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// (c) 2008 - 2011 eAmod Project; Andres Garbanzo / Zephyrus
//
//  - [email protected]
//  - MSN [email protected]
//  - Skype: Zephyrus_cr
//  - Site: http://dev.terra-gaming.com
//
// This file is NOT public - you are not allowed to distribute it.
// Authorized Server List : http://dev.terra-gaming.com/index.php?/topic/72-authorized-eamod-servers/
// eAmod is a non Free, extended version of eAthena Ragnarok Private Server.
 
#ifndef _STATUS_H_
#define _STATUS_H_
 
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct elemental_data;
struct status_change;
 
//Use this to refer the max refinery level [Skotlex]
#define MAX_REFINE 100
#define MAX_REFINE_BONUS 5
#define NEW_CARTS
#define MAX_CARTS 9
 
 
extern unsigned long StatusChangeFlagTable[];
 
 
// Status changes listing. These code are for use by the server. 
typedef enum sc_type {
    SC_NONE = -1,
 
    //First we enumerate common status ailments which are often used around.
    SC_STONE = 0,
    SC_COMMON_MIN = 0, // begin
    SC_FREEZE,
    SC_STUN,
    SC_SLEEP,
    SC_POISON,
    SC_CURSE,
    SC_SILENCE,
    SC_CONFUSION,
    SC_BLIND,
    SC_BLEEDING,
    SC_DPOISON, //10
    SC_COMMON_MAX = 10, // end
    
    //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
    SC_PROVOKE = 20,
    SC_ENDURE,
    SC_TWOHANDQUICKEN,
    SC_CONCENTRATE,
    SC_HIDING,
    SC_CLOAKING,
    SC_ENCPOISON,
    SC_POISONREACT,
    SC_QUAGMIRE,
    SC_ANGELUS,
    SC_BLESSING, //30
    SC_SIGNUMCRUCIS,
    SC_INCREASEAGI,
    SC_DECREASEAGI,
    SC_SLOWPOISON,
    SC_IMPOSITIO  ,
    SC_SUFFRAGIUM,
    SC_ASPERSIO,
    SC_BENEDICTIO,
    SC_KYRIE,
    SC_MAGNIFICAT, //40
    SC_GLORIA,
    SC_AETERNA,
    SC_ADRENALINE,
    SC_WEAPONPERFECTION,
    SC_OVERTHRUST,
    SC_MAXIMIZEPOWER,
    SC_TRICKDEAD,
    SC_LOUD,
    SC_ENERGYCOAT,
    SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
    SC_BROKENWEAPON,
    SC_HALLUCINATION,
    SC_WEIGHT50,
    SC_WEIGHT90,
    SC_ASPDPOTION0,
    SC_ASPDPOTION1,
    SC_ASPDPOTION2,
    SC_ASPDPOTION3,
    SC_SPEEDUP0,
    SC_SPEEDUP1, //60
    SC_ATKPOTION,
    SC_MATKPOTION,
    SC_WEDDING,
    SC_SLOWDOWN,
    SC_ANKLE,
    SC_KEEPING,
    SC_BARRIER,
    SC_STRIPWEAPON,
    SC_STRIPSHIELD,
    SC_STRIPARMOR, //70
    SC_STRIPHELM,
    SC_CP_WEAPON,
    SC_CP_SHIELD,
    SC_CP_ARMOR,
    SC_CP_HELM,
    SC_AUTOGUARD,
    SC_REFLECTSHIELD,
    SC_SPLASHER,
    SC_PROVIDENCE,
    SC_DEFENDER, //80
    SC_MAGICROD,
    SC_SPELLBREAKER,
    SC_AUTOSPELL,
    SC_SIGHTTRASHER,
    SC_AUTOBERSERK,
    SC_SPEARQUICKEN,
    SC_AUTOCOUNTER,
    SC_SIGHT,
    SC_SAFETYWALL,
    SC_RUWACH, //90
    SC_EXTREMITYFIST,
    SC_EXPLOSIONSPIRITS,
    SC_COMBO,
    SC_BLADESTOP_WAIT,
    SC_BLADESTOP,
    SC_FIREWEAPON,
    SC_WATERWEAPON,
    SC_WINDWEAPON,
    SC_EARTHWEAPON,
    SC_VOLCANO, //100,
    SC_DELUGE,
    SC_VIOLENTGALE,
    SC_WATK_ELEMENT,
    SC_ARMOR,
    SC_ARMOR_ELEMENT,
    SC_NOCHAT,
    SC_BABY,
    SC_AURABLADE,
    SC_PARRYING,
    SC_CONCENTRATION, //110
    SC_TENSIONRELAX,
    SC_BERSERK,
    SC_FURY,
    SC_GOSPEL,
    SC_ASSUMPTIO,
    SC_BASILICA,
    SC_GUILDAURA,
    SC_MAGICPOWER,
    SC_EDP,
    SC_TRUESIGHT, //120
    SC_WINDWALK,
    SC_MELTDOWN,
    SC_CARTBOOST,
    SC_CHASEWALK,
    SC_REJECTSWORD,
    SC_MARIONETTE,
    SC_MARIONETTE2,
    SC_CHANGEUNDEAD,
    SC_JOINTBEAT,
    SC_MINDBREAKER, //130
    SC_MEMORIZE,
    SC_FOGWALL,
    SC_SPIDERWEB,
    SC_DEVOTION,
    SC_SACRIFICE,
    SC_STEELBODY,
    SC_ORCISH,
    SC_READYSTORM,
    SC_READYDOWN,
    SC_READYTURN, //140
    SC_READYCOUNTER,
    SC_DODGE,
    SC_RUN,
    SC_SHADOWWEAPON,
    SC_ADRENALINE2,
    SC_GHOSTWEAPON,
    SC_KAIZEL,
    SC_KAAHI,
    SC_KAUPE,
    SC_ONEHAND, //150
    SC_PRESERVE,
    SC_BATTLEORDERS,
    SC_REGENERATION,
    SC_DOUBLECAST,
    SC_GRAVITATION,
    SC_MAXOVERTHRUST,
    SC_LONGING,
    SC_HERMODE,
    SC_SHRINK,
    SC_SIGHTBLASTER, //160
    SC_WINKCHARM,
    SC_CLOSECONFINE,
    SC_CLOSECONFINE2,
    SC_DANCING,
    SC_ELEMENTALCHANGE,
    SC_RICHMANKIM,
    SC_ETERNALCHAOS,
    SC_DRUMBATTLE,
    SC_NIBELUNGEN,
    SC_ROKISWEIL, //170
    SC_INTOABYSS,
    SC_SIEGFRIED,
    SC_WHISTLE,
    SC_ASSNCROS,
    SC_POEMBRAGI,
    SC_APPLEIDUN,
    SC_MODECHANGE,
    SC_HUMMING,
    SC_DONTFORGETME,
    SC_FORTUNE, //180
    SC_SERVICE4U,
    SC_STOP,    //Prevents inflicted chars from walking. [Skotlex]
    SC_SPURT,
    SC_SPIRIT,
    SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
    SC_INTRAVISION,
    SC_INCALLSTATUS,
    SC_INCSTR,
    SC_INCAGI,
    SC_INCVIT, //190
    SC_INCINT,
    SC_INCDEX,
    SC_INCLUK,
    SC_INCHIT,
    SC_INCHITRATE,
    SC_INCFLEE,
    SC_INCFLEERATE,
    SC_INCMHPRATE,
    SC_INCMSPRATE,
    SC_INCATKRATE, //200
    SC_INCMATKRATE,
    SC_INCDEFRATE,
    SC_STRFOOD,
    SC_AGIFOOD,
    SC_VITFOOD,
    SC_INTFOOD,
    SC_DEXFOOD,
    SC_LUKFOOD,
    SC_HITFOOD,
    SC_FLEEFOOD, //210
    SC_BATKFOOD,
    SC_WATKFOOD,
    SC_MATKFOOD,
    SC_SCRESIST, //Increases resistance to status changes.
    SC_XMAS, // Xmas Suit [Valaris]
    SC_WARM, //SG skills [Komurka]
    SC_SUN_COMFORT,
    SC_MOON_COMFORT,
    SC_STAR_COMFORT,
    SC_FUSION, //220
    SC_SKILLRATE_UP,
    SC_SKE,
    SC_KAITE,
    SC_SWOO, // [marquis007]
    SC_SKA, // [marquis007]
    SC_EARTHSCROLL,
    SC_MIRACLE, //SG 'hidden' skill [Komurka]
    SC_MADNESSCANCEL,
    SC_ADJUSTMENT,
    SC_INCREASING,  //230
    SC_GATLINGFEVER,
    SC_TATAMIGAESHI,
    SC_UTSUSEMI,
    SC_BUNSINJYUTSU,
    SC_KAENSIN,
    SC_SUITON,
    SC_NEN,
    SC_KNOWLEDGE,
    SC_SMA,
    SC_FLING,   //240
    SC_AVOID,
    SC_CHANGE,
    SC_BLOODLUST,
    SC_FLEET,
    SC_SPEED,
    SC_DEFENCE,
    //SC_INCASPDRATE,
    SC_INCFLEE2 = 248,
    SC_JAILED,
    SC_ENCHANTARMS, //250
    SC_MAGICALATTACK,
    SC_ARMORCHANGE,
    SC_CRITICALWOUND,
    SC_MAGICMIRROR,
    SC_SLOWCAST,
    SC_SUMMER,
    SC_EXPBOOST,
    SC_ITEMBOOST,
    SC_BOSSMAPINFO, 
    SC_LIFEINSURANCE, //260
    SC_INCCRI,
    //SC_INCDEF,
    //SC_INCBASEATK = 263,
    //SC_FASTCAST,
    SC_MDEF_RATE = 265,
    //SC_HPREGEN,
    SC_INCHEALRATE = 267,
    SC_PNEUMA,
    SC_AUTOTRADE,
    SC_KSPROTECTED, //270
    SC_ARMOR_RESIST = 271,
    SC_SPCOST_RATE,
    SC_COMMONSC_RESIST,
    SC_SEVENWIND,
    SC_DEF_RATE,
    //SC_SPREGEN,
    SC_WALKSPEED = 277,
 
    // Mercenary Only Bonus Effects
    SC_MERC_FLEEUP,
    SC_MERC_ATKUP,
    SC_MERC_HPUP, //280
    SC_MERC_SPUP,
    SC_MERC_HITUP,
    SC_MERC_QUICKEN,
 
    SC_REBIRTH,
    //SC_SKILLCASTRATE, //285
    //SC_DEFRATIOATK,
    //SC_HPDRAIN,
    //SC_SKILLATKBONUS,
    SC_ITEMSCRIPT = 289,
    SC_S_LIFEPOTION, //290
    SC_L_LIFEPOTION,
    SC_JEXPBOOST,
    //SC_IGNOREDEF,
    SC_HELLPOWER = 294,
    SC_INVINCIBLE, //295
    SC_INVINCIBLEOFF,
    SC_MANU_ATK,
    SC_MANU_DEF,
    SC_SPL_ATK,
    SC_SPL_DEF, //300
    SC_MANU_MATK,
    SC_SPL_MATK,
    SC_FOOD_STR_CASH,
    SC_FOOD_AGI_CASH,
    SC_FOOD_VIT_CASH,
    SC_FOOD_DEX_CASH,
    SC_FOOD_INT_CASH,
    SC_FOOD_LUK_CASH,
 
    // eAmod Custom Stats
    SC_SPREGEN = 340,
    SC_AUTOREFRESH,
    SC_ALL_RIDING,
    SC_RAID,
    SC_ON_PUSH_CART,
 
    // 3CeAM Start -- New common status arnt placed in the 0 - 20 range for certain reasons.
    // So we start them at 350.
    SC_BURNING = 350,
    SC_FREEZING,
    SC_FEAR,
 
    // 3rd job related status and others start at 360 to leave room for any other new commons that
    // might be added in the future. Below all SC's are listed under each job that normally triggers
    // them and the SC's are in mostly in skill order. A range of 30 SC's are given to each job since
    // were still working to optimize the code which could lead to adding, removing, or enableing/disabling
    // a SC ID.
 
    // Rune Knight
    SC_ENCHANTBLADE = 360,
    SC_DEATHBOUND,
    SC_MILLENNIUMSHIELD,
    SC_CRUSHSTRIKE,
    SC_REFRESH,
    SC_REUSE_REFRESH,// Is this needed? [Rytech]
    SC_GIANTGROWTH,
    SC_STONEHARDSKIN,
    SC_VITALITYACTIVATION,
    SC_STORMBLAST,
    SC_FIGHTINGSPIRIT,// 370
    SC_ABUNDANCE,
 
    // Warlock
    SC_WHITEIMPRISON = 390,
    SC_MARSHOFABYSS,
    SC_RECOGNIZEDSPELL,
    SC_STASIS,
    // SC_REUSE_STASIS,
    // SC_CHAINLIGHTNING,
    SC_SPHERE_1 = 396,
    SC_SPHERE_2,
    SC_SPHERE_3,
    SC_SPHERE_4,
    SC_SPHERE_5,// 400
    SC_READING_SB, // From iROwiki : your SP slowly drains depending on the number of spells frozen
    // SC_READING_SB_2,
    // SC_READING_SB_3,
    // SC_READING_SB_4,
    // SC_READING_SB_5,
    // SC_READING_SB_6,
    // SC_READING_SB_7,
    SC_FREEZINGSPELL = 408,
 
    // Ranger
    SC_FEARBREEZE = 420,
    SC_ELECTRICSHOCKER,
    SC_WUGDASH,
    SC_BITE,
    SC_CAMOUFLAGE,
 
    // Arch Bishop
    SC_ADORAMUS = 450,
    SC_EPICLESIS,
    SC_ORATIO,
    SC_LAUDAAGNUS,
    SC_LAUDARAMUS,
    SC_RENOVATIO,
    SC_EXPIATIO,
    SC_DUPLELIGHT,
    SC_SECRAMENT,
 
    // Mechanic
    SC_ACCELERATION = 480,
    SC_HOVERING,
    SC_SHAPESHIFT,
    SC_INFRAREDSCAN,
    SC_ANALYZE,
    SC_MAGNETICFIELD,
    SC_NEUTRALBARRIER,
    SC_NEUTRALBARRIER_MASTER,
    SC_STEALTHFIELD,
    SC_STEALTHFIELD_MASTER,
    SC_OVERHEAT,// 890
    SC_OVERHEAT_LIMITPOINT,
 
    // Guillotine Cross
    SC_VENOMIMPRESS = 510,
    SC_POISONINGWEAPON,
    SC_WEAPONBLOCKING,
    // SC_WEAPONBLOCKING_POSTDELAY,
    SC_CLOAKINGEXCEED = 514,
    SC_HALLUCINATIONWALK,
    SC_HALLUCINATIONWALK_POSTDELAY,
    // SC_REUSE_HALLUCINATIONWALK,
    SC_ROLLINGCUTTER = 518,
    SC_TOXIN,
    SC_PARALYSE,// 520
    SC_VENOMBLEED,
    SC_MAGICMUSHROOM,
    SC_DEATHHURT,
    SC_PYREXIA,
    SC_OBLIVIONCURSE,
    SC_LEECHESEND,
 
    // Royal Guard
    SC_REFLECTDAMAGE = 540,
    SC_FORCEOFVANGUARD,
    SC_SHIELDSPELL_DEF,
    SC_SHIELDSPELL_MDEF,
    SC_SHIELDSPELL_REF,
    SC_EXEEDBREAK,
    SC_PRESTIGE,
    SC_BANDING,
    SC_BANDING_DEFENCE,
    SC_EARTHDRIVE,
    SC_INSPIRATION,// 550
 
    // Sorcerer
    SC_SPELLFIST = 570,
    SC_CRYSTALIZE,
    SC_STRIKING,
    SC_WARMER,
    SC_VACUUM_EXTREME,
    SC_PROPERTYWALK,
 
    // Minstrel/Wanderer
    SC_SWINGDANCE = 600,
    SC_SYMPHONYOFLOVER,
    SC_MOONLITSERENADE,
    SC_RUSHWINDMILL,
    SC_ECHOSONG,
    SC_HARMONIZE,
    SC_VOICEOFSIREN,
    SC_DEEPSLEEP,
    SC_SIRCLEOFNATURE,
    SC_GLOOMYDAY,
    SC_GLOOMYDAY_SK,// 610
    SC_SONGOFMANA,
    SC_DANCEWITHWUG,
    SC_SATURDAYNIGHTFEVER,
    SC_LERADSDEW,
    SC_MELODYOFSINK,
    SC_BEYONDOFWARCRY,
    SC_UNLIMITEDHUMMINGVOICE,
    SC_SITDOWN_FORCE,
 
    // Sura
    SC_CRESCENTELBOW = 630,
    SC_CURSEDCIRCLE_ATKER,
    SC_CURSEDCIRCLE_TARGET,
    SC_LIGHTNINGWALK,
    SC_RAISINGDRAGON,
    SC_GT_ENERGYGAIN,
    SC_GT_CHANGE,
    SC_GT_REVITALIZE,
 
    // Genetic
    SC_GN_CARTBOOST = 660,
    SC_THORNSTRAP,
    SC_BLOODSUCKER,
    SC_SMOKEPOWDER,
    SC_TEARGAS,
    SC_MANDRAGORA,
    SC_STOMACHACHE,
    SC_MYSTERIOUS_POWDER,
    SC_MELON_BOMB,
    SC_BANANA_BOMB,
    SC_BANANA_BOMB_SITDOWN,// 670
    SC_SAVAGE_STEAK,
    SC_COCKTAIL_WARG_BLOOD,
    SC_MINOR_BBQ,
    SC_SIROMA_ICE_TEA,
    SC_DROCERA_HERB_STEAMED,
    SC_PUTTI_TAILS_NOODLES,
    SC_BOOST500,
    SC_FULL_SWING_K,
    SC_MANA_PLUS,
    SC_MUSTLE_M,// 680
    SC_LIFE_FORCE_F,
    SC_EXTRACT_WHITE_POTION_Z,
    SC_VITATA_500,
    SC_EXTRACT_SALAMINE_JUICE,
 
    // Shadow Chaser
    SC__REPRODUCE = 690,
    SC__AUTOSHADOWSPELL,
    SC__SHADOWFORM,
    SC__BODYPAINT,
    SC__INVISIBILITY,
    SC__DEADLYINFECT,
    SC__ENERVATION,
    SC__GROOMY,
    SC__IGNORANCE,
    SC__LAZINESS,
    SC__UNLUCKY,// 700
    SC__WEAKNESS,
    SC__STRIPACCESSORY,
    SC__MANHOLE,
    SC_CHAOS,
    //SC__MAELSTROM,
    SC__BLOODYLUST = 706,
 
    // Elemental Spirits
    SC_CIRCLE_OF_FIRE = 720,
    SC_CIRCLE_OF_FIRE_OPTION,
    SC_FIRE_CLOAK,
    SC_FIRE_CLOAK_OPTION,
    SC_WATER_SCREEN,
    SC_WATER_SCREEN_OPTION,
    SC_WATER_DROP,
    SC_WATER_DROP_OPTION,
    SC_WATER_BARRIER,
    SC_WIND_STEP,
    SC_WIND_STEP_OPTION,// 730
    SC_WIND_CURTAIN,
    SC_WIND_CURTAIN_OPTION,
    SC_ZEPHYR,
    SC_SOLID_SKIN,
    SC_SOLID_SKIN_OPTION,
    SC_STONE_SHIELD,
    SC_STONE_SHIELD_OPTION,
    SC_POWER_OF_GAIA,
    SC_PYROTECHNIC,
    SC_PYROTECHNIC_OPTION,// 740
    SC_HEATER,
    SC_HEATER_OPTION,
    SC_TROPIC,
    SC_TROPIC_OPTION,
    SC_AQUAPLAY,
    SC_AQUAPLAY_OPTION,
    SC_COOLER,
    SC_COOLER_OPTION,
    SC_CHILLY_AIR,
    SC_CHILLY_AIR_OPTION,// 750
    SC_GUST,
    SC_GUST_OPTION,
    SC_BLAST,
    SC_BLAST_OPTION,
    SC_WILD_STORM,
    SC_WILD_STORM_OPTION,
    SC_PETROLOGY,
    SC_PETROLOGY_OPTION,
    SC_CURSED_SOIL,
    SC_CURSED_SOIL_OPTION,// 760
    SC_UPHEAVAL,
    SC_UPHEAVAL_OPTION,
    SC_TIDAL_WEAPON,
    SC_TIDAL_WEAPON_OPTION,
    SC_ROCK_CRUSHER,
    SC_ROCK_CRUSHER_ATK,
 
    SC_JYUMONJIKIRI = 780,
        /* new pushcart */ 
    SC_PUSH_CART, 
    SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
 
// Official status change ids, used to display status icons on the client.
enum si_type {
    SI_BLANK        = -1,
    SI_PROVOKE      = 0,
    SI_ENDURE       = 1,
    SI_TWOHANDQUICKEN   = 2,
    SI_CONCENTRATE      = 3,
    SI_HIDING       = 4,
    SI_CLOAKING     = 5,
    SI_ENCPOISON        = 6,
    SI_POISONREACT      = 7,
    SI_QUAGMIRE     = 8,
    SI_ANGELUS      = 9,
    SI_BLESSING     = 10,
    SI_SIGNUMCRUCIS     = 11,
    SI_INCREASEAGI      = 12,
    SI_DECREASEAGI      = 13,
    SI_SLOWPOISON       = 14,
    SI_IMPOSITIO        = 15,
    SI_SUFFRAGIUM       = 16,
    SI_ASPERSIO     = 17,
    SI_BENEDICTIO       = 18,
    SI_KYRIE        = 19,
    SI_MAGNIFICAT       = 20,
    SI_GLORIA       = 21,
    SI_AETERNA      = 22,
    SI_ADRENALINE       = 23,
    SI_WEAPONPERFECTION = 24,
    SI_OVERTHRUST       = 25,
    SI_MAXIMIZEPOWER    = 26,
    SI_RIDING       = 27,
    SI_FALCON       = 28,
    SI_TRICKDEAD        = 29,
    SI_LOUD         = 30,
    SI_ENERGYCOAT       = 31,
    SI_BROKENARMOR      = 32,
    SI_BROKENWEAPON     = 33,
    SI_HALLUCINATION    = 34,
    SI_WEIGHT50         = 35,
    SI_WEIGHT90     = 36,
    SI_ASPDPOTION0      = 37,
    SI_ASPDPOTION1 = 38,
    SI_ASPDPOTION2 = 39,
    SI_ASPDPOTIONINFINITY = 40,
    SI_SPEEDPOTION1     = 41,
//  SI_MOVHASTE_INFINITY        = 42,
//  SI_AUTOCOUNTER = 43,
//  SI_SPLASHER = 44,
//  SI_ANKLESNARE = 45,
    SI_ACTIONDELAY      = 46,
//  SI_NOACTION = 47,
//  SI_IMPOSSIBLEPICKUP = 48,
//  SI_BARRIER = 49,
    SI_STRIPWEAPON      = 50,
    SI_STRIPSHIELD      = 51,
    SI_STRIPARMOR       = 52,
    SI_STRIPHELM        = 53,
    SI_CP_WEAPON        = 54,
    SI_CP_SHIELD        = 55,
    SI_CP_ARMOR     = 56,
    SI_CP_HELM      = 57,
    SI_AUTOGUARD        = 58,
    SI_REFLECTSHIELD    = 59,
//  SI_DEVOTION = 60,
    SI_PROVIDENCE       = 61,
    SI_DEFENDER     = 62,
//  SI_MAGICROD = 63,
//  SI_WEAPONPROPERTY = 64,
    SI_AUTOSPELL        = 65,
//  SI_SPECIALZONE = 66,
//  SI_MASK = 67,
    SI_SPEARQUICKEN     = 68,
//  SI_BDPLAYING = 69,
//  SI_WHISTLE = 70,
//  SI_ASSASSINCROSS = 71,
//  SI_POEMBRAGI = 72,
//  SI_APPLEIDUN = 73,
//  SI_HUMMING = 74,
//  SI_DONTFORGETME = 75,
//  SI_FORTUNEKISS = 76,
//  SI_SERVICEFORYOU = 77,
//  SI_RICHMANKIM = 78,
//  SI_ETERNALCHAOS = 79,
//  SI_DRUMBATTLEFIELD = 80,
//  SI_RINGNIBELUNGEN = 81,
//  SI_ROKISWEIL = 82,
//  SI_INTOABYSS = 83,
//  SI_SIEGFRIED = 84,
//  SI_BLADESTOP = 85,
    SI_EXPLOSIONSPIRITS = 86,
    SI_STEELBODY        = 87,
//  SI_EXTREMITYFIST = 88,
    SI_COMBOATTACK = 89,
    SI_FIREWEAPON       = 90,
    SI_WATERWEAPON      = 91,
    SI_WINDWEAPON       = 92,
    SI_EARTHWEAPON      = 93,
//  SI_MAGICATTACK = 94,
    SI_STOP         = 95,
//  SI_WEAPONBRAKER = 96,
    SI_UNDEAD       = 97,
//  SI_POWERUP = 98,
//  SI_AGIUP = 99,
//  SI_SIEGEMODE = 100,
//  SI_INVISIBLE = 101,
//  SI_STATUSONE = 102,
    SI_AURABLADE        = 103,
    SI_PARRYING     = 104,
    SI_CONCENTRATION    = 105,
    SI_TENSIONRELAX     = 106,
    SI_BERSERK      = 107,
//  SI_SACRIFICE = 108,
//  SI_GOSPEL = 109,
    SI_ASSUMPTIO        = 110,
//  SI_BASILICA = 111,
    SI_LANDENDOW        = 112,
    SI_MAGICPOWER       = 113,
    SI_EDP          = 114,
    SI_TRUESIGHT        = 115,
    SI_WINDWALK     = 116,
    SI_MELTDOWN     = 117,
    SI_CARTBOOST        = 118,
//  SI_CHASEWALK = 119,
    SI_REJECTSWORD      = 120,
    SI_MARIONETTE       = 121,
    SI_MARIONETTE2      = 122,
    SI_MOONLIT      = 123,
    SI_BLEEDING     = 124,
    SI_JOINTBEAT        = 125,
//  SI_MINDBREAKER = 126,
//  SI_MEMORIZE = 127,
//  SI_FOGWALL = 128,
//  SI_SPIDERWEB = 129,
    SI_BABY         = 130,
//  SI_SUB_WEAPONPROPERTY = 131,
    SI_AUTOBERSERK      = 132,
    SI_RUN          = 133,
    SI_BUMP         = 134,
    SI_READYSTORM       = 135,
//  SI_STORMKICK_READY = 136,
    SI_READYDOWN        = 137,
//  SI_DOWNKICK_READY = 138,
    SI_READYTURN        = 139,
//  SI_TURNKICK_READY = 140,
    SI_READYCOUNTER     = 141,
//  SI_COUNTER_READY = 142,
    SI_DODGE        = 143,
//  SI_DODGE_READY = 144,
    SI_SPURT        = 145,
    SI_SHADOWWEAPON     = 146,
    SI_ADRENALINE2      = 147,
    SI_GHOSTWEAPON      = 148,
    SI_SPIRIT       = 149,
//  SI_PLUSATTACKPOWER = 150,
//  SI_PLUSMAGICPOWER = 151,
    SI_DEVIL        = 152,
    SI_KAITE        = 153,
//  SI_SWOO = 154,
//  SI_STAR2 = 155,
    SI_KAIZEL       = 156,
    SI_KAAHI        = 157,
    SI_KAUPE        = 158,
    SI_SMA          = 159,
    SI_NIGHT        = 160,
    SI_ONEHAND      = 161,
//  SI_FRIEND = 162,
//  SI_FRIENDUP = 163,
//  SI_SG_WARM = 164,
    SI_WARM         = 165
//  166 | The three show the exact same display: ultra red character (165, 166, 167)    
//  167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
//  SI_EMOTION = 168,
    SI_SUN_COMFORT      = 169,
    SI_MOON_COMFORT     = 170
    SI_STAR_COMFORT     = 171
//  SI_EXPUP = 172,
//  SI_GDSKILL_BATTLEORDER = 173,
//  SI_GDSKILL_REGENERATION = 174,
//  SI_GDSKILL_POSTDELAY = 175,
//  SI_RESISTHANDICAP = 176,
//  SI_MAXHPPERCENT = 177,
//  SI_MAXSPPERCENT = 178,
//  SI_DEFENCE = 179,
//  SI_SLOWDOWN = 180,
    SI_PRESERVE     = 181,
    SI_INCSTR       = 182,
//  SI_NOT_EXTREMITYFIST = 183,
    SI_INTRAVISION      = 184,
//  SI_MOVESLOW_POTION = 185,
    SI_DOUBLECAST       = 186,
//  SI_GRAVITATION = 187,
    SI_MAXOVERTHRUST    = 188,
//  SI_LONGING = 189,
//  SI_HERMODE = 190,
    SI_TAROT        = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
//  SI_HLIF_AVOID = 192,
//  SI_HFLI_FLEET = 193,
//  SI_HFLI_SPEED = 194,
//  SI_HLIF_CHANGE = 195,
//  SI_HAMI_BLOODLUST = 196,
    SI_SHRINK       = 197,
    SI_SIGHTBLASTER     = 198,
    SI_WINKCHARM        = 199,
    SI_CLOSECONFINE     = 200,
    SI_CLOSECONFINE2    = 201,
//  SI_DISABLEMOVE = 202,
    SI_MADNESSCANCEL    = 203//[blackhole89]
    SI_GATLINGFEVER     = 204,
    SI_EARTHSCROLL = 205,
    SI_UTSUSEMI     = 206,
    SI_BUNSINJYUTSU     = 207,
    SI_NEN          = 208,
    SI_ADJUSTMENT       = 209,
    SI_ACCURACY     = 210,
//  SI_NJ_SUITON = 211,
//  SI_PET = 212,
//  SI_MENTAL = 213,
//  SI_EXPMEMORY = 214,
//  SI_PERFORMANCE = 215,
//  SI_GAIN = 216,
//  SI_GRIFFON = 217,
//  SI_DRIFT = 218,
//  SI_WALLSHIFT = 219,
//  SI_REINCARNATION = 220,
//  SI_PATTACK = 221,
//  SI_PSPEED = 222,
//  SI_PDEFENSE = 223,
//  SI_PCRITICAL = 224,
//  SI_RANKING = 225,
//  SI_PTRIPLE = 226,
//  SI_DENERGY = 227,
//  SI_WAVE1 = 228,
//  SI_WAVE2 = 229,
//  SI_WAVE3 = 230,
//  SI_WAVE4 = 231,
//  SI_DAURA = 232,
//  SI_DFREEZER = 233,
//  SI_DPUNISH = 234,
//  SI_DBARRIER = 235,
//  SI_DWARNING = 236,
//  SI_MOUSEWHEEL = 237,
//  SI_DGAUGE = 238,
//  SI_DACCEL = 239,
//  SI_DBLOCK = 240,
    SI_FOODSTR      = 241,
    SI_FOODAGI      = 242,
    SI_FOODVIT      = 243,
    SI_FOODDEX      = 244,
    SI_FOODINT      = 245,
    SI_FOODLUK      = 246,
    SI_FOODFLEE     = 247,
    SI_FOODHIT      = 248,
    SI_FOODCRI      = 249,
    SI_EXPBOOST     = 250,
    SI_LIFEINSURANCE    = 251,
    SI_ITEMBOOST        = 252,
    SI_BOSSMAPINFO      = 253,
//  SI_DA_ENERGY = 254,
//  SI_DA_FIRSTSLOT = 255,
//  SI_DA_HEADDEF = 256,
//  SI_DA_SPACE = 257,
//  SI_DA_TRANSFORM = 258,
//  SI_DA_ITEMREBUILD = 259,
//  SI_DA_ILLUSION = 260, //All mobs display as Turtle General
//  SI_DA_DARKPOWER = 261,
//  SI_DA_EARPLUG = 262,
//  SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
//  SI_DA_BLACK = 264, //For short time blurry screen
//  SI_DA_MAGICCART = 265,
//  SI_CRYSTAL = 266,
//  SI_DA_REBUILD = 267,
//  SI_DA_EDARKNESS = 268,
//  SI_DA_EGUARDIAN = 269,
//  SI_DA_TIMEOUT = 270,
    SI_FOOD_STR_CASH = 271,
    SI_FOOD_AGI_CASH = 272,
    SI_FOOD_VIT_CASH = 273,
    SI_FOOD_DEX_CASH = 274,
    SI_FOOD_INT_CASH = 275,
    SI_FOOD_LUK_CASH = 276,
    SI_MERC_FLEEUP  = 277,
    SI_MERC_ATKUP   = 278,
    SI_MERC_HPUP    = 279,
    SI_MERC_SPUP    = 280,
    SI_MERC_HITUP   = 281,
    SI_SLOWCAST     = 282,
//  SI_MAGICMIRROR = 283,
//  SI_STONESKIN = 284,
//  SI_ANTIMAGIC = 285,
    SI_CRITICALWOUND    = 286,
//  SI_NPC_DEFENDER = 287,
//  SI_NOACTION_WAIT = 288,
    SI_MOVHASTE_HORSE = 289,
    SI_DEF_RATE     = 290,
    SI_MDEF_RATE    = 291,
    SI_INCHEALRATE  = 292,
    SI_S_LIFEPOTION = 293,
    SI_L_LIFEPOTION = 294,
    SI_INCCRI       = 295,
    SI_PLUSAVOIDVALUE = 296,
//  SI_ATKER_ASPD = 297,
//  SI_TARGET_ASPD = 298,
//  SI_ATKER_MOVESPEED = 299,
    SI_ATKER_BLOOD = 300,
    SI_TARGET_BLOOD = 301,
    SI_ARMOR_PROPERTY = 302,
//  SI_REUSE_LIMIT_A = 303,
    SI_HELLPOWER = 304,
//  SI_STEAMPACK = 305,
//  SI_REUSE_LIMIT_B = 306,
//  SI_REUSE_LIMIT_C = 307,
//  SI_REUSE_LIMIT_D = 308,
//  SI_REUSE_LIMIT_E = 309,
//  SI_REUSE_LIMIT_F = 310,
    SI_INVINCIBLE = 311,
    SI_CASH_PLUSONLYJOBEXP = 312,
//  SI_PARTYFLEE = 313,
//  SI_ANGEL_PROTECT = 314,
//  SI_ENDURE_MDEF = 315,
    SI_ENCHANTBLADE = 316,
    SI_DEATHBOUND = 317,
    SI_REFRESH = 318,
    SI_GIANTGROWTH = 319,
    SI_STONEHARDSKIN = 320,
    SI_VITALITYACTIVATION = 321,
    SI_FIGHTINGSPIRIT = 322,
    SI_ABUNDANCE = 323,
    SI_MILLENNIUMSHIELD = 324,
    SI_REUSE_CRUSHSTRIKE = 325,
    SI_REUSE_REFRESH = 326,
    SI_REUSE_STORMBLAST = 327,
    SI_VENOMIMPRESS = 328,
    SI_EPICLESIS = 329,
    SI_ORATIO = 330,
    SI_LAUDAAGNUS = 331,
    SI_LAUDARAMUS = 332,
    SI_CLOAKINGEXCEED = 333,
    SI_HALLUCINATIONWALK = 334,
    SI_HALLUCINATIONWALK_POSTDELAY = 335,
    SI_RENOVATIO = 336,
    SI_WEAPONBLOCKING = 337,
    SI_WEAPONBLOCKING_POSTDELAY = 338,
    SI_ROLLINGCUTTER = 339,
    SI_EXPIATIO = 340,
    SI_POISONINGWEAPON = 341,
    SI_TOXIN = 342,
    SI_PARALYSE = 343,
    SI_VENOMBLEED = 344,
    SI_MAGICMUSHROOM = 345,
    SI_DEATHHURT = 346,
    SI_PYREXIA = 347,
    SI_OBLIVIONCURSE = 348,
    SI_LEECHESEND = 349,
    SI_DUPLELIGHT = 350,
    SI_FROSTMISTY = 351,
    SI_FEARBREEZE = 352,
    SI_ELECTRICSHOCKER = 353,
    SI_MARSHOFABYSS = 354,
    SI_RECOGNIZEDSPELL = 355,
    SI_STASIS = 356,
    SI_WUGMOUNT = 357,
    SI_WUGDASH = 358,
    SI_WUGBITE = 359,
    SI_CAMOUFLAGE = 360,
    SI_ACCELERATION = 361,
    SI_HOVERING = 362,
    SI_SPHERE_1 = 363,
    SI_SPHERE_2 = 364,
    SI_SPHERE_3 = 365,
    SI_SPHERE_4 = 366,
    SI_SPHERE_5 = 367,
    SI_MVPCARD_TAOGUNKA = 368,
    SI_MVPCARD_MISTRESS = 369,
    SI_MVPCARD_ORCHERO = 370,
    SI_MVPCARD_ORCLORD = 371,
    SI_OVERHEAT_LIMITPOINT = 372,
    SI_OVERHEAT = 373,
    SI_SHAPESHIFT = 374,
    SI_INFRAREDSCAN = 375,
    SI_MAGNETICFIELD = 376,
    SI_NEUTRALBARRIER = 377,
    SI_NEUTRALBARRIER_MASTER = 378,
    SI_STEALTHFIELD = 379,
    SI_STEALTHFIELD_MASTER = 380,
    SI_MANU_ATK = 381,
    SI_MANU_DEF = 382,
    SI_SPL_ATK = 383,
    SI_SPL_DEF = 384,
    SI_REPRODUCE = 385,
    SI_MANU_MATK = 386,
    SI_SPL_MATK = 387,
    SI_STR_SCROLL = 388,
    SI_INT_SCROLL = 389,
    SI_LG_REFLECTDAMAGE = 390,
    SI_FORCEOFVANGUARD = 391,
    SI_BUCHEDENOEL = 392,
    SI_AUTOSHADOWSPELL = 393,
    SI_SHADOWFORM = 394,
    SI_RAID = 395,
    SI_SHIELDSPELL_DEF = 396,
    SI_SHIELDSPELL_MDEF = 397,
    SI_SHIELDSPELL_REF = 398,
    SI_BODYPAINTING = 399,
    SI_EXEEDBREAK = 400,
    SI_ADORAMUS = 401,
    SI_PRESTIGE = 402,
    SI_INVISIBILITY = 403,
    SI_DEADLYINFECT = 404,
    SI_BANDING = 405,
    SI_EARTHDRIVE = 406,
    SI_INSPIRATION = 407,
    SI_ENERVATION = 408,
    SI_GROOMY = 409,
    SI_RAISINGDRAGON = 410,
    SI_IGNORANCE = 411,
    SI_LAZINESS = 412,
    SI_LIGHTNINGWALK = 413,
    SI_ACARAJE = 414,
    SI_UNLUCKY = 415,
    SI_CURSEDCIRCLE_ATKER = 416,
    SI_CURSEDCIRCLE_TARGET = 417,
    SI_WEAKNESS = 418,
    SI_CRESCENTELBOW = 419,
    SI_NOEQUIPACCESSARY = 420,
    SI_STRIPACCESSORY = 421,
    SI_MANHOLE = 422,
    SI_POPECOOKIE = 423,
    SI_FALLENEMPIRE = 424,
    SI_GENTLETOUCH_ENERGYGAIN = 425,
    SI_GENTLETOUCH_CHANGE = 426,
    SI_GENTLETOUCH_REVITALIZE = 427,
    SI_BLOODYLUST = 428,
    SI_SWINGDANCE = 429,
    SI_SYMPHONYOFLOVERS = 430,
    SI_PROPERTYWALK = 431,
    SI_SPELLFIST = 432,
    SI_NETHERWORLD = 433,
    SI_VOICEOFSIREN = 434,
    SI_DEEPSLEEP = 435,
    SI_SIRCLEOFNATURE = 436,
    SI_COLD = 437,
    SI_GLOOMYDAY = 438,
    SI_SONGOFMANA = 439,
    SI_CLOUDKILL = 440,
    SI_DANCEWITHWUG = 441,
    SI_RUSHWINDMILL = 442,
    SI_ECHOSONG = 443,
    SI_HARMONIZE = 444,
    SI_STRIKING = 445,
    SI_WARMER = 446,
    SI_MOONLITSERENADE = 447,
    SI_SATURDAYNIGHTFEVER = 448,
    SI_SITDOWN_FORCE = 449,
    SI_ANALYZE = 450,
    SI_LERADSDEW = 451,
    SI_MELODYOFSINK = 452,
    SI_WARCRYOFBEYOND = 453,
    SI_UNLIMITEDHUMMINGVOICE = 454,
    SI_SPELLBOOK_1 = 455,
    SI_SPELLBOOK_2 = 456,
    SI_SPELLBOOK_3 = 457,
    SI_FREEZE_SP = 458,
    SI_GN_TRAINING_SWORD = 459,
    SI_GN_REMODELING_CART = 460,
    SI_CARTSBOOST = 461,
    SI_FIXEDCASTINGTM_REDUCE = 462,
    SI_THORNTRAP = 463,
    SI_BLOODSUCKER = 464,
    SI_SPORE_EXPLOSION = 465,
    SI_DEMONIC_FIRE = 466,
    SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
    SI_FIRE_EXPANSION_TEAR_GAS = 468,
    SI_BLOCKING_PLAY = 469,
    SI_MANDRAGORA = 470,
    SI_ACTIVATE = 471,
    SI_SECRAMENT = 472,
    SI_ASSUMPTIO_2 = 473,
    SI_TK_SEVENWIND = 474,
    SI_LIMIT_ODINS_RECALL = 475,
    SI_STOMACHACHE = 476,
    SI_MYSTERIOUS_POWDER = 477,
    SI_MELON_BOMB = 478,
    SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
    SI_PROMOTE_HEALTH_RESERCH = 480,
    SI_ENERGY_DRINK_RESERCH = 481,
    SI_EXTRACT_WHITE_POTION_Z = 482,
    SI_VITATA_500 = 483,
    SI_EXTRACT_SALAMINE_JUICE = 484,
    SI_BOOST500 = 485,
    SI_FULL_SWING_K = 486,
    SI_MANA_PLUS = 487,
    SI_MUSTLE_M = 488,
    SI_LIFE_FORCE_F = 489,
    SI_VACUUM_EXTREME = 490,
    SI_SAVAGE_STEAK = 491,
    SI_COCKTAIL_WARG_BLOOD = 492,
    SI_MINOR_BBQ = 493,
    SI_SIROMA_ICE_TEA = 494,
    SI_DROCERA_HERB_STEAMED = 495,
    SI_PUTTI_TAILS_NOODLES = 496,
    SI_BANANA_BOMB = 497,
    SI_SUMMON_AGNI = 498,
    SI_READING_SB_4 = 499,
    SI_READING_SB_5 = 500,
    SI_READING_SB_6 = 501,
    SI_READING_SB_7 = 502,
//  SI_ELEMENTAL_AGGRESSIVE = 503,
//  SI_RETURN_TO_ELDICASTES = 504,
    SI_BANDING_DEFENCE = 505,
//  SI_SKELSCROLL = 506,
//  SI_DISTRUCTIONSCROLL = 507,
//  SI_ROYALSCROLL = 508,
//  SI_IMMUNITYSCROLL = 509,
//  SI_MYSTICSCROLL = 510,
//  SI_BATTLESCROLL = 511,
//  SI_ARMORSCROLL = 512,
//  SI_FREYJASCROLL = 513,
//  SI_SOULSCROLL = 514,
    SI_CIRCLE_OF_FIRE = 515,
    SI_CIRCLE_OF_FIRE_OPTION = 516,
    SI_FIRE_CLOAK = 517,
    SI_FIRE_CLOAK_OPTION = 518,
    SI_WATER_SCREEN = 519,
    SI_WATER_SCREEN_OPTION = 520,
    SI_WATER_DROP = 521,
    SI_WATER_DROP_OPTION = 522,
    SI_WIND_STEP = 523,
    SI_WIND_STEP_OPTION = 524,
    SI_WIND_CURTAIN = 525,
    SI_WIND_CURTAIN_OPTION = 526,
    SI_WATER_BARRIER = 527,
    SI_ZEPHYR = 528,
    SI_SOLID_SKIN = 529,
    SI_SOLID_SKIN_OPTION = 530,
    SI_STONE_SHIELD = 531,
    SI_STONE_SHIELD_OPTION = 532,
    SI_POWER_OF_GAIA = 533,
//  SI_EL_WAIT = 534,
//  SI_EL_PASSIVE = 535,
//  SI_EL_DEFENSIVE = 536,
//  SI_EL_OFFENSIVE = 537,
//  SI_EL_COST = 538,
    SI_PYROTECHNIC = 539,
    SI_PYROTECHNIC_OPTION = 540,
    SI_HEATER = 541,
    SI_HEATER_OPTION = 542,
    SI_TROPIC = 543,
    SI_TROPIC_OPTION = 544,
    SI_AQUAPLAY = 545,
    SI_AQUAPLAY_OPTION = 546,
    SI_COOLER = 547,
    SI_COOLER_OPTION = 548,
    SI_CHILLY_AIR = 549,
    SI_CHILLY_AIR_OPTION = 550,
    SI_GUST = 551,
    SI_GUST_OPTION = 552,
    SI_BLAST = 553,
    SI_BLAST_OPTION = 554,
    SI_WILD_STORM = 555,
    SI_WILD_STORM_OPTION = 556,
    SI_PETROLOGY = 557,
    SI_PETROLOGY_OPTION = 558,
    SI_CURSED_SOIL = 559,
    SI_CURSED_SOIL_OPTION = 560,
    SI_UPHEAVAL = 561,
    SI_UPHEAVAL_OPTION = 562,
    SI_TIDAL_WEAPON = 563,
    SI_TIDAL_WEAPON_OPTION = 564,
    SI_ROCK_CRUSHER = 565,
    SI_ROCK_CRUSHER_ATK = 566,
//  SI_FIRE_INSIGNIA = 567,
//  SI_WATER_INSIGNIA = 568,
//  SI_WIND_INSIGNIA = 569,
//  SI_EARTH_INSIGNIA = 570,
//  SI_EQUIPED_FLOOR = 571,
    
    SI_GUARDIAN_RECALL = 572,
    SI_MORA_BUFF = 573,
    SI_REUSE_LIMIT_G = 574,
    SI_REUSE_LIMIT_H = 575,
    SI_NEEDLE_OF_PARALYZE = 576,
    SI_PAIN_KILLER = 577,
    SI_G_LIFEPOTION = 578,
    SI_VITALIZE_POTION = 579,
    SI_LIGHT_OF_REGENE = 580,
    SI_OVERED_BOOST = 581,
    SI_SILENT_BREEZE = 582,
    SI_ODINS_POWER = 583,
    SI_STYLE_CHANGE = 584,
    SI_SONIC_CLAW_POSTDELAY = 585,
    SI_SILVERVEIN_RUSH_POSTDELAY = 596,
    SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
    SI_GOLDENE_FERSE = 598,
    SI_ANGRIFFS_MODUS = 599,
    SI_TINDER_BREAKER = 600,
    SI_TINDER_BREAKER_POSTDELAY = 601,
    SI_CBC = 602,
    SI_CBC_POSTDELAY = 603,
    SI_EQC = 604,
    SI_MAGMA_FLOW = 605,
    SI_GRANITIC_ARMOR = 606,
    SI_PYROCLASTIC = 607,
    SI_VOLCANIC_ASH = 608,
    SI_SPIRITS_SAVEINFO1 = 609,
    SI_SPIRITS_SAVEINFO2 = 610,
    SI_MAGIC_CANDY = 611,
//  SI_SEARCH_STORE_INFO = 612,
    SI_ALL_RIDING = 613,
//  SI_ALL_RIDING_REUSE_LIMIT = 614,        
    SI_MACRO = 615,
    SI_MACRO_POSTDELAY = 616,
    SI_BEER_BOTTLE_CAP = 617,
    SI_OVERLAPEXPUP = 618,
    SI_PC_IZ_DUN05 = 619,
    SI_CRUSHSTRIKE = 620,
    SI_MONSTER_TRANSFORM = 621,
    SI_SIT = 622,
    SI_ONAIR = 623,
    SI_MTF_ASPD = 624,
    SI_MTF_RANGEATK = 625,
    SI_MTF_MATK = 626,
    SI_MTF_MLEATKED = 627,
    SI_MTF_CRIDAMAGE = 628,
    SI_REUSE_LIMIT_MTF = 629,
    SI_MACRO_PERMIT = 630,
    SI_MACRO_PLAY = 631,
    SI_SKF_CAST = 632,
    SI_SKF_ASPD = 633,
    SI_SKF_ATK = 634,
    SI_SKF_MATK = 635,
    SI_REWARD_PLUSONLYJOBEXP = 636,
    SI_HANDICAPSTATE_NORECOVER = 637,
    SI_SET_NUM_DEF = 638,
    SI_SET_NUM_MDEF = 639,
    SI_SET_PER_DEF = 640,
    SI_SET_PER_MDEF = 641,
    SI_PARTYBOOKING_SEARCH_DEALY = 642,
    SI_PARTYBOOKING_REGISTER_DEALY = 643,
    SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
    SI_KO_JYUMONJIKIRI = 645,
    SI_MEIKYOUSISUI = 646,
    SI_ATTHASTE_CASH = 647,
    SI_EQUIPPED_DIVINE_ARMOR = 648,
    SI_EQUIPPED_HOLY_ARMOR = 649,
    SI_2011RWC = 650,
    SI_KYOUGAKU = 651,
    SI_IZAYOI = 652,
    SI_ZENKAI = 653,
    SI_KG_KAGEHUMI = 654,
    SI_KYOMU = 655,
    SI_KAGEMUSYA = 656,
    SI_ZANGETSU = 657,
    SI_PHI_DEMON = 658,
    SI_GENSOU = 659,
    SI_AKAITSUKI = 660,
    SI_TETANY = 661,
    SI_GM_BATTLE = 662,
    SI_GM_BATTLE2 = 663,
    SI_2011RWC_SCROLL = 664,
    SI_ACTIVE_MONSTER_TRANSFORM = 665,
    SI_MYSTICPOWDER = 666,
    SI_ECLAGE_RECALL = 667,
    SI_ENTRY_QUEUE_APPLY_DELAY = 668,
    SI_REUSE_LIMIT_ECL = 669,
    SI_M_LIFEPOTION = 670,
    SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
    SI_UNKNOWN_NAME = 672,
    SI_ON_PUSH_CART = 673,
    SI_HAT_EFFECT = 674
//  SI_FLOWER_LEAF = 675,
};
 
enum wl_spheres {
    WLS_FIRE = 0x44,//0X54
    WLS_WIND,
    WLS_WATER,
    WLS_STONE,
};
 
// JOINTBEAT stackable ailments
enum e_joint_break
{
    BREAK_ANKLE    = 0x01, // MoveSpeed reduced by 50%
    BREAK_WRIST    = 0x02, // ASPD reduced by 25%
    BREAK_KNEE     = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
    BREAK_SHOULDER = 0x08, // DEF reduced by 50%
    BREAK_WAIST    = 0x10, // DEF reduced by 25%, ATK reduced by 25%
    BREAK_NECK     = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
    BREAK_FLAGS    = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
 
extern int current_equip_item_index;
extern int current_equip_card_id;
 
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
 
//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
    MD_CANMOVE            = 0x0001,
    MD_LOOTER             = 0x0002,
    MD_AGGRESSIVE         = 0x0004,
    MD_ASSIST             = 0x0008,
    MD_CASTSENSOR_IDLE    = 0x0010,
    MD_BOSS               = 0x0020,
    MD_PLANT              = 0x0040,
    MD_CANATTACK          = 0x0080,
    MD_DETECTOR           = 0x0100,
    MD_CASTSENSOR_CHASE   = 0x0200,
    MD_CHANGECHASE        = 0x0400,
    MD_ANGRY              = 0x0800,
    MD_CHANGETARGET_MELEE = 0x1000,
    MD_CHANGETARGET_CHASE = 0x2000,
    MD_TARGETWEAK         = 0x4000,
    MD_MASK               = 0xFFFF,
};
 
//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)
 
//opt1: Non stackable status changes.
enum {
    OPT1_STONE = 1, //Petrified
    OPT1_FREEZE,
    OPT1_STUN,
    OPT1_SLEEP,
    //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
    OPT1_STONEWAIT=6, //Petrifying
    OPT1_BURNING,
    OPT1_IMPRISON,
};
 
//opt2: Stackable status changes.
enum {
    OPT2_POISON       = 0x0001,
    OPT2_CURSE        = 0x0002,
    OPT2_SILENCE      = 0x0004,
    OPT2_SIGNUMCRUCIS = 0x0008,
    OPT2_BLIND        = 0x0010,
    OPT2_ANGELUS      = 0x0020,
    OPT2_BLEEDING     = 0x0040,
    OPT2_DPOISON      = 0x0080,
    OPT2_FEAR         = 0x0100,
};
 
//opt3: (SHOW_EFST_*)
enum {
    OPT3_NORMAL           = 0x00000000,
    OPT3_QUICKEN          = 0x00000001,
    OPT3_OVERTHRUST       = 0x00000002,
    OPT3_ENERGYCOAT       = 0x00000004,
    OPT3_EXPLOSIONSPIRITS = 0x00000008,
    OPT3_STEELBODY        = 0x00000010,
    OPT3_BLADESTOP        = 0x00000020,
    OPT3_AURABLADE        = 0x00000040,
    OPT3_BERSERK          = 0x00000080,
    OPT3_LIGHTBLADE       = 0x00000100,
    OPT3_MOONLIT          = 0x00000200,
    OPT3_MARIONETTE       = 0x00000400,
    OPT3_ASSUMPTIO        = 0x00000800,
    OPT3_WARM             = 0x00001000,
    OPT3_KAITE            = 0x00002000,
    OPT3_BUNSIN           = 0x00004000,
    OPT3_SOULLINK         = 0x00008000,
    OPT3_UNDEAD           = 0x00010000,
    OPT3_CONTRACT         = 0x00020000,
    OPT3_ALL_RIDING       = 0x00040000,
};
 
enum {
    OPTION_NOTHING   = 0x00000000,
    OPTION_SIGHT     = 0x00000001,
    OPTION_HIDE      = 0x00000002,
    OPTION_CLOAK     = 0x00000004,
    OPTION_FALCON    = 0x00000010,
    OPTION_RIDING    = 0x00000020,
    OPTION_INVISIBLE = 0x00000040,
    OPTION_ORCISH    = 0x00000800,
    OPTION_WEDDING   = 0x00001000,
    OPTION_RUWACH    = 0x00002000,
    OPTION_CHASEWALK = 0x00004000,
    OPTION_FLYING    = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
    OPTION_XMAS      = 0x00010000,
    OPTION_TRANSFORM = 0x00020000,
    OPTION_SUMMER    = 0x00040000,
    OPTION_GREEN_DRAGON = 0x00080000,
    OPTION_WUG       = 0x00100000,
    OPTION_RIDING_WUG   = 0x00200000,
    OPTION_MADO      = 0x00400000,
    OPTION_BLACK_DRAGON = 0x00800000,
    OPTION_WHITE_DRAGON = 0x01000000,
    OPTION_BLUE_DRAGON  = 0x02000000,
    OPTION_RED_DRAGON   = 0x04000000,
//  OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
    OPTION_RIDING_DRAGON = OPTION_GREEN_DRAGON|OPTION_BLACK_DRAGON|OPTION_WHITE_DRAGON|OPTION_BLUE_DRAGON|OPTION_RED_DRAGON,
    OPTION_MASK      = ~OPTION_INVISIBLE,
        OPTION_MOUNTING  = 0x08000000, 
             
    #ifndef NEW_CARTS 
            OPTION_CART1     = 0x00000008, 
            OPTION_CART2     = 0x00000080, 
            OPTION_CART3     = 0x00000100, 
            OPTION_CART4     = 0x00000200, 
            OPTION_CART5     = 0x00000400, 
             
            /*  compound constant for older carts */ 
            OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5, 
    #endif 
         
};
 
//Defines for the manner system [Skotlex]
enum manner_flags
{
    MANNER_NOCHAT    = 0x01,
    MANNER_NOSKILL   = 0x02,
    MANNER_NOCOMMAND = 0x04,
    MANNER_NOITEM    = 0x08,
    MANNER_NOROOM    = 0x10,
};
 
//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
    SCB_NONE    = 0x00000000,
    SCB_BASE    = 0x00000001,
    SCB_MAXHP   = 0x00000002,
    SCB_MAXSP   = 0x00000004,
    SCB_STR     = 0x00000008,
    SCB_AGI     = 0x00000010,
    SCB_VIT     = 0x00000020,
    SCB_INT     = 0x00000040,
    SCB_DEX     = 0x00000080,
    SCB_LUK     = 0x00000100,
    SCB_BATK    = 0x00000200,
    SCB_WATK    = 0x00000400,
    SCB_MATK    = 0x00000800,
    SCB_HIT     = 0x00001000,
    SCB_FLEE    = 0x00002000,
    SCB_DEF     = 0x00004000,
    SCB_DEF2    = 0x00008000,
    SCB_MDEF    = 0x00010000,
    SCB_MDEF2   = 0x00020000,
    SCB_SPEED   = 0x00040000,
    SCB_ASPD    = 0x00080000,
    SCB_DSPD    = 0x00100000,
    SCB_CRI     = 0x00200000,
    SCB_FLEE2   = 0x00400000,
    SCB_ATK_ELE = 0x00800000,
    SCB_DEF_ELE = 0x01000000,
    SCB_MODE    = 0x02000000,
    SCB_SIZE    = 0x04000000,
    SCB_RACE    = 0x08000000,
    SCB_RANGE   = 0x10000000,
    SCB_REGEN   = 0x20000000,
    SCB_DYE     = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
 
    SCB_BATTLE  = 0x3FFFFFFE,
    SCB_ALL     = 0x3FFFFFFF
};
 
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
 
 
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
    unsigned short atk, atk2;
    unsigned short range;
    unsigned char ele;
};
 
 
//For holding basic status (which can be modified by status changes)
struct status_data {
    unsigned int
        hp, sp,  // see status_cpy before adding members before hp and sp
        max_hp, max_sp;
    unsigned short
        str, agi, vit, int_, dex, luk,
        batk, matk,
        matk_min, matk_max,
        speed,
        amotion, adelay, dmotion,
        mode;
    short 
        hit, flee, cri, flee2,
        def, mdef,
        def2, mdef2,
        aspd_rate;
    unsigned char
        def_ele, ele_lv,
        size, race;
    struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
 
//Additional regen data that only players have.
struct regen_data_sub {
    unsigned short
        hp,sp;
 
    //tick accumulation before healing.
    struct {
        unsigned int hp,sp;
    } tick;
    
    //Regen rates (where every 1 means +100% regen)
    struct {
        unsigned char hp,sp;
    } rate;
};
 
struct regen_data {
 
    unsigned short flag; //Marks what stuff you may heal or not.
    unsigned short
        hp,sp,shp,ssp;
 
    //tick accumulation before healing.
    struct {
        unsigned int hp,sp,shp,ssp;
    } tick;
    
    //Regen rates (where every 1 means +100% regen)
    struct {
        unsigned char
        hp,sp,shp,ssp;
    } rate;
    
    struct {
        unsigned walk:1; //Can you regen even when walking?
        unsigned gc:1//Tags when you should have double regen due to GVG castle
        unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
        unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
    } state;
 
    //skill-regen, sitting-skill-regen (since not all chars with regen need it)
    struct regen_data_sub *sregen, *ssregen;
};
 
struct status_change_entry {
    int timer;
    int val1,val2,val3,val4;
};
 
struct status_change {
    unsigned int option;// effect state (bitfield)
    unsigned int opt3;// skill state (bitfield)
    unsigned short opt1;// body state
    unsigned short opt2;// health state (bitfield)
    unsigned char count;
    //TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
    unsigned char jb_flag; //Joint Beat type flag
    unsigned short mp_bmatk, mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
    int sg_id; //ID of the previous Storm gust that hit you
    unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
    short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
    struct status_change_entry *data[SC_MAX];
};
 
// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
 
int status_damage_(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag,int skill);
//Compatibility with eAmod/eAthena
#define status_damage(src,target,hp,sp,walkdelay,flag) status_damage_(src,target,hp,sp,walkdelay,flag,0)
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay, skill) status_damage_(src, target, hp, 0, walkdelay, 0, skill)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
 
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
signed short status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);
 
struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);
 
int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);
 
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
 
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end(struct block_list* bl, enum sc_type type, int tid);
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);
int status_change_spread( struct block_list *src, struct block_list *bl );
 
#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
 
void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
int status_calc_elemental_(struct elemental_data *ed, bool first);
 
void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
 
unsigned short status_calc_matk_min(struct block_list *bl, struct status_data *status);
unsigned short status_calc_matk_max(struct block_list *bl, struct status_data *status);
 
int status_getrefinebonus(int lv,int type);
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int skill_lv, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
 
int status_readdb(void);
int do_init_status(void);
void do_final_status(void);
 
#endif /* _STATUS_H_ */
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