status.hpp 67 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 <vector>
  6. #include "../common/database.hpp"
  7. #include "../common/mmo.hpp"
  8. #include "../common/timer.hpp"
  9. #include "map.hpp"
  10. enum e_race2 : uint8;
  11. struct block_list;
  12. struct mob_data;
  13. struct pet_data;
  14. struct homun_data;
  15. struct mercenary_data;
  16. struct elemental_data;
  17. struct npc_data;
  18. struct status_change;
  19. /**
  20. * Max Refine available to your server
  21. **/
  22. #ifdef RENEWAL
  23. # define MAX_REFINE 20
  24. #else
  25. # define MAX_REFINE 10
  26. #endif
  27. /// Refine type
  28. enum e_refine_type : uint16{
  29. REFINE_TYPE_ARMOR = 0,
  30. REFINE_TYPE_WEAPON,
  31. REFINE_TYPE_SHADOW_ARMOR,
  32. REFINE_TYPE_SHADOW_WEAPON,
  33. REFINE_TYPE_MAX
  34. };
  35. /// Refine cost type
  36. enum e_refine_cost_type : uint16{
  37. REFINE_COST_NORMAL = 0,
  38. REFINE_COST_HD,
  39. REFINE_COST_ENRICHED,
  40. REFINE_COST_MAX
  41. };
  42. /// Refine script parameters
  43. enum e_refine_parameter{
  44. REFINE_MATERIAL_ID = 0,
  45. REFINE_ZENY_COST
  46. };
  47. struct s_refine_cost{
  48. uint16 index;
  49. t_itemid nameid;
  50. uint16 chance;
  51. uint32 zeny;
  52. uint16 breaking_rate;
  53. uint16 downgrade_amount;
  54. };
  55. struct s_refine_level_info{
  56. uint16 level;
  57. uint32 bonus;
  58. uint32 randombonus_max;
  59. uint16 blessing_amount;
  60. std::unordered_map<uint16, std::shared_ptr<s_refine_cost>> costs;
  61. };
  62. struct s_refine_levels_info{
  63. uint16 level;
  64. std::unordered_map<uint16, std::shared_ptr<s_refine_level_info>> levels;
  65. };
  66. struct s_refine_info{
  67. uint16 groupId;
  68. std::unordered_map<uint16, std::shared_ptr<s_refine_levels_info>> levels;
  69. };
  70. class RefineDatabase : public TypesafeYamlDatabase<uint16, s_refine_info>{
  71. private:
  72. bool calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level );
  73. std::shared_ptr<s_refine_level_info> findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine );
  74. public:
  75. RefineDatabase() : TypesafeYamlDatabase( "REFINE_DB", 1 ){
  76. }
  77. const std::string getDefaultLocation();
  78. uint64 parseBodyNode( const YAML::Node& node );
  79. // Additional
  80. std::shared_ptr<s_refine_level_info> findLevelInfo( const struct item_data& data, struct item& item );
  81. std::shared_ptr<s_refine_level_info> findCurrentLevelInfo( const struct item_data& data, struct item& item );
  82. };
  83. extern RefineDatabase refine_db;
  84. /// Weapon attack modification for size
  85. struct s_sizefix_db {
  86. uint16 small, medium, large;
  87. };
  88. class SizeFixDatabase : public TypesafeYamlDatabase<int32, s_sizefix_db> {
  89. public:
  90. SizeFixDatabase() : TypesafeYamlDatabase("SIZE_FIX_DB", 1) {
  91. }
  92. const std::string getDefaultLocation();
  93. uint64 parseBodyNode(const YAML::Node &node);
  94. };
  95. extern SizeFixDatabase size_fix_db;
  96. class AttributeDatabase : public YamlDatabase {
  97. private:
  98. int16 attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  99. public:
  100. AttributeDatabase() : YamlDatabase("ATTRIBUTE_DB", 1) {
  101. this->clear();
  102. }
  103. void clear() {
  104. std::fill_n(&attr_fix_table[0][0][0], MAX_ELE_LEVEL * ELE_MAX * ELE_MAX, 100);
  105. }
  106. const std::string getDefaultLocation();
  107. uint64 parseBodyNode(const YAML::Node& node);
  108. int16 getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele);
  109. };
  110. extern AttributeDatabase elemental_attribute_db;
  111. /// Status changes listing. These code are for use by the server.
  112. enum sc_type : int16 {
  113. SC_NONE = -1,
  114. //First we enumerate common status ailments which are often used around.
  115. SC_STONE = 0,
  116. SC_COMMON_MIN = 0, // begin
  117. SC_FREEZE,
  118. SC_STUN,
  119. SC_SLEEP,
  120. SC_POISON,
  121. SC_CURSE,
  122. SC_SILENCE,
  123. SC_CONFUSION,
  124. SC_BLIND,
  125. SC_BLEEDING,
  126. SC_DPOISON, //10
  127. SC_COMMON_MAX = 10, // end
  128. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  129. SC_PROVOKE = 20,
  130. SC_ENDURE,
  131. SC_TWOHANDQUICKEN,
  132. SC_CONCENTRATE,
  133. SC_HIDING,
  134. SC_CLOAKING,
  135. SC_ENCPOISON,
  136. SC_POISONREACT,
  137. SC_QUAGMIRE,
  138. SC_ANGELUS,
  139. SC_BLESSING, //30
  140. SC_SIGNUMCRUCIS,
  141. SC_INCREASEAGI,
  142. SC_DECREASEAGI,
  143. SC_SLOWPOISON,
  144. SC_IMPOSITIO ,
  145. SC_SUFFRAGIUM,
  146. SC_ASPERSIO,
  147. SC_BENEDICTIO,
  148. SC_KYRIE,
  149. SC_MAGNIFICAT, //40
  150. SC_GLORIA,
  151. SC_AETERNA,
  152. SC_ADRENALINE,
  153. SC_WEAPONPERFECTION,
  154. SC_OVERTHRUST,
  155. SC_MAXIMIZEPOWER,
  156. SC_TRICKDEAD,
  157. SC_LOUD,
  158. SC_ENERGYCOAT,
  159. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  160. SC_BROKENWEAPON,
  161. SC_HALLUCINATION,
  162. SC_WEIGHT50,
  163. SC_WEIGHT90,
  164. SC_ASPDPOTION0,
  165. SC_ASPDPOTION1,
  166. SC_ASPDPOTION2,
  167. SC_ASPDPOTION3,
  168. SC_SPEEDUP0,
  169. SC_SPEEDUP1, //60
  170. SC_ATKPOTION,
  171. SC_MATKPOTION,
  172. SC_WEDDING,
  173. SC_SLOWDOWN,
  174. SC_ANKLE,
  175. SC_KEEPING,
  176. SC_BARRIER,
  177. SC_STRIPWEAPON,
  178. SC_STRIPSHIELD,
  179. SC_STRIPARMOR, //70
  180. SC_STRIPHELM,
  181. SC_CP_WEAPON,
  182. SC_CP_SHIELD,
  183. SC_CP_ARMOR,
  184. SC_CP_HELM,
  185. SC_AUTOGUARD,
  186. SC_REFLECTSHIELD,
  187. SC_SPLASHER,
  188. SC_PROVIDENCE,
  189. SC_DEFENDER, //80
  190. SC_MAGICROD,
  191. SC_SPELLBREAKER,
  192. SC_AUTOSPELL,
  193. SC_SIGHTTRASHER,
  194. SC_AUTOBERSERK,
  195. SC_SPEARQUICKEN,
  196. SC_AUTOCOUNTER,
  197. SC_SIGHT,
  198. SC_SAFETYWALL,
  199. SC_RUWACH, //90
  200. SC_EXTREMITYFIST,
  201. SC_EXPLOSIONSPIRITS,
  202. SC_COMBO,
  203. SC_BLADESTOP_WAIT,
  204. SC_BLADESTOP,
  205. SC_FIREWEAPON,
  206. SC_WATERWEAPON,
  207. SC_WINDWEAPON,
  208. SC_EARTHWEAPON,
  209. SC_VOLCANO, //100,
  210. SC_DELUGE,
  211. SC_VIOLENTGALE,
  212. SC_WATK_ELEMENT,
  213. SC_ARMOR,
  214. SC_ARMOR_ELEMENT_WATER,
  215. SC_NOCHAT,
  216. SC_BABY,
  217. SC_AURABLADE,
  218. SC_PARRYING,
  219. SC_CONCENTRATION, //110
  220. SC_TENSIONRELAX,
  221. SC_BERSERK,
  222. SC_FURY,
  223. SC_GOSPEL,
  224. SC_ASSUMPTIO,
  225. SC_BASILICA,
  226. SC_GUILDAURA,
  227. SC_MAGICPOWER,
  228. SC_EDP,
  229. SC_TRUESIGHT, //120
  230. SC_WINDWALK,
  231. SC_MELTDOWN,
  232. SC_CARTBOOST,
  233. SC_CHASEWALK,
  234. SC_REJECTSWORD,
  235. SC_MARIONETTE,
  236. SC_MARIONETTE2,
  237. SC_CHANGEUNDEAD,
  238. SC_JOINTBEAT,
  239. SC_MINDBREAKER, //130
  240. SC_MEMORIZE,
  241. SC_FOGWALL,
  242. SC_SPIDERWEB,
  243. SC_DEVOTION,
  244. SC_SACRIFICE,
  245. SC_STEELBODY,
  246. SC_ORCISH,
  247. SC_READYSTORM,
  248. SC_READYDOWN,
  249. SC_READYTURN, //140
  250. SC_READYCOUNTER,
  251. SC_DODGE,
  252. SC_RUN,
  253. SC_SHADOWWEAPON,
  254. SC_ADRENALINE2,
  255. SC_GHOSTWEAPON,
  256. SC_KAIZEL,
  257. SC_KAAHI,
  258. SC_KAUPE,
  259. SC_ONEHAND, //150
  260. SC_PRESERVE,
  261. SC_BATTLEORDERS,
  262. SC_REGENERATION,
  263. SC_DOUBLECAST,
  264. SC_GRAVITATION,
  265. SC_MAXOVERTHRUST,
  266. SC_LONGING,
  267. SC_HERMODE,
  268. SC_SHRINK,
  269. SC_SIGHTBLASTER, //160
  270. SC_WINKCHARM,
  271. SC_CLOSECONFINE,
  272. SC_CLOSECONFINE2,
  273. SC_DANCING,
  274. SC_ELEMENTALCHANGE,
  275. SC_RICHMANKIM,
  276. SC_ETERNALCHAOS,
  277. SC_DRUMBATTLE,
  278. SC_NIBELUNGEN,
  279. SC_ROKISWEIL, //170
  280. SC_INTOABYSS,
  281. SC_SIEGFRIED,
  282. SC_WHISTLE,
  283. SC_ASSNCROS,
  284. SC_POEMBRAGI,
  285. SC_APPLEIDUN,
  286. SC_MODECHANGE,
  287. SC_HUMMING,
  288. SC_DONTFORGETME,
  289. SC_FORTUNE, //180
  290. SC_SERVICE4U,
  291. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  292. SC_SPURT,
  293. SC_SPIRIT,
  294. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  295. SC_INTRAVISION,
  296. SC_INCALLSTATUS,
  297. SC_INCSTR,
  298. SC_INCAGI,
  299. SC_INCVIT, //190
  300. SC_INCINT,
  301. SC_INCDEX,
  302. SC_INCLUK,
  303. SC_INCHIT,
  304. SC_INCHITRATE,
  305. SC_INCFLEE,
  306. SC_INCFLEERATE,
  307. SC_INCMHPRATE,
  308. SC_INCMSPRATE,
  309. SC_INCATKRATE, //200
  310. SC_INCMATKRATE,
  311. SC_INCDEFRATE,
  312. SC_STRFOOD,
  313. SC_AGIFOOD,
  314. SC_VITFOOD,
  315. SC_INTFOOD,
  316. SC_DEXFOOD,
  317. SC_LUKFOOD,
  318. SC_HITFOOD,
  319. SC_FLEEFOOD, //210
  320. SC_BATKFOOD,
  321. SC_WATKFOOD,
  322. SC_MATKFOOD,
  323. SC_SCRESIST, //Increases resistance to status changes.
  324. SC_XMAS, // Xmas Suit [Valaris]
  325. SC_WARM, //SG skills [Komurka]
  326. SC_SUN_COMFORT,
  327. SC_MOON_COMFORT,
  328. SC_STAR_COMFORT,
  329. SC_FUSION, //220
  330. SC_SKILLRATE_UP,
  331. SC_SKE,
  332. SC_KAITE,
  333. SC_SWOO, // [marquis007]
  334. SC_SKA, // [marquis007]
  335. SC_EARTHSCROLL,
  336. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  337. SC_MADNESSCANCEL,
  338. SC_ADJUSTMENT,
  339. SC_INCREASING, //230
  340. SC_GATLINGFEVER,
  341. SC_TATAMIGAESHI,
  342. SC_UTSUSEMI,
  343. SC_BUNSINJYUTSU,
  344. SC_KAENSIN,
  345. SC_SUITON,
  346. SC_NEN,
  347. SC_KNOWLEDGE,
  348. SC_SMA,
  349. SC_FLING, //240
  350. SC_AVOID,
  351. SC_CHANGE,
  352. SC_BLOODLUST,
  353. SC_FLEET,
  354. SC_SPEED,
  355. SC_DEFENCE,
  356. SC_INCASPDRATE,
  357. SC_INCFLEE2 = 248,
  358. SC_JAILED,
  359. SC_ENCHANTARMS, //250
  360. SC_MAGICALATTACK,
  361. SC_ARMORCHANGE,
  362. SC_CRITICALWOUND,
  363. SC_MAGICMIRROR,
  364. SC_SLOWCAST,
  365. SC_SUMMER,
  366. SC_EXPBOOST,
  367. SC_ITEMBOOST,
  368. SC_BOSSMAPINFO,
  369. SC_LIFEINSURANCE, //260
  370. SC_INCCRI,
  371. //SC_INCDEF,
  372. //SC_INCBASEATK = 263,
  373. //SC_FASTCAST,
  374. SC_MDEF_RATE = 265,
  375. //SC_HPREGEN,
  376. SC_INCHEALRATE = 267,
  377. SC_PNEUMA,
  378. SC_AUTOTRADE,
  379. SC_KSPROTECTED, //270
  380. SC_ARMOR_RESIST = 271,
  381. SC_SPCOST_RATE,
  382. SC_COMMONSC_RESIST,
  383. SC_SEVENWIND,
  384. SC_DEF_RATE,
  385. //SC_SPREGEN,
  386. SC_WALKSPEED = 277,
  387. // Mercenary Only Bonus Effects
  388. SC_MERC_FLEEUP,
  389. SC_MERC_ATKUP,
  390. SC_MERC_HPUP, //280
  391. SC_MERC_SPUP,
  392. SC_MERC_HITUP,
  393. SC_MERC_QUICKEN,
  394. SC_REBIRTH,
  395. //SC_SKILLCASTRATE, //285
  396. //SC_DEFRATIOATK,
  397. //SC_HPDRAIN,
  398. //SC_SKILLATKBONUS,
  399. SC_ITEMSCRIPT = 289,
  400. SC_S_LIFEPOTION, //290
  401. SC_L_LIFEPOTION,
  402. SC_JEXPBOOST,
  403. //SC_IGNOREDEF,
  404. SC_HELLPOWER = 294,
  405. SC_INVINCIBLE, //295
  406. SC_INVINCIBLEOFF,
  407. SC_MANU_ATK,
  408. SC_MANU_DEF,
  409. SC_SPL_ATK,
  410. SC_SPL_DEF, //300
  411. SC_MANU_MATK,
  412. SC_SPL_MATK,
  413. SC_FOOD_STR_CASH,
  414. SC_FOOD_AGI_CASH,
  415. SC_FOOD_VIT_CASH,
  416. SC_FOOD_DEX_CASH,
  417. SC_FOOD_INT_CASH,
  418. SC_FOOD_LUK_CASH,//308
  419. /**
  420. * 3rd
  421. **/
  422. SC_FEAR,//309
  423. SC_BURNING,//310
  424. SC_FREEZING,//311
  425. /**
  426. * Rune Knight
  427. **/
  428. SC_ENCHANTBLADE,//312
  429. SC_DEATHBOUND,//313
  430. SC_MILLENNIUMSHIELD,
  431. SC_CRUSHSTRIKE,//315
  432. SC_REFRESH,
  433. SC_REUSE_REFRESH,
  434. SC_GIANTGROWTH,
  435. SC_STONEHARDSKIN,
  436. SC_VITALITYACTIVATION,//320
  437. SC_STORMBLAST,
  438. SC_FIGHTINGSPIRIT,
  439. SC_ABUNDANCE,
  440. /**
  441. * Arch Bishop
  442. **/
  443. SC_ADORAMUS,
  444. SC_EPICLESIS,//325
  445. SC_ORATIO,
  446. SC_LAUDAAGNUS,
  447. SC_LAUDARAMUS,
  448. SC_RENOVATIO,
  449. SC_EXPIATIO,//330
  450. SC_DUPLELIGHT,
  451. SC_SECRAMENT,
  452. /**
  453. * Warlock
  454. **/
  455. SC_WHITEIMPRISON,
  456. SC_MARSHOFABYSS,
  457. SC_RECOGNIZEDSPELL,//335
  458. SC_STASIS,
  459. SC_SPHERE_1,
  460. SC_SPHERE_2,
  461. SC_SPHERE_3,
  462. SC_SPHERE_4,//340
  463. SC_SPHERE_5,
  464. SC_READING_SB,
  465. SC_FREEZE_SP,
  466. /**
  467. * Ranger
  468. **/
  469. SC_FEARBREEZE,
  470. SC_ELECTRICSHOCKER,//345
  471. SC_WUGDASH,
  472. SC_BITE,
  473. SC_CAMOUFLAGE,
  474. /**
  475. * Mechanic
  476. **/
  477. SC_ACCELERATION,
  478. SC_HOVERING,//350
  479. SC_SHAPESHIFT,
  480. SC_INFRAREDSCAN,
  481. SC_ANALYZE,
  482. SC_MAGNETICFIELD,
  483. SC_NEUTRALBARRIER,//355
  484. SC_NEUTRALBARRIER_MASTER,
  485. SC_STEALTHFIELD,
  486. SC_STEALTHFIELD_MASTER,
  487. SC_OVERHEAT,
  488. SC_OVERHEAT_LIMITPOINT,//360
  489. /**
  490. * Guillotine Cross
  491. **/
  492. SC_VENOMIMPRESS,
  493. SC_POISONINGWEAPON,
  494. SC_WEAPONBLOCKING,
  495. SC_CLOAKINGEXCEED,
  496. SC_HALLUCINATIONWALK,//365
  497. SC_HALLUCINATIONWALK_POSTDELAY,
  498. SC_ROLLINGCUTTER,
  499. SC_TOXIN,
  500. SC_PARALYSE,
  501. SC_VENOMBLEED,//370
  502. SC_MAGICMUSHROOM,
  503. SC_DEATHHURT,
  504. SC_PYREXIA,
  505. SC_OBLIVIONCURSE,
  506. SC_LEECHESEND,//375
  507. /**
  508. * Royal Guard
  509. **/
  510. SC_REFLECTDAMAGE,
  511. SC_FORCEOFVANGUARD,
  512. SC_SHIELDSPELL_HP,
  513. SC_SHIELDSPELL_SP,
  514. SC_SHIELDSPELL_ATK,//380
  515. SC_EXEEDBREAK,
  516. SC_PRESTIGE,
  517. SC_BANDING,
  518. SC_BANDING_DEFENCE,
  519. SC_EARTHDRIVE,//385
  520. SC_INSPIRATION,
  521. /**
  522. * Sorcerer
  523. **/
  524. SC_SPELLFIST,
  525. SC_CRYSTALIZE,
  526. SC_STRIKING,
  527. SC_WARMER,//390
  528. SC_VACUUM_EXTREME,
  529. SC_PROPERTYWALK,
  530. /**
  531. * Minstrel / Wanderer
  532. **/
  533. SC_SWINGDANCE,
  534. SC_SYMPHONYOFLOVER,
  535. SC_MOONLITSERENADE,//395
  536. SC_RUSHWINDMILL,
  537. SC_ECHOSONG,
  538. SC_HARMONIZE,
  539. SC_VOICEOFSIREN,
  540. SC_DEEPSLEEP,//400
  541. SC_SIRCLEOFNATURE,
  542. SC_GLOOMYDAY,
  543. SC_GLOOMYDAY_SK,
  544. SC_SONGOFMANA,
  545. SC_DANCEWITHWUG,//405
  546. SC_SATURDAYNIGHTFEVER,
  547. SC_LERADSDEW,
  548. SC_MELODYOFSINK,
  549. SC_BEYONDOFWARCRY,
  550. SC_UNLIMITEDHUMMINGVOICE,//410
  551. SC_SITDOWN_FORCE,
  552. SC_NETHERWORLD,
  553. /**
  554. * Sura
  555. **/
  556. SC_CRESCENTELBOW,
  557. SC_CURSEDCIRCLE_ATKER,
  558. SC_CURSEDCIRCLE_TARGET,
  559. SC_LIGHTNINGWALK,//416
  560. SC_RAISINGDRAGON,
  561. SC_GT_ENERGYGAIN,
  562. SC_GT_CHANGE,
  563. SC_GT_REVITALIZE,
  564. /**
  565. * Genetic
  566. **/
  567. SC_GN_CARTBOOST,//421
  568. SC_THORNSTRAP,
  569. SC_BLOODSUCKER,
  570. SC_SMOKEPOWDER,
  571. SC_TEARGAS,
  572. SC_MANDRAGORA,//426
  573. SC_STOMACHACHE,
  574. SC_MYSTERIOUS_POWDER,
  575. SC_MELON_BOMB,
  576. SC_BANANA_BOMB,
  577. SC_BANANA_BOMB_SITDOWN,//431
  578. SC_SAVAGE_STEAK,
  579. SC_COCKTAIL_WARG_BLOOD,
  580. SC_MINOR_BBQ,
  581. SC_SIROMA_ICE_TEA,
  582. SC_DROCERA_HERB_STEAMED,//436
  583. SC_PUTTI_TAILS_NOODLES,
  584. SC_BOOST500,
  585. SC_FULL_SWING_K,
  586. SC_MANA_PLUS,
  587. SC_MUSTLE_M,//441
  588. SC_LIFE_FORCE_F,
  589. SC_EXTRACT_WHITE_POTION_Z,
  590. SC_VITATA_500,
  591. SC_EXTRACT_SALAMINE_JUICE,
  592. /**
  593. * Shadow Chaser
  594. **/
  595. SC__REPRODUCE,//446
  596. SC__AUTOSHADOWSPELL,
  597. SC__SHADOWFORM,
  598. SC__BODYPAINT,
  599. SC__INVISIBILITY,
  600. SC__DEADLYINFECT,//451
  601. SC__ENERVATION,
  602. SC__GROOMY,
  603. SC__IGNORANCE,
  604. SC__LAZINESS,
  605. SC__UNLUCKY,//456
  606. SC__WEAKNESS,
  607. SC__STRIPACCESSORY,
  608. SC__MANHOLE,
  609. SC__BLOODYLUST,//460
  610. /**
  611. * Elemental Spirits
  612. **/
  613. SC_CIRCLE_OF_FIRE,
  614. SC_CIRCLE_OF_FIRE_OPTION,
  615. SC_FIRE_CLOAK,
  616. SC_FIRE_CLOAK_OPTION,
  617. SC_WATER_SCREEN,//465
  618. SC_WATER_SCREEN_OPTION,
  619. SC_WATER_DROP,
  620. SC_WATER_DROP_OPTION,
  621. SC_WATER_BARRIER,
  622. SC_WIND_STEP,//470
  623. SC_WIND_STEP_OPTION,
  624. SC_WIND_CURTAIN,
  625. SC_WIND_CURTAIN_OPTION,
  626. SC_ZEPHYR,
  627. SC_SOLID_SKIN,//475
  628. SC_SOLID_SKIN_OPTION,
  629. SC_STONE_SHIELD,
  630. SC_STONE_SHIELD_OPTION,
  631. SC_POWER_OF_GAIA,
  632. SC_PYROTECHNIC,//480
  633. SC_PYROTECHNIC_OPTION,
  634. SC_HEATER,
  635. SC_HEATER_OPTION,
  636. SC_TROPIC,
  637. SC_TROPIC_OPTION,//485
  638. SC_AQUAPLAY,
  639. SC_AQUAPLAY_OPTION,
  640. SC_COOLER,
  641. SC_COOLER_OPTION,
  642. SC_CHILLY_AIR,//490
  643. SC_CHILLY_AIR_OPTION,
  644. SC_GUST,
  645. SC_GUST_OPTION,
  646. SC_BLAST,
  647. SC_BLAST_OPTION,//495
  648. SC_WILD_STORM,
  649. SC_WILD_STORM_OPTION,
  650. SC_PETROLOGY,
  651. SC_PETROLOGY_OPTION,
  652. SC_CURSED_SOIL,//500
  653. SC_CURSED_SOIL_OPTION,
  654. SC_UPHEAVAL,
  655. SC_UPHEAVAL_OPTION,
  656. SC_TIDAL_WEAPON,
  657. SC_TIDAL_WEAPON_OPTION,//505
  658. SC_ROCK_CRUSHER,
  659. SC_ROCK_CRUSHER_ATK,
  660. /* Guild Aura */
  661. SC_LEADERSHIP,
  662. SC_GLORYWOUNDS,
  663. SC_SOULCOLD, //508
  664. SC_HAWKEYES,
  665. /* ... */
  666. SC_ODINS_POWER,
  667. SC_RAID,
  668. /* Sorcerer .extra */
  669. SC_FIRE_INSIGNIA,
  670. SC_WATER_INSIGNIA,
  671. SC_WIND_INSIGNIA, //516
  672. SC_EARTH_INSIGNIA,
  673. /* new pushcart */
  674. SC_PUSH_CART,
  675. /* Warlock Spell books */
  676. SC_SPELLBOOK1,
  677. SC_SPELLBOOK2,
  678. SC_SPELLBOOK3,
  679. SC_SPELLBOOK4,
  680. SC_SPELLBOOK5,
  681. SC_SPELLBOOK6,
  682. SC_MAXSPELLBOOK, // SC_SPELLBOOK7
  683. /* Max HP & SP */
  684. SC_INCMHP,
  685. SC_INCMSP,
  686. SC_PARTYFLEE, // 531
  687. /**
  688. * Kagerou & Oboro [malufett]
  689. **/
  690. SC_MEIKYOUSISUI,
  691. SC_JYUMONJIKIRI,
  692. SC_KYOUGAKU,
  693. SC_IZAYOI,
  694. SC_ZENKAI,
  695. SC_KAGEHUMI,
  696. SC_KYOMU,
  697. SC_KAGEMUSYA,
  698. SC_ZANGETSU,
  699. SC_GENSOU,
  700. SC_AKAITSUKI,
  701. //homon S
  702. SC_STYLE_CHANGE,
  703. SC_TINDER_BREAKER,
  704. SC_TINDER_BREAKER2,
  705. SC_CBC,
  706. SC_EQC,
  707. SC_GOLDENE_FERSE,
  708. SC_ANGRIFFS_MODUS,
  709. SC_OVERED_BOOST,
  710. SC_LIGHT_OF_REGENE,
  711. SC_ASH,
  712. SC_GRANITIC_ARMOR,
  713. SC_MAGMA_FLOW,
  714. SC_PYROCLASTIC,
  715. SC_PARALYSIS,
  716. SC_PAIN_KILLER,
  717. SC_HANBOK,
  718. //Vellum Weapon reductions
  719. SC_DEFSET,
  720. SC_MDEFSET,
  721. SC_DARKCROW,
  722. SC_FULL_THROTTLE,
  723. SC_REBOUND,
  724. SC_UNLIMIT,
  725. SC_KINGS_GRACE,
  726. SC_TELEKINESIS_INTENSE,
  727. SC_OFFERTORIUM,
  728. SC_FRIGG_SONG,
  729. SC_MONSTER_TRANSFORM,
  730. SC_ANGEL_PROTECT,
  731. SC_ILLUSIONDOPING,
  732. SC_FLASHCOMBO,
  733. SC_MOONSTAR,
  734. SC_SUPER_STAR,
  735. /**
  736. * Rebellion [Cydh]
  737. **/
  738. SC_HEAT_BARREL,
  739. SC_MAGICALBULLET,
  740. SC_P_ALTER,
  741. SC_E_CHAIN,
  742. SC_C_MARKER,
  743. SC_ANTI_M_BLAST,
  744. SC_B_TRAP,
  745. SC_H_MINE,
  746. SC_QD_SHOT_READY,
  747. SC_MTF_ASPD,
  748. SC_MTF_RANGEATK,
  749. SC_MTF_MATK,
  750. SC_MTF_MLEATKED,
  751. SC_MTF_CRIDAMAGE,
  752. SC_OKTOBERFEST,
  753. SC_STRANGELIGHTS,
  754. SC_DECORATION_OF_MUSIC,
  755. SC_QUEST_BUFF1,
  756. SC_QUEST_BUFF2,
  757. SC_QUEST_BUFF3,
  758. SC_ALL_RIDING,
  759. SC_TEARGAS_SOB,
  760. SC__FEINTBOMB,
  761. SC__CHAOS,
  762. SC_CHASEWALK2,
  763. SC_VACUUM_EXTREME_POSTDELAY,
  764. SC_MTF_ASPD2,
  765. SC_MTF_RANGEATK2,
  766. SC_MTF_MATK2,
  767. SC_2011RWC_SCROLL,
  768. SC_JP_EVENT04,
  769. // 2014 Halloween Event
  770. SC_MTF_MHP,
  771. SC_MTF_MSP,
  772. SC_MTF_PUMPKIN,
  773. SC_MTF_HITFLEE,
  774. SC_CRIFOOD,
  775. SC_ATTHASTE_CASH,
  776. // Item Reuse Limits
  777. SC_REUSE_LIMIT_A,
  778. SC_REUSE_LIMIT_B,
  779. SC_REUSE_LIMIT_C,
  780. SC_REUSE_LIMIT_D,
  781. SC_REUSE_LIMIT_E,
  782. SC_REUSE_LIMIT_F,
  783. SC_REUSE_LIMIT_G,
  784. SC_REUSE_LIMIT_H,
  785. SC_REUSE_LIMIT_MTF,
  786. SC_REUSE_LIMIT_ASPD_POTION,
  787. SC_REUSE_MILLENNIUMSHIELD,
  788. SC_REUSE_CRUSHSTRIKE,
  789. SC_REUSE_STORMBLAST,
  790. SC_ALL_RIDING_REUSE_LIMIT,
  791. SC_REUSE_LIMIT_ECL,
  792. SC_REUSE_LIMIT_RECALL,
  793. SC_PROMOTE_HEALTH_RESERCH,
  794. SC_ENERGY_DRINK_RESERCH,
  795. SC_NORECOVER_STATE,
  796. /**
  797. * Summoner
  798. */
  799. SC_SUHIDE,
  800. SC_SU_STOOP,
  801. SC_SPRITEMABLE,
  802. SC_CATNIPPOWDER,
  803. SC_SV_ROOTTWIST,
  804. SC_BITESCAR,
  805. SC_ARCLOUSEDASH,
  806. SC_TUNAPARTY,
  807. SC_SHRIMP,
  808. SC_FRESHSHRIMP,
  809. SC_ACTIVE_MONSTER_TRANSFORM,
  810. SC_CLOUD_KILL, // Deprecated
  811. SC_LJOSALFAR,
  812. SC_MERMAID_LONGING,
  813. SC_HAT_EFFECT,
  814. SC_FLOWERSMOKE,
  815. SC_FSTONE,
  816. SC_HAPPINESS_STAR,
  817. SC_MAPLE_FALLS,
  818. SC_TIME_ACCESSORY,
  819. SC_MAGICAL_FEATHER,
  820. SC_GVG_GIANT,
  821. SC_GVG_GOLEM,
  822. SC_GVG_STUN,
  823. SC_GVG_STONE,
  824. SC_GVG_FREEZ,
  825. SC_GVG_SLEEP,
  826. SC_GVG_CURSE,
  827. SC_GVG_SILENCE,
  828. SC_GVG_BLIND,
  829. SC_CLAN_INFO,
  830. SC_SWORDCLAN,
  831. SC_ARCWANDCLAN,
  832. SC_GOLDENMACECLAN,
  833. SC_CROSSBOWCLAN,
  834. SC_JUMPINGCLAN,
  835. SC_TAROTCARD,
  836. // Geffen Magic Tournament Buffs
  837. SC_GEFFEN_MAGIC1,
  838. SC_GEFFEN_MAGIC2,
  839. SC_GEFFEN_MAGIC3,
  840. SC_MAXPAIN,
  841. SC_ARMOR_ELEMENT_EARTH,
  842. SC_ARMOR_ELEMENT_FIRE,
  843. SC_ARMOR_ELEMENT_WIND,
  844. SC_DAILYSENDMAILCNT,
  845. SC_DORAM_BUF_01,
  846. SC_DORAM_BUF_02,
  847. /**
  848. * Summoner - Extended
  849. */
  850. SC_HISS,
  851. SC_NYANGGRASS,
  852. SC_GROOMING,
  853. SC_SHRIMPBLESSING,
  854. SC_CHATTERING,
  855. SC_DORAM_WALKSPEED,
  856. SC_DORAM_MATK,
  857. SC_DORAM_FLEE2,
  858. SC_DORAM_SVSP,
  859. SC_FALLEN_ANGEL,
  860. SC_CHEERUP,
  861. SC_DRESSUP,
  862. // Old Glast Heim Buffs
  863. SC_GLASTHEIM_ATK,
  864. SC_GLASTHEIM_DEF,
  865. SC_GLASTHEIM_HEAL,
  866. SC_GLASTHEIM_HIDDEN,
  867. SC_GLASTHEIM_STATE,
  868. SC_GLASTHEIM_ITEMDEF,
  869. SC_GLASTHEIM_HPSP,
  870. // Nightmare Biolab Buffs
  871. SC_LHZ_DUN_N1,
  872. SC_LHZ_DUN_N2,
  873. SC_LHZ_DUN_N3,
  874. SC_LHZ_DUN_N4,
  875. SC_ANCILLA,
  876. SC_EARTHSHAKER,
  877. SC_WEAPONBLOCK_ON,
  878. SC_SPORE_EXPLOSION,
  879. SC_ADAPTATION,
  880. SC_BASILICA_CELL, // Used in renewal mode for cell_basilica only
  881. SC_ENTRY_QUEUE_APPLY_DELAY,
  882. SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  883. // Star Emperor
  884. SC_LIGHTOFMOON,
  885. SC_LIGHTOFSUN,
  886. SC_LIGHTOFSTAR,
  887. SC_LUNARSTANCE,
  888. SC_UNIVERSESTANCE,
  889. SC_SUNSTANCE,
  890. SC_FLASHKICK,
  891. SC_NEWMOON,
  892. SC_STARSTANCE,
  893. SC_DIMENSION,
  894. SC_DIMENSION1,
  895. SC_DIMENSION2,
  896. SC_CREATINGSTAR,
  897. SC_FALLINGSTAR,
  898. SC_NOVAEXPLOSING,
  899. SC_GRAVITYCONTROL,
  900. // Soul Reaper
  901. SC_SOULCOLLECT,
  902. SC_SOULREAPER,
  903. SC_SOULUNITY,
  904. SC_SOULSHADOW,
  905. SC_SOULFAIRY,
  906. SC_SOULFALCON,
  907. SC_SOULGOLEM,
  908. SC_SOULDIVISION,
  909. SC_SOULENERGY,
  910. SC_USE_SKILL_SP_SPA,
  911. SC_USE_SKILL_SP_SHA,
  912. SC_SP_SHA,
  913. SC_SOULCURSE,
  914. SC_HELLS_PLANT,
  915. SC_INCREASE_MAXHP, // EFST_ATKER_ASPD
  916. SC_INCREASE_MAXSP, // EFST_ATKER_MOVESPEED
  917. SC_REF_T_POTION,
  918. SC_ADD_ATK_DAMAGE,
  919. SC_ADD_MATK_DAMAGE,
  920. SC_HELPANGEL,
  921. SC_SOUNDOFDESTRUCTION,
  922. SC_LUXANIMA,
  923. SC_REUSE_LIMIT_LUXANIMA,
  924. SC_ENSEMBLEFATIGUE,
  925. SC_MISTY_FROST,
  926. SC_MAGIC_POISON,
  927. // ep16.2
  928. SC_EP16_2_BUFF_SS,
  929. SC_EP16_2_BUFF_SC,
  930. SC_EP16_2_BUFF_AC,
  931. // Job Improvement Bundle
  932. SC_OVERBRANDREADY,
  933. SC_POISON_MIST,
  934. SC_STONE_WALL,
  935. SC_CLOUD_POISON,
  936. SC_HOMUN_TIME,
  937. SC_EMERGENCY_MOVE,
  938. SC_MADOGEAR,
  939. SC_NPC_HALLUCINATIONWALK,
  940. SC_PACKING_ENVELOPE1,
  941. SC_PACKING_ENVELOPE2,
  942. SC_PACKING_ENVELOPE3,
  943. SC_PACKING_ENVELOPE4,
  944. SC_PACKING_ENVELOPE5,
  945. SC_PACKING_ENVELOPE6,
  946. SC_PACKING_ENVELOPE7,
  947. SC_PACKING_ENVELOPE8,
  948. SC_PACKING_ENVELOPE9,
  949. SC_PACKING_ENVELOPE10,
  950. SC_SOULATTACK,
  951. #ifdef RENEWAL
  952. SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
  953. #endif
  954. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  955. };
  956. /// Official status change ids, used to display status icons on the client.
  957. enum efst_types : short{
  958. /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
  959. /// @APIHOOK_START(EFST_ENUM)
  960. EFST_BLANK = -1,
  961. EFST_PROVOKE,
  962. EFST_ENDURE,
  963. EFST_TWOHANDQUICKEN,
  964. EFST_CONCENTRATION,
  965. EFST_HIDING,
  966. EFST_CLOAKING,
  967. EFST_ENCHANTPOISON,
  968. EFST_POISONREACT,
  969. EFST_QUAGMIRE,
  970. EFST_ANGELUS,
  971. EFST_BLESSING,
  972. EFST_CRUCIS,
  973. EFST_INC_AGI,
  974. EFST_DEC_AGI,
  975. EFST_SLOWPOISON,
  976. EFST_IMPOSITIO,
  977. EFST_SUFFRAGIUM,
  978. EFST_ASPERSIO,
  979. EFST_BENEDICTIO,
  980. EFST_KYRIE,
  981. EFST_MAGNIFICAT,
  982. EFST_GLORIA,
  983. EFST_LEXAETERNA,
  984. EFST_ADRENALINE,
  985. EFST_WEAPONPERFECT,
  986. EFST_OVERTHRUST,
  987. EFST_MAXIMIZE,
  988. EFST_RIDING,
  989. EFST_FALCON,
  990. EFST_TRICKDEAD,
  991. EFST_SHOUT,
  992. EFST_ENERGYCOAT,
  993. EFST_BROKENARMOR,
  994. EFST_BROKENWEAPON,
  995. EFST_ILLUSION,
  996. EFST_WEIGHTOVER50,
  997. EFST_WEIGHTOVER90,
  998. EFST_ATTHASTE_POTION1,
  999. EFST_ATTHASTE_POTION2,
  1000. EFST_ATTHASTE_POTION3,
  1001. EFST_ATTHASTE_INFINITY,
  1002. EFST_MOVHASTE_POTION,
  1003. EFST_MOVHASTE_INFINITY,
  1004. EFST_AUTOCOUNTER,
  1005. EFST_SPLASHER,
  1006. EFST_ANKLESNARE,
  1007. EFST_POSTDELAY,
  1008. EFST_NOACTION,
  1009. EFST_IMPOSSIBLEPICKUP,
  1010. EFST_BARRIER,
  1011. EFST_NOEQUIPWEAPON,
  1012. EFST_NOEQUIPSHIELD,
  1013. EFST_NOEQUIPARMOR,
  1014. EFST_NOEQUIPHELM,
  1015. EFST_PROTECTWEAPON,
  1016. EFST_PROTECTSHIELD,
  1017. EFST_PROTECTARMOR,
  1018. EFST_PROTECTHELM,
  1019. EFST_AUTOGUARD,
  1020. EFST_REFLECTSHIELD,
  1021. EFST_DEVOTION,
  1022. EFST_PROVIDENCE,
  1023. EFST_DEFENDER,
  1024. EFST_MAGICROD,
  1025. EFST_WEAPONPROPERTY,
  1026. EFST_AUTOSPELL,
  1027. EFST_SPECIALZONE,
  1028. EFST_MASK,
  1029. EFST_SPEARQUICKEN,
  1030. EFST_BDPLAYING,
  1031. EFST_WHISTLE,
  1032. EFST_ASSASSINCROSS,
  1033. EFST_POEMBRAGI,
  1034. EFST_APPLEIDUN,
  1035. EFST_HUMMING,
  1036. EFST_DONTFORGETME,
  1037. EFST_FORTUNEKISS,
  1038. EFST_SERVICEFORYOU,
  1039. EFST_RICHMANKIM,
  1040. EFST_ETERNALCHAOS,
  1041. EFST_DRUMBATTLEFIELD,
  1042. EFST_RINGNIBELUNGEN,
  1043. EFST_ROKISWEIL,
  1044. EFST_INTOABYSS,
  1045. EFST_SIEGFRIED,
  1046. EFST_BLADESTOP,
  1047. EFST_EXPLOSIONSPIRITS,
  1048. EFST_STEELBODY,
  1049. EFST_EXTREMITYFIST,
  1050. EFST_COMBOATTACK,
  1051. EFST_PROPERTYFIRE,
  1052. EFST_PROPERTYWATER,
  1053. EFST_PROPERTYWIND,
  1054. EFST_PROPERTYGROUND,
  1055. EFST_MAGICATTACK,
  1056. EFST_STOP,
  1057. EFST_WEAPONBRAKER,
  1058. EFST_PROPERTYUNDEAD,
  1059. EFST_POWERUP,
  1060. EFST_AGIUP,
  1061. EFST_SIEGEMODE,
  1062. EFST_INVISIBLE,
  1063. EFST_STATUSONE,
  1064. EFST_AURABLADE,
  1065. EFST_PARRYING,
  1066. EFST_LKCONCENTRATION,
  1067. EFST_TENSIONRELAX,
  1068. EFST_BERSERK,
  1069. EFST_SACRIFICE,
  1070. EFST_GOSPEL,
  1071. EFST_ASSUMPTIO,
  1072. EFST_BASILICA,
  1073. EFST_GROUNDMAGIC,
  1074. EFST_MAGICPOWER,
  1075. EFST_EDP,
  1076. EFST_TRUESIGHT,
  1077. EFST_WINDWALK,
  1078. EFST_MELTDOWN,
  1079. EFST_CARTBOOST,
  1080. EFST_CHASEWALK,
  1081. EFST_SWORDREJECT,
  1082. EFST_MARIONETTE_MASTER,
  1083. EFST_MARIONETTE,
  1084. EFST_MOON,
  1085. EFST_BLOODING,
  1086. EFST_JOINTBEAT,
  1087. EFST_MINDBREAKER,
  1088. EFST_MEMORIZE,
  1089. EFST_FOGWALL,
  1090. EFST_SPIDERWEB,
  1091. EFST_PROTECTEXP,
  1092. EFST_SUB_WEAPONPROPERTY,
  1093. EFST_AUTOBERSERK,
  1094. EFST_RUN,
  1095. EFST_TING,
  1096. EFST_STORMKICK_ON,
  1097. EFST_STORMKICK_READY,
  1098. EFST_DOWNKICK_ON,
  1099. EFST_DOWNKICK_READY,
  1100. EFST_TURNKICK_ON,
  1101. EFST_TURNKICK_READY,
  1102. EFST_COUNTER_ON,
  1103. EFST_COUNTER_READY,
  1104. EFST_DODGE_ON,
  1105. EFST_DODGE_READY,
  1106. EFST_STRUP,
  1107. EFST_PROPERTYDARK,
  1108. EFST_ADRENALINE2,
  1109. EFST_PROPERTYTELEKINESIS,
  1110. EFST_SOULLINK,
  1111. EFST_PLUSATTACKPOWER,
  1112. EFST_PLUSMAGICPOWER,
  1113. EFST_DEVIL1,
  1114. EFST_KAITE,
  1115. EFST_SWOO,
  1116. EFST_STAR2,
  1117. EFST_KAIZEL,
  1118. EFST_KAAHI,
  1119. EFST_KAUPE,
  1120. EFST_SMA_READY,
  1121. EFST_SKE,
  1122. EFST_ONEHANDQUICKEN,
  1123. EFST_FRIEND,
  1124. EFST_FRIENDUP,
  1125. EFST_SG_WARM,
  1126. EFST_SG_SUN_WARM,
  1127. EFST_SG_MOON_WARM,
  1128. EFST_SG_STAR_WARM,
  1129. EFST_EMOTION,
  1130. EFST_SUN_COMFORT,
  1131. EFST_MOON_COMFORT,
  1132. EFST_STAR_COMFORT,
  1133. EFST_EXPUP,
  1134. EFST_GDSKILL_BATTLEORDER,
  1135. EFST_GDSKILL_REGENERATION,
  1136. EFST_GDSKILL_POSTDELAY,
  1137. EFST_RESISTHANDICAP,
  1138. EFST_MAXHPPERCENT,
  1139. EFST_MAXSPPERCENT,
  1140. EFST_DEFENCE,
  1141. EFST_SLOWDOWN,
  1142. EFST_PRESERVE,
  1143. EFST_CHASEWALK2,
  1144. EFST_NOT_EXTREMITYFIST,
  1145. EFST_CLAIRVOYANCE,
  1146. EFST_MOVESLOW_POTION,
  1147. EFST_DOUBLECASTING,
  1148. EFST_GRAVITATION,
  1149. EFST_OVERTHRUSTMAX,
  1150. EFST_LONGING,
  1151. EFST_HERMODE,
  1152. EFST_TAROTCARD,
  1153. EFST_HLIF_AVOID,
  1154. EFST_HFLI_FLEET,
  1155. EFST_HFLI_SPEED,
  1156. EFST_HLIF_CHANGE,
  1157. EFST_HAMI_BLOODLUST,
  1158. EFST_CR_SHRINK,
  1159. EFST_WZ_SIGHTBLASTER,
  1160. EFST_DC_WINKCHARM,
  1161. EFST_RG_CCONFINE_M,
  1162. EFST_RG_CCONFINE_S,
  1163. EFST_DISABLEMOVE,
  1164. EFST_GS_MADNESSCANCEL,
  1165. EFST_GS_GATLINGFEVER,
  1166. EFST_EARTHSCROLL,
  1167. EFST_NJ_UTSUSEMI,
  1168. EFST_NJ_BUNSINJYUTSU,
  1169. EFST_NJ_NEN,
  1170. EFST_GS_ADJUSTMENT,
  1171. EFST_GS_ACCURACY,
  1172. EFST_NJ_SUITON,
  1173. EFST_PET,
  1174. EFST_MENTAL,
  1175. EFST_EXPMEMORY,
  1176. EFST_PERFORMANCE,
  1177. EFST_GAIN,
  1178. EFST_GRIFFON,
  1179. EFST_DRIFT,
  1180. EFST_WALLSHIFT,
  1181. EFST_REINCARNATION,
  1182. EFST_PATTACK,
  1183. EFST_PSPEED,
  1184. EFST_PDEFENSE,
  1185. EFST_PCRITICAL,
  1186. EFST_RANKING,
  1187. EFST_PTRIPLE,
  1188. EFST_DENERGY,
  1189. EFST_WAVE1,
  1190. EFST_WAVE2,
  1191. EFST_WAVE3,
  1192. EFST_WAVE4,
  1193. EFST_DAURA,
  1194. EFST_DFREEZER,
  1195. EFST_DPUNISH,
  1196. EFST_DBARRIER,
  1197. EFST_DWARNING,
  1198. EFST_MOUSEWHEEL,
  1199. EFST_DGAUGE,
  1200. EFST_DACCEL,
  1201. EFST_DBLOCK,
  1202. EFST_FOOD_STR,
  1203. EFST_FOOD_AGI,
  1204. EFST_FOOD_VIT,
  1205. EFST_FOOD_DEX,
  1206. EFST_FOOD_INT,
  1207. EFST_FOOD_LUK,
  1208. EFST_FOOD_BASICAVOIDANCE,
  1209. EFST_FOOD_BASICHIT,
  1210. EFST_FOOD_CRITICALSUCCESSVALUE,
  1211. EFST_CASH_PLUSEXP,
  1212. EFST_CASH_DEATHPENALTY,
  1213. EFST_CASH_RECEIVEITEM,
  1214. EFST_CASH_BOSS_ALARM,
  1215. EFST_DA_ENERGY,
  1216. EFST_DA_FIRSTSLOT,
  1217. EFST_DA_HEADDEF,
  1218. EFST_DA_SPACE,
  1219. EFST_DA_TRANSFORM,
  1220. EFST_DA_ITEMREBUILD,
  1221. EFST_DA_ILLUSION,
  1222. EFST_DA_DARKPOWER,
  1223. EFST_DA_EARPLUG,
  1224. EFST_DA_CONTRACT,
  1225. EFST_DA_BLACK,
  1226. EFST_DA_MAGICCART,
  1227. EFST_CRYSTAL,
  1228. EFST_DA_REBUILD,
  1229. EFST_DA_EDARKNESS,
  1230. EFST_DA_EGUARDIAN,
  1231. EFST_DA_TIMEOUT,
  1232. EFST_FOOD_STR_CASH,
  1233. EFST_FOOD_AGI_CASH,
  1234. EFST_FOOD_VIT_CASH,
  1235. EFST_FOOD_DEX_CASH,
  1236. EFST_FOOD_INT_CASH,
  1237. EFST_FOOD_LUK_CASH,
  1238. EFST_MER_FLEE,
  1239. EFST_MER_ATK,
  1240. EFST_MER_HP,
  1241. EFST_MER_SP,
  1242. EFST_MER_HIT,
  1243. EFST_SLOWCAST,
  1244. EFST_MAGICMIRROR,
  1245. EFST_STONESKIN,
  1246. EFST_ANTIMAGIC,
  1247. EFST_CRITICALWOUND,
  1248. EFST_NPC_DEFENDER,
  1249. EFST_NOACTION_WAIT,
  1250. EFST_MOVHASTE_HORSE,
  1251. EFST_PROTECT_DEF,
  1252. EFST_PROTECT_MDEF,
  1253. EFST_HEALPLUS,
  1254. EFST_S_LIFEPOTION,
  1255. EFST_L_LIFEPOTION,
  1256. EFST_CRITICALPERCENT,
  1257. EFST_PLUSAVOIDVALUE,
  1258. EFST_ATKER_ASPD,
  1259. EFST_TARGET_ASPD,
  1260. EFST_ATKER_MOVESPEED,
  1261. EFST_ATKER_BLOOD,
  1262. EFST_TARGET_BLOOD,
  1263. EFST_ARMOR_PROPERTY,
  1264. EFST_REUSE_LIMIT_A,
  1265. EFST_HELLPOWER,
  1266. EFST_STEAMPACK,
  1267. EFST_REUSE_LIMIT_B,
  1268. EFST_REUSE_LIMIT_C,
  1269. EFST_REUSE_LIMIT_D,
  1270. EFST_REUSE_LIMIT_E,
  1271. EFST_REUSE_LIMIT_F,
  1272. EFST_INVINCIBLE,
  1273. EFST_CASH_PLUSONLYJOBEXP,
  1274. EFST_PARTYFLEE,
  1275. EFST_ANGEL_PROTECT,
  1276. EFST_ENDURE_MDEF,
  1277. EFST_ENCHANTBLADE,
  1278. EFST_DEATHBOUND,
  1279. EFST_REFRESH,
  1280. EFST_GIANTGROWTH,
  1281. EFST_STONEHARDSKIN,
  1282. EFST_VITALITYACTIVATION,
  1283. EFST_FIGHTINGSPIRIT,
  1284. EFST_ABUNDANCE,
  1285. EFST_REUSE_MILLENNIUMSHIELD,
  1286. EFST_REUSE_CRUSHSTRIKE,
  1287. EFST_REUSE_REFRESH,
  1288. EFST_REUSE_STORMBLAST,
  1289. EFST_VENOMIMPRESS,
  1290. EFST_EPICLESIS,
  1291. EFST_ORATIO,
  1292. EFST_LAUDAAGNUS,
  1293. EFST_LAUDARAMUS,
  1294. EFST_CLOAKINGEXCEED,
  1295. EFST_HALLUCINATIONWALK,
  1296. EFST_HALLUCINATIONWALK_POSTDELAY,
  1297. EFST_RENOVATIO,
  1298. EFST_WEAPONBLOCKING,
  1299. EFST_WEAPONBLOCKING_POSTDELAY,
  1300. EFST_ROLLINGCUTTER,
  1301. EFST_EXPIATIO,
  1302. EFST_POISONINGWEAPON,
  1303. EFST_TOXIN,
  1304. EFST_PARALYSE,
  1305. EFST_VENOMBLEED,
  1306. EFST_MAGICMUSHROOM,
  1307. EFST_DEATHHURT,
  1308. EFST_PYREXIA,
  1309. EFST_OBLIVIONCURSE,
  1310. EFST_LEECHESEND,
  1311. EFST_DUPLELIGHT,
  1312. EFST_FROSTMISTY,
  1313. EFST_FEARBREEZE,
  1314. EFST_ELECTRICSHOCKER,
  1315. EFST_MARSHOFABYSS,
  1316. EFST_RECOGNIZEDSPELL,
  1317. EFST_STASIS,
  1318. EFST_WUGRIDER,
  1319. EFST_WUGDASH,
  1320. EFST_WUGBITE,
  1321. EFST_CAMOUFLAGE,
  1322. EFST_ACCELERATION,
  1323. EFST_HOVERING,
  1324. EFST_SUMMON1,
  1325. EFST_SUMMON2,
  1326. EFST_SUMMON3,
  1327. EFST_SUMMON4,
  1328. EFST_SUMMON5,
  1329. EFST_MVPCARD_TAOGUNKA,
  1330. EFST_MVPCARD_MISTRESS,
  1331. EFST_MVPCARD_ORCHERO,
  1332. EFST_MVPCARD_ORCLORD,
  1333. EFST_OVERHEAT_LIMITPOINT,
  1334. EFST_OVERHEAT,
  1335. EFST_SHAPESHIFT,
  1336. EFST_INFRAREDSCAN,
  1337. EFST_MAGNETICFIELD,
  1338. EFST_NEUTRALBARRIER,
  1339. EFST_NEUTRALBARRIER_MASTER,
  1340. EFST_STEALTHFIELD,
  1341. EFST_STEALTHFIELD_MASTER,
  1342. EFST_MANU_ATK,
  1343. EFST_MANU_DEF,
  1344. EFST_SPL_ATK,
  1345. EFST_SPL_DEF,
  1346. EFST_REPRODUCE,
  1347. EFST_MANU_MATK,
  1348. EFST_SPL_MATK,
  1349. EFST_STR_SCROLL,
  1350. EFST_INT_SCROLL,
  1351. EFST_LG_REFLECTDAMAGE,
  1352. EFST_FORCEOFVANGUARD,
  1353. EFST_BUCHEDENOEL,
  1354. EFST_AUTOSHADOWSPELL,
  1355. EFST_SHADOWFORM,
  1356. EFST_RAID,
  1357. EFST_SHIELDSPELL_DEF,
  1358. EFST_SHIELDSPELL_MDEF,
  1359. EFST_SHIELDSPELL_REF,
  1360. EFST_BODYPAINT,
  1361. EFST_EXEEDBREAK,
  1362. EFST_ADORAMUS,
  1363. EFST_PRESTIGE,
  1364. EFST_INVISIBILITY,
  1365. EFST_DEADLYINFECT,
  1366. EFST_BANDING,
  1367. EFST_EARTHDRIVE,
  1368. EFST_INSPIRATION,
  1369. EFST_ENERVATION,
  1370. EFST_GROOMY,
  1371. EFST_RAISINGDRAGON,
  1372. EFST_IGNORANCE,
  1373. EFST_LAZINESS,
  1374. EFST_LIGHTNINGWALK,
  1375. EFST_ACARAJE,
  1376. EFST_UNLUCKY,
  1377. EFST_CURSEDCIRCLE_ATKER,
  1378. EFST_CURSEDCIRCLE_TARGET,
  1379. EFST_WEAKNESS,
  1380. EFST_CRESCENTELBOW,
  1381. EFST_NOEQUIPACCESSARY,
  1382. EFST_STRIPACCESSARY,
  1383. EFST_MANHOLE,
  1384. EFST_POPECOOKIE,
  1385. EFST_FALLENEMPIRE,
  1386. EFST_GENTLETOUCH_ENERGYGAIN,
  1387. EFST_GENTLETOUCH_CHANGE,
  1388. EFST_GENTLETOUCH_REVITALIZE,
  1389. EFST_BLOODYLUST,
  1390. EFST_SWING,
  1391. EFST_SYMPHONY_LOVE,
  1392. EFST_PROPERTYWALK,
  1393. EFST_SPELLFIST,
  1394. EFST_NETHERWORLD,
  1395. EFST_SIREN,
  1396. EFST_HANDICAPSTATE_DEEP_SLEEP,
  1397. EFST_SIRCLEOFNATURE,
  1398. EFST_COLD,
  1399. EFST_GLOOMYDAY,
  1400. EFST_SONG_OF_MANA,
  1401. EFST_CLOUD_KILL,
  1402. EFST_DANCE_WITH_WUG,
  1403. EFST_RUSH_WINDMILL,
  1404. EFST_ECHOSONG,
  1405. EFST_HARMONIZE,
  1406. EFST_STRIKING,
  1407. EFST_WARMER,
  1408. EFST_MOONLIT_SERENADE,
  1409. EFST_SATURDAY_NIGHT_FEVER,
  1410. EFST_SITDOWN_FORCE,
  1411. EFST_ANALYZE,
  1412. EFST_LERADS_DEW,
  1413. EFST_MELODYOFSINK,
  1414. EFST_BEYOND_OF_WARCRY,
  1415. EFST_UNLIMITED_HUMMING_VOICE,
  1416. EFST_SPELLBOOK1,
  1417. EFST_SPELLBOOK2,
  1418. EFST_SPELLBOOK3,
  1419. EFST_FREEZE_SP,
  1420. EFST_GN_TRAINING_SWORD,
  1421. EFST_GN_REMODELING_CART,
  1422. EFST_GN_CARTBOOST,
  1423. EFST_FIXEDCASTINGTM_REDUCE,
  1424. EFST_THORNS_TRAP,
  1425. EFST_BLOOD_SUCKER,
  1426. EFST_SPORE_EXPLOSION,
  1427. EFST_DEMONIC_FIRE,
  1428. EFST_FIRE_EXPANSION_SMOKE_POWDER,
  1429. EFST_FIRE_EXPANSION_TEAR_GAS,
  1430. EFST_BLOCKING_PLAY,
  1431. EFST_MANDRAGORA,
  1432. EFST_ACTIVATE,
  1433. EFST_AB_SECRAMENT,
  1434. EFST_ASSUMPTIO2,
  1435. EFST_TK_SEVENWIND,
  1436. EFST_LIMIT_ODINS_RECALL,
  1437. EFST_STOMACHACHE,
  1438. EFST_MYSTERIOUS_POWDER,
  1439. EFST_MELON_BOMB,
  1440. EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
  1441. EFST_PROMOTE_HEALTH_RESERCH,
  1442. EFST_ENERGY_DRINK_RESERCH,
  1443. EFST_EXTRACT_WHITE_POTION_Z,
  1444. EFST_VITATA_500,
  1445. EFST_EXTRACT_SALAMINE_JUICE,
  1446. EFST_BOOST500,
  1447. EFST_FULL_SWING_K,
  1448. EFST_MANA_PLUS,
  1449. EFST_MUSTLE_M,
  1450. EFST_LIFE_FORCE_F,
  1451. EFST_VACUUM_EXTREME,
  1452. EFST_SAVAGE_STEAK,
  1453. EFST_COCKTAIL_WARG_BLOOD,
  1454. EFST_MINOR_BBQ,
  1455. EFST_SIROMA_ICE_TEA,
  1456. EFST_DROCERA_HERB_STEAMED,
  1457. EFST_PUTTI_TAILS_NOODLES,
  1458. EFST_BANANA_BOMB,
  1459. XXX_EFST_SM_ELEMENTAL,
  1460. EFST_SPELLBOOK4,
  1461. EFST_SPELLBOOK5,
  1462. EFST_SPELLBOOK6,
  1463. EFST_SPELLBOOK7,
  1464. EFST_ELEMENTAL_AGGRESSIVE,
  1465. EFST_RETURN_TO_ELDICASTES,
  1466. EFST_BANDING_DEFENCE,
  1467. EFST_SKELSCROLL,
  1468. EFST_DISTRUCTIONSCROLL,
  1469. EFST_ROYALSCROLL,
  1470. EFST_IMMUNITYSCROLL,
  1471. EFST_MYSTICSCROLL,
  1472. EFST_BATTLESCROLL,
  1473. EFST_ARMORSCROLL,
  1474. EFST_FREYJASCROLL,
  1475. EFST_SOULSCROLL,
  1476. EFST_CIRCLE_OF_FIRE,
  1477. EFST_CIRCLE_OF_FIRE_OPTION,
  1478. EFST_FIRE_CLOAK,
  1479. EFST_FIRE_CLOAK_OPTION,
  1480. EFST_WATER_SCREEN,
  1481. EFST_WATER_SCREEN_OPTION,
  1482. EFST_WATER_DROP,
  1483. EFST_WATER_DROP_OPTION,
  1484. EFST_WIND_STEP,
  1485. EFST_WIND_STEP_OPTION,
  1486. EFST_WIND_CURTAIN,
  1487. EFST_WIND_CURTAIN_OPTION,
  1488. EFST_WATER_BARRIER,
  1489. EFST_ZEPHYR,
  1490. EFST_SOLID_SKIN,
  1491. EFST_SOLID_SKIN_OPTION,
  1492. EFST_STONE_SHIELD,
  1493. EFST_STONE_SHIELD_OPTION,
  1494. EFST_POWER_OF_GAIA,
  1495. EFST_EL_WAIT,
  1496. EFST_EL_PASSIVE,
  1497. EFST_EL_DEFENSIVE,
  1498. EFST_EL_OFFENSIVE,
  1499. EFST_EL_COST,
  1500. EFST_PYROTECHNIC,
  1501. EFST_PYROTECHNIC_OPTION,
  1502. EFST_HEATER,
  1503. EFST_HEATER_OPTION,
  1504. EFST_TROPIC,
  1505. EFST_TROPIC_OPTION,
  1506. EFST_AQUAPLAY,
  1507. EFST_AQUAPLAY_OPTION,
  1508. EFST_COOLER,
  1509. EFST_COOLER_OPTION,
  1510. EFST_CHILLY_AIR,
  1511. EFST_CHILLY_AIR_OPTION,
  1512. EFST_GUST,
  1513. EFST_GUST_OPTION,
  1514. EFST_BLAST,
  1515. EFST_BLAST_OPTION,
  1516. EFST_WILD_STORM,
  1517. EFST_WILD_STORM_OPTION,
  1518. EFST_PETROLOGY,
  1519. EFST_PETROLOGY_OPTION,
  1520. EFST_CURSED_SOIL,
  1521. EFST_CURSED_SOIL_OPTION,
  1522. EFST_UPHEAVAL,
  1523. EFST_UPHEAVAL_OPTION,
  1524. EFST_TIDAL_WEAPON,
  1525. EFST_TIDAL_WEAPON_OPTION,
  1526. EFST_ROCK_CRUSHER,
  1527. EFST_ROCK_CRUSHER_ATK,
  1528. EFST_FIRE_INSIGNIA,
  1529. EFST_WATER_INSIGNIA,
  1530. EFST_WIND_INSIGNIA,
  1531. EFST_EARTH_INSIGNIA,
  1532. EFST_EQUIPED_FLOOR,
  1533. EFST_GUARDIAN_RECALL,
  1534. EFST_MORA_BUFF,
  1535. EFST_REUSE_LIMIT_G,
  1536. EFST_REUSE_LIMIT_H,
  1537. EFST_NEEDLE_OF_PARALYZE,
  1538. EFST_PAIN_KILLER,
  1539. EFST_G_LIFEPOTION,
  1540. EFST_VITALIZE_POTION,
  1541. EFST_LIGHT_OF_REGENE,
  1542. EFST_OVERED_BOOST,
  1543. EFST_SILENT_BREEZE,
  1544. EFST_ODINS_POWER,
  1545. EFST_STYLE_CHANGE,
  1546. EFST_SONIC_CLAW_POSTDELAY,
  1547. EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
  1548. EFST_MIDNIGHT_FRENZY_POSTDELAY,
  1549. EFST_GOLDENE_FERSE,
  1550. EFST_ANGRIFFS_MODUS,
  1551. EFST_TINDER_BREAKER,
  1552. EFST_TINDER_BREAKER_POSTDELAY,
  1553. EFST_CBC,
  1554. EFST_CBC_POSTDELAY,
  1555. EFST_EQC,
  1556. EFST_MAGMA_FLOW,
  1557. EFST_GRANITIC_ARMOR,
  1558. EFST_PYROCLASTIC,
  1559. EFST_VOLCANIC_ASH,
  1560. EFST_SPIRITS_SAVEINFO1,
  1561. EFST_SPIRITS_SAVEINFO2,
  1562. EFST_MAGIC_CANDY,
  1563. EFST_SEARCH_STORE_INFO,
  1564. EFST_ALL_RIDING,
  1565. EFST_ALL_RIDING_REUSE_LIMIT,
  1566. EFST_MACRO,
  1567. EFST_MACRO_POSTDELAY,
  1568. EFST_BEER_BOTTLE_CAP,
  1569. EFST_OVERLAPEXPUP,
  1570. EFST_PC_IZ_DUN05,
  1571. EFST_CRUSHSTRIKE,
  1572. EFST_MONSTER_TRANSFORM,
  1573. EFST_SIT,
  1574. EFST_ONAIR,
  1575. EFST_MTF_ASPD,
  1576. EFST_MTF_RANGEATK,
  1577. EFST_MTF_MATK,
  1578. EFST_MTF_MLEATKED,
  1579. EFST_MTF_CRIDAMAGE,
  1580. EFST_REUSE_LIMIT_MTF,
  1581. EFST_MACRO_PERMIT,
  1582. EFST_MACRO_PLAY,
  1583. EFST_SKF_CAST,
  1584. EFST_SKF_ASPD,
  1585. EFST_SKF_ATK,
  1586. EFST_SKF_MATK,
  1587. EFST_REWARD_PLUSONLYJOBEXP,
  1588. EFST_HANDICAPSTATE_NORECOVER,
  1589. EFST_SET_NUM_DEF,
  1590. EFST_SET_NUM_MDEF,
  1591. EFST_SET_PER_DEF,
  1592. EFST_SET_PER_MDEF,
  1593. EFST_PARTYBOOKING_SEARCH_DELAY,
  1594. EFST_PARTYBOOKING_REGISTER_DELAY,
  1595. EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
  1596. EFST_KO_JYUMONJIKIRI,
  1597. EFST_MEIKYOUSISUI,
  1598. EFST_ATTHASTE_CASH,
  1599. EFST_EQUIPPED_DIVINE_ARMOR,
  1600. EFST_EQUIPPED_HOLY_ARMOR,
  1601. EFST_2011RWC,
  1602. EFST_KYOUGAKU,
  1603. EFST_IZAYOI,
  1604. EFST_ZENKAI,
  1605. EFST_KG_KAGEHUMI,
  1606. EFST_KYOMU,
  1607. EFST_KAGEMUSYA,
  1608. EFST_ZANGETSU,
  1609. EFST_PHI_DEMON,
  1610. EFST_GENSOU,
  1611. EFST_AKAITSUKI,
  1612. EFST_TETANY,
  1613. EFST_GM_BATTLE,
  1614. EFST_GM_BATTLE2,
  1615. EFST_2011RWC_SCROLL,
  1616. EFST_ACTIVE_MONSTER_TRANSFORM,
  1617. EFST_MYSTICPOWDER,
  1618. EFST_ECLAGE_RECALL,
  1619. EFST_ENTRY_QUEUE_APPLY_DELAY,
  1620. EFST_REUSE_LIMIT_ECL,
  1621. EFST_M_LIFEPOTION,
  1622. EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
  1623. EFST_UNKNOWN_NAME,
  1624. EFST_ON_PUSH_CART,
  1625. EFST_HAT_EFFECT,
  1626. EFST_FLOWER_LEAF,
  1627. EFST_RAY_OF_PROTECTION,
  1628. EFST_GLASTHEIM_ATK,
  1629. EFST_GLASTHEIM_DEF,
  1630. EFST_GLASTHEIM_HEAL,
  1631. EFST_GLASTHEIM_HIDDEN,
  1632. EFST_GLASTHEIM_STATE,
  1633. EFST_GLASTHEIM_ITEMDEF,
  1634. EFST_GLASTHEIM_HPSP,
  1635. EFST_FOLLOWER_NPC_SKILL_POSTDELAY,
  1636. EFST_ALMIGHTY,
  1637. EFST_GVG_GIANT,
  1638. EFST_GVG_GOLEM,
  1639. EFST_GVG_STUN,
  1640. EFST_GVG_STONE,
  1641. EFST_GVG_FREEZ,
  1642. EFST_GVG_SLEEP,
  1643. EFST_GVG_CURSE,
  1644. EFST_GVG_SILENCE,
  1645. EFST_GVG_BLIND,
  1646. EFST_CLIENT_ONLY_EQUIP_ARROW,
  1647. EFST_CLAN_INFO,
  1648. EFST_JP_EVENT01,
  1649. EFST_JP_EVENT02,
  1650. EFST_JP_EVENT03,
  1651. EFST_JP_EVENT04,
  1652. EFST_TELEPORT_FIXEDCASTINGDELAY,
  1653. EFST_GEFFEN_MAGIC1,
  1654. EFST_GEFFEN_MAGIC2,
  1655. EFST_GEFFEN_MAGIC3,
  1656. EFST_QUEST_BUFF1,
  1657. EFST_QUEST_BUFF2,
  1658. EFST_QUEST_BUFF3,
  1659. EFST_REUSE_LIMIT_RECALL,
  1660. EFST_SAVEPOSITION,
  1661. EFST_NPC_ICEEXPLO,
  1662. EFST_FENRIR_CARD,
  1663. EFST_REUSE_LIMIT_ASPD_POTION,
  1664. EFST_MAXPAIN,
  1665. EFST_PC_STOP,
  1666. EFST_FRIGG_SONG,
  1667. EFST_OFFERTORIUM,
  1668. EFST_TELEKINESIS_INTENSE,
  1669. EFST_MOONSTAR,
  1670. EFST_STRANGELIGHTS,
  1671. EFST_FULL_THROTTLE,
  1672. EFST_REBOUND,
  1673. EFST_UNLIMIT,
  1674. EFST_KINGS_GRACE,
  1675. EFST_ITEM_ATKMAX,
  1676. EFST_ITEM_ATKMIN,
  1677. EFST_ITEM_MATKMAX,
  1678. EFST_ITEM_MATKMIN,
  1679. EFST_SUPER_STAR,
  1680. EFST_HIGH_RANKER,
  1681. EFST_DARKCROW,
  1682. EFST_2013_VALENTINE1,
  1683. EFST_2013_VALENTINE2,
  1684. EFST_2013_VALENTINE3,
  1685. EFST_ILLUSIONDOPING,
  1686. EFST_WIDEWEB,
  1687. EFST_CHILL,
  1688. EFST_BURNT,
  1689. EFST_PCCAFE_PLAY_TIME,
  1690. EFST_TWISTED_TIME,
  1691. EFST_FLASHCOMBO,
  1692. EFST_JITTER_BUFF1,
  1693. EFST_JITTER_BUFF2,
  1694. EFST_JITTER_BUFF3,
  1695. EFST_JITTER_BUFF4,
  1696. EFST_JITTER_BUFF5,
  1697. EFST_JITTER_BUFF6,
  1698. EFST_JITTER_BUFF7,
  1699. EFST_JITTER_BUFF8,
  1700. EFST_JITTER_BUFF9,
  1701. EFST_JITTER_BUFF10,
  1702. EFST_CUP_OF_BOZA,
  1703. EFST_B_TRAP,
  1704. EFST_E_CHAIN,
  1705. EFST_E_QD_SHOT_READY,
  1706. EFST_C_MARKER,
  1707. EFST_H_MINE,
  1708. EFST_H_MINE_SPLASH,
  1709. EFST_P_ALTER,
  1710. EFST_HEAT_BARREL,
  1711. EFST_ANTI_M_BLAST,
  1712. EFST_SLUGSHOT,
  1713. EFST_SWORDCLAN,
  1714. EFST_ARCWANDCLAN,
  1715. EFST_GOLDENMACECLAN,
  1716. EFST_CROSSBOWCLAN,
  1717. EFST_PACKING_ENVELOPE1,
  1718. EFST_PACKING_ENVELOPE2,
  1719. EFST_PACKING_ENVELOPE3,
  1720. EFST_PACKING_ENVELOPE4,
  1721. EFST_PACKING_ENVELOPE5,
  1722. EFST_PACKING_ENVELOPE6,
  1723. EFST_PACKING_ENVELOPE7,
  1724. EFST_PACKING_ENVELOPE8,
  1725. EFST_PACKING_ENVELOPE9,
  1726. EFST_PACKING_ENVELOPE10,
  1727. EFST_GLASTHEIM_TRANS,
  1728. EFST_ZONGZI_POUCH_TRANS,
  1729. EFST_HEAT_BARREL_AFTER,
  1730. EFST_DECORATION_OF_MUSIC,
  1731. EFST_OVERSEAEXPUP,
  1732. EFST_CLOWN_N_GYPSY_CARD,
  1733. EFST_OPEN_NPC_MARKET,
  1734. EFST_BEEF_RIB_STEW,
  1735. EFST_PORK_RIB_STEW,
  1736. EFST_CHUSEOK_MONDAY,
  1737. EFST_CHUSEOK_TUESDAY,
  1738. EFST_CHUSEOK_WEDNESDAY,
  1739. EFST_CHUSEOK_THURSDAY,
  1740. EFST_CHUSEOK_FRIDAY,
  1741. EFST_CHUSEOK_WEEKEND,
  1742. EFST_ALL_LIGHTGUARD,
  1743. EFST_ALL_LIGHTGUARD_COOL_TIME,
  1744. EFST_MTF_MHP,
  1745. EFST_MTF_MSP,
  1746. EFST_MTF_PUMPKIN,
  1747. EFST_MTF_HITFLEE,
  1748. EFST_MTF_CRIDAMAGE2,
  1749. EFST_MTF_SPDRAIN,
  1750. EFST_ACUO_MINT_GUM,
  1751. EFST_S_HEALPOTION,
  1752. EFST_REUSE_LIMIT_S_HEAL_POTION,
  1753. EFST_PLAYTIME_STATISTICS,
  1754. EFST_GN_CHANGEMATERIAL_OPERATOR,
  1755. EFST_GN_MIX_COOKING_OPERATOR,
  1756. EFST_GN_MAKEBOMB_OPERATOR,
  1757. EFST_GN_S_PHARMACY_OPERATOR,
  1758. EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
  1759. EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
  1760. EFST_NC_MAGICDECOY_OPERATOR,
  1761. EFST_GUILD_STORAGE,
  1762. EFST_GC_POISONINGWEAPON_OPERATOR,
  1763. EFST_WS_WEAPONREFINE_OPERATOR,
  1764. EFST_BS_REPAIRWEAPON_OPERATOR,
  1765. EFST_UNREADMAIL_CHECK,
  1766. EFST_JUMPINGCLAN,
  1767. EFST_JP_OTP,
  1768. EFST_HANDICAPTOLERANCE_LEVELGAP,
  1769. EFST_MTF_RANGEATK2,
  1770. EFST_MTF_ASPD2,
  1771. EFST_MTF_MATK2,
  1772. EFST_SHOW_NPCHPBAR,
  1773. EFST_FLOWERSMOKE,
  1774. EFST_FSTONE,
  1775. EFST_DAILYSENDMAILCNT,
  1776. EFST_QSCARABA,
  1777. EFST_LJOSALFAR,
  1778. EFST_PAD_READER_KNIGHT,
  1779. EFST_PAD_READER_CRUSADER,
  1780. EFST_PAD_READER_BLACKSMITH,
  1781. EFST_PAD_READER_ALCHEMIST,
  1782. EFST_PAD_READER_ASSASSIN,
  1783. EFST_PAD_READER_ROGUE,
  1784. EFST_PAD_READER_WIZARD,
  1785. EFST_PAD_READER_SAGE,
  1786. EFST_PAD_READER_PRIEST,
  1787. EFST_PAD_READER_MONK,
  1788. EFST_PAD_READER_HUNTER,
  1789. EFST_PAD_READER_BARD,
  1790. EFST_PAD_READER_DANCER,
  1791. EFST_PAD_READER_TAEKWON,
  1792. EFST_PAD_READER_NINJA,
  1793. EFST_PAD_READER_GUNSLINGER,
  1794. EFST_PAD_READER_SUPERNOVICE,
  1795. EFST_ESSENCE_OF_TIME,
  1796. EFST_MINIGAME_ROULETTE,
  1797. EFST_MINIGAME_GOLD_POINT,
  1798. EFST_MINIGAME_SILVER_POINT,
  1799. EFST_MINIGAME_BRONZE_POINT,
  1800. EFST_HAPPINESS_STAR,
  1801. EFST_SUMMEREVENT01,
  1802. EFST_SUMMEREVENT02,
  1803. EFST_SUMMEREVENT03,
  1804. EFST_SUMMEREVENT04,
  1805. EFST_SUMMEREVENT05,
  1806. EFST_MINIGAME_ROULETTE_BONUS_ITEM,
  1807. EFST_DRESS_UP,
  1808. EFST_MAPLE_FALLS,
  1809. EFST_ALL_NIFLHEIM_RECALL,
  1810. EFST_MTF_MARIONETTE = 860,
  1811. EFST_MTF_LUDE,
  1812. EFST_MTF_CRUISER,
  1813. EFST_MERMAID_LONGING,
  1814. EFST_MAGICAL_FEATHER,
  1815. EFST_DRACULA_CARD,
  1816. EFST_ALL_PRONTERA_RECALL,
  1817. EFST_LIMIT_POWER_BOOSTER,
  1818. EFST_GIFT_OF_SNOW,
  1819. EFST_NPC_HALLUCINATIONWALK,
  1820. EFST_TIME_ACCESSORY = 872,
  1821. EFST_EP16_DEF,
  1822. EFST_NORMAL_ATKED_SP,
  1823. EFST_BODYSTATE_STONECURSE,
  1824. EFST_BODYSTATE_FREEZING,
  1825. EFST_BODYSTATE_STUN,
  1826. EFST_BODYSTATE_SLEEP,
  1827. EFST_BODYSTATE_UNDEAD,
  1828. EFST_BODYSTATE_STONECURSE_ING,
  1829. EFST_BODYSTATE_BURNNING,
  1830. EFST_BODYSTATE_IMPRISON,
  1831. EFST_HEALTHSTATE_POISON,
  1832. EFST_HEALTHSTATE_CURSE,
  1833. EFST_HEALTHSTATE_SILENCE,
  1834. EFST_HEALTHSTATE_CONFUSION,
  1835. EFST_HEALTHSTATE_BLIND,
  1836. EFST_HEALTHSTATE_ANGELUS,
  1837. EFST_HEALTHSTATE_BLOODING,
  1838. EFST_HEALTHSTATE_HEAVYPOISON,
  1839. EFST_HEALTHSTATE_FEAR,
  1840. EFST_CHERRY_BLOSSOM_CAKE,
  1841. EFST_SU_STOOP,
  1842. EFST_CATNIPPOWDER,
  1843. EFST_HEAD_EQUIPMENT_EFFECT,
  1844. EFST_SV_ROOTTWIST,
  1845. EFST_ATTACK_PROPERTY_NOTHING,
  1846. EFST_ATTACK_PROPERTY_WATER,
  1847. EFST_ATTACK_PROPERTY_GROUND,
  1848. EFST_ATTACK_PROPERTY_FIRE,
  1849. EFST_ATTACK_PROPERTY_WIND,
  1850. EFST_ATTACK_PROPERTY_POISON,
  1851. EFST_ATTACK_PROPERTY_SAINT,
  1852. EFST_ATTACK_PROPERTY_DARKNESS,
  1853. EFST_ATTACK_PROPERTY_TELEKINESIS,
  1854. EFST_ATTACK_PROPERTY_UNDEAD,
  1855. EFST_RESIST_PROPERTY_NOTHING,
  1856. EFST_RESIST_PROPERTY_WATER,
  1857. EFST_RESIST_PROPERTY_GROUND,
  1858. EFST_RESIST_PROPERTY_FIRE,
  1859. EFST_RESIST_PROPERTY_WIND,
  1860. EFST_RESIST_PROPERTY_POISON,
  1861. EFST_RESIST_PROPERTY_SAINT,
  1862. EFST_RESIST_PROPERTY_DARKNESS,
  1863. EFST_RESIST_PROPERTY_TELEKINESIS,
  1864. EFST_RESIST_PROPERTY_UNDEAD,
  1865. EFST_BITESCAR,
  1866. EFST_ARCLOUSEDASH,
  1867. EFST_TUNAPARTY,
  1868. EFST_SHRIMP,
  1869. EFST_FRESHSHRIMP,
  1870. EFST_PERIOD_RECEIVEITEM,
  1871. EFST_PERIOD_PLUSEXP,
  1872. EFST_PERIOD_PLUSJOBEXP,
  1873. EFST_RUNEHELM,
  1874. EFST_HELM_VERKANA,
  1875. EFST_HELM_RHYDO,
  1876. EFST_HELM_TURISUS,
  1877. EFST_HELM_HAGALAS,
  1878. EFST_HELM_ISIA,
  1879. EFST_HELM_ASIR,
  1880. EFST_HELM_URJ,
  1881. EFST_SUHIDE,
  1882. EFST_DORAM_BUF_01 = 935,
  1883. EFST_DORAM_BUF_02,
  1884. EFST_SPRITEMABLE,
  1885. EFST_AID_PERIOD_RECEIVEITEM,
  1886. EFST_AID_PERIOD_PLUSEXP,
  1887. EFST_AID_PERIOD_PLUSJOBEXP,
  1888. EFST_AID_PERIOD_DEADPENALTY,
  1889. EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
  1890. EFST_ALL_GLASTHEIM_RECALL,
  1891. EFST_ALL_THANATOS_RECALL = 945,
  1892. EFST_MAGICSTONE_OF_GRACE_SET = 948,
  1893. EFST_HISS = 950,
  1894. EFST_NYANGGRASS = 952,
  1895. EFST_CHATTERING,
  1896. EFST_GROOMING = 961,
  1897. EFST_PROTECTIONOFSHRIMP,
  1898. EFST_EP16_2_BUFF_SS,
  1899. EFST_EP16_2_BUFF_SC,
  1900. EFST_EP16_2_BUFF_AC,
  1901. EFST_GS_MAGICAL_BULLET,
  1902. EFST_FALLEN_ANGEL = 976,
  1903. EFST_BLAZE_BEAD = 979,
  1904. EFST_FROZEN_BEAD,
  1905. EFST_BREEZE_BEAD,
  1906. EFST_SOULATTACK,
  1907. EFST_AID_PERIOD_RECEIVEITEM_2ND,
  1908. EFST_AID_PERIOD_PLUSEXP_2ND,
  1909. EFST_AID_PERIOD_PLUSJOBEXP_2ND,
  1910. EFST_PRONTERA_JP,
  1911. EFST_GLOOM_CARD = 988,
  1912. EFST_PHARAOH_CARD,
  1913. EFST_KIEL_CARD,
  1914. EFST_CHEERUP = 992,
  1915. EFST_GET_CNT_UNREAD_RODEX_CHARDB,
  1916. EFST_GET_CNT_UNREAD_RODEX_GLOBALDB,
  1917. EFST_S_MANAPOTION,
  1918. EFST_M_DEFSCROLL,
  1919. EFST_AS_RAGGED_GOLEM_CARD = 1000,
  1920. EFST_LHZ_DUN_N1,
  1921. EFST_LHZ_DUN_N2,
  1922. EFST_LHZ_DUN_N3,
  1923. EFST_LHZ_DUN_N4,
  1924. EFST_ALL_STAT_DOWN = 1013,
  1925. EFST_GRADUAL_GRAVITY,
  1926. EFST_DAMAGE_HEAL,
  1927. EFST_IMMUNE_PROPERTY_NOTHING,
  1928. EFST_IMMUNE_PROPERTY_WATER,
  1929. EFST_IMMUNE_PROPERTY_GROUND,
  1930. EFST_IMMUNE_PROPERTY_FIRE,
  1931. EFST_IMMUNE_PROPERTY_WIND,
  1932. EFST_IMMUNE_PROPERTY_POISON,
  1933. EFST_IMMUNE_PROPERTY_SAINT,
  1934. EFST_IMMUNE_PROPERTY_DARKNESS,
  1935. EFST_IMMUNE_PROPERTY_TELEKINESIS,
  1936. EFST_IMMUNE_PROPERTY_UNDEAD,
  1937. EFST_REUSE_LIMIT_NP,
  1938. EFST_SPECIALCOOKIE,
  1939. EFST_DAMAGE_HEAL2,
  1940. EFST_DAMAGE_HEAL3,
  1941. EFST_GLORY_OF_RETURN,
  1942. EFST_ATK_POPCORN,
  1943. EFST_MATK_POPCORN,
  1944. EFST_ASPD_POPCORN,
  1945. EFST_ULTIMATECOOK,
  1946. EFST_LIGHTOFMOON,
  1947. EFST_LIGHTOFSUN,
  1948. EFST_LIGHTOFSTAR,
  1949. EFST_LUNARSTANCE,
  1950. EFST_UNIVERSESTANCE,
  1951. EFST_SUNSTANCE,
  1952. EFST_FLASHKICK,
  1953. EFST_NEWMOON,
  1954. EFST_STARSTANCE,
  1955. EFST_DIMENSION,
  1956. EFST_DIMENSION1,
  1957. EFST_DIMENSION2,
  1958. EFST_CREATINGSTAR,
  1959. EFST_FALLINGSTAR,
  1960. EFST_NOVAEXPLOSING,
  1961. EFST_GRAVITYCONTROL,
  1962. EFST_SOULCOLLECT = 1053,
  1963. EFST_SOULREAPER,
  1964. EFST_SOULUNITY,
  1965. EFST_SOULSHADOW,
  1966. EFST_SOULFAIRY,
  1967. EFST_SOULFALCON,
  1968. EFST_SOULGOLEM,
  1969. EFST_SOULDIVISION,
  1970. EFST_SOULENERGY,
  1971. EFST_USE_SKILL_SP_SPA,
  1972. EFST_USE_SKILL_SP_SHA,
  1973. EFST_SP_SHA,
  1974. EFST_INFINITY_DRINK,
  1975. EFST_ABYSS_001,
  1976. EFST_ABYSS_002,
  1977. EFST_ABYSS_003,
  1978. EFST_ABYSS_004,
  1979. EFST_ABYSS_005,
  1980. EFST_ABYSS_006,
  1981. EFST_ABYSS_007,
  1982. EFST_ABYSS_008,
  1983. EFST_REUSE_LIMIT_THM = 1075,
  1984. EFST_REUSE_LIMIT_TLI,
  1985. EFST_REUSE_LIMIT_TKC,
  1986. EFST_REUSE_LIMIT_TRP,
  1987. EFST_REUSE_LIMIT_TBG,
  1988. EFST_REUSE_LIMIT_TBM,
  1989. EFST_YGGDRASIL_BLESS,
  1990. EFST_HUNTING_EVENT = 1083,
  1991. EFST_PERIOD_RECEIVEITEM_2ND,
  1992. EFST_PERIOD_PLUSEXP_2ND,
  1993. EFST_EXPDROPUP,
  1994. EFST_TW_NEWYEAR_EVENT,
  1995. EFST_ENSEMBLEFATIGUE,
  1996. EFST_ADAPTATION,
  1997. EFST_ANCILLA = 1095,
  1998. EFST_FESTIVE_ENERGY = 1104,
  1999. EFST_TEST_KR01,
  2000. EFST_WEAPONBLOCK_ON = 1107,
  2001. EFST_CRI_DAMAGE,
  2002. EFST_DEF_POWER,
  2003. EFST_DEF_IGNORE,
  2004. EFST_BOW_ATK_POWER,
  2005. EFST_RED_ORG_POTION,
  2006. EFST_CAST_TIME,
  2007. EFST_LEAPIMPAIRED = 1117,
  2008. EFST_EXCLUSIVE_RECEIVEITEM = 1119,
  2009. EFST_EXCLUSIVE_PLUSEXP,
  2010. EFST_ASSUMPTIO_BUFF,
  2011. EFST_BASILICA_BUFF,
  2012. EFST_OVERLAPEXPUP2,
  2013. EFST_SOULCURSE = 1125,
  2014. EFST_SOUND_OF_DESTRUCTION,
  2015. EFST_DF_MANAPLUS,
  2016. EFST_DF_FULLSWINGK,
  2017. EFST_NV_BREAKTHROUGH,
  2018. EFST_HELPANGEL,
  2019. EFST_NV_TRANSCENDENCE,
  2020. EFST_SWEETSFAIR_ATK,
  2021. EFST_SWEETSFAIR_MATK,
  2022. EFST_FLOWER_LEAF2 = 1135,
  2023. EFST_FLOWER_LEAF3,
  2024. EFST_FLOWER_LEAF4,
  2025. EFST_MISTY_FROST = 1141,
  2026. EFST_MAGIC_POISON,
  2027. EFST_KAUTE,
  2028. EFST_JPNONLY_TACTICS = 1147,
  2029. EFST_MADOGEAR = 1149,
  2030. EFST_DEADLY_DEFEASANCE,
  2031. EFST_CLIMAX_DES_HU,
  2032. EFST_CLIMAX,
  2033. EFST_LUXANIMA = 1154,
  2034. EFST_BATH_FOAM_A,
  2035. EFST_BATH_FOAM_B,
  2036. EFST_BATH_FOAM_C,
  2037. EFST_AROMA_OIL,
  2038. EFST_REUSE_LIMIT_LUXANIMA,
  2039. EFST_POWERFUL_FAITH,
  2040. EFST_SINCERE_FAITH,
  2041. EFST_FIRM_FAITH,
  2042. EFST_AIRSHIP_PIPE,
  2043. EFST_PIECES_OF_SHADOW,
  2044. EFST_HELLS_PLANT_ARMOR,
  2045. EFST_RELIEVE_DAMAGE,
  2046. EFST_LOCKON_LASER,
  2047. EFST_REF_T_POTION = 1169,
  2048. EFST_ADD_ATK_DAMAGE,
  2049. EFST_ADD_MATK_DAMAGE,
  2050. EFST_SERVANTWEAPON,
  2051. EFST_SERVANT_SIGN,
  2052. EFST_CHARGINGPIERCE,
  2053. EFST_CHARGINGPIERCE_COUNT,
  2054. EFST_DRAGONIC_AURA,
  2055. EFST_BIG_SCAR,
  2056. EFST_VIGOR,
  2057. EFST_PRESSURE = 1180,
  2058. EFST_CLIMAX_EARTH = 1182,
  2059. EFST_CLIMAX_BLOOM,
  2060. EFST_CLIMAX_CRYIMP,
  2061. EFST_MD_ME_POTION,
  2062. EFST_MD_MA_POTION,
  2063. EFST_MD_TA_POTION,
  2064. EFST_MD_RA_POTION,
  2065. EFST_HOLY_OIL = 1190,
  2066. EFST_CRYSTAL_IMPACT,
  2067. EFST_SHADOW_EXCEED,
  2068. EFST_DANCING_KNIFE,
  2069. EFST_POTENT_VENOM,
  2070. EFST_SHADOW_SCAR,
  2071. EFST_E_SLASH_COUNT,
  2072. EFST_MEDIALE,
  2073. EFST_A_VITA,
  2074. EFST_A_TELUM,
  2075. EFST_PRE_ACIES,
  2076. EFST_COMPETENTIA,
  2077. EFST_GUARD_STANCE,
  2078. EFST_ATTACK_STANCE,
  2079. EFST_GUARDIAN_S,
  2080. EFST_HANDICAPSTATE_DEEPBLIND,
  2081. EFST_HANDICAPSTATE_DEEPSILENCE,
  2082. EFST_HANDICAPSTATE_LASSITUDE,
  2083. EFST_HANDICAPSTATE_FROSTBITE,
  2084. EFST_HANDICAPSTATE_SWOONING,
  2085. EFST_HANDICAPSTATE_LIGHTNINGSTRIKE,
  2086. EFST_HANDICAPSTATE_CRYSTALLIZATION,
  2087. EFST_HANDICAPSTATE_CONFLAGRATION,
  2088. EFST_HANDICAPSTATE_MISFORTUNE,
  2089. EFST_HANDICAPSTATE_DEADLYPOISON,
  2090. EFST_HANDICAPSTATE_DEPRESSION,
  2091. EFST_HANDICAPSTATE_HOLYFLAME,
  2092. EFST_REBOUND_S,
  2093. EFST_SHIELD_MASTERY,
  2094. EFST_SPEAR_SWORD_M,
  2095. EFST_HOLY_S,
  2096. EFST_ULTIMATE_S,
  2097. EFST_SPEAR_SCAR,
  2098. EFST_SHIELD_POWER,
  2099. EFST_SHADOW_WEAPON = 1226,
  2100. EFST_RELIGIO,
  2101. EFST_BENEDICTUM,
  2102. EFST_MVPCARD_KIEL,
  2103. EFST_FIRST_BRAND,
  2104. EFST_SECOND_BRAND,
  2105. EFST_SECOND_JUDGE,
  2106. EFST_THIRD_EXOR_FLAME,
  2107. EFST_FIRST_FAITH_POWER,
  2108. EFST_AXE_STOMP,
  2109. EFST_A_MACHINE,
  2110. EFST_D_MACHINE,
  2111. EFST_MT_M_MACHINE_OPERATOR,
  2112. EFST_TWOAXEDEF,
  2113. EFST_DAGGER_AND_BOW_M,
  2114. EFST_MAGIC_SWORD_M,
  2115. EFST_SHADOW_STRIP,
  2116. EFST_ABYSS_DAGGER,
  2117. EFST_ABYSSFORCEWEAPON,
  2118. EFST_ABYSS_SLAYER,
  2119. EFST_PROTECTSHADOWEQUIP = 1247,
  2120. EFST_RESEARCHREPORT,
  2121. EFST_BO_HELL_DUSTY,
  2122. EFST_WINDSIGN,
  2123. EFST_CRESCIVEBOLT,
  2124. EFST_CALAMITYGALE,
  2125. EFST_STAGE_MANNER = 1254,
  2126. EFST_RETROSPECTION,
  2127. EFST_MYSTIC_SYMPHONY,
  2128. EFST_KVASIR_SONATA,
  2129. EFST_SOUNDBLEND,
  2130. EFST_GEF_NOCTURN,
  2131. EFST_AIN_RHAPSODY,
  2132. EFST_MUSICAL_INTERLUDE,
  2133. EFST_JAWAII_SERENADE,
  2134. EFST_PRON_MARCH,
  2135. EFST_ROSEBLOSSOM,
  2136. EFST_ACIDIFIED_ZONE_WATER = 1266,
  2137. EFST_ACIDIFIED_ZONE_GROUND,
  2138. EFST_ACIDIFIED_ZONE_WIND,
  2139. EFST_ACIDIFIED_ZONE_FIRE,
  2140. EFST_MAGIC_BOOK_M,
  2141. EFST_SPELL_ENCHANTING,
  2142. EFST_SUMMON_ELEMENTAL_ARDOR,
  2143. EFST_SUMMON_ELEMENTAL_DILUVIO,
  2144. EFST_SUMMON_ELEMENTAL_PROCELLA,
  2145. EFST_SUMMON_ELEMENTAL_TERREMOTUS,
  2146. EFST_SUMMON_ELEMENTAL_SERPENS,
  2147. EFST_FLAMETECHNIC,
  2148. EFST_FLAMETECHNIC_OPTION,
  2149. EFST_FLAMEARMOR,
  2150. EFST_FLAMEARMOR_OPTION,
  2151. EFST_COLD_FORCE,
  2152. EFST_COLD_FORCE_OPTION,
  2153. EFST_CRYSTAL_ARMOR,
  2154. EFST_CRYSTAL_ARMOR_OPTION,
  2155. EFST_GRACE_BREEZE,
  2156. EFST_GRACE_BREEZE_OPTION,
  2157. EFST_EYES_OF_STORM,
  2158. EFST_EYES_OF_STORM_OPTION,
  2159. EFST_EARTH_CARE,
  2160. EFST_EARTH_CARE_OPTION,
  2161. EFST_STRONG_PROTECTION,
  2162. EFST_STRONG_PROTECTION_OPTION,
  2163. EFST_DEEP_POISONING,
  2164. EFST_DEEP_POISONING_OPTION,
  2165. EFST_POISON_SHIELD,
  2166. EFST_POISON_SHIELD_OPTION,
  2167. EFST_ABR_BATTLE_WARIOR,
  2168. EFST_ABR_DUAL_CANNON,
  2169. EFST_ABR_MOTHER_NET,
  2170. EFST_ABR_INFINITY,
  2171. EFST_ELEMENTAL_VEIL,
  2172. EFST_HOMUN_TIME = 1303,
  2173. EFST_POWER_ACCELERATION,
  2174. EFST_MAX_HP_SP_AVOID,
  2175. EFST_ADD_ALL_STATE,
  2176. EFST_AID_PERIOD_POWER_ACCELERATION,
  2177. EFST_AID_PERIOD_MAX_HP_SP_AVOID,
  2178. EFST_AID_PERIOD_ADD_ALL_STATE,
  2179. EFST_POISON_MIST,
  2180. EFST_STONE_WALL = 1313,
  2181. EFST_OVERBRANDREADY = 1315,
  2182. EFST_SHIELDSPELL,
  2183. EFST_CLOUD_POISON = 1318,
  2184. EFST_SPORE_EXPLOSION_DEBUFF,
  2185. EFST_DEFSCROLL = 1321,
  2186. EFST_MASSIVE_F_BLASTER = 1326,
  2187. EFST_NOEQUIPWEAPON2 = 1330,
  2188. EFST_NOEQUIPARMOR2,
  2189. EFST_NOEQUIPSHIELD2,
  2190. EFST_NOEQUIPSHOES2,
  2191. EFST_NOEQUIPPENDANT2,
  2192. EFST_NOEQUIPEARING2,
  2193. EFST_NOEQUIPFULL2,
  2194. EFST_CURSE_R_CUBE,
  2195. EFST_CURSE_B_CUBE,
  2196. EFST_KILLING_AURA,
  2197. EFST_TOXIN_OF_MANDARA = 1341,
  2198. EFST_GOLDENE_TONE,
  2199. EFST_TEMPERING,
  2200. EFST_NOODLE_FES_1 = 1396,
  2201. EFST_NOODLE_FES_2,
  2202. EFST_NOODLE_FES_3,
  2203. EFST_NOODLE_FES_4,
  2204. EFST_NOODLE_FES_5,
  2205. EFST_RUSH_QUAKE1 = 1402,
  2206. EFST_RUSH_QUAKE2,
  2207. /// @APIHOOK_END
  2208. /// Do not modify code above this, since it will be automatically generated by the API again
  2209. EFST_MAX,
  2210. };
  2211. /// JOINTBEAT stackable ailments
  2212. enum e_joint_break : uint8 {
  2213. BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
  2214. BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
  2215. BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
  2216. BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
  2217. BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
  2218. BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  2219. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  2220. };
  2221. extern short current_equip_item_index;
  2222. extern unsigned int current_equip_combo_pos;
  2223. extern int current_equip_card_id;
  2224. extern short current_equip_opt_index;
  2225. //Status change option definitions (options are what makes status changes visible to chars
  2226. //who were not on your field of sight when it happened)
  2227. ///opt1: (BODYSTATE_*) Non stackable status changes.
  2228. enum sc_opt1 {
  2229. OPT1_STONE = 1, //Petrified
  2230. OPT1_FREEZE,
  2231. OPT1_STUN,
  2232. OPT1_SLEEP,
  2233. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  2234. OPT1_STONEWAIT = 6, //Petrifying
  2235. OPT1_BURNING,
  2236. OPT1_IMPRISON,
  2237. };
  2238. ///opt2: (HEALTHSTATE_*) Stackable status changes.
  2239. enum sc_opt2 {
  2240. OPT2_POISON = 0x0001,
  2241. OPT2_CURSE = 0x0002,
  2242. OPT2_SILENCE = 0x0004,
  2243. OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
  2244. OPT2_BLIND = 0x0010,
  2245. OPT2_ANGELUS = 0x0020,
  2246. OPT2_BLEEDING = 0x0040,
  2247. OPT2_DPOISON = 0x0080,
  2248. OPT2_FEAR = 0x0100,
  2249. };
  2250. ///opt3: (SHOW_EFST_*)
  2251. enum sc_opt3 {
  2252. OPT3_NORMAL = 0x00000000,
  2253. OPT3_QUICKEN = 0x00000001,
  2254. OPT3_OVERTHRUST = 0x00000002,
  2255. OPT3_ENERGYCOAT = 0x00000004,
  2256. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  2257. OPT3_STEELBODY = 0x00000010,
  2258. OPT3_BLADESTOP = 0x00000020,
  2259. OPT3_AURABLADE = 0x00000040,
  2260. OPT3_BERSERK = 0x00000080,
  2261. OPT3_LIGHTBLADE = 0x00000100,
  2262. OPT3_MOONLIT = 0x00000200,
  2263. OPT3_MARIONETTE = 0x00000400,
  2264. OPT3_ASSUMPTIO = 0x00000800,
  2265. OPT3_WARM = 0x00001000,
  2266. OPT3_KAITE = 0x00002000,
  2267. OPT3_BUNSIN = 0x00004000,
  2268. OPT3_SOULLINK = 0x00008000,
  2269. OPT3_UNDEAD = 0x00010000,
  2270. OPT3_CONTRACT = 0x00020000,
  2271. };
  2272. ///Option (EFFECTSTATE_*)
  2273. enum e_option {
  2274. OPTION_NOTHING = 0x00000000,
  2275. OPTION_SIGHT = 0x00000001,
  2276. OPTION_HIDE = 0x00000002,
  2277. OPTION_CLOAK = 0x00000004,
  2278. OPTION_CART1 = 0x00000008,
  2279. OPTION_FALCON = 0x00000010,
  2280. OPTION_RIDING = 0x00000020,
  2281. OPTION_INVISIBLE = 0x00000040,
  2282. OPTION_CART2 = 0x00000080,
  2283. OPTION_CART3 = 0x00000100,
  2284. OPTION_CART4 = 0x00000200,
  2285. OPTION_CART5 = 0x00000400,
  2286. OPTION_ORCISH = 0x00000800,
  2287. OPTION_WEDDING = 0x00001000,
  2288. OPTION_RUWACH = 0x00002000,
  2289. OPTION_CHASEWALK = 0x00004000,
  2290. OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  2291. OPTION_XMAS = 0x00010000,
  2292. OPTION_TRANSFORM = 0x00020000,
  2293. OPTION_SUMMER = 0x00040000,
  2294. OPTION_DRAGON1 = 0x00080000,
  2295. OPTION_WUG = 0x00100000,
  2296. OPTION_WUGRIDER = 0x00200000,
  2297. OPTION_MADOGEAR = 0x00400000,
  2298. OPTION_DRAGON2 = 0x00800000,
  2299. OPTION_DRAGON3 = 0x01000000,
  2300. OPTION_DRAGON4 = 0x02000000,
  2301. OPTION_DRAGON5 = 0x04000000,
  2302. OPTION_HANBOK = 0x08000000,
  2303. OPTION_OKTOBERFEST = 0x10000000,
  2304. OPTION_SUMMER2 = 0x20000000,
  2305. // compound constant for older carts
  2306. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  2307. // compound constants
  2308. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  2309. OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
  2310. };
  2311. enum e_option_change_flag : uint16 {
  2312. OCF_NONE = 0x0,
  2313. OCF_SEND_OPTION = 0x1,
  2314. OCF_ONTOUCH = 0x2,
  2315. OCF_UNIT_MOVE = 0x4,
  2316. OCF_NON_PLAYER = 0x8,
  2317. OCF_SEND_LOOK = 0x10,
  2318. };
  2319. ///Defines for the manner system [Skotlex]
  2320. enum manner_flags
  2321. {
  2322. MANNER_NOCHAT = 0x01,
  2323. MANNER_NOSKILL = 0x02,
  2324. MANNER_NOCOMMAND = 0x04,
  2325. MANNER_NOITEM = 0x08,
  2326. MANNER_NOROOM = 0x10,
  2327. };
  2328. /// Status Change State Flags
  2329. enum scs_flag {
  2330. SCS_NOMOVECOND = 0x00000001, ///< cond flag for nomove
  2331. SCS_NOMOVE = 0x00000002, ///< unit unable to move
  2332. SCS_NOPICKITEMCOND = 0x00000004, ///< cond flag for nopickitem
  2333. SCS_NOPICKITEM = 0x00000008, ///< player unable to pick up items
  2334. SCS_NODROPITEMCOND = 0x00000010, ///< cond flag for nodropitem
  2335. SCS_NODROPITEM = 0x00000020, ///< player unable to drop items
  2336. SCS_NOCASTCOND = 0x00000040, ///< cond flag for nocast
  2337. SCS_NOCAST = 0x00000080, ///< unit unable to cast skills
  2338. SCS_NOCHAT = 0x00000100, ///< unit can't talk
  2339. SCS_NOCHATCOND = 0x00000200, ///< cond flag for notalk
  2340. };
  2341. ///Define flags for the status_calc_bl function. [Skotlex]
  2342. enum scb_flag
  2343. {
  2344. SCB_NONE = 0x00000000,
  2345. SCB_BASE = 0x00000001,
  2346. SCB_MAXHP = 0x00000002,
  2347. SCB_MAXSP = 0x00000004,
  2348. SCB_STR = 0x00000008,
  2349. SCB_AGI = 0x00000010,
  2350. SCB_VIT = 0x00000020,
  2351. SCB_INT = 0x00000040,
  2352. SCB_DEX = 0x00000080,
  2353. SCB_LUK = 0x00000100,
  2354. SCB_BATK = 0x00000200,
  2355. SCB_WATK = 0x00000400,
  2356. SCB_MATK = 0x00000800,
  2357. SCB_HIT = 0x00001000,
  2358. SCB_FLEE = 0x00002000,
  2359. SCB_DEF = 0x00004000,
  2360. SCB_DEF2 = 0x00008000,
  2361. SCB_MDEF = 0x00010000,
  2362. SCB_MDEF2 = 0x00020000,
  2363. SCB_SPEED = 0x00040000,
  2364. SCB_ASPD = 0x00080000,
  2365. SCB_DSPD = 0x00100000,
  2366. SCB_CRI = 0x00200000,
  2367. SCB_FLEE2 = 0x00400000,
  2368. SCB_ATK_ELE = 0x00800000,
  2369. SCB_DEF_ELE = 0x01000000,
  2370. SCB_MODE = 0x02000000,
  2371. SCB_SIZE = 0x04000000,
  2372. SCB_RACE = 0x08000000,
  2373. SCB_RANGE = 0x10000000,
  2374. SCB_REGEN = 0x20000000,
  2375. SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
  2376. SCB_BATTLE = 0x3FFFFFFE,
  2377. SCB_ALL = 0x3FFFFFFF
  2378. };
  2379. enum e_status_calc_opt {
  2380. SCO_NONE = 0x0,
  2381. SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
  2382. SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
  2383. };
  2384. /// Flags for status_change_start and status_get_sc_def
  2385. enum e_status_change_start_flags {
  2386. SCSTART_NONE = 0x00,
  2387. SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
  2388. SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
  2389. SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
  2390. SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
  2391. SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
  2392. };
  2393. /// Enum for status_change_clear_buffs
  2394. enum e_status_change_clear_buffs_flags {
  2395. SCCB_BUFFS = 0x01,
  2396. SCCB_DEBUFFS = 0x02,
  2397. SCCB_REFRESH = 0x04,
  2398. SCCB_CHEM_PROTECT = 0x08,
  2399. SCCB_LUXANIMA = 0x10,
  2400. };
  2401. ///Enum for bonus_script's flag [Cydh]
  2402. enum e_bonus_script_flags {
  2403. BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
  2404. BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
  2405. BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
  2406. BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
  2407. BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
  2408. BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
  2409. BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
  2410. BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
  2411. BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
  2412. BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
  2413. // These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
  2414. BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
  2415. BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
  2416. // These flags aren't part of 'bonus_script' scripting flags
  2417. BSF_REM_ALL = 0x0, ///< Remove all bonus script
  2418. BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
  2419. BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
  2420. };
  2421. ///Enum for status_get_hpbonus and status_get_spbonus
  2422. enum e_status_bonus {
  2423. STATUS_BONUS_FIX = 0,
  2424. STATUS_BONUS_RATE = 1,
  2425. };
  2426. /// Enum for status_calc_weight and status_calc_cart_weight
  2427. enum e_status_calc_weight_opt {
  2428. CALCWT_NONE = 0x0,
  2429. CALCWT_ITEM = 0x1, ///< Recalculate item weight
  2430. CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
  2431. CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
  2432. };
  2433. // Enum for refine chance types
  2434. enum e_refine_chance_type {
  2435. REFINE_CHANCE_NORMAL = 0,
  2436. REFINE_CHANCE_ENRICHED,
  2437. REFINE_CHANCE_EVENT_NORMAL,
  2438. REFINE_CHANCE_EVENT_ENRICHED,
  2439. REFINE_CHANCE_TYPE_MAX
  2440. };
  2441. ///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  2442. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2443. ///Define to determine who has regen
  2444. #define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
  2445. ///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  2446. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
  2447. /** Basic damage info of a weapon
  2448. * Required because players have two of these, one in status_data
  2449. * and another for their left hand weapon. */
  2450. struct weapon_atk {
  2451. unsigned short atk, atk2;
  2452. unsigned short range;
  2453. unsigned char ele;
  2454. #ifdef RENEWAL
  2455. unsigned short matk;
  2456. unsigned char wlv;
  2457. #endif
  2458. };
  2459. extern sc_type SkillStatusChangeTable[MAX_SKILL]; /// skill -> status
  2460. extern int StatusIconChangeTable[SC_MAX]; /// status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  2461. extern unsigned int StatusChangeFlagTable[SC_MAX]; /// status -> flags
  2462. extern int StatusSkillChangeTable[SC_MAX]; /// status -> skill
  2463. extern int StatusRelevantBLTypes[EFST_MAX]; /// "icon" -> enum bl_type (for clif->status_change to identify for which bl types to send packets)
  2464. extern unsigned int StatusChangeStateTable[SC_MAX]; /// status -> flags
  2465. extern unsigned int StatusDisplayType[SC_MAX];
  2466. ///For holding basic status (which can be modified by status changes)
  2467. struct status_data {
  2468. unsigned int
  2469. hp, sp, // see status_cpy before adding members before hp and sp
  2470. max_hp, max_sp;
  2471. short
  2472. str, agi, vit, int_, dex, luk,
  2473. eatk;
  2474. unsigned short
  2475. batk,
  2476. #ifdef RENEWAL
  2477. watk,
  2478. watk2,
  2479. #endif
  2480. matk_min, matk_max,
  2481. speed,
  2482. amotion, adelay, dmotion;
  2483. enum e_mode mode;
  2484. short
  2485. hit, flee, cri, flee2,
  2486. def2, mdef2,
  2487. #ifdef RENEWAL_ASPD
  2488. aspd_rate2,
  2489. #endif
  2490. aspd_rate;
  2491. /**
  2492. * defType is RENEWAL dependent and defined in src/config/const.hpp
  2493. **/
  2494. defType def,mdef;
  2495. unsigned char
  2496. def_ele, ele_lv,
  2497. size,
  2498. race, /// see enum e_race
  2499. class_; /// see enum e_classAE
  2500. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  2501. };
  2502. ///Additional regen data that only players have.
  2503. struct regen_data_sub {
  2504. unsigned short
  2505. hp,sp;
  2506. //tick accumulation before healing.
  2507. struct {
  2508. unsigned int hp,sp;
  2509. } tick;
  2510. //Regen rates. n/100
  2511. struct {
  2512. unsigned short hp,sp;
  2513. } rate;
  2514. };
  2515. ///Regen data
  2516. struct regen_data {
  2517. unsigned char flag; //Marks what stuff you may heal or not.
  2518. unsigned short hp,sp,shp,ssp;
  2519. //tick accumulation before healing.
  2520. struct {
  2521. unsigned int hp,sp,shp,ssp;
  2522. } tick;
  2523. //Regen rates. n/100
  2524. struct {
  2525. unsigned short hp, sp, shp, ssp;
  2526. } rate;
  2527. struct {
  2528. unsigned walk:1; //Can you regen even when walking?
  2529. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  2530. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  2531. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  2532. } state;
  2533. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  2534. struct regen_data_sub *sregen, *ssregen;
  2535. };
  2536. ///Status display entry
  2537. struct sc_display_entry {
  2538. enum sc_type type;
  2539. int val1, val2, val3;
  2540. };
  2541. ///Status change entry
  2542. struct status_change_entry {
  2543. int timer;
  2544. int val1,val2,val3,val4;
  2545. };
  2546. ///Status change
  2547. struct status_change {
  2548. unsigned int option;// effect state (bitfield)
  2549. unsigned int opt3;// skill state (bitfield)
  2550. unsigned short opt1;// body state
  2551. unsigned short opt2;// health state (bitfield)
  2552. unsigned char count;
  2553. //! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  2554. struct {
  2555. unsigned char move;
  2556. unsigned char pickup;
  2557. unsigned char drop;
  2558. unsigned char cast;
  2559. unsigned char chat;
  2560. } cant;/* status change state flags */
  2561. //int sg_id; //ID of the previous Storm gust that hit you
  2562. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  2563. /**
  2564. * The Storm Gust counter was dropped in renewal
  2565. **/
  2566. #ifndef RENEWAL
  2567. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  2568. #endif
  2569. struct status_change_entry *data[SC_MAX];
  2570. };
  2571. /// Statuses that are cancelled/disabled while on Madogear
  2572. static const std::vector<sc_type> mado_statuses = {
  2573. SC_LOUD,
  2574. SC_CARTBOOST,
  2575. SC_MELTDOWN,
  2576. SC_ADRENALINE,
  2577. SC_ADRENALINE2,
  2578. SC_WEAPONPERFECTION,
  2579. SC_MAXIMIZEPOWER,
  2580. SC_OVERTHRUST,
  2581. SC_MAXOVERTHRUST
  2582. };
  2583. // for looking up associated data
  2584. sc_type status_skill2sc(int skill);
  2585. int status_sc2skill(sc_type sc);
  2586. unsigned int status_sc2scb_flag(sc_type sc);
  2587. int status_type2relevant_bl_types(int type);
  2588. int status_damage(struct block_list *src,struct block_list *target,int64 dhp,int64 dsp, t_tick walkdelay, int flag, uint16 skill_id);
  2589. //Define for standard HP damage attacks.
  2590. #define status_fix_damage(src, target, hp, walkdelay, skill) status_damage(src, target, hp, 0, walkdelay, 0, skill)
  2591. //Define for standard SP damage attacks.
  2592. #define status_fix_spdamage(src, target, sp, walkdelay, skill) status_damage(src, target, 0, sp, walkdelay, 0, skill)
  2593. //Define for standard HP/SP damage triggers.
  2594. #define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1, 0)
  2595. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
  2596. int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
  2597. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag);
  2598. //Easier handling of status_percent_change
  2599. #define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
  2600. /// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP, < 0 % of MaxHP/MaxSP
  2601. #define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
  2602. //Instant kill with no drops/exp/etc
  2603. #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
  2604. //Used to set the hp/sp of an object to an absolute value (can't kill)
  2605. int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
  2606. int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
  2607. int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
  2608. int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
  2609. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag);
  2610. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
  2611. struct regen_data *status_get_regen_data(struct block_list *bl);
  2612. struct status_data *status_get_status_data(struct block_list *bl);
  2613. struct status_data *status_get_base_status(struct block_list *bl);
  2614. const char * status_get_name(struct block_list *bl);
  2615. int status_get_class(struct block_list *bl);
  2616. int status_get_lv(struct block_list *bl);
  2617. #define status_get_range(bl) status_get_status_data(bl)->rhw.range
  2618. #define status_get_hp(bl) status_get_status_data(bl)->hp
  2619. #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
  2620. #define status_get_sp(bl) status_get_status_data(bl)->sp
  2621. #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
  2622. #define status_get_str(bl) status_get_status_data(bl)->str
  2623. #define status_get_agi(bl) status_get_status_data(bl)->agi
  2624. #define status_get_vit(bl) status_get_status_data(bl)->vit
  2625. #define status_get_int(bl) status_get_status_data(bl)->int_
  2626. #define status_get_dex(bl) status_get_status_data(bl)->dex
  2627. #define status_get_luk(bl) status_get_status_data(bl)->luk
  2628. #define status_get_hit(bl) status_get_status_data(bl)->hit
  2629. #define status_get_flee(bl) status_get_status_data(bl)->flee
  2630. defType status_get_def(struct block_list *bl);
  2631. #define status_get_mdef(bl) status_get_status_data(bl)->mdef
  2632. #define status_get_flee2(bl) status_get_status_data(bl)->flee2
  2633. #define status_get_def2(bl) status_get_status_data(bl)->def2
  2634. #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
  2635. #define status_get_critical(bl) status_get_status_data(bl)->cri
  2636. #define status_get_batk(bl) status_get_status_data(bl)->batk
  2637. #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
  2638. #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
  2639. #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
  2640. #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
  2641. #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
  2642. #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
  2643. unsigned short status_get_speed(struct block_list *bl);
  2644. #define status_get_adelay(bl) status_get_status_data(bl)->adelay
  2645. #define status_get_amotion(bl) status_get_status_data(bl)->amotion
  2646. #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
  2647. #define status_get_element(bl) status_get_status_data(bl)->def_ele
  2648. #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
  2649. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
  2650. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  2651. #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
  2652. #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
  2653. #define status_get_race(bl) status_get_status_data(bl)->race
  2654. #define status_get_class_(bl) status_get_status_data(bl)->class_
  2655. #define status_get_size(bl) status_get_status_data(bl)->size
  2656. #define status_get_mode(bl) status_get_status_data(bl)->mode
  2657. #define status_has_mode(status,md) (((status)->mode&(md)) == (md))
  2658. #define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data((bl)),(md))
  2659. #define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
  2660. #define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
  2661. #define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
  2662. #define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
  2663. #define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
  2664. #define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
  2665. int status_get_party_id(struct block_list *bl);
  2666. int status_get_guild_id(struct block_list *bl);
  2667. int status_get_emblem_id(struct block_list *bl);
  2668. std::vector<e_race2> status_get_race2(struct block_list *bl);
  2669. struct view_data *status_get_viewdata(struct block_list *bl);
  2670. void status_set_viewdata(struct block_list *bl, int class_);
  2671. void status_change_init(struct block_list *bl);
  2672. struct status_change *status_get_sc(struct block_list *bl);
  2673. int status_isdead(struct block_list *bl);
  2674. int status_isimmune(struct block_list *bl);
  2675. 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);
  2676. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  2677. #define sc_start(src, bl, type, rate, val1, tick) status_change_start(src,bl,type,100*(rate),val1,0,0,0,tick,SCSTART_NONE)
  2678. #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)
  2679. #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)
  2680. 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);
  2681. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
  2682. #define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
  2683. TIMER_FUNC(status_change_timer);
  2684. int status_change_timer_sub(struct block_list* bl, va_list ap);
  2685. int status_change_clear(struct block_list* bl, int type);
  2686. void status_change_clear_buffs(struct block_list* bl, uint8 type);
  2687. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc);
  2688. #define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), SCO_NONE)
  2689. #define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2690. #define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, SCB_ALL, opt)
  2691. #define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, SCB_ALL, opt)
  2692. #define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, SCB_ALL, opt)
  2693. #define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, SCB_ALL, opt)
  2694. #define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, SCB_ALL, opt)
  2695. #define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, SCB_ALL, opt)
  2696. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2697. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag);
  2698. void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt);
  2699. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt);
  2700. void status_calc_pet_(struct pet_data* pd, enum e_status_calc_opt opt);
  2701. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt);
  2702. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt);
  2703. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt);
  2704. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt);
  2705. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt);
  2706. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  2707. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  2708. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
  2709. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd);
  2710. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
  2711. int status_check_visibility(struct block_list *src, struct block_list *target);
  2712. int status_change_spread(struct block_list *src, struct block_list *bl, bool type);
  2713. #ifndef RENEWAL
  2714. unsigned short status_base_matk_min(const struct status_data* status);
  2715. unsigned short status_base_matk_max(const struct status_data* status);
  2716. #else
  2717. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd);
  2718. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
  2719. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
  2720. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
  2721. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
  2722. #endif
  2723. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
  2724. void initChangeTables(void);
  2725. int status_readdb( bool reload = false );
  2726. int do_init_status(void);
  2727. void do_final_status(void);
  2728. #endif /* STATUS_HPP */