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-rw-r--r--src/map/skill.hpp22
1 files changed, 10 insertions, 12 deletions
diff --git a/src/map/skill.hpp b/src/map/skill.hpp
index 9fb95a2..10b6d89 100644
--- a/src/map/skill.hpp
+++ b/src/map/skill.hpp
@@ -25,7 +25,6 @@ struct skill_db
hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL],
zeny[MAX_SKILL_LEVEL];
int weapon;
- int spiritball[MAX_SKILL_LEVEL];
int itemid[10], amount[10];
int castnodex[MAX_SKILL_LEVEL];
};
@@ -65,11 +64,10 @@ int skill_get_maxcount(SkillID id);
// 追加効果
int skill_additional_effect(struct block_list *src, struct block_list *bl,
- SkillID skillid, int skilllv, BF attack_type,
- unsigned int tick);
+ SkillID skillid, int skilllv);
-int skill_castfix(struct block_list *bl, int time);
-int skill_delayfix(struct block_list *bl, int time);
+interval_t skill_castfix(struct block_list *bl, interval_t time);
+interval_t skill_delayfix(struct block_list *bl, interval_t time);
void skill_stop_dancing(struct block_list *src, int flag);
@@ -82,20 +80,20 @@ int skill_devotion3(struct block_list *bl, int target);
// ステータス異常
int skill_status_effect(struct block_list *bl, StatusChange type,
- int val1, int val2, int val3, int val4,
- int tick, int flag, int spell_invocation);
+ int val1,
+ interval_t tick, int spell_invocation);
int skill_status_change_start(struct block_list *bl, StatusChange type,
- int val1, int val2, int val3, int val4, int tick, int flag);
+ int val1,
+ interval_t tick);
int skill_status_change_active(struct block_list *bl, StatusChange type); // [fate]
-int skill_status_change_end(struct block_list *bl, StatusChange type, int tid);
+int skill_status_change_end(struct block_list *bl, StatusChange type, TimerData *tid);
int skill_status_change_clear(struct block_list *bl, int type);
// mobスキルのため
int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
- SkillID skillid, int skilllv, unsigned int tick,
- BCT flag);
+ SkillID skillid, int skilllv);
int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
- SkillID skillid, int skilllv, unsigned int tick,
+ SkillID skillid, int skilllv, tick_t tick,
BCT flag);
int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed