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 = 0;
  23. /**
  24. * Difficulty EASY (Scenario, TOA, Labyrinth).
  25. */
  26. const HARD = 0;
  27. /**
  28. * Difficulty EASY (Scenario, Labyrinth).
  29. */
  30. const HELL = 0;
  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. * Hall of water.
  377. */
  378. const HALL_OF_WATER = 3001;
  379. /**
  380. * Hall of Wind.
  381. */
  382. const HALL_OF_WIND = 4001;
  383. /**
  384. * Hall of Magic.
  385. */
  386. const HALL_OF_MAGIC = 5001;
  387. /**
  388. * Necropolis.
  389. */
  390. const NECROPOLIS = 6001;
  391. /**
  392. * Hall of Light.
  393. */
  394. const HALL_OF_LIGHT = 7001;
  395. /**
  396. * Giants Keep.
  397. */
  398. const GIANTS_KEEP = 8001;
  399. /**
  400. * Dragons Lair.
  401. */
  402. const DRAGONS_LAIR = 9001;
  403. // TODO: Lumel
  404. };
  405. /**
  406. * Elemental Rift Dungeon constants.
  407. *
  408. * @category Data
  409. */
  410. final class ELEMENTAL_RIFT_DUNGEON_ID{
  411. /**
  412. * Ice Beast.
  413. */
  414. const ICE_BEAST = 1001;
  415. /**
  416. * Fire Beast.
  417. */
  418. const FIRE_BEAST = 2001;
  419. /**
  420. * Wind Beast.
  421. */
  422. const WIND_BEAST = 3001;
  423. /**
  424. * Light Beast.
  425. */
  426. const LIGHT_BEAST = 4001;
  427. /**
  428. * Dark Beast.
  429. */
  430. const DARK_BEAST = 5001;
  431. };
  432. /**
  433. * Rift raid level constants.
  434. *
  435. * @category Data
  436. */
  437. final class RAID_RIFT_DUNGEON_ID{
  438. /**
  439. * Level 1.
  440. */
  441. const LEVEL_1 = 1;
  442. /**
  443. * Level 2.
  444. */
  445. const LEVEL_2 = 2;
  446. /**
  447. * Level 3.
  448. */
  449. const LEVEL_3 = 3;
  450. /**
  451. * Level 4.
  452. */
  453. const LEVEL_4 = 4;
  454. /**
  455. * Level 5.
  456. */
  457. const LEVEL_5 = 5;
  458. };
  459. /**
  460. * Constants for all the types of stages in the Tartarus Labyrinth.
  461. *
  462. * @category Data
  463. */
  464. final class LABYRINTH_STAGES_ID{
  465. /**
  466. * Tartarus (Labyrinth Guardian).
  467. */
  468. const TARTARUS = 1;
  469. /**
  470. * Kottos (Fire Gaurdian).
  471. */
  472. const KOTTOS = 2;
  473. /**
  474. * Leos (Waer Guardian).
  475. */
  476. const LEOS = 3;
  477. /**
  478. * Aquiles (Wind Guardian).
  479. */
  480. const AQUILES = 4;
  481. /**
  482. * Normal stage.
  483. */
  484. const NORMAL = 5;
  485. /**
  486. * Rescue stage.
  487. */
  488. const RESCUE = 6;
  489. /**
  490. * Explode stage.
  491. */
  492. const EXPLODE = 7;
  493. /**
  494. * Cool Time UP stage.
  495. */
  496. const COOL_TIME = 8;
  497. /**
  498. * Speed Limit stage.
  499. */
  500. const SPEED_LIMIT = 9;
  501. /**
  502. * Time Limit stage.
  503. */
  504. const TIME_LIMIT = 10;
  505. };
  506. /**
  507. * Building constants.
  508. *
  509. * @category Data
  510. */
  511. final class BUILDING_ID{
  512. /**
  513. * Summoners Tower.
  514. */
  515. const SUMMONERS_TOWER = 1;
  516. /**
  517. * Summonhenge.
  518. */
  519. const SUMMONHENGE = 2;
  520. /**
  521. * Pond of Mana.
  522. */
  523. const POND_OF_MANA = 3;
  524. /**
  525. * Crystal Mine.
  526. */
  527. const CRYSTAL_MINE = 4;
  528. /**
  529. * Gateway.
  530. */
  531. const GATEWAY = 8;
  532. /**
  533. * Temple of Wishes.
  534. */
  535. const TEMPLE_OF_WISHES = 10;
  536. /**
  537. * Magic Shop.
  538. */
  539. const MAGIC_SHOP = 11;
  540. /**
  541. * Ancient Stones.
  542. */
  543. const ANCIENT_STONES = 12;
  544. /**
  545. * Arcane Tower.
  546. */
  547. const ARCANE_TOWER = 14;
  548. /**
  549. * Crystal Titan.
  550. */
  551. const CRYSTAL_TITAN = 15;
  552. /**
  553. * Fusion Hexagram.
  554. */
  555. const FUSION_HEXAGRAM = 16;
  556. /**
  557. * Fuse Center.
  558. */
  559. const FUSE_CENTER = 17;
  560. /**
  561. * Power Up Circle.
  562. */
  563. const POWER_UP_CIRCLE = 20;
  564. /**
  565. * Tranquil Forest.
  566. */
  567. const TRANQUIL_FOREST = 22;
  568. /**
  569. * Gusty Cliffs.
  570. */
  571. const GUSTY_CLIFFS = 23;
  572. /**
  573. * Deep Forest Ent.
  574. */
  575. const DEEP_FOREST_ENT = 24;
  576. /**
  577. * Monster Storage.
  578. */
  579. const MONSTER_STORAGE = 25;
  580. /**
  581. * Transmogrification Building.
  582. */
  583. const TRANSMOGRIFICATION_BUILDING = 27;
  584. };
  585. /**
  586. * Decoration constants.
  587. *
  588. * @category Data
  589. */
  590. final class DECORATION_ID{
  591. /**
  592. * Guardstone.
  593. */
  594. const GUARDSTONE = 4;
  595. /**
  596. * Mana Fountain.
  597. */
  598. const MANA_FOUNTAIN = 5;
  599. /**
  600. * Sky Tribe Totem.
  601. */
  602. const SKY_TRIBE_TOTEM = 6;
  603. /**
  604. * Arcane Booster Tower.
  605. */
  606. const ARCANE_BOOSTER_TOWER = 7;
  607. /**
  608. * Crystal Altar.
  609. */
  610. const CRYSTAL_ALTAR = 8;
  611. /**
  612. * Ancient Sword.
  613. */
  614. const ANCIENT_SWORD = 9;
  615. /**
  616. * Sanctum of Energy.
  617. */
  618. const SANCTUM_OF_ENERGY = 10;
  619. /**
  620. * Mysterious Plant.
  621. */
  622. const MYSTERIOUS_PLANT = 11;
  623. /**
  624. * Fire Sanctuary.
  625. */
  626. const FIRE_SANCTUARY = 15;
  627. /**
  628. * Water Sanctuary.
  629. */
  630. const WATER_SANCTUARY = 16;
  631. /**
  632. * Wind Sanctuary.
  633. */
  634. const WIND_SANCTUARY = 17;
  635. /**
  636. * Light Sanctuary.
  637. */
  638. const LIGHT_SANCTUARY = 18;
  639. /**
  640. * Dark Sanctuary.
  641. */
  642. const DARK_SANCTUARY = 19;
  643. /**
  644. * Fallen Ancient Guardian.
  645. */
  646. const FALLEN_ANCIENT_GUARDIAN = 31;
  647. /**
  648. * Crystal Rock.
  649. */
  650. const CRYSTAL_ROCK = 34;
  651. /**
  652. * Fairy Tree.
  653. */
  654. const FAIRY_TREE = 35;
  655. /**
  656. * Flag of Battle.
  657. */
  658. const FLAG_OF_BATTLE = 36;
  659. /**
  660. * Flag of Rage.
  661. */
  662. const FLAG_OF_RAGE = 37;
  663. /**
  664. * Flag of Hope.
  665. */
  666. const FLAG_OF_HOPE = 38;
  667. /**
  668. * Flag of Will.
  669. */
  670. const FLAG_OF_WILL = 39;
  671. };
  672. /**
  673. * Inventory categories constants.
  674. *
  675. * @category Data
  676. */
  677. final class INVENTORY_TYPE_ID{
  678. /**
  679. * Monster.
  680. */
  681. const MONSTER = 1;
  682. /**
  683. * Currency.
  684. */
  685. const CURRENCY = 6;
  686. /**
  687. * Rune.
  688. */
  689. const RUNE = 8;
  690. /**
  691. * Scroll.
  692. */
  693. const SCROLL = 9;
  694. /**
  695. * Booster.
  696. */
  697. const BOOSTER = 10;
  698. /**
  699. * Essences.
  700. */
  701. const ESSENCES = 11;
  702. /**
  703. * Monster Piece.
  704. */
  705. const MONSTER_PIECE = 12;
  706. // '' => 15, Unknown. Appears in inventory_info with qty 0
  707. /**
  708. * Guild Monster piece.
  709. */
  710. const GUILD_MONSTER_PIECE = 19;
  711. /**
  712. * Rainbowmon.
  713. */
  714. const RAINBOWMON = 25; # Possibly material monsters in general. Appears when wish returns a rainbowmon.
  715. /**
  716. * Rune Craft.
  717. */
  718. const RUNE_CRAFT = 27;
  719. /**
  720. * Craft Stuff.
  721. */
  722. const CRAFT_STUFF = 29;
  723. /**
  724. * Enhancing Monster.
  725. */
  726. const ENHANCING_MONSTER = 61;
  727. };
  728. /**
  729. * Items constants.
  730. *
  731. * @category Data
  732. */
  733. final class INVENTORY_ID{
  734. /**
  735. * Essence of Magic (Low).
  736. */
  737. const ESSENCE_MAGIC_LOW = 11006;
  738. /**
  739. * Essence of Magic (Mid).
  740. */
  741. const ESSENCE_MAGIC_MID = 12006;
  742. /**
  743. * Essence of Magic (High).
  744. */
  745. const ESSENCE_MAGIC_HIGH = 13006;
  746. /**
  747. * Essence of Water (Low).
  748. */
  749. const ESSENCE_WATER_LOW = 11001;
  750. /**
  751. * Essence of Water (Mid).
  752. */
  753. const ESSENCE_WATER_MID = 12001;
  754. /**
  755. * Essence of Water (High).
  756. */
  757. const ESSENCE_WATER_HIGH = 13001;
  758. /**
  759. * Essence of Fire (Low).
  760. */
  761. const ESSENCE_FIRE_LOW = 11002;
  762. /**
  763. * Essence of Fire (Mid).
  764. */
  765. const ESSENCE_FIRE_MID = 12002;
  766. /**
  767. * Essence of Fire (High).
  768. */
  769. const ESSENCE_FIRE_HIGH = 13002;
  770. /**
  771. * Essence of Wind (Low).
  772. */
  773. const ESSENCE_WIND_LOW = 11003;
  774. /**
  775. * Essence of Wind (Mid).
  776. */
  777. const ESSENCE_WIND_MID = 12003;
  778. /**
  779. * Essence of Wind (High).
  780. */
  781. const ESSENCE_WIND_HIGH = 13003;
  782. /**
  783. * Essence of Light (Low).
  784. */
  785. const ESSENCE_LIGHT_LOW = 11004;
  786. /**
  787. * Essence of Light (Mid).
  788. */
  789. const ESSENCE_LIGHT_MID = 12004;
  790. /**
  791. * Essence of Light (High).
  792. */
  793. const ESSENCE_LIGHT_HIGH = 13004;
  794. /**
  795. * Essence of Dark (Low).
  796. */
  797. const ESSENCE_DARK_LOW = 11005;
  798. /**
  799. * Essence of Dark (Mid).
  800. */
  801. const ESSENCE_DARK_MID = 12005;
  802. /**
  803. * Essence of Dark (High).
  804. */
  805. const ESSENCE_DARK_HIGH = 13005;
  806. /**
  807. * Wood.
  808. */
  809. const WOOD = 1001;
  810. /**
  811. * Leather.
  812. */
  813. const LEATHER = 1002;
  814. /**
  815. * Rock.
  816. */
  817. const ROCK = 1003;
  818. /**
  819. * Ore.
  820. */
  821. const ORE = 1004;
  822. /**
  823. * Mithril.
  824. */
  825. const MITHRIL = 1005;
  826. /**
  827. * Cloth.
  828. */
  829. const CLOTH = 1006;
  830. /**
  831. * Rune Piece.
  832. */
  833. const RUNE_PIECE = 2001;
  834. /**
  835. * Powder.
  836. */
  837. const POWDER = 3001;
  838. /**
  839. * Symbol of Harmony.
  840. */
  841. const SYMBOL_HARMONY = 4001;
  842. /**
  843. * Symbol of Transcendance.
  844. */
  845. const SYMBOL_TRANSCENDANCE = 4002;
  846. /**
  847. * Symbol of Chaos.
  848. */
  849. const SYMBOL_CHAOS = 4003;
  850. /**
  851. * Frozen Water Crystal.
  852. */
  853. const CRYSTAL_WATER = 5001;
  854. /**
  855. * Flaming Fire Crystal.
  856. */
  857. const CRYSTAL_FIRE = 5002;
  858. /**
  859. * Whirling Wind Crystal.
  860. */
  861. const CRYSTAL_WIND = 5003;
  862. /**
  863. * Shiny Light Crystal.
  864. */
  865. const CRYSTAL_LIGHT = 5004;
  866. /**
  867. * Pitch-Black Dark Crystal.
  868. */
  869. const CRYSTAL_DARK = 5005;
  870. /**
  871. * Condensed Magic Crystal.
  872. */
  873. const CRYSTAL_MAGIC = 6001;
  874. /**
  875. * Pure Crystal.
  876. */
  877. const CRYSTAL_PURE = 7001;
  878. };
  879. /**
  880. * Storage-able enhance monster constants.
  881. *
  882. * @category Data
  883. */
  884. final class ENHANCE_MONSTER_ID{
  885. /**
  886. * Water Angelmon.
  887. */
  888. const WATER_ANGELMON = 142110115;
  889. /**
  890. * Fire Angelmon.
  891. */
  892. const FIRE_ANGELMON = 142120115;
  893. /**
  894. * Wind Angelmon.
  895. */
  896. const WIND_ANGELMON = 142130115;
  897. /**
  898. * Light Angelmon.
  899. */
  900. const LIGHT_ANGELMON = 142140115;
  901. /**
  902. * Dark Angelmon.
  903. */
  904. const DARK_ANGELMON = 142150115;
  905. /**
  906. * Water King Angelmon.
  907. */
  908. const WATER_KING_ANGELMON = 182110115;
  909. /**
  910. * Fire King Angelmon.
  911. */
  912. const FIRE_KING_ANGELMON = 182120115;
  913. /**
  914. * Wind King Angelmon.
  915. */
  916. const WIND_KING_ANGELMON = 182130115;
  917. /**
  918. * Light King Angelmon.
  919. */
  920. const LIGHT_KING_ANGELMON = 182140115;
  921. /**
  922. * Dark King Angelmon.
  923. */
  924. const DARK_KING_ANGELMON = 182150115;
  925. /**
  926. * 2* Rainbowmon (Lv. 20).
  927. */
  928. const RAINBOWMON_2_20 = 143140220;
  929. /**
  930. * 3* Rainbowmon (Lv. 1).
  931. */
  932. const RAINBOWMON_3_1 = 143140301;
  933. /**
  934. * 3* Rainbowmon (Lv. 25).
  935. */
  936. const RAINBOWMON_3_25 = 143140325;
  937. /**
  938. * 4* Rainbowmon (Lv. 1).
  939. */
  940. const RAINBOWMON_4_1 = 143140401;
  941. /**
  942. * 4* Rainbowmon (Lv. 30).
  943. */
  944. const RAINBOWMON_4_30 = 143140430;
  945. /**
  946. * 5* Rainbowmon (Lv. 1).
  947. */
  948. const RAINBOWMON_5_1 = 143140501;
  949. /**
  950. * Devilmon.
  951. */
  952. const DEVILMON = 151050101;
  953. /**
  954. * Super Angelmon.
  955. */
  956. const SUPER_ANGELMON = 217140115;
  957. };
  958. /**
  959. * Rune set constants.
  960. *
  961. * @category Data
  962. */
  963. final class RUNE_SET_ID{
  964. /**
  965. * Energy.
  966. */
  967. const ENERGY = 1;
  968. /**
  969. * Guard.
  970. */
  971. const GUARD = 2;
  972. /**
  973. * Swift.
  974. */
  975. const SWIFT = 3;
  976. /**
  977. * Blade.
  978. */
  979. const BLADE = 4;
  980. /**
  981. * Rage.
  982. */
  983. const RAGE = 5;
  984. /**
  985. * Focus.
  986. */
  987. const FOCUS = 6;
  988. /**
  989. * Endure.
  990. */
  991. const ENDURE = 7;
  992. /**
  993. * Fatal.
  994. */
  995. const FATAL = 8;
  996. /**
  997. * Despair.
  998. */
  999. const DESPAIR = 10;
  1000. /**
  1001. * Vampire.
  1002. */
  1003. const VAMPIRE = 11;
  1004. /**
  1005. * Violent.
  1006. */
  1007. const VIOLENT = 13;
  1008. /**
  1009. * Nemesis.
  1010. */
  1011. const NEMESIS = 14;
  1012. /**
  1013. * Will.
  1014. */
  1015. const WILL = 15;
  1016. /**
  1017. * Shield.
  1018. */
  1019. const SHIELD = 16;
  1020. /**
  1021. * Revenge.
  1022. */
  1023. const REVENGE = 17;
  1024. /**
  1025. * Destroy.
  1026. */
  1027. const DESTROY = 18;
  1028. /**
  1029. * Fight.
  1030. */
  1031. const FIGHT = 19;
  1032. /**
  1033. * Determination.
  1034. */
  1035. const DETERMINATION = 20;
  1036. /**
  1037. * Enhance.
  1038. */
  1039. const ENHANCE = 21;
  1040. /**
  1041. * Accuracy.
  1042. */
  1043. const ACCURACY = 22;
  1044. /**
  1045. * Tolerance.
  1046. */
  1047. const TOLERANCE = 23;
  1048. };
  1049. /**
  1050. * Rune stat constants.
  1051. *
  1052. * Includes all stats a rune can have. For unit stats, see{@see $STAT_ID}.
  1053. *
  1054. * @category Data
  1055. */
  1056. final class RUNE_STAT_ID{
  1057. /**
  1058. * HP (flat).
  1059. */
  1060. const HP = 1;
  1061. /**
  1062. * HP (percent).
  1063. */
  1064. const HP_P = 2;
  1065. /**
  1066. * Attack (flat).
  1067. */
  1068. const ATK = 3;
  1069. /**
  1070. * Attack (percent).
  1071. */
  1072. const ATK_P = 4;
  1073. /**
  1074. * Defense (flat).
  1075. */
  1076. const DEF = 5;
  1077. /**
  1078. * Defense (percent).
  1079. */
  1080. const DEF_P = 6;
  1081. /**
  1082. * Speed.
  1083. */
  1084. const SPD = 8;
  1085. /**
  1086. * Critical Rate.
  1087. */
  1088. const CRR = 9;
  1089. /**
  1090. * Critical Damage.
  1091. */
  1092. const CRD = 10;
  1093. /**
  1094. * Resistance.
  1095. */
  1096. const RES = 11;
  1097. /**
  1098. * Accuracy.
  1099. */
  1100. const ACC = 12;
  1101. };
  1102. /**
  1103. * Rune (and other items) quality constants.
  1104. *
  1105. * @category Data
  1106. */
  1107. final class QUALITY_ID{
  1108. /**
  1109. * Normal.
  1110. */
  1111. const NORMAL = 1;
  1112. /**
  1113. * Magic.
  1114. */
  1115. const MAGIC = 2;
  1116. /**
  1117. * Rare.
  1118. */
  1119. const RARE = 3;
  1120. /**
  1121. * Hero.
  1122. */
  1123. const HERO = 4;
  1124. /**
  1125. * Legend.
  1126. */
  1127. const LEGEND = 5;
  1128. };
  1129. /**
  1130. * Craft items constants.
  1131. *
  1132. * @category Data
  1133. */
  1134. final class CRAFT_ID{
  1135. /**
  1136. * Enchant Gem.
  1137. */
  1138. const ENCHANT_GEM = 1;
  1139. /**
  1140. * Grindstone.
  1141. */
  1142. const GRINDSTONE = 2;
  1143. /**
  1144. * Immemorial Gem.
  1145. */
  1146. const IMMEMORIAL_GEM = 3;
  1147. /**
  1148. * Immemorial Grindstone.
  1149. */
  1150. const IMMEMORIAL_GRINDSTONE = 4;
  1151. };
  1152. /**
  1153. * Guild member rank constants.
  1154. *
  1155. * @category Data
  1156. */
  1157. final class GUILD_MEMBER_GRADE_ID{
  1158. /**
  1159. * Leader.
  1160. */
  1161. const LEADER = 1;
  1162. /**
  1163. * Viceleader.
  1164. */
  1165. const VICELEADER = 3;
  1166. /**
  1167. * Normal member.
  1168. */
  1169. const NORMAL = 2;
  1170. };
  1171. /**
  1172. * Arena ranking constant.
  1173. *
  1174. * Each element contains the minimum points for a rank. To calculate rank,
  1175. * @{see ARENA_RANKING_RANK} is neeeded too.
  1176. *
  1177. * @category Data
  1178. */
  1179. final class ARENA_RANKING_POINTS{
  1180. /**
  1181. * Beginer.
  1182. */
  1183. const BEGINER = 0;
  1184. /**
  1185. * Challenger 1.
  1186. */
  1187. const CHALLENGER_1 = 900;
  1188. /**
  1189. * Challenger 2.
  1190. */
  1191. const CHALLENGER_2 = 1000;
  1192. /**
  1193. * Challenger 3.
  1194. */
  1195. const CHALLENGER_3 = 1100;
  1196. /**
  1197. * Fighter 1.
  1198. */
  1199. const FIGHTER_1 = 1200;
  1200. /**
  1201. * Fighter 2.
  1202. */
  1203. const FIGHTER_2 = 1300;
  1204. /**
  1205. * Fighter 3.
  1206. */
  1207. const FIGHTER_3 = 1400;
  1208. /**
  1209. * Conqueror 1.
  1210. */
  1211. const CONQUEROR_1 = 1500;
  1212. /**
  1213. * Conqueror 2.
  1214. */
  1215. const CONQUEROR_2 = 1600;
  1216. /**
  1217. * Conqueror 3.
  1218. */
  1219. const CONQUEROR_3 = 1700;
  1220. /**
  1221. * Guardian 1.
  1222. */
  1223. const GUARDIAN_1 = 1700;
  1224. /**
  1225. * Guardian 2.
  1226. */
  1227. const GUARDIAN_2 = 1700;
  1228. /**
  1229. * Guardian 3.
  1230. */
  1231. const GUARDIAN_3 = 1700;
  1232. /**
  1233. * Legend.
  1234. */
  1235. const LEGEND = 1700;
  1236. };
  1237. /**
  1238. * Arena ranking constant.
  1239. *
  1240. * Each element contains the minimum top needed for a rank. A null value
  1241. * indicates that there is no top requeriment.To calculate rank,
  1242. * @{see ARENA_RANKING_POINTS} is neeeded too.
  1243. *
  1244. * @category Data
  1245. */
  1246. final class ARENA_RANKING_RANK{
  1247. /**
  1248. * Beginer.
  1249. */
  1250. const BEGINER = null;
  1251. /**
  1252. * Challenger 1.
  1253. */
  1254. const CHALLENGER_1 = null;
  1255. /**
  1256. * Challenger 2.
  1257. */
  1258. const CHALLENGER_2 = null;
  1259. /**
  1260. * Challenger 3.
  1261. */
  1262. const CHALLENGER_3 = null;
  1263. /**
  1264. * Fighter 1.
  1265. */
  1266. const FIGHTER_1 = null;
  1267. /**
  1268. * Fighter 2.
  1269. */
  1270. const FIGHTER_2 = null;
  1271. /**
  1272. * Fighter 3.
  1273. */
  1274. const FIGHTER_3 = null;
  1275. /**
  1276. * Conqueror 1.
  1277. */
  1278. const CONQUEROR_1 = 10000;
  1279. /**
  1280. * Conqueror 2.
  1281. */
  1282. const CONQUEROR_2 = 3000;
  1283. /**
  1284. * Conqueror 3.
  1285. */
  1286. const CONQUEROR_3 = 1000;
  1287. /**
  1288. * Guardian 1.
  1289. */
  1290. const GUARDIAN_1 = 300;
  1291. /**
  1292. * Guardian 2.
  1293. */
  1294. const GUARDIAN_2 = 100;
  1295. /**
  1296. * Guardian 3.
  1297. */
  1298. const GUARDIAN_3 = 30;
  1299. /**
  1300. * Legend.
  1301. */
  1302. const LEGEND = 1;
  1303. };
  1304. /**
  1305. * Default filter values;
  1306. *
  1307. * @category Data
  1308. */
  1309. final class FILTER{
  1310. /**
  1311. * Default values for the catalog filters.
  1312. */
  1313. const CATALOG = [
  1314. "ELEMENT" => 0,
  1315. "NAME" => "",
  1316. "MIN_STARS" => 1,
  1317. "MAX_STARS" => 5
  1318. ];
  1319. /**
  1320. * Default values for the fusion filters.
  1321. */
  1322. const FUSION = [
  1323. "PRODUCT" => 0
  1324. ];
  1325. /**
  1326. * Default values for the monster filters.
  1327. */
  1328. const MONSTER = [
  1329. "ELEMENT" => 0,
  1330. "NAME" => "",
  1331. "MIN_STARS" => 1,
  1332. "MAX_STARS" => 6,
  1333. "IN_STORAGE" => false,
  1334. "WITHOUT_RUNES" => false
  1335. ];
  1336. /**
  1337. * Default values for the rune craft report filters.
  1338. */
  1339. const RUNECRAFT = [
  1340. "MONSTER_NAME" => "",
  1341. "MONSTER_MIN_STARS" => 5,
  1342. "MONSTER_MAX_STARS" => 6,
  1343. "MONSTER_IN_STORAGE" => false,
  1344. "RUNE_MIN_STARS" => 5,
  1345. "RUNE_MAX_STARS" => 6,
  1346. "RUNE_MIN_LEVEL" => 0,
  1347. "RUNE_MAX_LEVEL" => 15,
  1348. "RUNE_MIN_QUALITY" => QUALITY_ID::HERO,
  1349. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1350. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::HERO,
  1351. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1352. "RUNE_MIN_EFFICIENCY" => 0,
  1353. "RUNE_MAX_EFFICIENCY" => 100,
  1354. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1355. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1356. "RUNE_SLOT" => [],
  1357. "GRIND" => 1,
  1358. "GRIND_MIN_QUALITY" => QUALITY_ID::RARE,
  1359. "GRIND_STAT" => [
  1360. RUNE_STAT_ID::HP_P,
  1361. RUNE_STAT_ID::ATK_P,
  1362. RUNE_STAT_ID::DEF_P,
  1363. RUNE_STAT_ID::SPD,
  1364. RUNE_STAT_ID::CRD,
  1365. RUNE_STAT_ID::CRR,
  1366. RUNE_STAT_ID::ACC
  1367. ],
  1368. "GEM" => 1,
  1369. "GEM_MIN_QUALITY" => QUALITY_ID::RARE,
  1370. "GEM_STAT_FROM" => [
  1371. RUNE_STAT_ID::HP,
  1372. RUNE_STAT_ID::ATK,
  1373. RUNE_STAT_ID::DEF,
  1374. RUNE_STAT_ID::RES
  1375. ],
  1376. "GEM_STAT_TO" => [
  1377. RUNE_STAT_ID::HP_P,
  1378. RUNE_STAT_ID::ATK_P,
  1379. RUNE_STAT_ID::DEF_P,
  1380. RUNE_STAT_ID::SPD,
  1381. RUNE_STAT_ID::CRD,
  1382. RUNE_STAT_ID::CRR,
  1383. RUNE_STAT_ID::ACC
  1384. ]
  1385. ];
  1386. /**
  1387. * Default values for the rune upgrade report filters.
  1388. */
  1389. const RUNEUPGRADE = [
  1390. "MONSTER_MIN_STARS" => 5,
  1391. "MONSTER_MAX_STARS" => 6,
  1392. "MONSTER_NAME" => "",
  1393. "MONSTER_IN_STORAGE" => false,
  1394. "RUNE_MIN_STARS" => 5,
  1395. "RUNE_MAX_STARS" => 6,
  1396. "RUNE_MIN_LEVEL" => 0,
  1397. "RUNE_MAX_LEVEL" => 15,
  1398. "RUNE_MIN_QUALITY" => QUALITY_ID::NORMAL,
  1399. "RUNE_MAX_QUALITY" => QUALITY_ID::LEGEND,
  1400. "RUNE_MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1401. "RUNE_MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1402. "RUNE_MIN_EFFICIENCY" => 0,
  1403. "RUNE_MAX_EFFICIENCY" => 100,
  1404. "RUNE_MIN_MAX_EFFICIENCY" => 0,
  1405. "RUNE_MAX_MAX_EFFICIENCY" => 100,
  1406. "RUNE_SLOT" => [],
  1407. "ALTERNATIVE_MIN_STARS" => 5,
  1408. "ALTERNATIVE_MIN_ORIGINAL_QUALITY" => 0,
  1409. "ALTERNATIVE_MIN_LEVEL" => 0,
  1410. "ALTERNATIVE_CONDITION" => 3,
  1411. "ALTERNATIVE_SOURCE" => 0
  1412. ];
  1413. /**
  1414. * Default values for the skill-up report filters.
  1415. */
  1416. const SKILLUP = [
  1417. "MIN_STARS" => 5,
  1418. "MAX_STARS" => 6,
  1419. "MIN_NATURAL_STARS" => 5,
  1420. "MAX_NATURAL_STARS" => 5,
  1421. "IN_STORAGE" => false,
  1422. "WITHOUT_RUNES" => false,
  1423. "FAMILY" => false,
  1424. "MAXED" => false,
  1425. "2A" => false,
  1426. "HOMUNCULUS" => false
  1427. ];
  1428. /**
  1429. * Default values for the rune filters.
  1430. */
  1431. const RUNE = [
  1432. "TYPE" => [],
  1433. "MAIN" => [],
  1434. "SUB" => [],
  1435. "SLOT" => [],
  1436. "MIN_QUALITY" => QUALITY_ID::NORMAL,
  1437. "MAX_QUALITY" => QUALITY_ID::LEGEND,
  1438. "MIN_ORIGINAL_QUALITY" => QUALITY_ID::NORMAL,
  1439. "MAX_ORIGINAL_QUALITY" => QUALITY_ID::LEGEND,
  1440. "MIN_STARS" => 1,
  1441. "MAX_STARS" => 6,
  1442. "MIN_LEVEL" => 0,
  1443. "MAX_LEVEL" => 15,
  1444. "MIN_EFFICIENCY" => 0,
  1445. "MAX_EFFICIENCY" => 100,
  1446. "MIN_MAX_EFFICIENCY" => 0,
  1447. "MAX_MAX_EFFICIENCY" => 100,
  1448. "ASSIGNED" => 1,
  1449. "GROUP" => "SLOT"
  1450. ];
  1451. /**
  1452. * Default values for the run filters.
  1453. */
  1454. const RUN = [
  1455. "AREA_TYPE" => 0,
  1456. "AREA" => 0,
  1457. "STAGE" => 0,
  1458. "DIFFICULTY" => 0,
  1459. "DATE_MIN" => null,
  1460. "DATE_MAX" => null,
  1461. "DEFEAT" => false,
  1462. "HELPER" => false,
  1463. "NUMBER" => 20,
  1464. ];
  1465. /**
  1466. * Default values for the rune team filters.
  1467. */
  1468. const TEAM = [
  1469. "NAME" => "",
  1470. "AREA" => null
  1471. ];
  1472. };
  1473. ?>