status.h 48 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef _STATUS_H_
  4. #define _STATUS_H_
  5. struct block_list;
  6. struct mob_data;
  7. struct pet_data;
  8. struct homun_data;
  9. struct mercenary_data;
  10. struct status_change;
  11. /**
  12. * Max Refine available to your server
  13. * Changing this limit requires edits to refine_db.txt
  14. **/
  15. #ifdef RENEWAL
  16. # define MAX_REFINE 20
  17. #else
  18. # define MAX_REFINE 10
  19. #endif
  20. enum refine_type {
  21. REFINE_TYPE_ARMOR = 0,
  22. REFINE_TYPE_WEAPON1 = 1,
  23. REFINE_TYPE_WEAPON2 = 2,
  24. REFINE_TYPE_WEAPON3 = 3,
  25. REFINE_TYPE_WEAPON4 = 4,
  26. REFINE_TYPE_MAX = 5
  27. };
  28. int status_get_refine_chance(enum refine_type wlv, int refine);
  29. // Status changes listing. These code are for use by the server.
  30. typedef enum sc_type {
  31. SC_NONE = -1,
  32. //First we enumerate common status ailments which are often used around.
  33. SC_STONE = 0,
  34. SC_COMMON_MIN = 0, // begin
  35. SC_FREEZE,
  36. SC_STUN,
  37. SC_SLEEP,
  38. SC_POISON,
  39. SC_CURSE,
  40. SC_SILENCE,
  41. SC_CONFUSION,
  42. SC_BLIND,
  43. SC_BLEEDING,
  44. SC_DPOISON, //10
  45. SC_COMMON_MAX = 10, // end
  46. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  47. SC_PROVOKE = 20,
  48. SC_ENDURE,
  49. SC_TWOHANDQUICKEN,
  50. SC_CONCENTRATE,
  51. SC_HIDING,
  52. SC_CLOAKING,
  53. SC_ENCPOISON,
  54. SC_POISONREACT,
  55. SC_QUAGMIRE,
  56. SC_ANGELUS,
  57. SC_BLESSING, //30
  58. SC_SIGNUMCRUCIS,
  59. SC_INCREASEAGI,
  60. SC_DECREASEAGI,
  61. SC_SLOWPOISON,
  62. SC_IMPOSITIO ,
  63. SC_SUFFRAGIUM,
  64. SC_ASPERSIO,
  65. SC_BENEDICTIO,
  66. SC_KYRIE,
  67. SC_MAGNIFICAT, //40
  68. SC_GLORIA,
  69. SC_AETERNA,
  70. SC_ADRENALINE,
  71. SC_WEAPONPERFECTION,
  72. SC_OVERTHRUST,
  73. SC_MAXIMIZEPOWER,
  74. SC_TRICKDEAD,
  75. SC_LOUD,
  76. SC_ENERGYCOAT,
  77. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  78. SC_BROKENWEAPON,
  79. SC_HALLUCINATION,
  80. SC_WEIGHT50,
  81. SC_WEIGHT90,
  82. SC_ASPDPOTION0,
  83. SC_ASPDPOTION1,
  84. SC_ASPDPOTION2,
  85. SC_ASPDPOTION3,
  86. SC_SPEEDUP0,
  87. SC_SPEEDUP1, //60
  88. SC_ATKPOTION,
  89. SC_MATKPOTION,
  90. SC_WEDDING,
  91. SC_SLOWDOWN,
  92. SC_ANKLE,
  93. SC_KEEPING,
  94. SC_BARRIER,
  95. SC_STRIPWEAPON,
  96. SC_STRIPSHIELD,
  97. SC_STRIPARMOR, //70
  98. SC_STRIPHELM,
  99. SC_CP_WEAPON,
  100. SC_CP_SHIELD,
  101. SC_CP_ARMOR,
  102. SC_CP_HELM,
  103. SC_AUTOGUARD,
  104. SC_REFLECTSHIELD,
  105. SC_SPLASHER,
  106. SC_PROVIDENCE,
  107. SC_DEFENDER, //80
  108. SC_MAGICROD,
  109. SC_SPELLBREAKER,
  110. SC_AUTOSPELL,
  111. SC_SIGHTTRASHER,
  112. SC_AUTOBERSERK,
  113. SC_SPEARQUICKEN,
  114. SC_AUTOCOUNTER,
  115. SC_SIGHT,
  116. SC_SAFETYWALL,
  117. SC_RUWACH, //90
  118. SC_EXTREMITYFIST,
  119. SC_EXPLOSIONSPIRITS,
  120. SC_COMBO,
  121. SC_BLADESTOP_WAIT,
  122. SC_BLADESTOP,
  123. SC_FIREWEAPON,
  124. SC_WATERWEAPON,
  125. SC_WINDWEAPON,
  126. SC_EARTHWEAPON,
  127. SC_VOLCANO, //100,
  128. SC_DELUGE,
  129. SC_VIOLENTGALE,
  130. SC_WATK_ELEMENT,
  131. SC_ARMOR,
  132. SC_ARMOR_ELEMENT,
  133. SC_NOCHAT,
  134. SC_BABY,
  135. SC_AURABLADE,
  136. SC_PARRYING,
  137. SC_CONCENTRATION, //110
  138. SC_TENSIONRELAX,
  139. SC_BERSERK,
  140. SC_FURY,
  141. SC_GOSPEL,
  142. SC_ASSUMPTIO,
  143. SC_BASILICA,
  144. SC_GUILDAURA,
  145. SC_MAGICPOWER,
  146. SC_EDP,
  147. SC_TRUESIGHT, //120
  148. SC_WINDWALK,
  149. SC_MELTDOWN,
  150. SC_CARTBOOST,
  151. SC_CHASEWALK,
  152. SC_REJECTSWORD,
  153. SC_MARIONETTE,
  154. SC_MARIONETTE2,
  155. SC_CHANGEUNDEAD,
  156. SC_JOINTBEAT,
  157. SC_MINDBREAKER, //130
  158. SC_MEMORIZE,
  159. SC_FOGWALL,
  160. SC_SPIDERWEB,
  161. SC_DEVOTION,
  162. SC_SACRIFICE,
  163. SC_STEELBODY,
  164. SC_ORCISH,
  165. SC_READYSTORM,
  166. SC_READYDOWN,
  167. SC_READYTURN, //140
  168. SC_READYCOUNTER,
  169. SC_DODGE,
  170. SC_RUN,
  171. SC_SHADOWWEAPON,
  172. SC_ADRENALINE2,
  173. SC_GHOSTWEAPON,
  174. SC_KAIZEL,
  175. SC_KAAHI,
  176. SC_KAUPE,
  177. SC_ONEHAND, //150
  178. SC_PRESERVE,
  179. SC_BATTLEORDERS,
  180. SC_REGENERATION,
  181. SC_DOUBLECAST,
  182. SC_GRAVITATION,
  183. SC_MAXOVERTHRUST,
  184. SC_LONGING,
  185. SC_HERMODE,
  186. SC_SHRINK,
  187. SC_SIGHTBLASTER, //160
  188. SC_WINKCHARM,
  189. SC_CLOSECONFINE,
  190. SC_CLOSECONFINE2,
  191. SC_DANCING,
  192. SC_ELEMENTALCHANGE,
  193. SC_RICHMANKIM,
  194. SC_ETERNALCHAOS,
  195. SC_DRUMBATTLE,
  196. SC_NIBELUNGEN,
  197. SC_ROKISWEIL, //170
  198. SC_INTOABYSS,
  199. SC_SIEGFRIED,
  200. SC_WHISTLE,
  201. SC_ASSNCROS,
  202. SC_POEMBRAGI,
  203. SC_APPLEIDUN,
  204. SC_MODECHANGE,
  205. SC_HUMMING,
  206. SC_DONTFORGETME,
  207. SC_FORTUNE, //180
  208. SC_SERVICE4U,
  209. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  210. SC_SPURT,
  211. SC_SPIRIT,
  212. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  213. SC_INTRAVISION,
  214. SC_INCALLSTATUS,
  215. SC_INCSTR,
  216. SC_INCAGI,
  217. SC_INCVIT, //190
  218. SC_INCINT,
  219. SC_INCDEX,
  220. SC_INCLUK,
  221. SC_INCHIT,
  222. SC_INCHITRATE,
  223. SC_INCFLEE,
  224. SC_INCFLEERATE,
  225. SC_INCMHPRATE,
  226. SC_INCMSPRATE,
  227. SC_INCATKRATE, //200
  228. SC_INCMATKRATE,
  229. SC_INCDEFRATE,
  230. SC_STRFOOD,
  231. SC_AGIFOOD,
  232. SC_VITFOOD,
  233. SC_INTFOOD,
  234. SC_DEXFOOD,
  235. SC_LUKFOOD,
  236. SC_HITFOOD,
  237. SC_FLEEFOOD, //210
  238. SC_BATKFOOD,
  239. SC_WATKFOOD,
  240. SC_MATKFOOD,
  241. SC_SCRESIST, //Increases resistance to status changes.
  242. SC_XMAS, // Xmas Suit [Valaris]
  243. SC_WARM, //SG skills [Komurka]
  244. SC_SUN_COMFORT,
  245. SC_MOON_COMFORT,
  246. SC_STAR_COMFORT,
  247. SC_FUSION, //220
  248. SC_SKILLRATE_UP,
  249. SC_SKE,
  250. SC_KAITE,
  251. SC_SWOO, // [marquis007]
  252. SC_SKA, // [marquis007]
  253. SC_EARTHSCROLL,
  254. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  255. SC_MADNESSCANCEL,
  256. SC_ADJUSTMENT,
  257. SC_INCREASING, //230
  258. SC_GATLINGFEVER,
  259. SC_TATAMIGAESHI,
  260. SC_UTSUSEMI,
  261. SC_BUNSINJYUTSU,
  262. SC_KAENSIN,
  263. SC_SUITON,
  264. SC_NEN,
  265. SC_KNOWLEDGE,
  266. SC_SMA,
  267. SC_FLING, //240
  268. SC_AVOID,
  269. SC_CHANGE,
  270. SC_BLOODLUST,
  271. SC_FLEET,
  272. SC_SPEED,
  273. SC_DEFENCE,
  274. SC_INCASPDRATE,
  275. SC_INCFLEE2 = 248,
  276. SC_JAILED,
  277. SC_ENCHANTARMS, //250
  278. SC_MAGICALATTACK,
  279. SC_ARMORCHANGE,
  280. SC_CRITICALWOUND,
  281. SC_MAGICMIRROR,
  282. SC_SLOWCAST,
  283. SC_SUMMER,
  284. SC_EXPBOOST,
  285. SC_ITEMBOOST,
  286. SC_BOSSMAPINFO,
  287. SC_LIFEINSURANCE, //260
  288. SC_INCCRI,
  289. //SC_INCDEF,
  290. //SC_INCBASEATK = 263,
  291. //SC_FASTCAST,
  292. SC_MDEF_RATE = 265,
  293. //SC_HPREGEN,
  294. SC_INCHEALRATE = 267,
  295. SC_PNEUMA,
  296. SC_AUTOTRADE,
  297. SC_KSPROTECTED, //270
  298. SC_ARMOR_RESIST = 271,
  299. SC_SPCOST_RATE,
  300. SC_COMMONSC_RESIST,
  301. SC_SEVENWIND,
  302. SC_DEF_RATE,
  303. //SC_SPREGEN,
  304. SC_WALKSPEED = 277,
  305. // Mercenary Only Bonus Effects
  306. SC_MERC_FLEEUP,
  307. SC_MERC_ATKUP,
  308. SC_MERC_HPUP, //280
  309. SC_MERC_SPUP,
  310. SC_MERC_HITUP,
  311. SC_MERC_QUICKEN,
  312. SC_REBIRTH,
  313. //SC_SKILLCASTRATE, //285
  314. //SC_DEFRATIOATK,
  315. //SC_HPDRAIN,
  316. //SC_SKILLATKBONUS,
  317. SC_ITEMSCRIPT = 289,
  318. SC_S_LIFEPOTION, //290
  319. SC_L_LIFEPOTION,
  320. SC_JEXPBOOST,
  321. //SC_IGNOREDEF,
  322. SC_HELLPOWER = 294,
  323. SC_INVINCIBLE, //295
  324. SC_INVINCIBLEOFF,
  325. SC_MANU_ATK,
  326. SC_MANU_DEF,
  327. SC_SPL_ATK,
  328. SC_SPL_DEF, //300
  329. SC_MANU_MATK,
  330. SC_SPL_MATK,
  331. SC_FOOD_STR_CASH,
  332. SC_FOOD_AGI_CASH,
  333. SC_FOOD_VIT_CASH,
  334. SC_FOOD_DEX_CASH,
  335. SC_FOOD_INT_CASH,
  336. SC_FOOD_LUK_CASH,//308
  337. /**
  338. * 3rd
  339. **/
  340. SC_FEAR,//309
  341. SC_BURNING,//310
  342. SC_FREEZING,//311
  343. /**
  344. * Rune Knight
  345. **/
  346. SC_ENCHANTBLADE,//312
  347. SC_DEATHBOUND,//313
  348. SC_MILLENNIUMSHIELD,
  349. SC_CRUSHSTRIKE,//315
  350. SC_REFRESH,
  351. SC_REUSE_REFRESH,
  352. SC_GIANTGROWTH,
  353. SC_STONEHARDSKIN,
  354. SC_VITALITYACTIVATION,//320
  355. SC_STORMBLAST,
  356. SC_FIGHTINGSPIRIT,
  357. SC_ABUNDANCE,
  358. /**
  359. * Arch Bishop
  360. **/
  361. SC_ADORAMUS,
  362. SC_EPICLESIS,//325
  363. SC_ORATIO,
  364. SC_LAUDAAGNUS,
  365. SC_LAUDARAMUS,
  366. SC_RENOVATIO,
  367. SC_EXPIATIO,//330
  368. SC_DUPLELIGHT,
  369. SC_SECRAMENT,
  370. /**
  371. * Warlock
  372. **/
  373. SC_WHITEIMPRISON,
  374. SC_MARSHOFABYSS,
  375. SC_RECOGNIZEDSPELL,//335
  376. SC_STASIS,
  377. SC_SPHERE_1,
  378. SC_SPHERE_2,
  379. SC_SPHERE_3,
  380. SC_SPHERE_4,//340
  381. SC_SPHERE_5,
  382. SC_READING_SB,
  383. SC_FREEZINGSPELL,
  384. /**
  385. * Ranger
  386. **/
  387. SC_FEARBREEZE,
  388. SC_ELECTRICSHOCKER,//345
  389. SC_WUGDASH,
  390. SC_BITE,
  391. SC_CAMOUFLAGE,
  392. /**
  393. * Mechanic
  394. **/
  395. SC_ACCELERATION,
  396. SC_HOVERING,//350
  397. SC_SHAPESHIFT,
  398. SC_INFRAREDSCAN,
  399. SC_ANALYZE,
  400. SC_MAGNETICFIELD,
  401. SC_NEUTRALBARRIER,//355
  402. SC_NEUTRALBARRIER_MASTER,
  403. SC_STEALTHFIELD,
  404. SC_STEALTHFIELD_MASTER,
  405. SC_OVERHEAT,
  406. SC_OVERHEAT_LIMITPOINT,//360
  407. /**
  408. * Guillotine Cross
  409. **/
  410. SC_VENOMIMPRESS,
  411. SC_POISONINGWEAPON,
  412. SC_WEAPONBLOCKING,
  413. SC_CLOAKINGEXCEED,
  414. SC_HALLUCINATIONWALK,//365
  415. SC_HALLUCINATIONWALK_POSTDELAY,
  416. SC_ROLLINGCUTTER,
  417. SC_TOXIN,
  418. SC_PARALYSE,
  419. SC_VENOMBLEED,//370
  420. SC_MAGICMUSHROOM,
  421. SC_DEATHHURT,
  422. SC_PYREXIA,
  423. SC_OBLIVIONCURSE,
  424. SC_LEECHESEND,//375
  425. /**
  426. * Royal Guard
  427. **/
  428. SC_REFLECTDAMAGE,
  429. SC_FORCEOFVANGUARD,
  430. SC_SHIELDSPELL_DEF,
  431. SC_SHIELDSPELL_MDEF,
  432. SC_SHIELDSPELL_REF,//380
  433. SC_EXEEDBREAK,
  434. SC_PRESTIGE,
  435. SC_BANDING,
  436. SC_BANDING_DEFENCE,
  437. SC_EARTHDRIVE,//385
  438. SC_INSPIRATION,
  439. /**
  440. * Sorcerer
  441. **/
  442. SC_SPELLFIST,
  443. SC_CRYSTALIZE,
  444. SC_STRIKING,
  445. SC_WARMER,//390
  446. SC_VACUUM_EXTREME,
  447. SC_PROPERTYWALK,
  448. /**
  449. * Minstrel / Wanderer
  450. **/
  451. SC_SWINGDANCE,
  452. SC_SYMPHONYOFLOVER,
  453. SC_MOONLITSERENADE,//395
  454. SC_RUSHWINDMILL,
  455. SC_ECHOSONG,
  456. SC_HARMONIZE,
  457. SC_VOICEOFSIREN,
  458. SC_DEEPSLEEP,//400
  459. SC_SIRCLEOFNATURE,
  460. SC_GLOOMYDAY,
  461. SC_GLOOMYDAY_SK,
  462. SC_SONGOFMANA,
  463. SC_DANCEWITHWUG,//405
  464. SC_SATURDAYNIGHTFEVER,
  465. SC_LERADSDEW,
  466. SC_MELODYOFSINK,
  467. SC_BEYONDOFWARCRY,
  468. SC_UNLIMITEDHUMMINGVOICE,//410
  469. SC_SITDOWN_FORCE,
  470. SC_NETHERWORLD,
  471. /**
  472. * Sura
  473. **/
  474. SC_CRESCENTELBOW,
  475. SC_CURSEDCIRCLE_ATKER,
  476. SC_CURSEDCIRCLE_TARGET,
  477. SC_LIGHTNINGWALK,//416
  478. SC_RAISINGDRAGON,
  479. SC_GT_ENERGYGAIN,
  480. SC_GT_CHANGE,
  481. SC_GT_REVITALIZE,
  482. /**
  483. * Genetic
  484. **/
  485. SC_GN_CARTBOOST,//421
  486. SC_THORNSTRAP,
  487. SC_BLOODSUCKER,
  488. SC_SMOKEPOWDER,
  489. SC_TEARGAS,
  490. SC_MANDRAGORA,//426
  491. SC_STOMACHACHE,
  492. SC_MYSTERIOUS_POWDER,
  493. SC_MELON_BOMB,
  494. SC_BANANA_BOMB,
  495. SC_BANANA_BOMB_SITDOWN,//431
  496. SC_SAVAGE_STEAK,
  497. SC_COCKTAIL_WARG_BLOOD,
  498. SC_MINOR_BBQ,
  499. SC_SIROMA_ICE_TEA,
  500. SC_DROCERA_HERB_STEAMED,//436
  501. SC_PUTTI_TAILS_NOODLES,
  502. SC_BOOST500,
  503. SC_FULL_SWING_K,
  504. SC_MANA_PLUS,
  505. SC_MUSTLE_M,//441
  506. SC_LIFE_FORCE_F,
  507. SC_EXTRACT_WHITE_POTION_Z,
  508. SC_VITATA_500,
  509. SC_EXTRACT_SALAMINE_JUICE,
  510. /**
  511. * Shadow Chaser
  512. **/
  513. SC__REPRODUCE,//446
  514. SC__AUTOSHADOWSPELL,
  515. SC__SHADOWFORM,
  516. SC__BODYPAINT,
  517. SC__INVISIBILITY,
  518. SC__DEADLYINFECT,//451
  519. SC__ENERVATION,
  520. SC__GROOMY,
  521. SC__IGNORANCE,
  522. SC__LAZINESS,
  523. SC__UNLUCKY,//456
  524. SC__WEAKNESS,
  525. SC__STRIPACCESSORY,
  526. SC__MANHOLE,
  527. SC__BLOODYLUST,//460
  528. /**
  529. * Elemental Spirits
  530. **/
  531. SC_CIRCLE_OF_FIRE,
  532. SC_CIRCLE_OF_FIRE_OPTION,
  533. SC_FIRE_CLOAK,
  534. SC_FIRE_CLOAK_OPTION,
  535. SC_WATER_SCREEN,//465
  536. SC_WATER_SCREEN_OPTION,
  537. SC_WATER_DROP,
  538. SC_WATER_DROP_OPTION,
  539. SC_WATER_BARRIER,
  540. SC_WIND_STEP,//470
  541. SC_WIND_STEP_OPTION,
  542. SC_WIND_CURTAIN,
  543. SC_WIND_CURTAIN_OPTION,
  544. SC_ZEPHYR,
  545. SC_SOLID_SKIN,//475
  546. SC_SOLID_SKIN_OPTION,
  547. SC_STONE_SHIELD,
  548. SC_STONE_SHIELD_OPTION,
  549. SC_POWER_OF_GAIA,
  550. SC_PYROTECHNIC,//480
  551. SC_PYROTECHNIC_OPTION,
  552. SC_HEATER,
  553. SC_HEATER_OPTION,
  554. SC_TROPIC,
  555. SC_TROPIC_OPTION,//485
  556. SC_AQUAPLAY,
  557. SC_AQUAPLAY_OPTION,
  558. SC_COOLER,
  559. SC_COOLER_OPTION,
  560. SC_CHILLY_AIR,//490
  561. SC_CHILLY_AIR_OPTION,
  562. SC_GUST,
  563. SC_GUST_OPTION,
  564. SC_BLAST,
  565. SC_BLAST_OPTION,//495
  566. SC_WILD_STORM,
  567. SC_WILD_STORM_OPTION,
  568. SC_PETROLOGY,
  569. SC_PETROLOGY_OPTION,
  570. SC_CURSED_SOIL,//500
  571. SC_CURSED_SOIL_OPTION,
  572. SC_UPHEAVAL,
  573. SC_UPHEAVAL_OPTION,
  574. SC_TIDAL_WEAPON,
  575. SC_TIDAL_WEAPON_OPTION,//505
  576. SC_ROCK_CRUSHER,
  577. SC_ROCK_CRUSHER_ATK,
  578. /* Guild Aura */
  579. SC_LEADERSHIP,
  580. SC_GLORYWOUNDS,
  581. SC_SOULCOLD, //508
  582. SC_HAWKEYES,
  583. /* ... */
  584. SC_ODINS_POWER,
  585. SC_RAID,
  586. /* Sorcerer .extra */
  587. SC_FIRE_INSIGNIA,
  588. SC_WATER_INSIGNIA,
  589. SC_WIND_INSIGNIA, //516
  590. SC_EARTH_INSIGNIA,
  591. /* new pushcart */
  592. SC_PUSH_CART,
  593. /* Warlock Spell books */
  594. SC_SPELLBOOK1,
  595. SC_SPELLBOOK2,
  596. SC_SPELLBOOK3,
  597. SC_SPELLBOOK4,
  598. SC_SPELLBOOK5,
  599. SC_SPELLBOOK6,
  600. /**
  601. * In official server there are only 7 maximum number of spell books that can be memorized
  602. * To increase the maximum value just add another status type before SC_MAXSPELLBOOK (ex. SC_SPELLBOOK7, SC_SPELLBOOK8 and so on)
  603. **/
  604. SC_MAXSPELLBOOK,
  605. /* Max HP & SP */
  606. SC_INCMHP,
  607. SC_INCMSP,
  608. SC_PARTYFLEE, // 531
  609. /**
  610. * Kagerou & Oboro [malufett]
  611. **/
  612. SC_MEIKYOUSISUI,
  613. SC_JYUMONJIKIRI,
  614. SC_KYOUGAKU,
  615. SC_IZAYOI,
  616. SC_ZENKAI,
  617. SC_KAGEHUMI,
  618. SC_KYOMU,
  619. SC_KAGEMUSYA,
  620. SC_ZANGETSU,
  621. SC_GENSOU,
  622. SC_AKAITSUKI,
  623. //homon S
  624. SC_STYLE_CHANGE,
  625. SC_TINDER_BREAKER,
  626. SC_TINDER_BREAKER2,
  627. SC_CBC,
  628. SC_EQC,
  629. SC_GOLDENE_FERSE,
  630. SC_ANGRIFFS_MODUS,
  631. SC_OVERED_BOOST,
  632. SC_LIGHT_OF_REGENE,
  633. SC_ASH,
  634. SC_GRANITIC_ARMOR,
  635. SC_MAGMA_FLOW,
  636. SC_PYROCLASTIC,
  637. SC_PARALYSIS,
  638. SC_PAIN_KILLER,
  639. SC_HANBOK,
  640. //Vellum Weapon reductions
  641. SC_DEFSET,
  642. SC_MDEFSET,
  643. SC_DARKCROW,
  644. SC_FULL_THROTTLE,
  645. SC_REBOUND,
  646. SC_UNLIMIT,
  647. SC_KINGS_GRACE,
  648. SC_TELEKINESIS_INTENSE,
  649. SC_OFFERTORIUM,
  650. SC_FRIGG_SONG,
  651. SC_MONSTER_TRANSFORM,
  652. SC_ANGEL_PROTECT,
  653. SC_ILLUSIONDOPING,
  654. SC_FLASHCOMBO,
  655. SC_MOONSTAR,
  656. SC_SUPER_STAR,
  657. /**
  658. * Rebellion [Cydh]
  659. **/
  660. SC_HEAT_BARREL,
  661. SC_HEAT_BARREL_AFTER,
  662. SC_P_ALTER,
  663. SC_E_CHAIN,
  664. SC_C_MARKER,
  665. SC_ANTI_M_BLAST,
  666. SC_B_TRAP,
  667. SC_H_MINE,
  668. SC_QD_SHOT_READY,
  669. SC_MTF_ASPD,
  670. SC_MTF_RANGEATK,
  671. SC_MTF_MATK,
  672. SC_MTF_MLEATKED,
  673. SC_MTF_CRIDAMAGE,
  674. #ifdef RENEWAL
  675. SC_EXTREMITYFIST2,
  676. #endif
  677. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  678. } sc_type;
  679. // Official status change ids, used to display status icons on the client.
  680. enum si_type {
  681. SI_BLANK = -1,
  682. SI_PROVOKE = 0,
  683. SI_ENDURE = 1,
  684. SI_TWOHANDQUICKEN = 2,
  685. SI_CONCENTRATE = 3,
  686. SI_HIDING = 4,
  687. SI_CLOAKING = 5,
  688. SI_ENCPOISON = 6,
  689. SI_POISONREACT = 7,
  690. SI_QUAGMIRE = 8,
  691. SI_ANGELUS = 9,
  692. SI_BLESSING = 10,
  693. SI_SIGNUMCRUCIS = 11,
  694. SI_INCREASEAGI = 12,
  695. SI_DECREASEAGI = 13,
  696. SI_SLOWPOISON = 14,
  697. SI_IMPOSITIO = 15,
  698. SI_SUFFRAGIUM = 16,
  699. SI_ASPERSIO = 17,
  700. SI_BENEDICTIO = 18,
  701. SI_KYRIE = 19,
  702. SI_MAGNIFICAT = 20,
  703. SI_GLORIA = 21,
  704. SI_AETERNA = 22,
  705. SI_ADRENALINE = 23,
  706. SI_WEAPONPERFECTION = 24,
  707. SI_OVERTHRUST = 25,
  708. SI_MAXIMIZEPOWER = 26,
  709. SI_RIDING = 27,
  710. SI_FALCON = 28,
  711. SI_TRICKDEAD = 29,
  712. SI_LOUD = 30,
  713. SI_ENERGYCOAT = 31,
  714. SI_BROKENARMOR = 32,
  715. SI_BROKENWEAPON = 33,
  716. SI_HALLUCINATION = 34,
  717. SI_WEIGHT50 = 35,
  718. SI_WEIGHT90 = 36,
  719. SI_ASPDPOTION0 = 37,
  720. SI_ASPDPOTION1 = 38,
  721. SI_ASPDPOTION2 = 39,
  722. SI_ASPDPOTIONINFINITY = 40,
  723. SI_SPEEDPOTION1 = 41,
  724. // SI_MOVHASTE_INFINITY = 42,
  725. SI_AUTOCOUNTER = 43,
  726. SI_SPLASHER = 44,
  727. SI_ANKLESNARE = 45,
  728. SI_ACTIONDELAY = 46,
  729. // SI_NOACTION = 47,
  730. // SI_IMPOSSIBLEPICKUP = 48,
  731. SI_BARRIER = 49,
  732. SI_STRIPWEAPON = 50,
  733. SI_STRIPSHIELD = 51,
  734. SI_STRIPARMOR = 52,
  735. SI_STRIPHELM = 53,
  736. SI_CP_WEAPON = 54,
  737. SI_CP_SHIELD = 55,
  738. SI_CP_ARMOR = 56,
  739. SI_CP_HELM = 57,
  740. SI_AUTOGUARD = 58,
  741. SI_REFLECTSHIELD = 59,
  742. SI_DEVOTION = 60,
  743. SI_PROVIDENCE = 61,
  744. SI_DEFENDER = 62,
  745. SI_MAGICROD = 63,
  746. // SI_WEAPONPROPERTY = 64,
  747. SI_AUTOSPELL = 65,
  748. // SI_SPECIALZONE = 66,
  749. // SI_MASK = 67,
  750. SI_SPEARQUICKEN = 68,
  751. SI_BDPLAYING = 69,
  752. SI_WHISTLE = 70,
  753. SI_ASSASSINCROSS = 71,
  754. SI_POEMBRAGI = 72,
  755. SI_APPLEIDUN = 73,
  756. SI_HUMMING = 74,
  757. SI_DONTFORGETME = 75,
  758. SI_FORTUNEKISS = 76,
  759. SI_SERVICEFORYOU = 77,
  760. SI_RICHMANKIM = 78,
  761. SI_ETERNALCHAOS = 79,
  762. SI_DRUMBATTLEFIELD = 80,
  763. SI_RINGNIBELUNGEN = 81,
  764. SI_ROKISWEIL = 82,
  765. SI_INTOABYSS = 83,
  766. SI_SIEGFRIED = 84,
  767. SI_BLADESTOP = 85,
  768. SI_EXPLOSIONSPIRITS = 86,
  769. SI_STEELBODY = 87,
  770. SI_EXTREMITYFIST = 88,
  771. // SI_COMBOATTACK = 89,
  772. SI_FIREWEAPON = 90,
  773. SI_WATERWEAPON = 91,
  774. SI_WINDWEAPON = 92,
  775. SI_EARTHWEAPON = 93,
  776. // SI_MAGICATTACK = 94,
  777. SI_STOP = 95,
  778. // SI_WEAPONBRAKER = 96,
  779. SI_UNDEAD = 97,
  780. // SI_POWERUP = 98,
  781. // SI_AGIUP = 99,
  782. // SI_SIEGEMODE = 100,
  783. // SI_INVISIBLE = 101,
  784. // SI_STATUSONE = 102,
  785. SI_AURABLADE = 103,
  786. SI_PARRYING = 104,
  787. SI_CONCENTRATION = 105,
  788. SI_TENSIONRELAX = 106,
  789. SI_BERSERK = 107,
  790. // SI_SACRIFICE = 108,
  791. SI_GOSPEL = 109,
  792. SI_ASSUMPTIO = 110,
  793. SI_BASILICA = 111,
  794. SI_LANDENDOW = 112,
  795. SI_MAGICPOWER = 113,
  796. SI_EDP = 114,
  797. SI_TRUESIGHT = 115,
  798. SI_WINDWALK = 116,
  799. SI_MELTDOWN = 117,
  800. SI_CARTBOOST = 118,
  801. SI_CHASEWALK = 119,
  802. SI_REJECTSWORD = 120,
  803. SI_MARIONETTE = 121,
  804. SI_MARIONETTE2 = 122,
  805. SI_MOONLIT = 123,
  806. SI_BLEEDING = 124,
  807. SI_JOINTBEAT = 125,
  808. SI_MINDBREAKER = 126,
  809. SI_MEMORIZE = 127,
  810. SI_FOGWALL = 128,
  811. SI_SPIDERWEB = 129,
  812. SI_BABY = 130,
  813. // SI_SUB_WEAPONPROPERTY = 131,
  814. SI_AUTOBERSERK = 132,
  815. SI_RUN = 133,
  816. SI_BUMP = 134,
  817. SI_READYSTORM = 135,
  818. // SI_STORMKICK_READY = 136,
  819. SI_READYDOWN = 137,
  820. // SI_DOWNKICK_READY = 138,
  821. SI_READYTURN = 139,
  822. // SI_TURNKICK_READY = 140,
  823. SI_READYCOUNTER = 141,
  824. // SI_COUNTER_READY = 142,
  825. SI_DODGE = 143,
  826. // SI_DODGE_READY = 144,
  827. SI_SPURT = 145,
  828. SI_SHADOWWEAPON = 146,
  829. SI_ADRENALINE2 = 147,
  830. SI_GHOSTWEAPON = 148,
  831. SI_SPIRIT = 149,
  832. SI_PLUSATTACKPOWER = 150,
  833. SI_PLUSMAGICPOWER = 151,
  834. SI_DEVIL = 152,
  835. SI_KAITE = 153,
  836. SI_SWOO = 154,
  837. // SI_STAR2 = 155,
  838. SI_KAIZEL = 156,
  839. SI_KAAHI = 157,
  840. SI_KAUPE = 158,
  841. SI_SMA = 159,
  842. SI_NIGHT = 160,
  843. SI_ONEHAND = 161,
  844. // SI_FRIEND = 162,
  845. // SI_FRIENDUP = 163,
  846. // SI_SG_WARM = 164,
  847. SI_WARM = 165,
  848. // 166 | The three show the exact same display: ultra red character (165, 166, 167)
  849. // 167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
  850. // SI_EMOTION = 168,
  851. SI_SUN_COMFORT = 169,
  852. SI_MOON_COMFORT = 170,
  853. SI_STAR_COMFORT = 171,
  854. // SI_EXPUP = 172,
  855. SI_GDSKILL_BATTLEORDER = 173,
  856. SI_GDSKILL_REGENERATION = 174,
  857. // SI_GDSKILL_POSTDELAY = 175,
  858. // SI_RESISTHANDICAP = 176,
  859. // SI_MAXHPPERCENT = 177,
  860. // SI_MAXSPPERCENT = 178,
  861. // SI_DEFENCE = 179,
  862. // SI_SLOWDOWN = 180,
  863. SI_PRESERVE = 181,
  864. SI_INCSTR = 182,
  865. // SI_NOT_EXTREMITYFIST = 183,
  866. SI_INTRAVISION = 184,
  867. // SI_MOVESLOW_POTION = 185,
  868. SI_DOUBLECAST = 186,
  869. SI_GRAVITATION = 187,
  870. SI_MAXOVERTHRUST = 188,
  871. SI_LONGING = 189,
  872. SI_HERMODE = 190,
  873. SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
  874. // SI_HLIF_AVOID = 192,
  875. // SI_HFLI_FLEET = 193,
  876. // SI_HFLI_SPEED = 194,
  877. // SI_HLIF_CHANGE = 195,
  878. // SI_HAMI_BLOODLUST = 196,
  879. SI_SHRINK = 197,
  880. SI_SIGHTBLASTER = 198,
  881. SI_WINKCHARM = 199,
  882. SI_CLOSECONFINE = 200,
  883. SI_CLOSECONFINE2 = 201,
  884. // SI_DISABLEMOVE = 202,
  885. SI_MADNESSCANCEL = 203, //[blackhole89]
  886. SI_GATLINGFEVER = 204,
  887. SI_EARTHSCROLL = 205,
  888. SI_UTSUSEMI = 206,
  889. SI_BUNSINJYUTSU = 207,
  890. SI_NEN = 208,
  891. SI_ADJUSTMENT = 209,
  892. SI_ACCURACY = 210,
  893. // SI_NJ_SUITON = 211,
  894. // SI_PET = 212,
  895. // SI_MENTAL = 213,
  896. // SI_EXPMEMORY = 214,
  897. // SI_PERFORMANCE = 215,
  898. // SI_GAIN = 216,
  899. // SI_GRIFFON = 217,
  900. // SI_DRIFT = 218,
  901. // SI_WALLSHIFT = 219,
  902. // SI_REINCARNATION = 220,
  903. // SI_PATTACK = 221,
  904. // SI_PSPEED = 222,
  905. // SI_PDEFENSE = 223,
  906. // SI_PCRITICAL = 224,
  907. // SI_RANKING = 225,
  908. // SI_PTRIPLE = 226,
  909. // SI_DENERGY = 227,
  910. // SI_WAVE1 = 228,
  911. // SI_WAVE2 = 229,
  912. // SI_WAVE3 = 230,
  913. // SI_WAVE4 = 231,
  914. // SI_DAURA = 232,
  915. // SI_DFREEZER = 233,
  916. // SI_DPUNISH = 234,
  917. // SI_DBARRIER = 235,
  918. // SI_DWARNING = 236,
  919. // SI_MOUSEWHEEL = 237,
  920. // SI_DGAUGE = 238,
  921. // SI_DACCEL = 239,
  922. // SI_DBLOCK = 240,
  923. SI_FOODSTR = 241,
  924. SI_FOODAGI = 242,
  925. SI_FOODVIT = 243,
  926. SI_FOODDEX = 244,
  927. SI_FOODINT = 245,
  928. SI_FOODLUK = 246,
  929. SI_FOODFLEE = 247,
  930. SI_FOODHIT = 248,
  931. SI_FOODCRI = 249,
  932. SI_EXPBOOST = 250,
  933. SI_LIFEINSURANCE = 251,
  934. SI_ITEMBOOST = 252,
  935. SI_BOSSMAPINFO = 253,
  936. // SI_DA_ENERGY = 254,
  937. // SI_DA_FIRSTSLOT = 255,
  938. // SI_DA_HEADDEF = 256,
  939. // SI_DA_SPACE = 257,
  940. // SI_DA_TRANSFORM = 258,
  941. // SI_DA_ITEMREBUILD = 259,
  942. // SI_DA_ILLUSION = 260, //All mobs display as Turtle General
  943. // SI_DA_DARKPOWER = 261,
  944. // SI_DA_EARPLUG = 262,
  945. // SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
  946. // SI_DA_BLACK = 264, //For short time blurry screen
  947. // SI_DA_MAGICCART = 265,
  948. // SI_CRYSTAL = 266,
  949. // SI_DA_REBUILD = 267,
  950. // SI_DA_EDARKNESS = 268,
  951. // SI_DA_EGUARDIAN = 269,
  952. // SI_DA_TIMEOUT = 270,
  953. SI_FOOD_STR_CASH = 271,
  954. SI_FOOD_AGI_CASH = 272,
  955. SI_FOOD_VIT_CASH = 273,
  956. SI_FOOD_DEX_CASH = 274,
  957. SI_FOOD_INT_CASH = 275,
  958. SI_FOOD_LUK_CASH = 276,
  959. SI_MERC_FLEEUP = 277,
  960. SI_MERC_ATKUP = 278,
  961. SI_MERC_HPUP = 279,
  962. SI_MERC_SPUP = 280,
  963. SI_MERC_HITUP = 281,
  964. SI_SLOWCAST = 282,
  965. // SI_MAGICMIRROR = 283,
  966. // SI_STONESKIN = 284,
  967. // SI_ANTIMAGIC = 285,
  968. SI_CRITICALWOUND = 286,
  969. // SI_NPC_DEFENDER = 287,
  970. // SI_NOACTION_WAIT = 288,
  971. SI_MOVHASTE_HORSE = 289,
  972. SI_DEF_RATE = 290,
  973. SI_MDEF_RATE = 291,
  974. SI_INCHEALRATE = 292,
  975. SI_S_LIFEPOTION = 293,
  976. SI_L_LIFEPOTION = 294,
  977. SI_INCCRI = 295,
  978. SI_PLUSAVOIDVALUE = 296,
  979. // SI_ATKER_ASPD = 297,
  980. // SI_TARGET_ASPD = 298,
  981. // SI_ATKER_MOVESPEED = 299,
  982. SI_ATKER_BLOOD = 300,
  983. SI_TARGET_BLOOD = 301,
  984. SI_ARMOR_PROPERTY = 302,
  985. // SI_REUSE_LIMIT_A = 303,
  986. SI_HELLPOWER = 304,
  987. SI_STEAMPACK = 305,
  988. // SI_REUSE_LIMIT_B = 306,
  989. // SI_REUSE_LIMIT_C = 307,
  990. // SI_REUSE_LIMIT_D = 308,
  991. // SI_REUSE_LIMIT_E = 309,
  992. // SI_REUSE_LIMIT_F = 310,
  993. SI_INVINCIBLE = 311,
  994. SI_CASH_PLUSONLYJOBEXP = 312,
  995. SI_PARTYFLEE = 313,
  996. SI_ANGEL_PROTECT = 314,
  997. SI_ENDURE_MDEF = 315,
  998. SI_ENCHANTBLADE = 316,
  999. SI_DEATHBOUND = 317,
  1000. SI_REFRESH = 318,
  1001. SI_GIANTGROWTH = 319,
  1002. SI_STONEHARDSKIN = 320,
  1003. SI_VITALITYACTIVATION = 321,
  1004. SI_FIGHTINGSPIRIT = 322,
  1005. SI_ABUNDANCE = 323,
  1006. SI_REUSE_MILLENNIUMSHIELD = 324,
  1007. SI_REUSE_CRUSHSTRIKE = 325,
  1008. SI_REUSE_REFRESH = 326,
  1009. SI_REUSE_STORMBLAST = 327,
  1010. SI_VENOMIMPRESS = 328,
  1011. SI_EPICLESIS = 329,
  1012. SI_ORATIO = 330,
  1013. SI_LAUDAAGNUS = 331,
  1014. SI_LAUDARAMUS = 332,
  1015. SI_CLOAKINGEXCEED = 333,
  1016. SI_HALLUCINATIONWALK = 334,
  1017. SI_HALLUCINATIONWALK_POSTDELAY = 335,
  1018. SI_RENOVATIO = 336,
  1019. SI_WEAPONBLOCKING = 337,
  1020. SI_WEAPONBLOCKING_POSTDELAY = 338,
  1021. SI_ROLLINGCUTTER = 339,
  1022. SI_EXPIATIO = 340,
  1023. SI_POISONINGWEAPON = 341,
  1024. SI_TOXIN = 342,
  1025. SI_PARALYSE = 343,
  1026. SI_VENOMBLEED = 344,
  1027. SI_MAGICMUSHROOM = 345,
  1028. SI_DEATHHURT = 346,
  1029. SI_PYREXIA = 347,
  1030. SI_OBLIVIONCURSE = 348,
  1031. SI_LEECHESEND = 349,
  1032. SI_DUPLELIGHT = 350,
  1033. SI_FROSTMISTY = 351,
  1034. SI_FEARBREEZE = 352,
  1035. SI_ELECTRICSHOCKER = 353,
  1036. SI_MARSHOFABYSS = 354,
  1037. SI_RECOGNIZEDSPELL = 355,
  1038. SI_STASIS = 356,
  1039. SI_WUGRIDER = 357,
  1040. SI_WUGDASH = 358,
  1041. SI_WUGBITE = 359,
  1042. SI_CAMOUFLAGE = 360,
  1043. SI_ACCELERATION = 361,
  1044. SI_HOVERING = 362,
  1045. SI_SPHERE_1 = 363,
  1046. SI_SPHERE_2 = 364,
  1047. SI_SPHERE_3 = 365,
  1048. SI_SPHERE_4 = 366,
  1049. SI_SPHERE_5 = 367,
  1050. SI_MVPCARD_TAOGUNKA = 368,
  1051. SI_MVPCARD_MISTRESS = 369,
  1052. SI_MVPCARD_ORCHERO = 370,
  1053. SI_MVPCARD_ORCLORD = 371,
  1054. SI_OVERHEAT_LIMITPOINT = 372,
  1055. SI_OVERHEAT = 373,
  1056. SI_SHAPESHIFT = 374,
  1057. SI_INFRAREDSCAN = 375,
  1058. SI_MAGNETICFIELD = 376,
  1059. SI_NEUTRALBARRIER = 377,
  1060. SI_NEUTRALBARRIER_MASTER = 378,
  1061. SI_STEALTHFIELD = 379,
  1062. SI_STEALTHFIELD_MASTER = 380,
  1063. SI_MANU_ATK = 381,
  1064. SI_MANU_DEF = 382,
  1065. SI_SPL_ATK = 383,
  1066. SI_SPL_DEF = 384,
  1067. SI_REPRODUCE = 385,
  1068. SI_MANU_MATK = 386,
  1069. SI_SPL_MATK = 387,
  1070. SI_STR_SCROLL = 388,
  1071. SI_INT_SCROLL = 389,
  1072. SI_LG_REFLECTDAMAGE = 390,
  1073. SI_FORCEOFVANGUARD = 391,
  1074. SI_BUCHEDENOEL = 392,
  1075. SI_AUTOSHADOWSPELL = 393,
  1076. SI_SHADOWFORM = 394,
  1077. SI_RAID = 395,
  1078. SI_SHIELDSPELL_DEF = 396,
  1079. SI_SHIELDSPELL_MDEF = 397,
  1080. SI_SHIELDSPELL_REF = 398,
  1081. SI_BODYPAINT = 399,
  1082. SI_EXEEDBREAK = 400,
  1083. SI_ADORAMUS = 401,
  1084. SI_PRESTIGE = 402,
  1085. SI_INVISIBILITY = 403,
  1086. SI_DEADLYINFECT = 404,
  1087. SI_BANDING = 405,
  1088. SI_EARTHDRIVE = 406,
  1089. SI_INSPIRATION = 407,
  1090. SI_ENERVATION = 408,
  1091. SI_GROOMY = 409,
  1092. SI_RAISINGDRAGON = 410,
  1093. SI_IGNORANCE = 411,
  1094. SI_LAZINESS = 412,
  1095. SI_LIGHTNINGWALK = 413,
  1096. SI_ACARAJE = 414,
  1097. SI_UNLUCKY = 415,
  1098. SI_CURSEDCIRCLE_ATKER = 416,
  1099. SI_CURSEDCIRCLE_TARGET = 417,
  1100. SI_WEAKNESS = 418,
  1101. SI_CRESCENTELBOW = 419,
  1102. SI_NOEQUIPACCESSARY = 420,
  1103. SI_STRIPACCESSARY = 421,
  1104. SI_MANHOLE = 422,
  1105. SI_POPECOOKIE = 423,
  1106. SI_FALLENEMPIRE = 424,
  1107. SI_GENTLETOUCH_ENERGYGAIN = 425,
  1108. SI_GENTLETOUCH_CHANGE = 426,
  1109. SI_GENTLETOUCH_REVITALIZE = 427,
  1110. SI_BLOODYLUST = 428,
  1111. SI_SWINGDANCE = 429,
  1112. SI_SYMPHONYOFLOVERS = 430,
  1113. SI_PROPERTYWALK = 431,
  1114. SI_SPELLFIST = 432,
  1115. SI_NETHERWORLD = 433,
  1116. SI_VOICEOFSIREN = 434,
  1117. SI_DEEPSLEEP = 435,
  1118. SI_SIRCLEOFNATURE = 436,
  1119. SI_COLD = 437,
  1120. SI_GLOOMYDAY = 438,
  1121. SI_SONGOFMANA = 439,
  1122. SI_CLOUDKILL = 440,
  1123. SI_DANCEWITHWUG = 441,
  1124. SI_RUSHWINDMILL = 442,
  1125. SI_ECHOSONG = 443,
  1126. SI_HARMONIZE = 444,
  1127. SI_STRIKING = 445,
  1128. SI_WARMER = 446,
  1129. SI_MOONLITSERENADE = 447,
  1130. SI_SATURDAYNIGHTFEVER = 448,
  1131. SI_SITDOWN_FORCE = 449,
  1132. SI_ANALYZE = 450,
  1133. SI_LERADSDEW = 451,
  1134. SI_MELODYOFSINK = 452,
  1135. SI_WARCRYOFBEYOND = 453,
  1136. SI_UNLIMITEDHUMMINGVOICE = 454,
  1137. SI_SPELLBOOK1 = 455,
  1138. SI_SPELLBOOK2 = 456,
  1139. SI_SPELLBOOK3 = 457,
  1140. SI_FREEZE_SP = 458,
  1141. SI_GN_TRAINING_SWORD = 459,
  1142. SI_GN_REMODELING_CART = 460,
  1143. SI_GN_CARTBOOST = 461,
  1144. SI_FIXEDCASTINGTM_REDUCE = 462,
  1145. SI_THORNTRAP = 463,
  1146. SI_BLOODSUCKER = 464,
  1147. SI_SPORE_EXPLOSION = 465,
  1148. SI_DEMONIC_FIRE = 466,
  1149. SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
  1150. SI_FIRE_EXPANSION_TEAR_GAS = 468,
  1151. SI_BLOCKING_PLAY = 469,
  1152. SI_MANDRAGORA = 470,
  1153. SI_ACTIVATE = 471,
  1154. SI_SECRAMENT = 472,
  1155. SI_ASSUMPTIO2 = 473,
  1156. SI_TK_SEVENWIND = 474,
  1157. SI_LIMIT_ODINS_RECALL = 475,
  1158. SI_STOMACHACHE = 476,
  1159. SI_MYSTERIOUS_POWDER = 477,
  1160. SI_MELON_BOMB = 478,
  1161. SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
  1162. SI_PROMOTE_HEALTH_RESERCH = 480,
  1163. SI_ENERGY_DRINK_RESERCH = 481,
  1164. SI_EXTRACT_WHITE_POTION_Z = 482,
  1165. SI_VITATA_500 = 483,
  1166. SI_EXTRACT_SALAMINE_JUICE = 484,
  1167. SI_BOOST500 = 485,
  1168. SI_FULL_SWING_K = 486,
  1169. SI_MANA_PLUS = 487,
  1170. SI_MUSTLE_M = 488,
  1171. SI_LIFE_FORCE_F = 489,
  1172. SI_VACUUM_EXTREME = 490,
  1173. SI_SAVAGE_STEAK = 491,
  1174. SI_COCKTAIL_WARG_BLOOD = 492,
  1175. SI_MINOR_BBQ = 493,
  1176. SI_SIROMA_ICE_TEA = 494,
  1177. SI_DROCERA_HERB_STEAMED = 495,
  1178. SI_PUTTI_TAILS_NOODLES = 496,
  1179. SI_BANANA_BOMB = 497,
  1180. SI_SUMMON_AGNI = 498,
  1181. SI_SPELLBOOK4 = 499,
  1182. SI_SPELLBOOK5 = 500,
  1183. SI_SPELLBOOK6 = 501,
  1184. SI_SPELLBOOK7 = 502,
  1185. SI_ELEMENTAL_AGGRESSIVE = 503,
  1186. SI_RETURN_TO_ELDICASTES = 504,
  1187. SI_BANDING_DEFENCE = 505,
  1188. SI_SKELSCROLL = 506,
  1189. SI_DISTRUCTIONSCROLL = 507,
  1190. SI_ROYALSCROLL = 508,
  1191. SI_IMMUNITYSCROLL = 509,
  1192. SI_MYSTICSCROLL = 510,
  1193. SI_BATTLESCROLL = 511,
  1194. SI_ARMORSCROLL = 512,
  1195. SI_FREYJASCROLL = 513,
  1196. SI_SOULSCROLL = 514,
  1197. SI_CIRCLE_OF_FIRE = 515,
  1198. SI_CIRCLE_OF_FIRE_OPTION = 516,
  1199. SI_FIRE_CLOAK = 517,
  1200. SI_FIRE_CLOAK_OPTION = 518,
  1201. SI_WATER_SCREEN = 519,
  1202. SI_WATER_SCREEN_OPTION = 520,
  1203. SI_WATER_DROP = 521,
  1204. SI_WATER_DROP_OPTION = 522,
  1205. SI_WIND_STEP = 523,
  1206. SI_WIND_STEP_OPTION = 524,
  1207. SI_WIND_CURTAIN = 525,
  1208. SI_WIND_CURTAIN_OPTION = 526,
  1209. SI_WATER_BARRIER = 527,
  1210. SI_ZEPHYR = 528,
  1211. SI_SOLID_SKIN = 529,
  1212. SI_SOLID_SKIN_OPTION = 530,
  1213. SI_STONE_SHIELD = 531,
  1214. SI_STONE_SHIELD_OPTION = 532,
  1215. SI_POWER_OF_GAIA = 533,
  1216. // SI_EL_WAIT = 534,
  1217. // SI_EL_PASSIVE = 535,
  1218. // SI_EL_DEFENSIVE = 536,
  1219. // SI_EL_OFFENSIVE = 537,
  1220. // SI_EL_COST = 538,
  1221. SI_PYROTECHNIC = 539,
  1222. SI_PYROTECHNIC_OPTION = 540,
  1223. SI_HEATER = 541,
  1224. SI_HEATER_OPTION = 542,
  1225. SI_TROPIC = 543,
  1226. SI_TROPIC_OPTION = 544,
  1227. SI_AQUAPLAY = 545,
  1228. SI_AQUAPLAY_OPTION = 546,
  1229. SI_COOLER = 547,
  1230. SI_COOLER_OPTION = 548,
  1231. SI_CHILLY_AIR = 549,
  1232. SI_CHILLY_AIR_OPTION = 550,
  1233. SI_GUST = 551,
  1234. SI_GUST_OPTION = 552,
  1235. SI_BLAST = 553,
  1236. SI_BLAST_OPTION = 554,
  1237. SI_WILD_STORM = 555,
  1238. SI_WILD_STORM_OPTION = 556,
  1239. SI_PETROLOGY = 557,
  1240. SI_PETROLOGY_OPTION = 558,
  1241. SI_CURSED_SOIL = 559,
  1242. SI_CURSED_SOIL_OPTION = 560,
  1243. SI_UPHEAVAL = 561,
  1244. SI_UPHEAVAL_OPTION = 562,
  1245. SI_TIDAL_WEAPON = 563,
  1246. SI_TIDAL_WEAPON_OPTION = 564,
  1247. SI_ROCK_CRUSHER = 565,
  1248. SI_ROCK_CRUSHER_ATK = 566,
  1249. SI_FIRE_INSIGNIA = 567,
  1250. SI_WATER_INSIGNIA = 568,
  1251. SI_WIND_INSIGNIA = 569,
  1252. SI_EARTH_INSIGNIA = 570,
  1253. SI_EQUIPED_FLOOR = 571,
  1254. SI_GUARDIAN_RECALL = 572,
  1255. SI_MORA_BUFF = 573,
  1256. SI_REUSE_LIMIT_G = 574,
  1257. SI_REUSE_LIMIT_H = 575,
  1258. SI_NEEDLE_OF_PARALYZE = 576,
  1259. SI_PAIN_KILLER = 577,
  1260. SI_G_LIFEPOTION = 578,
  1261. SI_VITALIZE_POTION = 579,
  1262. SI_LIGHT_OF_REGENE = 580,
  1263. SI_OVERED_BOOST = 581,
  1264. SI_SILENT_BREEZE = 582,
  1265. SI_ODINS_POWER = 583,
  1266. SI_STYLE_CHANGE = 584,
  1267. SI_SONIC_CLAW_POSTDELAY = 585,
  1268. // ID's 586 - 595 Currently Unused
  1269. SI_SILVERVEIN_RUSH_POSTDELAY = 596,
  1270. SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
  1271. SI_GOLDENE_FERSE = 598,
  1272. SI_ANGRIFFS_MODUS = 599,
  1273. SI_TINDER_BREAKER = 600,
  1274. SI_TINDER_BREAKER_POSTDELAY = 601,
  1275. SI_CBC = 602,
  1276. SI_CBC_POSTDELAY = 603,
  1277. SI_EQC = 604,
  1278. SI_MAGMA_FLOW = 605,
  1279. SI_GRANITIC_ARMOR = 606,
  1280. SI_PYROCLASTIC = 607,
  1281. SI_VOLCANIC_ASH = 608,
  1282. SI_SPIRITS_SAVEINFO1 = 609,
  1283. SI_SPIRITS_SAVEINFO2 = 610,
  1284. SI_MAGIC_CANDY = 611,
  1285. SI_SEARCH_STORE_INFO = 612,
  1286. SI_ALL_RIDING = 613,
  1287. SI_ALL_RIDING_REUSE_LIMIT = 614,
  1288. SI_MACRO = 615,
  1289. SI_MACRO_POSTDELAY = 616,
  1290. SI_BEER_BOTTLE_CAP = 617,
  1291. SI_OVERLAPEXPUP = 618,
  1292. SI_PC_IZ_DUN05 = 619,
  1293. SI_CRUSHSTRIKE = 620,
  1294. SI_MONSTER_TRANSFORM = 621,
  1295. SI_SIT = 622,
  1296. SI_ONAIR = 623,
  1297. SI_MTF_ASPD = 624,
  1298. SI_MTF_RANGEATK = 625,
  1299. SI_MTF_MATK = 626,
  1300. SI_MTF_MLEATKED = 627,
  1301. SI_MTF_CRIDAMAGE = 628,
  1302. SI_REUSE_LIMIT_MTF = 629,
  1303. SI_MACRO_PERMIT = 630,
  1304. SI_MACRO_PLAY = 631,
  1305. SI_SKF_CAST = 632,
  1306. SI_SKF_ASPD = 633,
  1307. SI_SKF_ATK = 634,
  1308. SI_SKF_MATK = 635,
  1309. SI_REWARD_PLUSONLYJOBEXP = 636,
  1310. SI_HANDICAPSTATE_NORECOVER = 637,
  1311. SI_SET_NUM_DEF = 638,
  1312. SI_SET_NUM_MDEF = 639,
  1313. SI_SET_PER_DEF = 640,
  1314. SI_SET_PER_MDEF = 641,
  1315. SI_PARTYBOOKING_SEARCH_DEALY = 642,
  1316. SI_PARTYBOOKING_REGISTER_DEALY = 643,
  1317. SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
  1318. SI_KO_JYUMONJIKIRI = 645,
  1319. SI_MEIKYOUSISUI = 646,
  1320. SI_ATTHASTE_CASH = 647,
  1321. SI_EQUIPPED_DIVINE_ARMOR = 648,
  1322. SI_EQUIPPED_HOLY_ARMOR = 649,
  1323. SI_2011RWC = 650,
  1324. SI_KYOUGAKU = 651,
  1325. SI_IZAYOI = 652,
  1326. SI_ZENKAI = 653,
  1327. SI_KG_KAGEHUMI = 654,
  1328. SI_KYOMU = 655,
  1329. SI_KAGEMUSYA = 656,
  1330. SI_ZANGETSU = 657,
  1331. SI_PHI_DEMON = 658,
  1332. SI_GENSOU = 659,
  1333. SI_AKAITSUKI = 660,
  1334. SI_TETANY = 661,
  1335. SI_GM_BATTLE = 662,
  1336. SI_GM_BATTLE2 = 663,
  1337. SI_2011RWC_SCROLL = 664,
  1338. SI_ACTIVE_MONSTER_TRANSFORM = 665,
  1339. SI_MYSTICPOWDER = 666,
  1340. SI_ECLAGE_RECALL = 667,
  1341. SI_ENTRY_QUEUE_APPLY_DELAY = 668,
  1342. SI_REUSE_LIMIT_ECL = 669,
  1343. SI_M_LIFEPOTION = 670,
  1344. SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
  1345. SI_UNKNOWN_NAME = 672,
  1346. SI_ON_PUSH_CART = 673,
  1347. SI_HAT_EFFECT = 674,
  1348. SI_FLOWER_LEAF = 675,
  1349. SI_RAY_OF_PROTECTION = 676,
  1350. SI_GLASTHEIM_ATK = 677,
  1351. SI_GLASTHEIM_DEF = 678,
  1352. SI_GLASTHEIM_HEAL = 679,
  1353. SI_GLASTHEIM_HIDDEN = 680,
  1354. SI_GLASTHEIM_STATE = 681,
  1355. SI_GLASTHEIM_ITEMDEF = 682,
  1356. SI_GLASTHEIM_HPSP = 683,
  1357. SI_HOMUN_SKILL_POSTDELAY = 684,
  1358. SI_ALMIGHTY = 685,
  1359. SI_GVG_GIANT = 686,
  1360. SI_GVG_GOLEM = 687,
  1361. SI_GVG_STUN = 688,
  1362. SI_GVG_STONE = 689,
  1363. SI_GVG_FREEZ = 690,
  1364. SI_GVG_SLEEP = 691,
  1365. SI_GVG_CURSE = 692,
  1366. SI_GVG_SILENCE = 693,
  1367. SI_GVG_BLIND = 694,
  1368. SI_CLIENT_ONLY_EQUIP_ARROW = 695,
  1369. SI_CLAN_INFO = 696,
  1370. SI_JP_EVENT01 = 697,
  1371. SI_JP_EVENT02 = 698,
  1372. SI_JP_EVENT03 = 699,
  1373. SI_JP_EVENT04 = 700,
  1374. SI_TELEPORT_FIXEDCASTINGDELAY = 701,
  1375. SI_GEFFEN_MAGIC1 = 702,
  1376. SI_GEFFEN_MAGIC2 = 703,
  1377. SI_GEFFEN_MAGIC3 = 704,
  1378. SI_QUEST_BUFF1 = 705,
  1379. SI_QUEST_BUFF2 = 706,
  1380. SI_QUEST_BUFF3 = 707,
  1381. SI_REUSE_LIMIT_RECALL = 708,
  1382. SI_SAVEPOSITION = 709,
  1383. SI_HANDICAPSTATE_ICEEXPLO = 710,
  1384. SI_FENRIR_CARD = 711,
  1385. SI_REUSE_LIMIT_ASPD_POTION = 712,
  1386. SI_MAXPAIN = 713,
  1387. SI_PC_STOP = 714,
  1388. SI_FRIGG_SONG = 715,
  1389. SI_OFFERTORIUM = 716,
  1390. SI_TELEKINESIS_INTENSE = 717,
  1391. SI_MOONSTAR = 718,
  1392. SI_STRANGELIGHTS = 719,
  1393. SI_FULL_THROTTLE = 720,
  1394. SI_REBOUND = 721,
  1395. SI_UNLIMIT = 722,
  1396. SI_KINGS_GRACE = 723,
  1397. SI_ITEM_ATKMAX = 724,
  1398. SI_ITEM_ATKMIN = 725,
  1399. SI_ITEM_MATKMAX = 726,
  1400. SI_ITEM_MATKMIN = 727,
  1401. SI_SUPER_STAR = 728,
  1402. SI_HIGH_RANKER = 729,
  1403. SI_DARKCROW = 730,
  1404. SI_2013_VALENTINE1 = 731,
  1405. SI_2013_VALENTINE2 = 732,
  1406. SI_2013_VALENTINE3 = 733,
  1407. SI_ILLUSIONDOPING = 734,
  1408. SI_WIDEWEB = 735,
  1409. SI_CHILL = 736,
  1410. SI_BURNT = 737,
  1411. SI_PCCAFE_PLAY_TIME = 738,
  1412. SI_TWISTED_TIME = 739,
  1413. SI_FLASHCOMBO = 740,
  1414. SI_JITTER_BUFF1 = 741,
  1415. SI_JITTER_BUFF2 = 742,
  1416. SI_JITTER_BUFF3 = 743,
  1417. SI_JITTER_BUFF4 = 744,
  1418. SI_JITTER_BUFF5 = 745,
  1419. SI_JITTER_BUFF6 = 746,
  1420. SI_JITTER_BUFF7 = 747,
  1421. SI_JITTER_BUFF8 = 748,
  1422. SI_JITTER_BUFF9 = 749,
  1423. SI_JITTER_BUFF10 = 750,
  1424. SI_CUP_OF_BOZA = 751,
  1425. SI_B_TRAP = 752,
  1426. SI_E_CHAIN = 753,
  1427. SI_E_QD_SHOT_READY = 754,
  1428. SI_C_MARKER = 755,
  1429. SI_H_MINE = 756,
  1430. SI_H_MINE_SPLASH = 757,
  1431. SI_P_ALTER = 758,
  1432. SI_HEAT_BARREL = 759,
  1433. SI_ANTI_M_BLAST = 760,
  1434. SI_SLUGSHOT = 761,
  1435. SI_SWORDCLAN = 762,
  1436. SI_ARCWANDCLAN = 763,
  1437. SI_GOLDENMACECLAN = 764,
  1438. SI_CROSSBOWCLAN = 765,
  1439. SI_PACKING_ENVELOPE1 = 766,
  1440. SI_PACKING_ENVELOPE2 = 767,
  1441. SI_PACKING_ENVELOPE3 = 768,
  1442. SI_PACKING_ENVELOPE4 = 769,
  1443. SI_PACKING_ENVELOPE5 = 770,
  1444. SI_PACKING_ENVELOPE6 = 771,
  1445. SI_PACKING_ENVELOPE7 = 772,
  1446. SI_PACKING_ENVELOPE8 = 773,
  1447. SI_PACKING_ENVELOPE9 = 774,
  1448. SI_PACKING_ENVELOPE10 = 775,
  1449. SI_GLASTHEIM_TRANS = 776,
  1450. SI_ZONGZI_POUCH_TRANS = 777,
  1451. SI_HEAT_BARREL_AFTER = 778,
  1452. SI_DECORATION_OF_MUSIC = 779,
  1453. SI_MAX,
  1454. };
  1455. // JOINTBEAT stackable ailments
  1456. enum e_joint_break
  1457. {
  1458. BREAK_ANKLE = 0x01, // MoveSpeed reduced by 50%
  1459. BREAK_WRIST = 0x02, // ASPD reduced by 25%
  1460. BREAK_KNEE = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
  1461. BREAK_SHOULDER = 0x08, // DEF reduced by 50%
  1462. BREAK_WAIST = 0x10, // DEF reduced by 25%, ATK reduced by 25%
  1463. BREAK_NECK = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  1464. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  1465. };
  1466. extern int current_equip_item_index;
  1467. extern int current_equip_card_id;
  1468. //Mode definitions to clear up code reading. [Skotlex]
  1469. enum e_mode
  1470. {
  1471. MD_CANMOVE = 0x000001,
  1472. MD_LOOTER = 0x000002,
  1473. MD_AGGRESSIVE = 0x000004,
  1474. MD_ASSIST = 0x000008,
  1475. MD_CASTSENSOR_IDLE = 0x000010,
  1476. MD_BOSS = 0x000020,
  1477. MD_PLANT = 0x000040,
  1478. MD_CANATTACK = 0x000080,
  1479. MD_DETECTOR = 0x000100,
  1480. MD_CASTSENSOR_CHASE = 0x000200,
  1481. MD_CHANGECHASE = 0x000400,
  1482. MD_ANGRY = 0x000800,
  1483. MD_CHANGETARGET_MELEE = 0x001000,
  1484. MD_CHANGETARGET_CHASE = 0x002000,
  1485. MD_TARGETWEAK = 0x004000,
  1486. MD_IGNOREMELEE = 0x010000, //takes 1 HP damage from melee physical attacks
  1487. MD_IGNOREMAGIC = 0x020000, //takes 1 HP damage from magic
  1488. MD_IGNORERANGED = 0x040000, //takes 1 HP damage from ranged physical attacks
  1489. MD_MVP = 0x080000, //MVP - instant kill / coma-like skills don't work
  1490. MD_IGNOREMISC = 0x100000, //takes 1 HP damage from "none" attack type
  1491. MD_KNOCKBACK_IMMUNE = 0x200000, //can't be knocked back
  1492. };
  1493. #define MD_MASK 0x00FFFF
  1494. #define ATR_MASK 0xFF0000
  1495. //Status change option definitions (options are what makes status changes visible to chars
  1496. //who were not on your field of sight when it happened)
  1497. //opt1: Non stackable status changes.
  1498. enum sc_opt1 {
  1499. OPT1_STONE = 1, //Petrified
  1500. OPT1_FREEZE,
  1501. OPT1_STUN,
  1502. OPT1_SLEEP,
  1503. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  1504. OPT1_STONEWAIT=6, //Petrifying
  1505. OPT1_BURNING,
  1506. OPT1_IMPRISON,
  1507. OPT1_CRYSTALIZE,
  1508. };
  1509. //opt2: Stackable status changes.
  1510. enum sc_opt2 {
  1511. OPT2_POISON = 0x0001,
  1512. OPT2_CURSE = 0x0002,
  1513. OPT2_SILENCE = 0x0004,
  1514. OPT2_SIGNUMCRUCIS = 0x0008,
  1515. OPT2_BLIND = 0x0010,
  1516. OPT2_ANGELUS = 0x0020,
  1517. OPT2_BLEEDING = 0x0040,
  1518. OPT2_DPOISON = 0x0080,
  1519. OPT2_FEAR = 0x0100,
  1520. };
  1521. //opt3: (SHOW_EFST_*)
  1522. enum sc_opt3 {
  1523. OPT3_NORMAL = 0x00000000,
  1524. OPT3_QUICKEN = 0x00000001,
  1525. OPT3_OVERTHRUST = 0x00000002,
  1526. OPT3_ENERGYCOAT = 0x00000004,
  1527. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  1528. OPT3_STEELBODY = 0x00000010,
  1529. OPT3_BLADESTOP = 0x00000020,
  1530. OPT3_AURABLADE = 0x00000040,
  1531. OPT3_BERSERK = 0x00000080,
  1532. OPT3_LIGHTBLADE = 0x00000100,
  1533. OPT3_MOONLIT = 0x00000200,
  1534. OPT3_MARIONETTE = 0x00000400,
  1535. OPT3_ASSUMPTIO = 0x00000800,
  1536. OPT3_WARM = 0x00001000,
  1537. OPT3_KAITE = 0x00002000,
  1538. OPT3_BUNSIN = 0x00004000,
  1539. OPT3_SOULLINK = 0x00008000,
  1540. OPT3_UNDEAD = 0x00010000,
  1541. OPT3_CONTRACT = 0x00020000,
  1542. };
  1543. enum e_option {
  1544. OPTION_NOTHING = 0x00000000,
  1545. OPTION_SIGHT = 0x00000001,
  1546. OPTION_HIDE = 0x00000002,
  1547. OPTION_CLOAK = 0x00000004,
  1548. OPTION_FALCON = 0x00000010,
  1549. OPTION_RIDING = 0x00000020,
  1550. OPTION_INVISIBLE = 0x00000040,
  1551. OPTION_ORCISH = 0x00000800,
  1552. OPTION_WEDDING = 0x00001000,
  1553. OPTION_RUWACH = 0x00002000,
  1554. OPTION_CHASEWALK = 0x00004000,
  1555. OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  1556. OPTION_XMAS = 0x00010000,
  1557. OPTION_TRANSFORM = 0x00020000,
  1558. OPTION_SUMMER = 0x00040000,
  1559. OPTION_DRAGON1 = 0x00080000,
  1560. OPTION_WUG = 0x00100000,
  1561. OPTION_WUGRIDER = 0x00200000,
  1562. OPTION_MADOGEAR = 0x00400000,
  1563. OPTION_DRAGON2 = 0x00800000,
  1564. OPTION_DRAGON3 = 0x01000000,
  1565. OPTION_DRAGON4 = 0x02000000,
  1566. OPTION_DRAGON5 = 0x04000000,
  1567. OPTION_HANBOK = 0x08000000,
  1568. OPTION_MOUNTING = 0x10000000,
  1569. #ifndef NEW_CARTS
  1570. OPTION_CART1 = 0x00000008,
  1571. OPTION_CART2 = 0x00000080,
  1572. OPTION_CART3 = 0x00000100,
  1573. OPTION_CART4 = 0x00000200,
  1574. OPTION_CART5 = 0x00000400,
  1575. /* compound constant for older carts */
  1576. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  1577. #endif
  1578. // compound constants
  1579. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  1580. };
  1581. //Defines for the manner system [Skotlex]
  1582. enum manner_flags
  1583. {
  1584. MANNER_NOCHAT = 0x01,
  1585. MANNER_NOSKILL = 0x02,
  1586. MANNER_NOCOMMAND = 0x04,
  1587. MANNER_NOITEM = 0x08,
  1588. MANNER_NOROOM = 0x10,
  1589. };
  1590. /* Status Change State Flags */
  1591. enum scs_flag {
  1592. SCS_NOMOVECOND = 0x00000001, /* cond flag for nomove */
  1593. SCS_NOMOVE = 0x00000002, /* unit unable to move */
  1594. SCS_NOPICKITEMCOND = 0x00000004, /* cond flag for nopickitem */
  1595. SCS_NOPICKITEM = 0x00000008, /* player unable to pick up items */
  1596. SCS_NODROPITEMCOND = 0x00000010, /* cond flag for nodropitem */
  1597. SCS_NODROPITEM = 0x00000020, /* player unable to drop items */
  1598. SCS_NOCASTCOND = 0x00000040, /* cond flag for nocast */
  1599. SCS_NOCAST = 0x00000080, /* unit unable to cast skills */
  1600. SCS_NOCHAT = 0x00000100, /* unit can't talk */
  1601. SCS_NOCHATCOND = 0x00000200, /* cond flag for notalk */
  1602. };
  1603. //Define flags for the status_calc_bl function. [Skotlex]
  1604. enum scb_flag
  1605. {
  1606. SCB_NONE = 0x00000000,
  1607. SCB_BASE = 0x00000001,
  1608. SCB_MAXHP = 0x00000002,
  1609. SCB_MAXSP = 0x00000004,
  1610. SCB_STR = 0x00000008,
  1611. SCB_AGI = 0x00000010,
  1612. SCB_VIT = 0x00000020,
  1613. SCB_INT = 0x00000040,
  1614. SCB_DEX = 0x00000080,
  1615. SCB_LUK = 0x00000100,
  1616. SCB_BATK = 0x00000200,
  1617. SCB_WATK = 0x00000400,
  1618. SCB_MATK = 0x00000800,
  1619. SCB_HIT = 0x00001000,
  1620. SCB_FLEE = 0x00002000,
  1621. SCB_DEF = 0x00004000,
  1622. SCB_DEF2 = 0x00008000,
  1623. SCB_MDEF = 0x00010000,
  1624. SCB_MDEF2 = 0x00020000,
  1625. SCB_SPEED = 0x00040000,
  1626. SCB_ASPD = 0x00080000,
  1627. SCB_DSPD = 0x00100000,
  1628. SCB_CRI = 0x00200000,
  1629. SCB_FLEE2 = 0x00400000,
  1630. SCB_ATK_ELE = 0x00800000,
  1631. SCB_DEF_ELE = 0x01000000,
  1632. SCB_MODE = 0x02000000,
  1633. SCB_SIZE = 0x04000000,
  1634. SCB_RACE = 0x08000000,
  1635. SCB_RANGE = 0x10000000,
  1636. SCB_REGEN = 0x20000000,
  1637. SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
  1638. SCB_BATTLE = 0x3FFFFFFE,
  1639. SCB_ALL = 0x3FFFFFFF
  1640. };
  1641. ///Enum for bonus_script's flag
  1642. enum e_bonus_script_flags {
  1643. BONUS_FLAG_REM_ON_DEAD = 0x01, //Remove bonus when dead
  1644. BONUS_FLAG_REM_ON_DISPELL = 0x02, //Removable by Dispell
  1645. BONUS_FLAG_REM_ON_CLEARANCE = 0x04, //Removable by Clearance
  1646. BONUS_FLAG_REM_ON_LOGOUT = 0x08, //Remove bonus when player logged out
  1647. BONUS_FLAG_REM_BUFF = 0x10, //Remove bonus when player logged out
  1648. BONUS_FLAG_REM_DEBUFF = 0x20, //Remove bonus when player logged out
  1649. };
  1650. //Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  1651. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  1652. //Define to determine who has regen
  1653. #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  1654. //Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  1655. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
  1656. //Basic damage info of a weapon
  1657. //Required because players have two of these, one in status_data
  1658. //and another for their left hand weapon.
  1659. struct weapon_atk {
  1660. unsigned short atk, atk2;
  1661. unsigned short range;
  1662. unsigned char ele;
  1663. #ifdef RENEWAL
  1664. unsigned short matk;
  1665. unsigned char wlv;
  1666. #endif
  1667. };
  1668. //For holding basic status (which can be modified by status changes)
  1669. struct status_data {
  1670. unsigned int
  1671. hp, sp, // see status_cpy before adding members before hp and sp
  1672. max_hp, max_sp;
  1673. unsigned short
  1674. str, agi, vit, int_, dex, luk,
  1675. batk,
  1676. #ifdef RENEWAL
  1677. watk,
  1678. watk2,
  1679. eatk,
  1680. #endif
  1681. matk_min, matk_max,
  1682. speed,
  1683. amotion, adelay, dmotion;
  1684. enum e_mode mode;
  1685. short
  1686. hit, flee, cri, flee2,
  1687. def2, mdef2,
  1688. #ifdef RENEWAL_ASPD
  1689. aspd_rate2,
  1690. #endif
  1691. aspd_rate;
  1692. /**
  1693. * defType is RENEWAL dependent and defined in src/map/config/data/const.h
  1694. **/
  1695. defType def,mdef;
  1696. unsigned char
  1697. def_ele, ele_lv,
  1698. size, race;
  1699. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  1700. };
  1701. //Additional regen data that only players have.
  1702. struct regen_data_sub {
  1703. unsigned short
  1704. hp,sp;
  1705. //tick accumulation before healing.
  1706. struct {
  1707. unsigned int hp,sp;
  1708. } tick;
  1709. //Regen rates (where every 1 means +100% regen)
  1710. struct {
  1711. unsigned char hp,sp;
  1712. } rate;
  1713. };
  1714. struct regen_data {
  1715. unsigned short flag; //Marks what stuff you may heal or not.
  1716. unsigned short
  1717. hp,sp,shp,ssp;
  1718. //tick accumulation before healing.
  1719. struct {
  1720. unsigned int hp,sp,shp,ssp;
  1721. } tick;
  1722. //Regen rates (where every 1 means +100% regen)
  1723. struct {
  1724. unsigned char
  1725. hp,sp,shp,ssp;
  1726. } rate;
  1727. struct {
  1728. unsigned walk:1; //Can you regen even when walking?
  1729. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  1730. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  1731. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  1732. } state;
  1733. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  1734. struct regen_data_sub *sregen, *ssregen;
  1735. };
  1736. struct status_change_entry {
  1737. int timer;
  1738. int val1,val2,val3,val4;
  1739. };
  1740. struct status_change {
  1741. unsigned int option;// effect state (bitfield)
  1742. unsigned int opt3;// skill state (bitfield)
  1743. unsigned short opt1;// body state
  1744. unsigned short opt2;// health state (bitfield)
  1745. unsigned char count;
  1746. //TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  1747. unsigned char jb_flag; //Joint Beat type flag
  1748. struct {
  1749. unsigned char move;
  1750. unsigned char pickup;
  1751. unsigned char drop;
  1752. unsigned char cast;
  1753. unsigned char chat;
  1754. } cant;/* status change state flags */
  1755. //int sg_id; //ID of the previous Storm gust that hit you
  1756. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  1757. /**
  1758. * The Storm Gust counter was dropped in renewal
  1759. **/
  1760. #ifndef RENEWAL
  1761. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  1762. #endif
  1763. unsigned char bs_counter; // Blood Sucker counter
  1764. struct status_change_entry *data[SC_MAX];
  1765. };
  1766. // for looking up associated data
  1767. sc_type status_skill2sc(int skill);
  1768. int status_sc2skill(sc_type sc);
  1769. unsigned int status_sc2scb_flag(sc_type sc);
  1770. int status_type2relevant_bl_types(int type);
  1771. int status_damage(struct block_list *src,struct block_list *target,int64 dhp,int64 dsp, int walkdelay, int flag);
  1772. //Define for standard HP damage attacks.
  1773. #define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
  1774. //Define for standard HP/SP damage triggers.
  1775. #define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
  1776. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
  1777. int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
  1778. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
  1779. //Easier handling of status_percent_change
  1780. #define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
  1781. #define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
  1782. //Instant kill with no drops/exp/etc
  1783. #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
  1784. //Used to set the hp/sp of an object to an absolute value (can't kill)
  1785. int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
  1786. int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
  1787. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag);
  1788. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
  1789. struct regen_data *status_get_regen_data(struct block_list *bl);
  1790. struct status_data *status_get_status_data(struct block_list *bl);
  1791. struct status_data *status_get_base_status(struct block_list *bl);
  1792. const char * status_get_name(struct block_list *bl);
  1793. int status_get_class(struct block_list *bl);
  1794. int status_get_lv(struct block_list *bl);
  1795. #define status_get_range(bl) status_get_status_data(bl)->rhw.range
  1796. #define status_get_hp(bl) status_get_status_data(bl)->hp
  1797. #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
  1798. #define status_get_sp(bl) status_get_status_data(bl)->sp
  1799. #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
  1800. #define status_get_str(bl) status_get_status_data(bl)->str
  1801. #define status_get_agi(bl) status_get_status_data(bl)->agi
  1802. #define status_get_vit(bl) status_get_status_data(bl)->vit
  1803. #define status_get_int(bl) status_get_status_data(bl)->int_
  1804. #define status_get_dex(bl) status_get_status_data(bl)->dex
  1805. #define status_get_luk(bl) status_get_status_data(bl)->luk
  1806. #define status_get_hit(bl) status_get_status_data(bl)->hit
  1807. #define status_get_flee(bl) status_get_status_data(bl)->flee
  1808. defType status_get_def(struct block_list *bl);
  1809. #define status_get_mdef(bl) status_get_status_data(bl)->mdef
  1810. #define status_get_flee2(bl) status_get_status_data(bl)->flee2
  1811. #define status_get_def2(bl) status_get_status_data(bl)->def2
  1812. #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
  1813. #define status_get_critical(bl) status_get_status_data(bl)->cri
  1814. #define status_get_batk(bl) status_get_status_data(bl)->batk
  1815. #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
  1816. #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
  1817. #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
  1818. #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
  1819. #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
  1820. #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
  1821. unsigned short status_get_speed(struct block_list *bl);
  1822. #define status_get_adelay(bl) status_get_status_data(bl)->adelay
  1823. #define status_get_amotion(bl) status_get_status_data(bl)->amotion
  1824. #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
  1825. #define status_get_element(bl) status_get_status_data(bl)->def_ele
  1826. #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
  1827. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
  1828. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  1829. #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
  1830. #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
  1831. #define status_get_race(bl) status_get_status_data(bl)->race
  1832. #define status_get_size(bl) status_get_status_data(bl)->size
  1833. #define status_get_mode(bl) status_get_status_data(bl)->mode
  1834. int status_get_party_id(struct block_list *bl);
  1835. int status_get_guild_id(struct block_list *bl);
  1836. int status_get_emblem_id(struct block_list *bl);
  1837. int status_get_race2(struct block_list *bl);
  1838. struct view_data *status_get_viewdata(struct block_list *bl);
  1839. void status_set_viewdata(struct block_list *bl, int class_);
  1840. void status_change_init(struct block_list *bl);
  1841. struct status_change *status_get_sc(struct block_list *bl);
  1842. int status_isdead(struct block_list *bl);
  1843. int status_isimmune(struct block_list *bl);
  1844. int status_get_sc_def(struct block_list *src,struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
  1845. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  1846. #define sc_start(src, bl, type, rate, val1, tick) status_change_start(src,bl,type,100*(rate),val1,0,0,0,tick,0)
  1847. #define sc_start2(src, bl, type, rate, val1, val2, tick) status_change_start(src,bl,type,100*(rate),val1,val2,0,0,tick,0)
  1848. #define sc_start4(src, bl, type, rate, val1, val2, val3, val4, tick) status_change_start(src,bl,type,100*(rate),val1,val2,val3,val4,tick,0)
  1849. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
  1850. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
  1851. #define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
  1852. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
  1853. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
  1854. int status_change_timer_sub(struct block_list* bl, va_list ap);
  1855. int status_change_clear(struct block_list* bl, int type);
  1856. void status_change_clear_buffs(struct block_list* bl, int type);
  1857. #define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
  1858. #define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
  1859. #define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
  1860. #define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
  1861. #define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
  1862. #define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
  1863. #define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
  1864. #define status_calc_npc(nd, first) status_calc_bl_(&(nd)->bl, SCB_ALL, first)
  1865. void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
  1866. int status_calc_mob_(struct mob_data* md, bool first);
  1867. int status_calc_pet_(struct pet_data* pd, bool first);
  1868. int status_calc_pc_(struct map_session_data* sd, bool first);
  1869. int status_calc_homunculus_(struct homun_data *hd, bool first);
  1870. int status_calc_mercenary_(struct mercenary_data *md, bool first);
  1871. int status_calc_elemental_(struct elemental_data *ed, bool first);
  1872. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  1873. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  1874. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
  1875. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
  1876. int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
  1877. int status_change_spread( struct block_list *src, struct block_list *bl );
  1878. #ifdef RENEWAL
  1879. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status);
  1880. unsigned short status_base_matk(const struct status_data* status, int level);
  1881. #endif
  1882. int status_readdb(void);
  1883. int do_init_status(void);
  1884. void do_final_status(void);
  1885. #endif /* _STATUS_H_ */