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authorshennetsind <ind@henn.et>2013-03-02 20:16:51 -0300
committershennetsind <ind@henn.et>2013-03-02 20:16:51 -0300
commitea001385e0b98e63cfde00158fd5b7739aaa659e (patch)
tree2c1ec751af1f6349bdf045f4eebe9fea061c2cef /src/map/skill.h
parent3654f06f8563a7ee3df6f01552bdee9902d47fd2 (diff)
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Hercules Renewal: skill.c
http://hercules.ws/board/topic/237-hercules-renewal/ Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.h')
-rw-r--r--src/map/skill.h767
1 files changed, 368 insertions, 399 deletions
diff --git a/src/map/skill.h b/src/map/skill.h
index 94159d524..b55d32a4d 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -8,12 +8,19 @@
#include "../common/mmo.h" // MAX_SKILL, struct square
#include "../common/db.h"
#include "map.h" // struct block_list
+
+/**
+ * Declarations
+ **/
struct map_session_data;
struct homun_data;
struct skill_unit;
struct skill_unit_group;
struct status_change_entry;
+/**
+ * Defines
+ **/
#define MAX_SKILL_DB MAX_SKILL
#define MAX_SKILL_PRODUCE_DB 270
#define MAX_PRODUCE_RESOURCE 12
@@ -21,14 +28,32 @@ struct status_change_entry;
#define MAX_ARROW_RESOURCE 5
#define MAX_SKILL_ABRA_DB 350
#define MAX_SKILL_IMPROVISE_DB 50
-
#define MAX_SKILL_LEVEL 100
+#define MAX_SKILL_UNIT_LAYOUT 50
+#define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit
+#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
+#define MAX_SKILLTIMERSKILL 15
+#define MAX_SKILLUNITGROUP 25
+#define MAX_SKILL_ITEM_REQUIRE 10
+#define MAX_SKILLUNITGROUPTICKSET 25
-DBMap* skilldb_name2id;
+// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
+#define skill_ischangesex(id) ( \
+ ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
+ ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
+
+#define MAX_SKILL_SPELLBOOK_DB 17
+#define MAX_SKILL_MAGICMUSHROOM_DB 23
+
+//Walk intervals at which chase-skills are attempted to be triggered.
+#define WALK_SKILL_INTERVAL 5
+
+/**
+ * Enumerations
+ **/
//Constants to identify the skill's inf value:
-enum e_skill_inf
-{
+enum e_skill_inf {
INF_ATTACK_SKILL = 0x01,
INF_GROUND_SKILL = 0x02,
INF_SELF_SKILL = 0x04, // Skills casted on self where target is automatically chosen
@@ -40,8 +65,7 @@ enum e_skill_inf
//Constants to identify a skill's nk value (damage properties)
//The NK value applies only to non INF_GROUND_SKILL skills
//when determining skill castend function to invoke.
-enum e_skill_nk
-{
+enum e_skill_nk {
NK_NO_DAMAGE = 0x01,
NK_SPLASH = 0x02|0x04, // 0x4 = splash & split
NK_SPLASHSPLIT = 0x04,
@@ -54,8 +78,7 @@ enum e_skill_nk
//A skill with 3 would be no damage + splash: area of effect.
//Constants to identify a skill's inf2 value.
-enum e_skill_inf2
-{
+enum e_skill_inf2 {
INF2_QUEST_SKILL = 0x0001,
INF2_NPC_SKILL = 0x0002, //NPC skills are those that players can't have in their skill tree.
INF2_WEDDING_SKILL = 0x0004,
@@ -73,118 +96,15 @@ enum e_skill_inf2
INF2_CHORUS_SKILL = 0x4000, // Chorus skill
};
-//Walk intervals at which chase-skills are attempted to be triggered.
-#define WALK_SKILL_INTERVAL 5
// Flags passed to skill_attack/skill_area_sub
-enum e_skill_display
-{
+enum e_skill_display {
SD_LEVEL = 0x1000, // skill_attack will send -1 instead of skill level (affects display of some skills)
SD_ANIMATION = 0x2000, // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation)
SD_SPLASH = 0x4000, // skill_area_sub will count targets in skill_area_temp[2]
SD_PREAMBLE = 0x8000, // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
};
-#define MAX_SKILL_ITEM_REQUIRE 10
-struct skill_condition {
- int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
- int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
-};
-
-// Database skills
-
-struct s_skill_db {
- char name[NAME_LENGTH];
- char desc[40];
- int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
- int num[MAX_SKILL_LEVEL];
- int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
-#ifdef RENEWAL_CAST
- int fixed_cast[MAX_SKILL_LEVEL];
-#endif
- int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
- int castcancel,cast_def_rate;
- int inf2,maxcount[MAX_SKILL_LEVEL],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,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
- int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
- int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
- int nocast;
- int unit_id[2];
- int unit_layout_type[MAX_SKILL_LEVEL];
- int unit_range[MAX_SKILL_LEVEL];
- int unit_interval;
- int unit_target;
- int unit_flag;
-};
-extern struct s_skill_db skill_db[MAX_SKILL_DB];
-
-#define MAX_SKILL_UNIT_LAYOUT 50
-#define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit
-#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
-struct s_skill_unit_layout {
- int count;
- int dx[MAX_SKILL_UNIT_COUNT];
- int dy[MAX_SKILL_UNIT_COUNT];
-};
-
-#define MAX_SKILLTIMERSKILL 15
-struct skill_timerskill {
- int timer;
- int src_id;
- int target_id;
- int map;
- short x,y;
- uint16 skill_id,skill_lv;
- int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
- int flag;
-};
-
-#define MAX_SKILLUNITGROUP 25
-struct skill_unit_group {
- int src_id;
- int party_id;
- int guild_id;
- int bg_id;
- int map;
- int target_flag; //Holds BCT_* flag for battle_check_target
- int bl_flag; //Holds BL_* flag for map_foreachin* functions
- unsigned int tick;
- int limit,interval;
-
- uint16 skill_id,skill_lv;
- int val1,val2,val3;
- char *valstr;
- int unit_id;
- int group_id;
- int unit_count,alive_count;
- int item_id; //store item used.
- struct skill_unit *unit;
- struct {
- unsigned ammo_consume : 1;
- unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
- unsigned guildaura : 1;
- } state;
-};
-
-struct skill_unit {
- struct block_list bl;
-
- struct skill_unit_group *group;
-
- int limit;
- int val1,val2;
- short alive,range;
-};
-
-#define MAX_SKILLUNITGROUPTICKSET 25
-struct skill_unit_group_tickset {
- unsigned int tick;
- int id;
-};
-
-
enum {
UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
UF_NOREITERATION = 0x0002, // Spell cannot be stacked
@@ -201,185 +121,15 @@ enum {
UF_RANGEDSINGLEUNIT = 0x2000 // hack for ranged layout, only display center
};
-// Create Database item
-
-struct s_skill_produce_db {
- int nameid, trigger;
- int req_skill,req_skill_lv,itemlv;
- int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
-};
-extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
-
-// Creating database arrow
-
-struct s_skill_arrow_db {
- int nameid, trigger;
- int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
-};
-extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
-
-// Abracadabra database
-
-struct s_skill_abra_db {
- uint16 skill_id;
- int req_lv;
- int per;
-};
-extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
-
-extern int enchant_eff[5];
-extern int deluge_eff[5];
-
-int do_init_skill(void);
-int do_final_skill(void);
-
//Returns the cast type of the skill: ground cast, castend damage, castend no damage
enum { CAST_GROUND, CAST_DAMAGE, CAST_NODAMAGE };
-int skill_get_casttype(uint16 skill_id); //[Skotlex]
-
-// Accessor to the skills database
-//
-int skill_get_index( uint16 skill_id );
-int skill_get_type( uint16 skill_id );
-int skill_get_hit( uint16 skill_id );
-int skill_get_inf( uint16 skill_id );
-int skill_get_ele( uint16 skill_id , uint16 skill_lv );
-int skill_get_nk( uint16 skill_id );
-int skill_get_max( uint16 skill_id );
-int skill_get_range( uint16 skill_id , uint16 skill_lv );
-int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
-int skill_get_splash( uint16 skill_id , uint16 skill_lv );
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv );
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv );
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv );
-int skill_get_state(uint16 skill_id);
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv );
-int skill_get_num( uint16 skill_id ,uint16 skill_lv );
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv );
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv );
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv );
-int skill_get_time( uint16 skill_id ,uint16 skill_lv );
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv );
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv );
-int skill_get_castdef( uint16 skill_id );
-int skill_get_weapontype( uint16 skill_id );
-int skill_get_ammotype( uint16 skill_id );
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv );
-int skill_get_nocast( uint16 skill_id );
-int skill_get_unit_id(uint16 skill_id,int flag);
-int skill_get_inf2( uint16 skill_id );
-int skill_get_castcancel( uint16 skill_id );
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv );
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv );
-int skill_get_unit_flag( uint16 skill_id );
-int skill_get_unit_target( uint16 skill_id );
-int skill_tree_get_max( uint16 skill_id, int b_class ); // Celest
-const char* skill_get_name( uint16 skill_id ); // [Skotlex]
-const char* skill_get_desc( uint16 skill_id ); // [Skotlex]
-
-int skill_name2id(const char* name);
-
-int skill_isammotype(struct map_session_data *sd, int skill);
-int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data);
-int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data);
-int skill_castend_map( struct map_session_data *sd,uint16 skill_id, 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,uint16 skill_id,uint16 skill_lv,int type,int flag);
-
-// Results? Added
-int skill_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,int dmg_lv,unsigned int tick);
-int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick);
-int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag);
-int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);
-int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time);
-// Skills unit
-struct skill_unit_group* skill_id2group(int group_id);
-struct skill_unit_group *skill_unitsetting(struct block_list* src, uint16 skill_id, uint16 skill_lv, short x, short y, int flag);
-struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
-int skill_delunit(struct skill_unit *unit);
-struct skill_unit_group *skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval);
-int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func);
-#define skill_delunitgroup(group) skill_delunitgroup_(group,__FILE__,__LINE__,__func__)
-int skill_clear_unitgroup(struct block_list *src);
-int skill_clear_group(struct block_list *bl, int flag);
-void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick);
-
-int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);
-
-int skill_castfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
-int skill_castfix_sc( struct block_list *bl, int time);
-#ifdef RENEWAL_CAST
-int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
-#endif
-int skill_delayfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
-
-// Skill conditions check and remove [Inkfish]
-int skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
-int skill_check_condition_castend(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
-int skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
-struct skill_condition skill_get_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
-
-int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag);
-// -- moonsoul (added skill_check_unit_cell)
-int skill_check_unit_cell(uint16 skill_id,int16 m,int16 x,int16 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 flag);
-int skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
-
-struct skill_unit_group *skill_check_dancing( struct block_list *src );
-
-// Guild skills [celest]
-int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex);
-
-// Chant canceled
-int skill_castcancel(struct block_list *bl,int type);
-
-int skill_sit (struct map_session_data *sd, int type);
-void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag);
-void skill_repairweapon(struct map_session_data *sd, int idx);
-void skill_identify(struct map_session_data *sd,int idx);
-void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]
-int skill_autospell(struct map_session_data *md,uint16 skill_id);
-
-int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
-
-bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce);
-
-// Abnormal status
-int skill_enchant_elemental_end(struct block_list *bl, int type);
-int skillnotok(uint16 skill_id, struct map_session_data *sd);
-int skillnotok_hom(uint16 skill_id, struct homun_data *hd);
-int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md);
-
-int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap);
-
-// Item creation
-int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty);
-int skill_produce_mix( struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty );
-
-int skill_arrow_create( struct map_session_data *sd,int nameid);
-
-// skills for the mob
-int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
-int skill_castend_damage_id( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
-int skill_castend_pos2( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag);
-
-int skill_blockpc_start_(struct map_session_data*, uint16 skill_id, int, bool);
-int skill_blockhomun_start (struct homun_data*,uint16 skill_id,int);
-int skill_blockmerc_start (struct mercenary_data*,uint16 skill_id,int);
-#define skill_blockpc_start(sd, skill_id, tick) skill_blockpc_start_( sd, skill_id, tick, false )
-
-// (Epoque:) To-do: replace this macro with some sort of skill tree check (rather than hard-coded skill names)
-#define skill_ischangesex(id) ( \
- ((id) >= BD_ADAPTATION && (id) <= DC_SERVICEFORYOU) || ((id) >= CG_ARROWVULCAN && (id) <= CG_MARIONETTE) || \
- ((id) >= CG_LONGINGFREEDOM && (id) <= CG_TAROTCARD) || ((id) >= WA_SWING_DANCE && (id) <= WM_UNLIMITED_HUMMING_VOICE))
-
-// Skill action, (return dmg,heal)
-int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
-
-void skill_reload(void);
+enum wl_spheres {
+ WLS_FIRE = 0x44,
+ WLS_WIND,
+ WLS_WATER,
+ WLS_STONE,
+};
enum {
ST_NONE,
@@ -410,7 +160,7 @@ enum {
enum e_skill {
NV_BASIC = 1,
-
+
SM_SWORD,
SM_TWOHAND,
SM_RECOVERY,
@@ -418,7 +168,7 @@ enum e_skill {
SM_PROVOKE,
SM_MAGNUM,
SM_ENDURE,
-
+
MG_SRECOVERY,
MG_SIGHT,
MG_NAPALMBEAT,
@@ -432,7 +182,7 @@ enum e_skill {
MG_FIREBOLT,
MG_LIGHTNINGBOLT,
MG_THUNDERSTORM,
-
+
AL_DP,
AL_DEMONBANE,
AL_RUWACH,
@@ -447,7 +197,7 @@ enum e_skill {
AL_ANGELUS,
AL_BLESSING,
AL_CURE,
-
+
MC_INCCARRY,
MC_DISCOUNT,
MC_OVERCHARGE,
@@ -455,22 +205,22 @@ enum e_skill {
MC_IDENTIFY,
MC_VENDING,
MC_MAMMONITE,
-
+
AC_OWL,
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,
@@ -481,7 +231,7 @@ enum e_skill {
KN_BOWLINGBASH,
KN_RIDING,
KN_CAVALIERMASTERY,
-
+
PR_MACEMASTERY,
PR_IMPOSITIO,
PR_SUFFRAGIUM,
@@ -497,7 +247,7 @@ enum e_skill {
PR_TURNUNDEAD,
PR_LEXAETERNA,
PR_MAGNUS,
-
+
WZ_FIREPILLAR,
WZ_SIGHTRASHER,
WZ_FIREIVY,
@@ -512,7 +262,7 @@ enum e_skill {
WZ_HEAVENDRIVE,
WZ_QUAGMIRE,
WZ_ESTIMATION,
-
+
BS_IRON,
BS_STEEL,
BS_ENCHANTEDSTONE,
@@ -534,7 +284,7 @@ enum e_skill {
BS_WEAPONPERFECT,
BS_OVERTHRUST,
BS_MAXIMIZE,
-
+
HT_SKIDTRAP,
HT_LANDMINE,
HT_ANKLESNARE,
@@ -552,7 +302,7 @@ enum e_skill {
HT_BLITZBEAT,
HT_DETECTING,
HT_SPRINGTRAP,
-
+
AS_RIGHT,
AS_LEFT,
AS_KATAR,
@@ -563,7 +313,7 @@ enum e_skill {
AS_POISONREACT,
AS_VENOMDUST,
AS_SPLASHER,
-
+
NV_FIRSTAID,
NV_TRICKDEAD,
SM_MOVINGRECOVERY,
@@ -580,7 +330,7 @@ enum e_skill {
MC_LOUD,
AL_HOLYLIGHT,
MG_ENERGYCOAT,
-
+
NPC_PIERCINGATT,
NPC_MENTALBREAKER,
NPC_RANGEATTACK,
@@ -633,7 +383,7 @@ enum e_skill {
NPC_HALLUCINATION,
NPC_REBIRTH,
NPC_SUMMONMONSTER,
-
+
RG_SNATCHER,
RG_STEALCOIN,
RG_BACKSTAP,
@@ -650,7 +400,7 @@ enum e_skill {
RG_GANGSTER,
RG_COMPULSION,
RG_PLAGIARISM,
-
+
AM_AXEMASTERY,
AM_LEARNINGPOTION,
AM_PHARMACY,
@@ -673,7 +423,7 @@ enum e_skill {
AM_DRILLMASTER,
AM_HEALHOMUN,
AM_RESURRECTHOMUN,
-
+
CR_TRUST,
CR_AUTOGUARD,
CR_SHIELDCHARGE,
@@ -685,7 +435,7 @@ enum e_skill {
CR_PROVIDENCE,
CR_DEFENDER,
CR_SPEARQUICKEN,
-
+
MO_IRONHAND,
MO_SPIRITSRECOVERY,
MO_CALLSPIRITS,
@@ -701,7 +451,7 @@ enum e_skill {
MO_EXTREMITYFIST,
MO_CHAINCOMBO,
MO_COMBOFINISH,
-
+
SA_ADVANCEDBOOK,
SA_CASTCANCEL,
SA_MAGICROD,
@@ -732,7 +482,7 @@ enum e_skill {
SA_INSTANTDEATH,
SA_FULLRECOVERY,
SA_COMA,
-
+
BD_ADAPTATION,
BD_ENCORE,
BD_LULLABY,
@@ -744,7 +494,7 @@ enum e_skill {
BD_INTOABYSS,
BD_SIEGFRIED,
BD_RAGNAROK,
-
+
BA_MUSICALLESSON,
BA_MUSICALSTRIKE,
BA_DISSONANCE,
@@ -753,7 +503,7 @@ enum e_skill {
BA_ASSASSINCROSS,
BA_POEMBRAGI,
BA_APPLEIDUN,
-
+
DC_DANCINGLESSON,
DC_THROWARROW,
DC_UGLYDANCE,
@@ -762,17 +512,17 @@ enum e_skill {
DC_DONTFORGETME,
DC_FORTUNEKISS,
DC_SERVICEFORYOU,
-
+
NPC_RANDOMMOVE,
NPC_SPEEDUP,
NPC_REVENGE,
-
+
WE_MALE,
WE_FEMALE,
WE_CALLPARTNER,
-
+
ITM_TOMAHAWK,
-
+
NPC_DARKCROSS,
NPC_GRANDDARKNESS,
NPC_DARKSTRIKE,
@@ -790,7 +540,7 @@ enum e_skill {
NPC_CALLSLAVE,
NPC_INVISIBLE,
NPC_RUN,
-
+
LK_AURABLADE,
LK_PARRYING,
LK_CONCENTRATION,
@@ -847,7 +597,7 @@ enum e_skill {
WE_BABY,
WE_CALLPARENT,
WE_CALLBABY,
-
+
TK_RUN,
TK_READYSTORM,
TK_STORMKICK,
@@ -864,7 +614,7 @@ enum e_skill {
TK_POWER,
TK_SEVENWIND,
TK_HIGHJUMP,
-
+
SG_FEEL,
SG_SUN_WARM,
SG_MOON_WARM,
@@ -883,7 +633,7 @@ enum e_skill {
SG_FRIEND,
SG_KNOWLEDGE,
SG_FUSION,
-
+
SL_ALCHEMIST,
AM_BERSERKPITCHER,
SL_MONK,
@@ -912,7 +662,7 @@ enum e_skill {
SL_SWOO,
SL_SKE,
SL_SKA,
-
+
SM_SELFPROVOKE,
NPC_EMOTION_ON,
ST_PRESERVE,
@@ -940,7 +690,7 @@ enum e_skill {
AM_TWILIGHT2,
AM_TWILIGHT3,
HT_POWER,
-
+
GS_GLITTERING,
GS_FLING,
GS_TRIPLEACTION,
@@ -963,7 +713,7 @@ enum e_skill {
GS_FULLBUSTER,
GS_SPREADATTACK,
GS_GROUNDDRIFT,
-
+
NJ_TOBIDOUGU,
NJ_SYURIKEN,
NJ_KUNAI,
@@ -987,7 +737,7 @@ enum e_skill {
NJ_KAMAITACHI,
NJ_NEN,
NJ_ISSEN,
-
+
MB_FIGHTING,
MB_NEUTRAL,
MB_TAIMING_PUTI,
@@ -1015,7 +765,7 @@ enum e_skill {
MB_M_WALLCRASH,
MB_M_REINCARNATION,
MB_B_EQUIP,
-
+
SL_DEATHKNIGHT,
SL_COLLECTOR,
SL_NINJA,
@@ -1024,7 +774,7 @@ enum e_skill {
DA_RESET,
DE_BERSERKAIZER,
DA_DARKPOWER,
-
+
DE_PASSIVE,
DE_PATTACK,
DE_PSPEED,
@@ -1064,7 +814,7 @@ enum e_skill {
DE_TWINATTACK,
DE_WINDATTACK,
DE_WATERATTACK,
-
+
DA_ENERGY,
DA_CLOUD,
DA_FIRSTSLOT,
@@ -1099,7 +849,7 @@ enum e_skill {
ALL_TIMEIN,
DA_ZENYRANK,
DA_ACCESSORYMIX,
-
+
NPC_EARTHQUAKE,
NPC_FIREBREATH,
NPC_ICEBREATH,
@@ -1128,7 +878,7 @@ enum e_skill {
NPC_WIDESTUN,
NPC_VAMPIRE_GIFT,
NPC_WIDESOULDRAIN,
-
+
ALL_INCCARRY,
NPC_TALK,
NPC_HELLPOWER,
@@ -1157,7 +907,7 @@ enum e_skill {
NPC_VENOMFOG,
NPC_MILLENNIUMSHIELD,
NPC_COMET,
-
+
KN_CHARGEATK = 1001,
CR_SHRINK,
AS_SONICACCEL,
@@ -1177,7 +927,7 @@ enum e_skill {
SA_ELEMENTGROUND,
SA_ELEMENTFIRE,
SA_ELEMENTWIND,
-
+
RK_ENCHANTBLADE = 2001,
RK_SONICWAVE,
RK_DEATHBOUND,
@@ -1198,7 +948,7 @@ enum e_skill {
RK_FIGHTINGSPIRIT,
RK_ABUNDANCE,
RK_PHANTOMTHRUST,
-
+
GC_VENOMIMPRESS,
GC_CROSSIMPACT,
GC_DARKILLUSION,
@@ -1216,7 +966,7 @@ enum e_skill {
GC_HALLUCINATIONWALK,
GC_ROLLINGCUTTER,
GC_CROSSRIPPERSLASHER,
-
+
AB_JUDEX,
AB_ANCILLA,
AB_ADORAMUS,
@@ -1237,7 +987,7 @@ enum e_skill {
AB_DUPLELIGHT_MELEE,
AB_DUPLELIGHT_MAGIC,
AB_SILENTIUM,
-
+
WL_WHITEIMPRISON = 2201,
WL_SOULEXPANSION,
WL_FROSTMISTY,
@@ -1270,7 +1020,7 @@ enum e_skill {
WL_RELEASE,
WL_READING_SB,
WL_FREEZE_SP,
-
+
RA_ARROWSTORM,
RA_FEARBREEZE,
RA_RANGERMAIN,
@@ -1293,7 +1043,7 @@ enum e_skill {
RA_VERDURETRAP,
RA_FIRINGTRAP,
RA_ICEBOUNDTRAP,
-
+
NC_MADOLICENCE,
NC_BOOSTKNUCKLE,
NC_PILEBUNKER,
@@ -1323,7 +1073,7 @@ enum e_skill {
NC_SILVERSNIPER,
NC_MAGICDECOY,
NC_DISJOINT,
-
+
SC_FATALMENACE,
SC_REPRODUCE,
SC_AUTOSHADOWSPELL,
@@ -1345,7 +1095,7 @@ enum e_skill {
SC_MAELSTROM,
SC_BLOODYLUST,
SC_FEINTBOMB,
-
+
LG_CANNONSPEAR = 2307,
LG_BANISHINGPOINT,
LG_TRAMPLE,
@@ -1365,7 +1115,7 @@ enum e_skill {
LG_EARTHDRIVE,
LG_HESPERUSLIT,
LG_INSPIRATION,
-
+
SR_DRAGONCOMBO,
SR_SKYNETBLOW,
SR_EARTHSHAKER,
@@ -1389,15 +1139,15 @@ enum e_skill {
SR_GENTLETOUCH_ENERGYGAIN,
SR_GENTLETOUCH_CHANGE,
SR_GENTLETOUCH_REVITALIZE,
-
+
WA_SWING_DANCE = 2350,
WA_SYMPHONY_OF_LOVER,
WA_MOONLIT_SERENADE,
-
+
MI_RUSH_WINDMILL = 2381,
MI_ECHOSONG,
MI_HARMONIZE,
-
+
WM_LESSON = 2412,
WM_METALICSOUND,
WM_REVERBERATION,
@@ -1421,7 +1171,7 @@ enum e_skill {
WM_MELODYOFSINK,
WM_BEYOND_OF_WARCRY,
WM_UNLIMITED_HUMMING_VOICE,
-
+
SO_FIREWALK = 2443,
SO_ELECTRICWALK,
SO_SPELLFIST,
@@ -1448,7 +1198,7 @@ enum e_skill {
SO_WATER_INSIGNIA,
SO_WIND_INSIGNIA,
SO_EARTH_INSIGNIA,
-
+
GN_TRAINING_SWORD = 2474,
GN_REMODELING_CART,
GN_CART_TORNADO,
@@ -1474,14 +1224,14 @@ enum e_skill {
GN_MAKEBOMB,
GN_S_PHARMACY,
GN_SLINGITEM_RANGEMELEEATK,
-
+
AB_SECRAMENT = 2515,
WM_SEVERE_RAINSTORM_MELEE,
SR_HOWLINGOFLION,
SR_RIDEINLIGHTNING,
LG_OVERBRAND_BRANDISH,
LG_OVERBRAND_PLUSATK,
-
+
ALL_ODINS_RECALL = 2533,
RETURN_TO_ELDICASTES,
ALL_BUYING_STORE,
@@ -1494,7 +1244,7 @@ enum e_skill {
ALL_TETANY,
ALL_RAY_OF_PROTECTION,
MC_CARTDECORATE,
-
+
KO_YAMIKUMO = 3001,
KO_RIGHT,
KO_LEFT,
@@ -1524,13 +1274,13 @@ enum e_skill {
OB_OBOROGENSOU,
OB_OBOROGENSOU_TRANSITION_ATK,
OB_AKAITSUKI,
-
+
ECL_SNOWFLIP = 3031,
ECL_PEONYMAMY,
ECL_SADAGUI,
ECL_SEQUOIADUST,
ECLAGE_RECALL,
-
+
HLIF_HEAL = 8001,
HLIF_AVOID,
HLIF_BRAIN,
@@ -1574,7 +1324,7 @@ enum e_skill {
MH_LAVA_SLIDE,
MH_PYROCLASTIC,
MH_VOLCANIC_ASH,
-
+
MS_BASH = 8201,
MS_MAGNUM,
MS_BOWLINGBASH,
@@ -1615,7 +1365,7 @@ enum e_skill {
MER_KYRIE,
MER_BLESSING,
MER_INCAGI,
-
+
EL_CIRCLE_OF_FIRE = 8401,
EL_FIRE_CLOAK,
EL_FIRE_MANTLE,
@@ -1790,7 +1540,7 @@ enum {
UNT_ZENKAI_WIND,
UNT_MAKIBISHI,
UNT_VENOMFOG,
-
+
/**
* Guild Auras
**/
@@ -1798,51 +1548,10 @@ enum {
UNT_GD_GLORYWOUNDS = 0xc2,
UNT_GD_SOULCOLD = 0xc3,
UNT_GD_HAWKEYES = 0xc4,
-
+
UNT_MAX = 0x190
};
-/**
- * Skill Unit Save
- **/
-void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
-void skill_usave_trigger(struct map_session_data *sd);
-/**
- * Skill Cool Downs - load from pc.c when the character logs in
- **/
-void skill_cooldown_load(struct map_session_data * sd);
-/**
- * Warlock
- **/
-#define MAX_SKILL_SPELLBOOK_DB 17
-enum wl_spheres {
- WLS_FIRE = 0x44,
- WLS_WIND,
- WLS_WATER,
- WLS_STONE,
-};
-int skill_spellbook (struct map_session_data *sd, int nameid);
-int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
-/**
- * Guilottine Cross
- **/
-#define MAX_SKILL_MAGICMUSHROOM_DB 23
-struct s_skill_magicmushroom_db {
- uint16 skill_id;
-};
-extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
-/**
- * Ranger
- **/
-int skill_detonator(struct block_list *bl, va_list ap);
-bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce);
-/**
- * Mechanic
- **/
-int skill_magicdecoy(struct map_session_data *sd, int nameid);
-/**
- * Guiltoine Cross
- **/
-int skill_poisoningweapon( struct map_session_data *sd, int nameid);
+
enum gx_poison {
PO_PARALYSE = 12717,
PO_LEECHESEND,
@@ -1853,13 +1562,273 @@ enum gx_poison {
PO_MAGICMUSHROOM,
PO_VENOMBLEED
};
+
+/**
+ * Structures
+ **/
+
+struct skill_condition {
+ int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
+};
+
+// Database skills
+struct s_skill_db {
+ char name[NAME_LENGTH];
+ char desc[40];
+ int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
+ int num[MAX_SKILL_LEVEL];
+ int cast[MAX_SKILL_LEVEL],walkdelay[MAX_SKILL_LEVEL],delay[MAX_SKILL_LEVEL];
+#ifdef RENEWAL_CAST
+ int fixed_cast[MAX_SKILL_LEVEL];
+#endif
+ int upkeep_time[MAX_SKILL_LEVEL],upkeep_time2[MAX_SKILL_LEVEL],cooldown[MAX_SKILL_LEVEL];
+ int castcancel,cast_def_rate;
+ int inf2,maxcount[MAX_SKILL_LEVEL],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,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
+ int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
+ int nocast;
+ int unit_id[2];
+ int unit_layout_type[MAX_SKILL_LEVEL];
+ int unit_range[MAX_SKILL_LEVEL];
+ int unit_interval;
+ int unit_target;
+ int unit_flag;
+};
+extern struct s_skill_db skill_db[MAX_SKILL_DB];
+
+struct s_skill_unit_layout {
+ int count;
+ int dx[MAX_SKILL_UNIT_COUNT];
+ int dy[MAX_SKILL_UNIT_COUNT];
+};
+
+struct skill_timerskill {
+ int timer;
+ int src_id;
+ int target_id;
+ int map;
+ short x,y;
+ uint16 skill_id,skill_lv;
+ int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
+ int flag;
+};
+
+struct skill_unit_group {
+ int src_id;
+ int party_id;
+ int guild_id;
+ int bg_id;
+ int map;
+ int target_flag; //Holds BCT_* flag for battle_check_target
+ int bl_flag; //Holds BL_* flag for map_foreachin* functions
+ unsigned int tick;
+ int limit,interval;
+
+ uint16 skill_id,skill_lv;
+ int val1,val2,val3;
+ char *valstr;
+ int unit_id;
+ int group_id;
+ int unit_count,alive_count;
+ int item_id; //store item used.
+ struct skill_unit *unit;
+ struct {
+ unsigned ammo_consume : 1;
+ unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
+ unsigned guildaura : 1;
+ } state;
+};
+
+struct skill_unit {
+ struct block_list bl;
+
+ struct skill_unit_group *group;
+
+ int limit;
+ int val1,val2;
+ short alive,range;
+};
+
+struct skill_unit_group_tickset {
+ unsigned int tick;
+ int id;
+};
+
+// Create Database item
+struct s_skill_produce_db {
+ int nameid, trigger;
+ int req_skill,req_skill_lv,itemlv;
+ int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE];
+};
+extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
+
+// Creating database arrow
+struct s_skill_arrow_db {
+ int nameid, trigger;
+ int cre_id[MAX_ARROW_RESOURCE],cre_amount[MAX_ARROW_RESOURCE];
+};
+extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
+
+// Abracadabra database
+struct s_skill_abra_db {
+ uint16 skill_id;
+ int req_lv;
+ int per;
+};
+extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
+
+//GCross magic mushroom database
+struct s_skill_magicmushroom_db {
+ uint16 skill_id;
+};
+extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
+
/**
- * Auto Shadow Spell (Shadow Chaser)
+ * Vars
**/
-int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
+extern int enchant_eff[5];
+extern int deluge_eff[5];
+DBMap* skilldb_name2id;
-int skill_elementalanalysis(struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
-int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list); // Genetic Change Material.
-int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
+/**
+ * Skill.c Interface
+ **/
+struct skill_interface {
+ int (*init) (void);
+ int (*final) (void);
+ void (*reload) (void);
+ /* accesssors */
+ int (*get_index) ( uint16 skill_id );
+ int (*get_type) ( uint16 skill_id );
+ int (*get_hit) ( uint16 skill_id );
+ int (*get_inf) ( uint16 skill_id );
+ int (*get_ele) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_nk) ( uint16 skill_id );
+ int (*get_max) ( uint16 skill_id );
+ int (*get_range) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_range2) (struct block_list *bl, uint16 skill_id, uint16 skill_lv);
+ int (*get_splash) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_hp) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_mhp) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_sp) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_state) (uint16 skill_id);
+ int (*get_zeny) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_num) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_cast) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_delay) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_walkdelay) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_time) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_time2) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_castnodex) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_delaynodex) ( uint16 skill_id ,uint16 skill_lv );
+ int (*get_castdef) ( uint16 skill_id );
+ int (*get_weapontype) ( uint16 skill_id );
+ int (*get_ammotype) ( uint16 skill_id );
+ int (*get_ammo_qty) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_nocast) ( uint16 skill_id );
+ int (*get_unit_id) (uint16 skill_id,int flag);
+ int (*get_inf2) ( uint16 skill_id );
+ int (*get_castcancel) ( uint16 skill_id );
+ int (*get_maxcount) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_blewcount) ( uint16 skill_id, uint16 skill_lv );
+ int (*get_unit_flag) ( uint16 skill_id );
+ int (*get_unit_target) ( uint16 skill_id );
+ int (*get_unit_interval) ( uint16 skill_id );
+ int (*get_unit_bl_target) ( uint16 skill_id );
+ int (*tree_get_max) ( uint16 skill_id, int b_class );
+ const char* (*get_name) ( uint16 skill_id );
+ const char* (*get_desc) ( uint16 skill_id );
+ /* whether its CAST_GROUND, CAST_DAMAGE or CAST_NODAMAGE */
+ int (*get_casttype) (uint16 skill_id);
+ int (*name2id) (const char* name);
+ int (*isammotype) (struct map_session_data *sd, int skill);
+ int (*castend_id) (int tid, unsigned int tick, int id, intptr_t data);
+ int (*castend_pos) (int tid, unsigned int tick, int id, intptr_t data);
+ int (*castend_map) ( struct map_session_data *sd,uint16 skill_id, const char *map);
+ int (*cleartimerskill) (struct block_list *src);
+ int (*addtimerskill) (struct block_list *src,unsigned int tick,int target,int x,int y,uint16 skill_id,uint16 skill_lv,int type,int flag);
+ int (*additional_effect) ( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,int dmg_lv,unsigned int tick);
+ int (*counter_additional_effect) ( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,int attack_type,unsigned int tick);
+ int (*blown) (struct block_list* src, struct block_list* target, int count, int8 dir, int flag);
+ int (*break_equip) (struct block_list *bl, unsigned short where, int rate, int flag);
+ int (*strip_equip) (struct block_list *bl, unsigned short where, int rate, int lv, int time);
+ struct skill_unit_group* (*id2group) (int group_id);
+ struct skill_unit_group *(*unitsetting) (struct block_list* src, uint16 skill_id, uint16 skill_lv, short x, short y, int flag);
+ struct skill_unit *(*initunit) (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2);
+ int (*delunit) (struct skill_unit *unit);
+ struct skill_unit_group *(*init_unitgroup) (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval);
+ int (*del_unitgroup) (struct skill_unit_group *group, const char* file, int line, const char* func);
+ int (*clear_unitgroup) (struct block_list *src);
+ int (*clear_group) (struct block_list *bl, int flag);
+ int (*unit_onplace) (struct skill_unit *src, struct block_list *bl, unsigned int tick);
+ int (*unit_ondamaged) (struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);
+ int (*cast_fix) ( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
+ int (*cast_fix_sc) ( struct block_list *bl, int time);
+#ifdef RENEWAL_CAST
+ int (*vf_cast_fix) ( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
+#endif
+ int (*delay_fix) ( struct block_list *bl, uint16 skill_id, uint16 skill_lv);
+ int (*check_condition_castbegin) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
+ int (*check_condition_castend) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
+ int (*consume_requirement) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type);
+ struct skill_condition (*get_requirement) (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
+ int (*check_pc_partner) (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag);
+ int (*unit_move) (struct block_list *bl,unsigned int tick,int flag);
+ int (*unit_onleft) (uint16 skill_id, struct block_list *bl,unsigned int tick);
+ int (*unit_onout) (struct skill_unit *src, struct block_list *bl, unsigned int tick);
+ //ake
+ int (*unit_move_unit_group) ( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
+ int (*guildaura_sub) (struct map_session_data* sd, int id, int strvit, int agidex);
+ int (*sit) (struct map_session_data *sd, int type);
+ void (*brandishspear) (struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag);
+ void (*repairweapon) (struct map_session_data *sd, int idx);
+ void (*identify) (struct map_session_data *sd,int idx);
+ void (*weaponrefine) (struct map_session_data *sd,int idx);
+ int (*autospell) (struct map_session_data *md,uint16 skill_id);
+ int (*calc_heal) (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal);
+ bool (*check_cloaking) (struct block_list *bl, struct status_change_entry *sce);
+ int (*enchant_elemental_end) (struct block_list *bl, int type);
+ int (*not_ok) (uint16 skill_id, struct map_session_data *sd);
+ int (*not_ok_hom) (uint16 skill_id, struct homun_data *hd);
+ int (*not_ok_mercenary) (uint16 skill_id, struct mercenary_data *md);
+ int (*chastle_mob_changetarget) (struct block_list *bl,va_list ap);
+ int (*can_produce_mix) ( struct map_session_data *sd, int nameid, int trigger, int qty);
+ int (*produce_mix) ( struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty );
+ int (*arrow_create) ( struct map_session_data *sd,int nameid);
+ int (*castend_nodamage_id) ( struct block_list *src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
+ int (*castend_damage_id) ( struct block_list* src, struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
+ int (*castend_pos2) ( struct block_list *src, int x,int y,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag);
+ int (*blockpc_start) (struct map_session_data*, uint16 skill_id, int, bool);
+ int (*blockhomun_start) (struct homun_data*,uint16 skill_id,int);
+ int (*blockmerc_start) (struct mercenary_data*,uint16 skill_id,int);
+ int (*attack) ( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
+ int (*attack_area) (struct block_list *bl,va_list ap);
+ /* save new unit skill */
+ void (*usave_add) (struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
+ /* trigger saved unit skills */
+ void (*usave_trigger) (struct map_session_data *sd);
+ /* load all stored skill cool downs */
+ void (*cooldown_load) (struct map_session_data * sd);
+ /* run spellbook of nameid id */
+ int (*spellbook) (struct map_session_data *sd, int nameid);
+ /* */
+ int (*block_check) (struct block_list *bl, enum sc_type type, uint16 skill_id);
+ int (*detonator) (struct block_list *bl, va_list ap);
+ bool (*check_camouflage) (struct block_list *bl, struct status_change_entry *sce);
+ int (*magicdecoy) (struct map_session_data *sd, int nameid);
+ int (*poisoningweapon) ( struct map_session_data *sd, int nameid);
+ int (*select_menu) (struct map_session_data *sd,uint16 skill_id);
+ int (*elementalanalysis) (struct map_session_data *sd, int n, uint16 skill_lv, unsigned short *item_list);
+ int (*changematerial) (struct map_session_data *sd, int n, unsigned short *item_list);
+ int (*get_elemental_type) (uint16 skill_id, uint16 skill_lv);
+} skill_s;
+
+struct skill_interface *skill;
+
+void skill_defaults(void);
#endif /* _SKILL_H_ */