skill.hpp 53 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef SKILL_HPP
  4. #define SKILL_HPP
  5. #include "../common/cbasetypes.hpp"
  6. #include "../common/db.hpp"
  7. #include "../common/mmo.hpp" // MAX_SKILL, struct square
  8. #include "../common/timer.hpp"
  9. #include "map.hpp" // struct block_list
  10. enum damage_lv : uint8;
  11. enum sc_type : int16;
  12. enum send_target : uint8;
  13. enum e_damage_type : uint8;
  14. struct map_session_data;
  15. struct homun_data;
  16. struct skill_unit;
  17. struct skill_unit_group;
  18. struct status_change_entry;
  19. #define MAX_SKILL_PRODUCE_DB 280 /// Max Produce DB
  20. #define MAX_PRODUCE_RESOURCE 12 /// Max Produce requirements
  21. #define MAX_SKILL_ARROW_DB 150 /// Max Arrow Creation DB
  22. #define MAX_ARROW_RESULT 5 /// Max Arrow results/created
  23. #define MAX_SKILL_ABRA_DB 160 /// Max Skill list of Abracadabra DB
  24. #define MAX_SKILL_IMPROVISE_DB 30 /// Max Skill for Improvise
  25. #define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)
  26. #define MAX_MOBSKILL_LEVEL 100 /// Max monster skill level (on skill usage)
  27. #define MAX_SKILL_CRIMSON_MARKER 3 /// Max Crimson Marker targets (RL_C_MARKER)
  28. #define SKILL_NAME_LENGTH 31 /// Max Skill Name length
  29. #define SKILL_DESC_LENGTH 31 /// Max Skill Desc length
  30. extern DBMap* skilldb_name2id;
  31. /// Constants to identify a skill's nk value (damage properties)
  32. /// The NK value applies only to non INF_GROUND_SKILL skills
  33. /// when determining skill castend function to invoke.
  34. enum e_skill_nk {
  35. NK_NO_DAMAGE = 0x01,
  36. NK_SPLASH = 0x02|0x04, // 0x4 = splash & split
  37. NK_SPLASHSPLIT = 0x04,
  38. NK_NO_CARDFIX_ATK = 0x08,
  39. NK_NO_ELEFIX = 0x10,
  40. NK_IGNORE_DEF = 0x20,
  41. NK_IGNORE_FLEE = 0x40,
  42. NK_NO_CARDFIX_DEF = 0x80,
  43. };
  44. /// Constants to identify the skill's inf value:
  45. enum e_skill_inf {
  46. INF_ATTACK_SKILL = 0x01,
  47. INF_GROUND_SKILL = 0x02,
  48. INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
  49. // 0x08 not assigned
  50. INF_SUPPORT_SKILL = 0x10,
  51. INF_TARGET_TRAP = 0x20,
  52. };
  53. /// A skill with 3 would be no damage + splash: area of effect.
  54. /// Constants to identify a skill's inf2 value.
  55. enum e_skill_inf2 {
  56. INF2_QUEST_SKILL = 0x00001,
  57. INF2_NPC_SKILL = 0x00002, //NPC skills are those that players can't have in their skill tree.
  58. INF2_WEDDING_SKILL = 0x00004,
  59. INF2_SPIRIT_SKILL = 0x00008,
  60. INF2_GUILD_SKILL = 0x00010,
  61. INF2_SONG_DANCE = 0x00020,
  62. INF2_ENSEMBLE_SKILL = 0x00040,
  63. INF2_TRAP = 0x00080,
  64. INF2_TARGET_SELF = 0x00100, //Refers to ground placed skills that will target the caster as well (like Grandcross)
  65. INF2_NO_TARGET_SELF = 0x00200,
  66. INF2_PARTY_ONLY = 0x00400,
  67. INF2_GUILD_ONLY = 0x00800,
  68. INF2_NO_ENEMY = 0x01000,
  69. INF2_AUTOSHADOWSPELL = 0x02000, // Skill that available for SC_AUTOSHADOWSPELL
  70. INF2_CHORUS_SKILL = 0x04000, // Chorus skill
  71. INF2_NO_BG_DMG = 0x08000, // Skill that ignore bg reduction
  72. INF2_NO_GVG_DMG = 0x10000, // Skill that ignore gvg reduction
  73. INF2_NO_NEARNPC = 0x20000, // disable to cast skill if near with NPC [Cydh]
  74. INF2_HIT_TRAP = 0x40000, // can hit trap-type skill (INF2_TRAP) [Cydh]
  75. };
  76. /// Skill info type 3
  77. enum e_skill_inf3 {
  78. INF3_NOLP = 0x000001, // Skill that can ignore Land Protector
  79. INF3_FREE = 0x000002, // Free
  80. INF3_USABLE_HIDING = 0x000004, // Skill that can be use in hiding
  81. INF3_USABLE_DANCE = 0x000008, // Skill that can be use while in dancing state
  82. INF3_HIT_EMP = 0x000010, // Skill that could hit emperium
  83. INF3_STASIS_BL = 0x000020, // Skill that can ignore SC_STASIS
  84. INF3_KAGEHUMI_BL = 0x000040, // Skill blocked by kagehumi
  85. INF3_EFF_VULTURE = 0x000080, // Skill range affected by AC_VULTURE
  86. INF3_EFF_SNAKEEYE = 0x000100, // Skill range affected by GS_SNAKEEYE
  87. INF3_EFF_SHADOWJUMP = 0x000200, // Skill range affected by NJ_SHADOWJUMP
  88. INF3_EFF_RADIUS = 0x000400, // Skill range affected by WL_RADIUS
  89. INF3_EFF_RESEARCHTRAP = 0x000800, // Skill range affected by RA_RESEARCHTRAP
  90. INF3_NO_EFF_HOVERING = 0x001000, // Skill that does not affect user that has SC_HOVERING active
  91. INF3_USABLE_WARG = 0x002000, // Skill that can be use while riding warg
  92. INF3_USABLE_MADO = 0x004000, // Skill that can be used while on Madogear
  93. INF3_USABLE_MANHOLE = 0x008000, // Skill that can be used to target while under SC__MANHOLE effect
  94. INF3_HIT_HIDING = 0x010000, // Skill that affects hidden targets
  95. INF3_SC_GLOOMYDAY_SK = 0x020000, // Skill that affects SC_GLOOMYDAY_SK
  96. INF3_SC_DANCEWITHWUG = 0x040000, // Skill that is affected by SC_DANCEWITHWUG
  97. INF3_BITE_BLOCK = 0x080000, // Skill blocked by RA_WUGBITE
  98. INF3_NO_EFF_AUTOGUARD = 0x100000, // Skill is not blocked by SC_AUTOGUARD (physical-skill only)
  99. INF3_NO_EFF_CICADA = 0x200000, // Skill is not blocked by SC_UTSUSEMI or SC_BUNSINJYUTSU (physical-skill only)
  100. };
  101. /// Walk intervals at which chase-skills are attempted to be triggered.
  102. /// If you change this, make sure it's an odd value (for icewall block behavior).
  103. #define WALK_SKILL_INTERVAL 5
  104. /// Time that's added to canact delay on castbegin and substracted on castend
  105. /// This is to prevent hackers from sending a skill packet after cast but before a timer triggers castend
  106. #define SECURITY_CASTTIME 100
  107. /// Flags passed to skill_attack/skill_area_sub
  108. enum e_skill_display {
  109. SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
  110. SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation). Also being used in skill_attack for splash skill (NK_SPLASH) to check status_check_skilluse
  111. SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
  112. SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
  113. };
  114. #define MAX_SKILL_ITEM_REQUIRE 10 /// Maximum required items
  115. #define MAX_SKILL_STATUS_REQUIRE 3 /// Maximum required statuses
  116. #define MAX_SKILL_EQUIP_REQUIRE 10 /// Maximum required equipped item
  117. /// Single skill requirement. !TODO: Cleanup the variable types
  118. struct skill_condition {
  119. int32 hp; ///< HP cost
  120. int32 mhp; ///< Max HP to trigger
  121. int32 sp; /// SP cost
  122. int16 hp_rate; /// HP cost (%)
  123. int16 sp_rate; /// SP cost (%)
  124. uint32 zeny; /// Zeny cost
  125. uint32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  126. uint16 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  127. int8 ammo_qty; /// Amount of ammo
  128. uint8 state; /// State/condition. @see enum e_require_state
  129. int8 spiritball; /// Spiritball cost
  130. uint16 itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  131. uint16 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  132. uint16 *eqItem; /// List of equipped item
  133. enum sc_type *status; /// List of Status required (SC)
  134. uint8 status_count, /// Count of SC
  135. eqItem_count; /// Count of equipped item
  136. };
  137. /// Skill requirement structure. !TODO: Cleanup the variable types that use array [MAX_SKILL_LEVEL]
  138. struct s_skill_require {
  139. int hp[MAX_SKILL_LEVEL]; ///< HP cost
  140. int mhp[MAX_SKILL_LEVEL]; ///< Max HP to trigger
  141. int sp[MAX_SKILL_LEVEL]; /// SP cost
  142. int hp_rate[MAX_SKILL_LEVEL]; /// HP cost (%)
  143. int sp_rate[MAX_SKILL_LEVEL]; /// SP cost (%)
  144. int zeny[MAX_SKILL_LEVEL]; /// Zeny cost
  145. uint32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  146. uint16 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  147. int ammo_qty[MAX_SKILL_LEVEL]; /// Amount of ammo
  148. uint8 state; /// State/condition. @see enum e_require_state
  149. int spiritball[MAX_SKILL_LEVEL]; /// Spiritball cost
  150. uint16 itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  151. uint16 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  152. uint16 *eqItem; /// List of equipped item
  153. enum sc_type *status; /// List of Status required (SC)
  154. uint8 status_count, /// Count of SC
  155. eqItem_count; /// Count of equipped item
  156. };
  157. /// Database skills. !TODO: Cleanup the variable types that use array [MAX_SKILL_LEVEL]
  158. struct s_skill_db {
  159. // skill_db.txt
  160. uint16 nameid; ///< Skill ID
  161. char name[SKILL_NAME_LENGTH]; ///< AEGIS_Name
  162. char desc[SKILL_DESC_LENGTH]; ///< English Name
  163. int range[MAX_SKILL_LEVEL]; ///< Range
  164. int8 hit; ///< Hit type
  165. uint8 inf; ///< Inf: 0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap
  166. int element[MAX_SKILL_LEVEL]; ///< Element
  167. uint8 nk; ///< Damage properties
  168. int splash[MAX_SKILL_LEVEL]; ///< Splash effect
  169. uint8 max; ///< Max level
  170. int num[MAX_SKILL_LEVEL]; ///< Number of hit
  171. bool castcancel; ///< Cancel cast when being hit
  172. int16 cast_def_rate; ///< Def rate during cast a skill
  173. uint16 skill_type; ///< Skill type
  174. int blewcount[MAX_SKILL_LEVEL]; ///< Blew count
  175. uint32 inf2; ///< Skill flags @see enum e_skill_inf2
  176. uint32 inf3; ///< Skill flags @see enum e_skill_inf3
  177. int maxcount[MAX_SKILL_LEVEL]; ///< Max number skill can be casted in same map
  178. // skill_castnodex_db.txt
  179. uint8 castnodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  180. uint8 delaynodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  181. // skill_nocast_db.txt
  182. uint32 nocast; ///< Skill cannot be casted at this zone
  183. // skill_unit_db.txt
  184. uint16 unit_id[2]; ///< Unit ID. @see enum s_skill_unit_id
  185. int unit_layout_type[MAX_SKILL_LEVEL]; ///< Layout type. -1 is special layout, others are square with lenght*width: (val*2+1)^2
  186. int unit_range[MAX_SKILL_LEVEL]; ///< Unit cell effect range
  187. int16 unit_interval; ///< Interval
  188. uint32 unit_target; ///< Unit target. @see enum e_battle_check_target
  189. uint32 unit_flag; ///< Unit flags. @see enum e_skill_unit_flag
  190. // skill_cast_db.txt
  191. int cast[MAX_SKILL_LEVEL]; ///< Variable casttime
  192. #ifdef RENEWAL_CAST
  193. int fixed_cast[MAX_SKILL_LEVEL]; ///< If -1 means 20% than 'cast'
  194. #endif
  195. int walkdelay[MAX_SKILL_LEVEL]; ///< Delay to walk after casting
  196. int delay[MAX_SKILL_LEVEL]; ///< Global delay (delay before reusing all skills)
  197. int cooldown[MAX_SKILL_LEVEL]; ///< Cooldown (delay before reusing same skill)
  198. int upkeep_time[MAX_SKILL_LEVEL]; ///< Duration
  199. int upkeep_time2[MAX_SKILL_LEVEL]; ///< Duration2
  200. // skill_require_db.txt
  201. struct s_skill_require require; ///< Skill requirement
  202. // skill_nonearnpc_db.txt
  203. uint8 unit_nonearnpc_range; //additional range for UF_NONEARNPC or INF2_NO_NEARNPC [Cydh]
  204. uint8 unit_nonearnpc_type; //type of NPC [Cydh]
  205. // skill_damage_db.txt
  206. struct s_skill_damage damage;
  207. // skill_copyable_db.txt
  208. struct s_copyable { // [Cydh]
  209. uint8 option;
  210. uint16 joballowed, req_opt;
  211. } copyable;
  212. };
  213. extern struct s_skill_db **skill_db;
  214. #define MAX_SQUARE_LAYOUT 7 // 15*15 unit placement maximum
  215. #define MAX_SKILL_UNIT_LAYOUT (48+MAX_SQUARE_LAYOUT) // 47 special ones + the square ones
  216. #define MAX_SKILL_UNIT_LAYOUT2 17
  217. #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
  218. struct s_skill_unit_layout {
  219. int count;
  220. int dx[MAX_SKILL_UNIT_COUNT];
  221. int dy[MAX_SKILL_UNIT_COUNT];
  222. };
  223. struct s_skill_nounit_layout {
  224. int count;
  225. int dx[MAX_SKILL_UNIT_COUNT];
  226. int dy[MAX_SKILL_UNIT_COUNT];
  227. };
  228. #define MAX_SKILLTIMERSKILL 50
  229. struct skill_timerskill {
  230. int timer;
  231. int src_id;
  232. int target_id;
  233. int map;
  234. short x,y;
  235. uint16 skill_id,skill_lv;
  236. int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
  237. int flag;
  238. };
  239. #define MAX_SKILLUNITGROUP 25 /// Maximum skill unit group (for same skill each source)
  240. /// Skill unit group
  241. struct skill_unit_group {
  242. int src_id; /// Caster ID/RID, if player is account_id
  243. int party_id; /// Party ID
  244. int guild_id; /// Guild ID
  245. int bg_id; /// Battleground ID
  246. int map; /// Map
  247. int target_flag; /// Holds BCT_* flag for battle_check_target
  248. int bl_flag; /// Holds BL_* flag for map_foreachin* functions
  249. unsigned int tick; /// Tick when skill unit initialized
  250. int limit, /// Life time
  251. interval; /// Timer interval
  252. uint16 skill_id, /// Skill ID
  253. skill_lv; /// Skill level
  254. int val1, val2, val3; /// Values
  255. char *valstr; /// String value, used for HT_TALKIEBOX & RG_GRAFFITI
  256. int unit_id; /// Unit ID (for client effect)
  257. int group_id; /// Skill Group ID
  258. int link_group_id; /// Linked group that should be deleted if this one is deleted
  259. int unit_count, /// Number of unit at this group
  260. alive_count; /// Number of alive unit
  261. int item_id; /// Store item used.
  262. struct skill_unit *unit; /// Skill Unit
  263. struct {
  264. unsigned ammo_consume : 1; // Need to consume ammo
  265. unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
  266. unsigned guildaura : 1; // Guild Aura
  267. } state;
  268. };
  269. /// Skill unit
  270. struct skill_unit {
  271. struct block_list bl;
  272. struct skill_unit_group *group; /// Skill group reference
  273. int limit;
  274. int val1, val2;
  275. short range;
  276. unsigned alive : 1;
  277. unsigned hidden : 1;
  278. };
  279. #define MAX_SKILLUNITGROUPTICKSET 25
  280. struct skill_unit_group_tickset {
  281. unsigned int tick;
  282. int id;
  283. };
  284. enum e_skill_unit_flag {
  285. UF_DEFNOTENEMY = 0x00001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
  286. UF_NOREITERATION = 0x00002, // Spell cannot be stacked
  287. UF_NOFOOTSET = 0x00004, // Spell cannot be cast near/on targets
  288. UF_NOOVERLAP = 0x00008, // Spell effects do not overlap
  289. UF_PATHCHECK = 0x00010, // Only cells with a shootable path will be placed
  290. UF_NOPC = 0x00020, // May not target players
  291. UF_NOMOB = 0x00040, // May not target mobs
  292. UF_SKILL = 0x00080, // May target skills
  293. UF_DANCE = 0x00100, // Dance
  294. UF_ENSEMBLE = 0x00200, // Duet
  295. UF_SONG = 0x00400, // Song
  296. UF_DUALMODE = 0x00800, // Spells should trigger both ontimer and onplace/onout/onleft effects.
  297. UF_NOKNOCKBACK = 0x01000, // Skill unit cannot be knocked back
  298. UF_RANGEDSINGLEUNIT = 0x02000, // hack for ranged layout, only display center
  299. UF_CRAZYWEED_IMMUNE = 0x04000, // Immune to Crazy Weed removal
  300. UF_REM_FIRERAIN = 0x08000, // removed by Fire Rain
  301. UF_KNOCKBACK_GROUP = 0x10000, // knockback skill unit with its group instead of single unit
  302. UF_HIDDEN_TRAP = 0x20000, // Hidden trap [Cydh]
  303. };
  304. /// Enum for skill_blown
  305. enum e_skill_blown {
  306. BLOWN_NONE = 0x00,
  307. BLOWN_DONT_SEND_PACKET = 0x01, // Position update packets must not be sent to the client
  308. BLOWN_IGNORE_NO_KNOCKBACK = 0x02, // Ignores players' special_state.no_knockback
  309. // These flags return 'count' instead of 0 if target is cannot be knocked back
  310. BLOWN_NO_KNOCKBACK_MAP = 0x04, // On a WoE/BG map
  311. BLOWN_MD_KNOCKBACK_IMMUNE = 0x08, // If target is MD_KNOCKBACK_IMMUNE
  312. BLOWN_TARGET_NO_KNOCKBACK = 0x10, // If target has 'special_state.no_knockback'
  313. BLOWN_TARGET_BASILICA = 0x20, // If target is in Basilica area
  314. };
  315. /// Create Database item
  316. struct s_skill_produce_db {
  317. unsigned short nameid; /// Product ID
  318. unsigned short req_skill; /// Required Skill
  319. unsigned char req_skill_lv, /// Required Skill Level
  320. itemlv; /// Item Level
  321. unsigned short mat_id[MAX_PRODUCE_RESOURCE], /// Materials needed
  322. mat_amount[MAX_PRODUCE_RESOURCE]; /// Amount of each materials
  323. };
  324. extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  325. /// Creating database arrow
  326. struct s_skill_arrow_db {
  327. unsigned short nameid, /// Material ID
  328. cre_id[MAX_ARROW_RESULT], /// Arrow created
  329. cre_amount[MAX_ARROW_RESULT]; /// Amount of each arrow created
  330. };
  331. extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  332. /// Abracadabra database
  333. struct s_skill_abra_db {
  334. uint16 skill_id; /// Skill ID
  335. char name[SKILL_NAME_LENGTH]; /// Shouted skill name
  336. int per[MAX_SKILL_LEVEL]; /// Probability summoned
  337. };
  338. extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  339. extern unsigned short skill_abra_count;
  340. void do_init_skill(void);
  341. void do_final_skill(void);
  342. /// Cast type
  343. enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
  344. /// Returns the cast type of the skill: ground cast, castend damage, castend no damage
  345. int skill_get_casttype(uint16 skill_id); //[Skotlex]
  346. const char* skill_get_name( uint16 skill_id ); // [Skotlex]
  347. const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
  348. int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest
  349. // Accessor to the skills database
  350. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line );
  351. #define skill_get_index(skill_id) skill_get_index_((skill_id), false, __FUNCTION__, __FILE__, __LINE__) /// Get skill index from skill_id (common usage on source)
  352. #define skill_get_index2(skill_id) skill_get_index_((skill_id), true, __FUNCTION__, __FILE__, __LINE__) /// Get skill index from skill_id (used when reading skill_db files)
  353. int skill_get_type( uint16 skill_id );
  354. enum e_damage_type skill_get_hit( uint16 skill_id );
  355. int skill_get_inf( uint16 skill_id );
  356. int skill_get_ele( uint16 skill_id , uint16 skill_lv );
  357. int skill_get_nk( uint16 skill_id );
  358. int skill_get_max( uint16 skill_id );
  359. int skill_get_range( uint16 skill_id , uint16 skill_lv );
  360. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer);
  361. int skill_get_splash( uint16 skill_id , uint16 skill_lv );
  362. int skill_get_num( uint16 skill_id ,uint16 skill_lv );
  363. int skill_get_cast( uint16 skill_id ,uint16 skill_lv );
  364. int skill_get_delay( uint16 skill_id ,uint16 skill_lv );
  365. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
  366. int skill_get_time( uint16 skill_id ,uint16 skill_lv );
  367. int skill_get_time2( uint16 skill_id ,uint16 skill_lv );
  368. int skill_get_castnodex( uint16 skill_id );
  369. int skill_get_castdef( uint16 skill_id );
  370. int skill_get_nocast( uint16 skill_id );
  371. int skill_get_unit_id(uint16 skill_id,int flag);
  372. int skill_get_inf2( uint16 skill_id );
  373. int skill_get_castcancel( uint16 skill_id );
  374. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
  375. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
  376. int skill_get_unit_flag( uint16 skill_id );
  377. int skill_get_unit_target( uint16 skill_id );
  378. int skill_get_inf3( uint16 skill_id );
  379. // Accessor for skill requirements
  380. int skill_get_hp( uint16 skill_id ,uint16 skill_lv );
  381. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
  382. int skill_get_sp( uint16 skill_id ,uint16 skill_lv );
  383. int skill_get_status_count( uint16 skill_id );
  384. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv );
  385. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv );
  386. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
  387. int skill_get_weapontype( uint16 skill_id );
  388. int skill_get_ammotype( uint16 skill_id );
  389. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
  390. int skill_get_state(uint16 skill_id);
  391. //int skill_get_status( uint16 skill_id, int idx );
  392. int skill_get_status_count( uint16 skill_id );
  393. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv );
  394. int skill_get_itemid( uint16 skill_id, int idx );
  395. int skill_get_itemqty( uint16 skill_id, int idx );
  396. unsigned short skill_dummy2skill_id(unsigned short skill_id);
  397. int skill_name2id(const char* name);
  398. uint16 skill_idx2id(uint16 idx);
  399. uint16 SKILL_MAX_DB(void);
  400. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id);
  401. TIMER_FUNC(skill_castend_id);
  402. TIMER_FUNC(skill_castend_pos);
  403. int skill_castend_map( struct map_session_data *sd,uint16 skill_id, const char *map);
  404. int skill_cleartimerskill(struct block_list *src);
  405. int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag);
  406. // Results? Added
  407. int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,enum damage_lv dmg_lv,unsigned int tick);
  408. int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick);
  409. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag);
  410. int skill_break_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag);
  411. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time);
  412. // Skills unit
  413. struct skill_unit_group *skill_id2group(int group_id);
  414. struct skill_unit_group *skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag);
  415. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden);
  416. int skill_delunit(struct skill_unit *unit);
  417. struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval);
  418. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
  419. #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
  420. void skill_clear_unitgroup(struct block_list *src);
  421. int skill_clear_group(struct block_list *bl, int flag);
  422. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick);
  423. int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
  424. // Skill unit visibility [Cydh]
  425. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target);
  426. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl);
  427. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  428. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag);
  429. #ifdef RENEWAL_CAST
  430. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
  431. #endif
  432. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  433. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  434. // Skill conditions check and remove [Inkfish]
  435. bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  436. bool skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  437. int skill_check_condition_char_sub (struct block_list *bl, va_list ap);
  438. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
  439. struct skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  440. int skill_disable_check(struct status_change *sc, uint16 skill_id);
  441. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag);
  442. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag);
  443. void skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
  444. void skill_unit_move_unit(struct block_list *bl, int dx, int dy);
  445. int skill_sit (struct map_session_data *sd, int type);
  446. void skill_repairweapon(struct map_session_data *sd, int idx);
  447. void skill_identify(struct map_session_data *sd,int idx);
  448. void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
  449. int skill_autospell(struct map_session_data *md,uint16 skill_id);
  450. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
  451. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
  452. // Abnormal status
  453. void skill_enchant_elemental_end(struct block_list *bl, int type);
  454. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd);
  455. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv);
  456. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md);
  457. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y);
  458. // Item creation
  459. short skill_can_produce_mix( struct map_session_data *sd, unsigned short nameid, int trigger, int qty);
  460. bool skill_produce_mix( struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx );
  461. bool skill_arrow_create( struct map_session_data *sd, unsigned short nameid);
  462. // skills for the mob
  463. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
  464. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
  465. int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag);
  466. int skill_blockpc_start(struct map_session_data*, int, int);
  467. int skill_blockpc_get(struct map_session_data *sd, int skillid);
  468. int skill_blockpc_clear(struct map_session_data *sd);
  469. TIMER_FUNC(skill_blockpc_end);
  470. int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int);
  471. int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int);
  472. // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
  473. #define skill_ischangesex(id) ( \
  474. ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
  475. ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
  476. // Skill action, (return dmg,heal)
  477. int64 skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
  478. void skill_reload(void);
  479. /// List of State Requirements
  480. enum e_require_state {
  481. ST_NONE,
  482. ST_HIDDEN,
  483. ST_RIDING,
  484. ST_FALCON,
  485. ST_CART,
  486. ST_SHIELD,
  487. ST_RECOV_WEIGHT_RATE,
  488. ST_MOVE_ENABLE,
  489. ST_WATER,
  490. ST_RIDINGDRAGON,
  491. ST_WUG,
  492. ST_RIDINGWUG,
  493. ST_MADO,
  494. ST_ELEMENTALSPIRIT,
  495. ST_ELEMENTALSPIRIT2,
  496. ST_PECO,
  497. };
  498. /// List of Skills
  499. enum e_skill {
  500. NV_BASIC = 1,
  501. SM_SWORD,
  502. SM_TWOHAND,
  503. SM_RECOVERY,
  504. SM_BASH,
  505. SM_PROVOKE,
  506. SM_MAGNUM,
  507. SM_ENDURE,
  508. MG_SRECOVERY,
  509. MG_SIGHT,
  510. MG_NAPALMBEAT,
  511. MG_SAFETYWALL,
  512. MG_SOULSTRIKE,
  513. MG_COLDBOLT,
  514. MG_FROSTDIVER,
  515. MG_STONECURSE,
  516. MG_FIREBALL,
  517. MG_FIREWALL,
  518. MG_FIREBOLT,
  519. MG_LIGHTNINGBOLT,
  520. MG_THUNDERSTORM,
  521. AL_DP,
  522. AL_DEMONBANE,
  523. AL_RUWACH,
  524. AL_PNEUMA,
  525. AL_TELEPORT,
  526. AL_WARP,
  527. AL_HEAL,
  528. AL_INCAGI,
  529. AL_DECAGI,
  530. AL_HOLYWATER,
  531. AL_CRUCIS,
  532. AL_ANGELUS,
  533. AL_BLESSING,
  534. AL_CURE,
  535. MC_INCCARRY,
  536. MC_DISCOUNT,
  537. MC_OVERCHARGE,
  538. MC_PUSHCART,
  539. MC_IDENTIFY,
  540. MC_VENDING,
  541. MC_MAMMONITE,
  542. AC_OWL,
  543. AC_VULTURE,
  544. AC_CONCENTRATION,
  545. AC_DOUBLE,
  546. AC_SHOWER,
  547. TF_DOUBLE,
  548. TF_MISS,
  549. TF_STEAL,
  550. TF_HIDING,
  551. TF_POISON,
  552. TF_DETOXIFY,
  553. ALL_RESURRECTION,
  554. KN_SPEARMASTERY,
  555. KN_PIERCE,
  556. KN_BRANDISHSPEAR,
  557. KN_SPEARSTAB,
  558. KN_SPEARBOOMERANG,
  559. KN_TWOHANDQUICKEN,
  560. KN_AUTOCOUNTER,
  561. KN_BOWLINGBASH,
  562. KN_RIDING,
  563. KN_CAVALIERMASTERY,
  564. PR_MACEMASTERY,
  565. PR_IMPOSITIO,
  566. PR_SUFFRAGIUM,
  567. PR_ASPERSIO,
  568. PR_BENEDICTIO,
  569. PR_SANCTUARY,
  570. PR_SLOWPOISON,
  571. PR_STRECOVERY,
  572. PR_KYRIE,
  573. PR_MAGNIFICAT,
  574. PR_GLORIA,
  575. PR_LEXDIVINA,
  576. PR_TURNUNDEAD,
  577. PR_LEXAETERNA,
  578. PR_MAGNUS,
  579. WZ_FIREPILLAR,
  580. WZ_SIGHTRASHER,
  581. WZ_FIREIVY,
  582. WZ_METEOR,
  583. WZ_JUPITEL,
  584. WZ_VERMILION,
  585. WZ_WATERBALL,
  586. WZ_ICEWALL,
  587. WZ_FROSTNOVA,
  588. WZ_STORMGUST,
  589. WZ_EARTHSPIKE,
  590. WZ_HEAVENDRIVE,
  591. WZ_QUAGMIRE,
  592. WZ_ESTIMATION,
  593. BS_IRON,
  594. BS_STEEL,
  595. BS_ENCHANTEDSTONE,
  596. BS_ORIDEOCON,
  597. BS_DAGGER,
  598. BS_SWORD,
  599. BS_TWOHANDSWORD,
  600. BS_AXE,
  601. BS_MACE,
  602. BS_KNUCKLE,
  603. BS_SPEAR,
  604. BS_HILTBINDING,
  605. BS_FINDINGORE,
  606. BS_WEAPONRESEARCH,
  607. BS_REPAIRWEAPON,
  608. BS_SKINTEMPER,
  609. BS_HAMMERFALL,
  610. BS_ADRENALINE,
  611. BS_WEAPONPERFECT,
  612. BS_OVERTHRUST,
  613. BS_MAXIMIZE,
  614. HT_SKIDTRAP,
  615. HT_LANDMINE,
  616. HT_ANKLESNARE,
  617. HT_SHOCKWAVE,
  618. HT_SANDMAN,
  619. HT_FLASHER,
  620. HT_FREEZINGTRAP,
  621. HT_BLASTMINE,
  622. HT_CLAYMORETRAP,
  623. HT_REMOVETRAP,
  624. HT_TALKIEBOX,
  625. HT_BEASTBANE,
  626. HT_FALCON,
  627. HT_STEELCROW,
  628. HT_BLITZBEAT,
  629. HT_DETECTING,
  630. HT_SPRINGTRAP,
  631. AS_RIGHT,
  632. AS_LEFT,
  633. AS_KATAR,
  634. AS_CLOAKING,
  635. AS_SONICBLOW,
  636. AS_GRIMTOOTH,
  637. AS_ENCHANTPOISON,
  638. AS_POISONREACT,
  639. AS_VENOMDUST,
  640. AS_SPLASHER,
  641. NV_FIRSTAID,
  642. NV_TRICKDEAD,
  643. SM_MOVINGRECOVERY,
  644. SM_FATALBLOW,
  645. SM_AUTOBERSERK,
  646. AC_MAKINGARROW,
  647. AC_CHARGEARROW,
  648. TF_SPRINKLESAND,
  649. TF_BACKSLIDING,
  650. TF_PICKSTONE,
  651. TF_THROWSTONE,
  652. MC_CARTREVOLUTION,
  653. MC_CHANGECART,
  654. MC_LOUD,
  655. AL_HOLYLIGHT,
  656. MG_ENERGYCOAT,
  657. NPC_PIERCINGATT,
  658. NPC_MENTALBREAKER,
  659. NPC_RANGEATTACK,
  660. NPC_ATTRICHANGE,
  661. NPC_CHANGEWATER,
  662. NPC_CHANGEGROUND,
  663. NPC_CHANGEFIRE,
  664. NPC_CHANGEWIND,
  665. NPC_CHANGEPOISON,
  666. NPC_CHANGEHOLY,
  667. NPC_CHANGEDARKNESS,
  668. NPC_CHANGETELEKINESIS,
  669. NPC_CRITICALSLASH,
  670. NPC_COMBOATTACK,
  671. NPC_GUIDEDATTACK,
  672. NPC_SELFDESTRUCTION,
  673. NPC_SPLASHATTACK,
  674. NPC_SUICIDE,
  675. NPC_POISON,
  676. NPC_BLINDATTACK,
  677. NPC_SILENCEATTACK,
  678. NPC_STUNATTACK,
  679. NPC_PETRIFYATTACK,
  680. NPC_CURSEATTACK,
  681. NPC_SLEEPATTACK,
  682. NPC_RANDOMATTACK,
  683. NPC_WATERATTACK,
  684. NPC_GROUNDATTACK,
  685. NPC_FIREATTACK,
  686. NPC_WINDATTACK,
  687. NPC_POISONATTACK,
  688. NPC_HOLYATTACK,
  689. NPC_DARKNESSATTACK,
  690. NPC_TELEKINESISATTACK,
  691. NPC_MAGICALATTACK,
  692. NPC_METAMORPHOSIS,
  693. NPC_PROVOCATION,
  694. NPC_SMOKING,
  695. NPC_SUMMONSLAVE,
  696. NPC_EMOTION,
  697. NPC_TRANSFORMATION,
  698. NPC_BLOODDRAIN,
  699. NPC_ENERGYDRAIN,
  700. NPC_KEEPING,
  701. NPC_DARKBREATH,
  702. NPC_DARKBLESSING,
  703. NPC_BARRIER,
  704. NPC_DEFENDER,
  705. NPC_LICK,
  706. NPC_HALLUCINATION,
  707. NPC_REBIRTH,
  708. NPC_SUMMONMONSTER,
  709. RG_SNATCHER,
  710. RG_STEALCOIN,
  711. RG_BACKSTAP,
  712. RG_TUNNELDRIVE,
  713. RG_RAID,
  714. RG_STRIPWEAPON,
  715. RG_STRIPSHIELD,
  716. RG_STRIPARMOR,
  717. RG_STRIPHELM,
  718. RG_INTIMIDATE,
  719. RG_GRAFFITI,
  720. RG_FLAGGRAFFITI,
  721. RG_CLEANER,
  722. RG_GANGSTER,
  723. RG_COMPULSION,
  724. RG_PLAGIARISM,
  725. AM_AXEMASTERY,
  726. AM_LEARNINGPOTION,
  727. AM_PHARMACY,
  728. AM_DEMONSTRATION,
  729. AM_ACIDTERROR,
  730. AM_POTIONPITCHER,
  731. AM_CANNIBALIZE,
  732. AM_SPHEREMINE,
  733. AM_CP_WEAPON,
  734. AM_CP_SHIELD,
  735. AM_CP_ARMOR,
  736. AM_CP_HELM,
  737. AM_BIOETHICS,
  738. AM_BIOTECHNOLOGY,
  739. AM_CREATECREATURE,
  740. AM_CULTIVATION,
  741. AM_FLAMECONTROL,
  742. AM_CALLHOMUN,
  743. AM_REST,
  744. AM_DRILLMASTER,
  745. AM_HEALHOMUN,
  746. AM_RESURRECTHOMUN,
  747. CR_TRUST,
  748. CR_AUTOGUARD,
  749. CR_SHIELDCHARGE,
  750. CR_SHIELDBOOMERANG,
  751. CR_REFLECTSHIELD,
  752. CR_HOLYCROSS,
  753. CR_GRANDCROSS,
  754. CR_DEVOTION,
  755. CR_PROVIDENCE,
  756. CR_DEFENDER,
  757. CR_SPEARQUICKEN,
  758. MO_IRONHAND,
  759. MO_SPIRITSRECOVERY,
  760. MO_CALLSPIRITS,
  761. MO_ABSORBSPIRITS,
  762. MO_TRIPLEATTACK,
  763. MO_BODYRELOCATION,
  764. MO_DODGE,
  765. MO_INVESTIGATE,
  766. MO_FINGEROFFENSIVE,
  767. MO_STEELBODY,
  768. MO_BLADESTOP,
  769. MO_EXPLOSIONSPIRITS,
  770. MO_EXTREMITYFIST,
  771. MO_CHAINCOMBO,
  772. MO_COMBOFINISH,
  773. SA_ADVANCEDBOOK,
  774. SA_CASTCANCEL,
  775. SA_MAGICROD,
  776. SA_SPELLBREAKER,
  777. SA_FREECAST,
  778. SA_AUTOSPELL,
  779. SA_FLAMELAUNCHER,
  780. SA_FROSTWEAPON,
  781. SA_LIGHTNINGLOADER,
  782. SA_SEISMICWEAPON,
  783. SA_DRAGONOLOGY,
  784. SA_VOLCANO,
  785. SA_DELUGE,
  786. SA_VIOLENTGALE,
  787. SA_LANDPROTECTOR,
  788. SA_DISPELL,
  789. SA_ABRACADABRA,
  790. SA_MONOCELL,
  791. SA_CLASSCHANGE,
  792. SA_SUMMONMONSTER,
  793. SA_REVERSEORCISH,
  794. SA_DEATH,
  795. SA_FORTUNE,
  796. SA_TAMINGMONSTER,
  797. SA_QUESTION,
  798. SA_GRAVITY,
  799. SA_LEVELUP,
  800. SA_INSTANTDEATH,
  801. SA_FULLRECOVERY,
  802. SA_COMA,
  803. BD_ADAPTATION,
  804. BD_ENCORE,
  805. BD_LULLABY,
  806. BD_RICHMANKIM,
  807. BD_ETERNALCHAOS,
  808. BD_DRUMBATTLEFIELD,
  809. BD_RINGNIBELUNGEN,
  810. BD_ROKISWEIL,
  811. BD_INTOABYSS,
  812. BD_SIEGFRIED,
  813. BD_RAGNAROK,
  814. BA_MUSICALLESSON,
  815. BA_MUSICALSTRIKE,
  816. BA_DISSONANCE,
  817. BA_FROSTJOKER,
  818. BA_WHISTLE,
  819. BA_ASSASSINCROSS,
  820. BA_POEMBRAGI,
  821. BA_APPLEIDUN,
  822. DC_DANCINGLESSON,
  823. DC_THROWARROW,
  824. DC_UGLYDANCE,
  825. DC_SCREAM,
  826. DC_HUMMING,
  827. DC_DONTFORGETME,
  828. DC_FORTUNEKISS,
  829. DC_SERVICEFORYOU,
  830. NPC_RANDOMMOVE,
  831. NPC_SPEEDUP,
  832. NPC_REVENGE,
  833. WE_MALE,
  834. WE_FEMALE,
  835. WE_CALLPARTNER,
  836. ITM_TOMAHAWK,
  837. NPC_DARKCROSS,
  838. NPC_GRANDDARKNESS,
  839. NPC_DARKSTRIKE,
  840. NPC_DARKTHUNDER,
  841. NPC_STOP,
  842. NPC_WEAPONBRAKER,
  843. NPC_ARMORBRAKE,
  844. NPC_HELMBRAKE,
  845. NPC_SHIELDBRAKE,
  846. NPC_UNDEADATTACK,
  847. NPC_CHANGEUNDEAD,
  848. NPC_POWERUP,
  849. NPC_AGIUP,
  850. NPC_SIEGEMODE,
  851. NPC_CALLSLAVE,
  852. NPC_INVISIBLE,
  853. NPC_RUN,
  854. LK_AURABLADE,
  855. LK_PARRYING,
  856. LK_CONCENTRATION,
  857. LK_TENSIONRELAX,
  858. LK_BERSERK,
  859. LK_FURY,
  860. HP_ASSUMPTIO,
  861. HP_BASILICA,
  862. HP_MEDITATIO,
  863. HW_SOULDRAIN,
  864. HW_MAGICCRASHER,
  865. HW_MAGICPOWER,
  866. PA_PRESSURE,
  867. PA_SACRIFICE,
  868. PA_GOSPEL,
  869. CH_PALMSTRIKE,
  870. CH_TIGERFIST,
  871. CH_CHAINCRUSH,
  872. PF_HPCONVERSION,
  873. PF_SOULCHANGE,
  874. PF_SOULBURN,
  875. ASC_KATAR,
  876. ASC_HALLUCINATION,
  877. ASC_EDP,
  878. ASC_BREAKER,
  879. SN_SIGHT,
  880. SN_FALCONASSAULT,
  881. SN_SHARPSHOOTING,
  882. SN_WINDWALK,
  883. WS_MELTDOWN,
  884. WS_CREATECOIN,
  885. WS_CREATENUGGET,
  886. WS_CARTBOOST,
  887. WS_SYSTEMCREATE,
  888. ST_CHASEWALK,
  889. ST_REJECTSWORD,
  890. ST_STEALBACKPACK,
  891. CR_ALCHEMY,
  892. CR_SYNTHESISPOTION,
  893. CG_ARROWVULCAN,
  894. CG_MOONLIT,
  895. CG_MARIONETTE,
  896. LK_SPIRALPIERCE,
  897. LK_HEADCRUSH,
  898. LK_JOINTBEAT,
  899. HW_NAPALMVULCAN,
  900. CH_SOULCOLLECT,
  901. PF_MINDBREAKER,
  902. PF_MEMORIZE,
  903. PF_FOGWALL,
  904. PF_SPIDERWEB,
  905. ASC_METEORASSAULT,
  906. ASC_CDP,
  907. WE_BABY,
  908. WE_CALLPARENT,
  909. WE_CALLBABY,
  910. TK_RUN,
  911. TK_READYSTORM,
  912. TK_STORMKICK,
  913. TK_READYDOWN,
  914. TK_DOWNKICK,
  915. TK_READYTURN,
  916. TK_TURNKICK,
  917. TK_READYCOUNTER,
  918. TK_COUNTER,
  919. TK_DODGE,
  920. TK_JUMPKICK,
  921. TK_HPTIME,
  922. TK_SPTIME,
  923. TK_POWER,
  924. TK_SEVENWIND,
  925. TK_HIGHJUMP,
  926. SG_FEEL,
  927. SG_SUN_WARM,
  928. SG_MOON_WARM,
  929. SG_STAR_WARM,
  930. SG_SUN_COMFORT,
  931. SG_MOON_COMFORT,
  932. SG_STAR_COMFORT,
  933. SG_HATE,
  934. SG_SUN_ANGER,
  935. SG_MOON_ANGER,
  936. SG_STAR_ANGER,
  937. SG_SUN_BLESS,
  938. SG_MOON_BLESS,
  939. SG_STAR_BLESS,
  940. SG_DEVIL,
  941. SG_FRIEND,
  942. SG_KNOWLEDGE,
  943. SG_FUSION,
  944. SL_ALCHEMIST,
  945. AM_BERSERKPITCHER,
  946. SL_MONK,
  947. SL_STAR,
  948. SL_SAGE,
  949. SL_CRUSADER,
  950. SL_SUPERNOVICE,
  951. SL_KNIGHT,
  952. SL_WIZARD,
  953. SL_PRIEST,
  954. SL_BARDDANCER,
  955. SL_ROGUE,
  956. SL_ASSASIN,
  957. SL_BLACKSMITH,
  958. BS_ADRENALINE2,
  959. SL_HUNTER,
  960. SL_SOULLINKER,
  961. SL_KAIZEL,
  962. SL_KAAHI,
  963. SL_KAUPE,
  964. SL_KAITE,
  965. SL_KAINA,
  966. SL_STIN,
  967. SL_STUN,
  968. SL_SMA,
  969. SL_SWOO,
  970. SL_SKE,
  971. SL_SKA,
  972. SM_SELFPROVOKE,
  973. NPC_EMOTION_ON,
  974. ST_PRESERVE,
  975. ST_FULLSTRIP,
  976. WS_WEAPONREFINE,
  977. CR_SLIMPITCHER,
  978. CR_FULLPROTECTION,
  979. PA_SHIELDCHAIN,
  980. HP_MANARECHARGE,
  981. PF_DOUBLECASTING,
  982. HW_GANBANTEIN,
  983. HW_GRAVITATION,
  984. WS_CARTTERMINATION,
  985. WS_OVERTHRUSTMAX,
  986. CG_LONGINGFREEDOM,
  987. CG_HERMODE,
  988. CG_TAROTCARD,
  989. CR_ACIDDEMONSTRATION,
  990. CR_CULTIVATION,
  991. ITEM_ENCHANTARMS,
  992. TK_MISSION,
  993. SL_HIGH,
  994. KN_ONEHAND,
  995. AM_TWILIGHT1,
  996. AM_TWILIGHT2,
  997. AM_TWILIGHT3,
  998. HT_POWER,
  999. GS_GLITTERING,
  1000. GS_FLING,
  1001. GS_TRIPLEACTION,
  1002. GS_BULLSEYE,
  1003. GS_MADNESSCANCEL,
  1004. GS_ADJUSTMENT,
  1005. GS_INCREASING,
  1006. GS_MAGICALBULLET,
  1007. GS_CRACKER,
  1008. GS_SINGLEACTION,
  1009. GS_SNAKEEYE,
  1010. GS_CHAINACTION,
  1011. GS_TRACKING,
  1012. GS_DISARM,
  1013. GS_PIERCINGSHOT,
  1014. GS_RAPIDSHOWER,
  1015. GS_DESPERADO,
  1016. GS_GATLINGFEVER,
  1017. GS_DUST,
  1018. GS_FULLBUSTER,
  1019. GS_SPREADATTACK,
  1020. GS_GROUNDDRIFT,
  1021. NJ_TOBIDOUGU,
  1022. NJ_SYURIKEN,
  1023. NJ_KUNAI,
  1024. NJ_HUUMA,
  1025. NJ_ZENYNAGE,
  1026. NJ_TATAMIGAESHI,
  1027. NJ_KASUMIKIRI,
  1028. NJ_SHADOWJUMP,
  1029. NJ_KIRIKAGE,
  1030. NJ_UTSUSEMI,
  1031. NJ_BUNSINJYUTSU,
  1032. NJ_NINPOU,
  1033. NJ_KOUENKA,
  1034. NJ_KAENSIN,
  1035. NJ_BAKUENRYU,
  1036. NJ_HYOUSENSOU,
  1037. NJ_SUITON,
  1038. NJ_HYOUSYOURAKU,
  1039. NJ_HUUJIN,
  1040. NJ_RAIGEKISAI,
  1041. NJ_KAMAITACHI,
  1042. NJ_NEN,
  1043. NJ_ISSEN,
  1044. MB_FIGHTING,
  1045. MB_NEUTRAL,
  1046. MB_TAIMING_PUTI,
  1047. MB_WHITEPOTION,
  1048. MB_MENTAL,
  1049. MB_CARDPITCHER,
  1050. MB_PETPITCHER,
  1051. MB_BODYSTUDY,
  1052. MB_BODYALTER,
  1053. MB_PETMEMORY,
  1054. MB_M_TELEPORT,
  1055. MB_B_GAIN,
  1056. MB_M_GAIN,
  1057. MB_MISSION,
  1058. MB_MUNAKKNOWLEDGE,
  1059. MB_MUNAKBALL,
  1060. MB_SCROLL,
  1061. MB_B_GATHERING,
  1062. MB_M_GATHERING,
  1063. MB_B_EXCLUDE,
  1064. MB_B_DRIFT,
  1065. MB_B_WALLRUSH,
  1066. MB_M_WALLRUSH,
  1067. MB_B_WALLSHIFT,
  1068. MB_M_WALLCRASH,
  1069. MB_M_REINCARNATION,
  1070. MB_B_EQUIP,
  1071. SL_DEATHKNIGHT,
  1072. SL_COLLECTOR,
  1073. SL_NINJA,
  1074. SL_GUNNER,
  1075. AM_TWILIGHT4,
  1076. DA_RESET,
  1077. DE_BERSERKAIZER,
  1078. DA_DARKPOWER,
  1079. DE_PASSIVE,
  1080. DE_PATTACK,
  1081. DE_PSPEED,
  1082. DE_PDEFENSE,
  1083. DE_PCRITICAL,
  1084. DE_PHP,
  1085. DE_PSP,
  1086. DE_RESET,
  1087. DE_RANKING,
  1088. DE_PTRIPLE,
  1089. DE_ENERGY,
  1090. DE_NIGHTMARE,
  1091. DE_SLASH,
  1092. DE_COIL,
  1093. DE_WAVE,
  1094. DE_REBIRTH,
  1095. DE_AURA,
  1096. DE_FREEZER,
  1097. DE_CHANGEATTACK,
  1098. DE_PUNISH,
  1099. DE_POISON,
  1100. DE_INSTANT,
  1101. DE_WARNING,
  1102. DE_RANKEDKNIFE,
  1103. DE_RANKEDGRADIUS,
  1104. DE_GAUGE,
  1105. DE_GTIME,
  1106. DE_GPAIN,
  1107. DE_GSKILL,
  1108. DE_GKILL,
  1109. DE_ACCEL,
  1110. DE_BLOCKDOUBLE,
  1111. DE_BLOCKMELEE,
  1112. DE_BLOCKFAR,
  1113. DE_FRONTATTACK,
  1114. DE_DANGERATTACK,
  1115. DE_TWINATTACK,
  1116. DE_WINDATTACK,
  1117. DE_WATERATTACK,
  1118. DA_ENERGY,
  1119. DA_CLOUD,
  1120. DA_FIRSTSLOT,
  1121. DA_HEADDEF,
  1122. DA_SPACE,
  1123. DA_TRANSFORM,
  1124. DA_EXPLOSION,
  1125. DA_REWARD,
  1126. DA_CRUSH,
  1127. DA_ITEMREBUILD,
  1128. DA_ILLUSION,
  1129. DA_NUETRALIZE,
  1130. DA_RUNNER,
  1131. DA_TRANSFER,
  1132. DA_WALL,
  1133. DA_ZENY,
  1134. DA_REVENGE,
  1135. DA_EARPLUG,
  1136. DA_CONTRACT,
  1137. DA_BLACK,
  1138. DA_DREAM,
  1139. DA_MAGICCART,
  1140. DA_COPY,
  1141. DA_CRYSTAL,
  1142. DA_EXP,
  1143. DA_CARTSWING,
  1144. DA_REBUILD,
  1145. DA_JOBCHANGE,
  1146. DA_EDARKNESS,
  1147. DA_EGUARDIAN,
  1148. DA_TIMEOUT,
  1149. ALL_TIMEIN,
  1150. DA_ZENYRANK,
  1151. DA_ACCESSORYMIX,
  1152. NPC_EARTHQUAKE,
  1153. NPC_FIREBREATH,
  1154. NPC_ICEBREATH,
  1155. NPC_THUNDERBREATH,
  1156. NPC_ACIDBREATH,
  1157. NPC_DARKNESSBREATH,
  1158. NPC_DRAGONFEAR,
  1159. NPC_BLEEDING,
  1160. NPC_PULSESTRIKE,
  1161. NPC_HELLJUDGEMENT,
  1162. NPC_WIDESILENCE,
  1163. NPC_WIDEFREEZE,
  1164. NPC_WIDEBLEEDING,
  1165. NPC_WIDESTONE,
  1166. NPC_WIDECONFUSE,
  1167. NPC_WIDESLEEP,
  1168. NPC_WIDESIGHT,
  1169. NPC_EVILLAND,
  1170. NPC_MAGICMIRROR,
  1171. NPC_SLOWCAST,
  1172. NPC_CRITICALWOUND,
  1173. NPC_EXPULSION,
  1174. NPC_STONESKIN,
  1175. NPC_ANTIMAGIC,
  1176. NPC_WIDECURSE,
  1177. NPC_WIDESTUN,
  1178. NPC_VAMPIRE_GIFT,
  1179. NPC_WIDESOULDRAIN,
  1180. ALL_INCCARRY,
  1181. NPC_TALK,
  1182. NPC_HELLPOWER,
  1183. NPC_WIDEHELLDIGNITY,
  1184. NPC_INVINCIBLE,
  1185. NPC_INVINCIBLEOFF,
  1186. NPC_ALLHEAL,
  1187. GM_SANDMAN,
  1188. CASH_BLESSING,
  1189. CASH_INCAGI,
  1190. CASH_ASSUMPTIO,
  1191. ALL_CATCRY,
  1192. ALL_PARTYFLEE,
  1193. ALL_ANGEL_PROTECT,
  1194. ALL_DREAM_SUMMERNIGHT,
  1195. NPC_CHANGEUNDEAD2,
  1196. ALL_REVERSEORCISH,
  1197. ALL_WEWISH,
  1198. ALL_SONKRAN,
  1199. NPC_WIDEHEALTHFEAR,
  1200. NPC_WIDEBODYBURNNING,
  1201. NPC_WIDEFROSTMISTY,
  1202. NPC_WIDECOLD,
  1203. NPC_WIDE_DEEP_SLEEP,
  1204. NPC_WIDESIREN,
  1205. NPC_VENOMFOG,
  1206. NPC_MILLENNIUMSHIELD,
  1207. NPC_COMET,
  1208. NPC_ICEMINE,
  1209. NPC_ICEEXPLO,
  1210. NPC_FLAMECROSS,
  1211. NPC_PULSESTRIKE2,
  1212. NPC_DANCINGBLADE,
  1213. NPC_DANCINGBLADE_ATK,
  1214. NPC_DARKPIERCING,
  1215. NPC_MAXPAIN,
  1216. NPC_MAXPAIN_ATK,
  1217. NPC_DEATHSUMMON,
  1218. NPC_HELLBURNING,
  1219. NPC_JACKFROST,
  1220. NPC_WIDEWEB,
  1221. NPC_WIDESUCK,
  1222. NPC_STORMGUST2,
  1223. NPC_FIRESTORM,
  1224. NPC_REVERBERATION,
  1225. NPC_REVERBERATION_ATK,
  1226. NPC_LEX_AETERNA,
  1227. NPC_ARROWSTORM,
  1228. NPC_CHEAL,
  1229. NPC_SR_CURSEDCIRCLE,
  1230. NPC_DRAGONBREATH,
  1231. NPC_FATALMENACE,
  1232. NPC_MAGMA_ERUPTION,
  1233. NPC_MAGMA_ERUPTION_DOTDAMAGE,
  1234. NPC_MANDRAGORA,
  1235. NPC_PSYCHIC_WAVE,
  1236. NPC_RAYOFGENESIS,
  1237. NPC_VENOMIMPRESS,
  1238. NPC_CLOUD_KILL,
  1239. NPC_IGNITIONBREAK,
  1240. NPC_PHANTOMTHRUST,
  1241. NPC_POISON_BUSTER,
  1242. NPC_HALLUCINATIONWALK,
  1243. NPC_ELECTRICWALK,
  1244. NPC_FIREWALK,
  1245. NPC_WIDEDISPEL,
  1246. NPC_LEASH,
  1247. NPC_WIDELEASH,
  1248. NPC_WIDECRITICALWOUND,
  1249. NPC_EARTHQUAKE_K,
  1250. NPC_ALL_STAT_DOWN,
  1251. NPC_GRADUAL_GRAVITY,
  1252. NPC_DAMAGE_HEAL,
  1253. NPC_IMMUNE_PROPERTY,
  1254. NPC_MOVE_COORDINATE,
  1255. KN_CHARGEATK = 1001,
  1256. CR_SHRINK,
  1257. AS_SONICACCEL,
  1258. AS_VENOMKNIFE,
  1259. RG_CLOSECONFINE,
  1260. WZ_SIGHTBLASTER,
  1261. SA_CREATECON,
  1262. SA_ELEMENTWATER,
  1263. HT_PHANTASMIC,
  1264. BA_PANGVOICE,
  1265. DC_WINKCHARM,
  1266. BS_UNFAIRLYTRICK,
  1267. BS_GREED,
  1268. PR_REDEMPTIO,
  1269. MO_KITRANSLATION,
  1270. MO_BALKYOUNG,
  1271. SA_ELEMENTGROUND,
  1272. SA_ELEMENTFIRE,
  1273. SA_ELEMENTWIND,
  1274. RK_ENCHANTBLADE = 2001,
  1275. RK_SONICWAVE,
  1276. RK_DEATHBOUND,
  1277. RK_HUNDREDSPEAR,
  1278. RK_WINDCUTTER,
  1279. RK_IGNITIONBREAK,
  1280. RK_DRAGONTRAINING,
  1281. RK_DRAGONBREATH,
  1282. RK_DRAGONHOWLING,
  1283. RK_RUNEMASTERY,
  1284. RK_MILLENNIUMSHIELD,
  1285. RK_CRUSHSTRIKE,
  1286. RK_REFRESH,
  1287. RK_GIANTGROWTH,
  1288. RK_STONEHARDSKIN,
  1289. RK_VITALITYACTIVATION,
  1290. RK_STORMBLAST,
  1291. RK_FIGHTINGSPIRIT,
  1292. RK_ABUNDANCE,
  1293. RK_PHANTOMTHRUST,
  1294. GC_VENOMIMPRESS,
  1295. GC_CROSSIMPACT,
  1296. GC_DARKILLUSION,
  1297. GC_RESEARCHNEWPOISON,
  1298. GC_CREATENEWPOISON,
  1299. GC_ANTIDOTE,
  1300. GC_POISONINGWEAPON,
  1301. GC_WEAPONBLOCKING,
  1302. GC_COUNTERSLASH,
  1303. GC_WEAPONCRUSH,
  1304. GC_VENOMPRESSURE,
  1305. GC_POISONSMOKE,
  1306. GC_CLOAKINGEXCEED,
  1307. GC_PHANTOMMENACE,
  1308. GC_HALLUCINATIONWALK,
  1309. GC_ROLLINGCUTTER,
  1310. GC_CROSSRIPPERSLASHER,
  1311. AB_JUDEX,
  1312. AB_ANCILLA,
  1313. AB_ADORAMUS,
  1314. AB_CLEMENTIA,
  1315. AB_CANTO,
  1316. AB_CHEAL,
  1317. AB_EPICLESIS,
  1318. AB_PRAEFATIO,
  1319. AB_ORATIO,
  1320. AB_LAUDAAGNUS,
  1321. AB_LAUDARAMUS,
  1322. AB_EUCHARISTICA, // Removed on kRO
  1323. AB_RENOVATIO,
  1324. AB_HIGHNESSHEAL,
  1325. AB_CLEARANCE,
  1326. AB_EXPIATIO,
  1327. AB_DUPLELIGHT,
  1328. AB_DUPLELIGHT_MELEE,
  1329. AB_DUPLELIGHT_MAGIC,
  1330. AB_SILENTIUM,
  1331. WL_WHITEIMPRISON = 2201,
  1332. WL_SOULEXPANSION,
  1333. WL_FROSTMISTY,
  1334. WL_JACKFROST,
  1335. WL_MARSHOFABYSS,
  1336. WL_RECOGNIZEDSPELL,
  1337. WL_SIENNAEXECRATE,
  1338. WL_RADIUS,
  1339. WL_STASIS,
  1340. WL_DRAINLIFE,
  1341. WL_CRIMSONROCK,
  1342. WL_HELLINFERNO,
  1343. WL_COMET,
  1344. WL_CHAINLIGHTNING,
  1345. WL_CHAINLIGHTNING_ATK,
  1346. WL_EARTHSTRAIN,
  1347. WL_TETRAVORTEX,
  1348. WL_TETRAVORTEX_FIRE,
  1349. WL_TETRAVORTEX_WATER,
  1350. WL_TETRAVORTEX_WIND,
  1351. WL_TETRAVORTEX_GROUND,
  1352. WL_SUMMONFB,
  1353. WL_SUMMONBL,
  1354. WL_SUMMONWB,
  1355. WL_SUMMON_ATK_FIRE,
  1356. WL_SUMMON_ATK_WIND,
  1357. WL_SUMMON_ATK_WATER,
  1358. WL_SUMMON_ATK_GROUND,
  1359. WL_SUMMONSTONE,
  1360. WL_RELEASE,
  1361. WL_READING_SB,
  1362. WL_FREEZE_SP,
  1363. RA_ARROWSTORM,
  1364. RA_FEARBREEZE,
  1365. RA_RANGERMAIN,
  1366. RA_AIMEDBOLT,
  1367. RA_DETONATOR,
  1368. RA_ELECTRICSHOCKER,
  1369. RA_CLUSTERBOMB,
  1370. RA_WUGMASTERY,
  1371. RA_WUGRIDER,
  1372. RA_WUGDASH,
  1373. RA_WUGSTRIKE,
  1374. RA_WUGBITE,
  1375. RA_TOOTHOFWUG,
  1376. RA_SENSITIVEKEEN,
  1377. RA_CAMOUFLAGE,
  1378. RA_RESEARCHTRAP,
  1379. RA_MAGENTATRAP,
  1380. RA_COBALTTRAP,
  1381. RA_MAIZETRAP,
  1382. RA_VERDURETRAP,
  1383. RA_FIRINGTRAP,
  1384. RA_ICEBOUNDTRAP,
  1385. NC_MADOLICENCE,
  1386. NC_BOOSTKNUCKLE,
  1387. NC_PILEBUNKER,
  1388. NC_VULCANARM,
  1389. NC_FLAMELAUNCHER,
  1390. NC_COLDSLOWER,
  1391. NC_ARMSCANNON,
  1392. NC_ACCELERATION,
  1393. NC_HOVERING,
  1394. NC_F_SIDESLIDE,
  1395. NC_B_SIDESLIDE,
  1396. NC_MAINFRAME,
  1397. NC_SELFDESTRUCTION,
  1398. NC_SHAPESHIFT,
  1399. NC_EMERGENCYCOOL,
  1400. NC_INFRAREDSCAN,
  1401. NC_ANALYZE,
  1402. NC_MAGNETICFIELD,
  1403. NC_NEUTRALBARRIER,
  1404. NC_STEALTHFIELD,
  1405. NC_REPAIR,
  1406. NC_TRAININGAXE,
  1407. NC_RESEARCHFE,
  1408. NC_AXEBOOMERANG,
  1409. NC_POWERSWING,
  1410. NC_AXETORNADO,
  1411. NC_SILVERSNIPER,
  1412. NC_MAGICDECOY,
  1413. NC_DISJOINT,
  1414. SC_FATALMENACE,
  1415. SC_REPRODUCE,
  1416. SC_AUTOSHADOWSPELL,
  1417. SC_SHADOWFORM,
  1418. SC_TRIANGLESHOT,
  1419. SC_BODYPAINT,
  1420. SC_INVISIBILITY,
  1421. SC_DEADLYINFECT,
  1422. SC_ENERVATION,
  1423. SC_GROOMY,
  1424. SC_IGNORANCE,
  1425. SC_LAZINESS,
  1426. SC_UNLUCKY,
  1427. SC_WEAKNESS,
  1428. SC_STRIPACCESSARY,
  1429. SC_MANHOLE,
  1430. SC_DIMENSIONDOOR,
  1431. SC_CHAOSPANIC,
  1432. SC_MAELSTROM,
  1433. SC_BLOODYLUST,
  1434. SC_FEINTBOMB,
  1435. LG_CANNONSPEAR = 2307,
  1436. LG_BANISHINGPOINT,
  1437. LG_TRAMPLE,
  1438. LG_SHIELDPRESS,
  1439. LG_REFLECTDAMAGE,
  1440. LG_PINPOINTATTACK,
  1441. LG_FORCEOFVANGUARD,
  1442. LG_RAGEBURST,
  1443. LG_SHIELDSPELL,
  1444. LG_EXEEDBREAK,
  1445. LG_OVERBRAND,
  1446. LG_PRESTIGE,
  1447. LG_BANDING,
  1448. LG_MOONSLASHER,
  1449. LG_RAYOFGENESIS,
  1450. LG_PIETY,
  1451. LG_EARTHDRIVE,
  1452. LG_HESPERUSLIT,
  1453. LG_INSPIRATION,
  1454. SR_DRAGONCOMBO,
  1455. SR_SKYNETBLOW,
  1456. SR_EARTHSHAKER,
  1457. SR_FALLENEMPIRE,
  1458. SR_TIGERCANNON,
  1459. SR_HELLGATE,
  1460. SR_RAMPAGEBLASTER,
  1461. SR_CRESCENTELBOW,
  1462. SR_CURSEDCIRCLE,
  1463. SR_LIGHTNINGWALK,
  1464. SR_KNUCKLEARROW,
  1465. SR_WINDMILL,
  1466. SR_RAISINGDRAGON,
  1467. SR_GENTLETOUCH,
  1468. SR_ASSIMILATEPOWER,
  1469. SR_POWERVELOCITY,
  1470. SR_CRESCENTELBOW_AUTOSPELL,
  1471. SR_GATEOFHELL,
  1472. SR_GENTLETOUCH_QUIET,
  1473. SR_GENTLETOUCH_CURE,
  1474. SR_GENTLETOUCH_ENERGYGAIN,
  1475. SR_GENTLETOUCH_CHANGE,
  1476. SR_GENTLETOUCH_REVITALIZE,
  1477. WA_SWING_DANCE = 2350,
  1478. WA_SYMPHONY_OF_LOVER,
  1479. WA_MOONLIT_SERENADE,
  1480. MI_RUSH_WINDMILL = 2381,
  1481. MI_ECHOSONG,
  1482. MI_HARMONIZE,
  1483. WM_LESSON = 2412,
  1484. WM_METALICSOUND,
  1485. WM_REVERBERATION,
  1486. WM_REVERBERATION_MELEE,
  1487. WM_REVERBERATION_MAGIC,
  1488. WM_DOMINION_IMPULSE,
  1489. WM_SEVERE_RAINSTORM,
  1490. WM_POEMOFNETHERWORLD,
  1491. WM_VOICEOFSIREN,
  1492. WM_DEADHILLHERE,
  1493. WM_LULLABY_DEEPSLEEP,
  1494. WM_SIRCLEOFNATURE,
  1495. WM_RANDOMIZESPELL,
  1496. WM_GLOOMYDAY,
  1497. WM_GREAT_ECHO,
  1498. WM_SONG_OF_MANA,
  1499. WM_DANCE_WITH_WUG,
  1500. WM_SOUND_OF_DESTRUCTION,
  1501. WM_SATURDAY_NIGHT_FEVER,
  1502. WM_LERADS_DEW,
  1503. WM_MELODYOFSINK,
  1504. WM_BEYOND_OF_WARCRY,
  1505. WM_UNLIMITED_HUMMING_VOICE,
  1506. SO_FIREWALK = 2443,
  1507. SO_ELECTRICWALK,
  1508. SO_SPELLFIST,
  1509. SO_EARTHGRAVE,
  1510. SO_DIAMONDDUST,
  1511. SO_POISON_BUSTER,
  1512. SO_PSYCHIC_WAVE,
  1513. SO_CLOUD_KILL,
  1514. SO_STRIKING,
  1515. SO_WARMER,
  1516. SO_VACUUM_EXTREME,
  1517. SO_VARETYR_SPEAR,
  1518. SO_ARRULLO,
  1519. SO_EL_CONTROL,
  1520. SO_SUMMON_AGNI,
  1521. SO_SUMMON_AQUA,
  1522. SO_SUMMON_VENTUS,
  1523. SO_SUMMON_TERA,
  1524. SO_EL_ACTION,
  1525. SO_EL_ANALYSIS,
  1526. SO_EL_SYMPATHY,
  1527. SO_EL_CURE,
  1528. SO_FIRE_INSIGNIA,
  1529. SO_WATER_INSIGNIA,
  1530. SO_WIND_INSIGNIA,
  1531. SO_EARTH_INSIGNIA,
  1532. GN_TRAINING_SWORD = 2474,
  1533. GN_REMODELING_CART,
  1534. GN_CART_TORNADO,
  1535. GN_CARTCANNON,
  1536. GN_CARTBOOST,
  1537. GN_THORNS_TRAP,
  1538. GN_BLOOD_SUCKER,
  1539. GN_SPORE_EXPLOSION,
  1540. GN_WALLOFTHORN,
  1541. GN_CRAZYWEED,
  1542. GN_CRAZYWEED_ATK,
  1543. GN_DEMONIC_FIRE,
  1544. GN_FIRE_EXPANSION,
  1545. GN_FIRE_EXPANSION_SMOKE_POWDER,
  1546. GN_FIRE_EXPANSION_TEAR_GAS,
  1547. GN_FIRE_EXPANSION_ACID,
  1548. GN_HELLS_PLANT,
  1549. GN_HELLS_PLANT_ATK,
  1550. GN_MANDRAGORA,
  1551. GN_SLINGITEM,
  1552. GN_CHANGEMATERIAL,
  1553. GN_MIX_COOKING,
  1554. GN_MAKEBOMB,
  1555. GN_S_PHARMACY,
  1556. GN_SLINGITEM_RANGEMELEEATK,
  1557. AB_SECRAMENT = 2515,
  1558. WM_SEVERE_RAINSTORM_MELEE,
  1559. SR_HOWLINGOFLION,
  1560. SR_RIDEINLIGHTNING,
  1561. LG_OVERBRAND_BRANDISH,
  1562. LG_OVERBRAND_PLUSATK,
  1563. ALL_ODINS_RECALL = 2533,
  1564. RETURN_TO_ELDICASTES,
  1565. ALL_BUYING_STORE,
  1566. ALL_GUARDIAN_RECALL,
  1567. ALL_ODINS_POWER,
  1568. ALL_BEER_BOTTLE_CAP,
  1569. NPC_ASSASSINCROSS,
  1570. NPC_DISSONANCE,
  1571. NPC_UGLYDANCE,
  1572. ALL_TETANY,
  1573. ALL_RAY_OF_PROTECTION,
  1574. MC_CARTDECORATE,
  1575. GM_ITEM_ATKMAX,
  1576. GM_ITEM_ATKMIN,
  1577. GM_ITEM_MATKMAX,
  1578. GM_ITEM_MATKMIN,
  1579. RL_GLITTERING_GREED = 2551,
  1580. RL_RICHS_COIN,
  1581. RL_MASS_SPIRAL,
  1582. RL_BANISHING_BUSTER,
  1583. RL_B_TRAP,
  1584. RL_FLICKER,
  1585. RL_S_STORM,
  1586. RL_E_CHAIN,
  1587. RL_QD_SHOT,
  1588. RL_C_MARKER,
  1589. RL_FIREDANCE,
  1590. RL_H_MINE,
  1591. RL_P_ALTER,
  1592. RL_FALLEN_ANGEL,
  1593. RL_R_TRIP,
  1594. RL_D_TAIL,
  1595. RL_FIRE_RAIN,
  1596. RL_HEAT_BARREL,
  1597. RL_AM_BLAST,
  1598. RL_SLUGSHOT,
  1599. RL_HAMMER_OF_GOD,
  1600. RL_R_TRIP_PLUSATK,
  1601. RL_B_FLICKER_ATK,
  1602. // RL_GLITTERING_GREED_ATK,
  1603. SJ_LIGHTOFMOON,
  1604. SJ_LUNARSTANCE,
  1605. SJ_FULLMOONKICK,
  1606. SJ_LIGHTOFSTAR,
  1607. SJ_STARSTANCE,
  1608. SJ_NEWMOONKICK,
  1609. SJ_FLASHKICK,
  1610. SJ_STAREMPEROR,
  1611. SJ_NOVAEXPLOSING,
  1612. SJ_UNIVERSESTANCE,
  1613. SJ_FALLINGSTAR,
  1614. SJ_GRAVITYCONTROL,
  1615. SJ_BOOKOFDIMENSION,
  1616. SJ_BOOKOFCREATINGSTAR,
  1617. SJ_DOCUMENT,
  1618. SJ_PURIFY,
  1619. SJ_LIGHTOFSUN,
  1620. SJ_SUNSTANCE,
  1621. SJ_SOLARBURST,
  1622. SJ_PROMINENCEKICK,
  1623. SJ_FALLINGSTAR_ATK,
  1624. SJ_FALLINGSTAR_ATK2,
  1625. SP_SOULGOLEM,
  1626. SP_SOULSHADOW,
  1627. SP_SOULFALCON,
  1628. SP_SOULFAIRY,
  1629. SP_CURSEEXPLOSION,
  1630. SP_SOULCURSE,
  1631. SP_SPA,
  1632. SP_SHA,
  1633. SP_SWHOO,
  1634. SP_SOULUNITY,
  1635. SP_SOULDIVISION,
  1636. SP_SOULREAPER,
  1637. SP_SOULREVOLVE,
  1638. SP_SOULCOLLECT,
  1639. SP_SOULEXPLOSION,
  1640. SP_SOULENERGY,
  1641. SP_KAUTE,
  1642. KO_YAMIKUMO = 3001,
  1643. KO_RIGHT,
  1644. KO_LEFT,
  1645. KO_JYUMONJIKIRI,
  1646. KO_SETSUDAN,
  1647. KO_BAKURETSU,
  1648. KO_HAPPOKUNAI,
  1649. KO_MUCHANAGE,
  1650. KO_HUUMARANKA,
  1651. KO_MAKIBISHI,
  1652. KO_MEIKYOUSISUI,
  1653. KO_ZANZOU,
  1654. KO_KYOUGAKU,
  1655. KO_JYUSATSU,
  1656. KO_KAHU_ENTEN,
  1657. KO_HYOUHU_HUBUKI,
  1658. KO_KAZEHU_SEIRAN,
  1659. KO_DOHU_KOUKAI,
  1660. KO_KAIHOU,
  1661. KO_ZENKAI,
  1662. KO_GENWAKU,
  1663. KO_IZAYOI,
  1664. KG_KAGEHUMI,
  1665. KG_KYOMU,
  1666. KG_KAGEMUSYA,
  1667. OB_ZANGETSU,
  1668. OB_OBOROGENSOU,
  1669. OB_OBOROGENSOU_TRANSITION_ATK,
  1670. OB_AKAITSUKI,
  1671. ECL_SNOWFLIP = 3031,
  1672. ECL_PEONYMAMY,
  1673. ECL_SADAGUI,
  1674. ECL_SEQUOIADUST,
  1675. ECLAGE_RECALL,
  1676. GC_DARKCROW = 5001,
  1677. RA_UNLIMIT,
  1678. GN_ILLUSIONDOPING,
  1679. RK_DRAGONBREATH_WATER,
  1680. RK_LUXANIMA,
  1681. NC_MAGMA_ERUPTION,
  1682. WM_FRIGG_SONG,
  1683. SO_ELEMENTAL_SHIELD,
  1684. SR_FLASHCOMBO,
  1685. SC_ESCAPE,
  1686. AB_OFFERTORIUM,
  1687. WL_TELEKINESIS_INTENSE,
  1688. LG_KINGS_GRACE,
  1689. ALL_FULL_THROTTLE,
  1690. SU_BASIC_SKILL = 5018,
  1691. SU_BITE,
  1692. SU_HIDE,
  1693. SU_SCRATCH,
  1694. SU_STOOP,
  1695. SU_LOPE,
  1696. SU_SPRITEMABLE,
  1697. SU_POWEROFLAND,
  1698. SU_SV_STEMSPEAR,
  1699. SU_CN_POWDERING,
  1700. SU_CN_METEOR,
  1701. SU_SV_ROOTTWIST,
  1702. SU_SV_ROOTTWIST_ATK,
  1703. SU_POWEROFLIFE,
  1704. SU_SCAROFTAROU,
  1705. SU_PICKYPECK,
  1706. SU_PICKYPECK_DOUBLE_ATK,
  1707. SU_ARCLOUSEDASH,
  1708. SU_LUNATICCARROTBEAT,
  1709. SU_POWEROFSEA,
  1710. SU_TUNABELLY,
  1711. SU_TUNAPARTY,
  1712. SU_BUNCHOFSHRIMP,
  1713. SU_FRESHSHRIMP,
  1714. SU_CN_METEOR2,
  1715. SU_LUNATICCARROTBEAT2,
  1716. SU_SOULATTACK,
  1717. SU_POWEROFFLOCK,
  1718. SU_SVG_SPIRIT,
  1719. SU_HISS,
  1720. SU_NYANGGRASS,
  1721. SU_GROOMING,
  1722. SU_PURRING,
  1723. SU_SHRIMPARTY,
  1724. SU_SPIRITOFLIFE,
  1725. SU_MEOWMEOW,
  1726. SU_SPIRITOFLAND,
  1727. SU_CHATTERING,
  1728. SU_SPIRITOFSEA,
  1729. WE_CALLALLFAMILY = 5063,
  1730. WE_ONEFOREVER,
  1731. WE_CHEERUP,
  1732. AB_VITUPERATUM = 5072,
  1733. AB_CONVENIO,
  1734. HLIF_HEAL = 8001,
  1735. HLIF_AVOID,
  1736. HLIF_BRAIN,
  1737. HLIF_CHANGE,
  1738. HAMI_CASTLE,
  1739. HAMI_DEFENCE,
  1740. HAMI_SKIN,
  1741. HAMI_BLOODLUST,
  1742. HFLI_MOON,
  1743. HFLI_FLEET,
  1744. HFLI_SPEED,
  1745. HFLI_SBR44,
  1746. HVAN_CAPRICE,
  1747. HVAN_CHAOTIC,
  1748. HVAN_INSTRUCT,
  1749. HVAN_EXPLOSION,
  1750. MUTATION_BASEJOB,
  1751. MH_SUMMON_LEGION,
  1752. MH_NEEDLE_OF_PARALYZE,
  1753. MH_POISON_MIST,
  1754. MH_PAIN_KILLER,
  1755. MH_LIGHT_OF_REGENE,
  1756. MH_OVERED_BOOST,
  1757. MH_ERASER_CUTTER,
  1758. MH_XENO_SLASHER,
  1759. MH_SILENT_BREEZE,
  1760. MH_STYLE_CHANGE,
  1761. MH_SONIC_CRAW,
  1762. MH_SILVERVEIN_RUSH,
  1763. MH_MIDNIGHT_FRENZY,
  1764. MH_STAHL_HORN,
  1765. MH_GOLDENE_FERSE,
  1766. MH_STEINWAND,
  1767. MH_HEILIGE_STANGE,
  1768. MH_ANGRIFFS_MODUS,
  1769. MH_TINDER_BREAKER,
  1770. MH_CBC,
  1771. MH_EQC,
  1772. MH_MAGMA_FLOW,
  1773. MH_GRANITIC_ARMOR,
  1774. MH_LAVA_SLIDE,
  1775. MH_PYROCLASTIC,
  1776. MH_VOLCANIC_ASH,
  1777. MS_BASH = 8201,
  1778. MS_MAGNUM,
  1779. MS_BOWLINGBASH,
  1780. MS_PARRYING,
  1781. MS_REFLECTSHIELD,
  1782. MS_BERSERK,
  1783. MA_DOUBLE,
  1784. MA_SHOWER,
  1785. MA_SKIDTRAP,
  1786. MA_LANDMINE,
  1787. MA_SANDMAN,
  1788. MA_FREEZINGTRAP,
  1789. MA_REMOVETRAP,
  1790. MA_CHARGEARROW,
  1791. MA_SHARPSHOOTING,
  1792. ML_PIERCE,
  1793. ML_BRANDISH,
  1794. ML_SPIRALPIERCE,
  1795. ML_DEFENDER,
  1796. ML_AUTOGUARD,
  1797. ML_DEVOTION,
  1798. MER_MAGNIFICAT,
  1799. MER_QUICKEN,
  1800. MER_SIGHT,
  1801. MER_CRASH,
  1802. MER_REGAIN,
  1803. MER_TENDER,
  1804. MER_BENEDICTION,
  1805. MER_RECUPERATE,
  1806. MER_MENTALCURE,
  1807. MER_COMPRESS,
  1808. MER_PROVOKE,
  1809. MER_AUTOBERSERK,
  1810. MER_DECAGI,
  1811. MER_SCAPEGOAT,
  1812. MER_LEXDIVINA,
  1813. MER_ESTIMATION,
  1814. MER_KYRIE,
  1815. MER_BLESSING,
  1816. MER_INCAGI,
  1817. MER_INVINCIBLEOFF2,
  1818. EL_CIRCLE_OF_FIRE = 8401,
  1819. EL_FIRE_CLOAK,
  1820. EL_FIRE_MANTLE,
  1821. EL_WATER_SCREEN,
  1822. EL_WATER_DROP,
  1823. EL_WATER_BARRIER,
  1824. EL_WIND_STEP,
  1825. EL_WIND_CURTAIN,
  1826. EL_ZEPHYR,
  1827. EL_SOLID_SKIN,
  1828. EL_STONE_SHIELD,
  1829. EL_POWER_OF_GAIA,
  1830. EL_PYROTECHNIC,
  1831. EL_HEATER,
  1832. EL_TROPIC,
  1833. EL_AQUAPLAY,
  1834. EL_COOLER,
  1835. EL_CHILLY_AIR,
  1836. EL_GUST,
  1837. EL_BLAST,
  1838. EL_WILD_STORM,
  1839. EL_PETROLOGY,
  1840. EL_CURSED_SOIL,
  1841. EL_UPHEAVAL,
  1842. EL_FIRE_ARROW,
  1843. EL_FIRE_BOMB,
  1844. EL_FIRE_BOMB_ATK,
  1845. EL_FIRE_WAVE,
  1846. EL_FIRE_WAVE_ATK,
  1847. EL_ICE_NEEDLE,
  1848. EL_WATER_SCREW,
  1849. EL_WATER_SCREW_ATK,
  1850. EL_TIDAL_WEAPON,
  1851. EL_WIND_SLASH,
  1852. EL_HURRICANE,
  1853. EL_HURRICANE_ATK,
  1854. EL_TYPOON_MIS,
  1855. EL_TYPOON_MIS_ATK,
  1856. EL_STONE_HAMMER,
  1857. EL_ROCK_CRUSHER,
  1858. EL_ROCK_CRUSHER_ATK,
  1859. EL_STONE_RAIN,
  1860. };
  1861. /// The client view ids for land skills.
  1862. enum s_skill_unit_id {
  1863. UNT_SAFETYWALL = 0x7e,
  1864. UNT_FIREWALL,
  1865. UNT_WARP_WAITING,
  1866. UNT_WARP_ACTIVE,
  1867. UNT_BENEDICTIO, //TODO
  1868. UNT_SANCTUARY,
  1869. UNT_MAGNUS,
  1870. UNT_PNEUMA,
  1871. UNT_DUMMYSKILL, //These show no effect on the client
  1872. UNT_FIREPILLAR_WAITING,
  1873. UNT_FIREPILLAR_ACTIVE,
  1874. UNT_HIDDEN_TRAP, //TODO
  1875. UNT_TRAP, //TODO
  1876. UNT_HIDDEN_WARP_NPC, //TODO
  1877. UNT_USED_TRAPS,
  1878. UNT_ICEWALL,
  1879. UNT_QUAGMIRE,
  1880. UNT_BLASTMINE,
  1881. UNT_SKIDTRAP,
  1882. UNT_ANKLESNARE,
  1883. UNT_VENOMDUST,
  1884. UNT_LANDMINE,
  1885. UNT_SHOCKWAVE,
  1886. UNT_SANDMAN,
  1887. UNT_FLASHER,
  1888. UNT_FREEZINGTRAP,
  1889. UNT_CLAYMORETRAP,
  1890. UNT_TALKIEBOX,
  1891. UNT_VOLCANO,
  1892. UNT_DELUGE,
  1893. UNT_VIOLENTGALE,
  1894. UNT_LANDPROTECTOR,
  1895. UNT_LULLABY,
  1896. UNT_RICHMANKIM,
  1897. UNT_ETERNALCHAOS,
  1898. UNT_DRUMBATTLEFIELD,
  1899. UNT_RINGNIBELUNGEN,
  1900. UNT_ROKISWEIL,
  1901. UNT_INTOABYSS,
  1902. UNT_SIEGFRIED,
  1903. UNT_DISSONANCE,
  1904. UNT_WHISTLE,
  1905. UNT_ASSASSINCROSS,
  1906. UNT_POEMBRAGI,
  1907. UNT_APPLEIDUN,
  1908. UNT_UGLYDANCE,
  1909. UNT_HUMMING,
  1910. UNT_DONTFORGETME,
  1911. UNT_FORTUNEKISS,
  1912. UNT_SERVICEFORYOU,
  1913. UNT_GRAFFITI,
  1914. UNT_DEMONSTRATION,
  1915. UNT_CALLFAMILY,
  1916. UNT_GOSPEL,
  1917. UNT_BASILICA,
  1918. UNT_MOONLIT,
  1919. UNT_FOGWALL,
  1920. UNT_SPIDERWEB,
  1921. UNT_GRAVITATION,
  1922. UNT_HERMODE,
  1923. UNT_KAENSIN, //TODO
  1924. UNT_SUITON,
  1925. UNT_TATAMIGAESHI,
  1926. UNT_KAEN,
  1927. UNT_GROUNDDRIFT_WIND,
  1928. UNT_GROUNDDRIFT_DARK,
  1929. UNT_GROUNDDRIFT_POISON,
  1930. UNT_GROUNDDRIFT_WATER,
  1931. UNT_GROUNDDRIFT_FIRE,
  1932. UNT_DEATHWAVE, //TODO
  1933. UNT_WATERATTACK, //TODO
  1934. UNT_WINDATTACK, //TODO
  1935. UNT_EARTHQUAKE, //TODO
  1936. UNT_EVILLAND,
  1937. UNT_DARK_RUNNER, //TODO
  1938. UNT_DARK_TRANSFER, //TODO
  1939. UNT_EPICLESIS,
  1940. UNT_EARTHSTRAIN,
  1941. UNT_MANHOLE,
  1942. UNT_DIMENSIONDOOR,
  1943. UNT_CHAOSPANIC,
  1944. UNT_MAELSTROM,
  1945. UNT_BLOODYLUST,
  1946. UNT_FEINTBOMB,
  1947. UNT_MAGENTATRAP,
  1948. UNT_COBALTTRAP,
  1949. UNT_MAIZETRAP,
  1950. UNT_VERDURETRAP,
  1951. UNT_FIRINGTRAP,
  1952. UNT_ICEBOUNDTRAP,
  1953. UNT_ELECTRICSHOCKER,
  1954. UNT_CLUSTERBOMB,
  1955. UNT_REVERBERATION,
  1956. UNT_SEVERE_RAINSTORM,
  1957. UNT_FIREWALK,
  1958. UNT_ELECTRICWALK,
  1959. UNT_NETHERWORLD,
  1960. UNT_PSYCHIC_WAVE,
  1961. UNT_CLOUD_KILL,
  1962. UNT_POISONSMOKE,
  1963. UNT_NEUTRALBARRIER,
  1964. UNT_STEALTHFIELD,
  1965. UNT_WARMER,
  1966. UNT_THORNS_TRAP,
  1967. UNT_WALLOFTHORN,
  1968. UNT_DEMONIC_FIRE,
  1969. UNT_FIRE_EXPANSION_SMOKE_POWDER,
  1970. UNT_FIRE_EXPANSION_TEAR_GAS,
  1971. UNT_HELLS_PLANT,
  1972. UNT_VACUUM_EXTREME,
  1973. UNT_BANDING,
  1974. UNT_FIRE_MANTLE,
  1975. UNT_WATER_BARRIER,
  1976. UNT_ZEPHYR,
  1977. UNT_POWER_OF_GAIA,
  1978. UNT_FIRE_INSIGNIA,
  1979. UNT_WATER_INSIGNIA,
  1980. UNT_WIND_INSIGNIA,
  1981. UNT_EARTH_INSIGNIA,
  1982. UNT_POISON_MIST,
  1983. UNT_LAVA_SLIDE,
  1984. UNT_VOLCANIC_ASH,
  1985. UNT_ZENKAI_WATER,
  1986. UNT_ZENKAI_LAND,
  1987. UNT_ZENKAI_FIRE,
  1988. UNT_ZENKAI_WIND,
  1989. UNT_MAKIBISHI,
  1990. UNT_VENOMFOG,
  1991. UNT_ICEMINE,
  1992. UNT_FLAMECROSS,
  1993. UNT_HELLBURNING,
  1994. UNT_MAGMA_ERUPTION,
  1995. UNT_KINGS_GRACE,
  1996. UNT_GLITTERING_GREED,
  1997. UNT_B_TRAP,
  1998. UNT_FIRE_RAIN,
  1999. UNT_CATNIPPOWDER,
  2000. UNT_NYANGGRASS,
  2001. /**
  2002. * Guild Auras
  2003. **/
  2004. UNT_GD_LEADERSHIP = 0xc1,
  2005. UNT_GD_GLORYWOUNDS = 0xc2,
  2006. UNT_GD_SOULCOLD = 0xc3,
  2007. UNT_GD_HAWKEYES = 0xc4,
  2008. UNT_MAX = 0x190
  2009. };
  2010. /**
  2011. * Skill Unit Save
  2012. **/
  2013. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
  2014. void skill_usave_trigger(struct map_session_data *sd);
  2015. /**
  2016. * Warlock
  2017. **/
  2018. #define MAX_SKILL_SPELLBOOK_DB 17
  2019. enum wl_spheres {
  2020. WLS_FIRE = 0x44,
  2021. WLS_WIND,
  2022. WLS_WATER,
  2023. WLS_STONE,
  2024. };
  2025. struct s_skill_spellbook_db {
  2026. unsigned short nameid;
  2027. unsigned short skill_id;
  2028. unsigned short point;
  2029. };
  2030. extern struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  2031. extern unsigned short skill_spellbook_count;
  2032. void skill_spellbook(struct map_session_data *sd, unsigned short nameid);
  2033. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  2034. /**
  2035. * Guilottine Cross
  2036. **/
  2037. #define MAX_SKILL_MAGICMUSHROOM_DB 25
  2038. struct s_skill_magicmushroom_db {
  2039. uint16 skill_id;
  2040. };
  2041. extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  2042. extern unsigned short skill_magicmushroom_count;
  2043. int skill_maelstrom_suction(struct block_list *bl, va_list ap);
  2044. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit);
  2045. /**
  2046. * Ranger
  2047. **/
  2048. int skill_detonator(struct block_list *bl, va_list ap);
  2049. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
  2050. /**
  2051. * Mechanic
  2052. **/
  2053. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid);
  2054. /**
  2055. * Guiltoine Cross
  2056. **/
  2057. int skill_poisoningweapon( struct map_session_data *sd, unsigned short nameid);
  2058. /**
  2059. * Auto Shadow Spell (Shadow Chaser)
  2060. **/
  2061. int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
  2062. int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
  2063. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
  2064. int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
  2065. int skill_banding_count(struct map_session_data *sd);
  2066. int skill_is_combo(uint16 skill_id);
  2067. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf);
  2068. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick);
  2069. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y);
  2070. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv);
  2071. /// Variable name of copied skill by Plagiarism
  2072. #define SKILL_VAR_PLAGIARISM "CLONE_SKILL"
  2073. /// Variable name of copied skill level by Plagiarism
  2074. #define SKILL_VAR_PLAGIARISM_LV "CLONE_SKILL_LV"
  2075. /// Variable name of copied skill by Reproduce
  2076. #define SKILL_VAR_REPRODUCE "REPRODUCE_SKILL"
  2077. /// Variable name of copied skill level by Reproduce
  2078. #define SKILL_VAR_REPRODUCE_LV "REPRODUCE_SKILL_LV"
  2079. #define SKILL_CHK_HOMUN(skill_id) ( (skill_id) >= HM_SKILLBASE && (skill_id) < HM_SKILLBASE+MAX_HOMUNSKILL )
  2080. #define SKILL_CHK_MERC(skill_id) ( (skill_id) >= MC_SKILLBASE && (skill_id) < MC_SKILLBASE+MAX_MERCSKILL )
  2081. #define SKILL_CHK_ELEM(skill_id) ( (skill_id) >= EL_SKILLBASE && (skill_id) < EL_SKILLBASE+MAX_ELEMENTALSKILL )
  2082. #define SKILL_CHK_GUILD(skill_id) ( (skill_id) >= GD_SKILLBASE && (skill_id) < GD_SKILLBASE+MAX_GUILDSKILL )
  2083. #endif /* SKILL_HPP */