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path: root/src/map/skill.h
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _SKILL_H_
#define _SKILL_H_

#include "../common/mmo.h" // MAX_SKILL, struct square
#include "map.h" // struct block_list
struct map_session_data;
struct homun_data;
struct skill_unit;
struct skill_unit_group;
struct status_change_entry;

#define MAX_SKILL_DB            MAX_SKILL
#define MAX_SKILL_PRODUCE_DB    270
#define MAX_PRODUCE_RESOURCE    12
#define MAX_SKILL_ARROW_DB      150
#define MAX_ARROW_RESOURCE      5
#define MAX_SKILL_ABRA_DB       350
#define MAX_SKILL_IMPROVISE_DB 50

#define MAX_SKILL_LEVEL 100

//Constants to identify the skill's inf value:
enum e_skill_inf {
    INF_ATTACK_SKILL  = 0x01,
    INF_GROUND_SKILL  = 0x02,
    INF_SELF_SKILL    = 0x04, // Skills casted on self where target is automatically chosen
    // 0x08 not assigned
    INF_SUPPORT_SKILL = 0x10,
    INF_TARGET_TRAP   = 0x20,
};

//Constants to identify a skill's nk value (damage properties)
//The NK value applies only to non INF_GROUND_SKILL skills
//when determining skill castend function to invoke.
enum e_skill_nk {
    NK_NO_DAMAGE      = 0x01,
    NK_SPLASH         = 0x02|0x04, // 0x4 = splash & split
    NK_SPLASHSPLIT    = 0x04,
    NK_NO_CARDFIX_ATK = 0x08,
    NK_NO_ELEFIX      = 0x10,
    NK_IGNORE_DEF     = 0x20,
    NK_IGNORE_FLEE    = 0x40,
    NK_NO_CARDFIX_DEF = 0x80,
};

//A skill with 3 would be no damage + splash: area of effect.
//Constants to identify a skill's inf2 value.
enum e_skill_inf2 {
    INF2_QUEST_SKILL    = 0x0001,
    INF2_NPC_SKILL      = 0x0002, //NPC skills are those that players can't have in their skill tree.
    INF2_WEDDING_SKILL  = 0x0004,
    INF2_SPIRIT_SKILL   = 0x0008,
    INF2_GUILD_SKILL    = 0x0010,
    INF2_SONG_DANCE     = 0x0020,
    INF2_ENSEMBLE_SKILL = 0x0040,
    INF2_TRAP           = 0x0080,
    INF2_TARGET_SELF    = 0x0100, //Refers to ground placed skills that will target the caster as well (like Grandcross)
    INF2_NO_TARGET_SELF = 0x0200,
    INF2_PARTY_ONLY     = 0x0400,
    INF2_GUILD_ONLY     = 0x0800,
    INF2_NO_ENEMY       = 0x1000,
    INF2_NOLP           = 0x2000, // Spells that can ignore Land Protector
    INF2_CHORUS_SKILL   = 0x4000, // Chorus skill
};

//Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 5

// Flags passed to skill_attack/skill_area_sub
enum e_skill_display {
    SD_LEVEL     = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
    SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation)
    SD_SPLASH    = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
    SD_PREAMBLE  = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
};

#define MAX_SKILL_ITEM_REQUIRE  10
struct skill_condition {
    int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
    int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
};

// Database skills

struct s_skill_db {
    char name[NAME_LENGTH];
    char desc[40];
    int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
    int num[MAX_SKILL_LEVEL];
    int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
#ifdef RENEWAL_CAST
    int fixed_cast[MAX_SKILL_LEVEL];
#endif
    int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
    int castcancel,cast_def_rate;
    int inf2,maxcount[MAX_SKILL_LEVEL],skill_type;
    int blewcount[MAX_SKILL_LEVEL];
    int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL];
    int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
    int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
    int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
    int nocast;
    int unit_id[2];
    int unit_layout_type[MAX_SKILL_LEVEL];
    int unit_range[MAX_SKILL_LEVEL];
    int unit_interval;
    int unit_target;
    int unit_flag;
};
extern struct s_skill_db skill_db[MAX_SKILL_DB];

#define MAX_SKILL_UNIT_LAYOUT   50
#define MAX_SQUARE_LAYOUT       5   // 11*11 Placement of a maximum unit
#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
struct s_skill_unit_layout {
    int count;
    int dx[MAX_SKILL_UNIT_COUNT];
    int dy[MAX_SKILL_UNIT_COUNT];
};

#define MAX_SKILLTIMERSKILL 15
struct skill_timerskill {
    int timer;
    int src_id;
    int target_id;
    int map;
    short x,y;
    short skill_id,skill_lv;
    int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
    int flag;
};

#define MAX_SKILLUNITGROUP 25
struct skill_unit_group {
    int src_id;
    int party_id;
    int guild_id;
    int bg_id;
    int map;
    int target_flag; //Holds BCT_* flag for battle_check_target
    int bl_flag;    //Holds BL_* flag for map_foreachin* functions
    unsigned int tick;
    int limit,interval;

    short skill_id,skill_lv;
    int val1,val2,val3;
    char *valstr;
    int unit_id;
    int group_id;
    int unit_count,alive_count;
    int item_id; //store item used.
    struct skill_unit *unit;
    struct {
        unsigned ammo_consume : 1;
        unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
        unsigned guildaura : 1;
    } state;
};

struct skill_unit {
    struct block_list bl;

    struct skill_unit_group *group;

    int limit;
    int val1,val2;
    short alive,range;
};

#define MAX_SKILLUNITGROUPTICKSET 25
struct skill_unit_group_tickset {
    unsigned int tick;
    int id;
};


enum {
    UF_DEFNOTENEMY   = 0x0001,  // If 'defunit_not_enemy' is set, the target is changed to 'friend'
    UF_NOREITERATION = 0x0002,  // Spell cannot be stacked
    UF_NOFOOTSET     = 0x0004,  // Spell cannot be cast near/on targets
    UF_NOOVERLAP     = 0x0008,  // Spell effects do not overlap
    UF_PATHCHECK     = 0x0010,  // Only cells with a shootable path will be placed
    UF_NOPC          = 0x0020,  // May not target players
    UF_NOMOB         = 0x0040,  // May not target mobs
    UF_SKILL         = 0x0080,  // May target skills
    UF_DANCE         = 0x0100,  // Dance
    UF_ENSEMBLE      = 0x0200,  // Duet
    UF_SONG          = 0x0400,  // Song
    UF_DUALMODE      = 0x0800,  // Spells should trigger both ontimer and onplace/onout/onleft effects.
    UF_RANGEDSINGLEUNIT = 0x2000 // hack for ranged layout, only display center
};

// Create Database item

struct s_skill_produce_db {
    int nameid, trigger;
    int req_skill,req_skill_lv,itemlv;
    int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
};
extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];

// Creating database arrow

struct s_skill_arrow_db {
    int nameid, trigger;
    int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
};
extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];

// Abracadabra database

struct s_skill_abra_db {
    int skillid;
    int req_lv;
    int per;
};
extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

extern int enchant_eff[5];
extern int deluge_eff[5];

int do_init_skill(void);
int do_final_skill(void);

//Returns the cast type of the skill: ground cast, castend damage, castend no damage
enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
int skill_get_casttype(int id); //[Skotlex]

// Accessor to the skills database
//
int skill_get_index(int id);
int skill_get_type(int id);
int skill_get_hit(int id);
int skill_get_inf(int id);
int skill_get_ele(int id , int lv);
int skill_get_nk(int id);
int skill_get_max(int id);
int skill_get_range(int id , int lv);
int skill_get_range2(struct block_list *bl, int id, int lv);
int skill_get_splash(int id , int lv);
int skill_get_hp(int id ,int lv);
int skill_get_mhp(int id ,int lv);
int skill_get_sp(int id ,int lv);
int skill_get_state(int id);
int skill_get_zeny(int id ,int lv);
int skill_get_num(int id ,int lv);
int skill_get_cast(int id ,int lv);
int skill_get_delay(int id ,int lv);
int skill_get_walkdelay(int id ,int lv);
int skill_get_time(int id ,int lv);
int skill_get_time2(int id ,int lv);
int skill_get_castnodex(int id ,int lv);
int skill_get_castdef(int id);
int skill_get_weapontype(int id);
int skill_get_ammotype(int id);
int skill_get_ammo_qty(int id, int lv);
int skill_get_nocast(int id);
int skill_get_unit_id(int id,int flag);
int skill_get_inf2(int id);
int skill_get_castcancel(int id);
int skill_get_maxcount(int id ,int lv);
int skill_get_blewcount(int id ,int lv);
int skill_get_unit_flag(int id);
int skill_get_unit_target(int id);
int skill_tree_get_max(int id, int b_class);     // Celest
const char *skill_get_name(int id);      // [Skotlex]
const char *skill_get_desc(int id);      // [Skotlex]

int skill_name2id(const char *name);

int skill_isammotype(struct map_session_data *sd, int skill);
int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data);
int skill_castend_map(struct map_session_data *sd,short skill_num, const char *map);

int skill_cleartimerskill(struct block_list *src);
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag);

// Results? Added
int skill_additional_effect(struct block_list *src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick);
int skill_counter_additional_effect(struct block_list *src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_blown(struct block_list *src, struct block_list *target, int count, int direction, int flag);
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time);
// Skills unit
struct skill_unit_group *skill_id2group(int group_id);
struct skill_unit_group *skill_unitsetting(struct block_list *src, short skillid, short skilllv, short x, short y, int flag);
struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
int skill_delunit(struct skill_unit *unit);
struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count, short skillid, short skilllv, int unit_id, int limit, int interval);
int skill_delunitgroup_(struct skill_unit_group *group, const char *file, int line, const char *func);
#define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
int skill_clear_unitgroup(struct block_list *src);
int skill_clear_group(struct block_list *bl, int flag);
void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick);

int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);

int skill_castfix(struct block_list *bl, int skill_id, int skill_lv);
int skill_castfix_sc(struct block_list *bl, int time);
#ifdef RENEWAL_CAST
int skill_vfcastfix(struct block_list *bl, double time, int skill_id, int skill_lv);
#endif
int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv);

// Skill conditions check and remove [Inkfish]
int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv);
int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv);
int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);

int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short *skill_lv, int range, int cast_flag);
// -- moonsoul  (added skill_check_unit_cell)
int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id);
int skill_unit_out_all(struct block_list *bl,unsigned int tick,int range);
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag);
int skill_unit_move_unit_group(struct skill_unit_group *group, int m,int dx,int dy);

struct skill_unit_group *skill_check_dancing(struct block_list *src);

// Guild skills [celest]
int skill_guildaura_sub(struct map_session_data *sd, int id, int strvit, int agidex);

// Chant canceled
int skill_castcancel(struct block_list *bl,int type);

int skill_sit(struct map_session_data *sd, int type);
void skill_brandishspear(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag);
void skill_repairweapon(struct map_session_data *sd, int idx);
void skill_identify(struct map_session_data *sd,int idx);
void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
int skill_autospell(struct map_session_data *md,int skillid);

int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal);

bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);

// Abnormal status
int skill_enchant_elemental_end(struct block_list *bl, int type);
int skillnotok(int skillid, struct map_session_data *sd);
int skillnotok_hom(int skillid, struct homun_data *hd);
int skillnotok_mercenary(int skillid, struct mercenary_data *md);

int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap);

// Item creation
int skill_can_produce_mix(struct map_session_data *sd, int nameid, int trigger, int qty);
int skill_produce_mix(struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty);

int skill_arrow_create(struct map_session_data *sd,int nameid);

// skills for the mob
int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag);
int skill_castend_damage_id(struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag);
int skill_castend_pos2(struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag);

int skill_blockpc_start_(struct map_session_data *, int, int, bool);
int skill_blockhomun_start(struct homun_data *,int,int);
int skill_blockmerc_start(struct mercenary_data *,int,int);

#define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false )

// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
#define skill_ischangesex(id) ( \
                                ((id) >= BD_ADAPTATION     && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
                                ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD)     || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))

// Skill action, (return dmg,heal)
int skill_attack(int attack_type, struct block_list *src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag);

void skill_reload(void);

enum {
    ST_NONE,
    ST_HIDING,
    ST_CLOAKING,
    ST_HIDDEN,
    ST_RIDING,
    ST_FALCON,
    ST_CART,
    ST_SHIELD,
    ST_SIGHT,
    ST_EXPLOSIONSPIRITS,
    ST_CARTBOOST,
    ST_RECOV_WEIGHT_RATE,
    ST_MOVE_ENABLE,
    ST_WATER,
    /**
     * 3rd States
     **/
    ST_RIDINGDRAGON,
    ST_WUG,
    ST_RIDINGWUG,
    ST_MADO,
    ST_ELEMENTALSPIRIT,
    ST_POISONINGWEAPON,
    ST_ROLLINGCUTTER,
};

enum e_skill {
    NV_BASIC = 1,

    SM_SWORD,
    SM_TWOHAND,
    SM_RECOVERY,
    SM_BASH,
    SM_PROVOKE,
    SM_MAGNUM,
    SM_ENDURE,

    MG_SRECOVERY,
    MG_SIGHT,
    MG_NAPALMBEAT,
    MG_SAFETYWALL,
    MG_SOULSTRIKE,
    MG_COLDBOLT,
    MG_FROSTDIVER,
    MG_STONECURSE,
    MG_FIREBALL,
    MG_FIREWALL,
    MG_FIREBOLT,
    MG_LIGHTNINGBOLT,
    MG_THUNDERSTORM,

    AL_DP,
    AL_DEMONBANE,
    AL_RUWACH,
    AL_PNEUMA,
    AL_TELEPORT,
    AL_WARP,
    AL_HEAL,
    AL_INCAGI,
    AL_DECAGI,
    AL_HOLYWATER,
    AL_CRUCIS,
    AL_ANGELUS,
    AL_BLESSING,
    AL_CURE,

    MC_INCCARRY,
    MC_DISCOUNT,
    MC_OVERCHARGE,
    MC_PUSHCART,
    MC_IDENTIFY,
    MC_VENDING,
    MC_MAMMONITE,

    AC_OWL,
    AC_VULTURE,
    AC_CONCENTRATION,
    AC_DOUBLE,
    AC_SHOWER,

    TF_DOUBLE,
    TF_MISS,
    TF_STEAL,
    TF_HIDING,
    TF_POISON,
    TF_DETOXIFY,

    ALL_RESURRECTION,

    KN_SPEARMASTERY,
    KN_PIERCE,
    KN_BRANDISHSPEAR,
    KN_SPEARSTAB,
    KN_SPEARBOOMERANG,
    KN_TWOHANDQUICKEN,
    KN_AUTOCOUNTER,
    KN_BOWLINGBASH,
    KN_RIDING,
    KN_CAVALIERMASTERY,

    PR_MACEMASTERY,
    PR_IMPOSITIO,
    PR_SUFFRAGIUM,
    PR_ASPERSIO,
    PR_BENEDICTIO,
    PR_SANCTUARY,
    PR_SLOWPOISON,
    PR_STRECOVERY,
    PR_KYRIE,
    PR_MAGNIFICAT,
    PR_GLORIA,
    PR_LEXDIVINA,
    PR_TURNUNDEAD,
    PR_LEXAETERNA,
    PR_MAGNUS,

    WZ_FIREPILLAR,
    WZ_SIGHTRASHER,
    WZ_FIREIVY,
    WZ_METEOR,
    WZ_JUPITEL,
    WZ_VERMILION,
    WZ_WATERBALL,
    WZ_ICEWALL,
    WZ_FROSTNOVA,
    WZ_STORMGUST,
    WZ_EARTHSPIKE,
    WZ_HEAVENDRIVE,
    WZ_QUAGMIRE,
    WZ_ESTIMATION,

    BS_IRON,
    BS_STEEL,
    BS_ENCHANTEDSTONE,
    BS_ORIDEOCON,
    BS_DAGGER,
    BS_SWORD,
    BS_TWOHANDSWORD,
    BS_AXE,
    BS_MACE,
    BS_KNUCKLE,
    BS_SPEAR,
    BS_HILTBINDING,
    BS_FINDINGORE,
    BS_WEAPONRESEARCH,
    BS_REPAIRWEAPON,
    BS_SKINTEMPER,
    BS_HAMMERFALL,
    BS_ADRENALINE,
    BS_WEAPONPERFECT,
    BS_OVERTHRUST,
    BS_MAXIMIZE,

    HT_SKIDTRAP,
    HT_LANDMINE,
    HT_ANKLESNARE,
    HT_SHOCKWAVE,
    HT_SANDMAN,
    HT_FLASHER,
    HT_FREEZINGTRAP,
    HT_BLASTMINE,
    HT_CLAYMORETRAP,
    HT_REMOVETRAP,
    HT_TALKIEBOX,
    HT_BEASTBANE,
    HT_FALCON,
    HT_STEELCROW,
    HT_BLITZBEAT,
    HT_DETECTING,
    HT_SPRINGTRAP,

    AS_RIGHT,
    AS_LEFT,
    AS_KATAR,
    AS_CLOAKING,
    AS_SONICBLOW,
    AS_GRIMTOOTH,
    AS_ENCHANTPOISON,
    AS_POISONREACT,
    AS_VENOMDUST,
    AS_SPLASHER,

    NV_FIRSTAID,
    NV_TRICKDEAD,
    SM_MOVINGRECOVERY,
    SM_FATALBLOW,
    SM_AUTOBERSERK,
    AC_MAKINGARROW,
    AC_CHARGEARROW,
    TF_SPRINKLESAND,
    TF_BACKSLIDING,
    TF_PICKSTONE,
    TF_THROWSTONE,
    MC_CARTREVOLUTION,
    MC_CHANGECART,
    MC_LOUD,
    AL_HOLYLIGHT,
    MG_ENERGYCOAT,

    NPC_PIERCINGATT,
    NPC_MENTALBREAKER,
    NPC_RANGEATTACK,
    NPC_ATTRICHANGE,
    NPC_CHANGEWATER,
    NPC_CHANGEGROUND,
    NPC_CHANGEFIRE,
    NPC_CHANGEWIND,
    NPC_CHANGEPOISON,
    NPC_CHANGEHOLY,
    NPC_CHANGEDARKNESS,
    NPC_CHANGETELEKINESIS,
    NPC_CRITICALSLASH,
    NPC_COMBOATTACK,
    NPC_GUIDEDATTACK,
    NPC_SELFDESTRUCTION,
    NPC_SPLASHATTACK,
    NPC_SUICIDE,
    NPC_POISON,
    NPC_BLINDATTACK,
    NPC_SILENCEATTACK,
    NPC_STUNATTACK,
    NPC_PETRIFYATTACK,
    NPC_CURSEATTACK,
    NPC_SLEEPATTACK,
    NPC_RANDOMATTACK,
    NPC_WATERATTACK,
    NPC_GROUNDATTACK,
    NPC_FIREATTACK,
    NPC_WINDATTACK,
    NPC_POISONATTACK,
    NPC_HOLYATTACK,
    NPC_DARKNESSATTACK,
    NPC_TELEKINESISATTACK,
    NPC_MAGICALATTACK,
    NPC_METAMORPHOSIS,
    NPC_PROVOCATION,
    NPC_SMOKING,
    NPC_SUMMONSLAVE,
    NPC_EMOTION,
    NPC_TRANSFORMATION,
    NPC_BLOODDRAIN,
    NPC_ENERGYDRAIN,
    NPC_KEEPING,
    NPC_DARKBREATH,
    NPC_DARKBLESSING,
    NPC_BARRIER,
    NPC_DEFENDER,
    NPC_LICK,
    NPC_HALLUCINATION,
    NPC_REBIRTH,
    NPC_SUMMONMONSTER,

    RG_SNATCHER,
    RG_STEALCOIN,
    RG_BACKSTAP,
    RG_TUNNELDRIVE,
    RG_RAID,
    RG_STRIPWEAPON,
    RG_STRIPSHIELD,
    RG_STRIPARMOR,
    RG_STRIPHELM,
    RG_INTIMIDATE,
    RG_GRAFFITI,
    RG_FLAGGRAFFITI,
    RG_CLEANER,
    RG_GANGSTER,
    RG_COMPULSION,
    RG_PLAGIARISM,

    AM_AXEMASTERY,
    AM_LEARNINGPOTION,
    AM_PHARMACY,
    AM_DEMONSTRATION,
    AM_ACIDTERROR,
    AM_POTIONPITCHER,
    AM_CANNIBALIZE,
    AM_SPHEREMINE,
    AM_CP_WEAPON,
    AM_CP_SHIELD,
    AM_CP_ARMOR,
    AM_CP_HELM,
    AM_BIOETHICS,
    AM_BIOTECHNOLOGY,
    AM_CREATECREATURE,
    AM_CULTIVATION,
    AM_FLAMECONTROL,
    AM_CALLHOMUN,
    AM_REST,
    AM_DRILLMASTER,
    AM_HEALHOMUN,
    AM_RESURRECTHOMUN,

    CR_TRUST,
    CR_AUTOGUARD,
    CR_SHIELDCHARGE,
    CR_SHIELDBOOMERANG,
    CR_REFLECTSHIELD,
    CR_HOLYCROSS,
    CR_GRANDCROSS,
    CR_DEVOTION,
    CR_PROVIDENCE,
    CR_DEFENDER,
    CR_SPEARQUICKEN,

    MO_IRONHAND,
    MO_SPIRITSRECOVERY,
    MO_CALLSPIRITS,
    MO_ABSORBSPIRITS,
    MO_TRIPLEATTACK,
    MO_BODYRELOCATION,
    MO_DODGE,
    MO_INVESTIGATE,
    MO_FINGEROFFENSIVE,
    MO_STEELBODY,
    MO_BLADESTOP,
    MO_EXPLOSIONSPIRITS,
    MO_EXTREMITYFIST,
    MO_CHAINCOMBO,
    MO_COMBOFINISH,

    SA_ADVANCEDBOOK,
    SA_CASTCANCEL,
    SA_MAGICROD,
    SA_SPELLBREAKER,
    SA_FREECAST,
    SA_AUTOSPELL,
    SA_FLAMELAUNCHER,
    SA_FROSTWEAPON,
    SA_LIGHTNINGLOADER,
    SA_SEISMICWEAPON,
    SA_DRAGONOLOGY,
    SA_VOLCANO,
    SA_DELUGE,
    SA_VIOLENTGALE,
    SA_LANDPROTECTOR,
    SA_DISPELL,
    SA_ABRACADABRA,
    SA_MONOCELL,
    SA_CLASSCHANGE,
    SA_SUMMONMONSTER,
    SA_REVERSEORCISH,
    SA_DEATH,
    SA_FORTUNE,
    SA_TAMINGMONSTER,
    SA_QUESTION,
    SA_GRAVITY,
    SA_LEVELUP,
    SA_INSTANTDEATH,
    SA_FULLRECOVERY,
    SA_COMA,

    BD_ADAPTATION,
    BD_ENCORE,
    BD_LULLABY,
    BD_RICHMANKIM,
    BD_ETERNALCHAOS,
    BD_DRUMBATTLEFIELD,
    BD_RINGNIBELUNGEN,
    BD_ROKISWEIL,
    BD_INTOABYSS,
    BD_SIEGFRIED,
    BD_RAGNAROK,

    BA_MUSICALLESSON,
    BA_MUSICALSTRIKE,
    BA_DISSONANCE,
    BA_FROSTJOKER,
    BA_WHISTLE,
    BA_ASSASSINCROSS,
    BA_POEMBRAGI,
    BA_APPLEIDUN,

    DC_DANCINGLESSON,
    DC_THROWARROW,
    DC_UGLYDANCE,
    DC_SCREAM,
    DC_HUMMING,
    DC_DONTFORGETME,
    DC_FORTUNEKISS,
    DC_SERVICEFORYOU,

    NPC_RANDOMMOVE,
    NPC_SPEEDUP,
    NPC_REVENGE,

    WE_MALE,
    WE_FEMALE,
    WE_CALLPARTNER,

    ITM_TOMAHAWK,

    NPC_DARKCROSS,
    NPC_GRANDDARKNESS,
    NPC_DARKSTRIKE,
    NPC_DARKTHUNDER,
    NPC_STOP,
    NPC_WEAPONBRAKER,
    NPC_ARMORBRAKE,
    NPC_HELMBRAKE,
    NPC_SHIELDBRAKE,
    NPC_UNDEADATTACK,
    NPC_CHANGEUNDEAD,
    NPC_POWERUP,
    NPC_AGIUP,
    NPC_SIEGEMODE,
    NPC_CALLSLAVE,
    NPC_INVISIBLE,
    NPC_RUN,

    LK_AURABLADE,
    LK_PARRYING,
    LK_CONCENTRATION,
    LK_TENSIONRELAX,
    LK_BERSERK,
    LK_FURY,
    HP_ASSUMPTIO,
    HP_BASILICA,
    HP_MEDITATIO,
    HW_SOULDRAIN,
    HW_MAGICCRASHER,
    HW_MAGICPOWER,
    PA_PRESSURE,
    PA_SACRIFICE,
    PA_GOSPEL,
    CH_PALMSTRIKE,
    CH_TIGERFIST,
    CH_CHAINCRUSH,
    PF_HPCONVERSION,
    PF_SOULCHANGE,
    PF_SOULBURN,
    ASC_KATAR,
    ASC_HALLUCINATION,
    ASC_EDP,
    ASC_BREAKER,
    SN_SIGHT,
    SN_FALCONASSAULT,
    SN_SHARPSHOOTING,
    SN_WINDWALK,
    WS_MELTDOWN,
    WS_CREATECOIN,
    WS_CREATENUGGET,
    WS_CARTBOOST,
    WS_SYSTEMCREATE,
    ST_CHASEWALK,
    ST_REJECTSWORD,
    ST_STEALBACKPACK,
    CR_ALCHEMY,
    CR_SYNTHESISPOTION,
    CG_ARROWVULCAN,
    CG_MOONLIT,
    CG_MARIONETTE,
    LK_SPIRALPIERCE,
    LK_HEADCRUSH,
    LK_JOINTBEAT,
    HW_NAPALMVULCAN,
    CH_SOULCOLLECT,
    PF_MINDBREAKER,
    PF_MEMORIZE,
    PF_FOGWALL,
    PF_SPIDERWEB,
    ASC_METEORASSAULT,
    ASC_CDP,
    WE_BABY,
    WE_CALLPARENT,
    WE_CALLBABY,

    TK_RUN,
    TK_READYSTORM,
    TK_STORMKICK,
    TK_READYDOWN,
    TK_DOWNKICK,
    TK_READYTURN,
    TK_TURNKICK,
    TK_READYCOUNTER,
    TK_COUNTER,
    TK_DODGE,
    TK_JUMPKICK,
    TK_HPTIME,
    TK_SPTIME,
    TK_POWER,
    TK_SEVENWIND,
    TK_HIGHJUMP,

    SG_FEEL,
    SG_SUN_WARM,
    SG_MOON_WARM,
    SG_STAR_WARM,
    SG_SUN_COMFORT,
    SG_MOON_COMFORT,
    SG_STAR_COMFORT,
    SG_HATE,
    SG_SUN_ANGER,
    SG_MOON_ANGER,
    SG_STAR_ANGER,
    SG_SUN_BLESS,
    SG_MOON_BLESS,
    SG_STAR_BLESS,
    SG_DEVIL,
    SG_FRIEND,
    SG_KNOWLEDGE,
    SG_FUSION,

    SL_ALCHEMIST,
    AM_BERSERKPITCHER,
    SL_MONK,
    SL_STAR,
    SL_SAGE,
    SL_CRUSADER,
    SL_SUPERNOVICE,
    SL_KNIGHT,
    SL_WIZARD,
    SL_PRIEST,
    SL_BARDDANCER,
    SL_ROGUE,
    SL_ASSASIN,
    SL_BLACKSMITH,
    BS_ADRENALINE2,
    SL_HUNTER,
    SL_SOULLINKER,
    SL_KAIZEL,
    SL_KAAHI,
    SL_KAUPE,
    SL_KAITE,
    SL_KAINA,
    SL_STIN,
    SL_STUN,
    SL_SMA,
    SL_SWOO,
    SL_SKE,
    SL_SKA,

    SM_SELFPROVOKE,
    NPC_EMOTION_ON,
    ST_PRESERVE,
    ST_FULLSTRIP,
    WS_WEAPONREFINE,
    CR_SLIMPITCHER,
    CR_FULLPROTECTION,
    PA_SHIELDCHAIN,
    HP_MANARECHARGE,
    PF_DOUBLECASTING,
    HW_GANBANTEIN,
    HW_GRAVITATION,
    WS_CARTTERMINATION,
    WS_OVERTHRUSTMAX,
    CG_LONGINGFREEDOM,
    CG_HERMODE,
    CG_TAROTCARD,
    CR_ACIDDEMONSTRATION,
    CR_CULTIVATION,
    ITEM_ENCHANTARMS,
    TK_MISSION,
    SL_HIGH,
    KN_ONEHAND,
    AM_TWILIGHT1,
    AM_TWILIGHT2,
    AM_TWILIGHT3,
    HT_POWER,

    GS_GLITTERING,
    GS_FLING,
    GS_TRIPLEACTION,
    GS_BULLSEYE,
    GS_MADNESSCANCEL,
    GS_ADJUSTMENT,
    GS_INCREASING,
    GS_MAGICALBULLET,
    GS_CRACKER,
    GS_SINGLEACTION,
    GS_SNAKEEYE,
    GS_CHAINACTION,
    GS_TRACKING,
    GS_DISARM,
    GS_PIERCINGSHOT,
    GS_RAPIDSHOWER,
    GS_DESPERADO,
    GS_GATLINGFEVER,
    GS_DUST,
    GS_FULLBUSTER,
    GS_SPREADATTACK,
    GS_GROUNDDRIFT,

    NJ_TOBIDOUGU,
    NJ_SYURIKEN,
    NJ_KUNAI,
    NJ_HUUMA,
    NJ_ZENYNAGE,
    NJ_TATAMIGAESHI,
    NJ_KASUMIKIRI,
    NJ_SHADOWJUMP,
    NJ_KIRIKAGE,
    NJ_UTSUSEMI,
    NJ_BUNSINJYUTSU,
    NJ_NINPOU,
    NJ_KOUENKA,
    NJ_KAENSIN,
    NJ_BAKUENRYU,
    NJ_HYOUSENSOU,
    NJ_SUITON,
    NJ_HYOUSYOURAKU,
    NJ_HUUJIN,
    NJ_RAIGEKISAI,
    NJ_KAMAITACHI,
    NJ_NEN,
    NJ_ISSEN,

    MB_FIGHTING,
    MB_NEUTRAL,
    MB_TAIMING_PUTI,
    MB_WHITEPOTION,
    MB_MENTAL,
    MB_CARDPITCHER,
    MB_PETPITCHER,
    MB_BODYSTUDY,
    MB_BODYALTER,
    MB_PETMEMORY,
    MB_M_TELEPORT,
    MB_B_GAIN,
    MB_M_GAIN,
    MB_MISSION,
    MB_MUNAKKNOWLEDGE,
    MB_MUNAKBALL,
    MB_SCROLL,
    MB_B_GATHERING,
    MB_M_GATHERING,
    MB_B_EXCLUDE,
    MB_B_DRIFT,
    MB_B_WALLRUSH,
    MB_M_WALLRUSH,
    MB_B_WALLSHIFT,
    MB_M_WALLCRASH,
    MB_M_REINCARNATION,
    MB_B_EQUIP,

    SL_DEATHKNIGHT,
    SL_COLLECTOR,
    SL_NINJA,
    SL_GUNNER,
    AM_TWILIGHT4,
    DA_RESET,
    DE_BERSERKAIZER,
    DA_DARKPOWER,

    DE_PASSIVE,
    DE_PATTACK,
    DE_PSPEED,
    DE_PDEFENSE,
    DE_PCRITICAL,
    DE_PHP,
    DE_PSP,
    DE_RESET,
    DE_RANKING,
    DE_PTRIPLE,
    DE_ENERGY,
    DE_NIGHTMARE,
    DE_SLASH,
    DE_COIL,
    DE_WAVE,
    DE_REBIRTH,
    DE_AURA,
    DE_FREEZER,
    DE_CHANGEATTACK,
    DE_PUNISH,
    DE_POISON,
    DE_INSTANT,
    DE_WARNING,
    DE_RANKEDKNIFE,
    DE_RANKEDGRADIUS,
    DE_GAUGE,
    DE_GTIME,
    DE_GPAIN,
    DE_GSKILL,
    DE_GKILL,
    DE_ACCEL,
    DE_BLOCKDOUBLE,
    DE_BLOCKMELEE,
    DE_BLOCKFAR,
    DE_FRONTATTACK,
    DE_DANGERATTACK,
    DE_TWINATTACK,
    DE_WINDATTACK,
    DE_WATERATTACK,

    DA_ENERGY,
    DA_CLOUD,
    DA_FIRSTSLOT,
    DA_HEADDEF,
    DA_SPACE,
    DA_TRANSFORM,
    DA_EXPLOSION,
    DA_REWARD,
    DA_CRUSH,
    DA_ITEMREBUILD,
    DA_ILLUSION,
    DA_NUETRALIZE,
    DA_RUNNER,
    DA_TRANSFER,
    DA_WALL,
    DA_ZENY,
    DA_REVENGE,
    DA_EARPLUG,
    DA_CONTRACT,
    DA_BLACK,
    DA_DREAM,
    DA_MAGICCART,
    DA_COPY,
    DA_CRYSTAL,
    DA_EXP,
    DA_CARTSWING,
    DA_REBUILD,
    DA_JOBCHANGE,
    DA_EDARKNESS,
    DA_EGUARDIAN,
    DA_TIMEOUT,
    ALL_TIMEIN,
    DA_ZENYRANK,
    DA_ACCESSORYMIX,

    NPC_EARTHQUAKE,
    NPC_FIREBREATH,
    NPC_ICEBREATH,
    NPC_THUNDERBREATH,
    NPC_ACIDBREATH,
    NPC_DARKNESSBREATH,
    NPC_DRAGONFEAR,
    NPC_BLEEDING,
    NPC_PULSESTRIKE,
    NPC_HELLJUDGEMENT,
    NPC_WIDESILENCE,
    NPC_WIDEFREEZE,
    NPC_WIDEBLEEDING,
    NPC_WIDESTONE,
    NPC_WIDECONFUSE,
    NPC_WIDESLEEP,
    NPC_WIDESIGHT,
    NPC_EVILLAND,
    NPC_MAGICMIRROR,
    NPC_SLOWCAST,
    NPC_CRITICALWOUND,
    NPC_EXPULSION,
    NPC_STONESKIN,
    NPC_ANTIMAGIC,
    NPC_WIDECURSE,
    NPC_WIDESTUN,
    NPC_VAMPIRE_GIFT,
    NPC_WIDESOULDRAIN,

    ALL_INCCARRY,
    NPC_TALK,
    NPC_HELLPOWER,
    NPC_WIDEHELLDIGNITY,
    NPC_INVINCIBLE,
    NPC_INVINCIBLEOFF,
    NPC_ALLHEAL,
    GM_SANDMAN,
    CASH_BLESSING,
    CASH_INCAGI,
    CASH_ASSUMPTIO,
    ALL_CATCRY,
    ALL_PARTYFLEE,
    ALL_ANGEL_PROTECT,
    ALL_DREAM_SUMMERNIGHT,
    NPC_CHANGEUNDEAD2,
    ALL_REVERSEORCISH,
    ALL_WEWISH,
    ALL_SONKRAN,
    NPC_WIDEHEALTHFEAR,
    NPC_WIDEBODYBURNNING,
    NPC_WIDEFROSTMISTY,
    NPC_WIDECOLD,
    NPC_WIDE_DEEP_SLEEP,
    NPC_WIDESIREN,
    NPC_VENOMFOG,
    NPC_MILLENNIUMSHIELD,
    NPC_COMET,

    KN_CHARGEATK = 1001,
    CR_SHRINK,
    AS_SONICACCEL,
    AS_VENOMKNIFE,
    RG_CLOSECONFINE,
    WZ_SIGHTBLASTER,
    SA_CREATECON,
    SA_ELEMENTWATER,
    HT_PHANTASMIC,
    BA_PANGVOICE,
    DC_WINKCHARM,
    BS_UNFAIRLYTRICK,
    BS_GREED,
    PR_REDEMPTIO,
    MO_KITRANSLATION,
    MO_BALKYOUNG,
    SA_ELEMENTGROUND,
    SA_ELEMENTFIRE,
    SA_ELEMENTWIND,

    RK_ENCHANTBLADE = 2001,
    RK_SONICWAVE,
    RK_DEATHBOUND,
    RK_HUNDREDSPEAR,
    RK_WINDCUTTER,
    RK_IGNITIONBREAK,
    RK_DRAGONTRAINING,
    RK_DRAGONBREATH,
    RK_DRAGONHOWLING,
    RK_RUNEMASTERY,
    RK_MILLENNIUMSHIELD,
    RK_CRUSHSTRIKE,
    RK_REFRESH,
    RK_GIANTGROWTH,
    RK_STONEHARDSKIN,
    RK_VITALITYACTIVATION,
    RK_STORMBLAST,
    RK_FIGHTINGSPIRIT,
    RK_ABUNDANCE,
    RK_PHANTOMTHRUST,

    GC_VENOMIMPRESS,
    GC_CROSSIMPACT,
    GC_DARKILLUSION,
    GC_RESEARCHNEWPOISON,
    GC_CREATENEWPOISON,
    GC_ANTIDOTE,
    GC_POISONINGWEAPON,
    GC_WEAPONBLOCKING,
    GC_COUNTERSLASH,
    GC_WEAPONCRUSH,
    GC_VENOMPRESSURE,
    GC_POISONSMOKE,
    GC_CLOAKINGEXCEED,
    GC_PHANTOMMENACE,
    GC_HALLUCINATIONWALK,
    GC_ROLLINGCUTTER,
    GC_CROSSRIPPERSLASHER,

    AB_JUDEX,
    AB_ANCILLA,
    AB_ADORAMUS,
    AB_CLEMENTIA,
    AB_CANTO,
    AB_CHEAL,
    AB_EPICLESIS,
    AB_PRAEFATIO,
    AB_ORATIO,
    AB_LAUDAAGNUS,
    AB_LAUDARAMUS,
    AB_EUCHARISTICA,
    AB_RENOVATIO,
    AB_HIGHNESSHEAL,
    AB_CLEARANCE,
    AB_EXPIATIO,
    AB_DUPLELIGHT,
    AB_DUPLELIGHT_MELEE,
    AB_DUPLELIGHT_MAGIC,
    AB_SILENTIUM,

    WL_WHITEIMPRISON = 2201,
    WL_SOULEXPANSION,
    WL_FROSTMISTY,
    WL_JACKFROST,
    WL_MARSHOFABYSS,
    WL_RECOGNIZEDSPELL,
    WL_SIENNAEXECRATE,
    WL_RADIUS,
    WL_STASIS,
    WL_DRAINLIFE,
    WL_CRIMSONROCK,
    WL_HELLINFERNO,
    WL_COMET,
    WL_CHAINLIGHTNING,
    WL_CHAINLIGHTNING_ATK,
    WL_EARTHSTRAIN,
    WL_TETRAVORTEX,
    WL_TETRAVORTEX_FIRE,
    WL_TETRAVORTEX_WATER,
    WL_TETRAVORTEX_WIND,
    WL_TETRAVORTEX_GROUND,
    WL_SUMMONFB,
    WL_SUMMONBL,
    WL_SUMMONWB,
    WL_SUMMON_ATK_FIRE,
    WL_SUMMON_ATK_WIND,
    WL_SUMMON_ATK_WATER,
    WL_SUMMON_ATK_GROUND,
    WL_SUMMONSTONE,
    WL_RELEASE,
    WL_READING_SB,
    WL_FREEZE_SP,

    RA_ARROWSTORM,
    RA_FEARBREEZE,
    RA_RANGERMAIN,
    RA_AIMEDBOLT,
    RA_DETONATOR,
    RA_ELECTRICSHOCKER,
    RA_CLUSTERBOMB,
    RA_WUGMASTERY,
    RA_WUGRIDER,
    RA_WUGDASH,
    RA_WUGSTRIKE,
    RA_WUGBITE,
    RA_TOOTHOFWUG,
    RA_SENSITIVEKEEN,
    RA_CAMOUFLAGE,
    RA_RESEARCHTRAP,
    RA_MAGENTATRAP,
    RA_COBALTTRAP,
    RA_MAIZETRAP,
    RA_VERDURETRAP,
    RA_FIRINGTRAP,
    RA_ICEBOUNDTRAP,

    NC_MADOLICENCE,
    NC_BOOSTKNUCKLE,
    NC_PILEBUNKER,
    NC_VULCANARM,
    NC_FLAMELAUNCHER,
    NC_COLDSLOWER,
    NC_ARMSCANNON,
    NC_ACCELERATION,
    NC_HOVERING,
    NC_F_SIDESLIDE,
    NC_B_SIDESLIDE,
    NC_MAINFRAME,
    NC_SELFDESTRUCTION,
    NC_SHAPESHIFT,
    NC_EMERGENCYCOOL,
    NC_INFRAREDSCAN,
    NC_ANALYZE,
    NC_MAGNETICFIELD,
    NC_NEUTRALBARRIER,
    NC_STEALTHFIELD,
    NC_REPAIR,
    NC_TRAININGAXE,
    NC_RESEARCHFE,
    NC_AXEBOOMERANG,
    NC_POWERSWING,
    NC_AXETORNADO,
    NC_SILVERSNIPER,
    NC_MAGICDECOY,
    NC_DISJOINT,

    SC_FATALMENACE,
    SC_REPRODUCE,
    SC_AUTOSHADOWSPELL,
    SC_SHADOWFORM,
    SC_TRIANGLESHOT,
    SC_BODYPAINT,
    SC_INVISIBILITY,
    SC_DEADLYINFECT,
    SC_ENERVATION,
    SC_GROOMY,
    SC_IGNORANCE,
    SC_LAZINESS,
    SC_UNLUCKY,
    SC_WEAKNESS,
    SC_STRIPACCESSARY,
    SC_MANHOLE,
    SC_DIMENSIONDOOR,
    SC_CHAOSPANIC,
    SC_MAELSTROM,
    SC_BLOODYLUST,
    SC_FEINTBOMB,

    LG_CANNONSPEAR = 2307,
    LG_BANISHINGPOINT,
    LG_TRAMPLE,
    LG_SHIELDPRESS,
    LG_REFLECTDAMAGE,
    LG_PINPOINTATTACK,
    LG_FORCEOFVANGUARD,
    LG_RAGEBURST,
    LG_SHIELDSPELL,
    LG_EXEEDBREAK,
    LG_OVERBRAND,
    LG_PRESTIGE,
    LG_BANDING,
    LG_MOONSLASHER,
    LG_RAYOFGENESIS,
    LG_PIETY,
    LG_EARTHDRIVE,
    LG_HESPERUSLIT,
    LG_INSPIRATION,

    SR_DRAGONCOMBO,
    SR_SKYNETBLOW,
    SR_EARTHSHAKER,
    SR_FALLENEMPIRE,
    SR_TIGERCANNON,
    SR_HELLGATE,
    SR_RAMPAGEBLASTER,
    SR_CRESCENTELBOW,
    SR_CURSEDCIRCLE,
    SR_LIGHTNINGWALK,
    SR_KNUCKLEARROW,
    SR_WINDMILL,
    SR_RAISINGDRAGON,
    SR_GENTLETOUCH,
    SR_ASSIMILATEPOWER,
    SR_POWERVELOCITY,
    SR_CRESCENTELBOW_AUTOSPELL,
    SR_GATEOFHELL,
    SR_GENTLETOUCH_QUIET,
    SR_GENTLETOUCH_CURE,
    SR_GENTLETOUCH_ENERGYGAIN,
    SR_GENTLETOUCH_CHANGE,
    SR_GENTLETOUCH_REVITALIZE,

    WA_SWING_DANCE = 2350,
    WA_SYMPHONY_OF_LOVER,
    WA_MOONLIT_SERENADE,

    MI_RUSH_WINDMILL = 2381,
    MI_ECHOSONG,
    MI_HARMONIZE,

    WM_LESSON = 2412,
    WM_METALICSOUND,
    WM_REVERBERATION,
    WM_REVERBERATION_MELEE,
    WM_REVERBERATION_MAGIC,
    WM_DOMINION_IMPULSE,
    WM_SEVERE_RAINSTORM,
    WM_POEMOFNETHERWORLD,
    WM_VOICEOFSIREN,
    WM_DEADHILLHERE,
    WM_LULLABY_DEEPSLEEP,
    WM_SIRCLEOFNATURE,
    WM_RANDOMIZESPELL,
    WM_GLOOMYDAY,
    WM_GREAT_ECHO,
    WM_SONG_OF_MANA,
    WM_DANCE_WITH_WUG,
    WM_SOUND_OF_DESTRUCTION,
    WM_SATURDAY_NIGHT_FEVER,
    WM_LERADS_DEW,
    WM_MELODYOFSINK,
    WM_BEYOND_OF_WARCRY,
    WM_UNLIMITED_HUMMING_VOICE,

    SO_FIREWALK = 2443,
    SO_ELECTRICWALK,
    SO_SPELLFIST,
    SO_EARTHGRAVE,
    SO_DIAMONDDUST,
    SO_POISON_BUSTER,
    SO_PSYCHIC_WAVE,
    SO_CLOUD_KILL,
    SO_STRIKING,
    SO_WARMER,
    SO_VACUUM_EXTREME,
    SO_VARETYR_SPEAR,
    SO_ARRULLO,
    SO_EL_CONTROL,
    SO_SUMMON_AGNI,
    SO_SUMMON_AQUA,
    SO_SUMMON_VENTUS,
    SO_SUMMON_TERA,
    SO_EL_ACTION,
    SO_EL_ANALYSIS,
    SO_EL_SYMPATHY,
    SO_EL_CURE,
    SO_FIRE_INSIGNIA,
    SO_WATER_INSIGNIA,
    SO_WIND_INSIGNIA,
    SO_EARTH_INSIGNIA,

    GN_TRAINING_SWORD = 2474,
    GN_REMODELING_CART,
    GN_CART_TORNADO,
    GN_CARTCANNON,
    GN_CARTBOOST,
    GN_THORNS_TRAP,
    GN_BLOOD_SUCKER,
    GN_SPORE_EXPLOSION,
    GN_WALLOFTHORN,
    GN_CRAZYWEED,
    GN_CRAZYWEED_ATK,
    GN_DEMONIC_FIRE,
    GN_FIRE_EXPANSION,
    GN_FIRE_EXPANSION_SMOKE_POWDER,
    GN_FIRE_EXPANSION_TEAR_GAS,
    GN_FIRE_EXPANSION_ACID,
    GN_HELLS_PLANT,
    GN_HELLS_PLANT_ATK,
    GN_MANDRAGORA,
    GN_SLINGITEM,
    GN_CHANGEMATERIAL,
    GN_MIX_COOKING,
    GN_MAKEBOMB,
    GN_S_PHARMACY,
    GN_SLINGITEM_RANGEMELEEATK,

    AB_SECRAMENT = 2515,
    WM_SEVERE_RAINSTORM_MELEE,
    SR_HOWLINGOFLION,
    SR_RIDEINLIGHTNING,
    LG_OVERBRAND_BRANDISH,
    LG_OVERBRAND_PLUSATK,

    ALL_ODINS_RECALL = 2533,
    RETURN_TO_ELDICASTES,
    ALL_BUYING_STORE,
    ALL_GUARDIAN_RECALL,
    ALL_ODINS_POWER,
    BEER_BOTTLE_CAP,
    NPC_ASSASSINCROSS,
    NPC_DISSONANCE,
    NPC_UGLYDANCE,
    ALL_TETANY,
    ALL_RAY_OF_PROTECTION,
    MC_CARTDECORATE,

    KO_YAMIKUMO = 3001,
    KO_RIGHT,
    KO_LEFT,
    KO_JYUMONJIKIRI,
    KO_SETSUDAN,
    KO_BAKURETSU,
    KO_HAPPOKUNAI,
    KO_MUCHANAGE,
    KO_HUUMARANKA,
    KO_MAKIBISHI,
    KO_MEIKYOUSISUI,
    KO_ZANZOU,
    KO_KYOUGAKU,
    KO_JYUSATSU,
    KO_KAHU_ENTEN,
    KO_HYOUHU_HUBUKI,
    KO_KAZEHU_SEIRAN,
    KO_DOHU_KOUKAI,
    KO_KAIHOU,
    KO_ZENKAI,
    KO_GENWAKU,
    KO_IZAYOI,
    KG_KAGEHUMI,
    KG_KYOMU,
    KG_KAGEMUSYA,
    OB_ZANGETSU,
    OB_OBOROGENSOU,
    OB_OBOROGENSOU_TRANSITION_ATK,
    OB_AKAITSUKI,

    ECL_SNOWFLIP = 3031,
    ECL_PEONYMAMY,
    ECL_SADAGUI,
    ECL_SEQUOIADUST,
    ECLAGE_RECALL,

    HLIF_HEAL = 8001,
    HLIF_AVOID,
    HLIF_BRAIN,
    HLIF_CHANGE,
    HAMI_CASTLE,
    HAMI_DEFENCE,
    HAMI_SKIN,
    HAMI_BLOODLUST,
    HFLI_MOON,
    HFLI_FLEET,
    HFLI_SPEED,
    HFLI_SBR44,
    HVAN_CAPRICE,
    HVAN_CHAOTIC,
    HVAN_INSTRUCT,
    HVAN_EXPLOSION,
    MUTATION_BASEJOB,
    MH_SUMMON_LEGION,
    MH_NEEDLE_OF_PARALYZE,
    MH_POISON_MIST,
    MH_PAIN_KILLER,
    MH_LIGHT_OF_REGENE,
    MH_OVERED_BOOST,
    MH_ERASER_CUTTER,
    MH_XENO_SLASHER,
    MH_SILENT_BREEZE,
    MH_STYLE_CHANGE,
    MH_SONIC_CRAW,
    MH_SILVERVEIN_RUSH,
    MH_MIDNIGHT_FRENZY,
    MH_STAHL_HORN,
    MH_GOLDENE_FERSE,
    MH_STEINWAND,
    MH_HEILIGE_STANGE,
    MH_ANGRIFFS_MODUS,
    MH_TINDER_BREAKER,
    MH_CBC,
    MH_EQC,
    MH_MAGMA_FLOW,
    MH_GRANITIC_ARMOR,
    MH_LAVA_SLIDE,
    MH_PYROCLASTIC,
    MH_VOLCANIC_ASH,

    MS_BASH = 8201,
    MS_MAGNUM,
    MS_BOWLINGBASH,
    MS_PARRYING,
    MS_REFLECTSHIELD,
    MS_BERSERK,
    MA_DOUBLE,
    MA_SHOWER,
    MA_SKIDTRAP,
    MA_LANDMINE,
    MA_SANDMAN,
    MA_FREEZINGTRAP,
    MA_REMOVETRAP,
    MA_CHARGEARROW,
    MA_SHARPSHOOTING,
    ML_PIERCE,
    ML_BRANDISH,
    ML_SPIRALPIERCE,
    ML_DEFENDER,
    ML_AUTOGUARD,
    ML_DEVOTION,
    MER_MAGNIFICAT,
    MER_QUICKEN,
    MER_SIGHT,
    MER_CRASH,
    MER_REGAIN,
    MER_TENDER,
    MER_BENEDICTION,
    MER_RECUPERATE,
    MER_MENTALCURE,
    MER_COMPRESS,
    MER_PROVOKE,
    MER_AUTOBERSERK,
    MER_DECAGI,
    MER_SCAPEGOAT,
    MER_LEXDIVINA,
    MER_ESTIMATION,
    MER_KYRIE,
    MER_BLESSING,
    MER_INCAGI,

    EL_CIRCLE_OF_FIRE = 8401,
    EL_FIRE_CLOAK,
    EL_FIRE_MANTLE,
    EL_WATER_SCREEN,
    EL_WATER_DROP,
    EL_WATER_BARRIER,
    EL_WIND_STEP,
    EL_WIND_CURTAIN,
    EL_ZEPHYR,
    EL_SOLID_SKIN,
    EL_STONE_SHIELD,
    EL_POWER_OF_GAIA,
    EL_PYROTECHNIC,
    EL_HEATER,
    EL_TROPIC,
    EL_AQUAPLAY,
    EL_COOLER,
    EL_CHILLY_AIR,
    EL_GUST,
    EL_BLAST,
    EL_WILD_STORM,
    EL_PETROLOGY,
    EL_CURSED_SOIL,
    EL_UPHEAVAL,
    EL_FIRE_ARROW,
    EL_FIRE_BOMB,
    EL_FIRE_BOMB_ATK,
    EL_FIRE_WAVE,
    EL_FIRE_WAVE_ATK,
    EL_ICE_NEEDLE,
    EL_WATER_SCREW,
    EL_WATER_SCREW_ATK,
    EL_TIDAL_WEAPON,
    EL_WIND_SLASH,
    EL_HURRICANE,
    EL_HURRICANE_ATK,
    EL_TYPOON_MIS,
    EL_TYPOON_MIS_ATK,
    EL_STONE_HAMMER,
    EL_ROCK_CRUSHER,
    EL_ROCK_CRUSHER_ATK,
    EL_STONE_RAIN,
};

/// The client view ids for land skills.
enum {
    UNT_SAFETYWALL = 0x7e,
    UNT_FIREWALL,
    UNT_WARP_WAITING,
    UNT_WARP_ACTIVE,
    UNT_BENEDICTIO, //TODO
    UNT_SANCTUARY,
    UNT_MAGNUS,
    UNT_PNEUMA,
    UNT_DUMMYSKILL, //These show no effect on the client
    UNT_FIREPILLAR_WAITING,
    UNT_FIREPILLAR_ACTIVE,
    UNT_HIDDEN_TRAP, //TODO
    UNT_TRAP, //TODO
    UNT_HIDDEN_WARP_NPC, //TODO
    UNT_USED_TRAPS,
    UNT_ICEWALL,
    UNT_QUAGMIRE,
    UNT_BLASTMINE,
    UNT_SKIDTRAP,
    UNT_ANKLESNARE,
    UNT_VENOMDUST,
    UNT_LANDMINE,
    UNT_SHOCKWAVE,
    UNT_SANDMAN,
    UNT_FLASHER,
    UNT_FREEZINGTRAP,
    UNT_CLAYMORETRAP,
    UNT_TALKIEBOX,
    UNT_VOLCANO,
    UNT_DELUGE,
    UNT_VIOLENTGALE,
    UNT_LANDPROTECTOR,
    UNT_LULLABY,
    UNT_RICHMANKIM,
    UNT_ETERNALCHAOS,
    UNT_DRUMBATTLEFIELD,
    UNT_RINGNIBELUNGEN,
    UNT_ROKISWEIL,
    UNT_INTOABYSS,
    UNT_SIEGFRIED,
    UNT_DISSONANCE,
    UNT_WHISTLE,
    UNT_ASSASSINCROSS,
    UNT_POEMBRAGI,
    UNT_APPLEIDUN,
    UNT_UGLYDANCE,
    UNT_HUMMING,
    UNT_DONTFORGETME,
    UNT_FORTUNEKISS,
    UNT_SERVICEFORYOU,
    UNT_GRAFFITI,
    UNT_DEMONSTRATION,
    UNT_CALLFAMILY,
    UNT_GOSPEL,
    UNT_BASILICA,
    UNT_MOONLIT,
    UNT_FOGWALL,
    UNT_SPIDERWEB,
    UNT_GRAVITATION,
    UNT_HERMODE,
    UNT_KAENSIN, //TODO
    UNT_SUITON,
    UNT_TATAMIGAESHI,
    UNT_KAEN,
    UNT_GROUNDDRIFT_WIND,
    UNT_GROUNDDRIFT_DARK,
    UNT_GROUNDDRIFT_POISON,
    UNT_GROUNDDRIFT_WATER,
    UNT_GROUNDDRIFT_FIRE,
    UNT_DEATHWAVE, //TODO
    UNT_WATERATTACK, //TODO
    UNT_WINDATTACK, //TODO
    UNT_EARTHQUAKE, //TODO
    UNT_EVILLAND,
    UNT_DARK_RUNNER, //TODO
    UNT_DARK_TRANSFER, //TODO
    UNT_EPICLESIS,
    UNT_EARTHSTRAIN,
    UNT_MANHOLE,
    UNT_DIMENSIONDOOR,
    UNT_CHAOSPANIC,
    UNT_MAELSTROM,
    UNT_BLOODYLUST,
    UNT_FEINTBOMB,
    UNT_MAGENTATRAP,
    UNT_COBALTTRAP,
    UNT_MAIZETRAP,
    UNT_VERDURETRAP,
    UNT_FIRINGTRAP,
    UNT_ICEBOUNDTRAP,
    UNT_ELECTRICSHOCKER,
    UNT_CLUSTERBOMB,
    UNT_REVERBERATION,
    UNT_SEVERE_RAINSTORM,
    UNT_FIREWALK,
    UNT_ELECTRICWALK,
    UNT_NETHERWORLD,
    UNT_PSYCHIC_WAVE,
    UNT_CLOUD_KILL,
    UNT_POISONSMOKE,
    UNT_NEUTRALBARRIER,
    UNT_STEALTHFIELD,
    UNT_WARMER,
    UNT_THORNS_TRAP,
    UNT_WALLOFTHORN,
    UNT_DEMONIC_FIRE,
    UNT_FIRE_EXPANSION_SMOKE_POWDER,
    UNT_FIRE_EXPANSION_TEAR_GAS,
    UNT_HELLS_PLANT,
    UNT_VACUUM_EXTREME,
    UNT_BANDING,
    UNT_FIRE_MANTLE,
    UNT_WATER_BARRIER,
    UNT_ZEPHYR,
    UNT_POWER_OF_GAIA,
    UNT_FIRE_INSIGNIA,
    UNT_WATER_INSIGNIA,
    UNT_WIND_INSIGNIA,
    UNT_EARTH_INSIGNIA,
    UNT_POISON_MIST,
    UNT_LAVA_SLIDE,
    UNT_VOLCANIC_ASH,
    UNT_ZENKAI_WATER,
    UNT_ZENKAI_LAND,
    UNT_ZENKAI_FIRE,
    UNT_ZENKAI_WIND,
    UNT_MAKIBISHI,
    UNT_VENOMFOG,

    /**
     * Guild Auras
     **/
    UNT_GD_LEADERSHIP = 0xc1,
    UNT_GD_GLORYWOUNDS = 0xc2,
    UNT_GD_SOULCOLD = 0xc3,
    UNT_GD_HAWKEYES = 0xc4,

    UNT_MAX = 0x190
};
/**
 * Skill Unit Save
 **/
void skill_usave_add(struct map_session_data *sd, int skill_num, int skill_lv);
void skill_usave_trigger(struct map_session_data *sd);
/**
 * Skill Cool Downs - load from pc.c when the character logs in
 **/
void skill_cooldown_load(struct map_session_data *sd);
/**
 * Warlock
 **/
#define MAX_SKILL_SPELLBOOK_DB  17
enum wl_spheres {
    WLS_FIRE = 0x44,
    WLS_WIND,
    WLS_WATER,
    WLS_STONE,
};
int skill_spellbook(struct map_session_data *sd, int nameid);
int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
/**
 * Guilottine Cross
 **/
#define MAX_SKILL_MAGICMUSHROOM_DB 23
struct s_skill_magicmushroom_db {
    int skillid;
};
extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
/**
 * Ranger
 **/
int skill_detonator(struct block_list *bl, va_list ap);
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
/**
 * Mechanic
 **/
int skill_magicdecoy(struct map_session_data *sd, int nameid);
/**
 * Guiltoine Cross
 **/
int skill_poisoningweapon(struct map_session_data *sd, int nameid);
enum gx_poison {
    PO_PARALYSE = 12717,
    PO_LEECHESEND,
    PO_OBLIVIONCURSE,
    PO_DEATHHURT,
    PO_TOXIN,
    PO_PYREXIA,
    PO_MAGICMUSHROOM,
    PO_VENOMBLEED
};
/**
 * Auto Shadow Spell (Shadow Chaser)
 **/
int skill_select_menu(struct map_session_data *sd,int skill_id);

int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list);    // Genetic Change Material.
int skill_get_elemental_type(int skill_id, int skill_lv);

#endif /* _SKILL_H_ */