status.hpp 83 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef STATUS_HPP
  4. #define STATUS_HPP
  5. #include <algorithm>
  6. #include <bitset>
  7. #include <memory>
  8. #include <unordered_map>
  9. #include <vector>
  10. #include <common/database.hpp>
  11. #include <common/mmo.hpp>
  12. #include <common/timer.hpp>
  13. #include "map.hpp"
  14. #include "script.hpp"
  15. enum e_race2 : uint8;
  16. struct block_list;
  17. struct mob_data;
  18. struct pet_data;
  19. struct homun_data;
  20. struct s_mercenary_data;
  21. struct s_elemental_data;
  22. struct npc_data;
  23. class status_change;
  24. /**
  25. * Max Refine available to your server
  26. **/
  27. #ifdef RENEWAL
  28. # define MAX_REFINE 20
  29. #else
  30. # define MAX_REFINE 10
  31. #endif
  32. /// Refine type
  33. enum e_refine_type : uint16{
  34. REFINE_TYPE_ARMOR = 0,
  35. REFINE_TYPE_WEAPON,
  36. REFINE_TYPE_SHADOW_ARMOR,
  37. REFINE_TYPE_SHADOW_WEAPON,
  38. REFINE_TYPE_MAX
  39. };
  40. /// Refine cost type
  41. enum e_refine_cost_type : uint16{
  42. REFINE_COST_NORMAL = 0,
  43. REFINE_COST_HD,
  44. REFINE_COST_ENRICHED,
  45. REFINE_COST_MAX
  46. };
  47. /// Refine script parameters
  48. enum e_refine_parameter{
  49. REFINE_MATERIAL_ID = 0,
  50. REFINE_ZENY_COST
  51. };
  52. struct s_refine_cost{
  53. uint16 index;
  54. t_itemid nameid;
  55. uint16 chance;
  56. uint32 zeny;
  57. uint16 breaking_rate;
  58. uint16 downgrade_amount;
  59. };
  60. struct s_refine_level_info{
  61. uint16 level;
  62. uint32 bonus;
  63. uint32 randombonus_max;
  64. uint16 blessing_amount;
  65. bool broadcast_success;
  66. bool broadcast_failure;
  67. std::unordered_map<uint16, std::shared_ptr<s_refine_cost>> costs;
  68. };
  69. struct s_refine_levels_info{
  70. uint16 level;
  71. std::unordered_map<uint16, std::shared_ptr<s_refine_level_info>> levels;
  72. };
  73. struct s_refine_info{
  74. uint16 groupId;
  75. std::unordered_map<uint16, std::shared_ptr<s_refine_levels_info>> levels;
  76. };
  77. class RefineDatabase : public TypesafeYamlDatabase<uint16, s_refine_info>{
  78. private:
  79. bool calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level );
  80. std::shared_ptr<s_refine_level_info> findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine );
  81. public:
  82. RefineDatabase() : TypesafeYamlDatabase( "REFINE_DB", 2, 1 ){
  83. }
  84. const std::string getDefaultLocation() override;
  85. uint64 parseBodyNode( const ryml::NodeRef& node ) override;
  86. // Additional
  87. std::shared_ptr<s_refine_level_info> findLevelInfo( const struct item_data& data, struct item& item );
  88. std::shared_ptr<s_refine_level_info> findCurrentLevelInfo( const struct item_data& data, struct item& item );
  89. };
  90. extern RefineDatabase refine_db;
  91. /// Weapon attack modification for size
  92. struct s_sizefix_db {
  93. uint16 small, medium, large;
  94. };
  95. class SizeFixDatabase : public TypesafeYamlDatabase<int32, s_sizefix_db> {
  96. public:
  97. SizeFixDatabase() : TypesafeYamlDatabase("SIZE_FIX_DB", 1) {
  98. }
  99. const std::string getDefaultLocation() override;
  100. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  101. };
  102. extern SizeFixDatabase size_fix_db;
  103. class AttributeDatabase : public YamlDatabase {
  104. private:
  105. int16 attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  106. public:
  107. AttributeDatabase() : YamlDatabase("ATTRIBUTE_DB", 1) {
  108. this->clear();
  109. }
  110. void clear() override{
  111. std::fill_n(&attr_fix_table[0][0][0], MAX_ELE_LEVEL * ELE_MAX * ELE_MAX, 100);
  112. }
  113. const std::string getDefaultLocation() override;
  114. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  115. // Additional
  116. int16 getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele);
  117. };
  118. extern AttributeDatabase elemental_attribute_db;
  119. enum e_enchantgrade_result{
  120. ENCHANTGRADE_UPGRADE_SUCCESS,
  121. ENCHANTGRADE_UPGRADE_FAILED,
  122. ENCHANTGRADE_UPGRADE_DOWNGRADE,
  123. ENCHANTGRADE_UPGRADE_BREAK,
  124. ENCHANTGRADE_UPGRADE_PROTECTED,
  125. };
  126. struct s_enchantgradeoption{
  127. uint16 id;
  128. t_itemid item;
  129. uint16 amount;
  130. uint32 zeny;
  131. uint16 breaking_rate;
  132. uint16 downgrade_amount;
  133. };
  134. struct s_enchantgradelevel{
  135. e_enchantgrade grade;
  136. uint16 chances[MAX_REFINE + 1];
  137. uint16 bonus;
  138. bool announceSuccess;
  139. bool announceFail;
  140. struct{
  141. t_itemid item;
  142. uint16 amountPerStep;
  143. uint16 maximumSteps;
  144. uint16 chanceIncrease;
  145. }catalyst;
  146. std::map<uint16,std::shared_ptr<s_enchantgradeoption>> options;
  147. };
  148. struct s_enchantgrade{
  149. uint16 itemtype;
  150. std::map<uint16,std::map<e_enchantgrade,std::shared_ptr<s_enchantgradelevel>>> levels;
  151. };
  152. class EnchantgradeDatabase : public TypesafeYamlDatabase<uint16, s_enchantgrade>{
  153. public:
  154. EnchantgradeDatabase() : TypesafeYamlDatabase( "ENCHANTGRADE_DB", 3 ){
  155. }
  156. const std::string getDefaultLocation() override;
  157. uint64 parseBodyNode( const ryml::NodeRef& node ) override;
  158. void loadingFinished() override;
  159. // Additional
  160. std::shared_ptr<s_enchantgradelevel> findCurrentLevelInfo( const struct item_data& data, struct item& item );
  161. };
  162. extern EnchantgradeDatabase enchantgrade_db;
  163. /// Status changes listing. These code are for use by the server.
  164. enum sc_type : int16 {
  165. SC_NONE = -1,
  166. //First we enumerate common status ailments which are often used around.
  167. SC_STONE = 0,
  168. SC_COMMON_MIN = SC_STONE, // begin
  169. SC_FREEZE,
  170. SC_STUN,
  171. SC_SLEEP,
  172. SC_POISON,
  173. SC_CURSE,
  174. SC_SILENCE,
  175. SC_CONFUSION,
  176. SC_BLIND,
  177. SC_BLEEDING,
  178. SC_DPOISON, //10
  179. SC_STONEWAIT,
  180. SC_COMMON_MAX = SC_STONEWAIT, // end
  181. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  182. SC_PROVOKE = 20,
  183. SC_ENDURE,
  184. SC_TWOHANDQUICKEN,
  185. SC_CONCENTRATE,
  186. SC_HIDING,
  187. SC_CLOAKING,
  188. SC_ENCPOISON,
  189. SC_POISONREACT,
  190. SC_QUAGMIRE,
  191. SC_ANGELUS,
  192. SC_BLESSING, //30
  193. SC_SIGNUMCRUCIS,
  194. SC_INCREASEAGI,
  195. SC_DECREASEAGI,
  196. SC_SLOWPOISON,
  197. SC_IMPOSITIO ,
  198. SC_SUFFRAGIUM,
  199. SC_ASPERSIO,
  200. SC_BENEDICTIO,
  201. SC_KYRIE,
  202. SC_MAGNIFICAT, //40
  203. SC_GLORIA,
  204. SC_AETERNA,
  205. SC_ADRENALINE,
  206. SC_WEAPONPERFECTION,
  207. SC_OVERTHRUST,
  208. SC_MAXIMIZEPOWER,
  209. SC_TRICKDEAD,
  210. SC_LOUD,
  211. SC_ENERGYCOAT,
  212. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  213. SC_BROKENWEAPON,
  214. SC_HALLUCINATION,
  215. SC_WEIGHT50,
  216. SC_WEIGHT90,
  217. SC_ASPDPOTION0,
  218. SC_ASPDPOTION1,
  219. SC_ASPDPOTION2,
  220. SC_ASPDPOTION3,
  221. SC_SPEEDUP0,
  222. SC_SPEEDUP1, //60
  223. SC_ATKPOTION,
  224. SC_MATKPOTION,
  225. SC_WEDDING,
  226. SC_SLOWDOWN,
  227. SC_ANKLE,
  228. SC_KEEPING,
  229. SC_BARRIER,
  230. SC_STRIPWEAPON,
  231. SC_STRIPSHIELD,
  232. SC_STRIPARMOR, //70
  233. SC_STRIPHELM,
  234. SC_CP_WEAPON,
  235. SC_CP_SHIELD,
  236. SC_CP_ARMOR,
  237. SC_CP_HELM,
  238. SC_AUTOGUARD,
  239. SC_REFLECTSHIELD,
  240. SC_SPLASHER,
  241. SC_PROVIDENCE,
  242. SC_DEFENDER, //80
  243. SC_MAGICROD,
  244. SC_SPELLBREAKER,
  245. SC_AUTOSPELL,
  246. SC_SIGHTTRASHER,
  247. SC_AUTOBERSERK,
  248. SC_SPEARQUICKEN,
  249. SC_AUTOCOUNTER,
  250. SC_SIGHT,
  251. SC_SAFETYWALL,
  252. SC_RUWACH, //90
  253. SC_EXTREMITYFIST,
  254. SC_EXPLOSIONSPIRITS,
  255. SC_COMBO,
  256. SC_BLADESTOP_WAIT,
  257. SC_BLADESTOP,
  258. SC_FIREWEAPON,
  259. SC_WATERWEAPON,
  260. SC_WINDWEAPON,
  261. SC_EARTHWEAPON,
  262. SC_VOLCANO, //100,
  263. SC_DELUGE,
  264. SC_VIOLENTGALE,
  265. SC_WATK_ELEMENT,
  266. SC_ARMOR,
  267. SC_ARMOR_ELEMENT_WATER,
  268. SC_NOCHAT,
  269. SC_PROTECTEXP,
  270. SC_AURABLADE,
  271. SC_PARRYING,
  272. SC_CONCENTRATION, //110
  273. SC_TENSIONRELAX,
  274. SC_BERSERK,
  275. SC_FURY,
  276. SC_GOSPEL,
  277. SC_ASSUMPTIO,
  278. SC_BASILICA,
  279. SC_GUILDAURA,
  280. SC_MAGICPOWER,
  281. SC_EDP,
  282. SC_TRUESIGHT, //120
  283. SC_WINDWALK,
  284. SC_MELTDOWN,
  285. SC_CARTBOOST,
  286. SC_CHASEWALK,
  287. SC_REJECTSWORD,
  288. SC_MARIONETTE,
  289. SC_MARIONETTE2,
  290. SC_CHANGEUNDEAD,
  291. SC_JOINTBEAT,
  292. SC_MINDBREAKER, //130
  293. SC_MEMORIZE,
  294. SC_FOGWALL,
  295. SC_SPIDERWEB,
  296. SC_DEVOTION,
  297. SC_SACRIFICE,
  298. SC_STEELBODY,
  299. SC_ORCISH,
  300. SC_READYSTORM,
  301. SC_READYDOWN,
  302. SC_READYTURN, //140
  303. SC_READYCOUNTER,
  304. SC_DODGE,
  305. SC_RUN,
  306. SC_SHADOWWEAPON,
  307. SC_ADRENALINE2,
  308. SC_GHOSTWEAPON,
  309. SC_KAIZEL,
  310. SC_KAAHI,
  311. SC_KAUPE,
  312. SC_ONEHAND, //150
  313. SC_PRESERVE,
  314. SC_BATTLEORDERS,
  315. SC_REGENERATION,
  316. SC_DOUBLECAST,
  317. SC_GRAVITATION,
  318. SC_MAXOVERTHRUST,
  319. SC_LONGING,
  320. SC_HERMODE,
  321. SC_SHRINK,
  322. SC_SIGHTBLASTER, //160
  323. SC_WINKCHARM,
  324. SC_CLOSECONFINE,
  325. SC_CLOSECONFINE2,
  326. SC_DANCING,
  327. SC_ELEMENTALCHANGE,
  328. SC_RICHMANKIM,
  329. SC_ETERNALCHAOS,
  330. SC_DRUMBATTLE,
  331. SC_NIBELUNGEN,
  332. SC_ROKISWEIL, //170
  333. SC_INTOABYSS,
  334. SC_SIEGFRIED,
  335. SC_WHISTLE,
  336. SC_ASSNCROS,
  337. SC_POEMBRAGI,
  338. SC_APPLEIDUN,
  339. SC_MODECHANGE,
  340. SC_HUMMING,
  341. SC_DONTFORGETME,
  342. SC_FORTUNE, //180
  343. SC_SERVICE4U,
  344. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  345. SC_SPURT,
  346. SC_SPIRIT,
  347. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  348. SC_INTRAVISION,
  349. SC_INCALLSTATUS,
  350. SC_INCSTR,
  351. SC_INCAGI,
  352. SC_INCVIT, //190
  353. SC_INCINT,
  354. SC_INCDEX,
  355. SC_INCLUK,
  356. SC_INCHIT,
  357. SC_INCHITRATE,
  358. SC_INCFLEE,
  359. SC_INCFLEERATE,
  360. SC_INCMHPRATE,
  361. SC_INCMSPRATE,
  362. SC_INCATKRATE, //200
  363. SC_INCMATKRATE,
  364. SC_INCDEFRATE,
  365. SC_STRFOOD,
  366. SC_AGIFOOD,
  367. SC_VITFOOD,
  368. SC_INTFOOD,
  369. SC_DEXFOOD,
  370. SC_LUKFOOD,
  371. SC_HITFOOD,
  372. SC_FLEEFOOD, //210
  373. SC_BATKFOOD,
  374. SC_WATKFOOD,
  375. SC_MATKFOOD,
  376. SC_SCRESIST, //Increases resistance to status changes.
  377. SC_XMAS, // Xmas Suit [Valaris]
  378. SC_WARM, //SG skills [Komurka]
  379. SC_SUN_COMFORT,
  380. SC_MOON_COMFORT,
  381. SC_STAR_COMFORT,
  382. SC_FUSION, //220
  383. SC_SKILLRATE_UP,
  384. SC_SKE,
  385. SC_KAITE,
  386. SC_SWOO, // [marquis007]
  387. SC_SKA, // [marquis007]
  388. SC_EARTHSCROLL,
  389. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  390. SC_MADNESSCANCEL,
  391. SC_ADJUSTMENT,
  392. SC_INCREASING, //230
  393. SC_GATLINGFEVER,
  394. SC_TATAMIGAESHI,
  395. SC_UTSUSEMI,
  396. SC_BUNSINJYUTSU,
  397. SC_KAENSIN,
  398. SC_SUITON,
  399. SC_NEN,
  400. SC_KNOWLEDGE,
  401. SC_SMA,
  402. SC_FLING, //240
  403. SC_AVOID,
  404. SC_CHANGE,
  405. SC_BLOODLUST,
  406. SC_FLEET,
  407. SC_SPEED,
  408. SC_DEFENCE,
  409. SC_INCASPDRATE,
  410. SC_INCFLEE2 = 248,
  411. SC_JAILED,
  412. SC_ENCHANTARMS, //250
  413. SC_MAGICALATTACK,
  414. SC_ARMORCHANGE,
  415. SC_CRITICALWOUND,
  416. SC_MAGICMIRROR,
  417. SC_SLOWCAST,
  418. SC_SUMMER,
  419. SC_EXPBOOST,
  420. SC_ITEMBOOST,
  421. SC_BOSSMAPINFO,
  422. SC_LIFEINSURANCE, //260
  423. SC_INCCRI,
  424. //SC_INCDEF,
  425. //SC_INCBASEATK = 263,
  426. //SC_FASTCAST,
  427. SC_MDEF_RATE = 265,
  428. //SC_HPREGEN,
  429. SC_INCHEALRATE = 267,
  430. SC_PNEUMA,
  431. SC_AUTOTRADE,
  432. SC_KSPROTECTED, //270
  433. SC_ARMOR_RESIST = 271,
  434. SC_SPCOST_RATE,
  435. SC_COMMONSC_RESIST,
  436. SC_SEVENWIND,
  437. SC_DEF_RATE,
  438. //SC_SPREGEN,
  439. SC_WALKSPEED = 277,
  440. // Mercenary Only Bonus Effects
  441. SC_MERC_FLEEUP,
  442. SC_MERC_ATKUP,
  443. SC_MERC_HPUP, //280
  444. SC_MERC_SPUP,
  445. SC_MERC_HITUP,
  446. SC_MERC_QUICKEN,
  447. SC_REBIRTH,
  448. //SC_SKILLCASTRATE, //285
  449. //SC_DEFRATIOATK,
  450. //SC_HPDRAIN,
  451. //SC_SKILLATKBONUS,
  452. SC_ITEMSCRIPT = 289,
  453. SC_S_LIFEPOTION, //290
  454. SC_L_LIFEPOTION,
  455. SC_JEXPBOOST,
  456. //SC_IGNOREDEF,
  457. SC_HELLPOWER = 294,
  458. SC_INVINCIBLE, //295
  459. //SC_INVINCIBLEOFF,
  460. SC_MANU_ATK = 297,
  461. SC_MANU_DEF,
  462. SC_SPL_ATK,
  463. SC_SPL_DEF, //300
  464. SC_MANU_MATK,
  465. SC_SPL_MATK,
  466. SC_FOOD_STR_CASH,
  467. SC_FOOD_AGI_CASH,
  468. SC_FOOD_VIT_CASH,
  469. SC_FOOD_DEX_CASH,
  470. SC_FOOD_INT_CASH,
  471. SC_FOOD_LUK_CASH,//308
  472. /**
  473. * 3rd
  474. **/
  475. SC_FEAR,//309
  476. SC_BURNING,//310
  477. SC_FREEZING,//311
  478. /**
  479. * Rune Knight
  480. **/
  481. SC_ENCHANTBLADE,//312
  482. SC_DEATHBOUND,//313
  483. SC_MILLENNIUMSHIELD,
  484. SC_CRUSHSTRIKE,//315
  485. SC_REFRESH,
  486. SC_REUSE_REFRESH,
  487. SC_GIANTGROWTH,
  488. SC_STONEHARDSKIN,
  489. SC_VITALITYACTIVATION,//320
  490. SC_STORMBLAST,
  491. SC_FIGHTINGSPIRIT,
  492. SC_ABUNDANCE,
  493. /**
  494. * Arch Bishop
  495. **/
  496. SC_ADORAMUS,
  497. SC_EPICLESIS,//325
  498. SC_ORATIO,
  499. SC_LAUDAAGNUS,
  500. SC_LAUDARAMUS,
  501. SC_RENOVATIO,
  502. SC_EXPIATIO,//330
  503. SC_DUPLELIGHT,
  504. SC_SECRAMENT,
  505. /**
  506. * Warlock
  507. **/
  508. SC_WHITEIMPRISON,
  509. SC_MARSHOFABYSS,
  510. SC_RECOGNIZEDSPELL,//335
  511. SC_STASIS,
  512. SC_SPHERE_1,
  513. SC_SPHERE_2,
  514. SC_SPHERE_3,
  515. SC_SPHERE_4,//340
  516. SC_SPHERE_5,
  517. SC_READING_SB,
  518. SC_FREEZE_SP,
  519. /**
  520. * Ranger
  521. **/
  522. SC_FEARBREEZE,
  523. SC_ELECTRICSHOCKER,//345
  524. SC_WUGDASH,
  525. SC_BITE,
  526. SC_CAMOUFLAGE,
  527. /**
  528. * Mechanic
  529. **/
  530. SC_ACCELERATION,
  531. SC_HOVERING,//350
  532. SC_SHAPESHIFT,
  533. SC_INFRAREDSCAN,
  534. SC_ANALYZE,
  535. SC_MAGNETICFIELD,
  536. SC_NEUTRALBARRIER,//355
  537. SC_NEUTRALBARRIER_MASTER,
  538. SC_STEALTHFIELD,
  539. SC_STEALTHFIELD_MASTER,
  540. SC_OVERHEAT,
  541. SC_OVERHEAT_LIMITPOINT,//360
  542. /**
  543. * Guillotine Cross
  544. **/
  545. SC_VENOMIMPRESS,
  546. SC_POISONINGWEAPON,
  547. SC_WEAPONBLOCKING,
  548. SC_CLOAKINGEXCEED,
  549. SC_HALLUCINATIONWALK,//365
  550. SC_HALLUCINATIONWALK_POSTDELAY,
  551. SC_ROLLINGCUTTER,
  552. SC_TOXIN,
  553. SC_PARALYSE,
  554. SC_VENOMBLEED,//370
  555. SC_MAGICMUSHROOM,
  556. SC_DEATHHURT,
  557. SC_PYREXIA,
  558. SC_OBLIVIONCURSE,
  559. SC_LEECHESEND,//375
  560. /**
  561. * Royal Guard
  562. **/
  563. SC_REFLECTDAMAGE,
  564. SC_FORCEOFVANGUARD,
  565. SC_SHIELDSPELL_HP,
  566. SC_SHIELDSPELL_SP,
  567. SC_SHIELDSPELL_ATK,//380
  568. SC_EXEEDBREAK,
  569. SC_PRESTIGE,
  570. SC_BANDING,
  571. SC_BANDING_DEFENCE,
  572. SC_EARTHDRIVE,//385
  573. SC_INSPIRATION,
  574. /**
  575. * Sorcerer
  576. **/
  577. SC_SPELLFIST,
  578. SC_CRYSTALIZE,
  579. SC_STRIKING,
  580. SC_WARMER,//390
  581. SC_VACUUM_EXTREME,
  582. SC_PROPERTYWALK,
  583. /**
  584. * Minstrel / Wanderer
  585. **/
  586. SC_SWINGDANCE,
  587. SC_SYMPHONYOFLOVER,
  588. SC_MOONLITSERENADE,//395
  589. SC_RUSHWINDMILL,
  590. SC_ECHOSONG,
  591. SC_HARMONIZE,
  592. SC_VOICEOFSIREN,
  593. SC_DEEPSLEEP,//400
  594. SC_SIRCLEOFNATURE,
  595. SC_GLOOMYDAY,
  596. SC_GLOOMYDAY_SK,
  597. SC_SONGOFMANA,
  598. SC_DANCEWITHWUG,//405
  599. SC_SATURDAYNIGHTFEVER,
  600. SC_LERADSDEW,
  601. SC_MELODYOFSINK,
  602. SC_BEYONDOFWARCRY,
  603. SC_UNLIMITEDHUMMINGVOICE,//410
  604. SC_SITDOWN_FORCE,
  605. SC_NETHERWORLD,
  606. /**
  607. * Sura
  608. **/
  609. SC_CRESCENTELBOW,
  610. SC_CURSEDCIRCLE_ATKER,
  611. SC_CURSEDCIRCLE_TARGET,
  612. SC_LIGHTNINGWALK,//416
  613. SC_RAISINGDRAGON,
  614. SC_GT_ENERGYGAIN,
  615. SC_GT_CHANGE,
  616. SC_GT_REVITALIZE,
  617. /**
  618. * Genetic
  619. **/
  620. SC_GN_CARTBOOST,//421
  621. SC_THORNSTRAP,
  622. SC_BLOODSUCKER,
  623. SC_SMOKEPOWDER,
  624. SC_TEARGAS,
  625. SC_MANDRAGORA,//426
  626. SC_STOMACHACHE,
  627. SC_MYSTERIOUS_POWDER,
  628. SC_MELON_BOMB,
  629. SC_BANANA_BOMB,
  630. SC_BANANA_BOMB_SITDOWN,//431
  631. SC_SAVAGE_STEAK,
  632. SC_COCKTAIL_WARG_BLOOD,
  633. SC_MINOR_BBQ,
  634. SC_SIROMA_ICE_TEA,
  635. SC_DROCERA_HERB_STEAMED,//436
  636. SC_PUTTI_TAILS_NOODLES,
  637. SC_BOOST500,
  638. SC_FULL_SWING_K,
  639. SC_MANA_PLUS,
  640. SC_MUSTLE_M,//441
  641. SC_LIFE_FORCE_F,
  642. SC_EXTRACT_WHITE_POTION_Z,
  643. SC_VITATA_500,
  644. SC_EXTRACT_SALAMINE_JUICE,
  645. /**
  646. * Shadow Chaser
  647. **/
  648. SC__REPRODUCE,//446
  649. SC__AUTOSHADOWSPELL,
  650. SC__SHADOWFORM,
  651. SC__BODYPAINT,
  652. SC__INVISIBILITY,
  653. SC__DEADLYINFECT,//451
  654. SC__ENERVATION,
  655. SC__GROOMY,
  656. SC__IGNORANCE,
  657. SC__LAZINESS,
  658. SC__UNLUCKY,//456
  659. SC__WEAKNESS,
  660. SC__STRIPACCESSORY,
  661. SC__MANHOLE,
  662. SC__BLOODYLUST,//460
  663. /**
  664. * Elemental Spirits
  665. **/
  666. SC_CIRCLE_OF_FIRE,
  667. SC_CIRCLE_OF_FIRE_OPTION,
  668. SC_FIRE_CLOAK,
  669. SC_FIRE_CLOAK_OPTION,
  670. SC_WATER_SCREEN,//465
  671. SC_WATER_SCREEN_OPTION,
  672. SC_WATER_DROP,
  673. SC_WATER_DROP_OPTION,
  674. SC_WATER_BARRIER,
  675. SC_WIND_STEP,//470
  676. SC_WIND_STEP_OPTION,
  677. SC_WIND_CURTAIN,
  678. SC_WIND_CURTAIN_OPTION,
  679. SC_ZEPHYR,
  680. SC_SOLID_SKIN,//475
  681. SC_SOLID_SKIN_OPTION,
  682. SC_STONE_SHIELD,
  683. SC_STONE_SHIELD_OPTION,
  684. SC_POWER_OF_GAIA,
  685. SC_PYROTECHNIC,//480
  686. SC_PYROTECHNIC_OPTION,
  687. SC_HEATER,
  688. SC_HEATER_OPTION,
  689. SC_TROPIC,
  690. SC_TROPIC_OPTION,//485
  691. SC_AQUAPLAY,
  692. SC_AQUAPLAY_OPTION,
  693. SC_COOLER,
  694. SC_COOLER_OPTION,
  695. SC_CHILLY_AIR,//490
  696. SC_CHILLY_AIR_OPTION,
  697. SC_GUST,
  698. SC_GUST_OPTION,
  699. SC_BLAST,
  700. SC_BLAST_OPTION,//495
  701. SC_WILD_STORM,
  702. SC_WILD_STORM_OPTION,
  703. SC_PETROLOGY,
  704. SC_PETROLOGY_OPTION,
  705. SC_CURSED_SOIL,//500
  706. SC_CURSED_SOIL_OPTION,
  707. SC_UPHEAVAL,
  708. SC_UPHEAVAL_OPTION,
  709. SC_TIDAL_WEAPON,
  710. SC_TIDAL_WEAPON_OPTION,//505
  711. SC_ROCK_CRUSHER,
  712. SC_ROCK_CRUSHER_ATK,
  713. /* Guild Aura */
  714. SC_LEADERSHIP,
  715. SC_GLORYWOUNDS,
  716. SC_SOULCOLD,
  717. SC_HAWKEYES,
  718. /* ... */
  719. SC_ODINS_POWER,
  720. SC_RAID,
  721. /* Sorcerer .extra */
  722. SC_FIRE_INSIGNIA,
  723. SC_WATER_INSIGNIA,
  724. SC_WIND_INSIGNIA, //516
  725. SC_EARTH_INSIGNIA,
  726. /* new pushcart */
  727. SC_PUSH_CART,
  728. /* Warlock Spell books */
  729. SC_SPELLBOOK1,
  730. SC_SPELLBOOK2,
  731. SC_SPELLBOOK3,
  732. SC_SPELLBOOK4,
  733. SC_SPELLBOOK5,
  734. SC_SPELLBOOK6,
  735. SC_MAXSPELLBOOK, // SC_SPELLBOOK7
  736. /* Max HP & SP */
  737. SC_INCMHP,
  738. SC_INCMSP,
  739. SC_PARTYFLEE,
  740. /**
  741. * Kagerou & Oboro [malufett]
  742. **/
  743. SC_MEIKYOUSISUI,
  744. SC_JYUMONJIKIRI,
  745. SC_KYOUGAKU,
  746. SC_IZAYOI,
  747. SC_ZENKAI,
  748. SC_KAGEHUMI,
  749. SC_KYOMU,
  750. SC_KAGEMUSYA,
  751. SC_ZANGETSU,
  752. SC_GENSOU,
  753. SC_AKAITSUKI,
  754. //homon S
  755. SC_STYLE_CHANGE,
  756. SC_TINDER_BREAKER,
  757. SC_TINDER_BREAKER2,
  758. SC_CBC,
  759. SC_EQC,
  760. SC_GOLDENE_FERSE,
  761. SC_ANGRIFFS_MODUS,
  762. SC_OVERED_BOOST,
  763. SC_LIGHT_OF_REGENE,
  764. SC_ASH,
  765. SC_GRANITIC_ARMOR,
  766. SC_MAGMA_FLOW,
  767. SC_PYROCLASTIC,
  768. SC_PARALYSIS,
  769. SC_PAIN_KILLER,
  770. SC_HANBOK,
  771. //Vellum Weapon reductions
  772. SC_DEFSET,
  773. SC_MDEFSET,
  774. SC_DARKCROW,
  775. SC_FULL_THROTTLE,
  776. SC_REBOUND,
  777. SC_UNLIMIT,
  778. SC_KINGS_GRACE,
  779. SC_TELEKINESIS_INTENSE,
  780. SC_OFFERTORIUM,
  781. SC_FRIGG_SONG,
  782. SC_MONSTER_TRANSFORM,
  783. SC_ANGEL_PROTECT,
  784. SC_ILLUSIONDOPING,
  785. SC_FLASHCOMBO,
  786. SC_MOONSTAR,
  787. SC_SUPER_STAR,
  788. /**
  789. * Rebellion [Cydh]
  790. **/
  791. SC_HEAT_BARREL,
  792. SC_MAGICALBULLET,
  793. SC_P_ALTER,
  794. SC_E_CHAIN,
  795. SC_C_MARKER,
  796. SC_ANTI_M_BLAST,
  797. SC_B_TRAP,
  798. SC_H_MINE,
  799. SC_QD_SHOT_READY,
  800. SC_MTF_ASPD,
  801. SC_MTF_RANGEATK,
  802. SC_MTF_MATK,
  803. SC_MTF_MLEATKED,
  804. SC_MTF_CRIDAMAGE,
  805. SC_OKTOBERFEST,
  806. SC_STRANGELIGHTS,
  807. SC_DECORATION_OF_MUSIC,
  808. SC_QUEST_BUFF1,
  809. SC_QUEST_BUFF2,
  810. SC_QUEST_BUFF3,
  811. SC_ALL_RIDING,
  812. SC_TEARGAS_SOB,
  813. SC__FEINTBOMB,
  814. SC__CHAOS,
  815. SC_CHASEWALK2,
  816. SC_VACUUM_EXTREME_POSTDELAY,
  817. SC_MTF_ASPD2,
  818. SC_MTF_RANGEATK2,
  819. SC_MTF_MATK2,
  820. SC_2011RWC_SCROLL,
  821. SC_JP_EVENT04,
  822. // 2014 Halloween Event
  823. SC_MTF_MHP,
  824. SC_MTF_MSP,
  825. SC_MTF_PUMPKIN,
  826. SC_MTF_HITFLEE,
  827. SC_CRIFOOD,
  828. SC_ATTHASTE_CASH,
  829. // Item Reuse Limits
  830. SC_REUSE_LIMIT_A,
  831. SC_REUSE_LIMIT_B,
  832. SC_REUSE_LIMIT_C,
  833. SC_REUSE_LIMIT_D,
  834. SC_REUSE_LIMIT_E,
  835. SC_REUSE_LIMIT_F,
  836. SC_REUSE_LIMIT_G,
  837. SC_REUSE_LIMIT_H,
  838. SC_REUSE_LIMIT_MTF,
  839. SC_REUSE_LIMIT_ASPD_POTION,
  840. SC_REUSE_MILLENNIUMSHIELD,
  841. SC_REUSE_CRUSHSTRIKE,
  842. SC_REUSE_STORMBLAST,
  843. SC_ALL_RIDING_REUSE_LIMIT,
  844. SC_REUSE_LIMIT_ECL,
  845. SC_REUSE_LIMIT_RECALL,
  846. SC_PROMOTE_HEALTH_RESERCH,
  847. SC_ENERGY_DRINK_RESERCH,
  848. SC_NORECOVER_STATE,
  849. /**
  850. * Summoner
  851. */
  852. SC_SUHIDE,
  853. SC_SU_STOOP,
  854. SC_SPRITEMABLE,
  855. SC_CATNIPPOWDER,
  856. SC_SV_ROOTTWIST,
  857. SC_BITESCAR,
  858. SC_ARCLOUSEDASH,
  859. SC_TUNAPARTY,
  860. SC_SHRIMP,
  861. SC_FRESHSHRIMP,
  862. SC_ACTIVE_MONSTER_TRANSFORM,
  863. SC_CLOUD_KILL, // Deprecated
  864. SC_LJOSALFAR,
  865. SC_MERMAID_LONGING,
  866. SC_HAT_EFFECT,
  867. SC_FLOWERSMOKE,
  868. SC_FSTONE,
  869. SC_HAPPINESS_STAR,
  870. SC_MAPLE_FALLS,
  871. SC_TIME_ACCESSORY,
  872. SC_MAGICAL_FEATHER,
  873. SC_GVG_GIANT,
  874. SC_GVG_GOLEM,
  875. SC_GVG_STUN,
  876. SC_GVG_STONE,
  877. SC_GVG_FREEZ,
  878. SC_GVG_SLEEP,
  879. SC_GVG_CURSE,
  880. SC_GVG_SILENCE,
  881. SC_GVG_BLIND,
  882. SC_CLAN_INFO,
  883. SC_SWORDCLAN,
  884. SC_ARCWANDCLAN,
  885. SC_GOLDENMACECLAN,
  886. SC_CROSSBOWCLAN,
  887. SC_JUMPINGCLAN,
  888. SC_TAROTCARD,
  889. // Geffen Magic Tournament Buffs
  890. SC_GEFFEN_MAGIC1,
  891. SC_GEFFEN_MAGIC2,
  892. SC_GEFFEN_MAGIC3,
  893. SC_MAXPAIN,
  894. SC_ARMOR_ELEMENT_EARTH,
  895. SC_ARMOR_ELEMENT_FIRE,
  896. SC_ARMOR_ELEMENT_WIND,
  897. SC_DAILYSENDMAILCNT,
  898. SC_DORAM_BUF_01,
  899. SC_DORAM_BUF_02,
  900. /**
  901. * Summoner - Extended
  902. */
  903. SC_HISS,
  904. SC_NYANGGRASS,
  905. SC_GROOMING,
  906. SC_SHRIMPBLESSING,
  907. SC_CHATTERING,
  908. SC_DORAM_WALKSPEED,
  909. SC_DORAM_MATK,
  910. SC_DORAM_FLEE2,
  911. SC_DORAM_SVSP,
  912. SC_FALLEN_ANGEL,
  913. SC_CHEERUP,
  914. SC_DRESSUP,
  915. // Old Glast Heim Buffs
  916. SC_GLASTHEIM_ATK,
  917. SC_GLASTHEIM_DEF,
  918. SC_GLASTHEIM_HEAL,
  919. SC_GLASTHEIM_HIDDEN,
  920. SC_GLASTHEIM_STATE,
  921. SC_GLASTHEIM_ITEMDEF,
  922. SC_GLASTHEIM_HPSP,
  923. // Nightmare Biolab Buffs
  924. SC_LHZ_DUN_N1,
  925. SC_LHZ_DUN_N2,
  926. SC_LHZ_DUN_N3,
  927. SC_LHZ_DUN_N4,
  928. SC_ANCILLA,
  929. SC_EARTHSHAKER,
  930. SC_WEAPONBLOCK_ON,
  931. SC_SPORE_EXPLOSION,
  932. SC_ADAPTATION,
  933. SC_BASILICA_CELL, // Used in renewal mode for cell_basilica only
  934. SC_ENTRY_QUEUE_APPLY_DELAY,
  935. SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  936. // Star Emperor
  937. SC_LIGHTOFMOON,
  938. SC_LIGHTOFSUN,
  939. SC_LIGHTOFSTAR,
  940. SC_LUNARSTANCE,
  941. SC_UNIVERSESTANCE,
  942. SC_SUNSTANCE,
  943. SC_FLASHKICK,
  944. SC_NEWMOON,
  945. SC_STARSTANCE,
  946. SC_DIMENSION,
  947. SC_DIMENSION1,
  948. SC_DIMENSION2,
  949. SC_CREATINGSTAR,
  950. SC_FALLINGSTAR,
  951. SC_NOVAEXPLOSING,
  952. SC_GRAVITYCONTROL,
  953. // Soul Reaper
  954. SC_SOULCOLLECT,
  955. SC_SOULREAPER,
  956. SC_SOULUNITY,
  957. SC_SOULSHADOW,
  958. SC_SOULFAIRY,
  959. SC_SOULFALCON,
  960. SC_SOULGOLEM,
  961. SC_SOULDIVISION,
  962. SC_SOULENERGY,
  963. SC_USE_SKILL_SP_SPA,
  964. SC_USE_SKILL_SP_SHA,
  965. SC_SP_SHA,
  966. SC_SOULCURSE,
  967. SC_HELLS_PLANT,
  968. SC_INCREASE_MAXHP, // EFST_ATKER_ASPD
  969. SC_INCREASE_MAXSP, // EFST_ATKER_MOVESPEED
  970. SC_REF_T_POTION,
  971. SC_ADD_ATK_DAMAGE,
  972. SC_ADD_MATK_DAMAGE,
  973. SC_HELPANGEL,
  974. SC_SOUNDOFDESTRUCTION,
  975. SC_LUXANIMA,
  976. SC_REUSE_LIMIT_LUXANIMA,
  977. SC_ENSEMBLEFATIGUE,
  978. SC_MISTY_FROST,
  979. SC_MAGIC_POISON,
  980. // ep16.2
  981. SC_EP16_2_BUFF_SS,
  982. SC_EP16_2_BUFF_SC,
  983. SC_EP16_2_BUFF_AC,
  984. // Job Improvement Bundle
  985. SC_OVERBRANDREADY,
  986. SC_POISON_MIST,
  987. SC_STONE_WALL,
  988. SC_CLOUD_POISON,
  989. SC_HOMUN_TIME,
  990. SC_EMERGENCY_MOVE,
  991. SC_MADOGEAR,
  992. SC_NPC_HALLUCINATIONWALK,
  993. SC_PACKING_ENVELOPE1,
  994. SC_PACKING_ENVELOPE2,
  995. SC_PACKING_ENVELOPE3,
  996. SC_PACKING_ENVELOPE4,
  997. SC_PACKING_ENVELOPE5,
  998. SC_PACKING_ENVELOPE6,
  999. SC_PACKING_ENVELOPE7,
  1000. SC_PACKING_ENVELOPE8,
  1001. SC_PACKING_ENVELOPE9,
  1002. SC_PACKING_ENVELOPE10,
  1003. SC_SOULATTACK,
  1004. SC_WIDEWEB,
  1005. SC_BURNT,
  1006. SC_CHILL,
  1007. // 4th Job Common Status
  1008. SC_HANDICAPSTATE_DEEPBLIND,
  1009. SC_HANDICAPSTATE_DEEPSILENCE,
  1010. SC_HANDICAPSTATE_LASSITUDE,
  1011. SC_HANDICAPSTATE_FROSTBITE,
  1012. SC_HANDICAPSTATE_SWOONING,
  1013. SC_HANDICAPSTATE_LIGHTNINGSTRIKE,
  1014. SC_HANDICAPSTATE_CRYSTALLIZATION,
  1015. SC_HANDICAPSTATE_CONFLAGRATION,
  1016. SC_HANDICAPSTATE_MISFORTUNE,
  1017. SC_HANDICAPSTATE_DEADLYPOISON,
  1018. SC_HANDICAPSTATE_DEPRESSION,
  1019. SC_HANDICAPSTATE_HOLYFLAME,
  1020. // Dragon Knight
  1021. SC_SERVANTWEAPON,
  1022. SC_SERVANT_SIGN,
  1023. SC_CHARGINGPIERCE,
  1024. SC_CHARGINGPIERCE_COUNT,
  1025. SC_DRAGONIC_AURA,
  1026. SC_VIGOR,
  1027. // Arch Mage
  1028. SC_DEADLY_DEFEASANCE,
  1029. SC_CLIMAX_DES_HU,
  1030. SC_CLIMAX,
  1031. SC_CLIMAX_EARTH,
  1032. SC_CLIMAX_BLOOM,
  1033. SC_CLIMAX_CRYIMP,
  1034. // Windhawk
  1035. SC_WINDSIGN,
  1036. SC_CRESCIVEBOLT,
  1037. SC_CALAMITYGALE,
  1038. // Cardinal
  1039. SC_MEDIALE,
  1040. SC_A_VITA,
  1041. SC_A_TELUM,
  1042. SC_PRE_ACIES,
  1043. SC_COMPETENTIA,
  1044. SC_RELIGIO,
  1045. SC_BENEDICTUM,
  1046. // Meister
  1047. SC_AXE_STOMP,
  1048. SC_A_MACHINE,
  1049. SC_D_MACHINE,
  1050. SC_ABR_BATTLE_WARIOR,
  1051. SC_ABR_DUAL_CANNON,
  1052. SC_ABR_MOTHER_NET,
  1053. SC_ABR_INFINITY,
  1054. // Shadow Cross
  1055. SC_SHADOW_EXCEED,
  1056. SC_DANCING_KNIFE,
  1057. SC_POTENT_VENOM,
  1058. SC_SHADOW_SCAR,
  1059. SC_E_SLASH_COUNT,
  1060. SC_SHADOW_WEAPON,
  1061. // Imperial Guard
  1062. SC_GUARD_STANCE,
  1063. SC_ATTACK_STANCE,
  1064. SC_GUARDIAN_S,
  1065. SC_REBOUND_S,
  1066. SC_HOLY_S,
  1067. SC_ULTIMATE_S,
  1068. SC_SPEAR_SCAR,
  1069. SC_SHIELD_POWER,
  1070. // Elemental Master
  1071. SC_SPELL_ENCHANTING,
  1072. SC_SUMMON_ELEMENTAL_ARDOR,
  1073. SC_SUMMON_ELEMENTAL_DILUVIO,
  1074. SC_SUMMON_ELEMENTAL_PROCELLA,
  1075. SC_SUMMON_ELEMENTAL_TERREMOTUS,
  1076. SC_SUMMON_ELEMENTAL_SERPENS,
  1077. SC_ELEMENTAL_VEIL,
  1078. // Troubadour/Trouvere
  1079. SC_MYSTIC_SYMPHONY,
  1080. SC_KVASIR_SONATA,
  1081. SC_SOUNDBLEND,
  1082. SC_GEF_NOCTURN,
  1083. SC_AIN_RHAPSODY,
  1084. SC_MUSICAL_INTERLUDE,
  1085. SC_JAWAII_SERENADE,
  1086. SC_PRON_MARCH,
  1087. SC_ROSEBLOSSOM,
  1088. // Inquisitor
  1089. SC_POWERFUL_FAITH,
  1090. SC_SINCERE_FAITH,
  1091. SC_FIRM_FAITH,
  1092. SC_HOLY_OIL,
  1093. SC_FIRST_BRAND,
  1094. SC_SECOND_BRAND,
  1095. SC_SECOND_JUDGE,
  1096. SC_THIRD_EXOR_FLAME,
  1097. SC_FIRST_FAITH_POWER,
  1098. SC_MASSIVE_F_BLASTER,
  1099. // Biolo
  1100. SC_PROTECTSHADOWEQUIP,
  1101. SC_RESEARCHREPORT,
  1102. SC_BO_HELL_DUSTY,
  1103. SC_BIONIC_WOODENWARRIOR,
  1104. SC_BIONIC_WOODEN_FAIRY,
  1105. SC_BIONIC_CREEPER,
  1106. SC_BIONIC_HELLTREE,
  1107. // Abyss Chaser
  1108. SC_SHADOW_STRIP,
  1109. SC_ABYSS_DAGGER,
  1110. SC_ABYSSFORCEWEAPON,
  1111. SC_ABYSS_SLAYER,
  1112. // Super Elementals
  1113. SC_FLAMETECHNIC,
  1114. SC_FLAMETECHNIC_OPTION,
  1115. SC_FLAMEARMOR,
  1116. SC_FLAMEARMOR_OPTION,
  1117. SC_COLD_FORCE,
  1118. SC_COLD_FORCE_OPTION,
  1119. SC_CRYSTAL_ARMOR,
  1120. SC_CRYSTAL_ARMOR_OPTION,
  1121. SC_GRACE_BREEZE,
  1122. SC_GRACE_BREEZE_OPTION,
  1123. SC_EYES_OF_STORM,
  1124. SC_EYES_OF_STORM_OPTION,
  1125. SC_EARTH_CARE,
  1126. SC_EARTH_CARE_OPTION,
  1127. SC_STRONG_PROTECTION,
  1128. SC_STRONG_PROTECTION_OPTION,
  1129. SC_DEEP_POISONING,
  1130. SC_DEEP_POISONING_OPTION,
  1131. SC_POISON_SHIELD,
  1132. SC_POISON_SHIELD_OPTION,
  1133. SC_SUB_WEAPONPROPERTY,
  1134. SC_M_LIFEPOTION,
  1135. SC_S_MANAPOTION,
  1136. SC_ALMIGHTY,
  1137. SC_ULTIMATECOOK,
  1138. SC_M_DEFSCROLL,
  1139. SC_INFINITY_DRINK,
  1140. SC_MENTAL_POTION,
  1141. SC_LIMIT_POWER_BOOSTER,
  1142. SC_COMBAT_PILL,
  1143. SC_COMBAT_PILL2,
  1144. SC_MYSTICPOWDER,
  1145. SC_SPARKCANDY,
  1146. SC_MAGICCANDY,
  1147. SC_ACARAJE,
  1148. SC_POPECOOKIE,
  1149. SC_VITALIZE_POTION,
  1150. SC_CUP_OF_BOZA,
  1151. SC_SKF_MATK,
  1152. SC_SKF_ATK,
  1153. SC_SKF_ASPD,
  1154. SC_SKF_CAST,
  1155. SC_BEEF_RIB_STEW,
  1156. SC_PORK_RIB_STEW,
  1157. SC_WEAPONBREAKER,
  1158. // 2021 Mutated Homunculus Skills
  1159. SC_TOXIN_OF_MANDARA,
  1160. SC_GOLDENE_TONE,
  1161. SC_TEMPERING,
  1162. SC_GRADUAL_GRAVITY,
  1163. SC_ALL_STAT_DOWN,
  1164. SC_KILLING_AURA,
  1165. SC_DAMAGE_HEAL,
  1166. SC_IMMUNE_PROPERTY_NOTHING,
  1167. SC_IMMUNE_PROPERTY_WATER,
  1168. SC_IMMUNE_PROPERTY_GROUND,
  1169. SC_IMMUNE_PROPERTY_FIRE,
  1170. SC_IMMUNE_PROPERTY_WIND,
  1171. SC_IMMUNE_PROPERTY_POISON,
  1172. SC_IMMUNE_PROPERTY_SAINT,
  1173. SC_IMMUNE_PROPERTY_DARKNESS,
  1174. SC_IMMUNE_PROPERTY_TELEKINESIS,
  1175. SC_IMMUNE_PROPERTY_UNDEAD,
  1176. SC_RELIEVE_ON,
  1177. SC_RELIEVE_OFF,
  1178. SC_RUSH_QUAKE1,
  1179. SC_RUSH_QUAKE2,
  1180. SC_G_LIFEPOTION,
  1181. // Hyper Novice
  1182. SC_HNNOWEAPON,
  1183. SC_SHIELDCHAINRUSH,
  1184. SC_MISTYFROST,
  1185. SC_GROUNDGRAVITY,
  1186. SC_BREAKINGLIMIT,
  1187. SC_RULEBREAK,
  1188. // Night Watch
  1189. SC_INTENSIVE_AIM,
  1190. SC_INTENSIVE_AIM_COUNT,
  1191. SC_GRENADE_FRAGMENT_1,
  1192. SC_GRENADE_FRAGMENT_2,
  1193. SC_GRENADE_FRAGMENT_3,
  1194. SC_GRENADE_FRAGMENT_4,
  1195. SC_GRENADE_FRAGMENT_5,
  1196. SC_GRENADE_FRAGMENT_6,
  1197. SC_AUTO_FIRING_LAUNCHER,
  1198. SC_HIDDEN_CARD,
  1199. SC_PERIOD_RECEIVEITEM_2ND,
  1200. SC_PERIOD_PLUSEXP_2ND,
  1201. //SC_EXTREMITYFIST2,
  1202. SC_POWERUP = 951,
  1203. SC_AGIUP,
  1204. SC_PROTECTION,
  1205. SC_BATH_FOAM_A,
  1206. SC_BATH_FOAM_B,
  1207. SC_BATH_FOAM_C,
  1208. SC_BUCHEDENOEL,
  1209. SC_EP16_DEF,
  1210. SC_STR_SCROLL,
  1211. SC_INT_SCROLL,
  1212. SC_CONTENTS_1,
  1213. SC_CONTENTS_2,
  1214. SC_CONTENTS_3,
  1215. SC_CONTENTS_4,
  1216. SC_CONTENTS_5,
  1217. SC_CONTENTS_6,
  1218. SC_CONTENTS_7,
  1219. SC_CONTENTS_8,
  1220. SC_CONTENTS_9,
  1221. SC_CONTENTS_10,
  1222. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  1223. };
  1224. /// Official status change ids, used to display status icons on the client.
  1225. enum efst_type : short{
  1226. /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
  1227. /// @APIHOOK_START(EFST_ENUM)
  1228. EFST_BLANK = -1,
  1229. EFST_PROVOKE,
  1230. EFST_ENDURE,
  1231. EFST_TWOHANDQUICKEN,
  1232. EFST_CONCENTRATION,
  1233. EFST_HIDING,
  1234. EFST_CLOAKING,
  1235. EFST_ENCHANTPOISON,
  1236. EFST_POISONREACT,
  1237. EFST_QUAGMIRE,
  1238. EFST_ANGELUS,
  1239. EFST_BLESSING,
  1240. EFST_CRUCIS,
  1241. EFST_INC_AGI,
  1242. EFST_DEC_AGI,
  1243. EFST_SLOWPOISON,
  1244. EFST_IMPOSITIO,
  1245. EFST_SUFFRAGIUM,
  1246. EFST_ASPERSIO,
  1247. EFST_BENEDICTIO,
  1248. EFST_KYRIE,
  1249. EFST_MAGNIFICAT,
  1250. EFST_GLORIA,
  1251. EFST_LEXAETERNA,
  1252. EFST_ADRENALINE,
  1253. EFST_WEAPONPERFECT,
  1254. EFST_OVERTHRUST,
  1255. EFST_MAXIMIZE,
  1256. EFST_RIDING,
  1257. EFST_FALCON,
  1258. EFST_TRICKDEAD,
  1259. EFST_SHOUT,
  1260. EFST_ENERGYCOAT,
  1261. EFST_BROKENARMOR,
  1262. EFST_BROKENWEAPON,
  1263. EFST_ILLUSION,
  1264. EFST_WEIGHTOVER50,
  1265. EFST_WEIGHTOVER90,
  1266. EFST_ATTHASTE_POTION1,
  1267. EFST_ATTHASTE_POTION2,
  1268. EFST_ATTHASTE_POTION3,
  1269. EFST_ATTHASTE_INFINITY,
  1270. EFST_MOVHASTE_POTION,
  1271. EFST_MOVHASTE_INFINITY,
  1272. EFST_AUTOCOUNTER,
  1273. EFST_SPLASHER,
  1274. EFST_ANKLESNARE,
  1275. EFST_POSTDELAY,
  1276. EFST_NOACTION,
  1277. EFST_IMPOSSIBLEPICKUP,
  1278. EFST_BARRIER,
  1279. EFST_NOEQUIPWEAPON,
  1280. EFST_NOEQUIPSHIELD,
  1281. EFST_NOEQUIPARMOR,
  1282. EFST_NOEQUIPHELM,
  1283. EFST_PROTECTWEAPON,
  1284. EFST_PROTECTSHIELD,
  1285. EFST_PROTECTARMOR,
  1286. EFST_PROTECTHELM,
  1287. EFST_AUTOGUARD,
  1288. EFST_REFLECTSHIELD,
  1289. EFST_DEVOTION,
  1290. EFST_PROVIDENCE,
  1291. EFST_DEFENDER,
  1292. EFST_MAGICROD,
  1293. EFST_WEAPONPROPERTY,
  1294. EFST_AUTOSPELL,
  1295. EFST_SPECIALZONE,
  1296. EFST_MASK,
  1297. EFST_SPEARQUICKEN,
  1298. EFST_BDPLAYING,
  1299. EFST_WHISTLE,
  1300. EFST_ASSASSINCROSS,
  1301. EFST_POEMBRAGI,
  1302. EFST_APPLEIDUN,
  1303. EFST_HUMMING,
  1304. EFST_DONTFORGETME,
  1305. EFST_FORTUNEKISS,
  1306. EFST_SERVICEFORYOU,
  1307. EFST_RICHMANKIM,
  1308. EFST_ETERNALCHAOS,
  1309. EFST_DRUMBATTLEFIELD,
  1310. EFST_RINGNIBELUNGEN,
  1311. EFST_ROKISWEIL,
  1312. EFST_INTOABYSS,
  1313. EFST_SIEGFRIED,
  1314. EFST_BLADESTOP,
  1315. EFST_EXPLOSIONSPIRITS,
  1316. EFST_STEELBODY,
  1317. EFST_EXTREMITYFIST,
  1318. EFST_COMBOATTACK,
  1319. EFST_PROPERTYFIRE,
  1320. EFST_PROPERTYWATER,
  1321. EFST_PROPERTYWIND,
  1322. EFST_PROPERTYGROUND,
  1323. EFST_MAGICATTACK,
  1324. EFST_STOP,
  1325. EFST_WEAPONBRAKER,
  1326. EFST_PROPERTYUNDEAD,
  1327. EFST_POWERUP,
  1328. EFST_AGIUP,
  1329. EFST_SIEGEMODE,
  1330. EFST_INVISIBLE,
  1331. EFST_STATUSONE,
  1332. EFST_AURABLADE,
  1333. EFST_PARRYING,
  1334. EFST_LKCONCENTRATION,
  1335. EFST_TENSIONRELAX,
  1336. EFST_BERSERK,
  1337. EFST_SACRIFICE,
  1338. EFST_GOSPEL,
  1339. EFST_ASSUMPTIO,
  1340. EFST_BASILICA,
  1341. EFST_GROUNDMAGIC,
  1342. EFST_MAGICPOWER,
  1343. EFST_EDP,
  1344. EFST_TRUESIGHT,
  1345. EFST_WINDWALK,
  1346. EFST_MELTDOWN,
  1347. EFST_CARTBOOST,
  1348. EFST_CHASEWALK,
  1349. EFST_SWORDREJECT,
  1350. EFST_MARIONETTE_MASTER,
  1351. EFST_MARIONETTE,
  1352. EFST_MOON,
  1353. EFST_BLOODING,
  1354. EFST_JOINTBEAT,
  1355. EFST_MINDBREAKER,
  1356. EFST_MEMORIZE,
  1357. EFST_FOGWALL,
  1358. EFST_SPIDERWEB,
  1359. EFST_PROTECTEXP,
  1360. EFST_SUB_WEAPONPROPERTY,
  1361. EFST_AUTOBERSERK,
  1362. EFST_RUN,
  1363. EFST_TING,
  1364. EFST_STORMKICK_ON,
  1365. EFST_STORMKICK_READY,
  1366. EFST_DOWNKICK_ON,
  1367. EFST_DOWNKICK_READY,
  1368. EFST_TURNKICK_ON,
  1369. EFST_TURNKICK_READY,
  1370. EFST_COUNTER_ON,
  1371. EFST_COUNTER_READY,
  1372. EFST_DODGE_ON,
  1373. EFST_DODGE_READY,
  1374. EFST_STRUP,
  1375. EFST_PROPERTYDARK,
  1376. EFST_ADRENALINE2,
  1377. EFST_PROPERTYTELEKINESIS,
  1378. EFST_SOULLINK,
  1379. EFST_PLUSATTACKPOWER,
  1380. EFST_PLUSMAGICPOWER,
  1381. EFST_DEVIL1,
  1382. EFST_KAITE,
  1383. EFST_SWOO,
  1384. EFST_STAR2,
  1385. EFST_KAIZEL,
  1386. EFST_KAAHI,
  1387. EFST_KAUPE,
  1388. EFST_SMA_READY,
  1389. EFST_SKE,
  1390. EFST_ONEHANDQUICKEN,
  1391. EFST_FRIEND,
  1392. EFST_FRIENDUP,
  1393. EFST_SG_WARM,
  1394. EFST_SG_SUN_WARM,
  1395. EFST_SG_MOON_WARM,
  1396. EFST_SG_STAR_WARM,
  1397. EFST_EMOTION,
  1398. EFST_SUN_COMFORT,
  1399. EFST_MOON_COMFORT,
  1400. EFST_STAR_COMFORT,
  1401. EFST_EXPUP,
  1402. EFST_GDSKILL_BATTLEORDER,
  1403. EFST_GDSKILL_REGENERATION,
  1404. EFST_GDSKILL_POSTDELAY,
  1405. EFST_RESISTHANDICAP,
  1406. EFST_MAXHPPERCENT,
  1407. EFST_MAXSPPERCENT,
  1408. EFST_DEFENCE,
  1409. EFST_SLOWDOWN,
  1410. EFST_PRESERVE,
  1411. EFST_CHASEWALK2,
  1412. EFST_NOT_EXTREMITYFIST,
  1413. EFST_CLAIRVOYANCE,
  1414. EFST_MOVESLOW_POTION,
  1415. EFST_DOUBLECASTING,
  1416. EFST_GRAVITATION,
  1417. EFST_OVERTHRUSTMAX,
  1418. EFST_LONGING,
  1419. EFST_HERMODE,
  1420. EFST_TAROTCARD,
  1421. EFST_HLIF_AVOID,
  1422. EFST_HFLI_FLEET,
  1423. EFST_HFLI_SPEED,
  1424. EFST_HLIF_CHANGE,
  1425. EFST_HAMI_BLOODLUST,
  1426. EFST_CR_SHRINK,
  1427. EFST_WZ_SIGHTBLASTER,
  1428. EFST_DC_WINKCHARM,
  1429. EFST_RG_CCONFINE_M,
  1430. EFST_RG_CCONFINE_S,
  1431. EFST_DISABLEMOVE,
  1432. EFST_GS_MADNESSCANCEL,
  1433. EFST_GS_GATLINGFEVER,
  1434. EFST_EARTHSCROLL,
  1435. EFST_NJ_UTSUSEMI,
  1436. EFST_NJ_BUNSINJYUTSU,
  1437. EFST_NJ_NEN,
  1438. EFST_GS_ADJUSTMENT,
  1439. EFST_GS_ACCURACY,
  1440. EFST_NJ_SUITON,
  1441. EFST_PET,
  1442. EFST_MENTAL,
  1443. EFST_EXPMEMORY,
  1444. EFST_PERFORMANCE,
  1445. EFST_GAIN,
  1446. EFST_GRIFFON,
  1447. EFST_DRIFT,
  1448. EFST_WALLSHIFT,
  1449. EFST_REINCARNATION,
  1450. EFST_PATTACK,
  1451. EFST_PSPEED,
  1452. EFST_PDEFENSE,
  1453. EFST_PCRITICAL,
  1454. EFST_RANKING,
  1455. EFST_PTRIPLE,
  1456. EFST_DENERGY,
  1457. EFST_WAVE1,
  1458. EFST_WAVE2,
  1459. EFST_WAVE3,
  1460. EFST_WAVE4,
  1461. EFST_DAURA,
  1462. EFST_DFREEZER,
  1463. EFST_DPUNISH,
  1464. EFST_DBARRIER,
  1465. EFST_DWARNING,
  1466. EFST_MOUSEWHEEL,
  1467. EFST_DGAUGE,
  1468. EFST_DACCEL,
  1469. EFST_DBLOCK,
  1470. EFST_FOOD_STR,
  1471. EFST_FOOD_AGI,
  1472. EFST_FOOD_VIT,
  1473. EFST_FOOD_DEX,
  1474. EFST_FOOD_INT,
  1475. EFST_FOOD_LUK,
  1476. EFST_FOOD_BASICAVOIDANCE,
  1477. EFST_FOOD_BASICHIT,
  1478. EFST_FOOD_CRITICALSUCCESSVALUE,
  1479. EFST_CASH_PLUSEXP,
  1480. EFST_CASH_DEATHPENALTY,
  1481. EFST_CASH_RECEIVEITEM,
  1482. EFST_CASH_BOSS_ALARM,
  1483. EFST_DA_ENERGY,
  1484. EFST_DA_FIRSTSLOT,
  1485. EFST_DA_HEADDEF,
  1486. EFST_DA_SPACE,
  1487. EFST_DA_TRANSFORM,
  1488. EFST_DA_ITEMREBUILD,
  1489. EFST_DA_ILLUSION,
  1490. EFST_DA_DARKPOWER,
  1491. EFST_DA_EARPLUG,
  1492. EFST_DA_CONTRACT,
  1493. EFST_DA_BLACK,
  1494. EFST_DA_MAGICCART,
  1495. EFST_CRYSTAL,
  1496. EFST_DA_REBUILD,
  1497. EFST_DA_EDARKNESS,
  1498. EFST_DA_EGUARDIAN,
  1499. EFST_DA_TIMEOUT,
  1500. EFST_FOOD_STR_CASH,
  1501. EFST_FOOD_AGI_CASH,
  1502. EFST_FOOD_VIT_CASH,
  1503. EFST_FOOD_DEX_CASH,
  1504. EFST_FOOD_INT_CASH,
  1505. EFST_FOOD_LUK_CASH,
  1506. EFST_MER_FLEE,
  1507. EFST_MER_ATK,
  1508. EFST_MER_HP,
  1509. EFST_MER_SP,
  1510. EFST_MER_HIT,
  1511. EFST_SLOWCAST,
  1512. EFST_MAGICMIRROR,
  1513. EFST_STONESKIN,
  1514. EFST_ANTIMAGIC,
  1515. EFST_CRITICALWOUND,
  1516. EFST_NPC_DEFENDER,
  1517. EFST_NOACTION_WAIT,
  1518. EFST_MOVHASTE_HORSE,
  1519. EFST_PROTECT_DEF,
  1520. EFST_PROTECT_MDEF,
  1521. EFST_HEALPLUS,
  1522. EFST_S_LIFEPOTION,
  1523. EFST_L_LIFEPOTION,
  1524. EFST_CRITICALPERCENT,
  1525. EFST_PLUSAVOIDVALUE,
  1526. EFST_ATKER_ASPD,
  1527. EFST_TARGET_ASPD,
  1528. EFST_ATKER_MOVESPEED,
  1529. EFST_ATKER_BLOOD,
  1530. EFST_TARGET_BLOOD,
  1531. EFST_ARMOR_PROPERTY,
  1532. EFST_REUSE_LIMIT_A,
  1533. EFST_HELLPOWER,
  1534. EFST_STEAMPACK,
  1535. EFST_REUSE_LIMIT_B,
  1536. EFST_REUSE_LIMIT_C,
  1537. EFST_REUSE_LIMIT_D,
  1538. EFST_REUSE_LIMIT_E,
  1539. EFST_REUSE_LIMIT_F,
  1540. EFST_INVINCIBLE,
  1541. EFST_CASH_PLUSONLYJOBEXP,
  1542. EFST_PARTYFLEE,
  1543. EFST_ANGEL_PROTECT,
  1544. EFST_ENDURE_MDEF,
  1545. EFST_ENCHANTBLADE,
  1546. EFST_DEATHBOUND,
  1547. EFST_REFRESH,
  1548. EFST_GIANTGROWTH,
  1549. EFST_STONEHARDSKIN,
  1550. EFST_VITALITYACTIVATION,
  1551. EFST_FIGHTINGSPIRIT,
  1552. EFST_ABUNDANCE,
  1553. EFST_REUSE_MILLENNIUMSHIELD,
  1554. EFST_REUSE_CRUSHSTRIKE,
  1555. EFST_REUSE_REFRESH,
  1556. EFST_REUSE_STORMBLAST,
  1557. EFST_VENOMIMPRESS,
  1558. EFST_EPICLESIS,
  1559. EFST_ORATIO,
  1560. EFST_LAUDAAGNUS,
  1561. EFST_LAUDARAMUS,
  1562. EFST_CLOAKINGEXCEED,
  1563. EFST_HALLUCINATIONWALK,
  1564. EFST_HALLUCINATIONWALK_POSTDELAY,
  1565. EFST_RENOVATIO,
  1566. EFST_WEAPONBLOCKING,
  1567. EFST_WEAPONBLOCKING_POSTDELAY,
  1568. EFST_ROLLINGCUTTER,
  1569. EFST_EXPIATIO,
  1570. EFST_POISONINGWEAPON,
  1571. EFST_TOXIN,
  1572. EFST_PARALYSE,
  1573. EFST_VENOMBLEED,
  1574. EFST_MAGICMUSHROOM,
  1575. EFST_DEATHHURT,
  1576. EFST_PYREXIA,
  1577. EFST_OBLIVIONCURSE,
  1578. EFST_LEECHESEND,
  1579. EFST_DUPLELIGHT,
  1580. EFST_FROSTMISTY,
  1581. EFST_FEARBREEZE,
  1582. EFST_ELECTRICSHOCKER,
  1583. EFST_MARSHOFABYSS,
  1584. EFST_RECOGNIZEDSPELL,
  1585. EFST_STASIS,
  1586. EFST_WUGRIDER,
  1587. EFST_WUGDASH,
  1588. EFST_WUGBITE,
  1589. EFST_CAMOUFLAGE,
  1590. EFST_ACCELERATION,
  1591. EFST_HOVERING,
  1592. EFST_SUMMON1,
  1593. EFST_SUMMON2,
  1594. EFST_SUMMON3,
  1595. EFST_SUMMON4,
  1596. EFST_SUMMON5,
  1597. EFST_MVPCARD_TAOGUNKA,
  1598. EFST_MVPCARD_MISTRESS,
  1599. EFST_MVPCARD_ORCHERO,
  1600. EFST_MVPCARD_ORCLORD,
  1601. EFST_OVERHEAT_LIMITPOINT,
  1602. EFST_OVERHEAT,
  1603. EFST_SHAPESHIFT,
  1604. EFST_INFRAREDSCAN,
  1605. EFST_MAGNETICFIELD,
  1606. EFST_NEUTRALBARRIER,
  1607. EFST_NEUTRALBARRIER_MASTER,
  1608. EFST_STEALTHFIELD,
  1609. EFST_STEALTHFIELD_MASTER,
  1610. EFST_MANU_ATK,
  1611. EFST_MANU_DEF,
  1612. EFST_SPL_ATK,
  1613. EFST_SPL_DEF,
  1614. EFST_REPRODUCE,
  1615. EFST_MANU_MATK,
  1616. EFST_SPL_MATK,
  1617. EFST_STR_SCROLL,
  1618. EFST_INT_SCROLL,
  1619. EFST_LG_REFLECTDAMAGE,
  1620. EFST_FORCEOFVANGUARD,
  1621. EFST_BUCHEDENOEL,
  1622. EFST_AUTOSHADOWSPELL,
  1623. EFST_SHADOWFORM,
  1624. EFST_RAID,
  1625. EFST_SHIELDSPELL_DEF,
  1626. EFST_SHIELDSPELL_MDEF,
  1627. EFST_SHIELDSPELL_REF,
  1628. EFST_BODYPAINT,
  1629. EFST_EXEEDBREAK,
  1630. EFST_ADORAMUS,
  1631. EFST_PRESTIGE,
  1632. EFST_INVISIBILITY,
  1633. EFST_DEADLYINFECT,
  1634. EFST_BANDING,
  1635. EFST_EARTHDRIVE,
  1636. EFST_INSPIRATION,
  1637. EFST_ENERVATION,
  1638. EFST_GROOMY,
  1639. EFST_RAISINGDRAGON,
  1640. EFST_IGNORANCE,
  1641. EFST_LAZINESS,
  1642. EFST_LIGHTNINGWALK,
  1643. EFST_ACARAJE,
  1644. EFST_UNLUCKY,
  1645. EFST_CURSEDCIRCLE_ATKER,
  1646. EFST_CURSEDCIRCLE_TARGET,
  1647. EFST_WEAKNESS,
  1648. EFST_CRESCENTELBOW,
  1649. EFST_NOEQUIPACCESSARY,
  1650. EFST_STRIPACCESSARY,
  1651. EFST_MANHOLE,
  1652. EFST_POPECOOKIE,
  1653. EFST_FALLENEMPIRE,
  1654. EFST_GENTLETOUCH_ENERGYGAIN,
  1655. EFST_GENTLETOUCH_CHANGE,
  1656. EFST_GENTLETOUCH_REVITALIZE,
  1657. EFST_BLOODYLUST,
  1658. EFST_SWING,
  1659. EFST_SYMPHONY_LOVE,
  1660. EFST_PROPERTYWALK,
  1661. EFST_SPELLFIST,
  1662. EFST_NETHERWORLD,
  1663. EFST_SIREN,
  1664. EFST_DEEP_SLEEP,
  1665. EFST_SIRCLEOFNATURE,
  1666. EFST_COLD,
  1667. EFST_GLOOMYDAY,
  1668. EFST_SONG_OF_MANA,
  1669. EFST_CLOUD_KILL,
  1670. EFST_DANCE_WITH_WUG,
  1671. EFST_RUSH_WINDMILL,
  1672. EFST_ECHOSONG,
  1673. EFST_HARMONIZE,
  1674. EFST_STRIKING,
  1675. EFST_WARMER,
  1676. EFST_MOONLIT_SERENADE,
  1677. EFST_SATURDAY_NIGHT_FEVER,
  1678. EFST_SITDOWN_FORCE,
  1679. EFST_ANALYZE,
  1680. EFST_LERADS_DEW,
  1681. EFST_MELODYOFSINK,
  1682. EFST_BEYOND_OF_WARCRY,
  1683. EFST_UNLIMITED_HUMMING_VOICE,
  1684. EFST_SPELLBOOK1,
  1685. EFST_SPELLBOOK2,
  1686. EFST_SPELLBOOK3,
  1687. EFST_FREEZE_SP,
  1688. EFST_GN_TRAINING_SWORD,
  1689. EFST_GN_REMODELING_CART,
  1690. EFST_GN_CARTBOOST,
  1691. EFST_FIXEDCASTINGTM_REDUCE,
  1692. EFST_THORNS_TRAP,
  1693. EFST_BLOOD_SUCKER,
  1694. EFST_SPORE_EXPLOSION,
  1695. EFST_DEMONIC_FIRE,
  1696. EFST_FIRE_EXPANSION_SMOKE_POWDER,
  1697. EFST_FIRE_EXPANSION_TEAR_GAS,
  1698. EFST_BLOCKING_PLAY,
  1699. EFST_MANDRAGORA,
  1700. EFST_ACTIVATE,
  1701. EFST_AB_SECRAMENT,
  1702. EFST_ASSUMPTIO2,
  1703. EFST_TK_SEVENWIND,
  1704. EFST_LIMIT_ODINS_RECALL,
  1705. EFST_STOMACHACHE,
  1706. EFST_MYSTERIOUS_POWDER,
  1707. EFST_MELON_BOMB,
  1708. EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
  1709. EFST_PROMOTE_HEALTH_RESERCH,
  1710. EFST_ENERGY_DRINK_RESERCH,
  1711. EFST_EXTRACT_WHITE_POTION_Z,
  1712. EFST_VITATA_500,
  1713. EFST_EXTRACT_SALAMINE_JUICE,
  1714. EFST_BOOST500,
  1715. EFST_FULL_SWING_K,
  1716. EFST_MANA_PLUS,
  1717. EFST_MUSTLE_M,
  1718. EFST_LIFE_FORCE_F,
  1719. EFST_VACUUM_EXTREME,
  1720. EFST_SAVAGE_STEAK,
  1721. EFST_COCKTAIL_WARG_BLOOD,
  1722. EFST_MINOR_BBQ,
  1723. EFST_SIROMA_ICE_TEA,
  1724. EFST_DROCERA_HERB_STEAMED,
  1725. EFST_PUTTI_TAILS_NOODLES,
  1726. EFST_BANANA_BOMB,
  1727. EFST_SUMMON_AGNI,
  1728. EFST_SPELLBOOK4,
  1729. EFST_SPELLBOOK5,
  1730. EFST_SPELLBOOK6,
  1731. EFST_SPELLBOOK7,
  1732. EFST_ELEMENTAL_AGGRESSIVE,
  1733. EFST_RETURN_TO_ELDICASTES,
  1734. EFST_BANDING_DEFENCE,
  1735. EFST_SKELSCROLL,
  1736. EFST_DISTRUCTIONSCROLL,
  1737. EFST_ROYALSCROLL,
  1738. EFST_IMMUNITYSCROLL,
  1739. EFST_MYSTICSCROLL,
  1740. EFST_BATTLESCROLL,
  1741. EFST_ARMORSCROLL,
  1742. EFST_FREYJASCROLL,
  1743. EFST_SOULSCROLL,
  1744. EFST_CIRCLE_OF_FIRE,
  1745. EFST_CIRCLE_OF_FIRE_OPTION,
  1746. EFST_FIRE_CLOAK,
  1747. EFST_FIRE_CLOAK_OPTION,
  1748. EFST_WATER_SCREEN,
  1749. EFST_WATER_SCREEN_OPTION,
  1750. EFST_WATER_DROP,
  1751. EFST_WATER_DROP_OPTION,
  1752. EFST_WIND_STEP,
  1753. EFST_WIND_STEP_OPTION,
  1754. EFST_WIND_CURTAIN,
  1755. EFST_WIND_CURTAIN_OPTION,
  1756. EFST_WATER_BARRIER,
  1757. EFST_ZEPHYR,
  1758. EFST_SOLID_SKIN,
  1759. EFST_SOLID_SKIN_OPTION,
  1760. EFST_STONE_SHIELD,
  1761. EFST_STONE_SHIELD_OPTION,
  1762. EFST_POWER_OF_GAIA,
  1763. EFST_EL_WAIT,
  1764. EFST_EL_PASSIVE,
  1765. EFST_EL_DEFENSIVE,
  1766. EFST_EL_OFFENSIVE,
  1767. EFST_EL_COST,
  1768. EFST_PYROTECHNIC,
  1769. EFST_PYROTECHNIC_OPTION,
  1770. EFST_HEATER,
  1771. EFST_HEATER_OPTION,
  1772. EFST_TROPIC,
  1773. EFST_TROPIC_OPTION,
  1774. EFST_AQUAPLAY,
  1775. EFST_AQUAPLAY_OPTION,
  1776. EFST_COOLER,
  1777. EFST_COOLER_OPTION,
  1778. EFST_CHILLY_AIR,
  1779. EFST_CHILLY_AIR_OPTION,
  1780. EFST_GUST,
  1781. EFST_GUST_OPTION,
  1782. EFST_BLAST,
  1783. EFST_BLAST_OPTION,
  1784. EFST_WILD_STORM,
  1785. EFST_WILD_STORM_OPTION,
  1786. EFST_PETROLOGY,
  1787. EFST_PETROLOGY_OPTION,
  1788. EFST_CURSED_SOIL,
  1789. EFST_CURSED_SOIL_OPTION,
  1790. EFST_UPHEAVAL,
  1791. EFST_UPHEAVAL_OPTION,
  1792. EFST_TIDAL_WEAPON,
  1793. EFST_TIDAL_WEAPON_OPTION,
  1794. EFST_ROCK_CRUSHER,
  1795. EFST_ROCK_CRUSHER_ATK,
  1796. EFST_FIRE_INSIGNIA,
  1797. EFST_WATER_INSIGNIA,
  1798. EFST_WIND_INSIGNIA,
  1799. EFST_EARTH_INSIGNIA,
  1800. EFST_EQUIPED_FLOOR,
  1801. EFST_GUARDIAN_RECALL,
  1802. EFST_MORA_BUFF,
  1803. EFST_REUSE_LIMIT_G,
  1804. EFST_REUSE_LIMIT_H,
  1805. EFST_NEEDLE_OF_PARALYZE,
  1806. EFST_PAIN_KILLER,
  1807. EFST_G_LIFEPOTION,
  1808. EFST_VITALIZE_POTION,
  1809. EFST_LIGHT_OF_REGENE,
  1810. EFST_OVERED_BOOST,
  1811. EFST_SILENT_BREEZE,
  1812. EFST_ODINS_POWER,
  1813. EFST_STYLE_CHANGE,
  1814. EFST_SONIC_CLAW_POSTDELAY,
  1815. EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
  1816. EFST_MIDNIGHT_FRENZY_POSTDELAY,
  1817. EFST_GOLDENE_FERSE,
  1818. EFST_ANGRIFFS_MODUS,
  1819. EFST_TINDER_BREAKER,
  1820. EFST_TINDER_BREAKER_POSTDELAY,
  1821. EFST_CBC,
  1822. EFST_CBC_POSTDELAY,
  1823. EFST_EQC,
  1824. EFST_MAGMA_FLOW,
  1825. EFST_GRANITIC_ARMOR,
  1826. EFST_PYROCLASTIC,
  1827. EFST_VOLCANIC_ASH,
  1828. EFST_SPIRITS_SAVEINFO1,
  1829. EFST_SPIRITS_SAVEINFO2,
  1830. EFST_MAGIC_CANDY,
  1831. EFST_SEARCH_STORE_INFO,
  1832. EFST_ALL_RIDING,
  1833. EFST_ALL_RIDING_REUSE_LIMIT,
  1834. EFST_MACRO,
  1835. EFST_MACRO_POSTDELAY,
  1836. EFST_BEER_BOTTLE_CAP,
  1837. EFST_OVERLAPEXPUP,
  1838. EFST_PC_IZ_DUN05,
  1839. EFST_CRUSHSTRIKE,
  1840. EFST_MONSTER_TRANSFORM,
  1841. EFST_SIT,
  1842. EFST_ONAIR,
  1843. EFST_MTF_ASPD,
  1844. EFST_MTF_RANGEATK,
  1845. EFST_MTF_MATK,
  1846. EFST_MTF_MLEATKED,
  1847. EFST_MTF_CRIDAMAGE,
  1848. EFST_REUSE_LIMIT_MTF,
  1849. EFST_MACRO_PERMIT,
  1850. EFST_MACRO_PLAY,
  1851. EFST_SKF_CAST,
  1852. EFST_SKF_ASPD,
  1853. EFST_SKF_ATK,
  1854. EFST_SKF_MATK,
  1855. EFST_REWARD_PLUSONLYJOBEXP,
  1856. EFST_HANDICAPSTATE_NORECOVER,
  1857. EFST_SET_NUM_DEF,
  1858. EFST_SET_NUM_MDEF,
  1859. EFST_SET_PER_DEF,
  1860. EFST_SET_PER_MDEF,
  1861. EFST_PARTYBOOKING_SEARCH_DEALY,
  1862. EFST_PARTYBOOKING_REGISTER_DEALY,
  1863. EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
  1864. EFST_KO_JYUMONJIKIRI,
  1865. EFST_MEIKYOUSISUI,
  1866. EFST_ATTHASTE_CASH,
  1867. EFST_EQUIPPED_DIVINE_ARMOR,
  1868. EFST_EQUIPPED_HOLY_ARMOR,
  1869. EFST_2011RWC,
  1870. EFST_KYOUGAKU,
  1871. EFST_IZAYOI,
  1872. EFST_ZENKAI,
  1873. EFST_KG_KAGEHUMI,
  1874. EFST_KYOMU,
  1875. EFST_KAGEMUSYA,
  1876. EFST_ZANGETSU,
  1877. EFST_PHI_DEMON,
  1878. EFST_GENSOU,
  1879. EFST_AKAITSUKI,
  1880. EFST_TETANY,
  1881. EFST_GM_BATTLE,
  1882. EFST_GM_BATTLE2,
  1883. EFST_2011RWC_SCROLL,
  1884. EFST_ACTIVE_MONSTER_TRANSFORM,
  1885. EFST_MYSTICPOWDER,
  1886. EFST_ECLAGE_RECALL,
  1887. EFST_ENTRY_QUEUE_APPLY_DELAY,
  1888. EFST_REUSE_LIMIT_ECL,
  1889. EFST_M_LIFEPOTION,
  1890. EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  1891. EFST_UNKNOWN_NAME,
  1892. EFST_ON_PUSH_CART,
  1893. EFST_HAT_EFFECT,
  1894. EFST_FLOWER_LEAF,
  1895. EFST_RAY_OF_PROTECTION,
  1896. EFST_GLASTHEIM_ATK,
  1897. EFST_GLASTHEIM_DEF,
  1898. EFST_GLASTHEIM_HEAL,
  1899. EFST_GLASTHEIM_HIDDEN,
  1900. EFST_GLASTHEIM_STATE,
  1901. EFST_GLASTHEIM_ITEMDEF,
  1902. EFST_GLASTHEIM_HPSP,
  1903. EFST_HOMUN_SKILL_POSTDELAY,
  1904. EFST_ALMIGHTY,
  1905. EFST_GVG_GIANT,
  1906. EFST_GVG_GOLEM,
  1907. EFST_GVG_STUN,
  1908. EFST_GVG_STONE,
  1909. EFST_GVG_FREEZ,
  1910. EFST_GVG_SLEEP,
  1911. EFST_GVG_CURSE,
  1912. EFST_GVG_SILENCE,
  1913. EFST_GVG_BLIND,
  1914. EFST_CLIENT_ONLY_EQUIP_ARROW,
  1915. EFST_CLAN_INFO,
  1916. EFST_JP_EVENT01,
  1917. EFST_JP_EVENT02,
  1918. EFST_JP_EVENT03,
  1919. EFST_JP_EVENT04,
  1920. EFST_TELEPORT_FIXEDCASTINGDELAY,
  1921. EFST_GEFFEN_MAGIC1,
  1922. EFST_GEFFEN_MAGIC2,
  1923. EFST_GEFFEN_MAGIC3,
  1924. EFST_QUEST_BUFF1,
  1925. EFST_QUEST_BUFF2,
  1926. EFST_QUEST_BUFF3,
  1927. EFST_REUSE_LIMIT_RECALL,
  1928. EFST_SAVEPOSITION,
  1929. EFST_HANDICAPSTATE_ICEEXPLO,
  1930. EFST_FENRIR_CARD,
  1931. EFST_REUSE_LIMIT_ASPD_POTION,
  1932. EFST_MAXPAIN,
  1933. EFST_PC_STOP,
  1934. EFST_FRIGG_SONG,
  1935. EFST_OFFERTORIUM,
  1936. EFST_TELEKINESIS_INTENSE,
  1937. EFST_MOONSTAR,
  1938. EFST_STRANGELIGHTS,
  1939. EFST_FULL_THROTTLE,
  1940. EFST_REBOUND,
  1941. EFST_UNLIMIT,
  1942. EFST_KINGS_GRACE,
  1943. EFST_ITEM_ATKMAX,
  1944. EFST_ITEM_ATKMIN,
  1945. EFST_ITEM_MATKMAX,
  1946. EFST_ITEM_MATKMIN,
  1947. EFST_SUPER_STAR,
  1948. EFST_HIGH_RANKER,
  1949. EFST_DARKCROW,
  1950. EFST_2013_VALENTINE1,
  1951. EFST_2013_VALENTINE2,
  1952. EFST_2013_VALENTINE3,
  1953. EFST_ILLUSIONDOPING,
  1954. EFST_WIDEWEB,
  1955. EFST_CHILL,
  1956. EFST_BURNT,
  1957. EFST_PCCAFE_PLAY_TIME,
  1958. EFST_TWISTED_TIME,
  1959. EFST_FLASHCOMBO,
  1960. EFST_JITTER_BUFF1,
  1961. EFST_JITTER_BUFF2,
  1962. EFST_JITTER_BUFF3,
  1963. EFST_JITTER_BUFF4,
  1964. EFST_JITTER_BUFF5,
  1965. EFST_JITTER_BUFF6,
  1966. EFST_JITTER_BUFF7,
  1967. EFST_JITTER_BUFF8,
  1968. EFST_JITTER_BUFF9,
  1969. EFST_JITTER_BUFF10,
  1970. EFST_CUP_OF_BOZA,
  1971. EFST_B_TRAP,
  1972. EFST_E_CHAIN,
  1973. EFST_E_QD_SHOT_READY,
  1974. EFST_C_MARKER,
  1975. EFST_H_MINE,
  1976. EFST_H_MINE_SPLASH,
  1977. EFST_P_ALTER,
  1978. EFST_HEAT_BARREL,
  1979. EFST_ANTI_M_BLAST,
  1980. EFST_SLUGSHOT,
  1981. EFST_SWORDCLAN,
  1982. EFST_ARCWANDCLAN,
  1983. EFST_GOLDENMACECLAN,
  1984. EFST_CROSSBOWCLAN,
  1985. EFST_PACKING_ENVELOPE1,
  1986. EFST_PACKING_ENVELOPE2,
  1987. EFST_PACKING_ENVELOPE3,
  1988. EFST_PACKING_ENVELOPE4,
  1989. EFST_PACKING_ENVELOPE5,
  1990. EFST_PACKING_ENVELOPE6,
  1991. EFST_PACKING_ENVELOPE7,
  1992. EFST_PACKING_ENVELOPE8,
  1993. EFST_PACKING_ENVELOPE9,
  1994. EFST_PACKING_ENVELOPE10,
  1995. EFST_GLASTHEIM_TRANS,
  1996. EFST_ZONGZI_POUCH_TRANS,
  1997. EFST_HEAT_BARREL_AFTER,
  1998. EFST_DECORATION_OF_MUSIC,
  1999. EFST_OVERSEAEXPUP,
  2000. EFST_CLOWN_N_GYPSY_CARD,
  2001. EFST_OPEN_NPC_MARKET,
  2002. EFST_BEEF_RIB_STEW,
  2003. EFST_PORK_RIB_STEW,
  2004. EFST_CHUSEOK_MONDAY,
  2005. EFST_CHUSEOK_TUESDAY,
  2006. EFST_CHUSEOK_WEDNESDAY,
  2007. EFST_CHUSEOK_THURSDAY,
  2008. EFST_CHUSEOK_FRIDAY,
  2009. EFST_CHUSEOK_WEEKEND,
  2010. EFST_ALL_LIGHTGUARD,
  2011. EFST_ALL_LIGHTGUARD_COOL_TIME,
  2012. EFST_MTF_MHP,
  2013. EFST_MTF_MSP,
  2014. EFST_MTF_PUMPKIN,
  2015. EFST_MTF_HITFLEE,
  2016. EFST_MTF_CRIDAMAGE2,
  2017. EFST_MTF_SPDRAIN,
  2018. EFST_ACUO_MINT_GUM,
  2019. EFST_S_HEALPOTION,
  2020. EFST_REUSE_LIMIT_S_HEAL_POTION,
  2021. EFST_PLAYTIME_STATISTICS,
  2022. EFST_GN_CHANGEMATERIAL_OPERATOR,
  2023. EFST_GN_MIX_COOKING_OPERATOR,
  2024. EFST_GN_MAKEBOMB_OPERATOR,
  2025. EFST_GN_S_PHARMACY_OPERATOR,
  2026. EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
  2027. EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
  2028. EFST_NC_MAGICDECOY_OPERATOR,
  2029. EFST_GUILD_STORAGE,
  2030. EFST_GC_POISONINGWEAPON_OPERATOR,
  2031. EFST_WS_WEAPONREFINE_OPERATOR,
  2032. EFST_BS_REPAIRWEAPON_OPERATOR,
  2033. EFST_GET_MAILBOX,
  2034. EFST_JUMPINGCLAN,
  2035. EFST_JP_OTP,
  2036. EFST_HANDICAPTOLERANCE_LEVELGAP,
  2037. EFST_MTF_RANGEATK2,
  2038. EFST_MTF_ASPD2,
  2039. EFST_MTF_MATK2,
  2040. EFST_SHOW_NPCHPBAR,
  2041. EFST_FLOWERSMOKE,
  2042. EFST_FSTONE,
  2043. EFST_DAILYSENDMAILCNT,
  2044. EFST_QSCARABA,
  2045. EFST_LJOSALFAR,
  2046. EFST_PAD_READER_KNIGHT,
  2047. EFST_PAD_READER_CRUSADER,
  2048. EFST_PAD_READER_BLACKSMITH,
  2049. EFST_PAD_READER_ALCHEMIST,
  2050. EFST_PAD_READER_ASSASSIN,
  2051. EFST_PAD_READER_ROGUE,
  2052. EFST_PAD_READER_WIZARD,
  2053. EFST_PAD_READER_SAGE,
  2054. EFST_PAD_READER_PRIEST,
  2055. EFST_PAD_READER_MONK,
  2056. EFST_PAD_READER_HUNTER,
  2057. EFST_PAD_READER_BARD,
  2058. EFST_PAD_READER_DANCER,
  2059. EFST_PAD_READER_TAEKWON,
  2060. EFST_PAD_READER_NINJA,
  2061. EFST_PAD_READER_GUNSLINGER,
  2062. EFST_PAD_READER_SUPERNOVICE,
  2063. EFST_ESSENCE_OF_TIME,
  2064. EFST_MINIGAME_ROULETTE,
  2065. EFST_MINIGAME_GOLD_POINT,
  2066. EFST_MINIGAME_SILVER_POINT,
  2067. EFST_MINIGAME_BRONZE_POINT,
  2068. EFST_HAPPINESS_STAR,
  2069. EFST_SUMMEREVENT01,
  2070. EFST_SUMMEREVENT02,
  2071. EFST_SUMMEREVENT03,
  2072. EFST_SUMMEREVENT04,
  2073. EFST_SUMMEREVENT05,
  2074. EFST_MINIGAME_ROULETTE_BONUS_ITEM,
  2075. EFST_DRESS_UP,
  2076. EFST_MAPLE_FALLS,
  2077. EFST_ALL_NIFLHEIM_RECALL,
  2078. EFST_MARKING_USE_CHANGEMONSTER,
  2079. EFST_MTF_MARIONETTE,
  2080. EFST_MTF_LUDE,
  2081. EFST_MTF_CRUISER,
  2082. EFST_MERMAID_LONGING,
  2083. EFST_MAGICAL_FEATHER,
  2084. EFST_DRACULA_CARD,
  2085. EFST_ALL_PRONTERA_RECALL,
  2086. EFST_LIMIT_POWER_BOOSTER,
  2087. EFST_GIFT_OF_SNOW,
  2088. EFST_NPC_HALLUCINATIONWALK,
  2089. EFST_NPC_HALLUCINATIONWALK_POSTDELAY,
  2090. EFST_NPC_XXXWALK,
  2091. EFST_TIME_ACCESSORY,
  2092. EFST_EP16_DEF,
  2093. EFST_NORMAL_ATKED_SP,
  2094. EFST_BODYSTATE_STONECURSE,
  2095. EFST_BODYSTATE_FREEZING,
  2096. EFST_BODYSTATE_STUN,
  2097. EFST_BODYSTATE_SLEEP,
  2098. EFST_BODYSTATE_UNDEAD,
  2099. EFST_BODYSTATE_STONECURSE_ING,
  2100. EFST_BODYSTATE_BURNNING,
  2101. EFST_BODYSTATE_IMPRISON,
  2102. EFST_HEALTHSTATE_POISON,
  2103. EFST_HEALTHSTATE_CURSE,
  2104. EFST_HEALTHSTATE_SILENCE,
  2105. EFST_HEALTHSTATE_CONFUSION,
  2106. EFST_HEALTHSTATE_BLIND,
  2107. EFST_HEALTHSTATE_ANGELUS,
  2108. EFST_HEALTHSTATE_BLOODING,
  2109. EFST_HEALTHSTATE_HEAVYPOISON,
  2110. EFST_HEALTHSTATE_FEAR,
  2111. EFST_CHERRY_BLOSSOM_CAKE,
  2112. EFST_SU_STOOP,
  2113. EFST_CATNIPPOWDER,
  2114. EFST_HEAD_EQUIPMENT_EFFECT,
  2115. EFST_SV_ROOTTWIST,
  2116. EFST_ATTACK_PROPERTY_NOTHING,
  2117. EFST_ATTACK_PROPERTY_WATER,
  2118. EFST_ATTACK_PROPERTY_GROUND,
  2119. EFST_ATTACK_PROPERTY_FIRE,
  2120. EFST_ATTACK_PROPERTY_WIND,
  2121. EFST_ATTACK_PROPERTY_POISON,
  2122. EFST_ATTACK_PROPERTY_SAINT,
  2123. EFST_ATTACK_PROPERTY_DARKNESS,
  2124. EFST_ATTACK_PROPERTY_TELEKINESIS,
  2125. EFST_ATTACK_PROPERTY_UNDEAD,
  2126. EFST_RESIST_PROPERTY_NOTHING,
  2127. EFST_RESIST_PROPERTY_WATER,
  2128. EFST_RESIST_PROPERTY_GROUND,
  2129. EFST_RESIST_PROPERTY_FIRE,
  2130. EFST_RESIST_PROPERTY_WIND,
  2131. EFST_RESIST_PROPERTY_POISON,
  2132. EFST_RESIST_PROPERTY_SAINT,
  2133. EFST_RESIST_PROPERTY_DARKNESS,
  2134. EFST_RESIST_PROPERTY_TELEKINESIS,
  2135. EFST_RESIST_PROPERTY_UNDEAD,
  2136. EFST_BITESCAR,
  2137. EFST_ARCLOUSEDASH,
  2138. EFST_TUNAPARTY,
  2139. EFST_SHRIMP,
  2140. EFST_FRESHSHRIMP,
  2141. EFST_PERIOD_RECEIVEITEM,
  2142. EFST_PERIOD_PLUSEXP,
  2143. EFST_PERIOD_PLUSJOBEXP,
  2144. EFST_RUNEHELM,
  2145. EFST_HELM_VERKANA,
  2146. EFST_HELM_RHYDO,
  2147. EFST_HELM_TURISUS,
  2148. EFST_HELM_HAGALAS,
  2149. EFST_HELM_ISIA,
  2150. EFST_HELM_ASIR,
  2151. EFST_HELM_URJ,
  2152. EFST_SUHIDE,
  2153. EFST_REUSE_LIMIT_MG,
  2154. EFST_DORAM_BUF_01,
  2155. EFST_DORAM_BUF_02,
  2156. EFST_SPRITEMABLE,
  2157. EFST_AID_PERIOD_RECEIVEITEM,
  2158. EFST_AID_PERIOD_PLUSEXP,
  2159. EFST_AID_PERIOD_PLUSJOBEXP,
  2160. EFST_AID_PERIOD_DEADPENALTY,
  2161. EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
  2162. EFST_ALL_GLASTHEIM_RECALL,
  2163. EFST_REUSE_LIMIT_PEPO_MD,
  2164. EFST_ALL_THANATOS_RECALL,
  2165. EFST_KAFRA_STORE,
  2166. EFST_REUSE_ABBYS,
  2167. EFST_MAGICSTONE_OF_GRACE_SET,
  2168. EFST_PRIVATE_AIRPLANE,
  2169. EFST_HISS,
  2170. EFST_HISS_AVOID,
  2171. EFST_NYANGGRASS,
  2172. EFST_CHATTERING,
  2173. EFST_CHATTERING_OPT_ATK_MATK,
  2174. EFST_CHATTERING_OPT_HASTE,
  2175. EFST_SPIRITOFLAND_STEMSPEAR,
  2176. EFST_SPIRITOFLAND_ROOTTWIST,
  2177. EFST_SPIRITOFLAND_POWDERING,
  2178. EFST_SPIRITOFLAND_METEOR,
  2179. EFST_SPIRITOFLAND_NYANGGRASS,
  2180. EFST_GROOMING,
  2181. EFST_PROTECTIONOFSHRIMP,
  2182. EFST_EP16_2_BUFF_SS,
  2183. EFST_EP16_2_BUFF_SC,
  2184. EFST_EP16_2_BUFF_AC,
  2185. EFST_GS_MAGICAL_BULLET,
  2186. EFST_FALLEN_ANGEL = 976,
  2187. EFST_REUSE_LIMIT_MOVEPOINT,
  2188. EFST_MACRO_DETECTOR_ANSWER_WAITING,
  2189. EFST_BLAZE_BEAD,
  2190. EFST_FROZEN_BEAD,
  2191. EFST_BREEZE_BEAD,
  2192. EFST_SOULATTACK,
  2193. EFST_AID_PERIOD_RECEIVEITEM_2ND,
  2194. EFST_AID_PERIOD_PLUSEXP_2ND,
  2195. EFST_AID_PERIOD_PLUSJOBEXP_2ND,
  2196. EFST_PRONTERA_JP,
  2197. EFST_ASSISTANT_VENDING,
  2198. EFST_GLOOM_CARD,
  2199. EFST_PHARAOH_CARD,
  2200. EFST_KIEL_CARD,
  2201. EFST_ASSISTANT_BUYING,
  2202. EFST_CHEERUP,
  2203. EFST_GET_CNT_UNREAD_RODEX_CHARDB,
  2204. EFST_GET_CNT_UNREAD_RODEX_GLOBALDB,
  2205. EFST_S_MANAPOTION,
  2206. EFST_M_DEFSCROLL,
  2207. EFST_OPEN_REFINING_UI,
  2208. EFST_ALL_LIGHTHALZEN_RECALL,
  2209. EFST_SWAP_EQUIPITEM,
  2210. EFST_AS_RAGGED_GOLEM_CARD,
  2211. EFST_LHZ_DUN_N1,
  2212. EFST_LHZ_DUN_N2,
  2213. EFST_LHZ_DUN_N3,
  2214. EFST_LHZ_DUN_N4,
  2215. EFST_TAEKWON_MISSION,
  2216. EFST_SUN_PLACE,
  2217. EFST_MOON_PLACE,
  2218. EFST_STAR_PLACE,
  2219. EFST_SUN_MONSTER,
  2220. EFST_MOON_MONSTER,
  2221. EFST_STAR_MONSTER,
  2222. EFST_AL_WARP_ADDSLOT,
  2223. EFST_ALL_STAT_DOWN,
  2224. EFST_GRADUAL_GRAVITY,
  2225. EFST_DAMAGE_HEAL,
  2226. EFST_IMMUNE_PROPERTY_NOTHING,
  2227. EFST_IMMUNE_PROPERTY_WATER,
  2228. EFST_IMMUNE_PROPERTY_GROUND,
  2229. EFST_IMMUNE_PROPERTY_FIRE,
  2230. EFST_IMMUNE_PROPERTY_WIND,
  2231. EFST_IMMUNE_PROPERTY_POISON,
  2232. EFST_IMMUNE_PROPERTY_SAINT,
  2233. EFST_IMMUNE_PROPERTY_DARKNESS,
  2234. EFST_IMMUNE_PROPERTY_TELEKINESIS,
  2235. EFST_IMMUNE_PROPERTY_UNDEAD,
  2236. EFST_REUSE_LIMIT_NP,
  2237. EFST_SPECIALCOOKIE,
  2238. EFST_DAMAGE_HEAL2,
  2239. EFST_DAMAGE_HEAL3,
  2240. EFST_GLORY_OF_RETURN,
  2241. EFST_ATK_POPCORN,
  2242. EFST_MATK_POPCORN,
  2243. EFST_ASPD_POPCORN,
  2244. EFST_ULTIMATECOOK,
  2245. EFST_LIGHTOFMOON,
  2246. EFST_LIGHTOFSUN,
  2247. EFST_LIGHTOFSTAR,
  2248. EFST_LUNARSTANCE,
  2249. EFST_UNIVERSESTANCE,
  2250. EFST_SUNSTANCE,
  2251. EFST_FLASHKICK,
  2252. EFST_NEWMOON,
  2253. EFST_STARSTANCE,
  2254. EFST_DIMENSION,
  2255. EFST_DIMENSION1,
  2256. EFST_DIMENSION2,
  2257. EFST_CREATINGSTAR,
  2258. EFST_FALLINGSTAR,
  2259. EFST_NOVAEXPLOSING,
  2260. EFST_GRAVITYCONTROL,
  2261. XXX_EFST_WORLDSTORE_ACTIVE,
  2262. EFST_WORLDSTORE_ITEMMOVEINFO_SENDCOMPLETE,
  2263. EFST_SOULCOLLECT,
  2264. EFST_SOULREAPER,
  2265. EFST_SOULUNITY,
  2266. EFST_SOULSHADOW,
  2267. EFST_SOULFAIRY,
  2268. EFST_SOULFALCON,
  2269. EFST_SOULGOLEM,
  2270. EFST_SOULDIVISION,
  2271. EFST_SOULENERGY,
  2272. EFST_USE_SKILL_SP_SPA,
  2273. EFST_USE_SKILL_SP_SHA,
  2274. EFST_SP_SHA,
  2275. EFST_INFINITY_DRINK,
  2276. EFST_ABYSS_001,
  2277. EFST_ABYSS_002,
  2278. EFST_ABYSS_003,
  2279. EFST_ABYSS_004,
  2280. EFST_ABYSS_005,
  2281. EFST_ABYSS_006,
  2282. EFST_ABYSS_007,
  2283. EFST_ABYSS_008,
  2284. EFST_REUSE_LIMIT_THM = 1075,
  2285. EFST_REUSE_LIMIT_TLI,
  2286. EFST_REUSE_LIMIT_TKC,
  2287. EFST_REUSE_LIMIT_TRP,
  2288. EFST_REUSE_LIMIT_TBG,
  2289. EFST_REUSE_LIMIT_TBM,
  2290. EFST_YGGDRASIL_BLESS,
  2291. EFST_USE_SKILL_SP_SWHOO,
  2292. EFST_HUNTING_EVENT,
  2293. EFST_PERIOD_RECEIVEITEM_2ND,
  2294. EFST_PERIOD_PLUSEXP_2ND,
  2295. EFST_EXPDROPUP,
  2296. EFST_TW_NEWYEAR_EVENT,
  2297. EFST_ENSEMBLEFATIGUE,
  2298. EFST_ADAPTATION,
  2299. EFST_DANCINGLESSON,
  2300. EFST_MUSICALLESSON,
  2301. EFST_REUSE_LIMIT_RC,
  2302. EFST_DANCINGLESSON_EQUIPPED,
  2303. EFST_MUSICALLESSON_EQUIPPED,
  2304. EFST_ANCILLA,
  2305. EFST_REUSE_LIMIT_POTION_A,
  2306. EFST_REUSE_LIMIT_POTION_B,
  2307. EFST_REUSE_LIMIT_POTION_C,
  2308. EFST_REUSE_LIMIT_POTION_D,
  2309. EFST_REUSE_LIMIT_POTION_E,
  2310. EFST_REUSE_LIMIT_POTION_F,
  2311. EFST_BRAVESET,
  2312. EFST_MACEMASTERY_EQUIPPED,
  2313. EFST_FESTIVE_ENERGY,
  2314. EFST_TEST_KR01,
  2315. EFST_STARFISH_JP,
  2316. EFST_WEAPONBLOCK_ON,
  2317. EFST_CRI_DAMAGE,
  2318. EFST_DEF_POWER,
  2319. EFST_DEF_IGNORE,
  2320. EFST_BOW_ATK_POWER,
  2321. EFST_RED_ORG_POTION,
  2322. EFST_CAST_TIME,
  2323. EFST_BLADESTOPREADY,
  2324. EFST_TELEPORT_BR,
  2325. EFST_SA_WEAPON_PROPERTY,
  2326. EFST_LEAPIMPAIRED,
  2327. EFST_SENDING_ITEMLIST,
  2328. EFST_EXCLUSIVE_RECEIVEITEM,
  2329. EFST_EXCLUSIVE_PLUSEXP,
  2330. EFST_ASSUMPTIO_BUFF,
  2331. EFST_BASILICA_BUFF,
  2332. EFST_OVERLAPEXPUP2,
  2333. EFST_STOPMOVE_IMMEDIATELY,
  2334. EFST_SOULCURSE,
  2335. EFST_SOUND_OF_DESTRUCTION,
  2336. EFST_DF_MANAPLUS,
  2337. EFST_DF_FULLSWINGK,
  2338. EFST_NV_BREAKTHROUGH,
  2339. EFST_HELPANGEL,
  2340. EFST_NV_TRANSCENDENCE,
  2341. EFST_SWEETSFAIR_ATK,
  2342. EFST_SWEETSFAIR_MATK,
  2343. EFST_REUSE_SKILL,
  2344. EFST_FLOWER_LEAF2,
  2345. EFST_FLOWER_LEAF3,
  2346. EFST_FLOWER_LEAF4,
  2347. EFST_CHARM_BOOST,
  2348. EFST_EARTHSHAKER,
  2349. EFST_PERIOD_USE_WORLDMAP,
  2350. EFST_MISTY_FROST,
  2351. EFST_MAGIC_POISON,
  2352. EFST_MOVE_AGIT,
  2353. EFST_REUSE_JPNONLY_LIMIT_I,
  2354. EFST_REUSE_JPNONLY_LIMIT_J,
  2355. EFST_REUSE_JPNONLY_LIMIT_K,
  2356. EFST_JPNONLY_TACTICS,
  2357. EFST_PRISON,
  2358. EFST_MADOGEAR_TYPE,
  2359. EFST_DEADLY_DEFEASANCE,
  2360. EFST_CLIMAX_DES_HU,
  2361. EFST_CLIMAX,
  2362. EFST_FEINTBOMB,
  2363. EFST_LUXANIMA,
  2364. EFST_BATH_FOAM_A,
  2365. EFST_BATH_FOAM_B,
  2366. EFST_BATH_FOAM_C,
  2367. EFST_AROMA_OIL,
  2368. EFST_REUSE_LIMIT_LUXANIMA,
  2369. EFST_POWERFUL_FAITH,
  2370. EFST_SINCERE_FAITH,
  2371. EFST_FIRM_FAITH,
  2372. EFST_AIRSHIP_PIPE,
  2373. EFST_PIECES_OF_SHADOW,
  2374. EFST_HELLS_PLANT_ARMOR,
  2375. EFST_RELIEVE_DAMAGE,
  2376. EFST_LOCKON_LASER,
  2377. EFST_GRADE_ENCHANT_UI_OPEN,
  2378. EFST_REF_T_POTION,
  2379. EFST_ADD_ATK_DAMAGE,
  2380. EFST_ADD_MATK_DAMAGE,
  2381. EFST_SERVANTWEAPON,
  2382. EFST_SERVANT_SIGN,
  2383. EFST_CHARGINGPIERCE,
  2384. EFST_CHARGINGPIERCE_COUNT,
  2385. EFST_DRAGONIC_AURA,
  2386. EFST_BIG_SCAR,
  2387. EFST_VIGOR,
  2388. EFST_WILL_OF_FAITH,
  2389. EFST_PRESSURE,
  2390. EFST_SA_DRAGONOLOGY,
  2391. EFST_CLIMAX_EARTH,
  2392. EFST_CLIMAX_BLOOM,
  2393. EFST_CLIMAX_CRYIMP,
  2394. EFST_MD_ME_POTION,
  2395. EFST_MD_MA_POTION,
  2396. EFST_MD_TA_POTION,
  2397. EFST_MD_RA_POTION,
  2398. EFST_REUSE_MEGAPHONE,
  2399. EFST_HOLY_OIL,
  2400. EFST_CRYSTAL_IMPACT,
  2401. EFST_SHADOW_EXCEED,
  2402. EFST_DANCING_KNIFE,
  2403. EFST_POTENT_VENOM,
  2404. EFST_SHADOW_SCAR,
  2405. EFST_E_SLASH_COUNT,
  2406. EFST_MEDIALE,
  2407. EFST_A_VITA,
  2408. EFST_A_TELUM,
  2409. EFST_PRE_ACIES,
  2410. EFST_COMPETENTIA,
  2411. EFST_GUARD_STANCE,
  2412. EFST_ATTACK_STANCE,
  2413. EFST_GUARDIAN_S,
  2414. EFST_HANDICAPSTATE_DEEPBLIND,
  2415. EFST_HANDICAPSTATE_DEEPSILENCE,
  2416. EFST_HANDICAPSTATE_LASSITUDE,
  2417. EFST_HANDICAPSTATE_FROSTBITE,
  2418. EFST_HANDICAPSTATE_SWOONING,
  2419. EFST_HANDICAPSTATE_LIGHTNINGSTRIKE,
  2420. EFST_HANDICAPSTATE_CRYSTALLIZATION,
  2421. EFST_HANDICAPSTATE_CONFLAGRATION,
  2422. EFST_HANDICAPSTATE_MISFORTUNE,
  2423. EFST_HANDICAPSTATE_DEADLYPOISON,
  2424. EFST_HANDICAPSTATE_DEPRESSION,
  2425. EFST_HANDICAPSTATE_HOLYFLAME,
  2426. EFST_REBOUND_S,
  2427. EFST_SHIELD_MASTERY,
  2428. EFST_SPEAR_SWORD_M,
  2429. EFST_HOLY_S,
  2430. EFST_ULTIMATE_S,
  2431. EFST_SPEAR_SCAR,
  2432. EFST_SHIELD_POWER,
  2433. EFST_FIDUS_ANIMUS,
  2434. EFST_MACE_BOOK_M,
  2435. EFST_SHADOW_WEAPON,
  2436. EFST_RELIGIO,
  2437. EFST_BENEDICTUM,
  2438. EFST_MVPCARD_KIEL,
  2439. EFST_FIRST_BRAND,
  2440. EFST_SECOND_BRAND,
  2441. EFST_SECOND_JUDGE,
  2442. EFST_THIRD_EXOR_FLAME,
  2443. EFST_FIRST_FAITH_POWER,
  2444. EFST_AXE_STOMP,
  2445. EFST_A_MACHINE,
  2446. EFST_D_MACHINE,
  2447. EFST_MT_M_MACHINE_OPERATOR,
  2448. EFST_TWOAXEDEF,
  2449. EFST_DAGGER_AND_BOW_M,
  2450. EFST_MAGIC_SWORD_M,
  2451. EFST_SHADOW_STRIP,
  2452. EFST_ABYSS_DAGGER,
  2453. EFST_ABYSSFORCEWEAPON,
  2454. EFST_ABYSS_SLAYER,
  2455. EFST_TWOHANDDEF,
  2456. EFST_PROTECTSHADOWEQUIP,
  2457. EFST_RESEARCHREPORT,
  2458. EFST_BO_HELL_DUSTY,
  2459. EFST_WINDSIGN,
  2460. EFST_CRESCIVEBOLT,
  2461. EFST_CALAMITYGALE,
  2462. EFST_CRESCIVEBOLT3,
  2463. EFST_STAGE_MANNER,
  2464. EFST_RETROSPECTION,
  2465. EFST_MYSTIC_SYMPHONY,
  2466. EFST_KVASIR_SONATA,
  2467. EFST_SOUNDBLEND,
  2468. EFST_GEF_NOCTURN,
  2469. EFST_AIN_RHAPSODY,
  2470. EFST_MUSICAL_INTERLUDE,
  2471. EFST_JAWAII_SERENADE,
  2472. EFST_PRON_MARCH,
  2473. EFST_ROSEBLOSSOM,
  2474. EFST_BO_BIONIC_PHARMACY_OPERATOR,
  2475. EFST_ACIDIFIED_ZONE_WATER,
  2476. EFST_ACIDIFIED_ZONE_GROUND,
  2477. EFST_ACIDIFIED_ZONE_WIND,
  2478. EFST_ACIDIFIED_ZONE_FIRE,
  2479. EFST_MAGIC_BOOK_M,
  2480. EFST_SPELL_ENCHANTING,
  2481. EFST_SUMMON_ELEMENTAL_ARDOR,
  2482. EFST_SUMMON_ELEMENTAL_DILUVIO,
  2483. EFST_SUMMON_ELEMENTAL_PROCELLA,
  2484. EFST_SUMMON_ELEMENTAL_TERREMOTUS,
  2485. EFST_SUMMON_ELEMENTAL_SERPENS,
  2486. EFST_FLAMETECHNIC,
  2487. EFST_FLAMETECHNIC_OPTION,
  2488. EFST_FLAMEARMOR,
  2489. EFST_FLAMEARMOR_OPTION,
  2490. EFST_COLD_FORCE,
  2491. EFST_COLD_FORCE_OPTION,
  2492. EFST_CRYSTAL_ARMOR,
  2493. EFST_CRYSTAL_ARMOR_OPTION,
  2494. EFST_GRACE_BREEZE,
  2495. EFST_GRACE_BREEZE_OPTION,
  2496. EFST_EYES_OF_STORM,
  2497. EFST_EYES_OF_STORM_OPTION,
  2498. EFST_EARTH_CARE,
  2499. EFST_EARTH_CARE_OPTION,
  2500. EFST_STRONG_PROTECTION,
  2501. EFST_STRONG_PROTECTION_OPTION,
  2502. EFST_DEEP_POISONING,
  2503. EFST_DEEP_POISONING_OPTION,
  2504. EFST_POISON_SHIELD,
  2505. EFST_POISON_SHIELD_OPTION,
  2506. EFST_ABR_BATTLE_WARIOR,
  2507. EFST_ABR_DUAL_CANNON,
  2508. EFST_ABR_MOTHER_NET,
  2509. EFST_ABR_INFINITY,
  2510. EFST_ELEMENTAL_VEIL,
  2511. EFST_RENOVATIO_EXT,
  2512. EFST_HOMUN_TIME,
  2513. EFST_POWER_ACCELERATION,
  2514. EFST_MAX_HP_SP_AVOID,
  2515. EFST_ADD_ALL_STATE,
  2516. EFST_AID_PERIOD_POWER_ACCELERATION,
  2517. EFST_AID_PERIOD_MAX_HP_SP_AVOID,
  2518. EFST_AID_PERIOD_ADD_ALL_STATE,
  2519. EFST_POISON_MIST,
  2520. EFST_HACKANDSLASHER,
  2521. EFST_GET_CNT_UNREAD_RETURN_RODEX_CHARDB,
  2522. EFST_STONE_WALL,
  2523. EFST_REUSE_LIMIT_I,
  2524. EFST_OVERBRANDREADY,
  2525. EFST_SHIELDSPELL,
  2526. EFST_AUTOSHADOWSPELL_CHECK2,
  2527. EFST_CLOUD_POISON,
  2528. EFST_SPORE_EXPLOSION_DEBUFF,
  2529. EFST_DEFSCROLL = 1321,
  2530. EFST_MASSIVE_F_BLASTER = 1326,
  2531. EFST_NOEQUIPWEAPON2 = 1330,
  2532. EFST_NOEQUIPARMOR2,
  2533. EFST_NOEQUIPSHIELD2,
  2534. EFST_NOEQUIPSHOES2,
  2535. EFST_NOEQUIPPENDANT2,
  2536. EFST_NOEQUIPEARING2,
  2537. EFST_NOEQUIPFULL2,
  2538. EFST_CURSE_R_CUBE,
  2539. EFST_CURSE_B_CUBE,
  2540. EFST_KILLING_AURA,
  2541. EFST_TOXIN_OF_MANDARA = 1341,
  2542. EFST_GOLDENE_TONE,
  2543. EFST_TEMPERING,
  2544. EFST_NW_P_F_I,
  2545. EFST_INTENSIVE_AIM,
  2546. EFST_INTENSIVE_AIM_COUNT,
  2547. EFST_GRENADE_FRAGMENT_1,
  2548. EFST_GRENADE_FRAGMENT_2,
  2549. EFST_GRENADE_FRAGMENT_3,
  2550. EFST_GRENADE_FRAGMENT_4,
  2551. EFST_GRENADE_FRAGMENT_5,
  2552. EFST_GRENADE_FRAGMENT_6,
  2553. EFST_AUTO_FIRING_LAUNCHEREFST,
  2554. EFST_HIDDEN_CARD,
  2555. EFST_NW_GRENADE_MASTERY,
  2556. EFST_TALISMAN_OF_PROTECTION,
  2557. EFST_TALISMAN_OF_WARRIOR,
  2558. EFST_TALISMAN_OF_MAGICIAN,
  2559. EFST_TALISMAN_OF_FIVE_ELEMENTS,
  2560. EFST_T_FIRST_GOD,
  2561. EFST_T_SECOND_GOD,
  2562. EFST_T_THIRD_GOD,
  2563. EFST_T_FOURTH_GOD,
  2564. EFST_T_FIVETH_GOD,
  2565. EFST_HEAVEN_AND_EARTH,
  2566. EFST_HOGOGONG,
  2567. EFST_MARINE_FESTIVAL,
  2568. EFST_SANDY_FESTIVAL,
  2569. EFST_KI_SUL_RAMPAGE,
  2570. EFST_COLORS_OF_HYUN_ROK_1,
  2571. EFST_COLORS_OF_HYUN_ROK_2,
  2572. EFST_COLORS_OF_HYUN_ROK_3,
  2573. EFST_COLORS_OF_HYUN_ROK_4,
  2574. EFST_COLORS_OF_HYUN_ROK_5,
  2575. EFST_COLORS_OF_HYUN_ROK_6,
  2576. EFST_COLORS_OF_HYUN_ROK_BUFF,
  2577. EFST_TEMPORARY_COMMUNION,
  2578. EFST_BLESSING_OF_M_CREATURES,
  2579. EFST_BLESSING_OF_M_C_DEBUFF,
  2580. EFST_SHIELDCHAINRUSH,
  2581. EFST_MISTYFROST,
  2582. EFST_GROUNDGRAVITY,
  2583. EFST_BREAKINGLIMIT,
  2584. EFST_RULEBREAK,
  2585. EFST_RISING_SUN,
  2586. EFST_NOON_SUN,
  2587. EFST_SUNSET_SUN,
  2588. EFST_RISING_MOON,
  2589. EFST_MIDNIGHT_MOON,
  2590. EFST_DAWN_MOON,
  2591. EFST_STAR_BURST,
  2592. EFST_SKY_ENCHANT,
  2593. EFST_SHADOW_CLOCK,
  2594. EFST_SHINKIROU_CALL,
  2595. EFST_NIGHTMARE,
  2596. EFST_NOODLE_FES_1,
  2597. EFST_NOODLE_FES_2,
  2598. EFST_NOODLE_FES_3,
  2599. EFST_NOODLE_FES_4,
  2600. EFST_NOODLE_FES_5,
  2601. EFST_RUSH_QUAKE1 = 1402,
  2602. EFST_RUSH_QUAKE2,
  2603. EFST_SBUNSHIN = 1415,
  2604. EFST_MTP_W_POTION_100 = 1418,
  2605. EFST_CHANGE_SIZE = 1420,
  2606. EFST_CHANGE_SIZE_MONSTER,
  2607. EFST_SHOW_EFFECT1,
  2608. EFST_SHOW_EFFECT2,
  2609. EFST_SHOW_EFFECT3,
  2610. EFST_VR_SPEED,
  2611. EFST_VR_ASPD,
  2612. EFST_VR_MHP,
  2613. EFST_VR_MSP,
  2614. EFST_VR_HIT,
  2615. EFST_VR_DEF,
  2616. EFST_VR_MDEF,
  2617. EFST_VR_BOOK001,
  2618. EFST_VR_BOOK002,
  2619. EFST_VR_BOOK003,
  2620. EFST_VR_BOOK004,
  2621. EFST_REUSE_LIMIT_VR_BOOK,
  2622. EFST_VR_BOOK005 = 1439,
  2623. EFST_VR_BOOK006,
  2624. EFST_VR_BOOK007,
  2625. EFST_VR_BOOK008,
  2626. EFST_VR_BOOK009,
  2627. EFST_ALL_T_STAT,
  2628. EFST_P_ATK_PLUS,
  2629. EFST_S_MATK_PLUS,
  2630. EFST_C_RATE_PLUS,
  2631. EFST_RESIST_PLUS,
  2632. EFST_PVP_DUN_BUFF,
  2633. EFST_TARGET_MARKER = 1453,
  2634. EFST_BLOCK_SEAL,
  2635. EFST_FROST_STORM,
  2636. EFST_GROGGY,
  2637. EFST_WARM_SHIELD, //1457
  2638. EFST_CONTENTS_1 = 1459,
  2639. EFST_CONTENTS_2,
  2640. EFST_CONTENTS_3,
  2641. EFST_CONTENTS_4,
  2642. EFST_CONTENTS_5,
  2643. EFST_CONTENTS_6,
  2644. EFST_CONTENTS_7,
  2645. EFST_CONTENTS_8,
  2646. EFST_CONTENTS_9,
  2647. EFST_CONTENTS_10,
  2648. EFST_CONTENTS_11,
  2649. EFST_CONTENTS_12,
  2650. EFST_CONTENTS_13,
  2651. EFST_CONTENTS_14,
  2652. EFST_CONTENTS_15,
  2653. EFST_CONTENTS_16,
  2654. EFST_CONTENTS_17,
  2655. EFST_CONTENTS_18,
  2656. EFST_CONTENTS_19,
  2657. EFST_CONTENTS_20,
  2658. EFST_CONTENTS_21,
  2659. EFST_CONTENTS_22,
  2660. EFST_CONTENTS_23,
  2661. EFST_CONTENTS_24,
  2662. EFST_CONTENTS_25, //1483
  2663. EFST_C_BUFF_1 = 1509,
  2664. EFST_C_BUFF_2,
  2665. EFST_CHASING = 1560,
  2666. EFST_MYSTERY_POWDER = 1665,
  2667. EFST_FIRE_CHARM_POWER = 1667,
  2668. EFST_WATER_CHARM_POWER,
  2669. EFST_WIND_CHARM_POWER,
  2670. EFST_GROUND_CHARM_POWER,
  2671. /// @APIHOOK_END
  2672. /// Do not modify code above this, since it will be automatically generated by the API again
  2673. EFST_MAX,
  2674. };
  2675. /// JOINTBEAT stackable ailments
  2676. enum e_joint_break : uint8 {
  2677. BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
  2678. BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
  2679. BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
  2680. BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
  2681. BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
  2682. BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  2683. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  2684. };
  2685. extern short current_equip_item_index;
  2686. extern uint32 current_equip_combo_pos;
  2687. extern int current_equip_card_id;
  2688. extern short current_equip_opt_index;
  2689. //Status change option definitions (options are what makes status changes visible to chars
  2690. //who were not on your field of sight when it happened)
  2691. ///opt1: (BODYSTATE_*) Non stackable status changes.
  2692. enum e_sc_opt1 : uint16 {
  2693. OPT1_NONE = 0,
  2694. OPT1_STONE = 1, //Petrified
  2695. OPT1_FREEZE,
  2696. OPT1_STUN,
  2697. OPT1_SLEEP,
  2698. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  2699. OPT1_STONEWAIT = 6, //Petrifying
  2700. OPT1_BURNING,
  2701. OPT1_IMPRISON,
  2702. OPT1_MAX
  2703. };
  2704. ///opt2: (HEALTHSTATE_*) Stackable status changes.
  2705. enum e_sc_opt2 : uint16 {
  2706. OPT2_NONE = 0x0,
  2707. OPT2_POISON = 0x0001,
  2708. OPT2_CURSE = 0x0002,
  2709. OPT2_SILENCE = 0x0004,
  2710. OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
  2711. OPT2_BLIND = 0x0010,
  2712. OPT2_ANGELUS = 0x0020,
  2713. OPT2_BLEEDING = 0x0040,
  2714. OPT2_DPOISON = 0x0080,
  2715. OPT2_FEAR = 0x0100,
  2716. OPT2_MAX
  2717. };
  2718. ///opt3: (SHOW_EFST_*)
  2719. enum e_sc_opt3 : uint32 {
  2720. OPT3_NORMAL = 0x0,
  2721. OPT3_QUICKEN = 0x00000001,
  2722. OPT3_OVERTHRUST = 0x00000002,
  2723. OPT3_ENERGYCOAT = 0x00000004,
  2724. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  2725. OPT3_STEELBODY = 0x00000010,
  2726. OPT3_BLADESTOP = 0x00000020,
  2727. OPT3_AURABLADE = 0x00000040,
  2728. OPT3_BERSERK = 0x00000080,
  2729. OPT3_LIGHTBLADE = 0x00000100,
  2730. OPT3_MOONLIT = 0x00000200,
  2731. OPT3_MARIONETTE = 0x00000400,
  2732. OPT3_ASSUMPTIO = 0x00000800,
  2733. OPT3_WARM = 0x00001000,
  2734. OPT3_KAITE = 0x00002000,
  2735. OPT3_BUNSIN = 0x00004000,
  2736. OPT3_SOULLINK = 0x00008000,
  2737. OPT3_UNDEAD = 0x00010000,
  2738. OPT3_CONTRACT = 0x00020000,
  2739. OPT3_MAX
  2740. };
  2741. ///Option (EFFECTSTATE_*)
  2742. enum e_option : uint32 {
  2743. OPTION_NOTHING = 0x0,
  2744. OPTION_SIGHT = 0x00000001,
  2745. OPTION_HIDE = 0x00000002,
  2746. OPTION_CLOAK = 0x00000004,
  2747. OPTION_CART1 = 0x00000008,
  2748. OPTION_FALCON = 0x00000010,
  2749. OPTION_RIDING = 0x00000020,
  2750. OPTION_INVISIBLE = 0x00000040,
  2751. OPTION_CART2 = 0x00000080,
  2752. OPTION_CART3 = 0x00000100,
  2753. OPTION_CART4 = 0x00000200,
  2754. OPTION_CART5 = 0x00000400,
  2755. OPTION_ORCISH = 0x00000800,
  2756. OPTION_WEDDING = 0x00001000,
  2757. OPTION_RUWACH = 0x00002000,
  2758. OPTION_CHASEWALK = 0x00004000,
  2759. OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  2760. OPTION_XMAS = 0x00010000,
  2761. OPTION_TRANSFORM = 0x00020000,
  2762. OPTION_SUMMER = 0x00040000,
  2763. OPTION_DRAGON1 = 0x00080000,
  2764. OPTION_WUG = 0x00100000,
  2765. OPTION_WUGRIDER = 0x00200000,
  2766. OPTION_MADOGEAR = 0x00400000,
  2767. OPTION_DRAGON2 = 0x00800000,
  2768. OPTION_DRAGON3 = 0x01000000,
  2769. OPTION_DRAGON4 = 0x02000000,
  2770. OPTION_DRAGON5 = 0x04000000,
  2771. OPTION_HANBOK = 0x08000000,
  2772. OPTION_OKTOBERFEST = 0x10000000,
  2773. OPTION_SUMMER2 = 0x20000000,
  2774. OPTION_MAX,
  2775. // compound constant for older carts
  2776. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  2777. // compound constants
  2778. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  2779. OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
  2780. };
  2781. ///Defines for the manner system [Skotlex]
  2782. enum manner_flags
  2783. {
  2784. MANNER_NOCHAT = 0x01,
  2785. MANNER_NOSKILL = 0x02,
  2786. MANNER_NOCOMMAND = 0x04,
  2787. MANNER_NOITEM = 0x08,
  2788. MANNER_NOROOM = 0x10,
  2789. };
  2790. /// Status Change State Flags
  2791. enum e_scs_flag : uint8 {
  2792. SCS_NONE = 0,
  2793. SCS_NOMOVECOND, ///< cond flag for SCS_NOMOVE
  2794. SCS_NOMOVE, ///< unit unable to move
  2795. SCS_NOPICKITEMCOND, ///< cond flag for SCS_NOPICKITEM
  2796. SCS_NOPICKITEM, ///< player unable to pick up items
  2797. SCS_NODROPITEMCOND, ///< cond flag for SCS_NODROPITEM
  2798. SCS_NODROPITEM, ///< player unable to drop items
  2799. SCS_NOCASTCOND, ///< cond flag for SCS_NOCAST
  2800. SCS_NOCAST, ///< unit unable to cast skills
  2801. SCS_NOCHAT, ///< unit can't talk
  2802. SCS_NOCHATCOND, ///< cond flag for SCS_NOCHAT
  2803. SCS_NOEQUIPITEM, ///< player can't puts on equip
  2804. SCS_NOEQUIPITEMCOND, ///< cond flag for SCS_NOEQUIPITEM
  2805. SCS_NOUNEQUIPITEM, ///< player can't puts off equip
  2806. SCS_NOUNEQUIPITEMCOND, ///< cond flag for SCS_NOUNEQUIPITEM
  2807. SCS_NOCONSUMEITEM, ///< player can't consumes equip
  2808. SCS_NOCONSUMEITEMCOND, ///< cond flag for SCS_NOCONSUMEITEM
  2809. SCS_NOATTACK, ///< unit can't attack
  2810. SCS_NOATTACKCOND, ///< cond flag for SCS_NOATTACK
  2811. SCS_NOWARP, ///< unit can't warp
  2812. SCS_NOWARPCOND, ///< cond flag for SCS_NOWARP
  2813. SCS_NODEATHPENALTY, ///< player doesn't experience EXP loss
  2814. SCS_NODEATHPENALTYCOND, ///< cond flag for SCS_NODEATHPENALTYCOND
  2815. SCS_NOINTERACT, ///< player can't sit/stand/talk to NPC
  2816. SCS_NOINTERACTCOND, ///< cond flag for SCS_NOINTERACT
  2817. SCS_MAX
  2818. };
  2819. ///Define flags for the status_calc_bl function. [Skotlex]
  2820. enum e_scb_flag : uint8 {
  2821. SCB_NONE = 0,
  2822. SCB_BASE,
  2823. SCB_MAXHP,
  2824. SCB_MAXSP,
  2825. SCB_STR,
  2826. SCB_AGI,
  2827. SCB_VIT,
  2828. SCB_INT,
  2829. SCB_DEX,
  2830. SCB_LUK,
  2831. SCB_BATK,
  2832. SCB_WATK,
  2833. SCB_MATK,
  2834. SCB_HIT,
  2835. SCB_FLEE,
  2836. SCB_DEF,
  2837. SCB_DEF2,
  2838. SCB_MDEF,
  2839. SCB_MDEF2,
  2840. SCB_SPEED,
  2841. SCB_ASPD,
  2842. SCB_DSPD,
  2843. SCB_CRI,
  2844. SCB_FLEE2,
  2845. SCB_ATK_ELE,
  2846. SCB_DEF_ELE,
  2847. SCB_MODE,
  2848. SCB_SIZE,
  2849. SCB_RACE,
  2850. SCB_RANGE,
  2851. SCB_REGEN,
  2852. // 4th Job T.Stat/T.Sub-Stat Flags
  2853. SCB_MAXAP,
  2854. SCB_POW,
  2855. SCB_STA,
  2856. SCB_WIS,
  2857. SCB_SPL,
  2858. SCB_CON,
  2859. SCB_CRT,
  2860. SCB_PATK,
  2861. SCB_SMATK,
  2862. SCB_RES,
  2863. SCB_MRES,
  2864. SCB_HPLUS,
  2865. SCB_CRATE,
  2866. // Extra Flags
  2867. SCB_DYE, // force cloth-dye change to 0 to avoid client crashes.
  2868. SCB_MAX,
  2869. };
  2870. enum e_status_calc_opt : uint8 {
  2871. SCO_NONE = 0x0,
  2872. SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
  2873. SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
  2874. };
  2875. /// Flags for status_change_start and status_get_sc_def
  2876. enum e_status_change_start_flags : int64 {
  2877. SCSTART_NONE = 0x0,
  2878. SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
  2879. SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
  2880. SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
  2881. SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
  2882. SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
  2883. };
  2884. /// Enum for status_change_clear_buffs
  2885. enum e_status_change_clear_buffs_flags : int64 {
  2886. SCCB_BUFFS = 0x01,
  2887. SCCB_DEBUFFS = 0x02,
  2888. SCCB_REFRESH = 0x04,
  2889. SCCB_CHEM_PROTECT = 0x08,
  2890. SCCB_LUXANIMA = 0x10,
  2891. SCCB_HERMODE = 0x20,
  2892. };
  2893. ///Enum for bonus_script's flag [Cydh]
  2894. enum e_bonus_script_flags : uint32 {
  2895. BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
  2896. BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
  2897. BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
  2898. BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
  2899. BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
  2900. BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
  2901. BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
  2902. BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
  2903. BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
  2904. BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
  2905. // These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
  2906. BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
  2907. BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
  2908. // These flags aren't part of 'bonus_script' scripting flags
  2909. BSF_REM_ALL = 0x0, ///< Remove all bonus script
  2910. BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
  2911. BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
  2912. };
  2913. ///Enum for status_get_hpbonus and status_get_spbonus
  2914. enum e_status_bonus {
  2915. STATUS_BONUS_FIX = 0,
  2916. STATUS_BONUS_RATE = 1,
  2917. };
  2918. ///Enum of Status Change Flags [Cydh]
  2919. enum e_status_change_flag : uint16 {
  2920. SCF_NONE = 0,
  2921. SCF_BLEFFECT,
  2922. SCF_DISPLAYPC,
  2923. SCF_NOCLEARBUFF,
  2924. SCF_NOREMOVEONDEAD,
  2925. SCF_NODISPELL,
  2926. SCF_NOCLEARANCE,
  2927. SCF_NOBANISHINGBUSTER,
  2928. SCF_NOSAVE,
  2929. SCF_NOSAVEINFINITE,
  2930. SCF_REMOVEONDAMAGED,
  2931. SCF_REMOVEONREFRESH,
  2932. SCF_REMOVEONLUXANIMA,
  2933. SCF_STOPATTACKING,
  2934. SCF_STOPCASTING,
  2935. SCF_STOPWALKING,
  2936. SCF_BOSSRESIST,
  2937. SCF_MVPRESIST,
  2938. SCF_SETSTAND,
  2939. SCF_FAILEDMADO,
  2940. SCF_DEBUFF,
  2941. SCF_REMOVEONCHANGEMAP,
  2942. SCF_REMOVEONMAPWARP,
  2943. SCF_REMOVECHEMICALPROTECT,
  2944. SCF_OVERLAPIGNORELEVEL,
  2945. SCF_SENDOPTION,
  2946. SCF_ONTOUCH,
  2947. SCF_UNITMOVE,
  2948. SCF_NONPLAYER,
  2949. SCF_SENDLOOK,
  2950. SCF_DISPLAYNPC,
  2951. SCF_REQUIREWEAPON,
  2952. SCF_REQUIRESHIELD,
  2953. SCF_MOBLOSETARGET,
  2954. SCF_REMOVEELEMENTALOPTION,
  2955. SCF_SUPERNOVICEANGEL,
  2956. SCF_TAEKWONANGEL,
  2957. SCF_MADOCANCEL,
  2958. SCF_MADOENDCANCEL,
  2959. SCF_RESTARTONMAPWARP,
  2960. SCF_SPREADEFFECT,
  2961. SCF_SENDVAL1,
  2962. SCF_SENDVAL2,
  2963. SCF_SENDVAL3,
  2964. SCF_NOFORCEDEND,
  2965. SCF_NOWARNING,
  2966. SCF_REMOVEONUNEQUIP,
  2967. SCF_REMOVEONUNEQUIPWEAPON,
  2968. SCF_REMOVEONUNEQUIPARMOR,
  2969. SCF_REMOVEONHERMODE,
  2970. SCF_REQUIRENOWEAPON,
  2971. SCF_REMOVEFROMHOMONWARP,
  2972. SCF_REMOVEFROMHOMONMAPWARP,
  2973. SCF_MAX
  2974. };
  2975. /// Struct of SC configs [Cydh]
  2976. struct s_status_change_db {
  2977. sc_type type; ///< SC_
  2978. efst_type icon; ///< EFST_
  2979. std::bitset<SCS_MAX> state; ///< SCS_
  2980. std::bitset<SCB_MAX> calc_flag; ///< SCB_ flags
  2981. uint16 opt1; ///< OPT1_
  2982. uint16 opt2; ///< OPT2_
  2983. uint32 opt3; ///< OPT3_
  2984. uint32 look; ///< OPTION_ Changelook
  2985. std::bitset<SCF_MAX> flag; ///< SCF_ Flags, enum e_status_change_flag
  2986. uint16 skill_id; ///< Associated skill for (addeff) duration lookups
  2987. std::vector<sc_type> endonstart; ///< List of SC that will be ended when this SC is activated
  2988. std::vector<sc_type> fail; ///< List of SC that causing this SC cannot be activated
  2989. std::vector<sc_type> endreturn; ///< List of SC that will be ended when this SC is activated and then immediately return
  2990. std::vector<sc_type> endonend; ///< List of SC that will be ended when this SC ends
  2991. t_tick min_duration; ///< Minimum duration effect (after all status reduction)
  2992. uint16 min_rate; ///< Minimum rate to be applied (after all status reduction)
  2993. struct script_code* script; ///< Script to execute, when starting the status change.
  2994. s_status_change_db();
  2995. ~s_status_change_db();
  2996. };
  2997. class StatusDatabase : public TypesafeCachedYamlDatabase<uint16, s_status_change_db> {
  2998. public:
  2999. StatusDatabase() : TypesafeCachedYamlDatabase("STATUS_DB", 4, 3) {
  3000. // All except BASE and extra flags.
  3001. SCB_BATTLE.set();
  3002. SCB_BATTLE.reset(SCB_BASE);
  3003. SCB_BATTLE.reset(SCB_DYE);
  3004. // All except extra flags.
  3005. SCB_ALL.set();
  3006. SCB_ALL.reset(SCB_DYE);
  3007. }
  3008. const std::string getDefaultLocation() override;
  3009. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  3010. void loadingFinished() override;
  3011. // Determine who will receive a clif_status_change packet for effects that require one to display correctly
  3012. uint16 StatusRelevantBLTypes[EFST_MAX];
  3013. // Extras
  3014. efst_type getIcon(sc_type type);
  3015. std::bitset<SCB_MAX> getCalcFlag(sc_type type);
  3016. std::vector<sc_type> getEndOnStart(sc_type type);
  3017. uint16 getSkill(sc_type type);
  3018. bool hasSCF(status_change *sc, e_status_change_flag flag);
  3019. void removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag);
  3020. void changeSkillTree(map_session_data *sd, int32 class_ = 0);
  3021. bool validateStatus(sc_type type);
  3022. std::bitset<SCB_MAX> getSCB_BATTLE();
  3023. std::bitset<SCB_MAX> getSCB_ALL();
  3024. private:
  3025. std::bitset<SCB_MAX> SCB_BATTLE, SCB_ALL;
  3026. };
  3027. extern StatusDatabase status_db;
  3028. /// Enum for status_calc_weight and status_calc_cart_weight
  3029. enum e_status_calc_weight_opt {
  3030. CALCWT_NONE = 0x0,
  3031. CALCWT_ITEM = 0x1, ///< Recalculate item weight
  3032. CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
  3033. CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
  3034. };
  3035. // Enum for refine chance types
  3036. enum e_refine_chance_type {
  3037. REFINE_CHANCE_NORMAL = 0,
  3038. REFINE_CHANCE_ENRICHED,
  3039. REFINE_CHANCE_EVENT_NORMAL,
  3040. REFINE_CHANCE_EVENT_ENRICHED,
  3041. REFINE_CHANCE_TYPE_MAX
  3042. };
  3043. ///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  3044. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  3045. ///Define to determine who has regen
  3046. #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  3047. ///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  3048. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
  3049. /** Basic damage info of a weapon
  3050. * Required because players have two of these, one in status_data
  3051. * and another for their left hand weapon. */
  3052. struct weapon_atk {
  3053. unsigned short atk, atk2;
  3054. unsigned short range;
  3055. unsigned char ele;
  3056. #ifdef RENEWAL
  3057. unsigned short matk;
  3058. unsigned char wlv;
  3059. #endif
  3060. };
  3061. ///For holding basic status (which can be modified by status changes)
  3062. struct status_data {
  3063. // see status_cpy before adding members before hp and sp
  3064. uint32 hp;
  3065. uint32 sp;
  3066. uint32 ap;
  3067. uint32 max_hp;
  3068. uint32 max_sp;
  3069. uint32 max_ap;
  3070. short
  3071. str, agi, vit, int_, dex, luk,
  3072. pow, sta, wis, spl, con, crt,
  3073. eatk;
  3074. unsigned short
  3075. batk,
  3076. #ifdef RENEWAL
  3077. watk,
  3078. watk2,
  3079. #endif
  3080. matk_min, matk_max,
  3081. speed,
  3082. amotion, clientamotion, adelay, dmotion;
  3083. int mode;
  3084. short
  3085. hit, flee, cri, flee2,
  3086. def2, mdef2,
  3087. #ifdef RENEWAL_ASPD
  3088. aspd_rate2,
  3089. #endif
  3090. aspd_rate,
  3091. patk, smatk,
  3092. res, mres,
  3093. hplus, crate;
  3094. /**
  3095. * defType is RENEWAL dependent and defined in src/config/const.hpp
  3096. **/
  3097. defType def,mdef;
  3098. unsigned char
  3099. def_ele, ele_lv,
  3100. size,
  3101. race, /// see enum e_race
  3102. class_; /// see enum e_classAE
  3103. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  3104. };
  3105. ///Additional regen data that only players have.
  3106. struct regen_data_sub {
  3107. unsigned short
  3108. hp,sp;
  3109. //tick accumulation before healing.
  3110. struct {
  3111. uint32 hp;
  3112. uint32 sp;
  3113. } tick;
  3114. //Regen rates. n/100
  3115. struct {
  3116. unsigned short hp,sp;
  3117. } rate;
  3118. };
  3119. ///Regen data
  3120. struct regen_data {
  3121. unsigned char flag; //Marks what stuff you may heal or not.
  3122. unsigned short hp,sp,shp,ssp;
  3123. //tick accumulation before healing.
  3124. struct {
  3125. t_tick hp, sp; //time of last natural recovery
  3126. uint32 shp;
  3127. uint32 ssp;
  3128. } tick;
  3129. //Regen rates. n/100
  3130. struct {
  3131. unsigned short hp, sp, shp, ssp;
  3132. } rate;
  3133. struct {
  3134. unsigned walk:1; //Can you regen even when walking?
  3135. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  3136. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  3137. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  3138. } state;
  3139. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  3140. struct regen_data_sub *sregen, *ssregen;
  3141. };
  3142. ///Status display entry
  3143. struct sc_display_entry {
  3144. enum sc_type type;
  3145. int val1, val2, val3;
  3146. };
  3147. ///Status change entry
  3148. struct status_change_entry {
  3149. int timer;
  3150. int val1,val2,val3,val4;
  3151. };
  3152. ///Status change
  3153. class status_change {
  3154. public:
  3155. uint32 option;// effect state (bitfield)
  3156. uint32 opt3;// skill state (bitfield)
  3157. unsigned short opt1;// body state
  3158. unsigned short opt2;// health state (bitfield)
  3159. unsigned char count;
  3160. sc_type lastEffect; // Used to check for stacking damageable SC on the same attack
  3161. int32 lastEffectTimer; // Timer for lastEffect
  3162. //! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  3163. struct {
  3164. uint8 move;
  3165. uint8 pickup;
  3166. uint8 drop;
  3167. uint8 cast;
  3168. uint8 chat;
  3169. uint8 equip;
  3170. uint8 unequip;
  3171. uint8 consume;
  3172. uint8 attack;
  3173. uint8 warp;
  3174. uint8 deathpenalty;
  3175. uint8 interact;
  3176. } cant;/* status change state flags */
  3177. //int sg_id; //ID of the previous Storm gust that hit you
  3178. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  3179. /**
  3180. * The Storm Gust counter was dropped in renewal
  3181. **/
  3182. #ifndef RENEWAL
  3183. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  3184. #endif
  3185. private:
  3186. struct status_change_entry *data[SC_MAX];
  3187. std::pair<enum sc_type, struct status_change_entry *> lastStatus; // last-fetched status
  3188. public:
  3189. status_change();
  3190. status_change_entry * getSCE(enum sc_type type);
  3191. status_change_entry * getSCE(uint32 type);
  3192. status_change_entry * createSCE(enum sc_type type);
  3193. void deleteSCE(enum sc_type type);
  3194. void clearSCE(enum sc_type type);
  3195. };
  3196. #ifndef ONLY_CONSTANTS
  3197. 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 );
  3198. static int status_damage( struct block_list *src, struct block_list *target, int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id ){
  3199. return status_damage( src, target, dhp, dsp, 0, walkdelay, flag, skill_id );
  3200. }
  3201. //Define for standard HP damage attacks.
  3202. static int status_fix_damage( struct block_list *src, struct block_list *target, int64 hp, t_tick walkdelay, uint16 skill_id ){
  3203. return status_damage( src, target, hp, 0, walkdelay, 0, skill_id );
  3204. }
  3205. //Define for standard SP damage attacks.
  3206. static int status_fix_spdamage( struct block_list *src, struct block_list *target, int64 sp, t_tick walkdelay, uint16 skill_id ){
  3207. return status_damage( src, target, 0, sp, walkdelay, 0, skill_id );
  3208. }
  3209. //Define for standard AP damage attacks.
  3210. static int status_fix_apdamage( struct block_list *src, struct block_list *target, int64 ap, t_tick walkdelay, uint16 skill_id ){
  3211. return status_damage( src, target, 0, 0, ap, walkdelay, 0, skill_id );
  3212. }
  3213. //Define for standard HP/SP/AP damage triggers.
  3214. static int status_zap( struct block_list* bl, int64 hp, int64 sp, int64 ap = 0 ){
  3215. return status_damage( nullptr, bl, hp, sp, ap, 0, 1, 0 );
  3216. }
  3217. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP/AP to use skills)
  3218. int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
  3219. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag);
  3220. //Easier handling of status_percent_change
  3221. static int status_percent_heal( struct block_list* bl, int8 hp_rate, int8 sp_rate, int8 ap_rate = 0 ){
  3222. return status_percent_change( nullptr, bl, -(hp_rate), -(sp_rate), -(ap_rate), 0 );
  3223. }
  3224. /// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP/AP, < 0 % of MaxHP/MaxSP/MaxAP
  3225. static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, bool kill ){
  3226. return status_percent_change( src, target, hp_rate, sp_rate, 0, kill ? 1 : 2 );
  3227. }
  3228. static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, int8 ap_rate, bool kill ){
  3229. return status_percent_change( src, target, hp_rate, sp_rate, ap_rate, kill ? 1 : 2 );
  3230. }
  3231. //Instant kill with no drops/exp/etc
  3232. static int status_kill( struct block_list* bl ){
  3233. return status_percent_damage( nullptr, bl, 100, 0, 0, true );
  3234. }
  3235. //Used to set the hp/sp/ap of an object to an absolute value (can't kill)
  3236. int status_set_hp(struct block_list *bl, uint32 hp, int flag);
  3237. int status_set_maxhp(struct block_list *bl, uint32 hp, int flag);
  3238. int status_set_sp(struct block_list *bl, uint32 sp, int flag);
  3239. int status_set_maxsp(struct block_list *bl, uint32 hp, int flag);
  3240. int status_set_ap(struct block_list *bl, uint32 ap, int flag);
  3241. int status_set_maxap(struct block_list *bl, uint32 ap, int flag);
  3242. int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag );
  3243. static int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int flag ){
  3244. return status_heal( bl, hhp, hsp, 0, flag );
  3245. }
  3246. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap = 0);
  3247. struct regen_data *status_get_regen_data(struct block_list *bl);
  3248. status_data* status_get_status_data(block_list& bl);
  3249. struct status_data *status_get_base_status(struct block_list *bl);
  3250. const char * status_get_name(struct block_list *bl);
  3251. int status_get_class(struct block_list *bl);
  3252. int status_get_lv(struct block_list *bl);
  3253. #define status_get_range(bl) status_get_status_data(*bl)->rhw.range
  3254. #define status_get_hp(bl) status_get_status_data(*bl)->hp
  3255. #define status_get_max_hp(bl) status_get_status_data(*bl)->max_hp
  3256. #define status_get_sp(bl) status_get_status_data(*bl)->sp
  3257. #define status_get_max_sp(bl) status_get_status_data(*bl)->max_sp
  3258. #define status_get_ap(bl) status_get_status_data(*bl)->ap
  3259. #define status_get_max_ap(bl) status_get_status_data(*bl)->max_ap
  3260. #define status_get_str(bl) status_get_status_data(*bl)->str
  3261. #define status_get_agi(bl) status_get_status_data(*bl)->agi
  3262. #define status_get_vit(bl) status_get_status_data(*bl)->vit
  3263. #define status_get_int(bl) status_get_status_data(*bl)->int_
  3264. #define status_get_dex(bl) status_get_status_data(*bl)->dex
  3265. #define status_get_luk(bl) status_get_status_data(*bl)->luk
  3266. #define status_get_pow(bl) status_get_status_data(*bl)->pow
  3267. #define status_get_sta(bl) status_get_status_data(*bl)->sta
  3268. #define status_get_wis(bl) status_get_status_data(*bl)->wis
  3269. #define status_get_spl(bl) status_get_status_data(*bl)->spl
  3270. #define status_get_con(bl) status_get_status_data(*bl)->con
  3271. #define status_get_crt(bl) status_get_status_data(*bl)->crt
  3272. #define status_get_hit(bl) status_get_status_data(*bl)->hit
  3273. #define status_get_flee(bl) status_get_status_data(*bl)->flee
  3274. defType status_get_def(struct block_list *bl);
  3275. #define status_get_mdef(bl) status_get_status_data(*bl)->mdef
  3276. #define status_get_flee2(bl) status_get_status_data(*bl)->flee2
  3277. #define status_get_def2(bl) status_get_status_data(*bl)->def2
  3278. #define status_get_mdef2(bl) status_get_status_data(*bl)->mdef2
  3279. #define status_get_critical(bl) status_get_status_data(*bl)->cri
  3280. #define status_get_batk(bl) status_get_status_data(*bl)->batk
  3281. #define status_get_watk(bl) status_get_status_data(*bl)->rhw.atk
  3282. #define status_get_watk2(bl) status_get_status_data(*bl)->rhw.atk2
  3283. #define status_get_matk_max(bl) status_get_status_data(*bl)->matk_max
  3284. #define status_get_matk_min(bl) status_get_status_data(*bl)->matk_min
  3285. #define status_get_lwatk(bl) status_get_status_data(*bl)->lhw.atk
  3286. #define status_get_lwatk2(bl) status_get_status_data(*bl)->lhw.atk2
  3287. unsigned short status_get_speed(struct block_list *bl);
  3288. #define status_get_adelay(bl) status_get_status_data(*bl)->adelay
  3289. #define status_get_amotion(bl) status_get_status_data(*bl)->amotion
  3290. #define status_get_clientamotion(bl) status_get_status_data(*bl)->clientamotion
  3291. #define status_get_dmotion(bl) status_get_status_data(*bl)->dmotion
  3292. #define status_get_patk(bl) status_get_status_data(*bl)->patk
  3293. #define status_get_smatk(bl) status_get_status_data(*bl)->smatk
  3294. #define status_get_res(bl) status_get_status_data(*bl)->res
  3295. #define status_get_mres(bl) status_get_status_data(*bl)->mres
  3296. #define status_get_hplus(bl) status_get_status_data(*bl)->hplus
  3297. #define status_get_crate(bl) status_get_status_data(*bl)->crate
  3298. #define status_get_element(bl) status_get_status_data(*bl)->def_ele
  3299. #define status_get_element_level(bl) status_get_status_data(*bl)->ele_lv
  3300. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element);
  3301. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  3302. #define status_get_attack_element(bl) status_get_status_data(*bl)->rhw.ele
  3303. #define status_get_attack_lelement(bl) status_get_status_data(*bl)->lhw.ele
  3304. #define status_get_race(bl) status_get_status_data(*bl)->race
  3305. #define status_get_class_(bl) status_get_status_data(*bl)->class_
  3306. #define status_get_size(bl) status_get_status_data(*bl)->size
  3307. #define status_get_mode(bl) status_get_status_data(*bl)->mode
  3308. #define status_has_mode(status,md) (((status)->mode&(md)) == (md))
  3309. #define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data(*(bl)),(md))
  3310. #define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
  3311. #define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
  3312. #define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
  3313. #define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
  3314. #define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
  3315. #define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
  3316. int status_get_party_id(struct block_list *bl);
  3317. int status_get_guild_id(struct block_list *bl);
  3318. int status_get_emblem_id(struct block_list *bl);
  3319. std::vector<e_race2> status_get_race2(struct block_list *bl);
  3320. struct view_data *status_get_viewdata(struct block_list *bl);
  3321. void status_set_viewdata(struct block_list *bl, int class_);
  3322. void status_change_init(struct block_list *bl);
  3323. status_change *status_get_sc(struct block_list *bl);
  3324. bool status_isdead(block_list &bl);
  3325. int status_isimmune(struct block_list *bl);
  3326. 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);
  3327. 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);
  3328. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  3329. static int sc_start(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, t_tick duration, int32 delay = 0) {
  3330. return status_change_start(src, bl, type, 100 * rate, val1, 0, 0, 0, duration, SCSTART_NONE, delay);
  3331. }
  3332. 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) {
  3333. return status_change_start(src, bl, type, 100 * rate, val1, val2, 0, 0, duration, SCSTART_NONE, delay);
  3334. }
  3335. 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) {
  3336. return status_change_start(src, bl, type, 100 * rate, val1, val2, val3, val4, duration, SCSTART_NONE, delay);
  3337. }
  3338. int status_change_end(struct block_list* bl, enum sc_type type, int tid = INVALID_TIMER);
  3339. TIMER_FUNC(status_change_timer);
  3340. int status_change_timer_sub(struct block_list* bl, va_list ap);
  3341. int status_change_clear(struct block_list* bl, int type);
  3342. void status_change_clear_buffs(struct block_list* bl, uint8 type);
  3343. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc);
  3344. TIMER_FUNC(status_clear_lastEffect_timer);
  3345. #define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
  3346. #define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, status_db.getSCB_ALL(), opt)
  3347. #define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, status_db.getSCB_ALL(), opt)
  3348. #define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, status_db.getSCB_ALL(), opt)
  3349. #define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
  3350. #define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, status_db.getSCB_ALL(), opt)
  3351. #define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, status_db.getSCB_ALL(), opt)
  3352. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
  3353. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
  3354. void status_calc_bl_(struct block_list *bl, std::bitset<SCB_MAX> flag, uint8 opt = SCO_NONE);
  3355. int status_calc_mob_(struct mob_data* md, uint8 opt);
  3356. void status_calc_pet_(struct pet_data* pd, uint8 opt);
  3357. int status_calc_pc_(map_session_data* sd, uint8 opt);
  3358. int status_calc_homunculus_(struct homun_data *hd, uint8 opt);
  3359. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt);
  3360. int status_calc_elemental_(s_elemental_data *ed, uint8 opt);
  3361. int status_calc_npc_(struct npc_data *nd, uint8 opt);
  3362. static void status_calc_bl(block_list *bl, std::vector<e_scb_flag> flags) {
  3363. static std::bitset<SCB_MAX> temp;
  3364. temp.reset();
  3365. for (const auto &scb : flags) {
  3366. temp.set(scb);
  3367. }
  3368. status_calc_bl_(bl, temp);
  3369. }
  3370. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  3371. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  3372. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc);
  3373. void status_calc_state(struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start);
  3374. void status_calc_slave_mode(mob_data& md);
  3375. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
  3376. int status_check_visibility(struct block_list *src, struct block_list *target);
  3377. int status_change_spread(block_list *src, block_list *bl);
  3378. #ifndef RENEWAL
  3379. unsigned short status_base_matk_min(const struct status_data* status);
  3380. unsigned short status_base_matk_max(const struct status_data* status);
  3381. #else
  3382. uint32 status_weapon_atk(struct weapon_atk wa, map_session_data *sd);
  3383. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
  3384. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
  3385. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
  3386. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
  3387. #endif
  3388. uint16 status_calc_consumablematk( status_change *sc, int32 matk );
  3389. uint16 status_calc_pseudobuff_matk( map_session_data *sd, status_change *sc, int32 matk );
  3390. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
  3391. // Status changes accessors for StatusChange database
  3392. uint16 status_efst_get_bl_type(enum efst_type efst);
  3393. void status_readdb( bool reload = false );
  3394. void do_init_status(void);
  3395. void do_final_status(void);
  3396. #endif /* ONLY_CONSTANTS */
  3397. #endif /* STATUS_HPP */