status.h 40 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #ifndef _STATUS_H_
  4. #define _STATUS_H_
  5. struct block_list;
  6. struct mob_data;
  7. struct pet_data;
  8. struct homun_data;
  9. struct mercenary_data;
  10. struct status_change;
  11. #define MAX_REFINE_BONUS 5
  12. // Status changes listing. These code are for use by the server.
  13. typedef enum sc_type {
  14. SC_NONE = -1,
  15. //First we enumerate common status ailments which are often used around.
  16. SC_STONE = 0,
  17. SC_COMMON_MIN = 0, // begin
  18. SC_FREEZE,
  19. SC_STUN,
  20. SC_SLEEP,
  21. SC_POISON,
  22. SC_CURSE,
  23. SC_SILENCE,
  24. SC_CONFUSION,
  25. SC_BLIND,
  26. SC_BLEEDING,
  27. SC_DPOISON, //10
  28. SC_COMMON_MAX = 10, // end
  29. //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
  30. SC_PROVOKE = 20,
  31. SC_ENDURE,
  32. SC_TWOHANDQUICKEN,
  33. SC_CONCENTRATE,
  34. SC_HIDING,
  35. SC_CLOAKING,
  36. SC_ENCPOISON,
  37. SC_POISONREACT,
  38. SC_QUAGMIRE,
  39. SC_ANGELUS,
  40. SC_BLESSING, //30
  41. SC_SIGNUMCRUCIS,
  42. SC_INCREASEAGI,
  43. SC_DECREASEAGI,
  44. SC_SLOWPOISON,
  45. SC_IMPOSITIO ,
  46. SC_SUFFRAGIUM,
  47. SC_ASPERSIO,
  48. SC_BENEDICTIO,
  49. SC_KYRIE,
  50. SC_MAGNIFICAT, //40
  51. SC_GLORIA,
  52. SC_AETERNA,
  53. SC_ADRENALINE,
  54. SC_WEAPONPERFECTION,
  55. SC_OVERTHRUST,
  56. SC_MAXIMIZEPOWER,
  57. SC_TRICKDEAD,
  58. SC_LOUD,
  59. SC_ENERGYCOAT,
  60. SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
  61. SC_BROKENWEAPON,
  62. SC_HALLUCINATION,
  63. SC_WEIGHT50,
  64. SC_WEIGHT90,
  65. SC_ASPDPOTION0,
  66. SC_ASPDPOTION1,
  67. SC_ASPDPOTION2,
  68. SC_ASPDPOTION3,
  69. SC_SPEEDUP0,
  70. SC_SPEEDUP1, //60
  71. SC_ATKPOTION,
  72. SC_MATKPOTION,
  73. SC_WEDDING,
  74. SC_SLOWDOWN,
  75. SC_ANKLE,
  76. SC_KEEPING,
  77. SC_BARRIER,
  78. SC_STRIPWEAPON,
  79. SC_STRIPSHIELD,
  80. SC_STRIPARMOR, //70
  81. SC_STRIPHELM,
  82. SC_CP_WEAPON,
  83. SC_CP_SHIELD,
  84. SC_CP_ARMOR,
  85. SC_CP_HELM,
  86. SC_AUTOGUARD,
  87. SC_REFLECTSHIELD,
  88. SC_SPLASHER,
  89. SC_PROVIDENCE,
  90. SC_DEFENDER, //80
  91. SC_MAGICROD,
  92. SC_SPELLBREAKER,
  93. SC_AUTOSPELL,
  94. SC_SIGHTTRASHER,
  95. SC_AUTOBERSERK,
  96. SC_SPEARQUICKEN,
  97. SC_AUTOCOUNTER,
  98. SC_SIGHT,
  99. SC_SAFETYWALL,
  100. SC_RUWACH, //90
  101. SC_EXTREMITYFIST,
  102. SC_EXPLOSIONSPIRITS,
  103. SC_COMBO,
  104. SC_BLADESTOP_WAIT,
  105. SC_BLADESTOP,
  106. SC_FIREWEAPON,
  107. SC_WATERWEAPON,
  108. SC_WINDWEAPON,
  109. SC_EARTHWEAPON,
  110. SC_VOLCANO, //100,
  111. SC_DELUGE,
  112. SC_VIOLENTGALE,
  113. SC_WATK_ELEMENT,
  114. SC_ARMOR,
  115. SC_ARMOR_ELEMENT,
  116. SC_NOCHAT,
  117. SC_BABY,
  118. SC_AURABLADE,
  119. SC_PARRYING,
  120. SC_CONCENTRATION, //110
  121. SC_TENSIONRELAX,
  122. SC_BERSERK,
  123. SC_FURY,
  124. SC_GOSPEL,
  125. SC_ASSUMPTIO,
  126. SC_BASILICA,
  127. SC_GUILDAURA,
  128. SC_MAGICPOWER,
  129. SC_EDP,
  130. SC_TRUESIGHT, //120
  131. SC_WINDWALK,
  132. SC_MELTDOWN,
  133. SC_CARTBOOST,
  134. SC_CHASEWALK,
  135. SC_REJECTSWORD,
  136. SC_MARIONETTE,
  137. SC_MARIONETTE2,
  138. SC_CHANGEUNDEAD,
  139. SC_JOINTBEAT,
  140. SC_MINDBREAKER, //130
  141. SC_MEMORIZE,
  142. SC_FOGWALL,
  143. SC_SPIDERWEB,
  144. SC_DEVOTION,
  145. SC_SACRIFICE,
  146. SC_STEELBODY,
  147. SC_ORCISH,
  148. SC_READYSTORM,
  149. SC_READYDOWN,
  150. SC_READYTURN, //140
  151. SC_READYCOUNTER,
  152. SC_DODGE,
  153. SC_RUN,
  154. SC_SHADOWWEAPON,
  155. SC_ADRENALINE2,
  156. SC_GHOSTWEAPON,
  157. SC_KAIZEL,
  158. SC_KAAHI,
  159. SC_KAUPE,
  160. SC_ONEHAND, //150
  161. SC_PRESERVE,
  162. SC_BATTLEORDERS,
  163. SC_REGENERATION,
  164. SC_DOUBLECAST,
  165. SC_GRAVITATION,
  166. SC_MAXOVERTHRUST,
  167. SC_LONGING,
  168. SC_HERMODE,
  169. SC_SHRINK,
  170. SC_SIGHTBLASTER, //160
  171. SC_WINKCHARM,
  172. SC_CLOSECONFINE,
  173. SC_CLOSECONFINE2,
  174. SC_DANCING,
  175. SC_ELEMENTALCHANGE,
  176. SC_RICHMANKIM,
  177. SC_ETERNALCHAOS,
  178. SC_DRUMBATTLE,
  179. SC_NIBELUNGEN,
  180. SC_ROKISWEIL, //170
  181. SC_INTOABYSS,
  182. SC_SIEGFRIED,
  183. SC_WHISTLE,
  184. SC_ASSNCROS,
  185. SC_POEMBRAGI,
  186. SC_APPLEIDUN,
  187. SC_MODECHANGE,
  188. SC_HUMMING,
  189. SC_DONTFORGETME,
  190. SC_FORTUNE, //180
  191. SC_SERVICE4U,
  192. SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
  193. SC_SPURT,
  194. SC_SPIRIT,
  195. SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
  196. SC_INTRAVISION,
  197. SC_INCALLSTATUS,
  198. SC_INCSTR,
  199. SC_INCAGI,
  200. SC_INCVIT, //190
  201. SC_INCINT,
  202. SC_INCDEX,
  203. SC_INCLUK,
  204. SC_INCHIT,
  205. SC_INCHITRATE,
  206. SC_INCFLEE,
  207. SC_INCFLEERATE,
  208. SC_INCMHPRATE,
  209. SC_INCMSPRATE,
  210. SC_INCATKRATE, //200
  211. SC_INCMATKRATE,
  212. SC_INCDEFRATE,
  213. SC_STRFOOD,
  214. SC_AGIFOOD,
  215. SC_VITFOOD,
  216. SC_INTFOOD,
  217. SC_DEXFOOD,
  218. SC_LUKFOOD,
  219. SC_HITFOOD,
  220. SC_FLEEFOOD, //210
  221. SC_BATKFOOD,
  222. SC_WATKFOOD,
  223. SC_MATKFOOD,
  224. SC_SCRESIST, //Increases resistance to status changes.
  225. SC_XMAS, // Xmas Suit [Valaris]
  226. SC_WARM, //SG skills [Komurka]
  227. SC_SUN_COMFORT,
  228. SC_MOON_COMFORT,
  229. SC_STAR_COMFORT,
  230. SC_FUSION, //220
  231. SC_SKILLRATE_UP,
  232. SC_SKE,
  233. SC_KAITE,
  234. SC_SWOO, // [marquis007]
  235. SC_SKA, // [marquis007]
  236. SC_EARTHSCROLL,
  237. SC_MIRACLE, //SG 'hidden' skill [Komurka]
  238. SC_MADNESSCANCEL,
  239. SC_ADJUSTMENT,
  240. SC_INCREASING, //230
  241. SC_GATLINGFEVER,
  242. SC_TATAMIGAESHI,
  243. SC_UTSUSEMI,
  244. SC_BUNSINJYUTSU,
  245. SC_KAENSIN,
  246. SC_SUITON,
  247. SC_NEN,
  248. SC_KNOWLEDGE,
  249. SC_SMA,
  250. SC_FLING, //240
  251. SC_AVOID,
  252. SC_CHANGE,
  253. SC_BLOODLUST,
  254. SC_FLEET,
  255. SC_SPEED,
  256. SC_DEFENCE,
  257. SC_INCASPDRATE,
  258. SC_INCFLEE2 = 248,
  259. SC_JAILED,
  260. SC_ENCHANTARMS, //250
  261. SC_MAGICALATTACK,
  262. SC_ARMORCHANGE,
  263. SC_CRITICALWOUND,
  264. SC_MAGICMIRROR,
  265. SC_SLOWCAST,
  266. SC_SUMMER,
  267. SC_EXPBOOST,
  268. SC_ITEMBOOST,
  269. SC_BOSSMAPINFO,
  270. SC_LIFEINSURANCE, //260
  271. SC_INCCRI,
  272. //SC_INCDEF,
  273. //SC_INCBASEATK = 263,
  274. //SC_FASTCAST,
  275. SC_MDEF_RATE = 265,
  276. //SC_HPREGEN,
  277. SC_INCHEALRATE = 267,
  278. SC_PNEUMA,
  279. SC_AUTOTRADE,
  280. SC_KSPROTECTED, //270
  281. SC_ARMOR_RESIST = 271,
  282. SC_SPCOST_RATE,
  283. SC_COMMONSC_RESIST,
  284. SC_SEVENWIND,
  285. SC_DEF_RATE,
  286. //SC_SPREGEN,
  287. SC_WALKSPEED = 277,
  288. // Mercenary Only Bonus Effects
  289. SC_MERC_FLEEUP,
  290. SC_MERC_ATKUP,
  291. SC_MERC_HPUP, //280
  292. SC_MERC_SPUP,
  293. SC_MERC_HITUP,
  294. SC_MERC_QUICKEN,
  295. SC_REBIRTH,
  296. //SC_SKILLCASTRATE, //285
  297. //SC_DEFRATIOATK,
  298. //SC_HPDRAIN,
  299. //SC_SKILLATKBONUS,
  300. SC_ITEMSCRIPT = 289,
  301. SC_S_LIFEPOTION, //290
  302. SC_L_LIFEPOTION,
  303. SC_JEXPBOOST,
  304. //SC_IGNOREDEF,
  305. SC_HELLPOWER = 294,
  306. SC_INVINCIBLE, //295
  307. SC_INVINCIBLEOFF,
  308. SC_MANU_ATK,
  309. SC_MANU_DEF,
  310. SC_SPL_ATK,
  311. SC_SPL_DEF, //300
  312. SC_MANU_MATK,
  313. SC_SPL_MATK,
  314. SC_FOOD_STR_CASH,
  315. SC_FOOD_AGI_CASH,
  316. SC_FOOD_VIT_CASH,
  317. SC_FOOD_DEX_CASH,
  318. SC_FOOD_INT_CASH,
  319. SC_FOOD_LUK_CASH,//308
  320. /**
  321. * 3rd
  322. **/
  323. SC_FEAR,//309
  324. SC_BURNING,//310
  325. SC_FREEZING,//311
  326. /**
  327. * Rune Knight
  328. **/
  329. SC_ENCHANTBLADE,//312
  330. SC_DEATHBOUND,//313
  331. SC_MILLENNIUMSHIELD,
  332. SC_CRUSHSTRIKE,//315
  333. SC_REFRESH,
  334. SC_REUSE_REFRESH,
  335. SC_GIANTGROWTH,
  336. SC_STONEHARDSKIN,
  337. SC_VITALITYACTIVATION,//320
  338. SC_STORMBLAST,
  339. SC_FIGHTINGSPIRIT,
  340. SC_ABUNDANCE,
  341. /**
  342. * Arch Bishop
  343. **/
  344. SC_ADORAMUS,
  345. SC_EPICLESIS,//325
  346. SC_ORATIO,
  347. SC_LAUDAAGNUS,
  348. SC_LAUDARAMUS,
  349. SC_RENOVATIO,
  350. SC_EXPIATIO,//330
  351. SC_DUPLELIGHT,
  352. SC_SECRAMENT,
  353. /**
  354. * Warlock
  355. **/
  356. SC_WHITEIMPRISON,
  357. SC_MARSHOFABYSS,
  358. SC_RECOGNIZEDSPELL,//335
  359. SC_STASIS,
  360. SC_SPHERE_1,
  361. SC_SPHERE_2,
  362. SC_SPHERE_3,
  363. SC_SPHERE_4,//340
  364. SC_SPHERE_5,
  365. SC_READING_SB,
  366. SC_FREEZINGSPELL,
  367. /**
  368. * Ranger
  369. **/
  370. SC_FEARBREEZE,
  371. SC_ELECTRICSHOCKER,//345
  372. SC_WUGDASH,
  373. SC_BITE,
  374. SC_CAMOUFLAGE,
  375. /**
  376. * Mechanic
  377. **/
  378. SC_ACCELERATION,
  379. SC_HOVERING,//350
  380. SC_SHAPESHIFT,
  381. SC_INFRAREDSCAN,
  382. SC_ANALYZE,
  383. SC_MAGNETICFIELD,
  384. SC_NEUTRALBARRIER,//355
  385. SC_NEUTRALBARRIER_MASTER,
  386. SC_STEALTHFIELD,
  387. SC_STEALTHFIELD_MASTER,
  388. SC_OVERHEAT,
  389. SC_OVERHEAT_LIMITPOINT,//360
  390. /**
  391. * Guillotine Cross
  392. **/
  393. SC_VENOMIMPRESS,
  394. SC_POISONINGWEAPON,
  395. SC_WEAPONBLOCKING,
  396. SC_CLOAKINGEXCEED,
  397. SC_HALLUCINATIONWALK,//365
  398. SC_HALLUCINATIONWALK_POSTDELAY,
  399. SC_ROLLINGCUTTER,
  400. SC_TOXIN,
  401. SC_PARALYSE,
  402. SC_VENOMBLEED,//370
  403. SC_MAGICMUSHROOM,
  404. SC_DEATHHURT,
  405. SC_PYREXIA,
  406. SC_OBLIVIONCURSE,
  407. SC_LEECHESEND,//375
  408. /**
  409. * Royal Guard
  410. **/
  411. SC_REFLECTDAMAGE,
  412. SC_FORCEOFVANGUARD,
  413. SC_SHIELDSPELL_DEF,
  414. SC_SHIELDSPELL_MDEF,
  415. SC_SHIELDSPELL_REF,//380
  416. SC_EXEEDBREAK,
  417. SC_PRESTIGE,
  418. SC_BANDING,
  419. SC_BANDING_DEFENCE,
  420. SC_EARTHDRIVE,//385
  421. SC_INSPIRATION,
  422. /**
  423. * Sorcerer
  424. **/
  425. SC_SPELLFIST,
  426. SC_CRYSTALIZE,
  427. SC_STRIKING,
  428. SC_WARMER,//390
  429. SC_VACUUM_EXTREME,
  430. SC_PROPERTYWALK,
  431. /**
  432. * Minstrel / Wanderer
  433. **/
  434. SC_SWINGDANCE,
  435. SC_SYMPHONYOFLOVER,
  436. SC_MOONLITSERENADE,//395
  437. SC_RUSHWINDMILL,
  438. SC_ECHOSONG,
  439. SC_HARMONIZE,
  440. SC_VOICEOFSIREN,
  441. SC_DEEPSLEEP,//400
  442. SC_SIRCLEOFNATURE,
  443. SC_GLOOMYDAY,
  444. SC_GLOOMYDAY_SK,
  445. SC_SONGOFMANA,
  446. SC_DANCEWITHWUG,//405
  447. SC_SATURDAYNIGHTFEVER,
  448. SC_LERADSDEW,
  449. SC_MELODYOFSINK,
  450. SC_BEYONDOFWARCRY,
  451. SC_UNLIMITEDHUMMINGVOICE,//410
  452. SC_SITDOWN_FORCE,
  453. /**
  454. * Sura
  455. **/
  456. SC_CRESCENTELBOW,
  457. SC_CURSEDCIRCLE_ATKER,
  458. SC_CURSEDCIRCLE_TARGET,
  459. SC_LIGHTNINGWALK,//415
  460. SC_RAISINGDRAGON,
  461. SC_GT_ENERGYGAIN,
  462. SC_GT_CHANGE,
  463. SC_GT_REVITALIZE,
  464. /**
  465. * Genetic
  466. **/
  467. SC_GN_CARTBOOST,//420
  468. SC_THORNSTRAP,
  469. SC_BLOODSUCKER,
  470. SC_SMOKEPOWDER,
  471. SC_TEARGAS,
  472. SC_MANDRAGORA,//425
  473. SC_STOMACHACHE,
  474. SC_MYSTERIOUS_POWDER,
  475. SC_MELON_BOMB,
  476. SC_BANANA_BOMB,
  477. SC_BANANA_BOMB_SITDOWN,//430
  478. SC_SAVAGE_STEAK,
  479. SC_COCKTAIL_WARG_BLOOD,
  480. SC_MINOR_BBQ,
  481. SC_SIROMA_ICE_TEA,
  482. SC_DROCERA_HERB_STEAMED,//435
  483. SC_PUTTI_TAILS_NOODLES,
  484. SC_BOOST500,
  485. SC_FULL_SWING_K,
  486. SC_MANA_PLUS,
  487. SC_MUSTLE_M,//440
  488. SC_LIFE_FORCE_F,
  489. SC_EXTRACT_WHITE_POTION_Z,
  490. SC_VITATA_500,
  491. SC_EXTRACT_SALAMINE_JUICE,
  492. /**
  493. * Shadow Chaser
  494. **/
  495. SC__REPRODUCE,//445
  496. SC__AUTOSHADOWSPELL,
  497. SC__SHADOWFORM,
  498. SC__BODYPAINT,
  499. SC__INVISIBILITY,
  500. SC__DEADLYINFECT,//450
  501. SC__ENERVATION,
  502. SC__GROOMY,
  503. SC__IGNORANCE,
  504. SC__LAZINESS,
  505. SC__UNLUCKY,//455
  506. SC__WEAKNESS,
  507. SC__STRIPACCESSORY,
  508. SC__MANHOLE,
  509. SC_CHAOS,
  510. SC__BLOODYLUST,//460
  511. /**
  512. * Elemental Spirits
  513. **/
  514. SC_CIRCLE_OF_FIRE,
  515. SC_CIRCLE_OF_FIRE_OPTION,
  516. SC_FIRE_CLOAK,
  517. SC_FIRE_CLOAK_OPTION,
  518. SC_WATER_SCREEN,//465
  519. SC_WATER_SCREEN_OPTION,
  520. SC_WATER_DROP,
  521. SC_WATER_DROP_OPTION,
  522. SC_WATER_BARRIER,
  523. SC_WIND_STEP,//470
  524. SC_WIND_STEP_OPTION,
  525. SC_WIND_CURTAIN,
  526. SC_WIND_CURTAIN_OPTION,
  527. SC_ZEPHYR,
  528. SC_SOLID_SKIN,//475
  529. SC_SOLID_SKIN_OPTION,
  530. SC_STONE_SHIELD,
  531. SC_STONE_SHIELD_OPTION,
  532. SC_POWER_OF_GAIA,
  533. SC_PYROTECHNIC,//480
  534. SC_PYROTECHNIC_OPTION,
  535. SC_HEATER,
  536. SC_HEATER_OPTION,
  537. SC_TROPIC,
  538. SC_TROPIC_OPTION,//485
  539. SC_AQUAPLAY,
  540. SC_AQUAPLAY_OPTION,
  541. SC_COOLER,
  542. SC_COOLER_OPTION,
  543. SC_CHILLY_AIR,//490
  544. SC_CHILLY_AIR_OPTION,
  545. SC_GUST,
  546. SC_GUST_OPTION,
  547. SC_BLAST,
  548. SC_BLAST_OPTION,//495
  549. SC_WILD_STORM,
  550. SC_WILD_STORM_OPTION,
  551. SC_PETROLOGY,
  552. SC_PETROLOGY_OPTION,
  553. SC_CURSED_SOIL,//500
  554. SC_CURSED_SOIL_OPTION,
  555. SC_UPHEAVAL,
  556. SC_UPHEAVAL_OPTION,
  557. SC_TIDAL_WEAPON,
  558. SC_TIDAL_WEAPON_OPTION,//505
  559. SC_ROCK_CRUSHER,
  560. SC_ROCK_CRUSHER_ATK,
  561. SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
  562. } sc_type;
  563. // Official status change ids, used to display status icons on the client.
  564. enum si_type {
  565. SI_BLANK = -1,
  566. SI_PROVOKE = 0,
  567. SI_ENDURE = 1,
  568. SI_TWOHANDQUICKEN = 2,
  569. SI_CONCENTRATE = 3,
  570. SI_HIDING = 4,
  571. SI_CLOAKING = 5,
  572. SI_ENCPOISON = 6,
  573. SI_POISONREACT = 7,
  574. SI_QUAGMIRE = 8,
  575. SI_ANGELUS = 9,
  576. SI_BLESSING = 10,
  577. SI_SIGNUMCRUCIS = 11,
  578. SI_INCREASEAGI = 12,
  579. SI_DECREASEAGI = 13,
  580. SI_SLOWPOISON = 14,
  581. SI_IMPOSITIO = 15,
  582. SI_SUFFRAGIUM = 16,
  583. SI_ASPERSIO = 17,
  584. SI_BENEDICTIO = 18,
  585. SI_KYRIE = 19,
  586. SI_MAGNIFICAT = 20,
  587. SI_GLORIA = 21,
  588. SI_AETERNA = 22,
  589. SI_ADRENALINE = 23,
  590. SI_WEAPONPERFECTION = 24,
  591. SI_OVERTHRUST = 25,
  592. SI_MAXIMIZEPOWER = 26,
  593. SI_RIDING = 27,
  594. SI_FALCON = 28,
  595. SI_TRICKDEAD = 29,
  596. SI_LOUD = 30,
  597. SI_ENERGYCOAT = 31,
  598. SI_BROKENARMOR = 32,
  599. SI_BROKENWEAPON = 33,
  600. SI_HALLUCINATION = 34,
  601. SI_WEIGHT50 = 35,
  602. SI_WEIGHT90 = 36,
  603. SI_ASPDPOTION0 = 37,
  604. SI_ASPDPOTION1 = 38,
  605. SI_ASPDPOTION2 = 39,
  606. SI_ASPDPOTIONINFINITY = 40,
  607. SI_SPEEDPOTION1 = 41,
  608. // SI_MOVHASTE_INFINITY = 42,
  609. // SI_AUTOCOUNTER = 43,
  610. // SI_SPLASHER = 44,
  611. // SI_ANKLESNARE = 45,
  612. SI_ACTIONDELAY = 46,
  613. // SI_NOACTION = 47,
  614. // SI_IMPOSSIBLEPICKUP = 48,
  615. // SI_BARRIER = 49,
  616. SI_STRIPWEAPON = 50,
  617. SI_STRIPSHIELD = 51,
  618. SI_STRIPARMOR = 52,
  619. SI_STRIPHELM = 53,
  620. SI_CP_WEAPON = 54,
  621. SI_CP_SHIELD = 55,
  622. SI_CP_ARMOR = 56,
  623. SI_CP_HELM = 57,
  624. SI_AUTOGUARD = 58,
  625. SI_REFLECTSHIELD = 59,
  626. // SI_DEVOTION = 60,
  627. SI_PROVIDENCE = 61,
  628. SI_DEFENDER = 62,
  629. // SI_MAGICROD = 63,
  630. // SI_WEAPONPROPERTY = 64,
  631. SI_AUTOSPELL = 65,
  632. // SI_SPECIALZONE = 66,
  633. // SI_MASK = 67,
  634. SI_SPEARQUICKEN = 68,
  635. // SI_BDPLAYING = 69,
  636. // SI_WHISTLE = 70,
  637. // SI_ASSASSINCROSS = 71,
  638. // SI_POEMBRAGI = 72,
  639. // SI_APPLEIDUN = 73,
  640. // SI_HUMMING = 74,
  641. // SI_DONTFORGETME = 75,
  642. // SI_FORTUNEKISS = 76,
  643. // SI_SERVICEFORYOU = 77,
  644. // SI_RICHMANKIM = 78,
  645. // SI_ETERNALCHAOS = 79,
  646. // SI_DRUMBATTLEFIELD = 80,
  647. // SI_RINGNIBELUNGEN = 81,
  648. // SI_ROKISWEIL = 82,
  649. // SI_INTOABYSS = 83,
  650. // SI_SIEGFRIED = 84,
  651. // SI_BLADESTOP = 85,
  652. SI_EXPLOSIONSPIRITS = 86,
  653. SI_STEELBODY = 87,
  654. // SI_EXTREMITYFIST = 88,
  655. // SI_COMBOATTACK = 89,
  656. SI_FIREWEAPON = 90,
  657. SI_WATERWEAPON = 91,
  658. SI_WINDWEAPON = 92,
  659. SI_EARTHWEAPON = 93,
  660. // SI_MAGICATTACK = 94,
  661. SI_STOP = 95,
  662. // SI_WEAPONBRAKER = 96,
  663. SI_UNDEAD = 97,
  664. // SI_POWERUP = 98,
  665. // SI_AGIUP = 99,
  666. // SI_SIEGEMODE = 100,
  667. // SI_INVISIBLE = 101,
  668. // SI_STATUSONE = 102,
  669. SI_AURABLADE = 103,
  670. SI_PARRYING = 104,
  671. SI_CONCENTRATION = 105,
  672. SI_TENSIONRELAX = 106,
  673. SI_BERSERK = 107,
  674. // SI_SACRIFICE = 108,
  675. // SI_GOSPEL = 109,
  676. SI_ASSUMPTIO = 110,
  677. // SI_BASILICA = 111,
  678. SI_LANDENDOW = 112,
  679. SI_MAGICPOWER = 113,
  680. SI_EDP = 114,
  681. SI_TRUESIGHT = 115,
  682. SI_WINDWALK = 116,
  683. SI_MELTDOWN = 117,
  684. SI_CARTBOOST = 118,
  685. // SI_CHASEWALK = 119,
  686. SI_REJECTSWORD = 120,
  687. SI_MARIONETTE = 121,
  688. SI_MARIONETTE2 = 122,
  689. SI_MOONLIT = 123,
  690. SI_BLEEDING = 124,
  691. SI_JOINTBEAT = 125,
  692. // SI_MINDBREAKER = 126,
  693. // SI_MEMORIZE = 127,
  694. // SI_FOGWALL = 128,
  695. // SI_SPIDERWEB = 129,
  696. SI_BABY = 130,
  697. // SI_SUB_WEAPONPROPERTY = 131,
  698. SI_AUTOBERSERK = 132,
  699. SI_RUN = 133,
  700. SI_BUMP = 134,
  701. SI_READYSTORM = 135,
  702. // SI_STORMKICK_READY = 136,
  703. SI_READYDOWN = 137,
  704. // SI_DOWNKICK_READY = 138,
  705. SI_READYTURN = 139,
  706. // SI_TURNKICK_READY = 140,
  707. SI_READYCOUNTER = 141,
  708. // SI_COUNTER_READY = 142,
  709. SI_DODGE = 143,
  710. // SI_DODGE_READY = 144,
  711. SI_SPURT = 145,
  712. SI_SHADOWWEAPON = 146,
  713. SI_ADRENALINE2 = 147,
  714. SI_GHOSTWEAPON = 148,
  715. SI_SPIRIT = 149,
  716. // SI_PLUSATTACKPOWER = 150,
  717. // SI_PLUSMAGICPOWER = 151,
  718. SI_DEVIL = 152,
  719. SI_KAITE = 153,
  720. // SI_SWOO = 154,
  721. // SI_STAR2 = 155,
  722. SI_KAIZEL = 156,
  723. SI_KAAHI = 157,
  724. SI_KAUPE = 158,
  725. SI_SMA = 159,
  726. SI_NIGHT = 160,
  727. SI_ONEHAND = 161,
  728. // SI_FRIEND = 162,
  729. // SI_FRIENDUP = 163,
  730. // SI_SG_WARM = 164,
  731. SI_WARM = 165,
  732. // 166 | The three show the exact same display: ultra red character (165, 166, 167)
  733. // 167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
  734. // SI_EMOTION = 168,
  735. SI_SUN_COMFORT = 169,
  736. SI_MOON_COMFORT = 170,
  737. SI_STAR_COMFORT = 171,
  738. // SI_EXPUP = 172,
  739. // SI_GDSKILL_BATTLEORDER = 173,
  740. // SI_GDSKILL_REGENERATION = 174,
  741. // SI_GDSKILL_POSTDELAY = 175,
  742. // SI_RESISTHANDICAP = 176,
  743. // SI_MAXHPPERCENT = 177,
  744. // SI_MAXSPPERCENT = 178,
  745. // SI_DEFENCE = 179,
  746. // SI_SLOWDOWN = 180,
  747. SI_PRESERVE = 181,
  748. SI_INCSTR = 182,
  749. // SI_NOT_EXTREMITYFIST = 183,
  750. SI_INTRAVISION = 184,
  751. // SI_MOVESLOW_POTION = 185,
  752. SI_DOUBLECAST = 186,
  753. // SI_GRAVITATION = 187,
  754. SI_MAXOVERTHRUST = 188,
  755. // SI_LONGING = 189,
  756. // SI_HERMODE = 190,
  757. SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
  758. // SI_HLIF_AVOID = 192,
  759. // SI_HFLI_FLEET = 193,
  760. // SI_HFLI_SPEED = 194,
  761. // SI_HLIF_CHANGE = 195,
  762. // SI_HAMI_BLOODLUST = 196,
  763. SI_SHRINK = 197,
  764. SI_SIGHTBLASTER = 198,
  765. SI_WINKCHARM = 199,
  766. SI_CLOSECONFINE = 200,
  767. SI_CLOSECONFINE2 = 201,
  768. // SI_DISABLEMOVE = 202,
  769. SI_MADNESSCANCEL = 203, //[blackhole89]
  770. SI_GATLINGFEVER = 204,
  771. SI_EARTHSCROLL = 205,
  772. SI_UTSUSEMI = 206,
  773. SI_BUNSINJYUTSU = 207,
  774. SI_NEN = 208,
  775. SI_ADJUSTMENT = 209,
  776. SI_ACCURACY = 210,
  777. // SI_NJ_SUITON = 211,
  778. // SI_PET = 212,
  779. // SI_MENTAL = 213,
  780. // SI_EXPMEMORY = 214,
  781. // SI_PERFORMANCE = 215,
  782. // SI_GAIN = 216,
  783. // SI_GRIFFON = 217,
  784. // SI_DRIFT = 218,
  785. // SI_WALLSHIFT = 219,
  786. // SI_REINCARNATION = 220,
  787. // SI_PATTACK = 221,
  788. // SI_PSPEED = 222,
  789. // SI_PDEFENSE = 223,
  790. // SI_PCRITICAL = 224,
  791. // SI_RANKING = 225,
  792. // SI_PTRIPLE = 226,
  793. // SI_DENERGY = 227,
  794. // SI_WAVE1 = 228,
  795. // SI_WAVE2 = 229,
  796. // SI_WAVE3 = 230,
  797. // SI_WAVE4 = 231,
  798. // SI_DAURA = 232,
  799. // SI_DFREEZER = 233,
  800. // SI_DPUNISH = 234,
  801. // SI_DBARRIER = 235,
  802. // SI_DWARNING = 236,
  803. // SI_MOUSEWHEEL = 237,
  804. // SI_DGAUGE = 238,
  805. // SI_DACCEL = 239,
  806. // SI_DBLOCK = 240,
  807. SI_FOODSTR = 241,
  808. SI_FOODAGI = 242,
  809. SI_FOODVIT = 243,
  810. SI_FOODDEX = 244,
  811. SI_FOODINT = 245,
  812. SI_FOODLUK = 246,
  813. SI_FOODFLEE = 247,
  814. SI_FOODHIT = 248,
  815. SI_FOODCRI = 249,
  816. SI_EXPBOOST = 250,
  817. SI_LIFEINSURANCE = 251,
  818. SI_ITEMBOOST = 252,
  819. SI_BOSSMAPINFO = 253,
  820. // SI_DA_ENERGY = 254,
  821. // SI_DA_FIRSTSLOT = 255,
  822. // SI_DA_HEADDEF = 256,
  823. // SI_DA_SPACE = 257,
  824. // SI_DA_TRANSFORM = 258,
  825. // SI_DA_ITEMREBUILD = 259,
  826. // SI_DA_ILLUSION = 260, //All mobs display as Turtle General
  827. // SI_DA_DARKPOWER = 261,
  828. // SI_DA_EARPLUG = 262,
  829. // SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
  830. // SI_DA_BLACK = 264, //For short time blurry screen
  831. // SI_DA_MAGICCART = 265,
  832. // SI_CRYSTAL = 266,
  833. // SI_DA_REBUILD = 267,
  834. // SI_DA_EDARKNESS = 268,
  835. // SI_DA_EGUARDIAN = 269,
  836. // SI_DA_TIMEOUT = 270,
  837. SI_FOOD_STR_CASH = 271,
  838. SI_FOOD_AGI_CASH = 272,
  839. SI_FOOD_VIT_CASH = 273,
  840. SI_FOOD_DEX_CASH = 274,
  841. SI_FOOD_INT_CASH = 275,
  842. SI_FOOD_LUK_CASH = 276,
  843. SI_MERC_FLEEUP = 277,
  844. SI_MERC_ATKUP = 278,
  845. SI_MERC_HPUP = 279,
  846. SI_MERC_SPUP = 280,
  847. SI_MERC_HITUP = 281,
  848. SI_SLOWCAST = 282,
  849. // SI_MAGICMIRROR = 283,
  850. // SI_STONESKIN = 284,
  851. // SI_ANTIMAGIC = 285,
  852. SI_CRITICALWOUND = 286,
  853. // SI_NPC_DEFENDER = 287,
  854. // SI_NOACTION_WAIT = 288,
  855. SI_MOVHASTE_HORSE = 289,
  856. SI_DEF_RATE = 290,
  857. SI_MDEF_RATE = 291,
  858. SI_INCHEALRATE = 292,
  859. SI_S_LIFEPOTION = 293,
  860. SI_L_LIFEPOTION = 294,
  861. SI_INCCRI = 295,
  862. SI_PLUSAVOIDVALUE = 296,
  863. // SI_ATKER_ASPD = 297,
  864. // SI_TARGET_ASPD = 298,
  865. // SI_ATKER_MOVESPEED = 299,
  866. SI_ATKER_BLOOD = 300,
  867. SI_TARGET_BLOOD = 301,
  868. SI_ARMOR_PROPERTY = 302,
  869. // SI_REUSE_LIMIT_A = 303,
  870. SI_HELLPOWER = 304,
  871. // SI_STEAMPACK = 305,
  872. // SI_REUSE_LIMIT_B = 306,
  873. // SI_REUSE_LIMIT_C = 307,
  874. // SI_REUSE_LIMIT_D = 308,
  875. // SI_REUSE_LIMIT_E = 309,
  876. // SI_REUSE_LIMIT_F = 310,
  877. SI_INVINCIBLE = 311,
  878. SI_CASH_PLUSONLYJOBEXP = 312,
  879. // SI_PARTYFLEE = 313,
  880. // SI_ANGEL_PROTECT = 314,
  881. SI_ENDURE_MDEF = 315,
  882. SI_ENCHANTBLADE = 316,
  883. SI_DEATHBOUND = 317,
  884. SI_REFRESH = 318,
  885. SI_GIANTGROWTH = 319,
  886. SI_STONEHARDSKIN = 320,
  887. SI_VITALITYACTIVATION = 321,
  888. SI_FIGHTINGSPIRIT = 322,
  889. SI_ABUNDANCE = 323,
  890. SI_REUSE_MILLENNIUMSHIELD = 324,
  891. SI_REUSE_CRUSHSTRIKE = 325,
  892. SI_REUSE_REFRESH = 326,
  893. SI_REUSE_STORMBLAST = 327,
  894. SI_VENOMIMPRESS = 328,
  895. SI_EPICLESIS = 329,
  896. SI_ORATIO = 330,
  897. SI_LAUDAAGNUS = 331,
  898. SI_LAUDARAMUS = 332,
  899. SI_CLOAKINGEXCEED = 333,
  900. SI_HALLUCINATIONWALK = 334,
  901. SI_HALLUCINATIONWALK_POSTDELAY = 335,
  902. SI_RENOVATIO = 336,
  903. SI_WEAPONBLOCKING = 337,
  904. SI_WEAPONBLOCKING_POSTDELAY = 338,
  905. SI_ROLLINGCUTTER = 339,
  906. SI_EXPIATIO = 340,
  907. SI_POISONINGWEAPON = 341,
  908. SI_TOXIN = 342,
  909. SI_PARALYSE = 343,
  910. SI_VENOMBLEED = 344,
  911. SI_MAGICMUSHROOM = 345,
  912. SI_DEATHHURT = 346,
  913. SI_PYREXIA = 347,
  914. SI_OBLIVIONCURSE = 348,
  915. SI_LEECHESEND = 349,
  916. SI_DUPLELIGHT = 350,
  917. SI_FROSTMISTY = 351,
  918. SI_FEARBREEZE = 352,
  919. SI_ELECTRICSHOCKER = 353,
  920. SI_MARSHOFABYSS = 354,
  921. SI_RECOGNIZEDSPELL = 355,
  922. SI_STASIS = 356,
  923. SI_WUGRIDER = 357,
  924. SI_WUGDASH = 358,
  925. SI_WUGBITE = 359,
  926. SI_CAMOUFLAGE = 360,
  927. SI_ACCELERATION = 361,
  928. SI_HOVERING = 362,
  929. SI_SPHERE_1 = 363,
  930. SI_SPHERE_2 = 364,
  931. SI_SPHERE_3 = 365,
  932. SI_SPHERE_4 = 366,
  933. SI_SPHERE_5 = 367,
  934. SI_MVPCARD_TAOGUNKA = 368,
  935. SI_MVPCARD_MISTRESS = 369,
  936. SI_MVPCARD_ORCHERO = 370,
  937. SI_MVPCARD_ORCLORD = 371,
  938. SI_OVERHEAT_LIMITPOINT = 372,
  939. SI_OVERHEAT = 373,
  940. SI_SHAPESHIFT = 374,
  941. SI_INFRAREDSCAN = 375,
  942. SI_MAGNETICFIELD = 376,
  943. SI_NEUTRALBARRIER = 377,
  944. SI_NEUTRALBARRIER_MASTER = 378,
  945. SI_STEALTHFIELD = 379,
  946. SI_STEALTHFIELD_MASTER = 380,
  947. SI_MANU_ATK = 381,
  948. SI_MANU_DEF = 382,
  949. SI_SPL_ATK = 383,
  950. SI_SPL_DEF = 384,
  951. SI_REPRODUCE = 385,
  952. SI_MANU_MATK = 386,
  953. SI_SPL_MATK = 387,
  954. SI_STR_SCROLL = 388,
  955. SI_INT_SCROLL = 389,
  956. SI_LG_REFLECTDAMAGE = 390,
  957. SI_FORCEOFVANGUARD = 391,
  958. SI_BUCHEDENOEL = 392,
  959. SI_AUTOSHADOWSPELL = 393,
  960. SI_SHADOWFORM = 394,
  961. SI_RAID = 395,
  962. SI_SHIELDSPELL_DEF = 396,
  963. SI_SHIELDSPELL_MDEF = 397,
  964. SI_SHIELDSPELL_REF = 398,
  965. SI_BODYPAINT = 399,
  966. SI_EXEEDBREAK = 400,
  967. SI_ADORAMUS = 401,
  968. SI_PRESTIGE = 402,
  969. SI_INVISIBILITY = 403,
  970. SI_DEADLYINFECT = 404,
  971. SI_BANDING = 405,
  972. SI_EARTHDRIVE = 406,
  973. SI_INSPIRATION = 407,
  974. SI_ENERVATION = 408,
  975. SI_GROOMY = 409,
  976. SI_RAISINGDRAGON = 410,
  977. SI_IGNORANCE = 411,
  978. SI_LAZINESS = 412,
  979. SI_LIGHTNINGWALK = 413,
  980. SI_ACARAJE = 414,
  981. SI_UNLUCKY = 415,
  982. SI_CURSEDCIRCLE_ATKER = 416,
  983. SI_CURSEDCIRCLE_TARGET = 417,
  984. SI_WEAKNESS = 418,
  985. SI_CRESCENTELBOW = 419,
  986. SI_NOEQUIPACCESSARY = 420,
  987. SI_STRIPACCESSARY = 421,
  988. SI_MANHOLE = 422,
  989. SI_POPECOOKIE = 423,
  990. SI_FALLENEMPIRE = 424,
  991. SI_GENTLETOUCH_ENERGYGAIN = 425,
  992. SI_GENTLETOUCH_CHANGE = 426,
  993. SI_GENTLETOUCH_REVITALIZE = 427,
  994. SI_BLOODYLUST = 428,
  995. SI_SWINGDANCE = 429,
  996. SI_SYMPHONYOFLOVERS = 430,
  997. SI_PROPERTYWALK = 431,
  998. SI_SPELLFIST = 432,
  999. SI_NETHERWORLD = 433,
  1000. SI_VOICEOFSIREN = 434,
  1001. SI_DEEPSLEEP = 435,
  1002. SI_SIRCLEOFNATURE = 436,
  1003. SI_COLD = 437,
  1004. SI_GLOOMYDAY = 438,
  1005. SI_SONGOFMANA = 439,
  1006. SI_CLOUD_KILL = 440,
  1007. SI_DANCEWITHWUG = 441,
  1008. SI_RUSHWINDMILL = 442,
  1009. SI_ECHOSONG = 443,
  1010. SI_HARMONIZE = 444,
  1011. SI_STRIKING = 445,
  1012. SI_WARMER = 446,
  1013. SI_MOONLITSERENADE = 447,
  1014. SI_SATURDAYNIGHTFEVER = 448,
  1015. SI_SITDOWN_FORCE = 449,
  1016. SI_ANALYZE = 450,
  1017. SI_LERADSDEW = 451,
  1018. SI_MELODYOFSINK = 452,
  1019. SI_WARCRYOFBEYOND = 453,
  1020. SI_UNLIMITEDHUMMINGVOICE = 454,
  1021. SI_SPELLBOOK1 = 455,
  1022. SI_SPELLBOOK2 = 456,
  1023. SI_SPELLBOOK3 = 457,
  1024. SI_FREEZE_SP = 458,
  1025. SI_GN_TRAINING_SWORD = 459,
  1026. SI_GN_REMODELING_CART = 460,
  1027. SI_GN_CARTBOOST = 461,
  1028. SI_FIXEDCASTINGTM_REDUCE = 462,
  1029. SI_THORNS_TRAP = 463,
  1030. SI_BLOOD_SUCKER = 464,
  1031. SI_SPORE_EXPLOSION = 465,
  1032. SI_DEMONIC_FIRE = 466,
  1033. SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
  1034. SI_FIRE_EXPANSION_TEAR_GAS = 468,
  1035. SI_BLOCKING_PLAY = 469,
  1036. SI_MANDRAGORA = 470,
  1037. SI_ACTIVATE = 471,
  1038. SI_SECRAMENT = 472,
  1039. SI_ASSUMPTIO2 = 473,
  1040. SI_TK_SEVENWIND = 474,
  1041. SI_LIMIT_ODINS_RECALL = 475,
  1042. SI_STOMACHACHE = 476,
  1043. SI_MYSTERIOUS_POWDER = 477,
  1044. SI_MELON_BOMB = 478,
  1045. SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
  1046. SI_PROMOTE_HEALTH_RESERCH = 480,
  1047. SI_ENERGY_DRINK_RESERCH = 481,
  1048. SI_EXTRACT_WHITE_POTION_Z = 482,
  1049. SI_VITATA_500 = 483,
  1050. SI_EXTRACT_SALAMINE_JUICE = 484,
  1051. SI_BOOST500 = 485,
  1052. SI_FULL_SWING_K = 486,
  1053. SI_MANA_PLUS = 487,
  1054. SI_MUSTLE_M = 488,
  1055. SI_LIFE_FORCE_F = 489,
  1056. SI_VACUUM_EXTREME = 490,
  1057. SI_SAVAGE_STEAK = 491,
  1058. SI_COCKTAIL_WARG_BLOOD = 492,
  1059. SI_MINOR_BBQ = 493,
  1060. SI_SIROMA_ICE_TEA = 494,
  1061. SI_DROCERA_HERB_STEAMED = 495,
  1062. SI_PUTTI_TAILS_NOODLES = 496,
  1063. SI_BANANA_BOMB = 497,
  1064. SI_SUMMON_AGNI = 498,
  1065. SI_SPELLBOOK4 = 499,
  1066. SI_SPELLBOOK5 = 500,
  1067. SI_SPELLBOOK6 = 501,
  1068. SI_SPELLBOOK7 = 502,
  1069. SI_ELEMENTAL_AGGRESSIVE = 503,
  1070. SI_RETURN_TO_ELDICASTES = 504,
  1071. SI_BANDING_DEFENCE = 505,
  1072. SI_SKELSCROLL = 506,
  1073. SI_DISTRUCTIONSCROLL = 507,
  1074. SI_ROYALSCROLL = 508,
  1075. SI_IMMUNITYSCROLL = 509,
  1076. SI_MYSTICSCROLL = 510,
  1077. SI_BATTLESCROLL = 511,
  1078. SI_ARMORSCROLL = 512,
  1079. SI_FREYJASCROLL = 513,
  1080. SI_SOULSCROLL = 514,
  1081. SI_CIRCLE_OF_FIRE = 515,
  1082. SI_CIRCLE_OF_FIRE_OPTION = 516,
  1083. SI_FIRE_CLOAK = 517,
  1084. SI_FIRE_CLOAK_OPTION = 518,
  1085. SI_WATER_SCREEN = 519,
  1086. SI_WATER_SCREEN_OPTION = 520,
  1087. SI_WATER_DROP = 521,
  1088. SI_WATER_DROP_OPTION = 522,
  1089. SI_WIND_STEP = 523,
  1090. SI_WIND_STEP_OPTION = 524,
  1091. SI_WIND_CURTAIN = 525,
  1092. SI_WIND_CURTAIN_OPTION = 526,
  1093. SI_WATER_BARRIER = 527,
  1094. SI_ZEPHYR = 528,
  1095. SI_SOLID_SKIN = 529,
  1096. SI_SOLID_SKIN_OPTION = 530,
  1097. SI_STONE_SHIELD = 531,
  1098. SI_STONE_SHIELD_OPTION = 532,
  1099. SI_POWER_OF_GAIA = 533,
  1100. SI_EL_WAIT = 534,
  1101. SI_EL_PASSIVE = 535,
  1102. SI_EL_DEFENSIVE = 536,
  1103. SI_EL_OFFENSIVE = 537,
  1104. SI_EL_COST = 538,
  1105. SI_PYROTECHNIC = 539,
  1106. SI_PYROTECHNIC_OPTION = 540,
  1107. SI_HEATER = 541,
  1108. SI_HEATER_OPTION = 542,
  1109. SI_TROPIC = 543,
  1110. SI_TROPIC_OPTION = 544,
  1111. SI_AQUAPLAY = 545,
  1112. SI_AQUAPLAY_OPTION = 546,
  1113. SI_COOLER = 547,
  1114. SI_COOLER_OPTION = 548,
  1115. SI_CHILLY_AIR = 549,
  1116. SI_CHILLY_AIR_OPTION = 550,
  1117. SI_GUST = 551,
  1118. SI_GUST_OPTION = 552,
  1119. SI_BLAST = 553,
  1120. SI_BLAST_OPTION = 554,
  1121. SI_WILD_STORM = 555,
  1122. SI_WILD_STORM_OPTION = 556,
  1123. SI_PETROLOGY = 557,
  1124. SI_PETROLOGY_OPTION = 558,
  1125. SI_CURSED_SOIL = 559,
  1126. SI_CURSED_SOIL_OPTION = 560,
  1127. SI_UPHEAVAL = 561,
  1128. SI_UPHEAVAL_OPTION = 562,
  1129. SI_TIDAL_WEAPON = 563,
  1130. SI_TIDAL_WEAPON_OPTION = 564,
  1131. SI_ROCK_CRUSHER = 565,
  1132. SI_ROCK_CRUSHER_ATK = 566,
  1133. SI_FIRE_INSIGNIA = 567,
  1134. SI_WATER_INSIGNIA = 568,
  1135. SI_WIND_INSIGNIA = 569,
  1136. SI_EARTH_INSIGNIA = 570,
  1137. SI_EQUIPED_FLOOR = 571,
  1138. SI_ALL_RIDING = 613,//awesome 571-613 gap, we're missing quite a few stuff here.
  1139. SI_MAX,
  1140. };
  1141. // JOINTBEAT stackable ailments
  1142. enum e_joint_break
  1143. {
  1144. BREAK_ANKLE = 0x01, // MoveSpeed reduced by 50%
  1145. BREAK_WRIST = 0x02, // ASPD reduced by 25%
  1146. BREAK_KNEE = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
  1147. BREAK_SHOULDER = 0x08, // DEF reduced by 50%
  1148. BREAK_WAIST = 0x10, // DEF reduced by 25%, ATK reduced by 25%
  1149. BREAK_NECK = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
  1150. BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
  1151. };
  1152. extern int current_equip_item_index;
  1153. extern int current_equip_card_id;
  1154. extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
  1155. //Mode definitions to clear up code reading. [Skotlex]
  1156. enum e_mode
  1157. {
  1158. MD_CANMOVE = 0x0001,
  1159. MD_LOOTER = 0x0002,
  1160. MD_AGGRESSIVE = 0x0004,
  1161. MD_ASSIST = 0x0008,
  1162. MD_CASTSENSOR_IDLE = 0x0010,
  1163. MD_BOSS = 0x0020,
  1164. MD_PLANT = 0x0040,
  1165. MD_CANATTACK = 0x0080,
  1166. MD_DETECTOR = 0x0100,
  1167. MD_CASTSENSOR_CHASE = 0x0200,
  1168. MD_CHANGECHASE = 0x0400,
  1169. MD_ANGRY = 0x0800,
  1170. MD_CHANGETARGET_MELEE = 0x1000,
  1171. MD_CHANGETARGET_CHASE = 0x2000,
  1172. MD_TARGETWEAK = 0x4000,
  1173. MD_MASK = 0xFFFF,
  1174. };
  1175. //Status change option definitions (options are what makes status changes visible to chars
  1176. //who were not on your field of sight when it happened)
  1177. //opt1: Non stackable status changes.
  1178. enum {
  1179. OPT1_STONE = 1, //Petrified
  1180. OPT1_FREEZE,
  1181. OPT1_STUN,
  1182. OPT1_SLEEP,
  1183. //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
  1184. OPT1_STONEWAIT=6, //Petrifying
  1185. OPT1_BURNING,
  1186. OPT1_IMPRISON,
  1187. };
  1188. //opt2: Stackable status changes.
  1189. enum {
  1190. OPT2_POISON = 0x0001,
  1191. OPT2_CURSE = 0x0002,
  1192. OPT2_SILENCE = 0x0004,
  1193. OPT2_SIGNUMCRUCIS = 0x0008,
  1194. OPT2_BLIND = 0x0010,
  1195. OPT2_ANGELUS = 0x0020,
  1196. OPT2_BLEEDING = 0x0040,
  1197. OPT2_DPOISON = 0x0080,
  1198. OPT2_FEAR = 0x0100,
  1199. };
  1200. //opt3: (SHOW_EFST_*)
  1201. enum {
  1202. OPT3_NORMAL = 0x00000000,
  1203. OPT3_QUICKEN = 0x00000001,
  1204. OPT3_OVERTHRUST = 0x00000002,
  1205. OPT3_ENERGYCOAT = 0x00000004,
  1206. OPT3_EXPLOSIONSPIRITS = 0x00000008,
  1207. OPT3_STEELBODY = 0x00000010,
  1208. OPT3_BLADESTOP = 0x00000020,
  1209. OPT3_AURABLADE = 0x00000040,
  1210. OPT3_BERSERK = 0x00000080,
  1211. OPT3_LIGHTBLADE = 0x00000100,
  1212. OPT3_MOONLIT = 0x00000200,
  1213. OPT3_MARIONETTE = 0x00000400,
  1214. OPT3_ASSUMPTIO = 0x00000800,
  1215. OPT3_WARM = 0x00001000,
  1216. OPT3_KAITE = 0x00002000,
  1217. OPT3_BUNSIN = 0x00004000,
  1218. OPT3_SOULLINK = 0x00008000,
  1219. OPT3_UNDEAD = 0x00010000,
  1220. OPT3_CONTRACT = 0x00020000,
  1221. };
  1222. enum {
  1223. OPTION_NOTHING = 0x00000000,
  1224. OPTION_SIGHT = 0x00000001,
  1225. OPTION_HIDE = 0x00000002,
  1226. OPTION_CLOAK = 0x00000004,
  1227. OPTION_CART1 = 0x00000008,
  1228. OPTION_FALCON = 0x00000010,
  1229. OPTION_RIDING = 0x00000020,
  1230. OPTION_INVISIBLE = 0x00000040,
  1231. OPTION_CART2 = 0x00000080,
  1232. OPTION_CART3 = 0x00000100,
  1233. OPTION_CART4 = 0x00000200,
  1234. OPTION_CART5 = 0x00000400,
  1235. OPTION_ORCISH = 0x00000800,
  1236. OPTION_WEDDING = 0x00001000,
  1237. OPTION_RUWACH = 0x00002000,
  1238. OPTION_CHASEWALK = 0x00004000,
  1239. OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
  1240. OPTION_XMAS = 0x00010000,
  1241. OPTION_TRANSFORM = 0x00020000,
  1242. OPTION_SUMMER = 0x00040000,
  1243. OPTION_DRAGON1 = 0x00080000,
  1244. OPTION_WUG = 0x00100000,
  1245. OPTION_WUGRIDER = 0x00200000,
  1246. OPTION_MADOGEAR = 0x00400000,
  1247. OPTION_DRAGON2 = 0x00800000,
  1248. OPTION_DRAGON3 = 0x01000000,
  1249. OPTION_DRAGON4 = 0x02000000,
  1250. OPTION_DRAGON5 = 0x04000000,
  1251. OPTION_MOUNTING = 0x08000000,//dull name (cuz ind named it :/)
  1252. // compound constants
  1253. OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
  1254. OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
  1255. OPTION_MASK = ~OPTION_INVISIBLE,
  1256. };
  1257. //Defines for the manner system [Skotlex]
  1258. enum manner_flags
  1259. {
  1260. MANNER_NOCHAT = 0x01,
  1261. MANNER_NOSKILL = 0x02,
  1262. MANNER_NOCOMMAND = 0x04,
  1263. MANNER_NOITEM = 0x08,
  1264. MANNER_NOROOM = 0x10,
  1265. };
  1266. //Define flags for the status_calc_bl function. [Skotlex]
  1267. enum scb_flag
  1268. {
  1269. SCB_NONE = 0x00000000,
  1270. SCB_BASE = 0x00000001,
  1271. SCB_MAXHP = 0x00000002,
  1272. SCB_MAXSP = 0x00000004,
  1273. SCB_STR = 0x00000008,
  1274. SCB_AGI = 0x00000010,
  1275. SCB_VIT = 0x00000020,
  1276. SCB_INT = 0x00000040,
  1277. SCB_DEX = 0x00000080,
  1278. SCB_LUK = 0x00000100,
  1279. SCB_BATK = 0x00000200,
  1280. SCB_WATK = 0x00000400,
  1281. SCB_MATK = 0x00000800,
  1282. SCB_HIT = 0x00001000,
  1283. SCB_FLEE = 0x00002000,
  1284. SCB_DEF = 0x00004000,
  1285. SCB_DEF2 = 0x00008000,
  1286. SCB_MDEF = 0x00010000,
  1287. SCB_MDEF2 = 0x00020000,
  1288. SCB_SPEED = 0x00040000,
  1289. SCB_ASPD = 0x00080000,
  1290. SCB_DSPD = 0x00100000,
  1291. SCB_CRI = 0x00200000,
  1292. SCB_FLEE2 = 0x00400000,
  1293. SCB_ATK_ELE = 0x00800000,
  1294. SCB_DEF_ELE = 0x01000000,
  1295. SCB_MODE = 0x02000000,
  1296. SCB_SIZE = 0x04000000,
  1297. SCB_RACE = 0x08000000,
  1298. SCB_RANGE = 0x10000000,
  1299. SCB_REGEN = 0x20000000,
  1300. SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
  1301. SCB_BATTLE = 0x3FFFFFFE,
  1302. SCB_ALL = 0x3FFFFFFF
  1303. };
  1304. //Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
  1305. #define BL_CONSUME (BL_PC|BL_HOM|BL_MER)
  1306. //Define to determine who has regen
  1307. #define BL_REGEN (BL_PC|BL_HOM|BL_MER)
  1308. //Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
  1309. #define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB)
  1310. //Basic damage info of a weapon
  1311. //Required because players have two of these, one in status_data
  1312. //and another for their left hand weapon.
  1313. struct weapon_atk {
  1314. unsigned short atk, atk2;
  1315. unsigned short range;
  1316. unsigned char ele;
  1317. };
  1318. //For holding basic status (which can be modified by status changes)
  1319. struct status_data {
  1320. unsigned int
  1321. hp, sp, // see status_cpy before adding members before hp and sp
  1322. max_hp, max_sp;
  1323. unsigned short
  1324. str, agi, vit, int_, dex, luk,
  1325. batk,
  1326. matk_min, matk_max,
  1327. speed,
  1328. amotion, adelay, dmotion,
  1329. mode;
  1330. short
  1331. hit, flee, cri, flee2,
  1332. def2, mdef2,
  1333. #if REMODE
  1334. /**
  1335. * In RE def and mdef can go over 127 (signed char) limit, so in RE mode we use short
  1336. **/
  1337. def,mdef,
  1338. #endif
  1339. aspd_rate;
  1340. unsigned char
  1341. def_ele, ele_lv,
  1342. #if REMODE
  1343. /**
  1344. * in RE weapon level is used in several areas, keeping it here saves performance
  1345. **/
  1346. wlv,
  1347. #endif
  1348. size, race;
  1349. #if REMODE == 0
  1350. /**
  1351. * In NON-RE def and mdef are not required to be short, so we keep it signed char (ancient-default)
  1352. **/
  1353. signed char
  1354. def, mdef;
  1355. #endif
  1356. struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
  1357. };
  1358. //Additional regen data that only players have.
  1359. struct regen_data_sub {
  1360. unsigned short
  1361. hp,sp;
  1362. //tick accumulation before healing.
  1363. struct {
  1364. unsigned int hp,sp;
  1365. } tick;
  1366. //Regen rates (where every 1 means +100% regen)
  1367. struct {
  1368. unsigned char hp,sp;
  1369. } rate;
  1370. };
  1371. struct regen_data {
  1372. unsigned short flag; //Marks what stuff you may heal or not.
  1373. unsigned short
  1374. hp,sp,shp,ssp;
  1375. //tick accumulation before healing.
  1376. struct {
  1377. unsigned int hp,sp,shp,ssp;
  1378. } tick;
  1379. //Regen rates (where every 1 means +100% regen)
  1380. struct {
  1381. unsigned char
  1382. hp,sp,shp,ssp;
  1383. } rate;
  1384. struct {
  1385. unsigned walk:1; //Can you regen even when walking?
  1386. unsigned gc:1; //Tags when you should have double regen due to GVG castle
  1387. unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
  1388. unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
  1389. } state;
  1390. //skill-regen, sitting-skill-regen (since not all chars with regen need it)
  1391. struct regen_data_sub *sregen, *ssregen;
  1392. };
  1393. struct status_change_entry {
  1394. int timer;
  1395. int val1,val2,val3,val4;
  1396. };
  1397. struct status_change {
  1398. unsigned int option;// effect state (bitfield)
  1399. unsigned int opt3;// skill state (bitfield)
  1400. unsigned short opt1;// body state
  1401. unsigned short opt2;// health state (bitfield)
  1402. unsigned char count;
  1403. //TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
  1404. unsigned char jb_flag; //Joint Beat type flag
  1405. //int sg_id; //ID of the previous Storm gust that hit you
  1406. short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
  1407. /**
  1408. * The Storm Gust counter was dropped in renewal
  1409. **/
  1410. #if isOFF(REMODE)
  1411. unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
  1412. #endif
  1413. struct status_change_entry *data[SC_MAX];
  1414. };
  1415. // for looking up associated data
  1416. sc_type status_skill2sc(int skill);
  1417. int status_sc2skill(sc_type sc);
  1418. unsigned int status_sc2scb_flag(sc_type sc);
  1419. int status_type2relevant_bl_types(int type);
  1420. int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
  1421. //Define for standard HP damage attacks.
  1422. #define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
  1423. //Define for standard HP/SP damage triggers.
  1424. #define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
  1425. //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
  1426. int status_charge(struct block_list* bl, int hp, int sp);
  1427. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
  1428. //Easier handling of status_percent_change
  1429. #define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
  1430. #define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
  1431. //Instant kill with no drops/exp/etc
  1432. #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
  1433. //Used to set the hp/sp of an object to an absolute value (can't kill)
  1434. int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
  1435. int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
  1436. int status_heal(struct block_list *bl,int hp,int sp, int flag);
  1437. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
  1438. struct regen_data *status_get_regen_data(struct block_list *bl);
  1439. struct status_data *status_get_status_data(struct block_list *bl);
  1440. struct status_data *status_get_base_status(struct block_list *bl);
  1441. const char * status_get_name(struct block_list *bl);
  1442. int status_get_class(struct block_list *bl);
  1443. int status_get_lv(struct block_list *bl);
  1444. #define status_get_range(bl) status_get_status_data(bl)->rhw.range
  1445. #define status_get_hp(bl) status_get_status_data(bl)->hp
  1446. #define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
  1447. #define status_get_sp(bl) status_get_status_data(bl)->sp
  1448. #define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
  1449. #define status_get_str(bl) status_get_status_data(bl)->str
  1450. #define status_get_agi(bl) status_get_status_data(bl)->agi
  1451. #define status_get_vit(bl) status_get_status_data(bl)->vit
  1452. #define status_get_int(bl) status_get_status_data(bl)->int_
  1453. #define status_get_dex(bl) status_get_status_data(bl)->dex
  1454. #define status_get_luk(bl) status_get_status_data(bl)->luk
  1455. #define status_get_hit(bl) status_get_status_data(bl)->hit
  1456. #define status_get_flee(bl) status_get_status_data(bl)->flee
  1457. #if REMODE
  1458. short status_get_def(struct block_list *bl);
  1459. #else
  1460. signed char status_get_def(struct block_list *bl);
  1461. #endif
  1462. #define status_get_mdef(bl) status_get_status_data(bl)->mdef
  1463. #define status_get_flee2(bl) status_get_status_data(bl)->flee2
  1464. #define status_get_def2(bl) status_get_status_data(bl)->def2
  1465. #define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
  1466. #define status_get_critical(bl) status_get_status_data(bl)->cri
  1467. #define status_get_batk(bl) status_get_status_data(bl)->batk
  1468. #define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
  1469. #define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
  1470. #define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
  1471. #define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
  1472. #define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
  1473. #define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
  1474. unsigned short status_get_speed(struct block_list *bl);
  1475. #define status_get_adelay(bl) status_get_status_data(bl)->adelay
  1476. #define status_get_amotion(bl) status_get_status_data(bl)->amotion
  1477. #define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
  1478. #define status_get_element(bl) status_get_status_data(bl)->def_ele
  1479. #define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
  1480. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
  1481. #define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
  1482. #define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
  1483. #define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
  1484. #define status_get_race(bl) status_get_status_data(bl)->race
  1485. #define status_get_size(bl) status_get_status_data(bl)->size
  1486. #define status_get_mode(bl) status_get_status_data(bl)->mode
  1487. #if REMODE
  1488. /**
  1489. * in RE weapon level is used in several areas, keeping it here saves performance
  1490. **/
  1491. #define status_get_wlv(bl) status_get_status_data(bl)->wlv
  1492. #endif
  1493. int status_get_party_id(struct block_list *bl);
  1494. int status_get_guild_id(struct block_list *bl);
  1495. int status_get_emblem_id(struct block_list *bl);
  1496. int status_get_mexp(struct block_list *bl);
  1497. int status_get_race2(struct block_list *bl);
  1498. struct view_data *status_get_viewdata(struct block_list *bl);
  1499. void status_set_viewdata(struct block_list *bl, int class_);
  1500. void status_change_init(struct block_list *bl);
  1501. struct status_change *status_get_sc(struct block_list *bl);
  1502. int status_isdead(struct block_list *bl);
  1503. int status_isimmune(struct block_list *bl);
  1504. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
  1505. //Short version, receives rate in 1->100 range, and does not uses a flag setting.
  1506. #define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
  1507. #define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
  1508. #define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
  1509. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
  1510. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
  1511. #define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
  1512. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
  1513. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
  1514. int status_change_timer_sub(struct block_list* bl, va_list ap);
  1515. int status_change_clear(struct block_list* bl, int type);
  1516. int status_change_clear_buffs(struct block_list* bl, int type);
  1517. #define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
  1518. #define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
  1519. #define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
  1520. #define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
  1521. #define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
  1522. #define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
  1523. void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
  1524. int status_calc_mob_(struct mob_data* md, bool first);
  1525. int status_calc_pet_(struct pet_data* pd, bool first);
  1526. int status_calc_pc_(struct map_session_data* sd, bool first);
  1527. int status_calc_homunculus_(struct homun_data *hd, bool first);
  1528. int status_calc_mercenary_(struct mercenary_data *md, bool first);
  1529. void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
  1530. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
  1531. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
  1532. int status_getrefinebonus(int lv,int type);
  1533. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
  1534. int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
  1535. int status_change_spread( struct block_list *src, struct block_list *bl );
  1536. int status_readdb(void);
  1537. int do_init_status(void);
  1538. void do_final_status(void);
  1539. #endif /* _STATUS_H_ */