// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _SKILL_H_ #define _SKILL_H_ #include "map.h" #define MAX_SKILL_DB 1100 #define MAX_SKILL_PRODUCE_DB 150 #define MAX_PRODUCE_RESOURCE 12 #define MAX_SKILL_ARROW_DB 150 #define MAX_SKILL_ABRA_DB 350 //Constants to identify the skill's inf value: #define INF_ATTACK_SKILL 1 #define INF_GROUND_SKILL 2 // Skills casted on self where target is automatically chosen: #define INF_SELF_SKILL 4 #define INF_SUPPORT_SKILL 16 #define INF_TARGET_TRAP 32 //Constants to identify a skill's nk value. //The NK value applies only to non INF_GROUND_SKILL skills. #define NK_NO_DAMAGE 0x1 #define NK_SPLASH 0x2 //A skill with 3 would be no damage + splash: area of effect. //Constants to identify a skill's inf2 value. #define INF2_QUEST_SKILL 1 //NPC skills are those that players can't have in their skill tree. #define INF2_NPC_SKILL 2 #define INF2_WEDDING_SKILL 4 #define INF2_SPIRIT_SKILL 8 #define INF2_GUILD_SKILL 16 #define INF2_SONG_DANCE 32 #define INF2_ENSEMBLE_SKILL 64 #define INF2_TRAP 128 //Refers to ground placed skills that will target the caster as well (like Grandcross) #define INF2_TARGET_SELF 256 #define INF2_NO_TARGET_SELF 512 #define INF2_PARTY_ONLY 1024 #define INF2_GUILD_ONLY 2048 // スキルデ?タベ?ス struct skill_db { char *name; char *desc; int range[MAX_SKILL_LEVEL],hit,inf,pl,nk,splash[MAX_SKILL_LEVEL],max; int num[MAX_SKILL_LEVEL]; int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL]; int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL]; int castcancel,cast_def_rate; int inf2,maxcount,skill_type; int blewcount[MAX_SKILL_LEVEL]; int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL]; int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL]; int itemid[10],amount[10]; int castnodex[MAX_SKILL_LEVEL]; int delaynodex[MAX_SKILL_LEVEL]; int nocast; int unit_id[2]; int unit_layout_type[MAX_SKILL_LEVEL]; int unit_range[MAX_SKILL_LEVEL]; int unit_interval; int unit_target; int unit_flag; }; extern struct skill_db skill_db[MAX_SKILL_DB]; struct skill_name_db { int id; // skill id char *name; // search strings char *desc; // description that shows up for search's }; #define MAX_SKILL_UNIT_LAYOUT 50 #define MAX_SQUARE_LAYOUT 5 // 11*11のユニット配置が最大 #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1)) struct skill_unit_layout { int count; int dx[MAX_SKILL_UNIT_COUNT]; int dy[MAX_SKILL_UNIT_COUNT]; }; enum { UF_DEFNOTENEMY = 0x0001, // defnotenemy 設定でBCT_NOENEMYに切り替え UF_NOREITERATION = 0x0002, // 重複置き禁止 UF_NOFOOTSET = 0x0004, // 足元置き禁止 UF_NOOVERLAP = 0x0008, // ユニット効果が重複しない UF_NOPC = 0x0010, //May not target players UF_NOMOB = 0x0020, //May not target mobs UF_SKILL = 0x0080, //May target skills UF_DANCE = 0x0100, // ダンススキル UF_ENSEMBLE = 0x0200, // 合奏スキル UF_DUALMODE = 0x0800, //Spells should trigger both ontimer and onplace/onout/onleft effects. }; // アイテム作成デ?タベ?ス struct skill_produce_db { int nameid, trigger; int req_skill,itemlv; int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE]; }; extern struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; // 矢作成デ?タベ?ス struct skill_arrow_db { int nameid, trigger; int cre_id[5],cre_amount[5]; }; extern struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; // アブラカダブラデ?タベ?ス struct skill_abra_db { int nameid; int req_lv; int per; }; extern struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; extern int enchant_eff[5]; extern int deluge_eff[5]; struct block_list; struct map_session_data; struct skill_unit; struct skill_unit_group; int do_init_skill(void); //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] // スキルデ?タベ?スへのアクセサ int skill_get_hit( int id ); int skill_get_inf( int id ); int skill_get_pl( int id ); int skill_get_nk( int id ); int skill_get_max( int id ); int skill_get_range( int id , int lv ); int skill_get_range2(struct block_list *bl, int id, int lv); int skill_get_splash( int id , int lv ); int skill_get_hp( int id ,int lv ); int skill_get_mhp( int id ,int lv ); int skill_get_sp( int id ,int lv ); int skill_get_zeny( int id ,int lv ); int skill_get_num( int id ,int lv ); int skill_get_cast( int id ,int lv ); int skill_get_delay( int id ,int lv ); int skill_get_walkdelay( int id ,int lv ); int skill_get_time( int id ,int lv ); int skill_get_time2( int id ,int lv ); int skill_get_castdef( int id ); int skill_get_weapontype( int id ); int skill_get_ammotype( int id ); int skill_get_ammo_qty( int id, int lv ); int skill_get_unit_id(int id,int flag); int skill_get_inf2( int id ); int skill_get_castcancel( int id ); int skill_get_maxcount( int id ); int skill_get_blewcount( int id ,int lv ); int skill_get_unit_flag( int id ); int skill_get_unit_target( int id ); int skill_tree_get_max( int id, int b_class ); // Celest const char* skill_get_name( int id ); // [Skotlex] int skill_isammotype(TBL_PC *sd, int skill); int skill_castend_id( int tid, unsigned int tick, int id,int data ); int skill_castend_pos( int tid, unsigned int tick, int id,int data ); int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map); int skill_cleartimerskill(struct block_list *src); int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); // 追加?果 int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_blown( struct block_list *src, struct block_list *target,int count); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); // ユニットスキル struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y); int skill_delunit(struct skill_unit *unit); struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count,int skillid,int skilllv,int unit_id, int limit, int interval); int skill_delunitgroup(struct skill_unit_group *group); int skill_clear_unitgroup(struct block_list *src); int skill_clear_element_field(struct block_list *bl); int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl, int damage,unsigned int tick); int skill_castfix( struct block_list *bl, int skill_id, int skill_lv); int skill_castfix_sc( struct block_list *bl, int time); int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv); int skill_check_condition( struct map_session_data *sd,int skill, int lv, int type); int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag); int skill_check_unit_range(int m,int x,int y,int skillid, int skilllv); int skill_check_unit_range2(struct block_list *bl,int m,int x,int y,int skillid, int skilllv); // -- moonsoul (added skill_check_unit_cell) int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id); int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range); int skill_unit_move(struct block_list *bl,unsigned int tick,int flag); int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy); void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag); struct skill_unit_group *skill_check_dancing( struct block_list *src ); void skill_stop_dancing(struct block_list *src); // Guild skills [celest] int skill_guildaura_sub (struct block_list *bl,va_list ap); // 詠唱キャンセル int skill_castcancel(struct block_list *bl,int type); int skill_gangsterparadise(struct map_session_data *sd ,int type); int skill_rest(struct map_session_data *sd ,int type); void skill_brandishspear_first(struct square *tc,int dir,int x,int y); void skill_brandishspear_dir(struct square *tc,int dir,int are); void skill_repairweapon(struct map_session_data *sd, int idx); void skill_identify(struct map_session_data *sd,int idx); void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest] int skill_autospell(struct map_session_data *md,int skillid); #define skill_calc_heal(bl,skill_lv) (( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8)) // その他 int skill_check_cloaking(struct block_list *bl); // ステ?タス異常 int skill_enchant_elemental_end(struct block_list *bl, int type); int skillnotok(int skillid, struct map_session_data *sd); // アイテム作成 int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty); int skill_produce_mix( struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty ); int skill_arrow_create( struct map_session_data *sd,int nameid); // mobスキルのため int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag); int skill_blockpc_start (struct map_session_data*,int,int); // [celest] // スキル攻?一括?理 int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); void skill_reload(void); enum { ST_NONE,ST_HIDING,ST_CLOAKING,ST_HIDDEN,ST_RIDING,ST_FALCON,ST_CART,ST_SHIELD,ST_SIGHT,ST_EXPLOSIONSPIRITS,ST_CARTBOOST, ST_RECOV_WEIGHT_RATE,ST_MOVE_ENABLE,ST_WATER, }; enum { NV_BASIC = 1, SM_SWORD, SM_TWOHAND, SM_RECOVERY, SM_BASH, SM_PROVOKE, SM_MAGNUM, SM_ENDURE, MG_SRECOVERY, MG_SIGHT, MG_NAPALMBEAT, MG_SAFETYWALL, MG_SOULSTRIKE, MG_COLDBOLT, MG_FROSTDIVER, MG_STONECURSE, MG_FIREBALL, MG_FIREWALL, MG_FIREBOLT, MG_LIGHTNINGBOLT, MG_THUNDERSTORM, AL_DP, AL_DEMONBANE, AL_RUWACH, AL_PNEUMA, AL_TELEPORT, AL_WARP, AL_HEAL, AL_INCAGI, AL_DECAGI, AL_HOLYWATER, AL_CRUCIS, AL_ANGELUS, AL_BLESSING, AL_CURE, MC_INCCARRY, MC_DISCOUNT, MC_OVERCHARGE, MC_PUSHCART, MC_IDENTIFY, MC_VENDING, MC_MAMMONITE, AC_OWL, AC_VULTURE, AC_CONCENTRATION, AC_DOUBLE, AC_SHOWER, TF_DOUBLE, TF_MISS, TF_STEAL, TF_HIDING, TF_POISON, TF_DETOXIFY, ALL_RESURRECTION, KN_SPEARMASTERY, KN_PIERCE, KN_BRANDISHSPEAR, KN_SPEARSTAB, KN_SPEARBOOMERANG, KN_TWOHANDQUICKEN, KN_AUTOCOUNTER, KN_BOWLINGBASH, KN_RIDING, KN_CAVALIERMASTERY, PR_MACEMASTERY, PR_IMPOSITIO, PR_SUFFRAGIUM, PR_ASPERSIO, PR_BENEDICTIO, PR_SANCTUARY, PR_SLOWPOISON, PR_STRECOVERY, PR_KYRIE, PR_MAGNIFICAT, PR_GLORIA, PR_LEXDIVINA, PR_TURNUNDEAD, PR_LEXAETERNA, PR_MAGNUS, WZ_FIREPILLAR, WZ_SIGHTRASHER, WZ_FIREIVY, WZ_METEOR, WZ_JUPITEL, WZ_VERMILION, WZ_WATERBALL, WZ_ICEWALL, WZ_FROSTNOVA, WZ_STORMGUST, WZ_EARTHSPIKE, WZ_HEAVENDRIVE, WZ_QUAGMIRE, WZ_ESTIMATION, BS_IRON, BS_STEEL, BS_ENCHANTEDSTONE, BS_ORIDEOCON, BS_DAGGER, BS_SWORD, BS_TWOHANDSWORD, BS_AXE, BS_MACE, BS_KNUCKLE, BS_SPEAR, BS_HILTBINDING, BS_FINDINGORE, BS_WEAPONRESEARCH, BS_REPAIRWEAPON, BS_SKINTEMPER, BS_HAMMERFALL, BS_ADRENALINE, BS_WEAPONPERFECT, BS_OVERTHRUST, BS_MAXIMIZE, HT_SKIDTRAP, HT_LANDMINE, HT_ANKLESNARE, HT_SHOCKWAVE, HT_SANDMAN, HT_FLASHER, HT_FREEZINGTRAP, HT_BLASTMINE, HT_CLAYMORETRAP, HT_REMOVETRAP, HT_TALKIEBOX, HT_BEASTBANE, HT_FALCON, HT_STEELCROW, HT_BLITZBEAT, HT_DETECTING, HT_SPRINGTRAP, AS_RIGHT, AS_LEFT, AS_KATAR, AS_CLOAKING, AS_SONICBLOW, AS_GRIMTOOTH, AS_ENCHANTPOISON, AS_POISONREACT, AS_VENOMDUST, AS_SPLASHER, NV_FIRSTAID, NV_TRICKDEAD, SM_MOVINGRECOVERY, SM_FATALBLOW, SM_AUTOBERSERK, AC_MAKINGARROW, AC_CHARGEARROW, TF_SPRINKLESAND, TF_BACKSLIDING, TF_PICKSTONE, TF_THROWSTONE, MC_CARTREVOLUTION, MC_CHANGECART, MC_LOUD, AL_HOLYLIGHT, MG_ENERGYCOAT, NPC_PIERCINGATT, NPC_MENTALBREAKER, NPC_RANGEATTACK, NPC_ATTRICHANGE, NPC_CHANGEWATER, NPC_CHANGEGROUND, NPC_CHANGEFIRE, NPC_CHANGEWIND, NPC_CHANGEPOISON, NPC_CHANGEHOLY, NPC_CHANGEDARKNESS, NPC_CHANGETELEKINESIS, NPC_CRITICALSLASH, NPC_COMBOATTACK, NPC_GUIDEDATTACK, NPC_SELFDESTRUCTION, NPC_SPLASHATTACK, NPC_SUICIDE, NPC_POISON, NPC_BLINDATTACK, NPC_SILENCEATTACK, NPC_STUNATTACK, NPC_PETRIFYATTACK, NPC_CURSEATTACK, NPC_SLEEPATTACK, NPC_RANDOMATTACK, NPC_WATERATTACK, NPC_GROUNDATTACK, NPC_FIREATTACK, NPC_WINDATTACK, NPC_POISONATTACK, NPC_HOLYATTACK, NPC_DARKNESSATTACK, NPC_TELEKINESISATTACK, NPC_MAGICALATTACK, NPC_METAMORPHOSIS, NPC_PROVOCATION, NPC_SMOKING, NPC_SUMMONSLAVE, NPC_EMOTION, NPC_TRANSFORMATION, NPC_BLOODDRAIN, NPC_ENERGYDRAIN, NPC_KEEPING, NPC_DARKBREATH, NPC_DARKBLESSING, NPC_BARRIER, NPC_DEFENDER, NPC_LICK, NPC_HALLUCINATION, NPC_REBIRTH, NPC_SUMMONMONSTER, RG_SNATCHER, RG_STEALCOIN, RG_BACKSTAP, RG_TUNNELDRIVE, RG_RAID, RG_STRIPWEAPON, RG_STRIPSHIELD, RG_STRIPARMOR, RG_STRIPHELM, RG_INTIMIDATE, RG_GRAFFITI, RG_FLAGGRAFFITI, RG_CLEANER, RG_GANGSTER, RG_COMPULSION, RG_PLAGIARISM, AM_AXEMASTERY, AM_LEARNINGPOTION, AM_PHARMACY, AM_DEMONSTRATION, AM_ACIDTERROR, AM_POTIONPITCHER, AM_CANNIBALIZE, AM_SPHEREMINE, AM_CP_WEAPON, AM_CP_SHIELD, AM_CP_ARMOR, AM_CP_HELM, AM_BIOETHICS, AM_BIOTECHNOLOGY, AM_CREATECREATURE, AM_CULTIVATION, AM_FLAMECONTROL, AM_CALLHOMUN, AM_REST, AM_DRILLMASTER, AM_HEALHOMUN, AM_RESURRECTHOMUN, CR_TRUST, CR_AUTOGUARD, CR_SHIELDCHARGE, CR_SHIELDBOOMERANG, CR_REFLECTSHIELD, CR_HOLYCROSS, CR_GRANDCROSS, CR_DEVOTION, CR_PROVIDENCE, CR_DEFENDER, CR_SPEARQUICKEN, MO_IRONHAND, MO_SPIRITSRECOVERY, MO_CALLSPIRITS, MO_ABSORBSPIRITS, MO_TRIPLEATTACK, MO_BODYRELOCATION, MO_DODGE, MO_INVESTIGATE, MO_FINGEROFFENSIVE, MO_STEELBODY, MO_BLADESTOP, MO_EXPLOSIONSPIRITS, MO_EXTREMITYFIST, MO_CHAINCOMBO, MO_COMBOFINISH, SA_ADVANCEDBOOK, SA_CASTCANCEL, SA_MAGICROD, SA_SPELLBREAKER, SA_FREECAST, SA_AUTOSPELL, SA_FLAMELAUNCHER, SA_FROSTWEAPON, SA_LIGHTNINGLOADER, SA_SEISMICWEAPON, SA_DRAGONOLOGY, SA_VOLCANO, SA_DELUGE, SA_VIOLENTGALE, SA_LANDPROTECTOR, SA_DISPELL, SA_ABRACADABRA, SA_MONOCELL, SA_CLASSCHANGE, SA_SUMMONMONSTER, SA_REVERSEORCISH, SA_DEATH, SA_FORTUNE, SA_TAMINGMONSTER, SA_QUESTION, SA_GRAVITY, SA_LEVELUP, SA_INSTANTDEATH, SA_FULLRECOVERY, SA_COMA, BD_ADAPTATION, BD_ENCORE, BD_LULLABY, BD_RICHMANKIM, BD_ETERNALCHAOS, BD_DRUMBATTLEFIELD, BD_RINGNIBELUNGEN, BD_ROKISWEIL, BD_INTOABYSS, BD_SIEGFRIED, BD_RAGNAROK, BA_MUSICALLESSON, BA_MUSICALSTRIKE, BA_DISSONANCE, BA_FROSTJOKE, BA_WHISTLE, BA_ASSASSINCROSS, BA_POEMBRAGI, BA_APPLEIDUN, DC_DANCINGLESSON, DC_THROWARROW, DC_UGLYDANCE, DC_SCREAM, DC_HUMMING, DC_DONTFORGETME, DC_FORTUNEKISS, DC_SERVICEFORYOU, NPC_RANDOMMOVE, NPC_SPEEDUP, NPC_REVENGE, WE_MALE, WE_FEMALE, WE_CALLPARTNER, ITM_TOMAHAWK, NPC_DARKCROSS, NPC_GRANDDARKNESS, NPC_DARKSTRIKE, NPC_DARKTHUNDER, NPC_STOP, NPC_BREAKWEAPON, NPC_BREAKARMOR, NPC_BREAKHELM, NPC_BREAKSHIELD, NPC_UNDEADATTACK, NPC_CHANGEUNDEAD, NPC_POWERUP, NPC_AGIUP, NPC_SIEGEMODE, NPC_CALLSLAVE, NPC_INVISIBLE, NPC_RUN, LK_AURABLADE, LK_PARRYING, LK_CONCENTRATION, LK_TENSIONRELAX, LK_BERSERK, LK_FURY, HP_ASSUMPTIO, HP_BASILICA, HP_MEDITATIO, HW_SOULDRAIN, HW_MAGICCRASHER, HW_MAGICPOWER, PA_PRESSURE, PA_SACRIFICE, PA_GOSPEL, CH_PALMSTRIKE, CH_TIGERFIST, CH_CHAINCRUSH, PF_HPCONVERSION, PF_SOULCHANGE, PF_SOULBURN, ASC_KATAR, ASC_HALLUCINATION, ASC_EDP, ASC_BREAKER, SN_SIGHT, SN_FALCONASSAULT, SN_SHARPSHOOTING, SN_WINDWALK, WS_MELTDOWN, WS_CREATECOIN, WS_CREATENUGGET, WS_CARTBOOST, WS_SYSTEMCREATE, ST_CHASEWALK, ST_REJECTSWORD, ST_STEALBACKPACK, CR_ALCHEMY, CR_SYNTHESISPOTION, CG_ARROWVULCAN, CG_MOONLIT, CG_MARIONETTE, LK_SPIRALPIERCE, LK_HEADCRUSH, LK_JOINTBEAT, HW_NAPALMVULCAN, CH_SOULCOLLECT, PF_MINDBREAKER, PF_MEMORIZE, PF_FOGWALL, PF_SPIDERWEB, ASC_METEORASSAULT, ASC_CDP, WE_BABY, WE_CALLPARENT, WE_CALLBABY, TK_RUN, TK_READYSTORM, TK_STORMKICK, TK_READYDOWN, TK_DOWNKICK, TK_READYTURN, TK_TURNKICK, TK_READYCOUNTER, TK_COUNTER, TK_DODGE, TK_JUMPKICK, TK_HPTIME, TK_SPTIME, TK_POWER, TK_SEVENWIND, TK_HIGHJUMP, SG_FEEL, SG_SUN_WARM, SG_MOON_WARM, SG_STAR_WARM, SG_SUN_COMFORT, SG_MOON_COMFORT, SG_STAR_COMFORT, SG_HATE, SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER, SG_SUN_BLESS, SG_MOON_BLESS, SG_STAR_BLESS, SG_DEVIL, SG_FRIEND, SG_KNOWLEDGE, SG_FUSION, SL_ALCHEMIST, AM_BERSERKPITCHER, SL_MONK, SL_STAR, SL_SAGE, SL_CRUSADER, SL_SUPERNOVICE, SL_KNIGHT, SL_WIZARD, SL_PRIEST, SL_BARDDANCER, SL_ROGUE, SL_ASSASIN, SL_BLACKSMITH, BS_ADRENALINE2, SL_HUNTER, SL_SOULLINKER, SL_KAIZEL, SL_KAAHI, SL_KAUPE, SL_KAITE, SL_KAINA, SL_STIN, SL_STUN, SL_SMA, SL_SWOO, SL_SKE, SL_SKA, SM_SELFPROVOKE, NPC_EMOTION_ON, ST_PRESERVE, ST_FULLSTRIP, WS_WEAPONREFINE, CR_SLIMPITCHER, CR_FULLPROTECTION, PA_SHIELDCHAIN, HP_MANARECHARGE, PF_DOUBLECASTING, HW_GANBANTEIN, HW_GRAVITATION, WS_CARTTERMINATION, WS_OVERTHRUSTMAX, CG_LONGINGFREEDOM, CG_HERMODE, CG_TAROTCARD, CR_ACIDDEMONSTRATION, CR_CULTIVATION, //492,missing? TK_MISSION = 493, SL_HIGH, KN_ONEHAND, AM_TWILIGHT1, AM_TWILIGHT2, AM_TWILIGHT3, HT_POWER, GS_GLITTERING, GS_FLING, GS_TRIPLEACTION, GS_BULLSEYE, GS_MADNESSCANCEL, GS_ADJUSTMENT, GS_INCREASING, GS_MAGICALBULLET, GS_CRACKER, GS_SINGLEACTION, GS_SNAKEEYE, GS_CHAINACTION, GS_TRACKING, GS_DISARM, GS_PIERCINGSHOT, GS_RAPIDSHOWER, GS_DESPERADO, GS_GATLINGFEVER, GS_DUST, GS_FULLBUSTER, GS_SPREADATTACK, GS_GROUNDDRIFT, NJ_TOBIDOUGU, NJ_SYURIKEN, NJ_KUNAI, NJ_HUUMA, NJ_ZENYNAGE, NJ_TATAMIGAESHI, NJ_KASUMIKIRI, NJ_SHADOWJUMP, NJ_KIRIKAGE, NJ_UTSUSEMI, NJ_BUNSINJYUTSU, NJ_NINPOU, NJ_KOUENKA, NJ_KAENSIN, NJ_BAKUENRYU, NJ_HYOUSENSOU, NJ_SUITON, NJ_HYOUSYOURAKU, NJ_HUUJIN, NJ_RAIGEKISAI, NJ_KAMAITACHI, NJ_NEN, NJ_ISSEN, KN_CHARGEATK = 1001, CR_SHRINK, AS_SONICACCEL, AS_VENOMKNIFE, RG_CLOSECONFINE, WZ_SIGHTBLASTER, SA_CREATECON, SA_ELEMENTWATER, HT_PHANTASMIC, BA_PANGVOICE, DC_WINKCHARM, BS_UNFAIRLYTRICK, BS_GREED, PR_REDEMPTIO, MO_KITRANSLATION, MO_BALKYOUNG, SA_ELEMENTGROUND, SA_ELEMENTFIRE, SA_ELEMENTWIND, HLIF_HEAL = 8001, HLIF_AVOID, HLIF_BRAIN, HLIF_CHANGE, HAMI_CASTLE, HAMI_DEFENCE, HAMI_SKIN, HAMI_BLOODLUST, HFLI_MOON, HFLI_FLEET, HFLI_SPEED, HFLI_SBR44, HVAN_CAPRICE, HVAN_CHAOTIC, HVAN_INSTRUCT, HVAN_EXPLOSION, }; enum { UNT_SAFETYWALL = 0x7e, UNT_FIREWALL, UNT_WARP_WAITING, UNT_WARP_ACTIVE, UNT_SANCTUARY = 0x83, UNT_MAGNUS, UNT_PNEUMA, UNT_ATTACK_SKILLS, //These show no effect on the client, therefore can be used for attack skills. UNT_FIREPILLAR_WAITING, UNT_FIREPILLAR_ACTIVE, UNT_USED_TRAPS = 0x8c, UNT_ICEWALL, UNT_QUAGMIRE, UNT_BLASTMINE, UNT_SKIDTRAP, UNT_ANKLESNARE, UNT_VENOMDUST, UNT_LANDMINE, UNT_SHOCKWAVE, UNT_SANDMAN, UNT_FLASHER, UNT_FREEZINGTRAP, UNT_CLAYMORETRAP, UNT_TALKIEBOX, UNT_VOLCANO, UNT_DELUGE, UNT_VIOLENTGALE, UNT_LANDPROTECTOR, UNT_LULLABY, UNT_RICHMANKIM, UNT_ETERNALCHAOS, UNT_DRUMBATTLEFIELD, UNT_RINGNIBELUNGEN, UNT_ROKISWEIL, UNT_INTOABYSS, UNT_SIEGFRIED, UNT_DISSONANCE, UNT_WHISTLE, UNT_ASSASSINCROSS, UNT_POEMBRAGI, UNT_APPLEIDUN, UNT_UGLYDANCE, UNT_HUMMING, UNT_DONTFORGETME, UNT_FORTUNEKISS, UNT_SERVICEFORYOU, UNT_GRAFFITI, UNT_DEMONSTRATION, UNT_CALLFAMILY, UNT_GOSPEL, UNT_BASILICA, UNT_FOGWALL = 0xb6, UNT_SPIDERWEB, UNT_GRAVITATION, UNT_HERMODE, UNT_KAENSIN, UNT_SUITON, }; #endif