skill.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 SKILL_HPP
  4. #define SKILL_HPP
  5. #include <array>
  6. #include <bitset>
  7. #include "../common/cbasetypes.hpp"
  8. #include "../common/database.hpp"
  9. #include "../common/db.hpp"
  10. #include "../common/mmo.hpp" // MAX_SKILL, struct square
  11. #include "../common/timer.hpp"
  12. #include "map.hpp" // struct block_list
  13. enum damage_lv : uint8;
  14. enum sc_type : int16;
  15. enum send_target : uint8;
  16. enum e_damage_type : uint8;
  17. enum e_battle_flag : uint16;
  18. enum e_battle_check_target : uint32;
  19. struct map_session_data;
  20. struct homun_data;
  21. struct skill_unit;
  22. struct s_skill_unit_group;
  23. struct status_change_entry;
  24. #define MAX_SKILL_PRODUCE_DB 300 /// Max Produce DB
  25. #define MAX_PRODUCE_RESOURCE 12 /// Max Produce requirements
  26. #define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)
  27. #define MAX_MOBSKILL_LEVEL 100 /// Max monster skill level (on skill usage)
  28. #define MAX_SKILL_CRIMSON_MARKER 3 /// Max Crimson Marker targets (RL_C_MARKER)
  29. #define SKILL_NAME_LENGTH 31 /// Max Skill Name length
  30. #define SKILL_DESC_LENGTH 31 /// Max Skill Desc length
  31. /// Used with tracking the hitcount of Earthquake for skills that can avoid the first attack
  32. #define NPC_EARTHQUAKE_FLAG 0x800
  33. /// Constants to identify a skill's nk value (damage properties)
  34. /// The NK value applies only to non INF_GROUND_SKILL skills
  35. /// when determining skill castend function to invoke.
  36. enum e_skill_nk : uint8 {
  37. NK_NODAMAGE = 0,
  38. NK_SPLASH,
  39. NK_SPLASHSPLIT,
  40. NK_IGNOREATKCARD,
  41. NK_IGNOREELEMENT,
  42. NK_IGNOREDEFENSE,
  43. NK_IGNOREFLEE,
  44. NK_IGNOREDEFCARD,
  45. NK_CRITICAL,
  46. NK_IGNORELONGCARD,
  47. NK_MAX,
  48. };
  49. /// Constants to identify the skill's inf value.
  50. enum e_skill_inf : uint16 {
  51. INF_PASSIVE_SKILL = 0x00, // Used just for skill_db parsing
  52. INF_ATTACK_SKILL = 0x01,
  53. INF_GROUND_SKILL = 0x02,
  54. INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
  55. // 0x08 not assigned
  56. INF_SUPPORT_SKILL = 0x10,
  57. INF_TRAP_SKILL = 0x20,
  58. };
  59. /// Constants to identify the skill's inf2 value.
  60. enum e_skill_inf2 : uint8 {
  61. INF2_ISQUEST = 0,
  62. INF2_ISNPC, //NPC skills are those that players can't have in their skill tree.
  63. INF2_ISWEDDING,
  64. INF2_ISSPIRIT,
  65. INF2_ISGUILD,
  66. INF2_ISSONG,
  67. INF2_ISENSEMBLE,
  68. INF2_ISTRAP,
  69. INF2_TARGETSELF, //Refers to ground placed skills that will target the caster as well (like Grandcross)
  70. INF2_NOTARGETSELF,
  71. INF2_PARTYONLY,
  72. INF2_GUILDONLY,
  73. INF2_NOTARGETENEMY,
  74. INF2_ISAUTOSHADOWSPELL, // Skill that available for SC_AUTOSHADOWSPELL
  75. INF2_ISCHORUS, // Chorus skill
  76. INF2_IGNOREBGREDUCTION, // Skill that ignore bg reduction
  77. INF2_IGNOREGVGREDUCTION, // Skill that ignore gvg reduction
  78. INF2_DISABLENEARNPC, // disable to cast skill if near with NPC [Cydh]
  79. INF2_TARGETTRAP, // can hit trap-type skill (INF2_ISTRAP) [Cydh]
  80. INF2_IGNORELANDPROTECTOR, // Skill that can ignore Land Protector
  81. INF2_ALLOWWHENHIDDEN, // Skill that can be use in hiding
  82. INF2_ALLOWWHENPERFORMING, // Skill that can be use while in dancing state
  83. INF2_TARGETEMPERIUM, // Skill that could hit emperium
  84. INF2_IGNOREKAGEHUMI, // Skill blocked by kagehumi
  85. INF2_ALTERRANGEVULTURE, // Skill range affected by AC_VULTURE
  86. INF2_ALTERRANGESNAKEEYE, // Skill range affected by GS_SNAKEEYE
  87. INF2_ALTERRANGESHADOWJUMP, // Skill range affected by NJ_SHADOWJUMP
  88. INF2_ALTERRANGERADIUS, // Skill range affected by WL_RADIUS
  89. INF2_ALTERRANGERESEARCHTRAP, // Skill range affected by RA_RESEARCHTRAP
  90. INF2_IGNOREHOVERING, // Skill that does not affect user that has SC_HOVERING active
  91. INF2_ALLOWONWARG, // Skill that can be use while riding warg
  92. INF2_ALLOWONMADO, // Skill that can be used while on Madogear
  93. INF2_TARGETMANHOLE, // Skill that can be used to target while under SC__MANHOLE effect
  94. INF2_TARGETHIDDEN, // Skill that affects hidden targets
  95. INF2_INCREASEDANCEWITHWUGDAMAGE, // Skill that is affected by SC_DANCEWITHWUG
  96. INF2_IGNOREWUGBITE, // Skill blocked by RA_WUGBITE
  97. INF2_IGNOREAUTOGUARD , // Skill is not blocked by SC_AUTOGUARD (physical-skill only)
  98. INF2_IGNORECICADA, // Skill is not blocked by SC_UTSUSEMI or SC_BUNSINJYUTSU (physical-skill only)
  99. INF2_SHOWSCALE, // Skill shows AoE area while casting
  100. INF2_MAX,
  101. };
  102. /// Constants for skill requirements
  103. enum e_skill_require : uint16 {
  104. SKILL_REQ_HPCOST = 0x1,
  105. SKILL_REQ_SPCOST = 0x2,
  106. SKILL_REQ_HPRATECOST = 0x4,
  107. SKILL_REQ_SPRATECOST = 0x8,
  108. SKILL_REQ_MAXHPTRIGGER = 0x10,
  109. SKILL_REQ_ZENYCOST = 0x20,
  110. SKILL_REQ_WEAPON = 0x40,
  111. SKILL_REQ_AMMO = 0x80,
  112. SKILL_REQ_STATE = 0x100,
  113. SKILL_REQ_STATUS = 0x200,
  114. SKILL_REQ_SPIRITSPHERECOST = 0x400,
  115. SKILL_REQ_ITEMCOST = 0x800,
  116. SKILL_REQ_EQUIPMENT = 0x1000,
  117. SKILL_REQ_APCOST = 0x2000,
  118. SKILL_REQ_APRATECOST = 0x4000,
  119. };
  120. /// Constants for skill cast near NPC.
  121. enum e_skill_nonear_npc : uint8 {
  122. SKILL_NONEAR_WARPPORTAL = 0x1,
  123. SKILL_NONEAR_SHOP = 0x2,
  124. SKILL_NONEAR_NPC = 0x4,
  125. SKILL_NONEAR_TOMB = 0x8,
  126. };
  127. /// Constants for skill cast adjustments.
  128. enum e_skill_cast_flags : uint8 {
  129. SKILL_CAST_IGNOREDEX = 0x1,
  130. SKILL_CAST_IGNORESTATUS = 0x2,
  131. SKILL_CAST_IGNOREITEMBONUS = 0x4,
  132. };
  133. /// Constants for skill copyable options.
  134. enum e_skill_copyable_option : uint8 {
  135. SKILL_COPY_PLAGIARISM = 0x1,
  136. SKILL_COPY_REPRODUCE = 0x2,
  137. };
  138. /// Constants for skill unit flags.
  139. enum e_skill_unit_flag : uint8 {
  140. UF_NONE = 0,
  141. UF_NOENEMY, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
  142. UF_NOREITERATION, // Spell cannot be stacked
  143. UF_NOFOOTSET, // Spell cannot be cast near/on targets
  144. UF_NOOVERLAP, // Spell effects do not overlap
  145. UF_PATHCHECK, // Only cells with a shootable path will be placed
  146. UF_NOPC, // May not target players
  147. UF_NOMOB, // May not target mobs
  148. UF_SKILL, // May target skills
  149. UF_DANCE, // Dance
  150. UF_ENSEMBLE, // Duet
  151. UF_SONG, // Song
  152. UF_DUALMODE, // Spells should trigger both ontimer and onplace/onout/onleft effects.
  153. UF_NOKNOCKBACK, // Skill unit cannot be knocked back
  154. UF_RANGEDSINGLEUNIT, // hack for ranged layout, only display center
  155. UF_CRAZYWEEDIMMUNE, // Immune to Crazy Weed removal
  156. UF_REMOVEDBYFIRERAIN, // removed by Fire Rain
  157. UF_KNOCKBACKGROUP, // knockback skill unit with its group instead of single unit
  158. UF_HIDDENTRAP, // Hidden trap [Cydh]
  159. UF_MAX,
  160. };
  161. /// Walk intervals at which chase-skills are attempted to be triggered.
  162. /// If you change this, make sure it's an odd value (for icewall block behavior).
  163. #define WALK_SKILL_INTERVAL 5
  164. /// Time that's added to canact delay on castbegin and substracted on castend
  165. /// This is to prevent hackers from sending a skill packet after cast but before a timer triggers castend
  166. const t_tick SECURITY_CASTTIME = 100;
  167. /// Flags passed to skill_attack/skill_area_sub
  168. enum e_skill_display {
  169. SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
  170. SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation). Also being used in skill_attack for splash skill (NK_SPLASH) to check status_check_skilluse
  171. SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
  172. SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
  173. };
  174. #define MAX_SKILL_ITEM_REQUIRE 10 /// Maximum required items
  175. #define MAX_SKILL_STATUS_REQUIRE 3 /// Maximum required statuses
  176. #define MAX_SKILL_EQUIP_REQUIRE 10 /// Maximum required equipped item
  177. /// Single skill requirement. !TODO: Cleanup the variable types
  178. struct s_skill_condition {
  179. int32 hp; ///< HP cost
  180. int32 mhp; ///< Max HP to trigger
  181. int32 sp; /// SP cost
  182. int32 ap; /// AP cost
  183. int32 hp_rate; /// HP cost (%)
  184. int32 sp_rate; /// SP cost (%)
  185. int32 ap_rate; /// AP cost (%)
  186. int32 zeny; /// Zeny cost
  187. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  188. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  189. int32 ammo_qty; /// Amount of ammo
  190. int32 state; /// State/condition. @see enum e_require_state
  191. int32 spiritball; /// Spiritball cost
  192. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  193. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  194. std::vector<t_itemid> eqItem; /// List of equipped item
  195. std::vector<sc_type> status; /// List of Status required (SC)
  196. };
  197. /// Skill requirement structure.
  198. struct s_skill_require {
  199. int32 hp[MAX_SKILL_LEVEL]; ///< HP cost
  200. int32 mhp[MAX_SKILL_LEVEL]; ///< Max HP to trigger
  201. int32 sp[MAX_SKILL_LEVEL]; /// SP cost
  202. int32 ap[MAX_SKILL_LEVEL]; /// AP cost
  203. int32 hp_rate[MAX_SKILL_LEVEL]; /// HP cost (%)
  204. int32 sp_rate[MAX_SKILL_LEVEL]; /// SP cost (%)
  205. int32 ap_rate[MAX_SKILL_LEVEL]; /// AP cost (%)
  206. int32 zeny[MAX_SKILL_LEVEL]; /// Zeny cost
  207. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  208. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  209. int32 ammo_qty[MAX_SKILL_LEVEL]; /// Amount of ammo
  210. int32 state; /// State/condition. @see enum e_require_state
  211. int32 spiritball[MAX_SKILL_LEVEL]; /// Spiritball cost
  212. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  213. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  214. std::vector<t_itemid> eqItem; /// List of equipped item
  215. std::vector<sc_type> status; /// List of Status required (SC)
  216. bool itemid_level_dependent; /// If the ItemCost is skill level dependent or not.
  217. };
  218. /// Skill Copyable structure.
  219. struct s_skill_copyable { // [Cydh]
  220. uint8 option;
  221. uint16 req_opt;
  222. };
  223. /// Skill Reading Spellbook structure.
  224. struct s_skill_spellbook {
  225. uint16 nameid, point;
  226. };
  227. /// Database skills
  228. struct s_skill_db {
  229. uint16 nameid; ///< Skill ID
  230. char name[SKILL_NAME_LENGTH]; ///< AEGIS_Name
  231. char desc[SKILL_DESC_LENGTH]; ///< English Name
  232. int32 range[MAX_SKILL_LEVEL]; ///< Range
  233. e_damage_type hit; ///< Hit type
  234. uint16 inf; ///< Inf: 0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap
  235. e_element element[MAX_SKILL_LEVEL]; ///< Element
  236. std::bitset<NK_MAX> nk; ///< Damage properties
  237. int32 splash[MAX_SKILL_LEVEL]; ///< Splash effect
  238. uint16 max; ///< Max level
  239. int32 num[MAX_SKILL_LEVEL]; ///< Number of hit
  240. bool castcancel; ///< Cancel cast when being hit
  241. uint16 cast_def_rate; ///< Def rate during cast a skill
  242. e_battle_flag skill_type; ///< Skill type
  243. int32 blewcount[MAX_SKILL_LEVEL]; ///< Blew count
  244. std::bitset<INF2_MAX> inf2; ///< Skill flags @see enum e_skill_inf2
  245. int32 maxcount[MAX_SKILL_LEVEL]; ///< Max number skill can be casted in same map
  246. uint8 castnodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  247. uint8 delaynodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  248. // skill_nocast_db.txt
  249. uint32 nocast; ///< Skill cannot be casted at this zone
  250. int32 giveap[MAX_SKILL_LEVEL]; ///< AP Given On Use
  251. uint16 unit_id; ///< Unit ID. @see enum e_skill_unit_id
  252. uint16 unit_id2; ///< Alternate unit ID. @see enum e_skill_unit_id
  253. int32 unit_layout_type[MAX_SKILL_LEVEL]; ///< Layout type. -1 is special layout, others are square with lenght*width: (val*2+1)^2
  254. int32 unit_range[MAX_SKILL_LEVEL]; ///< Unit cell effect range
  255. int16 unit_interval; ///< Interval
  256. int32 unit_target; ///< Unit target.
  257. std::bitset<UF_MAX> unit_flag; ///< Unit flags.
  258. int32 cast[MAX_SKILL_LEVEL]; ///< Variable casttime
  259. int32 delay[MAX_SKILL_LEVEL]; ///< Global delay (delay before reusing all skills)
  260. int32 walkdelay[MAX_SKILL_LEVEL]; ///< Delay to walk after casting
  261. int32 upkeep_time[MAX_SKILL_LEVEL]; ///< Duration
  262. int32 upkeep_time2[MAX_SKILL_LEVEL]; ///< Duration2
  263. int32 cooldown[MAX_SKILL_LEVEL]; ///< Cooldown (delay before reusing same skill)
  264. #ifdef RENEWAL_CAST
  265. int32 fixed_cast[MAX_SKILL_LEVEL]; ///< If -1 means 20% than 'cast'
  266. #endif
  267. struct s_skill_require require; ///< Skill requirement
  268. uint16 unit_nonearnpc_range; ///< Additional range for UF_NONEARNPC or INF2_DISABLENEARNPC [Cydh]
  269. uint16 unit_nonearnpc_type; ///< Type of NPC [Cydh]
  270. struct s_skill_damage damage;
  271. struct s_skill_copyable copyable;
  272. int32 abra_probability[MAX_SKILL_LEVEL];
  273. s_skill_spellbook reading_spellbook;
  274. uint16 improvisedsong_rate;
  275. };
  276. class SkillDatabase : public TypesafeCachedYamlDatabase <uint16, s_skill_db> {
  277. private:
  278. /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  279. uint16 skilldb_id2idx[(UINT16_MAX + 1)];
  280. /// Skill count, also as last index
  281. uint16 skill_num;
  282. template<typename T, size_t S> bool parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T(&arr)[S]);
  283. public:
  284. SkillDatabase() : TypesafeCachedYamlDatabase("SKILL_DB", 3, 1) {
  285. this->clear();
  286. }
  287. const std::string getDefaultLocation() override;
  288. uint64 parseBodyNode(const YAML::Node &node) override;
  289. void clear() override;
  290. void loadingFinished() override;
  291. // Additional
  292. uint16 get_index( uint16 skill_id, bool silent, const char* func, const char* file, int line );
  293. };
  294. extern SkillDatabase skill_db;
  295. #define MAX_SQUARE_LAYOUT 7 // 15*15 unit placement maximum
  296. #define MAX_SKILL_UNIT_LAYOUT (48+MAX_SQUARE_LAYOUT) // 47 special ones + the square ones
  297. #define MAX_SKILL_UNIT_LAYOUT2 17
  298. #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
  299. struct s_skill_unit_layout {
  300. int count;
  301. int dx[MAX_SKILL_UNIT_COUNT];
  302. int dy[MAX_SKILL_UNIT_COUNT];
  303. };
  304. struct s_skill_nounit_layout {
  305. int count;
  306. int dx[MAX_SKILL_UNIT_COUNT];
  307. int dy[MAX_SKILL_UNIT_COUNT];
  308. };
  309. #define MAX_SKILLTIMERSKILL 50
  310. struct skill_timerskill {
  311. int timer;
  312. int src_id;
  313. int target_id;
  314. int map;
  315. short x,y;
  316. uint16 skill_id,skill_lv;
  317. int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
  318. int flag;
  319. };
  320. /// Skill unit
  321. struct skill_unit {
  322. struct block_list bl;
  323. std::shared_ptr<s_skill_unit_group> group; /// Skill group reference
  324. t_tick limit;
  325. int val1, val2;
  326. short range;
  327. bool alive;
  328. bool hidden;
  329. };
  330. /// Skill unit group
  331. struct s_skill_unit_group {
  332. int src_id; /// Caster ID/RID, if player is account_id
  333. int party_id; /// Party ID
  334. int guild_id; /// Guild ID
  335. int bg_id; /// Battleground ID
  336. int map; /// Map
  337. int target_flag; /// Holds BCT_* flag for battle_check_target
  338. int bl_flag; /// Holds BL_* flag for map_foreachin* functions
  339. t_tick tick; /// Tick when skill unit initialized
  340. t_tick limit; /// Life time
  341. int interval; /// Timer interval
  342. uint16 skill_id, /// Skill ID
  343. skill_lv; /// Skill level
  344. int val1, val2, val3; /// Values
  345. char *valstr; /// String value, used for HT_TALKIEBOX & RG_GRAFFITI
  346. int unit_id; /// Unit ID (for client effect)
  347. int group_id; /// Skill Group ID
  348. int link_group_id; /// Linked group that should be deleted if this one is deleted
  349. int unit_count, /// Number of unit at this group
  350. alive_count; /// Number of alive unit
  351. t_itemid item_id; /// Store item used.
  352. struct skill_unit *unit; /// Skill Unit
  353. struct {
  354. unsigned ammo_consume : 1; // Need to consume ammo
  355. unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
  356. unsigned guildaura : 1; // Guild Aura
  357. } state;
  358. ~s_skill_unit_group() {
  359. if (this->unit)
  360. map_freeblock(&this->unit->bl); // schedules deallocation of whole array (HACK)
  361. }
  362. };
  363. #define MAX_SKILLUNITGROUPTICKSET 25
  364. struct skill_unit_group_tickset {
  365. t_tick tick;
  366. int id;
  367. };
  368. /// Ring of Nibelungen bonuses
  369. enum e_nibelungen_status : uint8 {
  370. RINGNBL_ASPDRATE = 1, ///< ASPD + 20%
  371. RINGNBL_ATKRATE, ///< Physical damage + 20%
  372. RINGNBL_MATKRATE, ///< MATK + 20%
  373. RINGNBL_HPRATE, ///< Maximum HP + 30%
  374. RINGNBL_SPRATE, ///< Maximum SP + 30%
  375. RINGNBL_ALLSTAT, ///< All stats + 15
  376. RINGNBL_HIT, ///< HIT + 50
  377. RINGNBL_FLEE, ///< FLEE + 50
  378. RINGNBL_SPCONSUM, ///< SP consumption - 30%
  379. RINGNBL_HPREGEN, ///< HP recovery + 100%
  380. RINGNBL_SPREGEN, ///< SP recovery + 100%
  381. RINGNBL_MAX,
  382. };
  383. /// Enum for skill_blown
  384. enum e_skill_blown {
  385. BLOWN_NONE = 0x00,
  386. BLOWN_DONT_SEND_PACKET = 0x01, // Position update packets must not be sent to the client
  387. BLOWN_IGNORE_NO_KNOCKBACK = 0x02, // Ignores players' special_state.no_knockback
  388. // These flags return 'count' instead of 0 if target is cannot be knocked back
  389. BLOWN_NO_KNOCKBACK_MAP = 0x04, // On a WoE/BG map
  390. BLOWN_MD_KNOCKBACK_IMMUNE = 0x08, // If target is MD_KNOCKBACK_IMMUNE
  391. BLOWN_TARGET_NO_KNOCKBACK = 0x10, // If target has 'special_state.no_knockback'
  392. BLOWN_TARGET_BASILICA = 0x20, // If target is in Basilica area
  393. };
  394. /// Create Database item
  395. struct s_skill_produce_db {
  396. t_itemid nameid; /// Product ID
  397. unsigned short req_skill; /// Required Skill
  398. unsigned char req_skill_lv, /// Required Skill Level
  399. itemlv; /// Item Level
  400. t_itemid mat_id[MAX_PRODUCE_RESOURCE]; /// Materials needed
  401. unsigned short mat_amount[MAX_PRODUCE_RESOURCE]; /// Amount of each materials
  402. };
  403. extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  404. /// Creating database arrow
  405. struct s_skill_arrow_db {
  406. t_itemid nameid; /// Material ID
  407. std::unordered_map<t_itemid, uint16> created; /// Arrow created
  408. };
  409. class SkillArrowDatabase : public TypesafeYamlDatabase<t_itemid, s_skill_arrow_db> {
  410. public:
  411. SkillArrowDatabase() : TypesafeYamlDatabase("CREATE_ARROW_DB", 1) {
  412. }
  413. const std::string getDefaultLocation() override;
  414. uint64 parseBodyNode(const YAML::Node& node) override;
  415. };
  416. extern SkillArrowDatabase skill_arrow_db;
  417. /// Abracadabra database
  418. struct s_skill_abra_db {
  419. uint16 skill_id; /// Skill ID
  420. std::array<uint16, MAX_SKILL_LEVEL> per; /// Probability summoned
  421. };
  422. class AbraDatabase : public TypesafeYamlDatabase<uint16, s_skill_abra_db> {
  423. public:
  424. AbraDatabase() : TypesafeYamlDatabase("ABRA_DB", 1) {
  425. }
  426. const std::string getDefaultLocation() override;
  427. uint64 parseBodyNode(const YAML::Node& node) override;
  428. };
  429. struct s_skill_improvise_db {
  430. uint16 skill_id, per;
  431. };
  432. class ImprovisedSongDatabase : public TypesafeYamlDatabase<uint16, s_skill_improvise_db> {
  433. public:
  434. ImprovisedSongDatabase() : TypesafeYamlDatabase("IMPROVISED_SONG_DB", 1) {
  435. }
  436. const std::string getDefaultLocation() override;
  437. uint64 parseBodyNode(const YAML::Node& node) override;
  438. };
  439. void do_init_skill(void);
  440. void do_final_skill(void);
  441. /// Cast type
  442. enum e_cast_type { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
  443. /// Returns the cast type of the skill: ground cast, castend damage, castend no damage
  444. e_cast_type skill_get_casttype(uint16 skill_id); //[Skotlex]
  445. const char* skill_get_name( uint16 skill_id ); // [Skotlex]
  446. const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
  447. int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest
  448. // Accessor to the skills database
  449. #define skill_get_index(skill_id) skill_db.get_index((skill_id), false, __FUNCTION__, __FILE__, __LINE__) /// Get skill index from skill_id (common usage on source)
  450. int skill_get_type( uint16 skill_id );
  451. e_damage_type skill_get_hit( uint16 skill_id );
  452. int skill_get_inf( uint16 skill_id );
  453. int skill_get_ele( uint16 skill_id , uint16 skill_lv );
  454. int skill_get_max( uint16 skill_id );
  455. int skill_get_range( uint16 skill_id , uint16 skill_lv );
  456. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer);
  457. int skill_get_splash( uint16 skill_id , uint16 skill_lv );
  458. int skill_get_num( uint16 skill_id ,uint16 skill_lv );
  459. int skill_get_cast( uint16 skill_id ,uint16 skill_lv );
  460. int skill_get_delay( uint16 skill_id ,uint16 skill_lv );
  461. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
  462. int skill_get_time( uint16 skill_id ,uint16 skill_lv );
  463. int skill_get_time2( uint16 skill_id ,uint16 skill_lv );
  464. int skill_get_castnodex( uint16 skill_id );
  465. int skill_get_castdef( uint16 skill_id );
  466. int skill_get_nocast( uint16 skill_id );
  467. int skill_get_unit_id( uint16 skill_id );
  468. int skill_get_unit_id2( uint16 skill_id );
  469. int skill_get_castcancel( uint16 skill_id );
  470. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
  471. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
  472. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv );
  473. int skill_get_giveap( uint16 skill_id, uint16 skill_lv );
  474. int skill_get_unit_target( uint16 skill_id );
  475. #define skill_get_nk(skill_id, nk) skill_get_nk_(skill_id, { nk })
  476. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk);
  477. #define skill_get_inf2(skill_id, inf2) skill_get_inf2_(skill_id, { inf2 })
  478. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2);
  479. #define skill_get_unit_flag(skill_id, unit) skill_get_unit_flag_(skill_id, { unit })
  480. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit);
  481. int skill_get_unit_range(uint16 skill_id, uint16 skill_lv);
  482. // Accessor for skill requirements
  483. int skill_get_hp( uint16 skill_id ,uint16 skill_lv );
  484. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
  485. int skill_get_sp( uint16 skill_id ,uint16 skill_lv );
  486. int skill_get_ap( uint16 skill_id, uint16 skill_lv );
  487. int skill_get_status_count( uint16 skill_id );
  488. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv );
  489. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv );
  490. int skill_get_ap_rate( uint16 skill_id, uint16 skill_lv );
  491. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
  492. int skill_get_weapontype( uint16 skill_id );
  493. int skill_get_ammotype( uint16 skill_id );
  494. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
  495. int skill_get_state(uint16 skill_id);
  496. int skill_get_status_count( uint16 skill_id );
  497. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv );
  498. unsigned short skill_dummy2skill_id(unsigned short skill_id);
  499. uint16 skill_name2id(const char* name);
  500. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id);
  501. TIMER_FUNC(skill_castend_id);
  502. TIMER_FUNC(skill_castend_pos);
  503. TIMER_FUNC( skill_keep_using );
  504. int skill_castend_map( struct map_session_data *sd,uint16 skill_id, const char *map);
  505. int skill_cleartimerskill(struct block_list *src);
  506. int skill_addtimerskill(struct block_list *src,t_tick tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag);
  507. // Results? Added
  508. int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,enum damage_lv dmg_lv,t_tick tick);
  509. int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,t_tick tick);
  510. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag);
  511. int skill_break_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag);
  512. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time);
  513. // Skills unit
  514. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id);
  515. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag);
  516. struct skill_unit *skill_initunit (std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden);
  517. int skill_delunit(struct skill_unit *unit);
  518. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval);
  519. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func);
  520. #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
  521. void skill_clear_unitgroup(struct block_list *src);
  522. int skill_clear_group(block_list *bl, uint8 flag);
  523. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick);
  524. int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
  525. // Skill unit visibility [Cydh]
  526. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target);
  527. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl);
  528. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  529. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag);
  530. #ifdef RENEWAL_CAST
  531. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
  532. #endif
  533. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  534. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  535. // Skill conditions check and remove [Inkfish]
  536. bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  537. bool skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  538. int skill_check_condition_char_sub (struct block_list *bl, va_list ap);
  539. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
  540. struct s_skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  541. int skill_disable_check(struct status_change *sc, uint16 skill_id);
  542. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure);
  543. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag);
  544. int skill_unit_move(struct block_list *bl,t_tick tick,int flag);
  545. void skill_unit_move_unit_group( std::shared_ptr<s_skill_unit_group> group, int16 m,int16 dx,int16 dy);
  546. void skill_unit_move_unit(struct block_list *bl, int dx, int dy);
  547. int skill_sit(struct map_session_data *sd, bool sitting);
  548. void skill_repairweapon(struct map_session_data *sd, int idx);
  549. void skill_identify(struct map_session_data *sd,int idx);
  550. void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
  551. int skill_autospell(struct map_session_data *md,uint16 skill_id);
  552. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
  553. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
  554. // Abnormal status
  555. void skill_enchant_elemental_end(struct block_list *bl, int type);
  556. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd);
  557. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv);
  558. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md);
  559. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y);
  560. // Item creation
  561. short skill_can_produce_mix( struct map_session_data *sd, t_itemid nameid, int trigger, int qty);
  562. bool skill_produce_mix( struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx );
  563. bool skill_arrow_create( struct map_session_data *sd, t_itemid nameid);
  564. // skills for the mob
  565. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  566. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  567. int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag);
  568. int skill_blockpc_start(struct map_session_data*, int, t_tick);
  569. int skill_blockpc_get(struct map_session_data *sd, int skillid);
  570. int skill_blockpc_clear(struct map_session_data *sd);
  571. TIMER_FUNC(skill_blockpc_end);
  572. int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int);
  573. int skill_blockmerc_start (s_mercenary_data*,uint16 skill_id,int);
  574. // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
  575. #define skill_ischangesex(id) ( \
  576. ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
  577. ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
  578. // Skill action, (return dmg,heal)
  579. int64 skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag );
  580. void skill_reload(void);
  581. /// List of State Requirements
  582. enum e_require_state : uint8 {
  583. ST_NONE,
  584. ST_HIDDEN,
  585. ST_RIDING,
  586. ST_FALCON,
  587. ST_CART,
  588. ST_SHIELD,
  589. ST_RECOVER_WEIGHT_RATE,
  590. ST_MOVE_ENABLE,
  591. ST_WATER,
  592. ST_RIDINGDRAGON,
  593. ST_WUG,
  594. ST_RIDINGWUG,
  595. ST_MADO,
  596. ST_ELEMENTALSPIRIT,
  597. ST_ELEMENTALSPIRIT2,
  598. ST_PECO,
  599. ST_SUNSTANCE,
  600. ST_MOONSTANCE,
  601. ST_STARSTANCE,
  602. ST_UNIVERSESTANCE
  603. };
  604. /// List of Skills
  605. enum e_skill {
  606. NV_BASIC = 1,
  607. SM_SWORD,
  608. SM_TWOHAND,
  609. SM_RECOVERY,
  610. SM_BASH,
  611. SM_PROVOKE,
  612. SM_MAGNUM,
  613. SM_ENDURE,
  614. MG_SRECOVERY,
  615. MG_SIGHT,
  616. MG_NAPALMBEAT,
  617. MG_SAFETYWALL,
  618. MG_SOULSTRIKE,
  619. MG_COLDBOLT,
  620. MG_FROSTDIVER,
  621. MG_STONECURSE,
  622. MG_FIREBALL,
  623. MG_FIREWALL,
  624. MG_FIREBOLT,
  625. MG_LIGHTNINGBOLT,
  626. MG_THUNDERSTORM,
  627. AL_DP,
  628. AL_DEMONBANE,
  629. AL_RUWACH,
  630. AL_PNEUMA,
  631. AL_TELEPORT,
  632. AL_WARP,
  633. AL_HEAL,
  634. AL_INCAGI,
  635. AL_DECAGI,
  636. AL_HOLYWATER,
  637. AL_CRUCIS,
  638. AL_ANGELUS,
  639. AL_BLESSING,
  640. AL_CURE,
  641. MC_INCCARRY,
  642. MC_DISCOUNT,
  643. MC_OVERCHARGE,
  644. MC_PUSHCART,
  645. MC_IDENTIFY,
  646. MC_VENDING,
  647. MC_MAMMONITE,
  648. AC_OWL,
  649. AC_VULTURE,
  650. AC_CONCENTRATION,
  651. AC_DOUBLE,
  652. AC_SHOWER,
  653. TF_DOUBLE,
  654. TF_MISS,
  655. TF_STEAL,
  656. TF_HIDING,
  657. TF_POISON,
  658. TF_DETOXIFY,
  659. ALL_RESURRECTION,
  660. KN_SPEARMASTERY,
  661. KN_PIERCE,
  662. KN_BRANDISHSPEAR,
  663. KN_SPEARSTAB,
  664. KN_SPEARBOOMERANG,
  665. KN_TWOHANDQUICKEN,
  666. KN_AUTOCOUNTER,
  667. KN_BOWLINGBASH,
  668. KN_RIDING,
  669. KN_CAVALIERMASTERY,
  670. PR_MACEMASTERY,
  671. PR_IMPOSITIO,
  672. PR_SUFFRAGIUM,
  673. PR_ASPERSIO,
  674. PR_BENEDICTIO,
  675. PR_SANCTUARY,
  676. PR_SLOWPOISON,
  677. PR_STRECOVERY,
  678. PR_KYRIE,
  679. PR_MAGNIFICAT,
  680. PR_GLORIA,
  681. PR_LEXDIVINA,
  682. PR_TURNUNDEAD,
  683. PR_LEXAETERNA,
  684. PR_MAGNUS,
  685. WZ_FIREPILLAR,
  686. WZ_SIGHTRASHER,
  687. WZ_FIREIVY,
  688. WZ_METEOR,
  689. WZ_JUPITEL,
  690. WZ_VERMILION,
  691. WZ_WATERBALL,
  692. WZ_ICEWALL,
  693. WZ_FROSTNOVA,
  694. WZ_STORMGUST,
  695. WZ_EARTHSPIKE,
  696. WZ_HEAVENDRIVE,
  697. WZ_QUAGMIRE,
  698. WZ_ESTIMATION,
  699. BS_IRON,
  700. BS_STEEL,
  701. BS_ENCHANTEDSTONE,
  702. BS_ORIDEOCON,
  703. BS_DAGGER,
  704. BS_SWORD,
  705. BS_TWOHANDSWORD,
  706. BS_AXE,
  707. BS_MACE,
  708. BS_KNUCKLE,
  709. BS_SPEAR,
  710. BS_HILTBINDING,
  711. BS_FINDINGORE,
  712. BS_WEAPONRESEARCH,
  713. BS_REPAIRWEAPON,
  714. BS_SKINTEMPER,
  715. BS_HAMMERFALL,
  716. BS_ADRENALINE,
  717. BS_WEAPONPERFECT,
  718. BS_OVERTHRUST,
  719. BS_MAXIMIZE,
  720. HT_SKIDTRAP,
  721. HT_LANDMINE,
  722. HT_ANKLESNARE,
  723. HT_SHOCKWAVE,
  724. HT_SANDMAN,
  725. HT_FLASHER,
  726. HT_FREEZINGTRAP,
  727. HT_BLASTMINE,
  728. HT_CLAYMORETRAP,
  729. HT_REMOVETRAP,
  730. HT_TALKIEBOX,
  731. HT_BEASTBANE,
  732. HT_FALCON,
  733. HT_STEELCROW,
  734. HT_BLITZBEAT,
  735. HT_DETECTING,
  736. HT_SPRINGTRAP,
  737. AS_RIGHT,
  738. AS_LEFT,
  739. AS_KATAR,
  740. AS_CLOAKING,
  741. AS_SONICBLOW,
  742. AS_GRIMTOOTH,
  743. AS_ENCHANTPOISON,
  744. AS_POISONREACT,
  745. AS_VENOMDUST,
  746. AS_SPLASHER,
  747. NV_FIRSTAID,
  748. NV_TRICKDEAD,
  749. SM_MOVINGRECOVERY,
  750. SM_FATALBLOW,
  751. SM_AUTOBERSERK,
  752. AC_MAKINGARROW,
  753. AC_CHARGEARROW,
  754. TF_SPRINKLESAND,
  755. TF_BACKSLIDING,
  756. TF_PICKSTONE,
  757. TF_THROWSTONE,
  758. MC_CARTREVOLUTION,
  759. MC_CHANGECART,
  760. MC_LOUD,
  761. AL_HOLYLIGHT,
  762. MG_ENERGYCOAT,
  763. NPC_PIERCINGATT,
  764. NPC_MENTALBREAKER,
  765. NPC_RANGEATTACK,
  766. NPC_ATTRICHANGE,
  767. NPC_CHANGEWATER,
  768. NPC_CHANGEGROUND,
  769. NPC_CHANGEFIRE,
  770. NPC_CHANGEWIND,
  771. NPC_CHANGEPOISON,
  772. NPC_CHANGEHOLY,
  773. NPC_CHANGEDARKNESS,
  774. NPC_CHANGETELEKINESIS,
  775. NPC_CRITICALSLASH,
  776. NPC_COMBOATTACK,
  777. NPC_GUIDEDATTACK,
  778. NPC_SELFDESTRUCTION,
  779. NPC_SPLASHATTACK,
  780. NPC_SUICIDE,
  781. NPC_POISON,
  782. NPC_BLINDATTACK,
  783. NPC_SILENCEATTACK,
  784. NPC_STUNATTACK,
  785. NPC_PETRIFYATTACK,
  786. NPC_CURSEATTACK,
  787. NPC_SLEEPATTACK,
  788. NPC_RANDOMATTACK,
  789. NPC_WATERATTACK,
  790. NPC_GROUNDATTACK,
  791. NPC_FIREATTACK,
  792. NPC_WINDATTACK,
  793. NPC_POISONATTACK,
  794. NPC_HOLYATTACK,
  795. NPC_DARKNESSATTACK,
  796. NPC_TELEKINESISATTACK,
  797. NPC_MAGICALATTACK,
  798. NPC_METAMORPHOSIS,
  799. NPC_PROVOCATION,
  800. NPC_SMOKING,
  801. NPC_SUMMONSLAVE,
  802. NPC_EMOTION,
  803. NPC_TRANSFORMATION,
  804. NPC_BLOODDRAIN,
  805. NPC_ENERGYDRAIN,
  806. NPC_KEEPING,
  807. NPC_DARKBREATH,
  808. NPC_DARKBLESSING,
  809. NPC_BARRIER,
  810. NPC_DEFENDER,
  811. NPC_LICK,
  812. NPC_HALLUCINATION,
  813. NPC_REBIRTH,
  814. NPC_SUMMONMONSTER,
  815. RG_SNATCHER,
  816. RG_STEALCOIN,
  817. RG_BACKSTAP,
  818. RG_TUNNELDRIVE,
  819. RG_RAID,
  820. RG_STRIPWEAPON,
  821. RG_STRIPSHIELD,
  822. RG_STRIPARMOR,
  823. RG_STRIPHELM,
  824. RG_INTIMIDATE,
  825. RG_GRAFFITI,
  826. RG_FLAGGRAFFITI,
  827. RG_CLEANER,
  828. RG_GANGSTER,
  829. RG_COMPULSION,
  830. RG_PLAGIARISM,
  831. AM_AXEMASTERY,
  832. AM_LEARNINGPOTION,
  833. AM_PHARMACY,
  834. AM_DEMONSTRATION,
  835. AM_ACIDTERROR,
  836. AM_POTIONPITCHER,
  837. AM_CANNIBALIZE,
  838. AM_SPHEREMINE,
  839. AM_CP_WEAPON,
  840. AM_CP_SHIELD,
  841. AM_CP_ARMOR,
  842. AM_CP_HELM,
  843. AM_BIOETHICS,
  844. AM_BIOTECHNOLOGY,
  845. AM_CREATECREATURE,
  846. AM_CULTIVATION,
  847. AM_FLAMECONTROL,
  848. AM_CALLHOMUN,
  849. AM_REST,
  850. AM_DRILLMASTER,
  851. AM_HEALHOMUN,
  852. AM_RESURRECTHOMUN,
  853. CR_TRUST,
  854. CR_AUTOGUARD,
  855. CR_SHIELDCHARGE,
  856. CR_SHIELDBOOMERANG,
  857. CR_REFLECTSHIELD,
  858. CR_HOLYCROSS,
  859. CR_GRANDCROSS,
  860. CR_DEVOTION,
  861. CR_PROVIDENCE,
  862. CR_DEFENDER,
  863. CR_SPEARQUICKEN,
  864. MO_IRONHAND,
  865. MO_SPIRITSRECOVERY,
  866. MO_CALLSPIRITS,
  867. MO_ABSORBSPIRITS,
  868. MO_TRIPLEATTACK,
  869. MO_BODYRELOCATION,
  870. MO_DODGE,
  871. MO_INVESTIGATE,
  872. MO_FINGEROFFENSIVE,
  873. MO_STEELBODY,
  874. MO_BLADESTOP,
  875. MO_EXPLOSIONSPIRITS,
  876. MO_EXTREMITYFIST,
  877. MO_CHAINCOMBO,
  878. MO_COMBOFINISH,
  879. SA_ADVANCEDBOOK,
  880. SA_CASTCANCEL,
  881. SA_MAGICROD,
  882. SA_SPELLBREAKER,
  883. SA_FREECAST,
  884. SA_AUTOSPELL,
  885. SA_FLAMELAUNCHER,
  886. SA_FROSTWEAPON,
  887. SA_LIGHTNINGLOADER,
  888. SA_SEISMICWEAPON,
  889. SA_DRAGONOLOGY,
  890. SA_VOLCANO,
  891. SA_DELUGE,
  892. SA_VIOLENTGALE,
  893. SA_LANDPROTECTOR,
  894. SA_DISPELL,
  895. SA_ABRACADABRA,
  896. SA_MONOCELL,
  897. SA_CLASSCHANGE,
  898. SA_SUMMONMONSTER,
  899. SA_REVERSEORCISH,
  900. SA_DEATH,
  901. SA_FORTUNE,
  902. SA_TAMINGMONSTER,
  903. SA_QUESTION,
  904. SA_GRAVITY,
  905. SA_LEVELUP,
  906. SA_INSTANTDEATH,
  907. SA_FULLRECOVERY,
  908. SA_COMA,
  909. BD_ADAPTATION,
  910. BD_ENCORE,
  911. BD_LULLABY,
  912. BD_RICHMANKIM,
  913. BD_ETERNALCHAOS,
  914. BD_DRUMBATTLEFIELD,
  915. BD_RINGNIBELUNGEN,
  916. BD_ROKISWEIL,
  917. BD_INTOABYSS,
  918. BD_SIEGFRIED,
  919. BD_RAGNAROK,
  920. BA_MUSICALLESSON,
  921. BA_MUSICALSTRIKE,
  922. BA_DISSONANCE,
  923. BA_FROSTJOKER,
  924. BA_WHISTLE,
  925. BA_ASSASSINCROSS,
  926. BA_POEMBRAGI,
  927. BA_APPLEIDUN,
  928. DC_DANCINGLESSON,
  929. DC_THROWARROW,
  930. DC_UGLYDANCE,
  931. DC_SCREAM,
  932. DC_HUMMING,
  933. DC_DONTFORGETME,
  934. DC_FORTUNEKISS,
  935. DC_SERVICEFORYOU,
  936. NPC_RANDOMMOVE,
  937. NPC_SPEEDUP,
  938. NPC_REVENGE,
  939. WE_MALE,
  940. WE_FEMALE,
  941. WE_CALLPARTNER,
  942. ITM_TOMAHAWK,
  943. NPC_DARKCROSS,
  944. NPC_GRANDDARKNESS,
  945. NPC_DARKSTRIKE,
  946. NPC_DARKTHUNDER,
  947. NPC_STOP,
  948. NPC_WEAPONBRAKER,
  949. NPC_ARMORBRAKE,
  950. NPC_HELMBRAKE,
  951. NPC_SHIELDBRAKE,
  952. NPC_UNDEADATTACK,
  953. NPC_CHANGEUNDEAD,
  954. NPC_POWERUP,
  955. NPC_AGIUP,
  956. NPC_SIEGEMODE,
  957. NPC_CALLSLAVE,
  958. NPC_INVISIBLE,
  959. NPC_RUN,
  960. LK_AURABLADE,
  961. LK_PARRYING,
  962. LK_CONCENTRATION,
  963. LK_TENSIONRELAX,
  964. LK_BERSERK,
  965. LK_FURY,
  966. HP_ASSUMPTIO,
  967. HP_BASILICA,
  968. HP_MEDITATIO,
  969. HW_SOULDRAIN,
  970. HW_MAGICCRASHER,
  971. HW_MAGICPOWER,
  972. PA_PRESSURE,
  973. PA_SACRIFICE,
  974. PA_GOSPEL,
  975. CH_PALMSTRIKE,
  976. CH_TIGERFIST,
  977. CH_CHAINCRUSH,
  978. PF_HPCONVERSION,
  979. PF_SOULCHANGE,
  980. PF_SOULBURN,
  981. ASC_KATAR,
  982. ASC_HALLUCINATION,
  983. ASC_EDP,
  984. ASC_BREAKER,
  985. SN_SIGHT,
  986. SN_FALCONASSAULT,
  987. SN_SHARPSHOOTING,
  988. SN_WINDWALK,
  989. WS_MELTDOWN,
  990. WS_CREATECOIN,
  991. WS_CREATENUGGET,
  992. WS_CARTBOOST,
  993. WS_SYSTEMCREATE,
  994. ST_CHASEWALK,
  995. ST_REJECTSWORD,
  996. ST_STEALBACKPACK,
  997. CR_ALCHEMY,
  998. CR_SYNTHESISPOTION,
  999. CG_ARROWVULCAN,
  1000. CG_MOONLIT,
  1001. CG_MARIONETTE,
  1002. LK_SPIRALPIERCE,
  1003. LK_HEADCRUSH,
  1004. LK_JOINTBEAT,
  1005. HW_NAPALMVULCAN,
  1006. CH_SOULCOLLECT,
  1007. PF_MINDBREAKER,
  1008. PF_MEMORIZE,
  1009. PF_FOGWALL,
  1010. PF_SPIDERWEB,
  1011. ASC_METEORASSAULT,
  1012. ASC_CDP,
  1013. WE_BABY,
  1014. WE_CALLPARENT,
  1015. WE_CALLBABY,
  1016. TK_RUN,
  1017. TK_READYSTORM,
  1018. TK_STORMKICK,
  1019. TK_READYDOWN,
  1020. TK_DOWNKICK,
  1021. TK_READYTURN,
  1022. TK_TURNKICK,
  1023. TK_READYCOUNTER,
  1024. TK_COUNTER,
  1025. TK_DODGE,
  1026. TK_JUMPKICK,
  1027. TK_HPTIME,
  1028. TK_SPTIME,
  1029. TK_POWER,
  1030. TK_SEVENWIND,
  1031. TK_HIGHJUMP,
  1032. SG_FEEL,
  1033. SG_SUN_WARM,
  1034. SG_MOON_WARM,
  1035. SG_STAR_WARM,
  1036. SG_SUN_COMFORT,
  1037. SG_MOON_COMFORT,
  1038. SG_STAR_COMFORT,
  1039. SG_HATE,
  1040. SG_SUN_ANGER,
  1041. SG_MOON_ANGER,
  1042. SG_STAR_ANGER,
  1043. SG_SUN_BLESS,
  1044. SG_MOON_BLESS,
  1045. SG_STAR_BLESS,
  1046. SG_DEVIL,
  1047. SG_FRIEND,
  1048. SG_KNOWLEDGE,
  1049. SG_FUSION,
  1050. SL_ALCHEMIST,
  1051. AM_BERSERKPITCHER,
  1052. SL_MONK,
  1053. SL_STAR,
  1054. SL_SAGE,
  1055. SL_CRUSADER,
  1056. SL_SUPERNOVICE,
  1057. SL_KNIGHT,
  1058. SL_WIZARD,
  1059. SL_PRIEST,
  1060. SL_BARDDANCER,
  1061. SL_ROGUE,
  1062. SL_ASSASIN,
  1063. SL_BLACKSMITH,
  1064. BS_ADRENALINE2,
  1065. SL_HUNTER,
  1066. SL_SOULLINKER,
  1067. SL_KAIZEL,
  1068. SL_KAAHI,
  1069. SL_KAUPE,
  1070. SL_KAITE,
  1071. SL_KAINA,
  1072. SL_STIN,
  1073. SL_STUN,
  1074. SL_SMA,
  1075. SL_SWOO,
  1076. SL_SKE,
  1077. SL_SKA,
  1078. SM_SELFPROVOKE,
  1079. NPC_EMOTION_ON,
  1080. ST_PRESERVE,
  1081. ST_FULLSTRIP,
  1082. WS_WEAPONREFINE,
  1083. CR_SLIMPITCHER,
  1084. CR_FULLPROTECTION,
  1085. PA_SHIELDCHAIN,
  1086. HP_MANARECHARGE,
  1087. PF_DOUBLECASTING,
  1088. HW_GANBANTEIN,
  1089. HW_GRAVITATION,
  1090. WS_CARTTERMINATION,
  1091. WS_OVERTHRUSTMAX,
  1092. CG_LONGINGFREEDOM,
  1093. CG_HERMODE,
  1094. CG_TAROTCARD,
  1095. CR_ACIDDEMONSTRATION,
  1096. CR_CULTIVATION, // Removed on kRO (renewal)
  1097. ITEM_ENCHANTARMS,
  1098. TK_MISSION,
  1099. SL_HIGH,
  1100. KN_ONEHAND,
  1101. AM_TWILIGHT1,
  1102. AM_TWILIGHT2,
  1103. AM_TWILIGHT3,
  1104. HT_POWER,
  1105. GS_GLITTERING,
  1106. GS_FLING,
  1107. GS_TRIPLEACTION,
  1108. GS_BULLSEYE,
  1109. GS_MADNESSCANCEL,
  1110. GS_ADJUSTMENT,
  1111. GS_INCREASING,
  1112. GS_MAGICALBULLET,
  1113. GS_CRACKER,
  1114. GS_SINGLEACTION,
  1115. GS_SNAKEEYE,
  1116. GS_CHAINACTION,
  1117. GS_TRACKING,
  1118. GS_DISARM,
  1119. GS_PIERCINGSHOT,
  1120. GS_RAPIDSHOWER,
  1121. GS_DESPERADO,
  1122. GS_GATLINGFEVER,
  1123. GS_DUST,
  1124. GS_FULLBUSTER,
  1125. GS_SPREADATTACK,
  1126. GS_GROUNDDRIFT,
  1127. NJ_TOBIDOUGU,
  1128. NJ_SYURIKEN,
  1129. NJ_KUNAI,
  1130. NJ_HUUMA,
  1131. NJ_ZENYNAGE,
  1132. NJ_TATAMIGAESHI,
  1133. NJ_KASUMIKIRI,
  1134. NJ_SHADOWJUMP,
  1135. NJ_KIRIKAGE,
  1136. NJ_UTSUSEMI,
  1137. NJ_BUNSINJYUTSU,
  1138. NJ_NINPOU,
  1139. NJ_KOUENKA,
  1140. NJ_KAENSIN,
  1141. NJ_BAKUENRYU,
  1142. NJ_HYOUSENSOU,
  1143. NJ_SUITON,
  1144. NJ_HYOUSYOURAKU,
  1145. NJ_HUUJIN,
  1146. NJ_RAIGEKISAI,
  1147. NJ_KAMAITACHI,
  1148. NJ_NEN,
  1149. NJ_ISSEN,
  1150. MB_FIGHTING,
  1151. MB_NEUTRAL,
  1152. MB_TAIMING_PUTI,
  1153. MB_WHITEPOTION,
  1154. MB_MENTAL,
  1155. MB_CARDPITCHER,
  1156. MB_PETPITCHER,
  1157. MB_BODYSTUDY,
  1158. MB_BODYALTER,
  1159. MB_PETMEMORY,
  1160. MB_M_TELEPORT,
  1161. MB_B_GAIN,
  1162. MB_M_GAIN,
  1163. MB_MISSION,
  1164. MB_MUNAKKNOWLEDGE,
  1165. MB_MUNAKBALL,
  1166. MB_SCROLL,
  1167. MB_B_GATHERING,
  1168. MB_M_GATHERING,
  1169. MB_B_EXCLUDE,
  1170. MB_B_DRIFT,
  1171. MB_B_WALLRUSH,
  1172. MB_M_WALLRUSH,
  1173. MB_B_WALLSHIFT,
  1174. MB_M_WALLCRASH,
  1175. MB_M_REINCARNATION,
  1176. MB_B_EQUIP,
  1177. SL_DEATHKNIGHT,
  1178. SL_COLLECTOR,
  1179. SL_NINJA,
  1180. SL_GUNNER,
  1181. AM_TWILIGHT4,
  1182. DA_RESET,
  1183. DE_BERSERKAIZER,
  1184. DA_DARKPOWER,
  1185. DE_PASSIVE,
  1186. DE_PATTACK,
  1187. DE_PSPEED,
  1188. DE_PDEFENSE,
  1189. DE_PCRITICAL,
  1190. DE_PHP,
  1191. DE_PSP,
  1192. DE_RESET,
  1193. DE_RANKING,
  1194. DE_PTRIPLE,
  1195. DE_ENERGY,
  1196. DE_NIGHTMARE,
  1197. DE_SLASH,
  1198. DE_COIL,
  1199. DE_WAVE,
  1200. DE_REBIRTH,
  1201. DE_AURA,
  1202. DE_FREEZER,
  1203. DE_CHANGEATTACK,
  1204. DE_PUNISH,
  1205. DE_POISON,
  1206. DE_INSTANT,
  1207. DE_WARNING,
  1208. DE_RANKEDKNIFE,
  1209. DE_RANKEDGRADIUS,
  1210. DE_GAUGE,
  1211. DE_GTIME,
  1212. DE_GPAIN,
  1213. DE_GSKILL,
  1214. DE_GKILL,
  1215. DE_ACCEL,
  1216. DE_BLOCKDOUBLE,
  1217. DE_BLOCKMELEE,
  1218. DE_BLOCKFAR,
  1219. DE_FRONTATTACK,
  1220. DE_DANGERATTACK,
  1221. DE_TWINATTACK,
  1222. DE_WINDATTACK,
  1223. DE_WATERATTACK,
  1224. DA_ENERGY,
  1225. DA_CLOUD,
  1226. DA_FIRSTSLOT,
  1227. DA_HEADDEF,
  1228. DA_SPACE,
  1229. DA_TRANSFORM,
  1230. DA_EXPLOSION,
  1231. DA_REWARD,
  1232. DA_CRUSH,
  1233. DA_ITEMREBUILD,
  1234. DA_ILLUSION,
  1235. DA_NUETRALIZE,
  1236. DA_RUNNER,
  1237. DA_TRANSFER,
  1238. DA_WALL,
  1239. DA_ZENY,
  1240. DA_REVENGE,
  1241. DA_EARPLUG,
  1242. DA_CONTRACT,
  1243. DA_BLACK,
  1244. DA_DREAM,
  1245. DA_MAGICCART,
  1246. DA_COPY,
  1247. DA_CRYSTAL,
  1248. DA_EXP,
  1249. DA_CARTSWING,
  1250. DA_REBUILD,
  1251. DA_JOBCHANGE,
  1252. DA_EDARKNESS,
  1253. DA_EGUARDIAN,
  1254. DA_TIMEOUT,
  1255. ALL_TIMEIN,
  1256. DA_ZENYRANK,
  1257. DA_ACCESSORYMIX,
  1258. NPC_EARTHQUAKE,
  1259. NPC_FIREBREATH,
  1260. NPC_ICEBREATH,
  1261. NPC_THUNDERBREATH,
  1262. NPC_ACIDBREATH,
  1263. NPC_DARKNESSBREATH,
  1264. NPC_DRAGONFEAR,
  1265. NPC_BLEEDING,
  1266. NPC_PULSESTRIKE,
  1267. NPC_HELLJUDGEMENT,
  1268. NPC_WIDESILENCE,
  1269. NPC_WIDEFREEZE,
  1270. NPC_WIDEBLEEDING,
  1271. NPC_WIDESTONE,
  1272. NPC_WIDECONFUSE,
  1273. NPC_WIDESLEEP,
  1274. NPC_WIDESIGHT,
  1275. NPC_EVILLAND,
  1276. NPC_MAGICMIRROR,
  1277. NPC_SLOWCAST,
  1278. NPC_CRITICALWOUND,
  1279. NPC_EXPULSION,
  1280. NPC_STONESKIN,
  1281. NPC_ANTIMAGIC,
  1282. NPC_WIDECURSE,
  1283. NPC_WIDESTUN,
  1284. NPC_VAMPIRE_GIFT,
  1285. NPC_WIDESOULDRAIN,
  1286. ALL_INCCARRY,
  1287. NPC_TALK,
  1288. NPC_HELLPOWER,
  1289. NPC_WIDEHELLDIGNITY,
  1290. NPC_INVINCIBLE,
  1291. NPC_INVINCIBLEOFF,
  1292. NPC_ALLHEAL,
  1293. GM_SANDMAN,
  1294. CASH_BLESSING,
  1295. CASH_INCAGI,
  1296. CASH_ASSUMPTIO,
  1297. ALL_CATCRY,
  1298. ALL_PARTYFLEE,
  1299. ALL_ANGEL_PROTECT,
  1300. ALL_DREAM_SUMMERNIGHT,
  1301. NPC_CHANGEUNDEAD2,
  1302. ALL_REVERSEORCISH,
  1303. ALL_WEWISH,
  1304. ALL_SONKRAN,
  1305. NPC_WIDEHEALTHFEAR,
  1306. NPC_WIDEBODYBURNNING,
  1307. NPC_WIDEFROSTMISTY,
  1308. NPC_WIDECOLD,
  1309. NPC_WIDE_DEEP_SLEEP,
  1310. NPC_WIDESIREN,
  1311. NPC_VENOMFOG,
  1312. NPC_MILLENNIUMSHIELD,
  1313. NPC_COMET,
  1314. NPC_ICEMINE,
  1315. NPC_ICEEXPLO,
  1316. NPC_FLAMECROSS,
  1317. NPC_PULSESTRIKE2,
  1318. NPC_DANCINGBLADE,
  1319. NPC_DANCINGBLADE_ATK,
  1320. NPC_DARKPIERCING,
  1321. NPC_MAXPAIN,
  1322. NPC_MAXPAIN_ATK,
  1323. NPC_DEATHSUMMON,
  1324. NPC_HELLBURNING,
  1325. NPC_JACKFROST,
  1326. NPC_WIDEWEB,
  1327. NPC_WIDESUCK,
  1328. NPC_STORMGUST2,
  1329. NPC_FIRESTORM,
  1330. NPC_REVERBERATION,
  1331. NPC_REVERBERATION_ATK,
  1332. NPC_LEX_AETERNA,
  1333. NPC_ARROWSTORM,
  1334. NPC_CHEAL,
  1335. NPC_SR_CURSEDCIRCLE,
  1336. NPC_DRAGONBREATH,
  1337. NPC_FATALMENACE,
  1338. NPC_MAGMA_ERUPTION,
  1339. NPC_MAGMA_ERUPTION_DOTDAMAGE,
  1340. NPC_MANDRAGORA,
  1341. NPC_PSYCHIC_WAVE,
  1342. NPC_RAYOFGENESIS,
  1343. NPC_VENOMIMPRESS,
  1344. NPC_CLOUD_KILL,
  1345. NPC_IGNITIONBREAK,
  1346. NPC_PHANTOMTHRUST,
  1347. NPC_POISON_BUSTER,
  1348. NPC_HALLUCINATIONWALK,
  1349. NPC_ELECTRICWALK,
  1350. NPC_FIREWALK,
  1351. NPC_WIDEDISPEL,
  1352. NPC_LEASH,
  1353. NPC_WIDELEASH,
  1354. NPC_WIDECRITICALWOUND,
  1355. NPC_EARTHQUAKE_K,
  1356. NPC_ALL_STAT_DOWN,
  1357. NPC_GRADUAL_GRAVITY,
  1358. NPC_DAMAGE_HEAL,
  1359. NPC_IMMUNE_PROPERTY,
  1360. NPC_MOVE_COORDINATE,
  1361. KN_CHARGEATK = 1001,
  1362. CR_SHRINK,
  1363. AS_SONICACCEL,
  1364. AS_VENOMKNIFE,
  1365. RG_CLOSECONFINE,
  1366. WZ_SIGHTBLASTER,
  1367. SA_CREATECON,
  1368. SA_ELEMENTWATER,
  1369. HT_PHANTASMIC,
  1370. BA_PANGVOICE,
  1371. DC_WINKCHARM,
  1372. BS_UNFAIRLYTRICK,
  1373. BS_GREED,
  1374. PR_REDEMPTIO,
  1375. MO_KITRANSLATION,
  1376. MO_BALKYOUNG,
  1377. SA_ELEMENTGROUND,
  1378. SA_ELEMENTFIRE,
  1379. SA_ELEMENTWIND,
  1380. RK_ENCHANTBLADE = 2001,
  1381. RK_SONICWAVE,
  1382. RK_DEATHBOUND,
  1383. RK_HUNDREDSPEAR,
  1384. RK_WINDCUTTER,
  1385. RK_IGNITIONBREAK,
  1386. RK_DRAGONTRAINING,
  1387. RK_DRAGONBREATH,
  1388. RK_DRAGONHOWLING,
  1389. RK_RUNEMASTERY,
  1390. RK_MILLENNIUMSHIELD,
  1391. RK_CRUSHSTRIKE,
  1392. RK_REFRESH,
  1393. RK_GIANTGROWTH,
  1394. RK_STONEHARDSKIN,
  1395. RK_VITALITYACTIVATION,
  1396. RK_STORMBLAST,
  1397. RK_FIGHTINGSPIRIT,
  1398. RK_ABUNDANCE,
  1399. RK_PHANTOMTHRUST,
  1400. GC_VENOMIMPRESS,
  1401. GC_CROSSIMPACT,
  1402. GC_DARKILLUSION,
  1403. GC_RESEARCHNEWPOISON,
  1404. GC_CREATENEWPOISON,
  1405. GC_ANTIDOTE,
  1406. GC_POISONINGWEAPON,
  1407. GC_WEAPONBLOCKING,
  1408. GC_COUNTERSLASH,
  1409. GC_WEAPONCRUSH,
  1410. GC_VENOMPRESSURE,
  1411. GC_POISONSMOKE,
  1412. GC_CLOAKINGEXCEED,
  1413. GC_PHANTOMMENACE,
  1414. GC_HALLUCINATIONWALK,
  1415. GC_ROLLINGCUTTER,
  1416. GC_CROSSRIPPERSLASHER,
  1417. AB_JUDEX,
  1418. AB_ANCILLA,
  1419. AB_ADORAMUS,
  1420. AB_CLEMENTIA,
  1421. AB_CANTO,
  1422. AB_CHEAL,
  1423. AB_EPICLESIS,
  1424. AB_PRAEFATIO,
  1425. AB_ORATIO,
  1426. AB_LAUDAAGNUS,
  1427. AB_LAUDARAMUS,
  1428. AB_EUCHARISTICA, // Removed on kRO
  1429. AB_RENOVATIO,
  1430. AB_HIGHNESSHEAL,
  1431. AB_CLEARANCE,
  1432. AB_EXPIATIO,
  1433. AB_DUPLELIGHT,
  1434. AB_DUPLELIGHT_MELEE,
  1435. AB_DUPLELIGHT_MAGIC,
  1436. AB_SILENTIUM,
  1437. WL_WHITEIMPRISON = 2201,
  1438. WL_SOULEXPANSION,
  1439. WL_FROSTMISTY,
  1440. WL_JACKFROST,
  1441. WL_MARSHOFABYSS,
  1442. WL_RECOGNIZEDSPELL,
  1443. WL_SIENNAEXECRATE,
  1444. WL_RADIUS,
  1445. WL_STASIS,
  1446. WL_DRAINLIFE,
  1447. WL_CRIMSONROCK,
  1448. WL_HELLINFERNO,
  1449. WL_COMET,
  1450. WL_CHAINLIGHTNING,
  1451. WL_CHAINLIGHTNING_ATK,
  1452. WL_EARTHSTRAIN,
  1453. WL_TETRAVORTEX,
  1454. WL_TETRAVORTEX_FIRE,
  1455. WL_TETRAVORTEX_WATER,
  1456. WL_TETRAVORTEX_WIND,
  1457. WL_TETRAVORTEX_GROUND,
  1458. WL_SUMMONFB,
  1459. WL_SUMMONBL,
  1460. WL_SUMMONWB,
  1461. WL_SUMMON_ATK_FIRE,
  1462. WL_SUMMON_ATK_WIND,
  1463. WL_SUMMON_ATK_WATER,
  1464. WL_SUMMON_ATK_GROUND,
  1465. WL_SUMMONSTONE,
  1466. WL_RELEASE,
  1467. WL_READING_SB,
  1468. WL_FREEZE_SP,
  1469. RA_ARROWSTORM,
  1470. RA_FEARBREEZE,
  1471. RA_RANGERMAIN,
  1472. RA_AIMEDBOLT,
  1473. RA_DETONATOR,
  1474. RA_ELECTRICSHOCKER,
  1475. RA_CLUSTERBOMB,
  1476. RA_WUGMASTERY,
  1477. RA_WUGRIDER,
  1478. RA_WUGDASH,
  1479. RA_WUGSTRIKE,
  1480. RA_WUGBITE,
  1481. RA_TOOTHOFWUG,
  1482. RA_SENSITIVEKEEN,
  1483. RA_CAMOUFLAGE,
  1484. RA_RESEARCHTRAP,
  1485. RA_MAGENTATRAP,
  1486. RA_COBALTTRAP,
  1487. RA_MAIZETRAP,
  1488. RA_VERDURETRAP,
  1489. RA_FIRINGTRAP,
  1490. RA_ICEBOUNDTRAP,
  1491. NC_MADOLICENCE,
  1492. NC_BOOSTKNUCKLE,
  1493. NC_PILEBUNKER,
  1494. NC_VULCANARM,
  1495. NC_FLAMELAUNCHER,
  1496. NC_COLDSLOWER,
  1497. NC_ARMSCANNON,
  1498. NC_ACCELERATION,
  1499. NC_HOVERING,
  1500. NC_F_SIDESLIDE,
  1501. NC_B_SIDESLIDE,
  1502. NC_MAINFRAME,
  1503. NC_SELFDESTRUCTION,
  1504. NC_SHAPESHIFT,
  1505. NC_EMERGENCYCOOL,
  1506. NC_INFRAREDSCAN,
  1507. NC_ANALYZE,
  1508. NC_MAGNETICFIELD,
  1509. NC_NEUTRALBARRIER,
  1510. NC_STEALTHFIELD,
  1511. NC_REPAIR,
  1512. NC_TRAININGAXE,
  1513. NC_RESEARCHFE,
  1514. NC_AXEBOOMERANG,
  1515. NC_POWERSWING,
  1516. NC_AXETORNADO,
  1517. NC_SILVERSNIPER,
  1518. NC_MAGICDECOY,
  1519. NC_DISJOINT,
  1520. SC_FATALMENACE,
  1521. SC_REPRODUCE,
  1522. SC_AUTOSHADOWSPELL,
  1523. SC_SHADOWFORM,
  1524. SC_TRIANGLESHOT,
  1525. SC_BODYPAINT,
  1526. SC_INVISIBILITY,
  1527. SC_DEADLYINFECT,
  1528. SC_ENERVATION,
  1529. SC_GROOMY,
  1530. SC_IGNORANCE,
  1531. SC_LAZINESS,
  1532. SC_UNLUCKY,
  1533. SC_WEAKNESS,
  1534. SC_STRIPACCESSARY,
  1535. SC_MANHOLE,
  1536. SC_DIMENSIONDOOR,
  1537. SC_CHAOSPANIC,
  1538. SC_MAELSTROM,
  1539. SC_BLOODYLUST,
  1540. SC_FEINTBOMB,
  1541. LG_CANNONSPEAR = 2307,
  1542. LG_BANISHINGPOINT,
  1543. LG_TRAMPLE,
  1544. LG_SHIELDPRESS,
  1545. LG_REFLECTDAMAGE,
  1546. LG_PINPOINTATTACK,
  1547. LG_FORCEOFVANGUARD,
  1548. LG_RAGEBURST,
  1549. LG_SHIELDSPELL,
  1550. LG_EXEEDBREAK,
  1551. LG_OVERBRAND,
  1552. LG_PRESTIGE,
  1553. LG_BANDING,
  1554. LG_MOONSLASHER,
  1555. LG_RAYOFGENESIS,
  1556. LG_PIETY,
  1557. LG_EARTHDRIVE,
  1558. LG_HESPERUSLIT,
  1559. LG_INSPIRATION,
  1560. SR_DRAGONCOMBO,
  1561. SR_SKYNETBLOW,
  1562. SR_EARTHSHAKER,
  1563. SR_FALLENEMPIRE,
  1564. SR_TIGERCANNON,
  1565. SR_HELLGATE,
  1566. SR_RAMPAGEBLASTER,
  1567. SR_CRESCENTELBOW,
  1568. SR_CURSEDCIRCLE,
  1569. SR_LIGHTNINGWALK,
  1570. SR_KNUCKLEARROW,
  1571. SR_WINDMILL,
  1572. SR_RAISINGDRAGON,
  1573. SR_GENTLETOUCH,
  1574. SR_ASSIMILATEPOWER,
  1575. SR_POWERVELOCITY,
  1576. SR_CRESCENTELBOW_AUTOSPELL,
  1577. SR_GATEOFHELL,
  1578. SR_GENTLETOUCH_QUIET,
  1579. SR_GENTLETOUCH_CURE,
  1580. SR_GENTLETOUCH_ENERGYGAIN,
  1581. SR_GENTLETOUCH_CHANGE,
  1582. SR_GENTLETOUCH_REVITALIZE,
  1583. WA_SWING_DANCE = 2350,
  1584. WA_SYMPHONY_OF_LOVER,
  1585. WA_MOONLIT_SERENADE,
  1586. MI_RUSH_WINDMILL = 2381,
  1587. MI_ECHOSONG,
  1588. MI_HARMONIZE,
  1589. WM_LESSON = 2412,
  1590. WM_METALICSOUND,
  1591. WM_REVERBERATION,
  1592. WM_REVERBERATION_MELEE, // Removed on kRO
  1593. WM_REVERBERATION_MAGIC, // Removed on kRO
  1594. WM_DOMINION_IMPULSE, // Removed on kRO
  1595. WM_SEVERE_RAINSTORM,
  1596. WM_POEMOFNETHERWORLD,
  1597. WM_VOICEOFSIREN,
  1598. WM_DEADHILLHERE,
  1599. WM_LULLABY_DEEPSLEEP,
  1600. WM_SIRCLEOFNATURE,
  1601. WM_RANDOMIZESPELL,
  1602. WM_GLOOMYDAY,
  1603. WM_GREAT_ECHO,
  1604. WM_SONG_OF_MANA,
  1605. WM_DANCE_WITH_WUG,
  1606. WM_SOUND_OF_DESTRUCTION,
  1607. WM_SATURDAY_NIGHT_FEVER,
  1608. WM_LERADS_DEW,
  1609. WM_MELODYOFSINK,
  1610. WM_BEYOND_OF_WARCRY,
  1611. WM_UNLIMITED_HUMMING_VOICE,
  1612. SO_FIREWALK = 2443,
  1613. SO_ELECTRICWALK,
  1614. SO_SPELLFIST,
  1615. SO_EARTHGRAVE,
  1616. SO_DIAMONDDUST,
  1617. SO_POISON_BUSTER,
  1618. SO_PSYCHIC_WAVE,
  1619. SO_CLOUD_KILL,
  1620. SO_STRIKING,
  1621. SO_WARMER,
  1622. SO_VACUUM_EXTREME,
  1623. SO_VARETYR_SPEAR,
  1624. SO_ARRULLO,
  1625. SO_EL_CONTROL,
  1626. SO_SUMMON_AGNI,
  1627. SO_SUMMON_AQUA,
  1628. SO_SUMMON_VENTUS,
  1629. SO_SUMMON_TERA,
  1630. SO_EL_ACTION,
  1631. SO_EL_ANALYSIS,
  1632. SO_EL_SYMPATHY,
  1633. SO_EL_CURE,
  1634. SO_FIRE_INSIGNIA,
  1635. SO_WATER_INSIGNIA,
  1636. SO_WIND_INSIGNIA,
  1637. SO_EARTH_INSIGNIA,
  1638. GN_TRAINING_SWORD = 2474,
  1639. GN_REMODELING_CART,
  1640. GN_CART_TORNADO,
  1641. GN_CARTCANNON,
  1642. GN_CARTBOOST,
  1643. GN_THORNS_TRAP,
  1644. GN_BLOOD_SUCKER,
  1645. GN_SPORE_EXPLOSION,
  1646. GN_WALLOFTHORN,
  1647. GN_CRAZYWEED,
  1648. GN_CRAZYWEED_ATK,
  1649. GN_DEMONIC_FIRE,
  1650. GN_FIRE_EXPANSION,
  1651. GN_FIRE_EXPANSION_SMOKE_POWDER,
  1652. GN_FIRE_EXPANSION_TEAR_GAS,
  1653. GN_FIRE_EXPANSION_ACID,
  1654. GN_HELLS_PLANT,
  1655. GN_HELLS_PLANT_ATK,
  1656. GN_MANDRAGORA,
  1657. GN_SLINGITEM, // Removed on kRO
  1658. GN_CHANGEMATERIAL,
  1659. GN_MIX_COOKING,
  1660. GN_MAKEBOMB, // Removed on kRO
  1661. GN_S_PHARMACY,
  1662. GN_SLINGITEM_RANGEMELEEATK, // Removed on kRO
  1663. AB_SECRAMENT = 2515,
  1664. WM_SEVERE_RAINSTORM_MELEE,
  1665. SR_HOWLINGOFLION,
  1666. SR_RIDEINLIGHTNING,
  1667. LG_OVERBRAND_BRANDISH,
  1668. LG_OVERBRAND_PLUSATK,
  1669. ALL_ODINS_RECALL = 2533,
  1670. RETURN_TO_ELDICASTES,
  1671. ALL_BUYING_STORE,
  1672. ALL_GUARDIAN_RECALL,
  1673. ALL_ODINS_POWER,
  1674. ALL_BEER_BOTTLE_CAP,
  1675. NPC_ASSASSINCROSS,
  1676. NPC_DISSONANCE,
  1677. NPC_UGLYDANCE,
  1678. ALL_TETANY,
  1679. ALL_RAY_OF_PROTECTION,
  1680. MC_CARTDECORATE,
  1681. GM_ITEM_ATKMAX,
  1682. GM_ITEM_ATKMIN,
  1683. GM_ITEM_MATKMAX,
  1684. GM_ITEM_MATKMIN,
  1685. RL_GLITTERING_GREED = 2551,
  1686. RL_RICHS_COIN,
  1687. RL_MASS_SPIRAL,
  1688. RL_BANISHING_BUSTER,
  1689. RL_B_TRAP,
  1690. RL_FLICKER,
  1691. RL_S_STORM,
  1692. RL_E_CHAIN,
  1693. RL_QD_SHOT,
  1694. RL_C_MARKER,
  1695. RL_FIREDANCE,
  1696. RL_H_MINE,
  1697. RL_P_ALTER,
  1698. RL_FALLEN_ANGEL,
  1699. RL_R_TRIP,
  1700. RL_D_TAIL,
  1701. RL_FIRE_RAIN,
  1702. RL_HEAT_BARREL,
  1703. RL_AM_BLAST,
  1704. RL_SLUGSHOT,
  1705. RL_HAMMER_OF_GOD,
  1706. RL_R_TRIP_PLUSATK,
  1707. RL_B_FLICKER_ATK,
  1708. // RL_GLITTERING_GREED_ATK,
  1709. SJ_LIGHTOFMOON,
  1710. SJ_LUNARSTANCE,
  1711. SJ_FULLMOONKICK,
  1712. SJ_LIGHTOFSTAR,
  1713. SJ_STARSTANCE,
  1714. SJ_NEWMOONKICK,
  1715. SJ_FLASHKICK,
  1716. SJ_STAREMPEROR,
  1717. SJ_NOVAEXPLOSING,
  1718. SJ_UNIVERSESTANCE,
  1719. SJ_FALLINGSTAR,
  1720. SJ_GRAVITYCONTROL,
  1721. SJ_BOOKOFDIMENSION,
  1722. SJ_BOOKOFCREATINGSTAR,
  1723. SJ_DOCUMENT,
  1724. SJ_PURIFY,
  1725. SJ_LIGHTOFSUN,
  1726. SJ_SUNSTANCE,
  1727. SJ_SOLARBURST,
  1728. SJ_PROMINENCEKICK,
  1729. SJ_FALLINGSTAR_ATK,
  1730. SJ_FALLINGSTAR_ATK2,
  1731. SP_SOULGOLEM,
  1732. SP_SOULSHADOW,
  1733. SP_SOULFALCON,
  1734. SP_SOULFAIRY,
  1735. SP_CURSEEXPLOSION,
  1736. SP_SOULCURSE,
  1737. SP_SPA,
  1738. SP_SHA,
  1739. SP_SWHOO,
  1740. SP_SOULUNITY,
  1741. SP_SOULDIVISION,
  1742. SP_SOULREAPER,
  1743. SP_SOULREVOLVE,
  1744. SP_SOULCOLLECT,
  1745. SP_SOULEXPLOSION,
  1746. SP_SOULENERGY,
  1747. SP_KAUTE,
  1748. KO_YAMIKUMO = 3001,
  1749. KO_RIGHT,
  1750. KO_LEFT,
  1751. KO_JYUMONJIKIRI,
  1752. KO_SETSUDAN,
  1753. KO_BAKURETSU,
  1754. KO_HAPPOKUNAI,
  1755. KO_MUCHANAGE,
  1756. KO_HUUMARANKA,
  1757. KO_MAKIBISHI,
  1758. KO_MEIKYOUSISUI,
  1759. KO_ZANZOU,
  1760. KO_KYOUGAKU,
  1761. KO_JYUSATSU,
  1762. KO_KAHU_ENTEN,
  1763. KO_HYOUHU_HUBUKI,
  1764. KO_KAZEHU_SEIRAN,
  1765. KO_DOHU_KOUKAI,
  1766. KO_KAIHOU,
  1767. KO_ZENKAI,
  1768. KO_GENWAKU,
  1769. KO_IZAYOI,
  1770. KG_KAGEHUMI,
  1771. KG_KYOMU,
  1772. KG_KAGEMUSYA,
  1773. OB_ZANGETSU,
  1774. OB_OBOROGENSOU,
  1775. OB_OBOROGENSOU_TRANSITION_ATK,
  1776. OB_AKAITSUKI,
  1777. ECL_SNOWFLIP = 3031,
  1778. ECL_PEONYMAMY,
  1779. ECL_SADAGUI,
  1780. ECL_SEQUOIADUST,
  1781. ECLAGE_RECALL,
  1782. ALL_PRONTERA_RECALL = 3042,
  1783. GC_DARKCROW = 5001,
  1784. RA_UNLIMIT,
  1785. GN_ILLUSIONDOPING,
  1786. RK_DRAGONBREATH_WATER,
  1787. RK_LUXANIMA,
  1788. NC_MAGMA_ERUPTION,
  1789. WM_FRIGG_SONG,
  1790. SO_ELEMENTAL_SHIELD,
  1791. SR_FLASHCOMBO,
  1792. SC_ESCAPE,
  1793. AB_OFFERTORIUM,
  1794. WL_TELEKINESIS_INTENSE,
  1795. LG_KINGS_GRACE,
  1796. ALL_FULL_THROTTLE,
  1797. NC_MAGMA_ERUPTION_DOTDAMAGE,
  1798. SU_BASIC_SKILL = 5018,
  1799. SU_BITE,
  1800. SU_HIDE,
  1801. SU_SCRATCH,
  1802. SU_STOOP,
  1803. SU_LOPE,
  1804. SU_SPRITEMABLE,
  1805. SU_POWEROFLAND,
  1806. SU_SV_STEMSPEAR,
  1807. SU_CN_POWDERING,
  1808. SU_CN_METEOR,
  1809. SU_SV_ROOTTWIST,
  1810. SU_SV_ROOTTWIST_ATK,
  1811. SU_POWEROFLIFE,
  1812. SU_SCAROFTAROU,
  1813. SU_PICKYPECK,
  1814. SU_PICKYPECK_DOUBLE_ATK,
  1815. SU_ARCLOUSEDASH,
  1816. SU_LUNATICCARROTBEAT,
  1817. SU_POWEROFSEA,
  1818. SU_TUNABELLY,
  1819. SU_TUNAPARTY,
  1820. SU_BUNCHOFSHRIMP,
  1821. SU_FRESHSHRIMP,
  1822. SU_CN_METEOR2,
  1823. SU_LUNATICCARROTBEAT2,
  1824. SU_SOULATTACK,
  1825. SU_POWEROFFLOCK,
  1826. SU_SVG_SPIRIT,
  1827. SU_HISS,
  1828. SU_NYANGGRASS,
  1829. SU_GROOMING,
  1830. SU_PURRING,
  1831. SU_SHRIMPARTY,
  1832. SU_SPIRITOFLIFE,
  1833. SU_MEOWMEOW,
  1834. SU_SPIRITOFLAND,
  1835. SU_CHATTERING,
  1836. SU_SPIRITOFSEA,
  1837. WE_CALLALLFAMILY = 5063,
  1838. WE_ONEFOREVER,
  1839. WE_CHEERUP,
  1840. ALL_EQSWITCH = 5067,
  1841. CG_SPECIALSINGER,
  1842. AB_VITUPERATUM = 5072,
  1843. AB_CONVENIO,
  1844. ALL_LIGHTNING_STORM,
  1845. NV_BREAKTHROUGH,
  1846. NV_HELPANGEL,
  1847. NV_TRANSCENDENCE,
  1848. WL_READING_SB_READING,
  1849. DK_SERVANTWEAPON = 5201,
  1850. DK_SERVANTWEAPON_ATK,
  1851. DK_SERVANT_W_SIGN,
  1852. DK_SERVANT_W_PHANTOM,
  1853. DK_SERVANT_W_DEMOL,
  1854. DK_CHARGINGPIERCE,
  1855. DK_TWOHANDDEF,
  1856. DK_HACKANDSLASHER,
  1857. DK_HACKANDSLASHER_ATK,
  1858. DK_DRAGONIC_AURA,
  1859. DK_MADNESS_CRUSHER,
  1860. DK_VIGOR,
  1861. DK_STORMSLASH,
  1862. AG_DEADLY_PROJECTION,
  1863. AG_DESTRUCTIVE_HURRICANE,
  1864. AG_RAIN_OF_CRYSTAL,
  1865. AG_MYSTERY_ILLUSION,
  1866. AG_VIOLENT_QUAKE,
  1867. AG_VIOLENT_QUAKE_ATK,
  1868. AG_SOUL_VC_STRIKE,
  1869. AG_STRANTUM_TREMOR,
  1870. AG_ALL_BLOOM,
  1871. AG_ALL_BLOOM_ATK,
  1872. AG_ALL_BLOOM_ATK2,
  1873. AG_CRYSTAL_IMPACT,
  1874. AG_CRYSTAL_IMPACT_ATK,
  1875. AG_TORNADO_STORM,
  1876. AG_TWOHANDSTAFF,
  1877. AG_FLORAL_FLARE_ROAD,
  1878. AG_ASTRAL_STRIKE,
  1879. AG_ASTRAL_STRIKE_ATK,
  1880. AG_CLIMAX,
  1881. AG_ROCK_DOWN,
  1882. AG_STORM_CANNON,
  1883. AG_CRIMSON_ARROW,
  1884. AG_CRIMSON_ARROW_ATK,
  1885. AG_FROZEN_SLASH,
  1886. IQ_POWERFUL_FAITH,
  1887. IQ_FIRM_FAITH,
  1888. IQ_WILL_OF_FAITH,
  1889. IQ_OLEUM_SANCTUM,
  1890. IQ_SINCERE_FAITH,
  1891. IQ_MASSIVE_F_BLASTER,
  1892. IQ_EXPOSION_BLASTER,
  1893. IQ_FIRST_BRAND,
  1894. IQ_FIRST_FAITH_POWER,
  1895. IQ_JUDGE,
  1896. IQ_SECOND_FLAME,
  1897. IQ_SECOND_FAITH,
  1898. IQ_SECOND_JUDGEMENT,
  1899. IQ_THIRD_PUNISH,
  1900. IQ_THIRD_FLAME_BOMB,
  1901. IQ_THIRD_CONSECRATION,
  1902. IQ_THIRD_EXOR_FLAME,
  1903. IG_GUARD_STANCE,
  1904. IG_GUARDIAN_SHIELD,
  1905. IG_REBOUND_SHIELD,
  1906. IG_SHIELD_MASTERY,
  1907. IG_SPEAR_SWORD_M,
  1908. IG_ATTACK_STANCE,
  1909. IG_ULTIMATE_SACRIFICE,
  1910. IG_HOLY_SHIELD,
  1911. IG_GRAND_JUDGEMENT,
  1912. IG_JUDGEMENT_CROSS,
  1913. IG_SHIELD_SHOOTING,
  1914. IG_OVERSLASH,
  1915. IG_CROSS_RAIN,
  1916. CD_REPARATIO,
  1917. CD_MEDIALE_VOTUM,
  1918. CD_MACE_BOOK_M,
  1919. CD_ARGUTUS_VITA,
  1920. CD_ARGUTUS_TELUM,
  1921. CD_ARBITRIUM,
  1922. CD_ARBITRIUM_ATK,
  1923. CD_PRESENS_ACIES,
  1924. CD_FIDUS_ANIMUS,
  1925. CD_EFFLIGO,
  1926. CD_COMPETENTIA,
  1927. CD_PNEUMATICUS_PROCELLA,
  1928. CD_DILECTIO_HEAL,
  1929. CD_RELIGIO,
  1930. CD_BENEDICTUM,
  1931. CD_PETITIO,
  1932. CD_FRAMEN,
  1933. SHC_SHADOW_EXCEED,
  1934. SHC_DANCING_KNIFE,
  1935. SHC_SAVAGE_IMPACT,
  1936. SHC_SHADOW_SENSE,
  1937. SHC_ETERNAL_SLASH,
  1938. SHC_POTENT_VENOM,
  1939. SHC_SHADOW_STAB,
  1940. SHC_IMPACT_CRATER,
  1941. SHC_ENCHANTING_SHADOW,
  1942. SHC_FATAL_SHADOW_CROW,
  1943. MT_AXE_STOMP,
  1944. MT_RUSH_QUAKE,
  1945. MT_M_MACHINE,
  1946. MT_A_MACHINE,
  1947. MT_D_MACHINE,
  1948. MT_TWOAXEDEF,
  1949. MT_ABR_M,
  1950. MT_SUMMON_ABR_BATTLE_WARIOR,
  1951. MT_SUMMON_ABR_DUAL_CANNON,
  1952. MT_SUMMON_ABR_MOTHER_NET,
  1953. MT_SUMMON_ABR_INFINITY,
  1954. AG_DESTRUCTIVE_HURRICANE_CLIMAX,
  1955. BO_ACIDIFIED_ZONE_WATER_ATK,
  1956. BO_ACIDIFIED_ZONE_GROUND_ATK,
  1957. BO_ACIDIFIED_ZONE_WIND_ATK,
  1958. BO_ACIDIFIED_ZONE_FIRE_ATK,
  1959. ABC_DAGGER_AND_BOW_M,
  1960. ABC_MAGIC_SWORD_M,
  1961. ABC_STRIP_SHADOW,
  1962. ABC_ABYSS_DAGGER,
  1963. ABC_UNLUCKY_RUSH,
  1964. ABC_CHAIN_REACTION_SHOT,
  1965. ABC_FROM_THE_ABYSS,
  1966. ABC_ABYSS_SLAYER,
  1967. ABC_ABYSS_STRIKE,
  1968. ABC_DEFT_STAB,
  1969. ABC_ABYSS_SQUARE,
  1970. ABC_FRENZY_SHOT,
  1971. WH_ADVANCED_TRAP,
  1972. WH_WIND_SIGN,
  1973. WH_NATUREFRIENDLY,
  1974. WH_HAWKRUSH,
  1975. WH_HAWK_M,
  1976. WH_CALAMITYGALE,
  1977. WH_HAWKBOOMERANG,
  1978. WH_GALESTORM,
  1979. WH_DEEPBLINDTRAP,
  1980. WH_SOLIDTRAP,
  1981. WH_SWIFTTRAP,
  1982. WH_CRESCIVE_BOLT,
  1983. WH_FLAMETRAP,
  1984. BO_BIONIC_PHARMACY,
  1985. BO_BIONICS_M,
  1986. BO_THE_WHOLE_PROTECTION,
  1987. BO_ADVANCE_PROTECTION,
  1988. BO_ACIDIFIED_ZONE_WATER,
  1989. BO_ACIDIFIED_ZONE_GROUND,
  1990. BO_ACIDIFIED_ZONE_WIND,
  1991. BO_ACIDIFIED_ZONE_FIRE,
  1992. BO_WOODENWARRIOR,
  1993. BO_WOODEN_FAIRY,
  1994. BO_CREEPER,
  1995. BO_RESEARCHREPORT,
  1996. BO_HELLTREE,
  1997. TR_STAGE_MANNER,
  1998. TR_RETROSPECTION,
  1999. TR_MYSTIC_SYMPHONY,
  2000. TR_KVASIR_SONATA,
  2001. TR_ROSEBLOSSOM,
  2002. TR_ROSEBLOSSOM_ATK,
  2003. TR_RHYTHMSHOOTING,
  2004. TR_METALIC_FURY,
  2005. TR_SOUNDBLEND,
  2006. TR_GEF_NOCTURN,
  2007. TR_ROKI_CAPRICCIO,
  2008. TR_AIN_RHAPSODY,
  2009. TR_MUSICAL_INTERLUDE,
  2010. TR_JAWAII_SERENADE,
  2011. TR_NIPELHEIM_REQUIEM,
  2012. TR_PRON_MARCH,
  2013. EM_MAGIC_BOOK_M,
  2014. EM_SPELL_ENCHANTING,
  2015. EM_ACTIVITY_BURN,
  2016. EM_INCREASING_ACTIVITY,
  2017. EM_DIAMOND_STORM,
  2018. EM_LIGHTNING_LAND,
  2019. EM_VENOM_SWAMP,
  2020. EM_CONFLAGRATION,
  2021. EM_TERRA_DRIVE,
  2022. EM_ELEMENTAL_SPIRIT_M,
  2023. EM_SUMMON_ELEMENTAL_ARDOR,
  2024. EM_SUMMON_ELEMENTAL_DILUVIO,
  2025. EM_SUMMON_ELEMENTAL_PROCELLA,
  2026. EM_SUMMON_ELEMENTAL_TERREMOTUS,
  2027. EM_SUMMON_ELEMENTAL_SERPENS,
  2028. EM_ELEMENTAL_BUSTER,
  2029. EM_ELEMENTAL_VEIL,
  2030. ABC_CHAIN_REACTION_SHOT_ATK,
  2031. ABC_FROM_THE_ABYSS_ATK,
  2032. BO_WOODEN_THROWROCK,
  2033. BO_WOODEN_ATTACK,
  2034. BO_HELL_HOWLING,
  2035. BO_HELL_DUSTY,
  2036. BO_FAIRY_DUSTY,
  2037. EM_ELEMENTAL_BUSTER_FIRE,
  2038. EM_ELEMENTAL_BUSTER_WATER,
  2039. EM_ELEMENTAL_BUSTER_WIND,
  2040. EM_ELEMENTAL_BUSTER_GROUND,
  2041. EM_ELEMENTAL_BUSTER_POISON,
  2042. HLIF_HEAL = 8001,
  2043. HLIF_AVOID,
  2044. HLIF_BRAIN,
  2045. HLIF_CHANGE,
  2046. HAMI_CASTLE,
  2047. HAMI_DEFENCE,
  2048. HAMI_SKIN,
  2049. HAMI_BLOODLUST,
  2050. HFLI_MOON,
  2051. HFLI_FLEET,
  2052. HFLI_SPEED,
  2053. HFLI_SBR44,
  2054. HVAN_CAPRICE,
  2055. HVAN_CHAOTIC,
  2056. HVAN_INSTRUCT,
  2057. HVAN_EXPLOSION,
  2058. MUTATION_BASEJOB,
  2059. MH_SUMMON_LEGION,
  2060. MH_NEEDLE_OF_PARALYZE,
  2061. MH_POISON_MIST,
  2062. MH_PAIN_KILLER,
  2063. MH_LIGHT_OF_REGENE,
  2064. MH_OVERED_BOOST,
  2065. MH_ERASER_CUTTER,
  2066. MH_XENO_SLASHER,
  2067. MH_SILENT_BREEZE,
  2068. MH_STYLE_CHANGE,
  2069. MH_SONIC_CRAW,
  2070. MH_SILVERVEIN_RUSH,
  2071. MH_MIDNIGHT_FRENZY,
  2072. MH_STAHL_HORN,
  2073. MH_GOLDENE_FERSE,
  2074. MH_STEINWAND,
  2075. MH_HEILIGE_STANGE,
  2076. MH_ANGRIFFS_MODUS,
  2077. MH_TINDER_BREAKER,
  2078. MH_CBC,
  2079. MH_EQC,
  2080. MH_MAGMA_FLOW,
  2081. MH_GRANITIC_ARMOR,
  2082. MH_LAVA_SLIDE,
  2083. MH_PYROCLASTIC,
  2084. MH_VOLCANIC_ASH,
  2085. MS_BASH = 8201,
  2086. MS_MAGNUM,
  2087. MS_BOWLINGBASH,
  2088. MS_PARRYING,
  2089. MS_REFLECTSHIELD,
  2090. MS_BERSERK,
  2091. MA_DOUBLE,
  2092. MA_SHOWER,
  2093. MA_SKIDTRAP,
  2094. MA_LANDMINE,
  2095. MA_SANDMAN,
  2096. MA_FREEZINGTRAP,
  2097. MA_REMOVETRAP,
  2098. MA_CHARGEARROW,
  2099. MA_SHARPSHOOTING,
  2100. ML_PIERCE,
  2101. ML_BRANDISH,
  2102. ML_SPIRALPIERCE,
  2103. ML_DEFENDER,
  2104. ML_AUTOGUARD,
  2105. ML_DEVOTION,
  2106. MER_MAGNIFICAT,
  2107. MER_QUICKEN,
  2108. MER_SIGHT,
  2109. MER_CRASH,
  2110. MER_REGAIN,
  2111. MER_TENDER,
  2112. MER_BENEDICTION,
  2113. MER_RECUPERATE,
  2114. MER_MENTALCURE,
  2115. MER_COMPRESS,
  2116. MER_PROVOKE,
  2117. MER_AUTOBERSERK,
  2118. MER_DECAGI,
  2119. MER_SCAPEGOAT,
  2120. MER_LEXDIVINA,
  2121. MER_ESTIMATION,
  2122. MER_KYRIE,
  2123. MER_BLESSING,
  2124. MER_INCAGI,
  2125. MER_INVINCIBLEOFF2,
  2126. EL_CIRCLE_OF_FIRE = 8401,
  2127. EL_FIRE_CLOAK,
  2128. EL_FIRE_MANTLE,
  2129. EL_WATER_SCREEN,
  2130. EL_WATER_DROP,
  2131. EL_WATER_BARRIER,
  2132. EL_WIND_STEP,
  2133. EL_WIND_CURTAIN,
  2134. EL_ZEPHYR,
  2135. EL_SOLID_SKIN,
  2136. EL_STONE_SHIELD,
  2137. EL_POWER_OF_GAIA,
  2138. EL_PYROTECHNIC,
  2139. EL_HEATER,
  2140. EL_TROPIC,
  2141. EL_AQUAPLAY,
  2142. EL_COOLER,
  2143. EL_CHILLY_AIR,
  2144. EL_GUST,
  2145. EL_BLAST,
  2146. EL_WILD_STORM,
  2147. EL_PETROLOGY,
  2148. EL_CURSED_SOIL,
  2149. EL_UPHEAVAL,
  2150. EL_FIRE_ARROW,
  2151. EL_FIRE_BOMB,
  2152. EL_FIRE_BOMB_ATK,
  2153. EL_FIRE_WAVE,
  2154. EL_FIRE_WAVE_ATK,
  2155. EL_ICE_NEEDLE,
  2156. EL_WATER_SCREW,
  2157. EL_WATER_SCREW_ATK,
  2158. EL_TIDAL_WEAPON,
  2159. EL_WIND_SLASH,
  2160. EL_HURRICANE,
  2161. EL_HURRICANE_ATK,
  2162. EL_TYPOON_MIS,
  2163. EL_TYPOON_MIS_ATK,
  2164. EL_STONE_HAMMER,
  2165. EL_ROCK_CRUSHER,
  2166. EL_ROCK_CRUSHER_ATK,
  2167. EL_STONE_RAIN,
  2168. EM_EL_FLAMETECHNIC,
  2169. EM_EL_FLAMEARMOR,
  2170. EM_EL_FLAMEROCK,
  2171. EM_EL_COLD_FORCE,
  2172. EM_EL_CRYSTAL_ARMOR,
  2173. EM_EL_AGE_OF_ICE,
  2174. EM_EL_GRACE_BREEZE,
  2175. EM_EL_EYES_OF_STORM,
  2176. EM_EL_STORM_WIND,
  2177. EM_EL_EARTH_CARE,
  2178. EM_EL_STRONG_PROTECTION,
  2179. EM_EL_AVALANCHE,
  2180. EM_EL_DEEP_POISONING,
  2181. EM_EL_POISON_SHIELD,
  2182. EM_EL_DEADLY_POISON,
  2183. ABR_BATTLE_BUSTER = 8601,
  2184. ABR_DUAL_CANNON_FIRE,
  2185. ABR_NET_REPAIR,
  2186. ABR_NET_SUPPORT,
  2187. ABR_INFINITY_BUSTER,
  2188. };
  2189. /// The client view ids for land skills.
  2190. enum e_skill_unit_id : uint16 {
  2191. UNT_SAFETYWALL = 0x7e,
  2192. UNT_FIREWALL,
  2193. UNT_WARP_WAITING,
  2194. UNT_WARP_ACTIVE,
  2195. UNT_BENEDICTIO, //TODO
  2196. UNT_SANCTUARY,
  2197. UNT_MAGNUS,
  2198. UNT_PNEUMA,
  2199. UNT_DUMMYSKILL, //These show no effect on the client
  2200. UNT_FIREPILLAR_WAITING,
  2201. UNT_FIREPILLAR_ACTIVE,
  2202. UNT_HIDDEN_TRAP, //TODO
  2203. UNT_TRAP, //TODO
  2204. UNT_HIDDEN_WARP_NPC, //TODO
  2205. UNT_USED_TRAPS,
  2206. UNT_ICEWALL,
  2207. UNT_QUAGMIRE,
  2208. UNT_BLASTMINE,
  2209. UNT_SKIDTRAP,
  2210. UNT_ANKLESNARE,
  2211. UNT_VENOMDUST,
  2212. UNT_LANDMINE,
  2213. UNT_SHOCKWAVE,
  2214. UNT_SANDMAN,
  2215. UNT_FLASHER,
  2216. UNT_FREEZINGTRAP,
  2217. UNT_CLAYMORETRAP,
  2218. UNT_TALKIEBOX,
  2219. UNT_VOLCANO,
  2220. UNT_DELUGE,
  2221. UNT_VIOLENTGALE,
  2222. UNT_LANDPROTECTOR,
  2223. UNT_LULLABY,
  2224. UNT_RICHMANKIM,
  2225. UNT_ETERNALCHAOS,
  2226. UNT_DRUMBATTLEFIELD,
  2227. UNT_RINGNIBELUNGEN,
  2228. UNT_ROKISWEIL,
  2229. UNT_INTOABYSS,
  2230. UNT_SIEGFRIED,
  2231. UNT_DISSONANCE,
  2232. UNT_WHISTLE,
  2233. UNT_ASSASSINCROSS,
  2234. UNT_POEMBRAGI,
  2235. UNT_APPLEIDUN,
  2236. UNT_UGLYDANCE,
  2237. UNT_HUMMING,
  2238. UNT_DONTFORGETME,
  2239. UNT_FORTUNEKISS,
  2240. UNT_SERVICEFORYOU,
  2241. UNT_GRAFFITI,
  2242. UNT_DEMONSTRATION,
  2243. UNT_CALLFAMILY,
  2244. UNT_GOSPEL,
  2245. UNT_BASILICA,
  2246. UNT_MOONLIT,
  2247. UNT_FOGWALL,
  2248. UNT_SPIDERWEB,
  2249. UNT_GRAVITATION,
  2250. UNT_HERMODE,
  2251. UNT_KAENSIN, //TODO
  2252. UNT_SUITON,
  2253. UNT_TATAMIGAESHI,
  2254. UNT_KAEN,
  2255. UNT_GROUNDDRIFT_WIND,
  2256. UNT_GROUNDDRIFT_DARK,
  2257. UNT_GROUNDDRIFT_POISON,
  2258. UNT_GROUNDDRIFT_WATER,
  2259. UNT_GROUNDDRIFT_FIRE,
  2260. UNT_DEATHWAVE, //TODO
  2261. UNT_WATERATTACK, //TODO
  2262. UNT_WINDATTACK, //TODO
  2263. UNT_EARTHQUAKE,
  2264. UNT_EVILLAND,
  2265. UNT_DARK_RUNNER, //TODO
  2266. UNT_DARK_TRANSFER, //TODO
  2267. UNT_EPICLESIS,
  2268. UNT_EARTHSTRAIN,
  2269. UNT_MANHOLE,
  2270. UNT_DIMENSIONDOOR,
  2271. UNT_CHAOSPANIC,
  2272. UNT_MAELSTROM,
  2273. UNT_BLOODYLUST,
  2274. UNT_FEINTBOMB,
  2275. UNT_MAGENTATRAP,
  2276. UNT_COBALTTRAP,
  2277. UNT_MAIZETRAP,
  2278. UNT_VERDURETRAP,
  2279. UNT_FIRINGTRAP,
  2280. UNT_ICEBOUNDTRAP,
  2281. UNT_ELECTRICSHOCKER,
  2282. UNT_CLUSTERBOMB,
  2283. UNT_REVERBERATION,
  2284. UNT_SEVERE_RAINSTORM,
  2285. UNT_FIREWALK,
  2286. UNT_ELECTRICWALK,
  2287. UNT_NETHERWORLD,
  2288. UNT_PSYCHIC_WAVE,
  2289. UNT_CLOUD_KILL,
  2290. UNT_POISONSMOKE,
  2291. UNT_NEUTRALBARRIER,
  2292. UNT_STEALTHFIELD,
  2293. UNT_WARMER,
  2294. UNT_THORNS_TRAP,
  2295. UNT_WALLOFTHORN,
  2296. UNT_DEMONIC_FIRE,
  2297. UNT_FIRE_EXPANSION_SMOKE_POWDER,
  2298. UNT_FIRE_EXPANSION_TEAR_GAS,
  2299. UNT_HELLS_PLANT, // No longer a unit skill
  2300. UNT_VACUUM_EXTREME,
  2301. UNT_BANDING,
  2302. UNT_FIRE_MANTLE,
  2303. UNT_WATER_BARRIER,
  2304. UNT_ZEPHYR,
  2305. UNT_POWER_OF_GAIA,
  2306. UNT_FIRE_INSIGNIA,
  2307. UNT_WATER_INSIGNIA,
  2308. UNT_WIND_INSIGNIA,
  2309. UNT_EARTH_INSIGNIA,
  2310. UNT_POISON_MIST,
  2311. UNT_LAVA_SLIDE,
  2312. UNT_VOLCANIC_ASH,
  2313. UNT_ZENKAI_WATER,
  2314. UNT_ZENKAI_LAND,
  2315. UNT_ZENKAI_FIRE,
  2316. UNT_ZENKAI_WIND,
  2317. UNT_MAKIBISHI,
  2318. UNT_VENOMFOG,
  2319. UNT_ICEMINE,
  2320. UNT_FLAMECROSS,
  2321. UNT_HELLBURNING,
  2322. UNT_MAGMA_ERUPTION,
  2323. UNT_KINGS_GRACE,
  2324. UNT_GLITTERING_GREED,
  2325. UNT_B_TRAP,
  2326. UNT_FIRE_RAIN,
  2327. UNT_CATNIPPOWDER,
  2328. UNT_NYANGGRASS,
  2329. UNT_CREATINGSTAR,// Should be GROUNDDRIFT_NEUTRAL
  2330. UNT_DUMMY_0,// CREATINGSTAR
  2331. UNT_RAIN_OF_CRYSTAL,
  2332. UNT_MYSTERY_ILLUSION,
  2333. UNT_UNKNOWN_1,// No idea. Makes a old style plant appear for a second.
  2334. UNT_STRANTUM_TREMOR,
  2335. UNT_VIOLENT_QUAKE,
  2336. UNT_ALL_BLOOM,
  2337. UNT_TORNADO_STORM,
  2338. UNT_FLORAL_FLARE_ROAD,
  2339. UNT_ASTRAL_STRIKE,
  2340. UNT_CROSS_RAIN,
  2341. UNT_PNEUMATICUS_PROCELLA,
  2342. UNT_ABYSS_SQUARE,
  2343. UNT_ACIDIFIED_ZONE_WATER,
  2344. UNT_ACIDIFIED_ZONE_GROUND,
  2345. UNT_ACIDIFIED_ZONE_WIND,
  2346. UNT_ACIDIFIED_ZONE_FIRE,
  2347. UNT_LIGHTNING_LAND,
  2348. UNT_VENOM_SWAMP,
  2349. UNT_CONFLAGRATION,
  2350. // Skill units outside the normal unit range.
  2351. UNT_DEEPBLINDTRAP = 20852,
  2352. UNT_SOLIDTRAP,
  2353. UNT_SWIFTTRAP,
  2354. UNT_FLAMETRAP,
  2355. /**
  2356. * Guild Auras
  2357. **/
  2358. UNT_GD_LEADERSHIP = 0xc1,
  2359. UNT_GD_GLORYWOUNDS = 0xc2,
  2360. UNT_GD_SOULCOLD = 0xc3,
  2361. UNT_GD_HAWKEYES = 0xc4,
  2362. UNT_MAX = 0x190
  2363. };
  2364. /**
  2365. * Skill Unit Save
  2366. **/
  2367. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
  2368. void skill_usave_trigger(struct map_session_data *sd);
  2369. /**
  2370. * Warlock
  2371. **/
  2372. enum e_wl_spheres {
  2373. WLS_FIRE = 0x44,
  2374. WLS_WIND,
  2375. WLS_WATER,
  2376. WLS_STONE,
  2377. };
  2378. struct s_skill_spellbook_db {
  2379. uint16 skill_id, points;
  2380. t_itemid nameid;
  2381. };
  2382. class ReadingSpellbookDatabase : public TypesafeYamlDatabase<uint16, s_skill_spellbook_db> {
  2383. public:
  2384. ReadingSpellbookDatabase() : TypesafeYamlDatabase("READING_SPELLBOOK_DB", 1) {
  2385. }
  2386. const std::string getDefaultLocation() override;
  2387. uint64 parseBodyNode(const YAML::Node& node) override;
  2388. // Additional
  2389. std::shared_ptr<s_skill_spellbook_db> findBook(t_itemid nameid);
  2390. };
  2391. extern ReadingSpellbookDatabase reading_spellbook_db;
  2392. void skill_spellbook(struct map_session_data *sd, t_itemid nameid);
  2393. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  2394. struct s_skill_magicmushroom_db {
  2395. uint16 skill_id;
  2396. };
  2397. class MagicMushroomDatabase : public TypesafeYamlDatabase<uint16, s_skill_magicmushroom_db> {
  2398. public:
  2399. MagicMushroomDatabase() : TypesafeYamlDatabase("MAGIC_MUSHROOM_DB", 1) {
  2400. }
  2401. const std::string getDefaultLocation() override;
  2402. uint64 parseBodyNode(const YAML::Node &node) override;
  2403. };
  2404. extern MagicMushroomDatabase magic_mushroom_db;
  2405. int skill_maelstrom_suction(struct block_list *bl, va_list ap);
  2406. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit);
  2407. /**
  2408. * Ranger
  2409. **/
  2410. int skill_detonator(struct block_list *bl, va_list ap);
  2411. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
  2412. /**
  2413. * Mechanic
  2414. **/
  2415. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid);
  2416. /**
  2417. * Guiltoine Cross
  2418. **/
  2419. int skill_poisoningweapon( struct map_session_data *sd, t_itemid nameid);
  2420. /**
  2421. * Auto Shadow Spell (Shadow Chaser)
  2422. **/
  2423. int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
  2424. int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
  2425. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
  2426. int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
  2427. int skill_banding_count(struct map_session_data *sd);
  2428. int skill_is_combo(uint16 skill_id);
  2429. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf);
  2430. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick);
  2431. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y);
  2432. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv);
  2433. /// Variable name of copied skill by Plagiarism
  2434. #define SKILL_VAR_PLAGIARISM "CLONE_SKILL"
  2435. /// Variable name of copied skill level by Plagiarism
  2436. #define SKILL_VAR_PLAGIARISM_LV "CLONE_SKILL_LV"
  2437. /// Variable name of copied skill by Reproduce
  2438. #define SKILL_VAR_REPRODUCE "REPRODUCE_SKILL"
  2439. /// Variable name of copied skill level by Reproduce
  2440. #define SKILL_VAR_REPRODUCE_LV "REPRODUCE_SKILL_LV"
  2441. #define SKILL_CHK_HOMUN(skill_id) ( (skill_id) >= HM_SKILLBASE && (skill_id) < HM_SKILLBASE+MAX_HOMUNSKILL )
  2442. #define SKILL_CHK_MERC(skill_id) ( (skill_id) >= MC_SKILLBASE && (skill_id) < MC_SKILLBASE+MAX_MERCSKILL )
  2443. #define SKILL_CHK_ELEM(skill_id) ( (skill_id) >= EL_SKILLBASE && (skill_id) < EL_SKILLBASE+MAX_ELEMENTALSKILL )
  2444. #define SKILL_CHK_ABR(skill_id) ( (skill_id) >= ABR_SKILLBASE && (skill_id) < ABR_SKILLBASE+MAX_ABRSKILL )
  2445. #define SKILL_CHK_GUILD(skill_id) ( (skill_id) >= GD_SKILLBASE && (skill_id) < GD_SKILLBASE+MAX_GUILDSKILL )
  2446. #endif /* SKILL_HPP */