crown_Box`: 16447
-- `Scorpio_Diadem_Box`: 16448
-- `FScorpio_Diadem_Box`: 16450
-- `My_Scroll1`: 16456
-- `Tw_Nov_Scroll`: 16457
-- `Red_Wing_Hat_Box`: 16461
-- `FRed_Wing_Hat_Box`: 16462
-- `My_Scroll2`: 16466
-- `E_Insurance_Package`: 16503
-- `Xmas_Bless`: 16542
-- `Snowman_Hat_Box`: 16543
-- `FSnowman_Hat_Box`: 16544
-- `Sagittarius_Crown_Box`: 16548
-- `Sagittarius_Diadem_Box`: 16549
-- `Pr_Reset_Stone_Box`: 16555
-- `FPremium_Reset_Stone_Box`: 16556
-- `CP_Helm_Scroll10`: 16557
-- `CP_Shield_Scroll10`: 16558
-- `CP_Armor_Scroll10`: 16559
-- `CP_Weapon_Scroll10`: 16560
-- `CP_Scroll_Package`: 16561
-- `Majestic_Devil_Scroll`: 16562
-- `BM100_Box_5`: 16563
-- `Capricorn_Crown_Box`: 16565
-- `Capricorn_Diadem_Box`: 16567
-- `FCapricorn_Diadem_Box`: 16568
-- `Summer_Scroll`: 16569
-- `Illusion_Nothing`: 16576
-- `Dragon_Captain`: 16577
-- `Red_Bunny_Band_Box`: 16582
-- `Sloth_Hat_Box`: 16584
-- `F_Sloth_Hat_Box`: 16585
-- `Duneyrr_Helm_Box`: 16586
-- `F_Duneyrr_Helm_Box`: 16587
-- `Spring_Flower_Scr_Tw`: 16600
-- `Blue_Arara_Hat_Box`: 16601
-- `F_Blue_Arara_Hat_Box`: 16602
-- `Yellow_Bunnyband_Box`: 16619
-- `Aributa_Scroll`: 16631
-- `Ribbon_Of_Life_Box`: 16638
-- `Ribbon_Of_Life_Box2`: 16639
-- `Ribbon_Of_Life_Box3`: 16640
-- `Flame_Light`: 16652
-- `BM75_10Box`: 16653
-- `Valiant_Will`: 16654
-- `Virgo_Scroll`: 16665
-- `Magic_Candy_Box10`: 16666
-- `Libra_Scroll`: 16673
-- `Splash_Scroll`: 16675
-- `Universal_Catalog_Gold_Box10`: 16677
-- `BR_Independence_Scroll`: 16681
-- `Boarding_Halter_Box`: 16682
-- `B_Halter_Box_30Days`: 16683
-- `Wing_Of_Fly_Box10`: 16684
-- `Wing_Of_Fly_Box50`: 16685
-- `Wing_Of_Fly_Box100`: 16686
-- `RWC2010_SuitcaseA`: 16687
-- `RWC2010_SuitcaseB`: 16688
-- `Scorpius_Scroll`: 16691
-- `Ptotection_Seagod_Box`: 16740
-- `Hairtail_Box1`: 16741
-- `Hairtail_Box2`: 16742
-- `Spearfish_Box1`: 16743
-- `Spearfish_Box2`: 16744
-- `Saurel_Box1`: 16745
-- `Saurel_Box2`: 16746
-- `Tuna_Box1`: 16747
-- `Tuna_Box2`: 16748
-- `Malang_Crab_Box1`: 16749
-- `Malang_Crab_Box2`: 16750
-- `Brindle_Eel_Box1`: 16751
-- `Brindle_Eel_Box2`: 16752
-- `Unbreak_Weap_Box`: 16753
-- `F_Unbreak_Weap_Box`: 16754
-- `Unbreak_Def_Box`: 16755
-- `F_Unbreak_Def_Box`: 16756
-- `Hallo_Scroll`: 16757
-- `Umbala_Spirit_Box2`: 16760
-- `F_Umbala_Spirit_Box2`: 16761
-- `Ptotection_Seagod_Box2`: 16763
-- `Ptotection_Seagod_Box3`: 16764
-- `Octo_Hstick_Box`: 16765
-- `Octo_Hstick_Box2`: 16766
-- `Octo_Hstick_Box3`: 16767
-- `Silvervine_Fruit_Box10`: 16770
-- `Silvervine_Fruit_Box40`: 16771
-- `Asgard_Scroll`: 16774
-- `Sagittarius_Scroll`: 16775
-- `Universal_Catalog_Gold_Box10_`: 16776
-- `Universal_Catalog_Gold_Box50`: 16777
-- `Sagittarius_Scr_Box`: 16826
-- `Weather_Report_Box`: 16972
-- `Yellow_Hat_Box`: 16973
-- `Comin_Actor_Box`: 16974
-- `Singing_Bird_Box`: 16975
-- `Hen_Set_Box`: 16976
-- `Red_Minicrown_Box`: 16977
-- `Silvervine_Fruit_Box4`: 16979
-- `Sagittar_Diadem_Scroll`: 16990
-- `Sagittar_Di_Scroll_Box`: 16991
-- `Butterfly_Wing_Box20`: 16992
-- `Butterfly_Wing_Box50`: 16993
-- `Old_Hat_Box`: 16995
-- `Capri_Crown_Scroll`: 16996
-- `Capri_Crown_Scroll_Box`: 16997
-- `Archangel_Wing_Box`: 16998
-- `Bravery_Bag_Box`: 16999
-- `Wander_Man_Box5`: 17000
-- `Wander_Man_Box10`: 17001
-- `Wicked_Nymph_Box5`: 17002
-- `Wicked_Nymph_Box10`: 17003
-- `Kasa_Scroll_Box5`: 17004
-- `Kasa_Scroll_Box10`: 17005
-- `Salamander_Box5`: 17006
-- `Salamander_Box10`: 17007
-- `Teddy_Bear_Box5`: 17008
-- `Teddy_Bear_Box10`: 17009
-- `Capricon_Di_Scroll`: 17011
-- `Capricon_Di_Scroll_Box`: 17012
-- `Malang_Woe_Encard_Box`: 17013
-- `Butterfly_ear_Box`: 17014
-- `Stuckhead_Screw_Box`: 17015
-- `Aquarius_Diadem_Scroll`: 17016
-- `Aquarius_Di_Scroll_Box`: 17017
-- `Libra_Scroll2`: 17018
-- `Scorpio_Scroll2`: 17019
-- `Tw_Nov_Scroll2`: 17020
-- `Summer_Scroll3`: 17021
-- `Super_Pet_Egg1_2`: 17022
-- `Super_Pet_Egg4_2`: 17023
-- `Lovely_Aquarius_Scroll`: 17024
-- `Lovely_Aquarius_Box`: 17025
-- `Boitata_Scroll`: 17026
-- `Pisces_Diadem_Scroll`: 17028
-- `Pisces_Diadem_Box2`: 17029
-- `St_Pat_Hat_box`: 17030
-- `Energetic_Pisces_Scroll`: 17035
-- `Energetic_Pisces_Box`: 17036
-- `Trans_Box_Devi`: 17037
-- `Trans_Box_Ray_Arch`: 17038
-- `Trans_Box_Mavka`: 17039
-- `Trans_Box_Marduk`: 17040
-- `Trans_Box_Banshee`: 17041
-- `Trans_Box_Poring`: 17042
-- `Trans_Box_Golem`: 17043
-- `Aries_Scroll_`: 17050
-- `Aries_Scroll_Box`: 17051
-- `Holy_Mom_Blaze_Box`: 17052
-- `Wiz_Card_Album`: 17056
-- `Swordman_Card_Album`: 17057
-- `Thief_Card_Album`: 17058
-- `Acolyte_Card_Album`: 17059
-- `Merchant_Card_Album`: 17060
-- `Archer_Card_Album`: 17061
-- `Taurus_Diadem_Scroll`: 17062
-- `Taurus_Di_Scroll_Box`: 17063
-- `Tw_Sagitt_Scroll`: 17064
-- `Poison_Bottle_Box50`: 17066
-- `Poison_Bottle_Box100`: 17067
-- `Acidbomb_Box50`: 17068
-- `Acidbomb_Box100`: 17069
-- `Acidbomb_Box500`: 17070
-- `Superb_Fish_Box50`: 17071
-- `Superb_Fish_Box100`: 17072
-- `Superb_Fish_Box500`: 17073
-- `Empty_Bottle_Box10`: 17074
-- `Empty_Bottle_Box100`: 17075
-- `Empty_Bottle_Box500`: 17076
-- `Taurus_Crown_Scroll`: 17077
-- `Taurus_Crown_Scroll_Box`: 17078
-- `Scorpio_Scroll3`: 17080
-- `Yggdrasil_Crown_Box`: 17081
-- `Gemi_Diadem_Scroll`: 17082
-- `Gemi_Diadem_Scroll_Box`: 17083
-- `Upg_Katar_Box`: 17084
-- `Upg_Two_Handed_Axe_Box`: 17085
-- `Upg_Lance_Box`: 17086
-- `Upg_Book_Box`: 17087
-- `Upg_Staff_Box`: 17088
-- `Upg_Dagger_Box`: 17089
-- `Upg_Revolver_Box`: 17090
-- `Upg_Mace_Box`: 17091
-- `Upg_Bow_Box`: 17092
-- `Upg_Twohand_Sword_Box`: 17093
-- `Upg_Katar_Box2`: 17094
-- `Upg_Two_Handed_Axe_Box2`: 17095
-- `Upg_Lance_Box2`: 17096
-- `HD_Oridecon_50Box`: 17104
-- `HD_Elunium_50Box`: 17105
-- `Max_Weight_Up_10Box`: 17106
-- `Gemi_Crown_Scroll`: 17107
-- `Gemi_Crown_Scroll_Box`: 17108
-- `Capri_Scroll`: 17109
-- `Aquarius_Scroll`: 17110
-- `Pisces_Scroll`: 17113
-- `Horn_Of_The_Ancient_Box`: 17114
-- `Sprout_Hat_Box`: 17115
-- `Mercury_Helm_Box`: 17116
-- `ASPD_Potion_Box10`: 17118
-- `Taurus_Scroll`: 17120
-- `Starry_Scroll`: 17121
-- `Immuned_Shield_Box`: 17122
-- `Black_Devil_Mask_Box`: 17123
-- `Cat_Ears_Beret_Box`: 17124
-- `Red_Bread_Hat_Box`: 17125
-- `ASPD_Potion_Box10_2`: 17126
-- `Leo_Scroll2`: 17127
-- `RWC_Scroll`: 17134
-- `Ms_Cancer_Scroll`: 17138
-- `RWC_Super_Scroll`: 17139
-- `Leo_Scroll3`: 17140
-- `Ms_Virgo_Scroll`: 17141
-- `Ms_Scorpio_Scroll`: 17143
-- `Dep_Alice_Hat_Box`: 17146
-- `Ribbon_Chef_Hat_Box`: 17147
-- `Bridal_Ribbon_Box`: 17152
-- `Upg_Huuma_Shuriken_Box`: 17155
-- `TCG_Card_Scroll`: 17156
-- `Vital_Flower_Box`: 17157
-- `Flame_Gemstone_Box`: 17158
-- `Boarding_Halter_Box7`: 17162
-- `Mystic_Powder_Box30`: 17163
-- `Challenge_Kit`: 17165
-- `Boarding_Halter_Box3`: 17176
-- `Jan_Groove_Box`: 17181
-- `3rd_Test_Pass_Box`: 17184
-- `Free_Pass_Box`: 17203
-- `Idn_Heart_Scroll`: 17207
-- `Tw_Rainbow_Scroll`: 17209
-- `Tw_Red_Scroll`: 17210
-- `Tw_Orange_Scroll`: 17211
-- `Tw_Yellow_Scroll`: 17212
-- `C_Center_Potion_Box`: 17226
-- `C_Awakening_Potion_Box`: 17227
-- `C_Berserk_Potion_Box`: 17228
-- `C_Wing_Of_Fly_Box`: 17229
-- `Scroll_Of_Death`: 17233
-- `Scroll_Of_Life`: 17234
-- `Scroll_Of_Magic`: 17235
-- `Scroll_Of_Thews`: 17236
-- `Scroll_Of_Darkness`: 17237
-- `Scroll_Of_Holiness`: 17238
-- `Horned_Scroll`: 17239
-- `Mercury_Scroll`: 17240
-- `Idn_Independ_Scroll`: 17245
-- `HD_Elu_Box30`: 17246
-- `HD_Ori_Box30`: 17247
-- `C_Wing_Of_Fly_3Day_Box`: 17251
-- `RWC_2012_Set_Box`: 17252
-- `RWC_2012_Ring_Box`: 17253
-- `RWC_2012_Pendant_Box`: 17254
-- `Good_Student_Gift_Box`: 17256
-- `Bad_Student_Gift_Box`: 17257
-- `Ex_Def_Potion_Box`: 17262
-- `STR_Biscuit_Stick_Box`: 17270
-- `VIT_Biscuit_Stick_Box`: 17271
-- `AGI_Biscuit_Stick_Box`: 17272
-- `INT_Biscuit_Stick_Box`: 17273
-- `DEX_Biscuit_Stick_Box`: 17274
-- `LUK_Biscuit_Stick_Box`: 17275
-- `Cannon_Ball`: 18000
-- `Holy_Cannon_Ball`: 18001
-- `Dark_Cannon_Ball`: 18002
-- `Soul_Cannon_Ball`: 18003
-- `Iron_Cannon_Ball`: 18004
-- `Shooting_Star_C`: 18100
-- `F_Bow_Of_Rudra_C`: 18101
-- `E_Bow_Of_Rudra_C`: 18102
-- `Mystic_Bow`: 18103
-- `Adventure_Bow`: 18104
-- `Academy_Bow`: 18105
-- `P_Bow3`: 18106
-- `Malang_Snow_Crab`: 18107
-- `Brindle_Eel`: 18108
-- `Catapult`: 18109
-- `Big_CrossBow`: 18110
-- `Creeper_Bow`: 18111
-- `Upg_Bow`: 18112
-- `Velum_Arbalest`: 18113
-- `Velum_CrossBow`: 18114
-- `Orc_Archer_Bow_`: 18115
-- `Metal_Bow`: 18116
-- `Royal_Bow`: 18117
-- `TE_Woe_Bow`: 18118
-- `Thanos_Bow`: 18119
-- `Bow_Of_Evil_Slayer`: 18120
-- `Bow_of_Vicious_Mind`: 18121
-- `Gigantic_Bow`: 18122
-- `Bow_Of_Storm`: 18123
-- `Half_BF_Bow1`: 18124
-- `Ru_Blue_Bow`: 18126
-- `Infinity_Bow`: 18128
-- `Scarlet_Bow`: 18130
-- `Cheer_Scarf6`: 18500
-- `Cheer_Scarf8`: 18501
-- `Cheer_Scarf10`: 18502
-- `Small_Horn_Of_Devil`: 18503
-- `Anubis_Helm_J`: 18504
-- `Umbala_Spirit`: 18505
-- `Hattah_Black`: 18506
-- `Elven_Ears_`: 18507
-- `Garuda_Hat`: 18508
-- `RWC2010_Indonesia`: 18509
-- `Blood_Angel_Hair_Band`: 18510
-- `Blood_Angel_Wing_Ear`: 18511
-- `Juho_Necktie`: 18512
-- `Shining_Sunflower`: 18513
-- `Para_Team_Hat2`: 18514
-- `RTC_Winner_Headgear`: 18515
-- `RTC_2nd_Headgear`: 18516
-- `RTC_3rd_Headgear`: 18517
-- `Ear_Of_Angels_Wing_`: 18518
-- `Ear_Of_Devils_Wing_`: 18519
-- `Jaty_C`: 18520
-- `Lucky_Clover`: 18521
-- `Evil_Marcher_Hat`: 18522
-- `Super_Scell`: 18523
-- `Dokkebi_Mask`: 18524
-- `Watermelon_Hat`: 18525
-- `Yummy_Lollipop`: 18526
-- `Gloomy_Pumpkin_Hat`: 18527
-- `Tare_Neko_Cru`: 18528
-- `Drooping_Wild_Rose`: 18529
-- `Tha_Despero_Mask`: 18530
-- `Drooping_Permeter`: 18531
-- `Heart_Ribbon_Band`: 18532
-- `Honeybee_Hat`: 18533
-- `Fancy_Phantom_Mask`: 18534
-- `Pumpkin_Hat_2010`: 18535
-- `Foxtail`: 18536
-- `Malangdo_Hat`: 18537
-- `Evil_Whisper`: 18538
-- `Skull_Cap`: 18539
-- `Evil_Mask`: 18540
-- `Little_Fhat`: 18541
-- `All_Love_Guard`: 18542
-- `Witchs_Hat`: 18543
-- `Blrabbit_Hband`: 18544
-- `Whrabbit_Hband`: 18545
-- `Lover_In_Mouth`: 18546
-- `Campus_Festival`: 18547
-- `Tiny_Hat`: 18548
-- `Butterfly_Hairpin`: 18549
-- `Asgard_Blessing`: 18550
-- `Galaxy_Circlet`: 18551
-- `Proba_Angel_Blessing`: 18552
-- `Mini_Tree`: 18553
-- `King_Prawn_Hat`: 18554
-- `General_Helmet`: 18555
-- `Angel_Helmet`: 18556
-- `Devil_Helmet`: 18557
-- `Sinsuncho_Hat`: 18558
-- `Fafnir_Skin`: 18559
-- `Fafnir_Mask`: 18560
-- `B_Feather_Beret`: 18561
-- `Bone_Hat`: 18562
-- `Heart_Wing_Hairband`: 18563
-- `Love_Piece`: 18564
-- `Leprechaun_Hat`: 18565
-- `Nut_Donut_In_Mouth`: 18566
-- `Stretched_Nose`: 18567
-- `Humming_Bird`: 18568
-- `Soft_Sheep_Hat`: 18569
-- `Ancient_Gold_Deco`: 18570
-- `Lucky_Hat`: 18571
-- `Korean_Judge_Hat`: 18572
-- `White_Feather`: 18573
-- `Lord_of_Death`: 18574
-- `Wunderkammer`: 18575
-- `YinYang_Earring`: 18576
-- `24_Bolt`: 18577
-- `Helm_Of_Valor`: 18578
-- `9th_Anni_Hat`: 18579
-- `Yggdrasil_Crown`: 18580
-- `Red_Tiger_Mask`: 18581
-- `Blue_Tiger_Mask`: 18582
-- `Navy_Drooping_Kitty`: 18583
-- `Brown_Drooping_Kitty`: 18584
-- `Orange_Bunny_Hairband`: 18585
-- `Violet_Bunny_Hairband`: 18586
-- `Blue_Bunny_Hairband`: 18587
-- `Silver_Bunny_Hairband`: 18588
-- `Strawberry_Hat`: 18589
-- `Gemma_Hairband`: 18590
-- `Mini_Glasses_`: 18591
-- `Nestea_Hat`: 18592
-- `Fancy_Mini_Crown`: 18593
-- `Magni_Cap_`: 18594
-- `Horn_Of_Ancient`: 18595
-- `Sprout_Hat`: 18596
-- `Mercury_Helm`: 18597
-- `Mini_Tree_J`: 18598
-- `Black_Devil_Mask`: 18599
-- `Cat_Ears_Beret`: 18600
-- `Red_Bread_Hat`: 18601
-- `Watermelon_Slice`: 18602
-- `Black_Devil_Mask_`: 18603
-- `Falcon_Mask`: 18604
-- `Dark_Age`: 18605
-- `Tear_Drop`: 18606
-- `Blush_`: 18607
-- `Pair_Of_Red_Ribbon2`: 18608
-- `Dark_Blindfold_`: 18609
-- `7th_Anni_Hat_B`: 18610
-- `Black_Glasses_`: 18611
-- `White_Musang_Hat`: 18612
-- `Black_Musang_Hat`: 18613
-- `Grim_Reaper_Hat`: 18614
-- `Injured_Eyepatch`: 18615
-- `Long_Tongue`: 18616
-- `Onigiri_In_Mouth`: 18617
-- `Airplane_Hat`: 18618
-- `Thief_Bandana`: 18619
-- `Heart_Eyepatch`: 18620
-- `Gangster_Mask_A`: 18621
-- `Rocket_Helm1`: 18622
-- `Rocket_Helm2`: 18623
-- `Rocket_Helm3`: 18624
-- `Rocket_Helm_RWC`: 18625
-- `Gelato_Hat`: 18626
-- `Dried_Leaf`: 18627
-- `Tare_Brownie`: 18628
-- `B_Desert_Wolf_Hat`: 18629
-- `Dep_Alice_Hat`: 18630
-- `Ribbon_Chef_Hat`: 18631
-- `Yellow_Poring_Hairpin`: 18632
-- `Pink_Poring_Hairpin`: 18633
-- `Green_Poring_Hairpin`: 18634
-- `Blue_Poring_Hairpin`: 18635
-- `Bridal_Ribbon`: 18636
-- `Ancient_Admiral_Helm`: 18637
-- `Citron_Hat`: 18638
-- `Naval_Officer_Hat`: 18639
-- `Starfish_Headband`: 18640
-- `Ribbon_Magic_Hat`: 18641
-- `hand_Scissorhand_Model`: 18642
-- `Rockhand_Model`: 18643
-- `Paperhand_Model`: 18644
-- `Sailor_Hat`: 18645
-- `Cow_Hat`: 18646
-- `Star_Eyepatch`: 18647
-- `Tongue_Charm`: 18648
-- `Lude_Mask`: 18649
-- `RWC_Shouting_Mouth`: 18650
-- `Ignis_Cap`: 18651
-- `Vanargand_Helm`: 18652
-- `Devi_Headphone`: 18653
-- `SS_Bandana`: 18654
-- `Lupin_One_Eyed_Glasses`: 18655
-- `Wit_Pumpkin_Hat`: 18656
-- `Pegasus_Wing_Ears`: 18657
-- `Holy_Santa_Beard`: 18658
-- `Boitata_Hat`: 18659
-- `Indi_Feather_Band`: 18660
-- `Trident_Helmet`: 18661
-- `Antler_Fedora`: 18662
-- `Sunglasses_Bball_Hat`: 18663
-- `Blind_Glasses`: 18664
-- `Orange_In_Mouth`: 18665
-- `CD_In_Mouth`: 18666
-- `Cat_Lace_Hairband`: 18667
-- `Droopy_Turtle_Hat`: 18668
-- `Cowhide_Hat`: 18669
-- `Hankie_In_Mouth`: 18670
-- `Rudolf_Hairband`: 18671
-- `Tare_Pope`: 18672
-- `Tare_Pope_`: 18673
-- `Planewing_Hat`: 18674
-- `Green_Apple_Hat`: 18675
-- `Hexagon_Spectacles`: 18676
-- `Cherry_Twig_In_Mouth`: 18677
-- `Leek_In_Mouth`: 18678
-- `Abacus_In_Mouth`: 18679
-- `Tw_Frog_Hat`: 18680
-- `Puppy_Ears_Hat`: 18681
-- `Teardrop`: 18682
-- `Carrot_In_Mouth`: 18683
-- `Showy_High_Cap`: 18684
-- `Stardust_Hairband`: 18685
-- `2011_RMSC_1`: 18686
-- `2011_RMSC_2`: 18687
-- `2011_RMSC_3`: 18688
-- `2011_RMSC_4`: 18689
-- `Sirt_Evil_Eye`: 18690
-- `Rising_Black_Dragon`: 18691
-- `Mike_Hat`: 18692
-- `Sleeping_Kitty_Cat`: 18693
-- `Red_Hood`: 18694
-- `Phoenix_Crown`: 18695
-- `Orange_Hat`: 18696
-- `Syringe_In_Mouth`: 18697
-- `Cheesy_Snack_In_Mouth`: 18698
-- `Starving_Fish_Hat`: 18699
-- `Rabbit_Ribbon`: 18700
-- `Ancient_Civil_Man`: 18701
-- `Shaving_Cream`: 18702
-- `Stem_In_Mouth`: 18703
-- `Drosera_Hairpin`: 18704
-- `Flip_Hat`: 18705
-- `Can_Hat`: 18706
-- `Maneater_Flower_Hat`: 18707
-- `Candy_Hat`: 18708
-- `Black_Knitted_Hat`: 18709
-- `Sugared_Fruit_Stick`: 18710
-- `Electric_Sunglass`: 18711
-- `Fan_In_Mouth`: 18712
-- `Monkey_On_Fur_Hat`: 18713
-- `Hippo_Hat`: 18714
-- `Helm_Of_Thoth`: 18715
-- `Strawberry_In_Mouth`: 18716
-- `Skull_Hood_`: 18717
-- `Rose_Hairband`: 18718
-- `Magical_Booster`: 18720
-- `Sweet_Valentine_Cap`: 18721
-- `Winged_Feather_Ears`: 18722
-- `Aura_Quartz_Crown`: 18723
-- `Baphomet_Horns`: 18724
-- `Rabbit_Knithat`: 18725
-- `Skymet`: 18726
-- `Sedora_Hat`: 18727
-- `Egir_Helm`: 18728
-- `MVP_Basketball`: 18729
-- `Cryptura_Academy_Hat`: 18730
-- `Valkyrie_Outing_Helm`: 18731
-- `TE_Woe_Cap`: 18732
-- `TE_Woe_Bone_Helm`: 18733
-- `TE_Woe_Magic_Eyes`: 18734
-- `Censor_Bar_`: 18736
-- `Fortier_Mask`: 18737
-- `Carnation_Hairband`: 18739
-- `C_Hair_Of_The_Strong`: 18740
-- `C_Will_O_Wisp`: 18741
-- `C_MoonStar_Accessory`: 18742
-- `C_Spirit_Of_Chung_E`: 18743
-- `C_World_Star`: 18744
-- `Choco_Stick_In_Mouth`: 18745
-- `Chilly_Breath`: 18746
-- `Eyes_Of_Ifrit`: 18747
-- `Gold_Ingot_Poring_Hat`: 18748
-- `Majoruros_Horn`: 18749
-- `Poker_Card_In_Mouth`: 18750
-- `Cursed_Book`: 18752
-- `Tw_Rice_Ball`: 18753
-- `Blood_Sucker`: 18754
-- `Feather_Beret_`: 18755
-- `Black_Shiba_Inu_Hat`: 18756
-- `Holy_Klobuk`: 18757
-- `Hat_Of_Scrat`: 18758
-- `Stretched_Nose_M`: 18759
-- `Remodel_Wizardry_Hat`: 18760
-- `Remodel_Magician_Hat`: 18761
-- `Remodel_Mask_Of_Fox`: 18762
-- `Remodel_Joker_Jester`: 18763
-- `Remodel_Bunny_Band`: 18764
-- `Enhanced_Corsair`: 18765
-- `Enhanced_Helm_Of_Angel`: 18766
-- `Enhanced_Helm_Of_Sun`: 18767
-- `Enhanced_Bone_Helm`: 18768
-- `Remodel_Munak_Turban`: 18769
-- `Remodel_Bongun_Hat`: 18770
-- `Remodel_Opera_Mask`: 18771
-- `Improved_Binoculars`: 18772
-- `Improved_Fin_Helm`: 18773
-- `Improved_Assassin_Mask`: 18774
-- `Improved_Welding_Mask`: 18775
-- `Improved_Kiss_Of_Angel`: 18776
-- `Aladdin_Lamp`: 18777
-- `Pink_Bunny_Hair_Band`: 18778
-- `RWC_Champ_Crown_Red`: 18779
-- `RWC_Champ_Crown_Blue`: 18780
-- `RWC_Champ_Crown_Black`: 18781
-- `Butterfly_Wing_Ear_J`: 18782
-- `Rose_Corolla`: 18783
-- `Elder_Devil_Horns_`: 18784
-- `King_Poring_Hat`: 18785
-- `Anemos_Mask`: 18786
-- `Goaltender_Mask`: 18787
-- `Starlight_Scope`: 18788
-- `Poison_Spore_Hat`: 18789
-- `Rainbow_Poring_Hat`: 18790
-- `Shrine_Maiden_Hat`: 18791
-- `Indonesian_Id_Sakkat`: 18792
-- `Sorc_Night_Cap`: 18793
-- `Ordinary_Black_Mage_Hat`: 18794
-- `Night_Sparrow_Hat`: 18795
-- `RWC_Champ_Crown_QF`: 18796
-- `Deep_Angel_Hairband`: 18797
-- `Pink_Angel_Hairband`: 18798
-- `Mask_of_Nero`: 18799
-- `Mask_of_Formic`: 18800
-- `Gale_Hair_Ornament`: 18801
-- `Poring_Fedora_Hat`: 18802
-- `Rose_Cascade`: 18803
-- `Thornwood_Band`: 18804
-- `Eclipse_Hat`: 18805
-- `Black_Rabbit_Hat`: 18806
-- `Yellow_Yuzu_Hat`: 18807
-- `Wing_Form_Spectacle`: 18808
-- `Hell_Pumpkin_Hat`: 18810
-- `White_Snake_Hat_`: 18811
-- `Elder_Crown`: 18812
-- `New_Wave_Sunglasses`: 18813
-- `Angel_School_Cap`: 18814
-- `Devil_School_Cap`: 18815
-- `Adv_Angel_School_Cap`: 18816
-- `Adv_Devil_School_Cap`: 18817
-- `Red_Pencil_In_Mouth`: 18818
-- `Blue_Pencil_In_Mouth`: 18819
-- `Gray_Helmet`: 18820
-- `Rainbow_Feather_Deco`: 18821
-- `Flame_Wing_Ear`: 18822
-- `Imperial_Feather`: 18823
-- `Mask_Of_Bankrupt`: 18824
-- `Bankruptcy_Of_Heart_`: 18825
-- `Woodie_Hat`: 18826
-- `Valkyrie_Circlet`: 18827
-- `2012RMSCNO1`: 18828
-- `2012RMSCNO2`: 18829
-- `2012RMSCNO3`: 18830
-- `2012RMSCNO4`: 18831
-- `Rolf_Von_Gigue_666`: 18832
-- `Marin_Crown`: 18833
-- `Sakura_Hairband`: 18834
-- `TW_10th_Anni_Hat`: 18835
-- `TW_10th_Anni_Lmtd_Hat`: 18836
-- `Cheering_Whistle`: 18837
-- `Poring_Sunglasses_`: 18839
-- `King_Poring_Hat_`: 18840
-- `Small_Poring_Band`: 18841
-- `Hat_Of_Girl`: 18842
-- `Small_Deviling_Hat`: 18843
-- `Blue_Poring_Bubble`: 18844
-- `Banshee_Master_Kiss`: 18845
-- `Seagod_Protector`: 18846
-- `Jolly_Roger`: 18847
-- `Lush_Rose`: 18848
-- `Celines_Ribbon`: 18849
-- `Polar_Bear_Cap`: 18850
-- `ValentineHeart`: 18851
-- `Berry_Hat_Decoration`: 18852
-- `Berry_Hat_Decoration_`: 18853
-- `ValentineYellowHeart`: 18854
-- `Aviator_Hat`: 18855
-- `Pink_Angeling_Bubble`: 18858
-- `Angeling_Bubble`: 18859
-- `Preschool_Hat`: 18860
-- `Very_Sweet_Candy_Bar`: 18870
-- `Very_Sweet_Candy`: 18871
-- `Snake_Hat`: 18872
-- `Sweet_Valentine_Out`: 18873
-- `One_Eyed_Glass_`: 18874
-- `Angry_Scorpion_Hat`: 18879
-- `Advanced_Jao_King_Hat`: 18880
-- `Jejecap`: 18885
-- `Rainbow_Long_Octopus`: 18886
-- `Aqua_Bunny_Band`: 18887
-- `Maroon_Bunny_Band`: 18888
-- `Golden_Bunny_Band`: 18889
-- `Gray_Bunny_Band`: 18890
-- `Husky_Hat`: 18891
-- `Ufo_Poring_Hat`: 18892
-- `Dragon_Claw_Helm`: 18893
-- `Rainbow_Star`: 18894
-- `Celestial_Dark_Flame`: 18895
-- `Pterios_Fins`: 18896
-- `Azure_Diadem`: 18897
-- `Yggdrasil_Herald_Crown`: 18898
-- `Weisswurst`: 18900
-- `Seppl_Hat`: 18901
-- `Isabella_Red_Ear`: 18908
-- `Isabella_Brown_Ear`: 18909
-- `Isabella_Blue_Ear`: 18910
-- `Red_Flower_Hat`: 18911
-- `Bell_Pigeon`: 18912
-- `Gossip_Raven`: 18913
-- `Kid_Deviling`: 18914
-- `Blood_Buffterfly`: 18915
-- `Bear_Balloon`: 18916
-- `LoveLove_Balloon`: 18917
-- `Long_Octopus_Balloon`: 18918
-- `C_Lamp_Of_Alladin`: 18921
-- `Elephant_Model_Hat`: 18929
-- `Fox_Ears_Bell_Ribbon`: 18934
-- `Memories_Of_Lovers`: 18937
-- `Astro_Circle`: 18938
-- `Knit_Cap_Of_Water`: 18942
-- `Silk_Hat_Of_Earth`: 18943
-- `Deviruchi_Balloon`: 18944
-- `Tare_Maid_Doll_Hat`: 18945
-- `Tare_HSchool_Doll_Hat`: 18946
-- `Boss_Beret`: 18969
-- `Riot_Chip`: 18997
-- `Gravekeeper_Blinker`: 19014
-- `C_Kamas_Hairband`: 19015
-- `Elemental_Crown`: 19019
-- `Survive_Circlet`: 19020
-- `Gigant_Helm`: 19021
-- `Floating_Stone_Of_Int`: 19022
-- `Queen_Scaraba_Crown`: 19023
-- `Protect_Feathers`: 19024
-- `Puppy_Ears_Hat_`: 19025
-- `Aegir_Helm`: 19026
-- `Type_10_Glasses`: 19027
-- `Devils_Minion`: 19028
-- `Alice_Friesinger_Hat_69`: 19029
-- `Fallen_Angel_Blessing`: 19031
-- `Black_Fairy_Ears`: 19041
-- `Maneater_Flower_Hat_`: 19042
-- `Goibnes_Helmet_`: 19043
-- `Morriganes_Helm_`: 19044
-- `Blue_Ears_Accessory`: 19045
-- `Poisonous_Man`: 19046
-- `Angeling_Furhat`: 19047
-- `Warrior_Moon_Cat_Hat`: 19051
-- `Fighter_Moon_Cat_Hat`: 19053
-- `Nettie_Heart_Bubblegum`: 19080
-- `Faceworm_Egg_Shell`: 19081
-- `Sigruns_Wing_`: 19085
-- `Robo_Eye_`: 19086
-- `Angel_Spirit_`: 19087
-- `T_Mr_Smile`: 19500
-- `T_Spinx_Helm`: 19501
-- `T_Goggle`: 19502
-- `T_Munak_Hat`: 19503
-- `T_Sunglasses`: 19504
-- `T_Cigarette`: 19505
-- `T_Valkyrie_Feather_Band`: 19506
-- `Fine_Sun`: 19507
-- `T_Gemmed_Sallet`: 19508
-- `Butterfly_Wing_Ear`: 19509
-- `Nut_On_Head`: 19510
-- `Heart_Eye_Patch1`: 19511
-- `Heart_Eye_Patch2`: 19512
-- `Chicken_Beak`: 19513
-- `Charlie_Beard`: 19514
-- `Yellow_Hat`: 19515
-- `Singing_Bird`: 19516
-- `Cocks_Comb`: 19517
-- `Rainbow`: 19518
-- `Lightning_Cloud`: 19519
-- `Rain_Cloud`: 19520
-- `Charlie_Hat`: 19521
-- `Mini_Crown1`: 19522
-- `Donation_Ribbon`: 19523
-- `C_Green_Feeler`: 19524
-- `C_Jack_A_Dandy`: 19525
-- `C_Helm`: 19526
-- `C_Sharp_Gear`: 19527
-- `C_Iron_Cane`: 19528
-- `C_Angelic_Chain`: 19529
-- `C_Wild_Rose`: 19530
-- `C_Cube_Mask`: 19531
-- `C_Red_Bunny_Band`: 19532
-- `C_Spore_Hat`: 19533
-- `C_Tha_Despero_Mask`: 19534
-- `C_Sinsuncho_Hat`: 19535
-- `C_Rose_Corsage`: 19536
-- `C_Gryphon_Hat`: 19537
-- `Full_Moon`: 19538
-- `C_Reginleif_Hairband`: 19539
-- `C_Rabbit_Earplug`: 19540
-- `C_Romantic_White_Flower`: 19541
-- `C_Devil_Whisper`: 19542
-- `Oliver_Wolf_Hood`: 19543
-- `C_Tare_Neko_Cru`: 19544
-- `C_Boys_Cap`: 19545
-- `C_Valkyrie_Helm`: 19546
-- `C_Deviruchi_Cap`: 19547
-- `C_Frog_Cap`: 19548
-- `C_Magestic_Goat`: 19549
-- `C_Blush`: 19550
-- `C_Elven_Ears`: 19551
-- `C_Centimental_Flower`: 19552
-- `C_Assassin_Mask_`: 19553
-- `C_Hahoe_Mask`: 19554
-- `C_Crescent_Helm`: 19555
-- `C_Kabuki_Mask`: 19556
-- `C_Ayothaya_Hat`: 19557
-- `C_Raven_Cap`: 19558
-- `C_B_Dragon_Hat`: 19559
-- `C_Quati_Hat`: 19560
-- `C_Tucan_Hat`: 19561
-- `C_Jaguar_Mask`: 19562
-- `C_Dragon_Arhat_Mask`: 19563
-- `C_Tiger_Arhat_Mask`: 19564
-- `C_Chung_Hairband`: 19565
-- `C_Samurai_Mask`: 19566
-- `C_Hatah_Black`: 19567
-- `C_Horn_Of_The_Ancient`: 19568
-- `C_Sprout_Hat`: 19569
-- `C_Mercury_Helm`: 19570
-- `C_White_Musang_Hat`: 19571
-- `C_Black_Musang_Hat`: 19572
-- `C_Heart_Wing_Hairband`: 19573
-- `C_Lord_of_Death`: 19574
-- `C_Rising_Black_Dragon`: 19575
-- `C_Tare_Pope`: 19576
-- `10th_Anni_Poring_Hat`: 19577
-- `C_Red_Wing_Hat`: 19579
-- `C_Sphinx_Helm`: 19580
-- `C_Adventurers_Hat`: 19581
-- `C_Cowboy_Hat`: 19582
-- `C_Gangster_Patch`: 19583
-- `C_Dagger_In_Mouth`: 19584
-- `C_Feather_Beret`: 19585
-- `C_Pink_Bunny_Band_J`: 19586
-- `C_King_Poring_Hat`: 19587
-- `C_Fallen_Angel_Lost_J`: 19589
-- `C_Flying_Angel`: 19596
-- `C_Magic_Eyes`: 19597
-- `C_Wondering_Wolf_Helm`: 19598
-- `C_Imp_Hat`: 19599
-- `Drooping_Kiehl`: 19600
-- `Drooping_Aliot`: 19601
-- `C_Invisible_Cap`: 19602
-- `C_Invisible_Sunglasses`: 19603
-- `C_Invisible_Mask`: 19604
-- `C_Gang_Scarf`: 19605
-- `C_Ninja_Scroll`: 19606
-- `C_Love_Chick_Hat`: 19607
-- `C_Chick_Hat`: 19608
-- `C_Red_Glasses`: 19609
-- `C_Whisper_Mask`: 19610
-- `C_Pecopeco_Wing_Ears`: 19611
-- `C_Headset_OST`: 19612
-- `C_Valkyrie_Feather_Band`: 19613
-- `C_Super_Novice_Hat`: 19614
-- `C_Loki_Mask`: 19615
-- `C_Wickebines_Black_Cat_Ears`: 19616
-- `C_Puppy_Headband`: 19617
-- `C_Corsair`: 19619
-- `C_Detective_Hat`: 19620
-- `C_Ear_Of_Devils_Wing`: 19621
-- `C_Crescent_Hairpin`: 19622
-- `C_Bijofnil_Wings`: 19623
-- `C_Round_Eyes`: 19624
-- `C_Bunny_Band`: 19625
-- `C_Satellite_Hairband`: 19627
-- `C_Headset`: 19628
-- `C_Tiara`: 19629
-- `C_Crown`: 19630
-- `C_Poring_Fedora_Hat`: 19631
-- `C_Hat`: 19632
-- `C_Flower_Hairband`: 19633
-- `C_Flu_Mask`: 19634
-- `C_Mini_Propeller`: 19635
-- `C_Pierrot_Nose`: 19636
-- `C_Nurse_Cap`: 19637
-- `C_Mr_Smile`: 19638
-- `C_Sahkkat`: 19639
-- `C_Charming_Ribbon`: 19640
-- `C_Helm_of_Darkness`: 19641
-- `C_Moonlight_Flower_Hat`: 19642
-- `C_Whikebain_Ears`: 19643
-- `C_Takius_Blindfold`: 19644
-- `C_Chinese_Crown_`: 19645
-- `C_Ramen_Hat`: 19646
-- `C_Red_Deviruchi_Cap`: 19647
-- `C_Fallen_Leaves`: 19648
-- `C_White_Baby_Cat_Ears`: 19649
-- `C_Rainbow_Feather_Deco`: 19650
-- `C_RWC_Shouting_Mouth`: 19651
-- `C_Rabbit_Magic_Hat`: 19652
-- `C_Marcher_Hat`: 19653
-- `C_J_Captain_Hat`: 19654
-- `C_Tiraya_Bonnet`: 19655
-- `C_Minstrel_Hat`: 19656
-- `C_Captain_Hat`: 19657
-- `C_Vacation_Hat`: 19658
-- `C_Gray_Fur_Hat`: 19659
-- `C_Coppola`: 19660
-- `C_Sweet_Bonnet`: 19661
-- `C_Magician_Hat`: 19662
-- `Wishing_Sky_Lantern`: 19663
-- `C_Campus_Festival`: 19664
-- `C_Poring_Cake_Hat`: 19665
-- `C_Cookie_Hat`: 19666
-- `C_Dragon_Helm`: 19667
-- `C_Wind_Milestone`: 19668
-- `C_Reginleif_Hairband_`: 19669
-- `C_Southern_Cross`: 19670
-- `C_Piggie_Bank`: 19671
-- `C_Poring_Letter`: 19672
-- `C_Benevolent_Guardian`: 19673
-- `C_Evil_Mask`: 19674
-- `C_Jumping_Poring`: 19675
-- `C_Rainbow_Poring_Hat`: 19676
-- `C_Soulless_Wing`: 19677
-- `C_Bell_Ribbon`: 19678
-- `C_Round_Eyes_J`: 19679
-- `C_Tongue_Mask`: 19680
-- `C_Silver_Tiara`: 19681
-- `C_Santa_Poring_Hat`: 19682
-- `C_Sweet_Candy`: 19683
-- `C_Happy_Wig`: 19684
-- `C_ShineSantaPoring`: 19685
-- `C_SantaHairband`: 19686
-- `C_Lush_Rose`: 19687
-- `C_RJC_Katusa`: 19688
-- `C_Ati_Atihan_Hat`: 19689
-- `C_Dark_Snake_Lord_Hat_J`: 19690
-- `C_Blue_Ribbon`: 19691
-- `C_Antique_Pipe_J`: 19692
-- `C_Triple_Poring_Hat`: 19693
-- `C_Vane_Hairpin`: 19694
-- `C_Kettle_Hat`: 19695
-- `C_Friend_Mochiring_Hat`: 19696
-- `C_Rudolph_Santa_Hat`: 19697
-- `C_Bf_Recruiter_Hat`: 19698
-- `C_Gf_Recruiter_Hat`: 19699
-- `C_RWC_Champ_Crown_2nd`: 19700
-- `C_Red_Bonnet`: 19701
-- `C_Santa_Hat_1`: 19702
-- `C_Red_Dress_Hat`: 19706
-- `C_Polar_Bear_Cap`: 19707
-- `C_Withe_Snake_Hat`: 19708
-- `C_Yellow_Ribbon`: 19709
-- `C_Wings_Of_Victory`: 19710
-- `C_Little_Angel_Doll`: 19712
-- `C_Lucky_Clover`: 19713
-- `C_Lady_Tanee_Doll`: 19714
-- `C_Scarf`: 19715
-- `C_Alice_Doll`: 19716
-- `C_Ribbon_Pink`: 19717
-- `C_Gothic_Head_Dress`: 19718
-- `C_Coronet`: 19719
-- `C_Romantic_Gent`: 19720
-- `C_Darkness_Helm`: 19721
-- `C_Black_Glasses`: 19722
-- `C_Sacred_Torch_Coronet`: 19723
-- `C_Deprotai_Doll_Hat`: 19724
-- `C_Bread_Bag2`: 19725
-- `C_Scarlet_Rose`: 19726
-- `C_Deviling_Hat`: 19727
-- `C_Tare_Zonda`: 19728
-- `C_Neko_Mimi_Kafra`: 19729
-- `C_Snake_Hat`: 19730
-- `C_Satanic_Chain`: 19731
-- `C_Goblin_Mask_04`: 19732
-- `C_Panda_Cap`: 19733
-- `C_Binoculars`: 19734
-- `C_Fin_Helm`: 19735
-- `C_Gas_Mask`: 19736
-- `C_Corsair_K`: 19737
-- `C_Detective_Hat_K`: 19738
-- `C_Sleeping_Kitty_Cat`: 19739
-- `C_Majestic_Devil_Horns`: 19741
-- `C_Small_Golden_Wings`: 19742
-- `C_Anubis_Helm_J`: 19743
-- `C_Black_Tail_Ribbon`: 19744
-- `C_Holy_Marching_Hat_J`: 19745
-- `C_Cap_Of_Blindness`: 19746
-- `C_Tha_Despero_Mask_J`: 19747
-- `C_Diadem`: 19748
-- `C_Gold_Spirit_Chain`: 19749
-- `C_Saint_Frill_Ribbon`: 19750
-- `C_Light_Darkness_Crown`: 19751
-- `C_Shelter_Wing_Ears`: 19752
-- `C_Celestial_Hat`: 19753
-- `C_Good_Wedding_Veil`: 19754
-- `C_YinYang_Earring`: 19755
-- `C_Holy_Mom_Love`: 19756
-- `C_Water_Lily_Crown`: 19757
-- `C_Frog_King_Hat`: 19758
-- `C_Umbrella_Hat`: 19759
-- `C_Rainbow_Veil`: 19760
-- `C_White_Lily`: 19761
-- `C_Happy_Peace_Proof`: 19762
-- `C_Leaf_Cat_Hat`: 19763
-- `C_Monster_Card`: 19764
-- `C_Wing_Angels_Ears`: 19765
-- `C_Yggdrasil_Hat`: 19766
-- `C_Home_Cherry_Blossom`: 19767
-- `C_Sakura_Coronet`: 19768
-- `C_Mischievous_Fairy`: 19769
-- `C_Japan_Winecup`: 19770
-- `C_Butterfly_Hairpin`: 19771
-- `C_Honeybee_Hat`: 19772
-- `C_Angeling_Hairpin`: 19773
-- `C_Emperor_Wreath_J`: 19774
-- `C_Marvelous_Wig`: 19775
-- `C_Tomboy_Fairy`: 19776
-- `C_Twinkle_Little_Star`: 19777
-- `C_King_Berry`: 19778
-- `C_Persika`: 19779
-- `C_Rabbit_Ear_Knit_Hat`: 19780
-- `C_Ear_Of_Angels_Wing_`: 19781
-- `C_Drooping_Kitty`: 19782
-- `C_Granpa_Beard`: 19783
-- `C_Morriganes_Helm`: 19784
-- `C_Well_Baked_Toast`: 19785
-- `C_Mistress_Crown`: 19786
-- `C_Devoted_Eyes`: 19787
-- `C_Heart_Eyepatch`: 19788
-- `C_Sweet_Gents`: 19789
-- `C_Wedding_Veil`: 19790
-- `C_Alarm_Mask`: 19791
-- `C_Goblin_Mask_01`: 19792
-- `C_Goblin_Mask_02`: 19793
-- `C_Goblin_Mask_03`: 19794
-- `C_Lord_Circlet`: 19795
-- `C_Bone_Helm`: 19796
-- `C_Apple_Of_Archer`: 19797
-- `C_Angry_Mouth`: 19798
-- `C_Golden_Gear`: 19799
-- `C_Carnation_Hairband`: 19800
-- `C_Fox_Hat_J`: 19801
-- `C_Drooping_Nine_Tail`: 19802
-- `C_Pinwheel_Cap`: 19803
-- `C_Red_Vane_Hairpin`: 19804
-- `C_Taboo_Curse_Scroll`: 19805
-- `C_Full_Bloom_Hairpin`: 19806
-- `C_Majestic_Helmet`: 19807
-- `C_Blazing_Sun`: 19808
-- `C_Purple_Cowboy_Hat`: 19809
-- `C_Ifrits_Ear`: 19810
-- `C_Beer_Cap`: 19811
-- `C_Large_Hibiscus`: 19812
-- `C_Icecream_Hat`: 19813
-- `C_Shiny_Wig`: 19814
-- `C_Lolita_Ten_Gallon_Hat`: 19815
-- `C_Pecopeco_Cap`: 19816
-- `C_Ifrits_Breath`: 19817
-- `C_Droop_Morocc_Minion`: 19818
-- `C_Bone_Hat`: 19820
-- `C_Hyegun_Hat`: 19821
-- `C_Yellow_Bandana`: 19822
-- `C_White_Cat_Hood`: 19823
-- `C_Evil_Druid_Hat`: 19824
-- `C_Vicious_Stop_Bandage`: 19825
-- `C_Ice_Wing_Ear`: 19826
-- `C_Amistr_Cap`: 19827
-- `C_Fedora`: 19828
-- `C_Straw_Hat`: 19829
-- `C_Sunglasses`: 19830
-- `C_Filir_Hat`: 19831
-- `C_Poring_Hat`: 19832
-- `C_Fillet`: 19833
-- `C_Baseball_Cap`: 19834
-- `C_Lif_Doll_Hat`: 19835
-- `C_L_Magestic_Goat`: 19836
-- `C_Asara_Fairy_Hat`: 19837
-- `C_Fox_Hat`: 19838
-- `C_Vanilmirth_Hat`: 19839
-- `C_Dragonhelm_Copper`: 19841
-- `C_Puppy_Hat`: 19842
-- `C_Cat_Hairband`: 19843
-- `C_Turban`: 19844
-- `C_Hair_Protector`: 19845
-- `C_Opera_Ghost_Mask`: 19846
-- `C_Big_Sis_Ribbon`: 19847
-- `C_Angeling_Hat`: 19848
-- `C_Munak_Turban`: 19849
-- `C_Bongun_Hat`: 19850
-- `C_Brown_Bear_Cap`: 19851
-- `C_Filir_Wing`: 19853
-- `C_Happy_Summer_Wig`: 19855
-- `C_Iceflake_Hat`: 19856
-- `C_King_Prawn_Hat`: 19857
-- `C_Leaf_Headgear`: 19858
-- `C_Flying_Angel_`: 19859
-- `C_Cryptura_Hair_Cap`: 19860
-- `C_Heart_Hair_Pin`: 19861
-- `C_Horn_Of_Succubus`: 19862
-- `C_Inccubus_Horn`: 19863
-- `C_Dokebis_Wig`: 19864
-- `C_Joker_Jester`: 19865
-- `C_Blue_Pajamas_Hat`: 19866
-- `C_Pink_Pajamas_Hat`: 19867
-- `C_Showy_High_Cap`: 19868
-- `C_Ancient_Civil_Man`: 19869
-- `C_Music_Decoration`: 19871
-- `C_Carnival_Hat`: 19873
-- `C_Carnival_Circlet`: 19874
-- `C_Love_Rabbit_Hood`: 19875
-- `C_Rabbit_Ear_Hat`: 19876
-- `C_Eyes_Of_Darkness`: 19877
-- `C_Drooping_Bunny`: 19878
-- `C_Black_Bunny_Band`: 19879
-- `C_Golden_Tiara`: 19880
-- `C_Pretty_Rabbit_Hood`: 19881
-- `C_Flowerpot_Mask`: 19882
-- `C_Piamette_Hood`: 19883
-- `C_Vanargandr_Helm`: 19884
-- `C_Blinker`: 19885
-- `C_Luxury_Sunglasses`: 19886
-- `C_One_Eyed_Glass`: 19887
-- `C_Glasses`: 19888
-- `C_Pair_Of_Red_Ribbon`: 19889
-- `C_Mage_Hat`: 19890
-- `C_Magnolia_Hat`: 19891
-- `C_Night_Sparrow_Hat`: 19892
-- `C_Ordinary_Black_Magician_Hat`: 19893
-- `C_Shrine_Maiden_Hat`: 19894
-- `C_Magicians_Night_Cap`: 19895
-- `C_PRO_10th_Cap`: 19896
-- `C_RPC13_1ST_Wreath`: 19897
-- `C_RPC13_2ND_Wreath`: 19898
-- `C_RPC13_3RD_Wreath`: 19899
-- `C_Cool_Pirate_Eyepatch`: 19900
-- `C_Orc_Helm`: 19901
-- `C_Cigar`: 19902
-- `C_Witchs_Hat`: 19903
-- `C_Skull_Cap`: 19904
-- `C_Secret_Society_Hood`: 19905
-- `C_Screw_stuck_in_head`: 19906
-- `C_Fascinating_Phantom_Mask`: 19907
-- `C_Flag_Crown_Hat`: 19908
-- `C_White_Deviruchi_Hat`: 19909
-- `C_Halloween_Hat`: 19910
-- `C_Triangle_Roof_Hat`: 19911
-- `C_Cat_Eye`: 19912
-- `C_Poo_Poo_Hat`: 19913
-- `Felock_Cap`: 19914
-- `C_Black_Cat_Hat`: 19916
-- `C_Gloomy_Pumpkin_Hat`: 19917
-- `C_Lude_Mask`: 19918
-- `C_Cube_Mask_`: 19919
-- `C_Adv_Whisper_Mask`: 19920
-- `C_Noah_Hat`: 19922
-- `C_One_Eyed_Glasses`: 19925
-- `C_Gothic_Heart_Wing`: 19928
-- `C_Classical_Ribbon`: 19929
-- `C_Angel_Mini_Silk_Hat`: 19930
-- `C_Lazy_Raccoon`: 19931
-- `C_Cap_Of_Concentration`: 19932
-- `C_10Gallon_Hat_Of_Flame`: 19934
-- `C_Hunting_Cap_Of_Gust`: 19935
-- `C_Knit_Cap_Of_Water`: 19936
-- `C_Love_Bunny_Hood`: 19938
-- `C_Antler`: 19939
-- `C_Ear_Mufs`: 19941
-- `C_RWC2013_Japan_Hat`: 19949
-- `C_Bubble_Gum_In_Mouth`: 19952
-- `C_Parade_Cap`: 19953
-- `C_3D_Glasses`: 19954
-- `C_Mini_Tree_J`: 19955
-- `C_Soldier_Hat`: 19956
-- `C_Scooter_Hat_J`: 19957
-- `C_Choir_Hat`: 19958
-- `C_Drooping_Argiope`: 19959
-- `C_Chain_Puppet`: 19960
-- `C_Rune_Circlet`: 19961
-- `C_Mitra`: 19962
-- `C_Driver_Band_R`: 19963
-- `C_Driver_Band_Y`: 19964
-- `C_Shadow_Handicraft`: 19965
-- `C_Minstrel_Song_Hat`: 19966
-- `C_Midas_Whisper`: 19967
-- `C_Magic_Stone_Hat`: 19968
-- `C_Blazing_Soul`: 19969
-- `C_Wind_Whisper`: 19970
-- `C_Dying_Swan`: 19971
-- `C_Protect_Of_Crown`: 19972
-- `C_Circlet_Of_Bone`: 19973
-- `C_Camouflage_RabbitHood`: 19974
-- `C_Cat_Santa_Hat`: 19976
-- `C_Golden_Exclamation`: 19977
-- `C_Silver_Exclamation`: 19978
-- `C_Golden_Question`: 19979
-- `C_Silver_Question`: 19980
-- `C_Santas_Hat`: 19982
-- `C_Flower_Hairpin`: 19983
-- `C_Winter_Hat`: 19984
-- `C_Aura_Quartz_Crown`: 19985
-- `C_Lunatic_Hat`: 19986
-- `C_Blue_Fur_Hat`: 19987
-- `C_Elder_Crown`: 19988
-- `C_Mouton_Life`: 19989
-- `C_Snow_Rabbit_Knit_Hat`: 19990
-- `C_Galanthus_Guard`: 19991
-- `C_Chilly_Breath`: 19992
-- `C_saLUsalo_Hat`: 19994
-- `Horse_King`: 19996
-- `C_Bomb_Hat`: 19997
-- `C_Dragon_Turtle_Hat`: 19998
-- `Mouse_Hat1`: 19999
-- `Mouse_Hat2`: 20000
-- `Mouse_Hat3`: 20001
-- `Mouse_Hat4`: 20002
-- `Mouse_Hat5`: 20003
-- `C_Big_Golden_Bell`: 20004
-- `C_Sigrun_Wing`: 20005
-- `C_Dark_Knight_Mask`: 20006
-- `C_Horned_Hat`: 20007
-- `C_Dragon_General_Helm`: 20008
-- `C_Dragon_Skull_Hat`: 20009
-- `C_Rainbow_Wing_Ears`: 20010
-- `C_Lightning_Speed`: 20011
-- `C_Double_Horn_Helm`: 20012
-- `C_Chef_Hat`: 20013
-- `Lincoln_Hat`: 20014
-- `Lincoln_Beard`: 20015
-- `Lobster_Hat`: 20016
-- `C_Marionette_Doll`: 20017
-- `Beret_Of_Artist`: 20019
-- `C_Zaha_Doll_Hat`: 20020
-- `C_Heart_Ribbon_Hairband`: 20021
-- `C_Love_Fragment`: 20022
-- `C_Red_Beret`: 20023
-- `C_Orange_Ribbon`: 20024
-- `Cow_Hat1`: 20025
-- `Cow_Hat2`: 20026
-- `Cow_Hat3`: 20027
-- `Cow_Hat4`: 20028
-- `C_Donut_in_Mouth`: 20029
-- `C_Choco_Donut_in_Mouth`: 20030
-- `C_Bunny_Head_Dress`: 20031
-- `C_Firinto_Scarf`: 20032
-- `C_Buddhist_Priest_Crown`: 20033
-- `C_Jack_Castle_Bat`: 20034
-- `C_Miracle_Blue_Rose`: 20035
-- `C_Sword_Master_Crown`: 20036
-- `C_Owlduke_Silk_Hat`: 20037
-- `C_Alphonse_Helm`: 20038
-- `C_Butterfly_Wing_Ears`: 20039
-- `C_Chung_Hairband_`: 20040
-- `C_Rose_Headband`: 20041
-- `C_Hermos_Cap`: 20042
-- `C_Cherryblossom_in_Mouth`: 20043
-- `C_Carmen_Mirandas_Hat`: 20044
-- `C_Samambaia`: 20045
-- `C_Blue_Ribbon_Band`: 20046
-- `C_Pray_Cherry_Blossom`: 20047
-- `C_Wind_Of_The_Prairie`: 20048
-- `C_Plaster`: 20049
-- `C_Ph_D_Hat`: 20050
-- `C_Stop_Post`: 20051
-- `C_AFK_Hat`: 20052
-- `C_WKing_Tiger_Doll_Hat`: 20053
-- `C_Baby_Pacifier`: 20054
-- `C_Ghost_Bandana`: 20055
-- `C_Bride_Corolla`: 20056
-- `C_Feather_Bonnet`: 20057
-- `C_Hot_Blood_Headband`: 20058
-- `C_Welding_Mask`: 20059
-- `C_Construction_Helmet`: 20060
-- `C_Demo_Mask`: 20061
-- `C_Angel_Stair`: 20062
-- `C_Yellow_Brain_Hat`: 20063
-- `C_Blue_Brain_Hat`: 20064
-- `C_Hairband_Of_Grandpeco`: 20065
-- `C_Pecopeco_Hairband`: 20066
-- `C_White_Rabbit_Headband`: 20067
-- `C_Black_Rabbit_Headband`: 20068
-- `C_Gryphon_Hairband`: 20069
-- `C_Alpaca_Hood`: 20070
-- `C_Worg_In_Mouth`: 20071
-- `C_Hair_Band`: 20073
-- `C_Biretta`: 20074
-- `C_Little_Fhat`: 20075
-- `C_Idun_Wing_Ears`: 20076
-- `C_Wing_Form_Spectacle`: 20077
-- `C_White_Feather`: 20078
-- `C_Love_Daddy_2013`: 20079
-- `C_Shamans_Hair_Orna`: 20080
-- `C_Metal_Dragon_Helm`: 20081
-- `C_Metal_Dragon_Hat`: 20082
-- `C_Mythlit_Hat`: 20083
-- `C_Clover_Coronet`: 20084
-- `C_Clover_Silkhat`: 20085
-- `C_Dragon_Cintamani_Hat1`: 20086
-- `C_Dragon_Cintamani_Hat2`: 20087
-- `C_Dragon_Cintamani_Hat3`: 20088
-- `C_Dragon_Cintamani_Hat4`: 20089
-- `C_Egg_Shell`: 20090
-- `C_Smoking_Pipe`: 20091
-- `C_Sales_Signboard`: 20092
-- `C_Star_Sparkling`: 20093
-- `C_Fillet_Green`: 20094
-- `C_Fillet_Red`: 20095
-- `C_Fillet_Blue`: 20096
-- `C_Fillet_White`: 20097
-- `C_Vampire_Hairband`: 20098
-- `C_Ljosalfar`: 20099
-- `C_Volume_Fhat`: 20100
-- `C_Bragi_Wing_Ears`: 20101
-- `C_Horse_King_J`: 20102
-- `C_Drooping_Panda`: 20103
-- `C_Picky_Egg_Shell`: 20104
-- `C_Fish_Head`: 20105
-- `C_Classic_Hat`: 20106
-- `C_Fish_in_mouth`: 20107
-- `C_Blind_Glasses`: 20108
-- `C_Jolly_Roger_Hat`: 20109
-- `C_Coiledup_Snake_Hat1`: 20110
-- `C_Coiledup_Snake_Hat2`: 20111
-- `C_Aqua_Ten_Gallon_Hat`: 20112
-- `C_Star_Reading_Hat`: 20113
-- `C_Funeral_Costume`: 20114
-- `C_Under_Rim_Glasses`: 20115
-- `C_Mermaid_Headphone`: 20116
-- `C_Raspberry_Mousse_Hat`: 20117
-- `C_Hat_Of_Cake`: 20118
-- `C_Fur_Hat`: 20119
-- `C_Antenna`: 20120
-- `C_Lotus_Flower_Hat`: 20121
-- `Happy_Summer_Ribbon`: 20122
-- `C_Eagle_Eyes`: 20123
-- `C_Masquerade`: 20124
-- `C_Mini_Glasses`: 20125
-- `C_Odium_Thanatos_Mask`: 20126
-- `C_Abysmal_Knight_Helm`: 20127
-- `C_Remover_Hat`: 20128
-- `C_Poporing_Hat`: 20129
-- `C_Whisper_Tall_Hat`: 20130
-- `C_C_Tower_Manager_Hat`: 20131
-- `C_Subject_Aura`: 20132
-- `C_Poring_Mascot_Costume`: 20133
-- `C_Helm_Of_Abyss_White`: 20134
-- `C_12th_Anniversary_Crown`: 20135
-- `C_12th_Anniversary_Fairy_Ears`: 20136
-- `C_Bomb_Wick`: 20137
-- `C_Sea_Otter_Hat`: 20138
-- `C_Mini_Horse_Hairpin1`: 20139
-- `C_Mini_Horse_Hairpin2`: 20140
-- `C_Observer`: 20141
-- `C_Machoman_Glasses`: 20142
-- `C_Candy_Cane_In_Mouth`: 20143
-- `C_Ancient_Elven_Ear`: 20144
-- `C_Robo_Eye`: 20145
-- `C_Angel_Spirit`: 20146
-- `C_Bell_Pigeon`: 20147
-- `C_Musketeer_Hat`: 20148
-- `C_Hexagon_Glasses`: 20149
-- `C_Wind_Fan`: 20150
-- `C_Poison_Spore_Hat`: 20151
-- `C_Straw_Rice_Bag`: 20152
-- `C_Monochrome_Cap`: 20153
-- `C_Maple_Which_Falls`: 20154
-- `C_Ladys_Feather_Hat`: 20155
-- `C_Fan_In_Mouth`: 20156
-- `C_Fish_On_Head`: 20157
-- `C_Circlet`: 20158
-- `C_Blue_Hair_Band`: 20159
-- `C_Fried_Egg`: 20160
-- `C_Prontera_Army_Cap`: 20161
-- `C_Lamb_Hat1`: 20162
-- `C_Lamb_Hat2`: 20163
-- `C_Duneyrr_Hat`: 20164
-- `C_Tendrilion_Hat`: 20165
-- `C_Hockey_Mask`: 20166
-- `C_Deviruchi_Headphone`: 20167
-- `C_Skull_Hood`: 20168
-- `C_Long_Tongue`: 20169
-- `C_Brown_Deviruchi_Cap`: 20170
-- `C_Sepia_Cap`: 20171
-- `C_Pumpkin_Head`: 20172
-- `C_Lude_Hood`: 20173
-- `C_Halloween_Hat_Orange`: 20174
-- `C_Diabolic_Headphone`: 20175
-- `Happy_Pierrot_Mask`: 20176
-- `C_Drooping_Dorasuke`: 20177
-- `C_Puppy_Love`: 20178
-- `C_Monkey_Fur_Hat`: 20179
-- `C_Westren_Grace`: 20180
-- `C_Mistic_Rose`: 20181
-- `C_Mottled_Egg_Shell`: 20182
-- `C_There_Is_Something`: 20183
-- `C_Party_Hat`: 20184
-- `C_Fashionable_Glasses`: 20185
-- `C_Magni_Cap`: 20186
-- `C_Friccas_Circlet`: 20187
-- `C_Morpheuss_Hood`: 20188
-- `C_Goibnes_Helm`: 20189
-- `C_Chick_Hat_J`: 20190
-- `C_Black_Cat_Ears_Beret`: 20191
-- `C_Green_Foxtail`: 20192
-- `C_Puppy_Grass`: 20193
-- `C_Lion_Mask`: 20194
-- `C_Scratching_Cat`: 20195
-- `C_Leopard_Ear_Hat`: 20196
-- `C_Amistr_Beret`: 20197
-- `C_Misty_Ears`: 20198
-- `C_Evil_Marcher_Hat`: 20199
-- `C_Rabbit_Head_Dress`: 20200
-- `C_Banshee_Master_Kiss`: 20201
-- `C_Deviruchi_Balloon`: 20202
-- `C_Bandana`: 20203
-- `C_Hunting_Cap`: 20204
-- `C_Fancy_Flower`: 20205
-- `C_Chicken_Hat1`: 20206
-- `C_Stripe_Band`: 20207
-- `C_Necktie`: 20208
-- `C_Mermaid_Longing`: 20209
-- `C_Chicken_Hat2`: 20210
-- `C_Chicken_Hat3`: 20211
-- `C_Loki_Nidhogg_Hat`: 20212
-- `C_Robot_Eyes`: 20213
-- `C_Evil_Marcher_Hat_J`: 20214
-- `C_Black_Devil_Mask`: 20215
-- `C_Rideword_Hat`: 20216
-- `C_Arabian_Veil`: 20217
-- `C_Spell_Circuit`: 20218
-- `C_Angel_Marcher_Hat`: 20219
-- `C_Dark_Night_Veil`: 20220
-- `C_Ifrit_Eyes`: 20221
-- `C_Santa_Hat_2`: 20222
-- `C_Centimental_Leaf`: 20223
-- `C_Red_Tailed_Ribbon`: 20224
-- `C_Pumpkin_Hat`: 20225
-- `C_Hair_Brush`: 20226
-- `C_Husky_Hat`: 20227
-- `C_Piggie_Bank_J`: 20228
-- `C_New_Year_Hairpin`: 20229
-- `C_Mask_Of_Bankrupt`: 20230
-- `C_Snowman_Hat`: 20231
-- `C_Celines_Ribbon`: 20232
-- `C_Gold_Angel_Sculpture`: 20233
-- `C_Baphomet_Hat`: 20234
-- `C_Frozen_Land_Rose`: 20235
-- `C_Hellomother_Hat`: 20236
-- `C_Pink_Fur_Hat`: 20237
-- `C_Blue_Drooping_Kitty`: 20238
-- `C_Large_Ribbon_Muffler`: 20239
-- `C_Gift_Of_Snow`: 20240
-- `C_Eclipse_Hat`: 20241
-- `C_Snownow_Hat`: 20242
-- `C_Choco_Mint_Bonnet`: 20243
-- `C_Zealotus_Mask`: 20244
-- `C_Cat_Paw_Hairpin`: 20245
-- `C_Decoration_of_Time`: 20246
-- `C_Black_Hand_of_Fate`: 20247
-- `C_Black_Strong_Hair`: 20248
-- `C_Red_Strong_Hair`: 20249
-- `C_White_Strong_Hair`: 20250
-- `C_Rose_Cascade`: 20251
-- `C_Accessory_of_Ascetic`: 20252
-- `C_Droopy_Alice_Doll`: 20253
-- `C_Ribbon_Yellow`: 20254
-- `C_Love_Cheek`: 20255
-- `C_Honey_Pancakes`: 20256
-- `C_Black_Rabbit_Bonnet`: 20257
-- `C_Blue_Head_Dress`: 20258
-- `C_Pink_Clover`: 20259
-- `C_Stardust`: 20260
-- `C_Fox_Ears_Bell_Ribbon`: 20262
-- `C_Hat_Of_Drowsy_Cat`: 20263
-- `C_Blood_Sucker`: 20264
-- `C_Bird_Nest_Hat`: 20265
-- `C_Secret_Zipper`: 20266
-- `C_Penguin_Cap`: 20267
-- `C_Sleep_Eclipse_Family`: 20268
-- `C_White_Fox_Ear_Ribbon`: 20269
-- `C_Gryphon_Wing_Ears`: 20270
-- `C_Sunflower`: 20271
-- `C_Snowy_Horn`: 20272
-- `C_Soft_Sheep_Hat`: 20273
-- `C_Polar_Bear_Cap_J`: 20274
-- `C_Balloon_Hat`: 20277
-- `C_Mans_Medal`: 20278
-- `C_Cheering_Whistle`: 20279
-- `C_Pencil_In_Mouth`: 20280
-- `C_Kindergarten_Hat`: 20281
-- `C_White_Student_Cap`: 20282
-- `C_Over_Protector`: 20283
-- `C_Cherry_Blossom_Hat`: 20284
-- `C_Blossom_Fluttering`: 20285
-- `C_Under_Rim_Glasses_Red`: 20286
-- `C_Mans_Medal_`: 20287
-- `C_Bijou_Hat`: 20288
-- `C_Helm_of_Thoth`: 20291
-- `C_Black_Ramen_Hat`: 20292
-- `C_Sleeper_Hat`: 20293
-- `C_Savage_Babe_Hat`: 20294
-- `C_Poring_Sunglasses`: 20295
-- `C_Yoyo_Hat`: 20296
-- `C_Cactus_Hat`: 20297
-- `C_Happy_Lunatic_Ear`: 20298
-- `C_Face_Crusher`: 20299
-- `C_Hill_Wind_Mask`: 20300
-- `C_Golden_Savage_Hat`: 20301
-- `C_Beelzebub_Crown`: 20302
-- `C_Mandragora_Cap`: 20303
-- `C_Raccoon_Hat`: 20304
-- `C_Beginner_Cap`: 20307
-- `C_Magical_Booster`: 20311
-- `C_Barons_Evil_Eye`: 20312
-- `C_CD_in_Mouth`: 20313
-- `C_New_Wave_Sunglasses`: 20314
-- `C_Analyze_Eye`: 20315
-- `C_Seraph_Wing_Helm`: 20316
-- `C_Nekomimi_Cyber_Headphone`: 20317
-- `C_Charleston_Antenna`: 20318
-- `C_Crimson_Booster`: 20319
-- `C_Very_Cute_Doll_Hat`: 20329
-- `C_Sombrero`: 20330
-- `C_Desert_Prince`: 20331
-- `C_Pure_White_Ribbon`: 20332
-- `C_Family_Hat`: 20333
-- `T_Archangel_Wing`: 20500
-- `Fantastic_Aura`: 20600
-- `Egir_Manteau`: 20700
-- `TE_Woe_Muffler`: 20702
-- `TE_Woe_Manteau`: 20703
-- `TE_Woe_Magic_Manteau`: 20704
-- `Amistr_Bag`: 20706
-- `Kirin_Wing`: 20707
-- `Mana_Manteau`: 20709
-- `Impr_Angels_Warmth`: 20710
-- `Manteau_Of_Diego`: 20711
-- `FaceWorm_Skin`: 20717
-- `FaceWorm_Skin_`: 20718
-- `Cloak_Of_Gray`: 20721
-- `Love_Dad_Wings_2012`: 20724
-- `Ribbon_Piamat`: 20725
-- `Brilliant_Golden_Wings`: 20727
-- `Hood_of_Loyal`: 20730
-- `Supplement_Part_Con`: 20732
-- `Upgrade_Part_Engine`: 20733
-- `C_Kirin_Wing`: 20737
-- `Airship_Cape`: 20743
-- `Felock_Cape`: 20744
-- `C_Rudra_Wing`: 20746
-- `Manteau_Of_Fallen`: 20748
-- `Manteau_Of_Fallen_`: 20749
-- `Aegir_Cloak`: 20756
-- `Wing_Of_Happiness`: 20757
-- `Wing_Of_Happiness_`: 20758
-- `C_Wing_Of_Happiness`: 20761
-- `C_GreatDevilWing`: 20762
-- `C_Amistr_Bag`: 20763
-- `C_Fallen_Angel_Wing`: 20764
-- `C_Archangel_Wing`: 20765
-- `Arch_Angel_Wing`: 20768
-- `Excellion_Wing`: 20773
-- `Crimson_Stole`: 20778
-- `Private_Doram_Manteau`: 20788
-- `Luxury_Doram_Manteau`: 20789
-- `Elegant_Doram_Manteau`: 20790
-- `Upg_Twohand_Sword`: 21000
-- `Velum_Claymore`: 21001
-- `Velum_Katzbalger`: 21002
-- `Muramasa_`: 21003
-- `Alca_Bringer_`: 21004
-- `Metal_Two_Hand_Sword`: 21005
-- `TE_Woe_Two_Hand_Sword`: 21006
-- `Heavy_Sword`: 21007
-- `Small_Karasuma`: 21008
-- `Thanos_Great_Sword`: 21009
-- `Tw_Sword_Of_Evil_Slayer`: 21010
-- `Giant_Blade`: 21011
-- `Mashirubeken`: 21012
-- `Companion_Cavalry_Sword`: 21013
-- `Infinity_Two_Hand_Sword`: 21014
-- `Scarlet_Twohand_Sword`: 21015
-- `Two_Handed_Sword_of_Vicious_Mind`: 21016
-- `Lindy_Hop`: 21018
-- `Onimaru`: 21019
-- `Temporal_Str_Boots`: 22000
-- `Temporal_Int_Boots`: 22001
-- `Temporal_Agi_Boots`: 22002
-- `Temporal_Vit_Boots`: 22003
-- `Temporal_Dex_Boots`: 22004
-- `Temporal_Luk_Boots`: 22005
-- `Temporal_Str_Boots_`: 22006
-- `Temporal_Vit_Boots_`: 22007
-- `Temporal_Dex_Boots_`: 22008
-- `Temporal_Int_Boots_`: 22009
-- `Temporal_Agi_Boots_`: 22010
-- `Temporal_Luk_Boots_`: 22011
-- `Mana_Boots`: 22012
-- `Enhanced_Variant_Shoes`: 22014
-- `Impr_Angels_Arrival`: 22015
-- `Assassin_Shoes`: 22016
-- `Shoes_Of_Wise_Man`: 22018
-- `Immuned_Boots`: 22019
-- `Boots_Of_Gray`: 22033
-- `Crimson_Gaiter`: 22034
-- `Vet_Nepen_Heel`: 22035
-- `Vet_SliverFox_Boots`: 22036
-- `Vet_Ungo_Boots`: 22037
-- `Shoes_of_Hope`: 22038
-- `Elemental_Boots`: 22039
-- `Fashion_Shoes`: 22040
-- `Fashion_Shoes_`: 22041
-- `Terraria`: 22042
-- `Supplement_Part_Agi`: 22043
-- `Upgrade_Part_Booster`: 22044
-- `Beach_Sandals`: 22045
-- `Airship_Boots`: 22046
-- `Felock_Boots`: 22047
-- `Aegir_Shoes`: 22059
-- `Witch_Shoes`: 22067
-- `Wooden_Slipper`: 22076
-- `Red_Eco_Friendly_Shoes`: 22077
-- `Private_Doram_Shoes`: 22083
-- `Luxury_Doram_Shoes`: 22084
-- `Elegant_Doram_Shoes`: 22085
-- `Para_Team_Mark_`: 22508
-- `Candy_Holder`: 22514
-- `Key_Of_Twisted_Time`: 22515
-- `Runstone_Lux`: 22540
-- `HALLOWEEN_G_BOX`: 22669
-- `DARK_INVITATION`: 22670
-- `Mysterious_Scroll`: 22675
-- `Hangul_Day_Event_Box`: 22676
-- `Chest_Of_Death`: 22679
-- `Solo_Christmas_Gift`: 22685
-- `Solo_Cookie`: 22686
-- `Bullet_Case_Blood_`: 22737
-- `Bullet_Case_Silver_`: 22738
-- `Sphere_Case_Wind_`: 22739
-- `Sphere_Case_Darkness_`: 22740
-- `Sphere_Case_Poison_`: 22741
-- `Sphere_Case_Water_`: 22742
-- `Sphere_Case_Fire_`: 22743
-- `Bullet_Case_AP`: 22744
-- `Bullet_Case_Blaze`: 22745
-- `Bullet_Case_Fleeze`: 22746
-- `Bullet_Case_Electric`: 22747
-- `Bullet_Case_Stone`: 22748
-- `Sanctified_Bullet_Case`: 22749
-- `Buff_Gift_Set`: 22777
-- `Integer_Time`: 22837
-- `Something_Candy_Holder`: 22838
-- `T1_Shadow_Armor`: 24000
-- `T1_Shadow_Weapon`: 24001
-- `T1_Shadow_Shield`: 24002
-- `T1_Shadow_Shoes`: 24003
-- `T1_Shadow_R_Accessory`: 24004
-- `T1_Shadow_L_Accessory`: 24005
-- `T2_Shadow_Armor`: 24006
-- `T2_Shadow_Weapon`: 24007
-- `T2_Shadow_Shield`: 24008
-- `T2_Shadow_Shoes`: 24009
-- `T2_Shadow_R_Accessory`: 24010
-- `T2_Shadow_L_Accessory`: 24011
-- `S_Promotion_Weapon`: 24012
-- `S_Promotion_Armor`: 24013
-- `S_Promotion_Shoes`: 24014
-- `S_Promotion_Shield`: 24015
-- `S_Promotion_Earring`: 24016
-- `S_Promotion_Pendant`: 24017
-- `S_Physical_Earring`: 24018
-- `S_Physical_Weapon`: 24019
-- `S_Physical_Pendant`: 24020
-- `S_Magical_Earring`: 24021
-- `S_Magical_Weapon`: 24022
-- `S_Magical_Pendant`: 24023
-- `S_Breezy_Armor`: 24024
-- `S_Champion_Shoes`: 24025
-- `S_Athena_Shield`: 24026
-- `S_Immune_Armor`: 24027
-- `S_Hard_Armor`: 24028
-- `S_Ancient_Armor`: 24029
-- `S_Critical_Armor`: 24030
-- `S_Kingbird_Weapon`: 24031
-- `S_Cri_Hit_Weapon`: 24032
-- `S_Healing_Weapon`: 24033
-- `S_Lucky_Weapon`: 24034
-- `S_Power_Earring`: 24035
-- `S_Int_Pendant`: 24036
-- `S_Dexterous_Armor`: 24037
-- `S_Vital_Shoes`: 24038
-- `S_Athletic_Shield`: 24039
-- `S_Lucky_Armor`: 24040
-- `S_Power_Pendant`: 24041
-- `S_Int_Earring`: 24042
-- `S_Dexterous_Weapon`: 24043
-- `S_Vital_Shield`: 24044
-- `S_Athletic_Shoes`: 24045
-- `S_Resist_Spell_Pendant`: 24046
-- `S_Rapid_Pendant`: 24047
-- `S_Caster_Pendant`: 24048
-- `S_Hard_Earring`: 24049
-- `S_Wise_Earring`: 24050
-- `S_Athena_Earring`: 24051
-- `S_Cranial_Shield`: 24052
-- `S_Safeguard_Shield`: 24053
-- `S_Brutal_Shield`: 24054
-- `S_Gargantua_Shield`: 24055
-- `S_Homers_Shield`: 24056
-- `S_Dragoon_Shield`: 24057
-- `S_Satanic_Shield`: 24058
-- `S_Flameguard_Shield`: 24059
-- `S_Requiem_Shield`: 24060
-- `S_Cadi_Shield`: 24061
-- `S_Bloody_Shoes`: 24062
-- `S_Liberation_Shoes`: 24063
-- `S_Chemical_Shoes`: 24064
-- `S_Clamorous_Shoes`: 24065
-- `S_Insecticide_Shoes`: 24066
-- `S_Fisher_Shoes`: 24067
-- `S_Seraphim_Shoes`: 24068
-- `S_Beholder_Shoes`: 24069
-- `S_Divine_Shoes`: 24070
-- `S_Dragoon_Shoes`: 24071
-- `S_Big_Armor`: 24072
-- `S_Medium_Armor`: 24073
-- `S_Small_Armor`: 24074
-- `S_Big_Weapon`: 24075
-- `S_Medium_Weapon`: 24076
-- `S_Small_Weapon`: 24077
-- `S_Spiritual_Weapon`: 24078
-- `S_Spiritual_Earring`: 24079
-- `S_Spiritual_Pendent`: 24080
-- `S_Malicious_Armor`: 24081
-- `S_Malicious_Shoes`: 24082
-- `S_Malicious_Shield`: 24083
-- `S_Gemstone_Armor`: 24084
-- `S_Gemstone_Shoes`: 24085
-- `S_Gemstone_Shield`: 24086
-- `S_Gemstone_Weapon`: 24087
-- `S_Gemstone_Earring`: 24088
-- `S_Gemstone_Pendent`: 24089
-- `S_Stability_Shield`: 24090
-- `S_Plasterers_Armor`: 24091
-- `S_Plasterers_Shoes`: 24092
-- `S_Insomniac_Armor`: 24093
-- `S_Insomniac_Shoes`: 24094
-- `S_Peerless_Armor`: 24095
-- `S_Peerless_Shoes`: 24096
-- `S_Adurate_Armor`: 24097
-- `S_Adurate_Shoes`: 24098
-- `Unfreez_Weapon_S`: 24099
-- `Unfreeze_Earing_S`: 24100
-- `Unfreeze_Pendent_S`: 24101
-- `Vitality_Earing_S`: 24102
-- `Vitality_Pendant_S`: 24103
-- `S_Neutral_Weapon`: 24104
-- `S_Neutral_Earring`: 24105
-- `S_Neutral_Pendent`: 24106
-- `S_Curse_Lift_Earring`: 24107
-- `S_Curse_Lift_Pendent`: 24108
-- `S_Caster_earring`: 24109
-- `S_Caster_Weapon`: 24110
-- `S_Spell_Flow_Shoes`: 24111
-- `S_Spell_Flow_Armor`: 24112
-- `S_Spell_Flow_Shield`: 24113
-- `S_Greed_Armor`: 24114
-- `S_Greed_Shoes`: 24115
-- `S_Greed_Shield`: 24116
-- `S_Greed_Weapon`: 24117
-- `S_Greed_Earring`: 24118
-- `S_Greed_Pendant`: 24119
-- `S_Heal_Armor`: 24120
-- `S_Heal_Shoes`: 24121
-- `S_Heal_Shield`: 24122
-- `S_Heal_Weapon`: 24123
-- `S_Heal_Earring`: 24124
-- `S_Heal_Pendant`: 24125
-- `S_Hiding_Armor`: 24126
-- `S_Hiding_Shoes`: 24127
-- `S_Hiding_Shield`: 24128
-- `S_Hiding_Weapon`: 24129
-- `S_Hiding_Earring`: 24130
-- `S_Hiding_Pendant`: 24131
-- `S_Cloaking_Armor`: 24132
-- `S_Cloaking_Shoes`: 24133
-- `S_Cloaking_Shield`: 24134
-- `S_Cloaking_Weapon`: 24135
-- `S_Cloaking_Earring`: 24136
-- `S_Cloaking_Pendant`: 24137
-- `S_Teleport_Armor`: 24138
-- `S_Teleport_Shoes`: 24139
-- `S_Teleport_Shield`: 24140
-- `S_Teleport_Weapon`: 24141
-- `S_Teleport_Earring`: 24142
-- `S_Teleport_Pendant`: 24143
-- `S_Steal_Armor`: 24144
-- `S_Steal_Shoes`: 24145
-- `S_Steal_Shield`: 24146
-- `S_Steal_Weapon`: 24147
-- `S_Steal_Earring`: 24148
-- `S_Steal_Pendant`: 24149
-- `S_Infinity_Earring`: 24150
-- `S_Infinity_Pendant`: 24151
-- `S_Solid_Weapon`: 24152
-- `S_Solid_Earring`: 24153
-- `S_Immortal_Armor`: 24154
-- `S_Immortal_Pendant`: 24155
-- `S_Executioner_Weapon`: 24156
-- `S_Exorcist_Weapon`: 24157
-- `S_Hunting_Weapon`: 24158
-- `S_Insect_Net_Weapon`: 24159
-- `S_Fishing_Weapon`: 24160
-- `S_Dragon_Killer_Weapon`: 24161
-- `S_Corrupt_Weapon`: 24162
-- `S_Vibration_Weapon`: 24163
-- `S_Holy_Water_Weapon`: 24164
-- `S_Scissors_Weapon`: 24165
-- `S_Penetration_Earring`: 24166
-- `S_Penetration_Pendent`: 24167
-- `S_Tempest_Earring`: 24168
-- `S_Tempest_Pendent`: 24169
-- `S_M_Executioner_Weapon`: 24170
-- `S_M_Exorcist_Weapon`: 24171
-- `S_M_Hunting_Weapon`: 24172
-- `S_M_Insect_Net_Weapon`: 24173
-- `S_M_Fishing_Weapon`: 24174
-- `S_M_Dragon_K_Weapon`: 24175
-- `S_M_Corrupt_Weapon`: 24176
-- `S_M_Vibration_Weapon`: 24177
-- `S_M_Holy_Water_Weapon`: 24178
-- `S_M_Scissors_Weapon`: 24179
-- `S_Bearers_Armor`: 24180
-- `S_Bearers_Shoes`: 24181
-- `S_Bearers_Shield`: 24182
-- `S_Bearers_Weapon`: 24183
-- `S_Bearers_Earring`: 24184
-- `S_Bearers_Pendent`: 24185
-- `S_Basis_Armor`: 24186
-- `S_Hallowed_Armor`: 24187
-- `S_Saharic_Armor`: 24188
-- `S_Underneath_Armor`: 24189
-- `S_Flam_Armor`: 24190
-- `S_Windy_Armor`: 24191
-- `S_Envenom_Armor`: 24192
-- `S_Damned_Armor`: 24193
-- `S_Geist_Armor`: 24194
-- `S_Divine_Armor`: 24195
-- `S_Hasty_Shoes`: 24196
-- `S_Hasty_Armor`: 24197
-- `S_Basis_Shield`: 24198
-- `S_Hallowed_Shield`: 24199
-- `S_Saharic_Shield`: 24200
-- `S_Underneath_Shield`: 24201
-- `S_Flam_Shield`: 24202
-- `S_Windy_Shield`: 24203
-- `S_Envenom_Shield`: 24204
-- `S_Damned_Shield`: 24205
-- `S_Geist_Shield`: 24206
-- `S_Divine_Shield`: 24207
-- `S_Expert_Shoes`: 24208
-- `S_Expert_Shield`: 24209
-- `S_Beginner_Shoes`: 24210
-- `S_Beginner_Shield`: 24211
-- `S_Rookie_Shoes`: 24212
-- `S_Rookie_Shield`: 24213
-- `S_Advanced_Shoes`: 24214
-- `S_Advanced_Shield`: 24215
-- `S_Attack_Armor`: 24216
-- `S_Blitz_Earring`: 24217
-- `S_Blitz_Pendent`: 24218
-- `S_ColdBolt_Armor`: 24219
-- `S_FireBolt_Armor`: 24220
-- `S_LightingBolt_Armor`: 24221
-- `S_EarthSpike_Armor`: 24222
-- `S_Enhance_Force_Weapon`: 24223
-- `S_Force_Weapon`: 24224
-- `S_Force_Earring`: 24225
-- `S_Force_Pendant`: 24226
-- `S_Enhance_Spirit_Weapon`: 24227
-- `S_Spirit_Weapon`: 24228
-- `S_Spirit_Earring`: 24229
-- `S_Spirit_Pendant`: 24230
-- `S_Blitz_Shoes`: 24231
-- `S_Blitz_Shield`: 24232
-- `S_Exceed_Weapon`: 24233
-- `S_Titan_Earring`: 24234
-- `S_Titan_Pendant`: 24235
-- `S_Boned_Earring`: 24236
-- `S_Boned_Pendant`: 24237
-- `S_Gigantic_Earring`: 24238
-- `S_Gigantic_Pendant`: 24239
-- `S_Caster_Shoes`: 24240
-- `S_Caster_Shield`: 24241
-- `S_Caster_Armor`: 24242
-- `S_Reload_Shoes`: 24243
-- `S_Reload_Shield`: 24244
-- `S_Reload_Armor`: 24245
-- `Paradise_Foxtail_Staff_III`: 26101
-- `Thanos_Katar`: 28000
-- `Katar_Of_Evil_Slayer`: 28001
-- `Half_BF_Katar2`: 28002
-- `Scarlet_Katar`: 28007
-- `Katar_of_Vicious_Mind`: 28008
-- `Juliette_de_Rachel`: 28010
-- `Thanos_Axe`: 28100
-- `Tornado_Axe`: 28101
-- `Infinity_Two_handed_Axe`: 28105
-- `Scarlet_Twohand_Axe`: 28106
-- `Two_Handed_Axe_of_Vicious_Mind`: 28107
-- `END_OF_HORIZON`: 28200
-- `Southern_Cross_R`: 28201
-- `Southern_Cross_R_`: 28202
-- `Half_BF_Rifle1`: 28203
-- `Half_BF_Shotgun1`: 28204
-- `Bless_Of_Moon`: 28306
-- `Earring_Of_Sarah_L`: 28310
-- `Earring_Of_Sarah_R`: 28311
-- `Desperation_of_Assassin`: 28320
-- `Broken_Chip_1`: 28326
-- `Broken_Chip_2`: 28327
-- `Jewel_Ring`: 28332
-- `Gold_PC_Room_Ring`: 28333
-- `Str_Gloves`: 28362
-- `Agi_Gloves`: 28363
-- `Int_Gloves`: 28364
-- `Vit_Gloves`: 28365
-- `Dex_Gloves`: 28366
-- `Luk_Gloves`: 28367
-- `Imperial_Ring`: 28372
-- `Foxtail_Ring`: 28374
-- `Fresh_Grass_Necklace`: 28380
-- `Cute_Grass_Necklace`: 28381
-- `Charm_Grass_Necklace`: 28382
-- `Lesser_Mackerel_Talisman`: 28413
-- `Intermediate_Mackerel_Talisman`: 28414
-- `Greater_Mackerel_Talisman`: 28415
-- `Lesser_Leaf_Talisman`: 28416
-- `Intermediate_Leaf_Talisman`: 28417
-- `Greater_Leaf_Talisman`: 28418
-- `Lesser_Rabbit_Talisman`: 28419
-- `Intermediate_Rabbit_Talisman`: 28420
-- `Greater_Rabbit_Talisman`: 28421
-- `Shiny_Branch_Talisman`: 28422
-- `Fresh_Tuna_Talisman`: 28423
-- `Chubby_Worm_Talisman`: 28424
-- `Scarlet_Bible`: 28604
-- `Book_of_Vicious_Mind`: 28605
-- `Infinity_Dagger`: 28703
-- `Twilight_Desert_`: 28704
-- `Scarlet_Dagger`: 28705
-- `Dagger_of_Vicious_Mind`: 28706
-- `Praetorian_Shield`: 28900
-- `Cursed_Mad_Bunny`: 28901
-- `Mad_Bunny_`: 28902
-- `Rune_Of_Magic1`: 29000
-- `Rune_Of_Magic2`: 29001
-- `Rune_Of_Magic3`: 29002
-- `Rune_Of_Dexterity1`: 29003
-- `Rune_Of_Dexterity2`: 29004
-- `Rune_Of_Dexterity3`: 29005
-- `Rune_Of_Fortune1`: 29006
-- `Rune_Of_Fortune2`: 29007
-- `Rune_Of_Fortune3`: 29008
-- `Rune_Of_Stamina1`: 29009
-- `Rune_Of_Stamina2`: 29010
-- `Rune_Of_Stamina3`: 29011
-- `HPAbsorb3`: 29013
-- `STR3_INT3`: 29014
-- `STR3_DEX3`: 29015
-- `INT3_DEX3`: 29016
-- `INT3_VIT3`: 29017
-- `DEX3_VIT3`: 29018
-- `DEX3_AGI3`: 29019
-- `VIT3_AGI3`: 29020
-- `VIT3_LUK3`: 29021
-- `AGI3_LUK3`: 29022
-- `AGI3_STR3`: 29023
-- `LUK3_STR3`: 29024
-- `LUK3_INT3`: 29025
-- `DEF20`: 29026
-- `EXP2`: 29027
-
-> End of list
-
-<!--GENERATED FILE DO NOT EDIT-->
diff --git a/doc/ea_job_system.txt b/doc/ea_job_system.txt
deleted file mode 100644
index 143251bcf..000000000
--- a/doc/ea_job_system.txt
+++ /dev/null
@@ -1,197 +0,0 @@
-//===== Hercules Documentation ===============================
-//= eAthena Job System
-//===== By: ==================================================
-//= Skotlex
-//===== Current Version: =====================================
-//= 2013-02-10
-//===== Description: =========================================
-//= A reference description of eA's inner job system (for use
-//= in scripts through the eaclass and roclass script commands).
-//============================================================
-
-Preface:
--------------------------------------------------------------------------------
-
- Most scripters are aware of the class values used in RO and their constants specified on db/constants.conf. Each class has a number associated to it for referencing, so when someone's class is 9 that means they are a wizard. However, this list of job numbers has no real order behind it, and no logic behind it's assignation.
-
- You can add 3999 to a job to get their rebirth ID, but if you try to do the same to get the Baby class ID, that fails on the super Baby class. Also, there's no way to calculate, from a given first class, which classes would be their "evolution". That is, given the Archer's ID, you cannot just add a value that will return you "Hunter", and will still work if applied to the other classes. It didn't help much when they added Taekwon Boy, a first class, with an ID of 4046, and much later they added Ninja/Gunslinger with the IDs 25/24. How do you identify a first class on all this mess without recurring to very ugly range checks?
-
-The eA Job System:
--------------------------------------------------------------------------------
-
- Since the code also required to do this kind of checks for various skills (the Soul Linker Spirit buffs specifically come to mind), an alternate job ID system was developed, which attempts to make more sense and make it easier to check where a particular job stands in relation to the rest.
-
- The scheme consists in that every job can be broken down by 3 criteria:
-
-- Base Job: This determines to which class-tree a job belongs. All jobs can be traced back to their root. The base job of all classes has to be one of the following:
-
- EAJ_NOVICE 0x0
- EAJ_SWORDMAN 0x1
- EAJ_MAGE 0x2
- EAJ_ARCHER 0x3
- EAJ_ACOLYTE 0x4
- EAJ_MERCHANT 0x5
- EAJ_THIEF 0x6
- EAJ_TAEKWON 0x7
- EAJ_GUNSLINGER 0x9
- EAJ_NINJA 0x0A
- EAJ_GANGSI 0x0D
-
-- Branch: All classes can be classified as "1st Class", "2-1 Class" or "2-2 Class":
-
- EAJL_2_1 0x100
- EAJL_2_2 0x200
- EAJL_2 0x300
-
-- The third category is type. Classes can either be normal, rebirth/advanced, adopted, or third class.
-
- EAJL_UPPER 0x1000
- EAJL_BABY 0x2000
- EAJL_THIRD 0x4000
-
-So using these three categories, any job class can be constructed from the others. Let's take a swordman, for example.
-
-The first step is basic swordman, with nothing else:
-
- EAJ_SWORDMAN
-
-If a swordman is adopted...
-
- EAJ_SWORDMAN|EAJL_BABY -> EAJ_BABY_SWORDMAN
-
-The next step is to either become a 2-1 or a 2-2 job:
-
- EAJ_SWORDMAN|EAJL_2_1 -> EAJ_KNIGHT
- EAJ_SWORDMAN|EAJL_2_2 -> EAJ_CRUSADER
-
-Getting out the rebirth versions of a swordman:
-
- EAJ_SWORDMAN|EAJL_UPPER -> EAJ_SWORDMAN_HIGH
- EAJ_SWORDMAN|EAJL_2_1|EAJL_UPPER -> EAJ_LORD_KNIGHT
- EAJ_SWORDMAN|EAJL_2_2|EAJL_UPPER -> EAJ_PALADIN
-
-Or getting the third job versions:
-
- EAJ_SWORDMAN|EAJL_2_1|EAJL_THIRD -> EAJ_RUNE_KNIGHT
- EAJ_SWORDMAN|EAJL_2_2|EAJL_THIRD -> EAJ_ROYAL_GUARD
-
-Why are we using the bitwise OR operand ('|') rather than just adding? Because the OR is wreck-proof:
-
- EAJ_SWORDMAN_HIGH|EAJL_UPPER -> EAJ_SWORDMAN_HIGH
-
-If we had used addition, we would have gotten a completely different result.
-
-The EAJL (eA Job Level) constants
--------------------------------------------------------------------------------
-
- There are a few constants which can be used to filter out and make job comparisons easier. The comparisons involve eA job IDs, not classic job IDs, using the eaclass() command explained in the next section.
-
- set @eac, eaclass();
-
-EAJL_2_1:
- Checks if the class is a 2-1 class:
- if (@eac&EAJL_2_1)
- mes "Using the classic 2-1 job, huh?";
-
-EAJL_2_2:
- Checks if the class is a 2-2 class:
- if (@eac&EAJL_2_2)
- mes "Oh, a 2-2 job!";
-
-EAJL_2:
- Checks if the class is a 2nd Class. If the check fails, you can be sure the character is a first class.
- if (!(@eac&EAJL_2))
- mes "Will you wait until Job 50 to change?";
-
-EAJL_UPPER:
- Check if a class is Rebirth/Advanced:
- if(@eac&EAJL_UPPER)
- mes "It must have taken you a LONG time...";
-
-EAJL_BABY:
- Check if a class is an adopted class.
- if (@eac&EAJL_BABY)
- mes "Don't you hate being weak?";
-
-EAJL_THIRD:
- Checks if a class is a third job.
- if(@eac&EAJL_THIRD)
- mes "Wow, you've really grown!";
-
-EAJ_UPPERMASK:
- The upper mask can be used to "strip" the upper/baby characteristics of a class, used when you want to know if someone is a certain class regardless of rebirth/adopted status. For example, the following code would go through for Monks, Champions and Baby Monks:
- if ((@eac&EAJ_UPPERMASK) == EAJ_MONK)
- mes "Aren't knuckles such a cool weapon?";
-
- Note that if instead of EAJ_MONK you used EAJ_CHAMPION or EAJ_BABY_MONK, the check would had never passed, since the upper/baby state has been removed from the original job when checking.
-
-EAJ_BASEMASK:
- This mask strips also the 2nd class attributes. It can be used to check against the basic job of a character. For example, the following code would go through for Merchants (+Baby Merchant and High Merchant), Blacksmiths (+Baby blacksmiths and Whitesmith) and Alchemist (+Baby Alchemist and +Creator):
- if ((@eac&EAJ_BASEMASK) == EAJ_MERCHANT)
- mes "Why I can't have discount like you guys do?";
-
- Note that, like before, if you try to check versus any of the other classes (High merchant, blacksmith, etc) instead of basic merchant, the check will always fail for the same reasons previously explained.
-
-EAJ_THIRDMASK:
- This mask strips 3rd class attributes. It will give the "normal" class of a third job, regardless of rebirth/adopted status. When used on non-third class characters, it will return the second job, or, if that also doesn't exist, the first.
- if ((@eac&EAJ_THIRDMASK) == EAJ_WARLOCK_T)
- mes "You've gone through rebirth, I see.";
-
-The script commands eaclass, roclass:
--------------------------------------------------------------------------------
-
- These script commands are what you can use in scripts to convert between the RO classic job id, and eA's job system. The following script code demonstrates how to use these script commands to guess what your next job will be:
-
- set @eac, eaclass();
- if (@eac&EAJL_2)
- { //2nd class
- //If upper or baby, you can't rebirth
- if (@eac&(EAJL_UPPER|EAJL_BABY)) {
- mes "You can't go anywhere, can you?";
- close;
- }
- //Note that if we remove the EAJL_BABY check up there, the following check
- //will also fail, because there's no such thing as Rebirth-Baby classes.
- set @newclass, roclass(@eac|EAJL_UPPER);
- if (@newclass == -1) {
- //Don't you hate this of SG and SL?
- mes "Haha, your class doesn't has a rebirth version yet!";
- close;
- }
- mes "Still dreaming of the day you become a "+jobname(@newclass)+"?";
- close;
- }
- set @class1, roclass(@eac|EAJL_2_1);
- set @class2, roclass(@eac|EAJL_2_2);
- if (@class1 == -1) {
- //NJ/GS are the only classes who get stuck on their 1st class forever.
- mes "Looks like you are stuck forever on that class.";
- close;
- }
- if (@class2 == -1) {
- //Not quite true, currently the only 1st class that doesn't has two choices is Novice -> Supernovice (see s.novice section below)
- mes "Looks like you have no choice but to be a "+jobname(@class1)+".";
- close;
- }
- mes "Have you decided yet if you want to be a "+jobname(@class1)+" or a "+jobname(@class2)+"?";
- close;
-
-
-Oddities of the System:
--------------------------------------------------------------------------------
-About Bards and Dancers:
- These two classes are considered the same in eA's job system, since they both are the 2-2 job of archers. The only way to tell them apart is by using the gender of the character we are referring to. The script command roclass() will automatically use the gender of the attached player (or 'male' if there's no such player), but you can also explicitly pass the gender to the script command when there's no player attached.
-
-About Novices and Super Novices:
- These are treated a bit differently from you'd expect. Because.. for instance, a novice is not supposed to be a 1st class, but it is considered as one on this tree system:
-
- EAJ_NOVICE -> Novice
- EAJ_NOVICE|EAJL_2_1 -> EAJ_SUPER_NOVICE
- EAJ_NOVICE|EAJL_UPPER -> EAJ_NOVICE_HIGH
- EAJ_NOVICE|EAJL_BABY -> EAJ_BABY
- EAJ_NOVICE|EAJL_BABY|EAJL_2_1 -> EAJ_SUPER_BABY
-
- So as you can see, on this job system, the Super Novice is treated as the 2-1 job of a Novice, and the Novice job it's at the same level of the other 1st jobs. Even though that may seem like a hindrance, it makes it very easy to add a check to discard Novice types from a quest:
-
- if ((eaclass()&EAJ_BASEMASK) == EAJ_NOVICE)
- //Novice class detected.
diff --git a/doc/effect_list.txt b/doc/effect_list.txt
deleted file mode 100644
index 01ea2753b..000000000
--- a/doc/effect_list.txt
+++ /dev/null
@@ -1,986 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Client Effects List
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20120822
-//===== Description: =========================================
-//= A list of client-side effects sorted by ID.
-//============================================================
-
-The following is a compiled list of visual and sound effects which the client
-can produce when receiving a packet with id 0x1f3 (01f3 <ID>.l <type>.l).
-Each list entry contains a number and a short description of the effect.
-You can produce these effects ingame by doing "@effect <number> 22" (22=self).
-It's also possible to attach effects to item/npc scripts by using 'misceffect'.
-
-Number Description
------- -----------
-0. Regular Hit
-1. Bash
-2. Melee Skill Hit
-3. Melee Skill Hit
-4. Melee Skill Hit
-5. Melee Skill Hit
-6. Being Warped
-7. Item Heal effect
-8. Yellow Ripple Effect
-9. Different Type of Heal
-10. Mammonite
-11. Endure
-12. Yellow cast aura
-13. Blue Box
-14. Blue restoring effect
-15. Soul Strike
-16. Hide
-17. Magnum Break
-18. Steal
-19. (Invalid)
-20. Envenom/Poison
-21. Detoxify
-22. Sight
-23. Stone Curse
-24. Fire Ball
-25. Fire Wall
-26. A sound (a swipe?)
-27. Frost Diver (Traveling to Target)
-28. Frost Diver (Hitting)
-29. Lightning Bolt
-30. Thunder Storm
-31. Weird bubbles launching from feet
-32. Small clustered explosions
-33. Ruwach
-34. Old Map Exit Animation (unused)
-35. Old Warp Portal (unused)
-36. Old Warp Portal (unused)
-37. AGI Up
-38. AGI Down
-39. Aqua Benedicta
-40. Signum Crucis
-41. Angelus
-42. Blessing
-43. Dex + Agi Up
-44. Little Fog Smoke.
-45. Faint Little Ball Things.
-46. Sand Wind
-47. Torch
-48. Small Piece of Glass
-49. Firebolt/Wall Hits
-50. Spinning Fire Thing
-51. Ice Elemental Hit
-52. Wind Elemental Hit
-53. Puff of Purpulish Smoke?
-54. Cast Initiation Aura (Water Element)
-55. Cast Initiation Aura (Fire Element)
-56. Cast Initiation Aura (Wind Element)
-57. Cast Initiation Aura (Earth Element)
-58. Cast Initiation Aura (Holy Element)
-59. Cast Initiation Aura (Poison Element)
-60. Cast target circle
-61. Old Warp Portal (NPC Warp, unused)
-62. Sight Trasher
-63. Moonlight Sphere
-64. Something Like Puruple/Yellow Light Bullet
-65. Something Like Absorb of Power
-66. Cure
-67. Provoke
-68. MVP Banner
-69. Skid Trap
-70. Brandish Spear
-71. Spiral White balls
-72. Bigger Spiral White balls
-73. Blue/White Small Aura
-74. Ice Wall
-75. Gloria
-76. Magnificat
-77. Resurrection
-78. Status Recovery
-79. Earth Spike
-80. Spear Boomerang
-81. Skill hit
-82. Turn Undead
-83. Sanctuary
-84. Impositio Manus
-85. Lex Aeterna
-86. Aspersio
-87. Lex Divina
-88. Suffragium
-89. Storm Gust
-90. Lord of Vermilion
-91. B. S. Sacramenti
-92. Meteor Storm
-93. Jupitel Thunder (Ball)
-94. Jupitel Thunder (Hit)
-95. Quagmire
-96. Fire Pillar
-97. Fire Pillar/Land Mine hit
-98. Adrenaline Rush
-99. Flasher Trap
-100. Yellow ball fountain
-101. Weapon Repair
-102. Hammerfall
-103. Weapon Perfection
-104. Maximize Power
-105. (nothing)
-106. Blast Mine Trap
-107. Claymore Trap
-108. Freezing Trap
-109. Bailaban Blue bubble Map Effect
-110. Trap Used by Giearth
-111. Spring Trap
-112. Kyrie Eleison
-113. Magnus Exorcismus
-114. Old Magnus Exorcismus Map Unit (unused)
-115. Blitz Beat
-116. Fling Watersphere
-117. Waterball
-118. Fling Firesphere
-119. Detect
-120. Cloaking
-121. Sonic Blow (Part 1/2)
-122. Multi hit effect
-123. Grimtooth Cast
-124. Venom Dust
-125. Enchant Poison
-126. Poison React
-127. Small Posion React
-128. Over Thrust
-129. Venom Splasher Explosion
-130. Two-Hand Quicken
-131. Auto-Counter Hit
-132. Grimtooth Hit
-133. Ice Effect (Used by NPCs)
-134. Ice Effect (Used by NPCs)
-135. Ice Effect (Used by NPCs)
-136. Slow Poison
-137. Old Sanctuary Map Unit (unused)
-138. Fire pillar
-139. Sandman Trap
-140. Ressurection Aura
-141. Pneuma
-142. Heaven's Drive
-143. Sonic Blow (Part 2/2)
-144. Brandish Spear Pre-Hit Effect
-145. Shockwave Trap
-146. Shockwave Trap Hit
-147. Pierce Hit
-148. Pierce Cast Animation
-149. Bowling Bash
-150. Pierce Cast Animation
-151. Spear Boomerang Cast
-152. Turn Undead
-153. Increase Concentration
-154. Refine Success
-155. Refine Fail
-156. jobchange.str not found error
-157. levelup.str not found error
-158. Job Level Up
-159. PvP circle
-160. PvP Party Circle
-161. (Nothing)
-162. Snow
-163. White Sakura Leaves
-164. (Nothing)
-165. Comodo Fireworks Ball
-166. Energy Coat (Visual Effect)
-167. (Nothing)
-168. (Nothing)
-169. Energy Coat Animation
-170. Cart Revolution
-171. Venom Dust Map Unit
-172. Change Element (Dark)
-173. Change Element (Fire)
-174. Change Element (Water)
-175. Change Element (Wind)
-176. Change Element (Fire)
-177. Change Element (Earth)
-178. Change Element (Holy)
-179. Change Element (Poison)
-180. Darkness Attack
-181. Mental Breaker
-182. Magical Hit
-183. Self Destruction
-184. (Nothing)
-185. (Nothing)
-186. Combo Attack 1
-187. Combo Attack 2
-188. Combo Attack 3
-189. Combo Attack 4
-190. Combo Attack 5
-191. Guided Attack
-192. Poison Attack
-193. Silence Attack
-194. Stun Attack
-195. Petrify Attack
-196. Curse Attack
-197. Sleep Attack
-198. (Nothing)
-199. Small Popping Bubble Map Effect
-200. Normal level 99 Aura (Middle)
-201. Normal level 99 Aura (Bottom)
-202. Lv 99 Aura Bubble
-203. Fury (Visual Effect)
-204. Red Herb/Potion
-205. Orange Potion
-206. Yellow Herb/Potion
-207. White Herb/Potion
-208. Blue Herb/Potion
-209. Green Herb/Potion
-210. Yellow Circle Healing Effect
-211. Blue Circle Healing Effect
-212. Dark Breath
-213. Defender
-214. Keeping
-215. Summon Slave
-216. Blood Drain
-217. Energy Drain
-218. Concentration Potion
-219. Awakening Potion
-220. Berserk Potion
-221. Intense light beam
-222. Defender (Crusader)
-223. Holy Cast Aura
-224. Wind (Map effect)
-225. Volcano casting effect
-226. Grand Cross Effect
-227. Snatch
-228. (Nothing)
-229. (Nothing)
-230. (Nothing)
-231. Map Light Pillar Animation 1
-232. Sacrifice (Visual Effect)
-233. Fog
-234. Spell Breaker
-235. Dispell
-236. Deluge Cast Aura
-237. Violent Gale Cast Aura
-238. Magnetic Earth Cast Aura
-239. Volcano (Visual Effect)
-240. Deluge (Visual Effect)
-241. Violent Gale (Visual Effect)
-242. Magnetic Earth (Visual Effect)
-243. (Invalid)
-244. Magic Rod
-245. Holy Cross
-246. Shield Charge
-247. Map Light Pillar Animation 2
-248. Resistant Souls
-249. Shield Boomerang
-250. Spear Quicken
-251. Devotion
-252. Reflect Shield
-253. Absorb Spirit Spheres
-254. Mental Strength (Visual Effect)
-255. Elemental Endow (Fire)
-256. Elemental Endow (Water)
-257. Elemental Endow (Wind)
-258. Elemental Endow (Earth)
-259. Map Light Pillar Animation 3
-260. Map Light Pillar Animation 4
-261. Fury Cast Animation
-262. Raging Quadruple Blow
-263. Raging Quadruple Blow 2
-264. (Nothing)
-265. Throw Spirit Sphere
-266. Raging Quadruple Blow 3
-267. Occult Impaction
-268. Steal Coin
-269. Divest Weapon
-270. Divest Shield
-271. Divest Armor
-272. Divest Helm
-273. Raging Quadruple Blow 4
-274. Steal Coin Animation
-275. Back Stab Animation
-276. Raging Thrust
-277. Dissoance Map Unit
-278. Lullaby Map Unit
-279. Mr Kim a Rich Man Map Unit
-280. Eternal Chaos Map Unit
-281. A Drum on the Battlefield Map Unit
-282. The Ring Of Nibelungen Map Unit
-283. Loki's Veil Map Unit
-284. Into the Abyss Map Unit
-285. Invunerable Siegfriend Map Unit
-286. A Wistle Map Unit
-287. Assassin Cross of Sunset Map Unit
-288. A Poem of Bragi Map Unit
-289. The Apple Of Idun Map Unit
-290. Ugly Dance Map Unit
-291. Humming Map Unit
-292. Please don't Forget Me Map Unit
-293. Fortune's Kiss Map Unit
-294. Service For You Map Unit
-295. Frost Joke
-296. Scream
-297. Fire Works (Visual Effect)
-298. Acid Terror Animnation
-299. (Nothing)
-300. Chemical Protection
-301. Fire Works (Sound Effect)
-302. Bomb
-303. (Unused)
-304. Teleportation Animation
-305. Pharmacy Success
-306. Pharmacy Failed
-307. Forest Light 1
-308. Throw Stone
-309. First Aid
-310. Sprinkle Sand
-311. Crazy Uproar
-312. Heal Effect
-313. Heal Effect 2
-314. Old Map Exit effect (Unused)
-315. Safety Wall
-316. Warp Portal Animation 1
-317. Warp Portal Animation 2
-318. Magnus Exorcisimus Map Unit
-319. Sanctuary Map Unit
-320. Offensive Heal
-321. Warp NPC
-322. Forest Light 2
-323. Forest Light 3
-324. Forest Light 4
-325. Heal Effect 4
-326. Chase Walk Left Foot
-327. Chse Walk Right Foot
-328. Monk Asura Strike
-329. Triple Strike
-330. Combo Finish
-331. Natural HP Regeneration
-332. Natural SP Regeneration
-333. Autumn Leaves
-334. Blind
-335. Poison
-336. Kyrie Eleison/Parrying Shield
-337. Class Change
-338. Super Novice/Taekwon Level Up Angel
-339. Spiral Pierce
-340. (Nothing)
-341. Wedding Warp Portal
-342. Wedding Skill
-343. Another Merry Skill
-344. Character map entry effect
-345. Wings (Animated)
-346. Like Moonlight But Blue
-347. Wedding Ceremony
-348. Like 1000 Blade trepassing
-349. Waterfall (Horizonatal)
-350. Waterfall (Vertical)
-351. Small Waterfall (Horizonatal)
-352. Small Waterfall (Vertical)
-353. Dark Waterfall (Horizonatal)
-354. Dark Waterfall (Vertical)
-355. Dark Small Waterfall (Horizonatal)
-356. Dark Small Waterfall (Vertical)
-357. (Nothing)
-358. Niflheim Ghost
-359. Niflheim Bat Slow
-360. Niflheim Bat Fast
-361. Soul Destroyer
-362. Trancendant Level 99 Aura 1
-363. Valentine Day Heart With Wings
-364. Valentine Day Heart
-365. Gloria Domini
-366. Martyr's Reckoning
-367. Aura Blade
-368. Berserk
-369. Concentration
-370. Gospel Map Unit
-371. Level Up
-372. Death
-373. House Smoke
-374. Basilica
-375. Assumptio (Visual Effect)
-376. Palm Strike
-377. Matyr's Reckoning 2
-378. Soul Drain (1st Part)
-379. Soul Drain (2nd Part)
-380. Magic Crasher
-381. Blue Starburst (Unknown use)
-382. (Nothing)
-383. Health Conversion
-384. Soul Change (Sound Effect)
-385. Soul Change (Visual Effect)
-386. True Sight
-387. Falcon Assault
-388. Focused Arrow Strike (Sound Effect)
-389. Wind Walk
-390. Shattering Strike
-391. Cart Boost
-392. Reject Sword
-393. Arrow Vulcan
-394. Sheltering Bliss
-395. Marionette Control (Sound Effect)
-396. Marionette Control (Visual Effect)
-397. Trancended 99 Aura (Middle)
-398. Trancended 99 Aura (Bottom)
-399. Head Crush
-400. Joint Beat
-401. Napalm Vulcan Sound
-402. Dangerous Soul Collect
-403. Mind Breaker
-404. Fiber Lock
-405. Wall Of Fog
-406. Soul Burn
-407. Soul Change
-408. Mom, Dad, I love you! (Baby Skill)
-409. Meteor Assault
-410. Rainbow
-411. Leap
-412. Like Throw Spirit Sphere
-413. Axe Kick
-414. Round Kick
-415. Counter Kick
-416. (Nothing)
-417. Flash
-418. Warmth Lightning
-419. Kaite (Visual Effect)
-420. Eswoo (Small) (Visual Effect)
-421. Eswoo (Alt. Small) (Visual Effect)
-422. Eswoo (Normal) (Visual Effect)
-423. Eswoo (Alt. Normal) (Visual Effect)
-424. Spirit Link (Visual Effect)
-425. Esma Hit (Visual Effect)
-426. Sprint Collision (Visual Effect)
-427. (Nothing)
-428. (Nothing)
-429. Taekwon Kick Hit 1
-430. Taekwon Kick Hit 2
-431. Taekwon Kick Hit 3
-432. Solar, Lunar and Stellar Perception (Visual Effect)
-433. Solar, Lunar and Stellar Opposition (Visual Effect)
-434. Taekwon Kick Hit 4
-435. Whirlwind Kick
-436. White Barrier (Unused)
-437. White barrier 2 (Unused)
-438. Kaite Reflect Animation
-439. Flying Side Kick
-440. Assumptio (Animation)
-441. Comfort Skills Cast Aura
-442. Foot Prints caused by Sprint.
-443. (Nothing)
-444. Sprint Stop Animation
-445. High Jump (Jump)
-446. High Jump (Return Down)
-447. Running Left Foot
-448. Running Right Foot
-449. KA-Spell (1st Part)
-450. Darkcross
-451. Dark Strike
-452. Something Like Jupitel Thunder
-453. Paralized
-454. Like Blind
-455. Another Warmth Lightning
-456. Power Up
-457. Flying Side Kick (2nd Part)
-458. Running/Sprint (running into a wall)
-459. Brown tornado that spins sprite (unused)
-460. Green tornado (unused)
-461. Blue tornado (unused)
-462. Kaupe Dodge Effect
-463. Kaupe Dodge Effect
-464. White tornado (unused)
-465. Purple tornado (unused)
-466. Another Round Kick
-467. Warm/Mild Wind (Earth)
-468. Warm/Mild Wind (Wind)
-469. Warm/Mild Wind (Water)
-470. Warm/Mild Wind (Fire)
-471. Warm/Mild Wind (Undead)
-472. Warm/Mild Wind (Shadow)
-473. Warm/Mild Wind (Holy)
-474. (Nothing)
-475. Demon of The Sun Moon And Stars (Level 1)
-476. Demon of The Sun Moon And Stars (Level 2)
-477. Demon of The Sun Moon And Stars (Level 3)
-478. Demon of The Sun Moon And Stars (Level 4)
-479. Demon of The Sun Moon And Stars (Level 5)
-480. Demon of The Sun Moon And Stars (Level 6)
-481. Demon of The Sun Moon And Stars (Level 7)
-482. Demon of The Sun Moon And Stars (Level 8)
-483. Demon of The Sun Moon And Stars (Level 9)
-484. Demon of The Sun Moon And Stars (Level 10)
-485. Mental Strength Lightning but White
-486. Mental Strength Lightning
-487. Demon of The Sun Moon And Stars Ground Effect
-488. Comfort Skills
-489. (Nothing)
-490. (Nothing)
-491. Element Potions
-492. Cooking Foods
-493. Enchant Deadly Poison
-494. Throwing Tomahawk
-495. Full Strip Sound
-496. Preserve
-497. Twilight Alchemy 1
-498. Twilight Alchemy 2
-499. Twilight Alchemy 3
-500. Player Become Blue with Blue Aura
-501. Chase Walk Animation
-502. Player Become Yellow with Yellow Aura
-503. Soul Link Word
-504. (Nothing)
-505. Memorize
-506. (Nothing)
-507. Authoritative Badge
-508. Fire Cracker
-509. Valentine Day Hearth (Wings)
-510. Champion Asura Strike
-511. (Nothing)
-512. Chain Crush Combo
-513. Area Cast
-514. Really Big Circle
-515. Einbroch Fog
-516. Airship Cloud
-517. (Nothing)
-518. Cart Termination
-519. Speed Down Potion
-520. Shield Bumerang
-521. Player Become Red with Red Aura
-522. Gravitation Field
-523. Tarot Card of Fate (The Fool)
-524. Tarot Card of Fate (The Magician)
-525. Tarot Card of Fate (The High Priestess)
-526. Tarot Card of Fate (The Chariot)
-527. Tarot Card of Fate (Strength)
-528. Tarot Card of Fate (The Lovers)
-529. Tarot Card of Fate (The Wheel of Fortune)
-530. Tarot Card of Fate (The Hanged Man)
-531. Tarot Card of Fate (Death)
-532. Tarot Card of Fate (Temperance)
-533. Tarot Card of Fate (The Devil)
-534. Tarot Card of Fate (The Tower)
-535. Tarot Card of Fate (The Star)
-536. Tarot Card of Fate (The Sun)
-537. Acid Demonstration
-538. Player Become Green with Green Aura
-539. Throw Random Bottle
-540. Instant Small->Normal
-541. (Nothing)
-542. KA-Spell (1st Part)
-543. Kahii
-544. Warmth Red Sprite
-545. Sound And... PUFF Client Crash :P
-546. Kaupe
-547. Estin
-548. Instant Red Sprite
-549. Instant Blue Sprite
-550. Another Effect like Running Hit
-551. Effect Like Estun but with Circle
-552. (Nothing)
-553. Esma
-554. Large White Cloud
-555. Estun
-556. (Nothing)
-557. Juperos Energy Waterfall (Horizontal)
-558. Juperos Energy Waterfall (Vertical)
-559. Juperos Energy Waterfall Fast (Horizontal)
-560. Juperos Energy Waterfall Fast (Vertical)
-561. Juperos Warp
-562. Juperos Warp
-563. Earthquake Effect (Juperos Elevator)
-564. Wedding Cast
-565. Filir Moonlight Lvl 1
-566. Filir Moonlight Lvl 2
-567. Filir Moonlight Lvl 3
-568. Another Job Level Up
-569. Amistr Bulwark
-570. Amistr Castling
-571. Amistr Bloodlust
-572. Warmth Soul
-573. Twilight Alchemy 1
-574. Twilight Alchemy 2
-575. Twilight Alchemy 3
-576. Box Effect (Thunder)
-577. Box Effect (Cloud)
-578. Box Effect (Curse)
-579. Box Effect (Sleep)
-580. Box Effect (Rain)
-581. Box Effect (Sunlight)
-582. Another Super Novice/Taekwon Angel
-583. Warmth Hit
-584. Full Buster
-585. 5 Medium Size Explosion
-586. Somatology Lab Mobs Aura
-587. Big Purple Flame
-588. Little Red Flame
-589. Eswoo
-590. Running Stop
-591. (Nothing)
-592. Thanatos Tower Bloody Clouds
-593. Food Effect (STR)
-594. Food Effect (INT)
-595. Food Effect (VIT)
-596. Food Effect (AGI)
-597. Food Effect (DEX)
-598. Food Effect (LUK)
-599. Cast Time Sound and Flashing Animation on Player
-600. Throw Venom Knife
-601. Sight Blaster
-602. Close Confine (Grab Effect)
-603. Spinning fire ball (like 50, but smaller)
-604. Close Confine (Ground Effect)
-605. (Nothing)
-606. Pang Voice (Visual Effect)
-607. Wink of Charm (Visual Effect)
-608. Cooking Success
-609. Cooking Failed
-610. Success
-611. Failed
-612. Korean Words and /no1 Emoticon
-613. Throw Shuriken
-614. Throw Kunai
-615. Throw Fumma Shuriken
-616. Throw Money
-617. Illusionary Shadow
-618. Crimson Fire Bolossom
-619. Lightning Spear Of Ice
-620. Water Escape Technique
-621. Wind Blade
-622. Lightning Crash
-623. Piercing Shot
-624. Kamaitachi
-625. Madness Canceller
-626. Adjustment
-627. Disarm (Sound Effect)
-628. Dust
-629. (Nothing)
-630. Shadow Slash
-631. Reverse Tatami Map Unit
-632. Mist Slash
-633. Final Strike
-634. Crimson Fire Formation
-635. Dragon Fire Formation
-636. Falling Ice Pillar
-637. Desperado
-638. Ground Drift Grenade
-639. Ground Drift Grenade
-640. Ground Drift Grenade
-641. Ground Drift Grenade
-642. Ground Drift Grenade
-643. Rapid Shower
-644. Magic Bullet
-645. Spread Attack
-646. Tracking (Shown While Casting)
-647. Tracking
-648. Triple Action
-649. Bull's Eye
-650. Ice Cave Level 4 Circle
-651. Ice Cave Level 4 Big Circle
-652. Like Regeneration Number but Red with a Sound
-653. Like Regeneration Number but Red
-654. Like Regeneration Number but Purple
-655. Mobs Skill (Change Undead Element)
-656. Last animation before Change Undead Element finish
-657. (Nothing)
-658. (Nothing)
-659. (Nothing)
-660. (Nothing)
-661. (Nothing)
-662. (Nothing)
-663. (Nothing)
-664. (Nothing)
-665. Little Blue Ball Falling From the Sky
-666. Earthquake
-667. (Nothing)
-668. Dragonfear
-669. Wide Bleeding
-670. Dragon fear (Visual Effect)
-671. The Japan Earth Symbol (like 'Seven Wind Lv1', but on the ground)
-672. The Japan Wind Symbol (like 'Seven Wind Lv2', but on the ground)
-673. Map turns Blue (like Soul Link)
-674. Evil Land Cell
-675. Like Parrying/Kyrie Eleison barrier but Yellow with small Cross in every barrier piece
-676. Slow Casting
-677. Critical Wounds/Bleeding Attack
-678. White 99 Aura Bubbles
-679. Green Aura (Middle)
-680. Green Aura (Bottom)
-681. Dimensional Gorge Map Effect
-682. I Love You Banner
-683. Happy White Day Banner
-684. Happy Valentine Day Banner
-685. Happy Birthday Banner
-686. Merry Christmas Banner
-687. Cast Circle-Like effect 1
-688. Cast Circle-Like effect 2
-689. Endless Tower Map Effect
-690. Burning Flame (Red)
-691. Burning Flame (Green)
-692. Unknown Aura Bubbles (Small ghosts)
-693. Translucent yellow circle
-694. Translucent green circle
-695. Rotating green light
-696. The same of 690 and 691 but Blue/Purple
-697. (Nothing)
-698. (Nothing)
-699. Fall of powder from the sky and raise of some leaf
-700. Big Colored Green Sphere.
-701. Huge Blue Sphere
-702. Little Colored Violet Sphere
-703. Light Infiltration with fall of pownder
-704. Client Error (mobile_ef02.str)
-705. Client Error (mobile_ef01.str)
-706. Client Error (mobile_ef03.str)
-707. Client Crash :P
-708. Storm Gust (same as 89)
-709. A Firework that split in 4 mini fireworks
-710. A Sphere like Effect 701 but Green, and a bit more larger
-711. A big violet wall
-712. A Little Flame Sphere
-713. A lot of Very Small and Yellow Sphere
-714. (Nothing)
-715. Little blue Basilica
-716. Same as 715
-717. Christmas Carol (copy of Angelus)
-718. Judex (Visual Effect)
-719. Renovatio (light beam)
-720. Yellow version of Soul Breaker
-721. Adoramus (lightning bolt)
-722. Ignition Break (big explosion)
-723. Hundred Spear (sound effect)
-724. Green version of Detecting
-725. Oratorio (like Detecting)
-726. Frost Misty (blue vapor and bubbles)
-727. Crimson Rock
-728. Small fire (part of Hell Inferno)
-729. Marsh of Abyss (like Close Confine)
-730. Small, cartoony explosion (part of Soul Expansion)
-731. Dragon Howling (blinking, expanding circle)
-732. Spike from the ground
-733. Fluffy Ball flying by
-734. Chain Lightning
-735. (Nothing)
-736. (Nothing)
-737. (Nothing)
-738. (Nothing)
-739. Old Magenta Trap
-740. Old Cobald Trap
-741. Old Maize Trap
-742. Old Verdure Trap
-743. White Ranger Trap
-744. Camouflage
-745. Aimed Bolt (crosshairs)
-746. Arrow Storm
-747. Falling white feathers
-748. Falling blue feathers
-749. Millennium Shield
-750. Detonator (blue sparkles)
-751. Releasing summoned warlock spheres
-752. Like Energy Coat, but not as dark
-753. Clearance
-754. Green warp portal (root of Epiclesis)
-755. Oratio (spinning blue symbol)
-756. Enchant Blade (like Berserk Potion)
-757. Third Class Aura (Middle)
-758. Rolling Cutter - Spin Count 1
-759. Rolling Cutter - Spin Count 2
-760. Rolling Cutter - Spin Count 3
-761. Rolling Cutter - Spin Count 4
-762. Rolling Cutter - Spin Count 5
-763. Rolling Cutter - Spin Count 6
-764. Rolling Cutter - Spin Count 7
-765. Rolling Cutter - Spin Count 8
-766. Rolling Cutter - Spin Count 9
-767. Rolling Cutter - Spin Count 10
-768. Blinking
-769. Cross Ripper Slasher (flying knives)
-770. Strip sound
-771. Poison sound
-772. Poison particles
-773. Expanding purple aura (part of Phantom Menace)
-774. Axe Boomerang
-775. Spinning character sprite
-776. Like Desperado sound effect
-777. Faded light from the ground [S]
-778. Expanding white aura (like Clearance)
-779. Faded light from the ground [S]
-780. Expanding red aura (from Infrared Scan)
-781. Magnetic Field (purple chains)
-782. All-around shield [S]
-783. Yellow shaft of light
-784. White shaft of light
-785. Upward flying wrenches
-786. Symbol with bleeping sound [S]
-787. Flare Launcher (line of fire)
-788. Venom Impress (green skull)
-789. Freezing Status Effect (two ancillas)
-790. Burning Status Effect (flame symbol)
-791. Two ice shots
-792. Upward streaming white particles
-793. Same, but more brief
-794. Infrared Scan (red lasers)
-795. Power Swing (axe crash)
-796. Spinning blue triangles
-797. Stapo
-798. Red triangles (like Intimidate)
-799. Stasis (expanding blue mist) [S]
-800. Hell Inferno (red lights)
-801. Jack Frost unit (ice spikes)
-802. White Imprison
-803. Recognized Spell
-804. Tetra Vortex [S]
-805. Tetra Vortex cast animation (blinking colors)
-806. Flying by as fast as a rocket
-807. Kidnapping sound
-808. Like Recognized Spell, but one symbol
-809. Shadowy filter [S]
-810. Damp thud sound [S]
-811. Body Painting
-812. Black expanding aura
-813. Masquerade - Enervation
-814. Masquerade - Groomy
-815. Masquerade - Ignorance
-816. Masquerade - Laziness
-817. Masquerade - Unlucky
-818. Masquerade - Weakness
-819. (Nothing)
-820. Strip Accessory
-821. Waterfall
-822. Dimension Door (spinning blue aura)
-823. in-the-manhole effect
-824. Some filter
-825. Dimension Door (aura + blue light)
-826. Expanding black casting anim.
-827. Chaos Panic (spinning brown aura)
-828. Maelstrom (spinning pink aura)
-829. Bloody Lust (spinning red aura)
-830. Blue aura (Arch Bishop cast animation)
-831. Blue cone [S]
-832. Sonic Wave
-833. (Nothing)
-834. Light shooting away circlish
-835. Fastness yellow-reddish
-836. Fastness yellow-pinkish
-837. Casting [S]
-838. Watery aura
-839. [Client Error]
-840. Red cone
-841. Green cone
-842. Yellow cone
-843. White cone
-844. Purple cone
-845. light-bluish turquoise cone
-846. (Nothing)
-847. Gloomy Day (white/red light rays)
-848. Gloomy Day (white/blue light rays)
-849. (Nothing)
-850. (Nothing)
-851. Green mushy-foggy stuff (dull)
-852. Green mushy-foggy stuff (bright)
-853. Bright green flower area
-854. Blue beam of light with notes
-855. (Nothing)
-856. Reverberation (red eighth notes)
-857. Severe Rainstorm (falling red and blue beams)
-858. Deep Sleep Lullaby (two red beams and music notes)
-859. Holograph of text (blue)
-860. Distorted note (blue)
-861. Green aura (from Circle of Life's Melody)
-862. Randomize Spell (holograph of text)
-863. Dominion Impulse (two spears of light)
-864. Gloomy Day (colorful lines)
-865. Blue aura (from Song of Mana)
-866. Dance with a Warg (Wargs)
-867. Yellow aura (from Dance with a Warg)
-868. Song of Mana (Violies)
-869. Strip sound [S]
-870. Ghostly Succubuses of fire
-871. Red aura (from Lerad's Dew)
-872. Lerad's Dew (Minerals)
-873. Stargate-wormhole stuff (bright purple)
-874. Melody of Sink (Ktullanuxes)
-875. Stargate-wormhole stuff (bright turquoise)
-876. Warcry of Beyond (Garms)
-877. Stargate-wormhole stuff (white)
-878. Unlimited Humming Voice (Miyabi Ningyos)
-879. Siren's Voice (heart-like)
-880. Bluish castish cone
-881. Blue aura
-882. Whirl of fireflies (red)
-883. Epiclesis (transparent green tree)
-884. Green beam
-885. Blue light beams
-886. Blue castish cone
-887. Wavy sparks
-888. Earth Shaker (same as 432)
-889. Fast light beams
-890. Rotation
-891. Magic shots [S]
-892. Fastness with hitting sound[S]
-893. Blue-white light passing by
-894. (Nothing)
-895. Big wheel of flat light beams
-896. Still sun shaped lightning aura
-897. Animated sun shaped lightning aura
-898. Animated, curvy sun shaped lightning aura
-899. White/red light shots from below
-900. Animated, slow curvy sun shaped lightning aura
-901. Explosion
-902. Floating bedtable texture
-903. Castish flamey cone
-904. Yellow/pink lights passing by
-905. Expanding circle
-906. Shield Press (falling shield)
-907. Chainy, metalish sound [S]
-908. Prestige (sphere of yellow particles)
-909. Banding (sphere of red particles)
-910. Inspiration (sphere of blue particles)
-911. Green castish animation [S]
-912. Wall of Thorns unit (green fog cloud)
-913. Magic projectiles
-914. (Nothing)
-915. Crazy Weed
-916. Demonic Fire
-917. More angry, demonic flames
-918. Fire Insignia (demonic flames)
-919. Hell's Plant (green snapping plant)
-920. Fire Walk unit
-921. Vacuum Extreme (whirlwind)
-922. Psychic Wave
-923. Poison Buster
-924. Poisoning animation
-925. Some filter
-926. Electric Walk unit
-927. Earth Grave (speary roots)
-928. Ice cloud projectiles
-929. Warmer (field of flames)
-930. Varetyr Spear (falling spear)
-931. (Nothing)
-932. Firefly
-933. [Client Crash]
-934. White, castishly expanding cone
-935. Green magic projectile
-936. Red, castishly expanding cone
-937. Yellow, castishly expanding cone
-938. Dark-red, castishly expanding cone
-939. Blue, conish aura
-940. Snow flake
-941. Explosion of red, demonic fire
-942. Expanding, white dome
-943. Green, fluffy projectile
-944. Falling gems
-945. (Nothing)
-946. Floating lights
-947. Blue lightning sphere
-948. Two blue lightning spheres
-949. Flat, spinning diamond
-950. Circling, planetlike spheres
-951. Three lightning spheres
-952. Flat, spinning gem and two lightning spheres
-953. Spinning, planetlike spheres
-954. Two lightblue glowing spheres
-955. Three spinning flame spheres
-956. Flame
-957. Spinning planetlike sphere
-958. Two flames
-959. Purple flame
-960. Small yellow explosion
-961. Cartoony whirlwind
-962. Rising fire
-963. Dark filter (like Stone Curse)
-964. Same as 920
-965. Small white explosion
-966. Bone crack
-967. Another little explosion
diff --git a/doc/global_configuration.txt b/doc/global_configuration.txt
deleted file mode 100644
index a000a4572..000000000
--- a/doc/global_configuration.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Global configuration reference
-//===== By: ==================================================
-//= Panikon (Hercules Dev. Team)
-//===== Current Version: =====================================
-//= 20140616
-//===== Description: =========================================
-//= Global configurations found in conf/global/
-//============================================================
-
-- What are global configurations?
-
-Global configurations are configurations that can be shared between servers,
-but can also be set independently in each server.
-
-- How do they work?
-
-They work by using an include system that is available with libconfig:
-
- "A configuration file may "include" the contents of another file using an
- include directive. This directive has the effect of inlining the contents of
- the named file at the point of inclusion.
-
- An include directive must appear on its own line in the input. It has the
- form:
-
- @include "filename"
-
- Any backslashes or double quotes in the filename must be escaped as '\\' and
- '\"', respectively."
- From libconfig's documentation
-
-So each file that is included is actually inside each one of the main
-configuration files and thus a change in the first will be a change in the
-latter.
-Note: the @include directive is read by the server executable, so any path
-should be from were it is and NOT from where the main configuration file is!
-
-- How do I stop using global configurations?
-
-To stop using global configurations is very simple, all you have to do is copy
-the contents that are inside the global configuration file and put them
-_exactly_ where the include directive were in the main configuration file.
-
-E.g.
- Find in any file:
- @include "conf/global/sql_connection.conf"
- Replace it with:
- sql_connection: {
- // [INTER] You can specify the codepage to use in your mySQL tables here.
- // (Note that this feature requires MySQL 4.1+)
- //default_codepage: ""
-
- // [LOGIN] Is `userid` in account_db case sensitive?
- //case_sensitive: false
-
- // For IPs, ideally under linux, you want to use localhost instead of 127.0.0.1
- // Under windows, you want to use 127.0.0.1. If you see a message like
- // "Can't connect to local MySQL server through socket '/tmp/mysql.sock' (2)"
- // and you have localhost, switch it to 127.0.0.1
- db_hostname: "127.0.0.1"
- db_port: 3306
- db_username: "ragnarok"
- db_password: "ragnarok"
- db_database: "ragnarok"
- //codepage:""
- }
- If the main configuration file belongs to the map server, for instance, you
- don't need to include default_codepage and case_sensitive.
diff --git a/doc/item_bonus.txt b/doc/item_bonus.txt
deleted file mode 100644
index f588921cd..000000000
--- a/doc/item_bonus.txt
+++ /dev/null
@@ -1,444 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Hercules Item Bonuses List
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20150624
-//===== Description: =========================================
-//= List of script instructions used in item bonuses,
-//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
-//============================================================
-
-Constants
----------
-This list contains all available constants referenced in the 'bonus' commands.
-
-* Status effect (eff)
- Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence,
- Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_Cold,
- Eff_Burning, Eff_Deepsleep
-
-* Element (e)
- Ele_Neutral, Ele_Water, Ele_Earth, Ele_Fire, Ele_Wind, Ele_Poison,
- Ele_Holy, Ele_Dark, Ele_Ghost, Ele_Undead, Ele_All
-
-* Race (r)
- RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish,
- RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_Player, RC_Boss,
- RC_NonBoss, RC_NonDemiHuman, RC_NonPlayer, RC_DemiPlayer,
- RC_NonDemiPlayer, RC_All
-
-* Monster Race (mr)
- RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja,
- RC2_Scaraba, RC2_Turtle
-
-* Size (s)
- Size_Small, Size_Medium, Size_Large
-
-* Trigger criteria (bf)
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- (Default: BF_WEAPON)
-
- BF_SHORT: Trigger on melee attacks
- BF_LONG: Trigger on ranged attacks
- (Default: BF_SHORT+BF_LONG)
-
- BF_NORMAL: Trigger on normal attacks
- BF_SKILL: Trigger on skills
- (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)
-
-* Attack Trigger Criteria (abf)
- ATF_SELF: Trigger on self
- ATF_TARGET: Trigger on target
- (Default: ATF_TARGET)
-
- ATF_SHORT: Trigger on melee attack
- ATF_LONG: Trigger on ranged attack
- (Default: ATF_SHORT+ATF_LONG)
-
- ATF_WEAPON: Trigger on Weapon Skills
- ATF_MAGIC: Trigger on magic attacks
- ATF_MISC: Trigger on misc skills
- ATF_SKILL: Trigger on skill attack
- (Default: ATF_WEAPON)
-
-ATF_SELF: Trigger effect on self.
- ATF_TARGET: Trigger effect on target (default)
- ATF_SHORT: Trigger on melee attacks
- ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
-* Other values:
- Skill (sk): see 'db/(pre-)re/skill_db.txt' (NOTE: Both skill IDs and names, with and without quotes, are supported.)
- Monster id (mid): see 'db/(pre-)re/mob_db.txt'
- Item id (id): see 'db/(pre-)re/item_db.conf'
- Item chain (ic): see 'db/(pre-)re/item_chain.conf' (Only Constants)
- Item group (ig): see 'db/(pre-)re/item_group.conf' (ItemID)
- Weapon type (w): see 'doc/item_db.txt' -> View -> Weapons
- Class (c): see 'db/(pre-re)/mob_db.txt' -> For Players, c = JobID
-
-Bonuses
--------
-The format of bonuses listed in this file is as follows:
- 1. Basic Bonuses
- 2. Extended Bonuses
- 3. Group-specific Bonuses
- 4. Status-related Bonuses
- 5. AutoSpell Bonuses
- 6. Misc Bonuses
-
-====================
-| 1. Basic Bonuses |
-====================
-
-Base Stats
-----------
-bonus bStr,n; STR + n
-bonus bAgi,n; AGI + n
-bonus bVit,n; VIT + n
-bonus bInt,n; INT + n
-bonus bDex,n; DEX + n
-bonus bLuk,n; LUK + n
-bonus bAgiVit,n; AGI + n, VIT + n
-bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n
-bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
-
-HP/SP
------
-bonus bMaxHP,n; MaxHP + n
-bonus bMaxHPrate,n; MaxHP + n%
-bonus bMaxSP,n; MaxSP + n
-bonus bMaxSPrate,n; MaxSP + n%
-
-Attack/Def
-----------
-bonus bAtk,n; ATK + n
-bonus bAtk2,n; ATK2 + n
-bonus bAtkRate,n; Attack Power + n%
-bonus bBaseAtk,n; Basic Attack Power + n
-bonus bDef,n; Equipment DEF + n
-bonus bDef2,n; VIT based DEF + n
-bonus bDefRate,n; Equipment DEF + n%
-bonus bDef2Rate,n; VIT based DEF + n%
-
-Magic Attack/Def
-----------------
-bonus bMatk,n; Magical attack power + n
-bonus bMatkRate,n; Magical attack power + n%
-bonus bMdef,n; Equipment MDEF + n
-bonus bMdef2,n; INT based MDEF + n
-bonus bMdefRate,n; Equipment MDEF + n%
-bonus bMdef2Rate,n; INT based MDEF + n%
-
-Other Stats
------------
-bonus bHit,n; Hit + n
-bonus bHitRate,n; Hit + n%
-bonus bCritical,n; Critical + n
-bonus bCriticalRate,n; Critical + n%
-bonus bFlee,n; Flee + n
-bonus bFleeRate,n; Flee + n%
-bonus bFlee2,n; Perfect Dodge + n
-bonus bFlee2Rate,n; Perfect Dodge + n%
-bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
-bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
-bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
-bonus bSpeedAddRate,n; Moving speed + n%
-bonus bAspd,n; Attack speed + n
-bonus bAspdRate,n; Attack speed + n%
-bonus bAtkRange,n; Attack range + n
-bonus bAddMaxWeight,n; MaxWeight + n (in units of 0.1)
-
-=======================
-| 2. Extended Bonuses |
-=======================
-
-HP
---
-bonus bHPrecovRate,n; Natural HP recovery ratio + n%
-bonus2 bHPRegenRate,n,t; Gain n HP every t milliseconds
-bonus2 bHPLossRate,n,t; Lose n HP every t millisecond
-
-SP
---
-bonus bSPrecovRate,n; Natural SP recovery ratio + n%
-bonus2 bSPRegenRate,n,t; Gain n SP every t milliseconds
-bonus2 bSPLossRate,n,t; Lose n SP every t milliseconds
-bonus bUseSPrate,n; SP consumption + n%
-bonus2 bSkillUseSP,sk,n; Reduces SP consumption of skill sk by n.
-bonus2 bSkillUseSPrate,sk,n; Reduces SP consumption of skill sk by n%
-bonus bNoRegen,x; Stops regeneration for x (x: 1=HP, 2=SP)
-
-Attack/Def
-----------
-bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
-bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
-bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks
-bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...)
-bonus bCriticalDef,n; Decreases Chance of being hit by critical by n%
-
-bonus2 bSkillAtk,sk,n; Increase damage of skill sk by n%
-bonus2 bWeaponAtk,w,n; Adds n ATK when weapon of type w is equipped
-bonus2 bWeaponAtkRate,w,n; Adds n% damage to weapon attacks when weapon of type w is equipped
-bonus bLongAtkRate,n; Increases damage of ranged attacks by n%
-bonus bCritAtkRate,n; Increase critical damage by +n%
-
-bonus bNoWeaponDamage,n; Prevents from receiving n% physical damage
-bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
-bonus bNoMiscDamage,n; Adds n% reduction to received misc damage
-
-Heal
-----
-bonus bHealPower,n; Increase heal amount of all heal skills by n%
-bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
-
-bonus2 bSkillHeal,sk,n; Increase heal amount of skill sk by n%
-bonus2 bSkillHeal2,sk,n; Increase heal amount if you are healed by skill sk by n%
-
-bonus bAddItemHealRate,n; Increases HP recovered by n% for healing items.
-bonus2 bAddItemHealRate,id,n; Increases HP recovered by n% for item id/ig
-
-Skill Cast
-----------
-bonus bCastrate,n; Skill casting time rate + n%
-bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n%
-
-bonus bFixedCastrate,n; Increases fixed cast time of all skills by n%
-bonus2 bFixedCastrate,s,n; Increases fixed cast time of skill sk by n%
-bonus bFixedCast,t; Increases fixed cast time of all skills by t milliseconds
-bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by t milliseconds
-
-bonus bVariableCastrate,n; Increases variable cast time of all skills by n%
-bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk by n%
-bonus bVariableCast,t; Increases variable cast time of all skills by t milliseconds
-bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk by t milliseconds
-
-bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
-bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
-
-bonus bDelayrate,n; Increases skill delay by n%
-bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds
-
-=============================
-| 3. Group-specific Bonuses |
-=============================
-
-Damage Modifiers
-----------------
-bonus2 bAddSize,s,n; +n% Physical damage against size s
-bonus2 bMagicAddSize,s,n; +n% Magical damage against size s
-bonus2 bSubSize,s,n; +n% Damage reduction against size s
-
-bonus2 bAddRaceTolerance,r,n; +n% tolerance against race r (Renewal Only)
-
-bonus2 bAddRace,r,n; +n% Physical damage against race r
-bonus2 bMagicAddRace,n,x; +n% Magical damage against race r
-bonus2 bSubRace,r,n; +n% Damage reduction against race r
-
-bonus2 bAddRace2,mr,n; +n% Damage Against monster race mr
-bonus2 bSubRace2,mr,n; +n% Damage reduction against monster race mr
-
-bonus2 bAddEle,e,n; +n% Physical damage against element e
-bonus2 bMagicAddEle,e,n; +n% Magical damage against element e
-bonus2 bMagicAtkEle,e,n; Increases damage of element e magic by n%
-bonus3 bAddEle,e,n,bf; +n% physical damage against element e
-bonus2 bSubEle,e,n; +n% Damage reduction against element e
-bonus3 bSubEle,e,n,bf; +n% Damage reduction against element e.
-
-bonus2 bAddDamageClass,c,x; +n% extra physical damage against monsters of class c
-bonus2 bAddMagicDamageClass,c,x; +n% extra magical damage against monsters of class c
-bonus2 bAddDefClass,c,x; +n% physical damage reduction against monsters of class c
-bonus2 bAddMDefClass,c,x; +n% magical damage reduction against monsters of class c
-bonus2 bCriticalAddRace,r,n; +n Critical Against race r
-
-Attack/Def
-----------
-bonus bAtkEle,e; Gives the player's attacks element e
-bonus bDefEle,e; Gives the player's defense element e
-
-bonus bDefRatioAtkEle,e; Deals more damage to enemies of element e with higher defense
-bonus bDefRatioAtkRace,r; Deals more damage to enemies of race r with higher defense
-
-bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n/100% for t milliseconds with normal attack
-bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n/100% for t milliseconds with normal attack
-
-Ignore Def
-----------
-bonus bIgnoreDefRace,r; Disregard DEF against enemies of race r
-bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r
-
-bonus bIgnoreDefEle,e; Disregard DEF against enemies of element e
-bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e
-
-bonus2 bIgnoreDefRate,r,n; Disregard n% of the target's DEF if the target belongs to race r
-bonus2 bIgnoreMdefRate,r,n; Disregard n% of the target's MDEF if the target belongs to race r
-
-bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
-
-Experience
-----------
-bonus2 bExpAddRace,r,n; +n% Experience from enemies of race r
-
-=============================
-| 4. Status-related Bonuses |
-=============================
-bonus2 bResEff,e,n; Adds a n/100% tolerance to effect e
-bonus2 bAddEff,eff,n; Adds a n/100% chance to cause effect eff to the target when attacking
-bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause effect eff on self when attacking.
-bonus3 bAddEff,eff,n,abf; Adds a n/100% chance to cause effect eff to the target when attacking for target abf
-bonus4 bAddEff,eff,n,abf,t; Adds a n/100% chance to cause effect eff to the target when attacking for target abf for t milliseconds
- (Note:The effect can't be avoided nor its duration reduced. Duration: 0-65535)
-bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause effect eff on enemy when using skill sk
-bonus4 bAddEffOnSkill,sk,eff,n,abf; Adds a n/100% chance to cause effect eff when using skill sk
-
-bonus2 bAddEffWhenHit,eff,n; n/100% chance to cause effect eff to the enemy when being hit by physical damage
-bonus3 bAddEffWhenHit,eff,n,abf; Adds a n/100% chance to cause effect eff to the enemy when being hit by physical damage
-
-bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a monster of race r with a weapon attack
-bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when attacking a monster of element e with weapon attack
-
-========================
-| 5. AutoSpell Bonuses |
-========================
-NOTES:
- - For all AutoSpell bonuses, target must be within the spell's range to go off.
- - By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16).
-
-bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x at level y when using skill sk
-bonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x at level y when using skill sk
- i: Flags (bitfield)
- &1: Forces the skill to be casted on self, rather than on the target of skill sk
- &2: Random skill level between 1 and l is chosen.
-
-bonus4 bAutoSpell,sk,y,n,i; n/10% chance to cast skill sk of level y when attacking
-bonus5 bAutoSpell,sk,y,n,bf,i; n/10% chance to cast skill sk of level y when attacking
-bonus4 bAutoSpellWhenHit,sk,y,n,i; n/10% chance to cast skill sk of level y when being hit by a direct attack
-bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; n/10% chance to cast skill sk of level y when being hit by a direct attack
- i:
- 0 = cast on self
- 1 = cast on enemy, not on self
- 2 = use random skill lv in [1..y]
- 3 = 1+2 (random lv on enemy)
-
-bonus3 bAutoSpellWhenHit,sk,x,n; n/10% chance to cast skill sk of level x on attacker when being hit by a direct attack
-bonus3 bAutoSpell,sk,x,n; Auto Spell casting on attack of spell sk at level x with n/10% chance
-
-===================
-| 6. Misc Bonuses |
-===================
-
-HP/SP Drain
------------
-bonus bHPDrainValue,n; Heals +n HP with weapon attack.
-bonus2 bHPDrainValue,n,x; Heals +n HP with weapon attack. When x is non-zero, the HP is drained instead.
-bonus2 bHPDrainRate,n,x; n/10% probability to drain x% HP when attacking
-
-bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
-bonus2 bSPDrainRate,n,x; n/10% probability to drain x% SP when attacking
-bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack
- x:
- 0: Gain n SP
- 1: drain n SP from target
-bonus3 bSPDrainRate,n,x,y; When attacking there is a n/10% chance to either gain SP equivalent to x% of damage dealt,
- OR drain the amount of sp from the enemy.
- y:
- 0: Gain SP
- 1: Drain SP from target
-
-bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with weapon attack.
-bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with weapon attack.
-
-bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with weapon attack.
-bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with weapon attack.
-
-HP/SP Vanish
-------------
-bonus2 bHPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy HP amount by x% when attacking
-bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking
-
-bonus3 bHPVanishRate,n,x,bf; Add the (n/10)% chance of decreasing enemy HP amount by x% when attacking for criteria bf
-bonus3 bSPVanishRate,n,x,bf; Add the (n/10)% chance of decreasing enemy SP amount by x% when attacking for criteria bf
-
-HP/SP Gain
-----------
-bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
-bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
-
-bonus bMagicHPGainValue,n; Gains +n HP when killing an enemy with magic attack
-bonus bMagicSPGainValue,n; Gains +n SP when killing an enemy with magic attack
-
-bonus2 bHPGainRaceAttack,r,n; Heals n HP when attacking Race r on every hit
-bonus2 bSPGainRaceAttack,r,n; Heals n SP when attacking Race r on every hit
-
-bonus2 bSPGainRace,r,n; When killing a monster of race r by physical attack gain n SP
-
-Damage return
--------------
-bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it
-bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it
-bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it
-
-Strip/Break equipment
----------------------
-NOTE:
- - n is meaningless if not mentioned.
-bonus bUnstripable,n; Equipment cannot be taken off via strip skills
-bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills
-bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills
-bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills
-bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills
-
-bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
-bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means
-bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means
-bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means
-bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means
-bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means
-bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means
-
-bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (Stackable)
-bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (Stackable)
-
-Monster Related
----------------
-bonus3 bAddClassDropItem,id,c,n; Adds a n/100% chance of dropping item id when killing monster mid
-
-bonus2 bAddMonsterDropItem,id,n; Adds a n/100% chance for item id to be dropped, when killing any monster.
-bonus3 bAddMonsterDropItem,id,r,n; Adds a n/100% chance for item id to be dropped, when killing any monster of race r.
- If 'n' is negative value, then it's a part of formula
- chance = -y*(killed_mob_level/10)+1
-
-bonus bAddMonsterDropChainItem,ic; Able to get Item of chain ic when you kill a monster
-bonus2 bAddMonsterDropChainItem,ic,r; Able to get item of chain ic when you kill a monster of race r
-
-bonus2 bGetZenyNum,x,n; When killing a monster, there is a n% chance of gaining 1~x zeny (only the highest among all is applied).
-bonus2 bAddGetZenyNum,x,n; When killing a monster, there is a n% chance of gaining 1~x zeny (Stackable)
- x:
- < 0: Max Zeny gain is (-x*monster_level)
-
-Misc effects
-------------
-skill i,n; Gives skill #i at level n
-
-bonus bDoubleRate,n; Double Attack probability +n% (works with all weapons | only the highest among all is applied)
-bonus bDoubleAddRate,n; Double Attack probability +n% (works with all weapons)
-
-bonus bSplashRange,n; Splash attack radius +n (highest is applied)
-bonus bSplashAddRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
- n:
- 1: 3*3 Area
- 2: 5*5 Area
- ...
-
-bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
-bonus bAddStealRate,n; n/100% increase to Steal skill success chance
-bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed
-bonus bNoSizeFix,n; The attack revision with the size of the monster is not received
-bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone)
-bonus bIntravision,n; Always see Hiding and Cloaking players/mobs
- n: is meaningless
-
-bonus2 bAddSkillBlow,sk,n; Knockbacks the target by n cells when using skill sk
-bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless)
-
-bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
diff --git a/doc/item_db.txt b/doc/item_db.txt
deleted file mode 100644
index 16eca2e23..000000000
--- a/doc/item_db.txt
+++ /dev/null
@@ -1,381 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Item Database
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20120904
-//===== Description: =========================================
-//= Explanation of the item_db.conf file and structure.
-//============================================================
-
-item_db: (
-{
- // =================== Mandatory fields ===============================
- Id: ID (int)
- AegisName: "Aegis_Name" (string, optional if Inherit: true)
- Name: "Item Name" (string, optional if Inherit: true)
- // =================== Optional fields ================================
- Type: Item Type (int, defaults to 3 = etc item)
- Buy: Buy Price (int, defaults to Sell * 2)
- Sell: Sell Price (int, defaults to Buy / 2)
- Weight: Item Weight (int, defaults to 0, units in Weight/10 )
- Atk: Attack (int, defaults to 0)
- Matk: Magical Attack (int, defaults to 0, ignored in pre-re)
- Def: Defense (int, defaults to 0)
- Range: Attack Range (int, defaults to 0)
- Slots: Slots (int, defaults to 0)
- Job: { (defaults to all job)
- All: true/false (boolean, defaults to false)
- Novice: true/false (boolean, defaults to false)
- Swordsman: true/false (boolean, defaults to false)
- Magician: true/false (boolean, defaults to false)
- Archer: true/false (boolean, defaults to false)
- Acolyte: true/false (boolean, defaults to false)
- Merchant: true/false (boolean, defaults to false)
- Thief: true/false (boolean, defaults to false)
- Knight: true/false (boolean, defaults to false)
- Priest: true/false (boolean, defaults to false)
- Wizard: true/false (boolean, defaults to false)
- Blacksmith: true/false (boolean, defaults to false)
- Hunter: true/false (boolean, defaults to false)
- Assassin: true/false (boolean, defaults to false)
- Crusader: true/false (boolean, defaults to false)
- Monk: true/false (boolean, defaults to false)
- Sage: true/false (boolean, defaults to false)
- Rogue: true/false (boolean, defaults to false)
- Alchemist: true/false (boolean, defaults to false)
- Bard: true/false (boolean, defaults to false)
- Gunslinger: true/false (boolean, defaults to false)
- Ninja: true/false (boolean, defaults to false)
- Taekwon: true/false (boolean, defaults to false)
- Star_Gladiator: true/false (boolean, defaults to false)
- Soul_Linker: true/false (boolean, defaults to false)
- Gangsi: true/false (boolean, defaults to false)
- Death_Knight: true/false (boolean, defaults to false)
- Dark_Collector: true/false (boolean, defaults to false)
- Kagerou: true/false (boolean, defaults to false)
- Rebellion: true/false (boolean, defaults to false)
- Summoner: true/false (boolean, defaults to false)
- }
- Job: Job mask (alternate synxtax, int, defaults to all jobs = 0xFFFFFFFF)
- Upper: Upper mask (bitmask array, string or int, defaults to "ITEMUPPER_ALL")
- Gender: Gender (string, defaults to "SEX_ANY")
- Loc: Equip location (bitmask array, string or int, required value for equipment)
- WeaponLv: Weapon Level (int, defaults to 0)
- EquipLv: Equip required level (int, defaults to 0)
- EquipLv: [min, max] (alternative syntax with min / max level)
- Refine: Refineable (boolean, defaults to true)
- Subtype: Item Subtype (int, defaults to 0)
- ViewSprite: Sprite view ID (int, defaults to 0)
- BindOnEquip: true/false (boolean, defaults to false)
- ForceSerial: true/false (boolean, defaults to false)
- BuyingStore: true/false (boolean, defaults to false)
- Delay: Delay to use item (int, defaults to 0)
- KeepAfterUse: true/false (boolean, defaults to false)
- DropAnnounce: true/false (boolean, defaults to false)
- ShowDropEffect: true/false (boolean, defaults to false)
- DropEffectMode: Effect Type (int, default to 0)
- Trade: { (defaults to no restrictions)
- override: GroupID (int, defaults to 100)
- nodrop: true/false (boolean, defaults to false)
- notrade: true/false (boolean, defaults to false)
- nostorage: true/false (boolean, defaults to false)
- nocart: true/false (boolean, defaults to false)
- noselltonpc: true/false (boolean, defaults to false)
- nomail: true/false (boolean, defaults to false)
- noauction: true/false (boolean, defaults to false)
- nogstorage: true/false (boolean, defaults to false)
- partneroverride: true/false (boolean, defaults to false)
- }
- Nouse: { (defaults to no restrictions)
- override: GroupID (int, defaults to 100)
- sitting: true/false (boolean, defaults to false)
- }
- Stack: [amount, flag] (int, defaults to 0)
- Sprite: SpriteID (int, defaults to 0)
- Script: <"
- Script
- (it can be multi-line)
- ">
- OnEquipScript: <" OnEquip Script (can also be multi-line) ">
- OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
- // =================== Optional fields (item_db2 only) ================
- Inherit: true/false (boolean, if true, inherit the values
- that weren't specified, from item_db.conf,
- else override it and use default values)
-},
-...
-)
-
-Id: Item id
-
-AegisName: Server name to reference the item in scripts and lookups.
- Allowed characters: [A-Za-z0-9_]
-
-Name: Name in English for displaying as output for @ and script commands.
-
-Type:
- 0 Healing item.
- 2 Usable item.
- 3 Etc item
- 4 Weapon
- 5 Armor/Garment/Boots/Headgear
- 6 Card
- 7 Pet egg
- 8 Pet equipment
- 10 Ammo (Arrows/Bullets/etc)
- 11 Usable with delayed consumption (item is lost from inventory
- after selecting a target, for use with skills and pet lures)
- 18 Another delayed consume that requires user confirmation before
- using item.
-
-Buy: Default buying price. When not specified, becomes double the sell price.
-
-Sell: Default selling price. When not specified, becomes half the buy price.
-
-Weight: Item's weight. Each 10 is 1 weight. When not specified, becomes 0.
-
-Atk: Weapon's attack. When not specified, becomes 0.
-
-Matk: Weapon's magical attack (only used in renewal mode, ignored in
- pre-renewal). When not specified, becomes 0.
-
-Def: Armor's defense. When not specified, becomes 0.
-
-Range: Weapon's attack range. When not specified, becomes 0.
-
-Slots: Amount of slots the item possesses. When not specified, becomes 0.
-
-Job: Job restrictions. If this block is omitted, item can be equipped by all class
- All the settings in this group are boolean values,
- Default value is false (restriction not set) for any missing setting.
-
- Alternate Format:
- Equippable jobs. Uses the following bitmask table:
-
- (S.) Novice (2^00): 0x00000001
- Swordman (2^01): 0x00000002
- Magician (2^02): 0x00000004
- Archer (2^03): 0x00000008
- Acolyte (2^04): 0x00000010
- Merchant (2^05): 0x00000020
- Thief (2^06): 0x00000040
- Knight (2^07): 0x00000080
- Priest (2^08): 0x00000100
- Wizard (2^09): 0x00000200
- Blacksmith (2^10): 0x00000400
- Hunter (2^11): 0x00000800
- Assassin (2^12): 0x00001000
- Unused (2^13): 0x00002000
- Crusader (2^14): 0x00004000
- Monk (2^15): 0x00008000
- Sage (2^16): 0x00010000
- Rogue (2^17): 0x00020000
- Alchemist (2^18): 0x00040000
- Bard/Dancer (2^19): 0x00080000
- Unused (2^20): 0x00100000
- Taekwon (2^21): 0x00200000
- Star Gladiator (2^22): 0x00400000
- Soul Linker (2^23): 0x00800000
- Gunslinger (2^24): 0x01000000
- Ninja (2^25): 0x02000000
- Gangsi (2^26): 0x04000000
- Death Knight (2^27): 0x08000000
- Dark Collector (2^28): 0x10000000
- Kagerou/Oboro (2^29): 0x20000000
- Rebellion (2^30): 0x40000000
- Summoner (2^31): 0x80000000
- Some other commonly used values:
- All except novice: 0xFFFFFFFE
- All (default value): 0xFFFFFFFF
-
-Upper: Equippable upper-types. Uses the following bitmasks:
- Normal jobs: ITEMUPPER_NORMAL (0x01)
- Upper jobs: ITEMUPPER_UPPER (0x02)
- Baby jobs: ITEMUPPER_BABY (0x04)
- Third jobs: ITEMUPPER_THIRD (0x08)
- Upper Third jobs: ITEMUPPER_THIRDUPPER (0x10)
- Baby Third jobs: ITEMUPPER_THIRDBABY (0x20)
-
- Under pre-re mode third classes are considered upper, making use of
- the ITEMUPPER_THIRD and above masks is therefore not necessary unless
- in renewal mode. When no value is specified, all classes (mask
- ITEMUPPER_ALL = 0x3f) are able to equip the item.
-
-Gender: Gender restriction.
- Available genders:
- SEX_FEMALE: 0
- SEX_MALE: 1
- SEX_ANY: 2
- When not specified, becomes "SEX_ANY".
-
-Loc: Equipment's placement. A value needs to be specified if the item is an
- equipment piece. Values are (bitmask arrays are supported):
-
- Lower Headgear: EQP_HEAD_LOW (2^00 = 0x000001)
- Weapon: EQP_HAND_R or EQP_WEAPON (2^01 = 0x000002)
- Garment: EQP_GARMENT (2^02 = 0x000004)
- Accessory 1: EQP_ACC_L (2^03 = 0x000008)
- Armor: EQP_ARMOR (2^04 = 0x000010)
- Shield: EQP_HAND_L or EQP_SHIELD (2^05 = 0x000020)
- (Both Hands): EQP_ARMS (EQP_HAND_L | EQP_HAND_R = 0x000022)
- Footgear: EQP_SHOES (2^06 = 0x000040)
- Accessory 2: EQP_ACC_R (2^07 = 0x000080)
- (Both Accessories): EQP_ACC (EQP_ACC_R | EQP_ACC_L = 0x000088)
- Upper Headgear: EQP_HEAD_TOP (2^08 = 0x000100)
- Middle Headgear: EQP_HEAD_MID (2^09 = 0x000200)
- (T+M+B Headgear): EQP_HELM (EQP_HEAD_LOW | EQP_HEAD_MID | EQP_HEAD_TOP = 0x000301)
- Costume Top Headgear: EQP_COSTUME_HEAD_TOP (2^10 = 0x000400)
- Costume Mid Headgear: EQP_COSTUME_HEAD_MID (2^11 = 0x000800)
- Costume Low Headgear: EQP_COSTUME_HEAD_LOW (2^12 = 0x001000)
- Costume Garment/Robe: EQP_COSTUME_GARMENT (2^13 = 0x002000)
- Ammunition: EQP_AMMO (2^15 = 0x008000)
- Shadow Armor: EQP_SHADOW_ARMOR (2^16 = 0x010000)
- Shadow Weapon: EQP_SHADOW_WEAPON (2^17 = 0x020000)
- Shadow Shield: EQP_SHADOW_SHIELD (2^18 = 0x040000)
- (Shadow 2H Weapon): EQP_SHADOW_ARMS (EQP_SHADOW_WEAPON | EQP_SHADOW_SHIELD = 0x060000)
- Shadow Shoes: EQP_SHADOW_SHOES (2^19 = 0x080000)
- Shadow Accessory 2: EQP_SHADOW_ACC_R (2^20 = 0x100000)
- Shadow Accessory 1: EQP_SHADOW_ACC_L (2^21 = 0x200000)
- (Shadow Accessories): EQP_SHADOW_ACC (EQP_SHADOW_ACC_R | EQP_SHADOW_ACC_L = 0x300000)
-
-WeaponLv: Weapon level. Becomes 0 when not specified.
-
-EquipLv: Base level required to be able to equip. It is possible to specify
- two values, if an item has a maximum level, by using the following
- syntax:
-
- EquipLv: [minLv, maxLv]
-
- If only one value is specified, maxLv becomes the current server's
- MAX_LEVEL. If no values are specified, minLv becomes 0.
-
-Refineable: true if the item can be refined, false otherwise. If no value is
- specified, it defaults to true.
-
-ViewSprite: Defines a replacement view-sprite for the item (eg:
- Making apples look like apple juice).
-
-Subtype: For weapons and ammo, indicates the weapon-class of the item.
-
- For weapons, the types are:
- W_FIST 0: Bare fist
- W_DAGGER 1: Daggers
- W_1HSWORD 2: One-handed swords
- W_2HSWORD 3: Two-handed swords
- W_1HSPEAR 4: One-handed spears
- W_2HSPEAR 5: Two-handed spears
- W_1HAXE 6: One-handed axes
- W_2HAXE 7: Two-handed axes
- W_MACE 8: Maces
- W_2HMACE 9: Unused
- W_STAFF 10: Staves
- W_BOW 11: Bows
- W_KNUCKLE 12: Knuckles
- W_MUSICAL 13: Musical instruments
- W_WHIP 14: Whips
- W_BOOK 15: Books
- W_KATAR 16: Katars
- W_REVOLVER 17: Reveolvers
- W_RIFLE 18: Rifles
- W_GATLING 19: Gatling guns
- W_SHOTGUN 20: Shotguns
- W_GRENADE 21: Grenade launchers
- W_HUUMA 22: Fuuma shurikens
- W_2HSTAFF 23: Two-handed staves
-
- For ammo, the types are:
- A_ARROW 1: Arrows
- A_DAGGER 2: Throwable daggers
- A_BULLET 3: Bullets
- A_SHELL 4: Shells
- A_GRENADE 5: Grenades
- A_SHURIKEN 6: Shuriken
- A_KUNAI 7: Kunai
- A_CANNONBALL 8: Cannon balls
- A_THROWWEAPON 9: Throwable items (Sling Item)
-
-BindOnEquip: Whether the item will automatically bind to the character when it
- is equipped for the first time. An item that has this field set,
- will display a confirmation dialog the first time it is equipped,
- and, if accepted, the item will become character-bound.
-
-ForceSerial: Whether the item will be given new unique id or not. When the item
- have this field as true, the item will be unstackable and new uniqueID
- will be given to each item.
-
-BuyingStore: Whether the item can be sold via buyingstore, one must also edit
- data\buyingstoreitemlist.txt for client to accept item.
-
-DropAnnounce: Enables global announcement of the selected item when dropped by monster.
-
-Delay: Delay for an item to be used again. Value is in milliseconds.
- There is a max concurrent number of entries modifiable in
- src/map/itemdb.h as MAX_ITEMDELAYS.
-
-Trade: Item trade restrictions. If this block is omitted, the item will have no
- trade restrictions.
- All the settings in this group are boolean values, unless otherwise
- specified. Default value is false (restriction not set) for any missing
- setting.
-
- Allowed settings in this block are:
- override: If specified and in the interval [1:100], sets the
- minimum GM Group ID that can bypass the defined trade
- restrictions. This is an integer value.
- nodrop: Item can't be dropped.
- notrade: Item can't be traded (nor vended).
- partneroverride: Wedded partners can override the notrade setting.
- noselltonpc: Item can't be sold to NPCs.
- nocart: Item can't be placed in the cart.
- nostorage: Item can't be placed in the storage.
- nogstorage: Item can't be placed in the guild storage.
- nomail: Item can't be attached to mail messages.
- noauction: Item can't be auctioned.
-
-Nouse: Defines if an item cannot be used under certain circumstances. If this
- block is omitted, there will be no usage restrictions.
- All the settings in this group are boolean values, unless otherwise
- specified. Default value is false (restriction not set) for any missing
- setting.
-
- Allowed settings in this block are:
- override: If specified and in the interval [1:100], sets the
- minimum GM Group ID that can bypass the defined usage
- restrictions. This is an integer value.
- sitting: Item can't be used while sitting.
-
-Stack: Prevents an item to be stacked more than x times in given
- inventory types. Generally used by 3rd class related skill items.
- Syntax: [amount, type]
- Available types:
- 1: Character inventory restriction
- 2: Character cart restriction
- 4: Account storage restriction
- 8: Guild storage restriction
- Note: Stack limit of 0 will disable a restriction.
-
-Sprite: SpriteID will be sent to the client instead of ItemID.
- NOTE: Replaces an item client-side while keeping them separate server-side.
- Think of it as a way to disguise items.
-
-Script: Script to execute when the item is used/equipped.
-
-OnEquipScript: Script to execute when the item is equipped.
- Warning, not all item bonuses will work here as expected.
-
-OnUnequipScript: Script to execute when the item is unequipped.
- Warning, not all item bonuses will work here as expected.
-
-Inherit: This can be used only in item_db2.conf, and if set to true, and the
- item already exists in item_db.conf, all the missing fields will be
- inherited from there rather than using their default values.
-
-ShowDropEffect: Allow showing an effect when the item dropped by a monster. [ZERO client only]
-DropEffectMode: Set attribute for ShowDropEffect. [ZERO client only]
- 0 - Client Based (itemInfo EffectID)
- 1 - White effect
- 2 - Blue effect
- 3 - Yellow effect
- 4 - Purple effect
- 5 - Orange effect
diff --git a/doc/map_cache.txt b/doc/map_cache.txt
deleted file mode 100644
index 80a83662a..000000000
--- a/doc/map_cache.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Hercules Map Cache Builder and Format Documentation
-//===== By: ==================================================
-//= DracoRPG
-//===== Current Version: =====================================
-//= 20160820
-//===== Description: =========================================
-//= A complete manual for Hercules' map cache generator as
-//= well as a reference on the map cache format used.
-//============================================================
-
-Preface:
--------------------------------------------------------------------------------
-
-Since SVN revision ~10000, the map-server no longer knows how to read GRFs directly. It reads maps from a
-"map cache" file that contains all and only the useful data about the maps. A map cache containing every official
-kRO Sakray map currently supported by Hercules is provided as a default.
-If you have custom maps or want to minimize the size of your map cache because your server does not load all of them
-(multi-map-server or light test server), you can use the map cache builder to generate a new one fitting your needs.
-
-Map cache builder manual:
--------------------------------------------------------------------------------
-
-The source code for the map cache builder is located in src/tool/. It can be built using "make tools" if you use the Makefile
-or using the "mapcache" project under Visual Studio. Named "mapcache", the executable will be in your Hercules main folder.
-The map cache builder needs 3 file paths : one is a list of GRFs and/or data directory containing the maps, the second
-is the list of maps to add to the map cache, and the last one is the path of the map cache to generate. Default values for
-those paths are "tools/mapcache/grf_files.txt", "db/map_index.txt" and "db/(pre-)re/map_cache.dat".
-
-As of r16867, the mapcache within SVN can be located in db/pre-re/ and db/re/. This is due to renewal and pre-renewal modes
-having slightly different maps. When building your cache, you should ensure you're pointing the tool to the correct location.
-
-The list of GRFs and/or data directory must follow the format and indication of the default file: as many "grf:" entries as
-you wish and optionally only one "data_dir:" entry with trailing backslash included. // comments are supported as usual.
-A custom map list can be used, in order to generate a map cache file with different (or less) maps than the current Hercules
-configuration. For details on the map list format, see conf/map/maps.conf.
-The map cache file path can point to an already existing file, as the builder adds a map only if it's not already cached.
-This way, you can add custom maps to the base map cache without even needing kRO Sakray maps. If you wish to rebuild the
-entire map cache, though, you can either provide a path to a non-existing file, or force the rebuild mode.
-
-Here are the command-line arguments you can provide to the map cache builder to customize its behavior:
- -grf path/to/grf/list
- Allows to specify the file containing the list of GRFs and/or data directory
- -list path/to/map/list
- Allows to specify the file containing the list of maps to add to the map cache
- -cache path/to/map/cache
- Allows to specify the path to the generated map cache
- -rebuild
- Allows to force the rebuild mode (map cache will be overwritten even if it already exists)
-
-
-Map cache format reference:
--------------------------------------------------------------------------------
-
-The file is written as little-endian, even on big-endian systems, for cross-compatibility reasons. Appropriate conversions
-are done when generating it, so don't worry about it.
-The first 6 bytes are a main header:
-<unsigned int> file size
-<unsigned short> number of maps
-Then maps are stored one right after another:
-<12-characters-long string> map name
-<short> X size
-<short> Y size
-<long> compressed cell data length
-<variable> compressed cell data
diff --git a/doc/md5_hashcheck.txt b/doc/md5_hashcheck.txt
deleted file mode 100644
index 0153938c5..000000000
--- a/doc/md5_hashcheck.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-//===== Hercules Documentation ===============================
-//= MD5 Hash Check
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20160210
-//===== Description: =========================================
-//= This file outlines the login server's MD5 hash check.
-//============================================================
-
-The login server is able to perform a check of the client's MD5 hash.
-This will ensure that a user has not tampered with the client and that
-the client is the one specific to your server.
-
-The client can only send the correct MD5 hash to the server on certain
-server types, so a client diff may be required to ensure the hash is
-sent.
-Please refer to your client diff tool manual for the appropriate patch
-(i.e. in NEMO it's called "Force Send Client Hash Packet", in other
-tools or diffs it may have similar names.)
-
-The serverside settings for the hash check are located in
-conf/login/login.conf::login_configuration.permission.hash
-
-To enable MD5 hash checks, set 'client_hash_check' to 'true' and add one
-'client_hash' entry for each client you want to use.
-The group_id can be any of the groups in conf/groups.conf, and it is
-useful in case if you want to allow GMs to use a different client
-than normal players; for example, a GM client could be hexed
-differently, perhaps with dual-clienting enabled and chat flood
-disabled.
-You will need to replace the example MD5 hashes with the actual hash of
-your client.
-You can use any MD5 hash tools to generate it, e.g.:
-- md5sum (command line) on linux
-- WinMD5 on Windows
-- md5 (command line) on Mac OS X
-- If you hexed your client with NEMO (version 2.0 and above), you
- can find the MD5 hash of the generated client automatically saved to
- client_filename.exe.secure.txt
diff --git a/doc/mob_db.txt b/doc/mob_db.txt
deleted file mode 100644
index 29d2ab465..000000000
--- a/doc/mob_db.txt
+++ /dev/null
@@ -1,219 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Monster Database
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20170311
-//===== Description: =========================================
-//= Explanation of the mob_db.conf file and structure.
-//============================================================
-
-mob_db: (
-{
- // ================ Mandatory fields ==============================
- Id: ID (int)
- SpriteName: "SPRITE_NAME" (string)
- Name: "Mob name" (string)
- // ================ Optional fields ===============================
- JName: "Mob name" (string)
- Lv: level (int, defaults to 1)
- Hp: health (int, defaults to 1)
- Sp: mana (int, defaults to 0)
- Exp: basic experience (int, defaults to 0)
- JExp: job experience (int, defaults to 0)
- AttackRange: attack range (int, defaults to 1)
- Attack: [attack1, attack2] (int, defaults to 0)
- Def: defence (int, defaults to 0)
- Mdef: magic defence (int, defaults to 0)
- Stats: {
- Str: strength (int, defaults to 0)
- Agi: agility (int, defaults to 0)
- Vit: vitality (int, defaults to 0)
- Int: intelligence (int, defaults to 0)
- Dex: dexterity (int, defaults to 0)
- Luk: luck (int, defaults to 0)
- }
- ViewRange: view range (int, defaults to 1)
- ChaseRange: chase range (int, defaults to 1)
- Size: size (string, defaults to "Size_Medium")
- Race: race (string, defaults to "RC_Formless")
- Element: (type, level)
- Mode: {
- CanMove: true/false (bool, defaults to false)
- Looter: true/false (bool, defaults to false)
- Aggressive: true/false (bool, defaults to false)
- Assist: true/false (bool, defaults to false)
- CastSensorIdle:true/false (bool, defaults to false)
- Boss: true/false (bool, defaults to false)
- Plant: true/false (bool, defaults to false)
- CanAttack: true/false (bool, defaults to false)
- Detector: true/false (bool, defaults to false)
- CastSensorChase: true/false (bool, defaults to false)
- ChangeChase: true/false (bool, defaults to false)
- Angry: true/false (bool, defaults to false)
- ChangeTargetMelee: true/false (bool, defaults to false)
- ChangeTargetChase: true/false (bool, defaults to false)
- TargetWeak: true/false (bool, defaults to false)
- NoKnockback: true/false (bool, defaults to false)
- }
- MoveSpeed: move speed (int, defaults to 0)
- AttackDelay: attack delay (int, defaults to 4000)
- AttackMotion: attack motion (int, defaults to 2000)
- DamageMotion: damage motion (int, defaults to 0)
- MvpExp: mvp experience (int, defaults to 0)
- MvpDrops: {
- AegisName: chance (string: int)
- // ...
- }
- Drops: {
- AegisName: chance (string: int)
- // ...
- }
-},
-...
-)
-
-Id: Monster id
-
-Sprite: Monster name as it is named on client.
- Allowed characters: [A-Za-z0-9_]
-
-Name: Name displaying as output for @ and script commands.
- This is the name shown when summon a monster with "--en--" as monster name.
-
-JName: Name displaying as output for @ and script commands.
- When provided, this has preference over Name value.
- This is the name shown when summon a monster with "--ja--" as monster name.
-
-Lv: Monster level
- When not specified, becomes 1.
-
-Hp: Monster Hp
- When not specified, becomes 1.
-
-Sp: Monster Sp
- When not specified, becomes 0.
-
-Exp: Base Experience given by the monster.
- When not specified, becomes 0.
-
-JExp: Job Experience given by the monster.
- When not specified, becomes 0.
-
-AttackRange: Range for monster's attack.
- When the range between monster and target is greater than 3 the skill is considered long-range,
- otherwise it's a melee range.
- When not specified, becomes 1.
-
-Attack: Attack of the monster, represented in two values: attack1 and attack2.
- attack1 is minimal attack for the monster.
- attack2, when pre-renewal is set, it's a value that sets maximum attack for monster.
- Example: Familiar's attack is "Attack: [68, 77]", that is min attack of 68 and max attack of 77.
- attack2, when renewal is set, it's a value added to attack1 to calculate maximum attack for monster.
- Example: Familiar's attack is "Attack: [68, 9]", that is min attack of 68 and max attack of 77 (68+9).
- When not specified, becomes 0.
-
-Def: Monster defense to physical attacks.
- When not specified, becomes 0.
-
-Mdef: Monster defense to magical attacks.
- When not specified, becomes 0.
-
-Stats: {
- Str: monster strength points (When not specified, becomes 0)
- Agi: monster agility points (When not specified, becomes 0)
- Vit: monster vitality points (When not specified, becomes 0)
- Int: monster intelligence points (When not specified, becomes 0)
- Dex: monster dexterity points (When not specified, becomes 0)
- Luk: monster luck points (When not specified, becomes 0)
-}
-
-ViewRange: Range for monster's view.
- Aggressive monsters will attack when Player is inside view range.
- When not specified, becomes 1.
-
-ChaseRange: Range for monster's chase.
- Aggressive and attacking monsters will stop chasing when Player gets outside chase range.
- When not specified, becomes 1.
-
-Size: Sets monster's size. Accepts these constants:
- "Size_Small"
- "Size_Medium"
- "Size_Large"
- When not specified, becomes "Size_Medium".
-
-Race: Sets monster's race. Accepts these constants:
- "RC_Formless"
- "RC_Undead"
- "RC_Brute"
- "RC_Plant"
- "RC_Insect"
- "RC_Fish"
- "RC_Demon"
- "RC_DemiHuman"
- "RC_Angel"
- "RC_Dragon"
- When not specified, becomes "RC_Formless".
-
-Element: Monster's element. Sets element type and level.
- Required format: ("Element Type", Level).
- Accepts these constants for Element Type:
- "Ele_Neutral"
- "Ele_Water"
- "Ele_Earth"
- "Ele_Fire"
- "Ele_Wind"
- "Ele_Poison"
- "Ele_Holy"
- "Ele_Dark"
- "Ele_Ghost"
- "Ele_Undead"
- Level is an integer. Valid values: 1 ~ 4.
-
-Mode: Monster AI behaviour. If this block is omitted, monster doesn't react to anything.
- All the settings in this group are boolean values,
- Default value is false (mode not set) for any missing setting.
- See /doc/sample/mob_db_mode_list.txt for more information about monsters Mode types.
-
-MoveSpeed: Monster's speed. Sets speed (cells/sec).
- MoveSpeed is calculated to Hercules with this formula: 1000 / SPEED (CELLS/SEC)
- When not specified, becomes 0.
-
-AttackDelay: Sets time delay between monster attack. Also refered as aspd.
- Monster will not be able to do new attack until AttackDelay ends.
- If AttackMotion is bigger than AttackDelay, monster will need to wait to AttackMotion delay.
- When not specified, becomes 4000.
-
-AttackMotion: Sets time delay between animation motion.
- Monster will not be able to do new attack until AttackMotion ends.
- If AttackDelay is bigger than AttackMotion, monster will need to wait to AttackDelay delay.
- AttackMotion is calculated to Hercules with this formula: 1000 / ASPD (ATTACKS/SEC)
- When not specified, becomes 2000.
-
-DamageMotion: Sets time delay between damage motion.
- When not specified, becomes 2000.
-
-MvpExp: Base Experience given by the monster to the player who inflict more attack.
- Having any value except 0 will trigger MVP banner to the player who inflict more attack.
- When not specified, becomes 0.
-
-
-MvpDrops: Sets monster mvp drops list. Requires to have MvpExp to trigger.
- Accepted values are AegisName as defined on item_db.conf and a chance.
- Chance is an integer from 1 to 10000 (10000 = 100%).
- Required format:
- MvpDrops: {
- AegisName: chance
- // ...
- }
- When not specified, becomes false.
-
-Drops: Sets monster drops list.
- Accepted values are AegisName as defined on item_db.conf and a chance.
- Chance is an integer from 1 to 10000 (10000 = 100%).
- Required format:
- Drops: {
- AegisName: chance
- // ...
- }
- When not specified, becomes false.
diff --git a/doc/mob_db_mode_list.txt b/doc/mob_db_mode_list.txt
deleted file mode 100644
index 32e7a0e8d..000000000
--- a/doc/mob_db_mode_list.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Hercules Monster Modes Reference
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20120630
-//===== Description: =========================================
-//= A reference description of Hercules' mob_db 'mode' field.
-//============================================================
-
-Bit Legend:
--------------------------------------------------------------------------------
-
-MD_CANMOVE | 0x00001 | 1
-MD_LOOTER | 0x00002 | 2
-MD_AGGRESSIVE | 0x00004 | 4
-MD_ASSIST | 0x00008 | 8
-MD_CASTSENSOR_IDLE | 0x00010 | 16
-MD_BOSS | 0x00020 | 32
-MD_PLANT | 0x00040 | 64
-MD_CANATTACK | 0x00080 | 128
-MD_DETECTOR | 0x00100 | 256
-MD_CASTSENSOR_CHASE | 0x00200 | 512
-MD_CHANGECHASE | 0x00400 | 1024
-MD_ANGRY | 0x00800 | 2048
-MD_CHANGETARGET_MELEE | 0x01000 | 4096
-MD_CHANGETARGET_CHASE | 0x02000 | 8192
-MD_TARGETWEAK | 0x04000 | 16384
-MD_NOKNOCKBACK | 0x08000 | 32768
-MD_RANDOMTARGET | 0x10000 | 65536 (not implemented)
-
-Explanation for modes:
--------------------------------------------------------------------------------
-
-CanMove: Enables the mob to move/chase characters.
-
-CanAttack: Enables the mob to attack/retaliate when you are within attack
- range. Note that this only enables them to use normal attacks, skills are
- always allowed.
-
-Looter: The mob will loot up nearby items on the ground when it's on idle state.
-
-Aggressive: normal aggressive mob, will look for a close-by player to attack.
-
-Assist: When a nearby mob of the same class attacks, assist types will join them.
-
-Cast Sensor Idle: Will go after characters who start casting on them if idle
- or walking (without a target).
-
-Cast Sensor Chase: Will go after characters who start casting on them if idle
- or chasing other players (they switch chase targets)
-
-Boss: Special flag which makes mobs immune to certain status changes and skills.
-
-Plant: Always receives 1 damage from attacks.
-
-Detector: Enables mob to detect and attack characters who are in hiding/cloak.
-
-ChangeChase: Allows chasing mobs to switch targets if another player happens
- to be within attack range (handy on ranged attackers, for example)
-
-Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have
- the states "follow"/"angry". Once hit, they stop using these states and use
- the normal ones. The new states are used to determine a different skill-set
- for their "before attacked" and "after attacked" states. Also, when
- "following", they automatically switch to whoever character is closest.
-
-Change Target Melee: Enables a mob to switch targets when attacked while
- attacking someone else.
-
-Change Target Chase: Enables a mob to switch targets when attacked while
- chasing another character.
-
-Target Weak: Allows aggressive monsters to only be aggressive against
- characters that are five levels below it's own level.
- For example, a monster of level 104 will not pick fights with a level 99.
-
-NoKnockback: Monsters will be immune to Knockback's.
-
-Random Target: Picks a new random target in range on each attack / skill.
- (not implemented)
-
-Aegis Mob Types:
--------------------------------------------------------------------------------
-
-What Aegis has are mob-types, where each type represents an AI behavior that
-is mimicked by a group of eA mode bits. This is the table to convert from one
-to another:
-
-Aegis/eA (description)
-01: 0x0081 (passive)
-02: 0x0083 (passive, looter)
-03: 0x1089 (passive, assist and change-target melee)
-04: 0x3885 (angry, change-target melee/chase)
-05: 0x2085 (aggressive, change-target chase)
-06: 0x0000 (passive, immobile, can't attack) [plants]
-07: 0x108B (passive, looter, assist, change-target melee)
-08: 0x6085 (aggressive, change-target chase, target weak enemies)
-09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian]
-10: 0x0084 (aggressive, immobile)
-11: 0x0084 (aggressive, immobile) [Guardian]
-12: 0x2085 (aggressive, change-target chase) [Guardian]
-13: 0x308D (aggressive, change-target melee/chase, assist)
-17: 0x0091 (passive, cast sensor idle)
-19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle)
-20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase)
-21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target)
-25: 0x0001 (passive, can't attack) [Pet]
-26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
-27: 0x8084 (aggressive, immobile, random target)
-
-- Note that the detector bit due to being Insect/Demon, plant and Boss mode
- bits need to be added independently of this list.
diff --git a/doc/packet_struct_notation.txt b/doc/packet_struct_notation.txt
deleted file mode 100644
index 0e9c5d055..000000000
--- a/doc/packet_struct_notation.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Packet Structure Notation
-//===== By: ==================================================
-//= Ai4rei
-//===== Current Version: =====================================
-//= 20120810
-//===== Description: =========================================
-//= Explanation how packets are and should be documented.
-//============================================================
-
-This document specifies how packets are and should be documented, to
-keep packet structure comments consistent in the entire codebase. It
-also serves as a guide to those, who are unfamiliar with the general
-packet layout.
-
-All mentioned data types are assumed to be little-endian (least-
-significant byte first, least significant bit last) and of same size
-regardless of architecture.
-
-= Typical description of a packet =
-
- /// Notifies the client about entering a chatroom (ZC_ENTER_ROOM).
- /// 00db <packet len>.W <chat id>.L { <role>.L <name>.24B }*
- /// role:
- /// 0 = owner (menu)
- /// 1 = normal
-
-The first line contains a brief description of what the packet does,
-or what it is good for, followed by it's AEGIS name in parentheses;
-first two letters of the AEGIS name specify origin (first letter)
-and destination (second letter) of the packet. If the packet's name
-is not known or is not applicable (Hercules server-server packets),
-specify at least these two letters to indicate the direction of the
-packet. Do not use S(end)/R(ecv) for this, as it is inaccurate and
-location dependent (if the description is copied to different server
-or other RO-related projects, it might change it's meaning).
-
-If there are multiple versions of the packet, the AEGIS name is
-appended to the end of the packet's structure instead. If the name
-did not change between versions, a PACKETVER expression is appended,
-such as (PACKETVER >= 20111111).
-
-Second line describes the packet's field structure, beginning with a
-%04x formatted packet type, followed by the individual fields and
-their types. Each field begins with it's name enclosed in angle
-brackets ( <field name> ) followed by a dot and the data size type.
-Field names should be lower-case and without underscores. If other
-packets already have a field in common, use that name, rather than
-inventing your own (ex. "packet len" and "account id"). Repeated and
-optional fields are designated with curly and square brackets
-respectively, padded with a single space at each side.
-
-Further lines are optional and either include details about the
-the packet's mechanics or further explanation on the packet fields'
-values.
-
-= Packet field data size type =
-
- B = 1 byte (byte)
- W = 2 bytes (word)
- L = 4 bytes (long, dword)
- Q = 8 bytes (quad)
-
- nB = n bytes
- ?B = variable/unknown amount of bytes
- nS = n bytes, zero-terminated
- ?S = variable/unknown amount of bytes, zero-terminated
-
-= Repetition of packet fields =
-
- {} = repeated block
- {}* = variable/unknown amount of consecutive blocks
- {}*n = n times repeated block
- [] = optional fields
-
-= Packet origin and destination letters =
-
- A = Account (Login)
- C = Client
- H = Character
- I = Inter
- S = Server (any type of server)
- Z = Zone (Map)
-
-= Examples =
-
-Packet with nested repetition blocks:
-
- /// Presents a textual list of producable items (ZC_MAKABLEITEMLIST).
- /// 018d <packet len>.W { <name id>.W { <material id>.W }*3 }*
- /// material id:
- /// unused by the client
-
-Packet with multiple versions identified with different AEGIS names:
-
- /// Request for server's tick.
- /// 007e <client tick>.L (CZ_REQUEST_TIME)
- /// 0360 <client tick>.L (CZ_REQUEST_TIME2)
-
-Packet with multiple versions identified with same AEGIS name:
-
- /// Cashshop Buy Ack (ZC_PC_CASH_POINT_UPDATE).
- /// 0289 <cash point>.L <error>.W
- /// 0289 <cash point>.L <kafra point>.L <error>.W (PACKETVER >= 20070711)
-
-Packet with combination of both different AEGIS names and different
-versions with same name:
-
- /// Sends hotkey bar.
- /// 02b9 { <is skill>.B <id>.L <count>.W }*27 (ZC_SHORTCUT_KEY_LIST)
- /// 07d9 { <is skill>.B <id>.L <count>.W }*36 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090603)
- /// 07d9 { <is skill>.B <id>.L <count>.W }*38 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090617)
-
-Packet for a client command:
-
- /// /item /monster (CZ_ITEM_CREATE).
- /// Request to make items or spawn monsters.
- /// 013f <item/mob name>.24B
diff --git a/doc/permissions.txt b/doc/permissions.txt
deleted file mode 100644
index bc84f86b6..000000000
--- a/doc/permissions.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Permission List
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131031
-//===== Description: =========================================
-//= Player group permissions, configured in conf/groups.conf.
-//============================================================
-
-can_trade : Ability to trade or otherwise distribute items (drop, storage, vending etc...).
-can_party : Ability to join parties.
-all_skill : Ability to use all skills.
-all_equipment : Ability to equip anything (can cause client errors).
-skill_unconditional : Ability to use skills without meeting the required conditions (SP, items, etc...).
-join_chat : Ability to join a password protected chatrooms.
-kick_chat : Protection from being kicked from a chat.
-hide_session : Hides player session from being displayed by @commands.
-who_display_aid : Ability to see GMs and Account/Char IDs in the @who command.
-hack_info : Ability to receive all informations about any player that try to hack, spoof a name, etc.
-any_warp : Ability to bypass nowarp, nowarpto, noteleport and nomemo mapflags.
- This option is mainly used in commands which modify a character's
- map/coordinates (like @memo, @mapmove, @go, @jump, etc...).
-view_hpmeter : Ability to see HP bar of every player.
-view_equipment : Ability to view players equipment regardless of their setting.
-use_check : Ability to use client command /check (display character status).
-use_changemaptype : Ability to use client command /changemaptype.
-all_commands : Ability to use all atcommands and charcommands.
-receive_requests : Ability to receive @requests.
-show_bossmobs : Ability to see boss mobs with @showmobs.
-disable_pvm : Ability to disable Player vs. Monster.
-disable_pvp : Ability to disable Player vs. Player.
-disable_commands_when_dead : Ability to disable @command usage when dead.
-can_trade_bound: Ability to trade or otherwise distribute bound items (drop, storage, vending etc...).
-hchsys_admin : Hercules Chat System Admin (Ability to modify channel settings regardless of ownership and join password-protected channels without requiring a password.)
-disable_pickup: Ability to disable the player from picking up any item from ground, they can still receive items picked up by others means like party share píck.
-disable_exp: Ability to disable the player from gaining any experience point.
-disable_store: Ability to disable the player from using/openning npc and player stores.
-disable_skill_usage: Ability to disable the player from using any skill.
diff --git a/doc/quest_variables.txt b/doc/quest_variables.txt
deleted file mode 100644
index 0be144183..000000000
--- a/doc/quest_variables.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Permanent Quest Variables
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20120826
-//===== Description: =========================================
-//= This file should help to understand and manage bit-wise
-//= quest variables. You can store up to 31 boolean value into
-//= a single variable.
-//============================================================
-
-Variable: MISC_QUEST
---------------------------------------------------------------
-
-Quest: Juice Maker Quest
-Info: How to make juices. This bit keeps final state of the quest.
-How to set: set MISC_QUEST, MISC_QUEST | 1;
-How to check: if (MISC_QUEST & 1) {}
-
-Quest: Tempestra Quest
-Info: Determines if player has given a potion to Tempestra.
-How to set: set MISC_QUEST, MISC_QUEST | 2;
-How to check: if (MISC_QUEST & 2) {}
-
-Quest: Morgenstein Quest
-Info: How to make Mixture & Counteragent. This bit keeps final state of the quest.
-How to set: set MISC_QUEST, MISC_QUEST | 4;
-How to check: if (MISC_QUEST & 4) {}
-
-Quest: Prontera Culvert Quest
-Info: Determines if player can enter Prontera Culverts.
-How to set: set MISC_QUEST, MISC_QUEST | 8;
-How to check: if (MISC_QUEST & 8) {}
-
-Quest: Edgar's Offer
-Info: Cheap ticket from Izlude to Alberta. This bit keeps final state of the quest.
-How to set: set MISC_QUEST, MISC_QUEST | 16;
-How to check: if (MISC_QUEST & 16) {}
-
-Quest: Piano Quest
-Info: The only way from Niflheim to Umbala.
-How to set: set MISC_QUEST, MISC_QUEST | 32;
-How to check: if (MISC_QUEST & 32) {}
-
-Quest: Bio Ethics Quest
-Info: Quest for homunculus skill for alchemists. This bit keeps final state of the quest.
-How to set: set MISC_QUEST, MISC_QUEST|64;
-How to check: if (MISC_QUEST & 64) {}
-
-Quest: DTS Warper
-Info: Determines if player has already voted.
-How to set: set MISC_QUEST, MISC_QUEST|128;
-How to check: if (MISC_QUEST & 128) {}
-
-Quest: -
-Info: -
-How to set: set MISC_QUEST, MISC_QUEST | 256;
-How to check: if (MISC_QUEST & 256) {}
-
-Quest: Cube Room
-Info: Lighthalzen Cube Room quest (to enter Bio-Lab)
-How to set: set MISC_QUEST, MISC_QUEST | 512;
-How to check: if (MISC_QUEST & 512) {}
-
-Quest: Reset Skills Event
-Info: Yuno, Hypnotist Teacher
-How to set: set MISC_QUEST, MISC_QUEST | 1024;
-How to check: if (MISC_QUEST & 1024) {}
-
-Quest: Slotted Arm Guard Quest
-Info: Ninja Job Room, Boshuu
-How to set: set MISC_QUEST, MISC_QUEST | 2048;
-How to check: if (MISC_QUEST & 2048) {}
-
-Quest: Improved Arm Guard Quest
-Info: Ninja Job Room, Basshu
-How to set: set MISC_QUEST, MISC_QUEST | 4096;
-How to check: if (MISC_QUEST & 4096) {}
-
-Quest: Rachel Sanctuary Quest
-Info: Determines if player can access Rachel Santuary.
-How to set: set MISC_QUEST, MISC_QUEST | 8192;
-How to check: if (MISC_QUEST & 8192) {}
-
-Quest: Message Delivery Quest
-Info: Send a message to Elly, in Niflheim from Erious.
-How to set: set MISC_QUEST, MISC_QUEST | 16384;
-How to check: if (MISC_QUEST & 16384) {}
-
-Quest: Umbala Domestic Dispute?
-Info: Reward: 1 Yggdrasil Leaf.
-How to set: set MISC_QUEST, MISC_QUEST | 32768;
-How to check: if (MISC_QUEST & 32768) {}
-
-Quest: Access to the Turtle Island
-Info: Reward: ~1 OCA, OVB, GB.
-How to set: set MISC_QUEST, MISC_QUEST | 65536;
-How to check: if (MISC_QUEST & 65536) {}
-
-
-Variable: MISC_QUEST2
---------------------------------------------------------------
-
-Quest: -
-Info: -
-How to set: set MISC_QUEST2, MISC_QUEST2 | ?;
-How to check: if (MISC_QUEST2 & ?) {}
diff --git a/doc/sample/bank_test.txt b/doc/sample/bank_test.txt
deleted file mode 100644
index 5cdf319ca..000000000
--- a/doc/sample/bank_test.txt
+++ /dev/null
@@ -1,80 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Bank Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Contains commands needed for a basic bank.
-//============================================================
-
-prontera,162,188,1 script Bank Test 4_F_KAFRA6,{
- cutin "kafra_06",2;
-
- mes "[Bank Test]";
- mes "Welcome to Prontera's Bank Test.";
- mes "You can only deposit a minimal of";
- mes "1000z. What do you want to do?";
- next;
- switch (select("Deposit","Withdraw","Exit")) {
- case 1:
- mes "[Bank Test]";
- mes "How much do you want to deposit?";
- next;
- input .@kafrabank;
-
- if (.@kafrabank < 1000) {
- mes "[Bank Test]";
- mes "The minimum deposit is 1000z";
- next;
- break;
- }
- if (.@kafrabank > Zeny) {
- mes "[Bank Test]";
- mes "You don't have enough money.";
- next;
- break;
- }
- Zeny -= .@kafrabank;
- #kafrabank += .@kafrabank;
- mes "[Bank Test]";
- mes "You now have ^135445" + Zeny + "z^000000";
- mes "and your bank account ^135445" + #kafrabank + "z^000000";
- next;
- break;
- case 2:
- if (#kafrabank == 0) {
- mes "[Bank Test]";
- mes "Your bank account is currently empty, you can't withdraw.";
- next;
- break;
- }
- mes "[Bank Test]";
- mes "Current balance: ^135445" + #kafrabank + "^000000z";
- mes "How much do you want to withdraw?";
- next;
- input .@kafrabank;
-
- if (.@kafrabank < 1)
- break;
- if (.@kafrabank > #kafrabank) {
- mes "[Bank Test]";
- mes "You can't withdraw more than ^135445"+ #kafrabank + "^000000z.";
- next;
- break;
- }
- #kafrabank -= .@kafrabank;
- Zeny += .@kafrabank;
- mes "[Bank Test]";
- mes "You now have ^135445" + Zeny + "z^000000";
- mes "and your bank account ^135445" + #kafrabank + "z^000000";
- next;
- break;
- case 3:
- break;
- }
-
- mes "Good bye!";
- cutin "kafra_06",255;
- close;
-}
diff --git a/doc/sample/basejob_baseclass_upper.txt b/doc/sample/basejob_baseclass_upper.txt
deleted file mode 100644
index 80cc23fc7..000000000
--- a/doc/sample/basejob_baseclass_upper.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Class Constants
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Outputs the values of class constants.
-//============================================================
-
-prontera,155,177,1 script Tell Me 4_F_JOB_ASSASSIN,{
- mes "[Tell Me]";
- mes "Class: " + Class;
- mes "BaseClass: " + BaseClass;
- mes "BaseJob: " + BaseJob;
- mes "Upper: " + Upper;
- close;
-}
diff --git a/doc/sample/checkoption.txt b/doc/sample/checkoption.txt
deleted file mode 100644
index 77c0a3105..000000000
--- a/doc/sample/checkoption.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Checkoption
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'checkoption' command.
-//============================================================
-
-prontera,156,89,6 script test_checkoption 4_F_KAFRA1,{
- mes "Please enter a value of type!";
- input .@value;
- if(checkoption(.@value) == 1)
- mes "True!";
- else if(checkoption(.@value) == 0)
- mes "False!";
- close;
-}
diff --git a/doc/sample/delitem2.txt b/doc/sample/delitem2.txt
deleted file mode 100644
index 46e3e42c7..000000000
--- a/doc/sample/delitem2.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Delitem2
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'delitem2' command.
-//============================================================
-
-prontera,160,182,5 script Delitem2 1_M_BARD,{
- mes "Item ID?";
- next;
- input .@nameid;
- mes "Amount?";
- next;
- input .@amount;
- mes "Identified? (0:no, 1:yes)";
- next;
- input .@iden;
- mes "Refined how many times?";
- next;
- input .@ref;
- mes "Attribute? (0:normal, 1:broken)";
- next;
- input .@attr;
- mes "4 cards (one after another)...";
- next;
- input .@c1;
- input .@c2;
- input .@c3;
- input .@c4;
- mes "Your command is:";
- mes "delitem2 "+.@nameid+","+.@amount+","+.@iden+","+.@ref+","+.@attr+","+.@c1+","+.@c2+","+.@c3+","+.@c4;
- next;
- delitem2 .@nameid,.@amount,.@iden,.@ref,.@attr,.@c1,.@c2,.@c3,.@c4;
- mes "And here is the moment when your item should disappear! :P";
- close;
-}
diff --git a/doc/sample/getequipcardid.txt b/doc/sample/getequipcardid.txt
deleted file mode 100644
index 8f7d7f27d..000000000
--- a/doc/sample/getequipcardid.txt
+++ /dev/null
@@ -1,26 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Getequipcardid
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'getequipcardid' command.
-//============================================================
-
-prontera,155,177,4 script Check My Hat 1_M_SIGNROGUE,{
- mes "Checking your head...";
- if (getequipisequiped(1)) {
- .@id = getequipid(1);
- .@ref = getequiprefinerycnt(1);
- mes "Your hat is... "+getitemname(.@id)+"...";
- if(.@ref)
- mes "It has been refined "+.@ref+" times.";
- mes "Card Slot 0:"+getequipcardid(1,0)+" 1:"+getequipcardid(1,1);
- mes "Card Slot 2:"+getequipcardid(1,2)+" 3:"+getequipcardid(1,3);
- close;
- }
- mes "Nothing?";
- emotion e_hmm;
- close;
-}
diff --git a/doc/sample/getequipid.txt b/doc/sample/getequipid.txt
deleted file mode 100644
index 6543d7932..000000000
--- a/doc/sample/getequipid.txt
+++ /dev/null
@@ -1,16 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Getequipid
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'getequipid' command.
-//============================================================
-
-prontera,161,181,6 script getequipid Sample 8W_SOLDIER,{
- mes "[GetEquipID Sample]";
- for (.@i = 1; .@i < 11; ++.@i)
- mes "getequipid(" + .@i + ") : " + getequipid(1);
- close;
-}
diff --git a/doc/sample/getiteminfo.txt b/doc/sample/getiteminfo.txt
deleted file mode 100644
index 57407c072..000000000
--- a/doc/sample/getiteminfo.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Getiteminfo
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'getiteminfo' command.
-//============================================================
-
-prontera,156,179,6 script test_getiteminfo 4_F_KAFRA1,{
- mes "Please enter an item ID.";
- input .@value;
-
- // This line uses an INTERNAL function of your client to show item name by its ID!
- // ^nItemID^XXXX -> Item Name
- mes "Item ID: "+.@value+" ^nItemID^"+.@value;
-
- mes("Current item info:");
- mesf("Buy Price: %d", getiteminfo(.@value, ITEMINFO_BUYPRICE));
- mesf("Sell Price: %d", getiteminfo(.@value, ITEMINFO_SELLPRICE));
- mesf("Type: %d", getiteminfo(.@value, ITEMINFO_TYPE));
- mesf("Max drop chance: %d.%02d", getiteminfo(.@value, ITEMINFO_MAXCHANCE) / 100, getiteminfo(.@value, ITEMINFO_MAXCHANCE) % 100);
- mesf("Sex: %d", getiteminfo(.@value, ITEMINFO_SEX));
- mesf("Equip location: %d", getiteminfo(.@value, ITEMINFO_LOC));
- mesf("Weight: %d.%d", getiteminfo(.@value, ITEMINFO_WEIGHT) / 10, getiteminfo(.@value, ITEMINFO_WEIGHT) % 10);
- mesf("Attack: %d", getiteminfo(.@value, ITEMINFO_ATK));
- mesf("Defense: %d", getiteminfo(.@value, ITEMINFO_DEF));
- mesf("Range: %d", getiteminfo(.@value, ITEMINFO_RANGE));
- mesf("Slots: %d", getiteminfo(.@value, ITEMINFO_SLOTS));
- mesf("Subtype: %d", getiteminfo(.@value, ITEMINFO_SUBTYPE));
- mesf("Equip Level: %d", getiteminfo(.@value, ITEMINFO_ELV));
- mesf("Weapon Level: %d", getiteminfo(.@value, ITEMINFO_WLV));
- mesf("View ID: %d", getiteminfo(.@value, ITEMINFO_VIEWID));
- mesf("MATK: %d", getiteminfo(.@value, ITEMINFO_MATK));
- mesf("View Sprite: %d", getiteminfo(.@value, ITEMINFO_VIEWSPRITE));
- close;
-}
diff --git a/doc/sample/getmonsterinfo.txt b/doc/sample/getmonsterinfo.txt
deleted file mode 100644
index 064f1fc71..000000000
--- a/doc/sample/getmonsterinfo.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Getmonsterinfo
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'getmonsterinfo' command.
-//============================================================
-
-prontera,156,179,6 script test_getmonsterinfo 4_F_KAFRA1,{
- mes "Please enter a monster ID.";
- input .@value;
- if(getmonsterinfo(.@value,MOB_LV)<0 || getmonsterinfo(.@value,MOB_NAME)=="Dummy") {
- mes "Invalid monster ID.";
- close;
- }
- mes "Monster ID: "+.@value+" '"+getmonsterinfo(.@value,MOB_NAME)+"'";
- mes "Current Monster info:";
- for (.@id = 0; .@id < 23; ++.@id)
- mes " getmonsterinfo("+.@value+","+@id+") = "+getmonsterinfo(.@value,@id);
- close;
-}
diff --git a/doc/sample/gstorage_test.txt b/doc/sample/gstorage_test.txt
deleted file mode 100644
index 8b1a1c0e6..000000000
--- a/doc/sample/gstorage_test.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Guild Storage Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Contains commands needed for a guild warehouse NPC.
-//============================================================
-
-prontera,165,188,4 script Guild Warehouse 4_F_KAFRA6,{
- cutin "kafra_06",2;
-
- mes "[Guild Warehouse Coupler]";
- mes "This is the guild warehouse coupler service.";
- mes "You will not receive zeny for this is a test.";
- next;
- if (select("Access Guild Warehouse","Exit") != 1) {
- mes "[Guild Warehouser]";
- mes "Come back whenever you want.";
- cutin "kafra_06", 255;
- close;
- }
-
- .@flag = guildopenstorage;
- if (.@flag == 1) {
- mes "[Guild Warehouse]";
- mes "The guild warehouse is being used right now.";
- mes "Please wait a while, then come back.";
- } else if(.@flag == 2) {
- mes "[Guild Warehouse]";
- mes "You can't use this service if you're not in a guild!";
- }
- cutin "kafra_06",255;
- close;
-}
diff --git a/doc/sample/localized_npc.txt b/doc/sample/localized_npc.txt
deleted file mode 100644
index 82a08fa35..000000000
--- a/doc/sample/localized_npc.txt
+++ /dev/null
@@ -1,148 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample localized NPC
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= v1.1
-//===== Description: =========================================
-//= Example of a localized NPC.
-//=
-//= There are many ways to do it, this is just one option.
-//= The player has a global account variable ##_langid_ that
-//= identifies the it's language.
-//=
-//= The default language should always have langid 0.
-//= When a message isn't found for the player's langid
-//= (strlen = 0), the message from langid 0 is used instead.
-//=
-//= Each message is identified by a string that must only
-//= contain valid variable name characters.
-//=
-//= void setlang(int langid)
-//= - sets the player's language
-//= int getlang(void)
-//= - returns the player's language
-//= void setmes2(string name,int langid,string text)
-//= - sets the localized text for name
-//= string getmes2(string name,int langid)
-//= - returns the localized text of name
-//= void mes2(string name)
-//= - displays the localized text of name
-//=
-//===== Additional Comments: =================================
-//= To use this globally, just put the functions in Global_Functions.txt
-//============================================================
-
-//////////////////////////////////////////////////////////////
-/// Sets the language of the player account.
-/// @param langid Languange identifier (0 for default)
-function script setlang {
- ##_langid_ = getarg(0);
- return;
-}
-
-//////////////////////////////////////////////////////////////
-/// Returns the language identifier of the player
-function script getlang {
- return ##_langid_;
-}
-
-//////////////////////////////////////////////////////////////
-/// Sets a localized text entry.
-/// Does not need a RID attached.
-/// @param name Message identifier
-/// @param langid Language identifier (0 for default)
-/// @param text Text message
-function script setmes2 {
- .@mes2_name$ = getarg(0);
- .@mes2_langid = getarg(1);
- .@mes2_text$ = getarg(2);
- .@mes2_var$ = "$@__"+ .@mes2_name$ +"_"+ .@mes2_langid +"$";
-
- //debugmes "setmes2 \""+ .@mes2_var$ +"\", \""+ .@mes2_text$ +"\";";
-
- // set the localized text
- setd .@mes2_var$, .@mes2_text$;
- return;
-}
-
-//////////////////////////////////////////////////////////////
-/// Sets a localized text entry.
-/// Does not need a RID attached.
-/// @param name Message identifier
-/// @param langid Language identifier (0 for default)
-/// @return Text message
-function script getmes2 {
- .@mes2_name$ = getarg(0);
- .@mes2_langid = getarg(1);
- .@mes2_var$ = "$@__"+ .@mes2_name$ +"_"+ .@mes2_langid +"$";
- .@mes2_text$ = getd(.@mes2_var$);
-
- //debugmes "getmes2(\""+ .@mes2_var$ +"\")=\""+ .@mes2_text$ +"\"";
-
- return .@mes2_text$;
-}
-
-//////////////////////////////////////////////////////////////
-/// mes for localized text.
-/// index should be a unique string, made up only of characters
-/// that are valis as a variable name
-/// @param index Message identifier
-function script mes2 {
- .@mes2_index$ = getarg(0);
-
- if( getstrlen(.@mes2_index$) == 0 )
- return; // invalid index
-
- // print localized text
- .@mes2_text$ = callfunc("getmes2",.@mes2_index$,##_langid_);
- if( getstrlen(.@mes2_text$) == 0 ) {
- if( ##_langid_ != 0 ) {
- // revert to default language
- .@mes2_text$ = callfunc("getmes2",.@mes2_index$,0);
- if( getstrlen(.@mes2_text$) != 0 )
- mes .@mes2_text$; // default text
- }
- } else
- mes .@mes2_text$; // localized text
- return;
-}
-
-//////////////////////////////////////////////////////////////
-/// Sample localized NPC
-prontera,155,183,4 script LocalizedNPC 4_M_GEF_SOLDIER,{
- // Get text for specific languages
- .@menu1$ = callfunc("getmes2","LNPC_lang",0);
- .@menu2$ = callfunc("getmes2","LNPC_lang",1);
- do {
- // get text that fallbacks to language 0
- callfunc "mes2", "LNPC_name";
- // localized mes
- callfunc "mes2", "LNPC_lang";
- callfunc "mes2", "LNPC_text";
- next;
-
- switch(select(.@menu1$,.@menu2$,"Cancel"))
- {
- case 1:
- case 2:
- // Set player language
- callfunc "setlang",@menu-1;
- break;
- }
- } while( @menu != 3 );
- close;
- end;
-
-OnInterIfInitOnce:
- // Load the localized text.
- // This can be anywhere, as long as it's executed before the coresponding getmes2/mes2 calls
- // 0 - English (default)
- // 1 - Portuguese
- callfunc "setmes2", "LNPC_name", 0, "[LocalizedNPC]";
- callfunc "setmes2", "LNPC_lang", 0, "EN";
- callfunc "setmes2", "LNPC_lang", 1, "PT";
- callfunc "setmes2", "LNPC_text", 0, "Something in english";
- callfunc "setmes2", "LNPC_text", 1, "Algo em português";
- end;
-}
diff --git a/doc/sample/npc_dynamic_shop.txt b/doc/sample/npc_dynamic_shop.txt
deleted file mode 100644
index 9b1315ba7..000000000
--- a/doc/sample/npc_dynamic_shop.txt
+++ /dev/null
@@ -1,93 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Dynamic Shop
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Contains commands needed for a dynamic shop.
-//============================================================
-
-// Dummy shop to insert items into:
-- shop dyn_shop1 FAKE_NPC,501:50.
-
-prontera,181,200,4 script Dynamic Shop 2_F_MAGICMASTER,{
- callshop "dyn_shop1",0;
- npcshopattach "dyn_shop1";
- end;
-
-OnSellItem:
- for (.@i = 0; .@i < getarraysize(@sold_nameid); ++.@i) {
- if(countitem(@sold_nameid[.@i]) < @sold_quantity[.@i] || @sold_quantity[.@i] <= 0) {
- mes "omgh4x!";
- close;
- } else if (@sold_nameid[.@i] == Red_Potion) {
- delitem Red_Potion, @sold_quantity[.@i];
- $@rpotsleft += @sold_quantity[.@i];
- Zeny += @sold_quantity[.@i]*20;
- } else if (@sold_nameid[.@i] == Orange_Potion){
- delitem Orange_Potion, @sold_quantity[.@i];
- $@opotsleft += @sold_quantity[.@i];
- Zeny += @sold_quantity[.@i]*100;
- } else {
- mes "Sorry, I don't need your items.";
- close;
- }
- }
- deletearray @sold_quantity, getarraysize(@sold_quantity);
- deletearray @sold_nameid, getarraysize(@sold_nameid);
- mes "Deal completed.";
- close;
-
-OnBuyItem:
- for (.@i = 0; .@i < getarraysize(@bought_nameid); ++.@i) {
- if (@bought_quantity[.@i] <= 0) {
- mes "omgh4x!";
- close;
- } else if (@bought_nameid[.@i] == Red_Potion) {
- if (@bought_quantity[.@i] > $@rpotsleft) {
- if($@rpotsleft > 0) {
- @bought_quantity[.@i] = $@rpotsleft;
- } else {
- mes "We are out of red potions!";
- close;
- }
- }
- if(Zeny >= 40*@bought_quantity[.@i]) {
- Zeny -= 40*@bought_quantity[.@i];
- getitem Red_Potion, @bought_quantity[.@i];
- $@rpotsleft -= @bought_quantity[.@i];
- } else {
- mes "You have insufficient cash.";
- close;
- }
- } else /*if (@bought_nameid[.@i] == Orange_Potion)*/ {
- if(@bought_quantity[.@i] > $@opotsleft) {
- if($@opotsleft > 0) {
- @bought_quantity[.@i] = $@opotsleft;
- } else {
- mes "We are out of orange potions!";
- close;
- }
- }
- if(Zeny >= 200*@bought_quantity[.@i]) {
- Zeny -= 200*@bought_quantity[.@i];
- getitem Orange_Potion, @bought_quantity[.@i];
- $@opotsleft -= @bought_quantity[.@i];
- } else {
- mes "You have insufficient cash.";
- close;
- }
- }
- }
- deletearray @bought_quantity, getarraysize(@bought_quantity);
- deletearray @bought_nameid, getarraysize(@bought_nameid);
- mes "Trade done.";
- close;
-
-OnInit:
- npcshopitem "dyn_shop1", Red_Potion, 40, Orange_Potion, 200;
- $@rpotsleft = 10;
- $@opotsleft = 10;
- end;
-}
diff --git a/doc/sample/npc_extend_shop.txt b/doc/sample/npc_extend_shop.txt
deleted file mode 100644
index 31ed0af43..000000000
--- a/doc/sample/npc_extend_shop.txt
+++ /dev/null
@@ -1,351 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Extended Shops
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= An example of shop NPCs.
-//============================================================
-
-prontera,182,213,3 trader Super Novice Shop 4_M_KID2,{
-OnInit:
- sellitem Novice_Knife;
- sellitem Novice_Guard;
- sellitem Novice_Breast;
- sellitem Novice_Plate;
- sellitem Novice_Boots;
- sellitem Novice_Hood;
- sellitem Novice_Armlet;
- sellitem Novice_Egg_Cap;
-}
-prontera,149,139,5 trader Whips Merchant 1_M_MERCHANT,{
-OnInit:
- sellitem Rope_;
- sellitem Line_;
- sellitem Wire_;
- sellitem Rante_;
- sellitem Tail_;
- sellitem Whip_;
- sellitem Lariat;
- sellitem Rapture_Rose;
- sellitem Chemeti;
-}
-prontera,162,175,3 trader Headgears Merchant 1 1_F_MERCHANT_01,{
-OnInit:
- sellitem Ribbon_;
- sellitem Hair_Band;
- sellitem Bandana;
- sellitem Hat_;
- sellitem Turban_;
- sellitem Biretta_;
- sellitem Cap_;
- sellitem Gemmed_Sallet_;
- sellitem Goggle_;
- sellitem Helm_;
-}
-prontera,162,172,3 trader Headgears Merchant 2 1_F_MERCHANT_01,{
-OnInit:
- sellitem Glasses;
- sellitem Eye_Bandage;
- sellitem Flu_Mask;
- sellitem One_Eyed_Glass;
- sellitem Granpa_Beard;
- sellitem Luxury_Sunglasses;
- sellitem Spinning_Eyes;
- sellitem Gangster_Patch;
- sellitem Ganster_Mask;
- sellitem Eagle_Eyes;
- sellitem Mr_Scream;
- sellitem Masquerade;
- sellitem Goblini_Mask;
-}
-prontera,162,169,3 trader Armours Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Mink_Coat;
- sellitem Padded_Armor_;
- sellitem Chain_Mail_;
- sellitem Plate_Armor_;
- sellitem Clothes_Of_The_Lord;
- sellitem Formal_Suit;
- sellitem Silk_Robe_;
- sellitem Scapulare_;
- sellitem Saint_Robe_;
- sellitem Holy_Robe;
- sellitem Wooden_Mail_;
- sellitem Tights_;
- sellitem Mage_Coat;
- sellitem Thief_Clothes_;
- sellitem Ninja_Suit;
- sellitem Full_Plate_Armor_;
-}
-prontera,162,166,3 trader Shields Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Guard_;
- sellitem Buckler_;
- sellitem Shield_;
- sellitem Mirror_Shield_;
- sellitem Memorize_Book;
- sellitem Holy_Guard;
- sellitem Herald_Of_GOD;
-}
-prontera,162,163,3 trader Boots Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Sandals_;
- sellitem Shoes_;
- sellitem Boots_;
- sellitem Chrystal_Pumps;
- sellitem Grave_;
- sellitem Safty_Boots;
-}
-prontera,162,160,3 trader Robes Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Hood_;
- sellitem Muffler_;
- sellitem Manteau_;
- sellitem Cape_Of_Ancient_Lord;
- sellitem Ragamuffin_Cape;
- sellitem Clack_Of_Servival;
-}
-prontera,162,157,3 trader Accessory Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Ring;
- sellitem Earring;
- sellitem Necklace;
- sellitem Glove;
- sellitem Brooch;
- sellitem Clip;
- sellitem Rosary;
- sellitem Safety_Ring;
- sellitem Critical_Ring;
- sellitem Matyr's_Flea_Guard;
- sellitem Thimble_Of_Archer;
-}
-prontera,162,154,3 trader Arrows Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Arrow;
- sellitem Silver_Arrow;
- sellitem Fire_Arrow;
- sellitem Steel_Arrow;
- sellitem Crystal_Arrow;
- sellitem Arrow_Of_Wind;
- sellitem Stone_Arrow;
- sellitem Immatrial_Arrow;
- sellitem Stun_Arrow;
- sellitem Freezing_Arrow;
- sellitem Flash_Arrow;
- sellitem Curse_Arrow;
- sellitem Rusty_Arrow;
- sellitem Poison_Arrow;
- sellitem Incisive_Arrow;
- sellitem Oridecon_Arrow;
- sellitem Arrow_Of_Counter_Evil;
- sellitem Arrow_Of_Shadow;
- sellitem Sleep_Arrow;
- sellitem Silence_Arrow;
-}
-prontera,162,151,3 trader Alchemist Shop 1_F_MERCHANT_01,{
-OnInit:
- sellitem Alcol_Create_Book;
- sellitem FireBottle_Create_Book;
- sellitem Acid_Create_Book;
- sellitem Plant_Create_Book;
- sellitem Mine_Create_Book;
- sellitem Coating_Create_Book;
- sellitem Slim_Potion_Create_Book;
- sellitem Normal_Potion_Book;
- sellitem Medicine_Bowl;
- sellitem Empty_Potion;
-}
-prontera,162,148,3 trader Taming Merchant 1_F_MERCHANT_01,{
-OnInit:
- sellitem Unripe_Apple;
- sellitem Orange_Juice;
- sellitem Bitter_Herb;
- sellitem Rainbow_Carrot;
- sellitem Earthworm_The_Dude;
- sellitem Rotten_Fish;
- sellitem Lusty_Iron;
- sellitem Monster_Juice;
- sellitem Sweet_Milk;
- sellitem Well_Dried_Bone;
- sellitem Singing_Flower;
- sellitem Dew_Laden_Moss;
- sellitem Deadly_Noxious_Herb;
- sellitem Fatty_Chubby_Earthworm;
- sellitem Baked_Yam;
- sellitem Tropical_Banana;
- sellitem Horror_Of_Tribe;
- sellitem No_Recipient;
- sellitem Old_Broom;
- sellitem Silver_Knife_Of_Chaste;
- sellitem Armlet_Of_Obedience;
- sellitem Shining_Stone;
- sellitem Contracts_In_Shadow;
- sellitem Book_Of_Devil;
- sellitem Heart_Of_Her;
-}
-prontera,162,145,3 trader Pet Equipment 1_F_MERCHANT_01,{
-OnInit:
- sellitem Skull_Helm;
- sellitem Monster_Oxygen_Mask;
- sellitem Transparent_Headgear;
- sellitem Pacifier;
- sellitem Wig;
- sellitem Queen's_Hair_Ornament;
- sellitem Silk_Ribbon;
- sellitem Punisher;
- sellitem Wild_Flower;
- sellitem Battered_Pot;
- sellitem Stellar_Hairpin;
- sellitem Tiny_Egg_Shell;
- sellitem Backpack;
- sellitem Rocker_Glasses;
- sellitem Green_Lace;
- sellitem Golden_Bell;
- sellitem Bark_Shorts;
- sellitem Monkey_Circlet;
- sellitem Red_Muffler;
- sellitem Sword_Of_Grave_Keeper;
-}
-prontera,148,234,5 trader Weapon Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Drops_Card, 100000;
- sellitem Andre_Larva_Card, 100000;
- sellitem Skeleton_Card, 100000;
- sellitem Thief_Bug_Female_Card, 100000;
- sellitem Hornet_Card, 100000;
- sellitem Wolf_Card, 100000;
- sellitem Andre_Card, 100000;
- sellitem Savage_Babe_Card, 100000;
- sellitem Farmiliar_Card, 100000;
- sellitem Plankton_Card, 100000;
- sellitem Snake_Card, 100000;
- sellitem Marina_Card, 100000;
- sellitem Metaller_Card, 100000;
- sellitem Magnolia_Card, 100000;
- sellitem Zenorc_Card, 100000;
- sellitem Requiem_Card, 100000;
- sellitem Mandragora_Card, 100000;
- sellitem Vadon_Card, 100000;
- sellitem Anacondaq_Card, 100000;
- sellitem Drainliar_Card, 100000;
- sellitem Orc_Skeleton_Card, 100000;
- sellitem Pecopeco_Egg_Card, 100000;
- sellitem Goblin_Card, 100000;
- sellitem Caramel_Card, 100000;
- sellitem Scorpion_Card, 100000;
- sellitem Flora_Card, 100000;
- sellitem Archer_Skeleton_Card, 100000;
- sellitem Strouf_Card, 100000;
- sellitem Petit_Card, 100000;
- sellitem Desert_Wolf_Card, 20700;
- sellitem Skel_Worker_Card, 100000;
- sellitem Minorous_Card, 100000;
- sellitem Golem_Card, 100000;
- sellitem Hunter_Fly_Card, 100000;
- sellitem Hydra_Card, 100000;
- sellitem Soldier_Skeleton_Card, 100000;
- sellitem Mummy_Card, 100000;
- sellitem Side_Winder_Card, 100000;
- sellitem Deviace_Card, 100000;
-}
-prontera,148,231,5 trader Headgear Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Wilow_Card, 100000;
- sellitem Stainer_Card, 100000;
- sellitem Martin_Card, 100000;
- sellitem Elder_Wilow_Card, 100000;
- sellitem Giearth_Card, 100000;
- sellitem Ghoul_Card, 100000;
- sellitem Marduk_Card, 100000;
- sellitem Deviruchi_Card, 100000;
- sellitem Nightmare_Card, 100000;
-}
-prontera,146,229,5 trader Armor Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Pupa_Card, 100000;
- sellitem Picky_Card, 100000;
- sellitem Picky__Card, 100000;
- sellitem Roda_Frog_Card, 100000;
- sellitem Thief_Bug_Card, 100000;
- sellitem Rocker_Card, 100000;
- sellitem Desert_Wolf_Babe_Card, 100000;
- sellitem Pecopeco_Card, 100000;
- sellitem Savage_Card, 100000;
- sellitem Sword_Fish_Card, 100000;
- sellitem Dokebi_Card, 100000;
- sellitem Pasana_Card, 100000;
- sellitem Sand_Man_Card, 100000;
- sellitem Argiope_Card, 100000;
- sellitem Bathory_Card, 100000;
- sellitem Evil_Druid_Card, 100000;
- sellitem Cornutus_Card, 100000;
- sellitem Marc_Card, 100000;
-}
-prontera,144,227,5 trader Shield Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Andre_Egg_Card, 100000;
- sellitem Ambernite_Card, 100000;
- sellitem Thara_Frog_Card, 100000;
- sellitem Soldier_Andre_Card, 100000;
- sellitem Orc_Warrior_Card, 100000;
- sellitem BigFoot_Card, 100000;
- sellitem Rafflesia_Card, 100000;
- sellitem Petit__Card, 100000;
- sellitem Medusa_Card, 100000;
- sellitem Khalitzburg_Card, 100000;
- sellitem Anubis_Card, 100000;
- sellitem Horn_Card, 100000;
- sellitem Megalodon_Card, 100000;
- sellitem Argos_Card, 100000;
- sellitem Munak_Card, 100000;
-}
-prontera,142,225,5 trader Robe Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Dustiness_Card, 100000;
- sellitem Orc_Zombie_Card, 100000;
- sellitem Hode_Card, 100000;
- sellitem Marse_Card, 100000;
- sellitem Myst_Card, 100000;
- sellitem Jakk_Card, 100000;
- sellitem Marionette_Card, 100000;
- sellitem Isis_Card, 100000;
- sellitem Daydric_Card, 100000;
- sellitem Condor_Card, 100000;
- sellitem Frilldora_Card, 100000;
- sellitem Whisper_Card, 100000;
- sellitem Baphomet__Card, 100000;
-}
-prontera,140,223,5 trader Shoes Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Chonchon_Card, 100000;
- sellitem Zombie_Card, 100000;
- sellitem Thief_Bug_Male_Card, 100000;
- sellitem Eggyra_Card, 100000;
- sellitem Matyr_Card, 100000;
- sellitem Sohee_Card, 100000;
- sellitem Verit_Card, 100000;
-}
-prontera,138,221,5 trader Accessory Card Merchant 1_F_PUBGIRL,{
-OnInit:
- sellitem Spore_Card, 100500;
- sellitem Kukre_Card, 100500;
- sellitem Tarou_Card, 100500;
- sellitem Worm_Tail_Card, 100500;
- sellitem Yoyo_Card, 100500;
- sellitem Zerom_Card, 100500;
- sellitem Kobold_Card, 100500;
- sellitem Mantis_Card, 100500;
- sellitem Poporing_Card, 100500;
- sellitem Creamy_Card, 100500;
- sellitem Smokie_Card, 100500;
- sellitem Poison_Spore_Card, 100500;
- sellitem Vitata_Card, 100500;
- sellitem Pirate_Skel_Card, 100500;
- sellitem Phen_Card, 100500;
- sellitem Marine_Sphere_Card, 100500;
- sellitem Obeaune_Card, 100500;
- sellitem Horong_Card, 100500;
- sellitem Joker_Card, 100500;
-}
diff --git a/doc/sample/npc_live_dialogues.txt b/doc/sample/npc_live_dialogues.txt
deleted file mode 100644
index 9ce628c30..000000000
--- a/doc/sample/npc_live_dialogues.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Live Dialogue
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= An example of an NPC with live dialogue.
-//= Note: This relies on Global_Functions.txt to run.
-//============================================================
-
-prontera,167,177,5 script Luppy DESERT_WOLF_B,{
- mes "[Luppy]";
-
- // Say a random greeting from Global_Functions.txt
- mes callfunc("F_Hi");
-
- // Say a compliment according to player's gender
- // 1st string is for FEMALE, 2nd for MALE
- mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!");
-
- // Add some random greeting and goodbye into the menu
- if (select(callfunc("F_Hi"), callfunc("F_Bye")) != 1) {
- mes "[Luppy]";
- // Add some random goodbye from Global_Functions.txt
- mes callfunc("F_Bye");
- close;
- }
-
- mes "[Luppy]";
- // Give a random prize from set list of items
- if (@gotstuff) {
- // Again, say stuff according to player's gender
- mes "I like "+callfunc("F_Sex","smiling ladies!","bloody pirates!");
-
- // Show one of 3 emotion from the list (we added ,1 to show emotion over PLAYER's head)
- emotion callfunc("F_RandMes", 3, e_scissors, e_kis, e_pat), 1;
- close;
- }
-
- // We set a temp var to give present just once. Player can get more by relogging.
- @gotstuff = 1;
-
- // Get item ID from the list of presents: Apple, Mastela Fruit, Yggdrasil Seed or Orange Juice
- .@itemIDfromList = callfunc("F_RandMes", 4, Apple, Fruit_Of_Mastela, Seed_Of_Yggdrasil, Orange_Juice);
-
- // Again, say stuff according to player's gender
- mes "Hey, "+callfunc("F_Sex","sister!","brother!")+" I have "+getitemname(.@itemIDfromList)+" for you!";
-
- // Get the item from the list
- getitem .@itemIDfromList, 1;
- close;
-}
diff --git a/doc/sample/npc_rodex.txt b/doc/sample/npc_rodex.txt
deleted file mode 100644
index a808a1aa9..000000000
--- a/doc/sample/npc_rodex.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: RoDEX Send Mail
-//===== By: ==================================================
-//= KirieZ
-//===== Current Version: =====================================
-//= 20170322
-//===== Description: =========================================
-//= Demonstrates sending mails through RoDEX.
-//============================================================
-
-prontera,150,150,4 script Rodex Mail 1_M_01,{
- // Sends a messsage to attached player from "Rodex Test", with title "Rodex Test1",
- // with message "Hello World, How are You?", 1000 Zenies and 5 Red Potions attached
- rodex_sendmail(
- getcharid(CHAR_ID_CHAR), "Rodex Test", "Rodex Test1", "Hello World, How are You?",
- 1000,
- Red_Potion, 5
- );
-
- // Sends a messsage to attached player "Account Box" from "Rodex Test", with title "Rodex Test3",
- // with message "Hello World, How are You?", 1000 Zenies and 5 Red Potions attached
- rodex_sendmail_acc(
- getcharid(CHAR_ID_CHAR), "Rodex Test", "Rodex Test3", "Hello World, How are You?",
- 1000,
- Red_Potion, 5
- );
-
- // Sends a messsage to attached player "Account Box" from "Rodex Test", with title "Rodex Test6",
- // with message "Hello World, How are You?", 1000 Zenies, 5 Red Potions and
- // 1 +10 Knife[3] with 3 Poring Cards (Broken)
- rodex_sendmail2(
- getcharid(CHAR_ID_CHAR), "Rodex Test", "Rodex Test6", "Hello World, How are You?",
- 1000,
- Red_Potion, 5, 0, 0, 0, 0, 0, 0,
- Knife, 1, 10, 1, Poring_Card, Poring_Card, Poring_Card, 0
- );
-
- end;
-}
diff --git a/doc/sample/npc_test_array.txt b/doc/sample/npc_test_array.txt
deleted file mode 100644
index a429ffb93..000000000
--- a/doc/sample/npc_test_array.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Array Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates array commands.
-//============================================================
-
-prontera,164,190,1 script Array Test 4_F_KAFRA6,{
- .@hoge[0] = 1;
- .@hoge[1] = 5;
- mes "Please enter a value for hoge[2].";
- next;
- input .@hoge[2];
- mes "hoge => " + .@hoge;
- mes "hoge[0]=> " + .@hoge[0];
- mes "hoge[1]=> " + .@hoge[1];
- mes "hoge[2]=> " + .@hoge[2];
- next;
- setarray .@hoge[1],2,3,4,5;
- mes "true: 5,1,2,3,4";
- mes "hoge size = "+ getarraysize(.@hoge);
- mes "hoge[0]=> " + .@hoge[0];
- mes "hoge[1]=> " + .@hoge[1];
- mes "hoge[2]=> " + .@hoge[2];
- mes "hoge[3]=> " + .@hoge[3];
- next;
- copyarray .@fuga[0],.@hoge[2],2;
- mes "true: 3,4,0";
- mes "fuga[0]=> " + .@fuga[0];
- mes "fuga[1]=> " + .@fuga[1];
- mes "fuga[2]=> " + .@fuga[2];
- next;
- deletearray .@hoge[1],2;
- mes "true: 1,4,5,0";
- mes "hoge[0]=> " + .@hoge[0];
- mes "hoge[1]=> " + .@hoge[1];
- mes "hoge[2]=> " + .@hoge[2];
- mes "hoge[3]=> " + .@hoge[3];
- close;
-}
diff --git a/doc/sample/npc_test_chat.txt b/doc/sample/npc_test_chat.txt
deleted file mode 100644
index adc53c763..000000000
--- a/doc/sample/npc_test_chat.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Chat Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20121003
-//===== Description: =========================================
-//= Demonstrates waitingroom commands.
-//============================================================
-
-prontera,158,182,0 script Chat Test::test0001 4_F_KAFRA2,{
- mes "Trigger Number: " + getwaitingroomstate(2);
- mes "Trigger State: " + getwaitingroomstate(3);
- switch(select("Enable:Disable:Delete:Create")) {
- case 1:
- enablewaitingroomevent;
- close;
- case 2:
- disablewaitingroomevent;
- close;
- case 3:
- delwaitingroom;
- close;
- case 4:
- waitingroom "Test",15,"test0001::OnChatEvent",1;
- close;
- }
-
-OnInit:
- waitingroom "Test",15,"test0001::OnChatEvent",1;
- end;
-
-OnChatEvent:
- disablewaitingroomevent;
- warpwaitingpc "prontera",160,180;
- end;
-}
diff --git a/doc/sample/npc_test_checkweight.txt b/doc/sample/npc_test_checkweight.txt
deleted file mode 100644
index 0f383ffe4..000000000
--- a/doc/sample/npc_test_checkweight.txt
+++ /dev/null
@@ -1,158 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: CheckWeight
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates 'checkweight' command.
-//============================================================
-
-prontera,161,181,6 script ChkSpace 4_M_JPN,{
- function ChkResult;
- function FinalReport;
-
- // Reset
- resetlvl(1);
- getinventorylist;
- for (.@i = 0; .@i < @inventorylist_count; ++.@i) {
- delitem(@inventorylist_id[.@i], @inventorylist_amount[.@i]); //clear inventory
- }
-
- //basic backward chk
- .@testid = 0;
- .@succes = 0;
- .@ret = checkweight(Apple, 10);
- .@succes += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight("Apple", 10);
- .@succes += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight(Premium_Reset_Stone, 33000);
- .@succes += ChkResult(.@testid++, 0, .@ret); //should be failure too many item amount item weight=0
- .@ret = checkweight("Premium_Reset_Stone", 33000);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure too many item amount
- .@ret = checkweight(Blue_Gemstone, 500);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success weight based on max weight=2030
- .@ret = checkweight(Blue_Gemstone, 1000);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure weight based on max weight=2030
- .@ret = checkweight(Magic_Stone_Ring, 100);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight(Magic_Stone_Ring, 101);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure (with MAX_INVENTORY = 100)
- .@ret = checkweight(-1, 1);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure invalid item id
- .@ret = checkweight(Apple, 0);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure invalid amount
-
- debugmes "End backward test";
- FinalReport(.@testid, .@succes);
-
- //update using list test
- .@testid = 0;
- .@succes = 0;
-
- .@ret = checkweight(Apple, 10, Banana, 10);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight("Apple", 10, "Banana", 10);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight(Apple, 80, Banana, 33000);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure
- .@ret = checkweight("Apple", 80, "Banana", 33000);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure too many item amount
- .@ret = checkweight("Apple", 10, "Banana", 21, Apple);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure invalid nb of args
- .@ret = checkweight(Blue_Gemstone, 500, Red_Gemstone, 100);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be succes weight 1800/2030
- .@ret = checkweight(Blue_Gemstone, 500, Red_Gemstone, 500);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure weight 3000/2030
- .@ret = checkweight(Magic_Stone_Ring, 95, Green_Apple_Ring, 5);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success
- .@ret = checkweight(Magic_Stone_Ring, 95, Green_Apple_Ring, 10);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure (with MAX_INVENTORY = 100)
- .@ret = checkweight(Apple, 1, -1, 1);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure invalid item id
- .@ret = checkweight(Apple, 1, Banana, 0);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure invalid amount
- .@ret = checkweight(Premium_Reset_Stone, 31000, Premium_Reset_Stone, 2000);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure overamount inventory
- .@ret = checkweight(Apple, 1, Banana, 1, Grape, 1, Carrot, 1);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be sucess
-
- debugmes "End update by list tests";
- FinalReport(.@testid, .@succes);
-
- //update using array tests
- .@testid = 0;
- .@succes = 0;
-
- setarray .@item[0], Apple, Banana, Grape, Carrot;
- setarray .@count[0], 1, 5, 9, 12;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be sucess
- cleararray .@item[0], 0, 4;
- cleararray .@count[0], 0, 4;
- setarray .@item[0], Apple, Banana, Grape, Carrot;
- setarray .@count[0], 1, 5, -1, 12;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, invalid amout
- cleararray .@item[0], 0, 4;
- cleararray .@count[0], 0, 4;
- setarray .@item[0], Apple, Banana, Grape, -1;
- setarray .@count[0], 1, 5, 15, 12;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, invalid id
- cleararray .@item[0], 0, 4;
- cleararray .@count[0], 0, 4;
- setarray .@item[0], Blue_Gemstone, Yellow_Gemstone, Red_Gemstone, Emperium;
- setarray .@count[0], 300, 300, 300, 300;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, total by weight
- cleararray .@item[0], 0, 4;
- cleararray .@count[0], 0, 4;
- setarray .@item[0], Premium_Reset_Stone, Premium_Reset_Stone;
- setarray .@count[0], 31000, 2000;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, total by weight
- cleararray .@item[0], 0, 2;
- cleararray .@count[0], 0, 2;
- setarray .@item[0], Magic_Stone_Ring, Green_Apple_Ring;
- setarray .@count[0], 95, 5;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 1, .@ret); //should be success
- setarray .@count[0], 95, 10;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure overamount item
- cleararray .@item[0], 0, 2;
- cleararray .@count[0], 0, 2;
- setarray .@item[0], Premium_Reset_Stone, Premium_Reset_Stone, Apple;
- setarray .@count[0], 1, 3;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, size mistmatch
- cleararray .@item[0], 0, 3;
- cleararray .@count[0], 0, 2;
- setarray .@item[0], Premium_Reset_Stone, Premium_Reset_Stone;
- setarray .@count[0], 1, 3, 5;
- .@ret = checkweight2(.@item, .@count);
- .@success += ChkResult(.@testid++, 0, .@ret); //should be failure, size mistmatch
-
- debugmes "End update by array tests";
- FinalReport(.@testid, .@succes);
-
- end;
-
- function ChkResult {
- .@tid = getarg(0);
- .@expected = getarg(1);
- .@ret = getarg(2);
- .@sucess = (.@ret==.@expected);
- debugmes "Test "+.@tid+" = "+(.@sucess?"Sucess":"Fail");
- return .@sucess;
- }
-
- function FinalReport {
- .@tdone = getarg(0);
- .@succes = getarg(1);
- debugmes "Results = Pass : "+.@succes+"/"+.@tdone+" Fails : "+(.@tdone-.@succes)+"/"+.@tdone;
- if(.@succes != .@tdone) { debugmes "Some failure as occured, enable chkresult print to found out"; }
- return;
- }
-}
diff --git a/doc/sample/npc_test_duplicate.txt b/doc/sample/npc_test_duplicate.txt
deleted file mode 100644
index 38670d4d5..000000000
--- a/doc/sample/npc_test_duplicate.txt
+++ /dev/null
@@ -1,33 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Duplicate Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20140320
-//===== Description: =========================================
-//= An example of how duplicate NPCs are handled:
-//= NPC variables are shared between all duplicates.
-//= In this sample, to get the NPC coordinate, has to trigger OnTouch
-//= Duplicates always override the source NPC's trigger area (even 0x0).
-//= 'OnInit' loads the main npc last, for some reason. (check with debugmes)
-//============================================================
-
-- script Test Script FAKE_NPC,1,1,{
- mes "Hi.";
- mes "My coords are "+ .map$ +", "+ .x +"/" +.y ;
- close;
-
-OnInit:
- getmapxy(.map$, .x, .y, 1);
- debugmes strnpcinfo(NPC_NAME);
- end;
-
-OnTouch:
- getmapxy(.map$, .x, .y, 1);
- emotion e_scissors;
- end;
-}
-
-prontera,150,175,4 duplicate(Test Script) Test1 4_PORING
-prontera,155,175,4 duplicate(Test Script) Test2 4_PORING,2,2
-prontera,160,175,4 duplicate(Test Script) Test3 4_PORING,3,3
diff --git a/doc/sample/npc_test_func.txt b/doc/sample/npc_test_func.txt
deleted file mode 100644
index a57b6cfb1..000000000
--- a/doc/sample/npc_test_func.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Functions
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates use of functions.
-//============================================================
-
-// Define the function func001
-function script func001 {
- mes "Hello there!";
- next;
- return; // Return to script
-}
-
-// Define the function func002
-function script func002 {
- return "I'm a function";
-}
-
-// Uses 3 different methods of displaying dialogue from both internal and external sources.
-prontera,168,189,1 script Functions 4_F_KAFRA6,{
- callfunc "func001"; // Calls func001 and displays "Hello there!"
- mes callfunc("func002"); // Calls func002 and displays "I'm a function"
- next;
- callsub L_SUB001; // Calls the label L_SUB001 and displays "I'm a label"
- close;
- end;
-
-L_SUB001:
- mes "I'm a label";
- return;
-}
diff --git a/doc/sample/npc_test_npctimer.txt b/doc/sample/npc_test_npctimer.txt
deleted file mode 100644
index 6c9b85a0e..000000000
--- a/doc/sample/npc_test_npctimer.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: NPC Timers
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates NPC timer commands.
-//============================================================
-
-prontera,156,183,0 script NPCtimerTest::npctimerX0000 4_F_KAFRA2,{
- mes "Timer value" + getnpctimer(0);
- mes "State timer" + getnpctimer(1,"npctimerX0000");
- mes "Number of events" + getnpctimer(2);
- switch(select("Initialization:Stop:Start:Settings")) {
- case 1:
- initnpctimer;
- close;
- case 2:
- stopnpctimer;
- close;
- case 3:
- startnpctimer;
- close;
- case 4:
- input .@temp;
- setnpctimer .@temp;
- close;
- }
-
-OnTimer1000:
- npctalk "After a second...";
- end;
-
-OnTimer5000:
- npctalk "After 5 seconds...";
- end;
-
-OnTimer10000:
- npctalk "After 10 seconds...";
- end;
-}
diff --git a/doc/sample/npc_test_npctimer2.txt b/doc/sample/npc_test_npctimer2.txt
deleted file mode 100644
index b325c0c90..000000000
--- a/doc/sample/npc_test_npctimer2.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Attached NPC Timers
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates attached NPC timer commands.
-//============================================================
-
-prontera,156,183,0 script NPCtimerTest::npctimerX0000 4_F_KAFRA2,{
- mes "What would you like to know?";
- select("Tell me my level.");
- mes "I need time to think...";
- initnpctimer;
- attachnpctimer;
- close;
-
-OnTimer5000:
- mes "Ah, your level is " + readparam(11) + "!";
- detachnpctimer;
- close;
-}
diff --git a/doc/sample/npc_test_pcre.txt b/doc/sample/npc_test_pcre.txt
deleted file mode 100644
index 1306d1798..000000000
--- a/doc/sample/npc_test_pcre.txt
+++ /dev/null
@@ -1,402 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: PCRE
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates PCRE commands.
-//============================================================
-
-prontera,152,181,5 script MouseJstr 4_M_JPN,{
-
-// hello
-Lquote0:
- npctalk "How do you do. Please state your problem.";
- end;
-
-// computer
-Lquote1:
- switch(rand(4)) {
- case 0: npctalk "Do computers worry you?"; break;
- case 1: npctalk "What do you think about machines?"; break;
- case 2: npctalk "Why do you mention computers?"; break;
- case 3: npctalk "What do you think machines have to do with your problem?"; break;
- }
- end;
-
-// name
-Lquote2:
- npctalk "I am not interested in names";
- end;
-
-// sorry
-Lquote3:
- switch(rand(3)) {
- case 0: npctalk "Please don't apologize"; break;
- case 1: npctalk "Apologies are not necessary"; break;
- case 2: npctalk "What feelings do you have when you apologize"; break;
- }
- end;
-
-// I remember $@p2$
-Lquote4:
- switch(rand(6)) {
- case 0: npctalk "Do you often think of "+$@p2$+"?"; break;
- case 1: npctalk "Does thinking of "+$@p2$+" bring anything else to mind?"; break;
- case 2: npctalk "What else do you remember?"; break;
- case 3: npctalk "Why do you recall "+$@p2$+" right now?"; break;
- case 4: npctalk "What in the present situation reminds you of "+$@p2$+"?"; break;
- case 5: npctalk "What is the connection between me and "+$@p2$+"?"; break;
- }
- end;
-
-// do you remember
-Lquote5:
- switch (rand(4)) {
- case 0: npctalk "Did you think I would forget "+$@p2$+" ?"; break;
- case 1: npctalk "Why do you think I should recall "+$@p2$+" now"; break;
- case 2: npctalk "What about "+$@p2$+""; break;
- case 3: npctalk "You mentioned "+$@p2$+""; break;
- }
- end;
-
-// if
-Lquote6:
- switch(rand(4)) {
- case 0: npctalk "Do you really think its likely that "+$@p2$+""; break;
- case 1: npctalk "Do you wish that "+$@p2$+"?"; break;
- case 2: npctalk "What do you think about "+$@p2$+"?"; break;
- case 3: npctalk "Really-- if "+$@p2$+"?"; break;
- }
- end;
-
-// i dreamt
-Lquote7:
- switch(rand(3)) {
- case 0: npctalk "Really-- "+$@p2$+""; break;
- case 1: npctalk "Have you ever fantasized "+$@p2$+" while you were awake?"; break;
- case 2: npctalk "Have you dreamt "+$@p2$+" before?"; break;
- }
- end;
-
-// dream about
-Lquote8:
- npctalk "How do you feel about "+$@p2$+" in reality?";
- end;
-
-// dream
-Lquote9:
- switch(rand(4)) {
- case 0: npctalk "What does this dream suggest to you?"; break;
- case 1: npctalk "Do you dream often?"; break;
- case 2: npctalk "What persons appear in your dreams?"; break;
- case 3: npctalk "Don't you believe that dream has to do with your problem?"; break;
- }
- end;
-
-// my mother
-Lquote10:
- switch(rand(2)) {
- case 0: npctalk "Who else in your family "+$@p2$+""; break;
- case 1: npctalk "Tell me more about your family"; break;
- }
- end;
-
-// my father
-Lquote11:
- switch(rand(3)) {
- case 0: npctalk "Your father"; break;
- case 1: npctalk "Does he influence you strongly?"; break;
- case 2: npctalk "What else comes to mind when you think of your father?"; break;
- }
- end;
-
-// I want
-Lquote12:
- switch(rand(3)) {
- case 0: npctalk "What would it mean if you got "+$@p2$+""; break;
- case 1: npctalk "Why do you want "+$@p2$+""; break;
- case 2: npctalk "Suppose you got "+$@p2$+" soon"; break;
- }
- end;
-
-// I am glad
-Lquote13:
- switch(rand(3)) {
- case 0: npctalk "How have I helped you to be "+$@p2$+""; break;
- case 1: npctalk "What makes you happy just now"; break;
- case 2: npctalk "Can you explain why you are suddenly "+$@p2$+""; break;
- }
- end;
-
-// I am sad
-Lquote14:
- switch(rand(2)) {
- case 0: npctalk "I am sorry to hear you are depressed"; break;
- case 1: npctalk "I'm sure its not pleasant to be sad"; break;
- }
- end;
-
-// $@p2 are like "+$@p3$+"
-Lquote15:
- npctalk "What resemblance do you see between "+$@p2$+" and "+$@p3$+"";
- end;
-
-// "+$@p2$+" is like "+$@p3$+"
-Lquote16:
- switch(rand(4)) {
- case 0: npctalk "In what way is it that "+$@p2$+" is like "+$@p3$+""; break;
- case 1: npctalk "What resemblance do you see?"; break;
- case 2: npctalk "Could there really be some connection?"; break;
- case 3: npctalk "How?"; break;
- }
- end;
-
-// alike
-Lquote17:
- switch(rand(2)) {
- case 0: npctalk "In what way?"; break;
- case 1: npctalk "What similarities are there?"; break;
- }
- end;
-
-// same
-Lquote18:
- npctalk "What other connections do you see?";
- end;
-
-// I was "+$@p2$+"
-Lquote19:
- switch(rand(3)) {
- case 0: npctalk "Were you really?"; break;
- case 1: npctalk "Perhaps I already knew you were "+$@p2$+""; break;
- case 2: npctalk "Why do you tell me you were "+$@p2$+" now?"; break;
- }
- end;
-
-// was I
-Lquote20:
- switch(rand(3)) {
- case 0: npctalk "What if you were "+$@p2$+" ?"; break;
- case 1: npctalk "Do you thin you were "+$@p2$+""; break;
- case 2: npctalk "What would it mean if you were "+$@p2$+""; break;
- }
- end;
-
-// I am
-Lquote21:
- switch(rand(2)) {
- case 0: npctalk "In what way are you "+$@p2$+""; break;
- case 1: npctalk "Do you want to be "+$@p2$+" ?"; break;
- }
- end;
-
-// am I
-Lquote22:
- switch(rand(4)) {
- case 0: npctalk "Do you believe you are "+$@p2$+""; break;
- case 1: npctalk "Would you want to be "+$@p2$+""; break;
- case 2: npctalk "You wish I would tell you you are "+$@p2$+""; break;
- case 3: npctalk "What would it mean if you were "+$@p2$+""; break;
- }
- end;
-
-// am
-Lquote23:
- switch(rand(2)) {
- case 0: npctalk "Why do you say AM?"; break;
- case 1: npctalk "I don't understand that"; break;
- }
- end;
-
-// are you
-Lquote24:
- switch(rand(3)) {
- case 0: npctalk "Why are you interested in whether I am "+$@p2$+" or not?"; break;
- case 1: npctalk "Would you prefer if I weren't "+$@p2$+""; break;
- case 2: npctalk "Perhaps I am "+$@p2$+" in your fantasies"; break;
- }
- end;
-
-// you are
-Lquote25:
- npctalk "What makes you think I am "+$@p2$+" ?";
- end;
-
-// because
-Lquote26:
- switch(rand(3)) {
- case 0: npctalk "Is that the real reason?"; break;
- case 1: npctalk "What other reasons might there be?"; break;
- case 2: npctalk "Does that reason seem to explain anything else?"; break;
- }
- end;
-
-// were you
-Lquote27:
- switch(rand(3)) {
- case 0: npctalk "Perhaps I was "+$@p2$+""; break;
- case 1: npctalk "What do you think?"; break;
- case 2: npctalk "What if I had been "+$@p2$+""; break;
- }
- end;
-
-// I can't
-Lquote28:
- switch(rand(2)) {
- case 0: npctalk "Maybe you could "+$@p3$+" now"; break;
- case 1: npctalk "What if you could "+$@p3$+" ?"; break;
- }
- end;
-
-// I feel
-Lquote29:
- npctalk "Do you often feel "+$@p2$+" ?";
- end;
-
-// I felt
-Lquote30:
- npctalk "What other feelings do you have?";
- end;
-
-// $@p1$ I $@p2$ you $@p3$
-Lquote31:
- npctalk "Perhaps in your fantasy we "+$@p3$+" each other?";
- end;
-
-// why don't you
-Lquote32:
- switch(rand(3)) {
- case 0: npctalk "Should you "+$@p3$+" yourself?"; break;
- case 1: npctalk "Do you believe I don't "+$@p3$+""; break;
- case 2: npctalk "Perhaps I will "+$@p3$+" in good time"; break;
- }
- end;
-
-// yes
-Lquote33:
- switch(rand(3)) {
- case 0: npctalk "You seem quite positive"; break;
- case 1: npctalk "You are sure?"; break;
- case 2: npctalk "I understand"; break;
- }
- end;
-
-// no
-Lquote34:
- switch(rand(3)) {
- case 0: npctalk "Why not?"; break;
- case 1: npctalk "You are being a bit negative"; break;
- case 2: npctalk "Are you saying NO just to be negative?"; break;
- }
- end;
-
-// someone
-Lquote35:
- npctalk "Can you be more specific?";
- end;
-
-// everyone
-Lquote36:
- switch(rand(4)) {
- case 0: npctalk "surely not everyone"; break;
- case 1: npctalk "Can you think of anyone in particular?"; break;
- case 2: npctalk "Who for example?"; break;
- case 3: npctalk "You are thinking of a special person?"; break;
- }
- end;
-
-// always
-Lquote37:
- switch(rand(4)) {
- case 0: npctalk "Can you think of a specific example?"; break;
- case 1: npctalk "When?"; break;
- case 2: npctalk "What incident are you thinking of?"; break;
- case 3: npctalk "Really-- always?"; break;
- }
- end;
-
-// what
-Lquote38:
- switch(rand(5)) {
- case 0: npctalk "Why do you ask?"; break;
- case 1: npctalk "Does that question interest you?"; break;
- case 2: npctalk "What is it you really want to know?"; break;
- case 3: npctalk "What do you think?"; break;
- case 4: npctalk "What comes to your mind when you ask that?"; break;
- }
- end;
-
-// perhaps
-Lquote39:
- npctalk "You do not seem quite certain";
- end;
-
-// are
-Lquote40:
- switch(rand(2)) {
- case 0: npctalk "Did you think they might not be "+$@p2$+""; break;
- case 1: npctalk "Possibly they are "+$@p2$; break;
- }
- end;
-
-// default
-Lquote41:
- switch(rand(6)) {
- case 0: npctalk "Very interesting"; break;
- case 1: npctalk "I am not sure I understand you fully"; break;
- case 2: npctalk "What does that suggest to you?"; break;
- case 3: npctalk "Please continue"; break;
- case 4: npctalk "Go on"; break;
- case 5: npctalk "Do you feel strongly about discussing such things?"; break;
- }
- end;
-
-OnInit:
- defpattern 1, "([^:]+):.*\\shello.*", "Lquote0";
- defpattern 1, "([^:]+):.*\\scomputer.*", "Lquote1";
- defpattern 1, "([^:]+):.*\\sname.*", "Lquote2";
- defpattern 1, "([^:]+):.*\\ssorry.*", "Lquote3";
- defpattern 1, "([^:]+):.*\\si\\s+remember\\s+(.*)", "Lquote4";
- defpattern 1, "([^:]+):.*\\sdo\\s+you\\s+remember\\s+(.*)", "Lquote5";
- defpattern 1, "([^:]+):.*\\sif\\s+(.*)", "Lquote6";
- defpattern 1, "([^:]+):.*\\si\\s+dreamt\\s+(.*)", "Lquote7";
- defpattern 1, "([^:]+):.*\\sdream\\s+about\\s+(.*)", "Lquote8";
- defpattern 1, "([^:]+):.*\\sdream\\s+(.*)", "Lquote9";
- defpattern 1, "([^:]+):.*\\smy\\s+mother\\s+(.*)", "Lquote10";
- defpattern 1, "([^:]+):.*\\smy\\s+father\\s+(.*)", "Lquote11";
- defpattern 1, "([^:]+):.*\\si\\s+want\\s+(.*)", "Lquote12";
- defpattern 1, "([^:]+):.*\\si\\s+am\\s+glad\\s+(.*)", "Lquote13";
- defpattern 1, "([^:]+):\\s+(.*)\\s+i\\s+am\\s+sad\\s+(.*)", "Lquote14";
- defpattern 1, "([^:]+):\\s+(.*)\\s+are\\s+like\\s+(.*)", "Lquote15";
- defpattern 1, "([^:]+):\\s+(.*)\\s+is\\s+like\\s+(.*)", "Lquote16";
- defpattern 1, "([^:]+):.*\\salike\\s+(.*)", "Lquote17";
- defpattern 1, "([^:]+):.*\\ssame\\s+(.*)", "Lquote18";
- defpattern 1, "([^:]+):.*\\si\\s+was\\s+(.*)", "Lquote19";
- defpattern 1, "([^:]+):.*\\swas\\s+i\\s+(.*)", "Lquote20";
- defpattern 1, "([^:]+):.*\\si\\s+am\\s+(.*)", "Lquote21";
- defpattern 1, "([^:]+):.*\\sam\\s+i\\s+(.*)", "Lquote22";
- defpattern 1, "([^:]+):.*\\sam\\s+(.*)", "Lquote23";
- defpattern 1, "([^:]+):.*\\sare\\s+you\\s+(.*)", "Lquote24";
- defpattern 1, "([^:]+):.*\\syou\\s+are\\s+(.*)", "Lquote25";
- defpattern 1, "([^:]+):.*\\sbecause\\s+(.*)", "Lquote26";
- defpattern 1, "([^:]+):.*\\swere\\s+you\\s+(.*)", "Lquote27";
- defpattern 1, "([^:]+):.*\\si\\s+(cant|can't|cannot)\\s+(.*)", "Lquote28";
- defpattern 1, "([^:]+):.*\\si\\s+feel\\s+(.*)", "Lquote29";
- defpattern 1, "([^:]+):.*\\si\\s+felt\\s+(.*)", "Lquote30";
- defpattern 1, "([^:]+):.*\\si\\s+(.*)\\s+you\\s+(.*)", "Lquote31";
- defpattern 1, "([^:]+):.*\\swhy\\s+(don't|dont)\\s+you\\s+(.*)", "Lquote32";
- defpattern 1, "([^:]+):.*\\syes\\s+(.*)", "Lquote33";
- defpattern 1, "([^:]+):.*\\sno\\s+(.*)", "Lquote34";
- defpattern 1, "([^:]+):.*\\ssomeone\\s+(.*)", "Lquote35";
- defpattern 1, "([^:]+):.*\\severyone\\s+(.*)", "Lquote36";
- defpattern 1, "([^:]+):.*\\salways\\s+(.*)", "Lquote37";
- defpattern 1, "([^:]+):.*\\swhat\\s+(.*)", "Lquote38";
- defpattern 1, "([^:]+):.*\\sperhaps\\s+(.*)", "Lquote39";
- defpattern 1, "([^:]+):.*\\sare\\s+(.*)", "Lquote40";
- defpattern 1, "([^:]+):(.*)", "Lquote41";
-
- activatepset 1;
- end;
-}
diff --git a/doc/sample/npc_test_quest.txt b/doc/sample/npc_test_quest.txt
deleted file mode 100644
index 90659aa10..000000000
--- a/doc/sample/npc_test_quest.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Quest Test
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates quest commands.
-//============================================================
-
-// Before installing an NPC like the one below, you would
-// need to add the quest to /db/quest_db.txt - e.g:
-// 70000,0,1002,3,0,0,0,0,"3 Splats Please!"
-
-prontera,90,95,1 script Jelly 2_F_MAGICMASTER,{
- if (!questprogress(70000)) {
- // Quest not yet started.
- mes "[Jelly]";
- mes "Hey there! Would you help me?";
- next;
- switch(select("I'd rather not:What's up?")){
- case 1:
- mes "[Jelly]";
- mes "I didn't want your help anyway!";
- close;
- case 2:
- mes "[Jelly]";
- mes "Those Porings are weirding me out.";
- mes "Would you kill 3 for me?";
- setquest 70000; // Adds the quest to your Quest Window.
- close;
- }
- } else if (questprogress(70000,HUNTING) == 2) {
- // All monsters killed.
- mes "[Jelly]";
- mes "Awesome! Thank you!";
- getexp 10000,0;
- dispbottom "You have been rewarded with 10,000 Base Exp.";
- completequest 70000; // Sets quest status to "complete".
- close;
- } else if (questprogress(70000) == 1) {
- // Quest is active.
- mes "[Jelly]";
- mes "Keep going, almost there!";
- close;
- } else if (questprogress(70000) == 2) {
- // Quest finished.
- mes "[Jelly]";
- mes "Thanks again for doing that for me!";
- close;
- }
-}
diff --git a/doc/sample/npc_test_setitemx.txt b/doc/sample/npc_test_setitemx.txt
deleted file mode 100644
index 519cfa363..000000000
--- a/doc/sample/npc_test_setitemx.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Setiteminfo & Setitemscript
-//===== By: ==================================================
-//= Lupus
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates 'setiteminfo' and 'setitemscript' commands.
-//============================================================
-
-prontera,164,161,5 script Lupus WOLF,{
- mes "Please choose an option:";
- next;
- switch (select("Make Knife[3] Edible", "Make Apple Equippable", "Edible Knife = Full SP", "Knife = Weapon + 3 Notes")) {
- case 1:
- mes "Ok. We made Knife[3] edible.";
- setiteminfo(Knife, ITEIMINFO_TYPE, IT_HEALING);
- setitemscript(Knife, "{dispbottom \"* You used Knife[3]\";}");
- break;
- case 2:
- mes "Ok. We made Apple equippable.";
- setiteminfo(Apple, ITEMINFO_TYPE, IT_ARMOR);
- setiteminfo(Apple, ITEMINFO_LOC, EQP_HEAD_MID); //where to equip to (equip = 512)
- setiteminfo(Apple, ITEMINFO_VIEWID, 85); //set Headgear Sprite ID (view id = 85)
- setitemscript(Apple, "{dispbottom \"* Other item's changed\";}", 0);
- setitemscript(Apple, "{dispbottom \"* Equipped\";}", 1);
- setitemscript(Apple, "{dispbottom \"* Unequipped\";}", 2);
- break;
- case 3:
- mes "Ok. Now edible Knife[3] restores your SP.";
- setitemscript(Knife, 2, 0);
- setitemscript(Knife, "{dispbottom \"* You ate Knife[3] + Full SP\"; percentheal 0,100;}");
- break;
- case 4:
- mes "Ok. We made Knife a weapon, but added 3 notes.";
- setiteminfo(Knife, ITEIMINFO_TYPE, IT_WEAPON);
- setitemscript(Knife, "{dispbottom \"* 1 Used\";}", 0);
- setitemscript(Knife, "{dispbottom \"* 2 Equipped\";}", 1);
- setitemscript(Knife, "{dispbottom \"* 3 Unequipped\";}", 2);
- break;
- }
- close;
-}
diff --git a/doc/sample/npc_test_setmapflag.txt b/doc/sample/npc_test_setmapflag.txt
deleted file mode 100644
index 44137bef0..000000000
--- a/doc/sample/npc_test_setmapflag.txt
+++ /dev/null
@@ -1,32 +0,0 @@
-//===== Hercules Script ======================================
-//= Sample: Mapflag Test
-//===== By: ==================================================
-//= Jbain
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates mapflag commands.
-//============================================================
-
-prontera,165,145,0 script EXPflagtest 2_F_MAGICMASTER,{
- mes "[EXPflagtest]";
- mes "Set up the map rates:";
- switch(select("Job EXP:Base EXP:PVP on:Reset all flags")) {
- case 1:
- input .@rate;
- setmapflag "prontera",mf_jexp,.@rate;
- close;
- case 2:
- input .@rate;
- setmapflag "prontera",mf_bexp,.@rate;
- close;
- case 3:
- setmapflag "prontera",mf_pvp;
- close;
- case 4:
- removemapflag "prontera",mf_bexp;
- removemapflag "prontera",mf_jexp;
- removemapflag "prontera",mf_pvp;
- close;
- }
-}
diff --git a/doc/sample/npc_test_skill.txt b/doc/sample/npc_test_skill.txt
deleted file mode 100644
index c26ed1b62..000000000
--- a/doc/sample/npc_test_skill.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Skill
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates the 'skill' command.
-//============================================================
-
-// skill <skill id>,<level>{,<flag>};
-// flag=0 Grants the skill permanently
-// flag=1 Grants the skill temporarily
-// flag=2 Level bonus, stackable
-// flag=3 Grants the skill permanently even after skill resets/job changes
-// If flag is undefined, it defaults to 1
-// View db/(pre-)re/skill_db.txt for skill IDs
-
-prontera,157,182,0 script Skills 4_F_KAFRA2,{
- mes "What skill would you like?";
- switch(select("First Aid:Play Dead:Heal:Sight:None")) {
- case 1:
- skill NV_FIRSTAID,1,0; // Permanently gives player level 1 First Aid
- close;
- case 2:
- skill NV_TRICKDEAD,1,0; // Permanently gives player level 1 Play Dead
- close;
- case 3:
- skill AL_HEAL,3,1; // Temporarily gives player level 3 Heal
- close;
- case 4:
- skill MG_SIGHT,1,3; // Permanently gives player level 1 Sight, even after skill resets/job changes
- close;
- case 5:
- close;
- }
-}
diff --git a/doc/sample/npc_test_time.txt b/doc/sample/npc_test_time.txt
deleted file mode 100644
index c3d4eae1d..000000000
--- a/doc/sample/npc_test_time.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: Time Test
-//===== By: ==================================================
-//= rAthena Dev Team
-//===== Current Version: =====================================
-//= 20151115
-//===== Description: =========================================
-//= Demonstrates time commands.
-//============================================================
-
-prontera,157,181,6 script Time Sample 8W_SOLDIER,{
- mes "[Time Sample]";
- mes " System Tick : " + gettimetick(0);
- mes " Time Tick : " + gettimetick(1);
- mes " GETTIME_SECOND : " + gettime(GETTIME_SECOND) + " (Sec)";
- mes " GETTIME_MINUTE : " + gettime(GETTIME_MINUTE) + " (Min)";
- mes " GETTIME_HOUR : " + gettime(GETTIME_HOUR) + " (Hour)";
- mes " GETTIME_WEEKDAY : " + gettime(GETTIME_WEEKDAY) + " (WeekDay)";
- mes "GETTIME_DAYOFMONTH : " + gettime(GETTIME_DAYOFMONTH) + " (MonthDay)";
- mes " GETTIME_MONTH : " + gettime(GETTIME_MONTH) + " (Month)";
- mes " GETTIME_YEAR : " + gettime(GETTIME_YEAR) + " (Year)";
- mes " GETTIME_DAYOFYEAR : " + gettime(GETTIME_DAYOFYEAR) + " (Day of Year)";
- mes " gettimestr : " + gettimestr("%Y-%m/%d %H:%M:%S",19);
- close;
-}
diff --git a/doc/sample/npc_trader_sample.txt b/doc/sample/npc_trader_sample.txt
deleted file mode 100644
index 0d50af8c5..000000000
--- a/doc/sample/npc_trader_sample.txt
+++ /dev/null
@@ -1,58 +0,0 @@
-//===== Hercules Script =======================================
-//= Sample: NPC Trader
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 20131225
-//===== Description: =========================================
-//= Demonstrates NPC Trader.
-//============================================================
-
-/* ordinary zeny trader */
-prontera,152,151,1 trader TestTrader 4_F_EDEN_OFFICER,{
- OnInit:
- sellitem Valkyrja's_Shield;
- end;
-}
-/* ordinary cash trader */
-prontera,152,152,1 trader TestTraderCash 4_F_EDEN_OFFICER,{
- OnInit:
- tradertype(NST_CASH);
- sellitem Valkyrja's_Shield;
- end;
-}
-/* custom npc trader */
-prontera,153,152,1 trader TestCustom2 4_F_EDEN_OFFICER,{
- OnInit:
- tradertype(NST_CUSTOM);
- sellitem Red_Potion,2;
- end;
-
-/* allows currency to be item 501 and 502 */
-OnCountFunds:
- setcurrency(countitem(Red_Potion),countitem(Orange_Potion));
- end;
-
-/* receives @price (total cost) and @points (the secondary input field for cash windows) */
-OnPayFunds:
- dispbottom "Hi: price="+@price+" and points="+@points;
- if( countitem(Orange_Potion) < @points || countitem(Red_Potion) < @price-@points )
- end;
- delitem Orange_Potion,@points;
- delitem Red_Potion,@price-@points;
- purchaseok();
- end;
-}
-/* demonstrates Market Trader */
-prontera,150,160,6 trader HaiMarket 4_F_EDEN_OFFICER,{
-OnInit:
- tradertype(NST_MARKET);
- sellitem Red_Potion,-1,49;
- end;
-
-OnClock0000://resupplies red potions on midnight
-OnMyResupply:
- if( shopcount(Red_Potion) < 20 )
- sellitem Red_Potion,-1,49;
- end;
-}
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
deleted file mode 100644
index e14e80444..000000000
--- a/doc/script_commands.txt
+++ /dev/null
@@ -1,9990 +0,0 @@
-//===== Hercules Documentation ===============================
-//= Hercules Script Commands
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Description: =========================================
-//= A reference manual for the Hercules scripting language.
-//= Commands are sorted depending on their functionality.
-//============================================================
-
-This document is a reference manual for all the scripting commands and
-functions available in current Hercules GIT. It is not a simple tutorial.
-When people tell you to "Read The F***ing Manual", they mean this.
-
-The information was mostly acquired through looking up how things actually
-work in the source code of the server, which was written by many people
-over time, and lots of them don't speak English and never left any notes -
-or are otherwise not available for comments. As such, anything written in
-here might not be correct, it is only correct to the best of our
-knowledge, which is limited.
-
-This is not a place to teach you basic programming. This document will not
-teach you basic programming by itself. It's more of a reference for those
-who have at least a vague idea of what they want to do and want to know
-what tools they have available to do it. We've tried to keep it as simple
-as feasible, but if you don't understand it, getting a clear book on
-programming in general will help better than yelling around the forum for
-help.
-
-A little learning never caused anyone's head to explode.
-
-Structure
----------
-
-The commands and functions are listed in no particular order:
-
-*Name of the command and how to call it.
-
-Descriptive text
-
- Small example if possible. Will usually be incomplete, it's there just
- to give you an idea of how it works in practice.
-
-To find a specific command, use Ctrl+F, (or whatever keys call up a search
-function in whatever you're reading this with) put an * followed by the
-command name, and it should find the command description for you.
-
-If you find anything omitted, please tell us. :)
-
-Syntax
-------
-
-Throughout this document, wherever a command wants an argument, it is
-given in <angle brackets>. This doesn't mean you should type the angle
-brackets. :) If an argument of a command is optional, it is given in
-{curly brackets}. You've doubtlessly seen this convention somewhere, if
-you didn't, get used to it, that's how big boys do it. If a command can
-optionally take an unspecified number of arguments, you'll see a list like
-this:
-
-command(<argument>{, <argument>...<argument>})
-
-This still means they will want to be separated by commas.
-
-Where a command wants a string, it will be given in "quotes", if it's a
-number, it will be given without them. Normally, you can put an
-expression, like a bunch of functions or operators returning a value, in
-(round brackets) instead of most numbers. Round brackets will not always
-be required, but they're often a good idea.
-
-Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.
-
-
-Script loading structure
-------------------------
-
-Scripts are loaded by the map server as referenced in the
-'npc/(pre-)re/scripts_main.conf' configuration file.
-
-The file contains a list of scripts to be loaded (or other configuration files
-to be parsed, through the @include directive), in the following format:
-
-npc_global_list: (
- "npc/path/to/the/script/to/load.txt",
- "npc/other/file.txt",
-@include "npc/other_configuration_file.conf"
-)
-
-Any script will only get loaded once even if specified twice, to prevent
-possible errors.
-
-It's possible to specify scripts to exclude from loading, by inserting them
-(using the same syntax) in the list available in npc/scripts_removed.conf:
-
-npc_removed_list: (
- "npc/path/to/the/file/to/skip.txt",
-)
-
-Script file format
-------------------
-
-Whenever '//' is encountered in a line upon reading, everything beyond
-this on that line is considered to be a comment and is ignored. This works
-wherever you place it.
-
-// This line will be ignored when processing the script.
-
-Block comments can also be used, where you can place /* and */ between any
-text you wish Hercules to ignore.
-
-Example:
-/* This text,
- * no matter which new line you start
- * is ignored, until the following
- * symbol is encountered: */
-
-The asterisks (*) in front of each line is a personal preference, and is
-not required.
-
-Upon loading all the files, the server will execute all the top-level
-commands in them. No variables exist yet at this point, no commands can be
-called other than those given in this section. These commands set up the
-basic server script structure - create NPC objects, spawn monster objects,
-set map flags, etc. No code is actually executed at this point except
-them. The top-level commands the scripting are pretty confusing, since
-they aren't structured like you would expect commands, command name first,
-but rather, normally start with a map name.
-
-What's more confusing about the top-level commands is that most of them
-use a tab symbol to divide their arguments.
-
-To prevent problems and confusion, the tab symbols are written as '%TAB%'
-or '<TAB>' throughout this document, even though this makes the text a bit
-less readable. Using an invisible symbol to denote arguments is one of the
-bad things about this language, but we're stuck with it for now. :)
-
-Here is a list of valid top-level commands:
-
-** Set a map flag:
-
-<map name>%TAB%mapflag%TAB%<flag>
-
-This will, upon loading, set a specified map flag on a map you like. These
-are normally in files inside 'npc/mapflag' and are loaded first, so by the
-time the server's up, all the maps have the flags they should have. Map
-flags determine the behavior of the map regarding various common problems,
-for a better explanation, see 'setmapflag'.
-
-** Create a permanent monster spawn:
-
-<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
-
-Map name is the name of the map the monsters will spawn on. X,Y are the
-coordinates where the mob should spawn. If X's and Y's are non-zero, they
-specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
-zeros instead of these coordinates will spawn the monsters randomly. Note
-this is only the initial spawn zone, as mobs random-walk, they are free to
-move away from their specified spawn region.
-
-Monster name is the name the monsters will have on screen, and has no
-relation whatsoever to their names anywhere else. It's the mob id that
-counts, which identifies monster record in 'mob_db.txt' database of
-monsters. If the mob name is given as "--ja--", the 'japanese name' field
-from the monster database is used, (which, in Hercules, actually contains
-an English name) if it's "--en--", it's the 'english name' from the
-monster database (which contains an uppercase name used to summon the
-monster with a GM command).
-
-Amount is the amount of monsters that will be spawned when this command is
-executed, it is affected by spawn rates in 'conf/map/battle.conf'.
-
-Delay1 and delay2 control monster respawn delays - the first one is the
-fixed base respawn time, and the second is random variance on top of the
-base time. Both values are given in milliseconds (1000 = 1 second). Note
-that the server also enforces a minimum respawn delay of 5 seconds.
-
-You can specify a custom level to use for the mob different from the one
-of the database by adjoining the level after the name with a comma. eg:
-"Poring,50" for a name will spawn a monster with name Poring and level 50.
-
-Event is a script event to be executed when the mob is killed. The event
-must be in the form "NPCName::OnEventName" to execute, and the event name
-label should start with "On". As with all events, if the NPC is an
-on-touch NPC, the player who triggers the script must be within 'trigger'
-range for the event to work.
-
-There are two optional fields for monster size and AI. Size can be 0
-(medium), 1 (small), or 2 (big). AI can be 0 (default), 1
-(attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou).
-
-Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be
-detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).
-A monster spawned using 'miniboss_monster' is spawn monster as mini boss view.
-
-** NPC names
-
-/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\
-
-NPC names are kinda special and are formatted this way:
-
-<Display name>{::<Unique name>}
-
-All NPCs need to have a unique name that is used for identification
-purposes. When you have to identify a NPC by it's name, you should use
-<Unique name>. If <Unique name> is not provided, use <Display name>
-instead.
-
-The client has a special feature when displaying names: if the display
-name contains a '#' character, it hides that part of the name.
-Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
-
-<Display name> must be at most 24 characters in length.
-<Unique name> must be at most 24 characters in length.
-
-** Define a warp point
-
-<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
-
-This will define a warp NPC that will warp a player between maps, and
-while most arguments of that are obvious, some deserve special mention.
-
-SpanX and SpanY will make the warp sensitive to a character who didn't
-step directly on it, but walked into a zone which is centered on the warp
-from coordinates and is SpanX in each direction across the X axis and
-SpanY in each direction across the Y axis.
-
-Warp NPC objects also have a name, because you can use it to refer to them
-later with 'enablenpc'/'disablenpc'.
-
-Facing of a warp object is irrelevant, it is not used in the code and all
-current scripts have a zero in there.
-
-** Define an NPC object.
-
-<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>}
-<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>}
-
-This will place an NPC object on a specified map at the specified
-location, and is a top-level command you will use the most in your custom
-scripting. The NPCs are triggered by clicking on them, and/or by walking
-in their trigger area, if defined. See that below.
-
-Facing is a direction the NPC sprite will face in. Not all NPC sprites
-have different images depending on the direction you look from, so for
-some facing will be meaningless. Facings are counted counterclockwise in
-increments of 45 degrees, where 0 means facing towards the top of the map.
-(So to turn the sprite towards the bottom of the map, you use facing 4,
-and to make it look southeast it's facing 5.)
-
-Sprite is the sprite identifier used to display this particular NPC. For a
-full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as
-well as db/constants.conf.
-You may also use a monster's ID constant instead to display a monster sprite
-for this NPC, in npcs that have view ids of mobs it's encouraged to use
-OnTouch events with a 2,2 range and with an 'end' after the header to avoid
-bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job
-sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt',
-a full description on how to do this is not in the scope of this manual.
-A 'FAKE_NPC' sprite will make the NPC invisible (and unclickable).
-A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is
-still clickable, which is useful if you want to make a clickable object of
-the 3D terrain.
-
-TriggerX and triggerY, if given, will define an area, centered on NPC and
-spanning triggerX cells in every direction across X and triggerY in every
-direction across Y. Walking into that area will trigger the NPC. If no
-'OnTouch:' special label is present in the NPC code, the execution will
-start from the beginning of the script, otherwise, it will start from the
-'OnTouch:' label. Monsters can also trigger the NPC, though the label
-'OnTouchNPC:' is used in this case. If player left area npc will called
-if present label 'OnUnTouch'.
-
-The code part is the script code that will execute whenever the NPC is
-triggered. It may contain commands and function calls, descriptions of
-which compose most of this document. It has to be in curly brackets,
-unlike elsewhere where we use curly brackets, these do NOT signify an
-optional parameter.
-
-** Define a 'floating' NPC object.
-
--%TAB%script%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
-
-This will define an NPC object not triggerable by normal means. This would
-normally mean it's pointless since it can't do anything, but there are
-exceptions, mostly related to running scripts at specified time, which is
-what these floating NPC objects are for. More on that below.
-
-** Define a shop/cashshop NPC.
-
--%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
-<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
-
-This will define a shop NPC, which, when triggered (which can only be done
-by clicking) will cause a shop window to come up. No code whatsoever runs
-in shop NPCs and you can't change the prices otherwise than by editing the
-script itself (no variables even exist at this point of scripting, so
-don't even bother trying to use them).
-
-The item id is the number of item in the 'item_db.txt' database. If Price
-is set to -1, the 'buy price' given in the item database will be used.
-Otherwise, the price you gave will be used for this item, which is how you
-create differing prices for items in different shops.
-
-You can alternatively use "cashshop" in place of "shop" to use the Cash
-Shop interface, allowing you to buy items with special points (Currently
-stored as account vars in #CASHPOINTS and #KAFRAPOINTS). This
-type of shop will not allow you to sell items at it, you may only purchase
-items here. The layout used to define sale items still count, and
-"<price>" refers to how many points will be spent purchasing the them.
-
-** Define a trader NPC
-<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>}
--%TAB%trader%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
-
-All the standards that are valid to script objects are also valid for trader objects
-(see ** Define an NPC object for more information).
-This will define a trader NPC, which can cause a shop, cashshop or market window
-to come up when clicked or called by other means. Unlike shop/cashshop NPCs this
-type will run a code and can change the items that are being sold over time without
-other NPC objects.
-The types that a trader object can have are the following:
-- NST_ZENY (0) Normal Zeny Shop (shop)
-- NST_CASH (1) Normal Cash Shop (cashshop)
-- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability
- and need to be refurbished)
-- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
-Unless otherwise specified via *tradertype an trader object will be defined as
-NST_ZENY.
-
-Note: NST_MARKET is only available with PACKETVER 20131223 or newer.
-See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for
-more information regarding how to use this NPC type.
-
-** Define an warp/shop/cashshop/NPC duplicate.
-
-warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
-shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
-shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
-npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
-npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
-
-This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
-Warp duplicates inherit the target location.
-Shop/cashshop duplicates inherit the item list.
-NPC duplicates inherit the script code.
-The rest (name, location, facing, sprite, span/trigger area) is
-obtained from the definition of the duplicate (not inherited).
-
-** Define a function object
-
-function%TAB%script%TAB%<function name>%TAB%{<code>}
-
-This will define a function object, callable with the 'callfunc' command
-(see below). This object will load on every map server separately, so you
-can get at it from anywhere. It's not possible to call the code in this
-object by anything other than the 'callfunc' script command.
-
-The code part is the script code that will execute whenever the function
-is called with 'callfunc'. It has to be in curly brackets, unlike
-elsewhere where we use curly brackets, these do NOT signify an optional
-parameter.
-
-Once an object is defined which has a 'code' field to it's definition, it
-contains script commands which can actually be triggered and executed.
-
-~ RID? GID? ~
-
-What a RID is and why do you need to know
------------------------------------------
-
-Most scripting commands and functions will want to request data about a
-character, store variables referenced to that character, send stuff to the
-client connected to that specific character. Whenever a script is invoked
-by a character, it is passed a so-called RID - this is the account ID
-number of a character that caused the code to execute by clicking on it,
-walking into it's OnTouch zone, or otherwise.
-
-If you are only writing common NPCs, you don't need to bother with it.
-However, if you use functions, if you use timers, if you use clock-based
-script activation, you need to be aware of all cases when a script
-execution can be triggered without a RID attached. This will make a lot of
-commands and functions unusable, since they want data from a specific
-character, want to send stuff to a specific client, want to store
-variables specific to that character, and they would not know what
-character to work on if there's no RID.
-
-Unless you use 'attachrid' to explicitly attach a character to the script
-first (see player-related commands).
-
-Whenever we say 'invoking character', we mean 'the character who's RID is
-attached to the running script. The script function playerattached() can
-be used to check which is the currently attached player to the script (it
-will return 0 if the there is no player attached or the attached player no
-longer is logged on to the map-server).
-
-But what about GID?
---- ---- ----- ----
-
-GID stands for the Game ID of something, this can either be the GID of a
-mob obtained through the monster() script command (if only summoned one),
-the GID of a NPC obtained through the getnpcid() script command or the
-account ID of a character (same as its RID). Another way would be to right
-click on a mob, NPC or char as GM sprited char to view its GID.
-
-Item and pet scripts
---------------------
-
-Each item in the item database has three special fields - Script,
-OnEquip_Script and OnUnequip_Script. The first is script code run every
-time a character equips the item, with the RID of the equipping character.
-Every time they unequip an item, all temporary bonuses given by the script
-commands are cleared, and all the scripts are executed once again to
-rebuild them. This also happens in several other situations (like upon
-login) but the full list is currently unknown.
-
-OnEquip_Script is a piece of script code run whenever the item is used by
-a character by double-clicking on it. OnUnequip_Script runs whenever the
-equipment is unequipped by a character.
-
-Not all script commands work properly in the item scripts. Where commands
-and functions are known to be meant specifically for use in item scripts,
-they are described as such.
-
-Every pet in the pet database has a PetScript field, which determines pet
-behavior. It is invoked wherever a pet of the specified type is spawned
-(hatched from an egg, or loaded from the char server when a character who
-had that pet following them connects). This may occur in some other
-situations as well. Don't expect anything other than commands definitely
-marked as usable in pet scripts to work in there reliably.
-
-Numbers
--------
-
-Beside the common decimal numbers, which are nothing special whatsoever
-(though do not expect to use fractions, since ALL numbers are integer in
-this language), the script engine also handles hexadecimal numbers, which
-are otherwise identical. Writing a number like '0x<hex digits>' will make
-it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
-Also notice that if you try to 'mes 0x10' it will print '16'.
-
-Number values can't exceed the limits of an integer variable: Any number
-greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will
-be capped to those values and will cause a warning to be reported.
-
-Variables
----------
-
-The meat of every programming language is variables - places where you
-store data.
-
-In Hercules scripting language, variable names are case sensitive. Even though
-at the current time the script engine accepts them even with the incorrect
-case, it is not advised to rely on this behavior, as it may change at any
-time.
-
-Variables are divided into and uniquely identified by the combination of:
-prefix - determines the scope and extent (or lifetime) of the variable
-name - an identifier consisting of '_' and alphanumeric characters
-postfix - determines the type of the variable: integer or string
-
-Scope can be:
-global - global to all servers
-local - local to the server
-account - attached to the account of the character identified by RID
-character - attached to the character identified by RID
-npc - attached to the NPC
-scope - attached to the scope of the instance
-
-Extent can be:
-permanent - They still exist when the server resets.
-temporary - They cease to exist when the server resets.
-
-Prefix: scope and extent
-nothing - A permanent variable attached to the character, the default
- variable type.
-"@" - A temporary variable attached to the character.
- They disappear when the character logs out.
-"$" - A global permanent variable.
- They are stored in database table `mapreg`.
-"$@" - A global temporary variable.
- They are important for scripts which are called with no RID
- attached, that is, not triggered by a specific character object.
-"." - A NPC variable.
- They exist in the NPC and disappear when the server restarts or
- the NPC is reloaded. Can be accessed from inside the NPC or by
- calling 'getvariableofnpc'. Function objects can also have
- .variables which are accessible from inside the function,
- however 'getvariableofnpc' does NOT work on function objects.
-".@" - A scope variable.
- They are unique to the character, script and scope. Each script
- execution has its own scope that ends when the script ends.
- Calling a function with callsub()/callfunc() starts a new scope,
- returning from the function ends it. When a scope ends, its
- variables are converted to values ('return .@var;' returns a
- value, not a reference).
-"'" - An instance variable.
- These are used with the instancing system, and are unique to
- each instance.
-"#" - A permanent local account variable.
-"##" - A permanent global account variable stored by the login server.
- The only difference you will note from normal # variables is
- when you have multiple char-servers connected to the same
- login-server. The # variables are unique to each char-server,
- while the ## variables are shared by all these char-servers.
-
-Postfix: integer or string
-nothing - integer variable, can store positive and negative numbers, but
- only whole numbers (so don't expect to do any fractional math).
-'$' - string variable, can store text.
-
-Examples:
- name - permanent character integer variable
- name$ - permanent character string variable
- @name - temporary character integer variable
- @name$ - temporary character string variable
- $name - permanent global integer variable
- $name$ - permanent global string variable
-$@name - temporary global integer variable
-$@name$ - temporary global string variable
- .name - NPC integer variable
- .name$ - NPC string variable
-.@name - scope integer variable
-.@name$ - scope string variable
- 'name - instance integer variable
- 'name$ - instance string variable
- #name - permanent local account integer variable
- #name$ - permanent local account string variable
-##name - permanent global account integer variable
-##name$ - permanent global account string variable
-
-If a variable was never set, it is considered to equal zero for integer
-variables or an empty string ("", nothing between the quotes) for string
-variables. Once you set it to that, the variable is as good as forgotten
-forever, and no trace remains of it even if it was stored with character
-or account data. The maximum length of variable name including prefix and
-suffix is 32.
-
-Some variables are special, that is, they are already defined for you by
-the scripting engine. You can see the full list somewhere in
-'db/constants.conf', which is a file you should read, since it also
-allows you to replace lots of numbered arguments for many commands with
-easier to read text. The special variables most commonly used are all
-permanent character-based variables:
-
-Zeny - Amount of Zeny in the inventory.
-BankVault - Amount of Zeny in the bank.
-Hp - Current amount of hit points.
-MaxHp - Maximum amount of hit points.
-Sp - Current spell points.
-MaxSp - Maximum amount of spell points.
-StatusPoint - Amount of status points remaining.
-SkillPoint - Amount of skill points remaining.
-BaseLevel - Character's base level.
-JobLevel - Character's job level.
-BaseExp - Amount of base experience points.
-JobExp - Amount of job experience points.
-NextBaseExp - Amount of base experience points needed to reach next level.
-NextJobExp - Amount of job experience points needed to reach next level.
-Weight - Amount of weight the character currently carries.
- Display as in Weight/10.
-MaxWeight - Maximum weight the character can carry.
- Display as in MaxWeight/10.
-Sex - Character's gender (SEX_MALE or SEX_FEMALE).
-Class - Character's job.
-Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
-BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
- For example, this will return Job_Acolyte for Acolyte,
- Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
- If the character has not reached a 1-1 class, it will return
- Job_Novice.
-BaseJob - The character's 'normal' job, regardless of Upper value.
- For example, this will return Job_Acolyte for Acolyte,
- Baby Acolyte, and High Acolyte.
-Karma - The character's karma. Karma system is not fully functional,
- but this doesn't mean this doesn't work at all. Not tested.
-Manner - The character's manner rating. Becomes negative if the
- player utters words forbidden through the use of
- 'manner.txt' client-side file.
-
-While these behave as variables, do not always expect to just set them -
-it is not certain whether this will work for all of them. Whenever there
-is a command or a function to set something, it's usually preferable to
-use that instead. The notable exception is Zeny, which you can and often
-will address directly - setting it will make the character own this number
-of Zeny. If you try to set Zeny to a negative number, the script will be
-terminated with an error.
-
-Assigning variables
---------- ---------
-
-Variables can be accessed and assigned values directly without the use of
-the built-in 'set' function. This means that variables can be accessed and
-modified much like other programming languages.
-
- .@x = 100;
- .@x = .@y = 100;
-
-Support for modifying variable values using 'set' is still supported (and
-required to exist for this method to work) so previous scripts will
-continue working. Its usage, though, is deprecated, and it should never be
-used in new scripts unless there are special reasons to do so.
-
-When assigning values, all operator methods are supported which exist in
-the below 'Operators' section. For instance:
-
- .@x += 100;
- .@x -= 100;
- .@x *= 2;
- .@x /= 2;
- .@x %= 5;
- .@x >>= 2;
- .@x <<= 2;
-
-Will all work. For more information on available operators, see the
-Operators section described below. All operators listed there may be
-placed in-front of the '=' sign when modifying variables to perform the
-action as required.
-
-Increment and decrement operators are also provided, for your convenience.
-Pre-increment and pre-decrement operators:
-
- ++.@x; // same as .@x = .@x + 1
- --.@x; // same as .@x = .@x - 1
-
-Post-increment and post-decrement operators:
-
- .@x++; // similar to .@x = .@x + 1
- .@x--; // similar to .@x = .@x - 1
-
-The difference between pre- and post- increment/decrement operators is that,
-when used in an expression, the pre- ones will be executed before evaluating
-the expression, while the post- ones will be executed after. For example:
-
- .@x = 1;
- .@y = ++.@x; // After this line is executed, both .@y and .@x will be 2
- .@x = 1;
- .@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2
-
-Note: The pre-increment/pre-decrement operators are, by design, faster (or at
-least not slower) than their respective post- equivalent.
-
-Note:
-
- !! Currently the scripting engine does not support directly copying array
- !! variables. In order to copy arrays between variables the use of
- !! 'copyarray' function is still required.
-
-Strings
--------
-
-Strings are enclosed in "double quotes". To include the literal double
-quote symbol (") in a string you need to escape it with a blackslash:
-
- .@string$ = "This string contains some \"double quote\" symbols";
-
-Arrays
-------
-
-Arrays (in Hercules at least) are essentially a set of variables going
-under the same name. You can tell between the specific variables of an
-array with an 'array index', a number of a variable in that array:
-
-<variable name>[<array index>]
-
-All variable types can be used as arrays.
-
-Variables stored in this way, inside an array, are also called 'array
-elements'. Arrays are specifically useful for storing a set of similar
-data (like several item IDs for example) and then looping through it. You
-can address any array variable as if it was a normal variable:
-
- .@arrayofnumbers[0] = 1;
-
-You can use a variable (or an expression, or even a value from an another
-array) as array index:
-
- .@x = 100;
- .@arrayofnumbers[.@x] = 10;
-
-This will make .@arrayofnumbers[100] equal to 10.
-
-Index numbering always starts with 0 and arrays can hold over 2 billion
-variables. As such, the (guaranteed) allowed values for indices are in the
-range 0 ~ 2147483647.
-
-If the array index is omitted, it defaults to zero. Writing
-.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0].
-
-Arrays can naturally store strings:
-
-.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
-Notice the '$', normally denoting a string variable, before the square
-brackets that denotes an array index.
-
-Variable References
--------------------
-
-//##TODO
-
-Hard-coded constants
---------------------
-Most of the constants defined by the scripting engine can be found in
-'db/constants.conf' and have the same value independently of settings
-that are core related, but there are constants that can be used to
-retrieve core information that's set when the server is compiled.
-
-PACKETVER - Server packet version
-MAX_LEVEL - Maximum level
-MAX_STORAGE - Maximum storage items
-MAX_GUILD_STORAGE - Maximum guild storage items
-MAX_CART - Maximum cart items
-MAX_INVENTORY - Maximum inventory items
-MAX_ZENY - Maximum Zeny in the inventory
-MAX_BANK_ZENY - Maximum Zeny in the bank
-MAX_BG_MEMBERS - Maximum BattleGround members
-MAX_CHAT_USERS - Maximum Chat users
-MAX_REFINE - Maximum Refine level
-
-Send targets and status options are also hard-coded and can be found
-in src/map/script.c::script_hardcoded_constants or in functions that
-currently use them.
-
-Operators
----------
-
-Operators are things you can do to variables and numbers. They are either
-the common mathematical operations or conditional operators:
-
-+ - will add two numbers. If you try to add two strings, the result will
- be a string glued together at the +. You can add a number to a string,
- and the result will be a string. No other math operators work with
- strings.
-- - will subtract two numbers.
-* - will multiply two numbers.
-** - will raise the first number to the power of the second number.
-/ - will divide two numbers. Note that this is an integer division, i.e.
- 7/2 is not equal 3.5, it's equal 3.
-% - will give you the remainder of the division. 7%2 is equal to 1.
-
-There are also conditional operators. This has to do with the conditional
-command 'if' and they are meant to return either 1 if the condition is
-satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0
-means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5
-and anything below zero will also be True.)
-
-You can compare numbers to each other and you compare strings to each
-other, but you can not compare numbers to strings.
-
- == - Is true if both sides are equal. For strings, it means they contain
- the same value.
- >= - True if the first value is equal to, or greater than, the second
- value.
- <= - True if the first value is equal to, or less than, the second value.
- > - True if the first value greater than the second value.
- < - True if the first value is less than the second value.
- != - True if the first value IS NOT equal to the second one.
- ~= - True if the second value (as regular expression) matches the first
- value. Both values must be strings. See the script function pcre_match()
- for more details and advanced features.
- ~! - True if the second value (as regular expression) DOES NOT match the
- first value. Both values must be strings. See script function pcre_match()
- for more details and advanced features.
-
-Examples:
-
- 1==1 is True.
- 1<2 is True while 1>2 is False.
- .@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2.
-
-Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since
-there's no way to code a seriously complex data structure in this language,
-trying to sort strings by alphabet would be pointless anyway.
-
-Comparisons can be stacked in the same condition:
-
- && - Is True if and only if BOTH sides are true.
- ('1==1 && 2==2' is true. '2==1 && 1==1' is false.)
- || - Is True if either side of this expression is True.
-
- 1==1 && 2==2 is True.
- 1==1 && 2==1 is False.
- 1==1 || 2==1 is True.
-
-Logical bitwise operators work only on numbers, and they are the following:
-
- << - Left shift.
- >> - Right shift.
- Left shift moves the binary 1(s) of a number n positions to the left,
- which is the same as multiplying by 2, n times.
- In the other hand, Right shift moves the binary 1(s) of a number n
- positions to the right, which is the same as dividing by 2, n times.
- Example:
- b = 2;
- a = b << 3;
- mes(a);
- a = a >> 2;
- mes(a);
- The first mes() command would display 16, which is the same as:
- 2 x (2 x 2 x 2) = 16.
- The second mes() command would display 4, which is the same as:
- 16 / 2 = 8; 8 / 2 = 4.
- & - And.
- | - Or.
- The bitwise operator AND (&) is used to test two values against each
- other, and results in setting bits which are active in both arguments.
- This can be used for a few things, but in Hercules this operator is
- usually used to create bit-masks in scripts.
-
- The bitwise operator OR (|) sets to 1 a binary position if the binary
- position of one of the numbers is 1. This way a variable can hold
- several values we can check, known as bit-mask. A variable currently
- can hold up to 32 bit-masks (from position 0 to position 1). This is a
- cheap(skate) and easy way to avoid using arrays to store several
- checks that a player can have.
-
- A bit-mask basically is (ab)using the variables bits to set various
- options in one variable. With the current limit in variables it is
- possible to store 32 different options in one variable (by using the
- bits on position 0 to 31).
-
- Example(s):
- - Basic example of the & operator, bit example:
- 10 & 2 = 2
- Why? :
- 10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010
- 2 = 2^1 (2), so in bits (same size) it would be 0010
- The & (AND) operator sets bits which are active (1) in both
- arguments, so in the example 1010 & 0010, only the 2^1 bit is
- active (1) in both. Resulting in the bit 0010, which is 2.
- - Basic example of creating and using a bit-mask:
- .@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
- if (.@options & 1)
- mes("Option 1 is activated");
- if (.@options & 2)
- mes("Option 2 is activated");
- if (.@options & 4)
- mes("Option 3 is activated");
- if (.@options & 8)
- mes("Option 4 is activated");
- if (.@options & 16)
- mes("Option 5 is activated");
- This would print the messages about option 2, 3 and 5 (since we've set
- the 2,4 and 16 bit to 1).
- ^ - Xor.
- The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if
- both numbers have the same value in the said position. On the other
- hand, it sets to 1 if they have different values in the said binary
- position. This is another way of setting and unsetting bits in
- bit-masks.
-
- Example:
- - First let's set the quests that are currently in progress:
- inProgress = 1|8|16; // quest 1,8 and 16 are in progress
- - After playing for a bit, the player starts another quest:
- if (inProgress&2 == 0) {
- // this will set the bit for quest 2 (inProgress has that bit set to 0)
- inProgress = inProgress^2;
- mes("Quest 2: find a newbie and be helpful to him for an hour.");
- close();
- }
- - After spending some time reading info on Xor's, the player finally
- completes quest 1:
- if (inProgress&1 && isComplete) {
- // this will unset the bit for quest 1 (inProgress has that bit set to 1)
- inProgress = inProgress^1;
- mes("Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely.");
- close();
- }
-
-Unary operators with only with a single number, which follows the
-operator, and are the following:
-
- - - Negation.
- The sign of the number will be reversed. If the number was positive,
- it will become negative and vice versa.
-
- Example:
- .@myvar = 10;
- mes("Negative 10 is "+(-.@myvar));
-
- ! - Logical Not.
- Reverses the boolean result of an expression. True will become false
- and false will become true.
-
- Example:
- if (!callfunc("F_dosomething")) {
- mes("Doing something failed.");
- close();
- }
-
- ~ - Bitwise Not.
- Reverses each bit in a number, also known as one's complement. Cleared
- bits are set, and set bits are cleared.
-
- Example:
- - Ensure, that quest 2 is disabled, while keeping all other active, if
- they are.
- inProgress = inProgress&(~2);
- // same as set inProgress, inProgress&0xfffffffd
-
-Ternary operators take three expressions (numbers, strings or boolean),
-and are the following:
-
- ?: - Conditional operator
- Very useful e.g. to replace
-
- if (Sex == SEX_MALE)
- mes("You're Male.");
- else
- mes("You're Female.");
-
- clauses with simple
-
- mes("Welcome, " + (Sex == SEX_MALE ? "Mr." : "Mrs.") + " " + strcharinfo(PC_NAME));
-
- or to replace any other simple if-else clauses. It might be worth
- mentioning that ?: has low priority and has to be enclosed with
- parenthesis in most (if not all) cases.
-
-Operator Precedence and Associativity
-
-Operator precedence and associativity work more or less like they do in
-mathematics. The rules can be summarized with the following table:
-
-Precedence | Description | Associativity
----------------------------------------------------------------------------
-1 (highest) | [] Array subscripting | None
----------------------------------------------------------------------------
-2 | ++ Increment | None
- | -- Decrement |
----------------------------------------------------------------------------
-2 | - Unary minus | Right to left
- | ! Logical NOT |
- | ~ Bitwise NOT (One's Complement) |
----------------------------------------------------------------------------
-3 | ** Exponentiation | Left to right
----------------------------------------------------------------------------
-4 | * Multiplication | Left to right
- | / Division |
- | % Modulo (remainder) |
----------------------------------------------------------------------------
-5 | + Addition | Left to right
- | - Subtraction |
----------------------------------------------------------------------------
-6 | << Bitwise left shift | Left to right
- | >> Bitwise right shift |
----------------------------------------------------------------------------
-7 | < Less than | Left to right
- | <= Less than or equal to |
- | > Greater than |
- | >= Greater than or equal to |
----------------------------------------------------------------------------
-8 | == Equal to | Left to right
- | != Not equal to |
- | ~= Regexp match |
- | ~! Regexp non-match |
----------------------------------------------------------------------------
-9 | & Bitwise AND | Left to right
----------------------------------------------------------------------------
-10 | ^ Bitwise XOR (exclusive or) | Left to right
----------------------------------------------------------------------------
-11 | | Bitwise OR (inclusive or) | Left to right
----------------------------------------------------------------------------
-12 | && Logical AND | Left to right
----------------------------------------------------------------------------
-13 | || Logical OR | Left to right
----------------------------------------------------------------------------
-14 | ?: Ternary conditional | Right to left
----------------------------------------------------------------------------
-15 | = Direct assignment | Right to left
-(lowest) | += Assignment by sum |
- | -= Assignment by difference |
- | *= Assignment by product |
- | **= Assignment by power |
- | /= Assignment by quotient |
- | %= Assignment by remainder |
- | <<= Assignment by bitwise left shift |
- | >>= Assignment by bitwise right shift |
- | &= Assignment by bitwise AND |
- | ^= Assignment by bitwise XOR |
- | |= Assignment by bitwise OR |
-
-Operator precedence means some operators are evaluated before others. For
-example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is
-evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 .
-
-Operator associativity defines what happens if a sequence of the same
-operators is used one after another: whether the evaluator will evaluate the
-left operations first or the right. For example, in 8 - 4 - 2 , subtraction is
-left associative so the expression is evaluated left to right. 8 - 4 is
-evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 .
-
-Labels
-------
-
-Within executable script code, some lines can be labels:
-
-<label name>:
-
-Labels are points of reference in your script, which can be used to route
-execution with 'goto' and 'menu' commands, invoked with 'doevent', 'donpcevent'
-and 'callsub' commands and are otherwise essential. A label's name may not be
-longer than 23 characters. (24th is the ':'.) It may only contain alphanumeric
-characters and underscore. In addition to labels you name yourself, there are
-also some special labels which the script engine will start execution from if
-a special event happens:
-
-OnClock<hour><minute>:
-OnMinute<minute>:
-OnHour<hour>:
-On<weekday><hour><minute>:
-OnDay<month><day>:
-
-This will execute when the server clock hits the specified date or time.
-Hours and minutes are given in military time. ('0105' will mean 01:05 AM).
-Weekdays are Sun, Mon, Tue, Wed, Thu, Fri, Sat. Months are 01 to 12, days are
-01 to 31. Remember the zero. :)
-
-OnInit:
-OnInterIfInit:
-OnInterIfInitOnce:
-
-OnInit will execute every time the scripts loading is complete, including
-when they are reloaded with @reloadscript command. OnInterIfInit will
-execute when the map server connects to a char server, OnInterIfInitOnce
-will only execute once and will not execute if the map server reconnects
-to the char server later. Note that all those events will be executed upon
-scripts reloading.
-
-OnAgitStart:
-OnAgitEnd:
-OnAgitInit:
-OnAgitStart2:
-OnAgitEnd2:
-OnAgitInit2:
-
-OnAgitStart will run whenever the server shifts into WoE mode, whether it
-is done with @agitstart GM command or with 'AgitStart' script command.
-OnAgitEnd will do likewise for the end of WoE.
-
-OnAgitInit will run when data for all castles and all guilds that hold a
-castle is received by map-server from the char-server after initial
-connect.
-
-No RID will be attached while any of the above mentioned labels are
-triggered, so no character or account-based variables will be accessible,
-until you attach a RID with 'attachrid' (see below).
-
-The above also applies to, the last three labels, the only difference is
-that these labels are used exclusively for WoE SE, and are called
-independently.
-
-OnInstanceInit:
-
-This label will be executed when an instance is created and initialized through
-the 'instance_init' command. It will run again if @reloadscript is used while
-an instance is in progress.
-
-OnTouch:
-
-This label will be executed if a trigger area is defined for the NPC
-object it's in. If it isn't present, the execution will start from the
-beginning of the NPC code. The RID of the triggering character object will
-be attached.
-
-OnTouch_:
-
-Similar to OnTouch, but will only run one instance. Another character is
-chosen once the triggering character leaves the area.
-
-OnUnTouch:
-
-This label will be executed if plater leave trigger area is defined for the NPC
-object it's in. If it isn't present, nothing will happend.
-The RID of the triggering character object will be attached.
-
-OnPCLoginEvent:
-OnPCLogoutEvent:
-OnPCBaseLvUpEvent:
-OnPCJobLvUpEvent:
-
-It's pretty obvious when these four special labels will be invoked.
-
-OnPCDieEvent:
-
-This special label triggers when a player dies. The variable 'killerrid'
-is set to the ID of the killer.
-
-OnPCKillEvent:
-
-This special label triggers when a player kills another player. The
-variable 'killedrid' is set to the ID of the player killed.
-
-OnNPCKillEvent:
-
-This special label triggers when a player kills a monster. The variable
-'killedrid' is set to the Class of the monster killed.
-
-OnPCLoadMapEvent:
-
-This special label will trigger once a player steps in a map marked with
-the 'loadevent' mapflag and attach its RID. The fact that this label
-requires a mapflag for it to work is because, otherwise, it'd be
-server-wide and trigger every time a player would change maps. Imagine the
-server load with 1,000 players (oh the pain...)
-
-Only the special labels which are not associated with any script command
-are listed here. There are other kinds of labels which may be triggered in
-a similar manner, but they are described with their associated commands.
-
-OnCountFunds:
-
-This special label is triggered when a player opens a trader NPC object that
-is NST_CUSTOM. It is used to define different currency types to the trader via
-setcurrency(). Should be used along with OnPayFunds, see
-doc/sample/npc_trader_sample.txt for more information.
-
-OnPayFunds:
-
-This special label is triggered when a purchase is made on a trader NPC object
-that is NST_CUSTOM. Receives @price, total cost and @points, secondary input
-field for cash windows. It is used to remove items that are set as currency.
-Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt
-for more information.
-
-On<label name>:
-
-These special labels are used with Mob scripts mostly, and script commands
-that requires you to point/link a command to a mob or another NPC, giving
-a label name to start from. The label name can be any of your liking, but
-must be started with "On".
-
-Example:
-
-monster("prontera", 123, 42, "Poringz0rd", 2341, 23, "Master::OnThisMobDeath");
-
-amatsu,13,152,4 script Master 767,{
- mes("Hi there");
- close();
-
-OnThisMobDeath:
- announce("Hey, "+strcharinfo(PC_NAME)+" just killed a Poringz0rd!", bc_blue|bc_all);
- end;
-}
-
-Each time you kill one, that announce will appear in blue to everyone.
-
-"Global" labels
-
-There's a catch with labels and doevent(). If you call a label (using
-doevent()) and called label is in NPC that has trigger area, that label must
-end with "Global" to work globally (i.e. if RID is outside of the trigger area,
-which usually happens since otherwise there would be no point calling the label
-with doevent(), because OnTouch would do the job). For further reference look
-for npc_event in npc.c.
-
-Scripting commands and functions
---------------------------------
-
-The commands and functions are listed here in no particular order. There's
-a difference between commands and functions - commands leave no 'return
-value' which might be used in a conditional statement, as a command
-argument, or stored in a variable.
-
-All instructions must end with a ';'. Actually, you may expect to have multiple
-instructions on one line if you properly terminate them with a ';', but it's
-consider ill practice, since it impairs legibility of the script.
-
-Please note that command and function names are case sensitive.
-
--------------------------
-
-
-From here on, we will have the commands sorted as followed:
-
-1 - Basic Commands
-2 - Information-Retrieving Commands
- -- 2.1 - Item-Related Commands
- -- 2.2 - Guild-Related Commands
-3 - Checking Commands
- -- 3.1 - Checking Item-Related Commands
-4 - Player-Related Commands
- -- 4.1 - Player Item-Related Commands
- -- 4.2 - Guild-Related Commands
- -- 4.3 - Marriage-Related Commands
-5 - Mob / NPC Related commands
- -- 5.1 - Time-Related Commands
- -- 5.2 - Guild-Related Commands
-6 - Other Commands
-7 - Instance-Related Commands
-8 - Quest Log Commands
-9 - Battleground Commands
-10 - Mercenary Commands
-11 - Queue Commands
-12 - NPC Trader Commands
-
-
----------------------------------------
-//=====================================
-1 - Basic Commands
-//=====================================
----------------------------------------
-
-*mes("<string>")
-
-This command will displays a box on the screen for the invoking character,
-if no such box is displayed already, and will print the string specified
-into that box. There is normally no 'close' or 'next' button on this box,
-unless you create one with 'close' or 'next', and while it's open the
-player can't do much else, so it's important to create a button later. If
-the string is empty, it will show up as an empty line.
-
- mes("Text that will appear in the box");
-
-Inside the string you may put color codes, which will alter the color of
-the text printed after them. The color codes are all '^<R><G><B>' and
-contain three hexadecimal numbers representing colors as if they were
-HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is
-bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also
-a color that is considered transparent whenever the client is drawing
-windows on screen, so printing text in that color will have kind of a
-weird effect. You may also use C_ constants accompany with "F_MesColor"
-function for the color effect, see the full list of the available ones
-in 'db/constants.conf' under 'C_'. Once you've set a text's color to something,
-you have to set it back to black unless you want all the rest of the text be in
-that color:
-
- mes("This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.");
- mes(callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE");
-
-Notice that the text coloring is handled purely by the client. If you use
-non-English characters, the color codes might get screwed if they stick to
-letters with no intervening space. Separating them with spaces from the
-letters on either side solves the problem.
-
-If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
-use automatic navigation and open URLs in browser by using some HTML-like
-labels. For example:
-
- mes("go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats");
-
-Will make the [Hat Maker] text clickable in the client and start a navigation
-to that point.
-
- mes("You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything");
-
-This will allow you to visit 'Google' with the in-game browser using default dimensions.
-
- mes("You can <URL>Bing!<INFO>http://www.bing.com/,800,600</INFO></URL> anything");
-
-Clicking 'Bing!' will open the in-game browser using the specified dimensions. (800x600)
-
----------------------------------------
-
-*mesf("<format>"{, <param>{, <param>{, ...}}})
-
-This command will display a box on the screen for the invoking character,
-if no such box is displayed already, and will print the string specified
-into that box, after applying the same format-string replacements as sprintf().
-
-Example:
-
- mesf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class));
- // is equivalent to:
- mes(sprintf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-This command is a combination of mes() and sprintf(). See their documentation
-for more details.
-
----------------------------------------
-
-*next()
-
-This command will display a 'next' button in the message window for the
-invoking character. Clicking on it will cause the window to clear and
-display a new one. Used to segment NPC-talking, next() is often used in
-combination with mes() and close().
-
-If no window is currently on screen, one will be created, but once the
-invoking character clicks on it, a warning is thrown on the server console
-and the script will terminate.
-
- mes("[Woman]");
- mes("This would appear on the page");
- next();
- mes("[Woman]"); // This is needed since it is a new page and the top will now be blank
- mes("This would appear on the 2nd page");
-
----------------------------------------
-
-*close()
-
-This command will create a 'close' button in the message window for the
-invoking character. If no window is currently on screen, the script
-command 'end;' must be used. This is one of the ways to end a speech from
-an NPC. Once the button is clicked, the NPC script execution will end, and
-the message box will disappear.
-
- mes("[Woman]");
- mes("I am finished talking to you, click the close button.");
- close();
- mes("This command will not run at all, since the script has ended.");
-
----------------------------------------
-
-*close2()
-
-This command will create a 'close' button in the message window for the
-invoking character. WARNING: If no window is currently on screen, the
-script execution will halt indefinitely! See 'close'. There is one
-important difference, though - even though the message box will have
-closed, the script execution will not stop, and commands after 'close2'
-will still run, meaning an 'end' has to be used to stop the script, unless
-you make it stop in some other manner.
-
- mes("[Woman]");
- mes("I will warp you now.");
- close2();
- warp("place", 50, 50);
- end;
-
-Don't expect things to run smoothly if you don't make your scripts 'end'.
-
----------------------------------------
-
-*end
-
-This instruction will stop the execution for this particular script.
-Note that this is to be considered a special instruction (not a regular
-command or function), and as such doesn't require parentheses.
-
- if (BaseLevel <= 10) {
- npctalk("Look at that you are still a n00b");
- end;
- }
- if (BaseLevel <= 20) {
- npctalk("Look at that you are getting better, but still a n00b");
- end;
- }
- if (BaseLevel <= 30) {
- npctalk("Look at that you are getting there, you are almost 2nd profession now right???");
- end;
- }
- if (BaseLevel <= 40) {
- npctalk("Look at that you are almost 2nd profession");
- end;
- }
-
-Without the use of 'end' it would travel through the ifs until the end
-of the script. If you were lvl 10 or less, you would see all the speech
-lines, the use of 'end' stops this, and ends the script.
-
----------------------------------------
-
-*set(<variable>, <expression>)
-
-This command will set a variable to the value that the expression results
-in. This isn't the only way to set a variable directly: you can set them
-much like any other programming language as stated before (refer to the
-'Assigning variables' section).
-
-This command is deprecated and it shouldn't be used in new scripts, except
-some special cases (mostly, set(getvariableofnpc(), <value>)). Use direct value
-assignment instead.
-
----------------------------------------
-
-*setd("<variable name>", <value>)
-
-Works almost identically as set(), except the variable name is
-identified as a string and can thus be constructed dynamically.
-
-This command is equivalent to:
- set(getd("variable name"), <value>);
-
-Examples:
-
- setd(".@var$", "Poporing");
- mes(.@var$); // Displays "Poporing".
-
- setd(".@" + .@var$ + "123$", "Poporing is cool");
- mes(.@Poporing123$); // Displays "Poporing is cool".
-
----------------------------------------
-
-*getd("<variable name>")
-
-Returns a reference to a variable, the name can be constructed dynamically.
-Refer to setd() for usage.
-
-This can also be used to set an array dynamically:
- setarray(getd(".array[0]"), 1, 2, 3, 4, 5);
-
-Examples:
-
- mes("The value of $varReference is: " + getd("$varRefence"));
- set(.@i, getd("$" + "pikachu"));
-
----------------------------------------
-
-*getvariableofnpc(<variable>, "<npc name>")
-
-Returns a reference to a NPC variable (. prefix) from the target NPC.
-This can only be used to get . variables.
-
-Examples:
-
-//This will return the value of .var, note that this can't be used, since
-//the value isn't caught.
- getvariableofnpc(.var, "TargetNPC");
-
-//This will set the .@v variable to the value of the TargetNPC's .var
-//variable.
- .@v = getvariableofnpc(.var, "TargetNPC");
-
-//This will set the .var variable of TargetNPC to 1.
- set(getvariableofnpc(.var, "TargetNPC"), 1);
-
-Note: even though function objects can have .variables,
-getvariableofnpc() should not be used on them.
-
----------------------------------------
-
-*getvariableofpc(<variable>, <account id>{, <default value>})
-
-Returns a reference to a PC variable from the target player.
-If <default value> is passed, it will return this value if the player is
-not found.
-
-Examples:
-
-//This will return the value of @var, note that this can't be used, since
-//the value isn't caught.
- getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player"));
-
-//This will set the .@v variable to the value of the player's @var
-//variable.
- .@v = getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player"));
-
-//This will set the @var variable of the player to 1.
- set(getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")), 1);
-
----------------------------------------
-
-*goto(<label>)
-
-This command will make the script jump to a label, usually used in
-conjunction with other instructions, such as "if", but often used on its own.
-
- ...
- goto(Label);
- mes("This will not be seen");
-Label:
- mes("This will be seen");
-
-Gotos are considered to be harmful and should be avoided whenever possible.
-
----------------------------------------
-
-*menu("<option_text>", <target_label>{, "<option_text>", <target_label>, ...})
-
-This command will create a selectable menu for the invoking character.
-Only one menu can be on screen at the same time.
-
-Depending on what the player picks from the menu, the script execution
-will continue from the corresponding label. It's string-label pairs, not
-label-string.
-
-This command is deprecated and it should not be used in new scripts, as it
-is likely to be removed at a later time. Please consider using select() or
-prompt() instead.
-
-Options can be grouped together, separated by the character ':'.
-
- menu("A:B", L_Wrong, "C", L_Right);
-
-It also sets a special temporary character variable @menu, which contains
-the number of option the player picked. Numbering of options starts at 1.
-This number is consistent with empty options and grouped options.
-
- menu("A::B", L_Wrong, "", L_Impossible, "C", L_Right);
- L_Wrong:
- // If they click "A" or "B" they will end up here
- // @menu == 1 if "A"
- // @menu == 2 will never happen because the option is empty
- // @menu == 3 if "B"
- L_Impossible:
- // Empty options are not displayed and therefore can't be selected
- // this label will never be reached from the menu command
- L_Right:
- // If they click "C" they will end up here
- // @menu == 5
-
-If a label is '-', the script execution will continue right after the menu
-command if that option is selected, this can be used to save you time, and
-optimize big scripts.
-
- menu("A::B:", -, "C", L_Right);
- // If they click "A" or "B" they will end up here
- // @menu == 1 if "A"
- // @menu == 3 if "B"
- L_Right:
- // If they click "C" they will end up here
- // @menu == 5
-
-Both these examples will perform the exact same task.
-
-If you give an empty string as a menu item, the item will not display.
-This can effectively be used to script dynamic menus by using empty string
-for entries that should be unavailable at that time.
-
-You can do it by using arrays, but watch carefully - this trick isn't high
-wizardry, but minor magic at least. You can't expect to easily duplicate
-it until you understand how it works.
-
-Create a temporary array of strings to contain your menu items, and
-populate it with the strings that should go into the menu at this
-execution, making sure not to leave any gaps. Normally, you do it with a
-loop and an extra counter, like this:
-
- setarray(.@possiblemenuitems$[0], <list of potential menu items>);
- .@j = 0; // That's the menu lines counter.
-
- // We loop through the list of possible menu items.
- // .@i is our loop counter.
- for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
- // That 'condition' is whatever condition that determines whether
- // a menu item number .@i actually goes into the menu or not.
-
- if (<condition>) {
- // We record the option into the list of options actually
- // available.
- .@menulist$[.@j] = .@possiblemenuitems$[.@i];
-
- // We just copied the string, we do need it's number for later
- // though, so we record it as well.
- .@menureference[.@j] = .@i;
-
- // Since we've just added a menu item into the list, we
- // increment the menu lines counter.
- ++.@j;
- }
-
- // We go on to the next possible menu item.
- }
-
-This will create you an array .@menulist$ which contains the text of all
-items that should actually go into the menu based on your condition, and
-an array .@menureference, which contains their numbers in the list of
-possible menu items. Remember, arrays start with 0. There's less of them
-than the possible menu items you've defined, but the menu() command can
-handle the empty lines - only if they are last in the list, and if it's
-made this way, they are. Now comes a dirty trick:
-
- // X is whatever the most menu items you expect to handle.
- menu(.@menulist$[0], -, .@menulist$[1], -, ..., .@menulist$[<X>], -);
-
-This calls up a menu of all your items. Since you didn't copy some of the
-possible menu items into the list, it's end is empty and so no menu items
-will show up past the end. But this menu() call doesn't jump anywhere, it
-just continues execution right after the menu() command. (And it's a good
-thing it doesn't, cause you can only explicitly define labels to jump to,
-and how do you know which ones to define if you don't know beforehand
-which options will end up where in your menu?)
-But how do you figure out which option the user picked? Enter the @menu.
-
-@menu contains the number of option that the user selected from the list,
-starting with 1 for the first option. You know now which option the user
-picked and which number in your real list of possible menu items it
-translated to:
-
- mes("You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!");
-
-@menu is the number of option the user picked.
-@menu-1 is the array index for the list of actually used menu items that
-we made.
-.@menureference[@menu-1] is the number of the item in the array of possible
-menu items that we've saved just for this purpose.
-
-And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we
-used to display the menu line the user picked. (Yes, it's a handful, but
-it works.)
-
-You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto(Y)'
-statements to route your execution based on the line selected and still
-generate a different menu every time, which is handy when you want to, for
-example, make users select items in any specific order before proceeding,
-or make a randomly shuffled menu.
-
-Kafra code bundled with the standard distribution uses a similar
-array-based menu technique for teleport lists, but it's much simpler and
-doesn't use @menu, probably since that wasn't documented anywhere.
-
-See also 'select', which is probably better in this particular case.
-Instead of menu(), you could use select() like this:
-
- .@dummy = select(.@menulist$[0], .@menulist$[1], ..., .@menulist$[<X>]);
-
-For the purposes of the technique described above these two statements are
-perfectly equivalent.
-
----------------------------------------
-
-*select("<option>"{, "<option>", ...})
-*prompt("<option>"{, "<option>", ...})
-
-This function is a handy replacement for 'menu' that doesn't use a complex
-label structure. It will return the number of menu option picked,
-starting with 1. Like 'menu', it will also set the variable @menu to
-contain the option the user picked.
-
- if (select("Yes:No") == 1)
- mes("You said yes, I know.");
-
-And like 'menu', the selected option is consistent with grouped options
-and empty options.
-
-'prompt' works almost the same as select, except that when a character
-clicks the Cancel button, this function will return 255 instead.
-
----------------------------------------
-
-*input(<variable>{, <min>{, <max>}})
-
-This command will make an input box pop up on the client connected to the
-invoking character, to allow entering of a number or a string. This has
-many uses, one example would be a guessing game, also making use of the
-'rand' function:
-
- mes("[Woman]");
- mes("Try and guess the number I am thinking of.");
- mes("The number will be between 1 and 10.");
- next();
- .@number = rand(1, 10);
- input(.@guess);
- if (.@guess == .@number) {
- mes("[Woman]");
- mes("Well done that was the number I was thinking of");
- close();
- } else {
- mes("[Woman]");
- mes("Sorry, that wasn't the number I was thinking of.");
- close();
- }
-
-If you give the input() command a string variable to put the input in, it
-will allow the player to enter text. Otherwise, only numbers will be
-allowed.
-
- mes("[Woman]");
- mes("Please say HELLO");
- next();
- input(.@var$);
- if (.@var$ == "HELLO") {
- mes("[Woman]");
- mes("Well done you typed it correctly");
- close();
- } else {
- mes("[Woman]");
- mes("Sorry you got it wrong");
- close();
- }
-
-Normally you may not input a negative number with this command.
-This is done to prevent exploits in badly written scripts, which would let
-people, for example, put negative amounts of Zeny into a bank script and
-receive free Zeny as a result.
-
-The command has two optional arguments and a return value.
-The default value of 'min' and 'max' can be set with 'input_min_value' and
-'input_max_value' in conf/map/script.conf.
-For numeric inputs the value is capped to the range [min, max]. Returns 1
-if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
-For string inputs it returns 1 if the string was longer than 'max', -1 is
-shorter than 'min' and 0 otherwise.
-
----------------------------------------
-
-*callfunc("<function>"{, <argument>, ...<argument>})
-
-This command lets you call up a function NPC. A function NPC can be called
-from any script on any map server. Using the 'return' instruction it
-will come back to the place that called it.
-
- place,50,50,6%TAB%script%TAB%Woman%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC");
- mes("Well done you have won");
- close();
- }
- function%TAB%script%TAB%funcNPC%TAB%{
- .@win = rand(2);
- if (.@win == 0)
- return;
- mes("Sorry you lost");
- end;
- }
-
-You can pass arguments to your function - values telling it what exactly
-to do - which will be available there with getarg() (see 'getarg').
-Notice that returning is not mandatory, you can end execution right there.
-
-If you want to return a real value from inside your function NPC, you
-may do so:
-
- place,50,50,6%TAB%script%TAB%Man%TAB%115,{
- mes("[Man]");
- mes("Gimme a number!");
- next();
- input(.@number);
- if (callfunc("OddFunc", .@number))
- mes("It's Odd!");
- close();
- }
- function%TAB%script%TAB%OddFunc%TAB%{
- if (getarg(0)%2==0)
- return 0;// it's even
- return 1;// it's odd
- }
-
-Alternately, user-defined functions may be called directly without the use
-of the callfunc() script command.
-
- function<TAB>script<TAB>SayHello<TAB>{
- mes("Hello " + getarg(0));
- return 0;
- }
-
- place,50,50,6<TAB>script<TAB>Man<TAB>115,{
- mes("[Man]");
- SayHello(strcharinfo(PC_NAME));
- close();
- }
-
-Note:
-
- !! A user-defined function must be declared /before/ a script attempts to
- !! call it. That is to say, any functions should be placed above scripts
- !! or NPCs (or loaded in a separate file first) before attempting to call
- !! them directly.
-
----------------------------------------
-
-*callsub(<label>{, <argument>, ...<argument>})
-
-This command will go to a specified label within the current script (do
-NOT use quotes around it) coming in as if it were a 'callfunc' call, and
-pass it arguments given, if any, which can be recovered there with
-'getarg'. When done there, you should use the 'return' command to go back
-to the point from where this label was called. This is used when there is
-a specific thing the script will do over and over, this lets you use the
-same bit of code as many times as you like, to save space and time,
-without creating extra NPC objects which are needed with 'callfunc'. A
-label is not callable in this manner from another script.
-
-Example 1: callsub for checking (if checks pass, return to script)
- callsub(S_CheckFull, "guild_vs2", 50);
- switch (rand(4)) {
- case 0:
- warp("guild_vs2", 9, 50);
- end;
- case 1:
- warp("guild_vs2", 49, 90);
- end;
- case 2:
- warp("guild_vs2", 90, 50);
- end;
- case 3:
- warp("guild_vs2", 49, 9);
- end;
- }
- end;
-
-S_CheckFull:
- if (getmapusers(getarg(0)) >= getarg(1)) {
- mes("I'm sorry, this arena is full. Please try again later.");
- close();
- }
- return;
-
-Example 2: callsub used repeatedly, with different arguments
-// notice how the Zeny check/delete is reused, instead of copy-pasting for
-// every warp.
- switch (select("Abyss Lake", "Amatsu Dungeon", "Anthell", "Ayothaya Dungeon", "Beacon Island, Pharos")) {
- case 1:
- callsub(S_DunWarp, "hu_fild05", 192, 207);
- break;
- case 2:
- callsub(S_DunWarp, "ama_in02", 119, 181);
- break;
- case 3:
- callsub(S_DunWarp, "moc_fild20", 164, 145);
- break;
- case 4:
- callsub(S_DunWarp, "ayo_fild02", 279, 150);
- break;
- case 5:
- callsub(S_DunWarp, "cmd_fild07", 132, 125);
- break;
- // etc
- }
-
-// ...
-
-S_DunWarp:
-// getarg(0) = "mapname"
-// getarg(1) = x
-// getarg(2) = y
- if (Zeny >= 100) {
- Zeny -= 100;
- warp(getarg(0), getarg(1), getarg(2));
- } else {
- mes("Dungeon warp costs 100 Zeny.");
- }
- close();
-
----------------------------------------
-
-*getarg(<index>{, <default_value>})
-
-This function is used when you use the 'callsub' or 'callfunc' commands.
-In the call you can specify variables that will make that call different
-from another one. This function will return an argument the function or
-subroutine was called with, and is the normal way to get them.
-This is another thing that can let you use the same code more than once.
-
-Argument numbering starts with 0, i.e. the first argument you gave is
-number 0. If no such argument was given, a zero is returned.
-
- place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC", 2);
- mes("Well done you have won");
- // ...
- }
-
- place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC", 5);
- mes("Well done you have won");
- // ...
- }
-
- function%TAB%script%TAB%funcNPC%TAB%{
- .@win = rand(getarg(0));
- if (.@win == 0)
- return;
- mes("Sorry you lost");
- close();
- }
-
-"woman1" NPC object calls the funcNPC. The argument it gives in this call
-is stated as 2, so when the random number is generated by the 'rand'
-function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument
-number 0 when calling the function, so the random number could be 0, 1, 2,
-3 or 4, this makes "woman2" less likely to say the player won.
-
-You can pass multiple arguments in a function call:
-
- callfunc("funcNPC", 5, 4, 3);
-
-getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.
-
-Getarg also has an optional argument:
-If the target argument exists, it is returned.
-Otherwise, if <default_value> is present it is returned instead, if not
-the script terminates immediately.
-
-In previous example getarg(2, -1) would be 3 and getarg(3, -1) would be -1.
-
----------------------------------------
-
-*getargcount()
-
-This function is used when you use the 'callsub' or 'callfunc' commands.
-In the call you can specify arguments. This function will return the
-number of arguments provided.
-
-Example:
- callfunc("funcNPC", 5, 4, 3);
- // ...
- function%TAB%script%TAB%funcNPC%TAB%{
- .@count = getargcount(); // 3
- //...
- }
-
----------------------------------------
-
-*return {<value>}
-
-This instruction causes the script execution to leave previously called
-function with callfunc() or script with callsub() and return to the
-location, where the call originated from. Optionally a return value can
-be supplied.
-
-Using this command outside of functions or scripts referenced by callsub
-will result in error and termination of the script.
-
- callfunc("<your function>"); // when nothing is returned
- <variable> = callfunc("<your function>"); // when a value is being returned
-
----------------------------------------
-
-*function <function name>;
-*<function name>{(<argument>, ...<argument>)};
-*function <function name> {
-<code>
-}
-
-This works like callfunc(), and is used for cleaner and faster scripting.
-The function must be defined and used within a script, and works like a
-label with arguments.
-Note that the name may only contain alphanumeric characters and underscore.
-
-Usage:
-
- 1. Declare the function.
- function <function name>;
- 2. Call the function anywhere within the script.
- It can also return a value when used with parentheses.
- <function name>;
- 3. Define the function within the script.
- <function name> {<code>}
-
-Example:
-
-prontera,154,189,4 script Item Seller 767,{
- /* Function declaration */
- function SF_Selling;
-
- if (Zeny > 50) {
- mes("Welcome!");
- /* Function call */
- SF_Selling();
- } else {
- mes("You need 50z, sorry!");
- }
- close();
-
- /* Function definition */
- function SF_Selling {
- mes("Would you like to buy a phracon for 50z?");
- next();
- if (select("Yes", "No, thanks") == 1) {
- Zeny -= 50;
- getitem(Phracon, 1);
- mes("Thank you!");
- }
- return;
- }
-}
-
-Example with parameters and return value:
-
-prontera,150,150,0 script TestNPC 123,{
- /* Function declaration */
- function MyAdd;
-
- mes("Enter two numbers.");
- next();
- input(.@a);
- input(.@b);
- /* Function call */
- mes(.@a+" + "+.@b+" = "+MyAdd(.@a, .@b));
- close();
-
- /* Function definition */
- function MyAdd {
- return(getarg(0)+getarg(1));
- }
-}
-
-
----------------------------------------
-
-*is_function("<function name>")
-
-This command checks whether a function exists.
-It returns 1 if function is found, or 0 if it isn't.
-
-Example:
-
- function script try {
- dothat();
- }
-
- - script test FAKE_NPC,{
- .@try = is_function("try"); // 1
- .@not = is_function("notafunction"); // 0
- }
-
----------------------------------------
-
-*if (<condition>) <statement or block>
-
-This is the basic conditional command.
-
-The condition can be any expression. All expressions resulting in a
-non-zero value will be considered True, including negative values. All
-expressions resulting in a zero are false.
-
-If the expression results in True, the statement will be executed. If it
-isn't true, nothing happens and we move on to the next line of the script.
-
- if (true)
- mes("This will always print.");
- if (0)
- mes("And this will never print.");
- if (5)
- mes("This will also always print.");
- if (-1)
- mes("Funny as it is, this will also print just fine.");
-
-For more information on conditional operators see the operators section
-above.
-Anything that is returned by a function can be used in a condition check
-without bothering to store it in a specific variable:
-
- if (strcharinfo(PC_NAME) == "Daniel Jackson")
- mes("It is true, you are Daniel!");
-
-More examples of using the 'if' command in the real world:
-
-Example 1:
-
- .@var1 = 1;
- input(.@var2);
- if (.@var1 == .@var2)
- close();
- mes("Sorry that is wrong");
- close();
-
-Example 2:
-
- .@var1 = 1;
- input(.@var2);
- if (.@var1 != .@var2)
- mes("Sorry that is wrong");
- close();
-
-(Notice examples 1 and 2 have the same effect.)
-
-Example 3:
-
- ++@var1;
- mes("[Forgetfull Man]");
- if (@var == 1)
- mes("This is the first time you have talked to me");
- if (@var == 2)
- mes("This is the second time you have talked to me");
- if (@var == 3)
- mes("This is the third time you have talked to me");
- if (@var == 4)
- mes("This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you");
- if (@var == 4)
- @var = 0;
- close();
-
-Example 4:
-
- mes("[Quest Person]");
- // The (AegisName) constant Apple comes from item_db, it is the item number 512.
- if (countitem(Apple) >= 1) {
- mes("Oh an apple, I didn't want it, I just wanted to see one");
- close();
- }
- mes("Can you please bring me an apple?");
- close();
-
-Example 5: Using complex conditions.
-
- mes("[Multi Checker]");
- if ((queststarted == 1) && (countitem(Apple) >= 5)) {
- // Executed only if the quest has been started AND You have 5 apples
- mes("[Multi Checker]");
- mes("Well done you have started the quest of got me 5 apples");
- mes("Thank you");
- queststarted = 0;
- delitem(Apple, 5);
- close();
- }
- mes("Please get me 5 apples");
- queststarted = 1;
- close();
-
-If the condition doesn't meet, it'll do the action following the else.
-We can also group several actions depending on a condition, this way:
-
-if (<condition>) {
- dothis1();
- dothis2();
-} else {
- dothat1();
- dothat2();
- dothat3();
-}
-
-Example 6:
-
- mes("[Person Checker]");
- if ($name$ == "") {
- mes("Please tell me someone's name");
- next();
- input($name$);
- $name2$ = strcharinfo(PC_NAME);
- mes("[Person Checker]");
- mes("Thank you");
- close();
- }
- if ($name$ == strcharinfo(PC_NAME)) {
- mes("You are the person that " +$name2$+ " just mentioned");
- mes("nice to meet you");
- } else {
- mes("You are not the person that " +$name2$+ " mentioned");
- }
- $name$ = "";
- $name2$ = "";
- close();
-
-See strcharinfo() for explanation of what this function does.
-
-Remember that if you plan to do several actions upon the condition being
-false, and you forget to use the curly braces (the { } ), the second
-action will be executed regardless the output of the condition, unless of
-course, you stop the execution of the script if the condition is true
-(that is, in the first grouping using a return, and end or a close()).
-
-Also, you can have multiple conditions nested or chained, and don't worry
-about limits as to how many nested if you can have, there is no spoon ;).
-
-...
-if (<condition 1>) {
- dothis();
-} else if (<condition 2>) {
- dotheother();
- do_that();
- end;
-} else {
- do_this();
-}
-...
-
----------------------------------------
-
-*while (<condition>) <statement or block>
-
-This is probably the simplest and most frequently used loop structure. The
-'while' statement can be interpreted as "while <condition> is true,
-perform <statement>". It is a pretest loop, meaning the conditional
-expression is tested before any of the statements in the body of the loop
-are performed. If the condition evaluates to false, the statement(s) in
-the body of the loop is/are never executed. If the condition evaluates to
-true, the statement(s) are executed, then control transfers back to the
-conditional expression, which is reevaluated and the cycle continues.
-
-Multiple statements can be grouped with { }, curly braces, just like with
-the 'if' statement.
-
-Example 1:
- while (switch(select("Yes", "No") == 2))
- mes("You picked no.");
-
-Example 2: multiple statements
- while (switch(select("Yes", "No") == 2 )) {
- mes("Why did you pick no?");
- mes("You should pick yes instead!");
- }
-
-Example 3: counter-controlled loop
- .@i = 1;
- while (.@i <= 5) {
- mes("This line will print 5 times.");
- ++.@i;
- }
-
-Example 4: sentinel-controlled loop
- mes("Input 0 to stop");
- input(.@num);
- while (.@num != 0) {
- mes("You entered " + .@num);
- input(.@num);
- }
- close();
-
----------------------------------------
-
-*for (<variable initialization>; <condition>; <variable update>) <statement or block>
-
-Another pretest looping structure is the 'for' statement. It is considered
-a specialized form of the 'while' statement, and is usually associated
-with counter-controlled loops. Here are the steps of the 'for' statement:
-the initialize statement is executed first and only once. The condition
-test is performed. When the condition evaluates to false, the rest of the
-for statement is skipped. When the condition evaluates to true, the body
-of the loop is executed, then the update statement is executed (this
-usually involves incrementing a variable). Then the condition is
-reevaluated and the cycle continues.
-
-Example 1:
- for (.@i = 0; .@i < 5; ++.@i)
- mes("This line will print 5 times.");
-
-Example 2:
- mes("This will print the numbers 1 - 5.");
- for (.@i = 1; .@i <= 5; ++.@i)
- mes(.@i);
-
----------------------------------------
-
-*do { <statements>; } while (<condition>)
-
-The 'do...while' is the only post-test loop structure available in this
-script language. With a post-test, the statements are executed once before
-the condition is tested. When the condition is true, the statement(s) are
-repeated. When the condition is false, control is transferred to the
-statement following the 'do...while' loop expression.
-
-Example 1: sentinel-controlled loop
- mes("This menu will keep appearing until you pick Cancel");
- do {
- .@choice = select("One:Two:Three:Cancel");
- } while (.@choice != 4);
-
-Example 2: counter-controlled loop
- mes("This will countdown from 10 to 1.");
- .@i = 10;
- do {
- mes(.@i--);
- } while (.@i > 0);
-
----------------------------------------
-
-*freeloop(<toggle>)
-
-Toggling this to enabled (true) allows the script instance to bypass the
-infinite loop protection, allowing your script to loop as much as it may
-need. Disabling (false) may warn you if an infinite loop is detected if your
-script is looping too many times.
-
-Please note, once again, that this isn't a solution to all problems, and by
-disabling this protection your Hercules server may become laggy or
-unresponsive if the script it is used in is performing lenghty loop
-operations.
-
-Example:
- freeloop(true); // enable script to loop freely
-
- //Be aware with what you do here.
- for (.@i = 0; .@i < .@bigloop; ++.@i) {
- dothis();
- // will sleep the script for 1ms when detect an infinity loop to
- // let Hercules do what it need to do (socket, timer, process,
- // etc.)
- }
-
- freeloop(false); // disable
-
- for (.@i = 0; .@i < .@bigloop; ++.@i) {
- dothis();
- // throw an infinity loop error
- }
-
----------------------------------------
-
-*setarray(<array name>[<first value>], <value>{, <value>...<value>})
-
-This command will allow you to quickly fill up an array in one go. Check
-the Kafra scripts in the distribution to see this used a lot.
-
- setarray(.@array[0], 100, 200, 300, 400, 500, 600);
-
-The index of the first element of the array to alter can be omitted if
-zero. For example:
-
- setarray(.@array, 200, 200, 200);
- setarray(.@array[1], 300, 150);
-
-will produce:
-
- .@array[0] = 200
- .@array[1] = 300
- .@array[2] = 150
-
----------------------------------------
-
-*cleararray(<array name>[<first value to alter>], <value>, <number of values to set>)
-
-This command will change many array values at the same time to the same
-value.
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- // This will make all 6 values 0
- cleararray(.@array[0], 0, 6);
- // This will make array element 0 change to 245
- cleararray(.@array[0], 245, 1);
- // This is equivalent to the above
- cleararray(.@array, 245, 1);
- // This will make elements 1 and 2 change to 345
- cleararray(.@array[1], 345, 2);
-
-See 'setarray'.
-
----------------------------------------
-
-*copyarray(<destination array>[<first value>], <source array>[<first value>], <amount of data to copy>)
-
-This command lets you quickly shuffle a lot of data between arrays, which
-is in some cases invaluable.
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- // So we have made .@array[]
- copyarray(.@array2[0], .@array[2], 2);
-
- // Now, .@array2[0] will be equal to .@array[2] (300) and
- // .@array2[1] will be equal to .@array[3].
-
-So using the examples above:
- .@array[0] = 100
- .@array[1] = 200
- .@array[2] = 300
- .@array[3] = 400
- .@array[4] = 500
- .@array[5] = 600
-
-New Array:
- .@array2[0] = 300
- .@array2[1] = 400
- .@array2[2] = 0
- .@array2[3] = 0
-
-Notice that .@array[4] and .@array[5] won't be copied to the second array,
-and it will return a 0.
-
----------------------------------------
-
-*deletearray(<array name>[<first value>], <how much to delete>)
-
-This command will delete a specified number of array elements totally from
-an array, shifting all the elements beyond this towards the beginning.
-
- // This will delete array element 0, and move all the other array
- // elements up one place.
- deletearray(.@array[0], 1);
-
- // This would delete array elements numbered 1, 2 and 3, leave element 0
- // in its place, and move the other elements ups, so there are no gaps.
- deletearray(.@array[1], 3);
-
-If the amount of items to delete is not specified, all elements of the
-array starting from the specified one to the end, are deleted. If no
-starting element is specified either, the the entire array will be
-deleted.
-
- // This would delete all elements of the array starting from 2, leaving
- // element 0 and 1
- deletearray(.@array[2]);
-
- // This would delete all elements of the array
- deletearray(.@array);
-
----------------------------------------
-//=====================================
-1 - End of Basic-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-2 - Information-retrieving Related Commands
-//=====================================
----------------------------------------
-
-*strcharinfo(<type>{, <default value>{, <GID>}})
-
-This function will return either the name, party name or guild name for
-the invoking character. Whatever it returns is determined by type.
-(0) PC_NAME - Character's name.
-(1) PC_PARTY - The name of the party they're in if any.
-(2) PC_GUILD - The name of the guild they're in if any.
-(3) PC_MAP - The name of the map the character is in.
-(4) PC_CLAN - The name of the clan they're in if any.
-
-If <GID> is passed, it will return the value of the specified player instead
-the attached player. If the player is not found, it will return
-<default value>, if any, or else return an empty string.
-
-If a character is not a member of any party or guild, an empty string will
-be returned when requesting that information.
-
-Note: Numbers can also be used in <type>, but their usage is disncouraged as
-using only numbers reduces script readability
-
----------------------------------------
-
-*strnpcinfo(<type>{, <default value>{, <GID>}})
-
-This function will return the various parts of the name of the calling NPC.
-Whatever it returns is determined by type.
-
-(0) NPC_NAME - The NPC's display name (visible#hidden)
-(1) NPC_NAME_VISIBLE - The visible part of the NPC's display name
-(2) NPC_NAME_HIDDEN - The hidden part of the NPC's display name
-(3) NPC_NAME_UNIQUE - The NPC's unique name (::name)
-(4) NPC_MAP - The name of the map the NPC is in.
-
-If <GID> is passed, it will return the value of the specified NPC instead of
-the attached NPC. If the NPC is not found, it will return <default value>,
-if any, or else return an empty string.
-
----------------------------------------
-
-*charid2rid(<char id>)
-
-This function returns the RID of the character with the given character ID.
-
-If the character is offline or doesn't exist, 0 is returned.
-
----------------------------------------
-
-*getarraysize(<array name>)
-
-This function returns highest index of the array that is filled.
-Notice that zeros and empty strings at the end of this array are not
-counted towards this number.
-
-For example:
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- .@arraysize = getarraysize(.@array);
-
-This will make .@arraysize == 6. But if you try this:
-
- setarray(.@array, 100, 200, 300, 400, 500, 600, 0);
- .@arraysize = getarraysize(.@array);
-
-.@arraysize will still equal 6, even though you've set 7 values.
-
-If you do this:
-
- .@array[1000] = 1;
- .@arraysize = getarraysize(.@array);
-
-.@arraysize will be 1000, even though only one element has been set.
-
----------------------------------------
-
-*getarrayindex(<array name>)
-
-This command returns the index of the passed array. This is useful when
-used in combination with getarg()
-
-Example:
-
- getarrayindex(.@foo[42]) // 42
-
----------------------------------------
-
-*getelementofarray(<array name>, <index>)
-
-This command retrieves the value of the element of given array at given
-index. This is equivalent to using:
-
- <array name>[<index>]
-
-Also useful when passing arrays to functions or accessing another npc's
-arrays:
- getelementofarray(getarg(0), <index>)
- getelementofarray(getvariableofnpc(.var, "testNPC"), <index>)
-
----------------------------------------
-
-*readparam(<parameter number>{, "<player name>"})
-
-This function will return the basic stats of an invoking character,
-referred to by the parameter number. Instead of a number, you can use a
-parameter name if it is defined in 'db/constants.conf'.
-
-Example parameters:
-
-StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight,
-MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp,
-Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk
-
-All of these also behave as variables, but don't expect to be able to just
-'set' them - some will not work for various internal reasons.
-
-Example 1:
-
- // Returns how many status points you haven't spent yet.
- mes("Unused status points: "+readparam(9)); // [!]
-
-Using this particular information as a function call is not required.
-Typing this will return the same result:
-
- mes("Unused status points: "+StatusPoint);
-
-Example 2:
-
-You can also use this command to get stat values.
-
- if (readparam(bVit) > 77)
- mes("Only people with over 77 Vit are reading this!");
-
-Example 3:
-
- // Display your current weight
- mes("Your current weight is "+ (Weight/10) + "/" + (MaxWeight/10));
-
----------------------------------------
-
-*getcharid(<type>{, "<character name>"})
-
-This function will return a unique ID number of the invoking character,
-or, if a character name is specified, of that player.
-
-Type is the kind of associated ID number required:
-
-(0) CHAR_ID_CHAR - Character ID number.
-(1) CHAR_ID_PARTY - Party ID number.
-(2) CHAR_ID_GUILD - Guild ID number.
-(3) CHAR_ID_ACCOUNT - Account ID number.
-(4) CHAR_ID_BG - Battle ground ID
-(5) CHAR_ID_CLAN - Clan ID number.
-
-For most purposes other than printing it, a number is better to have than
-a name (people do horrifying things to their character names).
-
-If the character is not in a party or not in a guild, the function will
-return 0 if guild or party number is requested. If a name is specified and
-the character is not found, 0 is returned.
-
-If getcharid(CHAR_ID_CHAR) returns a zero, the script got called not by a character
-and doesn't have an attached RID. Note that this will cause the map server
-to print "player not attached!" error messages, so it is preferred to use
-playerattached() to check for the character attached to the script.
-
- if (getcharid(CHAR_ID_GUILD) == 0)
- mes("Only members of a guild are allowed here!");
-
----------------------------------------
-
-*getnpcid(<type>{, "<npc name>"})
-
-Retrieves IDs of the currently invoked NPC. If a unique npc name is given,
-IDs of that NPC are retrieved instead. Type specifies what ID to retrieve
-and can be one of the following:
-
- 0 - Unit ID (GID)
-
-If an invalid type is given or the NPC does not exist, 0 is returned.
-
----------------------------------------
-
-*getchildid()
-*getmotherid()
-*getfatherid()
-
-These functions return the character ID of the attached player's child,
-mother, mother, or father, respectively. It returns 0 if no ID is found.
-
- if (getmotherid() != 0)
- mes("Your mother's ID is: "+getmotherid());
-
----------------------------------------
-
-*ispartneron()
-
-This function returns true if the invoking character's marriage partner
-is currently online and false if they are not or if the character has no
-partner.
-
----------------------------------------
-
-*getpartnerid()
-
-This function returns the character ID of the invoking character's
-marriage partner, if any. If the invoking character is not married, it
-will return 0, which is a quick way to see if they are married:
-
- if (getpartnerid() == 0)
- mes("I'm not going to be your girlfriend!");
- else
- mes("You're married already!");
-
----------------------------------------
-
-*getpartyname(<party id>)
-
-This function will return the name of a party that has the specified ID
-number. If there is no such party ID, "null" will be returned.
-
-Lets say the ID of a party was saved as a global variable:
-
- // This would return the name of the party from the ID stored in a
- // variable
- mes("You're in the '"+getpartyname($@var)+"' party, I know!");
-
----------------------------------------
-
-*getpartymember(<party id>{, <type>})
-
-This command will find all members of a specified party and returns their
-names (or character id or account id depending on the value of "type")
-into an array of temporary global variables. There's actually quite a few
-commands like this which will fill a special variable with data upon
-execution and not do anything else.
-
-Upon executing this,
-
-$@partymembername$[] is a global temporary string array which contains all
- the names of these party members.
- (only set when type is 0 or not specified)
-
-$@partymembercid[] is a global temporary number array which contains the
- character id of these party members.
- (only set when type is 1)
-
-$@partymemberaid[] is a global temporary number array which contains the
- account id of these party members.
- (only set when type is 2)
-
-$@partymembercount is the number of party members that were found.
-
-The party members will (apparently) be found regardless of whether they
-are online or offline. Note that the names come in no particular order.
-
-Be sure to use $@partymembercount to go through this array, and not
-'getarraysize', because it is not cleared between runs of 'getpartymember'.
-If someone with 7 party members invokes this script, the array would have
-7 elements. But if another person calls up the NPC, and he has a party of
-5, the server will not clear the array for you, overwriting the values
-instead. So in addition to returning the 5 member names, the 6th and 7th
-elements from the last call remain, and you will get 5+2 members, of which
-the last 2 don't belong to the new guy's party. $@partymembercount will
-always contain the correct number, (5) unlike 'getarraysize()' which will
-return 7 in this case.
-
-Example 1: list party member names
-
- // get the party member names
- getpartymember(getcharid(CHAR_ID_PARTY), 0);
-
- // It's a good idea to copy the global temporary $@partymember*****
- // variables to your own scope variables because if you have pauses in
- // this script (sleep, sleep2, next, close2, input, menu, select, or
- // prompt), another player could click this NPC, trigger
- // 'getpartymember', and overwrite the $@partymember***** variables.
- .@count = $@partymembercount;
- copyarray(.@name$[0], $@partymembername$[0], $@partymembercount);
-
- // list the party member names
- for (.@i = 0; .@i < .@count; ++.@i) {
- mes((.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000");
- }
- close();
-
-
-Example 2: check party count (with a next() pause), before warping to event
-
- .register_num = 5; // How many party members are required?
-
- // get the charID and accountID of character's party members
- getpartymember(getcharid(CHAR_ID_PARTY), 1);
- getpartymember(getcharid(CHAR_ID_PARTY), 2);
-
- if ($@partymembercount != .register_num) {
- mes("Please form a party of "+ .register_num +" to continue");
- close();
- }
-
- // loop through both and use 'isloggedin' to count online party members
- for (.@i = 0; .@i < $@partymembercount; ++.@i)
- if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
- .@count_online++;
- // We search accountID & charID because a single party can have
- // multiple characters from the same account. Without searching
- // through the charID, if a player has 2 characters from the same
- // account inside the party but only 1 char online, it would count
- // their online char twice.
-
- if (.@count_online != .register_num) {
- mes("All your party members must be online to continue");
- close();
- }
-
- // copy the array to prevent players cheating the system
- copyarray(.@partymembercid, $@partymembercid, .register_num);
-
- mes("Are you ready?");
- next(); // careful here
- select("Yes");
-
- // When a script hits a next, menu, sleep or input that pauses the
- // script, players can invite or /leave and make changes in their
- // party. To prevent this, we call getpartymember again and compare
- // with the original values.
-
- getpartymember(getcharid(CHAR_ID_PARTY), 1);
- if ($@partymembercount != .register_num) {
- mes("You've made changes to your party !");
- close();
- }
- for (.@i = 0; .@i < $@partymembercount; ++.@i) {
- if (.@partymembercid[.@i] != $@partymembercid[.@i]) {
- mes("You've made changes to your party !");
- close();
- }
- }
-
- // Finally, it's safe to start the event!
- warpparty("event_map", 0, 0, getcharid(CHAR_ID_PARTY), true);
-
----------------------------------------
-
-*getpartyleader(<party id>{, <type>})
-
-This function returns some information about the given party-id's leader.
-When type is omitted, the default information retrieved is the leader's
-name. Possible types are:
-
- 1: Leader account id
- 2: Leader character id
- 3: Leader's class
- 4: Leader's current map name
- 5: Leader's current level as stored on the party structure (may not be
- current level if leader leveled up recently).
-
-If retrieval fails (leader not found or party does not exist), this
-function returns "null" instead of the character name, and -1 for the
-other types.
-
----------------------------------------
-
-*getlook(<type>)
-
-This function will return the number for the current character look value
-specified by type. See 'setlook' for valid look types.
-
-This can be used to make a certain script behave differently for
-characters dressed in black. :)
-
----------------------------------------
-
-*getsavepoint(<information type>)
-
-This function will return information about the invoking character's save
-point. You can use it to let a character swap between several recorded
-save points. Available information types are:
-
- 0 - Map name (a string)
- 1 - X coordinate
- 2 - Y coordinate
-
----------------------------------------
-
-*getcharip({"<character name>"|<account id>|<char id>})
-
-This function will return the IP address of the invoking character, or, if
-a player is specified, of that character. A blank string is returned if no
-player is attached.
-
-Examples:
-
-// Outputs IP address of attached player.
- mes("Your IP: " + getcharip());
-
-// Outputs IP address of character "Silver".
- mes("Silver's IP: " + getcharip("Silver"));
-
----------------------------------------
-
-*sit({"<character name>"})
-*stand({"<character name>"})
-
-This function will force a character to sit/stand if it is standing/sitting.
-If no player is specified, the attached player will be used.
-
----------------------------------------
-
-*issit({"<character name>"})
-
-This function will return a number depending on the character's sitting state.
-If the character is sitting, it will return true, otherwise (standing) it will return false.
-In case no player is specified, the function will return the state of the attached player.
-
----------------------------------------
-//=====================================
-2.1 - Item-Related Commands
-//=====================================
----------------------------------------
-
-*getequipid(<equipment slot>)
-
-This function returns the item ID of the item equipped in the equipment
-slot specified on the invoking character. If nothing is equipped there, it
-returns -1. Valid equipment slots are:
-
-EQI_HEAD_TOP (1) - Upper head gear
-EQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)
-EQI_HAND_L (3) - What is in your Left hand.
-EQI_HAND_R (4) - What is in your Right hand.
-EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)
-EQI_SHOES (6) - What foot gear the player has on.
-EQI_ACC_L (7) - Accessory 1.
-EQI_ACC_R (8) - Accessory 2.
-EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)
-EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
-EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
-EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
-EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
-EQI_COSTUME_GARMENT (14) - Costume Garment
-EQI_SHADOW_ARMOR (15) - Shadow Armor
-EQI_SHADOW_WEAPON (16) - Shadow Weapon
-EQI_SHADOW_SHIELD (17) - Shadow Shield
-EQI_SHADOW_SHOES (18) - Shadow Shoes
-EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
-EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
-
-Notice that a few items occupy several equipment slots, and if the
-character is wearing such an item, 'getequipid' will return it's ID number
-for either slot.
-
-Can be used to check if you have something equipped, or if you haven't got
-something equipped:
-
- if (getequipid(EQI_HEAD_TOP) == Tiara) {
- mes("What a lovely Tiara you have on");
- close();
- }
- mes("Come back when you have a Tiara on");
- close();
-
-You can also use it to make sure people don't pass a point before removing
-an item totally from them. Let's say you don't want people to wear Legion
-Plate armor, but also don't want them to equip if after the check, you
-would do this:
-
- if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
- mes("You are wearing some Legion Plate Armor, please drop that in your stash before continuing");
- close();
- }
- if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) {
- mes("You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing");
- close();
- }
- mes("I will lets you pass");
- close2();
- warp("place", 50, 50);
- end;
-
----------------------------------------
-
-*getequipname(<equipment slot>)
-
-Returns the jname of the item equipped in the specified equipment slot on
-the invoking character, or an empty string if nothing is equipped in that
-position.
-Does the same thing as getitemname(getequipid()). Useful for an NPC to
-state what your are wearing, or maybe saving as a string variable.
-See getequipid() for a full list of valid equipment slots.
-
- if (getequipid(EQI_HEAD_TOP) != 0)
- mes("So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head");
- else
- mes("You are not wearing a head gear");
-
----------------------------------------
-
-*getitemname(<item id>)
-
-Given the database ID number of an item, this function will return the
-text stored in the 'japanese name' field (which, in Hercules, stores an
-English name the players would normally see on screen).
-Return "null" if no such item exist.
-
----------------------------------------
-
-*getbrokenid(<number>)
-
-This function will search the invoking character's inventory for any
-broken items, and will return their item ID numbers. Since the character
-may have several broken items, 1 given as an argument will return the
-first one found, 2 will return the second one, etc. Will return 0 if no
-such item is found.
-
- // Let's see if they have anything broken:
- if (getbrokenid(1) == 0)
- mes("You don't have anything broken, quit bothering me.");
- else // They do, so let's print the name of the first broken item:
- mes("Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!");
-
----------------------------------------
-
-*getbrokencount()
-
-This function will return the total amount of broken equipment on the
-invoking character.
-
----------------------------------------
-
-*getequipisequiped(<equipment slot>)
-
-This functions will return 1 if there is an equipment placed on the
-specified equipment slot and 0 otherwise. For a list of equipment slots
-see 'getequipid'. Function originally used by the refining NPCs:
-
- if (getequipisequiped(EQI_HEAD_TOP)) {
- mes("[Refiner]");
- mes("That's a fine hat you are wearing there...");
- close();
- }
- mes("[Refiner]");
- mes("Do you want me to refine your dumb head?");
- close();
-
----------------------------------------
-
-*getequipisenableref(<equipment slot>)
-
-Will return true if the item equipped on the invoking character in the
-specified equipment slot is refinable, and false if it isn't. For a list
-of equipment slots see getequipid().
-
- if (getequipisenableref(EQI_HEAD_TOP)) {
- mes("[Refiner]");
- mes("Ok I can refine this");
- close();
- }
- mes("[Refiner]");
- mes("I can't refine this hat!...");
- close();
-
----------------------------------------
-
-*getequiprefinerycnt(<equipment slot>)
-
-Returns the current number of pluses for the item in the specified
-equipment slot. For a list of equipment slots see 'getequipid'.
-
-Can be used to check if you have reached a maximum refine value, default
-for this is +10:
-
- if (getequiprefinerycnt(EQI_HEAD_TOP) < 10)
- mes("I will now upgrade your "+getequipname(EQI_HEAD_TOP));
- else
- mes("Sorry, it's not possible to refine hats better than +10");
-
----------------------------------------
-
-*getequipweaponlv(<equipment slot>)
-
-This function returns the weapon level for the weapon equipped in the
-specified equipment slot on the invoking character. For a list of
-equipment slots see 'getequipid'.
-
-Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons
-have a weapon level. You can, however, probably, use this field for other
-equippable custom items as a flag or something.
-
-If no item is equipped in this slot, or if it doesn't have a weapon level
-according to the database, 0 will be returned.
-
-Examples:
-
-// Right hand can only contain a weapon.
- switch (getequipweaponlv(EQI_HAND_R)) {
- case 1:
- mes("You are holding a lvl 1 weapon.");
- break;
- case 2:
- mes("You are holding a lvl 2 weapon.");
- break;
- case 3:
- mes("You are holding a lvl 3 weapon.");
- break;
- case 4:
- mes("You are holding a lvl 4 weapon.");
- break;
- case 5:
- mes("You are holding a lvl 5 weapon, hm, must be a custom design...");
- break;
- default:
- mes("Seems you don't have a weapon on.");
- break;
- }
-
-// Left hand can hold either a weapon or shield.
- if (getequipid(EQI_HAND_R) == 0) {
- mes("Seems you have nothing equipped here.");
- close();
- }
- switch (getequipweaponlv(EQI_HAND_L)) {
- case 0:
- mes("You are holding a shield, so it doesn't have a level.");
- break;
- case 1:
- mes("You are holding a lvl 1 weapon.");
- break;
- case 2:
- mes("You are holding a lvl 2 weapon.");
- break;
- case 3:
- mes("You are holding a lvl 3 weapon.");
- break;
- case 4:
- mes("You are holding a lvl 4 weapon.");
- break;
- case 5:
- mes("You are holding a lvl 5 weapon, hm, must be a custom design...");
- break;
- }
-
----------------------------------------
-
-*getequippercentrefinery(<equipment slot>{, <type>})
-
-This function calculates and returns the percent value chance to
-successfully refine the item found in the specified equipment slot of the
-invoking character by +1. Refine rates are defined in the db/<re/pre-re>/refine_db.conf
-files. For a list of equipment slots see getequipid().
-
-These values can be displayed for the player to see, or used to calculate
-the random change of a refine succeeding or failing and then going through
-with it (which is what the official NPC refinery scripts use it for).
-
-Refine Chance Type Constants -
-REFINE_CHANCE_TYPE_NORMAL: 0 (Normal Ores)
-REFINE_CHANCE_TYPE_ENRICHED: 1 (Enriched Ores)
-REFINE_CHANCE_TYPE_E_NORMAL: 2 (Event Normal Ores)
-REFINE_CHANCE_TYPE_E_ENRICHED: 3 (Event Enriched Ores)
-
-Refine rate information -
-Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941553&curpage=1
-Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941565&curpage=1
-Event Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941558&curpage=1
-Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941567&curpage=1
-
-// This will find a random number from 0 - 99 and if that is equal to or
-// more than the value recovered by this command it will show a message
- if (getequippercentrefinery(EQI_HAND_L, REFINE_CHANCE_TYPE_NORMAL) <= rand(100))
- mes("Aww");
-
----------------------------------------
-
-*getareadropitem("<map name>", <x1>, <y1>, <x2>, <y2>, <item>)
-
-This function will count all the items with the specified ID number lying
-on the ground on the specified map within the x1/y1-x2/y2 square on it and
-return that number.
-
-This is the only function around where a parameter may be either a string
-or a number! If it's a number, it means that only the items with that item
-ID number will be counted. If it is a string, it is assumed to mean the
-'english name' field from the item database. If you give it an empty
-string, or something that isn't found from the item database, it will
-count items number 512 (Apple).
-
----------------------------------------
-
-*getequipcardcnt(<equipment slot>)
-
-This function will return the number of cards that have been compounded
-onto a specific equipped item for the invoking character. See 'getequipid'
-for a list of possible equipment slots.
-
----------------------------------------
-
-*getinventorylist()
-
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its inventory, including all the data needed to
-recreate these items perfectly if they are destroyed. Here's what you get:
-
-@inventorylist_id[] - array of item ids.
-@inventorylist_amount[] - their corresponding item amounts.
-@inventorylist_equip[] - will return the slot the item is equipped on, if at all.
-@inventorylist_refine[] - for how much it is refined.
-@inventorylist_identify[] - whether it is identified.
-@inventorylist_attribute[] - whether it is broken.
-@inventorylist_card1[] - These four arrays contain card data for the
-@inventorylist_card2[] items. These data slots are also used to store
-@inventorylist_card3[] names inscribed on the items, so you can
-@inventorylist_card4[] explicitly check if the character owns an item
- made by a specific craftsman.
-@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
- expires.
-@inventorylist_bound - whether it is an account bounded item or not.
-@inventorylist_count - the number of items in these lists.
-
-This could be handy to save/restore a character's inventory, since no
-other command returns such a complete set of data, and could also be the
-only way to correctly handle an NPC trader for carded and named items who
-could resell them - since NPC objects cannot own items, so they have to
-store item data in variables and recreate the items.
-
-Notice that the variables this command generates are all temporary,
-attached to the character, and integer.
-
-Be sure to use @inventorylist_count to go through these arrays, and not
-getarraysize(), because the arrays are not automatically cleared between
-runs of getinventorylist().
-
----------------------------------------
-
-*getcartinventorylist()
-
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its cart_inventory, including all the data needed to
-recreate these items perfectly if they are destroyed. Here's what you get:
-
-@cartinventorylist_id[] - array of item ids.
-@cartinventorylist_amount[] - their corresponding item amounts.
-@cartinventorylist_refine[] - for how much it is refined.
-@cartinventorylist_identify[] - whether it is identified.
-@cartinventorylist_attribute[] - whether it is broken.
-@cartinventorylist_card1[] - These four arrays contain card data for the
-@cartinventorylist_card2[] items. These data slots are also used to store
-@cartinventorylist_card3[] names inscribed on the items, so you can
-@cartinventorylist_card4[] explicitly check if the character owns an item
- made by a specific craftsman.
-@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
- expires.
-@cartinventorylist_bound - whether it is an account bound item or not.
-@cartinventorylist_count - the number of items in these lists.
-
-This could be handy to save/restore a character's cart_inventory, since no
-other command returns such a complete set of data, and could also be the
-only way to correctly handle an NPC trader for carded and named items who
-could resell them - since NPC objects cannot own items, so they have to
-store item data in variables and recreate the items.
-
-Notice that the variables this command generates are all temporary,
-attached to the character, and integer.
-
-Be sure to use @cartinventorylist_count to go through these arrays, and not
-getarraysize(), because the arrays are not automatically cleared between
-runs of getcartinventorylist().
-
----------------------------------------
-
-*cardscnt()
-
-This function will return the number of cards inserted into the weapon
-currently equipped on the invoking character.
-While this function was meant for item scripts, it will work outside them:
-
- if (cardscnt() == 4)
- mes("So you've stuck four cards into that weapon, think you're cool now?");
-
----------------------------------------
-
-*getrefine()
-
-This function will return the refine count of the equipment from which
-the function is called. This function is intended for use in item scripts.
-
- if (getrefine() == 10)
- mes("Wow. That's a murder weapon.");
-
----------------------------------------
-
-*getitemslots(<item ID>)
-
-This function will look up the item with the specified ID number in the
-database and return the number of slots this kind of items has - 0 if they
-are not slotted. It will also be 0 for all non-equippable items,
-naturally, unless someone messed up the item database. It will return -1
-if there is no such item.
-
-Example:
-
-//.@slots now has the amount of slots of the item with ID 1205.
- .@slots = getitemslots(1205);
-
----------------------------------------
-
-*getiteminfo(<item ID>, <type>)
-*setiteminfo(<item ID>, <type>, <value>)
-
-This function will look up the item with the specified ID number in the
-database and return the info set by TYPE argument.
-It will return -1 if there is no such item.
-
-Valid types are:
-
- ITEMINFO_BUYPRICE - Buy Price
- ITEMINFO_SELLPRICE - Sell Price
- ITEMINFO_TYPE - Item Type
- ITEMINFO_MAXCHANCE - Max drop chance of this item e.g. 1 = 0.01% , etc..
- if = 0, then monsters don't drop it at all (rare or a quest item)
- if = 10000, then this item is sold in NPC shops only
- ITEMINFO_SEX - Sex
- ITEMINFO_LOC - Equip location
- ITEMINFO_WEIGHT - Weight (note: 1/10 of unit)
- ITEMINFO_ATK - Attack
- ITEMINFO_DEF - Defense
- ITEMINFO_RANGE - Range
- ITEMINFO_SLOTS - Slots
- ITEMINFO_SUBTYPE - Item subtype
- ITEMINFO_ELV - Equip min. level
- ITEMINFO_WLV - Weapon level
- ITEMINFO_VIEWID - View ID ("Sprite" field in the Item DB)
- ITEMINFO_MATK - MATK (only relevant if RENEWAL is set)
- ITEMINFO_VIEWSPRITE - View Sprite ("ViewSprite" field in the Item DB)
-
-Check sample in doc/sample/getiteminfo.txt
-
-The setiteminfo function will, instead, set the item's parameters. It returns
-the new value on success, or -1 on failure (item_id not found).
-
-Example:
-
- setiteminfo(Stone, ITEMINFO_WEIGHT, 9990); // Stone now weighs 999.0
-
----------------------------------------
-
-*getequipisenableopt(<equipment slot>)
-
-This function checks if the equipped item allows the use of bonus options.
-
-Returns 1 if allowed, 0 if not.
-
----------------------------------------
-
-*getequippedoptioninfo(<info_type>);
-
-This function is to be used with the scripts of contents listed in
-db/item_options.conf only.
-
-Returns the value of the current equipment being parsed.
-If the equip was not found or the type is invalid, -1 is returned.
-
----------------------------------------
-
-*getequipoption(<equip_index>,<slot>,<type>);
-
-Gets the option information of an equipment.
-
-<equipment_index> For a list of equipment indexes see getequipid().
-<option_slot> can range from 1 to MAX_ITEM_OPTIONS
-<type> can be IT_OPT_INDEX (the ID of the option bonus, @see "Id" or "Name" in db/item_options.conf)
- or IT_OPT_VALUE (the value of the bonus script of the equipment, @see "Script" in db_item_options.conf).
-
-returns the value of the slot if exists or -1 for invalid slot, type or slots.
-
----------------------------------------
-
-*setequipoption(<equip_index>,<slot>,<opt_index>,<value>);
-
-Set an equipment's option index or value for the specified option slot.
-
-<equipment_index> For a list of equipment indexes see getequipid().
-<option_slot> can range from 1 to MAX_ITEM_OPTIONS
-<type> can be IT_OPT_INDEX (the ID of the option bonus, @see "Id" or "Name" in db/item_options.conf)
- removes the equip option if type is 0.
-<value> The value of the type to be set.
-
-returns 0 if value couldn't be set, 1 on success.
-
----------------------------------------
-
-*getequipcardid(<equipment slot>, <card slot>)
-
-Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).
-
-This function returns CARD ID, 255, 254, -255 (for card 0, if the item is
-produced). It's useful for when you want to check whether an item contains
-cards or if it's signed.
-
----------------------------------------
-//=====================================
-2.1 - End of Item-Related Commands
-//=====================================
----------------------------------------
-
-*getmapxy("<variable for map name>", <variable for x>, <variable for y>, <type>{, "<search parameter>"})
-
-This function will locate a character object, NPC object or pet's
-coordinates and place their coordinates into the variables specified when
-calling it. It will return 0 if the search was successful, and -1 if the
-parameters given were not variables or the search was not successful.
-
-Type is the type of object to search for:
-
- UNITTYPE_PC - Character object
- UNITTYPE_NPC - NPC object
- UNITTYPE_PET - Pet object
- UNITTYPE_MOB - Monster object
- UNITTYPE_HOM - Homunculus object
- UNITTYPE_MER - Mercenary object
- UNITTYPE_ELEM - Elemental object
-
-To look for a monster object, monster GID is required. The function will
-always return -1 when search using string.
-
-The search parameter is optional. If it is not specified, the location of the
-invoking character will always be returned for UNITTYPE_PC, the location of the
-NPC running this function for UNITTYPE_NPC. If a search parameter is specified,
-for UNITTYPE_PC and UNITTYPE_NPC, the character or NPC with the specified name
-or GID will be located.
-
-If type is UNITTYPE_PET, UNITTYPE_HOM, UNITTYPE_MER or UNITTYPE_ELEM the search
-will locate the owner's pet/homun/mercenary/elementals if the search parameter
-is not provided. It will NOT locate these object by name, but can be done if GID
-is provided.
-
-What a mess. Example, a working and tested one now:
-
- prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{
- mes("My name is Meh. I'm here so that Nyah can find me.");
- close();
- }
-
- prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{
- mes("My name is Nyah.");
- mes("I will now search for Meh all across the world!");
- if (getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_NPC, "Meh") != 0) {
- mes("I can't seem to find Meh anywhere!");
- close();
- }
- mes("And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !");
- close();
- }
-
-Notice that NPC objects disabled with disablenpc() will still be located.
-
----------------------------------------
-
-*getmapinfo(<info>{, "<map name>"})
-*getmapinfo(<info>{, <map id>})
-
-This command returns various information about a specific map. If the second
-argument is omitted, it will try to use the map of the attached NPC, or the
-map of the attached player if the NPC can't be found.
-
-Valid <info> are:
- MAPINFO_NAME name of the map
- MAPINFO_ID numeric ID of the map
- MAPINFO_ZONE name of the zone used by the map
- MAPINFO_SIZE_X width of the map (cells on the x axis)
- MAPINFO_SIZE_Y height of the map (cells on the y axis)
-
-Examples:
- getmapinfo(MAPINFO_ID, "map name"); // ID from name
- getmapinfo(MAPINFO_NAME, 3); // name from ID
- getmapinfo(MAPINFO_ZONE); // zone, ie Normal, PvP, Jail, ...
-
----------------------------------------
-
-*getunits(<type>, <variable>, <limit>, "<map>"{, <x1>, <y1>, <x2>, <y2>})
-
-This function searches a whole map or area for units and adds their GID to
-the provided <variable> array. It filters units by <type> and stops searching
-after <limit> units have been found. Set <limit> to false (0) if you wish to
-disable the limit altogether.
-
-Type is the type of unit to search for:
-
- BL_PC - Character object
- BL_MOB - Monster object
- BL_PET - Pet object
- BL_HOM - Homunculus object
- BL_MER - Mercenary object
- BL_ITEM - Item object (item drops)
- BL_SKILL - Skill object (skill fx & sfx)
- BL_NPC - NPC object
- BL_CHAT - Chat object
- BL_ELEM - Elemental object
- BL_CHAR - Shorthand for (BL_PC|BL_MOB|BL_HOM|BL_MER|BL_ELEM)
- BL_ALL - Any kind of object
-
-** Do NOT use UNITTYPE_ constants here, they have different values.
-
-Example:
-
- .@count = getunits((BL_PC | BL_NPC), .@units, false, "prontera");
-
-The above example would search the map "prontera" for all PC and NPC units and
-add them to the .@units array, while setting .@count to the amount of units
-added to the array (useful in for() loops).
-
----------------------------------------
-
-*getgmlevel()
-
-This function will return the (GM) level of player group the account to
-which the invoking character belongs. If this is somehow executed from a
-console command, 99 will be returned, and 0 will be returned if the
-account has no GM level.
-
-This allows you to make NPC's only accessible for certain GM levels, or
-behave specially when talked to by GMs.
-
- if (getgmlevel() > 0)
- mes("What is your command, your godhood?");
- if (getgmlevel() < 99)
- end;
-
----------------------------------------
-
-*setgroupid(<new group id>{, "<character name>"|<account id>})
-
-This function will temporary adjust the id of player group the account to which the
-player specified if the new group id is available.
-Return true if successful, otherwise it will return false.
-
----------------------------------------
-
-*getgroupid({<account id>})
-
-This command returns the id of the group of the attached or specified player.
-If the player is not found, returns -1.
-
----------------------------------------
-
-*gettimetick(<type>)
-
-Valid types are :
- 0 - server's tick (milleseconds), unsigned int, loops every ~50 days
- 1 - time since the start of the current day in seconds
- 2 - UNIX epoch time (number of seconds elapsed since 1st of January 1970)
-
----------------------------------------
-
-*gettime(<type>)
-
-This function returns specified information about the current system time.
-
-Valid types:
- 1 - GETTIME_SECOND - Seconds (of a minute)
- 2 - GETTIME_MINUTE - Minutes (of an hour)
- 3 - GETTIME_HOUR - Hour (of a day)
- 4 - GETTIME_WEEKDAY - Week day (0 for Sunday, 6 is Saturday)
- - Additional: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY
- 5 - GETTIME_DAYOFMONTH - Day of the month.
- 6 - GETTIME_MONTH - Number of the month.
- - Additional: JANUARY, FEBRUARY, MARCH, APRIL, MAY, JUNE, JULY, AUGUST, SEPTEMBER, OCTOBER, NOVEMBER, DECEMBER
- 7 - GETTIME_YEAR - Year
- 8 - GETTIME_DAYOFYEAR - Day of the year.
-
-It will only return numbers based on types.
-Example :
- if (gettime(GETTIME_WEEKDAY) == SATURDAY) {
- mes("It's a Saturday. I don't work on Saturdays.");
- } else if (gettime(GETTIME_MONTH) == JANUARY) {
- mes("It's January. I don't work on January.");
- } else if (gettime(GETTIME_MONTH) == OCTOBER && gettime(GETTIME_DAYOFMONTH) == 31) {
- mes("It's Halloween.");
- }
-
----------------------------------------
-
-*getcalendartime(<hour>, <minute>{, <day of month>{, <day of week>}})
-
-This function returns the timestamp of the next ocurrence of given time.
-
-Day of Month specifies a day between 1 and 31 in the future, by default its value is -1 (don't use).
-Day of Week specifies a day in the week and its valid values are:
- 0 - SUNDAY
- 1 - MONDAY
- 2 - TUESDAY
- 3 - WEDNESDAY
- 4 - THURSDAY
- 5 - FRIDAY
- 6 - SATURDAY
-
-In order to use Day of Week, you must use Day of Month as -1.
-If for some reason the command fails, it'll return -1.
-
-Examples :
- getcalendartime(19, 00); // Next 7 pm
- getcalendartime(19, 00, 6); // Next day 6 of the month, at 7pm
- getcalendartime(19, 10, -1, 1); // Next Monday, at 7:10pm
-
----------------------------------------
-
-*gettimestr(<format string>, <max length>)
-
-This function will return a string containing time data as specified by
-the format string.
-
-This uses the C function 'strfmtime', which obeys special format
-characters. For a full description see, for example, the description of
-'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html
-All the format characters given in there should properly work.
-Max length is the maximum length of a time string to generate.
-
-The example given in Hercules sample scripts works like this:
-
- mes(gettimestr("%Y-%m/%d %H:%M:%S", 21));
-
-This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'.
-
----------------------------------------
-
-*getusers(<type>)
-
-This function will return a number of users on a map or the whole server.
-What it returns is specified by Type.
-
-Type can be one of the following values, which control what is returned:
-
- 0 - Count of all characters on the map of the invoking character.
- 1 - Count of all characters in the entire server.
- 8 - Count of all characters on the map of the NPC the script is
- running in.
-
----------------------------------------
-
-*getmapusers("<map name>")
-
-This function will return the number of users currently located on the
-specified map.
-
-Currently being used in the PVP scripts to check if a PVP room is full of
-not, if the number returned it equal to the maximum allowed it will not
-let you enter.
-
-Return -1 if the map name is invalid.
-
----------------------------------------
-
-*getareausers({"<map name>", }{<x1>, <y1>, <x2>, <y2>})
-*getareausers({"<map name>", }{<radius>})
-
-This function will return the count of connected characters which are
-located within the specified area. Area can be x1/y1-x2/y2 square,
-or radius from npc position. If map name missing, used attached player map.
-
-This is useful for maps that are split into many buildings, such as all
-the "*_in" maps, due to all the shops and houses.
-
-Examples:
- // return players in area npc area on current map.
- .@num = getareausers();
- // return players in square (1, 1) - (10, 10)
- .@num = "players: " + getareausers(1, 1, 10, 10);
-
----------------------------------------
-
-*getusersname();
-
-This command will give the invoking character a list of names of the
-connected characters (including themselves) into an NPC script message
-window (see 'mes') paging it by 10 names as if with the next() command.
-
-You need to put a 'close' after that yourself.
-
----------------------------------------
-//=====================================
-2.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*getguildname(<guild id>)
-
-This function returns a guild's name given an ID number. If there is no
-such guild, "null" will be returned;
-
- // Would print whatever guild 10007 name is.
- mes("The guild "+getguildname(10007)+" are all nice people.");
-
- // This will do the same as above:
- .@var = 10007;
- mes("We have some friends in "+getguildname(.@var)+", you know.");
-
-This is used all over the WoE controlling scripts. You could also use it
-for a guild-based event.
-
----------------------------------------
-
-*getguildmaster(<guild id>)
-
-This function return the name of the master of the guild which has the
-specified ID number. If there is no such guild, "null" will be returned.
-
-// Would return the guild master of guild 10007, whatever that might be.
- mes(getguildmaster(10007)+" runs "+getguildname(10007));
-
-Can be used to check if the character is the guild master of the specified
-guild.
-
-Maybe you want to make a room only guild masters can enter:
-
- .@GID = getcharid(CHAR_ID_GUILD);
- if (.@GID == 0) {
- mes("Sorry you are not in a guild");
- close();
- }
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes("Welcome guild master of "+getguildname(.@GID));
- close();
- }
- mes("Sorry you don't own the guild you are in");
- close();
-
----------------------------------------
-
-*getguildmasterid(<guild id>)
-
-This function will return the character ID number of the guild master of
-the guild specified by the ID. 0 if the character is not a guild master of
-any guild.
-
----------------------------------------
-
-*getcastlename("<map name>")
-
-This function returns the name of the castle when given the map name for
-that castle. The data is read from 'db/castle_db.txt'.
-
----------------------------------------
-
-*getcastledata("<map name>", <type of data>)
-*setcastledata("<map name>", <type of data>, <value>);
-
-This function returns the castle ownership information for the castle
-referred to by its map name. Castle information is stored in
-`guild_castle` SQL table.
-
-Types of data correspond to `guild_castle` table columns:
-
- 1 - `guild_id` - Guild ID.
- 2 - `economy` - Castle Economy score.
- 3 - `defense` - Castle Defense score.
- 4 - `triggerE` - Number of times the economy was invested in today.
- 5 - `triggerD` - Number of times the defense was invested in today.
- 6 - `nextTime` - unused
- 7 - `payTime` - unused
- 8 - `createTime` - unused
- 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise.
-10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian)
-11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian)
-12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian)
-13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian)
-14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian)
-15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian)
-16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian)
-17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
-
-All types of data have their meaning determined by War of Emperium
-scripts, with exception of:
- - `guild_id` that is always the ID of the guild that owns the castle,
- - `defense` that is used in Guardians & Emperium HP calculations,
- - `visibleG` that is always considered to hold guardian presence bits.
-
-The setcastledata() command will behave identically, but instead of
-returning values for the specified types of accessible data, it will alter
-them and cause them to be sent to the char-server for storage.
-
-Changing Guild ID or Castle Defense will trigger additional actions, like
-recalculating guardians' HP.
-
----------------------------------------
-
-*getgdskilllv(<guild id>, <skill id>)
-*getgdskilllv(<guild id>, "<skill name>")
-
-This function returns the level of the skill <skill id> of the guild
-<guild id>.
-If the guild does not have that skill, 0 is returned.
-If the guild does not exist, -1 is returned.
-Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
-GD_* are guild skills
-
----------------------------------------
-
-*requestguildinfo(<guild id>{, "<event label>"});
-
-This command requests the guild data from the char server and merrily
-continues with the execution. Whenever the guild information becomes
-available (which happens instantly if the guild information is already in
-memory, or later, if it isn't and the map server has to wait for the char
-server to reply) it will run the specified event as in a 'doevent' call.
-
----------------------------------------
-
-*getmapguildusers(<mapname>, <guild id>)
-
-Returns the amount of characters from the specified guild on the given map.
-
-Example:
-
- mes("You have "+getmapguildusers("prontera", getcharid(CHAR_ID_GUILD))+" guild members in Prontera.");
-
----------------------------------------
-
-*getguildmember(<guild id>{, <type>});
-
-This command will find all members of a specified guild and returns their names
-(or character id or account id depending on the value of "type") into an array
-of temporary global variables.
-
-Upon executing this,
-
-$@guildmembername$[] is a global temporary string array which contains all the
- names of these guild members.
- (only set when type is 0 or not specified)
-
-$@guildmembercid[] is a global temporary number array which contains the
- character id of these guild members.
- (only set when type is 1)
-
-$@guildmemberaid[] is a global temporary number array which contains the
- account id of these guild members.
- (only set when type is 2)
-
-$@guildmembercount is the number of guild members that were found.
-
-The guild members will be found regardless of whether they are online or offline.
-Note that the names come in no particular order.
-
-Be sure to use $@guildmembercount to go through this array, and not
-getarraysize(), because it is not cleared between runs of getguildmember().
-
-For usage examples, see getpartymember().
-
----------------------------------------
-//=====================================
-2.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*getskilllv(<skill id>)
-*getskilllv("<skill name>")
-
-This function returns the level of the specified skill that the invoking
-character has. If they don't have the skill, 0 will be returned. The full
-list of character skills is available in 'db/(pre-)re/skill_db.txt'.
-
-There are two main uses for this function, it can check whether the
-character has a skill or not, and it can tell you if the level is high
-enough.
-
-Example 1:
-
- if (getskilllv(TF_THROWSTONE)) {
- // TF_THROWSTONE is defined in skill_db.txt and its value is 152
- mes("You have got the skill Throw Stone");
- close();
- }
- mes("You don't have Throw Stone");
- close();
-
-Example 2:
-
- if (getskilllv(AL_HEAL) == 10) {
- mes("Your heal lvl has been maxed");
- close();
- }
- if (getskilllv(AL_HEAL) >= 5) {
- mes("Your heal lvl is 5 or more");
- close();
- }
- mes("You heal skill is below lvl 5");
- close();
-
----------------------------------------
-
-*getskilllist();
-
-This command sets a bunch of arrays with a complete list of skills the
-invoking character has. Here's what you get:
-
-@skilllist_id[] - skill ids.
-@skilllist_lv[] - skill levels.
-@skilllist_flag[] - see 'skill' for the meaning of skill flags.
-@skilllist_count - number of skills in the above arrays.
-
-While getskilllv() is probably more useful for most situations, this is the
-easiest way to store all the skills and make the character something else
-for a while. Advanced job for a day? :) This could also be useful to see
-how many skills a character has.
-
----------------------------------------
-
-*getpetinfo(<type>)
-
-This function will return pet information for the pet the invoking
-character currently has active. Valid types are:
-
- 0 - Unique pet ID number as stored by the char server and distinguishing
- it from all other pets the characters actually have. This value is
- currently useless, at most you can use it to tell pets apart reliably.
- 1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of
- a pet it is.
- 2 - Pet name. Will return "null" if there's no pet.
- 3 - Pet friendly level (intimacy score). 1000 is full loyalty.
- 4 - Pet hungry level. 100 is completely full.
- 5 - Pet rename flag. 0 means this pet has not been named yet.
-
-If the invoking player doesn't own a pet, this command will return
-"null" for type 2, and return 0 for other types.
-
----------------------------------------
-
-*petstat(<flag>)
-
-Returns current pet status, all are integers except name.
-Returns 0 or "" if the player doesn't have pets.
-
-Flags usable:
-PET_CLASS
-PET_NAME
-PET_LEVEL
-PET_HUNGRY
-PET_INTIMATE
-
-Example:
- .@i = petstat(PET_CLASS);
-
----------------------------------------
-
-*getmonsterinfo(<mob ID>, <type>)
-
-This function will look up the monster with the specified ID number in the
-mob database and return the info set by TYPE argument.
-It will return -1 if there is no such monster (or the type value is
-invalid), or "null" if you requested the monster's name.
-
-Valid types are listed in constants.conf:
- MOB_NAME 0
- MOB_LV 1
- MOB_MAXHP 2
- MOB_BASEEXP 3
- MOB_JOBEXP 4
- MOB_ATK1 5
- MOB_ATK2 6
- MOB_DEF 7
- MOB_MDEF 8
- MOB_STR 9
- MOB_AGI 10
- MOB_VIT 11
- MOB_INT 12
- MOB_DEX 13
- MOB_LUK 14
- MOB_RANGE 15
- MOB_RANGE2 16
- MOB_RANGE3 17
- MOB_SIZE 18
- MOB_RACE 19
- MOB_ELEMENT 20
- MOB_MODE 21
- MOB_MVPEXP 22
-
-Check sample in doc/sample/getmonsterinfo.txt
-
----------------------------------------
-
-*addmonsterdrop(<mob id or name>, <item id>, <rate>)
-
-This command will temporarily add a drop to an existing monster. If the
-monster already drops the specified item, its drop rate will be updated to the
-given value.
-
-Both the monster and the item must be valid. Acceptable values for the drop
-rate are in the range [1:10000].
-
-Return value will be 1 in case of success (the item was added or its drop rate
-was updated), and 0 otherwise (there were no free item drop slots).
-
-Example:
- // Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate
- addmonsterdrop(PORING, Poring_Doll, 100);
-
----------------------------------------
-
-*delmonsterdrop(<mob id or name>, <item id>)
-
-This command will temporarily remove a drop from an existing monster.
-
-Both the monster and the item must be valid.
-
-Return value will be true in case of success (the item was removed), and
-false otherwise (the monster didn't have the specified item in its drop
-list).
-
-Example:
- // Remove Jellopy (909) from the Poring's (1002) drops
- delmonsterdrop(PORING, Jellopy);
-
----------------------------------------
-
-*getmobdrops(<mob id>)
-
-This command will find all drops of the specified mob and return the item
-IDs and drop percentages into arrays of temporary global variables.
-getmobdrops() returns true if successful and false if the mob ID doesn't
-exist.
-
-Upon executing this,
-
-$@MobDrop_item[] is a global temporary number array which contains the
- item IDs of the monster's drops.
-
-$@MobDrop_rate[] is a global temporary number array which contains the
- drop percentages of each item. (1 = .01%)
-
-$@MobDrop_count is the number of item drops found.
-
-Be sure to use $@MobDrop_count to go through the arrays, and not
-'getarraysize', because the temporary global arrays are not cleared
-between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
-the arrays would have 7 elements. But if another mob is looked up and it
-only has 5 item drops, the server will not clear the arrays for you,
-overwriting the values instead. So in addition to returning the 5 item
-drops, the 6th and 7th elements from the last call remain, and you will
-get 5+2 item drops, of which the last 2 don't belong to the new mob.
-$@MobDrop_count will always contain the correct number (5), unlike
-getarraysize() which would return 7 in this case.
-
-Example:
-
- // get a Mob ID from the user
- input(.@mob_id);
-
- if (getmobdrops(.@mob_id)) { // getmobdrops() returns true on success
- // immediately copy global temporary variables into scope
- // variables, since we don't know when getmobdrops() will get
- // called again for another mob, overwriting your global temporary
- // variables.
- .@count = $@MobDrop_count;
- copyarray(.@item[0], $@MobDrop_item[0], .@count);
- copyarray(.@rate[0], $@MobDrop_rate[0], .@count);
-
- mes(getmonsterinfo(.@mob_id, MOB_NAME) + " - " + .@count + " drops found:");
- for (.@i = 0; .@i < .@count; ++.@i) {
- mes(.@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%");
- }
- } else {
- mes("Unknown monster ID.");
- }
- close();
-
----------------------------------------
-
-*skillpointcount()
-
-Returns the total amount of skill points a character possesses
-(SkillPoint + skill points used in skills) This command can be used to
-check the currently attached characters total amount of skill points.
-This means the skill points used in skill are counted, and added to
-SkillPoints (number of skill points not used).
-
-Example:
-
-//This will set the temp character variable @skill_points to the amount of
-//skill points, and then tell the player the value.
- @skill_points = skillpointcount();
- mes("You have "+@skill_points+" skill points in total!");
-
-//Self-explanatory... :P
- if (skillpointcount() > 20)
- mes("Wow, you have more then 20 Skill Points in total!");
-
-This command does not count skills which are set as flag 3 (permamently
-granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
----------------------------------------
-
-*getscrate(<effect type>, <base rate>{, <GID>})
-
-This function will return the chance of a status effect affecting the
-invoking character, in percent, modified by the their current defense
-against said status. The 'base rate' is the base chance of the status
-effect being inflicted, in percent.
-
- if (rand(100) > getscrate(Eff_Blind, 50)) {
- // do something
- }
-
-You can see the full list of available effect types you can possibly
-inflict in 'db/constants.conf' under 'Eff_'.
-
----------------------------------------
-//=====================================
-3 - Checking-Related Commands
-//=====================================
----------------------------------------
-
-*playerattached()
-
-Returns the ID of the player currently attached to the script. It will
-return 0 if no one is attached, or if the attached player no longer exists
-on the map server. It is wise to check for the attached player in script
-functions that deal with timers as there's no guarantee the player will
-still be logged on when the timer triggers. Note that the ID of a player
-is actually their account ID.
-
----------------------------------------
-
-*isloggedin(<account id>{, <char id>})
-
-This function returns true if the specified account is logged in and
-false if they aren't. You can also pass the char_id to check for both
-account and char id.
-
----------------------------------------
-
-*checkweight(<item id>, <amount>{, <item id>, <amount>, <item id>, <amount>, ...})
-*checkweight("<item name>", <amount>{, "<item name>", <amount>, "<item name>", <amount>, ...})
-*checkweight2(<id_array>, <amount_array>)
-
-These functions will compute and return true if the total weight of the
-specified number of specific items does not exceed the invoking
-character's carrying capacity, and false otherwise. It is important to
-see if a player can carry the items you expect to give them, failing to
-do that may open your script up to abuse or create some very unfair
-errors.
-
-The second function will check an array of items and amounts, and also
-returns true on success and false on failure.
-
-The functions, in addition to checking to see if the player is capable of
-holding a set amount of items, also ensure the player has room in their
-inventory for the item(s) they will be receiving.
-
-Like getitem(), this function will also accept an 'english name' from
-the database as an argument.
-
-Example 1:
-
- if (checkweight(Apple, 10)) {
- getitem(Apple, 10);
- } else {
- mes("Sorry, you cannot hold this amount of apples!");
- }
-
-Example 2:
-
- setarray(.@item[0], 512, 513, 514);
- setarray(.@amount[0], 10, 5, 5);
- if (!checkweight(.@item, .@amount)) {
- mes("Sorry, you cannot hold this amount of fruit!");
- }
-
----------------------------------------
-
-*basicskillcheck()
-
-This function will return the state of the configuration option
-'basic_skill_check' in 'conf/map/battle.conf'. Returns true if the
-option is enabled and false if it isn't. If the 'basic_skill_check'
-option is enabled, which it is by default, characters must have a
-certain number of basic skill levels to sit, request a trade, use
-emotions, etc. Making your script behave differently depending on
-whether the characters must actually have the skill to do all these
-things might in some cases be required.
-
----------------------------------------
-
-*checkoption(<option number>{, <account id>})
-*checkoption1(<option number>{, <account id>})
-*checkoption2(<option number>{, <account id>})
-*setoption(<option number>{, <flag>{, <account id>}});
-
-The setoption() series of functions check for a so-called option that is
-set on the invoking character. 'Options' are used to store status
-conditions and a lot of other non-permanent character data of the yes-no
-kind. For most common cases, it is better to use checkcart(),
-checkfalcon(), checkmount() and other similar functions, but there are
-some options which you cannot get at this way. If <account id> is given,
-this player will be used instead of the invoking character.
-
-Option numbers valid for the first (option) version of this command are:
-
-0x000000 Option_Nothing - No options
-0x000001 Option_Sight - Sight in effect.
-0x000002 Option_Hide - Hide in effect.
-0x000004 Option_Cloak - Cloaking in effect.
-0x000008 - Cart number 1 present.
-0x000010 Option_Falcon - Falcon present.
-0x000020 Option_Riding - Peco Peco present.
-0x000040 Option_Invisible - GM Perfect Hide in effect.
-0x000080 - Cart number 2 present.
-0x000100 - Cart number 3 present.
-0x000200 - Cart number 4 present.
-0x000400 - Cart number 5 present.
-0x000800 Option_Orcish - Orc head present.
-0x001000 Option_Wedding - The character is wearing a wedding sprite.
-0x002000 - Ruwach is in effect.
-0x004000 Option_Chasewalk - Chasewalk in effect.
-0x008000 Option_Flying - Flying or Xmas suit.
-0x010000 - Sighttrasher.
-0x100000 Option_Wug - Warg present.
-0x200000 Option_Wugrider - The character is riding a warg.
-
-Option numbers valid for the second version (opt1) of this command are:
-
-1 - Petrified.
-2 - Frozen.
-3 - Stunned.
-4 - Sleeping.
-6 - Petrifying (the state where you can still walk)
-
-Option numbers valid for the third version (opt2) of this command are:
-
-0x01 - Poisoned.
-0x02 - Cursed.
-0x04 - Silenced.
-0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no
- visible effects are displayed)
-0x10 - Blinded.
-0x80 - Deadly poisoned.
-
-Option numbers (except for opt1) are bit-masks - you can add them up to
-check for several states, but the functions will return true if at least
-one of them is in effect.
-
-setoption() will set options on the invoking character. There are no
-second and third versions of this command, so you can only change the
-values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default
-when omitted), the option will be added to what the character currently
-has; if 0, the option is removed.
-
-This is definitely not a complete list of available option flag numbers.
-Ask a core developer (or read the source: src/map/status.h) for the full
-list.
-
----------------------------------------
-
-*setcart({<type>})
-*checkcart()
-
-If <type> is 0 this command will remove the cart from the character.
-Otherwise it gives the invoking character a cart. The cart given will be
-cart number <type> and will work regardless of whether the character is a
-merchant class or not.
-Note: the character needs to have the skill MC_PUSHCART to gain a cart.
-
-The accompanying function will return true if the invoking character has a
-cart (any kind of cart) and false if they don't.
-
- if (checkcart())
- mes("But you already have a cart!");
-
----------------------------------------
-
-*setfalcon({<flag>})
-*checkfalcon()
-
-If <flag> is 0 this command will remove the falcon from the character.
-Otherwise it gives the invoking character a falcon. The falcon will be
-there regardless of whether the character is a hunter or not. It will
-(probably) not have any useful effects for non-hunters though.
-Note: the character needs to have the skill HT_FALCON to gain a falcon.
-
-The accompanying function will return true if the invoking character has a
-falcon and false if they don't.
-
- if (checkfalcon())
- mes("But you already have a falcon!");
-
----------------------------------------
-
-*setmount({<flag>})
-*checkmount()
-
-If <flag> is MOUNT_NONE this command will remove the mount from the
-character.
-
-Otherwise it gives the invoking character the desired combat mount, where
-allowed by their class and skills.
-
-If no flag is specified, the mount is automatically chosen according to the
-character's class and skills.
-
-The following flag values are accepted:
-
- MOUNT_NONE:
- - Dismount
- MOUNT_PECO:
- - PecoPeco (Knight series class)
- - GrandPeco (Crusader series class)
- - Gryphon (Royal Guard)
- MOUNT_WUG:
- - Warg (Ranger)
- MOUNT_MADO:
- - Mado Gear (Mechanic)
- MOUNT_DRAGON:
- MOUNT_DRAGON_GREEN:
- MOUNT_DRAGON_BROWN:
- MOUNT_DRAGON_GRAY:
- MOUNT_DRAGON_BLUE:
- MOUNT_DRAGON_RED:
- - Dragon (Rune Knight)
- if MOUNT_DRAGON is specified, a the default (green) dragon will be used.
-
-Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
-class which can ride a mount.
-
-The accompanying function will return MOUNT_NONE if the invoking
-character is not on a mount, and a non-zero value (according to the
-above constants) if they are.
-Note: in case of dragons, the returned value will always be MOUNT_DRAGON,
-regardless of color.
-
- if (checkmount())
- mes("Leave your mount outside! No riding mounts on the floor here!");
-
- if (checkmount() == MOUNT_DRAGON)
- mes("Wow, your dragon is cool! Can I pet it?");
-
----------------------------------------
-
-*setcashmount()
-*hascashmount()
-
-The 'setcashmount' function toggles cash mount for the invoking character.
-It will return true if successful, false otherwise.
-
-Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
- wug, etc.)
-
-The accompanying function will return true if the invoking character has a
-cash mount and false if they don't.
-
----------------------------------------
-
-*checkwug()
-
-This function will return true if the invoking character has a warg and false if
-they don't.
-
----------------------------------------
-
-*checkvending({"<Player Name>"})
-*checkchatting({"<Player Name>"})
-
-Checks if the player is vending or in a chatroom.
-Name is optional, and defaults to the attached player if omitted.
-
-Return values for 'checkvending' are
- 0 = not vending
- 1 = normal vending
- 2 = vending using @autotrade
-
-checkchatting() returns true if they are in a chat room, false if they are not.
-
-Examples:
- //This will check if Aaron is vending, and if so, put a message in
- //front of the attached player saying Aaron is vending.
- if (checkvending("Aaron"))
- mes("Aaron is currently vending!");
-
- //This will check if the attached player in a chat room or not.
- if (checkchatting())
- mes("You are currently in a chat room!");
-
----------------------------------------
-
-*checkidle({"<Player Name>"})
-
-Returns the time, in seconds, that the specified player has been idle.
-Name is optional, and defaults to the attached player if omitted.
-
----------------------------------------
-
-*agitcheck()
-*agitcheck2()
-
-These function will let you check whether the server is currently in WoE
-mode (or WoE SE mode if the second function is called) and will return true
-if War of Emperium is on and false if it isn't.
-
----------------------------------------
-
-*isnight()
-
-This functions will return true or false depending on whether the server is in
-night mode or day mode:
-
- if (!isnight())
- mes("I only prowl in the night.");
-
----------------------------------------
-//=====================================
-3.1 - Checking Item-Related Commands
-//=====================================
----------------------------------------
-
-*isequipped(<item id>{, <item id>{, <item id>{, <item id>}}})
-
-This function will return true if the invoking character has all of the item
-IDs given equipped (if card IDs are passed, then it checks if the cards
-are inserted into slots in the equipment they are currently wearing).
-Theoretically there is no limit to the number of items that may be tested
-for at the same time.
-If even one of the items given is not equipped, false will be returned.
-
- // (Poring, Santa Poring, Poporing, Marin)
- if (isequipped(Poring_Card, Poring__Card, Poporing_Card, Marin_Card))
- mes("Wow! You're wearing a full complement of possible poring cards!");
- // (Poring)
- if (isequipped(Poring_Card))
- mes("A poring card is useful, don't you think?");
- // (Earring)
- if (isequipped(Earring_))
- mes("You got a pair of nice Earring.");
-
-The function was meant for item scripts to support the cards released by
-Gravity in February 2005, but it will work just fine in normal NPC scripts.
-
----------------------------------------
-
-*isequippedcnt(<item id>{, <item id>{, <item id>{, <item id>}}})
-
-This function is similar to isequipped(), but instead of true or false, it will
-return the number of equipped items/cards in the list given that were found on the
-invoking character.
-
- if (isequippedcnt(Poring_Card, Poring__Card, Poporing_Card, Marin_Card) == 4)
- mes("Finally got all four poring cards?");
- if (isequippedcnt(Helm_Of_Sun_, Earring_) == 2)
- mes("You equipped both Helm of Sun and Earring.");
-
----------------------------------------
-
-*checkequipedcard(<card id>)
-
-This function will return true if the card specified by it's item ID number
-is inserted into any equipment they have in their inventory, currently
-equipped or not.
-
----------------------------------------
-
-*getequipisidentify(<equipment slot>)
-
-This function will return true if an item in the specified equipment slot is
-identified and false if it isn't. Since you can't even equip unidentified
-equipment, there's a question of whether it can actually end up there, and
-it will normally return true all the time if there is an item in this
-equipment slot, which makes this script command kinda pointless.
-For a list of equipment slots see getequipid().
-
----------------------------------------
-//=====================================
-3.0 & 3.1 - End of Checking/Item-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-4 - Player-Related Commands
-//=====================================
----------------------------------------
-
-*attachrid(<account ID>)
-*detachrid()
-
-These commands allow the manipulation of the script's currently attached
-player. While attachrid() allows attaching of a different player by using
-its account id for the parameter rid, detachrid() makes the following
-commands run as if the script was never invoked by a player.
-
-In case, that the player cannot be attached, such as, when the player went
-offline in the mean time, attachrid() returns false, otherwise true.
-
----------------------------------------
-
-*rid2name(<rid>)
-
-Converts rid to name. Note: The player/monster/NPC must be online/enabled.
-Good for PCKillEvent where you can convert 'killedrid' to the name of the
-player.
-
-Note: rid2name() may not produce correct character names since RID means
- account id.
- It will return the current online character of the account only.
-
----------------------------------------
-
-*message(<account ID>, "<message>")
-*message("<character name>", "<message>")
-
-That command will send a message to the chat window of the character
-specified by account ID or name. The text will also appear above the head
-of that character. It will not be seen by anyone else.
-
----------------------------------------
-
-*dispbottom("<message>"{, <color>})
-
-This command will send the given message into the invoking character's
-chat window. The color format is in RGB (0xRRGGBB), and default to green
-if <color> field is left out.
-
----------------------------------------
-
-*showscript("<message>"{, <GID>})
-
-Makes the attached player or GID, display a message similiar to a chat,
-this will be seen by everyone near the invoking character but will not
-be displayed in the chat window.
-
----------------------------------------
-
-*warp("<map name>", <x>, <y>{, <flag>})
-
-This command will take the invoking character to the specified map, and if
-wanted, specified coordinates too, but these can be random.
-
- warp("place", 50, 55);
-
-This would take them to X 50 Y 55 on the map called "place". If your X and
-Y coordinates land on an unwalkable map square, it will send the warped
-character to a random place. Same will happen if they are both zero:
-
- warp("place", 0, 0);
-
-Notice that while warping people to coordinates 0,0 will normally get them
-into a random place, it's not certain to always be so. Darned if I know
-where this is actually coded, it might be that this happens because square
-0,0 is unwalkable on all official maps. Beware if you're using custom maps.
-
-There are also three special 'map names' you can use:
-
-"Random" will warp the player randomly on the current map.
-"Save" and "SavePoint" will warp the player back to their save point.
-
-If flag parameter is set to 0, after player warped will be not stopped
-currend running npc script. Running script after warp can be issue for
-Gravity client if warp to other maps.
-
----------------------------------------
-
-*areawarp("<from map name>", <x1>, <y1>, <x2>, <y2>, "<to map name>", <x3>, <y3>{, <x4>, <y4>})
-
-This command is similar to 'warp', however, it will not refer to the
-invoking character, but instead, all characters within a specified area,
-defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area
-will be affected, including the activating character, if they are outside
-the area.
-
- areawarp("place", 10, 10, 120, 120, "place2", 150, 150);
-
-Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a
-square shape, on the map called "place", will be affected, and warped to
-"place2" X 150 Y 150.
-
- areawarp("place", 10, 10, 120, 120, "place2", 0, 0);
-
-By using 0,0; as the destination coordinates it will take all the
-characters in the affected area to a random set of co-ordinates on the
-"place2" map.
-
- areawarp("place", 10, 10, 120, 120, "place2", 150, 150, 200, 200);
-
-By using the optional x4 and y4 parameters, the destination coordinates
-will be a random place within the defined x3/y3-x4/y4 square.
-
-Like warp(), areawarp() will also explicitly warp characters randomly into
-the current map if you give the 'to map name' as "Random".
-
-See also warp().
-
----------------------------------------
-
-*warpparty("<to_mapname>", <x>, <y>, <party_id>, "<from_mapname>", <include_leader>)
-
-Warps a party to specified map and coordinate given the party ID, which
-you can get with getcharid(CHAR_ID_PARTY). You can also request another party id given
-a member's name with getcharid(CHAR_ID_PARTY, <player_name>).
-
-You can use the following "map names" for special warping behavior:
-Random: All party members are randomly warped in their current map
- (as if they all used a fly wing).
-SavePointAll: All party members are warped to their respective save point.
-SavePoint: All party members are warped to the save point of the
- currently attached player (will fail if there's no player
- attached).
-Leader: All party members are warped to the leader's position. The
- leader must be online and in the current map-server for
- this to work.
-
-If you specify a from_mapname, warpparty() will only affect those on
-that map.
-
-You can exclude Party leader from warping, by keeping include_leader option as false.
-
-Example:
-
- mes("[Party Warper]");
- mes("Here you go!");
- close2();
- .@id = getcharid(CHAR_ID_PARTY);
- warpparty("prontera", 150, 100, .@id, true);
- close();
-
----------------------------------------
-
-*warpchar("<mapname>", <x>, <y>, <char_id>)
-
-Warps another player to specified map and coordinate given the char id,
-which you can get with getcharid(CHAR_ID_CHAR, <player_name>). Obviously this is
-useless if you want to warp the same player that is executing this script,
-unless it's some kind of "chosen" script.
-
-Example:
-
- warpchar("prontera", 150, 100, 150001);
-
----------------------------------------
-
-*warpguild("<mapname>", <x>, <y>, <guild_id>, {"<from_mapname>"})
-
-Warps a guild to specified map and coordinate given the guild id, which
-you can get with getcharid(CHAR_ID_GUILD). You can also request another guild id given
-the member's name with getcharid(CHAR_ID_GUILD, <player_name>).
-
-You can use the following "map names" for special warping behavior:
-Random: All guild members are randomly warped in their current map
- (as if they all used a fly wing)
-SavePointAll: All guild members are warped to their respective save point.
-SavePoint: All guild members are warped to the save point of the
- currently attached player (will fail if there's no player
- attached).
-
-If you specify a from_mapname, warpguild() will only affect those on that map.
-
-Example:
-
- warpguild("prontera", x, y, Guild_ID);
- warpguild("prontera", x, y, Guild_ID, "payon"); // warp member from Payon map only.
-
----------------------------------------
-
-*warppartner("<map name>", <x>, <y>)
-
-This function will find the invoking character's marriage partner, if any,
-and warp them to the map and coordinates given. Go kidnap that spouse. :)
-It will return true upon success and false if the partner is not online,
-the character is not married, or if there's no invoking character (no
-RID).
-0,0 will, as usual, normally translate to random coordinates.
-
----------------------------------------
-
-*savepoint("<map name>", <x>, <y>)
-
-This command saves where the invoking character will return to upon
-'return to save point', if dead or in some other cases. The two versions
-are equivalent. Map name, X coordinate and Y coordinate should be
-perfectly obvious. This ignores any and all map flags, and can make a
-character respawn where no teleportation is otherwise possible.
-
- savepoint("place", 350, 75);
-
----------------------------------------
-
-*heal(<hp>, <sp>)
-
-This command will heal a set amount of HP and/or SP on the invoking
-character.
-
- heal(30000, 0) // This will heal 30,000 HP
- heal(0, 30000) // This will heal 30,000 SP
- heal(300, 300) // This will heal 300 HP and 300 SP
-
-This command just alters the hit points and spell points of the invoking
-character and produces no other output whatsoever.
-
----------------------------------------
-
-*itemheal(<hp>, <sp>)
-
-This command heals given relative amounts of HP and/or SP on the invoking
-character. Unlike heal, this command is intended for use in item scripts.
-It applies potion-related bonuses, such as alchemist ranking, cards,
-status changes.
-It also applies a sp/vit-related bonus that is calculated by:
- heal = heal*[(100+STATUS*2)/100]
-So if a player has 99 vit and the script is 'itemheal 5, 0':
- heal(hp) = 5*[(100+99*2)/100]
- heal(hp) = 14.9
- heal(hp) = 14
- heal(sp) = 0
-
-When used inside an NPC script, potion-related bonuses are omitted.
-
-There is also a nice example on using this with the rand() function, to
-give you a random amount of healing.
-
- // If the player has 50 vit and no bonuses this will heal
- // anything from 200 to 300 HP and 5 SP
- itemheal(rand(100, 150), 5);
-
----------------------------------------
-
-*percentheal(<hp>, <sp>)
-
-This command will heal the invoking character. It heals the character, but
-not by a set value - it adds percent of their maximum HP/SP.
-
- percentheal(100, 0); // This will heal 100% HP
- percentheal(0, 100); // This will heal 100% SP
- percentheal(50, 50); // This will heal 50% HP and 50% SP
-
-So the amount that this will heal will depend on the total amount of HP or
-SP you have maximum. Like heal(), this will not call up any animations or
-effects.
-
----------------------------------------
-
-*recovery()
-*recovery(<account id>)
-*recovery("<map name>"{, <x1>, <y1>, <x2>, <y2>})
-
-In its first form, this command will revive and restore full HP and SP to all
-characters currently connected to the server. In its second form, it will only
-affect the target player. In its third form it will affect a whole map or area.
-
----------------------------------------
-
-*jobchange(<job number>{, <upper flag>})
-
-This command will change the job class of the invoking character.
-
- jobchange(Job_Swordman); // This would change your player into a Swordman
- jobchange(Job_Swordman_High); // This would change your player into a Swordman High
-
-This command does work with numbers, but you can also use job names. The
-full list of job names and the numbers they correspond to can be found in
-'db/constants.conf'.
-
-'upper flag' can alternatively be used to specify the type of job one
-changes to. For example, jobchange(Job_Swordman, 1); will change the
-character to a high swordsman. The upper values are:
--1 (or when omitted): preserves the current job type.
-0: Normal/standard classes
-1: High/Advanced classes
-2: Baby classes
-
-This command will also set a permanent character-based variable
-'jobchange_level' which will contain the job level at the time right
-before changing jobs, which can be checked for later in scripts.
-
----------------------------------------
-
-*jobname(<job number>)
-
-This command retrieves the name of the given job using the names defined
-in messages.conf.
-
- mes("[Kid]");
- mes("I never thought I'd met a "+jobname(Class)+" here of all places.");
- close();
-
----------------------------------------
-
-*eaclass({<job number>})
-
-This commands returns the "eA job-number" corresponding to the given
-class, and uses the invoking player's class if none is given. The eA
-job-number is also a class number system, but it's one that comes with
-constants which make it easy to convert among classes. The command will
-return -1 if you pass it a job number which doesn't have an eA job-number
-equivalent.
-
- .@eac = eaclass();
- if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
- mes("Your base job is Swordman.");
- if (.@eac&EAJL_UPPER)
- mes("You are a rebirth job.");
- if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
- mes("You must be a Swordman, Baby Swordman or High Swordman.");
-
-For more information on the eA Job System, see the docs/ea_job_system.txt
-file.
-
----------------------------------------
-*roclass(<job number> {, <gender>})
-
-Does the opposite of eaclass(). That is, given an eA job-number, it returns
-the corresponding RO class number. A gender is required because both Bard
-and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
-invoking player's gender if none is given (if no player is attached,
-male will be used by default). The command will return -1 if there is no
-valid class to represent the specified job (for example, if you try to get
-the baby version of a Taekwon class).
-
- .@eac = eaclass();
- //Check if class is already rebirth
- if (.@eac&EAJL_UPPER) {
- mes("You look strong.");
- close();
- }
- .@eac = roclass(.@eac|EAJL_UPPER);
- //Check if class has a rebirth version
- if (.@eac != -1) {
- mes("Bet you can't wait to become a "+jobname(.@eac)+"!");
- close();
- }
-
----------------------------------------
-
-*changebase(<job ID number>)
-
-This command will change the appearance of the invoking character to that
-of a specified job class. Nothing but appearance will change.
-
-Examples:
-
- /* This example is an item script in the item db */
- {
- Id: 2338
- AegisName: "Wedding_Dress"
- Name: "Wedding Dress"
- Type: 5
- Buy: 43000
- Weight: 500
- Job: 0xFFFFFFFE
- Loc: 16
- Script: <"
- bonus(bMdef, 15);
- changebase(Job_Wedding);
- ">
- },
-
-changebase(Job_Novice); // Changes player to Novice sprite.
-
-changebase(Class); // Changes player back to default sprite.
-
----------------------------------------
-
-*classchange(<view id>, <type> {, <char id>})
-
-This command is very ancient, it's origins are clouded in mystery.
-It will send a 'display id change' packet to player with given char ID
-or to everyone in the immediate area of the NPC object if char ID is 0 or
-not passed, which will make the NPC look like a different sprite, an NPC
-sprite ID, or a monster ID. This effect is not stored anywhere and will
-not persist.
-Note that you can't send a Job sprite ID
-
-type is not used and should always be 0.
-
----------------------------------------
-
-*changesex()
-
-This command will change the gender for the attached character's account.
-If it was male, it will become female, if it was female, it will become
-male. The change will be written to the character server, the player will
-receive the message: "Need disconnection to perform change-sex request..."
-and the player will be immediately kicked to the login screen. When they
-log back in, they will be the opposite sex.
-
-If there are any Dancer/Gypsy or Bard/Clown characters on the account,
-they will also have their skills reset upon 'changesex'.
-
----------------------------------------
-
-*changecharsex()
-
-This command is exactly same as changesex(), with an exception that,
-character sex will be changed instead of account sex.
-Requires client 2014-10-22 or greater.
-
----------------------------------------
-
-*getexp(<base xp>, <job xp>)
-
-This command will give the invoking character a specified number of base
-and job experience points. Should be used as a quest reward. Negative values
-won't work.
-Is subject to EXP bonuses and to the `quest_exp_rate` config option.
-
- getexp(10000, 5000);
-
-You can also assign directly to the parameters defined in
-'db/constants.conf':
-
- BaseExp += 10000;
- JobExp += 5000;
-
-You can also reduce the amount of experience points:
-
- BaseExp -= 10000;
-
-When setting the parameters directly no bonuses or config options are applied.
-
----------------------------------------
-
-*setlook(<look type>, <look value>)
-*changelook(<look type>, <look value>)
-
-'setlook' will alter the look data for the invoking character. It is used
-mainly for changing the palette used on hair and clothes: you specify
-which look type you want to change, then the palette you want to use. Make
-sure you specify a palette number that exists/is usable by the client you
-use. 'changelook' works the same, but is only client side (it doesn't save
-the look value).
-
- // This will change your hair(6), so that it uses palette 8, what ever
- // your palette 8 is, your hair will use that color.
-
- setlook(LOOK_HAIR_COLOR, 8);
-
- // This will change your clothes(7), so they are using palette 1,
- // whatever your palette 1 is, your clothes will then use that set of
- // colors.
-
- setlook(LOOK_CLOTHES_COLOR, 1);
-
-Here are the possible look types:
-
- 0 - LOOK_BASE Base sprite
- 1 - LOOK_HAIR Hairstyle
- 2 - LOOK_WEAPON Weapon
- 3 - LOOK_HEAD_BOTTOM Head bottom
- 4 - LOOK_HEAD_TOP Head top
- 5 - LOOK_HEAD_MID Head mid
- 6 - LOOK_HAIR_COLOR Hair color
- 7 - LOOK_CLOTHES_COLOR Clothes color
- 8 - LOOK_SHIELD Shield
- 9 - LOOK_SHOES Shoes
- 10 - LOOK_BODY Body(N/A)
- 11 - LOOK_FLOOR FLOOR(N/A)
- 12 - LOOK_ROBE Robe
- 13 - LOOK_BODY2 Body style
-
-Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
-nothing with this value. It still wants it from the server though, so it
-is kept, but normally doesn't do a thing.
-
-Only the look data for hairstyle, hair color and clothes color are saved
-to the char server's database and will persist. The rest freely change as
-the character puts on and removes equipment, changes maps, logs in and out
-and otherwise you should not expect to set them. In fact, messing with
-them is generally hazardous, do it at your own risk, it is not tested
-what will this actually do - it won't cause database corruption and
-probably won't cause a server crash, but it's easy to crash the client
-with just about anything unusual.
-
-However, it might be an easy way to quickly check for empty view IDs for
-sprites, which is essential for making custom headgear.
-
-Since a lot of people have different palettes for hair and clothes, it's
-impossible to tell you what all the color numbers are. If you want a
-serious example, there is a Stylist script inside the default Hercules
-installation that you can look at: 'npc/custom/stylist.txt'
-
----------------------------------------
-
-*pushpc(<direction>, <cells>)
-
-This command will push the currently attached player to given direction by
-given amount of square cells. Direction is the same as used when declaring
-NPCs, and can be specified by using one of the DIR_* constants
-(db/constants.conf).
-
-The knock-back is not restricted by items or map flags, only obstacles are
-taken into account. If there is not enough space to perform the push (e.g.
-due to a wall), the character is pushed only up to the obstacle.
-
- // pushes the character 5 cells in 3 o'clock direction from it's
- // current position.
- pushpc(DIR_EAST, 5);
-
----------------------------------------
-
-*montransform(<monster id>, <duration>{, <sc_type>{, <val1>{, <val2>{, <val3>{, <val4>}}}}})
-*montransform("<monster name>", <duration>{, <sc_type>{, <val1>{, <val2>{, <val3>{, <val4>}}}}})
-
-This command can transform your character into monster and you can still
-use all your skills like a normal character.
-Can only be removed when your killed or if you die or if duration is over.
-
-for sc_type, val1, val2, val3, val4, see sc_start(), sc_start2(), sc_start4() commands.
-
----------------------------------------
-//=====================================
-4.1 - Player Item-Related Commands
-//=====================================
----------------------------------------
-
-*getitem(<item id>, <amount>{, <account ID>})
-*getitem("<item name>", <amount>{, <account ID>})
-
-This command will give a specific amount of specified items to the target
-character. If the character is not online, nothing will happen.
-If <account ID> is not specified, items will be created in the invoking
-character inventory instead.
-
-In the first and most commonly used version of this command, items are
-referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.
-
- getitem(Apple, 10); // The person will receive 10 apples
- getitem(Old_Violet_Box, 1); // The person will receive 1 Old Violet Box
-
-Giving an item ID of -1 will give a specified number of random items from
-the list of those that fall out of Old Blue Box. Unlike in all other
-cases, these will be unidentified, if they turn out to be equipment. This
-is exactly what's written in the Old Blue Box's item script.
-
-Other negative IDs also correspond to other random item generating item
-tables:
-
-Giving an item ID of -2 will produce the effects of Old Violet Box.
-Giving an item ID of -3 will produce the effects of Old Card Album.
-Giving an item ID of -4 will produce the effects of Gift Box.
-Giving an item ID of -5 will produce the effects of Worn Out Scroll,
-which, in current Git, drops only Jellopies anyway.
-
-This transaction is logged if the log script generated transactions option
-is enabled.
-
-You may also create an item by it's name in the 'english name' field in
-the item database:
-
- getitem("Red_Potion", 10); // Not recommended, use Red_Potion instead of "Red_Potion"
-
-Which will do what you'd expect. If it can't find that name in the
-database, apples will be created anyway.
-
-This is used in pretty much all NPC scripts that have to do with items and
-quite a few item scripts. For more examples check just about any official
-script.
-
----------------------------------------
-
-*getitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-*getitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-
-This command will give an amount of specified items to the invoking
-character. If an optional account ID is specified, and the target
-character is currently online, items will be created in their inventory
-instead. If they are not online, nothing will happen. It works essentially
-the same as 'getitem' (it even works for negative ID numbers the same way)
-but is a lot more flexible.
-
-Those parameters that are different from getitem() are:
-
-identify - Whether you want the item to be identified (1) or not (0).
-refine - For how many pluses will it be refined. It will not let you
- refine an item higher than the max refine.
-attribute - Whether the item is broken (1) or not (0).
-card1,2,3,4 - If you want a card compound to it, place the card ID number
- into the specific card slot.
-
-Card1-card4 values are also used to store name information for named
-items, as well as the elemental property of weapons and armor. You can
-create a named item in this manner, however, if you just need a named
-piece of standard equipment, it is much easier to the 'getnameditem'
-function instead.
-
-You will need to keep these values if you want to destroy and then
-perfectly recreate a named item, for this see getinventorylist().
-
-If you still want to try creating a named item with this command because
-'getnameditem' won't do it for you cause it's too limited, you can do it
-like this. Careful, minor magic ahead.
-
- // First, let's get an ID of a character who's name will be on the
- // item. Only an existing character's name may be there.
- // Let's assume our character is 'Adam' and find his ID.
-
- .@charid = getcharid(CHAR_ID_CHAR, "Adam");
-
- // Now we split the character ID number into two portions with a
- // binary shift operation. If you don't understand what this does,
- // just copy it.
-
- .@card3 = .@charid & 65535;
- .@card4 = .@charid >> 16;
-
- // If you're inscribing non-equipment, .@card1 must be 254.
- // Arrows are also not equipment. :)
- .@card1 = 254;
-
- // For named equipment, card2 means the Star Crumbs and elemental
- // crystals used to make this equipment. For everything else, it's 0.
-
- .@card2 = 0;
-
- // Now, let's give the character who invoked the script some
- // Adam's Apples:
-
- getitem2(Apple, 1, 1, 0, 0, .@card1, .@card2, .@card3, .@card4);
-
-This wasn't tested with all possible items, so I can't give any promises,
-experiment first before relying on it.
-
-To create equipment, continue this example it like this:
-
- // We've already have card3 and card4 loaded with correct
- // values so we'll just set up card1 and card2 with data
- // for an Ice Stiletto.
-
- // If you're inscribing equipment, .@card1 must be 255.
- .@card1 = 255;
-
- // That's the number of star crumbs in a weapon.
- .@sc = 2;
-
- // That's the number of elemental property of the weapon.
- .@ele = 1;
-
- // And that's the wacky formula that makes them into
- // a single number.
- .@card2 = .@ele+((.@sc*5)<<8);
-
- // That will make us an Adam's +2 VVS Ice Stiletto:
-
- getitem2(Stiletto, 1, 1, 2, 0, .@card1, .@card2, .@card3, .@card4);
-
-Experiment with the number of star crumbs - I'm not certain just how much
-will work most and what it depends on. The valid element numbers are:
-
- 1 - Ice, 2 - Earth 3 - Fire 4 - Wind.
-
-You can, apparently, even create duplicates of the same pet egg with this
-command, creating a pet which is the same, but simultaneously exists in
-two eggs, and may hatch from either, although, I'm not sure what kind of a
-mess will this really cause.
-
----------------------------------------
-*getitembound(<item id>, <amount>, <bound type>{, <account ID>})
-*getitembound("<item name>", <amount>, <bound type>{, <account ID>})
-
-This command behaves identically to getitem(), but the items created will be
-bound to the target character as specified by the bound type. All items created
-in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
-some cases cannot be traded or stored.
-
-Valid bound types are:
- 1 - Account Bound
- 2 - Guild Bound
- 3 - Party Bound
- 4 - Character Bound
-
----------------------------------------
-
-*getitembound2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>)
-*getitembound2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>)
-
-This command behaves identically to getitem2(), but the items created will be
-bound to the target character as specified by the bound type. All items created
-in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
-some cases cannot be traded or stored.
-
-For a list of bound types see getitembound().
-
----------------------------------------
-
-*countbound({<bound type>})
-
-This function will return the number of bounded items in the character's
-inventory, and sets an array @bound_items[] containing all item IDs of the
-counted items. If a bound type is specified, only those items will be counted.
-
-For a list of bound types see 'getitembound'.
-
-Example:
- mes("You currently have "+countbound()+" bound items.");
- next();
- mes("The list of bounded items include:");
- for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i)
- mes(getitemname(@bound_items[.@i]));
- close();
-
----------------------------------------
-
-*checkbound(<item_id>{, <bound_type>{, <refine>{, <attribute>{, <card_1>{, <card_2>{, <card_3>{, <card_4>}}}}}}})
-
-This command allows you to check whether or not the attached player has the specified bound item in their inventory.
-If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item
-of any type, so long as the other parameters match. In all cases, this command will return the bound type of the
-item found, or 0 if the specified item was not found.
-
-Valid bound types are:
- 0 - All Bound types.
- 1 - Account Bound
- 2 - Guild Bound
- 3 - Party Bound
- 4 - Character Bound
-
-Optional Parameters:
- bound_type - checks to see if the item has the specified bound type.
- refine - checks to see if the item is refined to the given number.
- attribute - whether the item is broken (1) or not (0).
- card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well.
-
-Example:
- // This will check if you have a bound (any type) 1205 (Cutter).
- if (checkbound(Cutter)) {
- mes("You have a bound Cutter");
- } else {
- mes("You do not have a bound Cutter");
- }
- close();
-
- // This will also check if you have a bound (any type) 1205 (Cutter).
- if (checkbound(Cutter, 0)) {
- mes("You have a bound Cutter");
- } else {
- mes("You do not have a bound Cutter");
- }
- close();
-
- // This will check if the player doesn't have a bound 1205 (Cutter).
- if (!checkbound(Cutter)) {
- mes("You do not have a bound Cutter");
- } else {
- mes("You do have a bound Cutter");
- }
- close();
-
- // This will check if the item found, has a bound type of 2 (guild_bound)
- if (checkbound(Cutter) == 2) {
- mes("You have a guild_bound Cutter");
- } else {
- mes("You do not have a guild_bound Cutter.");
- }
- close();
-
- // This will check if you have a 'guild_bound' +7 1205 (Cutter).
- if (checkbound(Cutter, 2, 7)) {
- mes("You have a +7 guild_bound Cutter.");
- } else {
- mes("You don't have the required item.");
- }
- close();
----------------------------------------
-
-*getnameditem(<item id>, <character name|character ID>)
-*getnameditem("<item name>", <character name|character ID>)
-
-Create an item signed with the given character's name.
-
-The command returns true when the item is created successfully, or false
-if it fails. Failure occurs when:
-- There is no player attached.
-- Item name or ID is not valid.
-- The given character ID/name is offline.
-
-Example:
-
-//This will give the currently attached player a Aaron's Apple (if Aaron
-//is online).
- getnameditem(Apple, "Aaron");
-
-//Self-explanatory (I hope).
- if (getnameditem(Apple, "Aaron")) {
- mes("You now have a Aaron's Apple!");
- }
-
----------------------------------------
-
-*rentitem(<item id>, <time>)
-*rentitem("<item name>", <time>)
-
-Creates a rental item in the attached character's inventory. The item will
-expire in <time> seconds and be automatically deleted. When receiving a
-rental item, the character will receive a message in their chat window.
-The character will also receive warning messages in their chat window
-before the item disappears.
-
-This command can not be used to rent stackable items. Rental items cannot
-be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
-mask 75).
-Note: delitem() in an NPC script can still remove rental items.
-
----------------------------------------
-
-*makeitem(<item id>, <amount>, "<map name>", <X>, <Y>)
-*makeitem("<item name>", <amount>, "<map name>", <X>, <Y>)
-
-This command will create an item lying around on a specified map in the
-specified location.
-
- itemid - Found in 'db/(pre-)re/item_db.txt'
- amount - Amount you want produced
- map name - The map name
- X - The X coordinate
- Y - The Y coordinate.
-
-This item will still disappear just like any other dropped item. Like
-getitem(), it also accepts an 'english name' field from the database and
-creates apples if the name isn't found.
-If the map name is given as "this", the map the invoking character is on
-will be used.
-
----------------------------------------
-
-*makeitem2(<item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,{"<map name>",<X>,<Y>,<range>})
-*makeitem2("<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,{"<map name>",<X>,<Y>,<range>})
-
-This script command work like 'makeitem', but it has additional parameters
-to expand the usage of the scritp command.
-
-Parameter List:
- itemid - ID / Name of an item
- amount - Amount you want produced (Value: 1~MAX_AMOUNT)
- - if item type is Armor/Wepaon/PetEgg/PetArmor, amount will be limit to 1
- identify - Item to be identified (1) or not (0)
- refine - Refine count of item. (Value: 0 ~ MAX_REFINE)
- attribute - Item is broken (1) or not (0)
- card1,2,3,4 - Card IDs that compound on each slot
-
-Optional Parameter List:
- map name - Map name (Default to attached player map)
- X,Y - The coordinate of item will be dropped
- If value = 0, it's drop random across the map
- If value = -1, its drop around player
- range - Range of item drop around player. (Value: 1 ~ battle_config.area_size, Default: 3)
- Default value will be used if no player are attached to the script.
-
----------------------------------------
-
-*cleanarea("<map name>",<x1>,<y1>,<x2>,<y2>)
-*cleanmap("<map name>")
-
-These commands will clear all items lying on the ground on the specified
-map, either within the x1/y1-x2/y2 rectangle or across the entire map.
-
----------------------------------------
-
-*searchitem(<array name>, "<item name>")
-
-This command will fill the given array with the ID of items whose name
-matches the given one. It returns the number of items found. For
-performance reasons, the results array is limited to 10 items.
-
- mes("What item are you looking for?");
- input(.@name$);
- .@qty = searchitem(.@matches[0], .@name$);
- mes("I found "+.@qty+" items:");
- for (.@i = 0; .@i < .@qty; ++.@i)
- //Display name (eg: "Apple[0]")
- mes(getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]");
-
----------------------------------------
-
-*delitem(<item id>, <amount>{, <account ID>})
-*delitem("<item name>", <amount>{, <account ID>})
-
-This command will remove a specified amount of items from the invoking or
-target character. Like all the item commands, it uses the item ID found
-inside 'db/(pre-)re/item_db.txt'.
-
- delitem(Apple, 10); // The person will lose 10 apples
- delitem(Old_Violet_Box, 1); // The person will lose 1 Old Violet Box
-
-It is always a good idea to check if the player actually has the items
-before you delete them. If you try to delete more items that the player
-has, the player will lose the ones he/she has and the script will be
-terminated with an error.
-
-Like getitem() this command will also accept an 'english name' field from
-the database. If the name is not found, nothing will be deleted.
-
----------------------------------------
-
-*delitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-*delitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-
-This command will remove a specified amount of items from the invoking or
-target character.
-Check getitem2() to understand its expanded parameters.
-
----------------------------------------
-
-*countitem(<item id>)
-*countitem("<item name>")
-
-This function will return the number of items for the specified item ID
-that the invoking character has in the inventory.
-
- mes("[Item Checker]");
- mes("Hmmm, it seems you have "+countitem(Apple)+" apples");
- close;
-
-Like getitem(), this function will also accept an 'english name' from the
-database as an argument.
-
----------------------------------------
-
-*countitem2(<item id>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-*countitem2("<item name>", <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-
-Expanded version of countitem() function, used for created/carded/forged
-items.
-
-This function will return the number of items for the specified item ID
-and other parameters that the invoking character has in the inventory.
-Check getitem2() to understand the arguments of the function.
-
----------------------------------------
-
-*groupranditem(<item_id/constant>)
-
-Returns the item_id of a random item picked from the item container specified. There
-are different item containers and they are specified in 'db/(pre-)re/item_group.conf'.
-
-Example:
- getitem(groupranditem(Old_Blue_Box), 1);
-
----------------------------------------
-
-*getrandgroupitem(<item_id/constant>, <quantity>)
-
-Similar to the above example, this command allows players to obtain the specified
-quantity of a random item from the container. The different containers
-are specified in 'db/(pre-)re/item_group.conf'.
-
-Example:
- getrandgroupitem(Old_Blue_Box, 1);
-
----------------------------------------
-
-*packageitem({item_id})
-
-This command has only 1 param which is optional. If the package item_id is not provided, it
-will try to use the item id from the item it is being used from (if called from an item script).
-It runs a item package and grants the items accordingly to the attached player.
-
-Example:
-
-/* This example is an item script from the item db */
- {
- Id: 12477
- AegisName: "Gift_Bundle"
- Name: "Gift Bundle"
- Type: 2
- Buy: 0
- Script: <" packageitem(); ">
- },
-
----------------------------------------
-
-*enable_items()
-*disable_items()
-
-These commands enable/disable changing of equipments while an NPC is
-running. When disable_items() is run, equipments cannot be changed
-during scripts until enable_items() is called or the script has
-terminated. To avoid possible exploits, when disable_items() is invoked,
-it will only disable changing equips while running that script in
-particular. Note that if a different script also calls disable_items(),
-it will override the last call (so you may want to call this command at
-the start of your script without assuming the effect is still in
-effect).
-If 'item_enabled_npc' option is set to true in 'conf/map/battle/items.conf' all
-NPC are allowing changing of equipment by default except for those have been
-set with 'disable_items'.
-
----------------------------------------
-
-*itemskill(<skill id>, <skill level>, {flag})
-*itemskill("<skill name>", <skill level>, {flag})
-
-This command meant for item scripts to replicate single-use skills in
-usable items. It will not work properly if there is a visible dialog
-window or menu.
-If the skill is self or auto-targeting, it will be used immediately.
-Otherwise, a target cursor is shown.
-Flag is a optional param and, when present, the command will not check for
-skill requirements.
-
-// When Anodyne is used, it will cast Endure, Level 1, as if the actual skill
-// has been used from skill tree.
- itemskill(SM_ENDURE, 1);
-
----------------------------------------
-
-*itemeffect(<item id>)
-*itemeffect("<item name>")
-*consumeitem is an alias of itemeffect (added for compatibility)
-
-This command will run the item script of the specified item on the
-invoking character. The character does not need to posess the item, and
-the item will not be deleted. While this command is intended for usable
-items, it will run for any item type.
-
----------------------------------------
-
-*produce(<item level>)
-
-This command will open a crafting window on the client connected to the
-invoking character. The 'item level' is a number which determines what
-kind of a crafting window will pop-up.
-
-You can see the full list of such item levels in 'db/produce_db.txt' which
-determines what can actually be produced. The window will not be empty
-only if the invoking character can actually produce the items of that type
-and has the appropriate raw materials in their inventory.
-
-The success rate to produce the item is the same as the success rate of
-the skill associated with the item level. If there is no skill id, the
-success rate will be 50%.
-
-Valid item levels are:
-
- 1 - Level 1 Weapons
- 2 - Level 2 Weapons
- 3 - Level 3 Weapons
- 21 - Blacksmith's Stones and Metals
- 22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison
- 23 - Elemental Converters
-
----------------------------------------
-
-*cooking(<dish level>)
-
-This command will open a produce window on the client connected to the
-invoking character. The 'dish level' is the number which determines what
-kind of dish level you can produce. You can see the full list of dishes
-that can be produced in 'db/produce_db.txt'.
-
-The window will be shown empty if the invoking character does not have
-enough of the required incredients to cook a dish.
-
-Valid dish levels are:
-
-11 - Level 1 Dish
-12 - Level 2 Dish
-13 - Level 3 Dish
-14 - Level 4 Dish
-15 - Level 5 Dish
-16 - Level 6 Dish
-17 - Level 7 Dish
-18 - Level 8 Dish
-19 - Level 9 Dish
-20 - Level 10 Dish
-
-Although it's required to set a dish level, it doesn't matter if you set
-it to 1 and you want to cook a level 10 dish, as long as you got the
-required ingredients to cook the dish the command works.
-
----------------------------------------
-
-*makerune(<% success bonus>)
-
-This command will open a rune crafting window on the client connected to
-the invoking character. Since this command is officially used in rune
-ores, a bonus success rate must be specified (which adds to the base
-formula).
-
-You can see the full list of runes that can be produced in
-'db/produce_db.txt'. The window will not be empty only if the invoking
-character can actually produce a rune and has the appropriate raw
-materials in their inventory.
-
----------------------------------------
-
-*successremovecards(<equipment slot>)
-
-This command will remove all cards from the item found in the specified
-equipment slot of the invoking character, create new card items and give
-them to the character. If any cards were removed in this manner, it will
-also show a success effect.
-
----------------------------------------
-
-*failedremovecards(<equipment slot>, <type>)
-
-This command will remove all cards from the item found in the specified
-equipment slot of the invoking character. 'type' determines what happens
-to the item and the cards:
-
- 0 - will destroy both the item and the cards.
- 1 - will keep the item, but destroy the cards.
- 2 - will keep the cards, but destroy the item.
-
-Whatever the type is, it will also show a failure effect on screen.
-
----------------------------------------
-
-*repair(<broken item number>)
-
-This command repairs a broken piece of equipment, using the same list of
-broken items as available through 'getbrokenid'.
-
-The official scripts seem to use the repair command as a function instead:
-'repair(<number>)' but it returns nothing on the stack. Probably only
-Valaris, who made it, can answer why is it so.
-
----------------------------------------
-
-*repairall()
-
-This command repairs all broken equipment in the attached player's
-inventory. A repair effect will be shown if any items are repaired, else
-the command will end silently.
-
----------------------------------------
-
-*successrefitem(<equipment slot>{, <upgrade_count>})
-
-This command will refine an item in the specified equipment slot of the
-invoking character by +1 (unless <upgrade_count> is specified).
-For a list of equipment slots see 'getequipid'.
-This command will also display a 'refine success'
-effect on the character and put appropriate messages into their chat
-window. It will also give the character fame points if a weapon reached
-+10 this way, even though these will only take effect for blacksmith who
-will later forge a weapon.
-
----------------------------------------
-
-*failedrefitem(<equipment slot>)
-
-This command will fail to refine an item in the specified equipment slot
-of the invoking character. The item will be destroyed. This will also
-display a 'refine failure' effect on the character and put appropriate
-messages into their chat window.
-
----------------------------------------
-
-*downrefitem(<equipment slot>{, <downgrade_count>})
-
-This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided)
-in the specified equipment slot of the invoking character.
-So the item will not be destroyed unlike in the failedrefitem() script
-command. This will also display a 'refine failure' effect on the
-character and put appropriate messages into their chat window.
-
----------------------------------------
-
-*unequip(<equipment slot>)
-
-This command will unequip whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible
-equipment slots see 'getequipid'.
-
-If an item occupies several equipment slots, it will get unequipped from
-all of them.
-
----------------------------------------
-
-*clearitem()
-
-This command will destroy all items the invoking character has in their
-inventory (including equipped items). It will not affect anything else,
-like storage or cart.
-
----------------------------------------
-
-*equip(<item id>)
-*equip2(<item id>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-*autoequip(<item id>, <option>)
-
-These commands are to equip a equipment on the attached character.
-The equip function will equip the item ID given when the player has this
-item in his/her inventory, while the autoequip function will equip the
-given item ID when this is looted. The option parameter of the autoequip
-is 1 or 0, 1 to turn it on, and 0 to turn it off.
-
-Examples:
-
-//This will equip a 1104 (falchion) on the character if this is in the
-//inventory.
- equip(Falchion);
-
-//This will equip a +10 1104 (falchion) on the character if this is in the
-//inventory.
- equip2(Falchion, 10, 0, 0, 0, 0, 0);
-
-//The invoked character will now automatically equip a falchion when it's
-//looted.
- autoequip(Falchion, 1);
-
-//The invoked character will no longer automatically equip a falchion.
- autoequip(Falchion, 0);
-
----------------------------------------
-
-*buyingstore(<slots>)
-
-Invokes buying store preparation window like the skill 'Open Buying
-Store', without the item requirement. Amount of slots is limited by the
-server to a maximum of 5 slots by default.
-
-Example:
-
- // Gives the player opportunity to buy 4 different kinds of items.
- buyingstore(4);
-
----------------------------------------
-
-*searchstores(<uses>, <effect>);
-
-Invokes the store search window, which allows to search for both vending
-and buying stores. Parameter uses indicates, how many searches can be
-started, before the window has to be reopened. Effect value affects what
-happens when a result item is double-clicked and can be one of the
-following:
-
- 0 = Shows the store's position on the mini-map and highlights the shop
- sign with yellow color, when the store is on same map as the
- invoking player.
- 1 = Directly opens the shop, regardless of distance.
-
-Example:
-
- // Item Universal_Catalog_Gold (10 uses, effect: open shop)
- searchstores(10, 1);
-
----------------------------------------
-
-*mergeitem();
-
-mergeitem() opens the item merge window,
-The Item merge window shows all stackable item(same ItemID) with different
-serial, that can be merged into one stack.
-Check sample: npc/other/item_merge.txt
-
----------------------------------------
-
-*delequip(<equipment slot>)
-
-This command will destroy whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible equipment
-slots see getequipid().
-
-It is always a good idea to check if the player actually has the item you want
-before you use this command. If you try to delete in a position that the player
-has no gear, script will be terminated with an error.
-
----------------------------------------
-//=====================================
-4.1 - End of Player Item-Related Commands
-//=====================================
----------------------------------------
-
-*openstorage()
-
-This will open character's Kafra storage window on the client connected to
-the invoking character. It can be used from any kind of NPC or item
-script, not just limited to Kafra Staff.
-
-The storage window opens regardless of whether there are open NPC dialogs
-or not, but it is preferred to close the dialog before displaying the
-storage window, to avoid any disruption when both windows overlap.
-
- mes("I will now open your stash for you");
- close2();
- openstorage();
- end;
-
----------------------------------------
-
-*openmail()
-
-This will open a character's Mail window on the client connected to the
-invoking character.
-
- mes("Close this window to open your mail inbox.");
- close2();
- openmail();
- end;
-
----------------------------------------
-
-*openauction()
-
-This will open the Auction window on the client connected to the invoking
-character.
-
- mes("Close this window to open the Auction window.");
- close2();
- openauction();
- end;
-
----------------------------------------
-
-*dressroom({<mode>})
-
-This command controls the dressing room for the attached player. If no <mode>
-is passed, DRESSROOM_OPEN is used by default.
-
-Valid <mode> for dressroom() are:
- DRESSROOM_OPEN opens the dressing room window
- DRESSROOM_CLOSE closes the dressing room window
-
-Example:
- mes("Close this window to open the Dress Room window.");
- close2();
- dressroom(DRESSROOM_OPEN);
- end;
-
----------------------------------------
-//=====================================
-4.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*guildopenstorage()
-
-This function works the same as openstorage() but will open a guild
-storage window instead for the guild storage of the guild the invoking
-character belongs to. This is a function because it returns a value - 0 if
-the guild storage was opened successfully and 1 if it wasn't. (Notice,
-it's a ZERO upon success.)
-Since guild storage is only accessible to one character at one time, it
-may fail if another character is accessing the guild storage at the same
-time.
-
-This will also fail and return 2 if the attached character does not belong
-to any guild.
-
----------------------------------------
-
-*guildchangegm(<guild id>, <new master's name>)
-
-This function will change the Guild Master of a guild. The ID is the
-guild's id, and the new guild master's name must be passed.
-
-Returns true on success, false otherwise.
-
----------------------------------------
-
-*guildgetexp(<amount>)
-
-This will give the specified amount of guild experience points to the
-guild the invoking character belongs to. It will silently fail if they do
-not belong to any guild.
-
----------------------------------------
-
-*guildskill(<skill id>, <level>)
-*guildskill("<skill name>", <level>)
-
-This command will bump up the specified guild skill by the specified
-number of levels. This refers to the invoking character and will only work
-if the invoking character is a member of a guild AND it's guild master,
-otherwise no failure message will be given and no error will occur, but
-nothing will happen. The full list of guild skills is available in
-'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
-If a level higher than the maximum is given as parameter the skill will be
-leveled to the maximum and not above.
-
-// This would give your character's guild one level of Approval
-// (GD_APPROVAL ID 10000). Notice that if you try to add two levels of
-// Approval, or add Approval when the guild already has it, it will only
-// have one level of Approval afterwards.
- guildskill(GD_APPROVAL, 1);
-
-You might want to make a quest for getting a certain guild skill, make it
-hard enough that all the guild needs to help or something. Doing this for
-the Glory of the Guild skill, which allows your guild to use an emblem, is
-a good idea for a fun quest. (Wasting a level point on that is really
-annoying :D)
-
----------------------------------------
-//=====================================
-4.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*resetlvl(<action type>)
-
-This is a character reset command, meant mostly for rebirth script
-supporting Advanced jobs, which will reset the invoking character's stats
-and level depending on the action type given. Valid action types are:
-
- 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
- wipes the status effects (only the ones settable by 'setoption'),
- sets all stats to 1. If the new job is 'Novice High', give 100 status
- points, give First Aid and Play Dead skills.
- 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
- Skills and attribute values are not altered.
- 3 - Base level 1, base exp 0. Nothing else is changed.
- 4 - Job level 1, job exp 0. Nothing else is changed.
-
-In all cases everything the character has on will be unequipped.
-
----------------------------------------
-
-*resetstatus()
-
-This is a character reset command, which will reset the stats on the
-invoking character and give back all the stat points used to raise them
-previously. Nothing will happen to any other numbers about the character.
-
-Used in reset NPC's (duh!).
-
----------------------------------------
-
-*resetskill()
-
-This command takes off all the skill points on the invoking character, so
-they only have Basic Skill blanked out (lvl 0) left, and returns the
-points for them to spend again. Nothing else will change but the skills.
-Quest skills will also reset if 'quest_skill_reset' option is set to true in
-'conf/map/battle.conf'. If the 'quest_skill_learn' option is set in there, the
-points in the quest skills will also count towards the total.
-
-Used in reset NPC's (duh!).
-
----------------------------------------
-
-*sc_start(<effect type>, <ticks>, <value 1>{, <rate>, <flag>{, <GID>}})
-*sc_start2(<effect type>, <ticks>, <value 1>, <value 2>{, <rate>, <flag>{, <GID>}})
-*sc_start4(<effect type>, <ticks>, <value 1>, <value 2>, <value 3>, <value 4>{, <rate>, <flag>{, <GID>}})
-*sc_end(<effect type>{, <GID>})
-
-These commands will bestow a status effect on a character.
-
-The <effect type> determines which status is invoked. This can be either a number
-or constant, with the common statuses (mostly negative) found in
-'db/constants.conf' with the 'SC_' prefix. A full list is located in
-'src/map/status.h', though they are not currently documented.
-
-The duration of the status is given in <ticks>, or milleseconds.
-
-Certain status changes take an additional parameter <value 1>, which typically
-modifies player stats by the given number or percentage. This differs for each
-status, and is sometimes zero.
-
-Optional value <rate> is the chance that the status will be invoked (10000 = 1%).
-This is used primarily in item scripts. When used in an NPC script, a flag MUST
-be defined for the rate to work.
-
-Optional value <flag> is how the status change start will be handled (a bitmask).
- SCFLAG_NONE = 0x00: No special behavior.
- SCFLAG_NOAVOID = 0x01: Status change cannot be avoided.
- SCFLAG_FIXEDTICK = 0x02: Tick cannot be reduced by stats (default).
- SCFLAG_LOADED = 0x04: sc_data was loaded, no value will be altered.
- SCFLAG_FIXEDRATE = 0x08: Rate cannot be reduced.
- SCFLAG_NOICON = 0x10: Status icon (SI) won't be shown.
-
-If a <GID> is given, the status change will be invoked on the specified character
-instead of the one attached to the script. This can only be defined after setting
-a rate and flag.
-
-sc_start2() and sc_start4() allow extra parameters to be passed, and are used only
-for effects that require them. The meaning of the extra values vary depending on the
-effect type.
-
-sc_end() will remove a specified status effect. If SC_ALL (-1) is given, it will
-perform a complete removal of all statuses (although permanent ones will re-apply).
-
-Examples:
- // This will poison the invoking character for 10 minutes at 50% chance.
- sc_start(SC_POISON, 600000, 0, 5000);
-
- // This will bestow the effect of Level 10 Blessing.
- sc_start(SC_BLESSING, 240000, 10);
-
- // This will end the Freezing status for the invoking character.
- sc_end(SC_FREEZE);
-
-Note: to use SC_NOCHAT you should alter Manner
- Manner = -5; // Will mute a user for 5 minutes
- Manner = 0; // Will unmute a user
- Manner = 5; // Will unmute a user and prevent the next use of 'Manner'
-
----------------------------------------
-
-*getstatus(<effect type>{, <type>})
-
-Retrieve information about a specific status effect when called. Depending
-on <type> specified the function will return different information.
-
-Possible <type> values:
- - 0 or undefined: whether the status is active
- - 1: the val1 of the status
- - 2: the val2 of the status
- - 3: the val3 of the status
- - 4: the val4 of the status
- - 5: the amount of time in milliseconds that the status has remaining
-
-If <type> is not defined or is set to 0, then the script function will
-either return 1 if the status is active, or 0 if the status is not active.
-If the status is not active when any of the <type> fields are provided,
-this script function will always return 0.
-
----------------------------------------
-
-*skilleffect(<skill id>, <number>)
-*skilleffect("<skill name>", <number>)
-
-This command displays visual and aural effects of given skill on currently
-attached character. The number parameter is for skill whose visual effect
-involves displaying of a number (healing or damaging). Note that this
-command will not actually use the skill: it is intended for scripts which
-simulate skill usage by the NPC, such as buffs, by setting appropriate
-status and displaying the skill's effect.
-
- mes("Be blessed!");
- // Heal of 2000 HP
- heal(2000, 0);
- skilleffect(AL_HEAL, 2000);
- // Blessing Level 10
- sc_start(SC_BLESSING, 240000, 10);
- skilleffect(AL_BLESSING, 0);
- // Increase AGI Level 5
- sc_start(SC_INC_AGI, 140000, 5);
- skilleffect(AL_INCAGI, 0);
-
-This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
-Increase AGI Lv 5, and display appropriate effects.
-
----------------------------------------
-
-*npcskilleffect(<skill id>, <number>, <x>, <y>)
-*npcskilleffect("<skill name>", <number>, <x>, <y>)
-
-This command behaves identically to skilleffect(), however, the effect
-will not be centered on the invoking character's sprite, nor on the NPC
-sprite, if any, but will be centered at map coordinates given on the same
-map as the invoking character.
-
----------------------------------------
-
-*specialeffect(<effect number>{, <send_target>{, <unit id>{, <account id>}}})
-*specialeffect(<effect number>{, <send_target>{, "<NPC Name>"{, <account id>}}})
-
-This command will display special effect with the given number, centered
-on the specified NPCs coordinates, if any. For a full list of special
-effect numbers known see 'doc/effect_list.txt'. Some effect numbers are
-known not to work in some client releases. (Notably, rain is absent from
-any client executables released after April 2005.)
-
-<NPC name> parameter will display <effect number> on another NPC. If the
-NPC specified does not exist, the command will do nothing. When specifying
-an NPC, <send_target> must be specified when specifying an <NPC Name>,
-specifying AREA will retain the default behavior of the command.
-
-<unit id> behaves like <NPC Name> except it can display the effect on
-any kind of unit, not just NPC, by specifying its GID.
-
-When <send_target> is SELF you can specify which player to send the effect
-to by passing <account id>.
-
-Example usage:
-
- // To make a NPC do an effect and show it to everyone:
- specialeffect(EF_HIT1, AREA, "John Doe#1");
-
- // To make a player do an effect and show it to everyone:
- specialeffect(EF_HIT1, AREA, getcharid(CHAR_ID_ACCOUNT, "player"));
-
- // To make a NPC do an effect and show it only to the attached player:
- specialeffect(EF_HIT1, SELF, "John Doe#1");
-
- // To make a NPC do an effect and show it only to another player:
- specialeffect(EF_HIT1, SELF, "John Doe#1", getcharid(CHAR_ID_ACCOUNT, "player"));
-
----------------------------------------
-
-*specialeffect2(<effect number>{, <send_target>{, "<Player Name>"}})
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-This command behaves identically to the specialeffect(), but the effect
-will be centered on the invoking character's sprite.
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use specialeffect instead,
-ie: specialeffect(<effect number>, <send_target>, playerattached())
-
----------------------------------------
-
-*statusup(<stat>)
-
-This command will bump a specified stat of the invoking character up by
-one permanently using status points to do so, if there aren't enough to perform
-the change nothing will happen.
-Stats are to be given as number, but you can use these constants to replace them:
-
-bStr - Strength
-bVit - Vitality
-bInt - Intelligence
-bAgi - Agility
-bDex - Dexterity
-bLuk - Luck
-
----------------------------------------
-
-*statusup2(<stat>, <amount>)
-
-This command will bump a specified stat of the invoking character up by
-the specified amount permanently without using status points.
-Amount can be negative. See statusup().
-
-// This will decrease a character's Vit forever.
- statusup(bVit, -1);
-
----------------------------------------
-
-*bonus(<bonus type>, <val1>)
-*bonus2(<bonus type>, <val1>, <val2>)
-*bonus3(<bonus type>, <val1>, <val2>, <val3>)
-*bonus4(<bonus type>, <val1>, <val2>, <val3>, <val4>)
-*bonus5(<bonus type>, <val1>, <val2>, <val3>, <val4>, <val5>)
-
-These commands are meant to be used in item scripts. They will probably
-work outside item scripts, but the bonus will not persist for long. They,
-as expected, refer only to an invoking character.
-
-You can find the full list of possible bonuses and which command to use
-for each kind in 'doc/item_bonus.txt'.
-
----------------------------------------
-
-*autobonus(<bonus script>, <rate>, <duration>{, <flag>, {<other script>}})
-*autobonus2(<bonus script>, <rate>, <duration>{, <flag>, {<other script>}})
-*autobonus3(<bonus script>, <rate>, <duration>, <skill id>, {<other script>})
-*autobonus3(<bonus script>, <rate>, <duration>, "<skill name>", {<other script>})
-
-These commands are meant to be used in item scripts. They will probably
-work outside item scripts, but the bonus will not persist for long. They,
-as expected, refer only to an invoking character.
-
-What these commands do is 'attach' a script to the player which will get
-executed on attack (or when attacked in the case of autobonus2()).
-
-Rate is the trigger rate of the script (1000 = 100%).
-
-Duration is the time that the bonus will last for since the script has
-triggered.
-
-Skill ID/skill name the skill which will be used as trigger to start the
-bonus (for autobonus3()).
-
-The optional argument 'flag' is used to classify the type of attack where
-the script can trigger (it shares the same flags as the bAutoSpell bonus
-script):
-
-Range criteria:
- BF_SHORT: Trigger on melee attack
- BF_LONG: Trigger on ranged attack
- Default: BF_SHORT+BF_LONG
-Attack type criteria:
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- Default: BF_WEAPON
-Skill criteria:
- BF_NORMAL: Trigger on normal attacks
- BF_SKILL: Trigger on skills
- default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
- otherwise BF_SKILL+BF_NORMAL is used.
-
-The difference between the optional argument 'other script' and the 'bonus
-script' is that, the former one triggers only when attacking (or attacked)
-and the latter one runs on status calculation as well, which makes sure,
-within the duration, the "bonus" that get lost on status calculation is
-restored. So, 'bonus script' is technically supposed to accept "bonus"
-command only. And we usually use 'other script' to show visual effects.
-
-In all cases, when the script triggers, the attached player will be the
-one who holds the bonus. There is currently no way of knowing within this
-script who was the other character (the attacker in autobonus2(), or the
-target in autobonus() and autobonus3()).
-
-//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
-//when using weapon or misc attacks (both melee and ranged skills) and
-//shows a special effect when the bonus is active.
- autobonus("{ bonus(bAllStats, 10); }", 10, 10000, BF_WEAPON|BF_MISC, "{ specialeffect(EF_FIRESPLASHHIT, AREA, playerattached()); }");
-
----------------------------------------
-
-*skill(<skill id>, <level>{, <flag>})
-*skill("<skill name>", <level>{, <flag>})
-*addtoskill(<skill id>, <level>{, <flag>})
-*addtoskill("<skill name>", <level>{, <flag>})
-
-These commands will give the invoking character a specified skill. This is
-also used for item scripts.
-
-Level is obvious. Skill id is the ID number of the skill in question as
-per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
-can be used to give a character a monster's skill, but you're welcome to
-try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.
-
-Flag is 0 if the skill is given permanently (will get written with the
-character data) or 1 if it is temporary (will be lost eventually, this is
-meant for card item scripts usage.). The flag parameter is optional, and
-defaults to 1 in 'skill' and to 2 in 'addtoskill'.
-
-Flag 2 means that the level parameter is to be interpreted as a stackable
-additional bonus to the skill level. If the character did not have that
-skill previously, they will now at 0+the level given.
-
-// This will permanently give the character Stone Throw
-// (TF_THROWSTONE, 152), at level 1.
- skill(TF_THROWSTONE, 1, 0);
-
-Flag 3 is the same as flag 0 in that it saves to the database. However,
-these skills are ignored when any action is taken that adjusts the skill
-tree (reset/job change).
-
----------------------------------------
-
-*nude()
-
-This command will unequip anything equipped on the invoking character.
-
-It is not required to do this when changing jobs since jobchange() will
-unequip everything not equippable by the new job class anyway.
-
----------------------------------------
-
-*disguise(<Monster ID>)
-*undisguise()
-
-This command disguises the current player with a monster sprite.
-The disguise lasts until undisguise() is issued or the player logs out.
-
-Example:
-
-disguise(PORING); // Disguise character as a Poring.
-next();
-undisguise(); // Return to normal character sprite.
-
----------------------------------------
-//=====================================
-4.3 - Marriage-Related Commands
-//=====================================
----------------------------------------
-
-*marriage("<spouse name>")
-
-This function will marry two characters, the invoking character and the
-one referred to by name given, together, setting them up as each other's
-marriage partner. No second function call has to be issued (in current Git
-at least) to make sure the marriage works both ways. The function returns
-true upon success, or false if the marriage could not be completed, either
-because the other character wasn't found or because one of the two
-characters is already married.
-
-This will do nothing else for the marriage except setting up the spouse ID
-for both of these characters. No rings will be given and no effects will
-be shown.
-
----------------------------------------
-
-*wedding()
-
-This command will call up wedding effects - the music and confetti -
-centered on the invoking character. Example can be found in the wedding
-script.
-
----------------------------------------
-
-*divorce()
-
-This function will "un-marry" the invoking character from whoever they
-were married to. Both will no longer be each other's marriage partner,
-(at least in current Git, which prevents the cases of multi-spouse
-problems). It will return true upon success or false if the character
-was not married at all.
-
-This function will also destroy both wedding rings and send a message to
-both players, telling them they are now divorced.
-
----------------------------------------
-//=====================================
-4.3 - End of Marriage-Related Commands
-//=====================================
----------------------------------------
-
-*pcfollow(<id>, <target id>)
-*pcstopfollow(<id>)
-
-Makes a character follow or stop following someone. This command does the
-same as the @follow command. The main difference is that @follow can use
-character names, and this commands needs the Account ID for the target.
-
-Examples:
-
-// This will make Aaron follow Bullah, when both of these characters are
-// online.
- pcfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"), getcharid(CHAR_ID_ACCOUNT, "Bullah"));
-
-// Makes Aaron stop following whoever he is following.
- pcstopfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"));
-
----------------------------------------
-
-*pcblockmove(<id>, <option>)
-
-Prevents the given ID from moving when the optionis true , and false
-enables the ID to move again. The ID can either be the GID of a
-monster/NPC or account ID of a character, and will run for the attached
-player if zero is supplied.
-
-Examples:
-
-// Prevents the current char from moving away.
- pcblockmove(getcharid(CHAR_ID_ACCOUNT), true);
-
-// Enables the current char to move again.
- pcblockmove(getcharid(CHAR_ID_ACCOUNT), false);
-
-
----------------------------------------
-//=====================================
-4 - End of Player-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-5 - Mob / NPC Related Commands
-//=====================================
----------------------------------------
-
-*monster("<map name>", <x>, <y>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
-*areamonster("<map name>", <x1>, <y1>, <x2>, <y2>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
-
-This command will spawn a monster on the specified coordinates on the
-specified map. If the script is invoked by a character, a special map
-name, "this", will be recognized to mean the name of the map the invoking
-character is located at. This command works fine in the item scripts.
-
-The same command arguments mean the same things as described above in the
-beginning of this document when talking about permanent monster spawns.
-Monsters spawned in this manner will not respawn upon being killed.
-
-Unlike the permanent monster spawns, if the mob id is -1, a random monster
-will be picked from the entire database according to the rules configured
-in the server for dead branches. This will work for all other kinds of
-non-permanent monster spawns.
-
-The only very special thing about this command is an event label, which is
-an optional parameter. This label is written like
-'<NPC object name>::<label name>' and upon the monster being killed, it
-will execute the script inside of the specified NPC object starting from
-the label given. The RID of the player attached at this execution will be
-the RID of the killing character.
-
-<size> can be:
- Size_Medium = medium (default)
- Size_Small = small
- Size_Large = big
-
-<ai> can be:
- 0 = none (default)
- 1 = attack/friendly
- 2 = sphere (Alchemist skill)
- 3 = flora (Alchemist skill)
- 4 = zanzou (Kagerou/Oboro skill)
-
- monster("place", 60, 100, "Poring", PORING, 1, "NPCNAME::OnLabel");
-
-The coordinates of 0,0 will spawn the monster on a random place on the
-map. Both 'monster' and 'areamonster' return the GID of the monster
-spawned if there was ONLY ONE monster to be spawned. This is useful for
-controlling each of the spawned mobs with the unit* commands shown below.
-For example:
-
- // We'll make a poring which will automatically attack invoking player:
- .@mobGID = monster("prontera", 150, 150, "Poring", PORING, 1); // PORING is defined in the mob db and its value is 1002
- unitattack(.@mobGID, getcharid(CHAR_ID_ACCOUNT)); // Attacker GID, attacked GID
-
-The way you can get the GID of more than only one monster is looping
-through all the summons to get their individual GIDs and do whatever you
-want with them. For example:
-
- // We want to summon .mobnumber porings which will give us a kiss
- for (.@i = 0; .@i < .mobnumber; ++.@i) {
- .@mobGID = monster("map", .x, .y, "Kisser Poring", PORING, 1);
- unitemote(.@mobGID, e_kis);
- }
-
-Refer to the unit* commands below.
-
-The areamonster() command works much like the monster() command and is not
-significantly different, but spawns the monsters within a square defined
-by x1/y1-x2/y2.
-
-Simple monster killing script:
-
- <NPC object definition. Let's assume you called him NPCNAME.>
- mes("[Summon Man]");
- mes("Want to start the kill?");
- next();
- if (select("Yes", "No") != 1) {
- mes("[Summon Man]");
- mes("Come back later");
- close();
- }
- monster("prontera", 0, 0, "Quest Poring", PORING, 10, "NPCNAME::OnPoringKilled");
- // By using 0,0 it will spawn them in a random place.
- mes("[Summon Man]");
- mes("Now go and kill all the Poring I summoned");
- // He summoned ten.
- close();
- OnPoringKilled:
- ++$poring_killed;
- if ($poring_killed == 10) {
- announce("Summon Man: Well done all the poring are dead", bc_self);
- $poring_killed = 0;
- }
- end;
-
-For more examples see just about any official 2-1 or 2-2 job quest script.
-
----------------------------------------
-
-*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, <skill id>, <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
-*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, "<skill name>", <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
-
-This command will make all monsters of the specified mob ID in the
-specified area use the specified skill. Map name, x, and y define the
-center of the area, which extending <range> cells in each direction (ex: a
-range of 3 would create a 7x7 square). The skill can be specified by skill
-ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
-should be self-explanatory.
-
-<target type> can be:
- 0 = self
- 1 = the mob's current target
- 2 = the mob's master
- 3 = random target
-
-Example:
-
- // spawn 1 Shining Plant in the 5x5 area centered on (155,188)
- areamonster("prontera", 153, 186, 157, 190, "Shining Plant", SHINING_PLANT, 1);
- // make the plant cast level 10 Cold Bolt on a random target
- areamobuseskill("prontera", 155, 188, 2, SHINING_PLANT, MG_COLDBOLT, 10, 3000, 1, e_gg, 3)
-
----------------------------------------
-
-*killmonster("<map name>", "<event label>"{, <type>})
-
-This command will kill all monsters that were spawned with monster() or
-areamonster() and have a specified event label attached to them. Commonly
-used to get rid of remaining quest monsters once the quest is complete.
-
-If the label is given as "All", all monsters which have their respawn
-times set to -1 (like all the monsters summoned with 'monster' or
-'areamonster' script command, and all monsters summoned with GM commands,
-but no other ones - that is, all non-permanent monsters) on the specified
-map will be killed regardless of the event label value.
-
-killmonster() supports an optional argument type. Using 1 for type will make
-the command fire "OnMyMobDead" events from any monsters that do die as a
-result of this command.
-
----------------------------------------
-
-*killmonsterall("<map name>"{, <type>})
-
-This command will kill all monsters on a specified map name, regardless of
-how they were spawned or what they are without triggering any event label
-attached to them, unless you specify 1 for type parameter. In this case,
-mob death labels will be allowed totrigger when there is no player. Any
-other number for this parameter won't be recognized.
-
----------------------------------------
-
-*strmobinfo(<type>, <monster id>)
-
-This function will return information about a monster record in the
-database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
-returned. Valid types are:
-
- 1 - 'english name' field in the database, a string.
- 2 - 'japanese name' field in the database, a string.
- All other returned values are numbers:
- 3 - Level.
- 4 - Maximum HP.
- 5 - Maximum SP.
- 6 - Experience reward.
- 7 - Job experience reward.
-
----------------------------------------
-
-*mobcount("<map name>", "<event label>")
-
-This function will count all the monsters on the specified map that have a
-given event label and return the number or 0 if it can't find any.
-Naturally, only monsters spawned with 'monster' and 'areamonster' script
-commands can have non-empty event label.
-If you pass this function an empty string for the event label, it will
-return the total count of monster without event label, including
-permanently spawning monsters.
-
-With the dynamic mobs system enabled, where mobs are not kept in memory
-for maps with no actual people playing on them, this will return a 0 for
-any such map.
-
-If the event label is given as "all", all monsters will be counted,
-regardless of having any event label attached.
-
-If the map name is given as "this", the map the invoking character is on
-will be used. If the map is not found, or the invoker is not a character
-while the map is "this", it will return -1.
-
----------------------------------------
-
-*clone("<map name>", <x>, <y>, "<event>", <char id>{, <master_id>{, <mode>{, <flag>, <duration>}}})
-
-This command creates a monster which is a copy of another player. The
-first four arguments serve the same purpose as in the monster script
-command, The <char id> is the character id of the player to clone (player
-must be online).
-If <master id> is given, the clone will be a 'slave/minion' of it.
-Master_id must be a character id of another online player.
-
-The mode can be specified to determine the behavior of the clone, its
-values are the same as the ones used for the mode field in the mob_db. The
-default mode is aggressive, assists, can move, can attack.
-
-Flag can be either zero or one currently. If zero, the clone is a normal
-monster that'll target players, if one, it is considered a summoned
-monster, and as such, it'll target other monsters. Defaults to zero.
-
-The duration specifies how long the clone will live before it is
-auto-removed. Specified in seconds, defaults to no limit (zero).
-
-Returned value is the monster ID of the spawned clone. If command fails,
-returned value is zero.
-
----------------------------------------
-
-*summon("Monster name", <monster id>{, <Time Out>{, "event label"}})
-
-This command will summon a monster. (see also monster()) Unlike monsters
-spawned with other commands, this one will set up the monster to fight to
-protect the invoking character. Monster name and mob id obey the same
-rules as the one given at the beginning of this document for permanent
-monster spawns with the exceptions mentioned when describing 'monster'
-command.
-
-The effect for the skill 'Call Homunculus' will be displayed centered on
-the invoking character.
-
-Timeout is the time in milliseconds the summon lives, and is set default
-to 60000 (1 minute). Note that also the value 0 will set the timer to
-default, and it is not possible to create a spawn that lasts forever.
-If an event label is given, upon the monster being killed, the event label
-will run as if by donpcevent().
-
-// Will summon a poring to fight for the character.
- summon("--ja--", PORING);
-
----------------------------------------
-
-*homevolution()
-
-This command will try to evolve the current player's homunculus.
-If it doesn't work, the /swt emotion is shown.
-
-To evolve a homunculus, the invoking player must have a homunculus, the
-homunculus must not be the last evolution and the homunculus must have
-above 91000 intimacy with its owner.
-
----------------------------------------
-
-*gethominfo(<type>)
-
-This function works as a direct counterpart of 'getpetinfo':
- 0 - Homunculus unique ID
- 1 - Homunculus Class
- 2 - Name
- 3 - Friendly level (intimacy score). 100000 is full loyalty.
- 4 - Hungry level. 100 is completely full.
- 5 - Rename flag. 0 means this homunculus has not been named yet.
- 6 - Homunculus level
-
-If the attached player doesn't own a homunculus, this command will return
-"null" for type 2, and return 0 for other types.
-
----------------------------------------
-
-*morphembryo()
-
-This command will try to put the invoking player's Homunculus in an
-uncallable state, required for mutation into a Homunculus S. The player
-will also receive a Strange Embryo (ID 6415) in their inventory if
-successful, which is deleted upon mutation.
-
-The command will fail if the invoking player does not have an evolved
-Homunculus at level 99 or above. The /swt emotion is shown upon failure.
-
-Returns 1 upon success and 0 for all failures.
-
----------------------------------------
-
-*hommutate({<ID>})
-
-This command will try to mutate the invoking player's Homunculus into a
-Homunculus S. The Strange Embryo (Strange_Embryo, ID 6415) is deleted
-upon success.
-
-The command will fail if the invoking player does not have an evolved
-Homunculus at level 99 or above, if it is not in the embryo state
-(from the morphembryo() command), or if the invoking player does not
-possess a Strange Embryo. The /swt emotion is shown upon failure.
-
-If the optional parameter <ID> is set, the invoking player's Homunculus
-will change into the specified Homunculus ID. Otherwise, a random Homunculus S
-will be chosen. See 'db/homunculus_db.txt' for a full list of IDs.
-
-Returns true upon success and false for all failures.
-
----------------------------------------
-
-*checkhomcall()
-
-This function checks if the attached player's Homunculus is active,
-and will return the following values:
- -1: The player has no Homunculus.
- 0: The player's Homunculus is active.
- 1: The player's Homunculus is vaporized.
- 2: The player's Homunculus is in morph state.
-
----------------------------------------
-
-*getunittype(<GID>)
-
-Returns the type of object from the given Game ID. Returns -1 if the given GID
-does not exist. The return values are :-
-
- UNITTYPE_PC 0
- UNITTYPE_NPC 1
- UNITTYPE_PET 2
- UNITTYPE_MOB 3
- UNITTYPE_HOM 4
- UNITTYPE_MER 5
- UNITTYPE_ELEM 6
-
----------------------------------------
-
-*unitwalk(<GID>, <x>, <y>)
-*unitwalk(<GID>, <target_GID>)
-
-This is one command, but can be used in two ways. If only the first
-argument is given, the unit whose GID is given will start walking towards
-the target whose GID is given.
-
-When 2 arguments are passed, the given unit will walk to the given x,y
-coordinates on the map where the unit currently is.
-
-Examples:
-
-//Will move/walk the poring we made to the coordinates 150,150
- unitwalk(.GID, 150, 150);
-
-//NPC will move towards the attached player.
- unitwalk(.GID, getcharid(CHAR_ID_ACCOUNT));//a player's GID is their account ID
-
----------------------------------------
-
-*unitkill(<GID>)
-*unitwarp(<GID>, <Mapname>, <x>, <y>)
-*unitattack(<GID>, <Target ID>)
-*unitstop(<GID>)
-*unittalk(<GID>, <Text>)
-*unitemote(<GID>, <Emote>)
-
-Okay, these commands should be fairly self explaining.
-For the emotions, you can look in db/constants.conf for prefixes with e_
-PS: unitwarp() supports a <GID> of zero, which causes the executor of the
-script to be affected. This can be used with OnTouchNPC to warp
-monsters:
-
-OnTouchNPC:
- unitwarp(0, "this", -1, -1);
-
----------------------------------------
-
-*disablenpc("<NPC object name>")
-*enablenpc("<NPC object name>")
-
-These two commands will disable and enable, respectively, an NPC object
-specified by name. The disabled NPC will disappear from sight and will no
-longer be triggerable in the normal way. It is not clear whether it will
-still be accessible through donpcevent() and other triggering commands,
-but it probably will be. You can disable even warp NPCs if you know their
-object names, which is an easy way to make a map only accessible through
-walking half the time. Then you 'enablenpc' them back.
-
-You can also use these commands to create the illusion of an NPC switching
-between several locations, which is often better than actually moving the
-NPC - create one NPC object with a visible and a hidden part to their
-name, make a few copies, and then disable all except one.
-
----------------------------------------
-
-*hideonnpc("<NPC object name>")
-*hideoffnpc("<NPC object name>")
-
-These commands will make the NPC object specified display as hidden or
-visible, even though not actually disabled per se. Hidden as in thief Hide
-skill, but unfortunately, not detectable by Ruwach or Sight.
-
-As they are now, these commands are pointless, it is suggested to use
-'disablenpc'/'enablenpc', because these two commands actually unload the
-NPC sprite location and other accompanying data from memory when it is not
-used. However, you can use these for some quest ideas (such as cloaking
-NPCs talking while hidden then revealing... you can wonder around =P).
-
----------------------------------------
-
-*doevent("<NPC object name>::<event label>")
-
-This command will start a new execution thread in a specified NPC object
-at the specified label. The execution of the script running this command
-will not stop, and the event called by the doevent() command will not run
-until the invoking script has terminated. No parameters may be passed with
-a doevent() call.
-
-The script of the NPC object invoked in this manner will run as if it's
-been invoked by the RID that was active in the script that issued a
-'doevent'. As such, the command will not work if an RID is not attached.
-
- place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
- mes("This is what you will see when you click me");
- close();
- OnLabel:
- mes("This is what you will see if the doevent is activated");
- close();
- }
-
- // ...
-
- doevent("NPC::OnLabel");
-
----------------------------------------
-
-*donpcevent("<NPC object name>::<event label>")
-
-This command invokes the event label code within an another NPC or NPCs.
-It starts a separate instance of execution, and the invoking NPC will
-resume execution its immediately.
-
-If the supplied event label has the form "NpcName::OnLabel", then only
-given NPC's event label will be invoked (much like goto() into another
-NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
-NPCs with given label will be invoked, one after another. In both cases
-the invoked script will run without an attached RID, whether or not the
-invoking script was attached to a player. The event label name is required
-to start with "On".
-
-This command can be used to make other NPCs act, as if they were
-responding to the invoking NPC's actions, such as using an emotion or
-talking.
-
- place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
- mes("Hey NPC2 copy what I do");
- close2();
- @emote = rand(1, 30);
- donpcevent("NPC2::OnEmote");
- OnEmote:
- emotion(@emote);
- end;
- }
-
- place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
- mes("Hey NPC copy what I do");
- close2();
- @emote = rand(1, 30);
- donpcevent("NPC::OnEmote");
- OnEmote:
- emotion(@emote);
- end;
- }
-
-Whichever of the both NPCs is talked to, both will show a random emotion
-at the same time.
-
-Command returns true or false on success and failure.
-A debug message also shows on the console when no events are triggered.
-
----------------------------------------
-
-*npctalk("<message>"{, "<npc name>"})
-
-This command will display a message to the surrounding area as if the NPC
-object running it was a player talking - that is, above their head and in
-the chat window. The display name of the NPC will get appended in front of
-the message to complete the effect.
-
- // This will make everyone in the area see the NPC greet the character
- // who just invoked it.
- npctalk("Hello "+strcharinfo(PC_NAME)+", how are you?");
- npctalk("Hello "+strcharinfo(PC_NAME)+", how are you?", "Another_NPC_Name");
-
----------------------------------------
-
-*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
-*setnpcdisplay("<npc name>", "<display name>", <class id>)
-*setnpcdisplay("<npc name>", "<display name>")
-*setnpcdisplay("<npc name>", <class id>)
-
-Changes the display name and/or display class of the target NPC.
-Returns 0 is successful, 1 if the NPC does not exist.
-Size is 0 = normal 1 = small 2 = big.
-
----------------------------------------
-//=====================================
-5.1 - Time-Related Commands
-//=====================================
----------------------------------------
-
-*addtimer(<ticks>, "NPC::OnLabel"{, <account id>})
-
-This command will create a countdown timer.
-The event label given is the identifier of that timer.
-The timer runs on the character object that is attached to the script,
-and can have multiple instances. If <acccount id> is passed, this player
-will be used instead. When the label is run, it is run as if the player
-that the timer runs on has clicked the NPC.
-
-When this timer runs out, a new execution thread will start in the
-specified NPC object at the specified label.
-
-The ticks are given in 1/1000ths of a second.
-
-One more thing. These timers are stored as part of player data. If the
-player logs out, all of these get immediately deleted, without executing
-the script. If this behavior is undesirable, use some other timer
-mechanism (like sleep()).
-
-Example:
-<NPC Header> {
- dispbottom("Starting a 5 second timer...");
- addtimer(5000, strnpcinfo(NPC_NAME_UNIQUE)+"::On5secs");
- end;
-On5secs:
- dispbottom("5 seconds have passed!");
- end;
-}
-
----------------------------------------
-
-*deltimer("NPC::OnLabel"{, <account id>})
-
-Deletes timers created by addtimer() that matches the given event
-label. Refer to addtimer() for additional information.
-
----------------------------------------
-
-*addtimercount("NPC::OnLabel", <ticks>{, <account id>})
-
-Delays a timer that was created with addtimer() by <ticks> ticks
-if it matches the given event label. Refer to addtimer() for additional
-information.
-
----------------------------------------
-
-*gettimer(<type>{, <account id>{, "<event>"}})
-
-Returns informations on timers that were created by addtimer().
-
-valid <type> for gettimer() are:
-
-(0) TIMER_COUNT
- Will return the total number of timers for the specified or
- attached player. Can be filtered by <event>.
-(1) TIMER_TICK_NEXT
- Will return the number of ticks until the next timer runs
- for the specified or attached player. Can be filtered by <event>.
-(2) TIMER_TICK_LAST
- Will return the number of ticks until the last timer runs
- for the specified or attached player. Can be filtered by <event>.
-
----------------------------------------
-
-*initnpctimer({ "<NPC name>" {, <Attach Flag>} } |
- { "<NPC name>" | <Attach Flag> })
-*stopnpctimer({ "<NPC name>" {, <Detach Flag>} } |
- { "<NPC name>" | <Detach Flag> })
-*startnpctimer({ "<NPC name>" {, <Attach Flag>} } |
- { "<NPC name>" | <Attach Flag> })
-*setnpctimer(<tick>{, "<NPC name>"})
-*getnpctimer(<type of information>{, "<NPC name>"})
-*attachnpctimer({"<character name>"})
-*detachnpctimer({"<NPC name>"})
-
-This set of commands and functions will create and manage an NPC-based
-timer. The NPC name may be omitted, in which case the calling NPC is used
-as target.
-
-Contrary to addtimer()/deltimer() commands which let you have many different
-timers referencing different labels in the same NPC, each with their own
-countdown, initnpctimer() can only have one per NPC object. But it can
-trigger many labels and let you know how many were triggered already and
-how many still remain.
-
-This timer is counting up from 0 in ticks of 1/1000ths of a second each.
-Upon creating this timer, the execution will not stop, but will happily
-continue onward. The timer will then invoke new execution threads at
-labels "OnTimer<time>:" in the NPC object it is attached to.
-
-To create the timer, use the initnpctimer(), which will start it running.
-stopnpctimer() will pause the timer, without clearing the current tick,
-while startnpctimer() will let the paused timer continue.
-
-By default timers do not have a RID attached, which lets them continue
-even if the player that started them logs off. To attach a RID to a timer,
-you can either use the optional "attach flag" when using
-initnpctimer()/startnpctimer(), or do it manually by using attachnpctimer().
-Likewise, the optional flag of stopnpctimer() lets you detach any RID after
-stopping the timer, and by using detachnpctimer() you can detach a RID at
-any time.
-
-Normally there is only a single timer per NPC, but as an exception, as
-long as you attach a player to the timer, you can have multiple timers
-running at once, because these will get stored on the players instead of
-the NPC.
-NOTE: You need to attach the RID before the timer _before_ you start it to
-get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).
-
-If the player that is attached to the npctimer logs out, the
-"OnTimerQuit:" event label of that NPC will be triggered, so you can do
-the appropriate cleanup (the player is still attached when this event is
-triggered).
-
-The setnpctimer() command will explicitly set the timer to a given tick.
-getnpctimer() provides timer information. Its parameter defines what type:
-
- 0 - Will return the current tick count of the timer.
- 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
- specified NPC waiting for execution.
- 2 - Will return the number of times the timer has triggered and will
- trigger an "OnTimer<tick>:" label in the specified NPC.
-
-Example 1:
-
- <NPC Header> {
- // We need to use attachnpctimer() because the mes command below
- // needs RID attach
- attachnpctimer();
- initnpctimer();
- npctalk("I cant talk right now, give me 10 seconds");
- end;
- OnTimer5000:
- npctalk("Ok 5 seconds more");
- end;
- OnTimer6000:
- npctalk("4");
- end;
- OnTimer7000:
- npctalk("3");
- end;
- OnTimer8000:
- npctalk("2");
- end;
- OnTimer9000:
- npctalk("1");
- end;
- OnTimer10000:
- stopnpctimer();
- mes("[Man]");
- mes("Ok we can talk now");
- detachnpctimer();
- // and remember attachnpctimer() and detachnpctimer() can only be used
- // while the NPC timer is not running!
- }
-
-Example 2:
-
- OnTimer15000:
- npctalk("Another 15 seconds have passed.");
-
- // You have to use initnpctimer() instead of setnpctimer(0).
- // This is equal to setnpctimer(0); startnpctimer();.
- // Alternatively, you can also insert another 'OnTimer15001:' label
- // so that the timer won't stop.
- initnpctimer();
- end;
-
- // This OnInit label will run when the script is loaded, so that the
- // timer is initialized immediately as the server starts. It is
- // dropped back to 0 every time the NPC says something, so it will
- // cycle continuously.
- OnInit:
- initnpctimer();
- end;
-
-Example 3:
-
- mes("[Man]");
- mes("I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.");
- // We divide the timer returned by 1000 to convert milliseconds to
- // seconds.
- close();
-
-Example 4:
-
- mes("[Man]");
- mes("Ok, I will let you have 30 more seconds...");
- close2();
- setnpctimer(getnpctimer(0)-30000);
- // Notice the close2(). If there were a next() there the timer would
- // be changed only after the player pressed the next() button.
- end;
-
----------------------------------------
-
-*sleep(<milliseconds>)
-*sleep2(<milliseconds>)
-*awake("<NPC name>")
-
-These commands are used to control the pause of a NPC.
-sleep() and sleep2() will pause the script for the given amount of
-milliseconds.
-awake() is used to cancel a sleep(). When awake() is called on a NPC it will run
-as if the sleep timer ran out, and thus making the script continue. sleep()
-and sleep2() basically do the same, but the main difference is that sleep()
-will not keep the rid, while sleep2() does.
-
-Examples:
- // This will pause the script for 10 seconds and ditch the RID
- // (so no player is attached anymore)
- sleep(10000);
- // Pauses the script for 5 seconds, and continue with the RID attached.
- sleep2(5000);
- //Cancels any running sleep timers on the NPC 'NPC'.
- awake("NPC");
-
----------------------------------------
-
-*progressbar("<color>", <seconds>)
-*progressbar_unit("<color>", <seconds>{, <GID>})
-
-This command works almost like sleep2(), but displays a progress bar above
-the head of the currently attached character (like cast bar). Once the
-given amount of seconds passes, the script resumes. If the character moves
-while the progress bar progresses, it is aborted and the script ends. The
-color format is in RGB (0xRRGGBB). The color is currently ignored by the
-client and appears always green.
-
-progressbar_unit works only for PACKETVER >= 20130821
-The progressbar will show on the given unit id but it will not
-put the unit in timeout (the progressbar would be just an animation).
-if GID is not given use the attached player.
-
----------------------------------------
-//=====================================
-5.1 - End of Time-related commands
-//=====================================
----------------------------------------
-
-*announce("<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-
-This command will broadcast a message to all or most players, similar to
-@kami/@kamib GM commands.
-
- announce("This will be shown to everyone at all in yellow.", bc_all);
-
-The region the broadcast is heard in (target), source of the broadcast and
-the color the message will come up as is determined by the flags.
-
-The flag values are coded as constants in db/constants.conf to make them
-easier to use.
-
-Target flags:
-- bc_all: Broadcast message is sent server-wide (default).
-- bc_map: Message is sent to everyone in the same map as the source of
- the broadcast (see below).
-- bc_area: Message is sent to players in the vicinity of the source.
-- bc_self: Message is sent only to current player.
-You cannot use more than one target flag.
-
-Source flags:
-- bc_pc: Broadcast source is the attached player (default).
-- bc_npc: Broadcast source is the NPC, not the player attached to the
- script (useful when a player is not attached or the message
- should be sent to those nearby the NPC).
-You cannot use more than one source flag.
-
-Special flags:
-- bc_yellow:Broadcast will be displayed in yellow color (default).
-- bc_blue: Broadcast will be displayed in blue color.
-- bc_woe: Indicates that this broadcast is 'WoE Information' that can
- be disabled client-side.
-Due to the way client handles broadcasts, it is impossible to set both
-bc_blue and bc_woe.
-
-The optional parameters allow usage of broadcasts in custom colors,
-font-weights, sizes etc. If any of the optional parameters is used,
-special flag is ignored. Optional parameters may not work well (or at all)
-depending on a game client used.
-
-The color parameter is a single number which can be in hexadecimal
-notation. C_ constant can also be used for color effects, see the full list
-of the available ones in 'db/constants.conf' under 'C_'.
-
-For example:
- announce("This announcement will be shown to everyone in green.", bc_all, 0x00FF00);
-Will display a global announce in green. The color format is in RGB
-(0xRRGGBB).
-
-Another example:
- announce("This announcement will shown to everyone in purple.", bc_all, C_PURPLE);
-
-In official scripts only two font-weights (types) are used:
- - normal (FW_NORMAL = 400, default),
- - bold (FW_BOLD = 700).
-
-Default font size is 12.
-
-Using this for private messages to players is probably not that good an
-idea, but it can be used instead in NPCs to "preview" an announce.
-
- // This will be a private message to the player using the NPC that
- // made the announcement
- announce("This is my message just for you", bc_blue|bc_self);
-
- // This will be shown on everyones screen that is in sight of the NPC.
- announce("This is my message just for you people here", bc_npc|bc_area);
-
----------------------------------------
-
-*mapannounce("<map name>", "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
-
-This command will work like announce() but will only broadcast to
-characters currently residing on the specified map. The flag and optional
-parameters parameters are the same as in announce(), but target and source
-flags are ignored.
-
----------------------------------------
-
-*areaannounce("<map name>", <x1>, <y1>, <x2>, <y2>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
-
-This command works like 'announce' but will only broadcast to characters
-residing in the specified x1/y1-x2/y2 rectangle on the map given. The
-flags and optional parameters are the same as in announce(), but target
-and source flags are ignored.
-
- areaannounce("prt_church", 0, 0, 350, 350, "God's in his heaven, all right with the world", 0);
-
----------------------------------------
-
-*callshop("<name>", <option>)
-
-These are a series of commands used to create dynamic shops.
-The callshop() function calls an invisible shop (FAKE_NPC) as if the player
-clicked on it.
-
-For the options on callShop:
- 0 = The normal window (buy, sell and cancel)
- 1 = The buy window
- 2 = The sell window
-
-Example:
-
-//Will call the shop named DaShop and opens the buy menu.
-callshop("DaShop", 1);
-
-
-The shop which is called by callshop() (as long as an npcshop* command is
-executed from that NPC (see note 1)) will trigger the labels OnBuyItem and
-OnSellitem. These labels can take over handling for relatively the buying
-of items from the shop and selling the items to a shop. Via these labels
-you can customize the way an item is bought or sold by a player.
-
-In the OnBuyItem, two arrays are filled (@bought_nameid and
-@bought_quantity) with information about the name id (item id) sold
-and the amount sold of it. Same goes for the OnSellItem label, only the
-variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
-@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
-@sold_card4). An example on a shop comes with Hercules, and can be found
-in the doc/sample/npc_dynamic_shop.txt file.
-
-This example shows how to use the labels and their set variables to create
-a dynamic shop.
-
-Note 1: These labels will only be triggered if a npcshop* command is
-executed, this is because these commands set a special data on the shop
-NPC, named master_nd in the source.
-The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is
-given in the shop.
-
----------------------------------------
-
-*npcshopitem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-
-This command lets you override the contents of an existing NPC shop or
-cashshop. The current sell list will be wiped, and only the items
-specified with the price specified will be for sale.
-
-The function returns true if shop was updated successfully, or false if not found.
-
-Note that you cannot use -1 to specify default selling price!
-
----------------------------------------
-
-*npcshopadditem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-
-This command will add more items at the end of the selling list for the
-specified NPC shop or cashshop. If you specify an item already for sell,
-that item will appear twice on the sell list.
-
-The function returns true if shop was updated successfully, or false if not found.
-
-Note that you cannot use -1 to specify default selling price!
-
----------------------------------------
-
-*npcshopdelitem("<name>", <item id>{, <item id>{, <item id>{, ...}}})
-
-This command will remove items from the specified NPC shop or cashshop.
-If the item to remove exists more than once on the shop, all instances
-will be removed.
-
-Note that the function returns true even if no items were removed. The return
-value is only to confirm that the shop was indeed found.
-
----------------------------------------
-
-*npcshopattach("<name>"{, <flag>})
-
-This command will attach the current script to the given NPC shop.
-When a script is attached to a shop, the events "OnBuyItem" and
-"OnSellItem" of your script will be executed whenever a player buys/sells
-from the shop. Additionally, the arrays @bought_nameid[],
-@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled
-up with the items and quantities bought/sold.
-
-The optional parameter specifies whether to attach (true) or detach (false)
-from the shop (the default is to attach). Note that detaching will detach
-any NPC attached to the shop, even if it's from another script, while
-attaching will override any other script that may be already attached.
-
-The function returns false if the shop was not found, true otherwise.
-
----------------------------------------
-
-*waitingroom("<chatroom name>", <limit>{, <event label>, <trigger>, <required zeny>, <min lvl>, <max lvl>})
-
-This command will create a chat room, owned by the NPC object running this
-script and displayed above the NPC sprite.
-The maximum length of a chat room name is 60 letters.
-
-The limit is the maximum number of people allowed to enter the chat room.
-The attached NPC is included in this count. If the optional event and
-trigger parameters are given, the event label
-("<NPC object name>::<label name>") will be invoked as if with a donpcevent()
-upon the number of people in the chat room reaching the given triggering
-amount.
-
-// The NPC will just show a box above its head that says "Hello World",
-// clicking it will do nothing, since the limit is zero.
- waitingroom("Hello World", 0);
-
-// The NPC will have a box above its head, with "Disco - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will enter
-// the chat room, where the player will be able to wait until 7 players
-// accumulate. Once this happens, it will cause the NPC "Bouncer" run the
-// label "OnStart".
-
- waitingroom("Disco - Waiting Room", 8, "Bouncer::OnStart", 7);
-
-// The NPC will have a box above its head, with "Party - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will allow
-// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
-// the player will be able to wait until 7 players accumulate. Once this
-// happens, it will cause the NPC "Bouncer" run the label "OnStart".
-
- waitingroom("Party - Waiting Room", 8, "Bouncer::OnStart", 7, 5000, 50, 99);
-
-Creating a waiting room does not stop the execution of the script and it
-will continue to the next line.
-
-For more examples see the 2-1 and 2-2 job quest scripts which make
-extensive use of waiting rooms.
-
----------------------------------------
-
-*delwaitingroom({"<NPC object name"})
-
-This command will delete a waiting room. If no parameter is given, it will
-delete a waiting room attached to the NPC object running this command, if
-it is, it will delete a waiting room owned by another NPC object. This is
-the only way to get rid of a waiting room, nothing else will cause it to
-disappear.
-
-It's not clear what happens to a waiting room if the NPC is disabled with
-disablenpc(), by the way.
-
----------------------------------------
-
-*enablewaitingroomevent({"<NPC object name>"})
-*disablewaitingroomevent({"<NPC object name>"})
-
-This will enable and disable triggering the waiting room event (see
-waitingroom()) respectively. Optionally giving an NPC object name will do
-that for a specified NPC object. The chat room will not disappear when
-triggering is disabled and enabled in this manner and players will not be
-kicked out of it. Enabling a chat room event will also cause it to
-immediately check whether the number of users in it exceeded the trigger
-amount and trigger the event accordingly.
-
-Normally, whenever a waiting room was created to make sure that only one
-character is, for example, trying to pass a job quest trial, and no other
-characters are present in the room to mess up the script.
-
----------------------------------------
-
-*getwaitingroomstate(<information type>{, "<NPC object name>"})
-
-This function will return information about the waiting room state for the
-attached waiting room or for a waiting room attached to the specified NPC
-if any.
-
-The valid information types are:
-
- 0 - Number of users currently in the waiting room
- $@chatmembers[] - list of user account_id
- 1 - Maximum number of users allowed.
- 2 - Will return 1 if the waiting room has a trigger set.
- 0 otherwise.
- 3 - Will return 1 if the waiting room is currently disabled.
- 0 otherwise.
- 4 - The Title of the waiting room (string)
- 5 - Password of the waiting room, if any. Pointless, since there is no
- way to set a password on a waiting room right now.
- 16 - Event name of the waiting room (string)
- 32 - Whether or not the waiting room is full.
- 33 - Whether the amount of users in the waiting room is higher than the
- trigger number.
- 34 - Minimum Base Level to enter waiting room.
- 35 - Maximum Base Level to enter waiting room.
- 36 - Minimum Zeny to enter waiting room.
-
----------------------------------------
-
-*warpwaitingpc("<map name>", <x>, <y>{, <number of people>})
-
-This command will warp the amount of characters equal to the trigger
-number of the waiting room chat attached to the NPC object running this
-command to the specified map and coordinates, kicking them out of the
-chat. Those waiting the longest will get warped first. It can also do a
-random warp on the same map ("Random" instead of map name) and warp to the
-save point ("SavePoint").
-
-The list of characters to warp is taken from the list of the chat room
-members. Those not in the chat room will not be considered even if they
-are talking to the NPC in question. If the number of people is given,
-exactly this much people will be warped.
-
-This command can also keep track of who just got warped. It does this by
-setting special variables:
-
-$@warpwaitingpc[] is an array containing the account_id numbers of the
- characters who were just warped.
-$@warpwaitingpcnum contains the number of the character it just warped.
-
-See also 'getpartymember' for advice on what to do with those variables.
-
-The obvious way of using this effectively would be to set up a waiting
-room for two characters to be warped onto a random PVP map for a
-one-on-one duel, for example.
-
----------------------------------------
-
-*kickwaitingroomall({"<NPC object name>"})
-
-This command kicks everybody out of a specified waiting room chat.
-
----------------------------------------
-
-*setmapflagnosave("<map name>", "<alternate map name>", <x>, <y>)
-
-This command sets the 'nosave' flag for the specified map and also gives
-an alternate respawn-upon-relogin point.
-
-It does not make a map impossible to make a save point on as you would
-normally think, savepoint() will still work. It will, however, make the
-specified map kick the reconnecting players off to the alternate map given
-to the coordinates specified.
-
----------------------------------------
-
-*setmapflag("<map name>", <flag>{, <val>})
-
-This command marks a specified map with a map flag given. Map flags alter
-the behavior of the map, you can see the list of the available ones in
-'db/constants.conf' under 'mf_'.
-
-The map flags alter the behavior of the map regarding teleporting
-(mf_nomemo, mf_noteleport, mf_nowarp), storing location when
-disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties
-upon death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp,
-mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg, mf_gvg_noparty),
-ability to use skills or open up trade deals (mf_notrade, mf_novending,
-mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog,
-mf_sakura, mf_leaves, mf_clouds, mf_clouds2, mf_fireworks), whether
-night will be in effect on this map (mf_nightenabled) and so on.
-
-The val optional parameter is as the mapflags variable when one exists, it
-may be a number or a string depending on the mapflag in question.
-
----------------------------------------
-
-*removemapflag("<map name>", <flag>)
-
-This command removes a mapflag from a specified map.
-See setmapflag() for examples of mapflags.
-
----------------------------------------
-
-*getmapflag("<map name>", <flag>)
-
-This command checks the status of a given mapflag and returns the
-mapflag's state.
-false means OFF, and true means ON. See setmapflag() for examples of mapflags.
-
----------------------------------------
-
-*setbattleflag("<battle flag>", <value>)
-*getbattleflag("<battle flag>")
-
-Sets or gets the value of the given battle flag.
-Battle flags are the flags found in the conf/map/battle/*.conf files and is
-also used in Lupus' variable rates script.
-
-Examples:
-
-// Will set the base experience rate to 20x (2000%)
- setbattleflag("base_exp_rate", 2000);
-
-// Will return the value of the base experience rate (when used after the
-// above example, it would print 2000).
- mes(getbattleflag("base_exp_rate"));
-
----------------------------------------
-
-*warpportal(<x>, <y>, "<mapname>", <x>, <y>)
-
-Creates a warp Portal as if a acolyte class character did it.
-The first x and y is the place of the warp portal on the map where the NPC
-is on the mapname and second x and y is the target area of the warp portal.
-
-Examples:
-
-// Will create a warp portal on the NPC's map at 150,150
-// leading to prontera, coords 150,180.
- warpportal(150, 150, "prontera", 150, 180);
-
----------------------------------------
-
-*mapwarp("<from map>", "<to map>", <x>, <y>{, <type>, <ID>})
-
-This command will collect all characters located on the From map and warp
-them wholesale to the same point on the To map, or randomly distribute
-them there if the coordinates are zero. "Random" is understood as a
-special To map name and will mean randomly shuffling everyone on the same
-map.
-
-Optionally, a type and ID can be specified. Available types are:
-
- 0 - Everyone
- 1 - Guild
- 2 - Party
-
-Example:
-
-// Will warp all members of guild with ID 63 on map prontera to alberta.
- mapwarp("prontera", "alberta", 150, 150, 1, 63);
-
----------------------------------------
-//=====================================
-5.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*maprespawnguildid("<map name>", <guild id>, <flag>)
-
-This command goes through the specified map and for each player and
-monster found there does stuff.
-
-Flag is a bit-mask (add up numbers to get effects you want)
- 1 - warp all guild members to their save points.
- 2 - warp all non-guild members to their save points.
- 4 - remove all monsters which are not guardian or Emperium.
-
-Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
-and kick all characters out', which is what the official scripts do upon
-castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
-not in the guild that owns the castle).
-
-Characters not belonging to any guild will be warped out regardless of the
-flag setting.
-
-For examples, check the WoE scripts in the distribution.
-
----------------------------------------
-
-*agitstart()
-*agitend()
-*agitstart2()
-*agitend2()
-
-These four commands will start/end War of Emperium or War of Emperium SE.
-
-This is a bit more complex than it sounds, since the commands themselves
-won't actually do anything interesting, except causing all 'OnAgitStart:'
-and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
-latter two commands, events to run everywhere, respectively. They are used
-as simple triggers to run a lot of complex scripts all across the server,
-and they, in turn, are triggered by clock with an 'OnClock<time>:'
-time-triggering label.
-
----------------------------------------
-
-*gvgon("<map name>")
-*gvgoff("<map name>")
-
-These commands will turn GVG mode for the specified maps on and off,
-setting up appropriate map flags. In GVG mode, maps behave as if during
-the time of WoE, even though WoE itself may or may not actually be in
-effect.
-
----------------------------------------
-
-*flagemblem(<guild id>)
-
-This command only works when run by the NPC objects which have sprite id
-GUILD_FLAG (722), which is a 3D guild flag sprite. If it isn't, the data
-will change, but nothing will be seen by anyone. If it is invoked in
-that manner, the emblem of the specified guild will appear on the flag,
-though, if any players are watching it at this moment, they will not see
-the emblem change until they move out of sight of the flag and return.
-
-This is commonly used in official guildwar scripts with a function call
-which returns a guild id:
-
-// This will change the emblem on the flag to that of the guild that owns
-// "guildcastle"
-
- flagemblem(getcastledata("guildcastle", 1));
-
----------------------------------------
-
-*guardian("<map name>", <x>, <y>, "<name to show>", <mob id>{, "<event label>"{, <guardian index>}})
-
-This command is roughly equivalent to monster(), but is meant to be used
-with castle guardian monsters and will only work with them. It will set
-the guardian characteristics up according to the castle's investment
-values and otherwise set the things up that only castle guardians need.
-
-Returns the id of the mob or 0 if an error occurred.
-When 'guardian index' isn't supplied it produces a temporary guardian.
-Temporary guardians are not saved with the castle and can't be accessed by
-guardianinfo.
-
----------------------------------------
-
-*guardianinfo("<map name>", <guardian number>, <type>)
-
-This function will return various info about the specified guardian, or -1
-if it fails for some reason. It is primarily used in the castle manager
-NPC.
-
-Map name and guardian number (value between 0 and 7) define the target.
-Type indicates what information to return:
- 0 - visibility (whether the guardian is installed or not)
- 1 - max. hp
- 2 - current hp
-
----------------------------------------
-//=====================================
-5.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*npcspeed(<speed value>)
-*npcwalkto(<x>, <y>)
-*npcstop()
-
-These commands will make the NPC object in question move around the map.
-As they currently are, they are a bit buggy and are not useful for much
-more than making an NPC move randomly around the map.
-
-npcspeed() will set the NPCs walking speed to a specified value. As in the
-@speed GM command, 200 is the slowest possible speed while 0 is the
-fastest possible (instant motion). 100 is the default character walking
-speed.
-npcwalkto() will start the NPC sprite moving towards the specified
-coordinates on the same map as it is currently on. The script proceeds
-immediately after the NPC begins moving.
-npcstop() will stop the motion.
-
-While in transit, the NPC will be clickable, but invoking it will cause it
-to stop moving, which will make it's coordinates different from what the
-client computed based on the speed and motion coordinates. The effect is
-rather unnerving.
-
-Only a few NPC sprites have walking animations, and those that do, do not
-get the animation invoked when moving the NPC, due to the problem in the
-NPC walking code, which looks a bit silly. You might have better success
-by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
-
----------------------------------------
-
-*movenpc("<NPC name>", <x>, <y>{, <dir>})
-
-This command looks like the npcwalktoxy function, but is a little different.
-
-While npcwalktoxy just makes the NPC 'walk' to the coordinates given
-(which sometimes gives problems if the path isn't a straight line without
-objects), this command just moves the NPC. It basically warps out and in
-on the current and given spot. Direction can be used to change the NPC's
-facing direction.
-
-Example:
-
-// This will move Bugga from to the coordinates 100,20 (if those
-// coordinates are legit).
- movenpc("Bugga", 100, 20);
-
----------------------------------------
-
-*navigateto("<map>"{,<x>,<y>,<flag>,<hide_window>,<monster_id>,<char_id>});
-
-Generates a navigation for attached or specified character. Requires client
-2011-10-10aRagEXE or newer.
-
-The flag specifies how the client will calculate the specific route.
-
-Valid flags are:
- NAV_NONE - No services
- NAV_AIRSHIP_ONLY - Airship only
- NAV_SCROLL_ONLY - Scroll only
- NAV_AIRSHIP_AND_SCROLL - Airship and Scroll
- NAV_KAFRA_ONLY - Kafra only
- NAV_KAFRA_AND_AIRSHIP - Kafra and Airship
- NAV_KAFRA_AND_SCROLL - Kafra and Scroll
- NAV_ALL - All services
-
-When flag is not specified, the default value is NAV_KAFRA_AND_AIRSHIP.
-
-The hide_window specifies whether to display (0) or hide (1) the navigation window.
-By default the window is hidden.
-
-You can specify the monster_id in combination with a mapname to make the
-navigation system tell you, that you have reached the desired mob.
-
-Note:
-The client requires custom monster spawns be in the navigation file
-for using the embedded client Navigation feature to work properly. In this
-instance sending the player to the map where the monster spawns is a simpler
-solution rather than sending the map and the monster_id.
-
----------------------------------------
-//=====================================
-6 - Other Commands
-//=====================================
----------------------------------------
-
-*debugmes("<message>")
-
-This command will send the message to the server console (map-server
-window). It will not be displayed anywhere else.
-//
- // Displays "NAME has clicked me!" in the map-server window.
- debugmes(strcharinfo(PC_NAME)+" has clicked me!");
-
- debugmes("\033[38D\033[K ==Message== \n"); // enable colour code.
----------------------------------------
-
-*logmes("<message>"{, <log type>})
-
-This command will write the message given to the map server log files, as
-specified in 'conf/map/logs.conf'. If SQL logging is enabled, the message will
-go to the specified log table. If logs are not enabled, nothing will happen.
-
-Log types are:
-
-LOGMES_NPC - log to the 'npclog' table (Default)
-LOGMES_ATCOMMAND - log to the 'atcommandlog' table
-
-Example:
-
- logmes("foobar");
- logmes("foobar", LOGMES_ATCOMMAND);
-
----------------------------------------
-
-*globalmes("<message>"{, "<NPC name>"})
-
-This command will send a message to the chat window of all currently
-connected characters.
-
-If NPC name is specified, the message will be sent as if the sender would
-be the NPC with the said name.
-
----------------------------------------
-
-*channelmes("<#channel>", "<message>")
-
-This command will send a message to the specified chat channel.
-
-The sent message will not include any character's names.
-
-For special channels, such as #map and #ally, the attached RID's map or guild
-will be used.
-
-If the channel doesn't exist (or, in the case of a character-specific channel,
-no RID is attached), false will be returned. In case of success, true is
-returned.
-
----------------------------------------
-
-*addchannelhandler("<#channel>", "<NPC::OnEvent>")
-
-This command will trigger the specified event every time a player
-talks in the specified channel, with said player as attached rid.
-It assigns the message to @channelmes$
-
-OnChannelMessage:
- channelmes("#chan", "Echo: " + @channelmes$);
- end;
-
-OnInit:
- addchannelhandler("#chan", "NPC::OnChannelMessage");
-
----------------------------------------
-
-*removechannelhandler("<#channel>", "<NPC::OnEvent>")
-
-Removes a channel handler added by addchannelhandler()
-
----------------------------------------
-*rand(<number>{, <number>})
-
-This function returns a number ...
-(if you specify one) ... randomly positioned between 0 and the number you
- specify -1.
-(if you specify two) ... randomly positioned between the two numbers you
- specify.
-
-rand(10) would result in 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9
-rand(0, 9) would result in 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9
-rand(2, 5) would result in 2, 3, 4 or 5
-
----------------------------------------
-
-*viewpoint(<action>, <x>, <y>, <point number>, <color>)
-
-This command will mark places on the mini map in the client connected to
-the invoking character. It uses the normal X and Y coordinates from the
-main map. The colors of the marks are defined using a hexadecimal number,
-same as the ones used to color text in mes() output, but are written as
-hexadecimal numbers in C. (They look like 0x<six numbers>.)
-
-Action is what you want to do with a point, 1 will set it, while 2 will
-clear it. 0 will also set it, but automatically removes the point after 15
-seconds.
-Point number is the number of the point - you can have several. If more
-than one point is drawn at the same coordinates, they will cycle, which
-can be used to create flashing marks.
-
- // This command will show a mark at coordinates X 30 Y 40, is mark
- // number 1, and will be red.
-
- viewpoint(1, 30, 40, 1, 0xFF0000);
-
-This will create three points:
-
- viewpoint(1, 30, 40, 1, 0xFF0000);
- viewpoint(1, 35, 45, 2, 0xFF0000);
- viewpoint(1, 40, 50, 3, 0xFF0000);
-
-And this is how you remove them:
-
- viewpoint(2, 30, 40, 1, 0xFF0000);
- viewpoint(2, 35, 45, 2, 0xFF0000);
- viewpoint(2, 40, 50, 3, 0xFF0000);
-
-The client determines what it does with the points entirely, the server
-keeps no memory of where the points are set whatsoever.
-
----------------------------------------
-
-*cutin("<filename>", <position>)
-
-This command will display a picture, usually an NPC illustration, also
-called cutin, for the currently attached client. The position parameter
-determines the placement of the illustration and takes following values:
-
- 0 - bottom left corner
- 1 - bottom middle
- 2 - bottom right corner
- 3 - middle of screen in a movable window with an empty title bar
- 4 - middle of screen without the window header, but still movable
-
-The picture is read from data\texture\유저ì¸í„°íŽ˜ì´ìŠ¤\illust, from both the
-GRF archive and data folder, and is required to be a bitmap. The file
-extension .bmp can be omitted. Magenta color (#ff00ff) is considered
-transparent. There is no limit placed on the size of the illustrations
-by the client, although loading of large pictures (about 700x700 and
-larger) causes the client to freeze shortly (lag). Typically the size is
-about 320x480. New illustrations can be added by just putting the new file
-into the location above.
-
-The client is able to display only one cutin at the same time and each new
-one will cause the old one to disappear. To delete the currently displayed
-illustration without displaying a new one, an empty file name and position
-255 must be used.
-
- // Displays the Comodo Kafra illustration in lower right corner.
- cutin("kafra_07", 2);
-
- // Typical way to end a script, which displayed an illustration during a
- // dialog with a player.
- mes("See you.");
- close2();
- cutin("", 255);
- end;
-
----------------------------------------
-
-*pet(<pet id>)
-
-This command is used in all the item scripts for taming items. Running
-this command will make the pet catching cursor appear on the client
-connected to the invoking character, usable on the monsters with the
-specified pet ID number. It will still work outside an item script.
-
-A full list of pet IDs can be found inside 'db/pet_db.txt'
-
----------------------------------------
-
-*emotion(<emotion number>{, <target>{, "<target name>"}})
-
-This command makes an object display an emotion sprite above their own as
-if they were doing that emotion. For a full list of emotion numbers, see
-'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
-question mark) and 'e_gasp' (the exclamation mark).
-
-The optional target parameter specifies who will get the emotion on top of
-their head. If false (default if omitted), the NPC in current use will show
-the emotion, if true, the player that is running the script will display it.
-
-Target name parameter allows to display emotion on top of other NPC/PC
-without event labels. If specified name is not found, command does nothing.
-
----------------------------------------
-
-*misceffect(<effect number>)
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-This command, if run from an NPC object that has a sprite, will call up a
-specified effect number, centered on the NPC sprite. If the running code
-does not have an object ID (a 'floating' NPC) or is not running from an
-NPC object at all (an item script) the effect will be centered on the
-character who's RID got attached to the script, if any. For usable item
-scripts, this command will create an effect centered on the player using
-the item.
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use specialeffect instead,
-ie: specialeffect(<effect number>, <send target>, <unit id>)
-
----------------------------------------
-
-*soundeffect("<effect filename>", <type>)
-*soundeffectall("<effect filename>", <type>{, "<map name>"}{, <x0>, <y0>, <x1>, <y1>})
-
-These two commands will play a sound effect to either the invoking
-character only (soundeffect()) or multiple characters (soundeffectall()).
-If the running code does not have an object ID (a 'floating' NPC) or is
-not running from an NPC object at all (an item script) the sound will be
-centered on the character who's RID got attached to the script, if any.
-If it does, it will be centered on that object. (an NPC sprite)
-
-Effect filename is the filename in a GRF. It must have the .wav extension.
-
-It's not quite certain what the 'type' actually does, it is sent to the
-client directly. It probably determines which directory to play the effect
-from. It's certain that giving 0 for the number will play sound files from
-'\data\wav\', but where the other numbers will read from is unclear.
-
-The sound files themselves must be in the PCM format, and file names
-should also have a maximum length of 23 characters including the .wav
-extension:
-
-soundeffect("1234567890123456789.wav", 0); // will play the soundeffect
-soundeffect("12345678901234567890.wav", 0); // throws gravity error
-
-You can add your own effects this way, naturally.
-
----------------------------------------
-
-*playbgm("<BGM filename>")
-*playbgmall("<BGM filename>"{, "<map name>"{, <x0>, <y0>, <x1>, <y1>}})
-
-These two commands will play a Background Music to either the invoking
-character only (playbgm()) or multiple characters (playbgmall()).
-
-BGM filename is the filename in /BGM/ folder. It has to be in .mp3
-extension, but it's not required to specify the extension in the script.
-
-If coordinates are omitted, BGM will be broadcasted on the entire map. If
-the map name is also omitted the BGM will be played for the entire server.
-
-You can add your own BGMs this way, naturally.
-
----------------------------------------
-
-*pvpon("<map name>")
-*pvpoff("<map name>")
-
-These commands will turn PVP mode for the specified maps on and off.
-Beside setting the flags referred to in setmapflag(), pvpon() will also
-create a PVP timer and ranking as will @pvpon GM command do.
-
----------------------------------------
-
-*atcommand("<command>")
-
-This command will run the given command line exactly as if it was typed in
-from the keyboard by the player connected to the invoking character, and
-that character belonged to an account which had GM level 99.
-
- // This will ask the invoker for a character name and then use the
- // '@nuke' GM command on them, killing them mercilessly.
- input(.@player$);
- atcommand("@nuke "+.@player$);
-
-Use of this command is not recommended unless you know what you're
-doing, since not all atcommands are intended to be used by the script
-engine.
-
----------------------------------------
-
-*charcommand("<command>")
-
-This command will run the given command line exactly as if it was typed in
-from the keyboard from a character that belonged to an account which had
-GM level 99.
-
-The commands can also run without an attached rid.
-
- // This would do the same as above, but now
- // it doesn't need a player attached by default.
- charcommand("#option 0 0 0 Roy");
-
-Use of this command is not recommended unless you know what you're
-doing, since not all atcommands are intended to be used by the script
-engine.
-
----------------------------------------
-
-*bindatcmd("command", "<NPC object name>::<event label>"{, <group level>, <group level char>, <log>})
-
-This command will bind a NPC event label to an atcommand. Upon execution
-of the atcommand, the user will invoke the NPC event label. Each atcommand
-is only allowed one binding. If you rebind, it will override the original
-binding. If group level is provided, only users of that group level or
-above will be able to access the command, if not provided, everyone will
-be able to access the command.
-"group level char" is the minimum group level required for the label to be
-used on others like a char command would, e.g. "#command "target" params",
-when not provided, "group level char" defaults to 99.
-"log" whether to log the usages of this command with the atcommand log
-(true = log, false = no log), default is to not log.
-
-The following variables are set upon execution:
- .@atcmd_command$ = The name of the @command used.
- .@atcmd_parameters$[] = Array containing the given parameters,
- starting from an index of 0.
- .@atcmd_numparameters = The number of parameters defined.
-
-Parameters are split on spaces. Multiple spaces aren't grouped together, and
-will create multiple (empty) arguments.
-Any leading spaces before the first parameter will be omitted.
-
-Usage example:
-
-When a user types the command "@test", an angel effect will be shown.
-
-- script atcmd_example FAKE_NPC,{
-OnInit:
- bindatcmd("test", strnpcinfo(NPC_NAME_UNIQUE)+"::OnAtcommand");
- end;
-OnAtcommand:
- specialeffect(EF_ANGEL2, AREA, playerattached());
- end;
-}
-
-Parameter splitting example:
- @mycommand
- .@atcmd_numparameters -> 0
- .@atcmd_parameters$ -> { }
- @mycommand<space><space>
- .@atcmd_numparameters -> 0
- .@atcmd_parameters$ -> { }
- @mycommand<space>foo
- .@atcmd_numparameters -> 1
- .@atcmd_parameters$ -> { "foo" }
- @mycommand<space><space>foo
- .@atcmd_numparameters -> 1
- .@atcmd_parameters$ -> { "foo" }
- @mycommand<space>foo<space>bar
- .@atcmd_numparameters -> 2
- .@atcmd_parameters$ -> { "foo", "bar" }
- @mycommand<space>foo<space><space>bar
- .@atcmd_numparameters -> 3
- .@atcmd_parameters$ -> { "foo", "", "bar" }
- @mycommand<space>foo<space>
- .@atcmd_numparameters -> 2
- .@atcmd_parameters$ -> { "foo", "" }
- @mycommand<space>foo<space><space>
- .@atcmd_numparameters -> 3
- .@atcmd_parameters$ -> { "foo", "", "" }
-
-The called event label needs to take care of joining arguments together, in
-case it expects spaces. For example:
-
-- script atcmd_example FAKE_NPC,{
-OnInit:
- bindatcmd("test", strnpcinfo(NPC_NAME_UNIQUE)+"::OnAtcommand");
- end;
-OnAtcommand:
- // This command expects a character name (that may contain spaces) as
- // the only parameter.
- .@name$ = "";
- for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) {
- .@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i];
- }
- dispbottom("The specified name is: '" + .@name$ + "'");
- end;
-}
-
----------------------------------------
-
-*add_group_command("<command>", <group id>, <use on self>, <use on other>)
-
-Allows to explicitly change the command permissions for a specific group.
-
-This command bypasses group inheritance, which means groups inheriting from
-the specified <group id> will NOT inherit the specified permission. You should
-use add_group_command() for every group you want to give permission to.
-
-Example:
- bindatcmd("foobar", "NPC::OnUseCommand", 99, 99, 0); // define the command
- add_group_command("foobar", 2, true, false); // allow group 2 to use @foobar
- add_group_command("foobar", 5, true, true); // allow group 5 to use @foobar and #foobar
-
----------------------------------------
-
-*unbindatcmd("command")
-
-This command will unbind a NPC event label from an atcommand.
-
----------------------------------------
-
-*useatcmd("command")
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-This command will execute an atcommand binding on the attached RID from a
-script. The three .@atcmd_***** variables will NOT be set when invoking
-scripts-atcommands this way.
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Instead, you should directly call to the
-event label of the binding using timers or doevent(). For built-in commands,
-atcommand() should be used instead.
-
----------------------------------------
-
-*can_use_command("<command>"{, <account id>})
-
-Checks if the attached or specified player can use the specified
-atcommand and returns true or false accordingly. Works for both
-built-in atcommands and custom atcommands.
-
----------------------------------------
-
-*has_permission(<permission>{, <account id>})
-*has_permission("<permission>"{, <account id>})
-
-Check if the attached or specified player has the specified permission
-and returns true or false accordingly. See doc/permissions.txt for
-details about permissions.
-
-Valid <permission> are:
-
- PERM_TRADE
- PERM_PARTY
- PERM_ALL_SKILL
- PERM_USE_ALL_EQUIPMENT
- PERM_SKILL_UNCONDITIONAL
- PERM_JOIN_ALL_CHAT
- PERM_NO_CHAT_KICK
- PERM_HIDE_SESSION
- PERM_WHO_DISPLAY_AID
- PERM_RECEIVE_HACK_INFO
- PERM_WARP_ANYWHERE
- PERM_VIEW_HPMETER
- PERM_VIEW_EQUIPMENT
- PERM_USE_CHECK
- PERM_USE_CHANGEMAPTYPE
- PERM_USE_ALL_COMMANDS
- PERM_RECEIVE_REQUESTS
- PERM_SHOW_BOSS
- PERM_DISABLE_PVM
- PERM_DISABLE_PVP
- PERM_DISABLE_CMD_DEAD
- PERM_HCHSYS_ADMIN
- PERM_TRADE_BOUND
- PERM_DISABLE_PICK_UP
- PERM_DISABLE_STORE
- PERM_DISABLE_EXP
- PERM_DISABLE_SKILL_USAGE
-
-Example:
-
- if (has_permission(PERM_WARP_ANYWHERE)) {
- //do something
- }
-
-It is also possible to pass a string for plugin permissions:
-
- if (has_permission("show_version")) {
- //do something
- }
-
-** Passing a string is slower than passing a constant because
- the engine has to loop through the array to find the permission.
- In most cases you should use the PERM_ constants.
-
----------------------------------------
-
-*unitskilluseid(<GID>, <skill id>, <skill lvl>{, <target id>})
-*unitskilluseid(<GID>, "<skill name>", <skill lvl>{, <target id>})
-*unitskillusepos(<GID>, <skill id>, <skill lvl>, <x>, <y>)
-*unitskillusepos(<GID>, "<skill name>", <skill lvl>, <x>, <y>)
-
-This is the replacement of the older commands, these use the same values
-for GID as the other unit* commands (See 'GID').
-
-Skill ID is the ID of the skill, skill level is the level of the skill.
-For the position, the x and y are given in the unitskillusepos.
-
----------------------------------------
-
-*npcskill(<skill id>, <skill lvl>, <stat point>, <NPC level>)
-*npcskill("<skill name>", <skill lvl>, <stat point>, <NPC level>)
-
-This command causes the attached NPC object to cast a skill on the
-attached player. The skill will have no cast time or cooldown. The player
-must be within the default skill range or the command will fail silently.
-
-The "stat point" parameter temporarily sets all NPC stats to the given
-value, and "NPC level" is the temporary level of the NPC (used in some
-skills). Neither value can be greater than the max level defined in
-config, and will not work properly if the NPC has a mob sprite.
-
- // Casts Level 10 Heal on the attached player, calculated with
- // all stats 99 and base level 60.
- npcskill(AL_HEAL, 10, 99, 60);
-
----------------------------------------
-
-*setnpcdistance(<distance>)
-
-This command can reduce distance from where npc can be clicked.
-Usefull to use from OnInit event.
-
- // Set distance to one tile on server load
- OnInit:
- setnpcdistance(1);
-
----------------------------------------
-
-*getnpcdir({<name>})
-
-Return current npc direction for parameter "name" or for attached npc
-if it missing. If name missing and not attached npc, return -1.
-
-Example:
- .@dir = getnpcdir();
-
----------------------------------------
-
-*setnpcdir({<name>, }<direction>)
-
-Set npc direction. If npc name missing, will be used attached npc.
-
-Example:
- setnpcdir(DIR_WEST);
-
----------------------------------------
-
-*getnpcclass({<name>})
-
-Return npc class/sprite id for npc with given name or for attached npc.
-If name missing and no attached npc, return -1.
-
-Example:
- .@class = getnpcclass();
-
----------------------------------------
-
-*day();
-*night();
-
-These two commands will switch the entire server between day and night
-mode respectively. If your server is set to cycle between day and night by
-configuration, it will eventually return to that cycle.
-
-Example:
-
-- script DayNight FAKE_NPC,{
-OnClock0600:
- day();
- end;
-OnInit:
- // setting correct mode upon server start-up
- if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 18)
- end;
-OnClock1800:
- night();
- end;
-}
-
-This script allows to emulate the day/night cycle as the server does, but
-also allows triggering additional effects upon change, like announces,
-gifts, etc.
-The day/night cycle set by configuration should be disabled when this
-script is used.
-
----------------------------------------
-
-*pcre_match("<string>", "<regex>")
-
-The string <string> will be searched for a match to the regular expression
-<regex>, and the number of matches will be returned.
-
-An alternative way to invoke this command is to use the operators '~=' or '~!'.
-The operator '~=' is exactly the same as pcre_match, while the operator '~!'
-will return true if no matches were found, or false if at least a match was found.
-
- if (pcre_match("string", "regex"))
- mes("There was a match.");
- if ("string" ~= "regex")
- mes("There was a match.");
- if ("string" ~! "regex")
- mes("There were no matches.");
-
-You can find more usage examples in the test script npc/custom/test.txt.
-
-Using regular expressions is high wizardry. But with this high wizardry
-comes unparalleled power of text manipulation. For an explanation of what
-a regular expression pattern is, see a few web pages:
-
-http://www.regular-expressions.info/
-http://www.weitz.de/regex-coach/
-
-Additionally, the following temporary variables will be filled (unless the
-command is invoked as '~!'):
-
-- $@regexmatchcount: The number of matches detected, including any
- parenthesized capture-groups.
-- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern.
-- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched
- each of the parenthesized capture-groups in <pattern>.
-
-A capture group is a part of a regex enclosed in (parentheses) in order to
-store in a variable the part of the expression that was matched by that part of
-the regex. For more details, see the links above, as this is not intended to be
-a regex tutorial.
-
----------------------------------------
-
-*defpattern(<set number>, "<regular expression pattern>", "<event label>")
-*activatepset(<set number>)
-*deactivatepset(<set number>)
-*deletepset(<set number>)
-
-They will make the NPC object listen for text spoken publicly by players
-and match it against regular expression patterns, then trigger labels
-associated with these regular expression patterns.
-
-Patterns are organized into sets, which are referred to by a set number.
-You can have multiple sets patterns, and multiple patterns may be active
-at once. Numbers for pattern sets start at 1.
-
-defpattern() will associate a given regular expression pattern with an
-event label. This event will be triggered whenever something a player says
-is matched by this regular expression pattern, if the pattern is currently
-active.
-
-activatepset() will make the pattern set specified active. An active
-pattern will enable triggering labels defined with defpattern(), which
-will not happen by default.
-deactivatepset() will deactivate a specified pattern set. Giving -1 as a
-pattern set number in this case will deactivate all pattern sets defined.
-
-deletepset() will delete a pattern set from memory, so you can create a
-new pattern set in its place.
-
-For an example of this in use, see doc/sample/npc_test_pcre.txt
-
-With this you could, for example, automatically punish players for asking
-for Zeny in public places, or alternatively, automatically give them Zeny
-instead if they want it so much.
-
----------------------------------------
-
-*pow(<number>, <power>)
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-Returns the result of the calculation.
-
-Example:
- .@i = pow(2, 3); // .@i will be 8
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use the exponentiation operator,
-ie: (2 ** 3) instead of pow(2, 3)
-
----------------------------------------
-
-*log10(<number>)
-
-Returns log base 10 of the number.
-
-Note: The value is truncated to integer.
-
-Example:
- .@i = log10(100); // .@i will be 2
-
----------------------------------------
-
-*sqrt(<number>)
-
-Returns square-root of number.
-
-Note: The value is truncated to integer.
-
-Example:
- .@i = sqrt(25); // .@i will be 5
-
----------------------------------------
-
-*distance(<x0>, <y0>, <x1>, <y1>)
-
-Returns distance between 2 points.
-
-Note: When Hercules is configured to use circular areas, the Euclidean distance
-is returned, otherwise the Chebyshev distance. The value is truncated to
-integer.
-
-Example:
- .@i = distance(100, 200, 101, 202);
-
----------------------------------------
-
-*min(<number>{, <number>...<number>})
-*max(<number>{, <number>...<number>})
-
-Returns the smallest (or biggest) from the set of given numbers.
-
-Example:
- .@minimum = min(1, -6, -2, 8, 2); // .@minimum will be equal to -6
- .@maximum = max(0, 5, 10, 4); // .@maximum will be equal to 10
- .@level = min(BaseLevel, 70); // .@level will be the character's base level, capped to 70
-
----------------------------------------
-
-*md5("<string>")
-
-Returns the md5 checksum of a number or string.
-
-Example:
- mes md5(12345);
- mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b
- mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4
-
----------------------------------------
-
-*swap(<variable>, <variable>)
-
-Swap the value of 2 variables. Both sides must be same integer or string type.
-
-Example:
- .@var1 = 111;
- .@var2 = 222;
- swap(.@var1, .@var2);
- mes("var1 = "+ .@var1); // return 222
- mes("var2 = "+ .@var2); // return 111
-
----------------------------------------
-
-*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
-*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
-
-Executes an SQL query. A 'select' query can fill array variables with up
-to 128 rows of values, and will return the number of rows (the array size).
-
-Note that query_sql() runs on the main database while query_logsql() runs
-on the log database.
-
-Example:
- .@nb = query_sql("select name, fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame);
- mes("Hall Of Fame: TOP5");
- mes("1."+.@name$[0]+"("+.@fame[0]+")"); // Will return a person with the biggest fame value.
- mes("2."+.@name$[1]+"("+.@fame[1]+")");
- mes("3."+.@name$[2]+"("+.@fame[2]+")");
- mes("4."+.@name$[3]+"("+.@fame[3]+")");
- mes("5."+.@name$[4]+"("+.@fame[4]+")");
-
----------------------------------------
-
-*escape_sql(<value>)
-
-Converts the value to a string and escapes special characters so that it's
-safe to use in query_sql(). Returns the escaped form of the given value.
-
-Example:
- .@str$ = "John's Laptop";
- .@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop
-
----------------------------------------
-
-*setitemscript(<item id>, <"{ new item script }">{, <type>})
-
-Set a new script bonus to the Item. Very useful for game events.
-You can remove an item's itemscript by leaving the itemscript argument
-empty. Returns 1 on success, or 0 on fail (item_id not found or new item
-script is invalid).
-Type can optionally be used indicates which script to set (default is 0):
- 0 - Script
- 1 - OnEquip_Script
- 2 - OnUnequip_Script
-
-Example:
-
-setitemscript(Silver_Ring_, "{ if (isequipped(Santa's_Hat) == 0) end; if (getskilllv(AL_TELEPORT)) { skill(MC_IDENTIFY, 1); } else { skill(AL_TELEPORT, 1+isequipped(Santa's_Hat)); } }");
-setitemscript(Silver_Ring_, "");
-
----------------------------------------
-
-*atoi("<string>")
-*axtoi("<string>")
-*strtol("string", base)
-
-These commands are used to convert strings to numbers. atoi() will
-interpret given string as a decimal number (base 10), while axtoi()
-interprets strings as hexadecimal numbers (base 16). strtol() lets
-the user specify a base (valid range is between 2 and 36 inclusive,
-or the special value0, which means auto-detection).
-
-The atoi() and strtol() functions conform to the C functions with the same
-names, and axtoi() is the same as strtol(), with a base of 16. Results are
-clamped to signed 32 bit int range (INT_MIN ~ INT_MAX)
-
-Example:
-
-.@var = atoi("11"); // Sets .@var to 11
-.@var = axtoi("FF"); // Sets .@var to 255
-mes(axtoi("11")); // Displays 17 (1 = 1, 10 = 16)
-.@var = strtol("11", 10); // Sets .@var to 11 (11 base 10)
-.@var = strtol("11", 16); // Sets .@var to 17 (11 base 16)
-.@var = strtol("11", 0); // Sets .@var to 11 (11 base 10, auto-detected)
-.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix)
-.@var = strtol("011", 0); // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix)
-.@var = strtol("11", 2); // Sets .@var to 3 (binary 11)
-
----------------------------------------
-
-*compare("<string>", "<substring>")
-
-This command returns true when the substring is in the main string or
-false otherwise. This command is not case sensitive.
-
-Examples:
-
-//dothis(); will be executed ('Bloody Murderer' contains 'Blood').
- if (compare("Bloody Murderer", "Blood"))
- dothis();
-//dothat(); will not be executed ('Blood butterfly' does not contain 'Bloody').
- if (compare("Blood Butterfly", "Bloody"))
- dothat();
-
----------------------------------------
-
-*strcmp("<string>", "<string>")
-
-This command compares two strings and is similar to strcmp in C.
-
-Return Values:
- >0 : String 1 > String 2
- 0 : Strings are equal
- <0 : String 1 < String 2
-
-Examples:
- .@a = strcmp("abcdef", "ABCDEF");
- if (.@a > 0){
- mes(".@a is greater than 0."); //Output is this.
- } else {
- mes(".@a is less or equal to 0");
- }
-
----------------------------------------
-
-*getstrlen("<string>")
-
-This function will return the length of the string given as an argument.
-It is useful to check if anything input by the player exceeds name length
-limits and other length limits and asking them to try to input something
-else.
-
----------------------------------------
-
-*isstr(<argument>)
-
-This command checks if the given <argument> is a string (1),
-an integer (0) or something else (2).
-
-Example:
-
- isstr(69); // outputs 0
- isstr("69"); // outputs 1
-
----------------------------------------
-
-*getdatatype(<argument>)
-
-This command returns the raw type of the given <argument>. Unlike
-isstr, this command does not evaluate the argument. The returned type
-is bitmasked.
-
-types include:
-
- DATATYPE_NIL
- DATATYPE_STR
- DATATYPE_INT
- DATATYPE_CONST
- DATATYPE_PARAM
- DATATYPE_VAR
- DATATYPE_LABEL
-
-Example:
-
- getdatatype() // DATATYPE_NIL
- getdatatype("foo") // DATATYPE_STR
- getdatatype(@foo$) // (DATATYPE_VAR | DATATYPE_STR)
-
----------------------------------------
-
-*charisalpha("<string>", <position>)
-
-This function will return true if the character number Position in the given
-string is a letter, false if it isn't a letter but a digit or a space.
-The first letter is position 0.
-
----------------------------------------
-
-*charat(<string>, <index>)
-
-Returns char at specified index. If index is out of range, returns an
-empty string.
-
-Example:
-
- charat("This is a string", 10); //returns "s"
-
----------------------------------------
-
-*chr(<int>)
-
-Returns a char from its ASCII value.
-
-Example:
-
- chr(99); //returns "c"
-
----------------------------------------
-
-*ord(<chr>)
-
-Returns the ASCII value of char <chr>.
-
-Example:
-
- ord("c"); //returns 99
-
----------------------------------------
-
-*setchar(<string>, <char>, <index>)
-
-Returns the original string with the char at the specified index set to
-the specified char. If index is out of range, the original string will be
-returned. Only the 1st char in the <char> parameter will be used.
-
-Example:
-
- setchar("Cat", "B", 0); //returns "Bat"
-
----------------------------------------
-
-*insertchar(<string>, <char>, <index>)
-
-Returns the original string with the specified char inserted at the
-specified index. If index is out of range, the char will be inserted on
-the end of the string that it is closest. Only the 1st char in the <char>
-parameter will be used.
-
-Example:
-
- insertchar("laughter", "s", 0); //returns "slaughter"
-
----------------------------------------
-
-*delchar(<string>, <index>)
-
-Returns the original string with the char at the specified index removed.
-If index is out of range, original string will be returned.
-
-Example:
-
- delchar("Diet", 3); //returns "Die"
-
----------------------------------------
-
-*strtoupper(<string>)
-*strtolower(<string>)
-
-Returns the specified string in it's uppercase/lowercase form.
-All non-alpha characters will be preserved.
-
-Example:
-
- strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!"
-
----------------------------------------
-
-*charisupper(<string>, <index>)
-*charislower(<string>, <index>)
-
-Returns true if character at specified index of specified string is
-uppercase for charisupper() or lowercase for charislower(). Otherwise, false.
-Characters not of the alphabelt will return false.
-
-Example:
-
- charisupper("Hercules", 0); //returns 1
-
----------------------------------------
-
-*substr(<string>, <start_index>, <end_index>)
-
-Returns the sub-string of the specified string inclusively between the set
-indexes. If indexes are out of range, or the start index is after the end
-index, an empty string will be returned.
-
-Example:
-
- substr("foobar", 3, 5); //returns "bar"
-
----------------------------------------
-
-*explode(<dest_array>, <string>, <delimiter>)
-
-Breaks a string up into substrings based on the specified delimiter.
-Substrings will be stored within the specified string array. Only the 1st
-char of the delimiter parameter will be used. If an empty string is passed
-as a delimiter, the string will be placed in the array in its original
-form, without any changes. Return the number of elements written to
-<dest_array>.
-
-Example:
-
- .@num_elements = explode(.@my_array$, "Explode:Test:1965:red:PIE", ":");
- //.@my_array$ contents will be...
- //.@my_array$[0]: "Explode"
- //.@my_array$[1]: "Test"
- //.@my_array$[2]: "1965"
- //.@my_array$[3]: "red"
- //.@my_array$[4]: "PIE"
- //.@num_elements: 5
-
----------------------------------------
-
-*implode(<string_array>{, <glue>})
-
-Combines all substrings within the specified string array into a single
-string. If the glue parameter is specified, it will be inserted inbetween
-each substring.
-
-Example:
- setarray(.@my_array$[0], "This", "is", "a", "test");
- implode(.@my_array$, " "); //returns "This is a test"
-
----------------------------------------
-
-*sprintf(<format>{, param{, param{, ...}}})
-
-C style sprintf. The resulting string is returned.
-
-The format string can contain placeholders (format specifiers) using the
-following structure:
-
- %[parameter][flags][width]type
-
-The following format specifier types are supported:
-
-%%: Prints a literal '%' (special case, doesn't support parameter, flag, width)
-%d, %i: Formats the specified value as a decimal signed number
-%u: Formats the specified value as a decimal unsigned number
-%x: Formats the specified value as a hexadecimal (lowercase) unsigned number
-%X: Formats the specified value as a hexadecimal (uppercase) unsigned number
-%o: Formats the specified value as an octal unsigned number
-%s: Formats the specified value as a string
-%c: Formats the specified value as a character (only uses the first character
- of strings)
-
-The following format specifier types are not supported:
-
-%n (not implemented due to safety concerns)
-%f, %F, %e, %E, %g, %G (the script engine doesn't use floating point values)
-%p (the script engine doesn't use pointers)
-%a, %A (not supported, use 0x%x and 0x%X respectively instead)
-
-An ordinal parameter can be specified in the form 'x$' (where x is a number),
-to reorder the output (this may be useful in translated strings, where the
-sentence order may be different from the original order). Example:
-
- // Name, level, job name
- mes(sprintf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-When translating the sentence to other languages (for example Italian),
-swapping some arguments may be appropriate, and it may be desirable to keep the
-actual arguments in the same order (i.e. when translating through the HULD):
-
- // Job name is printed before the level, although they're specified in the opposite order.
- // Name, job name, level
- mes(sprintf("Ciao, io sono %1$s, un %3$s di livello %2$d", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-The supported format specifier flags are:
-
-- (minus): Left-align the output of this format specifier. (the default is to
- right-align the output).
-+ (plus): Prepends a plus for positive signed-numeric types. positive = '+',
- negative = '-'.
-(space): Prepends a space for positive signed-numeric types. positive = ' ',
- negative = '-'. This flag is ignored if the '+' flag exists.
-0 (zero): When a field width option is specified, prepends zeros for numeric
- types. (the default prepends spaces).
-A field width can be specified.
-
- mes(sprintf("The temperature is %+d degrees Celsius", .@temperature)); // Keeps the '+' sign in front of positive values
- .@map_name$ = sprintf("quiz_%02d", .@i); // Keeps the leading 0 in "quiz_00", etc
-
-A field width may be specified, to ensure that 'at least' that many characters
-are printed. If a star ('*') is specified as width, then the width is read as
-argument to the sprintf() function. This also supports positional arguments.
-
- sprintf("%04d", 10) // Returns "0010"
- sprintf("%0*d", 5, 10) // Returns "00010"
- sprintf("%5d", 10) // Returns " 10"
- sprintf("%-5d", 10) // Returns "10 "
- sprintf("%10s", "Hello") // Returns " Hello";
- sprintf("%-10s", "Hello") // Returns "Hello ";
-
-Precision ('.X') and length ('hh', 'h', 'l', 'll', 'L', 'z', 'j', 't')
-specifiers are not implemented (not necessary for the script engine purposes)
-
-Example:
- .@format$ = "The %s contains %d monkeys";
- dispbottom(sprintf(.@format$, "zoo", 5));
- //prints "The zoo contains 5 monkeys"
-
- dispbottom(sprintf(.@format$, "barrel", 82));
- //prints "The barrel contains 82 monkeys"
-
----------------------------------------
-
-*sscanf(<string>, <format>{, param{, param{, ...}}})
-
-C style sscanf. All C format specifiers are supported.
-More info: sscanf @ www.cplusplus.com. The number of params is only
-limited by Hercules' script engine.
-
-Example:
- sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$);
- dispbottom(.@num + " " + .@str$); //prints "42 foobar"
-
----------------------------------------
-
-*strpos(<haystack>, <needle>{, <offset>})
-
-PHP style strpos. Finds a substring (needle) within a string (haystack).
-The offset parameter indicates the index of the string to start searching.
-Returns index of substring on successful search, else -1.
-Comparison is case sensitive.
-
-Example:
- strpos("foobar", "bar", 0); //returns 3
- strpos("foobarfoo", "foo", 0); //returns 0
- strpos("foobarfoo", "foo", 1); //returns 6
-
----------------------------------------
-
-*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
-
-Replaces all instances of a search string in the input with the specified
-replacement string. By default is case sensitive unless <usecase> is set
-to false. If specified it will only replace as many instances as specified
-in the count parameter.
-
-Example:
- replacestr("testing tester", "test", "dash"); //returns "dashing dasher"
- replacestr("Donkey", "don", "mon", false); //returns "monkey"
- replacestr("test test test test test", "test", "yay", false, 3); //returns "yay yay yay test test"
-
----------------------------------------
-
-*countstr(<input>, <search>{, <usecase>})
-
-Counts all instances of a search string in the input. By default is case
-sensitive unless <usecase> is set to false.
-
-Example:
- countstr("test test test Test", "test"); //returns 3
- countstr("cake Cake", "Cake", false); //returns 2
-
----------------------------------------
-
-*setfont(<font>)
-
-This command sets the current RO client interface font to one of the fonts
-stored in data\*.eot by using an ID of the font. When the ID of the
-currently used font is used, default interface font is used again.
-
- 0 - Default
- 1 - RixLoveangel
- 2 - RixSquirrel
- 3 - NHCgogo
- 4 - RixDiary
- 5 - RixMiniHeart
- 6 - RixFreshman
- 7 - RixKid
- 8 - RixMagic
- 9 - RixJJangu
-
----------------------------------------
-
-*showdigit(<value>{, <type>})
-
-Displays given numeric 'value' in large digital clock font on top of the
-screen. The optional parameter 'type' specifies visual aspects of the
-"clock" and can be one of the following values:
-
- 0 - Displays the value for 5 seconds (default).
- 1 - Incremental counter (1 tick/second).
- 2 - Decremental counter (1 tick/second). Does not stop at zero, but
- overflows.
- 3 - Decremental counter (1 tick/second). Two digits only, stops at
- zero.
-
-For type 1 and 2 the start value is set by using negative number of the
-one intended to set (ex. -10 starts the counter at 10 seconds). Except for
-type 3 the value is interpreted as seconds and formatted as time in days,
-hours, minutes and seconds. Note, that the official script command does
-not have the optional parameter.
-
- // displays 23:59:59 for 5 seconds
- showdigit(86399);
-
- // counter that starts at 60 and runs for 60 seconds
- showdigit(60, 3);
-
----------------------------------------
-
-* The Pet AI commands
-
-These commands will only work if the invoking character has a pet, and are
-meant to be executed from pet scripts. They will modify the pet AI
-decision-making for the current pet of the invoking character, and will
-NOT have any independent effect by themselves, which is why only one of
-them each may be in effect at any time for a specific pet. A pet may
-have petloot(), petskillbonus(), petskillattack() and petskillsupport() at the
-same time.
-
-*petskillbonus(<bonus type>, <value>, <duration>, <delay>)
-
-This command will make the pet give a bonus to the owner's stat (bonus
-type - bInt, bVit, bDex, bAgi, bLuk, bStr, bSpeedRate - for a full list, see the
-values starting with 'b' in 'db/constants.conf').
-
-*petrecovery(<status type>, <delay>)
-
-This command will make the pet cure a specified status condition. The
-curing actions will occur once every <delay> seconds. For a full list of
-status conditions that can be cured, see the list of 'SC_' status
-condition constants in 'db/constants.conf'
-
-*petloot(<max items>)
-
-This command will turn on pet looting, with a maximum number of items to
-loot specified. Pet will store items and return them when the maximum is
-reached or when pet performance is activated.
-
-*petskillsupport(<skill id>, <skill level>, <delay>, <percent hp>, <percent sp>)
-*petskillsupport("<skill name>", <skill level>, <delay>, <percent hp>, <percent sp>)
-
-This will make the pet use a specified support skill on the owner whenever
-the HP and SP are below the given percent values, with a specified delay
-time between activations. The skill numbers are as per
-'db/(pre-)re/skill_db.txt'.
-It's not quite certain who's stats will be used for the skills cast, the
-character's or the pets. Probably, Skotlex can answer that question.
-
-*petskillattack(<skill id>, <damage>, <number of attacks>, <rate>, <bonusrate>)
-*petskillattack("<skill name>", <damage>, <number of attacks>, <rate>, <bonusrate>)
-
-This command will make the pet cast an attack skill on the enemy the pet's
-owner is currently fighting. Skill IDs and levels are as per petskillsupport().
-If <number of attacks> is specified different than 0, it will make the pet cast
-the skill with a fixed amount of damage inflicted and the specified number of
-attacks. A value of zero uses the skill's defaults.
-
-All commands with delays and durations will only make the behavior active
-for the specified duration of seconds, with a delay of the specified
-number of seconds between activations. Rates are a chance of the effect
-occurring and are given in percent. 'bonusrate' is added to the normal
-rate if the pet intimacy is at the maximum possible.
-
-The behavior modified with the above mentioned commands will only be
-exhibited if the pet is loyal and appropriate configuration options are
-set in 'conf/map/battle.conf'.
-
-Pet scripts in the database normally run whenever a pet of that type
-hatches from the egg. Other commands usable in item scripts (see bonus())
-will also happily run from pet scripts. Apparently, the pet-specific
-commands will also work in NPC scripts and modify the behavior of the
-current pet up until the pet is hatched again. (Which will also occur when
-the character is logged in again with the pet still out of the egg.) It is
-not certain for how long the effect of such command running from an NPC
-script will eventually persist, but apparently, it is possible to usefully
-employ them in usable item scripts to create pet buffing items.
-
-Nobody tried this before, so you're essentially on your own here.
-
----------------------------------------
-
-*bpet()
-
-This command opens up a pet hatching window on the client connected to the
-invoking character. It is used in item script for the pet incubators and
-will let the player hatch an owned egg. If the character has no eggs, it
-will just open up an empty incubator window.
-This is still usable outside item scripts.
-
----------------------------------------
-
-*makepet(<pet id>)
-
-This command will create a pet egg and put it in the invoking character's
-inventory. The kind of pet is specified by pet ID numbers listed in
-'db/pet_db.txt'. The egg is created exactly as if the character just
-successfully caught a pet in the normal way.
-
- // This will make you a poring:
- makepet(PORING);
-
-Notice that you absolutely have to create pet eggs with this command. If
-you try to give a pet egg with getitem(), pet data will not be created by
-the char server and the egg will disappear when anyone tries to hatch it.
-
----------------------------------------
-
-*homshuffle()
-
-This will recalculate the homunculus stats according to its level, of the
-current invoking character.
-
----------------------------------------
-
-*setcell("<map name>", <x1>, <y1>, <x2>, <y2>, <type>, <flag>)
-
-Each map cell has several 'flags' that specify the properties of that cell.
-These include terrain properties (walkability, shootability, presence of
-water), skills (basilica, land protector, ...) and other (NPC nearby, no
-vending, ...).
-Each of these can be 'on' or 'off'. Together they define a cell's behavior.
-
-This command lets you alter these flags for all map cells in the specified
-(x1,y1)-(x2,y2) rectangle.
-'type' defines which flag to modify. Possible options include cell_walkable,
-cell_shootable, cell_basilica. For a full list, see constants.conf.
-'flag' can be false (clear flat) or true (set flag).
-
-Example:
-
- setcell("arena", 0, 0, 300, 300, cell_basilica, true);
- setcell("arena", 140, 140, 160, 160, cell_basilica, false);
- setcell("arena", 135, 135, 165, 165, cell_walkable, false);
- setcell("arena", 140, 140, 160, 160, cell_walkable, true);
-
-This will add a makeshift ring into the center of the map. The ring will
-be surrounded by a 5-cell wide 'gap' to prevent interference from outside,
-and the rest of the map will be marked as 'basilica', preventing observers
-from casting any offensive skills or fighting among themselves. Note that
-the wall will not be shown nor known client-side, which may cause movement
-problems.
-
-Another example:
-
-OnBarricadeDeploy:
- setcell("schg_cas05", 114, 51, 125, 51, cell_walkable, false);
- end;
-OnBarricadeBreak:
- setcell("schg_cas05", 114, 51, 125, 51, cell_walkable, true);
- end;
-
-This could be a part of the WoE:SE script, where attackers are not allowed
-to proceed until all barricades are destroyed. This script would place and
-remove a nonwalkable row of cells after the barricade mobs.
-
----------------------------------------
-
-*checkcell("<map name>", <x>, <y>, <type>)
-
-This command will return true or false, depending on whether the specified cell
-has the 'type' flag set or not. There are various types to check, all
-mimicking the server's cell_chk enumeration. The types can be found in
-db/constants.conf.
-
-The meaning of the individual types can be confusing, so here's an
-overview:
- - cell_chkwall/water/cliff
- these check directly for the 'terrain component' of the specified cell
- - cell_chkpass/reach/nopass/noreach
- passable = not wall & not cliff, reachable = passable
- wrt. no-stacking mod
- - cell_chknpc/basilica/landprotector/novending/nochat
- these check for specific dynamic flags (name indicates what they do)
-
-Example:
-
- mes("Pick a destination map.");
- input(.@map$);
- mes("Alright, now give me the coordinates.");
- input(.@x);
- input(.@y);
- if (!checkcell(.@map$, .@x, .@y, cell_chkpass)) {
- mes("Can't warp you there, sorry!");
- close();
- } else {
- mes("Ok, get ready...");
- close2();
- warp(.@map$, .@x, .@y);
- end;
- }
-
----------------------------------------
-
-*setwall("<map name>", <x>, <y>, <size>, <dir>, <shootable>, "<name>")
-*delwall("<name>")
-
-Creates an invisible wall, an array of setcell() starting from x,y and
-doing a line of the given size in the given direction. The difference with
-setcell is this one update client part too to avoid the glitch problem.
-Directions are the same as NPC sprite facing directions: (DIR_ constants).
-
----------------------------------------
-
-*readbook(<book id>, <page>)
-
-This will open a book item at the specified page.
-
----------------------------------------
-
-*rodex_sendmail(<char id>, "<sender name>", "<title>", "<body>"{, <zeny>{, <item1>, <amount1>{, <item2>, <amount2>{, <item3>, <amount3>{, <item4>, <amount4>{, <item5>, <amount5>}}}}}})
-*rodex_sendmail_acc(<account id>, "<sender name>", "<title>", "<body>"{, <zeny>{, <item1>, <amount1>{, <item2>, <amount2>{, <item3>, <amount3>{, <item4>, <amount4>{, <item5>, <amount5>}}}}}})
-
-This will send a mail using the RoDEX mail system, in newer clients the message will be marked as a NPC mail (that you can't reply).
-If items and zeny are specified, they will be added as attachments to the message.
-
-For examples of usage, see /doc/sample/npc_rodex.txt
-
----------------------------------------
-
-*rodex_sendmail2(<char id>, "<sender name>", "<title>", "<body>"{, <zeny>{, <item1>, <amount1>, <refine1>, <attribute1>, <card0_1>, <card1_1>, <card2_1>, <card3_1>{,<item2>, <amount2>, <refine2>, <attribute2>, <card0_2>, <card1_2>, <card2_2>, <card3_2>{,<item3>, <amount3>, <refine3>, <attribute3>, <card0_3>, <card1_3>, <card2_3>, <card3_3>{,<item4>, <amount4>, <refine4>, <attribute4>, <card0_4>, <card1_4>, <card2_4>, <card3_4>{,<item5>, <amount5>, <refine5>, <attribute5>, <card0_5>, <card1_5>, <card2_5>, <card3_5>}}}}}})
-*rodex_sendmail_acc2(<account id>, "<sender name>", "<title>", "<body>"{, <zeny>{, <item1>, <amount1>, <refine1>, <attribute1>, <card0_1>, <card1_1>, <card2_1>, <card3_1>{,<item2>, <amount2>, <refine2>, <attribute2>, <card0_2>, <card1_2>, <card2_2>, <card3_2>{,<item3>, <amount3>, <refine3>, <attribute3>, <card0_3>, <card1_3>, <card2_3>, <card3_3>{,<item4>, <amount4>, <refine4>, <attribute4>, <card0_4>, <card1_4>, <card2_4>, <card3_4>{,<item5>, <amount5>, <refine5>, <attribute5>, <card0_5>, <card1_5>, <card2_5>, <card3_5>}}}}}})
-
-These are more flexible versions of rodex_sendmail and rodex_sendmail_acc.
-
-This will send a mail using the RoDEX mail system, in newer clients the message will be marked as a NPC mail (that you can't reply).
-If items and zeny are specified, they will be added as attachments to the message.
-Check getitem2 command for more information of the extra parameters.
-
-For examples of usage, see /doc/sample/npc_rodex.txt
-
----------------------------------------
-//=====================================
-7 - Instance-Related Commands
-//=====================================
----------------------------------------
-
-*instance_create("<instance name>", <owner id>{, <optional owner_type>})
-
-Create an instance using the name "<instance name>" for the <owner_id> of
-owner_type (when not provided, defaults to IOT_PARTY). Most instance_*
-commands are used in conjunction with this command and depend on the
-ID this command returns.
-
-Example:
- // Store the Party ID of the invoking character.
- .@party_id = getcharid(CHAR_ID_PARTY);
-
- // Attempt to create an instance using that party ID.
- .@id = instance_create("Endless Tower", .@party_id);
- if (.@id == -1) { // Invalid type - not used anymore
- // ...
- } else if (.@id == -2) { // Invalid Party ID
- // ...
- } else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
- // ...
- } else if (.@id == -4) { // Already exists
- // ...
- } else (.@id < 0) { // Unspecified error while queuing instance.
- // ...
- }
-
----------------------------------------
-
-*instance_destroy({<instance id>})
-
-Destroys instance with the ID <instance id>. If no ID is specified, the
-instance the script is attached to is used. If in the end no instance_id,
-is found the command halts the script execution.
-
----------------------------------------
-
-*instance_attachmap("<map name>", <instance id>{, <use base name>{, "<new map name>"}})
-
-Attaches the map "<map name>" to the instance specified with
-<instance id>. The optional parameter specifies, whether a map requires
-emulation for instancing (true) or not (false = default). if use base name is specified,
-and "<new map name>" too the server will instance the map under the "<new map name>",
-name.
-
-Returns the resulting map name on success or an empty string on failure.
-
-Example:
- instance_attachmap("prontera", .@instance_id, true, "via");
-^ the above creates a instance (or clone) of prontera, on a map called "via"
-
----------------------------------------
-
-*instance_detachmap("<map name>"{, <instance id>})
-
-Detach the map "<map name>" to the instance with the <instance id>. If no
-ID is specified, the instance the script is attached to is used. If in the
-end no instance_id is found the command halts the script execution.
-
----------------------------------------
-
-*instance_init(<instance id>)
-
-Initializes the instance given by <instance id>. This copies all NPCs from
-the source maps to the instanced maps.
-
----------------------------------------
-
-*instance_announce(<instance id>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-
-Works like announce, but has the <instance id> parameter. If instance id
-is -1, the instance the script is attached to is used. If in the
-end no instance_id is found the command halts the script execution.
-
----------------------------------------
-
-*instance_attach(<instance id>)
-
-Attaches the current script to the instance given by <instance id>.
-
----------------------------------------
-
-*instance_npcname("<npc name>"{, <instance id>})
-
-Retrieves the unique name given to a copy of an NPC given by "<npc name>"
-in an instance specified <instance id>. If no ID is specified, the
-instance the script is attached to is used. If in the end no instance_id,
-is found the command halts the script execution.
-
----------------------------------------
-
-*has_instance("<map name>"{, <instance id>})
-
-Checks whether or not the given map belongs to specified instance. If no
-ID is specified, the instance the script is attached to is used. If the
-script is not attached to an instance, it'll try to check whether the,
-player attached to the script possesses an instance with a map matching
-"<map name>". If in the end no instance_id is found the command halts the,
-script execution.
-
-Returns name of the instanced map on success, otherwise an empty string.
-
----------------------------------------
-
-*has_instance2("<map name>")
-
-Same as has_instance, with exception it returns the instance id of the map,
-as long as the user is assigned to a instance containing that map.
-It will return -1 upon failure, valid instance ids are >= 0.
-
----------------------------------------
-
-*instance_id()
-
-Retrieves the instance id of the script it is being run on.
-
----------------------------------------
-
-*instance_warpall("<map name>", <x>, <y>{, <instance id>})
-
-Warps all players in the instance <instance id> to <map name> at given
-coordinates. If no ID is specified, the instance the script is attached to
-is used. If in the end no instance_id is found the command halts the,
-script execution.
-
----------------------------------------
-
-*instance_set_timeout(<alive timeout>, <idle timeout>{, <instance id>})
-
-Sets the timeout values for an instance given by <instance id>. If no ID
-is specified, the instance the script is attached to is used. If in the end,
-no instance_id is found the command halts the script execution.
-
-Parameter <alive timeout> specifies the total amount of time the instance
-will exist. Parameter <idle timeout> specifies how long players have, when
-they are outside of the instance, until it is destroyed.
-
-Both timeout values are in seconds.
-
----------------------------------------
-
-*instance_check_party(<party id>{, <amount>{, <min>{, <max>}}})
-
-This function checks if a party meets certain requirements, returning true if
-all conditions are met and false otherwise. It will only check online
-characters.
-
-amount - number of online party members (default is 1).
-min - minimum level of all characters in the party (default is 1).
-max - maximum level of all characters in the party (default is max
- level in conf).
-
-Example:
-
-if (instance_check_party(getcharid(CHAR_ID_PARTY), 2, 2, 149)) {
- mes("Your party meets the Memorial Dungeon requirements.");
- mes("All online members are between levels 1-150 and at least two are online.");
- close();
-} else {
- mes("Sorry, your party does not meet the requirements.");
- close();
-}
-
----------------------------------------
-
-*instance_check_guild(<guild_id>{, <amount>{, <min>{, <max>}}})
-
-This function checks if a guild meets certain requirements, returning true if
-all conditions are met and false otherwise. it will only check online characters.
-
-amount - number of online guild members (default is 1).
-min - minimum level of all characters in the guild (default is 1).
-max - maximum level of all characters in the guild (default is max level in conf).
-
-Example:
- if (instance_check_guild(getcharid(CHAR_ID_GUILD), 2, 1, 150)) {
- mes("Your guild meets the Memorial Dungeon requirements.");
- mes("All online members are between levels 1-150 and at least two are online.");
- close();
- } else {
- mes("Sorry, your guild does not meet the requirements.");
- close();
- }
-
----------------------------------------
-*instance_set_respawn(<map_name>, <x>, <y>{, <instance_id>})
-
-Updates the 'reload spawn' position of a instance,
-that is where players in the instance are sent to upon @reloadscript,
-uses the npc instance (if any) when instance_id is not provided,
-handy to update a instance's progress so that when/if @reloadscript happens
-the damage to the players progress is reduced.
-It is most effective when used with instance variables (which are @reloadscript persistent)
-
-If a player warps into a instance before this command has been used,
-it will use the player's warp destination as the initial respawn point,
-it can of course be modified by using this script command at any point.
-
----------------------------------------
-*instance_mapname("<map name>"{, <instance id>})
-
-Returns the unique name of the instanced map. If no instance ID is specified,
-the instance the script is attached to is used. If the script is not attached to
-an instance, the instance of the currently attached player's party is used. If
-that fails, the command returns an empty string instead.
-
-
----------------------------------------
-//=====================================
-7 - End of Instance-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-8 - Quest Log-Related Commands
-//=====================================
----------------------------------------
-
-*questinfo(<Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}})
-
-This is esentially a combination of questprogress() and showevent(). Use this only
-in an OnInit label. For the Quest ID, specify the quest ID that you want
-checked if it has been started yet.
-
-For Icon, use one of the following:
-
-No Icon : QTYPE_NONE
-! Quest Icon : QTYPE_QUEST
-? Quest Icon : QTYPE_QUEST2
-! Job Icon : QTYPE_JOB
-? Job Icon : QTYPE_JOB2
-! Event Icon : QTYPE_EVENT
-? Event Icon : QTYPE_EVENT2
-Warg : QTYPE_WARG
-Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410 && packetver < 20170315)
-
-- Only for packetver >= 20170315
-Click Me Icon : QTYPE_CLICKME
-! Daily Quest Icon : QTYPE_DAILYQUEST
-! Green Event Icon : QTYPE_EVENT3
-! Job Quest Icon : QTYPE_JOBQUEST
-Jumping Poring : QTYPE_JUMPING_PORING
-
-Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,
-the available color values are:
-
-0 - No Marker
-1 - Yellow Marker
-2 - Green Marker
-3 - Purple Marker
-
-When a user shows up on a map, each NPC is checked for questinfo that has been set.
-If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.
-
-Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.
-
-Example
- izlude,100,100,4 script Test 844,{
- mes("[Test]");
- mes("Hello World.");
- close();
-
- OnInit:
- questinfo(1001, QTYPE_QUEST, 0, Job_Novice);
- end;
- }
-
----------------------------------------
-
-*setquest(<ID>{, <Time Limit>})
-
-Place quest of <ID> in the users quest log, the state of which is "active".
-If Time Limit is given, this quest will have its expire time set to <Time Limit>, an UNIX epoch time,
-ignoring quest_db setting.
-
-If questinfo() is set, and the same ID is specified here, the icon will be cleared when the quest is set.
-
----------------------------------------
-
-*completequest(<ID>{, <ID2>})
-
-Change the state for the given quest <ID> to "complete" and remove from
-the users quest log.
-
-If a second quest id of greater value is specified, all quests between the two
-will be completed.
-
----------------------------------------
-
-*erasequest(<ID>{, <ID2>})
-
-Remove the quest of the given <ID> from the user's quest log.
-
-If a second quest id of greater value is specified, all quests between the two
-will be erased.
-
----------------------------------------
-
-*changequest(<ID>, <ID2>)
-
-Remove quest of the given <ID> from the user's quest log.
-Add quest of the <ID2> to the the quest log, and the state is "active".
-
----------------------------------------
-
-*questprogress(<ID>{, PLAYTIME|HUNTING})
-
-If no additional argument supplied, return the state of the quest:
- 0 = Quest not started (not in quest log)
- 1 = Quest has been given
- 2 = Quest completed
-
-If parameter PLAYTIME is supplied:
- 0 = Quest not started (not in quest log)
- 1 = The time limit has not yet been reached
- 2 = The time limit has been reached
-
-If parameter HUNTING is supplied:
- 0 = Quest not started (not in quest log)
- 1 = Player hasn't killed all of the target monsters
- 2 = Player has killed all of the target monsters
-
----------------------------------------
-
-*questactive(<ID>)
-
-Check whether the given quest is in its active state.
-
-Returns true if the quest is active, false otherwise (quest not started,
-inactive or completed)
-
----------------------------------------
-
-*showevent(<icon>{, <mark color>})
-
-Show an emotion on top of a NPC, and optionally,
-a colored mark in the mini-map like viewpoint().
-This is used to indicate that a NPC has a quest or an event to
-a certain player.
-
-Available Icons:
-
-Remove Icon : QTYPE_NONE
-! Quest Icon : QTYPE_QUEST
-? Quest Icon : QTYPE_QUEST2
-! Job Icon : QTYPE_JOB
-? Job Icon : QTYPE_JOB2
-! Event Icon : QTYPE_EVENT
-? Event Icon : QTYPE_EVENT2
-Warg : QTYPE_WARG
-Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410 && packetver < 20170315)
-
-- Only for packetver >= 20170315
-Click Me Icon : QTYPE_CLICKME
-! Daily Quest Icon : QTYPE_DAILYQUEST
-! Green Event Icon : QTYPE_EVENT3
-! Job Quest Icon : QTYPE_JOBQUEST
-Jumping Poring : QTYPE_JUMPING_PORING
-
-Mark Color:
-0 - No Mark
-1 - Yellow Mark
-2 - Green Mark
-3 - Purple Mark
-
----------------------------------------
-//=====================================
-8 - End of Quest Log-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-9 - Battlegrounds-Related Commands
-//=====================================
----------------------------------------
-
-*waitingroom2bg_single(<battle group>, "<mapname>", <x>, <y>, "<npc name>")
-
-Adds the first waiting player from the chat room of given NPC to an
-existing battleground group and warps it to specified coordinates on given
-map.
-
----------------------------------------
-
-*waitingroom2bg("<mapname>", <x>, <y>, "<On Quit Event>", "<On Death Event>"{, "<npc name>"})
-
-<Mapname> and X Y coordinates refer to where the "respawn" base is, where
-the player group will respawn when they die.
-<On Quit Event> refers to an NPC label that attaches to the character and
-is run when they relog.
-<On Death Event> refers to an NPC label that attaches to the character and
-is run when they die. Can be "" for empty.
-
-Unlike the prior command, the latter will attach a GROUP in a waiting room
-to the battleground, and sets the array $@arenamembers[0] where 0 holds
-the IDs of the first group, and 1 holds the IDs of the second.
-
-If the option parameter is left out, the waiting room of the current NPC
-is used.
-
-Example:
- // Battle Group will be referred to as $@KvM01BG_id1, and when they
- // die, respawn at bat_c01,52,129.
- $@KvM01BG_id1 = waitingroom2bg("bat_c01", 52, 129, "KvM01_BG::OnGuillaumeQuit", "KvM01_BG::OnGuillaumeDie");
- end;
-
-----------------------------------------
-
-*bg_team_setxy(<Battle Group ID>, <x>, <y>)
-
-Update the respawn point of the given battle group to x, y on the same
-map. The <Battle Group ID> can be retrieved using getcharid(CHAR_ID_BG).
-
-Example:
- bg_team_setxy(getcharid(CHAR_ID_BG), 56, 212);
- mapannounce("bat_a01", "Group [1] has taken the work shop, and will now respawn there.", bc_map, 0xFFCE00);
- end;
-
-----------------------------------------
-
-*bg_warp(<Battle Group>, "<Mapname>", <x>, <y>)
-
-Similar to warp command.
-Place all members of <Battle Group> at <mapname> at x y.
-
-Example:
- //place the battle group one for Tierra Gorge at starting position.
- bg_warp($@TierraBG1_id1, "bat_a01", 352, 342);
- end;
-
-----------------------------------------
-
-*bg_monster(<Battle Group>, "<map name>", <x>, <y>, "<name to show>", <mob id>, "<event label>")
-
-Similar to monster() script command.
-Spawn a monster with allegiance to the given battle group.
-Does not allow for the summoning of multiple monsters.
-Monsters are similar to that in War of Emperium, in that the specified
-Battle group is considered friendly.
-
-Example:
- // It can be used in two different ways.
- bg_monster($@TierraBG1_id2, "bat_a01", 167, 50, "Food Depot", OBJ_B, "Feed Depot#1::OnMyMobDead");
- end;
-
- // Alternatively, you can set an ID for the monster using "set".
- // This becomes useful when used with the command below.
- $@Guardian_3 = bg_monster($@TierraBG1_id2, "bat_a01", 268, 204, "Guardian", B_S_GUARDIAN, "NPCNAME::OnMyMobDead");
- end;
-
-----------------------------------------
-
-*bg_monster_set_team(<GID>, <Battle Group>)
-
-This command will change the allegiance if a monster in a battle ground.
-GID can be set when spawning the monster via the bg_monster() command.
-
-Example:
-
-OnEnable:
- mapannounce("bat_b01", "A guardian has been summoned for Battle Group 2!", bc_map, 0xFFCE00);
- $@Guardian = bg_monster($@BG_2, "bat_a01", 268, 204, "Guardian", B_S_GUARDIAN, "NPCNAME::OnMyMobDead");
- initnpctimer();
- end;
-
-OnTimer1000:
- stopnpctimer();
- mapannounce("bat_b01", "Erm, sorry about that! This monster was meant for Battle Group 1.", bc_map, 0xFFCE00);
- bg_monster_set_team($@Guardian, $@BG_1);
- end;
-
-----------------------------------------
-
-*bg_leave()
-
-Removes attached player from their Battle Group.
-
-----------------------------------------
-
-*bg_destroy(<Batte Group>)
-
-As the name says, destroys the battle group created for that battle ground.
-
-----------------------------------------
-
-*areapercentheal("<mapname>", <x1>, <y1>, <x2>, <y2>, <hp>, <sp>)
-
-Not exactly limited to battleground use, this will restore HP/SP in a
-defined area at a percentage.
-
-Example:
- areapercentheal("bat_a01", 52, 208, 61, 217, 100, 100);
- end;
-
-----------------------------------------
-
-*bg_get_data(<Battle Group>, <type>)
-
-Retrieves data related to given battle group. Type can be one of the
-following:
-
- 0 - Amount of players currently belonging to the group.
-
-----------------------------------------
-
-*bg_getareausers(<battle group>, "<map_name>", <x0>, <y0>, <x1>, <y1>)
-
-Retrieves amount of players belonging to given battle group on given map
-within an specified rectangular area.
-
-----------------------------------------
-
-*bg_updatescore("<map_name>", <Guillaume Score>, <Croix Score>)
-
-This command will force the update of the displayed scoreboard.
-It is only usable when the map is defined as a Type 2 Battleground:
-mapflag%TAB%<map_name>%TAB%battleground%TAB%2
-
-----------------------------------------
-
-*bg_create_team("<map_name>", <Respawn X>, <Respawn Y>)
-
-This command will create a new BG Team.
-When player dies, they will be respawned map_name,X,Y as mentioned.
-
-Command will return -1 if BG Creation is failed,
-else it will return the BG ID(Also known as TeamID).
-
-----------------------------------------
-
-*bg_join_team(<Team_ID>{, <account_id>})
-
-This command will make the attached player join to Team with ID as mentioned.
-If account_id is provided, command will look for that player, instead of the attached player.
-
-Command will return -1 if Player is not found, 0 if join is failed, 1 upon successful.
-
-----------------------------------------
-
-*bg_match_over("<Arena Name>"{, <Cancelled>})
-
-This command will end the battleground Arena
-(Arena Name as referred to, in conf/battlegrounds.conf)
-If Cancelled is not provided, it will set the join delay, as mentioned in conf/battlegrounds.conf
-else, it will just destroy the Teams and queue's.
-
-Command will return 0 when successful, else it will return 1.
-
----------------------------------------
-//=====================================
-9 - End of Battlegrounds-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-10 - Mercenary Commands
-//=====================================
----------------------------------------
-
-*mercenary_create(<class>, <contract time>)
-
-This command summons a mercenary of given class, for given amount of time
-in milliseconds. Typically used in item scripts of mercenary scrolls.
-
-----------------------------------------
-
-*mercenary_heal(<hp>, <sp>)
-
-This command works like heal(), but affects the mercenary of the currently
-attached character.
-
-----------------------------------------
-
-*mercenary_sc_start(<type>, <tick>, <val1>)
-
-This command works like sc_start(), but affects the mercenary of the
-currently attached character.
-
-----------------------------------------
-
-*mercenary_get_calls(<guild>)
-*mercenary_set_calls(<guild>, <value>)
-
-Sets or gets the mercenary calls value for given guild for currently
-attached character. Guild can be one or the following constants:
-
- ARCH_MERC_GUILD
- SPEAR_MERC_GUILD
- SWORD_MERC_GUILD
-
-----------------------------------------
-
-*mercenary_get_faith(<guild>)
-*mercenary_set_faith(<guild>, <value>)
-
-Sets or gets the mercenary faith value for given guild for currently
-attached character. Guild can be one or the following constants:
-
- ARCH_MERC_GUILD
- SPEAR_MERC_GUILD
- SWORD_MERC_GUILD
-
----------------------------------------
-
-*getmercinfo(<type>{, <char id>})
-
-Retrieves information about mercenary of the currently attached character.
-If char id is given, the information of that character is retrieved
-instead. Type specifies what information to retrieve and can be one of the
-following:
-
- 0 - Database ID
- 1 - Class
- 2 - Name
- 3 - Faith value for this mercenary's guild, if any
- 4 - Calls value for this mercenary's guild, if any
- 5 - Kill count
- 6 - Remaining life time in msec
- 7 - Level
-
-If the character does not have a mercenary, the command returns ""
-for name and 0 for all other types.
-
----------------------------------------
-//=====================================
-10 - End of Mercenary-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-11 - Queue-Related Commands
-//=====================================
----------------------------------------
-
-*queue()
-
-Creates a new queue instance and returns the created queue id.
-
----------------------------------------
-
-*queuesize(<queue_id>)
-
-Returns the amount of entries in the queue instance of <queue_id>.
-
----------------------------------------
-
-*queueadd(<queue_id>, <var_id>)
-
-Adds <var_id> to queue of <queue_id>.
-
-Returns false if <var_id> couldn't be added (was already present in the queue),
-true otherwise.
-
----------------------------------------
-
-*queueremove(<queue_id>, <var_id>)
-
-Removes <var_id> from queue of <queue_id>.
-
-Returns false if <var_id> couldn't be removed (wasn't present in the queue),
-true otherwise.
-
----------------------------------------
-
-*queueopt(<queue_id>, <optionType>, {Optional <option val>})
-
-Modifies <queue_id>'s <optionType>. When <option val> is not present
-<optionType> is removed from <queue_id>. When present it modifies
-<queue_id>'s <optionType> with the new <option val> value.
-
-Returns true on success, false on failure.
-
-Currently 3 options are available:
-- QUEUEOPT_DEATH (1)
-- QUEUEOPT_LOGOUT (2)
-- QUEUEOPT_MAPCHANGE (3)
-
-When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var
-@Queue_Destination_Map$ with the destination map name.
-
-Example:
- queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent");
-
----------------------------------------
-
-*queuedel(<queue_id>)
-
-Deletes the queue <queue_id>.
-
-Returns false if the queue wasn't found, true otherwise.
-
----------------------------------------
-
-*queueiterator(<queue_id>)
-
-Creates a new queue iterator instance.
-A queue iterator is not a reference to a queue's actual members, it copies
-the queues members when initialized, this way you can loop through them
-even if you remove them from the queue.
-
----------------------------------------
-
-*qicheck(<queue_iterator_id>)
-
-Checks whether the current member in the iterator's queue exists.
-
-Returns true when it does, false otherwise.
-
----------------------------------------
-
-*qiget(<queue_iterator_id>)
-
-obtains the next member in the iterator's queue, returns the next member's
-id or 0 when it doesnt exist.
-
-Example:
- for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) {
- //Do something
- }
-
----------------------------------------
-
-*qiclear(<queue_iterator_id>)
-
-Deletes a queue iterator from memory.
-
-Returns false when it fails, otherwise true is returned.
-
----------------------------------------
-//=====================================
-11 - End of Queue-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-12 - NPC Trader-Related Commands
-//=====================================
-Commands that control NPC Trader Shops
-See /doc/sample/npc_trader_sample.txt
----------------------------------------
-
-*openshop({NPC_Name})
-
-opens the trader shop from the currently-attached npc unless,
-when the optional NPC_Name param is used.
-
----------------------------------------
-
-*sellitem(<Item_ID>{, <price>{, <qty>}})
-
-adds (or modifies) <Item_ID> data to the shop,
-when <price> is not provided (or when it is -1) itemdb default is used.
-qty is only necessary for NST_MARKET trader types.
-
-when <Item_ID> is already in the shop,
-the previous data (price/qty), is overwritten with the new.
-
----------------------------------------
-
-*stopselling(<Item_ID>)
-
-attempts to remove <Item_ID> from the current shop list.
-
----------------------------------------
-
-*setcurrency(<Val1>{, <Val2>})
-
-updates the currently attached player shop funds,
-to be used within a "OnCountFunds" event of a NST_CUSTOM trader type.
-
-<Val1> is the value used in the *Cash* Points field
-<Val2> is the value used in the Kafra Points field
-
----------------------------------------
-
-*tradertype(<Type>)
-
-Modifies the npc trader type, item list is cleared upon modifiying the value.
-By default, all npcs staart with tradertype(NST_ZENY);
-
-- NST_ZENY (0) Normal Zeny Shop
-- NST_CASH (1) Normal Cash Shop
-- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished)
-- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
-
----------------------------------------
-
-*purchaseok()
-
-Signs that the transaction (on a NST_CUSTOM trader) has been successful,
-to be used within a "OnPayFunds" event of a NST_CUSTOM trader.
-
----------------------------------------
-
-*shopcount(<Item_ID>)
-
-Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader).
-
----------------------------------------
-
-*setunitdata(<GUID>, <DataType>, <Val1> {,<Val2>,<Val3>})
-
-Sets or alters the data in real-time for game objects of the following types -
-NPCs, Pets, Monsters, Homunuculus', Mercenaries, Elementals.
-
-Applicable Data Types (available as constants) -
- Data Types Description (parameter type)
- UDT_SIZE: Unit Size (int)
- UDT_LEVEL: Level (int)
- UDT_HP: Current HP (int)
- UDT_MAXHP: Max HP (int)
- UDT_SP: SP (int)
- UDT_MAXSP: MAX SP (int)
- UDT_MASTERAID: Master Account ID (for Summons) (int)
- UDT_MASTERCID: Master Char ID (for Summons) (int)
- UDT_MAPIDXY: Warp a Unit to a map. (Val1 = (string) MapName, Val2 = (int) x, Val3 = (int) y)
- UDT_WALKTOXY: Make a unit walk to certain co-ordinates. (Val1 = (int) x, Val2 = (int) y)
- UDT_SPEED: Unit Speed. (int)
- UDT_MODE: Mode (Mobs only) (int)
- UDT_AI: Unit AI Type (see constants.conf for Unit AI Types)
- UDT_SCOPTION: Status Options. (see constants.conf for Unit Option Types)
- UDT_SEX: Gender of the unit. (see constants.conf for Genders)
- UDT_CLASS: Class of the unit. (Monster ID) (int)
- UDT_HAIRSTYLE: Hair Style ID. (int)
- UDT_HAIRCOLOR: Hair Color ID. (int)
- UDT_HEADBOTTOM: Headgear Bottom Sprite ID. (int)
- UDT_HEADMIDDLE: Headgear Middle Sprite ID. (int)
- UDT_HEADTOP: Headgear Top Sprite ID. (int)
- UDT_CLOTHCOLOR: Cloth Color ID. (int)
- UDT_SHIELD: Shield Sprite ID. (int)
- UDT_WEAPON: Weapon Sprite ID. (int)
- UDT_LOOKDIR: Face direction. (int)
- UDT_CANMOVETICK: Stop a unit from move for n seconds. (int)
- UDT_STR: Unit STR. (int)
- UDT_AGI: Unit AGI. (int)
- UDT_VIT: Unit VIT. (int)
- UDT_INT: Unit INT. (int)
- UDT_DEX: Unit DEX. (int)
- UDT_LUK: Unit LUK. (int)
- UDT_ATKRANGE: Attack range of a unit. (int)
- UDT_ATKMIN: Min Atk of a unit. (int)
- UDT_ATKMAX: Max Atk of a unit. (int)
- UDT_MATKMIN: Min MATK of a unit. (int)
- UDT_MATKMAX: Max MATK of a unit. (int)
- UDT_DEF: DEF. (int)
- UDT_MDEF: MDEF. (int)
- UDT_HIT: HIT. (int)
- UDT_FLEE: FLEE. (int)
- UDT_PDODGE: Perfect Dodge. (int)
- UDT_CRIT: Critical Rate. (int)
- UDT_RACE: Race. (Eg. string constants RC_DemiHuman or Integer 7).
- UDT_ELETYPE: Element. (Eg. string constants Ele_Neutral or Integer 0).
- UDT_ELELEVEL: Element Level (int).
- UDT_AMOTION: AMotion Rate (int).
- UDT_ADELAY: ADelay Rate (int).
- UDT_DMOTION: DMotion Rate (int).
- UDT_HUNGER: Hunger Rate (int) - for summons.
- UDT_INTIMACY: Intimacy Rate (int) - for summons.
- UDT_LIFETIME: LifeTime (int) - for summons.
- UDT_MERC_KILLCOUNT: Kill count for mercenaries (int).
- UDT_STATADD: Status Points (int) - for NPCs.
-
-returns 0 if value could not be set, 1 if successful.
-
----------------------------------------
-
-*getunitdata (<GUID>,<DataType>{,<Variable>})
-
-Retrieves real-time data of a game object. For data with multiple return values,
-an array variable may be passed to store the data in.
-
-Applicable Data types (available as constants) -
- Data Types Description (return type)
- UDT_SIZE: Unit Size (int)
- UDT_LEVEL: Level (int)
- UDT_HP: Current HP (int)
- UDT_MAXHP: Max HP (int)
- UDT_SP: SP (int)
- UDT_MAXSP: MAX SP (int)
- UDT_MASTERAID: Master Account ID (for Summons) (int)
- UDT_MASTERCID: Master Char ID (for Summons) (int)
- UDT_MAPIDXY: Warp a Unit to a map. (Val1 = (string) MapName, Val2 = (int) x, Val3 = (int) y)
- UDT_SPEED: Unit Speed. (int)
- UDT_MODE: Mode (Mobs only) (int)
- UDT_AI: Unit AI Type (see constants.conf for Unit AI Types)
- UDT_SCOPTION: Status Options. (see constants.conf for Unit Option Types)
- UDT_SEX: Gender of the unit. (see constants.conf for Genders)
- UDT_CLASS: Class of the unit. (Monster ID) (int)
- UDT_HAIRSTYLE: Hair Style ID. (int)
- UDT_HAIRCOLOR: Hair Color ID. (int)
- UDT_HEADBOTTOM: Headgear Bottom Sprite ID. (int)
- UDT_HEADMIDDLE: Headgear Middle Sprite ID. (int)
- UDT_HEADTOP: Headgear Top Sprite ID. (int)
- UDT_CLOTHCOLOR: Cloth Color ID. (int)
- UDT_SHIELD: Shield Sprite ID. (int)
- UDT_WEAPON: Weapon Sprite ID. (int)
- UDT_LOOKDIR: Face direction. (int)
- UDT_CANMOVETICK: Stop a unit from move for n seconds. (int)
- UDT_STR: Unit STR. (int)
- UDT_AGI: Unit AGI. (int)
- UDT_VIT: Unit VIT. (int)
- UDT_INT: Unit INT. (int)
- UDT_DEX: Unit DEX. (int)
- UDT_LUK: Unit LUK. (int)
- UDT_ATKRANGE: Attack range of a unit. (int)
- UDT_ATKMIN: Min Atk of a unit. (int)
- UDT_ATKMAX: Max Atk of a unit. (int)
- UDT_MATKMIN: Min MATK of a unit. (int)
- UDT_MATKMAX: Max MATK of a unit. (int)
- UDT_DEF: DEF. (int)
- UDT_MDEF: MDEF. (int)
- UDT_HIT: HIT. (int)
- UDT_FLEE: FLEE. (int)
- UDT_PDODGE: Perfect Dodge. (int)
- UDT_CRIT: Critical Rate. (int)
- UDT_RACE: Race. (Eg. string constants RC_DemiHuman or Integer 7).
- UDT_ELETYPE: Element. (Eg. string constants Ele_Neutral or Integer 0).
- UDT_ELELEVEL: Element Level (int).
- UDT_AMOTION: AMotion Rate (int).
- UDT_ADELAY: ADelay Rate (int).
- UDT_DMOTION: DMotion Rate (int).
- UDT_HUNGER: Hunger Rate (int) - for summons.
- UDT_INTIMACY: Intimacy Rate (int) - for summons.
- UDT_LIFETIME: LifeTime (int) - for summons.
- UDT_MERC_KILLCOUNT: Kill count for mercenaries (int).
-
-returns 0 if value could not be retrieved.
-
----------------------------------------
-
-*getunitname(<GID>)
-
-Retrieve the name of a unit.
-
-returns "Unknown" if the value could not be retrieved.
-
----------------------------------------
-
-*setunitname(<GID>, <Name>)
-
-Changes the name of a unit.
-
-Supported Types - [ MOB | HOM | PET ].
-
-returns 1 on success, 0 on failure.
-
----------------------------------------
-//=====================================
-13 - Clan System Related Commands
-//=====================================
----------------------------------------
-
-*join_clan(<ClanID>{,<RID>})
-
-Joins a player into the given clan.
-If no RID is given, will run with the current attached player.
-
-returns true on success, false on failure.
-
----------------------------------------
-
-*clan_leave({<RID>})
-
-Removes a player from its clan.
-If no RID is given, will run with the current attached player.
-
-returns true on success, false on failure.
-
----------------------------------------
-
-*clan_master(<ClanID>)
-
-Enables the Emblem of the given Clan to the current NPC
-
----------------------------------------
-//=====================================
-13 - End of Clan System Related Commands
-//=====================================
---------------------------------------- \ No newline at end of file
diff --git a/doc/whisper_sys.txt b/doc/whisper_sys.txt
deleted file mode 100644
index ba7165b87..000000000
--- a/doc/whisper_sys.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//===== Hercules Documentation ===============================
-//= NPC Whisper System
-//===== By: ==================================================
-//= lordalfa
-//===== Current Version: =====================================
-//= 20120904
-//===== Description: =========================================
-//= A description of Hercules' NPC whispering system.
-//============================================================
-
-This piece of code to allows characters to execute events in NPCs by whispering
-them up to ten parameters. The NPC must have an "OnWhisperGlobal" label, or an
-"event not found" error will result.
-
- NPC:<NPC Name> <String>{#String 2{#...{#String 10}}}
-
-The whispered strings are separated by the "#" character, and are each stored
-into separate temporary character string variables:
-
- @whispervar0$, @whispervar1$, ... @whispervar9$
-
----------------------------------------------------------------------------------
-
-Below is an example of how this feature might be used.
-You whisper an NPC "NPCCommander" in-game with the following instructions:
-
- NPC:NPCCommander Report#Killstealing#Lordalfa
-
-The parameters are passed on to the "OnWhisperGlobal" label of the NPC, and can
-be processed accordingly:
-
-- script NPCCommander FAKE_NPC,{
-OnWhisperGlobal:
- // Inform player "Lordalfa" that he has been reported for killstealing.
- if (@whispervar0$ == "Report")
- message @whispervar2$,"You have been reported for "+@whispervar1$+".";
- end;
-}
-
-This could also be used for hidden event triggers:
-
-- script EventManager FAKE_NPC,{
-OnWhisperGlobal:
- if (getgmlevel() < 80) end;
- if (@whispervar0$ == "pvp") {
- // Script for a PVP event.
- }
- else if (@whispervar0$ == "mvp") {
- // Script for an MVP summoning event.
- }
- end;
-}
diff --git a/doc/woe_time_explanation.txt b/doc/woe_time_explanation.txt
deleted file mode 100644
index d030355f8..000000000
--- a/doc/woe_time_explanation.txt
+++ /dev/null
@@ -1,97 +0,0 @@
-//===== Hercules Documentation ===============================
-//= WoE Time Explanation
-//===== By: ==================================================
-//= erKURITA
-//===== Current Version: =====================================
-//= 20151115
-//===== Description: =========================================
-//= Details on the behavior of the default WoE controller.
-//============================================================
-
-There are 2 main commands that determine WoE times:
-OnClock<time>: and gettime(<type>).
-
-OnClock<time> triggers when <time> is reached.
-The format is HHMM, where H = hour, M = minute.
-OnClock2350: would run at 23:50, server time.
-
-gettime(<type>) is a function that checks for certain information regarding
-time. For more information about it, see script_commands.txt.
-
--------------------------------------------------------------------------------
-
-Now the structure:
-
- OnClock2100: // Start time for Tues(2), Thurs(4)
- OnClock2300: // End time for Tues(2), Thurs(4)
- OnClock1600: // Start time for Sat(6)
- OnClock1800: // End time for Sat(6)
-
-These 4 labels will run one after the other, reaching the next check:
-
- if ((gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) ||
- (gettime(GETTIME_WEEKDAY) == THURSDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) ||
- (gettime(GETTIME_WEEKDAY) == SATURDAY && gettime(GETTIME_HOUR) >= 16 && gettime(GETTIME_HOUR) < 18)) {
- agitstart();
- }
-
-This part will check for the times. Since both Start and End times run
-through the same chain of commands, these are important checks to ensure
-it's the right time. Let's take the following example:
-
- if (gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23)
-
-The first gettime() is checking for type GETTIME_WEEKDAY, the day of the week,
-and it's comparing it to the one desired, which is TUESDAY. The function will
-return either 1 (true) or 0 (false).
-
-The second gettime is checking type GETTIME_HOUR, the hour, and it's comparing
-it to 21. If the first part is greater than or equal to (>=) the second part,
-the comparison will return 1.
-
-The third and last gettime is checking again for the hour, but the time has to be less
-than the specified time (in this case, 23).
-
-Now, the last part of the script, regarding the end of WoE time:
-
- if ((gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) == 23) ||
- (gettime(GETTIME_WEEKDAY) == THURSDAY && gettime(GETTIME_HOUR) == 23) ||
- (gettime(GETTIME_WEEKDAY) == SATURDAY && gettime(GETTIME_HOUR) == 18)) {
- agitend();
- }
-
-This is the same as before, but it's checking for the day in the first gettime() and
-the hour on the second. If both conditions are true, WoE will end. We're checking
-here for the end time, not the start.
-
-Another important thing is "OnAgitInit:". This special label will be run as soon as the
-castle data is loaded from the char data. It will check for the above start and end times
-to see if it's in WoE time, hence why the hours have to be checked.
-
--------------------------------------------------------------------------------
-
-An example of how to set the WoE so it starts on Monday, at 4 pm and ends up at 10 pm:
-
- OnClock1600: // 16:00 = 4 pm
- OnClock2200: // 22:00 = 10 pm
-
- OnAgitInit: // This label should appear once and only once in the script
-
- // starting time checks
- if (gettime(GETTIME_WEEKDAY) == MONDAY && gettime(GETTIME_HOUR) >= 16 && gettime(GETTIME_HOUR) < 22) {
- if (!agitcheck()) {
- agitstart;
- callsub S_DisplayOwners;
- }
- end;
- }
-
- // end time checks
- if (gettime(GETTIME_WEEKDAY) == MONDAY && gettime(GETTIME_HOUR) == 22) {
- if (agitcheck()) {
- agitend;
- callsub S_DisplayOwners;
- }
- end;
- }
- end; // Don't forget this!