status.hpp 61 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 STATUS_HPP
  4. #define STATUS_HPP
  5. #include "../common/database.hpp"
  6. #include "../common/mmo.hpp"
  7. #include "../common/timer.hpp"
  8. enum e_race2 : uint8;
  9. struct block_list;
  10. struct mob_data;
  11. struct pet_data;
  12. struct homun_data;
  13. struct mercenary_data;
  14. struct elemental_data;
  15. struct npc_data;
  16. struct status_change;
  17. /**
  18. * Max Refine available to your server
  19. * Changing this limit requires edits to refine_db.txt
  20. **/
  21. #ifdef RENEWAL
  22. # define MAX_REFINE 20
  23. #else
  24. # define MAX_REFINE 10
  25. #endif
  26. /// Refine type
  27. enum refine_type {
  28. REFINE_TYPE_ARMOR = 0,
  29. REFINE_TYPE_WEAPON1 = 1,
  30. REFINE_TYPE_WEAPON2 = 2,
  31. REFINE_TYPE_WEAPON3 = 3,
  32. REFINE_TYPE_WEAPON4 = 4,
  33. REFINE_TYPE_SHADOW = 5,
  34. REFINE_TYPE_MAX = 6
  35. };
  36. /// Refine cost type
  37. enum refine_cost_type {
  38. REFINE_COST_NORMAL = 0,
  39. REFINE_COST_OVER10,
  40. REFINE_COST_HD,
  41. REFINE_COST_ENRICHED,
  42. REFINE_COST_OVER10_HD,
  43. REFINE_COST_HOLINK,
  44. REFINE_COST_WAGJAK,
  45. REFINE_COST_MAX
  46. };
  47. struct refine_cost {
  48. unsigned short nameid;
  49. int zeny;
  50. };
  51. /// Get refine chance
  52. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched);
  53. int status_get_refine_cost(int weapon_lv, int type, bool what);
  54. /// Weapon attack modification for size
  55. struct s_sizefix_db {
  56. uint16 small, medium, large;
  57. };
  58. class SizeFixDatabase : public TypesafeYamlDatabase<int32, s_sizefix_db> {
  59. public:
  60. SizeFixDatabase() : TypesafeYamlDatabase("SIZE_FIX_DB", 1) {
  61. }
  62. const std::string getDefaultLocation();
  63. uint64 parseBodyNode(const YAML::Node &node);
  64. };
  65. extern SizeFixDatabase size_fix_db;
  66. /// Status changes listing. These code are for use by the server.
  67. enum sc_type : int16 {
  68. SC_NONE = -1,
  69. //First we enumerate common status ailments which are often used around.
  70. SC_STONE = 0,
  71. SC_COMMON_MIN = 0, // begin
  72. SC_FREEZE,
  73. SC_STUN,
  74. SC_SLEEP,
  75. SC_POISON,
  76. SC_CURSE,
  77. SC_SILENCE,
  78. SC_CONFUSION,
  79. SC_BLIND,
  80. SC_BLEEDING,
  81. SC_DPOISON, //10
  82. SC_COMMON_MAX = 10, // end
  83. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  84. SC_PROVOKE = 20,
  85. SC_ENDURE,
  86. SC_TWOHANDQUICKEN,
  87. SC_CONCENTRATE,
  88. SC_HIDING,
  89. SC_CLOAKING,
  90. SC_ENCPOISON,
  91. SC_POISONREACT,
  92. SC_QUAGMIRE,
  93. SC_ANGELUS,
  94. SC_BLESSING, //30
  95. SC_SIGNUMCRUCIS,
  96. SC_INCREASEAGI,
  97. SC_DECREASEAGI,
  98. SC_SLOWPOISON,
  99. SC_IMPOSITIO ,
  100. SC_SUFFRAGIUM,
  101. SC_ASPERSIO,
  102. SC_BENEDICTIO,
  103. SC_KYRIE,
  104. SC_MAGNIFICAT, //40
  105. SC_GLORIA,
  106. SC_AETERNA,
  107. SC_ADRENALINE,
  108. SC_WEAPONPERFECTION,
  109. SC_OVERTHRUST,
  110. SC_MAXIMIZEPOWER,
  111. SC_TRICKDEAD,
  112. SC_LOUD,
  113. SC_ENERGYCOAT,
  114. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  115. SC_BROKENWEAPON,
  116. SC_HALLUCINATION,
  117. SC_WEIGHT50,
  118. SC_WEIGHT90,
  119. SC_ASPDPOTION0,
  120. SC_ASPDPOTION1,
  121. SC_ASPDPOTION2,
  122. SC_ASPDPOTION3,
  123. SC_SPEEDUP0,
  124. SC_SPEEDUP1, //60
  125. SC_ATKPOTION,
  126. SC_MATKPOTION,
  127. SC_WEDDING,
  128. SC_SLOWDOWN,
  129. SC_ANKLE,
  130. SC_KEEPING,
  131. SC_BARRIER,
  132. SC_STRIPWEAPON,
  133. SC_STRIPSHIELD,
  134. SC_STRIPARMOR, //70
  135. SC_STRIPHELM,
  136. SC_CP_WEAPON,
  137. SC_CP_SHIELD,
  138. SC_CP_ARMOR,
  139. SC_CP_HELM,
  140. SC_AUTOGUARD,
  141. SC_REFLECTSHIELD,
  142. SC_SPLASHER,
  143. SC_PROVIDENCE,
  144. SC_DEFENDER, //80
  145. SC_MAGICROD,
  146. SC_SPELLBREAKER,
  147. SC_AUTOSPELL,
  148. SC_SIGHTTRASHER,
  149. SC_AUTOBERSERK,
  150. SC_SPEARQUICKEN,
  151. SC_AUTOCOUNTER,
  152. SC_SIGHT,
  153. SC_SAFETYWALL,
  154. SC_RUWACH, //90
  155. SC_EXTREMITYFIST,
  156. SC_EXPLOSIONSPIRITS,
  157. SC_COMBO,
  158. SC_BLADESTOP_WAIT,
  159. SC_BLADESTOP,
  160. SC_FIREWEAPON,
  161. SC_WATERWEAPON,
  162. SC_WINDWEAPON,
  163. SC_EARTHWEAPON,
  164. SC_VOLCANO, //100,
  165. SC_DELUGE,
  166. SC_VIOLENTGALE,
  167. SC_WATK_ELEMENT,
  168. SC_ARMOR,
  169. SC_ARMOR_ELEMENT_WATER,
  170. SC_NOCHAT,
  171. SC_BABY,
  172. SC_AURABLADE,
  173. SC_PARRYING,
  174. SC_CONCENTRATION, //110
  175. SC_TENSIONRELAX,
  176. SC_BERSERK,
  177. SC_FURY,
  178. SC_GOSPEL,
  179. SC_ASSUMPTIO,
  180. SC_BASILICA,
  181. SC_GUILDAURA,
  182. SC_MAGICPOWER,
  183. SC_EDP,
  184. SC_TRUESIGHT, //120
  185. SC_WINDWALK,
  186. SC_MELTDOWN,
  187. SC_CARTBOOST,
  188. SC_CHASEWALK,
  189. SC_REJECTSWORD,
  190. SC_MARIONETTE,
  191. SC_MARIONETTE2,
  192. SC_CHANGEUNDEAD,
  193. SC_JOINTBEAT,
  194. SC_MINDBREAKER, //130
  195. SC_MEMORIZE,
  196. SC_FOGWALL,
  197. SC_SPIDERWEB,
  198. SC_DEVOTION,
  199. SC_SACRIFICE,
  200. SC_STEELBODY,
  201. SC_ORCISH,
  202. SC_READYSTORM,
  203. SC_READYDOWN,
  204. SC_READYTURN, //140
  205. SC_READYCOUNTER,
  206. SC_DODGE,
  207. SC_RUN,
  208. SC_SHADOWWEAPON,
  209. SC_ADRENALINE2,
  210. SC_GHOSTWEAPON,
  211. SC_KAIZEL,
  212. SC_KAAHI,
  213. SC_KAUPE,
  214. SC_ONEHAND, //150
  215. SC_PRESERVE,
  216. SC_BATTLEORDERS,
  217. SC_REGENERATION,
  218. SC_DOUBLECAST,
  219. SC_GRAVITATION,
  220. SC_MAXOVERTHRUST,
  221. SC_LONGING,
  222. SC_HERMODE,
  223. SC_SHRINK,
  224. SC_SIGHTBLASTER, //160
  225. SC_WINKCHARM,
  226. SC_CLOSECONFINE,
  227. SC_CLOSECONFINE2,
  228. SC_DANCING,
  229. SC_ELEMENTALCHANGE,
  230. SC_RICHMANKIM,
  231. SC_ETERNALCHAOS,
  232. SC_DRUMBATTLE,
  233. SC_NIBELUNGEN,
  234. SC_ROKISWEIL, //170
  235. SC_INTOABYSS,
  236. SC_SIEGFRIED,
  237. SC_WHISTLE,
  238. SC_ASSNCROS,
  239. SC_POEMBRAGI,
  240. SC_APPLEIDUN,
  241. SC_MODECHANGE,
  242. SC_HUMMING,
  243. SC_DONTFORGETME,
  244. SC_FORTUNE, //180
  245. SC_SERVICE4U,
  246. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  247. SC_SPURT,
  248. SC_SPIRIT,
  249. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  250. SC_INTRAVISION,
  251. SC_INCALLSTATUS,
  252. SC_INCSTR,
  253. SC_INCAGI,
  254. SC_INCVIT, //190
  255. SC_INCINT,
  256. SC_INCDEX,
  257. SC_INCLUK,
  258. SC_INCHIT,
  259. SC_INCHITRATE,
  260. SC_INCFLEE,
  261. SC_INCFLEERATE,
  262. SC_INCMHPRATE,
  263. SC_INCMSPRATE,
  264. SC_INCATKRATE, //200
  265. SC_INCMATKRATE,
  266. SC_INCDEFRATE,
  267. SC_STRFOOD,
  268. SC_AGIFOOD,
  269. SC_VITFOOD,
  270. SC_INTFOOD,
  271. SC_DEXFOOD,
  272. SC_LUKFOOD,
  273. SC_HITFOOD,
  274. SC_FLEEFOOD, //210
  275. SC_BATKFOOD,
  276. SC_WATKFOOD,
  277. SC_MATKFOOD,
  278. SC_SCRESIST, //Increases resistance to status changes.
  279. SC_XMAS, // Xmas Suit [Valaris]
  280. SC_WARM, //SG skills [Komurka]
  281. SC_SUN_COMFORT,
  282. SC_MOON_COMFORT,
  283. SC_STAR_COMFORT,
  284. SC_FUSION, //220
  285. SC_SKILLRATE_UP,
  286. SC_SKE,
  287. SC_KAITE,
  288. SC_SWOO, // [marquis007]
  289. SC_SKA, // [marquis007]
  290. SC_EARTHSCROLL,
  291. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  292. SC_MADNESSCANCEL,
  293. SC_ADJUSTMENT,
  294. SC_INCREASING, //230
  295. SC_GATLINGFEVER,
  296. SC_TATAMIGAESHI,
  297. SC_UTSUSEMI,
  298. SC_BUNSINJYUTSU,
  299. SC_KAENSIN,
  300. SC_SUITON,
  301. SC_NEN,
  302. SC_KNOWLEDGE,
  303. SC_SMA,
  304. SC_FLING, //240
  305. SC_AVOID,
  306. SC_CHANGE,
  307. SC_BLOODLUST,
  308. SC_FLEET,
  309. SC_SPEED,
  310. SC_DEFENCE,
  311. SC_INCASPDRATE,
  312. SC_INCFLEE2 = 248,
  313. SC_JAILED,
  314. SC_ENCHANTARMS, //250
  315. SC_MAGICALATTACK,
  316. SC_ARMORCHANGE,
  317. SC_CRITICALWOUND,
  318. SC_MAGICMIRROR,
  319. SC_SLOWCAST,
  320. SC_SUMMER,
  321. SC_EXPBOOST,
  322. SC_ITEMBOOST,
  323. SC_BOSSMAPINFO,
  324. SC_LIFEINSURANCE, //260
  325. SC_INCCRI,
  326. //SC_INCDEF,
  327. //SC_INCBASEATK = 263,
  328. //SC_FASTCAST,
  329. SC_MDEF_RATE = 265,
  330. //SC_HPREGEN,
  331. SC_INCHEALRATE = 267,
  332. SC_PNEUMA,
  333. SC_AUTOTRADE,
  334. SC_KSPROTECTED, //270
  335. SC_ARMOR_RESIST = 271,
  336. SC_SPCOST_RATE,
  337. SC_COMMONSC_RESIST,
  338. SC_SEVENWIND,
  339. SC_DEF_RATE,
  340. //SC_SPREGEN,
  341. SC_WALKSPEED = 277,
  342. // Mercenary Only Bonus Effects
  343. SC_MERC_FLEEUP,
  344. SC_MERC_ATKUP,
  345. SC_MERC_HPUP, //280
  346. SC_MERC_SPUP,
  347. SC_MERC_HITUP,
  348. SC_MERC_QUICKEN,
  349. SC_REBIRTH,
  350. //SC_SKILLCASTRATE, //285
  351. //SC_DEFRATIOATK,
  352. //SC_HPDRAIN,
  353. //SC_SKILLATKBONUS,
  354. SC_ITEMSCRIPT = 289,
  355. SC_S_LIFEPOTION, //290
  356. SC_L_LIFEPOTION,
  357. SC_JEXPBOOST,
  358. //SC_IGNOREDEF,
  359. SC_HELLPOWER = 294,
  360. SC_INVINCIBLE, //295
  361. SC_INVINCIBLEOFF,
  362. SC_MANU_ATK,
  363. SC_MANU_DEF,
  364. SC_SPL_ATK,
  365. SC_SPL_DEF, //300
  366. SC_MANU_MATK,
  367. SC_SPL_MATK,
  368. SC_FOOD_STR_CASH,
  369. SC_FOOD_AGI_CASH,
  370. SC_FOOD_VIT_CASH,
  371. SC_FOOD_DEX_CASH,
  372. SC_FOOD_INT_CASH,
  373. SC_FOOD_LUK_CASH,//308
  374. /**
  375. * 3rd
  376. **/
  377. SC_FEAR,//309
  378. SC_BURNING,//310
  379. SC_FREEZING,//311
  380. /**
  381. * Rune Knight
  382. **/
  383. SC_ENCHANTBLADE,//312
  384. SC_DEATHBOUND,//313
  385. SC_MILLENNIUMSHIELD,
  386. SC_CRUSHSTRIKE,//315
  387. SC_REFRESH,
  388. SC_REUSE_REFRESH,
  389. SC_GIANTGROWTH,
  390. SC_STONEHARDSKIN,
  391. SC_VITALITYACTIVATION,//320
  392. SC_STORMBLAST,
  393. SC_FIGHTINGSPIRIT,
  394. SC_ABUNDANCE,
  395. /**
  396. * Arch Bishop
  397. **/
  398. SC_ADORAMUS,
  399. SC_EPICLESIS,//325
  400. SC_ORATIO,
  401. SC_LAUDAAGNUS,
  402. SC_LAUDARAMUS,
  403. SC_RENOVATIO,
  404. SC_EXPIATIO,//330
  405. SC_DUPLELIGHT,
  406. SC_SECRAMENT,
  407. /**
  408. * Warlock
  409. **/
  410. SC_WHITEIMPRISON,
  411. SC_MARSHOFABYSS,
  412. SC_RECOGNIZEDSPELL,//335
  413. SC_STASIS,
  414. SC_SPHERE_1,
  415. SC_SPHERE_2,
  416. SC_SPHERE_3,
  417. SC_SPHERE_4,//340
  418. SC_SPHERE_5,
  419. SC_READING_SB,
  420. SC_FREEZE_SP,
  421. /**
  422. * Ranger
  423. **/
  424. SC_FEARBREEZE,
  425. SC_ELECTRICSHOCKER,//345
  426. SC_WUGDASH,
  427. SC_BITE,
  428. SC_CAMOUFLAGE,
  429. /**
  430. * Mechanic
  431. **/
  432. SC_ACCELERATION,
  433. SC_HOVERING,//350
  434. SC_SHAPESHIFT,
  435. SC_INFRAREDSCAN,
  436. SC_ANALYZE,
  437. SC_MAGNETICFIELD,
  438. SC_NEUTRALBARRIER,//355
  439. SC_NEUTRALBARRIER_MASTER,
  440. SC_STEALTHFIELD,
  441. SC_STEALTHFIELD_MASTER,
  442. SC_OVERHEAT,
  443. SC_OVERHEAT_LIMITPOINT,//360
  444. /**
  445. * Guillotine Cross
  446. **/
  447. SC_VENOMIMPRESS,
  448. SC_POISONINGWEAPON,
  449. SC_WEAPONBLOCKING,
  450. SC_CLOAKINGEXCEED,
  451. SC_HALLUCINATIONWALK,//365
  452. SC_HALLUCINATIONWALK_POSTDELAY,
  453. SC_ROLLINGCUTTER,
  454. SC_TOXIN,
  455. SC_PARALYSE,
  456. SC_VENOMBLEED,//370
  457. SC_MAGICMUSHROOM,
  458. SC_DEATHHURT,
  459. SC_PYREXIA,
  460. SC_OBLIVIONCURSE,
  461. SC_LEECHESEND,//375
  462. /**
  463. * Royal Guard
  464. **/
  465. SC_REFLECTDAMAGE,
  466. SC_FORCEOFVANGUARD,
  467. SC_SHIELDSPELL_DEF,
  468. SC_SHIELDSPELL_MDEF,
  469. SC_SHIELDSPELL_REF,//380
  470. SC_EXEEDBREAK,
  471. SC_PRESTIGE,
  472. SC_BANDING,
  473. SC_BANDING_DEFENCE,
  474. SC_EARTHDRIVE,//385
  475. SC_INSPIRATION,
  476. /**
  477. * Sorcerer
  478. **/
  479. SC_SPELLFIST,
  480. SC_CRYSTALIZE,
  481. SC_STRIKING,
  482. SC_WARMER,//390
  483. SC_VACUUM_EXTREME,
  484. SC_PROPERTYWALK,
  485. /**
  486. * Minstrel / Wanderer
  487. **/
  488. SC_SWINGDANCE,
  489. SC_SYMPHONYOFLOVER,
  490. SC_MOONLITSERENADE,//395
  491. SC_RUSHWINDMILL,
  492. SC_ECHOSONG,
  493. SC_HARMONIZE,
  494. SC_VOICEOFSIREN,
  495. SC_DEEPSLEEP,//400
  496. SC_SIRCLEOFNATURE,
  497. SC_GLOOMYDAY,
  498. SC_GLOOMYDAY_SK,
  499. SC_SONGOFMANA,
  500. SC_DANCEWITHWUG,//405
  501. SC_SATURDAYNIGHTFEVER,
  502. SC_LERADSDEW,
  503. SC_MELODYOFSINK,
  504. SC_BEYONDOFWARCRY,
  505. SC_UNLIMITEDHUMMINGVOICE,//410
  506. SC_SITDOWN_FORCE,
  507. SC_NETHERWORLD,
  508. /**
  509. * Sura
  510. **/
  511. SC_CRESCENTELBOW,
  512. SC_CURSEDCIRCLE_ATKER,
  513. SC_CURSEDCIRCLE_TARGET,
  514. SC_LIGHTNINGWALK,//416
  515. SC_RAISINGDRAGON,
  516. SC_GT_ENERGYGAIN,
  517. SC_GT_CHANGE,
  518. SC_GT_REVITALIZE,
  519. /**
  520. * Genetic
  521. **/
  522. SC_GN_CARTBOOST,//421
  523. SC_THORNSTRAP,
  524. SC_BLOODSUCKER,
  525. SC_SMOKEPOWDER,
  526. SC_TEARGAS,
  527. SC_MANDRAGORA,//426
  528. SC_STOMACHACHE,
  529. SC_MYSTERIOUS_POWDER,
  530. SC_MELON_BOMB,
  531. SC_BANANA_BOMB,
  532. SC_BANANA_BOMB_SITDOWN,//431
  533. SC_SAVAGE_STEAK,
  534. SC_COCKTAIL_WARG_BLOOD,
  535. SC_MINOR_BBQ,
  536. SC_SIROMA_ICE_TEA,
  537. SC_DROCERA_HERB_STEAMED,//436
  538. SC_PUTTI_TAILS_NOODLES,
  539. SC_BOOST500,
  540. SC_FULL_SWING_K,
  541. SC_MANA_PLUS,
  542. SC_MUSTLE_M,//441
  543. SC_LIFE_FORCE_F,
  544. SC_EXTRACT_WHITE_POTION_Z,
  545. SC_VITATA_500,
  546. SC_EXTRACT_SALAMINE_JUICE,
  547. /**
  548. * Shadow Chaser
  549. **/
  550. SC__REPRODUCE,//446
  551. SC__AUTOSHADOWSPELL,
  552. SC__SHADOWFORM,
  553. SC__BODYPAINT,
  554. SC__INVISIBILITY,
  555. SC__DEADLYINFECT,//451
  556. SC__ENERVATION,
  557. SC__GROOMY,
  558. SC__IGNORANCE,
  559. SC__LAZINESS,
  560. SC__UNLUCKY,//456
  561. SC__WEAKNESS,
  562. SC__STRIPACCESSORY,
  563. SC__MANHOLE,
  564. SC__BLOODYLUST,//460
  565. /**
  566. * Elemental Spirits
  567. **/
  568. SC_CIRCLE_OF_FIRE,
  569. SC_CIRCLE_OF_FIRE_OPTION,
  570. SC_FIRE_CLOAK,
  571. SC_FIRE_CLOAK_OPTION,
  572. SC_WATER_SCREEN,//465
  573. SC_WATER_SCREEN_OPTION,
  574. SC_WATER_DROP,
  575. SC_WATER_DROP_OPTION,
  576. SC_WATER_BARRIER,
  577. SC_WIND_STEP,//470
  578. SC_WIND_STEP_OPTION,
  579. SC_WIND_CURTAIN,
  580. SC_WIND_CURTAIN_OPTION,
  581. SC_ZEPHYR,
  582. SC_SOLID_SKIN,//475
  583. SC_SOLID_SKIN_OPTION,
  584. SC_STONE_SHIELD,
  585. SC_STONE_SHIELD_OPTION,
  586. SC_POWER_OF_GAIA,
  587. SC_PYROTECHNIC,//480
  588. SC_PYROTECHNIC_OPTION,
  589. SC_HEATER,
  590. SC_HEATER_OPTION,
  591. SC_TROPIC,
  592. SC_TROPIC_OPTION,//485
  593. SC_AQUAPLAY,
  594. SC_AQUAPLAY_OPTION,
  595. SC_COOLER,
  596. SC_COOLER_OPTION,
  597. SC_CHILLY_AIR,//490
  598. SC_CHILLY_AIR_OPTION,
  599. SC_GUST,
  600. SC_GUST_OPTION,
  601. SC_BLAST,
  602. SC_BLAST_OPTION,//495
  603. SC_WILD_STORM,
  604. SC_WILD_STORM_OPTION,
  605. SC_PETROLOGY,
  606. SC_PETROLOGY_OPTION,
  607. SC_CURSED_SOIL,//500
  608. SC_CURSED_SOIL_OPTION,
  609. SC_UPHEAVAL,
  610. SC_UPHEAVAL_OPTION,
  611. SC_TIDAL_WEAPON,
  612. SC_TIDAL_WEAPON_OPTION,//505
  613. SC_ROCK_CRUSHER,
  614. SC_ROCK_CRUSHER_ATK,
  615. /* Guild Aura */
  616. SC_LEADERSHIP,
  617. SC_GLORYWOUNDS,
  618. SC_SOULCOLD, //508
  619. SC_HAWKEYES,
  620. /* ... */
  621. SC_ODINS_POWER,
  622. SC_RAID,
  623. /* Sorcerer .extra */
  624. SC_FIRE_INSIGNIA,
  625. SC_WATER_INSIGNIA,
  626. SC_WIND_INSIGNIA, //516
  627. SC_EARTH_INSIGNIA,
  628. /* new pushcart */
  629. SC_PUSH_CART,
  630. /* Warlock Spell books */
  631. SC_SPELLBOOK1,
  632. SC_SPELLBOOK2,
  633. SC_SPELLBOOK3,
  634. SC_SPELLBOOK4,
  635. SC_SPELLBOOK5,
  636. SC_SPELLBOOK6,
  637. /**
  638. * In official server there are only 7 maximum number of spell books that can be memorized
  639. * To increase the maximum value just add another status type before SC_MAXSPELLBOOK (ex. SC_SPELLBOOK7, SC_SPELLBOOK8 and so on)
  640. **/
  641. SC_MAXSPELLBOOK,
  642. /* Max HP & SP */
  643. SC_INCMHP,
  644. SC_INCMSP,
  645. SC_PARTYFLEE, // 531
  646. /**
  647. * Kagerou & Oboro [malufett]
  648. **/
  649. SC_MEIKYOUSISUI,
  650. SC_JYUMONJIKIRI,
  651. SC_KYOUGAKU,
  652. SC_IZAYOI,
  653. SC_ZENKAI,
  654. SC_KAGEHUMI,
  655. SC_KYOMU,
  656. SC_KAGEMUSYA,
  657. SC_ZANGETSU,
  658. SC_GENSOU,
  659. SC_AKAITSUKI,
  660. //homon S
  661. SC_STYLE_CHANGE,
  662. SC_TINDER_BREAKER,
  663. SC_TINDER_BREAKER2,
  664. SC_CBC,
  665. SC_EQC,
  666. SC_GOLDENE_FERSE,
  667. SC_ANGRIFFS_MODUS,
  668. SC_OVERED_BOOST,
  669. SC_LIGHT_OF_REGENE,
  670. SC_ASH,
  671. SC_GRANITIC_ARMOR,
  672. SC_MAGMA_FLOW,
  673. SC_PYROCLASTIC,
  674. SC_PARALYSIS,
  675. SC_PAIN_KILLER,
  676. SC_HANBOK,
  677. //Vellum Weapon reductions
  678. SC_DEFSET,
  679. SC_MDEFSET,
  680. SC_DARKCROW,
  681. SC_FULL_THROTTLE,
  682. SC_REBOUND,
  683. SC_UNLIMIT,
  684. SC_KINGS_GRACE,
  685. SC_TELEKINESIS_INTENSE,
  686. SC_OFFERTORIUM,
  687. SC_FRIGG_SONG,
  688. SC_MONSTER_TRANSFORM,
  689. SC_ANGEL_PROTECT,
  690. SC_ILLUSIONDOPING,
  691. SC_FLASHCOMBO,
  692. SC_MOONSTAR,
  693. SC_SUPER_STAR,
  694. /**
  695. * Rebellion [Cydh]
  696. **/
  697. SC_HEAT_BARREL,
  698. SC_MAGICALBULLET,
  699. SC_P_ALTER,
  700. SC_E_CHAIN,
  701. SC_C_MARKER,
  702. SC_ANTI_M_BLAST,
  703. SC_B_TRAP,
  704. SC_H_MINE,
  705. SC_QD_SHOT_READY,
  706. SC_MTF_ASPD,
  707. SC_MTF_RANGEATK,
  708. SC_MTF_MATK,
  709. SC_MTF_MLEATKED,
  710. SC_MTF_CRIDAMAGE,
  711. SC_OKTOBERFEST,
  712. SC_STRANGELIGHTS,
  713. SC_DECORATION_OF_MUSIC,
  714. SC_QUEST_BUFF1,
  715. SC_QUEST_BUFF2,
  716. SC_QUEST_BUFF3,
  717. SC_ALL_RIDING,
  718. SC_TEARGAS_SOB,
  719. SC__FEINTBOMB,
  720. SC__CHAOS,
  721. SC_CHASEWALK2,
  722. SC_VACUUM_EXTREME_POSTDELAY,
  723. SC_MTF_ASPD2,
  724. SC_MTF_RANGEATK2,
  725. SC_MTF_MATK2,
  726. SC_2011RWC_SCROLL,
  727. SC_JP_EVENT04,
  728. // 2014 Halloween Event
  729. SC_MTF_MHP,
  730. SC_MTF_MSP,
  731. SC_MTF_PUMPKIN,
  732. SC_MTF_HITFLEE,
  733. SC_CRIFOOD,
  734. SC_ATTHASTE_CASH,
  735. // Item Reuse Limits
  736. SC_REUSE_LIMIT_A,
  737. SC_REUSE_LIMIT_B,
  738. SC_REUSE_LIMIT_C,
  739. SC_REUSE_LIMIT_D,
  740. SC_REUSE_LIMIT_E,
  741. SC_REUSE_LIMIT_F,
  742. SC_REUSE_LIMIT_G,
  743. SC_REUSE_LIMIT_H,
  744. SC_REUSE_LIMIT_MTF,
  745. SC_REUSE_LIMIT_ASPD_POTION,
  746. SC_REUSE_MILLENNIUMSHIELD,
  747. SC_REUSE_CRUSHSTRIKE,
  748. SC_REUSE_STORMBLAST,
  749. SC_ALL_RIDING_REUSE_LIMIT,
  750. SC_REUSE_LIMIT_ECL,
  751. SC_REUSE_LIMIT_RECALL,
  752. SC_PROMOTE_HEALTH_RESERCH,
  753. SC_ENERGY_DRINK_RESERCH,
  754. SC_NORECOVER_STATE,
  755. /**
  756. * Summoner
  757. */
  758. SC_SUHIDE,
  759. SC_SU_STOOP,
  760. SC_SPRITEMABLE,
  761. SC_CATNIPPOWDER,
  762. SC_SV_ROOTTWIST,
  763. SC_BITESCAR,
  764. SC_ARCLOUSEDASH,
  765. SC_TUNAPARTY,
  766. SC_SHRIMP,
  767. SC_FRESHSHRIMP,
  768. SC_ACTIVE_MONSTER_TRANSFORM,
  769. SC_CLOUD_KILL, // Deprecated
  770. SC_LJOSALFAR,
  771. SC_MERMAID_LONGING,
  772. SC_HAT_EFFECT,
  773. SC_FLOWERSMOKE,
  774. SC_FSTONE,
  775. SC_HAPPINESS_STAR,
  776. SC_MAPLE_FALLS,
  777. SC_TIME_ACCESSORY,
  778. SC_MAGICAL_FEATHER,
  779. SC_GVG_GIANT,
  780. SC_GVG_GOLEM,
  781. SC_GVG_STUN,
  782. SC_GVG_STONE,
  783. SC_GVG_FREEZ,
  784. SC_GVG_SLEEP,
  785. SC_GVG_CURSE,
  786. SC_GVG_SILENCE,
  787. SC_GVG_BLIND,
  788. SC_CLAN_INFO,
  789. SC_SWORDCLAN,
  790. SC_ARCWANDCLAN,
  791. SC_GOLDENMACECLAN,
  792. SC_CROSSBOWCLAN,
  793. SC_JUMPINGCLAN,
  794. SC_TAROTCARD,
  795. // Geffen Magic Tournament Buffs
  796. SC_GEFFEN_MAGIC1,
  797. SC_GEFFEN_MAGIC2,
  798. SC_GEFFEN_MAGIC3,
  799. SC_MAXPAIN,
  800. SC_ARMOR_ELEMENT_EARTH,
  801. SC_ARMOR_ELEMENT_FIRE,
  802. SC_ARMOR_ELEMENT_WIND,
  803. SC_DAILYSENDMAILCNT,
  804. SC_DORAM_BUF_01,
  805. SC_DORAM_BUF_02,
  806. /**
  807. * Summoner - Extended
  808. */
  809. SC_HISS,
  810. SC_NYANGGRASS,
  811. SC_GROOMING,
  812. SC_SHRIMPBLESSING,
  813. SC_CHATTERING,
  814. SC_DORAM_WALKSPEED,
  815. SC_DORAM_MATK,
  816. SC_DORAM_FLEE2,
  817. SC_DORAM_SVSP,
  818. SC_FALLEN_ANGEL,
  819. SC_CHEERUP,
  820. SC_DRESSUP,
  821. // Old Glast Heim Buffs
  822. SC_GLASTHEIM_ATK,
  823. SC_GLASTHEIM_DEF,
  824. SC_GLASTHEIM_HEAL,
  825. SC_GLASTHEIM_HIDDEN,
  826. SC_GLASTHEIM_STATE,
  827. SC_GLASTHEIM_ITEMDEF,
  828. SC_GLASTHEIM_HPSP,
  829. // Nightmare Biolab Buffs
  830. SC_LHZ_DUN_N1,
  831. SC_LHZ_DUN_N2,
  832. SC_LHZ_DUN_N3,
  833. SC_LHZ_DUN_N4,
  834. SC_ANCILLA,
  835. SC_EARTHSHAKER,
  836. SC_WEAPONBLOCK_ON,
  837. SC_SPORE_EXPLOSION,
  838. SC_ADAPTATION,
  839. SC_BASILICA_CELL, // Used in renewal mode for cell_basilica only
  840. SC_ENTRY_QUEUE_APPLY_DELAY,
  841. SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  842. // Star Emperor
  843. SC_LIGHTOFMOON,
  844. SC_LIGHTOFSUN,
  845. SC_LIGHTOFSTAR,
  846. SC_LUNARSTANCE,
  847. SC_UNIVERSESTANCE,
  848. SC_SUNSTANCE,
  849. SC_FLASHKICK,
  850. SC_NEWMOON,
  851. SC_STARSTANCE,
  852. SC_DIMENSION,
  853. SC_DIMENSION1,
  854. SC_DIMENSION2,
  855. SC_CREATINGSTAR,
  856. SC_FALLINGSTAR,
  857. SC_NOVAEXPLOSING,
  858. SC_GRAVITYCONTROL,
  859. // Soul Reaper
  860. SC_SOULCOLLECT,
  861. SC_SOULREAPER,
  862. SC_SOULUNITY,
  863. SC_SOULSHADOW,
  864. SC_SOULFAIRY,
  865. SC_SOULFALCON,
  866. SC_SOULGOLEM,
  867. SC_SOULDIVISION,
  868. SC_SOULENERGY,
  869. SC_USE_SKILL_SP_SPA,
  870. SC_USE_SKILL_SP_SHA,
  871. SC_SP_SHA,
  872. SC_SOULCURSE,
  873. #ifdef RENEWAL
  874. SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
  875. #endif
  876. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  877. };
  878. /// Official status change ids, used to display status icons on the client.
  879. enum efst_types : short{
  880. /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
  881. /// @APIHOOK_START(EFST_ENUM)
  882. EFST_BLANK = -1,
  883. EFST_PROVOKE,
  884. EFST_ENDURE,
  885. EFST_TWOHANDQUICKEN,
  886. EFST_CONCENTRATION,
  887. EFST_HIDING,
  888. EFST_CLOAKING,
  889. EFST_ENCHANTPOISON,
  890. EFST_POISONREACT,
  891. EFST_QUAGMIRE,
  892. EFST_ANGELUS,
  893. EFST_BLESSING,
  894. EFST_CRUCIS,
  895. EFST_INC_AGI,
  896. EFST_DEC_AGI,
  897. EFST_SLOWPOISON,
  898. EFST_IMPOSITIO,
  899. EFST_SUFFRAGIUM,
  900. EFST_ASPERSIO,
  901. EFST_BENEDICTIO,
  902. EFST_KYRIE,
  903. EFST_MAGNIFICAT,
  904. EFST_GLORIA,
  905. EFST_LEXAETERNA,
  906. EFST_ADRENALINE,
  907. EFST_WEAPONPERFECT,
  908. EFST_OVERTHRUST,
  909. EFST_MAXIMIZE,
  910. EFST_RIDING,
  911. EFST_FALCON,
  912. EFST_TRICKDEAD,
  913. EFST_SHOUT,
  914. EFST_ENERGYCOAT,
  915. EFST_BROKENARMOR,
  916. EFST_BROKENWEAPON,
  917. EFST_ILLUSION,
  918. EFST_WEIGHTOVER50,
  919. EFST_WEIGHTOVER90,
  920. EFST_ATTHASTE_POTION1,
  921. EFST_ATTHASTE_POTION2,
  922. EFST_ATTHASTE_POTION3,
  923. EFST_ATTHASTE_INFINITY,
  924. EFST_MOVHASTE_POTION,
  925. EFST_MOVHASTE_INFINITY,
  926. EFST_AUTOCOUNTER,
  927. EFST_SPLASHER,
  928. EFST_ANKLESNARE,
  929. EFST_POSTDELAY,
  930. EFST_NOACTION,
  931. EFST_IMPOSSIBLEPICKUP,
  932. EFST_BARRIER,
  933. EFST_NOEQUIPWEAPON,
  934. EFST_NOEQUIPSHIELD,
  935. EFST_NOEQUIPARMOR,
  936. EFST_NOEQUIPHELM,
  937. EFST_PROTECTWEAPON,
  938. EFST_PROTECTSHIELD,
  939. EFST_PROTECTARMOR,
  940. EFST_PROTECTHELM,
  941. EFST_AUTOGUARD,
  942. EFST_REFLECTSHIELD,
  943. EFST_DEVOTION,
  944. EFST_PROVIDENCE,
  945. EFST_DEFENDER,
  946. EFST_MAGICROD,
  947. EFST_WEAPONPROPERTY,
  948. EFST_AUTOSPELL,
  949. EFST_SPECIALZONE,
  950. EFST_MASK,
  951. EFST_SPEARQUICKEN,
  952. EFST_BDPLAYING,
  953. EFST_WHISTLE,
  954. EFST_ASSASSINCROSS,
  955. EFST_POEMBRAGI,
  956. EFST_APPLEIDUN,
  957. EFST_HUMMING,
  958. EFST_DONTFORGETME,
  959. EFST_FORTUNEKISS,
  960. EFST_SERVICEFORYOU,
  961. EFST_RICHMANKIM,
  962. EFST_ETERNALCHAOS,
  963. EFST_DRUMBATTLEFIELD,
  964. EFST_RINGNIBELUNGEN,
  965. EFST_ROKISWEIL,
  966. EFST_INTOABYSS,
  967. EFST_SIEGFRIED,
  968. EFST_BLADESTOP,
  969. EFST_EXPLOSIONSPIRITS,
  970. EFST_STEELBODY,
  971. EFST_EXTREMITYFIST,
  972. EFST_COMBOATTACK,
  973. EFST_PROPERTYFIRE,
  974. EFST_PROPERTYWATER,
  975. EFST_PROPERTYWIND,
  976. EFST_PROPERTYGROUND,
  977. EFST_MAGICATTACK,
  978. EFST_STOP,
  979. EFST_WEAPONBRAKER,
  980. EFST_PROPERTYUNDEAD,
  981. EFST_POWERUP,
  982. EFST_AGIUP,
  983. EFST_SIEGEMODE,
  984. EFST_INVISIBLE,
  985. EFST_STATUSONE,
  986. EFST_AURABLADE,
  987. EFST_PARRYING,
  988. EFST_LKCONCENTRATION,
  989. EFST_TENSIONRELAX,
  990. EFST_BERSERK,
  991. EFST_SACRIFICE,
  992. EFST_GOSPEL,
  993. EFST_ASSUMPTIO,
  994. EFST_BASILICA,
  995. EFST_GROUNDMAGIC,
  996. EFST_MAGICPOWER,
  997. EFST_EDP,
  998. EFST_TRUESIGHT,
  999. EFST_WINDWALK,
  1000. EFST_MELTDOWN,
  1001. EFST_CARTBOOST,
  1002. EFST_CHASEWALK,
  1003. EFST_SWORDREJECT,
  1004. EFST_MARIONETTE_MASTER,
  1005. EFST_MARIONETTE,
  1006. EFST_MOON,
  1007. EFST_BLOODING,
  1008. EFST_JOINTBEAT,
  1009. EFST_MINDBREAKER,
  1010. EFST_MEMORIZE,
  1011. EFST_FOGWALL,
  1012. EFST_SPIDERWEB,
  1013. EFST_PROTECTEXP,
  1014. EFST_SUB_WEAPONPROPERTY,
  1015. EFST_AUTOBERSERK,
  1016. EFST_RUN,
  1017. EFST_TING,
  1018. EFST_STORMKICK_ON,
  1019. EFST_STORMKICK_READY,
  1020. EFST_DOWNKICK_ON,
  1021. EFST_DOWNKICK_READY,
  1022. EFST_TURNKICK_ON,
  1023. EFST_TURNKICK_READY,
  1024. EFST_COUNTER_ON,
  1025. EFST_COUNTER_READY,
  1026. EFST_DODGE_ON,
  1027. EFST_DODGE_READY,
  1028. EFST_STRUP,
  1029. EFST_PROPERTYDARK,
  1030. EFST_ADRENALINE2,
  1031. EFST_PROPERTYTELEKINESIS,
  1032. EFST_SOULLINK,
  1033. EFST_PLUSATTACKPOWER,
  1034. EFST_PLUSMAGICPOWER,
  1035. EFST_DEVIL1,
  1036. EFST_KAITE,
  1037. EFST_SWOO,
  1038. EFST_STAR2,
  1039. EFST_KAIZEL,
  1040. EFST_KAAHI,
  1041. EFST_KAUPE,
  1042. EFST_SMA_READY,
  1043. EFST_SKE,
  1044. EFST_ONEHANDQUICKEN,
  1045. EFST_FRIEND,
  1046. EFST_FRIENDUP,
  1047. EFST_SG_WARM,
  1048. EFST_SG_SUN_WARM,
  1049. EFST_SG_MOON_WARM,
  1050. EFST_SG_STAR_WARM,
  1051. EFST_EMOTION,
  1052. EFST_SUN_COMFORT,
  1053. EFST_MOON_COMFORT,
  1054. EFST_STAR_COMFORT,
  1055. EFST_EXPUP,
  1056. EFST_GDSKILL_BATTLEORDER,
  1057. EFST_GDSKILL_REGENERATION,
  1058. EFST_GDSKILL_POSTDELAY,
  1059. EFST_RESISTHANDICAP,
  1060. EFST_MAXHPPERCENT,
  1061. EFST_MAXSPPERCENT,
  1062. EFST_DEFENCE,
  1063. EFST_SLOWDOWN,
  1064. EFST_PRESERVE,
  1065. EFST_CHASEWALK2,
  1066. EFST_NOT_EXTREMITYFIST,
  1067. EFST_CLAIRVOYANCE,
  1068. EFST_MOVESLOW_POTION,
  1069. EFST_DOUBLECASTING,
  1070. EFST_GRAVITATION,
  1071. EFST_OVERTHRUSTMAX,
  1072. EFST_LONGING,
  1073. EFST_HERMODE,
  1074. EFST_TAROTCARD,
  1075. EFST_HLIF_AVOID,
  1076. EFST_HFLI_FLEET,
  1077. EFST_HFLI_SPEED,
  1078. EFST_HLIF_CHANGE,
  1079. EFST_HAMI_BLOODLUST,
  1080. EFST_CR_SHRINK,
  1081. EFST_WZ_SIGHTBLASTER,
  1082. EFST_DC_WINKCHARM,
  1083. EFST_RG_CCONFINE_M,
  1084. EFST_RG_CCONFINE_S,
  1085. EFST_DISABLEMOVE,
  1086. EFST_GS_MADNESSCANCEL,
  1087. EFST_GS_GATLINGFEVER,
  1088. EFST_EARTHSCROLL,
  1089. EFST_NJ_UTSUSEMI,
  1090. EFST_NJ_BUNSINJYUTSU,
  1091. EFST_NJ_NEN,
  1092. EFST_GS_ADJUSTMENT,
  1093. EFST_GS_ACCURACY,
  1094. EFST_NJ_SUITON,
  1095. EFST_PET,
  1096. EFST_MENTAL,
  1097. EFST_EXPMEMORY,
  1098. EFST_PERFORMANCE,
  1099. EFST_GAIN,
  1100. EFST_GRIFFON,
  1101. EFST_DRIFT,
  1102. EFST_WALLSHIFT,
  1103. EFST_REINCARNATION,
  1104. EFST_PATTACK,
  1105. EFST_PSPEED,
  1106. EFST_PDEFENSE,
  1107. EFST_PCRITICAL,
  1108. EFST_RANKING,
  1109. EFST_PTRIPLE,
  1110. EFST_DENERGY,
  1111. EFST_WAVE1,
  1112. EFST_WAVE2,
  1113. EFST_WAVE3,
  1114. EFST_WAVE4,
  1115. EFST_DAURA,
  1116. EFST_DFREEZER,
  1117. EFST_DPUNISH,
  1118. EFST_DBARRIER,
  1119. EFST_DWARNING,
  1120. EFST_MOUSEWHEEL,
  1121. EFST_DGAUGE,
  1122. EFST_DACCEL,
  1123. EFST_DBLOCK,
  1124. EFST_FOOD_STR,
  1125. EFST_FOOD_AGI,
  1126. EFST_FOOD_VIT,
  1127. EFST_FOOD_DEX,
  1128. EFST_FOOD_INT,
  1129. EFST_FOOD_LUK,
  1130. EFST_FOOD_BASICAVOIDANCE,
  1131. EFST_FOOD_BASICHIT,
  1132. EFST_FOOD_CRITICALSUCCESSVALUE,
  1133. EFST_CASH_PLUSEXP,
  1134. EFST_CASH_DEATHPENALTY,
  1135. EFST_CASH_RECEIVEITEM,
  1136. EFST_CASH_BOSS_ALARM,
  1137. EFST_DA_ENERGY,
  1138. EFST_DA_FIRSTSLOT,
  1139. EFST_DA_HEADDEF,
  1140. EFST_DA_SPACE,
  1141. EFST_DA_TRANSFORM,
  1142. EFST_DA_ITEMREBUILD,
  1143. EFST_DA_ILLUSION,
  1144. EFST_DA_DARKPOWER,
  1145. EFST_DA_EARPLUG,
  1146. EFST_DA_CONTRACT,
  1147. EFST_DA_BLACK,
  1148. EFST_DA_MAGICCART,
  1149. EFST_CRYSTAL,
  1150. EFST_DA_REBUILD,
  1151. EFST_DA_EDARKNESS,
  1152. EFST_DA_EGUARDIAN,
  1153. EFST_DA_TIMEOUT,
  1154. EFST_FOOD_STR_CASH,
  1155. EFST_FOOD_AGI_CASH,
  1156. EFST_FOOD_VIT_CASH,
  1157. EFST_FOOD_DEX_CASH,
  1158. EFST_FOOD_INT_CASH,
  1159. EFST_FOOD_LUK_CASH,
  1160. EFST_MER_FLEE,
  1161. EFST_MER_ATK,
  1162. EFST_MER_HP,
  1163. EFST_MER_SP,
  1164. EFST_MER_HIT,
  1165. EFST_SLOWCAST,
  1166. EFST_MAGICMIRROR,
  1167. EFST_STONESKIN,
  1168. EFST_ANTIMAGIC,
  1169. EFST_CRITICALWOUND,
  1170. EFST_NPC_DEFENDER,
  1171. EFST_NOACTION_WAIT,
  1172. EFST_MOVHASTE_HORSE,
  1173. EFST_PROTECT_DEF,
  1174. EFST_PROTECT_MDEF,
  1175. EFST_HEALPLUS,
  1176. EFST_S_LIFEPOTION,
  1177. EFST_L_LIFEPOTION,
  1178. EFST_CRITICALPERCENT,
  1179. EFST_PLUSAVOIDVALUE,
  1180. EFST_ATKER_ASPD,
  1181. EFST_TARGET_ASPD,
  1182. EFST_ATKER_MOVESPEED,
  1183. EFST_ATKER_BLOOD,
  1184. EFST_TARGET_BLOOD,
  1185. EFST_ARMOR_PROPERTY,
  1186. EFST_REUSE_LIMIT_A,
  1187. EFST_HELLPOWER,
  1188. EFST_STEAMPACK,
  1189. EFST_REUSE_LIMIT_B,
  1190. EFST_REUSE_LIMIT_C,
  1191. EFST_REUSE_LIMIT_D,
  1192. EFST_REUSE_LIMIT_E,
  1193. EFST_REUSE_LIMIT_F,
  1194. EFST_INVINCIBLE,
  1195. EFST_CASH_PLUSONLYJOBEXP,
  1196. EFST_PARTYFLEE,
  1197. EFST_ANGEL_PROTECT,
  1198. EFST_ENDURE_MDEF,
  1199. EFST_ENCHANTBLADE,
  1200. EFST_DEATHBOUND,
  1201. EFST_REFRESH,
  1202. EFST_GIANTGROWTH,
  1203. EFST_STONEHARDSKIN,
  1204. EFST_VITALITYACTIVATION,
  1205. EFST_FIGHTINGSPIRIT,
  1206. EFST_ABUNDANCE,
  1207. EFST_REUSE_MILLENNIUMSHIELD,
  1208. EFST_REUSE_CRUSHSTRIKE,
  1209. EFST_REUSE_REFRESH,
  1210. EFST_REUSE_STORMBLAST,
  1211. EFST_VENOMIMPRESS,
  1212. EFST_EPICLESIS,
  1213. EFST_ORATIO,
  1214. EFST_LAUDAAGNUS,
  1215. EFST_LAUDARAMUS,
  1216. EFST_CLOAKINGEXCEED,
  1217. EFST_HALLUCINATIONWALK,
  1218. EFST_HALLUCINATIONWALK_POSTDELAY,
  1219. EFST_RENOVATIO,
  1220. EFST_WEAPONBLOCKING,
  1221. EFST_WEAPONBLOCKING_POSTDELAY,
  1222. EFST_ROLLINGCUTTER,
  1223. EFST_EXPIATIO,
  1224. EFST_POISONINGWEAPON,
  1225. EFST_TOXIN,
  1226. EFST_PARALYSE,
  1227. EFST_VENOMBLEED,
  1228. EFST_MAGICMUSHROOM,
  1229. EFST_DEATHHURT,
  1230. EFST_PYREXIA,
  1231. EFST_OBLIVIONCURSE,
  1232. EFST_LEECHESEND,
  1233. EFST_DUPLELIGHT,
  1234. EFST_FROSTMISTY,
  1235. EFST_FEARBREEZE,
  1236. EFST_ELECTRICSHOCKER,
  1237. EFST_MARSHOFABYSS,
  1238. EFST_RECOGNIZEDSPELL,
  1239. EFST_STASIS,
  1240. EFST_WUGRIDER,
  1241. EFST_WUGDASH,
  1242. EFST_WUGBITE,
  1243. EFST_CAMOUFLAGE,
  1244. EFST_ACCELERATION,
  1245. EFST_HOVERING,
  1246. EFST_SUMMON1,
  1247. EFST_SUMMON2,
  1248. EFST_SUMMON3,
  1249. EFST_SUMMON4,
  1250. EFST_SUMMON5,
  1251. EFST_MVPCARD_TAOGUNKA,
  1252. EFST_MVPCARD_MISTRESS,
  1253. EFST_MVPCARD_ORCHERO,
  1254. EFST_MVPCARD_ORCLORD,
  1255. EFST_OVERHEAT_LIMITPOINT,
  1256. EFST_OVERHEAT,
  1257. EFST_SHAPESHIFT,
  1258. EFST_INFRAREDSCAN,
  1259. EFST_MAGNETICFIELD,
  1260. EFST_NEUTRALBARRIER,
  1261. EFST_NEUTRALBARRIER_MASTER,
  1262. EFST_STEALTHFIELD,
  1263. EFST_STEALTHFIELD_MASTER,
  1264. EFST_MANU_ATK,
  1265. EFST_MANU_DEF,
  1266. EFST_SPL_ATK,
  1267. EFST_SPL_DEF,
  1268. EFST_REPRODUCE,
  1269. EFST_MANU_MATK,
  1270. EFST_SPL_MATK,
  1271. EFST_STR_SCROLL,
  1272. EFST_INT_SCROLL,
  1273. EFST_LG_REFLECTDAMAGE,
  1274. EFST_FORCEOFVANGUARD,
  1275. EFST_BUCHEDENOEL,
  1276. EFST_AUTOSHADOWSPELL,
  1277. EFST_SHADOWFORM,
  1278. EFST_RAID,
  1279. EFST_SHIELDSPELL_DEF,
  1280. EFST_SHIELDSPELL_MDEF,
  1281. EFST_SHIELDSPELL_REF,
  1282. EFST_BODYPAINT,
  1283. EFST_EXEEDBREAK,
  1284. EFST_ADORAMUS,
  1285. EFST_PRESTIGE,
  1286. EFST_INVISIBILITY,
  1287. EFST_DEADLYINFECT,
  1288. EFST_BANDING,
  1289. EFST_EARTHDRIVE,
  1290. EFST_INSPIRATION,
  1291. EFST_ENERVATION,
  1292. EFST_GROOMY,
  1293. EFST_RAISINGDRAGON,
  1294. EFST_IGNORANCE,
  1295. EFST_LAZINESS,
  1296. EFST_LIGHTNINGWALK,
  1297. EFST_ACARAJE,
  1298. EFST_UNLUCKY,
  1299. EFST_CURSEDCIRCLE_ATKER,
  1300. EFST_CURSEDCIRCLE_TARGET,
  1301. EFST_WEAKNESS,
  1302. EFST_CRESCENTELBOW,
  1303. EFST_NOEQUIPACCESSARY,
  1304. EFST_STRIPACCESSARY,
  1305. EFST_MANHOLE,
  1306. EFST_POPECOOKIE,
  1307. EFST_FALLENEMPIRE,
  1308. EFST_GENTLETOUCH_ENERGYGAIN,
  1309. EFST_GENTLETOUCH_CHANGE,
  1310. EFST_GENTLETOUCH_REVITALIZE,
  1311. EFST_BLOODYLUST,
  1312. EFST_SWING,
  1313. EFST_SYMPHONY_LOVE,
  1314. EFST_PROPERTYWALK,
  1315. EFST_SPELLFIST,
  1316. EFST_NETHERWORLD,
  1317. EFST_SIREN,
  1318. EFST_HANDICAPSTATE_DEEP_SLEEP,
  1319. EFST_SIRCLEOFNATURE,
  1320. EFST_COLD,
  1321. EFST_GLOOMYDAY,
  1322. EFST_SONG_OF_MANA,
  1323. EFST_CLOUD_KILL,
  1324. EFST_DANCE_WITH_WUG,
  1325. EFST_RUSH_WINDMILL,
  1326. EFST_ECHOSONG,
  1327. EFST_HARMONIZE,
  1328. EFST_STRIKING,
  1329. EFST_WARMER,
  1330. EFST_MOONLIT_SERENADE,
  1331. EFST_SATURDAY_NIGHT_FEVER,
  1332. EFST_SITDOWN_FORCE,
  1333. EFST_ANALYZE,
  1334. EFST_LERADS_DEW,
  1335. EFST_MELODYOFSINK,
  1336. EFST_BEYOND_OF_WARCRY,
  1337. EFST_UNLIMITED_HUMMING_VOICE,
  1338. EFST_SPELLBOOK1,
  1339. EFST_SPELLBOOK2,
  1340. EFST_SPELLBOOK3,
  1341. EFST_FREEZE_SP,
  1342. EFST_GN_TRAINING_SWORD,
  1343. EFST_GN_REMODELING_CART,
  1344. EFST_GN_CARTBOOST,
  1345. EFST_FIXEDCASTINGTM_REDUCE,
  1346. EFST_THORNS_TRAP,
  1347. EFST_BLOOD_SUCKER,
  1348. EFST_SPORE_EXPLOSION,
  1349. EFST_DEMONIC_FIRE,
  1350. EFST_FIRE_EXPANSION_SMOKE_POWDER,
  1351. EFST_FIRE_EXPANSION_TEAR_GAS,
  1352. EFST_BLOCKING_PLAY,
  1353. EFST_MANDRAGORA,
  1354. EFST_ACTIVATE,
  1355. EFST_AB_SECRAMENT,
  1356. EFST_ASSUMPTIO2,
  1357. EFST_TK_SEVENWIND,
  1358. EFST_LIMIT_ODINS_RECALL,
  1359. EFST_STOMACHACHE,
  1360. EFST_MYSTERIOUS_POWDER,
  1361. EFST_MELON_BOMB,
  1362. EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
  1363. EFST_PROMOTE_HEALTH_RESERCH,
  1364. EFST_ENERGY_DRINK_RESERCH,
  1365. EFST_EXTRACT_WHITE_POTION_Z,
  1366. EFST_VITATA_500,
  1367. EFST_EXTRACT_SALAMINE_JUICE,
  1368. EFST_BOOST500,
  1369. EFST_FULL_SWING_K,
  1370. EFST_MANA_PLUS,
  1371. EFST_MUSTLE_M,
  1372. EFST_LIFE_FORCE_F,
  1373. EFST_VACUUM_EXTREME,
  1374. EFST_SAVAGE_STEAK,
  1375. EFST_COCKTAIL_WARG_BLOOD,
  1376. EFST_MINOR_BBQ,
  1377. EFST_SIROMA_ICE_TEA,
  1378. EFST_DROCERA_HERB_STEAMED,
  1379. EFST_PUTTI_TAILS_NOODLES,
  1380. EFST_BANANA_BOMB,
  1381. XXX_EFST_SM_ELEMENTAL,
  1382. EFST_SPELLBOOK4,
  1383. EFST_SPELLBOOK5,
  1384. EFST_SPELLBOOK6,
  1385. EFST_SPELLBOOK7,
  1386. EFST_ELEMENTAL_AGGRESSIVE,
  1387. EFST_RETURN_TO_ELDICASTES,
  1388. EFST_BANDING_DEFENCE,
  1389. EFST_SKELSCROLL,
  1390. EFST_DISTRUCTIONSCROLL,
  1391. EFST_ROYALSCROLL,
  1392. EFST_IMMUNITYSCROLL,
  1393. EFST_MYSTICSCROLL,
  1394. EFST_BATTLESCROLL,
  1395. EFST_ARMORSCROLL,
  1396. EFST_FREYJASCROLL,
  1397. EFST_SOULSCROLL,
  1398. EFST_CIRCLE_OF_FIRE,
  1399. EFST_CIRCLE_OF_FIRE_OPTION,
  1400. EFST_FIRE_CLOAK,
  1401. EFST_FIRE_CLOAK_OPTION,
  1402. EFST_WATER_SCREEN,
  1403. EFST_WATER_SCREEN_OPTION,
  1404. EFST_WATER_DROP,
  1405. EFST_WATER_DROP_OPTION,
  1406. EFST_WIND_STEP,
  1407. EFST_WIND_STEP_OPTION,
  1408. EFST_WIND_CURTAIN,
  1409. EFST_WIND_CURTAIN_OPTION,
  1410. EFST_WATER_BARRIER,
  1411. EFST_ZEPHYR,
  1412. EFST_SOLID_SKIN,
  1413. EFST_SOLID_SKIN_OPTION,
  1414. EFST_STONE_SHIELD,
  1415. EFST_STONE_SHIELD_OPTION,
  1416. EFST_POWER_OF_GAIA,
  1417. EFST_EL_WAIT,
  1418. EFST_EL_PASSIVE,
  1419. EFST_EL_DEFENSIVE,
  1420. EFST_EL_OFFENSIVE,
  1421. EFST_EL_COST,
  1422. EFST_PYROTECHNIC,
  1423. EFST_PYROTECHNIC_OPTION,
  1424. EFST_HEATER,
  1425. EFST_HEATER_OPTION,
  1426. EFST_TROPIC,
  1427. EFST_TROPIC_OPTION,
  1428. EFST_AQUAPLAY,
  1429. EFST_AQUAPLAY_OPTION,
  1430. EFST_COOLER,
  1431. EFST_COOLER_OPTION,
  1432. EFST_CHILLY_AIR,
  1433. EFST_CHILLY_AIR_OPTION,
  1434. EFST_GUST,
  1435. EFST_GUST_OPTION,
  1436. EFST_BLAST,
  1437. EFST_BLAST_OPTION,
  1438. EFST_WILD_STORM,
  1439. EFST_WILD_STORM_OPTION,
  1440. EFST_PETROLOGY,
  1441. EFST_PETROLOGY_OPTION,
  1442. EFST_CURSED_SOIL,
  1443. EFST_CURSED_SOIL_OPTION,
  1444. EFST_UPHEAVAL,
  1445. EFST_UPHEAVAL_OPTION,
  1446. EFST_TIDAL_WEAPON,
  1447. EFST_TIDAL_WEAPON_OPTION,
  1448. EFST_ROCK_CRUSHER,
  1449. EFST_ROCK_CRUSHER_ATK,
  1450. EFST_FIRE_INSIGNIA,
  1451. EFST_WATER_INSIGNIA,
  1452. EFST_WIND_INSIGNIA,
  1453. EFST_EARTH_INSIGNIA,
  1454. EFST_EQUIPED_FLOOR,
  1455. EFST_GUARDIAN_RECALL,
  1456. EFST_MORA_BUFF,
  1457. EFST_REUSE_LIMIT_G,
  1458. EFST_REUSE_LIMIT_H,
  1459. EFST_NEEDLE_OF_PARALYZE,
  1460. EFST_PAIN_KILLER,
  1461. EFST_G_LIFEPOTION,
  1462. EFST_VITALIZE_POTION,
  1463. EFST_LIGHT_OF_REGENE,
  1464. EFST_OVERED_BOOST,
  1465. EFST_SILENT_BREEZE,
  1466. EFST_ODINS_POWER,
  1467. EFST_STYLE_CHANGE,
  1468. EFST_SONIC_CLAW_POSTDELAY,
  1469. EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
  1470. EFST_MIDNIGHT_FRENZY_POSTDELAY,
  1471. EFST_GOLDENE_FERSE,
  1472. EFST_ANGRIFFS_MODUS,
  1473. EFST_TINDER_BREAKER,
  1474. EFST_TINDER_BREAKER_POSTDELAY,
  1475. EFST_CBC,
  1476. EFST_CBC_POSTDELAY,
  1477. EFST_EQC,
  1478. EFST_MAGMA_FLOW,
  1479. EFST_GRANITIC_ARMOR,
  1480. EFST_PYROCLASTIC,
  1481. EFST_VOLCANIC_ASH,
  1482. EFST_SPIRITS_SAVEINFO1,
  1483. EFST_SPIRITS_SAVEINFO2,
  1484. EFST_MAGIC_CANDY,
  1485. EFST_SEARCH_STORE_INFO,
  1486. EFST_ALL_RIDING,
  1487. EFST_ALL_RIDING_REUSE_LIMIT,
  1488. EFST_MACRO,
  1489. EFST_MACRO_POSTDELAY,
  1490. EFST_BEER_BOTTLE_CAP,
  1491. EFST_OVERLAPEXPUP,
  1492. EFST_PC_IZ_DUN05,
  1493. EFST_CRUSHSTRIKE,
  1494. EFST_MONSTER_TRANSFORM,
  1495. EFST_SIT,
  1496. EFST_ONAIR,
  1497. EFST_MTF_ASPD,
  1498. EFST_MTF_RANGEATK,
  1499. EFST_MTF_MATK,
  1500. EFST_MTF_MLEATKED,
  1501. EFST_MTF_CRIDAMAGE,
  1502. EFST_REUSE_LIMIT_MTF,
  1503. EFST_MACRO_PERMIT,
  1504. EFST_MACRO_PLAY,
  1505. EFST_SKF_CAST,
  1506. EFST_SKF_ASPD,
  1507. EFST_SKF_ATK,
  1508. EFST_SKF_MATK,
  1509. EFST_REWARD_PLUSONLYJOBEXP,
  1510. EFST_HANDICAPSTATE_NORECOVER,
  1511. EFST_SET_NUM_DEF,
  1512. EFST_SET_NUM_MDEF,
  1513. EFST_SET_PER_DEF,
  1514. EFST_SET_PER_MDEF,
  1515. EFST_PARTYBOOKING_SEARCH_DELAY,
  1516. EFST_PARTYBOOKING_REGISTER_DELAY,
  1517. EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
  1518. EFST_KO_JYUMONJIKIRI,
  1519. EFST_MEIKYOUSISUI,
  1520. EFST_ATTHASTE_CASH,
  1521. EFST_EQUIPPED_DIVINE_ARMOR,
  1522. EFST_EQUIPPED_HOLY_ARMOR,
  1523. EFST_2011RWC,
  1524. EFST_KYOUGAKU,
  1525. EFST_IZAYOI,
  1526. EFST_ZENKAI,
  1527. EFST_KG_KAGEHUMI,
  1528. EFST_KYOMU,
  1529. EFST_KAGEMUSYA,
  1530. EFST_ZANGETSU,
  1531. EFST_PHI_DEMON,
  1532. EFST_GENSOU,
  1533. EFST_AKAITSUKI,
  1534. EFST_TETANY,
  1535. EFST_GM_BATTLE,
  1536. EFST_GM_BATTLE2,
  1537. EFST_2011RWC_SCROLL,
  1538. EFST_ACTIVE_MONSTER_TRANSFORM,
  1539. EFST_MYSTICPOWDER,
  1540. EFST_ECLAGE_RECALL,
  1541. EFST_ENTRY_QUEUE_APPLY_DELAY,
  1542. EFST_REUSE_LIMIT_ECL,
  1543. EFST_M_LIFEPOTION,
  1544. EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  1545. EFST_UNKNOWN_NAME,
  1546. EFST_ON_PUSH_CART,
  1547. EFST_HAT_EFFECT,
  1548. EFST_FLOWER_LEAF,
  1549. EFST_RAY_OF_PROTECTION,
  1550. EFST_GLASTHEIM_ATK,
  1551. EFST_GLASTHEIM_DEF,
  1552. EFST_GLASTHEIM_HEAL,
  1553. EFST_GLASTHEIM_HIDDEN,
  1554. EFST_GLASTHEIM_STATE,
  1555. EFST_GLASTHEIM_ITEMDEF,
  1556. EFST_GLASTHEIM_HPSP,
  1557. EFST_FOLLOWER_NPC_SKILL_POSTDELAY,
  1558. EFST_ALMIGHTY,
  1559. EFST_GVG_GIANT,
  1560. EFST_GVG_GOLEM,
  1561. EFST_GVG_STUN,
  1562. EFST_GVG_STONE,
  1563. EFST_GVG_FREEZ,
  1564. EFST_GVG_SLEEP,
  1565. EFST_GVG_CURSE,
  1566. EFST_GVG_SILENCE,
  1567. EFST_GVG_BLIND,
  1568. EFST_CLIENT_ONLY_EQUIP_ARROW,
  1569. EFST_CLAN_INFO,
  1570. EFST_JP_EVENT01,
  1571. EFST_JP_EVENT02,
  1572. EFST_JP_EVENT03,
  1573. EFST_JP_EVENT04,
  1574. EFST_TELEPORT_FIXEDCASTINGDELAY,
  1575. EFST_GEFFEN_MAGIC1,
  1576. EFST_GEFFEN_MAGIC2,
  1577. EFST_GEFFEN_MAGIC3,
  1578. EFST_QUEST_BUFF1,
  1579. EFST_QUEST_BUFF2,
  1580. EFST_QUEST_BUFF3,
  1581. EFST_REUSE_LIMIT_RECALL,
  1582. EFST_SAVEPOSITION,
  1583. EFST_NPC_ICEEXPLO,
  1584. EFST_FENRIR_CARD,
  1585. EFST_REUSE_LIMIT_ASPD_POTION,
  1586. EFST_MAXPAIN,
  1587. EFST_PC_STOP,
  1588. EFST_FRIGG_SONG,
  1589. EFST_OFFERTORIUM,
  1590. EFST_TELEKINESIS_INTENSE,
  1591. EFST_MOONSTAR,
  1592. EFST_STRANGELIGHTS,
  1593. EFST_FULL_THROTTLE,
  1594. EFST_REBOUND,
  1595. EFST_UNLIMIT,
  1596. EFST_KINGS_GRACE,
  1597. EFST_ITEM_ATKMAX,
  1598. EFST_ITEM_ATKMIN,
  1599. EFST_ITEM_MATKMAX,
  1600. EFST_ITEM_MATKMIN,
  1601. EFST_SUPER_STAR,
  1602. EFST_HIGH_RANKER,
  1603. EFST_DARKCROW,
  1604. EFST_2013_VALENTINE1,
  1605. EFST_2013_VALENTINE2,
  1606. EFST_2013_VALENTINE3,
  1607. EFST_ILLUSIONDOPING,
  1608. EFST_WIDEWEB,
  1609. EFST_CHILL,
  1610. EFST_BURNT,
  1611. EFST_PCCAFE_PLAY_TIME,
  1612. EFST_TWISTED_TIME,
  1613. EFST_FLASHCOMBO,
  1614. EFST_JITTER_BUFF1,
  1615. EFST_JITTER_BUFF2,
  1616. EFST_JITTER_BUFF3,
  1617. EFST_JITTER_BUFF4,
  1618. EFST_JITTER_BUFF5,
  1619. EFST_JITTER_BUFF6,
  1620. EFST_JITTER_BUFF7,
  1621. EFST_JITTER_BUFF8,
  1622. EFST_JITTER_BUFF9,
  1623. EFST_JITTER_BUFF10,
  1624. EFST_CUP_OF_BOZA,
  1625. EFST_B_TRAP,
  1626. EFST_E_CHAIN,
  1627. EFST_E_QD_SHOT_READY,
  1628. EFST_C_MARKER,
  1629. EFST_H_MINE,
  1630. EFST_H_MINE_SPLASH,
  1631. EFST_P_ALTER,
  1632. EFST_HEAT_BARREL,
  1633. EFST_ANTI_M_BLAST,
  1634. EFST_SLUGSHOT,
  1635. EFST_SWORDCLAN,
  1636. EFST_ARCWANDCLAN,
  1637. EFST_GOLDENMACECLAN,
  1638. EFST_CROSSBOWCLAN,
  1639. EFST_PACKING_ENVELOPE1,
  1640. EFST_PACKING_ENVELOPE2,
  1641. EFST_PACKING_ENVELOPE3,
  1642. EFST_PACKING_ENVELOPE4,
  1643. EFST_PACKING_ENVELOPE5,
  1644. EFST_PACKING_ENVELOPE6,
  1645. EFST_PACKING_ENVELOPE7,
  1646. EFST_PACKING_ENVELOPE8,
  1647. EFST_PACKING_ENVELOPE9,
  1648. EFST_PACKING_ENVELOPE10,
  1649. EFST_GLASTHEIM_TRANS,
  1650. EFST_ZONGZI_POUCH_TRANS,
  1651. EFST_HEAT_BARREL_AFTER,
  1652. EFST_DECORATION_OF_MUSIC,
  1653. EFST_OVERSEAEXPUP,
  1654. EFST_CLOWN_N_GYPSY_CARD,
  1655. EFST_OPEN_NPC_MARKET,
  1656. EFST_BEEF_RIB_STEW,
  1657. EFST_PORK_RIB_STEW,
  1658. EFST_CHUSEOK_MONDAY,
  1659. EFST_CHUSEOK_TUESDAY,
  1660. EFST_CHUSEOK_WEDNESDAY,
  1661. EFST_CHUSEOK_THURSDAY,
  1662. EFST_CHUSEOK_FRIDAY,
  1663. EFST_CHUSEOK_WEEKEND,
  1664. EFST_ALL_LIGHTGUARD,
  1665. EFST_ALL_LIGHTGUARD_COOL_TIME,
  1666. EFST_MTF_MHP,
  1667. EFST_MTF_MSP,
  1668. EFST_MTF_PUMPKIN,
  1669. EFST_MTF_HITFLEE,
  1670. EFST_MTF_CRIDAMAGE2,
  1671. EFST_MTF_SPDRAIN,
  1672. EFST_ACUO_MINT_GUM,
  1673. EFST_S_HEALPOTION,
  1674. EFST_REUSE_LIMIT_S_HEAL_POTION,
  1675. EFST_PLAYTIME_STATISTICS,
  1676. EFST_GN_CHANGEMATERIAL_OPERATOR,
  1677. EFST_GN_MIX_COOKING_OPERATOR,
  1678. EFST_GN_MAKEBOMB_OPERATOR,
  1679. EFST_GN_S_PHARMACY_OPERATOR,
  1680. EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
  1681. EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
  1682. EFST_NC_MAGICDECOY_OPERATOR,
  1683. EFST_GUILD_STORAGE,
  1684. EFST_GC_POISONINGWEAPON_OPERATOR,
  1685. EFST_WS_WEAPONREFINE_OPERATOR,
  1686. EFST_BS_REPAIRWEAPON_OPERATOR,
  1687. EFST_UNREADMAIL_CHECK,
  1688. EFST_JUMPINGCLAN,
  1689. EFST_JP_OTP,
  1690. EFST_HANDICAPTOLERANCE_LEVELGAP,
  1691. EFST_MTF_RANGEATK2,
  1692. EFST_MTF_ASPD2,
  1693. EFST_MTF_MATK2,
  1694. EFST_SHOW_NPCHPBAR,
  1695. EFST_FLOWERSMOKE,
  1696. EFST_FSTONE,
  1697. EFST_DAILYSENDMAILCNT,
  1698. EFST_QSCARABA,
  1699. EFST_LJOSALFAR,
  1700. EFST_PAD_READER_KNIGHT,
  1701. EFST_PAD_READER_CRUSADER,
  1702. EFST_PAD_READER_BLACKSMITH,
  1703. EFST_PAD_READER_ALCHEMIST,
  1704. EFST_PAD_READER_ASSASSIN,
  1705. EFST_PAD_READER_ROGUE,
  1706. EFST_PAD_READER_WIZARD,
  1707. EFST_PAD_READER_SAGE,
  1708. EFST_PAD_READER_PRIEST,
  1709. EFST_PAD_READER_MONK,
  1710. EFST_PAD_READER_HUNTER,
  1711. EFST_PAD_READER_BARD,
  1712. EFST_PAD_READER_DANCER,
  1713. EFST_PAD_READER_TAEKWON,
  1714. EFST_PAD_READER_NINJA,
  1715. EFST_PAD_READER_GUNSLINGER,
  1716. EFST_PAD_READER_SUPERNOVICE,
  1717. EFST_ESSENCE_OF_TIME,
  1718. EFST_MINIGAME_ROULETTE,
  1719. EFST_MINIGAME_GOLD_POINT,
  1720. EFST_MINIGAME_SILVER_POINT,
  1721. EFST_MINIGAME_BRONZE_POINT,
  1722. EFST_HAPPINESS_STAR,
  1723. EFST_SUMMEREVENT01,
  1724. EFST_SUMMEREVENT02,
  1725. EFST_SUMMEREVENT03,
  1726. EFST_SUMMEREVENT04,
  1727. EFST_SUMMEREVENT05,
  1728. EFST_MINIGAME_ROULETTE_BONUS_ITEM,
  1729. EFST_DRESS_UP,
  1730. EFST_MAPLE_FALLS,
  1731. EFST_ALL_NIFLHEIM_RECALL,
  1732. EFST_MTF_MARIONETTE = 860,
  1733. EFST_MTF_LUDE,
  1734. EFST_MTF_CRUISER,
  1735. EFST_MERMAID_LONGING,
  1736. EFST_MAGICAL_FEATHER,
  1737. EFST_DRACULA_CARD,
  1738. EFST_ALL_PRONTERA_RECALL,
  1739. EFST_LIMIT_POWER_BOOSTER,
  1740. EFST_GIFT_OF_SNOW,
  1741. EFST_NPC_HALLUCINATIONWALK,
  1742. EFST_TIME_ACCESSORY = 872,
  1743. EFST_EP16_DEF,
  1744. EFST_NORMAL_ATKED_SP,
  1745. EFST_BODYSTATE_STONECURSE,
  1746. EFST_BODYSTATE_FREEZING,
  1747. EFST_BODYSTATE_STUN,
  1748. EFST_BODYSTATE_SLEEP,
  1749. EFST_BODYSTATE_UNDEAD,
  1750. EFST_BODYSTATE_STONECURSE_ING,
  1751. EFST_BODYSTATE_BURNNING,
  1752. EFST_BODYSTATE_IMPRISON,
  1753. EFST_HEALTHSTATE_POISON,
  1754. EFST_HEALTHSTATE_CURSE,
  1755. EFST_HEALTHSTATE_SILENCE,
  1756. EFST_HEALTHSTATE_CONFUSION,
  1757. EFST_HEALTHSTATE_BLIND,
  1758. EFST_HEALTHSTATE_ANGELUS,
  1759. EFST_HEALTHSTATE_BLOODING,
  1760. EFST_HEALTHSTATE_HEAVYPOISON,
  1761. EFST_HEALTHSTATE_FEAR,
  1762. EFST_CHERRY_BLOSSOM_CAKE,
  1763. EFST_SU_STOOP,
  1764. EFST_CATNIPPOWDER,
  1765. EFST_HEAD_EQUIPMENT_EFFECT,
  1766. EFST_SV_ROOTTWIST,
  1767. EFST_ATTACK_PROPERTY_NOTHING,
  1768. EFST_ATTACK_PROPERTY_WATER,
  1769. EFST_ATTACK_PROPERTY_GROUND,
  1770. EFST_ATTACK_PROPERTY_FIRE,
  1771. EFST_ATTACK_PROPERTY_WIND,
  1772. EFST_ATTACK_PROPERTY_POISON,
  1773. EFST_ATTACK_PROPERTY_SAINT,
  1774. EFST_ATTACK_PROPERTY_DARKNESS,
  1775. EFST_ATTACK_PROPERTY_TELEKINESIS,
  1776. EFST_ATTACK_PROPERTY_UNDEAD,
  1777. EFST_RESIST_PROPERTY_NOTHING,
  1778. EFST_RESIST_PROPERTY_WATER,
  1779. EFST_RESIST_PROPERTY_GROUND,
  1780. EFST_RESIST_PROPERTY_FIRE,
  1781. EFST_RESIST_PROPERTY_WIND,
  1782. EFST_RESIST_PROPERTY_POISON,
  1783. EFST_RESIST_PROPERTY_SAINT,
  1784. EFST_RESIST_PROPERTY_DARKNESS,
  1785. EFST_RESIST_PROPERTY_TELEKINESIS,
  1786. EFST_RESIST_PROPERTY_UNDEAD,
  1787. EFST_BITESCAR,
  1788. EFST_ARCLOUSEDASH,
  1789. EFST_TUNAPARTY,
  1790. EFST_SHRIMP,
  1791. EFST_FRESHSHRIMP,
  1792. EFST_PERIOD_RECEIVEITEM,
  1793. EFST_PERIOD_PLUSEXP,
  1794. EFST_PERIOD_PLUSJOBEXP,
  1795. EFST_RUNEHELM,
  1796. EFST_HELM_VERKANA,
  1797. EFST_HELM_RHYDO,
  1798. EFST_HELM_TURISUS,
  1799. EFST_HELM_HAGALAS,
  1800. EFST_HELM_ISIA,
  1801. EFST_HELM_ASIR,
  1802. EFST_HELM_URJ,
  1803. EFST_SUHIDE,
  1804. EFST_DORAM_BUF_01 = 935,
  1805. EFST_DORAM_BUF_02,
  1806. EFST_SPRITEMABLE,
  1807. EFST_AID_PERIOD_RECEIVEITEM,
  1808. EFST_AID_PERIOD_PLUSEXP,
  1809. EFST_AID_PERIOD_PLUSJOBEXP,
  1810. EFST_AID_PERIOD_DEADPENALTY,
  1811. EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
  1812. EFST_ALL_GLASTHEIM_RECALL,
  1813. EFST_ALL_THANATOS_RECALL = 945,
  1814. EFST_MAGICSTONE_OF_GRACE_SET = 948,
  1815. EFST_HISS = 950,
  1816. EFST_NYANGGRASS = 952,
  1817. EFST_CHATTERING,
  1818. EFST_GROOMING = 961,
  1819. EFST_PROTECTIONOFSHRIMP,
  1820. EFST_EP16_2_BUFF_SS,
  1821. EFST_EP16_2_BUFF_SC,
  1822. EFST_EP16_2_BUFF_AC,
  1823. EFST_GS_MAGICAL_BULLET,
  1824. EFST_FALLEN_ANGEL = 976,
  1825. EFST_BLAZE_BEAD = 979,
  1826. EFST_FROZEN_BEAD,
  1827. EFST_BREEZE_BEAD,
  1828. EFST_SOULATTACK,
  1829. EFST_AID_PERIOD_RECEIVEITEM_2ND,
  1830. EFST_AID_PERIOD_PLUSEXP_2ND,
  1831. EFST_AID_PERIOD_PLUSJOBEXP_2ND,
  1832. EFST_PRONTERA_JP,
  1833. EFST_GLOOM_CARD = 988,
  1834. EFST_PHARAOH_CARD,
  1835. EFST_KIEL_CARD,
  1836. EFST_CHEERUP = 992,
  1837. EFST_GET_CNT_UNREAD_RODEX_CHARDB,
  1838. EFST_GET_CNT_UNREAD_RODEX_GLOBALDB,
  1839. EFST_S_MANAPOTION,
  1840. EFST_M_DEFSCROLL,
  1841. EFST_AS_RAGGED_GOLEM_CARD = 1000,
  1842. EFST_LHZ_DUN_N1,
  1843. EFST_LHZ_DUN_N2,
  1844. EFST_LHZ_DUN_N3,
  1845. EFST_LHZ_DUN_N4,
  1846. EFST_ALL_STAT_DOWN = 1013,
  1847. EFST_GRADUAL_GRAVITY,
  1848. EFST_DAMAGE_HEAL,
  1849. EFST_IMMUNE_PROPERTY_NOTHING,
  1850. EFST_IMMUNE_PROPERTY_WATER,
  1851. EFST_IMMUNE_PROPERTY_GROUND,
  1852. EFST_IMMUNE_PROPERTY_FIRE,
  1853. EFST_IMMUNE_PROPERTY_WIND,
  1854. EFST_IMMUNE_PROPERTY_POISON,
  1855. EFST_IMMUNE_PROPERTY_SAINT,
  1856. EFST_IMMUNE_PROPERTY_DARKNESS,
  1857. EFST_IMMUNE_PROPERTY_TELEKINESIS,
  1858. EFST_IMMUNE_PROPERTY_UNDEAD,
  1859. EFST_REUSE_LIMIT_NP,
  1860. EFST_SPECIALCOOKIE,
  1861. EFST_DAMAGE_HEAL2,
  1862. EFST_DAMAGE_HEAL3,
  1863. EFST_GLORY_OF_RETURN,
  1864. EFST_ATK_POPCORN,
  1865. EFST_MATK_POPCORN,
  1866. EFST_ASPD_POPCORN,
  1867. EFST_ULTIMATECOOK,
  1868. EFST_LIGHTOFMOON,
  1869. EFST_LIGHTOFSUN,
  1870. EFST_LIGHTOFSTAR,
  1871. EFST_LUNARSTANCE,
  1872. EFST_UNIVERSESTANCE,
  1873. EFST_SUNSTANCE,
  1874. EFST_FLASHKICK,
  1875. EFST_NEWMOON,
  1876. EFST_STARSTANCE,
  1877. EFST_DIMENSION,
  1878. EFST_DIMENSION1,
  1879. EFST_DIMENSION2,
  1880. EFST_CREATINGSTAR,
  1881. EFST_FALLINGSTAR,
  1882. EFST_NOVAEXPLOSING,
  1883. EFST_GRAVITYCONTROL,
  1884. EFST_SOULCOLLECT = 1053,
  1885. EFST_SOULREAPER,
  1886. EFST_SOULUNITY,
  1887. EFST_SOULSHADOW,
  1888. EFST_SOULFAIRY,
  1889. EFST_SOULFALCON,
  1890. EFST_SOULGOLEM,
  1891. EFST_SOULDIVISION,
  1892. EFST_SOULENERGY,
  1893. EFST_USE_SKILL_SP_SPA,
  1894. EFST_USE_SKILL_SP_SHA,
  1895. EFST_SP_SHA,
  1896. EFST_INFINITY_DRINK,
  1897. EFST_ABYSS_001,
  1898. EFST_ABYSS_002,
  1899. EFST_ABYSS_003,
  1900. EFST_ABYSS_004,
  1901. EFST_ABYSS_005,
  1902. EFST_ABYSS_006,
  1903. EFST_ABYSS_007,
  1904. EFST_ABYSS_008,
  1905. EFST_YGGDRASIL_BLESS = 1081,
  1906. EFST_HUNTING_EVENT = 1083,
  1907. EFST_PERIOD_RECEIVEITEM_2ND,
  1908. EFST_PERIOD_PLUSEXP_2ND,
  1909. EFST_EXPDROPUP,
  1910. EFST_TW_NEWYEAR_EVENT,
  1911. EFST_ENSEMBLEFATIGUE,
  1912. EFST_ADAPTATION,
  1913. EFST_ANCILLA = 1095,
  1914. EFST_FESTIVE_ENERGY = 1104,
  1915. EFST_TEST_KR01,
  1916. EFST_WEAPONBLOCK_ON = 1107,
  1917. EFST_CRI_DAMAGE,
  1918. EFST_DEF_POWER,
  1919. EFST_DEF_IGNORE,
  1920. EFST_BOW_ATK_POWER,
  1921. EFST_RED_ORG_POTION,
  1922. EFST_CAST_TIME,
  1923. EFST_LEAPIMPAIRED = 1117,
  1924. EFST_EXCLUSIVE_RECEIVEITEM = 1119,
  1925. EFST_EXCLUSIVE_PLUSEXP,
  1926. EFST_ASSUMPTIO_BUFF,
  1927. EFST_BASILICA_BUFF,
  1928. EFST_OVERLAPEXPUP2,
  1929. EFST_SOULCURSE = 1125,
  1930. EFST_SOUND_OF_DESTRUCTION,
  1931. EFST_DF_MANAPLUS,
  1932. EFST_DF_FULLSWINGK,
  1933. EFST_NV_BREAKTHROUGH,
  1934. EFST_HELPANGEL,
  1935. EFST_NV_TRANSCENDENCE,
  1936. EFST_SWEETSFAIR_ATK,
  1937. EFST_SWEETSFAIR_MATK,
  1938. EFST_FLOWER_LEAF2 = 1135,
  1939. EFST_FLOWER_LEAF3,
  1940. EFST_FLOWER_LEAF4,
  1941. EFST_MISTY_FROST = 1141,
  1942. EFST_MAGIC_POISON,
  1943. EFST_KAUTE,
  1944. EFST_JPNONLY_TACTICS = 1147,
  1945. EFST_LUXANIMA = 1154,
  1946. EFST_BATH_FOAM_A,
  1947. EFST_BATH_FOAM_B,
  1948. EFST_BATH_FOAM_C,
  1949. EFST_AROMA_OIL,
  1950. EFST_REUSE_LIMIT_LUXANIMA,
  1951. EFST_AIRSHIP_PIPE = 1163,
  1952. EFST_PIECES_OF_SHADOW,
  1953. EFST_HELLS_PLANT_ARMOR,
  1954. EFST_RELIEVE_DAMAGE,
  1955. EFST_LOCKON_LASER,
  1956. EFST_REF_T_POTION = 1169,
  1957. EFST_ADD_ATK_DAMAGE,
  1958. EFST_ADD_MATK_DAMAGE,
  1959. EFST_SERVANTWEAPON,
  1960. EFST_SERVANT_SIGN,
  1961. EFST_CHARGINGPIERCE,
  1962. EFST_CHARGINGPIERCE_COUNT,
  1963. EFST_DRAGONIC_AURA,
  1964. EFST_BIG_SCAR,
  1965. EFST_VIGOR,
  1966. EFST_PRESSURE = 1180,
  1967. EFST_MD_Me_Potion = 1185,
  1968. EFST_MD_Ma_Potion,
  1969. EFST_MD_Ta_Potion,
  1970. EFST_MD_Ra_Potion,
  1971. EFST_MVPCARD_KIEL = 1229,
  1972. EFST_HOMUN_TIME = 1303,
  1973. EFST_POWER_ACCELERATION,
  1974. EFST_MAX_HP_SP_AVOID,
  1975. EFST_ADD_ALL_STATE,
  1976. EFST_AID_PERIOD_POWER_ACCELERATION,
  1977. EFST_AID_PERIOD_MAX_HP_SP_AVOID,
  1978. EFST_AID_PERIOD_ADD_ALL_STATE,
  1979. /// @APIHOOK_END
  1980. /// Do not modify code above this, since it will be automatically generated by the API again
  1981. EFST_MAX,
  1982. };
  1983. /// JOINTBEAT stackable ailments
  1984. enum e_joint_break : uint8 {
  1985. BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
  1986. BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
  1987. BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
  1988. BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
  1989. BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
  1990. BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  1991. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  1992. };
  1993. extern short current_equip_item_index;
  1994. extern unsigned int current_equip_combo_pos;
  1995. extern int current_equip_card_id;
  1996. extern bool running_npc_stat_calc_event;
  1997. extern short current_equip_opt_index;
  1998. //Status change option definitions (options are what makes status changes visible to chars
  1999. //who were not on your field of sight when it happened)
  2000. ///opt1: (BODYSTATE_*) Non stackable status changes.
  2001. enum sc_opt1 {
  2002. OPT1_STONE = 1, //Petrified
  2003. OPT1_FREEZE,
  2004. OPT1_STUN,
  2005. OPT1_SLEEP,
  2006. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  2007. OPT1_STONEWAIT = 6, //Petrifying
  2008. OPT1_BURNING,
  2009. OPT1_IMPRISON,
  2010. };
  2011. ///opt2: (HEALTHSTATE_*) Stackable status changes.
  2012. enum sc_opt2 {
  2013. OPT2_POISON = 0x0001,
  2014. OPT2_CURSE = 0x0002,
  2015. OPT2_SILENCE = 0x0004,
  2016. OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
  2017. OPT2_BLIND = 0x0010,
  2018. OPT2_ANGELUS = 0x0020,
  2019. OPT2_BLEEDING = 0x0040,
  2020. OPT2_DPOISON = 0x0080,
  2021. OPT2_FEAR = 0x0100,
  2022. };
  2023. ///opt3: (SHOW_EFST_*)
  2024. enum sc_opt3 {
  2025. OPT3_NORMAL = 0x00000000,
  2026. OPT3_QUICKEN = 0x00000001,
  2027. OPT3_OVERTHRUST = 0x00000002,
  2028. OPT3_ENERGYCOAT = 0x00000004,
  2029. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  2030. OPT3_STEELBODY = 0x00000010,
  2031. OPT3_BLADESTOP = 0x00000020,
  2032. OPT3_AURABLADE = 0x00000040,
  2033. OPT3_BERSERK = 0x00000080,
  2034. OPT3_LIGHTBLADE = 0x00000100,
  2035. OPT3_MOONLIT = 0x00000200,
  2036. OPT3_MARIONETTE = 0x00000400,
  2037. OPT3_ASSUMPTIO = 0x00000800,
  2038. OPT3_WARM = 0x00001000,
  2039. OPT3_KAITE = 0x00002000,
  2040. OPT3_BUNSIN = 0x00004000,
  2041. OPT3_SOULLINK = 0x00008000,
  2042. OPT3_UNDEAD = 0x00010000,
  2043. OPT3_CONTRACT = 0x00020000,
  2044. };
  2045. ///Option (EFFECTSTATE_*)
  2046. enum e_option {
  2047. OPTION_NOTHING = 0x00000000,
  2048. OPTION_SIGHT = 0x00000001,
  2049. OPTION_HIDE = 0x00000002,
  2050. OPTION_CLOAK = 0x00000004,
  2051. OPTION_CART1 = 0x00000008,
  2052. OPTION_FALCON = 0x00000010,
  2053. OPTION_RIDING = 0x00000020,
  2054. OPTION_INVISIBLE = 0x00000040,
  2055. OPTION_CART2 = 0x00000080,
  2056. OPTION_CART3 = 0x00000100,
  2057. OPTION_CART4 = 0x00000200,
  2058. OPTION_CART5 = 0x00000400,
  2059. OPTION_ORCISH = 0x00000800,
  2060. OPTION_WEDDING = 0x00001000,
  2061. OPTION_RUWACH = 0x00002000,
  2062. OPTION_CHASEWALK = 0x00004000,
  2063. OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  2064. OPTION_XMAS = 0x00010000,
  2065. OPTION_TRANSFORM = 0x00020000,
  2066. OPTION_SUMMER = 0x00040000,
  2067. OPTION_DRAGON1 = 0x00080000,
  2068. OPTION_WUG = 0x00100000,
  2069. OPTION_WUGRIDER = 0x00200000,
  2070. OPTION_MADOGEAR = 0x00400000,
  2071. OPTION_DRAGON2 = 0x00800000,
  2072. OPTION_DRAGON3 = 0x01000000,
  2073. OPTION_DRAGON4 = 0x02000000,
  2074. OPTION_DRAGON5 = 0x04000000,
  2075. OPTION_HANBOK = 0x08000000,
  2076. OPTION_OKTOBERFEST = 0x10000000,
  2077. OPTION_SUMMER2 = 0x20000000,
  2078. // compound constant for older carts
  2079. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  2080. // compound constants
  2081. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  2082. OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
  2083. };
  2084. ///Defines for the manner system [Skotlex]
  2085. enum manner_flags
  2086. {
  2087. MANNER_NOCHAT = 0x01,
  2088. MANNER_NOSKILL = 0x02,
  2089. MANNER_NOCOMMAND = 0x04,
  2090. MANNER_NOITEM = 0x08,
  2091. MANNER_NOROOM = 0x10,
  2092. };
  2093. /// Status Change State Flags
  2094. enum scs_flag {
  2095. SCS_NOMOVECOND = 0x00000001, ///< cond flag for nomove
  2096. SCS_NOMOVE = 0x00000002, ///< unit unable to move
  2097. SCS_NOPICKITEMCOND = 0x00000004, ///< cond flag for nopickitem
  2098. SCS_NOPICKITEM = 0x00000008, ///< player unable to pick up items
  2099. SCS_NODROPITEMCOND = 0x00000010, ///< cond flag for nodropitem
  2100. SCS_NODROPITEM = 0x00000020, ///< player unable to drop items
  2101. SCS_NOCASTCOND = 0x00000040, ///< cond flag for nocast
  2102. SCS_NOCAST = 0x00000080, ///< unit unable to cast skills
  2103. SCS_NOCHAT = 0x00000100, ///< unit can't talk
  2104. SCS_NOCHATCOND = 0x00000200, ///< cond flag for notalk
  2105. };
  2106. ///Define flags for the status_calc_bl function. [Skotlex]
  2107. enum scb_flag
  2108. {
  2109. SCB_NONE = 0x00000000,
  2110. SCB_BASE = 0x00000001,
  2111. SCB_MAXHP = 0x00000002,
  2112. SCB_MAXSP = 0x00000004,
  2113. SCB_STR = 0x00000008,
  2114. SCB_AGI = 0x00000010,
  2115. SCB_VIT = 0x00000020,
  2116. SCB_INT = 0x00000040,
  2117. SCB_DEX = 0x00000080,
  2118. SCB_LUK = 0x00000100,
  2119. SCB_BATK = 0x00000200,
  2120. SCB_WATK = 0x00000400,
  2121. SCB_MATK = 0x00000800,
  2122. SCB_HIT = 0x00001000,
  2123. SCB_FLEE = 0x00002000,
  2124. SCB_DEF = 0x00004000,
  2125. SCB_DEF2 = 0x00008000,
  2126. SCB_MDEF = 0x00010000,
  2127. SCB_MDEF2 = 0x00020000,
  2128. SCB_SPEED = 0x00040000,
  2129. SCB_ASPD = 0x00080000,
  2130. SCB_DSPD = 0x00100000,
  2131. SCB_CRI = 0x00200000,
  2132. SCB_FLEE2 = 0x00400000,
  2133. SCB_ATK_ELE = 0x00800000,
  2134. SCB_DEF_ELE = 0x01000000,
  2135. SCB_MODE = 0x02000000,
  2136. SCB_SIZE = 0x04000000,
  2137. SCB_RACE = 0x08000000,
  2138. SCB_RANGE = 0x10000000,
  2139. SCB_REGEN = 0x20000000,
  2140. SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
  2141. SCB_BATTLE = 0x3FFFFFFE,
  2142. SCB_ALL = 0x3FFFFFFF
  2143. };
  2144. enum e_status_calc_opt {
  2145. SCO_NONE = 0x0,
  2146. SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
  2147. SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
  2148. };
  2149. /// Flags for status_change_start and status_get_sc_def
  2150. enum e_status_change_start_flags {
  2151. SCSTART_NONE = 0x00,
  2152. SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
  2153. SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
  2154. SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
  2155. SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
  2156. SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
  2157. };
  2158. /// Enum for status_change_clear_buffs
  2159. enum e_status_change_clear_buffs_flags {
  2160. SCCB_BUFFS = 0x01,
  2161. SCCB_DEBUFFS = 0x02,
  2162. SCCB_REFRESH = 0x04,
  2163. SCCB_CHEM_PROTECT = 0x08,
  2164. SCCB_LUXANIMA = 0x10,
  2165. };
  2166. ///Enum for bonus_script's flag [Cydh]
  2167. enum e_bonus_script_flags {
  2168. BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
  2169. BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
  2170. BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
  2171. BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
  2172. BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
  2173. BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
  2174. BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
  2175. BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
  2176. BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
  2177. BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
  2178. // These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
  2179. BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
  2180. BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
  2181. // These flags aren't part of 'bonus_script' scripting flags
  2182. BSF_REM_ALL = 0x0, ///< Remove all bonus script
  2183. BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
  2184. BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
  2185. };
  2186. ///Enum for status_get_hpbonus and status_get_spbonus
  2187. enum e_status_bonus {
  2188. STATUS_BONUS_FIX = 0,
  2189. STATUS_BONUS_RATE = 1,
  2190. };
  2191. /// Enum for status_calc_weight and status_calc_cart_weight
  2192. enum e_status_calc_weight_opt {
  2193. CALCWT_NONE = 0x0,
  2194. CALCWT_ITEM = 0x1, ///< Recalculate item weight
  2195. CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
  2196. CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
  2197. };
  2198. // Enum for refine chance types
  2199. enum e_refine_chance_type {
  2200. REFINE_CHANCE_NORMAL = 0,
  2201. REFINE_CHANCE_ENRICHED,
  2202. REFINE_CHANCE_EVENT_NORMAL,
  2203. REFINE_CHANCE_EVENT_ENRICHED,
  2204. REFINE_CHANCE_TYPE_MAX
  2205. };
  2206. ///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  2207. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2208. ///Define to determine who has regen
  2209. #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2210. ///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  2211. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
  2212. /** Basic damage info of a weapon
  2213. * Required because players have two of these, one in status_data
  2214. * and another for their left hand weapon. */
  2215. struct weapon_atk {
  2216. unsigned short atk, atk2;
  2217. unsigned short range;
  2218. unsigned char ele;
  2219. #ifdef RENEWAL
  2220. unsigned short matk;
  2221. unsigned char wlv;
  2222. #endif
  2223. };
  2224. extern sc_type SkillStatusChangeTable[MAX_SKILL]; /// skill -> status
  2225. extern int StatusIconChangeTable[SC_MAX]; /// status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  2226. extern unsigned int StatusChangeFlagTable[SC_MAX]; /// status -> flags
  2227. extern int StatusSkillChangeTable[SC_MAX]; /// status -> skill
  2228. extern int StatusRelevantBLTypes[EFST_MAX]; /// "icon" -> enum bl_type (for clif->status_change to identify for which bl types to send packets)
  2229. extern unsigned int StatusChangeStateTable[SC_MAX]; /// status -> flags
  2230. extern unsigned int StatusDisplayType[SC_MAX];
  2231. ///For holding basic status (which can be modified by status changes)
  2232. struct status_data {
  2233. unsigned int
  2234. hp, sp, // see status_cpy before adding members before hp and sp
  2235. max_hp, max_sp;
  2236. short
  2237. str, agi, vit, int_, dex, luk,
  2238. eatk;
  2239. unsigned short
  2240. batk,
  2241. #ifdef RENEWAL
  2242. watk,
  2243. watk2,
  2244. #endif
  2245. matk_min, matk_max,
  2246. speed,
  2247. amotion, adelay, dmotion;
  2248. enum e_mode mode;
  2249. short
  2250. hit, flee, cri, flee2,
  2251. def2, mdef2,
  2252. #ifdef RENEWAL_ASPD
  2253. aspd_rate2,
  2254. #endif
  2255. aspd_rate;
  2256. /**
  2257. * defType is RENEWAL dependent and defined in src/config/const.hpp
  2258. **/
  2259. defType def,mdef;
  2260. unsigned char
  2261. def_ele, ele_lv,
  2262. size,
  2263. race, /// see enum e_race
  2264. class_; /// see enum e_classAE
  2265. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  2266. };
  2267. ///Additional regen data that only players have.
  2268. struct regen_data_sub {
  2269. unsigned short
  2270. hp,sp;
  2271. //tick accumulation before healing.
  2272. struct {
  2273. unsigned int hp,sp;
  2274. } tick;
  2275. //Regen rates. n/100
  2276. struct {
  2277. unsigned short hp,sp;
  2278. } rate;
  2279. };
  2280. ///Regen data
  2281. struct regen_data {
  2282. unsigned char flag; //Marks what stuff you may heal or not.
  2283. unsigned short hp,sp,shp,ssp;
  2284. //tick accumulation before healing.
  2285. struct {
  2286. unsigned int hp,sp,shp,ssp;
  2287. } tick;
  2288. //Regen rates. n/100
  2289. struct {
  2290. unsigned short hp, sp, shp, ssp;
  2291. } rate;
  2292. struct {
  2293. unsigned walk:1; //Can you regen even when walking?
  2294. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  2295. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  2296. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  2297. } state;
  2298. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  2299. struct regen_data_sub *sregen, *ssregen;
  2300. };
  2301. ///Status display entry
  2302. struct sc_display_entry {
  2303. enum sc_type type;
  2304. int val1, val2, val3;
  2305. };
  2306. ///Status change entry
  2307. struct status_change_entry {
  2308. int timer;
  2309. int val1,val2,val3,val4;
  2310. };
  2311. ///Status change
  2312. struct status_change {
  2313. unsigned int option;// effect state (bitfield)
  2314. unsigned int opt3;// skill state (bitfield)
  2315. unsigned short opt1;// body state
  2316. unsigned short opt2;// health state (bitfield)
  2317. unsigned char count;
  2318. //! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  2319. struct {
  2320. unsigned char move;
  2321. unsigned char pickup;
  2322. unsigned char drop;
  2323. unsigned char cast;
  2324. unsigned char chat;
  2325. } cant;/* status change state flags */
  2326. //int sg_id; //ID of the previous Storm gust that hit you
  2327. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  2328. /**
  2329. * The Storm Gust counter was dropped in renewal
  2330. **/
  2331. #ifndef RENEWAL
  2332. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  2333. #endif
  2334. unsigned char bs_counter; // Blood Sucker counter
  2335. struct status_change_entry *data[SC_MAX];
  2336. };
  2337. // for looking up associated data
  2338. sc_type status_skill2sc(int skill);
  2339. int status_sc2skill(sc_type sc);
  2340. unsigned int status_sc2scb_flag(sc_type sc);
  2341. int status_type2relevant_bl_types(int type);
  2342. int status_damage(struct block_list *src,struct block_list *target,int64 dhp,int64 dsp, t_tick walkdelay, int flag, uint16 skill_id);
  2343. //Define for standard HP damage attacks.
  2344. #define status_fix_damage(src, target, hp, walkdelay, skill) status_damage(src, target, hp, 0, walkdelay, 0, skill)
  2345. //Define for standard SP damage attacks.
  2346. #define status_fix_spdamage(src, target, sp, walkdelay, skill) status_damage(src, target, 0, sp, walkdelay, 0, skill)
  2347. //Define for standard HP/SP damage triggers.
  2348. #define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1, 0)
  2349. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
  2350. int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
  2351. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag);
  2352. //Easier handling of status_percent_change
  2353. #define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
  2354. /// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP, < 0 % of MaxHP/MaxSP
  2355. #define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
  2356. //Instant kill with no drops/exp/etc
  2357. #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
  2358. //Used to set the hp/sp of an object to an absolute value (can't kill)
  2359. int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
  2360. int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
  2361. int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
  2362. int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
  2363. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag);
  2364. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
  2365. struct regen_data *status_get_regen_data(struct block_list *bl);
  2366. struct status_data *status_get_status_data(struct block_list *bl);
  2367. struct status_data *status_get_base_status(struct block_list *bl);
  2368. const char * status_get_name(struct block_list *bl);
  2369. int status_get_class(struct block_list *bl);
  2370. int status_get_lv(struct block_list *bl);
  2371. #define status_get_range(bl) status_get_status_data(bl)->rhw.range
  2372. #define status_get_hp(bl) status_get_status_data(bl)->hp
  2373. #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
  2374. #define status_get_sp(bl) status_get_status_data(bl)->sp
  2375. #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
  2376. #define status_get_str(bl) status_get_status_data(bl)->str
  2377. #define status_get_agi(bl) status_get_status_data(bl)->agi
  2378. #define status_get_vit(bl) status_get_status_data(bl)->vit
  2379. #define status_get_int(bl) status_get_status_data(bl)->int_
  2380. #define status_get_dex(bl) status_get_status_data(bl)->dex
  2381. #define status_get_luk(bl) status_get_status_data(bl)->luk
  2382. #define status_get_hit(bl) status_get_status_data(bl)->hit
  2383. #define status_get_flee(bl) status_get_status_data(bl)->flee
  2384. defType status_get_def(struct block_list *bl);
  2385. #define status_get_mdef(bl) status_get_status_data(bl)->mdef
  2386. #define status_get_flee2(bl) status_get_status_data(bl)->flee2
  2387. #define status_get_def2(bl) status_get_status_data(bl)->def2
  2388. #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
  2389. #define status_get_critical(bl) status_get_status_data(bl)->cri
  2390. #define status_get_batk(bl) status_get_status_data(bl)->batk
  2391. #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
  2392. #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
  2393. #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
  2394. #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
  2395. #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
  2396. #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
  2397. unsigned short status_get_speed(struct block_list *bl);
  2398. #define status_get_adelay(bl) status_get_status_data(bl)->adelay
  2399. #define status_get_amotion(bl) status_get_status_data(bl)->amotion
  2400. #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
  2401. #define status_get_element(bl) status_get_status_data(bl)->def_ele
  2402. #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
  2403. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
  2404. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  2405. #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
  2406. #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
  2407. #define status_get_race(bl) status_get_status_data(bl)->race
  2408. #define status_get_class_(bl) status_get_status_data(bl)->class_
  2409. #define status_get_size(bl) status_get_status_data(bl)->size
  2410. #define status_get_mode(bl) status_get_status_data(bl)->mode
  2411. #define status_has_mode(status,md) (((status)->mode&(md)) == (md))
  2412. #define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data((bl)),(md))
  2413. #define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
  2414. #define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
  2415. #define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
  2416. #define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
  2417. #define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
  2418. #define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
  2419. int status_get_party_id(struct block_list *bl);
  2420. int status_get_guild_id(struct block_list *bl);
  2421. int status_get_emblem_id(struct block_list *bl);
  2422. enum e_race2 status_get_race2(struct block_list *bl);
  2423. struct view_data *status_get_viewdata(struct block_list *bl);
  2424. void status_set_viewdata(struct block_list *bl, int class_);
  2425. void status_change_init(struct block_list *bl);
  2426. struct status_change *status_get_sc(struct block_list *bl);
  2427. int status_isdead(struct block_list *bl);
  2428. int status_isimmune(struct block_list *bl);
  2429. t_tick status_get_sc_def(struct block_list *src,struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag);
  2430. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  2431. #define sc_start(src, bl, type, rate, val1, tick) status_change_start(src,bl,type,100*(rate),val1,0,0,0,tick,SCSTART_NONE)
  2432. #define sc_start2(src, bl, type, rate, val1, val2, tick) status_change_start(src,bl,type,100*(rate),val1,val2,0,0,tick,SCSTART_NONE)
  2433. #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,SCSTART_NONE)
  2434. 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,t_tick duration,unsigned char flag);
  2435. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
  2436. #define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
  2437. TIMER_FUNC(status_change_timer);
  2438. int status_change_timer_sub(struct block_list* bl, va_list ap);
  2439. int status_change_clear(struct block_list* bl, int type);
  2440. void status_change_clear_buffs(struct block_list* bl, uint8 type);
  2441. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc);
  2442. #define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), SCO_NONE)
  2443. #define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2444. #define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, SCB_ALL, opt)
  2445. #define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, SCB_ALL, opt)
  2446. #define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, SCB_ALL, opt)
  2447. #define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2448. #define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, SCB_ALL, opt)
  2449. #define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, SCB_ALL, opt)
  2450. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2451. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2452. void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt);
  2453. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt);
  2454. void status_calc_pet_(struct pet_data* pd, enum e_status_calc_opt opt);
  2455. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt);
  2456. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt);
  2457. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt);
  2458. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt);
  2459. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt);
  2460. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  2461. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  2462. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
  2463. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd);
  2464. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
  2465. int status_check_visibility(struct block_list *src, struct block_list *target);
  2466. int status_change_spread(struct block_list *src, struct block_list *bl, bool type);
  2467. #ifndef RENEWAL
  2468. unsigned short status_base_matk_min(const struct status_data* status);
  2469. unsigned short status_base_matk_max(const struct status_data* status);
  2470. #else
  2471. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd);
  2472. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
  2473. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
  2474. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
  2475. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
  2476. #endif
  2477. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
  2478. void initChangeTables(void);
  2479. int status_readdb(void);
  2480. int do_init_status(void);
  2481. void do_final_status(void);
  2482. #endif /* STATUS_HPP */