diff options
author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-11-05 08:59:19 +0000 |
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committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-11-05 08:59:19 +0000 |
commit | d0d24cf90cc9b899bfbead85fb4b48cffc10ce57 (patch) | |
tree | 5f8805240a63e944c3d0f97eb93f08e632e5bc08 /src/map | |
parent | d45fde3f893468bbd6d9d3c9e164dbffa9f4bc36 (diff) | |
download | hercules-d0d24cf90cc9b899bfbead85fb4b48cffc10ce57.tar.gz hercules-d0d24cf90cc9b899bfbead85fb4b48cffc10ce57.tar.bz2 hercules-d0d24cf90cc9b899bfbead85fb4b48cffc10ce57.tar.xz hercules-d0d24cf90cc9b899bfbead85fb4b48cffc10ce57.zip |
Changed the skill_db.txt skill names in comments into actual columns, now the server reads these instead of a hardcoded array (see topic:170438).
Corrected skill db loading code which was using a totally wrong column count in sevreal cases (or didn't do any checks at all).
Cleaned up skill db lookup code
* added some well-behaved functions to replace macros (skill_get_index)
* used skill_get_index() to replace often occuring blocks of code that did the skill_id -> skilldb_index calculation in-line
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11657 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 1030 | ||||
-rw-r--r-- | src/map/skill.h | 4 |
2 files changed, 194 insertions, 840 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 88e45a5d8..5c96ba3f2 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -43,623 +43,6 @@ #define HM_SKILLRANGEMIN 800 #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL -const struct skill_name_db skill_names[] = { - { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow Repel" } , - { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve Concentration" } , - { AC_DOUBLE, "AC_DOUBLE", "Double Strafe" } , - { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow Crafting" } , - { AC_OWL, "AC_OWL", "Owl's Eye" } , - { AC_SHOWER, "AC_SHOWER", "Arrow Shower" } , - { AC_VULTURE, "AC_VULTURE", "Vulture's Eye" } , - { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } , - { ALL_INCCARRY, "ALL_INCCARRY", "Enlarge Weight Limit R" } , - { AL_ANGELUS, "AL_ANGELUS", "Angelus" } , - { AL_BLESSING, "AL_BLESSING", "Blessing" } , - { AL_CRUCIS, "AL_CRUCIS", "Signum Crusis" } , - { AL_CURE, "AL_CURE", "Cure" } , - { AL_DECAGI, "AL_DECAGI", "Decrease AGI" } , - { AL_DEMONBANE, "AL_DEMONBANE", "Demon Bane" } , - { AL_DP, "AL_DP", "Divine Protection" } , - { AL_HEAL, "AL_HEAL", "Heal" } , - { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy Light" } , - { AL_HOLYWATER, "AL_HOLYWATER", "Aqua Benedicta" } , - { AL_INCAGI, "AL_INCAGI", "Increase AGI" } , - { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } , - { AL_RUWACH, "AL_RUWACH", "Ruwach" } , - { AL_TELEPORT, "AL_TELEPORT", "Teleport" } , - { AL_WARP, "AL_WARP", "Warp Portal" } , - { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid Terror" } , - { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe Mastery" } , - { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid Berserk Potion" } , - { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } , - { AM_CALLHOMUN, "AM_CALLHOMUN", "Call Homunculus" } , - { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon Flora" } , - { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic Armor" } , - { AM_CP_HELM, "AM_CP_HELM", "Biochemical Helm" } , - { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized Shield" } , - { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical Weapon" } , - { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } , - { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } , - { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion Research" } , - { AM_PHARMACY, "AM_PHARMACY", "Prepare Potion" } , - { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid Potion" } , - { AM_REST, "AM_REST", "Vaporize" } , - { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus Resurrection" } , - { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon Marine Sphere" } , - { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight Pharmacy 1" } , - { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight Pharmacy 2" } , - { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight Pharmacy 3" } , - { ASC_BREAKER, "ASC_BREAKER", "Soul Destroyer" } , - { ASC_CDP, "ASC_CDP", "Create Deadly Poison" } , - { ASC_EDP, "ASC_EDP", "Enchant Deadly Poison" } , - { ASC_KATAR, "ASC_KATAR", "Advanced Katar Mastery" } , - { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor Assault" } , - { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } , - { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant Poison" } , - { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } , - { AS_KATAR, "AS_KATAR", "Katar Mastery" } , - { AS_LEFT, "AS_LEFT", "Lefthand Mastery" } , - { AS_POISONREACT, "AS_POISONREACT", "Poison React" } , - { AS_RIGHT, "AS_RIGHT", "Righthand Mastery" } , - { AS_SONICACCEL, "AS_SONICACCEL", "Sonic Acceleration" } , - { AS_SONICBLOW, "AS_SONICBLOW", "Sonic Blow" } , - { AS_SPLASHER, "AS_SPLASHER", "Venom Splasher" } , - { AS_VENOMDUST, "AS_VENOMDUST", "Venom Dust" } , - { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw Venom Knife" } , - { BA_APPLEIDUN, "BA_APPLEIDUN", "Song of Lutie" } , - { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive Riff" } , - { BA_DISSONANCE, "BA_DISSONANCE", "Unchained Serenade" } , - { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring Octave" } , - { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music Lessons" } , - { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody Strike" } , - { BA_PANGVOICE, "BA_PANGVOICE", "Pang Voice" } , - { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic Strings" } , - { BA_WHISTLE, "BA_WHISTLE", "Perfect Tablature" } , - { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } , - { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle Theme" } , - { BD_ENCORE, "BD_ENCORE", "Encore" } , - { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down Tempo" } , - { BD_INTOABYSS, "BD_INTOABYSS", "Power Cord" } , - { BD_LULLABY, "BD_LULLABY", "Lullaby" } , - { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental Sensing" } , - { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic Lick" } , - { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical Pluck" } , - { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic Rhythm" } , - { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline Rush" } , - { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced Adrenaline Rush" } , - { BS_AXE, "BS_AXE", "Smith Axe" } , - { BS_DAGGER, "BS_DAGGER", "Smith Dagger" } , - { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone Craft" } , - { BS_FINDINGORE, "BS_FINDINGORE", "Ore Discovery" } , - { BS_GREED, "BS_GREED", "Greed" } , - { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer Fall" } , - { BS_HILTBINDING, "BS_HILTBINDING", "Hilt Binding" } , - { BS_IRON, "BS_IRON", "Iron Tempering" } , - { BS_KNUCKLE, "BS_KNUCKLE", "Smith Knucklebrace" } , - { BS_MACE, "BS_MACE", "Smith Mace" } , - { BS_MAXIMIZE, "BS_MAXIMIZE", "Power Maximize" } , - { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon Research" } , - { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } , - { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon Repair" } , - { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin Tempering" } , - { BS_SPEAR, "BS_SPEAR", "Smith Spear" } , - { BS_STEEL, "BS_STEEL", "Steel Tempering" } , - { BS_SWORD, "BS_SWORD", "Smith Sword" } , - { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith Two-handed Sword" } , - { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair Trick" } , - { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon Perfection" } , - { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry Research" } , - { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan Arrow" } , - { CG_HERMODE, "CG_HERMODE", "Wand of Hermode" } , - { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing for Freedom" } , - { CG_MARIONETTE, "CG_MARIONETTE", "Marionette Control" } , - { CG_MOONLIT, "CG_MOONLIT", "Sheltering Bliss" } , - { CG_TAROTCARD, "CG_TAROTCARD", "Tarot Card of Fate" } , - { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain Crush Combo" } , - { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging Palm Strike" } , - { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } , - { CH_TIGERFIST, "CH_TIGERFIST", "Glacier Fist" } , - { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid Demonstration" } , - { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } , - { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } , - { CR_CULTIVATION, "CR_CULTIVATION", "Plant Cultivation" } , - { CR_DEFENDER, "CR_DEFENDER", "Defending Aura" } , - { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } , - { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full Protection" } , - { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand Cross" } , - { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy Cross" } , - { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant Souls" } , - { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield Reflect" } , - { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield Boomerang" } , - { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } , - { CR_SHRINK, "CR_SHRINK", "Shrink" } , - { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim Pitcher" } , - { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear Quicken" } , - { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion Synthesis" } , - { CR_TRUST, "CR_TRUST", "Faith" } , - { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance Lessons" } , - { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow Grace" } , - { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady Luck" } , - { DC_HUMMING, "DC_HUMMING", "Focus Ballet" } , - { DC_SCREAM, "DC_SCREAM", "Dazzler" } , - { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's Kiss" } , - { DC_THROWARROW, "DC_THROWARROW", "Slinging Arrow" } , - { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip Shaker" } , - { DC_WINKCHARM, "DC_WINKCHARM", "Sexy Wink" } , - { GD_APPROVAL, "GD_APPROVAL", "Official Guild Approval" } , - { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle Command" } , - { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent Development" } , - { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent Call" } , - { GD_EXTENSION, "GD_EXTENSION", "Guild Extension" } , - { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory of Guild" } , - { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious Wounds" } , - { GD_GUARDUP, "GD_GUARDUP", "Strengthen Guardian" } , - { GD_HAWKEYES, "GD_HAWKEYES", "Sharp Gaze" } , - { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract with Kafra" } , - { GD_LEADERSHIP, "GD_LEADERSHIP", "Great Leadership" } , - { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } , - { GD_RESTORE, "GD_RESTORE", "Restoration" } , - { GD_SOULCOLD, "GD_SOULCOLD", "Cold Heart" } , - { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } , - { GS_BULLSEYE, "GS_BULLSEYE", "Bulls Eye" } , - { GS_CHAINACTION, "GS_CHAINACTION", "Chain Action" } , - { GS_CRACKER, "GS_CRACKER", "Cracker" } , - { GS_DESPERADO, "GS_DESPERADO", "Desperado" } , - { GS_DISARM, "GS_DISARM", "Disarm" } , - { GS_DUST, "GS_DUST", "Dust" } , - { GS_FLING, "GS_FLING", "Fling" } , - { GS_FULLBUSTER, "GS_FULLBUSTER", "Full Buster" } , - { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling Fever" } , - { GS_GLITTERING, "GS_GLITTERING", "Flip the Coin" } , - { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground Drift" } , - { GS_INCREASING, "GS_INCREASING", "Increasing Accuracy" } , - { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness Canceler" } , - { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical Bullet" } , - { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing Shot" } , - { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid Shower" } , - { GS_SINGLEACTION, "GS_SINGLEACTION", "Single Action" } , - { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake Eye" } , - { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread Attack" } , - { GS_TRACKING, "GS_TRACKING", "Tracking" } , - { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple Action" } , - { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } , - { HP_BASILICA, "HP_BASILICA", "Basilica" } , - { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana Recharge" } , - { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } , - { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle Snare" } , - { HT_BEASTBANE, "HT_BEASTBANE", "Beast Bane" } , - { HT_BLASTMINE, "HT_BLASTMINE", "Blast Mine" } , - { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz Beat" } , - { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore Trap" } , - { HT_DETECTING, "HT_DETECTING", "Detect" } , - { HT_FALCON, "HT_FALCON", "Falconry Mastery" } , - { HT_FLASHER, "HT_FLASHER", "Flasher" } , - { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing Trap" } , - { HT_LANDMINE, "HT_LANDMINE", "Land Mine" } , - { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic Arrow" } , - { HT_POWER, "HT_POWER", "Beast Strafing" } , - { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove Trap" } , - { HT_SANDMAN, "HT_SANDMAN", "Sandman" } , - { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave Trap" } , - { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid Trap" } , - { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring Trap" } , - { HT_STEELCROW, "HT_STEELCROW", "Steel Crow" } , - { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie Box" } , - { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } , - { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation Field" } , - { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave Crasher" } , - { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical Amplification" } , - { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm Vulcan" } , - { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul Drain" } , - { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" }, - { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk Throwing" } , - { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter Attack" } , - { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling Bash" } , - { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish Spear" } , - { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier Mastery" } , - { KN_CHARGEATK, "KN_CHARGEATK", "Charge Attack" } , - { KN_ONEHAND, "KN_ONEHAND", "Onehand Quicken" } , - { KN_PIERCE, "KN_PIERCE", "Pierce" } , - { KN_RIDING, "KN_RIDING", "Peco Peco Ride" } , - { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear Boomerang" } , - { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear Mastery" } , - { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear Stab" } , - { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand Quicken" } , - { LK_AURABLADE, "LK_AURABLADE", "Aura Blade" } , - { LK_BERSERK, "LK_BERSERK", "Frenzy" } , - { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear Dynamo" } , - { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic Blow" } , - { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital Strike" } , - { LK_PARRYING, "LK_PARRYING", "Parry" } , - { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing Spiral" } , - { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } , - { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart Revolution" } , - { MC_CHANGECART, "MC_CHANGECART", "Change Cart" } , - { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } , - { MC_IDENTIFY, "MC_IDENTIFY", "Item Appraisal" } , - { MC_INCCARRY, "MC_INCCARRY", "Enlarge Weight Limit" } , - { MC_LOUD, "MC_LOUD", "Crazy Uproar" } , - { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } , - { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } , - { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } , - { MC_VENDING, "MC_VENDING", "Vending" } , - { MG_COLDBOLT, "MG_COLDBOLT", "Cold Bolt" } , - { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy Coat" } , - { MG_FIREBALL, "MG_FIREBALL", "Fire Ball" } , - { MG_FIREBOLT, "MG_FIREBOLT", "Fire Bolt" } , - { MG_FIREWALL, "MG_FIREWALL", "Fire Wall" } , - { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost Diver" } , - { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening Bolt" } , - { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm Beat" } , - { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety Wall" } , - { MG_SIGHT, "MG_SIGHT", "Sight" } , - { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul Strike" } , - { MG_SRECOVERY, "MG_SRECOVERY", "Increase SP Recovery" } , - { MG_STONECURSE, "MG_STONECURSE", "Stone Curse" } , - { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } , - { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual Sphere Absorption" } , - { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki Explosion" } , - { MO_BLADESTOP, "MO_BLADESTOP", "Root" } , - { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } , - { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon Spirit Sphere" } , - { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging Quadruple Blow" } , - { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging Thrust" } , - { MO_DODGE, "MO_DODGE", "Flee" } , - { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } , - { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine Fist" } , - { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw Spirit Sphere" } , - { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult Impaction" } , - { MO_IRONHAND, "MO_IRONHAND", "Iron Fists" } , - { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki Translation" } , - { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual Cadence" } , - { MO_STEELBODY, "MO_STEELBODY", "Mental Strength" } , - { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging Trifecta Blow" } , - { NJ_BAKUENRYU, "NJ_BAKUENRYU", "Raging Fire Dragon" } , - { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "Mirror Image" } , - { NJ_HUUJIN, "NJ_HUUJIN", "Wind Blade" } , - { NJ_HUUMA, "NJ_HUUMA", "Throw Huuma Shuriken" } , - { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "Spear of Ice" } , - { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "Ice Meteor" } , - { NJ_ISSEN, "NJ_ISSEN", "Final Strike" } , - { NJ_KAENSIN, "NJ_KAENSIN", "Crimson Fire Formation" } , - { NJ_KAMAITACHI, "NJ_KAMAITACHI", "Kamaitachi" } , - { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "Vanishing Slash" } , - { NJ_KIRIKAGE, "NJ_KIRIKAGE", "Shadow Slash" } , - { NJ_KOUENKA, "NJ_KOUENKA", "Crimson Fire Petal" } , - { NJ_KUNAI, "NJ_KUNAI", "Throw Kunai" } , - { NJ_NEN, "NJ_NEN", "Soul" } , - { NJ_NINPOU, "NJ_NINPOU", "Spirit of the Blade" } , - { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "Lightning Strike of Destruction" } , - { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "Shadow Leap" } , - { NJ_SUITON, "NJ_SUITON", "Hidden Water" } , - { NJ_SYURIKEN, "NJ_SYURIKEN", "Throw Shuriken" } , - { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "Improvised Defense" } , - { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "Shuriken Training" } , - { NJ_UTSUSEMI, "NJ_UTSUSEMI", "Cicada Skin Sheeding" } , - { NJ_ZENYNAGE, "NJ_ZENYNAGE", "Zeny Nage" } , - { NPC_ACIDBREATH, "NPC_ACIDBREATH", "Acid Breath" } , - { NPC_AGIUP, "NPC_AGIUP", "Agility UP" } , - { NPC_ANTIMAGIC, "NPC_ANTIMAGIC", "Anti Magic" } , - { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "Attribute Change" } , - { NPC_BARRIER, "NPC_BARRIER", "Barrier" } , - { NPC_BLEEDING, "NPC_BLEEDING", "Bleeding" } , - { NPC_BLINDATTACK, "NPC_BLINDATTACK", "Blind Attack" } , - { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "Blood Drain" } , - { NPC_ARMORBRAKE, "NPC_ARMORBRAKE", "Break Armor" } , - { NPC_HELMBRAKE, "NPC_HELMBRAKE", "Break Helm" } , - { NPC_SHIELDBRAKE, "NPC_SHIELDBRAKE", "Break Shield" } , - { NPC_WEAPONBRAKER, "NPC_WEAPONBRAKER", "Break Weapon" } , - { NPC_CALLSLAVE, "NPC_CALLSLAVE", "Recall Slaves" } , - { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "Darkness Change" } , - { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "Fire Change" } , - { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "Earth Change" } , - { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "Holy Change" } , - { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "Poison Change" } , - { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "Ghost Change" } , - { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "Undead Change" } , - { NPC_CHANGEWATER, "NPC_CHANGEWATER", "Water Change" } , - { NPC_CHANGEWIND, "NPC_CHANGEWIND", "Wind Change" } , - { NPC_COMBOATTACK, "NPC_COMBOATTACK", "Combo Attack" } , - { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "Critical Slash" } , - { NPC_CRITICALWOUND, "NPC_CRITICALWOUND", "Critical Wounds" } , - { NPC_CURSEATTACK, "NPC_CURSEATTACK", "Curse Attack" } , - { NPC_DARKBLESSING, "NPC_DARKBLESSING", "Dark Blessing" } , - { NPC_DARKBREATH, "NPC_DARKBREATH", "Dark Breath" } , - { NPC_DARKCROSS, "NPC_DARKCROSS", "Dark Cross" } , - { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "Shadow Attack" } , - { NPC_DARKNESSBREATH, "NPC_DARKNESSBREATH", "Darkness Breath" } , - { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "DarkStrike" } , - { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "DarkThunder" } , - { NPC_DEFENDER, "NPC_DEFENDER", "Defender" } , - { NPC_DRAGONFEAR, "NPC_DRAGONFEAR", "Dragon Fear" } , - { NPC_EARTHQUAKE, "NPC_EARTHQUAKE", "Earthquake" } , - { NPC_EMOTION, "NPC_EMOTION", "Emotion" } , - { NPC_EMOTION_ON, "NPC_EMOTION_ON", "Emotion ON" } , - { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "Energy Drain" } , - { NPC_EVILLAND, "NPC_EVILLAND", "Evil Land" } , - { NPC_EXPULSION, "NPC_EXPULSION", "Expulsion" } , - { NPC_FIREATTACK, "NPC_FIREATTACK", "Fire Attack" } , - { NPC_FIREBREATH, "NPC_FIREBREATH", "Fire Breath" } , - { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "Grand Dark Cross" } , - { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "Earth Attack" } , - { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "Guided Attack" } , - { NPC_HALLUCINATION, "NPC_HALLUCINATION", "Hallucination" } , - { NPC_HELLJUDGEMENT, "NPC_HELLJUDGEMENT", "Hell's Judgement" } , - { NPC_HOLYATTACK, "NPC_HOLYATTACK", "Holy Attack" } , - { NPC_ICEBREATH, "NPC_ICEBREATH", "Ice Breath" } , - { NPC_INVISIBLE, "NPC_INVISIBLE", "Invisible" } , - { NPC_KEEPING, "NPC_KEEPING", "Keeping" } , - { NPC_LICK, "NPC_LICK", "Lick" } , - { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "Magical Attack" } , - { NPC_MAGICMIRROR, "NPC_MAGICMIRROR", "Magic Mirror" } , - { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "Mental Breaker" } , - { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "Metamorphosis" } , - { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "Petrify Attack" } , - { NPC_PIERCINGATT, "NPC_PIERCINGATT", "Piercing Attack" } , - { NPC_POISON, "NPC_POISON", "Poisoning" } , - { NPC_POISONATTACK, "NPC_POISONATTACK", "Poison Attack" } , - { NPC_POWERUP, "NPC_POWERUP", "Power Up" } , - { NPC_PROVOCATION, "NPC_PROVOCATION", "Provocation" } , - { NPC_PULSESTRIKE, "NPC_PULSESTRIKE", "Pulse Strike" } , - { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "Random Attack" } , - { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "Random Move" } , - { NPC_RANGEATTACK, "NPC_RANGEATTACK", "Ranged attack" } , - { NPC_REBIRTH, "NPC_REBIRTH", "Rebirth" } , - { NPC_REVENGE, "NPC_REVENGE", "Revenge" } , - { NPC_RUN, "NPC_RUN", "Run" } , - { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Self Destruction" } , - { NPC_SIEGEMODE, "NPC_SIEGEMODE", "Siege Mode" } , - { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "Silence Attack" } , - { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "Sleep Attack" } , - { NPC_SLOWCAST, "NPC_SLOWCAST", "Slow Cast" } , - { NPC_SMOKING, "NPC_SMOKING", "Smoking" } , - { NPC_SPEEDUP, "NPC_SPEEDUP", "Speed UP" } , - { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "Splash Attack" } , - { NPC_STONESKIN, "NPC_STONESKIN", "Stone Skin" } , - { NPC_STOP, "NPC_STOP", "Stop" } , - { NPC_STUNATTACK, "NPC_STUNATTACK", "Stun Attack" } , - { NPC_SUICIDE, "NPC_SUICIDE", "Suicide" } , - { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "Summon Monster" } , - { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "Summon :Slave" } , - { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "Ghost Attack" } , - { NPC_THUNDERBREATH, "NPC_THUNDERBREATH", "Thunder Breath" } , - { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "Transformation" } , - { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "Undead Attack" } , - { NPC_VAMPIRE_GIFT, "NPC_VAMPIRE_GIFT", "Vampire Gift" } , - { NPC_WATERATTACK, "NPC_WATERATTACK", "Water Attack" } , - { NPC_WIDEBLEEDING, "NPC_WIDEBLEEDING", "Wide Bleeding" } , - { NPC_WIDECONFUSE, "NPC_WIDECONFUSE", "Wide Confusion" } , - { NPC_WIDECURSE, "NPC_WIDECURSE", "Wide Curse" } , - { NPC_WIDEFREEZE, "NPC_WIDEFREEZE", "Wide Freeze" } , - { NPC_WIDESLEEP, "NPC_WIDESLEEP", "Wide Sleep" } , - { NPC_WIDESIGHT, "NPC_WIDESIGHT", "Wide Sight" } , - { NPC_WIDESILENCE, "NPC_WIDESILENCE", "Wide Silence" } , - { NPC_WIDESOULDRAIN, "NPC_WIDESOULDRAIN", "Wide Soul Drain" } , - { NPC_WIDESTONE, "NPC_WIDESTONE", "Wide Petrify" } , - { NPC_WIDESTUN, "NPC_WIDESTUN", "Wide Stun" } , - { NPC_WINDATTACK, "NPC_WINDATTACK", "Wind Attack" } , - { NV_BASIC, "NV_BASIC", "Basic Skill" } , - { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } , - { NV_TRICKDEAD, "NV_TRICKDEAD", "Play Dead" } , - { PA_GOSPEL, "PA_GOSPEL", "Battle Chant" } , - { PA_PRESSURE, "PA_PRESSURE", "Gloria Domini" } , - { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's Reckoning" } , - { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield Chain" } , - { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double Casting" } , - { PF_FOGWALL, "PF_FOGWALL", "Blinding Mist" } , - { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } , - { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } , - { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind Breaker" } , - { PF_SOULBURN, "PF_SOULBURN", "Soul Siphon" } , - { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul Exhale" } , - { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber Lock" } , - { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } , - { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S. Sacramenti" } , - { PR_GLORIA, "PR_GLORIA", "Gloria" } , - { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio Manus" } , - { PR_KYRIE, "PR_KYRIE", "Kyrie Eleison" } , - { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex Aeterna" } , - { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex Divina" } , - { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace Mastery" } , - { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } , - { PR_MAGNUS, "PR_MAGNUS", "Magnus Exorcismus" } , - { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } , - { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } , - { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow Poison" } , - { PR_STRECOVERY, "PR_STRECOVERY", "Status Recovery" } , - { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } , - { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn Undead" } , - { RG_BACKSTAP, "RG_BACKSTAP", "Back Stab" } , - { RG_CLEANER, "RG_CLEANER", "Remover" } , - { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close Confine"} , - { RG_COMPULSION, "RG_COMPULSION", "Haggle" } , - { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } , - { RG_GANGSTER, "RG_GANGSTER", "Slyness" } , - { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } , - { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } , - { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } , - { RG_RAID, "RG_RAID", "Sightless Mind" } , - { RG_SNATCHER, "RG_SNATCHER", "Gank" } , - { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } , - { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest Armor" } , - { RG_STRIPHELM, "RG_STRIPHELM", "Divest Helm" } , - { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest Shield" } , - { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest Weapon" } , - { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } , - { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } , - { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced Book" } , - { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } , - { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast Cancel" } , - { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class Change" } , - { SA_COMA, "SA_COMA", "Coma" } , - { SA_CREATECON, "SA_CREATECON", "Create Elemental Converter" } , - { SA_DEATH, "SA_DEATH", "Grim Reaper" } , - { SA_DELUGE, "SA_DELUGE", "Deluge" } , - { SA_DISPELL, "SA_DISPELL", "Dispell" } , - { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } , - { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental Change Fire" } , - { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental Change Earth" } , - { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental Change Water" } , - { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental Change Wind" } , - { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow Blaze" } , - { SA_FORTUNE, "SA_FORTUNE", "Gold Digger" } , - { SA_FREECAST, "SA_FREECAST", "Free Cast" } , - { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow Tsunami" } , - { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } , - { SA_GRAVITY, "SA_GRAVITY", "Gravity" } , - { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } , - { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic Earth" } , - { SA_LEVELUP, "SA_LEVELUP", "Leveling" } , - { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow Tornado" } , - { SA_MAGICROD, "SA_MAGICROD", "Magic Rod" } , - { SA_MONOCELL, "SA_MONOCELL", "Mono Cell" } , - { SA_QUESTION, "SA_QUESTION", "Questioning" } , - { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus Morph" } , - { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow Quake" } , - { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell Breaker" } , - { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster Chant" } , - { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly Hypnosis" } , - { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } , - { SA_VOLCANO, "SA_VOLCANO", "Volcano" } , - { SG_DEVIL, "SG_DEVIL", "Devil of the Sun, Moon and Stars" } , - { SG_FEEL, "SG_FEEL", "Feeling of the Sun, Moon and Star" } , - { SG_FRIEND, "SG_FRIEND", "Companion of the Sun and Moon" } , - { SG_FUSION, "SG_FUSION", "Union of the Sun, Moon and Stars" } , - { SG_HATE, "SG_HATE", "Hatred of the Sun, Moon and Stars" } , - { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge of the Sun, Moon and Stars" } , - { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury of the Moon" } , - { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless of the Moon" } , - { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort of the Moon" } , - { SG_MOON_WARM, "SG_MOON_WARM", "Warmth of the Moon" } , - { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury of the Stars" } , - { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless of the Stars" } , - { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort of the Stars" } , - { SG_STAR_WARM, "SG_STAR_WARM", "Warmth of the Stars" } , - { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury of the Sun" } , - { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless of the Sun" } , - { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort of the Sun" } , - { SG_SUN_WARM, "SG_SUN_WARM", "Warmth of the Sun" } , - { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit of Alchemist" } , - { SL_ASSASIN, "SL_ASSASIN", "Spirit of Assassin" } , - { SL_BARDDANCER, "SL_BARDDANCER", "Spirit of Bard and Dancer" } , - { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit of Blacksmith" } , - { SL_CRUSADER, "SL_CRUSADER", "Spirit of Crusader" } , - { SL_HIGH, "SL_HIGH", "Spirit of Advanced 1st Class" } , - { SL_HUNTER, "SL_HUNTER", "Spirit of Hunter" } , - { SL_KAAHI, "SL_KAAHI", "Kaahi" } , - { SL_KAINA, "SL_KAINA", "Kaina" } , - { SL_KAITE, "SL_KAITE", "Kaite" } , - { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } , - { SL_KAUPE, "SL_KAUPE", "Kaupe" } , - { SL_KNIGHT, "SL_KNIGHT", "Spirit of Knight" } , - { SL_MONK, "SL_MONK", "Spirit of Monk" } , - { SL_PRIEST, "SL_PRIEST", "Spirit of Priest" } , - { SL_ROGUE, "SL_ROGUE", "Spirit of Rogue" } , - { SL_SAGE, "SL_SAGE", "Spirit of Sage" } , - { SL_SKA, "SL_SKA", "Eska" } , - { SL_SKE, "SL_SKE", "Eske" } , - { SL_SMA, "SL_SMA", "Esma" } , - { SL_SOULLINKER, "SL_SOULLINKER", "Spirit of Soul Linker" } , - { SL_STAR, "SL_STAR", "Spirit of Stars" } , - { SL_STIN, "SL_STIN", "Estin" } , - { SL_STUN, "SL_STUN", "Estun" } , - { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit of Super Novice" } , - { SL_SWOO, "SL_SWOO", "Eswoo" } , - { SL_WIZARD, "SL_WIZARD", "Spirit of Wizard" } , - { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } , - { SM_BASH, "SM_BASH", "Bash" } , - { SM_ENDURE, "SM_ENDURE", "Endure" } , - { SM_FATALBLOW, "SM_FATALBLOW", "Fatal Blow" } , - { SM_MAGNUM, "SM_MAGNUM", "Magnum Break" } , - { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP Recovery While Moving" } , - { SM_PROVOKE, "SM_PROVOKE", "Provoke" } , - { SM_RECOVERY, "SM_RECOVERY", "Increase HP Recovery" } , - { SM_SWORD, "SM_SWORD", "Sword Mastery" } , - { SM_TWOHAND, "SM_TWOHAND", "Two-Handed Sword Mastery" } , - { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon Assault" } , - { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused Arrow Strike" } , - { SN_SIGHT, "SN_SIGHT", "Falcon Eyes" } , - { SN_WINDWALK, "SN_WINDWALK", "Wind Walker" } , - { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } , - { ST_FULLSTRIP, "ST_FULLSTRIP", "Full Divestment" } , - { ST_PRESERVE, "ST_PRESERVE", "Preserve" } , - { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter Instinct" } , - { TF_BACKSLIDING, "TF_BACKSLIDING", "Back Slide" } , - { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } , - { TF_DOUBLE, "TF_DOUBLE", "Double Attack" } , - { TF_HIDING, "TF_HIDING", "Hiding" } , - { TF_MISS, "TF_MISS", "Improve Dodge" } , - { TF_PICKSTONE, "TF_PICKSTONE", "Find Stone" } , - { TF_POISON, "TF_POISON", "Envenom" } , - { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand Attack" } , - { TF_STEAL, "TF_STEAL", "Steal" } , - { TF_THROWSTONE, "TF_THROWSTONE", "Stone Fling" } , - { TK_COUNTER, "TK_COUNTER", "Spin Kick" } , - { TK_DODGE, "TK_DODGE", "Sprint" } , - { TK_DOWNKICK, "TK_DOWNKICK", "Heel Drop" } , - { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon Jump" } , - { TK_HPTIME, "TK_HPTIME", "Peaceful Break" } , - { TK_JUMPKICK, "TK_JUMPKICK", "Flying Kick" } , - { TK_MISSION, "TK_MISSION", "Mission" } , - { TK_POWER, "TK_POWER", "Kihop" } , - { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin Kick Stance" } , - { TK_READYDOWN, "TK_READYDOWN", "Heel Drop Stance" } , - { TK_READYSTORM, "TK_READYSTORM", "Tornado Stance" } , - { TK_READYTURN, "TK_READYTURN", "Roundhouse Stance" } , - { TK_RUN, "TK_RUN", "Sprint" } , - { TK_SEVENWIND, "TK_SEVENWIND", "Mild Wind" } , - { TK_SPTIME, "TK_SPTIME", "Happy Break" } , - { TK_STORMKICK, "TK_STORMKICK", "Storm Kick" } , - { TK_TURNKICK, "TK_TURNKICK", "Turn Kick" } , - { WE_BABY, "WE_BABY", "Mom, Dad, I love you!" } , - { WE_CALLBABY, "WE_CALLBABY", "Come to me, honey~" } , - { WE_CALLPARENT, "WE_CALLPARENT", "Mom, Dad, I miss you!" } , - { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic Rendezvous" } , - { WE_FEMALE, "WE_FEMALE", "Loving Touch" } , - { WE_MALE, "WE_MALE", "Undying Love" } , - { WS_CARTBOOST, "WS_CARTBOOST", "Cart Boost" } , - { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart Termination" } , - { WS_CREATECOIN, "WS_CREATECOIN", "Coin Craft" } , - { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget Craft" } , - { WS_MELTDOWN, "WS_MELTDOWN", "Shattering Strike" } , - { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max Power-Thust" } , - { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto Attacking Machine Craft" } , - { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon Refine" } , - { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth Spike" } , - { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } , - { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire Pillar" } , - { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost Nova" } , - { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's Drive" } , - { WZ_ICEWALL, "WZ_ICEWALL", "Ice Wall" } , - { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel Thunder" } , - { WZ_METEOR, "WZ_METEOR", "Meteor Storm" } , - { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } , - { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight Blaster" } , - { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } , - { WZ_STORMGUST, "WZ_STORMGUST", "Storm Gust" } , - { WZ_VERMILION, "WZ_VERMILION", "Lord of Vermilion" } , - { WZ_WATERBALL, "WZ_WATERBALL", "Water Ball" } , - //[blackhole89] - { HLIF_HEAL, "HLIF_HEAL", "Healing Touch" }, - { HLIF_AVOID, "HLIF_AVOID", "Avoid" }, - { HLIF_BRAIN, "HLIF_BRAIN", "Brain Surgery" }, - { HLIF_CHANGE, "HLIF_CHANGE", "Change" }, - { HAMI_CASTLE, "HAMI_CASTLE", "Castling" }, - { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" }, - { HAMI_SKIN, "HAMI_SKIN", "Adamantium Skin" }, - { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" }, - { HFLI_MOON, "HFLI_MOON", "Moonlight" }, - { HFLI_FLEET, "HFLI_FLEET", "Fleeting Move" }, - { HFLI_SPEED, "HFLI_SPEED", "Speed" }, - { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" }, - { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" }, - { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction of Chaos" }, - { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" }, - { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio Explosion" }, - { 0, "UNKNOWN_SKILL", "Unknown_Skill" } - - }; - static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] @@ -675,85 +58,94 @@ int icewall_unit_pos; //Since only mob-casted splash skills can hit ice-walls #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR) +/// Maps skill ids to skill db offsets. +/// Returns the skill's array index, or 0 (Unknown Skill). +static int skill_get_index( int id ) +{ + // avoid ranges reserved for mapping guild/homun skills + if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX ) + return 0; + if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX ) + return 0; + + // map skill number to skill id + if( id >= GD_SKILLBASE ) + id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; + if( id >= HM_SKILLBASE ) + id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; + + // validate result + if( id <= 0 || id >= MAX_SKILL_DB ) + return 0; + + return id; +} + +const char* skill_get_name( int id ) +{ + int index = skill_get_index(id); + return ( index > 0 ) ? skill_db[id].name : "UNKNOWN_SKILL"; +} + +const char* skill_get_desc( int id ) +{ + int index = skill_get_index(id); + return ( index > 0 ) ? skill_db[id].desc : "Unknown Skill"; +} + // macros to check for out of bounds errors [celest] // i: Skill ID, l: Skill Level, var: Value to return after checking // for values that don't require level just put a one (putting 0 will trigger return 0; instead // for values that might need to use a different function just skill_chk would suffice. -#define skill_chk(i, l) \ - if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \ - if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \ - if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \ - if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \ - if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \ - if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;} -#define skill_get(var, i, l) \ - { skill_chk(i, l); return var; } +#define skill_chk(i,l) \ + if (skill_get_index(i) == 0) return 0; \ + if (l <= 0 || l > MAX_SKILL_LEVEL) return 0; +#define skill_get(var,i,l) \ + { skill_chk((i), (l)); return (var); } // Skill DB -int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); } -int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); } -int skill_get_ele( int id , int lv ){ skill_get (skill_db[id].element[lv-1], id, lv); } -int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); } -int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); } -int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); } -int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } -int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); } -int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); } -int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); } -int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); } -int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } -int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } -int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } -int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } -int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); } -int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); } -int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); } -int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); } -int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); } -int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } -int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } -int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); } -int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); } -int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); } -int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } -int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } -int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } -int skill_get_maxcount( int id ,int lv ){ skill_get (skill_db[id].maxcount[lv-1], id, lv); } -int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } -int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } -int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } +int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); } +int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); } +int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); } +int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); } +int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); } +int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); } +int skill_get_splash( int id , int lv ) { skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } +int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); } +int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); } +int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); } +int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); } +int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } +int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } +int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } +int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } +int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); } +int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); } +int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); } +int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); } +int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); } +int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } +int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } +int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); } +int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); } +int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); } +int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } +int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); } +int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); } +int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); } +int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); } +int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); } +int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); } int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } -int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } -int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); } +int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); } +int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); } int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } -int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } -int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); } +int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); } int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } -int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); } -int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); } -int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); } -const char* skill_get_name( int id ){ - if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) - return "UNKNOWN_SKILL"; - if (id >= GD_SKILLBASE) - id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; - if (id >= HM_SKILLBASE) //[orn] - id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; - if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) - return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string. - return skill_db[id].name; -} -const char* skill_get_desc( int id ){ - if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) - return "Unknown Skill"; - if (id >= GD_SKILLBASE) - id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; - if (id >= HM_SKILLBASE) //[orn] - id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; - if (id < 1 || id > MAX_SKILL_DB || skill_db[id].desc==NULL) - return "Unknown Skill"; //Can't use skill_chk because we return a string. - return skill_db[id].desc; -} +int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); } +int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); } +int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); } +int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } int skill_tree_get_max(int id, int b_class) { @@ -892,20 +284,13 @@ int can_copy (struct map_session_data *sd, int skillid) // [MouseJstr] - skill ok to cast? and when? int skillnotok (int skillid, struct map_session_data *sd) { - int i = skillid,m; + int i,m; nullpo_retr (1, sd); m = sd->bl.m; - - if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX) - return 1; - - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; + i = skill_get_index(skillid); - if (i > MAX_SKILL || i < 0) - return 1; + if (i == 0) + return 1; // invalid skill id if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) return 0; // GMs can do any damn thing they want @@ -974,19 +359,11 @@ int skillnotok (int skillid, struct map_session_data *sd) // [orn] - skill ok to cast? and when? //homunculus int skillnotok_hom (int skillid, struct homun_data *hd) { - int i = skillid; + int i = skill_get_index(skillid); nullpo_retr (1, hd); - - if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX) - return 1; - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; - - if (i > MAX_SKILL || i < 0) - return 1; + if (i == 0) + return 1; // invalid skill id if (hd->blockskill[i] > 0) return 1; @@ -4403,10 +3780,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (md) { // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) - char temp[128]; - if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120) - break; //Message won't fit on buffer. [Skotlex] - sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc); + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc); clif_message(&md->bl,temp); } break; @@ -7470,9 +6845,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: - map_foreachinrange(skill_trap_splash,&src->bl, - skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, - &src->bl,tick,type); + map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick,type); clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); src->range = -1; //Disable range so it does not invoke a for each in area again. sg->limit=DIFF_TICK(tick,sg->tick)+1500; @@ -8137,18 +7510,14 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in sd->skillitem = sd->skillitemlv = 0; return 1; } - // for the guild skills [celest] - if (skill >= GD_SKILLBASE) - j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE; - else if (skill >= HM_SKILLBASE) //[orn] - j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE; - else - j = skill; - if (j < 0 || j >= MAX_SKILL_DB) + + j = skill_get_index(skill); + if (j == 0) // invalid skill id return 0; - //Code speedup, rather than using skill_get_* over and over again. if (lv < 1 || lv > MAX_SKILL_LEVEL) return 0; + + //Code speedup, rather than using skill_get_* over and over again. hp = skill_db[j].hp[lv-1]; sp = skill_db[j].sp[lv-1]; if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) @@ -10999,11 +10368,8 @@ int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) { nullpo_retr (-1, sd); - if (skillid >= GD_SKILLBASE) - skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE; - if (skillid >= HM_SKILLBASE) //[orn] - skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE; - if (skillid < 1 || skillid > MAX_SKILL) + skillid = skill_get_index(skillid); + if (skillid == 0) return -1; if (tick < 1) { @@ -11029,11 +10395,8 @@ int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn] { nullpo_retr (-1, hd); - if (skillid >= GD_SKILLBASE) - skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE; - if (skillid >= HM_SKILLBASE) //[orn] - skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE; - if (skillid < 1 || skillid > MAX_SKILL) + skillid = skill_get_index(skillid); + if (skillid == 0) return -1; if (tick < 1) { @@ -11052,12 +10415,14 @@ int skill_split_str (char *str, char **val, int num) { int i; - for (i=0; i<num && str; i++){ + for( i = 0; i < num && str; i++ ) + { val[i] = str; str = strchr(str,','); - if (str) + if( str ) *str++=0; } + return i; } /* @@ -11352,11 +10717,11 @@ void skill_init_unit_layout (void) *------------------------------------------*/ int skill_readdb (void) { - int i,j,k,l,m; + int i,j,k,l,lines; FILE *fp; char line[1024],path[1024],*p; - char *filename[]={"produce_db.txt","produce_db2.txt"}; + // load 'skill_db.txt' memset(skill_db,0,sizeof(skill_db)); sprintf(path, "%s/skill_db.txt", db_path); fp=fopen(path,"r"); @@ -11364,25 +10729,29 @@ int skill_readdb (void) ShowError("can't read %s\n", path); return 1; } + lines = 0; while(fgets(line, sizeof(line), fp)) { - char *split[50]; + char* split[50]; + lines++; if(line[0]=='/' && line[1]=='/') continue; - j = skill_split_str(line,split,15); - if(j < 15 || split[14]==NULL) - continue; + j = skill_split_str(line,split,17); + if( j < 2 ) + continue; // empty line + if( j < 17 ) + { + ShowError("skill_readdb: Insufficient columns in line %d of \"%s\" (skill with id %d), skipping.\n", lines, path, atoi(split[0])); + continue; // not enough columns + } - i=atoi(split[0]); + i = atoi(split[0]); if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n"); continue; } - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = skill_get_index(i); + if (i == 0) // invalid skill id continue; skill_split_atoi(split[1],skill_db[i].range); @@ -11410,17 +10779,13 @@ int skill_readdb (void) else skill_db[i].skill_type=0; skill_split_atoi(split[14],skill_db[i].blewcount); - - for (j = 0; skill_names[j].id != 0; j++) - if (skill_names[j].id == i) { - skill_db[i].name = skill_names[j].name; - skill_db[i].desc = skill_names[j].desc; - break; - } + safestrncpy(skill_db[i].name, split[15], sizeof(skill_db[i].name)); + safestrncpy(skill_db[i].desc, split[16], sizeof(skill_db[i].desc)); } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + // load 'skill_require_db.txt' sprintf(path, "%s/skill_require_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ @@ -11433,15 +10798,12 @@ int skill_readdb (void) if(line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,32); - if(j < 32 || split[31]==NULL) + if( j < 32 ) continue; - i=atoi(split[0]); - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = atoi(split[0]); + i = skill_get_index(i); + if(i == 0) // invalid skill id continue; skill_split_atoi(split[1],skill_db[i].hp); @@ -11506,7 +10868,7 @@ int skill_readdb (void) fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - + // load 'skill_cast_db.txt' sprintf(path, "%s/skill_cast_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ @@ -11523,18 +10885,15 @@ int skill_readdb (void) if(line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,6); - if(split[0]==NULL || j<2) + if( j < 2 ) continue; //Blank line. - if(split[5]==NULL || j<6) { + if( j < 6) { ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l); continue; } - i=atoi(split[0]); - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = atoi(split[0]); + i = skill_get_index(i); + if(i == 0) // invalid skill id continue; skill_split_atoi(split[1],skill_db[i].cast); @@ -11546,29 +10905,26 @@ int skill_readdb (void) fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - + // load 'skill_unit_db.txt' sprintf(path, "%s/skill_unit_db.txt", db_path); fp=fopen(path,"r"); if (fp==NULL) { ShowError("can't read %s\n", path); return 1; } - k = 0; + k = 0; while (fgets(line, sizeof(line), fp)) { char *split[50]; if (line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,8); - if (split[7]==NULL || j<8) + if ( j < 8 ) continue; - i=atoi(split[0]); - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if (i >= HM_SKILLBASE) //[orn] - i = HM_SKILLRANGEMIN + i - HM_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = atoi(split[0]); + i = skill_get_index(i); + if(i == 0) // invalid skill id continue; skill_db[i].unit_id[0] = strtol(split[1],NULL,16); skill_db[i].unit_id[1] = strtol(split[2],NULL,16); @@ -11605,68 +10961,65 @@ int skill_readdb (void) ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); skill_init_unit_layout(); + // load 'produce_db.txt' memset(skill_produce_db,0,sizeof(skill_produce_db)); - k=0; - for(m=0;m<2;m++){ - sprintf(path, "%s/%s", db_path, filename[m]); - fp=fopen(path,"r"); - if(fp==NULL){ - if(m>0) - continue; - ShowError("can't read %s\n",path); - return 1; - } - while(fgets(line, sizeof(line), fp)) - { - char *split[7 + MAX_PRODUCE_RESOURCE * 2]; - int x,y; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2)); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if(i<=0) continue; + sprintf(path, "%s/produce_db.txt", db_path); + fp=fopen(path,"r"); + if(fp==NULL){ + ShowError("can't read %s\n",path); + return 1; + } + k = 0; + while(fgets(line, sizeof(line), fp)) + { + char* split[4 + MAX_PRODUCE_RESOURCE * 2]; + int x,y; + if(line[0]=='/' && line[1]=='/') + continue; + memset(split,0,sizeof(split)); + j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2)); + if( j < 4 ) // at least base data needed + continue; + i=atoi(split[0]); + if(i<=0) continue; - skill_produce_db[k].nameid=i; - skill_produce_db[k].itemlv=atoi(split[1]); - skill_produce_db[k].req_skill=atoi(split[2]); - skill_produce_db[k].req_skill_lv=atoi(split[3]); + skill_produce_db[k].nameid=i; + skill_produce_db[k].itemlv=atoi(split[1]); + skill_produce_db[k].req_skill=atoi(split[2]); + skill_produce_db[k].req_skill_lv=atoi(split[3]); - for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){ - skill_produce_db[k].mat_id[y]=atoi(split[x]); - skill_produce_db[k].mat_amount[y]=atoi(split[x+1]); - } - k++; - if(k >= MAX_SKILL_PRODUCE_DB) - { - ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB); - break; - } + for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){ + skill_produce_db[k].mat_id[y]=atoi(split[x]); + skill_produce_db[k].mat_amount[y]=atoi(split[x+1]); + } + k++; + if(k >= MAX_SKILL_PRODUCE_DB) + { + ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB); + break; } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); + // load 'create_arrow_db.txt' memset(skill_arrow_db,0,sizeof(skill_arrow_db)); - sprintf(path, "%s/create_arrow_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } - k=0; + k = 0; while(fgets(line, sizeof(line), fp)) { - char *split[16]; + char* split[16]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); - j = skill_split_str(line,split,13); - if(split[0]==0) //fixed by Lupus + j = skill_split_str(line,split,1+2*5); + if( j < 3 ) // at least 1 entry continue; i=atoi(split[0]); if(i<=0) @@ -11685,6 +11038,7 @@ int skill_readdb (void) fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); + // load 'abra_db.txt' memset(skill_abra_db,0,sizeof(skill_abra_db)); sprintf(path, "%s/abra_db.txt", db_path); fp=fopen(path,"r"); @@ -11692,15 +11046,15 @@ int skill_readdb (void) ShowError("can't read %s\n", path); return 1; } - k=0; + k = 0; while(fgets(line, sizeof(line), fp)) { char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); - j = skill_split_str(line,split,13); - if(split[0]==0) //fixed by Lupus + j = skill_split_str(line,split,4); + if( j < 4 ) continue; i=atoi(split[0]); if(i<=0) @@ -11716,6 +11070,7 @@ int skill_readdb (void) fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); + // load 'skill_castnodex_db.txt' sprintf(path, "%s/skill_castnodex_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ @@ -11729,12 +11084,11 @@ int skill_readdb (void) continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,3); - if(split[0]==0) //fixed by Lupus + if( j < 2 ) //3rd is optional continue; - i=atoi(split[0]); - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = atoi(split[0]); + i = skill_get_index(i); + if(i == 0) // invalid skill id continue; skill_split_atoi(split[1],skill_db[i].castnodex); @@ -11745,13 +11099,14 @@ int skill_readdb (void) fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); + // load 'skill_nocast_db.txt' sprintf(path, "%s/skill_nocast_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } - k=0; + k = 0; while(fgets(line, sizeof(line), fp)) { char *split[16]; @@ -11759,12 +11114,11 @@ int skill_readdb (void) continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,2); - if(split[0]==0) //fixed by Lupus + if( j < 2 ) continue; - i=atoi(split[0]); - if (i >= GD_SKILLBASE) - i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; - if(i<=0 || i>MAX_SKILL_DB) + i = atoi(split[0]); + i = skill_get_index(i); + if(i == 0) // invalid skill id continue; skill_db[i].nocast|=atoi(split[1]); k++; diff --git a/src/map/skill.h b/src/map/skill.h index 61f4d1c88..c78607b36 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -61,8 +61,8 @@ // スキルデ?タベ?ス struct s_skill_db { - char *name; - char *desc; + char name[20]; + 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]; |