Jump to content

Mootie

Members
  • Posts

    815
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mootie

  1. To update your svn simply right click on it then click updates it will automatically updates your svn but you have to make backups just in case.
  2. Just change the level into group_id or do what java said
  3. related on topic, he said "SQL Database" not related with any scripts. Yep you already answered him as well so no need to say double answer lol and if any case he asked for those npc script i already answer it.
  4. But some of your npc thats working in rathena will not work in 3ceam
  5. Just leave it blank if you want to update the grf itself you dont have to add anything in it..... better thor patcher video guide = = part 1 = part 2
  6. just do /effect
  7. You have to div it then code it
  8. Missing , or mistaken spelling check on it
  9. hopefully someone would help you anway....
  10. http://rathena.org/board/index.php?app=downloads&module=display&section=file&id=2608 is this what you looking for? i guess no one will help you with that since someone already provide that in paid
  11. no one will hire you....you are in a wrong section
  12. How do you know it's a SQL injection in your website ?...If you know the answer, you will be able to fix it alone. Why people still continue to believe that the only way to hack is using SQL injection ? There are so more fun and exotic way to have full or partial access to a server. agreed
  13. meaning your provider is giving or sending many connection...... example i have a dedicated with separate web hosting so i host the server in dedicated and i host my site in web hosting obviously my hosting will bump my dedicated if he still alive or the connection is still up let say a status online that what web hosting bump for cause you use separate host so we have 3 ports char,login,map that is totally alot of connections thru your web hostinng that bumping to your dedicated server so thats it i hope you understand. and dont worry it wont harm your server anyway...unless its other people ip o. last thing even 127.0.0.1 or localhost is showing that [info]: Closed connection from 'serverip'. and [Warning]: connect_check: DDoS Attack detected if you did many connections or something.
  14. if you are going to add new custom items with ¾Ç¼¼»ç¸® better use ACSII but if you are going to add .txt only you can use both ACSII and UNICODE remember to add patch and to apply them correctly you have to use a folder with a correct path for the custom items you need this NewFolder > data > and if you want to add just a description just make data > idnum2itemdesctable.txt
  15. thor patcher video guide = = part 1 = part 2
  16. meaning you got a invalid item_bonus check your recently custom item that you did and check the item script
  17. yep thats it. and you can also search about this i believe there is bunch of guides around here
  18. Learn how to do it.....your request is easy if you know how //===== rAthena Documentation ================================ //= rAthena Item Bonuses List //===== By: ================================================== //= rAthena Dev Team //===== Current Version: ===================================== //= 20110124 //===== Description: ========================================= //= List of script instructions used in item bonuses, //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments. //============================================================ skill i,n; Gives skill #i at level n (supports skill names) bonus bStr,n; STR + n bonus bAgi,n; AGI + n bonus bVit,n; VIT + n bonus bInt,n; INT + n bonus bDex,n; DEX + n bonus bLuk,n; LUK + n bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n bonus bAgiVit,n; AGI + n, VIT + n bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n bonus bMaxHP,n; MaxHP + n bonus bMaxSP,n; MaxSP + n bonus bMaxHPrate,n; MaxHP + n% bonus bMaxSPrate,n; MaxSP + n% bonus bAtk,n; ATK + n bonus bAtk2,n; ATK2 + n bonus bAtkRate,n; Attack power + n% bonus bBaseAtk,n; Basic attack power + n bonus bIntMatk,n; Magical attack power + n bonus bMatkRate,n; Magical attack power + n% bonus bEquipmentMatk,n; Weapon magical attack power + n bonus bDef,n; Equipment DEF + n bonus bDef2,n; VIT based DEF + n bonus bDefRate,n; Equipment DEF + n% bonus bDef2Rate,n; VIT based DEF + n% bonus bMdef,n; Equipment MDEF + n bonus bMdef2,n; INT based MDEF + n bonus bMdefRate,n; Equipment MDEF + n% bonus bMdef2Rate,n; INT based MDEF + n% bonus bHit,n; Hit + n bonus bHitRate,n; Hit + n% bonus bCritical,n; Critical + n bonus bCriticalRate,n; Critical + n% bonus bFlee,n; Flee + n bonus bFleeRate,n; Flee + n% bonus bFlee2,n; Perfect Dodge + n bonus bFlee2Rate,n; Perfect Dodge + n% bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) bonus bSpeedAddRate,n; Moving speed + n% bonus bAspd,n; Attack speed + n bonus bAspdRate,n; Attack speed + n% bonus bAtkRange,n; Attack range + n bonus bCastrate,n; Skill casting time rate + n% bonus bUseSPrate,n; SP consumption + n% bonus bHPrecovRate,n; Natural HP recovery ratio + n% bonus bSPrecovRate,n; Natural SP recovery ratio + n% bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied) bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons) bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied) bonus bPerfectHitAddRate,n; On-target impact attack probability + n% bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n% bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) : n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) : n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bAtkEle,n; Gives the player's attacks element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bDefEle,n; Gives the player's defense element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bSplashRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) Only the highest among all is applied bonus bSplashAddRange,n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless) bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless) bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless) bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless) bonus bNoWeaponDamage,n; Prevents from receiving n% physical damage bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked) bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless) bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) bonus bHealPower,n; Increase heal amount of all heal skills by n% bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) bonus2 bAddSize,n,x; +x% physical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bMagicAddSize,n,x; +x% magical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bSubSize,n,x; x% Damage reduction against size n. n: 0=Small 1=Medium 2=Large bonus2 bAddRace,n,x; +x% physical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bMagicAddRace,n,x; +x% magical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bSubRace,n,x; +x% damage reduction against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bAddEle,n,x; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bMagicAddEle,n,x; +x% magical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bSubEle,n,x; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n Against players, n is their job id bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n Against players, n is their job id. bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n Against players, n is their job id. bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n Against players, n is their job id. bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names) Skill is casted on target unless it is a self or support (inf = 4/16) skill. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. //---- 2/15 new card effects ---- bonus bCritAtkRate,n; Increase critical damage by +n% bonus bNoRegen,n; Stops regeneration for n n: 1=HP, 2=SP bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless) bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names) bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names) bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names) bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt) y: 0=Don't show damage 1=Show damage bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. bonus3 bSPDrainRate,n,x,y; When attacking there is a n/10% chance to either gain SP equivalent to x% of damage dealt, OR drain the amount of sp from the enemy. y: 0=gain sp 1:drain enemy sp bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names) t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) //---- 2/22 new card effects ---- bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values. (Check db/item_group_db.txt) //---- 3/15 new card effects ---- bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt) bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt) If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when being hit by physical damage. y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bAddStealRate,n; n/100% increase to Steal skill success chance bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names) bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP (use negative numbers so the user loses SP) bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ... x: 0=you gain n SP, 1=you drain n SP from target bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n; bonus3 bAddEle,n,x,t; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus3 bSubEle,n,x,t; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) Supportive spells are casted on self, others on target of skill s. bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) i: Flags (bitfield) &1: Forces the skill to be casted on self, rather than on the target of skill s. &2: Random skill level between 1 and l is chosen. bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items. bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless) bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances). bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances). bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%. bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it. bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack. x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless). bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack. bonus bHPDrainValue,n; Heals +n HP with normal attack. bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead. bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus bDelayrate,n; Increases skill delay by n%. bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack. bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack. bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names) bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names) t: ATF_SELF = causes status change to oneself ATF_TARGET = causes status change to the enemy bonus bNoMiscDamage,n; Adds n% reduction to received misc damage. bonus bLongAtkRate,n; Increases damage of ranged attacks by n%. bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless) bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack. bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack. bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack. bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack. bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x. bonus2 bHPGainRaceAttack,x,n; Heals n HP when attacking x Race on every hit bonus2 bSPGainRaceAttack,x,n; Heals n SP when attacking x Race on every hit bonus2 bSkillUseSPrate,s,x; Reduces SP consumption of skill s by x%. (supports skill names.) bonus2 bSkillUseSP,s,x; Reduces SP consumption of skill s by x. (supports skill names.) bonus2 bSkillCooldown,s,x; Increases cooldown of skill s by x milliseconds. (supports skill names.) bonus bFixedCastrate,x; Increases fixed cast time of skills by x%. bonus bVariableCastrate,x; Increases variable cast time of skills by x%. bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.) bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.) bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.) http://rathena.org/wiki/Custom_Items obiously if you want to use that weapon/gear only for 1 class (S.) Novice (2^00): 0x00000001 Swordman (2^01): 0x00000002 Mage (2^02): 0x00000004 Archer (2^03): 0x00000008 Acolyte (2^04): 0x00000010 Merchant (2^05): 0x00000020 Thief (2^06): 0x00000040 Knight (2^07): 0x00000080 Priest (2^08): 0x00000100 Wizard (2^09): 0x00000200 Blacksmith (2^10): 0x00000400 Hunter (2^11): 0x00000800 Assassin (2^12): 0x00001000 [i]Unused[/i] (2^13): 0x00002000 Crusader (2^14): 0x00004000 Monk (2^15): 0x00008000 Sage (2^16): 0x00010000 Rogue (2^17): 0x00020000 Alchemist (2^18): 0x00040000 Bard/Dancer (2^19): 0x00080000 [i]Unused[/i] (2^20): 0x00100000 Taekwon (2^21): 0x00200000 StarGladiator (2^22): 0x00400000 Soul Linker (2^23): 0x00800000 Gunslinger (2^24): 0x01000000 Ninja (2^25): 0x02000000 All Classes : 0xFFFFFFFF Every Job Except Novice : 0xFFFFFFFE and last thing try to search on ratemyserver for the other descriptions for the skill // Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _SKILL_H_ #define _SKILL_H_ #include "../common/mmo.h" // MAX_SKILL, struct square #include "map.h" // struct block_list struct map_session_data; struct homun_data; struct skill_unit; struct skill_unit_group; struct status_change_entry; #define MAX_SKILL_DB MAX_SKILL #define MAX_SKILL_PRODUCE_DB 270 #define MAX_PRODUCE_RESOURCE 12 #define MAX_SKILL_ARROW_DB 150 #define MAX_ARROW_RESOURCE 5 #define MAX_SKILL_ABRA_DB 350 #define MAX_SKILL_IMPROVISE_DB 50 #define MAX_SKILL_LEVEL 100 //Constants to identify the skill's inf value: enum e_skill_inf { INF_ATTACK_SKILL = 0x01, INF_GROUND_SKILL = 0x02, INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen // 0x08 not assigned INF_SUPPORT_SKILL = 0x10, INF_TARGET_TRAP = 0x20, }; //Constants to identify a skill's nk value (damage properties) //The NK value applies only to non INF_GROUND_SKILL skills //when determining skill castend function to invoke. enum e_skill_nk { NK_NO_DAMAGE = 0x01, NK_SPLASH = 0x02|0x04, // 0x4 = splash & split NK_SPLASHSPLIT = 0x04, NK_NO_CARDFIX_ATK = 0x08, NK_NO_ELEFIX = 0x10, NK_IGNORE_DEF = 0x20, NK_IGNORE_FLEE = 0x40, NK_NO_CARDFIX_DEF = 0x80, }; //A skill with 3 would be no damage + splash: area of effect. //Constants to identify a skill's inf2 value. enum e_skill_inf2 { INF2_QUEST_SKILL = 0x0001, INF2_NPC_SKILL = 0x0002, //NPC skills are those that players can't have in their skill tree. INF2_WEDDING_SKILL = 0x0004, INF2_SPIRIT_SKILL = 0x0008, INF2_GUILD_SKILL = 0x0010, INF2_SONG_DANCE = 0x0020, INF2_ENSEMBLE_SKILL = 0x0040, INF2_TRAP = 0x0080, INF2_TARGET_SELF = 0x0100, //Refers to ground placed skills that will target the caster as well (like Grandcross) INF2_NO_TARGET_SELF = 0x0200, INF2_PARTY_ONLY = 0x0400, INF2_GUILD_ONLY = 0x0800, INF2_NO_ENEMY = 0x1000, INF2_NOLP = 0x2000, // Spells that can ignore Land Protector INF2_CHORUS_SKILL = 0x4000, // Chorus skill }; //Walk intervals at which chase-skills are attempted to be triggered. #define WALK_SKILL_INTERVAL 5 // Flags passed to skill_attack/skill_area_sub enum e_skill_display { SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills) SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation) SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2] SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected }; #define MAX_SKILL_ITEM_REQUIRE 10 struct skill_condition { int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state; int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE]; }; // Database skills struct s_skill_db { char name[NAME_LENGTH]; char desc[40]; int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max; int num[MAX_SKILL_LEVEL]; int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL]; #ifdef RENEWAL_CAST int fixed_cast[MAX_SKILL_LEVEL]; #endif int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL]; int castcancel,cast_def_rate; int inf2,maxcount[MAX_SKILL_LEVEL],skill_type; int blewcount[MAX_SKILL_LEVEL]; int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL]; int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL]; int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE]; int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL]; int nocast; int unit_id[2]; int unit_layout_type[MAX_SKILL_LEVEL]; int unit_range[MAX_SKILL_LEVEL]; int unit_interval; int unit_target; int unit_flag; }; extern struct s_skill_db skill_db[MAX_SKILL_DB]; #define MAX_SKILL_UNIT_LAYOUT 50 #define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1)) struct s_skill_unit_layout { int count; int dx[MAX_SKILL_UNIT_COUNT]; int dy[MAX_SKILL_UNIT_COUNT]; }; #define MAX_SKILLTIMERSKILL 15 struct skill_timerskill { int timer; int src_id; int target_id; int map; short x,y; short skill_id,skill_lv; int type; // a BF_ type (NOTE: some places use this as general-purpose storage...) int flag; }; #define MAX_SKILLUNITGROUP 25 struct skill_unit_group { int src_id; int party_id; int guild_id; int bg_id; int map; int target_flag; //Holds BCT_* flag for battle_check_target int bl_flag; //Holds BL_* flag for map_foreachin* functions unsigned int tick; int limit,interval; short skill_id,skill_lv; int val1,val2,val3; char *valstr; int unit_id; int group_id; int unit_count,alive_count; int item_id; //store item used. struct skill_unit *unit; struct { unsigned ammo_consume : 1; unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble unsigned guildaura : 1; } state; }; struct skill_unit { struct block_list bl; struct skill_unit_group *group; int limit; int val1,val2; short alive,range; }; #define MAX_SKILLUNITGROUPTICKSET 25 struct skill_unit_group_tickset { unsigned int tick; int id; }; enum { UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend' UF_NOREITERATION = 0x0002, // Spell cannot be stacked UF_NOFOOTSET = 0x0004, // Spell cannot be cast near/on targets UF_NOOVERLAP = 0x0008, // Spell effects do not overlap UF_PATHCHECK = 0x0010, // Only cells with a shootable path will be placed UF_NOPC = 0x0020, // May not target players UF_NOMOB = 0x0040, // May not target mobs UF_SKILL = 0x0080, // May target skills UF_DANCE = 0x0100, // Dance UF_ENSEMBLE = 0x0200, // Duet UF_SONG = 0x0400, // Song UF_DUALMODE = 0x0800, // Spells should trigger both ontimer and onplace/onout/onleft effects. UF_RANGEDSINGLEUNIT = 0x2000 // hack for ranged layout, only display center }; // Create Database item struct s_skill_produce_db { int nameid, trigger; int req_skill,req_skill_lv,itemlv; int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE]; }; extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; // Creating database arrow struct s_skill_arrow_db { int nameid, trigger; int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE]; }; extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; // Abracadabra database struct s_skill_abra_db { int skillid; int req_lv; int per; }; extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; extern int enchant_eff[5]; extern int deluge_eff[5]; int do_init_skill(void); int do_final_skill(void); //Returns the cast type of the skill: ground cast, castend damage, castend no damage enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE }; int skill_get_casttype(int id); //[skotlex] // Accessor to the skills database // int skill_get_index( int id ); int skill_get_type( int id ); int skill_get_hit( int id ); int skill_get_inf( int id ); int skill_get_ele( int id , int lv ); int skill_get_nk( int id ); int skill_get_max( int id ); int skill_get_range( int id , int lv ); int skill_get_range2(struct block_list *bl, int id, int lv); int skill_get_splash( int id , int lv ); int skill_get_hp( int id ,int lv ); int skill_get_mhp( int id ,int lv ); int skill_get_sp( int id ,int lv ); int skill_get_state(int id); int skill_get_zeny( int id ,int lv ); int skill_get_num( int id ,int lv ); int skill_get_cast( int id ,int lv ); int skill_get_delay( int id ,int lv ); int skill_get_walkdelay( int id ,int lv ); int skill_get_time( int id ,int lv ); int skill_get_time2( int id ,int lv ); int skill_get_castnodex( int id ,int lv ); int skill_get_castdef( int id ); int skill_get_weapontype( int id ); int skill_get_ammotype( int id ); int skill_get_ammo_qty( int id, int lv ); int skill_get_nocast( int id ); int skill_get_unit_id(int id,int flag); int skill_get_inf2( int id ); int skill_get_castcancel( int id ); int skill_get_maxcount( int id ,int lv ); int skill_get_blewcount( int id ,int lv ); int skill_get_unit_flag( int id ); int skill_get_unit_target( int id ); int skill_tree_get_max( int id, int b_class ); // Celest const char* skill_get_name( int id ); // [skotlex] const char* skill_get_desc( int id ); // [skotlex] int skill_name2id(const char* name); int skill_isammotype(struct map_session_data *sd, int skill); int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data); int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data); int skill_castend_map( struct map_session_data *sd,short skill_num, const char *map); int skill_cleartimerskill(struct block_list *src); int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); // Results? Added int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick); int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time); // Skills unit struct skill_unit_group* skill_id2group(int group_id); struct skill_unit_group *skill_unitsetting(struct block_list* src, short skillid, short skilllv, short x, short y, int flag); struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2); int skill_delunit(struct skill_unit *unit); struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval); int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func); #define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__) int skill_clear_unitgroup(struct block_list *src); int skill_clear_group(struct block_list *bl, int flag); int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick); int skill_castfix( struct block_list *bl, int skill_id, int skill_lv); int skill_castfix_sc( struct block_list *bl, int time); #ifdef RENEWAL_CAST int skill_vfcastfix( struct block_list *bl, double time, int skill_id, int skill_lv); #endif int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv); // Skill conditions check and remove [inkfish] int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv); int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv); int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type); struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv); int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag); // -- moonsoul (added skill_check_unit_cell) int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id); int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range); int skill_unit_move(struct block_list *bl,unsigned int tick,int flag); int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy); struct skill_unit_group *skill_check_dancing( struct block_list *src ); // Guild skills [celest] int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex); // Chant canceled int skill_castcancel(struct block_list *bl,int type); int skill_sit (struct map_session_data *sd, int type); void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag); void skill_repairweapon(struct map_session_data *sd, int idx); void skill_identify(struct map_session_data *sd,int idx); void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest] int skill_autospell(struct map_session_data *md,int skillid); int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal); bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce); // Abnormal status int skill_enchant_elemental_end(struct block_list *bl, int type); int skillnotok(int skillid, struct map_session_data *sd); int skillnotok_hom(int skillid, struct homun_data *hd); int skillnotok_mercenary(int skillid, struct mercenary_data *md); int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap); // Item creation int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty); int skill_produce_mix( struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty ); int skill_arrow_create( struct map_session_data *sd,int nameid); // skills for the mob int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag); int skill_blockpc_start_(struct map_session_data*, int, int, bool); int skill_blockhomun_start (struct homun_data*,int,int); int skill_blockmerc_start (struct mercenary_data*,int,int); #define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false ) // (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names) #define skill_ischangesex(id) ( \ ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \ ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE)) // Skill action, (return dmg,heal) int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); void skill_reload(void); enum { ST_NONE, ST_HIDING, ST_CLOAKING, ST_HIDDEN, ST_RIDING, ST_FALCON, ST_CART, ST_SHIELD, ST_SIGHT, ST_EXPLOSIONSPIRITS, ST_CARTBOOST, ST_RECOV_WEIGHT_RATE, ST_MOVE_ENABLE, ST_WATER, /** * 3rd States **/ ST_RIDINGDRAGON, ST_WUG, ST_RIDINGWUG, ST_MADO, ST_ELEMENTALSPIRIT, ST_POISONINGWEAPON, ST_ROLLINGCUTTER, }; enum e_skill { NV_BASIC = 1, SM_SWORD, SM_TWOHAND, SM_RECOVERY, SM_BASH, SM_PROVOKE, SM_MAGNUM, SM_ENDURE, MG_SRECOVERY, MG_SIGHT, MG_NAPALMBEAT, MG_SAFETYWALL, MG_SOULSTRIKE, MG_COLDBOLT, MG_FROSTDIVER, MG_STONECURSE, MG_FIREBALL, MG_FIREWALL, MG_FIREBOLT, MG_LIGHTNINGBOLT, MG_THUNDERSTORM, AL_DP, AL_DEMONBANE, AL_RUWACH, AL_PNEUMA, AL_TELEPORT, AL_WARP, AL_HEAL, AL_INCAGI, AL_DECAGI, AL_HOLYWATER, AL_CRUCIS, AL_ANGELUS, AL_BLESSING, AL_CURE, MC_INCCARRY, MC_DISCOUNT, MC_OVERCHARGE, MC_PUSHCART, MC_IDENTIFY, MC_VENDING, MC_MAMMONITE, AC_OWL, AC_VULTURE, AC_CONCENTRATION, AC_DOUBLE, AC_SHOWER, TF_DOUBLE, TF_MISS, TF_STEAL, TF_HIDING, TF_POISON, TF_DETOXIFY, ALL_RESURRECTION, KN_SPEARMASTERY, KN_PIERCE, KN_BRANDISHSPEAR, KN_SPEARSTAB, KN_SPEARBOOMERANG, KN_TWOHANDQUICKEN, KN_AUTOCOUNTER, KN_BOWLINGBASH, KN_RIDING, KN_CAVALIERMASTERY, PR_MACEMASTERY, PR_IMPOSITIO, PR_SUFFRAGIUM, PR_ASPERSIO, PR_BENEDICTIO, PR_SANCTUARY, PR_SLOWPOISON, PR_STRECOVERY, PR_KYRIE, PR_MAGNIFICAT, PR_GLORIA, PR_LEXDIVINA, PR_TURNUNDEAD, PR_LEXAETERNA, PR_MAGNUS, WZ_FIREPILLAR, WZ_SIGHTRASHER, WZ_FIREIVY, WZ_METEOR, WZ_JUPITEL, WZ_VERMILION, WZ_WATERBALL, WZ_ICEWALL, WZ_FROSTNOVA, WZ_STORMGUST, WZ_EARTHSPIKE, WZ_HEAVENDRIVE, WZ_QUAGMIRE, WZ_ESTIMATION, BS_IRON, BS_STEEL, BS_ENCHANTEDSTONE, BS_ORIDEOCON, BS_DAGGER, BS_SWORD, BS_TWOHANDSWORD, BS_AXE, BS_MACE, BS_KNUCKLE, BS_SPEAR, BS_HILTBINDING, BS_FINDINGORE, BS_WEAPONRESEARCH, BS_REPAIRWEAPON, BS_SKINTEMPER, BS_HAMMERFALL, BS_ADRENALINE, BS_WEAPONPERFECT, BS_OVERTHRUST, BS_MAXIMIZE, HT_SKIDTRAP, HT_LANDMINE, HT_ANKLESNARE, HT_SHOCKWAVE, HT_SANDMAN, HT_FLASHER, HT_FREEZINGTRAP, HT_BLASTMINE, HT_CLAYMORETRAP, HT_REMOVETRAP, HT_TALKIEBOX, HT_BEASTBANE, HT_FALCON, HT_STEELCROW, HT_BLITZBEAT, HT_DETECTING, HT_SPRINGTRAP, AS_RIGHT, AS_LEFT, AS_KATAR, AS_CLOAKING, AS_SONICBLOW, AS_GRIMTOOTH, AS_ENCHANTPOISON, AS_POISONREACT, AS_VENOMDUST, AS_SPLASHER, NV_FIRSTAID, NV_TRICKDEAD, SM_MOVINGRECOVERY, SM_FATALBLOW, SM_AUTOBERSERK, AC_MAKINGARROW, AC_CHARGEARROW, TF_SPRINKLESAND, TF_BACKSLIDING, TF_PICKSTONE, TF_THROWSTONE, MC_CARTREVOLUTION, MC_CHANGECART, MC_LOUD, AL_HOLYLIGHT, MG_ENERGYCOAT, NPC_PIERCINGATT, NPC_MENTALBREAKER, NPC_RANGEATTACK, NPC_ATTRICHANGE, NPC_CHANGEWATER, NPC_CHANGEGROUND, NPC_CHANGEFIRE, NPC_CHANGEWIND, NPC_CHANGEPOISON, NPC_CHANGEHOLY, NPC_CHANGEDARKNESS, NPC_CHANGETELEKINESIS, NPC_CRITICALSLASH, NPC_COMBOATTACK, NPC_GUIDEDATTACK, NPC_SELFDESTRUCTION, NPC_SPLASHATTACK, NPC_SUICIDE, NPC_POISON, NPC_BLINDATTACK, NPC_SILENCEATTACK, NPC_STUNATTACK, NPC_PETRIFYATTACK, NPC_CURSEATTACK, NPC_SLEEPATTACK, NPC_RANDOMATTACK, NPC_WATERATTACK, NPC_GROUNDATTACK, NPC_FIREATTACK, NPC_WINDATTACK, NPC_POISONATTACK, NPC_HOLYATTACK, NPC_DARKNESSATTACK, NPC_TELEKINESISATTACK, NPC_MAGICALATTACK, NPC_METAMORPHOSIS, NPC_PROVOCATION, NPC_SMOKING, NPC_SUMMONSLAVE, NPC_EMOTION, NPC_TRANSFORMATION, NPC_BLOODDRAIN, NPC_ENERGYDRAIN, NPC_KEEPING, NPC_DARKBREATH, NPC_DARKBLESSING, NPC_BARRIER, NPC_DEFENDER, NPC_LICK, NPC_HALLUCINATION, NPC_REBIRTH, NPC_SUMMONMONSTER, RG_SNATCHER, RG_STEALCOIN, RG_BACKSTAP, RG_TUNNELDRIVE, RG_RAID, RG_STRIPWEAPON, RG_STRIPSHIELD, RG_STRIPARMOR, RG_STRIPHELM, RG_INTIMIDATE, RG_GRAFFITI, RG_FLAGGRAFFITI, RG_CLEANER, RG_GANGSTER, RG_COMPULSION, RG_PLAGIARISM, AM_AXEMASTERY, AM_LEARNINGPOTION, AM_PHARMACY, AM_DEMONSTRATION, AM_ACIDTERROR, AM_POTIONPITCHER, AM_CANNIBALIZE, AM_SPHEREMINE, AM_CP_WEAPON, AM_CP_SHIELD, AM_CP_ARMOR, AM_CP_HELM, AM_BIOETHICS, AM_BIOTECHNOLOGY, AM_CREATECREATURE, AM_CULTIVATION, AM_FLAMECONTROL, AM_CALLHOMUN, AM_REST, AM_DRILLMASTER, AM_HEALHOMUN, AM_RESURRECTHOMUN, CR_TRUST, CR_AUTOGUARD, CR_SHIELDCHARGE, CR_SHIELDBOOMERANG, CR_REFLECTSHIELD, CR_HOLYCROSS, CR_GRANDCROSS, CR_DEVOTION, CR_PROVIDENCE, CR_DEFENDER, CR_SPEARQUICKEN, MO_IRONHAND, MO_SPIRITSRECOVERY, MO_CALLSPIRITS, MO_ABSORBSPIRITS, MO_TRIPLEATTACK, MO_BODYRELOCATION, MO_DODGE, MO_INVESTIGATE, MO_FINGEROFFENSIVE, MO_STEELBODY, MO_BLADESTOP, MO_EXPLOSIONSPIRITS, MO_EXTREMITYFIST, MO_CHAINCOMBO, MO_COMBOFINISH, SA_ADVANCEDBOOK, SA_CASTCANCEL, SA_MAGICROD, SA_SPELLBREAKER, SA_FREECAST, SA_AUTOSPELL, SA_FLAMELAUNCHER, SA_FROSTWEAPON, SA_LIGHTNINGLOADER, SA_SEISMICWEAPON, SA_DRAGONOLOGY, SA_VOLCANO, SA_DELUGE, SA_VIOLENTGALE, SA_LANDPROTECTOR, SA_DISPELL, SA_ABRACADABRA, SA_MONOCELL, SA_CLASSCHANGE, SA_SUMMONMONSTER, SA_REVERSEORCISH, SA_DEATH, SA_FORTUNE, SA_TAMINGMONSTER, SA_QUESTION, SA_GRAVITY, SA_LEVELUP, SA_INSTANTDEATH, SA_FULLRECOVERY, SA_COMA, BD_ADAPTATION, BD_ENCORE, BD_LULLABY, BD_RICHMANKIM, BD_ETERNALCHAOS, BD_DRUMBATTLEFIELD, BD_RINGNIBELUNGEN, BD_ROKISWEIL, BD_INTOABYSS, BD_SIEGFRIED, BD_RAGNAROK, BA_MUSICALLESSON, BA_MUSICALSTRIKE, BA_DISSONANCE, BA_FROSTJOKER, BA_WHISTLE, BA_ASSASSINCROSS, BA_POEMBRAGI, BA_APPLEIDUN, DC_DANCINGLESSON, DC_THROWARROW, DC_UGLYDANCE, DC_SCREAM, DC_HUMMING, DC_DONTFORGETME, DC_FORTUNEKISS, DC_SERVICEFORYOU, NPC_RANDOMMOVE, NPC_SPEEDUP, NPC_REVENGE, WE_MALE, WE_FEMALE, WE_CALLPARTNER, ITM_TOMAHAWK, NPC_DARKCROSS, NPC_GRANDDARKNESS, NPC_DARKSTRIKE, NPC_DARKTHUNDER, NPC_STOP, NPC_WEAPONBRAKER, NPC_ARMORBRAKE, NPC_HELMBRAKE, NPC_SHIELDBRAKE, NPC_UNDEADATTACK, NPC_CHANGEUNDEAD, NPC_POWERUP, NPC_AGIUP, NPC_SIEGEMODE, NPC_CALLSLAVE, NPC_INVISIBLE, NPC_RUN, LK_AURABLADE, LK_PARRYING, LK_CONCENTRATION, LK_TENSIONRELAX, LK_BERSERK, LK_FURY, HP_ASSUMPTIO, HP_BASILICA, HP_MEDITATIO, HW_SOULDRAIN, HW_MAGICCRASHER, HW_MAGICPOWER, PA_PRESSURE, PA_SACRIFICE, PA_GOSPEL, CH_PALMSTRIKE, CH_TIGERFIST, CH_CHAINCRUSH, PF_HPCONVERSION, PF_SOULCHANGE, PF_SOULBURN, ASC_KATAR, ASC_HALLUCINATION, ASC_EDP, ASC_BREAKER, SN_SIGHT, SN_FALCONASSAULT, SN_SHARPSHOOTING, SN_WINDWALK, WS_MELTDOWN, WS_CREATECOIN, WS_CREATENUGGET, WS_CARTBOOST, WS_SYSTEMCREATE, ST_CHASEWALK, ST_REJECTSWORD, ST_STEALBACKPACK, CR_ALCHEMY, CR_SYNTHESISPOTION, CG_ARROWVULCAN, CG_MOONLIT, CG_MARIONETTE, LK_SPIRALPIERCE, LK_HEADCRUSH, LK_JOINTBEAT, HW_NAPALMVULCAN, CH_SOULCOLLECT, PF_MINDBREAKER, PF_MEMORIZE, PF_FOGWALL, PF_SPIDERWEB, ASC_METEORASSAULT, ASC_CDP, WE_BABY, WE_CALLPARENT, WE_CALLBABY, TK_RUN, TK_READYSTORM, TK_STORMKICK, TK_READYDOWN, TK_DOWNKICK, TK_READYTURN, TK_TURNKICK, TK_READYCOUNTER, TK_COUNTER, TK_DODGE, TK_JUMPKICK, TK_HPTIME, TK_SPTIME, TK_POWER, TK_SEVENWIND, TK_HIGHJUMP, SG_FEEL, SG_SUN_WARM, SG_MOON_WARM, SG_STAR_WARM, SG_SUN_COMFORT, SG_MOON_COMFORT, SG_STAR_COMFORT, SG_HATE, SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER, SG_SUN_BLESS, SG_MOON_BLESS, SG_STAR_BLESS, SG_DEVIL, SG_FRIEND, SG_KNOWLEDGE, SG_FUSION, SL_ALCHEMIST, AM_BERSERKPITCHER, SL_MONK, SL_STAR, SL_SAGE, SL_CRUSADER, SL_SUPERNOVICE, SL_KNIGHT, SL_WIZARD, SL_PRIEST, SL_BARDDANCER, SL_ROGUE, SL_ASSASIN, SL_BLACKSMITH, BS_ADRENALINE2, SL_HUNTER, SL_SOULLINKER, SL_KAIZEL, SL_KAAHI, SL_KAUPE, SL_KAITE, SL_KAINA, SL_STIN, SL_STUN, SL_SMA, SL_SWOO, SL_SKE, SL_SKA, SM_SELFPROVOKE, NPC_EMOTION_ON, ST_PRESERVE, ST_FULLSTRIP, WS_WEAPONREFINE, CR_SLIMPITCHER, CR_FULLPROTECTION, PA_SHIELDCHAIN, HP_MANARECHARGE, PF_DOUBLECASTING, HW_GANBANTEIN, HW_GRAVITATION, WS_CARTTERMINATION, WS_OVERTHRUSTMAX, CG_LONGINGFREEDOM, CG_HERMODE, CG_TAROTCARD, CR_ACIDDEMONSTRATION, CR_CULTIVATION, ITEM_ENCHANTARMS, TK_MISSION, SL_HIGH, KN_ONEHAND, AM_TWILIGHT1, AM_TWILIGHT2, AM_TWILIGHT3, HT_POWER, GS_GLITTERING, GS_FLING, GS_TRIPLEACTION, GS_BULLSEYE, GS_MADNESSCANCEL, GS_ADJUSTMENT, GS_INCREASING, GS_MAGICALBULLET, GS_CRACKER, GS_SINGLEACTION, GS_SNAKEEYE, GS_CHAINACTION, GS_TRACKING, GS_DISARM, GS_PIERCINGSHOT, GS_RAPIDSHOWER, GS_DESPERADO, GS_GATLINGFEVER, GS_DUST, GS_FULLBUSTER, GS_SPREADATTACK, GS_GROUNDDRIFT, NJ_TOBIDOUGU, NJ_SYURIKEN, NJ_KUNAI, NJ_HUUMA, NJ_ZENYNAGE, NJ_TATAMIGAESHI, NJ_KASUMIKIRI, NJ_SHADOWJUMP, NJ_KIRIKAGE, NJ_UTSUSEMI, NJ_BUNSINJYUTSU, NJ_NINPOU, NJ_KOUENKA, NJ_KAENSIN, NJ_BAKUENRYU, NJ_HYOUSENSOU, NJ_SUITON, NJ_HYOUSYOURAKU, NJ_HUUJIN, NJ_RAIGEKISAI, NJ_KAMAITACHI, NJ_NEN, NJ_ISSEN, MB_FIGHTING, MB_NEUTRAL, MB_TAIMING_PUTI, MB_WHITEPOTION, MB_MENTAL, MB_CARDPITCHER, MB_PETPITCHER, MB_BODYSTUDY, MB_BODYALTER, MB_PETMEMORY, MB_M_TELEPORT, MB_B_GAIN, MB_M_GAIN, MB_MISSION, MB_MUNAKKNOWLEDGE, MB_MUNAKBALL, MB_SCROLL, MB_B_GATHERING, MB_M_GATHERING, MB_B_EXCLUDE, MB_B_DRIFT, MB_B_WALLRUSH, MB_M_WALLRUSH, MB_B_WALLSHIFT, MB_M_WALLCRASH, MB_M_REINCARNATION, MB_B_EQUIP, SL_DEATHKNIGHT, SL_COLLECTOR, SL_NINJA, SL_GUNNER, AM_TWILIGHT4, DA_RESET, DE_BERSERKAIZER, DA_DARKPOWER, DE_PASSIVE, DE_PATTACK, DE_PSPEED, DE_PDEFENSE, DE_PCRITICAL, DE_PHP, DE_PSP, DE_RESET, DE_RANKING, DE_PTRIPLE, DE_ENERGY, DE_NIGHTMARE, DE_SLASH, DE_COIL, DE_WAVE, DE_REBIRTH, DE_AURA, DE_FREEZER, DE_CHANGEATTACK, DE_PUNISH, DE_POISON, DE_INSTANT, DE_WARNING, DE_RANKEDKNIFE, DE_RANKEDGRADIUS, DE_GAUGE, DE_GTIME, DE_GPAIN, DE_GSKILL, DE_GKILL, DE_ACCEL, DE_BLOCKDOUBLE, DE_BLOCKMELEE, DE_BLOCKFAR, DE_FRONTATTACK, DE_DANGERATTACK, DE_TWINATTACK, DE_WINDATTACK, DE_WATERATTACK, DA_ENERGY, DA_CLOUD, DA_FIRSTSLOT, DA_HEADDEF, DA_SPACE, DA_TRANSFORM, DA_EXPLOSION, DA_REWARD, DA_CRUSH, DA_ITEMREBUILD, DA_ILLUSION, DA_NUETRALIZE, DA_RUNNER, DA_TRANSFER, DA_WALL, DA_ZENY, DA_REVENGE, DA_EARPLUG, DA_CONTRACT, DA_BLACK, DA_DREAM, DA_MAGICCART, DA_COPY, DA_CRYSTAL, DA_EXP, DA_CARTSWING, DA_REBUILD, DA_JOBCHANGE, DA_EDARKNESS, DA_EGUARDIAN, DA_TIMEOUT, ALL_TIMEIN, DA_ZENYRANK, DA_ACCESSORYMIX, NPC_EARTHQUAKE, NPC_FIREBREATH, NPC_ICEBREATH, NPC_THUNDERBREATH, NPC_ACIDBREATH, NPC_DARKNESSBREATH, NPC_DRAGONFEAR, NPC_BLEEDING, NPC_PULSESTRIKE, NPC_HELLJUDGEMENT, NPC_WIDESILENCE, NPC_WIDEFREEZE, NPC_WIDEBLEEDING, NPC_WIDESTONE, NPC_WIDECONFUSE, NPC_WIDESLEEP, NPC_WIDESIGHT, NPC_EVILLAND, NPC_MAGICMIRROR, NPC_SLOWCAST, NPC_CRITICALWOUND, NPC_EXPULSION, NPC_STONESKIN, NPC_ANTIMAGIC, NPC_WIDECURSE, NPC_WIDESTUN, NPC_VAMPIRE_GIFT, NPC_WIDESOULDRAIN, ALL_INCCARRY, NPC_TALK, NPC_HELLPOWER, NPC_WIDEHELLDIGNITY, NPC_INVINCIBLE, NPC_INVINCIBLEOFF, NPC_ALLHEAL, GM_SANDMAN, CASH_BLESSING, CASH_INCAGI, CASH_ASSUMPTIO, ALL_CATCRY, ALL_PARTYFLEE, ALL_ANGEL_PROTECT, ALL_DREAM_SUMMERNIGHT, NPC_CHANGEUNDEAD2, ALL_REVERSEORCISH, ALL_WEWISH, ALL_SONKRAN, NPC_WIDEHEALTHFEAR, NPC_WIDEBODYBURNNING, NPC_WIDEFROSTMISTY, NPC_WIDECOLD, NPC_WIDE_DEEP_SLEEP, NPC_WIDESIREN, NPC_VENOMFOG, NPC_MILLENNIUMSHIELD, NPC_COMET, KN_CHARGEATK = 1001, CR_SHRINK, AS_SONICACCEL, AS_VENOMKNIFE, RG_CLOSECONFINE, WZ_SIGHTBLASTER, SA_CREATECON, SA_ELEMENTWATER, HT_PHANTASMIC, BA_PANGVOICE, DC_WINKCHARM, BS_UNFAIRLYTRICK, BS_GREED, PR_REDEMPTIO, MO_KITRANSLATION, MO_BALKYOUNG, SA_ELEMENTGROUND, SA_ELEMENTFIRE, SA_ELEMENTWIND, RK_ENCHANTBLADE = 2001, RK_SONICWAVE, RK_DEATHBOUND, RK_HUNDREDSPEAR, RK_WINDCUTTER, RK_IGNITIONBREAK, RK_DRAGONTRAINING, RK_DRAGONBREATH, RK_DRAGONHOWLING, RK_RUNEMASTERY, RK_MILLENNIUMSHIELD, RK_CRUSHSTRIKE, RK_REFRESH, RK_GIANTGROWTH, RK_STONEHARDSKIN, RK_VITALITYACTIVATION, RK_STORMBLAST, RK_FIGHTINGSPIRIT, RK_ABUNDANCE, RK_PHANTOMTHRUST, GC_VENOMIMPRESS, GC_CROSSIMPACT, GC_DARKILLUSION, GC_RESEARCHNEWPOISON, GC_CREATENEWPOISON, GC_ANTIDOTE, GC_POISONINGWEAPON, GC_WEAPONBLOCKING, GC_COUNTERSLASH, GC_WEAPONCRUSH, GC_VENOMPRESSURE, GC_POISONSMOKE, GC_CLOAKINGEXCEED, GC_PHANTOMMENACE, GC_HALLUCINATIONWALK, GC_ROLLINGCUTTER, GC_CROSSRIPPERSLASHER, AB_JUDEX, AB_ANCILLA, AB_ADORAMUS, AB_CLEMENTIA, AB_CANTO, AB_CHEAL, AB_EPICLESIS, AB_PRAEFATIO, AB_ORATIO, AB_LAUDAAGNUS, AB_LAUDARAMUS, AB_EUCHARISTICA, AB_RENOVATIO, AB_HIGHNESSHEAL, AB_CLEARANCE, AB_EXPIATIO, AB_DUPLELIGHT, AB_DUPLELIGHT_MELEE, AB_DUPLELIGHT_MAGIC, AB_SILENTIUM, WL_WHITEIMPRISON = 2201, WL_SOULEXPANSION, WL_FROSTMISTY, WL_JACKFROST, WL_MARSHOFABYSS, WL_RECOGNIZEDSPELL, WL_SIENNAEXECRATE, WL_RADIUS, WL_STASIS, WL_DRAINLIFE, WL_CRIMSONROCK, WL_HELLINFERNO, WL_COMET, WL_CHAINLIGHTNING, WL_CHAINLIGHTNING_ATK, WL_EARTHSTRAIN, WL_TETRAVORTEX, WL_TETRAVORTEX_FIRE, WL_TETRAVORTEX_WATER, WL_TETRAVORTEX_WIND, WL_TETRAVORTEX_GROUND, WL_SUMMONFB, WL_SUMMONBL, WL_SUMMONWB, WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND, WL_SUMMONSTONE, WL_RELEASE, WL_READING_SB, WL_FREEZE_SP, RA_ARROWSTORM, RA_FEARBREEZE, RA_RANGERMAIN, RA_AIMEDBOLT, RA_DETONATOR, RA_ELECTRICSHOCKER, RA_CLUSTERBOMB, RA_WUGMASTERY, RA_WUGRIDER, RA_WUGDASH, RA_WUGSTRIKE, RA_WUGBITE, RA_TOOTHOFWUG, RA_SENSITIVEKEEN, RA_CAMOUFLAGE, RA_RESEARCHTRAP, RA_MAGENTATRAP, RA_COBALTTRAP, RA_MAIZETRAP, RA_VERDURETRAP, RA_FIRINGTRAP, RA_ICEBOUNDTRAP, NC_MADOLICENCE, NC_BOOSTKNUCKLE, NC_PILEBUNKER, NC_VULCANARM, NC_FLAMELAUNCHER, NC_COLDSLOWER, NC_ARMSCANNON, NC_ACCELERATION, NC_HOVERING, NC_F_SIDESLIDE, NC_B_SIDESLIDE, NC_MAINFRAME, NC_SELFDESTRUCTION, NC_SHAPESHIFT, NC_EMERGENCYCOOL, NC_INFRAREDSCAN, NC_ANALYZE, NC_MAGNETICFIELD, NC_NEUTRALBARRIER, NC_STEALTHFIELD, NC_REPAIR, NC_TRAININGAXE, NC_RESEARCHFE, NC_AXEBOOMERANG, NC_POWERSWING, NC_AXETORNADO, NC_SILVERSNIPER, NC_MAGICDECOY, NC_DISJOINT, SC_FATALMENACE, SC_REPRODUCE, SC_AUTOSHADOWSPELL, SC_SHADOWFORM, SC_TRIANGLESHOT, SC_BODYPAINT, SC_INVISIBILITY, SC_DEADLYINFECT, SC_ENERVATION, SC_GROOMY, SC_IGNORANCE, SC_LAZINESS, SC_UNLUCKY, SC_WEAKNESS, SC_STRIPACCESSARY, SC_MANHOLE, SC_DIMENSIONDOOR, SC_CHAOSPANIC, SC_MAELSTROM, SC_BLOODYLUST, SC_FEINTBOMB, LG_CANNONSPEAR = 2307, LG_BANISHINGPOINT, LG_TRAMPLE, LG_SHIELDPRESS, LG_REFLECTDAMAGE, LG_PINPOINTATTACK, LG_FORCEOFVANGUARD, LG_RAGEBURST, LG_SHIELDSPELL, LG_EXEEDBREAK, LG_OVERBRAND, LG_PRESTIGE, LG_BANDING, LG_MOONSLASHER, LG_RAYOFGENESIS, LG_PIETY, LG_EARTHDRIVE, LG_HESPERUSLIT, LG_INSPIRATION, SR_DRAGONCOMBO, SR_SKYNETBLOW, SR_EARTHSHAKER, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_HELLGATE, SR_RAMPAGEBLASTER, SR_CRESCENTELBOW, SR_CURSEDCIRCLE, SR_LIGHTNINGWALK, SR_KNUCKLEARROW, SR_WINDMILL, SR_RAISINGDRAGON, SR_GENTLETOUCH, SR_ASSIMILATEPOWER, SR_POWERVELOCITY, SR_CRESCENTELBOW_AUTOSPELL, SR_GATEOFHELL, SR_GENTLETOUCH_QUIET, SR_GENTLETOUCH_CURE, SR_GENTLETOUCH_ENERGYGAIN, SR_GENTLETOUCH_CHANGE, SR_GENTLETOUCH_REVITALIZE, WA_SWING_DANCE = 2350, WA_SYMPHONY_OF_LOVER, WA_MOONLIT_SERENADE, MI_RUSH_WINDMILL = 2381, MI_ECHOSONG, MI_HARMONIZE, WM_LESSON = 2412, WM_METALICSOUND, WM_REVERBERATION, WM_REVERBERATION_MELEE, WM_REVERBERATION_MAGIC, WM_DOMINION_IMPULSE, WM_SEVERE_RAINSTORM, WM_POEMOFNETHERWORLD, WM_VOICEOFSIREN, WM_DEADHILLHERE, WM_LULLABY_DEEPSLEEP, WM_SIRCLEOFNATURE, WM_RANDOMIZESPELL, WM_GLOOMYDAY, WM_GREAT_ECHO, WM_SONG_OF_MANA, WM_DANCE_WITH_WUG, WM_SOUND_OF_DESTRUCTION, WM_SATURDAY_NIGHT_FEVER, WM_LERADS_DEW, WM_MELODYOFSINK, WM_BEYOND_OF_WARCRY, WM_UNLIMITED_HUMMING_VOICE, SO_FIREWALK = 2443, SO_ELECTRICWALK, SO_SPELLFIST, SO_EARTHGRAVE, SO_DIAMONDDUST, SO_POISON_BUSTER, SO_PSYCHIC_WAVE, SO_CLOUD_KILL, SO_STRIKING, SO_WARMER, SO_VACUUM_EXTREME, SO_VARETYR_SPEAR, SO_ARRULLO, SO_EL_CONTROL, SO_SUMMON_AGNI, SO_SUMMON_AQUA, SO_SUMMON_VENTUS, SO_SUMMON_TERA, SO_EL_ACTION, SO_EL_ANALYSIS, SO_EL_SYMPATHY, SO_EL_CURE, SO_FIRE_INSIGNIA, SO_WATER_INSIGNIA, SO_WIND_INSIGNIA, SO_EARTH_INSIGNIA, GN_TRAINING_SWORD = 2474, GN_REMODELING_CART, GN_CART_TORNADO, GN_CARTCANNON, GN_CARTBOOST, GN_THORNS_TRAP, GN_BLOOD_SUCKER, GN_SPORE_EXPLOSION, GN_WALLOFTHORN, GN_CRAZYWEED, GN_CRAZYWEED_ATK, GN_DEMONIC_FIRE, GN_FIRE_EXPANSION, GN_FIRE_EXPANSION_SMOKE_POWDER, GN_FIRE_EXPANSION_TEAR_GAS, GN_FIRE_EXPANSION_ACID, GN_HELLS_PLANT, GN_HELLS_PLANT_ATK, GN_MANDRAGORA, GN_SLINGITEM, GN_CHANGEMATERIAL, GN_MIX_COOKING, GN_MAKEBOMB, GN_S_PHARMACY, GN_SLINGITEM_RANGEMELEEATK, AB_SECRAMENT = 2515, WM_SEVERE_RAINSTORM_MELEE, SR_HOWLINGOFLION, SR_RIDEINLIGHTNING, LG_OVERBRAND_BRANDISH, LG_OVERBRAND_PLUSATK, ALL_ODINS_RECALL = 2533, RETURN_TO_ELDICASTES, ALL_BUYING_STORE, ALL_GUARDIAN_RECALL, ALL_ODINS_POWER, BEER_BOTTLE_CAP, NPC_ASSASSINCROSS, NPC_DISSONANCE, NPC_UGLYDANCE, ALL_TETANY, ALL_RAY_OF_PROTECTION, MC_CARTDECORATE, KO_YAMIKUMO = 3001, KO_RIGHT, KO_LEFT, KO_JYUMONJIKIRI, KO_SETSUDAN, KO_BAKURETSU, KO_HAPPOKUNAI, KO_MUCHANAGE, KO_HUUMARANKA, KO_MAKIBISHI, KO_MEIKYOUSISUI, KO_ZANZOU, KO_KYOUGAKU, KO_JYUSATSU, KO_KAHU_ENTEN, KO_HYOUHU_HUBUKI, KO_KAZEHU_SEIRAN, KO_DOHU_KOUKAI, KO_KAIHOU, KO_ZENKAI, KO_GENWAKU, KO_IZAYOI, KG_KAGEHUMI, KG_KYOMU, KG_KAGEMUSYA, OB_ZANGETSU, OB_OBOROGENSOU, OB_OBOROGENSOU_TRANSITION_ATK, OB_AKAITSUKI, ECL_SNOWFLIP = 3031, ECL_PEONYMAMY, ECL_SADAGUI, ECL_SEQUOIADUST, ECLAGE_RECALL, HLIF_HEAL = 8001, HLIF_AVOID, HLIF_BRAIN, HLIF_CHANGE, HAMI_CASTLE, HAMI_DEFENCE, HAMI_SKIN, HAMI_BLOODLUST, HFLI_MOON, HFLI_FLEET, HFLI_SPEED, HFLI_SBR44, HVAN_CAPRICE, HVAN_CHAOTIC, HVAN_INSTRUCT, HVAN_EXPLOSION, MUTATION_BASEJOB, MH_SUMMON_LEGION, MH_NEEDLE_OF_PARALYZE, MH_POISON_MIST, MH_PAIN_KILLER, MH_LIGHT_OF_REGENE, MH_OVERED_BOOST, MH_ERASER_CUTTER, MH_XENO_SLASHER, MH_SILENT_BREEZE, MH_STYLE_CHANGE, MH_SONIC_CRAW, MH_SILVERVEIN_RUSH, MH_MIDNIGHT_FRENZY, MH_STAHL_HORN, MH_GOLDENE_FERSE, MH_STEINWAND, MH_HEILIGE_STANGE, MH_ANGRIFFS_MODUS, MH_TINDER_BREAKER, MH_CBC, MH_EQC, MH_MAGMA_FLOW, MH_GRANITIC_ARMOR, MH_LAVA_SLIDE, MH_PYROCLASTIC, MH_VOLCANIC_ASH, MS_BASH = 8201, MS_MAGNUM, MS_BOWLINGBASH, MS_PARRYING, MS_REFLECTSHIELD, MS_BERSERK, MA_DOUBLE, MA_SHOWER, MA_SKIDTRAP, MA_LANDMINE, MA_SANDMAN, MA_FREEZINGTRAP, MA_REMOVETRAP, MA_CHARGEARROW, MA_SHARPSHOOTING, ML_PIERCE, ML_BRANDISH, ML_SPIRALPIERCE, ML_DEFENDER, ML_AUTOGUARD, ML_DEVOTION, MER_MAGNIFICAT, MER_QUICKEN, MER_SIGHT, MER_CRASH, MER_REGAIN, MER_TENDER, MER_BENEDICTION, MER_RECUPERATE, MER_MENTALCURE, MER_COMPRESS, MER_PROVOKE, MER_AUTOBERSERK, MER_DECAGI, MER_SCAPEGOAT, MER_LEXDIVINA, MER_ESTIMATION, MER_KYRIE, MER_BLESSING, MER_INCAGI, EL_CIRCLE_OF_FIRE = 8401, EL_FIRE_CLOAK, EL_FIRE_MANTLE, EL_WATER_SCREEN, EL_WATER_DROP, EL_WATER_BARRIER, EL_WIND_STEP, EL_WIND_CURTAIN, EL_ZEPHYR, EL_SOLID_SKIN, EL_STONE_SHIELD, EL_POWER_OF_GAIA, EL_PYROTECHNIC, EL_HEATER, EL_TROPIC, EL_AQUAPLAY, EL_COOLER, EL_CHILLY_AIR, EL_GUST, EL_BLAST, EL_WILD_STORM, EL_PETROLOGY, EL_CURSED_SOIL, EL_UPHEAVAL, EL_FIRE_ARROW, EL_FIRE_BOMB, EL_FIRE_BOMB_ATK, EL_FIRE_WAVE, EL_FIRE_WAVE_ATK, EL_ICE_NEEDLE, EL_WATER_SCREW, EL_WATER_SCREW_ATK, EL_TIDAL_WEAPON, EL_WIND_SLASH, EL_HURRICANE, EL_HURRICANE_ATK, EL_TYPOON_MIS, EL_TYPOON_MIS_ATK, EL_STONE_HAMMER, EL_ROCK_CRUSHER, EL_ROCK_CRUSHER_ATK, EL_STONE_RAIN, }; /// The client view ids for land skills. enum { UNT_SAFETYWALL = 0x7e, UNT_FIREWALL, UNT_WARP_WAITING, UNT_WARP_ACTIVE, UNT_BENEDICTIO, //TODO UNT_SANCTUARY, UNT_MAGNUS, UNT_PNEUMA, UNT_DUMMYSKILL, //These show no effect on the client UNT_FIREPILLAR_WAITING, UNT_FIREPILLAR_ACTIVE, UNT_HIDDEN_TRAP, //TODO UNT_TRAP, //TODO UNT_HIDDEN_WARP_NPC, //TODO UNT_USED_TRAPS, UNT_ICEWALL, UNT_QUAGMIRE, UNT_BLASTMINE, UNT_SKIDTRAP, UNT_ANKLESNARE, UNT_VENOMDUST, UNT_LANDMINE, UNT_SHOCKWAVE, UNT_SANDMAN, UNT_FLASHER, UNT_FREEZINGTRAP, UNT_CLAYMORETRAP, UNT_TALKIEBOX, UNT_VOLCANO, UNT_DELUGE, UNT_VIOLENTGALE, UNT_LANDPROTECTOR, UNT_LULLABY, UNT_RICHMANKIM, UNT_ETERNALCHAOS, UNT_DRUMBATTLEFIELD, UNT_RINGNIBELUNGEN, UNT_ROKISWEIL, UNT_INTOABYSS, UNT_SIEGFRIED, UNT_DISSONANCE, UNT_WHISTLE, UNT_ASSASSINCROSS, UNT_POEMBRAGI, UNT_APPLEIDUN, UNT_UGLYDANCE, UNT_HUMMING, UNT_DONTFORGETME, UNT_FORTUNEKISS, UNT_SERVICEFORYOU, UNT_GRAFFITI, UNT_DEMONSTRATION, UNT_CALLFAMILY, UNT_GOSPEL, UNT_BASILICA, UNT_MOONLIT, UNT_FOGWALL, UNT_SPIDERWEB, UNT_GRAVITATION, UNT_HERMODE, UNT_KAENSIN, //TODO UNT_SUITON, UNT_TATAMIGAESHI, UNT_KAEN, UNT_GROUNDDRIFT_WIND, UNT_GROUNDDRIFT_DARK, UNT_GROUNDDRIFT_POISON, UNT_GROUNDDRIFT_WATER, UNT_GROUNDDRIFT_FIRE, UNT_DEATHWAVE, //TODO UNT_WATERATTACK, //TODO UNT_WINDATTACK, //TODO UNT_EARTHQUAKE, //TODO UNT_EVILLAND, UNT_DARK_RUNNER, //TODO UNT_DARK_TRANSFER, //TODO UNT_EPICLESIS, UNT_EARTHSTRAIN, UNT_MANHOLE, UNT_DIMENSIONDOOR, UNT_CHAOSPANIC, UNT_MAELSTROM, UNT_BLOODYLUST, UNT_FEINTBOMB, UNT_MAGENTATRAP, UNT_COBALTTRAP, UNT_MAIZETRAP, UNT_VERDURETRAP, UNT_FIRINGTRAP, UNT_ICEBOUNDTRAP, UNT_ELECTRICSHOCKER, UNT_CLUSTERBOMB, UNT_REVERBERATION, UNT_SEVERE_RAINSTORM, UNT_FIREWALK, UNT_ELECTRICWALK, UNT_NETHERWORLD, UNT_PSYCHIC_WAVE, UNT_CLOUD_KILL, UNT_POISONSMOKE, UNT_NEUTRALBARRIER, UNT_STEALTHFIELD, UNT_WARMER, UNT_THORNS_TRAP, UNT_WALLOFTHORN, UNT_DEMONIC_FIRE, UNT_FIRE_EXPANSION_SMOKE_POWDER, UNT_FIRE_EXPANSION_TEAR_GAS, UNT_HELLS_PLANT, UNT_VACUUM_EXTREME, UNT_BANDING, UNT_FIRE_MANTLE, UNT_WATER_BARRIER, UNT_ZEPHYR, UNT_POWER_OF_GAIA, UNT_FIRE_INSIGNIA, UNT_WATER_INSIGNIA, UNT_WIND_INSIGNIA, UNT_EARTH_INSIGNIA, UNT_POISON_MIST, UNT_LAVA_SLIDE, UNT_VOLCANIC_ASH, UNT_ZENKAI_WATER, UNT_ZENKAI_LAND, UNT_ZENKAI_FIRE, UNT_ZENKAI_WIND, UNT_MAKIBISHI, UNT_VENOMFOG, /** * Guild Auras **/ UNT_GD_LEADERSHIP = 0xc1, UNT_GD_GLORYWOUNDS = 0xc2, UNT_GD_SOULCOLD = 0xc3, UNT_GD_HAWKEYES = 0xc4, UNT_MAX = 0x190 }; /** * Skill Unit Save **/ void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv); void skill_usave_trigger(struct map_session_data *sd); /** * Skill Cool Downs - load from pc.c when the character logs in **/ void skill_cooldown_load(struct map_session_data * sd); /** * Warlock **/ #define MAX_SKILL_SPELLBOOK_DB 17 enum wl_spheres { WLS_FIRE = 0x44, WLS_WIND, WLS_WATER, WLS_STONE, }; int skill_spellbook (struct map_session_data *sd, int nameid); int skill_block_check(struct block_list *bl, enum sc_type type, int skillid); /** * Guilottine Cross **/ #define MAX_SKILL_MAGICMUSHROOM_DB 22 struct s_skill_magicmushroom_db { int skillid; }; extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; /** * Ranger **/ int skill_detonator(struct block_list *bl, va_list ap); bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce); /** * Mechanic **/ int skill_magicdecoy(struct map_session_data *sd, int nameid); /** * Guiltoine Cross **/ int skill_poisoningweapon( struct map_session_data *sd, int nameid); enum gx_poison { PO_PARALYSE = 12717, PO_LEECHESEND, PO_OBLIVIONCURSE, PO_DEATHHURT, PO_TOXIN, PO_PYREXIA, PO_MAGICMUSHROOM, PO_VENOMBLEED }; /** * Auto Shadow Spell (Shadow Chaser) **/ int skill_select_menu(struct map_session_data *sd,int skill_id); int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material. int skill_get_elemental_type(int skill_id, int skill_lv); #endif /* _SKILL_H_ */
  19. No this is not broken...you just need to change the level into group_id
  20. better to search than asking o.o bunch of guides about that
  21. Mootie

    Request Client

    No, with or without monster
  22. Mootie

    Request Client

    if not im pretty sure this is connected in walk delay? isn't ?
  23. can you explain it properly?? o.o
  24. Mootie

    Request Client

    you can share the problem when you solved it..so other people if encounter this they can fix it also
  25. First of all mag basa basa din po....about sa item please import item_db.sql and mob_db.sql at about sa register make sure qng anu gamit mong flux qng rAthena gamit mo go for calcium kid flux or xantara if eAthena nmn go for paradox flux whats the diff. between those 2 flux? simple rAthena use groupd_id while eAthena use level understand now?
×
×
  • Create New...