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...

16 Commits

Author SHA1 Message Date
Atemo
aac7c0c04f Updated jobs 4th Hp and Sp 2023-11-04 22:35:56 +01:00
munkrej
66dddb3b19 Fixes RK_DRAGONBREATH/RK_DRAGONBREATH_WATER scaling with 4th job (#7996)
Corrected POW scaling
Corrected P.ATK scaling
Corrected skills scaling with Dragonic Aura buff
2023-11-03 14:07:28 +01:00
idk-whoami
a8b7f929f6 Fixed an issue in eden market (#8002) 2023-11-03 14:03:28 +01:00
Vincent Stumpf
02cd29c57b Set mob's jname to name if not specified (#8003)
Fixes #8001
2023-11-03 08:25:35 -04:00
idk-whoami
676c2483ac Script correction of Record of Mage (ID 490288) (#7997) 2023-11-01 17:21:10 +01:00
Atemo
ebabfd8807 Implemented DK_DRAGONIC_BREATH (#7985)
Deals normal long ranged physical damage to the target.
    Can only be used when riding dragon.
    Deals additional damage depends on user's MaxHP and MaxSP.
    Affected by Hit/Flee calculation.
    Ignores physical defense.
    Damage property depends on weapon property.
    Affected by attack modifiers (such as race modifier).
    Recovers 2 AP.
    When using while under Dragonic Aura buff, increases influence of MaxHP and MaxSP in skill damage.
    Fixed casting time : 0.5 seconds (based on level 10).
    Variable Casting time : 2 seconds (based on level 10).
    Cooldown: 0.5 seconds (based on level 10).
    Global cool time : 0.15 seconds (based on level 10).

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>

Credit to @datawulf
2023-11-01 15:47:54 +01:00
Atemo
da9e321330 Implemented new Biolo skills (#7987)
* Implemented BO_EXPLOSIVE_POWDER
- Deals melee physical damage to all targets around the user.
- Doesn't need any catalyst.
- When using while under Research Report buff, increases damage and number of hit.
- Recovers 2 AP.
- Fixed casting time : - (based on level 5).
- Variable Casting time : - (based on level 5).
- Cooldown: 0.7 seconds (based on level 5).
- Global cool time : 0.25 seconds (based on level 5).

* Implemented BO_MAYHEMIC_THORNS
- Deals long ranged physical damage to the target and surrounding enemies around the target with the range up to 9x9 cells.
- Doesn't need any catalyst.
- Has a chance to trigger critical, the critical chance is the user's cri.
- When using while under Research Report buff, increases damage and number of hit.
- Recovers 2 AP.
- Fixed casting time : 0.5 seconds (based on level 10).
- Variable Casting time : 1 second (based on level 10).
- Cooldown: 0.7 seconds (based on level 10).
- Global cool time : 0.15 seconds (based on level 10).

* Skills updated to 2nd rebalance

Credit to @datawulf
2023-10-30 22:07:29 +01:00
Atemo
eec9d34ead Implemented new Meister skills (#7986)
* Implemented MT_MIGHTY_SMASH
- Deals melee physical damage to all targets around the user.
- When using while under Axe Stomp buff, increases damage and number of hit.
- Fixed casting time : - (based on level 10).
- Variable Casting time : - (based on level 10).
- Cooldown: 0.3 seconds (based on level 10).
- Global cool time : - (based on level 10).

* Updated Mighty Smash to last rebalance
- Increases cooldown from 0.3 seconds to 0.5 seconds.
- Adds global cool time by 0.25 seconds.
- Increases SP consumption from 78 to 95 based on level 10.
- Reduces base damage from 3100%/3150%Atk to 1825%/1850%Atk per hit based on level 10.
- Increases number of hit from 3/5 hits to 5/7 hits.
- While under Axe Stomp buff, increases factor weight of POW in skill formula from 7 to 10.

* Implemented MT_TRIPLE_LASER
- Deals long ranged physical damage to the target.
- Can only be used when using Madogear.
- Has a chance to trigger critical, the critical chance is the user's cri.
- Damage property depends on weapon property.
- Doesn't consume magic gear fuel or cannonball.
- Fixed casting time : 0.5 seconds (based on level 5).
- Variable Casting time : 1 seconds (based on level 5).
- Cooldown: 0.25 seconds (based on level 5).
- Global cool time : - (based on level 5).

* Updated Triple Laser to last rebalance
- Increases cooldown from 0.25 seconds to 0.35 seconds.
- Adds global cool time by 0.25 seconds.
- Increases base damage from 3300%Atk to 5050%Atk per hit based on level 5.
- Increases factor weight of POW in skill formula from 10 to 12.

* Implemented MT_SPARK_BLASTER
- Deals long ranged physical damage to the target and surrounding enemies around the target with the range up to 9x9 cells.
- Can only be used when using Madogear.
- Affected by Hit/Flee calculation.
- Ignores physical defense.
- Doesn't consume magic gear fuel or cannonball.
- Damage property depends on weapon property.
- Recovers 2 AP.
- Fixed casting time : 0.5 seconds (based on level 10).
- Variable Casting time : 1.5 seconds (based on level 10).
- Cooldown: 0.7 seconds (based on level 10).
- Global cool time : 0.25 seconds (based on level 10).

* Updated Spark Blaster to last rebalance
- Reduces cooldown from 0.7 seconds to 0.5 seconds.
- Increases base damage from 7750%Atk to 9250%Atk based on level 10.

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>

Credits to @datawulf
2023-10-30 16:34:52 +01:00
Sapito Sucio
f000e76ba4 Fixed some typos in several city scripts (#7995)
Co-authored-by: Daegaladh <Daegaladh@users.noreply.github.com>
2023-10-30 09:43:27 +01:00
Sapito Sucio
f48823fe73 Fixed some typos in Gungslinger, Ninja, Taekwon and Dandelion quests (#7993)
Co-authored-by: Daegaladh <Daegaladh@users.noreply.github.com>
2023-10-30 08:35:26 +01:00
Sapito Sucio
8459fc8dbb Fixed some typos in Rogue's Job script (#7991) 2023-10-30 08:27:44 +01:00
Aleos
3e3a716468 Fix pre-re Mercenary skills (#7981) 2023-10-26 19:49:30 -04:00
Aleos
b794224b18 Corrects duplicate NPC name in Moscovia Inn (#7983)
* Fixes #7979.
* Removes a duplicate NPC name title for the Moscovia Inn script.
Thanks to @Daraen1!
2023-10-25 14:11:42 -04:00
Aleos
2487d2bf79 Implement s_mob_db constructor (#7799)
* Follow up to 65200eb.
* Removes a lot of else cases when parsing monster data.
* Fixes an issue where the damagetaken value of monsters would be reset after issuing a mob_spawn().
Thanks to @Lemongrass3110, @mplaten, and @vstumpf!
2023-10-25 08:58:04 -04:00
Danilo Lemes
ba1ed0f6ee Update docs from txt to Markdown (#7975)
* Update and rename packet_struct_notation.txt to packet_struct_notation.md
* Update and rename achievements.txt to achievements.md
* Update and rename effect_list.txt to effect_list.md

---------

Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Co-authored-by: Atemo <Atemo@users.noreply.github.com>
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2023-10-20 11:00:52 -04:00
Atemo
1e4475b438 Updated item_group_db.yml (#6543)
Boxes updated :
* Updated item scripts
* Item scripts converted to item group
2023-10-18 21:32:30 +02:00
42 changed files with 7283 additions and 3404 deletions

View File

@@ -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

View File

@@ -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);
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: 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);
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
Name: Ameretat

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

View File

@@ -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

View File

@@ -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
View 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
```

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@@ -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.

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# 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|

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@@ -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

View 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)
```

View File

@@ -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

View File

@@ -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) {

View File

@@ -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;

View File

@@ -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;

View File

@@ -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.";

View File

@@ -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;
}

View File

@@ -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.";

View File

@@ -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;
}
}

View File

@@ -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]

View File

@@ -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~";

View File

@@ -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";

View File

@@ -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]";

View File

@@ -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;

View File

@@ -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.";

View File

@@ -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.''";

View File

@@ -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]";

View File

@@ -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?";

View File

@@ -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" ) )
{

View File

@@ -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;

View File

@@ -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;

View File

@@ -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) {

View File

@@ -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) {

View File

@@ -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

View File

@@ -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) {

View File

@@ -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,
};

View File

@@ -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")) {

View File

@@ -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> {

View File

@@ -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);

View File

@@ -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;

View File

@@ -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,