// 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; uint16 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; uint16 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 { uint16 skill_id; 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(uint16 skill_id); //[Skotlex] // Accessor to the skills database // int skill_get_index( uint16 skill_id ); int skill_get_type( uint16 skill_id ); int skill_get_hit( uint16 skill_id ); int skill_get_inf( uint16 skill_id ); int skill_get_ele( uint16 skill_id , uint16 skill_lv ); int skill_get_nk( uint16 skill_id ); int skill_get_max( uint16 skill_id ); int skill_get_range( uint16 skill_id , uint16 skill_lv ); int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv); int skill_get_splash( uint16 skill_id , uint16 skill_lv ); int skill_get_hp( uint16 skill_id ,uint16 skill_lv ); int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ); int skill_get_sp( uint16 skill_id ,uint16 skill_lv ); int skill_get_state(uint16 skill_id); int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ); int skill_get_num( uint16 skill_id ,uint16 skill_lv ); int skill_get_cast( uint16 skill_id ,uint16 skill_lv ); int skill_get_delay( uint16 skill_id ,uint16 skill_lv ); int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ); int skill_get_time( uint16 skill_id ,uint16 skill_lv ); int skill_get_time2( uint16 skill_id ,uint16 skill_lv ); int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ); int skill_get_castdef( uint16 skill_id ); int skill_get_weapontype( uint16 skill_id ); int skill_get_ammotype( uint16 skill_id ); int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ); int skill_get_nocast( uint16 skill_id ); int skill_get_unit_id(uint16 skill_id,int flag); int skill_get_inf2( uint16 skill_id ); int skill_get_castcancel( uint16 skill_id ); int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ); int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ); int skill_get_unit_flag( uint16 skill_id ); int skill_get_unit_target( uint16 skill_id ); int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest const char* skill_get_name( uint16 skill_id ); // [Skotlex] const char* skill_get_desc( uint16 skill_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,uint16 skill_id, 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,uint16 skill_id,uint16 skill_lv,int type,int flag); // Results? Added int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,int dmg_lv,unsigned int tick); int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick); int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, 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, uint16 skill_id, uint16 skill_lv, 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, uint16 skill_id, uint16 skill_lv, 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, uint16 skill_id, uint16 skill_lv); int skill_castfix_sc( struct block_list *bl, int time); #ifdef RENEWAL_CAST int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv); #endif int skill_delayfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv); // Skill conditions check and remove [Inkfish] int skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv); int skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv); int skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type); struct skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv); int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag); // -- moonsoul (added skill_check_unit_cell) int skill_check_unit_cell(uint16 skill_id,int16 m,int16 x,int16 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, int16 m,int16 dx,int16 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, uint16 skill_id, uint16 skill_lv, 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,uint16 skill_id); int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 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(uint16 skill_id, struct map_session_data *sd); int skillnotok_hom(uint16 skill_id, struct homun_data *hd); int skillnotok_mercenary(uint16 skill_id, 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, uint16 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,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag ); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag ); int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag); int skill_blockpc_start_(struct map_session_data*, uint16 skill_id, int, bool); int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int); int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int); #define skill_blockpc_start(sd, skill_id, tick) skill_blockpc_start_( sd, skill_id, 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,uint16 skill_id,uint16 skill_lv,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, ST_RIDINGDRAGON, ST_WUG, ST_RIDINGWUG, ST_MADO, ST_ELEMENTALSPIRIT, ST_POISONINGWEAPON, ST_ROLLINGCUTTER, ST_MH_FIGHTING, ST_MH_GRAPPLING, ST_PECO, }; 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, uint16 skill_id, uint16 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, uint16 skill_id); /** * Guilottine Cross **/ #define MAX_SKILL_MAGICMUSHROOM_DB 23 struct s_skill_magicmushroom_db { uint16 skill_id; }; 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,uint16 skill_id); int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, 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(uint16 skill_id, uint16 skill_lv); #endif /* _SKILL_H_ */