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Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c284
1 files changed, 140 insertions, 144 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 33fe10cb5..572534e14 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -233,9 +233,9 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
map_freeblock_lock();
status_fix_damage(src, target, dat->damage, dat->delay);
if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
- skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
+ skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
- skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+ skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
map_freeblock_unlock();
} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
/**
@@ -266,9 +266,9 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
map_freeblock_lock();
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
if( attack_type && !status_isdead(target) && additional_effects )
- skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
+ skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
- skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+ skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
map_freeblock_unlock();
return 0;
}
@@ -347,7 +347,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
int x,y;
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
- skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
+ skill->unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
}
@@ -777,7 +777,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
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 && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
(!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_id == WL_SOULEXPANSION )
@@ -797,12 +797,12 @@ 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);
+ struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
if (group) {
if(skill_id == MH_STEINWAND){
if (--group->val2<=0)
- skill_delunitgroup(group);
+ skill->del_unitgroup(group,ALC_MARK);
d->dmg_lv = ATK_BLOCK;
return 0;
}
@@ -814,11 +814,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if ( ( group->val2 - damage) > 0 ) {
group->val2 -= damage;
} else
- skill_delunitgroup(group);
+ skill->del_unitgroup(group,ALC_MARK);
return 0;
#else
if (--group->val2<=0)
- skill_delunitgroup(group);
+ skill->del_unitgroup(group,ALC_MARK);
d->dmg_lv = ATK_BLOCK;
return 0;
#endif
@@ -837,7 +837,7 @@ 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_id)&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);
@@ -851,7 +851,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
unit_set_walkdelay(bl, gettick(), delay, 1);
if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
- skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
+ skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
return 0;
}
@@ -859,7 +859,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
sce->val3 -= damage; // absorb damage
d->dmg_lv = ATK_BLOCK;
- sc_start(bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
+ sc_start(bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
if( sce->val3 <= 0 ) { // Shield Down
sce->val2--;
if( sce->val2 > 0 ) {
@@ -916,14 +916,14 @@ 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_id)&NK_NO_CARDFIX_ATK)) {
+ && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
- skill_additional_effect (src, bl, skill_id, 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_id, 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);
+ skill->blown(src,bl,sce->val3,-1,0);
}
//Both need to be consumed if they are active.
if (sce && --(sce->val2) <= 0)
@@ -1058,7 +1058,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage -= damage * sc->data[SC_PAIN_KILLER]->val3 / 100;
}
if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
- skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
+ skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
}
if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&BF_WEAPON && damage > 0 ) {
@@ -1066,12 +1066,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( src->type == BL_PC ) {
TBL_PC *ssd = BL_CAST(BL_PC, src);
if (ssd && ssd->status.weapon != W_BOW)
- skill_break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
+ skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
} else
- skill_break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
+ skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
// 30% chance to reduce monster's ATK by 25% for 10 seconds.
if( src->type == BL_MOB )
- sc_start(src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
+ sc_start(src, SC_STRIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
if( sce->val2 <= 0 )
status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
}
@@ -1132,7 +1132,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
status_heal(src, damage*sce->val4/100, 0, 3);
if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
- pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
+ pc_addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) hom_addspiritball(hd, 10); //add a sphere
@@ -1191,7 +1191,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
}
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));
+ 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);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
@@ -1235,7 +1235,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
if( sd ) {
if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
- short element = skill_get_ele(skill_id, skill_lv);
+ 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 )
@@ -1590,14 +1590,13 @@ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk
/*==========================================
* Consumes ammo for the given skill.
*------------------------------------------*/
-void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
-{
+void battle_consume_ammo(TBL_PC*sd, int skill_id, int lv) {
int qty=1;
if (!battle_config.arrow_decrement)
return;
if (skill) {
- qty = skill_get_ammo_qty(skill, lv);
+ qty = skill->get_ammo_qty(skill_id, lv);
if (!qty) qty = 1;
}
@@ -1619,7 +1618,7 @@ static int battle_range_type(
return BF_LONG;
}
//based on used skill's range
- if (skill_get_range2(src, skill_id, skill_lv) < 5)
+ if (skill->get_range2(src, skill_id, skill_lv) < 5)
return BF_SHORT;
return BF_LONG;
}
@@ -1661,7 +1660,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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;
+ short temp=0;
short s_ele, s_ele_, t_class;
int i, nk;
bool n_ele = false; // non-elemental
@@ -1710,16 +1709,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Initial Values
wd.type=0; //Normal attack
- 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.
+ 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_id,skill_lv);
+ wd.blewcount=skill->get_blewcount(skill_id,skill_lv);
wd.flag = BF_WEAPON; //Initial Flag
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_id);
+ 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;
@@ -1739,7 +1738,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Set miscellaneous data that needs be filled regardless of hit/miss
if(
(sd && sd->state.arrow_atk) ||
- (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
+ (!sd && ((skill_id && skill->get_ammotype(skill_id)) || sstatus->rhw.range>3))
)
flag.arrow = 1;
@@ -1812,7 +1811,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
t_class = status_get_class(target);
- s_ele = s_ele_ = skill_get_ele(skill_id, skill_lv);
+ 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;
@@ -1866,13 +1865,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
{ //Success chance is not added, the higher one is used [Skotlex]
if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
{
- wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
+ wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1);
wd.type = 0x08;
}
}
else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
{
- wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
+ wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv);
wd.type = 0x08;
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
@@ -2059,12 +2058,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sd ) {
// Weaponry Research hidden bonus
- if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- hitrate += hitrate * ( 2 * skill ) / 100;
+ if ((temp = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ hitrate += hitrate * ( 2 * temp ) / 100;
if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
- (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
- hitrate += 3 * skill;
+ (temp = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
+ hitrate += 3 * temp;
}
hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
@@ -2176,7 +2175,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(wflag>0)
wd.damage/= wflag;
else
- ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ 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)
@@ -2187,9 +2186,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(flag.cri && sd->bonus.crit_atk_rate)
ATK_ADDRATE(sd->bonus.crit_atk_rate);
- if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
+ if(sd->status.party_id && (temp=pc_checkskill(sd,TK_POWER)) > 0){
if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
- ATK_ADDRATE(2*skill*i);
+ ATK_ADDRATE(2*temp*i);
}
}
break;
@@ -2871,7 +2870,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
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_id,&lv,skill_get_splash(skill_id,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:
@@ -3237,13 +3236,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
vit_def = def2;
#endif
if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
- src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
- vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
- if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
+ src->type == BL_MOB && (temp=pc_checkskill(tsd,AL_DP)) > 0)
+ vit_def += temp*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
+ if( src->type == BL_MOB && (temp=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
- vit_def += skill*5;
+ vit_def += temp*5;
#ifdef RENEWAL
- if( skill == NJ_ISSEN ){//TODO: do better implementation if other skills(same func) are found [malufett]
+ if( temp == NJ_ISSEN ){//TODO: do better implementation if other skills(same func) are found [malufett]
vit_def += def1;
def1 = 0;
}
@@ -3342,10 +3341,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
skill_id != CR_GRANDCROSS)
{ //Add mastery damage
if(skill_id != ASC_BREAKER && sd->status.weapon == W_KATAR &&
- (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
+ (temp=pc_checkskill(sd,ASC_KATAR)) > 0)
{ //Adv Katar Mastery is does not applies to ASC_BREAKER,
// but other masteries DO apply >_>
- ATK_ADDRATE(10+ 2*skill);
+ ATK_ADDRATE(10+ 2*temp);
}
wd.damage = battle_addmastery(sd,target,wd.damage,0);
@@ -3355,25 +3354,24 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
else
ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
- if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
- {
+ if (i < MAX_PC_FEELHATE && (temp=pc_checkskill(sd,sg_info[i].anger_id))) {
skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
if (i == 2) skillratio += sstatus->str; //Star Anger
- if (skill<4)
- skillratio /= 12-3*skill;
+ if (temp<4)
+ skillratio /= 12-3*temp;
ATK_ADDRATE(skillratio);
}
- if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
- ATK_ADD(3*skill);
- if (skill_id == NJ_KUNAI)
+ if (skill_id == NJ_SYURIKEN && (temp = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
+ ATK_ADD(3*temp);
+ } else 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
else if(wd.div_ < 0) //Since the attack missed...
wd.div_ *= -1;
- if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
- ATK_ADD(skill*2);
+ if(sd && (temp=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
+ ATK_ADD(temp*2);
if(skill_id==TF_POISON)
ATK_ADD(15*skill_lv);
@@ -3472,22 +3470,22 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
flag.lh=0;
} else if(flag.rh && flag.lh) { //Dual-wield
if (wd.damage) {
- if( (skill = pc_checkskill(sd,AS_RIGHT)) )
- ATK_RATER(50 + (skill * 10))
- else if( (skill = pc_checkskill(sd,KO_RIGHT)) )
- ATK_RATER(70 + (skill * 10))
+ if( (temp = pc_checkskill(sd,AS_RIGHT)) )
+ ATK_RATER(50 + (temp * 10))
+ else if( (temp = pc_checkskill(sd,KO_RIGHT)) )
+ ATK_RATER(70 + (temp * 10))
if(wd.damage < 1) wd.damage = 1;
}
if (wd.damage2) {
- if( (skill = pc_checkskill(sd,AS_LEFT)) )
- ATK_RATEL(30 + (skill * 10))
- else if( (skill = pc_checkskill(sd,KO_LEFT)) )
- ATK_RATEL(50 + (skill * 10))
+ if( (temp = pc_checkskill(sd,AS_LEFT)) )
+ ATK_RATEL(30 + (temp * 10))
+ else if( (temp = pc_checkskill(sd,KO_LEFT)) )
+ ATK_RATEL(50 + (temp * 10))
if(wd.damage2 < 1) wd.damage2 = 1;
}
} 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 = wd.damage * (1 + (skill * 2))/100;
+ temp = pc_checkskill(sd,TF_DOUBLE);
+ wd.damage2 = wd.damage * (1 + (temp * 2))/100;
if(wd.damage && !wd.damage2) wd.damage2 = 1;
flag.lh = 1;
@@ -3614,13 +3612,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
//Initial Values
ad.damage = 1;
- ad.div_=skill_get_num(skill_id,skill_lv);
- ad.amotion=skill_get_inf(skill_id)&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_id,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_id);
+ nk = skill->get_nk(skill_id);
flag.imdef = nk&NK_IGNORE_DEF?1:0;
sd = BL_CAST(BL_PC, src);
@@ -3629,7 +3627,7 @@ 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_id, 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;
@@ -3700,7 +3698,7 @@ 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_id, skill_lv, false);
+ ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
break;
case PR_ASPERSIO:
ad.damage = 40;
@@ -3752,7 +3750,7 @@ 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_id, skill_get_name(skill_id));
+ ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
switch(skill_id){
@@ -3971,7 +3969,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
int16 lv = skill_lv;
int bandingBonus = 0;
if( sc && sc->data[SC_BANDING] )
- bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
+ bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
}
break;
@@ -4162,7 +4160,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if(mflag>0)
ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
else
- ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
+ ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
if(ad.damage<1)
@@ -4235,7 +4233,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
*------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
- int skill;
+ int temp;
short i, nk;
short s_ele;
@@ -4252,14 +4250,14 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
//Some initial values
- md.amotion=skill_get_inf(skill_id)&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_id,skill_lv );
- md.blewcount=skill_get_blewcount(skill_id,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_id);
+ nk = skill->get_nk(skill_id);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
@@ -4269,7 +4267,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.blewcount += battle_blewcount_bonus(sd, skill_id);
}
- s_ele = skill_get_ele(skill_id, 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
@@ -4304,17 +4302,16 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case HT_BLITZBEAT:
case SN_FALCONASSAULT:
//Blitz-beat Damage.
- if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
- skill=0;
- md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
+ if(!sd || (temp = pc_checkskill(sd,HT_STEELCROW)) <= 0)
+ temp=0;
+ md.damage=(sstatus->dex/10+sstatus->int_/2+temp*3+40)*2;
if(mflag > 1) //Autocasted Blitz.
nk|=NK_SPLASHSPLIT;
- if (skill_id == SN_FALCONASSAULT)
- {
+ if (skill_id == SN_FALCONASSAULT) {
//Div fix of Blitzbeat
- skill = skill_get_num(HT_BLITZBEAT, 5);
- damage_div_fix(md.damage, skill);
+ temp = skill->get_num(HT_BLITZBEAT, 5);
+ damage_div_fix(md.damage, temp);
//Falcon Assault Modifier
md.damage=md.damage*(150+70*skill_lv)/100;
@@ -4357,7 +4354,7 @@ 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_id ,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_id==NJ_ZENYNAGE?1:2) ;
if (is_boss(target))
@@ -4380,7 +4377,7 @@ 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_id,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;
@@ -4442,7 +4439,7 @@ 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_id, skill_get_name(skill_id));
+ 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_);
@@ -4552,7 +4549,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
return md;
}
/*==========================================
- * Battle main entry, from skill_attack
+ * Battle main entry, from skill->attack
*------------------------------------------*/
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
@@ -4596,7 +4593,7 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int
int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
+ skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, rdamage,
1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
@@ -4715,7 +4712,7 @@ int battle_damage_area( struct block_list *bl, va_list ap) {
else
status_fix_damage(src,bl,damage,0);
clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
- skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
+ skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
map_freeblock_unlock();
}
@@ -4806,7 +4803,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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,skill_lv,tick,0);
+ skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
}
}
@@ -4814,7 +4811,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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)) )
{
uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
- int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
+ 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.
@@ -4832,7 +4829,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
}
if (rnd()%100 < triple_rate) {
- if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
+ if( skill->attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
@@ -4850,7 +4847,7 @@ 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,skill_lv,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 )
@@ -4858,33 +4855,33 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
return ret_val;
}
if (sc->data[SC_MAGICALATTACK]) {
- if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
+ if( skill->attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
if( sc->data[SC_GT_ENERGYGAIN] ) {
if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
pc_addspiritball(sd,
- skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
+ skill->get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
sc->data[SC_GT_ENERGYGAIN]->val1);
}
if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
pc_addspiritball(tsd,
- skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
+ skill->get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
tsc->data[SC_GT_ENERGYGAIN]->val1);
}
if( sc && sc->data[SC_CRUSHSTRIKE] ){
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,skill_lv,tick,0) )
+ if( skill->attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
+ tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
@@ -4912,27 +4909,26 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
battle->consume_ammo(sd, 0, 0);
damage = wd.damage + wd.damage2;
- if( damage > 0 && src != target )
- {
- 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
+ if( damage > 0 && src != target ) {
+ 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
uint16 skill_id;
if( rnd()%2 == 1 )
skill_id = AB_DUPLELIGHT_MELEE;
else
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);
+ 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);
if( rdamage > 0 ) {
if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
if( src != target )// Don't reflect your own damage (Grand Cross)
- map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
+ map_foreachinshootrange(battle_damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
} else {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
+ skill->additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
}
}
@@ -4940,11 +4936,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->bonus.splash_range > 0 && damage > 0)
- skill_castend_damage_id(src, target, 0, 1, tick, 0);
+ skill->castend_damage_id(src, target, 0, 1, tick, 0);
if ( target->type == BL_SKILL && damage > 0 ){
TBL_SKILL *su = (TBL_SKILL*)target;
if( su->group && su->group->skill_id == HT_BLASTMINE)
- skill_blown(src, target, 3, -1, 0);
+ skill->blown(src, target, 3, -1, 0);
}
map_freeblock_lock();
@@ -4968,7 +4964,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
struct elemental_data *ed = ((TBL_PC*)target)->ed;
if( ed ) {
clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
- skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
+ skill->attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
}
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
@@ -4992,18 +4988,18 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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;
+ sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
if (status_charge(src, 0, sp)) {
- switch (skill_get_casttype(skill_id)) {
+ switch (skill->get_casttype(skill_id)) {
case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, 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, skill_id, skill_lv, tick, flag);
+ skill->castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
+ skill->castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
break;
}
}
@@ -5017,19 +5013,19 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
int type;
- if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
+ if( (type = skill->get_casttype(r_skill)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(r_skill)&UF_NOREITERATION )
+ skill->get_unit_flag(r_skill)&UF_NOREITERATION )
type = -1;
if( BL_PC&battle_config.skill_nofootset &&
- skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
+ skill->get_unit_flag(r_skill)&UF_NOFOOTSET )
type = -1;
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
+ (maxcount = skill->get_maxcount(r_skill, r_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
@@ -5048,22 +5044,22 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
sd->state.autocast = 1;
- skill_consume_requirement(sd,r_skill,r_lv,3);
+ skill->consume_requirement(sd,r_skill,r_lv,3);
switch( type ) {
- case CAST_GROUND:
- skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
- break;
+ case CAST_GROUND:
+ skill->castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(src, target, r_skill, r_lv, tick, flag);
+ break;
}
sd->state.autocast = 0;
- sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
+ sd->ud.canact_tick = tick + skill->delay_fix(src, r_skill, r_lv);
+ clif_status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, r_skill, r_lv), 0, 0, 1);
}
}
@@ -5074,7 +5070,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
battle->drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
}
}
- if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
+ if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill->additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle->delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
@@ -5090,9 +5086,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
struct status_change_entry *sce = tsc->data[SC_POISONREACT];
if (sstatus->def_ele == ELE_POISON) {
sce->val2 = 0;
- skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
+ skill->attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
} else {
- skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
+ skill->attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
--sce->val2;
}
if (sce->val2 <= 0)
@@ -5226,7 +5222,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
TBL_SKILL *su = (TBL_SKILL*)target;
if( !su->group )
return 0;
- if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
+ if( skill->get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
switch( battle->get_current_skill(src) ) {
case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
if( !map[m].flag.pvp && !map[m].flag.gvg )
@@ -5332,7 +5328,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return 0;
if (su->group->src_id == target->id) {
- int inf2 = skill_get_inf2(su->group->skill_id);
+ int inf2 = skill->get_inf2(su->group->skill_id);
if (inf2&INF2_NO_TARGET_SELF)
return -1;
if (inf2&INF2_TARGET_SELF)