#ifndef SKILL_T_HPP #define SKILL_T_HPP // only ST_NONE is actually used - TODO remove enum class SkillState { ST_NONE, #define ST_NONE SkillState::ST_NONE ST_HIDING, #define ST_HIDING SkillState::ST_HIDING ST_CLOAKING, #define ST_CLOAKING SkillState::ST_CLOAKING ST_HIDDEN, #define ST_HIDDEN SkillState::ST_HIDDEN ST_RIDING, #define ST_RIDING SkillState::ST_RIDING ST_FALCON, #define ST_FALCON SkillState::ST_FALCON ST_CART, #define ST_CART SkillState::ST_CART ST_SHIELD, #define ST_SHIELD SkillState::ST_SHIELD ST_SIGHT, #define ST_SIGHT SkillState::ST_SIGHT ST_EXPLOSIONSPIRITS, #define ST_EXPLOSIONSPIRITS SkillState::ST_EXPLOSIONSPIRITS ST_RECOV_WEIGHT_RATE, #define ST_RECOV_WEIGHT_RATE SkillState::ST_RECOV_WEIGHT_RATE ST_MOVE_ENABLE, #define ST_MOVE_ENABLE SkillState::ST_MOVE_ENABLE ST_WATER, #define ST_WATER SkillState::ST_WATER }; // TODO remove most of these as their corresponding SkillIDs get deleted. enum class StatusChange : uint16_t { // indices into (map_session_data).status_change SC_SENDMAX = 256, #define SC_SENDMAX StatusChange::SC_SENDMAX // sometimes means "none", sometimes not NEGATIVE1 = 0xffff, ANY_BAD = NEGATIVE1, // these ones are used by clif_status_change, // e.g. by the magic system ZERO = 0, ATTACK_ICON_GENERIC = 2000, ATTACK_ICON_SHEARING = 2001, CART = 0x0c, CLIF_OPTION_SC_INVISIBILITY = 0x1000, #define CLIF_OPTION_SC_INVISIBILITY StatusChange::CLIF_OPTION_SC_INVISIBILITY CLIF_OPTION_SC_SCRIBE = 0x1001, #define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE // the rest are the normal effects SC_PROVOKE = 0, #define SC_PROVOKE StatusChange::SC_PROVOKE SC_ENDURE = 1, #define SC_ENDURE StatusChange::SC_ENDURE SC_TWOHANDQUICKEN = 2, #define SC_TWOHANDQUICKEN StatusChange::SC_TWOHANDQUICKEN SC_CONCENTRATE = 3, #define SC_CONCENTRATE StatusChange::SC_CONCENTRATE SC_HIDING = 4, #define SC_HIDING StatusChange::SC_HIDING SC_CLOAKING = 5, #define SC_CLOAKING StatusChange::SC_CLOAKING SC_ENCPOISON = 6, #define SC_ENCPOISON StatusChange::SC_ENCPOISON SC_POISONREACT = 7, #define SC_POISONREACT StatusChange::SC_POISONREACT SC_QUAGMIRE = 8, #define SC_QUAGMIRE StatusChange::SC_QUAGMIRE SC_ANGELUS = 9, #define SC_ANGELUS StatusChange::SC_ANGELUS SC_BLESSING = 10, #define SC_BLESSING StatusChange::SC_BLESSING SC_SIGNUMCRUCIS = 11, #define SC_SIGNUMCRUCIS StatusChange::SC_SIGNUMCRUCIS SC_INCREASEAGI = 12, #define SC_INCREASEAGI StatusChange::SC_INCREASEAGI SC_DECREASEAGI = 13, #define SC_DECREASEAGI StatusChange::SC_DECREASEAGI SC_SLOWPOISON = 14, // #define SC_SLOWPOISON StatusChange::SC_SLOWPOISON SC_IMPOSITIO = 15, #define SC_IMPOSITIO StatusChange::SC_IMPOSITIO SC_SUFFRAGIUM = 16, #define SC_SUFFRAGIUM StatusChange::SC_SUFFRAGIUM SC_ASPERSIO = 17, #define SC_ASPERSIO StatusChange::SC_ASPERSIO SC_BENEDICTIO = 18, #define SC_BENEDICTIO StatusChange::SC_BENEDICTIO SC_KYRIE = 19, #define SC_KYRIE StatusChange::SC_KYRIE SC_MAGNIFICAT = 20, #define SC_MAGNIFICAT StatusChange::SC_MAGNIFICAT SC_GLORIA = 21, #define SC_GLORIA StatusChange::SC_GLORIA SC_AETERNA = 22, #define SC_AETERNA StatusChange::SC_AETERNA SC_ADRENALINE = 23, #define SC_ADRENALINE StatusChange::SC_ADRENALINE SC_WEAPONPERFECTION = 24, #define SC_WEAPONPERFECTION StatusChange::SC_WEAPONPERFECTION SC_OVERTHRUST = 25, #define SC_OVERTHRUST StatusChange::SC_OVERTHRUST SC_MAXIMIZEPOWER = 26, #define SC_MAXIMIZEPOWER StatusChange::SC_MAXIMIZEPOWER SC_RIDING = 27, #define SC_RIDING StatusChange::SC_RIDING SC_FALCON = 28, #define SC_FALCON StatusChange::SC_FALCON SC_TRICKDEAD = 29, #define SC_TRICKDEAD StatusChange::SC_TRICKDEAD SC_LOUD = 30, #define SC_LOUD StatusChange::SC_LOUD SC_ENERGYCOAT = 31, #define SC_ENERGYCOAT StatusChange::SC_ENERGYCOAT SC_BROKNARMOR = 32, #define SC_BROKNARMOR StatusChange::SC_BROKNARMOR SC_BROKNWEAPON = 33, #define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON SC_HALLUCINATION = 34, #define SC_HALLUCINATION StatusChange::SC_HALLUCINATION SC_WEIGHT50 = 35, #define SC_WEIGHT50 StatusChange::SC_WEIGHT50 SC_WEIGHT90 = 36, #define SC_WEIGHT90 StatusChange::SC_WEIGHT90 SC_SPEEDPOTION0 = 37, // #define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0 SC_SPEEDPOTION1 = 38, #define SC_SPEEDPOTION1 StatusChange::SC_SPEEDPOTION1 SC_SPEEDPOTION2 = 39, #define SC_SPEEDPOTION2 StatusChange::SC_SPEEDPOTION2 SC_STRIPWEAPON = 50, #define SC_STRIPWEAPON StatusChange::SC_STRIPWEAPON SC_STRIPSHIELD = 51, #define SC_STRIPSHIELD StatusChange::SC_STRIPSHIELD SC_STRIPARMOR = 52, #define SC_STRIPARMOR StatusChange::SC_STRIPARMOR SC_STRIPHELM = 53, #define SC_STRIPHELM StatusChange::SC_STRIPHELM SC_CP_WEAPON = 54, #define SC_CP_WEAPON StatusChange::SC_CP_WEAPON SC_CP_SHIELD = 55, #define SC_CP_SHIELD StatusChange::SC_CP_SHIELD SC_CP_ARMOR = 56, #define SC_CP_ARMOR StatusChange::SC_CP_ARMOR SC_CP_HELM = 57, #define SC_CP_HELM StatusChange::SC_CP_HELM SC_AUTOGUARD = 58, #define SC_AUTOGUARD StatusChange::SC_AUTOGUARD SC_REFLECTSHIELD = 59, #define SC_REFLECTSHIELD StatusChange::SC_REFLECTSHIELD SC_DEVOTION = 60, #define SC_DEVOTION StatusChange::SC_DEVOTION SC_PROVIDENCE = 61, #define SC_PROVIDENCE StatusChange::SC_PROVIDENCE SC_DEFENDER = 62, #define SC_DEFENDER StatusChange::SC_DEFENDER SC_AUTOSPELL = 65, #define SC_AUTOSPELL StatusChange::SC_AUTOSPELL SC_SPEARSQUICKEN = 68, #define SC_SPEARSQUICKEN StatusChange::SC_SPEARSQUICKEN SC_HEALING = 70, // #define SC_HEALING StatusChange::SC_HEALING SC_SIGHTTRASHER = 73, #define SC_SIGHTTRASHER StatusChange::SC_SIGHTTRASHER SC_EXPLOSIONSPIRITS = 86, #define SC_EXPLOSIONSPIRITS StatusChange::SC_EXPLOSIONSPIRITS SC_STEELBODY = 87, #define SC_STEELBODY StatusChange::SC_STEELBODY SC_COMBO = 89, #define SC_COMBO StatusChange::SC_COMBO SC_FLAMELAUNCHER = 90, #define SC_FLAMELAUNCHER StatusChange::SC_FLAMELAUNCHER SC_FROSTWEAPON = 91, #define SC_FROSTWEAPON StatusChange::SC_FROSTWEAPON SC_LIGHTNINGLOADER = 92, #define SC_LIGHTNINGLOADER StatusChange::SC_LIGHTNINGLOADER SC_SEISMICWEAPON = 93, #define SC_SEISMICWEAPON StatusChange::SC_SEISMICWEAPON SC_AURABLADE = 103, #define SC_AURABLADE StatusChange::SC_AURABLADE SC_PARRYING = 104, #define SC_PARRYING StatusChange::SC_PARRYING SC_CONCENTRATION = 105, #define SC_CONCENTRATION StatusChange::SC_CONCENTRATION SC_TENSIONRELAX = 106, #define SC_TENSIONRELAX StatusChange::SC_TENSIONRELAX SC_BERSERK = 107, #define SC_BERSERK StatusChange::SC_BERSERK SC_ASSUMPTIO = 110, #define SC_ASSUMPTIO StatusChange::SC_ASSUMPTIO SC_MAGICPOWER = 113, #define SC_MAGICPOWER StatusChange::SC_MAGICPOWER SC_TRUESIGHT = 115, #define SC_TRUESIGHT StatusChange::SC_TRUESIGHT SC_WINDWALK = 116, #define SC_WINDWALK StatusChange::SC_WINDWALK SC_MELTDOWN = 117, #define SC_MELTDOWN StatusChange::SC_MELTDOWN SC_CARTBOOST = 118, #define SC_CARTBOOST StatusChange::SC_CARTBOOST SC_REJECTSWORD = 120, #define SC_REJECTSWORD StatusChange::SC_REJECTSWORD SC_MARIONETTE = 121, #define SC_MARIONETTE StatusChange::SC_MARIONETTE SC_HEADCRUSH = 124, #define SC_HEADCRUSH StatusChange::SC_HEADCRUSH SC_JOINTBEAT = 125, #define SC_JOINTBEAT StatusChange::SC_JOINTBEAT SC_BASILICA = SC_JOINTBEAT, #define SC_BASILICA StatusChange::SC_BASILICA SC_STONE = 128, #define SC_STONE StatusChange::SC_STONE SC_FREEZE = 129, #define SC_FREEZE StatusChange::SC_FREEZE SC_STAN = 130, #define SC_STAN StatusChange::SC_STAN SC_SLEEP = 131, #define SC_SLEEP StatusChange::SC_SLEEP SC_POISON = 132, // #define SC_POISON StatusChange::SC_POISON SC_CURSE = 133, #define SC_CURSE StatusChange::SC_CURSE SC_SILENCE = 134, #define SC_SILENCE StatusChange::SC_SILENCE SC_DIVINA = SC_SILENCE, #define SC_DIVINA StatusChange::SC_DIVINA SC_CONFUSION = 135, #define SC_CONFUSION StatusChange::SC_CONFUSION SC_BLIND = 136, #define SC_BLIND StatusChange::SC_BLIND SC_SAFETYWALL = 140, #define SC_SAFETYWALL StatusChange::SC_SAFETYWALL SC_PNEUMA = 141, #define SC_PNEUMA StatusChange::SC_PNEUMA SC_WATERBALL = 142, #define SC_WATERBALL StatusChange::SC_WATERBALL SC_ANKLE = 143, #define SC_ANKLE StatusChange::SC_ANKLE SC_DANCING = 144, #define SC_DANCING StatusChange::SC_DANCING SC_KEEPING = 145, #define SC_KEEPING StatusChange::SC_KEEPING SC_BARRIER = 146, #define SC_BARRIER StatusChange::SC_BARRIER SC_MAGICROD = 149, #define SC_MAGICROD StatusChange::SC_MAGICROD SC_SIGHT = 150, #define SC_SIGHT StatusChange::SC_SIGHT SC_RUWACH = 151, #define SC_RUWACH StatusChange::SC_RUWACH SC_AUTOCOUNTER = 152, #define SC_AUTOCOUNTER StatusChange::SC_AUTOCOUNTER SC_VOLCANO = 153, #define SC_VOLCANO StatusChange::SC_VOLCANO SC_DELUGE = 154, #define SC_DELUGE StatusChange::SC_DELUGE SC_VIOLENTGALE = 155, #define SC_VIOLENTGALE StatusChange::SC_VIOLENTGALE SC_BLADESTOP_WAIT = 156, #define SC_BLADESTOP_WAIT StatusChange::SC_BLADESTOP_WAIT SC_BLADESTOP = 157, #define SC_BLADESTOP StatusChange::SC_BLADESTOP SC_EXTREMITYFIST = 158, #define SC_EXTREMITYFIST StatusChange::SC_EXTREMITYFIST SC_GRAFFITI = 159, #define SC_GRAFFITI StatusChange::SC_GRAFFITI SC_ENSEMBLE = 159, #define SC_ENSEMBLE StatusChange::SC_ENSEMBLE SC_LULLABY = 160, #define SC_LULLABY StatusChange::SC_LULLABY SC_RICHMANKIM = 161, #define SC_RICHMANKIM StatusChange::SC_RICHMANKIM SC_ETERNALCHAOS = 162, #define SC_ETERNALCHAOS StatusChange::SC_ETERNALCHAOS SC_DRUMBATTLE = 163, #define SC_DRUMBATTLE StatusChange::SC_DRUMBATTLE SC_NIBELUNGEN = 164, #define SC_NIBELUNGEN StatusChange::SC_NIBELUNGEN SC_ROKISWEIL = 165, #define SC_ROKISWEIL StatusChange::SC_ROKISWEIL SC_INTOABYSS = 166, #define SC_INTOABYSS StatusChange::SC_INTOABYSS SC_SIEGFRIED = 167, #define SC_SIEGFRIED StatusChange::SC_SIEGFRIED SC_DISSONANCE = 168, #define SC_DISSONANCE StatusChange::SC_DISSONANCE SC_WHISTLE = 169, #define SC_WHISTLE StatusChange::SC_WHISTLE SC_ASSNCROS = 170, #define SC_ASSNCROS StatusChange::SC_ASSNCROS SC_POEMBRAGI = 171, #define SC_POEMBRAGI StatusChange::SC_POEMBRAGI SC_APPLEIDUN = 172, #define SC_APPLEIDUN StatusChange::SC_APPLEIDUN SC_UGLYDANCE = 173, #define SC_UGLYDANCE StatusChange::SC_UGLYDANCE SC_HUMMING = 174, #define SC_HUMMING StatusChange::SC_HUMMING SC_DONTFORGETME = 175, #define SC_DONTFORGETME StatusChange::SC_DONTFORGETME SC_FORTUNE = 176, #define SC_FORTUNE StatusChange::SC_FORTUNE SC_SERVICE4U = 177, #define SC_SERVICE4U StatusChange::SC_SERVICE4U SC_FOGWALL = 178, #define SC_FOGWALL StatusChange::SC_FOGWALL SC_GOSPEL = 179, #define SC_GOSPEL StatusChange::SC_GOSPEL SC_SPIDERWEB = 180, #define SC_SPIDERWEB StatusChange::SC_SPIDERWEB SC_MEMORIZE = 181, #define SC_MEMORIZE StatusChange::SC_MEMORIZE SC_LANDPROTECTOR = 182, #define SC_LANDPROTECTOR StatusChange::SC_LANDPROTECTOR SC_ADAPTATION = 183, #define SC_ADAPTATION StatusChange::SC_ADAPTATION SC_CHASEWALK = 184, #define SC_CHASEWALK StatusChange::SC_CHASEWALK SC_ATKPOT = 185, // #define SC_ATKPOT StatusChange::SC_ATKPOT SC_MATKPOT = 186, #define SC_MATKPOT StatusChange::SC_MATKPOT SC_WEDDING = 187, #define SC_WEDDING StatusChange::SC_WEDDING SC_NOCHAT = 188, #define SC_NOCHAT StatusChange::SC_NOCHAT SC_SPLASHER = 189, #define SC_SPLASHER StatusChange::SC_SPLASHER SC_SELFDESTRUCTION = 190, #define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION SC_MINDBREAKER = 191, #define SC_MINDBREAKER StatusChange::SC_MINDBREAKER SC_SPELLBREAKER = 192, #define SC_SPELLBREAKER StatusChange::SC_SPELLBREAKER // Added for Fate's spells SC_HIDE = 194, // Hide from `detect' magic (PCs only) #define SC_HIDE StatusChange::SC_HIDE SC_SHEARED = 194, // Has been sheared (mobs only) #define SC_SHEARED StatusChange::SC_SHEARED SC_HALT_REGENERATE = 195, // Suspend regeneration #define SC_HALT_REGENERATE StatusChange::SC_HALT_REGENERATE SC_FLYING_BACKPACK = 196, // Flying backpack #define SC_FLYING_BACKPACK StatusChange::SC_FLYING_BACKPACK SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%)) #define SC_MBARRIER StatusChange::SC_MBARRIER SC_HASTE = 198, // `Haste' spell (val1 : power) #define SC_HASTE StatusChange::SC_HASTE SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power) #define SC_PHYS_SHIELD StatusChange::SC_PHYS_SHIELD MAX_STATUSCHANGE = 200, #define MAX_STATUSCHANGE StatusChange::MAX_STATUSCHANGE }; constexpr StatusChange MAJOR_STATUS_EFFECTS[] = { SC_STONE, SC_FREEZE, SC_STAN, SC_SLEEP, SC_POISON, SC_CURSE, SC_SILENCE, SC_CONFUSION, SC_BLIND, }; constexpr StatusChange MAJOR_STATUS_EFFECTS_1[] = { SC_STONE, SC_FREEZE, SC_STAN, SC_SLEEP, }; // needed to work around some subtractative indexing // I think it *might* be able to be totally removed. enum class BadSC { STONE = 0, FREEZE = 1, STAN = 2, SLEEP = 3, POISON = 4, CURSE = 5, SILENCE = 6, CONFUSION = 7, BLIND = 8, COUNT = 9, // formerly 10, }; constexpr StatusChange BadSC_to_SC(BadSC bsc) { return StatusChange(uint16_t(SC_STONE) + int(bsc)); } constexpr BadSC BadSC_from_SC(StatusChange sc) { return BadSC(uint16_t(sc) - uint16_t(SC_STONE)); } // TODO remove most of these enum class SkillID : uint16_t { // TODO: Remove these! NEGATIVE = 0xffff, ZERO = 0x0000, ONE = 0x0001, // Basic skills. // These should probably be made unconditional. NV_EMOTE = 1, // #define NV_EMOTE SkillID::NV_EMOTE NV_TRADE = 2, // #define NV_TRADE SkillID::NV_TRADE NV_PARTY = 3, // #define NV_PARTY SkillID::NV_PARTY SM_SWORD = 4, // #define SM_SWORD SkillID::SM_SWORD SM_TWOHAND = 5, #define SM_TWOHAND SkillID::SM_TWOHAND SM_RECOVERY = 6, // #define SM_RECOVERY SkillID::SM_RECOVERY SM_BASH = 7, #define SM_BASH SkillID::SM_BASH SM_PROVOKE = 8, #define SM_PROVOKE SkillID::SM_PROVOKE SM_MAGNUM = 9, #define SM_MAGNUM SkillID::SM_MAGNUM SM_ENDURE = 10, #define SM_ENDURE SkillID::SM_ENDURE MG_SRECOVERY = 11, // #define MG_SRECOVERY SkillID::MG_SRECOVERY MG_SIGHT = 12, #define MG_SIGHT SkillID::MG_SIGHT MG_NAPALMBEAT = 13, #define MG_NAPALMBEAT SkillID::MG_NAPALMBEAT MG_SAFETYWALL = 14, #define MG_SAFETYWALL SkillID::MG_SAFETYWALL MG_SOULSTRIKE = 15, #define MG_SOULSTRIKE SkillID::MG_SOULSTRIKE MG_COLDBOLT = 16, #define MG_COLDBOLT SkillID::MG_COLDBOLT MG_FROSTDIVER = 17, #define MG_FROSTDIVER SkillID::MG_FROSTDIVER MG_STONECURSE = 18, #define MG_STONECURSE SkillID::MG_STONECURSE MG_FIREBALL = 19, #define MG_FIREBALL SkillID::MG_FIREBALL MG_FIREWALL = 20, #define MG_FIREWALL SkillID::MG_FIREWALL MG_FIREBOLT = 21, #define MG_FIREBOLT SkillID::MG_FIREBOLT MG_LIGHTNINGBOLT = 22, #define MG_LIGHTNINGBOLT SkillID::MG_LIGHTNINGBOLT MG_THUNDERSTORM = 23, #define MG_THUNDERSTORM SkillID::MG_THUNDERSTORM AL_DP = 24, #define AL_DP SkillID::AL_DP AL_DEMONBANE = 25, #define AL_DEMONBANE SkillID::AL_DEMONBANE AL_RUWACH = 26, #define AL_RUWACH SkillID::AL_RUWACH AL_PNEUMA = 27, #define AL_PNEUMA SkillID::AL_PNEUMA AL_TELEPORT = 28, // #define AL_TELEPORT SkillID::AL_TELEPORT AL_WARP = 29, #define AL_WARP SkillID::AL_WARP AL_HEAL = 30, // #define AL_HEAL SkillID::AL_HEAL AL_INCAGI = 31, #define AL_INCAGI SkillID::AL_INCAGI AL_DECAGI = 32, #define AL_DECAGI SkillID::AL_DECAGI AL_HOLYWATER = 33, #define AL_HOLYWATER SkillID::AL_HOLYWATER AL_CRUCIS = 34, #define AL_CRUCIS SkillID::AL_CRUCIS AL_ANGELUS = 35, #define AL_ANGELUS SkillID::AL_ANGELUS AL_BLESSING = 36, #define AL_BLESSING SkillID::AL_BLESSING AL_CURE = 37, #define AL_CURE SkillID::AL_CURE MC_INCCARRY = 38, // #define MC_INCCARRY SkillID::MC_INCCARRY MC_DISCOUNT = 39, // #define MC_DISCOUNT SkillID::MC_DISCOUNT MC_OVERCHARGE = 40, // #define MC_OVERCHARGE SkillID::MC_OVERCHARGE MC_PUSHCART = 41, #define MC_PUSHCART SkillID::MC_PUSHCART MC_IDENTIFY = 42, #define MC_IDENTIFY SkillID::MC_IDENTIFY MC_VENDING = 43, #define MC_VENDING SkillID::MC_VENDING MC_MAMMONITE = 44, #define MC_MAMMONITE SkillID::MC_MAMMONITE AC_OWL = 45, // #define AC_OWL SkillID::AC_OWL AC_VULTURE = 46, #define AC_VULTURE SkillID::AC_VULTURE AC_CONCENTRATION = 47, #define AC_CONCENTRATION SkillID::AC_CONCENTRATION AC_DOUBLE = 48, #define AC_DOUBLE SkillID::AC_DOUBLE AC_SHOWER = 49, #define AC_SHOWER SkillID::AC_SHOWER TF_DOUBLE = 50, // #define TF_DOUBLE SkillID::TF_DOUBLE TF_MISS = 51, // #define TF_MISS SkillID::TF_MISS TF_STEAL = 52, #define TF_STEAL SkillID::TF_STEAL TF_HIDING = 53, #define TF_HIDING SkillID::TF_HIDING TF_POISON = 54, // #define TF_POISON SkillID::TF_POISON TF_DETOXIFY = 55, #define TF_DETOXIFY SkillID::TF_DETOXIFY ALL_RESURRECTION = 56, #define ALL_RESURRECTION SkillID::ALL_RESURRECTION KN_SPEARMASTERY = 57, #define KN_SPEARMASTERY SkillID::KN_SPEARMASTERY KN_PIERCE = 58, #define KN_PIERCE SkillID::KN_PIERCE KN_BRANDISHSPEAR = 59, #define KN_BRANDISHSPEAR SkillID::KN_BRANDISHSPEAR KN_SPEARSTAB = 60, #define KN_SPEARSTAB SkillID::KN_SPEARSTAB KN_SPEARBOOMERANG = 61, #define KN_SPEARBOOMERANG SkillID::KN_SPEARBOOMERANG KN_TWOHANDQUICKEN = 62, #define KN_TWOHANDQUICKEN SkillID::KN_TWOHANDQUICKEN KN_AUTOCOUNTER = 63, #define KN_AUTOCOUNTER SkillID::KN_AUTOCOUNTER KN_BOWLINGBASH = 64, #define KN_BOWLINGBASH SkillID::KN_BOWLINGBASH KN_RIDING = 65, #define KN_RIDING SkillID::KN_RIDING KN_CAVALIERMASTERY = 66, #define KN_CAVALIERMASTERY SkillID::KN_CAVALIERMASTERY PR_MACEMASTERY = 67, #define PR_MACEMASTERY SkillID::PR_MACEMASTERY PR_IMPOSITIO = 68, #define PR_IMPOSITIO SkillID::PR_IMPOSITIO PR_SUFFRAGIUM = 69, #define PR_SUFFRAGIUM SkillID::PR_SUFFRAGIUM PR_ASPERSIO = 70, #define PR_ASPERSIO SkillID::PR_ASPERSIO PR_BENEDICTIO = 71, #define PR_BENEDICTIO SkillID::PR_BENEDICTIO PR_SANCTUARY = 72, #define PR_SANCTUARY SkillID::PR_SANCTUARY PR_SLOWPOISON = 73, #define PR_SLOWPOISON SkillID::PR_SLOWPOISON PR_STRECOVERY = 74, #define PR_STRECOVERY SkillID::PR_STRECOVERY PR_KYRIE = 75, #define PR_KYRIE SkillID::PR_KYRIE PR_MAGNIFICAT = 76, #define PR_MAGNIFICAT SkillID::PR_MAGNIFICAT PR_GLORIA = 77, #define PR_GLORIA SkillID::PR_GLORIA PR_LEXDIVINA = 78, #define PR_LEXDIVINA SkillID::PR_LEXDIVINA PR_TURNUNDEAD = 79, #define PR_TURNUNDEAD SkillID::PR_TURNUNDEAD PR_LEXAETERNA = 80, #define PR_LEXAETERNA SkillID::PR_LEXAETERNA PR_MAGNUS = 81, #define PR_MAGNUS SkillID::PR_MAGNUS WZ_FIREPILLAR = 82, #define WZ_FIREPILLAR SkillID::WZ_FIREPILLAR WZ_SIGHTRASHER = 83, #define WZ_SIGHTRASHER SkillID::WZ_SIGHTRASHER WZ_FIREIVY = 84, #define WZ_FIREIVY SkillID::WZ_FIREIVY WZ_METEOR = 85, #define WZ_METEOR SkillID::WZ_METEOR WZ_JUPITEL = 86, #define WZ_JUPITEL SkillID::WZ_JUPITEL WZ_VERMILION = 87, #define WZ_VERMILION SkillID::WZ_VERMILION WZ_WATERBALL = 88, #define WZ_WATERBALL SkillID::WZ_WATERBALL WZ_ICEWALL = 89, #define WZ_ICEWALL SkillID::WZ_ICEWALL WZ_FROSTNOVA = 90, #define WZ_FROSTNOVA SkillID::WZ_FROSTNOVA WZ_STORMGUST = 91, #define WZ_STORMGUST SkillID::WZ_STORMGUST WZ_EARTHSPIKE = 92, #define WZ_EARTHSPIKE SkillID::WZ_EARTHSPIKE WZ_HEAVENDRIVE = 93, #define WZ_HEAVENDRIVE SkillID::WZ_HEAVENDRIVE WZ_QUAGMIRE = 94, #define WZ_QUAGMIRE SkillID::WZ_QUAGMIRE WZ_ESTIMATION = 95, #define WZ_ESTIMATION SkillID::WZ_ESTIMATION BS_IRON = 96, #define BS_IRON SkillID::BS_IRON BS_STEEL = 97, #define BS_STEEL SkillID::BS_STEEL BS_ENCHANTEDSTONE = 98, #define BS_ENCHANTEDSTONE SkillID::BS_ENCHANTEDSTONE BS_ORIDEOCON = 99, #define BS_ORIDEOCON SkillID::BS_ORIDEOCON BS_DAGGER = 100, #define BS_DAGGER SkillID::BS_DAGGER BS_SWORD = 101, #define BS_SWORD SkillID::BS_SWORD BS_TWOHANDSWORD = 102, #define BS_TWOHANDSWORD SkillID::BS_TWOHANDSWORD BS_AXE = 103, #define BS_AXE SkillID::BS_AXE BS_MACE = 104, #define BS_MACE SkillID::BS_MACE BS_KNUCKLE = 105, #define BS_KNUCKLE SkillID::BS_KNUCKLE BS_SPEAR = 106, #define BS_SPEAR SkillID::BS_SPEAR BS_HILTBINDING = 107, #define BS_HILTBINDING SkillID::BS_HILTBINDING BS_FINDINGORE = 108, #define BS_FINDINGORE SkillID::BS_FINDINGORE BS_WEAPONRESEARCH = 109, #define BS_WEAPONRESEARCH SkillID::BS_WEAPONRESEARCH BS_REPAIRWEAPON = 110, #define BS_REPAIRWEAPON SkillID::BS_REPAIRWEAPON BS_SKINTEMPER = 111, #define BS_SKINTEMPER SkillID::BS_SKINTEMPER BS_HAMMERFALL = 112, #define BS_HAMMERFALL SkillID::BS_HAMMERFALL BS_ADRENALINE = 113, #define BS_ADRENALINE SkillID::BS_ADRENALINE BS_WEAPONPERFECT = 114, #define BS_WEAPONPERFECT SkillID::BS_WEAPONPERFECT BS_OVERTHRUST = 115, #define BS_OVERTHRUST SkillID::BS_OVERTHRUST BS_MAXIMIZE = 116, #define BS_MAXIMIZE SkillID::BS_MAXIMIZE HT_SKIDTRAP = 117, #define HT_SKIDTRAP SkillID::HT_SKIDTRAP HT_LANDMINE = 118, #define HT_LANDMINE SkillID::HT_LANDMINE HT_ANKLESNARE = 119, #define HT_ANKLESNARE SkillID::HT_ANKLESNARE HT_SHOCKWAVE = 120, #define HT_SHOCKWAVE SkillID::HT_SHOCKWAVE HT_SANDMAN = 121, #define HT_SANDMAN SkillID::HT_SANDMAN HT_FLASHER = 122, #define HT_FLASHER SkillID::HT_FLASHER HT_FREEZINGTRAP = 123, #define HT_FREEZINGTRAP SkillID::HT_FREEZINGTRAP HT_BLASTMINE = 124, #define HT_BLASTMINE SkillID::HT_BLASTMINE HT_CLAYMORETRAP = 125, #define HT_CLAYMORETRAP SkillID::HT_CLAYMORETRAP HT_REMOVETRAP = 126, #define HT_REMOVETRAP SkillID::HT_REMOVETRAP HT_TALKIEBOX = 127, #define HT_TALKIEBOX SkillID::HT_TALKIEBOX HT_BEASTBANE = 128, #define HT_BEASTBANE SkillID::HT_BEASTBANE HT_FALCON = 129, #define HT_FALCON SkillID::HT_FALCON HT_STEELCROW = 130, #define HT_STEELCROW SkillID::HT_STEELCROW HT_BLITZBEAT = 131, #define HT_BLITZBEAT SkillID::HT_BLITZBEAT HT_DETECTING = 132, #define HT_DETECTING SkillID::HT_DETECTING HT_SPRINGTRAP = 133, #define HT_SPRINGTRAP SkillID::HT_SPRINGTRAP AS_RIGHT = 134, #define AS_RIGHT SkillID::AS_RIGHT AS_LEFT = 135, #define AS_LEFT SkillID::AS_LEFT AS_KATAR = 136, #define AS_KATAR SkillID::AS_KATAR AS_CLOAKING = 137, #define AS_CLOAKING SkillID::AS_CLOAKING AS_SONICBLOW = 138, #define AS_SONICBLOW SkillID::AS_SONICBLOW AS_GRIMTOOTH = 139, #define AS_GRIMTOOTH SkillID::AS_GRIMTOOTH AS_ENCHANTPOISON = 140, #define AS_ENCHANTPOISON SkillID::AS_ENCHANTPOISON AS_POISONREACT = 141, #define AS_POISONREACT SkillID::AS_POISONREACT AS_VENOMDUST = 142, #define AS_VENOMDUST SkillID::AS_VENOMDUST AS_SPLASHER = 143, #define AS_SPLASHER SkillID::AS_SPLASHER NV_FIRSTAID = 144, // #define NV_FIRSTAID SkillID::NV_FIRSTAID NV_TRICKDEAD = 145, #define NV_TRICKDEAD SkillID::NV_TRICKDEAD SM_MOVINGRECOVERY = 146, // #define SM_MOVINGRECOVERY SkillID::SM_MOVINGRECOVERY SM_FATALBLOW = 147, #define SM_FATALBLOW SkillID::SM_FATALBLOW SM_AUTOBERSERK = 148, // #define SM_AUTOBERSERK SkillID::SM_AUTOBERSERK AC_MAKINGARROW = 149, #define AC_MAKINGARROW SkillID::AC_MAKINGARROW AC_CHARGEARROW = 150, #define AC_CHARGEARROW SkillID::AC_CHARGEARROW TF_SPRINKLESAND = 151, #define TF_SPRINKLESAND SkillID::TF_SPRINKLESAND TF_BACKSLIDING = 152, // #define TF_BACKSLIDING SkillID::TF_BACKSLIDING TF_PICKSTONE = 153, #define TF_PICKSTONE SkillID::TF_PICKSTONE TF_THROWSTONE = 154, #define TF_THROWSTONE SkillID::TF_THROWSTONE MC_CARTREVOLUTION = 155, #define MC_CARTREVOLUTION SkillID::MC_CARTREVOLUTION MC_CHANGECART = 156, #define MC_CHANGECART SkillID::MC_CHANGECART MC_LOUD = 157, #define MC_LOUD SkillID::MC_LOUD AL_HOLYLIGHT = 158, #define AL_HOLYLIGHT SkillID::AL_HOLYLIGHT MG_ENERGYCOAT = 159, #define MG_ENERGYCOAT SkillID::MG_ENERGYCOAT NPC_PIERCINGATT = 160, #define NPC_PIERCINGATT SkillID::NPC_PIERCINGATT NPC_MENTALBREAKER = 161, #define NPC_MENTALBREAKER SkillID::NPC_MENTALBREAKER NPC_RANGEATTACK = 162, #define NPC_RANGEATTACK SkillID::NPC_RANGEATTACK NPC_ATTRICHANGE = 163, #define NPC_ATTRICHANGE SkillID::NPC_ATTRICHANGE NPC_CHANGEWATER = 164, #define NPC_CHANGEWATER SkillID::NPC_CHANGEWATER NPC_CHANGEGROUND = 165, #define NPC_CHANGEGROUND SkillID::NPC_CHANGEGROUND NPC_CHANGEFIRE = 166, #define NPC_CHANGEFIRE SkillID::NPC_CHANGEFIRE NPC_CHANGEWIND = 167, #define NPC_CHANGEWIND SkillID::NPC_CHANGEWIND NPC_CHANGEPOISON = 168, #define NPC_CHANGEPOISON SkillID::NPC_CHANGEPOISON NPC_CHANGEHOLY = 169, #define NPC_CHANGEHOLY SkillID::NPC_CHANGEHOLY NPC_CHANGEDARKNESS = 170, #define NPC_CHANGEDARKNESS SkillID::NPC_CHANGEDARKNESS NPC_CHANGETELEKINESIS = 171, #define NPC_CHANGETELEKINESIS SkillID::NPC_CHANGETELEKINESIS NPC_CRITICALSLASH = 172, #define NPC_CRITICALSLASH SkillID::NPC_CRITICALSLASH NPC_COMBOATTACK = 173, #define NPC_COMBOATTACK SkillID::NPC_COMBOATTACK NPC_GUIDEDATTACK = 174, #define NPC_GUIDEDATTACK SkillID::NPC_GUIDEDATTACK NPC_SELFDESTRUCTION = 175, // #define NPC_SELFDESTRUCTION SkillID::NPC_SELFDESTRUCTION NPC_SPLASHATTACK = 176, #define NPC_SPLASHATTACK SkillID::NPC_SPLASHATTACK NPC_SUICIDE = 177, #define NPC_SUICIDE SkillID::NPC_SUICIDE NPC_POISON = 178, // #define NPC_POISON SkillID::NPC_POISON NPC_BLINDATTACK = 179, #define NPC_BLINDATTACK SkillID::NPC_BLINDATTACK NPC_SILENCEATTACK = 180, #define NPC_SILENCEATTACK SkillID::NPC_SILENCEATTACK NPC_STUNATTACK = 181, #define NPC_STUNATTACK SkillID::NPC_STUNATTACK NPC_PETRIFYATTACK = 182, #define NPC_PETRIFYATTACK SkillID::NPC_PETRIFYATTACK NPC_CURSEATTACK = 183, #define NPC_CURSEATTACK SkillID::NPC_CURSEATTACK NPC_SLEEPATTACK = 184, #define NPC_SLEEPATTACK SkillID::NPC_SLEEPATTACK NPC_RANDOMATTACK = 185, #define NPC_RANDOMATTACK SkillID::NPC_RANDOMATTACK NPC_WATERATTACK = 186, #define NPC_WATERATTACK SkillID::NPC_WATERATTACK NPC_GROUNDATTACK = 187, #define NPC_GROUNDATTACK SkillID::NPC_GROUNDATTACK NPC_FIREATTACK = 188, #define NPC_FIREATTACK SkillID::NPC_FIREATTACK NPC_WINDATTACK = 189, #define NPC_WINDATTACK SkillID::NPC_WINDATTACK NPC_POISONATTACK = 190, // #define NPC_POISONATTACK SkillID::NPC_POISONATTACK NPC_HOLYATTACK = 191, #define NPC_HOLYATTACK SkillID::NPC_HOLYATTACK NPC_DARKNESSATTACK = 192, #define NPC_DARKNESSATTACK SkillID::NPC_DARKNESSATTACK NPC_TELEKINESISATTACK = 193, #define NPC_TELEKINESISATTACK SkillID::NPC_TELEKINESISATTACK NPC_MAGICALATTACK = 194, #define NPC_MAGICALATTACK SkillID::NPC_MAGICALATTACK NPC_METAMORPHOSIS = 195, #define NPC_METAMORPHOSIS SkillID::NPC_METAMORPHOSIS NPC_PROVOCATION = 196, #define NPC_PROVOCATION SkillID::NPC_PROVOCATION NPC_SMOKING = 197, #define NPC_SMOKING SkillID::NPC_SMOKING NPC_SUMMONSLAVE = 198, // #define NPC_SUMMONSLAVE SkillID::NPC_SUMMONSLAVE NPC_EMOTION = 199, // #define NPC_EMOTION SkillID::NPC_EMOTION NPC_TRANSFORMATION = 200, #define NPC_TRANSFORMATION SkillID::NPC_TRANSFORMATION NPC_BLOODDRAIN = 201, #define NPC_BLOODDRAIN SkillID::NPC_BLOODDRAIN NPC_ENERGYDRAIN = 202, #define NPC_ENERGYDRAIN SkillID::NPC_ENERGYDRAIN NPC_KEEPING = 203, #define NPC_KEEPING SkillID::NPC_KEEPING NPC_DARKBREATH = 204, #define NPC_DARKBREATH SkillID::NPC_DARKBREATH NPC_DARKBLESSING = 205, #define NPC_DARKBLESSING SkillID::NPC_DARKBLESSING NPC_BARRIER = 206, #define NPC_BARRIER SkillID::NPC_BARRIER NPC_DEFENDER = 207, #define NPC_DEFENDER SkillID::NPC_DEFENDER NPC_LICK = 208, #define NPC_LICK SkillID::NPC_LICK NPC_HALLUCINATION = 209, #define NPC_HALLUCINATION SkillID::NPC_HALLUCINATION NPC_REBIRTH = 210, #define NPC_REBIRTH SkillID::NPC_REBIRTH NPC_SUMMONMONSTER = 211, #define NPC_SUMMONMONSTER SkillID::NPC_SUMMONMONSTER RG_SNATCHER = 212, #define RG_SNATCHER SkillID::RG_SNATCHER RG_STEALCOIN = 213, #define RG_STEALCOIN SkillID::RG_STEALCOIN RG_BACKSTAP = 214, #define RG_BACKSTAP SkillID::RG_BACKSTAP RG_TUNNELDRIVE = 215, #define RG_TUNNELDRIVE SkillID::RG_TUNNELDRIVE RG_RAID = 216, #define RG_RAID SkillID::RG_RAID RG_STRIPWEAPON = 217, #define RG_STRIPWEAPON SkillID::RG_STRIPWEAPON RG_STRIPSHIELD = 218, #define RG_STRIPSHIELD SkillID::RG_STRIPSHIELD RG_STRIPARMOR = 219, #define RG_STRIPARMOR SkillID::RG_STRIPARMOR RG_STRIPHELM = 220, #define RG_STRIPHELM SkillID::RG_STRIPHELM RG_INTIMIDATE = 221, #define RG_INTIMIDATE SkillID::RG_INTIMIDATE RG_GRAFFITI = 222, #define RG_GRAFFITI SkillID::RG_GRAFFITI RG_FLAGGRAFFITI = 223, #define RG_FLAGGRAFFITI SkillID::RG_FLAGGRAFFITI RG_CLEANER = 224, #define RG_CLEANER SkillID::RG_CLEANER RG_GANGSTER = 225, #define RG_GANGSTER SkillID::RG_GANGSTER RG_COMPULSION = 226, #define RG_COMPULSION SkillID::RG_COMPULSION RG_PLAGIARISM = 227, #define RG_PLAGIARISM SkillID::RG_PLAGIARISM AM_AXEMASTERY = 228, #define AM_AXEMASTERY SkillID::AM_AXEMASTERY AM_LEARNINGPOTION = 229, #define AM_LEARNINGPOTION SkillID::AM_LEARNINGPOTION AM_PHARMACY = 230, #define AM_PHARMACY SkillID::AM_PHARMACY AM_DEMONSTRATION = 231, #define AM_DEMONSTRATION SkillID::AM_DEMONSTRATION AM_ACIDTERROR = 232, #define AM_ACIDTERROR SkillID::AM_ACIDTERROR AM_POTIONPITCHER = 233, #define AM_POTIONPITCHER SkillID::AM_POTIONPITCHER AM_CANNIBALIZE = 234, #define AM_CANNIBALIZE SkillID::AM_CANNIBALIZE AM_SPHEREMINE = 235, #define AM_SPHEREMINE SkillID::AM_SPHEREMINE AM_CP_WEAPON = 236, #define AM_CP_WEAPON SkillID::AM_CP_WEAPON AM_CP_SHIELD = 237, #define AM_CP_SHIELD SkillID::AM_CP_SHIELD AM_CP_ARMOR = 238, #define AM_CP_ARMOR SkillID::AM_CP_ARMOR AM_CP_HELM = 239, #define AM_CP_HELM SkillID::AM_CP_HELM AM_BIOETHICS = 240, #define AM_BIOETHICS SkillID::AM_BIOETHICS AM_BIOTECHNOLOGY = 241, #define AM_BIOTECHNOLOGY SkillID::AM_BIOTECHNOLOGY AM_CREATECREATURE = 242, #define AM_CREATECREATURE SkillID::AM_CREATECREATURE AM_CULTIVATION = 243, #define AM_CULTIVATION SkillID::AM_CULTIVATION AM_FLAMECONTROL = 244, #define AM_FLAMECONTROL SkillID::AM_FLAMECONTROL AM_CALLHOMUN = 245, #define AM_CALLHOMUN SkillID::AM_CALLHOMUN AM_REST = 246, #define AM_REST SkillID::AM_REST AM_DRILLMASTER = 247, #define AM_DRILLMASTER SkillID::AM_DRILLMASTER AM_HEALHOMUN = 248, #define AM_HEALHOMUN SkillID::AM_HEALHOMUN AM_RESURRECTHOMUN = 249, #define AM_RESURRECTHOMUN SkillID::AM_RESURRECTHOMUN CR_TRUST = 250, #define CR_TRUST SkillID::CR_TRUST CR_AUTOGUARD = 251, #define CR_AUTOGUARD SkillID::CR_AUTOGUARD CR_SHIELDCHARGE = 252, #define CR_SHIELDCHARGE SkillID::CR_SHIELDCHARGE CR_SHIELDBOOMERANG = 253, #define CR_SHIELDBOOMERANG SkillID::CR_SHIELDBOOMERANG CR_REFLECTSHIELD = 254, #define CR_REFLECTSHIELD SkillID::CR_REFLECTSHIELD CR_HOLYCROSS = 255, #define CR_HOLYCROSS SkillID::CR_HOLYCROSS CR_GRANDCROSS = 256, #define CR_GRANDCROSS SkillID::CR_GRANDCROSS CR_DEVOTION = 257, #define CR_DEVOTION SkillID::CR_DEVOTION CR_PROVIDENCE = 258, #define CR_PROVIDENCE SkillID::CR_PROVIDENCE CR_DEFENDER = 259, #define CR_DEFENDER SkillID::CR_DEFENDER CR_SPEARQUICKEN = 260, #define CR_SPEARQUICKEN SkillID::CR_SPEARQUICKEN MO_IRONHAND = 261, #define MO_IRONHAND SkillID::MO_IRONHAND MO_SPIRITSRECOVERY = 262, #define MO_SPIRITSRECOVERY SkillID::MO_SPIRITSRECOVERY MO_CALLSPIRITS = 263, #define MO_CALLSPIRITS SkillID::MO_CALLSPIRITS MO_ABSORBSPIRITS = 264, #define MO_ABSORBSPIRITS SkillID::MO_ABSORBSPIRITS MO_TRIPLEATTACK = 265, #define MO_TRIPLEATTACK SkillID::MO_TRIPLEATTACK MO_BODYRELOCATION = 266, #define MO_BODYRELOCATION SkillID::MO_BODYRELOCATION MO_DODGE = 267, #define MO_DODGE SkillID::MO_DODGE MO_INVESTIGATE = 268, #define MO_INVESTIGATE SkillID::MO_INVESTIGATE MO_FINGEROFFENSIVE = 269, #define MO_FINGEROFFENSIVE SkillID::MO_FINGEROFFENSIVE MO_STEELBODY = 270, #define MO_STEELBODY SkillID::MO_STEELBODY MO_BLADESTOP = 271, #define MO_BLADESTOP SkillID::MO_BLADESTOP MO_EXPLOSIONSPIRITS = 272, #define MO_EXPLOSIONSPIRITS SkillID::MO_EXPLOSIONSPIRITS MO_EXTREMITYFIST = 273, #define MO_EXTREMITYFIST SkillID::MO_EXTREMITYFIST MO_CHAINCOMBO = 274, #define MO_CHAINCOMBO SkillID::MO_CHAINCOMBO MO_COMBOFINISH = 275, #define MO_COMBOFINISH SkillID::MO_COMBOFINISH SA_ADVANCEDBOOK = 276, #define SA_ADVANCEDBOOK SkillID::SA_ADVANCEDBOOK SA_CASTCANCEL = 277, #define SA_CASTCANCEL SkillID::SA_CASTCANCEL SA_MAGICROD = 278, #define SA_MAGICROD SkillID::SA_MAGICROD SA_SPELLBREAKER = 279, #define SA_SPELLBREAKER SkillID::SA_SPELLBREAKER SA_FREECAST = 280, #define SA_FREECAST SkillID::SA_FREECAST SA_AUTOSPELL = 281, #define SA_AUTOSPELL SkillID::SA_AUTOSPELL SA_FLAMELAUNCHER = 282, #define SA_FLAMELAUNCHER SkillID::SA_FLAMELAUNCHER SA_FROSTWEAPON = 283, #define SA_FROSTWEAPON SkillID::SA_FROSTWEAPON SA_LIGHTNINGLOADER = 284, #define SA_LIGHTNINGLOADER SkillID::SA_LIGHTNINGLOADER SA_SEISMICWEAPON = 285, #define SA_SEISMICWEAPON SkillID::SA_SEISMICWEAPON SA_DRAGONOLOGY = 286, #define SA_DRAGONOLOGY SkillID::SA_DRAGONOLOGY SA_VOLCANO = 287, #define SA_VOLCANO SkillID::SA_VOLCANO SA_DELUGE = 288, #define SA_DELUGE SkillID::SA_DELUGE SA_VIOLENTGALE = 289, #define SA_VIOLENTGALE SkillID::SA_VIOLENTGALE SA_LANDPROTECTOR = 290, #define SA_LANDPROTECTOR SkillID::SA_LANDPROTECTOR SA_DISPELL = 291, #define SA_DISPELL SkillID::SA_DISPELL SA_ABRACADABRA = 292, #define SA_ABRACADABRA SkillID::SA_ABRACADABRA SA_MONOCELL = 293, #define SA_MONOCELL SkillID::SA_MONOCELL SA_CLASSCHANGE = 294, #define SA_CLASSCHANGE SkillID::SA_CLASSCHANGE SA_SUMMONMONSTER = 295, #define SA_SUMMONMONSTER SkillID::SA_SUMMONMONSTER SA_REVERSEORCISH = 296, #define SA_REVERSEORCISH SkillID::SA_REVERSEORCISH SA_DEATH = 297, #define SA_DEATH SkillID::SA_DEATH SA_FORTUNE = 298, #define SA_FORTUNE SkillID::SA_FORTUNE SA_TAMINGMONSTER = 299, #define SA_TAMINGMONSTER SkillID::SA_TAMINGMONSTER SA_QUESTION = 300, #define SA_QUESTION SkillID::SA_QUESTION SA_GRAVITY = 301, #define SA_GRAVITY SkillID::SA_GRAVITY SA_LEVELUP = 302, #define SA_LEVELUP SkillID::SA_LEVELUP SA_INSTANTDEATH = 303, #define SA_INSTANTDEATH SkillID::SA_INSTANTDEATH SA_FULLRECOVERY = 304, #define SA_FULLRECOVERY SkillID::SA_FULLRECOVERY SA_COMA = 305, #define SA_COMA SkillID::SA_COMA BD_ADAPTATION = 306, #define BD_ADAPTATION SkillID::BD_ADAPTATION BD_ENCORE = 307, #define BD_ENCORE SkillID::BD_ENCORE BD_LULLABY = 308, #define BD_LULLABY SkillID::BD_LULLABY BD_RICHMANKIM = 309, #define BD_RICHMANKIM SkillID::BD_RICHMANKIM BD_ETERNALCHAOS = 310, #define BD_ETERNALCHAOS SkillID::BD_ETERNALCHAOS BD_DRUMBATTLEFIELD = 311, #define BD_DRUMBATTLEFIELD SkillID::BD_DRUMBATTLEFIELD BD_RINGNIBELUNGEN = 312, #define BD_RINGNIBELUNGEN SkillID::BD_RINGNIBELUNGEN BD_ROKISWEIL = 313, #define BD_ROKISWEIL SkillID::BD_ROKISWEIL BD_INTOABYSS = 314, #define BD_INTOABYSS SkillID::BD_INTOABYSS BD_SIEGFRIED = 315, #define BD_SIEGFRIED SkillID::BD_SIEGFRIED BD_RAGNAROK = 316, #define BD_RAGNAROK SkillID::BD_RAGNAROK BA_MUSICALLESSON = 317, #define BA_MUSICALLESSON SkillID::BA_MUSICALLESSON BA_MUSICALSTRIKE = 318, #define BA_MUSICALSTRIKE SkillID::BA_MUSICALSTRIKE BA_DISSONANCE = 319, #define BA_DISSONANCE SkillID::BA_DISSONANCE BA_FROSTJOKE = 320, #define BA_FROSTJOKE SkillID::BA_FROSTJOKE BA_WHISTLE = 321, #define BA_WHISTLE SkillID::BA_WHISTLE BA_ASSASSINCROSS = 322, #define BA_ASSASSINCROSS SkillID::BA_ASSASSINCROSS BA_POEMBRAGI = 323, #define BA_POEMBRAGI SkillID::BA_POEMBRAGI BA_APPLEIDUN = 324, #define BA_APPLEIDUN SkillID::BA_APPLEIDUN DC_DANCINGLESSON = 325, #define DC_DANCINGLESSON SkillID::DC_DANCINGLESSON DC_THROWARROW = 326, #define DC_THROWARROW SkillID::DC_THROWARROW DC_UGLYDANCE = 327, #define DC_UGLYDANCE SkillID::DC_UGLYDANCE DC_SCREAM = 328, #define DC_SCREAM SkillID::DC_SCREAM DC_HUMMING = 329, #define DC_HUMMING SkillID::DC_HUMMING DC_DONTFORGETME = 330, #define DC_DONTFORGETME SkillID::DC_DONTFORGETME DC_FORTUNEKISS = 331, #define DC_FORTUNEKISS SkillID::DC_FORTUNEKISS DC_SERVICEFORYOU = 332, #define DC_SERVICEFORYOU SkillID::DC_SERVICEFORYOU NPC_SELFDESTRUCTION2 = 333, #define NPC_SELFDESTRUCTION2 SkillID::NPC_SELFDESTRUCTION2 WE_MALE = 334, #define WE_MALE SkillID::WE_MALE WE_FEMALE = 335, #define WE_FEMALE SkillID::WE_FEMALE WE_CALLPARTNER = 336, #define WE_CALLPARTNER SkillID::WE_CALLPARTNER NPC_DARKCROSS = 338, #define NPC_DARKCROSS SkillID::NPC_DARKCROSS TMW_SKILLPOOL = 339, // skill pool size #define TMW_SKILLPOOL SkillID::TMW_SKILLPOOL // magic skills TMW_MAGIC = 340, // #define TMW_MAGIC SkillID::TMW_MAGIC TMW_MAGIC_LIFE = 341, // #define TMW_MAGIC_LIFE SkillID::TMW_MAGIC_LIFE TMW_MAGIC_WAR = 342, // #define TMW_MAGIC_WAR SkillID::TMW_MAGIC_WAR TMW_MAGIC_TRANSMUTE = 343, // #define TMW_MAGIC_TRANSMUTE SkillID::TMW_MAGIC_TRANSMUTE TMW_MAGIC_NATURE = 344, // #define TMW_MAGIC_NATURE SkillID::TMW_MAGIC_NATURE TMW_MAGIC_ETHER = 345, // #define TMW_MAGIC_ETHER SkillID::TMW_MAGIC_ETHER TMW_MAGIC_DARK = 346, // #define TMW_MAGIC_DARK SkillID::TMW_MAGIC_DARK TMW_MAGIC_LIGHT = 347, // #define TMW_MAGIC_LIGHT SkillID::TMW_MAGIC_LIGHT // focusable skills TMW_BRAWLING = 350, // #define TMW_BRAWLING SkillID::TMW_BRAWLING TMW_LUCKY_COUNTER = 351, // #define TMW_LUCKY_COUNTER SkillID::TMW_LUCKY_COUNTER TMW_SPEED = 352, // #define TMW_SPEED SkillID::TMW_SPEED TMW_RESIST_POISON = 353, // #define TMW_RESIST_POISON SkillID::TMW_RESIST_POISON TMW_ASTRAL_SOUL = 354, // #define TMW_ASTRAL_SOUL SkillID::TMW_ASTRAL_SOUL TMW_RAGING = 355, // #define TMW_RAGING SkillID::TMW_RAGING LK_AURABLADE = 356, #define LK_AURABLADE SkillID::LK_AURABLADE LK_PARRYING = 357, #define LK_PARRYING SkillID::LK_PARRYING LK_CONCENTRATION = 358, #define LK_CONCENTRATION SkillID::LK_CONCENTRATION LK_TENSIONRELAX = 359, #define LK_TENSIONRELAX SkillID::LK_TENSIONRELAX LK_BERSERK = 360, #define LK_BERSERK SkillID::LK_BERSERK LK_FURY = 361, #define LK_FURY SkillID::LK_FURY HP_ASSUMPTIO = 362, #define HP_ASSUMPTIO SkillID::HP_ASSUMPTIO HP_BASILICA = 363, #define HP_BASILICA SkillID::HP_BASILICA HP_MEDITATIO = 364, #define HP_MEDITATIO SkillID::HP_MEDITATIO HW_SOULDRAIN = 365, #define HW_SOULDRAIN SkillID::HW_SOULDRAIN HW_MAGICCRASHER = 366, #define HW_MAGICCRASHER SkillID::HW_MAGICCRASHER HW_MAGICPOWER = 367, #define HW_MAGICPOWER SkillID::HW_MAGICPOWER PA_PRESSURE = 368, #define PA_PRESSURE SkillID::PA_PRESSURE PA_SACRIFICE = 369, #define PA_SACRIFICE SkillID::PA_SACRIFICE PA_GOSPEL = 370, #define PA_GOSPEL SkillID::PA_GOSPEL CH_PALMSTRIKE = 371, #define CH_PALMSTRIKE SkillID::CH_PALMSTRIKE CH_TIGERFIST = 372, #define CH_TIGERFIST SkillID::CH_TIGERFIST CH_CHAINCRUSH = 373, #define CH_CHAINCRUSH SkillID::CH_CHAINCRUSH PF_HPCONVERSION = 374, #define PF_HPCONVERSION SkillID::PF_HPCONVERSION PF_SOULCHANGE = 375, #define PF_SOULCHANGE SkillID::PF_SOULCHANGE PF_SOULBURN = 376, #define PF_SOULBURN SkillID::PF_SOULBURN ASC_KATAR = 377, #define ASC_KATAR SkillID::ASC_KATAR ASC_HALLUCINATION = 378, #define ASC_HALLUCINATION SkillID::ASC_HALLUCINATION ASC_EDP = 379, #define ASC_EDP SkillID::ASC_EDP ASC_BREAKER = 380, #define ASC_BREAKER SkillID::ASC_BREAKER SN_SIGHT = 381, #define SN_SIGHT SkillID::SN_SIGHT SN_FALCONASSAULT = 382, #define SN_FALCONASSAULT SkillID::SN_FALCONASSAULT SN_SHARPSHOOTING = 383, #define SN_SHARPSHOOTING SkillID::SN_SHARPSHOOTING SN_WINDWALK = 384, #define SN_WINDWALK SkillID::SN_WINDWALK WS_MELTDOWN = 385, #define WS_MELTDOWN SkillID::WS_MELTDOWN WS_CREATECOIN = 386, #define WS_CREATECOIN SkillID::WS_CREATECOIN WS_CREATENUGGET = 387, #define WS_CREATENUGGET SkillID::WS_CREATENUGGET WS_CARTBOOST = 388, #define WS_CARTBOOST SkillID::WS_CARTBOOST WS_SYSTEMCREATE = 389, #define WS_SYSTEMCREATE SkillID::WS_SYSTEMCREATE ST_CHASEWALK = 390, #define ST_CHASEWALK SkillID::ST_CHASEWALK ST_REJECTSWORD = 391, #define ST_REJECTSWORD SkillID::ST_REJECTSWORD ST_STEALBACKPACK = 392, #define ST_STEALBACKPACK SkillID::ST_STEALBACKPACK CR_ALCHEMY = 393, #define CR_ALCHEMY SkillID::CR_ALCHEMY CR_SYNTHESISPOTION = 394, #define CR_SYNTHESISPOTION SkillID::CR_SYNTHESISPOTION CG_ARROWVULCAN = 395, #define CG_ARROWVULCAN SkillID::CG_ARROWVULCAN CG_MOONLIT = 396, #define CG_MOONLIT SkillID::CG_MOONLIT CG_MARIONETTE = 397, #define CG_MARIONETTE SkillID::CG_MARIONETTE LK_SPIRALPIERCE = 398, #define LK_SPIRALPIERCE SkillID::LK_SPIRALPIERCE LK_HEADCRUSH = 399, #define LK_HEADCRUSH SkillID::LK_HEADCRUSH LK_JOINTBEAT = 400, #define LK_JOINTBEAT SkillID::LK_JOINTBEAT HW_NAPALMVULCAN = 401, #define HW_NAPALMVULCAN SkillID::HW_NAPALMVULCAN CH_SOULCOLLECT = 402, #define CH_SOULCOLLECT SkillID::CH_SOULCOLLECT PF_MINDBREAKER = 403, #define PF_MINDBREAKER SkillID::PF_MINDBREAKER PF_MEMORIZE = 404, #define PF_MEMORIZE SkillID::PF_MEMORIZE PF_FOGWALL = 405, #define PF_FOGWALL SkillID::PF_FOGWALL PF_SPIDERWEB = 406, #define PF_SPIDERWEB SkillID::PF_SPIDERWEB ASC_METEORASSAULT = 407, #define ASC_METEORASSAULT SkillID::ASC_METEORASSAULT ASC_CDP = 408, #define ASC_CDP SkillID::ASC_CDP WE_BABY = 409, #define WE_BABY SkillID::WE_BABY WE_CALLPARENT = 410, #define WE_CALLPARENT SkillID::WE_CALLPARENT WE_CALLBABY = 411, #define WE_CALLBABY SkillID::WE_CALLBABY TK_RUN = 412, #define TK_RUN SkillID::TK_RUN TK_READYSTORM = 413, #define TK_READYSTORM SkillID::TK_READYSTORM TK_STORMKICK = 414, #define TK_STORMKICK SkillID::TK_STORMKICK TK_READYDOWN = 415, #define TK_READYDOWN SkillID::TK_READYDOWN TK_DOWNKICK = 416, #define TK_DOWNKICK SkillID::TK_DOWNKICK TK_READYTURN = 417, #define TK_READYTURN SkillID::TK_READYTURN TK_TURNKICK = 418, #define TK_TURNKICK SkillID::TK_TURNKICK TK_READYCOUNTER = 419, #define TK_READYCOUNTER SkillID::TK_READYCOUNTER TK_COUNTER = 420, #define TK_COUNTER SkillID::TK_COUNTER TK_DODGE = 421, #define TK_DODGE SkillID::TK_DODGE TK_JUMPKICK = 422, #define TK_JUMPKICK SkillID::TK_JUMPKICK TK_HPTIME = 423, #define TK_HPTIME SkillID::TK_HPTIME TK_SPTIME = 424, #define TK_SPTIME SkillID::TK_SPTIME TK_POWER = 425, #define TK_POWER SkillID::TK_POWER TK_SEVENWIND = 426, #define TK_SEVENWIND SkillID::TK_SEVENWIND TK_HIGHJUMP = 427, #define TK_HIGHJUMP SkillID::TK_HIGHJUMP SG_FEEL = 428, #define SG_FEEL SkillID::SG_FEEL SG_SUN_WARM = 429, #define SG_SUN_WARM SkillID::SG_SUN_WARM SG_MOON_WARM = 430, #define SG_MOON_WARM SkillID::SG_MOON_WARM SG_STAR_WARM = 431, #define SG_STAR_WARM SkillID::SG_STAR_WARM SG_SUN_COMFORT = 432, #define SG_SUN_COMFORT SkillID::SG_SUN_COMFORT SG_MOON_COMFORT = 433, #define SG_MOON_COMFORT SkillID::SG_MOON_COMFORT SG_STAR_COMFORT = 434, #define SG_STAR_COMFORT SkillID::SG_STAR_COMFORT SG_HATE = 435, #define SG_HATE SkillID::SG_HATE SG_SUN_ANGER = 436, #define SG_SUN_ANGER SkillID::SG_SUN_ANGER SG_MOON_ANGER = 437, #define SG_MOON_ANGER SkillID::SG_MOON_ANGER SG_STAR_ANGER = 438, #define SG_STAR_ANGER SkillID::SG_STAR_ANGER SG_SUN_BLESS = 439, #define SG_SUN_BLESS SkillID::SG_SUN_BLESS SG_MOON_BLESS = 440, #define SG_MOON_BLESS SkillID::SG_MOON_BLESS SG_STAR_BLESS = 441, #define SG_STAR_BLESS SkillID::SG_STAR_BLESS SG_DEVIL = 442, #define SG_DEVIL SkillID::SG_DEVIL SG_FRIEND = 443, #define SG_FRIEND SkillID::SG_FRIEND SG_KNOWLEDGE = 444, #define SG_KNOWLEDGE SkillID::SG_KNOWLEDGE SG_FUSION = 445, #define SG_FUSION SkillID::SG_FUSION SL_ALCHEMIST = 446, #define SL_ALCHEMIST SkillID::SL_ALCHEMIST AM_BERSERKPITCHER = 447, #define AM_BERSERKPITCHER SkillID::AM_BERSERKPITCHER SL_MONK = 448, #define SL_MONK SkillID::SL_MONK SL_STAR = 449, #define SL_STAR SkillID::SL_STAR SL_SAGE = 450, #define SL_SAGE SkillID::SL_SAGE SL_CRUSADER = 451, #define SL_CRUSADER SkillID::SL_CRUSADER SL_SUPERNOVICE = 452, #define SL_SUPERNOVICE SkillID::SL_SUPERNOVICE SL_KNIGHT = 453, #define SL_KNIGHT SkillID::SL_KNIGHT SL_WIZARD = 454, #define SL_WIZARD SkillID::SL_WIZARD SL_PRIEST = 455, #define SL_PRIEST SkillID::SL_PRIEST SL_BARDDANCER = 456, #define SL_BARDDANCER SkillID::SL_BARDDANCER SL_ROGUE = 457, #define SL_ROGUE SkillID::SL_ROGUE SL_ASSASIN = 458, #define SL_ASSASIN SkillID::SL_ASSASIN SL_BLACKSMITH = 459, #define SL_BLACKSMITH SkillID::SL_BLACKSMITH BS_ADRENALINE2 = 460, #define BS_ADRENALINE2 SkillID::BS_ADRENALINE2 SL_HUNTER = 461, #define SL_HUNTER SkillID::SL_HUNTER SL_SOULLINKER = 462, #define SL_SOULLINKER SkillID::SL_SOULLINKER SL_KAIZEL = 463, #define SL_KAIZEL SkillID::SL_KAIZEL SL_KAAHI = 464, #define SL_KAAHI SkillID::SL_KAAHI SL_KAUPE = 465, #define SL_KAUPE SkillID::SL_KAUPE SL_KAITE = 466, #define SL_KAITE SkillID::SL_KAITE SL_KAINA = 467, #define SL_KAINA SkillID::SL_KAINA SL_STIN = 468, #define SL_STIN SkillID::SL_STIN SL_STUN = 469, #define SL_STUN SkillID::SL_STUN SL_SMA = 470, #define SL_SMA SkillID::SL_SMA SL_SWOO = 471, #define SL_SWOO SkillID::SL_SWOO SL_SKE = 472, #define SL_SKE SkillID::SL_SKE SL_SKA = 473, #define SL_SKA SkillID::SL_SKA MAX_SKILL_DB = 474, // not 450 #define MAX_SKILL_DB SkillID::MAX_SKILL_DB }; #endif // SKILL_T_HPP