From 634aeeb9d58b01f9de6632a014a063ef0c4cf31e Mon Sep 17 00:00:00 2001 From: Chuck Miller Date: Fri, 25 Dec 2009 05:00:31 -0500 Subject: Used the "indent" C formatting program from GNU to do some clean ups The command options used was: -nbad -bap -sc -bl -blf -bli0 -cli4 -cbi0 -di5 -nbc -bls -ip2 -nut -ts4 -bap -i4 -sob -npsl --- src/map/skill.h | 1607 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 817 insertions(+), 790 deletions(-) (limited to 'src/map/skill.h') diff --git a/src/map/skill.h b/src/map/skill.h index 0f7b369..686269a 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -15,25 +15,29 @@ #define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif) // スキルデータベース -struct skill_db { - int range[MAX_SKILL_LEVEL],hit,inf,pl,nk,max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups - int num[MAX_SKILL_LEVEL]; - int cast[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL]; - int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL]; - int castcancel,cast_def_rate; - int inf2,maxcount,skill_type; - int blewcount[MAX_SKILL_LEVEL]; - int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL]; - int weapon,state,spiritball[MAX_SKILL_LEVEL]; - int itemid[10],amount[10]; - int castnodex[MAX_SKILL_LEVEL]; +struct skill_db +{ + int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups + int num[MAX_SKILL_LEVEL]; + int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL]; + int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL]; + int castcancel, cast_def_rate; + int inf2, maxcount, skill_type; + int blewcount[MAX_SKILL_LEVEL]; + int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL], + hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL], + zeny[MAX_SKILL_LEVEL]; + int weapon, state, spiritball[MAX_SKILL_LEVEL]; + int itemid[10], amount[10]; + int castnodex[MAX_SKILL_LEVEL]; }; extern struct skill_db skill_db[MAX_SKILL_DB]; -struct skill_name_db { - int id; // skill id - char *name; // search strings - char *desc; // description that shows up for search's +struct skill_name_db +{ + int id; // skill id + char *name; // search strings + char *desc; // description that shows up for search's }; extern struct skill_name_db skill_names[]; @@ -42,797 +46,821 @@ struct map_session_data; struct skill_unit; struct skill_unit_group; -int do_init_skill(void); +int do_init_skill (void); // スキルデータベースへのアクセサ -int skill_get_hit( int id ); -int skill_get_inf( int id ); -int skill_get_pl( int id ); -int skill_get_nk( int id ); -int skill_get_max( int id ); -int skill_get_max_raise( int id ); -int skill_get_range( int id , int lv ); -int skill_get_hp( int id ,int lv ); -int skill_get_mhp( int id ,int lv ); -int skill_get_sp( int id ,int lv ); -int skill_get_zeny( int id ,int lv ); -int skill_get_num( int id ,int lv ); -int skill_get_cast( int id ,int lv ); -int skill_get_delay( int id ,int lv ); -int skill_get_time( int id ,int lv ); -int skill_get_time2( int id ,int lv ); -int skill_get_castdef( int id ); -int skill_get_weapontype( int id ); -int skill_get_unit_id(int id,int flag); -int skill_get_inf2( int id ); -int skill_get_maxcount( int id ); -int skill_get_blewcount( int id ,int lv ); +int skill_get_hit (int id); +int skill_get_inf (int id); +int skill_get_pl (int id); +int skill_get_nk (int id); +int skill_get_max (int id); +int skill_get_max_raise (int id); +int skill_get_range (int id, int lv); +int skill_get_hp (int id, int lv); +int skill_get_mhp (int id, int lv); +int skill_get_sp (int id, int lv); +int skill_get_zeny (int id, int lv); +int skill_get_num (int id, int lv); +int skill_get_cast (int id, int lv); +int skill_get_delay (int id, int lv); +int skill_get_time (int id, int lv); +int skill_get_time2 (int id, int lv); +int skill_get_castdef (int id); +int skill_get_weapontype (int id); +int skill_get_unit_id (int id, int flag); +int skill_get_inf2 (int id); +int skill_get_maxcount (int id); +int skill_get_blewcount (int id, int lv); // スキルの使用 -int skill_use_id( struct map_session_data *sd, int target_id, - int skill_num,int skill_lv); -int skill_use_pos( struct map_session_data *sd, - int skill_x, int skill_y, int skill_num, int skill_lv); +int skill_use_id (struct map_session_data *sd, int target_id, + int skill_num, int skill_lv); +int skill_use_pos (struct map_session_data *sd, + int skill_x, int skill_y, int skill_num, int skill_lv); -int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map); +int skill_castend_map (struct map_session_data *sd, int skill_num, + const char *map); -int skill_cleartimerskill(struct block_list *src); -int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); +int skill_cleartimerskill (struct block_list *src); +int skill_addtimerskill (struct block_list *src, unsigned int tick, + int target, int x, int y, int skill_id, + int skill_lv, int type, int flag); // 追加効果 -int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); +int skill_additional_effect (struct block_list *src, struct block_list *bl, + int skillid, int skilllv, int attack_type, + unsigned int tick); // ユニットスキル -struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y); -int skill_delunit(struct skill_unit *unit); -struct skill_unit_group *skill_initunitgroup(struct block_list *src, - int count,int skillid,int skilllv,int unit_id); -int skill_delunitgroup(struct skill_unit_group *group); -struct skill_unit_group_tickset *skill_unitgrouptickset_search( - struct block_list *bl,int group_id); -int skill_unitgrouptickset_delete(struct block_list *bl,int group_id); -int skill_clear_unitgroup(struct block_list *src); - -int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl, - int damage,unsigned int tick); - -int skill_castfix( struct block_list *bl, int time ); -int skill_delayfix( struct block_list *bl, int time ); -int skill_check_unit_range(int m,int x,int y,int range,int skillid); -int skill_check_unit_range2(int m,int x,int y,int range); -// -- moonsoul (added skill_check_unit_cell) -int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id); -int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range); -int skill_unit_move( struct block_list *bl,unsigned int tick,int range); -int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy); - -struct skill_unit_group *skill_check_dancing( struct block_list *src ); -void skill_stop_dancing(struct block_list *src, int flag); +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, + int x, int y); +int skill_delunit (struct skill_unit *unit); +struct skill_unit_group *skill_initunitgroup (struct block_list *src, + int count, int skillid, + int skilllv, int unit_id); +int skill_delunitgroup (struct skill_unit_group *group); +struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct + block_list + *bl, + int group_id); +int skill_unitgrouptickset_delete (struct block_list *bl, int group_id); +int skill_clear_unitgroup (struct block_list *src); + +int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, + int damage, unsigned int tick); + +int skill_castfix (struct block_list *bl, int time); +int skill_delayfix (struct block_list *bl, int time); +int skill_check_unit_range (int m, int x, int y, int range, int skillid); +int skill_check_unit_range2 (int m, int x, int y, int range); +// -- moonsoul (added skill_check_unit_cell) +int skill_check_unit_cell (int skillid, int m, int x, int y, int unit_id); +int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range); +int skill_unit_move (struct block_list *bl, unsigned int tick, int range); +int skill_unit_move_unit_group (struct skill_unit_group *group, int m, + int dx, int dy); + +struct skill_unit_group *skill_check_dancing (struct block_list *src); +void skill_stop_dancing (struct block_list *src, int flag); // 詠唱キャンセル -int skill_castcancel(struct block_list *bl,int type); - -int skill_gangsterparadise(struct map_session_data *sd ,int type); -void skill_brandishspear_first(struct square *tc,int dir,int x,int y); -void skill_brandishspear_dir(struct square *tc,int dir,int are); -int skill_autospell(struct map_session_data *md,int skillid); -void skill_devotion(struct map_session_data *md,int target); -void skill_devotion2(struct block_list *bl,int crusader); -int skill_devotion3(struct block_list *bl,int target); -void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target); +int skill_castcancel (struct block_list *bl, int type); + +int skill_gangsterparadise (struct map_session_data *sd, int type); +void skill_brandishspear_first (struct square *tc, int dir, int x, int y); +void skill_brandishspear_dir (struct square *tc, int dir, int are); +int skill_autospell (struct map_session_data *md, int skillid); +void skill_devotion (struct map_session_data *md, int target); +void skill_devotion2 (struct block_list *bl, int crusader); +int skill_devotion3 (struct block_list *bl, int target); +void skill_devotion_end (struct map_session_data *md, + struct map_session_data *sd, int target); #define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8)) // その他 -int skill_check_cloaking(struct block_list *bl); -int skill_is_danceskill(int id); +int skill_check_cloaking (struct block_list *bl); +int skill_is_danceskill (int id); // ステータス異常 -int skill_status_effect(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag, int spell_invocation); -int skill_status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag); -int skill_status_change_timer(int tid, unsigned int tick, int id, int data); -int skill_status_change_active(struct block_list *bl,int type); // [fate] -int skill_encchant_eremental_end(struct block_list *bl, int type); -int skill_status_change_end( struct block_list* bl , int type,int tid ); -int skill_status_change_clear(struct block_list *bl,int type); +int skill_status_effect (struct block_list *bl, int type, int val1, int val2, + int val3, int val4, int tick, int flag, + int spell_invocation); +int skill_status_change_start (struct block_list *bl, int type, int val1, + int val2, int val3, int val4, int tick, + int flag); +int skill_status_change_timer (int tid, unsigned int tick, int id, int data); +int skill_status_change_active (struct block_list *bl, int type); // [fate] +int skill_encchant_eremental_end (struct block_list *bl, int type); +int skill_status_change_end (struct block_list *bl, int type, int tid); +int skill_status_change_clear (struct block_list *bl, int type); // mobスキルのため -int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); -int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); -int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag); +int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, + int skillid, int skilllv, unsigned int tick, + int flag); +int skill_castend_damage_id (struct block_list *src, struct block_list *bl, + int skillid, int skilllv, unsigned int tick, + int flag); +int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, + int skilllv, unsigned int tick, int flag); // スキル攻撃一括処理 -int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, - struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); +int skill_attack (int attack_type, struct block_list *src, + struct block_list *dsrc, struct block_list *bl, + int skillid, int skilllv, unsigned int tick, int flag); -int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed +int skill_update_heal_animation (struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed -void skill_reload(void); +void skill_reload (void); -enum { - ST_NONE,ST_HIDING,ST_CLOAKING,ST_HIDDEN,ST_RIDING,ST_FALCON,ST_CART,ST_SHIELD,ST_SIGHT,ST_EXPLOSIONSPIRITS, - ST_RECOV_WEIGHT_RATE,ST_MOVE_ENABLE,ST_WATER, +enum +{ + ST_NONE, ST_HIDING, ST_CLOAKING, ST_HIDDEN, ST_RIDING, ST_FALCON, ST_CART, + ST_SHIELD, ST_SIGHT, ST_EXPLOSIONSPIRITS, + ST_RECOV_WEIGHT_RATE, ST_MOVE_ENABLE, ST_WATER, }; -enum { // struct map_session_data の status_changeの番号テーブル - SC_SENDMAX = 256, - SC_PROVOKE = 0, - SC_ENDURE = 1, - SC_TWOHANDQUICKEN = 2, - SC_CONCENTRATE = 3, - SC_HIDING = 4, - SC_CLOAKING = 5, - SC_ENCPOISON = 6, - SC_POISONREACT = 7, - SC_QUAGMIRE = 8, - SC_ANGELUS = 9, - SC_BLESSING =10, - SC_SIGNUMCRUCIS =11, - SC_INCREASEAGI =12, - SC_DECREASEAGI =13, - SC_SLOWPOISON =14, - SC_IMPOSITIO =15, - SC_SUFFRAGIUM =16, - SC_ASPERSIO =17, - SC_BENEDICTIO =18, - SC_KYRIE =19, - SC_MAGNIFICAT =20, - SC_GLORIA =21, - SC_AETERNA =22, - SC_ADRENALINE =23, - SC_WEAPONPERFECTION =24, - SC_OVERTHRUST =25, - SC_MAXIMIZEPOWER =26, - SC_RIDING =27, - SC_FALCON =28, - SC_TRICKDEAD =29, - SC_LOUD =30, - SC_ENERGYCOAT =31, - SC_BROKNARMOR =32, - SC_BROKNWEAPON =33, - SC_HALLUCINATION =34, - SC_WEIGHT50 =35, - SC_WEIGHT90 =36, - SC_SPEEDPOTION0 =37, - SC_SPEEDPOTION1 =38, - SC_SPEEDPOTION2 =39, - - SC_STRIPWEAPON =50, - SC_STRIPSHIELD =51, - SC_STRIPARMOR =52, - SC_STRIPHELM =53, - SC_CP_WEAPON =54, - SC_CP_SHIELD =55, - SC_CP_ARMOR =56, - SC_CP_HELM =57, - SC_AUTOGUARD =58, - SC_REFLECTSHIELD =59, - SC_DEVOTION =60, - SC_PROVIDENCE =61, - SC_DEFENDER =62, - SC_AUTOSPELL =65, - SC_EXPLOSIONSPIRITS =86, - SC_STEELBODY =87, - SC_SPEARSQUICKEN =68, - - SC_HEALING =70, - - SC_SIGHTTRASHER =73, - - SC_COMBO =89, - SC_FLAMELAUNCHER =90, - SC_FROSTWEAPON =91, - SC_LIGHTNINGLOADER =92, - SC_SEISMICWEAPON =93, - - SC_AURABLADE =103, - SC_PARRYING =104, - SC_CONCENTRATION =105, - SC_TENSIONRELAX =106, - SC_BERSERK =107, - - SC_ASSUMPTIO =110, - - SC_MAGICPOWER =113, - - SC_TRUESIGHT =115, - SC_WINDWALK =116, - SC_MELTDOWN =117, - SC_CARTBOOST =118, - - SC_REJECTSWORD =120, - SC_MARIONETTE =121, - - SC_HEADCRUSH =124, - SC_JOINTBEAT =125, - SC_BASILICA =125, - - SC_STONE =128, - SC_FREEZE =129, - SC_STAN =130, - SC_SLEEP =131, - SC_POISON =132, - SC_CURSE =133, - SC_SILENCE =134, - SC_CONFUSION =135, - SC_BLIND =136, - - SC_SAFETYWALL =140, - SC_PNEUMA =141, - SC_WATERBALL =142, - SC_ANKLE =143, - SC_DANCING =144, - SC_KEEPING =145, - SC_BARRIER =146, - - SC_MAGICROD =149, - SC_SIGHT =150, - SC_RUWACH =151, - SC_AUTOCOUNTER =152, - SC_VOLCANO =153, - SC_DELUGE =154, - SC_VIOLENTGALE =155, - SC_BLADESTOP_WAIT =156, - SC_BLADESTOP =157, - SC_EXTREMITYFIST =158, - SC_GRAFFITI =159, - SC_ENSEMBLE =159, - - SC_LULLABY =160, - SC_RICHMANKIM =161, - SC_ETERNALCHAOS =162, - SC_DRUMBATTLE =163, - SC_NIBELUNGEN =164, - SC_ROKISWEIL =165, - SC_INTOABYSS =166, - SC_SIEGFRIED =167, - SC_DISSONANCE =168, - SC_WHISTLE =169, - SC_ASSNCROS =170, - SC_POEMBRAGI =171, - SC_APPLEIDUN =172, - SC_UGLYDANCE =173, - SC_HUMMING =174, - SC_DONTFORGETME =175, - SC_FORTUNE =176, - SC_SERVICE4U =177, - SC_FOGWALL =178, - SC_GOSPEL =179, - SC_SPIDERWEB =180, - SC_MEMORIZE =181, - SC_LANDPROTECTOR =182, - SC_ADAPTATION =183, - SC_CHASEWALK =184, - SC_ATKPOT =185, - SC_MATKPOT =186, - SC_WEDDING =187, - SC_NOCHAT =188, - SC_SPLASHER =189, - SC_SELFDESTRUCTION =190, - SC_MINDBREAKER =191, - SC_SPELLBREAKER =192, +enum +{ // struct map_session_data の status_changeの番号テーブル + SC_SENDMAX = 256, + SC_PROVOKE = 0, + SC_ENDURE = 1, + SC_TWOHANDQUICKEN = 2, + SC_CONCENTRATE = 3, + SC_HIDING = 4, + SC_CLOAKING = 5, + SC_ENCPOISON = 6, + SC_POISONREACT = 7, + SC_QUAGMIRE = 8, + SC_ANGELUS = 9, + SC_BLESSING = 10, + SC_SIGNUMCRUCIS = 11, + SC_INCREASEAGI = 12, + SC_DECREASEAGI = 13, + SC_SLOWPOISON = 14, + SC_IMPOSITIO = 15, + SC_SUFFRAGIUM = 16, + SC_ASPERSIO = 17, + SC_BENEDICTIO = 18, + SC_KYRIE = 19, + SC_MAGNIFICAT = 20, + SC_GLORIA = 21, + SC_AETERNA = 22, + SC_ADRENALINE = 23, + SC_WEAPONPERFECTION = 24, + SC_OVERTHRUST = 25, + SC_MAXIMIZEPOWER = 26, + SC_RIDING = 27, + SC_FALCON = 28, + SC_TRICKDEAD = 29, + SC_LOUD = 30, + SC_ENERGYCOAT = 31, + SC_BROKNARMOR = 32, + SC_BROKNWEAPON = 33, + SC_HALLUCINATION = 34, + SC_WEIGHT50 = 35, + SC_WEIGHT90 = 36, + SC_SPEEDPOTION0 = 37, + SC_SPEEDPOTION1 = 38, + SC_SPEEDPOTION2 = 39, + + SC_STRIPWEAPON = 50, + SC_STRIPSHIELD = 51, + SC_STRIPARMOR = 52, + SC_STRIPHELM = 53, + SC_CP_WEAPON = 54, + SC_CP_SHIELD = 55, + SC_CP_ARMOR = 56, + SC_CP_HELM = 57, + SC_AUTOGUARD = 58, + SC_REFLECTSHIELD = 59, + SC_DEVOTION = 60, + SC_PROVIDENCE = 61, + SC_DEFENDER = 62, + SC_AUTOSPELL = 65, + SC_EXPLOSIONSPIRITS = 86, + SC_STEELBODY = 87, + SC_SPEARSQUICKEN = 68, + + SC_HEALING = 70, + + SC_SIGHTTRASHER = 73, + + SC_COMBO = 89, + SC_FLAMELAUNCHER = 90, + SC_FROSTWEAPON = 91, + SC_LIGHTNINGLOADER = 92, + SC_SEISMICWEAPON = 93, + + SC_AURABLADE = 103, + SC_PARRYING = 104, + SC_CONCENTRATION = 105, + SC_TENSIONRELAX = 106, + SC_BERSERK = 107, + + SC_ASSUMPTIO = 110, + + SC_MAGICPOWER = 113, + + SC_TRUESIGHT = 115, + SC_WINDWALK = 116, + SC_MELTDOWN = 117, + SC_CARTBOOST = 118, + + SC_REJECTSWORD = 120, + SC_MARIONETTE = 121, + + SC_HEADCRUSH = 124, + SC_JOINTBEAT = 125, + SC_BASILICA = 125, + + SC_STONE = 128, + SC_FREEZE = 129, + SC_STAN = 130, + SC_SLEEP = 131, + SC_POISON = 132, + SC_CURSE = 133, + SC_SILENCE = 134, + SC_CONFUSION = 135, + SC_BLIND = 136, + + SC_SAFETYWALL = 140, + SC_PNEUMA = 141, + SC_WATERBALL = 142, + SC_ANKLE = 143, + SC_DANCING = 144, + SC_KEEPING = 145, + SC_BARRIER = 146, + + SC_MAGICROD = 149, + SC_SIGHT = 150, + SC_RUWACH = 151, + SC_AUTOCOUNTER = 152, + SC_VOLCANO = 153, + SC_DELUGE = 154, + SC_VIOLENTGALE = 155, + SC_BLADESTOP_WAIT = 156, + SC_BLADESTOP = 157, + SC_EXTREMITYFIST = 158, + SC_GRAFFITI = 159, + SC_ENSEMBLE = 159, + + SC_LULLABY = 160, + SC_RICHMANKIM = 161, + SC_ETERNALCHAOS = 162, + SC_DRUMBATTLE = 163, + SC_NIBELUNGEN = 164, + SC_ROKISWEIL = 165, + SC_INTOABYSS = 166, + SC_SIEGFRIED = 167, + SC_DISSONANCE = 168, + SC_WHISTLE = 169, + SC_ASSNCROS = 170, + SC_POEMBRAGI = 171, + SC_APPLEIDUN = 172, + SC_UGLYDANCE = 173, + SC_HUMMING = 174, + SC_DONTFORGETME = 175, + SC_FORTUNE = 176, + SC_SERVICE4U = 177, + SC_FOGWALL = 178, + SC_GOSPEL = 179, + SC_SPIDERWEB = 180, + SC_MEMORIZE = 181, + SC_LANDPROTECTOR = 182, + SC_ADAPTATION = 183, + SC_CHASEWALK = 184, + SC_ATKPOT = 185, + SC_MATKPOT = 186, + SC_WEDDING = 187, + SC_NOCHAT = 188, + SC_SPLASHER = 189, + SC_SELFDESTRUCTION = 190, + SC_MINDBREAKER = 191, + SC_SPELLBREAKER = 192, // Added for Fate's spells - SC_HIDE = 194, // Hide from `detect' magic - SC_HALT_REGENERATE = 195, // Suspend regeneration - SC_FLYING_BACKPACK = 196, // Flying backpack - SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%)) - SC_HASTE = 198, // `Haste' spell (val1 : power) - SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power) - - SC_DIVINA = SC_SILENCE, + SC_HIDE = 194, // Hide from `detect' magic + SC_HALT_REGENERATE = 195, // Suspend regeneration + SC_FLYING_BACKPACK = 196, // Flying backpack + SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%)) + SC_HASTE = 198, // `Haste' spell (val1 : power) + SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power) + + SC_DIVINA = SC_SILENCE, }; extern int SkillStatusChangeTable[]; -enum { - NV_EMOTE = 1, - NV_TRADE, - NV_PARTY, - - SM_SWORD, - SM_TWOHAND, - SM_RECOVERY, - SM_BASH, - SM_PROVOKE, - SM_MAGNUM, - SM_ENDURE, - - MG_SRECOVERY, - MG_SIGHT, - MG_NAPALMBEAT, - MG_SAFETYWALL, - MG_SOULSTRIKE, - MG_COLDBOLT, - MG_FROSTDIVER, - MG_STONECURSE, - MG_FIREBALL, - MG_FIREWALL, - MG_FIREBOLT, - MG_LIGHTNINGBOLT, - MG_THUNDERSTORM, - - AL_DP, - AL_DEMONBANE, - AL_RUWACH, - AL_PNEUMA, - AL_TELEPORT, - AL_WARP, - AL_HEAL, - AL_INCAGI, - AL_DECAGI, - AL_HOLYWATER, - AL_CRUCIS, - AL_ANGELUS, - AL_BLESSING, - AL_CURE, - - MC_INCCARRY, - MC_DISCOUNT, - MC_OVERCHARGE, - MC_PUSHCART, - MC_IDENTIFY, - MC_VENDING, - MC_MAMMONITE, - - AC_OWL = 45, - AC_VULTURE, - AC_CONCENTRATION, - AC_DOUBLE, - AC_SHOWER, - - TF_DOUBLE, - TF_MISS, - TF_STEAL, - TF_HIDING, - TF_POISON, - TF_DETOXIFY, - - ALL_RESURRECTION, - - KN_SPEARMASTERY, - KN_PIERCE, - KN_BRANDISHSPEAR, - KN_SPEARSTAB, - KN_SPEARBOOMERANG, - KN_TWOHANDQUICKEN, - KN_AUTOCOUNTER, - KN_BOWLINGBASH, - KN_RIDING, - KN_CAVALIERMASTERY, - - PR_MACEMASTERY, - PR_IMPOSITIO, - PR_SUFFRAGIUM, - PR_ASPERSIO, - PR_BENEDICTIO, - PR_SANCTUARY, - PR_SLOWPOISON, - PR_STRECOVERY, - PR_KYRIE, - PR_MAGNIFICAT, - PR_GLORIA, - PR_LEXDIVINA, - PR_TURNUNDEAD, - PR_LEXAETERNA, - PR_MAGNUS, - - WZ_FIREPILLAR, - WZ_SIGHTRASHER, - WZ_FIREIVY, - WZ_METEOR, - WZ_JUPITEL, - WZ_VERMILION, - WZ_WATERBALL, - WZ_ICEWALL, - WZ_FROSTNOVA, - WZ_STORMGUST, - WZ_EARTHSPIKE, - WZ_HEAVENDRIVE, - WZ_QUAGMIRE, - WZ_ESTIMATION, - - BS_IRON, - BS_STEEL, - BS_ENCHANTEDSTONE, - BS_ORIDEOCON, - BS_DAGGER, - BS_SWORD, - BS_TWOHANDSWORD, - BS_AXE, - BS_MACE, - BS_KNUCKLE, - BS_SPEAR, - BS_HILTBINDING, - BS_FINDINGORE, - BS_WEAPONRESEARCH, - BS_REPAIRWEAPON, - BS_SKINTEMPER, - BS_HAMMERFALL, - BS_ADRENALINE, - BS_WEAPONPERFECT, - BS_OVERTHRUST, - BS_MAXIMIZE, - - HT_SKIDTRAP, - HT_LANDMINE, - HT_ANKLESNARE, - HT_SHOCKWAVE, - HT_SANDMAN, - HT_FLASHER, - HT_FREEZINGTRAP, - HT_BLASTMINE, - HT_CLAYMORETRAP, - HT_REMOVETRAP, - HT_TALKIEBOX, - HT_BEASTBANE, - HT_FALCON, - HT_STEELCROW, - HT_BLITZBEAT, - HT_DETECTING, - HT_SPRINGTRAP, - - AS_RIGHT, - AS_LEFT, - AS_KATAR, - AS_CLOAKING, - AS_SONICBLOW, - AS_GRIMTOOTH, - AS_ENCHANTPOISON, - AS_POISONREACT, - AS_VENOMDUST, - AS_SPLASHER, - - NV_FIRSTAID, - NV_TRICKDEAD, - SM_MOVINGRECOVERY, - SM_FATALBLOW, - SM_AUTOBERSERK, - AC_MAKINGARROW, - AC_CHARGEARROW, - TF_SPRINKLESAND, - TF_BACKSLIDING, - TF_PICKSTONE, - TF_THROWSTONE, - MC_CARTREVOLUTION, - MC_CHANGECART, - MC_LOUD, - AL_HOLYLIGHT, - MG_ENERGYCOAT, - - NPC_PIERCINGATT, - NPC_MENTALBREAKER, - NPC_RANGEATTACK, - NPC_ATTRICHANGE, - NPC_CHANGEWATER, - NPC_CHANGEGROUND, - NPC_CHANGEFIRE, - NPC_CHANGEWIND, - NPC_CHANGEPOISON, - NPC_CHANGEHOLY, - NPC_CHANGEDARKNESS, - NPC_CHANGETELEKINESIS, - NPC_CRITICALSLASH, - NPC_COMBOATTACK, - NPC_GUIDEDATTACK, - NPC_SELFDESTRUCTION, - NPC_SPLASHATTACK, - NPC_SUICIDE, - NPC_POISON, - NPC_BLINDATTACK, - NPC_SILENCEATTACK, - NPC_STUNATTACK, - NPC_PETRIFYATTACK, - NPC_CURSEATTACK, - NPC_SLEEPATTACK, - NPC_RANDOMATTACK, - NPC_WATERATTACK, - NPC_GROUNDATTACK, - NPC_FIREATTACK, - NPC_WINDATTACK, - NPC_POISONATTACK, - NPC_HOLYATTACK, - NPC_DARKNESSATTACK, - NPC_TELEKINESISATTACK, - NPC_MAGICALATTACK, - NPC_METAMORPHOSIS, - NPC_PROVOCATION, - NPC_SMOKING, - NPC_SUMMONSLAVE, - NPC_EMOTION, - NPC_TRANSFORMATION, - NPC_BLOODDRAIN, - NPC_ENERGYDRAIN, - NPC_KEEPING, - NPC_DARKBREATH, - NPC_DARKBLESSING, - NPC_BARRIER, - NPC_DEFENDER, - NPC_LICK, - NPC_HALLUCINATION, - NPC_REBIRTH, - NPC_SUMMONMONSTER, - - RG_SNATCHER, - RG_STEALCOIN, - RG_BACKSTAP, - RG_TUNNELDRIVE, - RG_RAID, - RG_STRIPWEAPON, - RG_STRIPSHIELD, - RG_STRIPARMOR, - RG_STRIPHELM, - RG_INTIMIDATE, - RG_GRAFFITI, - RG_FLAGGRAFFITI, - RG_CLEANER, - RG_GANGSTER, - RG_COMPULSION, - RG_PLAGIARISM, - - AM_AXEMASTERY, - AM_LEARNINGPOTION, - AM_PHARMACY, - AM_DEMONSTRATION, - AM_ACIDTERROR, - AM_POTIONPITCHER, - AM_CANNIBALIZE, - AM_SPHEREMINE, - AM_CP_WEAPON, - AM_CP_SHIELD, - AM_CP_ARMOR, - AM_CP_HELM, - AM_BIOETHICS, - AM_BIOTECHNOLOGY, - AM_CREATECREATURE, - AM_CULTIVATION, - AM_FLAMECONTROL, - AM_CALLHOMUN, - AM_REST, - AM_DRILLMASTER, - AM_HEALHOMUN, - AM_RESURRECTHOMUN, - - CR_TRUST, - CR_AUTOGUARD, - CR_SHIELDCHARGE, - CR_SHIELDBOOMERANG, - CR_REFLECTSHIELD, - CR_HOLYCROSS, - CR_GRANDCROSS, - CR_DEVOTION, - CR_PROVIDENCE, - CR_DEFENDER, - CR_SPEARQUICKEN, - - MO_IRONHAND, - MO_SPIRITSRECOVERY, - MO_CALLSPIRITS, - MO_ABSORBSPIRITS, - MO_TRIPLEATTACK, - MO_BODYRELOCATION, - MO_DODGE, - MO_INVESTIGATE, - MO_FINGEROFFENSIVE, - MO_STEELBODY, - MO_BLADESTOP, - MO_EXPLOSIONSPIRITS, - MO_EXTREMITYFIST, - MO_CHAINCOMBO, - MO_COMBOFINISH, - - SA_ADVANCEDBOOK, - SA_CASTCANCEL, - SA_MAGICROD, - SA_SPELLBREAKER, - SA_FREECAST, - SA_AUTOSPELL, - SA_FLAMELAUNCHER, - SA_FROSTWEAPON, - SA_LIGHTNINGLOADER, - SA_SEISMICWEAPON, - SA_DRAGONOLOGY, - SA_VOLCANO, - SA_DELUGE, - SA_VIOLENTGALE, - SA_LANDPROTECTOR, - SA_DISPELL, - SA_ABRACADABRA, - SA_MONOCELL, - SA_CLASSCHANGE, - SA_SUMMONMONSTER, - SA_REVERSEORCISH, - SA_DEATH, - SA_FORTUNE, - SA_TAMINGMONSTER, - SA_QUESTION, - SA_GRAVITY, - SA_LEVELUP, - SA_INSTANTDEATH, - SA_FULLRECOVERY, - SA_COMA, - - BD_ADAPTATION, - BD_ENCORE, - BD_LULLABY, - BD_RICHMANKIM, - BD_ETERNALCHAOS, - BD_DRUMBATTLEFIELD, - BD_RINGNIBELUNGEN, - BD_ROKISWEIL, - BD_INTOABYSS, - BD_SIEGFRIED, - BD_RAGNAROK, - - BA_MUSICALLESSON, - BA_MUSICALSTRIKE, - BA_DISSONANCE, - BA_FROSTJOKE, - BA_WHISTLE, - BA_ASSASSINCROSS, - BA_POEMBRAGI, - BA_APPLEIDUN, - - DC_DANCINGLESSON, - DC_THROWARROW, - DC_UGLYDANCE, - DC_SCREAM, - DC_HUMMING, - DC_DONTFORGETME, - DC_FORTUNEKISS, - DC_SERVICEFORYOU, - - NPC_SELFDESTRUCTION2 = 333, - - WE_MALE = 334, - WE_FEMALE, - WE_CALLPARTNER, - - NPC_DARKCROSS = 338, - - TMW_SKILLPOOL = 339, // skill pool size - - TMW_MAGIC = 340, - TMW_MAGIC_LIFE = 341, - TMW_MAGIC_WAR = 342, - TMW_MAGIC_TRANSMUTE = 343, - TMW_MAGIC_NATURE = 344, - TMW_MAGIC_ETHER = 345, - TMW_MAGIC_DARK = 346, - TMW_MAGIC_LIGHT = 347, - - TMW_BRAWLING = 350, - TMW_LUCKY_COUNTER = 351, - TMW_SPEED = 352, - TMW_RESIST_POISON = 353, - TMW_ASTRAL_SOUL = 354, - - LK_AURABLADE = 355, - LK_PARRYING, - LK_CONCENTRATION, - LK_TENSIONRELAX, - LK_BERSERK, - LK_FURY, - HP_ASSUMPTIO, - HP_BASILICA, - HP_MEDITATIO, - HW_SOULDRAIN, - HW_MAGICCRASHER, - HW_MAGICPOWER, - PA_PRESSURE, - PA_SACRIFICE, - PA_GOSPEL, - CH_PALMSTRIKE, - CH_TIGERFIST, - CH_CHAINCRUSH, - PF_HPCONVERSION, - PF_SOULCHANGE, - PF_SOULBURN, - ASC_KATAR, - ASC_HALLUCINATION, - ASC_EDP, - ASC_BREAKER, - SN_SIGHT, - SN_FALCONASSAULT, - SN_SHARPSHOOTING, - SN_WINDWALK, - WS_MELTDOWN, - WS_CREATECOIN, - WS_CREATENUGGET, - WS_CARTBOOST, - WS_SYSTEMCREATE, - ST_CHASEWALK, - ST_REJECTSWORD, - ST_STEALBACKPACK, - CR_ALCHEMY, - CR_SYNTHESISPOTION, - CG_ARROWVULCAN, - CG_MOONLIT, - CG_MARIONETTE, - LK_SPIRALPIERCE, - LK_HEADCRUSH, - LK_JOINTBEAT, - HW_NAPALMVULCAN, - CH_SOULCOLLECT, - PF_MINDBREAKER, - PF_MEMORIZE, - PF_FOGWALL, - PF_SPIDERWEB, - ASC_METEORASSAULT, - ASC_CDP, - WE_BABY, - WE_CALLPARENT, - WE_CALLBABY, - TK_RUN, - TK_READYSTORM, - TK_STORMKICK, - TK_READYDOWN, - TK_DOWNKICK, - TK_READYTURN, - TK_TURNKICK, - TK_READYCOUNTER, - TK_COUNTER, - TK_DODGE, - TK_JUMPKICK, - TK_HPTIME, - TK_SPTIME, - TK_POWER, - TK_SEVENWIND, - TK_HIGHJUMP, - SG_FEEL, - SG_SUN_WARM, - SG_MOON_WARM, - SG_STAR_WARM, - SG_SUN_COMFORT, - SG_MOON_COMFORT, - SG_STAR_COMFORT, - SG_HATE, - SG_SUN_ANGER, - SG_MOON_ANGER, - SG_STAR_ANGER, - SG_SUN_BLESS, - SG_MOON_BLESS, - SG_STAR_BLESS, - SG_DEVIL, - SG_FRIEND, - SG_KNOWLEDGE, - SG_FUSION, - SL_ALCHEMIST, - AM_BERSERKPITCHER, - SL_MONK, - SL_STAR, - SL_SAGE, - SL_CRUSADER, - SL_SUPERNOVICE, - SL_KNIGHT, - SL_WIZARD, - SL_PRIEST, - SL_BARDDANCER, - SL_ROGUE, - SL_ASSASIN, - SL_BLACKSMITH, - BS_ADRENALINE2, - SL_HUNTER, - SL_SOULLINKER, - SL_KAIZEL, - SL_KAAHI, - SL_KAUPE, - SL_KAITE, - SL_KAINA, - SL_STIN, - SL_STUN, - SL_SMA, - SL_SWOO, - SL_SKE, - SL_SKA, - - GD_APPROVAL=10000, - GD_KAFRACONTACT, - GD_GUARDIANRESEARCH, - GD_CHARISMA, - GD_EXTENSION, +enum +{ + NV_EMOTE = 1, + NV_TRADE, + NV_PARTY, + + SM_SWORD, + SM_TWOHAND, + SM_RECOVERY, + SM_BASH, + SM_PROVOKE, + SM_MAGNUM, + SM_ENDURE, + + MG_SRECOVERY, + MG_SIGHT, + MG_NAPALMBEAT, + MG_SAFETYWALL, + MG_SOULSTRIKE, + MG_COLDBOLT, + MG_FROSTDIVER, + MG_STONECURSE, + MG_FIREBALL, + MG_FIREWALL, + MG_FIREBOLT, + MG_LIGHTNINGBOLT, + MG_THUNDERSTORM, + + AL_DP, + AL_DEMONBANE, + AL_RUWACH, + AL_PNEUMA, + AL_TELEPORT, + AL_WARP, + AL_HEAL, + AL_INCAGI, + AL_DECAGI, + AL_HOLYWATER, + AL_CRUCIS, + AL_ANGELUS, + AL_BLESSING, + AL_CURE, + + MC_INCCARRY, + MC_DISCOUNT, + MC_OVERCHARGE, + MC_PUSHCART, + MC_IDENTIFY, + MC_VENDING, + MC_MAMMONITE, + + AC_OWL = 45, + AC_VULTURE, + AC_CONCENTRATION, + AC_DOUBLE, + AC_SHOWER, + + TF_DOUBLE, + TF_MISS, + TF_STEAL, + TF_HIDING, + TF_POISON, + TF_DETOXIFY, + + ALL_RESURRECTION, + + KN_SPEARMASTERY, + KN_PIERCE, + KN_BRANDISHSPEAR, + KN_SPEARSTAB, + KN_SPEARBOOMERANG, + KN_TWOHANDQUICKEN, + KN_AUTOCOUNTER, + KN_BOWLINGBASH, + KN_RIDING, + KN_CAVALIERMASTERY, + + PR_MACEMASTERY, + PR_IMPOSITIO, + PR_SUFFRAGIUM, + PR_ASPERSIO, + PR_BENEDICTIO, + PR_SANCTUARY, + PR_SLOWPOISON, + PR_STRECOVERY, + PR_KYRIE, + PR_MAGNIFICAT, + PR_GLORIA, + PR_LEXDIVINA, + PR_TURNUNDEAD, + PR_LEXAETERNA, + PR_MAGNUS, + + WZ_FIREPILLAR, + WZ_SIGHTRASHER, + WZ_FIREIVY, + WZ_METEOR, + WZ_JUPITEL, + WZ_VERMILION, + WZ_WATERBALL, + WZ_ICEWALL, + WZ_FROSTNOVA, + WZ_STORMGUST, + WZ_EARTHSPIKE, + WZ_HEAVENDRIVE, + WZ_QUAGMIRE, + WZ_ESTIMATION, + + BS_IRON, + BS_STEEL, + BS_ENCHANTEDSTONE, + BS_ORIDEOCON, + BS_DAGGER, + BS_SWORD, + BS_TWOHANDSWORD, + BS_AXE, + BS_MACE, + BS_KNUCKLE, + BS_SPEAR, + BS_HILTBINDING, + BS_FINDINGORE, + BS_WEAPONRESEARCH, + BS_REPAIRWEAPON, + BS_SKINTEMPER, + BS_HAMMERFALL, + BS_ADRENALINE, + BS_WEAPONPERFECT, + BS_OVERTHRUST, + BS_MAXIMIZE, + + HT_SKIDTRAP, + HT_LANDMINE, + HT_ANKLESNARE, + HT_SHOCKWAVE, + HT_SANDMAN, + HT_FLASHER, + HT_FREEZINGTRAP, + HT_BLASTMINE, + HT_CLAYMORETRAP, + HT_REMOVETRAP, + HT_TALKIEBOX, + HT_BEASTBANE, + HT_FALCON, + HT_STEELCROW, + HT_BLITZBEAT, + HT_DETECTING, + HT_SPRINGTRAP, + + AS_RIGHT, + AS_LEFT, + AS_KATAR, + AS_CLOAKING, + AS_SONICBLOW, + AS_GRIMTOOTH, + AS_ENCHANTPOISON, + AS_POISONREACT, + AS_VENOMDUST, + AS_SPLASHER, + + NV_FIRSTAID, + NV_TRICKDEAD, + SM_MOVINGRECOVERY, + SM_FATALBLOW, + SM_AUTOBERSERK, + AC_MAKINGARROW, + AC_CHARGEARROW, + TF_SPRINKLESAND, + TF_BACKSLIDING, + TF_PICKSTONE, + TF_THROWSTONE, + MC_CARTREVOLUTION, + MC_CHANGECART, + MC_LOUD, + AL_HOLYLIGHT, + MG_ENERGYCOAT, + + NPC_PIERCINGATT, + NPC_MENTALBREAKER, + NPC_RANGEATTACK, + NPC_ATTRICHANGE, + NPC_CHANGEWATER, + NPC_CHANGEGROUND, + NPC_CHANGEFIRE, + NPC_CHANGEWIND, + NPC_CHANGEPOISON, + NPC_CHANGEHOLY, + NPC_CHANGEDARKNESS, + NPC_CHANGETELEKINESIS, + NPC_CRITICALSLASH, + NPC_COMBOATTACK, + NPC_GUIDEDATTACK, + NPC_SELFDESTRUCTION, + NPC_SPLASHATTACK, + NPC_SUICIDE, + NPC_POISON, + NPC_BLINDATTACK, + NPC_SILENCEATTACK, + NPC_STUNATTACK, + NPC_PETRIFYATTACK, + NPC_CURSEATTACK, + NPC_SLEEPATTACK, + NPC_RANDOMATTACK, + NPC_WATERATTACK, + NPC_GROUNDATTACK, + NPC_FIREATTACK, + NPC_WINDATTACK, + NPC_POISONATTACK, + NPC_HOLYATTACK, + NPC_DARKNESSATTACK, + NPC_TELEKINESISATTACK, + NPC_MAGICALATTACK, + NPC_METAMORPHOSIS, + NPC_PROVOCATION, + NPC_SMOKING, + NPC_SUMMONSLAVE, + NPC_EMOTION, + NPC_TRANSFORMATION, + NPC_BLOODDRAIN, + NPC_ENERGYDRAIN, + NPC_KEEPING, + NPC_DARKBREATH, + NPC_DARKBLESSING, + NPC_BARRIER, + NPC_DEFENDER, + NPC_LICK, + NPC_HALLUCINATION, + NPC_REBIRTH, + NPC_SUMMONMONSTER, + + RG_SNATCHER, + RG_STEALCOIN, + RG_BACKSTAP, + RG_TUNNELDRIVE, + RG_RAID, + RG_STRIPWEAPON, + RG_STRIPSHIELD, + RG_STRIPARMOR, + RG_STRIPHELM, + RG_INTIMIDATE, + RG_GRAFFITI, + RG_FLAGGRAFFITI, + RG_CLEANER, + RG_GANGSTER, + RG_COMPULSION, + RG_PLAGIARISM, + + AM_AXEMASTERY, + AM_LEARNINGPOTION, + AM_PHARMACY, + AM_DEMONSTRATION, + AM_ACIDTERROR, + AM_POTIONPITCHER, + AM_CANNIBALIZE, + AM_SPHEREMINE, + AM_CP_WEAPON, + AM_CP_SHIELD, + AM_CP_ARMOR, + AM_CP_HELM, + AM_BIOETHICS, + AM_BIOTECHNOLOGY, + AM_CREATECREATURE, + AM_CULTIVATION, + AM_FLAMECONTROL, + AM_CALLHOMUN, + AM_REST, + AM_DRILLMASTER, + AM_HEALHOMUN, + AM_RESURRECTHOMUN, + + CR_TRUST, + CR_AUTOGUARD, + CR_SHIELDCHARGE, + CR_SHIELDBOOMERANG, + CR_REFLECTSHIELD, + CR_HOLYCROSS, + CR_GRANDCROSS, + CR_DEVOTION, + CR_PROVIDENCE, + CR_DEFENDER, + CR_SPEARQUICKEN, + + MO_IRONHAND, + MO_SPIRITSRECOVERY, + MO_CALLSPIRITS, + MO_ABSORBSPIRITS, + MO_TRIPLEATTACK, + MO_BODYRELOCATION, + MO_DODGE, + MO_INVESTIGATE, + MO_FINGEROFFENSIVE, + MO_STEELBODY, + MO_BLADESTOP, + MO_EXPLOSIONSPIRITS, + MO_EXTREMITYFIST, + MO_CHAINCOMBO, + MO_COMBOFINISH, + + SA_ADVANCEDBOOK, + SA_CASTCANCEL, + SA_MAGICROD, + SA_SPELLBREAKER, + SA_FREECAST, + SA_AUTOSPELL, + SA_FLAMELAUNCHER, + SA_FROSTWEAPON, + SA_LIGHTNINGLOADER, + SA_SEISMICWEAPON, + SA_DRAGONOLOGY, + SA_VOLCANO, + SA_DELUGE, + SA_VIOLENTGALE, + SA_LANDPROTECTOR, + SA_DISPELL, + SA_ABRACADABRA, + SA_MONOCELL, + SA_CLASSCHANGE, + SA_SUMMONMONSTER, + SA_REVERSEORCISH, + SA_DEATH, + SA_FORTUNE, + SA_TAMINGMONSTER, + SA_QUESTION, + SA_GRAVITY, + SA_LEVELUP, + SA_INSTANTDEATH, + SA_FULLRECOVERY, + SA_COMA, + + BD_ADAPTATION, + BD_ENCORE, + BD_LULLABY, + BD_RICHMANKIM, + BD_ETERNALCHAOS, + BD_DRUMBATTLEFIELD, + BD_RINGNIBELUNGEN, + BD_ROKISWEIL, + BD_INTOABYSS, + BD_SIEGFRIED, + BD_RAGNAROK, + + BA_MUSICALLESSON, + BA_MUSICALSTRIKE, + BA_DISSONANCE, + BA_FROSTJOKE, + BA_WHISTLE, + BA_ASSASSINCROSS, + BA_POEMBRAGI, + BA_APPLEIDUN, + + DC_DANCINGLESSON, + DC_THROWARROW, + DC_UGLYDANCE, + DC_SCREAM, + DC_HUMMING, + DC_DONTFORGETME, + DC_FORTUNEKISS, + DC_SERVICEFORYOU, + + NPC_SELFDESTRUCTION2 = 333, + + WE_MALE = 334, + WE_FEMALE, + WE_CALLPARTNER, + + NPC_DARKCROSS = 338, + + TMW_SKILLPOOL = 339, // skill pool size + + TMW_MAGIC = 340, + TMW_MAGIC_LIFE = 341, + TMW_MAGIC_WAR = 342, + TMW_MAGIC_TRANSMUTE = 343, + TMW_MAGIC_NATURE = 344, + TMW_MAGIC_ETHER = 345, + TMW_MAGIC_DARK = 346, + TMW_MAGIC_LIGHT = 347, + + TMW_BRAWLING = 350, + TMW_LUCKY_COUNTER = 351, + TMW_SPEED = 352, + TMW_RESIST_POISON = 353, + TMW_ASTRAL_SOUL = 354, + + LK_AURABLADE = 355, + LK_PARRYING, + LK_CONCENTRATION, + LK_TENSIONRELAX, + LK_BERSERK, + LK_FURY, + HP_ASSUMPTIO, + HP_BASILICA, + HP_MEDITATIO, + HW_SOULDRAIN, + HW_MAGICCRASHER, + HW_MAGICPOWER, + PA_PRESSURE, + PA_SACRIFICE, + PA_GOSPEL, + CH_PALMSTRIKE, + CH_TIGERFIST, + CH_CHAINCRUSH, + PF_HPCONVERSION, + PF_SOULCHANGE, + PF_SOULBURN, + ASC_KATAR, + ASC_HALLUCINATION, + ASC_EDP, + ASC_BREAKER, + SN_SIGHT, + SN_FALCONASSAULT, + SN_SHARPSHOOTING, + SN_WINDWALK, + WS_MELTDOWN, + WS_CREATECOIN, + WS_CREATENUGGET, + WS_CARTBOOST, + WS_SYSTEMCREATE, + ST_CHASEWALK, + ST_REJECTSWORD, + ST_STEALBACKPACK, + CR_ALCHEMY, + CR_SYNTHESISPOTION, + CG_ARROWVULCAN, + CG_MOONLIT, + CG_MARIONETTE, + LK_SPIRALPIERCE, + LK_HEADCRUSH, + LK_JOINTBEAT, + HW_NAPALMVULCAN, + CH_SOULCOLLECT, + PF_MINDBREAKER, + PF_MEMORIZE, + PF_FOGWALL, + PF_SPIDERWEB, + ASC_METEORASSAULT, + ASC_CDP, + WE_BABY, + WE_CALLPARENT, + WE_CALLBABY, + TK_RUN, + TK_READYSTORM, + TK_STORMKICK, + TK_READYDOWN, + TK_DOWNKICK, + TK_READYTURN, + TK_TURNKICK, + TK_READYCOUNTER, + TK_COUNTER, + TK_DODGE, + TK_JUMPKICK, + TK_HPTIME, + TK_SPTIME, + TK_POWER, + TK_SEVENWIND, + TK_HIGHJUMP, + SG_FEEL, + SG_SUN_WARM, + SG_MOON_WARM, + SG_STAR_WARM, + SG_SUN_COMFORT, + SG_MOON_COMFORT, + SG_STAR_COMFORT, + SG_HATE, + SG_SUN_ANGER, + SG_MOON_ANGER, + SG_STAR_ANGER, + SG_SUN_BLESS, + SG_MOON_BLESS, + SG_STAR_BLESS, + SG_DEVIL, + SG_FRIEND, + SG_KNOWLEDGE, + SG_FUSION, + SL_ALCHEMIST, + AM_BERSERKPITCHER, + SL_MONK, + SL_STAR, + SL_SAGE, + SL_CRUSADER, + SL_SUPERNOVICE, + SL_KNIGHT, + SL_WIZARD, + SL_PRIEST, + SL_BARDDANCER, + SL_ROGUE, + SL_ASSASIN, + SL_BLACKSMITH, + BS_ADRENALINE2, + SL_HUNTER, + SL_SOULLINKER, + SL_KAIZEL, + SL_KAAHI, + SL_KAUPE, + SL_KAITE, + SL_KAINA, + SL_STIN, + SL_STUN, + SL_SMA, + SL_SWOO, + SL_SKE, + SL_SKA, + + GD_APPROVAL = 10000, + GD_KAFRACONTACT, + GD_GUARDIANRESEARCH, + GD_CHARISMA, + GD_EXTENSION, }; - // [Fate] Skill pools API // Max. # of active entries in the skill pool @@ -840,22 +868,21 @@ enum { // Max. # of skills that may be classified as pool skills in db/skill_db.txt #define MAX_POOL_SKILLS 128 -extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills -extern int skill_pool_skills_size; // Number of entries in skill_pool_skills - -int skill_pool(struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. -int skill_pool_size(struct map_session_data *sd); -int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills -void skill_pool_empty(struct map_session_data *sd); // Deactivate all pool skills -int skill_pool_activate(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay. -int skill_pool_is_activated(struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated. -int skill_pool_deactivate(struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay. -char *skill_name(int skill); // Yield configurable skill name -int skill_stat(int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise -int skill_power(struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, - // otherwise a value from 0 to 255 (with 200 being the `normal maximum') -int skill_power_bl(struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, - // otherwise a value from 0 to 255 (with 200 being the `normal maximum') +extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills +extern int skill_pool_skills_size; // Number of entries in skill_pool_skills + +int skill_pool (struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills. +int skill_pool_size (struct map_session_data *sd); +int skill_pool_max (struct map_session_data *sd); // Max. number of pool skills +void skill_pool_empty (struct map_session_data *sd); // Deactivate all pool skills +int skill_pool_activate (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay. +int skill_pool_is_activated (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated. +int skill_pool_deactivate (struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay. +char *skill_name (int skill); // Yield configurable skill name +int skill_stat (int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise +int skill_power (struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, + // otherwise a value from 0 to 255 (with 200 being the `normal maximum') +int skill_power_bl (struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool, + // otherwise a value from 0 to 255 (with 200 being the `normal maximum') #endif - -- cgit v1.2.3-60-g2f50