Constant.php 36 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. * Cairos Dungeons section constants.
  426. *
  427. * @category Data
  428. */
  429. final class CAIROS_DUNGEON_ID{
  430. /**
  431. * Hall of Dark.
  432. */
  433. const HALL_OF_DARK = 1001;
  434. /**
  435. * Hall of Fire.
  436. */
  437. const HALL_OF_FIRE = 2001;
  438. /**
  439. * Hall of water.
  440. */
  441. const HALL_OF_WATER = 3001;
  442. /**
  443. * Hall of Wind.
  444. */
  445. const HALL_OF_WIND = 4001;
  446. /**
  447. * Hall of Magic.
  448. */
  449. const HALL_OF_MAGIC = 5001;
  450. /**
  451. * Necropolis.
  452. */
  453. const NECROPOLIS = 6001;
  454. /**
  455. * Punisher's Crypt.
  456. */
  457. const PUNISHERS_CRYPT = 9502;
  458. /**
  459. * Steel Fortress
  460. */
  461. const STEEL_FORTRESS = 9602; // TODO: Find out
  462. /**
  463. * Hall of Light.
  464. */
  465. const HALL_OF_LIGHT = 7001;
  466. /**
  467. * Giants Keep.
  468. */
  469. const GIANTS_KEEP = 8001;
  470. /**
  471. * Dragons Lair.
  472. */
  473. const DRAGONS_LAIR = 9001;
  474. };
  475. /**
  476. * Dimensional Dungeons section constants.
  477. *
  478. * @category Data
  479. */
  480. final class DIMENSION_DUNGEON_ID{
  481. /**
  482. * Sanctuary of Dreaming Fairies.
  483. */
  484. const SANCTUARY_OF_DREAMING_FAIRIES = 1101;
  485. /**
  486. * Ellunia Remains (Fairy).
  487. */
  488. const ELLUNIA_REMAINS_FAIRY = 1201;
  489. /**
  490. * Ellunia Remains (Pixie).
  491. */
  492. const ELLUNIA_REMAINS_PIXIE = 1202;
  493. /**
  494. * Forest of Roaring Beasts.
  495. */
  496. const FOREST_OF_ROARING_BEASTS = 2101;
  497. /**
  498. * Karzhan Remains (Warbear).
  499. */
  500. const KARZHAN_REMAINS_WARBEAR = 2201;
  501. /**
  502. * Karzhan Remains (Inugami).
  503. */
  504. const KARZHAN_REMAINS_INUGAMI = 2202;
  505. /**
  506. * Cliff of Tough Beast Men.
  507. */
  508. const CLIFF_OF_TOUGH_BEASTS_MEN = 3101;
  509. /**
  510. * Lumel Remains (Werewolf).
  511. */
  512. const LUMEL_REMAINS_WEREWOLF = 3201;
  513. /**
  514. * Lumel Remains (Martial Cat).
  515. */
  516. const LUMEL_REMAINS_MARTIAL_CAT = 3202;
  517. };
  518. /**
  519. * Elemental Rift Dungeon constants.
  520. *
  521. * @category Data
  522. */
  523. final class ELEMENTAL_RIFT_DUNGEON_ID{
  524. /**
  525. * Ice Beast.
  526. */
  527. const ICE_BEAST = 1001;
  528. /**
  529. * Fire Beast.
  530. */
  531. const FIRE_BEAST = 2001;
  532. /**
  533. * Wind Beast.
  534. */
  535. const WIND_BEAST = 3001;
  536. /**
  537. * Light Beast.
  538. */
  539. const LIGHT_BEAST = 4001;
  540. /**
  541. * Dark Beast.
  542. */
  543. const DARK_BEAST = 5001;
  544. };
  545. /**
  546. * Rift raid level constants.
  547. *
  548. * @category Data
  549. */
  550. final class RAID_RIFT_DUNGEON_ID{
  551. /**
  552. * Level 1.
  553. */
  554. const LEVEL_1 = 1;
  555. /**
  556. * Level 2.
  557. */
  558. const LEVEL_2 = 2;
  559. /**
  560. * Level 3.
  561. */
  562. const LEVEL_3 = 3;
  563. /**
  564. * Level 4.
  565. */
  566. const LEVEL_4 = 4;
  567. /**
  568. * Level 5.
  569. */
  570. const LEVEL_5 = 5;
  571. };
  572. /**
  573. * Constants for all the types of stages in the Tartarus Labyrinth.
  574. *
  575. * @category Data
  576. */
  577. final class LABYRINTH_STAGES_ID{
  578. /**
  579. * Tartarus (Labyrinth Guardian).
  580. */
  581. const TARTARUS = 1;
  582. /**
  583. * Kottos (Fire Gaurdian).
  584. */
  585. const KOTTOS = 2;
  586. /**
  587. * Leos (Waer Guardian).
  588. */
  589. const LEOS = 3;
  590. /**
  591. * Aquiles (Wind Guardian).
  592. */
  593. const AQUILES = 4;
  594. /**
  595. * Normal stage.
  596. */
  597. const NORMAL = 5;
  598. /**
  599. * Rescue stage.
  600. */
  601. const RESCUE = 6;
  602. /**
  603. * Explode stage.
  604. */
  605. const EXPLODE = 7;
  606. /**
  607. * Cool Time UP stage.
  608. */
  609. const COOL_TIME = 8;
  610. /**
  611. * Speed Limit stage.
  612. */
  613. const SPEED_LIMIT = 9;
  614. /**
  615. * Time Limit stage.
  616. */
  617. const TIME_LIMIT = 10;
  618. };
  619. /**
  620. * Building constants.
  621. *
  622. * @category Data
  623. */
  624. final class BUILDING_ID{
  625. /**
  626. * Summoners Tower.
  627. */
  628. const SUMMONERS_TOWER = 1;
  629. /**
  630. * Summonhenge.
  631. */
  632. const SUMMONHENGE = 2;
  633. /**
  634. * Pond of Mana.
  635. */
  636. const POND_OF_MANA = 3;
  637. /**
  638. * Crystal Mine.
  639. */
  640. const CRYSTAL_MINE = 4;
  641. /**
  642. * Gateway.
  643. */
  644. const GATEWAY = 8;
  645. /**
  646. * Temple of Wishes.
  647. */
  648. const TEMPLE_OF_WISHES = 10;
  649. /**
  650. * Magic Shop.
  651. */
  652. const MAGIC_SHOP = 11;
  653. /**
  654. * Ancient Stones.
  655. */
  656. const ANCIENT_STONES = 12;
  657. /**
  658. * Arcane Tower.
  659. */
  660. const ARCANE_TOWER = 14;
  661. /**
  662. * Crystal Titan.
  663. */
  664. const CRYSTAL_TITAN = 15;
  665. /**
  666. * Fusion Hexagram.
  667. */
  668. const FUSION_HEXAGRAM = 16;
  669. /**
  670. * Fuse Center.
  671. */
  672. const FUSE_CENTER = 17;
  673. /**
  674. * Power Up Circle.
  675. */
  676. const POWER_UP_CIRCLE = 20;
  677. /**
  678. * Tranquil Forest.
  679. */
  680. const TRANQUIL_FOREST = 22;
  681. /**
  682. * Gusty Cliffs.
  683. */
  684. const GUSTY_CLIFFS = 23;
  685. /**
  686. * Deep Forest Ent.
  687. */
  688. const DEEP_FOREST_ENT = 24;
  689. /**
  690. * Monster Storage.
  691. */
  692. const MONSTER_STORAGE = 25;
  693. /**
  694. * Transmogrification Building.
  695. */
  696. const TRANSMOGRIFICATION_BUILDING = 27;
  697. };
  698. /**
  699. * Decoration constants.
  700. *
  701. * @category Data
  702. */
  703. final class DECORATION_ID{
  704. /**
  705. * Guardstone.
  706. */
  707. const GUARDSTONE = 4;
  708. /**
  709. * Mana Fountain.
  710. */
  711. const MANA_FOUNTAIN = 5;
  712. /**
  713. * Sky Tribe Totem.
  714. */
  715. const SKY_TRIBE_TOTEM = 6;
  716. /**
  717. * Arcane Booster Tower.
  718. */
  719. const ARCANE_BOOSTER_TOWER = 7;
  720. /**
  721. * Crystal Altar.
  722. */
  723. const CRYSTAL_ALTAR = 8;
  724. /**
  725. * Ancient Sword.
  726. */
  727. const ANCIENT_SWORD = 9;
  728. /**
  729. * Sanctum of Energy.
  730. */
  731. const SANCTUM_OF_ENERGY = 10;
  732. /**
  733. * Mysterious Plant.
  734. */
  735. const MYSTERIOUS_PLANT = 11;
  736. /**
  737. * Fire Sanctuary.
  738. */
  739. const FIRE_SANCTUARY = 15;
  740. /**
  741. * Water Sanctuary.
  742. */
  743. const WATER_SANCTUARY = 16;
  744. /**
  745. * Wind Sanctuary.
  746. */
  747. const WIND_SANCTUARY = 17;
  748. /**
  749. * Light Sanctuary.
  750. */
  751. const LIGHT_SANCTUARY = 18;
  752. /**
  753. * Dark Sanctuary.
  754. */
  755. const DARK_SANCTUARY = 19;
  756. /**
  757. * Fallen Ancient Guardian.
  758. */
  759. const FALLEN_ANCIENT_GUARDIAN = 31;
  760. /**
  761. * Crystal Rock.
  762. */
  763. const CRYSTAL_ROCK = 34;
  764. /**
  765. * Fairy Tree.
  766. */
  767. const FAIRY_TREE = 35;
  768. /**
  769. * Flag of Battle.
  770. */
  771. const FLAG_OF_BATTLE = 36;
  772. /**
  773. * Flag of Rage.
  774. */
  775. const FLAG_OF_RAGE = 37;
  776. /**
  777. * Flag of Hope.
  778. */
  779. const FLAG_OF_HOPE = 38;
  780. /**
  781. * Flag of Will.
  782. */
  783. const FLAG_OF_WILL = 39;
  784. };
  785. /**
  786. * Inventory categories constants.
  787. *
  788. * @category Data
  789. */
  790. final class INVENTORY_TYPE_ID{
  791. /**
  792. * Monster.
  793. */
  794. const MONSTER = 1;
  795. /**
  796. * Currency.
  797. */
  798. const CURRENCY = 6;
  799. /**
  800. * Rune.
  801. */
  802. const RUNE = 8;
  803. /**
  804. * Scroll.
  805. */
  806. const SCROLL = 9;
  807. /**
  808. * Booster.
  809. */
  810. const BOOSTER = 10;
  811. /**
  812. * Essences.
  813. */
  814. const ESSENCES = 11;
  815. /**
  816. * Monster Piece.
  817. */
  818. const MONSTER_PIECE = 12;
  819. // '' => 15, Unknown. Appears in inventory_info with qty 0
  820. /**
  821. * Guild Monster piece.
  822. */
  823. const GUILD_MONSTER_PIECE = 19;
  824. /**
  825. * Rainbowmon.
  826. */
  827. const RAINBOWMON = 25; # Possibly material monsters in general. Appears when wish returns a rainbowmon.
  828. /**
  829. * Rune Craft.
  830. */
  831. const RUNE_CRAFT = 27;
  832. /**
  833. * Craft Stuff.
  834. */
  835. const CRAFT_STUFF = 29;
  836. /**
  837. * Enhancing Monster.
  838. */
  839. const ENHANCING_MONSTER = 61;
  840. };
  841. /**
  842. * Items constants.
  843. *
  844. * @category Data
  845. */
  846. final class INVENTORY_ID{
  847. /**
  848. * Essence of Magic (Low).
  849. */
  850. const ESSENCE_MAGIC_LOW = 11006;
  851. /**
  852. * Essence of Magic (Mid).
  853. */
  854. const ESSENCE_MAGIC_MID = 12006;
  855. /**
  856. * Essence of Magic (High).
  857. */
  858. const ESSENCE_MAGIC_HIGH = 13006;
  859. /**
  860. * Essence of Water (Low).
  861. */
  862. const ESSENCE_WATER_LOW = 11001;
  863. /**
  864. * Essence of Water (Mid).
  865. */
  866. const ESSENCE_WATER_MID = 12001;
  867. /**
  868. * Essence of Water (High).
  869. */
  870. const ESSENCE_WATER_HIGH = 13001;
  871. /**
  872. * Essence of Fire (Low).
  873. */
  874. const ESSENCE_FIRE_LOW = 11002;
  875. /**
  876. * Essence of Fire (Mid).
  877. */
  878. const ESSENCE_FIRE_MID = 12002;
  879. /**
  880. * Essence of Fire (High).
  881. */
  882. const ESSENCE_FIRE_HIGH = 13002;
  883. /**
  884. * Essence of Wind (Low).
  885. */
  886. const ESSENCE_WIND_LOW = 11003;
  887. /**
  888. * Essence of Wind (Mid).
  889. */
  890. const ESSENCE_WIND_MID = 12003;
  891. /**
  892. * Essence of Wind (High).
  893. */
  894. const ESSENCE_WIND_HIGH = 13003;
  895. /**
  896. * Essence of Light (Low).
  897. */
  898. const ESSENCE_LIGHT_LOW = 11004;
  899. /**
  900. * Essence of Light (Mid).
  901. */
  902. const ESSENCE_LIGHT_MID = 12004;
  903. /**
  904. * Essence of Light (High).
  905. */
  906. const ESSENCE_LIGHT_HIGH = 13004;
  907. /**
  908. * Essence of Dark (Low).
  909. */
  910. const ESSENCE_DARK_LOW = 11005;
  911. /**
  912. * Essence of Dark (Mid).
  913. */
  914. const ESSENCE_DARK_MID = 12005;
  915. /**
  916. * Essence of Dark (High).
  917. */
  918. const ESSENCE_DARK_HIGH = 13005;
  919. /**
  920. * Wood.
  921. */
  922. const WOOD = 1001;
  923. /**
  924. * Leather.
  925. */
  926. const LEATHER = 1002;
  927. /**
  928. * Rock.
  929. */
  930. const ROCK = 1003;
  931. /**
  932. * Ore.
  933. */
  934. const ORE = 1004;
  935. /**
  936. * Mithril.
  937. */
  938. const MITHRIL = 1005;
  939. /**
  940. * Cloth.
  941. */
  942. const CLOTH = 1006;
  943. /**
  944. * Rune Piece.
  945. */
  946. const RUNE_PIECE = 2001;
  947. /**
  948. * Powder.
  949. */
  950. const POWDER = 3001;
  951. /**
  952. * Symbol of Harmony.
  953. */
  954. const SYMBOL_HARMONY = 4001;
  955. /**
  956. * Symbol of Transcendance.
  957. */
  958. const SYMBOL_TRANSCENDANCE = 4002;
  959. /**
  960. * Symbol of Chaos.
  961. */
  962. const SYMBOL_CHAOS = 4003;
  963. /**
  964. * Frozen Water Crystal.
  965. */
  966. const CRYSTAL_WATER = 5001;
  967. /**
  968. * Flaming Fire Crystal.
  969. */
  970. const CRYSTAL_FIRE = 5002;
  971. /**
  972. * Whirling Wind Crystal.
  973. */
  974. const CRYSTAL_WIND = 5003;
  975. /**
  976. * Shiny Light Crystal.
  977. */
  978. const CRYSTAL_LIGHT = 5004;
  979. /**
  980. * Pitch-Black Dark Crystal.
  981. */
  982. const CRYSTAL_DARK = 5005;
  983. /**
  984. * Condensed Magic Crystal.
  985. */
  986. const CRYSTAL_MAGIC = 6001;
  987. /**
  988. * Pure Crystal.
  989. */
  990. const CRYSTAL_PURE = 7001;
  991. };
  992. /**
  993. * Storage-able enhance monster constants.
  994. *
  995. * @category Data
  996. */
  997. final class ENHANCE_MONSTER_ID{
  998. /**
  999. * Water Angelmon.
  1000. */
  1001. const WATER_ANGELMON = 142110115;
  1002. /**
  1003. * Fire Angelmon.
  1004. */
  1005. const FIRE_ANGELMON = 142120115;
  1006. /**
  1007. * Wind Angelmon.
  1008. */
  1009. const WIND_ANGELMON = 142130115;
  1010. /**
  1011. * Light Angelmon.
  1012. */
  1013. const LIGHT_ANGELMON = 142140115;
  1014. /**
  1015. * Dark Angelmon.
  1016. */
  1017. const DARK_ANGELMON = 142150115;
  1018. /**
  1019. * Water King Angelmon.
  1020. */
  1021. const WATER_KING_ANGELMON = 182110115;
  1022. /**
  1023. * Fire King Angelmon.
  1024. */
  1025. const FIRE_KING_ANGELMON = 182120115;
  1026. /**
  1027. * Wind King Angelmon.
  1028. */
  1029. const WIND_KING_ANGELMON = 182130115;
  1030. /**
  1031. * Light King Angelmon.
  1032. */
  1033. const LIGHT_KING_ANGELMON = 182140115;
  1034. /**
  1035. * Dark King Angelmon.
  1036. */
  1037. const DARK_KING_ANGELMON = 182150115;
  1038. /**
  1039. * 2* Rainbowmon (Lv. 20).
  1040. */
  1041. const RAINBOWMON_2_20 = 143140220;
  1042. /**
  1043. * 3* Rainbowmon (Lv. 1).
  1044. */
  1045. const RAINBOWMON_3_1 = 143140301;
  1046. /**
  1047. * 3* Rainbowmon (Lv. 25).
  1048. */
  1049. const RAINBOWMON_3_25 = 143140325;
  1050. /**
  1051. * 4* Rainbowmon (Lv. 1).
  1052. */
  1053. const RAINBOWMON_4_1 = 143140401;
  1054. /**
  1055. * 4* Rainbowmon (Lv. 30).
  1056. */
  1057. const RAINBOWMON_4_30 = 143140430;
  1058. /**
  1059. * 5* Rainbowmon (Lv. 1).
  1060. */
  1061. const RAINBOWMON_5_1 = 143140501;
  1062. /**
  1063. * Devilmon.
  1064. */
  1065. const DEVILMON = 151050101;
  1066. /**
  1067. * Super Angelmon.
  1068. */
  1069. const SUPER_ANGELMON = 217140115;
  1070. };
  1071. /**
  1072. * Rune set constants.
  1073. *
  1074. * @category Data
  1075. */
  1076. final class RUNE_SET_ID{
  1077. /**
  1078. * Energy.
  1079. */
  1080. const ENERGY = 1;
  1081. /**
  1082. * Guard.
  1083. */
  1084. const GUARD = 2;
  1085. /**
  1086. * Swift.
  1087. */
  1088. const SWIFT = 3;
  1089. /**
  1090. * Blade.
  1091. */
  1092. const BLADE = 4;
  1093. /**
  1094. * Rage.
  1095. */
  1096. const RAGE = 5;
  1097. /**
  1098. * Focus.
  1099. */
  1100. const FOCUS = 6;
  1101. /**
  1102. * Endure.
  1103. */
  1104. const ENDURE = 7;
  1105. /**
  1106. * Fatal.
  1107. */
  1108. const FATAL = 8;
  1109. /**
  1110. * Despair.
  1111. */
  1112. const DESPAIR = 10;
  1113. /**
  1114. * Vampire.
  1115. */
  1116. const VAMPIRE = 11;
  1117. /**
  1118. * Violent.
  1119. */
  1120. const VIOLENT = 13;
  1121. /**
  1122. * Nemesis.
  1123. */
  1124. const NEMESIS = 14;
  1125. /**
  1126. * Will.
  1127. */
  1128. const WILL = 15;
  1129. /**
  1130. * Shield.
  1131. */
  1132. const SHIELD = 16;
  1133. /**
  1134. * Revenge.
  1135. */
  1136. const REVENGE = 17;
  1137. /**
  1138. * Destroy.
  1139. */
  1140. const DESTROY = 18;
  1141. /**
  1142. * Fight.
  1143. */
  1144. const FIGHT = 19;
  1145. /**
  1146. * Determination.
  1147. */
  1148. const DETERMINATION = 20;
  1149. /**
  1150. * Enhance.
  1151. */
  1152. const ENHANCE = 21;
  1153. /**
  1154. * Accuracy.
  1155. */
  1156. const ACCURACY = 22;
  1157. /**
  1158. * Tolerance.
  1159. */
  1160. const TOLERANCE = 23;
  1161. };
  1162. /**
  1163. * Rune stat constants.
  1164. *
  1165. * Includes all stats a rune can have. For unit stats, see{@see $STAT_ID}.
  1166. *
  1167. * @category Data
  1168. */
  1169. final class RUNE_STAT_ID{
  1170. /**
  1171. * HP (flat).
  1172. */
  1173. const HP = 1;
  1174. /**
  1175. * HP (percent).
  1176. */
  1177. const HP_P = 2;
  1178. /**
  1179. * Attack (flat).
  1180. */
  1181. const ATK = 3;
  1182. /**
  1183. * Attack (percent).
  1184. */
  1185. const ATK_P = 4;
  1186. /**
  1187. * Defense (flat).
  1188. */
  1189. const DEF = 5;
  1190. /**
  1191. * Defense (percent).
  1192. */
  1193. const DEF_P = 6;
  1194. /**
  1195. * Speed.
  1196. */
  1197. const SPD = 8;
  1198. /**
  1199. * Critical Rate.
  1200. */
  1201. const CRR = 9;
  1202. /**
  1203. * Critical Damage.
  1204. */
  1205. const CRD = 10;
  1206. /**
  1207. * Resistance.
  1208. */
  1209. const RES = 11;
  1210. /**
  1211. * Accuracy.
  1212. */
  1213. const ACC = 12;
  1214. };
  1215. /**
  1216. * Artifact types.
  1217. *
  1218. * The two types of artifacts.
  1219. */
  1220. final class ARTIFACT_TYPE{
  1221. /**
  1222. * Elemental attribute.
  1223. */
  1224. const ELEMENT = 1;
  1225. /**
  1226. * Type artifact.
  1227. */
  1228. const ARCHETYPE = 2;
  1229. }
  1230. /**
  1231. * Artifact stat constants.
  1232. *
  1233. * The stats an artifact can have. For unit stats, see{@see $STAT_ID}.
  1234. *
  1235. * @category Data
  1236. */
  1237. final class ARTIFACT_STAT_ID{
  1238. /**
  1239. * HP.
  1240. */
  1241. const HP = 100;
  1242. /**
  1243. * ATK.
  1244. */
  1245. const ATK = 101;
  1246. /**
  1247. * DEF.
  1248. */
  1249. const DEF = 102;
  1250. }
  1251. /**
  1252. * Rune (and other items) quality constants.
  1253. *
  1254. * @category Data
  1255. */
  1256. final class QUALITY_ID{
  1257. /**
  1258. * Normal.
  1259. */
  1260. const NORMAL = 1;
  1261. /**
  1262. * Magic.
  1263. */
  1264. const MAGIC = 2;
  1265. /**
  1266. * Rare.
  1267. */
  1268. const RARE = 3;
  1269. /**
  1270. * Hero.
  1271. */
  1272. const HERO = 4;
  1273. /**
  1274. * Legend.
  1275. */
  1276. const LEGEND = 5;
  1277. };
  1278. /**
  1279. * Craft items constants.
  1280. *
  1281. * @category Data
  1282. */
  1283. final class CRAFT_ID{
  1284. /**
  1285. * Enchant Gem.
  1286. */
  1287. const ENCHANT_GEM = 1;
  1288. /**
  1289. * Grindstone.
  1290. */
  1291. const GRINDSTONE = 2;
  1292. /**
  1293. * Immemorial Gem.
  1294. */
  1295. const IMMEMORIAL_GEM = 3;
  1296. /**
  1297. * Immemorial Grindstone.
  1298. */
  1299. const IMMEMORIAL_GRINDSTONE = 4;
  1300. };
  1301. /**
  1302. * Guild member rank constants.
  1303. *
  1304. * @category Data
  1305. */
  1306. final class GUILD_MEMBER_GRADE_ID{
  1307. /**
  1308. * Leader.
  1309. */
  1310. const LEADER = 1;
  1311. /**
  1312. * Viceleader.
  1313. */
  1314. const VICELEADER = 3;
  1315. /**
  1316. * Normal member.
  1317. */
  1318. const NORMAL = 2;
  1319. };
  1320. /**
  1321. * Arena ranking constant.
  1322. *
  1323. * Each element contains the minimum points for a rank. To calculate rank,
  1324. * @{see ARENA_RANKING_RANK} is neeeded too.
  1325. *
  1326. * @category Data
  1327. */
  1328. final class ARENA_RANKING_POINTS{
  1329. /**
  1330. * Beginer.
  1331. */
  1332. const BEGINER = 0;
  1333. /**
  1334. * Challenger 1.
  1335. */
  1336. const CHALLENGER_1 = 900;
  1337. /**
  1338. * Challenger 2.
  1339. */
  1340. const CHALLENGER_2 = 1000;
  1341. /**
  1342. * Challenger 3.
  1343. */
  1344. const CHALLENGER_3 = 1100;
  1345. /**
  1346. * Fighter 1.
  1347. */
  1348. const FIGHTER_1 = 1200;
  1349. /**
  1350. * Fighter 2.
  1351. */
  1352. const FIGHTER_2 = 1300;
  1353. /**
  1354. * Fighter 3.
  1355. */
  1356. const FIGHTER_3 = 1400;
  1357. /**
  1358. * Conqueror 1.
  1359. */
  1360. const CONQUEROR_1 = 1500;
  1361. /**
  1362. * Conqueror 2.
  1363. */
  1364. const CONQUEROR_2 = 1600;
  1365. /**
  1366. * Conqueror 3.
  1367. */
  1368. const CONQUEROR_3 = 1700;
  1369. /**
  1370. * Guardian 1.
  1371. */
  1372. const GUARDIAN_1 = 1700;
  1373. /**
  1374. * Guardian 2.
  1375. */
  1376. const GUARDIAN_2 = 1700;
  1377. /**
  1378. * Guardian 3.
  1379. */
  1380. const GUARDIAN_3 = 1700;
  1381. /**
  1382. * Legend.
  1383. */
  1384. const LEGEND = 1700;
  1385. };
  1386. /**
  1387. * Arena ranking constant.
  1388. *
  1389. * Each element contains the minimum top needed for a rank. A null value
  1390. * indicates that there is no top requeriment.To calculate rank,
  1391. * @{see ARENA_RANKING_POINTS} is neeeded too.
  1392. *
  1393. * @category Data
  1394. */
  1395. final class ARENA_RANKING_RANK{
  1396. /**
  1397. * Beginer.
  1398. */
  1399. const BEGINER = null;
  1400. /**
  1401. * Challenger 1.
  1402. */
  1403. const CHALLENGER_1 = null;
  1404. /**
  1405. * Challenger 2.
  1406. */
  1407. const CHALLENGER_2 = null;
  1408. /**
  1409. * Challenger 3.
  1410. */
  1411. const CHALLENGER_3 = null;
  1412. /**
  1413. * Fighter 1.
  1414. */
  1415. const FIGHTER_1 = null;
  1416. /**
  1417. * Fighter 2.
  1418. */
  1419. const FIGHTER_2 = null;
  1420. /**
  1421. * Fighter 3.
  1422. */
  1423. const FIGHTER_3 = null;
  1424. /**
  1425. * Conqueror 1.
  1426. */
  1427. const CONQUEROR_1 = 10000;
  1428. /**
  1429. * Conqueror 2.
  1430. */
  1431. const CONQUEROR_2 = 3000;
  1432. /**
  1433. * Conqueror 3.
  1434. */
  1435. const CONQUEROR_3 = 1000;
  1436. /**
  1437. * Guardian 1.
  1438. */
  1439. const GUARDIAN_1 = 300;
  1440. /**
  1441. * Guardian 2.
  1442. */
  1443. const GUARDIAN_2 = 100;
  1444. /**
  1445. * Guardian 3.
  1446. */
  1447. const GUARDIAN_3 = 30;
  1448. /**
  1449. * Legend.
  1450. */
  1451. const LEGEND = 1;
  1452. };
  1453. /**
  1454. * Default filter values;
  1455. *
  1456. * @category Data
  1457. */
  1458. final class FILTER{
  1459. /**
  1460. * Default values for the catalog filters.
  1461. */
  1462. const CATALOG = [
  1463. "ELEMENT" => 0,
  1464. "NAME" => "",
  1465. "MIN_STARS" => 1,
  1466. "MAX_STARS" => 5
  1467. ];
  1468. /**
  1469. * Default values for the fusion filters.
  1470. */
  1471. const FUSION = [
  1472. "PRODUCT" => 0
  1473. ];
  1474. /**
  1475. * Default values for the monster filters.
  1476. */
  1477. const MONSTER = [
  1478. "ELEMENT" => 0,
  1479. "NAME" => "",
  1480. "MIN_STARS" => 1,
  1481. "MAX_STARS" => 6,
  1482. "IN_STORAGE" => false,
  1483. "WITHOUT_RUNES" => false
  1484. ];
  1485. /**
  1486. * Default values for the rune craft report filters.
  1487. */
  1488. const RUNECRAFT = [
  1489. "MONSTER_NAME" => "",
  1490. "MONSTER_MIN_STARS" => 5,
  1491. "MONSTER_MAX_STARS" => 6,
  1492. "MONSTER_IN_STORAGE" => false,
  1493. "RUNE_MIN_STARS" => 5,
  1494. "RUNE_MAX_STARS" => 6,
  1495. "RUNE_MIN_LEVEL" => 0,
  1496. "RUNE_MAX_LEVEL" => 15,
  1497. "RUNE_MIN_QUALITY" => QUALITY_ID::HERO,
  1498. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1499. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::HERO,
  1500. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1501. "RUNE_MIN_EFFICIENCY" => 0,
  1502. "RUNE_MAX_EFFICIENCY" => 100,
  1503. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1504. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1505. "RUNE_SLOT" => [],
  1506. "GRIND" => 1,
  1507. "GRIND_MIN_QUALITY" => QUALITY_ID::RARE,
  1508. "GRIND_STAT" => [
  1509. RUNE_STAT_ID::HP_P,
  1510. RUNE_STAT_ID::ATK_P,
  1511. RUNE_STAT_ID::DEF_P,
  1512. RUNE_STAT_ID::SPD,
  1513. RUNE_STAT_ID::CRD,
  1514. RUNE_STAT_ID::CRR,
  1515. RUNE_STAT_ID::ACC
  1516. ],
  1517. "GEM" => 1,
  1518. "GEM_MIN_QUALITY" => QUALITY_ID::RARE,
  1519. "GEM_STAT_FROM" => [
  1520. RUNE_STAT_ID::HP,
  1521. RUNE_STAT_ID::ATK,
  1522. RUNE_STAT_ID::DEF,
  1523. RUNE_STAT_ID::RES
  1524. ],
  1525. "GEM_STAT_TO" => [
  1526. RUNE_STAT_ID::HP_P,
  1527. RUNE_STAT_ID::ATK_P,
  1528. RUNE_STAT_ID::DEF_P,
  1529. RUNE_STAT_ID::SPD,
  1530. RUNE_STAT_ID::CRD,
  1531. RUNE_STAT_ID::CRR,
  1532. RUNE_STAT_ID::ACC
  1533. ]
  1534. ];
  1535. /**
  1536. * Default values for the rune upgrade report filters.
  1537. */
  1538. const RUNEUPGRADE = [
  1539. "MONSTER_MIN_STARS" => 5,
  1540. "MONSTER_MAX_STARS" => 6,
  1541. "MONSTER_NAME" => "",
  1542. "MONSTER_IN_STORAGE" => false,
  1543. "MONSTER_TEAMS" => false,
  1544. "RUNE_MIN_STARS" => 5,
  1545. "RUNE_MAX_STARS" => 6,
  1546. "RUNE_MIN_LEVEL" => 0,
  1547. "RUNE_MAX_LEVEL" => 15,
  1548. "RUNE_MIN_QUALITY" => QUALITY_ID::NORMAL,
  1549. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1550. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1551. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1552. "RUNE_MIN_EFFICIENCY" => 0,
  1553. "RUNE_MAX_EFFICIENCY" => 100,
  1554. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1555. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1556. "RUNE_SLOT" => [],
  1557. "ALTERNATIVE_MIN_STARS" => 5,
  1558. "ALTERNATIVE_MIN_ORIGINAL_QUALITY" => 0,
  1559. "ALTERNATIVE_MIN_LEVEL" => 0,
  1560. "ALTERNATIVE_CONDITION" => 3,
  1561. "ALTERNATIVE_SOURCE" => 0
  1562. ];
  1563. /**
  1564. * Default values for the skill-up report filters.
  1565. */
  1566. const SKILLUP = [
  1567. "MIN_STARS" => 5,
  1568. "MAX_STARS" => 6,
  1569. "MIN_NATURAL_STARS" => 5,
  1570. "MAX_NATURAL_STARS" => 5,
  1571. "IN_STORAGE" => false,
  1572. "WITHOUT_RUNES" => false,
  1573. "FAMILY" => false,
  1574. "MAXED" => false,
  1575. "2A" => false,
  1576. "HOMUNCULUS" => false
  1577. ];
  1578. /**
  1579. * Default values for the rune filters.
  1580. */
  1581. const RUNE = [
  1582. "TYPE" => [],
  1583. "MAIN" => [],
  1584. "SUB" => [],
  1585. "SLOT" => [],
  1586. "MIN_QUALITY" => QUALITY_ID::NORMAL,
  1587. "MAX_QUALITY" => QUALITY_ID::LEGEND,
  1588. "MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1589. "MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1590. "MIN_STARS" => 1,
  1591. "MAX_STARS" => 6,
  1592. "MIN_LEVEL" => 0,
  1593. "MAX_LEVEL" => 15,
  1594. "MIN_EFFICIENCY" => 0,
  1595. "MAX_EFFICIENCY" => 100,
  1596. "MIN_MAX_EFFICIENCY" => 0,
  1597. "MAX_MAX_EFFICIENCY" => 100,
  1598. "ASSIGNED" => 1,
  1599. "GROUP" => "SLOT"
  1600. ];
  1601. /**
  1602. * Default values for the artifact filters.
  1603. */
  1604. const ARTIFACT = [
  1605. "TYPE" => 0,
  1606. "ELEMENT" => [],
  1607. "ARCHETYPE" => [],
  1608. "MAIN" => [],
  1609. "MIN_QUALITY" => QUALITY_ID::NORMAL,
  1610. "MAX_QUALITY" => QUALITY_ID::LEGEND,
  1611. "MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1612. "MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1613. "MIN_LEVEL" => 0,
  1614. "MAX_LEVEL" => 15,
  1615. "MIN_EFFICIENCY" => 0,
  1616. "MAX_EFFICIENCY" => 100,
  1617. "MIN_MAX_EFFICIENCY" => 0,
  1618. "MAX_MAX_EFFICIENCY" => 100,
  1619. "ASSIGNED" => 1
  1620. ];
  1621. /**
  1622. * Default values for the run filters.
  1623. */
  1624. const RUN = [
  1625. "AREA_TYPE" => 0,
  1626. "AREA" => 0,
  1627. "STAGE" => 0,
  1628. "DIFFICULTY" => 0,
  1629. "DATE_MIN" => null,
  1630. "DATE_MAX" => null,
  1631. "DEFEAT" => false,
  1632. "HELPER" => false,
  1633. "NUMBER" => 20,
  1634. ];
  1635. /**
  1636. * Default values for the rune team filters.
  1637. */
  1638. const TEAM = [
  1639. "NAME" => "",
  1640. "AREA" => null
  1641. ];
  1642. /**
  1643. * Default values for the rune team filters.
  1644. */
  1645. const STATS = [
  1646. "AREA_TYPE" => null,
  1647. "AREA" => null,
  1648. "STAGE" => null,
  1649. "DIFFICULTY" => null,
  1650. "INCLUDE_HELPER" => false
  1651. ];
  1652. };
  1653. ?>