Constant.php 33 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 LUMEL_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. * Punisher's Crypt.
  405. */
  406. const PUNISHERS_CRYPT = 9502;
  407. /**
  408. * Steel Fortress
  409. */
  410. const STEEL_FORTRESS = 9602; // TODO: Find out
  411. /**
  412. * Hall of Light.
  413. */
  414. const HALL_OF_LIGHT = 7001;
  415. /**
  416. * Giants Keep.
  417. */
  418. const GIANTS_KEEP = 8001;
  419. /**
  420. * Dragons Lair.
  421. */
  422. const DRAGONS_LAIR = 9001;
  423. };
  424. /**
  425. * Elemental Rift Dungeon constants.
  426. *
  427. * @category Data
  428. */
  429. final class ELEMENTAL_RIFT_DUNGEON_ID{
  430. /**
  431. * Ice Beast.
  432. */
  433. const ICE_BEAST = 1001;
  434. /**
  435. * Fire Beast.
  436. */
  437. const FIRE_BEAST = 2001;
  438. /**
  439. * Wind Beast.
  440. */
  441. const WIND_BEAST = 3001;
  442. /**
  443. * Light Beast.
  444. */
  445. const LIGHT_BEAST = 4001;
  446. /**
  447. * Dark Beast.
  448. */
  449. const DARK_BEAST = 5001;
  450. };
  451. /**
  452. * Rift raid level constants.
  453. *
  454. * @category Data
  455. */
  456. final class RAID_RIFT_DUNGEON_ID{
  457. /**
  458. * Level 1.
  459. */
  460. const LEVEL_1 = 1;
  461. /**
  462. * Level 2.
  463. */
  464. const LEVEL_2 = 2;
  465. /**
  466. * Level 3.
  467. */
  468. const LEVEL_3 = 3;
  469. /**
  470. * Level 4.
  471. */
  472. const LEVEL_4 = 4;
  473. /**
  474. * Level 5.
  475. */
  476. const LEVEL_5 = 5;
  477. };
  478. /**
  479. * Constants for all the types of stages in the Tartarus Labyrinth.
  480. *
  481. * @category Data
  482. */
  483. final class LABYRINTH_STAGES_ID{
  484. /**
  485. * Tartarus (Labyrinth Guardian).
  486. */
  487. const TARTARUS = 1;
  488. /**
  489. * Kottos (Fire Gaurdian).
  490. */
  491. const KOTTOS = 2;
  492. /**
  493. * Leos (Waer Guardian).
  494. */
  495. const LEOS = 3;
  496. /**
  497. * Aquiles (Wind Guardian).
  498. */
  499. const AQUILES = 4;
  500. /**
  501. * Normal stage.
  502. */
  503. const NORMAL = 5;
  504. /**
  505. * Rescue stage.
  506. */
  507. const RESCUE = 6;
  508. /**
  509. * Explode stage.
  510. */
  511. const EXPLODE = 7;
  512. /**
  513. * Cool Time UP stage.
  514. */
  515. const COOL_TIME = 8;
  516. /**
  517. * Speed Limit stage.
  518. */
  519. const SPEED_LIMIT = 9;
  520. /**
  521. * Time Limit stage.
  522. */
  523. const TIME_LIMIT = 10;
  524. };
  525. /**
  526. * Building constants.
  527. *
  528. * @category Data
  529. */
  530. final class BUILDING_ID{
  531. /**
  532. * Summoners Tower.
  533. */
  534. const SUMMONERS_TOWER = 1;
  535. /**
  536. * Summonhenge.
  537. */
  538. const SUMMONHENGE = 2;
  539. /**
  540. * Pond of Mana.
  541. */
  542. const POND_OF_MANA = 3;
  543. /**
  544. * Crystal Mine.
  545. */
  546. const CRYSTAL_MINE = 4;
  547. /**
  548. * Gateway.
  549. */
  550. const GATEWAY = 8;
  551. /**
  552. * Temple of Wishes.
  553. */
  554. const TEMPLE_OF_WISHES = 10;
  555. /**
  556. * Magic Shop.
  557. */
  558. const MAGIC_SHOP = 11;
  559. /**
  560. * Ancient Stones.
  561. */
  562. const ANCIENT_STONES = 12;
  563. /**
  564. * Arcane Tower.
  565. */
  566. const ARCANE_TOWER = 14;
  567. /**
  568. * Crystal Titan.
  569. */
  570. const CRYSTAL_TITAN = 15;
  571. /**
  572. * Fusion Hexagram.
  573. */
  574. const FUSION_HEXAGRAM = 16;
  575. /**
  576. * Fuse Center.
  577. */
  578. const FUSE_CENTER = 17;
  579. /**
  580. * Power Up Circle.
  581. */
  582. const POWER_UP_CIRCLE = 20;
  583. /**
  584. * Tranquil Forest.
  585. */
  586. const TRANQUIL_FOREST = 22;
  587. /**
  588. * Gusty Cliffs.
  589. */
  590. const GUSTY_CLIFFS = 23;
  591. /**
  592. * Deep Forest Ent.
  593. */
  594. const DEEP_FOREST_ENT = 24;
  595. /**
  596. * Monster Storage.
  597. */
  598. const MONSTER_STORAGE = 25;
  599. /**
  600. * Transmogrification Building.
  601. */
  602. const TRANSMOGRIFICATION_BUILDING = 27;
  603. };
  604. /**
  605. * Decoration constants.
  606. *
  607. * @category Data
  608. */
  609. final class DECORATION_ID{
  610. /**
  611. * Guardstone.
  612. */
  613. const GUARDSTONE = 4;
  614. /**
  615. * Mana Fountain.
  616. */
  617. const MANA_FOUNTAIN = 5;
  618. /**
  619. * Sky Tribe Totem.
  620. */
  621. const SKY_TRIBE_TOTEM = 6;
  622. /**
  623. * Arcane Booster Tower.
  624. */
  625. const ARCANE_BOOSTER_TOWER = 7;
  626. /**
  627. * Crystal Altar.
  628. */
  629. const CRYSTAL_ALTAR = 8;
  630. /**
  631. * Ancient Sword.
  632. */
  633. const ANCIENT_SWORD = 9;
  634. /**
  635. * Sanctum of Energy.
  636. */
  637. const SANCTUM_OF_ENERGY = 10;
  638. /**
  639. * Mysterious Plant.
  640. */
  641. const MYSTERIOUS_PLANT = 11;
  642. /**
  643. * Fire Sanctuary.
  644. */
  645. const FIRE_SANCTUARY = 15;
  646. /**
  647. * Water Sanctuary.
  648. */
  649. const WATER_SANCTUARY = 16;
  650. /**
  651. * Wind Sanctuary.
  652. */
  653. const WIND_SANCTUARY = 17;
  654. /**
  655. * Light Sanctuary.
  656. */
  657. const LIGHT_SANCTUARY = 18;
  658. /**
  659. * Dark Sanctuary.
  660. */
  661. const DARK_SANCTUARY = 19;
  662. /**
  663. * Fallen Ancient Guardian.
  664. */
  665. const FALLEN_ANCIENT_GUARDIAN = 31;
  666. /**
  667. * Crystal Rock.
  668. */
  669. const CRYSTAL_ROCK = 34;
  670. /**
  671. * Fairy Tree.
  672. */
  673. const FAIRY_TREE = 35;
  674. /**
  675. * Flag of Battle.
  676. */
  677. const FLAG_OF_BATTLE = 36;
  678. /**
  679. * Flag of Rage.
  680. */
  681. const FLAG_OF_RAGE = 37;
  682. /**
  683. * Flag of Hope.
  684. */
  685. const FLAG_OF_HOPE = 38;
  686. /**
  687. * Flag of Will.
  688. */
  689. const FLAG_OF_WILL = 39;
  690. };
  691. /**
  692. * Inventory categories constants.
  693. *
  694. * @category Data
  695. */
  696. final class INVENTORY_TYPE_ID{
  697. /**
  698. * Monster.
  699. */
  700. const MONSTER = 1;
  701. /**
  702. * Currency.
  703. */
  704. const CURRENCY = 6;
  705. /**
  706. * Rune.
  707. */
  708. const RUNE = 8;
  709. /**
  710. * Scroll.
  711. */
  712. const SCROLL = 9;
  713. /**
  714. * Booster.
  715. */
  716. const BOOSTER = 10;
  717. /**
  718. * Essences.
  719. */
  720. const ESSENCES = 11;
  721. /**
  722. * Monster Piece.
  723. */
  724. const MONSTER_PIECE = 12;
  725. // '' => 15, Unknown. Appears in inventory_info with qty 0
  726. /**
  727. * Guild Monster piece.
  728. */
  729. const GUILD_MONSTER_PIECE = 19;
  730. /**
  731. * Rainbowmon.
  732. */
  733. const RAINBOWMON = 25; # Possibly material monsters in general. Appears when wish returns a rainbowmon.
  734. /**
  735. * Rune Craft.
  736. */
  737. const RUNE_CRAFT = 27;
  738. /**
  739. * Craft Stuff.
  740. */
  741. const CRAFT_STUFF = 29;
  742. /**
  743. * Enhancing Monster.
  744. */
  745. const ENHANCING_MONSTER = 61;
  746. };
  747. /**
  748. * Items constants.
  749. *
  750. * @category Data
  751. */
  752. final class INVENTORY_ID{
  753. /**
  754. * Essence of Magic (Low).
  755. */
  756. const ESSENCE_MAGIC_LOW = 11006;
  757. /**
  758. * Essence of Magic (Mid).
  759. */
  760. const ESSENCE_MAGIC_MID = 12006;
  761. /**
  762. * Essence of Magic (High).
  763. */
  764. const ESSENCE_MAGIC_HIGH = 13006;
  765. /**
  766. * Essence of Water (Low).
  767. */
  768. const ESSENCE_WATER_LOW = 11001;
  769. /**
  770. * Essence of Water (Mid).
  771. */
  772. const ESSENCE_WATER_MID = 12001;
  773. /**
  774. * Essence of Water (High).
  775. */
  776. const ESSENCE_WATER_HIGH = 13001;
  777. /**
  778. * Essence of Fire (Low).
  779. */
  780. const ESSENCE_FIRE_LOW = 11002;
  781. /**
  782. * Essence of Fire (Mid).
  783. */
  784. const ESSENCE_FIRE_MID = 12002;
  785. /**
  786. * Essence of Fire (High).
  787. */
  788. const ESSENCE_FIRE_HIGH = 13002;
  789. /**
  790. * Essence of Wind (Low).
  791. */
  792. const ESSENCE_WIND_LOW = 11003;
  793. /**
  794. * Essence of Wind (Mid).
  795. */
  796. const ESSENCE_WIND_MID = 12003;
  797. /**
  798. * Essence of Wind (High).
  799. */
  800. const ESSENCE_WIND_HIGH = 13003;
  801. /**
  802. * Essence of Light (Low).
  803. */
  804. const ESSENCE_LIGHT_LOW = 11004;
  805. /**
  806. * Essence of Light (Mid).
  807. */
  808. const ESSENCE_LIGHT_MID = 12004;
  809. /**
  810. * Essence of Light (High).
  811. */
  812. const ESSENCE_LIGHT_HIGH = 13004;
  813. /**
  814. * Essence of Dark (Low).
  815. */
  816. const ESSENCE_DARK_LOW = 11005;
  817. /**
  818. * Essence of Dark (Mid).
  819. */
  820. const ESSENCE_DARK_MID = 12005;
  821. /**
  822. * Essence of Dark (High).
  823. */
  824. const ESSENCE_DARK_HIGH = 13005;
  825. /**
  826. * Wood.
  827. */
  828. const WOOD = 1001;
  829. /**
  830. * Leather.
  831. */
  832. const LEATHER = 1002;
  833. /**
  834. * Rock.
  835. */
  836. const ROCK = 1003;
  837. /**
  838. * Ore.
  839. */
  840. const ORE = 1004;
  841. /**
  842. * Mithril.
  843. */
  844. const MITHRIL = 1005;
  845. /**
  846. * Cloth.
  847. */
  848. const CLOTH = 1006;
  849. /**
  850. * Rune Piece.
  851. */
  852. const RUNE_PIECE = 2001;
  853. /**
  854. * Powder.
  855. */
  856. const POWDER = 3001;
  857. /**
  858. * Symbol of Harmony.
  859. */
  860. const SYMBOL_HARMONY = 4001;
  861. /**
  862. * Symbol of Transcendance.
  863. */
  864. const SYMBOL_TRANSCENDANCE = 4002;
  865. /**
  866. * Symbol of Chaos.
  867. */
  868. const SYMBOL_CHAOS = 4003;
  869. /**
  870. * Frozen Water Crystal.
  871. */
  872. const CRYSTAL_WATER = 5001;
  873. /**
  874. * Flaming Fire Crystal.
  875. */
  876. const CRYSTAL_FIRE = 5002;
  877. /**
  878. * Whirling Wind Crystal.
  879. */
  880. const CRYSTAL_WIND = 5003;
  881. /**
  882. * Shiny Light Crystal.
  883. */
  884. const CRYSTAL_LIGHT = 5004;
  885. /**
  886. * Pitch-Black Dark Crystal.
  887. */
  888. const CRYSTAL_DARK = 5005;
  889. /**
  890. * Condensed Magic Crystal.
  891. */
  892. const CRYSTAL_MAGIC = 6001;
  893. /**
  894. * Pure Crystal.
  895. */
  896. const CRYSTAL_PURE = 7001;
  897. };
  898. /**
  899. * Storage-able enhance monster constants.
  900. *
  901. * @category Data
  902. */
  903. final class ENHANCE_MONSTER_ID{
  904. /**
  905. * Water Angelmon.
  906. */
  907. const WATER_ANGELMON = 142110115;
  908. /**
  909. * Fire Angelmon.
  910. */
  911. const FIRE_ANGELMON = 142120115;
  912. /**
  913. * Wind Angelmon.
  914. */
  915. const WIND_ANGELMON = 142130115;
  916. /**
  917. * Light Angelmon.
  918. */
  919. const LIGHT_ANGELMON = 142140115;
  920. /**
  921. * Dark Angelmon.
  922. */
  923. const DARK_ANGELMON = 142150115;
  924. /**
  925. * Water King Angelmon.
  926. */
  927. const WATER_KING_ANGELMON = 182110115;
  928. /**
  929. * Fire King Angelmon.
  930. */
  931. const FIRE_KING_ANGELMON = 182120115;
  932. /**
  933. * Wind King Angelmon.
  934. */
  935. const WIND_KING_ANGELMON = 182130115;
  936. /**
  937. * Light King Angelmon.
  938. */
  939. const LIGHT_KING_ANGELMON = 182140115;
  940. /**
  941. * Dark King Angelmon.
  942. */
  943. const DARK_KING_ANGELMON = 182150115;
  944. /**
  945. * 2* Rainbowmon (Lv. 20).
  946. */
  947. const RAINBOWMON_2_20 = 143140220;
  948. /**
  949. * 3* Rainbowmon (Lv. 1).
  950. */
  951. const RAINBOWMON_3_1 = 143140301;
  952. /**
  953. * 3* Rainbowmon (Lv. 25).
  954. */
  955. const RAINBOWMON_3_25 = 143140325;
  956. /**
  957. * 4* Rainbowmon (Lv. 1).
  958. */
  959. const RAINBOWMON_4_1 = 143140401;
  960. /**
  961. * 4* Rainbowmon (Lv. 30).
  962. */
  963. const RAINBOWMON_4_30 = 143140430;
  964. /**
  965. * 5* Rainbowmon (Lv. 1).
  966. */
  967. const RAINBOWMON_5_1 = 143140501;
  968. /**
  969. * Devilmon.
  970. */
  971. const DEVILMON = 151050101;
  972. /**
  973. * Super Angelmon.
  974. */
  975. const SUPER_ANGELMON = 217140115;
  976. };
  977. /**
  978. * Rune set constants.
  979. *
  980. * @category Data
  981. */
  982. final class RUNE_SET_ID{
  983. /**
  984. * Energy.
  985. */
  986. const ENERGY = 1;
  987. /**
  988. * Guard.
  989. */
  990. const GUARD = 2;
  991. /**
  992. * Swift.
  993. */
  994. const SWIFT = 3;
  995. /**
  996. * Blade.
  997. */
  998. const BLADE = 4;
  999. /**
  1000. * Rage.
  1001. */
  1002. const RAGE = 5;
  1003. /**
  1004. * Focus.
  1005. */
  1006. const FOCUS = 6;
  1007. /**
  1008. * Endure.
  1009. */
  1010. const ENDURE = 7;
  1011. /**
  1012. * Fatal.
  1013. */
  1014. const FATAL = 8;
  1015. /**
  1016. * Despair.
  1017. */
  1018. const DESPAIR = 10;
  1019. /**
  1020. * Vampire.
  1021. */
  1022. const VAMPIRE = 11;
  1023. /**
  1024. * Violent.
  1025. */
  1026. const VIOLENT = 13;
  1027. /**
  1028. * Nemesis.
  1029. */
  1030. const NEMESIS = 14;
  1031. /**
  1032. * Will.
  1033. */
  1034. const WILL = 15;
  1035. /**
  1036. * Shield.
  1037. */
  1038. const SHIELD = 16;
  1039. /**
  1040. * Revenge.
  1041. */
  1042. const REVENGE = 17;
  1043. /**
  1044. * Destroy.
  1045. */
  1046. const DESTROY = 18;
  1047. /**
  1048. * Fight.
  1049. */
  1050. const FIGHT = 19;
  1051. /**
  1052. * Determination.
  1053. */
  1054. const DETERMINATION = 20;
  1055. /**
  1056. * Enhance.
  1057. */
  1058. const ENHANCE = 21;
  1059. /**
  1060. * Accuracy.
  1061. */
  1062. const ACCURACY = 22;
  1063. /**
  1064. * Tolerance.
  1065. */
  1066. const TOLERANCE = 23;
  1067. };
  1068. /**
  1069. * Rune stat constants.
  1070. *
  1071. * Includes all stats a rune can have. For unit stats, see{@see $STAT_ID}.
  1072. *
  1073. * @category Data
  1074. */
  1075. final class RUNE_STAT_ID{
  1076. /**
  1077. * HP (flat).
  1078. */
  1079. const HP = 1;
  1080. /**
  1081. * HP (percent).
  1082. */
  1083. const HP_P = 2;
  1084. /**
  1085. * Attack (flat).
  1086. */
  1087. const ATK = 3;
  1088. /**
  1089. * Attack (percent).
  1090. */
  1091. const ATK_P = 4;
  1092. /**
  1093. * Defense (flat).
  1094. */
  1095. const DEF = 5;
  1096. /**
  1097. * Defense (percent).
  1098. */
  1099. const DEF_P = 6;
  1100. /**
  1101. * Speed.
  1102. */
  1103. const SPD = 8;
  1104. /**
  1105. * Critical Rate.
  1106. */
  1107. const CRR = 9;
  1108. /**
  1109. * Critical Damage.
  1110. */
  1111. const CRD = 10;
  1112. /**
  1113. * Resistance.
  1114. */
  1115. const RES = 11;
  1116. /**
  1117. * Accuracy.
  1118. */
  1119. const ACC = 12;
  1120. };
  1121. /**
  1122. * Artifact types.
  1123. *
  1124. * The two types of artifacts.
  1125. */
  1126. final class ARTIFACT_TYPE{
  1127. /**
  1128. * Elemental attribute.
  1129. */
  1130. const ELEMENT = 1;
  1131. /**
  1132. * Type artifact.
  1133. */
  1134. const ARCHETYPE = 2;
  1135. }
  1136. /**
  1137. * Artifact stat constants.
  1138. *
  1139. * The stats an artifact can have. For unit stats, see{@see $STAT_ID}.
  1140. *
  1141. * @category Data
  1142. */
  1143. final class ARTIFACT_STAT_ID{
  1144. /**
  1145. * HP.
  1146. */
  1147. const HP = 100;
  1148. /**
  1149. * ATK.
  1150. */
  1151. const ATK = 101;
  1152. /**
  1153. * DEF.
  1154. */
  1155. const DEF = 102;
  1156. }
  1157. /**
  1158. * Rune (and other items) quality constants.
  1159. *
  1160. * @category Data
  1161. */
  1162. final class QUALITY_ID{
  1163. /**
  1164. * Normal.
  1165. */
  1166. const NORMAL = 1;
  1167. /**
  1168. * Magic.
  1169. */
  1170. const MAGIC = 2;
  1171. /**
  1172. * Rare.
  1173. */
  1174. const RARE = 3;
  1175. /**
  1176. * Hero.
  1177. */
  1178. const HERO = 4;
  1179. /**
  1180. * Legend.
  1181. */
  1182. const LEGEND = 5;
  1183. };
  1184. /**
  1185. * Craft items constants.
  1186. *
  1187. * @category Data
  1188. */
  1189. final class CRAFT_ID{
  1190. /**
  1191. * Enchant Gem.
  1192. */
  1193. const ENCHANT_GEM = 1;
  1194. /**
  1195. * Grindstone.
  1196. */
  1197. const GRINDSTONE = 2;
  1198. /**
  1199. * Immemorial Gem.
  1200. */
  1201. const IMMEMORIAL_GEM = 3;
  1202. /**
  1203. * Immemorial Grindstone.
  1204. */
  1205. const IMMEMORIAL_GRINDSTONE = 4;
  1206. };
  1207. /**
  1208. * Guild member rank constants.
  1209. *
  1210. * @category Data
  1211. */
  1212. final class GUILD_MEMBER_GRADE_ID{
  1213. /**
  1214. * Leader.
  1215. */
  1216. const LEADER = 1;
  1217. /**
  1218. * Viceleader.
  1219. */
  1220. const VICELEADER = 3;
  1221. /**
  1222. * Normal member.
  1223. */
  1224. const NORMAL = 2;
  1225. };
  1226. /**
  1227. * Arena ranking constant.
  1228. *
  1229. * Each element contains the minimum points for a rank. To calculate rank,
  1230. * @{see ARENA_RANKING_RANK} is neeeded too.
  1231. *
  1232. * @category Data
  1233. */
  1234. final class ARENA_RANKING_POINTS{
  1235. /**
  1236. * Beginer.
  1237. */
  1238. const BEGINER = 0;
  1239. /**
  1240. * Challenger 1.
  1241. */
  1242. const CHALLENGER_1 = 900;
  1243. /**
  1244. * Challenger 2.
  1245. */
  1246. const CHALLENGER_2 = 1000;
  1247. /**
  1248. * Challenger 3.
  1249. */
  1250. const CHALLENGER_3 = 1100;
  1251. /**
  1252. * Fighter 1.
  1253. */
  1254. const FIGHTER_1 = 1200;
  1255. /**
  1256. * Fighter 2.
  1257. */
  1258. const FIGHTER_2 = 1300;
  1259. /**
  1260. * Fighter 3.
  1261. */
  1262. const FIGHTER_3 = 1400;
  1263. /**
  1264. * Conqueror 1.
  1265. */
  1266. const CONQUEROR_1 = 1500;
  1267. /**
  1268. * Conqueror 2.
  1269. */
  1270. const CONQUEROR_2 = 1600;
  1271. /**
  1272. * Conqueror 3.
  1273. */
  1274. const CONQUEROR_3 = 1700;
  1275. /**
  1276. * Guardian 1.
  1277. */
  1278. const GUARDIAN_1 = 1700;
  1279. /**
  1280. * Guardian 2.
  1281. */
  1282. const GUARDIAN_2 = 1700;
  1283. /**
  1284. * Guardian 3.
  1285. */
  1286. const GUARDIAN_3 = 1700;
  1287. /**
  1288. * Legend.
  1289. */
  1290. const LEGEND = 1700;
  1291. };
  1292. /**
  1293. * Arena ranking constant.
  1294. *
  1295. * Each element contains the minimum top needed for a rank. A null value
  1296. * indicates that there is no top requeriment.To calculate rank,
  1297. * @{see ARENA_RANKING_POINTS} is neeeded too.
  1298. *
  1299. * @category Data
  1300. */
  1301. final class ARENA_RANKING_RANK{
  1302. /**
  1303. * Beginer.
  1304. */
  1305. const BEGINER = null;
  1306. /**
  1307. * Challenger 1.
  1308. */
  1309. const CHALLENGER_1 = null;
  1310. /**
  1311. * Challenger 2.
  1312. */
  1313. const CHALLENGER_2 = null;
  1314. /**
  1315. * Challenger 3.
  1316. */
  1317. const CHALLENGER_3 = null;
  1318. /**
  1319. * Fighter 1.
  1320. */
  1321. const FIGHTER_1 = null;
  1322. /**
  1323. * Fighter 2.
  1324. */
  1325. const FIGHTER_2 = null;
  1326. /**
  1327. * Fighter 3.
  1328. */
  1329. const FIGHTER_3 = null;
  1330. /**
  1331. * Conqueror 1.
  1332. */
  1333. const CONQUEROR_1 = 10000;
  1334. /**
  1335. * Conqueror 2.
  1336. */
  1337. const CONQUEROR_2 = 3000;
  1338. /**
  1339. * Conqueror 3.
  1340. */
  1341. const CONQUEROR_3 = 1000;
  1342. /**
  1343. * Guardian 1.
  1344. */
  1345. const GUARDIAN_1 = 300;
  1346. /**
  1347. * Guardian 2.
  1348. */
  1349. const GUARDIAN_2 = 100;
  1350. /**
  1351. * Guardian 3.
  1352. */
  1353. const GUARDIAN_3 = 30;
  1354. /**
  1355. * Legend.
  1356. */
  1357. const LEGEND = 1;
  1358. };
  1359. /**
  1360. * Default filter values;
  1361. *
  1362. * @category Data
  1363. */
  1364. final class FILTER{
  1365. /**
  1366. * Default values for the catalog filters.
  1367. */
  1368. const CATALOG = [
  1369. "ELEMENT" => 0,
  1370. "NAME" => "",
  1371. "MIN_STARS" => 1,
  1372. "MAX_STARS" => 5
  1373. ];
  1374. /**
  1375. * Default values for the fusion filters.
  1376. */
  1377. const FUSION = [
  1378. "PRODUCT" => 0
  1379. ];
  1380. /**
  1381. * Default values for the monster filters.
  1382. */
  1383. const MONSTER = [
  1384. "ELEMENT" => 0,
  1385. "NAME" => "",
  1386. "MIN_STARS" => 1,
  1387. "MAX_STARS" => 6,
  1388. "IN_STORAGE" => false,
  1389. "WITHOUT_RUNES" => false
  1390. ];
  1391. /**
  1392. * Default values for the rune craft report filters.
  1393. */
  1394. const RUNECRAFT = [
  1395. "MONSTER_NAME" => "",
  1396. "MONSTER_MIN_STARS" => 5,
  1397. "MONSTER_MAX_STARS" => 6,
  1398. "MONSTER_IN_STORAGE" => false,
  1399. "RUNE_MIN_STARS" => 5,
  1400. "RUNE_MAX_STARS" => 6,
  1401. "RUNE_MIN_LEVEL" => 0,
  1402. "RUNE_MAX_LEVEL" => 15,
  1403. "RUNE_MIN_QUALITY" => QUALITY_ID::HERO,
  1404. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1405. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::HERO,
  1406. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1407. "RUNE_MIN_EFFICIENCY" => 0,
  1408. "RUNE_MAX_EFFICIENCY" => 100,
  1409. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1410. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1411. "RUNE_SLOT" => [],
  1412. "GRIND" => 1,
  1413. "GRIND_MIN_QUALITY" => QUALITY_ID::RARE,
  1414. "GRIND_STAT" => [
  1415. RUNE_STAT_ID::HP_P,
  1416. RUNE_STAT_ID::ATK_P,
  1417. RUNE_STAT_ID::DEF_P,
  1418. RUNE_STAT_ID::SPD,
  1419. RUNE_STAT_ID::CRD,
  1420. RUNE_STAT_ID::CRR,
  1421. RUNE_STAT_ID::ACC
  1422. ],
  1423. "GEM" => 1,
  1424. "GEM_MIN_QUALITY" => QUALITY_ID::RARE,
  1425. "GEM_STAT_FROM" => [
  1426. RUNE_STAT_ID::HP,
  1427. RUNE_STAT_ID::ATK,
  1428. RUNE_STAT_ID::DEF,
  1429. RUNE_STAT_ID::RES
  1430. ],
  1431. "GEM_STAT_TO" => [
  1432. RUNE_STAT_ID::HP_P,
  1433. RUNE_STAT_ID::ATK_P,
  1434. RUNE_STAT_ID::DEF_P,
  1435. RUNE_STAT_ID::SPD,
  1436. RUNE_STAT_ID::CRD,
  1437. RUNE_STAT_ID::CRR,
  1438. RUNE_STAT_ID::ACC
  1439. ]
  1440. ];
  1441. /**
  1442. * Default values for the rune upgrade report filters.
  1443. */
  1444. const RUNEUPGRADE = [
  1445. "MONSTER_MIN_STARS" => 5,
  1446. "MONSTER_MAX_STARS" => 6,
  1447. "MONSTER_NAME" => "",
  1448. "MONSTER_IN_STORAGE" => false,
  1449. "MONSTER_TEAMS" => false,
  1450. "RUNE_MIN_STARS" => 5,
  1451. "RUNE_MAX_STARS" => 6,
  1452. "RUNE_MIN_LEVEL" => 0,
  1453. "RUNE_MAX_LEVEL" => 15,
  1454. "RUNE_MIN_QUALITY" => QUALITY_ID::NORMAL,
  1455. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1456. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1457. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1458. "RUNE_MIN_EFFICIENCY" => 0,
  1459. "RUNE_MAX_EFFICIENCY" => 100,
  1460. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1461. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1462. "RUNE_SLOT" => [],
  1463. "ALTERNATIVE_MIN_STARS" => 5,
  1464. "ALTERNATIVE_MIN_ORIGINAL_QUALITY" => 0,
  1465. "ALTERNATIVE_MIN_LEVEL" => 0,
  1466. "ALTERNATIVE_CONDITION" => 3,
  1467. "ALTERNATIVE_SOURCE" => 0
  1468. ];
  1469. /**
  1470. * Default values for the skill-up report filters.
  1471. */
  1472. const SKILLUP = [
  1473. "MIN_STARS" => 5,
  1474. "MAX_STARS" => 6,
  1475. "MIN_NATURAL_STARS" => 5,
  1476. "MAX_NATURAL_STARS" => 5,
  1477. "IN_STORAGE" => false,
  1478. "WITHOUT_RUNES" => false,
  1479. "FAMILY" => false,
  1480. "MAXED" => false,
  1481. "2A" => false,
  1482. "HOMUNCULUS" => false
  1483. ];
  1484. /**
  1485. * Default values for the rune filters.
  1486. */
  1487. const RUNE = [
  1488. "TYPE" => [],
  1489. "MAIN" => [],
  1490. "SUB" => [],
  1491. "SLOT" => [],
  1492. "MIN_QUALITY" => QUALITY_ID::NORMAL,
  1493. "MAX_QUALITY" => QUALITY_ID::LEGEND,
  1494. "MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1495. "MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1496. "MIN_STARS" => 1,
  1497. "MAX_STARS" => 6,
  1498. "MIN_LEVEL" => 0,
  1499. "MAX_LEVEL" => 15,
  1500. "MIN_EFFICIENCY" => 0,
  1501. "MAX_EFFICIENCY" => 100,
  1502. "MIN_MAX_EFFICIENCY" => 0,
  1503. "MAX_MAX_EFFICIENCY" => 100,
  1504. "ASSIGNED" => 1,
  1505. "GROUP" => "SLOT"
  1506. ];
  1507. /**
  1508. * Default values for the run filters.
  1509. */
  1510. const RUN = [
  1511. "AREA_TYPE" => 0,
  1512. "AREA" => 0,
  1513. "STAGE" => 0,
  1514. "DIFFICULTY" => 0,
  1515. "DATE_MIN" => null,
  1516. "DATE_MAX" => null,
  1517. "DEFEAT" => false,
  1518. "HELPER" => false,
  1519. "NUMBER" => 20,
  1520. ];
  1521. /**
  1522. * Default values for the rune team filters.
  1523. */
  1524. const TEAM = [
  1525. "NAME" => "",
  1526. "AREA" => null
  1527. ];
  1528. /**
  1529. * Default values for the rune team filters.
  1530. */
  1531. const STATS = [
  1532. "AREA_TYPE" => null,
  1533. "AREA" => null,
  1534. "STAGE" => null,
  1535. "DIFFICULTY" => null,
  1536. "INCLUDE_HELPER" => false
  1537. ];
  1538. };
  1539. ?>