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authorglighta <glighta@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-12-30 16:00:24 +0000
committerglighta <glighta@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-12-30 16:00:24 +0000
commite81fad940ac591a6a76ecd0aa0b1d26cff688705 (patch)
tree03e7cad0b1bd243837b40cd5045957806291b992 /src
parenta31cce3c60cc170db0d4a8ff707626e8777b0801 (diff)
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-Harmonize skillid, skill_num, skillnum, skill, to skill_id and same for skill_lv
-Optimise type from int to int16 in order to reduce ram consumtion. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17065 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/char/int_guild.c10
-rw-r--r--src/common/mmo.h2
-rw-r--r--src/map/atcommand.c80
-rw-r--r--src/map/battle.c465
-rw-r--r--src/map/battle.h26
-rw-r--r--src/map/clif.c323
-rw-r--r--src/map/clif.h46
-rw-r--r--src/map/elemental.c330
-rw-r--r--src/map/elemental.h12
-rw-r--r--src/map/guild.c42
-rw-r--r--src/map/guild.h6
-rw-r--r--src/map/homunculus.c16
-rw-r--r--src/map/homunculus.h4
-rw-r--r--src/map/instance.c29
-rw-r--r--src/map/instance.h8
-rw-r--r--src/map/intif.c8
-rw-r--r--src/map/intif.h2
-rw-r--r--src/map/itemdb.h2
-rw-r--r--src/map/log.c10
-rw-r--r--src/map/map.c126
-rw-r--r--src/map/map.h62
-rw-r--r--src/map/mercenary.c18
-rw-r--r--src/map/mercenary.h2
-rw-r--r--src/map/mob.c34
-rw-r--r--src/map/mob.h22
-rw-r--r--src/map/npc.c41
-rw-r--r--src/map/npc.h8
-rw-r--r--src/map/party.c8
-rw-r--r--src/map/party.h2
-rw-r--r--src/map/path.c26
-rw-r--r--src/map/path.h6
-rw-r--r--src/map/pc.c98
-rw-r--r--src/map/pc.h20
-rw-r--r--src/map/script.c161
-rw-r--r--src/map/skill.c4326
-rw-r--r--src/map/skill.h150
-rw-r--r--src/map/status.c166
-rw-r--r--src/map/status.h2
-rw-r--r--src/map/unit.c170
-rw-r--r--src/map/unit.h14
40 files changed, 3448 insertions, 3435 deletions
diff --git a/src/char/int_guild.c b/src/char/int_guild.c
index 0966d2344..305847c1d 100644
--- a/src/char/int_guild.c
+++ b/src/char/int_guild.c
@@ -1031,12 +1031,12 @@ int mapif_guild_memberinfochanged(int guild_id,int account_id,int char_id, int t
}
// ACK guild skill up
-int mapif_guild_skillupack(int guild_id,int skill_num,int account_id)
+int mapif_guild_skillupack(int guild_id,uint16 skill_id,int account_id)
{
unsigned char buf[14];
WBUFW(buf, 0)=0x383c;
WBUFL(buf, 2)=guild_id;
- WBUFL(buf, 6)=skill_num;
+ WBUFL(buf, 6)=skill_id;
WBUFL(buf,10)=account_id;
mapif_sendall(buf,14);
return 0;
@@ -1620,10 +1620,10 @@ int mapif_parse_GuildPosition(int fd,int guild_id,int idx,struct guild_position
}
// Guild Skill UP
-int mapif_parse_GuildSkillUp(int fd,int guild_id,int skill_num,int account_id,int max)
+int mapif_parse_GuildSkillUp(int fd,int guild_id,uint16 skill_id,int account_id,int max)
{
struct guild * g;
- int idx = skill_num - GD_SKILLBASE;
+ int idx = skill_id - GD_SKILLBASE;
g = inter_guild_fromsql(guild_id);
if(g == NULL || idx < 0 || idx >= MAX_GUILDSKILL)
@@ -1635,7 +1635,7 @@ int mapif_parse_GuildSkillUp(int fd,int guild_id,int skill_num,int account_id,in
g->skill_point--;
if (!guild_calcinfo(g))
mapif_guild_info(-1,g);
- mapif_guild_skillupack(guild_id,skill_num,account_id);
+ mapif_guild_skillupack(guild_id,skill_id,account_id);
g->save_flag |= (GS_LEVEL|GS_SKILL); // Change guild & guild_skill
}
return 0;
diff --git a/src/common/mmo.h b/src/common/mmo.h
index 4284e7f72..744108a31 100644
--- a/src/common/mmo.h
+++ b/src/common/mmo.h
@@ -545,7 +545,7 @@ enum { //Change Guild Infos
GBI_EXP =1, // Guild Experience (EXP)
GBI_GUILDLV, // Guild level
GBI_SKILLPOINT, // Guild skillpoints
- GBI_SKILLLV, // Guild skilllv ?? seem unused
+ GBI_skill_lv, // Guild skill_lv ?? seem unused
};
enum { //Change Member Infos
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index a48fe17bc..8f6fa41ac 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -445,7 +445,7 @@ ACMD_FUNC(mapmove)
char map_name[MAP_NAME_LENGTH_EXT];
unsigned short mapindex;
short x = 0, y = 0;
- int m = -1;
+ int16 m = -1;
nullpo_retr(-1, sd);
@@ -815,7 +815,7 @@ ACMD_FUNC(save)
*------------------------------------------*/
ACMD_FUNC(load)
{
- int m;
+ int16 m;
nullpo_retr(-1, sd);
@@ -1742,7 +1742,7 @@ ACMD_FUNC(go)
int i;
int town;
char map_name[MAP_NAME_LENGTH];
- int m;
+ int16 m;
const struct {
char map[MAP_NAME_LENGTH];
@@ -3151,10 +3151,10 @@ ACMD_FUNC(allskill)
*------------------------------------------*/
ACMD_FUNC(questskill)
{
- int skill_id;
+ uint16 skill_id;
nullpo_retr(-1, sd);
- if (!message || !*message || (skill_id = atoi(message)) < 0)
+ if (!message || !*message || (skill_id = atoi(message)) <= 0)
{// also send a list of skills applicable to this command
const char* text;
@@ -3195,10 +3195,10 @@ ACMD_FUNC(questskill)
*------------------------------------------*/
ACMD_FUNC(lostskill)
{
- int skill_id;
+ uint16 skill_id;
nullpo_retr(-1, sd);
- if (!message || !*message || (skill_id = atoi(message)) < 0)
+ if (!message || !*message || (skill_id = atoi(message)) <= 0)
{// also send a list of skills applicable to this command
const char* text;
@@ -5298,13 +5298,13 @@ ACMD_FUNC(clearstorage)
clif_displaymessage(fd, msg_txt(250));
return -1;
}
-
+
j = sd->status.storage.storage_amount;
for (i = 0; i < j; ++i) {
storage_delitem(sd, i, sd->status.storage.items[i].amount);
}
storage_storageclose(sd);
-
+
clif_displaymessage(fd, msg_txt(1394)); // Your storage was cleaned.
return 0;
}
@@ -5315,14 +5315,14 @@ ACMD_FUNC(cleargstorage)
struct guild *g;
struct guild_storage *gstorage;
nullpo_retr(-1, sd);
-
+
g = guild_search(sd->status.guild_id);
-
+
if (g == NULL) {
clif_displaymessage(fd, msg_txt(43));
return -1;
}
-
+
if (sd->state.storage_flag == 1) {
clif_displaymessage(fd, msg_txt(250));
return -1;
@@ -5332,7 +5332,7 @@ ACMD_FUNC(cleargstorage)
clif_displaymessage(fd, msg_txt(251));
return -1;
}
-
+
gstorage = guild2storage2(sd->status.guild_id);
if (gstorage == NULL) {// Doesn't have opened @gstorage yet, so we skip the deletion since *shouldn't* have any item there.
return -1;
@@ -5345,7 +5345,7 @@ ACMD_FUNC(cleargstorage)
}
storage_guild_storageclose(sd);
gstorage->lock = 0; // Cleaning done, release lock
-
+
clif_displaymessage(fd, msg_txt(1395)); // Your guild storage was cleaned.
return 0;
}
@@ -5354,23 +5354,23 @@ ACMD_FUNC(clearcart)
{
int i;
nullpo_retr(-1, sd);
-
+
if (pc_iscarton(sd) == 0) {
clif_displaymessage(fd, msg_txt(1396)); // You do not have a cart to be cleaned.
return -1;
}
-
+
if (sd->state.vending == 1) { //Somehow...
return -1;
}
-
+
for( i = 0; i < MAX_CART; i++ )
if(sd->status.cart[i].nameid > 0)
pc_cart_delitem(sd, i, sd->status.cart[i].amount, 1, LOG_TYPE_OTHER);
-
+
clif_clearcart(fd);
clif_updatestatus(sd,SP_CARTINFO);
-
+
clif_displaymessage(fd, msg_txt(1397)); // Your cart was cleaned.
return 0;
}
@@ -5411,12 +5411,12 @@ ACMD_FUNC(useskill)
{
struct map_session_data *pl_sd = NULL;
struct block_list *bl;
- int skillnum;
- int skilllv;
+ uint16 skill_id;
+ uint16 skill_lv;
char target[100];
nullpo_retr(-1, sd);
- if(!message || !*message || sscanf(message, "%d %d %23[^\n]", &skillnum, &skilllv, target) != 3) {
+ if(!message || !*message || sscanf(message, "%hui %hui %23[^\n]", &skill_id, &skill_lv, target) != 3) {
clif_displaymessage(fd, msg_txt(1165)); // Usage: @useskill <skill ID> <skill level> <target>
return -1;
}
@@ -5433,16 +5433,16 @@ ACMD_FUNC(useskill)
return -1;
}
- if (skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE+MAX_HOMUNSKILL
+ if (skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL
&& sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
bl = &sd->hd->bl;
else
bl = &sd->bl;
- if (skill_get_inf(skillnum)&INF_GROUND_SKILL)
- unit_skilluse_pos(bl, pl_sd->bl.x, pl_sd->bl.y, skillnum, skilllv);
+ if (skill_get_inf(skill_id)&INF_GROUND_SKILL)
+ unit_skilluse_pos(bl, pl_sd->bl.x, pl_sd->bl.y, skill_id, skill_lv);
else
- unit_skilluse_id(bl, pl_sd->bl.id, skillnum, skilllv);
+ unit_skilluse_id(bl, pl_sd->bl.id, skill_id, skill_lv);
return 0;
}
@@ -5456,20 +5456,20 @@ ACMD_FUNC(displayskill)
{
struct status_data * status;
unsigned int tick;
- int skillnum;
- int skilllv = 1;
+ uint16 skill_id;
+ uint16 skill_lv = 1;
nullpo_retr(-1, sd);
- if (!message || !*message || sscanf(message, "%d %d", &skillnum, &skilllv) < 1)
+ if (!message || !*message || sscanf(message, "%hui %hui", &skill_id, &skill_lv) < 1)
{
clif_displaymessage(fd, msg_txt(1166)); // Usage: @displayskill <skill ID> {<skill level>}
return -1;
}
status = status_get_status_data(&sd->bl);
tick = gettick();
- clif_skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion, 1, 1, skillnum, skilllv, 5);
- clif_skill_nodamage(&sd->bl, &sd->bl, skillnum, skilllv, 1);
- clif_skill_poseffect(&sd->bl, skillnum, skilllv, sd->bl.x, sd->bl.y, tick);
+ clif_skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion, 1, 1, skill_id, skill_lv, 5);
+ clif_skill_nodamage(&sd->bl, &sd->bl, skill_id, skill_lv, 1);
+ clif_skill_poseffect(&sd->bl, skill_id, skill_lv, sd->bl.x, sd->bl.y, tick);
return 0;
}
@@ -5480,13 +5480,13 @@ ACMD_FUNC(displayskill)
ACMD_FUNC(skilltree)
{
struct map_session_data *pl_sd = NULL;
- int skillnum;
+ uint16 skill_id;
int meets, j, c=0;
char target[NAME_LENGTH];
struct skill_tree_entry *ent;
nullpo_retr(-1, sd);
- if(!message || !*message || sscanf(message, "%d %23[^\r\n]", &skillnum, target) != 2) {
+ if(!message || !*message || sscanf(message, "%hui %23[^\r\n]", &skill_id, target) != 2) {
clif_displaymessage(fd, msg_txt(1167)); // Usage: @skilltree <skill ID> <target>
return -1;
}
@@ -5503,7 +5503,7 @@ ACMD_FUNC(skilltree)
sprintf(atcmd_output, msg_txt(1168), job_name(c), pc_checkskill(pl_sd, NV_BASIC)); // Player is using %s skill tree (%d basic points).
clif_displaymessage(fd, atcmd_output);
- ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[c][j].id == 0 || skill_tree[c][j].id == skillnum );
+ ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[c][j].id == 0 || skill_tree[c][j].id == skill_id );
if( j == MAX_SKILL_TREE || skill_tree[c][j].id == 0 )
{
clif_displaymessage(fd, msg_txt(1169)); // The player cannot use that skill.
@@ -7591,16 +7591,16 @@ ACMD_FUNC(mapflag) {
#define setflag( cmd ) \
if ( strcmp( flag_name , #cmd ) == 0 ){\
map[ sd->bl.m ].flag.cmd = flag;\
- sprintf(atcmd_output,"[ @mapflag ] %s flag has been set to %s",#cmd,flag?"On":"Off");\
+ sprintf(atcmd_output,"[ @mapflag ] %s flag has been set to %s value = %hd",#cmd,flag?"On":"Off",flag);\
clif_displaymessage(sd->fd,atcmd_output);\
return 0;\
}
- unsigned char flag_name[100];
- int flag=0,i;
+ char flag_name[100];
+ short flag=0,i;
nullpo_retr(-1, sd);
memset(flag_name, '\0', sizeof(flag_name));
- if (!message || !*message || (sscanf(message, "%99s %d", flag_name, &flag) < 1)) {
+ if (!message || !*message || (sscanf(message, "%99s %hd", flag_name, &flag) < 1)) {
clif_displaymessage(sd->fd,msg_txt(1311)); // Enabled Mapflags in this map:
clif_displaymessage(sd->fd,"----------------------------------");
checkflag(autotrade); checkflag(allowks); checkflag(nomemo); checkflag(noteleport);
@@ -7620,7 +7620,7 @@ ACMD_FUNC(mapflag) {
clif_displaymessage(sd->fd,msg_txt(1313)); // Type "@mapflag available" to list the available mapflags.
return 1;
}
- for (i = 0; flag_name[i]; i++) flag_name[i] = tolower(flag_name[i]); //lowercase
+ for (i = 0; flag_name[i]; i++) flag_name[i] = (char)tolower(flag_name[i]); //lowercase
setflag(autotrade); setflag(allowks); setflag(nomemo); setflag(noteleport);
setflag(noreturn); setflag(monster_noteleport);setflag(nosave); setflag(nobranch);
diff --git a/src/map/battle.c b/src/map/battle.c
index f80148d57..7910006e3 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -53,7 +53,7 @@ int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last s
ud = unit_bl2ud(bl);
- return ud?ud->skillid:0;
+ return ud?ud->skill_id:0;
}
/*==========================================
@@ -207,8 +207,8 @@ struct delay_damage {
int damage;
int delay;
unsigned short distance;
- unsigned short skill_lv;
- unsigned short skill_id;
+ uint16 skill_lv;
+ uint16 skill_id;
enum damage_lv dmg_lv;
unsigned short attack_type;
};
@@ -251,7 +251,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
return 0;
}
-int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
+int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
{
struct delay_damage *dat;
struct status_change *sc;
@@ -422,7 +422,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
if( !damage )
return 0;
-
+
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
t_class = status_get_class(target);
@@ -729,7 +729,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
* ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
* After this we apply bg/gvg reduction
*------------------------------------------*/
-int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
+int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv)
{
struct map_session_data *sd = NULL;
struct status_change *sc;
@@ -763,7 +763,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
- if (skill_num == PA_PRESSURE)
+ if (skill_id == PA_PRESSURE)
return damage; //This skill bypass everything else.
if( sc && sc->count )
@@ -774,14 +774,14 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
d->dmg_lv = ATK_BLOCK;
return 0;
}
- if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
- if( skill_num == MG_NAPALMBEAT ||
- skill_num == MG_SOULSTRIKE ||
- skill_num == WL_SOULEXPANSION ||
- (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
- (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
+ if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
+ if( skill_id == MG_NAPALMBEAT ||
+ skill_id == MG_SOULSTRIKE ||
+ skill_id == WL_SOULEXPANSION ||
+ (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
+ (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
){
- if( skill_num == WL_SOULEXPANSION )
+ if( skill_id == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
}else{
@@ -799,7 +799,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
- int skill_id = sc->data[SC_SAFETYWALL]->val2;
+ uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
if (group) {
if(skill_id == MH_STEINWAND){
if (--group->val2<=0)
@@ -839,7 +839,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
return 0;
}
- if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
+ if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
{
int delay;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
@@ -875,7 +875,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
- if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
+ if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
{ // attack blocked by Parrying
clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
return 0;
@@ -906,7 +906,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif_specialeffect(bl, 462, AREA);
//Shouldn't end until Breaker's non-weapon part connects.
- if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
+ if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, INVALID_TIMER);
return 0;
@@ -918,11 +918,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
- && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) {
+ && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
- skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() );
+ skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
if( !status_isdead(src) )
- skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() );
+ skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
if (sce) {
clif_specialeffect(bl, 462, AREA);
skill_blown(src,bl,sce->val3,-1,0);
@@ -937,12 +937,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
//Now damage increasing effects
- if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
+ if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN )
{
- if( src->type != BL_MER || skill_num == 0 )
+ if( src->type != BL_MER || skill_id == 0 )
damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
- if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
+ if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
}
@@ -1011,7 +1011,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
DAMAGE_SUBRATE(20)
- if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) {
+ if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH) {
if(flag&BF_SKILL) //25% reduction
DAMAGE_SUBRATE(25)
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
@@ -1040,9 +1040,9 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
#ifdef RENEWAL
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION)
+ if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
- if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION)
+ if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
{
struct status_data *status = status_get_status_data(bl);
@@ -1074,7 +1074,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
#endif
//Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
- if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
+ if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
{
status_change_end(bl, SC_BITE, INVALID_TIMER);
status_change_end(bl, SC_ANKLE, INVALID_TIMER);
@@ -1084,13 +1084,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
//Finally Kyrie because it may, or not, reduce damage to 0.
if((sce = sc->data[SC_KYRIE]) && damage > 0){
sce->val2-=damage;
- if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
+ if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
if(sce->val2>=0)
damage=0;
else
damage=-sce->val2;
}
- if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
+ if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
}
@@ -1103,7 +1103,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
int dx[8]={0,-1,-1,-1,0,1,1,1};
int dy[8]={1,1,0,-1,-1,-1,0,1};
- int dir = map_calc_dir(bl, src->x, src->y);
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
unit_setdir(bl, dir);
@@ -1180,7 +1180,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
break;
}
}
- if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
+ if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
status_change_spread(src, bl);
@@ -1220,13 +1220,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
if (damage > 0 )
mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
- if (skill_num)
- mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
+ if (skill_id)
+ mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
}
if( sd ) {
if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
- short element = skill_get_ele(skill_num, skill_lv);
- if( !skill_num || element == -1 ) { //Take weapon's element
+ short element = skill_get_ele(skill_id, skill_lv);
+ if( !skill_id || element == -1 ) { //Take weapon's element
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
@@ -1249,7 +1249,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
/*==========================================
* Calculates BG related damage adjustments.
*------------------------------------------*/
-int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
+int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
{
if( !damage )
return 0;
@@ -1261,7 +1261,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam
return 0; // Crystal cannot receive skill damage on battlegrounds
}
- switch( skill_num )
+ switch( skill_id )
{
case PA_PRESSURE:
case HW_GRAVITATION:
@@ -1295,7 +1295,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
-int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
+int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
int class_ = status_get_class(bl);
@@ -1306,7 +1306,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
//Skill immunity.
- switch (skill_num) {
+ switch (skill_id) {
#ifndef RENEWAL
case MO_TRIPLEATTACK:
#endif
@@ -1327,7 +1327,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
}
}
- switch (skill_num) {
+ switch (skill_id) {
//Skills with no damage reduction.
case PA_PRESSURE:
case HW_GRAVITATION:
@@ -1604,7 +1604,7 @@ void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
static int battle_range_type(
struct block_list *src, struct block_list *target,
- int skill_num, int skill_lv)
+ uint16 skill_id, uint16 skill_lv)
{ //Skill Range Criteria
if (battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
@@ -1614,33 +1614,33 @@ static int battle_range_type(
return BF_LONG;
}
//based on used skill's range
- if (skill_get_range2(src, skill_num, skill_lv) < 5)
+ if (skill_get_range2(src, skill_id, skill_lv) < 5)
return BF_SHORT;
return BF_LONG;
}
-static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
+static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
{
int i;
if (!sd->skillblown[0].id)
return 0;
//Apply the bonus blewcount. [Skotlex]
for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
- if (sd->skillblown[i].id == skill_num)
+ if (sd->skillblown[i].id == skill_id)
return sd->skillblown[i].val;
}
return 0;
}
-struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
-struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
+struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
+struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------*/
-static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
+static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
{
unsigned int skillratio = 100; //Skill dmg modifiers.
short skill=0;
@@ -1679,9 +1679,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
//Initial flag
flag.rh=1;
flag.weapon=1;
- flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB
+ flag.infdef=(tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
#ifdef RENEWAL
- && skill_num != HT_FREEZINGTRAP
+ && skill_id != HT_FREEZINGTRAP
#endif
?1:0);
if( target->type == BL_SKILL){
@@ -1692,17 +1692,17 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
//Initial Values
wd.type=0; //Normal attack
- wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
- wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
- if(skill_num == KN_AUTOCOUNTER)
+ wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
+ wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
+ if(skill_id == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion=tstatus->dmotion;
- wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
+ wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
wd.flag = BF_WEAPON; //Initial Flag
- wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
+ wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
- nk = skill_get_nk(skill_num);
- if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
+ nk = skill_get_nk(skill_id);
+ if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
flag.hit = nk&NK_IGNORE_FLEE?1:0;
flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
@@ -1716,18 +1716,18 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
tsd = BL_CAST(BL_PC, target);
if(sd)
- wd.blewcount += battle_blewcount_bonus(sd, skill_num);
+ wd.blewcount += battle_blewcount_bonus(sd, skill_id);
//Set miscellaneous data that needs be filled regardless of hit/miss
if(
(sd && sd->state.arrow_atk) ||
- (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
+ (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
)
flag.arrow = 1;
- if(skill_num){
- wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
- switch(skill_num)
+ if(skill_id){
+ wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
+ switch(skill_id)
{
case MO_FINGEROFFENSIVE:
if(sd) {
@@ -1785,7 +1785,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
} else //Range for normal attacks.
wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
- if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
+ if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
{ //Check for Lucky Dodge
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
@@ -1794,8 +1794,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
t_class = status_get_class(target);
- s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
- if( !skill_num || s_ele == -1 )
+ s_ele = s_ele_ = skill_get_ele(skill_id, skill_lv);
+ if( !skill_id || s_ele == -1 )
{ //Take weapon's element
s_ele = sstatus->rhw.ele;
s_ele_ = sstatus->lhw.ele;
@@ -1812,7 +1812,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
else if( s_ele == -3 ) //Use random element
s_ele = s_ele_ = rnd()%ELE_MAX;
- switch( skill_num )
+ switch( skill_id )
{
case GS_GROUNDDRIFT:
s_ele = s_ele_ = wflag; //element comes in flag.
@@ -1825,12 +1825,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if (!(nk & NK_NO_ELEFIX) && !n_ele)
if (src->type == BL_HOM)
n_ele = true; //skill is "not elemental"
- if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_num && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_num == MH_STAHL_HORN)) {
+ if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
s_ele = s_ele_ = ELE_HOLY;
n_ele = false;
}
- if(!skill_num)
+ if(!skill_id)
{ //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
@@ -1841,7 +1841,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
flag.lh=1;
}
- if( sd && !skill_num ) { //Check for double attack.
+ if( sd && !skill_id ) { //Check for double attack.
if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
|| ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
@@ -1875,10 +1875,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
//Check for critical
if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
- (!skill_num ||
- skill_num == KN_AUTOCOUNTER ||
- skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
- skill_num == NJ_KIRIKAGE))
+ (!skill_id ||
+ skill_id == KN_AUTOCOUNTER ||
+ skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
+ skill_id == NJ_KIRIKAGE))
{
short cri = sstatus->cri;
if (sd)
@@ -1896,7 +1896,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( tsc && tsc->data[SC_SLEEP] ) {
cri <<= 1;
}
- switch (skill_num) {
+ switch (skill_id) {
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
@@ -1929,7 +1929,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
flag.idef = flag.idef2 = 1; //def ignore [Komurka]
}
if( !flag.hit )
- switch(skill_num)
+ switch(skill_id)
{
case AS_SPLASHER:
if( !wflag ) // Always hits the one exploding.
@@ -1968,7 +1968,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
hitrate+= sstatus->hit - flee;
- if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
+ if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
tsc && tsc->data[SC_FOGWALL])
hitrate -= 50;
@@ -1978,8 +1978,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
hitrate += pc_checkskill(sd,AC_VULTURE);
#endif
- if(skill_num)
- switch(skill_num)
+ if(skill_id)
+ switch(skill_id)
{ //Hit skill modifiers
//It is proven that bonus is applied on final hitrate, not hit.
case SM_BASH:
@@ -2057,7 +2057,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
- switch (skill_num)
+ switch (skill_id)
{ //Calc base damage according to skill
case NJ_ISSEN:
wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
@@ -2120,9 +2120,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
{
i = (flag.cri?1:0)|
(flag.arrow?2:0)|
- (skill_num == HW_MAGICCRASHER?4:0)|
- (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
- (skill_num == MO_EXTREMITYFIST?8:0)|
+ (skill_id == HW_MAGICCRASHER?4:0)|
+ (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
+ (skill_id == MO_EXTREMITYFIST?8:0)|
(sc && sc->data[SC_WEAPONPERFECTION]?8:0);
if (flag.arrow && sd)
switch(sd->status.weapon) {
@@ -2143,7 +2143,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if(wflag>0)
wd.damage/= wflag;
else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
}
//Add any bonuses that modify the base baseatk+watk (pre-skills)
@@ -2161,10 +2161,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
break;
} //End default case
- } //End switch(skill_num)
+ } //End switch(skill_id)
//Skill damage modifiers that stack linearly
- if(sc && skill_num != PA_SACRIFICE)
+ if(sc && skill_id != PA_SACRIFICE)
{
if(sc->data[SC_OVERTHRUST])
skillratio += sc->data[SC_OVERTHRUST]->val3;
@@ -2175,13 +2175,13 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
skillratio += sc->data[SC_ZENKAI]->val1 * 2;
}
- if( !skill_num )
+ if( !skill_id )
{
ATK_RATE(skillratio);
}
else
{
- switch( skill_num )
+ switch( skill_id )
{
case SM_BASH:
case MS_BASH:
@@ -2435,7 +2435,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
break;
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
+ if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
skillratio += 10*status_get_lv(src)/3; //Tumble bonus
if (wflag)
{
@@ -2822,7 +2822,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster痴 DEX + AGI) x (Skill Level / 5)} x Caster痴 Base Level / 100] %
+ //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2);
RE_LVL_DMOD(100);
skillratio /= 10;
@@ -2831,7 +2831,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
skillratio += 800 + 100 * skill_lv;
if( sd ) { // Still need official value [pakpil]
short lv = (short)skill_lv;
- skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
+ skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
}
break;
case WM_SOUND_OF_DESTRUCTION:
@@ -2873,7 +2873,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
} else
skillratio += 300; // Bombs
break;
- case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster痴 Base Level / 100 ] %
+ case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += sd ? sd->status.job_level * 5 : 0;
@@ -2937,7 +2937,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
ATK_RATE(skillratio);
//Constant/misc additions from skills
- switch (skill_num) {
+ switch (skill_id) {
case MO_EXTREMITYFIST:
ATK_ADD(250 + 150*skill_lv);
break;
@@ -2975,7 +2975,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
case LG_RAYOFGENESIS:
if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
short lv = (short)skill_lv;
- ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
+ ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1));
}
break;
case SR_GATEOFHELL:
@@ -3026,12 +3026,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
if( sc->data[SC_GLOOMYDAY_SK] &&
- ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR ||
- skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ||
- skill_num == LG_SHIELDPRESS ) )
+ ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
+ skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
+ skill_id == LG_SHIELDPRESS ) )
ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
if( sc->data[SC_EDP] ){
- switch(skill_num){
+ switch(skill_id){
case AS_SPLASHER: case AS_VENOMKNIFE:
case AS_GRIMTOOTH:
break;
@@ -3054,7 +3054,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
}
- switch (skill_num) {
+ switch (skill_id) {
case AS_SONICBLOW:
if (sc && sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
@@ -3076,10 +3076,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( sd )
{
- if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
+ if (skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
ATK_ADDRATE(i);
- if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
+ if( skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri )
{ //Elemental/Racial adjustments
if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
@@ -3099,7 +3099,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
}
- if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
+ if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
{ //Ignore Defense?
if (!flag.idef && (
sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
@@ -3168,12 +3168,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
}
- if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
+ if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
if(def2 < 1) def2 = 1;
}
//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
if (tsd) //Sd vit-eq
- {
+ {
#ifndef RENEWAL
//[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
vit_def = def2*(def2-15)/150;
@@ -3187,7 +3187,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
vit_def += skill*5;
- }
+ }
else { //Mob-Pet vit-eq
#ifndef RENEWAL
//VIT + rnd(0,[VIT/20]^2-1)
@@ -3218,7 +3218,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
if( flag.lh && !flag.idef2 )
wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
-
+
#else
if (def1 > 100) def1 = 100;
@@ -3238,12 +3238,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
{ //SC skill damages
if(sc->data[SC_AURABLADE]
#ifndef RENEWAL
- && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE
+ && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
#endif
){
int lv = sc->data[SC_AURABLADE]->val1;
#ifdef RENEWAL
- lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
+ lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
#endif
ATK_ADD(20*lv);
}
@@ -3262,9 +3262,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
//Refine bonus
- if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
+ if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
{ // Counts refine bonus multiple times
- if( skill_num == MO_FINGEROFFENSIVE )
+ if( skill_id == MO_FINGEROFFENSIVE )
{
ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
} else {
@@ -3277,11 +3277,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
if (sd && flag.weapon &&
- skill_num != MO_INVESTIGATE &&
- skill_num != MO_EXTREMITYFIST &&
- skill_num != CR_GRANDCROSS)
+ skill_id != MO_INVESTIGATE &&
+ skill_id != MO_EXTREMITYFIST &&
+ skill_id != CR_GRANDCROSS)
{ //Add mastery damage
- if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
+ if(skill_id != ASC_BREAKER && sd->status.weapon == W_KATAR &&
(skill=pc_checkskill(sd,ASC_KATAR)) > 0)
{ //Adv Katar Mastery is does not applies to ASC_BREAKER,
// but other masteries DO apply >_>
@@ -3303,9 +3303,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
skillratio /= 12-3*skill;
ATK_ADDRATE(skillratio);
}
- if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+ if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
ATK_ADD(3*skill);
- if (skill_num == NJ_KUNAI)
+ if (skill_id == NJ_KUNAI)
ATK_ADD(60);
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
@@ -3315,7 +3315,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
ATK_ADD(skill*2);
- if(skill_num==TF_POISON)
+ if(skill_id==TF_POISON)
ATK_ADD(15*skill_lv);
if( !(nk&NK_NO_ELEFIX) && !n_ele )
@@ -3323,9 +3323,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( wd.damage > 0 )
{
wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
- if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
+ if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
- if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
+ if( skill_id== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
if( flag.lh && wd.damage2 > 0 )
@@ -3346,19 +3346,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
* In RE Shield Bommerang takes weapon element only for damage calculation,
* - resist calculation is always against neutral
**/
- if ( skill_num == CR_SHIELDBOOMERANG )
+ if ( skill_id == CR_SHIELDBOOMERANG )
s_ele = s_ele_ = ELE_NEUTRAL;
#endif
}
- if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
+ if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
return wd; //Enough, rest is not needed.
if (sd)
{
- if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
+ if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
- if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
+ if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
ATK_ADD(wd.div_*sd->spiritball_old*3);
} else {
ATK_ADD(wd.div_*sd->spiritball*3);
@@ -3369,7 +3369,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( flag.lh )
wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
- if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
+ if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
{ //Refine bonus applies after cards and elements.
short index= sd->equip_index[EQI_HAND_L];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
@@ -3391,11 +3391,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( flag.hit && class_ == MOBID_EMPERIUM ) {
if(wd.damage2 > 0) {
wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
- wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
}
else if(wd.damage > 0) {
wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
- wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
}
return wd;
}
@@ -3425,7 +3425,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
ATK_RATEL(50 + (skill * 10))
if(wd.damage2 < 1) wd.damage2 = 1;
}
- } else if(sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
+ } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
skill = pc_checkskill(sd,TF_DOUBLE);
wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
@@ -3444,28 +3444,28 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
{ //There is a total damage value
if(!wd.damage2)
{
- wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
+ wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
- wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
- wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
}
else if(!wd.damage)
{
- wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
+ wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
- wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
- wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
}
else
{
int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
- wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
+ wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
- wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
- wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
wd.damage-=wd.damage2;
@@ -3486,8 +3486,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
}
- if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
- struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
+ if(skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
+ struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wflag);
wd.damage += md.damage;
}
if( sc ) {
@@ -3505,7 +3505,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
/**
* affecting non-skills
**/
- if( !skill_num ) {
+ if( !skill_id ) {
/**
* RK Enchant Blade
**/
@@ -3516,8 +3516,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
}
- if( skill_num == LG_RAYOFGENESIS ) {
- struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
+ if( skill_id == LG_RAYOFGENESIS ) {
+ struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wflag);
wd.damage += md.damage;
}
@@ -3527,7 +3527,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------*/
-struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
+struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
int i, nk;
short s_ele = 0;
@@ -3554,13 +3554,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
//Initial Values
ad.damage = 1;
- ad.div_=skill_get_num(skill_num,skill_lv);
- ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
+ ad.div_=skill_get_num(skill_id,skill_lv);
+ ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
- ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
+ ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
ad.flag=BF_MAGIC|BF_SKILL;
ad.dmg_lv=ATK_DEF;
- nk = skill_get_nk(skill_num);
+ nk = skill_get_nk(skill_id);
flag.imdef = nk&NK_IGNORE_DEF?1:0;
sd = BL_CAST(BL_PC, src);
@@ -3569,7 +3569,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
tsc = status_get_sc(target);
//Initialize variables that will be used afterwards
- s_ele = skill_get_ele(skill_num, skill_lv);
+ s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
@@ -3582,7 +3582,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
- if( skill_num == SO_PSYCHIC_WAVE ) {
+ if( skill_id == SO_PSYCHIC_WAVE ) {
if( sc && sc->count ) {
if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
@@ -3590,15 +3590,15 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
}
}
-
+
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
- ad.blewcount += battle_blewcount_bonus(sd, skill_num);
+ ad.blewcount += battle_blewcount_bonus(sd, skill_id);
}
//Skill Range Criteria
- ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
+ ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
if( target->type == BL_SKILL){
TBL_SKILL *su = (TBL_SKILL*)target;
@@ -3606,7 +3606,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
flag.infdef = 1;
}
- switch(skill_num)
+ switch(skill_id)
{
case MG_FIREWALL:
case NJ_KAENSIN:
@@ -3631,7 +3631,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }
- switch (skill_num)
+ switch (skill_id)
{ //Calc base damage according to skill
case AL_HEAL:
case PR_BENEDICTIO:
@@ -3640,7 +3640,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
- ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
+ ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
break;
case PR_ASPERSIO:
ad.damage = 40;
@@ -3692,10 +3692,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if(mflag>0)
ad.damage/= mflag;
else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
}
- switch(skill_num){
+ switch(skill_id){
case MG_NAPALMBEAT:
skillratio += skill_lv*10-30;
break;
@@ -3922,7 +3922,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
/*case WM_SEVERE_RAINSTORM:
skillratio += 50 * skill_lv;
break;
-
+
WM_SEVERE_RAINSTORM just set a unit place,
refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
*/
@@ -3974,7 +3974,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
}
break;
- case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster痴 INT x Varetyr Spear Skill level )} x Caster痴 Base Level / 100 ] %
+ case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
@@ -4036,7 +4036,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
MATK_RATE(skillratio);
//Constant/misc additions from skills
- if (skill_num == WZ_FIREPILLAR)
+ if (skill_id == WZ_FIREPILLAR)
MATK_ADD(50);
}
}
@@ -4045,7 +4045,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
#endif
if(sd) {
//Damage bonuses
- if ((i = pc_skillatk_bonus(sd, skill_num)))
+ if ((i = pc_skillatk_bonus(sd, skill_id)))
ad.damage += (int64)ad.damage*i/100;
//Ignore Defense?
@@ -4084,20 +4084,20 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
#endif
}
- if (skill_num == NPC_EARTHQUAKE)
+ if (skill_id == NPC_EARTHQUAKE)
{ //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
if(mflag>0)
ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
else
- ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
+ ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
}
if(ad.damage<1)
ad.damage=1;
else if(sc){//only applies when hit
// TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
- switch(skill_num){
+ switch(skill_id){
case MG_LIGHTNINGBOLT:
case MG_THUNDERSTORM:
case MG_FIREBOLT:
@@ -4106,7 +4106,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case MG_FROSTDIVER:
case WZ_EARTHSPIKE:
case WZ_HEAVENDRIVE:
- if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
+ if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
|| sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
break;
@@ -4116,9 +4116,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (!(nk&NK_NO_ELEFIX))
ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
+ if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
{ //Apply the physical part of the skill's damage. [Skotlex]
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
if( src == target )
{
@@ -4139,15 +4139,15 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (flag.infdef && ad.damage)
ad.damage = ad.damage>0?1:-1;
- ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
+ ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
- ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
+ ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
else if( map[target->m].flag.battleground )
- ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
+ ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- switch( skill_num ) { /* post-calc modifiers */
+ switch( skill_id ) { /* post-calc modifiers */
case SO_VARETYR_SPEAR: { // Physical damage.
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
if(!flag.infdef && ad.damage > 1)
ad.damage += wd.damage;
break;
@@ -4159,9 +4159,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
/*==========================================
- * Calculate Misc dammage for skillid
+ * Calculate Misc dammage for skill_id
*------------------------------------------*/
-struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
+struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
int skill;
short i, nk;
@@ -4180,33 +4180,33 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
//Some initial values
- md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
+ md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
md.dmotion=tstatus->dmotion;
- md.div_=skill_get_num( skill_num,skill_lv );
- md.blewcount=skill_get_blewcount(skill_num,skill_lv);
+ md.div_=skill_get_num( skill_id,skill_lv );
+ md.blewcount=skill_get_blewcount(skill_id,skill_lv);
md.dmg_lv=ATK_DEF;
md.flag=BF_MISC|BF_SKILL;
- nk = skill_get_nk(skill_num);
+ nk = skill_get_nk(skill_id);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if(sd) {
sd->state.arrow_atk = 0;
- md.blewcount += battle_blewcount_bonus(sd, skill_num);
+ md.blewcount += battle_blewcount_bonus(sd, skill_id);
}
- s_ele = skill_get_ele(skill_num, skill_lv);
+ s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element
s_ele = rnd()%ELE_MAX;
//Skill Range Criteria
- md.flag |= battle_range_type(src, target, skill_num, skill_lv);
+ md.flag |= battle_range_type(src, target, skill_id, skill_lv);
- switch( skill_num )
+ switch( skill_id )
{
#ifdef RENEWAL
case HT_LANDMINE:
@@ -4238,7 +4238,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if(mflag > 1) //Autocasted Blitz.
nk|=NK_SPLASHSPLIT;
- if (skill_num == SN_FALCONASSAULT)
+ if (skill_id == SN_FALCONASSAULT)
{
//Div fix of Blitzbeat
skill = skill_get_num(HT_BLITZBEAT, 5);
@@ -4285,11 +4285,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break;
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
- md.damage = skill_get_zeny(skill_num ,skill_lv);
+ md.damage = skill_get_zeny(skill_id ,skill_lv);
if (!md.damage) md.damage = 2;
- md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ;
+ md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ;
if (is_boss(target))
- md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2);
+ md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2);
else if (tsd) // need confirmation for KO_MUCHANAGE
md.damage=md.damage/2;
break;
@@ -4308,7 +4308,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.dmotion = 0; //No flinch animation.
break;
case NPC_EVILLAND:
- md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
+ md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
break;
case RK_DRAGONBREATH:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
@@ -4326,13 +4326,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
RE_LVL_TMDMOD();
if(sd)
{
- int researchSkillLv = pc_checkskill(sd,RA_RESEARCHTRAP);
- if(researchSkillLv)
- md.damage = (int64)md.damage * 20 * researchSkillLv / (skill_num == RA_CLUSTERBOMB?50:100);
+ int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
+ if(researchskill_lv)
+ md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
else
md.damage = 0;
}else
- md.damage = (int64)md.damage * 200 / (skill_num == RA_CLUSTERBOMB?50:100);
+ md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
/**
@@ -4355,7 +4355,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break;
case KO_HAPPOKUNAI:
{
- struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
+ struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
short totaldef = tstatus->def2 + (short)status_get_def(target);
md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
md.damage -= totaldef;
@@ -4370,7 +4370,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if(mflag>0)
md.damage/= mflag;
else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
}
damage_div_fix(md.damage, md.div_);
@@ -4421,13 +4421,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
- if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
+ if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
md.damage += (int64)md.damage*i/100;
if(md.damage < 0)
md.damage = 0;
else if(md.damage && tstatus->mode&MD_PLANT){
- switch(skill_num){
+ switch(skill_id){
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
@@ -4448,20 +4448,20 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if(!(nk&NK_NO_ELEFIX))
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
- md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
+ md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
- md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
+ md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
else if( map[target->m].flag.battleground )
- md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
+ md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- switch( skill_num ) {
+ switch( skill_id ) {
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
if( md.damage == 1 ) break;
case RA_CLUSTERBOMB:
{
struct Damage wd;
- wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
+ wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
md.damage += wd.damage;
}
break;
@@ -4479,13 +4479,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
/*==========================================
* Battle main entry, from skill_attack
*------------------------------------------*/
-struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
+struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
struct Damage d;
switch(attack_type) {
- case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
- case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
- case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
+ case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
+ case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
+ case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
default:
ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
memset(&d,0,sizeof(d));
@@ -4504,7 +4504,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
}
//Calculates BF_WEAPON returned damage.
-int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){
+int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id){
struct map_session_data* sd = NULL;
int rdamage = 0, damage = *dmg;
struct status_change* sc;
@@ -4534,12 +4534,12 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int
if(rdamage < 1) rdamage = 1;
}
if( sc && sc->count ) {
- if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) {
+ if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
rdamage += (int64)damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
if (rdamage < 1) rdamage = 1;
}
- if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
- int dir = map_calc_dir(bl,src->x,src->y),
+ if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
+ uint8 dir = map_calc_dir(bl,src->x,src->y),
t_dir = unit_getdir(bl), rd1 = 0;
if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
@@ -4721,30 +4721,30 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
{
- int dir = map_calc_dir(target,src->x,src->y);
+ uint8 dir = map_calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
{
- int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
+ uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
- skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
+ skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
}
}
if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
{
- int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
- int duration = skill_get_time2(MO_BLADESTOP,skilllv);
+ uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
+ int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif_bladestop(target, src->id, 1);
- sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
+ sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
return ATK_BLOCK;
}
}
@@ -4764,7 +4764,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (sc) {
if (sc->data[SC_SACRIFICE]) {
- int skilllv = sc->data[SC_SACRIFICE]->val1;
+ uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
damage_lv ret_val;
if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
@@ -4774,7 +4774,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
* We need to calculate the DMG before the hp reduction, because it can kill the source.
* For futher information: bugreport:4950
**/
- ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
+ ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
if( ret_val == ATK_NONE )
@@ -4799,9 +4799,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
tsc->data[SC_GT_ENERGYGAIN]->val1);
}
if( sc && sc->data[SC_CRUSHSTRIKE] ){
- int skilllv = sc->data[SC_CRUSHSTRIKE]->val1;
+ uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
- if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skilllv,tick,0) )
+ if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
@@ -4840,12 +4840,12 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
{
if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
{ // Activates it only from melee damage
- int skillid;
+ uint16 skill_id;
if( rnd()%2 == 1 )
- skillid = AB_DUPLELIGHT_MELEE;
+ skill_id = AB_DUPLELIGHT_MELEE;
else
- skillid = AB_DUPLELIGHT_MAGIC;
- skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
+ skill_id = AB_DUPLELIGHT_MAGIC;
+ skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
}
rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
@@ -4908,26 +4908,26 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
int sp = 0;
- int skillid = sc->data[SC_AUTOSPELL]->val2;
- int skilllv = sc->data[SC_AUTOSPELL]->val3;
+ uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
+ uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
int i = rnd()%100;
if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
- i = 0; //Max chance, no skilllv reduction. [Skotlex]
- if (i >= 50) skilllv -= 2;
- else if (i >= 15) skilllv--;
- if (skilllv < 1) skilllv = 1;
- sp = skill_get_sp(skillid,skilllv) * 2 / 3;
+ i = 0; //Max chance, no skill_lv reduction. [Skotlex]
+ if (i >= 50) skill_lv -= 2;
+ else if (i >= 15) skill_lv--;
+ if (skill_lv < 1) skill_lv = 1;
+ sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
if (status_charge(src, 0, sp)) {
- switch (skill_get_casttype(skillid)) {
+ switch (skill_get_casttype(skill_id)) {
case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
+ skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
+ skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
+ skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
break;
}
}
@@ -5091,7 +5091,8 @@ struct block_list* battle_get_master(struct block_list *src)
*------------------------------------------*/
int battle_check_target( struct block_list *src, struct block_list *target,int flag)
{
- int m,state = 0; //Initial state none
+ int16 m; //map
+ int state = 0; //Initial state none
int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
struct block_list *s_bl = src, *t_bl = target;
diff --git a/src/map/battle.h b/src/map/battle.h
index 800aab2b2..12ce62c8b 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -33,9 +33,9 @@ struct block_list;
// Damage Calculation
-struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count);
+struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count);
-int battle_calc_return_damage(struct block_list *bl, struct block_list *src, int *, int flag, int skillid);
+int battle_calc_return_damage(struct block_list *bl, struct block_list *src, int *, int flag, uint16 skill_id);
void battle_drain(struct map_session_data *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss);
@@ -44,9 +44,9 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag);
// Final calculation Damage
-int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv);
-int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag);
-int battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag);
+int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv);
+int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag);
+int battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag);
enum { // Flag of the final calculation
BF_WEAPON = 0x0001,
@@ -61,7 +61,7 @@ enum { // Flag of the final calculation
BF_SKILLMASK= 0x0f00,
};
-int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay);
+int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay);
// Summary normal attack treatment (basic attack)
enum damage_lv battle_weapon_attack( struct block_list *bl,struct block_list *target,unsigned int tick,int flag);
@@ -312,8 +312,8 @@ extern struct Battle_Config
int pk_level_range;
int manner_system; // end additions [Valaris]
- int show_mob_info;
-
+ int show_mob_info;
+
int gx_allhit;
int gx_disptype;
int devotion_level_difference;
@@ -336,7 +336,7 @@ extern struct Battle_Config
int night_duration; // added by [Yor]
int ban_hack_trade; // added by [Yor]
int packet_ver_flag; // added by [Yor]
-
+
int min_hair_style; // added by [MouseJstr]
int max_hair_style; // added by [MouseJstr]
int min_hair_color; // added by [MouseJstr]
@@ -349,7 +349,7 @@ extern struct Battle_Config
int area_size; // added by [MouseJstr]
int max_def, over_def_bonus; //added by [Skotlex]
-
+
int zeny_from_mobs; // [Valaris]
int mobs_level_up; // [Valaris]
int mobs_level_up_exp_rate; // [Valaris]
@@ -404,7 +404,7 @@ extern struct Battle_Config
int duel_autoleave_when_die; // [LuzZza]
int duel_time_interval; // [LuzZza]
int duel_only_on_same_map; // [Toms]
-
+
int skip_teleport_lv1_menu; // possibility to disable (skip) Teleport Lv1 menu, that have only two lines `Random` and `Cancel` [LuzZza]
int allow_skill_without_day; // [Komurka]
@@ -477,11 +477,11 @@ extern struct Battle_Config
int vcast_stat_scale;
int mvp_tomb_enabled;
-
+
int atcommand_suggestions_enabled;
int min_npc_vending_distance;
int atcommand_mobinfo_type;
-
+
int mob_size_influence; // Enable modifications on earned experience, drop rates and monster status depending on monster size. [mkbu95]
} battle_config;
diff --git a/src/map/clif.c b/src/map/clif.c
index 667093218..2199bf12a 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -1268,7 +1268,8 @@ static void clif_talisman_single(int fd, struct map_session_data *sd, short type
*------------------------------------------*/
static void clif_weather_check(struct map_session_data *sd)
{
- int m = sd->bl.m, fd = sd->fd;
+ int16 m = sd->bl.m;
+ int fd = sd->fd;
if (map[m].flag.snow
|| map[m].flag.clouds
@@ -1309,7 +1310,7 @@ static void clif_weather_check(struct map_session_data *sd)
/**
* Run when the weather on a map changes, throws all players in map id 'm' to clif_weather_check function
**/
-void clif_weather(int m)
+void clif_weather(int16 m)
{
struct s_mapiterator* iter;
struct map_session_data *sd=NULL;
@@ -1524,23 +1525,23 @@ int clif_homskillinfoblock(struct map_session_data *sd)
return 0;
}
-void clif_homskillup(struct map_session_data *sd, int skill_num)
+void clif_homskillup(struct map_session_data *sd, uint16 skill_id)
{ //[orn]
struct homun_data *hd;
- int fd, skillid;
+ int fd, idx;
nullpo_retv(sd);
- skillid = skill_num - HM_SKILLBASE;
+ idx = skill_id - HM_SKILLBASE;
fd=sd->fd;
hd=sd->hd;
WFIFOHEAD(fd, packet_len(0x239));
WFIFOW(fd,0) = 0x239;
- WFIFOW(fd,2) = skill_num;
- WFIFOW(fd,4) = hd->homunculus.hskill[skillid].lv;
- WFIFOW(fd,6) = skill_get_sp(skill_num,hd->homunculus.hskill[skillid].lv);
- WFIFOW(fd,8) = skill_get_range2(&hd->bl, skill_num,hd->homunculus.hskill[skillid].lv);
- WFIFOB(fd,10) = (hd->homunculus.hskill[skillid].lv < skill_get_max(hd->homunculus.hskill[skillid].id)) ? 1 : 0;
+ WFIFOW(fd,2) = skill_id;
+ WFIFOW(fd,4) = hd->homunculus.hskill[idx].lv;
+ WFIFOW(fd,6) = skill_get_sp(skill_id,hd->homunculus.hskill[idx].lv);
+ WFIFOW(fd,8) = skill_get_range2(&hd->bl, skill_id,hd->homunculus.hskill[idx].lv);
+ WFIFOB(fd,10) = (hd->homunculus.hskill[idx].lv < skill_get_max(hd->homunculus.hskill[idx].id)) ? 1 : 0;
WFIFOSET(fd,packet_len(0x239));
}
@@ -4336,7 +4337,7 @@ void clif_standing(struct block_list* bl)
/// Inform client(s) about a map-cell change (ZC_UPDATE_MAPINFO).
/// 0192 <x>.W <y>.W <type>.W <map name>.16B
-void clif_changemapcell(int fd, int m, int x, int y, int type, enum send_target target)
+void clif_changemapcell(int fd, int16 m, int x, int y, int type, enum send_target target)
{
unsigned char buf[32];
@@ -4705,7 +4706,7 @@ void clif_deleteskill(struct map_session_data *sd, int id)
/// Updates a skill in the skill tree (ZC_SKILLINFO_UPDATE).
/// 010e <skill id>.W <level>.W <sp cost>.W <attack range>.W <upgradable>.B
-void clif_skillup(struct map_session_data *sd,int skill_num)
+void clif_skillup(struct map_session_data *sd,uint16 skill_id)
{
int fd;
@@ -4714,11 +4715,11 @@ void clif_skillup(struct map_session_data *sd,int skill_num)
fd=sd->fd;
WFIFOHEAD(fd,packet_len(0x10e));
WFIFOW(fd,0) = 0x10e;
- WFIFOW(fd,2) = skill_num;
- WFIFOW(fd,4) = sd->status.skill[skill_num].lv;
- WFIFOW(fd,6) = skill_get_sp(skill_num,sd->status.skill[skill_num].lv);
- WFIFOW(fd,8) = skill_get_range2(&sd->bl,skill_num,sd->status.skill[skill_num].lv);
- WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_tree_get_max(sd->status.skill[skill_num].id, sd->status.class_)) ? 1 : 0;
+ WFIFOW(fd,2) = skill_id;
+ WFIFOW(fd,4) = sd->status.skill[skill_id].lv;
+ WFIFOW(fd,6) = skill_get_sp(skill_id,sd->status.skill[skill_id].lv);
+ WFIFOW(fd,8) = skill_get_range2(&sd->bl,skill_id,sd->status.skill[skill_id].lv);
+ WFIFOB(fd,10) = (sd->status.skill[skill_id].lv < skill_tree_get_max(sd->status.skill[skill_id].id, sd->status.class_)) ? 1 : 0;
WFIFOSET(fd,packet_len(0x10e));
}
@@ -4759,7 +4760,7 @@ void clif_skillinfo(struct map_session_data *sd,int skill, int inf)
/// is disposable:
/// 0 = yellow chat text "[src name] will use skill [skill name]."
/// 1 = no text
-void clif_skillcasting(struct block_list* bl, int src_id, int dst_id, int dst_x, int dst_y, int skill_num, int property, int casttime)
+void clif_skillcasting(struct block_list* bl, int src_id, int dst_id, int dst_x, int dst_y, uint16 skill_id, int property, int casttime)
{
#if PACKETVER < 20091124
const int cmd = 0x13e;
@@ -4773,7 +4774,7 @@ void clif_skillcasting(struct block_list* bl, int src_id, int dst_id, int dst_x,
WBUFL(buf,6) = dst_id;
WBUFW(buf,10) = dst_x;
WBUFW(buf,12) = dst_y;
- WBUFW(buf,14) = skill_num;
+ WBUFW(buf,14) = skill_id;
WBUFL(buf,16) = property<0?0:property; //Avoid sending negatives as element [Skotlex]
WBUFL(buf,20) = casttime;
#if PACKETVER >= 20091124
@@ -4826,7 +4827,7 @@ void clif_skillcastcancel(struct block_list* bl)
/// if(result!=0) doesn't display any of the previous messages
/// Note: when this packet is received an unknown flag is always set to 0,
/// suggesting this is an ACK packet for the UseSkill packets and should be sent on success too [FlavioJS]
-void clif_skill_fail(struct map_session_data *sd,int skill_id,enum useskill_fail_cause cause,int btype)
+void clif_skill_fail(struct map_session_data *sd,uint16 skill_id,enum useskill_fail_cause cause,int btype)
{
int fd;
@@ -4862,7 +4863,7 @@ void clif_skill_fail(struct map_session_data *sd,int skill_id,enum useskill_fail
/// Skill cooldown display icon (ZC_SKILL_POSTDELAY).
/// 043d <skill ID>.W <tick>.L
-void clif_skill_cooldown(struct map_session_data *sd, int skillid, unsigned int tick)
+void clif_skill_cooldown(struct map_session_data *sd, uint16 skill_id, unsigned int tick)
{
#if PACKETVER>=20081112
int fd;
@@ -4872,7 +4873,7 @@ void clif_skill_cooldown(struct map_session_data *sd, int skillid, unsigned int
fd=sd->fd;
WFIFOHEAD(fd,packet_len(0x43d));
WFIFOW(fd,0) = 0x43d;
- WFIFOW(fd,2) = skillid;
+ WFIFOW(fd,2) = skill_id;
WFIFOL(fd,4) = tick;
WFIFOSET(fd,packet_len(0x43d));
#endif
@@ -4882,7 +4883,7 @@ void clif_skill_cooldown(struct map_session_data *sd, int skillid, unsigned int
/// Skill attack effect and damage.
/// 0114 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.W <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL)
/// 01de <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.L <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL2)
-int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
+int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type)
{
unsigned char buf[64];
struct status_change *sc;
@@ -4969,7 +4970,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int
/// Ground skill attack effect and damage (ZC_NOTIFY_SKILL_POSITION).
/// 0115 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <x>.W <y>.W <damage>.W <level>.W <div>.W <type>.B
/*
-int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
+int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type)
{
unsigned char buf[64];
struct status_change *sc;
@@ -5027,7 +5028,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned in
/// Non-damaging skill effect (ZC_USE_SKILL).
/// 011a <skill id>.W <skill lv>.W <dst id>.L <src id>.L <result>.B
-int clif_skill_nodamage(struct block_list *src,struct block_list *dst,int skill_id,int heal,int fail)
+int clif_skill_nodamage(struct block_list *src,struct block_list *dst,uint16 skill_id,int heal,int fail)
{
unsigned char buf[32];
@@ -5060,7 +5061,7 @@ int clif_skill_nodamage(struct block_list *src,struct block_list *dst,int skill_
/// Non-damaging ground skill effect (ZC_NOTIFY_GROUNDSKILL).
/// 0117 <skill id>.W <src id>.L <level>.W <x>.W <y>.W <tick>.L
-void clif_skill_poseffect(struct block_list *src,int skill_id,int val,int x,int y,int tick)
+void clif_skill_poseffect(struct block_list *src,uint16 skill_id,int val,int x,int y,int tick)
{
unsigned char buf[32];
@@ -5128,7 +5129,7 @@ void clif_skill_setunit(struct skill_unit *unit)
/// Presents a list of available warp destinations (ZC_WARPLIST).
/// 011c <skill id>.W { <map name>.16B }*4
-void clif_skill_warppoint(struct map_session_data* sd, short skill_num, short skill_lv, unsigned short map1, unsigned short map2, unsigned short map3, unsigned short map4)
+void clif_skill_warppoint(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv, unsigned short map1, unsigned short map2, unsigned short map3, unsigned short map4)
{
int fd;
nullpo_retv(sd);
@@ -5136,7 +5137,7 @@ void clif_skill_warppoint(struct map_session_data* sd, short skill_num, short sk
WFIFOHEAD(fd,packet_len(0x11c));
WFIFOW(fd,0) = 0x11c;
- WFIFOW(fd,2) = skill_num;
+ WFIFOW(fd,2) = skill_id;
memset(WFIFOP(fd,4), 0x00, 4*MAP_NAME_LENGTH_EXT);
if (map1 == (unsigned short)-1) strcpy((char*)WFIFOP(fd,4), "Random");
else // normal map name
@@ -5146,8 +5147,8 @@ void clif_skill_warppoint(struct map_session_data* sd, short skill_num, short sk
if (map4 > 0) mapindex_getmapname_ext(mapindex_id2name(map4), (char*)WFIFOP(fd,52));
WFIFOSET(fd,packet_len(0x11c));
- sd->menuskill_id = skill_num;
- if (skill_num == AL_WARP)
+ sd->menuskill_id = skill_id;
+ if (skill_id == AL_WARP)
sd->menuskill_val = (sd->ud.skillx<<16)|sd->ud.skilly; //Store warp position here.
else
sd->menuskill_val = skill_lv;
@@ -5240,15 +5241,15 @@ void clif_skill_estimation(struct map_session_data *sd,struct block_list *dst)
/// 018d <packet len>.W { <name id>.W { <material id>.W }*3 }*
/// material id:
/// unused by the client
-void clif_skill_produce_mix_list(struct map_session_data *sd, int skillid , int trigger)
+void clif_skill_produce_mix_list(struct map_session_data *sd, uint16 skill_id , int trigger)
{
int i,c,view,fd;
nullpo_retv(sd);
- if(sd->menuskill_id == skillid)
+ if(sd->menuskill_id == skill_id)
return; //Avoid resending the menu twice or more times...
- if( skillid == GC_CREATENEWPOISON )
- skillid = GC_RESEARCHNEWPOISON;
+ if( skill_id == GC_CREATENEWPOISON )
+ skill_id = GC_RESEARCHNEWPOISON;
fd=sd->fd;
WFIFOHEAD(fd, MAX_SKILL_PRODUCE_DB * 8 + 8);
@@ -5256,7 +5257,7 @@ void clif_skill_produce_mix_list(struct map_session_data *sd, int skillid , int
for(i=0,c=0;i<MAX_SKILL_PRODUCE_DB;i++){
if( skill_can_produce_mix(sd,skill_produce_db[i].nameid, trigger, 1) &&
- ( ( skillid > 0 && skill_produce_db[i].req_skill == skillid ) || skillid < 0 )
+ ( ( skill_id > 0 && skill_produce_db[i].req_skill == skill_id ) || skill_id < 0 )
){
if((view = itemdb_viewid(skill_produce_db[i].nameid)) > 0)
WFIFOW(fd,c*8+ 4)= view;
@@ -5271,7 +5272,7 @@ void clif_skill_produce_mix_list(struct map_session_data *sd, int skillid , int
WFIFOW(fd, 2)=c*8+8;
WFIFOSET(fd,WFIFOW(fd,2));
if(c > 0) {
- sd->menuskill_id = skillid;
+ sd->menuskill_id = skill_id;
sd->menuskill_val = trigger;
return;
}
@@ -5287,7 +5288,7 @@ void clif_skill_produce_mix_list(struct map_session_data *sd, int skillid , int
/// 4 = GN_MIX_COOKING
/// 5 = GN_MAKEBOMB
/// 6 = GN_S_PHARMACY
-void clif_cooking_list(struct map_session_data *sd, int trigger, int skill_id, int qty, int list_type)
+void clif_cooking_list(struct map_session_data *sd, int trigger, uint16 skill_id, int qty, int list_type)
{
int fd;
int i, c;
@@ -5853,7 +5854,7 @@ void clif_item_repair_list(struct map_session_data *sd,struct map_session_data *
sd->menuskill_val = dstsd->bl.id;
sd->menuskill_val2 = lv;
}else
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
}
@@ -5901,13 +5902,13 @@ void clif_item_refine_list(struct map_session_data *sd)
{
int i,c;
int fd;
- int skilllv;
+ uint16 skill_lv;
int wlv;
int refine_item[5];
nullpo_retv(sd);
- skilllv = pc_checkskill(sd,WS_WEAPONREFINE);
+ skill_lv = pc_checkskill(sd,WS_WEAPONREFINE);
fd=sd->fd;
@@ -5919,7 +5920,7 @@ void clif_item_refine_list(struct map_session_data *sd)
WFIFOHEAD(fd, MAX_INVENTORY * 13 + 4);
WFIFOW(fd,0)=0x221;
for(i=c=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid > 0 && sd->status.inventory[i].refine < skilllv &&
+ if(sd->status.inventory[i].nameid > 0 && sd->status.inventory[i].refine < skill_lv &&
sd->status.inventory[i].identify && (wlv=itemdb_wlv(sd->status.inventory[i].nameid)) >=1 &&
refine_item[wlv]!=-1 && !(sd->status.inventory[i].equip&EQP_ARMS)){
WFIFOW(fd,c*13+ 4)=i+2;
@@ -5933,14 +5934,14 @@ void clif_item_refine_list(struct map_session_data *sd)
WFIFOSET(fd,WFIFOW(fd,2));
if (c > 0) {
sd->menuskill_id = WS_WEAPONREFINE;
- sd->menuskill_val = skilllv;
+ sd->menuskill_val = skill_lv;
}
}
/// Notification of an auto-casted skill (ZC_AUTORUN_SKILL).
/// 0147 <skill id>.W <type>.L <level>.W <sp cost>.W <atk range>.W <skill name>.24B <upgradable>.B
-void clif_item_skill(struct map_session_data *sd,int skillid,int skilllv)
+void clif_item_skill(struct map_session_data *sd,uint16 skill_id,uint16 skill_lv)
{
int fd;
@@ -5949,13 +5950,13 @@ void clif_item_skill(struct map_session_data *sd,int skillid,int skilllv)
fd=sd->fd;
WFIFOHEAD(fd,packet_len(0x147));
WFIFOW(fd, 0)=0x147;
- WFIFOW(fd, 2)=skillid;
- WFIFOW(fd, 4)=skill_get_inf(skillid);
+ WFIFOW(fd, 2)=skill_id;
+ WFIFOW(fd, 4)=skill_get_inf(skill_id);
WFIFOW(fd, 6)=0;
- WFIFOW(fd, 8)=skilllv;
- WFIFOW(fd,10)=skill_get_sp(skillid,skilllv);
- WFIFOW(fd,12)=skill_get_range2(&sd->bl, skillid,skilllv);
- safestrncpy((char*)WFIFOP(fd,14),skill_get_name(skillid),NAME_LENGTH);
+ WFIFOW(fd, 8)=skill_lv;
+ WFIFOW(fd,10)=skill_get_sp(skill_id,skill_lv);
+ WFIFOW(fd,12)=skill_get_range2(&sd->bl, skill_id,skill_lv);
+ safestrncpy((char*)WFIFOP(fd,14),skill_get_name(skill_id),NAME_LENGTH);
WFIFOB(fd,38)=0;
WFIFOSET(fd,packet_len(0x147));
}
@@ -6816,7 +6817,7 @@ void clif_pet_food(struct map_session_data *sd,int foodid,int fail)
/// Presents a list of skills that can be auto-spelled (ZC_AUTOSPELLLIST).
/// 01cd { <skill id>.L }*7
-void clif_autospell(struct map_session_data *sd,int skilllv)
+void clif_autospell(struct map_session_data *sd,uint16 skill_lv)
{
int fd;
@@ -6826,38 +6827,38 @@ void clif_autospell(struct map_session_data *sd,int skilllv)
WFIFOHEAD(fd,packet_len(0x1cd));
WFIFOW(fd, 0)=0x1cd;
- if(skilllv>0 && pc_checkskill(sd,MG_NAPALMBEAT)>0)
+ if(skill_lv>0 && pc_checkskill(sd,MG_NAPALMBEAT)>0)
WFIFOL(fd,2)= MG_NAPALMBEAT;
else
WFIFOL(fd,2)= 0x00000000;
- if(skilllv>1 && pc_checkskill(sd,MG_COLDBOLT)>0)
+ if(skill_lv>1 && pc_checkskill(sd,MG_COLDBOLT)>0)
WFIFOL(fd,6)= MG_COLDBOLT;
else
WFIFOL(fd,6)= 0x00000000;
- if(skilllv>1 && pc_checkskill(sd,MG_FIREBOLT)>0)
+ if(skill_lv>1 && pc_checkskill(sd,MG_FIREBOLT)>0)
WFIFOL(fd,10)= MG_FIREBOLT;
else
WFIFOL(fd,10)= 0x00000000;
- if(skilllv>1 && pc_checkskill(sd,MG_LIGHTNINGBOLT)>0)
+ if(skill_lv>1 && pc_checkskill(sd,MG_LIGHTNINGBOLT)>0)
WFIFOL(fd,14)= MG_LIGHTNINGBOLT;
else
WFIFOL(fd,14)= 0x00000000;
- if(skilllv>4 && pc_checkskill(sd,MG_SOULSTRIKE)>0)
+ if(skill_lv>4 && pc_checkskill(sd,MG_SOULSTRIKE)>0)
WFIFOL(fd,18)= MG_SOULSTRIKE;
else
WFIFOL(fd,18)= 0x00000000;
- if(skilllv>7 && pc_checkskill(sd,MG_FIREBALL)>0)
+ if(skill_lv>7 && pc_checkskill(sd,MG_FIREBALL)>0)
WFIFOL(fd,22)= MG_FIREBALL;
else
WFIFOL(fd,22)= 0x00000000;
- if(skilllv>9 && pc_checkskill(sd,MG_FROSTDIVER)>0)
+ if(skill_lv>9 && pc_checkskill(sd,MG_FROSTDIVER)>0)
WFIFOL(fd,26)= MG_FROSTDIVER;
else
WFIFOL(fd,26)= 0x00000000;
WFIFOSET(fd,packet_len(0x1cd));
sd->menuskill_id = SA_AUTOSPELL;
- sd->menuskill_val = skilllv;
+ sd->menuskill_val = skill_lv;
}
@@ -7632,9 +7633,9 @@ void clif_guild_message(struct guild *g,int account_id,const char *mes,int len)
/*==========================================
- * Server tells client 'sd' that his guild skill 'skill_num' gone to level 'lv'
+ * Server tells client 'sd' that his guild skill 'skill_id' gone to level 'lv'
*------------------------------------------*/
-int clif_guild_skillup(struct map_session_data *sd,int skill_num,int lv)
+int clif_guild_skillup(struct map_session_data *sd,uint16 skill_id,int lv)
{// TODO: Merge with clif_skillup (same packet).
int fd;
@@ -7643,10 +7644,10 @@ int clif_guild_skillup(struct map_session_data *sd,int skill_num,int lv)
fd=sd->fd;
WFIFOHEAD(fd,11);
WFIFOW(fd,0) = 0x10e;
- WFIFOW(fd,2) = skill_num;
+ WFIFOW(fd,2) = skill_id;
WFIFOW(fd,4) = lv;
- WFIFOW(fd,6) = skill_get_sp(skill_num,lv);
- WFIFOW(fd,8) = skill_get_range(skill_num,lv);
+ WFIFOW(fd,6) = skill_get_sp(skill_id,lv);
+ WFIFOW(fd,8) = skill_get_range(skill_id,lv);
WFIFOB(fd,10) = 1;
WFIFOSET(fd,11);
return 0;
@@ -8807,7 +8808,7 @@ void clif_msg_value(struct map_session_data* sd, unsigned short id, int value)
///
/// NOTE: Message has following format and is printed in color 0xCDCDFF (purple):
/// "[SkillName] Message"
-void clif_msg_skill(struct map_session_data* sd, unsigned short skill_id, int msg_id)
+void clif_msg_skill(struct map_session_data* sd, uint16 skill_id, int msg_id)
{
int fd = sd->fd;
@@ -10663,97 +10664,97 @@ void clif_parse_SkillUp(int fd,struct map_session_data *sd)
pc_skillup(sd,RFIFOW(fd,2));
}
-static void clif_parse_UseSkillToId_homun(struct homun_data *hd, struct map_session_data *sd, unsigned int tick, short skillnum, short skilllv, int target_id)
+static void clif_parse_UseSkillToId_homun(struct homun_data *hd, struct map_session_data *sd, unsigned int tick, uint16 skill_id, uint16 skill_lv, int target_id)
{
int lv;
if( !hd )
return;
- if( skillnotok_hom(skillnum, hd) )
+ if( skillnotok_hom(skill_id, hd) )
return;
- if( hd->bl.id != target_id && skill_get_inf(skillnum)&INF_SELF_SKILL )
+ if( hd->bl.id != target_id && skill_get_inf(skill_id)&INF_SELF_SKILL )
target_id = hd->bl.id;
if( hd->ud.skilltimer != INVALID_TIMER )
{
- if( skillnum != SA_CASTCANCEL && skillnum != SO_SPELLFIST ) return;
+ if( skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST ) return;
}
else if( DIFF_TICK(tick, hd->ud.canact_tick) < 0 )
return;
- lv = merc_hom_checkskill(hd, skillnum);
- if( skilllv > lv )
- skilllv = lv;
- if( skilllv )
- unit_skilluse_id(&hd->bl, target_id, skillnum, skilllv);
+ lv = merc_hom_checkskill(hd, skill_id);
+ if( skill_lv > lv )
+ skill_lv = lv;
+ if( skill_lv )
+ unit_skilluse_id(&hd->bl, target_id, skill_id, skill_lv);
}
-static void clif_parse_UseSkillToPos_homun(struct homun_data *hd, struct map_session_data *sd, unsigned int tick, short skillnum, short skilllv, short x, short y, int skillmoreinfo)
+static void clif_parse_UseSkillToPos_homun(struct homun_data *hd, struct map_session_data *sd, unsigned int tick, uint16 skill_id, uint16 skill_lv, short x, short y, int skillmoreinfo)
{
int lv;
if( !hd )
return;
- if( skillnotok_hom(skillnum, hd) )
+ if( skillnotok_hom(skill_id, hd) )
return;
if( hd->ud.skilltimer != INVALID_TIMER ) {
- if( skillnum != SA_CASTCANCEL && skillnum != SO_SPELLFIST ) return;
+ if( skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST ) return;
} else if( DIFF_TICK(tick, hd->ud.canact_tick) < 0 )
return;
if( hd->sc.data[SC_BASILICA] )
return;
- lv = merc_hom_checkskill(hd, skillnum);
- if( skilllv > lv )
- skilllv = lv;
- if( skilllv )
- unit_skilluse_pos(&hd->bl, x, y, skillnum, skilllv);
+ lv = merc_hom_checkskill(hd, skill_id);
+ if( skill_lv > lv )
+ skill_lv = lv;
+ if( skill_lv )
+ unit_skilluse_pos(&hd->bl, x, y, skill_id, skill_lv);
}
-static void clif_parse_UseSkillToId_mercenary(struct mercenary_data *md, struct map_session_data *sd, unsigned int tick, short skillnum, short skilllv, int target_id)
+static void clif_parse_UseSkillToId_mercenary(struct mercenary_data *md, struct map_session_data *sd, unsigned int tick, uint16 skill_id, uint16 skill_lv, int target_id)
{
int lv;
if( !md )
return;
- if( skillnotok_mercenary(skillnum, md) )
+ if( skillnotok_mercenary(skill_id, md) )
return;
- if( md->bl.id != target_id && skill_get_inf(skillnum)&INF_SELF_SKILL )
+ if( md->bl.id != target_id && skill_get_inf(skill_id)&INF_SELF_SKILL )
target_id = md->bl.id;
if( md->ud.skilltimer != INVALID_TIMER )
{
- if( skillnum != SA_CASTCANCEL && skillnum != SO_SPELLFIST ) return;
+ if( skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST ) return;
}
else if( DIFF_TICK(tick, md->ud.canact_tick) < 0 )
return;
- lv = mercenary_checkskill(md, skillnum);
- if( skilllv > lv )
- skilllv = lv;
- if( skilllv )
- unit_skilluse_id(&md->bl, target_id, skillnum, skilllv);
+ lv = mercenary_checkskill(md, skill_id);
+ if( skill_lv > lv )
+ skill_lv = lv;
+ if( skill_lv )
+ unit_skilluse_id(&md->bl, target_id, skill_id, skill_lv);
}
-static void clif_parse_UseSkillToPos_mercenary(struct mercenary_data *md, struct map_session_data *sd, unsigned int tick, short skillnum, short skilllv, short x, short y, int skillmoreinfo)
+static void clif_parse_UseSkillToPos_mercenary(struct mercenary_data *md, struct map_session_data *sd, unsigned int tick, uint16 skill_id, uint16 skill_lv, short x, short y, int skillmoreinfo)
{
int lv;
if( !md )
return;
- if( skillnotok_mercenary(skillnum, md) )
+ if( skillnotok_mercenary(skill_id, md) )
return;
if( md->ud.skilltimer != INVALID_TIMER )
return;
if( DIFF_TICK(tick, md->ud.canact_tick) < 0 )
{
- clif_skill_fail(md->master, skillnum, USESKILL_FAIL_SKILLINTERVAL, 0);
+ clif_skill_fail(md->master, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
return;
}
if( md->sc.data[SC_BASILICA] )
return;
- lv = mercenary_checkskill(md, skillnum);
- if( skilllv > lv )
- skilllv = lv;
- if( skilllv )
- unit_skilluse_pos(&md->bl, x, y, skillnum, skilllv);
+ lv = mercenary_checkskill(md, skill_id);
+ if( skill_lv > lv )
+ skill_lv = lv;
+ if( skill_lv )
+ unit_skilluse_pos(&md->bl, x, y, skill_id, skill_lv);
}
@@ -10763,41 +10764,41 @@ static void clif_parse_UseSkillToPos_mercenary(struct mercenary_data *md, struct
/// There are various variants of this packet, some of them have padding between fields.
void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
{
- short skillnum, skilllv;
+ uint16 skill_id, skill_lv;
int tmp, target_id;
unsigned int tick = gettick();
- skilllv = RFIFOW(fd,packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[0]);
- skillnum = RFIFOW(fd,packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[1]);
+ skill_lv = RFIFOW(fd,packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[0]);
+ skill_id = RFIFOW(fd,packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[1]);
target_id = RFIFOL(fd,packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[2]);
- if( skilllv < 1 ) skilllv = 1; //No clue, I have seen the client do this with guild skills :/ [Skotlex]
+ if( skill_lv < 1 ) skill_lv = 1; //No clue, I have seen the client do this with guild skills :/ [Skotlex]
- tmp = skill_get_inf(skillnum);
+ tmp = skill_get_inf(skill_id);
if (tmp&INF_GROUND_SKILL || !tmp)
return; //Using a ground/passive skill on a target? WRONG.
- if( skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE + MAX_HOMUNSKILL )
+ if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE + MAX_HOMUNSKILL )
{
- clif_parse_UseSkillToId_homun(sd->hd, sd, tick, skillnum, skilllv, target_id);
+ clif_parse_UseSkillToId_homun(sd->hd, sd, tick, skill_id, skill_lv, target_id);
return;
}
- if( skillnum >= MC_SKILLBASE && skillnum < MC_SKILLBASE + MAX_MERCSKILL )
+ if( skill_id >= MC_SKILLBASE && skill_id < MC_SKILLBASE + MAX_MERCSKILL )
{
- clif_parse_UseSkillToId_mercenary(sd->md, sd, tick, skillnum, skilllv, target_id);
+ clif_parse_UseSkillToId_mercenary(sd->md, sd, tick, skill_id, skill_lv, target_id);
return;
}
// Whether skill fails or not is irrelevant, the char ain't idle. [Skotlex]
sd->idletime = last_tick;
- if( pc_cant_act(sd) && skillnum != RK_REFRESH && !(skillnum == SR_GENTLETOUCH_CURE && (sd->sc.opt1 == OPT1_STONE || sd->sc.opt1 == OPT1_FREEZE || sd->sc.opt1 == OPT1_STUN)) )
+ if( pc_cant_act(sd) && skill_id != RK_REFRESH && !(skill_id == SR_GENTLETOUCH_CURE && (sd->sc.opt1 == OPT1_STONE || sd->sc.opt1 == OPT1_FREEZE || sd->sc.opt1 == OPT1_STUN)) )
return;
if( pc_issit(sd) )
return;
- if( skillnotok(skillnum, sd) )
+ if( skillnotok(skill_id, sd) )
return;
if( sd->bl.id != target_id && tmp&INF_SELF_SKILL )
@@ -10808,14 +10809,14 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
if( sd->ud.skilltimer != INVALID_TIMER )
{
- if( skillnum != SA_CASTCANCEL && skillnum != SO_SPELLFIST )
+ if( skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST )
return;
}
else if( DIFF_TICK(tick, sd->ud.canact_tick) < 0 )
{
- if( sd->skillitem != skillnum )
+ if( sd->skillitem != skill_id )
{
- clif_skill_fail(sd, skillnum, USESKILL_FAIL_SKILLINTERVAL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
return;
}
}
@@ -10823,7 +10824,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
if( sd->sc.option&(OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER) )
return;
- if( sd->sc.data[SC_BASILICA] && (skillnum != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
+ if( sd->sc.data[SC_BASILICA] && (skill_id != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
return; // On basilica only caster can use Basilica again to stop it.
if( sd->menuskill_id ) {
@@ -10832,65 +10833,65 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
} else if( sd->menuskill_id != SA_AUTOSPELL )
return; //Can't use skills while a menu is open.
}
- if( sd->skillitem == skillnum ) {
- if( skilllv != sd->skillitemlv )
- skilllv = sd->skillitemlv;
+ if( sd->skillitem == skill_id ) {
+ if( skill_lv != sd->skillitemlv )
+ skill_lv = sd->skillitemlv;
if( !(tmp&INF_SELF_SKILL) )
pc_delinvincibletimer(sd); // Target skills thru items cancel invincibility. [Inkfish]
- unit_skilluse_id(&sd->bl, target_id, skillnum, skilllv);
+ unit_skilluse_id(&sd->bl, target_id, skill_id, skill_lv);
return;
}
sd->skillitem = sd->skillitemlv = 0;
- if( skillnum >= GD_SKILLBASE ) {
+ if( skill_id >= GD_SKILLBASE ) {
if( sd->state.gmaster_flag )
- skilllv = guild_checkskill(sd->state.gmaster_flag, skillnum);
+ skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_id);
else
- skilllv = 0;
+ skill_lv = 0;
} else {
- tmp = pc_checkskill(sd, skillnum);
- if( skilllv > tmp )
- skilllv = tmp;
+ tmp = pc_checkskill(sd, skill_id);
+ if( skill_lv > tmp )
+ skill_lv = tmp;
}
pc_delinvincibletimer(sd);
- if( skilllv )
- unit_skilluse_id(&sd->bl, target_id, skillnum, skilllv);
+ if( skill_lv )
+ unit_skilluse_id(&sd->bl, target_id, skill_id, skill_lv);
}
/*==========================================
- * Client tells server he'd like to use AoE skill id 'skillnum' of level 'skilllv' on 'x','y' location
+ * Client tells server he'd like to use AoE skill id 'skill_id' of level 'skill_lv' on 'x','y' location
*------------------------------------------*/
-static void clif_parse_UseSkillToPosSub(int fd, struct map_session_data *sd, short skilllv, short skillnum, short x, short y, int skillmoreinfo)
+static void clif_parse_UseSkillToPosSub(int fd, struct map_session_data *sd, uint16 skill_lv, uint16 skill_id, short x, short y, int skillmoreinfo)
{
unsigned int tick = gettick();
- if( !(skill_get_inf(skillnum)&INF_GROUND_SKILL) )
+ if( !(skill_get_inf(skill_id)&INF_GROUND_SKILL) )
return; //Using a target skill on the ground? WRONG.
- if( skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE + MAX_HOMUNSKILL ) {
- clif_parse_UseSkillToPos_homun(sd->hd, sd, tick, skillnum, skilllv, x, y, skillmoreinfo);
+ if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE + MAX_HOMUNSKILL ) {
+ clif_parse_UseSkillToPos_homun(sd->hd, sd, tick, skill_id, skill_lv, x, y, skillmoreinfo);
return;
}
- if( skillnum >= MC_SKILLBASE && skillnum < MC_SKILLBASE + MAX_MERCSKILL )
+ if( skill_id >= MC_SKILLBASE && skill_id < MC_SKILLBASE + MAX_MERCSKILL )
{
- clif_parse_UseSkillToPos_mercenary(sd->md, sd, tick, skillnum, skilllv, x, y, skillmoreinfo);
+ clif_parse_UseSkillToPos_mercenary(sd->md, sd, tick, skill_id, skill_lv, x, y, skillmoreinfo);
return;
}
//Whether skill fails or not is irrelevant, the char ain't idle. [Skotlex]
sd->idletime = last_tick;
- if( skillnotok(skillnum, sd) )
+ if( skillnotok(skill_id, sd) )
return;
if( skillmoreinfo != -1 )
{
if( pc_issit(sd) )
{
- clif_skill_fail(sd, skillnum, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return;
}
//You can't use Graffiti/TalkieBox AND have a vending open, so this is safe.
@@ -10901,8 +10902,8 @@ static void clif_parse_UseSkillToPosSub(int fd, struct map_session_data *sd, sho
return;
if( DIFF_TICK(tick, sd->ud.canact_tick) < 0 ) {
- if( sd->skillitem != skillnum ) {
- clif_skill_fail(sd, skillnum, USESKILL_FAIL_SKILLINTERVAL, 0);
+ if( sd->skillitem != skill_id ) {
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
return;
}
}
@@ -10910,7 +10911,7 @@ static void clif_parse_UseSkillToPosSub(int fd, struct map_session_data *sd, sho
if( sd->sc.option&(OPTION_WEDDING|OPTION_XMAS|OPTION_SUMMER) )
return;
- if( sd->sc.data[SC_BASILICA] && (skillnum != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
+ if( sd->sc.data[SC_BASILICA] && (skill_id != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
return; // On basilica only caster can use Basilica again to stop it.
if( sd->menuskill_id ) {
@@ -10922,17 +10923,17 @@ static void clif_parse_UseSkillToPosSub(int fd, struct map_session_data *sd, sho
pc_delinvincibletimer(sd);
- if( sd->skillitem == skillnum ) {
- if( skilllv != sd->skillitemlv )
- skilllv = sd->skillitemlv;
- unit_skilluse_pos(&sd->bl, x, y, skillnum, skilllv);
+ if( sd->skillitem == skill_id ) {
+ if( skill_lv != sd->skillitemlv )
+ skill_lv = sd->skillitemlv;
+ unit_skilluse_pos(&sd->bl, x, y, skill_id, skill_lv);
} else {
int lv;
sd->skillitem = sd->skillitemlv = 0;
- if( (lv = pc_checkskill(sd, skillnum)) > 0 ) {
- if( skilllv > lv )
- skilllv = lv;
- unit_skilluse_pos(&sd->bl, x, y, skillnum,skilllv);
+ if( (lv = pc_checkskill(sd, skill_id)) > 0 ) {
+ if( skill_lv > lv )
+ skill_lv = lv;
+ unit_skilluse_pos(&sd->bl, x, y, skill_id,skill_lv);
}
}
}
@@ -10984,11 +10985,11 @@ void clif_parse_UseSkillToPosMoreInfo(int fd, struct map_session_data *sd)
/// 011b <skill id>.W <map name>.16B
void clif_parse_UseSkillMap(int fd, struct map_session_data* sd)
{
- short skill_num = RFIFOW(fd,2);
+ uint16 skill_id = RFIFOW(fd,2);
char map_name[MAP_NAME_LENGTH];
mapindex_getmapname((char*)RFIFOP(fd,4), map_name);
- if(skill_num != sd->menuskill_id)
+ if(skill_id != sd->menuskill_id)
return;
if( pc_cant_act(sd) ) {
@@ -10997,7 +10998,7 @@ void clif_parse_UseSkillMap(int fd, struct map_session_data* sd)
}
pc_delinvincibletimer(sd);
- skill_castend_map(sd,skill_num,map_name);
+ skill_castend_map(sd,skill_id,map_name);
}
@@ -11025,7 +11026,7 @@ void clif_parse_ProduceMix(int fd,struct map_session_data *sd)
}
if (pc_istrading(sd)) {
//Make it fail to avoid shop exploits where you sell something different than you see.
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
clif_menuskill_clear(sd);
return;
}
@@ -11053,7 +11054,7 @@ void clif_parse_Cooking(int fd,struct map_session_data *sd) {
if (pc_istrading(sd)) {
//Make it fail to avoid shop exploits where you sell something different than you see.
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
clif_menuskill_clear(sd);
return;
}
@@ -11071,7 +11072,7 @@ void clif_parse_RepairItem(int fd, struct map_session_data *sd)
return;
if (pc_istrading(sd)) {
//Make it fail to avoid shop exploits where you sell something different than you see.
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
clif_menuskill_clear(sd);
return;
}
@@ -11090,7 +11091,7 @@ void clif_parse_WeaponRefine(int fd, struct map_session_data *sd)
return;
if (pc_istrading(sd)) {
//Make it fail to avoid shop exploits where you sell something different than you see.
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
clif_menuskill_clear(sd);
return;
}
@@ -11196,7 +11197,7 @@ void clif_parse_SelectArrow(int fd,struct map_session_data *sd)
{
if (pc_istrading(sd)) {
//Make it fail to avoid shop exploits where you sell something different than you see.
- clif_skill_fail(sd,sd->ud.skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,sd->ud.skill_id,USESKILL_FAIL_LEVEL,0);
clif_menuskill_clear(sd);
return;
}
@@ -13340,14 +13341,14 @@ void clif_parse_FeelSaveOk(int fd,struct map_session_data *sd)
/// 0 = sun
/// 1 = moon
/// 2 = star
-void clif_feel_req(int fd, struct map_session_data *sd, int skilllv)
+void clif_feel_req(int fd, struct map_session_data *sd, uint16 skill_lv)
{
WFIFOHEAD(fd,packet_len(0x253));
WFIFOW(fd,0)=0x253;
- WFIFOB(fd,2)=TOB(skilllv-1);
+ WFIFOB(fd,2)=TOB(skill_lv-1);
WFIFOSET(fd, packet_len(0x253));
sd->menuskill_id = SG_FEEL;
- sd->menuskill_val = skilllv;
+ sd->menuskill_val = skill_lv;
}
@@ -15097,7 +15098,7 @@ void clif_parse_BattleChat(int fd, struct map_session_data* sd)
/// Notifies client of a battleground score change (ZC_BATTLEFIELD_NOTIFY_POINT).
/// 02de <camp A points>.W <camp B points>.W
-void clif_bg_updatescore(int m)
+void clif_bg_updatescore(int16 m)
{
struct block_list bl;
unsigned char buf[6];
@@ -16058,7 +16059,7 @@ int clif_spellbook_list(struct map_session_data *sd)
/*==========================================
* Magic Decoy Material List
*------------------------------------------*/
-int clif_magicdecoy_list(struct map_session_data *sd, int skill_lv, short x, short y) {
+int clif_magicdecoy_list(struct map_session_data *sd, uint16 skill_lv, short x, short y) {
int i, c;
int fd;
@@ -16094,7 +16095,7 @@ int clif_magicdecoy_list(struct map_session_data *sd, int skill_lv, short x, sho
/*==========================================
* Guillotine Cross Poisons List
*------------------------------------------*/
-int clif_poison_list(struct map_session_data *sd, int skill_lv) {
+int clif_poison_list(struct map_session_data *sd, uint16 skill_lv) {
int i, c;
int fd;
@@ -16158,7 +16159,7 @@ int clif_autoshadowspell_list(struct map_session_data *sd) {
* Skill list for Four Elemental Analysis
* and Change Material skills.
*------------------------------------------*/
-int clif_skill_itemlistwindow( struct map_session_data *sd, int skill_id, int skill_lv )
+int clif_skill_itemlistwindow( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv )
{
#if PACKETVER >= 20090922
int fd;
@@ -16247,7 +16248,7 @@ void clif_parse_SkillSelectMenu(int fd, struct map_session_data *sd) {
return;
if( pc_istrading(sd) ) {
- clif_skill_fail(sd,sd->ud.skillid,0,0);
+ clif_skill_fail(sd,sd->ud.skill_id,0,0);
clif_menuskill_clear(sd);
return;
}
diff --git a/src/map/clif.h b/src/map/clif.h
index 0948a12c1..723c55cf8 100644
--- a/src/map/clif.h
+++ b/src/map/clif.h
@@ -425,25 +425,25 @@ void clif_class_change(struct block_list *bl,int class_,int type);
#define clif_mob_class_change(md, class_) clif_class_change(&md->bl, class_, 1)
void clif_skillinfoblock(struct map_session_data *sd);
-void clif_skillup(struct map_session_data *sd,int skill_num);
+void clif_skillup(struct map_session_data *sd,uint16 skill_id);
void clif_skillinfo(struct map_session_data *sd,int skill, int inf);
void clif_addskill(struct map_session_data *sd, int id);
void clif_deleteskill(struct map_session_data *sd, int id);
-void clif_skillcasting(struct block_list* bl, int src_id, int dst_id, int dst_x, int dst_y, int skill_num, int property, int casttime);
+void clif_skillcasting(struct block_list* bl, int src_id, int dst_id, int dst_x, int dst_y, uint16 skill_id, int property, int casttime);
void clif_skillcastcancel(struct block_list* bl);
-void clif_skill_fail(struct map_session_data *sd,int skill_id,enum useskill_fail_cause cause,int btype);
-void clif_skill_cooldown(struct map_session_data *sd, int skillid, unsigned int tick);
-int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type);
-//int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type);
-int clif_skill_nodamage(struct block_list *src,struct block_list *dst,int skill_id,int heal,int fail);
-void clif_skill_poseffect(struct block_list *src,int skill_id,int val,int x,int y,int tick);
+void clif_skill_fail(struct map_session_data *sd,uint16 skill_id,enum useskill_fail_cause cause,int btype);
+void clif_skill_cooldown(struct map_session_data *sd, uint16 skill_id, unsigned int tick);
+int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type);
+//int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type);
+int clif_skill_nodamage(struct block_list *src,struct block_list *dst,uint16 skill_id,int heal,int fail);
+void clif_skill_poseffect(struct block_list *src,uint16 skill_id,int val,int x,int y,int tick);
void clif_skill_estimation(struct map_session_data *sd,struct block_list *dst);
-void clif_skill_warppoint(struct map_session_data* sd, short skill_num, short skill_lv, unsigned short map1, unsigned short map2, unsigned short map3, unsigned short map4);
+void clif_skill_warppoint(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv, unsigned short map1, unsigned short map2, unsigned short map3, unsigned short map4);
void clif_skill_memomessage(struct map_session_data* sd, int type);
void clif_skill_teleportmessage(struct map_session_data *sd, int type);
-void clif_skill_produce_mix_list(struct map_session_data *sd, int skillid, int trigger);
-void clif_cooking_list(struct map_session_data *sd, int trigger, int skill_id, int qty, int list_type);
+void clif_skill_produce_mix_list(struct map_session_data *sd, uint16 skill_id, int trigger);
+void clif_cooking_list(struct map_session_data *sd, int trigger, uint16 skill_id, int qty, int list_type);
void clif_produceeffect(struct map_session_data* sd,int flag,int nameid);
@@ -452,12 +452,12 @@ void clif_skill_delunit(struct skill_unit *unit);
void clif_skillunit_update(struct block_list* bl);
-void clif_autospell(struct map_session_data *sd,int skilllv);
+void clif_autospell(struct map_session_data *sd,uint16 skill_lv);
void clif_devotion(struct block_list *src, struct map_session_data *tsd);
void clif_spiritball(struct block_list *bl);
void clif_combo_delay(struct block_list *bl,int wait);
void clif_bladestop(struct block_list *src, int dst_id, int active);
-void clif_changemapcell(int fd, int m, int x, int y, int type, enum send_target target);
+void clif_changemapcell(int fd, int16 m, int x, int y, int type, enum send_target target);
#define clif_status_load(bl, type, flag) clif_status_change((bl), (type), (flag), 0, 0, 0, 0)
void clif_status_change(struct block_list *bl,int type,int flag,int tick,int val1, int val2, int val3);
@@ -487,7 +487,7 @@ void clif_item_repaireffect(struct map_session_data *sd, int idx, int flag);
void clif_item_damaged(struct map_session_data* sd, unsigned short position);
void clif_item_refine_list(struct map_session_data *sd);
-void clif_item_skill(struct map_session_data *sd,int skillid,int skilllv);
+void clif_item_skill(struct map_session_data *sd,uint16 skill_id,uint16 skill_lv);
void clif_mvp_effect(struct map_session_data *sd);
void clif_mvp_item(struct map_session_data *sd,int nameid);
@@ -540,7 +540,7 @@ void clif_guild_emblem(struct map_session_data *sd,struct guild *g);
void clif_guild_emblem_area(struct block_list* bl);
void clif_guild_notice(struct map_session_data* sd, struct guild* g);
void clif_guild_message(struct guild *g,int account_id,const char *mes,int len);
-int clif_guild_skillup(struct map_session_data *sd,int skill_num,int lv);
+int clif_guild_skillup(struct map_session_data *sd,uint16 skill_id,int lv);
void clif_guild_reqalliance(struct map_session_data *sd,int account_id,const char *name);
void clif_guild_allianceack(struct map_session_data *sd,int flag);
void clif_guild_delalliance(struct map_session_data *sd,int guild_id,int flag);
@@ -555,7 +555,7 @@ void clif_bg_hp(struct map_session_data *sd);
void clif_bg_xy(struct map_session_data *sd);
void clif_bg_xy_remove(struct map_session_data *sd);
void clif_bg_message(struct battleground_data *bg, int src_id, const char *name, const char *mes, int len);
-void clif_bg_updatescore(int m);
+void clif_bg_updatescore(int16 m);
void clif_bg_updatescore_single(struct map_session_data *sd);
void clif_sendbgemblem_area(struct map_session_data *sd);
void clif_sendbgemblem_single(int fd, struct map_session_data *sd);
@@ -600,7 +600,7 @@ int clif_friendslist_toggle_sub(struct map_session_data *sd,va_list ap);
void clif_friendslist_send(struct map_session_data *sd);
void clif_friendslist_reqack(struct map_session_data *sd, struct map_session_data *f_sd, int type);
-void clif_weather(int m); // [Valaris]
+void clif_weather(int16 m); // [Valaris]
void clif_specialeffect(struct block_list* bl, int type, enum send_target target); // special effects [Valaris]
void clif_specialeffect_single(struct block_list* bl, int type, int fd);
void clif_messagecolor(struct block_list* bl, unsigned long color, const char* msg); // Mob/Npc color talk [SnakeDrak]
@@ -618,7 +618,7 @@ void clif_get_weapon_view(struct map_session_data* sd, unsigned short *rhand, un
void clif_party_xy_remove(struct map_session_data *sd); //Fix for minimap [Kevin]
void clif_gospel_info(struct map_session_data *sd, int type);
-void clif_feel_req(int fd, struct map_session_data *sd, int skilllv);
+void clif_feel_req(int fd, struct map_session_data *sd, uint16 skill_lv);
void clif_starskill(struct map_session_data* sd, const char* mapname, int monster_id, unsigned char star, unsigned char result);
void clif_feel_info(struct map_session_data* sd, unsigned char feel_level, unsigned char type);
void clif_hate_info(struct map_session_data *sd, unsigned char hate_level,int class_, unsigned char type);
@@ -628,7 +628,7 @@ void clif_feel_hate_reset(struct map_session_data *sd);
// [blackhole89]
void clif_hominfo(struct map_session_data *sd, struct homun_data *hd, int flag);
int clif_homskillinfoblock(struct map_session_data *sd);
-void clif_homskillup(struct map_session_data *sd, int skill_num); //[orn]
+void clif_homskillup(struct map_session_data *sd, uint16 skill_id); //[orn]
int clif_hom_food(struct map_session_data *sd,int foodid,int fail); //[orn]
void clif_send_homdata(struct map_session_data *sd, int state, int param); //[orn]
@@ -639,7 +639,7 @@ void clif_equipcheckbox(struct map_session_data* sd);
void clif_msg(struct map_session_data* sd, unsigned short id);
void clif_msg_value(struct map_session_data* sd, unsigned short id, int value);
-void clif_msg_skill(struct map_session_data* sd, unsigned short skill_id, int msg_id);
+void clif_msg_skill(struct map_session_data* sd, uint16 skill_id, int msg_id);
//quest system [Kevin] [Inkfish]
void clif_quest_send_list(struct map_session_data * sd);
@@ -737,9 +737,9 @@ void clif_millenniumshield(struct map_session_data *sd, short shields );
int clif_spellbook_list(struct map_session_data *sd);
-int clif_magicdecoy_list(struct map_session_data *sd, int skill_lv, short x, short y);
+int clif_magicdecoy_list(struct map_session_data *sd, uint16 skill_lv, short x, short y);
-int clif_poison_list(struct map_session_data *sd, int skill_lv);
+int clif_poison_list(struct map_session_data *sd, uint16 skill_lv);
int clif_autoshadowspell_list(struct map_session_data *sd);
@@ -747,7 +747,7 @@ int clif_status_load_notick(struct block_list *bl,int type,int flag,int val1, in
int clif_status_load_single(int fd, int id,int type,int flag,int val1, int val2, int val3);
-int clif_skill_itemlistwindow( struct map_session_data *sd, int skill_id, int skill_lv );
+int clif_skill_itemlistwindow( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv );
void clif_elemental_info(struct map_session_data *sd);
void clif_elemental_updatestatus(struct map_session_data *sd, int type);
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 4d9121575..a787b1be4 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -53,7 +53,7 @@ struct view_data * elemental_get_viewdata(int class_) {
int i = elemental_search_index(class_);
if( i < 0 )
return 0;
-
+
return &elemental_db[i].vd;
}
@@ -61,15 +61,15 @@ int elemental_create(struct map_session_data *sd, int class_, unsigned int lifet
struct s_elemental ele;
struct s_elemental_db *db;
int i;
-
+
nullpo_retr(1,sd);
-
+
if( (i = elemental_search_index(class_)) < 0 )
return 0;
-
+
db = &elemental_db[i];
memset(&ele,0,sizeof(struct s_elemental));
-
+
ele.char_id = sd->status.char_id;
ele.class_ = class_;
ele.mode = EL_MODE_PASSIVE; // Initial mode
@@ -97,7 +97,7 @@ int elemental_create(struct map_session_data *sd, int class_, unsigned int lifet
ele.flee = sd->status.base_level / (5-i);
//Caster痴 HIT + (Caster痴 Base Level )
ele.hit = sd->battle_status.hit + sd->status.base_level;
-
+
//per individual bonuses
switch(db->class_){
case 2114: case 2115:
@@ -133,10 +133,10 @@ int elemental_create(struct map_session_data *sd, int class_, unsigned int lifet
}
ele.life_time = lifetime;
-
+
// Request Char Server to create this elemental
intif_elemental_create(&ele);
-
+
return 1;
}
@@ -144,7 +144,7 @@ int elemental_get_lifetime(struct elemental_data *ed) {
const struct TimerData * td;
if( ed == NULL || ed->summon_timer == INVALID_TIMER )
return 0;
-
+
td = get_timer(ed->summon_timer);
return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
}
@@ -170,20 +170,20 @@ int elemental_save(struct elemental_data *ed) {
static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
struct map_session_data *sd;
struct elemental_data *ed;
-
+
if( (sd = map_id2sd(id)) == NULL )
return 1;
if( (ed = sd->ed) == NULL )
return 1;
-
+
if( ed->summon_timer != tid ) {
ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
return 0;
}
-
+
ed->summon_timer = INVALID_TIMER;
elemental_delete(ed, 0); // Elemental's summon time is over.
-
+
return 0;
}
@@ -196,28 +196,28 @@ void elemental_summon_stop(struct elemental_data *ed) {
int elemental_delete(struct elemental_data *ed, int reply) {
struct map_session_data *sd;
-
+
nullpo_ret(ed);
-
+
sd = ed->master;
ed->elemental.life_time = 0;
-
+
elemental_clean_effect(ed);
elemental_summon_stop(ed);
-
+
if( !sd )
return unit_free(&ed->bl, 0);
-
+
sd->ed = NULL;
sd->status.ele_id = 0;
-
+
return unit_remove_map(&ed->bl, 0);
}
void elemental_summon_init(struct elemental_data *ed) {
if( ed->summon_timer == INVALID_TIMER )
ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
-
+
ed->regen.state.block = 0;
}
@@ -226,15 +226,15 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
struct elemental_data *ed;
struct s_elemental_db *db;
int i = elemental_search_index(ele->class_);
-
+
if( (sd = map_charid2sd(ele->char_id)) == NULL )
return 0;
-
+
if( !flag || i < 0 ) { // Not created - loaded - DB info
sd->status.ele_id = 0;
return 0;
}
-
+
db = &elemental_db[i];
if( !sd->ed ) { // Initialize it after first summon.
sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
@@ -248,14 +248,14 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
status_change_init(&ed->bl);
unit_dataset(&ed->bl);
ed->ud.dir = sd->ud.dir;
-
+
ed->bl.m = sd->bl.m;
ed->bl.x = sd->bl.x;
ed->bl.y = sd->bl.y;
unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
ed->bl.x = ed->ud.to_x;
ed->bl.y = ed->ud.to_y;
-
+
map_addiddb(&ed->bl);
status_calc_elemental(ed,1);
ed->last_spdrain_time = ed->last_thinktime = gettick();
@@ -265,9 +265,9 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
ed = sd->ed;
}
-
+
sd->status.ele_id = ele->elemental_id;
-
+
if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
map_addblock(&ed->bl);
clif_spawn(&ed->bl);
@@ -276,18 +276,18 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
clif_elemental_updatestatus(sd,SP_SP);
}
-
+
return 1;
}
-int elemental_clean_single_effect(struct elemental_data *ed, int skill_num) {
+int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
struct block_list *bl;
- sc_type type = status_skill2sc(skill_num);
-
+ sc_type type = status_skill2sc(skill_id);
+
nullpo_ret(ed);
-
+
bl = battle_get_master(&ed->bl);
-
+
if( type ) {
switch( type ) {
// Just remove status change.
@@ -323,15 +323,15 @@ int elemental_clean_single_effect(struct elemental_data *ed, int skill_num) {
break;
}
}
-
+
return 1;
}
int elemental_clean_effect(struct elemental_data *ed) {
struct map_session_data *sd;
-
+
nullpo_ret(ed);
-
+
// Elemental side
status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
@@ -354,10 +354,10 @@ int elemental_clean_effect(struct elemental_data *ed) {
status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
-
+
if( (sd = ed->master) == NULL )
return 0;
-
+
// Master side
status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
@@ -383,68 +383,68 @@ int elemental_clean_effect(struct elemental_data *ed) {
status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
-
+
return 1;
}
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
struct skill_condition req;
- short skillnum, skilllv;
+ uint16 skill_id, skill_lv;
int i;
-
+
nullpo_ret(ed);
nullpo_ret(bl);
-
+
if( !ed->master )
return 0;
-
+
if( ed->target_id )
elemental_unlocktarget(ed); // Remove previous target.
-
+
ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
if( i == MAX_ELESKILLTREE )
return 0;
-
- skillnum = ed->db->skill[i].id;
- skilllv = ed->db->skill[i].lv;
-
- if( elemental_skillnotok(skillnum, ed) )
+
+ skill_id = ed->db->skill[i].id;
+ skill_lv = ed->db->skill[i].lv;
+
+ if( elemental_skillnotok(skill_id, ed) )
return 0;
-
+
if( ed->ud.skilltimer != INVALID_TIMER )
return 0;
else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
return 0;
-
+
ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
ed->last_thinktime = tick;
-
+
// Not in skill range.
- if( !battle_check_range(&ed->bl,bl,skill_get_range(skillnum,skilllv)) ) {
+ if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) {
// Try to walk to the target.
- if( !unit_walktobl(&ed->bl, bl, skill_get_range(skillnum,skilllv), 2) )
+ if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) )
elemental_unlocktarget(ed);
else {
// Walking, waiting to be in range. Client don't handle it, then we must handle it here.
- int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skillnum,skilllv);
- ed->ud.skillid = skillnum;
- ed->ud.skilllv = skilllv;
-
- if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
+ int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv);
+ ed->ud.skill_id = skill_id;
+ ed->ud.skill_lv = skill_lv;
+
+ if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
else
ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
}
return 1;
-
+
}
- req = elemental_skill_get_requirements(skillnum, skilllv);
+ req = elemental_skill_get_requirements(skill_id, skill_lv);
if(req.hp || req.sp){
struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
if( sd ){
- if( sd->skillid_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
+ if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
(status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
return 1;
else
@@ -453,14 +453,14 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned
}
//Otherwise, just cast the skill.
- if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
+ if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
+ unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
else
- unit_skilluse_id(&ed->bl, bl->id, skillnum, skilllv);
-
+ unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
+
// Reset target.
ed->target_id = 0;
-
+
return 1;
}
@@ -470,40 +470,40 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned
*-------------------------------------------------------------*/
int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
struct block_list *bl = &ed->master->bl;
- short skillnum, skilllv;
+ uint16 skill_id, skill_lv;
int i;
-
+
nullpo_ret(ed);
-
+
if( !bl )
return 0;
-
+
// Select a skill.
ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
if( i == MAX_ELESKILLTREE )
return 0;
-
- skillnum = ed->db->skill[i].id;
- skilllv = ed->db->skill[i].lv;
-
- if( elemental_skillnotok(skillnum, ed) )
+
+ skill_id = ed->db->skill[i].id;
+ skill_lv = ed->db->skill[i].lv;
+
+ if( elemental_skillnotok(skill_id, ed) )
return 0;
-
+
if( ed->ud.skilltimer != INVALID_TIMER )
return 0;
else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
return 0;
-
+
ed->target_id = bl->id; // Set new target
ed->last_thinktime = gettick();
-
- if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
+
+ if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
+ unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
else
- unit_skilluse_id(&ed->bl,bl->id,skillnum,skilllv);
-
+ unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
+
ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
-
+
return 1;
}
@@ -512,20 +512,20 @@ int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
*-------------------------------------------------------------*/
int elemental_change_mode(struct elemental_data *ed, int mode) {
nullpo_ret(ed);
-
+
// Remove target
elemental_unlocktarget(ed);
-
+
// Removes the effects of the previous mode.
if(ed->elemental.mode != mode ) elemental_clean_effect(ed);
-
+
ed->battle_status.mode = ed->elemental.mode = mode;
-
+
// Normalize elemental mode to elemental skill mode.
if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
-
+
// Use a skill inmediately after every change mode.
if( mode != EL_SKILLMODE_AGGRESSIVE )
elemental_change_mode_ack(ed,mode);
@@ -546,56 +546,56 @@ int elemental_dead(struct elemental_data *ed) {
int elemental_unlocktarget(struct elemental_data *ed) {
nullpo_ret(ed);
-
+
ed->target_id = 0;
elemental_stop_attack(ed);
elemental_stop_walking(ed,1);
return 0;
}
-int elemental_skillnotok(int skillid, struct elemental_data *ed) {
- int i = skill_get_index(skillid);
+int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
+ int idx = skill_get_index(skill_id);
nullpo_retr(1,ed);
-
- if (i == 0)
+
+ if (idx == 0)
return 1; // invalid skill id
-
- return skillnotok(skillid, ed->master);
+
+ return skillnotok(skill_id, ed->master);
}
-struct skill_condition elemental_skill_get_requirements(int skill, int lv){
+struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
struct skill_condition req;
- int id = skill_get_index(skill);
+ int idx = skill_get_index(skill_id);
memset(&req,0,sizeof(req));
- if( id == 0 ) // invalid skill id
+ if( idx == 0 ) // invalid skill id
return req;
- if( lv < 1 || lv > MAX_SKILL_LEVEL )
+ if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
return req;
- req.hp = skill_db[id].hp[lv-1];
- req.sp = skill_db[id].sp[lv-1];
+ req.hp = skill_db[idx].hp[skill_lv-1];
+ req.sp = skill_db[idx].sp[skill_lv-1];
return req;
}
int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
struct elemental_data *ed = sd->ed;
-
+
nullpo_ret(ed);
nullpo_ret(bl);
-
+
if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
return 0;
-
+
if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
-
+
if( ed->target_id == 0 )
ed->target_id = bl->id;
-
+
return 1;
}
@@ -603,19 +603,19 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap
struct elemental_data *ed;
struct block_list **target;
int dist;
-
+
nullpo_ret(bl);
-
+
ed = va_arg(ap,struct elemental_data *);
target = va_arg(ap,struct block_list**);
-
+
//If can't seek yet, not an enemy, or you can't attack it, skip.
if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
-
+
if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
return 0;
-
+
switch( bl->type ) {
case BL_PC:
if( !map_flag_vs(ed->bl.m) )
@@ -638,10 +638,10 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap
static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
struct block_list *target = NULL;
int master_dist, view_range, mode;
-
+
nullpo_ret(ed);
nullpo_ret(sd);
-
+
if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
return 0;
@@ -660,7 +660,7 @@ static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_
break;
}
- if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
+ if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
elemental_delete(sd->ed,0);
return 0;
}
@@ -668,28 +668,28 @@ static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_
status_zap(&sd->bl,0,sp);
ed->last_spdrain_time = tick;
}
-
+
if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
return 0;
-
+
ed->last_thinktime = tick;
-
+
if( ed->ud.skilltimer != INVALID_TIMER )
return 0;
-
+
if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
return 0; //No thinking when you just started to walk.
-
+
if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
return 0; //No thinking until be near the master.
-
+
if( ed->sc.count && ed->sc.data[SC_BLIND] )
view_range = 3;
else
view_range = ed->db->range2;
-
+
mode = status_get_mode(&ed->bl);
-
+
master_dist = distance_bl(&sd->bl, &ed->bl);
if( master_dist > AREA_SIZE ) { // Master out of vision range.
elemental_unlocktarget(ed);
@@ -705,42 +705,42 @@ static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_
return 0; //Already walking to him
if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
return 0; //Can't move yet.
- if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
+ if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
&& unit_walktoxy(&ed->bl, x, y, 0) )
return 0;
}
-
+
if( mode == EL_MODE_AGGRESSIVE ) {
target = map_id2bl(ed->ud.target);
-
+
if( !target )
map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
-
+
if( !target ) { //No targets available.
elemental_unlocktarget(ed);
return 1;
}
-
+
if( battle_check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
if( elemental_action(ed,target,tick) )
return 1;
}
-
+
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
return 1;
-
+
if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
unit_attack(&ed->bl,target->id,1);
return 1;
}
-
+
//Follow up if possible.
if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
elemental_unlocktarget(ed);
}
-
+
return 0;
}
@@ -748,7 +748,7 @@ static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list a
unsigned int tick = va_arg(ap,unsigned int);
if(sd->status.ele_id && sd->ed)
elemental_ai_sub_timer(sd->ed,sd,tick);
-
+
return 0;
}
@@ -764,24 +764,24 @@ int read_elementaldb(void) {
int i, j = 0, k = 0, ele;
struct s_elemental_db *db;
struct status_data *status;
-
+
sprintf(line, "%s/%s", db_path, "elemental_db.txt");
memset(elemental_db,0,sizeof(elemental_db));
-
+
fp = fopen(line, "r");
if( !fp ) {
ShowError("read_elementaldb : can't read elemental_db.txt\n");
return -1;
}
-
+
while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) {
k++;
if( line[0] == '/' && line[1] == '/' )
continue;
-
+
if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
continue;
-
+
i = 0;
p = strtok(line, ",");
while( p != NULL && i < 26 ) {
@@ -792,16 +792,16 @@ int read_elementaldb(void) {
ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k);
continue;
}
-
+
db = &elemental_db[j];
db->class_ = atoi(str[0]);
strncpy(db->sprite, str[1], NAME_LENGTH);
strncpy(db->name, str[2], NAME_LENGTH);
db->lv = atoi(str[3]);
-
+
status = &db->status;
db->vd.class_ = db->class_;
-
+
status->max_hp = atoi(str[4]);
status->max_sp = atoi(str[5]);
status->rhw.range = atoi(str[6]);
@@ -819,7 +819,7 @@ int read_elementaldb(void) {
db->range3 = atoi(str[18]);
status->size = atoi(str[19]);
status->race = atoi(str[20]);
-
+
ele = atoi(str[21]);
status->def_ele = ele%10;
status->ele_lv = ele/20;
@@ -831,19 +831,19 @@ int read_elementaldb(void) {
ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
status->ele_lv = 1;
}
-
+
status->aspd_rate = 1000;
status->speed = atoi(str[22]);
status->adelay = atoi(str[23]);
status->amotion = atoi(str[24]);
status->dmotion = atoi(str[25]);
-
+
j++;
}
-
+
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j);
-
+
return 0;
}
@@ -853,23 +853,23 @@ int read_elemental_skilldb(void) {
char *str[4];
struct s_elemental_db *db;
int i, j = 0, k = 0, class_;
- int skillid, skilllv, skillmode;
-
+ uint16 skill_id, skill_lv, skillmode;
+
sprintf(line, "%s/%s", db_path, "elemental_skill_db.txt");
fp = fopen(line, "r");
if( !fp ) {
ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n");
return -1;
}
-
+
while( fgets(line, sizeof(line), fp) ) {
k++;
if( line[0] == '/' && line[1] == '/' )
continue;
if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
- continue;
-
+ continue;
+
i = 0;
p = strtok(line, ",");
while( p != NULL && i < 4 ) {
@@ -880,39 +880,39 @@ int read_elemental_skilldb(void) {
ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k);
continue;
}
-
+
class_ = atoi(str[0]);
ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental_db[i].class_);
if( i == MAX_ELEMENTAL_CLASS ) {
ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k);
continue;
}
-
- skillid = atoi(str[1]);
- if( skillid < EL_SKILLBASE || skillid >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
+
+ skill_id = atoi(str[1]);
+ if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
continue;
}
-
+
db = &elemental_db[i];
- skilllv = atoi(str[2]);
-
+ skill_lv = atoi(str[2]);
+
skillmode = atoi(str[3]);
if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k);
continue;
}
- ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skillid );
+ ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
if( i == MAX_ELESKILLTREE ) {
- ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skillid, class_);
+ ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
continue;
}
- db->skill[i].id = skillid;
- db->skill[i].lv = skilllv;
+ db->skill[i].id = skill_id;
+ db->skill[i].lv = skill_lv;
db->skill[i].mode = skillmode;
j++;
}
-
+
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j);
return 0;
@@ -930,10 +930,10 @@ void reload_elemental_skilldb(void) {
int do_init_elemental(void) {
read_elementaldb();
read_elemental_skilldb();
-
+
add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
-
+
return 0;
}
diff --git a/src/map/elemental.h b/src/map/elemental.h
index ce8818563..f941f3dfd 100644
--- a/src/map/elemental.h
+++ b/src/map/elemental.h
@@ -43,14 +43,14 @@ struct elemental_data {
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
-
+
struct s_elemental_db *db;
struct s_elemental elemental;
-
+
struct map_session_data *master;
int summon_timer;
int skill_timer;
-
+
unsigned last_thinktime, last_linktime, last_spdrain_time;
short min_chase;
int target_id, attacked_id;
@@ -75,12 +75,12 @@ void elemental_summon_stop(struct elemental_data *ed);
int elemental_get_lifetime(struct elemental_data *ed);
int elemental_unlocktarget(struct elemental_data *ed);
-int elemental_skillnotok(int skillid, struct elemental_data *ed);
+int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed);
int elemental_set_target( struct map_session_data *sd, struct block_list *bl );
-int elemental_clean_single_effect(struct elemental_data *ed, int skill_num);
+int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id);
int elemental_clean_effect(struct elemental_data *ed);
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick);
-struct skill_condition elemental_skill_get_requirements(int skill, int lv);
+struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv);
#define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type)
#define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl)
diff --git a/src/map/guild.c b/src/map/guild.c
index f1d81b081..4e256fbd0 100644
--- a/src/map/guild.c
+++ b/src/map/guild.c
@@ -96,7 +96,7 @@ int guild_skill_get_max (int id)
return guild_skill_tree[id-GD_SKILLBASE].max;
}
-// Retrive skilllv learned by guild
+// Retrive skill_lv learned by guild
int guild_checkskill(struct guild *g, int id) {
int idx = id - GD_SKILLBASE;
@@ -110,18 +110,18 @@ int guild_checkskill(struct guild *g, int id) {
*------------------------------------------*/
static bool guild_read_guildskill_tree_db(char* split[], int columns, int current)
{// <skill id>,<max lv>,<req id1>,<req lv1>,<req id2>,<req lv2>,<req id3>,<req lv3>,<req id4>,<req lv4>,<req id5>,<req lv5>
- int k, id, skillid;
+ int k, id, skill_id;
- skillid = atoi(split[0]);
- id = skillid - GD_SKILLBASE;
+ skill_id = atoi(split[0]);
+ id = skill_id - GD_SKILLBASE;
if( id < 0 || id >= MAX_GUILDSKILL )
{
- ShowWarning("guild_read_guildskill_tree_db: Invalid skill id %d.\n", skillid);
+ ShowWarning("guild_read_guildskill_tree_db: Invalid skill id %d.\n", skill_id);
return false;
}
- guild_skill_tree[id].id = skillid;
+ guild_skill_tree[id].id = skill_id;
guild_skill_tree[id].max = atoi(split[1]);
if( guild_skill_tree[id].id == GD_GLORYGUILD && battle_config.require_glory_guild && guild_skill_tree[id].max == 0 )
@@ -1238,13 +1238,13 @@ int guild_getexp(struct map_session_data *sd,int exp)
}
/*====================================================
- * Ask to increase guildskill skill_num
+ * Ask to increase guildskill skill_id
*---------------------------------------------------*/
-int guild_skillup(TBL_PC* sd, int skill_num)
+int guild_skillup(TBL_PC* sd, uint16 skill_id)
{
struct guild* g;
- int idx = skill_num - GD_SKILLBASE;
- int max = guild_skill_get_max(skill_num);
+ int idx = skill_id - GD_SKILLBASE;
+ int max = guild_skill_get_max(skill_id);
nullpo_ret(sd);
@@ -1256,15 +1256,15 @@ int guild_skillup(TBL_PC* sd, int skill_num)
if( g->skill_point > 0 &&
g->skill[idx].id != 0 &&
g->skill[idx].lv < max )
- intif_guild_skillup(g->guild_id, skill_num, sd->status.account_id, max);
+ intif_guild_skillup(g->guild_id, skill_id, sd->status.account_id, max);
return 0;
}
/*====================================================
- * Notification of guildskill skill_num increase request
+ * Notification of guildskill skill_id increase request
*---------------------------------------------------*/
-int guild_skillupack(int guild_id,int skill_num,int account_id)
+int guild_skillupack(int guild_id,uint16 skill_id,int account_id)
{
struct map_session_data *sd=map_id2sd(account_id);
struct guild *g=guild_search(guild_id);
@@ -1272,15 +1272,15 @@ int guild_skillupack(int guild_id,int skill_num,int account_id)
if(g==NULL)
return 0;
if( sd != NULL ) {
- clif_guild_skillup(sd,skill_num,g->skill[skill_num-GD_SKILLBASE].lv);
+ clif_guild_skillup(sd,skill_id,g->skill[skill_id-GD_SKILLBASE].lv);
/* Guild Aura handling */
- switch( skill_num ) {
+ switch( skill_id ) {
case GD_LEADERSHIP:
case GD_GLORYWOUNDS:
case GD_SOULCOLD:
case GD_HAWKEYES:
- guild_guildaura_refresh(sd,skill_num,g->skill[skill_num-GD_SKILLBASE].lv);
+ guild_guildaura_refresh(sd,skill_id,g->skill[skill_id-GD_SKILLBASE].lv);
break;
}
}
@@ -1293,9 +1293,9 @@ int guild_skillupack(int guild_id,int skill_num,int account_id)
return 0;
}
-void guild_guildaura_refresh(struct map_session_data *sd, int skill_num, int skill_lv) {
+void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv) {
struct skill_unit_group* group = NULL;
- int type = status_skill2sc(skill_num);
+ int type = status_skill2sc(skill_id);
if( !(battle_config.guild_aura&((agit_flag || agit2_flag)?2:1)) &&
!(battle_config.guild_aura&(map_flag_gvg2(sd->bl.m)?8:4)) )
return;
@@ -1305,7 +1305,7 @@ void guild_guildaura_refresh(struct map_session_data *sd, int skill_num, int ski
skill_delunitgroup(group);
status_change_end(&sd->bl,type,INVALID_TIMER);
}
- group = skill_unitsetting(&sd->bl,skill_num,skill_lv,sd->bl.x,sd->bl.y,0);
+ group = skill_unitsetting(&sd->bl,skill_id,skill_lv,sd->bl.x,sd->bl.y,0);
if( group ) {
sc_start4(&sd->bl,type,100,(battle_config.guild_aura&16)?0:skill_lv,0,0,group->group_id,600000);//duration doesn't matter these status never end with val4
}
@@ -1335,10 +1335,10 @@ int guild_get_alliance_count(struct guild *g,int flag)
// Blocks all guild skills which have a common delay time.
void guild_block_skill(struct map_session_data *sd, int time)
{
- int skill_num[] = { GD_BATTLEORDER, GD_REGENERATION, GD_RESTORE, GD_EMERGENCYCALL };
+ uint16 skill_id[] = { GD_BATTLEORDER, GD_REGENERATION, GD_RESTORE, GD_EMERGENCYCALL };
int i;
for (i = 0; i < 4; i++)
- skill_blockpc_start_(sd, skill_num[i], time , true);
+ skill_blockpc_start_(sd, skill_id[i], time , true);
}
/*====================================================
diff --git a/src/map/guild.h b/src/map/guild.h
index 3e7b98f59..0df93d138 100644
--- a/src/map/guild.h
+++ b/src/map/guild.h
@@ -60,7 +60,7 @@ int guild_member_withdraw(int guild_id,int account_id,int char_id,int flag,
const char *name,const char *mes);
int guild_expulsion(struct map_session_data *sd,int guild_id,
int account_id,int char_id,const char *mes);
-int guild_skillup(struct map_session_data* sd, int skill_num);
+int guild_skillup(struct map_session_data* sd, uint16 skill_id);
void guild_block_skill(struct map_session_data *sd, int time);
int guild_reqalliance(struct map_session_data *sd,struct map_session_data *tsd);
int guild_reply_reqalliance(struct map_session_data *sd,int account_id,int flag);
@@ -84,7 +84,7 @@ int guild_emblem_changed(int len,int guild_id,int emblem_id,const char *data);
int guild_send_message(struct map_session_data *sd,const char *mes,int len);
int guild_recv_message(int guild_id,int account_id,const char *mes,int len);
int guild_send_dot_remove(struct map_session_data *sd);
-int guild_skillupack(int guild_id,int skill_num,int account_id);
+int guild_skillupack(int guild_id,uint16 skill_id,int account_id);
int guild_break(struct map_session_data *sd,char *name);
int guild_broken(int guild_id,int flag);
int guild_gm_change(int guild_id, struct map_session_data *sd);
@@ -105,7 +105,7 @@ void guild_flag_add(struct npc_data *nd);
void guild_flag_remove(struct npc_data *nd);
void guild_flags_clear(void);
-void guild_guildaura_refresh(struct map_session_data *sd, int skill_num, int skill_lv);
+void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
void do_final_guild(void);
diff --git a/src/map/homunculus.c b/src/map/homunculus.c
index 8f54481ff..081287d8a 100644
--- a/src/map/homunculus.c
+++ b/src/map/homunculus.c
@@ -250,7 +250,7 @@ int merc_hom_calc_skilltree(struct homun_data *hd, int flag_evolve)
return 0;
}
-int merc_hom_checkskill(struct homun_data *hd,int skill_id)
+int merc_hom_checkskill(struct homun_data *hd,uint16 skill_id)
{
int i = skill_id - HM_SKILLBASE;
if(!hd)
@@ -263,15 +263,15 @@ int merc_hom_checkskill(struct homun_data *hd,int skill_id)
}
int merc_skill_tree_get_max(int id, int b_class){
- int i, skillid;
+ int i, skill_id;
b_class -= HM_CLASS_BASE;
- for(i=0;(skillid=hskill_tree[b_class][i].id)>0;i++)
- if (id == skillid)
+ for(i=0;(skill_id=hskill_tree[b_class][i].id)>0;i++)
+ if (id == skill_id)
return hskill_tree[b_class][i].max;
return skill_get_max(id);
}
-void merc_hom_skillup(struct homun_data *hd,int skillnum)
+void merc_hom_skillup(struct homun_data *hd,uint16 skill_id)
{
int i = 0 ;
nullpo_retv(hd);
@@ -279,18 +279,18 @@ void merc_hom_skillup(struct homun_data *hd,int skillnum)
if(hd->homunculus.vaporize)
return;
- i = skillnum - HM_SKILLBASE;
+ i = skill_id - HM_SKILLBASE;
if(hd->homunculus.skillpts > 0 &&
hd->homunculus.hskill[i].id &&
hd->homunculus.hskill[i].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- hd->homunculus.hskill[i].lv < merc_skill_tree_get_max(skillnum, hd->homunculus.class_)
+ hd->homunculus.hskill[i].lv < merc_skill_tree_get_max(skill_id, hd->homunculus.class_)
)
{
hd->homunculus.hskill[i].lv++;
hd->homunculus.skillpts-- ;
status_calc_homunculus(hd,0);
if (hd->master) {
- clif_homskillup(hd->master, skillnum);
+ clif_homskillup(hd->master, skill_id);
clif_hominfo(hd->master,hd,0);
clif_homskillinfoblock(hd->master);
}
diff --git a/src/map/homunculus.h b/src/map/homunculus.h
index aafcb8132..50e82eeac 100644
--- a/src/map/homunculus.h
+++ b/src/map/homunculus.h
@@ -95,9 +95,9 @@ struct view_data* merc_get_hom_viewdata(int class_);
int hom_class2mapid(int hom_class);
void merc_damage(struct homun_data *hd);
int merc_hom_dead(struct homun_data *hd);
-void merc_hom_skillup(struct homun_data *hd,int skillnum);
+void merc_hom_skillup(struct homun_data *hd,uint16 skill_id);
int merc_hom_calc_skilltree(struct homun_data *hd, int flag_evolve);
-int merc_hom_checkskill(struct homun_data *hd,int skill_id);
+int merc_hom_checkskill(struct homun_data *hd,uint16 skill_id);
int merc_hom_gainexp(struct homun_data *hd,int exp);
int merc_hom_levelup(struct homun_data *hd);
int merc_hom_evolution(struct homun_data *hd);
diff --git a/src/map/instance.c b/src/map/instance.c
index f5ae125a6..44a208866 100644
--- a/src/map/instance.c
+++ b/src/map/instance.c
@@ -98,12 +98,13 @@ int instance_create(int party_id, const char *name)
*--------------------------------------*/
int instance_add_map(const char *name, int instance_id, bool usebasename)
{
- int m = map_mapname2mapid(name), i, im = -1;
+ int16 m = map_mapname2mapid(name);
+ int i, im = -1;
size_t num_cell, size;
if( m < 0 )
return -1; // source map not found
-
+
if( !instance_is_valid(instance_id) )
{
ShowError("instance_add_map: trying to attach '%s' map to non-existing instance %d.\n", name, instance_id);
@@ -171,7 +172,7 @@ int instance_add_map(const char *name, int instance_id, bool usebasename)
* party_id : source party of this instance
* type : result (0 = map id | 1 = instance id)
*--------------------------------------*/
-int instance_map2imap(int m, int instance_id)
+int instance_map2imap(int16 m, int instance_id)
{
int i;
@@ -179,7 +180,7 @@ int instance_map2imap(int m, int instance_id)
{
return -1;
}
-
+
for( i = 0; i < instance[instance_id].num_map; i++ )
{
if( instance[instance_id].map[i] && map[instance[instance_id].map[i]].instance_src_map == m )
@@ -193,7 +194,7 @@ int instance_map2imap(int m, int instance_id)
* instance_id : where to search
* result : mapid of map "m" in this instance
*--------------------------------------*/
-int instance_mapid2imapid(int m, int instance_id)
+int instance_mapid2imapid(int16 m, int instance_id)
{
if( map[m].flag.src4instance == 0 )
return m; // not instances found for this map
@@ -216,7 +217,7 @@ int instance_mapid2imapid(int m, int instance_id)
int instance_map_npcsub(struct block_list* bl, va_list args)
{
struct npc_data* nd = (struct npc_data*)bl;
- int m = va_arg(args, int); // Destination Map
+ int16 m = va_arg(args, int); // Destination Map
npc_duplicate4instance(nd, m);
return 1;
@@ -245,7 +246,7 @@ void instance_init(int instance_id)
*--------------------------------------*/
int instance_del_load(struct map_session_data* sd, va_list args)
{
- int m = va_arg(args,int);
+ int16 m = va_arg(args,int);
if( !sd || sd->bl.m != m )
return 0;
@@ -256,7 +257,7 @@ int instance_del_load(struct map_session_data* sd, va_list args)
/* for npcs behave differently when being unloaded within a instance */
int instance_cleanup_sub(struct block_list *bl, va_list ap) {
nullpo_ret(bl);
-
+
switch(bl->type) {
case BL_PC:
map_quit((struct map_session_data *) bl);
@@ -277,14 +278,14 @@ int instance_cleanup_sub(struct block_list *bl, va_list ap) {
skill_delunit((struct skill_unit *) bl);
break;
}
-
+
return 1;
}
/*--------------------------------------
* Removes a simple instance map
*--------------------------------------*/
-void instance_del_map(int m)
+void instance_del_map(int16 m)
{
int i;
if( m <= 0 || !map[m].instance_id )
@@ -323,7 +324,7 @@ void instance_del_map(int m)
map_removemapdb(&map[m]);
memset(&map[m], 0x00, sizeof(map[0]));
-
+
/* for it is default and makes it not try to delete a non-existent timer since we did not delete this entry. */
map[m].mob_delete_timer = INVALID_TIMER;
}
@@ -421,7 +422,7 @@ void instance_set_timeout(int instance_id, unsigned int progress_timeout, unsign
if( !instance_is_valid(instance_id) )
return;
-
+
if( instance[instance_id].progress_timer != INVALID_TIMER )
delete_timer( instance[instance_id].progress_timer, instance_destroy_timer);
if( instance[instance_id].idle_timer != INVALID_TIMER )
@@ -437,7 +438,7 @@ void instance_set_timeout(int instance_id, unsigned int progress_timeout, unsign
instance[instance_id].progress_timeout = 0;
instance[instance_id].progress_timer = INVALID_TIMER;
}
-
+
if( idle_timeout )
{
instance[instance_id].idle_timeoutval = idle_timeout;
@@ -460,7 +461,7 @@ void instance_set_timeout(int instance_id, unsigned int progress_timeout, unsign
*--------------------------------------*/
void instance_check_kick(struct map_session_data *sd)
{
- int m = sd->bl.m;
+ int16 m = sd->bl.m;
clif_instance_leave(sd->fd);
if( map[m].instance_id )
diff --git a/src/map/instance.h b/src/map/instance.h
index f8f7387f7..03b0d0898 100644
--- a/src/map/instance.h
+++ b/src/map/instance.h
@@ -22,7 +22,7 @@ struct s_instance {
int users;
struct DBMap* vars; // Instance Variable for scripts
-
+
int progress_timer;
time_t progress_timeout;
@@ -35,9 +35,9 @@ extern struct s_instance instance[MAX_INSTANCE];
int instance_create(int party_id, const char *name);
int instance_add_map(const char *name, int instance_id, bool usebasename);
-void instance_del_map(int m);
-int instance_map2imap(int m, int instance_id);
-int instance_mapid2imapid(int m, int instance_id);
+void instance_del_map(int16 m);
+int instance_map2imap(int16 m, int instance_id);
+int instance_mapid2imapid(int16 m, int instance_id);
void instance_destroy(int instance_id);
void instance_init(int instance_id);
diff --git a/src/map/intif.c b/src/map/intif.c
index 5f3eb374e..9391e0275 100644
--- a/src/map/intif.c
+++ b/src/map/intif.c
@@ -463,7 +463,7 @@ int intif_party_leave(int party_id,int account_id, int char_id)
// Request keeping party for new map ??
int intif_party_changemap(struct map_session_data *sd,int online)
{
- int m, mapindex;
+ int16 m, mapindex;
if (CheckForCharServer())
return 0;
@@ -702,15 +702,15 @@ int intif_guild_position(int guild_id,int idx,struct guild_position *p)
return 0;
}
-// Request an update of Guildskill skillnum
-int intif_guild_skillup(int guild_id, int skill_num, int account_id, int max)
+// Request an update of Guildskill skill_id
+int intif_guild_skillup(int guild_id, uint16 skill_id, int account_id, int max)
{
if( CheckForCharServer() )
return 0;
WFIFOHEAD(inter_fd, 18);
WFIFOW(inter_fd, 0) = 0x303c;
WFIFOL(inter_fd, 2) = guild_id;
- WFIFOL(inter_fd, 6) = skill_num;
+ WFIFOL(inter_fd, 6) = skill_id;
WFIFOL(inter_fd, 10) = account_id;
WFIFOL(inter_fd, 14) = max;
WFIFOSET(inter_fd, 18);
diff --git a/src/map/intif.h b/src/map/intif.h
index 081667545..65cc19830 100644
--- a/src/map/intif.h
+++ b/src/map/intif.h
@@ -54,7 +54,7 @@ int intif_guild_change_gm(int guild_id, const char* name, int len);
int intif_guild_change_basicinfo(int guild_id, int type, const void *data, int len);
int intif_guild_change_memberinfo(int guild_id, int account_id, int char_id, int type, const void *data, int len);
int intif_guild_position(int guild_id, int idx, struct guild_position *p);
-int intif_guild_skillup(int guild_id, int skill_num, int account_id, int max);
+int intif_guild_skillup(int guild_id, uint16 skill_id, int account_id, int max);
int intif_guild_alliance(int guild_id1, int guild_id2, int account_id1, int account_id2, int flag);
int intif_guild_notice(int guild_id, const char *mes1, const char *mes2);
int intif_guild_emblem(int guild_id, int len, const char *data);
diff --git a/src/map/itemdb.h b/src/map/itemdb.h
index 4d4b62818..2bc418cc4 100644
--- a/src/map/itemdb.h
+++ b/src/map/itemdb.h
@@ -85,7 +85,7 @@ enum {
#define UNKNOWN_ITEM_ID 512
struct item_data {
- int nameid;
+ uint16 nameid;
char name[ITEM_NAME_LENGTH],jname[ITEM_NAME_LENGTH];
//Do not add stuff between value_buy and view_id (see how getiteminfo works)
diff --git a/src/map/log.c b/src/map/log.c
index 749bd5c28..8a114d989 100644
--- a/src/map/log.c
+++ b/src/map/log.c
@@ -172,7 +172,7 @@ void log_branch(struct map_session_data* sd)
}
/// logs item transactions (generic)
-void log_pick(int id, int m, e_log_pick_type type, int amount, struct item* itm)
+void log_pick(int id, int16 m, e_log_pick_type type, int amount, struct item* itm)
{
nullpo_retv(itm);
if( ( log_config.enable_logs&type ) == 0 )
@@ -287,7 +287,7 @@ void log_mvpdrop(struct map_session_data* sd, int monster_id, int* log_mvp)
e_length = sprintf(entry, LOG_QUERY " INTO `%s` (`mvp_date`, `kill_char_id`, `monster_id`, `prize`, `mvpexp`, `map`) VALUES (NOW(), '%d', '%d', '%d', '%d', '%s') ",
log_config.log_mvpdrop, sd->status.char_id, monster_id, log_mvp[0], log_mvp[1], mapindex_id2name(sd->mapindex));
queryThread_log(entry,e_length);
-#else
+#else
if( SQL_ERROR == Sql_Query(logmysql_handle, LOG_QUERY " INTO `%s` (`mvp_date`, `kill_char_id`, `monster_id`, `prize`, `mvpexp`, `map`) VALUES (NOW(), '%d', '%d', '%d', '%d', '%s') ",
log_config.log_mvpdrop, sd->status.char_id, monster_id, log_mvp[0], log_mvp[1], mapindex_id2name(sd->mapindex)) )
{
@@ -328,7 +328,7 @@ void log_atcommand(struct map_session_data* sd, const char* message)
int e_length = 0;
e_length = sprintf(entry, LOG_QUERY " INTO `%s` (`atcommand_date`, `account_id`, `char_id`, `char_name`, `map`, `command`) VALUES (NOW(), '%d', '%d', '%s', '%s', '%s')", log_config.log_gm, sd->status.account_id, sd->status.char_id, sd->status.name ,mapindex_id2name(sd->mapindex), message);
queryThread_log(entry,e_length);
-#else
+#else
SqlStmt* stmt;
stmt = SqlStmt_Malloc(logmysql_handle);
@@ -375,7 +375,7 @@ void log_npc(struct map_session_data* sd, const char* message)
int e_length = 0;
e_length = sprintf(entry, LOG_QUERY " INTO `%s` (`npc_date`, `account_id`, `char_id`, `char_name`, `map`, `mes`) VALUES (NOW(), '%d', '%d', '%s', '%s', '%s')", log_config.log_npc, sd->status.account_id, sd->status.char_id, sd->status.name, mapindex_id2name(sd->mapindex), message );
queryThread_log(entry,e_length);
-#else
+#else
SqlStmt* stmt;
stmt = SqlStmt_Malloc(logmysql_handle);
if( SQL_SUCCESS != SqlStmt_Prepare(stmt, LOG_QUERY " INTO `%s` (`npc_date`, `account_id`, `char_id`, `char_name`, `map`, `mes`) VALUES (NOW(), '%d', '%d', ?, '%s', ?)", log_config.log_npc, sd->status.account_id, sd->status.char_id, mapindex_id2name(sd->mapindex) )
@@ -425,7 +425,7 @@ void log_chat(e_log_chat_type type, int type_id, int src_charid, int src_accid,
int e_length = 0;
e_length = sprintf(entry, LOG_QUERY " INTO `%s` (`time`, `type`, `type_id`, `src_charid`, `src_accountid`, `src_map`, `src_map_x`, `src_map_y`, `dst_charname`, `message`) VALUES (NOW(), '%c', '%d', '%d', '%d', '%s', '%d', '%d', '%s', '%s')", log_config.log_chat, log_chattype2char(type), type_id, src_charid, src_accid, map, x, y, dst_charname, message );
queryThread_log(entry,e_length);
-#else
+#else
SqlStmt* stmt;
stmt = SqlStmt_Malloc(logmysql_handle);
diff --git a/src/map/map.c b/src/map/map.c
index 60d063f7a..f6468e180 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -277,7 +277,8 @@ static void map_delblcell(struct block_list *bl)
*------------------------------------------*/
int map_addblock(struct block_list* bl)
{
- int m, x, y, pos;
+ int16 m, x, y;
+ int pos;
nullpo_ret(bl);
@@ -475,7 +476,7 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
/*==========================================
* Counts specified number of objects on given cell.
*------------------------------------------*/
-int map_count_oncell(int m, int x, int y, int type)
+int map_count_oncell(int16 m, int16 x, int16 y, int type)
{
int bx,by;
struct block_list *bl;
@@ -503,8 +504,8 @@ int map_count_oncell(int m, int x, int y, int type)
* Looks for a skill unit on a given cell
* flag&1: runs battle_check_target check based on unit->group->target_flag
*/
-struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int x,int y,int skill_id,struct skill_unit* out_unit, int flag) {
- int m,bx,by;
+struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int16 x,int16 y,uint16 skill_id,struct skill_unit* out_unit, int flag) {
+ int16 m,bx,by;
struct block_list *bl;
struct skill_unit *unit;
m = target->m;
@@ -532,7 +533,7 @@ struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int x,in
/*==========================================
* Adapted from foreachinarea for an easier invocation. [Skotlex]
*------------------------------------------*/
-int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...)
+int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int type, ...)
{
int bx, by, m;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
@@ -561,7 +562,7 @@ int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_lis
}
}
}
-
+
if( type&BL_MOB )
for( by = y0 / BLOCK_SIZE; by <= y1 / BLOCK_SIZE; by++ ) {
for(bx=x0/BLOCK_SIZE;bx<=x1/BLOCK_SIZE;bx++) {
@@ -597,7 +598,7 @@ int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_lis
/*==========================================
* Same as foreachinrange, but there must be a shoot-able range between center and target to be counted in. [Skotlex]
*------------------------------------------*/
-int map_foreachinshootrange(int (*func)(struct block_list*,va_list),struct block_list* center, int range, int type,...)
+int map_foreachinshootrange(int (*func)(struct block_list*,va_list),struct block_list* center, int16 range, int type,...)
{
int bx, by, m;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
@@ -605,7 +606,7 @@ int map_foreachinshootrange(int (*func)(struct block_list*,va_list),struct block
int blockcount = bl_list_count, i;
int x0, x1, y0, y1;
va_list ap;
-
+
m = center->m;
if ( m < 0 )
return 0;
@@ -668,22 +669,22 @@ int map_foreachinshootrange(int (*func)(struct block_list*,va_list),struct block
* Apply *func with ... arguments for the range.
* @type = BL_PC/BL_MOB etc..
*------------------------------------------*/
-int map_foreachinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int type, ...)
+int map_foreachinarea(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int type, ...)
{
int bx, by;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
struct block_list *bl;
int blockcount = bl_list_count, i;
va_list ap;
-
+
if ( m < 0 )
return 0;
-
+
if ( x1 < x0 )
swap(x0, x1);
if ( y1 < y0 )
swap(y0, y1);
-
+
x0 = max(x0, 0);
y0 = max(y0, 0);
x1 = min(x1, map[ m ].xs - 1);
@@ -722,7 +723,7 @@ int map_foreachinarea(int (*func)(struct block_list*,va_list), int m, int x0, in
/*==========================================
* Adapted from forcountinarea for an easier invocation. [pakpil]
*------------------------------------------*/
-int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int count, int type, ...)
+int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int count, int type, ...)
{
int bx, by, m;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
@@ -730,7 +731,7 @@ int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_li
int blockcount = bl_list_count, i;
int x0, x1, y0, y1;
va_list ap;
-
+
m = center->m;
x0 = max(center->x - range, 0);
y0 = max(center->y - range, 0);
@@ -784,22 +785,22 @@ int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_li
bl_list_count = blockcount;
return returnCount; //[Skotlex]
}
-int map_forcountinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int count, int type, ...)
+int map_forcountinarea(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int count, int type, ...)
{
int bx, by;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
struct block_list *bl;
int blockcount = bl_list_count, i;
va_list ap;
-
+
if ( m < 0 )
return 0;
-
+
if ( x1 < x0 )
swap(x0, x1);
if ( y1 < y0 )
swap(y0, y1);
-
+
x0 = max(x0, 0);
y0 = max(y0, 0);
x1 = min(x1, map[ m ].xs - 1);
@@ -844,7 +845,7 @@ int map_forcountinarea(int (*func)(struct block_list*,va_list), int m, int x0, i
* Move bl and do func* with va_list while moving.
* Mouvement is set by dx dy wich are distance in x and y
*------------------------------------------*/
-int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int dx, int dy, int type, ...)
+int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int16 dx, int16 dy, int type, ...)
{
int bx, by, m;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
@@ -855,7 +856,7 @@ int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_
if ( !range ) return 0;
if ( !dx && !dy ) return 0; //No movement.
-
+
m = center->m;
x0 = center->x - range;
@@ -867,7 +868,7 @@ int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_
swap(x0, x1);
if ( y1 < y0 )
swap(y0, y1);
-
+
if( dx == 0 || dy == 0 ) {
//Movement along one axis only.
if( dx == 0 ){
@@ -881,12 +882,12 @@ int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_
else //East
x1 = x0 + dx - 1;
}
-
+
x0 = max(x0, 0);
y0 = max(y0, 0);
x1 = min(x1, map[ m ].xs - 1);
y1 = min(y1, map[ m ].ys - 1);
-
+
for( by = y0 / BLOCK_SIZE; by <= y1 / BLOCK_SIZE; by++ ) {
for( bx = x0 / BLOCK_SIZE; bx <= x1 / BLOCK_SIZE; bx++ ) {
if ( type&~BL_MOB ) {
@@ -909,12 +910,12 @@ int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_
}
}
} else { // Diagonal movement
-
+
x0 = max(x0, 0);
y0 = max(y0, 0);
x1 = min(x1, map[ m ].xs - 1);
y1 = min(y1, map[ m ].ys - 1);
-
+
for( by = y0 / BLOCK_SIZE; by <= y1 / BLOCK_SIZE; by++ ) {
for( bx = x0 / BLOCK_SIZE; bx <= x1 / BLOCK_SIZE; bx++ ) {
if ( type & ~BL_MOB ) {
@@ -969,7 +970,7 @@ int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_
// which only checks the exact single x/y passed to it rather than an
// area radius - may be more useful in some instances)
//
-int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int y, int type, ...)
+int map_foreachincell(int (*func)(struct block_list*,va_list), int16 m, int16 x, int16 y, int type, ...)
{
int bx, by;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
@@ -1012,7 +1013,7 @@ int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int
/*============================================================
* For checking a path between two points (x0, y0) and (x1, y1)
*------------------------------------------------------------*/
-int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int length, int type,...)
+int map_foreachinpath(int (*func)(struct block_list*,va_list),int16 m,int16 x0,int16 y0,int16 x1,int16 y1,int16 range,int length, int type,...)
{
int returnCount = 0; //total sum of returned values of func() [Skotlex]
//////////////////////////////////////////////////////////////
@@ -1057,7 +1058,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
int k, xi, yi, xu, yu;
int mx0 = x0, mx1 = x1, my0 = y0, my1 = y1;
va_list ap;
-
+
//Avoid needless calculations by not getting the sqrt right away.
#define MAGNITUDE2(x0, y0, x1, y1) ( ( ( x1 ) - ( x0 ) ) * ( ( x1 ) - ( x0 ) ) + ( ( y1 ) - ( y0 ) ) * ( ( y1 ) - ( y0 ) ) )
@@ -1113,7 +1114,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
yi = bl->y;
k = ( xi - x0 ) * ( x1 - x0 ) + ( yi - y0 ) * ( y1 - y0 );
-
+
if ( k < 0 || k > len_limit ) //Since more skills use this, check for ending point as well.
continue;
@@ -1146,7 +1147,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
xi = bl->x;
yi = bl->y;
k = ( xi - x0 ) * ( x1 - x0 ) + ( yi - y0 ) * ( y1 - y0 );
-
+
if ( k < 0 || k > len_limit )
continue;
@@ -1190,14 +1191,14 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
}
// Copy of map_foreachincell, but applied to the whole map. [Skotlex]
-int map_foreachinmap(int (*func)(struct block_list*,va_list), int m, int type,...)
+int map_foreachinmap(int (*func)(struct block_list*,va_list), int16 m, int type,...)
{
int b, bsize;
int returnCount = 0; //total sum of returned values of func() [Skotlex]
struct block_list *bl;
int blockcount = bl_list_count, i;
va_list ap;
-
+
bsize = map[ m ].bxs * map[ m ].bys;
if( type&~BL_MOB )
@@ -1286,15 +1287,15 @@ int map_clearflooritem_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
-/*
+/*
* clears a single bl item out of the bazooonga.
*/
void map_clearflooritem(struct block_list *bl) {
struct flooritem_data* fitem = (struct flooritem_data*)bl;
-
+
if( fitem->cleartimer )
delete_timer(fitem->cleartimer,map_clearflooritem_timer);
-
+
clif_clearflooritem(fitem, 0);
map_deliddb(&fitem->bl);
map_delblock(&fitem->bl);
@@ -1306,7 +1307,7 @@ void map_clearflooritem(struct block_list *bl) {
* to place an BL_ITEM object. Scan area is 9x9, returns 1 on success.
* x and y are modified with the target cell when successful.
*------------------------------------------*/
-int map_searchrandfreecell(int m,int *x,int *y,int stack) {
+int map_searchrandfreecell(int16 m,int16 *x,int16 *y,int stack) {
int free_cell,i,j;
int free_cells[9][2];
@@ -1351,7 +1352,7 @@ static int map_count_sub(struct block_list *bl,va_list ap)
* &2 = the target should be able to walk to the target tile.
* &4 = there shouldn't be any players around the target tile (use the no_spawn_on_player setting)
*------------------------------------------*/
-int map_search_freecell(struct block_list *src, int m, short *x,short *y, int rx, int ry, int flag)
+int map_search_freecell(struct block_list *src, int16 m, int16 *x,int16 *y, int16 rx, int16 ry, int flag)
{
int tries, spawn=0;
int bx, by;
@@ -1424,7 +1425,7 @@ int map_search_freecell(struct block_list *src, int m, short *x,short *y, int rx
* @first_charid, @second_charid, @third_charid, looting priority
* @flag: &1 MVP item. &2 do stacking check.
*------------------------------------------*/
-int map_addflooritem(struct item *item_data,int amount,int m,int x,int y,int first_charid,int second_charid,int third_charid,int flags)
+int map_addflooritem(struct item *item_data,int amount,int16 m,int16 x,int16 y,int first_charid,int second_charid,int third_charid,int flags)
{
int r;
struct flooritem_data *fitem=NULL;
@@ -1706,7 +1707,7 @@ int map_quit(struct map_session_data *sd) {
if( map[sd->bl.m].instance_id )
{ // Avoid map conflicts and warnings on next login
- int m;
+ int16 m;
struct point *pt;
if( map[sd->bl.m].save.map )
pt = &map[sd->bl.m].save;
@@ -1865,7 +1866,7 @@ bool map_blid_exists( int id ) {
/*==========================================
* Convext Mirror
*------------------------------------------*/
-struct mob_data * map_getmob_boss(int m)
+struct mob_data * map_getmob_boss(int16 m)
{
DBIterator* iter;
struct mob_data *md = NULL;
@@ -2154,7 +2155,7 @@ bool mapit_exists(struct s_mapiterator* mapit)
/*==========================================
* Add npc-bl to id_db, basically register npc to map
*------------------------------------------*/
-bool map_addnpc(int m,struct npc_data *nd)
+bool map_addnpc(int16 m,struct npc_data *nd)
{
nullpo_ret(nd);
@@ -2190,7 +2191,7 @@ int map_addmobtolist(unsigned short m, struct spawn_data *spawn)
return -1;
}
-void map_spawnmobs(int m)
+void map_spawnmobs(int16 m)
{
int i, k=0;
if (map[m].mob_delete_timer != INVALID_TIMER)
@@ -2242,7 +2243,7 @@ int map_removemobs_sub(struct block_list *bl, va_list ap)
int map_removemobs_timer(int tid, unsigned int tick, int id, intptr_t data)
{
int count;
- const int m = id;
+ const int16 m = id;
if (m < 0 || m >= MAX_MAP_PER_SERVER)
{ //Incorrect map id!
@@ -2266,7 +2267,7 @@ int map_removemobs_timer(int tid, unsigned int tick, int id, intptr_t data)
return 1;
}
-void map_removemobs(int m)
+void map_removemobs(int16 m)
{
if (map[m].mob_delete_timer != INVALID_TIMER) // should never happen
return; //Mobs are already scheduled for removal
@@ -2277,7 +2278,7 @@ void map_removemobs(int m)
/*==========================================
* Hookup, get map_id from map_name
*------------------------------------------*/
-int map_mapname2mapid(const char* name)
+int16 map_mapname2mapid(const char* name)
{
unsigned short map_index;
map_index = mapindex_name2id(name);
@@ -2289,7 +2290,7 @@ int map_mapname2mapid(const char* name)
/*==========================================
* Returns the map of the given mapindex. [Skotlex]
*------------------------------------------*/
-int map_mapindex2mapid(unsigned short mapindex)
+int16 map_mapindex2mapid(unsigned short mapindex)
{
struct map_data *md=NULL;
@@ -2340,9 +2341,9 @@ int map_check_dir(int s_dir,int t_dir)
/*==========================================
* Returns the direction of the given cell, relative to 'src'
*------------------------------------------*/
-uint8 map_calc_dir(struct block_list* src, int x, int y)
+uint8 map_calc_dir(struct block_list* src, int16 x, int16 y)
{
- unsigned char dir = 0;
+ uint8 dir = 0;
int dx, dy;
nullpo_ret(src);
@@ -2386,7 +2387,7 @@ uint8 map_calc_dir(struct block_list* src, int x, int y)
* Randomizes target cell x,y to a random walkable cell that
* has the same distance from object as given coordinates do. [Skotlex]
*------------------------------------------*/
-int map_random_dir(struct block_list *bl, short *x, short *y)
+int map_random_dir(struct block_list *bl, int16 *x, int16 *y)
{
short xi = *x-bl->x;
short yi = *y-bl->y;
@@ -2451,12 +2452,12 @@ static int map_cell2gat(struct mapcell cell)
/*==========================================
* Confirm if celltype in (m,x,y) match the one given in cellchk
*------------------------------------------*/
-int map_getcell(int m,int x,int y,cell_chk cellchk)
+int map_getcell(int16 m,int16 x,int16 y,cell_chk cellchk)
{
return (m < 0 || m >= MAX_MAP_PER_SERVER) ? 0 : map_getcellp(&map[m],x,y,cellchk);
}
-int map_getcellp(struct map_data* m,int x,int y,cell_chk cellchk)
+int map_getcellp(struct map_data* m,int16 x,int16 y,cell_chk cellchk)
{
struct mapcell cell;
@@ -2533,7 +2534,7 @@ int map_getcellp(struct map_data* m,int x,int y,cell_chk cellchk)
* 'cell' - which flag to modify
* 'flag' - true = on, false = off
*------------------------------------------*/
-void map_setcell(int m, int x, int y, cell_t cell, bool flag)
+void map_setcell(int16 m, int16 x, int16 y, cell_t cell, bool flag)
{
int j;
@@ -2560,7 +2561,7 @@ void map_setcell(int m, int x, int y, cell_t cell, bool flag)
}
}
-void map_setgatcell(int m, int x, int y, int gat)
+void map_setgatcell(int16 m, int16 x, int16 y, int gat)
{
int j;
struct mapcell cell;
@@ -2581,7 +2582,7 @@ void map_setgatcell(int m, int x, int y, int gat)
*------------------------------------------*/
static DBMap* iwall_db;
-void map_iwall_nextxy(int x, int y, int dir, int pos, int *x1, int *y1)
+void map_iwall_nextxy(int16 x, int16 y, int8 dir, int pos, int16 *x1, int16 *y1)
{
if( dir == 0 || dir == 4 )
*x1 = x; // Keep X
@@ -2598,10 +2599,11 @@ void map_iwall_nextxy(int x, int y, int dir, int pos, int *x1, int *y1)
*y1 = y + pos;
}
-bool map_iwall_set(int m, int x, int y, int size, int dir, bool shootable, const char* wall_name)
+bool map_iwall_set(int16 m, int16 x, int16 y, int size, int8 dir, bool shootable, const char* wall_name)
{
struct iwall_data *iwall;
- int i, x1 = 0, y1 = 0;
+ int i;
+ int16 x1 = 0, y1 = 0;
if( size < 1 || !wall_name )
return false;
@@ -2646,7 +2648,7 @@ void map_iwall_get(struct map_session_data *sd)
{
struct iwall_data *iwall;
DBIterator* iter;
- int x1, y1;
+ int16 x1, y1;
int i;
if( map[sd->bl.m].iwall_num < 1 )
@@ -2670,7 +2672,7 @@ void map_iwall_get(struct map_session_data *sd)
void map_iwall_remove(const char *wall_name)
{
struct iwall_data *iwall;
- int i, x1, y1;
+ int16 i, x1, y1;
if( (iwall = (struct iwall_data *)strdb_get(iwall_db, wall_name)) == NULL )
return; // Nothing to do
@@ -3111,16 +3113,16 @@ int parse_console(const char* buf)
char type[64];
char command[64];
char map[64];
- int x = 0;
- int y = 0;
- int m;
+ int16 x = 0;
+ int16 y = 0;
+ int16 m;
int n;
struct map_session_data sd;
memset(&sd, 0, sizeof(struct map_session_data));
strcpy(sd.status.name, "console");
- if( ( n = sscanf(buf, "%63[^:]:%63[^:]:%63s %d %d[^\n]", type, command, map, &x, &y) ) < 5 )
+ if( ( n = sscanf(buf, "%63[^:]:%63[^:]:%63s %hd %hd[^\n]", type, command, map, &x, &y) ) < 5 )
{
if( ( n = sscanf(buf, "%63[^:]:%63[^\n]", type, command) ) < 2 )
{
diff --git a/src/map/map.h b/src/map/map.h
index 4f90b1f2f..a9d5eb098 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -310,7 +310,7 @@ enum auto_trigger_flag {
struct block_list {
struct block_list *next,*prev;
int id;
- short m,x,y;
+ int16 m,x,y;
enum bl_type type;
};
@@ -496,14 +496,14 @@ struct iwall_data {
struct map_data {
char name[MAP_NAME_LENGTH];
- unsigned short index; // The map index used by the mapindex* functions.
+ uint16 index; // The map index used by the mapindex* functions.
struct mapcell* cell; // Holds the information of each map cell (NULL if the map is not on this map-server).
struct block_list **block;
struct block_list **block_mob;
- int m;
- short xs,ys; // map dimensions (in cells)
- short bxs,bys; // map dimensions (in blocks)
- short bgscore_lion, bgscore_eagle; // Battleground ScoreBoard
+ int16 m;
+ int16 xs,ys; // map dimensions (in cells)
+ int16 bxs,bys; // map dimensions (in blocks)
+ int16 bgscore_lion, bgscore_eagle; // Battleground ScoreBoard
int npc_num;
int users;
int users_pvp;
@@ -598,10 +598,10 @@ struct map_data_other_server {
uint16 port;
};
-int map_getcell(int,int,int,cell_chk);
-int map_getcellp(struct map_data*,int,int,cell_chk);
-void map_setcell(int m, int x, int y, cell_t cell, bool flag);
-void map_setgatcell(int m, int x, int y, int gat);
+int map_getcell(int16 m,int16 x,int16 y,cell_chk cellchk);
+int map_getcellp(struct map_data* m,int16 x,int16 y,cell_chk cellchk);
+void map_setcell(int16 m, int16 x, int16 y, cell_t cell, bool flag);
+void map_setgatcell(int16 m, int16 x, int16 y, int gat);
extern struct map_data map[];
extern int map_num;
@@ -635,31 +635,31 @@ int map_freeblock_unlock(void);
int map_addblock(struct block_list* bl);
int map_delblock(struct block_list* bl);
int map_moveblock(struct block_list *, int, int, unsigned int);
-int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...);
-int map_foreachinshootrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int type, ...);
-int map_foreachinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int type, ...);
-int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int count, int type, ...);
-int map_forcountinarea(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int count, int type, ...);
-int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int range, int dx, int dy, int type, ...);
-int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int y, int type, ...);
-int map_foreachinpath(int (*func)(struct block_list*,va_list), int m, int x0, int y0, int x1, int y1, int range, int length, int type, ...);
-int map_foreachinmap(int (*func)(struct block_list*,va_list), int m, int type, ...);
+int map_foreachinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int type, ...);
+int map_foreachinshootrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int type, ...);
+int map_foreachinarea(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int type, ...);
+int map_forcountinrange(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int count, int type, ...);
+int map_forcountinarea(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int count, int type, ...);
+int map_foreachinmovearea(int (*func)(struct block_list*,va_list), struct block_list* center, int16 range, int16 dx, int16 dy, int type, ...);
+int map_foreachincell(int (*func)(struct block_list*,va_list), int16 m, int16 x, int16 y, int type, ...);
+int map_foreachinpath(int (*func)(struct block_list*,va_list), int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int16 range, int length, int type, ...);
+int map_foreachinmap(int (*func)(struct block_list*,va_list), int16 m, int type, ...);
//blocklist nb in one cell
-int map_count_oncell(int m,int x,int y,int type);
-struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int x,int y,int skill_id,struct skill_unit *, int flag);
+int map_count_oncell(int16 m,int16 x,int16 y,int type);
+struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int16 x,int16 y,uint16 skill_id,struct skill_unit *, int flag);
// search and creation
int map_get_new_object_id(void);
-int map_search_freecell(struct block_list *src, int m, short *x, short *y, int rx, int ry, int flag);
+int map_search_freecell(struct block_list *src, int16 m, int16 *x, int16 *y, int16 rx, int16 ry, int flag);
//
int map_quit(struct map_session_data *);
// npc
-bool map_addnpc(int,struct npc_data *);
+bool map_addnpc(int16 m,struct npc_data *);
// map item
int map_clearflooritem_timer(int tid, unsigned int tick, int id, intptr_t data);
int map_removemobs_timer(int tid, unsigned int tick, int id, intptr_t data);
void map_clearflooritem(struct block_list* bl);
-int map_addflooritem(struct item *item_data,int amount,int m,int x,int y,int first_charid,int second_charid,int third_charid,int flags);
+int map_addflooritem(struct item *item_data,int amount,int16 m,int16 x,int16 y,int first_charid,int second_charid,int third_charid,int flags);
// player to map session
void map_addnickdb(int charid, const char* nick);
@@ -678,8 +678,8 @@ struct block_list * map_id2bl(int id);
bool map_blid_exists( int id );
#define map_id2index(id) map[(id)].index
-int map_mapindex2mapid(unsigned short mapindex);
-int map_mapname2mapid(const char* name);
+int16 map_mapindex2mapid(unsigned short mapindex);
+int16 map_mapname2mapid(const char* name);
int map_mapname2ipport(unsigned short name, uint32* ip, uint16* port);
int map_setipport(unsigned short map, uint32 ip, uint16 port);
int map_eraseipport(unsigned short map, uint32 ip, uint16 port);
@@ -692,7 +692,7 @@ void map_foreachnpc(int (*func)(struct npc_data* nd, va_list args), ...);
void map_foreachregen(int (*func)(struct block_list* bl, va_list args), ...);
void map_foreachiddb(int (*func)(struct block_list* bl, va_list args), ...);
struct map_session_data * map_nick2sd(const char*);
-struct mob_data * map_getmob_boss(int m);
+struct mob_data * map_getmob_boss(int16 m);
struct mob_data * map_id2boss(int id);
// reload config file looking only for npcs
@@ -719,7 +719,7 @@ bool mapit_exists(struct s_mapiterator* mapit);
#define mapit_geteachiddb() mapit_alloc(MAPIT_NORMAL,BL_ALL)
int map_check_dir(int s_dir,int t_dir);
-unsigned char map_calc_dir( struct block_list *src,int x,int y);
+uint8 map_calc_dir( struct block_list *src,int16 x,int16 y);
int map_random_dir(struct block_list *bl, short *x, short *y); // [Skotlex]
int cleanup_sub(struct block_list *bl, va_list ap);
@@ -727,13 +727,13 @@ int cleanup_sub(struct block_list *bl, va_list ap);
int map_delmap(char* mapname);
void map_flags_init(void);
-bool map_iwall_set(int m, int x, int y, int size, int dir, bool shootable, const char* wall_name);
+bool map_iwall_set(int16 m, int16 x, int16 y, int size, int8 dir, bool shootable, const char* wall_name);
void map_iwall_get(struct map_session_data *sd);
void map_iwall_remove(const char *wall_name);
int map_addmobtolist(unsigned short m, struct spawn_data *spawn); // [Wizputer]
-void map_spawnmobs(int); // [Wizputer]
-void map_removemobs(int); // [Wizputer]
+void map_spawnmobs(int16 m); // [Wizputer]
+void map_removemobs(int16 m); // [Wizputer]
void do_reconnect_map(void); //Invoked on map-char reconnection [Skotlex]
void map_addmap2db(struct map_data *m);
void map_removemapdb(struct map_data *m);
diff --git a/src/map/mercenary.c b/src/map/mercenary.c
index 832cc835b..973dac33e 100644
--- a/src/map/mercenary.c
+++ b/src/map/mercenary.c
@@ -384,7 +384,7 @@ int mercenary_kills(struct mercenary_data *md)
return 0;
}
-int mercenary_checkskill(struct mercenary_data *md, int skill_id)
+int mercenary_checkskill(struct mercenary_data *md, uint16 skill_id)
{
int i = skill_id - MC_SKILLBASE;
@@ -464,7 +464,7 @@ static bool read_mercenary_skilldb_sub(char* str[], int columns, int current)
{// <merc id>,<skill id>,<skill level>
struct s_mercenary_db *db;
int i, class_;
- int skillid, skilllv;
+ uint16 skill_id, skill_lv;
class_ = atoi(str[0]);
ARR_FIND(0, MAX_MERCENARY_CLASS, i, class_ == mercenary_db[i].class_);
@@ -474,19 +474,19 @@ static bool read_mercenary_skilldb_sub(char* str[], int columns, int current)
return false;
}
- skillid = atoi(str[1]);
- if( skillid < MC_SKILLBASE || skillid >= MC_SKILLBASE + MAX_MERCSKILL )
+ skill_id = atoi(str[1]);
+ if( skill_id < MC_SKILLBASE || skill_id >= MC_SKILLBASE + MAX_MERCSKILL )
{
- ShowError("read_mercenary_skilldb : Skill %d out of range.\n", skillid);
+ ShowError("read_mercenary_skilldb : Skill %d out of range.\n", skill_id);
return false;
}
db = &mercenary_db[i];
- skilllv = atoi(str[2]);
+ skill_lv = atoi(str[2]);
- i = skillid - MC_SKILLBASE;
- db->skill[i].id = skillid;
- db->skill[i].lv = skilllv;
+ i = skill_id - MC_SKILLBASE;
+ db->skill[i].id = skill_id;
+ db->skill[i].lv = skill_lv;
return true;
}
diff --git a/src/map/mercenary.h b/src/map/mercenary.h
index 014bd8937..994c7aaa4 100644
--- a/src/map/mercenary.h
+++ b/src/map/mercenary.h
@@ -70,7 +70,7 @@ int mercenary_get_calls(struct mercenary_data *md);
int mercenary_set_calls(struct mercenary_data *md, int value);
int mercenary_kills(struct mercenary_data *md);
-int mercenary_checkskill(struct mercenary_data *md, int skill_id);
+int mercenary_checkskill(struct mercenary_data *md, uint16 skill_id);
/**
* atcommand.c required
diff --git a/src/map/mob.c b/src/map/mob.c
index ade39b847..ac3c1dfe3 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -90,7 +90,7 @@ const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };
*------------------------------------------*/
static int mob_makedummymobdb(int);
static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data);
-int mob_skillid2skillidx(int class_,int skillid);
+int mob_skill_id2skill_idx(int class_,uint16 skill_id);
/*==========================================
* Mob is searched with a name.
@@ -169,7 +169,7 @@ void mvptomb_destroy(struct mob_data *md) {
struct npc_data *nd;
if ( (nd = map_id2nd(md->tomb_nid)) ) {
- int m, i;
+ int16 m, i;
m = nd->bl.m;
@@ -285,7 +285,7 @@ struct mob_data* mob_spawn_dataset(struct spawn_data *data)
md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
- md->skillidx = -1;
+ md->skill_idx = -1;
status_set_viewdata(&md->bl, md->class_);
status_change_init(&md->bl);
unit_dataset(&md->bl);
@@ -420,7 +420,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target)
return false;
}
-struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai)
+struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai)
{
struct spawn_data data;
@@ -462,7 +462,7 @@ struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short
/*==========================================
* Spawn a single mob on the specified coordinates.
*------------------------------------------*/
-int mob_once_spawn(struct map_session_data* sd, int m, short x, short y, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
+int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
{
struct mob_data* md = NULL;
int count, lv;
@@ -514,7 +514,7 @@ int mob_once_spawn(struct map_session_data* sd, int m, short x, short y, const c
/*==========================================
* Spawn mobs in the specified area.
*------------------------------------------*/
-int mob_once_spawn_area(struct map_session_data* sd, int m, int x0, int y0, int x1, int y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
+int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
{
int i, max, id = 0;
int lx = -1, ly = -1;
@@ -624,7 +624,7 @@ int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobnam
struct spawn_data data;
struct guild *g=NULL;
struct guild_castle *gc;
- int m;
+ int16 m;
memset(&data, 0, sizeof(struct spawn_data));
data.num = 1;
@@ -727,7 +727,7 @@ int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int
{
struct mob_data *md = NULL;
struct spawn_data data;
- int m;
+ int16 m;
if( (m = map_mapname2mapid(mapname)) < 0 )
{
@@ -2858,7 +2858,7 @@ int mob_countslave(struct block_list *bl)
/*==========================================
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
*------------------------------------------*/
-int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
+int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id)
{
struct mob_data *md;
struct spawn_data data;
@@ -2954,10 +2954,10 @@ int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
}
/*==========================================
- * MOBskill lookup (get skillindex through skillid)
+ * MOBskill lookup (get skillindex through skill_id)
* Returns -1 if not found.
*------------------------------------------*/
-int mob_skillid2skillidx(int class_,int skillid)
+int mob_skill_id2skill_idx(int class_,uint16 skill_id)
{
int i, max = mob_db(class_)->maxskill;
struct mob_skill *ms=mob_db(class_)->skill;
@@ -2965,7 +2965,7 @@ int mob_skillid2skillidx(int class_,int skillid)
if(ms==NULL)
return -1;
- ARR_FIND( 0, max, i, ms[i].skill_id == skillid );
+ ARR_FIND( 0, max, i, ms[i].skill_id == skill_id );
return ( i < max ) ? i : -1;
}
@@ -3159,7 +3159,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
case MSC_ATTACKPCGE: // attack pc >= num
flag = (unit_counttargeted(&md->bl) >= c2); break;
case MSC_AFTERSKILL:
- flag = (md->ud.skillid == c2); break;
+ flag = (md->ud.skill_id == c2); break;
case MSC_RUDEATTACKED:
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
@@ -3217,7 +3217,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
(ms[i].target-MST_AROUND5) +1;
map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
}
- md->skillidx = i;
+ md->skill_idx = i;
map_freeblock_lock();
if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
!unit_skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) )
@@ -3255,7 +3255,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
}
if (!bl) continue;
- md->skillidx = i;
+ md->skill_idx = i;
map_freeblock_lock();
if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
!unit_skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) )
@@ -3284,7 +3284,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
return 1;
}
//No skill was used.
- md->skillidx = -1;
+ md->skill_idx = -1;
return 0;
}
/*==========================================
@@ -3335,7 +3335,7 @@ int mob_is_clone(int class_)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
-int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
+int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration)
{
int class_;
int i,j,inf,skill_id, fd;
diff --git a/src/map/mob.h b/src/map/mob.h
index b052c3b16..1dbed9f53 100644
--- a/src/map/mob.h
+++ b/src/map/mob.h
@@ -79,7 +79,7 @@ enum ai {
struct mob_skill {
enum MobSkillState state;
- short skill_id,skill_lv;
+ uint16 skill_id,skill_lv;
short permillage;
int casttime,delay;
short cancel;
@@ -175,7 +175,7 @@ struct mob_data {
int deletetimer;
int master_id,master_dist;
- short skillidx;
+ uint16 skill_idx;
unsigned int skilldelay[MAX_MOBSKILL];
char npc_event[EVENT_NAME_LENGTH];
/**
@@ -238,7 +238,7 @@ struct item_drop {
struct item_drop* next;
};
struct item_drop_list {
- int m, x, y; // coordinates
+ int16 m, x, y; // coordinates
int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority
struct item_drop* item; // linked list of drops
};
@@ -249,19 +249,19 @@ int mobdb_searchname_array(struct mob_db** data, int size, const char *str);
int mobdb_checkid(const int id);
struct view_data* mob_get_viewdata(int class_);
-struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
+struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m,
short x, short y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai);
-int mob_once_spawn(struct map_session_data* sd, int m, short x, short y,
+int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y,
const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai);
-int mob_once_spawn_area(struct map_session_data* sd, int m,
- int x0, int y0, int x1, int y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai);
+int mob_once_spawn_area(struct map_session_data* sd, int16 m,
+ int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai);
bool mob_ksprotected (struct block_list *src, struct block_list *target);
-int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris]
-int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id);
+int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris]
+int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int class_, const char* event, unsigned int bg_id);
int mob_guardian_guildchange(struct mob_data *md); //Change Guardian's ownership. [Skotlex]
int mob_randomwalk(struct mob_data *md,unsigned int tick);
@@ -302,13 +302,13 @@ int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
-int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
+int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id);
int mob_countslave(struct block_list *bl);
int mob_count_sub(struct block_list *bl, va_list ap);
int mob_is_clone(int class_);
-int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration);
+int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration);
int mob_clone_delete(struct mob_data *md);
void mob_reload(void);
diff --git a/src/map/npc.c b/src/map/npc.c
index 67eff6f8c..5d8a0274e 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -874,7 +874,7 @@ int npc_touchnext_areanpc(struct map_session_data* sd, bool leavemap)
/*==========================================
* Exec OnTouch for player if in range of area event
*------------------------------------------*/
-int npc_touch_areanpc(struct map_session_data* sd, int m, int x, int y)
+int npc_touch_areanpc(struct map_session_data* sd, int16 m, int16 x, int16 y)
{
int xs,ys;
int f = 1;
@@ -1023,7 +1023,7 @@ int npc_touch_areanpc2(struct mob_data *md)
//Flag determines the type of object to check for:
//&1: NPC Warps
//&2: NPCs with on-touch events.
-int npc_check_areanpc(int flag, int m, int x, int y, int range)
+int npc_check_areanpc(int flag, int16 m, int16 x, int16 y, int16 range)
{
int i;
int x0,y0,x1,y1;
@@ -1734,7 +1734,7 @@ int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list)
//This doesn't remove it from map_db
int npc_remove_map(struct npc_data* nd)
{
- int m,i;
+ int16 m,i;
nullpo_retr(1, nd);
if(nd->bl.prev == NULL || nd->bl.m < 0)
@@ -2045,11 +2045,11 @@ struct npc_data* npc_add_warp(char* name, short from_mapid, short from_x, short
nd->bl.m = from_mapid;
nd->bl.x = from_x;
nd->bl.y = from_y;
-
+
safestrncpy(nd->exname, name, ARRAYLENGTH(nd->exname));
if (npc_name2id(nd->exname) != NULL)
flag = 1;
-
+
if (flag == 1)
snprintf(nd->exname, ARRAYLENGTH(nd->exname), "warp_%d_%d_%d", from_mapid, from_x, from_y);
@@ -2652,7 +2652,7 @@ const char* npc_parse_duplicate(char* w1, char* w2, char* w3, char* w4, const ch
return end;
}
-int npc_duplicate4instance(struct npc_data *snd, int m) {
+int npc_duplicate4instance(struct npc_data *snd, int16 m) {
char newname[NAME_LENGTH];
if( map[m].instance_id == 0 )
@@ -2728,7 +2728,7 @@ int npc_duplicate4instance(struct npc_data *snd, int m) {
//Set mapcell CELL_NPC to trigger event later
void npc_setcells(struct npc_data* nd)
{
- int m = nd->bl.m, x = nd->bl.x, y = nd->bl.y, xs, ys;
+ int16 m = nd->bl.m, x = nd->bl.x, y = nd->bl.y, xs, ys;
int i,j;
switch(nd->subtype)
@@ -2768,7 +2768,7 @@ int npc_unsetcells_sub(struct block_list* bl, va_list ap)
void npc_unsetcells(struct npc_data* nd)
{
- int m = nd->bl.m, x = nd->bl.x, y = nd->bl.y, xs, ys;
+ int16 m = nd->bl.m, x = nd->bl.x, y = nd->bl.y, xs, ys;
int i,j, x0, x1, y0, y1;
if (nd->subtype == WARP) {
@@ -2798,9 +2798,9 @@ void npc_unsetcells(struct npc_data* nd)
map_foreachinarea( npc_unsetcells_sub, m, x0, y0, x1, y1, BL_NPC, nd->bl.id );
}
-void npc_movenpc(struct npc_data* nd, int x, int y)
+void npc_movenpc(struct npc_data* nd, int16 x, int16 y)
{
- const int m = nd->bl.m;
+ const int16 m = nd->bl.m;
if (m < 0 || nd->bl.prev == NULL) return; //Not on a map.
x = cap_value(x, 0, map[m].xs-1);
@@ -3013,19 +3013,19 @@ static const char* npc_parse_mob(char* w1, char* w2, char* w3, char* w4, const c
ShowError("npc_parse_mob: Invalid number of monsters %d, must be inside the range [1,1000] (file '%s', line '%d').\n", num, filepath, strline(buffer,start-buffer));
return strchr(start,'\n');// skip and continue
}
-
+
if( (mob.state.size < 0 || mob.state.size > 2) && size != -1 )
{
ShowError("npc_parse_mob: Invalid size number %d for mob ID %d (file '%s', line '%d').\n", mob.state.size, class_, filepath, strline(buffer, start - buffer));
return strchr(start, '\n');
}
-
+
if( (mob.state.ai < 0 || mob.state.ai > 4) && ai != -1 )
{
ShowError("npc_parse_mob: Invalid ai %d for mob ID %d (file '%s', line '%d').\n", mob.state.ai, class_, filepath, strline(buffer, start - buffer));
return strchr(start, '\n');
}
-
+
if( (mob_lv == 0 || mob_lv > MAX_LEVEL) && mob_lv != -1 )
{
ShowError("npc_parse_mob: Invalid level %d for mob ID %d (file '%s', line '%d').\n", mob_lv, class_, filepath, strline(buffer, start - buffer));
@@ -3140,7 +3140,7 @@ static const char* npc_parse_mob(char* w1, char* w2, char* w3, char* w4, const c
*------------------------------------------*/
static const char* npc_parse_mapflag(char* w1, char* w2, char* w3, char* w4, const char* start, const char* buffer, const char* filepath)
{
- int m;
+ int16 m;
char mapname[32];
int state = 1;
@@ -3405,7 +3405,8 @@ static const char* npc_parse_mapflag(char* w1, char* w2, char* w3, char* w4, con
//@runOnInit should we exec OnInit when it's done ?
void npc_parsesrcfile(const char* filepath, bool runOnInit)
{
- int m, x, y, lines = 0;
+ int16 m, x, y;
+ int lines = 0;
FILE* fp;
size_t len;
char* buffer;
@@ -3488,7 +3489,7 @@ void npc_parsesrcfile(const char* filepath, bool runOnInit)
{// w1 = <map name>,<x>,<y>,<facing>
char mapname[MAP_NAME_LENGTH*2];
x = y = 0;
- sscanf(w1,"%23[^,],%d,%d[^,]",mapname,&x,&y);
+ sscanf(w1,"%23[^,],%hd,%hd[^,]",mapname,&x,&y);
if( !mapindex_name2id(mapname) )
{// Incorrect map, we must skip the script info...
ShowError("npc_parsesrcfile: Unknown map '%s' in file '%s', line '%d'. Skipping line...\n", mapname, filepath, strline(buffer,p-buffer));
@@ -3654,14 +3655,14 @@ void npc_clear_pathlist(void) {
//Clear then reload npcs files
int npc_reload(void) {
struct npc_src_list *nsl;
- int m, i;
+ int16 m, i;
int npc_new_min = npc_id;
struct s_mapiterator* iter;
struct block_list* bl;
/* clear guild flag cache */
guild_flags_clear();
-
+
npc_clear_pathlist();
db_clear(npc_path_db);
@@ -3794,7 +3795,7 @@ int do_final_npc(void) {
static void npc_debug_warps_sub(struct npc_data* nd)
{
- int m;
+ int16 m;
if (nd->bl.type != BL_NPC || nd->subtype != WARP || nd->bl.m < 0)
return;
@@ -3820,7 +3821,7 @@ static void npc_debug_warps_sub(struct npc_data* nd)
static void npc_debug_warps(void)
{
- int m, i;
+ int16 m, i;
for (m = 0; m < map_num; m++)
for (i = 0; i < map[m].npc_num; i++)
npc_debug_warps_sub(map[m].npc[i]);
diff --git a/src/map/npc.h b/src/map/npc.h
index 041adb7b6..ee88da08c 100644
--- a/src/map/npc.h
+++ b/src/map/npc.h
@@ -113,9 +113,9 @@ struct view_data* npc_get_viewdata(int class_);
int npc_chat_sub(struct block_list* bl, va_list ap);
int npc_event_dequeue(struct map_session_data* sd);
int npc_event(struct map_session_data* sd, const char* eventname, int ontouch);
-int npc_touch_areanpc(struct map_session_data* sd, int m, int x, int y);
+int npc_touch_areanpc(struct map_session_data* sd, int16 m, int16 x, int16 y);
int npc_touch_areanpc2(struct mob_data *md); // [Skotlex]
-int npc_check_areanpc(int flag, int m, int x, int y, int range);
+int npc_check_areanpc(int flag, int16 m, int16 x, int16 y, int16 range);
int npc_touchnext_areanpc(struct map_session_data* sd,bool leavemap);
int npc_click(struct map_session_data* sd, struct npc_data* nd);
int npc_scriptcont(struct map_session_data* sd, int id);
@@ -129,7 +129,7 @@ int npc_globalmessage(const char* name,const char* mes);
void npc_setcells(struct npc_data* nd);
void npc_unsetcells(struct npc_data* nd);
-void npc_movenpc(struct npc_data* nd, int x, int y);
+void npc_movenpc(struct npc_data* nd, int16 x, int16 y);
int npc_enable(const char* name, int flag);
void npc_setdisplayname(struct npc_data* nd, const char* newname);
void npc_setclass(struct npc_data* nd, short class_);
@@ -162,7 +162,7 @@ int npc_reload(void);
void npc_read_event_script(void);
int npc_script_event(struct map_session_data* sd, enum npce_event type);
-int npc_duplicate4instance(struct npc_data *snd, int m);
+int npc_duplicate4instance(struct npc_data *snd, int16 m);
int npc_cashshop_buy(struct map_session_data *sd, int nameid, int amount, int points);
extern struct npc_data* fake_nd;
diff --git a/src/map/party.c b/src/map/party.c
index f7a2ebc6a..f6b711791 100644
--- a/src/map/party.c
+++ b/src/map/party.c
@@ -801,7 +801,7 @@ int party_recv_message(int party_id,int account_id,const char *mes,int len)
return 0;
}
-int party_skill_check(struct map_session_data *sd, int party_id, int skillid, int skilllv)
+int party_skill_check(struct map_session_data *sd, int party_id, uint16 skill_id, uint16 skill_lv)
{
struct party_data *p;
struct map_session_data *p_sd;
@@ -809,7 +809,7 @@ int party_skill_check(struct map_session_data *sd, int party_id, int skillid, in
if(!party_id || (p=party_search(party_id))==NULL)
return 0;
- switch(skillid) {
+ switch(skill_id) {
case TK_COUNTER: //Increase Triple Attack rate of Monks.
if (!p->state.monk) return 0;
break;
@@ -829,12 +829,12 @@ int party_skill_check(struct map_session_data *sd, int party_id, int skillid, in
continue;
if (sd->bl.m != p_sd->bl.m)
continue;
- switch(skillid) {
+ switch(skill_id) {
case TK_COUNTER: //Increase Triple Attack rate of Monks.
if((p_sd->class_&MAPID_UPPERMASK) == MAPID_MONK
&& pc_checkskill(p_sd,MO_TRIPLEATTACK)) {
sc_start4(&p_sd->bl,SC_SKILLRATE_UP,100,MO_TRIPLEATTACK,
- 50+50*skilllv, //+100/150/200% rate
+ 50+50*skill_lv, //+100/150/200% rate
0,0,skill_get_time(SG_FRIEND, 1));
}
break;
diff --git a/src/map/party.h b/src/map/party.h
index 9fde5a6a4..12fe7a2bc 100644
--- a/src/map/party.h
+++ b/src/map/party.h
@@ -76,7 +76,7 @@ void party_send_levelup(struct map_session_data *sd);
int party_send_logout(struct map_session_data *sd);
int party_send_message(struct map_session_data *sd,const char *mes,int len);
int party_recv_message(int party_id,int account_id,const char *mes,int len);
-int party_skill_check(struct map_session_data *sd, int party_id, int skillid, int skilllv);
+int party_skill_check(struct map_session_data *sd, int party_id, uint16 skill_id, uint16 skill_lv);
int party_send_xy_clear(struct party_data *p);
int party_exp_share(struct party_data *p,struct block_list *src,unsigned int base_exp,unsigned int job_exp,int zeny);
int party_share_loot(struct party_data* p, struct map_session_data* sd, struct item* item_data, int first_charid);
diff --git a/src/map/path.c b/src/map/path.c
index 4505efcaa..3bbd8d20b 100644
--- a/src/map/path.c
+++ b/src/map/path.c
@@ -99,7 +99,7 @@ static int pop_heap_path(int *heap,struct tmp_path *tp)
/*==========================================
* calculate cost for the specified position
*------------------------------------------*/
-static int calc_cost(struct tmp_path *p,int x1,int y1)
+static int calc_cost(struct tmp_path *p,int16 x1,int16 y1)
{
int xd = abs(x1 - p->x);
int yd = abs(y1 - p->y);
@@ -109,7 +109,7 @@ static int calc_cost(struct tmp_path *p,int x1,int y1)
/*==========================================
* attach/adjust path if neccessary
*------------------------------------------*/
-static int add_path(int *heap,struct tmp_path *tp,int x,int y,int dist,int before,int cost)
+static int add_path(int *heap,struct tmp_path *tp,int16 x,int16 y,int dist,int before,int cost)
{
int i;
@@ -149,7 +149,7 @@ static int add_path(int *heap,struct tmp_path *tp,int x,int y,int dist,int befor
* Find the closest reachable cell, 'count' cells away from (x0,y0) in direction (dx,dy).
* Income after the coordinates of the blow
*------------------------------------------*/
-int path_blownpos(int m,int x0,int y0,int dx,int dy,int count)
+int path_blownpos(int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count)
{
struct map_data *md;
@@ -166,7 +166,7 @@ int path_blownpos(int m,int x0,int y0,int dx,int dy,int count)
dx=(dx>0)?1:((dx<0)?-1:0);
dy=(dy>0)?1:((dy<0)?-1:0);
}
-
+
while( count > 0 && (dx != 0 || dy != 0) )
{
if( !map_getcellp(md,x0+dx,y0+dy,CELL_CHKPASS) )
@@ -197,7 +197,7 @@ int path_blownpos(int m,int x0,int y0,int dx,int dy,int count)
/*==========================================
* is ranged attack from (x0,y0) to (x1,y1) possible?
*------------------------------------------*/
-bool path_search_long(struct shootpath_data *spd,int m,int x0,int y0,int x1,int y1,cell_chk cell)
+bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,cell_chk cell)
{
int dx, dy;
int wx = 0, wy = 0;
@@ -270,7 +270,7 @@ bool path_search_long(struct shootpath_data *spd,int m,int x0,int y0,int x1,int
* flag: &1 = easy path search only
* cell: type of obstruction to check for
*------------------------------------------*/
-bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int flag,cell_chk cell)
+bool path_search(struct walkpath_data *wpd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,int flag,cell_chk cell)
{
int heap[MAX_HEAP+1];
struct tmp_path tp[MAX_WALKPATH*MAX_WALKPATH];
@@ -327,7 +327,7 @@ bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
wpd->path_pos = 0;
return true;
}
-
+
if( flag&1 )
return false;
@@ -361,9 +361,9 @@ bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
break;
// dc[0] : y++ Incremental cost at the time
- // dc[1] : x--
- // dc[2] : y--
- // dc[3] : x++
+ // dc[1] : x--
+ // dc[2] : y--
+ // dc[3] : x++
if(y < ys && !map_getcellp(md,x ,y+1,cell)) {
f |= 1; dc[0] = (y >= y1 ? 20 : 0);
@@ -396,7 +396,7 @@ bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
if( !(x==x1 && y==y1) ) // will never happen...
return false;
-
+
for(len=0,i=rp;len<100 && i!=calc_index(x0,y0);i=tp[i].before,len++);
if(len==100 || len>=sizeof(wpd->path))
return false;
@@ -406,7 +406,7 @@ bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
for(i=rp,j=len-1;j>=0;i=tp[i].before,j--) {
int dx = tp[i].x - tp[tp[i].before].x;
int dy = tp[i].y - tp[tp[i].before].y;
- int dir;
+ uint8 dir;
if( dx == 0 ) {
dir = (dy > 0 ? 0 : 4);
} else if( dx > 0 ) {
@@ -444,7 +444,7 @@ unsigned int distance(int dx, int dy)
//There appears to be something wrong with the aproximation below when either dx/dy is 0! [Skotlex]
if ( dx == 0 ) return dy;
if ( dy == 0 ) return dx;
-
+
if ( dx < dy )
{
min = dx;
diff --git a/src/map/path.h b/src/map/path.h
index 1dc024655..b1ca71955 100644
--- a/src/map/path.h
+++ b/src/map/path.h
@@ -20,13 +20,13 @@ struct shootpath_data {
};
// calculates destination cell for knockback
-int path_blownpos(int m,int x0,int y0,int dx,int dy,int count);
+int path_blownpos(int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count);
// tries to find a walkable path
-bool path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int flag,cell_chk cell);
+bool path_search(struct walkpath_data *wpd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,int flag,cell_chk cell);
// tries to find a shootable path
-bool path_search_long(struct shootpath_data *spd,int m,int x0,int y0,int x1,int y1,cell_chk cell);
+bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,cell_chk cell);
// distance related functions
diff --git a/src/map/pc.c b/src/map/pc.c
index c7c9d7114..3af065db8 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -277,7 +277,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) {
return 0;
}
-int pc_banding(struct map_session_data *sd, short skill_lv) {
+int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
int c;
int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
@@ -3954,7 +3954,7 @@ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
nullpo_ret(sd);
nullpo_ret(fitem);
- if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skillid!=BS_GREED)
+ if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
return 0; // Distance is too far
if (sd->status.party_id)
@@ -4502,7 +4502,7 @@ int pc_show_steal(struct block_list *bl,va_list ap)
* 0 = fail
* 1 = succes
*------------------------------------------*/
-int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
{
int i,itemid,flag;
double rate;
@@ -4531,7 +4531,7 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv)
}
// base skill success chance (percentual)
- rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4;
+ rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
rate += sd->bonus.add_steal_rate;
if( rate < 1 )
@@ -4622,7 +4622,7 @@ int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype)
{
struct party_data *p;
- int m;
+ int16 m;
nullpo_ret(sd);
@@ -4796,7 +4796,7 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y
int pc_randomwarp(struct map_session_data *sd, clr_type type)
{
int x,y,i=0;
- int m;
+ int16 m;
nullpo_ret(sd);
@@ -4869,9 +4869,9 @@ int pc_memo(struct map_session_data* sd, int pos)
// Skills
//
/*==========================================
- * Return player sd skilllv learned for given skill
+ * Return player sd skill_lv learned for given skill
*------------------------------------------*/
-int pc_checkskill(struct map_session_data *sd,int skill_id)
+int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
{
if(sd == NULL) return 0;
if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX )
@@ -5957,45 +5957,45 @@ int pc_statusup2(struct map_session_data* sd, int type, int val)
}
/*==========================================
- * Update skilllv for player sd
+ * Update skill_lv for player sd
* Skill point allocation
*------------------------------------------*/
-int pc_skillup(struct map_session_data *sd,int skill_num)
+int pc_skillup(struct map_session_data *sd,uint16 skill_id)
{
nullpo_ret(sd);
- if( skill_num >= GD_SKILLBASE && skill_num < GD_SKILLBASE+MAX_GUILDSKILL )
+ if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL )
{
- guild_skillup(sd, skill_num);
+ guild_skillup(sd, skill_id);
return 0;
}
- if( skill_num >= HM_SKILLBASE && skill_num < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
+ if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
{
- merc_hom_skillup(sd->hd, skill_num);
+ merc_hom_skillup(sd->hd, skill_id);
return 0;
}
- if( skill_num < 0 || skill_num >= MAX_SKILL )
+ if( skill_id < 0 || skill_id >= MAX_SKILL )
return 0;
if( sd->status.skill_point > 0 &&
- sd->status.skill[skill_num].id &&
- sd->status.skill[skill_num].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
+ sd->status.skill[skill_id].id &&
+ sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
+ sd->status.skill[skill_id].lv < skill_tree_get_max(skill_id, sd->status.class_) )
{
- sd->status.skill[skill_num].lv++;
+ sd->status.skill[skill_id].lv++;
sd->status.skill_point--;
- if( !skill_get_inf(skill_num) )
+ if( !skill_get_inf(skill_id) )
status_calc_pc(sd,0); // Only recalculate for passive skills.
else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
else
- pc_check_skilltree(sd, skill_num); // Check if a new skill can Lvlup
+ pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup
- clif_skillup(sd,skill_num);
+ clif_skillup(sd,skill_id);
clif_updatestatus(sd,SP_SKILLPOINT);
- if( skill_num == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
+ if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
clif_updatestatus(sd,SP_CARTINFO);
if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
clif_skillinfoblock(sd);
@@ -6357,12 +6357,12 @@ int pc_resethate(struct map_session_data* sd)
return 0;
}
-int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
+int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
{
int i, bonus = 0;
nullpo_ret(sd);
- ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;
if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
@@ -6371,11 +6371,11 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
return bonus;
}
-int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
+int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) {
int i, bonus = sd->bonus.add_heal_rate;
if( bonus ) {
- switch( skill_num ) {
+ switch( skill_id ) {
case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
@@ -6384,7 +6384,7 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
}
}
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillheal) )
bonus += sd->skillheal[i].val;
@@ -6392,10 +6392,10 @@ int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
return bonus;
}
-int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) {
+int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
int i, bonus = sd->bonus.add_heal2_rate;
- ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num);
+ ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillheal2) )
bonus += sd->skillheal2[i].val;
@@ -6513,7 +6513,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
npc_event(sd, bg->die_event, 0);
}
-
+
// Clear anything NPC-related when you die and was interacting with one.
if (sd->npc_id)
{
@@ -6525,7 +6525,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
sd->state.menu_or_input = 0;
if (sd->npc_menu)
sd->npc_menu = 0;
-
+
sd->npc_id = 0;
if (sd->st && sd->st->state != END)
sd->st->state = END;
@@ -7263,12 +7263,12 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
//Update skill tree.
pc_calc_skilltree(sd);
clif_skillinfoblock(sd);
-
+
if (sd->ed)
elemental_delete(sd->ed, 0);
if (sd->state.vending)
vending_closevending(sd);
-
+
map_foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);
//Remove peco/cart/falcon
@@ -9290,14 +9290,14 @@ int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
*------------------------------------------*/
static bool pc_readdb_skilltree(char* fields[], int columns, int current)
{
- unsigned char joblv = 0, skilllv;
- unsigned short skillid;
+ unsigned char joblv = 0, skill_lv;
+ uint16 skill_id;
int idx, class_;
- unsigned int i, offset = 3, skillidx;
+ unsigned int i, offset = 3, skill_idx;
class_ = atoi(fields[0]);
- skillid = (unsigned short)atoi(fields[1]);
- skilllv = (unsigned char)atoi(fields[2]);
+ skill_id = (uint16)atoi(fields[1]);
+ skill_lv = (unsigned char)atoi(fields[2]);
if(columns==4+MAX_PC_SKILL_REQUIRE*2)
{// job level requirement extra column
@@ -9313,25 +9313,25 @@ static bool pc_readdb_skilltree(char* fields[], int columns, int current)
idx = pc_class2idx(class_);
//This is to avoid adding two lines for the same skill. [Skotlex]
- ARR_FIND( 0, MAX_SKILL_TREE, skillidx, skill_tree[idx][skillidx].id == 0 || skill_tree[idx][skillidx].id == skillid );
- if( skillidx == MAX_SKILL_TREE )
+ ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id );
+ if( skill_idx == MAX_SKILL_TREE )
{
- ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skillid, class_);
+ ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_);
return false;
}
- else if(skill_tree[idx][skillidx].id)
+ else if(skill_tree[idx][skill_idx].id)
{
- ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skillid, class_);
+ ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_);
}
- skill_tree[idx][skillidx].id = skillid;
- skill_tree[idx][skillidx].max = skilllv;
- skill_tree[idx][skillidx].joblv = joblv;
+ skill_tree[idx][skill_idx].id = skill_id;
+ skill_tree[idx][skill_idx].max = skill_lv;
+ skill_tree[idx][skill_idx].joblv = joblv;
for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
{
- skill_tree[idx][skillidx].need[i].id = atoi(fields[i*2+offset]);
- skill_tree[idx][skillidx].need[i].lv = atoi(fields[i*2+offset+1]);
+ skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
+ skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
}
return true;
}
diff --git a/src/map/pc.h b/src/map/pc.h
index e04602b99..3027c5f10 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -199,8 +199,8 @@ struct map_session_data {
time_t emotionlasttime; // to limit flood with emotion packets
short skillitem,skillitemlv;
- short skillid_old,skilllv_old;
- short skillid_dance,skilllv_dance;
+ uint16 skill_id_old,skill_lv_old;
+ uint16 skill_id_dance,skill_lv_dance;
short cook_mastery; // range: [0,1999] [Inkfish]
unsigned char blockskill[MAX_SKILL];
int cloneskill_id, reproduceskill_id;
@@ -244,7 +244,7 @@ struct map_session_data {
int magic_addele[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addsize[3];
- int magic_atk_ele[ELE_MAX];
+ int magic_atk_ele[ELE_MAX];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int ignore_mdef[RC_MAX];
@@ -692,7 +692,7 @@ int pc_isequip(struct map_session_data *sd,int n);
int pc_equippoint(struct map_session_data *sd,int n);
int pc_setinventorydata(struct map_session_data *sd);
-int pc_checkskill(struct map_session_data *sd,int skill_id);
+int pc_checkskill(struct map_session_data *sd,uint16 skill_id);
int pc_checkallowskill(struct map_session_data *sd);
int pc_checkequip(struct map_session_data *sd,int pos);
@@ -749,7 +749,7 @@ int pc_skill(struct map_session_data* sd, int id, int level, int flag);
int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip);
-int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int skilllv);
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv);
int pc_steal_coin(struct map_session_data *sd,struct block_list *bl);
int pc_modifybuyvalue(struct map_session_data*,int);
@@ -771,7 +771,7 @@ int pc_gets_status_point(int);
int pc_need_status_point(struct map_session_data *,int,int);
int pc_statusup(struct map_session_data*,int);
int pc_statusup2(struct map_session_data*,int,int);
-int pc_skillup(struct map_session_data*,int);
+int pc_skillup(struct map_session_data*,uint16 skill_id);
int pc_allskillup(struct map_session_data*);
int pc_resetlvl(struct map_session_data*,int type);
int pc_resetstate(struct map_session_data*);
@@ -783,9 +783,9 @@ int pc_unequipitem(struct map_session_data*,int,int);
int pc_checkitem(struct map_session_data*);
int pc_useitem(struct map_session_data*,int);
-int pc_skillatk_bonus(struct map_session_data *sd, int skill_num);
-int pc_skillheal_bonus(struct map_session_data *sd, int skill_num);
-int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num);
+int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id);
+int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id);
+int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id);
void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp);
int pc_dead(struct map_session_data *sd,struct block_list *src);
@@ -910,7 +910,7 @@ bool pc_isautolooting(struct map_session_data *sd, int nameid);
void pc_overheat(struct map_session_data *sd, int val);
-int pc_banding(struct map_session_data *sd, short skill_lv);
+int pc_banding(struct map_session_data *sd, uint16 skill_lv);
void pc_itemcd_do(struct map_session_data *sd, bool load);
diff --git a/src/map/script.c b/src/map/script.c
index 5aeb91c0e..630a52abd 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -5036,7 +5036,7 @@ static int buildin_areawarp_sub(struct block_list *bl,va_list ap)
}
BUILDIN_FUNC(areawarp)
{
- int m, x0,y0,x1,y1, x2,y2,x3=0,y3=0;
+ int16 m, x0,y0,x1,y1, x2,y2,x3=0,y3=0;
unsigned int index;
const char *str;
const char *mapname;
@@ -8132,7 +8132,7 @@ BUILDIN_FUNC(getskilllv)
BUILDIN_FUNC(getgdskilllv)
{
int guild_id;
- int skill_id;
+ uint16 skill_id;
struct guild* g;
guild_id = script_getnum(st,2);
@@ -8822,7 +8822,7 @@ BUILDIN_FUNC(monster)
unsigned int ai = AI_NONE;
struct map_session_data* sd;
- int m;
+ int16 m;
if (script_hasdata(st, 8))
{
@@ -8929,7 +8929,7 @@ BUILDIN_FUNC(areamonster)
unsigned int ai = AI_NONE;
struct map_session_data* sd;
- int m;
+ int16 m;
if (script_hasdata(st,10))
{
@@ -9016,7 +9016,7 @@ static int buildin_killmonster_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(killmonster)
{
const char *mapname,*event;
- int m,allflag=0;
+ int16 m,allflag=0;
mapname=script_getstr(st,2);
event=script_getstr(st,3);
if(strcmp(event,"All")==0)
@@ -9062,7 +9062,7 @@ static int buildin_killmonsterall_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(killmonsterall)
{
const char *mapname;
- int m;
+ int16 m;
mapname=script_getstr(st,2);
if( (m = map_mapname2mapid(mapname))<0 )
@@ -9568,7 +9568,7 @@ BUILDIN_FUNC(mapannounce)
int fontSize = script_hasdata(st,7) ? script_getnum(st,7) : 12; // default fontSize
int fontAlign = script_hasdata(st,8) ? script_getnum(st,8) : 0; // default fontAlign
int fontY = script_hasdata(st,9) ? script_getnum(st,9) : 0; // default fontY
- int m;
+ int16 m;
if ((m = map_mapname2mapid(mapname)) < 0)
return 0;
@@ -9593,7 +9593,7 @@ BUILDIN_FUNC(areaannounce)
int fontSize = script_hasdata(st,11) ? script_getnum(st,11) : 12; // default fontSize
int fontAlign = script_hasdata(st,12) ? script_getnum(st,12) : 0; // default fontAlign
int fontY = script_hasdata(st,13) ? script_getnum(st,13) : 0; // default fontY
- int m;
+ int16 m;
if ((m = map_mapname2mapid(mapname)) < 0)
return 0;
@@ -9677,7 +9677,8 @@ BUILDIN_FUNC(getusersname)
BUILDIN_FUNC(getmapguildusers)
{
const char *str;
- int m, gid;
+ int16 m;
+ int gid;
int i=0,c=0;
struct guild *g = NULL;
str=script_getstr(st,2);
@@ -9704,7 +9705,7 @@ BUILDIN_FUNC(getmapguildusers)
BUILDIN_FUNC(getmapusers)
{
const char *str;
- int m;
+ int16 m;
str=script_getstr(st,2);
if( (m=map_mapname2mapid(str))< 0){
script_pushint(st,-1);
@@ -9724,7 +9725,7 @@ static int buildin_getareausers_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(getareausers)
{
const char *str;
- int m,x0,y0,x1,y1,users=0;
+ int16 m,x0,y0,x1,y1,users=0; //doubt we can have more then 32k users on
str=script_getstr(st,2);
x0=script_getnum(st,3);
y0=script_getnum(st,4);
@@ -9756,7 +9757,8 @@ static int buildin_getareadropitem_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(getareadropitem)
{
const char *str;
- int m,x0,y0,x1,y1,item,amount=0;
+ int16 m,x0,y0,x1,y1;
+ int item,amount=0;
struct script_data *data;
str=script_getstr(st,2);
@@ -10616,7 +10618,7 @@ BUILDIN_FUNC(isloggedin)
*------------------------------------------*/
BUILDIN_FUNC(setmapflagnosave)
{
- int m,x,y;
+ int16 m,x,y;
unsigned short mapindex;
const char *str,*str2;
@@ -10639,7 +10641,7 @@ BUILDIN_FUNC(setmapflagnosave)
BUILDIN_FUNC(getmapflag)
{
- int m,i;
+ int16 m,i;
const char *str;
str=script_getstr(st,2);
@@ -10724,7 +10726,7 @@ static int script_mapflag_pvp_sub(struct block_list *bl,va_list ap) {
}
BUILDIN_FUNC(setmapflag)
{
- int m,i;
+ int16 m,i;
const char *str;
int val=0;
@@ -10810,7 +10812,7 @@ BUILDIN_FUNC(setmapflag)
BUILDIN_FUNC(removemapflag)
{
- int m,i;
+ int16 m,i;
const char *str;
int val=0;
@@ -10896,7 +10898,7 @@ BUILDIN_FUNC(removemapflag)
BUILDIN_FUNC(pvpon)
{
- int m;
+ int16 m;
const char *str;
TBL_PC* sd = NULL;
struct s_mapiterator* iter;
@@ -10943,7 +10945,7 @@ static int buildin_pvpoff_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(pvpoff)
{
- int m;
+ int16 m;
const char *str;
str=script_getstr(st,2);
@@ -10963,7 +10965,7 @@ BUILDIN_FUNC(pvpoff)
BUILDIN_FUNC(gvgon)
{
- int m;
+ int16 m;
const char *str;
str=script_getstr(st,2);
@@ -10977,7 +10979,7 @@ BUILDIN_FUNC(gvgon)
}
BUILDIN_FUNC(gvgoff)
{
- int m;
+ int16 m;
const char *str;
str=script_getstr(st,2);
@@ -11028,7 +11030,7 @@ BUILDIN_FUNC(emotion)
static int buildin_maprespawnguildid_sub_pc(struct map_session_data* sd, va_list ap)
{
- int m=va_arg(ap,int);
+ int16 m=va_arg(ap,int);
int g_id=va_arg(ap,int);
int flag=va_arg(ap,int);
@@ -11059,7 +11061,7 @@ BUILDIN_FUNC(maprespawnguildid)
int g_id=script_getnum(st,3);
int flag=script_getnum(st,4);
- int m=map_mapname2mapid(mapname);
+ int16 m=map_mapname2mapid(mapname);
if(m == -1)
return 0;
@@ -11477,7 +11479,7 @@ static int buildin_mobcount_sub(struct block_list *bl,va_list ap) // Added by Ro
BUILDIN_FUNC(mobcount) // Added by RoVeRT
{
const char *mapname,*event;
- int m;
+ int16 m;
mapname=script_getstr(st,2);
event=script_getstr(st,3);
@@ -12472,11 +12474,11 @@ BUILDIN_FUNC(skilleffect)
{
TBL_PC *sd;
- int skillid=( script_isstring(st,2) ? skill_name2id(script_getstr(st,2)) : script_getnum(st,2) );
- int skilllv=script_getnum(st,3);
+ uint16 skill_id=( script_isstring(st,2) ? skill_name2id(script_getstr(st,2)) : script_getnum(st,2) );
+ uint16 skill_lv=script_getnum(st,3);
sd=script_rid2sd(st);
- clif_skill_nodamage(&sd->bl,&sd->bl,skillid,skilllv,1);
+ clif_skill_nodamage(&sd->bl,&sd->bl,skill_id,skill_lv,1);
return 0;
}
@@ -12490,13 +12492,13 @@ BUILDIN_FUNC(npcskilleffect)
{
struct block_list *bl= map_id2bl(st->oid);
- int skillid=( script_isstring(st,2) ? skill_name2id(script_getstr(st,2)) : script_getnum(st,2) );
- int skilllv=script_getnum(st,3);
+ uint16 skill_id=( script_isstring(st,2) ? skill_name2id(script_getstr(st,2)) : script_getnum(st,2) );
+ uint16 skill_lv=script_getnum(st,3);
int x=script_getnum(st,4);
int y=script_getnum(st,5);
if (bl)
- clif_skill_poseffect(bl,skillid,skilllv,x,y,gettick());
+ clif_skill_poseffect(bl,skill_id,skill_lv,x,y,gettick());
return 0;
}
@@ -15041,7 +15043,7 @@ BUILDIN_FUNC(searchitem)
int axtoi(const char *hexStg)
{
int n = 0; // position in string
- int m = 0; // position in digit[] to shift
+ int16 m = 0; // position in digit[] to shift
int count; // loop index
int intValue = 0; // integer value of hex string
int digit[11]; // hold values to convert
@@ -15381,8 +15383,8 @@ BUILDIN_FUNC(unitemote)
BUILDIN_FUNC(unitskilluseid)
{
int unit_id;
- int skill_id;
- int skill_lv;
+ uint16 skill_id;
+ uint16 skill_lv;
int target_id;
struct block_list* bl;
@@ -15405,8 +15407,8 @@ BUILDIN_FUNC(unitskilluseid)
BUILDIN_FUNC(unitskillusepos)
{
int unit_id;
- int skill_id;
- int skill_lv;
+ uint16 skill_id;
+ uint16 skill_lv;
int skill_x;
int skill_y;
struct block_list* bl;
@@ -15646,9 +15648,9 @@ BUILDIN_FUNC(openauction)
/// @see cell_chk* constants in const.txt for the types
BUILDIN_FUNC(checkcell)
{
- int m = map_mapname2mapid(script_getstr(st,2));
- int x = script_getnum(st,3);
- int y = script_getnum(st,4);
+ int16 m = map_mapname2mapid(script_getstr(st,2));
+ int16 x = script_getnum(st,3);
+ int16 y = script_getnum(st,4);
cell_chk type = (cell_chk)script_getnum(st,5);
script_pushint(st, map_getcell(m, x, y, type));
@@ -15663,11 +15665,11 @@ BUILDIN_FUNC(checkcell)
/// @see cell_* constants in const.txt for the types
BUILDIN_FUNC(setcell)
{
- int m = map_mapname2mapid(script_getstr(st,2));
- int x1 = script_getnum(st,3);
- int y1 = script_getnum(st,4);
- int x2 = script_getnum(st,5);
- int y2 = script_getnum(st,6);
+ int16 m = map_mapname2mapid(script_getstr(st,2));
+ int16 x1 = script_getnum(st,3);
+ int16 y1 = script_getnum(st,4);
+ int16 x2 = script_getnum(st,5);
+ int16 y2 = script_getnum(st,6);
cell_t type = (cell_t)script_getnum(st,7);
bool flag = (bool)script_getnum(st,8);
@@ -16126,7 +16128,8 @@ BUILDIN_FUNC(bg_destroy)
BUILDIN_FUNC(bg_getareausers)
{
const char *str;
- int m, x0, y0, x1, y1, bg_id;
+ int16 m, x0, y0, x1, y1;
+ int bg_id;
int i = 0, c = 0;
struct battleground_data *bg = NULL;
struct map_session_data *sd;
@@ -16161,7 +16164,7 @@ BUILDIN_FUNC(bg_getareausers)
BUILDIN_FUNC(bg_updatescore)
{
const char *str;
- int m;
+ int16 m;
str = script_getstr(st,2);
if( (m = map_mapname2mapid(str)) < 0 )
@@ -16261,7 +16264,7 @@ BUILDIN_FUNC(instance_destroy)
BUILDIN_FUNC(instance_attachmap)
{
const char *name;
- int m;
+ int16 m;
int instance_id;
bool usebasename = false;
@@ -16286,7 +16289,8 @@ BUILDIN_FUNC(instance_detachmap)
struct map_session_data *sd;
struct party_data *p;
const char *str;
- int m, instance_id;
+ int16 m;
+ int instance_id;
str = script_getstr(st, 2);
if( script_hasdata(st, 3) )
@@ -16452,7 +16456,8 @@ BUILDIN_FUNC(has_instance)
struct map_session_data *sd;
struct party_data *p;
const char *str;
- int m, instance_id = 0;
+ int16 m;
+ int instance_id = 0;
str = script_getstr(st, 2);
if( script_hasdata(st, 3) )
@@ -16475,7 +16480,8 @@ BUILDIN_FUNC(has_instance)
BUILDIN_FUNC(instance_warpall)
{
struct map_session_data *pl_sd;
- int m, i, instance_id;
+ int16 m, i;
+ int instance_id;
const char *mapn;
int x, y;
unsigned short mapindex;
@@ -16587,8 +16593,8 @@ static int buildin_mobuseskill_sub(struct block_list *bl,va_list ap)
TBL_MOB* md = (TBL_MOB*)bl;
struct block_list *tbl;
int mobid = va_arg(ap,int);
- int skillid = va_arg(ap,int);
- int skilllv = va_arg(ap,int);
+ uint16 skill_id = va_arg(ap,int);
+ uint16 skill_lv = va_arg(ap,int);
int casttime = va_arg(ap,int);
int cancel = va_arg(ap,int);
int emotion = va_arg(ap,int);
@@ -16603,7 +16609,7 @@ static int buildin_mobuseskill_sub(struct block_list *bl,va_list ap)
case 0: tbl = map_id2bl(md->bl.id); break;
case 1: tbl = map_id2bl(md->target_id); break;
case 2: tbl = map_id2bl(md->master_id); break;
- default:tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),skill_get_range2(&md->bl, skillid, skilllv)); break;
+ default:tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),skill_get_range2(&md->bl, skill_id, skill_lv)); break;
}
if( !tbl )
@@ -16612,10 +16618,10 @@ static int buildin_mobuseskill_sub(struct block_list *bl,va_list ap)
if( md->ud.skilltimer != INVALID_TIMER ) // Cancel the casting skill.
unit_skillcastcancel(bl,0);
- if( skill_get_casttype(skillid) == CAST_GROUND )
- unit_skilluse_pos2(&md->bl, tbl->x, tbl->y, skillid, skilllv, casttime, cancel);
+ if( skill_get_casttype(skill_id) == CAST_GROUND )
+ unit_skilluse_pos2(&md->bl, tbl->x, tbl->y, skill_id, skill_lv, casttime, cancel);
else
- unit_skilluse_id2(&md->bl, tbl->id, skillid, skilllv, casttime, cancel);
+ unit_skilluse_id2(&md->bl, tbl->id, skill_id, skill_lv, casttime, cancel);
clif_emotion(&md->bl, emotion);
@@ -16627,7 +16633,8 @@ static int buildin_mobuseskill_sub(struct block_list *bl,va_list ap)
BUILDIN_FUNC(areamobuseskill)
{
struct block_list center;
- int m,range,mobid,skillid,skilllv,casttime,emotion,target,cancel;
+ int16 m;
+ int range,mobid,skill_id,skill_lv,casttime,emotion,target,cancel;
if( (m = map_mapname2mapid(script_getstr(st,2))) < 0 )
{
@@ -16643,16 +16650,16 @@ BUILDIN_FUNC(areamobuseskill)
center.y = script_getnum(st,4);
range = script_getnum(st,5);
mobid = script_getnum(st,6);
- skillid = ( script_isstring(st,7) ? skill_name2id(script_getstr(st,7)) : script_getnum(st,7) );
- if( (skilllv = script_getnum(st,8)) > battle_config.mob_max_skilllvl )
- skilllv = battle_config.mob_max_skilllvl;
+ skill_id = ( script_isstring(st,7) ? skill_name2id(script_getstr(st,7)) : script_getnum(st,7) );
+ if( (skill_lv = script_getnum(st,8)) > battle_config.mob_max_skilllvl )
+ skill_lv = battle_config.mob_max_skilllvl;
casttime = script_getnum(st,9);
cancel = script_getnum(st,10);
emotion = script_getnum(st,11);
target = script_getnum(st,12);
- map_foreachinrange(buildin_mobuseskill_sub, &center, range, BL_MOB, mobid, skillid, skilllv, casttime, cancel, emotion, target);
+ map_foreachinrange(buildin_mobuseskill_sub, &center, range, BL_MOB, mobid, skill_id, skill_lv, casttime, cancel, emotion, target);
return 0;
}
@@ -16680,7 +16687,8 @@ BUILDIN_FUNC(progressbar)
BUILDIN_FUNC(pushpc)
{
- int direction, cells, dx, dy;
+ uint8 dir;
+ int cells, dx, dy;
struct map_session_data* sd;
if((sd = script_rid2sd(st))==NULL)
@@ -16688,15 +16696,15 @@ BUILDIN_FUNC(pushpc)
return 0;
}
- direction = script_getnum(st,2);
+ dir = script_getnum(st,2);
cells = script_getnum(st,3);
- if(direction<0 || direction>7)
+ if(dir<0 || dir>7)
{
- ShowWarning("buildin_pushpc: Invalid direction %d specified.\n", direction);
+ ShowWarning("buildin_pushpc: Invalid direction %d specified.\n", dir);
script_reportsrc(st);
- direction%= 8; // trim spin-over
+ dir%= 8; // trim spin-over
}
if(!cells)
@@ -16705,12 +16713,12 @@ BUILDIN_FUNC(pushpc)
}
else if(cells<0)
{// pushing backwards
- direction = (direction+4)%8; // turn around
+ dir = (dir+4)%8; // turn around
cells = -cells;
}
- dx = dirx[direction];
- dy = diry[direction];
+ dx = dirx[dir];
+ dy = diry[dir];
unit_blown(&sd->bl, dx, dy, cells, 0);
return 0;
@@ -17241,18 +17249,15 @@ static int atcommand_cleanfloor_sub(struct block_list *bl, va_list ap)
BUILDIN_FUNC(cleanmap)
{
- const char *map;
- int m = -1, index = -1;
- short x0 = 0, y0 = 0, x1 = 0, y1 = 0;
+ const char *map;
+ int16 m = -1;
+ int16 x0 = 0, y0 = 0, x1 = 0, y1 = 0;
- map = script_getstr(st, 2);
- index = mapindex_name2id(map);
- if (index)
- m = map_mapindex2mapid(index);
-
+ map = script_getstr(st, 2);
+ m = map_mapname2mapid(map);
if (!m)
return 1;
-
+
if ((script_lastdata(st) - 2) < 4) {
map_foreachinmap(atcommand_cleanfloor_sub, m, BL_ITEM);
} else {
@@ -17267,7 +17272,7 @@ BUILDIN_FUNC(cleanmap)
return 1;
}
}
-
+
return 0;
}
/* Cast a skill on the attached player.
@@ -17275,7 +17280,7 @@ BUILDIN_FUNC(cleanmap)
* npcskill "<skill name>", <skill lvl>, <stat point>, <NPC level>; */
BUILDIN_FUNC(npcskill)
{
- unsigned int skill_id;
+ uint16 skill_id;
unsigned short skill_level;
unsigned int stat_point;
unsigned int npc_level;
diff --git a/src/map/skill.c b/src/map/skill.c
index ece45ce92..069485b5f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -83,7 +83,7 @@ struct skill_cd {
**/
DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
struct skill_usave {
- int skill_num, skill_lv;
+ uint16 skill_id, skill_lv;
};
struct s_skill_db skill_db[MAX_SKILL_DB];
@@ -91,7 +91,7 @@ struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct s_skill_improvise_db {
- int skillid;
+ uint16 skill_id;
short per;//1-10000
};
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
@@ -107,7 +107,7 @@ struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
//Warlock
struct s_skill_spellbook_db {
int nameid;
- int skillid;
+ uint16 skill_id;
int point;
};
@@ -120,9 +120,9 @@ int firewall_unit_pos;
int icewall_unit_pos;
int earthstrain_unit_pos;
//early declaration
-int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
-static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
+int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
+static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
+static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
static int skill_destroy_trap( struct block_list *bl, va_list ap );
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl)
@@ -145,108 +145,108 @@ int skill_name2id(const char* name)
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
-int skill_get_index( int id )
+int skill_get_index( uint16 skill_id )
{
// avoid ranges reserved for mapping guild/homun/mercenary skills
- if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
- || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
- || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
- || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
+ if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
+ || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
+ || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
+ || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
return 0;
// map skill id to skill db index
- if( id >= GD_SKILLBASE )
- id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
- else if( id >= EL_SKILLBASE )
- id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
- else if( id >= MC_SKILLBASE )
- id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
- else if( id >= HM_SKILLBASE )
- id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
+ if( skill_id >= GD_SKILLBASE )
+ skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
+ else if( skill_id >= EL_SKILLBASE )
+ skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
+ else if( skill_id >= MC_SKILLBASE )
+ skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
+ else if( skill_id >= HM_SKILLBASE )
+ skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
// validate result
- if( id <= 0 || id >= MAX_SKILL_DB )
+ if( skill_id <= 0 || skill_id >= MAX_SKILL_DB )
return 0;
- return id;
+ return skill_id;
}
-const char* skill_get_name( int id )
+const char* skill_get_name( uint16 skill_id )
{
- return skill_db[skill_get_index(id)].name;
+ return skill_db[skill_get_index(skill_id)].name;
}
-const char* skill_get_desc( int id )
+const char* skill_get_desc( uint16 skill_id )
{
- return skill_db[skill_get_index(id)].desc;
+ return skill_db[skill_get_index(skill_id)].desc;
}
// out of bounds error checking [celest]
-static void skill_chk(int* id, int lv)
+static void skill_chk(int16* skill_id, uint16 skill_lv)
{
- *id = skill_get_index(*id); // checks/adjusts id
- if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
+ *skill_id = skill_get_index(*skill_id); // checks/adjusts id
+ if( skill_lv <= 0 || skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
}
#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; 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_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_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], 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); }
-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_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
+int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
+int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
+int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
+int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_chk (&skill_id, skill_lv); return (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
+int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
+int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
+int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
+int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
+int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
+int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
+int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
+int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
+int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
+int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
+int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
+int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
+int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
+int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
+int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
-int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
#endif
-int skill_tree_get_max(int id, int b_class)
+int skill_tree_get_max(uint16 skill_id, int b_class)
{
int i;
b_class = pc_class2idx(b_class);
- ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
- if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
+ ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
+ if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
return skill_tree[b_class][i].max;
else
- return skill_get_max(id);
+ return skill_get_max(skill_id);
}
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
@@ -254,42 +254,42 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
-static void skill_toggle_magicpower(struct block_list *bl, short skillid);
+static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
-static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
+static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
static int skill_unit_effect(struct block_list *bl,va_list ap);
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
-int skill_get_casttype (int id)
+int skill_get_casttype (uint16 skill_id)
{
- int inf = skill_get_inf(id);
+ int inf = skill_get_inf(skill_id);
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
- if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
+ if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
- if (skill_get_nk(id)&NK_NO_DAMAGE)
+ if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
-int skill_get_range2 (struct block_list *bl, int id, int lv)
+int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
{
int range;
if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
return 9; //Mobs have a range of 9 regardless of skill used.
- range = skill_get_range(id, lv);
+ range = skill_get_range(skill_id, skill_lv);
if( range < 0 )
{
@@ -299,7 +299,7 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
}
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
- switch( id )
+ switch( skill_id )
{
case AC_SHOWER: case MA_SHOWER:
case AC_DOUBLE: case MA_DOUBLE:
@@ -371,7 +371,7 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
return range;
}
-int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
+int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
int skill, hp;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
@@ -471,14 +471,14 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, int skill
}
// Making plagiarize check its own function [Aru]
-int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
+int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
{
// Never copy NPC/Wedding Skills
- if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
+ if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
- if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
+ if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
{
if(battle_config.copyskill_restrict == 2)
return 0;
@@ -487,64 +487,64 @@ int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
}
//Added so plagarize can't copy agi/bless if you're undead since it damages you
- if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
- skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
- skillid == MER_INCAGI || skillid == MER_BLESSING))
+ if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
+ skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
+ skill_id == MER_INCAGI || skill_id == MER_BLESSING))
return 0;
// Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
- if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
+ if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
- else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
+ else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
return 0;
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
-int skillnotok (int skillid, struct map_session_data *sd)
+int skillnotok (uint16 skill_id, struct map_session_data *sd)
{
- int i,m;
+ int16 idx,m;
nullpo_retr (1, sd);
m = sd->bl.m;
- i = skill_get_index(skillid);
+ idx = skill_get_index(skill_id);
- if (i == 0)
+ if (idx == 0)
return 1; // invalid skill id
if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
return 0; // can do any damn thing they want
- if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
+ if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
return 0; // Teleport lv 3 bypasses this check.[Inkfish]
// Epoque:
// This code will compare the player's attack motion value which is influenced by ASPD before
// allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
// AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
- if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
+ if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
{// attempted to cast a skill before the attack motion has finished
return 1;
}
- if (sd->blockskill[i] > 0){
- clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
+ if (sd->blockskill[idx] > 0){
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
return 1;
}
/**
* It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
* Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
**/
- if( sd->skillitem == skillid )
+ if( sd->skillitem == skill_id )
return 0;
// Check skill restrictions [Celest]
- if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
- (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
- (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
- (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
- (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
+ if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
+ (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
+ (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
+ (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
+ (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
clif_msg(sd, 0x536); // This skill cannot be used within this area
return 1;
}
@@ -552,7 +552,7 @@ int skillnotok (int skillid, struct map_session_data *sd)
if( sd->sc.option&OPTION_MOUNTING )
return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
- switch (skillid) {
+ switch (skill_id) {
case AL_WARP:
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
@@ -584,13 +584,13 @@ int skillnotok (int skillid, struct map_session_data *sd)
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[m].flag.noicewall) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case GC_DARKILLUSION:
if( map_flag_gvg(m) ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -600,7 +600,7 @@ int skillnotok (int skillid, struct map_session_data *sd)
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -617,7 +617,7 @@ int skillnotok (int skillid, struct map_session_data *sd)
* These skills cannot be used while in mado gear (credits to Xantara)
**/
if( pc_ismadogear(sd) ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -637,17 +637,17 @@ int skillnotok (int skillid, struct map_session_data *sd)
return (map[m].flag.noskill);
}
-int skillnotok_hom(int skillid, struct homun_data *hd)
+int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
{
- int i = skill_get_index(skillid);
+ uint16 idx = skill_get_index(skill_id);
nullpo_retr(1,hd);
- if (i == 0)
+ if (idx == 0)
return 1; // invalid skill id
- if (hd->blockskill[i] > 0)
+ if (hd->blockskill[idx] > 0)
return 1;
- switch(skillid){
+ switch(skill_id){
case MH_LIGHT_OF_REGENE:
if(hd->homunculus.intimacy <= 750) //if not cordial
return 1;
@@ -665,29 +665,29 @@ int skillnotok_hom(int skillid, struct homun_data *hd)
}
//Use master's criteria.
- return skillnotok(skillid, hd->master);
+ return skillnotok(skill_id, hd->master);
}
-int skillnotok_mercenary(int skillid, struct mercenary_data *md)
+int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
{
- int i = skill_get_index(skillid);
+ uint16 idx = skill_get_index(skill_id);
nullpo_retr(1,md);
- if( i == 0 )
+ if( idx == 0 )
return 1; // Invalid Skill ID
- if( md->blockskill[i] > 0 )
+ if( md->blockskill[idx] > 0 )
return 1;
- return skillnotok(skillid, md->master);
+ return skillnotok(skill_id, md->master);
}
-struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
+struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
{
- int pos = skill_get_unit_layout_type(skillid,skilllv);
- int dir;
+ int pos = skill_get_unit_layout_type(skill_id,skill_lv);
+ uint8 dir;
if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
- ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
+ ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
}
@@ -696,21 +696,21 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str
dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
- if (skillid == MG_FIREWALL)
+ if (skill_id == MG_FIREWALL)
return &skill_unit_layout [firewall_unit_pos + dir];
- else if (skillid == WZ_ICEWALL)
+ else if (skill_id == WZ_ICEWALL)
return &skill_unit_layout [icewall_unit_pos + dir];
- else if( skillid == WL_EARTHSTRAIN ) //Warlock
+ else if( skill_id == WL_EARTHSTRAIN ) //Warlock
return &skill_unit_layout [earthstrain_unit_pos + dir];
- ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
+ ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
return &skill_unit_layout[0]; // default 1x1 layout
}
/*==========================================
*
*------------------------------------------*/
-int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
+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)
{
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
@@ -724,8 +724,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
nullpo_ret(src);
nullpo_ret(bl);
- if(skillid < 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
+ if(skill_id < 0) return 0;
+ if(skill_id > 0 && skill_lv <= 0) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
return 0;
@@ -745,7 +745,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if( sd )
{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
- if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
+ if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER )
{ // Trigger status effects
enum sc_type type;
int i;
@@ -783,13 +783,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
}
- if( skillid )
+ if( skill_id )
{ // Trigger status effects on skills
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
{
- if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
+ if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
@@ -805,7 +805,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if( dmg_lv < ATK_DEF ) // no damage, return;
return 0;
- switch(skillid)
+ switch(skill_id)
{
case 0: // Normal attacks (no skill used)
{
@@ -873,46 +873,46 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case SM_BASH:
- if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
+ if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
- sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
- skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
+ sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
+ skill_lv,skill_get_time2(SM_FATALBLOW,skill_lv));
}
break;
case MER_CRASH:
- sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skilllv = pc_checkskill(sd, TF_POISON);
+ skill_lv = pc_checkskill(sd, TF_POISON);
case TF_POISON:
case AS_SPLASHER:
- if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
- && sd && skillid==TF_POISON
+ if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
+ && sd && skill_id==TF_POISON
)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case AS_SONICBLOW:
- sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case WZ_FIREPILLAR:
- unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
+ unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
break;
case MG_FROSTDIVER:
#ifndef RENEWAL
case WZ_FROSTNOVA:
#endif
- sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
#ifdef RENEWAL
case WZ_FROSTNOVA:
- sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
#endif
@@ -921,11 +921,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
* Storm Gust counter was dropped in renewal
**/
#ifdef RENEWAL
- sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
#else
//Tharis pointed out that this is normal freeze chance with a base of 300%
if(tsc->sg_counter >= 3 &&
- sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
+ sc_start(bl,SC_FREEZE,300,skill_lv,skill_get_time2(skill_id,skill_lv)))
tsc->sg_counter = 0;
/**
* being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
@@ -936,116 +936,116 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case WZ_METEOR:
- sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case WZ_VERMILION:
- sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
- sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case HT_FLASHER:
- sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case HT_LANDMINE:
case MA_LANDMINE:
- sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case HT_SHOCKWAVE:
- status_percent_damage(src, bl, 0, 15*skilllv+5, false);
+ status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
break;
case HT_SANDMAN:
case MA_SANDMAN:
- sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case TF_SPRINKLESAND:
- sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case TF_THROWSTONE:
- sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
- sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Chance to cause blind status vs demon and undead element, but not against players
if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
attack_type |= BF_WEAPON;
break;
case AM_ACIDTERROR:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
- if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
+ sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv));
+ if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
clif_emotion(bl,E_OMG);
break;
case AM_DEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
break;
case CR_SHIELDCHARGE:
- sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case PA_PRESSURE:
- status_percent_damage(src, bl, 0, 15+5*skilllv, false);
+ status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
break;
case RG_RAID:
- sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
#ifdef RENEWAL
sc_start(bl,SC_RAID,100,7,5000);
break;
case RG_BACKSTAP:
- sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
#endif
break;
case BA_FROSTJOKER:
- sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case DC_SCREAM:
- sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case BD_LULLABY:
- sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case DC_UGLYDANCE:
- rate = 5+5*skilllv;
+ rate = 5+5*skill_lv;
if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
rate += 5+skill;
status_zap(bl, 0, rate);
break;
case SL_STUN:
if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
- sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
break;
case NPC_PETRIFYATTACK:
- sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
- skilllv,0,0,skill_get_time(skillid,skilllv),
- skill_get_time2(skillid,skilllv));
+ sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
+ skill_lv,0,0,skill_get_time(skill_id,skill_lv),
+ skill_get_time2(skill_id,skill_lv));
break;
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
@@ -1054,14 +1054,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_HELLPOWER:
- sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
- sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
- sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
@@ -1069,82 +1069,82 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
rate = sstatus->matk_min;
if (rate < sstatus->matk_max)
rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
- rate*=skilllv;
+ rate*=skill_lv;
status_zap(bl, 0, rate);
break;
}
// Equipment breaking monster skills [Celest]
case NPC_WEAPONBRAKER:
- skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
break;
case NPC_ARMORBRAKE:
- skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
break;
case NPC_HELMBRAKE:
- skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
break;
case NPC_SHIELDBRAKE:
- skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
break;
case CH_TIGERFIST:
- sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
break;
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
- sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill_get_time2(skill_id,skill_lv));
break;
case ST_REJECTSWORD:
- sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
break;
case PF_FOGWALL:
if (src != bl && !tsc->data[SC_DELUGE])
- sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
+ sc_start(bl, SC_BLEEDING,50, skill_lv, skill_get_time2(skill_id,skill_lv));
break;
case LK_JOINTBEAT:
- status = status_skill2sc(skillid);
+ status = status_skill2sc(skill_id);
if (tsc->jb_flag) {
- sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
+ sc_start2(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
break;
case ASC_METEORASSAULT:
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
+ //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
switch(rnd()%3) {
case 0:
- sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
+ sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
break;
case 1:
- sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
+ sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
break;
default:
- sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
+ sc_start(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,3));
}
break;
case HW_NAPALMVULCAN:
- sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case WS_CARTTERMINATION: // Cart termination
- sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case CR_ACIDDEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
+ skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
break;
case TK_DOWNKICK:
- sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case TK_JUMPKICK:
@@ -1161,87 +1161,87 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case TK_TURNKICK:
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
if(attack_type&BF_MISC) //70% base stun chance...
- sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
+ status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NJ_HYOUSYOURAKU:
- sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case GS_FLING:
- sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
break;
case GS_DISARM:
- rate = 3*skilllv;
+ rate = 3*skill_lv;
if (sstatus->dex > tstatus->dex)
rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
- skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case NPC_EVILLAND:
- sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_HELLJUDGEMENT:
- sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_CRITICALWOUND:
- sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case RK_HUNDREDSPEAR:
if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
- rate = 10 + 3 * skilllv;
+ rate = 10 + 3 * skill_lv;
if( rnd()%100 < rate )
skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
break;
case RK_WINDCUTTER:
- sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case RK_DRAGONBREATH:
- sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
+ sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
break;
case AB_ADORAMUS:
if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
- sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case WL_CRIMSONROCK:
- sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case WL_COMET:
- sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
+ sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
break;
case WL_EARTHSTRAIN:
{
int rate = 0, i;
const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
- rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
+ rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
//rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
- for( i = 0; i < skilllv; i++ )
- skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
+ for( i = 0; i < skill_lv; i++ )
+ skill_strip_equip(bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
}
break;
case WL_JACKFROST:
- sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case RA_WUGBITE:
- sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
+ sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
break;
case RA_SENSITIVEKEEN:
- if( rnd()%100 < 8 * skilllv )
- skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
+ if( rnd()%100 < 8 * skill_lv )
+ skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
break;
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
- sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
+ sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case NC_PILEBUNKER:
- if( rnd()%100 < 5 + 15*skilllv )
+ if( rnd()%100 < 5 + 15*skill_lv )
{ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
@@ -1251,76 +1251,76 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
case NC_FLAMELAUNCHER:
- sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
+ sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
break;
case NC_COLDSLOWER:
- sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
- sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
+ sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case NC_POWERSWING:
- sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
- if( rnd()%100 < 5*skilllv )
+ sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
+ if( rnd()%100 < 5*skill_lv )
skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
break;
case GC_WEAPONCRUSH:
- skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
+ skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
break;
case LG_SHIELDPRESS:
- sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
+ sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
break;
case LG_PINPOINTATTACK:
- rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
- switch( skilllv ) {
+ rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
+ switch( skill_lv ) {
case 1:
- sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_BLEEDING,rate,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case 2:
if( dstsd && dstsd->spiritball && rnd()%100 < rate )
pc_delspiritball(dstsd, dstsd->spiritball, 0);
break;
default:
- skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
+ skill_break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
break;
}
break;
case LG_MOONSLASHER:
- rate = 32 + 8 * skilllv;
+ rate = 32 + 8 * skill_lv;
if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
- skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
+ skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
else if( dstmd && !is_boss(bl) )
- sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
- sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
+ sc_start(bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
break;
case LG_EARTHDRIVE:
skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
- sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case SR_DRAGONCOMBO:
- sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case SR_FALLENEMPIRE:
- sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case SR_WINDMILL:
if( dstsd )
- skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
+ skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
else if( dstmd && !is_boss(bl) )
- sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
+ sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
break;
case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case SR_EARTHSHAKER:
- sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case SR_HOWLINGOFLION:
- sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
break;
case WM_SOUND_OF_DESTRUCTION:
- if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
+ if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
status_change_end(bl, SC_DANCING, INVALID_TIMER);
status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
@@ -1352,67 +1352,67 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
case SO_EARTHGRAVE:
- sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
+ sc_start(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
break;
case SO_DIAMONDDUST:
- rate = 5 + 5 * skilllv;
+ rate = 5 + 5 * skill_lv;
if( sc && sc->data[SC_COOLER_OPTION] )
rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
- sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
+ sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case SO_VARETYR_SPEAR:
- sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
+ sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
case 13261:
- sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
- sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
+ sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
+ sc_start(bl, SC_BLEEDING, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
break;
case 13262:
- sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
+ sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
break;
case 13264:
- sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
- sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
+ sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
+ sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
break;
}
sd->itemid = -1;
}
break;
case GN_HELLS_PLANT_ATK:
- sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
- sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
+ sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
+ sc_start(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
break;
case EL_WIND_SLASH: // Non confirmed rate.
- sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
+ sc_start(bl, SC_BLEEDING, 25, skill_lv, skill_get_time(skill_id,skill_lv));
break;
case EL_STONE_HAMMER:
- rate = 10 * skilllv;
- sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
+ rate = 10 * skill_lv;
+ sc_start(bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
break;
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
- sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
+ sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
break;
case EL_TYPOON_MIS:
- sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case KO_JYUMONJIKIRI: // needs more info
- sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case KO_MAKIBISHI:
- sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
+ sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
break;
case MH_LAVA_SLIDE:
- if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv));
+ if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
break;
case MH_STAHL_HORN:
- sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
break;
case MH_NEEDLE_OF_PARALYZE:
- sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
break;
}
@@ -1445,7 +1445,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if( rate )
skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
}
- if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
+ if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
{ // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
// Target weapon breaking
rate = 0;
@@ -1467,7 +1467,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
}
- if( sd && sd->ed && sc && !status_isdead(bl) && !skillid ){
+ if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
struct unit_data *ud = unit_bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
@@ -1483,9 +1483,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if ( rnd()%100 < 25 && skill ){
skill_castend_damage_id(src, bl, skill, 5, tick, 0);
-
+
if (ud) {
- rate = skill_delayfix(src, skill, skilllv);
+ rate = skill_delayfix(src, skill, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers )
@@ -1500,7 +1500,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
{
struct block_list *tbl;
struct unit_data *ud;
- int i, skilllv, type, notok;
+ int i, skill_lv, type, notok;
for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
@@ -1518,8 +1518,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if ( notok )
continue;
- skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
- if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
+ skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
+ if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
@@ -1532,18 +1532,18 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
skill_get_unit_flag(skill)&UF_NOREITERATION &&
- skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
+ skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
skill_get_unit_flag(skill)&UF_NOFOOTSET &&
- skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
+ skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(skill, skilllv)) > 0
+ (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
@@ -1556,7 +1556,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
}
if( battle_config.autospell_check_range &&
- !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
+ !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
continue;
if (skill == AS_SONICBLOW)
@@ -1565,24 +1565,24 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
type = CAST_GROUND;
sd->state.autocast = 1;
- skill_consume_requirement(sd,skill,skilllv,1);
+ skill_consume_requirement(sd,skill,skill_lv,1);
skill_toggle_magicpower(src, skill);
switch (type) {
case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
+ skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
+ skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
+ skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
break;
}
sd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(src);
if (ud) {
- rate = skill_delayfix(src, skill, skilllv);
+ rate = skill_delayfix(src, skill, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && sd )
@@ -1635,15 +1635,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
return 0;
}
-int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
- int skill, skilllv, i, type, notok;
+int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
+ int skill, skill_lv, i, type, notok;
struct block_list *tbl;
- if( sd == NULL || skillid <= 0 )
+ if( sd == NULL || skill_id <= 0 )
return 0;
for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
- if( sd->autospell3[i].flag != skillid )
+ if( sd->autospell3[i].flag != skill_id )
continue;
if( sd->autospell3[i].lock )
@@ -1658,8 +1658,8 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
if ( notok )
continue;
- skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
- if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
+ skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
+ if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
if( sd->autospell3[i].id >= 0 && bl == NULL )
continue; // No target
@@ -1672,18 +1672,18 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
skill_get_unit_flag(skill)&UF_NOREITERATION &&
- skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
+ skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
skill_get_unit_flag(skill)&UF_NOFOOTSET &&
- skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
+ skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(skill, skilllv)) > 0
+ (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
@@ -1696,17 +1696,17 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
}
}
if( battle_config.autospell_check_range &&
- !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
+ !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
continue;
sd->state.autocast = 1;
sd->autospell3[i].lock = true;
- skill_consume_requirement(sd,skill,skilllv,1);
+ skill_consume_requirement(sd,skill,skill_lv,1);
switch( type )
{
- case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
- case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
- case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
+ case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
+ case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
+ case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
}
sd->autospell3[i].lock = false;
sd->state.autocast = 0;
@@ -1720,7 +1720,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
continue;
if( sd->autobonus3[i].active != INVALID_TIMER )
continue;
- if( sd->autobonus3[i].atk_type != skillid )
+ if( sd->autobonus3[i].atk_type != skill_id )
continue;
pc_exeautobonus(sd,&sd->autobonus3[i]);
}
@@ -1737,7 +1737,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
* type of skills, so not every instance of skill_additional_effect needs a call
* to this one.
*/
-int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, 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 rate;
struct map_session_data *sd=NULL;
@@ -1746,8 +1746,8 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
nullpo_ret(src);
nullpo_ret(bl);
- if(skillid < 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
+ if(skill_id < 0) return 0;
+ if(skill_id > 0 && skill_lv <= 0) return 0; // don't forget auto attacks! - celest
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
@@ -1780,12 +1780,12 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
- switch(skillid){
+ switch(skill_id){
case MO_EXTREMITYFIST:
- sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case GS_FULLBUSTER:
- sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case HFLI_SBR44: //[orn]
case HVAN_EXPLOSION:
@@ -1806,8 +1806,8 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
- !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
+ if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
+ !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
(rate=pc_checkskill(sd,HW_SOULDRAIN))>0
){ //Soul Drain should only work on targetted spells [Skotlex]
if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
@@ -1826,7 +1826,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if( attack_type&BF_MAGIC ) {
sp += sd->bonus.magic_sp_gain_value;
hp += sd->bonus.magic_hp_gain_value;
- if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
+ if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
if( ( sc = status_get_sc(src) ) ) {
if(sc->data[SC_SPIRIT] &&
@@ -1843,11 +1843,11 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
// Trigger counter-spells to retaliate against damage causing skills.
if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
- !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
+ !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
{
struct block_list *tbl;
struct unit_data *ud;
- int i, skillid, skilllv, rate, type, notok;
+ int i, skill_id, skill_lv, rate, type, notok;
for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
@@ -1856,16 +1856,16 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
- skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
- skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
- if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
+ skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
+ skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
+ if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
rate = dstsd->autospell2[i].rate;
if (attack_type&BF_LONG)
rate>>=1;
dstsd->state.autocast = 1;
- notok = skillnotok(skillid, dstsd);
+ notok = skillnotok(skill_id, dstsd);
dstsd->state.autocast = 0;
if ( notok )
@@ -1876,26 +1876,26 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
- if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
+ if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(skillid)&UF_NOREITERATION &&
- skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
+ skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
+ skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
- skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
+ skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
+ skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
+ (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
- if(dstsd->ud.skillunit[v]->skill_id == skillid)
+ if(dstsd->ud.skillunit[v]->skill_id == skill_id)
maxcount--;
}
if( maxcount == 0 ) {
@@ -1904,27 +1904,27 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
- if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
+ if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
continue;
dstsd->state.autocast = 1;
- skill_consume_requirement(dstsd,skillid,skilllv,1);
+ skill_consume_requirement(dstsd,skill_id,skill_lv,1);
switch (type) {
case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
+ skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
+ skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
+ skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
}
dstsd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(bl);
if (ud) {
- rate = skill_delayfix(bl, skillid, skilllv);
+ rate = skill_delayfix(bl, skill_id, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && dstsd )
@@ -1935,7 +1935,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
//Autobonus when attacked
- if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
+ if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) )
{
int i;
for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
@@ -2087,7 +2087,7 @@ static int skill_area_temp[8];
- if 'flag&0x1', position update packets must not be sent.
- if 'flag&0x2', skill blown ignores players' special_state.no_knockback
-------------------------------------------------------------------------*/
-int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
+int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag)
{
int dx = 0, dy = 0;
struct skill_unit* su = NULL;
@@ -2123,13 +2123,13 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
break;
}
- if (direction == -1) // <optimized>: do the computation here instead of outside
- direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
+ if (dir == -1) // <optimized>: do the computation here instead of outside
+ dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
- if (direction >= 0 && direction < 8)
+ if (dir >= 0 && dir < 8)
{ // take the reversed 'direction' and reverse it
- dx = -dirx[direction];
- dy = -diry[direction];
+ dx = -dirx[dir];
+ dy = -diry[dir];
}
return unit_blown(target, dx, dy, count, flag); // send over the proper flag
@@ -2182,10 +2182,10 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in
* (usually holds number of targets, or just 1 for simple splash attacks)
* flag&0x1000 is used to tag that this is a splash-attack (so the damage
* packet shouldn't display a skill animation)
- * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
+ * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
* client (causes player characters to not scream skill name)
*-------------------------------------------------------------------------*/
-int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
+int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct Damage dmg;
struct status_data *sstatus, *tstatus;
@@ -2194,7 +2194,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
int type,damage,rdamage=0;
int8 rmdamage=0;//magic reflected
- if(skillid > 0 && skilllv <= 0) return 0;
+ if(skill_id > 0 && skill_lv <= 0) return 0;
nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
@@ -2202,11 +2202,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
+ if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
return 0;
- } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
+ } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (!status_check_skilluse(src, bl, skillid, 2))
+ if (!status_check_skilluse(src, bl, skill_id, 2))
return 0;
}
@@ -2219,33 +2219,33 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (sc && !sc->count) sc = NULL; //Don't need it.
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
- if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
+ if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
return 0;
//Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
return 0;
- dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
+ dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
//Skotlex: Adjusted to the new system
if(src->type==BL_PET)
{ // [Valaris]
struct pet_data *pd = (TBL_PET*)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
+ if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id)
{
- int element = skill_get_ele(skillid, skilllv);
- if (skillid == -1)
+ int element = skill_get_ele(skill_id, skill_lv);
+ if (skill_id == -1)
element = sstatus->rhw.ele;
if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
- dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
+ dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
else
- dmg.damage= skilllv;
+ dmg.damage= skill_lv;
dmg.damage2=0;
dmg.div_= pd->a_skill->div_;
}
}
- if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
+ if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
{ //Magic reflection, switch caster/target
@@ -2269,7 +2269,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS;
- sc->data[SC_SPIRIT]->val3 = skillid;
+ sc->data[SC_SPIRIT]->val3 = skill_id;
sc->data[SC_SPIRIT]->val4 = dsrc->id;
}
}
@@ -2279,30 +2279,30 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
**/
#if MAGIC_REFLECTION_TYPE
if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
- dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
+ dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF);
#endif
}
if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill_get_sp(skillid,skilllv);
+ int sp = skill_get_sp(skill_id,skill_lv);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
- if(skillid == WZ_WATERBALL && skilllv > 1)
- sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
+ if(skill_id == WZ_WATERBALL && skill_lv > 1)
+ sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
status_heal(bl, 0, sp, 2);
}
}
damage = dmg.damage + dmg.damage2;
- if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
- skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
- skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
+ if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
+ skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
+ skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
damage = 1;
- if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
+ if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
|| (sc && sc->data[SC_REFLECTDAMAGE])) )
- rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
+ rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
struct block_list *nbl = NULL;
@@ -2314,19 +2314,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
//Skill hit type
- type=(skillid==0)?5:skill_get_hit(skillid);
+ type=(skill_id==0)?5:skill_get_hit(skill_id);
if(damage < dmg.div_
//Only skills that knockback even when they miss. [Skotlex]
- && skillid != CH_PALMSTRIKE)
+ && skill_id != CH_PALMSTRIKE)
dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
+ if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) {
if(battle_config.gx_disptype) dsrc = src;
if(src == bl) type = 4;
else flag|=SD_ANIMATION;
}
- if(skillid == NJ_TATAMIGAESHI) {
+ if(skill_id == NJ_TATAMIGAESHI) {
dsrc = src; //For correct knockback.
flag|=SD_ANIMATION;
}
@@ -2335,14 +2335,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
int flag = 0; //Used to signal if this skill can be combo'ed later on.
struct status_change_entry *sce;
if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
- switch (skillid) {
+ switch (skill_id) {
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
- sce->val1 = skillid; //Update combo-skill
- sce->val3 = skillid;
+ sce->val1 = skill_id; //Update combo-skill
+ sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
delete_timer(sce->timer, status_change_timer);
sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
@@ -2355,7 +2355,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
status_change_end(src, SC_COMBO, INVALID_TIMER);
}
}
- switch(skillid) {
+ switch(skill_id) {
case MO_TRIPLEATTACK:
if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
flag=1;
@@ -2366,7 +2366,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
case MO_COMBOFINISH:
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
- party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
+ party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
flag=1;
case CH_TIGERFIST:
@@ -2393,8 +2393,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
case SL_STIN:
case SL_STUN:
- if (skilllv >= 7 && !sd->sc.data[SC_SMA])
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
+ if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
+ sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
break;
case GS_FULLBUSTER:
//Can't attack nor use items until skill's delay expires. [Skotlex]
@@ -2412,13 +2412,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (flag) { //Possible to chain
flag = DIFF_TICK(sd->ud.canact_tick, tick);
if (flag < 1) flag = 1;
- sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
+ sc_start2(src,SC_COMBO,100,skill_id,bl->id,flag);
clif_combo_delay(src, flag);
}
}
//Display damage.
- switch( skillid )
+ switch( skill_id )
{
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
@@ -2439,19 +2439,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case AS_SPLASHER:
if( flag&SD_ANIMATION ) // the surrounding targets
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
else // the central target doesn't display an animation
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
break;
case WL_HELLINFERNO:
case SR_EARTHSHAKER:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
+ dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
break;
case WL_SOULEXPANSION:
case WL_COMET:
case KO_MUCHANAGE:
case NJ_HUUMA:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
+ dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
break;
case WL_CHAINLIGHTNING_ATK:
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
@@ -2476,16 +2476,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case EL_HURRICANE_ATK:
case KO_BAKURETSU:
case GN_CRAZYWEED_ATK:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
+ dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
break;
case GN_SLINGITEM_RANGEMELEEATK:
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
break;
case EL_STONE_RAIN:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
break;
case WM_SEVERE_RAINSTORM_MELEE:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
+ dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
break;
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
@@ -2498,14 +2498,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
- dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
+ dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
if( dsrc != src ) // avoid damage display redundancy
break;
case HT_LANDMINE:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
break;
case WZ_SIGHTBLASTER:
- dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
+ dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
break;
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
@@ -2516,9 +2516,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( bl->type == BL_SKILL ){
TBL_SKILL *su = (TBL_SKILL*)bl;
if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
- clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
+ clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
}
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
break;
}
@@ -2529,11 +2529,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
&& (!sc || !sc->data[SC_PRESERVE])
&& damage < tsd->battle_status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
- int copy_skill = skillid;
+ int copy_skill = skill_id;
/**
* Copy Referal: dummy skills should point to their source upon copying
**/
- switch( skillid ) {
+ switch( skill_id ) {
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
copy_skill = AB_DUPLELIGHT;
@@ -2583,7 +2583,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
clif_addskill(tsd,copy_skill);
} else {
- lv = skilllv;
+ lv = skill_lv;
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
tsd->status.skill[tsd->cloneskill_id].id = 0;
tsd->status.skill[tsd->cloneskill_id].lv = 0;
@@ -2598,15 +2598,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
- tsd->status.skill[skillid].id = copy_skill;
- tsd->status.skill[skillid].lv = lv;
- tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
- clif_addskill(tsd,skillid);
+ tsd->status.skill[skill_id].id = copy_skill;
+ tsd->status.skill[skill_id].lv = lv;
+ tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
+ clif_addskill(tsd,skill_id);
}
}
}
- if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
+ if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
{ //Skills with can't walk delay also stop normal attacking for that
//duration when the attack connects. [Skotlex]
struct unit_data *ud = unit_bl2ud(src);
@@ -2616,25 +2616,25 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( !dmg.amotion )
{ //Instant damage
- if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
+ if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if( !status_isdead(bl) )
- skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
+ skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
- skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
+ skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
}
// Hell Inferno burning status only starts if Fire part hits.
- if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
- sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
+ if( skill_id == WL_HELLINFERNO && dmg.damage > 0 )
+ sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
// Apply knock back chance in SC_TRIANGLESHOT skill.
- else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
+ else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
dmg.blewcount = 0;
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
- int direction = -1; // default
- switch(skillid) {//direction
+ int8 dir = -1; // default
+ switch(skill_id) {//direction
case MG_FIREWALL:
case PR_SANCTUARY:
case SC_TRIANGLESHOT:
@@ -2642,45 +2642,45 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SR_KNUCKLEARROW:
case GN_WALLOFTHORN:
case EL_FIRE_MANTLE:
- direction = unit_getdir(bl);// backwards
+ dir = unit_getdir(bl);// backwards
break;
// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
case WZ_STORMGUST:
- direction = rand()%8;
+ dir = rand()%8;
break;
case WL_CRIMSONROCK:
- direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
+ dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
break;
}
//blown-specific handling
- switch( skillid ) {
+ switch( skill_id ) {
case LG_OVERBRAND:
- if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
+ if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
short dir_x, dir_y;
- dir_x = dirx[(direction+4)%8];
- dir_y = diry[(direction+4)%8];
+ dir_x = dirx[(dir+4)%8];
+ dir_y = diry[(dir+4)%8];
if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
- skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
+ skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
} else
- skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
+ skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
break;
case SR_KNUCKLEARROW:
- if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
+ if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
short dir_x, dir_y;
- dir_x = dirx[(direction+4)%8];
- dir_y = diry[(direction+4)%8];
+ dir_x = dirx[(dir+4)%8];
+ dir_y = diry[(dir+4)%8];
if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
- skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
+ skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
}
break;
case GN_WALLOFTHORN:
unit_stop_walking(bl,1);
- skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
+ skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
clif_fixpos(bl);
break;
default:
- skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
+ skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
TBL_SKILL *su = (TBL_SKILL*)bl;
if( su->group && su->group->skill_id == HT_BLASTMINE)
@@ -2692,9 +2692,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
- battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
+ battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion);
- if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
+ if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE )
{
struct status_change_entry *sce = sc->data[SC_DEVOTION];
struct block_list *d_bl = map_id2bl(sce->val1);
@@ -2723,20 +2723,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
- if( skillid == RG_INTIMIDATE ) {
- int rate = 50 + skilllv * 5;
+ if( skill_id == RG_INTIMIDATE ) {
+ int rate = 50 + skill_lv * 5;
rate = rate + (status_get_lv(src) - status_get_lv(bl));
if(rnd()%100 < rate)
- skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
- } else if( skillid == SC_FATALMENACE )
- skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
+ skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
+ } else if( skill_id == SC_FATALMENACE )
+ skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
}
- if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
+ if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
dmg.flag |= BF_WEAPON;
if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
- (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
+ (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
{
if (battle_config.left_cardfix_to_right)
battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
@@ -2764,16 +2764,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
/**
* Post-damage effects
**/
- switch( skillid ) {
+ switch( skill_id ) {
case RK_CRUSHSTRIKE:
skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
case GC_VENOMPRESSURE: {
struct status_change *ssc = status_get_sc(src);
- if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
+ if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
}
break;
@@ -2785,19 +2785,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
}
if( sd )
- skill_onskillusage(sd, bl, skillid, tick);
+ skill_onskillusage(sd, bl, skill_id, tick);
}
if (!(flag&2) &&
(
- skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
+ skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
) &&
(sc = status_get_sc(src)) &&
sc->data[SC_DOUBLECAST] &&
rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
{
-// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
+// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
+ skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
}
map_freeblock_unlock();
@@ -2808,13 +2808,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
/*==========================================
* sub fonction for recursive skill call.
* Checking bl battle flag and display dammage
- * then call func with source,target,skillid,skilllv,tick,flag
+ * then call func with source,target,skill_id,skill_lv,tick,flag
*------------------------------------------*/
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
int skill_area_sub (struct block_list *bl, va_list ap)
{
struct block_list *src;
- int skill_id,skill_lv,flag;
+ uint16 skill_id,skill_lv,flag;
unsigned int tick;
SkillFunc func;
@@ -2844,7 +2844,7 @@ int skill_area_sub (struct block_list *bl, va_list ap)
static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
{
struct skill_unit *unit;
- int skillid,g_skillid;
+ uint16 skill_id,g_skill_id;
unit = (struct skill_unit *)bl;
@@ -2854,15 +2854,15 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
if(!unit->alive)
return 0;
- skillid = va_arg(ap,int);
- g_skillid = unit->group->skill_id;
+ skill_id = va_arg(ap,int);
+ g_skill_id = unit->group->skill_id;
- switch (skillid) {
+ switch (skill_id) {
case MH_STEINWAND:
case MG_SAFETYWALL:
case AL_PNEUMA:
case SC_MAELSTROM:
- if(g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
+ if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
return 0;
break;
case AL_WARP:
@@ -2892,11 +2892,11 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
case SC_DIMENSIONDOOR:
case SC_BLOODYLUST:
//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
- if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
+ if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
return 0;
break;
default: //Avoid stacking with same kind of trap. [Skotlex]
- if (g_skillid != skillid)
+ if (g_skill_id != skill_id)
return 0;
break;
}
@@ -2904,56 +2904,56 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
return 1;
}
-static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
+static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
{
//Non players do not check for the skill's splash-trigger area.
- int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
+ int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
+ int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
+ ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
return 0;
}
range += layout_type;
- return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
+ return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
}
static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
{
- int skillid;
+ uint16 skill_id;
if(bl->prev == NULL)
return 0;
- skillid = va_arg(ap,int);
+ skill_id = va_arg(ap,int);
- if( status_isdead(bl) && skillid != AL_WARP )
+ if( status_isdead(bl) && skill_id != AL_WARP )
return 0;
- if( skillid == HP_BASILICA && bl->type == BL_PC )
+ if( skill_id == HP_BASILICA && bl->type == BL_PC )
return 0;
- if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
+ if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
return 1;
}
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
+static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
{
int range, type;
- switch (skillid) { // to be expanded later
+ switch (skill_id) { // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
default:
{
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
+ int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
+ ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
return 0;
}
- range = skill_get_unit_range(skillid,skilllv) + layout_type;
+ range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
}
break;
}
@@ -2967,7 +2967,7 @@ static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int ski
return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
- type, skillid);
+ type, skill_id);
}
int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
@@ -2998,7 +2998,8 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
{
struct status_data *status;
struct map_session_data *sd = NULL;
- int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
+ int i, hp, sp, hp_rate, sp_rate, state, mhp;
+ uint16 idx;
int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
if( lv < 1 || lv > MAX_SKILL_LEVEL )
@@ -3012,21 +3013,21 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
}
status = status_get_status_data(bl);
- if( (j = skill_get_index(skill)) == 0 )
+ if( (idx = skill_get_index(skill)) == 0 )
return 0;
// Requeriments
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
- itemid[i] = skill_db[j].itemid[i];
- amount[i] = skill_db[j].amount[i];
- }
- hp = skill_db[j].hp[lv-1];
- sp = skill_db[j].sp[lv-1];
- hp_rate = skill_db[j].hp_rate[lv-1];
- sp_rate = skill_db[j].sp_rate[lv-1];
- state = skill_db[j].state;
- if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
+ itemid[i] = skill_db[idx].itemid[i];
+ amount[i] = skill_db[idx].amount[i];
+ }
+ hp = skill_db[idx].hp[lv-1];
+ sp = skill_db[idx].sp[lv-1];
+ hp_rate = skill_db[idx].hp_rate[lv-1];
+ sp_rate = skill_db[idx].sp_rate[lv-1];
+ state = skill_db[idx].state;
+ if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
hp += (status->max_hp * mhp) / 100;
if( hp_rate > 0 )
hp += (status->hp * hp_rate) / 100;
@@ -3112,7 +3113,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
/*==========================================
*
*------------------------------------------*/
-int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
+int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
return 1;
}
@@ -3331,7 +3332,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
/*==========================================
*
*------------------------------------------*/
-int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
+int skill_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 i;
struct unit_data *ud;
@@ -3408,13 +3409,13 @@ static int skill_reveal_trap (struct block_list *bl, va_list ap)
*
*
*------------------------------------------*/
-int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
+int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data *sd = NULL;
struct status_data *tstatus;
struct status_change *sc;
- if (skillid > 0 && skilllv <= 0) return 0;
+ if (skill_id > 0 && skill_lv <= 0) return 0;
nullpo_retr(1, src);
nullpo_retr(1, bl);
@@ -3430,12 +3431,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if (status_isdead(bl))
return 1;
- if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
+ if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
{ //GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = status_skill2sc(skillid);
+ sc_type sct = status_skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
return 1;
}
@@ -3447,7 +3448,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
map_freeblock_lock();
- switch(skillid)
+ switch(skill_id)
{
case MER_CRASH:
case SM_BASH:
@@ -3560,7 +3561,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case KO_JYUMONJIKIRI:
case KO_SETSUDAN:
case KO_KAIHOU:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
/**
@@ -3573,7 +3574,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NC_ARMSCANNON:
if (sd) pc_overheat(sd,1);
case RK_WINDCUTTER:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
@@ -3588,33 +3589,33 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//TODO: is there really no cleaner way to do this?
sc = status_get_sc(bl);
if (sc) sc->jb_flag = flag;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case MO_COMBOFINISH:
if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),splash_target(src),
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_get_splash(skill_id, skill_lv),splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
} else
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case TK_STORMKICK: // Taekwon kicks [Dralnu]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), splash_target(src),
- BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
+ skill_get_splash(skill_id, skill_lv), splash_target(src),
+ BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
case KN_CHARGEATK:
{
bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
unsigned int dist = distance_bl(src, bl);
- unsigned int dir = map_calc_dir(bl, src->x, src->y);
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
// teleport to target (if not on WoE grounds)
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
@@ -3623,7 +3624,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
// cause damage and knockback if the path to target was a straight one
if( path )
{
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
skill_blown(src, bl, dist, dir, 0);
//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
// make the caster look in the direction of the target
@@ -3643,8 +3644,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//line of sight between caster and target.
skill_area_temp[1] = bl->id;
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
- skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
case NPC_ACIDBREATH:
@@ -3654,41 +3655,41 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NPC_THUNDERBREATH:
skill_area_temp[1] = bl->id;
map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
- skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
case RG_BACKSTAP:
{
- int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
+ uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
unit_setdir(bl,dir);
}
else if (sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case MO_FINGEROFFENSIVE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
if (battle_config.finger_offensive_type && sd) {
int i;
for (i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
+ skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
}
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
case MO_CHAINCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
@@ -3697,12 +3698,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_change_end(src, SC_HIDING, INVALID_TIMER);
// fall through
case MO_EXTREMITYFIST:
- if( skillid == MO_EXTREMITYFIST )
+ if( skill_id == MO_EXTREMITYFIST )
{
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
- sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
#endif
}
//Client expects you to move to target regardless of distance
@@ -3710,7 +3711,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
struct unit_data *ud = unit_bl2ud(src);
short dx,dy;
int i,speed;
- i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
+ i = skill_id == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
dx = bl->x - src->x;
dy = bl->y - src->y;
if (dx < 0) dx-=i;
@@ -3727,7 +3728,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
dy = src->y + dy;
}
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
if(unit_walktoxy(src, dx, dy, 2) && ud) {
//Increase can't walk delay to not alter your walk path
@@ -3804,26 +3805,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
int sflag = skill_area_temp[0] & 0xFFF, heal;
if( flag&SD_LEVEL )
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
+ if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
- heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
- if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
+ heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
+ if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
status_heal(src,heal,0,0);
}
} else {
- switch ( skillid ) {
+ switch ( skill_id ) {
case NJ_BAKUENRYU:
case LG_EARTHDRIVE:
case GN_CARTCANNON:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case LG_MOONSLASHER:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
- skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+ skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
default:
break;
}
@@ -3831,20 +3832,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
skill_area_temp[2] = 0;
- if( skillid == WL_CRIMSONROCK ) {
+ if( skill_id == WL_CRIMSONROCK ) {
skill_area_temp[4] = bl->x;
skill_area_temp[5] = bl->y;
}
- if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
+ if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
skill_area_temp[1] = 0;
// if skill damage should be split among targets, count them
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
//special case: Venom Splasher uses a different range for searching than for splashing
- if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
// recursive invocation of skill_castend_damage_id() with flag|1
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
}
break;
@@ -3852,9 +3853,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case ML_BRANDISH:
//Coded apart for it needs the flag passed to the damage calculation.
if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
+ skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
else
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
break;
case KN_BOWLINGBASH:
@@ -3863,26 +3864,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if(bl->id==skill_area_temp[1])
break;
//two hits for 500%
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
} else {
int i,c;
- c = skill_get_blewcount(skillid,skilllv);
+ c = skill_get_blewcount(skill_id,skill_lv);
// keep moving target in the direction that src is looking, square by square
for(i=0;i<c;i++){
if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
break; //Can't knockback
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count);
if( skill_area_temp[0] > 1 ) break; // collision
}
clif_blown(bl); //Update target pos.
if (i!=c) { //Splash
skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
}
//Weirdo dual-hit property, two attacks for 500%
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
}
break;
@@ -3890,19 +3891,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if(flag&1) {
if (bl->id==skill_area_temp[1])
break;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
+ if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
skill_blown(src,bl,skill_area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
+ skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
// all the enemies between the caster and the target are hit, as well as the target
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
+ if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
skill_blown(src,bl,skill_area_temp[2],-1,0);
for (i=0;i<4;i++) {
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
x += dirx[dir];
y += diry[dir];
}
@@ -3913,24 +3914,24 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
{
skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
+ if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
+ skill_get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
skill_castend_nodamage_id);
}
break;
case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
+ // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
- skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
+ skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
break;
case PR_TURNUNDEAD:
case ALL_RESURRECTION:
if (!battle_check_undead(tstatus->race, tstatus->def_ele))
break;
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case MG_SOULSTRIKE:
@@ -3956,12 +3957,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case AB_DUPLELIGHT_MAGIC:
case WM_METALICSOUND:
case MH_ERASER_CUTTER:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NPC_MAGICALATTACK:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
@@ -3975,20 +3976,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case 2: sid=MG_LIGHTNINGBOLT; break;
case 3: sid=WZ_EARTHSPIKE; break;
}
- skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
+ skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
}
break;
case WZ_WATERBALL:
{
- int range = skilllv / 2;
- int maxlv = skill_get_max(skillid); // learnable level
+ int range = skill_lv / 2;
+ int maxlv = skill_get_max(skill_id); // learnable level
int count = 0;
int x, y;
struct skill_unit* unit;
- if( skilllv > maxlv )
+ if( skill_lv > maxlv )
{
- if( src->type == BL_MOB && skilllv == 10 )
+ if( src->type == BL_MOB && skill_lv == 10 )
range = 4;
else
range = maxlv / 2;
@@ -4010,15 +4011,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
}
if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
- skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
+ skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
}
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case PR_BENEDICTIO:
//Should attack undead and demons. [Skotlex]
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case SL_SMA:
@@ -4026,11 +4027,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NPC_DARKBREATH:
@@ -4044,7 +4045,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NJ_ZENYNAGE:
case GN_THORNS_TRAP:
case GN_HELLS_PLANT_ATK:
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
/**
* Rune Knight
@@ -4052,9 +4053,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case RK_DRAGONBREATH: {
struct status_change *tsc = NULL;
if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
} else
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
@@ -4065,20 +4066,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
}
case HVAN_EXPLOSION:
if (src != bl)
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
// Celest
case PF_SOULBURN:
- if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
status_percent_damage(src, bl, 0, 100, false);
} else {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
status_percent_damage(src, src, 0, 100, false);
}
break;
@@ -4086,8 +4087,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
- int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skillid, skilllv, tick, flag);
+ int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skill_id, skill_lv, tick, flag);
if (heal > 0){
clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
status_heal(src, heal, 0, 0);
@@ -4096,12 +4097,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case GS_BULLSEYE:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NJ_KASUMIKIRI:
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
- sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
+ if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
+ sc_start(src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case NJ_KIRIKAGE:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
@@ -4112,26 +4113,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
clif_slide(src,src->x,src->y);
}
status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case RK_PHANTOMTHRUST:
unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
if( battle_check_target(src,bl,BCT_ENEMY) )
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case RK_STORMBLAST:
case RK_CRUSHSTRIKE:
if( sd ) {
- if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
} else //non-sd support
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case GC_DARKILLUSION:
{
@@ -4149,9 +4150,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
{
clif_slide(src,bl->x+x,bl->y+y);
clif_fixpos(src); // the official server send these two packts.
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if( rnd()%100 < 4 * skilllv )
- skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ if( rnd()%100 < 4 * skill_lv )
+ skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
}
}
@@ -4159,17 +4160,17 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case GC_WEAPONCRUSH:
if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
break;
case GC_CROSSRIPPERSLASHER:
if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
else
{
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
}
break;
@@ -4179,19 +4180,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
{ // Only Hits Invisible Targets
struct status_change *tsc = status_get_sc(bl);
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case WL_CHAINLIGHTNING:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
break;
case WL_DRAINLIFE:
{
- int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
- int rate = 70 + 5 * skilllv;
+ int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ int rate = 70 + 5 * skill_lv;
- heal = heal * (5 + 5 * skilllv) / 100;
+ heal = heal * (5 + 5 * skill_lv) / 100;
if( bl->type == BL_SKILL )
heal = 0; // Don't absorb heal from Ice Walls or other skill units.
@@ -4221,7 +4222,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( j < 4 )
{ // Need 4 spheres minimum
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4244,8 +4245,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
}
- skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
- clif_skill_nodamage(src, bl, subskill, skilllv, 1);
+ skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
+ clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
status_change_end(src, spheres[i], INVALID_TIMER);
}
}
@@ -4258,7 +4259,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
// Priority is to release SpellBook
if( sc && sc->data[SC_READING_SB] )
{ // SpellBook
- int skill_id, skill_lv, point, s = 0;
+ uint16 skill_id, skill_lv, point, s = 0;
int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
@@ -4281,7 +4282,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
else // Last spell to be released
status_change_end(src, SC_READING_SB, INVALID_TIMER);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
break;
@@ -4318,7 +4319,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( j == 0 )
{ // No Spheres
- clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
break;
}
@@ -4331,7 +4332,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
swap(spheres[i],spheres[k]);
}
- if( skilllv == 1 ) j = 1; // Limit only to one ball
+ if( skill_lv == 1 ) j = 1; // Limit only to one ball
for( i = 0; i < j; i++ )
{
skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
@@ -4339,40 +4340,40 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
}
- clif_skill_nodamage(src,bl,skillid,0,1);
+ clif_skill_nodamage(src,bl,skill_id,0,1);
}
}
break;
case WL_FROSTMISTY:
// Causes Freezing status through walls.
- sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
// Doesn't deal damage through non-shootable walls.
if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
case WL_HELLINFERNO:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
break;
case RA_WUGSTRIKE:
if( sd && pc_isridingwug(sd) ){
short x[8]={0,-1,-1,-1,0,1,1,1};
short y[8]={1,1,0,-1,-1,-1,0,1};
- int dir = map_calc_dir(bl, src->x, src->y);
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
{
clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
clif_fixpos(src);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
}
break;
}
case RA_WUGBITE:
if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -4380,7 +4381,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
struct status_change * tsc = status_get_sc(bl);
if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
}
@@ -4408,25 +4409,25 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( flag&1 )
{ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
if( rnd()%100 < 50 )
- sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
}
else
{
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
+ clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( sd ) pc_overheat(sd,1);
}
break;
case NC_MAGNETICFIELD:
- sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
+ sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
break;
case SC_FATALMENACE:
if( flag&1 )
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else
{
short x, y;
@@ -4434,31 +4435,31 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
// Destination area
skill_area_temp[4] = x;
skill_area_temp[5] = y;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
+ clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
}
break;
case LG_PINPOINTATTACK:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
clif_slide(src,bl->x,bl->y);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case LG_SHIELDSPELL:
// flag&1: Phisycal Attack, flag&2: Magic Attack.
- skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case LG_OVERBRAND:
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
break;
case LG_OVERBRAND_BRANDISH:
- skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
+ skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
break;
case SR_DRAGONCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case SR_KNUCKLEARROW:
@@ -4468,9 +4469,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
}
if( flag&1 )
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
else
- skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
+ skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
break;
case SR_HOWLINGOFLION:
@@ -4487,42 +4488,42 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
break;
case SR_EARTHSHAKER:
if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
} else{
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
}
break;
case WM_LULLABY_DEEPSLEEP:
- if( bl != src && rnd()%100 < 88 + 2 * skilllv )
- sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
+ if( bl != src && rnd()%100 < 88 + 2 * skill_lv )
+ sc_start(bl,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case SO_POISON_BUSTER: {
struct status_change *tsc = status_get_sc(bl);
if( tsc && tsc->data[SC_POISON] ) {
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
status_change_end(bl, SC_POISON, INVALID_TIMER);
}
else if( sd )
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case GN_SPORE_EXPLOSION:
if( flag&1 )
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
- clif_skill_nodamage(src, bl, skillid, 0, 1);
- skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
+ clif_skill_nodamage(src, bl, skill_id, 0, 1);
+ skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
}
break;
@@ -4532,38 +4533,38 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case EL_HURRICANE:
case EL_TYPOON_MIS:
if( flag&1 )
- skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
+ skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
else {
- int i = skill_get_splash(skillid,skilllv);
- clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ int i = skill_get_splash(skill_id,skill_lv);
+ clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
- map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
else
- skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case EL_ROCK_CRUSHER:
- clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 50 )
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
else
- skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
break;
case EL_STONE_RAIN:
if( flag&1 )
- skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
else {
- int i = skill_get_splash(skillid,skilllv);
- clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ int i = skill_get_splash(skill_id,skill_lv);
+ clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
- map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
else
- skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
@@ -4571,9 +4572,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case EL_ICE_NEEDLE:
case EL_WIND_SLASH:
case EL_STONE_HAMMER:
- clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
+ clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
break;
case EL_TIDAL_WEAPON:
@@ -4581,21 +4582,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
struct elemental_data *ele = BL_CAST(BL_ELEM,src);
struct status_change *sc = status_get_sc(&ele->bl);
struct status_change *tsc = status_get_sc(bl);
- sc_type type = status_skill2sc(skillid), type2;
+ sc_type type = status_skill2sc(skill_id), type2;
type2 = type-1;
- clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skillid);
+ elemental_clean_single_effect(ele, skill_id);
}
if( rnd()%100 < 50 )
- skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
else {
- sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
- sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
+ sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
}
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
}
break;
@@ -4605,39 +4606,39 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MH_XENO_SLASHER:
case MH_HEILIGE_STANGE:
if(flag & 1)
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
}
break;
case MH_STAHL_HORN:
case MH_NEEDLE_OF_PARALYZE:
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case MH_TINDER_BREAKER:
if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
#if PACKETVER >= 20111005
clif_snap(src, bl->x, bl->y);
#else
- clif_skill_poseffect(src,skillid,skilllv,bl->x,bl->y,tick);
+ clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
#endif
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,SC_CLOSECONFINE2,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case 0:/* no skill - basic/normal attack */
if(sd) {
if (flag & 3){
if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
+ skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
} else {
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
sd->bonus.splash_range, BL_CHAR,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
+ src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
skill_castend_damage_id);
flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
}
@@ -4645,10 +4646,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
default:
- ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
+ ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
- 0, abs(skill_get_num(skillid, skilllv)),
- skillid, skilllv, skill_get_hit(skillid));
+ 0, abs(skill_get_num(skill_id, skill_lv)),
+ skill_id, skill_lv, skill_get_hit(skill_id));
map_freeblock_unlock();
return 1;
}
@@ -4664,11 +4665,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( sd->state.arrow_atk )
{// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
+ battle_consume_ammo(sd, skill_id, skill_lv);
}
// perform skill requirement consumption
- skill_consume_requirement(sd,skillid,skilllv,2);
+ skill_consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
@@ -4677,7 +4678,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
/*==========================================
*
*------------------------------------------*/
-int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
+int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
@@ -4690,7 +4691,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int i = 0;
enum sc_type type;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
+ if(skill_id > 0 && skill_lv <= 0) return 0; // celest
nullpo_retr(1, src);
nullpo_retr(1, bl);
@@ -4715,7 +4716,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
/**
* Skills that may be cast on dead targets
**/
- switch( skillid ) {
+ switch( skill_id ) {
case NPC_WIDESOULDRAIN:
case PR_REDEMPTIO:
case ALL_RESURRECTION:
@@ -4730,10 +4731,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sstatus = status_get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
- switch (skillid) {
+ switch (skill_id) {
case HLIF_HEAL: //[orn]
if (bl->type != BL_HOM) {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
break ;
}
case AL_HEAL:
@@ -4748,44 +4749,44 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
//Offensive heal does not works on non-enemies. [Skotlex]
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
+ return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
}
break;
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
+ return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
case MH_STEINWAND: {
struct block_list *s_src = battle_get_master(src);
short ret = 0;
- if(!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration
- ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon
- if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv))
- ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master
+ if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
+ ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
+ if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
+ ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
return ret;
}
break;
default:
//Skill is actually ground placed.
- if (src == bl && skill_get_unit_id(skillid,0))
- return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ if (src == bl && skill_get_unit_id(skill_id,0))
+ return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
}
- type = status_skill2sc(skillid);
+ type = status_skill2sc(skill_id);
tsc = status_get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
- (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
- skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
+ (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
+ skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
map_freeblock_lock();
- switch(skillid)
+ switch(skill_id)
{
case HLIF_HEAL: //[orn]
case AL_HEAL:
@@ -4794,11 +4795,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
**/
case AB_HIGHNESSHEAL:
{
- int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
+ int heal = skill_calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
int heal_get_jobexp;
//Highness Heal: starts at 1.5 boost + 0.5 for each level
- if( skillid == AB_HIGHNESSHEAL ) {
- heal = heal * ( 15 + 5 * skilllv ) / 10;
+ if( skill_id == AB_HIGHNESSHEAL ) {
+ heal = heal * ( 15 + 5 * skill_lv ) / 10;
}
if( status_isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
@@ -4824,8 +4825,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
heal = 0; //Needed so that it actually displays 0 when healing.
}
- clif_skill_nodamage (src, bl, skillid, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
+ clif_skill_nodamage (src, bl, skill_id, heal, 1);
+ if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
heal_get_jobexp = status_heal(bl,heal,0,0);
@@ -4841,16 +4842,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PR_REDEMPTIO:
if (sd && !(flag&1)) {
if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
skill_area_temp[0] = 0;
party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ sd,skill_get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
@@ -4865,14 +4866,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
} else if (status_isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
- skilllv = 3; //Resurrection level 3 is used
+ skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
break;
case ALL_RESURRECTION:
if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
{ //No reviving in WoE grounds!
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (!status_isdead(bl))
@@ -4885,7 +4886,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
break;
- switch(skilllv){
+ switch(skill_lv){
case 1: per=10; break;
case 2: per=30; break;
case 3: per=50; break;
@@ -4895,7 +4896,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
per = sper = 100;
if (status_revive(bl, per, sper))
{
- clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
+ clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
{
int exp = 0,jexp = 0;
@@ -4917,17 +4918,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case AL_DECAGI:
case MER_DECAGI:
- clif_skill_nodamage (src, bl, skillid, skilllv,
- sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage (src, bl, skill_id, skill_lv,
+ sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
break;
case AL_CRUCIS:
if (flag&1)
- sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
else {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
@@ -4936,41 +4937,41 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( tsce )
status_change_end(bl,type, INVALID_TIMER);
else
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
break;
case SA_ABRACADABRA:
{
- int abra_skillid = 0, abra_skilllv;
+ int abra_skill_id = 0, abra_skill_lv;
do {
i = rnd() % MAX_SKILL_ABRA_DB;
- abra_skillid = skill_abra_db[i].skillid;
- } while (abra_skillid == 0 ||
- skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
+ abra_skill_id = skill_abra_db[i].skill_id;
+ } while (abra_skill_id == 0 ||
+ skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
rnd()%10000 >= skill_abra_db[i].per
);
- abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
+ clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
if( sd )
{// player-casted
sd->state.abra_flag = 1;
- sd->skillitem = abra_skillid;
- sd->skillitemlv = abra_skilllv;
- clif_item_skill(sd, abra_skillid, abra_skilllv);
+ sd->skillitem = abra_skill_id;
+ sd->skillitemlv = abra_skill_lv;
+ clif_item_skill(sd, abra_skill_id, abra_skill_lv);
}
else
{// mob-casted
struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(abra_skillid);
+ int inf = skill_get_inf(abra_skill_id);
int target_id = 0;
if (!ud) break;
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
if (src->type == BL_PET)
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
+ unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
} else { //Assume offensive skills
if (ud->target)
target_id = ud->target;
@@ -4980,23 +4981,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
if (!target_id)
break;
- if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
+ if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
bl = map_id2bl(target_id);
if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
+ unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
} else
- unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
+ unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
}
}
}
break;
case SA_COMA:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
break;
case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if (status_isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
@@ -5016,20 +5017,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case SA_SUMMONMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
break;
case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
break;
case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case SA_CLASSCHANGE:
case SA_MONOCELL:
@@ -5038,11 +5039,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int class_;
if ( sd && dstmd->status.mode&MD_BOSS )
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
mob_class_change(dstmd,class_);
if( tsc && dstmd->status.mode&MD_BOSS )
{
@@ -5057,22 +5058,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SA_DEATH:
if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_kill(bl);
break;
case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
break;
case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd && dstmd) {
ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
if( i < MAX_PET_DB )
@@ -5083,13 +5084,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_PROVIDENCE:
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case CG_MARIONETTE:
@@ -5098,7 +5099,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
@@ -5107,9 +5108,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
{
- sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
else
if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
@@ -5121,7 +5122,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
{
if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
@@ -5131,8 +5132,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case RG_CLOSECONFINE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
break;
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
@@ -5151,15 +5152,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->sc.data[SC_ENCPOISON]
))
) {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
}
// 100% success rate at lv4 & 5, but lasts longer at lv5
- if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
+ if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
if (sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
clif_displaymessage(sd->fd, msg_txt(669));
}
@@ -5167,21 +5168,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PR_ASPERSIO:
if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case ITEM_ENCHANTARMS:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,
- skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,
+ skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
break;
case TK_SEVENWIND:
- switch(skill_get_ele(skillid,skilllv)) {
+ switch(skill_get_ele(skill_id,skill_lv)) {
case ELE_EARTH : type = SC_EARTHWEAPON; break;
case ELE_WIND : type = SC_WINDWEAPON; break;
case ELE_WATER : type = SC_WATERWEAPON; break;
@@ -5190,31 +5191,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case ELE_DARK : type = SC_SHADOWWEAPON; break;
case ELE_HOLY : type = SC_ASPERSIO; break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case PR_KYRIE:
case MER_KYRIE:
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(bl,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
case MS_MAGNUM:
skill_area_temp[1] = 0;
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- clif_skill_nodamage (src,src,skillid,skilllv,1);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ clif_skill_nodamage (src,src,skill_id,skill_lv,1);
// Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
+ sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
if( sd )
- skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
+ skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
else if( bl->type == BL_MER )
- skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
+ skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
break;
case TK_JUMPKICK:
@@ -5223,12 +5224,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
if( unit_movepos(src, bl->x, bl->y, 1, 1) )
{
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
clif_slide(src,bl->x,bl->y);
}
}
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
break;
case AL_INCAGI:
@@ -5236,7 +5237,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MER_INCAGI:
case MER_BLESSING:
if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
}
case PR_SLOWPOISON:
@@ -5306,33 +5307,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SR_GENTLETOUCH_ENERGYGAIN:
case GN_CARTBOOST:
case KO_MEIKYOUSISUI:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case SO_STRIKING:
if (sd) {
- int bonus = 25 + 10 * skilllv;
+ int bonus = 25 + 10 * skill_lv;
bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
- clif_skill_nodamage( src, bl, skillid, skilllv,
+ clif_skill_nodamage( src, bl, skill_id, skill_lv,
battle_check_target(src,bl,BCT_PARTY) ?
- sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
+ sc_start2(bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
0
);
}
break;
case NPC_STOP:
- if( clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
- sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
+ if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
+ sc_start2(src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
break;
case HP_ASSUMPTIO:
if( sd && dstmd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case MG_SIGHT:
case MER_SIGHT:
@@ -5341,39 +5342,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_WIDESIGHT:
case NPC_STONESKIN:
case NPC_ANTIMAGIC:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
break;
case HLIF_AVOID:
case HAMI_DEFENCE:
- i = skill_get_time(skillid,skilllv);
- clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
- clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
+ i = skill_get_time(skill_id,skill_lv);
+ clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
+ clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
break;
case NJ_BUNSINJYUTSU:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
status_change_end(bl, SC_NEN, INVALID_TIMER);
break;
/* Was modified to only affect targetted char. [Skotlex]
case HP_ASSUMPTIO:
if (flag&1)
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
else
{
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
+ skill_get_splash(skill_id, skill_lv), BL_PC,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
*/
case SM_ENDURE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
if (sd)
- skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
+ skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
@@ -5386,23 +5387,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->sc.data[SC_GHOSTWEAPON]
// dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case LK_TENSIONRELAX:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
- skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
+ skill_get_time(skill_id,skill_lv)));
break;
case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case TK_MISSION:
@@ -5410,28 +5411,28 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int id;
if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
id = mob_get_random_id(0,0xF, sd->status.base_level);
if (!id) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
sd->mission_mobid = id;
sd->mission_count = 0;
pc_setglobalreg(sd,"TK_MISSION_ID", id);
clif_mission_info(sd, id, 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case AC_CONCENTRATION:
{
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
map_foreachinrange( status_change_timer_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
+ skill_get_splash(skill_id, skill_lv), BL_CHAR,
src,NULL,type,tick);
}
break;
@@ -5445,12 +5446,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
- clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
- (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
+ clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
+ (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
@@ -5468,7 +5469,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( dstmd )
{
dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
+ mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
}
break;
@@ -5479,7 +5480,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !dstsd || (!sd && !mer) )
{ // Only players can be devoted
if( sd )
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
@@ -5487,18 +5488,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
lv = -lv;
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
- (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
+ (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
{
if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
i = 0;
- count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
+ count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
if( sd )
{ // Player Devoting Player
ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
@@ -5507,7 +5508,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
ARR_FIND(0, count, i, sd->devotion[i] == 0 );
if( i == count )
{ // No free slots, skill Fail
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
map_freeblock_unlock();
return 1;
}
@@ -5518,19 +5519,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
mer->devotion_flag = 1; // Mercenary Devoting Owner
- clif_skill_nodamage(src, bl, skillid, skilllv,
- sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
clif_devotion(src, NULL);
}
break;
case MO_CALLSPIRITS:
if(sd) {
- int limit = skilllv;
+ int limit = skill_lv;
if( sd->sc.data[SC_RAISINGDRAGON] )
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
}
break;
@@ -5539,23 +5540,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int limit = 5;
if( sd->sc.data[SC_RAISINGDRAGON] )
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
for (i = 0; i < limit; i++)
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
+ pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
}
break;
case MO_KITRANSLATION:
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
+ pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
- skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
+ skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
+ skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
}
break;
@@ -5571,40 +5572,40 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
mob_target(dstmd,src,0);
}
if (i) status_heal(src, 0, i, 3);
- clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
case AC_MAKINGARROW:
if(sd) {
clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case AM_PHARMACY:
if(sd) {
- clif_skill_produce_mix_list(sd,skillid,22);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_produce_mix_list(sd,skill_id,22);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SA_CREATECON:
if(sd) {
clif_elementalconverter_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case BS_HAMMERFALL:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
break;
case RG_RAID:
skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_get_splash(skill_id, skill_lv), splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
status_change_end(src, SC_HIDING, INVALID_TIMER);
break;
@@ -5619,21 +5620,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SR_HOWLINGOFLION:
case KO_HAPPOKUNAI:
skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
- src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
+ if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
+ clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case NC_EMERGENCYCOOL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
break;
case SR_WINDMILL:
case GN_CART_TORNADO:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
case SR_EARTHSHAKER:
case NC_INFRAREDSCAN:
case NPC_EARTHQUAKE:
@@ -5641,32 +5642,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
case LG_MOONSLASHER:
- skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
+ skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
break;
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
- skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
+ skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
break;
case WZ_SIGHTRASHER:
//Passive side of the attack.
status_change_end(src, SC_SIGHT, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub,src,
- skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
case WZ_FROSTNOVA:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), splash_target(src),
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
+ skill_get_splash(skill_id, skill_lv), splash_target(src),
+ BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
case HVAN_EXPLOSION: //[orn]
@@ -5675,11 +5676,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
BCT_ENEMY:BCT_ALL;
- clif_skill_nodamage(src, src, skillid, -1, 1);
+ clif_skill_nodamage(src, src, skill_id, -1, 1);
map_delblock(src); //Required to prevent chain-self-destructions hitting back.
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src, skillid, skilllv, tick, flag|i,
+ skill_get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|i,
skill_castend_damage_id);
map_addblock(src);
status_damage(src, src, sstatus->max_hp,0,0,1);
@@ -5693,18 +5694,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CASH_INCAGI:
case CASH_ASSUMPTIO:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
break;
case MER_MAGNIFICAT:
if( mer != NULL )
{
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
- party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
else if( mer->master && !(flag&1) )
- clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
break;
@@ -5713,12 +5714,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case BS_WEAPONPERFECT:
case BS_OVERTHRUST:
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(bl,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
} else if (sd) {
party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ sd,skill_get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
@@ -5739,11 +5740,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case GS_GATLINGFEVER:
if( tsce )
{
- clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
map_freeblock_unlock();
return 0;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case SL_KAITE:
case SL_KAAHI:
@@ -5757,46 +5758,46 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->status.char_id == sd->status.partner_id ||
dstsd->status.char_id == sd->status.child
)) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
break;
case SM_AUTOBERSERK:
case MER_AUTOBERSERK:
if( tsce )
i = status_change_end(bl, type, INVALID_TIMER);
else
- i = sc_start(bl,type,100,skilllv,60000);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
+ i = sc_start(bl,type,100,skill_lv,60000);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
break;
case TF_HIDING:
case ST_CHASEWALK:
case KO_YAMIKUMO:
if (tsce)
{
- clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
+ clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
map_freeblock_unlock();
return 0;
} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
//Mado Gear cannot hide
- if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
- clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case TK_RUN:
if (tsce)
{
- clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
map_freeblock_unlock();
return 0;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
clif_walkok(sd); // So aegis has to resend the walk ok.
break;
@@ -5808,69 +5809,69 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (tsce) {
i = status_change_end(bl, type, INVALID_TIMER);
if( i )
- clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
+ clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
case RA_CAMOUFLAGE:
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ i = sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
if( i )
- clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
+ clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case BD_ADAPTATION:
if(tsc && tsc->data[SC_DANCING]){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
break;
case BA_FROSTJOKER:
case DC_SCREAM:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
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[70];
- snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
+ snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
clif_message(&md->bl,temp);
}
break;
case BA_PANGVOICE:
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
break;
case DC_WINKCHARM:
if( dstsd )
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
else
if( dstmd )
{
if( status_get_lv(src) > status_get_lv(bl)
&& (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
&& !(tstatus->mode&MD_BOSS) )
- clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
else
{
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
}
break;
case TF_STEAL:
if(sd) {
- if(pc_steal_item(sd,bl,skilllv))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(pc_steal_item(sd,bl,skill_lv))
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
}
break;
@@ -5879,12 +5880,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(pc_steal_coin(sd,bl))
{
dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
@@ -5892,7 +5893,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int brate = 0;
if (tstatus->mode&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(status_isimmune(bl) || !tsc)
@@ -5903,17 +5904,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (sc_start4(bl,SC_STONE,(skilllv*4+20)+brate,
- skilllv, 0, 0, skill_get_time(skillid, skilllv),
- skill_get_time2(skillid,skilllv)))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
+ skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
+ skill_get_time2(skill_id,skill_lv)))
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
else if(sd) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
// Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skilllv > 5)
+ if (skill_lv > 5)
{ // not to consume items
map_freeblock_unlock();
return 0;
@@ -5923,30 +5924,30 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NV_FIRSTAID:
- clif_skill_nodamage(src,bl,skillid,5,1);
+ clif_skill_nodamage(src,bl,skill_id,5,1);
status_heal(bl,5,0,0);
break;
case AL_CURE:
if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case TF_DETOXIFY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_DPOISON, INVALID_TIMER);
break;
case PR_STRECOVERY:
if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
if (tsc && tsc->opt1) {
@@ -5962,9 +5963,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_start(bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
1,0,0,0,
- skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+ skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if(dstmd)
mob_unlocktarget(dstmd,tick);
break;
@@ -5973,30 +5974,30 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MER_BENEDICTION:
status_change_end(bl, SC_CURSE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_COMPRESS:
status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_MENTALCURE:
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_RECUPERATE:
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_REGAIN:
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_TENDER:
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_SCAPEGOAT:
@@ -6016,21 +6017,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
if( dstsd )
{ // Fail on Players
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
break; // Cannot be Used on Emperium
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
clif_skill_estimation(sd, bl);
- if( skillid == MER_ESTIMATION )
+ if( skill_id == MER_ESTIMATION )
sd = NULL;
break;
case BS_REPAIRWEAPON:
if(sd && dstsd)
- clif_item_repair_list(sd,dstsd,skilllv);
+ clif_item_repair_list(sd,dstsd,skill_lv);
break;
case MC_IDENTIFY:
@@ -6048,10 +6049,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( !pc_can_give_items(sd) )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else {
sd->state.prevend = 1;
- clif_openvendingreq(sd,2+skilllv);
+ clif_openvendingreq(sd,2+skill_lv);
}
}
break;
@@ -6059,45 +6060,45 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case AL_TELEPORT:
if(sd)
{
- if (map[bl->m].flag.noteleport && skilllv <= 2) {
+ if (map[bl->m].flag.noteleport && skill_lv <= 2) {
clif_skill_teleportmessage(sd,0);
break;
}
- if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
+ if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
break;
}
- if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
+ if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
{
- if( skilllv == 1 )
+ if( skill_lv == 1 )
pc_randomwarp(sd,CLR_TELEPORT);
else
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( skilllv == 1 )
- clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( skill_lv == 1 )
+ clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
else
- clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
+ clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
} else
unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
break;
case NPC_EXPULSION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
break;
case AL_HOLYWATER:
if(sd) {
- if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
@@ -6106,7 +6107,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int eflag;
struct item item_tmp;
struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
memset(&item_tmp,0,sizeof(item_tmp));
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
item_tmp.nameid = ITEMID_STONE;
@@ -6122,8 +6123,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case ASC_CDP:
if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
}
break;
@@ -6138,29 +6139,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int d = 0;
//Rate in percent
- if ( skillid == ST_FULLSTRIP ) {
- i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
- } else if( skillid == SC_STRIPACCESSARY ) {
- i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
+ if ( skill_id == ST_FULLSTRIP ) {
+ i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
+ } else if( skill_id == SC_STRIPACCESSARY ) {
+ i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
} else {
- i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
+ i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
}
if (i < 5) i = 5; //Minimum rate 5%
//Duration in ms
- if( skillid == GC_WEAPONCRUSH){
- d = skill_get_time(skillid,skilllv);
+ if( skill_id == GC_WEAPONCRUSH){
+ d = skill_get_time(skill_id,skill_lv);
if(bl->type == BL_PC)
- d += skilllv * 15 + (sstatus->dex - tstatus->dex);
+ d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
else
- d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
+ d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
}else
- d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
+ d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
if (d < 0) d = 0; //Minimum duration 0ms
- switch (skillid) {
+ switch (skill_id) {
case RG_STRIPWEAPON:
case GC_WEAPONCRUSH:
location = EQP_WEAPON;
@@ -6183,19 +6184,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
//Special message when trying to use strip on FCP [Jobbie]
- if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
+ if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
{
clif_gospel_info(sd, 0x28);
break;
}
//Attempts to strip at rate i and duration d
- if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
+ if( (i = skill_strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
//Nothing stripped.
if( sd && !i )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6207,21 +6208,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
if( sd ) {
- x = skilllv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
- if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ x = skill_lv%11 - 1;
+ i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
+ if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
- if( skillid == AM_BERSERKPITCHER ) {
+ if( skill_id == AM_BERSERKPITCHER ) {
if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
@@ -6260,17 +6261,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
}
- if( (i = pc_skillheal_bonus(sd, skillid)) ) {
+ if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
} else {
- hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
+ hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
- if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
+ if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
@@ -6288,8 +6289,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sp += sp / 10;
}
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if( sp > 0 )
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
@@ -6307,30 +6308,30 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock(); // Don't consume item requirements
return 0;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
break;
case AM_TWILIGHT1:
if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
//Prepare 200 White Potions.
- if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case AM_TWILIGHT2:
if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
//Prepare 200 Slim White Potions.
- if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case AM_TWILIGHT3:
@@ -6344,26 +6345,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
|| ebottle < 200 //200 empty bottle are required at total.
) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
- skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
- skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
+ skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
+ skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
}
break;
case SA_DISPELL:
- if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
+ if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
{
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
- || rnd()%100 >= 50+10*skilllv
+ || rnd()%100 >= 50+10*skill_lv
|| ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
{
if (sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(status_isimmune(bl) || !tsc || !tsc->count)
@@ -6445,13 +6446,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
//Affect all targets on splash area.
map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
- src, skillid, skilllv, tick, flag|1,
+ src, skill_id, skill_lv, tick, flag|1,
skill_castend_damage_id);
break;
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
break;
case TK_HIGHJUMP:
@@ -6465,11 +6466,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
x = src->x;
y = src->y;
} else {
- x = src->x + dirx[dir]*skilllv*2;
- y = src->y + diry[dir]*skilllv*2;
+ x = src->x + dirx[dir]*skill_lv*2;
+ y = src->y + diry[dir]*skill_lv*2;
}
- clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
+ clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
clif_slide(src,x,y);
unit_movepos(src, x, y, 1, 0);
@@ -6479,16 +6480,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SA_CASTCANCEL:
case SO_SPELLFIST:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_skillcastcancel(src,1);
if(sd) {
- int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
- if( skillid == SO_SPELLFIST ){
- sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
- sd->skillid_old = sd->skilllv_old = 0;
+ int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
+ if( skill_id == SO_SPELLFIST ){
+ sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
+ sd->skill_id_old = sd->skill_lv_old = 0;
break;
}
- sp = sp * (90 - (skilllv-1)*20) / 100;
+ sp = sp * (90 - (skill_lv-1)*20) / 100;
if(sp < 0) sp = 0;
status_zap(src, 0, sp);
}
@@ -6497,40 +6498,40 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int sp;
if(tsc && tsc->data[SC_MAGICROD]) {
- sp = skill_get_sp(skillid,skilllv);
+ sp = skill_get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
status_heal(bl,0,sp,2);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit_bl2ud(bl);
- int bl_skillid=0,bl_skilllv=0,hp = 0;
+ int bl_skill_id=0,bl_skill_lv=0,hp = 0;
if (!ud || ud->skilltimer == INVALID_TIMER)
break; //Nothing to cancel.
- bl_skillid = ud->skillid;
- bl_skilllv = ud->skilllv;
+ bl_skill_id = ud->skill_id;
+ bl_skill_lv = ud->skill_lv;
if (tstatus->mode & MD_BOSS)
{ //Only 10% success chance against bosses. [Skotlex]
if (rnd()%100 < 90)
{
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_skillcastcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
+ sp = skill_get_sp(bl_skill_id,bl_skill_lv);
status_zap(bl, hp, sp);
- if (hp && skilllv >= 5)
+ if (hp && skill_lv >= 5)
hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
else
hp = 0;
if (sp) //Recover some of the SP used
- sp = sp*(25*(skilllv-1))/100;
+ sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
status_heal(src, hp, sp, 2);
@@ -6538,51 +6539,51 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case SA_MAGICROD:
- clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case SA_AUTOSPELL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd)
- clif_autospell(sd,skilllv);
+ clif_autospell(sd,skill_lv);
else {
int maxlv=1,spellid=0;
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skilllv >= 10) {
+ if(skill_lv >= 10) {
spellid = MG_FROSTDIVER;
// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
// maxlv = 10;
// else
- maxlv = skilllv - 9;
+ maxlv = skill_lv - 9;
}
- else if(skilllv >=8) {
+ else if(skill_lv >=8) {
spellid = MG_FIREBALL;
- maxlv = skilllv - 7;
+ maxlv = skill_lv - 7;
}
- else if(skilllv >=5) {
+ else if(skill_lv >=5) {
spellid = MG_SOULSTRIKE;
- maxlv = skilllv - 4;
+ maxlv = skill_lv - 4;
}
- else if(skilllv >=2) {
+ else if(skill_lv >=2) {
int i = rnd()%3;
spellid = spellarray[i];
- maxlv = skilllv - 1;
+ maxlv = skill_lv - 1;
}
- else if(skilllv > 0) {
+ else if(skill_lv > 0) {
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if(spellid > 0)
- sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv));
+ sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
+ skill_get_time(SA_AUTOSPELL,skill_lv));
}
break;
case BS_GREED:
if(sd){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_greed,bl,
- skill_get_splash(skillid, skilllv),BL_ITEM,bl);
+ skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
}
break;
@@ -6603,31 +6604,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_CHANGEHOLY:
case NPC_CHANGEDARKNESS:
case NPC_CHANGETELEKINESIS:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
- skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
+ skill_get_time(skill_id, skill_lv)));
break;
case NPC_CHANGEUNDEAD:
//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
//TO-DO This is ugly, fix it
if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
- skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
+ skill_get_time(skill_id, skill_lv)));
break;
case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if (md) mob_unlocktarget(md, tick);
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
- int skill_time = skill_get_time(skillid,skilllv);
+ int skill_time = skill_get_time(skill_id,skill_lv);
struct unit_data *ud = unit_bl2ud(bl);
- if (clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_time))
+ if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_time))
&& ud) { //Disable attacking/acting/moving for skill's duration.
ud->attackabletime =
ud->canact_tick =
@@ -6639,29 +6640,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_REBIRTH:
if( md && md->state.rebirth )
break; // only works once
- sc_start(bl,type,100,skilllv,-1);
+ sc_start(bl,type,100,skill_lv,-1);
break;
case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
break;
case NPC_LICK:
status_zap(bl, 0, 100);
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
break;
case NPC_SUICIDE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
status_kill(src); //When suiciding, neither exp nor drops is given.
break;
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
- if(md && md->skillidx >= 0)
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
+ if(md && md->skill_idx >= 0)
+ mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
break;
case NPC_CALLSLAVE:
@@ -6678,11 +6679,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_SPEEDUP:
{
// or does it increase casting rate? just a guess xD
- int i = SC_ASPDPOTION0 + skilllv - 1;
+ int i = SC_ASPDPOTION0 + skill_lv - 1;
if (i > SC_ASPDPOTION3)
i = SC_ASPDPOTION3;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
}
break;
@@ -6701,20 +6702,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_RUN:
{
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+ uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
unit_stop_attack(src);
//Run skillv tiles overriding the can-move check.
- if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
+ if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
}
break;
case NPC_TRANSFORMATION:
case NPC_METAMORPHOSIS:
- if(md && md->skillidx >= 0) {
- int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
- if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
+ if(md && md->skill_idx >= 0) {
+ int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
+ if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
+ mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
if (class_) mob_class_change(md, class_);
}
break;
@@ -6727,56 +6728,56 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
//val[2] adds to the current mode
//val[3] removes from the current mode
//val[4] if set, asks to delete the previous mode change.
- if(md && md->skillidx >= 0 && tsc)
+ if(md && md->skill_idx >= 0 && tsc)
{
- clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
- if(md->db->skill[md->skillidx].val[4] && tsce)
+ clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
+ if(md->db->skill[md->skill_idx].val[4] && tsce)
status_change_end(bl, type, INVALID_TIMER);
- if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
- sc_start4(src, type, 100, skilllv,
- md->db->skill[md->skillidx].val[1],
- md->db->skill[md->skillidx].val[2],
- md->db->skill[md->skillidx].val[3],
- skill_get_time(skillid, skilllv));
+ if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
+ sc_start4(src, type, 100, skill_lv,
+ md->db->skill[md->skill_idx].val[1],
+ md->db->skill[md->skill_idx].val[2],
+ md->db->skill[md->skill_idx].val[3],
+ skill_get_time(skill_id, skill_lv));
}
break;
case NPC_POWERUP:
- sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
+ sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
break;
case NPC_AGIUP:
- sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
+ sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
break;
case NPC_INVISIBLE:
//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
break;
case NPC_SIEGEMODE:
// not sure what it does
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case WE_MALE:
{
- int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
+ int hp_rate=(skill_lv <= 0)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
+ clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
- int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
+ int sp_rate=(skill_lv <= 0)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
+ clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
}
break;
@@ -6787,13 +6788,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct map_session_data *m_sd = pc_get_mother(sd);
// if neither was found
if(!f_sd && !m_sd){
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
- status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
+ if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
}
break;
@@ -6801,12 +6802,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int hp, sp;
hp = sstatus->max_hp/10;
- sp = hp * 10 * skilllv / 100;
+ sp = hp * 10 * skill_lv / 100;
if (!status_charge(src,hp,0)) {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
status_heal(bl,0,sp,2);
}
break;
@@ -6822,7 +6823,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// Players can only remove their own traps or traps on Vs maps.
if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
{
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
{ // prevent picking up expired traps
if( battle_config.skill_removetrap_type )
@@ -6859,12 +6860,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
skill_delunit(su);
}else if(sd)
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case HT_SPRINGTRAP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
{
struct skill_unit *su=NULL;
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
@@ -6893,9 +6894,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case BD_ENCORE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd)
- unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
+ unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
break;
case AS_SPLASHER:
@@ -6907,13 +6908,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|| tstatus-> hp > tstatus->max_hp*3/4
#endif
) {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
+ if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
break;
case PF_MINDBREAKER:
@@ -6931,11 +6932,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
- //Has a 55% + skilllv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
+ //Has a 55% + skill_lv*5% success chance.
+ if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
{
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
@@ -6950,7 +6951,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
if(dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
+ mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
}
break;
@@ -6959,13 +6960,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
unsigned int sp1 = 0, sp2 = 0;
if (dstmd) {
if (dstmd->state.soul_change_flag) {
- if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
status_heal(src, 0, sp2, 2);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
sp1 = sstatus->sp;
@@ -6978,7 +6979,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
#endif
status_set_sp(src, sp2, 3);
status_set_sp(bl, sp1, 3);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -6993,9 +6994,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sp = sp * (100 + (tstatus->int_<<1))/100;
if (dstsd) {
if (hp)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
if (sp)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
+ sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
}
if( tsc && tsc->count ) {
if (tsc->data[SC_CRITICALWOUND]) {
@@ -7022,25 +7023,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_FULLPROTECTION:
{
unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
+ int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
for (i=0 ; i<4; i++) {
if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
continue;
- sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
+ sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
s++;
}
if( sd && !s ){
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock(); // Don't consume item requirements
return 0;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case CG_LONGINGFREEDOM:
@@ -7048,8 +7049,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
{
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
}
break;
@@ -7057,15 +7058,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CG_TAROTCARD:
{
int eff, count = -1;
- if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
+ if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
- status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
+ status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
do {
eff = rnd() % 14;
clif_specialeffect(bl, 523 + eff, AREA);
@@ -7075,7 +7076,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_percent_damage(src, bl, 0, 100, false);
break;
case 1: // matk halved
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
break;
case 2: // all buffs removed
status_change_clear_buffs(bl,1);
@@ -7090,7 +7091,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case 4: // atk halved
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
status_heal(src, 2000, 0, 0);
@@ -7106,43 +7107,43 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case 7: // stop freeze or stoned
{
enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
- sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
}
break;
case 8: // curse coma and poison
- sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case 9: // confusion
- sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case 10: // 6666 damage, atk matk halved, cursed
status_fix_damage(src, bl, 6666, 0);
clif_damage(src,bl,tick,0,0,6666,0,0,0);
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
break;
case 11: // 4444 damage
status_fix_damage(src, bl, 4444, 0);
clif_damage(src,bl,tick,0,0,4444,0,0,0);
break;
case 12: // stun
- sc_start(bl,SC_STUN,100,skilllv,5000);
+ sc_start(bl,SC_STUN,100,skill_lv,5000);
break;
case 13: // atk,matk,hit,flee,def reduced
- sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
+ sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
break;
default:
break;
}
} while ((--count) > 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7163,77 +7164,77 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SL_WIZARD:
//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
+ if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
{ //Erase death count 1% of the casts
dstsd->die_counter = 0;
pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
clif_specialeffect(bl, 0x152, AREA);
//SC_SPIRIT invokes status_calc_pc for us.
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
+ sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
+ sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
break;
case SL_SWOO:
if (tsce) {
if(sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,10000,8);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
case SL_SKA: // [marquis007]
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (skillid == SL_SKE)
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
+ if (skill_id == SL_SKE)
+ sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
break;
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
} else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
}
break;
case GD_REGENERATION:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
} else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
}
break;
case GD_RESTORE:
@@ -7241,13 +7242,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (status_get_guild_id(src) == status_get_guild_id(bl))
clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
} else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_PC,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
}
break;
case GD_EMERGENCYCALL:
@@ -7260,7 +7261,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
if (!g)
break;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
for(i = 0; i < g->max_member; i++, j++) {
if (j>8) j=0;
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
@@ -7272,33 +7273,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
}
if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
}
break;
case SG_FEEL:
//AuronX reported you CAN memorize the same map as all three. [Skotlex]
if (sd) {
- if(!sd->feel_map[skilllv-1].index)
- clif_feel_req(sd->fd,sd, skilllv);
+ if(!sd->feel_map[skill_lv-1].index)
+ clif_feel_req(sd->fd,sd, skill_lv);
else
- clif_feel_info(sd, skilllv-1, 1);
+ clif_feel_info(sd, skill_lv-1, 1);
}
break;
case SG_HATE:
if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (!pc_set_hate_mob(sd, skilllv-1, bl))
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (!pc_set_hate_mob(sd, skill_lv-1, bl))
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case GS_GLITTERING:
if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(rnd()%100 < (20+10*skilllv))
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(rnd()%100 < (20+10*skill_lv))
+ pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
else if(sd->spiritball > 0)
pc_delspiritball(sd,1,0);
}
@@ -7310,40 +7311,40 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
i =65 -5*distance_bl(src,bl); //Base rate
if (i < 30) i = 30;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ sc_start(bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
}
break;
case AM_CALLHOMUN: //[orn]
if (sd && !merc_call_homunculus(sd))
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case AM_REST:
if (sd) {
if (merc_hom_vaporize(sd,1))
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case HAMI_CASTLE: //[orn]
- if(rnd()%100 < 20*skilllv && src != bl)
+ if(rnd()%100 < 20*skill_lv && src != bl)
{
int x,y;
x = src->x;
y = src->y;
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
clif_slide(src,bl->x,bl->y) ;
if (unit_movepos(bl,x,y,0,0))
{
- clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
+ clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
clif_slide(bl,x,y) ;
}
@@ -7354,15 +7355,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
// Failed
else if (hd && hd->master)
- clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
else if (sd)
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case HVAN_CHAOTIC: //[orn]
{
static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
int r = rnd()%100;
- i = (skilllv-1)%5;
+ i = (skill_lv-1)%5;
if(r<per[i][0]) //Self
bl = src;
else if(r<per[i][1]) //Master
@@ -7371,10 +7372,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
bl = map_id2bl(battle_gettarget(src));
if (!bl) bl = src;
- i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
+ i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
//Eh? why double skill packet?
clif_skill_nodamage(src,bl,AL_HEAL,i,1);
- clif_skill_nodamage(src,bl,skillid,i,1);
+ clif_skill_nodamage(src,bl,skill_id,i,1);
status_heal(bl, i, 0, 0);
}
break;
@@ -7385,10 +7386,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case HLIF_CHANGE:
case MH_ANGRIFFS_MODUS:
case MH_GOLDENE_FERSE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
break;
case NPC_DRAGONFEAR:
@@ -7396,7 +7397,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
int j;
j = i = rnd()%ARRAYLENGTH(sc);
- while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
+ while ( !sc_start(bl,sc[i],100,skill_lv,skill_get_time2(skill_id,i+1)) ) {
i++;
if ( i == ARRAYLENGTH(sc) )
i = 0;
@@ -7416,25 +7417,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_SLOWCAST:
case NPC_WIDEHELLDIGNITY:
if (flag&1)
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill_get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill_castend_nodamage_id);
}
break;
case NPC_WIDESOULDRAIN:
if (flag&1)
- status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
+ status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill_get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill_castend_nodamage_id);
}
break;
@@ -7443,68 +7444,68 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
if( !sd->status.party_id )
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
}
else
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
break;
case NPC_TALK:
case ALL_WEWISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case ALL_BUYING_STORE:
if( sd )
{// players only, skill allows 5 buying slots
- clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
}
break;
case RK_ENCHANTBLADE:
- clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
- sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
+ sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
- sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
else
{
skill_area_temp[2] = 0;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid,skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill_get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
skill_castend_nodamage_id);
}
break;
case RK_IGNITIONBREAK:
case LG_EARTHDRIVE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- i = skill_get_splash(skillid,skilllv);
- if( skillid == LG_EARTHDRIVE ) {
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ i = skill_get_splash(skill_id,skill_lv);
+ if( skill_id == LG_EARTHDRIVE ) {
int dummy = 1;
map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
}
map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case RK_STONEHARDSKIN:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
{
int heal = sstatus->hp / 4; // 25% HP
if( status_charge(bl,heal,0) )
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case RK_REFRESH:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
{
int heal = status_get_max_hp(bl) * 25 / 100;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
status_heal(bl,heal,0,1);
status_change_clear_buffs(bl,4);
}
@@ -7514,9 +7515,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
{
short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
- sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
+ sc_start4(bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
clif_millenniumshield(sd,shields);
- clif_skill_nodamage(src,bl,skillid,1,1);
+ clif_skill_nodamage(src,bl,skill_id,1,1);
}
break;
@@ -7527,32 +7528,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd )
{
int lv = 1; // RK_GIANTGROWTH
- if( skillid == RK_VITALITYACTIVATION )
+ if( skill_id == RK_VITALITYACTIVATION )
lv = 2;
- else if( skillid == RK_ABUNDANCE )
+ else if( skill_id == RK_ABUNDANCE )
lv = 6;
- else if( skillid == RK_CRUSHSTRIKE )
+ else if( skill_id == RK_CRUSHSTRIKE )
lv = 7;
if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
break;
case RK_FIGHTINGSPIRIT:
if( flag&1 ) {
if( src == bl )
- sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
+ sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
else
- sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skill_id,skill_lv));
} else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
if( sd->status.party_id ) {
- i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
+ i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
skill_area_temp[5] = 7 * i; // ATK
- party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
} else
- sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
+ sc_start2(bl,type,100,7,5,skill_get_time(skill_id,skill_lv));
}
- clif_skill_nodamage(src,bl,skillid,1,1);
+ clif_skill_nodamage(src,bl,skill_id,1,1);
break;
/**
* Guilotine Cross
@@ -7561,7 +7562,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
short count = 1;
skill_area_temp[2] = 0;
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
if( tsc && tsc->data[SC_ROLLINGCUTTER] )
{ // Every time the skill is casted the status change is reseted adding a counter.
count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
@@ -7569,8 +7570,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
count = 10; // Max coounter
status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
}
- sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
}
break;
@@ -7578,27 +7579,27 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( tsc && tsc->data[SC_WEAPONBLOCKING] )
status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
else
- sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case GC_CREATENEWPOISON:
if( sd )
{
- clif_skill_produce_mix_list(sd,skillid,25);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_produce_mix_list(sd,skill_id,25);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case GC_POISONINGWEAPON:
if( sd ) {
- clif_poison_list(sd,skilllv);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_poison_list(sd,skill_lv);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case GC_ANTIDOTE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if( tsc )
{
status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
@@ -7613,25 +7614,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case GC_PHANTOMMENACE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case GC_HALLUCINATIONWALK:
{
int heal = status_get_max_hp(bl) / 10;
if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
- if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
if( !status_charge(bl,heal,0) )
{
- if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
break;
/**
@@ -7639,8 +7640,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
**/
case AB_ANCILLA:
if( sd ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
}
break;
@@ -7650,18 +7651,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
- (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
+ (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
}
break;
case AB_PRAEFATIO:
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
break;
case AB_CHEAL:
@@ -7674,24 +7675,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
- clif_skill_nodamage(bl, bl, skillid, i, 1);
+ clif_skill_nodamage(bl, bl, skill_id, i, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && i )
i = ~i + 1;
status_heal(bl, i, 0, 0);
}
}
else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
break;
case AB_ORATIO:
if( flag&1 )
- sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
else
{
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
@@ -7700,7 +7701,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
// Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skilllv ) break;
+ if( rnd()%100 > 40+10*skill_lv ) break;
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
@@ -7708,38 +7709,38 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skillid, skilllv,
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
} else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
- src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
break;
case AB_LAUDARAMUS:
if( flag&1 || sd == NULL ) {
if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
// Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skilllv ) break;
+ if( rnd()%100 > 40+10*skill_lv ) break;
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
}else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skillid, skilllv,
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
} else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
- src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
break;
case AB_CLEARANCE:
- if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
+ if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
{ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
{
if (sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(status_isimmune(bl) || !tsc || !tsc->count)
@@ -7803,25 +7804,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
}
- map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
break;
case AB_SILENTIUM:
// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
/**
* Warlock
**/
case WL_STASIS:
if( flag&1 )
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
else
{
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
@@ -7831,37 +7832,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int rate = ( sd? sd->status.job_level : 50 ) / 4;
if(src == bl ) rate = 100; // Success Chance: On self, 100%
- else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
- else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
+ else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
+ else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
if( !(tsc && tsc->data[type]) ){
- i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
+ i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
}
if( sd && i )
- skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
+ skill_blockpc_start(sd,skill_id,4000); // Reuse Delay only activated on success
else if(sd)
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
break;
case WL_FROSTMISTY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
break;
case WL_JACKFROST:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case WL_MARSHOFABYSS:
// Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
- clif_skill_nodamage(src, bl, skillid, skilllv,
- sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
- skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
+ skill_get_time(skill_id, skill_lv)));
break;
case WL_SIENNAEXECRATE:
@@ -7875,13 +7876,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
+ status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
} else {
- int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
+ int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
// IroWiki says Rate should be reduced by target stats, but currently unknown
if( rnd()%100 < rate ) { // Success on First Target
if( !tsc->data[SC_STONE] )
- rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
+ rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
else {
rate = 1;
status_change_end(bl,SC_STONE,INVALID_TIMER);
@@ -7889,12 +7890,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( rate ) {
skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
+ map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
}
// Doesn't send failure packet if it fails on defense.
}
else if( sd ) // Failure on Rate
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
@@ -7918,12 +7919,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !sctype )
{
if( sd ) // No free slots to put SC
- clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
break;
}
pos++; // Used in val2 for SC. Indicates the order of this ball
- switch( skillid )
+ switch( skill_id )
{ // Set val1. The SC element for this ball
case WL_SUMMONFB: element = WLS_FIRE; break;
case WL_SUMMONBL: element = WLS_WIND; break;
@@ -7931,8 +7932,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case WL_SUMMONSTONE: element = WLS_STONE; break;
}
- sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,0,0);
+ sc_start4(src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,0,0);
}
break;
@@ -7948,17 +7949,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
}
- sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
+ sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
clif_spellbook_list(sd);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
/**
* Ranger
**/
case RA_FEARBREEZE:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
break;
case RA_WUGMASTERY:
@@ -7967,7 +7968,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
pc_setoption(sd,sd->sc.option|OPTION_WUG);
else
pc_setoption(sd,sd->sc.option&~OPTION_WUG);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7980,26 +7981,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
pc_setoption(sd,sd->sc.option|OPTION_WUG);
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case RA_WUGDASH:
if( tsce ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
map_freeblock_unlock();
return 0;
}
if( sd && pc_isridingwug(sd) ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
clif_walkok(sd);
}
break;
case RA_SENSITIVEKEEN:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
break;
/**
* Mechanic
@@ -8007,11 +8008,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NC_F_SIDESLIDE:
case NC_B_SIDESLIDE:
{
- int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
+ uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
+ skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
clif_slide(src,src->x,src->y);
clif_fixpos(src); //Aegis sent this packet
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8019,27 +8020,27 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd ) {
if( pc_ismadogear(sd) )
pc_setmadogear(sd, 0);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
status_set_sp(src, 0, 0);
}
break;
case NC_ANALYZE:
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- clif_skill_nodamage(src, bl, skillid, skilllv,
- sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
if( sd ) pc_overheat(sd,1);
break;
case NC_MAGNETICFIELD:
- if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
+ if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
{
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
+ clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
if (sd) pc_overheat(sd,1);
}
- clif_skill_nodamage(src,src,skillid,skilllv,i);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,i);
break;
case NC_REPAIR:
@@ -8048,15 +8049,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int heal;
if( dstsd && pc_ismadogear(dstsd) )
{
- heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
+ heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
status_heal(bl,heal,0,2);
} else {
- heal = sd->status.max_hp * (3+3*skilllv) / 100;
+ heal = sd->status.max_hp * (3+3*skill_lv) / 100;
status_heal(src,heal,0,2);
}
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- clif_skill_nodamage(src, bl, skillid, skilllv, heal);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
}
break;
@@ -8066,28 +8067,28 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
md = map_id2md(bl->id);
if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
status_kill(bl);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case SC_AUTOSHADOWSPELL:
if( sd ) {
if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
- sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
+ sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
clif_autoshadowspell_list(sd);
- clif_skill_nodamage(src,bl,skillid,1,1);
+ clif_skill_nodamage(src,bl,skill_id,1,1);
}
else
- clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
}
break;
case SC_SHADOWFORM:
if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
- if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
+ if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
dstsd->shadowform_id = src->id;
}
else if( sd )
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case SC_BODYPAINT:
@@ -8101,13 +8102,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
}
} else {
- clif_skill_nodamage(src, bl, skillid, 0, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, 0, 1);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
}
break;
@@ -8118,57 +8119,57 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SC_WEAKNESS:
if( !(tsc && tsc->data[type]) ) {
//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
- rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
- clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
+ rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+ clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
} else if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skill_id,0,0);
break;
case SC_IGNORANCE:
if( !(tsc && tsc->data[type]) ) {
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
- rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
- if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
- int sp = 200 * skilllv;
+ rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+ if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
+ int sp = 200 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
status_heal(src,0,sp/2,3);
}
- else if( sd ) clif_skill_fail(sd,skillid,0,0);
+ else if( sd ) clif_skill_fail(sd,skill_id,0,0);
} else if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skill_id,0,0);
break;
case LG_TRAMPLE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
break;
case LG_REFLECTDAMAGE:
if( tsc && tsc->data[type] )
status_change_end(bl,type,INVALID_TIMER);
else
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case LG_SHIELDSPELL:
if( flag&1 ) {
int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
- sc_start(bl,SC_SILENCE,100,skilllv,duration);
+ sc_start(bl,SC_SILENCE,100,skill_lv,duration);
} else if( sd ) {
- int opt = skilllv;
+ int opt = skill_lv;
int rate = rnd()%100;
int val, brate;
- switch( skilllv ) {
+ switch( skill_lv ) {
case 1:
{
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
brate = shield_data->def * 10;
@@ -8182,9 +8183,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
switch( opt ) {
case 1:
sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
break;
case 2:
@@ -8210,20 +8211,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
switch( opt ) {
case 1:
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
break;
case 2:
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
break;
case 3:
if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
- clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
+ clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
break;
}
@@ -8233,7 +8234,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
if( !it ) { // No shield?
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
brate = it->refine * 5;
@@ -8246,7 +8247,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
switch( opt ) {
case 1:
val = 105 * it->refine / 10;
- sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
+ sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
break;
case 2: case 3:
if( rate < brate )
@@ -8262,17 +8263,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case LG_PIETY:
if( flag&1 )
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
else {
skill_area_temp[2] = 0;
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8283,13 +8284,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_updatestatus(sd,SP_BASEEXP);
clif_updatestatus(sd,SP_JOBEXP);
}
- clif_skill_nodamage(bl,src,skillid,skilllv,
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(bl,src,skill_id,skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
break;
case SR_CURSEDCIRCLE:
if( flag&1 ) {
if( is_boss(bl) ) break;
- if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
+ if( sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
if( bl->type == BL_MOB )
mob_unlocktarget((TBL_MOB*)bl,gettick());
unit_stop_attack(bl);
@@ -8299,22 +8300,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
} else {
int count = 0;
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
- BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
+ BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
if( sd ) pc_delspiritball(sd, count, 0);
- clif_skill_nodamage(src, src, skillid, skilllv,
- sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src, src, skill_id, skill_lv,
+ sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
}
break;
case SR_RAISINGDRAGON:
if( sd ) {
- short max = 5 + skilllv;
- sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
+ short max = 5 + skill_lv;
+ sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
- pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
- clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
+ pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
}
break;
@@ -8327,10 +8328,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
pc_delspiritball(dstsd, dstsd->spiritball, 0);
}
if( i ) status_percent_heal(src, 0, i);
- clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
} else {
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
}
break;
@@ -8343,7 +8344,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
pc_delspiritball(sd, sd->spiritball, 0);
}
}
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
case SR_GENTLETOUCH_CURE:
@@ -8352,14 +8353,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( status_isimmune(bl) )
{
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
- heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
+ heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
status_heal(bl, heal, 0, 0);
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
{
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
@@ -8372,21 +8373,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SR_GENTLETOUCH_CHANGE:
case SR_GENTLETOUCH_REVITALIZE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
break;
case WA_SWING_DANCE:
case WA_MOONLIT_SERENADE:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
else if( sd ) { // Only shows effects on caster.
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
}
break;
@@ -8394,17 +8395,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MI_RUSH_WINDMILL:
case MI_ECHOSONG:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
+ sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
else if( sd ) { // Only shows effects on caster.
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
}
break;
case MI_HARMONIZE:
if( src != bl )
- clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
- clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
break;
case WM_DEADHILLHERE:
@@ -8412,13 +8413,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !status_isdead(bl) )
break;
- if( rnd()%100 < 88 + 2 * skilllv ) {
+ if( rnd()%100 < 88 + 2 * skill_lv ) {
int heal = tstatus->sp;
if( heal <= 0 )
heal = 1;
tstatus->hp = heal;
- tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
pc_revive((TBL_PC*)bl,heal,0);
clif_resurrection(bl,1);
}
@@ -8428,49 +8429,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case WM_SIRCLEOFNATURE:
flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
case WM_VOICEOFSIREN:
- if( skillid != WM_SIRCLEOFNATURE )
+ if( skill_id != WM_SIRCLEOFNATURE )
flag &= ~BCT_SELF;
if( flag&1 ) {
- sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
+ sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
} else {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_GLOOMYDAY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
{
- sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
}
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
break;
case WM_SATURDAY_NIGHT_FEVER:
if( flag&1 ) { // Affect to all targets arround the caster and caster too.
if( !(tsc && tsc->data[type]) )
- sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
+ sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
} else if( flag&2 ) {
if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
} else if( sd ) {
- short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
+ short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
if( !sd->status.party_id || (rnd()%100 > chance)) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
break;
}
- if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
- BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
+ if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
+ BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
flag |= 2;
else
flag |= 1;
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv,
- sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
if( flag&2 ) // Dealed here to prevent conflicts
status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
}
@@ -8482,14 +8483,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( flag&1 ) { // These affect to to all party members near the caster.
struct status_change *sc = status_get_sc(src);
if( sc && sc->data[type] ) {
- sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
+ sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
}
} else if( sd ) {
- short lv = (short)skilllv;
- int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
- if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
- party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ short lv = (short)skill_lv;
+ int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
+ if( sc_start2(bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
+ party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8498,39 +8499,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case WM_BEYOND_OF_WARCRY:
case WM_UNLIMITED_HUMMING_VOICE:
if( flag&1 ) {
- sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
+ sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
} else { // These affect to all targets arround the caster.
- short lv = (short)skilllv;
- skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ short lv = (short)skill_lv;
+ skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_RANDOMIZESPELL: {
- int improv_skillid = 0, improv_skilllv;
+ int improv_skill_id = 0, improv_skill_lv;
do {
i = rnd() % MAX_SKILL_IMPROVISE_DB;
- improv_skillid = skill_improvise_db[i].skillid;
- } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
- improv_skilllv = 4 + skilllv;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ improv_skill_id = skill_improvise_db[i].skill_id;
+ } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
+ improv_skill_lv = 4 + skill_lv;
+ clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
if( sd ) {
sd->state.abra_flag = 2;
- sd->skillitem = improv_skillid;
- sd->skillitemlv = improv_skilllv;
- clif_item_skill(sd, improv_skillid, improv_skilllv);
+ sd->skillitem = improv_skill_id;
+ sd->skillitemlv = improv_skill_lv;
+ clif_item_skill(sd, improv_skill_id, improv_skill_lv);
} else {
struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(improv_skillid);
+ int inf = skill_get_inf(improv_skill_id);
int target_id = 0;
if (!ud) break;
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
if (src->type == BL_PET)
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
+ unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
} else {
if (ud->target)
target_id = ud->target;
@@ -8540,12 +8541,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
if (!target_id)
break;
- if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
+ if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
bl = map_id2bl(target_id);
if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
+ unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
} else
- unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
+ unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
}
}
}
@@ -8559,7 +8560,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
short x, y; // Destiny position.
unsigned short mapindex;
- if( skillid == RETURN_TO_ELDICASTES)
+ if( skill_id == RETURN_TO_ELDICASTES)
{
x = 198;
y = 187;
@@ -8574,7 +8575,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(!mapindex)
{ //Given map not found?
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 0;
}
@@ -8589,17 +8590,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
tsc->opt1 = OPT1_SLEEP;
clif_changeoption(bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
}
break;
case SO_ARRULLO:
if( flag&1 )
- sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
+ sc_start2(bl, type, 88 + 2 * skill_lv, skill_lv, 1, skill_get_time(skill_id, skill_lv));
else {
- clif_skill_nodamage(src, bl, skillid, 0, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skill_id, 0, 1);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
}
break;
@@ -8608,18 +8609,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
if( sd ) {
- int elemental_class = skill_get_elemental_type(skillid,skilllv);
+ int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
// Remove previous elemental fisrt.
if( sd->ed )
elemental_delete(sd->ed,0);
// Summoning the new one.
- if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
- clif_skill_fail(sd,skillid,0,0);
+ if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
+ clif_skill_fail(sd,skill_id,0,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8629,19 +8630,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !sd->ed ) break;
- if( skilllv == 4 ) {// At level 4 delete elementals.
+ if( skill_lv == 4 ) {// At level 4 delete elementals.
elemental_delete(sd->ed, 0);
break;
}
- switch( skilllv ) {// Select mode bassed on skill level used.
+ switch( skill_lv ) {// Select mode bassed on skill level used.
case 2: mode = EL_MODE_ASSIST; break;
case 3: mode = EL_MODE_AGGRESSIVE; break;
}
if( !elemental_change_mode(sd->ed,mode) ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8649,9 +8650,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd ) {
int duration = 3000;
if( !sd->ed ) break;
- sd->skillid_old = skillid;
+ sd->skill_id_old = skill_id;
elemental_action(sd->ed, bl, tick);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
switch(sd->ed->db->class_){
case 2115:case 2124:
case 2118:case 2121:
@@ -8662,7 +8663,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
duration = 9000;
break;
}
- skill_blockpc_start(sd, skillid, duration);
+ skill_blockpc_start(sd, skill_id, duration);
}
break;
@@ -8674,21 +8675,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !ed ) break;
if( !status_charge(&sd->bl,s_hp,s_sp) ) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
status_heal(&ed->bl,e_hp,e_sp,3);
- clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
+ clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
case GN_CHANGEMATERIAL:
case SO_EL_ANALYSIS:
if( sd ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_itemlistwindow(sd,skillid,skilllv);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif_skill_itemlistwindow(sd,skill_id,skill_lv);
}
break;
@@ -8696,16 +8697,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
struct status_change *sc = status_get_sc(src);
- if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
+ if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
(sc->bs_counter)--;
status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
}
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
(sc->bs_counter)++;
} else if( sd ) {
- clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
+ clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
}
@@ -8713,12 +8714,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case GN_MANDRAGORA:
if( flag&1 ) {
- if ( clif_skill_nodamage(bl, src, skillid, skilllv,
- sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
- status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
+ if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
+ sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
+ status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
} else
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
break;
case GN_SLINGITEM:
@@ -8734,9 +8735,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( itemdb_is_GNbomb(ammo_id) ) {
if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
if( ammo_id == 13263 )
- map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
else
- skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
+ skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
} else //Otherwise, it fails, shows animation and removes items.
clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
} else if( itemdb_is_GNthrowable(ammo_id) ){
@@ -8749,8 +8750,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
run_script(script,0,src->id,0);
}
}
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
break;
case GN_MIX_COOKING:
@@ -8758,12 +8759,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case GN_S_PHARMACY:
if( sd ) {
int qty = 1;
- sd->skillid_old = skillid;
- sd->skilllv_old = skilllv;
- if( skillid != GN_S_PHARMACY && skilllv > 1 )
+ sd->skill_id_old = skill_id;
+ sd->skill_lv_old = skill_lv;
+ if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
qty = 10;
- clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case EL_CIRCLE_OF_FIRE:
@@ -8791,14 +8792,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct status_change *sc = status_get_sc(&ele->bl);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skillid);
+ elemental_clean_single_effect(ele, skill_id);
} else {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- clif_skill_damage(src, ( skillid == EL_GUST || skillid == EL_BLAST || skillid == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- if( skillid == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill_blown(src,bl,(rnd()%skill_get_blewcount(skillid,skilllv))+1,rand()%8,0);
- sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
+ sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
}
}
}
@@ -8808,9 +8809,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case EL_WATER_BARRIER:
case EL_ZEPHYR:
case EL_POWER_OF_GAIA:
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
break;
case EL_WATER_SCREEN: {
@@ -8819,14 +8820,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct status_change *sc = status_get_sc(&ele->bl);
sc_type type2 = type-1;
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skillid);
+ elemental_clean_single_effect(ele, skill_id);
} else {
// This not heals at the end.
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
}
}
}
@@ -8837,9 +8838,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case KO_KAZEHU_SEIRAN:
case KO_DOHU_KOUKAI:
if(sd) {
- int ttype = skill_get_ele(skillid, skilllv);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
+ int ttype = skill_get_ele(skill_id, skill_lv);
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
}
break;
@@ -8854,55 +8855,55 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
md->special_state.ai = AI_ZANZOU;
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
+ md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
pc_setinvincibletimer(sd,500);// unlock target lock
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
}
}
break;
case KO_KYOUGAKU:
if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case KO_JYUSATSU:
if( dstsd && tsc && !tsc->data[type] &&
- rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
- status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
+ rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ status_change_start(bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
+ status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
if( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
+ status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
}else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case KO_GENWAKU:
if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
int x = src->x, y = src->y;
- if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
clif_slide(src,bl->x,bl->y) ;
- sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
if (unit_movepos(bl,x,y,0,0))
{
- clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
+ clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
clif_sitting(bl); //Avoid sitting sync problem
clif_slide(bl,x,y) ;
- sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
+ sc_start(bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
}
}
}
@@ -8910,18 +8911,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case OB_AKAITSUKI:
case OB_OBOROGENSOU:
- if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
+ if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
|| is_boss(bl) ) ){ // Does not work on Boss monsters.
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
case KO_IZAYOI:
case OB_ZANGETSU:
case KG_KYOMU:
case KG_KAGEMUSYA:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case KG_KAGEHUMI:
@@ -8929,8 +8930,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
- sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
@@ -8940,12 +8941,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
}
if( skill_area_temp[2] == 1 ){
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
+ clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
}
}else{
skill_area_temp[2] = 0;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
}
break;
@@ -8961,21 +8962,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
- status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
+ status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
}
heal = status_get_matk_min(src)*4;
status_heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
+ status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
if(m_bl){
struct status_change *msc = status_get_sc(m_bl);
if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
- status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
+ status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
}
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
}
break;
case MH_OVERED_BOOST:
@@ -8988,18 +8989,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(s_bl && s_bl->type==BL_PC){
status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
- sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus
+ sc_start(s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
}
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
- skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
+ skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
}
break;
case MH_GRANITIC_ARMOR:
case MH_PYROCLASTIC: {
struct block_list *s_bl = battle_get_master(src);
- if(s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master
- sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv));
- if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ if(s_bl) sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
+ sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
+ if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
}
break;
@@ -9012,9 +9013,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MH_STYLE_CHANGE:
case MH_MAGMA_FLOW:
case MH_PAIN_KILLER:
- sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
break;
case MH_SUMMON_LEGION:
{
@@ -9023,29 +9024,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct mob_data *md;
int i;
- for(i=0; i<qty[skilllv - 1]; i++){ //easy way
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK);
+ for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
if (md) {
md->master_id = src->id;
if (md->deletetimer != INVALID_TIMER)
delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
+ md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn(md); //Now it is ready for spawning.
sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
}
}
if (hd)
- skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
+ skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
}
break;
default:
- ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
+ clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
map_freeblock_unlock();
return 1;
}
- if(skillid != SR_CURSEDCIRCLE){
+ if(skill_id != SR_CURSEDCIRCLE){
struct status_change *sc = status_get_sc(src);
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
@@ -9053,7 +9054,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
- mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
+ mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
}
if( sd && !(flag&1) )
@@ -9062,11 +9063,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd->state.arrow_atk )
{// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
+ battle_consume_ammo(sd, skill_id, skill_lv);
}
- skill_onskillusage(sd, bl, skillid, tick);
+ skill_onskillusage(sd, bl, skill_id, tick);
// perform skill requirement consumption
- skill_consume_requirement(sd,skillid,skilllv,2);
+ skill_consume_requirement(sd,skill_id,skill_lv,2);
}
map_freeblock_unlock();
@@ -9107,14 +9108,14 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
+ if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
if( ud->skilltimer != tid ) {
ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
ud->skilltimer = INVALID_TIMER;
return 0;
}
- if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
+ if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -9134,7 +9135,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
if(src->m != target->m || status_isdead(src)) break;
- switch (ud->skillid) {
+ switch (ud->skill_id) {
//These should become skill_castend_pos
case WE_CALLPARTNER:
if(sd) clif_callpartner(sd);
@@ -9143,7 +9144,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
case AM_RESURRECTHOMUN:
case PF_SPIDERWEB:
//Find a random spot to place the skill. [Skotlex]
- inf2 = skill_get_splash(ud->skillid, ud->skilllv);
+ inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
ud->skillx = target->x + inf2;
ud->skilly = target->y + inf2;
if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
@@ -9159,38 +9160,38 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
return skill_castend_pos(tid,tick,id,data);
}
- if(ud->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
+ if(ud->skill_id == RG_BACKSTAP) {
+ uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
break;
}
}
- if( ud->skillid == PR_TURNUNDEAD )
+ if( ud->skill_id == PR_TURNUNDEAD )
{
struct status_data *tstatus = status_get_status_data(target);
if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
break;
}
- if( ud->skillid == RA_WUGSTRIKE ){
+ if( ud->skill_id == RA_WUGSTRIKE ){
if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
break;
}
- if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
+ if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
{
sc = status_get_sc(target);
if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
+ clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
break;
}
}
else
{ // Check target validity.
- inf = skill_get_inf(ud->skillid);
- inf2 = skill_get_inf2(ud->skillid);
+ inf = skill_get_inf(ud->skill_id);
+ inf2 = skill_get_inf2(ud->skill_id);
if(inf&INF_ATTACK_SKILL ||
(inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
@@ -9210,151 +9211,151 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
inf &= ~BCT_NEUTRAL;
}
- if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
+ if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
{
if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
break;
}
else if (inf && battle_check_target(src, target, inf) <= 0){
- if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
sc->data[SC_FOGWALL] &&
rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0);
+ if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
}
//Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
+ if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
+ if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
+ clif_emotion(src, md->db->skill[md->skill_idx].emotion);
}
if(src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
+ !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
{
if (sd) {
- clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
+ skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
}
break;
}
if( sd )
{
- if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
+ if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
break;
else
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
#ifdef OFFICIAL_WALKPATH
if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
break;
#endif
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
- if (ud->state.running && ud->skillid == TK_JUMPKICK)
+ if (ud->state.running && ud->skill_id == TK_JUMPKICK)
{
ud->state.running = 0;
status_change_end(src, SC_RUN, INVALID_TIMER);
flag = 1;
}
- if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
+ if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
unit_stop_walking(src,1);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
+ if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
if (sd) { //Cooldown application
- int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
+ int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
- if (sd->skillcooldown[i].id == ud->skillid){
+ if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
break;
}
}
if(cooldown)
- skill_blockpc_start(sd, ud->skillid, cooldown);
+ skill_blockpc_start(sd, ud->skill_id, cooldown);
}
if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
+ clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
if( sd )
{
- switch( ud->skillid )
+ switch( ud->skill_id )
{
case GS_DESPERADO:
- sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
+ sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
{
const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
+ if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
- sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
+ sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
break;
}
}
- if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
+ if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
+ unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
- src->type, src->id, ud->skillid, ud->skilllv, target->id);
+ src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
map_freeblock_lock();
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill_toggle_magicpower(src, ud->skillid);
- if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
+ skill_toggle_magicpower(src, ud->skill_id);
+ if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
- if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
- skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
+ if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
+ skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
else
- skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
+ skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
sc = status_get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == ud->skillid &&
- ud->skillid != WZ_WATERBALL)
+ sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
+ ud->skill_id != WZ_WATERBALL)
sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
- if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
+ if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
skill_blockpc_start(sd,BD_ADAPTATION,3000);
}
- if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
+ if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
sd->skillitem = sd->skillitemlv = 0;
if (ud->skilltimer == INVALID_TIMER) {
- if(md) md->skillidx = -1;
- else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skilltarget = 0;
+ if(md) md->skill_idx = -1;
+ else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
+ ud->skill_lv = ud->skilltarget = 0;
}
map_freeblock_unlock();
return 1;
} while(0);
//Skill failed.
- if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
+ if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
- skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
status_set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
@@ -9362,7 +9363,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
- sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
+ sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
#endif
}
if (target && target->m == src->m)
@@ -9378,14 +9379,14 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
{ //Display movement + animation.
clif_slide(src,src->x,src->y);
- clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
+ clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
}
- clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
}
}
- ud->skillid = ud->skilllv = ud->skilltarget = 0;
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
+ ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
+ if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick;
//You can't place a skill failed packet here because it would be
//sent in ALL cases, even cases where skill_check_condition fails
@@ -9393,7 +9394,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
if(sd)
sd->skillitem = sd->skillitemlv = 0;
else if(md)
- md->skillidx = -1;
+ md->skill_idx = -1;
return 0;
}
@@ -9425,7 +9426,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
+ if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -9437,121 +9438,121 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
break;
if( !(src->type&battle_config.skill_reiteration) &&
- skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
- skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
+ skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
+ skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
)
{
- if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( src->type&battle_config.skill_nofootset &&
- skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
+ skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
+ skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
)
{
- if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( src->type&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
+ (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
) {
int i;
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
- if(ud->skillunit[i]->skill_id == ud->skillid)
+ if(ud->skillunit[i]->skill_id == ud->skill_id)
maxcount--;
}
if( maxcount == 0 )
{
- if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
if(tid != INVALID_TIMER)
{ //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(src, NULL, ud->skillid, 1))
+ if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
break;
if(battle_config.skill_add_range &&
- !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
+ !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
+ skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
break;
}
}
if( sd )
{
- if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
+ if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
break;
else
- skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
+ if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
+ clif_emotion(src, md->db->skill[md->skill_idx].emotion);
}
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
- src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
+ src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
if (ud->walktimer != INVALID_TIMER)
unit_stop_walking(src,1);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
+ if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
if (sd) { //Cooldown application
- int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
+ int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
- if (sd->skillcooldown[i].id == ud->skillid){
+ if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
break;
}
}
if(cooldown)
- skill_blockpc_start(sd, ud->skillid, cooldown);
+ skill_blockpc_start(sd, ud->skill_id, cooldown);
}
if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
+ clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
// if( sd )
// {
-// switch( ud->skillid )
+// switch( ud->skill_id )
// {
// case ????:
// sd->canequip_tick = tick + ????;
// break;
// }
// }
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
+ unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
map_freeblock_lock();
- skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
+ skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
sd->skillitem = sd->skillitemlv = 0;
if (ud->skilltimer == INVALID_TIMER) {
- if (md) md->skillidx = -1;
- else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skillx = ud->skilly = 0;
+ if (md) md->skill_idx = -1;
+ else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
+ ud->skill_lv = ud->skillx = ud->skilly = 0;
}
map_freeblock_unlock();
return 1;
} while(0);
- if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
+ if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick;
- ud->skillid = ud->skilllv = 0;
+ ud->skill_id = ud->skill_lv = 0;
if(sd)
sd->skillitem = sd->skillitemlv = 0;
else if(md)
- md->skillidx = -1;
+ md->skill_idx = -1;
return 0;
}
@@ -9559,7 +9560,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
/*==========================================
*
*------------------------------------------*/
-int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, 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)
{
struct map_session_data* sd;
struct status_change* sc;
@@ -9568,8 +9569,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
enum sc_type type;
int i;
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
+ //if(skill_lv <= 0) return 0;
+ if(skill_id > 0 && skill_lv <= 0) return 0; // celest
nullpo_ret(src);
@@ -9579,10 +9580,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
sd = BL_CAST(BL_PC, src);
sc = status_get_sc(src);
- type = status_skill2sc(skillid);
+ type = status_skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
- switch (skillid) { //Skill effect.
+ switch (skill_id) { //Skill effect.
case WZ_METEOR:
case MO_BODYRELOCATION:
case CR_CULTIVATION:
@@ -9590,40 +9591,40 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case LG_EARTHDRIVE:
break; //Effect is displayed on respective switch case.
default:
- if(skill_get_inf(skillid)&INF_SELF_SKILL)
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ if(skill_get_inf(skill_id)&INF_SELF_SKILL)
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
else
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
}
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill_toggle_magicpower(src, skillid);
+ skill_toggle_magicpower(src, skill_id);
- switch(skillid)
+ switch(skill_id)
{
case PR_BENEDICTIO:
skill_area_temp[1] = src->id;
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case BS_HAMMERFALL:
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea (skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
skill_castend_nodamage_id);
break;
case HT_DETECTING:
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
@@ -9633,9 +9634,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
break;
case SR_RIDEINLIGHTNING:
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
break;
case SA_VOLCANO:
@@ -9647,13 +9648,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
{
if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
{
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
return 0; // not to consume items
}
else
sg->limit = 0; //Disable it.
}
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
break;
}
case MG_SAFETYWALL:
@@ -9763,11 +9764,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case MH_XENO_SLASHER:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
flag|=1;
break;
case HP_BASILICA:
@@ -9776,59 +9777,59 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
else
{ // Create Basilica. Start SC on caster. Unit timer start SC on others.
skill_clear_unitgroup(src);
- if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
- sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
+ if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
+ sc_start4(src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
flag|=1;
}
break;
case CG_HERMODE:
skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
+ if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
sc_start4(src,SC_DANCING,100,
- skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
+ skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
flag|=1;
break;
case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
case SO_WARMER:
flag|= 8;
case SO_CLOUD_KILL:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
break;
case WZ_METEOR: {
- int area = skill_get_splash(skillid, skilllv);
+ int area = skill_get_splash(skill_id, skill_lv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- for( i = 0; i < 2 + (skilllv>>1); i++ ) {
+ for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
// Creates a random Cell in the Splash Area
tmpx = x - area + rnd()%(area * 2 + 1);
tmpy = y - area + rnd()%(area * 2 + 1);
if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
- clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
+ clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
if( i > 0 )
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
x1 = tmpx;
y1 = tmpy;
}
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
}
break;
case AL_WARP:
if(sd)
{
- clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
- (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
- (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
- (skilllv >= 4) ? sd->status.memo_point[2].map : 0
+ clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
+ (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
+ (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
+ (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
);
}
return 0; // not to consume item.
@@ -9838,7 +9839,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
#if PACKETVER >= 20111005
clif_snap(src, src->x, src->y);
#else
- clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
+ clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
#endif
if (sd)
skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
@@ -9856,17 +9857,17 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
{
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
+ int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
struct mob_data *md;
// Correct info, don't change any of this! [celest]
md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
- md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
+ md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
+ md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn (md); //Now it is ready for spawning.
}
}
@@ -9875,11 +9876,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
// Slim Pitcher [Celest]
case CR_SLIMPITCHER:
if (sd) {
- int i = skilllv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
+ int i = skill_lv%11 - 1;
+ int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
+ if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
potion_flag = 1;
@@ -9891,22 +9892,22 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
i = pc_checkskill(sd,CR_SLIMPITCHER)*10
+ pc_checkskill(sd,AM_POTIONPITCHER)*10
+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
- + pc_skillheal_bonus(sd, skillid);
+ + pc_skillheal_bonus(sd, skill_id);
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
} else {
- int i = skilllv%11 - 1;
+ int i = skill_lv%11 - 1;
struct item_data *item;
- i = skill_db[skillid].itemid[i];
+ i = skill_db[skill_id].itemid[i];
item = itemdb_search(i);
potion_flag = 1;
potion_hp = 0;
@@ -9919,10 +9920,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
}
@@ -9931,18 +9932,18 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case HW_GANBANTEIN:
if (rnd()%100 < 80) {
int dummy = 1;
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- i = skill_get_splash(skillid, skilllv);
+ clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
- if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case HW_GRAVITATION:
- if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
- sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
+ if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
+ sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
flag|=1;
break;
@@ -9951,17 +9952,17 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
if (sd) {
if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
if (rnd()%100 < 50) {
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
} else {
- TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
+ TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
int i;
if (!md) break;
- if ((i = skill_get_time(skillid, skilllv)) > 0)
+ if ((i = skill_get_time(skill_id, skill_lv)) > 0)
{
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
@@ -9976,8 +9977,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case SG_MOON_WARM:
case SG_STAR_WARM:
skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
- sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
+ if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
+ sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
flag|=1;
break;
@@ -9989,39 +9990,39 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
}
else
{
- sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
- clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
+ sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
+ clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
break;
case NJ_TATAMIGAESHI:
- if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
- sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
+ if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
+ sc_start(src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case AM_RESURRECTHOMUN: //[orn]
if (sd)
{
- if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
+ if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
{
- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
break;
-
+
case RK_WINDCUTTER:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
case NC_COLDSLOWER:
case NC_ARMSCANNON:
case RK_DRAGONBREATH:
case WM_LULLABY_DEEPSLEEP:
- i = skill_get_splash(skillid,skilllv);
+ i = skill_get_splash(skill_id,skill_lv);
map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|(skill_id==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
break;
/**
* Guilotine Cross
@@ -10029,18 +10030,18 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case GC_POISONSMOKE:
if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
return 0;
}
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
- skill_unitsetting(src, skillid, skilllv, x, y, flag);
+ clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
//status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
break;
/**
* Arch Bishop
**/
case AB_EPICLESIS:
- if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
+ if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
i = sg->unit->range;
map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
}
@@ -10053,13 +10054,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
sc->comet_x = x;
sc->comet_y = y;
}
- i = skill_get_splash(skillid,skilllv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ i = skill_get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case WL_EARTHSTRAIN:
{
- int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
+ int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
for( i = 1; i <= wave; i++ )
@@ -10070,7 +10071,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case 2: sx = x - i; break;
case 6: sx = x + i; break;
}
- skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
+ skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
}
break;
@@ -10078,9 +10079,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
* Ranger
**/
case RA_DETONATOR:
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
/**
* Mechanic
@@ -10088,8 +10089,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case NC_NEUTRALBARRIER:
case NC_STEALTHFIELD:
skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
- if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
- sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
+ if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
if( sd ) pc_overheat(sd,1);
}
break;
@@ -10106,19 +10107,19 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
+ md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
}
}
break;
case NC_MAGICDECOY:
- if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
+ if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
break;
case SC_FEINTBOMB:
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
if( skill_blown(src,src,6,unit_getdir(src),0) )
skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
break;
@@ -10128,50 +10129,50 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int width;//according to data from irowiki it actually is a square
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
- map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
+ map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
- map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
+ map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
}
break;
case LG_BANDING:
if( sc && sc->data[SC_BANDING] )
status_change_end(src,SC_BANDING,INVALID_TIMER);
- else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
- sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
- if( sd ) pc_banding(sd,skilllv);
+ else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
+ if( sd ) pc_banding(sd,skill_lv);
}
- clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_nodamage(src,src,skill_id,skill_lv,1);
break;
case LG_RAYOFGENESIS:
- if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
- i = skill_get_splash(skillid,skilllv);
+ if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ i = skill_get_splash(skill_id,skill_lv);
map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
} else if( sd )
- clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
break;
case WM_DOMINION_IMPULSE:
- i = skill_get_splash(skillid, skilllv);
+ i = skill_get_splash(skill_id, skill_lv);
map_foreachinarea( skill_ative_reverberation,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case WM_GREAT_ECHO:
flag|=1; // Should counsume 1 item per skill usage.
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
break;
case GN_CRAZYWEED: {
- int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
+ int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
short x1 = 0, y1 = 0;
- for( i = 0; i < 3 + (skilllv/2); i++ ) {
+ for( i = 0; i < 3 + (skill_lv/2); i++ ) {
x1 = x - area + rnd()%(area * 2 + 1);
y1 = y - area + rnd()%(area * 2 + 1);
- skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
+ skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
}
}
break;
@@ -10184,7 +10185,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
- switch( skilllv ) {
+ switch( skill_lv ) {
case 3:
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
@@ -10197,12 +10198,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
map_foreachinarea(skill_area_sub, src->m,
ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
+ src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
skill_delunit(ud->skillunit[i]->unit);
break;
default:
- ud->skillunit[i]->unit->val2 = skilllv;
- ud->skillunit[i]->unit->group->val2 = skilllv;
+ ud->skillunit[i]->unit->val2 = skill_lv;
+ ud->skillunit[i]->unit->group->val2 = skill_lv;
break;
}
}
@@ -10214,25 +10215,25 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case SO_ELECTRICWALK:
if( sc && sc->data[type] )
status_change_end(src,type,INVALID_TIMER);
- clif_skill_nodamage(src, src ,skillid, skilllv,
- sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
+ clif_skill_nodamage(src, src ,skill_id, skill_lv,
+ sc_start2(src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
break;
case SC_BLOODYLUST: //set in another group so instance will move if recasted
flag |= 33;
- skill_unitsetting(src, skillid, skilllv, x, y, 0);
+ skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
break;
case KO_MAKIBISHI:
- for( i = 0; i < (skilllv+2); i++ ) {
+ for( i = 0; i < (skill_lv+2); i++ ) {
x = src->x - 1 + rnd()%3;
y = src->y - 1 + rnd()%3;
- skill_unitsetting(src,skillid,skilllv,x,y,0);
+ skill_unitsetting(src,skill_id,skill_lv,x,y,0);
}
break;
default:
- ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
+ ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
return 1;
}
@@ -10245,11 +10246,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
if( sd->state.arrow_atk && !(flag&1) )
{// consume arrow if this is a ground skill
- battle_consume_ammo(sd, skillid, skilllv);
+ battle_consume_ammo(sd, skill_id, skill_lv);
}
// perform skill requirement consumption
- skill_consume_requirement(sd,skillid,skilllv,2);
+ skill_consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
@@ -10258,13 +10259,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
/*==========================================
*
*------------------------------------------*/
-int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
+int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
{
nullpo_ret(sd);
//Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
- if(skill_num != sd->menuskill_id)
+ if(skill_id != sd->menuskill_id)
return 0;
if( sd->bl.prev == NULL || pc_isdead(sd) ) {
@@ -10281,13 +10282,13 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
sd->sc.data[SC_ROKISWEIL] ||
sd->sc.data[SC_AUTOCOUNTER] ||
sd->sc.data[SC_STEELBODY] ||
- (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
+ (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
sd->sc.data[SC_BASILICA] ||
sd->sc.data[SC_MARIONETTE] ||
sd->sc.data[SC_WHITEIMPRISON] ||
- (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
- (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
+ (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
+ (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
sd->sc.data[SC_OBLIVIONCURSE] ||
sd->sc.data[SC__MANHOLE] ||
(sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
@@ -10300,14 +10301,14 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
pc_stop_walking(sd,0);
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
+ ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
if(strcmp(map,"cancel")==0) {
skill_failed(sd);
return 0;
}
- switch(skill_num)
+ switch(skill_id)
{
case AL_TELEPORT:
if(strcmp(map,"Random")==0)
@@ -10327,7 +10328,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
mapindex = mapindex_name2id((char*)map);
if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
skill_failed(sd);
return 0;
}
@@ -10336,19 +10337,19 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
p[2] = &sd->status.memo_point[1];
p[3] = &sd->status.memo_point[2];
- if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
+ if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_num)
+ if(sd->ud.skillunit[i]->skill_id == skill_id)
maxcount--;
}
if(!maxcount) {
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
skill_failed(sd);
return 0;
}
}
- lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
+ lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
wx = sd->menuskill_val>>16;
wy = sd->menuskill_val&0xffff;
@@ -10366,7 +10367,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
}
if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
- { // This checks versus skillid/skilllv...
+ { // This checks versus skill_id/skill_lv...
skill_failed(sd);
return 0;
}
@@ -10374,7 +10375,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
skill_consume_requirement(sd,sd->menuskill_id,lv,2);
sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
- if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
+ if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
skill_failed(sd);
return 0;
}
@@ -10460,7 +10461,7 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
if( !flag )
{ //Transform
- int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
+ uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
// backup
backup.skill_id = group->skill_id;
@@ -10471,12 +10472,12 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
backup.interval = group->interval;
// replace
- group->skill_id = skillid;
+ group->skill_id = skill_id;
group->skill_lv = 1;
- group->unit_id = skill_get_unit_id(skillid,0);
- group->target_flag = skill_get_unit_target(skillid);
- group->bl_flag = skill_get_unit_bl_target(skillid);
- group->interval = skill_get_unit_interval(skillid);
+ group->unit_id = skill_get_unit_id(skill_id,0);
+ group->target_flag = skill_get_unit_target(skill_id);
+ group->bl_flag = skill_get_unit_bl_target(skill_id);
+ group->interval = skill_get_unit_interval(skill_id);
}
else
{ //Restore
@@ -10516,7 +10517,7 @@ static int skill_icewall_block(struct block_list *bl,va_list ap) {
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
*------------------------------------------*/
-struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
+struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
{
struct skill_unit_group *group;
int i,limit,val1=0,val2=0,val3=0;
@@ -10530,20 +10531,20 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
nullpo_retr(NULL, src);
- limit = skill_get_time(skillid,skilllv);
- range = skill_get_unit_range(skillid,skilllv);
- interval = skill_get_unit_interval(skillid);
- target = skill_get_unit_target(skillid);
- unit_flag = skill_get_unit_flag(skillid);
- layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
+ limit = skill_get_time(skill_id,skill_lv);
+ range = skill_get_unit_range(skill_id,skill_lv);
+ interval = skill_get_unit_interval(skill_id);
+ target = skill_get_unit_target(skill_id);
+ unit_flag = skill_get_unit_flag(skill_id);
+ layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
sd = BL_CAST(BL_PC, src);
status = status_get_status_data(src);
sc = status_get_sc(src); // for traps, firewall and fogwall - celest
- switch( skillid ) {
+ switch( skill_id ) {
case MH_STEINWAND:
- val2 = 4 + skilllv; //nb of attack blocked
+ val2 = 4 + skill_lv; //nb of attack blocked
break;
case MG_SAFETYWALL:
#ifdef RENEWAL
@@ -10552,17 +10553,17 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
**/
val2 = status_get_max_hp(src) * 3;
#else
- val2 = skilllv+1;
+ val2 = skill_lv+1;
#endif
break;
case MG_FIREWALL:
if(sc && sc->data[SC_VIOLENTGALE])
limit = limit*3/2;
- val2=4+skilllv;
+ val2=4+skill_lv;
break;
case AL_WARP:
- val1=skilllv+6;
+ val1=skill_lv+6;
if(!(flag&1))
limit=2000;
else // previous implementation (not used anymore)
@@ -10581,13 +10582,13 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
case PR_SANCTUARY:
case NPC_EVILLAND:
- val1=(skilllv+3)*2;
+ val1=(skill_lv+3)*2;
break;
case WZ_FIREPILLAR:
if((flag&1)!=0)
limit=1000;
- val1=skilllv+2;
+ val1=skill_lv+2;
break;
case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
case AM_DEMONSTRATION:
@@ -10597,7 +10598,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
target = BCT_ALL;
break;
case HT_SHOCKWAVE:
- val1=skilllv*15+10;
+ val1=skill_lv*15+10;
case HT_SANDMAN:
case MA_SANDMAN:
case HT_CLAYMORETRAP:
@@ -10622,7 +10623,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
{
- struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
+ struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
if( req.itemid[i] )
req_item = req.itemid[i];
@@ -10650,7 +10651,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
{ //Use the previous limit (minus the elapsed time) [Skotlex]
limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
if (limit < 0) //This can happen...
- limit = skill_get_time(skillid,skilllv);
+ limit = skill_get_time(skill_id,skill_lv);
}
skill_clear_group(src,1);
}
@@ -10662,15 +10663,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
break;
case BA_WHISTLE:
- val1 = skilllv +status->agi/10; // Flee increase
- val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
+ val1 = skill_lv +status->agi/10; // Flee increase
+ val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
if(sd){
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
val2 += pc_checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_HUMMING:
- val1 = 2*skilllv+status->dex/10; // Hit increase
+ val1 = 2*skill_lv+status->dex/10; // Hit increase
#ifdef RENEWAL
val1 *= 2;
#endif
@@ -10678,64 +10679,64 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
break;
case BA_POEMBRAGI:
- val1 = 3*skilllv+status->dex/10; // Casting time reduction
+ val1 = 3*skill_lv+status->dex/10; // Casting time reduction
//For some reason at level 10 the base delay reduction is 50%.
- val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
+ val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
if(sd){
val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_DONTFORGETME:
- val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
- val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
+ val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
+ val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val2 += pc_checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_APPLEIDUN:
- val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
+ val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
if(sd)
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
break;
case DC_SERVICEFORYOU:
- val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
- val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
+ val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
+ val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
}
break;
case BA_ASSASSINCROSS:
- val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
+ val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
if(sd)
val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
break;
case DC_FORTUNEKISS:
- val1 = 10+skilllv+(status->luk/10); // Critical increase
+ val1 = 10+skill_lv+(status->luk/10); // Critical increase
if(sd)
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val1*=10; //Because every 10 crit is an actual cri point.
break;
case BD_DRUMBATTLEFIELD:
#ifdef RENEWAL
- val1 = (skilllv+5)*25; //Watk increase
- val2 = skilllv*10; //Def increase
+ val1 = (skill_lv+5)*25; //Watk increase
+ val2 = skill_lv*10; //Def increase
#else
- val1 = (skilllv+1)*25; //Watk increase
- val2 = (skilllv+1)*2; //Def increase
+ val1 = (skill_lv+1)*25; //Watk increase
+ val2 = (skill_lv+1)*2; //Def increase
#endif
break;
case BD_RINGNIBELUNGEN:
- val1 = (skilllv+2)*25; //Watk increase
+ val1 = (skill_lv+2)*25; //Watk increase
break;
case BD_RICHMANKIM:
- val1 = 25 + 11*skilllv; //Exp increase bonus.
+ val1 = 25 + 11*skill_lv; //Exp increase bonus.
break;
case BD_SIEGFRIED:
- val1 = 55 + skilllv*5; //Elemental Resistance
- val2 = skilllv*10; //Status ailment resistance
+ val1 = 55 + skill_lv*5; //Elemental Resistance
+ val2 = skill_lv*10; //Status ailment resistance
break;
case WE_CALLPARTNER:
if (sd) val1 = sd->status.partner_id;
@@ -10751,7 +10752,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
break;
case NJ_KAENSIN:
skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
- val2 = (skilllv+1)/2 + 4;
+ val2 = (skill_lv+1)/2 + 4;
break;
case NJ_SUITON:
skill_clear_group(src, 1);
@@ -10789,7 +10790,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
return NULL;
val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
val3 = sc->data[SC_POISONINGWEAPON]->val1;
- limit = 4000 + 2000 * skilllv;
+ limit = 4000 + 2000 * skill_lv;
break;
case GD_LEADERSHIP:
case GD_GLORYWOUNDS:
@@ -10839,21 +10840,21 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
break;
}
- nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
+ nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
group->val1=val1;
group->val2=val2;
group->val3=val3;
group->target_flag=target;
- group->bl_flag= skill_get_unit_bl_target(skillid);
- group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
+ group->bl_flag= skill_get_unit_bl_target(skill_id);
+ group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
- group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
+ group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
group->item_id = req_item;
//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
active_flag = 0;
- if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
+ if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
if (sd)
safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
@@ -10863,15 +10864,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
if (group->state.song_dance) {
if(sd){
- sd->skillid_dance = skillid;
- sd->skilllv_dance = skilllv;
+ sd->skill_id_dance = skill_id;
+ sd->skill_lv_dance = skill_lv;
}
if (
- sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
+ sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
(group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
- sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
+ sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
)
- skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
+ skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
}
limit = group->limit;
@@ -10880,23 +10881,23 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
struct skill_unit *unit;
int ux = x + layout->dx[i];
int uy = y + layout->dy[i];
- int val1 = skilllv;
+ int val1 = skill_lv;
int val2 = 0;
int alive = 1;
if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
continue; // don't place skill units on walls (except for songs/dances/encores)
- if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
+ if( battle_config.skill_wall_check && skill_get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
- switch( skillid )
+ switch( skill_id )
{
case MG_FIREWALL:
case NJ_KAENSIN:
val2=group->val2;
break;
case WZ_ICEWALL:
- val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
+ val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
break;
case HT_LANDMINE:
@@ -10939,21 +10940,21 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val2 = 0;
break;
case WM_REVERBERATION:
- val1 = 1 + skilllv;
+ val1 = 1 + skill_lv;
break;
case GN_WALLOFTHORN:
- val1 = 1000 * skilllv; // Need official value. [LimitLine]
+ val1 = 1000 * skill_lv; // Need official value. [LimitLine]
break;
default:
if (group->state.song_dance&0x1)
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break;
}
- if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
+ if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
if( range <= 0 )
- map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
+ map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
@@ -10961,7 +10962,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
unit->limit=limit;
unit->range=range;
- if (skillid == PF_FOGWALL && alive == 2)
+ if (skill_id == PF_FOGWALL && alive == 2)
{ //Double duration of cells on top of Deluge/Suiton
unit->limit *= 2;
group->limit = unit->limit;
@@ -10979,7 +10980,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
}
//success, unit created.
- switch( skillid ) {
+ switch( skill_id ) {
case WZ_ICEWALL:
map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
break;
@@ -11002,7 +11003,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
- int skillid;
+ uint16 skill_id;
nullpo_ret(src);
nullpo_ret(bl);
@@ -11023,7 +11024,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
type = status_skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
- skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
+ skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id)
{
case UNT_SPIDERWEB:
@@ -11100,7 +11101,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
pc_setpos(sd,m,x,y,CLR_TELEPORT);
}
} else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
- int m = map_mapindex2mapid(sg->val3);
+ int16 m = map_mapindex2mapid(sg->val3);
if (m < 0) break; //Map not available on this map-server.
unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
}
@@ -11138,7 +11139,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
case UNT_SIEGFRIED:
//Needed to check when a dancer/bard leaves their ensemble area.
if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return skillid;
+ return skill_id;
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
break;
@@ -11214,7 +11215,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
break;
}
- return skillid;
+ return skill_id;
}
/*==========================================
@@ -11229,7 +11230,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
struct status_change *tsc;
struct skill_unit_group_tickset *ts;
enum sc_type type;
- int skillid;
+ uint16 skill_id;
int diff=0;
nullpo_ret(src);
@@ -11248,7 +11249,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
tstatus = status_get_status_data(bl);
type = status_skill2sc(sg->skill_id);
- skillid = sg->skill_id;
+ skill_id = sg->skill_id;
if (sg->interval == -1) {
switch (sg->unit_id) {
@@ -11270,7 +11271,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
return 0;
ts->tick = tick+sg->interval;
- if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
+ if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
@@ -11931,9 +11932,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
if (bl->type == BL_MOB && ss != bl)
- mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
+ mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
- return skillid;
+ return skill_id;
}
/*==========================================
* Triggered when a char steps out of a skill cell
@@ -11993,7 +11994,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
/*==========================================
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
*------------------------------------------*/
-static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
+static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
{
struct status_change *sc;
struct status_change_entry *sce;
@@ -12115,7 +12116,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap)
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
unsigned int flag = va_arg(ap,unsigned int);
- int skill_id;
+ uint16 skill_id;
bool dissonance;
if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
@@ -12184,7 +12185,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam
*------------------------------------------*/
static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
- int *c, skillid;
+ int *c, skill_id;
struct block_list *src;
struct map_session_data *sd;
struct map_session_data *tsd;
@@ -12197,9 +12198,9 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
c=va_arg(ap,int *);
p_sd = va_arg(ap, int *);
- skillid = va_arg(ap,int);
+ skill_id = va_arg(ap,int);
- if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
+ if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
if (bl == src)
@@ -12211,15 +12212,15 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
return 0;
- if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
+ if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
p_sd[(*c)++] = tsd->bl.id;
return 1;
} else {
- switch(skillid) {
+ switch(skill_id) {
case PR_BENEDICTIO: {
- int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
+ uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
&& sd->status.sp >= 10)
@@ -12243,19 +12244,19 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
return 1;
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
- int skilllv;
+ uint16 skill_lv;
if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
+ (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
sd->status.party_id && tsd->status.party_id &&
sd->status.party_id == tsd->status.party_id &&
!tsd->sc.data[SC_DANCING])
{
p_sd[(*c)++]=tsd->bl.id;
- return skilllv;
+ return skill_lv;
} else {
return 0;
}
@@ -12270,7 +12271,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
/*==========================================
* Checks and stores partners for ensemble skills [Skotlex]
*------------------------------------------*/
-int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
+int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
{
static int c=0;
static int p_sd[2] = { 0, 0 };
@@ -12308,8 +12309,8 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skillid_dance = skill_id;
- tsd->skilllv_dance = *skill_lv;
+ tsd->skill_id_dance = skill_id;
+ tsd->skill_lv_dance = *skill_lv;
}
return c;
}
@@ -12495,7 +12496,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
// perform skill-specific checks (and actions)
switch( skill ) {
case SO_SPELLFIST:
- if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
+ if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -13434,7 +13435,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
struct skill_condition req;
struct status_data *status;
struct status_change *sc;
- int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
+ int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
+ uint16 idx;
memset(&req,0,sizeof(req));
@@ -13458,25 +13460,25 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
return req;
}
- j = skill_get_index(skill);
- if( j == 0 ) // invalid skill id
+ idx = skill_get_index(skill);
+ if( idx == 0 ) // invalid skill id
return req;
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return req;
status = &sd->battle_status;
- req.hp = skill_db[j].hp[lv-1];
- hp_rate = skill_db[j].hp_rate[lv-1];
+ req.hp = skill_db[idx].hp[lv-1];
+ hp_rate = skill_db[idx].hp_rate[lv-1];
if(hp_rate > 0)
req.hp += (status->hp * hp_rate)/100;
else
req.hp += (status->max_hp * (-hp_rate))/100;
- req.sp = skill_db[j].sp[lv-1];
- if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
+ req.sp = skill_db[idx].sp[lv-1];
+ if((sd->skill_id_old == BD_ENCORE) && skill == sd->skill_id_dance)
req.sp /= 2;
- sp_rate = skill_db[j].sp_rate[lv-1];
+ sp_rate = skill_db[idx].sp_rate[lv-1];
if(sp_rate > 0)
req.sp += (status->sp * sp_rate)/100;
else
@@ -13502,22 +13504,22 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
req.sp += req.sp / 4;
}
- req.zeny = skill_db[j].zeny[lv-1];
+ req.zeny = skill_db[idx].zeny[lv-1];
if( sc && sc->data[SC__UNLUCKY] )
req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
- req.spiritball = skill_db[j].spiritball[lv-1];
+ req.spiritball = skill_db[idx].spiritball[lv-1];
- req.state = skill_db[j].state;
+ req.state = skill_db[idx].state;
- req.mhp = skill_db[j].mhp[lv-1];
+ req.mhp = skill_db[idx].mhp[lv-1];
- req.weapon = skill_db[j].weapon;
+ req.weapon = skill_db[idx].weapon;
- req.ammo_qty = skill_db[j].ammo_qty[lv-1];
+ req.ammo_qty = skill_db[idx].ammo_qty[lv-1];
if (req.ammo_qty)
- req.ammo = skill_db[j].ammo;
+ req.ammo = skill_db[idx].ammo;
if (!req.ammo && skill && skill_isammotype(sd, skill))
{ //Assume this skill is using the weapon, therefore it requires arrows.
@@ -13543,11 +13545,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
continue;
break;
case AB_ADORAMUS:
- if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
+ if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
continue;
break;
case WL_COMET:
- if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
+ if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
continue;
break;
case GN_FIRE_EXPANSION:
@@ -13567,8 +13569,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
break;
}
- req.itemid[i] = skill_db[j].itemid[i];
- req.amount[i] = skill_db[j].amount[i];
+ req.itemid[i] = skill_db[idx].itemid[i];
+ req.amount[i] = skill_db[idx].amount[i];
if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
{
@@ -13586,7 +13588,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
}
}
if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
- if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
+ if( (idx=pc_search_inventory(sd,req.itemid[i])) < 0 || ( idx >= 0 && sd->status.inventory[idx].amount < req.amount[i] ) ){
req.itemid[i] = ITEMID_TRAP_ALLOY;
req.amount[i] = 1;
}
@@ -13606,8 +13608,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
case SO_FIRE_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
- req.itemid[lv-1] = skill_db[j].itemid[lv-1];
- req.amount[lv-1] = skill_db[j].amount[lv-1];
+ req.itemid[lv-1] = skill_db[idx].itemid[lv-1];
+ req.amount[lv-1] = skill_db[idx].amount[lv-1];
break;
}
@@ -13697,7 +13699,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
/*==========================================
* Does cast-time reductions based on dex, item bonuses and config setting
*------------------------------------------*/
-int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
+int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int time = skill_get_cast(skill_id, skill_lv);
nullpo_ret(bl);
@@ -13779,7 +13781,7 @@ int skill_castfix_sc (struct block_list *bl, int time)
return time;
}
#ifdef RENEWAL_CAST
-int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
+int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
{
struct status_change *sc = status_get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
@@ -13871,7 +13873,7 @@ int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
-int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
+int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
{
int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
int time = skill_get_delay(skill_id, skill_lv);
@@ -13971,7 +13973,7 @@ struct square {
int val2[5];
};
-static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
+static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
{
nullpo_retv(tc);
@@ -14074,7 +14076,7 @@ static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
}
-static void skill_brandishspear_dir (struct square* tc, int dir, int are)
+static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
{
int c;
nullpo_retv(tc);
@@ -14095,25 +14097,25 @@ static void skill_brandishspear_dir (struct square* tc, int dir, int are)
}
}
-void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
+void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
int c,n=4;
- int dir = map_calc_dir(src,bl->x,bl->y);
+ uint8 dir = map_calc_dir(src,bl->x,bl->y);
struct square tc;
int x=bl->x,y=bl->y;
skill_brandishspear_first(&tc,dir,x,y);
skill_brandishspear_dir(&tc,dir,4);
skill_area_temp[1] = bl->id;
- if(skilllv > 9){
+ if(skill_lv > 9){
for(c=1;c<4;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
}
}
- if(skilllv > 6){
+ if(skill_lv > 6){
skill_brandishspear_dir(&tc,dir,-1);
n--;
}else{
@@ -14121,13 +14123,13 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, int skil
n-=2;
}
- if(skilllv > 3){
+ if(skill_lv > 3){
for(c=0;c<5;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
- if(skilllv > 6 && n==3 && c==4){
+ if(skill_lv > 6 && n==3 && c==4){
skill_brandishspear_dir(&tc,dir,-1);
n--;c=-1;
}
@@ -14137,7 +14139,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, int skil
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
}
@@ -14287,43 +14289,43 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
/*==========================================
*
*------------------------------------------*/
-int skill_autospell (struct map_session_data *sd, int skillid)
+int skill_autospell (struct map_session_data *sd, uint16 skill_id)
{
- int skilllv;
+ uint16 skill_lv;
int maxlv=1,lv;
nullpo_ret(sd);
- skilllv = sd->menuskill_val;
- lv=pc_checkskill(sd,skillid);
+ skill_lv = sd->menuskill_val;
+ lv=pc_checkskill(sd,skill_id);
- if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
+ if(skill_lv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
- if(skillid==MG_NAPALMBEAT) maxlv=3;
- else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
+ if(skill_id==MG_NAPALMBEAT) maxlv=3;
+ else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
- else if(skilllv==2) maxlv=1;
- else if(skilllv==3) maxlv=2;
- else if(skilllv>=4) maxlv=3;
+ else if(skill_lv==2) maxlv=1;
+ else if(skill_lv==3) maxlv=2;
+ else if(skill_lv>=4) maxlv=3;
}
- else if(skillid==MG_SOULSTRIKE){
- if(skilllv==5) maxlv=1;
- else if(skilllv==6) maxlv=2;
- else if(skilllv>=7) maxlv=3;
+ else if(skill_id==MG_SOULSTRIKE){
+ if(skill_lv==5) maxlv=1;
+ else if(skill_lv==6) maxlv=2;
+ else if(skill_lv>=7) maxlv=3;
}
- else if(skillid==MG_FIREBALL){
- if(skilllv==8) maxlv=1;
- else if(skilllv>=9) maxlv=2;
+ else if(skill_id==MG_FIREBALL){
+ if(skill_lv==8) maxlv=1;
+ else if(skill_lv>=9) maxlv=2;
}
- else if(skillid==MG_FROSTDIVER) maxlv=1;
+ else if(skill_id==MG_FROSTDIVER) maxlv=1;
else return 0;
if(maxlv > lv)
maxlv = lv;
- sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv));
+ sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
+ skill_get_time(SA_AUTOSPELL,skill_lv));
return 0;
}
@@ -14430,15 +14432,15 @@ int skill_sit (struct map_session_data *sd, int type)
int skill_frostjoke_scream (struct block_list *bl, va_list ap)
{
struct block_list *src;
- int skillnum,skilllv;
+ uint16 skill_id,skill_lv;
unsigned int tick;
nullpo_ret(bl);
nullpo_ret(src=va_arg(ap,struct block_list*));
- skillnum=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- if(skilllv <= 0) return 0;
+ skill_id=va_arg(ap,int);
+ skill_lv=va_arg(ap,int);
+ if(skill_lv <= 0) return 0;
tick=va_arg(ap,unsigned int);
if (src == bl || status_isdead(bl))
@@ -14450,9 +14452,9 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
}
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
+ skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
+ skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
return 0;
}
@@ -14460,9 +14462,9 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
/*==========================================
*
*------------------------------------------*/
-static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
+static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
{
- int range = skill_get_unit_range(skill_num,skill_lv);
+ int range = skill_get_unit_range(skill_id,skill_lv);
int x,y;
for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
@@ -14476,7 +14478,7 @@ static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int ski
int skill_attack_area (struct block_list *bl, va_list ap)
{
struct block_list *src,*dsrc;
- int atk_type,skillid,skilllv,flag,type;
+ int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
if(status_isdead(bl))
@@ -14485,32 +14487,32 @@ int skill_attack_area (struct block_list *bl, va_list ap)
atk_type = va_arg(ap,int);
src=va_arg(ap,struct block_list*);
dsrc=va_arg(ap,struct block_list*);
- skillid=va_arg(ap,int);
- skilllv=va_arg(ap,int);
+ skill_id=va_arg(ap,int);
+ skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
type=va_arg(ap,int);
if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+ return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
if(battle_check_target(dsrc,bl,type) <= 0 ||
- !status_check_skilluse(NULL, bl, skillid, 2))
+ !status_check_skilluse(NULL, bl, skill_id, 2))
return 0;
- switch (skillid) {
+ switch (skill_id) {
case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+ return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
default:
//Area-splash, disable skill animation.
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
+ return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
}
}
/*==========================================
@@ -14662,18 +14664,18 @@ int skill_detonator(struct block_list *bl, va_list ap)
*------------------------------------------*/
static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
- int skillid;
+ uint16 skill_id;
int *alive;
struct skill_unit *unit;
- skillid = va_arg(ap,int);
+ skill_id = va_arg(ap,int);
alive = va_arg(ap,int *);
unit = (struct skill_unit *)bl;
if (unit == NULL || unit->group == NULL || (*alive) == 0)
return 0;
- switch (skillid) {
+ switch (skill_id) {
case SA_LANDPROTECTOR:
if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
@@ -14754,7 +14756,7 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap)
break;
}
- if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
+ if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
(*alive) = 0;
return 1;
}
@@ -15112,13 +15114,13 @@ static int skill_get_new_group_id(void)
}
}
-struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
+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)
{
struct unit_data* ud = unit_bl2ud( src );
struct skill_unit_group* group;
int i;
- if(skillid <= 0 || skilllv <= 0) return 0;
+ if(skill_id <= 0 || skill_lv <= 0) return 0;
nullpo_retr(NULL, src);
nullpo_retr(NULL, ud);
@@ -15152,8 +15154,8 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
group->val1 = 0;
group->val2 = 0;
group->val3 = 0;
- group->skill_id = skillid;
- group->skill_lv = skilllv;
+ group->skill_id = skill_id;
+ group->skill_lv = skill_lv;
group->unit_id = unit_id;
group->map = src->m;
group->limit = limit;
@@ -15163,7 +15165,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
ud->skillunit[i] = group;
- if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
+ if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
idb_put(group_db, group->group_id, group);
@@ -15640,7 +15642,7 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
int flag = va_arg(ap,int);
bool dissonance;
- int skill_id;
+ uint16 skill_id;
int i;
nullpo_ret(group);
@@ -15770,7 +15772,7 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
/*==========================================
*
*------------------------------------------*/
-int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
+int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
{
int i,j;
unsigned int tick = gettick();
@@ -15925,10 +15927,10 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
/*==========================================
*
*------------------------------------------*/
-int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, 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 slot[3];
- int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
+ int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
int num = -1; // exclude the recipe
struct status_data *status;
struct item_data* data;
@@ -15936,8 +15938,8 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
nullpo_ret(sd);
status = status_get_status_data(&sd->bl);
- if( sd->skillid_old == skill_id )
- skilllv = sd->skilllv_old;
+ if( sd->skill_id_old == skill_id )
+ skill_lv = sd->skill_lv_old;
if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
return 0;
@@ -16157,7 +16159,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
{
int difficulty = 0;
- difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
+ difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
(sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
@@ -16232,12 +16234,12 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
else if( make_per >= 30 && make_per < difficulty)
qty = 5;
- if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
+ if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
qty = ~qty + 1;
make_per = 0;
}else
make_per = 10000;
- qty = (skilllv > 1 ? qty : 1);
+ qty = (skill_lv > 1 ? qty : 1);
}
break;
default:
@@ -16578,12 +16580,12 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
return 0;
}
-static void skill_toggle_magicpower(struct block_list *bl, short skillid)
+static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
{
struct status_change *sc = status_get_sc(bl);
// non-offensive and non-magic skills do not affect the status
- if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
+ if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
return;
if (sc && sc->count && sc->data[SC_MAGICPOWER])
@@ -16663,7 +16665,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
- if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
+ if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
{ // User don't know the skill
sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
@@ -16693,7 +16695,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
return 1;
}
-int skill_select_menu(struct map_session_data *sd,int skill_id) {
+int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
int id, lv, prob, aslvl = 0;
nullpo_ret(sd);
@@ -16714,7 +16716,7 @@ int skill_select_menu(struct map_session_data *sd,int skill_id) {
sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
return 0;
}
-int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
+int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
int i;
nullpo_ret(sd);
@@ -16903,29 +16905,29 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
/**
* flags a singular skill as being blocked from persistent usage.
* @param sd the player the skill delay affects
- * @param skillid the skill which should be delayed
+ * @param skill_id the skill which should be delayed
* @param tick the length of time the delay should last
* @param load whether this assignment is being loaded upon player login
* @return 0 if successful, -1 otherwise
*/
-int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
+int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
{
- int oskillid = skillid;
+ int oskill_id = skill_id;
struct skill_cd* cd = NULL;
nullpo_retr (-1, sd);
- skillid = skill_get_index(skillid);
- if (skillid == 0)
+ uint16 idx = skill_get_index(skill_id);
+ if (idx == 0)
return -1;
if (tick < 1) {
- sd->blockskill[skillid] = 0;
+ sd->blockskill[idx] = 0;
return -1;
}
if( battle_config.display_status_timers )
- clif_skill_cooldown(sd, skillid, tick);
+ clif_skill_cooldown(sd, idx, tick);
if( !load )
{// not being loaded initially so ensure the skill delay is recorded
@@ -16937,12 +16939,12 @@ int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, boo
// record the skill duration in the database map
cd->duration[cd->cursor] = tick;
- cd->skidx[cd->cursor] = skillid;
- cd->nameid[cd->cursor] = oskillid;
+ cd->skidx[cd->cursor] = idx;
+ cd->nameid[cd->cursor] = oskill_id;
cd->cursor++;
}
- sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
+ sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
return 0;
}
@@ -16956,20 +16958,20 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[o
return 1;
}
-int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
+int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
{
nullpo_retr (-1, hd);
- skillid = skill_get_index(skillid);
- if (skillid == 0)
+ uint16 idx = skill_get_index(skill_id);
+ if (idx == 0)
return -1;
if (tick < 1) {
- hd->blockskill[skillid] = 0;
+ hd->blockskill[idx] = 0;
return -1;
}
- hd->blockskill[skillid] = 1;
- return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
+ hd->blockskill[idx] = 1;
+ return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
}
int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
@@ -16982,24 +16984,25 @@ int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[or
return 1;
}
-int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
+int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
{
nullpo_retr (-1, md);
- if( (skillid = skill_get_index(skillid)) == 0 )
+ uint16 idx = skill_get_index(skill_id);
+ if (idx == 0)
return -1;
if( tick < 1 )
{
- md->blockskill[skillid] = 0;
+ md->blockskill[idx] = 0;
return -1;
}
- md->blockskill[skillid] = 1;
- return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
+ md->blockskill[idx] = 1;
+ return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
}
/**
* Adds a new skill unit entry for this player to recast after map load
**/
-void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
+void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
struct skill_usave * sus = NULL;
if( idb_exists(skillusave_db,sd->status.char_id) ) {
@@ -17009,7 +17012,7 @@ void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv)
CREATE( sus, struct skill_usave, 1 );
idb_put( skillusave_db, sd->status.char_id, sus );
- sus->skill_num = skill_num;
+ sus->skill_id = skill_id;
sus->skill_lv = skill_lv;
return;
@@ -17021,7 +17024,7 @@ void skill_usave_trigger(struct map_session_data *sd) {
return;
}
- skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
+ skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
idb_remove(skillusave_db,sd->status.char_id);
@@ -17371,19 +17374,19 @@ void skill_init_unit_layout (void)
}
-int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
+int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
int inf = 0;
struct status_change *sc = status_get_sc(bl);
- if( !sc || !bl || skillid < 1 )
+ if( !sc || !bl || skill_id < 1 )
return 0; // Can do it
switch(type){
case SC_STASIS:
- inf = skill_get_inf2(skillid);
- if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
+ inf = skill_get_inf2(skill_id);
+ if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
return 1; // Can't do it.
- switch( skillid )
+ switch( skill_id )
{
case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
@@ -17419,7 +17422,7 @@ int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
}
break;
case SC_KAGEHUMI:
- switch(skillid){
+ switch(skill_id){
case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
@@ -17431,7 +17434,7 @@ int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
return 0;
}
-int skill_get_elemental_type( int skill_id , int skill_lv ) {
+int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
int type = 0;
switch( skill_id ) {
@@ -17478,68 +17481,68 @@ void skill_cooldown_load(struct map_session_data * sd)
static bool skill_parse_row_skilldb(char* split[], int columns, int current)
{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
- int id = atoi(split[0]);
- int i;
- if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
- || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
- || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
- || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
- ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx;
+ if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
+ || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
+ || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
+ || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
+ ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
return false;
}
- i = skill_get_index(id);
- if( !i ) // invalid skill id
+ idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[i].range);
- skill_db[i].hit = atoi(split[2]);
- skill_db[i].inf = atoi(split[3]);
- skill_split_atoi(split[4],skill_db[i].element);
- skill_db[i].nk = (int)strtol(split[5], NULL, 0);
- skill_split_atoi(split[6],skill_db[i].splash);
- skill_db[i].max = atoi(split[7]);
- skill_split_atoi(split[8],skill_db[i].num);
+ skill_split_atoi(split[1],skill_db[idx].range);
+ skill_db[idx].hit = atoi(split[2]);
+ skill_db[idx].inf = atoi(split[3]);
+ skill_split_atoi(split[4],skill_db[idx].element);
+ skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
+ skill_split_atoi(split[6],skill_db[idx].splash);
+ skill_db[idx].max = atoi(split[7]);
+ skill_split_atoi(split[8],skill_db[idx].num);
if( strcmpi(split[9],"yes") == 0 )
- skill_db[i].castcancel = 1;
+ skill_db[idx].castcancel = 1;
else
- skill_db[i].castcancel = 0;
- skill_db[i].cast_def_rate = atoi(split[10]);
- skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
- skill_split_atoi(split[12],skill_db[i].maxcount);
+ skill_db[idx].castcancel = 0;
+ skill_db[idx].cast_def_rate = atoi(split[10]);
+ skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
+ skill_split_atoi(split[12],skill_db[idx].maxcount);
if( strcmpi(split[13],"weapon") == 0 )
- skill_db[i].skill_type = BF_WEAPON;
+ skill_db[idx].skill_type = BF_WEAPON;
else if( strcmpi(split[13],"magic") == 0 )
- skill_db[i].skill_type = BF_MAGIC;
+ skill_db[idx].skill_type = BF_MAGIC;
else if( strcmpi(split[13],"misc") == 0 )
- skill_db[i].skill_type = BF_MISC;
+ skill_db[idx].skill_type = BF_MISC;
else
- skill_db[i].skill_type = 0;
- skill_split_atoi(split[14],skill_db[i].blewcount);
- safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
- safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
- strdb_iput(skilldb_name2id, skill_db[i].name, id);
+ skill_db[idx].skill_type = 0;
+ skill_split_atoi(split[14],skill_db[idx].blewcount);
+ safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
+ safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
+ strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
return true;
}
static bool skill_parse_row_requiredb(char* split[], int columns, int current)
-{// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
+{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
char* p;
int j;
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[i].hp);
- skill_split_atoi(split[2],skill_db[i].mhp);
- skill_split_atoi(split[3],skill_db[i].sp);
- skill_split_atoi(split[4],skill_db[i].hp_rate);
- skill_split_atoi(split[5],skill_db[i].sp_rate);
- skill_split_atoi(split[6],skill_db[i].zeny);
+ skill_split_atoi(split[1],skill_db[idx].hp);
+ skill_split_atoi(split[2],skill_db[idx].mhp);
+ skill_split_atoi(split[3],skill_db[idx].sp);
+ skill_split_atoi(split[4],skill_db[idx].hp_rate);
+ skill_split_atoi(split[5],skill_db[idx].sp_rate);
+ skill_split_atoi(split[6],skill_db[idx].zeny);
//Wich weapon type are required, see doc/item_db for types
p = split[7];
@@ -17548,11 +17551,11 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
int l = atoi(p);
if( l == 99 ) // Any weapon
{
- skill_db[i].weapon = 0;
+ skill_db[idx].weapon = 0;
break;
}
else
- skill_db[i].weapon |= 1<<l;
+ skill_db[idx].weapon |= 1<<l;
p = strchr(p,':');
if(!p)
break;
@@ -17566,146 +17569,146 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
int l = atoi(p);
if( l == 99 ) // Any ammo type
{
- skill_db[i].ammo = 0xFFFFFFFF;
+ skill_db[idx].ammo = 0xFFFFFFFF;
break;
}
else if( l ) // 0 stands for no requirement
- skill_db[i].ammo |= 1<<l;
+ skill_db[idx].ammo |= 1<<l;
p = strchr(p,':');
if( !p )
break;
p++;
}
- skill_split_atoi(split[9],skill_db[i].ammo_qty);
-
- if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
- else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
- else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
- else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
- else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
- else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
- else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
- else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
- else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
- else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
- else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
+ skill_split_atoi(split[9],skill_db[idx].ammo_qty);
+
+ if( strcmpi(split[10],"hiding")==0 ) skill_db[idx].state = ST_HIDING;
+ else if( strcmpi(split[10],"cloaking")==0 ) skill_db[idx].state = ST_CLOAKING;
+ else if( strcmpi(split[10],"hidden")==0 ) skill_db[idx].state = ST_HIDDEN;
+ else if( strcmpi(split[10],"riding")==0 ) skill_db[idx].state = ST_RIDING;
+ else if( strcmpi(split[10],"falcon")==0 ) skill_db[idx].state = ST_FALCON;
+ else if( strcmpi(split[10],"cart")==0 ) skill_db[idx].state = ST_CART;
+ else if( strcmpi(split[10],"shield")==0 ) skill_db[idx].state = ST_SHIELD;
+ else if( strcmpi(split[10],"sight")==0 ) skill_db[idx].state = ST_SIGHT;
+ else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(split[10],"cartboost")==0 ) skill_db[idx].state = ST_CARTBOOST;
+ else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(split[10],"move_enable")==0 ) skill_db[idx].state = ST_MOVE_ENABLE;
+ else if( strcmpi(split[10],"water")==0 ) skill_db[idx].state = ST_WATER;
/**
* New States
**/
- else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
- else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
- else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
- else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
- else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
- else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
- else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;
- else if (strcmpi(split[10], "mh_fighting") == 0) skill_db[i].state = ST_MH_FIGHTING;
- else if (strcmpi(split[10], "mh_grappling") == 0) skill_db[i].state = ST_MH_GRAPPLING;
+ else if( strcmpi(split[10],"dragon")==0 ) skill_db[idx].state = ST_RIDINGDRAGON;
+ else if( strcmpi(split[10],"warg")==0 ) skill_db[idx].state = ST_WUG;
+ else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[idx].state = ST_RIDINGWUG;
+ else if( strcmpi(split[10],"mado")==0 ) skill_db[idx].state = ST_MADO;
+ else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
+ else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[idx].state = ST_POISONINGWEAPON;
+ else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[idx].state = ST_ROLLINGCUTTER;
+ else if (strcmpi(split[10], "mh_fighting") == 0) skill_db[idx].state = ST_MH_FIGHTING;
+ else if (strcmpi(split[10], "mh_grappling") == 0) skill_db[idx].state = ST_MH_GRAPPLING;
/**
* Unknown or no state
**/
- else skill_db[i].state = ST_NONE;
+ else skill_db[idx].state = ST_NONE;
- skill_split_atoi(split[11],skill_db[i].spiritball);
+ skill_split_atoi(split[11],skill_db[idx].spiritball);
for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
- skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
- skill_db[i].amount[j] = atoi(split[13+ 2*j]);
+ skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
+ skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
}
return true;
}
static bool skill_parse_row_castdb(char* split[], int columns, int current)
-{// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
+{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[i].cast);
- skill_split_atoi(split[2],skill_db[i].delay);
- skill_split_atoi(split[3],skill_db[i].walkdelay);
- skill_split_atoi(split[4],skill_db[i].upkeep_time);
- skill_split_atoi(split[5],skill_db[i].upkeep_time2);
- skill_split_atoi(split[6],skill_db[i].cooldown);
+ skill_split_atoi(split[1],skill_db[idx].cast);
+ skill_split_atoi(split[2],skill_db[idx].delay);
+ skill_split_atoi(split[3],skill_db[idx].walkdelay);
+ skill_split_atoi(split[4],skill_db[idx].upkeep_time);
+ skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
+ skill_split_atoi(split[6],skill_db[idx].cooldown);
#ifdef RENEWAL_CAST
- skill_split_atoi(split[7],skill_db[i].fixed_cast);
+ skill_split_atoi(split[7],skill_db[idx].fixed_cast);
#endif
return true;
}
static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
{// Skill id,Cast,Delay (optional)
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[i].castnodex);
+ skill_split_atoi(split[1],skill_db[idx].castnodex);
if( split[2] ) // optional column
- skill_split_atoi(split[2],skill_db[i].delaynodex);
+ skill_split_atoi(split[2],skill_db[idx].delaynodex);
return true;
}
static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
-{// SkillID,Flag
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
+{// skill_id,Flag
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_db[i].nocast |= atoi(split[1]);
+ skill_db[idx].nocast |= atoi(split[1]);
return true;
}
static bool skill_parse_row_unitdb(char* split[], int columns, int current)
{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
- int i = atoi(split[0]);
- i = skill_get_index(i);
- if( !i ) // invalid skill id
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx ) // invalid skill id
return false;
- skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
- skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
- skill_split_atoi(split[3],skill_db[i].unit_layout_type);
- skill_split_atoi(split[4],skill_db[i].unit_range);
- skill_db[i].unit_interval = atoi(split[5]);
+ skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
+ skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
+ skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
+ skill_split_atoi(split[4],skill_db[idx].unit_range);
+ skill_db[idx].unit_interval = atoi(split[5]);
- if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
- else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
- else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
- else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
- else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
- else skill_db[i].unit_target = strtol(split[6],NULL,16);
+ if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
+ else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
+ else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
+ else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
+ else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
+ else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
+ else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
+ else skill_db[idx].unit_target = strtol(split[6],NULL,16);
- skill_db[i].unit_flag = strtol(split[7],NULL,16);
+ skill_db[idx].unit_flag = strtol(split[7],NULL,16);
- if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- skill_db[i].unit_target = BCT_NOENEMY;
+ if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ skill_db[idx].unit_target = BCT_NOENEMY;
//By default, target just characters.
- skill_db[i].unit_target |= BL_CHAR;
- if (skill_db[i].unit_flag&UF_NOPC)
- skill_db[i].unit_target &= ~BL_PC;
- if (skill_db[i].unit_flag&UF_NOMOB)
- skill_db[i].unit_target &= ~BL_MOB;
- if (skill_db[i].unit_flag&UF_SKILL)
- skill_db[i].unit_target |= BL_SKILL;
+ skill_db[idx].unit_target |= BL_CHAR;
+ if (skill_db[idx].unit_flag&UF_NOPC)
+ skill_db[idx].unit_target &= ~BL_PC;
+ if (skill_db[idx].unit_flag&UF_NOMOB)
+ skill_db[idx].unit_target &= ~BL_MOB;
+ if (skill_db[idx].unit_flag&UF_SKILL)
+ skill_db[idx].unit_target |= BL_SKILL;
return true;
}
static bool skill_parse_row_producedb(char* split[], int columns, int current)
-{// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
+{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
int x,y;
int i = atoi(split[0]);
@@ -17745,21 +17748,21 @@ static bool skill_parse_row_createarrowdb(char* split[], int columns, int curren
return true;
}
static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
-{// SkillID,PreservePoints
+{// skill_id,PreservePoints
- int skillid = atoi(split[0]),
- points = atoi(split[1]),
- nameid = atoi(split[2]);
+ uint16 skill_id = atoi(split[0]);
+ int points = atoi(split[1]);
+ int nameid = atoi(split[2]);
- if( !skill_get_index(skillid) || !skill_get_max(skillid) )
- ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
- if ( !skill_get_inf(skillid) )
- ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
+ if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
+ ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
+ if ( !skill_get_inf(skill_id) )
+ ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
if( points < 1 )
- ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
+ ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
else
{
- skill_spellbook_db[current].skillid = skillid;
+ skill_spellbook_db[current].skill_id = skill_id;
skill_spellbook_db[current].point = points;
skill_spellbook_db[current].nameid = nameid;
@@ -17769,78 +17772,77 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
return false;
}
static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
-{// SkillID
- int i = atoi(split[0]);
+{// SkillID,Rate
+ uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
- if( !skill_get_index(i) || !skill_get_max(i) ) {
- ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
+ if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
+ ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
return false;
}
- if ( !skill_get_inf(i) ) {
- ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
+ if ( !skill_get_inf(skill_id) ) {
+ ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
return false;
}
if( j < 1 ) {
- ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
+ ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
return false;
}
if( current >= MAX_SKILL_IMPROVISE_DB ) {
ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
}
- skill_improvise_db[current].skillid = i;
+ skill_improvise_db[current].skill_id = skill_id;
skill_improvise_db[current].per = j; // Still need confirm it.
return true;
}
static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
-{
- int i = atoi(split[0]);
+{// SkillID
+ uint16 skill_id = atoi(split[0]);
- if( !skill_get_index(i) || !skill_get_max(i) )
+ if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
{
- ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
+ ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
return false;
}
- if ( !skill_get_inf(i) )
+ if ( !skill_get_inf(skill_id) )
{
- ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
+ ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
return false;
}
- skill_magicmushroom_db[current].skillid = i;
+ skill_magicmushroom_db[current].skill_id = skill_id;
return true;
}
static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
- int skillid = atoi(split[0]);
-
- skillid = skill_get_index(skillid);
- if( !skillid )
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill_get_index(skill_id);
+ if( !idx )
return false;
- skill_reproduce_db[skillid] = true;
+ skill_reproduce_db[idx] = true;
return true;
}
static bool skill_parse_row_abradb(char* split[], int columns, int current)
-{// SkillID,DummyName,RequiredHocusPocusLevel,Rate
- int i = atoi(split[0]);
- if( !skill_get_index(i) || !skill_get_max(i) )
+{// skill_id,DummyName,RequiredHocusPocusLevel,Rate
+ uint16 skill_id = atoi(split[0]);
+ if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
{
- ShowError("abra_db: Invalid skill ID %d\n", i);
+ ShowError("abra_db: Invalid skill ID %d\n", skill_id);
return false;
}
- if ( !skill_get_inf(i) )
+ if ( !skill_get_inf(skill_id) )
{
- ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
+ ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
return false;
}
- skill_abra_db[current].skillid = i;
+ skill_abra_db[current].skill_id = skill_id;
skill_abra_db[current].req_lv = atoi(split[2]);
skill_abra_db[current].per = atoi(split[3]);
@@ -17848,19 +17850,19 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current)
}
static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
-{// SkillID
- int i = atoi(split[0]);
+{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
+ uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
int x,y;
for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
- if( skill_produce_db[x].nameid == i )
+ if( skill_produce_db[x].nameid == skill_id )
if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
break;
}
if( x >= MAX_SKILL_PRODUCE_DB ){
- ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
+ ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
return false;
}
@@ -17868,7 +17870,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur
ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
}
- skill_changematerial_db[current].itemid = i;
+ skill_changematerial_db[current].itemid = skill_id;
skill_changematerial_db[current].rate = j;
for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
diff --git a/src/map/skill.h b/src/map/skill.h
index 7d7e2956e..afef8b5a2 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -132,7 +132,7 @@ struct skill_timerskill {
int target_id;
int map;
short x,y;
- short skill_id,skill_lv;
+ uint16 skill_id,skill_lv;
int type; // a BF_ type (NOTE: some places use this as general-purpose storage...)
int flag;
};
@@ -149,7 +149,7 @@ struct skill_unit_group {
unsigned int tick;
int limit,interval;
- short skill_id,skill_lv;
+ uint16 skill_id,skill_lv;
int val1,val2,val3;
char *valstr;
int unit_id;
@@ -217,7 +217,7 @@ extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
// Abracadabra database
struct s_skill_abra_db {
- int skillid;
+ uint16 skill_id;
int req_lv;
int per;
};
@@ -231,70 +231,70 @@ 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(int id); //[Skotlex]
+int skill_get_casttype(uint16 skill_id); //[Skotlex]
// Accessor to the skills database
//
-int skill_get_index( int id );
-int skill_get_type( int id );
-int skill_get_hit( int id );
-int skill_get_inf( int id );
-int skill_get_ele( int id , int lv );
-int skill_get_nk( int id );
-int skill_get_max( int id );
-int skill_get_range( int id , int lv );
-int skill_get_range2(struct block_list *bl, int id, int lv);
-int skill_get_splash( int id , int lv );
-int skill_get_hp( int id ,int lv );
-int skill_get_mhp( int id ,int lv );
-int skill_get_sp( int id ,int lv );
-int skill_get_state(int id);
-int skill_get_zeny( int id ,int lv );
-int skill_get_num( int id ,int lv );
-int skill_get_cast( int id ,int lv );
-int skill_get_delay( int id ,int lv );
-int skill_get_walkdelay( int id ,int lv );
-int skill_get_time( int id ,int lv );
-int skill_get_time2( int id ,int lv );
-int skill_get_castnodex( int id ,int lv );
-int skill_get_castdef( int id );
-int skill_get_weapontype( int id );
-int skill_get_ammotype( int id );
-int skill_get_ammo_qty( int id, int lv );
-int skill_get_nocast( int id );
-int skill_get_unit_id(int id,int flag);
-int skill_get_inf2( int id );
-int skill_get_castcancel( int id );
-int skill_get_maxcount( int id ,int lv );
-int skill_get_blewcount( int id ,int lv );
-int skill_get_unit_flag( int id );
-int skill_get_unit_target( int id );
-int skill_tree_get_max( int id, int b_class ); // Celest
-const char* skill_get_name( int id ); // [Skotlex]
-const char* skill_get_desc( int id ); // [Skotlex]
+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,short skill_num, const char *map);
+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,int skill_id,int skill_lv,int type,int flag);
+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,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick);
-int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
-int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag);
+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, short skillid, short skilllv, short x, short y, int flag);
+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, short skillid, short skilllv, int unit_id, int limit, int interval);
+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);
@@ -303,12 +303,12 @@ void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsig
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage,unsigned int tick);
-int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
+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, int skill_id, int skill_lv);
+int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
#endif
-int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);
+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, short skill, short lv);
@@ -316,12 +316,12 @@ int skill_check_condition_castend(struct map_session_data *sd, short skill, shor
int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);
-int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag);
+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(int skillid,int m,int x,int y,int unit_id);
+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, int m,int dx,int dy);
+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 );
@@ -332,40 +332,40 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag
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, int skillid, int skilllv, unsigned int tick, int flag);
+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,int skillid);
+int skill_autospell(struct map_session_data *md,uint16 skill_id);
-int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal);
+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(int skillid, struct map_session_data *sd);
-int skillnotok_hom(int skillid, struct homun_data *hd);
-int skillnotok_mercenary(int skillid, struct mercenary_data *md);
+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, int skill_id, int nameid, int slot1, int slot2, int slot3, 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,int skillid,int skilllv,unsigned int tick,int flag );
-int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
-int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag);
+int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,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*, int, int, bool);
-int skill_blockhomun_start (struct homun_data*,int,int);
-int skill_blockmerc_start (struct mercenary_data*,int,int);
+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, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false )
+#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) ( \
@@ -373,7 +373,7 @@ int skill_blockmerc_start (struct mercenary_data*,int,int);
((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,int skillid,int skilllv,unsigned int tick,int flag );
+int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
void skill_reload(void);
@@ -1802,7 +1802,7 @@ enum {
/**
* Skill Unit Save
**/
-void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv);
+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
@@ -1819,13 +1819,13 @@ enum wl_spheres {
WLS_STONE,
};
int skill_spellbook (struct map_session_data *sd, int nameid);
-int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
+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 {
- int skillid;
+ uint16 skill_id;
};
extern struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
/**
@@ -1854,10 +1854,10 @@ enum gx_poison {
/**
* Auto Shadow Spell (Shadow Chaser)
**/
-int skill_select_menu(struct map_session_data *sd,int skill_id);
+int skill_select_menu(struct map_session_data *sd,uint16 skill_id);
-int skill_elementalanalysis(struct map_session_data *sd, int n, int type, unsigned short *item_list); // Sorcerer Four Elemental Analisys.
+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(int skill_id, int skill_lv);
+int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv);
#endif /* _SKILL_H_ */
diff --git a/src/map/status.c b/src/map/status.c
index adad3f98e..ee5dbb7aa 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -92,12 +92,12 @@ static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
**/
sc_type status_skill2sc(int skill)
{
- int sk = skill_get_index(skill);
- if( sk == 0 ) {
+ int idx = skill_get_index(skill);
+ if( idx == 0 ) {
ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
return SC_NONE;
}
- return SkillStatusChangeTable[sk];
+ return SkillStatusChangeTable[idx];
}
/**
@@ -150,11 +150,11 @@ int status_type2relevant_bl_types(int type)
// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
-static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
+static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
{
- int sk = skill_get_index(skill);
- if( sk == 0 ) {
- ShowError("set_sc: Unsupported skill id %d\n", skill);
+ uint16 idx = skill_get_index(skill_id);
+ if( idx == 0 ) {
+ ShowError("set_sc: Unsupported skill id %d\n", skill_id);
return;
}
if( sc < 0 || sc >= SC_MAX ) {
@@ -163,13 +163,13 @@ static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
}
if( StatusSkillChangeTable[sc] == 0 )
- StatusSkillChangeTable[sc] = skill;
+ StatusSkillChangeTable[sc] = skill_id;
if( StatusIconChangeTable[sc] == SI_BLANK )
StatusIconChangeTable[sc] = icon;
StatusChangeFlagTable[sc] |= flag;
- if( SkillStatusChangeTable[sk] == SC_NONE )
- SkillStatusChangeTable[sk] = sc;
+ if( SkillStatusChangeTable[idx] == SC_NONE )
+ SkillStatusChangeTable[idx] = sc;
}
void initChangeTables(void) {
@@ -1533,7 +1533,7 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
*------------------------------------------*/
-int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
+int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
{
struct status_data *status;
struct status_change *sc=NULL, *tsc;
@@ -1544,7 +1544,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (src && src->type != BL_PC && status_isdead(src))
return 0;
- if (!skill_num) { //Normal attack checks.
+ if (!skill_id) { //Normal attack checks.
if (!(status->mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
//Dead state is not checked for skills as some skills can be used
@@ -1555,7 +1555,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
return 0;
}
- switch( skill_num ) {
+ switch( skill_id ) {
case PA_PRESSURE:
if( flag && target ) {
//Gloria Avoids pretty much everything....
@@ -1572,7 +1572,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
//Should fail when used on top of Land Protector [Skotlex]
if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(status->mode&MD_BOSS)
- && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
+ && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
return 0;
break;
default:
@@ -1583,17 +1583,17 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if( sc && sc->count ) {
- if (skill_num != RK_REFRESH && sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
+ if (skill_id != RK_REFRESH && sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
if (flag != 1) //Can't cast, casted stuff can't damage.
return 0;
- if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
+ if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
return 0; //Targetted spells can't come off.
}
if (
- (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
+ (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER] && !flag)
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
+ || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
)
return 0;
@@ -1608,26 +1608,26 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (sc->data[SC_BLADESTOP]) {
switch (sc->data[SC_BLADESTOP]->val1)
{
- case 5: if (skill_num == MO_EXTREMITYFIST) break;
- case 4: if (skill_num == MO_CHAINCOMBO) break;
- case 3: if (skill_num == MO_INVESTIGATE) break;
- case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
+ case 5: if (skill_id == MO_EXTREMITYFIST) break;
+ case 4: if (skill_id == MO_CHAINCOMBO) break;
+ case 3: if (skill_id == MO_INVESTIGATE) break;
+ case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
default: return 0;
}
}
if (sc->data[SC_DANCING] && flag!=2) {
- if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
+ if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
{ // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
return 0;
} else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
- if (skill_num == BD_ENCORE ||
- skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+ if (skill_id == BD_ENCORE ||
+ skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
)
return 0;
} else {
- switch (skill_num) {
+ switch (skill_id) {
case BD_ADAPTATION:
case CG_LONGINGFREEDOM:
case BA_MUSICALSTRIKE:
@@ -1637,33 +1637,33 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
return 0;
}
}
- if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
+ if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
- if (skill_num && //Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
+ if (skill_id && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
) { //Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->cant.cast ||
- (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
- (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
- (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_num)) ||
- (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_num))
+ (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
+ (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
+ (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
+ (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
))
return 0;
//Skill blocking.
if (
- (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
- (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
+ (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
+ (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
)
return 0;
if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
- switch(skill_num) {//##TODO## make this a flag in skill_db?
+ switch(skill_id) {//##TODO## make this a flag in skill_db?
// Skills that can be used even under Man Hole effects.
case SC_SHADOWFORM:
case SC_STRIPACCESSARY:
@@ -1679,7 +1679,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (sc && sc->option)
{
if (sc->option&OPTION_HIDE)
- switch (skill_num) { //Usable skills while hiding.
+ switch (skill_id) { //Usable skills while hiding.
case TF_HIDING:
case AS_GRIMTOOTH:
case RG_BACKSTAP:
@@ -1690,10 +1690,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
break;
default:
//Non players can use all skills while hidden.
- if (!skill_num || src->type == BL_PC)
+ if (!skill_id || src->type == BL_PC)
return 0;
}
- if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
+ if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
return 0;
if(sc->option&OPTION_MOUNTING)
return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
@@ -1706,14 +1706,14 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if(tsc && tsc->count) {
/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
- if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_num && !(skill_num&(SA_SPELLBREAKER|SL_SKE)) )
+ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
return 0;
- if(!skill_num && tsc->data[SC_TRICKDEAD])
+ if(!skill_id && tsc->data[SC_TRICKDEAD])
return 0;
- if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
+ if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
&& tsc->data[SC_FREEZE])
return 0;
- if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
+ if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return 0;
}
@@ -1721,7 +1721,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
//You cannot hide from ground skills.
- if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
+ if( skill_get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
hide_flag &= ~OPTION_HIDE;
switch( target->type ) {
@@ -1735,7 +1735,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
((sd->special_state.perfect_hiding || !is_detect) ||
(tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
return 0;
- if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_num )
+ if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
return 0;
if( tsc->data[SC_STEALTHFIELD] && !is_boss )
return 0;
@@ -1749,11 +1749,11 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
case BL_HOM:
case BL_MER:
case BL_ELEM:
- if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
+ if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
return 0; // Can't use support skills on Homunculus (only Master/Self)
- if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
+ if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
return 0; // Can't use Weapon endow skills on Mercenary (only Master)
- if( skill_num == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
+ if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
return 0; // Can't use Potion Pitcher on Mercenaries
default:
//Check for chase-walk/hiding/cloaking opponents.
@@ -2038,12 +2038,12 @@ int status_calc_mob_(struct mob_data* md, bool first)
md->special_state.ai = 0;
if (ud)
{ // different levels of HP according to skill level
- if (ud->skillid == AM_SPHEREMINE) {
- status->max_hp = 2000 + 400*ud->skilllv;
- } else if(ud->skillid == KO_ZANZOU){
- status->max_hp = 3000 + 3000 * ud->skilllv;
+ if (ud->skill_id == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skill_lv;
+ } else if(ud->skill_id == KO_ZANZOU){
+ status->max_hp = 3000 + 3000 * ud->skill_lv;
} else { //AM_CANNIBALIZE
- status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
+ status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
status->hp = status->max_hp;
@@ -3229,16 +3229,16 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) {
int status_calc_npc_(struct npc_data *nd, bool first) {
struct status_data *status = &nd->status;
-
+
if (!nd)
return 0;
-
+
if (first) {
status->hp = 1;
status->sp = 1;
status->max_hp = 1;
status->max_sp = 1;
-
+
status->def_ele = ELE_NEUTRAL;
status->ele_lv = 1;
status->race = RC_DEMIHUMAN;
@@ -3254,7 +3254,7 @@ int status_calc_npc_(struct npc_data *nd, bool first) {
status->int_= nd->stat_point;
status->dex = nd->stat_point;
status->luk = nd->stat_point;
-
+
status_calc_misc(&nd->bl, status, nd->level);
status_cpy(&nd->status, status);
@@ -3309,8 +3309,8 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct
if( sd && sd->hprecov_rate != 100 )
val = val*sd->hprecov_rate/100;
- reg_flag = bl->type == BL_PC ? 0 : 1;
-
+ reg_flag = bl->type == BL_PC ? 0 : 1;
+
regen->hp = cap_value(val, reg_flag, SHRT_MAX);
val = 1 + (status->int_/6) + (status->max_sp/100);
@@ -3567,7 +3567,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
flag|=SCB_FLEE
#ifdef RENEWAL
|SCB_DEF2
-#endif
+#endif
;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD|SCB_DSPD;
@@ -3696,7 +3696,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
)
status->def2 = status_calc_def2(bl, sc, b_status->def2);
else
- status->def2 = status_calc_def2(bl, sc, b_status->def2
+ status->def2 = status_calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
+ (int)( ((float)status->vit/2 + (float)b_status->vit/2) + ((float)status->agi/5 + (float)b_status->agi/5) )
#else
@@ -3721,7 +3721,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
)
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
else
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
+ status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
#ifdef RENEWAL
+ (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 + (float)b_status->vit/5) )
#else
@@ -4352,7 +4352,7 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
int_ -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val2;
-
+
if(sc->data[SC_STRIPHELM])
int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
if(sc->data[SC__STRIPACCESSORY])
@@ -4806,7 +4806,7 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change
if( sc->data[SC_SPEARQUICKEN] )
flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
#endif
-
+
if(sc->data[SC_INCFLEERATE])
flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
@@ -5090,10 +5090,10 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
if( sc == NULL )
return cap_value(speed,10,USHRT_MAX);
- if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) )
+ if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
{
- if( sd->ud.skillid == LG_EXEEDBREAK )
- speed_rate = 100 + 60 - (sd->ud.skilllv * 10);
+ if( sd->ud.skill_id == LG_EXEEDBREAK )
+ speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
else
speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
}
@@ -5834,7 +5834,7 @@ defType status_get_def(struct block_list *bl) {
int def = status?status->def:0;
ud = unit_bl2ud(bl);
if (ud && ud->skilltimer != INVALID_TIMER)
- def -= def * skill_get_castdef(ud->skillid)/100;
+ def -= def * skill_get_castdef(ud->skill_id)/100;
return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
@@ -7366,7 +7366,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_DANCING:
//val1 : Skill ID + LV
//val2 : Skill Group of the Dance.
- //val3 : Brings the skilllv (merged into val1 here)
+ //val3 : Brings the skill_lv (merged into val1 here)
//val4 : Partner
if (val1 == CG_MOONLIT)
clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
@@ -7734,7 +7734,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
break;
case SC_KAUPE:
switch (val1) {
@@ -7769,7 +7769,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
case SC_EARTHSCROLL:
- val2 = 11-val1; //Chance to consume: 11-skilllv%
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
break;
case SC_RUN:
val4 = gettick(); //Store time at which you started running.
@@ -8435,7 +8435,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = MG_FIREBOLT;
break;
case SC_AQUAPLAY_OPTION:
- val2 = 40;
+ val2 = 40;
val_flag |= 1|2|4;
break;
case SC_COOLER_OPTION:
@@ -8598,7 +8598,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_STYLE_CHANGE: //[Lighta] need real info
tick = -1;
if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
- else val2 = MH_MD_FIGHTING;
+ else val2 = MH_MD_FIGHTING;
break;
default:
if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
@@ -9476,7 +9476,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
break;
case SC_WHITEIMPRISON:
- {
+ {
struct block_list* src = map_id2bl(sce->val2);
if( tid == -1 || !src)
break; // Terminated by Damage
@@ -10188,24 +10188,24 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
if( !flag ) { // Random Skill Cast
if (sd && !pc_issit(sd)) { //can't cast if sit
- int mushroom_skillid = 0, i;
+ int mushroom_skill_id = 0, i;
unit_stop_attack(bl);
unit_skillcastcancel(bl,1);
do {
i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
- mushroom_skillid = skill_magicmushroom_db[i].skillid;
+ mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
}
- while( mushroom_skillid == 0 );
+ while( mushroom_skill_id == 0 );
- switch( skill_get_casttype(mushroom_skillid) ) { // Magic Mushroom skills are buffs or area damage
+ switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
case CAST_GROUND:
- skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
+ skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
+ skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
+ skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
break;
}
}
@@ -10356,7 +10356,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
case SC__INVISIBILITY:
if( --(sce->val4) >= 0 )
{
- if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
+ if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
break;
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
return 0;
diff --git a/src/map/status.h b/src/map/status.h
index 9e162faeb..c1975805d 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -1800,7 +1800,7 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
-int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
+int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
int status_change_spread( struct block_list *src, struct block_list *bl );
diff --git a/src/map/unit.c b/src/map/unit.c
index 1e24f1b7e..f8e887dc6 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -77,7 +77,7 @@ int unit_walktoxy_sub(struct block_list *bl)
if (ud->target_to && ud->chaserange>1) {
//Generally speaking, the walk path is already to an adjacent tile
//so we only need to shorten the path if the range is greater than 1.
- int dir;
+ uint8 dir;
//Trim the last part of the path to account for range,
//but always move at least one cell when requested to move.
for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
@@ -212,7 +212,7 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
!(ud->walk_count%WALK_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
{
- if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER))
+ if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER))
{ //Skill used, abort walking
clif_fixpos(bl); //Fix position as walk has been cancelled.
return 0;
@@ -585,7 +585,7 @@ int unit_wugdash(struct block_list *bl, struct map_session_data *sd) {
//Makes bl attempt to run dist cells away from target. Uses hard-paths.
int unit_escape(struct block_list *bl, struct block_list *target, short dist)
{
- int dir = map_calc_dir(target, bl->x, bl->y);
+ uint8 dir = map_calc_dir(target, bl->x, bl->y);
while( dist > 0 && map_getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) )
dist--;
return ( dist > 0 && unit_walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) );
@@ -864,14 +864,14 @@ int unit_stop_walking(struct block_list *bl,int type)
return 1;
}
-int unit_skilluse_id(struct block_list *src, int target_id, short skill_num, short skill_lv)
+int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv)
{
- if(skill_num < 0) return 0;
+ if(skill_id < 0) return 0;
return unit_skilluse_id2(
- src, target_id, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
+ src, target_id, skill_id, skill_lv,
+ skill_castfix(src, skill_id, skill_lv),
+ skill_get_castcancel(skill_id)
);
}
@@ -900,7 +900,7 @@ int unit_can_move(struct block_list *bl)
if (!ud)
return 0;
- if (ud->skilltimer != INVALID_TIMER && ud->skillid != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skillid)&INF2_GUILD_SKILL))
+ if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skill_id)&INF2_GUILD_SKILL))
return 0; // prevent moving while casting
if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
@@ -949,11 +949,11 @@ int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data)
TBL_PC * sd = map_id2sd(id);
if(sd && pc_isridingwug(sd))
- clif_skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skilllv,
- sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skilllv,unit_getdir(ud->bl),0,0,1));
+ clif_skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
+ sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1));
else
- clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skilllv,
- sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skilllv,unit_getdir(ud->bl),0,0,0));
+ clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
+ sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0));
if (sd) clif_walkok(sd);
@@ -1009,7 +1009,7 @@ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int
return 1;
}
-int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, short skill_lv, int casttime, int castcancel)
+int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
{
struct unit_data *ud;
struct status_data *tstatus;
@@ -1032,20 +1032,20 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
sc = NULL; //Unneeded
//temp: used to signal combo-skills right now.
- if (sc && sc->data[SC_COMBO] && (sc->data[SC_COMBO]->val1 == skill_num ||
- (sd?skill_check_condition_castbegin(sd,skill_num,skill_lv):0) )) {
+ if (sc && sc->data[SC_COMBO] && (sc->data[SC_COMBO]->val1 == skill_id ||
+ (sd?skill_check_condition_castbegin(sd,skill_id,skill_lv):0) )) {
if (sc->data[SC_COMBO]->val2)
target_id = sc->data[SC_COMBO]->val2;
else
target_id = ud->target;
- if( skill_get_inf(skill_num)&INF_SELF_SKILL && skill_get_nk(skill_num)&NK_NO_DAMAGE )// exploit fix
+ if( skill_get_inf(skill_id)&INF_SELF_SKILL && skill_get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix
target_id = src->id;
temp = 1;
} else
if ( target_id == src->id &&
- skill_get_inf(skill_num)&INF_SELF_SKILL &&
- skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF )
+ skill_get_inf(skill_id)&INF_SELF_SKILL &&
+ skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF )
{
target_id = ud->target; //Auto-select target. [Skotlex]
temp = 1;
@@ -1053,10 +1053,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
if (sd) {
//Target_id checking.
- if(skillnotok(skill_num, sd)) // [MouseJstr]
+ if(skillnotok(skill_id, sd)) // [MouseJstr]
return 0;
- switch(skill_num)
+ switch(skill_id)
{ //Check for skills that auto-select target
case MO_CHAINCOMBO:
if (sc && sc->data[SC_BLADESTOP]){
@@ -1070,7 +1070,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
return 0;
target = (struct block_list*)map_charid2sd(sd->status.partner_id);
if (!target) {
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -1079,7 +1079,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
target_id = target->id;
}
if (src->type==BL_HOM)
- switch(skill_num)
+ switch(skill_id)
{ //Homun-auto-target skills.
case HLIF_HEAL:
case HLIF_AVOID:
@@ -1100,32 +1100,32 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
return 0;
//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
- if(ud->skilltimer != INVALID_TIMER && skill_num != SA_CASTCANCEL && skill_num != SO_SPELLFIST)
+ if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST)
return 0;
- if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
+ if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id)
return 0;
- if(!status_check_skilluse(src, target, skill_num, 0))
+ if(!status_check_skilluse(src, target, skill_id, 0))
return 0;
tstatus = status_get_status_data(target);
// Record the status of the previous skill)
if(sd) {
- switch(skill_num){
+ switch(skill_id){
case SA_CASTCANCEL:
- if(ud->skillid != skill_num){
- sd->skillid_old = ud->skillid;
- sd->skilllv_old = ud->skilllv;
+ if(ud->skill_id != skill_id){
+ sd->skill_id_old = ud->skill_id;
+ sd->skill_lv_old = ud->skill_lv;
}
break;
case BD_ENCORE:
//Prevent using the dance skill if you no longer have the skill in your tree.
- if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ if(!sd->skill_id_dance || pc_checkskill(sd,sd->skill_id_dance)<=0){
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
- sd->skillid_old = skill_num;
+ sd->skill_id_old = skill_id;
break;
case BD_LULLABY:
case BD_RICHMANKIM:
@@ -1136,31 +1136,31 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
case BD_INTOABYSS:
case BD_SIEGFRIED:
case CG_MOONLIT:
- if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
+ if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1)
{
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case WL_WHITEIMPRISON:
if( battle_check_target(src,target,BCT_SELF|BCT_ENEMY) < 0 ) {
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_TOTARGET,0);
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
return 0;
}
break;
case MG_FIREBOLT:
case MG_LIGHTNINGBOLT:
case MG_COLDBOLT:
- sd->skillid_old = skill_num;
- sd->skilllv_old = skill_lv;
+ sd->skill_id_old = skill_id;
+ sd->skill_lv_old = skill_lv;
break;
}
- if (!skill_check_condition_castbegin(sd, skill_num, skill_lv))
+ if (!skill_check_condition_castbegin(sd, skill_id, skill_lv))
return 0;
}
if( src->type == BL_MOB )
- switch( skill_num )
+ switch( skill_id )
{
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
@@ -1172,13 +1172,13 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
//Check range when not using skill on yourself or is a combo-skill during attack
//(these are supposed to always have the same range as your attack)
if( src->id != target_id && (!temp || ud->attacktimer == INVALID_TIMER) ) {
- if( skill_get_state(ud->skillid) == ST_MOVE_ENABLE ) {
- if( !unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv) + 1, 1, NULL, NULL) )
+ if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
+ if( !unit_can_reach_bl(src, target, skill_get_range2(src, skill_id,skill_lv) + 1, 1, NULL, NULL) )
return 0; // Walk-path check failed.
- } else if( src->type == BL_MER && skill_num == MA_REMOVETRAP ) {
- if( !battle_check_range(battle_get_master(src), target, skill_get_range2(src, skill_num, skill_lv) + 1) )
+ } else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) {
+ if( !battle_check_range(battle_get_master(src), target, skill_get_range2(src, skill_id, skill_lv) + 1) )
return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O
- } else if( !battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv) + (skill_num == RG_CLOSECONFINE?0:2)) ) {
+ } else if( !battle_check_range(src, target, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:2)) ) {
return 0; // Arrow-path check failed.
}
}
@@ -1193,7 +1193,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
//temp: Used to signal force cast now.
temp = 0;
- switch(skill_num){
+ switch(skill_id){
case ALL_RESURRECTION:
if(battle_check_undead(tstatus->race,tstatus->def_ele)) {
temp = 1;
@@ -1260,9 +1260,9 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ){
sd = BL_CAST(BL_PC, battle_get_master(src));
- if( sd && sd->skillid_old == SO_EL_ACTION ){
+ if( sd && sd->skill_id_old == SO_EL_ACTION ){
casttime = -1;
- sd->skillid_old = 0;
+ sd->skill_id_old = 0;
}
}
break;
@@ -1270,10 +1270,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
- if (!(skill_get_castnodex(skill_num, skill_lv)&2))
+ if (!(skill_get_castnodex(skill_id, skill_lv)&2))
casttime = skill_castfix_sc(src, casttime);
#else
- casttime = skill_vfcastfix(src, casttime, skill_num, skill_lv);
+ casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv);
#endif
if (src->type == BL_NPC) { // NPC-objects do not have cast time
@@ -1283,7 +1283,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
unit_stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829
// in official this is triggered even if no cast time.
- clif_skillcasting(src, src->id, target_id, 0,0, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
+ clif_skillcasting(src, src->id, target_id, 0,0, skill_id, skill_get_ele(skill_id, skill_lv), casttime);
if( casttime > 0 || temp )
{
if (sd && target->type == BL_MOB)
@@ -1318,11 +1318,11 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
if( casttime <= 0 )
ud->state.skillcastcancel = 0;
- if( !sd || sd->skillitem != skill_num || skill_get_cast(skill_num,skill_lv) )
+ if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) )
ud->canact_tick = tick + casttime + 100;
if( sd )
{
- switch( skill_num )
+ switch( skill_id )
{
case CG_ARROWVULCAN:
sd->canequip_tick = tick + casttime;
@@ -1332,17 +1332,17 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
ud->skilltarget = target_id;
ud->skillx = 0;
ud->skilly = 0;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
+ ud->skill_id = skill_id;
+ ud->skill_lv = skill_lv;
if( sc ) {
/**
* why the if else chain: these 3 status do not stack, so its efficient that way.
**/
- if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_num != AS_CLOAKING ) {
+ if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
if (!src->prev) return 0; //Warped away!
- } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_num != GC_CLOAKINGEXCEED ) {
+ } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
if (!src->prev) return 0;
}
@@ -1352,7 +1352,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
if( casttime > 0 )
{
ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
- if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_num == LG_EXEEDBREAK) )
+ if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
status_calc_bl(&sd->bl, SCB_SPEED);
}
else
@@ -1361,18 +1361,18 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
return 1;
}
-int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv)
+int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv)
{
- if(skill_num < 0)
+ if(skill_id < 0)
return 0;
return unit_skilluse_pos2(
- src, skill_x, skill_y, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
+ src, skill_x, skill_y, skill_id, skill_lv,
+ skill_castfix(src, skill_id, skill_lv),
+ skill_get_castcancel(skill_id)
);
}
-int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv, int casttime, int castcancel)
+int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
{
struct map_session_data *sd = NULL;
struct unit_data *ud = NULL;
@@ -1398,24 +1398,24 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
if( sd )
{
- if( skillnotok(skill_num, sd) || !skill_check_condition_castbegin(sd, skill_num, skill_lv) )
+ if( skillnotok(skill_id, sd) || !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
return 0;
/**
* "WHY IS IT HEREE": pneuma cannot be cancelled past this point, the client displays the animation even,
* if we cancel it from nodamage_id, so it has to be here for it to not display the animation.
**/
- if( skill_num == AL_PNEUMA && map_getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) {
- clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ if( skill_id == AL_PNEUMA && map_getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) {
+ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
- if (!status_check_skilluse(src, NULL, skill_num, 0))
+ if (!status_check_skilluse(src, NULL, skill_id, 0))
return 0;
if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
{// can't cast ground targeted spells on wall cells
- if (sd) clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -1425,22 +1425,22 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
bl.x = skill_x;
bl.y = skill_y;
- if( skill_get_state(ud->skillid) == ST_MOVE_ENABLE )
+ if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE )
{
- if( !unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv) + 1, 1, NULL, NULL) )
+ if( !unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_id,skill_lv) + 1, 1, NULL, NULL) )
return 0; //Walk-path check failed.
}
- else if( !battle_check_range(src, &bl, skill_get_range2(src, skill_num,skill_lv) + 1) )
+ else if( !battle_check_range(src, &bl, skill_get_range2(src, skill_id,skill_lv) + 1) )
return 0; //Arrow-path check failed.
unit_stop_attack(src);
// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
- if (!(skill_get_castnodex(skill_num, skill_lv)&2))
+ if (!(skill_get_castnodex(skill_id, skill_lv)&2))
casttime = skill_castfix_sc(src, casttime);
#else
- casttime = skill_vfcastfix(src, casttime, skill_num, skill_lv );
+ casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv );
#endif
if (src->type == BL_NPC) { // NPC-objects do not have cast time
@@ -1448,18 +1448,18 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
}
ud->state.skillcastcancel = castcancel&&casttime>0?1:0;
- if( !sd || sd->skillitem != skill_num || skill_get_cast(skill_num,skill_lv) )
+ if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) )
ud->canact_tick = tick + casttime + 100;
// if( sd )
// {
-// switch( skill_num )
+// switch( skill_id )
// {
// case ????:
// sd->canequip_tick = tick + casttime;
// }
// }
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
+ ud->skill_id = skill_id;
+ ud->skill_lv = skill_lv;
ud->skillx = skill_x;
ud->skilly = skill_y;
ud->skilltarget = 0;
@@ -1479,11 +1479,11 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
unit_stop_walking(src,1);
// in official this is triggered even if no cast time.
- clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
+ clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill_get_ele(skill_id, skill_lv), casttime);
if( casttime > 0 )
{
ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
- if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_num == LG_EXEEDBREAK)
+ if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK)
status_calc_bl(&sd->bl, SCB_SPEED);
}
else
@@ -1674,7 +1674,7 @@ bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range,
/*==========================================
* Calculates position of Pet/Mercenary/Homunculus/Elemental
*------------------------------------------*/
-int unit_calc_pos(struct block_list *bl, int tx, int ty, int dir)
+int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir)
{
int dx, dy, x, y, i, k;
struct unit_data *ud = unit_bl2ud(bl);
@@ -1900,16 +1900,16 @@ int unit_skillcastcancel(struct block_list *bl,int type)
ud->canact_tick = tick;
if(type&1 && sd)
- skill = sd->skillid_old;
+ skill = sd->skill_id_old;
else
- skill = ud->skillid;
+ skill = ud->skill_id;
if (skill_get_inf(skill) & INF_GROUND_SKILL)
ret=delete_timer( ud->skilltimer, skill_castend_pos );
else
ret=delete_timer( ud->skilltimer, skill_castend_id );
if(ret<0)
- ShowError("delete timer error : skillid : %d\n",ret);
+ ShowError("delete timer error : skill_id : %d\n",ret);
ud->skilltimer = INVALID_TIMER;
@@ -1926,7 +1926,7 @@ int unit_skillcastcancel(struct block_list *bl,int type)
}
}
- if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
+ if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx = -1;
clif_skillcastcancel(bl);
return 1;
diff --git a/src/map/unit.h b/src/map/unit.h
index 11f5fba0e..9d1c02a31 100644
--- a/src/map/unit.h
+++ b/src/map/unit.h
@@ -23,7 +23,7 @@ struct unit_data {
short attacktarget_lv;
short to_x,to_y;
short skillx,skilly;
- short skillid,skilllv;
+ uint16 skill_id,skill_lv;
int skilltarget;
int skilltimer;
int target;
@@ -75,10 +75,10 @@ struct view_data {
int unit_walktoxy( struct block_list *bl, short x, short y, int easy);
int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
int unit_run(struct block_list *bl);
-int unit_calc_pos(struct block_list *bl, int tx, int ty, int dir);
+int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir);
// 歩行停止
-// typeは以下の組み合わせ :
+// typeは以下の組み合わせ :
// 1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
// 2: ダメージディレイ有り
// 4: 不明(MOBのみ?)
@@ -105,12 +105,12 @@ int unit_attack(struct block_list *src,int target_id,int continuous);
int unit_cancel_combo(struct block_list *bl);
// スキル使用
-int unit_skilluse_id(struct block_list *src, int target_id, short skill_num, short skill_lv);
-int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv);
+int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv);
+int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv);
// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
-int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, short skill_lv, int casttime, int castcancel);
-int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv, int casttime, int castcancel);
+int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel);
+int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel);
// 詠唱キャンセル
int unit_skillcastcancel(struct block_list *bl,int type);