skill.hpp 55 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef SKILL_HPP
  4. #define SKILL_HPP
  5. #include <array>
  6. #include <bitset>
  7. #include "../common/cbasetypes.hpp"
  8. #include "../common/database.hpp"
  9. #include "../common/db.hpp"
  10. #include "../common/mmo.hpp" // MAX_SKILL, struct square
  11. #include "../common/timer.hpp"
  12. #include "map.hpp" // struct block_list
  13. enum damage_lv : uint8;
  14. enum sc_type : int16;
  15. enum send_target : uint8;
  16. enum e_damage_type : uint8;
  17. enum e_battle_flag : uint16;
  18. enum e_battle_check_target : uint32;
  19. struct map_session_data;
  20. struct homun_data;
  21. struct skill_unit;
  22. struct skill_unit_group;
  23. struct status_change_entry;
  24. #define MAX_SKILL_PRODUCE_DB 280 /// Max Produce DB
  25. #define MAX_PRODUCE_RESOURCE 12 /// Max Produce requirements
  26. #define MAX_SKILL_ARROW_DB 150 /// Max Arrow Creation DB
  27. #define MAX_ARROW_RESULT 5 /// Max Arrow results/created
  28. #define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)
  29. #define MAX_MOBSKILL_LEVEL 100 /// Max monster skill level (on skill usage)
  30. #define MAX_SKILL_CRIMSON_MARKER 3 /// Max Crimson Marker targets (RL_C_MARKER)
  31. #define SKILL_NAME_LENGTH 31 /// Max Skill Name length
  32. #define SKILL_DESC_LENGTH 31 /// Max Skill Desc length
  33. /// Constants to identify a skill's nk value (damage properties)
  34. /// The NK value applies only to non INF_GROUND_SKILL skills
  35. /// when determining skill castend function to invoke.
  36. enum e_skill_nk : uint8 {
  37. NK_NODAMAGE = 0,
  38. NK_SPLASH,
  39. NK_SPLASHSPLIT,
  40. NK_IGNOREATKCARD,
  41. NK_IGNOREELEMENT,
  42. NK_IGNOREDEFENSE,
  43. NK_IGNOREFLEE,
  44. NK_IGNOREDEFCARD,
  45. NK_CRITICAL,
  46. NK_MAX,
  47. };
  48. /// Constants to identify the skill's inf value.
  49. enum e_skill_inf : uint16 {
  50. INF_PASSIVE_SKILL = 0x00, // Used just for skill_db parsing
  51. INF_ATTACK_SKILL = 0x01,
  52. INF_GROUND_SKILL = 0x02,
  53. INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
  54. // 0x08 not assigned
  55. INF_SUPPORT_SKILL = 0x10,
  56. INF_TRAP_SKILL = 0x20,
  57. };
  58. /// Constants to identify the skill's inf2 value.
  59. enum e_skill_inf2 : uint8 {
  60. INF2_ISQUEST = 0,
  61. INF2_ISNPC, //NPC skills are those that players can't have in their skill tree.
  62. INF2_ISWEDDING,
  63. INF2_ISSPIRIT,
  64. INF2_ISGUILD,
  65. INF2_ISSONG,
  66. INF2_ISENSEMBLE,
  67. INF2_ISTRAP,
  68. INF2_TARGETSELF, //Refers to ground placed skills that will target the caster as well (like Grandcross)
  69. INF2_NOTARGETSELF,
  70. INF2_PARTYONLY,
  71. INF2_GUILDONLY,
  72. INF2_NOTARGETENEMY,
  73. INF2_ISAUTOSHADOWSPELL, // Skill that available for SC_AUTOSHADOWSPELL
  74. INF2_ISCHORUS, // Chorus skill
  75. INF2_IGNOREBGREDUCTION, // Skill that ignore bg reduction
  76. INF2_IGNOREGVGREDUCTION, // Skill that ignore gvg reduction
  77. INF2_DISABLENEARNPC, // disable to cast skill if near with NPC [Cydh]
  78. INF2_TARGETTRAP, // can hit trap-type skill (INF2_ISTRAP) [Cydh]
  79. INF2_IGNORELANDPROTECTOR, // Skill that can ignore Land Protector
  80. INF2_ALLOWWHENHIDDEN, // Skill that can be use in hiding
  81. INF2_ALLOWWHENPERFORMING, // Skill that can be use while in dancing state
  82. INF2_TARGETEMPERIUM, // Skill that could hit emperium
  83. INF2_IGNORESTASIS, // Skill that can ignore SC_STASIS
  84. INF2_IGNOREKAGEHUMI, // Skill blocked by kagehumi
  85. INF2_ALTERRANGEVULTURE, // Skill range affected by AC_VULTURE
  86. INF2_ALTERRANGESNAKEEYE, // Skill range affected by GS_SNAKEEYE
  87. INF2_ALTERRANGESHADOWJUMP, // Skill range affected by NJ_SHADOWJUMP
  88. INF2_ALTERRANGERADIUS, // Skill range affected by WL_RADIUS
  89. INF2_ALTERRANGERESEARCHTRAP, // Skill range affected by RA_RESEARCHTRAP
  90. INF2_IGNOREHOVERING, // Skill that does not affect user that has SC_HOVERING active
  91. INF2_ALLOWONWARG, // Skill that can be use while riding warg
  92. INF2_ALLOWONMADO, // Skill that can be used while on Madogear
  93. INF2_TARGETMANHOLE, // Skill that can be used to target while under SC__MANHOLE effect
  94. INF2_TARGETHIDDEN, // Skill that affects hidden targets
  95. INF2_INCREASEGLOOMYDAYDAMAGE, // Skill that affects SC_GLOOMYDAY_SK
  96. INF2_INCREASEDANCEWITHWUGDAMAGE, // Skill that is affected by SC_DANCEWITHWUG
  97. INF2_IGNOREWUGBITE, // Skill blocked by RA_WUGBITE
  98. INF2_IGNOREAUTOGUARD , // Skill is not blocked by SC_AUTOGUARD (physical-skill only)
  99. INF2_IGNORECICADA, // Skill is not blocked by SC_UTSUSEMI or SC_BUNSINJYUTSU (physical-skill only)
  100. INF2_MAX,
  101. };
  102. /// Constants for skill requirements
  103. enum e_skill_require : uint16 {
  104. SKILL_REQ_HPCOST = 0x1,
  105. SKILL_REQ_SPCOST = 0x2,
  106. SKILL_REQ_HPRATECOST = 0x4,
  107. SKILL_REQ_SPRATECOST = 0x8,
  108. SKILL_REQ_MAXHPTRIGGER = 0x10,
  109. SKILL_REQ_ZENYCOST = 0x20,
  110. SKILL_REQ_WEAPON = 0x40,
  111. SKILL_REQ_AMMO = 0x80,
  112. SKILL_REQ_STATE = 0x100,
  113. SKILL_REQ_STATUS = 0x200,
  114. SKILL_REQ_SPIRITSPHERECOST = 0x400,
  115. SKILL_REQ_ITEMCOST = 0x800,
  116. SKILL_REQ_EQUIPMENT = 0x1000,
  117. };
  118. /// Constants for skill cast near NPC.
  119. enum e_skill_nonear_npc : uint8 {
  120. SKILL_NONEAR_WARPPORTAL = 0x1,
  121. SKILL_NONEAR_SHOP = 0x2,
  122. SKILL_NONEAR_NPC = 0x4,
  123. SKILL_NONEAR_TOMB = 0x8,
  124. };
  125. /// Constants for skill cast adjustments.
  126. enum e_skill_cast_flags : uint8 {
  127. SKILL_CAST_IGNOREDEX = 0x1,
  128. SKILL_CAST_IGNORESTATUS = 0x2,
  129. SKILL_CAST_IGNOREITEMBONUS = 0x4,
  130. };
  131. /// Constants for skill copyable options.
  132. enum e_skill_copyable_option : uint8 {
  133. SKILL_COPY_PLAGIARISM = 0x1,
  134. SKILL_COPY_REPRODUCE = 0x2,
  135. };
  136. /// Constants for skill unit flags.
  137. enum e_skill_unit_flag : uint8 {
  138. UF_NONE = 0,
  139. UF_NOENEMY, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
  140. UF_NOREITERATION, // Spell cannot be stacked
  141. UF_NOFOOTSET, // Spell cannot be cast near/on targets
  142. UF_NOOVERLAP, // Spell effects do not overlap
  143. UF_PATHCHECK, // Only cells with a shootable path will be placed
  144. UF_NOPC, // May not target players
  145. UF_NOMOB, // May not target mobs
  146. UF_SKILL, // May target skills
  147. UF_DANCE, // Dance
  148. UF_ENSEMBLE, // Duet
  149. UF_SONG, // Song
  150. UF_DUALMODE, // Spells should trigger both ontimer and onplace/onout/onleft effects.
  151. UF_NOKNOCKBACK, // Skill unit cannot be knocked back
  152. UF_RANGEDSINGLEUNIT, // hack for ranged layout, only display center
  153. UF_CRAZYWEEDIMMUNE, // Immune to Crazy Weed removal
  154. UF_REMOVEDBYFIRERAIN, // removed by Fire Rain
  155. UF_KNOCKBACKGROUP, // knockback skill unit with its group instead of single unit
  156. UF_HIDDENTRAP, // Hidden trap [Cydh]
  157. UF_MAX,
  158. };
  159. /// Walk intervals at which chase-skills are attempted to be triggered.
  160. /// If you change this, make sure it's an odd value (for icewall block behavior).
  161. #define WALK_SKILL_INTERVAL 5
  162. /// Time that's added to canact delay on castbegin and substracted on castend
  163. /// This is to prevent hackers from sending a skill packet after cast but before a timer triggers castend
  164. const t_tick SECURITY_CASTTIME = 100;
  165. /// Flags passed to skill_attack/skill_area_sub
  166. enum e_skill_display {
  167. SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
  168. SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation). Also being used in skill_attack for splash skill (NK_SPLASH) to check status_check_skilluse
  169. SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
  170. SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
  171. };
  172. #define MAX_SKILL_ITEM_REQUIRE 10 /// Maximum required items
  173. #define MAX_SKILL_STATUS_REQUIRE 3 /// Maximum required statuses
  174. #define MAX_SKILL_EQUIP_REQUIRE 10 /// Maximum required equipped item
  175. /// Single skill requirement. !TODO: Cleanup the variable types
  176. struct s_skill_condition {
  177. int32 hp; ///< HP cost
  178. int32 mhp; ///< Max HP to trigger
  179. int32 sp; /// SP cost
  180. int32 hp_rate; /// HP cost (%)
  181. int32 sp_rate; /// SP cost (%)
  182. int32 zeny; /// Zeny cost
  183. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  184. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  185. int32 ammo_qty; /// Amount of ammo
  186. int32 state; /// State/condition. @see enum e_require_state
  187. int32 spiritball; /// Spiritball cost
  188. int32 itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  189. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  190. std::vector<int32> eqItem; /// List of equipped item
  191. std::vector<sc_type> status; /// List of Status required (SC)
  192. };
  193. /// Skill requirement structure.
  194. struct s_skill_require {
  195. int32 hp[MAX_SKILL_LEVEL]; ///< HP cost
  196. int32 mhp[MAX_SKILL_LEVEL]; ///< Max HP to trigger
  197. int32 sp[MAX_SKILL_LEVEL]; /// SP cost
  198. int32 hp_rate[MAX_SKILL_LEVEL]; /// HP cost (%)
  199. int32 sp_rate[MAX_SKILL_LEVEL]; /// SP cost (%)
  200. int32 zeny[MAX_SKILL_LEVEL]; /// Zeny cost
  201. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  202. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  203. int32 ammo_qty[MAX_SKILL_LEVEL]; /// Amount of ammo
  204. int32 state; /// State/condition. @see enum e_require_state
  205. int32 spiritball[MAX_SKILL_LEVEL]; /// Spiritball cost
  206. int32 itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  207. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  208. std::vector<int32> eqItem; /// List of equipped item
  209. std::vector<sc_type> status; /// List of Status required (SC)
  210. };
  211. /// Skill Copyable structure.
  212. struct s_skill_copyable { // [Cydh]
  213. uint8 option;
  214. uint16 req_opt;
  215. };
  216. /// Skill Reading Spellbook structure.
  217. struct s_skill_spellbook {
  218. uint16 nameid, point;
  219. };
  220. /// Database skills
  221. struct s_skill_db {
  222. uint16 nameid; ///< Skill ID
  223. char name[SKILL_NAME_LENGTH]; ///< AEGIS_Name
  224. char desc[SKILL_DESC_LENGTH]; ///< English Name
  225. int32 range[MAX_SKILL_LEVEL]; ///< Range
  226. e_damage_type hit; ///< Hit type
  227. uint16 inf; ///< Inf: 0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap
  228. e_element element[MAX_SKILL_LEVEL]; ///< Element
  229. std::bitset<NK_MAX> nk; ///< Damage properties
  230. int32 splash[MAX_SKILL_LEVEL]; ///< Splash effect
  231. uint16 max; ///< Max level
  232. int32 num[MAX_SKILL_LEVEL]; ///< Number of hit
  233. bool castcancel; ///< Cancel cast when being hit
  234. uint16 cast_def_rate; ///< Def rate during cast a skill
  235. e_battle_flag skill_type; ///< Skill type
  236. int32 blewcount[MAX_SKILL_LEVEL]; ///< Blew count
  237. std::bitset<INF2_MAX> inf2; ///< Skill flags @see enum e_skill_inf2
  238. int32 maxcount[MAX_SKILL_LEVEL]; ///< Max number skill can be casted in same map
  239. uint8 castnodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  240. uint8 delaynodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  241. // skill_nocast_db.txt
  242. uint32 nocast; ///< Skill cannot be casted at this zone
  243. uint16 unit_id; ///< Unit ID. @see enum e_skill_unit_id
  244. uint16 unit_id2; ///< Alternate unit ID. @see enum e_skill_unit_id
  245. int32 unit_layout_type[MAX_SKILL_LEVEL]; ///< Layout type. -1 is special layout, others are square with lenght*width: (val*2+1)^2
  246. int32 unit_range[MAX_SKILL_LEVEL]; ///< Unit cell effect range
  247. int16 unit_interval; ///< Interval
  248. int32 unit_target; ///< Unit target.
  249. std::bitset<UF_MAX> unit_flag; ///< Unit flags.
  250. int32 cast[MAX_SKILL_LEVEL]; ///< Variable casttime
  251. int32 delay[MAX_SKILL_LEVEL]; ///< Global delay (delay before reusing all skills)
  252. int32 walkdelay[MAX_SKILL_LEVEL]; ///< Delay to walk after casting
  253. int32 upkeep_time[MAX_SKILL_LEVEL]; ///< Duration
  254. int32 upkeep_time2[MAX_SKILL_LEVEL]; ///< Duration2
  255. int32 cooldown[MAX_SKILL_LEVEL]; ///< Cooldown (delay before reusing same skill)
  256. #ifdef RENEWAL_CAST
  257. int32 fixed_cast[MAX_SKILL_LEVEL]; ///< If -1 means 20% than 'cast'
  258. #endif
  259. struct s_skill_require require; ///< Skill requirement
  260. uint16 unit_nonearnpc_range; ///< Additional range for UF_NONEARNPC or INF2_DISABLENEARNPC [Cydh]
  261. uint16 unit_nonearnpc_type; ///< Type of NPC [Cydh]
  262. struct s_skill_damage damage;
  263. struct s_skill_copyable copyable;
  264. int32 abra_probability[MAX_SKILL_LEVEL];
  265. s_skill_spellbook reading_spellbook;
  266. uint16 improvisedsong_rate;
  267. };
  268. class SkillDatabase : public TypesafeCachedYamlDatabase <uint16, s_skill_db> {
  269. public:
  270. SkillDatabase() : TypesafeCachedYamlDatabase("SKILL_DB", 1) {
  271. }
  272. const std::string getDefaultLocation();
  273. template<typename T, size_t S> bool parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]);
  274. uint64 parseBodyNode(const YAML::Node &node);
  275. void clear();
  276. };
  277. extern SkillDatabase skill_db;
  278. #define MAX_SQUARE_LAYOUT 7 // 15*15 unit placement maximum
  279. #define MAX_SKILL_UNIT_LAYOUT (48+MAX_SQUARE_LAYOUT) // 47 special ones + the square ones
  280. #define MAX_SKILL_UNIT_LAYOUT2 17
  281. #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
  282. struct s_skill_unit_layout {
  283. int count;
  284. int dx[MAX_SKILL_UNIT_COUNT];
  285. int dy[MAX_SKILL_UNIT_COUNT];
  286. };
  287. struct s_skill_nounit_layout {
  288. int count;
  289. int dx[MAX_SKILL_UNIT_COUNT];
  290. int dy[MAX_SKILL_UNIT_COUNT];
  291. };
  292. #define MAX_SKILLTIMERSKILL 50
  293. struct skill_timerskill {
  294. int timer;
  295. int src_id;
  296. int target_id;
  297. int map;
  298. short x,y;
  299. uint16 skill_id,skill_lv;
  300. int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
  301. int flag;
  302. };
  303. #define MAX_SKILLUNITGROUP 25 /// Maximum skill unit group (for same skill each source)
  304. /// Skill unit group
  305. struct skill_unit_group {
  306. int src_id; /// Caster ID/RID, if player is account_id
  307. int party_id; /// Party ID
  308. int guild_id; /// Guild ID
  309. int bg_id; /// Battleground ID
  310. int map; /// Map
  311. int target_flag; /// Holds BCT_* flag for battle_check_target
  312. int bl_flag; /// Holds BL_* flag for map_foreachin* functions
  313. t_tick tick; /// Tick when skill unit initialized
  314. t_tick limit; /// Life time
  315. int interval; /// Timer interval
  316. uint16 skill_id, /// Skill ID
  317. skill_lv; /// Skill level
  318. int val1, val2, val3; /// Values
  319. char *valstr; /// String value, used for HT_TALKIEBOX & RG_GRAFFITI
  320. int unit_id; /// Unit ID (for client effect)
  321. int group_id; /// Skill Group ID
  322. int link_group_id; /// Linked group that should be deleted if this one is deleted
  323. int unit_count, /// Number of unit at this group
  324. alive_count; /// Number of alive unit
  325. int item_id; /// Store item used.
  326. struct skill_unit *unit; /// Skill Unit
  327. struct {
  328. unsigned ammo_consume : 1; // Need to consume ammo
  329. unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
  330. unsigned guildaura : 1; // Guild Aura
  331. } state;
  332. };
  333. /// Skill unit
  334. struct skill_unit {
  335. struct block_list bl;
  336. struct skill_unit_group *group; /// Skill group reference
  337. t_tick limit;
  338. int val1, val2;
  339. short range;
  340. unsigned alive : 1;
  341. unsigned hidden : 1;
  342. };
  343. #define MAX_SKILLUNITGROUPTICKSET 25
  344. struct skill_unit_group_tickset {
  345. t_tick tick;
  346. int id;
  347. };
  348. /// Ring of Nibelungen bonuses
  349. enum e_nibelungen_status : uint8 {
  350. RINGNBL_ASPDRATE = 1, ///< ASPD + 20%
  351. RINGNBL_ATKRATE, ///< Physical damage + 20%
  352. RINGNBL_MATKRATE, ///< MATK + 20%
  353. RINGNBL_HPRATE, ///< Maximum HP + 30%
  354. RINGNBL_SPRATE, ///< Maximum SP + 30%
  355. RINGNBL_ALLSTAT, ///< All stats + 15
  356. RINGNBL_HIT, ///< HIT + 50
  357. RINGNBL_FLEE, ///< FLEE + 50
  358. RINGNBL_SPCONSUM, ///< SP consumption - 30%
  359. RINGNBL_HPREGEN, ///< HP recovery + 100%
  360. RINGNBL_SPREGEN, ///< SP recovery + 100%
  361. RINGNBL_MAX,
  362. };
  363. /// Enum for skill_blown
  364. enum e_skill_blown {
  365. BLOWN_NONE = 0x00,
  366. BLOWN_DONT_SEND_PACKET = 0x01, // Position update packets must not be sent to the client
  367. BLOWN_IGNORE_NO_KNOCKBACK = 0x02, // Ignores players' special_state.no_knockback
  368. // These flags return 'count' instead of 0 if target is cannot be knocked back
  369. BLOWN_NO_KNOCKBACK_MAP = 0x04, // On a WoE/BG map
  370. BLOWN_MD_KNOCKBACK_IMMUNE = 0x08, // If target is MD_KNOCKBACK_IMMUNE
  371. BLOWN_TARGET_NO_KNOCKBACK = 0x10, // If target has 'special_state.no_knockback'
  372. BLOWN_TARGET_BASILICA = 0x20, // If target is in Basilica area
  373. };
  374. /// Create Database item
  375. struct s_skill_produce_db {
  376. unsigned short nameid; /// Product ID
  377. unsigned short req_skill; /// Required Skill
  378. unsigned char req_skill_lv, /// Required Skill Level
  379. itemlv; /// Item Level
  380. unsigned short mat_id[MAX_PRODUCE_RESOURCE], /// Materials needed
  381. mat_amount[MAX_PRODUCE_RESOURCE]; /// Amount of each materials
  382. };
  383. extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  384. /// Creating database arrow
  385. struct s_skill_arrow_db {
  386. unsigned short nameid, /// Material ID
  387. cre_id[MAX_ARROW_RESULT], /// Arrow created
  388. cre_amount[MAX_ARROW_RESULT]; /// Amount of each arrow created
  389. };
  390. extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  391. /// Abracadabra database
  392. struct s_skill_abra_db {
  393. uint16 skill_id; /// Skill ID
  394. std::array<uint16, MAX_SKILL_LEVEL> per; /// Probability summoned
  395. };
  396. class AbraDatabase : public TypesafeYamlDatabase<uint16, s_skill_abra_db> {
  397. public:
  398. AbraDatabase() : TypesafeYamlDatabase("ABRA_DB", 1) {
  399. }
  400. const std::string getDefaultLocation();
  401. uint64 parseBodyNode(const YAML::Node& node);
  402. };
  403. struct s_skill_improvise_db {
  404. uint16 skill_id, per;
  405. };
  406. class ImprovisedSongDatabase : public TypesafeYamlDatabase<uint16, s_skill_improvise_db> {
  407. public:
  408. ImprovisedSongDatabase() : TypesafeYamlDatabase("IMPROVISED_SONG_DB", 1) {
  409. }
  410. const std::string getDefaultLocation();
  411. uint64 parseBodyNode(const YAML::Node& node);
  412. };
  413. void do_init_skill(void);
  414. void do_final_skill(void);
  415. /// Cast type
  416. enum e_cast_type { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
  417. /// Returns the cast type of the skill: ground cast, castend damage, castend no damage
  418. e_cast_type skill_get_casttype(uint16 skill_id); //[Skotlex]
  419. const char* skill_get_name( uint16 skill_id ); // [Skotlex]
  420. const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
  421. int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest
  422. // Accessor to the skills database
  423. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line);
  424. #define skill_get_index(skill_id) skill_get_index_((skill_id), false, __FUNCTION__, __FILE__, __LINE__) /// Get skill index from skill_id (common usage on source)
  425. int skill_get_type( uint16 skill_id );
  426. e_damage_type skill_get_hit( uint16 skill_id );
  427. int skill_get_inf( uint16 skill_id );
  428. int skill_get_ele( uint16 skill_id , uint16 skill_lv );
  429. int skill_get_max( uint16 skill_id );
  430. int skill_get_range( uint16 skill_id , uint16 skill_lv );
  431. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer);
  432. int skill_get_splash( uint16 skill_id , uint16 skill_lv );
  433. int skill_get_num( uint16 skill_id ,uint16 skill_lv );
  434. int skill_get_cast( uint16 skill_id ,uint16 skill_lv );
  435. int skill_get_delay( uint16 skill_id ,uint16 skill_lv );
  436. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
  437. int skill_get_time( uint16 skill_id ,uint16 skill_lv );
  438. int skill_get_time2( uint16 skill_id ,uint16 skill_lv );
  439. int skill_get_castnodex( uint16 skill_id );
  440. int skill_get_castdef( uint16 skill_id );
  441. int skill_get_nocast( uint16 skill_id );
  442. int skill_get_unit_id( uint16 skill_id );
  443. int skill_get_unit_id2( uint16 skill_id );
  444. int skill_get_castcancel( uint16 skill_id );
  445. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
  446. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
  447. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv );
  448. int skill_get_unit_target( uint16 skill_id );
  449. #define skill_get_nk(skill_id, nk) skill_get_nk_(skill_id, { nk })
  450. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk);
  451. #define skill_get_inf2(skill_id, inf2) skill_get_inf2_(skill_id, { inf2 })
  452. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2);
  453. #define skill_get_unit_flag(skill_id, unit) skill_get_unit_flag_(skill_id, { unit })
  454. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit);
  455. // Accessor for skill requirements
  456. int skill_get_hp( uint16 skill_id ,uint16 skill_lv );
  457. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
  458. int skill_get_sp( uint16 skill_id ,uint16 skill_lv );
  459. int skill_get_status_count( uint16 skill_id );
  460. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv );
  461. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv );
  462. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
  463. int skill_get_weapontype( uint16 skill_id );
  464. int skill_get_ammotype( uint16 skill_id );
  465. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
  466. int skill_get_state(uint16 skill_id);
  467. int skill_get_status_count( uint16 skill_id );
  468. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv );
  469. unsigned short skill_dummy2skill_id(unsigned short skill_id);
  470. uint16 skill_name2id(const char* name);
  471. uint16 SKILL_MAX_DB(void);
  472. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id);
  473. TIMER_FUNC(skill_castend_id);
  474. TIMER_FUNC(skill_castend_pos);
  475. int skill_castend_map( struct map_session_data *sd,uint16 skill_id, const char *map);
  476. int skill_cleartimerskill(struct block_list *src);
  477. int skill_addtimerskill(struct block_list *src,t_tick tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag);
  478. // Results? Added
  479. int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,enum damage_lv dmg_lv,t_tick tick);
  480. int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,t_tick tick);
  481. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag);
  482. int skill_break_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag);
  483. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time);
  484. // Skills unit
  485. struct skill_unit_group *skill_id2group(int group_id);
  486. struct skill_unit_group *skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag);
  487. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden);
  488. int skill_delunit(struct skill_unit *unit);
  489. struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval);
  490. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
  491. #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
  492. void skill_clear_unitgroup(struct block_list *src);
  493. int skill_clear_group(struct block_list *bl, int flag);
  494. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick);
  495. int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
  496. // Skill unit visibility [Cydh]
  497. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target);
  498. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl);
  499. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  500. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag);
  501. #ifdef RENEWAL_CAST
  502. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
  503. #endif
  504. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  505. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  506. // Skill conditions check and remove [Inkfish]
  507. bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  508. bool skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  509. int skill_check_condition_char_sub (struct block_list *bl, va_list ap);
  510. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
  511. struct s_skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  512. int skill_disable_check(struct status_change *sc, uint16 skill_id);
  513. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure);
  514. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag);
  515. int skill_unit_move(struct block_list *bl,t_tick tick,int flag);
  516. void skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
  517. void skill_unit_move_unit(struct block_list *bl, int dx, int dy);
  518. int skill_sit(struct map_session_data *sd, bool sitting);
  519. void skill_repairweapon(struct map_session_data *sd, int idx);
  520. void skill_identify(struct map_session_data *sd,int idx);
  521. void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
  522. int skill_autospell(struct map_session_data *md,uint16 skill_id);
  523. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
  524. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
  525. // Abnormal status
  526. void skill_enchant_elemental_end(struct block_list *bl, int type);
  527. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd);
  528. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv);
  529. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md);
  530. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y);
  531. // Item creation
  532. short skill_can_produce_mix( struct map_session_data *sd, unsigned short nameid, int trigger, int qty);
  533. bool skill_produce_mix( struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx );
  534. bool skill_arrow_create( struct map_session_data *sd, unsigned short nameid);
  535. // skills for the mob
  536. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  537. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  538. int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag);
  539. int skill_blockpc_start(struct map_session_data*, int, t_tick);
  540. int skill_blockpc_get(struct map_session_data *sd, int skillid);
  541. int skill_blockpc_clear(struct map_session_data *sd);
  542. TIMER_FUNC(skill_blockpc_end);
  543. int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int);
  544. int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int);
  545. // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
  546. #define skill_ischangesex(id) ( \
  547. ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
  548. ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
  549. // Skill action, (return dmg,heal)
  550. int64 skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  551. void skill_reload(void);
  552. /// List of State Requirements
  553. enum e_require_state : uint8 {
  554. ST_NONE,
  555. ST_HIDDEN,
  556. ST_RIDING,
  557. ST_FALCON,
  558. ST_CART,
  559. ST_SHIELD,
  560. ST_RECOVER_WEIGHT_RATE,
  561. ST_MOVE_ENABLE,
  562. ST_WATER,
  563. ST_RIDINGDRAGON,
  564. ST_WUG,
  565. ST_RIDINGWUG,
  566. ST_MADO,
  567. ST_ELEMENTALSPIRIT,
  568. ST_ELEMENTALSPIRIT2,
  569. ST_PECO,
  570. ST_SUNSTANCE,
  571. ST_MOONSTANCE,
  572. ST_STARSTANCE,
  573. ST_UNIVERSESTANCE
  574. };
  575. /// List of Skills
  576. enum e_skill {
  577. NV_BASIC = 1,
  578. SM_SWORD,
  579. SM_TWOHAND,
  580. SM_RECOVERY,
  581. SM_BASH,
  582. SM_PROVOKE,
  583. SM_MAGNUM,
  584. SM_ENDURE,
  585. MG_SRECOVERY,
  586. MG_SIGHT,
  587. MG_NAPALMBEAT,
  588. MG_SAFETYWALL,
  589. MG_SOULSTRIKE,
  590. MG_COLDBOLT,
  591. MG_FROSTDIVER,
  592. MG_STONECURSE,
  593. MG_FIREBALL,
  594. MG_FIREWALL,
  595. MG_FIREBOLT,
  596. MG_LIGHTNINGBOLT,
  597. MG_THUNDERSTORM,
  598. AL_DP,
  599. AL_DEMONBANE,
  600. AL_RUWACH,
  601. AL_PNEUMA,
  602. AL_TELEPORT,
  603. AL_WARP,
  604. AL_HEAL,
  605. AL_INCAGI,
  606. AL_DECAGI,
  607. AL_HOLYWATER,
  608. AL_CRUCIS,
  609. AL_ANGELUS,
  610. AL_BLESSING,
  611. AL_CURE,
  612. MC_INCCARRY,
  613. MC_DISCOUNT,
  614. MC_OVERCHARGE,
  615. MC_PUSHCART,
  616. MC_IDENTIFY,
  617. MC_VENDING,
  618. MC_MAMMONITE,
  619. AC_OWL,
  620. AC_VULTURE,
  621. AC_CONCENTRATION,
  622. AC_DOUBLE,
  623. AC_SHOWER,
  624. TF_DOUBLE,
  625. TF_MISS,
  626. TF_STEAL,
  627. TF_HIDING,
  628. TF_POISON,
  629. TF_DETOXIFY,
  630. ALL_RESURRECTION,
  631. KN_SPEARMASTERY,
  632. KN_PIERCE,
  633. KN_BRANDISHSPEAR,
  634. KN_SPEARSTAB,
  635. KN_SPEARBOOMERANG,
  636. KN_TWOHANDQUICKEN,
  637. KN_AUTOCOUNTER,
  638. KN_BOWLINGBASH,
  639. KN_RIDING,
  640. KN_CAVALIERMASTERY,
  641. PR_MACEMASTERY,
  642. PR_IMPOSITIO,
  643. PR_SUFFRAGIUM,
  644. PR_ASPERSIO,
  645. PR_BENEDICTIO,
  646. PR_SANCTUARY,
  647. PR_SLOWPOISON,
  648. PR_STRECOVERY,
  649. PR_KYRIE,
  650. PR_MAGNIFICAT,
  651. PR_GLORIA,
  652. PR_LEXDIVINA,
  653. PR_TURNUNDEAD,
  654. PR_LEXAETERNA,
  655. PR_MAGNUS,
  656. WZ_FIREPILLAR,
  657. WZ_SIGHTRASHER,
  658. WZ_FIREIVY,
  659. WZ_METEOR,
  660. WZ_JUPITEL,
  661. WZ_VERMILION,
  662. WZ_WATERBALL,
  663. WZ_ICEWALL,
  664. WZ_FROSTNOVA,
  665. WZ_STORMGUST,
  666. WZ_EARTHSPIKE,
  667. WZ_HEAVENDRIVE,
  668. WZ_QUAGMIRE,
  669. WZ_ESTIMATION,
  670. BS_IRON,
  671. BS_STEEL,
  672. BS_ENCHANTEDSTONE,
  673. BS_ORIDEOCON,
  674. BS_DAGGER,
  675. BS_SWORD,
  676. BS_TWOHANDSWORD,
  677. BS_AXE,
  678. BS_MACE,
  679. BS_KNUCKLE,
  680. BS_SPEAR,
  681. BS_HILTBINDING,
  682. BS_FINDINGORE,
  683. BS_WEAPONRESEARCH,
  684. BS_REPAIRWEAPON,
  685. BS_SKINTEMPER,
  686. BS_HAMMERFALL,
  687. BS_ADRENALINE,
  688. BS_WEAPONPERFECT,
  689. BS_OVERTHRUST,
  690. BS_MAXIMIZE,
  691. HT_SKIDTRAP,
  692. HT_LANDMINE,
  693. HT_ANKLESNARE,
  694. HT_SHOCKWAVE,
  695. HT_SANDMAN,
  696. HT_FLASHER,
  697. HT_FREEZINGTRAP,
  698. HT_BLASTMINE,
  699. HT_CLAYMORETRAP,
  700. HT_REMOVETRAP,
  701. HT_TALKIEBOX,
  702. HT_BEASTBANE,
  703. HT_FALCON,
  704. HT_STEELCROW,
  705. HT_BLITZBEAT,
  706. HT_DETECTING,
  707. HT_SPRINGTRAP,
  708. AS_RIGHT,
  709. AS_LEFT,
  710. AS_KATAR,
  711. AS_CLOAKING,
  712. AS_SONICBLOW,
  713. AS_GRIMTOOTH,
  714. AS_ENCHANTPOISON,
  715. AS_POISONREACT,
  716. AS_VENOMDUST,
  717. AS_SPLASHER,
  718. NV_FIRSTAID,
  719. NV_TRICKDEAD,
  720. SM_MOVINGRECOVERY,
  721. SM_FATALBLOW,
  722. SM_AUTOBERSERK,
  723. AC_MAKINGARROW,
  724. AC_CHARGEARROW,
  725. TF_SPRINKLESAND,
  726. TF_BACKSLIDING,
  727. TF_PICKSTONE,
  728. TF_THROWSTONE,
  729. MC_CARTREVOLUTION,
  730. MC_CHANGECART,
  731. MC_LOUD,
  732. AL_HOLYLIGHT,
  733. MG_ENERGYCOAT,
  734. NPC_PIERCINGATT,
  735. NPC_MENTALBREAKER,
  736. NPC_RANGEATTACK,
  737. NPC_ATTRICHANGE,
  738. NPC_CHANGEWATER,
  739. NPC_CHANGEGROUND,
  740. NPC_CHANGEFIRE,
  741. NPC_CHANGEWIND,
  742. NPC_CHANGEPOISON,
  743. NPC_CHANGEHOLY,
  744. NPC_CHANGEDARKNESS,
  745. NPC_CHANGETELEKINESIS,
  746. NPC_CRITICALSLASH,
  747. NPC_COMBOATTACK,
  748. NPC_GUIDEDATTACK,
  749. NPC_SELFDESTRUCTION,
  750. NPC_SPLASHATTACK,
  751. NPC_SUICIDE,
  752. NPC_POISON,
  753. NPC_BLINDATTACK,
  754. NPC_SILENCEATTACK,
  755. NPC_STUNATTACK,
  756. NPC_PETRIFYATTACK,
  757. NPC_CURSEATTACK,
  758. NPC_SLEEPATTACK,
  759. NPC_RANDOMATTACK,
  760. NPC_WATERATTACK,
  761. NPC_GROUNDATTACK,
  762. NPC_FIREATTACK,
  763. NPC_WINDATTACK,
  764. NPC_POISONATTACK,
  765. NPC_HOLYATTACK,
  766. NPC_DARKNESSATTACK,
  767. NPC_TELEKINESISATTACK,
  768. NPC_MAGICALATTACK,
  769. NPC_METAMORPHOSIS,
  770. NPC_PROVOCATION,
  771. NPC_SMOKING,
  772. NPC_SUMMONSLAVE,
  773. NPC_EMOTION,
  774. NPC_TRANSFORMATION,
  775. NPC_BLOODDRAIN,
  776. NPC_ENERGYDRAIN,
  777. NPC_KEEPING,
  778. NPC_DARKBREATH,
  779. NPC_DARKBLESSING,
  780. NPC_BARRIER,
  781. NPC_DEFENDER,
  782. NPC_LICK,
  783. NPC_HALLUCINATION,
  784. NPC_REBIRTH,
  785. NPC_SUMMONMONSTER,
  786. RG_SNATCHER,
  787. RG_STEALCOIN,
  788. RG_BACKSTAP,
  789. RG_TUNNELDRIVE,
  790. RG_RAID,
  791. RG_STRIPWEAPON,
  792. RG_STRIPSHIELD,
  793. RG_STRIPARMOR,
  794. RG_STRIPHELM,
  795. RG_INTIMIDATE,
  796. RG_GRAFFITI,
  797. RG_FLAGGRAFFITI,
  798. RG_CLEANER,
  799. RG_GANGSTER,
  800. RG_COMPULSION,
  801. RG_PLAGIARISM,
  802. AM_AXEMASTERY,
  803. AM_LEARNINGPOTION,
  804. AM_PHARMACY,
  805. AM_DEMONSTRATION,
  806. AM_ACIDTERROR,
  807. AM_POTIONPITCHER,
  808. AM_CANNIBALIZE,
  809. AM_SPHEREMINE,
  810. AM_CP_WEAPON,
  811. AM_CP_SHIELD,
  812. AM_CP_ARMOR,
  813. AM_CP_HELM,
  814. AM_BIOETHICS,
  815. AM_BIOTECHNOLOGY,
  816. AM_CREATECREATURE,
  817. AM_CULTIVATION,
  818. AM_FLAMECONTROL,
  819. AM_CALLHOMUN,
  820. AM_REST,
  821. AM_DRILLMASTER,
  822. AM_HEALHOMUN,
  823. AM_RESURRECTHOMUN,
  824. CR_TRUST,
  825. CR_AUTOGUARD,
  826. CR_SHIELDCHARGE,
  827. CR_SHIELDBOOMERANG,
  828. CR_REFLECTSHIELD,
  829. CR_HOLYCROSS,
  830. CR_GRANDCROSS,
  831. CR_DEVOTION,
  832. CR_PROVIDENCE,
  833. CR_DEFENDER,
  834. CR_SPEARQUICKEN,
  835. MO_IRONHAND,
  836. MO_SPIRITSRECOVERY,
  837. MO_CALLSPIRITS,
  838. MO_ABSORBSPIRITS,
  839. MO_TRIPLEATTACK,
  840. MO_BODYRELOCATION,
  841. MO_DODGE,
  842. MO_INVESTIGATE,
  843. MO_FINGEROFFENSIVE,
  844. MO_STEELBODY,
  845. MO_BLADESTOP,
  846. MO_EXPLOSIONSPIRITS,
  847. MO_EXTREMITYFIST,
  848. MO_CHAINCOMBO,
  849. MO_COMBOFINISH,
  850. SA_ADVANCEDBOOK,
  851. SA_CASTCANCEL,
  852. SA_MAGICROD,
  853. SA_SPELLBREAKER,
  854. SA_FREECAST,
  855. SA_AUTOSPELL,
  856. SA_FLAMELAUNCHER,
  857. SA_FROSTWEAPON,
  858. SA_LIGHTNINGLOADER,
  859. SA_SEISMICWEAPON,
  860. SA_DRAGONOLOGY,
  861. SA_VOLCANO,
  862. SA_DELUGE,
  863. SA_VIOLENTGALE,
  864. SA_LANDPROTECTOR,
  865. SA_DISPELL,
  866. SA_ABRACADABRA,
  867. SA_MONOCELL,
  868. SA_CLASSCHANGE,
  869. SA_SUMMONMONSTER,
  870. SA_REVERSEORCISH,
  871. SA_DEATH,
  872. SA_FORTUNE,
  873. SA_TAMINGMONSTER,
  874. SA_QUESTION,
  875. SA_GRAVITY,
  876. SA_LEVELUP,
  877. SA_INSTANTDEATH,
  878. SA_FULLRECOVERY,
  879. SA_COMA,
  880. BD_ADAPTATION,
  881. BD_ENCORE,
  882. BD_LULLABY,
  883. BD_RICHMANKIM,
  884. BD_ETERNALCHAOS,
  885. BD_DRUMBATTLEFIELD,
  886. BD_RINGNIBELUNGEN,
  887. BD_ROKISWEIL,
  888. BD_INTOABYSS,
  889. BD_SIEGFRIED,
  890. BD_RAGNAROK,
  891. BA_MUSICALLESSON,
  892. BA_MUSICALSTRIKE,
  893. BA_DISSONANCE,
  894. BA_FROSTJOKER,
  895. BA_WHISTLE,
  896. BA_ASSASSINCROSS,
  897. BA_POEMBRAGI,
  898. BA_APPLEIDUN,
  899. DC_DANCINGLESSON,
  900. DC_THROWARROW,
  901. DC_UGLYDANCE,
  902. DC_SCREAM,
  903. DC_HUMMING,
  904. DC_DONTFORGETME,
  905. DC_FORTUNEKISS,
  906. DC_SERVICEFORYOU,
  907. NPC_RANDOMMOVE,
  908. NPC_SPEEDUP,
  909. NPC_REVENGE,
  910. WE_MALE,
  911. WE_FEMALE,
  912. WE_CALLPARTNER,
  913. ITM_TOMAHAWK,
  914. NPC_DARKCROSS,
  915. NPC_GRANDDARKNESS,
  916. NPC_DARKSTRIKE,
  917. NPC_DARKTHUNDER,
  918. NPC_STOP,
  919. NPC_WEAPONBRAKER,
  920. NPC_ARMORBRAKE,
  921. NPC_HELMBRAKE,
  922. NPC_SHIELDBRAKE,
  923. NPC_UNDEADATTACK,
  924. NPC_CHANGEUNDEAD,
  925. NPC_POWERUP,
  926. NPC_AGIUP,
  927. NPC_SIEGEMODE,
  928. NPC_CALLSLAVE,
  929. NPC_INVISIBLE,
  930. NPC_RUN,
  931. LK_AURABLADE,
  932. LK_PARRYING,
  933. LK_CONCENTRATION,
  934. LK_TENSIONRELAX,
  935. LK_BERSERK,
  936. LK_FURY,
  937. HP_ASSUMPTIO,
  938. HP_BASILICA,
  939. HP_MEDITATIO,
  940. HW_SOULDRAIN,
  941. HW_MAGICCRASHER,
  942. HW_MAGICPOWER,
  943. PA_PRESSURE,
  944. PA_SACRIFICE,
  945. PA_GOSPEL,
  946. CH_PALMSTRIKE,
  947. CH_TIGERFIST,
  948. CH_CHAINCRUSH,
  949. PF_HPCONVERSION,
  950. PF_SOULCHANGE,
  951. PF_SOULBURN,
  952. ASC_KATAR,
  953. ASC_HALLUCINATION,
  954. ASC_EDP,
  955. ASC_BREAKER,
  956. SN_SIGHT,
  957. SN_FALCONASSAULT,
  958. SN_SHARPSHOOTING,
  959. SN_WINDWALK,
  960. WS_MELTDOWN,
  961. WS_CREATECOIN,
  962. WS_CREATENUGGET,
  963. WS_CARTBOOST,
  964. WS_SYSTEMCREATE,
  965. ST_CHASEWALK,
  966. ST_REJECTSWORD,
  967. ST_STEALBACKPACK,
  968. CR_ALCHEMY,
  969. CR_SYNTHESISPOTION,
  970. CG_ARROWVULCAN,
  971. CG_MOONLIT,
  972. CG_MARIONETTE,
  973. LK_SPIRALPIERCE,
  974. LK_HEADCRUSH,
  975. LK_JOINTBEAT,
  976. HW_NAPALMVULCAN,
  977. CH_SOULCOLLECT,
  978. PF_MINDBREAKER,
  979. PF_MEMORIZE,
  980. PF_FOGWALL,
  981. PF_SPIDERWEB,
  982. ASC_METEORASSAULT,
  983. ASC_CDP,
  984. WE_BABY,
  985. WE_CALLPARENT,
  986. WE_CALLBABY,
  987. TK_RUN,
  988. TK_READYSTORM,
  989. TK_STORMKICK,
  990. TK_READYDOWN,
  991. TK_DOWNKICK,
  992. TK_READYTURN,
  993. TK_TURNKICK,
  994. TK_READYCOUNTER,
  995. TK_COUNTER,
  996. TK_DODGE,
  997. TK_JUMPKICK,
  998. TK_HPTIME,
  999. TK_SPTIME,
  1000. TK_POWER,
  1001. TK_SEVENWIND,
  1002. TK_HIGHJUMP,
  1003. SG_FEEL,
  1004. SG_SUN_WARM,
  1005. SG_MOON_WARM,
  1006. SG_STAR_WARM,
  1007. SG_SUN_COMFORT,
  1008. SG_MOON_COMFORT,
  1009. SG_STAR_COMFORT,
  1010. SG_HATE,
  1011. SG_SUN_ANGER,
  1012. SG_MOON_ANGER,
  1013. SG_STAR_ANGER,
  1014. SG_SUN_BLESS,
  1015. SG_MOON_BLESS,
  1016. SG_STAR_BLESS,
  1017. SG_DEVIL,
  1018. SG_FRIEND,
  1019. SG_KNOWLEDGE,
  1020. SG_FUSION,
  1021. SL_ALCHEMIST,
  1022. AM_BERSERKPITCHER,
  1023. SL_MONK,
  1024. SL_STAR,
  1025. SL_SAGE,
  1026. SL_CRUSADER,
  1027. SL_SUPERNOVICE,
  1028. SL_KNIGHT,
  1029. SL_WIZARD,
  1030. SL_PRIEST,
  1031. SL_BARDDANCER,
  1032. SL_ROGUE,
  1033. SL_ASSASIN,
  1034. SL_BLACKSMITH,
  1035. BS_ADRENALINE2,
  1036. SL_HUNTER,
  1037. SL_SOULLINKER,
  1038. SL_KAIZEL,
  1039. SL_KAAHI,
  1040. SL_KAUPE,
  1041. SL_KAITE,
  1042. SL_KAINA,
  1043. SL_STIN,
  1044. SL_STUN,
  1045. SL_SMA,
  1046. SL_SWOO,
  1047. SL_SKE,
  1048. SL_SKA,
  1049. SM_SELFPROVOKE,
  1050. NPC_EMOTION_ON,
  1051. ST_PRESERVE,
  1052. ST_FULLSTRIP,
  1053. WS_WEAPONREFINE,
  1054. CR_SLIMPITCHER,
  1055. CR_FULLPROTECTION,
  1056. PA_SHIELDCHAIN,
  1057. HP_MANARECHARGE,
  1058. PF_DOUBLECASTING,
  1059. HW_GANBANTEIN,
  1060. HW_GRAVITATION,
  1061. WS_CARTTERMINATION,
  1062. WS_OVERTHRUSTMAX,
  1063. CG_LONGINGFREEDOM,
  1064. CG_HERMODE,
  1065. CG_TAROTCARD,
  1066. CR_ACIDDEMONSTRATION,
  1067. CR_CULTIVATION,
  1068. ITEM_ENCHANTARMS,
  1069. TK_MISSION,
  1070. SL_HIGH,
  1071. KN_ONEHAND,
  1072. AM_TWILIGHT1,
  1073. AM_TWILIGHT2,
  1074. AM_TWILIGHT3,
  1075. HT_POWER,
  1076. GS_GLITTERING,
  1077. GS_FLING,
  1078. GS_TRIPLEACTION,
  1079. GS_BULLSEYE,
  1080. GS_MADNESSCANCEL,
  1081. GS_ADJUSTMENT,
  1082. GS_INCREASING,
  1083. GS_MAGICALBULLET,
  1084. GS_CRACKER,
  1085. GS_SINGLEACTION,
  1086. GS_SNAKEEYE,
  1087. GS_CHAINACTION,
  1088. GS_TRACKING,
  1089. GS_DISARM,
  1090. GS_PIERCINGSHOT,
  1091. GS_RAPIDSHOWER,
  1092. GS_DESPERADO,
  1093. GS_GATLINGFEVER,
  1094. GS_DUST,
  1095. GS_FULLBUSTER,
  1096. GS_SPREADATTACK,
  1097. GS_GROUNDDRIFT,
  1098. NJ_TOBIDOUGU,
  1099. NJ_SYURIKEN,
  1100. NJ_KUNAI,
  1101. NJ_HUUMA,
  1102. NJ_ZENYNAGE,
  1103. NJ_TATAMIGAESHI,
  1104. NJ_KASUMIKIRI,
  1105. NJ_SHADOWJUMP,
  1106. NJ_KIRIKAGE,
  1107. NJ_UTSUSEMI,
  1108. NJ_BUNSINJYUTSU,
  1109. NJ_NINPOU,
  1110. NJ_KOUENKA,
  1111. NJ_KAENSIN,
  1112. NJ_BAKUENRYU,
  1113. NJ_HYOUSENSOU,
  1114. NJ_SUITON,
  1115. NJ_HYOUSYOURAKU,
  1116. NJ_HUUJIN,
  1117. NJ_RAIGEKISAI,
  1118. NJ_KAMAITACHI,
  1119. NJ_NEN,
  1120. NJ_ISSEN,
  1121. MB_FIGHTING,
  1122. MB_NEUTRAL,
  1123. MB_TAIMING_PUTI,
  1124. MB_WHITEPOTION,
  1125. MB_MENTAL,
  1126. MB_CARDPITCHER,
  1127. MB_PETPITCHER,
  1128. MB_BODYSTUDY,
  1129. MB_BODYALTER,
  1130. MB_PETMEMORY,
  1131. MB_M_TELEPORT,
  1132. MB_B_GAIN,
  1133. MB_M_GAIN,
  1134. MB_MISSION,
  1135. MB_MUNAKKNOWLEDGE,
  1136. MB_MUNAKBALL,
  1137. MB_SCROLL,
  1138. MB_B_GATHERING,
  1139. MB_M_GATHERING,
  1140. MB_B_EXCLUDE,
  1141. MB_B_DRIFT,
  1142. MB_B_WALLRUSH,
  1143. MB_M_WALLRUSH,
  1144. MB_B_WALLSHIFT,
  1145. MB_M_WALLCRASH,
  1146. MB_M_REINCARNATION,
  1147. MB_B_EQUIP,
  1148. SL_DEATHKNIGHT,
  1149. SL_COLLECTOR,
  1150. SL_NINJA,
  1151. SL_GUNNER,
  1152. AM_TWILIGHT4,
  1153. DA_RESET,
  1154. DE_BERSERKAIZER,
  1155. DA_DARKPOWER,
  1156. DE_PASSIVE,
  1157. DE_PATTACK,
  1158. DE_PSPEED,
  1159. DE_PDEFENSE,
  1160. DE_PCRITICAL,
  1161. DE_PHP,
  1162. DE_PSP,
  1163. DE_RESET,
  1164. DE_RANKING,
  1165. DE_PTRIPLE,
  1166. DE_ENERGY,
  1167. DE_NIGHTMARE,
  1168. DE_SLASH,
  1169. DE_COIL,
  1170. DE_WAVE,
  1171. DE_REBIRTH,
  1172. DE_AURA,
  1173. DE_FREEZER,
  1174. DE_CHANGEATTACK,
  1175. DE_PUNISH,
  1176. DE_POISON,
  1177. DE_INSTANT,
  1178. DE_WARNING,
  1179. DE_RANKEDKNIFE,
  1180. DE_RANKEDGRADIUS,
  1181. DE_GAUGE,
  1182. DE_GTIME,
  1183. DE_GPAIN,
  1184. DE_GSKILL,
  1185. DE_GKILL,
  1186. DE_ACCEL,
  1187. DE_BLOCKDOUBLE,
  1188. DE_BLOCKMELEE,
  1189. DE_BLOCKFAR,
  1190. DE_FRONTATTACK,
  1191. DE_DANGERATTACK,
  1192. DE_TWINATTACK,
  1193. DE_WINDATTACK,
  1194. DE_WATERATTACK,
  1195. DA_ENERGY,
  1196. DA_CLOUD,
  1197. DA_FIRSTSLOT,
  1198. DA_HEADDEF,
  1199. DA_SPACE,
  1200. DA_TRANSFORM,
  1201. DA_EXPLOSION,
  1202. DA_REWARD,
  1203. DA_CRUSH,
  1204. DA_ITEMREBUILD,
  1205. DA_ILLUSION,
  1206. DA_NUETRALIZE,
  1207. DA_RUNNER,
  1208. DA_TRANSFER,
  1209. DA_WALL,
  1210. DA_ZENY,
  1211. DA_REVENGE,
  1212. DA_EARPLUG,
  1213. DA_CONTRACT,
  1214. DA_BLACK,
  1215. DA_DREAM,
  1216. DA_MAGICCART,
  1217. DA_COPY,
  1218. DA_CRYSTAL,
  1219. DA_EXP,
  1220. DA_CARTSWING,
  1221. DA_REBUILD,
  1222. DA_JOBCHANGE,
  1223. DA_EDARKNESS,
  1224. DA_EGUARDIAN,
  1225. DA_TIMEOUT,
  1226. ALL_TIMEIN,
  1227. DA_ZENYRANK,
  1228. DA_ACCESSORYMIX,
  1229. NPC_EARTHQUAKE,
  1230. NPC_FIREBREATH,
  1231. NPC_ICEBREATH,
  1232. NPC_THUNDERBREATH,
  1233. NPC_ACIDBREATH,
  1234. NPC_DARKNESSBREATH,
  1235. NPC_DRAGONFEAR,
  1236. NPC_BLEEDING,
  1237. NPC_PULSESTRIKE,
  1238. NPC_HELLJUDGEMENT,
  1239. NPC_WIDESILENCE,
  1240. NPC_WIDEFREEZE,
  1241. NPC_WIDEBLEEDING,
  1242. NPC_WIDESTONE,
  1243. NPC_WIDECONFUSE,
  1244. NPC_WIDESLEEP,
  1245. NPC_WIDESIGHT,
  1246. NPC_EVILLAND,
  1247. NPC_MAGICMIRROR,
  1248. NPC_SLOWCAST,
  1249. NPC_CRITICALWOUND,
  1250. NPC_EXPULSION,
  1251. NPC_STONESKIN,
  1252. NPC_ANTIMAGIC,
  1253. NPC_WIDECURSE,
  1254. NPC_WIDESTUN,
  1255. NPC_VAMPIRE_GIFT,
  1256. NPC_WIDESOULDRAIN,
  1257. ALL_INCCARRY,
  1258. NPC_TALK,
  1259. NPC_HELLPOWER,
  1260. NPC_WIDEHELLDIGNITY,
  1261. NPC_INVINCIBLE,
  1262. NPC_INVINCIBLEOFF,
  1263. NPC_ALLHEAL,
  1264. GM_SANDMAN,
  1265. CASH_BLESSING,
  1266. CASH_INCAGI,
  1267. CASH_ASSUMPTIO,
  1268. ALL_CATCRY,
  1269. ALL_PARTYFLEE,
  1270. ALL_ANGEL_PROTECT,
  1271. ALL_DREAM_SUMMERNIGHT,
  1272. NPC_CHANGEUNDEAD2,
  1273. ALL_REVERSEORCISH,
  1274. ALL_WEWISH,
  1275. ALL_SONKRAN,
  1276. NPC_WIDEHEALTHFEAR,
  1277. NPC_WIDEBODYBURNNING,
  1278. NPC_WIDEFROSTMISTY,
  1279. NPC_WIDECOLD,
  1280. NPC_WIDE_DEEP_SLEEP,
  1281. NPC_WIDESIREN,
  1282. NPC_VENOMFOG,
  1283. NPC_MILLENNIUMSHIELD,
  1284. NPC_COMET,
  1285. NPC_ICEMINE,
  1286. NPC_ICEEXPLO,
  1287. NPC_FLAMECROSS,
  1288. NPC_PULSESTRIKE2,
  1289. NPC_DANCINGBLADE,
  1290. NPC_DANCINGBLADE_ATK,
  1291. NPC_DARKPIERCING,
  1292. NPC_MAXPAIN,
  1293. NPC_MAXPAIN_ATK,
  1294. NPC_DEATHSUMMON,
  1295. NPC_HELLBURNING,
  1296. NPC_JACKFROST,
  1297. NPC_WIDEWEB,
  1298. NPC_WIDESUCK,
  1299. NPC_STORMGUST2,
  1300. NPC_FIRESTORM,
  1301. NPC_REVERBERATION,
  1302. NPC_REVERBERATION_ATK,
  1303. NPC_LEX_AETERNA,
  1304. NPC_ARROWSTORM,
  1305. NPC_CHEAL,
  1306. NPC_SR_CURSEDCIRCLE,
  1307. NPC_DRAGONBREATH,
  1308. NPC_FATALMENACE,
  1309. NPC_MAGMA_ERUPTION,
  1310. NPC_MAGMA_ERUPTION_DOTDAMAGE,
  1311. NPC_MANDRAGORA,
  1312. NPC_PSYCHIC_WAVE,
  1313. NPC_RAYOFGENESIS,
  1314. NPC_VENOMIMPRESS,
  1315. NPC_CLOUD_KILL,
  1316. NPC_IGNITIONBREAK,
  1317. NPC_PHANTOMTHRUST,
  1318. NPC_POISON_BUSTER,
  1319. NPC_HALLUCINATIONWALK,
  1320. NPC_ELECTRICWALK,
  1321. NPC_FIREWALK,
  1322. NPC_WIDEDISPEL,
  1323. NPC_LEASH,
  1324. NPC_WIDELEASH,
  1325. NPC_WIDECRITICALWOUND,
  1326. NPC_EARTHQUAKE_K,
  1327. NPC_ALL_STAT_DOWN,
  1328. NPC_GRADUAL_GRAVITY,
  1329. NPC_DAMAGE_HEAL,
  1330. NPC_IMMUNE_PROPERTY,
  1331. NPC_MOVE_COORDINATE,
  1332. KN_CHARGEATK = 1001,
  1333. CR_SHRINK,
  1334. AS_SONICACCEL,
  1335. AS_VENOMKNIFE,
  1336. RG_CLOSECONFINE,
  1337. WZ_SIGHTBLASTER,
  1338. SA_CREATECON,
  1339. SA_ELEMENTWATER,
  1340. HT_PHANTASMIC,
  1341. BA_PANGVOICE,
  1342. DC_WINKCHARM,
  1343. BS_UNFAIRLYTRICK,
  1344. BS_GREED,
  1345. PR_REDEMPTIO,
  1346. MO_KITRANSLATION,
  1347. MO_BALKYOUNG,
  1348. SA_ELEMENTGROUND,
  1349. SA_ELEMENTFIRE,
  1350. SA_ELEMENTWIND,
  1351. RK_ENCHANTBLADE = 2001,
  1352. RK_SONICWAVE,
  1353. RK_DEATHBOUND,
  1354. RK_HUNDREDSPEAR,
  1355. RK_WINDCUTTER,
  1356. RK_IGNITIONBREAK,
  1357. RK_DRAGONTRAINING,
  1358. RK_DRAGONBREATH,
  1359. RK_DRAGONHOWLING,
  1360. RK_RUNEMASTERY,
  1361. RK_MILLENNIUMSHIELD,
  1362. RK_CRUSHSTRIKE,
  1363. RK_REFRESH,
  1364. RK_GIANTGROWTH,
  1365. RK_STONEHARDSKIN,
  1366. RK_VITALITYACTIVATION,
  1367. RK_STORMBLAST,
  1368. RK_FIGHTINGSPIRIT,
  1369. RK_ABUNDANCE,
  1370. RK_PHANTOMTHRUST,
  1371. GC_VENOMIMPRESS,
  1372. GC_CROSSIMPACT,
  1373. GC_DARKILLUSION,
  1374. GC_RESEARCHNEWPOISON,
  1375. GC_CREATENEWPOISON,
  1376. GC_ANTIDOTE,
  1377. GC_POISONINGWEAPON,
  1378. GC_WEAPONBLOCKING,
  1379. GC_COUNTERSLASH,
  1380. GC_WEAPONCRUSH,
  1381. GC_VENOMPRESSURE,
  1382. GC_POISONSMOKE,
  1383. GC_CLOAKINGEXCEED,
  1384. GC_PHANTOMMENACE,
  1385. GC_HALLUCINATIONWALK,
  1386. GC_ROLLINGCUTTER,
  1387. GC_CROSSRIPPERSLASHER,
  1388. AB_JUDEX,
  1389. AB_ANCILLA,
  1390. AB_ADORAMUS,
  1391. AB_CLEMENTIA,
  1392. AB_CANTO,
  1393. AB_CHEAL,
  1394. AB_EPICLESIS,
  1395. AB_PRAEFATIO,
  1396. AB_ORATIO,
  1397. AB_LAUDAAGNUS,
  1398. AB_LAUDARAMUS,
  1399. AB_EUCHARISTICA, // Removed on kRO
  1400. AB_RENOVATIO,
  1401. AB_HIGHNESSHEAL,
  1402. AB_CLEARANCE,
  1403. AB_EXPIATIO,
  1404. AB_DUPLELIGHT,
  1405. AB_DUPLELIGHT_MELEE,
  1406. AB_DUPLELIGHT_MAGIC,
  1407. AB_SILENTIUM,
  1408. WL_WHITEIMPRISON = 2201,
  1409. WL_SOULEXPANSION,
  1410. WL_FROSTMISTY,
  1411. WL_JACKFROST,
  1412. WL_MARSHOFABYSS,
  1413. WL_RECOGNIZEDSPELL,
  1414. WL_SIENNAEXECRATE,
  1415. WL_RADIUS,
  1416. WL_STASIS,
  1417. WL_DRAINLIFE,
  1418. WL_CRIMSONROCK,
  1419. WL_HELLINFERNO,
  1420. WL_COMET,
  1421. WL_CHAINLIGHTNING,
  1422. WL_CHAINLIGHTNING_ATK,
  1423. WL_EARTHSTRAIN,
  1424. WL_TETRAVORTEX,
  1425. WL_TETRAVORTEX_FIRE,
  1426. WL_TETRAVORTEX_WATER,
  1427. WL_TETRAVORTEX_WIND,
  1428. WL_TETRAVORTEX_GROUND,
  1429. WL_SUMMONFB,
  1430. WL_SUMMONBL,
  1431. WL_SUMMONWB,
  1432. WL_SUMMON_ATK_FIRE,
  1433. WL_SUMMON_ATK_WIND,
  1434. WL_SUMMON_ATK_WATER,
  1435. WL_SUMMON_ATK_GROUND,
  1436. WL_SUMMONSTONE,
  1437. WL_RELEASE,
  1438. WL_READING_SB,
  1439. WL_FREEZE_SP,
  1440. RA_ARROWSTORM,
  1441. RA_FEARBREEZE,
  1442. RA_RANGERMAIN,
  1443. RA_AIMEDBOLT,
  1444. RA_DETONATOR,
  1445. RA_ELECTRICSHOCKER,
  1446. RA_CLUSTERBOMB,
  1447. RA_WUGMASTERY,
  1448. RA_WUGRIDER,
  1449. RA_WUGDASH,
  1450. RA_WUGSTRIKE,
  1451. RA_WUGBITE,
  1452. RA_TOOTHOFWUG,
  1453. RA_SENSITIVEKEEN,
  1454. RA_CAMOUFLAGE,
  1455. RA_RESEARCHTRAP,
  1456. RA_MAGENTATRAP,
  1457. RA_COBALTTRAP,
  1458. RA_MAIZETRAP,
  1459. RA_VERDURETRAP,
  1460. RA_FIRINGTRAP,
  1461. RA_ICEBOUNDTRAP,
  1462. NC_MADOLICENCE,
  1463. NC_BOOSTKNUCKLE,
  1464. NC_PILEBUNKER,
  1465. NC_VULCANARM,
  1466. NC_FLAMELAUNCHER,
  1467. NC_COLDSLOWER,
  1468. NC_ARMSCANNON,
  1469. NC_ACCELERATION,
  1470. NC_HOVERING,
  1471. NC_F_SIDESLIDE,
  1472. NC_B_SIDESLIDE,
  1473. NC_MAINFRAME,
  1474. NC_SELFDESTRUCTION,
  1475. NC_SHAPESHIFT,
  1476. NC_EMERGENCYCOOL,
  1477. NC_INFRAREDSCAN,
  1478. NC_ANALYZE,
  1479. NC_MAGNETICFIELD,
  1480. NC_NEUTRALBARRIER,
  1481. NC_STEALTHFIELD,
  1482. NC_REPAIR,
  1483. NC_TRAININGAXE,
  1484. NC_RESEARCHFE,
  1485. NC_AXEBOOMERANG,
  1486. NC_POWERSWING,
  1487. NC_AXETORNADO,
  1488. NC_SILVERSNIPER,
  1489. NC_MAGICDECOY,
  1490. NC_DISJOINT,
  1491. SC_FATALMENACE,
  1492. SC_REPRODUCE,
  1493. SC_AUTOSHADOWSPELL,
  1494. SC_SHADOWFORM,
  1495. SC_TRIANGLESHOT,
  1496. SC_BODYPAINT,
  1497. SC_INVISIBILITY,
  1498. SC_DEADLYINFECT,
  1499. SC_ENERVATION,
  1500. SC_GROOMY,
  1501. SC_IGNORANCE,
  1502. SC_LAZINESS,
  1503. SC_UNLUCKY,
  1504. SC_WEAKNESS,
  1505. SC_STRIPACCESSARY,
  1506. SC_MANHOLE,
  1507. SC_DIMENSIONDOOR,
  1508. SC_CHAOSPANIC,
  1509. SC_MAELSTROM,
  1510. SC_BLOODYLUST,
  1511. SC_FEINTBOMB,
  1512. LG_CANNONSPEAR = 2307,
  1513. LG_BANISHINGPOINT,
  1514. LG_TRAMPLE,
  1515. LG_SHIELDPRESS,
  1516. LG_REFLECTDAMAGE,
  1517. LG_PINPOINTATTACK,
  1518. LG_FORCEOFVANGUARD,
  1519. LG_RAGEBURST,
  1520. LG_SHIELDSPELL,
  1521. LG_EXEEDBREAK,
  1522. LG_OVERBRAND,
  1523. LG_PRESTIGE,
  1524. LG_BANDING,
  1525. LG_MOONSLASHER,
  1526. LG_RAYOFGENESIS,
  1527. LG_PIETY,
  1528. LG_EARTHDRIVE,
  1529. LG_HESPERUSLIT,
  1530. LG_INSPIRATION,
  1531. SR_DRAGONCOMBO,
  1532. SR_SKYNETBLOW,
  1533. SR_EARTHSHAKER,
  1534. SR_FALLENEMPIRE,
  1535. SR_TIGERCANNON,
  1536. SR_HELLGATE,
  1537. SR_RAMPAGEBLASTER,
  1538. SR_CRESCENTELBOW,
  1539. SR_CURSEDCIRCLE,
  1540. SR_LIGHTNINGWALK,
  1541. SR_KNUCKLEARROW,
  1542. SR_WINDMILL,
  1543. SR_RAISINGDRAGON,
  1544. SR_GENTLETOUCH,
  1545. SR_ASSIMILATEPOWER,
  1546. SR_POWERVELOCITY,
  1547. SR_CRESCENTELBOW_AUTOSPELL,
  1548. SR_GATEOFHELL,
  1549. SR_GENTLETOUCH_QUIET,
  1550. SR_GENTLETOUCH_CURE,
  1551. SR_GENTLETOUCH_ENERGYGAIN,
  1552. SR_GENTLETOUCH_CHANGE,
  1553. SR_GENTLETOUCH_REVITALIZE,
  1554. WA_SWING_DANCE = 2350,
  1555. WA_SYMPHONY_OF_LOVER,
  1556. WA_MOONLIT_SERENADE,
  1557. MI_RUSH_WINDMILL = 2381,
  1558. MI_ECHOSONG,
  1559. MI_HARMONIZE,
  1560. WM_LESSON = 2412,
  1561. WM_METALICSOUND,
  1562. WM_REVERBERATION,
  1563. WM_REVERBERATION_MELEE,
  1564. WM_REVERBERATION_MAGIC,
  1565. WM_DOMINION_IMPULSE,
  1566. WM_SEVERE_RAINSTORM,
  1567. WM_POEMOFNETHERWORLD,
  1568. WM_VOICEOFSIREN,
  1569. WM_DEADHILLHERE,
  1570. WM_LULLABY_DEEPSLEEP,
  1571. WM_SIRCLEOFNATURE,
  1572. WM_RANDOMIZESPELL,
  1573. WM_GLOOMYDAY,
  1574. WM_GREAT_ECHO,
  1575. WM_SONG_OF_MANA,
  1576. WM_DANCE_WITH_WUG,
  1577. WM_SOUND_OF_DESTRUCTION,
  1578. WM_SATURDAY_NIGHT_FEVER,
  1579. WM_LERADS_DEW,
  1580. WM_MELODYOFSINK,
  1581. WM_BEYOND_OF_WARCRY,
  1582. WM_UNLIMITED_HUMMING_VOICE,
  1583. SO_FIREWALK = 2443,
  1584. SO_ELECTRICWALK,
  1585. SO_SPELLFIST,
  1586. SO_EARTHGRAVE,
  1587. SO_DIAMONDDUST,
  1588. SO_POISON_BUSTER,
  1589. SO_PSYCHIC_WAVE,
  1590. SO_CLOUD_KILL,
  1591. SO_STRIKING,
  1592. SO_WARMER,
  1593. SO_VACUUM_EXTREME,
  1594. SO_VARETYR_SPEAR,
  1595. SO_ARRULLO,
  1596. SO_EL_CONTROL,
  1597. SO_SUMMON_AGNI,
  1598. SO_SUMMON_AQUA,
  1599. SO_SUMMON_VENTUS,
  1600. SO_SUMMON_TERA,
  1601. SO_EL_ACTION,
  1602. SO_EL_ANALYSIS,
  1603. SO_EL_SYMPATHY,
  1604. SO_EL_CURE,
  1605. SO_FIRE_INSIGNIA,
  1606. SO_WATER_INSIGNIA,
  1607. SO_WIND_INSIGNIA,
  1608. SO_EARTH_INSIGNIA,
  1609. GN_TRAINING_SWORD = 2474,
  1610. GN_REMODELING_CART,
  1611. GN_CART_TORNADO,
  1612. GN_CARTCANNON,
  1613. GN_CARTBOOST,
  1614. GN_THORNS_TRAP,
  1615. GN_BLOOD_SUCKER,
  1616. GN_SPORE_EXPLOSION,
  1617. GN_WALLOFTHORN,
  1618. GN_CRAZYWEED,
  1619. GN_CRAZYWEED_ATK,
  1620. GN_DEMONIC_FIRE,
  1621. GN_FIRE_EXPANSION,
  1622. GN_FIRE_EXPANSION_SMOKE_POWDER,
  1623. GN_FIRE_EXPANSION_TEAR_GAS,
  1624. GN_FIRE_EXPANSION_ACID,
  1625. GN_HELLS_PLANT,
  1626. GN_HELLS_PLANT_ATK,
  1627. GN_MANDRAGORA,
  1628. GN_SLINGITEM,
  1629. GN_CHANGEMATERIAL,
  1630. GN_MIX_COOKING,
  1631. GN_MAKEBOMB,
  1632. GN_S_PHARMACY,
  1633. GN_SLINGITEM_RANGEMELEEATK,
  1634. AB_SECRAMENT = 2515,
  1635. WM_SEVERE_RAINSTORM_MELEE,
  1636. SR_HOWLINGOFLION,
  1637. SR_RIDEINLIGHTNING,
  1638. LG_OVERBRAND_BRANDISH,
  1639. LG_OVERBRAND_PLUSATK,
  1640. ALL_ODINS_RECALL = 2533,
  1641. RETURN_TO_ELDICASTES,
  1642. ALL_BUYING_STORE,
  1643. ALL_GUARDIAN_RECALL,
  1644. ALL_ODINS_POWER,
  1645. ALL_BEER_BOTTLE_CAP,
  1646. NPC_ASSASSINCROSS,
  1647. NPC_DISSONANCE,
  1648. NPC_UGLYDANCE,
  1649. ALL_TETANY,
  1650. ALL_RAY_OF_PROTECTION,
  1651. MC_CARTDECORATE,
  1652. GM_ITEM_ATKMAX,
  1653. GM_ITEM_ATKMIN,
  1654. GM_ITEM_MATKMAX,
  1655. GM_ITEM_MATKMIN,
  1656. RL_GLITTERING_GREED = 2551,
  1657. RL_RICHS_COIN,
  1658. RL_MASS_SPIRAL,
  1659. RL_BANISHING_BUSTER,
  1660. RL_B_TRAP,
  1661. RL_FLICKER,
  1662. RL_S_STORM,
  1663. RL_E_CHAIN,
  1664. RL_QD_SHOT,
  1665. RL_C_MARKER,
  1666. RL_FIREDANCE,
  1667. RL_H_MINE,
  1668. RL_P_ALTER,
  1669. RL_FALLEN_ANGEL,
  1670. RL_R_TRIP,
  1671. RL_D_TAIL,
  1672. RL_FIRE_RAIN,
  1673. RL_HEAT_BARREL,
  1674. RL_AM_BLAST,
  1675. RL_SLUGSHOT,
  1676. RL_HAMMER_OF_GOD,
  1677. RL_R_TRIP_PLUSATK,
  1678. RL_B_FLICKER_ATK,
  1679. // RL_GLITTERING_GREED_ATK,
  1680. SJ_LIGHTOFMOON,
  1681. SJ_LUNARSTANCE,
  1682. SJ_FULLMOONKICK,
  1683. SJ_LIGHTOFSTAR,
  1684. SJ_STARSTANCE,
  1685. SJ_NEWMOONKICK,
  1686. SJ_FLASHKICK,
  1687. SJ_STAREMPEROR,
  1688. SJ_NOVAEXPLOSING,
  1689. SJ_UNIVERSESTANCE,
  1690. SJ_FALLINGSTAR,
  1691. SJ_GRAVITYCONTROL,
  1692. SJ_BOOKOFDIMENSION,
  1693. SJ_BOOKOFCREATINGSTAR,
  1694. SJ_DOCUMENT,
  1695. SJ_PURIFY,
  1696. SJ_LIGHTOFSUN,
  1697. SJ_SUNSTANCE,
  1698. SJ_SOLARBURST,
  1699. SJ_PROMINENCEKICK,
  1700. SJ_FALLINGSTAR_ATK,
  1701. SJ_FALLINGSTAR_ATK2,
  1702. SP_SOULGOLEM,
  1703. SP_SOULSHADOW,
  1704. SP_SOULFALCON,
  1705. SP_SOULFAIRY,
  1706. SP_CURSEEXPLOSION,
  1707. SP_SOULCURSE,
  1708. SP_SPA,
  1709. SP_SHA,
  1710. SP_SWHOO,
  1711. SP_SOULUNITY,
  1712. SP_SOULDIVISION,
  1713. SP_SOULREAPER,
  1714. SP_SOULREVOLVE,
  1715. SP_SOULCOLLECT,
  1716. SP_SOULEXPLOSION,
  1717. SP_SOULENERGY,
  1718. SP_KAUTE,
  1719. KO_YAMIKUMO = 3001,
  1720. KO_RIGHT,
  1721. KO_LEFT,
  1722. KO_JYUMONJIKIRI,
  1723. KO_SETSUDAN,
  1724. KO_BAKURETSU,
  1725. KO_HAPPOKUNAI,
  1726. KO_MUCHANAGE,
  1727. KO_HUUMARANKA,
  1728. KO_MAKIBISHI,
  1729. KO_MEIKYOUSISUI,
  1730. KO_ZANZOU,
  1731. KO_KYOUGAKU,
  1732. KO_JYUSATSU,
  1733. KO_KAHU_ENTEN,
  1734. KO_HYOUHU_HUBUKI,
  1735. KO_KAZEHU_SEIRAN,
  1736. KO_DOHU_KOUKAI,
  1737. KO_KAIHOU,
  1738. KO_ZENKAI,
  1739. KO_GENWAKU,
  1740. KO_IZAYOI,
  1741. KG_KAGEHUMI,
  1742. KG_KYOMU,
  1743. KG_KAGEMUSYA,
  1744. OB_ZANGETSU,
  1745. OB_OBOROGENSOU,
  1746. OB_OBOROGENSOU_TRANSITION_ATK,
  1747. OB_AKAITSUKI,
  1748. ECL_SNOWFLIP = 3031,
  1749. ECL_PEONYMAMY,
  1750. ECL_SADAGUI,
  1751. ECL_SEQUOIADUST,
  1752. ECLAGE_RECALL,
  1753. GC_DARKCROW = 5001,
  1754. RA_UNLIMIT,
  1755. GN_ILLUSIONDOPING,
  1756. RK_DRAGONBREATH_WATER,
  1757. RK_LUXANIMA,
  1758. NC_MAGMA_ERUPTION,
  1759. WM_FRIGG_SONG,
  1760. SO_ELEMENTAL_SHIELD,
  1761. SR_FLASHCOMBO,
  1762. SC_ESCAPE,
  1763. AB_OFFERTORIUM,
  1764. WL_TELEKINESIS_INTENSE,
  1765. LG_KINGS_GRACE,
  1766. ALL_FULL_THROTTLE,
  1767. NC_MAGMA_ERUPTION_DOTDAMAGE,
  1768. SU_BASIC_SKILL = 5018,
  1769. SU_BITE,
  1770. SU_HIDE,
  1771. SU_SCRATCH,
  1772. SU_STOOP,
  1773. SU_LOPE,
  1774. SU_SPRITEMABLE,
  1775. SU_POWEROFLAND,
  1776. SU_SV_STEMSPEAR,
  1777. SU_CN_POWDERING,
  1778. SU_CN_METEOR,
  1779. SU_SV_ROOTTWIST,
  1780. SU_SV_ROOTTWIST_ATK,
  1781. SU_POWEROFLIFE,
  1782. SU_SCAROFTAROU,
  1783. SU_PICKYPECK,
  1784. SU_PICKYPECK_DOUBLE_ATK,
  1785. SU_ARCLOUSEDASH,
  1786. SU_LUNATICCARROTBEAT,
  1787. SU_POWEROFSEA,
  1788. SU_TUNABELLY,
  1789. SU_TUNAPARTY,
  1790. SU_BUNCHOFSHRIMP,
  1791. SU_FRESHSHRIMP,
  1792. SU_CN_METEOR2,
  1793. SU_LUNATICCARROTBEAT2,
  1794. SU_SOULATTACK,
  1795. SU_POWEROFFLOCK,
  1796. SU_SVG_SPIRIT,
  1797. SU_HISS,
  1798. SU_NYANGGRASS,
  1799. SU_GROOMING,
  1800. SU_PURRING,
  1801. SU_SHRIMPARTY,
  1802. SU_SPIRITOFLIFE,
  1803. SU_MEOWMEOW,
  1804. SU_SPIRITOFLAND,
  1805. SU_CHATTERING,
  1806. SU_SPIRITOFSEA,
  1807. WE_CALLALLFAMILY = 5063,
  1808. WE_ONEFOREVER,
  1809. WE_CHEERUP,
  1810. ALL_EQSWITCH = 5067,
  1811. CG_SPECIALSINGER,
  1812. AB_VITUPERATUM = 5072,
  1813. AB_CONVENIO,
  1814. HLIF_HEAL = 8001,
  1815. HLIF_AVOID,
  1816. HLIF_BRAIN,
  1817. HLIF_CHANGE,
  1818. HAMI_CASTLE,
  1819. HAMI_DEFENCE,
  1820. HAMI_SKIN,
  1821. HAMI_BLOODLUST,
  1822. HFLI_MOON,
  1823. HFLI_FLEET,
  1824. HFLI_SPEED,
  1825. HFLI_SBR44,
  1826. HVAN_CAPRICE,
  1827. HVAN_CHAOTIC,
  1828. HVAN_INSTRUCT,
  1829. HVAN_EXPLOSION,
  1830. MUTATION_BASEJOB,
  1831. MH_SUMMON_LEGION,
  1832. MH_NEEDLE_OF_PARALYZE,
  1833. MH_POISON_MIST,
  1834. MH_PAIN_KILLER,
  1835. MH_LIGHT_OF_REGENE,
  1836. MH_OVERED_BOOST,
  1837. MH_ERASER_CUTTER,
  1838. MH_XENO_SLASHER,
  1839. MH_SILENT_BREEZE,
  1840. MH_STYLE_CHANGE,
  1841. MH_SONIC_CRAW,
  1842. MH_SILVERVEIN_RUSH,
  1843. MH_MIDNIGHT_FRENZY,
  1844. MH_STAHL_HORN,
  1845. MH_GOLDENE_FERSE,
  1846. MH_STEINWAND,
  1847. MH_HEILIGE_STANGE,
  1848. MH_ANGRIFFS_MODUS,
  1849. MH_TINDER_BREAKER,
  1850. MH_CBC,
  1851. MH_EQC,
  1852. MH_MAGMA_FLOW,
  1853. MH_GRANITIC_ARMOR,
  1854. MH_LAVA_SLIDE,
  1855. MH_PYROCLASTIC,
  1856. MH_VOLCANIC_ASH,
  1857. MS_BASH = 8201,
  1858. MS_MAGNUM,
  1859. MS_BOWLINGBASH,
  1860. MS_PARRYING,
  1861. MS_REFLECTSHIELD,
  1862. MS_BERSERK,
  1863. MA_DOUBLE,
  1864. MA_SHOWER,
  1865. MA_SKIDTRAP,
  1866. MA_LANDMINE,
  1867. MA_SANDMAN,
  1868. MA_FREEZINGTRAP,
  1869. MA_REMOVETRAP,
  1870. MA_CHARGEARROW,
  1871. MA_SHARPSHOOTING,
  1872. ML_PIERCE,
  1873. ML_BRANDISH,
  1874. ML_SPIRALPIERCE,
  1875. ML_DEFENDER,
  1876. ML_AUTOGUARD,
  1877. ML_DEVOTION,
  1878. MER_MAGNIFICAT,
  1879. MER_QUICKEN,
  1880. MER_SIGHT,
  1881. MER_CRASH,
  1882. MER_REGAIN,
  1883. MER_TENDER,
  1884. MER_BENEDICTION,
  1885. MER_RECUPERATE,
  1886. MER_MENTALCURE,
  1887. MER_COMPRESS,
  1888. MER_PROVOKE,
  1889. MER_AUTOBERSERK,
  1890. MER_DECAGI,
  1891. MER_SCAPEGOAT,
  1892. MER_LEXDIVINA,
  1893. MER_ESTIMATION,
  1894. MER_KYRIE,
  1895. MER_BLESSING,
  1896. MER_INCAGI,
  1897. MER_INVINCIBLEOFF2,
  1898. EL_CIRCLE_OF_FIRE = 8401,
  1899. EL_FIRE_CLOAK,
  1900. EL_FIRE_MANTLE,
  1901. EL_WATER_SCREEN,
  1902. EL_WATER_DROP,
  1903. EL_WATER_BARRIER,
  1904. EL_WIND_STEP,
  1905. EL_WIND_CURTAIN,
  1906. EL_ZEPHYR,
  1907. EL_SOLID_SKIN,
  1908. EL_STONE_SHIELD,
  1909. EL_POWER_OF_GAIA,
  1910. EL_PYROTECHNIC,
  1911. EL_HEATER,
  1912. EL_TROPIC,
  1913. EL_AQUAPLAY,
  1914. EL_COOLER,
  1915. EL_CHILLY_AIR,
  1916. EL_GUST,
  1917. EL_BLAST,
  1918. EL_WILD_STORM,
  1919. EL_PETROLOGY,
  1920. EL_CURSED_SOIL,
  1921. EL_UPHEAVAL,
  1922. EL_FIRE_ARROW,
  1923. EL_FIRE_BOMB,
  1924. EL_FIRE_BOMB_ATK,
  1925. EL_FIRE_WAVE,
  1926. EL_FIRE_WAVE_ATK,
  1927. EL_ICE_NEEDLE,
  1928. EL_WATER_SCREW,
  1929. EL_WATER_SCREW_ATK,
  1930. EL_TIDAL_WEAPON,
  1931. EL_WIND_SLASH,
  1932. EL_HURRICANE,
  1933. EL_HURRICANE_ATK,
  1934. EL_TYPOON_MIS,
  1935. EL_TYPOON_MIS_ATK,
  1936. EL_STONE_HAMMER,
  1937. EL_ROCK_CRUSHER,
  1938. EL_ROCK_CRUSHER_ATK,
  1939. EL_STONE_RAIN,
  1940. };
  1941. /// The client view ids for land skills.
  1942. enum e_skill_unit_id : uint16 {
  1943. UNT_SAFETYWALL = 0x7e,
  1944. UNT_FIREWALL,
  1945. UNT_WARP_WAITING,
  1946. UNT_WARP_ACTIVE,
  1947. UNT_BENEDICTIO, //TODO
  1948. UNT_SANCTUARY,
  1949. UNT_MAGNUS,
  1950. UNT_PNEUMA,
  1951. UNT_DUMMYSKILL, //These show no effect on the client
  1952. UNT_FIREPILLAR_WAITING,
  1953. UNT_FIREPILLAR_ACTIVE,
  1954. UNT_HIDDEN_TRAP, //TODO
  1955. UNT_TRAP, //TODO
  1956. UNT_HIDDEN_WARP_NPC, //TODO
  1957. UNT_USED_TRAPS,
  1958. UNT_ICEWALL,
  1959. UNT_QUAGMIRE,
  1960. UNT_BLASTMINE,
  1961. UNT_SKIDTRAP,
  1962. UNT_ANKLESNARE,
  1963. UNT_VENOMDUST,
  1964. UNT_LANDMINE,
  1965. UNT_SHOCKWAVE,
  1966. UNT_SANDMAN,
  1967. UNT_FLASHER,
  1968. UNT_FREEZINGTRAP,
  1969. UNT_CLAYMORETRAP,
  1970. UNT_TALKIEBOX,
  1971. UNT_VOLCANO,
  1972. UNT_DELUGE,
  1973. UNT_VIOLENTGALE,
  1974. UNT_LANDPROTECTOR,
  1975. UNT_LULLABY,
  1976. UNT_RICHMANKIM,
  1977. UNT_ETERNALCHAOS,
  1978. UNT_DRUMBATTLEFIELD,
  1979. UNT_RINGNIBELUNGEN,
  1980. UNT_ROKISWEIL,
  1981. UNT_INTOABYSS,
  1982. UNT_SIEGFRIED,
  1983. UNT_DISSONANCE,
  1984. UNT_WHISTLE,
  1985. UNT_ASSASSINCROSS,
  1986. UNT_POEMBRAGI,
  1987. UNT_APPLEIDUN,
  1988. UNT_UGLYDANCE,
  1989. UNT_HUMMING,
  1990. UNT_DONTFORGETME,
  1991. UNT_FORTUNEKISS,
  1992. UNT_SERVICEFORYOU,
  1993. UNT_GRAFFITI,
  1994. UNT_DEMONSTRATION,
  1995. UNT_CALLFAMILY,
  1996. UNT_GOSPEL,
  1997. UNT_BASILICA,
  1998. UNT_MOONLIT,
  1999. UNT_FOGWALL,
  2000. UNT_SPIDERWEB,
  2001. UNT_GRAVITATION,
  2002. UNT_HERMODE,
  2003. UNT_KAENSIN, //TODO
  2004. UNT_SUITON,
  2005. UNT_TATAMIGAESHI,
  2006. UNT_KAEN,
  2007. UNT_GROUNDDRIFT_WIND,
  2008. UNT_GROUNDDRIFT_DARK,
  2009. UNT_GROUNDDRIFT_POISON,
  2010. UNT_GROUNDDRIFT_WATER,
  2011. UNT_GROUNDDRIFT_FIRE,
  2012. UNT_DEATHWAVE, //TODO
  2013. UNT_WATERATTACK, //TODO
  2014. UNT_WINDATTACK, //TODO
  2015. UNT_EARTHQUAKE, //TODO
  2016. UNT_EVILLAND,
  2017. UNT_DARK_RUNNER, //TODO
  2018. UNT_DARK_TRANSFER, //TODO
  2019. UNT_EPICLESIS,
  2020. UNT_EARTHSTRAIN,
  2021. UNT_MANHOLE,
  2022. UNT_DIMENSIONDOOR,
  2023. UNT_CHAOSPANIC,
  2024. UNT_MAELSTROM,
  2025. UNT_BLOODYLUST,
  2026. UNT_FEINTBOMB,
  2027. UNT_MAGENTATRAP,
  2028. UNT_COBALTTRAP,
  2029. UNT_MAIZETRAP,
  2030. UNT_VERDURETRAP,
  2031. UNT_FIRINGTRAP,
  2032. UNT_ICEBOUNDTRAP,
  2033. UNT_ELECTRICSHOCKER,
  2034. UNT_CLUSTERBOMB,
  2035. UNT_REVERBERATION,
  2036. UNT_SEVERE_RAINSTORM,
  2037. UNT_FIREWALK,
  2038. UNT_ELECTRICWALK,
  2039. UNT_NETHERWORLD,
  2040. UNT_PSYCHIC_WAVE,
  2041. UNT_CLOUD_KILL,
  2042. UNT_POISONSMOKE,
  2043. UNT_NEUTRALBARRIER,
  2044. UNT_STEALTHFIELD,
  2045. UNT_WARMER,
  2046. UNT_THORNS_TRAP,
  2047. UNT_WALLOFTHORN,
  2048. UNT_DEMONIC_FIRE,
  2049. UNT_FIRE_EXPANSION_SMOKE_POWDER,
  2050. UNT_FIRE_EXPANSION_TEAR_GAS,
  2051. UNT_HELLS_PLANT,
  2052. UNT_VACUUM_EXTREME,
  2053. UNT_BANDING,
  2054. UNT_FIRE_MANTLE,
  2055. UNT_WATER_BARRIER,
  2056. UNT_ZEPHYR,
  2057. UNT_POWER_OF_GAIA,
  2058. UNT_FIRE_INSIGNIA,
  2059. UNT_WATER_INSIGNIA,
  2060. UNT_WIND_INSIGNIA,
  2061. UNT_EARTH_INSIGNIA,
  2062. UNT_POISON_MIST,
  2063. UNT_LAVA_SLIDE,
  2064. UNT_VOLCANIC_ASH,
  2065. UNT_ZENKAI_WATER,
  2066. UNT_ZENKAI_LAND,
  2067. UNT_ZENKAI_FIRE,
  2068. UNT_ZENKAI_WIND,
  2069. UNT_MAKIBISHI,
  2070. UNT_VENOMFOG,
  2071. UNT_ICEMINE,
  2072. UNT_FLAMECROSS,
  2073. UNT_HELLBURNING,
  2074. UNT_MAGMA_ERUPTION,
  2075. UNT_KINGS_GRACE,
  2076. UNT_GLITTERING_GREED,
  2077. UNT_B_TRAP,
  2078. UNT_FIRE_RAIN,
  2079. UNT_CATNIPPOWDER,
  2080. UNT_NYANGGRASS,
  2081. UNT_CREATINGSTAR,
  2082. /**
  2083. * Guild Auras
  2084. **/
  2085. UNT_GD_LEADERSHIP = 0xc1,
  2086. UNT_GD_GLORYWOUNDS = 0xc2,
  2087. UNT_GD_SOULCOLD = 0xc3,
  2088. UNT_GD_HAWKEYES = 0xc4,
  2089. UNT_MAX = 0x190
  2090. };
  2091. /**
  2092. * Skill Unit Save
  2093. **/
  2094. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
  2095. void skill_usave_trigger(struct map_session_data *sd);
  2096. /**
  2097. * Warlock
  2098. **/
  2099. enum wl_spheres {
  2100. WLS_FIRE = 0x44,
  2101. WLS_WIND,
  2102. WLS_WATER,
  2103. WLS_STONE,
  2104. };
  2105. struct s_skill_spellbook_db {
  2106. uint16 skill_id, nameid, points;
  2107. };
  2108. class ReadingSpellbookDatabase : public TypesafeYamlDatabase<uint16, s_skill_spellbook_db> {
  2109. public:
  2110. ReadingSpellbookDatabase() : TypesafeYamlDatabase("READING_SPELLBOOK_DB", 1) {
  2111. }
  2112. const std::string getDefaultLocation();
  2113. uint64 parseBodyNode(const YAML::Node& node);
  2114. std::shared_ptr<s_skill_spellbook_db> findBook(int32 nameid);
  2115. };
  2116. extern ReadingSpellbookDatabase reading_spellbook_db;
  2117. void skill_spellbook(struct map_session_data *sd, unsigned short nameid);
  2118. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  2119. struct s_skill_magicmushroom_db {
  2120. uint16 skill_id;
  2121. };
  2122. class MagicMushroomDatabase : public TypesafeYamlDatabase<uint16, s_skill_magicmushroom_db> {
  2123. public:
  2124. MagicMushroomDatabase() : TypesafeYamlDatabase("MAGIC_MUSHROOM_DB", 1) {
  2125. }
  2126. const std::string getDefaultLocation();
  2127. uint64 parseBodyNode(const YAML::Node& node);
  2128. };
  2129. extern MagicMushroomDatabase magic_mushroom_db;
  2130. int skill_maelstrom_suction(struct block_list *bl, va_list ap);
  2131. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit);
  2132. /**
  2133. * Ranger
  2134. **/
  2135. int skill_detonator(struct block_list *bl, va_list ap);
  2136. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
  2137. /**
  2138. * Mechanic
  2139. **/
  2140. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid);
  2141. /**
  2142. * Guiltoine Cross
  2143. **/
  2144. int skill_poisoningweapon( struct map_session_data *sd, unsigned short nameid);
  2145. /**
  2146. * Auto Shadow Spell (Shadow Chaser)
  2147. **/
  2148. int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
  2149. int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
  2150. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
  2151. int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
  2152. int skill_banding_count(struct map_session_data *sd);
  2153. int skill_is_combo(uint16 skill_id);
  2154. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf);
  2155. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick);
  2156. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y);
  2157. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv);
  2158. /// Variable name of copied skill by Plagiarism
  2159. #define SKILL_VAR_PLAGIARISM "CLONE_SKILL"
  2160. /// Variable name of copied skill level by Plagiarism
  2161. #define SKILL_VAR_PLAGIARISM_LV "CLONE_SKILL_LV"
  2162. /// Variable name of copied skill by Reproduce
  2163. #define SKILL_VAR_REPRODUCE "REPRODUCE_SKILL"
  2164. /// Variable name of copied skill level by Reproduce
  2165. #define SKILL_VAR_REPRODUCE_LV "REPRODUCE_SKILL_LV"
  2166. #define SKILL_CHK_HOMUN(skill_id) ( (skill_id) >= HM_SKILLBASE && (skill_id) < HM_SKILLBASE+MAX_HOMUNSKILL )
  2167. #define SKILL_CHK_MERC(skill_id) ( (skill_id) >= MC_SKILLBASE && (skill_id) < MC_SKILLBASE+MAX_MERCSKILL )
  2168. #define SKILL_CHK_ELEM(skill_id) ( (skill_id) >= EL_SKILLBASE && (skill_id) < EL_SKILLBASE+MAX_ELEMENTALSKILL )
  2169. #define SKILL_CHK_GUILD(skill_id) ( (skill_id) >= GD_SKILLBASE && (skill_id) < GD_SKILLBASE+MAX_GUILDSKILL )
  2170. #endif /* SKILL_HPP */