Fixed Logic Issues with r15039 script command set git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15051 54d463be-8e91-2dee-dedb-b68131a5f0ec
1585 lines
39 KiB
C
1585 lines
39 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#ifndef _STATUS_H_
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#define _STATUS_H_
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struct block_list;
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struct mob_data;
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struct pet_data;
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struct homun_data;
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struct mercenary_data;
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struct status_change;
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//Use this to refer the max refinery level [Skotlex]
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#define MAX_REFINE 10
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#define MAX_REFINE_BONUS 5
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extern unsigned long StatusChangeFlagTable[];
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// Status changes listing. These code are for use by the server.
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typedef enum sc_type {
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SC_NONE = -1,
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//First we enumerate common status ailments which are often used around.
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SC_STONE = 0,
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SC_COMMON_MIN = 0, // begin
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SC_FREEZE,
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SC_STUN,
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SC_SLEEP,
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SC_POISON,
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SC_CURSE,
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SC_SILENCE,
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SC_CONFUSION,
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SC_BLIND,
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SC_BLEEDING,
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SC_DPOISON, //10
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SC_COMMON_MAX = 10, // end
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//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
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SC_PROVOKE = 20,
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SC_ENDURE,
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SC_TWOHANDQUICKEN,
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SC_CONCENTRATE,
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SC_HIDING,
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SC_CLOAKING,
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SC_ENCPOISON,
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SC_POISONREACT,
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SC_QUAGMIRE,
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SC_ANGELUS,
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SC_BLESSING, //30
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SC_SIGNUMCRUCIS,
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SC_INCREASEAGI,
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SC_DECREASEAGI,
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SC_SLOWPOISON,
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SC_IMPOSITIO ,
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SC_SUFFRAGIUM,
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SC_ASPERSIO,
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SC_BENEDICTIO,
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SC_KYRIE,
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SC_MAGNIFICAT, //40
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SC_GLORIA,
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SC_AETERNA,
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SC_ADRENALINE,
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SC_WEAPONPERFECTION,
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SC_OVERTHRUST,
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SC_MAXIMIZEPOWER,
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SC_TRICKDEAD,
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SC_LOUD,
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SC_ENERGYCOAT,
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SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
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SC_BROKENWEAPON,
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SC_HALLUCINATION,
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SC_WEIGHT50,
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SC_WEIGHT90,
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SC_ASPDPOTION0,
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SC_ASPDPOTION1,
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SC_ASPDPOTION2,
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SC_ASPDPOTION3,
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SC_SPEEDUP0,
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SC_SPEEDUP1, //60
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SC_ATKPOTION,
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SC_MATKPOTION,
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SC_WEDDING,
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SC_SLOWDOWN,
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SC_ANKLE,
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SC_KEEPING,
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SC_BARRIER,
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SC_STRIPWEAPON,
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SC_STRIPSHIELD,
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SC_STRIPARMOR, //70
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SC_STRIPHELM,
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SC_CP_WEAPON,
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SC_CP_SHIELD,
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SC_CP_ARMOR,
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SC_CP_HELM,
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SC_AUTOGUARD,
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SC_REFLECTSHIELD,
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SC_SPLASHER,
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SC_PROVIDENCE,
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SC_DEFENDER, //80
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SC_MAGICROD,
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SC_SPELLBREAKER,
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SC_AUTOSPELL,
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SC_SIGHTTRASHER,
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SC_AUTOBERSERK,
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SC_SPEARQUICKEN,
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SC_AUTOCOUNTER,
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SC_SIGHT,
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SC_SAFETYWALL,
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SC_RUWACH, //90
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SC_EXTREMITYFIST,
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SC_EXPLOSIONSPIRITS,
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SC_COMBO,
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SC_BLADESTOP_WAIT,
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SC_BLADESTOP,
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SC_FIREWEAPON,
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SC_WATERWEAPON,
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SC_WINDWEAPON,
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SC_EARTHWEAPON,
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SC_VOLCANO, //100,
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SC_DELUGE,
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SC_VIOLENTGALE,
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SC_WATK_ELEMENT,
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SC_ARMOR,
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SC_ARMOR_ELEMENT,
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SC_NOCHAT,
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SC_BABY,
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SC_AURABLADE,
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SC_PARRYING,
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SC_CONCENTRATION, //110
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SC_TENSIONRELAX,
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SC_BERSERK,
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SC_FURY,
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SC_GOSPEL,
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SC_ASSUMPTIO,
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SC_BASILICA,
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SC_GUILDAURA,
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SC_MAGICPOWER,
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SC_EDP,
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SC_TRUESIGHT, //120
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SC_WINDWALK,
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SC_MELTDOWN,
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SC_CARTBOOST,
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SC_CHASEWALK,
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SC_REJECTSWORD,
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SC_MARIONETTE,
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SC_MARIONETTE2,
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SC_CHANGEUNDEAD,
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SC_JOINTBEAT,
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SC_MINDBREAKER, //130
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SC_MEMORIZE,
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SC_FOGWALL,
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SC_SPIDERWEB,
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SC_DEVOTION,
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SC_SACRIFICE,
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SC_STEELBODY,
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SC_ORCISH,
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SC_READYSTORM,
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SC_READYDOWN,
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SC_READYTURN, //140
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SC_READYCOUNTER,
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SC_DODGE,
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SC_RUN,
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SC_SHADOWWEAPON,
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SC_ADRENALINE2,
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SC_GHOSTWEAPON,
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SC_KAIZEL,
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SC_KAAHI,
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SC_KAUPE,
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SC_ONEHAND, //150
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SC_PRESERVE,
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SC_BATTLEORDERS,
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SC_REGENERATION,
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SC_DOUBLECAST,
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SC_GRAVITATION,
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SC_MAXOVERTHRUST,
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SC_LONGING,
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SC_HERMODE,
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SC_SHRINK,
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SC_SIGHTBLASTER, //160
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SC_WINKCHARM,
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SC_CLOSECONFINE,
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SC_CLOSECONFINE2,
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SC_DANCING,
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SC_ELEMENTALCHANGE,
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SC_RICHMANKIM,
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SC_ETERNALCHAOS,
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SC_DRUMBATTLE,
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SC_NIBELUNGEN,
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SC_ROKISWEIL, //170
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SC_INTOABYSS,
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SC_SIEGFRIED,
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SC_WHISTLE,
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SC_ASSNCROS,
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SC_POEMBRAGI,
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SC_APPLEIDUN,
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SC_MODECHANGE,
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SC_HUMMING,
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SC_DONTFORGETME,
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SC_FORTUNE, //180
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SC_SERVICE4U,
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SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
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SC_SPURT,
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SC_SPIRIT,
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SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
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SC_INTRAVISION,
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SC_INCALLSTATUS,
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SC_INCSTR,
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SC_INCAGI,
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SC_INCVIT, //190
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SC_INCINT,
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SC_INCDEX,
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SC_INCLUK,
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SC_INCHIT,
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SC_INCHITRATE,
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SC_INCFLEE,
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SC_INCFLEERATE,
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SC_INCMHPRATE,
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SC_INCMSPRATE,
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SC_INCATKRATE, //200
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SC_INCMATKRATE,
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SC_INCDEFRATE,
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SC_STRFOOD,
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SC_AGIFOOD,
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SC_VITFOOD,
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SC_INTFOOD,
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SC_DEXFOOD,
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SC_LUKFOOD,
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SC_HITFOOD,
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SC_FLEEFOOD, //210
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SC_BATKFOOD,
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SC_WATKFOOD,
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SC_MATKFOOD,
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SC_SCRESIST, //Increases resistance to status changes.
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SC_XMAS, // Xmas Suit [Valaris]
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SC_WARM, //SG skills [Komurka]
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SC_SUN_COMFORT,
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SC_MOON_COMFORT,
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SC_STAR_COMFORT,
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SC_FUSION, //220
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SC_SKILLRATE_UP,
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SC_SKE,
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SC_KAITE,
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SC_SWOO, // [marquis007]
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SC_SKA, // [marquis007]
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SC_EARTHSCROLL,
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SC_MIRACLE, //SG 'hidden' skill [Komurka]
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SC_MADNESSCANCEL,
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SC_ADJUSTMENT,
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SC_INCREASING, //230
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SC_GATLINGFEVER,
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SC_TATAMIGAESHI,
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SC_UTSUSEMI,
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SC_BUNSINJYUTSU,
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SC_KAENSIN,
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SC_SUITON,
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SC_NEN,
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SC_KNOWLEDGE,
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SC_SMA,
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SC_FLING, //240
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SC_AVOID,
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SC_CHANGE,
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SC_BLOODLUST,
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SC_FLEET,
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SC_SPEED,
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SC_DEFENCE,
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//SC_INCASPDRATE,
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SC_INCFLEE2 = 248,
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SC_JAILED,
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SC_ENCHANTARMS, //250
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SC_MAGICALATTACK,
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SC_ARMORCHANGE,
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SC_CRITICALWOUND,
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SC_MAGICMIRROR,
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SC_SLOWCAST,
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SC_SUMMER,
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SC_EXPBOOST,
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SC_ITEMBOOST,
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SC_BOSSMAPINFO,
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SC_LIFEINSURANCE, //260
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SC_INCCRI,
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//SC_INCDEF,
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//SC_INCBASEATK = 263,
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//SC_FASTCAST,
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SC_MDEF_RATE = 265,
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//SC_HPREGEN,
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SC_INCHEALRATE = 267,
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SC_PNEUMA,
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SC_AUTOTRADE,
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SC_KSPROTECTED, //270
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SC_ARMOR_RESIST = 271,
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SC_SPCOST_RATE,
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SC_COMMONSC_RESIST,
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SC_SEVENWIND,
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SC_DEF_RATE,
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//SC_SPREGEN,
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SC_WALKSPEED = 277,
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// Mercenary Only Bonus Effects
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SC_MERC_FLEEUP,
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SC_MERC_ATKUP,
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SC_MERC_HPUP, //280
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SC_MERC_SPUP,
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SC_MERC_HITUP,
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SC_MERC_QUICKEN,
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SC_REBIRTH,
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//SC_SKILLCASTRATE, //285
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//SC_DEFRATIOATK,
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//SC_HPDRAIN,
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//SC_SKILLATKBONUS,
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SC_ITEMSCRIPT = 289,
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SC_S_LIFEPOTION, //290
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SC_L_LIFEPOTION,
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SC_JEXPBOOST,
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//SC_IGNOREDEF,
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SC_HELLPOWER = 294,
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SC_INVINCIBLE, //295
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SC_INVINCIBLEOFF,
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SC_MANU_ATK,
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SC_MANU_DEF,
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SC_SPL_ATK,
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SC_SPL_DEF, //300
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SC_MANU_MATK,
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SC_SPL_MATK,
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SC_FOOD_STR_CASH,
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SC_FOOD_AGI_CASH,
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SC_FOOD_VIT_CASH,
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SC_FOOD_DEX_CASH,
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SC_FOOD_INT_CASH,
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SC_FOOD_LUK_CASH,//308
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/**
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* 3rd
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**/
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SC_FEAR,//309
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SC_BURNING,//310
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SC_FREEZING,//311
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/**
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* Rune Knight
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**/
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SC_ENCHANTBLADE,//312
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SC_DEATHBOUND,//313
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SC_MILLENNIUMSHIELD,
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SC_CRUSHSTRIKE,//315
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SC_REFRESH,
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SC_REUSE_REFRESH,
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SC_GIANTGROWTH,
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SC_STONEHARDSKIN,
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SC_VITALITYACTIVATION,//320
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SC_STORMBLAST,
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SC_FIGHTINGSPIRIT,
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SC_ABUNDANCE,
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/**
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* Arch Bishop
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**/
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SC_ADORAMUS,
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SC_EPICLESIS,//325
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SC_ORATIO,
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SC_LAUDAAGNUS,
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SC_LAUDARAMUS,
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SC_RENOVATIO,
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SC_EXPIATIO,//330
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SC_DUPLELIGHT,
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SC_SECRAMENT,
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/**
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* Warlock
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**/
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SC_WHITEIMPRISON,
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SC_MARSHOFABYSS,
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SC_RECOGNIZEDSPELL,//335
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SC_STASIS,
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SC_SPHERE_1,
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SC_SPHERE_2,
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SC_SPHERE_3,
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SC_SPHERE_4,//340
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SC_SPHERE_5,
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SC_READING_SB,
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SC_FREEZINGSPELL,
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/**
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* Ranger
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**/
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SC_FEARBREEZE,
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SC_ELECTRICSHOCKER,//345
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SC_WUGDASH,
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SC_BITE,
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SC_CAMOUFLAGE,
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/**
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* Mechanic
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**/
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SC_ACCELERATION,
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SC_HOVERING,//350
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SC_SHAPESHIFT,
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SC_INFRAREDSCAN,
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SC_ANALYZE,
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SC_MAGNETICFIELD,
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SC_NEUTRALBARRIER,//355
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SC_NEUTRALBARRIER_MASTER,
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SC_STEALTHFIELD,
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SC_STEALTHFIELD_MASTER,
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SC_OVERHEAT,
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SC_OVERHEAT_LIMITPOINT,//360
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/**
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* Guillotine Cross
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**/
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SC_VENOMIMPRESS,
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SC_POISONINGWEAPON,
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SC_WEAPONBLOCKING,
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SC_CLOAKINGEXCEED,
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SC_HALLUCINATIONWALK,//365
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SC_HALLUCINATIONWALK_POSTDELAY,
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SC_ROLLINGCUTTER,
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SC_TOXIN,
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SC_PARALYSE,
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SC_VENOMBLEED,//370
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SC_MAGICMUSHROOM,
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SC_DEATHHURT,
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SC_PYREXIA,
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SC_OBLIVIONCURSE,
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SC_LEECHESEND,//375
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/**
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* Royal Guard
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**/
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SC_REFLECTDAMAGE,
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SC_FORCEOFVANGUARD,
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SC_SHIELDSPELL_DEF,
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SC_SHIELDSPELL_MDEF,
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SC_SHIELDSPELL_REF,//380
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SC_EXEEDBREAK,
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SC_PRESTIGE,
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SC_BANDING,
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SC_BANDING_DEFENCE,
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SC_EARTHDRIVE,//385
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SC_INSPIRATION,
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/**
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* Sorcerer
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**/
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SC_SPELLFIST,
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SC_CRYSTALIZE,
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SC_STRIKING,
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SC_WARMER,//390
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SC_VACUUM_EXTREME,
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SC_PROPERTYWALK,
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/**
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* Minstrel / Wanderer
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**/
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SC_SWINGDANCE,
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SC_SYMPHONYOFLOVER,
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SC_MOONLITSERENADE,//395
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SC_RUSHWINDMILL,
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SC_ECHOSONG,
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SC_HARMONIZE,
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SC_VOICEOFSIREN,
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SC_DEEPSLEEP,//400
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SC_SIRCLEOFNATURE,
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SC_GLOOMYDAY,
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SC_GLOOMYDAY_SK,
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SC_SONGOFMANA,
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SC_DANCEWITHWUG,//405
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SC_SATURDAYNIGHTFEVER,
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SC_LERADSDEW,
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SC_MELODYOFSINK,
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SC_BEYONDOFWARCRY,
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SC_UNLIMITEDHUMMINGVOICE,//410
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SC_SITDOWN_FORCE,
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/**
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* Sura
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**/
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SC_CRESCENTELBOW,
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SC_CURSEDCIRCLE_ATKER,
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SC_CURSEDCIRCLE_TARGET,
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SC_LIGHTNINGWALK,//415
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SC_RAISINGDRAGON,
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SC_GT_ENERGYGAIN,
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SC_GT_CHANGE,
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SC_GT_REVITALIZE,
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/**
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* Genetic
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**/
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SC_GN_CARTBOOST,//420
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SC_THORNSTRAP,
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SC_BLOODSUCKER,
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SC_SMOKEPOWDER,
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SC_TEARGAS,
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SC_MANDRAGORA,//425
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SC_STOMACHACHE,
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SC_MYSTERIOUS_POWDER,
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SC_MELON_BOMB,
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SC_BANANA_BOMB,
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SC_BANANA_BOMB_SITDOWN,//430
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SC_SAVAGE_STEAK,
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SC_COCKTAIL_WARG_BLOOD,
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SC_MINOR_BBQ,
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SC_SIROMA_ICE_TEA,
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SC_DROCERA_HERB_STEAMED,//435
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SC_PUTTI_TAILS_NOODLES,
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SC_BOOST500,
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SC_FULL_SWING_K,
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SC_MANA_PLUS,
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SC_MUSTLE_M,//440
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SC_LIFE_FORCE_F,
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SC_EXTRACT_WHITE_POTION_Z,
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SC_VITATA_500,
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SC_EXTRACT_SALAMINE_JUICE,
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/**
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* Shadow Chaser
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**/
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SC__REPRODUCE,//445
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SC__AUTOSHADOWSPELL,
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SC__SHADOWFORM,
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SC__BODYPAINT,
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SC__INVISIBILITY,
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SC__DEADLYINFECT,//450
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SC__ENERVATION,
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SC__GROOMY,
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SC__IGNORANCE,
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SC__LAZINESS,
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SC__UNLUCKY,//455
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SC__WEAKNESS,
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SC__STRIPACCESSORY,
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SC__MANHOLE,
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SC_CHAOS,
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SC__BLOODYLUST,//460
|
|
/**
|
|
* Elemental Spirits
|
|
**/
|
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SC_CIRCLE_OF_FIRE,
|
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SC_CIRCLE_OF_FIRE_OPTION,
|
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SC_FIRE_CLOAK,
|
|
SC_FIRE_CLOAK_OPTION,
|
|
SC_WATER_SCREEN,//465
|
|
SC_WATER_SCREEN_OPTION,
|
|
SC_WATER_DROP,
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SC_WATER_DROP_OPTION,
|
|
SC_WATER_BARRIER,
|
|
SC_WIND_STEP,//470
|
|
SC_WIND_STEP_OPTION,
|
|
SC_WIND_CURTAIN,
|
|
SC_WIND_CURTAIN_OPTION,
|
|
SC_ZEPHYR,
|
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SC_SOLID_SKIN,//475
|
|
SC_SOLID_SKIN_OPTION,
|
|
SC_STONE_SHIELD,
|
|
SC_STONE_SHIELD_OPTION,
|
|
SC_POWER_OF_GAIA,
|
|
SC_PYROTECHNIC,//480
|
|
SC_PYROTECHNIC_OPTION,
|
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SC_HEATER,
|
|
SC_HEATER_OPTION,
|
|
SC_TROPIC,
|
|
SC_TROPIC_OPTION,//485
|
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SC_AQUAPLAY,
|
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SC_AQUAPLAY_OPTION,
|
|
SC_COOLER,
|
|
SC_COOLER_OPTION,
|
|
SC_CHILLY_AIR,//490
|
|
SC_CHILLY_AIR_OPTION,
|
|
SC_GUST,
|
|
SC_GUST_OPTION,
|
|
SC_BLAST,
|
|
SC_BLAST_OPTION,//495
|
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SC_WILD_STORM,
|
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SC_WILD_STORM_OPTION,
|
|
SC_PETROLOGY,
|
|
SC_PETROLOGY_OPTION,
|
|
SC_CURSED_SOIL,//500
|
|
SC_CURSED_SOIL_OPTION,
|
|
SC_UPHEAVAL,
|
|
SC_UPHEAVAL_OPTION,
|
|
SC_TIDAL_WEAPON,
|
|
SC_TIDAL_WEAPON_OPTION,//505
|
|
SC_ROCK_CRUSHER,
|
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SC_ROCK_CRUSHER_ATK,
|
|
|
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SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
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} sc_type;
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|
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// Official status change ids, used to display status icons on the client.
|
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enum si_type {
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SI_BLANK = -1,
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SI_PROVOKE = 0,
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SI_ENDURE = 1,
|
|
SI_TWOHANDQUICKEN = 2,
|
|
SI_CONCENTRATE = 3,
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|
SI_HIDING = 4,
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|
SI_CLOAKING = 5,
|
|
SI_ENCPOISON = 6,
|
|
SI_POISONREACT = 7,
|
|
SI_QUAGMIRE = 8,
|
|
SI_ANGELUS = 9,
|
|
SI_BLESSING = 10,
|
|
SI_SIGNUMCRUCIS = 11,
|
|
SI_INCREASEAGI = 12,
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|
SI_DECREASEAGI = 13,
|
|
SI_SLOWPOISON = 14,
|
|
SI_IMPOSITIO = 15,
|
|
SI_SUFFRAGIUM = 16,
|
|
SI_ASPERSIO = 17,
|
|
SI_BENEDICTIO = 18,
|
|
SI_KYRIE = 19,
|
|
SI_MAGNIFICAT = 20,
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|
SI_GLORIA = 21,
|
|
SI_AETERNA = 22,
|
|
SI_ADRENALINE = 23,
|
|
SI_WEAPONPERFECTION = 24,
|
|
SI_OVERTHRUST = 25,
|
|
SI_MAXIMIZEPOWER = 26,
|
|
SI_RIDING = 27,
|
|
SI_FALCON = 28,
|
|
SI_TRICKDEAD = 29,
|
|
SI_LOUD = 30,
|
|
SI_ENERGYCOAT = 31,
|
|
SI_BROKENARMOR = 32,
|
|
SI_BROKENWEAPON = 33,
|
|
SI_HALLUCINATION = 34,
|
|
SI_WEIGHT50 = 35,
|
|
SI_WEIGHT90 = 36,
|
|
SI_ASPDPOTION0 = 37,
|
|
SI_ASPDPOTION1 = 38,
|
|
SI_ASPDPOTION2 = 39,
|
|
SI_ASPDPOTIONINFINITY = 40,
|
|
SI_SPEEDPOTION1 = 41,
|
|
// SI_MOVHASTE_INFINITY = 42,
|
|
// SI_AUTOCOUNTER = 43,
|
|
// SI_SPLASHER = 44,
|
|
// SI_ANKLESNARE = 45,
|
|
SI_ACTIONDELAY = 46,
|
|
// SI_NOACTION = 47,
|
|
// SI_IMPOSSIBLEPICKUP = 48,
|
|
// SI_BARRIER = 49,
|
|
SI_STRIPWEAPON = 50,
|
|
SI_STRIPSHIELD = 51,
|
|
SI_STRIPARMOR = 52,
|
|
SI_STRIPHELM = 53,
|
|
SI_CP_WEAPON = 54,
|
|
SI_CP_SHIELD = 55,
|
|
SI_CP_ARMOR = 56,
|
|
SI_CP_HELM = 57,
|
|
SI_AUTOGUARD = 58,
|
|
SI_REFLECTSHIELD = 59,
|
|
// SI_DEVOTION = 60,
|
|
SI_PROVIDENCE = 61,
|
|
SI_DEFENDER = 62,
|
|
// SI_MAGICROD = 63,
|
|
// SI_WEAPONPROPERTY = 64,
|
|
SI_AUTOSPELL = 65,
|
|
// SI_SPECIALZONE = 66,
|
|
// SI_MASK = 67,
|
|
SI_SPEARQUICKEN = 68,
|
|
// SI_BDPLAYING = 69,
|
|
// SI_WHISTLE = 70,
|
|
// SI_ASSASSINCROSS = 71,
|
|
// SI_POEMBRAGI = 72,
|
|
// SI_APPLEIDUN = 73,
|
|
// SI_HUMMING = 74,
|
|
// SI_DONTFORGETME = 75,
|
|
// SI_FORTUNEKISS = 76,
|
|
// SI_SERVICEFORYOU = 77,
|
|
// SI_RICHMANKIM = 78,
|
|
// SI_ETERNALCHAOS = 79,
|
|
// SI_DRUMBATTLEFIELD = 80,
|
|
// SI_RINGNIBELUNGEN = 81,
|
|
// SI_ROKISWEIL = 82,
|
|
// SI_INTOABYSS = 83,
|
|
// SI_SIEGFRIED = 84,
|
|
// SI_BLADESTOP = 85,
|
|
SI_EXPLOSIONSPIRITS = 86,
|
|
SI_STEELBODY = 87,
|
|
// SI_EXTREMITYFIST = 88,
|
|
// SI_COMBOATTACK = 89,
|
|
SI_FIREWEAPON = 90,
|
|
SI_WATERWEAPON = 91,
|
|
SI_WINDWEAPON = 92,
|
|
SI_EARTHWEAPON = 93,
|
|
// SI_MAGICATTACK = 94,
|
|
SI_STOP = 95,
|
|
// SI_WEAPONBRAKER = 96,
|
|
SI_UNDEAD = 97,
|
|
// SI_POWERUP = 98,
|
|
// SI_AGIUP = 99,
|
|
// SI_SIEGEMODE = 100,
|
|
// SI_INVISIBLE = 101,
|
|
// SI_STATUSONE = 102,
|
|
SI_AURABLADE = 103,
|
|
SI_PARRYING = 104,
|
|
SI_CONCENTRATION = 105,
|
|
SI_TENSIONRELAX = 106,
|
|
SI_BERSERK = 107,
|
|
// SI_SACRIFICE = 108,
|
|
// SI_GOSPEL = 109,
|
|
SI_ASSUMPTIO = 110,
|
|
// SI_BASILICA = 111,
|
|
SI_LANDENDOW = 112,
|
|
SI_MAGICPOWER = 113,
|
|
SI_EDP = 114,
|
|
SI_TRUESIGHT = 115,
|
|
SI_WINDWALK = 116,
|
|
SI_MELTDOWN = 117,
|
|
SI_CARTBOOST = 118,
|
|
// SI_CHASEWALK = 119,
|
|
SI_REJECTSWORD = 120,
|
|
SI_MARIONETTE = 121,
|
|
SI_MARIONETTE2 = 122,
|
|
SI_MOONLIT = 123,
|
|
SI_BLEEDING = 124,
|
|
SI_JOINTBEAT = 125,
|
|
// SI_MINDBREAKER = 126,
|
|
// SI_MEMORIZE = 127,
|
|
// SI_FOGWALL = 128,
|
|
// SI_SPIDERWEB = 129,
|
|
SI_BABY = 130,
|
|
// SI_SUB_WEAPONPROPERTY = 131,
|
|
SI_AUTOBERSERK = 132,
|
|
SI_RUN = 133,
|
|
SI_BUMP = 134,
|
|
SI_READYSTORM = 135,
|
|
// SI_STORMKICK_READY = 136,
|
|
SI_READYDOWN = 137,
|
|
// SI_DOWNKICK_READY = 138,
|
|
SI_READYTURN = 139,
|
|
// SI_TURNKICK_READY = 140,
|
|
SI_READYCOUNTER = 141,
|
|
// SI_COUNTER_READY = 142,
|
|
SI_DODGE = 143,
|
|
// SI_DODGE_READY = 144,
|
|
SI_SPURT = 145,
|
|
SI_SHADOWWEAPON = 146,
|
|
SI_ADRENALINE2 = 147,
|
|
SI_GHOSTWEAPON = 148,
|
|
SI_SPIRIT = 149,
|
|
// SI_PLUSATTACKPOWER = 150,
|
|
// SI_PLUSMAGICPOWER = 151,
|
|
SI_DEVIL = 152,
|
|
SI_KAITE = 153,
|
|
// SI_SWOO = 154,
|
|
// SI_STAR2 = 155,
|
|
SI_KAIZEL = 156,
|
|
SI_KAAHI = 157,
|
|
SI_KAUPE = 158,
|
|
SI_SMA = 159,
|
|
SI_NIGHT = 160,
|
|
SI_ONEHAND = 161,
|
|
// SI_FRIEND = 162,
|
|
// SI_FRIENDUP = 163,
|
|
// SI_SG_WARM = 164,
|
|
SI_WARM = 165,
|
|
// 166 | The three show the exact same display: ultra red character (165, 166, 167)
|
|
// 167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
|
|
// SI_EMOTION = 168,
|
|
SI_SUN_COMFORT = 169,
|
|
SI_MOON_COMFORT = 170,
|
|
SI_STAR_COMFORT = 171,
|
|
// SI_EXPUP = 172,
|
|
// SI_GDSKILL_BATTLEORDER = 173,
|
|
// SI_GDSKILL_REGENERATION = 174,
|
|
// SI_GDSKILL_POSTDELAY = 175,
|
|
// SI_RESISTHANDICAP = 176,
|
|
// SI_MAXHPPERCENT = 177,
|
|
// SI_MAXSPPERCENT = 178,
|
|
// SI_DEFENCE = 179,
|
|
// SI_SLOWDOWN = 180,
|
|
SI_PRESERVE = 181,
|
|
SI_INCSTR = 182,
|
|
// SI_NOT_EXTREMITYFIST = 183,
|
|
SI_INTRAVISION = 184,
|
|
// SI_MOVESLOW_POTION = 185,
|
|
SI_DOUBLECAST = 186,
|
|
// SI_GRAVITATION = 187,
|
|
SI_MAXOVERTHRUST = 188,
|
|
// SI_LONGING = 189,
|
|
// SI_HERMODE = 190,
|
|
SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
|
|
// SI_HLIF_AVOID = 192,
|
|
// SI_HFLI_FLEET = 193,
|
|
// SI_HFLI_SPEED = 194,
|
|
// SI_HLIF_CHANGE = 195,
|
|
// SI_HAMI_BLOODLUST = 196,
|
|
SI_SHRINK = 197,
|
|
SI_SIGHTBLASTER = 198,
|
|
SI_WINKCHARM = 199,
|
|
SI_CLOSECONFINE = 200,
|
|
SI_CLOSECONFINE2 = 201,
|
|
// SI_DISABLEMOVE = 202,
|
|
SI_MADNESSCANCEL = 203, //[blackhole89]
|
|
SI_GATLINGFEVER = 204,
|
|
SI_EARTHSCROLL = 205,
|
|
SI_UTSUSEMI = 206,
|
|
SI_BUNSINJYUTSU = 207,
|
|
SI_NEN = 208,
|
|
SI_ADJUSTMENT = 209,
|
|
SI_ACCURACY = 210,
|
|
// SI_NJ_SUITON = 211,
|
|
// SI_PET = 212,
|
|
// SI_MENTAL = 213,
|
|
// SI_EXPMEMORY = 214,
|
|
// SI_PERFORMANCE = 215,
|
|
// SI_GAIN = 216,
|
|
// SI_GRIFFON = 217,
|
|
// SI_DRIFT = 218,
|
|
// SI_WALLSHIFT = 219,
|
|
// SI_REINCARNATION = 220,
|
|
// SI_PATTACK = 221,
|
|
// SI_PSPEED = 222,
|
|
// SI_PDEFENSE = 223,
|
|
// SI_PCRITICAL = 224,
|
|
// SI_RANKING = 225,
|
|
// SI_PTRIPLE = 226,
|
|
// SI_DENERGY = 227,
|
|
// SI_WAVE1 = 228,
|
|
// SI_WAVE2 = 229,
|
|
// SI_WAVE3 = 230,
|
|
// SI_WAVE4 = 231,
|
|
// SI_DAURA = 232,
|
|
// SI_DFREEZER = 233,
|
|
// SI_DPUNISH = 234,
|
|
// SI_DBARRIER = 235,
|
|
// SI_DWARNING = 236,
|
|
// SI_MOUSEWHEEL = 237,
|
|
// SI_DGAUGE = 238,
|
|
// SI_DACCEL = 239,
|
|
// SI_DBLOCK = 240,
|
|
SI_FOODSTR = 241,
|
|
SI_FOODAGI = 242,
|
|
SI_FOODVIT = 243,
|
|
SI_FOODDEX = 244,
|
|
SI_FOODINT = 245,
|
|
SI_FOODLUK = 246,
|
|
SI_FOODFLEE = 247,
|
|
SI_FOODHIT = 248,
|
|
SI_FOODCRI = 249,
|
|
SI_EXPBOOST = 250,
|
|
SI_LIFEINSURANCE = 251,
|
|
SI_ITEMBOOST = 252,
|
|
SI_BOSSMAPINFO = 253,
|
|
// SI_DA_ENERGY = 254,
|
|
// SI_DA_FIRSTSLOT = 255,
|
|
// SI_DA_HEADDEF = 256,
|
|
// SI_DA_SPACE = 257,
|
|
// SI_DA_TRANSFORM = 258,
|
|
// SI_DA_ITEMREBUILD = 259,
|
|
// SI_DA_ILLUSION = 260, //All mobs display as Turtle General
|
|
// SI_DA_DARKPOWER = 261,
|
|
// SI_DA_EARPLUG = 262,
|
|
// SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
|
|
// SI_DA_BLACK = 264, //For short time blurry screen
|
|
// SI_DA_MAGICCART = 265,
|
|
// SI_CRYSTAL = 266,
|
|
// SI_DA_REBUILD = 267,
|
|
// SI_DA_EDARKNESS = 268,
|
|
// SI_DA_EGUARDIAN = 269,
|
|
// SI_DA_TIMEOUT = 270,
|
|
SI_FOOD_STR_CASH = 271,
|
|
SI_FOOD_AGI_CASH = 272,
|
|
SI_FOOD_VIT_CASH = 273,
|
|
SI_FOOD_DEX_CASH = 274,
|
|
SI_FOOD_INT_CASH = 275,
|
|
SI_FOOD_LUK_CASH = 276,
|
|
SI_MERC_FLEEUP = 277,
|
|
SI_MERC_ATKUP = 278,
|
|
SI_MERC_HPUP = 279,
|
|
SI_MERC_SPUP = 280,
|
|
SI_MERC_HITUP = 281,
|
|
SI_SLOWCAST = 282,
|
|
// SI_MAGICMIRROR = 283,
|
|
// SI_STONESKIN = 284,
|
|
// SI_ANTIMAGIC = 285,
|
|
SI_CRITICALWOUND = 286,
|
|
// SI_NPC_DEFENDER = 287,
|
|
// SI_NOACTION_WAIT = 288,
|
|
SI_MOVHASTE_HORSE = 289,
|
|
SI_DEF_RATE = 290,
|
|
SI_MDEF_RATE = 291,
|
|
SI_INCHEALRATE = 292,
|
|
SI_S_LIFEPOTION = 293,
|
|
SI_L_LIFEPOTION = 294,
|
|
SI_INCCRI = 295,
|
|
SI_PLUSAVOIDVALUE = 296,
|
|
// SI_ATKER_ASPD = 297,
|
|
// SI_TARGET_ASPD = 298,
|
|
// SI_ATKER_MOVESPEED = 299,
|
|
SI_ATKER_BLOOD = 300,
|
|
SI_TARGET_BLOOD = 301,
|
|
SI_ARMOR_PROPERTY = 302,
|
|
// SI_REUSE_LIMIT_A = 303,
|
|
SI_HELLPOWER = 304,
|
|
// SI_STEAMPACK = 305,
|
|
// SI_REUSE_LIMIT_B = 306,
|
|
// SI_REUSE_LIMIT_C = 307,
|
|
// SI_REUSE_LIMIT_D = 308,
|
|
// SI_REUSE_LIMIT_E = 309,
|
|
// SI_REUSE_LIMIT_F = 310,
|
|
SI_INVINCIBLE = 311,
|
|
SI_CASH_PLUSONLYJOBEXP = 312,
|
|
// SI_PARTYFLEE = 313,
|
|
// SI_ANGEL_PROTECT = 314,
|
|
|
|
SI_ENDURE_MDEF = 315,
|
|
SI_ENCHANTBLADE = 316,
|
|
SI_DEATHBOUND = 317,
|
|
SI_REFRESH = 318,
|
|
SI_GIANTGROWTH = 319,
|
|
SI_STONEHARDSKIN = 320,
|
|
SI_VITALITYACTIVATION = 321,
|
|
SI_FIGHTINGSPIRIT = 322,
|
|
SI_ABUNDANCE = 323,
|
|
SI_REUSE_MILLENNIUMSHIELD = 324,
|
|
SI_REUSE_CRUSHSTRIKE = 325,
|
|
SI_REUSE_REFRESH = 326,
|
|
SI_REUSE_STORMBLAST = 327,
|
|
SI_VENOMIMPRESS = 328,
|
|
SI_EPICLESIS = 329,
|
|
SI_ORATIO = 330,
|
|
SI_LAUDAAGNUS = 331,
|
|
SI_LAUDARAMUS = 332,
|
|
SI_CLOAKINGEXCEED = 333,
|
|
SI_HALLUCINATIONWALK = 334,
|
|
SI_HALLUCINATIONWALK_POSTDELAY = 335,
|
|
SI_RENOVATIO = 336,
|
|
SI_WEAPONBLOCKING = 337,
|
|
SI_WEAPONBLOCKING_POSTDELAY = 338,
|
|
SI_ROLLINGCUTTER = 339,
|
|
SI_EXPIATIO = 340,
|
|
SI_POISONINGWEAPON = 341,
|
|
SI_TOXIN = 342,
|
|
SI_PARALYSE = 343,
|
|
SI_VENOMBLEED = 344,
|
|
SI_MAGICMUSHROOM = 345,
|
|
SI_DEATHHURT = 346,
|
|
SI_PYREXIA = 347,
|
|
SI_OBLIVIONCURSE = 348,
|
|
SI_LEECHESEND = 349,
|
|
SI_DUPLELIGHT = 350,
|
|
SI_FROSTMISTY = 351,
|
|
SI_FEARBREEZE = 352,
|
|
SI_ELECTRICSHOCKER = 353,
|
|
SI_MARSHOFABYSS = 354,
|
|
SI_RECOGNIZEDSPELL = 355,
|
|
SI_STASIS = 356,
|
|
SI_WUGRIDER = 357,
|
|
SI_WUGDASH = 358,
|
|
SI_WUGBITE = 359,
|
|
SI_CAMOUFLAGE = 360,
|
|
SI_ACCELERATION = 361,
|
|
SI_HOVERING = 362,
|
|
SI_SPHERE_1 = 363,
|
|
SI_SPHERE_2 = 364,
|
|
SI_SPHERE_3 = 365,
|
|
SI_SPHERE_4 = 366,
|
|
SI_SPHERE_5 = 367,
|
|
SI_MVPCARD_TAOGUNKA = 368,
|
|
SI_MVPCARD_MISTRESS = 369,
|
|
SI_MVPCARD_ORCHERO = 370,
|
|
SI_MVPCARD_ORCLORD = 371,
|
|
SI_OVERHEAT_LIMITPOINT = 372,
|
|
SI_OVERHEAT = 373,
|
|
SI_SHAPESHIFT = 374,
|
|
SI_INFRAREDSCAN = 375,
|
|
SI_MAGNETICFIELD = 376,
|
|
SI_NEUTRALBARRIER = 377,
|
|
SI_NEUTRALBARRIER_MASTER = 378,
|
|
SI_STEALTHFIELD = 379,
|
|
SI_STEALTHFIELD_MASTER = 380,
|
|
|
|
SI_MANU_ATK = 381,
|
|
SI_MANU_DEF = 382,
|
|
SI_SPL_ATK = 383,
|
|
SI_SPL_DEF = 384,
|
|
SI_REPRODUCE = 385,
|
|
SI_MANU_MATK = 386,
|
|
SI_SPL_MATK = 387,
|
|
|
|
SI_STR_SCROLL = 388,
|
|
SI_INT_SCROLL = 389,
|
|
SI_LG_REFLECTDAMAGE = 390,
|
|
SI_FORCEOFVANGUARD = 391,
|
|
SI_BUCHEDENOEL = 392,
|
|
SI_AUTOSHADOWSPELL = 393,
|
|
SI_SHADOWFORM = 394,
|
|
SI_RAID = 395,
|
|
SI_SHIELDSPELL_DEF = 396,
|
|
SI_SHIELDSPELL_MDEF = 397,
|
|
SI_SHIELDSPELL_REF = 398,
|
|
SI_BODYPAINT = 399,
|
|
SI_EXEEDBREAK = 400,
|
|
SI_ADORAMUS = 401,
|
|
SI_PRESTIGE = 402,
|
|
SI_INVISIBILITY = 403,
|
|
SI_DEADLYINFECT = 404,
|
|
SI_BANDING = 405,
|
|
SI_EARTHDRIVE = 406,
|
|
SI_INSPIRATION = 407,
|
|
SI_ENERVATION = 408,
|
|
SI_GROOMY = 409,
|
|
SI_RAISINGDRAGON = 410,
|
|
SI_IGNORANCE = 411,
|
|
SI_LAZINESS = 412,
|
|
SI_LIGHTNINGWALK = 413,
|
|
SI_ACARAJE = 414,
|
|
SI_UNLUCKY = 415,
|
|
SI_CURSEDCIRCLE_ATKER = 416,
|
|
SI_CURSEDCIRCLE_TARGET = 417,
|
|
SI_WEAKNESS = 418,
|
|
SI_CRESCENTELBOW = 419,
|
|
SI_NOEQUIPACCESSARY = 420,
|
|
SI_STRIPACCESSARY = 421,
|
|
SI_MANHOLE = 422,
|
|
SI_POPECOOKIE = 423,
|
|
SI_FALLENEMPIRE = 424,
|
|
SI_GENTLETOUCH_ENERGYGAIN = 425,
|
|
SI_GENTLETOUCH_CHANGE = 426,
|
|
SI_GENTLETOUCH_REVITALIZE = 427,
|
|
SI_BLOODYLUST = 428,
|
|
SI_SWING = 429,
|
|
SI_SYMPHONY_LOVE = 430,
|
|
SI_PROPERTYWALK = 431,
|
|
SI_SPELLFIST = 432,
|
|
SI_NETHERWORLD = 433,
|
|
SI_SIREN = 434,
|
|
SI_DEEP_SLEEP = 435,
|
|
SI_SIRCLEOFNATURE = 436,
|
|
SI_COLD = 437,
|
|
SI_GLOOMYDAY = 438,
|
|
SI_SONG_OF_MANA = 439,
|
|
SI_CLOUD_KILL = 440,
|
|
SI_DANCE_WITH_WUG = 441,
|
|
SI_RUSH_WINDMILL = 442,
|
|
SI_ECHOSONG = 443,
|
|
SI_HARMONIZE = 444,
|
|
SI_STRIKING = 445,
|
|
SI_WARMER = 446,
|
|
SI_MOONLIT_SERENADE = 447,
|
|
SI_SATURDAY_NIGHT_FEVER = 448,
|
|
SI_SITDOWN_FORCE = 449,
|
|
SI_ANALYZE = 450,
|
|
SI_LERADS_DEW = 451,
|
|
SI_MELODYOFSINK = 452,
|
|
SI_BEYOND_OF_WARCRY = 453,
|
|
SI_UNLIMITED_HUMMING_VOICE = 454,
|
|
SI_SPELLBOOK1 = 455,
|
|
SI_SPELLBOOK2 = 456,
|
|
SI_SPELLBOOK3 = 457,
|
|
SI_FREEZE_SP = 458,
|
|
SI_GN_TRAINING_SWORD = 459,
|
|
SI_GN_REMODELING_CART = 460,
|
|
SI_GN_CARTBOOST = 461,
|
|
SI_FIXEDCASTINGTM_REDUCE = 462,
|
|
SI_THORNS_TRAP = 463,
|
|
SI_BLOOD_SUCKER = 464,
|
|
SI_SPORE_EXPLOSION = 465,
|
|
SI_DEMONIC_FIRE = 466,
|
|
SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
|
|
SI_FIRE_EXPANSION_TEAR_GAS = 468,
|
|
SI_BLOCKING_PLAY = 469,
|
|
SI_MANDRAGORA = 470,
|
|
SI_ACTIVATE = 471,
|
|
SI_SECRAMENT = 472,
|
|
SI_ASSUMPTIO2 = 473,
|
|
SI_TK_SEVENWIND = 474,
|
|
SI_LIMIT_ODINS_RECALL = 475,
|
|
SI_STOMACHACHE = 476,
|
|
SI_MYSTERIOUS_POWDER = 477,
|
|
SI_MELON_BOMB = 478,
|
|
SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
|
|
SI_PROMOTE_HEALTH_RESERCH = 480,
|
|
SI_ENERGY_DRINK_RESERCH = 481,
|
|
SI_EXTRACT_WHITE_POTION_Z = 482,
|
|
SI_VITATA_500 = 483,
|
|
SI_EXTRACT_SALAMINE_JUICE = 484,
|
|
SI_BOOST500 = 485,
|
|
SI_FULL_SWING_K = 486,
|
|
SI_MANA_PLUS = 487,
|
|
SI_MUSTLE_M = 488,
|
|
SI_LIFE_FORCE_F = 489,
|
|
SI_VACUUM_EXTREME = 490,
|
|
SI_SAVAGE_STEAK = 491,
|
|
SI_COCKTAIL_WARG_BLOOD = 492,
|
|
SI_MINOR_BBQ = 493,
|
|
SI_SIROMA_ICE_TEA = 494,
|
|
SI_DROCERA_HERB_STEAMED = 495,
|
|
SI_PUTTI_TAILS_NOODLES = 496,
|
|
SI_BANANA_BOMB = 497,
|
|
SI_SUMMON_AGNI = 498,
|
|
SI_SPELLBOOK4 = 499,
|
|
SI_SPELLBOOK5 = 500,
|
|
SI_SPELLBOOK6 = 501,
|
|
SI_SPELLBOOK7 = 502,
|
|
SI_ELEMENTAL_AGGRESSIVE = 503,
|
|
SI_RETURN_TO_ELDICASTES = 504,
|
|
SI_BANDING_DEFENCE = 505,
|
|
SI_SKELSCROLL = 506,
|
|
SI_DISTRUCTIONSCROLL = 507,
|
|
SI_ROYALSCROLL = 508,
|
|
SI_IMMUNITYSCROLL = 509,
|
|
SI_MYSTICSCROLL = 510,
|
|
SI_BATTLESCROLL = 511,
|
|
SI_ARMORSCROLL = 512,
|
|
SI_FREYJASCROLL = 513,
|
|
SI_SOULSCROLL = 514,
|
|
SI_CIRCLE_OF_FIRE = 515,
|
|
SI_CIRCLE_OF_FIRE_OPTION = 516,
|
|
SI_FIRE_CLOAK = 517,
|
|
SI_FIRE_CLOAK_OPTION = 518,
|
|
SI_WATER_SCREEN = 519,
|
|
SI_WATER_SCREEN_OPTION = 520,
|
|
SI_WATER_DROP = 521,
|
|
SI_WATER_DROP_OPTION = 522,
|
|
SI_WIND_STEP = 523,
|
|
SI_WIND_STEP_OPTION = 524,
|
|
SI_WIND_CURTAIN = 525,
|
|
SI_WIND_CURTAIN_OPTION = 526,
|
|
SI_WATER_BARRIER = 527,
|
|
SI_ZEPHYR = 528,
|
|
SI_SOLID_SKIN = 529,
|
|
SI_SOLID_SKIN_OPTION = 530,
|
|
SI_STONE_SHIELD = 531,
|
|
SI_STONE_SHIELD_OPTION = 532,
|
|
SI_POWER_OF_GAIA = 533,
|
|
SI_EL_WAIT = 534,
|
|
SI_EL_PASSIVE = 535,
|
|
SI_EL_DEFENSIVE = 536,
|
|
SI_EL_OFFENSIVE = 537,
|
|
SI_EL_COST = 538,
|
|
SI_PYROTECHNIC = 539,
|
|
SI_PYROTECHNIC_OPTION = 540,
|
|
SI_HEATER = 541,
|
|
SI_HEATER_OPTION = 542,
|
|
SI_TROPIC = 543,
|
|
SI_TROPIC_OPTION = 544,
|
|
SI_AQUAPLAY = 545,
|
|
SI_AQUAPLAY_OPTION = 546,
|
|
SI_COOLER = 547,
|
|
SI_COOLER_OPTION = 548,
|
|
SI_CHILLY_AIR = 549,
|
|
SI_CHILLY_AIR_OPTION = 550,
|
|
SI_GUST = 551,
|
|
SI_GUST_OPTION = 552,
|
|
SI_BLAST = 553,
|
|
SI_BLAST_OPTION = 554,
|
|
SI_WILD_STORM = 555,
|
|
SI_WILD_STORM_OPTION = 556,
|
|
SI_PETROLOGY = 557,
|
|
SI_PETROLOGY_OPTION = 558,
|
|
SI_CURSED_SOIL = 559,
|
|
SI_CURSED_SOIL_OPTION = 560,
|
|
SI_UPHEAVAL = 561,
|
|
SI_UPHEAVAL_OPTION = 562,
|
|
SI_TIDAL_WEAPON = 563,
|
|
SI_TIDAL_WEAPON_OPTION = 564,
|
|
SI_ROCK_CRUSHER = 565,
|
|
SI_ROCK_CRUSHER_ATK = 566,
|
|
SI_FIRE_INSIGNIA = 567,
|
|
SI_WATER_INSIGNIA = 568,
|
|
SI_WIND_INSIGNIA = 569,
|
|
SI_EARTH_INSIGNIA = 570,
|
|
SI_EQUIPED_FLOOR = 571,
|
|
SI_ALL_RIDING = 613,//awesome 571-613 gap, we're missing quite a few stuff here.
|
|
};
|
|
|
|
// JOINTBEAT stackable ailments
|
|
enum e_joint_break
|
|
{
|
|
BREAK_ANKLE = 0x01, // MoveSpeed reduced by 50%
|
|
BREAK_WRIST = 0x02, // ASPD reduced by 25%
|
|
BREAK_KNEE = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
|
|
BREAK_SHOULDER = 0x08, // DEF reduced by 50%
|
|
BREAK_WAIST = 0x10, // DEF reduced by 25%, ATK reduced by 25%
|
|
BREAK_NECK = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
|
|
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
|
|
};
|
|
|
|
extern int current_equip_item_index;
|
|
extern int current_equip_card_id;
|
|
|
|
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
|
|
|
|
//Mode definitions to clear up code reading. [Skotlex]
|
|
enum e_mode
|
|
{
|
|
MD_CANMOVE = 0x0001,
|
|
MD_LOOTER = 0x0002,
|
|
MD_AGGRESSIVE = 0x0004,
|
|
MD_ASSIST = 0x0008,
|
|
MD_CASTSENSOR_IDLE = 0x0010,
|
|
MD_BOSS = 0x0020,
|
|
MD_PLANT = 0x0040,
|
|
MD_CANATTACK = 0x0080,
|
|
MD_DETECTOR = 0x0100,
|
|
MD_CASTSENSOR_CHASE = 0x0200,
|
|
MD_CHANGECHASE = 0x0400,
|
|
MD_ANGRY = 0x0800,
|
|
MD_CHANGETARGET_MELEE = 0x1000,
|
|
MD_CHANGETARGET_CHASE = 0x2000,
|
|
MD_TARGETWEAK = 0x4000,
|
|
MD_MASK = 0xFFFF,
|
|
};
|
|
|
|
//Status change option definitions (options are what makes status changes visible to chars
|
|
//who were not on your field of sight when it happened)
|
|
|
|
//opt1: Non stackable status changes.
|
|
enum {
|
|
OPT1_STONE = 1, //Petrified
|
|
OPT1_FREEZE,
|
|
OPT1_STUN,
|
|
OPT1_SLEEP,
|
|
//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
|
|
OPT1_STONEWAIT=6, //Petrifying
|
|
OPT1_BURNING,
|
|
OPT1_IMPRISON,
|
|
};
|
|
|
|
//opt2: Stackable status changes.
|
|
enum {
|
|
OPT2_POISON = 0x0001,
|
|
OPT2_CURSE = 0x0002,
|
|
OPT2_SILENCE = 0x0004,
|
|
OPT2_SIGNUMCRUCIS = 0x0008,
|
|
OPT2_BLIND = 0x0010,
|
|
OPT2_ANGELUS = 0x0020,
|
|
OPT2_BLEEDING = 0x0040,
|
|
OPT2_DPOISON = 0x0080,
|
|
OPT2_FEAR = 0x0100,
|
|
};
|
|
|
|
//opt3: (SHOW_EFST_*)
|
|
enum {
|
|
OPT3_NORMAL = 0x00000000,
|
|
OPT3_QUICKEN = 0x00000001,
|
|
OPT3_OVERTHRUST = 0x00000002,
|
|
OPT3_ENERGYCOAT = 0x00000004,
|
|
OPT3_EXPLOSIONSPIRITS = 0x00000008,
|
|
OPT3_STEELBODY = 0x00000010,
|
|
OPT3_BLADESTOP = 0x00000020,
|
|
OPT3_AURABLADE = 0x00000040,
|
|
OPT3_BERSERK = 0x00000080,
|
|
OPT3_LIGHTBLADE = 0x00000100,
|
|
OPT3_MOONLIT = 0x00000200,
|
|
OPT3_MARIONETTE = 0x00000400,
|
|
OPT3_ASSUMPTIO = 0x00000800,
|
|
OPT3_WARM = 0x00001000,
|
|
OPT3_KAITE = 0x00002000,
|
|
OPT3_BUNSIN = 0x00004000,
|
|
OPT3_SOULLINK = 0x00008000,
|
|
OPT3_UNDEAD = 0x00010000,
|
|
OPT3_CONTRACT = 0x00020000,
|
|
};
|
|
|
|
enum {
|
|
OPTION_NOTHING = 0x00000000,
|
|
OPTION_SIGHT = 0x00000001,
|
|
OPTION_HIDE = 0x00000002,
|
|
OPTION_CLOAK = 0x00000004,
|
|
OPTION_CART1 = 0x00000008,
|
|
OPTION_FALCON = 0x00000010,
|
|
OPTION_RIDING = 0x00000020,
|
|
OPTION_INVISIBLE = 0x00000040,
|
|
OPTION_CART2 = 0x00000080,
|
|
OPTION_CART3 = 0x00000100,
|
|
OPTION_CART4 = 0x00000200,
|
|
OPTION_CART5 = 0x00000400,
|
|
OPTION_ORCISH = 0x00000800,
|
|
OPTION_WEDDING = 0x00001000,
|
|
OPTION_RUWACH = 0x00002000,
|
|
OPTION_CHASEWALK = 0x00004000,
|
|
OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
|
|
OPTION_XMAS = 0x00010000,
|
|
OPTION_TRANSFORM = 0x00020000,
|
|
OPTION_SUMMER = 0x00040000,
|
|
OPTION_DRAGON1 = 0x00080000,
|
|
OPTION_WUG = 0x00100000,
|
|
OPTION_WUGRIDER = 0x00200000,
|
|
OPTION_MADOGEAR = 0x00400000,
|
|
OPTION_DRAGON2 = 0x00800000,
|
|
OPTION_DRAGON3 = 0x01000000,
|
|
OPTION_DRAGON4 = 0x02000000,
|
|
OPTION_DRAGON5 = 0x04000000,
|
|
OPTION_MOUNTING = 0x08000000,//dull name (cuz ind named it :/)
|
|
// compound constants
|
|
OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
|
|
OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
|
|
OPTION_MASK = ~OPTION_INVISIBLE,
|
|
};
|
|
|
|
//Defines for the manner system [Skotlex]
|
|
enum manner_flags
|
|
{
|
|
MANNER_NOCHAT = 0x01,
|
|
MANNER_NOSKILL = 0x02,
|
|
MANNER_NOCOMMAND = 0x04,
|
|
MANNER_NOITEM = 0x08,
|
|
MANNER_NOROOM = 0x10,
|
|
};
|
|
|
|
//Define flags for the status_calc_bl function. [Skotlex]
|
|
enum scb_flag
|
|
{
|
|
SCB_NONE = 0x00000000,
|
|
SCB_BASE = 0x00000001,
|
|
SCB_MAXHP = 0x00000002,
|
|
SCB_MAXSP = 0x00000004,
|
|
SCB_STR = 0x00000008,
|
|
SCB_AGI = 0x00000010,
|
|
SCB_VIT = 0x00000020,
|
|
SCB_INT = 0x00000040,
|
|
SCB_DEX = 0x00000080,
|
|
SCB_LUK = 0x00000100,
|
|
SCB_BATK = 0x00000200,
|
|
SCB_WATK = 0x00000400,
|
|
SCB_MATK = 0x00000800,
|
|
SCB_HIT = 0x00001000,
|
|
SCB_FLEE = 0x00002000,
|
|
SCB_DEF = 0x00004000,
|
|
SCB_DEF2 = 0x00008000,
|
|
SCB_MDEF = 0x00010000,
|
|
SCB_MDEF2 = 0x00020000,
|
|
SCB_SPEED = 0x00040000,
|
|
SCB_ASPD = 0x00080000,
|
|
SCB_DSPD = 0x00100000,
|
|
SCB_CRI = 0x00200000,
|
|
SCB_FLEE2 = 0x00400000,
|
|
SCB_ATK_ELE = 0x00800000,
|
|
SCB_DEF_ELE = 0x01000000,
|
|
SCB_MODE = 0x02000000,
|
|
SCB_SIZE = 0x04000000,
|
|
SCB_RACE = 0x08000000,
|
|
SCB_RANGE = 0x10000000,
|
|
SCB_REGEN = 0x20000000,
|
|
SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
|
|
|
|
SCB_BATTLE = 0x3FFFFFFE,
|
|
SCB_ALL = 0x3FFFFFFF
|
|
};
|
|
|
|
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
|
|
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER)
|
|
//Define to determine who has regen
|
|
#define BL_REGEN (BL_PC|BL_HOM|BL_MER)
|
|
|
|
|
|
//Basic damage info of a weapon
|
|
//Required because players have two of these, one in status_data
|
|
//and another for their left hand weapon.
|
|
struct weapon_atk {
|
|
unsigned short atk, atk2;
|
|
unsigned short range;
|
|
unsigned char ele;
|
|
};
|
|
|
|
|
|
//For holding basic status (which can be modified by status changes)
|
|
struct status_data {
|
|
unsigned int
|
|
hp, sp, // see status_cpy before adding members before hp and sp
|
|
max_hp, max_sp;
|
|
unsigned short
|
|
str, agi, vit, int_, dex, luk,
|
|
batk,
|
|
matk_min, matk_max,
|
|
speed,
|
|
amotion, adelay, dmotion,
|
|
mode;
|
|
short
|
|
hit, flee, cri, flee2,
|
|
def2, mdef2,
|
|
#if RRMODE
|
|
/**
|
|
* In RE def and mdef can go over 127 (signed char) limit, so in RE mode we use short
|
|
**/
|
|
def,mdef,
|
|
#endif
|
|
aspd_rate;
|
|
unsigned char
|
|
def_ele, ele_lv,
|
|
#if RRMODE
|
|
/**
|
|
* in RE weapon level is used in several areas, keeping it here saves performance
|
|
**/
|
|
wlv,
|
|
#endif
|
|
size, race;
|
|
#if RRMODE == 0
|
|
/**
|
|
* In NON-RE def and mdef are not required to be short, so we keep it signed char (ancient-default)
|
|
**/
|
|
signed char
|
|
def, mdef;
|
|
#endif
|
|
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
|
|
};
|
|
|
|
//Additional regen data that only players have.
|
|
struct regen_data_sub {
|
|
unsigned short
|
|
hp,sp;
|
|
|
|
//tick accumulation before healing.
|
|
struct {
|
|
unsigned int hp,sp;
|
|
} tick;
|
|
|
|
//Regen rates (where every 1 means +100% regen)
|
|
struct {
|
|
unsigned char hp,sp;
|
|
} rate;
|
|
};
|
|
|
|
struct regen_data {
|
|
|
|
unsigned short flag; //Marks what stuff you may heal or not.
|
|
unsigned short
|
|
hp,sp,shp,ssp;
|
|
|
|
//tick accumulation before healing.
|
|
struct {
|
|
unsigned int hp,sp,shp,ssp;
|
|
} tick;
|
|
|
|
//Regen rates (where every 1 means +100% regen)
|
|
struct {
|
|
unsigned char
|
|
hp,sp,shp,ssp;
|
|
} rate;
|
|
|
|
struct {
|
|
unsigned walk:1; //Can you regen even when walking?
|
|
unsigned gc:1; //Tags when you should have double regen due to GVG castle
|
|
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
|
|
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
|
|
} state;
|
|
|
|
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
|
|
struct regen_data_sub *sregen, *ssregen;
|
|
};
|
|
|
|
struct status_change_entry {
|
|
int timer;
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int val1,val2,val3,val4;
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};
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struct status_change {
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unsigned int option;// effect state (bitfield)
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unsigned int opt3;// skill state (bitfield)
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unsigned short opt1;// body state
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unsigned short opt2;// health state (bitfield)
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unsigned char count;
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//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
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unsigned char jb_flag; //Joint Beat type flag
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unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
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//int sg_id; //ID of the previous Storm gust that hit you
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short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
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unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
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struct status_change_entry *data[SC_MAX];
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};
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// for looking up associated data
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sc_type status_skill2sc(int skill);
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int status_sc2skill(sc_type sc);
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int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
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//Define for standard HP damage attacks.
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#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
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//Define for standard HP/SP damage triggers.
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#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
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//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
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int status_charge(struct block_list* bl, int hp, int sp);
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int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
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//Easier handling of status_percent_change
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#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
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#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
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//Instant kill with no drops/exp/etc
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#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
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//Used to set the hp/sp of an object to an absolute value (can't kill)
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int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
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int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
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int status_heal(struct block_list *bl,int hp,int sp, int flag);
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int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
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struct regen_data *status_get_regen_data(struct block_list *bl);
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struct status_data *status_get_status_data(struct block_list *bl);
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struct status_data *status_get_base_status(struct block_list *bl);
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const char * status_get_name(struct block_list *bl);
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int status_get_class(struct block_list *bl);
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int status_get_lv(struct block_list *bl);
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#define status_get_range(bl) status_get_status_data(bl)->rhw.range
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#define status_get_hp(bl) status_get_status_data(bl)->hp
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#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
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#define status_get_sp(bl) status_get_status_data(bl)->sp
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#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
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#define status_get_str(bl) status_get_status_data(bl)->str
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#define status_get_agi(bl) status_get_status_data(bl)->agi
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#define status_get_vit(bl) status_get_status_data(bl)->vit
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#define status_get_int(bl) status_get_status_data(bl)->int_
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#define status_get_dex(bl) status_get_status_data(bl)->dex
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#define status_get_luk(bl) status_get_status_data(bl)->luk
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#define status_get_hit(bl) status_get_status_data(bl)->hit
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#define status_get_flee(bl) status_get_status_data(bl)->flee
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signed char status_get_def(struct block_list *bl);
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#define status_get_mdef(bl) status_get_status_data(bl)->mdef
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#define status_get_flee2(bl) status_get_status_data(bl)->flee2
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#define status_get_def2(bl) status_get_status_data(bl)->def2
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#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
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#define status_get_critical(bl) status_get_status_data(bl)->cri
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#define status_get_batk(bl) status_get_status_data(bl)->batk
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#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
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#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
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#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
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#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
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#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
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|
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
|
|
unsigned short status_get_speed(struct block_list *bl);
|
|
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
|
|
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
|
|
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
|
|
#define status_get_element(bl) status_get_status_data(bl)->def_ele
|
|
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
|
|
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
|
|
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
|
|
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
|
|
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
|
|
#define status_get_race(bl) status_get_status_data(bl)->race
|
|
#define status_get_size(bl) status_get_status_data(bl)->size
|
|
#define status_get_mode(bl) status_get_status_data(bl)->mode
|
|
#if RRMODE
|
|
/**
|
|
* in RE weapon level is used in several areas, keeping it here saves performance
|
|
**/
|
|
#define status_get_wlv(bl) status_get_status_data(bl)->wlv
|
|
#endif
|
|
int status_get_party_id(struct block_list *bl);
|
|
int status_get_guild_id(struct block_list *bl);
|
|
int status_get_emblem_id(struct block_list *bl);
|
|
int status_get_mexp(struct block_list *bl);
|
|
int status_get_race2(struct block_list *bl);
|
|
|
|
struct view_data *status_get_viewdata(struct block_list *bl);
|
|
void status_set_viewdata(struct block_list *bl, int class_);
|
|
void status_change_init(struct block_list *bl);
|
|
struct status_change *status_get_sc(struct block_list *bl);
|
|
|
|
int status_isdead(struct block_list *bl);
|
|
int status_isimmune(struct block_list *bl);
|
|
|
|
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
|
|
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
|
|
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
|
|
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
|
|
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
|
|
|
|
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
|
|
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
|
|
#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
|
|
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
|
|
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
|
|
int status_change_timer_sub(struct block_list* bl, va_list ap);
|
|
int status_change_clear(struct block_list* bl, int type);
|
|
int status_change_clear_buffs(struct block_list* bl, int type);
|
|
|
|
#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
|
|
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
|
|
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
|
|
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
|
|
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
|
|
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
|
|
|
|
void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
|
|
int status_calc_mob_(struct mob_data* md, bool first);
|
|
int status_calc_pet_(struct pet_data* pd, bool first);
|
|
int status_calc_pc_(struct map_session_data* sd, bool first);
|
|
int status_calc_homunculus_(struct homun_data *hd, bool first);
|
|
int status_calc_mercenary_(struct mercenary_data *md, bool first);
|
|
|
|
void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
|
|
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
|
|
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
|
|
|
|
int status_getrefinebonus(int lv,int type);
|
|
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
|
|
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
|
|
|
|
int status_readdb(void);
|
|
int do_init_status(void);
|
|
void do_final_status(void);
|
|
|
|
#endif /* _STATUS_H_ */
|