skill.hpp 66 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef SKILL_HPP
  4. #define SKILL_HPP
  5. #include <array>
  6. #include <bitset>
  7. #include <common/cbasetypes.hpp>
  8. #include <common/database.hpp>
  9. #include <common/db.hpp>
  10. #include <common/mmo.hpp> // MAX_SKILL, struct square
  11. #include <common/timer.hpp>
  12. #include "map.hpp" // struct block_list
  13. enum damage_lv : uint8;
  14. enum sc_type : int16;
  15. enum send_target : uint8;
  16. enum e_damage_type : uint8;
  17. enum e_battle_flag : uint16;
  18. enum e_battle_check_target : uint32;
  19. class map_session_data;
  20. struct homun_data;
  21. struct skill_unit;
  22. struct s_skill_unit_group;
  23. struct status_change_entry;
  24. class status_change;
  25. #define MAX_SKILL_PRODUCE_DB 300 /// Max Produce DB
  26. #define MAX_PRODUCE_RESOURCE 12 /// Max Produce requirements
  27. #define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)
  28. #define MAX_MOBSKILL_LEVEL 100 /// Max monster skill level (on skill usage)
  29. #define MAX_SKILL_CRIMSON_MARKER 3 /// Max Crimson Marker targets (RL_C_MARKER)
  30. #define SKILL_NAME_LENGTH 31 /// Max Skill Name length
  31. #define SKILL_DESC_LENGTH 31 /// Max Skill Desc length
  32. /// Used with tracking the hitcount of Earthquake for skills that can avoid the first attack
  33. #define NPC_EARTHQUAKE_FLAG 0x800
  34. /// To control alternative skill scalings
  35. #define SKILL_ALTDMG_FLAG 0x10
  36. /// Make skill ignore requirement consumption [Muh]
  37. #define SKILL_NOCONSUME_REQ 0x20
  38. /// Constants to identify a skill's nk value (damage properties)
  39. /// The NK value applies only to non INF_GROUND_SKILL skills
  40. /// when determining skill castend function to invoke.
  41. enum e_skill_nk : uint8 {
  42. NK_NODAMAGE = 0,
  43. NK_SPLASH,
  44. NK_SPLASHSPLIT,
  45. NK_IGNOREATKCARD,
  46. NK_IGNOREELEMENT,
  47. NK_IGNOREDEFENSE,
  48. NK_IGNOREFLEE,
  49. NK_IGNOREDEFCARD,
  50. NK_CRITICAL,
  51. NK_IGNORELONGCARD,
  52. NK_SIMPLEDEFENSE,
  53. NK_MAX,
  54. };
  55. /// Constants to identify the skill's inf value.
  56. enum e_skill_inf : uint16 {
  57. INF_PASSIVE_SKILL = 0x00, // Used just for skill_db parsing
  58. INF_ATTACK_SKILL = 0x01,
  59. INF_GROUND_SKILL = 0x02,
  60. INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
  61. // 0x08 not assigned
  62. INF_SUPPORT_SKILL = 0x10,
  63. INF_TRAP_SKILL = 0x20,
  64. };
  65. /// Constants to identify the skill's inf2 value.
  66. enum e_skill_inf2 : uint8 {
  67. INF2_ISQUEST = 0,
  68. INF2_ISNPC, //NPC skills are those that players can't have in their skill tree.
  69. INF2_ISWEDDING,
  70. INF2_ISSPIRIT,
  71. INF2_ISGUILD,
  72. INF2_ISSONG,
  73. INF2_ISENSEMBLE,
  74. INF2_ISTRAP,
  75. INF2_TARGETSELF, //Refers to ground placed skills that will target the caster as well (like Grandcross)
  76. INF2_NOTARGETSELF,
  77. INF2_PARTYONLY,
  78. INF2_GUILDONLY,
  79. INF2_NOTARGETENEMY,
  80. INF2_ISAUTOSHADOWSPELL, // Skill that available for SC_AUTOSHADOWSPELL
  81. INF2_ISCHORUS, // Chorus skill
  82. INF2_IGNOREBGREDUCTION, // Skill that ignore bg reduction
  83. INF2_IGNOREGVGREDUCTION, // Skill that ignore gvg reduction
  84. INF2_DISABLENEARNPC, // disable to cast skill if near with NPC [Cydh]
  85. INF2_TARGETTRAP, // can hit trap-type skill (INF2_ISTRAP) [Cydh]
  86. INF2_IGNORELANDPROTECTOR, // Skill that can ignore Land Protector
  87. INF2_ALLOWWHENHIDDEN, // Skill that can be use in hiding
  88. INF2_ALLOWWHENPERFORMING, // Skill that can be use while in dancing state
  89. INF2_TARGETEMPERIUM, // Skill that could hit emperium
  90. INF2_IGNOREKAGEHUMI, // Skill blocked by kagehumi
  91. INF2_ALTERRANGEVULTURE, // Skill range affected by AC_VULTURE
  92. INF2_ALTERRANGESNAKEEYE, // Skill range affected by GS_SNAKEEYE
  93. INF2_ALTERRANGESHADOWJUMP, // Skill range affected by NJ_SHADOWJUMP
  94. INF2_ALTERRANGERADIUS, // Skill range affected by WL_RADIUS
  95. INF2_ALTERRANGERESEARCHTRAP, // Skill range affected by RA_RESEARCHTRAP
  96. INF2_IGNOREHOVERING, // Skill that does not affect user that has SC_HOVERING active
  97. INF2_ALLOWONWARG, // Skill that can be use while riding warg
  98. INF2_ALLOWONMADO, // Skill that can be used while on Madogear
  99. INF2_TARGETMANHOLE, // Skill that can be used to target while under SC__MANHOLE effect
  100. INF2_TARGETHIDDEN, // Skill that affects hidden targets
  101. INF2_INCREASEDANCEWITHWUGDAMAGE, // Skill that is affected by SC_DANCEWITHWUG
  102. INF2_IGNOREWUGBITE, // Skill blocked by RA_WUGBITE
  103. INF2_IGNOREAUTOGUARD , // Skill is not blocked by SC_AUTOGUARD (physical-skill only)
  104. INF2_IGNORECICADA, // Skill is not blocked by SC_UTSUSEMI or SC_BUNSINJYUTSU (physical-skill only)
  105. INF2_SHOWSCALE, // Skill shows AoE area while casting
  106. INF2_IGNOREGTB, // Skill ignores effect of GTB
  107. INF2_TOGGLEABLE, // Skill can be toggled on and off (won't consume HP/SP when toggled off)
  108. INF2_MAX,
  109. };
  110. /// Constants for skill requirements
  111. enum e_skill_require : uint16 {
  112. SKILL_REQ_HPCOST = 0x1,
  113. SKILL_REQ_SPCOST = 0x2,
  114. SKILL_REQ_HPRATECOST = 0x4,
  115. SKILL_REQ_SPRATECOST = 0x8,
  116. SKILL_REQ_MAXHPTRIGGER = 0x10,
  117. SKILL_REQ_ZENYCOST = 0x20,
  118. SKILL_REQ_WEAPON = 0x40,
  119. SKILL_REQ_AMMO = 0x80,
  120. SKILL_REQ_STATE = 0x100,
  121. SKILL_REQ_STATUS = 0x200,
  122. SKILL_REQ_SPIRITSPHERECOST = 0x400,
  123. SKILL_REQ_ITEMCOST = 0x800,
  124. SKILL_REQ_EQUIPMENT = 0x1000,
  125. SKILL_REQ_APCOST = 0x2000,
  126. SKILL_REQ_APRATECOST = 0x4000,
  127. };
  128. /// Constants for skill cast near NPC.
  129. enum e_skill_nonear_npc : uint8 {
  130. SKILL_NONEAR_WARPPORTAL = 0x1,
  131. SKILL_NONEAR_SHOP = 0x2,
  132. SKILL_NONEAR_NPC = 0x4,
  133. SKILL_NONEAR_TOMB = 0x8,
  134. };
  135. /// Constants for skill cast adjustments.
  136. enum e_skill_cast_flags : uint8 {
  137. SKILL_CAST_IGNOREDEX = 0x1,
  138. SKILL_CAST_IGNORESTATUS = 0x2,
  139. SKILL_CAST_IGNOREITEMBONUS = 0x4,
  140. };
  141. /// Constants for skill copyable options.
  142. enum e_skill_copyable_option : uint8 {
  143. SKILL_COPY_PLAGIARISM = 0x1,
  144. SKILL_COPY_REPRODUCE = 0x2,
  145. };
  146. /// Constants for skill unit flags.
  147. enum e_skill_unit_flag : uint8 {
  148. UF_NONE = 0,
  149. UF_NOENEMY, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
  150. UF_NOREITERATION, // Spell cannot be stacked
  151. UF_NOFOOTSET, // Spell cannot be cast near/on targets
  152. UF_NOOVERLAP, // Spell effects do not overlap
  153. UF_PATHCHECK, // Only cells with a shootable path will be placed
  154. UF_NOPC, // May not target players
  155. UF_NOMOB, // May not target mobs
  156. UF_SKILL, // May target skills
  157. UF_DANCE, // Dance
  158. UF_ENSEMBLE, // Duet
  159. UF_SONG, // Song
  160. UF_DUALMODE, // Spells should trigger both ontimer and onplace/onout/onleft effects.
  161. UF_NOKNOCKBACK, // Skill unit cannot be knocked back
  162. UF_RANGEDSINGLEUNIT, // hack for ranged layout, only display center
  163. UF_CRAZYWEEDIMMUNE, // Immune to Crazy Weed removal
  164. UF_REMOVEDBYFIRERAIN, // removed by Fire Rain
  165. UF_KNOCKBACKGROUP, // knockback skill unit with its group instead of single unit
  166. UF_HIDDENTRAP, // Hidden trap [Cydh]
  167. UF_MAX,
  168. };
  169. /// Time that's added to canact delay on castbegin and substracted on castend
  170. /// This is to prevent hackers from sending a skill packet after cast but before a timer triggers castend
  171. const t_tick SECURITY_CASTTIME = 100;
  172. /// Flags passed to skill_attack/skill_area_sub
  173. enum e_skill_display {
  174. SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
  175. 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
  176. SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
  177. SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
  178. };
  179. #define MAX_SKILL_ITEM_REQUIRE 10 /// Maximum required items
  180. #define MAX_SKILL_STATUS_REQUIRE 3 /// Maximum required statuses
  181. #define MAX_SKILL_EQUIP_REQUIRE 10 /// Maximum required equipped item
  182. /// Single skill requirement. !TODO: Cleanup the variable types
  183. struct s_skill_condition {
  184. int32 hp; ///< HP cost
  185. int32 mhp; ///< Max HP to trigger
  186. int32 sp; /// SP cost
  187. int32 ap; /// AP cost
  188. int32 hp_rate; /// HP cost (%)
  189. int32 sp_rate; /// SP cost (%)
  190. int32 ap_rate; /// AP cost (%)
  191. int32 zeny; /// Zeny cost
  192. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  193. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  194. int32 ammo_qty; /// Amount of ammo
  195. int32 state; /// State/condition. @see enum e_require_state
  196. int32 spiritball; /// Spiritball cost
  197. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  198. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  199. std::vector<t_itemid> eqItem; /// List of equipped item
  200. std::vector<sc_type> status; /// List of Status required (SC)
  201. };
  202. /// Skill requirement structure.
  203. struct s_skill_require {
  204. int32 hp[MAX_SKILL_LEVEL]; ///< HP cost
  205. int32 mhp[MAX_SKILL_LEVEL]; ///< Max HP to trigger
  206. int32 sp[MAX_SKILL_LEVEL]; /// SP cost
  207. int32 ap[MAX_SKILL_LEVEL]; /// AP cost
  208. int32 hp_rate[MAX_SKILL_LEVEL]; /// HP cost (%)
  209. int32 sp_rate[MAX_SKILL_LEVEL]; /// SP cost (%)
  210. int32 ap_rate[MAX_SKILL_LEVEL]; /// AP cost (%)
  211. int32 zeny[MAX_SKILL_LEVEL]; /// Zeny cost
  212. int32 weapon; /// Weapon type. Combined bitmask of enum weapon_type (1<<weapon)
  213. int32 ammo; /// Ammo type. Combine bitmask of enum ammo_type (1<<ammo)
  214. int32 ammo_qty[MAX_SKILL_LEVEL]; /// Amount of ammo
  215. int32 state; /// State/condition. @see enum e_require_state
  216. int32 spiritball[MAX_SKILL_LEVEL]; /// Spiritball cost
  217. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE]; /// Required item
  218. int32 amount[MAX_SKILL_ITEM_REQUIRE]; /// Amount of item
  219. std::vector<t_itemid> eqItem; /// List of equipped item
  220. std::vector<sc_type> status; /// List of Status required (SC)
  221. bool itemid_level_dependent; /// If the ItemCost is skill level dependent or not.
  222. };
  223. /// Skill Copyable structure.
  224. struct s_skill_copyable { // [Cydh]
  225. uint8 option;
  226. uint16 req_opt;
  227. };
  228. /// Database skills
  229. struct s_skill_db {
  230. uint16 nameid; ///< Skill ID
  231. char name[SKILL_NAME_LENGTH]; ///< AEGIS_Name
  232. char desc[SKILL_DESC_LENGTH]; ///< English Name
  233. int32 range[MAX_SKILL_LEVEL]; ///< Range
  234. e_damage_type hit; ///< Hit type
  235. uint16 inf; ///< Inf: 0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap
  236. e_element element[MAX_SKILL_LEVEL]; ///< Element
  237. std::bitset<NK_MAX> nk; ///< Damage properties
  238. int32 splash[MAX_SKILL_LEVEL]; ///< Splash effect
  239. uint16 max; ///< Max level
  240. int32 num[MAX_SKILL_LEVEL]; ///< Number of hit
  241. bool castcancel; ///< Cancel cast when being hit
  242. uint16 cast_def_rate; ///< Def rate during cast a skill
  243. e_battle_flag skill_type; ///< Skill type
  244. int32 blewcount[MAX_SKILL_LEVEL]; ///< Blew count
  245. std::bitset<INF2_MAX> inf2; ///< Skill flags @see enum e_skill_inf2
  246. int32 maxcount[MAX_SKILL_LEVEL]; ///< Max number skill can be casted in same map
  247. uint8 castnodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  248. uint8 delaynodex; ///< 1 - Not affected by dex, 2 - Not affected by SC, 4 - Not affected by item
  249. // skill_nocast_db.txt
  250. uint32 nocast; ///< Skill cannot be casted at this zone
  251. int32 giveap[MAX_SKILL_LEVEL]; ///< AP Given On Use
  252. uint16 unit_id; ///< Unit ID. @see enum e_skill_unit_id
  253. uint16 unit_id2; ///< Alternate unit ID. @see enum e_skill_unit_id
  254. int32 unit_layout_type[MAX_SKILL_LEVEL]; ///< Layout type. -1 is special layout, others are square with lenght*width: (val*2+1)^2
  255. int32 unit_range[MAX_SKILL_LEVEL]; ///< Unit cell effect range
  256. int16 unit_interval; ///< Interval
  257. int32 unit_target; ///< Unit target.
  258. std::bitset<UF_MAX> unit_flag; ///< Unit flags.
  259. int32 cast[MAX_SKILL_LEVEL]; ///< Variable casttime
  260. int32 delay[MAX_SKILL_LEVEL]; ///< Global delay (delay before reusing all skills)
  261. int32 walkdelay[MAX_SKILL_LEVEL]; ///< Delay to walk after casting
  262. int32 upkeep_time[MAX_SKILL_LEVEL]; ///< Duration
  263. int32 upkeep_time2[MAX_SKILL_LEVEL]; ///< Duration2
  264. int32 cooldown[MAX_SKILL_LEVEL]; ///< Cooldown (delay before reusing same skill)
  265. #ifdef RENEWAL_CAST
  266. int32 fixed_cast[MAX_SKILL_LEVEL]; ///< If -1 means 20% than 'cast'
  267. #endif
  268. struct s_skill_require require; ///< Skill requirement
  269. uint16 unit_nonearnpc_range; ///< Additional range for UF_NONEARNPC or INF2_DISABLENEARNPC [Cydh]
  270. uint16 unit_nonearnpc_type; ///< Type of NPC [Cydh]
  271. struct s_skill_damage damage;
  272. struct s_skill_copyable copyable;
  273. int32 abra_probability[MAX_SKILL_LEVEL];
  274. uint16 improvisedsong_rate;
  275. sc_type sc; ///< Default SC for skill
  276. };
  277. class SkillDatabase : public TypesafeCachedYamlDatabase <uint16, s_skill_db> {
  278. private:
  279. /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  280. uint16 skilldb_id2idx[(UINT16_MAX + 1)];
  281. /// Skill count, also as last index
  282. uint16 skill_num;
  283. template<typename T, size_t S> bool parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T(&arr)[S]);
  284. public:
  285. SkillDatabase() : TypesafeCachedYamlDatabase("SKILL_DB", 3, 1) {
  286. this->clear();
  287. }
  288. const std::string getDefaultLocation() override;
  289. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  290. void clear() override;
  291. void loadingFinished() override;
  292. // Additional
  293. uint16 get_index( uint16 skill_id, bool silent, const char* func, const char* file, int32 line );
  294. };
  295. extern SkillDatabase skill_db;
  296. #define MAX_SQUARE_LAYOUT 7 // 15*15 unit placement maximum
  297. #define MAX_SKILL_UNIT_LAYOUT (48+MAX_SQUARE_LAYOUT) // 47 special ones + the square ones
  298. #define MAX_SKILL_UNIT_LAYOUT2 17
  299. #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
  300. struct s_skill_unit_layout {
  301. int32 count;
  302. int32 dx[MAX_SKILL_UNIT_COUNT];
  303. int32 dy[MAX_SKILL_UNIT_COUNT];
  304. };
  305. struct s_skill_nounit_layout {
  306. int32 count;
  307. int32 dx[MAX_SKILL_UNIT_COUNT];
  308. int32 dy[MAX_SKILL_UNIT_COUNT];
  309. };
  310. #define MAX_SKILLTIMERSKILL 50
  311. struct skill_timerskill {
  312. int32 timer;
  313. int32 src_id;
  314. int32 target_id;
  315. int32 map;
  316. short x,y;
  317. uint16 skill_id,skill_lv;
  318. int32 type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
  319. int32 flag;
  320. };
  321. /// Skill unit
  322. struct skill_unit {
  323. struct block_list bl;
  324. std::shared_ptr<s_skill_unit_group> group; /// Skill group reference
  325. t_tick limit;
  326. int32 val1, val2;
  327. short range;
  328. bool alive;
  329. bool hidden;
  330. };
  331. /// Skill unit group
  332. struct s_skill_unit_group {
  333. int32 src_id; /// Caster ID/RID, if player is account_id
  334. int32 party_id; /// Party ID
  335. int32 guild_id; /// Guild ID
  336. int32 bg_id; /// Battleground ID
  337. int32 map; /// Map
  338. int32 target_flag; /// Holds BCT_* flag for battle_check_target
  339. int32 bl_flag; /// Holds BL_* flag for map_foreachin* functions
  340. t_tick tick; /// Tick when skill unit initialized
  341. t_tick limit; /// Life time
  342. int32 interval; /// Timer interval
  343. uint16 skill_id, /// Skill ID
  344. skill_lv; /// Skill level
  345. int32 val1, val2, val3; /// Values
  346. char *valstr; /// String value, used for HT_TALKIEBOX & RG_GRAFFITI
  347. int32 unit_id; /// Unit ID (for client effect)
  348. int32 group_id; /// Skill Group ID
  349. int32 link_group_id; /// Linked group that should be deleted if this one is deleted
  350. int32 unit_count, /// Number of unit at this group
  351. alive_count; /// Number of alive unit
  352. t_itemid item_id; /// Store item used.
  353. struct skill_unit *unit; /// Skill Unit
  354. struct {
  355. unsigned ammo_consume : 1; // Need to consume ammo
  356. unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
  357. unsigned guildaura : 1; // Guild Aura
  358. } state;
  359. ~s_skill_unit_group() {
  360. if (this->unit)
  361. map_freeblock(&this->unit->bl); // schedules deallocation of whole array (HACK)
  362. }
  363. };
  364. #define MAX_SKILLUNITGROUPTICKSET 25
  365. struct skill_unit_group_tickset {
  366. t_tick tick;
  367. int32 id;
  368. };
  369. /// Ring of Nibelungen bonuses
  370. enum e_nibelungen_status : uint8 {
  371. RINGNBL_ASPDRATE = 1, ///< ASPD + 20%
  372. RINGNBL_ATKRATE, ///< Physical damage + 20%
  373. RINGNBL_MATKRATE, ///< MATK + 20%
  374. RINGNBL_HPRATE, ///< Maximum HP + 30%
  375. RINGNBL_SPRATE, ///< Maximum SP + 30%
  376. RINGNBL_ALLSTAT, ///< All stats + 15
  377. RINGNBL_HIT, ///< HIT + 50
  378. RINGNBL_FLEE, ///< FLEE + 50
  379. RINGNBL_SPCONSUM, ///< SP consumption - 30%
  380. RINGNBL_HPREGEN, ///< HP recovery + 100%
  381. RINGNBL_SPREGEN, ///< SP recovery + 100%
  382. RINGNBL_MAX,
  383. };
  384. /// Enum for skill_blown
  385. enum e_skill_blown {
  386. BLOWN_NONE = 0x00,
  387. BLOWN_DONT_SEND_PACKET = 0x01, // Position update packets must not be sent to the client
  388. BLOWN_IGNORE_NO_KNOCKBACK = 0x02, // Ignores players' special_state.no_knockback
  389. // These flags return 'count' instead of 0 if target is cannot be knocked back
  390. BLOWN_NO_KNOCKBACK_MAP = 0x04, // On a WoE/BG map
  391. BLOWN_MD_KNOCKBACK_IMMUNE = 0x08, // If target is MD_KNOCKBACK_IMMUNE
  392. BLOWN_TARGET_NO_KNOCKBACK = 0x10, // If target has 'special_state.no_knockback'
  393. BLOWN_TARGET_BASILICA = 0x20, // If target is in Basilica area
  394. };
  395. /// Create Database item
  396. struct s_skill_produce_db {
  397. t_itemid nameid; /// Product ID
  398. unsigned short req_skill; /// Required Skill
  399. unsigned char req_skill_lv, /// Required Skill Level
  400. itemlv; /// Item Level
  401. t_itemid mat_id[MAX_PRODUCE_RESOURCE]; /// Materials needed
  402. unsigned short mat_amount[MAX_PRODUCE_RESOURCE]; /// Amount of each materials
  403. };
  404. extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  405. /// Creating database arrow
  406. struct s_skill_arrow_db {
  407. t_itemid nameid; /// Material ID
  408. std::unordered_map<t_itemid, uint16> created; /// Arrow created
  409. };
  410. class SkillArrowDatabase : public TypesafeYamlDatabase<t_itemid, s_skill_arrow_db> {
  411. public:
  412. SkillArrowDatabase() : TypesafeYamlDatabase("CREATE_ARROW_DB", 1) {
  413. }
  414. const std::string getDefaultLocation() override;
  415. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  416. };
  417. extern SkillArrowDatabase skill_arrow_db;
  418. /// Abracadabra database
  419. struct s_skill_abra_db {
  420. uint16 skill_id; /// Skill ID
  421. std::array<uint16, MAX_SKILL_LEVEL> per; /// Probability summoned
  422. };
  423. class AbraDatabase : public TypesafeYamlDatabase<uint16, s_skill_abra_db> {
  424. public:
  425. AbraDatabase() : TypesafeYamlDatabase("ABRA_DB", 1) {
  426. }
  427. const std::string getDefaultLocation() override;
  428. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  429. };
  430. void do_init_skill(void);
  431. void do_final_skill(void);
  432. /// Cast type
  433. enum e_cast_type { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
  434. /// Returns the cast type of the skill: ground cast, castend damage, castend no damage
  435. e_cast_type skill_get_casttype(uint16 skill_id); //[Skotlex]
  436. const char* skill_get_name( uint16 skill_id ); // [Skotlex]
  437. const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
  438. int32 skill_tree_get_max( uint16 skill_id, int32 b_class ); // Celest
  439. // Accessor to the skills database
  440. #define skill_get_index(skill_id) skill_db.get_index((skill_id), false, __FUNCTION__, __FILE__, __LINE__) /// Get skill index from skill_id (common usage on source)
  441. int32 skill_get_type( uint16 skill_id );
  442. e_damage_type skill_get_hit( uint16 skill_id );
  443. int32 skill_get_inf( uint16 skill_id );
  444. int32 skill_get_ele( uint16 skill_id , uint16 skill_lv );
  445. int32 skill_get_max( uint16 skill_id );
  446. int32 skill_get_range( uint16 skill_id , uint16 skill_lv );
  447. int32 skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer);
  448. int32 skill_get_splash( uint16 skill_id , uint16 skill_lv );
  449. int32 skill_get_num( uint16 skill_id ,uint16 skill_lv );
  450. int32 skill_get_cast( uint16 skill_id ,uint16 skill_lv );
  451. int32 skill_get_delay( uint16 skill_id ,uint16 skill_lv );
  452. int32 skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
  453. int32 skill_get_time( uint16 skill_id ,uint16 skill_lv );
  454. int32 skill_get_time2( uint16 skill_id ,uint16 skill_lv );
  455. int32 skill_get_castnodex( uint16 skill_id );
  456. int32 skill_get_castdef( uint16 skill_id );
  457. int32 skill_get_nocast( uint16 skill_id );
  458. int32 skill_get_unit_id( uint16 skill_id );
  459. int32 skill_get_unit_id2( uint16 skill_id );
  460. int32 skill_get_castcancel( uint16 skill_id );
  461. int32 skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
  462. int32 skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
  463. int32 skill_get_cooldown( uint16 skill_id, uint16 skill_lv );
  464. int32 skill_get_giveap( uint16 skill_id, uint16 skill_lv );
  465. int32 skill_get_unit_target( uint16 skill_id );
  466. #define skill_get_nk(skill_id, nk) skill_get_nk_(skill_id, { nk })
  467. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk);
  468. #define skill_get_inf2(skill_id, inf2) skill_get_inf2_(skill_id, { inf2 })
  469. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2);
  470. #define skill_get_unit_flag(skill_id, unit) skill_get_unit_flag_(skill_id, { unit })
  471. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit);
  472. int32 skill_get_unit_range(uint16 skill_id, uint16 skill_lv);
  473. // Accessor for skill requirements
  474. int32 skill_get_hp( uint16 skill_id ,uint16 skill_lv );
  475. int32 skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
  476. int32 skill_get_sp( uint16 skill_id ,uint16 skill_lv );
  477. int32 skill_get_ap( uint16 skill_id, uint16 skill_lv );
  478. int32 skill_get_hp_rate( uint16 skill_id, uint16 skill_lv );
  479. int32 skill_get_sp_rate( uint16 skill_id, uint16 skill_lv );
  480. int32 skill_get_ap_rate( uint16 skill_id, uint16 skill_lv );
  481. int32 skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
  482. int32 skill_get_weapontype( uint16 skill_id );
  483. int32 skill_get_ammotype( uint16 skill_id );
  484. int32 skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
  485. int32 skill_get_state(uint16 skill_id);
  486. size_t skill_get_status_count( uint16 skill_id );
  487. int32 skill_get_spiritball( uint16 skill_id, uint16 skill_lv );
  488. unsigned short skill_dummy2skill_id(unsigned short skill_id);
  489. uint16 skill_name2id(const char* name);
  490. int32 skill_isammotype(map_session_data *sd, unsigned short skill_id);
  491. TIMER_FUNC(skill_castend_id);
  492. TIMER_FUNC(skill_castend_pos);
  493. TIMER_FUNC( skill_keep_using );
  494. int32 skill_castend_map( map_session_data *sd,uint16 skill_id, const char *map);
  495. int32 skill_cleartimerskill(struct block_list *src);
  496. int32 skill_addtimerskill(struct block_list *src,t_tick tick,int32 target,int32 x,int32 y,uint16 skill_id,uint16 skill_lv,int32 type,int32 flag);
  497. // Results? Added
  498. int32 skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int32 attack_type,enum damage_lv dmg_lv,t_tick tick);
  499. int32 skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int32 attack_type,t_tick tick);
  500. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag);
  501. int32 skill_break_equip(struct block_list *src,struct block_list *bl, unsigned short where, int32 rate, int32 flag);
  502. int32 skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int32 rate, int32 lv, int32 time);
  503. // Skills unit
  504. std::shared_ptr<s_skill_unit_group> skill_id2group(int32 group_id);
  505. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int32 flag);
  506. struct skill_unit *skill_initunit (std::shared_ptr<s_skill_unit_group> group, int32 idx, int32 x, int32 y, int32 val1, int32 val2, bool hidden);
  507. int32 skill_delunit(struct skill_unit *unit);
  508. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int32 count, uint16 skill_id, uint16 skill_lv, int32 unit_id, t_tick limit, int32 interval);
  509. int32 skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int32 line, const char* func);
  510. #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
  511. void skill_clear_unitgroup(struct block_list *src);
  512. int32 skill_clear_group(block_list *bl, uint8 flag);
  513. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick);
  514. int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
  515. // Skill unit visibility [Cydh]
  516. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target);
  517. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl);
  518. int32 skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  519. int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag);
  520. #ifdef RENEWAL_CAST
  521. int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
  522. #endif
  523. int32 skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
  524. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  525. //Check sc of bl [Muh]
  526. int32 skill_check_bl_sc(struct block_list *target, va_list ap);
  527. // Skill conditions check and remove [Inkfish]
  528. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv );
  529. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv );
  530. int32 skill_check_condition_char_sub (struct block_list *bl, va_list ap);
  531. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
  532. struct s_skill_condition skill_get_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv);
  533. bool skill_disable_check(status_change &sc, uint16 skill_id);
  534. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure);
  535. int32 skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int32 range, int32 cast_flag);
  536. int32 skill_unit_move(struct block_list *bl,t_tick tick,int32 flag);
  537. void skill_unit_move_unit_group( std::shared_ptr<s_skill_unit_group> group, int16 m,int16 dx,int16 dy);
  538. void skill_unit_move_unit(struct block_list *bl, int32 dx, int32 dy);
  539. int32 skill_sit(map_session_data *sd, bool sitting);
  540. void skill_repairweapon( map_session_data& sd, int32 idx );
  541. void skill_identify(map_session_data *sd,int32 idx);
  542. void skill_weaponrefine( map_session_data& sd, int32 idx ); // [Celest]
  543. int32 skill_autospell(map_session_data *md,uint16 skill_id);
  544. int32 skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
  545. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
  546. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id);
  547. // Abnormal status
  548. bool skill_isNotOk( uint16 skill_id, map_session_data& sd );
  549. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv);
  550. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md);
  551. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int32 pos_x, int32 pos_y);
  552. // Item creation
  553. short skill_can_produce_mix( map_session_data *sd, t_itemid nameid, int32 trigger, int32 qty);
  554. bool skill_produce_mix( map_session_data *sd, uint16 skill_id, t_itemid nameid, int32 slot1, int32 slot2, int32 slot3, int32 qty, short produce_idx );
  555. bool skill_arrow_create( map_session_data *sd, t_itemid nameid);
  556. // skills for the mob
  557. int32 skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int32 flag );
  558. int32 skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int32 flag );
  559. int32 skill_castend_pos2( struct block_list *src, int32 x,int32 y,uint16 skill_id,uint16 skill_lv,t_tick tick,int32 flag);
  560. bool skill_blockpc_start(map_session_data &sd, uint16 skill_id, t_tick tick);
  561. void skill_blockpc_clear(map_session_data &sd);
  562. TIMER_FUNC(skill_blockpc_end);
  563. bool skill_blockhomun_start(homun_data &hd, uint16 skill_id, t_tick tick);
  564. void skill_blockhomun_clear(homun_data &hd);
  565. TIMER_FUNC(skill_blockhomun_end);
  566. bool skill_blockmerc_start(s_mercenary_data &mc, uint16 skill_id, t_tick tick);
  567. void skill_blockmerc_clear(s_mercenary_data &mc);
  568. TIMER_FUNC(skill_blockmerc_end);
  569. // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
  570. #define skill_ischangesex(id) ( \
  571. ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
  572. ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
  573. // Skill action, (return dmg,heal)
  574. int64 skill_attack( int32 attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int32 flag );
  575. void skill_reload(void);
  576. /// List of State Requirements
  577. enum e_require_state : uint8 {
  578. ST_NONE,
  579. ST_HIDDEN,
  580. ST_RIDING,
  581. ST_FALCON,
  582. ST_CART,
  583. ST_SHIELD,
  584. ST_RECOVER_WEIGHT_RATE,
  585. ST_MOVE_ENABLE,
  586. ST_WATER,
  587. ST_RIDINGDRAGON,
  588. ST_WUG,
  589. ST_RIDINGWUG,
  590. ST_MADO,
  591. ST_ELEMENTALSPIRIT,
  592. ST_ELEMENTALSPIRIT2,
  593. ST_PECO,
  594. ST_SUNSTANCE,
  595. ST_MOONSTANCE,
  596. ST_STARSTANCE,
  597. ST_UNIVERSESTANCE
  598. };
  599. /// List of Skills
  600. enum e_skill {
  601. NV_BASIC = 1,
  602. SM_SWORD,
  603. SM_TWOHAND,
  604. SM_RECOVERY,
  605. SM_BASH,
  606. SM_PROVOKE,
  607. SM_MAGNUM,
  608. SM_ENDURE,
  609. MG_SRECOVERY,
  610. MG_SIGHT,
  611. MG_NAPALMBEAT,
  612. MG_SAFETYWALL,
  613. MG_SOULSTRIKE,
  614. MG_COLDBOLT,
  615. MG_FROSTDIVER,
  616. MG_STONECURSE,
  617. MG_FIREBALL,
  618. MG_FIREWALL,
  619. MG_FIREBOLT,
  620. MG_LIGHTNINGBOLT,
  621. MG_THUNDERSTORM,
  622. AL_DP,
  623. AL_DEMONBANE,
  624. AL_RUWACH,
  625. AL_PNEUMA,
  626. AL_TELEPORT,
  627. AL_WARP,
  628. AL_HEAL,
  629. AL_INCAGI,
  630. AL_DECAGI,
  631. AL_HOLYWATER,
  632. AL_CRUCIS,
  633. AL_ANGELUS,
  634. AL_BLESSING,
  635. AL_CURE,
  636. MC_INCCARRY,
  637. MC_DISCOUNT,
  638. MC_OVERCHARGE,
  639. MC_PUSHCART,
  640. MC_IDENTIFY,
  641. MC_VENDING,
  642. MC_MAMMONITE,
  643. AC_OWL,
  644. AC_VULTURE,
  645. AC_CONCENTRATION,
  646. AC_DOUBLE,
  647. AC_SHOWER,
  648. TF_DOUBLE,
  649. TF_MISS,
  650. TF_STEAL,
  651. TF_HIDING,
  652. TF_POISON,
  653. TF_DETOXIFY,
  654. ALL_RESURRECTION,
  655. KN_SPEARMASTERY,
  656. KN_PIERCE,
  657. KN_BRANDISHSPEAR,
  658. KN_SPEARSTAB,
  659. KN_SPEARBOOMERANG,
  660. KN_TWOHANDQUICKEN,
  661. KN_AUTOCOUNTER,
  662. KN_BOWLINGBASH,
  663. KN_RIDING,
  664. KN_CAVALIERMASTERY,
  665. PR_MACEMASTERY,
  666. PR_IMPOSITIO,
  667. PR_SUFFRAGIUM,
  668. PR_ASPERSIO,
  669. PR_BENEDICTIO,
  670. PR_SANCTUARY,
  671. PR_SLOWPOISON,
  672. PR_STRECOVERY,
  673. PR_KYRIE,
  674. PR_MAGNIFICAT,
  675. PR_GLORIA,
  676. PR_LEXDIVINA,
  677. PR_TURNUNDEAD,
  678. PR_LEXAETERNA,
  679. PR_MAGNUS,
  680. WZ_FIREPILLAR,
  681. WZ_SIGHTRASHER,
  682. WZ_FIREIVY,
  683. WZ_METEOR,
  684. WZ_JUPITEL,
  685. WZ_VERMILION,
  686. WZ_WATERBALL,
  687. WZ_ICEWALL,
  688. WZ_FROSTNOVA,
  689. WZ_STORMGUST,
  690. WZ_EARTHSPIKE,
  691. WZ_HEAVENDRIVE,
  692. WZ_QUAGMIRE,
  693. WZ_ESTIMATION,
  694. BS_IRON,
  695. BS_STEEL,
  696. BS_ENCHANTEDSTONE,
  697. BS_ORIDEOCON,
  698. BS_DAGGER,
  699. BS_SWORD,
  700. BS_TWOHANDSWORD,
  701. BS_AXE,
  702. BS_MACE,
  703. BS_KNUCKLE,
  704. BS_SPEAR,
  705. BS_HILTBINDING,
  706. BS_FINDINGORE,
  707. BS_WEAPONRESEARCH,
  708. BS_REPAIRWEAPON,
  709. BS_SKINTEMPER,
  710. BS_HAMMERFALL,
  711. BS_ADRENALINE,
  712. BS_WEAPONPERFECT,
  713. BS_OVERTHRUST,
  714. BS_MAXIMIZE,
  715. HT_SKIDTRAP,
  716. HT_LANDMINE,
  717. HT_ANKLESNARE,
  718. HT_SHOCKWAVE,
  719. HT_SANDMAN,
  720. HT_FLASHER,
  721. HT_FREEZINGTRAP,
  722. HT_BLASTMINE,
  723. HT_CLAYMORETRAP,
  724. HT_REMOVETRAP,
  725. HT_TALKIEBOX,
  726. HT_BEASTBANE,
  727. HT_FALCON,
  728. HT_STEELCROW,
  729. HT_BLITZBEAT,
  730. HT_DETECTING,
  731. HT_SPRINGTRAP,
  732. AS_RIGHT,
  733. AS_LEFT,
  734. AS_KATAR,
  735. AS_CLOAKING,
  736. AS_SONICBLOW,
  737. AS_GRIMTOOTH,
  738. AS_ENCHANTPOISON,
  739. AS_POISONREACT,
  740. AS_VENOMDUST,
  741. AS_SPLASHER,
  742. NV_FIRSTAID,
  743. NV_TRICKDEAD,
  744. SM_MOVINGRECOVERY,
  745. SM_FATALBLOW,
  746. SM_AUTOBERSERK,
  747. AC_MAKINGARROW,
  748. AC_CHARGEARROW,
  749. TF_SPRINKLESAND,
  750. TF_BACKSLIDING,
  751. TF_PICKSTONE,
  752. TF_THROWSTONE,
  753. MC_CARTREVOLUTION,
  754. MC_CHANGECART,
  755. MC_LOUD,
  756. AL_HOLYLIGHT,
  757. MG_ENERGYCOAT,
  758. NPC_PIERCINGATT,
  759. NPC_MENTALBREAKER,
  760. NPC_RANGEATTACK,
  761. NPC_ATTRICHANGE,
  762. NPC_CHANGEWATER,
  763. NPC_CHANGEGROUND,
  764. NPC_CHANGEFIRE,
  765. NPC_CHANGEWIND,
  766. NPC_CHANGEPOISON,
  767. NPC_CHANGEHOLY,
  768. NPC_CHANGEDARKNESS,
  769. NPC_CHANGETELEKINESIS,
  770. NPC_CRITICALSLASH,
  771. NPC_COMBOATTACK,
  772. NPC_GUIDEDATTACK,
  773. NPC_SELFDESTRUCTION,
  774. NPC_SPLASHATTACK,
  775. NPC_SUICIDE,
  776. NPC_POISON,
  777. NPC_BLINDATTACK,
  778. NPC_SILENCEATTACK,
  779. NPC_STUNATTACK,
  780. NPC_PETRIFYATTACK,
  781. NPC_CURSEATTACK,
  782. NPC_SLEEPATTACK,
  783. NPC_RANDOMATTACK,
  784. NPC_WATERATTACK,
  785. NPC_GROUNDATTACK,
  786. NPC_FIREATTACK,
  787. NPC_WINDATTACK,
  788. NPC_POISONATTACK,
  789. NPC_HOLYATTACK,
  790. NPC_DARKNESSATTACK,
  791. NPC_TELEKINESISATTACK,
  792. NPC_MAGICALATTACK,
  793. NPC_METAMORPHOSIS,
  794. NPC_PROVOCATION,
  795. NPC_SMOKING,
  796. NPC_SUMMONSLAVE,
  797. NPC_EMOTION,
  798. NPC_TRANSFORMATION,
  799. NPC_BLOODDRAIN,
  800. NPC_ENERGYDRAIN,
  801. NPC_KEEPING,
  802. NPC_DARKBREATH,
  803. NPC_DARKBLESSING,
  804. NPC_BARRIER,
  805. NPC_DEFENDER,
  806. NPC_LICK,
  807. NPC_HALLUCINATION,
  808. NPC_REBIRTH,
  809. NPC_SUMMONMONSTER,
  810. RG_SNATCHER,
  811. RG_STEALCOIN,
  812. RG_BACKSTAP,
  813. RG_TUNNELDRIVE,
  814. RG_RAID,
  815. RG_STRIPWEAPON,
  816. RG_STRIPSHIELD,
  817. RG_STRIPARMOR,
  818. RG_STRIPHELM,
  819. RG_INTIMIDATE,
  820. RG_GRAFFITI,
  821. RG_FLAGGRAFFITI,
  822. RG_CLEANER,
  823. RG_GANGSTER,
  824. RG_COMPULSION,
  825. RG_PLAGIARISM,
  826. AM_AXEMASTERY,
  827. AM_LEARNINGPOTION,
  828. AM_PHARMACY,
  829. AM_DEMONSTRATION,
  830. AM_ACIDTERROR,
  831. AM_POTIONPITCHER,
  832. AM_CANNIBALIZE,
  833. AM_SPHEREMINE,
  834. AM_CP_WEAPON,
  835. AM_CP_SHIELD,
  836. AM_CP_ARMOR,
  837. AM_CP_HELM,
  838. AM_BIOETHICS,
  839. AM_BIOTECHNOLOGY,
  840. AM_CREATECREATURE,
  841. AM_CULTIVATION,
  842. AM_FLAMECONTROL,
  843. AM_CALLHOMUN,
  844. AM_REST,
  845. AM_DRILLMASTER,
  846. AM_HEALHOMUN,
  847. AM_RESURRECTHOMUN,
  848. CR_TRUST,
  849. CR_AUTOGUARD,
  850. CR_SHIELDCHARGE,
  851. CR_SHIELDBOOMERANG,
  852. CR_REFLECTSHIELD,
  853. CR_HOLYCROSS,
  854. CR_GRANDCROSS,
  855. CR_DEVOTION,
  856. CR_PROVIDENCE,
  857. CR_DEFENDER,
  858. CR_SPEARQUICKEN,
  859. MO_IRONHAND,
  860. MO_SPIRITSRECOVERY,
  861. MO_CALLSPIRITS,
  862. MO_ABSORBSPIRITS,
  863. MO_TRIPLEATTACK,
  864. MO_BODYRELOCATION,
  865. MO_DODGE,
  866. MO_INVESTIGATE,
  867. MO_FINGEROFFENSIVE,
  868. MO_STEELBODY,
  869. MO_BLADESTOP,
  870. MO_EXPLOSIONSPIRITS,
  871. MO_EXTREMITYFIST,
  872. MO_CHAINCOMBO,
  873. MO_COMBOFINISH,
  874. SA_ADVANCEDBOOK,
  875. SA_CASTCANCEL,
  876. SA_MAGICROD,
  877. SA_SPELLBREAKER,
  878. SA_FREECAST,
  879. SA_AUTOSPELL,
  880. SA_FLAMELAUNCHER,
  881. SA_FROSTWEAPON,
  882. SA_LIGHTNINGLOADER,
  883. SA_SEISMICWEAPON,
  884. SA_DRAGONOLOGY,
  885. SA_VOLCANO,
  886. SA_DELUGE,
  887. SA_VIOLENTGALE,
  888. SA_LANDPROTECTOR,
  889. SA_DISPELL,
  890. SA_ABRACADABRA,
  891. SA_MONOCELL,
  892. SA_CLASSCHANGE,
  893. SA_SUMMONMONSTER,
  894. SA_REVERSEORCISH,
  895. SA_DEATH,
  896. SA_FORTUNE,
  897. SA_TAMINGMONSTER,
  898. SA_QUESTION,
  899. SA_GRAVITY,
  900. SA_LEVELUP,
  901. SA_INSTANTDEATH,
  902. SA_FULLRECOVERY,
  903. SA_COMA,
  904. BD_ADAPTATION,
  905. BD_ENCORE,
  906. BD_LULLABY,
  907. BD_RICHMANKIM,
  908. BD_ETERNALCHAOS,
  909. BD_DRUMBATTLEFIELD,
  910. BD_RINGNIBELUNGEN,
  911. BD_ROKISWEIL,
  912. BD_INTOABYSS,
  913. BD_SIEGFRIED,
  914. BD_RAGNAROK,
  915. BA_MUSICALLESSON,
  916. BA_MUSICALSTRIKE,
  917. BA_DISSONANCE,
  918. BA_FROSTJOKER,
  919. BA_WHISTLE,
  920. BA_ASSASSINCROSS,
  921. BA_POEMBRAGI,
  922. BA_APPLEIDUN,
  923. DC_DANCINGLESSON,
  924. DC_THROWARROW,
  925. DC_UGLYDANCE,
  926. DC_SCREAM,
  927. DC_HUMMING,
  928. DC_DONTFORGETME,
  929. DC_FORTUNEKISS,
  930. DC_SERVICEFORYOU,
  931. NPC_RANDOMMOVE,
  932. NPC_SPEEDUP,
  933. NPC_REVENGE,
  934. WE_MALE,
  935. WE_FEMALE,
  936. WE_CALLPARTNER,
  937. ITM_TOMAHAWK,
  938. NPC_DARKCROSS,
  939. NPC_GRANDDARKNESS,
  940. NPC_DARKSTRIKE,
  941. NPC_DARKTHUNDER,
  942. NPC_STOP,
  943. NPC_WEAPONBRAKER,
  944. NPC_ARMORBRAKE,
  945. NPC_HELMBRAKE,
  946. NPC_SHIELDBRAKE,
  947. NPC_UNDEADATTACK,
  948. NPC_CHANGEUNDEAD,
  949. NPC_POWERUP,
  950. NPC_AGIUP,
  951. NPC_SIEGEMODE,
  952. NPC_CALLSLAVE,
  953. NPC_INVISIBLE,
  954. NPC_RUN,
  955. LK_AURABLADE,
  956. LK_PARRYING,
  957. LK_CONCENTRATION,
  958. LK_TENSIONRELAX,
  959. LK_BERSERK,
  960. LK_FURY,
  961. HP_ASSUMPTIO,
  962. HP_BASILICA,
  963. HP_MEDITATIO,
  964. HW_SOULDRAIN,
  965. HW_MAGICCRASHER,
  966. HW_MAGICPOWER,
  967. PA_PRESSURE,
  968. PA_SACRIFICE,
  969. PA_GOSPEL,
  970. CH_PALMSTRIKE,
  971. CH_TIGERFIST,
  972. CH_CHAINCRUSH,
  973. PF_HPCONVERSION,
  974. PF_SOULCHANGE,
  975. PF_SOULBURN,
  976. ASC_KATAR,
  977. ASC_HALLUCINATION,
  978. ASC_EDP,
  979. ASC_BREAKER,
  980. SN_SIGHT,
  981. SN_FALCONASSAULT,
  982. SN_SHARPSHOOTING,
  983. SN_WINDWALK,
  984. WS_MELTDOWN,
  985. WS_CREATECOIN,
  986. WS_CREATENUGGET,
  987. WS_CARTBOOST,
  988. WS_SYSTEMCREATE,
  989. ST_CHASEWALK,
  990. ST_REJECTSWORD,
  991. ST_STEALBACKPACK,
  992. CR_ALCHEMY,
  993. CR_SYNTHESISPOTION,
  994. CG_ARROWVULCAN,
  995. CG_MOONLIT,
  996. CG_MARIONETTE,
  997. LK_SPIRALPIERCE,
  998. LK_HEADCRUSH,
  999. LK_JOINTBEAT,
  1000. HW_NAPALMVULCAN,
  1001. CH_SOULCOLLECT,
  1002. PF_MINDBREAKER,
  1003. PF_MEMORIZE,
  1004. PF_FOGWALL,
  1005. PF_SPIDERWEB,
  1006. ASC_METEORASSAULT,
  1007. ASC_CDP,
  1008. WE_BABY,
  1009. WE_CALLPARENT,
  1010. WE_CALLBABY,
  1011. TK_RUN,
  1012. TK_READYSTORM,
  1013. TK_STORMKICK,
  1014. TK_READYDOWN,
  1015. TK_DOWNKICK,
  1016. TK_READYTURN,
  1017. TK_TURNKICK,
  1018. TK_READYCOUNTER,
  1019. TK_COUNTER,
  1020. TK_DODGE,
  1021. TK_JUMPKICK,
  1022. TK_HPTIME,
  1023. TK_SPTIME,
  1024. TK_POWER,
  1025. TK_SEVENWIND,
  1026. TK_HIGHJUMP,
  1027. SG_FEEL,
  1028. SG_SUN_WARM,
  1029. SG_MOON_WARM,
  1030. SG_STAR_WARM,
  1031. SG_SUN_COMFORT,
  1032. SG_MOON_COMFORT,
  1033. SG_STAR_COMFORT,
  1034. SG_HATE,
  1035. SG_SUN_ANGER,
  1036. SG_MOON_ANGER,
  1037. SG_STAR_ANGER,
  1038. SG_SUN_BLESS,
  1039. SG_MOON_BLESS,
  1040. SG_STAR_BLESS,
  1041. SG_DEVIL,
  1042. SG_FRIEND,
  1043. SG_KNOWLEDGE,
  1044. SG_FUSION,
  1045. SL_ALCHEMIST,
  1046. AM_BERSERKPITCHER,
  1047. SL_MONK,
  1048. SL_STAR,
  1049. SL_SAGE,
  1050. SL_CRUSADER,
  1051. SL_SUPERNOVICE,
  1052. SL_KNIGHT,
  1053. SL_WIZARD,
  1054. SL_PRIEST,
  1055. SL_BARDDANCER,
  1056. SL_ROGUE,
  1057. SL_ASSASIN,
  1058. SL_BLACKSMITH,
  1059. BS_ADRENALINE2,
  1060. SL_HUNTER,
  1061. SL_SOULLINKER,
  1062. SL_KAIZEL,
  1063. SL_KAAHI,
  1064. SL_KAUPE,
  1065. SL_KAITE,
  1066. SL_KAINA,
  1067. SL_STIN,
  1068. SL_STUN,
  1069. SL_SMA,
  1070. SL_SWOO,
  1071. SL_SKE,
  1072. SL_SKA,
  1073. SM_SELFPROVOKE,
  1074. NPC_EMOTION_ON,
  1075. ST_PRESERVE,
  1076. ST_FULLSTRIP,
  1077. WS_WEAPONREFINE,
  1078. CR_SLIMPITCHER,
  1079. CR_FULLPROTECTION,
  1080. PA_SHIELDCHAIN,
  1081. HP_MANARECHARGE,
  1082. PF_DOUBLECASTING,
  1083. HW_GANBANTEIN,
  1084. HW_GRAVITATION,
  1085. WS_CARTTERMINATION,
  1086. WS_OVERTHRUSTMAX,
  1087. CG_LONGINGFREEDOM,
  1088. CG_HERMODE,
  1089. CG_TAROTCARD,
  1090. CR_ACIDDEMONSTRATION,
  1091. CR_CULTIVATION, // Removed on kRO (renewal)
  1092. ITEM_ENCHANTARMS,
  1093. TK_MISSION,
  1094. SL_HIGH,
  1095. KN_ONEHAND,
  1096. AM_TWILIGHT1,
  1097. AM_TWILIGHT2,
  1098. AM_TWILIGHT3,
  1099. HT_POWER,
  1100. GS_GLITTERING,
  1101. GS_FLING,
  1102. GS_TRIPLEACTION,
  1103. GS_BULLSEYE,
  1104. GS_MADNESSCANCEL,
  1105. GS_ADJUSTMENT,
  1106. GS_INCREASING,
  1107. GS_MAGICALBULLET,
  1108. GS_CRACKER,
  1109. GS_SINGLEACTION,
  1110. GS_SNAKEEYE,
  1111. GS_CHAINACTION,
  1112. GS_TRACKING,
  1113. GS_DISARM,
  1114. GS_PIERCINGSHOT,
  1115. GS_RAPIDSHOWER,
  1116. GS_DESPERADO,
  1117. GS_GATLINGFEVER,
  1118. GS_DUST,
  1119. GS_FULLBUSTER,
  1120. GS_SPREADATTACK,
  1121. GS_GROUNDDRIFT,
  1122. NJ_TOBIDOUGU,
  1123. NJ_SYURIKEN,
  1124. NJ_KUNAI,
  1125. NJ_HUUMA,
  1126. NJ_ZENYNAGE,
  1127. NJ_TATAMIGAESHI,
  1128. NJ_KASUMIKIRI,
  1129. NJ_SHADOWJUMP,
  1130. NJ_KIRIKAGE,
  1131. NJ_UTSUSEMI,
  1132. NJ_BUNSINJYUTSU,
  1133. NJ_NINPOU,
  1134. NJ_KOUENKA,
  1135. NJ_KAENSIN,
  1136. NJ_BAKUENRYU,
  1137. NJ_HYOUSENSOU,
  1138. NJ_SUITON,
  1139. NJ_HYOUSYOURAKU,
  1140. NJ_HUUJIN,
  1141. NJ_RAIGEKISAI,
  1142. NJ_KAMAITACHI,
  1143. NJ_NEN,
  1144. NJ_ISSEN,
  1145. MB_FIGHTING,
  1146. MB_NEUTRAL,
  1147. MB_TAIMING_PUTI,
  1148. MB_WHITEPOTION,
  1149. MB_MENTAL,
  1150. MB_CARDPITCHER,
  1151. MB_PETPITCHER,
  1152. MB_BODYSTUDY,
  1153. MB_BODYALTER,
  1154. MB_PETMEMORY,
  1155. MB_M_TELEPORT,
  1156. MB_B_GAIN,
  1157. MB_M_GAIN,
  1158. MB_MISSION,
  1159. MB_MUNAKKNOWLEDGE,
  1160. MB_MUNAKBALL,
  1161. MB_SCROLL,
  1162. MB_B_GATHERING,
  1163. MB_M_GATHERING,
  1164. MB_B_EXCLUDE,
  1165. MB_B_DRIFT,
  1166. MB_B_WALLRUSH,
  1167. MB_M_WALLRUSH,
  1168. MB_B_WALLSHIFT,
  1169. MB_M_WALLCRASH,
  1170. MB_M_REINCARNATION,
  1171. MB_B_EQUIP,
  1172. SL_DEATHKNIGHT,
  1173. SL_COLLECTOR,
  1174. SL_NINJA,
  1175. SL_GUNNER,
  1176. AM_TWILIGHT4,
  1177. DA_RESET,
  1178. DE_BERSERKAIZER,
  1179. DA_DARKPOWER,
  1180. DE_PASSIVE,
  1181. DE_PATTACK,
  1182. DE_PSPEED,
  1183. DE_PDEFENSE,
  1184. DE_PCRITICAL,
  1185. DE_PHP,
  1186. DE_PSP,
  1187. DE_RESET,
  1188. DE_RANKING,
  1189. DE_PTRIPLE,
  1190. DE_ENERGY,
  1191. DE_NIGHTMARE,
  1192. DE_SLASH,
  1193. DE_COIL,
  1194. DE_WAVE,
  1195. DE_REBIRTH,
  1196. DE_AURA,
  1197. DE_FREEZER,
  1198. DE_CHANGEATTACK,
  1199. DE_PUNISH,
  1200. DE_POISON,
  1201. DE_INSTANT,
  1202. DE_WARNING,
  1203. DE_RANKEDKNIFE,
  1204. DE_RANKEDGRADIUS,
  1205. DE_GAUGE,
  1206. DE_GTIME,
  1207. DE_GPAIN,
  1208. DE_GSKILL,
  1209. DE_GKILL,
  1210. DE_ACCEL,
  1211. DE_BLOCKDOUBLE,
  1212. DE_BLOCKMELEE,
  1213. DE_BLOCKFAR,
  1214. DE_FRONTATTACK,
  1215. DE_DANGERATTACK,
  1216. DE_TWINATTACK,
  1217. DE_WINDATTACK,
  1218. DE_WATERATTACK,
  1219. DA_ENERGY,
  1220. DA_CLOUD,
  1221. DA_FIRSTSLOT,
  1222. DA_HEADDEF,
  1223. DA_SPACE,
  1224. DA_TRANSFORM,
  1225. DA_EXPLOSION,
  1226. DA_REWARD,
  1227. DA_CRUSH,
  1228. DA_ITEMREBUILD,
  1229. DA_ILLUSION,
  1230. DA_NUETRALIZE,
  1231. DA_RUNNER,
  1232. DA_TRANSFER,
  1233. DA_WALL,
  1234. DA_ZENY,
  1235. DA_REVENGE,
  1236. DA_EARPLUG,
  1237. DA_CONTRACT,
  1238. DA_BLACK,
  1239. DA_DREAM,
  1240. DA_MAGICCART,
  1241. DA_COPY,
  1242. DA_CRYSTAL,
  1243. DA_EXP,
  1244. DA_CARTSWING,
  1245. DA_REBUILD,
  1246. DA_JOBCHANGE,
  1247. DA_EDARKNESS,
  1248. DA_EGUARDIAN,
  1249. DA_TIMEOUT,
  1250. ALL_TIMEIN,
  1251. DA_ZENYRANK,
  1252. DA_ACCESSORYMIX,
  1253. NPC_EARTHQUAKE,
  1254. NPC_FIREBREATH,
  1255. NPC_ICEBREATH,
  1256. NPC_THUNDERBREATH,
  1257. NPC_ACIDBREATH,
  1258. NPC_DARKNESSBREATH,
  1259. NPC_DRAGONFEAR,
  1260. NPC_BLEEDING,
  1261. NPC_PULSESTRIKE,
  1262. NPC_HELLJUDGEMENT,
  1263. NPC_WIDESILENCE,
  1264. NPC_WIDEFREEZE,
  1265. NPC_WIDEBLEEDING,
  1266. NPC_WIDESTONE,
  1267. NPC_WIDECONFUSE,
  1268. NPC_WIDESLEEP,
  1269. NPC_WIDESIGHT,
  1270. NPC_EVILLAND,
  1271. NPC_MAGICMIRROR,
  1272. NPC_SLOWCAST,
  1273. NPC_CRITICALWOUND,
  1274. NPC_EXPULSION,
  1275. NPC_STONESKIN,
  1276. NPC_ANTIMAGIC,
  1277. NPC_WIDECURSE,
  1278. NPC_WIDESTUN,
  1279. NPC_VAMPIRE_GIFT,
  1280. NPC_WIDESOULDRAIN,
  1281. ALL_INCCARRY,
  1282. NPC_TALK,
  1283. NPC_HELLPOWER,
  1284. NPC_WIDEHELLDIGNITY,
  1285. NPC_INVINCIBLE,
  1286. NPC_INVINCIBLEOFF,
  1287. NPC_ALLHEAL,
  1288. GM_SANDMAN,
  1289. CASH_BLESSING,
  1290. CASH_INCAGI,
  1291. CASH_ASSUMPTIO,
  1292. ALL_CATCRY,
  1293. ALL_PARTYFLEE,
  1294. ALL_ANGEL_PROTECT,
  1295. ALL_DREAM_SUMMERNIGHT,
  1296. NPC_CHANGEUNDEAD2,
  1297. ALL_REVERSEORCISH,
  1298. ALL_WEWISH,
  1299. ALL_SONKRAN,
  1300. NPC_WIDEHEALTHFEAR,
  1301. NPC_WIDEBODYBURNNING,
  1302. NPC_WIDEFROSTMISTY,
  1303. NPC_WIDECOLD,
  1304. NPC_WIDE_DEEP_SLEEP,
  1305. NPC_WIDESIREN,
  1306. NPC_VENOMFOG,
  1307. NPC_MILLENNIUMSHIELD,
  1308. NPC_COMET,
  1309. NPC_ICEMINE,
  1310. NPC_ICEEXPLO,
  1311. NPC_FLAMECROSS,
  1312. NPC_PULSESTRIKE2,
  1313. NPC_DANCINGBLADE,
  1314. NPC_DANCINGBLADE_ATK,
  1315. NPC_DARKPIERCING,
  1316. NPC_MAXPAIN,
  1317. NPC_MAXPAIN_ATK,
  1318. NPC_DEATHSUMMON,
  1319. NPC_HELLBURNING,
  1320. NPC_JACKFROST,
  1321. NPC_WIDEWEB,
  1322. NPC_WIDESUCK,
  1323. NPC_STORMGUST2,
  1324. NPC_FIRESTORM,
  1325. NPC_REVERBERATION,
  1326. NPC_REVERBERATION_ATK,
  1327. NPC_LEX_AETERNA,
  1328. NPC_ARROWSTORM,
  1329. NPC_CHEAL,
  1330. NPC_SR_CURSEDCIRCLE,
  1331. NPC_DRAGONBREATH,
  1332. NPC_FATALMENACE,
  1333. NPC_MAGMA_ERUPTION,
  1334. NPC_MAGMA_ERUPTION_DOTDAMAGE,
  1335. NPC_MANDRAGORA,
  1336. NPC_PSYCHIC_WAVE,
  1337. NPC_RAYOFGENESIS,
  1338. NPC_VENOMIMPRESS,
  1339. NPC_CLOUD_KILL,
  1340. NPC_IGNITIONBREAK,
  1341. NPC_PHANTOMTHRUST,
  1342. NPC_POISON_BUSTER,
  1343. NPC_HALLUCINATIONWALK,
  1344. NPC_ELECTRICWALK,
  1345. NPC_FIREWALK,
  1346. NPC_WIDEDISPEL,
  1347. NPC_LEASH,
  1348. NPC_WIDELEASH,
  1349. NPC_WIDECRITICALWOUND,
  1350. NPC_EARTHQUAKE_K,
  1351. NPC_ALL_STAT_DOWN,
  1352. NPC_GRADUAL_GRAVITY,
  1353. NPC_DAMAGE_HEAL,
  1354. NPC_IMMUNE_PROPERTY,
  1355. NPC_MOVE_COORDINATE,
  1356. NPC_WIDEBLEEDING2,
  1357. NPC_WIDESILENCE2,
  1358. NPC_WIDESTUN2,
  1359. NPC_WIDESTONE2,
  1360. NPC_WIDESLEEP2,
  1361. NPC_WIDECURSE2,
  1362. NPC_WIDECONFUSE2,
  1363. NPC_WIDEFREEZE2,
  1364. NPC_BLEEDING2,
  1365. NPC_ICEBREATH2,
  1366. NPC_ACIDBREATH2,
  1367. NPC_EVILLAND2,
  1368. NPC_HELLJUDGEMENT2,
  1369. NPC_RAINOFMETEOR,
  1370. NPC_GROUNDDRIVE,
  1371. NPC_RELIEVE_ON,
  1372. NPC_RELIEVE_OFF,
  1373. NPC_LOCKON_LASER,
  1374. NPC_LOCKON_LASER_ATK,
  1375. NPC_SEEDTRAP,
  1376. NPC_DEADLYCURSE,
  1377. NPC_RANDOMBREAK,
  1378. NPC_STRIP_SHADOW,
  1379. NPC_DEADLYCURSE2,
  1380. NPC_CANE_OF_EVIL_EYE,
  1381. NPC_CURSE_OF_RED_CUBE,
  1382. NPC_CURSE_OF_BLUE_CUBE,
  1383. NPC_KILLING_AURA,
  1384. ALL_EVENT_20TH_ANNIVERSARY,
  1385. NPC_TARGET_MARKER,
  1386. NPC_AIMED_SHOWER,
  1387. NPC_BLAZING_ERUPTION,
  1388. NPC_BLOCK_SEAL,
  1389. NPC_BLOCK_EXPLOSION,
  1390. NPC_FROST_FIELD,
  1391. NPC_LIGHTNING_JUDGEMENT,
  1392. NPC_GROGGY_ON,
  1393. NPC_RESET_EFST, //793
  1394. KN_CHARGEATK = 1001,
  1395. CR_SHRINK,
  1396. AS_SONICACCEL,
  1397. AS_VENOMKNIFE,
  1398. RG_CLOSECONFINE,
  1399. WZ_SIGHTBLASTER,
  1400. SA_CREATECON,
  1401. SA_ELEMENTWATER,
  1402. HT_PHANTASMIC,
  1403. BA_PANGVOICE,
  1404. DC_WINKCHARM,
  1405. BS_UNFAIRLYTRICK,
  1406. BS_GREED,
  1407. PR_REDEMPTIO,
  1408. MO_KITRANSLATION,
  1409. MO_BALKYOUNG,
  1410. SA_ELEMENTGROUND,
  1411. SA_ELEMENTFIRE,
  1412. SA_ELEMENTWIND,
  1413. RK_ENCHANTBLADE = 2001,
  1414. RK_SONICWAVE,
  1415. RK_DEATHBOUND,
  1416. RK_HUNDREDSPEAR,
  1417. RK_WINDCUTTER,
  1418. RK_IGNITIONBREAK,
  1419. RK_DRAGONTRAINING,
  1420. RK_DRAGONBREATH,
  1421. RK_DRAGONHOWLING,
  1422. RK_RUNEMASTERY,
  1423. RK_MILLENNIUMSHIELD,
  1424. RK_CRUSHSTRIKE,
  1425. RK_REFRESH,
  1426. RK_GIANTGROWTH,
  1427. RK_STONEHARDSKIN,
  1428. RK_VITALITYACTIVATION,
  1429. RK_STORMBLAST,
  1430. RK_FIGHTINGSPIRIT,
  1431. RK_ABUNDANCE,
  1432. RK_PHANTOMTHRUST,
  1433. GC_VENOMIMPRESS,
  1434. GC_CROSSIMPACT,
  1435. GC_DARKILLUSION,
  1436. GC_RESEARCHNEWPOISON,
  1437. GC_CREATENEWPOISON,
  1438. GC_ANTIDOTE,
  1439. GC_POISONINGWEAPON,
  1440. GC_WEAPONBLOCKING,
  1441. GC_COUNTERSLASH,
  1442. GC_WEAPONCRUSH,
  1443. GC_VENOMPRESSURE,
  1444. GC_POISONSMOKE,
  1445. GC_CLOAKINGEXCEED,
  1446. GC_PHANTOMMENACE,
  1447. GC_HALLUCINATIONWALK,
  1448. GC_ROLLINGCUTTER,
  1449. GC_CROSSRIPPERSLASHER,
  1450. AB_JUDEX,
  1451. AB_ANCILLA,
  1452. AB_ADORAMUS,
  1453. AB_CLEMENTIA,
  1454. AB_CANTO,
  1455. AB_CHEAL,
  1456. AB_EPICLESIS,
  1457. AB_PRAEFATIO,
  1458. AB_ORATIO,
  1459. AB_LAUDAAGNUS,
  1460. AB_LAUDARAMUS,
  1461. AB_EUCHARISTICA, // Removed on kRO
  1462. AB_RENOVATIO,
  1463. AB_HIGHNESSHEAL,
  1464. AB_CLEARANCE,
  1465. AB_EXPIATIO,
  1466. AB_DUPLELIGHT,
  1467. AB_DUPLELIGHT_MELEE,
  1468. AB_DUPLELIGHT_MAGIC,
  1469. AB_SILENTIUM,
  1470. WL_WHITEIMPRISON = 2201,
  1471. WL_SOULEXPANSION,
  1472. WL_FROSTMISTY,
  1473. WL_JACKFROST,
  1474. WL_MARSHOFABYSS,
  1475. WL_RECOGNIZEDSPELL,
  1476. WL_SIENNAEXECRATE,
  1477. WL_RADIUS,
  1478. WL_STASIS,
  1479. WL_DRAINLIFE,
  1480. WL_CRIMSONROCK,
  1481. WL_HELLINFERNO,
  1482. WL_COMET,
  1483. WL_CHAINLIGHTNING,
  1484. WL_CHAINLIGHTNING_ATK,
  1485. WL_EARTHSTRAIN,
  1486. WL_TETRAVORTEX,
  1487. WL_TETRAVORTEX_FIRE,
  1488. WL_TETRAVORTEX_WATER,
  1489. WL_TETRAVORTEX_WIND,
  1490. WL_TETRAVORTEX_GROUND,
  1491. WL_SUMMONFB,
  1492. WL_SUMMONBL,
  1493. WL_SUMMONWB,
  1494. WL_SUMMON_ATK_FIRE,
  1495. WL_SUMMON_ATK_WIND,
  1496. WL_SUMMON_ATK_WATER,
  1497. WL_SUMMON_ATK_GROUND,
  1498. WL_SUMMONSTONE,
  1499. WL_RELEASE,
  1500. WL_READING_SB,
  1501. WL_FREEZE_SP,
  1502. RA_ARROWSTORM,
  1503. RA_FEARBREEZE,
  1504. RA_RANGERMAIN,
  1505. RA_AIMEDBOLT,
  1506. RA_DETONATOR,
  1507. RA_ELECTRICSHOCKER,
  1508. RA_CLUSTERBOMB,
  1509. RA_WUGMASTERY,
  1510. RA_WUGRIDER,
  1511. RA_WUGDASH,
  1512. RA_WUGSTRIKE,
  1513. RA_WUGBITE,
  1514. RA_TOOTHOFWUG,
  1515. RA_SENSITIVEKEEN,
  1516. RA_CAMOUFLAGE,
  1517. RA_RESEARCHTRAP,
  1518. RA_MAGENTATRAP,
  1519. RA_COBALTTRAP,
  1520. RA_MAIZETRAP,
  1521. RA_VERDURETRAP,
  1522. RA_FIRINGTRAP,
  1523. RA_ICEBOUNDTRAP,
  1524. NC_MADOLICENCE,
  1525. NC_BOOSTKNUCKLE,
  1526. NC_PILEBUNKER,
  1527. NC_VULCANARM,
  1528. NC_FLAMELAUNCHER,
  1529. NC_COLDSLOWER,
  1530. NC_ARMSCANNON,
  1531. NC_ACCELERATION,
  1532. NC_HOVERING,
  1533. NC_F_SIDESLIDE,
  1534. NC_B_SIDESLIDE,
  1535. NC_MAINFRAME,
  1536. NC_SELFDESTRUCTION,
  1537. NC_SHAPESHIFT,
  1538. NC_EMERGENCYCOOL,
  1539. NC_INFRAREDSCAN,
  1540. NC_ANALYZE,
  1541. NC_MAGNETICFIELD,
  1542. NC_NEUTRALBARRIER,
  1543. NC_STEALTHFIELD,
  1544. NC_REPAIR,
  1545. NC_TRAININGAXE,
  1546. NC_RESEARCHFE,
  1547. NC_AXEBOOMERANG,
  1548. NC_POWERSWING,
  1549. NC_AXETORNADO,
  1550. NC_SILVERSNIPER,
  1551. NC_MAGICDECOY,
  1552. NC_DISJOINT,
  1553. SC_FATALMENACE,
  1554. SC_REPRODUCE,
  1555. SC_AUTOSHADOWSPELL,
  1556. SC_SHADOWFORM,
  1557. SC_TRIANGLESHOT,
  1558. SC_BODYPAINT,
  1559. SC_INVISIBILITY,
  1560. SC_DEADLYINFECT,
  1561. SC_ENERVATION,
  1562. SC_GROOMY,
  1563. SC_IGNORANCE,
  1564. SC_LAZINESS,
  1565. SC_UNLUCKY,
  1566. SC_WEAKNESS,
  1567. SC_STRIPACCESSARY,
  1568. SC_MANHOLE,
  1569. SC_DIMENSIONDOOR,
  1570. SC_CHAOSPANIC,
  1571. SC_MAELSTROM,
  1572. SC_BLOODYLUST,
  1573. SC_FEINTBOMB,
  1574. LG_CANNONSPEAR = 2307,
  1575. LG_BANISHINGPOINT,
  1576. LG_TRAMPLE,
  1577. LG_SHIELDPRESS,
  1578. LG_REFLECTDAMAGE,
  1579. LG_PINPOINTATTACK,
  1580. LG_FORCEOFVANGUARD,
  1581. LG_RAGEBURST,
  1582. LG_SHIELDSPELL,
  1583. LG_EXEEDBREAK,
  1584. LG_OVERBRAND,
  1585. LG_PRESTIGE,
  1586. LG_BANDING,
  1587. LG_MOONSLASHER,
  1588. LG_RAYOFGENESIS,
  1589. LG_PIETY,
  1590. LG_EARTHDRIVE,
  1591. LG_HESPERUSLIT,
  1592. LG_INSPIRATION,
  1593. SR_DRAGONCOMBO,
  1594. SR_SKYNETBLOW,
  1595. SR_EARTHSHAKER,
  1596. SR_FALLENEMPIRE,
  1597. SR_TIGERCANNON,
  1598. SR_HELLGATE,
  1599. SR_RAMPAGEBLASTER,
  1600. SR_CRESCENTELBOW,
  1601. SR_CURSEDCIRCLE,
  1602. SR_LIGHTNINGWALK,
  1603. SR_KNUCKLEARROW,
  1604. SR_WINDMILL,
  1605. SR_RAISINGDRAGON,
  1606. SR_GENTLETOUCH,
  1607. SR_ASSIMILATEPOWER,
  1608. SR_POWERVELOCITY,
  1609. SR_CRESCENTELBOW_AUTOSPELL,
  1610. SR_GATEOFHELL,
  1611. SR_GENTLETOUCH_QUIET,
  1612. SR_GENTLETOUCH_CURE,
  1613. SR_GENTLETOUCH_ENERGYGAIN,
  1614. SR_GENTLETOUCH_CHANGE,
  1615. SR_GENTLETOUCH_REVITALIZE,
  1616. WA_SWING_DANCE = 2350,
  1617. WA_SYMPHONY_OF_LOVER,
  1618. WA_MOONLIT_SERENADE,
  1619. MI_RUSH_WINDMILL = 2381,
  1620. MI_ECHOSONG,
  1621. MI_HARMONIZE,
  1622. WM_LESSON = 2412,
  1623. WM_METALICSOUND,
  1624. WM_REVERBERATION,
  1625. WM_REVERBERATION_MELEE, // Removed on kRO
  1626. WM_REVERBERATION_MAGIC, // Removed on kRO
  1627. WM_DOMINION_IMPULSE, // Removed on kRO
  1628. WM_SEVERE_RAINSTORM,
  1629. WM_POEMOFNETHERWORLD,
  1630. WM_VOICEOFSIREN,
  1631. WM_DEADHILLHERE,
  1632. WM_LULLABY_DEEPSLEEP,
  1633. WM_SIRCLEOFNATURE,
  1634. WM_RANDOMIZESPELL,
  1635. WM_GLOOMYDAY,
  1636. WM_GREAT_ECHO,
  1637. WM_SONG_OF_MANA,
  1638. WM_DANCE_WITH_WUG,
  1639. WM_SOUND_OF_DESTRUCTION,
  1640. WM_SATURDAY_NIGHT_FEVER,
  1641. WM_LERADS_DEW,
  1642. WM_MELODYOFSINK,
  1643. WM_BEYOND_OF_WARCRY,
  1644. WM_UNLIMITED_HUMMING_VOICE,
  1645. SO_FIREWALK = 2443,
  1646. SO_ELECTRICWALK,
  1647. SO_SPELLFIST,
  1648. SO_EARTHGRAVE,
  1649. SO_DIAMONDDUST,
  1650. SO_POISON_BUSTER,
  1651. SO_PSYCHIC_WAVE,
  1652. SO_CLOUD_KILL,
  1653. SO_STRIKING,
  1654. SO_WARMER,
  1655. SO_VACUUM_EXTREME,
  1656. SO_VARETYR_SPEAR,
  1657. SO_ARRULLO,
  1658. SO_EL_CONTROL,
  1659. SO_SUMMON_AGNI,
  1660. SO_SUMMON_AQUA,
  1661. SO_SUMMON_VENTUS,
  1662. SO_SUMMON_TERA,
  1663. SO_EL_ACTION,
  1664. SO_EL_ANALYSIS,
  1665. SO_EL_SYMPATHY,
  1666. SO_EL_CURE,
  1667. SO_FIRE_INSIGNIA,
  1668. SO_WATER_INSIGNIA,
  1669. SO_WIND_INSIGNIA,
  1670. SO_EARTH_INSIGNIA,
  1671. GN_TRAINING_SWORD = 2474,
  1672. GN_REMODELING_CART,
  1673. GN_CART_TORNADO,
  1674. GN_CARTCANNON,
  1675. GN_CARTBOOST,
  1676. GN_THORNS_TRAP,
  1677. GN_BLOOD_SUCKER,
  1678. GN_SPORE_EXPLOSION,
  1679. GN_WALLOFTHORN,
  1680. GN_CRAZYWEED,
  1681. GN_CRAZYWEED_ATK,
  1682. GN_DEMONIC_FIRE,
  1683. GN_FIRE_EXPANSION,
  1684. GN_FIRE_EXPANSION_SMOKE_POWDER,
  1685. GN_FIRE_EXPANSION_TEAR_GAS,
  1686. GN_FIRE_EXPANSION_ACID,
  1687. GN_HELLS_PLANT,
  1688. GN_HELLS_PLANT_ATK,
  1689. GN_MANDRAGORA,
  1690. GN_SLINGITEM, // Removed on kRO
  1691. GN_CHANGEMATERIAL,
  1692. GN_MIX_COOKING,
  1693. GN_MAKEBOMB, // Removed on kRO
  1694. GN_S_PHARMACY,
  1695. GN_SLINGITEM_RANGEMELEEATK, // Removed on kRO
  1696. AB_SECRAMENT = 2515,
  1697. WM_SEVERE_RAINSTORM_MELEE,
  1698. SR_HOWLINGOFLION,
  1699. SR_RIDEINLIGHTNING,
  1700. LG_OVERBRAND_BRANDISH,
  1701. LG_OVERBRAND_PLUSATK,
  1702. ALL_ODINS_RECALL = 2533,
  1703. RETURN_TO_ELDICASTES,
  1704. ALL_BUYING_STORE,
  1705. ALL_GUARDIAN_RECALL,
  1706. ALL_ODINS_POWER,
  1707. ALL_BEER_BOTTLE_CAP,
  1708. NPC_ASSASSINCROSS,
  1709. NPC_DISSONANCE,
  1710. NPC_UGLYDANCE,
  1711. ALL_TETANY,
  1712. ALL_RAY_OF_PROTECTION,
  1713. MC_CARTDECORATE,
  1714. GM_ITEM_ATKMAX,
  1715. GM_ITEM_ATKMIN,
  1716. GM_ITEM_MATKMAX,
  1717. GM_ITEM_MATKMIN,
  1718. RL_GLITTERING_GREED = 2551,
  1719. RL_RICHS_COIN,
  1720. RL_MASS_SPIRAL,
  1721. RL_BANISHING_BUSTER,
  1722. RL_B_TRAP,
  1723. RL_FLICKER,
  1724. RL_S_STORM,
  1725. RL_E_CHAIN,
  1726. RL_QD_SHOT,
  1727. RL_C_MARKER,
  1728. RL_FIREDANCE,
  1729. RL_H_MINE,
  1730. RL_P_ALTER,
  1731. RL_FALLEN_ANGEL,
  1732. RL_R_TRIP,
  1733. RL_D_TAIL,
  1734. RL_FIRE_RAIN,
  1735. RL_HEAT_BARREL,
  1736. RL_AM_BLAST,
  1737. RL_SLUGSHOT,
  1738. RL_HAMMER_OF_GOD,
  1739. RL_R_TRIP_PLUSATK,
  1740. RL_B_FLICKER_ATK,
  1741. // RL_GLITTERING_GREED_ATK,
  1742. SJ_LIGHTOFMOON,
  1743. SJ_LUNARSTANCE,
  1744. SJ_FULLMOONKICK,
  1745. SJ_LIGHTOFSTAR,
  1746. SJ_STARSTANCE,
  1747. SJ_NEWMOONKICK,
  1748. SJ_FLASHKICK,
  1749. SJ_STAREMPEROR,
  1750. SJ_NOVAEXPLOSING,
  1751. SJ_UNIVERSESTANCE,
  1752. SJ_FALLINGSTAR,
  1753. SJ_GRAVITYCONTROL,
  1754. SJ_BOOKOFDIMENSION,
  1755. SJ_BOOKOFCREATINGSTAR,
  1756. SJ_DOCUMENT,
  1757. SJ_PURIFY,
  1758. SJ_LIGHTOFSUN,
  1759. SJ_SUNSTANCE,
  1760. SJ_SOLARBURST,
  1761. SJ_PROMINENCEKICK,
  1762. SJ_FALLINGSTAR_ATK,
  1763. SJ_FALLINGSTAR_ATK2,
  1764. SP_SOULGOLEM,
  1765. SP_SOULSHADOW,
  1766. SP_SOULFALCON,
  1767. SP_SOULFAIRY,
  1768. SP_CURSEEXPLOSION,
  1769. SP_SOULCURSE,
  1770. SP_SPA,
  1771. SP_SHA,
  1772. SP_SWHOO,
  1773. SP_SOULUNITY,
  1774. SP_SOULDIVISION,
  1775. SP_SOULREAPER,
  1776. SP_SOULREVOLVE,
  1777. SP_SOULCOLLECT,
  1778. SP_SOULEXPLOSION,
  1779. SP_SOULENERGY,
  1780. SP_KAUTE,
  1781. KO_YAMIKUMO = 3001,
  1782. KO_RIGHT,
  1783. KO_LEFT,
  1784. KO_JYUMONJIKIRI,
  1785. KO_SETSUDAN,
  1786. KO_BAKURETSU,
  1787. KO_HAPPOKUNAI,
  1788. KO_MUCHANAGE,
  1789. KO_HUUMARANKA,
  1790. KO_MAKIBISHI,
  1791. KO_MEIKYOUSISUI,
  1792. KO_ZANZOU,
  1793. KO_KYOUGAKU,
  1794. KO_JYUSATSU,
  1795. KO_KAHU_ENTEN,
  1796. KO_HYOUHU_HUBUKI,
  1797. KO_KAZEHU_SEIRAN,
  1798. KO_DOHU_KOUKAI,
  1799. KO_KAIHOU,
  1800. KO_ZENKAI,
  1801. KO_GENWAKU,
  1802. KO_IZAYOI,
  1803. KG_KAGEHUMI,
  1804. KG_KYOMU,
  1805. KG_KAGEMUSYA,
  1806. OB_ZANGETSU,
  1807. OB_OBOROGENSOU,
  1808. OB_OBOROGENSOU_TRANSITION_ATK,
  1809. OB_AKAITSUKI,
  1810. ECL_SNOWFLIP = 3031,
  1811. ECL_PEONYMAMY,
  1812. ECL_SADAGUI,
  1813. ECL_SEQUOIADUST,
  1814. ECLAGE_RECALL,
  1815. ALL_PRONTERA_RECALL = 3042,
  1816. ALL_GLASTHEIM_RECALL,
  1817. ALL_THANATOS_RECALL,
  1818. ALL_LIGHTHALZEN_RECALL,
  1819. GC_DARKCROW = 5001,
  1820. RA_UNLIMIT,
  1821. GN_ILLUSIONDOPING,
  1822. RK_DRAGONBREATH_WATER,
  1823. RK_LUXANIMA,
  1824. NC_MAGMA_ERUPTION,
  1825. WM_FRIGG_SONG,
  1826. SO_ELEMENTAL_SHIELD,
  1827. SR_FLASHCOMBO,
  1828. SC_ESCAPE,
  1829. AB_OFFERTORIUM,
  1830. WL_TELEKINESIS_INTENSE,
  1831. LG_KINGS_GRACE,
  1832. ALL_FULL_THROTTLE,
  1833. NC_MAGMA_ERUPTION_DOTDAMAGE,
  1834. SU_BASIC_SKILL = 5018,
  1835. SU_BITE,
  1836. SU_HIDE,
  1837. SU_SCRATCH,
  1838. SU_STOOP,
  1839. SU_LOPE,
  1840. SU_SPRITEMABLE,
  1841. SU_POWEROFLAND,
  1842. SU_SV_STEMSPEAR,
  1843. SU_CN_POWDERING,
  1844. SU_CN_METEOR,
  1845. SU_SV_ROOTTWIST,
  1846. SU_SV_ROOTTWIST_ATK,
  1847. SU_POWEROFLIFE,
  1848. SU_SCAROFTAROU,
  1849. SU_PICKYPECK,
  1850. SU_PICKYPECK_DOUBLE_ATK,
  1851. SU_ARCLOUSEDASH,
  1852. SU_LUNATICCARROTBEAT,
  1853. SU_POWEROFSEA,
  1854. SU_TUNABELLY,
  1855. SU_TUNAPARTY,
  1856. SU_BUNCHOFSHRIMP,
  1857. SU_FRESHSHRIMP,
  1858. SU_CN_METEOR2,
  1859. SU_LUNATICCARROTBEAT2,
  1860. SU_SOULATTACK,
  1861. SU_POWEROFFLOCK,
  1862. SU_SVG_SPIRIT,
  1863. SU_HISS,
  1864. SU_NYANGGRASS,
  1865. SU_GROOMING,
  1866. SU_PURRING,
  1867. SU_SHRIMPARTY,
  1868. SU_SPIRITOFLIFE,
  1869. SU_MEOWMEOW,
  1870. SU_SPIRITOFLAND,
  1871. SU_CHATTERING,
  1872. SU_SPIRITOFSEA,
  1873. WE_CALLALLFAMILY = 5063,
  1874. WE_ONEFOREVER,
  1875. WE_CHEERUP,
  1876. ALL_EQSWITCH = 5067,
  1877. CG_SPECIALSINGER,
  1878. AB_VITUPERATUM = 5072,
  1879. AB_CONVENIO,
  1880. ALL_LIGHTNING_STORM,
  1881. NV_BREAKTHROUGH,
  1882. NV_HELPANGEL,
  1883. NV_TRANSCENDENCE,
  1884. WL_READING_SB_READING,
  1885. DK_SERVANTWEAPON = 5201,
  1886. DK_SERVANTWEAPON_ATK,
  1887. DK_SERVANT_W_SIGN,
  1888. DK_SERVANT_W_PHANTOM,
  1889. DK_SERVANT_W_DEMOL,
  1890. DK_CHARGINGPIERCE,
  1891. DK_TWOHANDDEF,
  1892. DK_HACKANDSLASHER,
  1893. DK_HACKANDSLASHER_ATK,
  1894. DK_DRAGONIC_AURA,
  1895. DK_MADNESS_CRUSHER,
  1896. DK_VIGOR,
  1897. DK_STORMSLASH,
  1898. AG_DEADLY_PROJECTION,
  1899. AG_DESTRUCTIVE_HURRICANE,
  1900. AG_RAIN_OF_CRYSTAL,
  1901. AG_MYSTERY_ILLUSION,
  1902. AG_VIOLENT_QUAKE,
  1903. AG_VIOLENT_QUAKE_ATK,
  1904. AG_SOUL_VC_STRIKE,
  1905. AG_STRANTUM_TREMOR,
  1906. AG_ALL_BLOOM,
  1907. AG_ALL_BLOOM_ATK,
  1908. AG_ALL_BLOOM_ATK2,
  1909. AG_CRYSTAL_IMPACT,
  1910. AG_CRYSTAL_IMPACT_ATK,
  1911. AG_TORNADO_STORM,
  1912. AG_TWOHANDSTAFF,
  1913. AG_FLORAL_FLARE_ROAD,
  1914. AG_ASTRAL_STRIKE,
  1915. AG_ASTRAL_STRIKE_ATK,
  1916. AG_CLIMAX,
  1917. AG_ROCK_DOWN,
  1918. AG_STORM_CANNON,
  1919. AG_CRIMSON_ARROW,
  1920. AG_CRIMSON_ARROW_ATK,
  1921. AG_FROZEN_SLASH,
  1922. IQ_POWERFUL_FAITH,
  1923. IQ_FIRM_FAITH,
  1924. IQ_WILL_OF_FAITH,
  1925. IQ_OLEUM_SANCTUM,
  1926. IQ_SINCERE_FAITH,
  1927. IQ_MASSIVE_F_BLASTER,
  1928. IQ_EXPOSION_BLASTER,
  1929. IQ_FIRST_BRAND,
  1930. IQ_FIRST_FAITH_POWER,
  1931. IQ_JUDGE,
  1932. IQ_SECOND_FLAME,
  1933. IQ_SECOND_FAITH,
  1934. IQ_SECOND_JUDGEMENT,
  1935. IQ_THIRD_PUNISH,
  1936. IQ_THIRD_FLAME_BOMB,
  1937. IQ_THIRD_CONSECRATION,
  1938. IQ_THIRD_EXOR_FLAME,
  1939. IG_GUARD_STANCE,
  1940. IG_GUARDIAN_SHIELD,
  1941. IG_REBOUND_SHIELD,
  1942. IG_SHIELD_MASTERY,
  1943. IG_SPEAR_SWORD_M,
  1944. IG_ATTACK_STANCE,
  1945. IG_ULTIMATE_SACRIFICE,
  1946. IG_HOLY_SHIELD,
  1947. IG_GRAND_JUDGEMENT,
  1948. IG_JUDGEMENT_CROSS,
  1949. IG_SHIELD_SHOOTING,
  1950. IG_OVERSLASH,
  1951. IG_CROSS_RAIN,
  1952. CD_REPARATIO,
  1953. CD_MEDIALE_VOTUM,
  1954. CD_MACE_BOOK_M,
  1955. CD_ARGUTUS_VITA,
  1956. CD_ARGUTUS_TELUM,
  1957. CD_ARBITRIUM,
  1958. CD_ARBITRIUM_ATK,
  1959. CD_PRESENS_ACIES,
  1960. CD_FIDUS_ANIMUS,
  1961. CD_EFFLIGO,
  1962. CD_COMPETENTIA,
  1963. CD_PNEUMATICUS_PROCELLA,
  1964. CD_DILECTIO_HEAL,
  1965. CD_RELIGIO,
  1966. CD_BENEDICTUM,
  1967. CD_PETITIO,
  1968. CD_FRAMEN,
  1969. SHC_SHADOW_EXCEED,
  1970. SHC_DANCING_KNIFE,
  1971. SHC_SAVAGE_IMPACT,
  1972. SHC_SHADOW_SENSE,
  1973. SHC_ETERNAL_SLASH,
  1974. SHC_POTENT_VENOM,
  1975. SHC_SHADOW_STAB,
  1976. SHC_IMPACT_CRATER,
  1977. SHC_ENCHANTING_SHADOW,
  1978. SHC_FATAL_SHADOW_CROW,
  1979. MT_AXE_STOMP,
  1980. MT_RUSH_QUAKE,
  1981. MT_M_MACHINE,
  1982. MT_A_MACHINE,
  1983. MT_D_MACHINE,
  1984. MT_TWOAXEDEF,
  1985. MT_ABR_M,
  1986. MT_SUMMON_ABR_BATTLE_WARIOR,
  1987. MT_SUMMON_ABR_DUAL_CANNON,
  1988. MT_SUMMON_ABR_MOTHER_NET,
  1989. MT_SUMMON_ABR_INFINITY,
  1990. AG_DESTRUCTIVE_HURRICANE_CLIMAX,
  1991. BO_ACIDIFIED_ZONE_WATER_ATK,
  1992. BO_ACIDIFIED_ZONE_GROUND_ATK,
  1993. BO_ACIDIFIED_ZONE_WIND_ATK,
  1994. BO_ACIDIFIED_ZONE_FIRE_ATK,
  1995. ABC_DAGGER_AND_BOW_M,
  1996. ABC_MAGIC_SWORD_M,
  1997. ABC_STRIP_SHADOW,
  1998. ABC_ABYSS_DAGGER,
  1999. ABC_UNLUCKY_RUSH,
  2000. ABC_CHAIN_REACTION_SHOT,
  2001. ABC_FROM_THE_ABYSS,
  2002. ABC_ABYSS_SLAYER,
  2003. ABC_ABYSS_STRIKE,
  2004. ABC_DEFT_STAB,
  2005. ABC_ABYSS_SQUARE,
  2006. ABC_FRENZY_SHOT,
  2007. WH_ADVANCED_TRAP,
  2008. WH_WIND_SIGN,
  2009. WH_NATUREFRIENDLY,
  2010. WH_HAWKRUSH,
  2011. WH_HAWK_M,
  2012. WH_CALAMITYGALE,
  2013. WH_HAWKBOOMERANG,
  2014. WH_GALESTORM,
  2015. WH_DEEPBLINDTRAP,
  2016. WH_SOLIDTRAP,
  2017. WH_SWIFTTRAP,
  2018. WH_CRESCIVE_BOLT,
  2019. WH_FLAMETRAP,
  2020. BO_BIONIC_PHARMACY,
  2021. BO_BIONICS_M,
  2022. BO_THE_WHOLE_PROTECTION,
  2023. BO_ADVANCE_PROTECTION,
  2024. BO_ACIDIFIED_ZONE_WATER,
  2025. BO_ACIDIFIED_ZONE_GROUND,
  2026. BO_ACIDIFIED_ZONE_WIND,
  2027. BO_ACIDIFIED_ZONE_FIRE,
  2028. BO_WOODENWARRIOR,
  2029. BO_WOODEN_FAIRY,
  2030. BO_CREEPER,
  2031. BO_RESEARCHREPORT,
  2032. BO_HELLTREE,
  2033. TR_STAGE_MANNER,
  2034. TR_RETROSPECTION,
  2035. TR_MYSTIC_SYMPHONY,
  2036. TR_KVASIR_SONATA,
  2037. TR_ROSEBLOSSOM,
  2038. TR_ROSEBLOSSOM_ATK,
  2039. TR_RHYTHMSHOOTING,
  2040. TR_METALIC_FURY,
  2041. TR_SOUNDBLEND,
  2042. TR_GEF_NOCTURN,
  2043. TR_ROKI_CAPRICCIO,
  2044. TR_AIN_RHAPSODY,
  2045. TR_MUSICAL_INTERLUDE,
  2046. TR_JAWAII_SERENADE,
  2047. TR_NIPELHEIM_REQUIEM,
  2048. TR_PRON_MARCH,
  2049. EM_MAGIC_BOOK_M,
  2050. EM_SPELL_ENCHANTING,
  2051. EM_ACTIVITY_BURN,
  2052. EM_INCREASING_ACTIVITY,
  2053. EM_DIAMOND_STORM,
  2054. EM_LIGHTNING_LAND,
  2055. EM_VENOM_SWAMP,
  2056. EM_CONFLAGRATION,
  2057. EM_TERRA_DRIVE,
  2058. EM_ELEMENTAL_SPIRIT_M,
  2059. EM_SUMMON_ELEMENTAL_ARDOR,
  2060. EM_SUMMON_ELEMENTAL_DILUVIO,
  2061. EM_SUMMON_ELEMENTAL_PROCELLA,
  2062. EM_SUMMON_ELEMENTAL_TERREMOTUS,
  2063. EM_SUMMON_ELEMENTAL_SERPENS,
  2064. EM_ELEMENTAL_BUSTER,
  2065. EM_ELEMENTAL_VEIL,
  2066. ABC_CHAIN_REACTION_SHOT_ATK,
  2067. ABC_FROM_THE_ABYSS_ATK,
  2068. BO_WOODEN_THROWROCK,
  2069. BO_WOODEN_ATTACK,
  2070. BO_HELL_HOWLING,
  2071. BO_HELL_DUSTY,
  2072. BO_FAIRY_DUSTY,
  2073. EM_ELEMENTAL_BUSTER_FIRE,
  2074. EM_ELEMENTAL_BUSTER_WATER,
  2075. EM_ELEMENTAL_BUSTER_WIND,
  2076. EM_ELEMENTAL_BUSTER_GROUND,
  2077. EM_ELEMENTAL_BUSTER_POISON,
  2078. NW_P_F_I = 5401,
  2079. NW_GRENADE_MASTERY,
  2080. NW_INTENSIVE_AIM,
  2081. NW_GRENADE_FRAGMENT,
  2082. NW_THE_VIGILANTE_AT_NIGHT,
  2083. NW_ONLY_ONE_BULLET,
  2084. NW_SPIRAL_SHOOTING,
  2085. NW_MAGAZINE_FOR_ONE,
  2086. NW_WILD_FIRE,
  2087. NW_BASIC_GRENADE,
  2088. NW_HASTY_FIRE_IN_THE_HOLE,
  2089. NW_GRENADES_DROPPING,
  2090. NW_AUTO_FIRING_LAUNCHER,
  2091. NW_HIDDEN_CARD,
  2092. NW_MISSION_BOMBARD,
  2093. SOA_TALISMAN_MASTERY,
  2094. SOA_SOUL_MASTERY,
  2095. SOA_TALISMAN_OF_PROTECTION,
  2096. SOA_TALISMAN_OF_WARRIOR,
  2097. SOA_TALISMAN_OF_MAGICIAN,
  2098. SOA_SOUL_GATHERING,
  2099. SOA_TOTEM_OF_TUTELARY,
  2100. SOA_TALISMAN_OF_FIVE_ELEMENTS,
  2101. SOA_TALISMAN_OF_SOUL_STEALING,
  2102. SOA_EXORCISM_OF_MALICIOUS_SOUL,
  2103. SOA_TALISMAN_OF_BLUE_DRAGON,
  2104. SOA_TALISMAN_OF_WHITE_TIGER,
  2105. SOA_TALISMAN_OF_RED_PHOENIX,
  2106. SOA_TALISMAN_OF_BLACK_TORTOISE,
  2107. SOA_TALISMAN_OF_FOUR_BEARING_GOD,
  2108. SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS,
  2109. SOA_SOUL_OF_HEAVEN_AND_EARTH,
  2110. SH_MYSTICAL_CREATURE_MASTERY,
  2111. SH_COMMUNE_WITH_CHUL_HO,
  2112. SH_CHUL_HO_SONIC_CLAW,
  2113. SH_HOWLING_OF_CHUL_HO,
  2114. SH_HOGOGONG_STRIKE,
  2115. SH_COMMUNE_WITH_KI_SUL,
  2116. SH_KI_SUL_WATER_SPRAYING,
  2117. SH_MARINE_FESTIVAL_OF_KI_SUL,
  2118. SH_SANDY_FESTIVAL_OF_KI_SUL,
  2119. SH_KI_SUL_RAMPAGE,
  2120. SH_COMMUNE_WITH_HYUN_ROK,
  2121. SH_COLORS_OF_HYUN_ROK,
  2122. SH_HYUN_ROKS_BREEZE,
  2123. SH_HYUN_ROK_CANNON,
  2124. SH_TEMPORARY_COMMUNION,
  2125. SH_BLESSING_OF_MYSTICAL_CREATURES,
  2126. HN_SELFSTUDY_TATICS,
  2127. HN_SELFSTUDY_SOCERY,
  2128. HN_DOUBLEBOWLINGBASH,
  2129. HN_MEGA_SONIC_BLOW,
  2130. HN_SHIELD_CHAIN_RUSH,
  2131. HN_SPIRAL_PIERCE_MAX,
  2132. HN_METEOR_STORM_BUSTER,
  2133. HN_JUPITEL_THUNDER_STORM,
  2134. HN_JACK_FROST_NOVA,
  2135. HN_HELLS_DRIVE,
  2136. HN_GROUND_GRAVITATION,
  2137. HN_NAPALM_VULCAN_STRIKE,
  2138. HN_BREAKINGLIMIT,
  2139. HN_RULEBREAK,
  2140. SKE_SKY_MASTERY,
  2141. SKE_WAR_BOOK_MASTERY,
  2142. SKE_RISING_SUN,
  2143. SKE_NOON_BLAST,
  2144. SKE_SUNSET_BLAST,
  2145. SKE_RISING_MOON,
  2146. SKE_MIDNIGHT_KICK,
  2147. SKE_DAWN_BREAK,
  2148. SKE_TWINKLING_GALAXY,
  2149. SKE_STAR_BURST,
  2150. SKE_STAR_CANNON,
  2151. SKE_ALL_IN_THE_SKY,
  2152. SKE_ENCHANTING_SKY,
  2153. SS_TOKEDASU,
  2154. SS_SHIMIRU,
  2155. SS_AKUMUKESU,
  2156. SS_SHINKIROU,
  2157. SS_KAGEGARI,
  2158. SS_KAGENOMAI,
  2159. SS_KAGEGISSEN,
  2160. SS_FUUMASHOUAKU,
  2161. SS_FUUMAKOUCHIKU,
  2162. SS_KUNAIWAIKYOKU,
  2163. SS_KUNAIKAITEN,
  2164. SS_KUNAIKUSSETSU,
  2165. SS_SEKIENHOU,
  2166. SS_REIKETSUHOU,
  2167. SS_RAIDENPOU,
  2168. SS_KINRYUUHOU,
  2169. SS_ANTENPOU,
  2170. SS_KAGEAKUMU,
  2171. SS_HITOUAKUMU,
  2172. SS_ANKOKURYUUAKUMU,
  2173. NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING,
  2174. NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN,
  2175. SS_FUUMAKOUCHIKU_BLASTING,
  2176. SS_FOUR_CHARM = 5499,
  2177. NW_WILD_SHOT,
  2178. NW_MIDNIGHT_FALLEN,
  2179. SKE_SKY_SUN,
  2180. SKE_SKY_MOON,
  2181. SKE_STAR_LIGHT_KICK,
  2182. HN_OVERCOMING_CRISIS,
  2183. SH_CHUL_HO_BATTERING,
  2184. SH_HYUN_ROK_SPIRIT_POWER, // 5507
  2185. DK_DRAGONIC_BREATH = 6001,
  2186. MT_SPARK_BLASTER,
  2187. MT_TRIPLE_LASER,
  2188. MT_MIGHTY_SMASH,
  2189. BO_EXPLOSIVE_POWDER,
  2190. BO_MAYHEMIC_THORNS,
  2191. DK_DRAGONIC_PIERCE = 6502,
  2192. IG_RADIANT_SPEAR,
  2193. IG_IMPERIAL_CROSS,
  2194. IG_IMPERIAL_PRESSURE,
  2195. MT_RUSH_STRIKE,
  2196. MT_POWERFUL_SWING,
  2197. MT_ENERGY_CANNONADE,
  2198. BO_MYSTERY_POWDER,
  2199. BO_DUST_EXPLOSION,
  2200. SHC_CROSS_SLASH,
  2201. ABC_HIT_AND_SLIDING,
  2202. ABC_CHASING_BREAK,
  2203. ABC_CHASING_SHOT,
  2204. ABC_ABYSS_FLAME,
  2205. AG_ENERGY_CONVERSION,
  2206. EM_PSYCHIC_STREAM,
  2207. CD_DIVINUS_FLOS,
  2208. IQ_BLAZING_FLAME_BLAST,
  2209. WH_WILD_WALK,
  2210. TR_RHYTHMICAL_WAVE,
  2211. ABC_ABYSS_FLAME_ATK, // 6522
  2212. HLIF_HEAL = 8001,
  2213. HLIF_AVOID,
  2214. HLIF_BRAIN,
  2215. HLIF_CHANGE,
  2216. HAMI_CASTLE,
  2217. HAMI_DEFENCE,
  2218. HAMI_SKIN,
  2219. HAMI_BLOODLUST,
  2220. HFLI_MOON,
  2221. HFLI_FLEET,
  2222. HFLI_SPEED,
  2223. HFLI_SBR44,
  2224. HVAN_CAPRICE,
  2225. HVAN_CHAOTIC,
  2226. HVAN_INSTRUCT,
  2227. HVAN_EXPLOSION,
  2228. MUTATION_BASEJOB,
  2229. MH_SUMMON_LEGION,
  2230. MH_NEEDLE_OF_PARALYZE,
  2231. MH_POISON_MIST,
  2232. MH_PAIN_KILLER,
  2233. MH_LIGHT_OF_REGENE,
  2234. MH_OVERED_BOOST,
  2235. MH_ERASER_CUTTER,
  2236. MH_XENO_SLASHER,
  2237. MH_SILENT_BREEZE,
  2238. MH_STYLE_CHANGE,
  2239. MH_SONIC_CRAW,
  2240. MH_SILVERVEIN_RUSH,
  2241. MH_MIDNIGHT_FRENZY,
  2242. MH_STAHL_HORN,
  2243. MH_GOLDENE_FERSE,
  2244. MH_STEINWAND,
  2245. MH_HEILIGE_STANGE,
  2246. MH_ANGRIFFS_MODUS,
  2247. MH_TINDER_BREAKER,
  2248. MH_CBC,
  2249. MH_EQC,
  2250. MH_MAGMA_FLOW,
  2251. MH_GRANITIC_ARMOR,
  2252. MH_LAVA_SLIDE,
  2253. MH_PYROCLASTIC,
  2254. MH_VOLCANIC_ASH,
  2255. MH_BLAST_FORGE,
  2256. MH_TEMPERING,
  2257. MH_CLASSY_FLUTTER,
  2258. MH_TWISTER_CUTTER,
  2259. MH_ABSOLUTE_ZEPHYR,
  2260. MH_BRUSHUP_CLAW,
  2261. MH_BLAZING_AND_FURIOUS,
  2262. MH_THE_ONE_FIGHTER_RISES,
  2263. MH_POLISHING_NEEDLE,
  2264. MH_TOXIN_OF_MANDARA,
  2265. MH_NEEDLE_STINGER,
  2266. MH_LICHT_GEHORN,
  2267. MH_GLANZEN_SPIES,
  2268. MH_HEILIGE_PFERD,
  2269. MH_GOLDENE_TONE,
  2270. MH_BLAZING_LAVA,
  2271. MS_BASH = 8201,
  2272. MS_MAGNUM,
  2273. MS_BOWLINGBASH,
  2274. MS_PARRYING,
  2275. MS_REFLECTSHIELD,
  2276. MS_BERSERK,
  2277. MA_DOUBLE,
  2278. MA_SHOWER,
  2279. MA_SKIDTRAP,
  2280. MA_LANDMINE,
  2281. MA_SANDMAN,
  2282. MA_FREEZINGTRAP,
  2283. MA_REMOVETRAP,
  2284. MA_CHARGEARROW,
  2285. MA_SHARPSHOOTING,
  2286. ML_PIERCE,
  2287. ML_BRANDISH,
  2288. ML_SPIRALPIERCE,
  2289. ML_DEFENDER,
  2290. ML_AUTOGUARD,
  2291. ML_DEVOTION,
  2292. MER_MAGNIFICAT,
  2293. MER_QUICKEN,
  2294. MER_SIGHT,
  2295. MER_CRASH,
  2296. MER_REGAIN,
  2297. MER_TENDER,
  2298. MER_BENEDICTION,
  2299. MER_RECUPERATE,
  2300. MER_MENTALCURE,
  2301. MER_COMPRESS,
  2302. MER_PROVOKE,
  2303. MER_AUTOBERSERK,
  2304. MER_DECAGI,
  2305. MER_SCAPEGOAT,
  2306. MER_LEXDIVINA,
  2307. MER_ESTIMATION,
  2308. MER_KYRIE,
  2309. MER_BLESSING,
  2310. MER_INCAGI,
  2311. MER_INVINCIBLEOFF2,
  2312. EL_CIRCLE_OF_FIRE = 8401,
  2313. EL_FIRE_CLOAK,
  2314. EL_FIRE_MANTLE,
  2315. EL_WATER_SCREEN,
  2316. EL_WATER_DROP,
  2317. EL_WATER_BARRIER,
  2318. EL_WIND_STEP,
  2319. EL_WIND_CURTAIN,
  2320. EL_ZEPHYR,
  2321. EL_SOLID_SKIN,
  2322. EL_STONE_SHIELD,
  2323. EL_POWER_OF_GAIA,
  2324. EL_PYROTECHNIC,
  2325. EL_HEATER,
  2326. EL_TROPIC,
  2327. EL_AQUAPLAY,
  2328. EL_COOLER,
  2329. EL_CHILLY_AIR,
  2330. EL_GUST,
  2331. EL_BLAST,
  2332. EL_WILD_STORM,
  2333. EL_PETROLOGY,
  2334. EL_CURSED_SOIL,
  2335. EL_UPHEAVAL,
  2336. EL_FIRE_ARROW,
  2337. EL_FIRE_BOMB,
  2338. EL_FIRE_BOMB_ATK,
  2339. EL_FIRE_WAVE,
  2340. EL_FIRE_WAVE_ATK,
  2341. EL_ICE_NEEDLE,
  2342. EL_WATER_SCREW,
  2343. EL_WATER_SCREW_ATK,
  2344. EL_TIDAL_WEAPON,
  2345. EL_WIND_SLASH,
  2346. EL_HURRICANE,
  2347. EL_HURRICANE_ATK,
  2348. EL_TYPOON_MIS,
  2349. EL_TYPOON_MIS_ATK,
  2350. EL_STONE_HAMMER,
  2351. EL_ROCK_CRUSHER,
  2352. EL_ROCK_CRUSHER_ATK,
  2353. EL_STONE_RAIN,
  2354. EM_EL_FLAMETECHNIC,
  2355. EM_EL_FLAMEARMOR,
  2356. EM_EL_FLAMEROCK,
  2357. EM_EL_COLD_FORCE,
  2358. EM_EL_CRYSTAL_ARMOR,
  2359. EM_EL_AGE_OF_ICE,
  2360. EM_EL_GRACE_BREEZE,
  2361. EM_EL_EYES_OF_STORM,
  2362. EM_EL_STORM_WIND,
  2363. EM_EL_EARTH_CARE,
  2364. EM_EL_STRONG_PROTECTION,
  2365. EM_EL_AVALANCHE,
  2366. EM_EL_DEEP_POISONING,
  2367. EM_EL_POISON_SHIELD,
  2368. EM_EL_DEADLY_POISON,
  2369. ABR_BATTLE_BUSTER = 8601,
  2370. ABR_DUAL_CANNON_FIRE,
  2371. ABR_NET_REPAIR,
  2372. ABR_NET_SUPPORT,
  2373. ABR_INFINITY_BUSTER,
  2374. };
  2375. /// The client view ids for land skills.
  2376. enum e_skill_unit_id : uint16 {
  2377. UNT_SAFETYWALL = 0x7e,
  2378. UNT_FIREWALL,
  2379. UNT_WARP_WAITING,
  2380. UNT_WARP_ACTIVE,
  2381. UNT_BENEDICTIO, //TODO
  2382. UNT_SANCTUARY,
  2383. UNT_MAGNUS,
  2384. UNT_PNEUMA,
  2385. UNT_DUMMYSKILL, //These show no effect on the client
  2386. UNT_FIREPILLAR_WAITING,
  2387. UNT_FIREPILLAR_ACTIVE,
  2388. UNT_HIDDEN_TRAP, //TODO
  2389. UNT_TRAP, //TODO
  2390. UNT_HIDDEN_WARP_NPC, //TODO
  2391. UNT_USED_TRAPS,
  2392. UNT_ICEWALL,
  2393. UNT_QUAGMIRE,
  2394. UNT_BLASTMINE,
  2395. UNT_SKIDTRAP,
  2396. UNT_ANKLESNARE,
  2397. UNT_VENOMDUST,
  2398. UNT_LANDMINE,
  2399. UNT_SHOCKWAVE,
  2400. UNT_SANDMAN,
  2401. UNT_FLASHER,
  2402. UNT_FREEZINGTRAP,
  2403. UNT_CLAYMORETRAP,
  2404. UNT_TALKIEBOX,
  2405. UNT_VOLCANO,
  2406. UNT_DELUGE,
  2407. UNT_VIOLENTGALE,
  2408. UNT_LANDPROTECTOR,
  2409. UNT_LULLABY,
  2410. UNT_RICHMANKIM,
  2411. UNT_ETERNALCHAOS,
  2412. UNT_DRUMBATTLEFIELD,
  2413. UNT_RINGNIBELUNGEN,
  2414. UNT_ROKISWEIL,
  2415. UNT_INTOABYSS,
  2416. UNT_SIEGFRIED,
  2417. UNT_DISSONANCE,
  2418. UNT_WHISTLE,
  2419. UNT_ASSASSINCROSS,
  2420. UNT_POEMBRAGI,
  2421. UNT_APPLEIDUN,
  2422. UNT_UGLYDANCE,
  2423. UNT_HUMMING,
  2424. UNT_DONTFORGETME,
  2425. UNT_FORTUNEKISS,
  2426. UNT_SERVICEFORYOU,
  2427. UNT_GRAFFITI,
  2428. UNT_DEMONSTRATION,
  2429. UNT_CALLFAMILY,
  2430. UNT_GOSPEL,
  2431. UNT_BASILICA,
  2432. UNT_MOONLIT,
  2433. UNT_FOGWALL,
  2434. UNT_SPIDERWEB,
  2435. UNT_GRAVITATION,
  2436. UNT_HERMODE,
  2437. UNT_KAENSIN, //TODO
  2438. UNT_SUITON,
  2439. UNT_TATAMIGAESHI,
  2440. UNT_KAEN,
  2441. UNT_GROUNDDRIFT_WIND,
  2442. UNT_GROUNDDRIFT_DARK,
  2443. UNT_GROUNDDRIFT_POISON,
  2444. UNT_GROUNDDRIFT_WATER,
  2445. UNT_GROUNDDRIFT_FIRE,
  2446. UNT_DEATHWAVE, //TODO
  2447. UNT_WATERATTACK, //TODO
  2448. UNT_WINDATTACK, //TODO
  2449. UNT_EARTHQUAKE,
  2450. UNT_EVILLAND,
  2451. UNT_DARK_RUNNER, //TODO
  2452. UNT_DARK_TRANSFER, //TODO
  2453. UNT_EPICLESIS,
  2454. UNT_EARTHSTRAIN,
  2455. UNT_MANHOLE,
  2456. UNT_DIMENSIONDOOR,
  2457. UNT_CHAOSPANIC,
  2458. UNT_MAELSTROM,
  2459. UNT_BLOODYLUST,
  2460. UNT_FEINTBOMB,
  2461. UNT_MAGENTATRAP,
  2462. UNT_COBALTTRAP,
  2463. UNT_MAIZETRAP,
  2464. UNT_VERDURETRAP,
  2465. UNT_FIRINGTRAP,
  2466. UNT_ICEBOUNDTRAP,
  2467. UNT_ELECTRICSHOCKER,
  2468. UNT_CLUSTERBOMB,
  2469. UNT_REVERBERATION,
  2470. UNT_SEVERE_RAINSTORM,
  2471. UNT_FIREWALK,
  2472. UNT_ELECTRICWALK,
  2473. UNT_NETHERWORLD,
  2474. UNT_PSYCHIC_WAVE,
  2475. UNT_CLOUD_KILL,
  2476. UNT_POISONSMOKE,
  2477. UNT_NEUTRALBARRIER,
  2478. UNT_STEALTHFIELD,
  2479. UNT_WARMER,
  2480. UNT_THORNS_TRAP,
  2481. UNT_WALLOFTHORN,
  2482. UNT_DEMONIC_FIRE,
  2483. UNT_FIRE_EXPANSION_SMOKE_POWDER,
  2484. UNT_FIRE_EXPANSION_TEAR_GAS,
  2485. UNT_HELLS_PLANT, // No longer a unit skill
  2486. UNT_VACUUM_EXTREME,
  2487. UNT_BANDING,
  2488. UNT_FIRE_MANTLE,
  2489. UNT_WATER_BARRIER,
  2490. UNT_ZEPHYR,
  2491. UNT_POWER_OF_GAIA,
  2492. UNT_FIRE_INSIGNIA,
  2493. UNT_WATER_INSIGNIA,
  2494. UNT_WIND_INSIGNIA,
  2495. UNT_EARTH_INSIGNIA,
  2496. UNT_POISON_MIST,
  2497. UNT_LAVA_SLIDE,
  2498. UNT_VOLCANIC_ASH,
  2499. UNT_ZENKAI_WATER,
  2500. UNT_ZENKAI_LAND,
  2501. UNT_ZENKAI_FIRE,
  2502. UNT_ZENKAI_WIND,
  2503. UNT_MAKIBISHI,
  2504. UNT_VENOMFOG,
  2505. UNT_ICEMINE,
  2506. UNT_FLAMECROSS,
  2507. UNT_HELLBURNING,
  2508. UNT_MAGMA_ERUPTION,
  2509. UNT_KINGS_GRACE,
  2510. UNT_GLITTERING_GREED,
  2511. UNT_B_TRAP,
  2512. UNT_FIRE_RAIN,
  2513. UNT_CATNIPPOWDER,
  2514. UNT_NYANGGRASS,
  2515. UNT_CREATINGSTAR,// Should be GROUNDDRIFT_NEUTRAL
  2516. UNT_DUMMY_0,// CREATINGSTAR
  2517. UNT_RAIN_OF_CRYSTAL,
  2518. UNT_MYSTERY_ILLUSION,
  2519. UNT_STRANTUM_TREMOR = 269,
  2520. UNT_VIOLENT_QUAKE,
  2521. UNT_ALL_BLOOM,
  2522. UNT_TORNADO_STORM,
  2523. UNT_FLORAL_FLARE_ROAD,
  2524. UNT_ASTRAL_STRIKE,
  2525. UNT_CROSS_RAIN,
  2526. UNT_PNEUMATICUS_PROCELLA,
  2527. UNT_ABYSS_SQUARE,
  2528. UNT_ACIDIFIED_ZONE_WATER,
  2529. UNT_ACIDIFIED_ZONE_GROUND,
  2530. UNT_ACIDIFIED_ZONE_WIND,
  2531. UNT_ACIDIFIED_ZONE_FIRE,
  2532. UNT_LIGHTNING_LAND,
  2533. UNT_VENOM_SWAMP,
  2534. UNT_CONFLAGRATION,
  2535. UNT_CANE_OF_EVIL_EYE,
  2536. UNT_TWINKLING_GALAXY,
  2537. UNT_STAR_CANNON,
  2538. UNT_GRENADES_DROPPING,
  2539. UNT_FUUMASHOUAKU = 290, // Huuma Shuriken - Grasp
  2540. UNT_MISSION_BOMBARD,
  2541. UNT_TOTEM_OF_TUTELARY,
  2542. UNT_HYUN_ROKS_BREEZE,
  2543. UNT_SHINKIROU, // Mirage
  2544. UNT_JACK_FROST_NOVA,
  2545. UNT_GROUND_GRAVITATION,
  2546. UNT_KUNAIWAIKYOKU = 298, // Kunai - Distortion
  2547. // Skill units outside the normal unit range.
  2548. UNT_DEEPBLINDTRAP = 20852,
  2549. UNT_SOLIDTRAP,
  2550. UNT_SWIFTTRAP,
  2551. UNT_FLAMETRAP,
  2552. /**
  2553. * Guild Auras
  2554. **/
  2555. UNT_GD_LEADERSHIP = 0xc1,
  2556. UNT_GD_GLORYWOUNDS = 0xc2,
  2557. UNT_GD_SOULCOLD = 0xc3,
  2558. UNT_GD_HAWKEYES = 0xc4,
  2559. UNT_MAX = 0x190
  2560. };
  2561. /**
  2562. * Skill Unit Save
  2563. **/
  2564. void skill_usave_add(map_session_data * sd, uint16 skill_id, uint16 skill_lv);
  2565. void skill_usave_trigger(map_session_data *sd);
  2566. /**
  2567. * Warlock
  2568. **/
  2569. enum e_wl_spheres {
  2570. WLS_FIRE = 0x44,
  2571. WLS_WIND,
  2572. WLS_WATER,
  2573. WLS_STONE,
  2574. };
  2575. struct s_skill_spellbook_db {
  2576. uint16 skill_id, points;
  2577. t_itemid nameid;
  2578. };
  2579. class ReadingSpellbookDatabase : public TypesafeYamlDatabase<uint16, s_skill_spellbook_db> {
  2580. public:
  2581. ReadingSpellbookDatabase() : TypesafeYamlDatabase("READING_SPELLBOOK_DB", 1) {
  2582. }
  2583. const std::string getDefaultLocation() override;
  2584. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  2585. // Additional
  2586. std::shared_ptr<s_skill_spellbook_db> findBook(t_itemid nameid);
  2587. };
  2588. extern ReadingSpellbookDatabase reading_spellbook_db;
  2589. void skill_spellbook(map_session_data &sd, t_itemid nameid);
  2590. int32 skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  2591. struct s_skill_magicmushroom_db {
  2592. uint16 skill_id;
  2593. };
  2594. class MagicMushroomDatabase : public TypesafeYamlDatabase<uint16, s_skill_magicmushroom_db> {
  2595. public:
  2596. MagicMushroomDatabase() : TypesafeYamlDatabase("MAGIC_MUSHROOM_DB", 1) {
  2597. }
  2598. const std::string getDefaultLocation() override;
  2599. uint64 parseBodyNode(const ryml::NodeRef& node) override;
  2600. };
  2601. extern MagicMushroomDatabase magic_mushroom_db;
  2602. int32 skill_maelstrom_suction(struct block_list *bl, va_list ap);
  2603. bool skill_check_shadowform(struct block_list *bl, int64 damage, int32 hit);
  2604. /**
  2605. * Ranger
  2606. **/
  2607. int32 skill_detonator(struct block_list *bl, va_list ap);
  2608. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
  2609. /**
  2610. * Mechanic
  2611. **/
  2612. void skill_magicdecoy( map_session_data& sd, t_itemid nameid );
  2613. /**
  2614. * Guiltoine Cross
  2615. **/
  2616. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid );
  2617. /**
  2618. * Auto Shadow Spell (Shadow Chaser)
  2619. **/
  2620. void skill_select_menu( map_session_data& sd, uint16 skill_id );
  2621. int32 skill_elementalanalysis( map_session_data& sd, int32 n, uint16 skill_lv, unsigned short *item_list ); // Sorcerer Four Elemental Analisys.
  2622. int32 skill_changematerial(map_session_data *sd, int32 n, unsigned short *item_list); // Genetic Change Material.
  2623. int32 skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
  2624. int32 skill_banding_count(map_session_data *sd);
  2625. int32 skill_is_combo(uint16 skill_id);
  2626. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int32 inf);
  2627. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick);
  2628. enum sc_type skill_get_sc(int16 skill_id);
  2629. void skill_reveal_trap_inarea(struct block_list *src, int32 range, int32 x, int32 y);
  2630. int32 skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv);
  2631. /// Variable name of copied skill by Plagiarism
  2632. #define SKILL_VAR_PLAGIARISM "CLONE_SKILL"
  2633. /// Variable name of copied skill level by Plagiarism
  2634. #define SKILL_VAR_PLAGIARISM_LV "CLONE_SKILL_LV"
  2635. /// Variable name of copied skill by Reproduce
  2636. #define SKILL_VAR_REPRODUCE "REPRODUCE_SKILL"
  2637. /// Variable name of copied skill level by Reproduce
  2638. #define SKILL_VAR_REPRODUCE_LV "REPRODUCE_SKILL_LV"
  2639. #define SKILL_CHK_HOMUN(skill_id) ( (skill_id) >= HM_SKILLBASE && (skill_id) < HM_SKILLBASE+MAX_HOMUNSKILL )
  2640. #define SKILL_CHK_MERC(skill_id) ( (skill_id) >= MC_SKILLBASE && (skill_id) < MC_SKILLBASE+MAX_MERCSKILL )
  2641. #define SKILL_CHK_ELEM(skill_id) ( (skill_id) >= EL_SKILLBASE && (skill_id) < EL_SKILLBASE+MAX_ELEMENTALSKILL )
  2642. #define SKILL_CHK_ABR(skill_id) ( (skill_id) >= ABR_SKILLBASE && (skill_id) < ABR_SKILLBASE+MAX_ABRSKILL )
  2643. #define SKILL_CHK_GUILD(skill_id) ( (skill_id) >= GD_SKILLBASE && (skill_id) < GD_SKILLBASE+MAX_GUILDSKILL )
  2644. #endif /* SKILL_HPP */