Follow up fd063a8, changed SC_ALL_RIDING enum
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
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fd063a8e2d
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@ -1733,9 +1733,8 @@ SC_DECORATION_OF_MUSIC 588
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SC_QUEST_BUFF1 589
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SC_QUEST_BUFF2 590
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SC_QUEST_BUFF3 591
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SC_EXTREMITYFIST2 592
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SC_ALL_RIDING 951
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SC_ALL_RIDING 592
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SC_EXTREMITYFIST2 593
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//Status Icon
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SI_BLANK -1
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@ -21,6 +21,7 @@ struct status_change;
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# define MAX_REFINE 10
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#endif
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/// Refine type
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enum refine_type {
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REFINE_TYPE_ARMOR = 0,
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REFINE_TYPE_WEAPON1 = 1,
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@ -30,9 +31,10 @@ enum refine_type {
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REFINE_TYPE_MAX = 5
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};
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/// Get refine chance
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int status_get_refine_chance(enum refine_type wlv, int refine);
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// Status changes listing. These code are for use by the server.
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/// Status changes listing. These code are for use by the server.
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typedef enum sc_type {
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SC_NONE = -1,
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@ -692,17 +694,16 @@ typedef enum sc_type {
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SC_QUEST_BUFF1,
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SC_QUEST_BUFF2,
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SC_QUEST_BUFF3,
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SC_ALL_RIDING,
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#ifdef RENEWAL
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SC_EXTREMITYFIST2,
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SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
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#endif
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SC_ALL_RIDING = 951,
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SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
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} sc_type;
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// Official status change ids, used to display status icons on the client.
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/// Official status change ids, used to display status icons on the client.
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enum si_type {
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SI_BLANK = -1,
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SI_PROVOKE = 0,
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@ -1525,7 +1526,7 @@ enum e_mode
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//Status change option definitions (options are what makes status changes visible to chars
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//who were not on your field of sight when it happened)
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//opt1: Non stackable status changes.
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///opt1: Non stackable status changes.
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enum sc_opt1 {
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OPT1_STONE = 1, //Petrified
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OPT1_FREEZE,
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@ -1538,7 +1539,7 @@ enum sc_opt1 {
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OPT1_CRYSTALIZE,
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};
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//opt2: Stackable status changes.
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///opt2: Stackable status changes.
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enum sc_opt2 {
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OPT2_POISON = 0x0001,
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OPT2_CURSE = 0x0002,
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@ -1551,7 +1552,7 @@ enum sc_opt2 {
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OPT2_FEAR = 0x0100,
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};
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//opt3: (SHOW_EFST_*)
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///opt3: (SHOW_EFST_*)
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enum sc_opt3 {
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OPT3_NORMAL = 0x00000000,
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OPT3_QUICKEN = 0x00000001,
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@ -1574,6 +1575,7 @@ enum sc_opt3 {
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OPT3_CONTRACT = 0x00020000,
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};
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///Option
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enum e_option {
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OPTION_NOTHING = 0x00000000,
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OPTION_SIGHT = 0x00000001,
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@ -1586,7 +1588,7 @@ enum e_option {
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OPTION_WEDDING = 0x00001000,
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OPTION_RUWACH = 0x00002000,
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OPTION_CHASEWALK = 0x00004000,
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OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
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OPTION_FLYING = 0x00008000, //! NOTE: That clientside Flying and Xmas are 0x8000 for clients prior to 2007.
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OPTION_XMAS = 0x00010000,
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OPTION_TRANSFORM = 0x00020000,
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OPTION_SUMMER = 0x00040000,
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@ -1616,7 +1618,7 @@ enum e_option {
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OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
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};
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//Defines for the manner system [Skotlex]
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///Defines for the manner system [Skotlex]
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enum manner_flags
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{
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MANNER_NOCHAT = 0x01,
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@ -1640,7 +1642,7 @@ enum scs_flag {
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SCS_NOCHATCOND = 0x00000200, /* cond flag for notalk */
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};
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//Define flags for the status_calc_bl function. [Skotlex]
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///Define flags for the status_calc_bl function. [Skotlex]
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enum scb_flag
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{
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SCB_NONE = 0x00000000,
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@ -1696,16 +1698,16 @@ enum e_status_bonus {
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STATUS_BONUS_RATE = 1,
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};
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//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
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///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
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#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
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//Define to determine who has regen
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///Define to determine who has regen
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#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
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//Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
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///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
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#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
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//Basic damage info of a weapon
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//Required because players have two of these, one in status_data
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//and another for their left hand weapon.
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/** Basic damage info of a weapon
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* Required because players have two of these, one in status_data
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* and another for their left hand weapon. */
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struct weapon_atk {
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unsigned short atk, atk2;
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unsigned short range;
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@ -1717,7 +1719,7 @@ struct weapon_atk {
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};
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//For holding basic status (which can be modified by status changes)
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///For holding basic status (which can be modified by status changes)
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struct status_data {
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unsigned int
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hp, sp, // see status_cpy before adding members before hp and sp
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@ -1755,7 +1757,7 @@ struct status_data {
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struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
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};
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//Additional regen data that only players have.
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///Additional regen data that only players have.
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struct regen_data_sub {
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unsigned short
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hp,sp;
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@ -1771,8 +1773,8 @@ struct regen_data_sub {
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} rate;
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};
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///Regen data
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struct regen_data {
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unsigned short flag; //Marks what stuff you may heal or not.
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unsigned short
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hp,sp,shp,ssp;
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@ -1799,18 +1801,20 @@ struct regen_data {
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struct regen_data_sub *sregen, *ssregen;
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};
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///Status change entry
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struct status_change_entry {
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int timer;
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int val1,val2,val3,val4;
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};
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///Status change
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struct status_change {
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unsigned int option;// effect state (bitfield)
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unsigned int opt3;// skill state (bitfield)
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unsigned short opt1;// body state
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unsigned short opt2;// health state (bitfield)
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unsigned char count;
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//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
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//! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
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unsigned char jb_flag; //Joint Beat type flag
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struct {
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unsigned char move;
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