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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #ifndef _SKILL_H_
- #define _SKILL_H_
- #include "../common/mmo.h" // MAX_SKILL, struct square
- #include "../common/db.h"
- #include "map.h" // struct block_list
- struct map_session_data;
- struct homun_data;
- struct skill_unit;
- struct skill_unit_group;
- struct status_change_entry;
- #define MAX_SKILL_DB MAX_SKILL
- #define MAX_SKILL_PRODUCE_DB 270
- #define MAX_PRODUCE_RESOURCE 12
- #define MAX_SKILL_ARROW_DB 150
- #define MAX_ARROW_RESOURCE 5
- #define MAX_SKILL_ABRA_DB 350
- #define MAX_SKILL_IMPROVISE_DB 50
- #define MAX_SKILL_LEVEL 100
- #define MAX_SKILL_CRIMSON_MARKER 3
- #define SKILL_NAME_LENGTH 31
- #define SKILL_DESC_LENGTH 31
- DBMap* skilldb_name2id;
- /// Constants to identify the skill's inf value:
- enum e_skill_inf {
- INF_ATTACK_SKILL = 0x01,
- INF_GROUND_SKILL = 0x02,
- INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
- // 0x08 not assigned
- INF_SUPPORT_SKILL = 0x10,
- INF_TARGET_TRAP = 0x20,
- };
- /// Constants to identify a skill's nk value (damage properties)
- /// The NK value applies only to non INF_GROUND_SKILL skills
- /// when determining skill castend function to invoke.
- enum e_skill_nk {
- NK_NO_DAMAGE = 0x01,
- NK_SPLASH = 0x02|0x04, // 0x4 = splash & split
- NK_SPLASHSPLIT = 0x04,
- NK_NO_CARDFIX_ATK = 0x08,
- NK_NO_ELEFIX = 0x10,
- NK_IGNORE_DEF = 0x20,
- NK_IGNORE_FLEE = 0x40,
- NK_NO_CARDFIX_DEF = 0x80,
- };
- /// A skill with 3 would be no damage + splash: area of effect.
- /// Constants to identify a skill's inf2 value.
- enum e_skill_inf2 {
- INF2_QUEST_SKILL = 0x00001,
- INF2_NPC_SKILL = 0x00002, //NPC skills are those that players can't have in their skill tree.
- INF2_WEDDING_SKILL = 0x00004,
- INF2_SPIRIT_SKILL = 0x00008,
- INF2_GUILD_SKILL = 0x00010,
- INF2_SONG_DANCE = 0x00020,
- INF2_ENSEMBLE_SKILL = 0x00040,
- INF2_TRAP = 0x00080,
- INF2_TARGET_SELF = 0x00100, //Refers to ground placed skills that will target the caster as well (like Grandcross)
- INF2_NO_TARGET_SELF = 0x00200,
- INF2_PARTY_ONLY = 0x00400,
- INF2_GUILD_ONLY = 0x00800,
- INF2_NO_ENEMY = 0x01000,
- INF2_AUTOSHADOWSPELL = 0x02000, // Skill that available for SC_AUTOSHADOWSPELL
- INF2_CHORUS_SKILL = 0x04000, // Chorus skill
- INF2_NO_BG_DMG = 0x08000, // spell that ignore bg reduction
- INF2_NO_GVG_DMG = 0x10000, // spell that ignore gvg reduction
- INF2_NO_NEARNPC = 0x20000, // disable to cast skill if near with NPC [Cydh]
- };
- /// Skill info type 3
- enum e_skill_inf3 {
- INF3_NOLP = 0x0001, // Spells that can ignore Land Protector
- INF3_NOENDCAMOUFLAGE = 0x0002, // spell that doesn't end camouflage
- INF3_USABLE_HIDING = 0x0004, // spell that can be use in hiding
- INF3_USABLE_DANCE = 0x0008, // spell that can be use while in dancing state
- INF3_HIT_EMP = 0x0010, // spell that could hit emperium
- INF3_STATIS_BL = 0x0020, // spell blocked by statis
- INF3_KAGEHUMI_BL = 0x0040, // spell blocked by kagehumi
- INF3_EFF_VULTURE = 0x0080, // spell range affected by AC_VULTURE
- INF3_EFF_SNAKEEYE = 0x0100, // spell range affected by GS_SNAKEEYE
- INF3_EFF_SHADOWJUMP = 0x0200, // spell range affected by NJ_SHADOWJUMP
- INF3_EFF_RADIUS = 0x0400, // spell range affected by WL_RADIUS
- INF3_EFF_RESEARCHTRAP = 0x0800, // spell range affected by RA_RESEARCHTRAP
- INF3_NO_EFF_HOVERING = 0x1000, // Spell that does not affect user that has SC_HOVERING active
- INF3_USABLE_WARG = 0x2000, // spell that can be use while riding warg
- INF3_DIS_MADO = 0x4000, // spell that can't be used while in mado
- INF3_USABLE_MANHOLE = 0x8000, // spell that can be used to target while under Man Hole effect
- //... add other spell list option here
- };
- /// Walk intervals at which chase-skills are attempted to be triggered.
- #define WALK_SKILL_INTERVAL 5
- /// Flags passed to skill_attack/skill_area_sub
- enum e_skill_display {
- SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
- SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation)
- SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
- SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
- };
- #define MAX_SKILL_ITEM_REQUIRE 10 /// Maximum required items
- #define MAX_SKILL_STATUS_REQUIRE 3 /// Maximum required statuses
- #define MAX_SKILL_EQUIP_REQUIRE 10 /// Maximum required equipped item
- struct skill_condition {
- int hp, /// HP cost
- mhp, /// Max HP to trigger
- sp, /// SP cost
- hp_rate, /// HP cost (%)
- sp_rate, /// SP cost (%)
- ammo, /// Ammo type
- ammo_qty, /// Amount of ammo
- weapon, /// Weapon type
- zeny, /// Zeny cost
- state, /// State/condition
- spiritball, /// Spiritball cost
- itemid[MAX_SKILL_ITEM_REQUIRE], /// Required item
- amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
- uint16 *eqItem; /// List of equipped item
- enum sc_type *status; /// List of Status required (SC)
- uint8 status_count, /// Count of SC
- eqItem_count; /// Count of equipped item
- };
- struct s_skill_require {
- int hp[MAX_SKILL_LEVEL], /// HP cost
- mhp[MAX_SKILL_LEVEL], /// Max HP to trigger
- sp[MAX_SKILL_LEVEL], /// SP cost
- hp_rate[MAX_SKILL_LEVEL], /// HP cost (%)
- sp_rate[MAX_SKILL_LEVEL], /// SP cost (%)
- zeny[MAX_SKILL_LEVEL], /// Zeny cost
- weapon, /// Weapon type
- ammo, /// Ammo type
- ammo_qty[MAX_SKILL_LEVEL], /// Amount of ammo
- state, /// State/condition
- spiritball[MAX_SKILL_LEVEL], /// Spiritball cost
- itemid[MAX_SKILL_ITEM_REQUIRE], /// Required item
- amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
- uint16 *eqItem; /// List of equipped item
- enum sc_type *status; /// List of Status required (SC)
- uint8 status_count, /// Count of SC
- eqItem_count; /// Count of equipped item
- };
- /// Database skills
- struct s_skill_db {
- char name[SKILL_NAME_LENGTH];
- char desc[SKILL_DESC_LENGTH];
- int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
- int num[MAX_SKILL_LEVEL];
- int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
- #ifdef RENEWAL_CAST
- int fixed_cast[MAX_SKILL_LEVEL];
- #endif
- int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
- int castcancel,cast_def_rate;
- int inf2,maxcount[MAX_SKILL_LEVEL],skill_type,inf3;
- int blewcount[MAX_SKILL_LEVEL];
- struct s_skill_require require;
- int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
- int32 nocast;
- int unit_id[2];
- int unit_layout_type[MAX_SKILL_LEVEL];
- int unit_range[MAX_SKILL_LEVEL];
- int unit_interval;
- int unit_target;
- int unit_flag;
- uint8 unit_nonearnpc_range; //additional range for UF_NONEARNPC or INF2_NO_NEARNPC [Cydh]
- uint8 unit_nonearnpc_type; //type of NPC [Cydh]
- #ifdef ADJUST_SKILL_DAMAGE
- struct s_skill_damage damage;
- #endif
- struct s_copyable { // [Cydh]
- uint8 option;
- uint16 joballowed, req_opt;
- } copyable;
- };
- extern struct s_skill_db skill_db[MAX_SKILL_DB];
- #define MAX_SKILL_UNIT_LAYOUT 52
- #define MAX_SKILL_UNIT_LAYOUT2 17
- #define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit
- #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
- struct s_skill_unit_layout {
- int count;
- int dx[MAX_SKILL_UNIT_COUNT];
- int dy[MAX_SKILL_UNIT_COUNT];
- };
- struct s_skill_nounit_layout {
- int count;
- int dx[MAX_SKILL_UNIT_COUNT];
- int dy[MAX_SKILL_UNIT_COUNT];
- };
- #define MAX_SKILLTIMERSKILL 15
- struct skill_timerskill {
- int timer;
- int src_id;
- int target_id;
- int map;
- short x,y;
- uint16 skill_id,skill_lv;
- int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
- int flag;
- };
- #define MAX_SKILLUNITGROUP 25 /// Maximum skill unit group (for same skill each source)
- /// Skill unit group
- struct skill_unit_group {
- int src_id; /// Caster ID/RID, if player is account_id
- int party_id; /// Party ID
- int guild_id; /// Guild ID
- int bg_id; /// Battleground ID
- int map; /// Map
- int target_flag; /// Holds BCT_* flag for battle_check_target
- int bl_flag; /// Holds BL_* flag for map_foreachin* functions
- unsigned int tick; /// Tick when skill unit initialized
- int limit, /// Life time
- interval; /// Timer interval
- uint16 skill_id, /// Skill ID
- skill_lv; /// Skill level
- int val1, val2, val3; /// Values
- char *valstr; /// String value, used for HT_TALKIEBOX & RG_GRAFFITI
- int unit_id; /// Unit ID (for client effect)
- int group_id; /// Skill Group ID
- int unit_count, /// Number of unit at this group
- alive_count; /// Number of alive unit
- int item_id; /// Store item used.
- struct skill_unit *unit; /// Skill Unit
- struct {
- unsigned ammo_consume : 1; // Need to consume ammo
- unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
- unsigned guildaura : 1; // Guild Aura
- } state;
- };
- /// Skill unit
- struct skill_unit {
- struct block_list bl;
- struct skill_unit_group *group; /// Skill group reference
- int limit;
- int val1, val2;
- short alive, range;
- };
- #define MAX_SKILLUNITGROUPTICKSET 25
- struct skill_unit_group_tickset {
- unsigned int tick;
- int id;
- };
- enum {
- UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
- UF_NOREITERATION = 0x0002, // Spell cannot be stacked
- UF_NOFOOTSET = 0x0004, // Spell cannot be cast near/on targets
- UF_NOOVERLAP = 0x0008, // Spell effects do not overlap
- UF_PATHCHECK = 0x0010, // Only cells with a shootable path will be placed
- UF_NOPC = 0x0020, // May not target players
- UF_NOMOB = 0x0040, // May not target mobs
- UF_SKILL = 0x0080, // May target skills
- UF_DANCE = 0x0100, // Dance
- UF_ENSEMBLE = 0x0200, // Duet
- UF_SONG = 0x0400, // Song
- UF_DUALMODE = 0x0800, // Spells should trigger both ontimer and onplace/onout/onleft effects.
- UF_NOKNOCKBACK = 0x1000, // Skill unit cannot be knocked back
- UF_RANGEDSINGLEUNIT = 0x2000, // hack for ranged layout, only display center
- UF_REM_CRAZYWEED = 0x4000, // removed by Crazyweed
- UF_REM_FIRERAIN = 0x8000, // removed by Fire Rain
- };
- /// Create Database item
- struct s_skill_produce_db {
- unsigned short nameid;
- int trigger;
- int req_skill,req_skill_lv,itemlv;
- int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
- };
- extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
- /// Creating database arrow
- struct s_skill_arrow_db {
- unsigned short nameid;
- int trigger;
- int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
- };
- extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
- /// Abracadabra database
- struct s_skill_abra_db {
- uint16 skill_id;
- char name[NAME_LENGTH];
- int per[MAX_SKILL_LEVEL];
- };
- extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
- extern int enchant_eff[5];
- extern int deluge_eff[5];
- void do_init_skill(void);
- void do_final_skill(void);
- /// Cast type
- enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
- /// Returns the cast type of the skill: ground cast, castend damage, castend no damage
- int skill_get_casttype(uint16 skill_id); //[Skotlex]
- const char* skill_get_name( uint16 skill_id ); // [Skotlex]
- const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
- int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest
- // Accessor to the skills database
- int skill_get_index( uint16 skill_id );
- int skill_get_type( uint16 skill_id );
- int skill_get_hit( uint16 skill_id );
- int skill_get_inf( uint16 skill_id );
- int skill_get_ele( uint16 skill_id , uint16 skill_lv );
- int skill_get_nk( uint16 skill_id );
- int skill_get_max( uint16 skill_id );
- int skill_get_range( uint16 skill_id , uint16 skill_lv );
- int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
- int skill_get_splash( uint16 skill_id , uint16 skill_lv );
- int skill_get_num( uint16 skill_id ,uint16 skill_lv );
- int skill_get_cast( uint16 skill_id ,uint16 skill_lv );
- int skill_get_delay( uint16 skill_id ,uint16 skill_lv );
- int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
- int skill_get_time( uint16 skill_id ,uint16 skill_lv );
- int skill_get_time2( uint16 skill_id ,uint16 skill_lv );
- int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv );
- int skill_get_castdef( uint16 skill_id );
- int skill_get_nocast( uint16 skill_id );
- int skill_get_unit_id(uint16 skill_id,int flag);
- int skill_get_inf2( uint16 skill_id );
- int skill_get_castcancel( uint16 skill_id );
- int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
- int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
- int skill_get_unit_flag( uint16 skill_id );
- int skill_get_unit_target( uint16 skill_id );
- int skill_get_inf3( uint16 skill_id );
- // Accessor for skill requirements
- int skill_get_hp( uint16 skill_id ,uint16 skill_lv );
- int skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
- int skill_get_sp( uint16 skill_id ,uint16 skill_lv );
- int skill_get_status_count( uint16 skill_id );
- int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv );
- int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv );
- int skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
- int skill_get_weapontype( uint16 skill_id );
- int skill_get_ammotype( uint16 skill_id );
- int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
- int skill_get_state(uint16 skill_id);
- //int skill_get_status( uint16 skill_id, int idx );
- int skill_get_status_count( uint16 skill_id );
- int skill_get_spiritball( uint16 skill_id, uint16 skill_lv );
- int skill_get_itemid( uint16 skill_id, int idx );
- int skill_get_itemqty( uint16 skill_id, int idx );
- int skill_name2id(const char* name);
- int skill_isammotype(struct map_session_data *sd, unsigned short skill_id);
- int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data);
- int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data);
- int skill_castend_map( struct map_session_data *sd,uint16 skill_id, const char *map);
- int skill_cleartimerskill(struct block_list *src);
- int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag);
- // Results? Added
- int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,int dmg_lv,unsigned int tick);
- int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick);
- short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag);
- int skill_break_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag);
- int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time);
- // Skills unit
- struct skill_unit_group *skill_id2group(int group_id);
- struct skill_unit_group *skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, short x, short y, int flag);
- struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
- int skill_delunit(struct skill_unit *unit);
- struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval);
- int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
- #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
- void skill_clear_unitgroup(struct block_list *src);
- int skill_clear_group(struct block_list *bl, int flag);
- void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick);
- int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
- int skill_castfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
- int skill_castfix_sc( struct block_list *bl, int time);
- #ifdef RENEWAL_CAST
- int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
- #endif
- int skill_delayfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
- // Skill conditions check and remove [Inkfish]
- bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
- bool skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
- int skill_check_condition_char_sub (struct block_list *bl, va_list ap);
- void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
- struct skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
- int skill_disable_check(struct status_change *sc, uint16 skill_id);
- int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag);
- // -- moonsoul (added skill_check_unit_cell)
- int skill_check_unit_cell(uint16 skill_id,int16 m,int16 x,int16 y,int unit_id);
- int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range);
- int skill_unit_move(struct block_list *bl,unsigned int tick,int flag);
- void skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
- struct skill_unit_group *skill_check_dancing( struct block_list *src );
- // Chant canceled
- int skill_castcancel(struct block_list *bl,int type);
- int skill_sit (struct map_session_data *sd, int type);
- void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag);
- void skill_overbrand(struct block_list* src, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, unsigned int tick, int flag);
- void skill_repairweapon(struct map_session_data *sd, int idx);
- void skill_identify(struct map_session_data *sd,int idx);
- void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
- int skill_autospell(struct map_session_data *md,uint16 skill_id);
- int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
- bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
- // Abnormal status
- void skill_enchant_elemental_end(struct block_list *bl, int type);
- bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd);
- bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd);
- bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md);
- bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y);
- int skill_changetarget(struct block_list *bl,va_list ap);
- // Item creation
- int skill_can_produce_mix( struct map_session_data *sd, unsigned short nameid, int trigger, int qty);
- int skill_produce_mix( struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty );
- int skill_arrow_create( struct map_session_data *sd, unsigned short nameid);
- // skills for the mob
- int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
- int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
- int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag);
- int skill_blockpc_start(struct map_session_data*, int, int);
- int skill_blockpc_get(struct map_session_data *sd, int skillid);
- int skill_blockpc_clear(struct map_session_data *sd);
- int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data);
- int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int);
- int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int);
- // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
- #define skill_ischangesex(id) ( \
- ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
- ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
- // Skill action, (return dmg,heal)
- int64 skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
- void skill_reload(void);
- /// List of State Requirements
- enum e_require_state {
- ST_NONE,
- ST_HIDDEN,
- ST_RIDING,
- ST_FALCON,
- ST_CART,
- ST_SHIELD,
- ST_RECOV_WEIGHT_RATE,
- ST_MOVE_ENABLE,
- ST_WATER,
- ST_RIDINGDRAGON,
- ST_WUG,
- ST_RIDINGWUG,
- ST_MADO,
- ST_ELEMENTALSPIRIT,
- ST_PECO,
- };
- /// List of Skills
- enum e_skill {
- NV_BASIC = 1,
- SM_SWORD,
- SM_TWOHAND,
- SM_RECOVERY,
- SM_BASH,
- SM_PROVOKE,
- SM_MAGNUM,
- SM_ENDURE,
- MG_SRECOVERY,
- MG_SIGHT,
- MG_NAPALMBEAT,
- MG_SAFETYWALL,
- MG_SOULSTRIKE,
- MG_COLDBOLT,
- MG_FROSTDIVER,
- MG_STONECURSE,
- MG_FIREBALL,
- MG_FIREWALL,
- MG_FIREBOLT,
- MG_LIGHTNINGBOLT,
- MG_THUNDERSTORM,
- AL_DP,
- AL_DEMONBANE,
- AL_RUWACH,
- AL_PNEUMA,
- AL_TELEPORT,
- AL_WARP,
- AL_HEAL,
- AL_INCAGI,
- AL_DECAGI,
- AL_HOLYWATER,
- AL_CRUCIS,
- AL_ANGELUS,
- AL_BLESSING,
- AL_CURE,
- MC_INCCARRY,
- MC_DISCOUNT,
- MC_OVERCHARGE,
- MC_PUSHCART,
- MC_IDENTIFY,
- MC_VENDING,
- MC_MAMMONITE,
- AC_OWL,
- AC_VULTURE,
- AC_CONCENTRATION,
- AC_DOUBLE,
- AC_SHOWER,
- TF_DOUBLE,
- TF_MISS,
- TF_STEAL,
- TF_HIDING,
- TF_POISON,
- TF_DETOXIFY,
- ALL_RESURRECTION,
- KN_SPEARMASTERY,
- KN_PIERCE,
- KN_BRANDISHSPEAR,
- KN_SPEARSTAB,
- KN_SPEARBOOMERANG,
- KN_TWOHANDQUICKEN,
- KN_AUTOCOUNTER,
- KN_BOWLINGBASH,
- KN_RIDING,
- KN_CAVALIERMASTERY,
- PR_MACEMASTERY,
- PR_IMPOSITIO,
- PR_SUFFRAGIUM,
- PR_ASPERSIO,
- PR_BENEDICTIO,
- PR_SANCTUARY,
- PR_SLOWPOISON,
- PR_STRECOVERY,
- PR_KYRIE,
- PR_MAGNIFICAT,
- PR_GLORIA,
- PR_LEXDIVINA,
- PR_TURNUNDEAD,
- PR_LEXAETERNA,
- PR_MAGNUS,
- WZ_FIREPILLAR,
- WZ_SIGHTRASHER,
- WZ_FIREIVY,
- WZ_METEOR,
- WZ_JUPITEL,
- WZ_VERMILION,
- WZ_WATERBALL,
- WZ_ICEWALL,
- WZ_FROSTNOVA,
- WZ_STORMGUST,
- WZ_EARTHSPIKE,
- WZ_HEAVENDRIVE,
- WZ_QUAGMIRE,
- WZ_ESTIMATION,
- BS_IRON,
- BS_STEEL,
- BS_ENCHANTEDSTONE,
- BS_ORIDEOCON,
- BS_DAGGER,
- BS_SWORD,
- BS_TWOHANDSWORD,
- BS_AXE,
- BS_MACE,
- BS_KNUCKLE,
- BS_SPEAR,
- BS_HILTBINDING,
- BS_FINDINGORE,
- BS_WEAPONRESEARCH,
- BS_REPAIRWEAPON,
- BS_SKINTEMPER,
- BS_HAMMERFALL,
- BS_ADRENALINE,
- BS_WEAPONPERFECT,
- BS_OVERTHRUST,
- BS_MAXIMIZE,
- HT_SKIDTRAP,
- HT_LANDMINE,
- HT_ANKLESNARE,
- HT_SHOCKWAVE,
- HT_SANDMAN,
- HT_FLASHER,
- HT_FREEZINGTRAP,
- HT_BLASTMINE,
- HT_CLAYMORETRAP,
- HT_REMOVETRAP,
- HT_TALKIEBOX,
- HT_BEASTBANE,
- HT_FALCON,
- HT_STEELCROW,
- HT_BLITZBEAT,
- HT_DETECTING,
- HT_SPRINGTRAP,
- AS_RIGHT,
- AS_LEFT,
- AS_KATAR,
- AS_CLOAKING,
- AS_SONICBLOW,
- AS_GRIMTOOTH,
- AS_ENCHANTPOISON,
- AS_POISONREACT,
- AS_VENOMDUST,
- AS_SPLASHER,
- NV_FIRSTAID,
- NV_TRICKDEAD,
- SM_MOVINGRECOVERY,
- SM_FATALBLOW,
- SM_AUTOBERSERK,
- AC_MAKINGARROW,
- AC_CHARGEARROW,
- TF_SPRINKLESAND,
- TF_BACKSLIDING,
- TF_PICKSTONE,
- TF_THROWSTONE,
- MC_CARTREVOLUTION,
- MC_CHANGECART,
- MC_LOUD,
- AL_HOLYLIGHT,
- MG_ENERGYCOAT,
- NPC_PIERCINGATT,
- NPC_MENTALBREAKER,
- NPC_RANGEATTACK,
- NPC_ATTRICHANGE,
- NPC_CHANGEWATER,
- NPC_CHANGEGROUND,
- NPC_CHANGEFIRE,
- NPC_CHANGEWIND,
- NPC_CHANGEPOISON,
- NPC_CHANGEHOLY,
- NPC_CHANGEDARKNESS,
- NPC_CHANGETELEKINESIS,
- NPC_CRITICALSLASH,
- NPC_COMBOATTACK,
- NPC_GUIDEDATTACK,
- NPC_SELFDESTRUCTION,
- NPC_SPLASHATTACK,
- NPC_SUICIDE,
- NPC_POISON,
- NPC_BLINDATTACK,
- NPC_SILENCEATTACK,
- NPC_STUNATTACK,
- NPC_PETRIFYATTACK,
- NPC_CURSEATTACK,
- NPC_SLEEPATTACK,
- NPC_RANDOMATTACK,
- NPC_WATERATTACK,
- NPC_GROUNDATTACK,
- NPC_FIREATTACK,
- NPC_WINDATTACK,
- NPC_POISONATTACK,
- NPC_HOLYATTACK,
- NPC_DARKNESSATTACK,
- NPC_TELEKINESISATTACK,
- NPC_MAGICALATTACK,
- NPC_METAMORPHOSIS,
- NPC_PROVOCATION,
- NPC_SMOKING,
- NPC_SUMMONSLAVE,
- NPC_EMOTION,
- NPC_TRANSFORMATION,
- NPC_BLOODDRAIN,
- NPC_ENERGYDRAIN,
- NPC_KEEPING,
- NPC_DARKBREATH,
- NPC_DARKBLESSING,
- NPC_BARRIER,
- NPC_DEFENDER,
- NPC_LICK,
- NPC_HALLUCINATION,
- NPC_REBIRTH,
- NPC_SUMMONMONSTER,
- RG_SNATCHER,
- RG_STEALCOIN,
- RG_BACKSTAP,
- RG_TUNNELDRIVE,
- RG_RAID,
- RG_STRIPWEAPON,
- RG_STRIPSHIELD,
- RG_STRIPARMOR,
- RG_STRIPHELM,
- RG_INTIMIDATE,
- RG_GRAFFITI,
- RG_FLAGGRAFFITI,
- RG_CLEANER,
- RG_GANGSTER,
- RG_COMPULSION,
- RG_PLAGIARISM,
- AM_AXEMASTERY,
- AM_LEARNINGPOTION,
- AM_PHARMACY,
- AM_DEMONSTRATION,
- AM_ACIDTERROR,
- AM_POTIONPITCHER,
- AM_CANNIBALIZE,
- AM_SPHEREMINE,
- AM_CP_WEAPON,
- AM_CP_SHIELD,
- AM_CP_ARMOR,
- AM_CP_HELM,
- AM_BIOETHICS,
- AM_BIOTECHNOLOGY,
- AM_CREATECREATURE,
- AM_CULTIVATION,
- AM_FLAMECONTROL,
- AM_CALLHOMUN,
- AM_REST,
- AM_DRILLMASTER,
- AM_HEALHOMUN,
- AM_RESURRECTHOMUN,
- CR_TRUST,
- CR_AUTOGUARD,
- CR_SHIELDCHARGE,
- CR_SHIELDBOOMERANG,
- CR_REFLECTSHIELD,
- CR_HOLYCROSS,
- CR_GRANDCROSS,
- CR_DEVOTION,
- CR_PROVIDENCE,
- CR_DEFENDER,
- CR_SPEARQUICKEN,
- MO_IRONHAND,
- MO_SPIRITSRECOVERY,
- MO_CALLSPIRITS,
- MO_ABSORBSPIRITS,
- MO_TRIPLEATTACK,
- MO_BODYRELOCATION,
- MO_DODGE,
- MO_INVESTIGATE,
- MO_FINGEROFFENSIVE,
- MO_STEELBODY,
- MO_BLADESTOP,
- MO_EXPLOSIONSPIRITS,
- MO_EXTREMITYFIST,
- MO_CHAINCOMBO,
- MO_COMBOFINISH,
- SA_ADVANCEDBOOK,
- SA_CASTCANCEL,
- SA_MAGICROD,
- SA_SPELLBREAKER,
- SA_FREECAST,
- SA_AUTOSPELL,
- SA_FLAMELAUNCHER,
- SA_FROSTWEAPON,
- SA_LIGHTNINGLOADER,
- SA_SEISMICWEAPON,
- SA_DRAGONOLOGY,
- SA_VOLCANO,
- SA_DELUGE,
- SA_VIOLENTGALE,
- SA_LANDPROTECTOR,
- SA_DISPELL,
- SA_ABRACADABRA,
- SA_MONOCELL,
- SA_CLASSCHANGE,
- SA_SUMMONMONSTER,
- SA_REVERSEORCISH,
- SA_DEATH,
- SA_FORTUNE,
- SA_TAMINGMONSTER,
- SA_QUESTION,
- SA_GRAVITY,
- SA_LEVELUP,
- SA_INSTANTDEATH,
- SA_FULLRECOVERY,
- SA_COMA,
- BD_ADAPTATION,
- BD_ENCORE,
- BD_LULLABY,
- BD_RICHMANKIM,
- BD_ETERNALCHAOS,
- BD_DRUMBATTLEFIELD,
- BD_RINGNIBELUNGEN,
- BD_ROKISWEIL,
- BD_INTOABYSS,
- BD_SIEGFRIED,
- BD_RAGNAROK,
- BA_MUSICALLESSON,
- BA_MUSICALSTRIKE,
- BA_DISSONANCE,
- BA_FROSTJOKER,
- BA_WHISTLE,
- BA_ASSASSINCROSS,
- BA_POEMBRAGI,
- BA_APPLEIDUN,
- DC_DANCINGLESSON,
- DC_THROWARROW,
- DC_UGLYDANCE,
- DC_SCREAM,
- DC_HUMMING,
- DC_DONTFORGETME,
- DC_FORTUNEKISS,
- DC_SERVICEFORYOU,
- NPC_RANDOMMOVE,
- NPC_SPEEDUP,
- NPC_REVENGE,
- WE_MALE,
- WE_FEMALE,
- WE_CALLPARTNER,
- ITM_TOMAHAWK,
- NPC_DARKCROSS,
- NPC_GRANDDARKNESS,
- NPC_DARKSTRIKE,
- NPC_DARKTHUNDER,
- NPC_STOP,
- NPC_WEAPONBRAKER,
- NPC_ARMORBRAKE,
- NPC_HELMBRAKE,
- NPC_SHIELDBRAKE,
- NPC_UNDEADATTACK,
- NPC_CHANGEUNDEAD,
- NPC_POWERUP,
- NPC_AGIUP,
- NPC_SIEGEMODE,
- NPC_CALLSLAVE,
- NPC_INVISIBLE,
- NPC_RUN,
- LK_AURABLADE,
- LK_PARRYING,
- LK_CONCENTRATION,
- LK_TENSIONRELAX,
- LK_BERSERK,
- LK_FURY,
- HP_ASSUMPTIO,
- HP_BASILICA,
- HP_MEDITATIO,
- HW_SOULDRAIN,
- HW_MAGICCRASHER,
- HW_MAGICPOWER,
- PA_PRESSURE,
- PA_SACRIFICE,
- PA_GOSPEL,
- CH_PALMSTRIKE,
- CH_TIGERFIST,
- CH_CHAINCRUSH,
- PF_HPCONVERSION,
- PF_SOULCHANGE,
- PF_SOULBURN,
- ASC_KATAR,
- ASC_HALLUCINATION,
- ASC_EDP,
- ASC_BREAKER,
- SN_SIGHT,
- SN_FALCONASSAULT,
- SN_SHARPSHOOTING,
- SN_WINDWALK,
- WS_MELTDOWN,
- WS_CREATECOIN,
- WS_CREATENUGGET,
- WS_CARTBOOST,
- WS_SYSTEMCREATE,
- ST_CHASEWALK,
- ST_REJECTSWORD,
- ST_STEALBACKPACK,
- CR_ALCHEMY,
- CR_SYNTHESISPOTION,
- CG_ARROWVULCAN,
- CG_MOONLIT,
- CG_MARIONETTE,
- LK_SPIRALPIERCE,
- LK_HEADCRUSH,
- LK_JOINTBEAT,
- HW_NAPALMVULCAN,
- CH_SOULCOLLECT,
- PF_MINDBREAKER,
- PF_MEMORIZE,
- PF_FOGWALL,
- PF_SPIDERWEB,
- ASC_METEORASSAULT,
- ASC_CDP,
- WE_BABY,
- WE_CALLPARENT,
- WE_CALLBABY,
- TK_RUN,
- TK_READYSTORM,
- TK_STORMKICK,
- TK_READYDOWN,
- TK_DOWNKICK,
- TK_READYTURN,
- TK_TURNKICK,
- TK_READYCOUNTER,
- TK_COUNTER,
- TK_DODGE,
- TK_JUMPKICK,
- TK_HPTIME,
- TK_SPTIME,
- TK_POWER,
- TK_SEVENWIND,
- TK_HIGHJUMP,
- SG_FEEL,
- SG_SUN_WARM,
- SG_MOON_WARM,
- SG_STAR_WARM,
- SG_SUN_COMFORT,
- SG_MOON_COMFORT,
- SG_STAR_COMFORT,
- SG_HATE,
- SG_SUN_ANGER,
- SG_MOON_ANGER,
- SG_STAR_ANGER,
- SG_SUN_BLESS,
- SG_MOON_BLESS,
- SG_STAR_BLESS,
- SG_DEVIL,
- SG_FRIEND,
- SG_KNOWLEDGE,
- SG_FUSION,
- SL_ALCHEMIST,
- AM_BERSERKPITCHER,
- SL_MONK,
- SL_STAR,
- SL_SAGE,
- SL_CRUSADER,
- SL_SUPERNOVICE,
- SL_KNIGHT,
- SL_WIZARD,
- SL_PRIEST,
- SL_BARDDANCER,
- SL_ROGUE,
- SL_ASSASIN,
- SL_BLACKSMITH,
- BS_ADRENALINE2,
- SL_HUNTER,
- SL_SOULLINKER,
- SL_KAIZEL,
- SL_KAAHI,
- SL_KAUPE,
- SL_KAITE,
- SL_KAINA,
- SL_STIN,
- SL_STUN,
- SL_SMA,
- SL_SWOO,
- SL_SKE,
- SL_SKA,
- SM_SELFPROVOKE,
- NPC_EMOTION_ON,
- ST_PRESERVE,
- ST_FULLSTRIP,
- WS_WEAPONREFINE,
- CR_SLIMPITCHER,
- CR_FULLPROTECTION,
- PA_SHIELDCHAIN,
- HP_MANARECHARGE,
- PF_DOUBLECASTING,
- HW_GANBANTEIN,
- HW_GRAVITATION,
- WS_CARTTERMINATION,
- WS_OVERTHRUSTMAX,
- CG_LONGINGFREEDOM,
- CG_HERMODE,
- CG_TAROTCARD,
- CR_ACIDDEMONSTRATION,
- CR_CULTIVATION,
- ITEM_ENCHANTARMS,
- TK_MISSION,
- SL_HIGH,
- KN_ONEHAND,
- AM_TWILIGHT1,
- AM_TWILIGHT2,
- AM_TWILIGHT3,
- HT_POWER,
- GS_GLITTERING,
- GS_FLING,
- GS_TRIPLEACTION,
- GS_BULLSEYE,
- GS_MADNESSCANCEL,
- GS_ADJUSTMENT,
- GS_INCREASING,
- GS_MAGICALBULLET,
- GS_CRACKER,
- GS_SINGLEACTION,
- GS_SNAKEEYE,
- GS_CHAINACTION,
- GS_TRACKING,
- GS_DISARM,
- GS_PIERCINGSHOT,
- GS_RAPIDSHOWER,
- GS_DESPERADO,
- GS_GATLINGFEVER,
- GS_DUST,
- GS_FULLBUSTER,
- GS_SPREADATTACK,
- GS_GROUNDDRIFT,
- NJ_TOBIDOUGU,
- NJ_SYURIKEN,
- NJ_KUNAI,
- NJ_HUUMA,
- NJ_ZENYNAGE,
- NJ_TATAMIGAESHI,
- NJ_KASUMIKIRI,
- NJ_SHADOWJUMP,
- NJ_KIRIKAGE,
- NJ_UTSUSEMI,
- NJ_BUNSINJYUTSU,
- NJ_NINPOU,
- NJ_KOUENKA,
- NJ_KAENSIN,
- NJ_BAKUENRYU,
- NJ_HYOUSENSOU,
- NJ_SUITON,
- NJ_HYOUSYOURAKU,
- NJ_HUUJIN,
- NJ_RAIGEKISAI,
- NJ_KAMAITACHI,
- NJ_NEN,
- NJ_ISSEN,
- MB_FIGHTING,
- MB_NEUTRAL,
- MB_TAIMING_PUTI,
- MB_WHITEPOTION,
- MB_MENTAL,
- MB_CARDPITCHER,
- MB_PETPITCHER,
- MB_BODYSTUDY,
- MB_BODYALTER,
- MB_PETMEMORY,
- MB_M_TELEPORT,
- MB_B_GAIN,
- MB_M_GAIN,
- MB_MISSION,
- MB_MUNAKKNOWLEDGE,
- MB_MUNAKBALL,
- MB_SCROLL,
- MB_B_GATHERING,
- MB_M_GATHERING,
- MB_B_EXCLUDE,
- MB_B_DRIFT,
- MB_B_WALLRUSH,
- MB_M_WALLRUSH,
- MB_B_WALLSHIFT,
- MB_M_WALLCRASH,
- MB_M_REINCARNATION,
- MB_B_EQUIP,
- SL_DEATHKNIGHT,
- SL_COLLECTOR,
- SL_NINJA,
- SL_GUNNER,
- AM_TWILIGHT4,
- DA_RESET,
- DE_BERSERKAIZER,
- DA_DARKPOWER,
- DE_PASSIVE,
- DE_PATTACK,
- DE_PSPEED,
- DE_PDEFENSE,
- DE_PCRITICAL,
- DE_PHP,
- DE_PSP,
- DE_RESET,
- DE_RANKING,
- DE_PTRIPLE,
- DE_ENERGY,
- DE_NIGHTMARE,
- DE_SLASH,
- DE_COIL,
- DE_WAVE,
- DE_REBIRTH,
- DE_AURA,
- DE_FREEZER,
- DE_CHANGEATTACK,
- DE_PUNISH,
- DE_POISON,
- DE_INSTANT,
- DE_WARNING,
- DE_RANKEDKNIFE,
- DE_RANKEDGRADIUS,
- DE_GAUGE,
- DE_GTIME,
- DE_GPAIN,
- DE_GSKILL,
- DE_GKILL,
- DE_ACCEL,
- DE_BLOCKDOUBLE,
- DE_BLOCKMELEE,
- DE_BLOCKFAR,
- DE_FRONTATTACK,
- DE_DANGERATTACK,
- DE_TWINATTACK,
- DE_WINDATTACK,
- DE_WATERATTACK,
- DA_ENERGY,
- DA_CLOUD,
- DA_FIRSTSLOT,
- DA_HEADDEF,
- DA_SPACE,
- DA_TRANSFORM,
- DA_EXPLOSION,
- DA_REWARD,
- DA_CRUSH,
- DA_ITEMREBUILD,
- DA_ILLUSION,
- DA_NUETRALIZE,
- DA_RUNNER,
- DA_TRANSFER,
- DA_WALL,
- DA_ZENY,
- DA_REVENGE,
- DA_EARPLUG,
- DA_CONTRACT,
- DA_BLACK,
- DA_DREAM,
- DA_MAGICCART,
- DA_COPY,
- DA_CRYSTAL,
- DA_EXP,
- DA_CARTSWING,
- DA_REBUILD,
- DA_JOBCHANGE,
- DA_EDARKNESS,
- DA_EGUARDIAN,
- DA_TIMEOUT,
- ALL_TIMEIN,
- DA_ZENYRANK,
- DA_ACCESSORYMIX,
- NPC_EARTHQUAKE,
- NPC_FIREBREATH,
- NPC_ICEBREATH,
- NPC_THUNDERBREATH,
- NPC_ACIDBREATH,
- NPC_DARKNESSBREATH,
- NPC_DRAGONFEAR,
- NPC_BLEEDING,
- NPC_PULSESTRIKE,
- NPC_HELLJUDGEMENT,
- NPC_WIDESILENCE,
- NPC_WIDEFREEZE,
- NPC_WIDEBLEEDING,
- NPC_WIDESTONE,
- NPC_WIDECONFUSE,
- NPC_WIDESLEEP,
- NPC_WIDESIGHT,
- NPC_EVILLAND,
- NPC_MAGICMIRROR,
- NPC_SLOWCAST,
- NPC_CRITICALWOUND,
- NPC_EXPULSION,
- NPC_STONESKIN,
- NPC_ANTIMAGIC,
- NPC_WIDECURSE,
- NPC_WIDESTUN,
- NPC_VAMPIRE_GIFT,
- NPC_WIDESOULDRAIN,
- ALL_INCCARRY,
- NPC_TALK,
- NPC_HELLPOWER,
- NPC_WIDEHELLDIGNITY,
- NPC_INVINCIBLE,
- NPC_INVINCIBLEOFF,
- NPC_ALLHEAL,
- GM_SANDMAN,
- CASH_BLESSING,
- CASH_INCAGI,
- CASH_ASSUMPTIO,
- ALL_CATCRY,
- ALL_PARTYFLEE,
- ALL_ANGEL_PROTECT,
- ALL_DREAM_SUMMERNIGHT,
- NPC_CHANGEUNDEAD2,
- ALL_REVERSEORCISH,
- ALL_WEWISH,
- ALL_SONKRAN,
- NPC_WIDEHEALTHFEAR,
- NPC_WIDEBODYBURNNING,
- NPC_WIDEFROSTMISTY,
- NPC_WIDECOLD,
- NPC_WIDE_DEEP_SLEEP,
- NPC_WIDESIREN,
- NPC_VENOMFOG,
- NPC_MILLENNIUMSHIELD,
- NPC_COMET,
- NPC_ICEMINE,
- NPC_ICEEXPLO,
- NPC_FLAMECROSS,
- NPC_PULSESTRIKE2,
- NPC_DANCINGBLADE,
- NPC_DANCINGBLADE_ATK,
- NPC_DARKPIERCING,
- NPC_MAXPAIN,
- NPC_MAXPAIN_ATK,
- NPC_DEATHSUMMON,
- NPC_HELLBURNING,
- NPC_JACKFROST,
- NPC_WIDEWEB,
- NPC_WIDESUCK,
- NPC_STORMGUST2,
- NPC_FIRESTORM,
- NPC_REVERBERATION,
- NPC_REVERBERATION_ATK,
- NPC_LEX_AETERNA,
- KN_CHARGEATK = 1001,
- CR_SHRINK,
- AS_SONICACCEL,
- AS_VENOMKNIFE,
- RG_CLOSECONFINE,
- WZ_SIGHTBLASTER,
- SA_CREATECON,
- SA_ELEMENTWATER,
- HT_PHANTASMIC,
- BA_PANGVOICE,
- DC_WINKCHARM,
- BS_UNFAIRLYTRICK,
- BS_GREED,
- PR_REDEMPTIO,
- MO_KITRANSLATION,
- MO_BALKYOUNG,
- SA_ELEMENTGROUND,
- SA_ELEMENTFIRE,
- SA_ELEMENTWIND,
- RK_ENCHANTBLADE = 2001,
- RK_SONICWAVE,
- RK_DEATHBOUND,
- RK_HUNDREDSPEAR,
- RK_WINDCUTTER,
- RK_IGNITIONBREAK,
- RK_DRAGONTRAINING,
- RK_DRAGONBREATH,
- RK_DRAGONHOWLING,
- RK_RUNEMASTERY,
- RK_MILLENNIUMSHIELD,
- RK_CRUSHSTRIKE,
- RK_REFRESH,
- RK_GIANTGROWTH,
- RK_STONEHARDSKIN,
- RK_VITALITYACTIVATION,
- RK_STORMBLAST,
- RK_FIGHTINGSPIRIT,
- RK_ABUNDANCE,
- RK_PHANTOMTHRUST,
- GC_VENOMIMPRESS,
- GC_CROSSIMPACT,
- GC_DARKILLUSION,
- GC_RESEARCHNEWPOISON,
- GC_CREATENEWPOISON,
- GC_ANTIDOTE,
- GC_POISONINGWEAPON,
- GC_WEAPONBLOCKING,
- GC_COUNTERSLASH,
- GC_WEAPONCRUSH,
- GC_VENOMPRESSURE,
- GC_POISONSMOKE,
- GC_CLOAKINGEXCEED,
- GC_PHANTOMMENACE,
- GC_HALLUCINATIONWALK,
- GC_ROLLINGCUTTER,
- GC_CROSSRIPPERSLASHER,
- AB_JUDEX,
- AB_ANCILLA,
- AB_ADORAMUS,
- AB_CLEMENTIA,
- AB_CANTO,
- AB_CHEAL,
- AB_EPICLESIS,
- AB_PRAEFATIO,
- AB_ORATIO,
- AB_LAUDAAGNUS,
- AB_LAUDARAMUS,
- AB_EUCHARISTICA,
- AB_RENOVATIO,
- AB_HIGHNESSHEAL,
- AB_CLEARANCE,
- AB_EXPIATIO,
- AB_DUPLELIGHT,
- AB_DUPLELIGHT_MELEE,
- AB_DUPLELIGHT_MAGIC,
- AB_SILENTIUM,
- WL_WHITEIMPRISON = 2201,
- WL_SOULEXPANSION,
- WL_FROSTMISTY,
- WL_JACKFROST,
- WL_MARSHOFABYSS,
- WL_RECOGNIZEDSPELL,
- WL_SIENNAEXECRATE,
- WL_RADIUS,
- WL_STASIS,
- WL_DRAINLIFE,
- WL_CRIMSONROCK,
- WL_HELLINFERNO,
- WL_COMET,
- WL_CHAINLIGHTNING,
- WL_CHAINLIGHTNING_ATK,
- WL_EARTHSTRAIN,
- WL_TETRAVORTEX,
- WL_TETRAVORTEX_FIRE,
- WL_TETRAVORTEX_WATER,
- WL_TETRAVORTEX_WIND,
- WL_TETRAVORTEX_GROUND,
- WL_SUMMONFB,
- WL_SUMMONBL,
- WL_SUMMONWB,
- WL_SUMMON_ATK_FIRE,
- WL_SUMMON_ATK_WIND,
- WL_SUMMON_ATK_WATER,
- WL_SUMMON_ATK_GROUND,
- WL_SUMMONSTONE,
- WL_RELEASE,
- WL_READING_SB,
- WL_FREEZE_SP,
- RA_ARROWSTORM,
- RA_FEARBREEZE,
- RA_RANGERMAIN,
- RA_AIMEDBOLT,
- RA_DETONATOR,
- RA_ELECTRICSHOCKER,
- RA_CLUSTERBOMB,
- RA_WUGMASTERY,
- RA_WUGRIDER,
- RA_WUGDASH,
- RA_WUGSTRIKE,
- RA_WUGBITE,
- RA_TOOTHOFWUG,
- RA_SENSITIVEKEEN,
- RA_CAMOUFLAGE,
- RA_RESEARCHTRAP,
- RA_MAGENTATRAP,
- RA_COBALTTRAP,
- RA_MAIZETRAP,
- RA_VERDURETRAP,
- RA_FIRINGTRAP,
- RA_ICEBOUNDTRAP,
- NC_MADOLICENCE,
- NC_BOOSTKNUCKLE,
- NC_PILEBUNKER,
- NC_VULCANARM,
- NC_FLAMELAUNCHER,
- NC_COLDSLOWER,
- NC_ARMSCANNON,
- NC_ACCELERATION,
- NC_HOVERING,
- NC_F_SIDESLIDE,
- NC_B_SIDESLIDE,
- NC_MAINFRAME,
- NC_SELFDESTRUCTION,
- NC_SHAPESHIFT,
- NC_EMERGENCYCOOL,
- NC_INFRAREDSCAN,
- NC_ANALYZE,
- NC_MAGNETICFIELD,
- NC_NEUTRALBARRIER,
- NC_STEALTHFIELD,
- NC_REPAIR,
- NC_TRAININGAXE,
- NC_RESEARCHFE,
- NC_AXEBOOMERANG,
- NC_POWERSWING,
- NC_AXETORNADO,
- NC_SILVERSNIPER,
- NC_MAGICDECOY,
- NC_DISJOINT,
- SC_FATALMENACE,
- SC_REPRODUCE,
- SC_AUTOSHADOWSPELL,
- SC_SHADOWFORM,
- SC_TRIANGLESHOT,
- SC_BODYPAINT,
- SC_INVISIBILITY,
- SC_DEADLYINFECT,
- SC_ENERVATION,
- SC_GROOMY,
- SC_IGNORANCE,
- SC_LAZINESS,
- SC_UNLUCKY,
- SC_WEAKNESS,
- SC_STRIPACCESSARY,
- SC_MANHOLE,
- SC_DIMENSIONDOOR,
- SC_CHAOSPANIC,
- SC_MAELSTROM,
- SC_BLOODYLUST,
- SC_FEINTBOMB,
- LG_CANNONSPEAR = 2307,
- LG_BANISHINGPOINT,
- LG_TRAMPLE,
- LG_SHIELDPRESS,
- LG_REFLECTDAMAGE,
- LG_PINPOINTATTACK,
- LG_FORCEOFVANGUARD,
- LG_RAGEBURST,
- LG_SHIELDSPELL,
- LG_EXEEDBREAK,
- LG_OVERBRAND,
- LG_PRESTIGE,
- LG_BANDING,
- LG_MOONSLASHER,
- LG_RAYOFGENESIS,
- LG_PIETY,
- LG_EARTHDRIVE,
- LG_HESPERUSLIT,
- LG_INSPIRATION,
- SR_DRAGONCOMBO,
- SR_SKYNETBLOW,
- SR_EARTHSHAKER,
- SR_FALLENEMPIRE,
- SR_TIGERCANNON,
- SR_HELLGATE,
- SR_RAMPAGEBLASTER,
- SR_CRESCENTELBOW,
- SR_CURSEDCIRCLE,
- SR_LIGHTNINGWALK,
- SR_KNUCKLEARROW,
- SR_WINDMILL,
- SR_RAISINGDRAGON,
- SR_GENTLETOUCH,
- SR_ASSIMILATEPOWER,
- SR_POWERVELOCITY,
- SR_CRESCENTELBOW_AUTOSPELL,
- SR_GATEOFHELL,
- SR_GENTLETOUCH_QUIET,
- SR_GENTLETOUCH_CURE,
- SR_GENTLETOUCH_ENERGYGAIN,
- SR_GENTLETOUCH_CHANGE,
- SR_GENTLETOUCH_REVITALIZE,
- WA_SWING_DANCE = 2350,
- WA_SYMPHONY_OF_LOVER,
- WA_MOONLIT_SERENADE,
- MI_RUSH_WINDMILL = 2381,
- MI_ECHOSONG,
- MI_HARMONIZE,
- WM_LESSON = 2412,
- WM_METALICSOUND,
- WM_REVERBERATION,
- WM_REVERBERATION_MELEE,
- WM_REVERBERATION_MAGIC,
- WM_DOMINION_IMPULSE,
- WM_SEVERE_RAINSTORM,
- WM_POEMOFNETHERWORLD,
- WM_VOICEOFSIREN,
- WM_DEADHILLHERE,
- WM_LULLABY_DEEPSLEEP,
- WM_SIRCLEOFNATURE,
- WM_RANDOMIZESPELL,
- WM_GLOOMYDAY,
- WM_GREAT_ECHO,
- WM_SONG_OF_MANA,
- WM_DANCE_WITH_WUG,
- WM_SOUND_OF_DESTRUCTION,
- WM_SATURDAY_NIGHT_FEVER,
- WM_LERADS_DEW,
- WM_MELODYOFSINK,
- WM_BEYOND_OF_WARCRY,
- WM_UNLIMITED_HUMMING_VOICE,
- SO_FIREWALK = 2443,
- SO_ELECTRICWALK,
- SO_SPELLFIST,
- SO_EARTHGRAVE,
- SO_DIAMONDDUST,
- SO_POISON_BUSTER,
- SO_PSYCHIC_WAVE,
- SO_CLOUD_KILL,
- SO_STRIKING,
- SO_WARMER,
- SO_VACUUM_EXTREME,
- SO_VARETYR_SPEAR,
- SO_ARRULLO,
- SO_EL_CONTROL,
- SO_SUMMON_AGNI,
- SO_SUMMON_AQUA,
- SO_SUMMON_VENTUS,
- SO_SUMMON_TERA,
- SO_EL_ACTION,
- SO_EL_ANALYSIS,
- SO_EL_SYMPATHY,
- SO_EL_CURE,
- SO_FIRE_INSIGNIA,
- SO_WATER_INSIGNIA,
- SO_WIND_INSIGNIA,
- SO_EARTH_INSIGNIA,
- GN_TRAINING_SWORD = 2474,
- GN_REMODELING_CART,
- GN_CART_TORNADO,
- GN_CARTCANNON,
- GN_CARTBOOST,
- GN_THORNS_TRAP,
- GN_BLOOD_SUCKER,
- GN_SPORE_EXPLOSION,
- GN_WALLOFTHORN,
- GN_CRAZYWEED,
- GN_CRAZYWEED_ATK,
- GN_DEMONIC_FIRE,
- GN_FIRE_EXPANSION,
- GN_FIRE_EXPANSION_SMOKE_POWDER,
- GN_FIRE_EXPANSION_TEAR_GAS,
- GN_FIRE_EXPANSION_ACID,
- GN_HELLS_PLANT,
- GN_HELLS_PLANT_ATK,
- GN_MANDRAGORA,
- GN_SLINGITEM,
- GN_CHANGEMATERIAL,
- GN_MIX_COOKING,
- GN_MAKEBOMB,
- GN_S_PHARMACY,
- GN_SLINGITEM_RANGEMELEEATK,
- AB_SECRAMENT = 2515,
- WM_SEVERE_RAINSTORM_MELEE,
- SR_HOWLINGOFLION,
- SR_RIDEINLIGHTNING,
- LG_OVERBRAND_BRANDISH,
- LG_OVERBRAND_PLUSATK,
- ALL_ODINS_RECALL = 2533,
- RETURN_TO_ELDICASTES,
- ALL_BUYING_STORE,
- ALL_GUARDIAN_RECALL,
- ALL_ODINS_POWER,
- BEER_BOTTLE_CAP,
- NPC_ASSASSINCROSS,
- NPC_DISSONANCE,
- NPC_UGLYDANCE,
- ALL_TETANY,
- ALL_RAY_OF_PROTECTION,
- MC_CARTDECORATE,
- GM_ITEM_ATKMAX,
- GM_ITEM_ATKMIN,
- GM_ITEM_MATKMAX,
- GM_ITEM_MATKMIN,
- RL_GLITTERING_GREED = 2551,
- RL_RICHS_COIN,
- RL_MASS_SPIRAL,
- RL_BANISHING_BUSTER,
- RL_B_TRAP,
- RL_FLICKER,
- RL_S_STORM,
- RL_E_CHAIN,
- RL_QD_SHOT,
- RL_C_MARKER,
- RL_FIREDANCE,
- RL_H_MINE,
- RL_P_ALTER,
- RL_FALLEN_ANGEL,
- RL_R_TRIP,
- RL_D_TAIL,
- RL_FIRE_RAIN,
- RL_HEAT_BARREL,
- RL_AM_BLAST,
- RL_SLUGSHOT,
- RL_HAMMER_OF_GOD,
- RL_R_TRIP_PLUSATK,
- RL_B_FLICKER_ATK,
- RL_GLITTERING_GREED_ATK,
- KO_YAMIKUMO = 3001,
- KO_RIGHT,
- KO_LEFT,
- KO_JYUMONJIKIRI,
- KO_SETSUDAN,
- KO_BAKURETSU,
- KO_HAPPOKUNAI,
- KO_MUCHANAGE,
- KO_HUUMARANKA,
- KO_MAKIBISHI,
- KO_MEIKYOUSISUI,
- KO_ZANZOU,
- KO_KYOUGAKU,
- KO_JYUSATSU,
- KO_KAHU_ENTEN,
- KO_HYOUHU_HUBUKI,
- KO_KAZEHU_SEIRAN,
- KO_DOHU_KOUKAI,
- KO_KAIHOU,
- KO_ZENKAI,
- KO_GENWAKU,
- KO_IZAYOI,
- KG_KAGEHUMI,
- KG_KYOMU,
- KG_KAGEMUSYA,
- OB_ZANGETSU,
- OB_OBOROGENSOU,
- OB_OBOROGENSOU_TRANSITION_ATK,
- OB_AKAITSUKI,
- ECL_SNOWFLIP = 3031,
- ECL_PEONYMAMY,
- ECL_SADAGUI,
- ECL_SEQUOIADUST,
- ECLAGE_RECALL,
- GC_DARKCROW = 5001,
- RA_UNLIMIT,
- GN_ILLUSIONDOPING,
- RK_DRAGONBREATH_WATER,
- RK_LUXANIMA,
- NC_MAGMA_ERUPTION,
- WM_FRIGG_SONG,
- SO_ELEMENTAL_SHIELD,
- SR_FLASHCOMBO,
- SC_ESCAPE,
- AB_OFFERTORIUM,
- WL_TELEKINESIS_INTENSE,
- LG_KINGS_GRACE,
- ALL_FULL_THROTTLE,
- SR_FLASHCOMBO_ATK_STEP1,
- SR_FLASHCOMBO_ATK_STEP2,
- SR_FLASHCOMBO_ATK_STEP3,
- SR_FLASHCOMBO_ATK_STEP4,
- HLIF_HEAL = 8001,
- HLIF_AVOID,
- HLIF_BRAIN,
- HLIF_CHANGE,
- HAMI_CASTLE,
- HAMI_DEFENCE,
- HAMI_SKIN,
- HAMI_BLOODLUST,
- HFLI_MOON,
- HFLI_FLEET,
- HFLI_SPEED,
- HFLI_SBR44,
- HVAN_CAPRICE,
- HVAN_CHAOTIC,
- HVAN_INSTRUCT,
- HVAN_EXPLOSION,
- MUTATION_BASEJOB,
- MH_SUMMON_LEGION,
- MH_NEEDLE_OF_PARALYZE,
- MH_POISON_MIST,
- MH_PAIN_KILLER,
- MH_LIGHT_OF_REGENE,
- MH_OVERED_BOOST,
- MH_ERASER_CUTTER,
- MH_XENO_SLASHER,
- MH_SILENT_BREEZE,
- MH_STYLE_CHANGE,
- MH_SONIC_CRAW,
- MH_SILVERVEIN_RUSH,
- MH_MIDNIGHT_FRENZY,
- MH_STAHL_HORN,
- MH_GOLDENE_FERSE,
- MH_STEINWAND,
- MH_HEILIGE_STANGE,
- MH_ANGRIFFS_MODUS,
- MH_TINDER_BREAKER,
- MH_CBC,
- MH_EQC,
- MH_MAGMA_FLOW,
- MH_GRANITIC_ARMOR,
- MH_LAVA_SLIDE,
- MH_PYROCLASTIC,
- MH_VOLCANIC_ASH,
- MS_BASH = 8201,
- MS_MAGNUM,
- MS_BOWLINGBASH,
- MS_PARRYING,
- MS_REFLECTSHIELD,
- MS_BERSERK,
- MA_DOUBLE,
- MA_SHOWER,
- MA_SKIDTRAP,
- MA_LANDMINE,
- MA_SANDMAN,
- MA_FREEZINGTRAP,
- MA_REMOVETRAP,
- MA_CHARGEARROW,
- MA_SHARPSHOOTING,
- ML_PIERCE,
- ML_BRANDISH,
- ML_SPIRALPIERCE,
- ML_DEFENDER,
- ML_AUTOGUARD,
- ML_DEVOTION,
- MER_MAGNIFICAT,
- MER_QUICKEN,
- MER_SIGHT,
- MER_CRASH,
- MER_REGAIN,
- MER_TENDER,
- MER_BENEDICTION,
- MER_RECUPERATE,
- MER_MENTALCURE,
- MER_COMPRESS,
- MER_PROVOKE,
- MER_AUTOBERSERK,
- MER_DECAGI,
- MER_SCAPEGOAT,
- MER_LEXDIVINA,
- MER_ESTIMATION,
- MER_KYRIE,
- MER_BLESSING,
- MER_INCAGI,
- MER_INVINCIBLEOFF2,
- EL_CIRCLE_OF_FIRE = 8401,
- EL_FIRE_CLOAK,
- EL_FIRE_MANTLE,
- EL_WATER_SCREEN,
- EL_WATER_DROP,
- EL_WATER_BARRIER,
- EL_WIND_STEP,
- EL_WIND_CURTAIN,
- EL_ZEPHYR,
- EL_SOLID_SKIN,
- EL_STONE_SHIELD,
- EL_POWER_OF_GAIA,
- EL_PYROTECHNIC,
- EL_HEATER,
- EL_TROPIC,
- EL_AQUAPLAY,
- EL_COOLER,
- EL_CHILLY_AIR,
- EL_GUST,
- EL_BLAST,
- EL_WILD_STORM,
- EL_PETROLOGY,
- EL_CURSED_SOIL,
- EL_UPHEAVAL,
- EL_FIRE_ARROW,
- EL_FIRE_BOMB,
- EL_FIRE_BOMB_ATK,
- EL_FIRE_WAVE,
- EL_FIRE_WAVE_ATK,
- EL_ICE_NEEDLE,
- EL_WATER_SCREW,
- EL_WATER_SCREW_ATK,
- EL_TIDAL_WEAPON,
- EL_WIND_SLASH,
- EL_HURRICANE,
- EL_HURRICANE_ATK,
- EL_TYPOON_MIS,
- EL_TYPOON_MIS_ATK,
- EL_STONE_HAMMER,
- EL_ROCK_CRUSHER,
- EL_ROCK_CRUSHER_ATK,
- EL_STONE_RAIN,
- };
- /// The client view ids for land skills.
- enum {
- UNT_SAFETYWALL = 0x7e,
- UNT_FIREWALL,
- UNT_WARP_WAITING,
- UNT_WARP_ACTIVE,
- UNT_BENEDICTIO, //TODO
- UNT_SANCTUARY,
- UNT_MAGNUS,
- UNT_PNEUMA,
- UNT_DUMMYSKILL, //These show no effect on the client
- UNT_FIREPILLAR_WAITING,
- UNT_FIREPILLAR_ACTIVE,
- UNT_HIDDEN_TRAP, //TODO
- UNT_TRAP, //TODO
- UNT_HIDDEN_WARP_NPC, //TODO
- UNT_USED_TRAPS,
- UNT_ICEWALL,
- UNT_QUAGMIRE,
- UNT_BLASTMINE,
- UNT_SKIDTRAP,
- UNT_ANKLESNARE,
- UNT_VENOMDUST,
- UNT_LANDMINE,
- UNT_SHOCKWAVE,
- UNT_SANDMAN,
- UNT_FLASHER,
- UNT_FREEZINGTRAP,
- UNT_CLAYMORETRAP,
- UNT_TALKIEBOX,
- UNT_VOLCANO,
- UNT_DELUGE,
- UNT_VIOLENTGALE,
- UNT_LANDPROTECTOR,
- UNT_LULLABY,
- UNT_RICHMANKIM,
- UNT_ETERNALCHAOS,
- UNT_DRUMBATTLEFIELD,
- UNT_RINGNIBELUNGEN,
- UNT_ROKISWEIL,
- UNT_INTOABYSS,
- UNT_SIEGFRIED,
- UNT_DISSONANCE,
- UNT_WHISTLE,
- UNT_ASSASSINCROSS,
- UNT_POEMBRAGI,
- UNT_APPLEIDUN,
- UNT_UGLYDANCE,
- UNT_HUMMING,
- UNT_DONTFORGETME,
- UNT_FORTUNEKISS,
- UNT_SERVICEFORYOU,
- UNT_GRAFFITI,
- UNT_DEMONSTRATION,
- UNT_CALLFAMILY,
- UNT_GOSPEL,
- UNT_BASILICA,
- UNT_MOONLIT,
- UNT_FOGWALL,
- UNT_SPIDERWEB,
- UNT_GRAVITATION,
- UNT_HERMODE,
- UNT_KAENSIN, //TODO
- UNT_SUITON,
- UNT_TATAMIGAESHI,
- UNT_KAEN,
- UNT_GROUNDDRIFT_WIND,
- UNT_GROUNDDRIFT_DARK,
- UNT_GROUNDDRIFT_POISON,
- UNT_GROUNDDRIFT_WATER,
- UNT_GROUNDDRIFT_FIRE,
- UNT_DEATHWAVE, //TODO
- UNT_WATERATTACK, //TODO
- UNT_WINDATTACK, //TODO
- UNT_EARTHQUAKE, //TODO
- UNT_EVILLAND,
- UNT_DARK_RUNNER, //TODO
- UNT_DARK_TRANSFER, //TODO
- UNT_EPICLESIS,
- UNT_EARTHSTRAIN,
- UNT_MANHOLE,
- UNT_DIMENSIONDOOR,
- UNT_CHAOSPANIC,
- UNT_MAELSTROM,
- UNT_BLOODYLUST,
- UNT_FEINTBOMB,
- UNT_MAGENTATRAP,
- UNT_COBALTTRAP,
- UNT_MAIZETRAP,
- UNT_VERDURETRAP,
- UNT_FIRINGTRAP,
- UNT_ICEBOUNDTRAP,
- UNT_ELECTRICSHOCKER,
- UNT_CLUSTERBOMB,
- UNT_REVERBERATION,
- UNT_SEVERE_RAINSTORM,
- UNT_FIREWALK,
- UNT_ELECTRICWALK,
- UNT_NETHERWORLD,
- UNT_PSYCHIC_WAVE,
- UNT_CLOUD_KILL,
- UNT_POISONSMOKE,
- UNT_NEUTRALBARRIER,
- UNT_STEALTHFIELD,
- UNT_WARMER,
- UNT_THORNS_TRAP,
- UNT_WALLOFTHORN,
- UNT_DEMONIC_FIRE,
- UNT_FIRE_EXPANSION_SMOKE_POWDER,
- UNT_FIRE_EXPANSION_TEAR_GAS,
- UNT_HELLS_PLANT,
- UNT_VACUUM_EXTREME,
- UNT_BANDING,
- UNT_FIRE_MANTLE,
- UNT_WATER_BARRIER,
- UNT_ZEPHYR,
- UNT_POWER_OF_GAIA,
- UNT_FIRE_INSIGNIA,
- UNT_WATER_INSIGNIA,
- UNT_WIND_INSIGNIA,
- UNT_EARTH_INSIGNIA,
- UNT_POISON_MIST,
- UNT_LAVA_SLIDE,
- UNT_VOLCANIC_ASH,
- UNT_ZENKAI_WATER,
- UNT_ZENKAI_LAND,
- UNT_ZENKAI_FIRE,
- UNT_ZENKAI_WIND,
- UNT_MAKIBISHI,
- UNT_VENOMFOG,
- UNT_ICEMINE,
- UNT_FLAMECROSS,
- UNT_HELLBURNING,
- UNT_MAGMA_ERUPTION,
- UNT_KINGS_GRACE,
- UNT_GLITTERING_GREED,
- UNT_B_TRAP,
- UNT_FIRE_RAIN,
- /**
- * Guild Auras
- **/
- UNT_GD_LEADERSHIP = 0xc1,
- UNT_GD_GLORYWOUNDS = 0xc2,
- UNT_GD_SOULCOLD = 0xc3,
- UNT_GD_HAWKEYES = 0xc4,
- UNT_MAX = 0x190
- };
- /**
- * Skill Unit Save
- **/
- void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
- void skill_usave_trigger(struct map_session_data *sd);
- /**
- * Warlock
- **/
- #define MAX_SKILL_SPELLBOOK_DB 17
- enum wl_spheres {
- WLS_FIRE = 0x44,
- WLS_WIND,
- WLS_WATER,
- WLS_STONE,
- };
- int skill_spellbook (struct map_session_data *sd, unsigned short nameid);
- int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
- /**
- * Guilottine Cross
- **/
- #define MAX_SKILL_MAGICMUSHROOM_DB 23
- struct s_skill_magicmushroom_db {
- uint16 skill_id;
- };
- extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
- int skill_maelstrom_suction(struct block_list *bl, va_list ap);
- bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit);
- /**
- * Ranger
- **/
- int skill_detonator(struct block_list *bl, va_list ap);
- bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
- /**
- * Mechanic
- **/
- int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid);
- /**
- * Guiltoine Cross
- **/
- int skill_poisoningweapon( struct map_session_data *sd, unsigned short nameid);
- /**
- * Auto Shadow Spell (Shadow Chaser)
- **/
- int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
- int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
- int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
- int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
- bool skill_is_combo(uint16 skill_id);
- void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf);
- void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick);
- #ifdef ADJUST_SKILL_DAMAGE
- /// Skill Damage target
- enum e_skill_damage_caster {
- SDC_PC = 0x01,
- SDC_MOB = 0x02,
- SDC_PET = 0x04,
- SDC_HOM = 0x08,
- SDC_MER = 0x10,
- SDC_ELEM = 0x20,
- SDC_ALL = SDC_PC|SDC_MOB|SDC_PET|SDC_HOM|SDC_MER|SDC_ELEM,
- };
- #endif
- /// Variable name of copied skill by Plagiarism
- #define SKILL_VAR_PLAGIARISM "CLONE_SKILL"
- /// Variable name of copied skill level by Plagiarism
- #define SKILL_VAR_PLAGIARISM_LV "CLONE_SKILL_LV"
- /// Variable name of copied skill by Reproduce
- #define SKILL_VAR_REPRODUCE "REPRODUCE_SKILL"
- /// Variable name of copied skill level by Reproduce
- #define SKILL_VAR_REPRODUCE_LV "REPRODUCE_SKILL_LV"
- #endif /* _SKILL_H_ */
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