Constant.php 32 KB

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  1. <?php
  2. /**
  3. * Provides constants.
  4. *
  5. * Usefull data to be used across the site.
  6. *
  7. * @category Data
  8. */
  9. /**
  10. * Stage difficulty constants.
  11. *
  12. * @category Data
  13. */
  14. final class DIFFICULTY_ID{
  15. /**
  16. * Difficulty EASY (Tartarus Labyrinth only).
  17. */
  18. const EASY = 0;
  19. /**
  20. * Difficulty EASY (Scenario, TOA, Labyrinth).
  21. */
  22. const NORMAL = 1;
  23. /**
  24. * Difficulty EASY (Scenario, TOA, Labyrinth).
  25. */
  26. const HARD = 2;
  27. /**
  28. * Difficulty EASY (Scenario, Labyrinth).
  29. */
  30. const HELL = 3;
  31. };
  32. /**
  33. * Unit source constants.
  34. *
  35. * @category Data
  36. */
  37. final class SOURCE_ID{
  38. /**
  39. * Unknown Scroll (elemental 1-3*).
  40. */
  41. const SCROLL_UNKNOWN = 1;
  42. /**
  43. * Mystical Scroll (elemental 3-5*).
  44. */
  45. const SCROLL_MYSTICAL = 2;
  46. /**
  47. * Light and Darkness Scroll (LD 3-5*).
  48. */
  49. const SCROLL_LIGHT_AND_DARK = 3;
  50. /**
  51. * Water scroll (water 3-5*)
  52. */
  53. const SCROLL_WATER = 4;
  54. /**
  55. * Fire scroll (fire 3-5*)
  56. */
  57. const SCROLL_FIRE = 5;
  58. /**
  59. * Wind scroll (wind 3-5*)
  60. */
  61. const SCROLL_WIND = 6;
  62. /**
  63. * Legendary Scroll (elemental 4-5*)
  64. */
  65. const SCROLL_LEGENDARY = 7;
  66. /**
  67. * Summon Stones (elemental 3-5*)
  68. */
  69. const SUMMON_EXCLUSIVE = 8;
  70. /**
  71. * Legendary Summoning Pieces (4-5*)
  72. */
  73. const SUMMON_LEGENDARY_PIECES = 9;
  74. /**
  75. * Light and Darkness Scroll (LD 3-5*).
  76. */
  77. const SUMMON_LIGHT_AND_DARK_PIECES = 10;
  78. /**
  79. * Transcendance Scroll (elemental 5*)
  80. */
  81. const SCROLL_TRANSCENDANCE = 11;
  82. /**
  83. * Legendary Water Scroll (water 4-5*)
  84. */
  85. const SCROLL_LEGENDARY_WATER = 12;
  86. /**
  87. * Legendary Fire Scroll (fire 4-5*)
  88. */
  89. const SCROLL_LEGENDARY_FIRE = 13;
  90. /**
  91. * Legendary Wind Scroll (wind 4-5*)
  92. */
  93. const SCROLL_LEGENDARY_WIND = 14;
  94. };
  95. /**
  96. * Element constants.
  97. *
  98. * @category Data
  99. */
  100. final class ELEMENT_ID{
  101. /**
  102. * Water
  103. */
  104. const WATER = 1;
  105. /**
  106. * Fire
  107. */
  108. const FIRE = 2;
  109. /**
  110. * Wind
  111. */
  112. const WIND = 3;
  113. /**
  114. * Light
  115. */
  116. const LIGHT = 4;
  117. /**
  118. * Dark
  119. */
  120. const DARK = 5;
  121. /**
  122. * Pure
  123. */
  124. const PURE = 6;
  125. };
  126. /**
  127. * Unit archetype constants.
  128. *
  129. * @category Data
  130. */
  131. final class ARCHETYPE_ID{
  132. /**
  133. * None
  134. */
  135. const NONE = 0;
  136. /**
  137. * Attack
  138. */
  139. const ATTACK = 1;
  140. /**
  141. * Defense
  142. */
  143. const DEFENSE = 2;
  144. /**
  145. * HP
  146. */
  147. const HP = 3;
  148. /**
  149. * Support
  150. */
  151. const SUPPORT = 4;
  152. /**
  153. * Material
  154. */
  155. const MATERIAL = 5;
  156. };
  157. /**
  158. * Stat constants.
  159. *
  160. * Used for unit stats, for rune stat types, see {@see RUNE_STAT_ID}
  161. *
  162. * @category Data
  163. */
  164. final class STAT_ID{
  165. /**
  166. * HP
  167. */
  168. const HP = 1;
  169. /**
  170. * ATK
  171. */
  172. const ATK = 2;
  173. /**
  174. * DEF
  175. */
  176. const DEF = 3;
  177. /**
  178. * SPD
  179. */
  180. const SPD = 4;
  181. /**
  182. * CRIT_RATE
  183. */
  184. const CRIT_RATE = 5;
  185. /**
  186. * CRIT_DMG
  187. */
  188. const CRIT_DMG = 6;
  189. /**
  190. * RESIST
  191. */
  192. const RESIST = 7;
  193. /**
  194. * ACCURACY
  195. */
  196. const ACCURACY = 8;
  197. };
  198. /**
  199. * Leadr skill area constants.
  200. *
  201. * @category Data
  202. */
  203. final class EFFECT_AREA_ID{
  204. /**
  205. * General (all areas).
  206. */
  207. const GENERAL = 1;
  208. /**
  209. * Arena (offense and defense).
  210. */
  211. const ARENA = 3;
  212. /**
  213. * Dungeon (Cairos, elemental Rifts, Dimensinal Hole).
  214. */
  215. const DUNGEON = 2;
  216. /**
  217. * Guild content (battle, siege, Labyrinth).
  218. */
  219. const GUILD = 5;
  220. };
  221. /**
  222. * Playable area group constants.
  223. *
  224. * @category Data
  225. */
  226. final class AREA_TYPE_ID{
  227. /**
  228. * Scenario.
  229. */
  230. const SCENARIO = 1;
  231. /**
  232. * Cairos Dungeon.
  233. */
  234. const CAIROS_DUNGEON = 2;
  235. /**
  236. * Elemental Rift Dungeons.
  237. */
  238. const RIFT_DUNGEON = 3;
  239. /**
  240. * Rift Raid.
  241. */
  242. const RIFT_RAID = 4;
  243. /**
  244. * Dimensional Hole.
  245. */
  246. const DIMENSIONAL_HOLE = 5;
  247. /**
  248. * Arena.
  249. */
  250. const ARENA = 6;
  251. /**
  252. * Guild War.
  253. */
  254. const GUILD_WAR = 7;
  255. /**
  256. * Guild Siege.
  257. */
  258. const GUILD_SIEGE = 8;
  259. /**
  260. * Tartarus Labyrinth.
  261. */
  262. const TARTARUS_LABYRINTH = 9;
  263. /**
  264. * Trial of Ascension.
  265. */
  266. const TRIAL_OF_ASCENSION = 10;
  267. /**
  268. * World Boss.
  269. */
  270. const WORLD_BOSS = 11;
  271. /**
  272. * Dimensional Rift.
  273. */
  274. const DIMENSIONAL_RIFT = 12;
  275. };
  276. /**
  277. * Scenario area constants.
  278. *
  279. * @category Data
  280. */
  281. final class SCENARIO_ID{
  282. /**
  283. * Garen Forest.
  284. */
  285. const GAREN_FOREST = 1;
  286. /**
  287. * Mt. Siz.
  288. */
  289. const MT_SIZ = 2;
  290. /**
  291. * Kabir Ruins.
  292. */
  293. const KABIR_RUINS = 3;
  294. /**
  295. * Mt. White Ragon.
  296. */
  297. const MT_WHITE_RAGON = 4;
  298. /**
  299. * Telain Forest.
  300. */
  301. const TELAIN_FOREST = 5;
  302. /**
  303. * Hydeni Ruins.
  304. */
  305. const HYDENI_RUINS = 6;
  306. /**
  307. * Tamor Desert.
  308. */
  309. const TAMOR_DESERT = 7;
  310. /**
  311. * Vrofagus Ruins.
  312. */
  313. const VROFAGUS_RUINS = 8;
  314. /**
  315. * Faimon Volcano.
  316. */
  317. const FAIMON_VOLCANO = 9;
  318. /**
  319. * Aiden Forest.
  320. */
  321. const AIDEN_FOREST = 10;
  322. /**
  323. * Ferun Castle.
  324. */
  325. const FERUN_CASTLE = 11;
  326. /**
  327. * Mt Runar.
  328. */
  329. const MT_RUNAR = 12;
  330. /**
  331. * Chiruka Remains.
  332. */
  333. const CHIRUKA_REMAINS = 13;
  334. };
  335. /**
  336. * Dungeon section constants.
  337. *
  338. * Includes Cairos Dungeons and Dimension Hole Dungeons.
  339. *
  340. * @category Data
  341. */
  342. final class DUNGEON_ID{
  343. /**
  344. * Hall of Dark.
  345. */
  346. const HALL_OF_DARK = 1001;
  347. /**
  348. * Sanctuary of Dreaming Fairies.
  349. */
  350. const SANCTUARY_OF_DREAMING_FAIRIES = 1101;
  351. /**
  352. * Ellunia Remains (Fairy).
  353. */
  354. const ELLUNIA_REMAINS_FAIRY = 1201;
  355. /**
  356. * Ellunia Remains (Pixie).
  357. */
  358. const ELLUNIA_REMAINS_PIXIE = 1202;
  359. /**
  360. * Hall of Fire.
  361. */
  362. const HALL_OF_FIRE = 2001;
  363. /**
  364. * Forest of Roaring Beasts.
  365. */
  366. const FOREST_OF_ROARING_BEASTS = 2101;
  367. /**
  368. * Karzhan Remains (Warbear).
  369. */
  370. const KARZHAN_REMAINS_WARBEAR = 2201;
  371. /**
  372. * Karzhan Remains (Inugami).
  373. */
  374. const KARZHAN_REMAINS_INUGAMI = 2202;
  375. /**
  376. * Cliff of Tough Beast Men.
  377. */
  378. const CLIFF_OF_TOUGH_BEASTS_MEN = 3101;
  379. /**
  380. * Lumel Remains (Werewolf).
  381. */
  382. const LUMEL_REMAINS_WEREWOLF = 3201;
  383. /**
  384. * Lumel Remains (Martial Cat).
  385. */
  386. const KARZHAN_REMAINS_MARTIAL_CAT = 3202;
  387. /**
  388. * Hall of water.
  389. */
  390. const HALL_OF_WATER = 3001;
  391. /**
  392. * Hall of Wind.
  393. */
  394. const HALL_OF_WIND = 4001;
  395. /**
  396. * Hall of Magic.
  397. */
  398. const HALL_OF_MAGIC = 5001;
  399. /**
  400. * Necropolis.
  401. */
  402. const NECROPOLIS = 6001;
  403. /**
  404. * Hall of Light.
  405. */
  406. const HALL_OF_LIGHT = 7001;
  407. /**
  408. * Giants Keep.
  409. */
  410. const GIANTS_KEEP = 8001;
  411. /**
  412. * Dragons Lair.
  413. */
  414. const DRAGONS_LAIR = 9001;
  415. };
  416. /**
  417. * Elemental Rift Dungeon constants.
  418. *
  419. * @category Data
  420. */
  421. final class ELEMENTAL_RIFT_DUNGEON_ID{
  422. /**
  423. * Ice Beast.
  424. */
  425. const ICE_BEAST = 1001;
  426. /**
  427. * Fire Beast.
  428. */
  429. const FIRE_BEAST = 2001;
  430. /**
  431. * Wind Beast.
  432. */
  433. const WIND_BEAST = 3001;
  434. /**
  435. * Light Beast.
  436. */
  437. const LIGHT_BEAST = 4001;
  438. /**
  439. * Dark Beast.
  440. */
  441. const DARK_BEAST = 5001;
  442. };
  443. /**
  444. * Rift raid level constants.
  445. *
  446. * @category Data
  447. */
  448. final class RAID_RIFT_DUNGEON_ID{
  449. /**
  450. * Level 1.
  451. */
  452. const LEVEL_1 = 1;
  453. /**
  454. * Level 2.
  455. */
  456. const LEVEL_2 = 2;
  457. /**
  458. * Level 3.
  459. */
  460. const LEVEL_3 = 3;
  461. /**
  462. * Level 4.
  463. */
  464. const LEVEL_4 = 4;
  465. /**
  466. * Level 5.
  467. */
  468. const LEVEL_5 = 5;
  469. };
  470. /**
  471. * Constants for all the types of stages in the Tartarus Labyrinth.
  472. *
  473. * @category Data
  474. */
  475. final class LABYRINTH_STAGES_ID{
  476. /**
  477. * Tartarus (Labyrinth Guardian).
  478. */
  479. const TARTARUS = 1;
  480. /**
  481. * Kottos (Fire Gaurdian).
  482. */
  483. const KOTTOS = 2;
  484. /**
  485. * Leos (Waer Guardian).
  486. */
  487. const LEOS = 3;
  488. /**
  489. * Aquiles (Wind Guardian).
  490. */
  491. const AQUILES = 4;
  492. /**
  493. * Normal stage.
  494. */
  495. const NORMAL = 5;
  496. /**
  497. * Rescue stage.
  498. */
  499. const RESCUE = 6;
  500. /**
  501. * Explode stage.
  502. */
  503. const EXPLODE = 7;
  504. /**
  505. * Cool Time UP stage.
  506. */
  507. const COOL_TIME = 8;
  508. /**
  509. * Speed Limit stage.
  510. */
  511. const SPEED_LIMIT = 9;
  512. /**
  513. * Time Limit stage.
  514. */
  515. const TIME_LIMIT = 10;
  516. };
  517. /**
  518. * Building constants.
  519. *
  520. * @category Data
  521. */
  522. final class BUILDING_ID{
  523. /**
  524. * Summoners Tower.
  525. */
  526. const SUMMONERS_TOWER = 1;
  527. /**
  528. * Summonhenge.
  529. */
  530. const SUMMONHENGE = 2;
  531. /**
  532. * Pond of Mana.
  533. */
  534. const POND_OF_MANA = 3;
  535. /**
  536. * Crystal Mine.
  537. */
  538. const CRYSTAL_MINE = 4;
  539. /**
  540. * Gateway.
  541. */
  542. const GATEWAY = 8;
  543. /**
  544. * Temple of Wishes.
  545. */
  546. const TEMPLE_OF_WISHES = 10;
  547. /**
  548. * Magic Shop.
  549. */
  550. const MAGIC_SHOP = 11;
  551. /**
  552. * Ancient Stones.
  553. */
  554. const ANCIENT_STONES = 12;
  555. /**
  556. * Arcane Tower.
  557. */
  558. const ARCANE_TOWER = 14;
  559. /**
  560. * Crystal Titan.
  561. */
  562. const CRYSTAL_TITAN = 15;
  563. /**
  564. * Fusion Hexagram.
  565. */
  566. const FUSION_HEXAGRAM = 16;
  567. /**
  568. * Fuse Center.
  569. */
  570. const FUSE_CENTER = 17;
  571. /**
  572. * Power Up Circle.
  573. */
  574. const POWER_UP_CIRCLE = 20;
  575. /**
  576. * Tranquil Forest.
  577. */
  578. const TRANQUIL_FOREST = 22;
  579. /**
  580. * Gusty Cliffs.
  581. */
  582. const GUSTY_CLIFFS = 23;
  583. /**
  584. * Deep Forest Ent.
  585. */
  586. const DEEP_FOREST_ENT = 24;
  587. /**
  588. * Monster Storage.
  589. */
  590. const MONSTER_STORAGE = 25;
  591. /**
  592. * Transmogrification Building.
  593. */
  594. const TRANSMOGRIFICATION_BUILDING = 27;
  595. };
  596. /**
  597. * Decoration constants.
  598. *
  599. * @category Data
  600. */
  601. final class DECORATION_ID{
  602. /**
  603. * Guardstone.
  604. */
  605. const GUARDSTONE = 4;
  606. /**
  607. * Mana Fountain.
  608. */
  609. const MANA_FOUNTAIN = 5;
  610. /**
  611. * Sky Tribe Totem.
  612. */
  613. const SKY_TRIBE_TOTEM = 6;
  614. /**
  615. * Arcane Booster Tower.
  616. */
  617. const ARCANE_BOOSTER_TOWER = 7;
  618. /**
  619. * Crystal Altar.
  620. */
  621. const CRYSTAL_ALTAR = 8;
  622. /**
  623. * Ancient Sword.
  624. */
  625. const ANCIENT_SWORD = 9;
  626. /**
  627. * Sanctum of Energy.
  628. */
  629. const SANCTUM_OF_ENERGY = 10;
  630. /**
  631. * Mysterious Plant.
  632. */
  633. const MYSTERIOUS_PLANT = 11;
  634. /**
  635. * Fire Sanctuary.
  636. */
  637. const FIRE_SANCTUARY = 15;
  638. /**
  639. * Water Sanctuary.
  640. */
  641. const WATER_SANCTUARY = 16;
  642. /**
  643. * Wind Sanctuary.
  644. */
  645. const WIND_SANCTUARY = 17;
  646. /**
  647. * Light Sanctuary.
  648. */
  649. const LIGHT_SANCTUARY = 18;
  650. /**
  651. * Dark Sanctuary.
  652. */
  653. const DARK_SANCTUARY = 19;
  654. /**
  655. * Fallen Ancient Guardian.
  656. */
  657. const FALLEN_ANCIENT_GUARDIAN = 31;
  658. /**
  659. * Crystal Rock.
  660. */
  661. const CRYSTAL_ROCK = 34;
  662. /**
  663. * Fairy Tree.
  664. */
  665. const FAIRY_TREE = 35;
  666. /**
  667. * Flag of Battle.
  668. */
  669. const FLAG_OF_BATTLE = 36;
  670. /**
  671. * Flag of Rage.
  672. */
  673. const FLAG_OF_RAGE = 37;
  674. /**
  675. * Flag of Hope.
  676. */
  677. const FLAG_OF_HOPE = 38;
  678. /**
  679. * Flag of Will.
  680. */
  681. const FLAG_OF_WILL = 39;
  682. };
  683. /**
  684. * Inventory categories constants.
  685. *
  686. * @category Data
  687. */
  688. final class INVENTORY_TYPE_ID{
  689. /**
  690. * Monster.
  691. */
  692. const MONSTER = 1;
  693. /**
  694. * Currency.
  695. */
  696. const CURRENCY = 6;
  697. /**
  698. * Rune.
  699. */
  700. const RUNE = 8;
  701. /**
  702. * Scroll.
  703. */
  704. const SCROLL = 9;
  705. /**
  706. * Booster.
  707. */
  708. const BOOSTER = 10;
  709. /**
  710. * Essences.
  711. */
  712. const ESSENCES = 11;
  713. /**
  714. * Monster Piece.
  715. */
  716. const MONSTER_PIECE = 12;
  717. // '' => 15, Unknown. Appears in inventory_info with qty 0
  718. /**
  719. * Guild Monster piece.
  720. */
  721. const GUILD_MONSTER_PIECE = 19;
  722. /**
  723. * Rainbowmon.
  724. */
  725. const RAINBOWMON = 25; # Possibly material monsters in general. Appears when wish returns a rainbowmon.
  726. /**
  727. * Rune Craft.
  728. */
  729. const RUNE_CRAFT = 27;
  730. /**
  731. * Craft Stuff.
  732. */
  733. const CRAFT_STUFF = 29;
  734. /**
  735. * Enhancing Monster.
  736. */
  737. const ENHANCING_MONSTER = 61;
  738. };
  739. /**
  740. * Items constants.
  741. *
  742. * @category Data
  743. */
  744. final class INVENTORY_ID{
  745. /**
  746. * Essence of Magic (Low).
  747. */
  748. const ESSENCE_MAGIC_LOW = 11006;
  749. /**
  750. * Essence of Magic (Mid).
  751. */
  752. const ESSENCE_MAGIC_MID = 12006;
  753. /**
  754. * Essence of Magic (High).
  755. */
  756. const ESSENCE_MAGIC_HIGH = 13006;
  757. /**
  758. * Essence of Water (Low).
  759. */
  760. const ESSENCE_WATER_LOW = 11001;
  761. /**
  762. * Essence of Water (Mid).
  763. */
  764. const ESSENCE_WATER_MID = 12001;
  765. /**
  766. * Essence of Water (High).
  767. */
  768. const ESSENCE_WATER_HIGH = 13001;
  769. /**
  770. * Essence of Fire (Low).
  771. */
  772. const ESSENCE_FIRE_LOW = 11002;
  773. /**
  774. * Essence of Fire (Mid).
  775. */
  776. const ESSENCE_FIRE_MID = 12002;
  777. /**
  778. * Essence of Fire (High).
  779. */
  780. const ESSENCE_FIRE_HIGH = 13002;
  781. /**
  782. * Essence of Wind (Low).
  783. */
  784. const ESSENCE_WIND_LOW = 11003;
  785. /**
  786. * Essence of Wind (Mid).
  787. */
  788. const ESSENCE_WIND_MID = 12003;
  789. /**
  790. * Essence of Wind (High).
  791. */
  792. const ESSENCE_WIND_HIGH = 13003;
  793. /**
  794. * Essence of Light (Low).
  795. */
  796. const ESSENCE_LIGHT_LOW = 11004;
  797. /**
  798. * Essence of Light (Mid).
  799. */
  800. const ESSENCE_LIGHT_MID = 12004;
  801. /**
  802. * Essence of Light (High).
  803. */
  804. const ESSENCE_LIGHT_HIGH = 13004;
  805. /**
  806. * Essence of Dark (Low).
  807. */
  808. const ESSENCE_DARK_LOW = 11005;
  809. /**
  810. * Essence of Dark (Mid).
  811. */
  812. const ESSENCE_DARK_MID = 12005;
  813. /**
  814. * Essence of Dark (High).
  815. */
  816. const ESSENCE_DARK_HIGH = 13005;
  817. /**
  818. * Wood.
  819. */
  820. const WOOD = 1001;
  821. /**
  822. * Leather.
  823. */
  824. const LEATHER = 1002;
  825. /**
  826. * Rock.
  827. */
  828. const ROCK = 1003;
  829. /**
  830. * Ore.
  831. */
  832. const ORE = 1004;
  833. /**
  834. * Mithril.
  835. */
  836. const MITHRIL = 1005;
  837. /**
  838. * Cloth.
  839. */
  840. const CLOTH = 1006;
  841. /**
  842. * Rune Piece.
  843. */
  844. const RUNE_PIECE = 2001;
  845. /**
  846. * Powder.
  847. */
  848. const POWDER = 3001;
  849. /**
  850. * Symbol of Harmony.
  851. */
  852. const SYMBOL_HARMONY = 4001;
  853. /**
  854. * Symbol of Transcendance.
  855. */
  856. const SYMBOL_TRANSCENDANCE = 4002;
  857. /**
  858. * Symbol of Chaos.
  859. */
  860. const SYMBOL_CHAOS = 4003;
  861. /**
  862. * Frozen Water Crystal.
  863. */
  864. const CRYSTAL_WATER = 5001;
  865. /**
  866. * Flaming Fire Crystal.
  867. */
  868. const CRYSTAL_FIRE = 5002;
  869. /**
  870. * Whirling Wind Crystal.
  871. */
  872. const CRYSTAL_WIND = 5003;
  873. /**
  874. * Shiny Light Crystal.
  875. */
  876. const CRYSTAL_LIGHT = 5004;
  877. /**
  878. * Pitch-Black Dark Crystal.
  879. */
  880. const CRYSTAL_DARK = 5005;
  881. /**
  882. * Condensed Magic Crystal.
  883. */
  884. const CRYSTAL_MAGIC = 6001;
  885. /**
  886. * Pure Crystal.
  887. */
  888. const CRYSTAL_PURE = 7001;
  889. };
  890. /**
  891. * Storage-able enhance monster constants.
  892. *
  893. * @category Data
  894. */
  895. final class ENHANCE_MONSTER_ID{
  896. /**
  897. * Water Angelmon.
  898. */
  899. const WATER_ANGELMON = 142110115;
  900. /**
  901. * Fire Angelmon.
  902. */
  903. const FIRE_ANGELMON = 142120115;
  904. /**
  905. * Wind Angelmon.
  906. */
  907. const WIND_ANGELMON = 142130115;
  908. /**
  909. * Light Angelmon.
  910. */
  911. const LIGHT_ANGELMON = 142140115;
  912. /**
  913. * Dark Angelmon.
  914. */
  915. const DARK_ANGELMON = 142150115;
  916. /**
  917. * Water King Angelmon.
  918. */
  919. const WATER_KING_ANGELMON = 182110115;
  920. /**
  921. * Fire King Angelmon.
  922. */
  923. const FIRE_KING_ANGELMON = 182120115;
  924. /**
  925. * Wind King Angelmon.
  926. */
  927. const WIND_KING_ANGELMON = 182130115;
  928. /**
  929. * Light King Angelmon.
  930. */
  931. const LIGHT_KING_ANGELMON = 182140115;
  932. /**
  933. * Dark King Angelmon.
  934. */
  935. const DARK_KING_ANGELMON = 182150115;
  936. /**
  937. * 2* Rainbowmon (Lv. 20).
  938. */
  939. const RAINBOWMON_2_20 = 143140220;
  940. /**
  941. * 3* Rainbowmon (Lv. 1).
  942. */
  943. const RAINBOWMON_3_1 = 143140301;
  944. /**
  945. * 3* Rainbowmon (Lv. 25).
  946. */
  947. const RAINBOWMON_3_25 = 143140325;
  948. /**
  949. * 4* Rainbowmon (Lv. 1).
  950. */
  951. const RAINBOWMON_4_1 = 143140401;
  952. /**
  953. * 4* Rainbowmon (Lv. 30).
  954. */
  955. const RAINBOWMON_4_30 = 143140430;
  956. /**
  957. * 5* Rainbowmon (Lv. 1).
  958. */
  959. const RAINBOWMON_5_1 = 143140501;
  960. /**
  961. * Devilmon.
  962. */
  963. const DEVILMON = 151050101;
  964. /**
  965. * Super Angelmon.
  966. */
  967. const SUPER_ANGELMON = 217140115;
  968. };
  969. /**
  970. * Rune set constants.
  971. *
  972. * @category Data
  973. */
  974. final class RUNE_SET_ID{
  975. /**
  976. * Energy.
  977. */
  978. const ENERGY = 1;
  979. /**
  980. * Guard.
  981. */
  982. const GUARD = 2;
  983. /**
  984. * Swift.
  985. */
  986. const SWIFT = 3;
  987. /**
  988. * Blade.
  989. */
  990. const BLADE = 4;
  991. /**
  992. * Rage.
  993. */
  994. const RAGE = 5;
  995. /**
  996. * Focus.
  997. */
  998. const FOCUS = 6;
  999. /**
  1000. * Endure.
  1001. */
  1002. const ENDURE = 7;
  1003. /**
  1004. * Fatal.
  1005. */
  1006. const FATAL = 8;
  1007. /**
  1008. * Despair.
  1009. */
  1010. const DESPAIR = 10;
  1011. /**
  1012. * Vampire.
  1013. */
  1014. const VAMPIRE = 11;
  1015. /**
  1016. * Violent.
  1017. */
  1018. const VIOLENT = 13;
  1019. /**
  1020. * Nemesis.
  1021. */
  1022. const NEMESIS = 14;
  1023. /**
  1024. * Will.
  1025. */
  1026. const WILL = 15;
  1027. /**
  1028. * Shield.
  1029. */
  1030. const SHIELD = 16;
  1031. /**
  1032. * Revenge.
  1033. */
  1034. const REVENGE = 17;
  1035. /**
  1036. * Destroy.
  1037. */
  1038. const DESTROY = 18;
  1039. /**
  1040. * Fight.
  1041. */
  1042. const FIGHT = 19;
  1043. /**
  1044. * Determination.
  1045. */
  1046. const DETERMINATION = 20;
  1047. /**
  1048. * Enhance.
  1049. */
  1050. const ENHANCE = 21;
  1051. /**
  1052. * Accuracy.
  1053. */
  1054. const ACCURACY = 22;
  1055. /**
  1056. * Tolerance.
  1057. */
  1058. const TOLERANCE = 23;
  1059. };
  1060. /**
  1061. * Rune stat constants.
  1062. *
  1063. * Includes all stats a rune can have. For unit stats, see{@see $STAT_ID}.
  1064. *
  1065. * @category Data
  1066. */
  1067. final class RUNE_STAT_ID{
  1068. /**
  1069. * HP (flat).
  1070. */
  1071. const HP = 1;
  1072. /**
  1073. * HP (percent).
  1074. */
  1075. const HP_P = 2;
  1076. /**
  1077. * Attack (flat).
  1078. */
  1079. const ATK = 3;
  1080. /**
  1081. * Attack (percent).
  1082. */
  1083. const ATK_P = 4;
  1084. /**
  1085. * Defense (flat).
  1086. */
  1087. const DEF = 5;
  1088. /**
  1089. * Defense (percent).
  1090. */
  1091. const DEF_P = 6;
  1092. /**
  1093. * Speed.
  1094. */
  1095. const SPD = 8;
  1096. /**
  1097. * Critical Rate.
  1098. */
  1099. const CRR = 9;
  1100. /**
  1101. * Critical Damage.
  1102. */
  1103. const CRD = 10;
  1104. /**
  1105. * Resistance.
  1106. */
  1107. const RES = 11;
  1108. /**
  1109. * Accuracy.
  1110. */
  1111. const ACC = 12;
  1112. };
  1113. /**
  1114. * Rune (and other items) quality constants.
  1115. *
  1116. * @category Data
  1117. */
  1118. final class QUALITY_ID{
  1119. /**
  1120. * Normal.
  1121. */
  1122. const NORMAL = 1;
  1123. /**
  1124. * Magic.
  1125. */
  1126. const MAGIC = 2;
  1127. /**
  1128. * Rare.
  1129. */
  1130. const RARE = 3;
  1131. /**
  1132. * Hero.
  1133. */
  1134. const HERO = 4;
  1135. /**
  1136. * Legend.
  1137. */
  1138. const LEGEND = 5;
  1139. };
  1140. /**
  1141. * Craft items constants.
  1142. *
  1143. * @category Data
  1144. */
  1145. final class CRAFT_ID{
  1146. /**
  1147. * Enchant Gem.
  1148. */
  1149. const ENCHANT_GEM = 1;
  1150. /**
  1151. * Grindstone.
  1152. */
  1153. const GRINDSTONE = 2;
  1154. /**
  1155. * Immemorial Gem.
  1156. */
  1157. const IMMEMORIAL_GEM = 3;
  1158. /**
  1159. * Immemorial Grindstone.
  1160. */
  1161. const IMMEMORIAL_GRINDSTONE = 4;
  1162. };
  1163. /**
  1164. * Guild member rank constants.
  1165. *
  1166. * @category Data
  1167. */
  1168. final class GUILD_MEMBER_GRADE_ID{
  1169. /**
  1170. * Leader.
  1171. */
  1172. const LEADER = 1;
  1173. /**
  1174. * Viceleader.
  1175. */
  1176. const VICELEADER = 3;
  1177. /**
  1178. * Normal member.
  1179. */
  1180. const NORMAL = 2;
  1181. };
  1182. /**
  1183. * Arena ranking constant.
  1184. *
  1185. * Each element contains the minimum points for a rank. To calculate rank,
  1186. * @{see ARENA_RANKING_RANK} is neeeded too.
  1187. *
  1188. * @category Data
  1189. */
  1190. final class ARENA_RANKING_POINTS{
  1191. /**
  1192. * Beginer.
  1193. */
  1194. const BEGINER = 0;
  1195. /**
  1196. * Challenger 1.
  1197. */
  1198. const CHALLENGER_1 = 900;
  1199. /**
  1200. * Challenger 2.
  1201. */
  1202. const CHALLENGER_2 = 1000;
  1203. /**
  1204. * Challenger 3.
  1205. */
  1206. const CHALLENGER_3 = 1100;
  1207. /**
  1208. * Fighter 1.
  1209. */
  1210. const FIGHTER_1 = 1200;
  1211. /**
  1212. * Fighter 2.
  1213. */
  1214. const FIGHTER_2 = 1300;
  1215. /**
  1216. * Fighter 3.
  1217. */
  1218. const FIGHTER_3 = 1400;
  1219. /**
  1220. * Conqueror 1.
  1221. */
  1222. const CONQUEROR_1 = 1500;
  1223. /**
  1224. * Conqueror 2.
  1225. */
  1226. const CONQUEROR_2 = 1600;
  1227. /**
  1228. * Conqueror 3.
  1229. */
  1230. const CONQUEROR_3 = 1700;
  1231. /**
  1232. * Guardian 1.
  1233. */
  1234. const GUARDIAN_1 = 1700;
  1235. /**
  1236. * Guardian 2.
  1237. */
  1238. const GUARDIAN_2 = 1700;
  1239. /**
  1240. * Guardian 3.
  1241. */
  1242. const GUARDIAN_3 = 1700;
  1243. /**
  1244. * Legend.
  1245. */
  1246. const LEGEND = 1700;
  1247. };
  1248. /**
  1249. * Arena ranking constant.
  1250. *
  1251. * Each element contains the minimum top needed for a rank. A null value
  1252. * indicates that there is no top requeriment.To calculate rank,
  1253. * @{see ARENA_RANKING_POINTS} is neeeded too.
  1254. *
  1255. * @category Data
  1256. */
  1257. final class ARENA_RANKING_RANK{
  1258. /**
  1259. * Beginer.
  1260. */
  1261. const BEGINER = null;
  1262. /**
  1263. * Challenger 1.
  1264. */
  1265. const CHALLENGER_1 = null;
  1266. /**
  1267. * Challenger 2.
  1268. */
  1269. const CHALLENGER_2 = null;
  1270. /**
  1271. * Challenger 3.
  1272. */
  1273. const CHALLENGER_3 = null;
  1274. /**
  1275. * Fighter 1.
  1276. */
  1277. const FIGHTER_1 = null;
  1278. /**
  1279. * Fighter 2.
  1280. */
  1281. const FIGHTER_2 = null;
  1282. /**
  1283. * Fighter 3.
  1284. */
  1285. const FIGHTER_3 = null;
  1286. /**
  1287. * Conqueror 1.
  1288. */
  1289. const CONQUEROR_1 = 10000;
  1290. /**
  1291. * Conqueror 2.
  1292. */
  1293. const CONQUEROR_2 = 3000;
  1294. /**
  1295. * Conqueror 3.
  1296. */
  1297. const CONQUEROR_3 = 1000;
  1298. /**
  1299. * Guardian 1.
  1300. */
  1301. const GUARDIAN_1 = 300;
  1302. /**
  1303. * Guardian 2.
  1304. */
  1305. const GUARDIAN_2 = 100;
  1306. /**
  1307. * Guardian 3.
  1308. */
  1309. const GUARDIAN_3 = 30;
  1310. /**
  1311. * Legend.
  1312. */
  1313. const LEGEND = 1;
  1314. };
  1315. /**
  1316. * Default filter values;
  1317. *
  1318. * @category Data
  1319. */
  1320. final class FILTER{
  1321. /**
  1322. * Default values for the catalog filters.
  1323. */
  1324. const CATALOG = [
  1325. "ELEMENT" => 0,
  1326. "NAME" => "",
  1327. "MIN_STARS" => 1,
  1328. "MAX_STARS" => 5
  1329. ];
  1330. /**
  1331. * Default values for the fusion filters.
  1332. */
  1333. const FUSION = [
  1334. "PRODUCT" => 0
  1335. ];
  1336. /**
  1337. * Default values for the monster filters.
  1338. */
  1339. const MONSTER = [
  1340. "ELEMENT" => 0,
  1341. "NAME" => "",
  1342. "MIN_STARS" => 1,
  1343. "MAX_STARS" => 6,
  1344. "IN_STORAGE" => false,
  1345. "WITHOUT_RUNES" => false
  1346. ];
  1347. /**
  1348. * Default values for the rune craft report filters.
  1349. */
  1350. const RUNECRAFT = [
  1351. "MONSTER_NAME" => "",
  1352. "MONSTER_MIN_STARS" => 5,
  1353. "MONSTER_MAX_STARS" => 6,
  1354. "MONSTER_IN_STORAGE" => false,
  1355. "RUNE_MIN_STARS" => 5,
  1356. "RUNE_MAX_STARS" => 6,
  1357. "RUNE_MIN_LEVEL" => 0,
  1358. "RUNE_MAX_LEVEL" => 15,
  1359. "RUNE_MIN_QUALITY" => QUALITY_ID::HERO,
  1360. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1361. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::HERO,
  1362. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1363. "RUNE_MIN_EFFICIENCY" => 0,
  1364. "RUNE_MAX_EFFICIENCY" => 100,
  1365. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1366. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1367. "RUNE_SLOT" => [],
  1368. "GRIND" => 1,
  1369. "GRIND_MIN_QUALITY" => QUALITY_ID::RARE,
  1370. "GRIND_STAT" => [
  1371. RUNE_STAT_ID::HP_P,
  1372. RUNE_STAT_ID::ATK_P,
  1373. RUNE_STAT_ID::DEF_P,
  1374. RUNE_STAT_ID::SPD,
  1375. RUNE_STAT_ID::CRD,
  1376. RUNE_STAT_ID::CRR,
  1377. RUNE_STAT_ID::ACC
  1378. ],
  1379. "GEM" => 1,
  1380. "GEM_MIN_QUALITY" => QUALITY_ID::RARE,
  1381. "GEM_STAT_FROM" => [
  1382. RUNE_STAT_ID::HP,
  1383. RUNE_STAT_ID::ATK,
  1384. RUNE_STAT_ID::DEF,
  1385. RUNE_STAT_ID::RES
  1386. ],
  1387. "GEM_STAT_TO" => [
  1388. RUNE_STAT_ID::HP_P,
  1389. RUNE_STAT_ID::ATK_P,
  1390. RUNE_STAT_ID::DEF_P,
  1391. RUNE_STAT_ID::SPD,
  1392. RUNE_STAT_ID::CRD,
  1393. RUNE_STAT_ID::CRR,
  1394. RUNE_STAT_ID::ACC
  1395. ]
  1396. ];
  1397. /**
  1398. * Default values for the rune upgrade report filters.
  1399. */
  1400. const RUNEUPGRADE = [
  1401. "MONSTER_MIN_STARS" => 5,
  1402. "MONSTER_MAX_STARS" => 6,
  1403. "MONSTER_NAME" => "",
  1404. "MONSTER_IN_STORAGE" => false,
  1405. "RUNE_MIN_STARS" => 5,
  1406. "RUNE_MAX_STARS" => 6,
  1407. "RUNE_MIN_LEVEL" => 0,
  1408. "RUNE_MAX_LEVEL" => 15,
  1409. "RUNE_MIN_QUALITY" => QUALITY_ID::NORMAL,
  1410. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1411. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1412. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1413. "RUNE_MIN_EFFICIENCY" => 0,
  1414. "RUNE_MAX_EFFICIENCY" => 100,
  1415. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1416. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1417. "RUNE_SLOT" => [],
  1418. "ALTERNATIVE_MIN_STARS" => 5,
  1419. "ALTERNATIVE_MIN_ORIGINAL_QUALITY" => 0,
  1420. "ALTERNATIVE_MIN_LEVEL" => 0,
  1421. "ALTERNATIVE_CONDITION" => 3,
  1422. "ALTERNATIVE_SOURCE" => 0
  1423. ];
  1424. /**
  1425. * Default values for the skill-up report filters.
  1426. */
  1427. const SKILLUP = [
  1428. "MIN_STARS" => 5,
  1429. "MAX_STARS" => 6,
  1430. "MIN_NATURAL_STARS" => 5,
  1431. "MAX_NATURAL_STARS" => 5,
  1432. "IN_STORAGE" => false,
  1433. "WITHOUT_RUNES" => false,
  1434. "FAMILY" => false,
  1435. "MAXED" => false,
  1436. "2A" => false,
  1437. "HOMUNCULUS" => false
  1438. ];
  1439. /**
  1440. * Default values for the rune filters.
  1441. */
  1442. const RUNE = [
  1443. "TYPE" => [],
  1444. "MAIN" => [],
  1445. "SUB" => [],
  1446. "SLOT" => [],
  1447. "MIN_QUALITY" => QUALITY_ID::NORMAL,
  1448. "MAX_QUALITY" => QUALITY_ID::LEGEND,
  1449. "MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1450. "MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1451. "MIN_STARS" => 1,
  1452. "MAX_STARS" => 6,
  1453. "MIN_LEVEL" => 0,
  1454. "MAX_LEVEL" => 15,
  1455. "MIN_EFFICIENCY" => 0,
  1456. "MAX_EFFICIENCY" => 100,
  1457. "MIN_MAX_EFFICIENCY" => 0,
  1458. "MAX_MAX_EFFICIENCY" => 100,
  1459. "ASSIGNED" => 1,
  1460. "GROUP" => "SLOT"
  1461. ];
  1462. /**
  1463. * Default values for the run filters.
  1464. */
  1465. const RUN = [
  1466. "AREA_TYPE" => 0,
  1467. "AREA" => 0,
  1468. "STAGE" => 0,
  1469. "DIFFICULTY" => 0,
  1470. "DATE_MIN" => null,
  1471. "DATE_MAX" => null,
  1472. "DEFEAT" => false,
  1473. "HELPER" => false,
  1474. "NUMBER" => 20,
  1475. ];
  1476. /**
  1477. * Default values for the rune team filters.
  1478. */
  1479. const TEAM = [
  1480. "NAME" => "",
  1481. "AREA" => null
  1482. ];
  1483. };
  1484. ?>