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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #ifndef STATUS_HPP
- #define STATUS_HPP
- #include <algorithm>
- #include <bitset>
- #include <memory>
- #include <unordered_map>
- #include <vector>
- #include <common/database.hpp>
- #include <common/mmo.hpp>
- #include <common/timer.hpp>
- #include "map.hpp"
- #include "script.hpp"
- enum e_race2 : uint8;
- struct block_list;
- struct mob_data;
- struct pet_data;
- struct homun_data;
- struct s_mercenary_data;
- struct s_elemental_data;
- struct npc_data;
- class status_change;
- /**
- * Max Refine available to your server
- **/
- #ifdef RENEWAL
- # define MAX_REFINE 20
- #else
- # define MAX_REFINE 10
- #endif
- /// Refine type
- enum e_refine_type : uint16{
- REFINE_TYPE_ARMOR = 0,
- REFINE_TYPE_WEAPON,
- REFINE_TYPE_SHADOW_ARMOR,
- REFINE_TYPE_SHADOW_WEAPON,
- REFINE_TYPE_MAX
- };
- /// Refine cost type
- enum e_refine_cost_type : uint16{
- REFINE_COST_NORMAL = 0,
- REFINE_COST_HD,
- REFINE_COST_ENRICHED,
- REFINE_COST_MAX
- };
- /// Refine script parameters
- enum e_refine_parameter{
- REFINE_MATERIAL_ID = 0,
- REFINE_ZENY_COST
- };
- struct s_refine_cost{
- uint16 index;
- t_itemid nameid;
- uint16 chance;
- uint32 zeny;
- uint16 breaking_rate;
- uint16 downgrade_amount;
- };
- struct s_refine_level_info{
- uint16 level;
- uint32 bonus;
- uint32 randombonus_max;
- uint16 blessing_amount;
- bool broadcast_success;
- bool broadcast_failure;
- std::unordered_map<uint16, std::shared_ptr<s_refine_cost>> costs;
- };
- struct s_refine_levels_info{
- uint16 level;
- std::unordered_map<uint16, std::shared_ptr<s_refine_level_info>> levels;
- };
- struct s_refine_info{
- uint16 groupId;
- std::unordered_map<uint16, std::shared_ptr<s_refine_levels_info>> levels;
- };
- class RefineDatabase : public TypesafeYamlDatabase<uint16, s_refine_info>{
- private:
- bool calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level );
- std::shared_ptr<s_refine_level_info> findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine );
- public:
- RefineDatabase() : TypesafeYamlDatabase( "REFINE_DB", 2, 1 ){
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode( const ryml::NodeRef& node ) override;
- // Additional
- std::shared_ptr<s_refine_level_info> findLevelInfo( const struct item_data& data, struct item& item );
- std::shared_ptr<s_refine_level_info> findCurrentLevelInfo( const struct item_data& data, struct item& item );
- };
- extern RefineDatabase refine_db;
- /// Weapon attack modification for size
- struct s_sizefix_db {
- uint16 small, medium, large;
- };
- class SizeFixDatabase : public TypesafeYamlDatabase<int32, s_sizefix_db> {
- public:
- SizeFixDatabase() : TypesafeYamlDatabase("SIZE_FIX_DB", 1) {
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode(const ryml::NodeRef& node) override;
- };
- extern SizeFixDatabase size_fix_db;
- class AttributeDatabase : public YamlDatabase {
- private:
- int16 attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
- public:
- AttributeDatabase() : YamlDatabase("ATTRIBUTE_DB", 1) {
- this->clear();
- }
- void clear() override{
- std::fill_n(&attr_fix_table[0][0][0], MAX_ELE_LEVEL * ELE_MAX * ELE_MAX, 100);
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode(const ryml::NodeRef& node) override;
- // Additional
- int16 getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele);
- };
- extern AttributeDatabase elemental_attribute_db;
- enum e_enchantgrade_result{
- ENCHANTGRADE_UPGRADE_SUCCESS,
- ENCHANTGRADE_UPGRADE_FAILED,
- ENCHANTGRADE_UPGRADE_DOWNGRADE,
- ENCHANTGRADE_UPGRADE_BREAK,
- ENCHANTGRADE_UPGRADE_PROTECTED,
- };
- struct s_enchantgradeoption{
- uint16 id;
- t_itemid item;
- uint16 amount;
- uint32 zeny;
- uint16 breaking_rate;
- uint16 downgrade_amount;
- };
- struct s_enchantgradelevel{
- e_enchantgrade grade;
- uint16 refine;
- uint16 chance;
- uint16 bonus;
- bool announceSuccess;
- bool announceFail;
- struct{
- t_itemid item;
- uint16 amountPerStep;
- uint16 maximumSteps;
- uint16 chanceIncrease;
- }catalyst;
- std::map<uint16,std::shared_ptr<s_enchantgradeoption>> options;
- };
- struct s_enchantgrade{
- uint16 itemtype;
- std::map<uint16,std::map<e_enchantgrade,std::shared_ptr<s_enchantgradelevel>>> levels;
- };
- class EnchantgradeDatabase : public TypesafeYamlDatabase<uint16, s_enchantgrade>{
- public:
- EnchantgradeDatabase() : TypesafeYamlDatabase( "ENCHANTGRADE_DB", 2, 1 ){
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode( const ryml::NodeRef& node ) override;
- void loadingFinished() override;
- // Additional
- std::shared_ptr<s_enchantgradelevel> findCurrentLevelInfo( const struct item_data& data, struct item& item );
- };
- extern EnchantgradeDatabase enchantgrade_db;
- /// Status changes listing. These code are for use by the server.
- enum sc_type : int16 {
- SC_NONE = -1,
- //First we enumerate common status ailments which are often used around.
- SC_STONE = 0,
- SC_COMMON_MIN = SC_STONE, // begin
- SC_FREEZE,
- SC_STUN,
- SC_SLEEP,
- SC_POISON,
- SC_CURSE,
- SC_SILENCE,
- SC_CONFUSION,
- SC_BLIND,
- SC_BLEEDING,
- SC_DPOISON, //10
- SC_STONEWAIT,
- SC_COMMON_MAX = SC_STONEWAIT, // end
- //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
- SC_PROVOKE = 20,
- SC_ENDURE,
- SC_TWOHANDQUICKEN,
- SC_CONCENTRATE,
- SC_HIDING,
- SC_CLOAKING,
- SC_ENCPOISON,
- SC_POISONREACT,
- SC_QUAGMIRE,
- SC_ANGELUS,
- SC_BLESSING, //30
- SC_SIGNUMCRUCIS,
- SC_INCREASEAGI,
- SC_DECREASEAGI,
- SC_SLOWPOISON,
- SC_IMPOSITIO ,
- SC_SUFFRAGIUM,
- SC_ASPERSIO,
- SC_BENEDICTIO,
- SC_KYRIE,
- SC_MAGNIFICAT, //40
- SC_GLORIA,
- SC_AETERNA,
- SC_ADRENALINE,
- SC_WEAPONPERFECTION,
- SC_OVERTHRUST,
- SC_MAXIMIZEPOWER,
- SC_TRICKDEAD,
- SC_LOUD,
- SC_ENERGYCOAT,
- SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
- SC_BROKENWEAPON,
- SC_HALLUCINATION,
- SC_WEIGHT50,
- SC_WEIGHT90,
- SC_ASPDPOTION0,
- SC_ASPDPOTION1,
- SC_ASPDPOTION2,
- SC_ASPDPOTION3,
- SC_SPEEDUP0,
- SC_SPEEDUP1, //60
- SC_ATKPOTION,
- SC_MATKPOTION,
- SC_WEDDING,
- SC_SLOWDOWN,
- SC_ANKLE,
- SC_KEEPING,
- SC_BARRIER,
- SC_STRIPWEAPON,
- SC_STRIPSHIELD,
- SC_STRIPARMOR, //70
- SC_STRIPHELM,
- SC_CP_WEAPON,
- SC_CP_SHIELD,
- SC_CP_ARMOR,
- SC_CP_HELM,
- SC_AUTOGUARD,
- SC_REFLECTSHIELD,
- SC_SPLASHER,
- SC_PROVIDENCE,
- SC_DEFENDER, //80
- SC_MAGICROD,
- SC_SPELLBREAKER,
- SC_AUTOSPELL,
- SC_SIGHTTRASHER,
- SC_AUTOBERSERK,
- SC_SPEARQUICKEN,
- SC_AUTOCOUNTER,
- SC_SIGHT,
- SC_SAFETYWALL,
- SC_RUWACH, //90
- SC_EXTREMITYFIST,
- SC_EXPLOSIONSPIRITS,
- SC_COMBO,
- SC_BLADESTOP_WAIT,
- SC_BLADESTOP,
- SC_FIREWEAPON,
- SC_WATERWEAPON,
- SC_WINDWEAPON,
- SC_EARTHWEAPON,
- SC_VOLCANO, //100,
- SC_DELUGE,
- SC_VIOLENTGALE,
- SC_WATK_ELEMENT,
- SC_ARMOR,
- SC_ARMOR_ELEMENT_WATER,
- SC_NOCHAT,
- SC_PROTECTEXP,
- SC_AURABLADE,
- SC_PARRYING,
- SC_CONCENTRATION, //110
- SC_TENSIONRELAX,
- SC_BERSERK,
- SC_FURY,
- SC_GOSPEL,
- SC_ASSUMPTIO,
- SC_BASILICA,
- SC_GUILDAURA,
- SC_MAGICPOWER,
- SC_EDP,
- SC_TRUESIGHT, //120
- SC_WINDWALK,
- SC_MELTDOWN,
- SC_CARTBOOST,
- SC_CHASEWALK,
- SC_REJECTSWORD,
- SC_MARIONETTE,
- SC_MARIONETTE2,
- SC_CHANGEUNDEAD,
- SC_JOINTBEAT,
- SC_MINDBREAKER, //130
- SC_MEMORIZE,
- SC_FOGWALL,
- SC_SPIDERWEB,
- SC_DEVOTION,
- SC_SACRIFICE,
- SC_STEELBODY,
- SC_ORCISH,
- SC_READYSTORM,
- SC_READYDOWN,
- SC_READYTURN, //140
- SC_READYCOUNTER,
- SC_DODGE,
- SC_RUN,
- SC_SHADOWWEAPON,
- SC_ADRENALINE2,
- SC_GHOSTWEAPON,
- SC_KAIZEL,
- SC_KAAHI,
- SC_KAUPE,
- SC_ONEHAND, //150
- SC_PRESERVE,
- SC_BATTLEORDERS,
- SC_REGENERATION,
- SC_DOUBLECAST,
- SC_GRAVITATION,
- SC_MAXOVERTHRUST,
- SC_LONGING,
- SC_HERMODE,
- SC_SHRINK,
- SC_SIGHTBLASTER, //160
- SC_WINKCHARM,
- SC_CLOSECONFINE,
- SC_CLOSECONFINE2,
- SC_DANCING,
- SC_ELEMENTALCHANGE,
- SC_RICHMANKIM,
- SC_ETERNALCHAOS,
- SC_DRUMBATTLE,
- SC_NIBELUNGEN,
- SC_ROKISWEIL, //170
- SC_INTOABYSS,
- SC_SIEGFRIED,
- SC_WHISTLE,
- SC_ASSNCROS,
- SC_POEMBRAGI,
- SC_APPLEIDUN,
- SC_MODECHANGE,
- SC_HUMMING,
- SC_DONTFORGETME,
- SC_FORTUNE, //180
- SC_SERVICE4U,
- SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
- SC_SPURT,
- SC_SPIRIT,
- SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
- SC_INTRAVISION,
- SC_INCALLSTATUS,
- SC_INCSTR,
- SC_INCAGI,
- SC_INCVIT, //190
- SC_INCINT,
- SC_INCDEX,
- SC_INCLUK,
- SC_INCHIT,
- SC_INCHITRATE,
- SC_INCFLEE,
- SC_INCFLEERATE,
- SC_INCMHPRATE,
- SC_INCMSPRATE,
- SC_INCATKRATE, //200
- SC_INCMATKRATE,
- SC_INCDEFRATE,
- SC_STRFOOD,
- SC_AGIFOOD,
- SC_VITFOOD,
- SC_INTFOOD,
- SC_DEXFOOD,
- SC_LUKFOOD,
- SC_HITFOOD,
- SC_FLEEFOOD, //210
- SC_BATKFOOD,
- SC_WATKFOOD,
- SC_MATKFOOD,
- SC_SCRESIST, //Increases resistance to status changes.
- SC_XMAS, // Xmas Suit [Valaris]
- SC_WARM, //SG skills [Komurka]
- SC_SUN_COMFORT,
- SC_MOON_COMFORT,
- SC_STAR_COMFORT,
- SC_FUSION, //220
- SC_SKILLRATE_UP,
- SC_SKE,
- SC_KAITE,
- SC_SWOO, // [marquis007]
- SC_SKA, // [marquis007]
- SC_EARTHSCROLL,
- SC_MIRACLE, //SG 'hidden' skill [Komurka]
- SC_MADNESSCANCEL,
- SC_ADJUSTMENT,
- SC_INCREASING, //230
- SC_GATLINGFEVER,
- SC_TATAMIGAESHI,
- SC_UTSUSEMI,
- SC_BUNSINJYUTSU,
- SC_KAENSIN,
- SC_SUITON,
- SC_NEN,
- SC_KNOWLEDGE,
- SC_SMA,
- SC_FLING, //240
- SC_AVOID,
- SC_CHANGE,
- SC_BLOODLUST,
- SC_FLEET,
- SC_SPEED,
- SC_DEFENCE,
- SC_INCASPDRATE,
- SC_INCFLEE2 = 248,
- SC_JAILED,
- SC_ENCHANTARMS, //250
- SC_MAGICALATTACK,
- SC_ARMORCHANGE,
- SC_CRITICALWOUND,
- SC_MAGICMIRROR,
- SC_SLOWCAST,
- SC_SUMMER,
- SC_EXPBOOST,
- SC_ITEMBOOST,
- SC_BOSSMAPINFO,
- SC_LIFEINSURANCE, //260
- SC_INCCRI,
- //SC_INCDEF,
- //SC_INCBASEATK = 263,
- //SC_FASTCAST,
- SC_MDEF_RATE = 265,
- //SC_HPREGEN,
- SC_INCHEALRATE = 267,
- SC_PNEUMA,
- SC_AUTOTRADE,
- SC_KSPROTECTED, //270
- SC_ARMOR_RESIST = 271,
- SC_SPCOST_RATE,
- SC_COMMONSC_RESIST,
- SC_SEVENWIND,
- SC_DEF_RATE,
- //SC_SPREGEN,
- SC_WALKSPEED = 277,
- // Mercenary Only Bonus Effects
- SC_MERC_FLEEUP,
- SC_MERC_ATKUP,
- SC_MERC_HPUP, //280
- SC_MERC_SPUP,
- SC_MERC_HITUP,
- SC_MERC_QUICKEN,
- SC_REBIRTH,
- //SC_SKILLCASTRATE, //285
- //SC_DEFRATIOATK,
- //SC_HPDRAIN,
- //SC_SKILLATKBONUS,
- SC_ITEMSCRIPT = 289,
- SC_S_LIFEPOTION, //290
- SC_L_LIFEPOTION,
- SC_JEXPBOOST,
- //SC_IGNOREDEF,
- SC_HELLPOWER = 294,
- SC_INVINCIBLE, //295
- SC_INVINCIBLEOFF,
- SC_MANU_ATK,
- SC_MANU_DEF,
- SC_SPL_ATK,
- SC_SPL_DEF, //300
- SC_MANU_MATK,
- SC_SPL_MATK,
- SC_FOOD_STR_CASH,
- SC_FOOD_AGI_CASH,
- SC_FOOD_VIT_CASH,
- SC_FOOD_DEX_CASH,
- SC_FOOD_INT_CASH,
- SC_FOOD_LUK_CASH,//308
- /**
- * 3rd
- **/
- SC_FEAR,//309
- SC_BURNING,//310
- SC_FREEZING,//311
- /**
- * Rune Knight
- **/
- SC_ENCHANTBLADE,//312
- SC_DEATHBOUND,//313
- SC_MILLENNIUMSHIELD,
- SC_CRUSHSTRIKE,//315
- SC_REFRESH,
- SC_REUSE_REFRESH,
- SC_GIANTGROWTH,
- SC_STONEHARDSKIN,
- SC_VITALITYACTIVATION,//320
- SC_STORMBLAST,
- SC_FIGHTINGSPIRIT,
- SC_ABUNDANCE,
- /**
- * Arch Bishop
- **/
- SC_ADORAMUS,
- SC_EPICLESIS,//325
- SC_ORATIO,
- SC_LAUDAAGNUS,
- SC_LAUDARAMUS,
- SC_RENOVATIO,
- SC_EXPIATIO,//330
- SC_DUPLELIGHT,
- SC_SECRAMENT,
- /**
- * Warlock
- **/
- SC_WHITEIMPRISON,
- SC_MARSHOFABYSS,
- SC_RECOGNIZEDSPELL,//335
- SC_STASIS,
- SC_SPHERE_1,
- SC_SPHERE_2,
- SC_SPHERE_3,
- SC_SPHERE_4,//340
- SC_SPHERE_5,
- SC_READING_SB,
- SC_FREEZE_SP,
- /**
- * Ranger
- **/
- SC_FEARBREEZE,
- SC_ELECTRICSHOCKER,//345
- SC_WUGDASH,
- SC_BITE,
- SC_CAMOUFLAGE,
- /**
- * Mechanic
- **/
- SC_ACCELERATION,
- SC_HOVERING,//350
- SC_SHAPESHIFT,
- SC_INFRAREDSCAN,
- SC_ANALYZE,
- SC_MAGNETICFIELD,
- SC_NEUTRALBARRIER,//355
- SC_NEUTRALBARRIER_MASTER,
- SC_STEALTHFIELD,
- SC_STEALTHFIELD_MASTER,
- SC_OVERHEAT,
- SC_OVERHEAT_LIMITPOINT,//360
- /**
- * Guillotine Cross
- **/
- SC_VENOMIMPRESS,
- SC_POISONINGWEAPON,
- SC_WEAPONBLOCKING,
- SC_CLOAKINGEXCEED,
- SC_HALLUCINATIONWALK,//365
- SC_HALLUCINATIONWALK_POSTDELAY,
- SC_ROLLINGCUTTER,
- SC_TOXIN,
- SC_PARALYSE,
- SC_VENOMBLEED,//370
- SC_MAGICMUSHROOM,
- SC_DEATHHURT,
- SC_PYREXIA,
- SC_OBLIVIONCURSE,
- SC_LEECHESEND,//375
- /**
- * Royal Guard
- **/
- SC_REFLECTDAMAGE,
- SC_FORCEOFVANGUARD,
- SC_SHIELDSPELL_HP,
- SC_SHIELDSPELL_SP,
- SC_SHIELDSPELL_ATK,//380
- SC_EXEEDBREAK,
- SC_PRESTIGE,
- SC_BANDING,
- SC_BANDING_DEFENCE,
- SC_EARTHDRIVE,//385
- SC_INSPIRATION,
- /**
- * Sorcerer
- **/
- SC_SPELLFIST,
- SC_CRYSTALIZE,
- SC_STRIKING,
- SC_WARMER,//390
- SC_VACUUM_EXTREME,
- SC_PROPERTYWALK,
- /**
- * Minstrel / Wanderer
- **/
- SC_SWINGDANCE,
- SC_SYMPHONYOFLOVER,
- SC_MOONLITSERENADE,//395
- SC_RUSHWINDMILL,
- SC_ECHOSONG,
- SC_HARMONIZE,
- SC_VOICEOFSIREN,
- SC_DEEPSLEEP,//400
- SC_SIRCLEOFNATURE,
- SC_GLOOMYDAY,
- SC_GLOOMYDAY_SK,
- SC_SONGOFMANA,
- SC_DANCEWITHWUG,//405
- SC_SATURDAYNIGHTFEVER,
- SC_LERADSDEW,
- SC_MELODYOFSINK,
- SC_BEYONDOFWARCRY,
- SC_UNLIMITEDHUMMINGVOICE,//410
- SC_SITDOWN_FORCE,
- SC_NETHERWORLD,
- /**
- * Sura
- **/
- SC_CRESCENTELBOW,
- SC_CURSEDCIRCLE_ATKER,
- SC_CURSEDCIRCLE_TARGET,
- SC_LIGHTNINGWALK,//416
- SC_RAISINGDRAGON,
- SC_GT_ENERGYGAIN,
- SC_GT_CHANGE,
- SC_GT_REVITALIZE,
- /**
- * Genetic
- **/
- SC_GN_CARTBOOST,//421
- SC_THORNSTRAP,
- SC_BLOODSUCKER,
- SC_SMOKEPOWDER,
- SC_TEARGAS,
- SC_MANDRAGORA,//426
- SC_STOMACHACHE,
- SC_MYSTERIOUS_POWDER,
- SC_MELON_BOMB,
- SC_BANANA_BOMB,
- SC_BANANA_BOMB_SITDOWN,//431
- SC_SAVAGE_STEAK,
- SC_COCKTAIL_WARG_BLOOD,
- SC_MINOR_BBQ,
- SC_SIROMA_ICE_TEA,
- SC_DROCERA_HERB_STEAMED,//436
- SC_PUTTI_TAILS_NOODLES,
- SC_BOOST500,
- SC_FULL_SWING_K,
- SC_MANA_PLUS,
- SC_MUSTLE_M,//441
- SC_LIFE_FORCE_F,
- SC_EXTRACT_WHITE_POTION_Z,
- SC_VITATA_500,
- SC_EXTRACT_SALAMINE_JUICE,
- /**
- * Shadow Chaser
- **/
- SC__REPRODUCE,//446
- SC__AUTOSHADOWSPELL,
- SC__SHADOWFORM,
- SC__BODYPAINT,
- SC__INVISIBILITY,
- SC__DEADLYINFECT,//451
- SC__ENERVATION,
- SC__GROOMY,
- SC__IGNORANCE,
- SC__LAZINESS,
- SC__UNLUCKY,//456
- SC__WEAKNESS,
- SC__STRIPACCESSORY,
- SC__MANHOLE,
- SC__BLOODYLUST,//460
- /**
- * Elemental Spirits
- **/
- SC_CIRCLE_OF_FIRE,
- SC_CIRCLE_OF_FIRE_OPTION,
- SC_FIRE_CLOAK,
- SC_FIRE_CLOAK_OPTION,
- SC_WATER_SCREEN,//465
- SC_WATER_SCREEN_OPTION,
- SC_WATER_DROP,
- SC_WATER_DROP_OPTION,
- SC_WATER_BARRIER,
- SC_WIND_STEP,//470
- SC_WIND_STEP_OPTION,
- SC_WIND_CURTAIN,
- SC_WIND_CURTAIN_OPTION,
- SC_ZEPHYR,
- SC_SOLID_SKIN,//475
- SC_SOLID_SKIN_OPTION,
- SC_STONE_SHIELD,
- SC_STONE_SHIELD_OPTION,
- SC_POWER_OF_GAIA,
- SC_PYROTECHNIC,//480
- SC_PYROTECHNIC_OPTION,
- SC_HEATER,
- SC_HEATER_OPTION,
- SC_TROPIC,
- SC_TROPIC_OPTION,//485
- SC_AQUAPLAY,
- SC_AQUAPLAY_OPTION,
- SC_COOLER,
- SC_COOLER_OPTION,
- SC_CHILLY_AIR,//490
- SC_CHILLY_AIR_OPTION,
- SC_GUST,
- SC_GUST_OPTION,
- SC_BLAST,
- SC_BLAST_OPTION,//495
- SC_WILD_STORM,
- SC_WILD_STORM_OPTION,
- SC_PETROLOGY,
- SC_PETROLOGY_OPTION,
- SC_CURSED_SOIL,//500
- SC_CURSED_SOIL_OPTION,
- SC_UPHEAVAL,
- SC_UPHEAVAL_OPTION,
- SC_TIDAL_WEAPON,
- SC_TIDAL_WEAPON_OPTION,//505
- SC_ROCK_CRUSHER,
- SC_ROCK_CRUSHER_ATK,
- /* Guild Aura */
- SC_LEADERSHIP,
- SC_GLORYWOUNDS,
- SC_SOULCOLD, //508
- SC_HAWKEYES,
- /* ... */
- SC_ODINS_POWER,
- SC_RAID,
- /* Sorcerer .extra */
- SC_FIRE_INSIGNIA,
- SC_WATER_INSIGNIA,
- SC_WIND_INSIGNIA, //516
- SC_EARTH_INSIGNIA,
- /* new pushcart */
- SC_PUSH_CART,
- /* Warlock Spell books */
- SC_SPELLBOOK1,
- SC_SPELLBOOK2,
- SC_SPELLBOOK3,
- SC_SPELLBOOK4,
- SC_SPELLBOOK5,
- SC_SPELLBOOK6,
- SC_MAXSPELLBOOK, // SC_SPELLBOOK7
- /* Max HP & SP */
- SC_INCMHP,
- SC_INCMSP,
- SC_PARTYFLEE, // 531
- /**
- * Kagerou & Oboro [malufett]
- **/
- SC_MEIKYOUSISUI,
- SC_JYUMONJIKIRI,
- SC_KYOUGAKU,
- SC_IZAYOI,
- SC_ZENKAI,
- SC_KAGEHUMI,
- SC_KYOMU,
- SC_KAGEMUSYA,
- SC_ZANGETSU,
- SC_GENSOU,
- SC_AKAITSUKI,
- //homon S
- SC_STYLE_CHANGE,
- SC_TINDER_BREAKER,
- SC_TINDER_BREAKER2,
- SC_CBC,
- SC_EQC,
- SC_GOLDENE_FERSE,
- SC_ANGRIFFS_MODUS,
- SC_OVERED_BOOST,
- SC_LIGHT_OF_REGENE,
- SC_ASH,
- SC_GRANITIC_ARMOR,
- SC_MAGMA_FLOW,
- SC_PYROCLASTIC,
- SC_PARALYSIS,
- SC_PAIN_KILLER,
- SC_HANBOK,
- //Vellum Weapon reductions
- SC_DEFSET,
- SC_MDEFSET,
- SC_DARKCROW,
- SC_FULL_THROTTLE,
- SC_REBOUND,
- SC_UNLIMIT,
- SC_KINGS_GRACE,
- SC_TELEKINESIS_INTENSE,
- SC_OFFERTORIUM,
- SC_FRIGG_SONG,
- SC_MONSTER_TRANSFORM,
- SC_ANGEL_PROTECT,
- SC_ILLUSIONDOPING,
- SC_FLASHCOMBO,
- SC_MOONSTAR,
- SC_SUPER_STAR,
- /**
- * Rebellion [Cydh]
- **/
- SC_HEAT_BARREL,
- SC_MAGICALBULLET,
- SC_P_ALTER,
- SC_E_CHAIN,
- SC_C_MARKER,
- SC_ANTI_M_BLAST,
- SC_B_TRAP,
- SC_H_MINE,
- SC_QD_SHOT_READY,
- SC_MTF_ASPD,
- SC_MTF_RANGEATK,
- SC_MTF_MATK,
- SC_MTF_MLEATKED,
- SC_MTF_CRIDAMAGE,
- SC_OKTOBERFEST,
- SC_STRANGELIGHTS,
- SC_DECORATION_OF_MUSIC,
- SC_QUEST_BUFF1,
- SC_QUEST_BUFF2,
- SC_QUEST_BUFF3,
- SC_ALL_RIDING,
- SC_TEARGAS_SOB,
- SC__FEINTBOMB,
- SC__CHAOS,
- SC_CHASEWALK2,
- SC_VACUUM_EXTREME_POSTDELAY,
- SC_MTF_ASPD2,
- SC_MTF_RANGEATK2,
- SC_MTF_MATK2,
- SC_2011RWC_SCROLL,
- SC_JP_EVENT04,
- // 2014 Halloween Event
- SC_MTF_MHP,
- SC_MTF_MSP,
- SC_MTF_PUMPKIN,
- SC_MTF_HITFLEE,
- SC_CRIFOOD,
- SC_ATTHASTE_CASH,
- // Item Reuse Limits
- SC_REUSE_LIMIT_A,
- SC_REUSE_LIMIT_B,
- SC_REUSE_LIMIT_C,
- SC_REUSE_LIMIT_D,
- SC_REUSE_LIMIT_E,
- SC_REUSE_LIMIT_F,
- SC_REUSE_LIMIT_G,
- SC_REUSE_LIMIT_H,
- SC_REUSE_LIMIT_MTF,
- SC_REUSE_LIMIT_ASPD_POTION,
- SC_REUSE_MILLENNIUMSHIELD,
- SC_REUSE_CRUSHSTRIKE,
- SC_REUSE_STORMBLAST,
- SC_ALL_RIDING_REUSE_LIMIT,
- SC_REUSE_LIMIT_ECL,
- SC_REUSE_LIMIT_RECALL,
- SC_PROMOTE_HEALTH_RESERCH,
- SC_ENERGY_DRINK_RESERCH,
- SC_NORECOVER_STATE,
- /**
- * Summoner
- */
- SC_SUHIDE,
- SC_SU_STOOP,
- SC_SPRITEMABLE,
- SC_CATNIPPOWDER,
- SC_SV_ROOTTWIST,
- SC_BITESCAR,
- SC_ARCLOUSEDASH,
- SC_TUNAPARTY,
- SC_SHRIMP,
- SC_FRESHSHRIMP,
- SC_ACTIVE_MONSTER_TRANSFORM,
- SC_CLOUD_KILL, // Deprecated
- SC_LJOSALFAR,
- SC_MERMAID_LONGING,
- SC_HAT_EFFECT,
- SC_FLOWERSMOKE,
- SC_FSTONE,
- SC_HAPPINESS_STAR,
- SC_MAPLE_FALLS,
- SC_TIME_ACCESSORY,
- SC_MAGICAL_FEATHER,
- SC_GVG_GIANT,
- SC_GVG_GOLEM,
- SC_GVG_STUN,
- SC_GVG_STONE,
- SC_GVG_FREEZ,
- SC_GVG_SLEEP,
- SC_GVG_CURSE,
- SC_GVG_SILENCE,
- SC_GVG_BLIND,
- SC_CLAN_INFO,
- SC_SWORDCLAN,
- SC_ARCWANDCLAN,
- SC_GOLDENMACECLAN,
- SC_CROSSBOWCLAN,
- SC_JUMPINGCLAN,
- SC_TAROTCARD,
- // Geffen Magic Tournament Buffs
- SC_GEFFEN_MAGIC1,
- SC_GEFFEN_MAGIC2,
- SC_GEFFEN_MAGIC3,
- SC_MAXPAIN,
- SC_ARMOR_ELEMENT_EARTH,
- SC_ARMOR_ELEMENT_FIRE,
- SC_ARMOR_ELEMENT_WIND,
- SC_DAILYSENDMAILCNT,
- SC_DORAM_BUF_01,
- SC_DORAM_BUF_02,
- /**
- * Summoner - Extended
- */
- SC_HISS,
- SC_NYANGGRASS,
- SC_GROOMING,
- SC_SHRIMPBLESSING,
- SC_CHATTERING,
- SC_DORAM_WALKSPEED,
- SC_DORAM_MATK,
- SC_DORAM_FLEE2,
- SC_DORAM_SVSP,
- SC_FALLEN_ANGEL,
- SC_CHEERUP,
- SC_DRESSUP,
- // Old Glast Heim Buffs
- SC_GLASTHEIM_ATK,
- SC_GLASTHEIM_DEF,
- SC_GLASTHEIM_HEAL,
- SC_GLASTHEIM_HIDDEN,
- SC_GLASTHEIM_STATE,
- SC_GLASTHEIM_ITEMDEF,
- SC_GLASTHEIM_HPSP,
- // Nightmare Biolab Buffs
- SC_LHZ_DUN_N1,
- SC_LHZ_DUN_N2,
- SC_LHZ_DUN_N3,
- SC_LHZ_DUN_N4,
- SC_ANCILLA,
- SC_EARTHSHAKER,
- SC_WEAPONBLOCK_ON,
- SC_SPORE_EXPLOSION,
- SC_ADAPTATION,
- SC_BASILICA_CELL, // Used in renewal mode for cell_basilica only
- SC_ENTRY_QUEUE_APPLY_DELAY,
- SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
- // Star Emperor
- SC_LIGHTOFMOON,
- SC_LIGHTOFSUN,
- SC_LIGHTOFSTAR,
- SC_LUNARSTANCE,
- SC_UNIVERSESTANCE,
- SC_SUNSTANCE,
- SC_FLASHKICK,
- SC_NEWMOON,
- SC_STARSTANCE,
- SC_DIMENSION,
- SC_DIMENSION1,
- SC_DIMENSION2,
- SC_CREATINGSTAR,
- SC_FALLINGSTAR,
- SC_NOVAEXPLOSING,
- SC_GRAVITYCONTROL,
- // Soul Reaper
- SC_SOULCOLLECT,
- SC_SOULREAPER,
- SC_SOULUNITY,
- SC_SOULSHADOW,
- SC_SOULFAIRY,
- SC_SOULFALCON,
- SC_SOULGOLEM,
- SC_SOULDIVISION,
- SC_SOULENERGY,
- SC_USE_SKILL_SP_SPA,
- SC_USE_SKILL_SP_SHA,
- SC_SP_SHA,
- SC_SOULCURSE,
- SC_HELLS_PLANT,
- SC_INCREASE_MAXHP, // EFST_ATKER_ASPD
- SC_INCREASE_MAXSP, // EFST_ATKER_MOVESPEED
- SC_REF_T_POTION,
- SC_ADD_ATK_DAMAGE,
- SC_ADD_MATK_DAMAGE,
- SC_HELPANGEL,
- SC_SOUNDOFDESTRUCTION,
- SC_LUXANIMA,
- SC_REUSE_LIMIT_LUXANIMA,
- SC_ENSEMBLEFATIGUE,
- SC_MISTY_FROST,
- SC_MAGIC_POISON,
- // ep16.2
- SC_EP16_2_BUFF_SS,
- SC_EP16_2_BUFF_SC,
- SC_EP16_2_BUFF_AC,
-
- // Job Improvement Bundle
- SC_OVERBRANDREADY,
- SC_POISON_MIST,
- SC_STONE_WALL,
- SC_CLOUD_POISON,
- SC_HOMUN_TIME,
- SC_EMERGENCY_MOVE,
- SC_MADOGEAR,
- SC_NPC_HALLUCINATIONWALK,
- SC_PACKING_ENVELOPE1,
- SC_PACKING_ENVELOPE2,
- SC_PACKING_ENVELOPE3,
- SC_PACKING_ENVELOPE4,
- SC_PACKING_ENVELOPE5,
- SC_PACKING_ENVELOPE6,
- SC_PACKING_ENVELOPE7,
- SC_PACKING_ENVELOPE8,
- SC_PACKING_ENVELOPE9,
- SC_PACKING_ENVELOPE10,
- SC_SOULATTACK,
- SC_WIDEWEB,
- SC_BURNT,
- SC_CHILL,
- // 4th Job Common Status
- SC_HANDICAPSTATE_DEEPBLIND,
- SC_HANDICAPSTATE_DEEPSILENCE,
- SC_HANDICAPSTATE_LASSITUDE,
- SC_HANDICAPSTATE_FROSTBITE,
- SC_HANDICAPSTATE_SWOONING,
- SC_HANDICAPSTATE_LIGHTNINGSTRIKE,
- SC_HANDICAPSTATE_CRYSTALLIZATION,
- SC_HANDICAPSTATE_CONFLAGRATION,
- SC_HANDICAPSTATE_MISFORTUNE,
- SC_HANDICAPSTATE_DEADLYPOISON,
- SC_HANDICAPSTATE_DEPRESSION,
- SC_HANDICAPSTATE_HOLYFLAME,
- // Dragon Knight
- SC_SERVANTWEAPON,
- SC_SERVANT_SIGN,
- SC_CHARGINGPIERCE,
- SC_CHARGINGPIERCE_COUNT,
- SC_DRAGONIC_AURA,
- SC_VIGOR,
- // Arch Mage
- SC_DEADLY_DEFEASANCE,
- SC_CLIMAX_DES_HU,
- SC_CLIMAX,
- SC_CLIMAX_EARTH,
- SC_CLIMAX_BLOOM,
- SC_CLIMAX_CRYIMP,
- // Windhawk
- SC_WINDSIGN,
- SC_CRESCIVEBOLT,
- SC_CALAMITYGALE,
- // Cardinal
- SC_MEDIALE,
- SC_A_VITA,
- SC_A_TELUM,
- SC_PRE_ACIES,
- SC_COMPETENTIA,
- SC_RELIGIO,
- SC_BENEDICTUM,
- // Meister
- SC_AXE_STOMP,
- SC_A_MACHINE,
- SC_D_MACHINE,
- SC_ABR_BATTLE_WARIOR,
- SC_ABR_DUAL_CANNON,
- SC_ABR_MOTHER_NET,
- SC_ABR_INFINITY,
- // Shadow Cross
- SC_SHADOW_EXCEED,
- SC_DANCING_KNIFE,
- SC_POTENT_VENOM,
- SC_SHADOW_SCAR,
- SC_E_SLASH_COUNT,
- SC_SHADOW_WEAPON,
- // Imperial Guard
- SC_GUARD_STANCE,
- SC_ATTACK_STANCE,
- SC_GUARDIAN_S,
- SC_REBOUND_S,
- SC_HOLY_S,
- SC_ULTIMATE_S,
- SC_SPEAR_SCAR,
- SC_SHIELD_POWER,
- // Elemental Master
- SC_SPELL_ENCHANTING,
- SC_SUMMON_ELEMENTAL_ARDOR,
- SC_SUMMON_ELEMENTAL_DILUVIO,
- SC_SUMMON_ELEMENTAL_PROCELLA,
- SC_SUMMON_ELEMENTAL_TERREMOTUS,
- SC_SUMMON_ELEMENTAL_SERPENS,
- SC_ELEMENTAL_VEIL,
- // Troubadour/Trouvere
- SC_MYSTIC_SYMPHONY,
- SC_KVASIR_SONATA,
- SC_SOUNDBLEND,
- SC_GEF_NOCTURN,
- SC_AIN_RHAPSODY,
- SC_MUSICAL_INTERLUDE,
- SC_JAWAII_SERENADE,
- SC_PRON_MARCH,
- SC_ROSEBLOSSOM,
- // Inquisitor
- SC_POWERFUL_FAITH,
- SC_SINCERE_FAITH,
- SC_FIRM_FAITH,
- SC_HOLY_OIL,
- SC_FIRST_BRAND,
- SC_SECOND_BRAND,
- SC_SECOND_JUDGE,
- SC_THIRD_EXOR_FLAME,
- SC_FIRST_FAITH_POWER,
- SC_MASSIVE_F_BLASTER,
- // Biolo
- SC_PROTECTSHADOWEQUIP,
- SC_RESEARCHREPORT,
- SC_BO_HELL_DUSTY,
- SC_BIONIC_WOODENWARRIOR,
- SC_BIONIC_WOODEN_FAIRY,
- SC_BIONIC_CREEPER,
- SC_BIONIC_HELLTREE,
- // Abyss Chaser
- SC_SHADOW_STRIP,
- SC_ABYSS_DAGGER,
- SC_ABYSSFORCEWEAPON,
- SC_ABYSS_SLAYER,
- // Super Elementals
- SC_FLAMETECHNIC,
- SC_FLAMETECHNIC_OPTION,
- SC_FLAMEARMOR,
- SC_FLAMEARMOR_OPTION,
- SC_COLD_FORCE,
- SC_COLD_FORCE_OPTION,
- SC_CRYSTAL_ARMOR,
- SC_CRYSTAL_ARMOR_OPTION,
- SC_GRACE_BREEZE,
- SC_GRACE_BREEZE_OPTION,
- SC_EYES_OF_STORM,
- SC_EYES_OF_STORM_OPTION,
- SC_EARTH_CARE,
- SC_EARTH_CARE_OPTION,
- SC_STRONG_PROTECTION,
- SC_STRONG_PROTECTION_OPTION,
- SC_DEEP_POISONING,
- SC_DEEP_POISONING_OPTION,
- SC_POISON_SHIELD,
- SC_POISON_SHIELD_OPTION,
- SC_SUB_WEAPONPROPERTY,
- SC_M_LIFEPOTION,
- SC_S_MANAPOTION,
- SC_ALMIGHTY,
- SC_ULTIMATECOOK,
- SC_M_DEFSCROLL,
- SC_INFINITY_DRINK,
- SC_MENTAL_POTION,
- SC_LIMIT_POWER_BOOSTER,
- SC_COMBAT_PILL,
- SC_COMBAT_PILL2,
- SC_MYSTICPOWDER,
- SC_SPARKCANDY,
- SC_MAGICCANDY,
- SC_ACARAJE,
- SC_POPECOOKIE,
- SC_VITALIZE_POTION,
- SC_CUP_OF_BOZA,
- SC_SKF_MATK,
- SC_SKF_ATK,
- SC_SKF_ASPD,
- SC_SKF_CAST,
- SC_BEEF_RIB_STEW,
- SC_PORK_RIB_STEW,
- SC_WEAPONBREAKER,
- // 2021 Mutated Homunculus Skills
- SC_TOXIN_OF_MANDARA,
- SC_GOLDENE_TONE,
- SC_TEMPERING,
- #ifdef RENEWAL
- SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
- #endif
- SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
- };
- /// Official status change ids, used to display status icons on the client.
- enum efst_type : short{
- /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
- /// @APIHOOK_START(EFST_ENUM)
- EFST_BLANK = -1,
- EFST_PROVOKE,
- EFST_ENDURE,
- EFST_TWOHANDQUICKEN,
- EFST_CONCENTRATION,
- EFST_HIDING,
- EFST_CLOAKING,
- EFST_ENCHANTPOISON,
- EFST_POISONREACT,
- EFST_QUAGMIRE,
- EFST_ANGELUS,
- EFST_BLESSING,
- EFST_CRUCIS,
- EFST_INC_AGI,
- EFST_DEC_AGI,
- EFST_SLOWPOISON,
- EFST_IMPOSITIO,
- EFST_SUFFRAGIUM,
- EFST_ASPERSIO,
- EFST_BENEDICTIO,
- EFST_KYRIE,
- EFST_MAGNIFICAT,
- EFST_GLORIA,
- EFST_LEXAETERNA,
- EFST_ADRENALINE,
- EFST_WEAPONPERFECT,
- EFST_OVERTHRUST,
- EFST_MAXIMIZE,
- EFST_RIDING,
- EFST_FALCON,
- EFST_TRICKDEAD,
- EFST_SHOUT,
- EFST_ENERGYCOAT,
- EFST_BROKENARMOR,
- EFST_BROKENWEAPON,
- EFST_ILLUSION,
- EFST_WEIGHTOVER50,
- EFST_WEIGHTOVER90,
- EFST_ATTHASTE_POTION1,
- EFST_ATTHASTE_POTION2,
- EFST_ATTHASTE_POTION3,
- EFST_ATTHASTE_INFINITY,
- EFST_MOVHASTE_POTION,
- EFST_MOVHASTE_INFINITY,
- EFST_AUTOCOUNTER,
- EFST_SPLASHER,
- EFST_ANKLESNARE,
- EFST_POSTDELAY,
- EFST_NOACTION,
- EFST_IMPOSSIBLEPICKUP,
- EFST_BARRIER,
- EFST_NOEQUIPWEAPON,
- EFST_NOEQUIPSHIELD,
- EFST_NOEQUIPARMOR,
- EFST_NOEQUIPHELM,
- EFST_PROTECTWEAPON,
- EFST_PROTECTSHIELD,
- EFST_PROTECTARMOR,
- EFST_PROTECTHELM,
- EFST_AUTOGUARD,
- EFST_REFLECTSHIELD,
- EFST_DEVOTION,
- EFST_PROVIDENCE,
- EFST_DEFENDER,
- EFST_MAGICROD,
- EFST_WEAPONPROPERTY,
- EFST_AUTOSPELL,
- EFST_SPECIALZONE,
- EFST_MASK,
- EFST_SPEARQUICKEN,
- EFST_BDPLAYING,
- EFST_WHISTLE,
- EFST_ASSASSINCROSS,
- EFST_POEMBRAGI,
- EFST_APPLEIDUN,
- EFST_HUMMING,
- EFST_DONTFORGETME,
- EFST_FORTUNEKISS,
- EFST_SERVICEFORYOU,
- EFST_RICHMANKIM,
- EFST_ETERNALCHAOS,
- EFST_DRUMBATTLEFIELD,
- EFST_RINGNIBELUNGEN,
- EFST_ROKISWEIL,
- EFST_INTOABYSS,
- EFST_SIEGFRIED,
- EFST_BLADESTOP,
- EFST_EXPLOSIONSPIRITS,
- EFST_STEELBODY,
- EFST_EXTREMITYFIST,
- EFST_COMBOATTACK,
- EFST_PROPERTYFIRE,
- EFST_PROPERTYWATER,
- EFST_PROPERTYWIND,
- EFST_PROPERTYGROUND,
- EFST_MAGICATTACK,
- EFST_STOP,
- EFST_WEAPONBRAKER,
- EFST_PROPERTYUNDEAD,
- EFST_POWERUP,
- EFST_AGIUP,
- EFST_SIEGEMODE,
- EFST_INVISIBLE,
- EFST_STATUSONE,
- EFST_AURABLADE,
- EFST_PARRYING,
- EFST_LKCONCENTRATION,
- EFST_TENSIONRELAX,
- EFST_BERSERK,
- EFST_SACRIFICE,
- EFST_GOSPEL,
- EFST_ASSUMPTIO,
- EFST_BASILICA,
- EFST_GROUNDMAGIC,
- EFST_MAGICPOWER,
- EFST_EDP,
- EFST_TRUESIGHT,
- EFST_WINDWALK,
- EFST_MELTDOWN,
- EFST_CARTBOOST,
- EFST_CHASEWALK,
- EFST_SWORDREJECT,
- EFST_MARIONETTE_MASTER,
- EFST_MARIONETTE,
- EFST_MOON,
- EFST_BLOODING,
- EFST_JOINTBEAT,
- EFST_MINDBREAKER,
- EFST_MEMORIZE,
- EFST_FOGWALL,
- EFST_SPIDERWEB,
- EFST_PROTECTEXP,
- EFST_SUB_WEAPONPROPERTY,
- EFST_AUTOBERSERK,
- EFST_RUN,
- EFST_TING,
- EFST_STORMKICK_ON,
- EFST_STORMKICK_READY,
- EFST_DOWNKICK_ON,
- EFST_DOWNKICK_READY,
- EFST_TURNKICK_ON,
- EFST_TURNKICK_READY,
- EFST_COUNTER_ON,
- EFST_COUNTER_READY,
- EFST_DODGE_ON,
- EFST_DODGE_READY,
- EFST_STRUP,
- EFST_PROPERTYDARK,
- EFST_ADRENALINE2,
- EFST_PROPERTYTELEKINESIS,
- EFST_SOULLINK,
- EFST_PLUSATTACKPOWER,
- EFST_PLUSMAGICPOWER,
- EFST_DEVIL1,
- EFST_KAITE,
- EFST_SWOO,
- EFST_STAR2,
- EFST_KAIZEL,
- EFST_KAAHI,
- EFST_KAUPE,
- EFST_SMA_READY,
- EFST_SKE,
- EFST_ONEHANDQUICKEN,
- EFST_FRIEND,
- EFST_FRIENDUP,
- EFST_SG_WARM,
- EFST_SG_SUN_WARM,
- EFST_SG_MOON_WARM,
- EFST_SG_STAR_WARM,
- EFST_EMOTION,
- EFST_SUN_COMFORT,
- EFST_MOON_COMFORT,
- EFST_STAR_COMFORT,
- EFST_EXPUP,
- EFST_GDSKILL_BATTLEORDER,
- EFST_GDSKILL_REGENERATION,
- EFST_GDSKILL_POSTDELAY,
- EFST_RESISTHANDICAP,
- EFST_MAXHPPERCENT,
- EFST_MAXSPPERCENT,
- EFST_DEFENCE,
- EFST_SLOWDOWN,
- EFST_PRESERVE,
- EFST_CHASEWALK2,
- EFST_NOT_EXTREMITYFIST,
- EFST_CLAIRVOYANCE,
- EFST_MOVESLOW_POTION,
- EFST_DOUBLECASTING,
- EFST_GRAVITATION,
- EFST_OVERTHRUSTMAX,
- EFST_LONGING,
- EFST_HERMODE,
- EFST_TAROTCARD,
- EFST_HLIF_AVOID,
- EFST_HFLI_FLEET,
- EFST_HFLI_SPEED,
- EFST_HLIF_CHANGE,
- EFST_HAMI_BLOODLUST,
- EFST_CR_SHRINK,
- EFST_WZ_SIGHTBLASTER,
- EFST_DC_WINKCHARM,
- EFST_RG_CCONFINE_M,
- EFST_RG_CCONFINE_S,
- EFST_DISABLEMOVE,
- EFST_GS_MADNESSCANCEL,
- EFST_GS_GATLINGFEVER,
- EFST_EARTHSCROLL,
- EFST_NJ_UTSUSEMI,
- EFST_NJ_BUNSINJYUTSU,
- EFST_NJ_NEN,
- EFST_GS_ADJUSTMENT,
- EFST_GS_ACCURACY,
- EFST_NJ_SUITON,
- EFST_PET,
- EFST_MENTAL,
- EFST_EXPMEMORY,
- EFST_PERFORMANCE,
- EFST_GAIN,
- EFST_GRIFFON,
- EFST_DRIFT,
- EFST_WALLSHIFT,
- EFST_REINCARNATION,
- EFST_PATTACK,
- EFST_PSPEED,
- EFST_PDEFENSE,
- EFST_PCRITICAL,
- EFST_RANKING,
- EFST_PTRIPLE,
- EFST_DENERGY,
- EFST_WAVE1,
- EFST_WAVE2,
- EFST_WAVE3,
- EFST_WAVE4,
- EFST_DAURA,
- EFST_DFREEZER,
- EFST_DPUNISH,
- EFST_DBARRIER,
- EFST_DWARNING,
- EFST_MOUSEWHEEL,
- EFST_DGAUGE,
- EFST_DACCEL,
- EFST_DBLOCK,
- EFST_FOOD_STR,
- EFST_FOOD_AGI,
- EFST_FOOD_VIT,
- EFST_FOOD_DEX,
- EFST_FOOD_INT,
- EFST_FOOD_LUK,
- EFST_FOOD_BASICAVOIDANCE,
- EFST_FOOD_BASICHIT,
- EFST_FOOD_CRITICALSUCCESSVALUE,
- EFST_CASH_PLUSEXP,
- EFST_CASH_DEATHPENALTY,
- EFST_CASH_RECEIVEITEM,
- EFST_CASH_BOSS_ALARM,
- EFST_DA_ENERGY,
- EFST_DA_FIRSTSLOT,
- EFST_DA_HEADDEF,
- EFST_DA_SPACE,
- EFST_DA_TRANSFORM,
- EFST_DA_ITEMREBUILD,
- EFST_DA_ILLUSION,
- EFST_DA_DARKPOWER,
- EFST_DA_EARPLUG,
- EFST_DA_CONTRACT,
- EFST_DA_BLACK,
- EFST_DA_MAGICCART,
- EFST_CRYSTAL,
- EFST_DA_REBUILD,
- EFST_DA_EDARKNESS,
- EFST_DA_EGUARDIAN,
- EFST_DA_TIMEOUT,
- EFST_FOOD_STR_CASH,
- EFST_FOOD_AGI_CASH,
- EFST_FOOD_VIT_CASH,
- EFST_FOOD_DEX_CASH,
- EFST_FOOD_INT_CASH,
- EFST_FOOD_LUK_CASH,
- EFST_MER_FLEE,
- EFST_MER_ATK,
- EFST_MER_HP,
- EFST_MER_SP,
- EFST_MER_HIT,
- EFST_SLOWCAST,
- EFST_MAGICMIRROR,
- EFST_STONESKIN,
- EFST_ANTIMAGIC,
- EFST_CRITICALWOUND,
- EFST_NPC_DEFENDER,
- EFST_NOACTION_WAIT,
- EFST_MOVHASTE_HORSE,
- EFST_PROTECT_DEF,
- EFST_PROTECT_MDEF,
- EFST_HEALPLUS,
- EFST_S_LIFEPOTION,
- EFST_L_LIFEPOTION,
- EFST_CRITICALPERCENT,
- EFST_PLUSAVOIDVALUE,
- EFST_ATKER_ASPD,
- EFST_TARGET_ASPD,
- EFST_ATKER_MOVESPEED,
- EFST_ATKER_BLOOD,
- EFST_TARGET_BLOOD,
- EFST_ARMOR_PROPERTY,
- EFST_REUSE_LIMIT_A,
- EFST_HELLPOWER,
- EFST_STEAMPACK,
- EFST_REUSE_LIMIT_B,
- EFST_REUSE_LIMIT_C,
- EFST_REUSE_LIMIT_D,
- EFST_REUSE_LIMIT_E,
- EFST_REUSE_LIMIT_F,
- EFST_INVINCIBLE,
- EFST_CASH_PLUSONLYJOBEXP,
- EFST_PARTYFLEE,
- EFST_ANGEL_PROTECT,
- EFST_ENDURE_MDEF,
- EFST_ENCHANTBLADE,
- EFST_DEATHBOUND,
- EFST_REFRESH,
- EFST_GIANTGROWTH,
- EFST_STONEHARDSKIN,
- EFST_VITALITYACTIVATION,
- EFST_FIGHTINGSPIRIT,
- EFST_ABUNDANCE,
- EFST_REUSE_MILLENNIUMSHIELD,
- EFST_REUSE_CRUSHSTRIKE,
- EFST_REUSE_REFRESH,
- EFST_REUSE_STORMBLAST,
- EFST_VENOMIMPRESS,
- EFST_EPICLESIS,
- EFST_ORATIO,
- EFST_LAUDAAGNUS,
- EFST_LAUDARAMUS,
- EFST_CLOAKINGEXCEED,
- EFST_HALLUCINATIONWALK,
- EFST_HALLUCINATIONWALK_POSTDELAY,
- EFST_RENOVATIO,
- EFST_WEAPONBLOCKING,
- EFST_WEAPONBLOCKING_POSTDELAY,
- EFST_ROLLINGCUTTER,
- EFST_EXPIATIO,
- EFST_POISONINGWEAPON,
- EFST_TOXIN,
- EFST_PARALYSE,
- EFST_VENOMBLEED,
- EFST_MAGICMUSHROOM,
- EFST_DEATHHURT,
- EFST_PYREXIA,
- EFST_OBLIVIONCURSE,
- EFST_LEECHESEND,
- EFST_DUPLELIGHT,
- EFST_FROSTMISTY,
- EFST_FEARBREEZE,
- EFST_ELECTRICSHOCKER,
- EFST_MARSHOFABYSS,
- EFST_RECOGNIZEDSPELL,
- EFST_STASIS,
- EFST_WUGRIDER,
- EFST_WUGDASH,
- EFST_WUGBITE,
- EFST_CAMOUFLAGE,
- EFST_ACCELERATION,
- EFST_HOVERING,
- EFST_SUMMON1,
- EFST_SUMMON2,
- EFST_SUMMON3,
- EFST_SUMMON4,
- EFST_SUMMON5,
- EFST_MVPCARD_TAOGUNKA,
- EFST_MVPCARD_MISTRESS,
- EFST_MVPCARD_ORCHERO,
- EFST_MVPCARD_ORCLORD,
- EFST_OVERHEAT_LIMITPOINT,
- EFST_OVERHEAT,
- EFST_SHAPESHIFT,
- EFST_INFRAREDSCAN,
- EFST_MAGNETICFIELD,
- EFST_NEUTRALBARRIER,
- EFST_NEUTRALBARRIER_MASTER,
- EFST_STEALTHFIELD,
- EFST_STEALTHFIELD_MASTER,
- EFST_MANU_ATK,
- EFST_MANU_DEF,
- EFST_SPL_ATK,
- EFST_SPL_DEF,
- EFST_REPRODUCE,
- EFST_MANU_MATK,
- EFST_SPL_MATK,
- EFST_STR_SCROLL,
- EFST_INT_SCROLL,
- EFST_LG_REFLECTDAMAGE,
- EFST_FORCEOFVANGUARD,
- EFST_BUCHEDENOEL,
- EFST_AUTOSHADOWSPELL,
- EFST_SHADOWFORM,
- EFST_RAID,
- EFST_SHIELDSPELL_DEF,
- EFST_SHIELDSPELL_MDEF,
- EFST_SHIELDSPELL_REF,
- EFST_BODYPAINT,
- EFST_EXEEDBREAK,
- EFST_ADORAMUS,
- EFST_PRESTIGE,
- EFST_INVISIBILITY,
- EFST_DEADLYINFECT,
- EFST_BANDING,
- EFST_EARTHDRIVE,
- EFST_INSPIRATION,
- EFST_ENERVATION,
- EFST_GROOMY,
- EFST_RAISINGDRAGON,
- EFST_IGNORANCE,
- EFST_LAZINESS,
- EFST_LIGHTNINGWALK,
- EFST_ACARAJE,
- EFST_UNLUCKY,
- EFST_CURSEDCIRCLE_ATKER,
- EFST_CURSEDCIRCLE_TARGET,
- EFST_WEAKNESS,
- EFST_CRESCENTELBOW,
- EFST_NOEQUIPACCESSARY,
- EFST_STRIPACCESSARY,
- EFST_MANHOLE,
- EFST_POPECOOKIE,
- EFST_FALLENEMPIRE,
- EFST_GENTLETOUCH_ENERGYGAIN,
- EFST_GENTLETOUCH_CHANGE,
- EFST_GENTLETOUCH_REVITALIZE,
- EFST_BLOODYLUST,
- EFST_SWING,
- EFST_SYMPHONY_LOVE,
- EFST_PROPERTYWALK,
- EFST_SPELLFIST,
- EFST_NETHERWORLD,
- EFST_SIREN,
- EFST_HANDICAPSTATE_DEEP_SLEEP,
- EFST_SIRCLEOFNATURE,
- EFST_COLD,
- EFST_GLOOMYDAY,
- EFST_SONG_OF_MANA,
- EFST_CLOUD_KILL,
- EFST_DANCE_WITH_WUG,
- EFST_RUSH_WINDMILL,
- EFST_ECHOSONG,
- EFST_HARMONIZE,
- EFST_STRIKING,
- EFST_WARMER,
- EFST_MOONLIT_SERENADE,
- EFST_SATURDAY_NIGHT_FEVER,
- EFST_SITDOWN_FORCE,
- EFST_ANALYZE,
- EFST_LERADS_DEW,
- EFST_MELODYOFSINK,
- EFST_BEYOND_OF_WARCRY,
- EFST_UNLIMITED_HUMMING_VOICE,
- EFST_SPELLBOOK1,
- EFST_SPELLBOOK2,
- EFST_SPELLBOOK3,
- EFST_FREEZE_SP,
- EFST_GN_TRAINING_SWORD,
- EFST_GN_REMODELING_CART,
- EFST_GN_CARTBOOST,
- EFST_FIXEDCASTINGTM_REDUCE,
- EFST_THORNS_TRAP,
- EFST_BLOOD_SUCKER,
- EFST_SPORE_EXPLOSION,
- EFST_DEMONIC_FIRE,
- EFST_FIRE_EXPANSION_SMOKE_POWDER,
- EFST_FIRE_EXPANSION_TEAR_GAS,
- EFST_BLOCKING_PLAY,
- EFST_MANDRAGORA,
- EFST_ACTIVATE,
- EFST_AB_SECRAMENT,
- EFST_ASSUMPTIO2,
- EFST_TK_SEVENWIND,
- EFST_LIMIT_ODINS_RECALL,
- EFST_STOMACHACHE,
- EFST_MYSTERIOUS_POWDER,
- EFST_MELON_BOMB,
- EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
- EFST_PROMOTE_HEALTH_RESERCH,
- EFST_ENERGY_DRINK_RESERCH,
- EFST_EXTRACT_WHITE_POTION_Z,
- EFST_VITATA_500,
- EFST_EXTRACT_SALAMINE_JUICE,
- EFST_BOOST500,
- EFST_FULL_SWING_K,
- EFST_MANA_PLUS,
- EFST_MUSTLE_M,
- EFST_LIFE_FORCE_F,
- EFST_VACUUM_EXTREME,
- EFST_SAVAGE_STEAK,
- EFST_COCKTAIL_WARG_BLOOD,
- EFST_MINOR_BBQ,
- EFST_SIROMA_ICE_TEA,
- EFST_DROCERA_HERB_STEAMED,
- EFST_PUTTI_TAILS_NOODLES,
- EFST_BANANA_BOMB,
- XXX_EFST_SM_ELEMENTAL,
- EFST_SPELLBOOK4,
- EFST_SPELLBOOK5,
- EFST_SPELLBOOK6,
- EFST_SPELLBOOK7,
- EFST_ELEMENTAL_AGGRESSIVE,
- EFST_RETURN_TO_ELDICASTES,
- EFST_BANDING_DEFENCE,
- EFST_SKELSCROLL,
- EFST_DISTRUCTIONSCROLL,
- EFST_ROYALSCROLL,
- EFST_IMMUNITYSCROLL,
- EFST_MYSTICSCROLL,
- EFST_BATTLESCROLL,
- EFST_ARMORSCROLL,
- EFST_FREYJASCROLL,
- EFST_SOULSCROLL,
- EFST_CIRCLE_OF_FIRE,
- EFST_CIRCLE_OF_FIRE_OPTION,
- EFST_FIRE_CLOAK,
- EFST_FIRE_CLOAK_OPTION,
- EFST_WATER_SCREEN,
- EFST_WATER_SCREEN_OPTION,
- EFST_WATER_DROP,
- EFST_WATER_DROP_OPTION,
- EFST_WIND_STEP,
- EFST_WIND_STEP_OPTION,
- EFST_WIND_CURTAIN,
- EFST_WIND_CURTAIN_OPTION,
- EFST_WATER_BARRIER,
- EFST_ZEPHYR,
- EFST_SOLID_SKIN,
- EFST_SOLID_SKIN_OPTION,
- EFST_STONE_SHIELD,
- EFST_STONE_SHIELD_OPTION,
- EFST_POWER_OF_GAIA,
- EFST_EL_WAIT,
- EFST_EL_PASSIVE,
- EFST_EL_DEFENSIVE,
- EFST_EL_OFFENSIVE,
- EFST_EL_COST,
- EFST_PYROTECHNIC,
- EFST_PYROTECHNIC_OPTION,
- EFST_HEATER,
- EFST_HEATER_OPTION,
- EFST_TROPIC,
- EFST_TROPIC_OPTION,
- EFST_AQUAPLAY,
- EFST_AQUAPLAY_OPTION,
- EFST_COOLER,
- EFST_COOLER_OPTION,
- EFST_CHILLY_AIR,
- EFST_CHILLY_AIR_OPTION,
- EFST_GUST,
- EFST_GUST_OPTION,
- EFST_BLAST,
- EFST_BLAST_OPTION,
- EFST_WILD_STORM,
- EFST_WILD_STORM_OPTION,
- EFST_PETROLOGY,
- EFST_PETROLOGY_OPTION,
- EFST_CURSED_SOIL,
- EFST_CURSED_SOIL_OPTION,
- EFST_UPHEAVAL,
- EFST_UPHEAVAL_OPTION,
- EFST_TIDAL_WEAPON,
- EFST_TIDAL_WEAPON_OPTION,
- EFST_ROCK_CRUSHER,
- EFST_ROCK_CRUSHER_ATK,
- EFST_FIRE_INSIGNIA,
- EFST_WATER_INSIGNIA,
- EFST_WIND_INSIGNIA,
- EFST_EARTH_INSIGNIA,
- EFST_EQUIPED_FLOOR,
- EFST_GUARDIAN_RECALL,
- EFST_MORA_BUFF,
- EFST_REUSE_LIMIT_G,
- EFST_REUSE_LIMIT_H,
- EFST_NEEDLE_OF_PARALYZE,
- EFST_PAIN_KILLER,
- EFST_G_LIFEPOTION,
- EFST_VITALIZE_POTION,
- EFST_LIGHT_OF_REGENE,
- EFST_OVERED_BOOST,
- EFST_SILENT_BREEZE,
- EFST_ODINS_POWER,
- EFST_STYLE_CHANGE,
- EFST_SONIC_CLAW_POSTDELAY,
- EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
- EFST_MIDNIGHT_FRENZY_POSTDELAY,
- EFST_GOLDENE_FERSE,
- EFST_ANGRIFFS_MODUS,
- EFST_TINDER_BREAKER,
- EFST_TINDER_BREAKER_POSTDELAY,
- EFST_CBC,
- EFST_CBC_POSTDELAY,
- EFST_EQC,
- EFST_MAGMA_FLOW,
- EFST_GRANITIC_ARMOR,
- EFST_PYROCLASTIC,
- EFST_VOLCANIC_ASH,
- EFST_SPIRITS_SAVEINFO1,
- EFST_SPIRITS_SAVEINFO2,
- EFST_MAGIC_CANDY,
- EFST_SEARCH_STORE_INFO,
- EFST_ALL_RIDING,
- EFST_ALL_RIDING_REUSE_LIMIT,
- EFST_MACRO,
- EFST_MACRO_POSTDELAY,
- EFST_BEER_BOTTLE_CAP,
- EFST_OVERLAPEXPUP,
- EFST_PC_IZ_DUN05,
- EFST_CRUSHSTRIKE,
- EFST_MONSTER_TRANSFORM,
- EFST_SIT,
- EFST_ONAIR,
- EFST_MTF_ASPD,
- EFST_MTF_RANGEATK,
- EFST_MTF_MATK,
- EFST_MTF_MLEATKED,
- EFST_MTF_CRIDAMAGE,
- EFST_REUSE_LIMIT_MTF,
- EFST_MACRO_PERMIT,
- EFST_MACRO_PLAY,
- EFST_SKF_CAST,
- EFST_SKF_ASPD,
- EFST_SKF_ATK,
- EFST_SKF_MATK,
- EFST_REWARD_PLUSONLYJOBEXP,
- EFST_HANDICAPSTATE_NORECOVER,
- EFST_SET_NUM_DEF,
- EFST_SET_NUM_MDEF,
- EFST_SET_PER_DEF,
- EFST_SET_PER_MDEF,
- EFST_PARTYBOOKING_SEARCH_DELAY,
- EFST_PARTYBOOKING_REGISTER_DELAY,
- EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
- EFST_KO_JYUMONJIKIRI,
- EFST_MEIKYOUSISUI,
- EFST_ATTHASTE_CASH,
- EFST_EQUIPPED_DIVINE_ARMOR,
- EFST_EQUIPPED_HOLY_ARMOR,
- EFST_2011RWC,
- EFST_KYOUGAKU,
- EFST_IZAYOI,
- EFST_ZENKAI,
- EFST_KG_KAGEHUMI,
- EFST_KYOMU,
- EFST_KAGEMUSYA,
- EFST_ZANGETSU,
- EFST_PHI_DEMON,
- EFST_GENSOU,
- EFST_AKAITSUKI,
- EFST_TETANY,
- EFST_GM_BATTLE,
- EFST_GM_BATTLE2,
- EFST_2011RWC_SCROLL,
- EFST_ACTIVE_MONSTER_TRANSFORM,
- EFST_MYSTICPOWDER,
- EFST_ECLAGE_RECALL,
- EFST_ENTRY_QUEUE_APPLY_DELAY,
- EFST_REUSE_LIMIT_ECL,
- EFST_M_LIFEPOTION,
- EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
- EFST_UNKNOWN_NAME,
- EFST_ON_PUSH_CART,
- EFST_HAT_EFFECT,
- EFST_FLOWER_LEAF,
- EFST_RAY_OF_PROTECTION,
- EFST_GLASTHEIM_ATK,
- EFST_GLASTHEIM_DEF,
- EFST_GLASTHEIM_HEAL,
- EFST_GLASTHEIM_HIDDEN,
- EFST_GLASTHEIM_STATE,
- EFST_GLASTHEIM_ITEMDEF,
- EFST_GLASTHEIM_HPSP,
- EFST_FOLLOWER_NPC_SKILL_POSTDELAY,
- EFST_ALMIGHTY,
- EFST_GVG_GIANT,
- EFST_GVG_GOLEM,
- EFST_GVG_STUN,
- EFST_GVG_STONE,
- EFST_GVG_FREEZ,
- EFST_GVG_SLEEP,
- EFST_GVG_CURSE,
- EFST_GVG_SILENCE,
- EFST_GVG_BLIND,
- EFST_CLIENT_ONLY_EQUIP_ARROW,
- EFST_CLAN_INFO,
- EFST_JP_EVENT01,
- EFST_JP_EVENT02,
- EFST_JP_EVENT03,
- EFST_JP_EVENT04,
- EFST_TELEPORT_FIXEDCASTINGDELAY,
- EFST_GEFFEN_MAGIC1,
- EFST_GEFFEN_MAGIC2,
- EFST_GEFFEN_MAGIC3,
- EFST_QUEST_BUFF1,
- EFST_QUEST_BUFF2,
- EFST_QUEST_BUFF3,
- EFST_REUSE_LIMIT_RECALL,
- EFST_SAVEPOSITION,
- EFST_NPC_ICEEXPLO,
- EFST_FENRIR_CARD,
- EFST_REUSE_LIMIT_ASPD_POTION,
- EFST_MAXPAIN,
- EFST_PC_STOP,
- EFST_FRIGG_SONG,
- EFST_OFFERTORIUM,
- EFST_TELEKINESIS_INTENSE,
- EFST_MOONSTAR,
- EFST_STRANGELIGHTS,
- EFST_FULL_THROTTLE,
- EFST_REBOUND,
- EFST_UNLIMIT,
- EFST_KINGS_GRACE,
- EFST_ITEM_ATKMAX,
- EFST_ITEM_ATKMIN,
- EFST_ITEM_MATKMAX,
- EFST_ITEM_MATKMIN,
- EFST_SUPER_STAR,
- EFST_HIGH_RANKER,
- EFST_DARKCROW,
- EFST_2013_VALENTINE1,
- EFST_2013_VALENTINE2,
- EFST_2013_VALENTINE3,
- EFST_ILLUSIONDOPING,
- EFST_WIDEWEB,
- EFST_CHILL,
- EFST_BURNT,
- EFST_PCCAFE_PLAY_TIME,
- EFST_TWISTED_TIME,
- EFST_FLASHCOMBO,
- EFST_JITTER_BUFF1,
- EFST_JITTER_BUFF2,
- EFST_JITTER_BUFF3,
- EFST_JITTER_BUFF4,
- EFST_JITTER_BUFF5,
- EFST_JITTER_BUFF6,
- EFST_JITTER_BUFF7,
- EFST_JITTER_BUFF8,
- EFST_JITTER_BUFF9,
- EFST_JITTER_BUFF10,
- EFST_CUP_OF_BOZA,
- EFST_B_TRAP,
- EFST_E_CHAIN,
- EFST_E_QD_SHOT_READY,
- EFST_C_MARKER,
- EFST_H_MINE,
- EFST_H_MINE_SPLASH,
- EFST_P_ALTER,
- EFST_HEAT_BARREL,
- EFST_ANTI_M_BLAST,
- EFST_SLUGSHOT,
- EFST_SWORDCLAN,
- EFST_ARCWANDCLAN,
- EFST_GOLDENMACECLAN,
- EFST_CROSSBOWCLAN,
- EFST_PACKING_ENVELOPE1,
- EFST_PACKING_ENVELOPE2,
- EFST_PACKING_ENVELOPE3,
- EFST_PACKING_ENVELOPE4,
- EFST_PACKING_ENVELOPE5,
- EFST_PACKING_ENVELOPE6,
- EFST_PACKING_ENVELOPE7,
- EFST_PACKING_ENVELOPE8,
- EFST_PACKING_ENVELOPE9,
- EFST_PACKING_ENVELOPE10,
- EFST_GLASTHEIM_TRANS,
- EFST_ZONGZI_POUCH_TRANS,
- EFST_HEAT_BARREL_AFTER,
- EFST_DECORATION_OF_MUSIC,
- EFST_OVERSEAEXPUP,
- EFST_CLOWN_N_GYPSY_CARD,
- EFST_OPEN_NPC_MARKET,
- EFST_BEEF_RIB_STEW,
- EFST_PORK_RIB_STEW,
- EFST_CHUSEOK_MONDAY,
- EFST_CHUSEOK_TUESDAY,
- EFST_CHUSEOK_WEDNESDAY,
- EFST_CHUSEOK_THURSDAY,
- EFST_CHUSEOK_FRIDAY,
- EFST_CHUSEOK_WEEKEND,
- EFST_ALL_LIGHTGUARD,
- EFST_ALL_LIGHTGUARD_COOL_TIME,
- EFST_MTF_MHP,
- EFST_MTF_MSP,
- EFST_MTF_PUMPKIN,
- EFST_MTF_HITFLEE,
- EFST_MTF_CRIDAMAGE2,
- EFST_MTF_SPDRAIN,
- EFST_ACUO_MINT_GUM,
- EFST_S_HEALPOTION,
- EFST_REUSE_LIMIT_S_HEAL_POTION,
- EFST_PLAYTIME_STATISTICS,
- EFST_GN_CHANGEMATERIAL_OPERATOR,
- EFST_GN_MIX_COOKING_OPERATOR,
- EFST_GN_MAKEBOMB_OPERATOR,
- EFST_GN_S_PHARMACY_OPERATOR,
- EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
- EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
- EFST_NC_MAGICDECOY_OPERATOR,
- EFST_GUILD_STORAGE,
- EFST_GC_POISONINGWEAPON_OPERATOR,
- EFST_WS_WEAPONREFINE_OPERATOR,
- EFST_BS_REPAIRWEAPON_OPERATOR,
- EFST_UNREADMAIL_CHECK,
- EFST_JUMPINGCLAN,
- EFST_JP_OTP,
- EFST_HANDICAPTOLERANCE_LEVELGAP,
- EFST_MTF_RANGEATK2,
- EFST_MTF_ASPD2,
- EFST_MTF_MATK2,
- EFST_SHOW_NPCHPBAR,
- EFST_FLOWERSMOKE,
- EFST_FSTONE,
- EFST_DAILYSENDMAILCNT,
- EFST_QSCARABA,
- EFST_LJOSALFAR,
- EFST_PAD_READER_KNIGHT,
- EFST_PAD_READER_CRUSADER,
- EFST_PAD_READER_BLACKSMITH,
- EFST_PAD_READER_ALCHEMIST,
- EFST_PAD_READER_ASSASSIN,
- EFST_PAD_READER_ROGUE,
- EFST_PAD_READER_WIZARD,
- EFST_PAD_READER_SAGE,
- EFST_PAD_READER_PRIEST,
- EFST_PAD_READER_MONK,
- EFST_PAD_READER_HUNTER,
- EFST_PAD_READER_BARD,
- EFST_PAD_READER_DANCER,
- EFST_PAD_READER_TAEKWON,
- EFST_PAD_READER_NINJA,
- EFST_PAD_READER_GUNSLINGER,
- EFST_PAD_READER_SUPERNOVICE,
- EFST_ESSENCE_OF_TIME,
- EFST_MINIGAME_ROULETTE,
- EFST_MINIGAME_GOLD_POINT,
- EFST_MINIGAME_SILVER_POINT,
- EFST_MINIGAME_BRONZE_POINT,
- EFST_HAPPINESS_STAR,
- EFST_SUMMEREVENT01,
- EFST_SUMMEREVENT02,
- EFST_SUMMEREVENT03,
- EFST_SUMMEREVENT04,
- EFST_SUMMEREVENT05,
- EFST_MINIGAME_ROULETTE_BONUS_ITEM,
- EFST_DRESS_UP,
- EFST_MAPLE_FALLS,
- EFST_ALL_NIFLHEIM_RECALL,
- EFST_MARKING_USE_CHANGEMONSTER,
- EFST_MTF_MARIONETTE,
- EFST_MTF_LUDE,
- EFST_MTF_CRUISER,
- EFST_MERMAID_LONGING,
- EFST_MAGICAL_FEATHER,
- EFST_DRACULA_CARD,
- EFST_ALL_PRONTERA_RECALL,
- EFST_LIMIT_POWER_BOOSTER,
- EFST_GIFT_OF_SNOW,
- EFST_NPC_HALLUCINATIONWALK,
- EFST_NPC_HALLUCINATIONWALK_POSTDELAY,
- EFST_NPC_XXXWALK,
- EFST_TIME_ACCESSORY,
- EFST_EP16_DEF,
- EFST_NORMAL_ATKED_SP,
- EFST_BODYSTATE_STONECURSE,
- EFST_BODYSTATE_FREEZING,
- EFST_BODYSTATE_STUN,
- EFST_BODYSTATE_SLEEP,
- EFST_BODYSTATE_UNDEAD,
- EFST_BODYSTATE_STONECURSE_ING,
- EFST_BODYSTATE_BURNNING,
- EFST_BODYSTATE_IMPRISON,
- EFST_HEALTHSTATE_POISON,
- EFST_HEALTHSTATE_CURSE,
- EFST_HEALTHSTATE_SILENCE,
- EFST_HEALTHSTATE_CONFUSION,
- EFST_HEALTHSTATE_BLIND,
- EFST_HEALTHSTATE_ANGELUS,
- EFST_HEALTHSTATE_BLOODING,
- EFST_HEALTHSTATE_HEAVYPOISON,
- EFST_HEALTHSTATE_FEAR,
- EFST_CHERRY_BLOSSOM_CAKE,
- EFST_SU_STOOP,
- EFST_CATNIPPOWDER,
- EFST_HEAD_EQUIPMENT_EFFECT,
- EFST_SV_ROOTTWIST,
- EFST_ATTACK_PROPERTY_NOTHING,
- EFST_ATTACK_PROPERTY_WATER,
- EFST_ATTACK_PROPERTY_GROUND,
- EFST_ATTACK_PROPERTY_FIRE,
- EFST_ATTACK_PROPERTY_WIND,
- EFST_ATTACK_PROPERTY_POISON,
- EFST_ATTACK_PROPERTY_SAINT,
- EFST_ATTACK_PROPERTY_DARKNESS,
- EFST_ATTACK_PROPERTY_TELEKINESIS,
- EFST_ATTACK_PROPERTY_UNDEAD,
- EFST_RESIST_PROPERTY_NOTHING,
- EFST_RESIST_PROPERTY_WATER,
- EFST_RESIST_PROPERTY_GROUND,
- EFST_RESIST_PROPERTY_FIRE,
- EFST_RESIST_PROPERTY_WIND,
- EFST_RESIST_PROPERTY_POISON,
- EFST_RESIST_PROPERTY_SAINT,
- EFST_RESIST_PROPERTY_DARKNESS,
- EFST_RESIST_PROPERTY_TELEKINESIS,
- EFST_RESIST_PROPERTY_UNDEAD,
- EFST_BITESCAR,
- EFST_ARCLOUSEDASH,
- EFST_TUNAPARTY,
- EFST_SHRIMP,
- EFST_FRESHSHRIMP,
- EFST_PERIOD_RECEIVEITEM,
- EFST_PERIOD_PLUSEXP,
- EFST_PERIOD_PLUSJOBEXP,
- EFST_RUNEHELM,
- EFST_HELM_VERKANA,
- EFST_HELM_RHYDO,
- EFST_HELM_TURISUS,
- EFST_HELM_HAGALAS,
- EFST_HELM_ISIA,
- EFST_HELM_ASIR,
- EFST_HELM_URJ,
- EFST_SUHIDE,
- EFST_REUSE_LIMIT_MG,
- EFST_DORAM_BUF_01,
- EFST_DORAM_BUF_02,
- EFST_SPRITEMABLE,
- EFST_AID_PERIOD_RECEIVEITEM,
- EFST_AID_PERIOD_PLUSEXP,
- EFST_AID_PERIOD_PLUSJOBEXP,
- EFST_AID_PERIOD_DEADPENALTY,
- EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
- EFST_ALL_GLASTHEIM_RECALL,
- EFST_REUSE_LIMIT_PEPO_MD,
- EFST_ALL_THANATOS_RECALL,
- EFST_KAFRA_STORE,
- EFST_REUSE_ABBYS,
- EFST_MAGICSTONE_OF_GRACE_SET,
- EFST_PRIVATE_AIRPLANE,
- EFST_HISS,
- EFST_HISS_AVOID,
- EFST_NYANGGRASS,
- EFST_CHATTERING,
- EFST_CHATTERING_OPT_ATK_MATK,
- EFST_CHATTERING_OPT_HASTE,
- EFST_SPIRITOFLAND_STEMSPEAR,
- EFST_SPIRITOFLAND_ROOTTWIST,
- EFST_SPIRITOFLAND_POWDERING,
- EFST_SPIRITOFLAND_METEOR,
- EFST_SPIRITOFLAND_NYANGGRASS,
- EFST_GROOMING,
- EFST_PROTECTIONOFSHRIMP,
- EFST_EP16_2_BUFF_SS,
- EFST_EP16_2_BUFF_SC,
- EFST_EP16_2_BUFF_AC,
- EFST_GS_MAGICAL_BULLET,
- EFST_FALLEN_ANGEL = 976,
- EFST_REUSE_LIMIT_MOVEPOINT,
- EFST_MACRO_DETECTOR_ANSWER_WAITING,
- EFST_BLAZE_BEAD,
- EFST_FROZEN_BEAD,
- EFST_BREEZE_BEAD,
- EFST_SOULATTACK,
- EFST_AID_PERIOD_RECEIVEITEM_2ND,
- EFST_AID_PERIOD_PLUSEXP_2ND,
- EFST_AID_PERIOD_PLUSJOBEXP_2ND,
- EFST_PRONTERA_JP,
- EFST_ASSISTANT_VENDING,
- EFST_GLOOM_CARD,
- EFST_PHARAOH_CARD,
- EFST_KIEL_CARD,
- EFST_ASSISTANT_BUYING,
- EFST_CHEERUP,
- EFST_GET_CNT_UNREAD_RODEX_CHARDB,
- EFST_GET_CNT_UNREAD_RODEX_GLOBALDB,
- EFST_S_MANAPOTION,
- EFST_M_DEFSCROLL,
- EFST_OPEN_REFINING_UI,
- EFST_ALL_LIGHTHALZEN_RECALL,
- EFST_SWAP_EQUIPITEM,
- EFST_AS_RAGGED_GOLEM_CARD,
- EFST_LHZ_DUN_N1,
- EFST_LHZ_DUN_N2,
- EFST_LHZ_DUN_N3,
- EFST_LHZ_DUN_N4,
- EFST_TAEKWON_MISSION,
- EFST_SUN_PLACE,
- EFST_MOON_PLACE,
- EFST_STAR_PLACE,
- EFST_SUN_MONSTER,
- EFST_MOON_MONSTER,
- EFST_STAR_MONSTER,
- EFST_AL_WARP_ADDSLOT,
- EFST_ALL_STAT_DOWN,
- EFST_GRADUAL_GRAVITY,
- EFST_DAMAGE_HEAL,
- EFST_IMMUNE_PROPERTY_NOTHING,
- EFST_IMMUNE_PROPERTY_WATER,
- EFST_IMMUNE_PROPERTY_GROUND,
- EFST_IMMUNE_PROPERTY_FIRE,
- EFST_IMMUNE_PROPERTY_WIND,
- EFST_IMMUNE_PROPERTY_POISON,
- EFST_IMMUNE_PROPERTY_SAINT,
- EFST_IMMUNE_PROPERTY_DARKNESS,
- EFST_IMMUNE_PROPERTY_TELEKINESIS,
- EFST_IMMUNE_PROPERTY_UNDEAD,
- EFST_REUSE_LIMIT_NP,
- EFST_SPECIALCOOKIE,
- EFST_DAMAGE_HEAL2,
- EFST_DAMAGE_HEAL3,
- EFST_GLORY_OF_RETURN,
- EFST_ATK_POPCORN,
- EFST_MATK_POPCORN,
- EFST_ASPD_POPCORN,
- EFST_ULTIMATECOOK,
- EFST_LIGHTOFMOON,
- EFST_LIGHTOFSUN,
- EFST_LIGHTOFSTAR,
- EFST_LUNARSTANCE,
- EFST_UNIVERSESTANCE,
- EFST_SUNSTANCE,
- EFST_FLASHKICK,
- EFST_NEWMOON,
- EFST_STARSTANCE,
- EFST_DIMENSION,
- EFST_DIMENSION1,
- EFST_DIMENSION2,
- EFST_CREATINGSTAR,
- EFST_FALLINGSTAR,
- EFST_NOVAEXPLOSING,
- EFST_GRAVITYCONTROL,
- XXX_EFST_WORLDSTORE_ACTIVE,
- EFST_WORLDSTORE_ITEMMOVEINFO_SENDCOMPLETE,
- EFST_SOULCOLLECT,
- EFST_SOULREAPER,
- EFST_SOULUNITY,
- EFST_SOULSHADOW,
- EFST_SOULFAIRY,
- EFST_SOULFALCON,
- EFST_SOULGOLEM,
- EFST_SOULDIVISION,
- EFST_SOULENERGY,
- EFST_USE_SKILL_SP_SPA,
- EFST_USE_SKILL_SP_SHA,
- EFST_SP_SHA,
- EFST_INFINITY_DRINK,
- EFST_ABYSS_001,
- EFST_ABYSS_002,
- EFST_ABYSS_003,
- EFST_ABYSS_004,
- EFST_ABYSS_005,
- EFST_ABYSS_006,
- EFST_ABYSS_007,
- EFST_ABYSS_008,
- EFST_REUSE_LIMIT_THM = 1075,
- EFST_REUSE_LIMIT_TLI,
- EFST_REUSE_LIMIT_TKC,
- EFST_REUSE_LIMIT_TRP,
- EFST_REUSE_LIMIT_TBG,
- EFST_REUSE_LIMIT_TBM,
- EFST_YGGDRASIL_BLESS,
- EFST_USE_SKILL_SP_SWHOO,
- EFST_HUNTING_EVENT,
- EFST_PERIOD_RECEIVEITEM_2ND,
- EFST_PERIOD_PLUSEXP_2ND,
- EFST_EXPDROPUP,
- EFST_TW_NEWYEAR_EVENT,
- EFST_ENSEMBLEFATIGUE,
- EFST_ADAPTATION,
- EFST_DANCINGLESSON,
- EFST_MUSICALLESSON,
- EFST_REUSE_LIMIT_RC,
- EFST_DANCINGLESSON_EQUIPPED,
- EFST_MUSICALLESSON_EQUIPPED,
- EFST_ANCILLA,
- EFST_REUSE_LIMIT_POTION_A,
- EFST_REUSE_LIMIT_POTION_B,
- EFST_REUSE_LIMIT_POTION_C,
- EFST_REUSE_LIMIT_POTION_D,
- EFST_REUSE_LIMIT_POTION_E,
- EFST_REUSE_LIMIT_POTION_F,
- EFST_BRAVESET,
- EFST_MACEMASTERY_EQUIPPED,
- EFST_FESTIVE_ENERGY,
- EFST_TEST_KR01,
- EFST_STARFISH_JP,
- EFST_WEAPONBLOCK_ON,
- EFST_CRI_DAMAGE,
- EFST_DEF_POWER,
- EFST_DEF_IGNORE,
- EFST_BOW_ATK_POWER,
- EFST_RED_ORG_POTION,
- EFST_CAST_TIME,
- EFST_BLADESTOPREADY,
- EFST_TELEPORT_BR,
- EFST_SA_WEAPON_PROPERTY,
- EFST_LEAPIMPAIRED,
- EFST_SENDING_ITEMLIST,
- EFST_EXCLUSIVE_RECEIVEITEM,
- EFST_EXCLUSIVE_PLUSEXP,
- EFST_ASSUMPTIO_BUFF,
- EFST_BASILICA_BUFF,
- EFST_OVERLAPEXPUP2,
- EFST_STOPMOVE_IMMEDIATELY,
- EFST_SOULCURSE,
- EFST_SOUND_OF_DESTRUCTION,
- EFST_DF_MANAPLUS,
- EFST_DF_FULLSWINGK,
- EFST_NV_BREAKTHROUGH,
- EFST_HELPANGEL,
- EFST_NV_TRANSCENDENCE,
- EFST_SWEETSFAIR_ATK,
- EFST_SWEETSFAIR_MATK,
- EFST_REUSE_SKILL,
- EFST_FLOWER_LEAF2,
- EFST_FLOWER_LEAF3,
- EFST_FLOWER_LEAF4,
- EFST_CHARM_BOOST,
- EFST_EARTHSHAKER,
- EFST_PERIOD_USE_WORLDMAP,
- EFST_MISTY_FROST,
- EFST_MAGIC_POISON,
- EFST_KAUTE,
- EFST_REUSE_JPNONLY_LIMIT_I,
- EFST_REUSE_JPNONLY_LIMIT_J,
- EFST_REUSE_JPNONLY_LIMIT_K,
- EFST_JPNONLY_TACTICS,
- EFST_PRISON,
- EFST_MADOGEAR,
- EFST_DEADLY_DEFEASANCE,
- EFST_CLIMAX_DES_HU,
- EFST_CLIMAX,
- EFST_FEINTBOMB,
- EFST_LUXANIMA,
- EFST_BATH_FOAM_A,
- EFST_BATH_FOAM_B,
- EFST_BATH_FOAM_C,
- EFST_AROMA_OIL,
- EFST_REUSE_LIMIT_LUXANIMA,
- EFST_POWERFUL_FAITH,
- EFST_SINCERE_FAITH,
- EFST_FIRM_FAITH,
- EFST_AIRSHIP_PIPE,
- EFST_PIECES_OF_SHADOW,
- EFST_HELLS_PLANT_ARMOR,
- EFST_RELIEVE_DAMAGE,
- EFST_LOCKON_LASER,
- EFST_GRADE_ENCHANT_UI_OPEN,
- EFST_REF_T_POTION,
- EFST_ADD_ATK_DAMAGE,
- EFST_ADD_MATK_DAMAGE,
- EFST_SERVANTWEAPON,
- EFST_SERVANT_SIGN,
- EFST_CHARGINGPIERCE,
- EFST_CHARGINGPIERCE_COUNT,
- EFST_DRAGONIC_AURA,
- EFST_BIG_SCAR,
- EFST_VIGOR,
- EFST_WILL_OF_FAITH,
- EFST_PRESSURE,
- EFST_SA_DRAGONOLOGY,
- EFST_CLIMAX_EARTH,
- EFST_CLIMAX_BLOOM,
- EFST_CLIMAX_CRYIMP,
- EFST_MD_ME_POTION,
- EFST_MD_MA_POTION,
- EFST_MD_TA_POTION,
- EFST_MD_RA_POTION,
- EFST_REUSE_MEGAPHONE,
- EFST_HOLY_OIL,
- EFST_CRYSTAL_IMPACT,
- EFST_SHADOW_EXCEED,
- EFST_DANCING_KNIFE,
- EFST_POTENT_VENOM,
- EFST_SHADOW_SCAR,
- EFST_E_SLASH_COUNT,
- EFST_MEDIALE,
- EFST_A_VITA,
- EFST_A_TELUM,
- EFST_PRE_ACIES,
- EFST_COMPETENTIA,
- EFST_GUARD_STANCE,
- EFST_ATTACK_STANCE,
- EFST_GUARDIAN_S,
- EFST_HANDICAPSTATE_DEEPBLIND,
- EFST_HANDICAPSTATE_DEEPSILENCE,
- EFST_HANDICAPSTATE_LASSITUDE,
- EFST_HANDICAPSTATE_FROSTBITE,
- EFST_HANDICAPSTATE_SWOONING,
- EFST_HANDICAPSTATE_LIGHTNINGSTRIKE,
- EFST_HANDICAPSTATE_CRYSTALLIZATION,
- EFST_HANDICAPSTATE_CONFLAGRATION,
- EFST_HANDICAPSTATE_MISFORTUNE,
- EFST_HANDICAPSTATE_DEADLYPOISON,
- EFST_HANDICAPSTATE_DEPRESSION,
- EFST_HANDICAPSTATE_HOLYFLAME,
- EFST_REBOUND_S,
- EFST_SHIELD_MASTERY,
- EFST_SPEAR_SWORD_M,
- EFST_HOLY_S,
- EFST_ULTIMATE_S,
- EFST_SPEAR_SCAR,
- EFST_SHIELD_POWER,
- EFST_FIDUS_ANIMUS,
- EFST_MACE_BOOK_M,
- EFST_SHADOW_WEAPON,
- EFST_RELIGIO,
- EFST_BENEDICTUM,
- EFST_MVPCARD_KIEL,
- EFST_FIRST_BRAND,
- EFST_SECOND_BRAND,
- EFST_SECOND_JUDGE,
- EFST_THIRD_EXOR_FLAME,
- EFST_FIRST_FAITH_POWER,
- EFST_AXE_STOMP,
- EFST_A_MACHINE,
- EFST_D_MACHINE,
- EFST_MT_M_MACHINE_OPERATOR,
- EFST_TWOAXEDEF,
- EFST_DAGGER_AND_BOW_M,
- EFST_MAGIC_SWORD_M,
- EFST_SHADOW_STRIP,
- EFST_ABYSS_DAGGER,
- EFST_ABYSSFORCEWEAPON,
- EFST_ABYSS_SLAYER,
- EFST_TWOHANDDEF,
- EFST_PROTECTSHADOWEQUIP,
- EFST_RESEARCHREPORT,
- EFST_BO_HELL_DUSTY,
- EFST_WINDSIGN,
- EFST_CRESCIVEBOLT,
- EFST_CALAMITYGALE,
- EFST_CRESCIVEBOLT3,
- EFST_STAGE_MANNER,
- EFST_RETROSPECTION,
- EFST_MYSTIC_SYMPHONY,
- EFST_KVASIR_SONATA,
- EFST_SOUNDBLEND,
- EFST_GEF_NOCTURN,
- EFST_AIN_RHAPSODY,
- EFST_MUSICAL_INTERLUDE,
- EFST_JAWAII_SERENADE,
- EFST_PRON_MARCH,
- EFST_ROSEBLOSSOM,
- EFST_BO_BIONIC_PHARMACY_OPERATOR,
- EFST_ACIDIFIED_ZONE_WATER,
- EFST_ACIDIFIED_ZONE_GROUND,
- EFST_ACIDIFIED_ZONE_WIND,
- EFST_ACIDIFIED_ZONE_FIRE,
- EFST_MAGIC_BOOK_M,
- EFST_SPELL_ENCHANTING,
- EFST_SUMMON_ELEMENTAL_ARDOR,
- EFST_SUMMON_ELEMENTAL_DILUVIO,
- EFST_SUMMON_ELEMENTAL_PROCELLA,
- EFST_SUMMON_ELEMENTAL_TERREMOTUS,
- EFST_SUMMON_ELEMENTAL_SERPENS,
- EFST_FLAMETECHNIC,
- EFST_FLAMETECHNIC_OPTION,
- EFST_FLAMEARMOR,
- EFST_FLAMEARMOR_OPTION,
- EFST_COLD_FORCE,
- EFST_COLD_FORCE_OPTION,
- EFST_CRYSTAL_ARMOR,
- EFST_CRYSTAL_ARMOR_OPTION,
- EFST_GRACE_BREEZE,
- EFST_GRACE_BREEZE_OPTION,
- EFST_EYES_OF_STORM,
- EFST_EYES_OF_STORM_OPTION,
- EFST_EARTH_CARE,
- EFST_EARTH_CARE_OPTION,
- EFST_STRONG_PROTECTION,
- EFST_STRONG_PROTECTION_OPTION,
- EFST_DEEP_POISONING,
- EFST_DEEP_POISONING_OPTION,
- EFST_POISON_SHIELD,
- EFST_POISON_SHIELD_OPTION,
- EFST_ABR_BATTLE_WARIOR,
- EFST_ABR_DUAL_CANNON,
- EFST_ABR_MOTHER_NET,
- EFST_ABR_INFINITY,
- EFST_ELEMENTAL_VEIL,
- EFST_RENOVATIO_EXT,
- EFST_HOMUN_TIME,
- EFST_POWER_ACCELERATION,
- EFST_MAX_HP_SP_AVOID,
- EFST_ADD_ALL_STATE,
- EFST_AID_PERIOD_POWER_ACCELERATION,
- EFST_AID_PERIOD_MAX_HP_SP_AVOID,
- EFST_AID_PERIOD_ADD_ALL_STATE,
- EFST_POISON_MIST,
- EFST_HACKANDSLASHER,
- EFST_GET_CNT_UNREAD_RETURN_RODEX_CHARDB,
- EFST_STONE_WALL,
- EFST_REUSE_LIMIT_I,
- EFST_OVERBRANDREADY,
- EFST_SHIELDSPELL,
- EFST_AUTOSHADOWSPELL_CHECK2,
- EFST_CLOUD_POISON,
- EFST_SPORE_EXPLOSION_DEBUFF,
- EFST_DEFSCROLL = 1321,
- EFST_MASSIVE_F_BLASTER = 1326,
- EFST_NOEQUIPWEAPON2 = 1330,
- EFST_NOEQUIPARMOR2,
- EFST_NOEQUIPSHIELD2,
- EFST_NOEQUIPSHOES2,
- EFST_NOEQUIPPENDANT2,
- EFST_NOEQUIPEARING2,
- EFST_NOEQUIPFULL2,
- EFST_CURSE_R_CUBE,
- EFST_CURSE_B_CUBE,
- EFST_KILLING_AURA,
- EFST_TOXIN_OF_MANDARA = 1341,
- EFST_GOLDENE_TONE,
- EFST_TEMPERING,
- EFST_NW_P_F_I,
- EFST_INTENSIVE_AIM,
- EFST_INTENSIVE_AIM_COUNT,
- EFST_GRENADE_FRAGMENT_1,
- EFST_GRENADE_FRAGMENT_2,
- EFST_GRENADE_FRAGMENT_3,
- EFST_GRENADE_FRAGMENT_4,
- EFST_GRENADE_FRAGMENT_5,
- EFST_GRENADE_FRAGMENT_6,
- EFST_AUTO_FIRING_LAUNCHEREFST,
- EFST_HIDDEN_CARD,
- EFST_NW_GRENADE_MASTERY,
- EFST_TALISMAN_OF_PROTECTION,
- EFST_TALISMAN_OF_WARRIOR,
- EFST_TALISMAN_OF_MAGICIAN,
- EFST_TALISMAN_OF_FIVE_ELEMENTS,
- EFST_T_FIRST_GOD,
- EFST_T_SECOND_GOD,
- EFST_T_THIRD_GOD,
- EFST_T_FOURTH_GOD,
- EFST_T_FIVETH_GOD,
- EFST_HEAVEN_AND_EARTH,
- EFST_HOGOGONG,
- EFST_MARINE_FESTIVAL,
- EFST_SANDY_FESTIVAL,
- EFST_KI_SUL_RAMPAGE,
- EFST_COLORS_OF_HYUN_ROK_1,
- EFST_COLORS_OF_HYUN_ROK_2,
- EFST_COLORS_OF_HYUN_ROK_3,
- EFST_COLORS_OF_HYUN_ROK_4,
- EFST_COLORS_OF_HYUN_ROK_5,
- EFST_COLORS_OF_HYUN_ROK_6,
- EFST_COLORS_OF_HYUN_ROK_BUFF,
- EFST_TEMPORARY_COMMUNION,
- EFST_BLESSING_OF_M_CREATURES,
- EFST_BLESSING_OF_M_C_DEBUFF,
- EFST_SHIELDCHAINRUSH,
- EFST_MISTYFROST,
- EFST_GROUNDGRAVITY,
- EFST_BREAKINGLIMIT,
- EFST_RULEBREAK,
- EFST_RISING_SUN,
- EFST_NOON_SUN,
- EFST_SUNSET_SUN,
- EFST_RISING_MOON,
- EFST_MIDNIGHT_MOON,
- EFST_DAWN_MOON,
- EFST_STAR_BURST,
- EFST_SKY_ENCHANT,
- EFST_SHADOW_CLOCK,
- EFST_SHINKIROU_CALL,
- EFST_NIGHTMARE,
- EFST_NOODLE_FES_1,
- EFST_NOODLE_FES_2,
- EFST_NOODLE_FES_3,
- EFST_NOODLE_FES_4,
- EFST_NOODLE_FES_5,
- EFST_RUSH_QUAKE1 = 1402,
- EFST_RUSH_QUAKE2,
- EFST_SBUNSHIN = 1415,
- EFST_MTP_W_POTION_100 = 1418,
- EFST_CHANGE_SIZE = 1420,
- EFST_CHANGE_SIZE_MONSTER,
- EFST_SHOW_EFFECT1,
- EFST_SHOW_EFFECT2,
- EFST_SHOW_EFFECT3,
- EFST_VR_SPEED,
- EFST_VR_ASPD,
- EFST_VR_MHP,
- EFST_VR_MSP,
- EFST_VR_HIT,
- EFST_VR_DEF,
- EFST_VR_MDEF,
- EFST_VR_BOOK001,
- EFST_VR_BOOK002,
- EFST_VR_BOOK003,
- EFST_VR_BOOK004,
- EFST_REUSE_LIMIT_VR_BOOK,
- EFST_VR_BOOK005 = 1439,
- EFST_VR_BOOK006,
- EFST_VR_BOOK007,
- EFST_VR_BOOK008,
- EFST_VR_BOOK009,
- EFST_ALL_T_STAT,
- EFST_P_ATK_PLUS,
- EFST_S_MATK_PLUS,
- EFST_C_RATE_PLUS,
- EFST_RESIST_PLUS,
- EFST_PVP_DUN_BUFF,
- /// @APIHOOK_END
- /// Do not modify code above this, since it will be automatically generated by the API again
- EFST_MAX,
- };
- /// JOINTBEAT stackable ailments
- enum e_joint_break : uint8 {
- BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
- BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
- BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
- BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
- BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
- BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
- BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
- };
- extern short current_equip_item_index;
- extern unsigned int current_equip_combo_pos;
- extern int current_equip_card_id;
- extern short current_equip_opt_index;
- //Status change option definitions (options are what makes status changes visible to chars
- //who were not on your field of sight when it happened)
- ///opt1: (BODYSTATE_*) Non stackable status changes.
- enum e_sc_opt1 : uint16 {
- OPT1_NONE = 0,
- OPT1_STONE = 1, //Petrified
- OPT1_FREEZE,
- OPT1_STUN,
- OPT1_SLEEP,
- //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
- OPT1_STONEWAIT = 6, //Petrifying
- OPT1_BURNING,
- OPT1_IMPRISON,
- OPT1_MAX
- };
- ///opt2: (HEALTHSTATE_*) Stackable status changes.
- enum e_sc_opt2 : uint16 {
- OPT2_NONE = 0x0,
- OPT2_POISON = 0x0001,
- OPT2_CURSE = 0x0002,
- OPT2_SILENCE = 0x0004,
- OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
- OPT2_BLIND = 0x0010,
- OPT2_ANGELUS = 0x0020,
- OPT2_BLEEDING = 0x0040,
- OPT2_DPOISON = 0x0080,
- OPT2_FEAR = 0x0100,
- OPT2_MAX
- };
- ///opt3: (SHOW_EFST_*)
- enum e_sc_opt3 : uint32 {
- OPT3_NORMAL = 0x0,
- OPT3_QUICKEN = 0x00000001,
- OPT3_OVERTHRUST = 0x00000002,
- OPT3_ENERGYCOAT = 0x00000004,
- OPT3_EXPLOSIONSPIRITS = 0x00000008,
- OPT3_STEELBODY = 0x00000010,
- OPT3_BLADESTOP = 0x00000020,
- OPT3_AURABLADE = 0x00000040,
- OPT3_BERSERK = 0x00000080,
- OPT3_LIGHTBLADE = 0x00000100,
- OPT3_MOONLIT = 0x00000200,
- OPT3_MARIONETTE = 0x00000400,
- OPT3_ASSUMPTIO = 0x00000800,
- OPT3_WARM = 0x00001000,
- OPT3_KAITE = 0x00002000,
- OPT3_BUNSIN = 0x00004000,
- OPT3_SOULLINK = 0x00008000,
- OPT3_UNDEAD = 0x00010000,
- OPT3_CONTRACT = 0x00020000,
- OPT3_MAX
- };
- ///Option (EFFECTSTATE_*)
- enum e_option : uint32 {
- OPTION_NOTHING = 0x0,
- OPTION_SIGHT = 0x00000001,
- OPTION_HIDE = 0x00000002,
- OPTION_CLOAK = 0x00000004,
- OPTION_CART1 = 0x00000008,
- OPTION_FALCON = 0x00000010,
- OPTION_RIDING = 0x00000020,
- OPTION_INVISIBLE = 0x00000040,
- OPTION_CART2 = 0x00000080,
- OPTION_CART3 = 0x00000100,
- OPTION_CART4 = 0x00000200,
- OPTION_CART5 = 0x00000400,
- OPTION_ORCISH = 0x00000800,
- OPTION_WEDDING = 0x00001000,
- OPTION_RUWACH = 0x00002000,
- OPTION_CHASEWALK = 0x00004000,
- OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
- OPTION_XMAS = 0x00010000,
- OPTION_TRANSFORM = 0x00020000,
- OPTION_SUMMER = 0x00040000,
- OPTION_DRAGON1 = 0x00080000,
- OPTION_WUG = 0x00100000,
- OPTION_WUGRIDER = 0x00200000,
- OPTION_MADOGEAR = 0x00400000,
- OPTION_DRAGON2 = 0x00800000,
- OPTION_DRAGON3 = 0x01000000,
- OPTION_DRAGON4 = 0x02000000,
- OPTION_DRAGON5 = 0x04000000,
- OPTION_HANBOK = 0x08000000,
- OPTION_OKTOBERFEST = 0x10000000,
- OPTION_SUMMER2 = 0x20000000,
- OPTION_MAX,
- // compound constant for older carts
- OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
- // compound constants
- OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
- OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
- };
- ///Defines for the manner system [Skotlex]
- enum manner_flags
- {
- MANNER_NOCHAT = 0x01,
- MANNER_NOSKILL = 0x02,
- MANNER_NOCOMMAND = 0x04,
- MANNER_NOITEM = 0x08,
- MANNER_NOROOM = 0x10,
- };
- /// Status Change State Flags
- enum e_scs_flag : uint8 {
- SCS_NONE = 0,
- SCS_NOMOVECOND, ///< cond flag for SCS_NOMOVE
- SCS_NOMOVE, ///< unit unable to move
- SCS_NOPICKITEMCOND, ///< cond flag for SCS_NOPICKITEM
- SCS_NOPICKITEM, ///< player unable to pick up items
- SCS_NODROPITEMCOND, ///< cond flag for SCS_NODROPITEM
- SCS_NODROPITEM, ///< player unable to drop items
- SCS_NOCASTCOND, ///< cond flag for SCS_NOCAST
- SCS_NOCAST, ///< unit unable to cast skills
- SCS_NOCHAT, ///< unit can't talk
- SCS_NOCHATCOND, ///< cond flag for SCS_NOCHAT
- SCS_NOEQUIPITEM, ///< player can't puts on equip
- SCS_NOEQUIPITEMCOND, ///< cond flag for SCS_NOEQUIPITEM
- SCS_NOUNEQUIPITEM, ///< player can't puts off equip
- SCS_NOUNEQUIPITEMCOND, ///< cond flag for SCS_NOUNEQUIPITEM
- SCS_NOCONSUMEITEM, ///< player can't consumes equip
- SCS_NOCONSUMEITEMCOND, ///< cond flag for SCS_NOCONSUMEITEM
- SCS_NOATTACK, ///< unit can't attack
- SCS_NOATTACKCOND, ///< cond flag for SCS_NOATTACK
- SCS_NOWARP, ///< unit can't warp
- SCS_NOWARPCOND, ///< cond flag for SCS_NOWARP
- SCS_NODEATHPENALTY, ///< player doesn't experience EXP loss
- SCS_NODEATHPENALTYCOND, ///< cond flag for SCS_NODEATHPENALTYCOND
- SCS_NOINTERACT, ///< player can't sit/stand/talk to NPC
- SCS_NOINTERACTCOND, ///< cond flag for SCS_NOINTERACT
- SCS_MAX
- };
- ///Define flags for the status_calc_bl function. [Skotlex]
- enum e_scb_flag : uint8 {
- SCB_NONE = 0,
- SCB_BASE,
- SCB_MAXHP,
- SCB_MAXSP,
- SCB_STR,
- SCB_AGI,
- SCB_VIT,
- SCB_INT,
- SCB_DEX,
- SCB_LUK,
- SCB_BATK,
- SCB_WATK,
- SCB_MATK,
- SCB_HIT,
- SCB_FLEE,
- SCB_DEF,
- SCB_DEF2,
- SCB_MDEF,
- SCB_MDEF2,
- SCB_SPEED,
- SCB_ASPD,
- SCB_DSPD,
- SCB_CRI,
- SCB_FLEE2,
- SCB_ATK_ELE,
- SCB_DEF_ELE,
- SCB_MODE,
- SCB_SIZE,
- SCB_RACE,
- SCB_RANGE,
- SCB_REGEN,
- // 4th Job T.Stat/T.Sub-Stat Flags
- SCB_MAXAP,
- SCB_POW,
- SCB_STA,
- SCB_WIS,
- SCB_SPL,
- SCB_CON,
- SCB_CRT,
- SCB_PATK,
- SCB_SMATK,
- SCB_RES,
- SCB_MRES,
- SCB_HPLUS,
- SCB_CRATE,
- // Extra Flags
- SCB_DYE, // force cloth-dye change to 0 to avoid client crashes.
- SCB_MAX,
- };
- enum e_status_calc_opt : uint8 {
- SCO_NONE = 0x0,
- SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
- SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
- };
- /// Flags for status_change_start and status_get_sc_def
- enum e_status_change_start_flags : int64 {
- SCSTART_NONE = 0x0,
- SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
- SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
- SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
- SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
- SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
- };
- /// Enum for status_change_clear_buffs
- enum e_status_change_clear_buffs_flags : int64 {
- SCCB_BUFFS = 0x01,
- SCCB_DEBUFFS = 0x02,
- SCCB_REFRESH = 0x04,
- SCCB_CHEM_PROTECT = 0x08,
- SCCB_LUXANIMA = 0x10,
- SCCB_HERMODE = 0x20,
- };
- ///Enum for bonus_script's flag [Cydh]
- enum e_bonus_script_flags : uint32 {
- BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
- BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
- BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
- BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
- BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
- BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
- BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
- BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
- BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
- BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
- // These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
- BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
- BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
- // These flags aren't part of 'bonus_script' scripting flags
- BSF_REM_ALL = 0x0, ///< Remove all bonus script
- BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
- BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
- };
- ///Enum for status_get_hpbonus and status_get_spbonus
- enum e_status_bonus {
- STATUS_BONUS_FIX = 0,
- STATUS_BONUS_RATE = 1,
- };
- ///Enum of Status Change Flags [Cydh]
- enum e_status_change_flag : uint16 {
- SCF_NONE = 0,
- SCF_BLEFFECT,
- SCF_DISPLAYPC,
- SCF_NOCLEARBUFF,
- SCF_NOREMOVEONDEAD,
- SCF_NODISPELL,
- SCF_NOCLEARANCE,
- SCF_NOBANISHINGBUSTER,
- SCF_NOSAVE,
- SCF_NOSAVEINFINITE,
- SCF_REMOVEONDAMAGED,
- SCF_REMOVEONREFRESH,
- SCF_REMOVEONLUXANIMA,
- SCF_STOPATTACKING,
- SCF_STOPCASTING,
- SCF_STOPWALKING,
- SCF_BOSSRESIST,
- SCF_MVPRESIST,
- SCF_SETSTAND,
- SCF_FAILEDMADO,
- SCF_DEBUFF,
- SCF_REMOVEONCHANGEMAP,
- SCF_REMOVEONMAPWARP,
- SCF_REMOVECHEMICALPROTECT,
- SCF_OVERLAPIGNORELEVEL,
- SCF_SENDOPTION,
- SCF_ONTOUCH,
- SCF_UNITMOVE,
- SCF_NONPLAYER,
- SCF_SENDLOOK,
- SCF_DISPLAYNPC,
- SCF_REQUIREWEAPON,
- SCF_REQUIRESHIELD,
- SCF_MOBLOSETARGET,
- SCF_REMOVEELEMENTALOPTION,
- SCF_SUPERNOVICEANGEL,
- SCF_TAEKWONANGEL,
- SCF_MADOCANCEL,
- SCF_MADOENDCANCEL,
- SCF_RESTARTONMAPWARP,
- SCF_SPREADEFFECT,
- SCF_SENDVAL1,
- SCF_SENDVAL2,
- SCF_SENDVAL3,
- SCF_NOFORCEDEND,
- SCF_NOWARNING,
- SCF_REMOVEONUNEQUIP,
- SCF_REMOVEONUNEQUIPWEAPON,
- SCF_REMOVEONUNEQUIPARMOR,
- SCF_REMOVEONHERMODE,
- SCF_MAX
- };
- /// Struct of SC configs [Cydh]
- struct s_status_change_db {
- sc_type type; ///< SC_
- efst_type icon; ///< EFST_
- std::bitset<SCS_MAX> state; ///< SCS_
- std::bitset<SCB_MAX> calc_flag; ///< SCB_ flags
- uint16 opt1; ///< OPT1_
- uint16 opt2; ///< OPT2_
- uint32 opt3; ///< OPT3_
- uint32 look; ///< OPTION_ Changelook
- std::bitset<SCF_MAX> flag; ///< SCF_ Flags, enum e_status_change_flag
- bool display; ///< Display status effect/icon (for certain state)
- uint16 skill_id; ///< Associated skill for (addeff) duration lookups
- std::vector<sc_type> endonstart; ///< List of SC that will be ended when this SC is activated
- std::vector<sc_type> fail; ///< List of SC that causing this SC cannot be activated
- std::vector<sc_type> endreturn; ///< List of SC that will be ended when this SC is activated and then immediately return
- std::vector<sc_type> endonend; ///< List of SC that will be ended when this SC ends
- t_tick min_duration; ///< Minimum duration effect (after all status reduction)
- uint16 min_rate; ///< Minimum rate to be applied (after all status reduction)
- };
- class StatusDatabase : public TypesafeCachedYamlDatabase<uint16, s_status_change_db> {
- public:
- StatusDatabase() : TypesafeCachedYamlDatabase("STATUS_DB", 3) {
- // All except BASE and extra flags.
- SCB_BATTLE.set();
- SCB_BATTLE.reset(SCB_BASE);
- SCB_BATTLE.reset(SCB_DYE);
- // All except extra flags.
- SCB_ALL.set();
- SCB_ALL.reset(SCB_DYE);
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode(const ryml::NodeRef& node) override;
- void loadingFinished() override;
- // Determine who will receive a clif_status_change packet for effects that require one to display correctly
- uint16 StatusRelevantBLTypes[EFST_MAX];
- // Extras
- efst_type getIcon(sc_type type);
- std::bitset<SCB_MAX> getCalcFlag(sc_type type);
- std::vector<sc_type> getEndOnStart(sc_type type);
- uint16 getSkill(sc_type type);
- bool hasSCF(status_change *sc, e_status_change_flag flag);
- void removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag);
- void changeSkillTree(map_session_data *sd, int32 class_ = 0);
- bool validateStatus(sc_type type);
- std::bitset<SCB_MAX> getSCB_BATTLE();
- std::bitset<SCB_MAX> getSCB_ALL();
- private:
- std::bitset<SCB_MAX> SCB_BATTLE, SCB_ALL;
- };
- extern StatusDatabase status_db;
- /// Enum for status_calc_weight and status_calc_cart_weight
- enum e_status_calc_weight_opt {
- CALCWT_NONE = 0x0,
- CALCWT_ITEM = 0x1, ///< Recalculate item weight
- CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
- CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
- };
- // Enum for refine chance types
- enum e_refine_chance_type {
- REFINE_CHANCE_NORMAL = 0,
- REFINE_CHANCE_ENRICHED,
- REFINE_CHANCE_EVENT_NORMAL,
- REFINE_CHANCE_EVENT_ENRICHED,
- REFINE_CHANCE_TYPE_MAX
- };
- ///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
- #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
- ///Define to determine who has regen
- #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
- ///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
- #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
- /** Basic damage info of a weapon
- * Required because players have two of these, one in status_data
- * and another for their left hand weapon. */
- struct weapon_atk {
- unsigned short atk, atk2;
- unsigned short range;
- unsigned char ele;
- #ifdef RENEWAL
- unsigned short matk;
- unsigned char wlv;
- #endif
- };
- ///For holding basic status (which can be modified by status changes)
- struct status_data {
- unsigned int
- hp, sp, ap, // see status_cpy before adding members before hp and sp
- max_hp, max_sp, max_ap;
- short
- str, agi, vit, int_, dex, luk,
- pow, sta, wis, spl, con, crt,
- eatk;
- unsigned short
- batk,
- #ifdef RENEWAL
- watk,
- watk2,
- #endif
- matk_min, matk_max,
- speed,
- amotion, adelay, dmotion;
- int mode;
- short
- hit, flee, cri, flee2,
- def2, mdef2,
- #ifdef RENEWAL_ASPD
- aspd_rate2,
- #endif
- aspd_rate,
- patk, smatk,
- res, mres,
- hplus, crate;
- /**
- * defType is RENEWAL dependent and defined in src/config/const.hpp
- **/
- defType def,mdef;
- unsigned char
- def_ele, ele_lv,
- size,
- race, /// see enum e_race
- class_; /// see enum e_classAE
- struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
- };
- ///Additional regen data that only players have.
- struct regen_data_sub {
- unsigned short
- hp,sp;
- //tick accumulation before healing.
- struct {
- unsigned int hp,sp;
- } tick;
- //Regen rates. n/100
- struct {
- unsigned short hp,sp;
- } rate;
- };
- ///Regen data
- struct regen_data {
- unsigned char flag; //Marks what stuff you may heal or not.
- unsigned short hp,sp,shp,ssp;
- //tick accumulation before healing.
- struct {
- t_tick hp, sp; //time of last natural recovery
- unsigned int shp,ssp;
- } tick;
- //Regen rates. n/100
- struct {
- unsigned short hp, sp, shp, ssp;
- } rate;
- struct {
- unsigned walk:1; //Can you regen even when walking?
- unsigned gc:1; //Tags when you should have double regen due to GVG castle
- unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
- unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
- } state;
- //skill-regen, sitting-skill-regen (since not all chars with regen need it)
- struct regen_data_sub *sregen, *ssregen;
- };
- ///Status display entry
- struct sc_display_entry {
- enum sc_type type;
- int val1, val2, val3;
- };
- ///Status change entry
- struct status_change_entry {
- int timer;
- int val1,val2,val3,val4;
- };
- ///Status change
- class status_change {
- public:
- unsigned int option;// effect state (bitfield)
- unsigned int opt3;// skill state (bitfield)
- unsigned short opt1;// body state
- unsigned short opt2;// health state (bitfield)
- unsigned char count;
- sc_type lastEffect; // Used to check for stacking damageable SC on the same attack
- int32 lastEffectTimer; // Timer for lastEffect
- //! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
- struct {
- uint8 move;
- uint8 pickup;
- uint8 drop;
- uint8 cast;
- uint8 chat;
- uint8 equip;
- uint8 unequip;
- uint8 consume;
- uint8 attack;
- uint8 warp;
- uint8 deathpenalty;
- uint8 interact;
- } cant;/* status change state flags */
- //int sg_id; //ID of the previous Storm gust that hit you
- short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
- /**
- * The Storm Gust counter was dropped in renewal
- **/
- #ifndef RENEWAL
- unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
- #endif
- private:
- struct status_change_entry *data[SC_MAX];
- std::pair<enum sc_type, struct status_change_entry *> lastStatus; // last-fetched status
- public:
- status_change_entry * getSCE(enum sc_type type);
- status_change_entry * getSCE(uint32 type);
- status_change_entry * createSCE(enum sc_type type);
- void deleteSCE(enum sc_type type);
- void clearSCE(enum sc_type type);
- };
- #ifndef ONLY_CONSTANTS
- int status_damage( struct block_list *src, struct block_list *target, int64 dhp, int64 dsp, int64 dap, t_tick walkdelay, int flag, uint16 skill_id );
- static int status_damage( struct block_list *src, struct block_list *target, int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id ){
- return status_damage( src, target, dhp, dsp, 0, walkdelay, flag, skill_id );
- }
- //Define for standard HP damage attacks.
- static int status_fix_damage( struct block_list *src, struct block_list *target, int64 hp, t_tick walkdelay, uint16 skill_id ){
- return status_damage( src, target, hp, 0, walkdelay, 0, skill_id );
- }
- //Define for standard SP damage attacks.
- static int status_fix_spdamage( struct block_list *src, struct block_list *target, int64 sp, t_tick walkdelay, uint16 skill_id ){
- return status_damage( src, target, 0, sp, walkdelay, 0, skill_id );
- }
- //Define for standard AP damage attacks.
- static int status_fix_apdamage( struct block_list *src, struct block_list *target, int64 ap, t_tick walkdelay, uint16 skill_id ){
- return status_damage( src, target, 0, 0, ap, walkdelay, 0, skill_id );
- }
- //Define for standard HP/SP/AP damage triggers.
- static int status_zap( struct block_list* bl, int64 hp, int64 sp, int64 ap = 0 ){
- return status_damage( nullptr, bl, hp, sp, ap, 0, 1, 0 );
- }
- //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP/AP to use skills)
- int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
- int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag);
- //Easier handling of status_percent_change
- static int status_percent_heal( struct block_list* bl, int8 hp_rate, int8 sp_rate, int8 ap_rate = 0 ){
- return status_percent_change( nullptr, bl, -(hp_rate), -(sp_rate), -(ap_rate), 0 );
- }
- /// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP/AP, < 0 % of MaxHP/MaxSP/MaxAP
- static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, bool kill ){
- return status_percent_change( src, target, hp_rate, sp_rate, 0, kill ? 1 : 2 );
- }
- static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, int8 ap_rate, bool kill ){
- return status_percent_change( src, target, hp_rate, sp_rate, ap_rate, kill ? 1 : 2 );
- }
- //Instant kill with no drops/exp/etc
- static int status_kill( struct block_list* bl ){
- return status_percent_damage( nullptr, bl, 100, 0, 0, true );
- }
- //Used to set the hp/sp/ap of an object to an absolute value (can't kill)
- int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
- int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
- int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
- int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
- int status_set_ap(struct block_list *bl, unsigned int ap, int flag);
- int status_set_maxap(struct block_list *bl, unsigned int ap, int flag);
- int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag );
- static int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int flag ){
- return status_heal( bl, hhp, hsp, 0, flag );
- }
- int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap = 0);
- struct regen_data *status_get_regen_data(struct block_list *bl);
- struct status_data *status_get_status_data(struct block_list *bl);
- struct status_data *status_get_base_status(struct block_list *bl);
- const char * status_get_name(struct block_list *bl);
- int status_get_class(struct block_list *bl);
- int status_get_lv(struct block_list *bl);
- #define status_get_range(bl) status_get_status_data(bl)->rhw.range
- #define status_get_hp(bl) status_get_status_data(bl)->hp
- #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
- #define status_get_sp(bl) status_get_status_data(bl)->sp
- #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
- #define status_get_ap(bl) status_get_status_data(bl)->ap
- #define status_get_max_ap(bl) status_get_status_data(bl)->max_ap
- #define status_get_str(bl) status_get_status_data(bl)->str
- #define status_get_agi(bl) status_get_status_data(bl)->agi
- #define status_get_vit(bl) status_get_status_data(bl)->vit
- #define status_get_int(bl) status_get_status_data(bl)->int_
- #define status_get_dex(bl) status_get_status_data(bl)->dex
- #define status_get_luk(bl) status_get_status_data(bl)->luk
- #define status_get_pow(bl) status_get_status_data(bl)->pow
- #define status_get_sta(bl) status_get_status_data(bl)->sta
- #define status_get_wis(bl) status_get_status_data(bl)->wis
- #define status_get_spl(bl) status_get_status_data(bl)->spl
- #define status_get_con(bl) status_get_status_data(bl)->con
- #define status_get_crt(bl) status_get_status_data(bl)->crt
- #define status_get_hit(bl) status_get_status_data(bl)->hit
- #define status_get_flee(bl) status_get_status_data(bl)->flee
- defType status_get_def(struct block_list *bl);
- #define status_get_mdef(bl) status_get_status_data(bl)->mdef
- #define status_get_flee2(bl) status_get_status_data(bl)->flee2
- #define status_get_def2(bl) status_get_status_data(bl)->def2
- #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
- #define status_get_critical(bl) status_get_status_data(bl)->cri
- #define status_get_batk(bl) status_get_status_data(bl)->batk
- #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
- #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
- #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
- #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
- #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
- #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
- unsigned short status_get_speed(struct block_list *bl);
- #define status_get_adelay(bl) status_get_status_data(bl)->adelay
- #define status_get_amotion(bl) status_get_status_data(bl)->amotion
- #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
- #define status_get_patk(bl) status_get_status_data(bl)->patk
- #define status_get_smatk(bl) status_get_status_data(bl)->smatk
- #define status_get_res(bl) status_get_status_data(bl)->res
- #define status_get_mres(bl) status_get_status_data(bl)->mres
- #define status_get_hplus(bl) status_get_status_data(bl)->hplus
- #define status_get_crate(bl) status_get_status_data(bl)->crate
- #define status_get_element(bl) status_get_status_data(bl)->def_ele
- #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
- unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element);
- #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
- #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
- #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
- #define status_get_race(bl) status_get_status_data(bl)->race
- #define status_get_class_(bl) status_get_status_data(bl)->class_
- #define status_get_size(bl) status_get_status_data(bl)->size
- #define status_get_mode(bl) status_get_status_data(bl)->mode
- #define status_has_mode(status,md) (((status)->mode&(md)) == (md))
- #define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data((bl)),(md))
- #define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
- #define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
- #define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
- #define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
- #define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
- #define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
- int status_get_party_id(struct block_list *bl);
- int status_get_guild_id(struct block_list *bl);
- int status_get_emblem_id(struct block_list *bl);
- std::vector<e_race2> status_get_race2(struct block_list *bl);
- struct view_data *status_get_viewdata(struct block_list *bl);
- void status_set_viewdata(struct block_list *bl, int class_);
- void status_change_init(struct block_list *bl);
- status_change *status_get_sc(struct block_list *bl);
- int status_isdead(struct block_list *bl);
- int status_isimmune(struct block_list *bl);
- t_tick status_get_sc_def(struct block_list *src,struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag);
- int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag, int32 delay = 0);
- //Short version, receives rate in 1->100 range, and does not uses a flag setting.
- static int sc_start(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, t_tick duration, int32 delay = 0) {
- return status_change_start(src, bl, type, 100 * rate, val1, 0, 0, 0, duration, SCSTART_NONE, delay);
- }
- static int sc_start2(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, int32 val2, t_tick duration, int32 delay = 0) {
- return status_change_start(src, bl, type, 100 * rate, val1, val2, 0, 0, duration, SCSTART_NONE, delay);
- }
- static int sc_start4(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, int32 val2, int32 val3, int32 val4, t_tick duration, int32 delay = 0) {
- return status_change_start(src, bl, type, 100 * rate, val1, val2, val3, val4, duration, SCSTART_NONE, delay);
- }
- int status_change_end(struct block_list* bl, enum sc_type type, int tid = INVALID_TIMER);
- TIMER_FUNC(status_change_timer);
- int status_change_timer_sub(struct block_list* bl, va_list ap);
- int status_change_clear(struct block_list* bl, int type);
- void status_change_clear_buffs(struct block_list* bl, uint8 type);
- void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc);
- TIMER_FUNC(status_clear_lastEffect_timer);
- #define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, status_db.getSCB_ALL(), opt)
- #define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, status_db.getSCB_ALL(), opt)
- bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
- bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
- void status_calc_bl_(struct block_list *bl, std::bitset<SCB_MAX> flag, uint8 opt = SCO_NONE);
- int status_calc_mob_(struct mob_data* md, uint8 opt);
- void status_calc_pet_(struct pet_data* pd, uint8 opt);
- int status_calc_pc_(map_session_data* sd, uint8 opt);
- int status_calc_homunculus_(struct homun_data *hd, uint8 opt);
- int status_calc_mercenary_(s_mercenary_data *md, uint8 opt);
- int status_calc_elemental_(s_elemental_data *ed, uint8 opt);
- int status_calc_npc_(struct npc_data *nd, uint8 opt);
- static void status_calc_bl(block_list *bl, std::vector<e_scb_flag> flags) {
- static std::bitset<SCB_MAX> temp;
- temp.reset();
- for (const auto &scb : flags) {
- temp.set(scb);
- }
- status_calc_bl_(bl, temp);
- }
- void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
- void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
- void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc);
- void status_calc_state(struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start);
- void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd);
- bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
- int status_check_visibility(struct block_list *src, struct block_list *target);
- int status_change_spread(block_list *src, block_list *bl);
- #ifndef RENEWAL
- unsigned short status_base_matk_min(const struct status_data* status);
- unsigned short status_base_matk_max(const struct status_data* status);
- #else
- unsigned int status_weapon_atk(struct weapon_atk wa, map_session_data *sd);
- unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
- unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
- unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
- unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
- #endif
- unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
- // Status changes accessors for StatusChange database
- uint16 status_efst_get_bl_type(enum efst_type efst);
- void status_readdb( bool reload = false );
- void do_init_status(void);
- void do_final_status(void);
- #endif /* ONLY_CONSTANTS */
- #endif /* STATUS_HPP */
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