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// $Id: skill.h,v 1.5 2004/09/25 05:32:19 MouseJstr Exp $
#ifndef SKILL_HPP
#define SKILL_HPP

#include "../common/timer.hpp"

#include "map.hpp"
#include "magic.hpp"

#define MAX_SKILL_DB                    450
#define MAX_SKILL_PRODUCE_DB     150
#define MAX_SKILL_ARROW_DB       150
#define MAX_SKILL_ABRA_DB        350

#define SKILL_POOL_FLAG         0x1 // is a pool skill
#define SKILL_POOL_ACTIVE       0x2 // is an active pool skill
#define SKILL_POOL_ACTIVATED    0x4 // pool skill has been activated (used for clif)

// スキルデータベース
struct skill_db
{
    int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups
    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];
};
extern struct skill_db skill_db[MAX_SKILL_DB];

struct skill_name_db
{
    int id;                    // skill id
    const char *name;                 // search strings
    const char *desc;                 // description that shows up for search's
};
extern struct skill_name_db skill_names[];

struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;

int do_init_skill(void);

// スキルデータベースへのアクセサ
int skill_get_hit(int id);
int skill_get_inf(int id);
int skill_get_pl(int id);
int skill_get_nk(int id);
int skill_get_max(int id);
int skill_get_max_raise(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);

// スキルの使用
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);

// 追加効果
int skill_additional_effect(struct block_list *src, struct block_list *bl,
                              int skillid, int skilllv, int attack_type,
                              unsigned int tick);

// ユニットスキル
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);

// 詠唱キャンセル
int skill_castcancel(struct block_list *bl, int type);

int skill_gangsterparadise(struct map_session_data *sd, int type);
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) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))

// その他
int skill_check_cloaking(struct block_list *bl);
int skill_is_danceskill(int id);

// ステータス異常
int skill_status_effect(struct block_list *bl, int type, int val1, int val2,
                          int val3, int val4, int tick, int flag,
                          int spell_invocation);
int skill_status_change_start(struct block_list *bl, int type, int val1,
                                int val2, int val3, int val4, int tick,
                                int flag);
void skill_status_change_timer(timer_id, tick_t, custom_id_t, custom_data_t);
int skill_status_change_active(struct block_list *bl, int type);  // [fate]
int skill_encchant_eremental_end(struct block_list *bl, int type);
int skill_status_change_end(struct block_list *bl, int type, int tid);
int skill_status_change_clear(struct block_list *bl, int type);

// mobスキルのため
int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
                                int skillid, int skilllv, unsigned int tick,
                                int flag);
int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
                              int skillid, int skilllv, unsigned int tick,
                              int flag);
int skill_castend_pos2(struct block_list *src, int x, int y, int skillid,
                         int skilllv, unsigned int tick, int flag);

// スキル攻撃一括処理
int skill_attack(int attack_type, struct block_list *src,
                   struct block_list *dsrc, struct block_list *bl,
                   int skillid, int skilllv, unsigned int tick, int flag);

int skill_update_heal_animation(struct map_session_data *sd); // [Fate]  Check whether the healing flag must be updated, do so if needed

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 の status_changeの番号テーブル
    SC_SENDMAX = 256,
    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_BROKNARMOR = 32,
    SC_BROKNWEAPON = 33,
    SC_HALLUCINATION = 34,
    SC_WEIGHT50 = 35,
    SC_WEIGHT90 = 36,
    SC_SPEEDPOTION0 = 37,
    SC_SPEEDPOTION1 = 38,
    SC_SPEEDPOTION2 = 39,

    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_EXPLOSIONSPIRITS = 86,
    SC_STEELBODY = 87,
    SC_SPEARSQUICKEN = 68,

    SC_HEALING = 70,

    SC_SIGHTTRASHER = 73,

    SC_COMBO = 89,
    SC_FLAMELAUNCHER = 90,
    SC_FROSTWEAPON = 91,
    SC_LIGHTNINGLOADER = 92,
    SC_SEISMICWEAPON = 93,

    SC_AURABLADE = 103,
    SC_PARRYING = 104,
    SC_CONCENTRATION = 105,
    SC_TENSIONRELAX = 106,
    SC_BERSERK = 107,

    SC_ASSUMPTIO = 110,

    SC_MAGICPOWER = 113,

    SC_TRUESIGHT = 115,
    SC_WINDWALK = 116,
    SC_MELTDOWN = 117,
    SC_CARTBOOST = 118,

    SC_REJECTSWORD = 120,
    SC_MARIONETTE = 121,

    SC_HEADCRUSH = 124,
    SC_JOINTBEAT = 125,
    SC_BASILICA = 125,

    SC_STONE = 128,
    SC_FREEZE = 129,
    SC_STAN = 130,
    SC_SLEEP = 131,
    SC_POISON = 132,
    SC_CURSE = 133,
    SC_SILENCE = 134,
    SC_CONFUSION = 135,
    SC_BLIND = 136,

    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_ENSEMBLE = 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_FOGWALL = 178,
    SC_GOSPEL = 179,
    SC_SPIDERWEB = 180,
    SC_MEMORIZE = 181,
    SC_LANDPROTECTOR = 182,
    SC_ADAPTATION = 183,
    SC_CHASEWALK = 184,
    SC_ATKPOT = 185,
    SC_MATKPOT = 186,
    SC_WEDDING = 187,
    SC_NOCHAT = 188,
    SC_SPLASHER = 189,
    SC_SELFDESTRUCTION = 190,
    SC_MINDBREAKER = 191,
    SC_SPELLBREAKER = 192,

// Added for Fate's spells
    SC_HIDE = 194,              // Hide from `detect' magic
    SC_HALT_REGENERATE = 195,   // Suspend regeneration
    SC_FLYING_BACKPACK = 196,   // Flying backpack
    SC_MBARRIER = 197,          // Magical barrier, magic resistance (val1 : power (%))
    SC_HASTE = 198,             // `Haste' spell (val1 : power)
    SC_PHYS_SHIELD = 199,       // `Protect' spell, reduce damage (val1: power)

    SC_DIVINA = SC_SILENCE,
};
extern int SkillStatusChangeTable[];

enum
{
    NV_EMOTE = 1,
    NV_TRADE,
    NV_PARTY,

    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 = 45,
    AC_VULTURE,
    AC_CONCENTRATION,
    AC_DOUBLE,
    AC_SHOWER,

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

    ALL_RESURRECTION,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    NPC_SELFDESTRUCTION2 = 333,

    WE_MALE = 334,
    WE_FEMALE,
    WE_CALLPARTNER,

    NPC_DARKCROSS = 338,

    TMW_SKILLPOOL = 339,        // skill pool size

    TMW_MAGIC = 340,
    TMW_MAGIC_LIFE = 341,
    TMW_MAGIC_WAR = 342,
    TMW_MAGIC_TRANSMUTE = 343,
    TMW_MAGIC_NATURE = 344,
    TMW_MAGIC_ETHER = 345,
    TMW_MAGIC_DARK = 346,
    TMW_MAGIC_LIGHT = 347,

    TMW_BRAWLING = 350,
    TMW_LUCKY_COUNTER = 351,
    TMW_SPEED = 352,
    TMW_RESIST_POISON = 353,
    TMW_ASTRAL_SOUL = 354,
    TMW_RAGING = 355,

    LK_AURABLADE = 356,
    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,

    GD_APPROVAL = 10000,
    GD_KAFRACONTACT,
    GD_GUARDIANRESEARCH,
    GD_CHARISMA,
    GD_EXTENSION,
};

// [Fate] Skill pools API

// Max. # of active entries in the skill pool
#define MAX_SKILL_POOL 3
// Max. # of skills that may be classified as pool skills in db/skill_db.txt
#define MAX_POOL_SKILLS 128

extern int skill_pool_skills[MAX_POOL_SKILLS];  // All pool skills
extern int skill_pool_skills_size;  // Number of entries in skill_pool_skills

int skill_pool(struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL.  Return is number of skills.
int skill_pool_size(struct map_session_data *sd);
int skill_pool_max(struct map_session_data *sd);  // Max. number of pool skills
void skill_pool_empty(struct map_session_data *sd);    // Deactivate all pool skills
int skill_pool_activate(struct map_session_data *sd, int skill);  // Skill into skill pool.  Return is zero iff okay.
int skill_pool_is_activated(struct map_session_data *sd, int skill);  // Skill into skill pool.  Return is zero when activated.
int skill_pool_deactivate(struct map_session_data *sd, int skill);    // Skill out of skill pool.  Return is zero iff okay.
const char *skill_name(int skill);   // Yield configurable skill name
int skill_stat(int skill);    // Yields the stat associated with a skill.  Returns zero if none, or SP_STR, SP_VIT, ... otherwise
int skill_power(struct map_session_data *sd, int skill);  // Yields the power of a skill.  This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
                             // otherwise a value from 0 to 255 (with 200 being the `normal maximum')
int skill_power_bl(struct block_list *bl, int skill); // Yields the power of a skill.  This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
                             // otherwise a value from 0 to 255 (with 200 being the `normal maximum')

void skill_pool_register(int id);   // [Fate] Remember that a certain skill ID belongs to a pool skill
#endif