rathena/src/map/status.hpp
Playtester 82c37ce32d
NPC_POWERUP, NPC_AGIUP (vs. Quagmire) and Dispel (#8243)
- NPC_POWERUP and NPC_AGIUP now grant their own unique status changes
- Duration of NPC_POWERUP is now 5s*level
- Duration of NPC_AGIUP is now 10s*level and max level is back to 10
- Quagmire, Slow Grace and Adoramus now work even when the target used NPC_AGIUP
- NPC_AGIUP will remove Decrease Agi on start but will not prevent it
- NPC_AGIUP can be dispelled, but NPC_POWERUP cannot
- Dispel will now make a monster unlock its target
- Removed custom code to display the NPC_POWERUP effect, it's now correctly linked to EFST_POWERUP
- Removed the ifdef around EXTREMITYFIST2, so we no longer constantly change its ID
- Fixes #8242 
- Fixes #904 
- Fixes #7346
2024-04-10 18:34:49 +02:00

3519 lines
81 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef STATUS_HPP
#define STATUS_HPP
#include <algorithm>
#include <bitset>
#include <memory>
#include <unordered_map>
#include <vector>
#include <common/database.hpp>
#include <common/mmo.hpp>
#include <common/timer.hpp>
#include "map.hpp"
#include "script.hpp"
enum e_race2 : uint8;
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct s_mercenary_data;
struct s_elemental_data;
struct npc_data;
class status_change;
/**
* Max Refine available to your server
**/
#ifdef RENEWAL
# define MAX_REFINE 20
#else
# define MAX_REFINE 10
#endif
/// Refine type
enum e_refine_type : uint16{
REFINE_TYPE_ARMOR = 0,
REFINE_TYPE_WEAPON,
REFINE_TYPE_SHADOW_ARMOR,
REFINE_TYPE_SHADOW_WEAPON,
REFINE_TYPE_MAX
};
/// Refine cost type
enum e_refine_cost_type : uint16{
REFINE_COST_NORMAL = 0,
REFINE_COST_HD,
REFINE_COST_ENRICHED,
REFINE_COST_MAX
};
/// Refine script parameters
enum e_refine_parameter{
REFINE_MATERIAL_ID = 0,
REFINE_ZENY_COST
};
struct s_refine_cost{
uint16 index;
t_itemid nameid;
uint16 chance;
uint32 zeny;
uint16 breaking_rate;
uint16 downgrade_amount;
};
struct s_refine_level_info{
uint16 level;
uint32 bonus;
uint32 randombonus_max;
uint16 blessing_amount;
bool broadcast_success;
bool broadcast_failure;
std::unordered_map<uint16, std::shared_ptr<s_refine_cost>> costs;
};
struct s_refine_levels_info{
uint16 level;
std::unordered_map<uint16, std::shared_ptr<s_refine_level_info>> levels;
};
struct s_refine_info{
uint16 groupId;
std::unordered_map<uint16, std::shared_ptr<s_refine_levels_info>> levels;
};
class RefineDatabase : public TypesafeYamlDatabase<uint16, s_refine_info>{
private:
bool calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level );
std::shared_ptr<s_refine_level_info> findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine );
public:
RefineDatabase() : TypesafeYamlDatabase( "REFINE_DB", 2, 1 ){
}
const std::string getDefaultLocation() override;
uint64 parseBodyNode( const ryml::NodeRef& node ) override;
// Additional
std::shared_ptr<s_refine_level_info> findLevelInfo( const struct item_data& data, struct item& item );
std::shared_ptr<s_refine_level_info> findCurrentLevelInfo( const struct item_data& data, struct item& item );
};
extern RefineDatabase refine_db;
/// Weapon attack modification for size
struct s_sizefix_db {
uint16 small, medium, large;
};
class SizeFixDatabase : public TypesafeYamlDatabase<int32, s_sizefix_db> {
public:
SizeFixDatabase() : TypesafeYamlDatabase("SIZE_FIX_DB", 1) {
}
const std::string getDefaultLocation() override;
uint64 parseBodyNode(const ryml::NodeRef& node) override;
};
extern SizeFixDatabase size_fix_db;
class AttributeDatabase : public YamlDatabase {
private:
int16 attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
public:
AttributeDatabase() : YamlDatabase("ATTRIBUTE_DB", 1) {
this->clear();
}
void clear() override{
std::fill_n(&attr_fix_table[0][0][0], MAX_ELE_LEVEL * ELE_MAX * ELE_MAX, 100);
}
const std::string getDefaultLocation() override;
uint64 parseBodyNode(const ryml::NodeRef& node) override;
// Additional
int16 getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele);
};
extern AttributeDatabase elemental_attribute_db;
enum e_enchantgrade_result{
ENCHANTGRADE_UPGRADE_SUCCESS,
ENCHANTGRADE_UPGRADE_FAILED,
ENCHANTGRADE_UPGRADE_DOWNGRADE,
ENCHANTGRADE_UPGRADE_BREAK,
ENCHANTGRADE_UPGRADE_PROTECTED,
};
struct s_enchantgradeoption{
uint16 id;
t_itemid item;
uint16 amount;
uint32 zeny;
uint16 breaking_rate;
uint16 downgrade_amount;
};
struct s_enchantgradelevel{
e_enchantgrade grade;
uint16 chances[MAX_REFINE + 1];
uint16 bonus;
bool announceSuccess;
bool announceFail;
struct{
t_itemid item;
uint16 amountPerStep;
uint16 maximumSteps;
uint16 chanceIncrease;
}catalyst;
std::map<uint16,std::shared_ptr<s_enchantgradeoption>> options;
};
struct s_enchantgrade{
uint16 itemtype;
std::map<uint16,std::map<e_enchantgrade,std::shared_ptr<s_enchantgradelevel>>> levels;
};
class EnchantgradeDatabase : public TypesafeYamlDatabase<uint16, s_enchantgrade>{
public:
EnchantgradeDatabase() : TypesafeYamlDatabase( "ENCHANTGRADE_DB", 3 ){
}
const std::string getDefaultLocation() override;
uint64 parseBodyNode( const ryml::NodeRef& node ) override;
void loadingFinished() override;
// Additional
std::shared_ptr<s_enchantgradelevel> findCurrentLevelInfo( const struct item_data& data, struct item& item );
};
extern EnchantgradeDatabase enchantgrade_db;
/// Status changes listing. These code are for use by the server.
enum sc_type : int16 {
SC_NONE = -1,
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_COMMON_MIN = SC_STONE, // begin
SC_FREEZE,
SC_STUN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
SC_SILENCE,
SC_CONFUSION,
SC_BLIND,
SC_BLEEDING,
SC_DPOISON, //10
SC_STONEWAIT,
SC_COMMON_MAX = SC_STONEWAIT, // end
//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
SC_PROVOKE = 20,
SC_ENDURE,
SC_TWOHANDQUICKEN,
SC_CONCENTRATE,
SC_HIDING,
SC_CLOAKING,
SC_ENCPOISON,
SC_POISONREACT,
SC_QUAGMIRE,
SC_ANGELUS,
SC_BLESSING, //30
SC_SIGNUMCRUCIS,
SC_INCREASEAGI,
SC_DECREASEAGI,
SC_SLOWPOISON,
SC_IMPOSITIO ,
SC_SUFFRAGIUM,
SC_ASPERSIO,
SC_BENEDICTIO,
SC_KYRIE,
SC_MAGNIFICAT, //40
SC_GLORIA,
SC_AETERNA,
SC_ADRENALINE,
SC_WEAPONPERFECTION,
SC_OVERTHRUST,
SC_MAXIMIZEPOWER,
SC_TRICKDEAD,
SC_LOUD,
SC_ENERGYCOAT,
SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
SC_BROKENWEAPON,
SC_HALLUCINATION,
SC_WEIGHT50,
SC_WEIGHT90,
SC_ASPDPOTION0,
SC_ASPDPOTION1,
SC_ASPDPOTION2,
SC_ASPDPOTION3,
SC_SPEEDUP0,
SC_SPEEDUP1, //60
SC_ATKPOTION,
SC_MATKPOTION,
SC_WEDDING,
SC_SLOWDOWN,
SC_ANKLE,
SC_KEEPING,
SC_BARRIER,
SC_STRIPWEAPON,
SC_STRIPSHIELD,
SC_STRIPARMOR, //70
SC_STRIPHELM,
SC_CP_WEAPON,
SC_CP_SHIELD,
SC_CP_ARMOR,
SC_CP_HELM,
SC_AUTOGUARD,
SC_REFLECTSHIELD,
SC_SPLASHER,
SC_PROVIDENCE,
SC_DEFENDER, //80
SC_MAGICROD,
SC_SPELLBREAKER,
SC_AUTOSPELL,
SC_SIGHTTRASHER,
SC_AUTOBERSERK,
SC_SPEARQUICKEN,
SC_AUTOCOUNTER,
SC_SIGHT,
SC_SAFETYWALL,
SC_RUWACH, //90
SC_EXTREMITYFIST,
SC_EXPLOSIONSPIRITS,
SC_COMBO,
SC_BLADESTOP_WAIT,
SC_BLADESTOP,
SC_FIREWEAPON,
SC_WATERWEAPON,
SC_WINDWEAPON,
SC_EARTHWEAPON,
SC_VOLCANO, //100,
SC_DELUGE,
SC_VIOLENTGALE,
SC_WATK_ELEMENT,
SC_ARMOR,
SC_ARMOR_ELEMENT_WATER,
SC_NOCHAT,
SC_PROTECTEXP,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION, //110
SC_TENSIONRELAX,
SC_BERSERK,
SC_FURY,
SC_GOSPEL,
SC_ASSUMPTIO,
SC_BASILICA,
SC_GUILDAURA,
SC_MAGICPOWER,
SC_EDP,
SC_TRUESIGHT, //120
SC_WINDWALK,
SC_MELTDOWN,
SC_CARTBOOST,
SC_CHASEWALK,
SC_REJECTSWORD,
SC_MARIONETTE,
SC_MARIONETTE2,
SC_CHANGEUNDEAD,
SC_JOINTBEAT,
SC_MINDBREAKER, //130
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
SC_DEVOTION,
SC_SACRIFICE,
SC_STEELBODY,
SC_ORCISH,
SC_READYSTORM,
SC_READYDOWN,
SC_READYTURN, //140
SC_READYCOUNTER,
SC_DODGE,
SC_RUN,
SC_SHADOWWEAPON,
SC_ADRENALINE2,
SC_GHOSTWEAPON,
SC_KAIZEL,
SC_KAAHI,
SC_KAUPE,
SC_ONEHAND, //150
SC_PRESERVE,
SC_BATTLEORDERS,
SC_REGENERATION,
SC_DOUBLECAST,
SC_GRAVITATION,
SC_MAXOVERTHRUST,
SC_LONGING,
SC_HERMODE,
SC_SHRINK,
SC_SIGHTBLASTER, //160
SC_WINKCHARM,
SC_CLOSECONFINE,
SC_CLOSECONFINE2,
SC_DANCING,
SC_ELEMENTALCHANGE,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
SC_NIBELUNGEN,
SC_ROKISWEIL, //170
SC_INTOABYSS,
SC_SIEGFRIED,
SC_WHISTLE,
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
SC_MODECHANGE,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE, //180
SC_SERVICE4U,
SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
SC_SPURT,
SC_SPIRIT,
SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
SC_INTRAVISION,
SC_INCALLSTATUS,
SC_INCSTR,
SC_INCAGI,
SC_INCVIT, //190
SC_INCINT,
SC_INCDEX,
SC_INCLUK,
SC_INCHIT,
SC_INCHITRATE,
SC_INCFLEE,
SC_INCFLEERATE,
SC_INCMHPRATE,
SC_INCMSPRATE,
SC_INCATKRATE, //200
SC_INCMATKRATE,
SC_INCDEFRATE,
SC_STRFOOD,
SC_AGIFOOD,
SC_VITFOOD,
SC_INTFOOD,
SC_DEXFOOD,
SC_LUKFOOD,
SC_HITFOOD,
SC_FLEEFOOD, //210
SC_BATKFOOD,
SC_WATKFOOD,
SC_MATKFOOD,
SC_SCRESIST, //Increases resistance to status changes.
SC_XMAS, // Xmas Suit [Valaris]
SC_WARM, //SG skills [Komurka]
SC_SUN_COMFORT,
SC_MOON_COMFORT,
SC_STAR_COMFORT,
SC_FUSION, //220
SC_SKILLRATE_UP,
SC_SKE,
SC_KAITE,
SC_SWOO, // [marquis007]
SC_SKA, // [marquis007]
SC_EARTHSCROLL,
SC_MIRACLE, //SG 'hidden' skill [Komurka]
SC_MADNESSCANCEL,
SC_ADJUSTMENT,
SC_INCREASING, //230
SC_GATLINGFEVER,
SC_TATAMIGAESHI,
SC_UTSUSEMI,
SC_BUNSINJYUTSU,
SC_KAENSIN,
SC_SUITON,
SC_NEN,
SC_KNOWLEDGE,
SC_SMA,
SC_FLING, //240
SC_AVOID,
SC_CHANGE,
SC_BLOODLUST,
SC_FLEET,
SC_SPEED,
SC_DEFENCE,
SC_INCASPDRATE,
SC_INCFLEE2 = 248,
SC_JAILED,
SC_ENCHANTARMS, //250
SC_MAGICALATTACK,
SC_ARMORCHANGE,
SC_CRITICALWOUND,
SC_MAGICMIRROR,
SC_SLOWCAST,
SC_SUMMER,
SC_EXPBOOST,
SC_ITEMBOOST,
SC_BOSSMAPINFO,
SC_LIFEINSURANCE, //260
SC_INCCRI,
//SC_INCDEF,
//SC_INCBASEATK = 263,
//SC_FASTCAST,
SC_MDEF_RATE = 265,
//SC_HPREGEN,
SC_INCHEALRATE = 267,
SC_PNEUMA,
SC_AUTOTRADE,
SC_KSPROTECTED, //270
SC_ARMOR_RESIST = 271,
SC_SPCOST_RATE,
SC_COMMONSC_RESIST,
SC_SEVENWIND,
SC_DEF_RATE,
//SC_SPREGEN,
SC_WALKSPEED = 277,
// Mercenary Only Bonus Effects
SC_MERC_FLEEUP,
SC_MERC_ATKUP,
SC_MERC_HPUP, //280
SC_MERC_SPUP,
SC_MERC_HITUP,
SC_MERC_QUICKEN,
SC_REBIRTH,
//SC_SKILLCASTRATE, //285
//SC_DEFRATIOATK,
//SC_HPDRAIN,
//SC_SKILLATKBONUS,
SC_ITEMSCRIPT = 289,
SC_S_LIFEPOTION, //290
SC_L_LIFEPOTION,
SC_JEXPBOOST,
//SC_IGNOREDEF,
SC_HELLPOWER = 294,
SC_INVINCIBLE, //295
SC_INVINCIBLEOFF,
SC_MANU_ATK,
SC_MANU_DEF,
SC_SPL_ATK,
SC_SPL_DEF, //300
SC_MANU_MATK,
SC_SPL_MATK,
SC_FOOD_STR_CASH,
SC_FOOD_AGI_CASH,
SC_FOOD_VIT_CASH,
SC_FOOD_DEX_CASH,
SC_FOOD_INT_CASH,
SC_FOOD_LUK_CASH,//308
/**
* 3rd
**/
SC_FEAR,//309
SC_BURNING,//310
SC_FREEZING,//311
/**
* Rune Knight
**/
SC_ENCHANTBLADE,//312
SC_DEATHBOUND,//313
SC_MILLENNIUMSHIELD,
SC_CRUSHSTRIKE,//315
SC_REFRESH,
SC_REUSE_REFRESH,
SC_GIANTGROWTH,
SC_STONEHARDSKIN,
SC_VITALITYACTIVATION,//320
SC_STORMBLAST,
SC_FIGHTINGSPIRIT,
SC_ABUNDANCE,
/**
* Arch Bishop
**/
SC_ADORAMUS,
SC_EPICLESIS,//325
SC_ORATIO,
SC_LAUDAAGNUS,
SC_LAUDARAMUS,
SC_RENOVATIO,
SC_EXPIATIO,//330
SC_DUPLELIGHT,
SC_SECRAMENT,
/**
* Warlock
**/
SC_WHITEIMPRISON,
SC_MARSHOFABYSS,
SC_RECOGNIZEDSPELL,//335
SC_STASIS,
SC_SPHERE_1,
SC_SPHERE_2,
SC_SPHERE_3,
SC_SPHERE_4,//340
SC_SPHERE_5,
SC_READING_SB,
SC_FREEZE_SP,
/**
* Ranger
**/
SC_FEARBREEZE,
SC_ELECTRICSHOCKER,//345
SC_WUGDASH,
SC_BITE,
SC_CAMOUFLAGE,
/**
* Mechanic
**/
SC_ACCELERATION,
SC_HOVERING,//350
SC_SHAPESHIFT,
SC_INFRAREDSCAN,
SC_ANALYZE,
SC_MAGNETICFIELD,
SC_NEUTRALBARRIER,//355
SC_NEUTRALBARRIER_MASTER,
SC_STEALTHFIELD,
SC_STEALTHFIELD_MASTER,
SC_OVERHEAT,
SC_OVERHEAT_LIMITPOINT,//360
/**
* Guillotine Cross
**/
SC_VENOMIMPRESS,
SC_POISONINGWEAPON,
SC_WEAPONBLOCKING,
SC_CLOAKINGEXCEED,
SC_HALLUCINATIONWALK,//365
SC_HALLUCINATIONWALK_POSTDELAY,
SC_ROLLINGCUTTER,
SC_TOXIN,
SC_PARALYSE,
SC_VENOMBLEED,//370
SC_MAGICMUSHROOM,
SC_DEATHHURT,
SC_PYREXIA,
SC_OBLIVIONCURSE,
SC_LEECHESEND,//375
/**
* Royal Guard
**/
SC_REFLECTDAMAGE,
SC_FORCEOFVANGUARD,
SC_SHIELDSPELL_HP,
SC_SHIELDSPELL_SP,
SC_SHIELDSPELL_ATK,//380
SC_EXEEDBREAK,
SC_PRESTIGE,
SC_BANDING,
SC_BANDING_DEFENCE,
SC_EARTHDRIVE,//385
SC_INSPIRATION,
/**
* Sorcerer
**/
SC_SPELLFIST,
SC_CRYSTALIZE,
SC_STRIKING,
SC_WARMER,//390
SC_VACUUM_EXTREME,
SC_PROPERTYWALK,
/**
* Minstrel / Wanderer
**/
SC_SWINGDANCE,
SC_SYMPHONYOFLOVER,
SC_MOONLITSERENADE,//395
SC_RUSHWINDMILL,
SC_ECHOSONG,
SC_HARMONIZE,
SC_VOICEOFSIREN,
SC_DEEPSLEEP,//400
SC_SIRCLEOFNATURE,
SC_GLOOMYDAY,
SC_GLOOMYDAY_SK,
SC_SONGOFMANA,
SC_DANCEWITHWUG,//405
SC_SATURDAYNIGHTFEVER,
SC_LERADSDEW,
SC_MELODYOFSINK,
SC_BEYONDOFWARCRY,
SC_UNLIMITEDHUMMINGVOICE,//410
SC_SITDOWN_FORCE,
SC_NETHERWORLD,
/**
* Sura
**/
SC_CRESCENTELBOW,
SC_CURSEDCIRCLE_ATKER,
SC_CURSEDCIRCLE_TARGET,
SC_LIGHTNINGWALK,//416
SC_RAISINGDRAGON,
SC_GT_ENERGYGAIN,
SC_GT_CHANGE,
SC_GT_REVITALIZE,
/**
* Genetic
**/
SC_GN_CARTBOOST,//421
SC_THORNSTRAP,
SC_BLOODSUCKER,
SC_SMOKEPOWDER,
SC_TEARGAS,
SC_MANDRAGORA,//426
SC_STOMACHACHE,
SC_MYSTERIOUS_POWDER,
SC_MELON_BOMB,
SC_BANANA_BOMB,
SC_BANANA_BOMB_SITDOWN,//431
SC_SAVAGE_STEAK,
SC_COCKTAIL_WARG_BLOOD,
SC_MINOR_BBQ,
SC_SIROMA_ICE_TEA,
SC_DROCERA_HERB_STEAMED,//436
SC_PUTTI_TAILS_NOODLES,
SC_BOOST500,
SC_FULL_SWING_K,
SC_MANA_PLUS,
SC_MUSTLE_M,//441
SC_LIFE_FORCE_F,
SC_EXTRACT_WHITE_POTION_Z,
SC_VITATA_500,
SC_EXTRACT_SALAMINE_JUICE,
/**
* Shadow Chaser
**/
SC__REPRODUCE,//446
SC__AUTOSHADOWSPELL,
SC__SHADOWFORM,
SC__BODYPAINT,
SC__INVISIBILITY,
SC__DEADLYINFECT,//451
SC__ENERVATION,
SC__GROOMY,
SC__IGNORANCE,
SC__LAZINESS,
SC__UNLUCKY,//456
SC__WEAKNESS,
SC__STRIPACCESSORY,
SC__MANHOLE,
SC__BLOODYLUST,//460
/**
* Elemental Spirits
**/
SC_CIRCLE_OF_FIRE,
SC_CIRCLE_OF_FIRE_OPTION,
SC_FIRE_CLOAK,
SC_FIRE_CLOAK_OPTION,
SC_WATER_SCREEN,//465
SC_WATER_SCREEN_OPTION,
SC_WATER_DROP,
SC_WATER_DROP_OPTION,
SC_WATER_BARRIER,
SC_WIND_STEP,//470
SC_WIND_STEP_OPTION,
SC_WIND_CURTAIN,
SC_WIND_CURTAIN_OPTION,
SC_ZEPHYR,
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,
SC_HEATER,
SC_HEATER_OPTION,
SC_TROPIC,
SC_TROPIC_OPTION,//485
SC_AQUAPLAY,
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
SC_WILD_STORM,
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,
SC_ROCK_CRUSHER_ATK,
/* Guild Aura */
SC_LEADERSHIP,
SC_GLORYWOUNDS,
SC_SOULCOLD, //508
SC_HAWKEYES,
/* ... */
SC_ODINS_POWER,
SC_RAID,
/* Sorcerer .extra */
SC_FIRE_INSIGNIA,
SC_WATER_INSIGNIA,
SC_WIND_INSIGNIA, //516
SC_EARTH_INSIGNIA,
/* new pushcart */
SC_PUSH_CART,
/* Warlock Spell books */
SC_SPELLBOOK1,
SC_SPELLBOOK2,
SC_SPELLBOOK3,
SC_SPELLBOOK4,
SC_SPELLBOOK5,
SC_SPELLBOOK6,
SC_MAXSPELLBOOK, // SC_SPELLBOOK7
/* Max HP & SP */
SC_INCMHP,
SC_INCMSP,
SC_PARTYFLEE, // 531
/**
* Kagerou & Oboro [malufett]
**/
SC_MEIKYOUSISUI,
SC_JYUMONJIKIRI,
SC_KYOUGAKU,
SC_IZAYOI,
SC_ZENKAI,
SC_KAGEHUMI,
SC_KYOMU,
SC_KAGEMUSYA,
SC_ZANGETSU,
SC_GENSOU,
SC_AKAITSUKI,
//homon S
SC_STYLE_CHANGE,
SC_TINDER_BREAKER,
SC_TINDER_BREAKER2,
SC_CBC,
SC_EQC,
SC_GOLDENE_FERSE,
SC_ANGRIFFS_MODUS,
SC_OVERED_BOOST,
SC_LIGHT_OF_REGENE,
SC_ASH,
SC_GRANITIC_ARMOR,
SC_MAGMA_FLOW,
SC_PYROCLASTIC,
SC_PARALYSIS,
SC_PAIN_KILLER,
SC_HANBOK,
//Vellum Weapon reductions
SC_DEFSET,
SC_MDEFSET,
SC_DARKCROW,
SC_FULL_THROTTLE,
SC_REBOUND,
SC_UNLIMIT,
SC_KINGS_GRACE,
SC_TELEKINESIS_INTENSE,
SC_OFFERTORIUM,
SC_FRIGG_SONG,
SC_MONSTER_TRANSFORM,
SC_ANGEL_PROTECT,
SC_ILLUSIONDOPING,
SC_FLASHCOMBO,
SC_MOONSTAR,
SC_SUPER_STAR,
/**
* Rebellion [Cydh]
**/
SC_HEAT_BARREL,
SC_MAGICALBULLET,
SC_P_ALTER,
SC_E_CHAIN,
SC_C_MARKER,
SC_ANTI_M_BLAST,
SC_B_TRAP,
SC_H_MINE,
SC_QD_SHOT_READY,
SC_MTF_ASPD,
SC_MTF_RANGEATK,
SC_MTF_MATK,
SC_MTF_MLEATKED,
SC_MTF_CRIDAMAGE,
SC_OKTOBERFEST,
SC_STRANGELIGHTS,
SC_DECORATION_OF_MUSIC,
SC_QUEST_BUFF1,
SC_QUEST_BUFF2,
SC_QUEST_BUFF3,
SC_ALL_RIDING,
SC_TEARGAS_SOB,
SC__FEINTBOMB,
SC__CHAOS,
SC_CHASEWALK2,
SC_VACUUM_EXTREME_POSTDELAY,
SC_MTF_ASPD2,
SC_MTF_RANGEATK2,
SC_MTF_MATK2,
SC_2011RWC_SCROLL,
SC_JP_EVENT04,
// 2014 Halloween Event
SC_MTF_MHP,
SC_MTF_MSP,
SC_MTF_PUMPKIN,
SC_MTF_HITFLEE,
SC_CRIFOOD,
SC_ATTHASTE_CASH,
// Item Reuse Limits
SC_REUSE_LIMIT_A,
SC_REUSE_LIMIT_B,
SC_REUSE_LIMIT_C,
SC_REUSE_LIMIT_D,
SC_REUSE_LIMIT_E,
SC_REUSE_LIMIT_F,
SC_REUSE_LIMIT_G,
SC_REUSE_LIMIT_H,
SC_REUSE_LIMIT_MTF,
SC_REUSE_LIMIT_ASPD_POTION,
SC_REUSE_MILLENNIUMSHIELD,
SC_REUSE_CRUSHSTRIKE,
SC_REUSE_STORMBLAST,
SC_ALL_RIDING_REUSE_LIMIT,
SC_REUSE_LIMIT_ECL,
SC_REUSE_LIMIT_RECALL,
SC_PROMOTE_HEALTH_RESERCH,
SC_ENERGY_DRINK_RESERCH,
SC_NORECOVER_STATE,
/**
* Summoner
*/
SC_SUHIDE,
SC_SU_STOOP,
SC_SPRITEMABLE,
SC_CATNIPPOWDER,
SC_SV_ROOTTWIST,
SC_BITESCAR,
SC_ARCLOUSEDASH,
SC_TUNAPARTY,
SC_SHRIMP,
SC_FRESHSHRIMP,
SC_ACTIVE_MONSTER_TRANSFORM,
SC_CLOUD_KILL, // Deprecated
SC_LJOSALFAR,
SC_MERMAID_LONGING,
SC_HAT_EFFECT,
SC_FLOWERSMOKE,
SC_FSTONE,
SC_HAPPINESS_STAR,
SC_MAPLE_FALLS,
SC_TIME_ACCESSORY,
SC_MAGICAL_FEATHER,
SC_GVG_GIANT,
SC_GVG_GOLEM,
SC_GVG_STUN,
SC_GVG_STONE,
SC_GVG_FREEZ,
SC_GVG_SLEEP,
SC_GVG_CURSE,
SC_GVG_SILENCE,
SC_GVG_BLIND,
SC_CLAN_INFO,
SC_SWORDCLAN,
SC_ARCWANDCLAN,
SC_GOLDENMACECLAN,
SC_CROSSBOWCLAN,
SC_JUMPINGCLAN,
SC_TAROTCARD,
// Geffen Magic Tournament Buffs
SC_GEFFEN_MAGIC1,
SC_GEFFEN_MAGIC2,
SC_GEFFEN_MAGIC3,
SC_MAXPAIN,
SC_ARMOR_ELEMENT_EARTH,
SC_ARMOR_ELEMENT_FIRE,
SC_ARMOR_ELEMENT_WIND,
SC_DAILYSENDMAILCNT,
SC_DORAM_BUF_01,
SC_DORAM_BUF_02,
/**
* Summoner - Extended
*/
SC_HISS,
SC_NYANGGRASS,
SC_GROOMING,
SC_SHRIMPBLESSING,
SC_CHATTERING,
SC_DORAM_WALKSPEED,
SC_DORAM_MATK,
SC_DORAM_FLEE2,
SC_DORAM_SVSP,
SC_FALLEN_ANGEL,
SC_CHEERUP,
SC_DRESSUP,
// Old Glast Heim Buffs
SC_GLASTHEIM_ATK,
SC_GLASTHEIM_DEF,
SC_GLASTHEIM_HEAL,
SC_GLASTHEIM_HIDDEN,
SC_GLASTHEIM_STATE,
SC_GLASTHEIM_ITEMDEF,
SC_GLASTHEIM_HPSP,
// Nightmare Biolab Buffs
SC_LHZ_DUN_N1,
SC_LHZ_DUN_N2,
SC_LHZ_DUN_N3,
SC_LHZ_DUN_N4,
SC_ANCILLA,
SC_EARTHSHAKER,
SC_WEAPONBLOCK_ON,
SC_SPORE_EXPLOSION,
SC_ADAPTATION,
SC_BASILICA_CELL, // Used in renewal mode for cell_basilica only
SC_ENTRY_QUEUE_APPLY_DELAY,
SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
// Star Emperor
SC_LIGHTOFMOON,
SC_LIGHTOFSUN,
SC_LIGHTOFSTAR,
SC_LUNARSTANCE,
SC_UNIVERSESTANCE,
SC_SUNSTANCE,
SC_FLASHKICK,
SC_NEWMOON,
SC_STARSTANCE,
SC_DIMENSION,
SC_DIMENSION1,
SC_DIMENSION2,
SC_CREATINGSTAR,
SC_FALLINGSTAR,
SC_NOVAEXPLOSING,
SC_GRAVITYCONTROL,
// Soul Reaper
SC_SOULCOLLECT,
SC_SOULREAPER,
SC_SOULUNITY,
SC_SOULSHADOW,
SC_SOULFAIRY,
SC_SOULFALCON,
SC_SOULGOLEM,
SC_SOULDIVISION,
SC_SOULENERGY,
SC_USE_SKILL_SP_SPA,
SC_USE_SKILL_SP_SHA,
SC_SP_SHA,
SC_SOULCURSE,
SC_HELLS_PLANT,
SC_INCREASE_MAXHP, // EFST_ATKER_ASPD
SC_INCREASE_MAXSP, // EFST_ATKER_MOVESPEED
SC_REF_T_POTION,
SC_ADD_ATK_DAMAGE,
SC_ADD_MATK_DAMAGE,
SC_HELPANGEL,
SC_SOUNDOFDESTRUCTION,
SC_LUXANIMA,
SC_REUSE_LIMIT_LUXANIMA,
SC_ENSEMBLEFATIGUE,
SC_MISTY_FROST,
SC_MAGIC_POISON,
// ep16.2
SC_EP16_2_BUFF_SS,
SC_EP16_2_BUFF_SC,
SC_EP16_2_BUFF_AC,
// Job Improvement Bundle
SC_OVERBRANDREADY,
SC_POISON_MIST,
SC_STONE_WALL,
SC_CLOUD_POISON,
SC_HOMUN_TIME,
SC_EMERGENCY_MOVE,
SC_MADOGEAR,
SC_NPC_HALLUCINATIONWALK,
SC_PACKING_ENVELOPE1,
SC_PACKING_ENVELOPE2,
SC_PACKING_ENVELOPE3,
SC_PACKING_ENVELOPE4,
SC_PACKING_ENVELOPE5,
SC_PACKING_ENVELOPE6,
SC_PACKING_ENVELOPE7,
SC_PACKING_ENVELOPE8,
SC_PACKING_ENVELOPE9,
SC_PACKING_ENVELOPE10,
SC_SOULATTACK,
SC_WIDEWEB,
SC_BURNT,
SC_CHILL,
// 4th Job Common Status
SC_HANDICAPSTATE_DEEPBLIND,
SC_HANDICAPSTATE_DEEPSILENCE,
SC_HANDICAPSTATE_LASSITUDE,
SC_HANDICAPSTATE_FROSTBITE,
SC_HANDICAPSTATE_SWOONING,
SC_HANDICAPSTATE_LIGHTNINGSTRIKE,
SC_HANDICAPSTATE_CRYSTALLIZATION,
SC_HANDICAPSTATE_CONFLAGRATION,
SC_HANDICAPSTATE_MISFORTUNE,
SC_HANDICAPSTATE_DEADLYPOISON,
SC_HANDICAPSTATE_DEPRESSION,
SC_HANDICAPSTATE_HOLYFLAME,
// Dragon Knight
SC_SERVANTWEAPON,
SC_SERVANT_SIGN,
SC_CHARGINGPIERCE,
SC_CHARGINGPIERCE_COUNT,
SC_DRAGONIC_AURA,
SC_VIGOR,
// Arch Mage
SC_DEADLY_DEFEASANCE,
SC_CLIMAX_DES_HU,
SC_CLIMAX,
SC_CLIMAX_EARTH,
SC_CLIMAX_BLOOM,
SC_CLIMAX_CRYIMP,
// Windhawk
SC_WINDSIGN,
SC_CRESCIVEBOLT,
SC_CALAMITYGALE,
// Cardinal
SC_MEDIALE,
SC_A_VITA,
SC_A_TELUM,
SC_PRE_ACIES,
SC_COMPETENTIA,
SC_RELIGIO,
SC_BENEDICTUM,
// Meister
SC_AXE_STOMP,
SC_A_MACHINE,
SC_D_MACHINE,
SC_ABR_BATTLE_WARIOR,
SC_ABR_DUAL_CANNON,
SC_ABR_MOTHER_NET,
SC_ABR_INFINITY,
// Shadow Cross
SC_SHADOW_EXCEED,
SC_DANCING_KNIFE,
SC_POTENT_VENOM,
SC_SHADOW_SCAR,
SC_E_SLASH_COUNT,
SC_SHADOW_WEAPON,
// Imperial Guard
SC_GUARD_STANCE,
SC_ATTACK_STANCE,
SC_GUARDIAN_S,
SC_REBOUND_S,
SC_HOLY_S,
SC_ULTIMATE_S,
SC_SPEAR_SCAR,
SC_SHIELD_POWER,
// Elemental Master
SC_SPELL_ENCHANTING,
SC_SUMMON_ELEMENTAL_ARDOR,
SC_SUMMON_ELEMENTAL_DILUVIO,
SC_SUMMON_ELEMENTAL_PROCELLA,
SC_SUMMON_ELEMENTAL_TERREMOTUS,
SC_SUMMON_ELEMENTAL_SERPENS,
SC_ELEMENTAL_VEIL,
// Troubadour/Trouvere
SC_MYSTIC_SYMPHONY,
SC_KVASIR_SONATA,
SC_SOUNDBLEND,
SC_GEF_NOCTURN,
SC_AIN_RHAPSODY,
SC_MUSICAL_INTERLUDE,
SC_JAWAII_SERENADE,
SC_PRON_MARCH,
SC_ROSEBLOSSOM,
// Inquisitor
SC_POWERFUL_FAITH,
SC_SINCERE_FAITH,
SC_FIRM_FAITH,
SC_HOLY_OIL,
SC_FIRST_BRAND,
SC_SECOND_BRAND,
SC_SECOND_JUDGE,
SC_THIRD_EXOR_FLAME,
SC_FIRST_FAITH_POWER,
SC_MASSIVE_F_BLASTER,
// Biolo
SC_PROTECTSHADOWEQUIP,
SC_RESEARCHREPORT,
SC_BO_HELL_DUSTY,
SC_BIONIC_WOODENWARRIOR,
SC_BIONIC_WOODEN_FAIRY,
SC_BIONIC_CREEPER,
SC_BIONIC_HELLTREE,
// Abyss Chaser
SC_SHADOW_STRIP,
SC_ABYSS_DAGGER,
SC_ABYSSFORCEWEAPON,
SC_ABYSS_SLAYER,
// Super Elementals
SC_FLAMETECHNIC,
SC_FLAMETECHNIC_OPTION,
SC_FLAMEARMOR,
SC_FLAMEARMOR_OPTION,
SC_COLD_FORCE,
SC_COLD_FORCE_OPTION,
SC_CRYSTAL_ARMOR,
SC_CRYSTAL_ARMOR_OPTION,
SC_GRACE_BREEZE,
SC_GRACE_BREEZE_OPTION,
SC_EYES_OF_STORM,
SC_EYES_OF_STORM_OPTION,
SC_EARTH_CARE,
SC_EARTH_CARE_OPTION,
SC_STRONG_PROTECTION,
SC_STRONG_PROTECTION_OPTION,
SC_DEEP_POISONING,
SC_DEEP_POISONING_OPTION,
SC_POISON_SHIELD,
SC_POISON_SHIELD_OPTION,
SC_SUB_WEAPONPROPERTY,
SC_M_LIFEPOTION,
SC_S_MANAPOTION,
SC_ALMIGHTY,
SC_ULTIMATECOOK,
SC_M_DEFSCROLL,
SC_INFINITY_DRINK,
SC_MENTAL_POTION,
SC_LIMIT_POWER_BOOSTER,
SC_COMBAT_PILL,
SC_COMBAT_PILL2,
SC_MYSTICPOWDER,
SC_SPARKCANDY,
SC_MAGICCANDY,
SC_ACARAJE,
SC_POPECOOKIE,
SC_VITALIZE_POTION,
SC_CUP_OF_BOZA,
SC_SKF_MATK,
SC_SKF_ATK,
SC_SKF_ASPD,
SC_SKF_CAST,
SC_BEEF_RIB_STEW,
SC_PORK_RIB_STEW,
SC_WEAPONBREAKER,
// 2021 Mutated Homunculus Skills
SC_TOXIN_OF_MANDARA,
SC_GOLDENE_TONE,
SC_TEMPERING,
SC_GRADUAL_GRAVITY,
SC_ALL_STAT_DOWN,
SC_KILLING_AURA,
SC_DAMAGE_HEAL,
SC_IMMUNE_PROPERTY_NOTHING,
SC_IMMUNE_PROPERTY_WATER,
SC_IMMUNE_PROPERTY_GROUND,
SC_IMMUNE_PROPERTY_FIRE,
SC_IMMUNE_PROPERTY_WIND,
SC_IMMUNE_PROPERTY_POISON,
SC_IMMUNE_PROPERTY_SAINT,
SC_IMMUNE_PROPERTY_DARKNESS,
SC_IMMUNE_PROPERTY_TELEKINESIS,
SC_IMMUNE_PROPERTY_UNDEAD,
SC_RELIEVE_ON,
SC_RELIEVE_OFF,
SC_RUSH_QUAKE1,
SC_RUSH_QUAKE2,
SC_G_LIFEPOTION,
// Hyper Novice
SC_HNNOWEAPON,
SC_SHIELDCHAINRUSH,
SC_MISTYFROST,
SC_GROUNDGRAVITY,
SC_BREAKINGLIMIT,
SC_RULEBREAK,
// Night Watch
SC_INTENSIVE_AIM,
SC_INTENSIVE_AIM_COUNT,
SC_GRENADE_FRAGMENT_1,
SC_GRENADE_FRAGMENT_2,
SC_GRENADE_FRAGMENT_3,
SC_GRENADE_FRAGMENT_4,
SC_GRENADE_FRAGMENT_5,
SC_GRENADE_FRAGMENT_6,
SC_AUTO_FIRING_LAUNCHER,
SC_HIDDEN_CARD,
SC_PERIOD_RECEIVEITEM_2ND,
SC_PERIOD_PLUSEXP_2ND,
SC_EXTREMITYFIST2,
SC_POWERUP,
SC_AGIUP,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
};
/// Official status change ids, used to display status icons on the client.
enum efst_type : short{
/// Do not modify code below this, until the end of the API hook, since it will be automatically generated again
/// @APIHOOK_START(EFST_ENUM)
EFST_BLANK = -1,
EFST_PROVOKE,
EFST_ENDURE,
EFST_TWOHANDQUICKEN,
EFST_CONCENTRATION,
EFST_HIDING,
EFST_CLOAKING,
EFST_ENCHANTPOISON,
EFST_POISONREACT,
EFST_QUAGMIRE,
EFST_ANGELUS,
EFST_BLESSING,
EFST_CRUCIS,
EFST_INC_AGI,
EFST_DEC_AGI,
EFST_SLOWPOISON,
EFST_IMPOSITIO,
EFST_SUFFRAGIUM,
EFST_ASPERSIO,
EFST_BENEDICTIO,
EFST_KYRIE,
EFST_MAGNIFICAT,
EFST_GLORIA,
EFST_LEXAETERNA,
EFST_ADRENALINE,
EFST_WEAPONPERFECT,
EFST_OVERTHRUST,
EFST_MAXIMIZE,
EFST_RIDING,
EFST_FALCON,
EFST_TRICKDEAD,
EFST_SHOUT,
EFST_ENERGYCOAT,
EFST_BROKENARMOR,
EFST_BROKENWEAPON,
EFST_ILLUSION,
EFST_WEIGHTOVER50,
EFST_WEIGHTOVER90,
EFST_ATTHASTE_POTION1,
EFST_ATTHASTE_POTION2,
EFST_ATTHASTE_POTION3,
EFST_ATTHASTE_INFINITY,
EFST_MOVHASTE_POTION,
EFST_MOVHASTE_INFINITY,
EFST_AUTOCOUNTER,
EFST_SPLASHER,
EFST_ANKLESNARE,
EFST_POSTDELAY,
EFST_NOACTION,
EFST_IMPOSSIBLEPICKUP,
EFST_BARRIER,
EFST_NOEQUIPWEAPON,
EFST_NOEQUIPSHIELD,
EFST_NOEQUIPARMOR,
EFST_NOEQUIPHELM,
EFST_PROTECTWEAPON,
EFST_PROTECTSHIELD,
EFST_PROTECTARMOR,
EFST_PROTECTHELM,
EFST_AUTOGUARD,
EFST_REFLECTSHIELD,
EFST_DEVOTION,
EFST_PROVIDENCE,
EFST_DEFENDER,
EFST_MAGICROD,
EFST_WEAPONPROPERTY,
EFST_AUTOSPELL,
EFST_SPECIALZONE,
EFST_MASK,
EFST_SPEARQUICKEN,
EFST_BDPLAYING,
EFST_WHISTLE,
EFST_ASSASSINCROSS,
EFST_POEMBRAGI,
EFST_APPLEIDUN,
EFST_HUMMING,
EFST_DONTFORGETME,
EFST_FORTUNEKISS,
EFST_SERVICEFORYOU,
EFST_RICHMANKIM,
EFST_ETERNALCHAOS,
EFST_DRUMBATTLEFIELD,
EFST_RINGNIBELUNGEN,
EFST_ROKISWEIL,
EFST_INTOABYSS,
EFST_SIEGFRIED,
EFST_BLADESTOP,
EFST_EXPLOSIONSPIRITS,
EFST_STEELBODY,
EFST_EXTREMITYFIST,
EFST_COMBOATTACK,
EFST_PROPERTYFIRE,
EFST_PROPERTYWATER,
EFST_PROPERTYWIND,
EFST_PROPERTYGROUND,
EFST_MAGICATTACK,
EFST_STOP,
EFST_WEAPONBRAKER,
EFST_PROPERTYUNDEAD,
EFST_POWERUP,
EFST_AGIUP,
EFST_SIEGEMODE,
EFST_INVISIBLE,
EFST_STATUSONE,
EFST_AURABLADE,
EFST_PARRYING,
EFST_LKCONCENTRATION,
EFST_TENSIONRELAX,
EFST_BERSERK,
EFST_SACRIFICE,
EFST_GOSPEL,
EFST_ASSUMPTIO,
EFST_BASILICA,
EFST_GROUNDMAGIC,
EFST_MAGICPOWER,
EFST_EDP,
EFST_TRUESIGHT,
EFST_WINDWALK,
EFST_MELTDOWN,
EFST_CARTBOOST,
EFST_CHASEWALK,
EFST_SWORDREJECT,
EFST_MARIONETTE_MASTER,
EFST_MARIONETTE,
EFST_MOON,
EFST_BLOODING,
EFST_JOINTBEAT,
EFST_MINDBREAKER,
EFST_MEMORIZE,
EFST_FOGWALL,
EFST_SPIDERWEB,
EFST_PROTECTEXP,
EFST_SUB_WEAPONPROPERTY,
EFST_AUTOBERSERK,
EFST_RUN,
EFST_TING,
EFST_STORMKICK_ON,
EFST_STORMKICK_READY,
EFST_DOWNKICK_ON,
EFST_DOWNKICK_READY,
EFST_TURNKICK_ON,
EFST_TURNKICK_READY,
EFST_COUNTER_ON,
EFST_COUNTER_READY,
EFST_DODGE_ON,
EFST_DODGE_READY,
EFST_STRUP,
EFST_PROPERTYDARK,
EFST_ADRENALINE2,
EFST_PROPERTYTELEKINESIS,
EFST_SOULLINK,
EFST_PLUSATTACKPOWER,
EFST_PLUSMAGICPOWER,
EFST_DEVIL1,
EFST_KAITE,
EFST_SWOO,
EFST_STAR2,
EFST_KAIZEL,
EFST_KAAHI,
EFST_KAUPE,
EFST_SMA_READY,
EFST_SKE,
EFST_ONEHANDQUICKEN,
EFST_FRIEND,
EFST_FRIENDUP,
EFST_SG_WARM,
EFST_SG_SUN_WARM,
EFST_SG_MOON_WARM,
EFST_SG_STAR_WARM,
EFST_EMOTION,
EFST_SUN_COMFORT,
EFST_MOON_COMFORT,
EFST_STAR_COMFORT,
EFST_EXPUP,
EFST_GDSKILL_BATTLEORDER,
EFST_GDSKILL_REGENERATION,
EFST_GDSKILL_POSTDELAY,
EFST_RESISTHANDICAP,
EFST_MAXHPPERCENT,
EFST_MAXSPPERCENT,
EFST_DEFENCE,
EFST_SLOWDOWN,
EFST_PRESERVE,
EFST_CHASEWALK2,
EFST_NOT_EXTREMITYFIST,
EFST_CLAIRVOYANCE,
EFST_MOVESLOW_POTION,
EFST_DOUBLECASTING,
EFST_GRAVITATION,
EFST_OVERTHRUSTMAX,
EFST_LONGING,
EFST_HERMODE,
EFST_TAROTCARD,
EFST_HLIF_AVOID,
EFST_HFLI_FLEET,
EFST_HFLI_SPEED,
EFST_HLIF_CHANGE,
EFST_HAMI_BLOODLUST,
EFST_CR_SHRINK,
EFST_WZ_SIGHTBLASTER,
EFST_DC_WINKCHARM,
EFST_RG_CCONFINE_M,
EFST_RG_CCONFINE_S,
EFST_DISABLEMOVE,
EFST_GS_MADNESSCANCEL,
EFST_GS_GATLINGFEVER,
EFST_EARTHSCROLL,
EFST_NJ_UTSUSEMI,
EFST_NJ_BUNSINJYUTSU,
EFST_NJ_NEN,
EFST_GS_ADJUSTMENT,
EFST_GS_ACCURACY,
EFST_NJ_SUITON,
EFST_PET,
EFST_MENTAL,
EFST_EXPMEMORY,
EFST_PERFORMANCE,
EFST_GAIN,
EFST_GRIFFON,
EFST_DRIFT,
EFST_WALLSHIFT,
EFST_REINCARNATION,
EFST_PATTACK,
EFST_PSPEED,
EFST_PDEFENSE,
EFST_PCRITICAL,
EFST_RANKING,
EFST_PTRIPLE,
EFST_DENERGY,
EFST_WAVE1,
EFST_WAVE2,
EFST_WAVE3,
EFST_WAVE4,
EFST_DAURA,
EFST_DFREEZER,
EFST_DPUNISH,
EFST_DBARRIER,
EFST_DWARNING,
EFST_MOUSEWHEEL,
EFST_DGAUGE,
EFST_DACCEL,
EFST_DBLOCK,
EFST_FOOD_STR,
EFST_FOOD_AGI,
EFST_FOOD_VIT,
EFST_FOOD_DEX,
EFST_FOOD_INT,
EFST_FOOD_LUK,
EFST_FOOD_BASICAVOIDANCE,
EFST_FOOD_BASICHIT,
EFST_FOOD_CRITICALSUCCESSVALUE,
EFST_CASH_PLUSEXP,
EFST_CASH_DEATHPENALTY,
EFST_CASH_RECEIVEITEM,
EFST_CASH_BOSS_ALARM,
EFST_DA_ENERGY,
EFST_DA_FIRSTSLOT,
EFST_DA_HEADDEF,
EFST_DA_SPACE,
EFST_DA_TRANSFORM,
EFST_DA_ITEMREBUILD,
EFST_DA_ILLUSION,
EFST_DA_DARKPOWER,
EFST_DA_EARPLUG,
EFST_DA_CONTRACT,
EFST_DA_BLACK,
EFST_DA_MAGICCART,
EFST_CRYSTAL,
EFST_DA_REBUILD,
EFST_DA_EDARKNESS,
EFST_DA_EGUARDIAN,
EFST_DA_TIMEOUT,
EFST_FOOD_STR_CASH,
EFST_FOOD_AGI_CASH,
EFST_FOOD_VIT_CASH,
EFST_FOOD_DEX_CASH,
EFST_FOOD_INT_CASH,
EFST_FOOD_LUK_CASH,
EFST_MER_FLEE,
EFST_MER_ATK,
EFST_MER_HP,
EFST_MER_SP,
EFST_MER_HIT,
EFST_SLOWCAST,
EFST_MAGICMIRROR,
EFST_STONESKIN,
EFST_ANTIMAGIC,
EFST_CRITICALWOUND,
EFST_NPC_DEFENDER,
EFST_NOACTION_WAIT,
EFST_MOVHASTE_HORSE,
EFST_PROTECT_DEF,
EFST_PROTECT_MDEF,
EFST_HEALPLUS,
EFST_S_LIFEPOTION,
EFST_L_LIFEPOTION,
EFST_CRITICALPERCENT,
EFST_PLUSAVOIDVALUE,
EFST_ATKER_ASPD,
EFST_TARGET_ASPD,
EFST_ATKER_MOVESPEED,
EFST_ATKER_BLOOD,
EFST_TARGET_BLOOD,
EFST_ARMOR_PROPERTY,
EFST_REUSE_LIMIT_A,
EFST_HELLPOWER,
EFST_STEAMPACK,
EFST_REUSE_LIMIT_B,
EFST_REUSE_LIMIT_C,
EFST_REUSE_LIMIT_D,
EFST_REUSE_LIMIT_E,
EFST_REUSE_LIMIT_F,
EFST_INVINCIBLE,
EFST_CASH_PLUSONLYJOBEXP,
EFST_PARTYFLEE,
EFST_ANGEL_PROTECT,
EFST_ENDURE_MDEF,
EFST_ENCHANTBLADE,
EFST_DEATHBOUND,
EFST_REFRESH,
EFST_GIANTGROWTH,
EFST_STONEHARDSKIN,
EFST_VITALITYACTIVATION,
EFST_FIGHTINGSPIRIT,
EFST_ABUNDANCE,
EFST_REUSE_MILLENNIUMSHIELD,
EFST_REUSE_CRUSHSTRIKE,
EFST_REUSE_REFRESH,
EFST_REUSE_STORMBLAST,
EFST_VENOMIMPRESS,
EFST_EPICLESIS,
EFST_ORATIO,
EFST_LAUDAAGNUS,
EFST_LAUDARAMUS,
EFST_CLOAKINGEXCEED,
EFST_HALLUCINATIONWALK,
EFST_HALLUCINATIONWALK_POSTDELAY,
EFST_RENOVATIO,
EFST_WEAPONBLOCKING,
EFST_WEAPONBLOCKING_POSTDELAY,
EFST_ROLLINGCUTTER,
EFST_EXPIATIO,
EFST_POISONINGWEAPON,
EFST_TOXIN,
EFST_PARALYSE,
EFST_VENOMBLEED,
EFST_MAGICMUSHROOM,
EFST_DEATHHURT,
EFST_PYREXIA,
EFST_OBLIVIONCURSE,
EFST_LEECHESEND,
EFST_DUPLELIGHT,
EFST_FROSTMISTY,
EFST_FEARBREEZE,
EFST_ELECTRICSHOCKER,
EFST_MARSHOFABYSS,
EFST_RECOGNIZEDSPELL,
EFST_STASIS,
EFST_WUGRIDER,
EFST_WUGDASH,
EFST_WUGBITE,
EFST_CAMOUFLAGE,
EFST_ACCELERATION,
EFST_HOVERING,
EFST_SUMMON1,
EFST_SUMMON2,
EFST_SUMMON3,
EFST_SUMMON4,
EFST_SUMMON5,
EFST_MVPCARD_TAOGUNKA,
EFST_MVPCARD_MISTRESS,
EFST_MVPCARD_ORCHERO,
EFST_MVPCARD_ORCLORD,
EFST_OVERHEAT_LIMITPOINT,
EFST_OVERHEAT,
EFST_SHAPESHIFT,
EFST_INFRAREDSCAN,
EFST_MAGNETICFIELD,
EFST_NEUTRALBARRIER,
EFST_NEUTRALBARRIER_MASTER,
EFST_STEALTHFIELD,
EFST_STEALTHFIELD_MASTER,
EFST_MANU_ATK,
EFST_MANU_DEF,
EFST_SPL_ATK,
EFST_SPL_DEF,
EFST_REPRODUCE,
EFST_MANU_MATK,
EFST_SPL_MATK,
EFST_STR_SCROLL,
EFST_INT_SCROLL,
EFST_LG_REFLECTDAMAGE,
EFST_FORCEOFVANGUARD,
EFST_BUCHEDENOEL,
EFST_AUTOSHADOWSPELL,
EFST_SHADOWFORM,
EFST_RAID,
EFST_SHIELDSPELL_DEF,
EFST_SHIELDSPELL_MDEF,
EFST_SHIELDSPELL_REF,
EFST_BODYPAINT,
EFST_EXEEDBREAK,
EFST_ADORAMUS,
EFST_PRESTIGE,
EFST_INVISIBILITY,
EFST_DEADLYINFECT,
EFST_BANDING,
EFST_EARTHDRIVE,
EFST_INSPIRATION,
EFST_ENERVATION,
EFST_GROOMY,
EFST_RAISINGDRAGON,
EFST_IGNORANCE,
EFST_LAZINESS,
EFST_LIGHTNINGWALK,
EFST_ACARAJE,
EFST_UNLUCKY,
EFST_CURSEDCIRCLE_ATKER,
EFST_CURSEDCIRCLE_TARGET,
EFST_WEAKNESS,
EFST_CRESCENTELBOW,
EFST_NOEQUIPACCESSARY,
EFST_STRIPACCESSARY,
EFST_MANHOLE,
EFST_POPECOOKIE,
EFST_FALLENEMPIRE,
EFST_GENTLETOUCH_ENERGYGAIN,
EFST_GENTLETOUCH_CHANGE,
EFST_GENTLETOUCH_REVITALIZE,
EFST_BLOODYLUST,
EFST_SWING,
EFST_SYMPHONY_LOVE,
EFST_PROPERTYWALK,
EFST_SPELLFIST,
EFST_NETHERWORLD,
EFST_SIREN,
EFST_HANDICAPSTATE_DEEP_SLEEP,
EFST_SIRCLEOFNATURE,
EFST_COLD,
EFST_GLOOMYDAY,
EFST_SONG_OF_MANA,
EFST_CLOUD_KILL,
EFST_DANCE_WITH_WUG,
EFST_RUSH_WINDMILL,
EFST_ECHOSONG,
EFST_HARMONIZE,
EFST_STRIKING,
EFST_WARMER,
EFST_MOONLIT_SERENADE,
EFST_SATURDAY_NIGHT_FEVER,
EFST_SITDOWN_FORCE,
EFST_ANALYZE,
EFST_LERADS_DEW,
EFST_MELODYOFSINK,
EFST_BEYOND_OF_WARCRY,
EFST_UNLIMITED_HUMMING_VOICE,
EFST_SPELLBOOK1,
EFST_SPELLBOOK2,
EFST_SPELLBOOK3,
EFST_FREEZE_SP,
EFST_GN_TRAINING_SWORD,
EFST_GN_REMODELING_CART,
EFST_GN_CARTBOOST,
EFST_FIXEDCASTINGTM_REDUCE,
EFST_THORNS_TRAP,
EFST_BLOOD_SUCKER,
EFST_SPORE_EXPLOSION,
EFST_DEMONIC_FIRE,
EFST_FIRE_EXPANSION_SMOKE_POWDER,
EFST_FIRE_EXPANSION_TEAR_GAS,
EFST_BLOCKING_PLAY,
EFST_MANDRAGORA,
EFST_ACTIVATE,
EFST_AB_SECRAMENT,
EFST_ASSUMPTIO2,
EFST_TK_SEVENWIND,
EFST_LIMIT_ODINS_RECALL,
EFST_STOMACHACHE,
EFST_MYSTERIOUS_POWDER,
EFST_MELON_BOMB,
EFST_BANANA_BOMB_SITDOWN_POSTDELAY,
EFST_PROMOTE_HEALTH_RESERCH,
EFST_ENERGY_DRINK_RESERCH,
EFST_EXTRACT_WHITE_POTION_Z,
EFST_VITATA_500,
EFST_EXTRACT_SALAMINE_JUICE,
EFST_BOOST500,
EFST_FULL_SWING_K,
EFST_MANA_PLUS,
EFST_MUSTLE_M,
EFST_LIFE_FORCE_F,
EFST_VACUUM_EXTREME,
EFST_SAVAGE_STEAK,
EFST_COCKTAIL_WARG_BLOOD,
EFST_MINOR_BBQ,
EFST_SIROMA_ICE_TEA,
EFST_DROCERA_HERB_STEAMED,
EFST_PUTTI_TAILS_NOODLES,
EFST_BANANA_BOMB,
XXX_EFST_SM_ELEMENTAL,
EFST_SPELLBOOK4,
EFST_SPELLBOOK5,
EFST_SPELLBOOK6,
EFST_SPELLBOOK7,
EFST_ELEMENTAL_AGGRESSIVE,
EFST_RETURN_TO_ELDICASTES,
EFST_BANDING_DEFENCE,
EFST_SKELSCROLL,
EFST_DISTRUCTIONSCROLL,
EFST_ROYALSCROLL,
EFST_IMMUNITYSCROLL,
EFST_MYSTICSCROLL,
EFST_BATTLESCROLL,
EFST_ARMORSCROLL,
EFST_FREYJASCROLL,
EFST_SOULSCROLL,
EFST_CIRCLE_OF_FIRE,
EFST_CIRCLE_OF_FIRE_OPTION,
EFST_FIRE_CLOAK,
EFST_FIRE_CLOAK_OPTION,
EFST_WATER_SCREEN,
EFST_WATER_SCREEN_OPTION,
EFST_WATER_DROP,
EFST_WATER_DROP_OPTION,
EFST_WIND_STEP,
EFST_WIND_STEP_OPTION,
EFST_WIND_CURTAIN,
EFST_WIND_CURTAIN_OPTION,
EFST_WATER_BARRIER,
EFST_ZEPHYR,
EFST_SOLID_SKIN,
EFST_SOLID_SKIN_OPTION,
EFST_STONE_SHIELD,
EFST_STONE_SHIELD_OPTION,
EFST_POWER_OF_GAIA,
EFST_EL_WAIT,
EFST_EL_PASSIVE,
EFST_EL_DEFENSIVE,
EFST_EL_OFFENSIVE,
EFST_EL_COST,
EFST_PYROTECHNIC,
EFST_PYROTECHNIC_OPTION,
EFST_HEATER,
EFST_HEATER_OPTION,
EFST_TROPIC,
EFST_TROPIC_OPTION,
EFST_AQUAPLAY,
EFST_AQUAPLAY_OPTION,
EFST_COOLER,
EFST_COOLER_OPTION,
EFST_CHILLY_AIR,
EFST_CHILLY_AIR_OPTION,
EFST_GUST,
EFST_GUST_OPTION,
EFST_BLAST,
EFST_BLAST_OPTION,
EFST_WILD_STORM,
EFST_WILD_STORM_OPTION,
EFST_PETROLOGY,
EFST_PETROLOGY_OPTION,
EFST_CURSED_SOIL,
EFST_CURSED_SOIL_OPTION,
EFST_UPHEAVAL,
EFST_UPHEAVAL_OPTION,
EFST_TIDAL_WEAPON,
EFST_TIDAL_WEAPON_OPTION,
EFST_ROCK_CRUSHER,
EFST_ROCK_CRUSHER_ATK,
EFST_FIRE_INSIGNIA,
EFST_WATER_INSIGNIA,
EFST_WIND_INSIGNIA,
EFST_EARTH_INSIGNIA,
EFST_EQUIPED_FLOOR,
EFST_GUARDIAN_RECALL,
EFST_MORA_BUFF,
EFST_REUSE_LIMIT_G,
EFST_REUSE_LIMIT_H,
EFST_NEEDLE_OF_PARALYZE,
EFST_PAIN_KILLER,
EFST_G_LIFEPOTION,
EFST_VITALIZE_POTION,
EFST_LIGHT_OF_REGENE,
EFST_OVERED_BOOST,
EFST_SILENT_BREEZE,
EFST_ODINS_POWER,
EFST_STYLE_CHANGE,
EFST_SONIC_CLAW_POSTDELAY,
EFST_SILVERVEIN_RUSH_POSTDELAY = 596,
EFST_MIDNIGHT_FRENZY_POSTDELAY,
EFST_GOLDENE_FERSE,
EFST_ANGRIFFS_MODUS,
EFST_TINDER_BREAKER,
EFST_TINDER_BREAKER_POSTDELAY,
EFST_CBC,
EFST_CBC_POSTDELAY,
EFST_EQC,
EFST_MAGMA_FLOW,
EFST_GRANITIC_ARMOR,
EFST_PYROCLASTIC,
EFST_VOLCANIC_ASH,
EFST_SPIRITS_SAVEINFO1,
EFST_SPIRITS_SAVEINFO2,
EFST_MAGIC_CANDY,
EFST_SEARCH_STORE_INFO,
EFST_ALL_RIDING,
EFST_ALL_RIDING_REUSE_LIMIT,
EFST_MACRO,
EFST_MACRO_POSTDELAY,
EFST_BEER_BOTTLE_CAP,
EFST_OVERLAPEXPUP,
EFST_PC_IZ_DUN05,
EFST_CRUSHSTRIKE,
EFST_MONSTER_TRANSFORM,
EFST_SIT,
EFST_ONAIR,
EFST_MTF_ASPD,
EFST_MTF_RANGEATK,
EFST_MTF_MATK,
EFST_MTF_MLEATKED,
EFST_MTF_CRIDAMAGE,
EFST_REUSE_LIMIT_MTF,
EFST_MACRO_PERMIT,
EFST_MACRO_PLAY,
EFST_SKF_CAST,
EFST_SKF_ASPD,
EFST_SKF_ATK,
EFST_SKF_MATK,
EFST_REWARD_PLUSONLYJOBEXP,
EFST_HANDICAPSTATE_NORECOVER,
EFST_SET_NUM_DEF,
EFST_SET_NUM_MDEF,
EFST_SET_PER_DEF,
EFST_SET_PER_MDEF,
EFST_PARTYBOOKING_SEARCH_DELAY,
EFST_PARTYBOOKING_REGISTER_DELAY,
EFST_PERIOD_TIME_CHECK_DETECT_SKILL,
EFST_KO_JYUMONJIKIRI,
EFST_MEIKYOUSISUI,
EFST_ATTHASTE_CASH,
EFST_EQUIPPED_DIVINE_ARMOR,
EFST_EQUIPPED_HOLY_ARMOR,
EFST_2011RWC,
EFST_KYOUGAKU,
EFST_IZAYOI,
EFST_ZENKAI,
EFST_KG_KAGEHUMI,
EFST_KYOMU,
EFST_KAGEMUSYA,
EFST_ZANGETSU,
EFST_PHI_DEMON,
EFST_GENSOU,
EFST_AKAITSUKI,
EFST_TETANY,
EFST_GM_BATTLE,
EFST_GM_BATTLE2,
EFST_2011RWC_SCROLL,
EFST_ACTIVE_MONSTER_TRANSFORM,
EFST_MYSTICPOWDER,
EFST_ECLAGE_RECALL,
EFST_ENTRY_QUEUE_APPLY_DELAY,
EFST_REUSE_LIMIT_ECL,
EFST_M_LIFEPOTION,
EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT,
EFST_UNKNOWN_NAME,
EFST_ON_PUSH_CART,
EFST_HAT_EFFECT,
EFST_FLOWER_LEAF,
EFST_RAY_OF_PROTECTION,
EFST_GLASTHEIM_ATK,
EFST_GLASTHEIM_DEF,
EFST_GLASTHEIM_HEAL,
EFST_GLASTHEIM_HIDDEN,
EFST_GLASTHEIM_STATE,
EFST_GLASTHEIM_ITEMDEF,
EFST_GLASTHEIM_HPSP,
EFST_FOLLOWER_NPC_SKILL_POSTDELAY,
EFST_ALMIGHTY,
EFST_GVG_GIANT,
EFST_GVG_GOLEM,
EFST_GVG_STUN,
EFST_GVG_STONE,
EFST_GVG_FREEZ,
EFST_GVG_SLEEP,
EFST_GVG_CURSE,
EFST_GVG_SILENCE,
EFST_GVG_BLIND,
EFST_CLIENT_ONLY_EQUIP_ARROW,
EFST_CLAN_INFO,
EFST_JP_EVENT01,
EFST_JP_EVENT02,
EFST_JP_EVENT03,
EFST_JP_EVENT04,
EFST_TELEPORT_FIXEDCASTINGDELAY,
EFST_GEFFEN_MAGIC1,
EFST_GEFFEN_MAGIC2,
EFST_GEFFEN_MAGIC3,
EFST_QUEST_BUFF1,
EFST_QUEST_BUFF2,
EFST_QUEST_BUFF3,
EFST_REUSE_LIMIT_RECALL,
EFST_SAVEPOSITION,
EFST_NPC_ICEEXPLO,
EFST_FENRIR_CARD,
EFST_REUSE_LIMIT_ASPD_POTION,
EFST_MAXPAIN,
EFST_PC_STOP,
EFST_FRIGG_SONG,
EFST_OFFERTORIUM,
EFST_TELEKINESIS_INTENSE,
EFST_MOONSTAR,
EFST_STRANGELIGHTS,
EFST_FULL_THROTTLE,
EFST_REBOUND,
EFST_UNLIMIT,
EFST_KINGS_GRACE,
EFST_ITEM_ATKMAX,
EFST_ITEM_ATKMIN,
EFST_ITEM_MATKMAX,
EFST_ITEM_MATKMIN,
EFST_SUPER_STAR,
EFST_HIGH_RANKER,
EFST_DARKCROW,
EFST_2013_VALENTINE1,
EFST_2013_VALENTINE2,
EFST_2013_VALENTINE3,
EFST_ILLUSIONDOPING,
EFST_WIDEWEB,
EFST_CHILL,
EFST_BURNT,
EFST_PCCAFE_PLAY_TIME,
EFST_TWISTED_TIME,
EFST_FLASHCOMBO,
EFST_JITTER_BUFF1,
EFST_JITTER_BUFF2,
EFST_JITTER_BUFF3,
EFST_JITTER_BUFF4,
EFST_JITTER_BUFF5,
EFST_JITTER_BUFF6,
EFST_JITTER_BUFF7,
EFST_JITTER_BUFF8,
EFST_JITTER_BUFF9,
EFST_JITTER_BUFF10,
EFST_CUP_OF_BOZA,
EFST_B_TRAP,
EFST_E_CHAIN,
EFST_E_QD_SHOT_READY,
EFST_C_MARKER,
EFST_H_MINE,
EFST_H_MINE_SPLASH,
EFST_P_ALTER,
EFST_HEAT_BARREL,
EFST_ANTI_M_BLAST,
EFST_SLUGSHOT,
EFST_SWORDCLAN,
EFST_ARCWANDCLAN,
EFST_GOLDENMACECLAN,
EFST_CROSSBOWCLAN,
EFST_PACKING_ENVELOPE1,
EFST_PACKING_ENVELOPE2,
EFST_PACKING_ENVELOPE3,
EFST_PACKING_ENVELOPE4,
EFST_PACKING_ENVELOPE5,
EFST_PACKING_ENVELOPE6,
EFST_PACKING_ENVELOPE7,
EFST_PACKING_ENVELOPE8,
EFST_PACKING_ENVELOPE9,
EFST_PACKING_ENVELOPE10,
EFST_GLASTHEIM_TRANS,
EFST_ZONGZI_POUCH_TRANS,
EFST_HEAT_BARREL_AFTER,
EFST_DECORATION_OF_MUSIC,
EFST_OVERSEAEXPUP,
EFST_CLOWN_N_GYPSY_CARD,
EFST_OPEN_NPC_MARKET,
EFST_BEEF_RIB_STEW,
EFST_PORK_RIB_STEW,
EFST_CHUSEOK_MONDAY,
EFST_CHUSEOK_TUESDAY,
EFST_CHUSEOK_WEDNESDAY,
EFST_CHUSEOK_THURSDAY,
EFST_CHUSEOK_FRIDAY,
EFST_CHUSEOK_WEEKEND,
EFST_ALL_LIGHTGUARD,
EFST_ALL_LIGHTGUARD_COOL_TIME,
EFST_MTF_MHP,
EFST_MTF_MSP,
EFST_MTF_PUMPKIN,
EFST_MTF_HITFLEE,
EFST_MTF_CRIDAMAGE2,
EFST_MTF_SPDRAIN,
EFST_ACUO_MINT_GUM,
EFST_S_HEALPOTION,
EFST_REUSE_LIMIT_S_HEAL_POTION,
EFST_PLAYTIME_STATISTICS,
EFST_GN_CHANGEMATERIAL_OPERATOR,
EFST_GN_MIX_COOKING_OPERATOR,
EFST_GN_MAKEBOMB_OPERATOR,
EFST_GN_S_PHARMACY_OPERATOR,
EFST_SO_EL_ANALYSIS_DISASSEMBLY_OPERATOR,
EFST_SO_EL_ANALYSIS_COMBINATION_OPERATOR,
EFST_NC_MAGICDECOY_OPERATOR,
EFST_GUILD_STORAGE,
EFST_GC_POISONINGWEAPON_OPERATOR,
EFST_WS_WEAPONREFINE_OPERATOR,
EFST_BS_REPAIRWEAPON_OPERATOR,
EFST_UNREADMAIL_CHECK,
EFST_JUMPINGCLAN,
EFST_JP_OTP,
EFST_HANDICAPTOLERANCE_LEVELGAP,
EFST_MTF_RANGEATK2,
EFST_MTF_ASPD2,
EFST_MTF_MATK2,
EFST_SHOW_NPCHPBAR,
EFST_FLOWERSMOKE,
EFST_FSTONE,
EFST_DAILYSENDMAILCNT,
EFST_QSCARABA,
EFST_LJOSALFAR,
EFST_PAD_READER_KNIGHT,
EFST_PAD_READER_CRUSADER,
EFST_PAD_READER_BLACKSMITH,
EFST_PAD_READER_ALCHEMIST,
EFST_PAD_READER_ASSASSIN,
EFST_PAD_READER_ROGUE,
EFST_PAD_READER_WIZARD,
EFST_PAD_READER_SAGE,
EFST_PAD_READER_PRIEST,
EFST_PAD_READER_MONK,
EFST_PAD_READER_HUNTER,
EFST_PAD_READER_BARD,
EFST_PAD_READER_DANCER,
EFST_PAD_READER_TAEKWON,
EFST_PAD_READER_NINJA,
EFST_PAD_READER_GUNSLINGER,
EFST_PAD_READER_SUPERNOVICE,
EFST_ESSENCE_OF_TIME,
EFST_MINIGAME_ROULETTE,
EFST_MINIGAME_GOLD_POINT,
EFST_MINIGAME_SILVER_POINT,
EFST_MINIGAME_BRONZE_POINT,
EFST_HAPPINESS_STAR,
EFST_SUMMEREVENT01,
EFST_SUMMEREVENT02,
EFST_SUMMEREVENT03,
EFST_SUMMEREVENT04,
EFST_SUMMEREVENT05,
EFST_MINIGAME_ROULETTE_BONUS_ITEM,
EFST_DRESS_UP,
EFST_MAPLE_FALLS,
EFST_ALL_NIFLHEIM_RECALL,
EFST_MARKING_USE_CHANGEMONSTER,
EFST_MTF_MARIONETTE,
EFST_MTF_LUDE,
EFST_MTF_CRUISER,
EFST_MERMAID_LONGING,
EFST_MAGICAL_FEATHER,
EFST_DRACULA_CARD,
EFST_ALL_PRONTERA_RECALL,
EFST_LIMIT_POWER_BOOSTER,
EFST_GIFT_OF_SNOW,
EFST_NPC_HALLUCINATIONWALK,
EFST_NPC_HALLUCINATIONWALK_POSTDELAY,
EFST_NPC_XXXWALK,
EFST_TIME_ACCESSORY,
EFST_EP16_DEF,
EFST_NORMAL_ATKED_SP,
EFST_BODYSTATE_STONECURSE,
EFST_BODYSTATE_FREEZING,
EFST_BODYSTATE_STUN,
EFST_BODYSTATE_SLEEP,
EFST_BODYSTATE_UNDEAD,
EFST_BODYSTATE_STONECURSE_ING,
EFST_BODYSTATE_BURNNING,
EFST_BODYSTATE_IMPRISON,
EFST_HEALTHSTATE_POISON,
EFST_HEALTHSTATE_CURSE,
EFST_HEALTHSTATE_SILENCE,
EFST_HEALTHSTATE_CONFUSION,
EFST_HEALTHSTATE_BLIND,
EFST_HEALTHSTATE_ANGELUS,
EFST_HEALTHSTATE_BLOODING,
EFST_HEALTHSTATE_HEAVYPOISON,
EFST_HEALTHSTATE_FEAR,
EFST_CHERRY_BLOSSOM_CAKE,
EFST_SU_STOOP,
EFST_CATNIPPOWDER,
EFST_HEAD_EQUIPMENT_EFFECT,
EFST_SV_ROOTTWIST,
EFST_ATTACK_PROPERTY_NOTHING,
EFST_ATTACK_PROPERTY_WATER,
EFST_ATTACK_PROPERTY_GROUND,
EFST_ATTACK_PROPERTY_FIRE,
EFST_ATTACK_PROPERTY_WIND,
EFST_ATTACK_PROPERTY_POISON,
EFST_ATTACK_PROPERTY_SAINT,
EFST_ATTACK_PROPERTY_DARKNESS,
EFST_ATTACK_PROPERTY_TELEKINESIS,
EFST_ATTACK_PROPERTY_UNDEAD,
EFST_RESIST_PROPERTY_NOTHING,
EFST_RESIST_PROPERTY_WATER,
EFST_RESIST_PROPERTY_GROUND,
EFST_RESIST_PROPERTY_FIRE,
EFST_RESIST_PROPERTY_WIND,
EFST_RESIST_PROPERTY_POISON,
EFST_RESIST_PROPERTY_SAINT,
EFST_RESIST_PROPERTY_DARKNESS,
EFST_RESIST_PROPERTY_TELEKINESIS,
EFST_RESIST_PROPERTY_UNDEAD,
EFST_BITESCAR,
EFST_ARCLOUSEDASH,
EFST_TUNAPARTY,
EFST_SHRIMP,
EFST_FRESHSHRIMP,
EFST_PERIOD_RECEIVEITEM,
EFST_PERIOD_PLUSEXP,
EFST_PERIOD_PLUSJOBEXP,
EFST_RUNEHELM,
EFST_HELM_VERKANA,
EFST_HELM_RHYDO,
EFST_HELM_TURISUS,
EFST_HELM_HAGALAS,
EFST_HELM_ISIA,
EFST_HELM_ASIR,
EFST_HELM_URJ,
EFST_SUHIDE,
EFST_REUSE_LIMIT_MG,
EFST_DORAM_BUF_01,
EFST_DORAM_BUF_02,
EFST_SPRITEMABLE,
EFST_AID_PERIOD_RECEIVEITEM,
EFST_AID_PERIOD_PLUSEXP,
EFST_AID_PERIOD_PLUSJOBEXP,
EFST_AID_PERIOD_DEADPENALTY,
EFST_AID_PERIOD_ADDSTOREITEMCOUNT,
EFST_ALL_GLASTHEIM_RECALL,
EFST_REUSE_LIMIT_PEPO_MD,
EFST_ALL_THANATOS_RECALL,
EFST_KAFRA_STORE,
EFST_REUSE_ABBYS,
EFST_MAGICSTONE_OF_GRACE_SET,
EFST_PRIVATE_AIRPLANE,
EFST_HISS,
EFST_HISS_AVOID,
EFST_NYANGGRASS,
EFST_CHATTERING,
EFST_CHATTERING_OPT_ATK_MATK,
EFST_CHATTERING_OPT_HASTE,
EFST_SPIRITOFLAND_STEMSPEAR,
EFST_SPIRITOFLAND_ROOTTWIST,
EFST_SPIRITOFLAND_POWDERING,
EFST_SPIRITOFLAND_METEOR,
EFST_SPIRITOFLAND_NYANGGRASS,
EFST_GROOMING,
EFST_PROTECTIONOFSHRIMP,
EFST_EP16_2_BUFF_SS,
EFST_EP16_2_BUFF_SC,
EFST_EP16_2_BUFF_AC,
EFST_GS_MAGICAL_BULLET,
EFST_FALLEN_ANGEL = 976,
EFST_REUSE_LIMIT_MOVEPOINT,
EFST_MACRO_DETECTOR_ANSWER_WAITING,
EFST_BLAZE_BEAD,
EFST_FROZEN_BEAD,
EFST_BREEZE_BEAD,
EFST_SOULATTACK,
EFST_AID_PERIOD_RECEIVEITEM_2ND,
EFST_AID_PERIOD_PLUSEXP_2ND,
EFST_AID_PERIOD_PLUSJOBEXP_2ND,
EFST_PRONTERA_JP,
EFST_ASSISTANT_VENDING,
EFST_GLOOM_CARD,
EFST_PHARAOH_CARD,
EFST_KIEL_CARD,
EFST_ASSISTANT_BUYING,
EFST_CHEERUP,
EFST_GET_CNT_UNREAD_RODEX_CHARDB,
EFST_GET_CNT_UNREAD_RODEX_GLOBALDB,
EFST_S_MANAPOTION,
EFST_M_DEFSCROLL,
EFST_OPEN_REFINING_UI,
EFST_ALL_LIGHTHALZEN_RECALL,
EFST_SWAP_EQUIPITEM,
EFST_AS_RAGGED_GOLEM_CARD,
EFST_LHZ_DUN_N1,
EFST_LHZ_DUN_N2,
EFST_LHZ_DUN_N3,
EFST_LHZ_DUN_N4,
EFST_TAEKWON_MISSION,
EFST_SUN_PLACE,
EFST_MOON_PLACE,
EFST_STAR_PLACE,
EFST_SUN_MONSTER,
EFST_MOON_MONSTER,
EFST_STAR_MONSTER,
EFST_AL_WARP_ADDSLOT,
EFST_ALL_STAT_DOWN,
EFST_GRADUAL_GRAVITY,
EFST_DAMAGE_HEAL,
EFST_IMMUNE_PROPERTY_NOTHING,
EFST_IMMUNE_PROPERTY_WATER,
EFST_IMMUNE_PROPERTY_GROUND,
EFST_IMMUNE_PROPERTY_FIRE,
EFST_IMMUNE_PROPERTY_WIND,
EFST_IMMUNE_PROPERTY_POISON,
EFST_IMMUNE_PROPERTY_SAINT,
EFST_IMMUNE_PROPERTY_DARKNESS,
EFST_IMMUNE_PROPERTY_TELEKINESIS,
EFST_IMMUNE_PROPERTY_UNDEAD,
EFST_REUSE_LIMIT_NP,
EFST_SPECIALCOOKIE,
EFST_DAMAGE_HEAL2,
EFST_DAMAGE_HEAL3,
EFST_GLORY_OF_RETURN,
EFST_ATK_POPCORN,
EFST_MATK_POPCORN,
EFST_ASPD_POPCORN,
EFST_ULTIMATECOOK,
EFST_LIGHTOFMOON,
EFST_LIGHTOFSUN,
EFST_LIGHTOFSTAR,
EFST_LUNARSTANCE,
EFST_UNIVERSESTANCE,
EFST_SUNSTANCE,
EFST_FLASHKICK,
EFST_NEWMOON,
EFST_STARSTANCE,
EFST_DIMENSION,
EFST_DIMENSION1,
EFST_DIMENSION2,
EFST_CREATINGSTAR,
EFST_FALLINGSTAR,
EFST_NOVAEXPLOSING,
EFST_GRAVITYCONTROL,
XXX_EFST_WORLDSTORE_ACTIVE,
EFST_WORLDSTORE_ITEMMOVEINFO_SENDCOMPLETE,
EFST_SOULCOLLECT,
EFST_SOULREAPER,
EFST_SOULUNITY,
EFST_SOULSHADOW,
EFST_SOULFAIRY,
EFST_SOULFALCON,
EFST_SOULGOLEM,
EFST_SOULDIVISION,
EFST_SOULENERGY,
EFST_USE_SKILL_SP_SPA,
EFST_USE_SKILL_SP_SHA,
EFST_SP_SHA,
EFST_INFINITY_DRINK,
EFST_ABYSS_001,
EFST_ABYSS_002,
EFST_ABYSS_003,
EFST_ABYSS_004,
EFST_ABYSS_005,
EFST_ABYSS_006,
EFST_ABYSS_007,
EFST_ABYSS_008,
EFST_REUSE_LIMIT_THM = 1075,
EFST_REUSE_LIMIT_TLI,
EFST_REUSE_LIMIT_TKC,
EFST_REUSE_LIMIT_TRP,
EFST_REUSE_LIMIT_TBG,
EFST_REUSE_LIMIT_TBM,
EFST_YGGDRASIL_BLESS,
EFST_USE_SKILL_SP_SWHOO,
EFST_HUNTING_EVENT,
EFST_PERIOD_RECEIVEITEM_2ND,
EFST_PERIOD_PLUSEXP_2ND,
EFST_EXPDROPUP,
EFST_TW_NEWYEAR_EVENT,
EFST_ENSEMBLEFATIGUE,
EFST_ADAPTATION,
EFST_DANCINGLESSON,
EFST_MUSICALLESSON,
EFST_REUSE_LIMIT_RC,
EFST_DANCINGLESSON_EQUIPPED,
EFST_MUSICALLESSON_EQUIPPED,
EFST_ANCILLA,
EFST_REUSE_LIMIT_POTION_A,
EFST_REUSE_LIMIT_POTION_B,
EFST_REUSE_LIMIT_POTION_C,
EFST_REUSE_LIMIT_POTION_D,
EFST_REUSE_LIMIT_POTION_E,
EFST_REUSE_LIMIT_POTION_F,
EFST_BRAVESET,
EFST_MACEMASTERY_EQUIPPED,
EFST_FESTIVE_ENERGY,
EFST_TEST_KR01,
EFST_STARFISH_JP,
EFST_WEAPONBLOCK_ON,
EFST_CRI_DAMAGE,
EFST_DEF_POWER,
EFST_DEF_IGNORE,
EFST_BOW_ATK_POWER,
EFST_RED_ORG_POTION,
EFST_CAST_TIME,
EFST_BLADESTOPREADY,
EFST_TELEPORT_BR,
EFST_SA_WEAPON_PROPERTY,
EFST_LEAPIMPAIRED,
EFST_SENDING_ITEMLIST,
EFST_EXCLUSIVE_RECEIVEITEM,
EFST_EXCLUSIVE_PLUSEXP,
EFST_ASSUMPTIO_BUFF,
EFST_BASILICA_BUFF,
EFST_OVERLAPEXPUP2,
EFST_STOPMOVE_IMMEDIATELY,
EFST_SOULCURSE,
EFST_SOUND_OF_DESTRUCTION,
EFST_DF_MANAPLUS,
EFST_DF_FULLSWINGK,
EFST_NV_BREAKTHROUGH,
EFST_HELPANGEL,
EFST_NV_TRANSCENDENCE,
EFST_SWEETSFAIR_ATK,
EFST_SWEETSFAIR_MATK,
EFST_REUSE_SKILL,
EFST_FLOWER_LEAF2,
EFST_FLOWER_LEAF3,
EFST_FLOWER_LEAF4,
EFST_CHARM_BOOST,
EFST_EARTHSHAKER,
EFST_PERIOD_USE_WORLDMAP,
EFST_MISTY_FROST,
EFST_MAGIC_POISON,
EFST_KAUTE,
EFST_REUSE_JPNONLY_LIMIT_I,
EFST_REUSE_JPNONLY_LIMIT_J,
EFST_REUSE_JPNONLY_LIMIT_K,
EFST_JPNONLY_TACTICS,
EFST_PRISON,
EFST_MADOGEAR,
EFST_DEADLY_DEFEASANCE,
EFST_CLIMAX_DES_HU,
EFST_CLIMAX,
EFST_FEINTBOMB,
EFST_LUXANIMA,
EFST_BATH_FOAM_A,
EFST_BATH_FOAM_B,
EFST_BATH_FOAM_C,
EFST_AROMA_OIL,
EFST_REUSE_LIMIT_LUXANIMA,
EFST_POWERFUL_FAITH,
EFST_SINCERE_FAITH,
EFST_FIRM_FAITH,
EFST_AIRSHIP_PIPE,
EFST_PIECES_OF_SHADOW,
EFST_HELLS_PLANT_ARMOR,
EFST_RELIEVE_DAMAGE,
EFST_LOCKON_LASER,
EFST_GRADE_ENCHANT_UI_OPEN,
EFST_REF_T_POTION,
EFST_ADD_ATK_DAMAGE,
EFST_ADD_MATK_DAMAGE,
EFST_SERVANTWEAPON,
EFST_SERVANT_SIGN,
EFST_CHARGINGPIERCE,
EFST_CHARGINGPIERCE_COUNT,
EFST_DRAGONIC_AURA,
EFST_BIG_SCAR,
EFST_VIGOR,
EFST_WILL_OF_FAITH,
EFST_PRESSURE,
EFST_SA_DRAGONOLOGY,
EFST_CLIMAX_EARTH,
EFST_CLIMAX_BLOOM,
EFST_CLIMAX_CRYIMP,
EFST_MD_ME_POTION,
EFST_MD_MA_POTION,
EFST_MD_TA_POTION,
EFST_MD_RA_POTION,
EFST_REUSE_MEGAPHONE,
EFST_HOLY_OIL,
EFST_CRYSTAL_IMPACT,
EFST_SHADOW_EXCEED,
EFST_DANCING_KNIFE,
EFST_POTENT_VENOM,
EFST_SHADOW_SCAR,
EFST_E_SLASH_COUNT,
EFST_MEDIALE,
EFST_A_VITA,
EFST_A_TELUM,
EFST_PRE_ACIES,
EFST_COMPETENTIA,
EFST_GUARD_STANCE,
EFST_ATTACK_STANCE,
EFST_GUARDIAN_S,
EFST_HANDICAPSTATE_DEEPBLIND,
EFST_HANDICAPSTATE_DEEPSILENCE,
EFST_HANDICAPSTATE_LASSITUDE,
EFST_HANDICAPSTATE_FROSTBITE,
EFST_HANDICAPSTATE_SWOONING,
EFST_HANDICAPSTATE_LIGHTNINGSTRIKE,
EFST_HANDICAPSTATE_CRYSTALLIZATION,
EFST_HANDICAPSTATE_CONFLAGRATION,
EFST_HANDICAPSTATE_MISFORTUNE,
EFST_HANDICAPSTATE_DEADLYPOISON,
EFST_HANDICAPSTATE_DEPRESSION,
EFST_HANDICAPSTATE_HOLYFLAME,
EFST_REBOUND_S,
EFST_SHIELD_MASTERY,
EFST_SPEAR_SWORD_M,
EFST_HOLY_S,
EFST_ULTIMATE_S,
EFST_SPEAR_SCAR,
EFST_SHIELD_POWER,
EFST_FIDUS_ANIMUS,
EFST_MACE_BOOK_M,
EFST_SHADOW_WEAPON,
EFST_RELIGIO,
EFST_BENEDICTUM,
EFST_MVPCARD_KIEL,
EFST_FIRST_BRAND,
EFST_SECOND_BRAND,
EFST_SECOND_JUDGE,
EFST_THIRD_EXOR_FLAME,
EFST_FIRST_FAITH_POWER,
EFST_AXE_STOMP,
EFST_A_MACHINE,
EFST_D_MACHINE,
EFST_MT_M_MACHINE_OPERATOR,
EFST_TWOAXEDEF,
EFST_DAGGER_AND_BOW_M,
EFST_MAGIC_SWORD_M,
EFST_SHADOW_STRIP,
EFST_ABYSS_DAGGER,
EFST_ABYSSFORCEWEAPON,
EFST_ABYSS_SLAYER,
EFST_TWOHANDDEF,
EFST_PROTECTSHADOWEQUIP,
EFST_RESEARCHREPORT,
EFST_BO_HELL_DUSTY,
EFST_WINDSIGN,
EFST_CRESCIVEBOLT,
EFST_CALAMITYGALE,
EFST_CRESCIVEBOLT3,
EFST_STAGE_MANNER,
EFST_RETROSPECTION,
EFST_MYSTIC_SYMPHONY,
EFST_KVASIR_SONATA,
EFST_SOUNDBLEND,
EFST_GEF_NOCTURN,
EFST_AIN_RHAPSODY,
EFST_MUSICAL_INTERLUDE,
EFST_JAWAII_SERENADE,
EFST_PRON_MARCH,
EFST_ROSEBLOSSOM,
EFST_BO_BIONIC_PHARMACY_OPERATOR,
EFST_ACIDIFIED_ZONE_WATER,
EFST_ACIDIFIED_ZONE_GROUND,
EFST_ACIDIFIED_ZONE_WIND,
EFST_ACIDIFIED_ZONE_FIRE,
EFST_MAGIC_BOOK_M,
EFST_SPELL_ENCHANTING,
EFST_SUMMON_ELEMENTAL_ARDOR,
EFST_SUMMON_ELEMENTAL_DILUVIO,
EFST_SUMMON_ELEMENTAL_PROCELLA,
EFST_SUMMON_ELEMENTAL_TERREMOTUS,
EFST_SUMMON_ELEMENTAL_SERPENS,
EFST_FLAMETECHNIC,
EFST_FLAMETECHNIC_OPTION,
EFST_FLAMEARMOR,
EFST_FLAMEARMOR_OPTION,
EFST_COLD_FORCE,
EFST_COLD_FORCE_OPTION,
EFST_CRYSTAL_ARMOR,
EFST_CRYSTAL_ARMOR_OPTION,
EFST_GRACE_BREEZE,
EFST_GRACE_BREEZE_OPTION,
EFST_EYES_OF_STORM,
EFST_EYES_OF_STORM_OPTION,
EFST_EARTH_CARE,
EFST_EARTH_CARE_OPTION,
EFST_STRONG_PROTECTION,
EFST_STRONG_PROTECTION_OPTION,
EFST_DEEP_POISONING,
EFST_DEEP_POISONING_OPTION,
EFST_POISON_SHIELD,
EFST_POISON_SHIELD_OPTION,
EFST_ABR_BATTLE_WARIOR,
EFST_ABR_DUAL_CANNON,
EFST_ABR_MOTHER_NET,
EFST_ABR_INFINITY,
EFST_ELEMENTAL_VEIL,
EFST_RENOVATIO_EXT,
EFST_HOMUN_TIME,
EFST_POWER_ACCELERATION,
EFST_MAX_HP_SP_AVOID,
EFST_ADD_ALL_STATE,
EFST_AID_PERIOD_POWER_ACCELERATION,
EFST_AID_PERIOD_MAX_HP_SP_AVOID,
EFST_AID_PERIOD_ADD_ALL_STATE,
EFST_POISON_MIST,
EFST_HACKANDSLASHER,
EFST_GET_CNT_UNREAD_RETURN_RODEX_CHARDB,
EFST_STONE_WALL,
EFST_REUSE_LIMIT_I,
EFST_OVERBRANDREADY,
EFST_SHIELDSPELL,
EFST_AUTOSHADOWSPELL_CHECK2,
EFST_CLOUD_POISON,
EFST_SPORE_EXPLOSION_DEBUFF,
EFST_DEFSCROLL = 1321,
EFST_MASSIVE_F_BLASTER = 1326,
EFST_NOEQUIPWEAPON2 = 1330,
EFST_NOEQUIPARMOR2,
EFST_NOEQUIPSHIELD2,
EFST_NOEQUIPSHOES2,
EFST_NOEQUIPPENDANT2,
EFST_NOEQUIPEARING2,
EFST_NOEQUIPFULL2,
EFST_CURSE_R_CUBE,
EFST_CURSE_B_CUBE,
EFST_KILLING_AURA,
EFST_TOXIN_OF_MANDARA = 1341,
EFST_GOLDENE_TONE,
EFST_TEMPERING,
EFST_NW_P_F_I,
EFST_INTENSIVE_AIM,
EFST_INTENSIVE_AIM_COUNT,
EFST_GRENADE_FRAGMENT_1,
EFST_GRENADE_FRAGMENT_2,
EFST_GRENADE_FRAGMENT_3,
EFST_GRENADE_FRAGMENT_4,
EFST_GRENADE_FRAGMENT_5,
EFST_GRENADE_FRAGMENT_6,
EFST_AUTO_FIRING_LAUNCHEREFST,
EFST_HIDDEN_CARD,
EFST_NW_GRENADE_MASTERY,
EFST_TALISMAN_OF_PROTECTION,
EFST_TALISMAN_OF_WARRIOR,
EFST_TALISMAN_OF_MAGICIAN,
EFST_TALISMAN_OF_FIVE_ELEMENTS,
EFST_T_FIRST_GOD,
EFST_T_SECOND_GOD,
EFST_T_THIRD_GOD,
EFST_T_FOURTH_GOD,
EFST_T_FIVETH_GOD,
EFST_HEAVEN_AND_EARTH,
EFST_HOGOGONG,
EFST_MARINE_FESTIVAL,
EFST_SANDY_FESTIVAL,
EFST_KI_SUL_RAMPAGE,
EFST_COLORS_OF_HYUN_ROK_1,
EFST_COLORS_OF_HYUN_ROK_2,
EFST_COLORS_OF_HYUN_ROK_3,
EFST_COLORS_OF_HYUN_ROK_4,
EFST_COLORS_OF_HYUN_ROK_5,
EFST_COLORS_OF_HYUN_ROK_6,
EFST_COLORS_OF_HYUN_ROK_BUFF,
EFST_TEMPORARY_COMMUNION,
EFST_BLESSING_OF_M_CREATURES,
EFST_BLESSING_OF_M_C_DEBUFF,
EFST_SHIELDCHAINRUSH,
EFST_MISTYFROST,
EFST_GROUNDGRAVITY,
EFST_BREAKINGLIMIT,
EFST_RULEBREAK,
EFST_RISING_SUN,
EFST_NOON_SUN,
EFST_SUNSET_SUN,
EFST_RISING_MOON,
EFST_MIDNIGHT_MOON,
EFST_DAWN_MOON,
EFST_STAR_BURST,
EFST_SKY_ENCHANT,
EFST_SHADOW_CLOCK,
EFST_SHINKIROU_CALL,
EFST_NIGHTMARE,
EFST_NOODLE_FES_1,
EFST_NOODLE_FES_2,
EFST_NOODLE_FES_3,
EFST_NOODLE_FES_4,
EFST_NOODLE_FES_5,
EFST_RUSH_QUAKE1 = 1402,
EFST_RUSH_QUAKE2,
EFST_SBUNSHIN = 1415,
EFST_MTP_W_POTION_100 = 1418,
EFST_CHANGE_SIZE = 1420,
EFST_CHANGE_SIZE_MONSTER,
EFST_SHOW_EFFECT1,
EFST_SHOW_EFFECT2,
EFST_SHOW_EFFECT3,
EFST_VR_SPEED,
EFST_VR_ASPD,
EFST_VR_MHP,
EFST_VR_MSP,
EFST_VR_HIT,
EFST_VR_DEF,
EFST_VR_MDEF,
EFST_VR_BOOK001,
EFST_VR_BOOK002,
EFST_VR_BOOK003,
EFST_VR_BOOK004,
EFST_REUSE_LIMIT_VR_BOOK,
EFST_VR_BOOK005 = 1439,
EFST_VR_BOOK006,
EFST_VR_BOOK007,
EFST_VR_BOOK008,
EFST_VR_BOOK009,
EFST_ALL_T_STAT,
EFST_P_ATK_PLUS,
EFST_S_MATK_PLUS,
EFST_C_RATE_PLUS,
EFST_RESIST_PLUS,
EFST_PVP_DUN_BUFF,
/// @APIHOOK_END
/// Do not modify code above this, since it will be automatically generated by the API again
EFST_MAX,
};
/// JOINTBEAT stackable ailments
enum e_joint_break : uint8 {
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 short current_equip_item_index;
extern unsigned int current_equip_combo_pos;
extern int current_equip_card_id;
extern short current_equip_opt_index;
//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: (BODYSTATE_*) Non stackable status changes.
enum e_sc_opt1 : uint16 {
OPT1_NONE = 0,
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,
OPT1_MAX
};
///opt2: (HEALTHSTATE_*) Stackable status changes.
enum e_sc_opt2 : uint16 {
OPT2_NONE = 0x0,
OPT2_POISON = 0x0001,
OPT2_CURSE = 0x0002,
OPT2_SILENCE = 0x0004,
OPT2_SIGNUMCRUCIS = 0x0008, //Confusion
OPT2_BLIND = 0x0010,
OPT2_ANGELUS = 0x0020,
OPT2_BLEEDING = 0x0040,
OPT2_DPOISON = 0x0080,
OPT2_FEAR = 0x0100,
OPT2_MAX
};
///opt3: (SHOW_EFST_*)
enum e_sc_opt3 : uint32 {
OPT3_NORMAL = 0x0,
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,
OPT3_MAX
};
///Option (EFFECTSTATE_*)
enum e_option : uint32 {
OPTION_NOTHING = 0x0,
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_HANBOK = 0x08000000,
OPTION_OKTOBERFEST = 0x10000000,
OPTION_SUMMER2 = 0x20000000,
OPTION_MAX,
// compound constant for older carts
OPTION_CART = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
// compound constants
OPTION_DRAGON = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
OPTION_COSTUME = OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER|OPTION_HANBOK|OPTION_OKTOBERFEST|OPTION_SUMMER2,
};
///Defines for the manner system [Skotlex]
enum manner_flags
{
MANNER_NOCHAT = 0x01,
MANNER_NOSKILL = 0x02,
MANNER_NOCOMMAND = 0x04,
MANNER_NOITEM = 0x08,
MANNER_NOROOM = 0x10,
};
/// Status Change State Flags
enum e_scs_flag : uint8 {
SCS_NONE = 0,
SCS_NOMOVECOND, ///< cond flag for SCS_NOMOVE
SCS_NOMOVE, ///< unit unable to move
SCS_NOPICKITEMCOND, ///< cond flag for SCS_NOPICKITEM
SCS_NOPICKITEM, ///< player unable to pick up items
SCS_NODROPITEMCOND, ///< cond flag for SCS_NODROPITEM
SCS_NODROPITEM, ///< player unable to drop items
SCS_NOCASTCOND, ///< cond flag for SCS_NOCAST
SCS_NOCAST, ///< unit unable to cast skills
SCS_NOCHAT, ///< unit can't talk
SCS_NOCHATCOND, ///< cond flag for SCS_NOCHAT
SCS_NOEQUIPITEM, ///< player can't puts on equip
SCS_NOEQUIPITEMCOND, ///< cond flag for SCS_NOEQUIPITEM
SCS_NOUNEQUIPITEM, ///< player can't puts off equip
SCS_NOUNEQUIPITEMCOND, ///< cond flag for SCS_NOUNEQUIPITEM
SCS_NOCONSUMEITEM, ///< player can't consumes equip
SCS_NOCONSUMEITEMCOND, ///< cond flag for SCS_NOCONSUMEITEM
SCS_NOATTACK, ///< unit can't attack
SCS_NOATTACKCOND, ///< cond flag for SCS_NOATTACK
SCS_NOWARP, ///< unit can't warp
SCS_NOWARPCOND, ///< cond flag for SCS_NOWARP
SCS_NODEATHPENALTY, ///< player doesn't experience EXP loss
SCS_NODEATHPENALTYCOND, ///< cond flag for SCS_NODEATHPENALTYCOND
SCS_NOINTERACT, ///< player can't sit/stand/talk to NPC
SCS_NOINTERACTCOND, ///< cond flag for SCS_NOINTERACT
SCS_MAX
};
///Define flags for the status_calc_bl function. [Skotlex]
enum e_scb_flag : uint8 {
SCB_NONE = 0,
SCB_BASE,
SCB_MAXHP,
SCB_MAXSP,
SCB_STR,
SCB_AGI,
SCB_VIT,
SCB_INT,
SCB_DEX,
SCB_LUK,
SCB_BATK,
SCB_WATK,
SCB_MATK,
SCB_HIT,
SCB_FLEE,
SCB_DEF,
SCB_DEF2,
SCB_MDEF,
SCB_MDEF2,
SCB_SPEED,
SCB_ASPD,
SCB_DSPD,
SCB_CRI,
SCB_FLEE2,
SCB_ATK_ELE,
SCB_DEF_ELE,
SCB_MODE,
SCB_SIZE,
SCB_RACE,
SCB_RANGE,
SCB_REGEN,
// 4th Job T.Stat/T.Sub-Stat Flags
SCB_MAXAP,
SCB_POW,
SCB_STA,
SCB_WIS,
SCB_SPL,
SCB_CON,
SCB_CRT,
SCB_PATK,
SCB_SMATK,
SCB_RES,
SCB_MRES,
SCB_HPLUS,
SCB_CRATE,
// Extra Flags
SCB_DYE, // force cloth-dye change to 0 to avoid client crashes.
SCB_MAX,
};
enum e_status_calc_opt : uint8 {
SCO_NONE = 0x0,
SCO_FIRST = 0x1, ///< Trigger the calculations that should take place only onspawn/once, process base status initialization code
SCO_FORCE = 0x2, ///< Only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage
};
/// Flags for status_change_start and status_get_sc_def
enum e_status_change_start_flags : int64 {
SCSTART_NONE = 0x0,
SCSTART_NOAVOID = 0x01, /// Cannot be avoided (it has to start)
SCSTART_NOTICKDEF = 0x02, /// Tick should not be reduced (by statuses or bonuses)
SCSTART_LOADED = 0x04, /// When sc_data loaded (fetched from table), no values (val1 ~ val4) have to be altered/recalculate
SCSTART_NORATEDEF = 0x08, /// Rate should not be reduced (by statuses or bonuses)
SCSTART_NOICON = 0x10, /// Status icon won't be sent to client
};
/// Enum for status_change_clear_buffs
enum e_status_change_clear_buffs_flags : int64 {
SCCB_BUFFS = 0x01,
SCCB_DEBUFFS = 0x02,
SCCB_REFRESH = 0x04,
SCCB_CHEM_PROTECT = 0x08,
SCCB_LUXANIMA = 0x10,
SCCB_HERMODE = 0x20,
};
///Enum for bonus_script's flag [Cydh]
enum e_bonus_script_flags : uint32 {
BSF_REM_ON_DEAD = 0x001, ///< Removed when dead
BSF_REM_ON_DISPELL = 0x002, ///< Removed by Dispell
BSF_REM_ON_CLEARANCE = 0x004, ///< Removed by Clearance
BSF_REM_ON_LOGOUT = 0x008, ///< Removed when player logged out
BSF_REM_ON_BANISHING_BUSTER = 0x010, ///< Removed by Banishing Buster
BSF_REM_ON_REFRESH = 0x020, ///< Removed by Refresh
BSF_REM_ON_LUXANIMA = 0x040, ///< Removed by Luxanima
BSF_REM_ON_MADOGEAR = 0x080, ///< Removed when Madogear is activated or deactivated
BSF_REM_ON_DAMAGED = 0x100, ///< Removed when receive damage
BSF_PERMANENT = 0x200, ///< Cannot be removed by sc_end SC_ALL
// These flags cannot be stacked, BSF_FORCE_REPLACE has highest priority to check if YOU force to add both
BSF_FORCE_REPLACE = 0x400, ///< Force to replace duplicated script by expanding the duration
BSF_FORCE_DUPLICATE = 0x800, ///< Force to add duplicated script
// These flags aren't part of 'bonus_script' scripting flags
BSF_REM_ALL = 0x0, ///< Remove all bonus script
BSF_REM_BUFF = 0x4000, ///< Remove positive buff if battle_config.debuff_on_logout&1
BSF_REM_DEBUFF = 0x8000, ///< Remove negative buff if battle_config.debuff_on_logout&2
};
///Enum for status_get_hpbonus and status_get_spbonus
enum e_status_bonus {
STATUS_BONUS_FIX = 0,
STATUS_BONUS_RATE = 1,
};
///Enum of Status Change Flags [Cydh]
enum e_status_change_flag : uint16 {
SCF_NONE = 0,
SCF_BLEFFECT,
SCF_DISPLAYPC,
SCF_NOCLEARBUFF,
SCF_NOREMOVEONDEAD,
SCF_NODISPELL,
SCF_NOCLEARANCE,
SCF_NOBANISHINGBUSTER,
SCF_NOSAVE,
SCF_NOSAVEINFINITE,
SCF_REMOVEONDAMAGED,
SCF_REMOVEONREFRESH,
SCF_REMOVEONLUXANIMA,
SCF_STOPATTACKING,
SCF_STOPCASTING,
SCF_STOPWALKING,
SCF_BOSSRESIST,
SCF_MVPRESIST,
SCF_SETSTAND,
SCF_FAILEDMADO,
SCF_DEBUFF,
SCF_REMOVEONCHANGEMAP,
SCF_REMOVEONMAPWARP,
SCF_REMOVECHEMICALPROTECT,
SCF_OVERLAPIGNORELEVEL,
SCF_SENDOPTION,
SCF_ONTOUCH,
SCF_UNITMOVE,
SCF_NONPLAYER,
SCF_SENDLOOK,
SCF_DISPLAYNPC,
SCF_REQUIREWEAPON,
SCF_REQUIRESHIELD,
SCF_MOBLOSETARGET,
SCF_REMOVEELEMENTALOPTION,
SCF_SUPERNOVICEANGEL,
SCF_TAEKWONANGEL,
SCF_MADOCANCEL,
SCF_MADOENDCANCEL,
SCF_RESTARTONMAPWARP,
SCF_SPREADEFFECT,
SCF_SENDVAL1,
SCF_SENDVAL2,
SCF_SENDVAL3,
SCF_NOFORCEDEND,
SCF_NOWARNING,
SCF_REMOVEONUNEQUIP,
SCF_REMOVEONUNEQUIPWEAPON,
SCF_REMOVEONUNEQUIPARMOR,
SCF_REMOVEONHERMODE,
SCF_REQUIRENOWEAPON,
SCF_MAX
};
/// Struct of SC configs [Cydh]
struct s_status_change_db {
sc_type type; ///< SC_
efst_type icon; ///< EFST_
std::bitset<SCS_MAX> state; ///< SCS_
std::bitset<SCB_MAX> calc_flag; ///< SCB_ flags
uint16 opt1; ///< OPT1_
uint16 opt2; ///< OPT2_
uint32 opt3; ///< OPT3_
uint32 look; ///< OPTION_ Changelook
std::bitset<SCF_MAX> flag; ///< SCF_ Flags, enum e_status_change_flag
bool display; ///< Display status effect/icon (for certain state)
uint16 skill_id; ///< Associated skill for (addeff) duration lookups
std::vector<sc_type> endonstart; ///< List of SC that will be ended when this SC is activated
std::vector<sc_type> fail; ///< List of SC that causing this SC cannot be activated
std::vector<sc_type> endreturn; ///< List of SC that will be ended when this SC is activated and then immediately return
std::vector<sc_type> endonend; ///< List of SC that will be ended when this SC ends
t_tick min_duration; ///< Minimum duration effect (after all status reduction)
uint16 min_rate; ///< Minimum rate to be applied (after all status reduction)
};
class StatusDatabase : public TypesafeCachedYamlDatabase<uint16, s_status_change_db> {
public:
StatusDatabase() : TypesafeCachedYamlDatabase("STATUS_DB", 3) {
// All except BASE and extra flags.
SCB_BATTLE.set();
SCB_BATTLE.reset(SCB_BASE);
SCB_BATTLE.reset(SCB_DYE);
// All except extra flags.
SCB_ALL.set();
SCB_ALL.reset(SCB_DYE);
}
const std::string getDefaultLocation() override;
uint64 parseBodyNode(const ryml::NodeRef& node) override;
void loadingFinished() override;
// Determine who will receive a clif_status_change packet for effects that require one to display correctly
uint16 StatusRelevantBLTypes[EFST_MAX];
// Extras
efst_type getIcon(sc_type type);
std::bitset<SCB_MAX> getCalcFlag(sc_type type);
std::vector<sc_type> getEndOnStart(sc_type type);
uint16 getSkill(sc_type type);
bool hasSCF(status_change *sc, e_status_change_flag flag);
void removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag);
void changeSkillTree(map_session_data *sd, int32 class_ = 0);
bool validateStatus(sc_type type);
std::bitset<SCB_MAX> getSCB_BATTLE();
std::bitset<SCB_MAX> getSCB_ALL();
private:
std::bitset<SCB_MAX> SCB_BATTLE, SCB_ALL;
};
extern StatusDatabase status_db;
/// Enum for status_calc_weight and status_calc_cart_weight
enum e_status_calc_weight_opt {
CALCWT_NONE = 0x0,
CALCWT_ITEM = 0x1, ///< Recalculate item weight
CALCWT_MAXBONUS = 0x2, ///< Recalculate max weight based on skill/status/configuration bonuses
CALCWT_CARTSTATE = 0x4, ///< Whether to check for cart state
};
// Enum for refine chance types
enum e_refine_chance_type {
REFINE_CHANCE_NORMAL = 0,
REFINE_CHANCE_ENRICHED,
REFINE_CHANCE_EVENT_NORMAL,
REFINE_CHANCE_EVENT_ENRICHED,
REFINE_CHANCE_TYPE_MAX
};
///Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
///Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
///Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
/** 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;
#ifdef RENEWAL
unsigned short matk;
unsigned char wlv;
#endif
};
///For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp, ap, // see status_cpy before adding members before hp and sp
max_hp, max_sp, max_ap;
short
str, agi, vit, int_, dex, luk,
pow, sta, wis, spl, con, crt,
eatk;
unsigned short
batk,
#ifdef RENEWAL
watk,
watk2,
#endif
matk_min, matk_max,
speed,
amotion, adelay, dmotion;
int mode;
short
hit, flee, cri, flee2,
def2, mdef2,
#ifdef RENEWAL_ASPD
aspd_rate2,
#endif
aspd_rate,
patk, smatk,
res, mres,
hplus, crate;
/**
* defType is RENEWAL dependent and defined in src/config/const.hpp
**/
defType def,mdef;
unsigned char
def_ele, ele_lv,
size,
race, /// see enum e_race
class_; /// see enum e_classAE
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. n/100
struct {
unsigned short hp,sp;
} rate;
};
///Regen data
struct regen_data {
unsigned char flag; //Marks what stuff you may heal or not.
unsigned short hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
t_tick hp, sp; //time of last natural recovery
unsigned int shp,ssp;
} tick;
//Regen rates. n/100
struct {
unsigned short 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;
};
///Status display entry
struct sc_display_entry {
enum sc_type type;
int val1, val2, val3;
};
///Status change entry
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
///Status change
class status_change {
public:
unsigned int option;// effect state (bitfield)
unsigned int opt3;// skill state (bitfield)
unsigned short opt1;// body state
unsigned short opt2;// health state (bitfield)
unsigned char count;
sc_type lastEffect; // Used to check for stacking damageable SC on the same attack
int32 lastEffectTimer; // Timer for lastEffect
//! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
struct {
uint8 move;
uint8 pickup;
uint8 drop;
uint8 cast;
uint8 chat;
uint8 equip;
uint8 unequip;
uint8 consume;
uint8 attack;
uint8 warp;
uint8 deathpenalty;
uint8 interact;
} cant;/* status change state flags */
//int sg_id; //ID of the previous Storm gust that hit you
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**
* The Storm Gust counter was dropped in renewal
**/
#ifndef RENEWAL
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
#endif
private:
struct status_change_entry *data[SC_MAX];
std::pair<enum sc_type, struct status_change_entry *> lastStatus; // last-fetched status
public:
status_change_entry * getSCE(enum sc_type type);
status_change_entry * getSCE(uint32 type);
status_change_entry * createSCE(enum sc_type type);
void deleteSCE(enum sc_type type);
void clearSCE(enum sc_type type);
};
#ifndef ONLY_CONSTANTS
int status_damage( struct block_list *src, struct block_list *target, int64 dhp, int64 dsp, int64 dap, t_tick walkdelay, int flag, uint16 skill_id );
static int status_damage( struct block_list *src, struct block_list *target, int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id ){
return status_damage( src, target, dhp, dsp, 0, walkdelay, flag, skill_id );
}
//Define for standard HP damage attacks.
static int status_fix_damage( struct block_list *src, struct block_list *target, int64 hp, t_tick walkdelay, uint16 skill_id ){
return status_damage( src, target, hp, 0, walkdelay, 0, skill_id );
}
//Define for standard SP damage attacks.
static int status_fix_spdamage( struct block_list *src, struct block_list *target, int64 sp, t_tick walkdelay, uint16 skill_id ){
return status_damage( src, target, 0, sp, walkdelay, 0, skill_id );
}
//Define for standard AP damage attacks.
static int status_fix_apdamage( struct block_list *src, struct block_list *target, int64 ap, t_tick walkdelay, uint16 skill_id ){
return status_damage( src, target, 0, 0, ap, walkdelay, 0, skill_id );
}
//Define for standard HP/SP/AP damage triggers.
static int status_zap( struct block_list* bl, int64 hp, int64 sp, int64 ap = 0 ){
return status_damage( nullptr, bl, hp, sp, ap, 0, 1, 0 );
}
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP/AP to use skills)
int64 status_charge(struct block_list* bl, int64 hp, int64 sp);
int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag);
//Easier handling of status_percent_change
static int status_percent_heal( struct block_list* bl, int8 hp_rate, int8 sp_rate, int8 ap_rate = 0 ){
return status_percent_change( nullptr, bl, -(hp_rate), -(sp_rate), -(ap_rate), 0 );
}
/// Deals % damage from 'src' to 'target'. If rate is > 0 is % of current HP/SP/AP, < 0 % of MaxHP/MaxSP/MaxAP
static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, bool kill ){
return status_percent_change( src, target, hp_rate, sp_rate, 0, kill ? 1 : 2 );
}
static int status_percent_damage( struct block_list* src, struct block_list* target, int8 hp_rate, int8 sp_rate, int8 ap_rate, bool kill ){
return status_percent_change( src, target, hp_rate, sp_rate, ap_rate, kill ? 1 : 2 );
}
//Instant kill with no drops/exp/etc
static int status_kill( struct block_list* bl ){
return status_percent_damage( nullptr, bl, 100, 0, 0, true );
}
//Used to set the hp/sp/ap of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_maxhp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_set_maxsp(struct block_list *bl, unsigned int hp, int flag);
int status_set_ap(struct block_list *bl, unsigned int ap, int flag);
int status_set_maxap(struct block_list *bl, unsigned int ap, int flag);
int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag );
static int status_heal( struct block_list *bl,int64 hhp,int64 hsp, int flag ){
return status_heal( bl, hhp, hsp, 0, flag );
}
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap = 0);
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_ap(bl) status_get_status_data(bl)->ap
#define status_get_max_ap(bl) status_get_status_data(bl)->max_ap
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_pow(bl) status_get_status_data(bl)->pow
#define status_get_sta(bl) status_get_status_data(bl)->sta
#define status_get_wis(bl) status_get_status_data(bl)->wis
#define status_get_spl(bl) status_get_status_data(bl)->spl
#define status_get_con(bl) status_get_status_data(bl)->con
#define status_get_crt(bl) status_get_status_data(bl)->crt
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
defType status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl) status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#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_patk(bl) status_get_status_data(bl)->patk
#define status_get_smatk(bl) status_get_status_data(bl)->smatk
#define status_get_res(bl) status_get_status_data(bl)->res
#define status_get_mres(bl) status_get_status_data(bl)->mres
#define status_get_hplus(bl) status_get_status_data(bl)->hplus
#define status_get_crate(bl) status_get_status_data(bl)->crate
#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, 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_class_(bl) status_get_status_data(bl)->class_
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
#define status_has_mode(status,md) (((status)->mode&(md)) == (md))
#define status_bl_has_mode(bl,md) status_has_mode(status_get_status_data((bl)),(md))
#define status_get_homstr(bl) (status->str + ((TBL_HOM*)bl)->homunculus.str_value)
#define status_get_homagi(bl) (status->agi + ((TBL_HOM*)bl)->homunculus.agi_value)
#define status_get_homvit(bl) (status->vit + ((TBL_HOM*)bl)->homunculus.vit_value)
#define status_get_homint(bl) (status->int_ + ((TBL_HOM*)bl)->homunculus.int_value)
#define status_get_homdex(bl) (status->dex + ((TBL_HOM*)bl)->homunculus.dex_value)
#define status_get_homluk(bl) (status->luk + ((TBL_HOM*)bl)->homunculus.luk_value)
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);
std::vector<e_race2> 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);
status_change *status_get_sc(struct block_list *bl);
int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);
t_tick status_get_sc_def(struct block_list *src,struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag);
int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag, int32 delay = 0);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
static int sc_start(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, t_tick duration, int32 delay = 0) {
return status_change_start(src, bl, type, 100 * rate, val1, 0, 0, 0, duration, SCSTART_NONE, delay);
}
static int sc_start2(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, int32 val2, t_tick duration, int32 delay = 0) {
return status_change_start(src, bl, type, 100 * rate, val1, val2, 0, 0, duration, SCSTART_NONE, delay);
}
static int sc_start4(block_list *src, block_list *bl, sc_type type, int32 rate, int32 val1, int32 val2, int32 val3, int32 val4, t_tick duration, int32 delay = 0) {
return status_change_start(src, bl, type, 100 * rate, val1, val2, val3, val4, duration, SCSTART_NONE, delay);
}
int status_change_end(struct block_list* bl, enum sc_type type, int tid = INVALID_TIMER);
TIMER_FUNC(status_change_timer);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
void status_change_clear_buffs(struct block_list* bl, uint8 type);
void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc);
TIMER_FUNC(status_clear_lastEffect_timer);
#define status_calc_mob(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_pet(pd, opt) status_calc_bl_(&(pd)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_pc(sd, opt) status_calc_bl_(&(sd)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_homunculus(hd, opt) status_calc_bl_(&(hd)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_mercenary(md, opt) status_calc_bl_(&(md)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_elemental(ed, opt) status_calc_bl_(&(ed)->bl, status_db.getSCB_ALL(), opt)
#define status_calc_npc(nd, opt) status_calc_bl_(&(nd)->bl, status_db.getSCB_ALL(), opt)
bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag);
void status_calc_bl_(struct block_list *bl, std::bitset<SCB_MAX> flag, uint8 opt = SCO_NONE);
int status_calc_mob_(struct mob_data* md, uint8 opt);
void status_calc_pet_(struct pet_data* pd, uint8 opt);
int status_calc_pc_(map_session_data* sd, uint8 opt);
int status_calc_homunculus_(struct homun_data *hd, uint8 opt);
int status_calc_mercenary_(s_mercenary_data *md, uint8 opt);
int status_calc_elemental_(s_elemental_data *ed, uint8 opt);
int status_calc_npc_(struct npc_data *nd, uint8 opt);
static void status_calc_bl(block_list *bl, std::vector<e_scb_flag> flags) {
static std::bitset<SCB_MAX> temp;
temp.reset();
for (const auto &scb : flags) {
temp.set(scb);
}
status_calc_bl_(bl, temp);
}
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, status_change *sc);
void status_calc_state(struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start);
void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd);
bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag);
int status_check_visibility(struct block_list *src, struct block_list *target);
int status_change_spread(block_list *src, block_list *bl);
#ifndef RENEWAL
unsigned short status_base_matk_min(const struct status_data* status);
unsigned short status_base_matk_max(const struct status_data* status);
#else
unsigned int status_weapon_atk(struct weapon_atk wa, map_session_data *sd);
unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level);
unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level);
unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level);
unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level);
#endif
unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level);
// Status changes accessors for StatusChange database
uint16 status_efst_get_bl_type(enum efst_type efst);
void status_readdb( bool reload = false );
void do_init_status(void);
void do_final_status(void);
#endif /* ONLY_CONSTANTS */
#endif /* STATUS_HPP */