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Emistry's post in Daily quest command was marked as the answer
you can try this.
prontera,155,181,5 script Sample 4_F_KAFRA1,{ if (quest_random_cd > gettimetick(2)) { mes "You will be assigned with a new quest by tomorrow 6AM."; mes "Cooldown: "+(quest_random_cd - gettimetick(2))+" seconds"; close; } if (!quest_random) { quest_random = rand(1, 2); mes "You have been assigned with a new quest."; next; } switch(quest_random) { case 1: setarray .@reward, 4001, 1; setarray .@item, 512; setarray .@amount, 100; break; case 2: setarray .@reward, 4002, 1; setarray .@item, 501, 502, 503; setarray .@amount, 3, 1, 2; break; default: mes "invalid quest."; close; } mes "Quest Requirement(s):"; .@size = getarraysize(.@item); for (.@i = 0; .@i < .@size; .@i++) { mes " > "+.@amount[.@i]+"x "+getitemname(.@item[.@i]); if (countitem(.@item[.@i]) < .@amount[.@i]) .@fail++; } if (!.@fail) { next; if (select("Submit Quest", "Cancel") == 1) { for (.@i = 0; .@i < .@size; .@i++) delitem .@item[.@i], .@amount[.@i]; getitem .@reward[0], .@reward[1]; quest_random = 0; quest_random_cd = gettimetick(2) + (86400 - gettimetick(1)) + (6 * 3600); // till 6AM next day. } } close; } or this
prontera,155,181,5 script Sample 4_F_KAFRA1,{ if (quest_random_cd == gettime(8)) { mes "You will be assigned with a new quest by tomorrow 6AM."; close; } if (!quest_random) { if (gettime(3) < 6) { mes "You will be assigned with a new quest by 6AM today."; close; } quest_random_cd = 0; quest_random = rand(1, 2); mes "You have been assigned with a new quest."; next; } switch(quest_random) { case 1: setarray .@reward, 4001, 1; setarray .@item, 512; setarray .@amount, 100; break; case 2: setarray .@reward, 4002, 1; setarray .@item, 501, 502, 503; setarray .@amount, 3, 1, 2; break; default: mes "invalid quest."; close; } mes "Quest Requirement(s):"; .@size = getarraysize(.@item); for (.@i = 0; .@i < .@size; .@i++) { mes " > "+.@amount[.@i]+"x "+getitemname(.@item[.@i]); if (countitem(.@item[.@i]) < .@amount[.@i]) .@fail++; } if (!.@fail) { next; if (select("Submit Quest", "Cancel") == 1) { for (.@i = 0; .@i < .@size; .@i++) delitem .@item[.@i], .@amount[.@i]; getitem .@reward[0], .@reward[1]; quest_random = 0; quest_random_cd = gettime(8); } } close; }
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Emistry's post in Item script that generates random cashpoints was marked as the answer
...........{ .@amount = rand( 10,20 ); #CASHPOINTS += .@amount; dispbottom "Gained "+.@amount+" Cash"; },{},{}
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Emistry's post in Item Penalty Drop was marked as the answer
if ( .@rate < rand( 100 ) ) { change to
if ( .@rate < rand( 100 ) || KARMAPOINTS >= 95000 ) { -
Emistry's post in 1 hour timer Waiting room was marked as the answer
prontera,150,150,5 script HourTimer 111,{ .time = gettimetick(2) + 4800; // 1 hours 20 minutes from current time end; OnTimer1000: delwaitingroom; if (.time > gettimetick(2)) waitingroom ""+gettimestr( "%H:%M:%S %p", 15, .time), 0; OnInit: initnpctimer; end; } something like this.
just set the duration when you want it to start.
.time = gettimetick(2) + 4800;
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Emistry's post in Q> On Bitmask was marked as the answer
that's not how bitmask work.
dont want it work this way? then change the whole thing, and not to use bitmask.
.RewardList = 1|2; // include only reward 1 and 2 using bitmask, this is the way to get reward 1 and 2.
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Emistry's post in @pvpmode bonus exp. was marked as the answer
find these line in mob.cpp
// Cap it to 100% drop_rate = min( drop_rate, 10000 ); change to
if (sd->state.pvpmode) drop_rate += 100; // final drop rate increment by 1.00% // Cap it to 100% drop_rate = min( drop_rate, 10000 );
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Emistry's post in cards equipped was marked as the answer
use this
*checkequipedcard(<card id>) This function will return 1 if the card specified by its item ID number is inserted into any equipment they have in their inventory, currently equipped or not. or else use this method to check.
*getinventorylist {<char_id>}; This command sets a bunch of arrays with a complete list of whatever the invoking character has in their inventory, including all the data needed to recreate these items perfectly if they are destroyed. Here's what you get: @inventorylist_id[] - array of item ids. @inventorylist_amount[] - their corresponding item amounts. @inventorylist_equip[] - whether the item is equipped or not. @inventorylist_refine[] - for how much it is refined. @inventorylist_identify[] - whether it is identified. @inventorylist_attribute[] - whether it is broken. @inventorylist_card1[] - These four arrays contain card data for the items. @inventorylist_card2[] These data slots are also used to store names @inventorylist_card3[] inscribed on the items, so you can explicitly check @inventorylist_card4[] if the character owns an item made by a specific craftsman. @inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires. @inventorylist_bound[] - whether it is bound to the character @inventorylist_count - the number of items in these lists. This could be handy to save/restore a character's inventory, since no other command returns such a complete set of data, and could also be the only way to correctly handle an NPC trader for carded and named items who could resell them - since NPC objects cannot own items, so they have to store item data in variables and recreate the items. Notice that the variables this command generates are all temporary, attached to the character, and integer. Be sure to use @inventorylist_count to go through these arrays, and not 'getarraysize', because the arrays are not automatically cleared between runs of 'getinventorylist'. -
Emistry's post in make mobs stop teleporting was marked as the answer
bossnia_01 mapflag monster_noteleport bossnia_02 mapflag monster_noteleport bossnia_03 mapflag monster_noteleport bossnia_04 mapflag monster_noteleport
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Emistry's post in [SOLVED] help select + menu was marked as the answer
getinventorylist; for (.@i = 0; .@i < @inventorylist_count; .@i++) { if (getiteminfo(@inventorylist_id[.@i], ITEMINFO_TYPE) == IT_CARD) .@menu$ = .@menu$ + getitemname(@inventorylist_id[.@i]); .@menu$ = .@menu$ + ":"; } .@i = select(.@menu$) - 1; mes "Your selected card = " + getitemname(@inventorylist_id[.@i]); you can also do this this way.
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Emistry's post in check if player has item to gain extra hp. was marked as the answer
percentheal((isequipped(5334) ? 40 : 20), 0); if (isequipped(5334)) { percenthea(40, 0); } else { percentheal(20, 0); } percentheal(20, 0); if (isequipped(5334)) { percenthea(20, 0); } can use isequipped(...) or isequippedcnt(...) or getequippedid(...) or countitem(...) etc
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Emistry's post in H>Item Ranking was marked as the answer
refrain from creating multiple post just for same issue or question. One post is more than enough.
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Emistry's post in valkyrie npc require heroic stone was marked as the answer
mes "[Valkyrie]"; mes "One..."; mes "Two......"; mes "And Three."; if (!countitem(7825)) { mes "You don't have "+getitemname(7825); close; } delitem 7825, 1;
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Emistry's post in [SOLVED] H>NPC Bubble Waiting room disappearing was marked as the answer
OnTimer1000: showscript "Sage Endower", getnpcid(0); initnpctimer; end; OnInit: initnpctimer; ... ... ...
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Emistry's post in check if EQUIPPED Item is bounded or Rental was marked as the answer
prontera,155,181,5 script Sample 4_F_KAFRA1,{ getinventorylist; for (.@i = 0; .@i < @inventorylist_count;. @i++) { if (@inventorylist_equip[.@i]) { mes "item is equipped."; } if (@inventorylist_expire[.@i]) { mes "item has expired time."; } if (@inventorylist_bound[.@i]) { mes "item is bounded."; } } } you can use getinventorylist to get all the information
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Emistry's post in @buffs command removing stone curse debuff was marked as the answer
- script buff_cmd -1,{ OnInit: bindatcmd "buffs", strnpcinfo(0)+"::OnCommand",0,99; end; OnCommand: if(getgroupid() <= 4) { message strcharinfo(0),"No, VIP."; end; } .@stone_time = getstatus(SC_STONE, 5); .@curse_time = getstatus(SC_CURSE, 5); skilleffect 34,0; sc_start SC_BLESSING,360000,10; skilleffect 29,0; sc_start SC_INCREASEAGI,360000,10; sc_start SC_ASPDPOTION2,360000,0; sc_start SC_STRFood,360000,10; sc_start SC_AGIFood,360000,10; sc_start SC_VITFood,360000,10; sc_start SC_INTFood,360000,10; sc_start SC_DEXFood,360000,10; sc_start SC_LUKFood,360000,10; sc_start SC_HitFood,1200000,30; sc_start SC_FleeFood,1200000,30; sc_start SC_BATKFood,1200000,10; sc_start SC_MATKFood,120000,10; if (.@stone_time > 0) sc_start SC_STONE, .@stone_time, 0; if (.@curse_time > 0) sc_start SC_CURSE, .@curse_time, 0; end; } or you could also try tricks like this to reapply the debuffs
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Emistry's post in H>Flux cp Error was marked as the answer
web support is deprecated, all fluxcp issue may post here https://github.com/rathena/FluxCP/issues
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Emistry's post in Online players to trigger event was marked as the answer
- script sample -1,{ OnNPCKillEvent: if (.player_count >= 20) { if (rand(1, 100) == 1) getitem 40003, 1; } end; OnPCLoginEvent: .player_count++; end; OnPCLogoutEvent: .player_count--; end; OnUpdate: if (.player_count < 20) { announce "There is "+.player_count+"/20 players online, a drop event will start when there is a total of 20 players online!", bc_all; } else if (.player_count == 20) { announce "A total "+.player_count+" player is online now, mini event will start, all monster will now drop Gatcha ticket by 1%", bc_all; } end; }
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Emistry's post in Kill Count Command was marked as the answer
- script atcmd_example -1,{ OnInit: .max_slot = 5; bindatcmd "killcount", strnpcinfo(3) + "::OnAtcommand"; end; OnAtcommand: if (compare(.@atcmd_parameters$[0], "reset")) { if (.@atcmd_parameters$[1] == "all") { for (.@i = 0; .@i < .max_slot; .@i++) dispbottom .@atcmd_command$+" removed "+getmonsterinfo(#killcount_mob_id[.@i], MOB_NAME)+" from slot "+.@i+" successfully."; deletearray #killcount_mob_id; deletearray #killcount_amount; } else if (.@atcmd_parameters$[1] != "") { .@index = atoi(.@atcmd_parameters$[1]); if (.@index < 0 || .@index >= .max_slot) { dispbottom .@atcmd_command$+" invalid slot #"+.@index+" (min = 0, max = "+.max_slot+")."; end; } } else { dispbottom .@atcmd_command$+" removed "+getmonsterinfo(#killcount_mob_id[.@index], MOB_NAME)+" from slot "+.@index+" successfully."; #killcount_mob_id[.@index] = 0; #killcount_amount[.@index] = 0; } #killcount_mob_id$ = "#"; for (.@i = 0; .@i < .max_slot; .@i++) #killcount_mob_id$ = #killcount_mob_id$ + #killcount_mob_id[.@i] + "#"; } else if (getmonsterinfo(atoi(.@atcmd_parameters$[0]), MOB_NAME) != "null") { .@killcount_mob_id = atoi(.@atcmd_parameters$[0]); if (.@atcmd_parameters$[1] != "") { .@index = atoi(.@atcmd_parameters$[1]); if (.@index < 0 || .@index >= .max_slot) { dispbottom .@atcmd_command$+" invalid slot #"+.@index+" (min = 0, max = "+.max_slot+")."; end; } } .@temp_index = inarray(#killcount_mob_id, .@killcount_mob_id); if (.@temp_index != -1) { dispbottom .@atcmd_command$+" already registerd "+getmonsterinfo(#killcount_mob_id[.@temp_index], MOB_NAME)+" at slot "+.@temp_index+" with current "+F_InsertComma(#killcount_amount[.@index])+" kills."; end; } if (.@killcount_mob_id != #killcount_mob_id) { #killcount_mob_id[.@index] = .@killcount_mob_id; #killcount_amount[.@index] = 0; dispbottom .@atcmd_command$+" registered "+getmonsterinfo(#killcount_mob_id[.@index], MOB_NAME)+" at slot "+.@temp_index+", will start counting."; } #killcount_mob_id$ = "#"; for (.@i = 0; .@i < .max_slot; .@i++) #killcount_mob_id$ = #killcount_mob_id$ + #killcount_mob_id[.@i] + "#"; } else if (compare(.@atcmd_parameters$[0], "list")) { for (.@i = 0; .@i < .max_slot; .@i++) dispbottom getmonsterinfo(#killcount_mob_id[.@i], MOB_NAME)+" Kill: "+F_InsertComma(#killcount_amount[.@i]); } else { dispbottom .@atcmd_command$+" failed. Usage: "+.@atcmd_command$+" <list|reset|mob_id> {slot}"; } end; OnNPCKillEvent: .@killedrid = killedrid; if (compare(#killcount_mob_id$, "#"+.@killedrid+"#")) { .@index = inarray(#killcount_mob_id, .@killedrid); #killcount_amount[.@index]++; dispbottom getmonsterinfo(.@killedrid, MOB_NAME)+" Kill: "+F_InsertComma(#killcount_amount[.@index]); } end; }
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Emistry's post in Card Drop Announcer was marked as the answer
u can just configure it announce if its 0.50% drop rate. if you afraid other etc items will be announced, then set the minimum drop rate of other item type to 0.51% or above.
u can update the item_db
Flags: DropAnnounce: true
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Emistry's post in announce dropped MVP card was marked as the answer
try item_db ?
Flags: DropAnnounce: true
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Emistry's post in is this all buff? or there is some more? was marked as the answer
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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Emistry's post in Specific Weapon was marked as the answer
there are some trick you can try if you dont have any available src mod to support it yet.
- Id: 1203 AegisName: Knife__ Script: | donpcevent "Sample::OnAttack"; - script Sample -1,{ OnAttack: .@gid = <MONSTER_GID>; // SET YOUR MONSTER GID HERE if (!unitexists(.@gid)) end; getunitdata .@gid, .@data; if (.@data[UMOB_HP] <= 1000) { unitkill .@gid; end; } setunitdata .@gid, UMOB_HP, (.@data[UMOB_HP] - 1000); end; } every attack shall reduce the monster HP by 1000.
use at your own risk, script like these may cause performance issues, or max event queues, etc.
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Emistry's post in Automatically select switch case was marked as the answer
it should be
switch (rand(1, 4)) { ... ... }
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Emistry's post in PLAGIARISM NPC was marked as the answer
use this https://github.com/rathena/rathena/pull/7394
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Emistry's post in How to disable the button (Show information) below the mini map? was marked as the answer
remove the data stored in data/towninfo.lub