// $Id: skill.h,v 1.5 2004/12/23 7:43:16 PM Celestia $
#ifndef _SKILL_H_
#define _SKILL_H_
#include "map.h"
#define MAX_SKILL_DB 750
#define MAX_SKILL_PRODUCE_DB 150
#define MAX_PRODUCE_RESOURCE 7
#define MAX_SKILL_ARROW_DB 150
#define MAX_SKILL_ABRA_DB 350
// �X�L���f?�^�x?�X
struct skill_db {
int range[MAX_SKILL_LEVEL],hit,inf,pl,nk,max;
int num[MAX_SKILL_LEVEL];
int cast[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,state,spiritball[MAX_SKILL_LEVEL];
int itemid[10],amount[10];
int castnodex[MAX_SKILL_LEVEL];
int delaynodex[MAX_SKILL_LEVEL];
int nocast;
};
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
};
extern const struct skill_name_db skill_names[];
// �A�C�e���쐬�f?�^�x?�X
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];
// ��쐬�f?�^�x?�X
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];
// �A�u���J�_�u���f?�^�x?�X
struct skill_abra_db {
int nameid;
int req_lv;
int per;
};
extern struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;
int do_init_skill(void);
// �X�L���f?�^�x?�X�ւ̃A�N�Z�T
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_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_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_unit_id(int id,int flag);
int skill_get_inf2( int id );
int skill_get_maxcount( int id );
int skill_get_blewcount( int id ,int lv );
int skill_tree_get_max( int id, int b_class ); // Celest
// �X�L���̎g�p
int skill_use_id( struct map_session_data *sd, int target_id,
int skill_num,int skill_lv);
int skill_use_pos( struct map_session_data *sd,
int skill_x, int skill_y, int skill_num, int skill_lv);
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);
// �lj�?��
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
// ���j�b�g�X�L��
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 skill_delunitgroup(struct skill_unit_group *group);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl,int group_id);
int skill_unitgrouptickset_delete(struct block_list *bl,int group_id);
int skill_clear_unitgroup(struct block_list *src);
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 time );
int skill_delayfix( struct block_list *bl, int time );
int skill_check_unit_range(int m,int x,int y,int range,int skillid);
int skill_check_unit_range2(int m,int x,int y,int range);
// -- 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 range);
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy);
struct skill_unit_group *skill_check_dancing( struct block_list *src );
void skill_stop_dancing(struct block_list *src, int flag);
// �r���L�����Z��
int skill_castcancel(struct block_list *bl,int type);
int skill_gangsterparadise(struct map_session_data *sd ,int type);
int skill_check_basilica (struct block_list *bl, int dx, int dy);
int skill_check_moonlit (struct block_list *bl, int dx, int dy);
void skill_brandishspear_first(struct square *tc,int dir,int x,int y);
void skill_brandishspear_dir(struct square *tc,int dir,int are);
int skill_autospell(struct map_session_data *md,int skillid);
void skill_devotion(struct map_session_data *md,int target);
void skill_devotion2(struct block_list *bl,int crusader);
int skill_devotion3(struct block_list *bl,int target);
void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target);
#define skill_calc_heal(bl,skill_lv) (( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8))
// ���̑�
int skill_check_cloaking(struct block_list *bl);
int skill_type_cloaking(struct block_list *bl);
int skill_is_danceskill(int id);
// �X�e?�^�X�ُ�
int skill_encchant_eremental_end(struct block_list *bl, int type);
int skillnotok(int skillid, struct map_session_data *sd);
// �A�C�e���쐬
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger );
int skill_produce_mix( struct map_session_data *sd,
int nameid, int slot1, int slot2, int slot3 );
int skill_arrow_create( struct map_session_data *sd,int nameid);
// mob�X�L���̂���
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);
// �X�L���U?�ꊇ?��
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_RECOV_WEIGHT_RATE,ST_MOVE_ENABLE,ST_WATER,
};
enum { // struct map_session_data �� status_change�̔�?�e?�u��
// SC_SENDMAX��?�̓N���C�A���g�ւ̒ʒm����B
// 2-2���E�̒l�͂Ȃ߂��Ⴍ������ۂ��̂Ŏb��B���Ԃ�?�X����܂��B
SC_SENDMAX = 128, // note: max is now 182, but we'll need to do alot of moving around
SC_PROVOKE = 0,
SC_ENDURE = 1,
SC_TWOHANDQUICKEN = 2,
SC_CONCENTRATE = 3,
SC_HIDING = 4,
SC_CLOAKING = 5,
SC_ENCPOISON = 6,
SC_POISONREACT = 7,
SC_QUAGMIRE = 8,
SC_ANGELUS = 9,
SC_BLESSING = 10,
SC_SIGNUMCRUCIS = 11,
SC_INCREASEAGI = 12,
SC_DECREASEAGI = 13,
SC_SLOWPOISON = 14,
SC_IMPOSITIO = 15,
SC_SUFFRAGIUM = 16,
SC_ASPERSIO = 17,
SC_BENEDICTIO = 18,
SC_KYRIE = 19,
SC_MAGNIFICAT = 20,
SC_GLORIA = 21,
SC_AETERNA = 22,
SC_ADRENALINE = 23,
SC_WEAPONPERFECTION = 24,
SC_OVERTHRUST = 25,
SC_MAXIMIZEPOWER = 26,
SC_RIDING = 27,
SC_FALCON = 28,
SC_TRICKDEAD = 29,
SC_LOUD = 30,
SC_ENERGYCOAT = 31,
SC_HALLUCINATION = 34,
SC_WEIGHT50 = 35,
SC_WEIGHT90 = 36,
SC_SPEEDPOTION0 = 37,
SC_SPEEDPOTION1 = 38,
SC_SPEEDPOTION2 = 39,
SC_SPEEDPOTION3 = 40,
//-- 40-50
SC_STRIPWEAPON = 50,
SC_STRIPSHIELD = 51,
SC_STRIPARMOR = 52,
SC_STRIPHELM = 53,
SC_CP_WEAPON = 54,
SC_CP_SHIELD = 55,
SC_CP_ARMOR = 56,
SC_CP_HELM = 57,
SC_AUTOGUARD = 58,
SC_REFLECTSHIELD = 59,
SC_DEVOTION = 60,
SC_PROVIDENCE = 61,
SC_DEFENDER = 62,
SC_AUTOSPELL = 65,
SC_SPEARSQUICKEN = 68,
//-- 69-85
SC_EXPLOSIONSPIRITS = 86,
SC_STEELBODY = 87,
SC_COMBO = 89,
SC_FLAMELAUNCHER = 90,
SC_FROSTWEAPON = 91,
SC_LIGHTNINGLOADER = 92,
SC_SEISMICWEAPON = 93,
//-- 94-102
SC_AURABLADE = 103, /* �I?���u��?�h */
SC_PARRYING = 104, /* �p���C���O */
SC_CONCENTRATION = 105, /* �R���Z���g��?�V���� */
SC_TENSIONRELAX = 106, /* �e���V���������b�N�X */
SC_BERSERK = 107, /* �o?�T?�N */
//-- 108, 109
SC_ASSUMPTIO = 110, /* �A�V�����v�e�B�I */
//-- 111, 112
SC_MAGICPOWER = 113, /* ���@��?�� */
//-- 114
SC_TRUESIGHT = 115, /* �g�D��?�T�C�g */
SC_WINDWALK = 116, /* �E�C���h�E�H?�N */
SC_MELTDOWN = 117, /* �����g�_�E�� */
SC_CARTBOOST = 118, /* �J?�g�u?�X�g */
//-- 119
SC_REJECTSWORD = 120, /* ���W�F�N�g�\?�h */
SC_MARIONETTE = 121, /* �}���I�l�b�g�R���g��?�� */
//-- 122, 123
SC_HEADCRUSH = 124, /* �w�b�h�N���b�V�� */
SC_JOINTBEAT = 125, /* �W���C���g�r?�g */
//-- 126, 127
SC_STONE = 128,
SC_FREEZE = 129,
// <-- 130 = a baby skill status?
SC_STAN = 130,
SC_SLEEP = 131,
// <-- 132 = another baby skill?
SC_POISON = 132,
SC_CURSE = 133,
SC_SILENCE = 134,
SC_CONFUSION = 135,
SC_BLIND = 136,
SC_DIVINA = SC_SILENCE,
SC_SAFETYWALL = 140,
SC_PNEUMA = 141,
SC_WATERBALL = 142,
SC_ANKLE = 143,
SC_DANCING = 144,
SC_KEEPING = 145,
SC_BARRIER = 146,
SC_MAGICROD = 149,
SC_SIGHT = 150,
SC_RUWACH = 151,
SC_AUTOCOUNTER = 152,
SC_VOLCANO = 153,
SC_DELUGE = 154,
SC_VIOLENTGALE = 155,
SC_BLADESTOP_WAIT = 156,
SC_BLADESTOP = 157,
SC_EXTREMITYFIST = 158,
SC_GRAFFITI = 159,
SC_LULLABY =160,
SC_RICHMANKIM =161,
SC_ETERNALCHAOS =162,
SC_DRUMBATTLE =163,
SC_NIBELUNGEN =164,
SC_ROKISWEIL =165,
SC_INTOABYSS =166,
SC_SIEGFRIED =167,
SC_DISSONANCE =168,
SC_WHISTLE =169,
SC_ASSNCROS =170,
SC_POEMBRAGI =171,
SC_APPLEIDUN =172,
SC_UGLYDANCE =173,
SC_HUMMING =174,
SC_DONTFORGETME =175,
SC_FORTUNE =176,
SC_SERVICE4U =177,
SC_SPIDERWEB =180, /* �X�p�C�_?�E�F�b�u */
// SC_EDP // moved
SC_SACRIFICE =184, /* �T�N���t�@�C�X */
SC_WEDDING =187, //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
SC_NOCHAT =188, //�ԃG��?��
SC_SPLASHER =189, /* �x�i���X�v���b�V��? */
SC_SELFDESTRUCTION =190, /* ���� */
SC_MEMORIZE =197, /* �������C�Y */ // changed from 181 to 192
SC_DPOISON =198, /* �ғ� */
// Used by English Team
SC_BROKNARMOR =32,
SC_BROKNWEAPON =33,
SC_SPEEDUP0 =41, // for skill speedup
SC_SPEEDUP1 =42, // for skill speedup
SC_SLOWDOWN =45, // for skill slowdown
SC_AUTOBERSERK =46,
SC_SIGHTTRASHER =73,
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
SC_EDP =114, /* �G�t�F�N�g������������ړ� */
SC_MARIONETTE2 =122, // Marionette target
SC_ENSEMBLE =159,
SC_FOGWALL =178,
SC_GOSPEL =179,
SC_PRESERVE =181,
SC_BATTLEORDERS =182,
SC_MOONLIT =183,
SC_ATKPOT =185, // [Valaris]
SC_MATKPOT =186, // [Valaris]
SC_MINDBREAKER =191,
SC_SPELLBREAKER =192,
SC_LANDPROTECTOR =193,
SC_BLOCKSKILL =194, // for disallowing the use of a skill for a time period
SC_ADAPTATION =195,
SC_CHASEWALK =196,
SC_REGENERATION =201,
// [Celest]
SC_BLEEDING = 124, // Temporarily same id as headcrush
// -- testing various SC effects
// SC_AURABLADE =81,
// SC_CONCENTRATION =83,
// SC_TENSIONRELAX =84,
// SC_BERSERK =85,
// SC_CALLSPIRITS =100,
// SC_PARRYING =100,
// SC_FREECAST =101,
// SC_ABSORBSPIRIT =102,
// SC_ASSUMPTIO =114,
// SC_SHARPSHOOT =127,
// SC_GANGSTER =184,
// SC_CANNIBALIZE =186,
// SC_SPHEREMINE =187,
// SC_METEOSTORM =189,
// SC_CASTCANCEL =190,
// SC_SPIDERWEB =191,
};
extern int SkillStatusChangeTable[];
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,
WE_MALE = 334,
WE_FEMALE,
WE_CALLPARTNER,
NPC_SELFDESTRUCTION2 = 331,
ITM_TOMAHAWK = 337,
NPC_DARKCROSS = 338,
NPC_DARKGRANDCROSS,
NPC_DARKSOULSTRIKE,
NPC_DARKJUPITEL,
// temporary names for mob skills [Celest]
NPC_BIND,
NPC_BREAKWEAPON,
NPC_BREAKARMOR,
NPC_BREAKHELM,
NPC_BREAKSHIELD,
NPC_UNDEADATTACK,
NPC_EXPLOSIONSPIRITS = 349,
NPC_INCAGI,
LK_AURABLADE = 355,
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,
ST_PRESERVE = 475,
ST_FULLSTRIP,
WS_WEAPONREFINE,
CR_SLIMPITCHER,
CR_FULLPROTECTION,
// moved to common/mmo.h
/* GD_APPROVAL=10000,
GD_KAFRACONTACT=10001,
GD_GUARDIANRESEARCH=10002,
GD_GUARDUP=10003,
GD_EXTENSION=10004,
GD_GLORYGUILD=10005,
GD_LEADERSHIP=10006,
GD_GLORYWOUNDS=10007,
GD_SOULCOLD=10008,
GD_HAWKEYES=10009,
GD_BATTLEORDER=10010,
GD_REGENERATION=10011,
GD_RESTORE=10012,
GD_EMERGENCYCALL=10013,
GD_DEVELOPMENT=10014,*/
};
#endif