status.hpp 59 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 "../common/mmo.hpp"
  6. #include "../common/timer.hpp"
  7. enum e_race2 : uint8;
  8. struct block_list;
  9. struct mob_data;
  10. struct pet_data;
  11. struct homun_data;
  12. struct mercenary_data;
  13. struct elemental_data;
  14. struct npc_data;
  15. struct status_change;
  16. /**
  17. * Max Refine available to your server
  18. * Changing this limit requires edits to refine_db.txt
  19. **/
  20. #ifdef RENEWAL
  21. # define MAX_REFINE 20
  22. #else
  23. # define MAX_REFINE 10
  24. #endif
  25. /// Refine type
  26. enum refine_type {
  27. REFINE_TYPE_ARMOR = 0,
  28. REFINE_TYPE_WEAPON1 = 1,
  29. REFINE_TYPE_WEAPON2 = 2,
  30. REFINE_TYPE_WEAPON3 = 3,
  31. REFINE_TYPE_WEAPON4 = 4,
  32. REFINE_TYPE_SHADOW = 5,
  33. REFINE_TYPE_MAX = 6
  34. };
  35. /// Refine cost type
  36. enum refine_cost_type {
  37. REFINE_COST_NORMAL = 0,
  38. REFINE_COST_OVER10,
  39. REFINE_COST_HD,
  40. REFINE_COST_ENRICHED,
  41. REFINE_COST_OVER10_HD,
  42. REFINE_COST_HOLINK,
  43. REFINE_COST_WAGJAK,
  44. REFINE_COST_MAX
  45. };
  46. struct refine_cost {
  47. unsigned short nameid;
  48. int zeny;
  49. };
  50. /// Get refine chance
  51. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched);
  52. int status_get_refine_cost(int weapon_lv, int type, bool what);
  53. /// Status changes listing. These code are for use by the server.
  54. enum sc_type : int16 {
  55. SC_NONE = -1,
  56. //First we enumerate common status ailments which are often used around.
  57. SC_STONE = 0,
  58. SC_COMMON_MIN = 0, // begin
  59. SC_FREEZE,
  60. SC_STUN,
  61. SC_SLEEP,
  62. SC_POISON,
  63. SC_CURSE,
  64. SC_SILENCE,
  65. SC_CONFUSION,
  66. SC_BLIND,
  67. SC_BLEEDING,
  68. SC_DPOISON, //10
  69. SC_COMMON_MAX = 10, // end
  70. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  71. SC_PROVOKE = 20,
  72. SC_ENDURE,
  73. SC_TWOHANDQUICKEN,
  74. SC_CONCENTRATE,
  75. SC_HIDING,
  76. SC_CLOAKING,
  77. SC_ENCPOISON,
  78. SC_POISONREACT,
  79. SC_QUAGMIRE,
  80. SC_ANGELUS,
  81. SC_BLESSING, //30
  82. SC_SIGNUMCRUCIS,
  83. SC_INCREASEAGI,
  84. SC_DECREASEAGI,
  85. SC_SLOWPOISON,
  86. SC_IMPOSITIO ,
  87. SC_SUFFRAGIUM,
  88. SC_ASPERSIO,
  89. SC_BENEDICTIO,
  90. SC_KYRIE,
  91. SC_MAGNIFICAT, //40
  92. SC_GLORIA,
  93. SC_AETERNA,
  94. SC_ADRENALINE,
  95. SC_WEAPONPERFECTION,
  96. SC_OVERTHRUST,
  97. SC_MAXIMIZEPOWER,
  98. SC_TRICKDEAD,
  99. SC_LOUD,
  100. SC_ENERGYCOAT,
  101. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  102. SC_BROKENWEAPON,
  103. SC_HALLUCINATION,
  104. SC_WEIGHT50,
  105. SC_WEIGHT90,
  106. SC_ASPDPOTION0,
  107. SC_ASPDPOTION1,
  108. SC_ASPDPOTION2,
  109. SC_ASPDPOTION3,
  110. SC_SPEEDUP0,
  111. SC_SPEEDUP1, //60
  112. SC_ATKPOTION,
  113. SC_MATKPOTION,
  114. SC_WEDDING,
  115. SC_SLOWDOWN,
  116. SC_ANKLE,
  117. SC_KEEPING,
  118. SC_BARRIER,
  119. SC_STRIPWEAPON,
  120. SC_STRIPSHIELD,
  121. SC_STRIPARMOR, //70
  122. SC_STRIPHELM,
  123. SC_CP_WEAPON,
  124. SC_CP_SHIELD,
  125. SC_CP_ARMOR,
  126. SC_CP_HELM,
  127. SC_AUTOGUARD,
  128. SC_REFLECTSHIELD,
  129. SC_SPLASHER,
  130. SC_PROVIDENCE,
  131. SC_DEFENDER, //80
  132. SC_MAGICROD,
  133. SC_SPELLBREAKER,
  134. SC_AUTOSPELL,
  135. SC_SIGHTTRASHER,
  136. SC_AUTOBERSERK,
  137. SC_SPEARQUICKEN,
  138. SC_AUTOCOUNTER,
  139. SC_SIGHT,
  140. SC_SAFETYWALL,
  141. SC_RUWACH, //90
  142. SC_EXTREMITYFIST,
  143. SC_EXPLOSIONSPIRITS,
  144. SC_COMBO,
  145. SC_BLADESTOP_WAIT,
  146. SC_BLADESTOP,
  147. SC_FIREWEAPON,
  148. SC_WATERWEAPON,
  149. SC_WINDWEAPON,
  150. SC_EARTHWEAPON,
  151. SC_VOLCANO, //100,
  152. SC_DELUGE,
  153. SC_VIOLENTGALE,
  154. SC_WATK_ELEMENT,
  155. SC_ARMOR,
  156. SC_ARMOR_ELEMENT_WATER,
  157. SC_NOCHAT,
  158. SC_BABY,
  159. SC_AURABLADE,
  160. SC_PARRYING,
  161. SC_CONCENTRATION, //110
  162. SC_TENSIONRELAX,
  163. SC_BERSERK,
  164. SC_FURY,
  165. SC_GOSPEL,
  166. SC_ASSUMPTIO,
  167. SC_BASILICA,
  168. SC_GUILDAURA,
  169. SC_MAGICPOWER,
  170. SC_EDP,
  171. SC_TRUESIGHT, //120
  172. SC_WINDWALK,
  173. SC_MELTDOWN,
  174. SC_CARTBOOST,
  175. SC_CHASEWALK,
  176. SC_REJECTSWORD,
  177. SC_MARIONETTE,
  178. SC_MARIONETTE2,
  179. SC_CHANGEUNDEAD,
  180. SC_JOINTBEAT,
  181. SC_MINDBREAKER, //130
  182. SC_MEMORIZE,
  183. SC_FOGWALL,
  184. SC_SPIDERWEB,
  185. SC_DEVOTION,
  186. SC_SACRIFICE,
  187. SC_STEELBODY,
  188. SC_ORCISH,
  189. SC_READYSTORM,
  190. SC_READYDOWN,
  191. SC_READYTURN, //140
  192. SC_READYCOUNTER,
  193. SC_DODGE,
  194. SC_RUN,
  195. SC_SHADOWWEAPON,
  196. SC_ADRENALINE2,
  197. SC_GHOSTWEAPON,
  198. SC_KAIZEL,
  199. SC_KAAHI,
  200. SC_KAUPE,
  201. SC_ONEHAND, //150
  202. SC_PRESERVE,
  203. SC_BATTLEORDERS,
  204. SC_REGENERATION,
  205. SC_DOUBLECAST,
  206. SC_GRAVITATION,
  207. SC_MAXOVERTHRUST,
  208. SC_LONGING,
  209. SC_HERMODE,
  210. SC_SHRINK,
  211. SC_SIGHTBLASTER, //160
  212. SC_WINKCHARM,
  213. SC_CLOSECONFINE,
  214. SC_CLOSECONFINE2,
  215. SC_DANCING,
  216. SC_ELEMENTALCHANGE,
  217. SC_RICHMANKIM,
  218. SC_ETERNALCHAOS,
  219. SC_DRUMBATTLE,
  220. SC_NIBELUNGEN,
  221. SC_ROKISWEIL, //170
  222. SC_INTOABYSS,
  223. SC_SIEGFRIED,
  224. SC_WHISTLE,
  225. SC_ASSNCROS,
  226. SC_POEMBRAGI,
  227. SC_APPLEIDUN,
  228. SC_MODECHANGE,
  229. SC_HUMMING,
  230. SC_DONTFORGETME,
  231. SC_FORTUNE, //180
  232. SC_SERVICE4U,
  233. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  234. SC_SPURT,
  235. SC_SPIRIT,
  236. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  237. SC_INTRAVISION,
  238. SC_INCALLSTATUS,
  239. SC_INCSTR,
  240. SC_INCAGI,
  241. SC_INCVIT, //190
  242. SC_INCINT,
  243. SC_INCDEX,
  244. SC_INCLUK,
  245. SC_INCHIT,
  246. SC_INCHITRATE,
  247. SC_INCFLEE,
  248. SC_INCFLEERATE,
  249. SC_INCMHPRATE,
  250. SC_INCMSPRATE,
  251. SC_INCATKRATE, //200
  252. SC_INCMATKRATE,
  253. SC_INCDEFRATE,
  254. SC_STRFOOD,
  255. SC_AGIFOOD,
  256. SC_VITFOOD,
  257. SC_INTFOOD,
  258. SC_DEXFOOD,
  259. SC_LUKFOOD,
  260. SC_HITFOOD,
  261. SC_FLEEFOOD, //210
  262. SC_BATKFOOD,
  263. SC_WATKFOOD,
  264. SC_MATKFOOD,
  265. SC_SCRESIST, //Increases resistance to status changes.
  266. SC_XMAS, // Xmas Suit [Valaris]
  267. SC_WARM, //SG skills [Komurka]
  268. SC_SUN_COMFORT,
  269. SC_MOON_COMFORT,
  270. SC_STAR_COMFORT,
  271. SC_FUSION, //220
  272. SC_SKILLRATE_UP,
  273. SC_SKE,
  274. SC_KAITE,
  275. SC_SWOO, // [marquis007]
  276. SC_SKA, // [marquis007]
  277. SC_EARTHSCROLL,
  278. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  279. SC_MADNESSCANCEL,
  280. SC_ADJUSTMENT,
  281. SC_INCREASING, //230
  282. SC_GATLINGFEVER,
  283. SC_TATAMIGAESHI,
  284. SC_UTSUSEMI,
  285. SC_BUNSINJYUTSU,
  286. SC_KAENSIN,
  287. SC_SUITON,
  288. SC_NEN,
  289. SC_KNOWLEDGE,
  290. SC_SMA,
  291. SC_FLING, //240
  292. SC_AVOID,
  293. SC_CHANGE,
  294. SC_BLOODLUST,
  295. SC_FLEET,
  296. SC_SPEED,
  297. SC_DEFENCE,
  298. SC_INCASPDRATE,
  299. SC_INCFLEE2 = 248,
  300. SC_JAILED,
  301. SC_ENCHANTARMS, //250
  302. SC_MAGICALATTACK,
  303. SC_ARMORCHANGE,
  304. SC_CRITICALWOUND,
  305. SC_MAGICMIRROR,
  306. SC_SLOWCAST,
  307. SC_SUMMER,
  308. SC_EXPBOOST,
  309. SC_ITEMBOOST,
  310. SC_BOSSMAPINFO,
  311. SC_LIFEINSURANCE, //260
  312. SC_INCCRI,
  313. //SC_INCDEF,
  314. //SC_INCBASEATK = 263,
  315. //SC_FASTCAST,
  316. SC_MDEF_RATE = 265,
  317. //SC_HPREGEN,
  318. SC_INCHEALRATE = 267,
  319. SC_PNEUMA,
  320. SC_AUTOTRADE,
  321. SC_KSPROTECTED, //270
  322. SC_ARMOR_RESIST = 271,
  323. SC_SPCOST_RATE,
  324. SC_COMMONSC_RESIST,
  325. SC_SEVENWIND,
  326. SC_DEF_RATE,
  327. //SC_SPREGEN,
  328. SC_WALKSPEED = 277,
  329. // Mercenary Only Bonus Effects
  330. SC_MERC_FLEEUP,
  331. SC_MERC_ATKUP,
  332. SC_MERC_HPUP, //280
  333. SC_MERC_SPUP,
  334. SC_MERC_HITUP,
  335. SC_MERC_QUICKEN,
  336. SC_REBIRTH,
  337. //SC_SKILLCASTRATE, //285
  338. //SC_DEFRATIOATK,
  339. //SC_HPDRAIN,
  340. //SC_SKILLATKBONUS,
  341. SC_ITEMSCRIPT = 289,
  342. SC_S_LIFEPOTION, //290
  343. SC_L_LIFEPOTION,
  344. SC_JEXPBOOST,
  345. //SC_IGNOREDEF,
  346. SC_HELLPOWER = 294,
  347. SC_INVINCIBLE, //295
  348. SC_INVINCIBLEOFF,
  349. SC_MANU_ATK,
  350. SC_MANU_DEF,
  351. SC_SPL_ATK,
  352. SC_SPL_DEF, //300
  353. SC_MANU_MATK,
  354. SC_SPL_MATK,
  355. SC_FOOD_STR_CASH,
  356. SC_FOOD_AGI_CASH,
  357. SC_FOOD_VIT_CASH,
  358. SC_FOOD_DEX_CASH,
  359. SC_FOOD_INT_CASH,
  360. SC_FOOD_LUK_CASH,//308
  361. /**
  362. * 3rd
  363. **/
  364. SC_FEAR,//309
  365. SC_BURNING,//310
  366. SC_FREEZING,//311
  367. /**
  368. * Rune Knight
  369. **/
  370. SC_ENCHANTBLADE,//312
  371. SC_DEATHBOUND,//313
  372. SC_MILLENNIUMSHIELD,
  373. SC_CRUSHSTRIKE,//315
  374. SC_REFRESH,
  375. SC_REUSE_REFRESH,
  376. SC_GIANTGROWTH,
  377. SC_STONEHARDSKIN,
  378. SC_VITALITYACTIVATION,//320
  379. SC_STORMBLAST,
  380. SC_FIGHTINGSPIRIT,
  381. SC_ABUNDANCE,
  382. /**
  383. * Arch Bishop
  384. **/
  385. SC_ADORAMUS,
  386. SC_EPICLESIS,//325
  387. SC_ORATIO,
  388. SC_LAUDAAGNUS,
  389. SC_LAUDARAMUS,
  390. SC_RENOVATIO,
  391. SC_EXPIATIO,//330
  392. SC_DUPLELIGHT,
  393. SC_SECRAMENT,
  394. /**
  395. * Warlock
  396. **/
  397. SC_WHITEIMPRISON,
  398. SC_MARSHOFABYSS,
  399. SC_RECOGNIZEDSPELL,//335
  400. SC_STASIS,
  401. SC_SPHERE_1,
  402. SC_SPHERE_2,
  403. SC_SPHERE_3,
  404. SC_SPHERE_4,//340
  405. SC_SPHERE_5,
  406. SC_READING_SB,
  407. SC_FREEZE_SP,
  408. /**
  409. * Ranger
  410. **/
  411. SC_FEARBREEZE,
  412. SC_ELECTRICSHOCKER,//345
  413. SC_WUGDASH,
  414. SC_BITE,
  415. SC_CAMOUFLAGE,
  416. /**
  417. * Mechanic
  418. **/
  419. SC_ACCELERATION,
  420. SC_HOVERING,//350
  421. SC_SHAPESHIFT,
  422. SC_INFRAREDSCAN,
  423. SC_ANALYZE,
  424. SC_MAGNETICFIELD,
  425. SC_NEUTRALBARRIER,//355
  426. SC_NEUTRALBARRIER_MASTER,
  427. SC_STEALTHFIELD,
  428. SC_STEALTHFIELD_MASTER,
  429. SC_OVERHEAT,
  430. SC_OVERHEAT_LIMITPOINT,//360
  431. /**
  432. * Guillotine Cross
  433. **/
  434. SC_VENOMIMPRESS,
  435. SC_POISONINGWEAPON,
  436. SC_WEAPONBLOCKING,
  437. SC_CLOAKINGEXCEED,
  438. SC_HALLUCINATIONWALK,//365
  439. SC_HALLUCINATIONWALK_POSTDELAY,
  440. SC_ROLLINGCUTTER,
  441. SC_TOXIN,
  442. SC_PARALYSE,
  443. SC_VENOMBLEED,//370
  444. SC_MAGICMUSHROOM,
  445. SC_DEATHHURT,
  446. SC_PYREXIA,
  447. SC_OBLIVIONCURSE,
  448. SC_LEECHESEND,//375
  449. /**
  450. * Royal Guard
  451. **/
  452. SC_REFLECTDAMAGE,
  453. SC_FORCEOFVANGUARD,
  454. SC_SHIELDSPELL_DEF,
  455. SC_SHIELDSPELL_MDEF,
  456. SC_SHIELDSPELL_REF,//380
  457. SC_EXEEDBREAK,
  458. SC_PRESTIGE,
  459. SC_BANDING,
  460. SC_BANDING_DEFENCE,
  461. SC_EARTHDRIVE,//385
  462. SC_INSPIRATION,
  463. /**
  464. * Sorcerer
  465. **/
  466. SC_SPELLFIST,
  467. SC_CRYSTALIZE,
  468. SC_STRIKING,
  469. SC_WARMER,//390
  470. SC_VACUUM_EXTREME,
  471. SC_PROPERTYWALK,
  472. /**
  473. * Minstrel / Wanderer
  474. **/
  475. SC_SWINGDANCE,
  476. SC_SYMPHONYOFLOVER,
  477. SC_MOONLITSERENADE,//395
  478. SC_RUSHWINDMILL,
  479. SC_ECHOSONG,
  480. SC_HARMONIZE,
  481. SC_VOICEOFSIREN,
  482. SC_DEEPSLEEP,//400
  483. SC_SIRCLEOFNATURE,
  484. SC_GLOOMYDAY,
  485. SC_GLOOMYDAY_SK,
  486. SC_SONGOFMANA,
  487. SC_DANCEWITHWUG,//405
  488. SC_SATURDAYNIGHTFEVER,
  489. SC_LERADSDEW,
  490. SC_MELODYOFSINK,
  491. SC_BEYONDOFWARCRY,
  492. SC_UNLIMITEDHUMMINGVOICE,//410
  493. SC_SITDOWN_FORCE,
  494. SC_NETHERWORLD,
  495. /**
  496. * Sura
  497. **/
  498. SC_CRESCENTELBOW,
  499. SC_CURSEDCIRCLE_ATKER,
  500. SC_CURSEDCIRCLE_TARGET,
  501. SC_LIGHTNINGWALK,//416
  502. SC_RAISINGDRAGON,
  503. SC_GT_ENERGYGAIN,
  504. SC_GT_CHANGE,
  505. SC_GT_REVITALIZE,
  506. /**
  507. * Genetic
  508. **/
  509. SC_GN_CARTBOOST,//421
  510. SC_THORNSTRAP,
  511. SC_BLOODSUCKER,
  512. SC_SMOKEPOWDER,
  513. SC_TEARGAS,
  514. SC_MANDRAGORA,//426
  515. SC_STOMACHACHE,
  516. SC_MYSTERIOUS_POWDER,
  517. SC_MELON_BOMB,
  518. SC_BANANA_BOMB,
  519. SC_BANANA_BOMB_SITDOWN,//431
  520. SC_SAVAGE_STEAK,
  521. SC_COCKTAIL_WARG_BLOOD,
  522. SC_MINOR_BBQ,
  523. SC_SIROMA_ICE_TEA,
  524. SC_DROCERA_HERB_STEAMED,//436
  525. SC_PUTTI_TAILS_NOODLES,
  526. SC_BOOST500,
  527. SC_FULL_SWING_K,
  528. SC_MANA_PLUS,
  529. SC_MUSTLE_M,//441
  530. SC_LIFE_FORCE_F,
  531. SC_EXTRACT_WHITE_POTION_Z,
  532. SC_VITATA_500,
  533. SC_EXTRACT_SALAMINE_JUICE,
  534. /**
  535. * Shadow Chaser
  536. **/
  537. SC__REPRODUCE,//446
  538. SC__AUTOSHADOWSPELL,
  539. SC__SHADOWFORM,
  540. SC__BODYPAINT,
  541. SC__INVISIBILITY,
  542. SC__DEADLYINFECT,//451
  543. SC__ENERVATION,
  544. SC__GROOMY,
  545. SC__IGNORANCE,
  546. SC__LAZINESS,
  547. SC__UNLUCKY,//456
  548. SC__WEAKNESS,
  549. SC__STRIPACCESSORY,
  550. SC__MANHOLE,
  551. SC__BLOODYLUST,//460
  552. /**
  553. * Elemental Spirits
  554. **/
  555. SC_CIRCLE_OF_FIRE,
  556. SC_CIRCLE_OF_FIRE_OPTION,
  557. SC_FIRE_CLOAK,
  558. SC_FIRE_CLOAK_OPTION,
  559. SC_WATER_SCREEN,//465
  560. SC_WATER_SCREEN_OPTION,
  561. SC_WATER_DROP,
  562. SC_WATER_DROP_OPTION,
  563. SC_WATER_BARRIER,
  564. SC_WIND_STEP,//470
  565. SC_WIND_STEP_OPTION,
  566. SC_WIND_CURTAIN,
  567. SC_WIND_CURTAIN_OPTION,
  568. SC_ZEPHYR,
  569. SC_SOLID_SKIN,//475
  570. SC_SOLID_SKIN_OPTION,
  571. SC_STONE_SHIELD,
  572. SC_STONE_SHIELD_OPTION,
  573. SC_POWER_OF_GAIA,
  574. SC_PYROTECHNIC,//480
  575. SC_PYROTECHNIC_OPTION,
  576. SC_HEATER,
  577. SC_HEATER_OPTION,
  578. SC_TROPIC,
  579. SC_TROPIC_OPTION,//485
  580. SC_AQUAPLAY,
  581. SC_AQUAPLAY_OPTION,
  582. SC_COOLER,
  583. SC_COOLER_OPTION,
  584. SC_CHILLY_AIR,//490
  585. SC_CHILLY_AIR_OPTION,
  586. SC_GUST,
  587. SC_GUST_OPTION,
  588. SC_BLAST,
  589. SC_BLAST_OPTION,//495
  590. SC_WILD_STORM,
  591. SC_WILD_STORM_OPTION,
  592. SC_PETROLOGY,
  593. SC_PETROLOGY_OPTION,
  594. SC_CURSED_SOIL,//500
  595. SC_CURSED_SOIL_OPTION,
  596. SC_UPHEAVAL,
  597. SC_UPHEAVAL_OPTION,
  598. SC_TIDAL_WEAPON,
  599. SC_TIDAL_WEAPON_OPTION,//505
  600. SC_ROCK_CRUSHER,
  601. SC_ROCK_CRUSHER_ATK,
  602. /* Guild Aura */
  603. SC_LEADERSHIP,
  604. SC_GLORYWOUNDS,
  605. SC_SOULCOLD, //508
  606. SC_HAWKEYES,
  607. /* ... */
  608. SC_ODINS_POWER,
  609. SC_RAID,
  610. /* Sorcerer .extra */
  611. SC_FIRE_INSIGNIA,
  612. SC_WATER_INSIGNIA,
  613. SC_WIND_INSIGNIA, //516
  614. SC_EARTH_INSIGNIA,
  615. /* new pushcart */
  616. SC_PUSH_CART,
  617. /* Warlock Spell books */
  618. SC_SPELLBOOK1,
  619. SC_SPELLBOOK2,
  620. SC_SPELLBOOK3,
  621. SC_SPELLBOOK4,
  622. SC_SPELLBOOK5,
  623. SC_SPELLBOOK6,
  624. /**
  625. * In official server there are only 7 maximum number of spell books that can be memorized
  626. * To increase the maximum value just add another status type before SC_MAXSPELLBOOK (ex. SC_SPELLBOOK7, SC_SPELLBOOK8 and so on)
  627. **/
  628. SC_MAXSPELLBOOK,
  629. /* Max HP & SP */
  630. SC_INCMHP,
  631. SC_INCMSP,
  632. SC_PARTYFLEE, // 531
  633. /**
  634. * Kagerou & Oboro [malufett]
  635. **/
  636. SC_MEIKYOUSISUI,
  637. SC_JYUMONJIKIRI,
  638. SC_KYOUGAKU,
  639. SC_IZAYOI,
  640. SC_ZENKAI,
  641. SC_KAGEHUMI,
  642. SC_KYOMU,
  643. SC_KAGEMUSYA,
  644. SC_ZANGETSU,
  645. SC_GENSOU,
  646. SC_AKAITSUKI,
  647. //homon S
  648. SC_STYLE_CHANGE,
  649. SC_TINDER_BREAKER,
  650. SC_TINDER_BREAKER2,
  651. SC_CBC,
  652. SC_EQC,
  653. SC_GOLDENE_FERSE,
  654. SC_ANGRIFFS_MODUS,
  655. SC_OVERED_BOOST,
  656. SC_LIGHT_OF_REGENE,
  657. SC_ASH,
  658. SC_GRANITIC_ARMOR,
  659. SC_MAGMA_FLOW,
  660. SC_PYROCLASTIC,
  661. SC_PARALYSIS,
  662. SC_PAIN_KILLER,
  663. SC_HANBOK,
  664. //Vellum Weapon reductions
  665. SC_DEFSET,
  666. SC_MDEFSET,
  667. SC_DARKCROW,
  668. SC_FULL_THROTTLE,
  669. SC_REBOUND,
  670. SC_UNLIMIT,
  671. SC_KINGS_GRACE,
  672. SC_TELEKINESIS_INTENSE,
  673. SC_OFFERTORIUM,
  674. SC_FRIGG_SONG,
  675. SC_MONSTER_TRANSFORM,
  676. SC_ANGEL_PROTECT,
  677. SC_ILLUSIONDOPING,
  678. SC_FLASHCOMBO,
  679. SC_MOONSTAR,
  680. SC_SUPER_STAR,
  681. /**
  682. * Rebellion [Cydh]
  683. **/
  684. SC_HEAT_BARREL,
  685. SC_MAGICALBULLET,
  686. SC_P_ALTER,
  687. SC_E_CHAIN,
  688. SC_C_MARKER,
  689. SC_ANTI_M_BLAST,
  690. SC_B_TRAP,
  691. SC_H_MINE,
  692. SC_QD_SHOT_READY,
  693. SC_MTF_ASPD,
  694. SC_MTF_RANGEATK,
  695. SC_MTF_MATK,
  696. SC_MTF_MLEATKED,
  697. SC_MTF_CRIDAMAGE,
  698. SC_OKTOBERFEST,
  699. SC_STRANGELIGHTS,
  700. SC_DECORATION_OF_MUSIC,
  701. SC_QUEST_BUFF1,
  702. SC_QUEST_BUFF2,
  703. SC_QUEST_BUFF3,
  704. SC_ALL_RIDING,
  705. SC_TEARGAS_SOB,
  706. SC__FEINTBOMB,
  707. SC__CHAOS,
  708. SC_CHASEWALK2,
  709. SC_VACUUM_EXTREME_POSTDELAY,
  710. SC_MTF_ASPD2,
  711. SC_MTF_RANGEATK2,
  712. SC_MTF_MATK2,
  713. SC_2011RWC_SCROLL,
  714. SC_JP_EVENT04,
  715. // 2014 Halloween Event
  716. SC_MTF_MHP,
  717. SC_MTF_MSP,
  718. SC_MTF_PUMPKIN,
  719. SC_MTF_HITFLEE,
  720. SC_CRIFOOD,
  721. SC_ATTHASTE_CASH,
  722. // Item Reuse Limits
  723. SC_REUSE_LIMIT_A,
  724. SC_REUSE_LIMIT_B,
  725. SC_REUSE_LIMIT_C,
  726. SC_REUSE_LIMIT_D,
  727. SC_REUSE_LIMIT_E,
  728. SC_REUSE_LIMIT_F,
  729. SC_REUSE_LIMIT_G,
  730. SC_REUSE_LIMIT_H,
  731. SC_REUSE_LIMIT_MTF,
  732. SC_REUSE_LIMIT_ASPD_POTION,
  733. SC_REUSE_MILLENNIUMSHIELD,
  734. SC_REUSE_CRUSHSTRIKE,
  735. SC_REUSE_STORMBLAST,
  736. SC_ALL_RIDING_REUSE_LIMIT,
  737. SC_REUSE_LIMIT_ECL,
  738. SC_REUSE_LIMIT_RECALL,
  739. SC_PROMOTE_HEALTH_RESERCH,
  740. SC_ENERGY_DRINK_RESERCH,
  741. SC_NORECOVER_STATE,
  742. /**
  743. * Summoner
  744. */
  745. SC_SUHIDE,
  746. SC_SU_STOOP,
  747. SC_SPRITEMABLE,
  748. SC_CATNIPPOWDER,
  749. SC_SV_ROOTTWIST,
  750. SC_BITESCAR,
  751. SC_ARCLOUSEDASH,
  752. SC_TUNAPARTY,
  753. SC_SHRIMP,
  754. SC_FRESHSHRIMP,
  755. SC_ACTIVE_MONSTER_TRANSFORM,
  756. SC_CLOUD_KILL, // Deprecated
  757. SC_LJOSALFAR,
  758. SC_MERMAID_LONGING,
  759. SC_HAT_EFFECT,
  760. SC_FLOWERSMOKE,
  761. SC_FSTONE,
  762. SC_HAPPINESS_STAR,
  763. SC_MAPLE_FALLS,
  764. SC_TIME_ACCESSORY,
  765. SC_MAGICAL_FEATHER,
  766. SC_GVG_GIANT,
  767. SC_GVG_GOLEM,
  768. SC_GVG_STUN,
  769. SC_GVG_STONE,
  770. SC_GVG_FREEZ,
  771. SC_GVG_SLEEP,
  772. SC_GVG_CURSE,
  773. SC_GVG_SILENCE,
  774. SC_GVG_BLIND,
  775. SC_CLAN_INFO,
  776. SC_SWORDCLAN,
  777. SC_ARCWANDCLAN,
  778. SC_GOLDENMACECLAN,
  779. SC_CROSSBOWCLAN,
  780. SC_JUMPINGCLAN,
  781. SC_TAROTCARD,
  782. // Geffen Magic Tournament Buffs
  783. SC_GEFFEN_MAGIC1,
  784. SC_GEFFEN_MAGIC2,
  785. SC_GEFFEN_MAGIC3,
  786. SC_MAXPAIN,
  787. SC_ARMOR_ELEMENT_EARTH,
  788. SC_ARMOR_ELEMENT_FIRE,
  789. SC_ARMOR_ELEMENT_WIND,
  790. SC_DAILYSENDMAILCNT,
  791. SC_DORAM_BUF_01,
  792. SC_DORAM_BUF_02,
  793. /**
  794. * Summoner - Extended
  795. */
  796. SC_HISS,
  797. SC_NYANGGRASS,
  798. SC_GROOMING,
  799. SC_SHRIMPBLESSING,
  800. SC_CHATTERING,
  801. SC_DORAM_WALKSPEED,
  802. SC_DORAM_MATK,
  803. SC_DORAM_FLEE2,
  804. SC_DORAM_SVSP,
  805. SC_FALLEN_ANGEL,
  806. SC_CHEERUP,
  807. SC_DRESSUP,
  808. // Old Glast Heim Buffs
  809. SC_GLASTHEIM_ATK,
  810. SC_GLASTHEIM_DEF,
  811. SC_GLASTHEIM_HEAL,
  812. SC_GLASTHEIM_HIDDEN,
  813. SC_GLASTHEIM_STATE,
  814. SC_GLASTHEIM_ITEMDEF,
  815. SC_GLASTHEIM_HPSP,
  816. // Nightmare Biolab Buffs
  817. SC_LHZ_DUN_N1,
  818. SC_LHZ_DUN_N2,
  819. SC_LHZ_DUN_N3,
  820. SC_LHZ_DUN_N4,
  821. SC_ANCILLA,
  822. #ifdef RENEWAL
  823. SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
  824. #endif
  825. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  826. };
  827. /// Official status change ids, used to display status icons on the client.
  828. enum efst_types : short{
  829. /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
  830. /// @APIHOOK_START(EFST_ENUM)
  831. EFST_BLANK = -1,
  832. EFST_PROVOKE,
  833. EFST_ENDURE,
  834. EFST_TWOHANDQUICKEN,
  835. EFST_CONCENTRATION,
  836. EFST_HIDING,
  837. EFST_CLOAKING,
  838. EFST_ENCHANTPOISON,
  839. EFST_POISONREACT,
  840. EFST_QUAGMIRE,
  841. EFST_ANGELUS,
  842. EFST_BLESSING,
  843. EFST_CRUCIS,
  844. EFST_INC_AGI,
  845. EFST_DEC_AGI,
  846. EFST_SLOWPOISON,
  847. EFST_IMPOSITIO,
  848. EFST_SUFFRAGIUM,
  849. EFST_ASPERSIO,
  850. EFST_BENEDICTIO,
  851. EFST_KYRIE,
  852. EFST_MAGNIFICAT,
  853. EFST_GLORIA,
  854. EFST_LEXAETERNA,
  855. EFST_ADRENALINE,
  856. EFST_WEAPONPERFECT,
  857. EFST_OVERTHRUST,
  858. EFST_MAXIMIZE,
  859. EFST_RIDING,
  860. EFST_FALCON,
  861. EFST_TRICKDEAD,
  862. EFST_SHOUT,
  863. EFST_ENERGYCOAT,
  864. EFST_BROKENARMOR,
  865. EFST_BROKENWEAPON,
  866. EFST_ILLUSION,
  867. EFST_WEIGHTOVER50,
  868. EFST_WEIGHTOVER90,
  869. EFST_ATTHASTE_POTION1,
  870. EFST_ATTHASTE_POTION2,
  871. EFST_ATTHASTE_POTION3,
  872. EFST_ATTHASTE_INFINITY,
  873. EFST_MOVHASTE_POTION,
  874. EFST_MOVHASTE_INFINITY,
  875. EFST_AUTOCOUNTER,
  876. EFST_SPLASHER,
  877. EFST_ANKLESNARE,
  878. EFST_POSTDELAY,
  879. EFST_NOACTION,
  880. EFST_IMPOSSIBLEPICKUP,
  881. EFST_BARRIER,
  882. EFST_NOEQUIPWEAPON,
  883. EFST_NOEQUIPSHIELD,
  884. EFST_NOEQUIPARMOR,
  885. EFST_NOEQUIPHELM,
  886. EFST_PROTECTWEAPON,
  887. EFST_PROTECTSHIELD,
  888. EFST_PROTECTARMOR,
  889. EFST_PROTECTHELM,
  890. EFST_AUTOGUARD,
  891. EFST_REFLECTSHIELD,
  892. EFST_DEVOTION,
  893. EFST_PROVIDENCE,
  894. EFST_DEFENDER,
  895. EFST_MAGICROD,
  896. EFST_WEAPONPROPERTY,
  897. EFST_AUTOSPELL,
  898. EFST_SPECIALZONE,
  899. EFST_MASK,
  900. EFST_SPEARQUICKEN,
  901. EFST_BDPLAYING,
  902. EFST_WHISTLE,
  903. EFST_ASSASSINCROSS,
  904. EFST_POEMBRAGI,
  905. EFST_APPLEIDUN,
  906. EFST_HUMMING,
  907. EFST_DONTFORGETME,
  908. EFST_FORTUNEKISS,
  909. EFST_SERVICEFORYOU,
  910. EFST_RICHMANKIM,
  911. EFST_ETERNALCHAOS,
  912. EFST_DRUMBATTLEFIELD,
  913. EFST_RINGNIBELUNGEN,
  914. EFST_ROKISWEIL,
  915. EFST_INTOABYSS,
  916. EFST_SIEGFRIED,
  917. EFST_BLADESTOP,
  918. EFST_EXPLOSIONSPIRITS,
  919. EFST_STEELBODY,
  920. EFST_EXTREMITYFIST,
  921. EFST_COMBOATTACK,
  922. EFST_PROPERTYFIRE,
  923. EFST_PROPERTYWATER,
  924. EFST_PROPERTYWIND,
  925. EFST_PROPERTYGROUND,
  926. EFST_MAGICATTACK,
  927. EFST_STOP,
  928. EFST_WEAPONBRAKER,
  929. EFST_PROPERTYUNDEAD,
  930. EFST_POWERUP,
  931. EFST_AGIUP,
  932. EFST_SIEGEMODE,
  933. EFST_INVISIBLE,
  934. EFST_STATUSONE,
  935. EFST_AURABLADE,
  936. EFST_PARRYING,
  937. EFST_LKCONCENTRATION,
  938. EFST_TENSIONRELAX,
  939. EFST_BERSERK,
  940. EFST_SACRIFICE,
  941. EFST_GOSPEL,
  942. EFST_ASSUMPTIO,
  943. EFST_BASILICA,
  944. EFST_GROUNDMAGIC,
  945. EFST_MAGICPOWER,
  946. EFST_EDP,
  947. EFST_TRUESIGHT,
  948. EFST_WINDWALK,
  949. EFST_MELTDOWN,
  950. EFST_CARTBOOST,
  951. EFST_CHASEWALK,
  952. EFST_SWORDREJECT,
  953. EFST_MARIONETTE_MASTER,
  954. EFST_MARIONETTE,
  955. EFST_MOON,
  956. EFST_BLOODING,
  957. EFST_JOINTBEAT,
  958. EFST_MINDBREAKER,
  959. EFST_MEMORIZE,
  960. EFST_FOGWALL,
  961. EFST_SPIDERWEB,
  962. EFST_PROTECTEXP,
  963. EFST_SUB_WEAPONPROPERTY,
  964. EFST_AUTOBERSERK,
  965. EFST_RUN,
  966. EFST_TING,
  967. EFST_STORMKICK_ON,
  968. EFST_STORMKICK_READY,
  969. EFST_DOWNKICK_ON,
  970. EFST_DOWNKICK_READY,
  971. EFST_TURNKICK_ON,
  972. EFST_TURNKICK_READY,
  973. EFST_COUNTER_ON,
  974. EFST_COUNTER_READY,
  975. EFST_DODGE_ON,
  976. EFST_DODGE_READY,
  977. EFST_STRUP,
  978. EFST_PROPERTYDARK,
  979. EFST_ADRENALINE2,
  980. EFST_PROPERTYTELEKINESIS,
  981. EFST_SOULLINK,
  982. EFST_PLUSATTACKPOWER,
  983. EFST_PLUSMAGICPOWER,
  984. EFST_DEVIL1,
  985. EFST_KAITE,
  986. EFST_SWOO,
  987. EFST_STAR2,
  988. EFST_KAIZEL,
  989. EFST_KAAHI,
  990. EFST_KAUPE,
  991. EFST_SMA_READY,
  992. EFST_SKE,
  993. EFST_ONEHANDQUICKEN,
  994. EFST_FRIEND,
  995. EFST_FRIENDUP,
  996. EFST_SG_WARM,
  997. EFST_SG_SUN_WARM,
  998. EFST_SG_MOON_WARM,
  999. EFST_SG_STAR_WARM,
  1000. EFST_EMOTION,
  1001. EFST_SUN_COMFORT,
  1002. EFST_MOON_COMFORT,
  1003. EFST_STAR_COMFORT,
  1004. EFST_EXPUP,
  1005. EFST_GDSKILL_BATTLEORDER,
  1006. EFST_GDSKILL_REGENERATION,
  1007. EFST_GDSKILL_POSTDELAY,
  1008. EFST_RESISTHANDICAP,
  1009. EFST_MAXHPPERCENT,
  1010. EFST_MAXSPPERCENT,
  1011. EFST_DEFENCE,
  1012. EFST_SLOWDOWN,
  1013. EFST_PRESERVE,
  1014. EFST_CHASEWALK2,
  1015. EFST_NOT_EXTREMITYFIST,
  1016. EFST_CLAIRVOYANCE,
  1017. EFST_MOVESLOW_POTION,
  1018. EFST_DOUBLECASTING,
  1019. EFST_GRAVITATION,
  1020. EFST_OVERTHRUSTMAX,
  1021. EFST_LONGING,
  1022. EFST_HERMODE,
  1023. EFST_TAROTCARD,
  1024. EFST_HLIF_AVOID,
  1025. EFST_HFLI_FLEET,
  1026. EFST_HFLI_SPEED,
  1027. EFST_HLIF_CHANGE,
  1028. EFST_HAMI_BLOODLUST,
  1029. EFST_CR_SHRINK,
  1030. EFST_WZ_SIGHTBLASTER,
  1031. EFST_DC_WINKCHARM,
  1032. EFST_RG_CCONFINE_M,
  1033. EFST_RG_CCONFINE_S,
  1034. EFST_DISABLEMOVE,
  1035. EFST_GS_MADNESSCANCEL,
  1036. EFST_GS_GATLINGFEVER,
  1037. EFST_EARTHSCROLL,
  1038. EFST_NJ_UTSUSEMI,
  1039. EFST_NJ_BUNSINJYUTSU,
  1040. EFST_NJ_NEN,
  1041. EFST_GS_ADJUSTMENT,
  1042. EFST_GS_ACCURACY,
  1043. EFST_NJ_SUITON,
  1044. EFST_PET,
  1045. EFST_MENTAL,
  1046. EFST_EXPMEMORY,
  1047. EFST_PERFORMANCE,
  1048. EFST_GAIN,
  1049. EFST_GRIFFON,
  1050. EFST_DRIFT,
  1051. EFST_WALLSHIFT,
  1052. EFST_REINCARNATION,
  1053. EFST_PATTACK,
  1054. EFST_PSPEED,
  1055. EFST_PDEFENSE,
  1056. EFST_PCRITICAL,
  1057. EFST_RANKING,
  1058. EFST_PTRIPLE,
  1059. EFST_DENERGY,
  1060. EFST_WAVE1,
  1061. EFST_WAVE2,
  1062. EFST_WAVE3,
  1063. EFST_WAVE4,
  1064. EFST_DAURA,
  1065. EFST_DFREEZER,
  1066. EFST_DPUNISH,
  1067. EFST_DBARRIER,
  1068. EFST_DWARNING,
  1069. EFST_MOUSEWHEEL,
  1070. EFST_DGAUGE,
  1071. EFST_DACCEL,
  1072. EFST_DBLOCK,
  1073. EFST_FOOD_STR,
  1074. EFST_FOOD_AGI,
  1075. EFST_FOOD_VIT,
  1076. EFST_FOOD_DEX,
  1077. EFST_FOOD_INT,
  1078. EFST_FOOD_LUK,
  1079. EFST_FOOD_BASICAVOIDANCE,
  1080. EFST_FOOD_BASICHIT,
  1081. EFST_FOOD_CRITICALSUCCESSVALUE,
  1082. EFST_CASH_PLUSEXP,
  1083. EFST_CASH_DEATHPENALTY,
  1084. EFST_CASH_RECEIVEITEM,
  1085. EFST_CASH_BOSS_ALARM,
  1086. EFST_DA_ENERGY,
  1087. EFST_DA_FIRSTSLOT,
  1088. EFST_DA_HEADDEF,
  1089. EFST_DA_SPACE,
  1090. EFST_DA_TRANSFORM,
  1091. EFST_DA_ITEMREBUILD,
  1092. EFST_DA_ILLUSION,
  1093. EFST_DA_DARKPOWER,
  1094. EFST_DA_EARPLUG,
  1095. EFST_DA_CONTRACT,
  1096. EFST_DA_BLACK,
  1097. EFST_DA_MAGICCART,
  1098. EFST_CRYSTAL,
  1099. EFST_DA_REBUILD,
  1100. EFST_DA_EDARKNESS,
  1101. EFST_DA_EGUARDIAN,
  1102. EFST_DA_TIMEOUT,
  1103. EFST_FOOD_STR_CASH,
  1104. EFST_FOOD_AGI_CASH,
  1105. EFST_FOOD_VIT_CASH,
  1106. EFST_FOOD_DEX_CASH,
  1107. EFST_FOOD_INT_CASH,
  1108. EFST_FOOD_LUK_CASH,
  1109. EFST_MER_FLEE,
  1110. EFST_MER_ATK,
  1111. EFST_MER_HP,
  1112. EFST_MER_SP,
  1113. EFST_MER_HIT,
  1114. EFST_SLOWCAST,
  1115. EFST_MAGICMIRROR,
  1116. EFST_STONESKIN,
  1117. EFST_ANTIMAGIC,
  1118. EFST_CRITICALWOUND,
  1119. EFST_NPC_DEFENDER,
  1120. EFST_NOACTION_WAIT,
  1121. EFST_MOVHASTE_HORSE,
  1122. EFST_PROTECT_DEF,
  1123. EFST_PROTECT_MDEF,
  1124. EFST_HEALPLUS,
  1125. EFST_S_LIFEPOTION,
  1126. EFST_L_LIFEPOTION,
  1127. EFST_CRITICALPERCENT,
  1128. EFST_PLUSAVOIDVALUE,
  1129. EFST_ATKER_ASPD,
  1130. EFST_TARGET_ASPD,
  1131. EFST_ATKER_MOVESPEED,
  1132. EFST_ATKER_BLOOD,
  1133. EFST_TARGET_BLOOD,
  1134. EFST_ARMOR_PROPERTY,
  1135. EFST_REUSE_LIMIT_A,
  1136. EFST_HELLPOWER,
  1137. EFST_STEAMPACK,
  1138. EFST_REUSE_LIMIT_B,
  1139. EFST_REUSE_LIMIT_C,
  1140. EFST_REUSE_LIMIT_D,
  1141. EFST_REUSE_LIMIT_E,
  1142. EFST_REUSE_LIMIT_F,
  1143. EFST_INVINCIBLE,
  1144. EFST_CASH_PLUSONLYJOBEXP,
  1145. EFST_PARTYFLEE,
  1146. EFST_ANGEL_PROTECT,
  1147. EFST_ENDURE_MDEF,
  1148. EFST_ENCHANTBLADE,
  1149. EFST_DEATHBOUND,
  1150. EFST_REFRESH,
  1151. EFST_GIANTGROWTH,
  1152. EFST_STONEHARDSKIN,
  1153. EFST_VITALITYACTIVATION,
  1154. EFST_FIGHTINGSPIRIT,
  1155. EFST_ABUNDANCE,
  1156. EFST_REUSE_MILLENNIUMSHIELD,
  1157. EFST_REUSE_CRUSHSTRIKE,
  1158. EFST_REUSE_REFRESH,
  1159. EFST_REUSE_STORMBLAST,
  1160. EFST_VENOMIMPRESS,
  1161. EFST_EPICLESIS,
  1162. EFST_ORATIO,
  1163. EFST_LAUDAAGNUS,
  1164. EFST_LAUDARAMUS,
  1165. EFST_CLOAKINGEXCEED,
  1166. EFST_HALLUCINATIONWALK,
  1167. EFST_HALLUCINATIONWALK_POSTDELAY,
  1168. EFST_RENOVATIO,
  1169. EFST_WEAPONBLOCKING,
  1170. EFST_WEAPONBLOCKING_POSTDELAY,
  1171. EFST_ROLLINGCUTTER,
  1172. EFST_EXPIATIO,
  1173. EFST_POISONINGWEAPON,
  1174. EFST_TOXIN,
  1175. EFST_PARALYSE,
  1176. EFST_VENOMBLEED,
  1177. EFST_MAGICMUSHROOM,
  1178. EFST_DEATHHURT,
  1179. EFST_PYREXIA,
  1180. EFST_OBLIVIONCURSE,
  1181. EFST_LEECHESEND,
  1182. EFST_DUPLELIGHT,
  1183. EFST_FROSTMISTY,
  1184. EFST_FEARBREEZE,
  1185. EFST_ELECTRICSHOCKER,
  1186. EFST_MARSHOFABYSS,
  1187. EFST_RECOGNIZEDSPELL,
  1188. EFST_STASIS,
  1189. EFST_WUGRIDER,
  1190. EFST_WUGDASH,
  1191. EFST_WUGBITE,
  1192. EFST_CAMOUFLAGE,
  1193. EFST_ACCELERATION,
  1194. EFST_HOVERING,
  1195. EFST_SUMMON1,
  1196. EFST_SUMMON2,
  1197. EFST_SUMMON3,
  1198. EFST_SUMMON4,
  1199. EFST_SUMMON5,
  1200. EFST_MVPCARD_TAOGUNKA,
  1201. EFST_MVPCARD_MISTRESS,
  1202. EFST_MVPCARD_ORCHERO,
  1203. EFST_MVPCARD_ORCLORD,
  1204. EFST_OVERHEAT_LIMITPOINT,
  1205. EFST_OVERHEAT,
  1206. EFST_SHAPESHIFT,
  1207. EFST_INFRAREDSCAN,
  1208. EFST_MAGNETICFIELD,
  1209. EFST_NEUTRALBARRIER,
  1210. EFST_NEUTRALBARRIER_MASTER,
  1211. EFST_STEALTHFIELD,
  1212. EFST_STEALTHFIELD_MASTER,
  1213. EFST_MANU_ATK,
  1214. EFST_MANU_DEF,
  1215. EFST_SPL_ATK,
  1216. EFST_SPL_DEF,
  1217. EFST_REPRODUCE,
  1218. EFST_MANU_MATK,
  1219. EFST_SPL_MATK,
  1220. EFST_STR_SCROLL,
  1221. EFST_INT_SCROLL,
  1222. EFST_LG_REFLECTDAMAGE,
  1223. EFST_FORCEOFVANGUARD,
  1224. EFST_BUCHEDENOEL,
  1225. EFST_AUTOSHADOWSPELL,
  1226. EFST_SHADOWFORM,
  1227. EFST_RAID,
  1228. EFST_SHIELDSPELL_DEF,
  1229. EFST_SHIELDSPELL_MDEF,
  1230. EFST_SHIELDSPELL_REF,
  1231. EFST_BODYPAINT,
  1232. EFST_EXEEDBREAK,
  1233. EFST_ADORAMUS,
  1234. EFST_PRESTIGE,
  1235. EFST_INVISIBILITY,
  1236. EFST_DEADLYINFECT,
  1237. EFST_BANDING,
  1238. EFST_EARTHDRIVE,
  1239. EFST_INSPIRATION,
  1240. EFST_ENERVATION,
  1241. EFST_GROOMY,
  1242. EFST_RAISINGDRAGON,
  1243. EFST_IGNORANCE,
  1244. EFST_LAZINESS,
  1245. EFST_LIGHTNINGWALK,
  1246. EFST_ACARAJE,
  1247. EFST_UNLUCKY,
  1248. EFST_CURSEDCIRCLE_ATKER,
  1249. EFST_CURSEDCIRCLE_TARGET,
  1250. EFST_WEAKNESS,
  1251. EFST_CRESCENTELBOW,
  1252. EFST_NOEQUIPACCESSARY,
  1253. EFST_STRIPACCESSARY,
  1254. EFST_MANHOLE,
  1255. EFST_POPECOOKIE,
  1256. EFST_FALLENEMPIRE,
  1257. EFST_GENTLETOUCH_ENERGYGAIN,
  1258. EFST_GENTLETOUCH_CHANGE,
  1259. EFST_GENTLETOUCH_REVITALIZE,
  1260. EFST_BLOODYLUST,
  1261. EFST_SWING,
  1262. EFST_SYMPHONY_LOVE,
  1263. EFST_PROPERTYWALK,
  1264. EFST_SPELLFIST,
  1265. EFST_NETHERWORLD,
  1266. EFST_SIREN,
  1267. EFST_HANDICAPSTATE_DEEP_SLEEP,
  1268. EFST_SIRCLEOFNATURE,
  1269. EFST_COLD,
  1270. EFST_GLOOMYDAY,
  1271. EFST_SONG_OF_MANA,
  1272. EFST_CLOUD_KILL,
  1273. EFST_DANCE_WITH_WUG,
  1274. EFST_RUSH_WINDMILL,
  1275. EFST_ECHOSONG,
  1276. EFST_HARMONIZE,
  1277. EFST_STRIKING,
  1278. EFST_WARMER,
  1279. EFST_MOONLIT_SERENADE,
  1280. EFST_SATURDAY_NIGHT_FEVER,
  1281. EFST_SITDOWN_FORCE,
  1282. EFST_ANALYZE,
  1283. EFST_LERADS_DEW,
  1284. EFST_MELODYOFSINK,
  1285. EFST_BEYOND_OF_WARCRY,
  1286. EFST_UNLIMITED_HUMMING_VOICE,
  1287. EFST_SPELLBOOK1,
  1288. EFST_SPELLBOOK2,
  1289. EFST_SPELLBOOK3,
  1290. EFST_FREEZE_SP,
  1291. EFST_GN_TRAINING_SWORD,
  1292. EFST_GN_REMODELING_CART,
  1293. EFST_GN_CARTBOOST,
  1294. EFST_FIXEDCASTINGTM_REDUCE,
  1295. EFST_THORNS_TRAP,
  1296. EFST_BLOOD_SUCKER,
  1297. EFST_SPORE_EXPLOSION,
  1298. EFST_DEMONIC_FIRE,
  1299. EFST_FIRE_EXPANSION_SMOKE_POWDER,
  1300. EFST_FIRE_EXPANSION_TEAR_GAS,
  1301. EFST_BLOCKING_PLAY,
  1302. EFST_MANDRAGORA,
  1303. EFST_ACTIVATE,
  1304. EFST_AB_SECRAMENT,
  1305. EFST_ASSUMPTIO2,
  1306. EFST_TK_SEVENWIND,
  1307. EFST_LIMIT_ODINS_RECALL,
  1308. EFST_STOMACHACHE,
  1309. EFST_MYSTERIOUS_POWDER,
  1310. EFST_MELON_BOMB,
  1311. EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
  1312. EFST_PROMOTE_HEALTH_RESERCH,
  1313. EFST_ENERGY_DRINK_RESERCH,
  1314. EFST_EXTRACT_WHITE_POTION_Z,
  1315. EFST_VITATA_500,
  1316. EFST_EXTRACT_SALAMINE_JUICE,
  1317. EFST_BOOST500,
  1318. EFST_FULL_SWING_K,
  1319. EFST_MANA_PLUS,
  1320. EFST_MUSTLE_M,
  1321. EFST_LIFE_FORCE_F,
  1322. EFST_VACUUM_EXTREME,
  1323. EFST_SAVAGE_STEAK,
  1324. EFST_COCKTAIL_WARG_BLOOD,
  1325. EFST_MINOR_BBQ,
  1326. EFST_SIROMA_ICE_TEA,
  1327. EFST_DROCERA_HERB_STEAMED,
  1328. EFST_PUTTI_TAILS_NOODLES,
  1329. EFST_BANANA_BOMB,
  1330. XXX_EFST_SM_ELEMENTAL,
  1331. EFST_SPELLBOOK4,
  1332. EFST_SPELLBOOK5,
  1333. EFST_SPELLBOOK6,
  1334. EFST_SPELLBOOK7,
  1335. EFST_ELEMENTAL_AGGRESSIVE,
  1336. EFST_RETURN_TO_ELDICASTES,
  1337. EFST_BANDING_DEFENCE,
  1338. EFST_SKELSCROLL,
  1339. EFST_DISTRUCTIONSCROLL,
  1340. EFST_ROYALSCROLL,
  1341. EFST_IMMUNITYSCROLL,
  1342. EFST_MYSTICSCROLL,
  1343. EFST_BATTLESCROLL,
  1344. EFST_ARMORSCROLL,
  1345. EFST_FREYJASCROLL,
  1346. EFST_SOULSCROLL,
  1347. EFST_CIRCLE_OF_FIRE,
  1348. EFST_CIRCLE_OF_FIRE_OPTION,
  1349. EFST_FIRE_CLOAK,
  1350. EFST_FIRE_CLOAK_OPTION,
  1351. EFST_WATER_SCREEN,
  1352. EFST_WATER_SCREEN_OPTION,
  1353. EFST_WATER_DROP,
  1354. EFST_WATER_DROP_OPTION,
  1355. EFST_WIND_STEP,
  1356. EFST_WIND_STEP_OPTION,
  1357. EFST_WIND_CURTAIN,
  1358. EFST_WIND_CURTAIN_OPTION,
  1359. EFST_WATER_BARRIER,
  1360. EFST_ZEPHYR,
  1361. EFST_SOLID_SKIN,
  1362. EFST_SOLID_SKIN_OPTION,
  1363. EFST_STONE_SHIELD,
  1364. EFST_STONE_SHIELD_OPTION,
  1365. EFST_POWER_OF_GAIA,
  1366. EFST_EL_WAIT,
  1367. EFST_EL_PASSIVE,
  1368. EFST_EL_DEFENSIVE,
  1369. EFST_EL_OFFENSIVE,
  1370. EFST_EL_COST,
  1371. EFST_PYROTECHNIC,
  1372. EFST_PYROTECHNIC_OPTION,
  1373. EFST_HEATER,
  1374. EFST_HEATER_OPTION,
  1375. EFST_TROPIC,
  1376. EFST_TROPIC_OPTION,
  1377. EFST_AQUAPLAY,
  1378. EFST_AQUAPLAY_OPTION,
  1379. EFST_COOLER,
  1380. EFST_COOLER_OPTION,
  1381. EFST_CHILLY_AIR,
  1382. EFST_CHILLY_AIR_OPTION,
  1383. EFST_GUST,
  1384. EFST_GUST_OPTION,
  1385. EFST_BLAST,
  1386. EFST_BLAST_OPTION,
  1387. EFST_WILD_STORM,
  1388. EFST_WILD_STORM_OPTION,
  1389. EFST_PETROLOGY,
  1390. EFST_PETROLOGY_OPTION,
  1391. EFST_CURSED_SOIL,
  1392. EFST_CURSED_SOIL_OPTION,
  1393. EFST_UPHEAVAL,
  1394. EFST_UPHEAVAL_OPTION,
  1395. EFST_TIDAL_WEAPON,
  1396. EFST_TIDAL_WEAPON_OPTION,
  1397. EFST_ROCK_CRUSHER,
  1398. EFST_ROCK_CRUSHER_ATK,
  1399. EFST_FIRE_INSIGNIA,
  1400. EFST_WATER_INSIGNIA,
  1401. EFST_WIND_INSIGNIA,
  1402. EFST_EARTH_INSIGNIA,
  1403. EFST_EQUIPED_FLOOR,
  1404. EFST_GUARDIAN_RECALL,
  1405. EFST_MORA_BUFF,
  1406. EFST_REUSE_LIMIT_G,
  1407. EFST_REUSE_LIMIT_H,
  1408. EFST_NEEDLE_OF_PARALYZE,
  1409. EFST_PAIN_KILLER,
  1410. EFST_G_LIFEPOTION,
  1411. EFST_VITALIZE_POTION,
  1412. EFST_LIGHT_OF_REGENE,
  1413. EFST_OVERED_BOOST,
  1414. EFST_SILENT_BREEZE,
  1415. EFST_ODINS_POWER,
  1416. EFST_STYLE_CHANGE,
  1417. EFST_SONIC_CLAW_POSTDELAY,
  1418. EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
  1419. EFST_MIDNIGHT_FRENZY_POSTDELAY,
  1420. EFST_GOLDENE_FERSE,
  1421. EFST_ANGRIFFS_MODUS,
  1422. EFST_TINDER_BREAKER,
  1423. EFST_TINDER_BREAKER_POSTDELAY,
  1424. EFST_CBC,
  1425. EFST_CBC_POSTDELAY,
  1426. EFST_EQC,
  1427. EFST_MAGMA_FLOW,
  1428. EFST_GRANITIC_ARMOR,
  1429. EFST_PYROCLASTIC,
  1430. EFST_VOLCANIC_ASH,
  1431. EFST_SPIRITS_SAVEINFO1,
  1432. EFST_SPIRITS_SAVEINFO2,
  1433. EFST_MAGIC_CANDY,
  1434. EFST_SEARCH_STORE_INFO,
  1435. EFST_ALL_RIDING,
  1436. EFST_ALL_RIDING_REUSE_LIMIT,
  1437. EFST_MACRO,
  1438. EFST_MACRO_POSTDELAY,
  1439. EFST_BEER_BOTTLE_CAP,
  1440. EFST_OVERLAPEXPUP,
  1441. EFST_PC_IZ_DUN05,
  1442. EFST_CRUSHSTRIKE,
  1443. EFST_MONSTER_TRANSFORM,
  1444. EFST_SIT,
  1445. EFST_ONAIR,
  1446. EFST_MTF_ASPD,
  1447. EFST_MTF_RANGEATK,
  1448. EFST_MTF_MATK,
  1449. EFST_MTF_MLEATKED,
  1450. EFST_MTF_CRIDAMAGE,
  1451. EFST_REUSE_LIMIT_MTF,
  1452. EFST_MACRO_PERMIT,
  1453. EFST_MACRO_PLAY,
  1454. EFST_SKF_CAST,
  1455. EFST_SKF_ASPD,
  1456. EFST_SKF_ATK,
  1457. EFST_SKF_MATK,
  1458. EFST_REWARD_PLUSONLYJOBEXP,
  1459. EFST_HANDICAPSTATE_NORECOVER,
  1460. EFST_SET_NUM_DEF,
  1461. EFST_SET_NUM_MDEF,
  1462. EFST_SET_PER_DEF,
  1463. EFST_SET_PER_MDEF,
  1464. EFST_PARTYBOOKING_SEARCH_DELAY,
  1465. EFST_PARTYBOOKING_REGISTER_DELAY,
  1466. EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
  1467. EFST_KO_JYUMONJIKIRI,
  1468. EFST_MEIKYOUSISUI,
  1469. EFST_ATTHASTE_CASH,
  1470. EFST_EQUIPPED_DIVINE_ARMOR,
  1471. EFST_EQUIPPED_HOLY_ARMOR,
  1472. EFST_2011RWC,
  1473. EFST_KYOUGAKU,
  1474. EFST_IZAYOI,
  1475. EFST_ZENKAI,
  1476. EFST_KG_KAGEHUMI,
  1477. EFST_KYOMU,
  1478. EFST_KAGEMUSYA,
  1479. EFST_ZANGETSU,
  1480. EFST_PHI_DEMON,
  1481. EFST_GENSOU,
  1482. EFST_AKAITSUKI,
  1483. EFST_TETANY,
  1484. EFST_GM_BATTLE,
  1485. EFST_GM_BATTLE2,
  1486. EFST_2011RWC_SCROLL,
  1487. EFST_ACTIVE_MONSTER_TRANSFORM,
  1488. EFST_MYSTICPOWDER,
  1489. EFST_ECLAGE_RECALL,
  1490. EFST_ENTRY_QUEUE_APPLY_DELAY,
  1491. EFST_REUSE_LIMIT_ECL,
  1492. EFST_M_LIFEPOTION,
  1493. EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  1494. EFST_UNKNOWN_NAME,
  1495. EFST_ON_PUSH_CART,
  1496. EFST_HAT_EFFECT,
  1497. EFST_FLOWER_LEAF,
  1498. EFST_RAY_OF_PROTECTION,
  1499. EFST_GLASTHEIM_ATK,
  1500. EFST_GLASTHEIM_DEF,
  1501. EFST_GLASTHEIM_HEAL,
  1502. EFST_GLASTHEIM_HIDDEN,
  1503. EFST_GLASTHEIM_STATE,
  1504. EFST_GLASTHEIM_ITEMDEF,
  1505. EFST_GLASTHEIM_HPSP,
  1506. EFST_FOLLOWER_NPC_SKILL_POSTDELAY,
  1507. EFST_ALMIGHTY,
  1508. EFST_GVG_GIANT,
  1509. EFST_GVG_GOLEM,
  1510. EFST_GVG_STUN,
  1511. EFST_GVG_STONE,
  1512. EFST_GVG_FREEZ,
  1513. EFST_GVG_SLEEP,
  1514. EFST_GVG_CURSE,
  1515. EFST_GVG_SILENCE,
  1516. EFST_GVG_BLIND,
  1517. EFST_CLIENT_ONLY_EQUIP_ARROW,
  1518. EFST_CLAN_INFO,
  1519. EFST_JP_EVENT01,
  1520. EFST_JP_EVENT02,
  1521. EFST_JP_EVENT03,
  1522. EFST_JP_EVENT04,
  1523. EFST_TELEPORT_FIXEDCASTINGDELAY,
  1524. EFST_GEFFEN_MAGIC1,
  1525. EFST_GEFFEN_MAGIC2,
  1526. EFST_GEFFEN_MAGIC3,
  1527. EFST_QUEST_BUFF1,
  1528. EFST_QUEST_BUFF2,
  1529. EFST_QUEST_BUFF3,
  1530. EFST_REUSE_LIMIT_RECALL,
  1531. EFST_SAVEPOSITION,
  1532. EFST_NPC_ICEEXPLO,
  1533. EFST_FENRIR_CARD,
  1534. EFST_REUSE_LIMIT_ASPD_POTION,
  1535. EFST_MAXPAIN,
  1536. EFST_PC_STOP,
  1537. EFST_FRIGG_SONG,
  1538. EFST_OFFERTORIUM,
  1539. EFST_TELEKINESIS_INTENSE,
  1540. EFST_MOONSTAR,
  1541. EFST_STRANGELIGHTS,
  1542. EFST_FULL_THROTTLE,
  1543. EFST_REBOUND,
  1544. EFST_UNLIMIT,
  1545. EFST_KINGS_GRACE,
  1546. EFST_ITEM_ATKMAX,
  1547. EFST_ITEM_ATKMIN,
  1548. EFST_ITEM_MATKMAX,
  1549. EFST_ITEM_MATKMIN,
  1550. EFST_SUPER_STAR,
  1551. EFST_HIGH_RANKER,
  1552. EFST_DARKCROW,
  1553. EFST_2013_VALENTINE1,
  1554. EFST_2013_VALENTINE2,
  1555. EFST_2013_VALENTINE3,
  1556. EFST_ILLUSIONDOPING,
  1557. EFST_WIDEWEB,
  1558. EFST_CHILL,
  1559. EFST_BURNT,
  1560. EFST_PCCAFE_PLAY_TIME,
  1561. EFST_TWISTED_TIME,
  1562. EFST_FLASHCOMBO,
  1563. EFST_JITTER_BUFF1,
  1564. EFST_JITTER_BUFF2,
  1565. EFST_JITTER_BUFF3,
  1566. EFST_JITTER_BUFF4,
  1567. EFST_JITTER_BUFF5,
  1568. EFST_JITTER_BUFF6,
  1569. EFST_JITTER_BUFF7,
  1570. EFST_JITTER_BUFF8,
  1571. EFST_JITTER_BUFF9,
  1572. EFST_JITTER_BUFF10,
  1573. EFST_CUP_OF_BOZA,
  1574. EFST_B_TRAP,
  1575. EFST_E_CHAIN,
  1576. EFST_E_QD_SHOT_READY,
  1577. EFST_C_MARKER,
  1578. EFST_H_MINE,
  1579. EFST_H_MINE_SPLASH,
  1580. EFST_P_ALTER,
  1581. EFST_HEAT_BARREL,
  1582. EFST_ANTI_M_BLAST,
  1583. EFST_SLUGSHOT,
  1584. EFST_SWORDCLAN,
  1585. EFST_ARCWANDCLAN,
  1586. EFST_GOLDENMACECLAN,
  1587. EFST_CROSSBOWCLAN,
  1588. EFST_PACKING_ENVELOPE1,
  1589. EFST_PACKING_ENVELOPE2,
  1590. EFST_PACKING_ENVELOPE3,
  1591. EFST_PACKING_ENVELOPE4,
  1592. EFST_PACKING_ENVELOPE5,
  1593. EFST_PACKING_ENVELOPE6,
  1594. EFST_PACKING_ENVELOPE7,
  1595. EFST_PACKING_ENVELOPE8,
  1596. EFST_PACKING_ENVELOPE9,
  1597. EFST_PACKING_ENVELOPE10,
  1598. EFST_GLASTHEIM_TRANS,
  1599. EFST_ZONGZI_POUCH_TRANS,
  1600. EFST_HEAT_BARREL_AFTER,
  1601. EFST_DECORATION_OF_MUSIC,
  1602. EFST_OVERSEAEXPUP,
  1603. EFST_CLOWN_N_GYPSY_CARD,
  1604. EFST_OPEN_NPC_MARKET,
  1605. EFST_BEEF_RIB_STEW,
  1606. EFST_PORK_RIB_STEW,
  1607. EFST_CHUSEOK_MONDAY,
  1608. EFST_CHUSEOK_TUESDAY,
  1609. EFST_CHUSEOK_WEDNESDAY,
  1610. EFST_CHUSEOK_THURSDAY,
  1611. EFST_CHUSEOK_FRIDAY,
  1612. EFST_CHUSEOK_WEEKEND,
  1613. EFST_ALL_LIGHTGUARD,
  1614. EFST_ALL_LIGHTGUARD_COOL_TIME,
  1615. EFST_MTF_MHP,
  1616. EFST_MTF_MSP,
  1617. EFST_MTF_PUMPKIN,
  1618. EFST_MTF_HITFLEE,
  1619. EFST_MTF_CRIDAMAGE2,
  1620. EFST_MTF_SPDRAIN,
  1621. EFST_ACUO_MINT_GUM,
  1622. EFST_S_HEALPOTION,
  1623. EFST_REUSE_LIMIT_S_HEAL_POTION,
  1624. EFST_PLAYTIME_STATISTICS,
  1625. EFST_GN_CHANGEMATERIAL_OPERATOR,
  1626. EFST_GN_MIX_COOKING_OPERATOR,
  1627. EFST_GN_MAKEBOMB_OPERATOR,
  1628. EFST_GN_S_PHARMACY_OPERATOR,
  1629. EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
  1630. EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
  1631. EFST_NC_MAGICDECOY_OPERATOR,
  1632. EFST_GUILD_STORAGE,
  1633. EFST_GC_POISONINGWEAPON_OPERATOR,
  1634. EFST_WS_WEAPONREFINE_OPERATOR,
  1635. EFST_BS_REPAIRWEAPON_OPERATOR,
  1636. EFST_UNREADMAIL_CHECK,
  1637. EFST_JUMPINGCLAN,
  1638. EFST_JP_OTP,
  1639. EFST_HANDICAPTOLERANCE_LEVELGAP,
  1640. EFST_MTF_RANGEATK2,
  1641. EFST_MTF_ASPD2,
  1642. EFST_MTF_MATK2,
  1643. EFST_SHOW_NPCHPBAR,
  1644. EFST_FLOWERSMOKE,
  1645. EFST_FSTONE,
  1646. EFST_DAILYSENDMAILCNT,
  1647. EFST_QSCARABA,
  1648. EFST_LJOSALFAR,
  1649. EFST_PAD_READER_KNIGHT,
  1650. EFST_PAD_READER_CRUSADER,
  1651. EFST_PAD_READER_BLACKSMITH,
  1652. EFST_PAD_READER_ALCHEMIST,
  1653. EFST_PAD_READER_ASSASSIN,
  1654. EFST_PAD_READER_ROGUE,
  1655. EFST_PAD_READER_WIZARD,
  1656. EFST_PAD_READER_SAGE,
  1657. EFST_PAD_READER_PRIEST,
  1658. EFST_PAD_READER_MONK,
  1659. EFST_PAD_READER_HUNTER,
  1660. EFST_PAD_READER_BARD,
  1661. EFST_PAD_READER_DANCER,
  1662. EFST_PAD_READER_TAEKWON,
  1663. EFST_PAD_READER_NINJA,
  1664. EFST_PAD_READER_GUNSLINGER,
  1665. EFST_PAD_READER_SUPERNOVICE,
  1666. EFST_ESSENCE_OF_TIME,
  1667. EFST_MINIGAME_ROULETTE,
  1668. EFST_MINIGAME_GOLD_POINT,
  1669. EFST_MINIGAME_SILVER_POINT,
  1670. EFST_MINIGAME_BRONZE_POINT,
  1671. EFST_HAPPINESS_STAR,
  1672. EFST_SUMMEREVENT01,
  1673. EFST_SUMMEREVENT02,
  1674. EFST_SUMMEREVENT03,
  1675. EFST_SUMMEREVENT04,
  1676. EFST_SUMMEREVENT05,
  1677. EFST_MINIGAME_ROULETTE_BONUS_ITEM,
  1678. EFST_DRESS_UP,
  1679. EFST_MAPLE_FALLS,
  1680. EFST_ALL_NIFLHEIM_RECALL,
  1681. EFST_MTF_MARIONETTE = 860,
  1682. EFST_MTF_LUDE,
  1683. EFST_MTF_CRUISER,
  1684. EFST_MERMAID_LONGING,
  1685. EFST_MAGICAL_FEATHER,
  1686. EFST_DRACULA_CARD,
  1687. EFST_LIMIT_POWER_BOOSTER = 867,
  1688. EFST_GIFT_OF_SNOW,
  1689. EFST_TIME_ACCESSORY = 872,
  1690. EFST_EP16_DEF,
  1691. EFST_NORMAL_ATKED_SP,
  1692. EFST_BODYSTATE_STONECURSE,
  1693. EFST_BODYSTATE_FREEZING,
  1694. EFST_BODYSTATE_STUN,
  1695. EFST_BODYSTATE_SLEEP,
  1696. EFST_BODYSTATE_UNDEAD,
  1697. EFST_BODYSTATE_STONECURSE_ING,
  1698. EFST_BODYSTATE_BURNNING,
  1699. EFST_BODYSTATE_IMPRISON,
  1700. EFST_HEALTHSTATE_POISON,
  1701. EFST_HEALTHSTATE_CURSE,
  1702. EFST_HEALTHSTATE_SILENCE,
  1703. EFST_HEALTHSTATE_CONFUSION,
  1704. EFST_HEALTHSTATE_BLIND,
  1705. EFST_HEALTHSTATE_ANGELUS,
  1706. EFST_HEALTHSTATE_BLOODING,
  1707. EFST_HEALTHSTATE_HEAVYPOISON,
  1708. EFST_HEALTHSTATE_FEAR,
  1709. EFST_CHERRY_BLOSSOM_CAKE,
  1710. EFST_SU_STOOP,
  1711. EFST_CATNIPPOWDER,
  1712. EFST_HEAD_EQUIPMENT_EFFECT,
  1713. EFST_SV_ROOTTWIST,
  1714. EFST_ATTACK_PROPERTY_NOTHING,
  1715. EFST_ATTACK_PROPERTY_WATER,
  1716. EFST_ATTACK_PROPERTY_GROUND,
  1717. EFST_ATTACK_PROPERTY_FIRE,
  1718. EFST_ATTACK_PROPERTY_WIND,
  1719. EFST_ATTACK_PROPERTY_POISON,
  1720. EFST_ATTACK_PROPERTY_SAINT,
  1721. EFST_ATTACK_PROPERTY_DARKNESS,
  1722. EFST_ATTACK_PROPERTY_TELEKINESIS,
  1723. EFST_ATTACK_PROPERTY_UNDEAD,
  1724. EFST_RESIST_PROPERTY_NOTHING,
  1725. EFST_RESIST_PROPERTY_WATER,
  1726. EFST_RESIST_PROPERTY_GROUND,
  1727. EFST_RESIST_PROPERTY_FIRE,
  1728. EFST_RESIST_PROPERTY_WIND,
  1729. EFST_RESIST_PROPERTY_POISON,
  1730. EFST_RESIST_PROPERTY_SAINT,
  1731. EFST_RESIST_PROPERTY_DARKNESS,
  1732. EFST_RESIST_PROPERTY_TELEKINESIS,
  1733. EFST_RESIST_PROPERTY_UNDEAD,
  1734. EFST_BITESCAR,
  1735. EFST_ARCLOUSEDASH,
  1736. EFST_TUNAPARTY,
  1737. EFST_SHRIMP,
  1738. EFST_FRESHSHRIMP,
  1739. EFST_PERIOD_RECEIVEITEM,
  1740. EFST_PERIOD_PLUSEXP,
  1741. EFST_PERIOD_PLUSJOBEXP,
  1742. EFST_RUNEHELM,
  1743. EFST_HELM_VERKANA,
  1744. EFST_HELM_RHYDO,
  1745. EFST_HELM_TURISUS,
  1746. EFST_HELM_HAGALAS,
  1747. EFST_HELM_ISIA,
  1748. EFST_HELM_ASIR,
  1749. EFST_HELM_URJ,
  1750. EFST_SUHIDE,
  1751. EFST_DORAM_BUF_01 = 935,
  1752. EFST_DORAM_BUF_02,
  1753. EFST_SPRITEMABLE,
  1754. EFST_AID_PERIOD_RECEIVEITEM,
  1755. EFST_AID_PERIOD_PLUSEXP,
  1756. EFST_AID_PERIOD_PLUSJOBEXP,
  1757. EFST_AID_PERIOD_DEADPENALTY,
  1758. EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
  1759. EFST_MAGICSTONE_OF_GRACE_SET = 948,
  1760. EFST_HISS = 950,
  1761. EFST_NYANGGRASS = 952,
  1762. EFST_CHATTERING,
  1763. EFST_GROOMING = 961,
  1764. EFST_PROTECTIONOFSHRIMP,
  1765. EFST_EP16_2_BUFF_SS,
  1766. EFST_EP16_2_BUFF_SC,
  1767. EFST_EP16_2_BUFF_AC,
  1768. EFST_GS_MAGICAL_BULLET,
  1769. EFST_FALLEN_ANGEL = 976,
  1770. EFST_BLAZE_BEAD = 979,
  1771. EFST_FROZEN_BEAD,
  1772. EFST_BREEZE_BEAD,
  1773. EFST_AID_PERIOD_RECEIVEITEM_2ND = 983,
  1774. EFST_AID_PERIOD_PLUSEXP_2ND,
  1775. EFST_AID_PERIOD_PLUSJOBEXP_2ND,
  1776. EFST_PRONTERA_JP,
  1777. EFST_GLOOM_CARD = 988,
  1778. EFST_PHARAOH_CARD,
  1779. EFST_KIEL_CARD,
  1780. EFST_CHEERUP = 992,
  1781. EFST_S_MANAPOTION = 995,
  1782. EFST_M_DEFSCROLL,
  1783. EFST_AS_RAGGED_GOLEM_CARD = 1000,
  1784. EFST_LHZ_DUN_N1,
  1785. EFST_LHZ_DUN_N2,
  1786. EFST_LHZ_DUN_N3,
  1787. EFST_LHZ_DUN_N4,
  1788. EFST_ALL_STAT_DOWN = 1013,
  1789. EFST_GRADUAL_GRAVITY,
  1790. EFST_DAMAGE_HEAL,
  1791. EFST_IMMUNE_PROPERTY_NOTHING,
  1792. EFST_IMMUNE_PROPERTY_WATER,
  1793. EFST_IMMUNE_PROPERTY_GROUND,
  1794. EFST_IMMUNE_PROPERTY_FIRE,
  1795. EFST_IMMUNE_PROPERTY_WIND,
  1796. EFST_IMMUNE_PROPERTY_POISON,
  1797. EFST_IMMUNE_PROPERTY_SAINT,
  1798. EFST_IMMUNE_PROPERTY_DARKNESS,
  1799. EFST_IMMUNE_PROPERTY_TELEKINESIS,
  1800. EFST_IMMUNE_PROPERTY_UNDEAD,
  1801. EFST_REUSE_LIMIT_NP,
  1802. EFST_SPECIALCOOKIE,
  1803. EFST_GLORY_OF_RETURN = 1030,
  1804. EFST_ATK_POPCORN,
  1805. EFST_MATK_POPCORN,
  1806. EFST_ASPD_POPCORN,
  1807. EFST_ULTIMATECOOK,
  1808. EFST_LIGHTOFMOON,
  1809. EFST_LIGHTOFSUN,
  1810. EFST_LIGHTOFSTAR,
  1811. EFST_LUNARSTANCE,
  1812. EFST_UNIVERSESTANCE,
  1813. EFST_SUNSTANCE,
  1814. EFST_FLASHKICK,
  1815. EFST_NEWMOON,
  1816. EFST_STARSTANCE,
  1817. EFST_DIMENSION,
  1818. EFST_DIMENSION1,
  1819. EFST_DIMENSION2,
  1820. EFST_CREATINGSTAR,
  1821. EFST_FALLINGSTAR,
  1822. EFST_NOVAEXPLOSING,
  1823. EFST_GRAVITYCONTROL,
  1824. EFST_SOULCOLLECT = 1053,
  1825. EFST_SOULREAPER,
  1826. EFST_SOULUNITY,
  1827. EFST_SOULSHADOW,
  1828. EFST_SOULFAIRY,
  1829. EFST_SOULFALCON,
  1830. EFST_SOULGOLEM,
  1831. EFST_SOULDIVISION,
  1832. EFST_SOULENERGY,
  1833. EFST_USE_SKILL_SP_SPA,
  1834. EFST_USE_SKILL_SP_SHA,
  1835. EFST_SP_SHA,
  1836. EFST_INFINITY_DRINK,
  1837. EFST_ABYSS_001,
  1838. EFST_ABYSS_002,
  1839. EFST_ABYSS_003,
  1840. EFST_ABYSS_004,
  1841. EFST_ABYSS_005,
  1842. EFST_ABYSS_006,
  1843. EFST_ABYSS_007,
  1844. EFST_ABYSS_008,
  1845. EFST_YGGDRASIL_BLESS = 1081,
  1846. EFST_HUNTING_EVENT = 1083,
  1847. EFST_PERIOD_RECEIVEITEM_2ND,
  1848. EFST_PERIOD_PLUSEXP_2ND,
  1849. EFST_EXPDROPUP,
  1850. EFST_TW_NEWYEAR_EVENT,
  1851. EFST_ENSEMBLEFATIGUE,
  1852. EFST_ADAPTATION,
  1853. EFST_ANCILLA = 1095,
  1854. EFST_WEAPONBLOCK_ON = 1107,
  1855. EFST_CRI_DAMAGE,
  1856. EFST_DEF_POWER,
  1857. EFST_DEF_IGNORE,
  1858. EFST_BOW_ATK_POWER,
  1859. EFST_RED_ORG_POTION,
  1860. EFST_CAST_TIME,
  1861. EFST_LEAPIMPAIRED = 1117,
  1862. EFST_EXCLUSIVE_RECEIVEITEM = 1119,
  1863. EFST_EXCLUSIVE_PLUSEXP,
  1864. EFST_ASSUMPTIO_BUFF,
  1865. EFST_BASILICA_BUFF,
  1866. EFST_OVERLAPEXPUP2,
  1867. EFST_SOULCURSE = 1125,
  1868. EFST_SOUND_OF_DESTRUCTION,
  1869. EFST_NV_BREAKTHROUGH = 1129,
  1870. EFST_HELPANGEL,
  1871. EFST_NV_TRANSCENDENCE,
  1872. EFST_SWEETSFAIR_ATK,
  1873. EFST_SWEETSFAIR_MATK,
  1874. EFST_FLOWER_LEAF2 = 1135,
  1875. EFST_FLOWER_LEAF3,
  1876. EFST_FLOWER_LEAF4,
  1877. /// @APIHOOK_END
  1878. /// Do not modify code above this, since it will be automatically generated by the API again
  1879. EFST_MAX,
  1880. };
  1881. /// JOINTBEAT stackable ailments
  1882. enum e_joint_break
  1883. {
  1884. BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
  1885. BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
  1886. BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
  1887. BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
  1888. BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
  1889. BREAK_NECK = 0x20, ///< current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  1890. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  1891. };
  1892. extern short current_equip_item_index;
  1893. extern unsigned int current_equip_combo_pos;
  1894. extern int current_equip_card_id;
  1895. extern bool running_npc_stat_calc_event;
  1896. extern short current_equip_opt_index;
  1897. //Status change option definitions (options are what makes status changes visible to chars
  1898. //who were not on your field of sight when it happened)
  1899. ///opt1: (BODYSTATE_*) Non stackable status changes.
  1900. enum sc_opt1 {
  1901. OPT1_STONE = 1, //Petrified
  1902. OPT1_FREEZE,
  1903. OPT1_STUN,
  1904. OPT1_SLEEP,
  1905. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  1906. OPT1_STONEWAIT = 6, //Petrifying
  1907. OPT1_BURNING,
  1908. OPT1_IMPRISON,
  1909. };
  1910. ///opt2: (HEALTHSTATE_*) Stackable status changes.
  1911. enum sc_opt2 {
  1912. OPT2_POISON = 0x0001,
  1913. OPT2_CURSE = 0x0002,
  1914. OPT2_SILENCE = 0x0004,
  1915. OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
  1916. OPT2_BLIND = 0x0010,
  1917. OPT2_ANGELUS = 0x0020,
  1918. OPT2_BLEEDING = 0x0040,
  1919. OPT2_DPOISON = 0x0080,
  1920. OPT2_FEAR = 0x0100,
  1921. };
  1922. ///opt3: (SHOW_EFST_*)
  1923. enum sc_opt3 {
  1924. OPT3_NORMAL = 0x00000000,
  1925. OPT3_QUICKEN = 0x00000001,
  1926. OPT3_OVERTHRUST = 0x00000002,
  1927. OPT3_ENERGYCOAT = 0x00000004,
  1928. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  1929. OPT3_STEELBODY = 0x00000010,
  1930. OPT3_BLADESTOP = 0x00000020,
  1931. OPT3_AURABLADE = 0x00000040,
  1932. OPT3_BERSERK = 0x00000080,
  1933. OPT3_LIGHTBLADE = 0x00000100,
  1934. OPT3_MOONLIT = 0x00000200,
  1935. OPT3_MARIONETTE = 0x00000400,
  1936. OPT3_ASSUMPTIO = 0x00000800,
  1937. OPT3_WARM = 0x00001000,
  1938. OPT3_KAITE = 0x00002000,
  1939. OPT3_BUNSIN = 0x00004000,
  1940. OPT3_SOULLINK = 0x00008000,
  1941. OPT3_UNDEAD = 0x00010000,
  1942. OPT3_CONTRACT = 0x00020000,
  1943. };
  1944. ///Option (EFFECTSTATE_*)
  1945. enum e_option {
  1946. OPTION_NOTHING = 0x00000000,
  1947. OPTION_SIGHT = 0x00000001,
  1948. OPTION_HIDE = 0x00000002,
  1949. OPTION_CLOAK = 0x00000004,
  1950. OPTION_CART1 = 0x00000008,
  1951. OPTION_FALCON = 0x00000010,
  1952. OPTION_RIDING = 0x00000020,
  1953. OPTION_INVISIBLE = 0x00000040,
  1954. OPTION_CART2 = 0x00000080,
  1955. OPTION_CART3 = 0x00000100,
  1956. OPTION_CART4 = 0x00000200,
  1957. OPTION_CART5 = 0x00000400,
  1958. OPTION_ORCISH = 0x00000800,
  1959. OPTION_WEDDING = 0x00001000,
  1960. OPTION_RUWACH = 0x00002000,
  1961. OPTION_CHASEWALK = 0x00004000,
  1962. OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  1963. OPTION_XMAS = 0x00010000,
  1964. OPTION_TRANSFORM = 0x00020000,
  1965. OPTION_SUMMER = 0x00040000,
  1966. OPTION_DRAGON1 = 0x00080000,
  1967. OPTION_WUG = 0x00100000,
  1968. OPTION_WUGRIDER = 0x00200000,
  1969. OPTION_MADOGEAR = 0x00400000,
  1970. OPTION_DRAGON2 = 0x00800000,
  1971. OPTION_DRAGON3 = 0x01000000,
  1972. OPTION_DRAGON4 = 0x02000000,
  1973. OPTION_DRAGON5 = 0x04000000,
  1974. OPTION_HANBOK = 0x08000000,
  1975. OPTION_OKTOBERFEST = 0x10000000,
  1976. OPTION_SUMMER2 = 0x20000000,
  1977. // compound constant for older carts
  1978. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  1979. // compound constants
  1980. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  1981. OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
  1982. };
  1983. ///Defines for the manner system [Skotlex]
  1984. enum manner_flags
  1985. {
  1986. MANNER_NOCHAT = 0x01,
  1987. MANNER_NOSKILL = 0x02,
  1988. MANNER_NOCOMMAND = 0x04,
  1989. MANNER_NOITEM = 0x08,
  1990. MANNER_NOROOM = 0x10,
  1991. };
  1992. /// Status Change State Flags
  1993. enum scs_flag {
  1994. SCS_NOMOVECOND = 0x00000001, ///< cond flag for nomove
  1995. SCS_NOMOVE = 0x00000002, ///< unit unable to move
  1996. SCS_NOPICKITEMCOND = 0x00000004, ///< cond flag for nopickitem
  1997. SCS_NOPICKITEM = 0x00000008, ///< player unable to pick up items
  1998. SCS_NODROPITEMCOND = 0x00000010, ///< cond flag for nodropitem
  1999. SCS_NODROPITEM = 0x00000020, ///< player unable to drop items
  2000. SCS_NOCASTCOND = 0x00000040, ///< cond flag for nocast
  2001. SCS_NOCAST = 0x00000080, ///< unit unable to cast skills
  2002. SCS_NOCHAT = 0x00000100, ///< unit can't talk
  2003. SCS_NOCHATCOND = 0x00000200, ///< cond flag for notalk
  2004. };
  2005. ///Define flags for the status_calc_bl function. [Skotlex]
  2006. enum scb_flag
  2007. {
  2008. SCB_NONE = 0x00000000,
  2009. SCB_BASE = 0x00000001,
  2010. SCB_MAXHP = 0x00000002,
  2011. SCB_MAXSP = 0x00000004,
  2012. SCB_STR = 0x00000008,
  2013. SCB_AGI = 0x00000010,
  2014. SCB_VIT = 0x00000020,
  2015. SCB_INT = 0x00000040,
  2016. SCB_DEX = 0x00000080,
  2017. SCB_LUK = 0x00000100,
  2018. SCB_BATK = 0x00000200,
  2019. SCB_WATK = 0x00000400,
  2020. SCB_MATK = 0x00000800,
  2021. SCB_HIT = 0x00001000,
  2022. SCB_FLEE = 0x00002000,
  2023. SCB_DEF = 0x00004000,
  2024. SCB_DEF2 = 0x00008000,
  2025. SCB_MDEF = 0x00010000,
  2026. SCB_MDEF2 = 0x00020000,
  2027. SCB_SPEED = 0x00040000,
  2028. SCB_ASPD = 0x00080000,
  2029. SCB_DSPD = 0x00100000,
  2030. SCB_CRI = 0x00200000,
  2031. SCB_FLEE2 = 0x00400000,
  2032. SCB_ATK_ELE = 0x00800000,
  2033. SCB_DEF_ELE = 0x01000000,
  2034. SCB_MODE = 0x02000000,
  2035. SCB_SIZE = 0x04000000,
  2036. SCB_RACE = 0x08000000,
  2037. SCB_RANGE = 0x10000000,
  2038. SCB_REGEN = 0x20000000,
  2039. SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
  2040. SCB_BATTLE = 0x3FFFFFFE,
  2041. SCB_ALL = 0x3FFFFFFF
  2042. };
  2043. enum e_status_calc_opt {
  2044. SCO_NONE = 0x0,
  2045. SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
  2046. SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
  2047. };
  2048. /// Flags for status_change_start and status_get_sc_def
  2049. enum e_status_change_start_flags {
  2050. SCSTART_NONE = 0x00,
  2051. SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
  2052. SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
  2053. SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
  2054. SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
  2055. SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
  2056. };
  2057. /// Enum for status_change_clear_buffs
  2058. enum e_status_change_clear_buffs_flags {
  2059. SCCB_BUFFS = 0x01,
  2060. SCCB_DEBUFFS = 0x02,
  2061. SCCB_REFRESH = 0x04,
  2062. SCCB_CHEM_PROTECT = 0x08,
  2063. SCCB_LUXANIMA = 0x10,
  2064. };
  2065. ///Enum for bonus_script's flag [Cydh]
  2066. enum e_bonus_script_flags {
  2067. BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
  2068. BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
  2069. BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
  2070. BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
  2071. BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
  2072. BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
  2073. BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
  2074. BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
  2075. BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
  2076. BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
  2077. // These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
  2078. BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
  2079. BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
  2080. // These flags aren't part of 'bonus_script' scripting flags
  2081. BSF_REM_ALL = 0x0, ///< Remove all bonus script
  2082. BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
  2083. BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
  2084. };
  2085. ///Enum for status_get_hpbonus and status_get_spbonus
  2086. enum e_status_bonus {
  2087. STATUS_BONUS_FIX = 0,
  2088. STATUS_BONUS_RATE = 1,
  2089. };
  2090. /// Enum for status_calc_weight and status_calc_cart_weight
  2091. enum e_status_calc_weight_opt {
  2092. CALCWT_NONE = 0x0,
  2093. CALCWT_ITEM = 0x1, ///< Recalculate item weight
  2094. CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
  2095. CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
  2096. };
  2097. // Enum for refine chance types
  2098. enum e_refine_chance_type {
  2099. REFINE_CHANCE_NORMAL = 0,
  2100. REFINE_CHANCE_ENRICHED,
  2101. REFINE_CHANCE_EVENT_NORMAL,
  2102. REFINE_CHANCE_EVENT_ENRICHED,
  2103. REFINE_CHANCE_TYPE_MAX
  2104. };
  2105. ///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  2106. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2107. ///Define to determine who has regen
  2108. #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2109. ///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  2110. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
  2111. /** Basic damage info of a weapon
  2112. * Required because players have two of these, one in status_data
  2113. * and another for their left hand weapon. */
  2114. struct weapon_atk {
  2115. unsigned short atk, atk2;
  2116. unsigned short range;
  2117. unsigned char ele;
  2118. #ifdef RENEWAL
  2119. unsigned short matk;
  2120. unsigned char wlv;
  2121. #endif
  2122. };
  2123. extern sc_type SkillStatusChangeTable[MAX_SKILL]; /// skill -> status
  2124. extern int StatusIconChangeTable[SC_MAX]; /// status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  2125. extern unsigned int StatusChangeFlagTable[SC_MAX]; /// status -> flags
  2126. extern int StatusSkillChangeTable[SC_MAX]; /// status -> skill
  2127. extern int StatusRelevantBLTypes[EFST_MAX]; /// "icon" -> enum bl_type (for clif->status_change to identify for which bl types to send packets)
  2128. extern unsigned int StatusChangeStateTable[SC_MAX]; /// status -> flags
  2129. extern unsigned int StatusDisplayType[SC_MAX];
  2130. ///For holding basic status (which can be modified by status changes)
  2131. struct status_data {
  2132. unsigned int
  2133. hp, sp, // see status_cpy before adding members before hp and sp
  2134. max_hp, max_sp;
  2135. short
  2136. str, agi, vit, int_, dex, luk,
  2137. eatk;
  2138. unsigned short
  2139. batk,
  2140. #ifdef RENEWAL
  2141. watk,
  2142. watk2,
  2143. #endif
  2144. matk_min, matk_max,
  2145. speed,
  2146. amotion, adelay, dmotion;
  2147. enum e_mode mode;
  2148. short
  2149. hit, flee, cri, flee2,
  2150. def2, mdef2,
  2151. #ifdef RENEWAL_ASPD
  2152. aspd_rate2,
  2153. #endif
  2154. aspd_rate;
  2155. /**
  2156. * defType is RENEWAL dependent and defined in src/config/const.hpp
  2157. **/
  2158. defType def,mdef;
  2159. unsigned char
  2160. def_ele, ele_lv,
  2161. size,
  2162. race, /// see enum e_race
  2163. class_; /// see enum e_classAE
  2164. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  2165. };
  2166. ///Additional regen data that only players have.
  2167. struct regen_data_sub {
  2168. unsigned short
  2169. hp,sp;
  2170. //tick accumulation before healing.
  2171. struct {
  2172. unsigned int hp,sp;
  2173. } tick;
  2174. //Regen rates. n/100
  2175. struct {
  2176. unsigned short hp,sp;
  2177. } rate;
  2178. };
  2179. ///Regen data
  2180. struct regen_data {
  2181. unsigned char flag; //Marks what stuff you may heal or not.
  2182. unsigned short hp,sp,shp,ssp;
  2183. //tick accumulation before healing.
  2184. struct {
  2185. unsigned int hp,sp,shp,ssp;
  2186. } tick;
  2187. //Regen rates. n/100
  2188. struct {
  2189. unsigned short hp, sp, shp, ssp;
  2190. } rate;
  2191. struct {
  2192. unsigned walk:1; //Can you regen even when walking?
  2193. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  2194. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  2195. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  2196. } state;
  2197. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  2198. struct regen_data_sub *sregen, *ssregen;
  2199. };
  2200. ///Status display entry
  2201. struct sc_display_entry {
  2202. enum sc_type type;
  2203. int val1, val2, val3;
  2204. };
  2205. ///Status change entry
  2206. struct status_change_entry {
  2207. int timer;
  2208. int val1,val2,val3,val4;
  2209. };
  2210. ///Status change
  2211. struct status_change {
  2212. unsigned int option;// effect state (bitfield)
  2213. unsigned int opt3;// skill state (bitfield)
  2214. unsigned short opt1;// body state
  2215. unsigned short opt2;// health state (bitfield)
  2216. unsigned char count;
  2217. //! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  2218. unsigned char jb_flag; //Joint Beat type flag
  2219. struct {
  2220. unsigned char move;
  2221. unsigned char pickup;
  2222. unsigned char drop;
  2223. unsigned char cast;
  2224. unsigned char chat;
  2225. } cant;/* status change state flags */
  2226. //int sg_id; //ID of the previous Storm gust that hit you
  2227. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  2228. /**
  2229. * The Storm Gust counter was dropped in renewal
  2230. **/
  2231. #ifndef RENEWAL
  2232. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  2233. #endif
  2234. unsigned char bs_counter; // Blood Sucker counter
  2235. struct status_change_entry *data[SC_MAX];
  2236. };
  2237. // for looking up associated data
  2238. sc_type status_skill2sc(int skill);
  2239. int status_sc2skill(sc_type sc);
  2240. unsigned int status_sc2scb_flag(sc_type sc);
  2241. int status_type2relevant_bl_types(int type);
  2242. int status_damage(struct block_list *src,struct block_list *target,int64 dhp,int64 dsp, t_tick walkdelay, int flag);
  2243. //Define for standard HP damage attacks.
  2244. #define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
  2245. //Define for standard SP damage attacks.
  2246. #define status_fix_spdamage(src, target, sp, walkdelay) status_damage(src, target, 0, sp, walkdelay, 0)
  2247. //Define for standard HP/SP damage triggers.
  2248. #define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
  2249. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
  2250. int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
  2251. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag);
  2252. //Easier handling of status_percent_change
  2253. #define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
  2254. /// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP, < 0 % of MaxHP/MaxSP
  2255. #define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
  2256. //Instant kill with no drops/exp/etc
  2257. #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
  2258. //Used to set the hp/sp of an object to an absolute value (can't kill)
  2259. int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
  2260. int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
  2261. int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
  2262. int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
  2263. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag);
  2264. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
  2265. struct regen_data *status_get_regen_data(struct block_list *bl);
  2266. struct status_data *status_get_status_data(struct block_list *bl);
  2267. struct status_data *status_get_base_status(struct block_list *bl);
  2268. const char * status_get_name(struct block_list *bl);
  2269. int status_get_class(struct block_list *bl);
  2270. int status_get_lv(struct block_list *bl);
  2271. #define status_get_range(bl) status_get_status_data(bl)->rhw.range
  2272. #define status_get_hp(bl) status_get_status_data(bl)->hp
  2273. #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
  2274. #define status_get_sp(bl) status_get_status_data(bl)->sp
  2275. #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
  2276. #define status_get_str(bl) status_get_status_data(bl)->str
  2277. #define status_get_agi(bl) status_get_status_data(bl)->agi
  2278. #define status_get_vit(bl) status_get_status_data(bl)->vit
  2279. #define status_get_int(bl) status_get_status_data(bl)->int_
  2280. #define status_get_dex(bl) status_get_status_data(bl)->dex
  2281. #define status_get_luk(bl) status_get_status_data(bl)->luk
  2282. #define status_get_hit(bl) status_get_status_data(bl)->hit
  2283. #define status_get_flee(bl) status_get_status_data(bl)->flee
  2284. defType status_get_def(struct block_list *bl);
  2285. #define status_get_mdef(bl) status_get_status_data(bl)->mdef
  2286. #define status_get_flee2(bl) status_get_status_data(bl)->flee2
  2287. #define status_get_def2(bl) status_get_status_data(bl)->def2
  2288. #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
  2289. #define status_get_critical(bl) status_get_status_data(bl)->cri
  2290. #define status_get_batk(bl) status_get_status_data(bl)->batk
  2291. #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
  2292. #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
  2293. #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
  2294. #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
  2295. #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
  2296. #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
  2297. unsigned short status_get_speed(struct block_list *bl);
  2298. #define status_get_adelay(bl) status_get_status_data(bl)->adelay
  2299. #define status_get_amotion(bl) status_get_status_data(bl)->amotion
  2300. #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
  2301. #define status_get_element(bl) status_get_status_data(bl)->def_ele
  2302. #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
  2303. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
  2304. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  2305. #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
  2306. #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
  2307. #define status_get_race(bl) status_get_status_data(bl)->race
  2308. #define status_get_class_(bl) status_get_status_data(bl)->class_
  2309. #define status_get_size(bl) status_get_status_data(bl)->size
  2310. #define status_get_mode(bl) status_get_status_data(bl)->mode
  2311. #define status_has_mode(status,md) (((status)->mode&(md)) == (md))
  2312. #define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data((bl)),(md))
  2313. #define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
  2314. #define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
  2315. #define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
  2316. #define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
  2317. #define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
  2318. #define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
  2319. int status_get_party_id(struct block_list *bl);
  2320. int status_get_guild_id(struct block_list *bl);
  2321. int status_get_emblem_id(struct block_list *bl);
  2322. enum e_race2 status_get_race2(struct block_list *bl);
  2323. struct view_data *status_get_viewdata(struct block_list *bl);
  2324. void status_set_viewdata(struct block_list *bl, int class_);
  2325. void status_change_init(struct block_list *bl);
  2326. struct status_change *status_get_sc(struct block_list *bl);
  2327. int status_isdead(struct block_list *bl);
  2328. int status_isimmune(struct block_list *bl);
  2329. 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);
  2330. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  2331. #define sc_start(src, bl, type, rate, val1, tick) status_change_start(src,bl,type,100*(rate),val1,0,0,0,tick,SCSTART_NONE)
  2332. #define sc_start2(src, bl, type, rate, val1, val2, tick) status_change_start(src,bl,type,100*(rate),val1,val2,0,0,tick,SCSTART_NONE)
  2333. #define sc_start4(src, bl, type, rate, val1, val2, val3, val4, tick) status_change_start(src,bl,type,100*(rate),val1,val2,val3,val4,tick,SCSTART_NONE)
  2334. 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);
  2335. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
  2336. #define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
  2337. TIMER_FUNC(status_change_timer);
  2338. int status_change_timer_sub(struct block_list* bl, va_list ap);
  2339. int status_change_clear(struct block_list* bl, int type);
  2340. void status_change_clear_buffs(struct block_list* bl, uint8 type);
  2341. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc);
  2342. #define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), SCO_NONE)
  2343. #define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2344. #define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, SCB_ALL, opt)
  2345. #define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, SCB_ALL, opt)
  2346. #define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, SCB_ALL, opt)
  2347. #define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2348. #define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, SCB_ALL, opt)
  2349. #define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, SCB_ALL, opt)
  2350. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2351. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2352. void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt);
  2353. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt);
  2354. void status_calc_pet_(struct pet_data* pd, enum e_status_calc_opt opt);
  2355. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt);
  2356. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt);
  2357. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt);
  2358. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt);
  2359. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt);
  2360. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  2361. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  2362. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
  2363. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd);
  2364. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
  2365. int status_check_visibility(struct block_list *src, struct block_list *target);
  2366. int status_change_spread(struct block_list *src, struct block_list *bl, bool type);
  2367. #ifndef RENEWAL
  2368. unsigned short status_base_matk_min(const struct status_data* status);
  2369. unsigned short status_base_matk_max(const struct status_data* status);
  2370. #else
  2371. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd);
  2372. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
  2373. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
  2374. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
  2375. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
  2376. #endif
  2377. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
  2378. void initChangeTables(void);
  2379. int status_readdb(void);
  2380. int do_init_status(void);
  2381. void do_final_status(void);
  2382. #endif /* STATUS_HPP */