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#ifndef SKILL_T_HPP
#define SKILL_T_HPP

// only ST_NONE is actually used - TODO remove
enum class SkillState
{
    ST_NONE,
#define ST_NONE SkillState::ST_NONE
    ST_HIDING,
#define ST_HIDING SkillState::ST_HIDING
    ST_CLOAKING,
#define ST_CLOAKING SkillState::ST_CLOAKING
    ST_HIDDEN,
#define ST_HIDDEN SkillState::ST_HIDDEN
    ST_RIDING,
#define ST_RIDING SkillState::ST_RIDING
    ST_FALCON,
#define ST_FALCON SkillState::ST_FALCON
    ST_CART,
#define ST_CART SkillState::ST_CART
    ST_SHIELD,
#define ST_SHIELD SkillState::ST_SHIELD
    ST_SIGHT,
#define ST_SIGHT SkillState::ST_SIGHT
    ST_EXPLOSIONSPIRITS,
#define ST_EXPLOSIONSPIRITS SkillState::ST_EXPLOSIONSPIRITS
    ST_RECOV_WEIGHT_RATE,
#define ST_RECOV_WEIGHT_RATE SkillState::ST_RECOV_WEIGHT_RATE
    ST_MOVE_ENABLE,
#define ST_MOVE_ENABLE SkillState::ST_MOVE_ENABLE
    ST_WATER,
#define ST_WATER SkillState::ST_WATER
};

// TODO remove most of these as their corresponding SkillIDs get deleted.
enum class StatusChange : uint16_t
{
    // indices into (map_session_data).status_change
    SC_SENDMAX          = 256,
#define SC_SENDMAX StatusChange::SC_SENDMAX

    // sometimes means "none", sometimes not
    NEGATIVE1           = 0xffff,
    ANY_BAD             = NEGATIVE1,

    // these ones are used by clif_status_change,
    // e.g. by the magic system
    ZERO                = 0,
    ATTACK_ICON_GENERIC = 2000,
    ATTACK_ICON_SHEARING = 2001,
    CART                = 0x0c,
    CLIF_OPTION_SC_INVISIBILITY = 0x1000,
#define CLIF_OPTION_SC_INVISIBILITY StatusChange::CLIF_OPTION_SC_INVISIBILITY
    CLIF_OPTION_SC_SCRIBE = 0x1001,
#define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE

    // the rest are the normal effects
    SC_PROVOKE          = 0,
#define SC_PROVOKE StatusChange::SC_PROVOKE
    SC_ENDURE           = 1,
#define SC_ENDURE StatusChange::SC_ENDURE
    SC_TWOHANDQUICKEN   = 2,
#define SC_TWOHANDQUICKEN StatusChange::SC_TWOHANDQUICKEN
    SC_CONCENTRATE      = 3,
#define SC_CONCENTRATE StatusChange::SC_CONCENTRATE
    SC_HIDING           = 4,
#define SC_HIDING StatusChange::SC_HIDING
    SC_CLOAKING         = 5,
#define SC_CLOAKING StatusChange::SC_CLOAKING
    SC_ENCPOISON        = 6,
#define SC_ENCPOISON StatusChange::SC_ENCPOISON
    SC_POISONREACT      = 7,
#define SC_POISONREACT StatusChange::SC_POISONREACT
    SC_QUAGMIRE         = 8,
#define SC_QUAGMIRE StatusChange::SC_QUAGMIRE
    SC_ANGELUS          = 9,
#define SC_ANGELUS StatusChange::SC_ANGELUS
    SC_BLESSING         = 10,
#define SC_BLESSING StatusChange::SC_BLESSING
    SC_SIGNUMCRUCIS     = 11,
#define SC_SIGNUMCRUCIS StatusChange::SC_SIGNUMCRUCIS
    SC_INCREASEAGI      = 12,
#define SC_INCREASEAGI StatusChange::SC_INCREASEAGI
    SC_DECREASEAGI      = 13,
#define SC_DECREASEAGI StatusChange::SC_DECREASEAGI
    SC_SLOWPOISON       = 14,   //
#define SC_SLOWPOISON StatusChange::SC_SLOWPOISON
    SC_IMPOSITIO        = 15,
#define SC_IMPOSITIO StatusChange::SC_IMPOSITIO
    SC_SUFFRAGIUM       = 16,
#define SC_SUFFRAGIUM StatusChange::SC_SUFFRAGIUM
    SC_ASPERSIO         = 17,
#define SC_ASPERSIO StatusChange::SC_ASPERSIO
    SC_BENEDICTIO       = 18,
#define SC_BENEDICTIO StatusChange::SC_BENEDICTIO
    SC_KYRIE            = 19,
#define SC_KYRIE StatusChange::SC_KYRIE
    SC_MAGNIFICAT       = 20,
#define SC_MAGNIFICAT StatusChange::SC_MAGNIFICAT
    SC_GLORIA           = 21,
#define SC_GLORIA StatusChange::SC_GLORIA
    SC_AETERNA          = 22,
#define SC_AETERNA StatusChange::SC_AETERNA
    SC_ADRENALINE       = 23,
#define SC_ADRENALINE StatusChange::SC_ADRENALINE
    SC_WEAPONPERFECTION = 24,
#define SC_WEAPONPERFECTION StatusChange::SC_WEAPONPERFECTION
    SC_OVERTHRUST       = 25,
#define SC_OVERTHRUST StatusChange::SC_OVERTHRUST
    SC_MAXIMIZEPOWER    = 26,
#define SC_MAXIMIZEPOWER StatusChange::SC_MAXIMIZEPOWER
    SC_RIDING           = 27,
#define SC_RIDING StatusChange::SC_RIDING
    SC_FALCON           = 28,
#define SC_FALCON StatusChange::SC_FALCON
    SC_TRICKDEAD        = 29,
#define SC_TRICKDEAD StatusChange::SC_TRICKDEAD
    SC_LOUD             = 30,
#define SC_LOUD StatusChange::SC_LOUD
    SC_ENERGYCOAT       = 31,
#define SC_ENERGYCOAT StatusChange::SC_ENERGYCOAT
    SC_BROKNARMOR       = 32,
#define SC_BROKNARMOR StatusChange::SC_BROKNARMOR
    SC_BROKNWEAPON      = 33,
#define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON
    SC_HALLUCINATION    = 34,
#define SC_HALLUCINATION StatusChange::SC_HALLUCINATION
    SC_WEIGHT50         = 35,
#define SC_WEIGHT50 StatusChange::SC_WEIGHT50
    SC_WEIGHT90         = 36,
#define SC_WEIGHT90 StatusChange::SC_WEIGHT90
    SC_SPEEDPOTION0     = 37,   //
#define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0
    SC_SPEEDPOTION1     = 38,
#define SC_SPEEDPOTION1 StatusChange::SC_SPEEDPOTION1
    SC_SPEEDPOTION2     = 39,
#define SC_SPEEDPOTION2 StatusChange::SC_SPEEDPOTION2

    SC_STRIPWEAPON      = 50,
#define SC_STRIPWEAPON StatusChange::SC_STRIPWEAPON
    SC_STRIPSHIELD      = 51,
#define SC_STRIPSHIELD StatusChange::SC_STRIPSHIELD
    SC_STRIPARMOR       = 52,
#define SC_STRIPARMOR StatusChange::SC_STRIPARMOR
    SC_STRIPHELM        = 53,
#define SC_STRIPHELM StatusChange::SC_STRIPHELM
    SC_CP_WEAPON        = 54,
#define SC_CP_WEAPON StatusChange::SC_CP_WEAPON
    SC_CP_SHIELD        = 55,
#define SC_CP_SHIELD StatusChange::SC_CP_SHIELD
    SC_CP_ARMOR         = 56,
#define SC_CP_ARMOR StatusChange::SC_CP_ARMOR
    SC_CP_HELM          = 57,
#define SC_CP_HELM StatusChange::SC_CP_HELM
    SC_AUTOGUARD        = 58,
#define SC_AUTOGUARD StatusChange::SC_AUTOGUARD
    SC_REFLECTSHIELD    = 59,
#define SC_REFLECTSHIELD StatusChange::SC_REFLECTSHIELD
    SC_DEVOTION         = 60,
#define SC_DEVOTION StatusChange::SC_DEVOTION
    SC_PROVIDENCE       = 61,
#define SC_PROVIDENCE StatusChange::SC_PROVIDENCE
    SC_DEFENDER         = 62,
#define SC_DEFENDER StatusChange::SC_DEFENDER
    SC_AUTOSPELL        = 65,
#define SC_AUTOSPELL StatusChange::SC_AUTOSPELL
    SC_SPEARSQUICKEN    = 68,
#define SC_SPEARSQUICKEN StatusChange::SC_SPEARSQUICKEN

    SC_HEALING          = 70,   //
#define SC_HEALING StatusChange::SC_HEALING

    SC_SIGHTTRASHER     = 73,
#define SC_SIGHTTRASHER StatusChange::SC_SIGHTTRASHER

    SC_EXPLOSIONSPIRITS = 86,
#define SC_EXPLOSIONSPIRITS StatusChange::SC_EXPLOSIONSPIRITS
    SC_STEELBODY        = 87,
#define SC_STEELBODY StatusChange::SC_STEELBODY

    SC_COMBO            = 89,
#define SC_COMBO StatusChange::SC_COMBO
    SC_FLAMELAUNCHER    = 90,
#define SC_FLAMELAUNCHER StatusChange::SC_FLAMELAUNCHER
    SC_FROSTWEAPON      = 91,
#define SC_FROSTWEAPON StatusChange::SC_FROSTWEAPON
    SC_LIGHTNINGLOADER  = 92,
#define SC_LIGHTNINGLOADER StatusChange::SC_LIGHTNINGLOADER
    SC_SEISMICWEAPON    = 93,
#define SC_SEISMICWEAPON StatusChange::SC_SEISMICWEAPON

    SC_AURABLADE        = 103,
#define SC_AURABLADE StatusChange::SC_AURABLADE
    SC_PARRYING         = 104,
#define SC_PARRYING StatusChange::SC_PARRYING
    SC_CONCENTRATION    = 105,
#define SC_CONCENTRATION StatusChange::SC_CONCENTRATION
    SC_TENSIONRELAX     = 106,
#define SC_TENSIONRELAX StatusChange::SC_TENSIONRELAX
    SC_BERSERK          = 107,
#define SC_BERSERK StatusChange::SC_BERSERK

    SC_ASSUMPTIO        = 110,
#define SC_ASSUMPTIO StatusChange::SC_ASSUMPTIO

    SC_MAGICPOWER       = 113,
#define SC_MAGICPOWER StatusChange::SC_MAGICPOWER

    SC_TRUESIGHT        = 115,
#define SC_TRUESIGHT StatusChange::SC_TRUESIGHT
    SC_WINDWALK         = 116,
#define SC_WINDWALK StatusChange::SC_WINDWALK
    SC_MELTDOWN         = 117,
#define SC_MELTDOWN StatusChange::SC_MELTDOWN
    SC_CARTBOOST        = 118,
#define SC_CARTBOOST StatusChange::SC_CARTBOOST

    SC_REJECTSWORD      = 120,
#define SC_REJECTSWORD StatusChange::SC_REJECTSWORD
    SC_MARIONETTE       = 121,
#define SC_MARIONETTE StatusChange::SC_MARIONETTE

    SC_HEADCRUSH        = 124,
#define SC_HEADCRUSH StatusChange::SC_HEADCRUSH
    SC_JOINTBEAT        = 125,
#define SC_JOINTBEAT StatusChange::SC_JOINTBEAT
    SC_BASILICA         = SC_JOINTBEAT,
#define SC_BASILICA StatusChange::SC_BASILICA

    SC_STONE            = 128,
#define SC_STONE StatusChange::SC_STONE
    SC_FREEZE           = 129,
#define SC_FREEZE StatusChange::SC_FREEZE
    SC_STAN             = 130,
#define SC_STAN StatusChange::SC_STAN
    SC_SLEEP            = 131,
#define SC_SLEEP StatusChange::SC_SLEEP
    SC_POISON           = 132,  //
#define SC_POISON StatusChange::SC_POISON
    SC_CURSE            = 133,
#define SC_CURSE StatusChange::SC_CURSE
    SC_SILENCE          = 134,
#define SC_SILENCE StatusChange::SC_SILENCE
    SC_DIVINA           = SC_SILENCE,
#define SC_DIVINA StatusChange::SC_DIVINA
    SC_CONFUSION        = 135,
#define SC_CONFUSION StatusChange::SC_CONFUSION
    SC_BLIND            = 136,
#define SC_BLIND StatusChange::SC_BLIND

    SC_SAFETYWALL       = 140,
#define SC_SAFETYWALL StatusChange::SC_SAFETYWALL
    SC_PNEUMA           = 141,
#define SC_PNEUMA StatusChange::SC_PNEUMA
    SC_WATERBALL        = 142,
#define SC_WATERBALL StatusChange::SC_WATERBALL
    SC_ANKLE            = 143,
#define SC_ANKLE StatusChange::SC_ANKLE
    SC_DANCING          = 144,
#define SC_DANCING StatusChange::SC_DANCING
    SC_KEEPING          = 145,
#define SC_KEEPING StatusChange::SC_KEEPING
    SC_BARRIER          = 146,
#define SC_BARRIER StatusChange::SC_BARRIER

    SC_MAGICROD         = 149,
#define SC_MAGICROD StatusChange::SC_MAGICROD
    SC_SIGHT            = 150,
#define SC_SIGHT StatusChange::SC_SIGHT
    SC_RUWACH           = 151,
#define SC_RUWACH StatusChange::SC_RUWACH
    SC_AUTOCOUNTER      = 152,
#define SC_AUTOCOUNTER StatusChange::SC_AUTOCOUNTER
    SC_VOLCANO          = 153,
#define SC_VOLCANO StatusChange::SC_VOLCANO
    SC_DELUGE           = 154,
#define SC_DELUGE StatusChange::SC_DELUGE
    SC_VIOLENTGALE      = 155,
#define SC_VIOLENTGALE StatusChange::SC_VIOLENTGALE
    SC_BLADESTOP_WAIT   = 156,
#define SC_BLADESTOP_WAIT StatusChange::SC_BLADESTOP_WAIT
    SC_BLADESTOP        = 157,
#define SC_BLADESTOP StatusChange::SC_BLADESTOP
    SC_EXTREMITYFIST    = 158,
#define SC_EXTREMITYFIST StatusChange::SC_EXTREMITYFIST
    SC_GRAFFITI         = 159,
#define SC_GRAFFITI StatusChange::SC_GRAFFITI
    SC_ENSEMBLE         = 159,
#define SC_ENSEMBLE StatusChange::SC_ENSEMBLE

    SC_LULLABY          = 160,
#define SC_LULLABY StatusChange::SC_LULLABY
    SC_RICHMANKIM       = 161,
#define SC_RICHMANKIM StatusChange::SC_RICHMANKIM
    SC_ETERNALCHAOS     = 162,
#define SC_ETERNALCHAOS StatusChange::SC_ETERNALCHAOS
    SC_DRUMBATTLE       = 163,
#define SC_DRUMBATTLE StatusChange::SC_DRUMBATTLE
    SC_NIBELUNGEN       = 164,
#define SC_NIBELUNGEN StatusChange::SC_NIBELUNGEN
    SC_ROKISWEIL        = 165,
#define SC_ROKISWEIL StatusChange::SC_ROKISWEIL
    SC_INTOABYSS        = 166,
#define SC_INTOABYSS StatusChange::SC_INTOABYSS
    SC_SIEGFRIED        = 167,
#define SC_SIEGFRIED StatusChange::SC_SIEGFRIED
    SC_DISSONANCE       = 168,
#define SC_DISSONANCE StatusChange::SC_DISSONANCE
    SC_WHISTLE          = 169,
#define SC_WHISTLE StatusChange::SC_WHISTLE
    SC_ASSNCROS         = 170,
#define SC_ASSNCROS StatusChange::SC_ASSNCROS
    SC_POEMBRAGI        = 171,
#define SC_POEMBRAGI StatusChange::SC_POEMBRAGI
    SC_APPLEIDUN        = 172,
#define SC_APPLEIDUN StatusChange::SC_APPLEIDUN
    SC_UGLYDANCE        = 173,
#define SC_UGLYDANCE StatusChange::SC_UGLYDANCE
    SC_HUMMING          = 174,
#define SC_HUMMING StatusChange::SC_HUMMING
    SC_DONTFORGETME     = 175,
#define SC_DONTFORGETME StatusChange::SC_DONTFORGETME
    SC_FORTUNE          = 176,
#define SC_FORTUNE StatusChange::SC_FORTUNE
    SC_SERVICE4U        = 177,
#define SC_SERVICE4U StatusChange::SC_SERVICE4U
    SC_FOGWALL          = 178,
#define SC_FOGWALL StatusChange::SC_FOGWALL
    SC_GOSPEL           = 179,
#define SC_GOSPEL StatusChange::SC_GOSPEL
    SC_SPIDERWEB        = 180,
#define SC_SPIDERWEB StatusChange::SC_SPIDERWEB
    SC_MEMORIZE         = 181,
#define SC_MEMORIZE StatusChange::SC_MEMORIZE
    SC_LANDPROTECTOR    = 182,
#define SC_LANDPROTECTOR StatusChange::SC_LANDPROTECTOR
    SC_ADAPTATION       = 183,
#define SC_ADAPTATION StatusChange::SC_ADAPTATION
    SC_CHASEWALK        = 184,
#define SC_CHASEWALK StatusChange::SC_CHASEWALK
    SC_ATKPOT           = 185,  //
#define SC_ATKPOT StatusChange::SC_ATKPOT
    SC_MATKPOT          = 186,
#define SC_MATKPOT StatusChange::SC_MATKPOT
    SC_WEDDING          = 187,
#define SC_WEDDING StatusChange::SC_WEDDING
    SC_NOCHAT           = 188,
#define SC_NOCHAT StatusChange::SC_NOCHAT
    SC_SPLASHER         = 189,
#define SC_SPLASHER StatusChange::SC_SPLASHER
    SC_SELFDESTRUCTION  = 190,
#define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION
    SC_MINDBREAKER      = 191,
#define SC_MINDBREAKER StatusChange::SC_MINDBREAKER
    SC_SPELLBREAKER     = 192,
#define SC_SPELLBREAKER StatusChange::SC_SPELLBREAKER

// Added for Fate's spells
    SC_HIDE             = 194,  // Hide from `detect' magic (PCs only)
#define SC_HIDE StatusChange::SC_HIDE
    SC_SHEARED          = 194,  // Has been sheared (mobs only)
#define SC_SHEARED StatusChange::SC_SHEARED
    SC_HALT_REGENERATE  = 195,  // Suspend regeneration
#define SC_HALT_REGENERATE StatusChange::SC_HALT_REGENERATE
    SC_FLYING_BACKPACK  = 196,  // Flying backpack
#define SC_FLYING_BACKPACK StatusChange::SC_FLYING_BACKPACK
    SC_MBARRIER         = 197,  // Magical barrier, magic resistance (val1 : power (%))
#define SC_MBARRIER StatusChange::SC_MBARRIER
    SC_HASTE            = 198,  // `Haste' spell (val1 : power)
#define SC_HASTE StatusChange::SC_HASTE
    SC_PHYS_SHIELD      = 199,  // `Protect' spell, reduce damage (val1: power)
#define SC_PHYS_SHIELD StatusChange::SC_PHYS_SHIELD
    MAX_STATUSCHANGE    = 200,
#define MAX_STATUSCHANGE StatusChange::MAX_STATUSCHANGE
};

constexpr
StatusChange MAJOR_STATUS_EFFECTS[] =
{
    SC_STONE,
    SC_FREEZE,
    SC_STAN,
    SC_SLEEP,
    SC_POISON,
    SC_CURSE,
    SC_SILENCE,
    SC_CONFUSION,
    SC_BLIND,
};

constexpr
StatusChange MAJOR_STATUS_EFFECTS_1[] =
{
    SC_STONE,
    SC_FREEZE,
    SC_STAN,
    SC_SLEEP,
};

// needed to work around some subtractative indexing
// I think it *might* be able to be totally removed.
enum class BadSC
{
    STONE       = 0,
    FREEZE      = 1,
    STAN        = 2,
    SLEEP       = 3,
    POISON      = 4,
    CURSE       = 5,
    SILENCE     = 6,
    CONFUSION   = 7,
    BLIND       = 8,

    COUNT       = 9, // formerly 10,
};

constexpr
StatusChange BadSC_to_SC(BadSC bsc)
{
    return StatusChange(uint16_t(SC_STONE) + int(bsc));
}

constexpr
BadSC BadSC_from_SC(StatusChange sc)
{
    return BadSC(uint16_t(sc) - uint16_t(SC_STONE));
}

// TODO remove most of these
enum class SkillID : uint16_t
{
    // TODO: Remove these!
    NEGATIVE            = 0xffff,
    ZERO                = 0x0000,
    ONE                 = 0x0001,

    // Basic skills.
    // These should probably be made unconditional.
    NV_EMOTE            = 1,    //
#define NV_EMOTE SkillID::NV_EMOTE
    NV_TRADE            = 2,    //
#define NV_TRADE SkillID::NV_TRADE
    NV_PARTY            = 3,    //
#define NV_PARTY SkillID::NV_PARTY

    SM_SWORD            = 4,    //
#define SM_SWORD SkillID::SM_SWORD
    SM_TWOHAND          = 5,
#define SM_TWOHAND SkillID::SM_TWOHAND
    SM_RECOVERY         = 6,    //
#define SM_RECOVERY SkillID::SM_RECOVERY
    SM_BASH             = 7,
#define SM_BASH SkillID::SM_BASH
    SM_PROVOKE          = 8,
#define SM_PROVOKE SkillID::SM_PROVOKE
    SM_MAGNUM           = 9,
#define SM_MAGNUM SkillID::SM_MAGNUM
    SM_ENDURE           = 10,
#define SM_ENDURE SkillID::SM_ENDURE

    MG_SRECOVERY        = 11,   //
#define MG_SRECOVERY SkillID::MG_SRECOVERY
    MG_SIGHT            = 12,
#define MG_SIGHT SkillID::MG_SIGHT
    MG_NAPALMBEAT       = 13,
#define MG_NAPALMBEAT SkillID::MG_NAPALMBEAT
    MG_SAFETYWALL       = 14,
#define MG_SAFETYWALL SkillID::MG_SAFETYWALL
    MG_SOULSTRIKE       = 15,
#define MG_SOULSTRIKE SkillID::MG_SOULSTRIKE
    MG_COLDBOLT         = 16,
#define MG_COLDBOLT SkillID::MG_COLDBOLT
    MG_FROSTDIVER       = 17,
#define MG_FROSTDIVER SkillID::MG_FROSTDIVER
    MG_STONECURSE       = 18,
#define MG_STONECURSE SkillID::MG_STONECURSE
    MG_FIREBALL         = 19,
#define MG_FIREBALL SkillID::MG_FIREBALL
    MG_FIREWALL         = 20,
#define MG_FIREWALL SkillID::MG_FIREWALL
    MG_FIREBOLT         = 21,
#define MG_FIREBOLT SkillID::MG_FIREBOLT
    MG_LIGHTNINGBOLT    = 22,
#define MG_LIGHTNINGBOLT SkillID::MG_LIGHTNINGBOLT
    MG_THUNDERSTORM     = 23,
#define MG_THUNDERSTORM SkillID::MG_THUNDERSTORM

    AL_DP               = 24,
#define AL_DP SkillID::AL_DP
    AL_DEMONBANE        = 25,
#define AL_DEMONBANE SkillID::AL_DEMONBANE
    AL_RUWACH           = 26,
#define AL_RUWACH SkillID::AL_RUWACH
    AL_PNEUMA           = 27,
#define AL_PNEUMA SkillID::AL_PNEUMA
    AL_TELEPORT         = 28,   //
#define AL_TELEPORT SkillID::AL_TELEPORT
    AL_WARP             = 29,
#define AL_WARP SkillID::AL_WARP
    AL_HEAL             = 30,   //
#define AL_HEAL SkillID::AL_HEAL
    AL_INCAGI           = 31,
#define AL_INCAGI SkillID::AL_INCAGI
    AL_DECAGI           = 32,
#define AL_DECAGI SkillID::AL_DECAGI
    AL_HOLYWATER        = 33,
#define AL_HOLYWATER SkillID::AL_HOLYWATER
    AL_CRUCIS           = 34,
#define AL_CRUCIS SkillID::AL_CRUCIS
    AL_ANGELUS          = 35,
#define AL_ANGELUS SkillID::AL_ANGELUS
    AL_BLESSING         = 36,
#define AL_BLESSING SkillID::AL_BLESSING
    AL_CURE             = 37,
#define AL_CURE SkillID::AL_CURE

    MC_INCCARRY         = 38,   //
#define MC_INCCARRY SkillID::MC_INCCARRY
    MC_DISCOUNT         = 39,   //
#define MC_DISCOUNT SkillID::MC_DISCOUNT
    MC_OVERCHARGE       = 40,   //
#define MC_OVERCHARGE SkillID::MC_OVERCHARGE
    MC_PUSHCART         = 41,
#define MC_PUSHCART SkillID::MC_PUSHCART
    MC_IDENTIFY         = 42,
#define MC_IDENTIFY SkillID::MC_IDENTIFY
    MC_VENDING          = 43,
#define MC_VENDING SkillID::MC_VENDING
    MC_MAMMONITE        = 44,
#define MC_MAMMONITE SkillID::MC_MAMMONITE

    AC_OWL              = 45,   //
#define AC_OWL SkillID::AC_OWL
    AC_VULTURE          = 46,
#define AC_VULTURE SkillID::AC_VULTURE
    AC_CONCENTRATION    = 47,
#define AC_CONCENTRATION SkillID::AC_CONCENTRATION
    AC_DOUBLE           = 48,
#define AC_DOUBLE SkillID::AC_DOUBLE
    AC_SHOWER           = 49,
#define AC_SHOWER SkillID::AC_SHOWER

    TF_DOUBLE           = 50,   //
#define TF_DOUBLE SkillID::TF_DOUBLE
    TF_MISS             = 51,   //
#define TF_MISS SkillID::TF_MISS
    TF_STEAL            = 52,
#define TF_STEAL SkillID::TF_STEAL
    TF_HIDING           = 53,
#define TF_HIDING SkillID::TF_HIDING
    TF_POISON           = 54,   //
#define TF_POISON SkillID::TF_POISON
    TF_DETOXIFY         = 55,
#define TF_DETOXIFY SkillID::TF_DETOXIFY

    ALL_RESURRECTION    = 56,
#define ALL_RESURRECTION SkillID::ALL_RESURRECTION

    KN_SPEARMASTERY     = 57,
#define KN_SPEARMASTERY SkillID::KN_SPEARMASTERY
    KN_PIERCE           = 58,
#define KN_PIERCE SkillID::KN_PIERCE
    KN_BRANDISHSPEAR    = 59,
#define KN_BRANDISHSPEAR SkillID::KN_BRANDISHSPEAR
    KN_SPEARSTAB        = 60,
#define KN_SPEARSTAB SkillID::KN_SPEARSTAB
    KN_SPEARBOOMERANG   = 61,
#define KN_SPEARBOOMERANG SkillID::KN_SPEARBOOMERANG
    KN_TWOHANDQUICKEN   = 62,
#define KN_TWOHANDQUICKEN SkillID::KN_TWOHANDQUICKEN
    KN_AUTOCOUNTER      = 63,
#define KN_AUTOCOUNTER SkillID::KN_AUTOCOUNTER
    KN_BOWLINGBASH      = 64,
#define KN_BOWLINGBASH SkillID::KN_BOWLINGBASH
    KN_RIDING           = 65,
#define KN_RIDING SkillID::KN_RIDING
    KN_CAVALIERMASTERY  = 66,
#define KN_CAVALIERMASTERY SkillID::KN_CAVALIERMASTERY

    PR_MACEMASTERY      = 67,
#define PR_MACEMASTERY SkillID::PR_MACEMASTERY
    PR_IMPOSITIO        = 68,
#define PR_IMPOSITIO SkillID::PR_IMPOSITIO
    PR_SUFFRAGIUM       = 69,
#define PR_SUFFRAGIUM SkillID::PR_SUFFRAGIUM
    PR_ASPERSIO         = 70,
#define PR_ASPERSIO SkillID::PR_ASPERSIO
    PR_BENEDICTIO       = 71,
#define PR_BENEDICTIO SkillID::PR_BENEDICTIO
    PR_SANCTUARY        = 72,
#define PR_SANCTUARY SkillID::PR_SANCTUARY
    PR_SLOWPOISON       = 73,
#define PR_SLOWPOISON SkillID::PR_SLOWPOISON
    PR_STRECOVERY       = 74,
#define PR_STRECOVERY SkillID::PR_STRECOVERY
    PR_KYRIE            = 75,
#define PR_KYRIE SkillID::PR_KYRIE
    PR_MAGNIFICAT       = 76,
#define PR_MAGNIFICAT SkillID::PR_MAGNIFICAT
    PR_GLORIA           = 77,
#define PR_GLORIA SkillID::PR_GLORIA
    PR_LEXDIVINA        = 78,
#define PR_LEXDIVINA SkillID::PR_LEXDIVINA
    PR_TURNUNDEAD       = 79,
#define PR_TURNUNDEAD SkillID::PR_TURNUNDEAD
    PR_LEXAETERNA       = 80,
#define PR_LEXAETERNA SkillID::PR_LEXAETERNA
    PR_MAGNUS           = 81,
#define PR_MAGNUS SkillID::PR_MAGNUS

    WZ_FIREPILLAR       = 82,
#define WZ_FIREPILLAR SkillID::WZ_FIREPILLAR
    WZ_SIGHTRASHER      = 83,
#define WZ_SIGHTRASHER SkillID::WZ_SIGHTRASHER
    WZ_FIREIVY          = 84,
#define WZ_FIREIVY SkillID::WZ_FIREIVY
    WZ_METEOR           = 85,
#define WZ_METEOR SkillID::WZ_METEOR
    WZ_JUPITEL          = 86,
#define WZ_JUPITEL SkillID::WZ_JUPITEL
    WZ_VERMILION        = 87,
#define WZ_VERMILION SkillID::WZ_VERMILION
    WZ_WATERBALL        = 88,
#define WZ_WATERBALL SkillID::WZ_WATERBALL
    WZ_ICEWALL          = 89,
#define WZ_ICEWALL SkillID::WZ_ICEWALL
    WZ_FROSTNOVA        = 90,
#define WZ_FROSTNOVA SkillID::WZ_FROSTNOVA
    WZ_STORMGUST        = 91,
#define WZ_STORMGUST SkillID::WZ_STORMGUST
    WZ_EARTHSPIKE       = 92,
#define WZ_EARTHSPIKE SkillID::WZ_EARTHSPIKE
    WZ_HEAVENDRIVE      = 93,
#define WZ_HEAVENDRIVE SkillID::WZ_HEAVENDRIVE
    WZ_QUAGMIRE         = 94,
#define WZ_QUAGMIRE SkillID::WZ_QUAGMIRE
    WZ_ESTIMATION       = 95,
#define WZ_ESTIMATION SkillID::WZ_ESTIMATION

    BS_IRON             = 96,
#define BS_IRON SkillID::BS_IRON
    BS_STEEL            = 97,
#define BS_STEEL SkillID::BS_STEEL
    BS_ENCHANTEDSTONE   = 98,
#define BS_ENCHANTEDSTONE SkillID::BS_ENCHANTEDSTONE
    BS_ORIDEOCON        = 99,
#define BS_ORIDEOCON SkillID::BS_ORIDEOCON
    BS_DAGGER           = 100,
#define BS_DAGGER SkillID::BS_DAGGER
    BS_SWORD            = 101,
#define BS_SWORD SkillID::BS_SWORD
    BS_TWOHANDSWORD     = 102,
#define BS_TWOHANDSWORD SkillID::BS_TWOHANDSWORD
    BS_AXE              = 103,
#define BS_AXE SkillID::BS_AXE
    BS_MACE             = 104,
#define BS_MACE SkillID::BS_MACE
    BS_KNUCKLE          = 105,
#define BS_KNUCKLE SkillID::BS_KNUCKLE
    BS_SPEAR            = 106,
#define BS_SPEAR SkillID::BS_SPEAR
    BS_HILTBINDING      = 107,
#define BS_HILTBINDING SkillID::BS_HILTBINDING
    BS_FINDINGORE       = 108,
#define BS_FINDINGORE SkillID::BS_FINDINGORE
    BS_WEAPONRESEARCH   = 109,
#define BS_WEAPONRESEARCH SkillID::BS_WEAPONRESEARCH
    BS_REPAIRWEAPON     = 110,
#define BS_REPAIRWEAPON SkillID::BS_REPAIRWEAPON
    BS_SKINTEMPER       = 111,
#define BS_SKINTEMPER SkillID::BS_SKINTEMPER
    BS_HAMMERFALL       = 112,
#define BS_HAMMERFALL SkillID::BS_HAMMERFALL
    BS_ADRENALINE       = 113,
#define BS_ADRENALINE SkillID::BS_ADRENALINE
    BS_WEAPONPERFECT    = 114,
#define BS_WEAPONPERFECT SkillID::BS_WEAPONPERFECT
    BS_OVERTHRUST       = 115,
#define BS_OVERTHRUST SkillID::BS_OVERTHRUST
    BS_MAXIMIZE         = 116,
#define BS_MAXIMIZE SkillID::BS_MAXIMIZE

    HT_SKIDTRAP         = 117,
#define HT_SKIDTRAP SkillID::HT_SKIDTRAP
    HT_LANDMINE         = 118,
#define HT_LANDMINE SkillID::HT_LANDMINE
    HT_ANKLESNARE       = 119,
#define HT_ANKLESNARE SkillID::HT_ANKLESNARE
    HT_SHOCKWAVE        = 120,
#define HT_SHOCKWAVE SkillID::HT_SHOCKWAVE
    HT_SANDMAN          = 121,
#define HT_SANDMAN SkillID::HT_SANDMAN
    HT_FLASHER          = 122,
#define HT_FLASHER SkillID::HT_FLASHER
    HT_FREEZINGTRAP     = 123,
#define HT_FREEZINGTRAP SkillID::HT_FREEZINGTRAP
    HT_BLASTMINE        = 124,
#define HT_BLASTMINE SkillID::HT_BLASTMINE
    HT_CLAYMORETRAP     = 125,
#define HT_CLAYMORETRAP SkillID::HT_CLAYMORETRAP
    HT_REMOVETRAP       = 126,
#define HT_REMOVETRAP SkillID::HT_REMOVETRAP
    HT_TALKIEBOX        = 127,
#define HT_TALKIEBOX SkillID::HT_TALKIEBOX
    HT_BEASTBANE        = 128,
#define HT_BEASTBANE SkillID::HT_BEASTBANE
    HT_FALCON           = 129,
#define HT_FALCON SkillID::HT_FALCON
    HT_STEELCROW        = 130,
#define HT_STEELCROW SkillID::HT_STEELCROW
    HT_BLITZBEAT        = 131,
#define HT_BLITZBEAT SkillID::HT_BLITZBEAT
    HT_DETECTING        = 132,
#define HT_DETECTING SkillID::HT_DETECTING
    HT_SPRINGTRAP       = 133,
#define HT_SPRINGTRAP SkillID::HT_SPRINGTRAP

    AS_RIGHT            = 134,
#define AS_RIGHT SkillID::AS_RIGHT
    AS_LEFT             = 135,
#define AS_LEFT SkillID::AS_LEFT
    AS_KATAR            = 136,
#define AS_KATAR SkillID::AS_KATAR
    AS_CLOAKING         = 137,
#define AS_CLOAKING SkillID::AS_CLOAKING
    AS_SONICBLOW        = 138,
#define AS_SONICBLOW SkillID::AS_SONICBLOW
    AS_GRIMTOOTH        = 139,
#define AS_GRIMTOOTH SkillID::AS_GRIMTOOTH
    AS_ENCHANTPOISON    = 140,
#define AS_ENCHANTPOISON SkillID::AS_ENCHANTPOISON
    AS_POISONREACT      = 141,
#define AS_POISONREACT SkillID::AS_POISONREACT
    AS_VENOMDUST        = 142,
#define AS_VENOMDUST SkillID::AS_VENOMDUST
    AS_SPLASHER         = 143,
#define AS_SPLASHER SkillID::AS_SPLASHER

    NV_FIRSTAID         = 144,  //
#define NV_FIRSTAID SkillID::NV_FIRSTAID
    NV_TRICKDEAD        = 145,
#define NV_TRICKDEAD SkillID::NV_TRICKDEAD
    SM_MOVINGRECOVERY   = 146,  //
#define SM_MOVINGRECOVERY SkillID::SM_MOVINGRECOVERY
    SM_FATALBLOW        = 147,
#define SM_FATALBLOW SkillID::SM_FATALBLOW
    SM_AUTOBERSERK      = 148,  //
#define SM_AUTOBERSERK SkillID::SM_AUTOBERSERK
    AC_MAKINGARROW      = 149,
#define AC_MAKINGARROW SkillID::AC_MAKINGARROW
    AC_CHARGEARROW      = 150,
#define AC_CHARGEARROW SkillID::AC_CHARGEARROW
    TF_SPRINKLESAND     = 151,
#define TF_SPRINKLESAND SkillID::TF_SPRINKLESAND
    TF_BACKSLIDING      = 152,  //
#define TF_BACKSLIDING SkillID::TF_BACKSLIDING
    TF_PICKSTONE        = 153,
#define TF_PICKSTONE SkillID::TF_PICKSTONE
    TF_THROWSTONE       = 154,
#define TF_THROWSTONE SkillID::TF_THROWSTONE
    MC_CARTREVOLUTION   = 155,
#define MC_CARTREVOLUTION SkillID::MC_CARTREVOLUTION
    MC_CHANGECART       = 156,
#define MC_CHANGECART SkillID::MC_CHANGECART
    MC_LOUD             = 157,
#define MC_LOUD SkillID::MC_LOUD
    AL_HOLYLIGHT        = 158,
#define AL_HOLYLIGHT SkillID::AL_HOLYLIGHT
    MG_ENERGYCOAT       = 159,
#define MG_ENERGYCOAT SkillID::MG_ENERGYCOAT

    NPC_PIERCINGATT     = 160,
#define NPC_PIERCINGATT SkillID::NPC_PIERCINGATT
    NPC_MENTALBREAKER   = 161,
#define NPC_MENTALBREAKER SkillID::NPC_MENTALBREAKER
    NPC_RANGEATTACK     = 162,
#define NPC_RANGEATTACK SkillID::NPC_RANGEATTACK
    NPC_ATTRICHANGE     = 163,
#define NPC_ATTRICHANGE SkillID::NPC_ATTRICHANGE
    NPC_CHANGEWATER     = 164,
#define NPC_CHANGEWATER SkillID::NPC_CHANGEWATER
    NPC_CHANGEGROUND    = 165,
#define NPC_CHANGEGROUND SkillID::NPC_CHANGEGROUND
    NPC_CHANGEFIRE      = 166,
#define NPC_CHANGEFIRE SkillID::NPC_CHANGEFIRE
    NPC_CHANGEWIND      = 167,
#define NPC_CHANGEWIND SkillID::NPC_CHANGEWIND
    NPC_CHANGEPOISON    = 168,
#define NPC_CHANGEPOISON SkillID::NPC_CHANGEPOISON
    NPC_CHANGEHOLY      = 169,
#define NPC_CHANGEHOLY SkillID::NPC_CHANGEHOLY
    NPC_CHANGEDARKNESS  = 170,
#define NPC_CHANGEDARKNESS SkillID::NPC_CHANGEDARKNESS
    NPC_CHANGETELEKINESIS = 171,
#define NPC_CHANGETELEKINESIS SkillID::NPC_CHANGETELEKINESIS
    NPC_CRITICALSLASH   = 172,
#define NPC_CRITICALSLASH SkillID::NPC_CRITICALSLASH
    NPC_COMBOATTACK     = 173,
#define NPC_COMBOATTACK SkillID::NPC_COMBOATTACK
    NPC_GUIDEDATTACK    = 174,
#define NPC_GUIDEDATTACK SkillID::NPC_GUIDEDATTACK
    NPC_SELFDESTRUCTION = 175,  //
#define NPC_SELFDESTRUCTION SkillID::NPC_SELFDESTRUCTION
    NPC_SPLASHATTACK    = 176,
#define NPC_SPLASHATTACK SkillID::NPC_SPLASHATTACK
    NPC_SUICIDE         = 177,
#define NPC_SUICIDE SkillID::NPC_SUICIDE
    NPC_POISON          = 178,  //
#define NPC_POISON SkillID::NPC_POISON
    NPC_BLINDATTACK     = 179,
#define NPC_BLINDATTACK SkillID::NPC_BLINDATTACK
    NPC_SILENCEATTACK   = 180,
#define NPC_SILENCEATTACK SkillID::NPC_SILENCEATTACK
    NPC_STUNATTACK      = 181,
#define NPC_STUNATTACK SkillID::NPC_STUNATTACK
    NPC_PETRIFYATTACK   = 182,
#define NPC_PETRIFYATTACK SkillID::NPC_PETRIFYATTACK
    NPC_CURSEATTACK     = 183,
#define NPC_CURSEATTACK SkillID::NPC_CURSEATTACK
    NPC_SLEEPATTACK     = 184,
#define NPC_SLEEPATTACK SkillID::NPC_SLEEPATTACK
    NPC_RANDOMATTACK    = 185,
#define NPC_RANDOMATTACK SkillID::NPC_RANDOMATTACK
    NPC_WATERATTACK     = 186,
#define NPC_WATERATTACK SkillID::NPC_WATERATTACK
    NPC_GROUNDATTACK    = 187,
#define NPC_GROUNDATTACK SkillID::NPC_GROUNDATTACK
    NPC_FIREATTACK      = 188,
#define NPC_FIREATTACK SkillID::NPC_FIREATTACK
    NPC_WINDATTACK      = 189,
#define NPC_WINDATTACK SkillID::NPC_WINDATTACK

    NPC_POISONATTACK    = 190,  //
#define NPC_POISONATTACK SkillID::NPC_POISONATTACK
    NPC_HOLYATTACK      = 191,
#define NPC_HOLYATTACK SkillID::NPC_HOLYATTACK
    NPC_DARKNESSATTACK  = 192,
#define NPC_DARKNESSATTACK SkillID::NPC_DARKNESSATTACK
    NPC_TELEKINESISATTACK = 193,
#define NPC_TELEKINESISATTACK SkillID::NPC_TELEKINESISATTACK
    NPC_MAGICALATTACK   = 194,
#define NPC_MAGICALATTACK SkillID::NPC_MAGICALATTACK
    NPC_METAMORPHOSIS   = 195,
#define NPC_METAMORPHOSIS SkillID::NPC_METAMORPHOSIS
    NPC_PROVOCATION     = 196,
#define NPC_PROVOCATION SkillID::NPC_PROVOCATION
    NPC_SMOKING         = 197,
#define NPC_SMOKING SkillID::NPC_SMOKING
    NPC_SUMMONSLAVE     = 198,  //
#define NPC_SUMMONSLAVE SkillID::NPC_SUMMONSLAVE
    NPC_EMOTION         = 199,  //
#define NPC_EMOTION SkillID::NPC_EMOTION
    NPC_TRANSFORMATION  = 200,
#define NPC_TRANSFORMATION SkillID::NPC_TRANSFORMATION
    NPC_BLOODDRAIN      = 201,
#define NPC_BLOODDRAIN SkillID::NPC_BLOODDRAIN
    NPC_ENERGYDRAIN     = 202,
#define NPC_ENERGYDRAIN SkillID::NPC_ENERGYDRAIN
    NPC_KEEPING         = 203,
#define NPC_KEEPING SkillID::NPC_KEEPING
    NPC_DARKBREATH      = 204,
#define NPC_DARKBREATH SkillID::NPC_DARKBREATH
    NPC_DARKBLESSING    = 205,
#define NPC_DARKBLESSING SkillID::NPC_DARKBLESSING
    NPC_BARRIER         = 206,
#define NPC_BARRIER SkillID::NPC_BARRIER
    NPC_DEFENDER        = 207,
#define NPC_DEFENDER SkillID::NPC_DEFENDER
    NPC_LICK            = 208,
#define NPC_LICK SkillID::NPC_LICK
    NPC_HALLUCINATION   = 209,
#define NPC_HALLUCINATION SkillID::NPC_HALLUCINATION
    NPC_REBIRTH         = 210,
#define NPC_REBIRTH SkillID::NPC_REBIRTH
    NPC_SUMMONMONSTER   = 211,
#define NPC_SUMMONMONSTER SkillID::NPC_SUMMONMONSTER

    RG_SNATCHER         = 212,
#define RG_SNATCHER SkillID::RG_SNATCHER
    RG_STEALCOIN        = 213,
#define RG_STEALCOIN SkillID::RG_STEALCOIN
    RG_BACKSTAP         = 214,
#define RG_BACKSTAP SkillID::RG_BACKSTAP
    RG_TUNNELDRIVE      = 215,
#define RG_TUNNELDRIVE SkillID::RG_TUNNELDRIVE
    RG_RAID             = 216,
#define RG_RAID SkillID::RG_RAID
    RG_STRIPWEAPON      = 217,
#define RG_STRIPWEAPON SkillID::RG_STRIPWEAPON
    RG_STRIPSHIELD      = 218,
#define RG_STRIPSHIELD SkillID::RG_STRIPSHIELD
    RG_STRIPARMOR       = 219,
#define RG_STRIPARMOR SkillID::RG_STRIPARMOR
    RG_STRIPHELM        = 220,
#define RG_STRIPHELM SkillID::RG_STRIPHELM
    RG_INTIMIDATE       = 221,
#define RG_INTIMIDATE SkillID::RG_INTIMIDATE
    RG_GRAFFITI         = 222,
#define RG_GRAFFITI SkillID::RG_GRAFFITI
    RG_FLAGGRAFFITI     = 223,
#define RG_FLAGGRAFFITI SkillID::RG_FLAGGRAFFITI
    RG_CLEANER          = 224,
#define RG_CLEANER SkillID::RG_CLEANER
    RG_GANGSTER         = 225,
#define RG_GANGSTER SkillID::RG_GANGSTER
    RG_COMPULSION       = 226,
#define RG_COMPULSION SkillID::RG_COMPULSION
    RG_PLAGIARISM       = 227,
#define RG_PLAGIARISM SkillID::RG_PLAGIARISM

    AM_AXEMASTERY       = 228,
#define AM_AXEMASTERY SkillID::AM_AXEMASTERY
    AM_LEARNINGPOTION   = 229,
#define AM_LEARNINGPOTION SkillID::AM_LEARNINGPOTION
    AM_PHARMACY         = 230,
#define AM_PHARMACY SkillID::AM_PHARMACY
    AM_DEMONSTRATION    = 231,
#define AM_DEMONSTRATION SkillID::AM_DEMONSTRATION
    AM_ACIDTERROR       = 232,
#define AM_ACIDTERROR SkillID::AM_ACIDTERROR
    AM_POTIONPITCHER    = 233,
#define AM_POTIONPITCHER SkillID::AM_POTIONPITCHER
    AM_CANNIBALIZE      = 234,
#define AM_CANNIBALIZE SkillID::AM_CANNIBALIZE
    AM_SPHEREMINE       = 235,
#define AM_SPHEREMINE SkillID::AM_SPHEREMINE
    AM_CP_WEAPON        = 236,
#define AM_CP_WEAPON SkillID::AM_CP_WEAPON
    AM_CP_SHIELD        = 237,
#define AM_CP_SHIELD SkillID::AM_CP_SHIELD
    AM_CP_ARMOR         = 238,
#define AM_CP_ARMOR SkillID::AM_CP_ARMOR
    AM_CP_HELM          = 239,
#define AM_CP_HELM SkillID::AM_CP_HELM
    AM_BIOETHICS        = 240,
#define AM_BIOETHICS SkillID::AM_BIOETHICS
    AM_BIOTECHNOLOGY    = 241,
#define AM_BIOTECHNOLOGY SkillID::AM_BIOTECHNOLOGY
    AM_CREATECREATURE   = 242,
#define AM_CREATECREATURE SkillID::AM_CREATECREATURE
    AM_CULTIVATION      = 243,
#define AM_CULTIVATION SkillID::AM_CULTIVATION
    AM_FLAMECONTROL     = 244,
#define AM_FLAMECONTROL SkillID::AM_FLAMECONTROL
    AM_CALLHOMUN        = 245,
#define AM_CALLHOMUN SkillID::AM_CALLHOMUN
    AM_REST             = 246,
#define AM_REST SkillID::AM_REST
    AM_DRILLMASTER      = 247,
#define AM_DRILLMASTER SkillID::AM_DRILLMASTER
    AM_HEALHOMUN        = 248,
#define AM_HEALHOMUN SkillID::AM_HEALHOMUN
    AM_RESURRECTHOMUN   = 249,
#define AM_RESURRECTHOMUN SkillID::AM_RESURRECTHOMUN

    CR_TRUST            = 250,
#define CR_TRUST SkillID::CR_TRUST
    CR_AUTOGUARD        = 251,
#define CR_AUTOGUARD SkillID::CR_AUTOGUARD
    CR_SHIELDCHARGE     = 252,
#define CR_SHIELDCHARGE SkillID::CR_SHIELDCHARGE
    CR_SHIELDBOOMERANG  = 253,
#define CR_SHIELDBOOMERANG SkillID::CR_SHIELDBOOMERANG
    CR_REFLECTSHIELD    = 254,
#define CR_REFLECTSHIELD SkillID::CR_REFLECTSHIELD
    CR_HOLYCROSS        = 255,
#define CR_HOLYCROSS SkillID::CR_HOLYCROSS
    CR_GRANDCROSS       = 256,
#define CR_GRANDCROSS SkillID::CR_GRANDCROSS
    CR_DEVOTION         = 257,
#define CR_DEVOTION SkillID::CR_DEVOTION
    CR_PROVIDENCE       = 258,
#define CR_PROVIDENCE SkillID::CR_PROVIDENCE
    CR_DEFENDER         = 259,
#define CR_DEFENDER SkillID::CR_DEFENDER
    CR_SPEARQUICKEN     = 260,
#define CR_SPEARQUICKEN SkillID::CR_SPEARQUICKEN

    MO_IRONHAND         = 261,
#define MO_IRONHAND SkillID::MO_IRONHAND
    MO_SPIRITSRECOVERY  = 262,
#define MO_SPIRITSRECOVERY SkillID::MO_SPIRITSRECOVERY
    MO_CALLSPIRITS      = 263,
#define MO_CALLSPIRITS SkillID::MO_CALLSPIRITS
    MO_ABSORBSPIRITS    = 264,
#define MO_ABSORBSPIRITS SkillID::MO_ABSORBSPIRITS
    MO_TRIPLEATTACK     = 265,
#define MO_TRIPLEATTACK SkillID::MO_TRIPLEATTACK
    MO_BODYRELOCATION   = 266,
#define MO_BODYRELOCATION SkillID::MO_BODYRELOCATION
    MO_DODGE            = 267,
#define MO_DODGE SkillID::MO_DODGE
    MO_INVESTIGATE      = 268,
#define MO_INVESTIGATE SkillID::MO_INVESTIGATE
    MO_FINGEROFFENSIVE  = 269,
#define MO_FINGEROFFENSIVE SkillID::MO_FINGEROFFENSIVE
    MO_STEELBODY        = 270,
#define MO_STEELBODY SkillID::MO_STEELBODY
    MO_BLADESTOP        = 271,
#define MO_BLADESTOP SkillID::MO_BLADESTOP
    MO_EXPLOSIONSPIRITS = 272,
#define MO_EXPLOSIONSPIRITS SkillID::MO_EXPLOSIONSPIRITS
    MO_EXTREMITYFIST    = 273,
#define MO_EXTREMITYFIST SkillID::MO_EXTREMITYFIST
    MO_CHAINCOMBO       = 274,
#define MO_CHAINCOMBO SkillID::MO_CHAINCOMBO
    MO_COMBOFINISH      = 275,
#define MO_COMBOFINISH SkillID::MO_COMBOFINISH

    SA_ADVANCEDBOOK     = 276,
#define SA_ADVANCEDBOOK SkillID::SA_ADVANCEDBOOK
    SA_CASTCANCEL       = 277,
#define SA_CASTCANCEL SkillID::SA_CASTCANCEL
    SA_MAGICROD         = 278,
#define SA_MAGICROD SkillID::SA_MAGICROD
    SA_SPELLBREAKER     = 279,
#define SA_SPELLBREAKER SkillID::SA_SPELLBREAKER
    SA_FREECAST         = 280,
#define SA_FREECAST SkillID::SA_FREECAST
    SA_AUTOSPELL        = 281,
#define SA_AUTOSPELL SkillID::SA_AUTOSPELL
    SA_FLAMELAUNCHER    = 282,
#define SA_FLAMELAUNCHER SkillID::SA_FLAMELAUNCHER
    SA_FROSTWEAPON      = 283,
#define SA_FROSTWEAPON SkillID::SA_FROSTWEAPON
    SA_LIGHTNINGLOADER  = 284,
#define SA_LIGHTNINGLOADER SkillID::SA_LIGHTNINGLOADER
    SA_SEISMICWEAPON    = 285,
#define SA_SEISMICWEAPON SkillID::SA_SEISMICWEAPON
    SA_DRAGONOLOGY      = 286,
#define SA_DRAGONOLOGY SkillID::SA_DRAGONOLOGY
    SA_VOLCANO          = 287,
#define SA_VOLCANO SkillID::SA_VOLCANO
    SA_DELUGE           = 288,
#define SA_DELUGE SkillID::SA_DELUGE
    SA_VIOLENTGALE      = 289,
#define SA_VIOLENTGALE SkillID::SA_VIOLENTGALE
    SA_LANDPROTECTOR    = 290,
#define SA_LANDPROTECTOR SkillID::SA_LANDPROTECTOR
    SA_DISPELL          = 291,
#define SA_DISPELL SkillID::SA_DISPELL
    SA_ABRACADABRA      = 292,
#define SA_ABRACADABRA SkillID::SA_ABRACADABRA
    SA_MONOCELL         = 293,
#define SA_MONOCELL SkillID::SA_MONOCELL
    SA_CLASSCHANGE      = 294,
#define SA_CLASSCHANGE SkillID::SA_CLASSCHANGE
    SA_SUMMONMONSTER    = 295,
#define SA_SUMMONMONSTER SkillID::SA_SUMMONMONSTER
    SA_REVERSEORCISH    = 296,
#define SA_REVERSEORCISH SkillID::SA_REVERSEORCISH
    SA_DEATH            = 297,
#define SA_DEATH SkillID::SA_DEATH
    SA_FORTUNE          = 298,
#define SA_FORTUNE SkillID::SA_FORTUNE
    SA_TAMINGMONSTER    = 299,
#define SA_TAMINGMONSTER SkillID::SA_TAMINGMONSTER
    SA_QUESTION         = 300,
#define SA_QUESTION SkillID::SA_QUESTION
    SA_GRAVITY          = 301,
#define SA_GRAVITY SkillID::SA_GRAVITY
    SA_LEVELUP          = 302,
#define SA_LEVELUP SkillID::SA_LEVELUP
    SA_INSTANTDEATH     = 303,
#define SA_INSTANTDEATH SkillID::SA_INSTANTDEATH
    SA_FULLRECOVERY     = 304,
#define SA_FULLRECOVERY SkillID::SA_FULLRECOVERY
    SA_COMA             = 305,
#define SA_COMA SkillID::SA_COMA

    BD_ADAPTATION       = 306,
#define BD_ADAPTATION SkillID::BD_ADAPTATION
    BD_ENCORE           = 307,
#define BD_ENCORE SkillID::BD_ENCORE
    BD_LULLABY          = 308,
#define BD_LULLABY SkillID::BD_LULLABY
    BD_RICHMANKIM       = 309,
#define BD_RICHMANKIM SkillID::BD_RICHMANKIM
    BD_ETERNALCHAOS     = 310,
#define BD_ETERNALCHAOS SkillID::BD_ETERNALCHAOS
    BD_DRUMBATTLEFIELD  = 311,
#define BD_DRUMBATTLEFIELD SkillID::BD_DRUMBATTLEFIELD
    BD_RINGNIBELUNGEN   = 312,
#define BD_RINGNIBELUNGEN SkillID::BD_RINGNIBELUNGEN
    BD_ROKISWEIL        = 313,
#define BD_ROKISWEIL SkillID::BD_ROKISWEIL
    BD_INTOABYSS        = 314,
#define BD_INTOABYSS SkillID::BD_INTOABYSS
    BD_SIEGFRIED        = 315,
#define BD_SIEGFRIED SkillID::BD_SIEGFRIED
    BD_RAGNAROK         = 316,
#define BD_RAGNAROK SkillID::BD_RAGNAROK

    BA_MUSICALLESSON    = 317,
#define BA_MUSICALLESSON SkillID::BA_MUSICALLESSON
    BA_MUSICALSTRIKE    = 318,
#define BA_MUSICALSTRIKE SkillID::BA_MUSICALSTRIKE
    BA_DISSONANCE       = 319,
#define BA_DISSONANCE SkillID::BA_DISSONANCE
    BA_FROSTJOKE        = 320,
#define BA_FROSTJOKE SkillID::BA_FROSTJOKE
    BA_WHISTLE          = 321,
#define BA_WHISTLE SkillID::BA_WHISTLE
    BA_ASSASSINCROSS    = 322,
#define BA_ASSASSINCROSS SkillID::BA_ASSASSINCROSS
    BA_POEMBRAGI        = 323,
#define BA_POEMBRAGI SkillID::BA_POEMBRAGI
    BA_APPLEIDUN        = 324,
#define BA_APPLEIDUN SkillID::BA_APPLEIDUN

    DC_DANCINGLESSON    = 325,
#define DC_DANCINGLESSON SkillID::DC_DANCINGLESSON
    DC_THROWARROW       = 326,
#define DC_THROWARROW SkillID::DC_THROWARROW
    DC_UGLYDANCE        = 327,
#define DC_UGLYDANCE SkillID::DC_UGLYDANCE
    DC_SCREAM           = 328,
#define DC_SCREAM SkillID::DC_SCREAM
    DC_HUMMING          = 329,
#define DC_HUMMING SkillID::DC_HUMMING
    DC_DONTFORGETME     = 330,
#define DC_DONTFORGETME SkillID::DC_DONTFORGETME
    DC_FORTUNEKISS      = 331,
#define DC_FORTUNEKISS SkillID::DC_FORTUNEKISS
    DC_SERVICEFORYOU    = 332,
#define DC_SERVICEFORYOU SkillID::DC_SERVICEFORYOU

    NPC_SELFDESTRUCTION2 = 333,
#define NPC_SELFDESTRUCTION2 SkillID::NPC_SELFDESTRUCTION2

    WE_MALE             = 334,
#define WE_MALE SkillID::WE_MALE
    WE_FEMALE           = 335,
#define WE_FEMALE SkillID::WE_FEMALE
    WE_CALLPARTNER      = 336,
#define WE_CALLPARTNER SkillID::WE_CALLPARTNER

    NPC_DARKCROSS       = 338,
#define NPC_DARKCROSS SkillID::NPC_DARKCROSS

    TMW_SKILLPOOL       = 339,  // skill pool size
#define TMW_SKILLPOOL SkillID::TMW_SKILLPOOL

    // magic skills
    TMW_MAGIC           = 340,  //
#define TMW_MAGIC SkillID::TMW_MAGIC
    TMW_MAGIC_LIFE      = 341,  //
#define TMW_MAGIC_LIFE SkillID::TMW_MAGIC_LIFE
    TMW_MAGIC_WAR       = 342,  //
#define TMW_MAGIC_WAR SkillID::TMW_MAGIC_WAR
    TMW_MAGIC_TRANSMUTE = 343,  //
#define TMW_MAGIC_TRANSMUTE SkillID::TMW_MAGIC_TRANSMUTE
    TMW_MAGIC_NATURE    = 344,  //
#define TMW_MAGIC_NATURE SkillID::TMW_MAGIC_NATURE
    TMW_MAGIC_ETHER     = 345,  //
#define TMW_MAGIC_ETHER SkillID::TMW_MAGIC_ETHER
    TMW_MAGIC_DARK      = 346,  //
#define TMW_MAGIC_DARK SkillID::TMW_MAGIC_DARK
    TMW_MAGIC_LIGHT     = 347,  //
#define TMW_MAGIC_LIGHT SkillID::TMW_MAGIC_LIGHT

    // focusable skills
    TMW_BRAWLING        = 350,  //
#define TMW_BRAWLING SkillID::TMW_BRAWLING
    TMW_LUCKY_COUNTER   = 351,  //
#define TMW_LUCKY_COUNTER SkillID::TMW_LUCKY_COUNTER
    TMW_SPEED           = 352,  //
#define TMW_SPEED SkillID::TMW_SPEED
    TMW_RESIST_POISON   = 353,  //
#define TMW_RESIST_POISON SkillID::TMW_RESIST_POISON
    TMW_ASTRAL_SOUL     = 354,  //
#define TMW_ASTRAL_SOUL SkillID::TMW_ASTRAL_SOUL
    TMW_RAGING          = 355,  //
#define TMW_RAGING SkillID::TMW_RAGING

    LK_AURABLADE        = 356,
#define LK_AURABLADE SkillID::LK_AURABLADE
    LK_PARRYING         = 357,
#define LK_PARRYING SkillID::LK_PARRYING
    LK_CONCENTRATION    = 358,
#define LK_CONCENTRATION SkillID::LK_CONCENTRATION
    LK_TENSIONRELAX     = 359,
#define LK_TENSIONRELAX SkillID::LK_TENSIONRELAX
    LK_BERSERK          = 360,
#define LK_BERSERK SkillID::LK_BERSERK
    LK_FURY             = 361,
#define LK_FURY SkillID::LK_FURY
    HP_ASSUMPTIO        = 362,
#define HP_ASSUMPTIO SkillID::HP_ASSUMPTIO
    HP_BASILICA         = 363,
#define HP_BASILICA SkillID::HP_BASILICA
    HP_MEDITATIO        = 364,
#define HP_MEDITATIO SkillID::HP_MEDITATIO
    HW_SOULDRAIN        = 365,
#define HW_SOULDRAIN SkillID::HW_SOULDRAIN
    HW_MAGICCRASHER     = 366,
#define HW_MAGICCRASHER SkillID::HW_MAGICCRASHER
    HW_MAGICPOWER       = 367,
#define HW_MAGICPOWER SkillID::HW_MAGICPOWER
    PA_PRESSURE         = 368,
#define PA_PRESSURE SkillID::PA_PRESSURE
    PA_SACRIFICE        = 369,
#define PA_SACRIFICE SkillID::PA_SACRIFICE
    PA_GOSPEL           = 370,
#define PA_GOSPEL SkillID::PA_GOSPEL
    CH_PALMSTRIKE       = 371,
#define CH_PALMSTRIKE SkillID::CH_PALMSTRIKE
    CH_TIGERFIST        = 372,
#define CH_TIGERFIST SkillID::CH_TIGERFIST
    CH_CHAINCRUSH       = 373,
#define CH_CHAINCRUSH SkillID::CH_CHAINCRUSH
    PF_HPCONVERSION     = 374,
#define PF_HPCONVERSION SkillID::PF_HPCONVERSION
    PF_SOULCHANGE       = 375,
#define PF_SOULCHANGE SkillID::PF_SOULCHANGE
    PF_SOULBURN         = 376,
#define PF_SOULBURN SkillID::PF_SOULBURN
    ASC_KATAR           = 377,
#define ASC_KATAR SkillID::ASC_KATAR
    ASC_HALLUCINATION   = 378,
#define ASC_HALLUCINATION SkillID::ASC_HALLUCINATION
    ASC_EDP             = 379,
#define ASC_EDP SkillID::ASC_EDP
    ASC_BREAKER         = 380,
#define ASC_BREAKER SkillID::ASC_BREAKER
    SN_SIGHT            = 381,
#define SN_SIGHT SkillID::SN_SIGHT
    SN_FALCONASSAULT    = 382,
#define SN_FALCONASSAULT SkillID::SN_FALCONASSAULT
    SN_SHARPSHOOTING    = 383,
#define SN_SHARPSHOOTING SkillID::SN_SHARPSHOOTING
    SN_WINDWALK         = 384,
#define SN_WINDWALK SkillID::SN_WINDWALK
    WS_MELTDOWN         = 385,
#define WS_MELTDOWN SkillID::WS_MELTDOWN
    WS_CREATECOIN       = 386,
#define WS_CREATECOIN SkillID::WS_CREATECOIN
    WS_CREATENUGGET     = 387,
#define WS_CREATENUGGET SkillID::WS_CREATENUGGET
    WS_CARTBOOST        = 388,
#define WS_CARTBOOST SkillID::WS_CARTBOOST
    WS_SYSTEMCREATE     = 389,
#define WS_SYSTEMCREATE SkillID::WS_SYSTEMCREATE
    ST_CHASEWALK        = 390,
#define ST_CHASEWALK SkillID::ST_CHASEWALK
    ST_REJECTSWORD      = 391,
#define ST_REJECTSWORD SkillID::ST_REJECTSWORD
    ST_STEALBACKPACK    = 392,
#define ST_STEALBACKPACK SkillID::ST_STEALBACKPACK
    CR_ALCHEMY          = 393,
#define CR_ALCHEMY SkillID::CR_ALCHEMY
    CR_SYNTHESISPOTION  = 394,
#define CR_SYNTHESISPOTION SkillID::CR_SYNTHESISPOTION
    CG_ARROWVULCAN      = 395,
#define CG_ARROWVULCAN SkillID::CG_ARROWVULCAN
    CG_MOONLIT          = 396,
#define CG_MOONLIT SkillID::CG_MOONLIT
    CG_MARIONETTE       = 397,
#define CG_MARIONETTE SkillID::CG_MARIONETTE
    LK_SPIRALPIERCE     = 398,
#define LK_SPIRALPIERCE SkillID::LK_SPIRALPIERCE
    LK_HEADCRUSH        = 399,
#define LK_HEADCRUSH SkillID::LK_HEADCRUSH
    LK_JOINTBEAT        = 400,
#define LK_JOINTBEAT SkillID::LK_JOINTBEAT
    HW_NAPALMVULCAN     = 401,
#define HW_NAPALMVULCAN SkillID::HW_NAPALMVULCAN
    CH_SOULCOLLECT      = 402,
#define CH_SOULCOLLECT SkillID::CH_SOULCOLLECT
    PF_MINDBREAKER      = 403,
#define PF_MINDBREAKER SkillID::PF_MINDBREAKER
    PF_MEMORIZE         = 404,
#define PF_MEMORIZE SkillID::PF_MEMORIZE
    PF_FOGWALL          = 405,
#define PF_FOGWALL SkillID::PF_FOGWALL
    PF_SPIDERWEB        = 406,
#define PF_SPIDERWEB SkillID::PF_SPIDERWEB
    ASC_METEORASSAULT   = 407,
#define ASC_METEORASSAULT SkillID::ASC_METEORASSAULT
    ASC_CDP             = 408,
#define ASC_CDP SkillID::ASC_CDP
    WE_BABY             = 409,
#define WE_BABY SkillID::WE_BABY
    WE_CALLPARENT       = 410,
#define WE_CALLPARENT SkillID::WE_CALLPARENT
    WE_CALLBABY         = 411,
#define WE_CALLBABY SkillID::WE_CALLBABY
    TK_RUN              = 412,
#define TK_RUN SkillID::TK_RUN
    TK_READYSTORM       = 413,
#define TK_READYSTORM SkillID::TK_READYSTORM
    TK_STORMKICK        = 414,
#define TK_STORMKICK SkillID::TK_STORMKICK
    TK_READYDOWN        = 415,
#define TK_READYDOWN SkillID::TK_READYDOWN
    TK_DOWNKICK         = 416,
#define TK_DOWNKICK SkillID::TK_DOWNKICK
    TK_READYTURN        = 417,
#define TK_READYTURN SkillID::TK_READYTURN
    TK_TURNKICK         = 418,
#define TK_TURNKICK SkillID::TK_TURNKICK
    TK_READYCOUNTER     = 419,
#define TK_READYCOUNTER SkillID::TK_READYCOUNTER
    TK_COUNTER          = 420,
#define TK_COUNTER SkillID::TK_COUNTER
    TK_DODGE            = 421,
#define TK_DODGE SkillID::TK_DODGE
    TK_JUMPKICK         = 422,
#define TK_JUMPKICK SkillID::TK_JUMPKICK
    TK_HPTIME           = 423,
#define TK_HPTIME SkillID::TK_HPTIME
    TK_SPTIME           = 424,
#define TK_SPTIME SkillID::TK_SPTIME
    TK_POWER            = 425,
#define TK_POWER SkillID::TK_POWER
    TK_SEVENWIND        = 426,
#define TK_SEVENWIND SkillID::TK_SEVENWIND
    TK_HIGHJUMP         = 427,
#define TK_HIGHJUMP SkillID::TK_HIGHJUMP
    SG_FEEL             = 428,
#define SG_FEEL SkillID::SG_FEEL
    SG_SUN_WARM         = 429,
#define SG_SUN_WARM SkillID::SG_SUN_WARM
    SG_MOON_WARM        = 430,
#define SG_MOON_WARM SkillID::SG_MOON_WARM
    SG_STAR_WARM        = 431,
#define SG_STAR_WARM SkillID::SG_STAR_WARM
    SG_SUN_COMFORT      = 432,
#define SG_SUN_COMFORT SkillID::SG_SUN_COMFORT
    SG_MOON_COMFORT     = 433,
#define SG_MOON_COMFORT SkillID::SG_MOON_COMFORT
    SG_STAR_COMFORT     = 434,
#define SG_STAR_COMFORT SkillID::SG_STAR_COMFORT
    SG_HATE             = 435,
#define SG_HATE SkillID::SG_HATE
    SG_SUN_ANGER        = 436,
#define SG_SUN_ANGER SkillID::SG_SUN_ANGER
    SG_MOON_ANGER       = 437,
#define SG_MOON_ANGER SkillID::SG_MOON_ANGER
    SG_STAR_ANGER       = 438,
#define SG_STAR_ANGER SkillID::SG_STAR_ANGER
    SG_SUN_BLESS        = 439,
#define SG_SUN_BLESS SkillID::SG_SUN_BLESS
    SG_MOON_BLESS       = 440,
#define SG_MOON_BLESS SkillID::SG_MOON_BLESS
    SG_STAR_BLESS       = 441,
#define SG_STAR_BLESS SkillID::SG_STAR_BLESS
    SG_DEVIL            = 442,
#define SG_DEVIL SkillID::SG_DEVIL
    SG_FRIEND           = 443,
#define SG_FRIEND SkillID::SG_FRIEND
    SG_KNOWLEDGE        = 444,
#define SG_KNOWLEDGE SkillID::SG_KNOWLEDGE
    SG_FUSION           = 445,
#define SG_FUSION SkillID::SG_FUSION
    SL_ALCHEMIST        = 446,
#define SL_ALCHEMIST SkillID::SL_ALCHEMIST
    AM_BERSERKPITCHER   = 447,
#define AM_BERSERKPITCHER SkillID::AM_BERSERKPITCHER
    SL_MONK             = 448,
#define SL_MONK SkillID::SL_MONK
    SL_STAR             = 449,
#define SL_STAR SkillID::SL_STAR
    SL_SAGE             = 450,
#define SL_SAGE SkillID::SL_SAGE
    SL_CRUSADER         = 451,
#define SL_CRUSADER SkillID::SL_CRUSADER
    SL_SUPERNOVICE      = 452,
#define SL_SUPERNOVICE SkillID::SL_SUPERNOVICE
    SL_KNIGHT           = 453,
#define SL_KNIGHT SkillID::SL_KNIGHT
    SL_WIZARD           = 454,
#define SL_WIZARD SkillID::SL_WIZARD
    SL_PRIEST           = 455,
#define SL_PRIEST SkillID::SL_PRIEST
    SL_BARDDANCER       = 456,
#define SL_BARDDANCER SkillID::SL_BARDDANCER
    SL_ROGUE            = 457,
#define SL_ROGUE SkillID::SL_ROGUE
    SL_ASSASIN          = 458,
#define SL_ASSASIN SkillID::SL_ASSASIN
    SL_BLACKSMITH       = 459,
#define SL_BLACKSMITH SkillID::SL_BLACKSMITH
    BS_ADRENALINE2      = 460,
#define BS_ADRENALINE2 SkillID::BS_ADRENALINE2
    SL_HUNTER           = 461,
#define SL_HUNTER SkillID::SL_HUNTER
    SL_SOULLINKER       = 462,
#define SL_SOULLINKER SkillID::SL_SOULLINKER
    SL_KAIZEL           = 463,
#define SL_KAIZEL SkillID::SL_KAIZEL
    SL_KAAHI            = 464,
#define SL_KAAHI SkillID::SL_KAAHI
    SL_KAUPE            = 465,
#define SL_KAUPE SkillID::SL_KAUPE
    SL_KAITE            = 466,
#define SL_KAITE SkillID::SL_KAITE
    SL_KAINA            = 467,
#define SL_KAINA SkillID::SL_KAINA
    SL_STIN             = 468,
#define SL_STIN SkillID::SL_STIN
    SL_STUN             = 469,
#define SL_STUN SkillID::SL_STUN
    SL_SMA              = 470,
#define SL_SMA SkillID::SL_SMA
    SL_SWOO             = 471,
#define SL_SWOO SkillID::SL_SWOO
    SL_SKE              = 472,
#define SL_SKE SkillID::SL_SKE
    SL_SKA              = 473,
#define SL_SKA SkillID::SL_SKA

    MAX_SKILL_DB        = 474, // not 450
#define MAX_SKILL_DB SkillID::MAX_SKILL_DB
};

#endif // SKILL_T_HPP