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Showing content with the highest reputation on 05/15/23 in all areas

  1. Been a bit of a slow time on Ragnarok lately, been super busy with work. Making a few small polish updates here and there, like changes to minimaps and such. The biggest change is that I overhauled the game's achievement system. To be honest, I'm not really that convinced the game needs an achievement system, but if it's going to be in the game, it might as well at least be functional. In its current state it was clearly an afterthought, with like 80% of the achievements being broken and it not giving you any rewards even for the ones you can complete. So I pretty much rewrote the entire thing from scratch. For starters, there's actually a glitch in current Rathena that makes a lot of the objectives impossible to complete, such as "Human's Greed Has No End", which just requires you to fail to refine once. Obviously this should be easy to get, but you'll probably find that you don't have it. This is because of an error in achievement.cpp: Find this block in "achievement_update_objectives" if (!ad->condition) return false; This block tells it to tell the game to never approve an achievement that has no condition. Obviously this is wrong, as many achievements have no conditions. Outright remove that block. Amend the block below to be this to avoid a null pointer exception: if (ad->condition && !achievement_check_condition(ad->condition, sd, current_count)) // Parameters weren't met return false; Achievements with no conditions now work, as Hollgrehenn will be happy to demonstrate: Some of the other achievements require you to find various Treasure Boxes in the field maps. These work, but in PRE-RE, the script is not enabled by default. The script that contains them is npc/re/other/achievements.txt. This now works and you can get the achievements, but they're quite obnoxious to find, because the treasure chests only appear if you're within a 5 cell range of them. This is the last two numbers on the npc line. I increased this to 30. Most of them are still hidden pretty well, but I moved some of them that were either totally out in the open, or hidden so obnoxiously well that you'd never see them without using a guide. Now, many of the odd nooks and crannies on the various maps have a purpose, like this weird spot in the map below Prontera: This is a good start, but the system still had a long way to go. Of the achievements that remain, many are unobtainable in PRE-RE (ie, reach level 100), are tied to quests that aren't in the game, or are just obnoxious (like defeating Celine Kimi 25 times). So I basically purged most of the rest of them and made my own. The achievements are stored in both the achievement_db.yml in the database folder and achievement_list.lub in the System folder, which need to match. Here's an example of one of my new achievements in case you ever wanted to make your own. This is the entry in achievement_db.yml - ID: 128010 Group: "AG_BATTLE" Name: "Mother's Love" Target: - Id: 0 MobID: 1147 Count: 1 Score: 10 This is quite straightforward. AG_BATTLE achievements simply require the named mob to be killed COUNT times. Since the count here is 1 and the MobID is 1147, this requires killing Maya once. And here's achievement_list.lub, which contains the front-end information for that achievement: [128010] = { UI_Type = 1, group = "BATTLE", major = 5, minor = 0, title = "Mother's Love", content = { summary = "Defeat Maya", details = "Defeat the MVP in Ant Hell" }, resource = { [1] = { text = "Eliminate Maya", count = 1 } }, reward = {}, score = 10 }, The structure here is not too hard to understand. The major and minor tell the game what group it is in, this one is in the "MVP" category and the "Midgard" subcategory. Here's the achievement in-game: I've changed some of the labels in this window (for example, the "Past" category is new), this is in the msgstringtable inside the grf file. Almost all of the MVPs in the game now have an achievement tied to them, which only requires you to beat them once. They are almost all dumb puns or references, like this one for Dracula. Actually, this isn't a very good screenshot since his death animation already ended, but soloing him with this character was a pain so I'm going to post it anyway. Finally, there needed to be some reward for actually doing these achievements. A few achievements had buffs or titles associated with them (many of these were commented out, but that's easy enough to re-enable), but for the ones that are tied to your overall achievement level, I've put a few decently worthwhile things in there. The first few levels are super easy to get and only reward very basic things like OBBs, but if you get to higher levels you can start getting a few nice things like OCAs and some boxes that contain a few of the premium refining materials, which are otherwise very hard to get on my server. It's nothing game-changing, but it's something. Incidentally, I also changed the achievement level thresholds because they were very weird initially, this is also in achievement.cpp. With that, I think this system is now decently workable and fun. I still kinda don't like the fact that some achievements are mutually exclusive so you can't get them all (ie, there are some tied to changing to certain jobs, which you can only do some of on any given character), but there's so many achievements that I doubt anyone would be crazy enough to try to get them all anyway (you hit achievement level 20 long before you run out of achievements to get). Speaking of things that are mutually exclusive, I also added something to the Summoner class that I think is interesting: Previously, the Doram had the "Soul Attack" skill, which causes your normal attack to become a ranged attack skill. I felt this was too much of a no-brainer for one skill point, so I turned it into a 5-point skill, though it then felt a little weak. I had also been toying with the idea of the Doram getting some new buffs that aren't tied to their skill trees, though I didn't want to significantly increase the power of the class since it was already pretty good, so I finally came up with this. In addition to Soul Attack (which is called Spirit Attack here), the Summoner now has two other buffs in Spirit Shield and Spirit Focus. However, you can only take one of them, once you know one of them, the others are no longer available (this required quite a bit of custom code as nothing in the game currently works this way). Each provides a pretty decent benefit at level 5, but you have to choose. Spirit Shield grants VIT Def and at level 5 it reduces incoming damage by 50% if your HP is full. This is nice for preventing one shots, but it's even more powerful if combined with Tuna Party, which gives you barrier HP. Yes, the damaging halving effect also halves damage done to the barrier, which is kind of bananas. To stop this from being ludicrously OP, the barrier has a bit less health than it had originally, costs more SP, and you can't recast it if you already have it, it has to expire or be broken first. Spirit Focus reduces cast time and gives a 50% chance to maintain concentration if being hit while spellcasting at level 5. Of the three, the level 5 benefit is probably the weakest here (there's plenty of ways to get uninterruptable cast that works all the time), but the reduced cast time effect is very powerful. Spirit Attack grants mastery attack (which is better on my server than on most others because I use Renewal's mastery attack formula where it's added at the beginning of the damage calculation), and at level 5, it also makes your normal attack ranged. However, it has another bonus - it also adds +2 range to all ranged attacks, similar to Vulture's Eye, except that it affects EVERYTHING. Ranged attacks, heals, buffs, skills you get via cards or equipment, you name it, if it has over 4 range, it gains +2 range. I think there's a lot of interesting applications for this. But of course, whichever one you choose, you have to give up the others. Which to take? I think it's an interesting dilemma that helps make the class feel unique.
    2 points
  2. Hey guys, Over the last couple of years I've been at work thinking of a new emulation project to expand our wings as RO emulation developers and create a genre of game server design that intends to be more concrete in terms of scalability of the processing load on the server. I now have a project called Horizon and it caters to those developers who wish to expand their knowledge in terms of development and concept architecture, scalability of software and maintainability of code, as well as server owners who are with the intention of having a great involvement in the customization of the game design or gameplay. Horizon is created on a multithreaded architecture to cater to multiple thousands of players at once. This can be utilized by the biggest and baddest of servers who have a large userbase (10k+ online at once) where server scalability can be availed. Having multiple threads each of the kind of load that is carried by the server allows a mass population to be split amongst them for work and therefore giving the server time to think about how to not only deal with volumes of information pouring in at once, but also keep the all clients updated at a rapid pace. This is not a system that is available on any of the emulators as currently standing and will not be an option in the near future as well since it involves restructuring the Athena architecture that was designed since the beginning and re-evaluating all of the work that has been done up and till recent times. redesigning Athena from the start to provide a multithreaded capability is just out of question at this point - this is the primary reason Horizon is being worked on. Horizon today stands as the scalable and maintainable server option for those looking to provide 10x the times of users that Athena provides. Horizon is the future option of servers for large player online loads and seamless catering to thousands at a single time. I wish to invite you to the project site Project Horizon Board. This project requires a large amount of support in terms of money and constraints put on developer availability in the present day of RO private server emulators so please consider sponsoring horizon. Here are videos that showcase horizon's current state - Horizon Skill System Test Horizon Premium Storage Test Horizon Item Drop Test Horizon Combat Damage Test / Damage Delay Test / Walk Delay Test Best, Smoke / Sephus.
    1 point
  3. that because current pvp ranking system has it own point rank logic. suppose there is 2 player A & B currently in pvp map so the flow should go like.. - player A 5 point, rank 2/2 - player B 5 point, rank 2/2 - player A kill player B - player A 6 (5 + 1) point, rank 1/2 - player B 4 (5 - 1) point, rank 2/2 - player B warp out then goes back - player A 6 point, rank 1/2 - player B 5 point, rank 2/2 - player B kill player A - player B 6 (5 + 1) point, rank 1/2 - player A 4 (5 - 1) point, rank 2/2 - player A warp out then goes back - player B 6 point, rank 1/2 - player A 5 point, rank 2/2 anyway you can debug the code, to see the point acquired by player on map. /*========================================== * Update PVP rank for sd1 in cmp to sd2 *------------------------------------------*/ static int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { map_session_data *sd1,*sd2; sd1=(map_session_data *)bl; sd2=va_arg(ap,map_session_data *); if( pc_isinvisible(sd1) || pc_isinvisible(sd2) ) {// cannot register pvp rank for hidden GMs return 0; } + ShowDebug("pc_calc_pvprank_sub: player %s (%d:%d) %d pvp point.\n", sd1->status.name, sd1->status.account_id, sd1->status.char_id, sd1->pvp_point); + if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * Calculate new rank beetween all present players (map_foreachinallarea) * and display result *------------------------------------------*/ int pc_calc_pvprank(map_session_data *sd) { int old = sd->pvp_rank; struct map_data *mapdata = map_getmapdata(sd->bl.m); + ShowDebug("pc_calc_pvprank: player %s (%d:%d) %d pvp point.\n", sd->status.name, sd->status.account_id, sd->status.char_id, sd->pvp_point); + sd->pvp_rank=1; map_foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=mapdata->users_pvp) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=mapdata->users_pvp,0); return sd->pvp_rank; } though its bit weird pvp rank timer is allocated to each player in map instead run like dynamic mob, i mean the timer attached to map will run when there is player come to map (clif_parse_LoadEndAck ?) and stop when there is no one in map. albeit it will send 2 times the rank packet (clif_pvpset) when player come to map and timer executed at same time, but it should be no biggie. Oh or try use client command "/pvpinfo" in each player client to see current point, since rank is based point.
    1 point
  4. you can find all the buff or debuff status change here. export_constant(SC_STONE); export_constant(SC_FREEZE); export_constant(SC_STUN); export_constant(SC_SLEEP); export_constant(SC_POISON); export_constant(SC_CURSE); export_constant(SC_SILENCE); export_constant(SC_CONFUSION); export_constant(SC_BLIND); export_constant(SC_BLEEDING); export_constant(SC_DPOISON); export_constant(SC_STONEWAIT); export_constant(SC_PROVOKE); export_constant(SC_ENDURE); export_constant(SC_TWOHANDQUICKEN); export_constant(SC_CONCENTRATE); export_constant(SC_HIDING); export_constant(SC_CLOAKING); export_constant(SC_ENCPOISON); export_constant(SC_POISONREACT); export_constant(SC_QUAGMIRE); export_constant(SC_ANGELUS); export_constant(SC_BLESSING); export_constant(SC_SIGNUMCRUCIS); export_constant(SC_INCREASEAGI); export_constant(SC_DECREASEAGI); export_constant(SC_SLOWPOISON); export_constant(SC_IMPOSITIO); export_constant(SC_SUFFRAGIUM); export_constant(SC_ASPERSIO); export_constant(SC_BENEDICTIO); export_constant(SC_KYRIE); export_constant(SC_MAGNIFICAT); export_constant(SC_GLORIA); export_constant(SC_AETERNA); export_constant(SC_ADRENALINE); export_constant(SC_WEAPONPERFECTION); export_constant(SC_OVERTHRUST); export_constant(SC_MAXIMIZEPOWER); export_constant(SC_TRICKDEAD); export_constant(SC_LOUD); export_constant(SC_ENERGYCOAT); export_constant(SC_BROKENARMOR); export_constant(SC_BROKENWEAPON); export_constant(SC_HALLUCINATION); export_constant(SC_WEIGHT50); export_constant(SC_WEIGHT90); export_constant(SC_ASPDPOTION0); export_constant(SC_ASPDPOTION1); export_constant(SC_ASPDPOTION2); export_constant(SC_ASPDPOTION3); export_constant(SC_SPEEDUP0); export_constant(SC_SPEEDUP1); export_constant(SC_ATKPOTION); export_constant(SC_MATKPOTION); export_constant(SC_WEDDING); export_constant(SC_SLOWDOWN); export_constant(SC_ANKLE); export_constant(SC_KEEPING); export_constant(SC_BARRIER); export_constant(SC_STRIPWEAPON); export_constant(SC_STRIPSHIELD); export_constant(SC_STRIPARMOR); export_constant(SC_STRIPHELM); export_constant(SC_CP_WEAPON); export_constant(SC_CP_SHIELD); export_constant(SC_CP_ARMOR); export_constant(SC_CP_HELM); export_constant(SC_AUTOGUARD); export_constant(SC_REFLECTSHIELD); export_constant(SC_SPLASHER); export_constant(SC_PROVIDENCE); export_constant(SC_DEFENDER); export_constant(SC_MAGICROD); export_constant(SC_SPELLBREAKER); export_constant(SC_AUTOSPELL); export_constant(SC_SIGHTTRASHER); export_constant(SC_AUTOBERSERK); export_constant(SC_SPEARQUICKEN); export_constant(SC_AUTOCOUNTER); export_constant(SC_SIGHT); export_constant(SC_SAFETYWALL); export_constant(SC_RUWACH); export_constant(SC_EXTREMITYFIST); export_constant(SC_EXPLOSIONSPIRITS); export_constant(SC_COMBO); export_constant(SC_BLADESTOP_WAIT); export_constant(SC_BLADESTOP); export_constant(SC_FIREWEAPON); export_constant(SC_WATERWEAPON); export_constant(SC_WINDWEAPON); export_constant(SC_EARTHWEAPON); export_constant(SC_VOLCANO); export_constant(SC_DELUGE); export_constant(SC_VIOLENTGALE); export_constant(SC_WATK_ELEMENT); export_constant(SC_ARMOR); export_constant(SC_ARMOR_ELEMENT_WATER); export_constant(SC_NOCHAT); export_constant(SC_PROTECTEXP); export_deprecated_constant3("SC_BABY", SC_PROTECTEXP, "SC_PROTECTEXP"); export_constant(SC_AURABLADE); export_constant(SC_PARRYING); export_constant(SC_CONCENTRATION); export_constant(SC_TENSIONRELAX); export_constant(SC_BERSERK); export_constant(SC_FURY); export_constant(SC_GOSPEL); export_constant(SC_ASSUMPTIO); export_constant(SC_BASILICA); export_constant(SC_GUILDAURA); export_constant(SC_MAGICPOWER); export_constant(SC_EDP); export_constant(SC_TRUESIGHT); export_constant(SC_WINDWALK); export_constant(SC_MELTDOWN); export_constant(SC_CARTBOOST); export_constant(SC_CHASEWALK); export_constant(SC_REJECTSWORD); export_constant(SC_MARIONETTE); export_constant(SC_MARIONETTE2); export_constant(SC_CHANGEUNDEAD); export_constant(SC_JOINTBEAT); export_constant(SC_MINDBREAKER); export_constant(SC_MEMORIZE); export_constant(SC_FOGWALL); export_constant(SC_SPIDERWEB); export_constant(SC_DEVOTION); export_constant(SC_SACRIFICE); export_constant(SC_STEELBODY); export_constant(SC_ORCISH); export_constant(SC_READYSTORM); export_constant(SC_READYDOWN); export_constant(SC_READYTURN); export_constant(SC_READYCOUNTER); export_constant(SC_DODGE); export_constant(SC_RUN); export_constant(SC_SHADOWWEAPON); export_constant(SC_ADRENALINE2); export_constant(SC_GHOSTWEAPON); export_constant(SC_KAIZEL); export_constant(SC_KAAHI); export_constant(SC_KAUPE); export_constant(SC_ONEHAND); export_constant(SC_PRESERVE); export_constant(SC_BATTLEORDERS); export_constant(SC_REGENERATION); export_constant(SC_DOUBLECAST); export_constant(SC_GRAVITATION); export_constant(SC_MAXOVERTHRUST); export_constant(SC_LONGING); export_constant(SC_HERMODE); export_constant(SC_SHRINK); export_constant(SC_SIGHTBLASTER); export_constant(SC_WINKCHARM); export_constant(SC_CLOSECONFINE); export_constant(SC_CLOSECONFINE2); export_constant(SC_DANCING); export_constant(SC_ELEMENTALCHANGE); export_constant(SC_RICHMANKIM); export_constant(SC_ETERNALCHAOS); export_constant(SC_DRUMBATTLE); export_constant(SC_NIBELUNGEN); export_constant(SC_ROKISWEIL); export_constant(SC_INTOABYSS); export_constant(SC_SIEGFRIED); export_constant(SC_WHISTLE); export_constant(SC_ASSNCROS); export_constant(SC_POEMBRAGI); export_constant(SC_APPLEIDUN); export_constant(SC_MODECHANGE); export_constant(SC_HUMMING); export_constant(SC_DONTFORGETME); export_constant(SC_FORTUNE); export_constant(SC_SERVICE4U); export_constant(SC_STOP); export_constant(SC_SPURT); export_constant(SC_SPIRIT); export_constant(SC_COMA); export_constant(SC_INTRAVISION); export_constant(SC_INCALLSTATUS); export_constant(SC_INCSTR); export_constant(SC_INCAGI); export_constant(SC_INCVIT); export_constant(SC_INCINT); export_constant(SC_INCDEX); export_constant(SC_INCLUK); export_constant(SC_INCHIT); export_constant(SC_INCHITRATE); export_constant(SC_INCFLEE); export_constant(SC_INCFLEERATE); export_constant(SC_INCMHPRATE); export_constant(SC_INCMSPRATE); export_constant(SC_INCATKRATE); export_constant(SC_INCMATKRATE); export_constant(SC_INCDEFRATE); export_constant(SC_STRFOOD); export_constant(SC_AGIFOOD); export_constant(SC_VITFOOD); export_constant(SC_INTFOOD); export_constant(SC_DEXFOOD); export_constant(SC_LUKFOOD); export_constant(SC_HITFOOD); export_constant(SC_FLEEFOOD); export_constant(SC_BATKFOOD); export_constant(SC_WATKFOOD); export_constant(SC_MATKFOOD); export_constant(SC_SCRESIST); export_constant(SC_XMAS); export_constant(SC_WARM); export_constant(SC_SUN_COMFORT); export_constant(SC_MOON_COMFORT); export_constant(SC_STAR_COMFORT); export_constant(SC_FUSION); export_constant(SC_SKILLRATE_UP); export_constant(SC_SKE); export_constant(SC_KAITE); export_constant(SC_SWOO); export_constant(SC_SKA); export_constant(SC_EARTHSCROLL); export_constant(SC_MIRACLE); export_constant(SC_MADNESSCANCEL); export_constant(SC_ADJUSTMENT); export_constant(SC_INCREASING); export_constant(SC_GATLINGFEVER); export_constant(SC_TATAMIGAESHI); export_constant(SC_UTSUSEMI); export_constant(SC_BUNSINJYUTSU); export_constant(SC_KAENSIN); export_constant(SC_SUITON); export_constant(SC_NEN); export_constant(SC_KNOWLEDGE); export_constant(SC_SMA); export_constant(SC_FLING); export_constant(SC_AVOID); export_constant(SC_CHANGE); export_constant(SC_BLOODLUST); export_constant(SC_FLEET); export_constant(SC_SPEED); export_constant(SC_DEFENCE); export_constant(SC_INCASPDRATE); export_constant(SC_INCFLEE2); export_constant(SC_JAILED); export_constant(SC_ENCHANTARMS); export_constant(SC_MAGICALATTACK); export_constant(SC_ARMORCHANGE); export_constant(SC_CRITICALWOUND); export_constant(SC_MAGICMIRROR); export_constant(SC_SLOWCAST); export_constant(SC_SUMMER); export_constant(SC_EXPBOOST); export_constant(SC_ITEMBOOST); export_constant(SC_BOSSMAPINFO); export_constant(SC_LIFEINSURANCE); export_constant(SC_INCCRI); //export_constant(SC_INCDEF); //export_constant(SC_INCBASEATK); //export_constant(SC_FASTCAST); export_constant(SC_MDEF_RATE); //export_constant(SC_HPREGEN); export_constant(SC_INCHEALRATE); export_constant(SC_PNEUMA); export_constant(SC_AUTOTRADE); export_constant(SC_KSPROTECTED); export_constant(SC_ARMOR_RESIST); export_constant(SC_SPCOST_RATE); export_constant(SC_COMMONSC_RESIST); export_constant(SC_SEVENWIND); export_constant(SC_DEF_RATE); //export_constant(SC_SPREGEN); export_constant(SC_WALKSPEED); export_constant(SC_MERC_FLEEUP); export_constant(SC_MERC_ATKUP); export_constant(SC_MERC_HPUP); export_constant(SC_MERC_SPUP); export_constant(SC_MERC_HITUP); export_constant(SC_MERC_QUICKEN); export_constant(SC_REBIRTH); //export_constant(SC_SKILLCASTRATE); //export_constant(SC_DEFRATIOATK); //export_constant(SC_HPDRAIN); //export_constant(SC_SKILLATKBONUS); export_constant(SC_ITEMSCRIPT); export_constant(SC_S_LIFEPOTION); export_constant(SC_L_LIFEPOTION); export_constant(SC_JEXPBOOST); //export_constant(SC_IGNOREDEF); export_constant(SC_HELLPOWER); export_constant(SC_INVINCIBLE); export_constant(SC_INVINCIBLEOFF); export_constant(SC_MANU_ATK); export_constant(SC_MANU_DEF); export_constant(SC_SPL_ATK); export_constant(SC_SPL_DEF); export_constant(SC_MANU_MATK); export_constant(SC_SPL_MATK); export_constant(SC_FOOD_STR_CASH); export_constant(SC_FOOD_AGI_CASH); export_constant(SC_FOOD_VIT_CASH); export_constant(SC_FOOD_DEX_CASH); export_constant(SC_FOOD_INT_CASH); export_constant(SC_FOOD_LUK_CASH); export_constant(SC_FEAR); export_constant(SC_BURNING); export_constant(SC_FREEZING); export_constant(SC_ENCHANTBLADE); export_constant(SC_DEATHBOUND); export_constant(SC_MILLENNIUMSHIELD); export_constant(SC_CRUSHSTRIKE); export_constant(SC_REFRESH); export_constant(SC_REUSE_REFRESH); export_constant(SC_GIANTGROWTH); export_constant(SC_STONEHARDSKIN); export_constant(SC_VITALITYACTIVATION); export_constant(SC_STORMBLAST); export_constant(SC_FIGHTINGSPIRIT); export_constant(SC_ABUNDANCE); export_constant(SC_ADORAMUS); export_constant(SC_EPICLESIS); export_constant(SC_ORATIO); export_constant(SC_LAUDAAGNUS); export_constant(SC_LAUDARAMUS); export_constant(SC_RENOVATIO); export_constant(SC_EXPIATIO); export_constant(SC_DUPLELIGHT); export_constant(SC_SECRAMENT); export_constant(SC_WHITEIMPRISON); export_constant(SC_MARSHOFABYSS); export_constant(SC_RECOGNIZEDSPELL); export_constant(SC_STASIS); export_constant(SC_SPHERE_1); export_constant(SC_SPHERE_2); export_constant(SC_SPHERE_3); export_constant(SC_SPHERE_4); export_constant(SC_SPHERE_5); export_constant(SC_READING_SB); export_constant(SC_FREEZE_SP); export_constant(SC_FEARBREEZE); export_constant(SC_ELECTRICSHOCKER); export_constant(SC_WUGDASH); export_constant(SC_BITE); export_constant(SC_CAMOUFLAGE); export_constant(SC_ACCELERATION); export_constant(SC_HOVERING); export_constant(SC_SHAPESHIFT); export_constant(SC_INFRAREDSCAN); export_constant(SC_ANALYZE); export_constant(SC_MAGNETICFIELD); export_constant(SC_NEUTRALBARRIER); export_constant(SC_NEUTRALBARRIER_MASTER); export_constant(SC_STEALTHFIELD); export_constant(SC_STEALTHFIELD_MASTER); export_constant(SC_OVERHEAT); export_constant(SC_OVERHEAT_LIMITPOINT); export_constant(SC_VENOMIMPRESS); export_constant(SC_POISONINGWEAPON); export_constant(SC_WEAPONBLOCKING); export_constant(SC_CLOAKINGEXCEED); export_constant(SC_HALLUCINATIONWALK); export_constant(SC_HALLUCINATIONWALK_POSTDELAY); export_constant(SC_ROLLINGCUTTER); export_constant(SC_TOXIN); export_constant(SC_PARALYSE); export_constant(SC_VENOMBLEED); export_constant(SC_MAGICMUSHROOM); export_constant(SC_DEATHHURT); export_constant(SC_PYREXIA); export_constant(SC_OBLIVIONCURSE); export_constant(SC_LEECHESEND); export_constant(SC_REFLECTDAMAGE); export_constant(SC_FORCEOFVANGUARD); export_constant(SC_SHIELDSPELL_HP); export_constant(SC_SHIELDSPELL_SP); export_constant(SC_SHIELDSPELL_ATK); export_constant(SC_EXEEDBREAK); export_constant(SC_PRESTIGE); export_constant(SC_BANDING); export_constant(SC_BANDING_DEFENCE); export_constant(SC_EARTHDRIVE); export_constant(SC_INSPIRATION); export_constant(SC_SPELLFIST); export_constant(SC_CRYSTALIZE); export_constant(SC_STRIKING); export_constant(SC_WARMER); export_constant(SC_VACUUM_EXTREME); export_constant(SC_PROPERTYWALK); export_constant(SC_SWINGDANCE); export_constant(SC_SYMPHONYOFLOVER); export_constant(SC_MOONLITSERENADE); export_constant(SC_RUSHWINDMILL); export_constant(SC_ECHOSONG); export_constant(SC_HARMONIZE); export_constant(SC_VOICEOFSIREN); export_constant(SC_DEEPSLEEP); export_constant(SC_SIRCLEOFNATURE); export_constant(SC_GLOOMYDAY); export_constant(SC_GLOOMYDAY_SK); export_constant(SC_SONGOFMANA); export_constant(SC_DANCEWITHWUG); export_constant(SC_SATURDAYNIGHTFEVER); export_constant(SC_LERADSDEW); export_constant(SC_MELODYOFSINK); export_constant(SC_BEYONDOFWARCRY); export_constant(SC_UNLIMITEDHUMMINGVOICE); export_constant(SC_SITDOWN_FORCE); export_constant(SC_NETHERWORLD); export_constant(SC_CRESCENTELBOW); export_constant(SC_CURSEDCIRCLE_ATKER); export_constant(SC_CURSEDCIRCLE_TARGET); export_constant(SC_LIGHTNINGWALK); export_constant(SC_RAISINGDRAGON); export_constant(SC_GT_ENERGYGAIN); export_constant(SC_GT_CHANGE); export_constant(SC_GT_REVITALIZE); export_constant(SC_GN_CARTBOOST); export_constant(SC_THORNSTRAP); export_constant(SC_BLOODSUCKER); export_constant(SC_SMOKEPOWDER); export_constant(SC_TEARGAS); export_constant(SC_MANDRAGORA); export_constant(SC_STOMACHACHE); export_constant(SC_MYSTERIOUS_POWDER); export_constant(SC_MELON_BOMB); export_constant(SC_BANANA_BOMB); export_constant(SC_BANANA_BOMB_SITDOWN); export_constant(SC_SAVAGE_STEAK); export_constant(SC_COCKTAIL_WARG_BLOOD); export_constant(SC_MINOR_BBQ); export_constant(SC_SIROMA_ICE_TEA); export_constant(SC_DROCERA_HERB_STEAMED); export_constant(SC_PUTTI_TAILS_NOODLES); export_constant(SC_BOOST500); export_constant(SC_FULL_SWING_K); export_constant(SC_MANA_PLUS); export_constant(SC_MUSTLE_M); export_constant(SC_LIFE_FORCE_F); export_constant(SC_EXTRACT_WHITE_POTION_Z); export_constant(SC_VITATA_500); export_constant(SC_EXTRACT_SALAMINE_JUICE); export_constant(SC__REPRODUCE); export_constant(SC__AUTOSHADOWSPELL); export_constant(SC__SHADOWFORM); export_constant(SC__BODYPAINT); export_constant(SC__INVISIBILITY); export_constant(SC__DEADLYINFECT); export_constant(SC__ENERVATION); export_constant(SC__GROOMY); export_constant(SC__IGNORANCE); export_constant(SC__LAZINESS); export_constant(SC__UNLUCKY); export_constant(SC__WEAKNESS); export_constant(SC__STRIPACCESSORY); export_constant(SC__MANHOLE); export_constant(SC__BLOODYLUST); export_constant(SC_CIRCLE_OF_FIRE); export_constant(SC_CIRCLE_OF_FIRE_OPTION); export_constant(SC_FIRE_CLOAK); export_constant(SC_FIRE_CLOAK_OPTION); export_constant(SC_WATER_SCREEN); export_constant(SC_WATER_SCREEN_OPTION); export_constant(SC_WATER_DROP); export_constant(SC_WATER_DROP_OPTION); export_constant(SC_WATER_BARRIER); export_constant(SC_WIND_STEP); export_constant(SC_WIND_STEP_OPTION); export_constant(SC_WIND_CURTAIN); export_constant(SC_WIND_CURTAIN_OPTION); export_constant(SC_ZEPHYR); export_constant(SC_SOLID_SKIN); export_constant(SC_SOLID_SKIN_OPTION); export_constant(SC_STONE_SHIELD); export_constant(SC_STONE_SHIELD_OPTION); export_constant(SC_POWER_OF_GAIA); export_constant(SC_PYROTECHNIC); export_constant(SC_PYROTECHNIC_OPTION); export_constant(SC_HEATER); export_constant(SC_HEATER_OPTION); export_constant(SC_TROPIC); export_constant(SC_TROPIC_OPTION); export_constant(SC_AQUAPLAY); export_constant(SC_AQUAPLAY_OPTION); export_constant(SC_COOLER); export_constant(SC_COOLER_OPTION); export_constant(SC_CHILLY_AIR); export_constant(SC_CHILLY_AIR_OPTION); export_constant(SC_GUST); export_constant(SC_GUST_OPTION); export_constant(SC_BLAST); export_constant(SC_BLAST_OPTION); export_constant(SC_WILD_STORM); export_constant(SC_WILD_STORM_OPTION); export_constant(SC_PETROLOGY); export_constant(SC_PETROLOGY_OPTION); export_constant(SC_CURSED_SOIL); export_constant(SC_CURSED_SOIL_OPTION); export_constant(SC_UPHEAVAL); export_constant(SC_UPHEAVAL_OPTION); export_constant(SC_TIDAL_WEAPON); export_constant(SC_TIDAL_WEAPON_OPTION); export_constant(SC_ROCK_CRUSHER); export_constant(SC_ROCK_CRUSHER_ATK); export_constant(SC_LEADERSHIP); export_constant(SC_GLORYWOUNDS); export_constant(SC_SOULCOLD); export_constant(SC_HAWKEYES); export_constant(SC_ODINS_POWER); export_constant(SC_RAID); export_constant(SC_FIRE_INSIGNIA); export_constant(SC_WATER_INSIGNIA); export_constant(SC_WIND_INSIGNIA); export_constant(SC_EARTH_INSIGNIA); export_constant(SC_PUSH_CART); export_constant(SC_SPELLBOOK1); export_constant(SC_SPELLBOOK2); export_constant(SC_SPELLBOOK3); export_constant(SC_SPELLBOOK4); export_constant(SC_SPELLBOOK5); export_constant(SC_SPELLBOOK6); export_constant(SC_MAXSPELLBOOK); export_constant(SC_INCMHP); export_constant(SC_INCMSP); export_constant(SC_PARTYFLEE); export_constant(SC_MEIKYOUSISUI); export_constant(SC_JYUMONJIKIRI); export_constant(SC_KYOUGAKU); export_constant(SC_IZAYOI); export_constant(SC_ZENKAI); export_constant(SC_KAGEHUMI); export_constant(SC_KYOMU); export_constant(SC_KAGEMUSYA); export_constant(SC_ZANGETSU); export_constant(SC_GENSOU); export_constant(SC_AKAITSUKI); export_constant(SC_STYLE_CHANGE); export_constant(SC_TINDER_BREAKER); export_constant(SC_TINDER_BREAKER2); export_constant(SC_CBC); export_constant(SC_EQC); export_constant(SC_GOLDENE_FERSE); export_constant(SC_ANGRIFFS_MODUS); export_constant(SC_OVERED_BOOST); export_constant(SC_LIGHT_OF_REGENE); export_constant(SC_ASH); export_constant(SC_GRANITIC_ARMOR); export_constant(SC_MAGMA_FLOW); export_constant(SC_PYROCLASTIC); export_constant(SC_PARALYSIS); export_constant(SC_PAIN_KILLER); export_constant(SC_HANBOK); export_constant(SC_DEFSET); export_constant(SC_MDEFSET); export_constant(SC_DARKCROW); export_constant(SC_FULL_THROTTLE); export_constant(SC_REBOUND); export_constant(SC_UNLIMIT); export_constant(SC_KINGS_GRACE); export_constant(SC_TELEKINESIS_INTENSE); export_constant(SC_OFFERTORIUM); export_constant(SC_FRIGG_SONG); export_constant(SC_MONSTER_TRANSFORM); export_constant(SC_ANGEL_PROTECT); export_constant(SC_ILLUSIONDOPING); export_constant(SC_FLASHCOMBO); export_constant(SC_MOONSTAR); export_constant(SC_SUPER_STAR); export_constant(SC_HEAT_BARREL); export_constant(SC_MAGICALBULLET); export_constant(SC_P_ALTER); export_constant(SC_E_CHAIN); export_constant(SC_C_MARKER); export_constant(SC_ANTI_M_BLAST); export_constant(SC_B_TRAP); export_constant(SC_H_MINE); export_constant(SC_QD_SHOT_READY); export_constant(SC_MTF_ASPD); export_constant(SC_MTF_RANGEATK); export_constant(SC_MTF_MATK); export_constant(SC_MTF_MLEATKED); export_constant(SC_MTF_CRIDAMAGE); export_constant(SC_OKTOBERFEST); export_constant(SC_STRANGELIGHTS); export_constant(SC_DECORATION_OF_MUSIC); export_constant(SC_QUEST_BUFF1); export_constant(SC_QUEST_BUFF2); export_constant(SC_QUEST_BUFF3); export_constant(SC_ALL_RIDING); export_constant(SC_TEARGAS_SOB); export_constant(SC__FEINTBOMB); export_constant(SC__CHAOS); export_constant(SC_CHASEWALK2); export_constant(SC_VACUUM_EXTREME_POSTDELAY); export_constant(SC_MTF_ASPD2); export_constant(SC_MTF_RANGEATK2); export_constant(SC_MTF_MATK2); export_constant(SC_2011RWC_SCROLL); export_constant(SC_JP_EVENT04); export_constant(SC_MTF_MHP); export_constant(SC_MTF_MSP); export_constant(SC_MTF_PUMPKIN); export_constant(SC_MTF_HITFLEE); export_constant(SC_CRIFOOD); export_constant(SC_ATTHASTE_CASH); export_constant(SC_REUSE_LIMIT_A); export_constant(SC_REUSE_LIMIT_B); export_constant(SC_REUSE_LIMIT_C); export_constant(SC_REUSE_LIMIT_D); export_constant(SC_REUSE_LIMIT_E); export_constant(SC_REUSE_LIMIT_F); export_constant(SC_REUSE_LIMIT_G); export_constant(SC_REUSE_LIMIT_H); export_constant(SC_REUSE_LIMIT_MTF); export_constant(SC_REUSE_LIMIT_ASPD_POTION); export_constant(SC_REUSE_MILLENNIUMSHIELD); export_constant(SC_REUSE_CRUSHSTRIKE); export_constant(SC_REUSE_STORMBLAST); export_constant(SC_ALL_RIDING_REUSE_LIMIT); export_constant(SC_REUSE_LIMIT_ECL); export_constant(SC_REUSE_LIMIT_RECALL); export_constant(SC_PROMOTE_HEALTH_RESERCH); export_constant(SC_ENERGY_DRINK_RESERCH); export_constant(SC_NORECOVER_STATE); export_constant(SC_SUHIDE); export_constant(SC_SU_STOOP); export_constant(SC_SPRITEMABLE); export_constant(SC_CATNIPPOWDER); export_constant(SC_SV_ROOTTWIST); export_constant(SC_BITESCAR); export_constant(SC_ARCLOUSEDASH); export_constant(SC_TUNAPARTY); export_constant(SC_SHRIMP); export_constant(SC_FRESHSHRIMP); export_constant(SC_ACTIVE_MONSTER_TRANSFORM); export_deprecated_constant(SC_CLOUD_KILL); export_constant(SC_LJOSALFAR); export_constant(SC_MERMAID_LONGING); export_constant(SC_HAT_EFFECT); export_constant(SC_FLOWERSMOKE); export_constant(SC_FSTONE); export_constant(SC_HAPPINESS_STAR); export_constant(SC_MAPLE_FALLS); export_constant(SC_TIME_ACCESSORY); export_constant(SC_MAGICAL_FEATHER); export_constant(SC_GVG_GIANT); export_constant(SC_GVG_GOLEM); export_constant(SC_GVG_STUN); export_constant(SC_GVG_STONE); export_constant(SC_GVG_FREEZ); export_constant(SC_GVG_SLEEP); export_constant(SC_GVG_CURSE); export_constant(SC_GVG_SILENCE); export_constant(SC_GVG_BLIND); export_constant(SC_CLAN_INFO); export_constant(SC_SWORDCLAN); export_constant(SC_ARCWANDCLAN); export_constant(SC_GOLDENMACECLAN); export_constant(SC_CROSSBOWCLAN); export_constant(SC_JUMPINGCLAN); export_constant(SC_TAROTCARD); export_constant(SC_GEFFEN_MAGIC1); export_constant(SC_GEFFEN_MAGIC2); export_constant(SC_GEFFEN_MAGIC3); export_constant(SC_MAXPAIN); export_constant(SC_ARMOR_ELEMENT_EARTH); export_constant(SC_ARMOR_ELEMENT_FIRE); export_constant(SC_ARMOR_ELEMENT_WIND); export_constant(SC_DAILYSENDMAILCNT); export_constant(SC_DORAM_BUF_01); export_constant(SC_DORAM_BUF_02); export_constant(SC_HISS); export_constant(SC_NYANGGRASS); export_constant(SC_GROOMING); export_constant(SC_SHRIMPBLESSING); export_constant(SC_CHATTERING); export_constant(SC_DORAM_WALKSPEED); export_constant(SC_DORAM_MATK); export_constant(SC_DORAM_FLEE2); export_constant(SC_DORAM_SVSP); export_constant(SC_FALLEN_ANGEL); export_constant(SC_CHEERUP); export_constant(SC_DRESSUP); export_constant(SC_GLASTHEIM_ATK); export_constant(SC_GLASTHEIM_DEF); export_constant(SC_GLASTHEIM_HEAL); export_constant(SC_GLASTHEIM_HIDDEN); export_constant(SC_GLASTHEIM_STATE); export_constant(SC_GLASTHEIM_ITEMDEF); export_constant(SC_GLASTHEIM_HPSP); export_constant(SC_LHZ_DUN_N1); export_constant(SC_LHZ_DUN_N2); export_constant(SC_LHZ_DUN_N3); export_constant(SC_LHZ_DUN_N4); export_constant(SC_ANCILLA); export_constant(SC_EARTHSHAKER); export_constant(SC_WEAPONBLOCK_ON); export_constant(SC_SPORE_EXPLOSION); export_constant(SC_ENTRY_QUEUE_APPLY_DELAY); export_constant(SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT); export_constant(SC_ADAPTATION); export_constant(SC_BASILICA_CELL); export_constant(SC_LIGHTOFMOON); export_constant(SC_LIGHTOFSUN); export_constant(SC_LIGHTOFSTAR); export_constant(SC_LUNARSTANCE); export_constant(SC_UNIVERSESTANCE); export_constant(SC_SUNSTANCE); export_constant(SC_FLASHKICK); export_constant(SC_NEWMOON); export_constant(SC_STARSTANCE); export_constant(SC_DIMENSION); export_constant(SC_DIMENSION1); export_constant(SC_DIMENSION2); export_constant(SC_CREATINGSTAR); export_constant(SC_FALLINGSTAR); export_constant(SC_NOVAEXPLOSING); export_constant(SC_GRAVITYCONTROL); export_constant(SC_SOULCOLLECT); export_constant(SC_SOULREAPER); export_constant(SC_SOULUNITY); export_constant(SC_SOULSHADOW); export_constant(SC_SOULFAIRY); export_constant(SC_SOULFALCON); export_constant(SC_SOULGOLEM); export_constant(SC_SOULDIVISION); export_constant(SC_SOULENERGY); export_constant(SC_USE_SKILL_SP_SPA); export_constant(SC_USE_SKILL_SP_SHA); export_constant(SC_SP_SHA); export_constant(SC_SOULCURSE); export_constant(SC_HELLS_PLANT); export_constant(SC_INCREASE_MAXHP); export_constant(SC_INCREASE_MAXSP); export_constant(SC_HELPANGEL); export_constant(SC_REF_T_POTION); export_constant(SC_ADD_ATK_DAMAGE); export_constant(SC_ADD_MATK_DAMAGE); export_constant(SC_SOUNDOFDESTRUCTION); export_constant(SC_LUXANIMA); export_constant(SC_REUSE_LIMIT_LUXANIMA); export_constant(SC_ENSEMBLEFATIGUE); export_constant(SC_MISTY_FROST); export_constant(SC_MAGIC_POISON); export_constant(SC_EP16_2_BUFF_SS); export_constant(SC_EP16_2_BUFF_SC); export_constant(SC_EP16_2_BUFF_AC); export_constant(SC_EMERGENCY_MOVE); export_constant(SC_MADOGEAR); export_constant(SC_NPC_HALLUCINATIONWALK); export_constant(SC_OVERBRANDREADY); export_constant(SC_POISON_MIST); export_constant(SC_STONE_WALL); export_constant(SC_CLOUD_POISON); export_constant(SC_HOMUN_TIME); export_constant(SC_PACKING_ENVELOPE1); export_constant(SC_PACKING_ENVELOPE2); export_constant(SC_PACKING_ENVELOPE3); export_constant(SC_PACKING_ENVELOPE4); export_constant(SC_PACKING_ENVELOPE5); export_constant(SC_PACKING_ENVELOPE6); export_constant(SC_PACKING_ENVELOPE7); export_constant(SC_PACKING_ENVELOPE8); export_constant(SC_PACKING_ENVELOPE9); export_constant(SC_PACKING_ENVELOPE10); export_constant(SC_SOULATTACK); export_constant(SC_WIDEWEB); export_constant(SC_BURNT); export_constant(SC_CHILL); export_constant(SC_HANDICAPSTATE_DEEPBLIND); export_constant(SC_HANDICAPSTATE_DEEPSILENCE); export_constant(SC_HANDICAPSTATE_LASSITUDE); export_constant(SC_HANDICAPSTATE_FROSTBITE); export_constant(SC_HANDICAPSTATE_SWOONING); export_constant(SC_HANDICAPSTATE_LIGHTNINGSTRIKE); export_constant(SC_HANDICAPSTATE_CRYSTALLIZATION); export_constant(SC_HANDICAPSTATE_CONFLAGRATION); export_constant(SC_HANDICAPSTATE_MISFORTUNE); export_constant(SC_HANDICAPSTATE_DEADLYPOISON); export_constant(SC_HANDICAPSTATE_DEPRESSION); export_constant(SC_HANDICAPSTATE_HOLYFLAME); export_constant(SC_SERVANTWEAPON); export_constant(SC_SERVANT_SIGN); export_constant(SC_CHARGINGPIERCE); export_constant(SC_CHARGINGPIERCE_COUNT); export_constant(SC_DRAGONIC_AURA); export_constant(SC_VIGOR); export_constant(SC_DEADLY_DEFEASANCE); export_constant(SC_CLIMAX_DES_HU); export_constant(SC_CLIMAX); export_constant(SC_CLIMAX_EARTH); export_constant(SC_CLIMAX_BLOOM); export_constant(SC_CLIMAX_CRYIMP); export_constant(SC_WINDSIGN); export_constant(SC_CRESCIVEBOLT); export_constant(SC_CALAMITYGALE); export_constant(SC_MEDIALE); export_constant(SC_A_VITA); export_constant(SC_A_TELUM); export_constant(SC_PRE_ACIES); export_constant(SC_COMPETENTIA); export_constant(SC_RELIGIO); export_constant(SC_BENEDICTUM); export_constant(SC_AXE_STOMP); export_constant(SC_A_MACHINE); export_constant(SC_D_MACHINE); export_constant(SC_ABR_BATTLE_WARIOR); export_constant(SC_ABR_DUAL_CANNON); export_constant(SC_ABR_MOTHER_NET); export_constant(SC_ABR_INFINITY); export_constant(SC_SHADOW_EXCEED); export_constant(SC_DANCING_KNIFE); export_constant(SC_POTENT_VENOM); export_constant(SC_SHADOW_SCAR); export_constant(SC_E_SLASH_COUNT); export_constant(SC_SHADOW_WEAPON); export_constant(SC_GUARD_STANCE); export_constant(SC_ATTACK_STANCE); export_constant(SC_GUARDIAN_S); export_constant(SC_REBOUND_S); export_constant(SC_HOLY_S); export_constant(SC_ULTIMATE_S); export_constant(SC_SPEAR_SCAR); export_constant(SC_SHIELD_POWER); export_constant(SC_SPELL_ENCHANTING); export_constant(SC_SUMMON_ELEMENTAL_ARDOR); export_constant(SC_SUMMON_ELEMENTAL_DILUVIO); export_constant(SC_SUMMON_ELEMENTAL_PROCELLA); export_constant(SC_SUMMON_ELEMENTAL_TERREMOTUS); export_constant(SC_SUMMON_ELEMENTAL_SERPENS); export_constant(SC_ELEMENTAL_VEIL); export_constant(SC_MYSTIC_SYMPHONY); export_constant(SC_KVASIR_SONATA); export_constant(SC_SOUNDBLEND); export_constant(SC_GEF_NOCTURN); export_constant(SC_AIN_RHAPSODY); export_constant(SC_MUSICAL_INTERLUDE); export_constant(SC_JAWAII_SERENADE); export_constant(SC_PRON_MARCH); export_constant(SC_ROSEBLOSSOM); export_constant(SC_POWERFUL_FAITH); export_constant(SC_SINCERE_FAITH); export_constant(SC_FIRM_FAITH); export_constant(SC_HOLY_OIL); export_constant(SC_FIRST_BRAND); export_constant(SC_SECOND_BRAND); export_constant(SC_SECOND_JUDGE); export_constant(SC_THIRD_EXOR_FLAME); export_constant(SC_FIRST_FAITH_POWER); export_constant(SC_MASSIVE_F_BLASTER); export_constant(SC_PROTECTSHADOWEQUIP); export_constant(SC_RESEARCHREPORT); export_constant(SC_BO_HELL_DUSTY); export_constant(SC_BIONIC_WOODENWARRIOR); export_constant(SC_BIONIC_WOODEN_FAIRY); export_constant(SC_BIONIC_CREEPER); export_constant(SC_BIONIC_HELLTREE); export_constant(SC_SHADOW_STRIP); export_constant(SC_ABYSS_DAGGER); export_constant(SC_ABYSSFORCEWEAPON); export_constant(SC_ABYSS_SLAYER); export_constant(SC_FLAMETECHNIC); export_constant(SC_FLAMETECHNIC_OPTION); export_constant(SC_FLAMEARMOR); export_constant(SC_FLAMEARMOR_OPTION); export_constant(SC_COLD_FORCE); export_constant(SC_COLD_FORCE_OPTION); export_constant(SC_CRYSTAL_ARMOR); export_constant(SC_CRYSTAL_ARMOR_OPTION); export_constant(SC_GRACE_BREEZE); export_constant(SC_GRACE_BREEZE_OPTION); export_constant(SC_EYES_OF_STORM); export_constant(SC_EYES_OF_STORM_OPTION); export_constant(SC_EARTH_CARE); export_constant(SC_EARTH_CARE_OPTION); export_constant(SC_STRONG_PROTECTION); export_constant(SC_STRONG_PROTECTION_OPTION); export_constant(SC_DEEP_POISONING); export_constant(SC_DEEP_POISONING_OPTION); export_constant(SC_POISON_SHIELD); export_constant(SC_POISON_SHIELD_OPTION); export_constant(SC_SUB_WEAPONPROPERTY); export_constant(SC_M_LIFEPOTION); export_constant(SC_S_MANAPOTION); export_constant(SC_ALMIGHTY); export_constant(SC_ULTIMATECOOK); export_constant(SC_M_DEFSCROLL); export_constant(SC_INFINITY_DRINK); export_constant(SC_MENTAL_POTION); export_constant(SC_LIMIT_POWER_BOOSTER); export_constant(SC_COMBAT_PILL); export_constant(SC_COMBAT_PILL2); export_constant(SC_MYSTICPOWDER); export_constant(SC_SPARKCANDY); export_constant(SC_MAGICCANDY); export_constant(SC_ACARAJE); export_constant(SC_POPECOOKIE); export_constant(SC_VITALIZE_POTION); export_constant(SC_CUP_OF_BOZA); export_constant(SC_SKF_MATK); export_constant(SC_SKF_ATK); export_constant(SC_SKF_ASPD); export_constant(SC_SKF_CAST); export_constant(SC_BEEF_RIB_STEW); export_constant(SC_PORK_RIB_STEW); export_constant(SC_WEAPONBREAKER); export_constant(SC_TOXIN_OF_MANDARA); export_constant(SC_GOLDENE_TONE); export_constant(SC_TEMPERING); export_constant(SC_GRADUAL_GRAVITY); export_constant(SC_ALL_STAT_DOWN); export_constant(SC_KILLING_AURA); export_constant(SC_DAMAGE_HEAL); export_constant(SC_IMMUNE_PROPERTY_NOTHING); export_constant(SC_IMMUNE_PROPERTY_WATER); export_constant(SC_IMMUNE_PROPERTY_GROUND); export_constant(SC_IMMUNE_PROPERTY_FIRE); export_constant(SC_IMMUNE_PROPERTY_WIND); export_constant(SC_IMMUNE_PROPERTY_POISON); export_constant(SC_IMMUNE_PROPERTY_SAINT); export_constant(SC_IMMUNE_PROPERTY_DARKNESS); export_constant(SC_IMMUNE_PROPERTY_TELEKINESIS); export_constant(SC_IMMUNE_PROPERTY_UNDEAD); #ifdef RENEWAL export_constant(SC_EXTREMITYFIST2); #endif /* Custom Temporary */ export_constant(SC_EXPBOOST_VEND); export_constant(SC_ITEMBOOST_VEND); export_constant(SC_RUSH_QUAKE1); export_constant(SC_RUSH_QUAKE2); export_constant(SC_RELIEVE_DAMAGE); /* 4th Job Expanded */ export_constant(SC_INTENSIVE_AIM); export_constant(SC_INTENSIVE_AIM_COUNT); export_constant(SC_HIDDEN_CARD); export_constant(SC_GRENADE_FRAGMENT_1); export_constant(SC_GRENADE_FRAGMENT_2); export_constant(SC_GRENADE_FRAGMENT_3); export_constant(SC_GRENADE_FRAGMENT_4); export_constant(SC_GRENADE_FRAGMENT_5); export_constant(SC_GRENADE_FRAGMENT_6); export_constant(SC_AUTO_FIRING_LAUNCHEREFST); export_constant(SC_TALISMAN_OF_PROTECTION); export_constant(SC_TALISMAN_OF_WARRIOR); export_constant(SC_TALISMAN_OF_MAGICIAN); export_constant(SC_TALISMAN_OF_FIVE_ELEMENTS); export_constant(SC_T_FIRST_GOD); export_constant(SC_T_SECOND_GOD); export_constant(SC_T_THIRD_GOD); export_constant(SC_T_FOURTH_GOD); export_constant(SC_T_FIVETH_GOD); export_constant(SC_HEAVEN_AND_EARTH); export_constant(SC_TOTEM_OF_TUTELARY); export_constant(SC_HOGOGONG); export_constant(SC_MARINE_FESTIVAL); export_constant(SC_SANDY_FESTIVAL); export_constant(SC_KI_SUL_RAMPAGE); export_constant(SC_COLORS_OF_HYUN_ROK_1); export_constant(SC_COLORS_OF_HYUN_ROK_2); export_constant(SC_COLORS_OF_HYUN_ROK_3); export_constant(SC_COLORS_OF_HYUN_ROK_4); export_constant(SC_COLORS_OF_HYUN_ROK_5); export_constant(SC_COLORS_OF_HYUN_ROK_6); export_constant(SC_COLORS_OF_HYUN_ROK_BUFF); export_constant(SC_TEMPORARY_COMMUNION); export_constant(SC_BLESSING_OF_M_CREATURES); export_constant(SC_BLESSING_OF_M_C_DEBUFF); export_constant(SC_HNNOWEAPON); export_constant(SC_SHIELDCHAINRUSH); export_constant(SC_MISTYFROST); export_constant(SC_GROUNDGRAVITY); export_constant(SC_BREAKINGLIMIT); export_constant(SC_RULEBREAK); export_constant(SC_RISING_SUN); export_constant(SC_NOON_SUN); export_constant(SC_SUNSET_SUN); export_constant(SC_RISING_MOON); export_constant(SC_MIDNIGHT_MOON); export_constant(SC_DAWN_MOON); export_constant(SC_STAR_BURST); export_constant(SC_SKY_ENCHANT); export_constant(SC_SHADOW_CLOCK); export_constant(SC_SHINKIROU_CALL); export_constant(SC_NIGHTMARE); export_constant(SC_SBUNSHIN);
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