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-rw-r--r--src/map/skill.c4326
1 files changed, 2164 insertions, 2162 deletions
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++ )