Compare commits
16 Commits
hotfix/iss
...
update/bas
| Author | SHA1 | Date | |
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eec9d34ead | ||
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f48823fe73 | ||
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8459fc8dbb | ||
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2487d2bf79 | ||
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ba1ed0f6ee | ||
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1e4475b438 |
@@ -32348,6 +32348,7 @@ Body:
|
||||
- Level: 10
|
||||
Amount: 16
|
||||
SpCost: 30
|
||||
Status: Sub_Weaponproperty
|
||||
- Id: 8203
|
||||
Name: MS_BOWLINGBASH
|
||||
Description: Bowling_Bash
|
||||
@@ -32420,6 +32421,7 @@ Body:
|
||||
Time: 60000
|
||||
Requires:
|
||||
SpCost: 50
|
||||
Status: Parrying
|
||||
- Id: 8205
|
||||
Name: MS_REFLECTSHIELD
|
||||
Description: Shield_Reflect
|
||||
@@ -32453,6 +32455,7 @@ Body:
|
||||
Amount: 75
|
||||
- Level: 10
|
||||
Amount: 80
|
||||
Status: ReflectShield
|
||||
- Id: 8206
|
||||
Name: MS_BERSERK
|
||||
Description: Frenzy
|
||||
@@ -32467,6 +32470,7 @@ Body:
|
||||
Duration2: 15000
|
||||
Requires:
|
||||
SpCost: 100
|
||||
Status: Berserk
|
||||
- Id: 8207
|
||||
Name: MA_DOUBLE
|
||||
Description: Double_Strafe
|
||||
@@ -32595,6 +32599,7 @@ Body:
|
||||
Flag:
|
||||
NoReiteration: true
|
||||
NoFootSet: true
|
||||
Status: Stun
|
||||
- Id: 8211
|
||||
Name: MA_SANDMAN
|
||||
Description: Sandman
|
||||
@@ -32634,6 +32639,7 @@ Body:
|
||||
Flag:
|
||||
NoReiteration: true
|
||||
NoFootSet: true
|
||||
Status: Sleep
|
||||
- Id: 8212
|
||||
Name: MA_FREEZINGTRAP
|
||||
Description: Freezing_Trap
|
||||
@@ -32685,6 +32691,7 @@ Body:
|
||||
Flag:
|
||||
NoReiteration: true
|
||||
NoFootSet: true
|
||||
Status: Freeze
|
||||
- Id: 8213
|
||||
Name: MA_REMOVETRAP
|
||||
Description: Remove_Trap
|
||||
@@ -32851,6 +32858,7 @@ Body:
|
||||
Amount: 27
|
||||
- Level: 5
|
||||
Amount: 30
|
||||
Status: Stop
|
||||
- Id: 8219
|
||||
Name: ML_DEFENDER
|
||||
Description: Defending_Aura
|
||||
@@ -32868,6 +32876,7 @@ Body:
|
||||
Requires:
|
||||
SpCost: 30
|
||||
State: Shield
|
||||
Status: Defender
|
||||
- Id: 8220
|
||||
Name: ML_AUTOGUARD
|
||||
Description: Guard
|
||||
@@ -32903,6 +32912,7 @@ Body:
|
||||
Amount: 28
|
||||
- Level: 10
|
||||
Amount: 30
|
||||
Status: AutoGuard
|
||||
- Id: 8221
|
||||
Name: ML_DEVOTION
|
||||
Description: Sacrifice
|
||||
@@ -32945,6 +32955,7 @@ Body:
|
||||
IgnoreItemBonus: true
|
||||
Requires:
|
||||
SpCost: 25
|
||||
Status: Devotion
|
||||
- Id: 8222
|
||||
Name: MER_MAGNIFICAT
|
||||
Description: Magnificat
|
||||
|
||||
@@ -191227,9 +191227,9 @@ Body:
|
||||
EquipLevelMin: 100
|
||||
Script: |
|
||||
bonus bVariableCastrate,-10;
|
||||
bonus2 bIgnoreMdefRaceRate,RC_All,10*(getskilllv(MG_SAFETYWALL)/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-10*(getskilllv(MG_SAFETYWALL)/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-10*(getskilllv(MG_SAFETYWALL)/2);
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||||
bonus2 bIgnoreMdefRaceRate,RC_All,10*(getskilllv("MG_SAFETYWALL")/2);
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||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-10*(getskilllv("MG_SAFETYWALL")/2);
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||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-10*(getskilllv("MG_SAFETYWALL")/2);
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||||
- Id: 490289
|
||||
AegisName: aegis_490289
|
||||
Name: "[Not for Sale] Record of Mage"
|
||||
@@ -191253,9 +191253,9 @@ Body:
|
||||
EquipLevelMin: 100
|
||||
Script: |
|
||||
bonus bVariableCastrate,-10;
|
||||
bonus2 bIgnoreMdefRaceRate,RC_All,10*(getskilllv(MG_SAFETYWALL)/2);
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||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-10*(getskilllv(MG_SAFETYWALL)/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-10*(getskilllv(MG_SAFETYWALL)/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_All,10*(getskilllv("MG_SAFETYWALL")/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-10*(getskilllv("MG_SAFETYWALL")/2);
|
||||
bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-10*(getskilllv("MG_SAFETYWALL")/2);
|
||||
- Id: 490290
|
||||
AegisName: aegis_490290
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||||
Name: Ameretat
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||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -41389,6 +41389,335 @@ Body:
|
||||
SplashArea: 6
|
||||
Requires:
|
||||
SpCost: 1
|
||||
- Id: 6001
|
||||
Name: DK_DRAGONIC_BREATH
|
||||
Description: Dragonic Breath
|
||||
MaxLevel: 10
|
||||
Type: Weapon
|
||||
TargetType: Attack
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreDefense: true
|
||||
Flags:
|
||||
TargetTrap: true
|
||||
Range: 9
|
||||
GiveAp: 2
|
||||
Hit: Multi_Hit
|
||||
HitCount: -2
|
||||
Element: Weapon
|
||||
SplashArea:
|
||||
- Level: 1
|
||||
Area: 3
|
||||
- Level: 2
|
||||
Area: 3
|
||||
- Level: 3
|
||||
Area: 3
|
||||
- Level: 4
|
||||
Area: 3
|
||||
- Level: 5
|
||||
Area: 3
|
||||
- Level: 6
|
||||
Area: 4
|
||||
- Level: 7
|
||||
Area: 4
|
||||
- Level: 8
|
||||
Area: 4
|
||||
- Level: 9
|
||||
Area: 4
|
||||
- Level: 10
|
||||
Area: 4
|
||||
CastCancel: true
|
||||
CastTime:
|
||||
- Level: 4
|
||||
Time: 1000
|
||||
- Level: 5
|
||||
Time: 1000
|
||||
- Level: 6
|
||||
Time: 1000
|
||||
- Level: 7
|
||||
Time: 1500
|
||||
- Level: 8
|
||||
Time: 1500
|
||||
- Level: 9
|
||||
Time: 2000
|
||||
- Level: 10
|
||||
Time: 2000
|
||||
AfterCastActDelay: 150
|
||||
FixedCastTime: 500
|
||||
Cooldown: 500
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 61
|
||||
- Level: 2
|
||||
Amount: 64
|
||||
- Level: 3
|
||||
Amount: 67
|
||||
- Level: 4
|
||||
Amount: 70
|
||||
- Level: 5
|
||||
Amount: 73
|
||||
- Level: 6
|
||||
Amount: 76
|
||||
- Level: 7
|
||||
Amount: 79
|
||||
- Level: 8
|
||||
Amount: 82
|
||||
- Level: 9
|
||||
Amount: 85
|
||||
- Level: 10
|
||||
Amount: 88
|
||||
State: Ridingdragon
|
||||
- Id: 6002
|
||||
Name: MT_SPARK_BLASTER
|
||||
Description: Spark Blaster
|
||||
MaxLevel: 10
|
||||
Type: Weapon
|
||||
TargetType: Attack
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
IgnoreDefense: true
|
||||
Flags:
|
||||
AllowOnMado: true
|
||||
Range: 9
|
||||
Hit: Multi_Hit
|
||||
HitCount: 2
|
||||
GiveAp: 2
|
||||
Element: Weapon
|
||||
SplashArea:
|
||||
- Level: 1
|
||||
Area: 3
|
||||
- Level: 2
|
||||
Area: 3
|
||||
- Level: 3
|
||||
Area: 3
|
||||
- Level: 4
|
||||
Area: 3
|
||||
- Level: 5
|
||||
Area: 3
|
||||
- Level: 6
|
||||
Area: 4
|
||||
- Level: 7
|
||||
Area: 4
|
||||
- Level: 8
|
||||
Area: 4
|
||||
- Level: 9
|
||||
Area: 4
|
||||
- Level: 10
|
||||
Area: 4
|
||||
CastCancel: true
|
||||
CastTime: 1500
|
||||
FixedCastTime: 500
|
||||
AfterCastActDelay: 500
|
||||
Cooldown: 500
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 48
|
||||
- Level: 2
|
||||
Amount: 52
|
||||
- Level: 3
|
||||
Amount: 56
|
||||
- Level: 4
|
||||
Amount: 60
|
||||
- Level: 5
|
||||
Amount: 64
|
||||
- Level: 6
|
||||
Amount: 68
|
||||
- Level: 7
|
||||
Amount: 72
|
||||
- Level: 8
|
||||
Amount: 76
|
||||
- Level: 9
|
||||
Amount: 80
|
||||
- Level: 10
|
||||
Amount: 84
|
||||
State: Mado
|
||||
- Id: 6003
|
||||
Name: MT_TRIPLE_LASER
|
||||
Description: Triple Laser
|
||||
MaxLevel: 5
|
||||
Type: Weapon
|
||||
TargetType: Attack
|
||||
Flags:
|
||||
AllowOnMado: true
|
||||
DamageFlags:
|
||||
Critical: true
|
||||
Range: 11
|
||||
Hit: Multi_Hit
|
||||
HitCount: 3
|
||||
Element: Weapon
|
||||
CastCancel: true
|
||||
CastTime: 1000
|
||||
FixedCastTime: 500
|
||||
AfterCastActDelay: 250
|
||||
Cooldown: 350
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 40
|
||||
- Level: 2
|
||||
Amount: 45
|
||||
- Level: 3
|
||||
Amount: 50
|
||||
- Level: 4
|
||||
Amount: 55
|
||||
- Level: 5
|
||||
Amount: 60
|
||||
State: Mado
|
||||
- Id: 6004
|
||||
Name: MT_MIGHTY_SMASH
|
||||
Description: Mighty Smash
|
||||
MaxLevel: 10
|
||||
Type: Weapon
|
||||
TargetType: Self
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
Flags:
|
||||
AllowOnMado: true
|
||||
Range: 1
|
||||
Hit: Multi_Hit
|
||||
HitCount: 5
|
||||
Element: Weapon
|
||||
SplashArea:
|
||||
- Level: 1
|
||||
Area: 1
|
||||
- Level: 2
|
||||
Area: 1
|
||||
- Level: 3
|
||||
Area: 1
|
||||
- Level: 4
|
||||
Area: 1
|
||||
- Level: 5
|
||||
Area: 2
|
||||
- Level: 6
|
||||
Area: 2
|
||||
- Level: 7
|
||||
Area: 2
|
||||
- Level: 8
|
||||
Area: 2
|
||||
- Level: 9
|
||||
Area: 3
|
||||
- Level: 10
|
||||
Area: 3
|
||||
CastCancel: true
|
||||
AfterCastActDelay: 250
|
||||
Cooldown: 500
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 68
|
||||
- Level: 2
|
||||
Amount: 71
|
||||
- Level: 3
|
||||
Amount: 74
|
||||
- Level: 4
|
||||
Amount: 77
|
||||
- Level: 5
|
||||
Amount: 80
|
||||
- Level: 6
|
||||
Amount: 83
|
||||
- Level: 7
|
||||
Amount: 86
|
||||
- Level: 8
|
||||
Amount: 89
|
||||
- Level: 9
|
||||
Amount: 92
|
||||
- Level: 10
|
||||
Amount: 95
|
||||
Weapon:
|
||||
1hAxe: true
|
||||
2hAxe: true
|
||||
- Id: 6005
|
||||
Name: BO_EXPLOSIVE_POWDER
|
||||
Description: Explosive Powder
|
||||
MaxLevel: 5
|
||||
Type: Weapon
|
||||
TargetType: Self
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
Hit: Multi_Hit
|
||||
HitCount: 3
|
||||
Element: Weapon
|
||||
GiveAp: 2
|
||||
SplashArea: 3
|
||||
CastCancel: true
|
||||
AfterCastActDelay: 250
|
||||
Cooldown: 700
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 69
|
||||
- Level: 2
|
||||
Amount: 76
|
||||
- Level: 3
|
||||
Amount: 83
|
||||
- Level: 4
|
||||
Amount: 90
|
||||
- Level: 5
|
||||
Amount: 97
|
||||
- Id: 6006
|
||||
Name: BO_MAYHEMIC_THORNS
|
||||
Description: Mayhemic Thorns
|
||||
MaxLevel: 10
|
||||
Type: Weapon
|
||||
TargetType: Attack
|
||||
DamageFlags:
|
||||
Splash: true
|
||||
Critical: true
|
||||
Hit: Multi_Hit
|
||||
HitCount: 3
|
||||
Element: Weapon
|
||||
Range: 9
|
||||
GiveAp: 2
|
||||
SplashArea:
|
||||
- Level: 1
|
||||
Area: 3
|
||||
- Level: 2
|
||||
Area: 3
|
||||
- Level: 3
|
||||
Area: 3
|
||||
- Level: 4
|
||||
Area: 3
|
||||
- Level: 5
|
||||
Area: 3
|
||||
- Level: 6
|
||||
Area: 4
|
||||
- Level: 7
|
||||
Area: 4
|
||||
- Level: 8
|
||||
Area: 4
|
||||
- Level: 9
|
||||
Area: 4
|
||||
- Level: 10
|
||||
Area: 4
|
||||
CastCancel: true
|
||||
CastTime: 1000
|
||||
FixedCastTime: 500
|
||||
AfterCastActDelay: 150
|
||||
Cooldown: 700
|
||||
Requires:
|
||||
SpCost:
|
||||
- Level: 1
|
||||
Amount: 68
|
||||
- Level: 2
|
||||
Amount: 70
|
||||
- Level: 3
|
||||
Amount: 72
|
||||
- Level: 4
|
||||
Amount: 74
|
||||
- Level: 5
|
||||
Amount: 76
|
||||
- Level: 6
|
||||
Amount: 78
|
||||
- Level: 7
|
||||
Amount: 80
|
||||
- Level: 8
|
||||
Amount: 82
|
||||
- Level: 9
|
||||
Amount: 84
|
||||
- Level: 10
|
||||
Amount: 86
|
||||
- Id: 8001
|
||||
Name: HLIF_HEAL
|
||||
Description: Healing Touch
|
||||
|
||||
@@ -6683,6 +6683,13 @@ Body:
|
||||
Requires:
|
||||
- Name: DK_TWOHANDDEF
|
||||
Level: 5
|
||||
- Name: DK_DRAGONIC_BREATH
|
||||
MaxLevel: 10
|
||||
Requires:
|
||||
- Name: RK_DRAGONBREATH
|
||||
Level: 10
|
||||
- Name: RK_DRAGONBREATH_WATER
|
||||
Level: 10
|
||||
- Name: DK_DRAGONIC_AURA
|
||||
MaxLevel: 10
|
||||
Requires:
|
||||
@@ -6765,6 +6772,21 @@ Body:
|
||||
Level: 3
|
||||
- Name: MT_SUMMON_ABR_BATTLE_WARIOR
|
||||
Level: 2
|
||||
- Name: MT_SPARK_BLASTER
|
||||
MaxLevel: 10
|
||||
Requires:
|
||||
- Name: MT_M_MACHINE
|
||||
Level: 1
|
||||
- Name: MT_TRIPLE_LASER
|
||||
MaxLevel: 5
|
||||
Requires:
|
||||
- Name: MT_SPARK_BLASTER
|
||||
Level: 5
|
||||
- Name: MT_MIGHTY_SMASH
|
||||
MaxLevel: 10
|
||||
Requires:
|
||||
- Name: MT_AXE_STOMP
|
||||
Level: 3
|
||||
- Name: MT_SUMMON_ABR_MOTHER_NET
|
||||
MaxLevel: 4
|
||||
Requires:
|
||||
@@ -7314,6 +7336,18 @@ Body:
|
||||
Level: 3
|
||||
- Name: BO_WOODEN_FAIRY
|
||||
Level: 3
|
||||
- Name: BO_EXPLOSIVE_POWDER
|
||||
MaxLevel: 5
|
||||
Requires:
|
||||
- Name: BO_BIONICS_M
|
||||
Level: 3
|
||||
- Name: BO_MAYHEMIC_THORNS
|
||||
MaxLevel: 10
|
||||
Requires:
|
||||
- Name: BO_BIONICS_M
|
||||
Level: 5
|
||||
- Name: BO_EXPLOSIVE_POWDER
|
||||
Level: 3
|
||||
- Job: Abyss_Chaser
|
||||
Inherit:
|
||||
Novice: true
|
||||
|
||||
165
doc/achievements.md
Normal file
165
doc/achievements.md
Normal file
@@ -0,0 +1,165 @@
|
||||
# Achievement Database Structure
|
||||
|
||||
# Table of contents
|
||||
1. [Id](#id)
|
||||
2. [Group](#group)
|
||||
1. [Valid Groups](#valid-groups)
|
||||
4. [Name](#name)
|
||||
5. [Targets](#targets)
|
||||
6. [Condition](#condition)
|
||||
7. [Map](#map)
|
||||
8. [Dependents](#dependents)
|
||||
9. [Rewards](#rewards)
|
||||
10. [Score](#score)
|
||||
11. [Example](#example)
|
||||
|
||||
### Id <a name="id"></a>
|
||||
|
||||
Unique achievement ID.
|
||||
|
||||
### Group <a name="group"></a>
|
||||
|
||||
Achievement group type.
|
||||
Each achievement type calls a specific objective check.
|
||||
|
||||
#### Valid groups <a name="valid-groups"></a>
|
||||
|
||||
<ul>
|
||||
<li><code>None</code> - Can be used for custom achievements that are given through a script with no trigger events.</li>
|
||||
<li><code>Add_Friend</code> - Triggered when a player adds a friend.</li>
|
||||
<li><code>Adventure</code> - Does not trigger automatically. These are triggered by the achievementcomplete script command.</li>
|
||||
<li><code>Baby</code> - Triggered when a player becomes a baby job.</li>
|
||||
<li><code>Battle</code> - Triggered when a player kills a monster.</li>
|
||||
<li><code>Chatting</code> - Aegis uses this when talking to a NPC. These are triggered by the achievementupdate script command.</li>
|
||||
<li><code>Chatting_Count</code> - Triggered when a player has a chatroom open and others join.</li>
|
||||
<li><code>Chatting_Create</code> - Triggered when a player creates a chatroom.</li>
|
||||
<li><code>Chatting_Dying</code> - Triggered when a player creates a chatroom and dies with it open.</li>
|
||||
<li><code>Eat</code> - Unknown.</li>
|
||||
<li><code>Get_Item</code> - Triggered when a player gets an item that has a specific sell value.</li>
|
||||
<li><code>Get_Zeny</code> - Triggered when a player gets a specific amount of zeny at once.</li>
|
||||
<li><code>Goal_Achieve</code> - Triggered when a player's achievement rank levels up.</li>
|
||||
<li><code>Goal_Level</code> - Triggered when a player's base level or job level changes.</li>
|
||||
<li><code>Goal_Status</code> - Triggered when a player's base stats changes.</li>
|
||||
<li><code>Job_Change</code> - Triggered when a player's job changes.</li>
|
||||
<li><code>Marry</code> - Triggered when two players get married.</li>
|
||||
<li><code>Party</code> - Triggered when a player creates a party.</li>
|
||||
<li><code>Enchant_Fail</code> - Triggered when a player fails to refine an equipment.</li>
|
||||
<li><code>Enchant_Success</code> - Triggered when a player successfully refines an equipment.</li>
|
||||
<li><code>Spend_Zeny</code> - Triggered when a player spends any amount of zeny on vendors.</li>
|
||||
<li><code>Taming</code> - Triggered when a player tames a monster.</li>
|
||||
</ul>
|
||||
|
||||
### Name <a name="name"></a>
|
||||
|
||||
Achievement name. Used when sending rewards through RODEX.
|
||||
|
||||
### Targets <a name="targets"></a>
|
||||
|
||||
A list of monster names and count values that the achievement requires. The target count can also be used for
|
||||
achievements that keep a counter while not being related to monster kills. Capped at `MAX_ACHIEVEMENT_OBJECTIVES`. See
|
||||
examples below:
|
||||
|
||||
Player must kill 5 Scorpions and 10 Porings
|
||||
|
||||
```yml
|
||||
Targets:
|
||||
- Id: 0
|
||||
Mob: SCORPION
|
||||
Count: 5
|
||||
- Id: 1
|
||||
Mob: PORING
|
||||
Count: 10
|
||||
```
|
||||
|
||||
Player must have 100 or more of ARG0 value. Using the count target value is useful for achievements that are increased
|
||||
in increments and not checked for a total (UI_Type = 1). IE: In the achievement_list.lub file, UI_Type 0 is displayed as
|
||||
non-incremental while 1 shows a progress bar of completion for the achievement.
|
||||
|
||||
```yml
|
||||
Condition: " ARG0 >= 100 "
|
||||
Targets:
|
||||
- Id: 0 // Array index value
|
||||
Count: 100
|
||||
```
|
||||
|
||||
### Condition <a name="condition"></a>
|
||||
|
||||
A conditional statement that must be met for the achievement to be considered complete. Accepts script constants, player
|
||||
variables, and ARGX (where X is the argument vector value). The ARGX values are sent from the server to the achievement
|
||||
script engine on special events. See examples below:
|
||||
|
||||
This function will send 1 argument (ARG0) with a value of i + 1 when a friend is added.
|
||||
|
||||
```yml
|
||||
achievement_update_objective(f_sd, AG_ADD_FRIEND, 1, i + 1);
|
||||
```
|
||||
|
||||
This function will send 2 arguments (ARG0 and ARG1) with values of weapon level and refine level, respectively, when an
|
||||
equipment is successfully refined.
|
||||
|
||||
```yml
|
||||
achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, sd->inventory_data[i]->wlv, sd->inventory.u.items_inventory[i].refine);
|
||||
```
|
||||
|
||||
### Map <a name="map"></a>
|
||||
|
||||
A map name that is used for the Chatting group which increments the counter based on the player's map.
|
||||
> NOTICE: This option is currently disabled until the official behavior is confirmed.
|
||||
|
||||
### Dependents <a name="dependents"></a>
|
||||
|
||||
A list of achievement IDs that need to be completed before this achievement is considered complete. See examples below:
|
||||
|
||||
Player must complete achievements 10001 and 10002 first.
|
||||
|
||||
```yml
|
||||
Dependents:
|
||||
10001: true
|
||||
10002: true
|
||||
```
|
||||
|
||||
Used with the import, dependent achievements can be disabled. The player now only requires completion of achievement
|
||||
10001.
|
||||
|
||||
```
|
||||
Dependents:
|
||||
10002: false
|
||||
```
|
||||
|
||||
### Rewards <a name="rewards"></a>
|
||||
|
||||
A list of rewards that are given on completion. All fields are optional.
|
||||
|
||||
```yml
|
||||
Item: Item Name
|
||||
Amount:
|
||||
Amount of Item (Default: 1)
|
||||
Script: Bonus Script
|
||||
TitleId: Title ID
|
||||
```
|
||||
|
||||
### Score <a name="score"></a>
|
||||
|
||||
Achievement points that are given on completion.
|
||||
|
||||
### Example <a name="example"></a>
|
||||
|
||||
```yml
|
||||
- Id: 99
|
||||
Group: Baby
|
||||
Name: Example Achieve
|
||||
Targets:
|
||||
- Id: 0
|
||||
Mob: XM_CELINE_KIMI
|
||||
Count: 1
|
||||
Condition: " BaseLevel >= 99 "
|
||||
Map: prontera
|
||||
Dependents:
|
||||
- Id: 100
|
||||
Rewards:
|
||||
Item: Shabby_Purse
|
||||
Amount: 10
|
||||
Script: " specialeffect2 EF_BLESSING; sc_start SC_BLESSING,30000,10; "
|
||||
TitleId: 1000
|
||||
Score: 10
|
||||
```
|
||||
@@ -1,115 +0,0 @@
|
||||
//===== rAthena Documentation ================================
|
||||
//= Achievement Database Structure
|
||||
//===== By: ==================================================
|
||||
//= rAthena Dev Team
|
||||
//===== Last Updated: ========================================
|
||||
//= 20200220
|
||||
//===== Description: =========================================
|
||||
//= Explanation of the achievements_db.yml file and structure.
|
||||
//============================================================
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Id: Unique achievement ID.
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Group: Achievement group type. Each achievement type calls a specific objective check.
|
||||
Valid groups:
|
||||
None - Can be used for custom achievements that are given through a script with no trigger events.
|
||||
Add_Friend - Triggered when a player adds a friend.
|
||||
Adventure - Does not trigger automatically. These are triggered by the achievementcomplete script command.
|
||||
Baby - Triggered when a player becomes a baby job.
|
||||
Battle - Triggered when a player kills a monster.
|
||||
Chatting - Aegis uses this when talking to a NPC. These are triggered by the achievementupdate script command.
|
||||
Chatting_Count - Triggered when a player has a chatroom open and others join.
|
||||
Chatting_Create - Triggered when a player creates a chatroom.
|
||||
Chatting_Dying - Triggered when a player creates a chatroom and dies with it open.
|
||||
Eat - Unknown.
|
||||
Get_Item - Triggered when a player gets an item that has a specific sell value.
|
||||
Get_Zeny - Triggered when a player gets a specific amount of zeny at once.
|
||||
Goal_Achieve - Triggered when a player's achievement rank levels up.
|
||||
Goal_Level - Triggered when a player's base level or job level changes.
|
||||
Goal_Status - Triggered when a player's base stats changes.
|
||||
Job_Change - Triggered when a player's job changes.
|
||||
Marry - Triggered when two players get married.
|
||||
Party - Triggered when a player creates a party.
|
||||
Enchant_Fail - Triggered when a player fails to refine an equipment.
|
||||
Enchant_Success - Triggered when a player successfully refines an equipment.
|
||||
Spend_Zeny - Triggered when a player spends any amount of zeny on vendors.
|
||||
Taming - Triggered when a player tames a monster.
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Name: Achievement name. Used when sending rewards through RODEX.
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Targets: A list of monster names and count values that the achievement requires.
|
||||
The target count can also be used for achievements that keep a counter while not being related to monster kills.
|
||||
Capped at MAX_ACHIEVEMENT_OBJECTIVES.
|
||||
|
||||
Example:
|
||||
// Player must kill 5 Scorpions and 10 Poring.
|
||||
Targets:
|
||||
- Id: 0
|
||||
Mob: SCORPION
|
||||
Count: 5
|
||||
- Id: 1
|
||||
Mob: PORING
|
||||
Count: 10
|
||||
|
||||
Example 2:
|
||||
// Player must have 100 or more of ARG0 value. Using the count target value is useful for achievements that are increased in increments
|
||||
// and not checked for a total (UI_Type = 1).
|
||||
// IE: In the achievement_list.lub file, UI_Type 0 is displayed as non-incremental while 1 shows a progress bar of completion for the achievement.
|
||||
Condition: " ARG0 >= 100 "
|
||||
Targets:
|
||||
- Id: 0 // Array index value
|
||||
Count: 100
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Condition: A conditional statement that must be met for the achievement to be considered complete. Accepts script constants, player variables, and
|
||||
ARGX (where X is the argument vector value). The ARGX values are sent from the server to the achievement script engine on special events.
|
||||
Below are two examples of how the ARGX feature works.
|
||||
|
||||
Example:
|
||||
// This function will send 1 argument (ARG0) with a value of i + 1 when a friend is added.
|
||||
achievement_update_objective(f_sd, AG_ADD_FRIEND, 1, i + 1);
|
||||
|
||||
Example 2:
|
||||
// This function will send 2 arguments (ARG0 and ARG1) with values of weapon level and refine level, respectively, when an equipment is
|
||||
// successfully refined.
|
||||
achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, sd->inventory_data[i]->wlv, sd->inventory.u.items_inventory[i].refine);
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Map: A map name that is used for the Chatting group which increments the counter based on the player's map.
|
||||
NOTICE: This option is currently disabled until the official behavior is confirmed.
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Dependents: A list of achievement IDs that need to be completed before this achievement is considered complete.
|
||||
|
||||
Example:
|
||||
// Player must complete achievements 10001 and 10002 first.
|
||||
Dependents:
|
||||
10001: true
|
||||
10002: true
|
||||
|
||||
// Used with the import, dependent achievements can be disabled. The player now only requires completion of achievement 10001.
|
||||
Dependents:
|
||||
10002: false
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Rewards: A list of rewards that are given on completion. All fields are optional.
|
||||
Item: Item Name
|
||||
Amount: Amount of Item (Default: 1)
|
||||
Script: Bonus Script
|
||||
TitleId: Title ID
|
||||
|
||||
---------------------------------------
|
||||
|
||||
Score: Achievement points that are given on completion.
|
||||
978
doc/effect_list.md
Normal file
978
doc/effect_list.md
Normal file
@@ -0,0 +1,978 @@
|
||||
# List of client-side effects sorted by ID
|
||||
|
||||
The following is a compiled list of visual and sound effects which the client
|
||||
can produce when receiving a packet with id `0x1f3 (01f3 <ID>.l <type>.l)`.
|
||||
Each list entry contains a number and a short description of the effect.
|
||||
You can produce these effects ingame by doing `"@effect <number>"`.
|
||||
It's also possible to attach effects to item/npc scripts by using `specialeffect` or `specialeffect2`.
|
||||
|
||||
|Number|Constant|Description|
|
||||
|---|---|---|
|
||||
|0|EF_HIT1| Regular Hit|
|
||||
|1|EF_HIT2| Bash|
|
||||
|2|EF_HIT3| Melee Skill Hit|
|
||||
|3|EF_HIT4| Melee Skill Hit|
|
||||
|4|EF_HIT5| Melee Skill Hit|
|
||||
|5|EF_HIT6| Melee Skill Hit|
|
||||
|6|EF_ENTRY|Being Warped|
|
||||
|7|EF_EXIT| Item Heal effect|
|
||||
|8|EF_WARP| Yellow Ripple Effect|
|
||||
|9|EF_ENHANCE|Different Type of Heal|
|
||||
|10|EF_COIN| Mammonite|
|
||||
|11|EF_ENDURE|Endure|
|
||||
|12|EF_BEGINSPELL|Yellow cast aura|
|
||||
|13|EF_GLASSWALL|Blue Box|
|
||||
|14|EF_HEALSP|Blue restoring effect|
|
||||
|15|EF_SOULSTRIKE|Soul Strike|
|
||||
|16|EF_BASH| Hide|
|
||||
|17|EF_MAGNUMBREAK|Magnum Break|
|
||||
|18|EF_STEAL|Steal|
|
||||
|19|EF_HIDING|(Invalid)|
|
||||
|20|EF_PATTACK|Envenom/Poison|
|
||||
|21|EF_DETOXICATION|Detoxify|
|
||||
|22|EF_SIGHT|Sight|
|
||||
|23|EF_STONECURSE|Stone Curse|
|
||||
|24|EF_FIREBALL|Fire Ball|
|
||||
|25|EF_FIREWALL|Fire Wall|
|
||||
|26|EF_ICEARROW|A sound (a swipe?)|
|
||||
|27|EF_FROSTDIVER|Frost Diver (Traveling to Target)|
|
||||
|28|EF_FROSTDIVER2|Frost Diver (Hitting)|
|
||||
|29|EF_LIGHTBOLT|Lightning Bolt|
|
||||
|30|EF_THUNDERSTORM|Thunder Storm|
|
||||
|31|EF_FIREARROW|Weird bubbles launching from feet|
|
||||
|32|EF_NAPALMBEAT|Small clustered explosions|
|
||||
|33|EF_RUWACH|Ruwach|
|
||||
|34|EF_TELEPORTATION|Old Map Exit Animation (unused)|
|
||||
|35|EF_READYPORTAL|Old Warp Portal (unused)|
|
||||
|36|EF_PORTAL|Old Warp Portal (unused)|
|
||||
|37|EF_INCAGILITY|AGI Up|
|
||||
|38|EF_DECAGILITY|AGI Down|
|
||||
|39|EF_AQUA|Aqua Benedicta|
|
||||
|40|EF_SIGNUM|Signum Crucis|
|
||||
|41|EF_ANGELUS|Angelus|
|
||||
|42|EF_BLESSING|Blessing|
|
||||
|43|EF_INCAGIDEX|Dex + Agi Up|
|
||||
|44|EF_SMOKE|Little Fog Smoke.|
|
||||
|45|EF_FIREFLY|Faint Little Ball Things.|
|
||||
|46|EF_SANDWIND|Sand Wind|
|
||||
|47|EF_TORCH|Torch|
|
||||
|48|EF_SPRAYPOND|Small Piece of Glass|
|
||||
|49|EF_FIREHIT|Firebolt/Wall Hits|
|
||||
|50|EF_FIRESPLASHHIT|Spinning Fire Thing|
|
||||
|51|EF_COLDHIT|Ice Elemental Hit|
|
||||
|52|EF_WINDHIT|Wind Elemental Hit|
|
||||
|53|EF_POISONHIT|Puff of Purpulish Smoke?|
|
||||
|54|EF_BEGINSPELL2|Cast Initiation Aura (Water Element)|
|
||||
|55|EF_BEGINSPELL3|Cast Initiation Aura (Fire Element)|
|
||||
|56|EF_BEGINSPELL4|Cast Initiation Aura (Earth Element)|
|
||||
|57|EF_BEGINSPELL5|Cast Initiation Aura (Wind Element)|
|
||||
|58|EF_BEGINSPELL6|Cast Initiation Aura (Holy Element)|
|
||||
|59|EF_BEGINSPELL7|Cast Initiation Aura (Poison Element)|
|
||||
|60|EF_LOCKON|Cast target circle|
|
||||
|61|EF_WARPZONE|Old Warp Portal (NPC Warp, unused)|
|
||||
|62|EF_SIGHTRASHER|Sight Trasher|
|
||||
|63|EF_BARRIER|Moonlight Sphere|
|
||||
|64|EF_ARROWSHOT|Something Like Puruple/Yellow Light Bullet|
|
||||
|65|EF_INVENOM|Something Like Absorb of Power|
|
||||
|66|EF_CURE| Cure|
|
||||
|67|EF_PROVOKE|Provoke|
|
||||
|68|EF_MVP| MVP Banner|
|
||||
|69|EF_SKIDTRAP|Skid Trap|
|
||||
|70|EF_BRANDISHSPEAR|Brandish Spear|
|
||||
|71|EF_CONE|Spiral White balls|
|
||||
|72|EF_SPHERE|Bigger Spiral White balls|
|
||||
|73|EF_BOWLINGBASH|Blue/White Small Aura|
|
||||
|74|EF_ICEWALL|Ice Wall|
|
||||
|75|EF_GLORIA|Gloria|
|
||||
|76|EF_MAGNIFICAT|Magnificat|
|
||||
|77|EF_RESURRECTION|Resurrection|
|
||||
|78|EF_RECOVERY|Status Recovery|
|
||||
|79|EF_EARTHSPIKE|Earth Spike|
|
||||
|80|EF_SPEARBMR|Spear Boomerang|
|
||||
|81|EF_PIERCE|Skill hit|
|
||||
|82|EF_TURNUNDEAD|Turn Undead|
|
||||
|83|EF_SANCTUARY|Sanctuary|
|
||||
|84|EF_IMPOSITIO|Impositio Manus|
|
||||
|85|EF_LEXAETERNA|Lex Aeterna|
|
||||
|86|EF_ASPERSIO|Aspersio|
|
||||
|87|EF_LEXDIVINA|Lex Divina|
|
||||
|88|EF_SUFFRAGIUM|Suffragium|
|
||||
|89|EF_STORMGUST|Storm Gust|
|
||||
|90|EF_LORD| Lord of Vermilion|
|
||||
|91|EF_BENEDICTIO|B. S. Sacramenti|
|
||||
|92|EF_METEORSTORM|Meteor Storm|
|
||||
|93|EF_YUFITEL|Jupitel Thunder (Ball)|
|
||||
|94|EF_YUFITELHIT|Jupitel Thunder (Hit)|
|
||||
|95|EF_QUAGMIRE|Quagmire|
|
||||
|96|EF_FIREPILLAR|Fire Pillar|
|
||||
|97|EF_FIREPILLARBOMB| Fire Pillar/Land Mine hit|
|
||||
|98|EF_HASTEUP|Adrenaline Rush|
|
||||
|99|EF_FLASHER|Flasher Trap|
|
||||
|100|EF_REMOVETRAP|Yellow ball fountain|
|
||||
|101|EF_REPAIRWEAPON|Weapon Repair|
|
||||
|102|EF_CRASHEARTH|Hammerfall|
|
||||
|103|EF_PERFECTION|Weapon Perfection|
|
||||
|104|EF_MAXPOWER|Maximize Power|
|
||||
|105|EF_BLASTMINE|(nothing)|
|
||||
|106|EF_BLASTMINEBOMB|Blast Mine Trap|
|
||||
|107|EF_CLAYMORE|Claymore Trap|
|
||||
|108|EF_FREEZING|Freezing Trap|
|
||||
|109|EF_BUBBLE|Bailaban Blue bubble Map Effect|
|
||||
|110|EF_GASPUSH|Trap Used by Giearth|
|
||||
|111|EF_SPRINGTRAP|Spring Trap|
|
||||
|112|EF_KYRIE|Kyrie Eleison|
|
||||
|113|EF_MAGNUS|Magnus Exorcismus|
|
||||
|114|EF_BOTTOM|Old Magnus Exorcismus Map Unit (unused)|
|
||||
|115|EF_BLITZBEAT|Blitz Beat|
|
||||
|116|EF_WATERBALL|Fling Watersphere|
|
||||
|117|EF_WATERBALL2|Waterball|
|
||||
|118|EF_FIREIVY|Fling Firesphere|
|
||||
|119|EF_DETECTING|Detect|
|
||||
|120|EF_CLOAKING|Cloaking|
|
||||
|121|EF_SONICBLOW|Sonic Blow (Part 1/2)|
|
||||
|122|EF_SONICBLOWHIT|Multi hit effect|
|
||||
|123|EF_GRIMTOOTH|Grimtooth Cast|
|
||||
|124|EF_VENOMDUST|Venom Dust|
|
||||
|125|EF_ENCHANTPOISON|Enchant Poison|
|
||||
|126|EF_POISONREACT|Poison React|
|
||||
|127|EF_POISONREACT2|Small Posion React|
|
||||
|128|EF_OVERTHRUST|Over Thrust|
|
||||
|129|EF_SPLASHER|Venom Splasher Explosion|
|
||||
|130|EF_TWOHANDQUICKEN|Two-Hand Quicken|
|
||||
|131|EF_AUTOCOUNTER|Auto-Counter Hit|
|
||||
|132|EF_GRIMTOOTHATK|Grimtooth Hit|
|
||||
|133|EF_FREEZE|Ice Effect (Used by NPCs)|
|
||||
|134|EF_FREEZED|Ice Effect (Used by NPCs)|
|
||||
|135|EF_ICECRASH|Ice Effect (Used by NPCs)|
|
||||
|136|EF_SLOWPOISON|Slow Poison|
|
||||
|137|EF_BOTTOM2|Old Sanctuary Map Unit (unused)|
|
||||
|138|EF_FIREPILLARON|Fire pillar|
|
||||
|139|EF_SANDMAN|Sandman Trap|
|
||||
|140|EF_REVIVE|Ressurection Aura|
|
||||
|141|EF_PNEUMA|Pneuma|
|
||||
|142|EF_HEAVENSDRIVE|Heaven's Drive|
|
||||
|143|EF_SONICBLOW2|Sonic Blow (Part 2/2)|
|
||||
|144|EF_BRANDISH2|Brandish Spear Pre-Hit Effect|
|
||||
|145|EF_SHOCKWAVE|Shockwave Trap|
|
||||
|146|EF_SHOCKWAVEHIT|Shockwave Trap Hit|
|
||||
|147|EF_EARTHHIT|Pierce Hit|
|
||||
|148|EF_PIERCESELF|Pierce Cast Animation|
|
||||
|149|EF_BOWLINGSELF|Bowling Bash|
|
||||
|150|EF_SPEARSTABSELF|Pierce Cast Animation|
|
||||
|151|EF_SPEARBMRSELF|Spear Boomerang Cast|
|
||||
|152|EF_HOLYHIT|Turn Undead|
|
||||
|153|EF_CONCENTRATION|Increase Concentration|
|
||||
|154|EF_REFINEOK|Refine Success|
|
||||
|155|EF_REFINEFAIL|Refine Fail|
|
||||
|156|EF_JOBCHANGE|jobchange.str not found error|
|
||||
|157|EF_LVUP|levelup.str not found error|
|
||||
|158|EF_JOBLVUP|Job Level Up|
|
||||
|159|EF_TOPRANK|PvP circle|
|
||||
|160|EF_PARTY|PvP Party Circle|
|
||||
|161|EF_RAIN|(Nothing)|
|
||||
|162|EF_SNOW|Snow|
|
||||
|163|EF_SAKURA|White Sakura Leaves|
|
||||
|164|EF_STATUS_STATE|(Nothing)|
|
||||
|165|EF_BANJJAKII|Comodo Fireworks Ball|
|
||||
|166|EF_MAKEBLUR|Energy Coat (Visual Effect)|
|
||||
|167|EF_TAMINGSUCCESS|(Nothing)|
|
||||
|168|EF_TAMINGFAILED|(Nothing)|
|
||||
|169|EF_ENERGYCOAT|Energy Coat Animation|
|
||||
|170|EF_CARTREVOLUTION|Cart Revolution|
|
||||
|171|EF_VENOMDUST2|Venom Dust Map Unit|
|
||||
|172|EF_CHANGEDARK|Change Element (Dark)|
|
||||
|173|EF_CHANGEFIRE|Change Element (Fire)|
|
||||
|174|EF_CHANGECOLD|Change Element (Water)|
|
||||
|175|EF_CHANGEWIND|Change Element (Wind)|
|
||||
|176|EF_CHANGEFLAME|Change Element (Fire)|
|
||||
|177|EF_CHANGEEARTH|Change Element (Earth)|
|
||||
|178|EF_CHAINGEHOLY|Change Element (Holy)|
|
||||
|179|EF_CHANGEPOISON|Change Element (Poison)|
|
||||
|180|EF_HITDARK|Darkness Attack|
|
||||
|181|EF_MENTALBREAK|Mental Breaker|
|
||||
|182|EF_MAGICALATTHIT|Magical Hit|
|
||||
|183|EF_SUI_EXPLOSION|Self Destruction|
|
||||
|184|EF_DARKATTACK|(Nothing)|
|
||||
|185|EF_SUICIDE|(Nothing)|
|
||||
|186|EF_COMBOATTACK1|Combo Attack 1|
|
||||
|187|EF_COMBOATTACK2|Combo Attack 2|
|
||||
|188|EF_COMBOATTACK3|Combo Attack 3|
|
||||
|189|EF_COMBOATTACK4|Combo Attack 4|
|
||||
|190|EF_COMBOATTACK5|Combo Attack 5|
|
||||
|191|EF_GUIDEDATTACK|Guided Attack|
|
||||
|192|EF_POISONATTACK|Poison Attack|
|
||||
|193|EF_SILENCEATTACK|Silence Attack|
|
||||
|194|EF_STUNATTACK|Stun Attack|
|
||||
|195|EF_PETRIFYATTACK|Petrify Attack|
|
||||
|196|EF_CURSEATTACK|Curse Attack|
|
||||
|197|EF_SLEEPATTACK|Sleep Attack|
|
||||
|198|EF_TELEKHIT|(Nothing)|
|
||||
|199|EF_PONG| Small Popping Bubble Map Effect|
|
||||
|200|EF_LEVEL99|Normal level 99 Aura (Middle)|
|
||||
|201|EF_LEVEL99_2|Normal level 99 Aura (Bottom)|
|
||||
|202|EF_LEVEL99_3|Lv 99 Aura Bubble|
|
||||
|203|EF_GUMGANG|Fury (Visual Effect)|
|
||||
|204|EF_POTION1|Red Herb/Potion|
|
||||
|205|EF_POTION2|Orange Potion|
|
||||
|206|EF_POTION3|Yellow Herb/Potion|
|
||||
|207|EF_POTION4|White Herb/Potion|
|
||||
|208|EF_POTION5|Blue Herb/Potion|
|
||||
|209|EF_POTION6|Green Herb/Potion|
|
||||
|210|EF_POTION7|Yellow Circle Healing Effect|
|
||||
|211|EF_POTION8|Blue Circle Healing Effect|
|
||||
|212|EF_DARKBREATH|Dark Breath|
|
||||
|213|EF_DEFFENDER|Defender|
|
||||
|214|EF_KEEPING|Keeping|
|
||||
|215|EF_SUMMONSLAVE|Summon Slave|
|
||||
|216|EF_BLOODDRAIN|Blood Drain|
|
||||
|217|EF_ENERGYDRAIN|Energy Drain|
|
||||
|218|EF_POTION_CON|Concentration Potion|
|
||||
|219|EF_POTION_|Awakening Potion|
|
||||
|220|EF_POTION_BERSERK|Berserk Potion|
|
||||
|221|EF_POTIONPILLAR|Intense light beam|
|
||||
|222|EF_DEFENDER|Defender (Crusader)|
|
||||
|223|EF_GANBANTEIN|Holy Cast Aura|
|
||||
|224|EF_WIND| Wind (Map effect)|
|
||||
|225|EF_VOLCANO|Volcano casting effect|
|
||||
|226|EF_GRANDCROSS|Grand Cross Effect|
|
||||
|227|EF_INTIMIDATE|Snatch|
|
||||
|228|EF_CHOOKGI|(Nothing)|
|
||||
|229|EF_CLOUD|(Nothing)|
|
||||
|230|EF_CLOUD2|(Nothing)|
|
||||
|231|EF_MAPPILLAR|Map Light Pillar Animation 1|
|
||||
|232|EF_LINELINK|Sacrifice (Visual Effect)|
|
||||
|233|EF_CLOUD3|Fog|
|
||||
|234|EF_SPELLBREAKER|Spell Breaker|
|
||||
|235|EF_DISPELL|Dispell|
|
||||
|236|EF_DELUGE|Deluge Cast Aura|
|
||||
|237|EF_VIOLENTGALE|Violent Gale Cast Aura|
|
||||
|238|EF_LANDPROTECTOR|Magnetic Earth Cast Aura|
|
||||
|239|EF_BOTTOM_VO|Volcano (Visual Effect)|
|
||||
|240|EF_BOTTOM_DE|Deluge (Visual Effect)|
|
||||
|241|EF_BOTTOM_VI|Violent Gale (Visual Effect)|
|
||||
|242|EF_BOTTOM_LA|Magnetic Earth (Visual Effect)|
|
||||
|243|EF_FASTMOVE|(Invalid)|
|
||||
|244|EF_MAGICROD|Magic Rod|
|
||||
|245|EF_HOLYCROSS|Holy Cross|
|
||||
|246|EF_SHIELDCHARGE|Shield Charge|
|
||||
|247|EF_MAPPILLAR2|Map Light Pillar Animation 2|
|
||||
|248|EF_PROVIDENCE|Resistant Souls|
|
||||
|249|EF_SHIELDBOOMERANG|Shield Boomerang|
|
||||
|250|EF_SPEARQUICKEN|Spear Quicken|
|
||||
|251|EF_DEVOTION|Devotion|
|
||||
|252|EF_REFLECTSHIELD|Reflect Shield|
|
||||
|253|EF_ABSORBSPIRITS|Absorb Spirit Spheres|
|
||||
|254|EF_STEELBODY|Mental Strength (Visual Effect)|
|
||||
|255|EF_FLAMELAUNCHER|Elemental Endow (Fire)|
|
||||
|256|EF_FROSTWEAPON|Elemental Endow (Water)|
|
||||
|257|EF_LIGHTNINGLOADER|Elemental Endow (Wind)|
|
||||
|258|EF_SEISMICWEAPON|Elemental Endow (Earth)|
|
||||
|259|EF_MAPPILLAR3|Map Light Pillar Animation 3|
|
||||
|260|EF_MAPPILLAR4|Map Light Pillar Animation 4|
|
||||
|261|EF_GUMGANG2|Fury Cast Animation|
|
||||
|262|EF_TEIHIT1|Raging Quadruple Blow|
|
||||
|263|EF_GUMGANG3|Raging Quadruple Blow 2|
|
||||
|264|EF_TEIHIT2|(Nothing)|
|
||||
|265|EF_TANJI|Throw Spirit Sphere|
|
||||
|266|EF_TEIHIT1X|Raging Quadruple Blow 3|
|
||||
|267|EF_CHIMTO|Occult Impaction|
|
||||
|268|EF_STEALCOIN|Steal Coin|
|
||||
|269|EF_STRIPWEAPON|Divest Weapon|
|
||||
|270|EF_STRIPSHIELD|Divest Shield|
|
||||
|271|EF_STRIPARMOR|Divest Armor|
|
||||
|272|EF_STRIPHELM|Divest Helm|
|
||||
|273|EF_CHAINCOMBO|Raging Quadruple Blow 4|
|
||||
|274|EF_RG_COIN|Steal Coin Animation|
|
||||
|275|EF_BACKSTAP|Back Stab Animation|
|
||||
|276|EF_TEIHIT3|Raging Thrust|
|
||||
|277|EF_BOTTOM_DISSONANCE|Dissoance Map Unit|
|
||||
|278|EF_BOTTOM_LULLABY|Lullaby Map Unit|
|
||||
|279|EF_BOTTOM_RICHMANKIM|Mr Kim a Rich Man Map Unit|
|
||||
|280|EF_BOTTOM_ETERNALCHAOS|Eternal Chaos Map Unit|
|
||||
|281|EF_BOTTOM_DRUMBATTLEFIELD|A Drum on the Battlefield Map Unit|
|
||||
|282|EF_BOTTOM_RINGNIBELUNGEN|The Ring Of Nibelungen Map Unit|
|
||||
|283|EF_BOTTOM_ROKISWEIL|Loki's Veil Map Unit|
|
||||
|284|EF_BOTTOM_INTOABYSS|Into the Abyss Map Unit|
|
||||
|285|EF_BOTTOM_SIEGFRIED|Invunerable Siegfriend Map Unit|
|
||||
|286|EF_BOTTOM_WHISTLE|A Wistle Map Unit|
|
||||
|287|EF_BOTTOM_ASSASSINCROSS|Assassin Cross of Sunset Map Unit|
|
||||
|288|EF_BOTTOM_POEMBRAGI|A Poem of Bragi Map Unit|
|
||||
|289|EF_BOTTOM_APPLEIDUN|The Apple Of Idun Map Unit|
|
||||
|290|EF_BOTTOM_UGLYDANCE|Ugly Dance Map Unit|
|
||||
|291|EF_BOTTOM_HUMMING|Humming Map Unit|
|
||||
|292|EF_BOTTOM_DONTFORGETME|Please don't Forget Me Map Unit|
|
||||
|293|EF_BOTTOM_FORTUNEKISS|Fortune's Kiss Map Unit|
|
||||
|294|EF_BOTTOM_SERVICEFORYOU|Service For You Map Unit|
|
||||
|295|EF_TALK_FROSTJOKE|Frost Joke|
|
||||
|296|EF_TALK_SCREAM|Scream|
|
||||
|297|EF_POKJUK|Fire Works (Visual Effect)|
|
||||
|298|EF_THROWITEM|Acid Terror Animnation|
|
||||
|299|EF_THROWITEM2|(Nothing)|
|
||||
|300|EF_CHEMICALPROTECTION|Chemical Protection|
|
||||
|301|EF_POKJUK_SOUND|Fire Works (Sound Effect)|
|
||||
|302|EF_DEMONSTRATION|Bomb|
|
||||
|303|EF_CHEMICAL2|(Unused)|
|
||||
|304|EF_TELEPORTATION2|Teleportation Animation|
|
||||
|305|EF_PHARMACY_OK|Pharmacy Success|
|
||||
|306|EF_PHARMACY_FAIL|Pharmacy Failed|
|
||||
|307|EF_FORESTLIGHT|Forest Light 1|
|
||||
|308|EF_THROWITEM3|Throw Stone|
|
||||
|309|EF_FIRSTAID|First Aid|
|
||||
|310|EF_SPRINKLESAND|Sprinkle Sand|
|
||||
|311|EF_LOUD| Crazy Uproar|
|
||||
|312|EF_HEAL| Heal Effect|
|
||||
|313|EF_HEAL2|Heal Effect 2|
|
||||
|314|EF_EXIT2|Old Map Exit effect (Unused)|
|
||||
|315|EF_GLASSWALL2|Safety Wall|
|
||||
|316|EF_READYPORTAL2|Warp Portal Animation 1|
|
||||
|317|EF_PORTAL2|Warp Portal Animation 2|
|
||||
|318|EF_BOTTOM_MAG|Magnus Exorcisimus Map Unit|
|
||||
|319|EF_BOTTOM_SANC|Sanctuary Map Unit|
|
||||
|320|EF_HEAL3|Offensive Heal|
|
||||
|321|EF_WARPZONE2|Warp NPC|
|
||||
|322|EF_FORESTLIGHT2|Forest Light 2|
|
||||
|323|EF_FORESTLIGHT3|Forest Light 3|
|
||||
|324|EF_FORESTLIGHT4|Forest Light 4|
|
||||
|325|EF_HEAL4|Heal Effect 4|
|
||||
|326|EF_FOOT| Chase Walk Left Foot|
|
||||
|327|EF_FOOT2|Chse Walk Right Foot|
|
||||
|328|EF_BEGINASURA|Monk Asura Strike|
|
||||
|329|EF_TRIPLEATTACK|Triple Strike|
|
||||
|330|EF_HITLINE|Combo Finish|
|
||||
|331|EF_HPTIME|Natural HP Regeneration|
|
||||
|332|EF_SPTIME|Natural SP Regeneration|
|
||||
|333|EF_MAPLE|Autumn Leaves|
|
||||
|334|EF_BLIND|Blind|
|
||||
|335|EF_POISON|Poison|
|
||||
|336|EF_GUARD|Kyrie Eleison/Parrying Shield|
|
||||
|337|EF_JOBLVUP50|Class Change|
|
||||
|338|EF_ANGEL2|Super Novice/Taekwon Level Up Angel|
|
||||
|339|EF_MAGNUM2|Spiral Pierce|
|
||||
|340|EF_CALLZONE|(Nothing)|
|
||||
|341|EF_PORTAL3|Wedding Warp Portal|
|
||||
|342|EF_COUPLECASTING|Wedding Skill|
|
||||
|343|EF_HEARTCASTING|Another Merry Skill|
|
||||
|344|EF_ENTRY2|Character map entry effect|
|
||||
|345|EF_SAINTWING|Wings (Animated)|
|
||||
|346|EF_SPHEREWIND|Like Moonlight But Blue|
|
||||
|347|EF_COLORPAPER|Wedding Ceremony|
|
||||
|348|EF_LIGHTSPHERE|Like 1000 Blade trepassing|
|
||||
|349|EF_WATERFALL|Waterfall (Horizonatal)|
|
||||
|350|EF_WATERFALL_90|Waterfall (Vertical)|
|
||||
|351|EF_WATERFALL_SMALL|Small Waterfall (Horizonatal)|
|
||||
|352|EF_WATERFALL_SMALL_90|Small Waterfall (Vertical)|
|
||||
|353|EF_WATERFALL_T2|Dark Waterfall (Horizonatal)|
|
||||
|354|EF_WATERFALL_T2_90|Dark Waterfall (Vertical)|
|
||||
|355|EF_WATERFALL_SMALL_T2|Dark Small Waterfall (Horizonatal)|
|
||||
|356|EF_WATERFALL_SMALL_T2_90|Dark Small Waterfall (Vertical)|
|
||||
|357|EF_MINI_TETRIS|(Nothing)|
|
||||
|358|EF_GHOST|Niflheim Ghost|
|
||||
|359|EF_BAT| Niflheim Bat Slow|
|
||||
|360|EF_BAT2| Niflheim Bat Fast|
|
||||
|361|EF_SOULBREAKER|Soul Destroyer|
|
||||
|362|EF_LEVEL99_4|Trancendant Level 99 Aura 1|
|
||||
|363|EF_VALLENTINE|Valentine Day Heart With Wings|
|
||||
|364|EF_VALLENTINE2|Valentine Day Heart|
|
||||
|365|EF_PRESSURE|Gloria Domini|
|
||||
|366|EF_BASH3D|Martyr's Reckoning|
|
||||
|367|EF_AURABLADE|Aura Blade|
|
||||
|368|EF_REDBODY|Berserk|
|
||||
|369|EF_LKCONCENTRATION|Concentration|
|
||||
|370|EF_BOTTOM_GOSPEL|Gospel Map Unit|
|
||||
|371|EF_ANGEL|Level Up|
|
||||
|372|EF_DEVIL|Death|
|
||||
|373|EF_DRAGONSMOKE|House Smoke|
|
||||
|374|EF_BOTTOM_BASILICA|Basilica|
|
||||
|375|EF_ASSUMPTIO|Assumptio (Visual Effect)|
|
||||
|376|EF_HITLINE2|Palm Strike|
|
||||
|377|EF_BASH3D2|Matyr's Reckoning 2|
|
||||
|378|EF_ENERGYDRAIN2|Soul Drain (1st Part)|
|
||||
|379|EF_TRANSBLUEBODY|Soul Drain (2nd Part)|
|
||||
|380|EF_MAGICCRASHER|Magic Crasher|
|
||||
|381|EF_LIGHTSPHERE2|Blue Starburst (Unknown use)|
|
||||
|382|EF_LIGHTBLADE|(Nothing)|
|
||||
|383|EF_ENERGYDRAIN3|Health Conversion|
|
||||
|384|EF_LINELINK2|Soul Change (Sound Effect)|
|
||||
|385|EF_LINKLIGHT|Soul Change (Visual Effect)|
|
||||
|386|EF_TRUESIGHT|True Sight|
|
||||
|387|EF_FALCONASSAULT|Falcon Assault|
|
||||
|388|EF_TRIPLEATTACK2|Focused Arrow Strike (Sound Effect)|
|
||||
|389|EF_PORTAL4|Wind Walk|
|
||||
|390|EF_MELTDOWN|Shattering Strike|
|
||||
|391|EF_CARTBOOST|Cart Boost|
|
||||
|392|EF_REJECTSWORD|Reject Sword|
|
||||
|393|EF_TRIPLEATTACK3|Arrow Vulcan|
|
||||
|394|EF_SPHEREWIND2|Sheltering Bliss|
|
||||
|395|EF_LINELINK3|Marionette Control (Sound Effect)|
|
||||
|396|EF_PINKBODY|Marionette Control (Visual Effect)|
|
||||
|397|EF_LEVEL99_5|Trancended 99 Aura (Middle)|
|
||||
|398|EF_LEVEL99_6|Trancended 99 Aura (Bottom)|
|
||||
|399|EF_BASH3D3|Head Crush|
|
||||
|400|EF_BASH3D4|Joint Beat|
|
||||
|401|EF_NAPALMVALCAN|Napalm Vulcan Sound|
|
||||
|402|EF_PORTAL5|Dangerous Soul Collect|
|
||||
|403|EF_MAGICCRASHER2|Mind Breaker|
|
||||
|404|EF_BOTTOM_SPIDER|Fiber Lock|
|
||||
|405|EF_BOTTOM_FOGWALL|Wall Of Fog|
|
||||
|406|EF_SOULBURN|Soul Burn|
|
||||
|407|EF_SOULCHANGE|Soul Change|
|
||||
|408|EF_BABY| Mom, Dad, I love you! (Baby Skill)|
|
||||
|409|EF_SOULBREAKER2|Meteor Assault|
|
||||
|410|EF_RAINBOW|Rainbow|
|
||||
|411|EF_PEONG|Leap|
|
||||
|412|EF_TANJI2|Like Throw Spirit Sphere|
|
||||
|413|EF_PRESSEDBODY|Axe Kick|
|
||||
|414|EF_SPINEDBODY|Round Kick|
|
||||
|415|EF_KICKEDBODY|Counter Kick|
|
||||
|416|EF_AIRTEXTURE|(Nothing)|
|
||||
|417|EF_HITBODY|Flash|
|
||||
|418|EF_DOUBLEGUMGANG|Warmth Lightning|
|
||||
|419|EF_REFLECTBODY|Kaite (Visual Effect)|
|
||||
|420|EF_BABYBODY|Eswoo (Small) (Visual Effect)|
|
||||
|421|EF_BABYBODY2|Eswoo (Alt. Small) (Visual Effect)|
|
||||
|422|EF_GIANTBODY|Eswoo (Normal) (Visual Effect)|
|
||||
|423|EF_GIANTBODY2|Eswoo (Alt. Normal) (Visual Effect)|
|
||||
|424|EF_ASURABODY|Spirit Link (Visual Effect)|
|
||||
|425|EF_4WAYBODY|Esma Hit (Visual Effect)|
|
||||
|426|EF_QUAKEBODY|Sprint Collision (Visual Effect)|
|
||||
|427|EF_ASURABODY_MONSTER|(Nothing)|
|
||||
|428|EF_HITLINE3|(Nothing)|
|
||||
|429|EF_HITLINE4|Taekwon Kick Hit 1|
|
||||
|430|EF_HITLINE5|Taekwon Kick Hit 2|
|
||||
|431|EF_HITLINE6|Taekwon Kick Hit 3|
|
||||
|432|EF_ELECTRIC|Solar, Lunar and Stellar Perception (Visual Effect)|
|
||||
|433|EF_ELECTRIC2|Solar, Lunar and Stellar Opposition (Visual Effect)|
|
||||
|434|EF_STORMKICK|Taekwon Kick Hit 4|
|
||||
|435|EF_HITLINE7|Whirlwind Kick|
|
||||
|436|EF_STORMKICK|White Barrier (Unused)|
|
||||
|437|EF_HALFSPHERE|White barrier 2 (Unused)|
|
||||
|438|EF_ATTACKENERGY|Kaite Reflect Animation|
|
||||
|439|EF_ATTACKENERGY2|Flying Side Kick|
|
||||
|440|EF_ASSUMPTIO2|Assumptio (Animation)|
|
||||
|441|EF_BLUECASTING|Comfort Skills Cast Aura|
|
||||
|442|EF_RUN|Foot Prints caused by Sprint.|
|
||||
|443|EF_STOPRUN|(Nothing)|
|
||||
|444|EF_STOPEFFECT|Sprint Stop Animation|
|
||||
|445|EF_JUMPBODY|High Jump (Jump)|
|
||||
|446|EF_LANDBODY|High Jump (Return Down)|
|
||||
|447|EF_FOOT3|Running Left Foot|
|
||||
|448|EF_FOOT4|Running Right Foot|
|
||||
|449|EF_TAE_READY|KA-Spell (1st Part)|
|
||||
|450|EF_GRANDCROSS2|Darkcross|
|
||||
|451|EF_SOULSTRIKE2|Dark Strike|
|
||||
|452|EF_YUFITEL2|Something Like Jupitel Thunder|
|
||||
|453|EF_NPC_STOP|Paralized|
|
||||
|454|EF_DARKCASTING|Like Blind|
|
||||
|455|EF_GUMGANGNPC|Another Warmth Lightning|
|
||||
|456|EF_AGIUP|Power Up|
|
||||
|457|EF_JUMPKICK|Flying Side Kick (2nd Part)|
|
||||
|458|EF_QUAKEBODY2|Running/Sprint (running into a wall)|
|
||||
|459|EF_STORMKICK1|Brown tornado that spins sprite (unused)|
|
||||
|460|EF_STORMKICK2|Green tornado (unused)|
|
||||
|461|EF_STORMKICK3|Blue tornado (unused)|
|
||||
|462|EF_STORMKICK4|Kaupe Dodge Effect|
|
||||
|463|EF_STORMKICK5|Kaupe Dodge Effect|
|
||||
|464|EF_STORMKICK6|White tornado (unused)|
|
||||
|465|EF_STORMKICK7|Purple tornado (unused)|
|
||||
|466|EF_SPINEDBODY2|Another Round Kick|
|
||||
|467|EF_BEGINASURA1|Warm/Mild Wind (Earth)|
|
||||
|468|EF_BEGINASURA2|Warm/Mild Wind (Wind)|
|
||||
|469|EF_BEGINASURA3|Warm/Mild Wind (Water)|
|
||||
|470|EF_BEGINASURA4|Warm/Mild Wind (Fire)|
|
||||
|471|EF_BEGINASURA5|Warm/Mild Wind (Undead)|
|
||||
|472|EF_BEGINASURA6|Warm/Mild Wind (Shadow)|
|
||||
|473|EF_BEGINASURA7|Warm/Mild Wind (Holy)|
|
||||
|474|EF_AURABLADE2|(Nothing)|
|
||||
|475|EF_DEVIL1|Demon of The Sun Moon And Stars (Level 1)|
|
||||
|476|EF_DEVIL2|Demon of The Sun Moon And Stars (Level 2)|
|
||||
|477|EF_DEVIL3|Demon of The Sun Moon And Stars (Level 3)|
|
||||
|478|EF_DEVIL4|Demon of The Sun Moon And Stars (Level 4)|
|
||||
|479|EF_DEVIL5|Demon of The Sun Moon And Stars (Level 5)|
|
||||
|480|EF_DEVIL6|Demon of The Sun Moon And Stars (Level 6)|
|
||||
|481|EF_DEVIL7|Demon of The Sun Moon And Stars (Level 7)|
|
||||
|482|EF_DEVIL8|Demon of The Sun Moon And Stars (Level 8)|
|
||||
|483|EF_DEVIL9|Demon of The Sun Moon And Stars (Level 9)|
|
||||
|484|EF_DEVIL10|Demon of The Sun Moon And Stars (Level 10)|
|
||||
|485|EF_DOUBLEGUMGANG2|Mental Strength Lightning but White|
|
||||
|486|EF_DOUBLEGUMGANG3|Mental Strength Lightning|
|
||||
|487|EF_BLACKDEVIL|Demon of The Sun Moon And Stars Ground Effect|
|
||||
|488|EF_FLOWERCAST|Comfort Skills|
|
||||
|489|EF_FLOWERCAST2|(Nothing)|
|
||||
|490|EF_FLOWERCAST3|(Nothing)|
|
||||
|491|EF_MOCHI|Element Potions|
|
||||
|492|EF_LAMADAN|Cooking Foods|
|
||||
|493|EF_EDP| Enchant Deadly Poison|
|
||||
|494|EF_SHIELDBOOMERANG2|Throwing Tomahawk|
|
||||
|495|EF_RG_COIN2|Full Strip Sound|
|
||||
|496|EF_GUARD2|Preserve|
|
||||
|497|EF_SLIM| Twilight Alchemy 1|
|
||||
|498|EF_SLIM2|Twilight Alchemy 2|
|
||||
|499|EF_SLIM3|Twilight Alchemy 3|
|
||||
|500|EF_CHEMICALBODY|Player Become Blue with Blue Aura|
|
||||
|501|EF_CASTSPIN|Chase Walk Animation|
|
||||
|502|EF_PIERCEBODY|Player Become Yellow with Yellow Aura|
|
||||
|503|EF_SOULLINK|Soul Link Word|
|
||||
|504|EF_CHOOKGI2|(Nothing)|
|
||||
|505|EF_MEMORIZE|Memorize|
|
||||
|506|EF_SOULLIGHT|(Nothing)|
|
||||
|507|EF_MAPAE|Authoritative Badge|
|
||||
|508|EF_ITEMPOKJUK|Fire Cracker|
|
||||
|509|EF_05VAL|Valentine Day Hearth (Wings)|
|
||||
|510|EF_BEGINASURA11|Champion Asura Strike|
|
||||
|511|EF_NIGHT|(Nothing)|
|
||||
|512|EF_CHEMICAL2DASH|Chain Crush Combo|
|
||||
|513|EF_GROUNDSAMPLE|Area Cast|
|
||||
|514|EF_GI_EXPLOSION|Really Big Circle|
|
||||
|515|EF_CLOUD4|Einbroch Fog|
|
||||
|516|EF_CLOUD5|Airship Cloud|
|
||||
|517|EF_BOTTOM_HERMODE|(Nothing)|
|
||||
|518|EF_CARTTER|Cart Termination|
|
||||
|519|EF_ITEMFAST|Speed Down Potion|
|
||||
|520|EF_SHIELDBOOMERANG3|Shield Bumerang|
|
||||
|521|EF_DOUBLECASTBODY|Player Become Red with Red Aura|
|
||||
|522|EF_GRAVITATION|Gravitation Field|
|
||||
|523|EF_TAROTCARD1|Tarot Card of Fate (The Fool)|
|
||||
|524|EF_TAROTCARD2|Tarot Card of Fate (The Magician)|
|
||||
|525|EF_TAROTCARD3|Tarot Card of Fate (The High Priestess)|
|
||||
|526|EF_TAROTCARD4|Tarot Card of Fate (The Chariot)|
|
||||
|527|EF_TAROTCARD5|Tarot Card of Fate (Strength)|
|
||||
|528|EF_TAROTCARD6|Tarot Card of Fate (The Lovers)|
|
||||
|529|EF_TAROTCARD7|Tarot Card of Fate (The Wheel of Fortune)|
|
||||
|530|EF_TAROTCARD8|Tarot Card of Fate (The Hanged Man)|
|
||||
|531|EF_TAROTCARD9|Tarot Card of Fate (Death)|
|
||||
|532|EF_TAROTCARD10|Tarot Card of Fate (Temperance)|
|
||||
|533|EF_TAROTCARD11|Tarot Card of Fate (The Devil)|
|
||||
|534|EF_TAROTCARD12|Tarot Card of Fate (The Tower)|
|
||||
|535|EF_TAROTCARD13|Tarot Card of Fate (The Star)|
|
||||
|536|EF_TAROTCARD14|Tarot Card of Fate (The Sun)|
|
||||
|537|EF_ACIDDEMON|Acid Demonstration|
|
||||
|538|EF_GREENBODY|Player Become Green with Green Aura|
|
||||
|539|EF_THROWITEM4|Throw Random Bottle|
|
||||
|540|EF_BABYBODY_BACK|Instant Small->Normal|
|
||||
|541|EF_THROWITEM5|(Nothing)|
|
||||
|542|EF_BLUEBODY|KA-Spell (1st Part)|
|
||||
|543|EF_HATED|Kahii|
|
||||
|544|EF_REDLIGHTBODY|Warmth Red Sprite|
|
||||
|545|EF_RO2YEAR|Sound And... PUFF Client Crash :P|
|
||||
|546|EF_SMA_READY|Kaupe|
|
||||
|547|EF_STIN| Estin|
|
||||
|548|EF_RED_HIT|Instant Red Sprite|
|
||||
|549|EF_BLUE_HIT|Instant Blue Sprite|
|
||||
|550|EF_QUAKEBODY3|Another Effect like Running Hit|
|
||||
|551|EF_SMA |EFfect Like Estun but with Circle|
|
||||
|552|EF_SMA2| (Nothing)|
|
||||
|553|EF_STIN2|Esma|
|
||||
|554|EF_HITTEXTURE|Large White Cloud|
|
||||
|555|EF_STIN3|Estun|
|
||||
|556|EF_SMA3| (Nothing)|
|
||||
|557|EF_BLUEFALL|Juperos Energy Waterfall (Horizontal)|
|
||||
|558|EF_BLUEFALL_90|Juperos Energy Waterfall (Vertical)|
|
||||
|559|EF_FASTBLUEFALL|Juperos Energy Waterfall Fast (Horizontal)|
|
||||
|560|EF_FASTBLUEFALL_90|Juperos Energy Waterfall Fast (Vertical)|
|
||||
|561|EF_BIG_PORTAL|Juperos Warp|
|
||||
|562|EF_BIG_PORTAL2|Juperos Warp|
|
||||
|563|EF_SCREEN_QUAKE|Earthquake Effect (Juperos Elevator)|
|
||||
|564|EF_HOMUNCASTING|Wedding Cast|
|
||||
|565|EF_HFLIMOON1|Filir Moonlight Lvl 1|
|
||||
|566|EF_HFLIMOON2|Filir Moonlight Lvl 2|
|
||||
|567|EF_HFLIMOON3|Filir Moonlight Lvl 3|
|
||||
|568|EF_HO_UP|Another Job Level Up|
|
||||
|569|EF_HAMIDEFENCE|Amistr Bulwark|
|
||||
|570|EF_HAMICASTLE|Amistr Castling|
|
||||
|571|EF_HAMIBLOOD|Amistr Bloodlust|
|
||||
|572|EF_HATED2|Warmth Soul|
|
||||
|573|EF_TWILIGHT1|Twilight Alchemy 1|
|
||||
|574|EF_TWILIGHT2|Twilight Alchemy 2|
|
||||
|575|EF_TWILIGHT3|Twilight Alchemy 3|
|
||||
|576|EF_ITEM_THUNDER|Box Effect (Thunder)|
|
||||
|577|EF_ITEM_CLOUD|Box Effect (Cloud)|
|
||||
|578|EF_ITEM_CURSE|Box Effect (Curse)|
|
||||
|579|EF_ITEM_ZZZ|Box Effect (Sleep)|
|
||||
|580|EF_ITEM_RAIN|Box Effect (Rain)|
|
||||
|581|EF_ITEM_LIGHT|Box Effect (Sunlight)|
|
||||
|582|EF_ANGEL3|Another Super Novice/Taekwon Angel|
|
||||
|583|EF_M01| Warmth Hit|
|
||||
|584|EF_M02| Full Buster|
|
||||
|585|EF_M03| 5 Medium Size Explosion|
|
||||
|586|EF_M04| Somatology Lab Mobs Aura|
|
||||
|587|EF_M05| Big Purple Flame|
|
||||
|588|EF_M06| Little Red Flame|
|
||||
|589|EF_M07| Eswoo|
|
||||
|590|EF_KAIZEL|Running Stop|
|
||||
|591|EF_KAAHI|(Nothing)|
|
||||
|592|EF_CLOUD6|Thanatos Tower Bloody Clouds|
|
||||
|593|EF_FOOD01|Food Effect (STR)|
|
||||
|594|EF_FOOD02|Food Effect (INT)|
|
||||
|595|EF_FOOD03|Food Effect (VIT)|
|
||||
|596|EF_FOOD04|Food Effect (AGI)|
|
||||
|597|EF_FOOD05|Food Effect (DEX)|
|
||||
|598|EF_FOOD06|Food Effect (LUK)|
|
||||
|599|EF_SHRINK|Cast Time Sound and Flashing Animation on Player|
|
||||
|600|EF_THROWITEM6|Throw Venom Knife|
|
||||
|601|EF_SIGHT2|Sight Blaster|
|
||||
|602|EF_QUAKEBODY4|Close Confine (Grab Effect)|
|
||||
|603|EF_FIREHIT2|Spinning fire ball (like 50, but smaller)|
|
||||
|604|EF_NPC_STOP2|Close Confine (Ground Effect)|
|
||||
|605|EF_NPC_STOP2_DEL|(Nothing)|
|
||||
|606|EF_FVOICE|Pang Voice (Visual Effect)|
|
||||
|607|EF_WINK|Wink of Charm (Visual Effect)|
|
||||
|608|EF_COOKING_OK|Cooking Success|
|
||||
|609|EF_COOKING_FAIL|Cooking Failed|
|
||||
|610|EF_TEMP_OK|Success|
|
||||
|611|EF_TEMP_FAIL|Failed|
|
||||
|612|EF_HAPGYEOK|Korean Words and /no1 Emoticon|
|
||||
|613|EF_THROWITEM7|Throw Shuriken|
|
||||
|614|EF_THROWITEM8|Throw Kunai|
|
||||
|615|EF_THROWITEM9|Throw Fumma Shuriken|
|
||||
|616|EF_THROWITEM10|Throw Money|
|
||||
|617|EF_BUNSINJYUTSU|Illusionary Shadow|
|
||||
|618|EF_KOUENKA|Crimson Fire Bolossom|
|
||||
|619|EF_HYOUSENSOU|Lightning Spear Of Ice|
|
||||
|620|EF_BOTTOM_SUITON|Water Escape Technique|
|
||||
|621|EF_STIN4|Wind Blade|
|
||||
|622|EF_THUNDERSTORM2|Lightning Crash|
|
||||
|623|EF_CHEMICAL4|Piercing Shot|
|
||||
|624|EF_STIN5|Kamaitachi|
|
||||
|625|EF_MADNESS_BLUE|Madness Canceller|
|
||||
|626|EF_MADNESS_RED|Adjustment|
|
||||
|627|EF_RG_COIN3|Disarm (Sound Effect)|
|
||||
|628|EF_BASH3D5|Dust|
|
||||
|629|EF_CHOOKGI3|(Nothing)|
|
||||
|630|EF_KIRIKAGE|Shadow Slash|
|
||||
|631|EF_TATAMI|Reverse Tatami Map Unit|
|
||||
|632|EF_KASUMIKIRI|Mist Slash|
|
||||
|633|EF_ISSEN|Final Strike|
|
||||
|634|EF_KAEN| Crimson Fire Formation|
|
||||
|635|EF_BAKU| Dragon Fire Formation|
|
||||
|636|EF_HYOUSYOURAKU|Falling Ice Pillar|
|
||||
|637|EF_DESPERADO|Desperado|
|
||||
|638|EF_LIGHTNING_S|Ground Drift Grenade|
|
||||
|639|EF_BLIND_S|Ground Drift Grenade|
|
||||
|640|EF_POISON_S|Ground Drift Grenade|
|
||||
|641|EF_FREEZING_S|Ground Drift Grenade|
|
||||
|642|EF_FLARE_S|Ground Drift Grenade|
|
||||
|643|EF_RAPIDSHOWER|Rapid Shower|
|
||||
|644|EF_MAGICALBULLET|Magic Bullet|
|
||||
|645|EF_SPREADATTACK|Spread Attack|
|
||||
|646|EF_TRACKCASTING|Tracking (Shown While Casting)|
|
||||
|647|EF_TRACKING|Tracking|
|
||||
|648|EF_TRIPLEACTION|Triple Action|
|
||||
|649|EF_BULLSEYE|Bull's Eye|
|
||||
|650|EF_MAP_MAGICZONE|Ice Cave Level 4 Circle|
|
||||
|651|EF_MAP_MAGICZONE2|Ice Cave Level 4 Big Circle|
|
||||
|652|EF_DAMAGE1|Like Regeneration Number but Red with a Sound|
|
||||
|653|EF_DAMAGE1_2|Like Regeneration Number but Red|
|
||||
|654|EF_DAMAGE1_3|Like Regeneration Number but Purple|
|
||||
|655|EF_UNDEADBODY|Mobs Skill (Change Undead Element)|
|
||||
|656|EF_UNDEADBODY_DEL|Last animation before Change Undead Element finish|
|
||||
|657|EF_GREEN_NUMBER|(Nothing)|
|
||||
|658|EF_BLUE_NUMBER|(Nothing)|
|
||||
|659|EF_RED_NUMBER|(Nothing)|
|
||||
|660|EF_PURPLE_NUMBER|(Nothing)|
|
||||
|661|EF_BLACK_NUMBER|(Nothing)|
|
||||
|662|EF_WHITE_NUMBER|(Nothing)|
|
||||
|663|EF_YELLOW_NUMBER|(Nothing)|
|
||||
|664|EF_PINK_NUMBER|(Nothing)|
|
||||
|665|EF_BUBBLE_DROP|Little Blue Ball Falling From the Sky|
|
||||
|666|EF_NPC_EARTHQUAKE|Earthquake|
|
||||
|667|EF_DA_SPACE|(Nothing)|
|
||||
|668|EF_DRAGONFEAR|Dragonfear|
|
||||
|669|EF_BLEEDING|Wide Bleeding|
|
||||
|670|EF_WIDECONFUSE|Dragon fear (Visual Effect)|
|
||||
|671|EF_BOTTOM_RUNNER|The Japan Earth Symbol (like 'Seven Wind Lv1', but on the ground)|
|
||||
|672|EF_BOTTOM_TRANSFER|The Japan Wind Symbol (like 'Seven Wind Lv2', but on the ground)|
|
||||
|673|EF_CRYSTAL_BLUE|Map turns Blue (like Soul Link)|
|
||||
|674|EF_BOTTOM_EVILLAND|Evil Land Cell|
|
||||
|675|EF_GUARD3|Like Parrying/Kyrie Eleison barrier but Yellow with small Cross in every barrier piece|
|
||||
|676|EF_NPC_SLOWCAST|Slow Casting|
|
||||
|677|EF_CRITICALWOUND|Critical Wounds/Bleeding Attack|
|
||||
|678|EF_GREEN99_3|White 99 Aura Bubbles|
|
||||
|679|EF_GREEN99_5|Green Aura (Middle)|
|
||||
|680|EF_GREEN99_6|Green Aura (Bottom)|
|
||||
|681|EF_MAPSPHERE|Dimensional Gorge Map Effect|
|
||||
|682|EF_POK_LOVE|I Love You Banner|
|
||||
|683|EF_POK_WHITE|Happy White Day Banner|
|
||||
|684|EF_POK_VALEN|Happy Valentine Day Banner|
|
||||
|685|EF_POK_BIRTH|Happy Birthday Banner|
|
||||
|686|EF_POK_CHRISTMAS|Merry Christmas Banner|
|
||||
|687|EF_MAP_MAGICZONE3|Cast Circle-Like effect 1|
|
||||
|688|EF_MAP_MAGICZONE4|Cast Circle-Like effect 2|
|
||||
|689|EF_DUST|Endless Tower Map Effect|
|
||||
|690|EF_TORCH_RED|Burning Flame (Red)|
|
||||
|691|EF_TORCH_GREEN|Burning Flame (Green)|
|
||||
|692|EF_MAP_GHOST|Unknown Aura Bubbles (Small ghosts)|
|
||||
|693|EF_GLOW1|Translucent yellow circle|
|
||||
|694|EF_GLOW2|Translucent green circle|
|
||||
|695|EF_GLOW4|Rotating green light|
|
||||
|696|EF_TORCH_PURPLE|The same of 690 and 691 but Blue/Purple|
|
||||
|697|EF_CLOUD7|(Nothing)|
|
||||
|698|EF_CLOUD8|(Nothing)|
|
||||
|699|EF_FLOWERLEAF|Fall of powder from the sky and raise of some leaf|
|
||||
|700|EF_MAPSPHERE2|Big Colored Green Sphere.|
|
||||
|701|EF_GLOW11|Huge Blue Sphere|
|
||||
|702|EF_GLOW12|Little Colored Violet Sphere|
|
||||
|703|EF_CIRCLELIGHT|Light Infiltration with fall of pownder|
|
||||
|704|EF_ITEM315|Client Error (mobile_ef02.str)|
|
||||
|705|EF_ITEM316|Client Error (mobile_ef01.str)|
|
||||
|706|EF_ITEM317|Client Error (mobile_ef03.str)|
|
||||
|707|EF_ITEM318|Client Crash :P|
|
||||
|708|EF_STORM_MIN|Storm Gust (same as 89)|
|
||||
|709|EF_POK_JAP|A Firework that split in 4 mini fireworks|
|
||||
|710|EF_MAP_GREENLIGHT|A Sphere like Effect 701 but Green, and a bit more larger|
|
||||
|711|EF_MAP_MAGICWALL|A big violet wall|
|
||||
|712|EF_MAP_GREENLIGHT2|A Little Flame Sphere|
|
||||
|713|EF_YELLOWFLY1|A lot of Very Small and Yellow Sphere|
|
||||
|714|EF_YELLOWFLY2|(Nothing)|
|
||||
|715|EF_BOTTOM_BLUE|Little blue Basilica|
|
||||
|716|EF_BOTTOM_BLUE2|Same as 715|
|
||||
|717|EF_WEWISH|Christmas Carol (copy of Angelus)|
|
||||
|718|EF_FIREPILLARON2|Judex (Visual Effect)|
|
||||
|719|EF_FORESTLIGHT5|Renovatio (light beam)|
|
||||
|720|EF_SOULBREAKER3|Yellow version of Soul Breaker|
|
||||
|721|EF_ADO_STR|Adoramus (lightning bolt)|
|
||||
|722|EF_IGN_STR|Ignition Break (big explosion)|
|
||||
|723|EF_CHIMTO2|Hundred Spear (sound effect)|
|
||||
|724|EF_WINDCUTTER|Green version of Detecting|
|
||||
|725|EF_DETECT2|Oratorio (like Detecting)|
|
||||
|726|EF_FROSTMYSTY|Frost Misty (blue vapor and bubbles)|
|
||||
|727|EF_CRIMSON_STR|Crimson Rock|
|
||||
|728|EF_HELL_STR|Small fire (part of Hell Inferno)|
|
||||
|729|EF_SPR_MASH|Marsh of Abyss (like Close Confine)|
|
||||
|730|EF_SPR_SOULE|Small, cartoony explosion (part of Soul Expansion)|
|
||||
|731|EF_DHOWL_STR|Dragon Howling (blinking, expanding circle)|
|
||||
|732|EF_EARTHWALL|Spike from the ground|
|
||||
|733|EF_SOULBREAKER4|Fluffy Ball flying by|
|
||||
|734|EF_CHAINL_STR|Chain Lightning|
|
||||
|735|EF_CHOOKGI_FIRE|(Nothing)|
|
||||
|736|EF_CHOOKGI_WIND|(Nothing)|
|
||||
|737|EF_CHOOKGI_WATER|(Nothing)|
|
||||
|738|EF_CHOOKGI_GROUND|(Nothing)|
|
||||
|739|EF_MAGENTA_TRAP|Old Magenta Trap|
|
||||
|740|EF_COBALT_TRAP|Old Cobald Trap|
|
||||
|741|EF_MAIZE_TRAP|Old Maize Trap|
|
||||
|742|EF_VERDURE_TRAP|Old Verdure Trap|
|
||||
|743|EF_NORMAL_TRAP|White Ranger Trap|
|
||||
|744|EF_CLOAKING2|Camouflage|
|
||||
|745|EF_AIMED_STR|Aimed Bolt (crosshairs)|
|
||||
|746|EF_ARROWSTORM_STR|Arrow Storm|
|
||||
|747|EF_LAULAMUS_STR|Falling white feathers|
|
||||
|748|EF_LAUAGNUS_STR|Falling blue feathers|
|
||||
|749|EF_MILSHIELD_STR|Millennium Shield|
|
||||
|750|EF_CONCENTRATION2|Detonator (blue sparkles)|
|
||||
|751|EF_FIREBALL2|Releasing summoned warlock spheres|
|
||||
|752|EF_BUNSINJYUTSU2|Like Energy Coat, but not as dark|
|
||||
|753|EF_CLEARTIME|Clearance|
|
||||
|754|EF_GLASSWALL3|Green warp portal (root of Epiclesis)|
|
||||
|755|EF_ORATIO|Oratio (spinning blue symbol)|
|
||||
|756|EF_POTION_BERSERK2|Enchant Blade (like Berserk Potion)|
|
||||
|757|EF_CIRCLEPOWER|Third Class Aura (Middle)|
|
||||
|758|EF_ROLLING1|Rolling Cutter - Spin Count 1|
|
||||
|759|EF_ROLLING2|Rolling Cutter - Spin Count 2|
|
||||
|760|EF_ROLLING3|Rolling Cutter - Spin Count 3|
|
||||
|761|EF_ROLLING4|Rolling Cutter - Spin Count 4|
|
||||
|762|EF_ROLLING5|Rolling Cutter - Spin Count 5|
|
||||
|763|EF_ROLLING6|Rolling Cutter - Spin Count 6|
|
||||
|764|EF_ROLLING7|Rolling Cutter - Spin Count 7|
|
||||
|765|EF_ROLLING8|Rolling Cutter - Spin Count 8|
|
||||
|766|EF_ROLLING9|Rolling Cutter - Spin Count 9|
|
||||
|767|EF_ROLLING10|Rolling Cutter - Spin Count 10|
|
||||
|768|EF_PURPLEBODY|Blinking|
|
||||
|769|EF_STIN6|Cross Ripper Slasher (flying knives)|
|
||||
|770|EF_RG_COIN4|Strip sound|
|
||||
|771|EF_POISONWAV|Poison sound|
|
||||
|772|EF_POISONSMOKE|Poison particles|
|
||||
|773|EF_GUMGANG4|Expanding purple aura (part of Phantom Menace)|
|
||||
|774|EF_SHIELDBOOMERANG4|Axe Boomerang|
|
||||
|775|EF_CASTSPIN2|Spinning character sprite|
|
||||
|776|EF_VULCANWAV|Like Desperado sound effect|
|
||||
|777|EF_AGIUP2|Faded light from the ground [S]|
|
||||
|778|EF_DETECT3|Expanding white aura (like Clearance)|
|
||||
|779|EF_AGIUP3|Faded light from the ground [S]|
|
||||
|780|EF_DETECT4|Expanding red aura (from Infrared Scan)|
|
||||
|781|EF_ELECTRIC3|Magnetic Field (purple chains)|
|
||||
|782|EF_GUARD4|All-around shield [S]|
|
||||
|783|EF_BOTTOM_BARRIER|Yellow shaft of light|
|
||||
|784|EF_BOTTOM_STEALTH|White shaft of light|
|
||||
|785|EF_REPAIRTIME|Upward flying wrenches|
|
||||
|786|EF_NC_ANAL|Symbol with bleeping sound [S]|
|
||||
|787|EF_FIRETHROW|Flare Launcher (line of fire)|
|
||||
|788|EF_VENOMIMPRESS|Venom Impress (green skull)|
|
||||
|789|EF_FROSTMISTY|Freezing Status Effect (two ancillas)|
|
||||
|790|EF_BURNING|Burning Status Effect (flame symbol)|
|
||||
|791|EF_COLDTHROW|Two ice shots|
|
||||
|792|EF_MAKEHALLU|Upward streaming white particles|
|
||||
|793|EF_HALLUTIME|Same, but more brief|
|
||||
|794|EF_INFRAREDSCAN|Infrared Scan (red lasers)|
|
||||
|795|EF_CRASHAXE|Power Swing (axe crash)|
|
||||
|796|EF_GTHUNDER|Spinning blue triangles|
|
||||
|797|EF_STONERING|Stapo|
|
||||
|798|EF_INTIMIDATE2|Red triangles (like Intimidate)|
|
||||
|799|EF_STASIS|Stasis (expanding blue mist) [S]|
|
||||
|800|EF_REDLINE|Hell Inferno (red lights)|
|
||||
|801|EF_FROSTDIVER3|Jack Frost unit (ice spikes)|
|
||||
|802|EF_BOTTOM_BASILICA2|White Imprison|
|
||||
|803|EF_RECOGNIZED|Recognized Spell|
|
||||
|804|EF_TETRA|Tetra Vortex [S]|
|
||||
|805|EF_TETRACASTING|Tetra Vortex cast animation (blinking colors)|
|
||||
|806|EF_FIREBALL3|Flying by as fast as a rocket|
|
||||
|807|EF_INTIMIDATE3|Kidnapping sound|
|
||||
|808|EF_RECOGNIZED2|Like Recognized Spell, but one symbol|
|
||||
|809|EF_CLOAKING3|Shadowy filter [S]|
|
||||
|810|EF_INTIMIDATE4|Damp thud sound [S]|
|
||||
|811|EF_STRETCH|Body Painting|
|
||||
|812|EF_BLACKBODY|Black expanding aura|
|
||||
|813|EF_ENERVATION|Masquerade - Enervation|
|
||||
|814|EF_ENERVATION2|Masquerade - Groomy|
|
||||
|815|EF_ENERVATION3|Masquerade - Ignorance|
|
||||
|816|EF_ENERVATION4|Masquerade - Laziness|
|
||||
|817|EF_ENERVATION5|Masquerade - Unlucky|
|
||||
|818|EF_ENERVATION6|Masquerade - Weakness|
|
||||
|819|EF_LINELINK4|(Nothing)|
|
||||
|820|EF_RG_COIN5|Strip Accessory|
|
||||
|821|EF_WATERFALL_ANI|Waterfall|
|
||||
|822|EF_BOTTOM_MANHOLE|Dimension Door (spinning blue aura)|
|
||||
|823|EF_MANHOLE|In-the-manhole effect|
|
||||
|824|EF_MAKEFEINT|Some filter|
|
||||
|825|EF_FORESTLIGHT6|Dimension Door (aura + blue light)|
|
||||
|826|EF_DARKCASTING2|Expanding black casting anim.|
|
||||
|827|EF_BOTTOM_ANI|Chaos Panic (spinning brown aura)|
|
||||
|828|EF_BOTTOM_MAELSTROM|Maelstrom (spinning pink aura)|
|
||||
|829|EF_BOTTOM_BLOODYLUST|Bloody Lust (spinning red aura)|
|
||||
|830|EF_BEGINSPELL_N1|Blue aura (Arch Bishop cast animation)|
|
||||
|831|EF_BEGINSPELL_N2|Blue cone [S]|
|
||||
|832|EF_HEAL_N|Sonic Wave|
|
||||
|833|EF_CHOOKGI_N|(Nothing)|
|
||||
|834|EF_JOBLVUP50_2|Light shooting away circlish|
|
||||
|835|EF_CHEMICAL2DASH2|Fastness yellow-reddish|
|
||||
|836|EF_CHEMICAL2DASH3|Fastness yellow-pinkish|
|
||||
|837|EF_ROLLINGCAST|Casting [S]|
|
||||
|838|EF_WATER_BELOW|Watery aura|
|
||||
|839|EF_WATER_FADE|[Client Error]|
|
||||
|840|EF_BEGINSPELL_N3|Red cone|
|
||||
|841|EF_BEGINSPELL_N4|Green cone|
|
||||
|842|EF_BEGINSPELL_N5|Yellow cone|
|
||||
|843|EF_BEGINSPELL_N6|White cone|
|
||||
|844|EF_BEGINSPELL_N7|Purple cone|
|
||||
|845|EF_BEGINSPELL_N8|light-bluish turquoise cone|
|
||||
|846|EF_WATER_SMOKE|(Nothing)|
|
||||
|847|EF_DANCE1|Gloomy Day (white/red light rays)|
|
||||
|848|EF_DANCE2|Gloomy Day (white/blue light rays)|
|
||||
|849|EF_LINKPARTICLE|(Nothing)|
|
||||
|850|EF_SOULLIGHT2|(Nothing)|
|
||||
|851|EF_SPR_PARTICLE|Green mushy-foggy stuff (dull)|
|
||||
|852|EF_SPR_PARTICLE2|Green mushy-foggy stuff (bright)|
|
||||
|853|EF_SPR_PLANT|Bright green flower area|
|
||||
|854|EF_CHEMICAL_V|Blue beam of light with notes|
|
||||
|855|EF_SHOOTPARTICLE|(Nothing)|
|
||||
|856|EF_BOT_REVERB|Reverberation (red eighth notes)|
|
||||
|857|EF_RAIN_PARTICLE|Severe Rainstorm (falling red and blue beams)|
|
||||
|858|EF_CHEMICAL_V2|Deep Sleep Lullaby (two red beams and music notes)|
|
||||
|859|EF_SECRA|Holograph of text (blue)|
|
||||
|860|EF_BOT_REVERB2|Distorted note (blue)|
|
||||
|861|EF_CIRCLEPOWER2|Green aura (from Circle of Life's Melody)|
|
||||
|862|EF_SECRA2|Randomize Spell (holograph of text)|
|
||||
|863|EF_CHEMICAL_V3|Dominion Impulse (two spears of light)|
|
||||
|864|EF_ENERVATION7|Gloomy Day (colorful lines)|
|
||||
|865|EF_CIRCLEPOWER3|Blue aura (from Song of Mana)|
|
||||
|866|EF_SPR_PLANT2|Dance with a Warg (Wargs)|
|
||||
|867|EF_CIRCLEPOWER4|Yellow aura (from Dance with a Warg)|
|
||||
|868|EF_SPR_PLANT3|Song of Mana (Violies)|
|
||||
|869|EF_RG_COIN6|Strip sound [S]|
|
||||
|870|EF_SPR_PLANT4|Ghostly Succubuses of fire|
|
||||
|871|EF_CIRCLEPOWER5|Red aura (from Lerad's Dew)|
|
||||
|872|EF_SPR_PLANT5|Lerad's Dew (Minerals)|
|
||||
|873|EF_CIRCLEPOWER6|Stargate-wormhole stuff (bright purple)|
|
||||
|874|EF_SPR_PLANT6|Melody of Sink (Ktullanuxes)|
|
||||
|875|EF_CIRCLEPOWER7|Stargate-wormhole stuff (bright turquoise)|
|
||||
|876|EF_SPR_PLANT7|Warcry of Beyond (Garms)|
|
||||
|877|EF_CIRCLEPOWER8|Stargate-wormhole stuff (white)|
|
||||
|878|EF_SPR_PLANT8|Unlimited Humming Voice (Miyabi Ningyos)|
|
||||
|879|EF_HEARTASURA|Siren's Voice (heart-like)|
|
||||
|880|EF_BEGINSPELL_150|Bluish castish cone|
|
||||
|881|EF_LEVEL99_150|Blue aura|
|
||||
|882|EF_PRIMECHARGE|Whirl of fireflies (red)|
|
||||
|883|EF_GLASSWALL4|Epiclesis (transparent green tree)|
|
||||
|884|EF_GRADIUS_LASER|Green beam|
|
||||
|885|EF_BASH3D6|Blue light beams|
|
||||
|886|EF_GUMGANG5|Blue castish cone|
|
||||
|887|EF_HITLINE8|Wavy sparks|
|
||||
|888|EF_ELECTRIC4|Earth Shaker (same as 432)|
|
||||
|889|EF_TEIHIT1T|Fast light beams|
|
||||
|890|EF_SPINMOVE|Rotation|
|
||||
|891|EF_FIREBALL4|Magic shots [S]|
|
||||
|892|EF_TRIPLEATTACK4|Fastness with hitting sound[S]|
|
||||
|893|EF_CHEMICAL3S|Blue-white light passing by|
|
||||
|894|EF_GROUNDSHAKE|(Nothing)|
|
||||
|895|EF_DQ9_CHARGE|Big wheel of flat light beams|
|
||||
|896|EF_DQ9_CHARGE2|Still sun shaped lightning aura|
|
||||
|897|EF_DQ9_CHARGE3|Animated sun shaped lightning aura|
|
||||
|898|EF_DQ9_CHARGE4|Animated, curvy sun shaped lightning aura|
|
||||
|899|EF_BLUELINE|White/red light shots from below|
|
||||
|900|EF_SELFSCROLL|Animated, slow curvy sun shaped lightning aura|
|
||||
|901|EF_SPR_LIGHTPRINT|Explosion|
|
||||
|902|EF_PNG_TEST|Floating bedtable texture|
|
||||
|903|EF_BEGINSPELL_YB| Castish flamey cone|
|
||||
|904|EF_CHEMICAL2DASH4| Yellow/pink lights passing by|
|
||||
|905|EF_GROUNDSHAKE2|Expanding circle|
|
||||
|906|EF_PRESSURE2|Shield Press (falling shield)|
|
||||
|907|EF_RG_COIN7|Chainy, metalish sound [S]|
|
||||
|908|EF_PRIMECHARGE2|Prestige (sphere of yellow particles)|
|
||||
|909|EF_PRIMECHARGE3|Banding (sphere of red particles)|
|
||||
|910|EF_PRIMECHARGE4|Inspiration (sphere of blue particles)|
|
||||
|911|EF_GREENCASTING|Green castish animation [S]|
|
||||
|912|EF_WALLOFTHORN|Wall of Thorns unit (green fog cloud)|
|
||||
|913|EF_FIREBALL5|Magic projectiles|
|
||||
|914|EF_THROWITEM11|(Nothing)|
|
||||
|915|EF_SPR_PLANT9|Crazy Weed|
|
||||
|916|EF_DEMONICFIRE|Demonic Fire|
|
||||
|917|EF_DEMONICFIRE2|More angry, demonic flames|
|
||||
|918|EF_DEMONICFIRE3|Fire Insignia (demonic flames)|
|
||||
|919|EF_HELLSPLANT|Hell's Plant (green snapping plant)|
|
||||
|920|EF_FIREWALL2|Fire Walk unit|
|
||||
|921|EF_VACUUM|Vacuum Extreme (whirlwind)|
|
||||
|922|EF_SPR_PLANT10|Psychic Wave|
|
||||
|923|EF_SPR_LIGHTPRINT2|Poison Buster|
|
||||
|924|EF_POISONSMOKE2|Poisoning animation|
|
||||
|925|EF_MAKEHALLU2|Some filter|
|
||||
|926|EF_SHOCKWAVE2|Electric Walk unit|
|
||||
|927|EF_SPR_PLANT11|Earth Grave (speary roots)|
|
||||
|928|EF_COLDTHROW2|Ice cloud projectiles|
|
||||
|929|EF_DEMONICFIRE4|Warmer (field of flames)|
|
||||
|930|EF_PRESSURE3|Varetyr Spear (falling spear)|
|
||||
|931|EF_LINKPARTICLE2| (Nothing)|
|
||||
|932|EF_SOULLIGHT3|Firefly|
|
||||
|933|EF_CHAREFFECT|[Client Crash]|
|
||||
|934|EF_GUMGANG6|White, castishly expanding cone|
|
||||
|935|EF_FIREBALL6|Green magic projectile|
|
||||
|936|EF_GUMGANG7|Red, castishly expanding cone|
|
||||
|937|EF_GUMGANG8|Yellow, castishly expanding cone|
|
||||
|938|EF_GUMGANG9|Dark-red, castishly expanding cone|
|
||||
|939|EF_BOTTOM_DE2|Blue, conish aura|
|
||||
|940|EF_COLDSTATUS|Snow flake|
|
||||
|941|EF_SPR_LIGHTPRINT3|Explosion of red, demonic fire|
|
||||
|942|EF_WATERBALL3|Expanding, white dome|
|
||||
|943|EF_HEAL_N2|Green, fluffy projectile|
|
||||
|944|EF_RAIN_PARTICLE2|Falling gems|
|
||||
|945|EF_CLOUD9|(Nothing)|
|
||||
|946|EF_YELLOWFLY3|Floating lights|
|
||||
|947|EF_EL_GUST|Blue lightning sphere|
|
||||
|948|EF_EL_BLAST|Two blue lightning spheres|
|
||||
|949|EF_EL_AQUAPLAY|Flat, spinning diamond|
|
||||
|950|EF_EL_UPHEAVAL|Circling, planetlike spheres|
|
||||
|951|EF_EL_WILD_STORM| Three lightning spheres|
|
||||
|952|EF_EL_CHILLY_AIR| Flat, spinning gem and two lightning spheres|
|
||||
|953|EF_EL_CURSED_SOIL| Spinning, planetlike spheres|
|
||||
|954|EF_EL_COOLER|Two lightblue glowing spheres|
|
||||
|955|EF_EL_TROPIC|Three spinning flame spheres|
|
||||
|956|EF_EL_PYROTECHNIC| Flame|
|
||||
|957|EF_EL_PETROLOGY|Spinning planetlike sphere|
|
||||
|958|EF_EL_HEATER|Two flames|
|
||||
|959|EF_POISON_MIST|Purple flame|
|
||||
|960|EF_ERASER_CUTTER| Small yellow explosion|
|
||||
|961|EF_SILENT_BREEZE| Cartoony whirlwind|
|
||||
|962|EF_MAGMA_FLOW|Rising fire|
|
||||
|963|EF_GRAYBODY|Dark filter (like Stone Curse)|
|
||||
|964|EF_LAVA_SLIDE|Same as 920|
|
||||
|965|EF_SONIC_CLAW|Small white explosion|
|
||||
|966|EF_TINDER_BREAKER| Bone crack|
|
||||
|967|EF_MIDNIGHT_FRENZY| Another little explosion|
|
||||
@@ -1,987 +0,0 @@
|
||||
//===== rAthena Documentation ================================
|
||||
//= Client Effects List
|
||||
//===== By: ==================================================
|
||||
//= rAthena Dev Team
|
||||
//===== Current Version: =====================================
|
||||
//= 20231007
|
||||
//===== Description: =========================================
|
||||
//= A list of client-side effects sorted by ID.
|
||||
//============================================================
|
||||
|
||||
The following is a compiled list of visual and sound effects which the client
|
||||
can produce when receiving a packet with id 0x1f3 (01f3 <ID>.l <type>.l).
|
||||
Each list entry contains a number and a short description of the effect.
|
||||
You can produce these effects ingame by doing "@effect <number>".
|
||||
It's also possible to attach effects to item/npc scripts by using
|
||||
'specialeffect/specialeffect2'.
|
||||
|
||||
Number Constant Description
|
||||
------ -------- -----------
|
||||
0. EF_HIT1 Regular Hit
|
||||
1. EF_HIT2 Bash
|
||||
2. EF_HIT3 Melee Skill Hit
|
||||
3. EF_HIT4 Melee Skill Hit
|
||||
4. EF_HIT5 Melee Skill Hit
|
||||
5. EF_HIT6 Melee Skill Hit
|
||||
6. EF_ENTRY Being Warped
|
||||
7. EF_EXIT Item Heal effect
|
||||
8. EF_WARP Yellow Ripple Effect
|
||||
9. EF_ENHANCE Different Type of Heal
|
||||
10. EF_COIN Mammonite
|
||||
11. EF_ENDURE Endure
|
||||
12. EF_BEGINSPELL Yellow cast aura
|
||||
13. EF_GLASSWALL Blue Box
|
||||
14. EF_HEALSP Blue restoring effect
|
||||
15. EF_SOULSTRIKE Soul Strike
|
||||
16. EF_BASH Hide
|
||||
17. EF_MAGNUMBREAK Magnum Break
|
||||
18. EF_STEAL Steal
|
||||
19. EF_HIDING (Invalid)
|
||||
20. EF_PATTACK Envenom/Poison
|
||||
21. EF_DETOXICATION Detoxify
|
||||
22. EF_SIGHT Sight
|
||||
23. EF_STONECURSE Stone Curse
|
||||
24. EF_FIREBALL Fire Ball
|
||||
25. EF_FIREWALL Fire Wall
|
||||
26. EF_ICEARROW A sound (a swipe?)
|
||||
27. EF_FROSTDIVER Frost Diver (Traveling to Target)
|
||||
28. EF_FROSTDIVER2 Frost Diver (Hitting)
|
||||
29. EF_LIGHTBOLT Lightning Bolt
|
||||
30. EF_THUNDERSTORM Thunder Storm
|
||||
31. EF_FIREARROW Weird bubbles launching from feet
|
||||
32. EF_NAPALMBEAT Small clustered explosions
|
||||
33. EF_RUWACH Ruwach
|
||||
34. EF_TELEPORTATION Old Map Exit Animation (unused)
|
||||
35. EF_READYPORTAL Old Warp Portal (unused)
|
||||
36. EF_PORTAL Old Warp Portal (unused)
|
||||
37. EF_INCAGILITY AGI Up
|
||||
38. EF_DECAGILITY AGI Down
|
||||
39. EF_AQUA Aqua Benedicta
|
||||
40. EF_SIGNUM Signum Crucis
|
||||
41. EF_ANGELUS Angelus
|
||||
42. EF_BLESSING Blessing
|
||||
43. EF_INCAGIDEX Dex + Agi Up
|
||||
44. EF_SMOKE Little Fog Smoke.
|
||||
45. EF_FIREFLY Faint Little Ball Things.
|
||||
46. EF_SANDWIND Sand Wind
|
||||
47. EF_TORCH Torch
|
||||
48. EF_SPRAYPOND Small Piece of Glass
|
||||
49. EF_FIREHIT Firebolt/Wall Hits
|
||||
50. EF_FIRESPLASHHIT Spinning Fire Thing
|
||||
51. EF_COLDHIT Ice Elemental Hit
|
||||
52. EF_WINDHIT Wind Elemental Hit
|
||||
53. EF_POISONHIT Puff of Purpulish Smoke?
|
||||
54. EF_BEGINSPELL2 Cast Initiation Aura (Water Element)
|
||||
55. EF_BEGINSPELL3 Cast Initiation Aura (Fire Element)
|
||||
56. EF_BEGINSPELL4 Cast Initiation Aura (Earth Element)
|
||||
57. EF_BEGINSPELL5 Cast Initiation Aura (Wind Element)
|
||||
58. EF_BEGINSPELL6 Cast Initiation Aura (Holy Element)
|
||||
59. EF_BEGINSPELL7 Cast Initiation Aura (Poison Element)
|
||||
60. EF_LOCKON Cast target circle
|
||||
61. EF_WARPZONE Old Warp Portal (NPC Warp, unused)
|
||||
62. EF_SIGHTRASHER Sight Trasher
|
||||
63. EF_BARRIER Moonlight Sphere
|
||||
64. EF_ARROWSHOT Something Like Puruple/Yellow Light Bullet
|
||||
65. EF_INVENOM Something Like Absorb of Power
|
||||
66. EF_CURE Cure
|
||||
67. EF_PROVOKE Provoke
|
||||
68. EF_MVP MVP Banner
|
||||
69. EF_SKIDTRAP Skid Trap
|
||||
70. EF_BRANDISHSPEAR Brandish Spear
|
||||
71. EF_CONE Spiral White balls
|
||||
72. EF_SPHERE Bigger Spiral White balls
|
||||
73. EF_BOWLINGBASH Blue/White Small Aura
|
||||
74. EF_ICEWALL Ice Wall
|
||||
75. EF_GLORIA Gloria
|
||||
76. EF_MAGNIFICAT Magnificat
|
||||
77. EF_RESURRECTION Resurrection
|
||||
78. EF_RECOVERY Status Recovery
|
||||
79. EF_EARTHSPIKE Earth Spike
|
||||
80. EF_SPEARBMR Spear Boomerang
|
||||
81. EF_PIERCE Skill hit
|
||||
82. EF_TURNUNDEAD Turn Undead
|
||||
83. EF_SANCTUARY Sanctuary
|
||||
84. EF_IMPOSITIO Impositio Manus
|
||||
85. EF_LEXAETERNA Lex Aeterna
|
||||
86. EF_ASPERSIO Aspersio
|
||||
87. EF_LEXDIVINA Lex Divina
|
||||
88. EF_SUFFRAGIUM Suffragium
|
||||
89. EF_STORMGUST Storm Gust
|
||||
90. EF_LORD Lord of Vermilion
|
||||
91. EF_BENEDICTIO B. S. Sacramenti
|
||||
92. EF_METEORSTORM Meteor Storm
|
||||
93. EF_YUFITEL Jupitel Thunder (Ball)
|
||||
94. EF_YUFITELHIT Jupitel Thunder (Hit)
|
||||
95. EF_QUAGMIRE Quagmire
|
||||
96. EF_FIREPILLAR Fire Pillar
|
||||
97. EF_FIREPILLARBOMB Fire Pillar/Land Mine hit
|
||||
98. EF_HASTEUP Adrenaline Rush
|
||||
99. EF_FLASHER Flasher Trap
|
||||
100. EF_REMOVETRAP Yellow ball fountain
|
||||
101. EF_REPAIRWEAPON Weapon Repair
|
||||
102. EF_CRASHEARTH Hammerfall
|
||||
103. EF_PERFECTION Weapon Perfection
|
||||
104. EF_MAXPOWER Maximize Power
|
||||
105. EF_BLASTMINE (nothing)
|
||||
106. EF_BLASTMINEBOMB Blast Mine Trap
|
||||
107. EF_CLAYMORE Claymore Trap
|
||||
108. EF_FREEZING Freezing Trap
|
||||
109. EF_BUBBLE Bailaban Blue bubble Map Effect
|
||||
110. EF_GASPUSH Trap Used by Giearth
|
||||
111. EF_SPRINGTRAP Spring Trap
|
||||
112. EF_KYRIE Kyrie Eleison
|
||||
113. EF_MAGNUS Magnus Exorcismus
|
||||
114. EF_BOTTOM Old Magnus Exorcismus Map Unit (unused)
|
||||
115. EF_BLITZBEAT Blitz Beat
|
||||
116. EF_WATERBALL Fling Watersphere
|
||||
117. EF_WATERBALL2 Waterball
|
||||
118. EF_FIREIVY Fling Firesphere
|
||||
119. EF_DETECTING Detect
|
||||
120. EF_CLOAKING Cloaking
|
||||
121. EF_SONICBLOW Sonic Blow (Part 1/2)
|
||||
122. EF_SONICBLOWHIT Multi hit effect
|
||||
123. EF_GRIMTOOTH Grimtooth Cast
|
||||
124. EF_VENOMDUST Venom Dust
|
||||
125. EF_ENCHANTPOISON Enchant Poison
|
||||
126. EF_POISONREACT Poison React
|
||||
127. EF_POISONREACT2 Small Posion React
|
||||
128. EF_OVERTHRUST Over Thrust
|
||||
129. EF_SPLASHER Venom Splasher Explosion
|
||||
130. EF_TWOHANDQUICKEN Two-Hand Quicken
|
||||
131. EF_AUTOCOUNTER Auto-Counter Hit
|
||||
132. EF_GRIMTOOTHATK Grimtooth Hit
|
||||
133. EF_FREEZE Ice Effect (Used by NPCs)
|
||||
134. EF_FREEZED Ice Effect (Used by NPCs)
|
||||
135. EF_ICECRASH Ice Effect (Used by NPCs)
|
||||
136. EF_SLOWPOISON Slow Poison
|
||||
137. EF_BOTTOM2 Old Sanctuary Map Unit (unused)
|
||||
138. EF_FIREPILLARON Fire pillar
|
||||
139. EF_SANDMAN Sandman Trap
|
||||
140. EF_REVIVE Ressurection Aura
|
||||
141. EF_PNEUMA Pneuma
|
||||
142. EF_HEAVENSDRIVE Heaven's Drive
|
||||
143. EF_SONICBLOW2 Sonic Blow (Part 2/2)
|
||||
144. EF_BRANDISH2 Brandish Spear Pre-Hit Effect
|
||||
145. EF_SHOCKWAVE Shockwave Trap
|
||||
146. EF_SHOCKWAVEHIT Shockwave Trap Hit
|
||||
147. EF_EARTHHIT Pierce Hit
|
||||
148. EF_PIERCESELF Pierce Cast Animation
|
||||
149. EF_BOWLINGSELF Bowling Bash
|
||||
150. EF_SPEARSTABSELF Pierce Cast Animation
|
||||
151. EF_SPEARBMRSELF Spear Boomerang Cast
|
||||
152. EF_HOLYHIT Turn Undead
|
||||
153. EF_CONCENTRATION Increase Concentration
|
||||
154. EF_REFINEOK Refine Success
|
||||
155. EF_REFINEFAIL Refine Fail
|
||||
156. EF_JOBCHANGE jobchange.str not found error
|
||||
157. EF_LVUP levelup.str not found error
|
||||
158. EF_JOBLVUP Job Level Up
|
||||
159. EF_TOPRANK PvP circle
|
||||
160. EF_PARTY PvP Party Circle
|
||||
161. EF_RAIN (Nothing)
|
||||
162. EF_SNOW Snow
|
||||
163. EF_SAKURA White Sakura Leaves
|
||||
164. EF_STATUS_STATE (Nothing)
|
||||
165. EF_BANJJAKII Comodo Fireworks Ball
|
||||
166. EF_MAKEBLUR Energy Coat (Visual Effect)
|
||||
167. EF_TAMINGSUCCESS (Nothing)
|
||||
168. EF_TAMINGFAILED (Nothing)
|
||||
169. EF_ENERGYCOAT Energy Coat Animation
|
||||
170. EF_CARTREVOLUTION Cart Revolution
|
||||
171. EF_VENOMDUST2 Venom Dust Map Unit
|
||||
172. EF_CHANGEDARK Change Element (Dark)
|
||||
173. EF_CHANGEFIRE Change Element (Fire)
|
||||
174. EF_CHANGECOLD Change Element (Water)
|
||||
175. EF_CHANGEWIND Change Element (Wind)
|
||||
176. EF_CHANGEFLAME Change Element (Fire)
|
||||
177. EF_CHANGEEARTH Change Element (Earth)
|
||||
178. EF_CHAINGEHOLY Change Element (Holy)
|
||||
179. EF_CHANGEPOISON Change Element (Poison)
|
||||
180. EF_HITDARK Darkness Attack
|
||||
181. EF_MENTALBREAK Mental Breaker
|
||||
182. EF_MAGICALATTHIT Magical Hit
|
||||
183. EF_SUI_EXPLOSION Self Destruction
|
||||
184. EF_DARKATTACK (Nothing)
|
||||
185. EF_SUICIDE (Nothing)
|
||||
186. EF_COMBOATTACK1 Combo Attack 1
|
||||
187. EF_COMBOATTACK2 Combo Attack 2
|
||||
188. EF_COMBOATTACK3 Combo Attack 3
|
||||
189. EF_COMBOATTACK4 Combo Attack 4
|
||||
190. EF_COMBOATTACK5 Combo Attack 5
|
||||
191. EF_GUIDEDATTACK Guided Attack
|
||||
192. EF_POISONATTACK Poison Attack
|
||||
193. EF_SILENCEATTACK Silence Attack
|
||||
194. EF_STUNATTACK Stun Attack
|
||||
195. EF_PETRIFYATTACK Petrify Attack
|
||||
196. EF_CURSEATTACK Curse Attack
|
||||
197. EF_SLEEPATTACK Sleep Attack
|
||||
198. EF_TELEKHIT (Nothing)
|
||||
199. EF_PONG Small Popping Bubble Map Effect
|
||||
200. EF_LEVEL99 Normal level 99 Aura (Middle)
|
||||
201. EF_LEVEL99_2 Normal level 99 Aura (Bottom)
|
||||
202. EF_LEVEL99_3 Lv 99 Aura Bubble
|
||||
203. EF_GUMGANG Fury (Visual Effect)
|
||||
204. EF_POTION1 Red Herb/Potion
|
||||
205. EF_POTION2 Orange Potion
|
||||
206. EF_POTION3 Yellow Herb/Potion
|
||||
207. EF_POTION4 White Herb/Potion
|
||||
208. EF_POTION5 Blue Herb/Potion
|
||||
209. EF_POTION6 Green Herb/Potion
|
||||
210. EF_POTION7 Yellow Circle Healing Effect
|
||||
211. EF_POTION8 Blue Circle Healing Effect
|
||||
212. EF_DARKBREATH Dark Breath
|
||||
213. EF_DEFFENDER Defender
|
||||
214. EF_KEEPING Keeping
|
||||
215. EF_SUMMONSLAVE Summon Slave
|
||||
216. EF_BLOODDRAIN Blood Drain
|
||||
217. EF_ENERGYDRAIN Energy Drain
|
||||
218. EF_POTION_CON Concentration Potion
|
||||
219. EF_POTION_ Awakening Potion
|
||||
220. EF_POTION_BERSERK Berserk Potion
|
||||
221. EF_POTIONPILLAR Intense light beam
|
||||
222. EF_DEFENDER Defender (Crusader)
|
||||
223. EF_GANBANTEIN Holy Cast Aura
|
||||
224. EF_WIND Wind (Map effect)
|
||||
225. EF_VOLCANO Volcano casting effect
|
||||
226. EF_GRANDCROSS Grand Cross Effect
|
||||
227. EF_INTIMIDATE Snatch
|
||||
228. EF_CHOOKGI (Nothing)
|
||||
229. EF_CLOUD (Nothing)
|
||||
230. EF_CLOUD2 (Nothing)
|
||||
231. EF_MAPPILLAR Map Light Pillar Animation 1
|
||||
232. EF_LINELINK Sacrifice (Visual Effect)
|
||||
233. EF_CLOUD3 Fog
|
||||
234. EF_SPELLBREAKER Spell Breaker
|
||||
235. EF_DISPELL Dispell
|
||||
236. EF_DELUGE Deluge Cast Aura
|
||||
237. EF_VIOLENTGALE Violent Gale Cast Aura
|
||||
238. EF_LANDPROTECTOR Magnetic Earth Cast Aura
|
||||
239. EF_BOTTOM_VO Volcano (Visual Effect)
|
||||
240. EF_BOTTOM_DE Deluge (Visual Effect)
|
||||
241. EF_BOTTOM_VI Violent Gale (Visual Effect)
|
||||
242. EF_BOTTOM_LA Magnetic Earth (Visual Effect)
|
||||
243. EF_FASTMOVE (Invalid)
|
||||
244. EF_MAGICROD Magic Rod
|
||||
245. EF_HOLYCROSS Holy Cross
|
||||
246. EF_SHIELDCHARGE Shield Charge
|
||||
247. EF_MAPPILLAR2 Map Light Pillar Animation 2
|
||||
248. EF_PROVIDENCE Resistant Souls
|
||||
249. EF_SHIELDBOOMERANG Shield Boomerang
|
||||
250. EF_SPEARQUICKEN Spear Quicken
|
||||
251. EF_DEVOTION Devotion
|
||||
252. EF_REFLECTSHIELD Reflect Shield
|
||||
253. EF_ABSORBSPIRITS Absorb Spirit Spheres
|
||||
254. EF_STEELBODY Mental Strength (Visual Effect)
|
||||
255. EF_FLAMELAUNCHER Elemental Endow (Fire)
|
||||
256. EF_FROSTWEAPON Elemental Endow (Water)
|
||||
257. EF_LIGHTNINGLOADER Elemental Endow (Wind)
|
||||
258. EF_SEISMICWEAPON Elemental Endow (Earth)
|
||||
259. EF_MAPPILLAR3 Map Light Pillar Animation 3
|
||||
260. EF_MAPPILLAR4 Map Light Pillar Animation 4
|
||||
261. EF_GUMGANG2 Fury Cast Animation
|
||||
262. EF_TEIHIT1 Raging Quadruple Blow
|
||||
263. EF_GUMGANG3 Raging Quadruple Blow 2
|
||||
264. EF_TEIHIT2 (Nothing)
|
||||
265. EF_TANJI Throw Spirit Sphere
|
||||
266. EF_TEIHIT1X Raging Quadruple Blow 3
|
||||
267. EF_CHIMTO Occult Impaction
|
||||
268. EF_STEALCOIN Steal Coin
|
||||
269. EF_STRIPWEAPON Divest Weapon
|
||||
270. EF_STRIPSHIELD Divest Shield
|
||||
271. EF_STRIPARMOR Divest Armor
|
||||
272. EF_STRIPHELM Divest Helm
|
||||
273. EF_CHAINCOMBO Raging Quadruple Blow 4
|
||||
274. EF_RG_COIN Steal Coin Animation
|
||||
275. EF_BACKSTAP Back Stab Animation
|
||||
276. EF_TEIHIT3 Raging Thrust
|
||||
277. EF_BOTTOM_DISSONANCE Dissoance Map Unit
|
||||
278. EF_BOTTOM_LULLABY Lullaby Map Unit
|
||||
279. EF_BOTTOM_RICHMANKIM Mr Kim a Rich Man Map Unit
|
||||
280. EF_BOTTOM_ETERNALCHAOS Eternal Chaos Map Unit
|
||||
281. EF_BOTTOM_DRUMBATTLEFIELD A Drum on the Battlefield Map Unit
|
||||
282. EF_BOTTOM_RINGNIBELUNGEN The Ring Of Nibelungen Map Unit
|
||||
283. EF_BOTTOM_ROKISWEIL Loki's Veil Map Unit
|
||||
284. EF_BOTTOM_INTOABYSS Into the Abyss Map Unit
|
||||
285. EF_BOTTOM_SIEGFRIED Invunerable Siegfriend Map Unit
|
||||
286. EF_BOTTOM_WHISTLE A Wistle Map Unit
|
||||
287. EF_BOTTOM_ASSASSINCROSS Assassin Cross of Sunset Map Unit
|
||||
288. EF_BOTTOM_POEMBRAGI A Poem of Bragi Map Unit
|
||||
289. EF_BOTTOM_APPLEIDUN The Apple Of Idun Map Unit
|
||||
290. EF_BOTTOM_UGLYDANCE Ugly Dance Map Unit
|
||||
291. EF_BOTTOM_HUMMING Humming Map Unit
|
||||
292. EF_BOTTOM_DONTFORGETME Please don't Forget Me Map Unit
|
||||
293. EF_BOTTOM_FORTUNEKISS Fortune's Kiss Map Unit
|
||||
294. EF_BOTTOM_SERVICEFORYOU Service For You Map Unit
|
||||
295. EF_TALK_FROSTJOKE Frost Joke
|
||||
296. EF_TALK_SCREAM Scream
|
||||
297. EF_POKJUK Fire Works (Visual Effect)
|
||||
298. EF_THROWITEM Acid Terror Animnation
|
||||
299. EF_THROWITEM2 (Nothing)
|
||||
300. EF_CHEMICALPROTECTION Chemical Protection
|
||||
301. EF_POKJUK_SOUND Fire Works (Sound Effect)
|
||||
302. EF_DEMONSTRATION Bomb
|
||||
303. EF_CHEMICAL2 (Unused)
|
||||
304. EF_TELEPORTATION2 Teleportation Animation
|
||||
305. EF_PHARMACY_OK Pharmacy Success
|
||||
306. EF_PHARMACY_FAIL Pharmacy Failed
|
||||
307. EF_FORESTLIGHT Forest Light 1
|
||||
308. EF_THROWITEM3 Throw Stone
|
||||
309. EF_FIRSTAID First Aid
|
||||
310. EF_SPRINKLESAND Sprinkle Sand
|
||||
311. EF_LOUD Crazy Uproar
|
||||
312. EF_HEAL Heal Effect
|
||||
313. EF_HEAL2 Heal Effect 2
|
||||
314. EF_EXIT2 Old Map Exit effect (Unused)
|
||||
315. EF_GLASSWALL2 Safety Wall
|
||||
316. EF_READYPORTAL2 Warp Portal Animation 1
|
||||
317. EF_PORTAL2 Warp Portal Animation 2
|
||||
318. EF_BOTTOM_MAG Magnus Exorcisimus Map Unit
|
||||
319. EF_BOTTOM_SANC Sanctuary Map Unit
|
||||
320. EF_HEAL3 Offensive Heal
|
||||
321. EF_WARPZONE2 Warp NPC
|
||||
322. EF_FORESTLIGHT2 Forest Light 2
|
||||
323. EF_FORESTLIGHT3 Forest Light 3
|
||||
324. EF_FORESTLIGHT4 Forest Light 4
|
||||
325. EF_HEAL4 Heal Effect 4
|
||||
326. EF_FOOT Chase Walk Left Foot
|
||||
327. EF_FOOT2 Chse Walk Right Foot
|
||||
328. EF_BEGINASURA Monk Asura Strike
|
||||
329. EF_TRIPLEATTACK Triple Strike
|
||||
330. EF_HITLINE Combo Finish
|
||||
331. EF_HPTIME Natural HP Regeneration
|
||||
332. EF_SPTIME Natural SP Regeneration
|
||||
333. EF_MAPLE Autumn Leaves
|
||||
334. EF_BLIND Blind
|
||||
335. EF_POISON Poison
|
||||
336. EF_GUARD Kyrie Eleison/Parrying Shield
|
||||
337. EF_JOBLVUP50 Class Change
|
||||
338. EF_ANGEL2 Super Novice/Taekwon Level Up Angel
|
||||
339. EF_MAGNUM2 Spiral Pierce
|
||||
340. EF_CALLZONE (Nothing)
|
||||
341. EF_PORTAL3 Wedding Warp Portal
|
||||
342. EF_COUPLECASTING Wedding Skill
|
||||
343. EF_HEARTCASTING Another Merry Skill
|
||||
344. EF_ENTRY2 Character map entry effect
|
||||
345. EF_SAINTWING Wings (Animated)
|
||||
346. EF_SPHEREWIND Like Moonlight But Blue
|
||||
347. EF_COLORPAPER Wedding Ceremony
|
||||
348. EF_LIGHTSPHERE Like 1000 Blade trepassing
|
||||
349. EF_WATERFALL Waterfall (Horizonatal)
|
||||
350. EF_WATERFALL_90 Waterfall (Vertical)
|
||||
351. EF_WATERFALL_SMALL Small Waterfall (Horizonatal)
|
||||
352. EF_WATERFALL_SMALL_90 Small Waterfall (Vertical)
|
||||
353. EF_WATERFALL_T2 Dark Waterfall (Horizonatal)
|
||||
354. EF_WATERFALL_T2_90 Dark Waterfall (Vertical)
|
||||
355. EF_WATERFALL_SMALL_T2 Dark Small Waterfall (Horizonatal)
|
||||
356. EF_WATERFALL_SMALL_T2_90 Dark Small Waterfall (Vertical)
|
||||
357. EF_MINI_TETRIS (Nothing)
|
||||
358. EF_GHOST Niflheim Ghost
|
||||
359. EF_BAT Niflheim Bat Slow
|
||||
360. EF_BAT2 Niflheim Bat Fast
|
||||
361. EF_SOULBREAKER Soul Destroyer
|
||||
362. EF_LEVEL99_4 Trancendant Level 99 Aura 1
|
||||
363. EF_VALLENTINE Valentine Day Heart With Wings
|
||||
364. EF_VALLENTINE2 Valentine Day Heart
|
||||
365. EF_PRESSURE Gloria Domini
|
||||
366. EF_BASH3D Martyr's Reckoning
|
||||
367. EF_AURABLADE Aura Blade
|
||||
368. EF_REDBODY Berserk
|
||||
369. EF_LKCONCENTRATION Concentration
|
||||
370. EF_BOTTOM_GOSPEL Gospel Map Unit
|
||||
371. EF_ANGEL Level Up
|
||||
372. EF_DEVIL Death
|
||||
373. EF_DRAGONSMOKE House Smoke
|
||||
374. EF_BOTTOM_BASILICA Basilica
|
||||
375. EF_ASSUMPTIO Assumptio (Visual Effect)
|
||||
376. EF_HITLINE2 Palm Strike
|
||||
377. EF_BASH3D2 Matyr's Reckoning 2
|
||||
378. EF_ENERGYDRAIN2 Soul Drain (1st Part)
|
||||
379. EF_TRANSBLUEBODY Soul Drain (2nd Part)
|
||||
380. EF_MAGICCRASHER Magic Crasher
|
||||
381. EF_LIGHTSPHERE2 Blue Starburst (Unknown use)
|
||||
382. EF_LIGHTBLADE (Nothing)
|
||||
383. EF_ENERGYDRAIN3 Health Conversion
|
||||
384. EF_LINELINK2 Soul Change (Sound Effect)
|
||||
385. EF_LINKLIGHT Soul Change (Visual Effect)
|
||||
386. EF_TRUESIGHT True Sight
|
||||
387. EF_FALCONASSAULT Falcon Assault
|
||||
388. EF_TRIPLEATTACK2 Focused Arrow Strike (Sound Effect)
|
||||
389. EF_PORTAL4 Wind Walk
|
||||
390. EF_MELTDOWN Shattering Strike
|
||||
391. EF_CARTBOOST Cart Boost
|
||||
392. EF_REJECTSWORD Reject Sword
|
||||
393. EF_TRIPLEATTACK3 Arrow Vulcan
|
||||
394. EF_SPHEREWIND2 Sheltering Bliss
|
||||
395. EF_LINELINK3 Marionette Control (Sound Effect)
|
||||
396. EF_PINKBODY Marionette Control (Visual Effect)
|
||||
397. EF_LEVEL99_5 Trancended 99 Aura (Middle)
|
||||
398. EF_LEVEL99_6 Trancended 99 Aura (Bottom)
|
||||
399. EF_BASH3D3 Head Crush
|
||||
400. EF_BASH3D4 Joint Beat
|
||||
401. EF_NAPALMVALCAN Napalm Vulcan Sound
|
||||
402. EF_PORTAL5 Dangerous Soul Collect
|
||||
403. EF_MAGICCRASHER2 Mind Breaker
|
||||
404. EF_BOTTOM_SPIDER Fiber Lock
|
||||
405. EF_BOTTOM_FOGWALL Wall Of Fog
|
||||
406. EF_SOULBURN Soul Burn
|
||||
407. EF_SOULCHANGE Soul Change
|
||||
408. EF_BABY Mom, Dad, I love you! (Baby Skill)
|
||||
409. EF_SOULBREAKER2 Meteor Assault
|
||||
410. EF_RAINBOW Rainbow
|
||||
411. EF_PEONG Leap
|
||||
412. EF_TANJI2 Like Throw Spirit Sphere
|
||||
413. EF_PRESSEDBODY Axe Kick
|
||||
414. EF_SPINEDBODY Round Kick
|
||||
415. EF_KICKEDBODY Counter Kick
|
||||
416. EF_AIRTEXTURE (Nothing)
|
||||
417. EF_HITBODY Flash
|
||||
418. EF_DOUBLEGUMGANG Warmth Lightning
|
||||
419. EF_REFLECTBODY Kaite (Visual Effect)
|
||||
420. EF_BABYBODY Eswoo (Small) (Visual Effect)
|
||||
421. EF_BABYBODY2 Eswoo (Alt. Small) (Visual Effect)
|
||||
422. EF_GIANTBODY Eswoo (Normal) (Visual Effect)
|
||||
423. EF_GIANTBODY2 Eswoo (Alt. Normal) (Visual Effect)
|
||||
424. EF_ASURABODY Spirit Link (Visual Effect)
|
||||
425. EF_4WAYBODY Esma Hit (Visual Effect)
|
||||
426. EF_QUAKEBODY Sprint Collision (Visual Effect)
|
||||
427. EF_ASURABODY_MONSTER (Nothing)
|
||||
428. EF_HITLINE3 (Nothing)
|
||||
429. EF_HITLINE4 Taekwon Kick Hit 1
|
||||
430. EF_HITLINE5 Taekwon Kick Hit 2
|
||||
431. EF_HITLINE6 Taekwon Kick Hit 3
|
||||
432. EF_ELECTRIC Solar, Lunar and Stellar Perception (Visual Effect)
|
||||
433. EF_ELECTRIC2 Solar, Lunar and Stellar Opposition (Visual Effect)
|
||||
434. EF_STORMKICK Taekwon Kick Hit 4
|
||||
435. EF_HITLINE7 Whirlwind Kick
|
||||
436. EF_STORMKICK White Barrier (Unused)
|
||||
437. EF_HALFSPHERE White barrier 2 (Unused)
|
||||
438. EF_ATTACKENERGY Kaite Reflect Animation
|
||||
439. EF_ATTACKENERGY2 Flying Side Kick
|
||||
440. EF_ASSUMPTIO2 Assumptio (Animation)
|
||||
441. EF_BLUECASTING Comfort Skills Cast Aura
|
||||
442. EF_RUN Foot Prints caused by Sprint.
|
||||
443. EF_STOPRUN (Nothing)
|
||||
444. EF_STOPEFFECT Sprint Stop Animation
|
||||
445. EF_JUMPBODY High Jump (Jump)
|
||||
446. EF_LANDBODY High Jump (Return Down)
|
||||
447. EF_FOOT3 Running Left Foot
|
||||
448. EF_FOOT4 Running Right Foot
|
||||
449. EF_TAE_READY KA-Spell (1st Part)
|
||||
450. EF_GRANDCROSS2 Darkcross
|
||||
451. EF_SOULSTRIKE2 Dark Strike
|
||||
452. EF_YUFITEL2 Something Like Jupitel Thunder
|
||||
453. EF_NPC_STOP Paralized
|
||||
454. EF_DARKCASTING Like Blind
|
||||
455. EF_GUMGANGNPC Another Warmth Lightning
|
||||
456. EF_AGIUP Power Up
|
||||
457. EF_JUMPKICK Flying Side Kick (2nd Part)
|
||||
458. EF_QUAKEBODY2 Running/Sprint (running into a wall)
|
||||
459. EF_STORMKICK1 Brown tornado that spins sprite (unused)
|
||||
460. EF_STORMKICK2 Green tornado (unused)
|
||||
461. EF_STORMKICK3 Blue tornado (unused)
|
||||
462. EF_STORMKICK4 Kaupe Dodge Effect
|
||||
463. EF_STORMKICK5 Kaupe Dodge Effect
|
||||
464. EF_STORMKICK6 White tornado (unused)
|
||||
465. EF_STORMKICK7 Purple tornado (unused)
|
||||
466. EF_SPINEDBODY2 Another Round Kick
|
||||
467. EF_BEGINASURA1 Warm/Mild Wind (Earth)
|
||||
468. EF_BEGINASURA2 Warm/Mild Wind (Wind)
|
||||
469. EF_BEGINASURA3 Warm/Mild Wind (Water)
|
||||
470. EF_BEGINASURA4 Warm/Mild Wind (Fire)
|
||||
471. EF_BEGINASURA5 Warm/Mild Wind (Undead)
|
||||
472. EF_BEGINASURA6 Warm/Mild Wind (Shadow)
|
||||
473. EF_BEGINASURA7 Warm/Mild Wind (Holy)
|
||||
474. EF_AURABLADE2 (Nothing)
|
||||
475. EF_DEVIL1 Demon of The Sun Moon And Stars (Level 1)
|
||||
476. EF_DEVIL2 Demon of The Sun Moon And Stars (Level 2)
|
||||
477. EF_DEVIL3 Demon of The Sun Moon And Stars (Level 3)
|
||||
478. EF_DEVIL4 Demon of The Sun Moon And Stars (Level 4)
|
||||
479. EF_DEVIL5 Demon of The Sun Moon And Stars (Level 5)
|
||||
480. EF_DEVIL6 Demon of The Sun Moon And Stars (Level 6)
|
||||
481. EF_DEVIL7 Demon of The Sun Moon And Stars (Level 7)
|
||||
482. EF_DEVIL8 Demon of The Sun Moon And Stars (Level 8)
|
||||
483. EF_DEVIL9 Demon of The Sun Moon And Stars (Level 9)
|
||||
484. EF_DEVIL10 Demon of The Sun Moon And Stars (Level 10)
|
||||
485. EF_DOUBLEGUMGANG2 Mental Strength Lightning but White
|
||||
486. EF_DOUBLEGUMGANG3 Mental Strength Lightning
|
||||
487. EF_BLACKDEVIL Demon of The Sun Moon And Stars Ground Effect
|
||||
488. EF_FLOWERCAST Comfort Skills
|
||||
489. EF_FLOWERCAST2 (Nothing)
|
||||
490. EF_FLOWERCAST3 (Nothing)
|
||||
491. EF_MOCHI Element Potions
|
||||
492. EF_LAMADAN Cooking Foods
|
||||
493. EF_EDP Enchant Deadly Poison
|
||||
494. EF_SHIELDBOOMERANG2 Throwing Tomahawk
|
||||
495. EF_RG_COIN2 Full Strip Sound
|
||||
496. EF_GUARD2 Preserve
|
||||
497. EF_SLIM Twilight Alchemy 1
|
||||
498. EF_SLIM2 Twilight Alchemy 2
|
||||
499. EF_SLIM3 Twilight Alchemy 3
|
||||
500. EF_CHEMICALBODY Player Become Blue with Blue Aura
|
||||
501. EF_CASTSPIN Chase Walk Animation
|
||||
502. EF_PIERCEBODY Player Become Yellow with Yellow Aura
|
||||
503. EF_SOULLINK Soul Link Word
|
||||
504. EF_CHOOKGI2 (Nothing)
|
||||
505. EF_MEMORIZE Memorize
|
||||
506. EF_SOULLIGHT (Nothing)
|
||||
507. EF_MAPAE Authoritative Badge
|
||||
508. EF_ITEMPOKJUK Fire Cracker
|
||||
509. EF_05VAL Valentine Day Hearth (Wings)
|
||||
510. EF_BEGINASURA11 Champion Asura Strike
|
||||
511. EF_NIGHT (Nothing)
|
||||
512. EF_CHEMICAL2DASH Chain Crush Combo
|
||||
513. EF_GROUNDSAMPLE Area Cast
|
||||
514. EF_GI_EXPLOSION Really Big Circle
|
||||
515. EF_CLOUD4 Einbroch Fog
|
||||
516. EF_CLOUD5 Airship Cloud
|
||||
517. EF_BOTTOM_HERMODE (Nothing)
|
||||
518. EF_CARTTER Cart Termination
|
||||
519. EF_ITEMFAST Speed Down Potion
|
||||
520. EF_SHIELDBOOMERANG3 Shield Bumerang
|
||||
521. EF_DOUBLECASTBODY Player Become Red with Red Aura
|
||||
522. EF_GRAVITATION Gravitation Field
|
||||
523. EF_TAROTCARD1 Tarot Card of Fate (The Fool)
|
||||
524. EF_TAROTCARD2 Tarot Card of Fate (The Magician)
|
||||
525. EF_TAROTCARD3 Tarot Card of Fate (The High Priestess)
|
||||
526. EF_TAROTCARD4 Tarot Card of Fate (The Chariot)
|
||||
527. EF_TAROTCARD5 Tarot Card of Fate (Strength)
|
||||
528. EF_TAROTCARD6 Tarot Card of Fate (The Lovers)
|
||||
529. EF_TAROTCARD7 Tarot Card of Fate (The Wheel of Fortune)
|
||||
530. EF_TAROTCARD8 Tarot Card of Fate (The Hanged Man)
|
||||
531. EF_TAROTCARD9 Tarot Card of Fate (Death)
|
||||
532. EF_TAROTCARD10 Tarot Card of Fate (Temperance)
|
||||
533. EF_TAROTCARD11 Tarot Card of Fate (The Devil)
|
||||
534. EF_TAROTCARD12 Tarot Card of Fate (The Tower)
|
||||
535. EF_TAROTCARD13 Tarot Card of Fate (The Star)
|
||||
536. EF_TAROTCARD14 Tarot Card of Fate (The Sun)
|
||||
537. EF_ACIDDEMON Acid Demonstration
|
||||
538. EF_GREENBODY Player Become Green with Green Aura
|
||||
539. EF_THROWITEM4 Throw Random Bottle
|
||||
540. EF_BABYBODY_BACK Instant Small->Normal
|
||||
541. EF_THROWITEM5 (Nothing)
|
||||
542. EF_BLUEBODY KA-Spell (1st Part)
|
||||
543. EF_HATED Kahii
|
||||
544. EF_REDLIGHTBODY Warmth Red Sprite
|
||||
545. EF_RO2YEAR Sound And... PUFF Client Crash :P
|
||||
546. EF_SMA_READY Kaupe
|
||||
547. EF_STIN Estin
|
||||
548. EF_RED_HIT Instant Red Sprite
|
||||
549. EF_BLUE_HIT Instant Blue Sprite
|
||||
550. EF_QUAKEBODY3 Another Effect like Running Hit
|
||||
551. EF_SMA Effect Like Estun but with Circle
|
||||
552. EF_SMA2 (Nothing)
|
||||
553. EF_STIN2 Esma
|
||||
554. EF_HITTEXTURE Large White Cloud
|
||||
555. EF_STIN3 Estun
|
||||
556. EF_SMA3 (Nothing)
|
||||
557. EF_BLUEFALL Juperos Energy Waterfall (Horizontal)
|
||||
558. EF_BLUEFALL_90 Juperos Energy Waterfall (Vertical)
|
||||
559. EF_FASTBLUEFALL Juperos Energy Waterfall Fast (Horizontal)
|
||||
560. EF_FASTBLUEFALL_90 Juperos Energy Waterfall Fast (Vertical)
|
||||
561. EF_BIG_PORTAL Juperos Warp
|
||||
562. EF_BIG_PORTAL2 Juperos Warp
|
||||
563. EF_SCREEN_QUAKE Earthquake Effect (Juperos Elevator)
|
||||
564. EF_HOMUNCASTING Wedding Cast
|
||||
565. EF_HFLIMOON1 Filir Moonlight Lvl 1
|
||||
566. EF_HFLIMOON2 Filir Moonlight Lvl 2
|
||||
567. EF_HFLIMOON3 Filir Moonlight Lvl 3
|
||||
568. EF_HO_UP Another Job Level Up
|
||||
569. EF_HAMIDEFENCE Amistr Bulwark
|
||||
570. EF_HAMICASTLE Amistr Castling
|
||||
571. EF_HAMIBLOOD Amistr Bloodlust
|
||||
572. EF_HATED2 Warmth Soul
|
||||
573. EF_TWILIGHT1 Twilight Alchemy 1
|
||||
574. EF_TWILIGHT2 Twilight Alchemy 2
|
||||
575. EF_TWILIGHT3 Twilight Alchemy 3
|
||||
576. EF_ITEM_THUNDER Box Effect (Thunder)
|
||||
577. EF_ITEM_CLOUD Box Effect (Cloud)
|
||||
578. EF_ITEM_CURSE Box Effect (Curse)
|
||||
579. EF_ITEM_ZZZ Box Effect (Sleep)
|
||||
580. EF_ITEM_RAIN Box Effect (Rain)
|
||||
581. EF_ITEM_LIGHT Box Effect (Sunlight)
|
||||
582. EF_ANGEL3 Another Super Novice/Taekwon Angel
|
||||
583. EF_M01 Warmth Hit
|
||||
584. EF_M02 Full Buster
|
||||
585. EF_M03 5 Medium Size Explosion
|
||||
586. EF_M04 Somatology Lab Mobs Aura
|
||||
587. EF_M05 Big Purple Flame
|
||||
588. EF_M06 Little Red Flame
|
||||
589. EF_M07 Eswoo
|
||||
590. EF_KAIZEL Running Stop
|
||||
591. EF_KAAHI (Nothing)
|
||||
592. EF_CLOUD6 Thanatos Tower Bloody Clouds
|
||||
593. EF_FOOD01 Food Effect (STR)
|
||||
594. EF_FOOD02 Food Effect (INT)
|
||||
595. EF_FOOD03 Food Effect (VIT)
|
||||
596. EF_FOOD04 Food Effect (AGI)
|
||||
597. EF_FOOD05 Food Effect (DEX)
|
||||
598. EF_FOOD06 Food Effect (LUK)
|
||||
599. EF_SHRINK Cast Time Sound and Flashing Animation on Player
|
||||
600. EF_THROWITEM6 Throw Venom Knife
|
||||
601. EF_SIGHT2 Sight Blaster
|
||||
602. EF_QUAKEBODY4 Close Confine (Grab Effect)
|
||||
603. EF_FIREHIT2 Spinning fire ball (like 50, but smaller)
|
||||
604. EF_NPC_STOP2 Close Confine (Ground Effect)
|
||||
605. EF_NPC_STOP2_DEL (Nothing)
|
||||
606. EF_FVOICE Pang Voice (Visual Effect)
|
||||
607. EF_WINK Wink of Charm (Visual Effect)
|
||||
608. EF_COOKING_OK Cooking Success
|
||||
609. EF_COOKING_FAIL Cooking Failed
|
||||
610. EF_TEMP_OK Success
|
||||
611. EF_TEMP_FAIL Failed
|
||||
612. EF_HAPGYEOK Korean Words and /no1 Emoticon
|
||||
613. EF_THROWITEM7 Throw Shuriken
|
||||
614. EF_THROWITEM8 Throw Kunai
|
||||
615. EF_THROWITEM9 Throw Fumma Shuriken
|
||||
616. EF_THROWITEM10 Throw Money
|
||||
617. EF_BUNSINJYUTSU Illusionary Shadow
|
||||
618. EF_KOUENKA Crimson Fire Bolossom
|
||||
619. EF_HYOUSENSOU Lightning Spear Of Ice
|
||||
620. EF_BOTTOM_SUITON Water Escape Technique
|
||||
621. EF_STIN4 Wind Blade
|
||||
622. EF_THUNDERSTORM2 Lightning Crash
|
||||
623. EF_CHEMICAL4 Piercing Shot
|
||||
624. EF_STIN5 Kamaitachi
|
||||
625. EF_MADNESS_BLUE Madness Canceller
|
||||
626. EF_MADNESS_RED Adjustment
|
||||
627. EF_RG_COIN3 Disarm (Sound Effect)
|
||||
628. EF_BASH3D5 Dust
|
||||
629. EF_CHOOKGI3 (Nothing)
|
||||
630. EF_KIRIKAGE Shadow Slash
|
||||
631. EF_TATAMI Reverse Tatami Map Unit
|
||||
632. EF_KASUMIKIRI Mist Slash
|
||||
633. EF_ISSEN Final Strike
|
||||
634. EF_KAEN Crimson Fire Formation
|
||||
635. EF_BAKU Dragon Fire Formation
|
||||
636. EF_HYOUSYOURAKU Falling Ice Pillar
|
||||
637. EF_DESPERADO Desperado
|
||||
638. EF_LIGHTNING_S Ground Drift Grenade
|
||||
639. EF_BLIND_S Ground Drift Grenade
|
||||
640. EF_POISON_S Ground Drift Grenade
|
||||
641. EF_FREEZING_S Ground Drift Grenade
|
||||
642. EF_FLARE_S Ground Drift Grenade
|
||||
643. EF_RAPIDSHOWER Rapid Shower
|
||||
644. EF_MAGICALBULLET Magic Bullet
|
||||
645. EF_SPREADATTACK Spread Attack
|
||||
646. EF_TRACKCASTING Tracking (Shown While Casting)
|
||||
647. EF_TRACKING Tracking
|
||||
648. EF_TRIPLEACTION Triple Action
|
||||
649. EF_BULLSEYE Bull's Eye
|
||||
650. EF_MAP_MAGICZONE Ice Cave Level 4 Circle
|
||||
651. EF_MAP_MAGICZONE2 Ice Cave Level 4 Big Circle
|
||||
652. EF_DAMAGE1 Like Regeneration Number but Red with a Sound
|
||||
653. EF_DAMAGE1_2 Like Regeneration Number but Red
|
||||
654. EF_DAMAGE1_3 Like Regeneration Number but Purple
|
||||
655. EF_UNDEADBODY Mobs Skill (Change Undead Element)
|
||||
656. EF_UNDEADBODY_DEL Last animation before Change Undead Element finish
|
||||
657. EF_GREEN_NUMBER (Nothing)
|
||||
658. EF_BLUE_NUMBER (Nothing)
|
||||
659. EF_RED_NUMBER (Nothing)
|
||||
660. EF_PURPLE_NUMBER (Nothing)
|
||||
661. EF_BLACK_NUMBER (Nothing)
|
||||
662. EF_WHITE_NUMBER (Nothing)
|
||||
663. EF_YELLOW_NUMBER (Nothing)
|
||||
664. EF_PINK_NUMBER (Nothing)
|
||||
665. EF_BUBBLE_DROP Little Blue Ball Falling From the Sky
|
||||
666. EF_NPC_EARTHQUAKE Earthquake
|
||||
667. EF_DA_SPACE (Nothing)
|
||||
668. EF_DRAGONFEAR Dragonfear
|
||||
669. EF_BLEEDING Wide Bleeding
|
||||
670. EF_WIDECONFUSE Dragon fear (Visual Effect)
|
||||
671. EF_BOTTOM_RUNNER The Japan Earth Symbol (like 'Seven Wind Lv1', but on the ground)
|
||||
672. EF_BOTTOM_TRANSFER The Japan Wind Symbol (like 'Seven Wind Lv2', but on the ground)
|
||||
673. EF_CRYSTAL_BLUE Map turns Blue (like Soul Link)
|
||||
674. EF_BOTTOM_EVILLAND Evil Land Cell
|
||||
675. EF_GUARD3 Like Parrying/Kyrie Eleison barrier but Yellow with small Cross in every barrier piece
|
||||
676. EF_NPC_SLOWCAST Slow Casting
|
||||
677. EF_CRITICALWOUND Critical Wounds/Bleeding Attack
|
||||
678. EF_GREEN99_3 White 99 Aura Bubbles
|
||||
679. EF_GREEN99_5 Green Aura (Middle)
|
||||
680. EF_GREEN99_6 Green Aura (Bottom)
|
||||
681. EF_MAPSPHERE Dimensional Gorge Map Effect
|
||||
682. EF_POK_LOVE I Love You Banner
|
||||
683. EF_POK_WHITE Happy White Day Banner
|
||||
684. EF_POK_VALEN Happy Valentine Day Banner
|
||||
685. EF_POK_BIRTH Happy Birthday Banner
|
||||
686. EF_POK_CHRISTMAS Merry Christmas Banner
|
||||
687. EF_MAP_MAGICZONE3 Cast Circle-Like effect 1
|
||||
688. EF_MAP_MAGICZONE4 Cast Circle-Like effect 2
|
||||
689. EF_DUST Endless Tower Map Effect
|
||||
690. EF_TORCH_RED Burning Flame (Red)
|
||||
691. EF_TORCH_GREEN Burning Flame (Green)
|
||||
692. EF_MAP_GHOST Unknown Aura Bubbles (Small ghosts)
|
||||
693. EF_GLOW1 Translucent yellow circle
|
||||
694. EF_GLOW2 Translucent green circle
|
||||
695. EF_GLOW4 Rotating green light
|
||||
696. EF_TORCH_PURPLE The same of 690 and 691 but Blue/Purple
|
||||
697. EF_CLOUD7 (Nothing)
|
||||
698. EF_CLOUD8 (Nothing)
|
||||
699. EF_FLOWERLEAF Fall of powder from the sky and raise of some leaf
|
||||
700. EF_MAPSPHERE2 Big Colored Green Sphere.
|
||||
701. EF_GLOW11 Huge Blue Sphere
|
||||
702. EF_GLOW12 Little Colored Violet Sphere
|
||||
703. EF_CIRCLELIGHT Light Infiltration with fall of pownder
|
||||
704. EF_ITEM315 Client Error (mobile_ef02.str)
|
||||
705. EF_ITEM316 Client Error (mobile_ef01.str)
|
||||
706. EF_ITEM317 Client Error (mobile_ef03.str)
|
||||
707. EF_ITEM318 Client Crash :P
|
||||
708. EF_STORM_MIN Storm Gust (same as 89)
|
||||
709. EF_POK_JAP A Firework that split in 4 mini fireworks
|
||||
710. EF_MAP_GREENLIGHT A Sphere like Effect 701 but Green, and a bit more larger
|
||||
711. EF_MAP_MAGICWALL A big violet wall
|
||||
712. EF_MAP_GREENLIGHT2 A Little Flame Sphere
|
||||
713. EF_YELLOWFLY1 A lot of Very Small and Yellow Sphere
|
||||
714. EF_YELLOWFLY2 (Nothing)
|
||||
715. EF_BOTTOM_BLUE Little blue Basilica
|
||||
716. EF_BOTTOM_BLUE2 Same as 715
|
||||
717. EF_WEWISH Christmas Carol (copy of Angelus)
|
||||
718. EF_FIREPILLARON2 Judex (Visual Effect)
|
||||
719. EF_FORESTLIGHT5 Renovatio (light beam)
|
||||
720. EF_SOULBREAKER3 Yellow version of Soul Breaker
|
||||
721. EF_ADO_STR Adoramus (lightning bolt)
|
||||
722. EF_IGN_STR Ignition Break (big explosion)
|
||||
723. EF_CHIMTO2 Hundred Spear (sound effect)
|
||||
724. EF_WINDCUTTER Green version of Detecting
|
||||
725. EF_DETECT2 Oratorio (like Detecting)
|
||||
726. EF_FROSTMYSTY Frost Misty (blue vapor and bubbles)
|
||||
727. EF_CRIMSON_STR Crimson Rock
|
||||
728. EF_HELL_STR Small fire (part of Hell Inferno)
|
||||
729. EF_SPR_MASH Marsh of Abyss (like Close Confine)
|
||||
730. EF_SPR_SOULE Small, cartoony explosion (part of Soul Expansion)
|
||||
731. EF_DHOWL_STR Dragon Howling (blinking, expanding circle)
|
||||
732. EF_EARTHWALL Spike from the ground
|
||||
733. EF_SOULBREAKER4 Fluffy Ball flying by
|
||||
734. EF_CHAINL_STR Chain Lightning
|
||||
735. EF_CHOOKGI_FIRE (Nothing)
|
||||
736. EF_CHOOKGI_WIND (Nothing)
|
||||
737. EF_CHOOKGI_WATER (Nothing)
|
||||
738. EF_CHOOKGI_GROUND (Nothing)
|
||||
739. EF_MAGENTA_TRAP Old Magenta Trap
|
||||
740. EF_COBALT_TRAP Old Cobald Trap
|
||||
741. EF_MAIZE_TRAP Old Maize Trap
|
||||
742. EF_VERDURE_TRAP Old Verdure Trap
|
||||
743. EF_NORMAL_TRAP White Ranger Trap
|
||||
744. EF_CLOAKING2 Camouflage
|
||||
745. EF_AIMED_STR Aimed Bolt (crosshairs)
|
||||
746. EF_ARROWSTORM_STR Arrow Storm
|
||||
747. EF_LAULAMUS_STR Falling white feathers
|
||||
748. EF_LAUAGNUS_STR Falling blue feathers
|
||||
749. EF_MILSHIELD_STR Millennium Shield
|
||||
750. EF_CONCENTRATION2 Detonator (blue sparkles)
|
||||
751. EF_FIREBALL2 Releasing summoned warlock spheres
|
||||
752. EF_BUNSINJYUTSU2 Like Energy Coat, but not as dark
|
||||
753. EF_CLEARTIME Clearance
|
||||
754. EF_GLASSWALL3 Green warp portal (root of Epiclesis)
|
||||
755. EF_ORATIO Oratio (spinning blue symbol)
|
||||
756. EF_POTION_BERSERK2 Enchant Blade (like Berserk Potion)
|
||||
757. EF_CIRCLEPOWER Third Class Aura (Middle)
|
||||
758. EF_ROLLING1 Rolling Cutter - Spin Count 1
|
||||
759. EF_ROLLING2 Rolling Cutter - Spin Count 2
|
||||
760. EF_ROLLING3 Rolling Cutter - Spin Count 3
|
||||
761. EF_ROLLING4 Rolling Cutter - Spin Count 4
|
||||
762. EF_ROLLING5 Rolling Cutter - Spin Count 5
|
||||
763. EF_ROLLING6 Rolling Cutter - Spin Count 6
|
||||
764. EF_ROLLING7 Rolling Cutter - Spin Count 7
|
||||
765. EF_ROLLING8 Rolling Cutter - Spin Count 8
|
||||
766. EF_ROLLING9 Rolling Cutter - Spin Count 9
|
||||
767. EF_ROLLING10 Rolling Cutter - Spin Count 10
|
||||
768. EF_PURPLEBODY Blinking
|
||||
769. EF_STIN6 Cross Ripper Slasher (flying knives)
|
||||
770. EF_RG_COIN4 Strip sound
|
||||
771. EF_POISONWAV Poison sound
|
||||
772. EF_POISONSMOKE Poison particles
|
||||
773. EF_GUMGANG4 Expanding purple aura (part of Phantom Menace)
|
||||
774. EF_SHIELDBOOMERANG4 Axe Boomerang
|
||||
775. EF_CASTSPIN2 Spinning character sprite
|
||||
776. EF_VULCANWAV Like Desperado sound effect
|
||||
777. EF_AGIUP2 Faded light from the ground [S]
|
||||
778. EF_DETECT3 Expanding white aura (like Clearance)
|
||||
779. EF_AGIUP3 Faded light from the ground [S]
|
||||
780. EF_DETECT4 Expanding red aura (from Infrared Scan)
|
||||
781. EF_ELECTRIC3 Magnetic Field (purple chains)
|
||||
782. EF_GUARD4 All-around shield [S]
|
||||
783. EF_BOTTOM_BARRIER Yellow shaft of light
|
||||
784. EF_BOTTOM_STEALTH White shaft of light
|
||||
785. EF_REPAIRTIME Upward flying wrenches
|
||||
786. EF_NC_ANAL Symbol with bleeping sound [S]
|
||||
787. EF_FIRETHROW Flare Launcher (line of fire)
|
||||
788. EF_VENOMIMPRESS Venom Impress (green skull)
|
||||
789. EF_FROSTMISTY Freezing Status Effect (two ancillas)
|
||||
790. EF_BURNING Burning Status Effect (flame symbol)
|
||||
791. EF_COLDTHROW Two ice shots
|
||||
792. EF_MAKEHALLU Upward streaming white particles
|
||||
793. EF_HALLUTIME Same, but more brief
|
||||
794. EF_INFRAREDSCAN Infrared Scan (red lasers)
|
||||
795. EF_CRASHAXE Power Swing (axe crash)
|
||||
796. EF_GTHUNDER Spinning blue triangles
|
||||
797. EF_STONERING Stapo
|
||||
798. EF_INTIMIDATE2 Red triangles (like Intimidate)
|
||||
799. EF_STASIS Stasis (expanding blue mist) [S]
|
||||
800. EF_REDLINE Hell Inferno (red lights)
|
||||
801. EF_FROSTDIVER3 Jack Frost unit (ice spikes)
|
||||
802. EF_BOTTOM_BASILICA2 White Imprison
|
||||
803. EF_RECOGNIZED Recognized Spell
|
||||
804. EF_TETRA Tetra Vortex [S]
|
||||
805. EF_TETRACASTING Tetra Vortex cast animation (blinking colors)
|
||||
806. EF_FIREBALL3 Flying by as fast as a rocket
|
||||
807. EF_INTIMIDATE3 Kidnapping sound
|
||||
808. EF_RECOGNIZED2 Like Recognized Spell, but one symbol
|
||||
809. EF_CLOAKING3 Shadowy filter [S]
|
||||
810. EF_INTIMIDATE4 Damp thud sound [S]
|
||||
811. EF_STRETCH Body Painting
|
||||
812. EF_BLACKBODY Black expanding aura
|
||||
813. EF_ENERVATION Masquerade - Enervation
|
||||
814. EF_ENERVATION2 Masquerade - Groomy
|
||||
815. EF_ENERVATION3 Masquerade - Ignorance
|
||||
816. EF_ENERVATION4 Masquerade - Laziness
|
||||
817. EF_ENERVATION5 Masquerade - Unlucky
|
||||
818. EF_ENERVATION6 Masquerade - Weakness
|
||||
819. EF_LINELINK4 (Nothing)
|
||||
820. EF_RG_COIN5 Strip Accessory
|
||||
821. EF_WATERFALL_ANI Waterfall
|
||||
822. EF_BOTTOM_MANHOLE Dimension Door (spinning blue aura)
|
||||
823. EF_MANHOLE In-the-manhole effect
|
||||
824. EF_MAKEFEINT Some filter
|
||||
825. EF_FORESTLIGHT6 Dimension Door (aura + blue light)
|
||||
826. EF_DARKCASTING2 Expanding black casting anim.
|
||||
827. EF_BOTTOM_ANI Chaos Panic (spinning brown aura)
|
||||
828. EF_BOTTOM_MAELSTROM Maelstrom (spinning pink aura)
|
||||
829. EF_BOTTOM_BLOODYLUST Bloody Lust (spinning red aura)
|
||||
830. EF_BEGINSPELL_N1 Blue aura (Arch Bishop cast animation)
|
||||
831. EF_BEGINSPELL_N2 Blue cone [S]
|
||||
832. EF_HEAL_N Sonic Wave
|
||||
833. EF_CHOOKGI_N (Nothing)
|
||||
834. EF_JOBLVUP50_2 Light shooting away circlish
|
||||
835. EF_CHEMICAL2DASH2 Fastness yellow-reddish
|
||||
836. EF_CHEMICAL2DASH3 Fastness yellow-pinkish
|
||||
837. EF_ROLLINGCAST Casting [S]
|
||||
838. EF_WATER_BELOW Watery aura
|
||||
839. EF_WATER_FADE [Client Error]
|
||||
840. EF_BEGINSPELL_N3 Red cone
|
||||
841. EF_BEGINSPELL_N4 Green cone
|
||||
842. EF_BEGINSPELL_N5 Yellow cone
|
||||
843. EF_BEGINSPELL_N6 White cone
|
||||
844. EF_BEGINSPELL_N7 Purple cone
|
||||
845. EF_BEGINSPELL_N8 light-bluish turquoise cone
|
||||
846. EF_WATER_SMOKE (Nothing)
|
||||
847. EF_DANCE1 Gloomy Day (white/red light rays)
|
||||
848. EF_DANCE2 Gloomy Day (white/blue light rays)
|
||||
849. EF_LINKPARTICLE (Nothing)
|
||||
850. EF_SOULLIGHT2 (Nothing)
|
||||
851. EF_SPR_PARTICLE Green mushy-foggy stuff (dull)
|
||||
852. EF_SPR_PARTICLE2 Green mushy-foggy stuff (bright)
|
||||
853. EF_SPR_PLANT Bright green flower area
|
||||
854. EF_CHEMICAL_V Blue beam of light with notes
|
||||
855. EF_SHOOTPARTICLE (Nothing)
|
||||
856. EF_BOT_REVERB Reverberation (red eighth notes)
|
||||
857. EF_RAIN_PARTICLE Severe Rainstorm (falling red and blue beams)
|
||||
858. EF_CHEMICAL_V2 Deep Sleep Lullaby (two red beams and music notes)
|
||||
859. EF_SECRA Holograph of text (blue)
|
||||
860. EF_BOT_REVERB2 Distorted note (blue)
|
||||
861. EF_CIRCLEPOWER2 Green aura (from Circle of Life's Melody)
|
||||
862. EF_SECRA2 Randomize Spell (holograph of text)
|
||||
863. EF_CHEMICAL_V3 Dominion Impulse (two spears of light)
|
||||
864. EF_ENERVATION7 Gloomy Day (colorful lines)
|
||||
865. EF_CIRCLEPOWER3 Blue aura (from Song of Mana)
|
||||
866. EF_SPR_PLANT2 Dance with a Warg (Wargs)
|
||||
867. EF_CIRCLEPOWER4 Yellow aura (from Dance with a Warg)
|
||||
868. EF_SPR_PLANT3 Song of Mana (Violies)
|
||||
869. EF_RG_COIN6 Strip sound [S]
|
||||
870. EF_SPR_PLANT4 Ghostly Succubuses of fire
|
||||
871. EF_CIRCLEPOWER5 Red aura (from Lerad's Dew)
|
||||
872. EF_SPR_PLANT5 Lerad's Dew (Minerals)
|
||||
873. EF_CIRCLEPOWER6 Stargate-wormhole stuff (bright purple)
|
||||
874. EF_SPR_PLANT6 Melody of Sink (Ktullanuxes)
|
||||
875. EF_CIRCLEPOWER7 Stargate-wormhole stuff (bright turquoise)
|
||||
876. EF_SPR_PLANT7 Warcry of Beyond (Garms)
|
||||
877. EF_CIRCLEPOWER8 Stargate-wormhole stuff (white)
|
||||
878. EF_SPR_PLANT8 Unlimited Humming Voice (Miyabi Ningyos)
|
||||
879. EF_HEARTASURA Siren's Voice (heart-like)
|
||||
880. EF_BEGINSPELL_150 Bluish castish cone
|
||||
881. EF_LEVEL99_150 Blue aura
|
||||
882. EF_PRIMECHARGE Whirl of fireflies (red)
|
||||
883. EF_GLASSWALL4 Epiclesis (transparent green tree)
|
||||
884. EF_GRADIUS_LASER Green beam
|
||||
885. EF_BASH3D6 Blue light beams
|
||||
886. EF_GUMGANG5 Blue castish cone
|
||||
887. EF_HITLINE8 Wavy sparks
|
||||
888. EF_ELECTRIC4 Earth Shaker (same as 432)
|
||||
889. EF_TEIHIT1T Fast light beams
|
||||
890. EF_SPINMOVE Rotation
|
||||
891. EF_FIREBALL4 Magic shots [S]
|
||||
892. EF_TRIPLEATTACK4 Fastness with hitting sound[S]
|
||||
893. EF_CHEMICAL3S Blue-white light passing by
|
||||
894. EF_GROUNDSHAKE (Nothing)
|
||||
895. EF_DQ9_CHARGE Big wheel of flat light beams
|
||||
896. EF_DQ9_CHARGE2 Still sun shaped lightning aura
|
||||
897. EF_DQ9_CHARGE3 Animated sun shaped lightning aura
|
||||
898. EF_DQ9_CHARGE4 Animated, curvy sun shaped lightning aura
|
||||
899. EF_BLUELINE White/red light shots from below
|
||||
900. EF_SELFSCROLL Animated, slow curvy sun shaped lightning aura
|
||||
901. EF_SPR_LIGHTPRINT Explosion
|
||||
902. EF_PNG_TEST Floating bedtable texture
|
||||
903. EF_BEGINSPELL_YB Castish flamey cone
|
||||
904. EF_CHEMICAL2DASH4 Yellow/pink lights passing by
|
||||
905. EF_GROUNDSHAKE2 Expanding circle
|
||||
906. EF_PRESSURE2 Shield Press (falling shield)
|
||||
907. EF_RG_COIN7 Chainy, metalish sound [S]
|
||||
908. EF_PRIMECHARGE2 Prestige (sphere of yellow particles)
|
||||
909. EF_PRIMECHARGE3 Banding (sphere of red particles)
|
||||
910. EF_PRIMECHARGE4 Inspiration (sphere of blue particles)
|
||||
911. EF_GREENCASTING Green castish animation [S]
|
||||
912. EF_WALLOFTHORN Wall of Thorns unit (green fog cloud)
|
||||
913. EF_FIREBALL5 Magic projectiles
|
||||
914. EF_THROWITEM11 (Nothing)
|
||||
915. EF_SPR_PLANT9 Crazy Weed
|
||||
916. EF_DEMONICFIRE Demonic Fire
|
||||
917. EF_DEMONICFIRE2 More angry, demonic flames
|
||||
918. EF_DEMONICFIRE3 Fire Insignia (demonic flames)
|
||||
919. EF_HELLSPLANT Hell's Plant (green snapping plant)
|
||||
920. EF_FIREWALL2 Fire Walk unit
|
||||
921. EF_VACUUM Vacuum Extreme (whirlwind)
|
||||
922. EF_SPR_PLANT10 Psychic Wave
|
||||
923. EF_SPR_LIGHTPRINT2 Poison Buster
|
||||
924. EF_POISONSMOKE2 Poisoning animation
|
||||
925. EF_MAKEHALLU2 Some filter
|
||||
926. EF_SHOCKWAVE2 Electric Walk unit
|
||||
927. EF_SPR_PLANT11 Earth Grave (speary roots)
|
||||
928. EF_COLDTHROW2 Ice cloud projectiles
|
||||
929. EF_DEMONICFIRE4 Warmer (field of flames)
|
||||
930. EF_PRESSURE3 Varetyr Spear (falling spear)
|
||||
931. EF_LINKPARTICLE2 (Nothing)
|
||||
932. EF_SOULLIGHT3 Firefly
|
||||
933. EF_CHAREFFECT [Client Crash]
|
||||
934. EF_GUMGANG6 White, castishly expanding cone
|
||||
935. EF_FIREBALL6 Green magic projectile
|
||||
936. EF_GUMGANG7 Red, castishly expanding cone
|
||||
937. EF_GUMGANG8 Yellow, castishly expanding cone
|
||||
938. EF_GUMGANG9 Dark-red, castishly expanding cone
|
||||
939. EF_BOTTOM_DE2 Blue, conish aura
|
||||
940. EF_COLDSTATUS Snow flake
|
||||
941. EF_SPR_LIGHTPRINT3 Explosion of red, demonic fire
|
||||
942. EF_WATERBALL3 Expanding, white dome
|
||||
943. EF_HEAL_N2 Green, fluffy projectile
|
||||
944. EF_RAIN_PARTICLE2 Falling gems
|
||||
945. EF_CLOUD9 (Nothing)
|
||||
946. EF_YELLOWFLY3 Floating lights
|
||||
947. EF_EL_GUST Blue lightning sphere
|
||||
948. EF_EL_BLAST Two blue lightning spheres
|
||||
949. EF_EL_AQUAPLAY Flat, spinning diamond
|
||||
950. EF_EL_UPHEAVAL Circling, planetlike spheres
|
||||
951. EF_EL_WILD_STORM Three lightning spheres
|
||||
952. EF_EL_CHILLY_AIR Flat, spinning gem and two lightning spheres
|
||||
953. EF_EL_CURSED_SOIL Spinning, planetlike spheres
|
||||
954. EF_EL_COOLER Two lightblue glowing spheres
|
||||
955. EF_EL_TROPIC Three spinning flame spheres
|
||||
956. EF_EL_PYROTECHNIC Flame
|
||||
957. EF_EL_PETROLOGY Spinning planetlike sphere
|
||||
958. EF_EL_HEATER Two flames
|
||||
959. EF_POISON_MIST Purple flame
|
||||
960. EF_ERASER_CUTTER Small yellow explosion
|
||||
961. EF_SILENT_BREEZE Cartoony whirlwind
|
||||
962. EF_MAGMA_FLOW Rising fire
|
||||
963. EF_GRAYBODY Dark filter (like Stone Curse)
|
||||
964. EF_LAVA_SLIDE Same as 920
|
||||
965. EF_SONIC_CLAW Small white explosion
|
||||
966. EF_TINDER_BREAKER Bone crack
|
||||
967. EF_MIDNIGHT_FRENZY Another little explosion
|
||||
132
doc/packet_struct_notation.md
Normal file
132
doc/packet_struct_notation.md
Normal file
@@ -0,0 +1,132 @@
|
||||
# Packet Structure Notation
|
||||
|
||||
This document specifies how packets are and should be documented, to
|
||||
keep packet structure comments consistent in the entire codebase. It
|
||||
also serves as a guide to those, who are unfamiliar with the general
|
||||
packet layout.
|
||||
|
||||
All mentioned data types are assumed to be little-endian (least-
|
||||
significant byte first, least significant bit last) and of same size
|
||||
regardless of architecture.
|
||||
|
||||
### Typical description of a packet
|
||||
|
||||
```
|
||||
Notifies the client about entering a chatroom.
|
||||
00db <packet len>.W <chat id>.L { <role>.L <name>.24B }* (ZC_ENTER_ROOM)
|
||||
role:
|
||||
0 = owner (menu)
|
||||
1 = normal
|
||||
```
|
||||
|
||||
The first line contains a brief description of what the packet does,
|
||||
or what it is good for, followed by it's `AEGIS` name in parentheses;
|
||||
first two letters of the `AEGIS` name specify origin (first letter)
|
||||
and destination (second letter) of the packet. If the packet's name
|
||||
is not known or is not applicable (rAthena server-server packets),
|
||||
specify at least these two letters to indicate the direction of the
|
||||
packet. Do not use `S(end)/R(ecv)` for this, as it is inaccurate and
|
||||
location dependent (if the description is copied to different server
|
||||
or other RO-related projects, it might change it's meaning).
|
||||
|
||||
If there are multiple versions of the packet, the `AEGIS` name is
|
||||
appended to the end of the packet's structure instead. If the name
|
||||
did not change between versions, a `PACKETVER` expression is appended,
|
||||
such as `(PACKETVER >= 20111111)`.
|
||||
|
||||
Second line describes the packet's field structure, beginning with a
|
||||
`%04x` formatted packet type, followed by the individual fields and
|
||||
their types. Each field begins with it's name enclosed in angle
|
||||
brackets ( `<field name>` ) followed by a dot and the data size type.
|
||||
Field names should be lower-case and without underscores. If other
|
||||
packets already have a field in common, use that name, rather than
|
||||
inventing your own (ex. "packet len" and "account id"). Repeated and
|
||||
optional fields are designated with curly and square brackets
|
||||
respectively, padded with a single space at each side.
|
||||
|
||||
Further lines are optional and either include details about the
|
||||
the packet's mechanics or further explanation on the packet fields'
|
||||
values.
|
||||
|
||||
### Packet field data size type
|
||||
|
||||
|Field name|Field description|Field size|
|
||||
|---|---|---|
|
||||
|B|byte|1 byte|
|
||||
|W|word|2 bytes|
|
||||
|L|long, dword|4 bytes|
|
||||
|F|float|4 bytes|
|
||||
|Q|quad|8 bytes|
|
||||
|
||||
### Variable cases
|
||||
|
||||
|Field name|Field description|
|
||||
|---|---|
|
||||
|nB|n bytes|
|
||||
|?B|variable/unknown amount of bytes|
|
||||
|nS|n bytes, zero-terminated|
|
||||
|?S|variable/unknown amount of bytes, zero-terminated|
|
||||
|
||||
### Repetition of packet fields
|
||||
|
||||
|Field name|Field description|
|
||||
|---|---|
|
||||
|{}|repeated block|
|
||||
|{}*|variable/unknown amount of consecutive blocks|
|
||||
|{}*n|n times repeated block|
|
||||
|[]|optional fields|
|
||||
|
||||
### Packet origin and destination letters
|
||||
|
||||
|Origin|Destination|
|
||||
|---|---|
|
||||
|A|Account (Login)|
|
||||
|C|Client|
|
||||
|H|Character|
|
||||
|I|Inter|
|
||||
|S|Server (any type of server)|
|
||||
|Z|Zone (Map)|
|
||||
|
||||
### Examples
|
||||
|
||||
- Packet with nested repetition blocks:
|
||||
|
||||
```
|
||||
/// Presents a textual list of producable items.
|
||||
/// 018d <packet len>.W { <name id>.W { <material id>.W }*3 }* (ZC_MAKABLEITEMLIST)
|
||||
/// material id:
|
||||
/// unused by the client
|
||||
```
|
||||
|
||||
- Packet with multiple versions identified with different AEGIS names:
|
||||
|
||||
```
|
||||
/// Request for server's tick.
|
||||
/// 007e <client tick>.L (CZ_REQUEST_TIME)
|
||||
/// 0360 <client tick>.L (CZ_REQUEST_TIME2)
|
||||
```
|
||||
|
||||
- Packet with multiple versions identified with same AEGIS name:
|
||||
|
||||
```
|
||||
/// Cashshop Buy Ack.
|
||||
/// 0289 <cash point>.L <error>.W (ZC_PC_CASH_POINT_UPDATE)
|
||||
/// 0289 <cash point>.L <kafra point>.L <error>.W (PACKETVER >= 20070711) (ZC_PC_CASH_POINT_UPDATE)
|
||||
```
|
||||
|
||||
- Packet with combination of both different AEGIS names and different versions with same name:
|
||||
|
||||
```
|
||||
/// Sends hotkey bar.
|
||||
/// 02b9 { <is skill>.B <id>.L <count>.W }*27 (ZC_SHORTCUT_KEY_LIST)
|
||||
/// 07d9 { <is skill>.B <id>.L <count>.W }*36 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090603)
|
||||
/// 07d9 { <is skill>.B <id>.L <count>.W }*38 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090617)
|
||||
```
|
||||
|
||||
- Packet for a client command:
|
||||
|
||||
```
|
||||
/// /item /monster.
|
||||
/// Request to make items or spawn monsters.
|
||||
/// 013f <item/mob name>.24B (CZ_ITEM_CREATE)
|
||||
```
|
||||
@@ -1,119 +0,0 @@
|
||||
//===== rAthena Documentation ================================
|
||||
//= Packet Structure Notation
|
||||
//===== By: ==================================================
|
||||
//= Ai4rei
|
||||
//===== Last Updated: ========================================
|
||||
//= 20120810
|
||||
//===== Description: =========================================
|
||||
//= Explanation how packets are and should be documented.
|
||||
//============================================================
|
||||
|
||||
This document specifies how packets are and should be documented, to
|
||||
keep packet structure comments consistent in the entire codebase. It
|
||||
also serves as a guide to those, who are unfamiliar with the general
|
||||
packet layout.
|
||||
|
||||
All mentioned data types are assumed to be little-endian (least-
|
||||
significant byte first, least significant bit last) and of same size
|
||||
regardless of architecture.
|
||||
|
||||
= Typical description of a packet =
|
||||
|
||||
/// Notifies the client about entering a chatroom (ZC_ENTER_ROOM).
|
||||
/// 00db <packet len>.W <chat id>.L { <role>.L <name>.24B }*
|
||||
/// role:
|
||||
/// 0 = owner (menu)
|
||||
/// 1 = normal
|
||||
|
||||
The first line contains a brief description of what the packet does,
|
||||
or what it is good for, followed by it's AEGIS name in parentheses;
|
||||
first two letters of the AEGIS name specify origin (first letter)
|
||||
and destination (second letter) of the packet. If the packet's name
|
||||
is not known or is not applicable (rAthena server-server packets),
|
||||
specify at least these two letters to indicate the direction of the
|
||||
packet. Do not use S(end)/R(ecv) for this, as it is inaccurate and
|
||||
location dependent (if the description is copied to different server
|
||||
or other RO-related projects, it might change it's meaning).
|
||||
|
||||
If there are multiple versions of the packet, the AEGIS name is
|
||||
appended to the end of the packet's structure instead. If the name
|
||||
did not change between versions, a PACKETVER expression is appended,
|
||||
such as (PACKETVER >= 20111111).
|
||||
|
||||
Second line describes the packet's field structure, beginning with a
|
||||
%04x formatted packet type, followed by the individual fields and
|
||||
their types. Each field begins with it's name enclosed in angle
|
||||
brackets ( <field name> ) followed by a dot and the data size type.
|
||||
Field names should be lower-case and without underscores. If other
|
||||
packets already have a field in common, use that name, rather than
|
||||
inventing your own (ex. "packet len" and "account id"). Repeated and
|
||||
optional fields are designated with curly and square brackets
|
||||
respectively, padded with a single space at each side.
|
||||
|
||||
Further lines are optional and either include details about the
|
||||
the packet's mechanics or further explanation on the packet fields'
|
||||
values.
|
||||
|
||||
= Packet field data size type =
|
||||
|
||||
B = 1 byte (byte)
|
||||
W = 2 bytes (word)
|
||||
L = 4 bytes (long, dword)
|
||||
F = 4 bytes (float)
|
||||
Q = 8 bytes (quad)
|
||||
|
||||
nB = n bytes
|
||||
?B = variable/unknown amount of bytes
|
||||
nS = n bytes, zero-terminated
|
||||
?S = variable/unknown amount of bytes, zero-terminated
|
||||
|
||||
= Repetition of packet fields =
|
||||
|
||||
{} = repeated block
|
||||
{}* = variable/unknown amount of consecutive blocks
|
||||
{}*n = n times repeated block
|
||||
[] = optional fields
|
||||
|
||||
= Packet origin and destination letters =
|
||||
|
||||
A = Account (Login)
|
||||
C = Client
|
||||
H = Character
|
||||
I = Inter
|
||||
S = Server (any type of server)
|
||||
Z = Zone (Map)
|
||||
|
||||
= Examples =
|
||||
|
||||
Packet with nested repetition blocks:
|
||||
|
||||
/// Presents a textual list of producable items (ZC_MAKABLEITEMLIST).
|
||||
/// 018d <packet len>.W { <name id>.W { <material id>.W }*3 }*
|
||||
/// material id:
|
||||
/// unused by the client
|
||||
|
||||
Packet with multiple versions identified with different AEGIS names:
|
||||
|
||||
/// Request for server's tick.
|
||||
/// 007e <client tick>.L (CZ_REQUEST_TIME)
|
||||
/// 0360 <client tick>.L (CZ_REQUEST_TIME2)
|
||||
|
||||
Packet with multiple versions identified with same AEGIS name:
|
||||
|
||||
/// Cashshop Buy Ack (ZC_PC_CASH_POINT_UPDATE).
|
||||
/// 0289 <cash point>.L <error>.W
|
||||
/// 0289 <cash point>.L <kafra point>.L <error>.W (PACKETVER >= 20070711)
|
||||
|
||||
Packet with combination of both different AEGIS names and different
|
||||
versions with same name:
|
||||
|
||||
/// Sends hotkey bar.
|
||||
/// 02b9 { <is skill>.B <id>.L <count>.W }*27 (ZC_SHORTCUT_KEY_LIST)
|
||||
/// 07d9 { <is skill>.B <id>.L <count>.W }*36 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090603)
|
||||
/// 07d9 { <is skill>.B <id>.L <count>.W }*38 (ZC_SHORTCUT_KEY_LIST_V2, PACKETVER >= 20090617)
|
||||
|
||||
Packet for a client command:
|
||||
|
||||
/// /item /monster (CZ_ITEM_CREATE).
|
||||
/// Request to make items or spawn monsters.
|
||||
/// 013f <item/mob name>.24B
|
||||
@@ -293,15 +293,15 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
mes "There is nothing you can get for free on this ship, if you want somethin', work for it!!";
|
||||
next;
|
||||
mes "[Phelix]";
|
||||
mes "Hmm, so why don't you bring me 10 jellopies and I will give 1 potion. How's that sound?";
|
||||
mes "Or if that's too hard for your pansy ass, 3 jellopies for 1 Carrot.";
|
||||
mes "Hmm, so why don't you bring me 10 Jellopies and I will give 1 potion. How's that sound?";
|
||||
mes "Or if that's too hard for your pansy ass, 3 Jellopies for 1 Carrot.";
|
||||
next;
|
||||
mes "[Phelix]";
|
||||
mes "If you're interested in my offer, get me the stuff I mentioned.";
|
||||
@event_zelopy = 1;
|
||||
close;
|
||||
}
|
||||
mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
|
||||
mes "Hmm.. you want to exchange Jellopies for Red Potions or some Carrots eh? Well.. which one?";
|
||||
next;
|
||||
switch(select("Red Potions please.","Carrots please.")) {
|
||||
case 1:
|
||||
@@ -312,7 +312,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
next;
|
||||
mes "[Phelix]";
|
||||
if (countitem(909) < 10) {
|
||||
mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
|
||||
mes "Hey! Weren't you listening? I said 10 Jellopies for 1 Red Potion.. are ya deaf?";
|
||||
close;
|
||||
} else {
|
||||
.@max = countitem(909)/10;
|
||||
@@ -327,7 +327,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
break;
|
||||
case 2:
|
||||
mes "[Phelix]";
|
||||
mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
|
||||
mes "I'm not giving you more than 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
|
||||
mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
|
||||
input .@amount;
|
||||
next;
|
||||
@@ -341,7 +341,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
close;
|
||||
}
|
||||
if (countitem(909) < .@amount*10) {
|
||||
mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
|
||||
mes "Hmm, it looks like you don't have enough. Go get more Jellopies if you want anything else from me.";
|
||||
close;
|
||||
}
|
||||
delitem 909,.@amount*10;// Jellopy
|
||||
@@ -363,7 +363,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
next;
|
||||
mes "[Phelix]";
|
||||
if (countitem(909) < 3) {
|
||||
mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
|
||||
mes "Hmm, look pansy ass, I said 3 Jellopies for 1 Carrot.. got it?";
|
||||
close;
|
||||
}
|
||||
.@max = countitem(909)/3;
|
||||
@@ -377,7 +377,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
break;
|
||||
case 2:
|
||||
mes "[Phelix]";
|
||||
mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
|
||||
mes "Right I'm not giving you more than 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
|
||||
input .@amount;
|
||||
next;
|
||||
mes "[Phelix]";
|
||||
@@ -386,7 +386,7 @@ alberta,190,173,4 script Phelix 4_M_03,{
|
||||
close;
|
||||
}
|
||||
if (.@amount > 100) {
|
||||
mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
|
||||
mes "Hey pansy ass, I said 100 at most, no more than that! I'm not going to break my back for the likes of you!";
|
||||
close;
|
||||
}
|
||||
if (countitem(909) < .@amount*3) {
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
|
||||
//= 2.01 removed all .GATs [Lupus]
|
||||
//= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
|
||||
//= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
|
||||
//= 2.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
|
||||
//= 2.3 Fixed exploit with kafra pass
|
||||
//= 2.4 Updated Kafra Reserve to official dialog. [Capuche]
|
||||
//============================================================
|
||||
@@ -258,7 +258,7 @@ aldebaran,121,231,4 script Alchemy Guy#alde 49,{
|
||||
mes "These Payon Alchemists were able to create Gold out of different materials. However, Payon Alchemy never advanced as much as the Alchemy in Al De Baran.";
|
||||
next;
|
||||
mes "[Chemirre]";
|
||||
mes "Materials for Alchemy in Payon were scarse and interest in that field eventually waned. Now, you can only study Alchemy here in Al De Baran.";
|
||||
mes "Materials for Alchemy in Payon were scarce and interest in that field eventually waned. Now, you can only study Alchemy here in Al De Baran.";
|
||||
next;
|
||||
mes "[Chemirre]";
|
||||
mes "Still, I can't help but wonder what secrets were lost after the Payon art of Alchemy disappeared from the face of the Earth...";
|
||||
@@ -497,7 +497,7 @@ aldebaran,146,124,4 script Town Girl#alde 101,{
|
||||
mes "Somewhere in the world there is an ^3355FFAssassin Guild^000000, where they teach people the subtle art of assassination.";
|
||||
next;
|
||||
mes "[Nastasia]";
|
||||
mes "But isn't killing illegal? And do they even collect educational tutition?";
|
||||
mes "But isn't killing illegal? And do they even collect educational tuition?";
|
||||
next;
|
||||
if (select("Continue conversation.:End Conversation.") == 1) {
|
||||
mes "[Nastasia]";
|
||||
@@ -553,7 +553,7 @@ aldeba_in,232,241,4 script RS125#alde 48,{
|
||||
mes "[RS125]";
|
||||
mes "It's been 3 years already.";
|
||||
mes "My brother 996 used to be a short track athlete in the Al De Baran city field team.";
|
||||
mes "Back then, people gave him a nickname, 'Al De Baran's Pco Peco',";
|
||||
mes "Back then, people gave him a nickname, 'Al De Baran's Peco Peco',";
|
||||
mes "for his amazingly fast legs...";
|
||||
next;
|
||||
mes "[RS125]";
|
||||
@@ -702,7 +702,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
|
||||
mes "The original Kafra Mascot, the classic blue haired lady! Candidate Number One: ^3355FFPavianne^000000!";
|
||||
next;
|
||||
mes "[Master]";
|
||||
mes "Her graceful ponytail takes mens' breath away! The fan favorite amongst teen males! Candidate Number Two: ^5533FFBlossom^000000!";
|
||||
mes "Her graceful ponytail takes men's breath away! The fan favorite amongst teen males! Candidate Number Two: ^5533FFBlossom^000000!";
|
||||
next;
|
||||
mes "[Master]";
|
||||
mes "Her long, straight hair, like silk from the East, is her charm point. Direct from Payon, it's Candidate Number Three: ^555555Jasmine^000000!";
|
||||
@@ -714,7 +714,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
|
||||
mes "Intelligent, sophisticated and never seen without her luxurious glasses. It's Candidate Number Five: ^33FF55Leilah^000000!";
|
||||
next;
|
||||
mes "[Master]";
|
||||
mes "Pretty, cute and fresh faced. Although She looks young and immature,She's the best staff!";
|
||||
mes "Pretty, cute and fresh faced. Although She looks young and immature, she's the best staff!";
|
||||
mes "Candidate Number (6) ^AAAA00Curly Sue^000000 !!";
|
||||
next;
|
||||
switch(select("(1) Pavianne:(2) Blossom:(3) Jasmine:(4) Roxie:(5) Leilah:(6) Curly Sue")) {
|
||||
@@ -1430,7 +1430,7 @@ aldeba_in,88,161,3 script Kafra Employee#reserve2 4_F_KAFRA3,{
|
||||
getitem 504,30;// White_Potion
|
||||
mes "What a pity!";
|
||||
mes "You got the 4th prize!!";
|
||||
mes "The prize is ^00FF00White_Potion 30°³~^000000";
|
||||
mes "The prize is ^00FF0030 White Potions~^000000";
|
||||
next;
|
||||
mes "[Kafra Employee]";
|
||||
mes "The greatest among potions! Use it before you fall into faint~";
|
||||
@@ -1505,7 +1505,7 @@ function script F_ClockTowerGate {
|
||||
switch(select("About Clock Tower:About the "+ .@floor$ +" Floor:Move to the "+ .@floor$ +" Floor:End Dialogue")) {
|
||||
case 1:
|
||||
mes "[Gatekeeper Boy]";
|
||||
mes "Homeland of Alchemy,Aldebaran!";
|
||||
mes "Homeland of Alchemy, Aldebaran!";
|
||||
mes "Long Time ago, there were";
|
||||
mes "3 Legendary Alchemists...They are";
|
||||
mes "Bruke Seimer";
|
||||
@@ -1567,7 +1567,7 @@ function script F_ClockTowerGate {
|
||||
mes "[Gatekeeper Boy]";
|
||||
mes "Hmm! I already felt that you are not an Ordinary person,";
|
||||
mes "Now it seems to be successful in Speculation.";
|
||||
mes "Please,You may enter.";
|
||||
mes "Please, you may enter.";
|
||||
mes "May God bless you ..";
|
||||
close2;
|
||||
delitem .@item_req,1;
|
||||
|
||||
@@ -395,7 +395,7 @@ amatsu,243,202,3 script Drama Teacher#ama 760,{
|
||||
mes "The 'White Dryad' is a nymph of";
|
||||
mes "cherry tree... It has been hard to";
|
||||
mes "find a girl who can perform";
|
||||
mes "as the 'White Drayd...'";
|
||||
mes "as the 'White Dryad...'";
|
||||
close;
|
||||
}
|
||||
emotion ET_SURPRISE;
|
||||
|
||||
@@ -888,7 +888,7 @@ einbech,148,246,5 script Franz#ein 851,{
|
||||
mes "S-somebody...";
|
||||
next;
|
||||
mes "[Franz]";
|
||||
mes "Hey, a traveller!";
|
||||
mes "Hey, a traveler!";
|
||||
mes "Are you planning to explore";
|
||||
mes "the Mine Dungeon or the fields";
|
||||
mes "around here? Let's chat for a bit and maybe you'll learn something.";
|
||||
|
||||
@@ -919,7 +919,7 @@ einbroch,235,141,5 script Bulletin Board#ein22 858,{
|
||||
einbroch,162,256,5 script Bulletin Board#ein33 858,{
|
||||
mes "East - Train Station";
|
||||
mes "Southeast - Hotel";
|
||||
mes "South - Weapon Shop,Factory";
|
||||
mes "South - Weapon Shop, Factory";
|
||||
mes "Southwest - Airport, Airship Repair Shop, Laboratory";
|
||||
close;
|
||||
}
|
||||
|
||||
@@ -1256,7 +1256,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
|
||||
mes "Eventually, they create trees that grow celebrity impersonators. Today, it looks like a miracle of science, and a threat to Hollywood starlets.";
|
||||
next;
|
||||
mes "[Psychic Advisor]";
|
||||
mes "However, the people who buy these trees are the same kind who who wear those really tacky shirts...";
|
||||
mes "However, the people who buy these trees are the same kind who wear those really tacky shirts...";
|
||||
next;
|
||||
mes "[Psychic Advisor]";
|
||||
mes "You know, the kind with a lame sense of humor where it will have the word 'Cat-o-strophic' and there's this little kitten dressed like a mad scientist or something.";
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
mes "The people who've seen the underwater view say it is so fantastic that they've kept dreaming of it ever since.";
|
||||
next;
|
||||
mes "[Charfri]";
|
||||
mes "But unfortunately, the monsters are too strong for ordinary people to merely go sight seeing there. Still, just once, I'd like to go down there...";
|
||||
mes "But unfortunately, the monsters are too strong for ordinary people to merely go sightseeing there. Still, just once, I'd like to go down there...";
|
||||
close;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//= from npc\other\lighthalzen_???.txt [Lupus]
|
||||
//= 1.2 Moved some NPCs to Lighthalzen quests. [SinSloth]
|
||||
//= 1.3 Moved some other NPCs for quests purposes. [SinSloth]
|
||||
//= 1.4 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
|
||||
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
|
||||
//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
|
||||
//= 1.6 Massive NPC clean up, includes corrected dialogs and [L0ne_W0lf]
|
||||
//= added missing dialogs, fixed indentation, corrected some NPC
|
||||
@@ -33,12 +33,12 @@
|
||||
//= whitespace (empty lines after header and before end curly)
|
||||
//= reduced usage of the command "goto", grammatical corrections.
|
||||
//= Added additional missing NPCs.
|
||||
//= 1.7 Removed Auciton Staff as the offical auction file has been added. [L0ne_W0lf]
|
||||
//= 1.7 Removed Auction Staff as the official auction file has been added. [L0ne_W0lf]
|
||||
//= Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
|
||||
//= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
|
||||
//= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
|
||||
//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
|
||||
//= 1.9 Added Cool Corp. Event Staff, who oringialy resided in the DTS_warper script file. [L0ne_W0lf]
|
||||
//= 1.9 Added Cool Corp. Event Staff, who originally resided in the DTS_warper script file. [L0ne_W0lf]
|
||||
//= 2.0 Added missing Lab Staff#amano08 NPC. (bugreport:4319) [Gepard]
|
||||
//= 2.1 Commented out Duplicate NPCs. (bugreport:4555)
|
||||
//= 2.2 Added missing NPC found in AEGIS files. [L0ne_W0lf]
|
||||
|
||||
@@ -756,7 +756,7 @@ xmas,134,112,4 script Snowman 710,{
|
||||
cutin "rutie_snownow03.bmp",2;
|
||||
mes "[Snowysnow]";
|
||||
mes "Bye bye, friend~!";
|
||||
mes "Thank you for listening me~";
|
||||
mes "Thank you for listening to me~";
|
||||
mes "I'll see you again, someday! You'll always be in my heart~";
|
||||
close2;
|
||||
cutin "",255;
|
||||
@@ -815,7 +815,7 @@ xmas,146,136,4 script Hashokii 715,{
|
||||
mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
|
||||
next;
|
||||
mes "[Hashokii]";
|
||||
mes "He makes such a a good audience for my show. But to be honest, I'm not sure if he really likes it or not. Most people don't seem to care for my jokes.";
|
||||
mes "He makes such a good audience for my show. But to be honest, I'm not sure if he really likes it or not. Most people don't seem to care for my jokes.";
|
||||
next;
|
||||
mes "[Hashokii]";
|
||||
mes "It totally baffles me! How could they not like the best jokes in the world?! Sheeeeesh~";
|
||||
|
||||
@@ -131,7 +131,7 @@ morocc,223,102,0 script Volunteer - Morocc#06::MocVolunteer 741,{
|
||||
specialeffect EF_HIT2,AREA,"Volunteer - Morocc#06";
|
||||
next;
|
||||
mes "[Morocc Volunteer]";
|
||||
mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody.";
|
||||
mes "Heyyy, you're being too harsh, Señorita. Your fist may be as fragile as you are, but it sure can hurt somebody.";
|
||||
next;
|
||||
mes "[Ringing Voice]";
|
||||
mes "Anyways, isn't that a crib? I think I heard something like that before..";
|
||||
@@ -603,7 +603,7 @@ moc_fild16,199,212,4 script Uncle Assassin#moc 55,{
|
||||
mes "before performing their duties.";
|
||||
mes "However, we no longer do so,";
|
||||
mes "since insect or animal monsters are";
|
||||
mes "very senstive to the smell.";
|
||||
mes "very sensitive to the smell.";
|
||||
next;
|
||||
mes "[Hashisid]";
|
||||
mes "We strictly prohibit";
|
||||
|
||||
@@ -332,7 +332,7 @@ payon,132,235,3 script Monster Scholar#02 98,{
|
||||
mes "[Monster Scholar Vuicokk]";
|
||||
mes "As his subjects,";
|
||||
mes "King Tristram III";
|
||||
mes "feels some responsbility";
|
||||
mes "feels some responsibility";
|
||||
mes "to release their souls.";
|
||||
next;
|
||||
mes "[Monster Scholar Vuicokk]";
|
||||
|
||||
@@ -674,7 +674,7 @@ spl_in01,180,201,3 script Laphine Soldier#ep13_1 461,{
|
||||
mes "But nobody knows what's going to happen in this battlefield.";
|
||||
next;
|
||||
mes "[Laphine Soldier]";
|
||||
mes "Anyway, whats that instrument over there?";
|
||||
mes "Anyway, what's that instrument over there?";
|
||||
mes "We have a similar one...";
|
||||
mes "But it sounds totally different.";
|
||||
close;
|
||||
|
||||
@@ -339,7 +339,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
|
||||
mes "How can time pass so quickly?";
|
||||
next;
|
||||
mes "[Wise Bull Horn]";
|
||||
mes "Ah... I reallly appreciate";
|
||||
mes "Ah... I really appreciate";
|
||||
mes "Selena and Black Fox for all";
|
||||
mes "of their help in recruiting";
|
||||
mes "young Gunslingers. I'm very";
|
||||
@@ -383,7 +383,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
|
||||
mes "[Wise Bull Horn]";
|
||||
mes "Now, please take this voucher";
|
||||
mes "to Miller, the Black Fox, with";
|
||||
mes "my whole hearted approval.";
|
||||
mes "my wholehearted approval.";
|
||||
mes "I hope that you will use your";
|
||||
mes "gun to uphold justice as a";
|
||||
mes "noble warrior of the earth.";
|
||||
@@ -399,7 +399,7 @@ payon,184,65,3 script Wise Bull Horn 866,{
|
||||
mes "[Wise Bull Horn]";
|
||||
mes "Please take this voucher";
|
||||
mes "to Miller, the Black Fox, with";
|
||||
mes "my whole hearted approval.";
|
||||
mes "my wholehearted approval.";
|
||||
mes "I hope that you will use your";
|
||||
mes "gun to uphold justice as a";
|
||||
mes "noble warrior of the earth.";
|
||||
|
||||
@@ -317,7 +317,7 @@ que_ng,30,65,3 script Kuuga Gai#nq 730,{
|
||||
mes "Joe thinks highly of you. Just";
|
||||
mes "remember that, as a Ninja, your";
|
||||
mes "mission is your highest priority. But don't let mission objectives";
|
||||
mes "supercede your conscience.";
|
||||
mes "supersede your conscience.";
|
||||
next;
|
||||
mes "[Kuuga Gai]";
|
||||
mes "''Secrecy above all else.''";
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
mes "How unfortunate!";
|
||||
mes "You're not yet ready to";
|
||||
mes "begin training under my";
|
||||
mes "tutelege with your current";
|
||||
mes "tutelage with your current";
|
||||
mes "Job Level. Please return when you reach Job Level 9 or higher.";
|
||||
close;
|
||||
}
|
||||
@@ -350,7 +350,7 @@
|
||||
mes "Very well. You are no";
|
||||
mes "longer just a student.";
|
||||
mes "You are now entrusted with";
|
||||
mes "the powers and responsibilites";
|
||||
mes "the powers and responsibilities";
|
||||
mes "of a disciple of ^FF0000Taekwon Do^000000.";
|
||||
next;
|
||||
mes "[Phoenix]";
|
||||
|
||||
@@ -822,10 +822,10 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{
|
||||
mes "I've heard lately that he's been complaining a lot about the noise outside of his house, and he fears an assassination attempt. Anyway...";
|
||||
next;
|
||||
mes "[Mr. Smith]";
|
||||
mes "He's kind of tense, so he throws a dagger at anyone who approches his house. He has a violent personality.";
|
||||
mes "He's kind of tense, so he throws a dagger at anyone who approaches his house. He has a violent personality.";
|
||||
next;
|
||||
mes "[Mr. Smith]";
|
||||
mes "However, he does have magnificiant business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
|
||||
mes "However, he does have magnificent business skills. And he also loves gambling. Once you get to know him, he'll take care of your Rogue training really well.";
|
||||
next;
|
||||
mes "[Mr. Smith]";
|
||||
mes "Ah, you might want to remember the password to meet him in person. The password is ^0000FFAntonio doesn't enjoy destroying upgrade items^000000.";
|
||||
@@ -854,7 +854,7 @@ in_rogue,376,23,1 script Mr. Smith#rg 57,{
|
||||
mes "a genius at manipulation.";
|
||||
next;
|
||||
mes "[Mr. Smith]";
|
||||
mes "However, because of something his father did long ago, people ahve been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
|
||||
mes "However, because of something his father did long ago, people have been trying to kill him. Because of this, he is very high strung and will throw daggers at people he doesn't trust.";
|
||||
next;
|
||||
mes "[Mr. Smith]";
|
||||
mes "Our leader has been able to get him to join our guild, and his brilliant mind has been an asset to us. Once you get to know him, he'll take care of your Rogue training really well.";
|
||||
@@ -1245,7 +1245,7 @@ in_rogue,272,135,1 script Hermanthorn Jr#rg 85,{
|
||||
mes "Well, since you were tortured by him, I'll try to be especially generous to you. My test for you will be simple, so simple.";
|
||||
next;
|
||||
mes "[HermanthornJr.]";
|
||||
mes "All you have to do is go through a underground tunnel, and walk all the way back to the Rogue Guild.";
|
||||
mes "All you have to do is go through an underground tunnel, and walk all the way back to the Rogue Guild.";
|
||||
next;
|
||||
mes "[HermanthornJr.]";
|
||||
mes "There is one thing I should tell you, though. You might want to be careful inside, alright?";
|
||||
|
||||
@@ -179,7 +179,7 @@ izlude,103,106,3 script Guildsman#1 48,3,3,{
|
||||
mes "[Guildsman]";
|
||||
mes "Let's see here... Something";
|
||||
mes "about a missing children's case";
|
||||
mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
|
||||
mes "the Assassin Guild is working on... Ah! The Assassin Guild has";
|
||||
mes "requested help from the Crusaders. So I guess you were recommended.";
|
||||
next;
|
||||
mes "[Guildsman]";
|
||||
@@ -427,7 +427,7 @@ OnTouch:
|
||||
mes "[Guildsman]";
|
||||
mes "Let's see here... Something";
|
||||
mes "about a missing children's case";
|
||||
mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
|
||||
mes "the Assassin Guild is working on... Ah! The Assassin Guild has";
|
||||
mes "requested help from the Crusaders. So I guess you were recommended.";
|
||||
next;
|
||||
mes "[Guildsman]";
|
||||
@@ -1711,7 +1711,7 @@ payon,231,323,3 script Guildsman#3 59,3,3,{
|
||||
mes "[Guildsman]";
|
||||
mes "Here, please take this";
|
||||
mes "letter of recommendation";
|
||||
mes "and meet with our Asssasin";
|
||||
mes "and meet with our Assassin";
|
||||
mes "Guild contact to the west";
|
||||
mes "of the Oasis in Morocc.";
|
||||
mes "Well, good luck, pal~";
|
||||
@@ -1823,7 +1823,7 @@ payon,231,323,3 script Guildsman#3 59,3,3,{
|
||||
mes "[Guildsman]";
|
||||
mes "Please take your";
|
||||
mes "letter of recommendation";
|
||||
mes "and meet with our Asssasin";
|
||||
mes "and meet with our Assassin";
|
||||
mes "Guild contact to the west";
|
||||
mes "of the Oasis in Morocc.";
|
||||
mes "Well, good luck, pal~";
|
||||
@@ -1984,7 +1984,7 @@ OnTouch:
|
||||
mes "[Guildsman]";
|
||||
mes "Here, please take this";
|
||||
mes "letter of recommendation";
|
||||
mes "and meet with our Asssasin";
|
||||
mes "and meet with our Assassin";
|
||||
mes "Guild contact to the west";
|
||||
mes "of the Oasis in Morocc.";
|
||||
mes "Well, good luck, pal~";
|
||||
@@ -2318,7 +2318,7 @@ OnTouch_:
|
||||
|
||||
case 2:
|
||||
mes "[Litheron]";
|
||||
mes "Not the saavy type,";
|
||||
mes "Not the savvy type,";
|
||||
mes "are you...? Fine, fine.";
|
||||
mes "If you're not gonna do";
|
||||
mes "me any favors, then why";
|
||||
@@ -2577,7 +2577,7 @@ que_job01,82,95,3 script Bar Master 46,{
|
||||
if(Class == Job_Assassin || Class == Job_Assassin_Cross)
|
||||
{
|
||||
mes "[Master]";
|
||||
mes "How's your asssignment";
|
||||
mes "How's your assignment";
|
||||
mes "coming along? Sometimes,";
|
||||
mes "you need to relax and take a";
|
||||
mes "break. When that time comes,";
|
||||
@@ -3748,7 +3748,7 @@ que_job01,84,17,3 script Lin#2-1 885,{
|
||||
mes "They're, um...";
|
||||
mes "They're labeled with";
|
||||
mes "the name, ''Moore.''";
|
||||
mes "Just... another psuedonym.";
|
||||
mes "Just... another pseudonym.";
|
||||
next;
|
||||
mes "[Lin]";
|
||||
mes "Once you're in the";
|
||||
@@ -5395,7 +5395,7 @@ que_job01,91,83,3 script Kidd#hall 884,{
|
||||
mes "[Kidd]";
|
||||
mes "What, Lin's client?!";
|
||||
mes "Wait, "+ strcharinfo(0) +", do you recall";
|
||||
mes "what Lin's assignent was?";
|
||||
mes "what Lin's assignment was?";
|
||||
next;
|
||||
switch( select( "Well, um...","Bodyguard, right?" ) )
|
||||
{
|
||||
@@ -6550,7 +6550,7 @@ que_job01,8,77,1 script #linstairs 139,3,3,{
|
||||
mes "[" + strcharinfo(0) + "]";
|
||||
mes "Well, I was only able to";
|
||||
mes "speak to the historian's";
|
||||
mes "asssistant. Let's see...";
|
||||
mes "assistant. Let's see...";
|
||||
mes "I found out about the";
|
||||
mes "origin of this city's name...";
|
||||
next;
|
||||
@@ -6865,7 +6865,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind 111,{
|
||||
mes "[" + strcharinfo(0) + "]";
|
||||
mes "Ice...? No...";
|
||||
mes "The power of Wind, of";
|
||||
mes "lightning, supercedes";
|
||||
mes "lightning, supersedes";
|
||||
mes "the power of Ice and water...";
|
||||
close2;
|
||||
break;
|
||||
@@ -7863,10 +7863,10 @@ OnTouch:
|
||||
mes "to b-be... the last...";
|
||||
mes "sacrifice... Heh heh heh...^000000";
|
||||
next;
|
||||
mes "^3355FFThe maniacial laughter";
|
||||
mes "^3355FFThe maniacal laughter";
|
||||
mes "from that strange voice";
|
||||
mes "echoes in your head as you";
|
||||
mes "wake up in some strage place.^000000";
|
||||
mes "wake up in some strange place.^000000";
|
||||
next;
|
||||
mes "[" + strcharinfo(0) + "]";
|
||||
mes "Where am I...?";
|
||||
@@ -8846,10 +8846,10 @@ OnTouch:
|
||||
mes "to b-be... the last...";
|
||||
mes "sacrifice... Heh heh heh...^000000";
|
||||
next;
|
||||
mes "^3355FFThe maniacial laughter";
|
||||
mes "^3355FFThe maniacal laughter";
|
||||
mes "from that strange voice";
|
||||
mes "echoes in your head as you";
|
||||
mes "wake up in some strage place.^000000";
|
||||
mes "wake up in some strange place.^000000";
|
||||
next;
|
||||
mes "[" + strcharinfo(0) + "]";
|
||||
mes "Where am I...?";
|
||||
@@ -10210,7 +10210,7 @@ sec_in02,38,162,0 script Morocc Invasion Manager 882,{
|
||||
mes "completed the Lin Quest must";
|
||||
mes "approach the Dandelion Org";
|
||||
mes "NPCs at the outskirts of Morocc to trigger the monster invasion.";
|
||||
mes "Change the GlobalVar to affect status of Satan Morocc invasation?";
|
||||
mes "Change the GlobalVar to affect status of Satan Morocc invasion?";
|
||||
next;
|
||||
switch( select( "Set Globalvar","Cancel" ) )
|
||||
{
|
||||
|
||||
@@ -3391,7 +3391,6 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{
|
||||
mes "Please have a rest, young adventurer.";
|
||||
}
|
||||
else {
|
||||
mes "[Landlord]";
|
||||
mes "Please be comfortable.";
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -96,8 +96,8 @@ OnClock0000:
|
||||
npcshopupdate "para_hei10",7642,0,1;
|
||||
npcshopupdate "para_hei10",22687,0,1;
|
||||
npcshopupdate "para_hei10",23016,0,1;
|
||||
npcshopupdate "para_key10",7026,10;
|
||||
npcshopupdate "para_key10",7027,10;
|
||||
npcshopupdate "para_key10",7026,0,10;
|
||||
npcshopupdate "para_key10",7027,0,10;
|
||||
npcshopupdate "para_wp00",1181,0,1;
|
||||
npcshopupdate "para_arm10",5007,0,1;
|
||||
npcshopupdate "para_ptn00",678,0,999;
|
||||
|
||||
@@ -72,17 +72,6 @@ function script F_Pieces_Of_Sentiment { // 22687
|
||||
return;
|
||||
}
|
||||
|
||||
function script F_Cursed_Crystal { // 23080
|
||||
// custom rates
|
||||
.@r = rand(500);
|
||||
if (.@r < 10) getitem 23016,100;// Cursed_Fragment
|
||||
else if (.@r < 352) getitem 23016,200;// Cursed_Fragment
|
||||
else if (.@r < 469) getitem 23016,300;// Cursed_Fragment
|
||||
else if (.@r < 498) getitem 23016,400;// Cursed_Fragment
|
||||
else getitem 23016,500;// Cursed_Fragment
|
||||
return;
|
||||
}
|
||||
|
||||
function script F_Cursed_Fragment { // 23016
|
||||
.@r = rand(1,12);
|
||||
if (.@r == 1) {
|
||||
|
||||
@@ -9,28 +9,6 @@
|
||||
//= 2.0 Official Conversion. [Capuche]
|
||||
//============================================================
|
||||
|
||||
function script F_Mysterious_box {
|
||||
.@r = rand(1,1000);
|
||||
if (.@r < 122) getitem 6919,8;
|
||||
else if (.@r < 321) getitem 6919,16;
|
||||
else if (.@r < 356) getitem 6919,55;
|
||||
else if (.@r < 402) getitem 6936,3;
|
||||
else if (.@r < 453) getitem 6937,3;
|
||||
else if (.@r < 513) getitem 6938,3;
|
||||
else if (.@r < 552) getitem 6939,3;
|
||||
else if (.@r < 606) getitem 6940,3;
|
||||
else if (.@r < 623) getitem 6941,1;
|
||||
else if (.@r < 671) getitem 6942,3;
|
||||
else if (.@r < 705) getitem 11600,2;
|
||||
else if (.@r < 797) getitem 22847,3;
|
||||
else if (.@r < 844) getitem 22848,1;
|
||||
else if (.@r < 887) getitem 22849,1;
|
||||
else if (.@r < 888) getitem 22854,1;
|
||||
else if (.@r < 892) getitem 22856,1;
|
||||
else getitem 22899,2;
|
||||
return;
|
||||
}
|
||||
|
||||
// Main Quest
|
||||
prontera,121,72,3 script Royal Messenger#e16_pr 4_M_ZONDAOYAJI,5,5,{
|
||||
if (checkweight(1301,5) == 0) {
|
||||
|
||||
@@ -89,7 +89,7 @@ typedef uint32 t_itemid;
|
||||
#endif
|
||||
#define MAX_FAME 1000000000 ///Max fame points
|
||||
#define MAX_CART 100 ///Maximum item in cart
|
||||
#define MAX_SKILL 1500 ///Maximum skill can be hold by Player, Homunculus, & Mercenary (skill list) AND skill_db limit
|
||||
#define MAX_SKILL 1623 ///Maximum skill can be hold by Player, Homunculus, & Mercenary (skill list) AND skill_db limit
|
||||
#define DEFAULT_WALK_SPEED 150 ///Default walk speed
|
||||
#define MIN_WALK_SPEED 20 ///Min walk speed
|
||||
#define MAX_WALK_SPEED 1000 ///Max walk speed
|
||||
|
||||
@@ -3858,13 +3858,17 @@ static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *
|
||||
case RK_DRAGONBREATH_WATER:
|
||||
{
|
||||
int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
|
||||
|
||||
if(status_get_lv(src) > 100)
|
||||
damagevalue = damagevalue * status_get_lv(src) / 100;
|
||||
if(sd)
|
||||
damagevalue = damagevalue * ( 90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + ( pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1 ? ( sstatus->pow / 4 + sstatus->patk / 2 ) : 0 ) ) / 100;
|
||||
if (sc && sc->getSCE(SC_DRAGONIC_AURA))// Need official damage increase. [Rytech]
|
||||
damagevalue += damagevalue * 50 / 100;
|
||||
if(sd) {
|
||||
if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
|
||||
damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
|
||||
} else {
|
||||
damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
|
||||
}
|
||||
}
|
||||
if (sc && sc->getSCE(SC_DRAGONIC_AURA))
|
||||
damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
|
||||
ATK_ADD(wd->damage, wd->damage2, damagevalue);
|
||||
#ifdef RENEWAL
|
||||
ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
|
||||
@@ -5405,6 +5409,15 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
|
||||
if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd()%100 < 30)
|
||||
skillratio *= 2;
|
||||
break;
|
||||
case DK_DRAGONIC_BREATH:
|
||||
skillratio += -100 + 50 + 350 * skill_lv;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
//TODO: needs official HP/SP scaling [Muh]
|
||||
skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
|
||||
if (sc && sc->getSCE(SC_DRAGONIC_AURA))
|
||||
skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case IQ_OLEUM_SANCTUM:
|
||||
skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
@@ -5533,6 +5546,15 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
|
||||
skillratio += -100 + 350 + 850 * skill_lv + 5 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case MT_MIGHTY_SMASH:
|
||||
skillratio += -100 + 25 + 180 * skill_lv;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
if (sc && sc->getSCE(SC_AXE_STOMP)) {
|
||||
skillratio += 25;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
}
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case MT_RUSH_QUAKE:
|
||||
skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
|
||||
if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
|
||||
@@ -5543,6 +5565,16 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
|
||||
skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case MT_SPARK_BLASTER:
|
||||
skillratio += -100 + 250 + 900 * skill_lv;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case MT_TRIPLE_LASER:
|
||||
skillratio += -100 + 550 + 900 * skill_lv;
|
||||
skillratio += 12 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case ABC_ABYSS_DAGGER:
|
||||
skillratio += -100 + 100 + 500 * skill_lv + 5 * sstatus->pow;
|
||||
RE_LVL_DMOD(100);
|
||||
@@ -5625,6 +5657,20 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
|
||||
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case BO_EXPLOSIVE_POWDER:
|
||||
skillratio += -100 + 400 + 550 * skill_lv;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
if (sc && sc->getSCE(SC_RESEARCHREPORT))
|
||||
skillratio += 100 * skill_lv;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case BO_MAYHEMIC_THORNS:
|
||||
skillratio += -100 + 200 + 300 * skill_lv;
|
||||
skillratio += 5 * sstatus->pow;
|
||||
if (sc && sc->getSCE(SC_RESEARCHREPORT))
|
||||
skillratio += 150;
|
||||
RE_LVL_DMOD(100);
|
||||
break;
|
||||
case TR_ROSEBLOSSOM:
|
||||
skillratio += -100 + 200 + 2000 * skill_lv;
|
||||
|
||||
@@ -6640,6 +6686,18 @@ static struct Damage initialize_weapon_data(struct block_list *src, struct block
|
||||
case SHC_SAVAGE_IMPACT:
|
||||
wd.div_ = wd.div_ + wd.miscflag;
|
||||
break;
|
||||
case MT_MIGHTY_SMASH:
|
||||
if (sc && sc->getSCE(SC_AXE_STOMP))
|
||||
wd.div_ = 7;
|
||||
break;
|
||||
case BO_EXPLOSIVE_POWDER:
|
||||
if (sc && sc->getSCE(SC_RESEARCHREPORT))
|
||||
wd.div_ = 5;
|
||||
break;
|
||||
case BO_MAYHEMIC_THORNS:
|
||||
if (sc && sc->getSCE(SC_RESEARCHREPORT))
|
||||
wd.div_ = 4;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
bool is_long = false;
|
||||
@@ -6845,9 +6903,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
|
||||
battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
|
||||
|
||||
if (sd) { //monsters, homuns and pets have their damage computed directly
|
||||
wd.damage = (int64)floor((float)((wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage));
|
||||
if (is_attack_left_handed(src, skill_id))
|
||||
wd.damage2 = (int64)floor((float)((wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage));
|
||||
//PATK mod applies to Dragonbreaths if Dragonic Aura is skilled only - [munkrej]
|
||||
if (!((skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER) && pc_checkskill( sd, DK_DRAGONIC_AURA ) == 0)) {
|
||||
wd.damage = (int64)floor((float)((wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage));
|
||||
if (is_attack_left_handed(src, skill_id))
|
||||
wd.damage2 = (int64)floor((float)((wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage));
|
||||
}
|
||||
|
||||
// CritAtkRate modifier
|
||||
if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
|
||||
|
||||
@@ -689,7 +689,6 @@ enum e_random_item_group {
|
||||
IG_CYBORG_LUCKY_SCROLL,
|
||||
IG_UNDINE_LUCKY_SCROLL,
|
||||
IG_GOD_MATERIAL_BOX,
|
||||
IG_SEALED_MIND_BOX,
|
||||
IG_COSTAMA_EGG18,
|
||||
IG_COSTAMA_EGG19,
|
||||
IG_FLOWER_BLOSSOM_SCROLL,
|
||||
@@ -1840,6 +1839,196 @@ enum e_random_item_group {
|
||||
IG_ANCIENT_HERO_BOX_3,
|
||||
IG_INTAKE_HAIR_BOX,
|
||||
IG_PONYTAIL_HAIR_BOX,
|
||||
IG_ALCHEMIST_BOX,
|
||||
IG_GIANT_FLY_WING_2500,
|
||||
IG_C_GIANT_FLY_WING_BOX,
|
||||
IG_C_SIEGE_SCROLL_BOX1_10,
|
||||
IG_C_SIEGE_SCROLL_BOX2_30,
|
||||
IG_A_3_LIFE_POTION_10PACK,
|
||||
IG_A_3_LIFE_POTION_PACK,
|
||||
IG_A_INFINITY_10_BOX,
|
||||
IG_A_INFINITY_BOX,
|
||||
IG_C_ACID_B_50BOX,
|
||||
IG_C_ACID_B_500_BOX,
|
||||
IG_FIRST_AID_KIT_B,
|
||||
IG_BOARDING_HALTER_BOX7,
|
||||
IG_COSTAMA_EGG21,
|
||||
IG_CRYSTAL_OF_GRUDGE,
|
||||
IG_WING_OF_BAALZEBUB_BOX,
|
||||
IG_POROROCA_SHOES_BUNDLE_A,
|
||||
IG_LIAN_BUNDLE_B,
|
||||
IG_SPRINT_BUNDLE_A,
|
||||
IG_ETRAN_BUNDLE_A,
|
||||
IG_ROSE_BUNDLE_A,
|
||||
IG_ORLEANS_BUNDLE_A,
|
||||
IG_BLACK_SHIBA_BUNDLE_A,
|
||||
IG_VALKYRIE_BUNDLE_A,
|
||||
IG_KARDUI_BUNDLE_A,
|
||||
IG_CLOSEDMIND_BOX,
|
||||
IG_COOKIE_BAG_B,
|
||||
IG_SHADOW_BOX2,
|
||||
IG_SHADOW_BOX,
|
||||
IG_PHYSICAL_S_PACKAGE,
|
||||
IG_MAGICAL_S_PACKAGE,
|
||||
IG_POWER_BOX2,
|
||||
IG_POWER_BOX1,
|
||||
IG_MAIL_BREAKER_BOX1,
|
||||
IG_HARDBACK_BOX1,
|
||||
IG_SWORD_BREAKER_BOX1,
|
||||
IG_BOW_OF_RUDRA_BOX1,
|
||||
IG_BLOODY_ROAR_BOX1,
|
||||
IG_BLOODY_IRON_BALL_BOX1,
|
||||
IG_SIEGE_SUPPLY_BOX,
|
||||
IG_PC_BANG_COIN_BOX1,
|
||||
IG_ACIDBOMB_BOX50,
|
||||
IG_PC_BANG_COIN_BOX2,
|
||||
IG_PC_BANG_COIN_BOX4,
|
||||
IG_FOOD_BOX_LV1,
|
||||
IG_FOOD_BOX_LV2,
|
||||
IG_FOOD_BOX_LV3,
|
||||
IG_TRIAL_BOX,
|
||||
IG_REPAIR_SCROLL_BOX10,
|
||||
IG_HOCKEY_MASK_BOX,
|
||||
IG_CLOCK_TOWER_CARD_BOX,
|
||||
IG_GEFFENIA_CARD_BOX,
|
||||
IG_OWL_CARD_BOX,
|
||||
IG_GHOST_CARD_BOX,
|
||||
IG_NIGHTMARE_CARD_BOX,
|
||||
IG_STARTER_PACK,
|
||||
IG_LOVE_ANGEL_BOX,
|
||||
IG_SQUIRREL_BOX,
|
||||
IG_GOGO_BOX,
|
||||
IG_CRUSADER_CARD_BOX,
|
||||
IG_ALCHEMIST_CARD_BOX,
|
||||
IG_ROGUE_CARD_BOX,
|
||||
IG_BARD_DANCER_CARD_BOX,
|
||||
IG_SAGE_CARD_BOX,
|
||||
IG_MONK_CARD_BOX,
|
||||
IG_TW_VALENTINE_SCROLL,
|
||||
IG_LOVE_ANGEL_BOX_1M,
|
||||
IG_SQUIRREL_BOX_1M,
|
||||
IG_GOGO_BOX_1M,
|
||||
IG_WASTELAND_OUTLAW_BOX,
|
||||
IG_LEVER_ACTION_RIFLE_BOX,
|
||||
IG_SPIRITUAL_TUNIC_BOX,
|
||||
IG_RECUPERATIVE_ARMOR_BOX,
|
||||
IG_SHELTER_RESISTANCE_BOX,
|
||||
IG_SYLPHID_MANTEAU_BOX,
|
||||
IG_REFRESH_SHOES_BOX,
|
||||
IG_TOAST_BOX,
|
||||
IG_BUBBLEGUM_LOWER_BOX,
|
||||
IG_TW_SCROLL01,
|
||||
IG_PICTURE_DIARY_BOX,
|
||||
IG_MINI_HEART_BOX,
|
||||
IG_NEWCOMER_BOX,
|
||||
IG_KID_BOX,
|
||||
IG_MAGIC_CASTLE_BOX,
|
||||
IG_BULGING_HEAD_BOX,
|
||||
IG_PICTURE_DIARY_BOX_1M,
|
||||
IG_MINI_HEART_BOX_1M,
|
||||
IG_NEWCOMER_BOX_1M,
|
||||
IG_KID_BOX_1M,
|
||||
IG_MAGIC_CASTLE_BOX_1M,
|
||||
IG_BULGING_HEAD_BOX_1M,
|
||||
IG_F_LOVE_ANGEL_BOX,
|
||||
IG_F_SQUIRREL_BOX,
|
||||
IG_F_GOGO_BOX,
|
||||
IG_F_LOVE_ANGEL_BOX_1M,
|
||||
IG_F_SQUIRREL_BOX_1M,
|
||||
IG_F_GOGO_BOX_1M,
|
||||
IG_F_WASTELAND_OUTLAW_BOX,
|
||||
IG_F_ALL_IN_ONE_RING_BOX,
|
||||
IG_F_SPRITUAL_TUNIC_BOX,
|
||||
IG_F_RECUPERATIVE_BOX,
|
||||
IG_F_SHELTER_RESIST_BOX,
|
||||
IG_F_SYLPHID_MANTEAU_BOX,
|
||||
IG_F_TOAST_BOX,
|
||||
IG_F_REPAIR_SCROLL_BOX,
|
||||
IG_F_REPAIR_SCROLL_BOX10,
|
||||
IG_F_HOCKEY_MASK_BOX,
|
||||
IG_F_OBSERVER_BOX,
|
||||
IG_F_NAGAN_BOX,
|
||||
IG_F_SKEWER_BOX,
|
||||
IG_F_SURVIVAL_ROD_BOX,
|
||||
IG_F_QUADRILLE_BOX,
|
||||
IG_F_GREAT_AXE_BOX,
|
||||
IG_F_BLOODY_ROAR_BOX,
|
||||
IG_F_HARDBACK_BOX,
|
||||
IG_F_FIRE_BRAND_BOX,
|
||||
IG_F_IMMATERIAL_SWORD_BOX,
|
||||
IG_F_UNHOLY_TOUCH_BOX,
|
||||
IG_F_CLACK_OF_SERVIVAL_BOX,
|
||||
IG_F_MASQUERADE_BOX,
|
||||
IG_F_ORC_HERO_HELM_BOX,
|
||||
IG_F_EAR_OF_DEVIL_WING_BOX,
|
||||
IG_F_DARK_BLINDFOLD_BOX,
|
||||
IG_F_K_DROOPING_KITTY_BOX,
|
||||
IG_F_CORSAIR_BOX,
|
||||
IG_F_BLOODY_IRON_BALL_BOX,
|
||||
IG_F_SPIRITUAL_RING_BOX,
|
||||
IG_F_INFILTRATOR_BOX,
|
||||
IG_F_MURAMASA_BOX,
|
||||
IG_F_EXCALIBUR_BOX,
|
||||
IG_F_COMBAT_KNIFE_BOX,
|
||||
IG_F_COUNTER_DAGGER_BOX,
|
||||
IG_F_KAISER_KNUCKLE_BOX,
|
||||
IG_F_MIGHTY_STAFF_BOX,
|
||||
IG_F_RIGHT_EPSILON_BOX,
|
||||
IG_F_BALISTAR_BOX,
|
||||
IG_F_DIARY_OF_GREAT_SAGE,
|
||||
IG_F_ASURA_BOX,
|
||||
IG_F_APPLE_OF_ARCHER_BOX,
|
||||
IG_F_BUNNY_BAND_BOX,
|
||||
IG_F_SAHKKAT_BOX,
|
||||
IG_F_LORD_CIRCLET_BOX,
|
||||
IG_F_ELVEN_EARS_BOX,
|
||||
IG_F_STEEL_FLOWER_BOX,
|
||||
IG_F_CRITICAL_RING_BOX,
|
||||
IG_F_EARRING_BOX,
|
||||
IG_F_RING_BOX,
|
||||
IG_F_NECKLACE_BOX,
|
||||
IG_F_GLOVE_BOX,
|
||||
IG_F_BROOCH_BOX,
|
||||
IG_F_ROSARY_BOX,
|
||||
IG_F_SAFETY_RING_BOX,
|
||||
IG_F_VESPER_CORE_BOX01,
|
||||
IG_F_VESPER_CORE_BOX02,
|
||||
IG_F_VESPER_CORE_BOX03,
|
||||
IG_F_VESPER_CORE_BOX04,
|
||||
IG_F_VIGORGRA_PACKAGE1,
|
||||
IG_F_VIGORGRA_PACKAGE2,
|
||||
IG_F_VIGORGRA_PACKAGE5,
|
||||
IG_F_VIGORGRA_PACKAGE6,
|
||||
IG_F_VIGORGRA_PACKAGE7,
|
||||
IG_F_VIGORGRA_PACKAGE8,
|
||||
IG_F_VIGORGRA_PACKAGE9,
|
||||
IG_F_VIGORGRA_PACKAGE10,
|
||||
IG_F_VIGORGRA_PACKAGE11,
|
||||
IG_F_VIGORGRA_PACKAGE12,
|
||||
IG_F_ASPERSIO_5_SCROLL_BOX,
|
||||
IG_F_ASPERSIO_5_BOX30,
|
||||
IG_F_ASPERSIO_5_BOX50,
|
||||
IG_HEALING_STAFF_BOX,
|
||||
IG_PRAXINUS_BOX,
|
||||
IG_F_PET_EGG_SCROLL9,
|
||||
IG_F_MAGESTIC_GOAT_BOX,
|
||||
IG_F_PET_EGG_SCROLL3,
|
||||
IG_F_EXECUTIONER_BOX,
|
||||
IG_F_CUTLAS_BOX,
|
||||
IG_F_MOONLIGHT_SWORD_BOX,
|
||||
IG_F_SPANNER_BOX,
|
||||
IG_F_SOLAR_SWORD_BOX,
|
||||
IG_F_TOMAHAWK_BOX,
|
||||
IG_F_BOW_OF_RUDRA_BOX,
|
||||
IG_F_POLE_AXE_BOX,
|
||||
IG_THOUGHTFUL_HAT_BOX,
|
||||
IG_F_THOUGHTFUL_HAT_BOX,
|
||||
IG_E_THOUGHTFUL_HAT_BOX,
|
||||
IG_ZODIAC_DIADEM_PACK,
|
||||
IG_ZODIAC_CROWN_PACK,
|
||||
IG_DUN_VOUCHER_BOX1,
|
||||
IG_DUN_VOUCHER_BOX2,
|
||||
IG_BLUEBOXOFQUESTIONS,
|
||||
|
||||
IG_MAX,
|
||||
};
|
||||
|
||||
130
src/map/mob.cpp
130
src/map/mob.cpp
@@ -4212,7 +4212,6 @@ int mob_clone_spawn(map_session_data *sd, int16 m, int16 x, int16 y, const char
|
||||
if (!md) return 0; //Failed?
|
||||
|
||||
md->special_state.clone = 1;
|
||||
md->damagetaken = 100; // Avoid Green Aura reduction calculation.
|
||||
|
||||
if (master_id || flag || duration) { //Further manipulate crafted char.
|
||||
if (flag&1) //Friendly Character
|
||||
@@ -4358,6 +4357,28 @@ bool MobDatabase::parseDropNode(std::string nodeName, const ryml::NodeRef& node,
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Mob DB constructor
|
||||
*/
|
||||
s_mob_db::s_mob_db()
|
||||
{
|
||||
status.max_hp = 1;
|
||||
status.max_sp = 1;
|
||||
status.str = 1;
|
||||
status.agi = 1;
|
||||
status.vit = 1;
|
||||
status.int_ = 1;
|
||||
status.dex = 1;
|
||||
status.luk = 1;
|
||||
status.ele_lv = 1;
|
||||
status.speed = DEFAULT_WALK_SPEED;
|
||||
status.adelay = cap_value(0, battle_config.monster_max_aspd * 2, 4000);
|
||||
status.amotion = cap_value(0, battle_config.monster_max_aspd, 2000);
|
||||
status.mode = static_cast<e_mode>(MONSTER_TYPE_06);
|
||||
|
||||
vd.class_ = id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads and parses an entry from the mob_db.
|
||||
* @param node: YAML node containing the entry.
|
||||
@@ -4426,9 +4447,8 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
|
||||
name.resize(NAME_LENGTH);
|
||||
mob->jname = name;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->jname = mob->name;
|
||||
} else if (!exists) {
|
||||
mob->jname = mob->name;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Level")) {
|
||||
@@ -4438,9 +4458,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->lv = level;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->lv = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Hp")) {
|
||||
@@ -4450,9 +4467,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.max_hp = hp;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.max_hp = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Sp")) {
|
||||
@@ -4462,9 +4476,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.max_sp = sp;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.max_sp = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "BaseExp")) {
|
||||
@@ -4474,9 +4485,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->base_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.base_exp_rate / 100., 0, MAX_EXP));
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->base_exp = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "JobExp")) {
|
||||
@@ -4486,9 +4494,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->job_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.job_exp_rate / 100., 0, MAX_EXP));
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->job_exp = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "MvpExp")) {
|
||||
@@ -4498,9 +4503,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->mexp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.mvp_exp_rate / 100., 0, MAX_EXP));
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->mexp = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Attack")) {
|
||||
@@ -4510,9 +4512,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.rhw.atk = atk;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.rhw.atk = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Attack2")) {
|
||||
@@ -4525,13 +4524,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
mob->status.rhw.matk = atk;
|
||||
#else
|
||||
mob->status.rhw.atk2 = atk;
|
||||
#endif
|
||||
} else {
|
||||
if (!exists)
|
||||
#ifdef RENEWAL
|
||||
mob->status.rhw.matk = 0;
|
||||
#else
|
||||
mob->status.rhw.atk2 = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -4547,9 +4539,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.def = static_cast<defType>(def);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.def = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "MagicDefense")) {
|
||||
@@ -4564,9 +4553,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.mdef = static_cast<defType>(def);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.mdef = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Resistance")) {
|
||||
@@ -4577,10 +4563,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
|
||||
mob->status.res = res;
|
||||
}
|
||||
else {
|
||||
if (!exists)
|
||||
mob->status.res = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "MagicResistance")) {
|
||||
uint16 mres;
|
||||
@@ -4590,10 +4572,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
|
||||
mob->status.mres = mres;
|
||||
}
|
||||
else {
|
||||
if (!exists)
|
||||
mob->status.mres = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Str")) {
|
||||
uint16 stat;
|
||||
@@ -4602,9 +4580,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.str = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.str = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Agi")) {
|
||||
@@ -4614,9 +4589,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.agi = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.agi = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Vit")) {
|
||||
@@ -4626,9 +4598,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.vit = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.vit = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Int")) {
|
||||
@@ -4638,9 +4607,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.int_ = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.int_ = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Dex")) {
|
||||
@@ -4650,9 +4616,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.dex = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.dex = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Luk")) {
|
||||
@@ -4662,9 +4625,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.luk = max(1, stat);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.luk = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "AttackRange")) {
|
||||
@@ -4674,9 +4634,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.rhw.range = range;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.rhw.range = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "SkillRange")) {
|
||||
@@ -4686,9 +4643,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->range2 = range;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->range2 = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "ChaseRange")) {
|
||||
@@ -4698,9 +4652,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->range3 = range;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->range3 = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Size")) {
|
||||
@@ -4723,9 +4674,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.size = static_cast<e_size>(constant);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.size = SZ_SMALL;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Race")) {
|
||||
@@ -4748,9 +4696,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.race = static_cast<e_race>(constant);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.race = RC_FORMLESS;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "RaceGroups")) {
|
||||
@@ -4804,9 +4749,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.def_ele = static_cast<e_element>(constant);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.def_ele = ELE_NEUTRAL;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "ElementLevel")) {
|
||||
@@ -4821,9 +4763,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.ele_lv = static_cast<uint8>(level);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.ele_lv = 1;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "WalkSpeed")) {
|
||||
@@ -4838,9 +4777,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.speed = speed;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.speed = DEFAULT_WALK_SPEED;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "AttackDelay")) {
|
||||
@@ -4850,9 +4786,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.adelay = cap_value(speed, battle_config.monster_max_aspd * 2, 4000);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.adelay = cap_value(0, battle_config.monster_max_aspd * 2, 4000);
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "AttackMotion")) {
|
||||
@@ -4862,9 +4795,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->status.amotion = cap_value(speed, battle_config.monster_max_aspd, 2000);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.amotion = cap_value(0, battle_config.monster_max_aspd, 2000);
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "DamageMotion")) {
|
||||
@@ -4877,9 +4807,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
speed = speed * battle_config.monster_damage_delay_rate / 100;
|
||||
|
||||
mob->status.dmotion = speed;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.dmotion = 0;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "DamageTaken")) {
|
||||
@@ -4889,9 +4816,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
return 0;
|
||||
|
||||
mob->damagetaken = damage;
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->damagetaken = 100;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Ai")) {
|
||||
@@ -4914,9 +4838,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.mode = static_cast<e_mode>(constant);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.mode = static_cast<e_mode>(MONSTER_TYPE_06);
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Class")) {
|
||||
@@ -4939,9 +4860,6 @@ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
|
||||
}
|
||||
|
||||
mob->status.class_ = static_cast<uint8>(constant);
|
||||
} else {
|
||||
if (!exists)
|
||||
mob->status.class_ = CLASS_NORMAL;
|
||||
}
|
||||
|
||||
if (this->nodeExists(node, "Modes")) {
|
||||
|
||||
@@ -253,22 +253,23 @@ struct s_mob_drop {
|
||||
};
|
||||
|
||||
struct s_mob_db {
|
||||
uint32 id;
|
||||
std::string sprite, name, jname;
|
||||
t_exp base_exp;
|
||||
t_exp job_exp;
|
||||
t_exp mexp;
|
||||
uint16 range2, range3;
|
||||
std::vector<e_race2> race2; // celest
|
||||
uint16 lv;
|
||||
s_mob_drop dropitem[MAX_MOB_DROP_TOTAL], mvpitem[MAX_MVP_DROP_TOTAL];
|
||||
status_data status;
|
||||
view_data vd;
|
||||
uint32 option;
|
||||
std::vector<std::shared_ptr<s_mob_skill>> skill;
|
||||
uint16 damagetaken;
|
||||
uint32 id{};
|
||||
std::string sprite{}, name{}, jname{};
|
||||
t_exp base_exp{};
|
||||
t_exp job_exp{};
|
||||
t_exp mexp{};
|
||||
uint16 range2{}, range3{};
|
||||
std::vector<e_race2> race2{}; // celest
|
||||
uint16 lv{ 1 };
|
||||
s_mob_drop dropitem[MAX_MOB_DROP_TOTAL]{}, mvpitem[MAX_MVP_DROP_TOTAL]{};
|
||||
status_data status{};
|
||||
view_data vd{};
|
||||
uint32 option{};
|
||||
std::vector<std::shared_ptr<s_mob_skill>> skill{};
|
||||
uint16 damagetaken{ 100 };
|
||||
|
||||
e_mob_bosstype get_bosstype();
|
||||
s_mob_db();
|
||||
};
|
||||
|
||||
class MobDatabase : public TypesafeCachedYamlDatabase <uint32, s_mob_db> {
|
||||
|
||||
@@ -5633,7 +5633,6 @@
|
||||
export_constant(IG_CYBORG_LUCKY_SCROLL);
|
||||
export_constant(IG_UNDINE_LUCKY_SCROLL);
|
||||
export_constant(IG_GOD_MATERIAL_BOX);
|
||||
export_constant(IG_SEALED_MIND_BOX);
|
||||
export_constant(IG_COSTAMA_EGG18);
|
||||
export_constant(IG_COSTAMA_EGG19);
|
||||
export_constant(IG_FLOWER_BLOSSOM_SCROLL);
|
||||
@@ -6784,6 +6783,196 @@
|
||||
export_constant(IG_ANCIENT_HERO_BOX_3);
|
||||
export_constant(IG_INTAKE_HAIR_BOX);
|
||||
export_constant(IG_PONYTAIL_HAIR_BOX);
|
||||
export_constant(IG_ALCHEMIST_BOX);
|
||||
export_constant(IG_GIANT_FLY_WING_2500);
|
||||
export_constant(IG_C_GIANT_FLY_WING_BOX);
|
||||
export_constant(IG_C_SIEGE_SCROLL_BOX1_10);
|
||||
export_constant(IG_C_SIEGE_SCROLL_BOX2_30);
|
||||
export_constant(IG_A_3_LIFE_POTION_10PACK);
|
||||
export_constant(IG_A_3_LIFE_POTION_PACK);
|
||||
export_constant(IG_A_INFINITY_10_BOX);
|
||||
export_constant(IG_A_INFINITY_BOX);
|
||||
export_constant(IG_C_ACID_B_50BOX);
|
||||
export_constant(IG_C_ACID_B_500_BOX);
|
||||
export_constant(IG_FIRST_AID_KIT_B);
|
||||
export_constant(IG_BOARDING_HALTER_BOX7);
|
||||
export_constant(IG_COSTAMA_EGG21);
|
||||
export_constant(IG_CRYSTAL_OF_GRUDGE);
|
||||
export_constant(IG_WING_OF_BAALZEBUB_BOX);
|
||||
export_constant(IG_POROROCA_SHOES_BUNDLE_A);
|
||||
export_constant(IG_LIAN_BUNDLE_B);
|
||||
export_constant(IG_SPRINT_BUNDLE_A);
|
||||
export_constant(IG_ETRAN_BUNDLE_A);
|
||||
export_constant(IG_ROSE_BUNDLE_A);
|
||||
export_constant(IG_ORLEANS_BUNDLE_A);
|
||||
export_constant(IG_BLACK_SHIBA_BUNDLE_A);
|
||||
export_constant(IG_VALKYRIE_BUNDLE_A);
|
||||
export_constant(IG_KARDUI_BUNDLE_A);
|
||||
export_constant(IG_CLOSEDMIND_BOX);
|
||||
export_constant(IG_COOKIE_BAG_B);
|
||||
export_constant(IG_SHADOW_BOX2);
|
||||
export_constant(IG_SHADOW_BOX);
|
||||
export_constant(IG_PHYSICAL_S_PACKAGE);
|
||||
export_constant(IG_MAGICAL_S_PACKAGE);
|
||||
export_constant(IG_POWER_BOX2);
|
||||
export_constant(IG_POWER_BOX1);
|
||||
export_constant(IG_MAIL_BREAKER_BOX1);
|
||||
export_constant(IG_HARDBACK_BOX1);
|
||||
export_constant(IG_SWORD_BREAKER_BOX1);
|
||||
export_constant(IG_BOW_OF_RUDRA_BOX1);
|
||||
export_constant(IG_BLOODY_ROAR_BOX1);
|
||||
export_constant(IG_BLOODY_IRON_BALL_BOX1);
|
||||
export_constant(IG_SIEGE_SUPPLY_BOX);
|
||||
export_constant(IG_PC_BANG_COIN_BOX1);
|
||||
export_constant(IG_ACIDBOMB_BOX50);
|
||||
export_constant(IG_PC_BANG_COIN_BOX2);
|
||||
export_constant(IG_PC_BANG_COIN_BOX4);
|
||||
export_constant(IG_FOOD_BOX_LV1);
|
||||
export_constant(IG_FOOD_BOX_LV2);
|
||||
export_constant(IG_FOOD_BOX_LV3);
|
||||
export_constant(IG_TRIAL_BOX);
|
||||
export_constant(IG_REPAIR_SCROLL_BOX10);
|
||||
export_constant(IG_HOCKEY_MASK_BOX);
|
||||
export_constant(IG_CLOCK_TOWER_CARD_BOX);
|
||||
export_constant(IG_GEFFENIA_CARD_BOX);
|
||||
export_constant(IG_OWL_CARD_BOX);
|
||||
export_constant(IG_GHOST_CARD_BOX);
|
||||
export_constant(IG_NIGHTMARE_CARD_BOX);
|
||||
export_constant(IG_STARTER_PACK);
|
||||
export_constant(IG_LOVE_ANGEL_BOX);
|
||||
export_constant(IG_SQUIRREL_BOX);
|
||||
export_constant(IG_GOGO_BOX);
|
||||
export_constant(IG_CRUSADER_CARD_BOX);
|
||||
export_constant(IG_ALCHEMIST_CARD_BOX);
|
||||
export_constant(IG_ROGUE_CARD_BOX);
|
||||
export_constant(IG_BARD_DANCER_CARD_BOX);
|
||||
export_constant(IG_SAGE_CARD_BOX);
|
||||
export_constant(IG_MONK_CARD_BOX);
|
||||
export_constant(IG_TW_VALENTINE_SCROLL);
|
||||
export_constant(IG_LOVE_ANGEL_BOX_1M);
|
||||
export_constant(IG_SQUIRREL_BOX_1M);
|
||||
export_constant(IG_GOGO_BOX_1M);
|
||||
export_constant(IG_WASTELAND_OUTLAW_BOX);
|
||||
export_constant(IG_LEVER_ACTION_RIFLE_BOX);
|
||||
export_constant(IG_SPIRITUAL_TUNIC_BOX);
|
||||
export_constant(IG_RECUPERATIVE_ARMOR_BOX);
|
||||
export_constant(IG_SHELTER_RESISTANCE_BOX);
|
||||
export_constant(IG_SYLPHID_MANTEAU_BOX);
|
||||
export_constant(IG_REFRESH_SHOES_BOX);
|
||||
export_constant(IG_TOAST_BOX);
|
||||
export_constant(IG_BUBBLEGUM_LOWER_BOX);
|
||||
export_constant(IG_TW_SCROLL01);
|
||||
export_constant(IG_PICTURE_DIARY_BOX);
|
||||
export_constant(IG_MINI_HEART_BOX);
|
||||
export_constant(IG_NEWCOMER_BOX);
|
||||
export_constant(IG_KID_BOX);
|
||||
export_constant(IG_MAGIC_CASTLE_BOX);
|
||||
export_constant(IG_BULGING_HEAD_BOX);
|
||||
export_constant(IG_PICTURE_DIARY_BOX_1M);
|
||||
export_constant(IG_MINI_HEART_BOX_1M);
|
||||
export_constant(IG_NEWCOMER_BOX_1M);
|
||||
export_constant(IG_KID_BOX_1M);
|
||||
export_constant(IG_MAGIC_CASTLE_BOX_1M);
|
||||
export_constant(IG_BULGING_HEAD_BOX_1M);
|
||||
export_constant(IG_F_LOVE_ANGEL_BOX);
|
||||
export_constant(IG_F_SQUIRREL_BOX);
|
||||
export_constant(IG_F_GOGO_BOX);
|
||||
export_constant(IG_F_LOVE_ANGEL_BOX_1M);
|
||||
export_constant(IG_F_SQUIRREL_BOX_1M);
|
||||
export_constant(IG_F_GOGO_BOX_1M);
|
||||
export_constant(IG_F_WASTELAND_OUTLAW_BOX);
|
||||
export_constant(IG_F_ALL_IN_ONE_RING_BOX);
|
||||
export_constant(IG_F_SPRITUAL_TUNIC_BOX);
|
||||
export_constant(IG_F_RECUPERATIVE_BOX);
|
||||
export_constant(IG_F_SHELTER_RESIST_BOX);
|
||||
export_constant(IG_F_SYLPHID_MANTEAU_BOX);
|
||||
export_constant(IG_F_TOAST_BOX);
|
||||
export_constant(IG_F_REPAIR_SCROLL_BOX);
|
||||
export_constant(IG_F_REPAIR_SCROLL_BOX10);
|
||||
export_constant(IG_F_HOCKEY_MASK_BOX);
|
||||
export_constant(IG_F_OBSERVER_BOX);
|
||||
export_constant(IG_F_NAGAN_BOX);
|
||||
export_constant(IG_F_SKEWER_BOX);
|
||||
export_constant(IG_F_SURVIVAL_ROD_BOX);
|
||||
export_constant(IG_F_QUADRILLE_BOX);
|
||||
export_constant(IG_F_GREAT_AXE_BOX);
|
||||
export_constant(IG_F_BLOODY_ROAR_BOX);
|
||||
export_constant(IG_F_HARDBACK_BOX);
|
||||
export_constant(IG_F_FIRE_BRAND_BOX);
|
||||
export_constant(IG_F_IMMATERIAL_SWORD_BOX);
|
||||
export_constant(IG_F_UNHOLY_TOUCH_BOX);
|
||||
export_constant(IG_F_CLACK_OF_SERVIVAL_BOX);
|
||||
export_constant(IG_F_MASQUERADE_BOX);
|
||||
export_constant(IG_F_ORC_HERO_HELM_BOX);
|
||||
export_constant(IG_F_EAR_OF_DEVIL_WING_BOX);
|
||||
export_constant(IG_F_DARK_BLINDFOLD_BOX);
|
||||
export_constant(IG_F_K_DROOPING_KITTY_BOX);
|
||||
export_constant(IG_F_CORSAIR_BOX);
|
||||
export_constant(IG_F_BLOODY_IRON_BALL_BOX);
|
||||
export_constant(IG_F_SPIRITUAL_RING_BOX);
|
||||
export_constant(IG_F_INFILTRATOR_BOX);
|
||||
export_constant(IG_F_MURAMASA_BOX);
|
||||
export_constant(IG_F_EXCALIBUR_BOX);
|
||||
export_constant(IG_F_COMBAT_KNIFE_BOX);
|
||||
export_constant(IG_F_COUNTER_DAGGER_BOX);
|
||||
export_constant(IG_F_KAISER_KNUCKLE_BOX);
|
||||
export_constant(IG_F_MIGHTY_STAFF_BOX);
|
||||
export_constant(IG_F_RIGHT_EPSILON_BOX);
|
||||
export_constant(IG_F_BALISTAR_BOX);
|
||||
export_constant(IG_F_DIARY_OF_GREAT_SAGE);
|
||||
export_constant(IG_F_ASURA_BOX);
|
||||
export_constant(IG_F_APPLE_OF_ARCHER_BOX);
|
||||
export_constant(IG_F_BUNNY_BAND_BOX);
|
||||
export_constant(IG_F_SAHKKAT_BOX);
|
||||
export_constant(IG_F_LORD_CIRCLET_BOX);
|
||||
export_constant(IG_F_ELVEN_EARS_BOX);
|
||||
export_constant(IG_F_STEEL_FLOWER_BOX);
|
||||
export_constant(IG_F_CRITICAL_RING_BOX);
|
||||
export_constant(IG_F_EARRING_BOX);
|
||||
export_constant(IG_F_RING_BOX);
|
||||
export_constant(IG_F_NECKLACE_BOX);
|
||||
export_constant(IG_F_GLOVE_BOX);
|
||||
export_constant(IG_F_BROOCH_BOX);
|
||||
export_constant(IG_F_ROSARY_BOX);
|
||||
export_constant(IG_F_SAFETY_RING_BOX);
|
||||
export_constant(IG_F_VESPER_CORE_BOX01);
|
||||
export_constant(IG_F_VESPER_CORE_BOX02);
|
||||
export_constant(IG_F_VESPER_CORE_BOX03);
|
||||
export_constant(IG_F_VESPER_CORE_BOX04);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE1);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE2);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE5);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE6);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE7);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE8);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE9);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE10);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE11);
|
||||
export_constant(IG_F_VIGORGRA_PACKAGE12);
|
||||
export_constant(IG_F_ASPERSIO_5_SCROLL_BOX);
|
||||
export_constant(IG_F_ASPERSIO_5_BOX30);
|
||||
export_constant(IG_F_ASPERSIO_5_BOX50);
|
||||
export_constant(IG_HEALING_STAFF_BOX);
|
||||
export_constant(IG_PRAXINUS_BOX);
|
||||
export_constant(IG_F_PET_EGG_SCROLL9);
|
||||
export_constant(IG_F_MAGESTIC_GOAT_BOX);
|
||||
export_constant(IG_F_PET_EGG_SCROLL3);
|
||||
export_constant(IG_F_EXECUTIONER_BOX);
|
||||
export_constant(IG_F_CUTLAS_BOX);
|
||||
export_constant(IG_F_MOONLIGHT_SWORD_BOX);
|
||||
export_constant(IG_F_SPANNER_BOX);
|
||||
export_constant(IG_F_SOLAR_SWORD_BOX);
|
||||
export_constant(IG_F_TOMAHAWK_BOX);
|
||||
export_constant(IG_F_BOW_OF_RUDRA_BOX);
|
||||
export_constant(IG_F_POLE_AXE_BOX);
|
||||
export_constant(IG_THOUGHTFUL_HAT_BOX);
|
||||
export_constant(IG_F_THOUGHTFUL_HAT_BOX);
|
||||
export_constant(IG_E_THOUGHTFUL_HAT_BOX);
|
||||
export_constant(IG_ZODIAC_DIADEM_PACK);
|
||||
export_constant(IG_ZODIAC_CROWN_PACK);
|
||||
export_constant(IG_DUN_VOUCHER_BOX1);
|
||||
export_constant(IG_DUN_VOUCHER_BOX2);
|
||||
export_constant(IG_BLUEBOXOFQUESTIONS);
|
||||
|
||||
/* unit stop walking */
|
||||
export_constant(USW_NONE);
|
||||
|
||||
@@ -5207,6 +5207,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case ABR_BATTLE_BUSTER:
|
||||
case ABR_DUAL_CANNON_FIRE:
|
||||
case ABR_INFINITY_BUSTER:
|
||||
case MT_TRIPLE_LASER:
|
||||
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
|
||||
break;
|
||||
|
||||
@@ -5615,6 +5616,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case DK_SERVANT_W_DEMOL:
|
||||
case DK_MADNESS_CRUSHER:
|
||||
case DK_HACKANDSLASHER:
|
||||
case DK_DRAGONIC_BREATH:
|
||||
case AG_CRIMSON_ARROW_ATK:
|
||||
case AG_DESTRUCTIVE_HURRICANE:
|
||||
case AG_SOUL_VC_STRIKE:
|
||||
@@ -5641,8 +5643,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case SHC_IMPACT_CRATER:
|
||||
case SHC_FATAL_SHADOW_CROW:
|
||||
case MT_AXE_STOMP:
|
||||
case MT_MIGHTY_SMASH:
|
||||
case MT_RUSH_QUAKE:
|
||||
case MT_A_MACHINE:
|
||||
case MT_SPARK_BLASTER:
|
||||
case ABC_ABYSS_DAGGER:
|
||||
case ABC_CHAIN_REACTION_SHOT:
|
||||
case ABC_DEFT_STAB:
|
||||
@@ -5663,6 +5667,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case EM_EL_STORM_WIND:
|
||||
case EM_EL_AVALANCHE:
|
||||
case EM_EL_DEADLY_POISON:
|
||||
case BO_EXPLOSIVE_POWDER:
|
||||
case BO_MAYHEMIC_THORNS:
|
||||
if( flag&1 ) {//Recursive invocation
|
||||
int sflag = skill_area_temp[0] & 0xFFF;
|
||||
int heal = 0;
|
||||
@@ -5729,7 +5735,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case LG_EARTHDRIVE:
|
||||
case GN_CARTCANNON:
|
||||
case SU_SCRATCH:
|
||||
case BO_MAYHEMIC_THORNS:
|
||||
case DK_DRAGONIC_BREATH:
|
||||
case DK_HACKANDSLASHER:
|
||||
case MT_SPARK_BLASTER:
|
||||
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
|
||||
break;
|
||||
#ifdef RENEWAL
|
||||
@@ -8486,7 +8495,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
|
||||
case IQ_EXPOSION_BLASTER:
|
||||
case SHC_IMPACT_CRATER:
|
||||
case MT_AXE_STOMP:
|
||||
case MT_MIGHTY_SMASH:
|
||||
case ABC_ABYSS_DAGGER:
|
||||
case BO_EXPLOSIVE_POWDER:
|
||||
{
|
||||
status_change *sc = status_get_sc(src);
|
||||
int starget = BL_CHAR|BL_SKILL;
|
||||
|
||||
@@ -2331,6 +2331,13 @@ enum e_skill {
|
||||
NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN,
|
||||
SS_FUUMAKOUCHIKU_BLASTING,
|
||||
|
||||
DK_DRAGONIC_BREATH = 6001,
|
||||
MT_SPARK_BLASTER,
|
||||
MT_TRIPLE_LASER,
|
||||
MT_MIGHTY_SMASH,
|
||||
BO_EXPLOSIVE_POWDER,
|
||||
BO_MAYHEMIC_THORNS,
|
||||
|
||||
HLIF_HEAL = 8001,
|
||||
HLIF_AVOID,
|
||||
HLIF_BRAIN,
|
||||
|
||||
Reference in New Issue
Block a user