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|
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _STATUS_H_
#define _STATUS_H_
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;
//Use this to refer the max refinery level [Skotlex]
#define MAX_REFINE 10
#define MAX_REFINE_BONUS 5
extern unsigned long StatusChangeFlagTable[];
// Status changes listing. These code are for use by the server.
typedef enum sc_type {
SC_NONE = -1,
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_COMMON_MIN = 0, // begin
SC_FREEZE,
SC_STUN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
SC_SILENCE,
SC_CONFUSION,
SC_BLIND,
SC_BLEEDING,
SC_DPOISON, //10
SC_COMMON_MAX = 10, // end
//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
SC_PROVOKE = 20,
SC_ENDURE,
SC_TWOHANDQUICKEN,
SC_CONCENTRATE,
SC_HIDING,
SC_CLOAKING,
SC_ENCPOISON,
SC_POISONREACT,
SC_QUAGMIRE,
SC_ANGELUS,
SC_BLESSING, //30
SC_SIGNUMCRUCIS,
SC_INCREASEAGI,
SC_DECREASEAGI,
SC_SLOWPOISON,
SC_IMPOSITIO ,
SC_SUFFRAGIUM,
SC_ASPERSIO,
SC_BENEDICTIO,
SC_KYRIE,
SC_MAGNIFICAT, //40
SC_GLORIA,
SC_AETERNA,
SC_ADRENALINE,
SC_WEAPONPERFECTION,
SC_OVERTHRUST,
SC_MAXIMIZEPOWER,
SC_TRICKDEAD,
SC_LOUD,
SC_ENERGYCOAT,
SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
SC_BROKENWEAPON,
SC_HALLUCINATION,
SC_WEIGHT50,
SC_WEIGHT90,
SC_ASPDPOTION0,
SC_ASPDPOTION1,
SC_ASPDPOTION2,
SC_ASPDPOTION3,
SC_SPEEDUP0,
SC_SPEEDUP1, //60
SC_ATKPOTION,
SC_MATKPOTION,
SC_WEDDING,
SC_SLOWDOWN,
SC_ANKLE,
SC_KEEPING,
SC_BARRIER,
SC_STRIPWEAPON,
SC_STRIPSHIELD,
SC_STRIPARMOR, //70
SC_STRIPHELM,
SC_CP_WEAPON,
SC_CP_SHIELD,
SC_CP_ARMOR,
SC_CP_HELM,
SC_AUTOGUARD,
SC_REFLECTSHIELD,
SC_SPLASHER,
SC_PROVIDENCE,
SC_DEFENDER, //80
SC_MAGICROD,
SC_SPELLBREAKER,
SC_AUTOSPELL,
SC_SIGHTTRASHER,
SC_AUTOBERSERK,
SC_SPEARQUICKEN,
SC_AUTOCOUNTER,
SC_SIGHT,
SC_SAFETYWALL,
SC_RUWACH, //90
SC_EXTREMITYFIST,
SC_EXPLOSIONSPIRITS,
SC_COMBO,
SC_BLADESTOP_WAIT,
SC_BLADESTOP,
SC_FIREWEAPON,
SC_WATERWEAPON,
SC_WINDWEAPON,
SC_EARTHWEAPON,
SC_VOLCANO, //100,
SC_DELUGE,
SC_VIOLENTGALE,
SC_WATK_ELEMENT,
SC_ARMOR,
SC_ARMOR_ELEMENT,
SC_NOCHAT,
SC_BABY,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION, //110
SC_TENSIONRELAX,
SC_BERSERK,
SC_FURY,
SC_GOSPEL,
SC_ASSUMPTIO,
SC_BASILICA,
SC_GUILDAURA,
SC_MAGICPOWER,
SC_EDP,
SC_TRUESIGHT, //120
SC_WINDWALK,
SC_MELTDOWN,
SC_CARTBOOST,
SC_CHASEWALK,
SC_REJECTSWORD,
SC_MARIONETTE,
SC_MARIONETTE2,
SC_CHANGEUNDEAD,
SC_JOINTBEAT,
SC_MINDBREAKER, //130
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
SC_DEVOTION,
SC_SACRIFICE,
SC_STEELBODY,
SC_ORCISH,
SC_READYSTORM,
SC_READYDOWN,
SC_READYTURN, //140
SC_READYCOUNTER,
SC_DODGE,
SC_RUN,
SC_SHADOWWEAPON,
SC_ADRENALINE2,
SC_GHOSTWEAPON,
SC_KAIZEL,
SC_KAAHI,
SC_KAUPE,
SC_ONEHAND, //150
SC_PRESERVE,
SC_BATTLEORDERS,
SC_REGENERATION,
SC_DOUBLECAST,
SC_GRAVITATION,
SC_MAXOVERTHRUST,
SC_LONGING,
SC_HERMODE,
SC_SHRINK,
SC_SIGHTBLASTER, //160
SC_WINKCHARM,
SC_CLOSECONFINE,
SC_CLOSECONFINE2,
SC_DANCING,
SC_ELEMENTALCHANGE,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
SC_NIBELUNGEN,
SC_ROKISWEIL, //170
SC_INTOABYSS,
SC_SIEGFRIED,
SC_WHISTLE,
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
SC_MODECHANGE,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE, //180
SC_SERVICE4U,
SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
SC_SPURT,
SC_SPIRIT,
SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
SC_INTRAVISION,
SC_INCALLSTATUS,
SC_INCSTR,
SC_INCAGI,
SC_INCVIT, //190
SC_INCINT,
SC_INCDEX,
SC_INCLUK,
SC_INCHIT,
SC_INCHITRATE,
SC_INCFLEE,
SC_INCFLEERATE,
SC_INCMHPRATE,
SC_INCMSPRATE,
SC_INCATKRATE, //200
SC_INCMATKRATE,
SC_INCDEFRATE,
SC_STRFOOD,
SC_AGIFOOD,
SC_VITFOOD,
SC_INTFOOD,
SC_DEXFOOD,
SC_LUKFOOD,
SC_HITFOOD,
SC_FLEEFOOD, //210
SC_BATKFOOD,
SC_WATKFOOD,
SC_MATKFOOD,
SC_SCRESIST, //Increases resistance to status changes.
SC_XMAS, // Xmas Suit [Valaris]
SC_WARM, //SG skills [Komurka]
SC_SUN_COMFORT,
SC_MOON_COMFORT,
SC_STAR_COMFORT,
SC_FUSION, //220
SC_SKILLRATE_UP,
SC_SKE,
SC_KAITE,
SC_SWOO, // [marquis007]
SC_SKA, // [marquis007]
SC_EARTHSCROLL,
SC_MIRACLE, //SG 'hidden' skill [Komurka]
SC_MADNESSCANCEL,
SC_ADJUSTMENT,
SC_INCREASING, //230
SC_GATLINGFEVER,
SC_TATAMIGAESHI,
SC_UTSUSEMI,
SC_BUNSINJYUTSU,
SC_KAENSIN,
SC_SUITON,
SC_NEN,
SC_KNOWLEDGE,
SC_SMA,
SC_FLING, //240
SC_AVOID,
SC_CHANGE,
SC_BLOODLUST,
SC_FLEET,
SC_SPEED,
SC_DEFENCE,
//SC_INCASPDRATE,
SC_INCFLEE2 = 248,
SC_JAILED,
SC_ENCHANTARMS, //250
SC_MAGICALATTACK,
SC_ARMORCHANGE,
SC_CRITICALWOUND,
SC_MAGICMIRROR,
SC_SLOWCAST,
SC_SUMMER,
SC_EXPBOOST,
SC_ITEMBOOST,
SC_BOSSMAPINFO,
SC_LIFEINSURANCE, //260
SC_INCCRI,
//SC_INCDEF,
//SC_INCBASEATK = 263,
//SC_FASTCAST,
SC_MDEF_RATE = 265,
//SC_HPREGEN,
SC_INCHEALRATE = 267,
SC_PNEUMA,
SC_AUTOTRADE,
SC_KSPROTECTED, //270
SC_ARMOR_RESIST = 271,
SC_SPCOST_RATE,
SC_COMMONSC_RESIST,
SC_SEVENWIND,
SC_DEF_RATE,
//SC_SPREGEN,
SC_WALKSPEED = 277,
// Mercenary Only Bonus Effects
SC_MERC_FLEEUP,
SC_MERC_ATKUP,
SC_MERC_HPUP, //280
SC_MERC_SPUP,
SC_MERC_HITUP,
SC_MERC_QUICKEN,
SC_REBIRTH,
//SC_SKILLCASTRATE, //285
//SC_DEFRATIOATK,
//SC_HPDRAIN,
//SC_SKILLATKBONUS,
SC_ITEMSCRIPT = 289,
SC_S_LIFEPOTION, //290
SC_L_LIFEPOTION,
SC_JEXPBOOST,
//SC_IGNOREDEF,
SC_HELLPOWER = 294,
SC_INVINCIBLE, //295
SC_INVINCIBLEOFF,
SC_MANU_ATK,
SC_MANU_DEF,
SC_SPL_ATK,
SC_SPL_DEF, //300
SC_MANU_MATK,
SC_SPL_MATK,
SC_FOOD_STR_CASH,
SC_FOOD_AGI_CASH,
SC_FOOD_VIT_CASH,
SC_FOOD_DEX_CASH,
SC_FOOD_INT_CASH,
SC_FOOD_LUK_CASH,//308
/**
* 3rd
**/
SC_FEAR,//309
SC_BURNING,//310
SC_FREEZING,//311
/**
* Rune Knight
**/
SC_ENCHANTBLADE,//312
SC_DEATHBOUND,//313
SC_MILLENNIUMSHIELD,
SC_CRUSHSTRIKE,//315
SC_REFRESH,
SC_REUSE_REFRESH,
SC_GIANTGROWTH,
SC_STONEHARDSKIN,
SC_VITALITYACTIVATION,//320
SC_STORMBLAST,
SC_FIGHTINGSPIRIT,
SC_ABUNDANCE,
/**
* Arch Bishop
**/
SC_ADORAMUS,
SC_EPICLESIS,//325
SC_ORATIO,
SC_LAUDAAGNUS,
SC_LAUDARAMUS,
SC_RENOVATIO,
SC_EXPIATIO,//330
SC_DUPLELIGHT,
SC_SECRAMENT,
/**
* Warlock
**/
SC_WHITEIMPRISON,
SC_MARSHOFABYSS,
SC_RECOGNIZEDSPELL,//335
SC_STASIS,
SC_SPHERE_1,
SC_SPHERE_2,
SC_SPHERE_3,
SC_SPHERE_4,//340
SC_SPHERE_5,
SC_READING_SB,
SC_FREEZINGSPELL,
/**
* Ranger
**/
SC_FEARBREEZE,
SC_ELECTRICSHOCKER,//345
SC_WUGDASH,
SC_BITE,
SC_CAMOUFLAGE,
/**
* Mechanic
**/
SC_ACCELERATION,
SC_HOVERING,//350
SC_SHAPESHIFT,
SC_INFRAREDSCAN,
SC_ANALYZE,
SC_MAGNETICFIELD,
SC_NEUTRALBARRIER,//355
SC_NEUTRALBARRIER_MASTER,
SC_STEALTHFIELD,
SC_STEALTHFIELD_MASTER,
SC_OVERHEAT,
SC_OVERHEAT_LIMITPOINT,//360
/**
* Guillotine Cross
**/
SC_VENOMIMPRESS,
SC_POISONINGWEAPON,
SC_WEAPONBLOCKING,
SC_CLOAKINGEXCEED,
SC_HALLUCINATIONWALK,//365
SC_HALLUCINATIONWALK_POSTDELAY,
SC_ROLLINGCUTTER,
SC_TOXIN,
SC_PARALYSE,
SC_VENOMBLEED,//370
SC_MAGICMUSHROOM,
SC_DEATHHURT,
SC_PYREXIA,
SC_OBLIVIONCURSE,
SC_LEECHESEND,//375
/**
* Royal Guard
**/
SC_REFLECTDAMAGE,
SC_FORCEOFVANGUARD,
SC_SHIELDSPELL_DEF,
SC_SHIELDSPELL_MDEF,
SC_SHIELDSPELL_REF,//380
SC_EXEEDBREAK,
SC_PRESTIGE,
SC_BANDING,
SC_BANDING_DEFENCE,
SC_EARTHDRIVE,//385
SC_INSPIRATION,
/**
* Sorcerer
**/
SC_SPELLFIST,
SC_CRYSTALIZE,
SC_STRIKING,
SC_WARMER,//390
SC_VACUUM_EXTREME,
SC_PROPERTYWALK,
/**
* Minstrel / Wanderer
**/
SC_SWINGDANCE,
SC_SYMPHONYOFLOVER,
SC_MOONLITSERENADE,//395
SC_RUSHWINDMILL,
SC_ECHOSONG,
SC_HARMONIZE,
SC_VOICEOFSIREN,
SC_DEEPSLEEP,//400
SC_SIRCLEOFNATURE,
SC_GLOOMYDAY,
SC_GLOOMYDAY_SK,
SC_SONGOFMANA,
SC_DANCEWITHWUG,//405
SC_SATURDAYNIGHTFEVER,
SC_LERADSDEW,
SC_MELODYOFSINK,
SC_BEYONDOFWARCRY,
SC_UNLIMITEDHUMMINGVOICE,//410
SC_SITDOWN_FORCE,
/**
* Sura
**/
SC_CRESCENTELBOW,
SC_CURSEDCIRCLE_ATKER,
SC_CURSEDCIRCLE_TARGET,
SC_LIGHTNINGWALK,//415
SC_RAISINGDRAGON,
SC_GT_ENERGYGAIN,
SC_GT_CHANGE,
SC_GT_REVITALIZE,
/**
* Genetic
**/
SC_GN_CARTBOOST,//420
SC_THORNSTRAP,
SC_BLOODSUCKER,
SC_SMOKEPOWDER,
SC_TEARGAS,
SC_MANDRAGORA,//425
SC_STOMACHACHE,
SC_MYSTERIOUS_POWDER,
SC_MELON_BOMB,
SC_BANANA_BOMB,
SC_BANANA_BOMB_SITDOWN,//430
SC_SAVAGE_STEAK,
SC_COCKTAIL_WARG_BLOOD,
SC_MINOR_BBQ,
SC_SIROMA_ICE_TEA,
SC_DROCERA_HERB_STEAMED,//435
SC_PUTTI_TAILS_NOODLES,
SC_BOOST500,
SC_FULL_SWING_K,
SC_MANA_PLUS,
SC_MUSTLE_M,//440
SC_LIFE_FORCE_F,
SC_EXTRACT_WHITE_POTION_Z,
SC_VITATA_500,
SC_EXTRACT_SALAMINE_JUICE,
/**
* Shadow Chaser
**/
SC__REPRODUCE,//445
SC__AUTOSHADOWSPELL,
SC__SHADOWFORM,
SC__BODYPAINT,
SC__INVISIBILITY,
SC__DEADLYINFECT,//450
SC__ENERVATION,
SC__GROOMY,
SC__IGNORANCE,
SC__LAZINESS,
SC__UNLUCKY,//455
SC__WEAKNESS,
SC__STRIPACCESSORY,
SC__MANHOLE,
SC_CHAOS,
SC__BLOODYLUST,//460
/**
* Elemental Spirits
**/
SC_CIRCLE_OF_FIRE,
SC_CIRCLE_OF_FIRE_OPTION,
SC_FIRE_CLOAK,
SC_FIRE_CLOAK_OPTION,
SC_WATER_SCREEN,//465
SC_WATER_SCREEN_OPTION,
SC_WATER_DROP,
SC_WATER_DROP_OPTION,
SC_WATER_BARRIER,
SC_WIND_STEP,//470
SC_WIND_STEP_OPTION,
SC_WIND_CURTAIN,
SC_WIND_CURTAIN_OPTION,
SC_ZEPHYR,
SC_SOLID_SKIN,//475
SC_SOLID_SKIN_OPTION,
SC_STONE_SHIELD,
SC_STONE_SHIELD_OPTION,
SC_POWER_OF_GAIA,
SC_PYROTECHNIC,//480
SC_PYROTECHNIC_OPTION,
SC_HEATER,
SC_HEATER_OPTION,
SC_TROPIC,
SC_TROPIC_OPTION,//485
SC_AQUAPLAY,
SC_AQUAPLAY_OPTION,
SC_COOLER,
SC_COOLER_OPTION,
SC_CHILLY_AIR,//490
SC_CHILLY_AIR_OPTION,
SC_GUST,
SC_GUST_OPTION,
SC_BLAST,
SC_BLAST_OPTION,//495
SC_WILD_STORM,
SC_WILD_STORM_OPTION,
SC_PETROLOGY,
SC_PETROLOGY_OPTION,
SC_CURSED_SOIL,//500
SC_CURSED_SOIL_OPTION,
SC_UPHEAVAL,
SC_UPHEAVAL_OPTION,
SC_TIDAL_WEAPON,
SC_TIDAL_WEAPON_OPTION,//505
SC_ROCK_CRUSHER,
SC_ROCK_CRUSHER_ATK,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
// Official status change ids, used to display status icons on the client.
enum si_type {
SI_BLANK = -1,
SI_PROVOKE = 0,
SI_ENDURE = 1,
SI_TWOHANDQUICKEN = 2,
SI_CONCENTRATE = 3,
SI_HIDING = 4,
SI_CLOAKING = 5,
SI_ENCPOISON = 6,
SI_POISONREACT = 7,
SI_QUAGMIRE = 8,
SI_ANGELUS = 9,
SI_BLESSING = 10,
SI_SIGNUMCRUCIS = 11,
SI_INCREASEAGI = 12,
SI_DECREASEAGI = 13,
SI_SLOWPOISON = 14,
SI_IMPOSITIO = 15,
SI_SUFFRAGIUM = 16,
SI_ASPERSIO = 17,
SI_BENEDICTIO = 18,
SI_KYRIE = 19,
SI_MAGNIFICAT = 20,
SI_GLORIA = 21,
SI_AETERNA = 22,
SI_ADRENALINE = 23,
SI_WEAPONPERFECTION = 24,
SI_OVERTHRUST = 25,
SI_MAXIMIZEPOWER = 26,
SI_RIDING = 27,
SI_FALCON = 28,
SI_TRICKDEAD = 29,
SI_LOUD = 30,
SI_ENERGYCOAT = 31,
SI_BROKENARMOR = 32,
SI_BROKENWEAPON = 33,
SI_HALLUCINATION = 34,
SI_WEIGHT50 = 35,
SI_WEIGHT90 = 36,
SI_ASPDPOTION0 = 37,
SI_ASPDPOTION1 = 38,
SI_ASPDPOTION2 = 39,
SI_ASPDPOTIONINFINITY = 40,
SI_SPEEDPOTION1 = 41,
// SI_MOVHASTE_INFINITY = 42,
// SI_AUTOCOUNTER = 43,
// SI_SPLASHER = 44,
// SI_ANKLESNARE = 45,
SI_ACTIONDELAY = 46,
// SI_NOACTION = 47,
// SI_IMPOSSIBLEPICKUP = 48,
// SI_BARRIER = 49,
SI_STRIPWEAPON = 50,
SI_STRIPSHIELD = 51,
SI_STRIPARMOR = 52,
SI_STRIPHELM = 53,
SI_CP_WEAPON = 54,
SI_CP_SHIELD = 55,
SI_CP_ARMOR = 56,
SI_CP_HELM = 57,
SI_AUTOGUARD = 58,
SI_REFLECTSHIELD = 59,
// SI_DEVOTION = 60,
SI_PROVIDENCE = 61,
SI_DEFENDER = 62,
// SI_MAGICROD = 63,
// SI_WEAPONPROPERTY = 64,
SI_AUTOSPELL = 65,
// SI_SPECIALZONE = 66,
// SI_MASK = 67,
SI_SPEARQUICKEN = 68,
// SI_BDPLAYING = 69,
// SI_WHISTLE = 70,
// SI_ASSASSINCROSS = 71,
// SI_POEMBRAGI = 72,
// SI_APPLEIDUN = 73,
// SI_HUMMING = 74,
// SI_DONTFORGETME = 75,
// SI_FORTUNEKISS = 76,
// SI_SERVICEFORYOU = 77,
// SI_RICHMANKIM = 78,
// SI_ETERNALCHAOS = 79,
// SI_DRUMBATTLEFIELD = 80,
// SI_RINGNIBELUNGEN = 81,
// SI_ROKISWEIL = 82,
// SI_INTOABYSS = 83,
// SI_SIEGFRIED = 84,
// SI_BLADESTOP = 85,
SI_EXPLOSIONSPIRITS = 86,
SI_STEELBODY = 87,
// SI_EXTREMITYFIST = 88,
// SI_COMBOATTACK = 89,
SI_FIREWEAPON = 90,
SI_WATERWEAPON = 91,
SI_WINDWEAPON = 92,
SI_EARTHWEAPON = 93,
// SI_MAGICATTACK = 94,
SI_STOP = 95,
// SI_WEAPONBRAKER = 96,
SI_UNDEAD = 97,
// SI_POWERUP = 98,
// SI_AGIUP = 99,
// SI_SIEGEMODE = 100,
// SI_INVISIBLE = 101,
// SI_STATUSONE = 102,
SI_AURABLADE = 103,
SI_PARRYING = 104,
SI_CONCENTRATION = 105,
SI_TENSIONRELAX = 106,
SI_BERSERK = 107,
// SI_SACRIFICE = 108,
// SI_GOSPEL = 109,
SI_ASSUMPTIO = 110,
// SI_BASILICA = 111,
SI_LANDENDOW = 112,
SI_MAGICPOWER = 113,
SI_EDP = 114,
SI_TRUESIGHT = 115,
SI_WINDWALK = 116,
SI_MELTDOWN = 117,
SI_CARTBOOST = 118,
// SI_CHASEWALK = 119,
SI_REJECTSWORD = 120,
SI_MARIONETTE = 121,
SI_MARIONETTE2 = 122,
SI_MOONLIT = 123,
SI_BLEEDING = 124,
SI_JOINTBEAT = 125,
// SI_MINDBREAKER = 126,
// SI_MEMORIZE = 127,
// SI_FOGWALL = 128,
// SI_SPIDERWEB = 129,
SI_BABY = 130,
// SI_SUB_WEAPONPROPERTY = 131,
SI_AUTOBERSERK = 132,
SI_RUN = 133,
SI_BUMP = 134,
SI_READYSTORM = 135,
// SI_STORMKICK_READY = 136,
SI_READYDOWN = 137,
// SI_DOWNKICK_READY = 138,
SI_READYTURN = 139,
// SI_TURNKICK_READY = 140,
SI_READYCOUNTER = 141,
// SI_COUNTER_READY = 142,
SI_DODGE = 143,
// SI_DODGE_READY = 144,
SI_SPURT = 145,
SI_SHADOWWEAPON = 146,
SI_ADRENALINE2 = 147,
SI_GHOSTWEAPON = 148,
SI_SPIRIT = 149,
// SI_PLUSATTACKPOWER = 150,
// SI_PLUSMAGICPOWER = 151,
SI_DEVIL = 152,
SI_KAITE = 153,
// SI_SWOO = 154,
// SI_STAR2 = 155,
SI_KAIZEL = 156,
SI_KAAHI = 157,
SI_KAUPE = 158,
SI_SMA = 159,
SI_NIGHT = 160,
SI_ONEHAND = 161,
// SI_FRIEND = 162,
// SI_FRIENDUP = 163,
// SI_SG_WARM = 164,
SI_WARM = 165,
// 166 | The three show the exact same display: ultra red character (165, 166, 167)
// 167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
// SI_EMOTION = 168,
SI_SUN_COMFORT = 169,
SI_MOON_COMFORT = 170,
SI_STAR_COMFORT = 171,
// SI_EXPUP = 172,
// SI_GDSKILL_BATTLEORDER = 173,
// SI_GDSKILL_REGENERATION = 174,
// SI_GDSKILL_POSTDELAY = 175,
// SI_RESISTHANDICAP = 176,
// SI_MAXHPPERCENT = 177,
// SI_MAXSPPERCENT = 178,
// SI_DEFENCE = 179,
// SI_SLOWDOWN = 180,
SI_PRESERVE = 181,
SI_INCSTR = 182,
// SI_NOT_EXTREMITYFIST = 183,
SI_INTRAVISION = 184,
// SI_MOVESLOW_POTION = 185,
SI_DOUBLECAST = 186,
// SI_GRAVITATION = 187,
SI_MAXOVERTHRUST = 188,
// SI_LONGING = 189,
// SI_HERMODE = 190,
SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
// SI_HLIF_AVOID = 192,
// SI_HFLI_FLEET = 193,
// SI_HFLI_SPEED = 194,
// SI_HLIF_CHANGE = 195,
// SI_HAMI_BLOODLUST = 196,
SI_SHRINK = 197,
SI_SIGHTBLASTER = 198,
SI_WINKCHARM = 199,
SI_CLOSECONFINE = 200,
SI_CLOSECONFINE2 = 201,
// SI_DISABLEMOVE = 202,
SI_MADNESSCANCEL = 203, //[blackhole89]
SI_GATLINGFEVER = 204,
SI_EARTHSCROLL = 205,
SI_UTSUSEMI = 206,
SI_BUNSINJYUTSU = 207,
SI_NEN = 208,
SI_ADJUSTMENT = 209,
SI_ACCURACY = 210,
// SI_NJ_SUITON = 211,
// SI_PET = 212,
// SI_MENTAL = 213,
// SI_EXPMEMORY = 214,
// SI_PERFORMANCE = 215,
// SI_GAIN = 216,
// SI_GRIFFON = 217,
// SI_DRIFT = 218,
// SI_WALLSHIFT = 219,
// SI_REINCARNATION = 220,
// SI_PATTACK = 221,
// SI_PSPEED = 222,
// SI_PDEFENSE = 223,
// SI_PCRITICAL = 224,
// SI_RANKING = 225,
// SI_PTRIPLE = 226,
// SI_DENERGY = 227,
// SI_WAVE1 = 228,
// SI_WAVE2 = 229,
// SI_WAVE3 = 230,
// SI_WAVE4 = 231,
// SI_DAURA = 232,
// SI_DFREEZER = 233,
// SI_DPUNISH = 234,
// SI_DBARRIER = 235,
// SI_DWARNING = 236,
// SI_MOUSEWHEEL = 237,
// SI_DGAUGE = 238,
// SI_DACCEL = 239,
// SI_DBLOCK = 240,
SI_FOODSTR = 241,
SI_FOODAGI = 242,
SI_FOODVIT = 243,
SI_FOODDEX = 244,
SI_FOODINT = 245,
SI_FOODLUK = 246,
SI_FOODFLEE = 247,
SI_FOODHIT = 248,
SI_FOODCRI = 249,
SI_EXPBOOST = 250,
SI_LIFEINSURANCE = 251,
SI_ITEMBOOST = 252,
SI_BOSSMAPINFO = 253,
// SI_DA_ENERGY = 254,
// SI_DA_FIRSTSLOT = 255,
// SI_DA_HEADDEF = 256,
// SI_DA_SPACE = 257,
// SI_DA_TRANSFORM = 258,
// SI_DA_ITEMREBUILD = 259,
// SI_DA_ILLUSION = 260, //All mobs display as Turtle General
// SI_DA_DARKPOWER = 261,
// SI_DA_EARPLUG = 262,
// SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
// SI_DA_BLACK = 264, //For short time blurry screen
// SI_DA_MAGICCART = 265,
// SI_CRYSTAL = 266,
// SI_DA_REBUILD = 267,
// SI_DA_EDARKNESS = 268,
// SI_DA_EGUARDIAN = 269,
// SI_DA_TIMEOUT = 270,
SI_FOOD_STR_CASH = 271,
SI_FOOD_AGI_CASH = 272,
SI_FOOD_VIT_CASH = 273,
SI_FOOD_DEX_CASH = 274,
SI_FOOD_INT_CASH = 275,
SI_FOOD_LUK_CASH = 276,
SI_MERC_FLEEUP = 277,
SI_MERC_ATKUP = 278,
SI_MERC_HPUP = 279,
SI_MERC_SPUP = 280,
SI_MERC_HITUP = 281,
SI_SLOWCAST = 282,
// SI_MAGICMIRROR = 283,
// SI_STONESKIN = 284,
// SI_ANTIMAGIC = 285,
SI_CRITICALWOUND = 286,
// SI_NPC_DEFENDER = 287,
// SI_NOACTION_WAIT = 288,
SI_MOVHASTE_HORSE = 289,
SI_DEF_RATE = 290,
SI_MDEF_RATE = 291,
SI_INCHEALRATE = 292,
SI_S_LIFEPOTION = 293,
SI_L_LIFEPOTION = 294,
SI_INCCRI = 295,
SI_PLUSAVOIDVALUE = 296,
// SI_ATKER_ASPD = 297,
// SI_TARGET_ASPD = 298,
// SI_ATKER_MOVESPEED = 299,
SI_ATKER_BLOOD = 300,
SI_TARGET_BLOOD = 301,
SI_ARMOR_PROPERTY = 302,
// SI_REUSE_LIMIT_A = 303,
SI_HELLPOWER = 304,
// SI_STEAMPACK = 305,
// SI_REUSE_LIMIT_B = 306,
// SI_REUSE_LIMIT_C = 307,
// SI_REUSE_LIMIT_D = 308,
// SI_REUSE_LIMIT_E = 309,
// SI_REUSE_LIMIT_F = 310,
SI_INVINCIBLE = 311,
SI_CASH_PLUSONLYJOBEXP = 312,
// SI_PARTYFLEE = 313,
// SI_ANGEL_PROTECT = 314,
SI_ENDURE_MDEF = 315,
SI_ENCHANTBLADE = 316,
SI_DEATHBOUND = 317,
SI_REFRESH = 318,
SI_GIANTGROWTH = 319,
SI_STONEHARDSKIN = 320,
SI_VITALITYACTIVATION = 321,
SI_FIGHTINGSPIRIT = 322,
SI_ABUNDANCE = 323,
SI_REUSE_MILLENNIUMSHIELD = 324,
SI_REUSE_CRUSHSTRIKE = 325,
SI_REUSE_REFRESH = 326,
SI_REUSE_STORMBLAST = 327,
SI_VENOMIMPRESS = 328,
SI_EPICLESIS = 329,
SI_ORATIO = 330,
SI_LAUDAAGNUS = 331,
SI_LAUDARAMUS = 332,
SI_CLOAKINGEXCEED = 333,
SI_HALLUCINATIONWALK = 334,
SI_HALLUCINATIONWALK_POSTDELAY = 335,
SI_RENOVATIO = 336,
SI_WEAPONBLOCKING = 337,
SI_WEAPONBLOCKING_POSTDELAY = 338,
SI_ROLLINGCUTTER = 339,
SI_EXPIATIO = 340,
SI_POISONINGWEAPON = 341,
SI_TOXIN = 342,
SI_PARALYSE = 343,
SI_VENOMBLEED = 344,
SI_MAGICMUSHROOM = 345,
SI_DEATHHURT = 346,
SI_PYREXIA = 347,
SI_OBLIVIONCURSE = 348,
SI_LEECHESEND = 349,
SI_DUPLELIGHT = 350,
SI_FROSTMISTY = 351,
SI_FEARBREEZE = 352,
SI_ELECTRICSHOCKER = 353,
SI_MARSHOFABYSS = 354,
SI_RECOGNIZEDSPELL = 355,
SI_STASIS = 356,
SI_WUGRIDER = 357,
SI_WUGDASH = 358,
SI_WUGBITE = 359,
SI_CAMOUFLAGE = 360,
SI_ACCELERATION = 361,
SI_HOVERING = 362,
SI_SPHERE_1 = 363,
SI_SPHERE_2 = 364,
SI_SPHERE_3 = 365,
SI_SPHERE_4 = 366,
SI_SPHERE_5 = 367,
SI_MVPCARD_TAOGUNKA = 368,
SI_MVPCARD_MISTRESS = 369,
SI_MVPCARD_ORCHERO = 370,
SI_MVPCARD_ORCLORD = 371,
SI_OVERHEAT_LIMITPOINT = 372,
SI_OVERHEAT = 373,
SI_SHAPESHIFT = 374,
SI_INFRAREDSCAN = 375,
SI_MAGNETICFIELD = 376,
SI_NEUTRALBARRIER = 377,
SI_NEUTRALBARRIER_MASTER = 378,
SI_STEALTHFIELD = 379,
SI_STEALTHFIELD_MASTER = 380,
SI_MANU_ATK = 381,
SI_MANU_DEF = 382,
SI_SPL_ATK = 383,
SI_SPL_DEF = 384,
SI_REPRODUCE = 385,
SI_MANU_MATK = 386,
SI_SPL_MATK = 387,
SI_STR_SCROLL = 388,
SI_INT_SCROLL = 389,
SI_LG_REFLECTDAMAGE = 390,
SI_FORCEOFVANGUARD = 391,
SI_BUCHEDENOEL = 392,
SI_AUTOSHADOWSPELL = 393,
SI_SHADOWFORM = 394,
SI_RAID = 395,
SI_SHIELDSPELL_DEF = 396,
SI_SHIELDSPELL_MDEF = 397,
SI_SHIELDSPELL_REF = 398,
SI_BODYPAINT = 399,
SI_EXEEDBREAK = 400,
SI_ADORAMUS = 401,
SI_PRESTIGE = 402,
SI_INVISIBILITY = 403,
SI_DEADLYINFECT = 404,
SI_BANDING = 405,
SI_EARTHDRIVE = 406,
SI_INSPIRATION = 407,
SI_ENERVATION = 408,
SI_GROOMY = 409,
SI_RAISINGDRAGON = 410,
SI_IGNORANCE = 411,
SI_LAZINESS = 412,
SI_LIGHTNINGWALK = 413,
SI_ACARAJE = 414,
SI_UNLUCKY = 415,
SI_CURSEDCIRCLE_ATKER = 416,
SI_CURSEDCIRCLE_TARGET = 417,
SI_WEAKNESS = 418,
SI_CRESCENTELBOW = 419,
SI_NOEQUIPACCESSARY = 420,
SI_STRIPACCESSARY = 421,
SI_MANHOLE = 422,
SI_POPECOOKIE = 423,
SI_FALLENEMPIRE = 424,
SI_GENTLETOUCH_ENERGYGAIN = 425,
SI_GENTLETOUCH_CHANGE = 426,
SI_GENTLETOUCH_REVITALIZE = 427,
SI_BLOODYLUST = 428,
SI_SWING = 429,
SI_SYMPHONY_LOVE = 430,
SI_PROPERTYWALK = 431,
SI_SPELLFIST = 432,
SI_NETHERWORLD = 433,
SI_SIREN = 434,
SI_DEEP_SLEEP = 435,
SI_SIRCLEOFNATURE = 436,
SI_COLD = 437,
SI_GLOOMYDAY = 438,
SI_SONG_OF_MANA = 439,
SI_CLOUD_KILL = 440,
SI_DANCE_WITH_WUG = 441,
SI_RUSH_WINDMILL = 442,
SI_ECHOSONG = 443,
SI_HARMONIZE = 444,
SI_STRIKING = 445,
SI_WARMER = 446,
SI_MOONLIT_SERENADE = 447,
SI_SATURDAY_NIGHT_FEVER = 448,
SI_SITDOWN_FORCE = 449,
SI_ANALYZE = 450,
SI_LERADS_DEW = 451,
SI_MELODYOFSINK = 452,
SI_BEYOND_OF_WARCRY = 453,
SI_UNLIMITED_HUMMING_VOICE = 454,
SI_SPELLBOOK1 = 455,
SI_SPELLBOOK2 = 456,
SI_SPELLBOOK3 = 457,
SI_FREEZE_SP = 458,
SI_GN_TRAINING_SWORD = 459,
SI_GN_REMODELING_CART = 460,
SI_GN_CARTBOOST = 461,
SI_FIXEDCASTINGTM_REDUCE = 462,
SI_THORNS_TRAP = 463,
SI_BLOOD_SUCKER = 464,
SI_SPORE_EXPLOSION = 465,
SI_DEMONIC_FIRE = 466,
SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
SI_FIRE_EXPANSION_TEAR_GAS = 468,
SI_BLOCKING_PLAY = 469,
SI_MANDRAGORA = 470,
SI_ACTIVATE = 471,
SI_SECRAMENT = 472,
SI_ASSUMPTIO2 = 473,
SI_TK_SEVENWIND = 474,
SI_LIMIT_ODINS_RECALL = 475,
SI_STOMACHACHE = 476,
SI_MYSTERIOUS_POWDER = 477,
SI_MELON_BOMB = 478,
SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
SI_PROMOTE_HEALTH_RESERCH = 480,
SI_ENERGY_DRINK_RESERCH = 481,
SI_EXTRACT_WHITE_POTION_Z = 482,
SI_VITATA_500 = 483,
SI_EXTRACT_SALAMINE_JUICE = 484,
SI_BOOST500 = 485,
SI_FULL_SWING_K = 486,
SI_MANA_PLUS = 487,
SI_MUSTLE_M = 488,
SI_LIFE_FORCE_F = 489,
SI_VACUUM_EXTREME = 490,
SI_SAVAGE_STEAK = 491,
SI_COCKTAIL_WARG_BLOOD = 492,
SI_MINOR_BBQ = 493,
SI_SIROMA_ICE_TEA = 494,
SI_DROCERA_HERB_STEAMED = 495,
SI_PUTTI_TAILS_NOODLES = 496,
SI_BANANA_BOMB = 497,
SI_SUMMON_AGNI = 498,
SI_SPELLBOOK4 = 499,
SI_SPELLBOOK5 = 500,
SI_SPELLBOOK6 = 501,
SI_SPELLBOOK7 = 502,
SI_ELEMENTAL_AGGRESSIVE = 503,
SI_RETURN_TO_ELDICASTES = 504,
SI_BANDING_DEFENCE = 505,
SI_SKELSCROLL = 506,
SI_DISTRUCTIONSCROLL = 507,
SI_ROYALSCROLL = 508,
SI_IMMUNITYSCROLL = 509,
SI_MYSTICSCROLL = 510,
SI_BATTLESCROLL = 511,
SI_ARMORSCROLL = 512,
SI_FREYJASCROLL = 513,
SI_SOULSCROLL = 514,
SI_CIRCLE_OF_FIRE = 515,
SI_CIRCLE_OF_FIRE_OPTION = 516,
SI_FIRE_CLOAK = 517,
SI_FIRE_CLOAK_OPTION = 518,
SI_WATER_SCREEN = 519,
SI_WATER_SCREEN_OPTION = 520,
SI_WATER_DROP = 521,
SI_WATER_DROP_OPTION = 522,
SI_WIND_STEP = 523,
SI_WIND_STEP_OPTION = 524,
SI_WIND_CURTAIN = 525,
SI_WIND_CURTAIN_OPTION = 526,
SI_WATER_BARRIER = 527,
SI_ZEPHYR = 528,
SI_SOLID_SKIN = 529,
SI_SOLID_SKIN_OPTION = 530,
SI_STONE_SHIELD = 531,
SI_STONE_SHIELD_OPTION = 532,
SI_POWER_OF_GAIA = 533,
SI_EL_WAIT = 534,
SI_EL_PASSIVE = 535,
SI_EL_DEFENSIVE = 536,
SI_EL_OFFENSIVE = 537,
SI_EL_COST = 538,
SI_PYROTECHNIC = 539,
SI_PYROTECHNIC_OPTION = 540,
SI_HEATER = 541,
SI_HEATER_OPTION = 542,
SI_TROPIC = 543,
SI_TROPIC_OPTION = 544,
SI_AQUAPLAY = 545,
SI_AQUAPLAY_OPTION = 546,
SI_COOLER = 547,
SI_COOLER_OPTION = 548,
SI_CHILLY_AIR = 549,
SI_CHILLY_AIR_OPTION = 550,
SI_GUST = 551,
SI_GUST_OPTION = 552,
SI_BLAST = 553,
SI_BLAST_OPTION = 554,
SI_WILD_STORM = 555,
SI_WILD_STORM_OPTION = 556,
SI_PETROLOGY = 557,
SI_PETROLOGY_OPTION = 558,
SI_CURSED_SOIL = 559,
SI_CURSED_SOIL_OPTION = 560,
SI_UPHEAVAL = 561,
SI_UPHEAVAL_OPTION = 562,
SI_TIDAL_WEAPON = 563,
SI_TIDAL_WEAPON_OPTION = 564,
SI_ROCK_CRUSHER = 565,
SI_ROCK_CRUSHER_ATK = 566,
SI_FIRE_INSIGNIA = 567,
SI_WATER_INSIGNIA = 568,
SI_WIND_INSIGNIA = 569,
SI_EARTH_INSIGNIA = 570,
SI_EQUIPED_FLOOR = 571,
SI_ALL_RIDING = 613,//awesome 571-613 gap, we're missing quite a few stuff here.
};
// JOINTBEAT stackable ailments
enum e_joint_break
{
BREAK_ANKLE = 0x01, // MoveSpeed reduced by 50%
BREAK_WRIST = 0x02, // ASPD reduced by 25%
BREAK_KNEE = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
BREAK_SHOULDER = 0x08, // DEF reduced by 50%
BREAK_WAIST = 0x10, // DEF reduced by 25%, ATK reduced by 25%
BREAK_NECK = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
extern int current_equip_item_index;
extern int current_equip_card_id;
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
MD_CANMOVE = 0x0001,
MD_LOOTER = 0x0002,
MD_AGGRESSIVE = 0x0004,
MD_ASSIST = 0x0008,
MD_CASTSENSOR_IDLE = 0x0010,
MD_BOSS = 0x0020,
MD_PLANT = 0x0040,
MD_CANATTACK = 0x0080,
MD_DETECTOR = 0x0100,
MD_CASTSENSOR_CHASE = 0x0200,
MD_CHANGECHASE = 0x0400,
MD_ANGRY = 0x0800,
MD_CHANGETARGET_MELEE = 0x1000,
MD_CHANGETARGET_CHASE = 0x2000,
MD_TARGETWEAK = 0x4000,
MD_MASK = 0xFFFF,
};
//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)
//opt1: Non stackable status changes.
enum {
OPT1_STONE = 1, //Petrified
OPT1_FREEZE,
OPT1_STUN,
OPT1_SLEEP,
//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
OPT1_STONEWAIT=6, //Petrifying
OPT1_BURNING,
OPT1_IMPRISON,
};
//opt2: Stackable status changes.
enum {
OPT2_POISON = 0x0001,
OPT2_CURSE = 0x0002,
OPT2_SILENCE = 0x0004,
OPT2_SIGNUMCRUCIS = 0x0008,
OPT2_BLIND = 0x0010,
OPT2_ANGELUS = 0x0020,
OPT2_BLEEDING = 0x0040,
OPT2_DPOISON = 0x0080,
OPT2_FEAR = 0x0100,
};
//opt3: (SHOW_EFST_*)
enum {
OPT3_NORMAL = 0x00000000,
OPT3_QUICKEN = 0x00000001,
OPT3_OVERTHRUST = 0x00000002,
OPT3_ENERGYCOAT = 0x00000004,
OPT3_EXPLOSIONSPIRITS = 0x00000008,
OPT3_STEELBODY = 0x00000010,
OPT3_BLADESTOP = 0x00000020,
OPT3_AURABLADE = 0x00000040,
OPT3_BERSERK = 0x00000080,
OPT3_LIGHTBLADE = 0x00000100,
OPT3_MOONLIT = 0x00000200,
OPT3_MARIONETTE = 0x00000400,
OPT3_ASSUMPTIO = 0x00000800,
OPT3_WARM = 0x00001000,
OPT3_KAITE = 0x00002000,
OPT3_BUNSIN = 0x00004000,
OPT3_SOULLINK = 0x00008000,
OPT3_UNDEAD = 0x00010000,
OPT3_CONTRACT = 0x00020000,
};
enum {
OPTION_NOTHING = 0x00000000,
OPTION_SIGHT = 0x00000001,
OPTION_HIDE = 0x00000002,
OPTION_CLOAK = 0x00000004,
OPTION_CART1 = 0x00000008,
OPTION_FALCON = 0x00000010,
OPTION_RIDING = 0x00000020,
OPTION_INVISIBLE = 0x00000040,
OPTION_CART2 = 0x00000080,
OPTION_CART3 = 0x00000100,
OPTION_CART4 = 0x00000200,
OPTION_CART5 = 0x00000400,
OPTION_ORCISH = 0x00000800,
OPTION_WEDDING = 0x00001000,
OPTION_RUWACH = 0x00002000,
OPTION_CHASEWALK = 0x00004000,
OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
OPTION_XMAS = 0x00010000,
OPTION_TRANSFORM = 0x00020000,
OPTION_SUMMER = 0x00040000,
OPTION_DRAGON1 = 0x00080000,
OPTION_WUG = 0x00100000,
OPTION_WUGRIDER = 0x00200000,
OPTION_MADOGEAR = 0x00400000,
OPTION_DRAGON2 = 0x00800000,
OPTION_DRAGON3 = 0x01000000,
OPTION_DRAGON4 = 0x02000000,
OPTION_DRAGON5 = 0x04000000,
OPTION_MOUNTING = 0x08000000,//dull name (cuz ind named it :/)
// compound constants
OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
OPTION_MASK = ~OPTION_INVISIBLE,
};
//Defines for the manner system [Skotlex]
enum manner_flags
{
MANNER_NOCHAT = 0x01,
MANNER_NOSKILL = 0x02,
MANNER_NOCOMMAND = 0x04,
MANNER_NOITEM = 0x08,
MANNER_NOROOM = 0x10,
};
//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
SCB_NONE = 0x00000000,
SCB_BASE = 0x00000001,
SCB_MAXHP = 0x00000002,
SCB_MAXSP = 0x00000004,
SCB_STR = 0x00000008,
SCB_AGI = 0x00000010,
SCB_VIT = 0x00000020,
SCB_INT = 0x00000040,
SCB_DEX = 0x00000080,
SCB_LUK = 0x00000100,
SCB_BATK = 0x00000200,
SCB_WATK = 0x00000400,
SCB_MATK = 0x00000800,
SCB_HIT = 0x00001000,
SCB_FLEE = 0x00002000,
SCB_DEF = 0x00004000,
SCB_DEF2 = 0x00008000,
SCB_MDEF = 0x00010000,
SCB_MDEF2 = 0x00020000,
SCB_SPEED = 0x00040000,
SCB_ASPD = 0x00080000,
SCB_DSPD = 0x00100000,
SCB_CRI = 0x00200000,
SCB_FLEE2 = 0x00400000,
SCB_ATK_ELE = 0x00800000,
SCB_DEF_ELE = 0x01000000,
SCB_MODE = 0x02000000,
SCB_SIZE = 0x04000000,
SCB_RACE = 0x08000000,
SCB_RANGE = 0x10000000,
SCB_REGEN = 0x20000000,
SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
SCB_BATTLE = 0x3FFFFFFE,
SCB_ALL = 0x3FFFFFFF
};
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER)
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
};
//For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp, // see status_cpy before adding members before hp and sp
max_hp, max_sp;
unsigned short
str, agi, vit, int_, dex, luk,
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
short
hit, flee, cri, flee2,
def2, mdef2,
#if RRMODE
/**
* In RE def and mdef can go over 127 (signed char) limit, so in RE mode we use short
**/
def,mdef,
#endif
aspd_rate;
unsigned char
def_ele, ele_lv,
#if RRMODE
/**
* in RE weapon level is used in several areas, keeping it here saves performance
**/
wlv,
#endif
size, race;
#if RRMODE == 0
/**
* In NON-RE def and mdef are not required to be short, so we keep it signed char (ancient-default)
**/
signed char
def, mdef;
#endif
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
//Additional regen data that only players have.
struct regen_data_sub {
unsigned short
hp,sp;
//tick accumulation before healing.
struct {
unsigned int hp,sp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char hp,sp;
} rate;
};
struct regen_data {
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
struct regen_data_sub *sregen, *ssregen;
};
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
struct status_change {
unsigned int option;// effect state (bitfield)
unsigned int opt3;// skill state (bitfield)
unsigned short opt1;// body state
unsigned short opt2;// health state (bitfield)
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
//int sg_id; //ID of the previous Storm gust that hit you
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
struct status_change_entry *data[SC_MAX];
};
// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
signed char status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl) status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
#if RRMODE
/**
* in RE weapon level is used in several areas, keeping it here saves performance
**/
#define status_get_wlv(bl) status_get_status_data(bl)->wlv
#endif
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);
struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);
int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);
#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
int status_getrefinebonus(int lv,int type);
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
int status_readdb(void);
int do_init_status(void);
void do_final_status(void);
#endif /* _STATUS_H_ */
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