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|
// $Id: skill.h,v 1.5 2004/09/25 05:32:19 MouseJstr Exp $
#ifndef SKILL_HPP
#define SKILL_HPP
#include "../common/timer.hpp"
#include "map.hpp"
#include "magic.hpp"
#define MAX_SKILL_DB 450
#define MAX_SKILL_PRODUCE_DB 150
#define MAX_SKILL_ARROW_DB 150
#define MAX_SKILL_ABRA_DB 350
#define SKILL_POOL_FLAG 0x1 // is a pool skill
#define SKILL_POOL_ACTIVE 0x2 // is an active pool skill
#define SKILL_POOL_ACTIVATED 0x4 // pool skill has been activated (used for clif)
// スキルデータベース
struct skill_db
{
int range[MAX_SKILL_LEVEL], hit, inf, pl, nk, max, stat, poolflags, max_raise; // `max' is the global max, `max_raise' is the maximum attainable via skill-ups
int num[MAX_SKILL_LEVEL];
int cast[MAX_SKILL_LEVEL], delay[MAX_SKILL_LEVEL];
int upkeep_time[MAX_SKILL_LEVEL], upkeep_time2[MAX_SKILL_LEVEL];
int castcancel, cast_def_rate;
int inf2, maxcount, skill_type;
int blewcount[MAX_SKILL_LEVEL];
int hp[MAX_SKILL_LEVEL], sp[MAX_SKILL_LEVEL], mhp[MAX_SKILL_LEVEL],
hp_rate[MAX_SKILL_LEVEL], sp_rate[MAX_SKILL_LEVEL],
zeny[MAX_SKILL_LEVEL];
int weapon, state, spiritball[MAX_SKILL_LEVEL];
int itemid[10], amount[10];
int castnodex[MAX_SKILL_LEVEL];
};
extern struct skill_db skill_db[MAX_SKILL_DB];
struct skill_name_db
{
int id; // skill id
const char *name; // search strings
const char *desc; // description that shows up for search's
};
extern struct skill_name_db skill_names[];
struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;
int do_init_skill (void);
// スキルデータベースへのアクセサ
int skill_get_hit (int id);
int skill_get_inf (int id);
int skill_get_pl (int id);
int skill_get_nk (int id);
int skill_get_max (int id);
int skill_get_max_raise (int id);
int skill_get_range (int id, int lv);
int skill_get_hp (int id, int lv);
int skill_get_mhp (int id, int lv);
int skill_get_sp (int id, int lv);
int skill_get_zeny (int id, int lv);
int skill_get_num (int id, int lv);
int skill_get_cast (int id, int lv);
int skill_get_delay (int id, int lv);
int skill_get_time (int id, int lv);
int skill_get_time2 (int id, int lv);
int skill_get_castdef (int id);
int skill_get_weapontype (int id);
int skill_get_unit_id (int id, int flag);
int skill_get_inf2 (int id);
int skill_get_maxcount (int id);
int skill_get_blewcount (int id, int lv);
// スキルの使用
int skill_use_id (struct map_session_data *sd, int target_id,
int skill_num, int skill_lv);
int skill_use_pos (struct map_session_data *sd,
int skill_x, int skill_y, int skill_num, int skill_lv);
int skill_castend_map (struct map_session_data *sd, int skill_num,
const char *map);
int skill_cleartimerskill (struct block_list *src);
int skill_addtimerskill (struct block_list *src, unsigned int tick,
int target, int x, int y, int skill_id,
int skill_lv, int type, int flag);
// 追加効果
int skill_additional_effect (struct block_list *src, struct block_list *bl,
int skillid, int skilllv, int attack_type,
unsigned int tick);
// ユニットスキル
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx,
int x, int y);
int skill_delunit (struct skill_unit *unit);
struct skill_unit_group *skill_initunitgroup (struct block_list *src,
int count, int skillid,
int skilllv, int unit_id);
int skill_delunitgroup (struct skill_unit_group *group);
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct
block_list
*bl,
int group_id);
int skill_unitgrouptickset_delete (struct block_list *bl, int group_id);
int skill_clear_unitgroup (struct block_list *src);
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
int damage, unsigned int tick);
int skill_castfix (struct block_list *bl, int time);
int skill_delayfix (struct block_list *bl, int time);
int skill_check_unit_range (int m, int x, int y, int range, int skillid);
int skill_check_unit_range2 (int m, int x, int y, int range);
// -- moonsoul (added skill_check_unit_cell)
int skill_check_unit_cell (int skillid, int m, int x, int y, int unit_id);
int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range);
int skill_unit_move (struct block_list *bl, unsigned int tick, int range);
int skill_unit_move_unit_group (struct skill_unit_group *group, int m,
int dx, int dy);
struct skill_unit_group *skill_check_dancing (struct block_list *src);
void skill_stop_dancing (struct block_list *src, int flag);
// 詠唱キャンセル
int skill_castcancel (struct block_list *bl, int type);
int skill_gangsterparadise (struct map_session_data *sd, int type);
void skill_brandishspear_first (struct square *tc, int dir, int x, int y);
void skill_brandishspear_dir (struct square *tc, int dir, int are);
int skill_autospell (struct map_session_data *md, int skillid);
void skill_devotion (struct map_session_data *md, int target);
void skill_devotion2 (struct block_list *bl, int crusader);
int skill_devotion3 (struct block_list *bl, int target);
void skill_devotion_end (struct map_session_data *md,
struct map_session_data *sd, int target);
#define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))
// その他
int skill_check_cloaking (struct block_list *bl);
int skill_is_danceskill (int id);
// ステータス異常
int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
int val3, int val4, int tick, int flag,
int spell_invocation);
int skill_status_change_start (struct block_list *bl, int type, int val1,
int val2, int val3, int val4, int tick,
int flag);
void skill_status_change_timer (timer_id, tick_t, custom_id_t, custom_data_t);
int skill_status_change_active (struct block_list *bl, int type); // [fate]
int skill_encchant_eremental_end (struct block_list *bl, int type);
int skill_status_change_end (struct block_list *bl, int type, int 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,
int skillid, int skilllv, unsigned int tick,
int flag);
int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
int skillid, int skilllv, unsigned int tick,
int flag);
int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
int skilllv, unsigned int tick, int flag);
// スキル攻撃一括処理
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_update_heal_animation (struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed
void skill_reload (void);
enum
{
ST_NONE, ST_HIDING, ST_CLOAKING, ST_HIDDEN, ST_RIDING, ST_FALCON, ST_CART,
ST_SHIELD, ST_SIGHT, ST_EXPLOSIONSPIRITS,
ST_RECOV_WEIGHT_RATE, ST_MOVE_ENABLE, ST_WATER,
};
enum
{ // struct map_session_data の status_changeの番号テーブル
SC_SENDMAX = 256,
SC_PROVOKE = 0,
SC_ENDURE = 1,
SC_TWOHANDQUICKEN = 2,
SC_CONCENTRATE = 3,
SC_HIDING = 4,
SC_CLOAKING = 5,
SC_ENCPOISON = 6,
SC_POISONREACT = 7,
SC_QUAGMIRE = 8,
SC_ANGELUS = 9,
SC_BLESSING = 10,
SC_SIGNUMCRUCIS = 11,
SC_INCREASEAGI = 12,
SC_DECREASEAGI = 13,
SC_SLOWPOISON = 14,
SC_IMPOSITIO = 15,
SC_SUFFRAGIUM = 16,
SC_ASPERSIO = 17,
SC_BENEDICTIO = 18,
SC_KYRIE = 19,
SC_MAGNIFICAT = 20,
SC_GLORIA = 21,
SC_AETERNA = 22,
SC_ADRENALINE = 23,
SC_WEAPONPERFECTION = 24,
SC_OVERTHRUST = 25,
SC_MAXIMIZEPOWER = 26,
SC_RIDING = 27,
SC_FALCON = 28,
SC_TRICKDEAD = 29,
SC_LOUD = 30,
SC_ENERGYCOAT = 31,
SC_BROKNARMOR = 32,
SC_BROKNWEAPON = 33,
SC_HALLUCINATION = 34,
SC_WEIGHT50 = 35,
SC_WEIGHT90 = 36,
SC_SPEEDPOTION0 = 37,
SC_SPEEDPOTION1 = 38,
SC_SPEEDPOTION2 = 39,
SC_STRIPWEAPON = 50,
SC_STRIPSHIELD = 51,
SC_STRIPARMOR = 52,
SC_STRIPHELM = 53,
SC_CP_WEAPON = 54,
SC_CP_SHIELD = 55,
SC_CP_ARMOR = 56,
SC_CP_HELM = 57,
SC_AUTOGUARD = 58,
SC_REFLECTSHIELD = 59,
SC_DEVOTION = 60,
SC_PROVIDENCE = 61,
SC_DEFENDER = 62,
SC_AUTOSPELL = 65,
SC_EXPLOSIONSPIRITS = 86,
SC_STEELBODY = 87,
SC_SPEARSQUICKEN = 68,
SC_HEALING = 70,
SC_SIGHTTRASHER = 73,
SC_COMBO = 89,
SC_FLAMELAUNCHER = 90,
SC_FROSTWEAPON = 91,
SC_LIGHTNINGLOADER = 92,
SC_SEISMICWEAPON = 93,
SC_AURABLADE = 103,
SC_PARRYING = 104,
SC_CONCENTRATION = 105,
SC_TENSIONRELAX = 106,
SC_BERSERK = 107,
SC_ASSUMPTIO = 110,
SC_MAGICPOWER = 113,
SC_TRUESIGHT = 115,
SC_WINDWALK = 116,
SC_MELTDOWN = 117,
SC_CARTBOOST = 118,
SC_REJECTSWORD = 120,
SC_MARIONETTE = 121,
SC_HEADCRUSH = 124,
SC_JOINTBEAT = 125,
SC_BASILICA = 125,
SC_STONE = 128,
SC_FREEZE = 129,
SC_STAN = 130,
SC_SLEEP = 131,
SC_POISON = 132,
SC_CURSE = 133,
SC_SILENCE = 134,
SC_CONFUSION = 135,
SC_BLIND = 136,
SC_SAFETYWALL = 140,
SC_PNEUMA = 141,
SC_WATERBALL = 142,
SC_ANKLE = 143,
SC_DANCING = 144,
SC_KEEPING = 145,
SC_BARRIER = 146,
SC_MAGICROD = 149,
SC_SIGHT = 150,
SC_RUWACH = 151,
SC_AUTOCOUNTER = 152,
SC_VOLCANO = 153,
SC_DELUGE = 154,
SC_VIOLENTGALE = 155,
SC_BLADESTOP_WAIT = 156,
SC_BLADESTOP = 157,
SC_EXTREMITYFIST = 158,
SC_GRAFFITI = 159,
SC_ENSEMBLE = 159,
SC_LULLABY = 160,
SC_RICHMANKIM = 161,
SC_ETERNALCHAOS = 162,
SC_DRUMBATTLE = 163,
SC_NIBELUNGEN = 164,
SC_ROKISWEIL = 165,
SC_INTOABYSS = 166,
SC_SIEGFRIED = 167,
SC_DISSONANCE = 168,
SC_WHISTLE = 169,
SC_ASSNCROS = 170,
SC_POEMBRAGI = 171,
SC_APPLEIDUN = 172,
SC_UGLYDANCE = 173,
SC_HUMMING = 174,
SC_DONTFORGETME = 175,
SC_FORTUNE = 176,
SC_SERVICE4U = 177,
SC_FOGWALL = 178,
SC_GOSPEL = 179,
SC_SPIDERWEB = 180,
SC_MEMORIZE = 181,
SC_LANDPROTECTOR = 182,
SC_ADAPTATION = 183,
SC_CHASEWALK = 184,
SC_ATKPOT = 185,
SC_MATKPOT = 186,
SC_WEDDING = 187,
SC_NOCHAT = 188,
SC_SPLASHER = 189,
SC_SELFDESTRUCTION = 190,
SC_MINDBREAKER = 191,
SC_SPELLBREAKER = 192,
// Added for Fate's spells
SC_HIDE = 194, // Hide from `detect' magic
SC_HALT_REGENERATE = 195, // Suspend regeneration
SC_FLYING_BACKPACK = 196, // Flying backpack
SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%))
SC_HASTE = 198, // `Haste' spell (val1 : power)
SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power)
SC_DIVINA = SC_SILENCE,
};
extern int SkillStatusChangeTable[];
enum
{
NV_EMOTE = 1,
NV_TRADE,
NV_PARTY,
SM_SWORD,
SM_TWOHAND,
SM_RECOVERY,
SM_BASH,
SM_PROVOKE,
SM_MAGNUM,
SM_ENDURE,
MG_SRECOVERY,
MG_SIGHT,
MG_NAPALMBEAT,
MG_SAFETYWALL,
MG_SOULSTRIKE,
MG_COLDBOLT,
MG_FROSTDIVER,
MG_STONECURSE,
MG_FIREBALL,
MG_FIREWALL,
MG_FIREBOLT,
MG_LIGHTNINGBOLT,
MG_THUNDERSTORM,
AL_DP,
AL_DEMONBANE,
AL_RUWACH,
AL_PNEUMA,
AL_TELEPORT,
AL_WARP,
AL_HEAL,
AL_INCAGI,
AL_DECAGI,
AL_HOLYWATER,
AL_CRUCIS,
AL_ANGELUS,
AL_BLESSING,
AL_CURE,
MC_INCCARRY,
MC_DISCOUNT,
MC_OVERCHARGE,
MC_PUSHCART,
MC_IDENTIFY,
MC_VENDING,
MC_MAMMONITE,
AC_OWL = 45,
AC_VULTURE,
AC_CONCENTRATION,
AC_DOUBLE,
AC_SHOWER,
TF_DOUBLE,
TF_MISS,
TF_STEAL,
TF_HIDING,
TF_POISON,
TF_DETOXIFY,
ALL_RESURRECTION,
KN_SPEARMASTERY,
KN_PIERCE,
KN_BRANDISHSPEAR,
KN_SPEARSTAB,
KN_SPEARBOOMERANG,
KN_TWOHANDQUICKEN,
KN_AUTOCOUNTER,
KN_BOWLINGBASH,
KN_RIDING,
KN_CAVALIERMASTERY,
PR_MACEMASTERY,
PR_IMPOSITIO,
PR_SUFFRAGIUM,
PR_ASPERSIO,
PR_BENEDICTIO,
PR_SANCTUARY,
PR_SLOWPOISON,
PR_STRECOVERY,
PR_KYRIE,
PR_MAGNIFICAT,
PR_GLORIA,
PR_LEXDIVINA,
PR_TURNUNDEAD,
PR_LEXAETERNA,
PR_MAGNUS,
WZ_FIREPILLAR,
WZ_SIGHTRASHER,
WZ_FIREIVY,
WZ_METEOR,
WZ_JUPITEL,
WZ_VERMILION,
WZ_WATERBALL,
WZ_ICEWALL,
WZ_FROSTNOVA,
WZ_STORMGUST,
WZ_EARTHSPIKE,
WZ_HEAVENDRIVE,
WZ_QUAGMIRE,
WZ_ESTIMATION,
BS_IRON,
BS_STEEL,
BS_ENCHANTEDSTONE,
BS_ORIDEOCON,
BS_DAGGER,
BS_SWORD,
BS_TWOHANDSWORD,
BS_AXE,
BS_MACE,
BS_KNUCKLE,
BS_SPEAR,
BS_HILTBINDING,
BS_FINDINGORE,
BS_WEAPONRESEARCH,
BS_REPAIRWEAPON,
BS_SKINTEMPER,
BS_HAMMERFALL,
BS_ADRENALINE,
BS_WEAPONPERFECT,
BS_OVERTHRUST,
BS_MAXIMIZE,
HT_SKIDTRAP,
HT_LANDMINE,
HT_ANKLESNARE,
HT_SHOCKWAVE,
HT_SANDMAN,
HT_FLASHER,
HT_FREEZINGTRAP,
HT_BLASTMINE,
HT_CLAYMORETRAP,
HT_REMOVETRAP,
HT_TALKIEBOX,
HT_BEASTBANE,
HT_FALCON,
HT_STEELCROW,
HT_BLITZBEAT,
HT_DETECTING,
HT_SPRINGTRAP,
AS_RIGHT,
AS_LEFT,
AS_KATAR,
AS_CLOAKING,
AS_SONICBLOW,
AS_GRIMTOOTH,
AS_ENCHANTPOISON,
AS_POISONREACT,
AS_VENOMDUST,
AS_SPLASHER,
NV_FIRSTAID,
NV_TRICKDEAD,
SM_MOVINGRECOVERY,
SM_FATALBLOW,
SM_AUTOBERSERK,
AC_MAKINGARROW,
AC_CHARGEARROW,
TF_SPRINKLESAND,
TF_BACKSLIDING,
TF_PICKSTONE,
TF_THROWSTONE,
MC_CARTREVOLUTION,
MC_CHANGECART,
MC_LOUD,
AL_HOLYLIGHT,
MG_ENERGYCOAT,
NPC_PIERCINGATT,
NPC_MENTALBREAKER,
NPC_RANGEATTACK,
NPC_ATTRICHANGE,
NPC_CHANGEWATER,
NPC_CHANGEGROUND,
NPC_CHANGEFIRE,
NPC_CHANGEWIND,
NPC_CHANGEPOISON,
NPC_CHANGEHOLY,
NPC_CHANGEDARKNESS,
NPC_CHANGETELEKINESIS,
NPC_CRITICALSLASH,
NPC_COMBOATTACK,
NPC_GUIDEDATTACK,
NPC_SELFDESTRUCTION,
NPC_SPLASHATTACK,
NPC_SUICIDE,
NPC_POISON,
NPC_BLINDATTACK,
NPC_SILENCEATTACK,
NPC_STUNATTACK,
NPC_PETRIFYATTACK,
NPC_CURSEATTACK,
NPC_SLEEPATTACK,
NPC_RANDOMATTACK,
NPC_WATERATTACK,
NPC_GROUNDATTACK,
NPC_FIREATTACK,
NPC_WINDATTACK,
NPC_POISONATTACK,
NPC_HOLYATTACK,
NPC_DARKNESSATTACK,
NPC_TELEKINESISATTACK,
NPC_MAGICALATTACK,
NPC_METAMORPHOSIS,
NPC_PROVOCATION,
NPC_SMOKING,
NPC_SUMMONSLAVE,
NPC_EMOTION,
NPC_TRANSFORMATION,
NPC_BLOODDRAIN,
NPC_ENERGYDRAIN,
NPC_KEEPING,
NPC_DARKBREATH,
NPC_DARKBLESSING,
NPC_BARRIER,
NPC_DEFENDER,
NPC_LICK,
NPC_HALLUCINATION,
NPC_REBIRTH,
NPC_SUMMONMONSTER,
RG_SNATCHER,
RG_STEALCOIN,
RG_BACKSTAP,
RG_TUNNELDRIVE,
RG_RAID,
RG_STRIPWEAPON,
RG_STRIPSHIELD,
RG_STRIPARMOR,
RG_STRIPHELM,
RG_INTIMIDATE,
RG_GRAFFITI,
RG_FLAGGRAFFITI,
RG_CLEANER,
RG_GANGSTER,
RG_COMPULSION,
RG_PLAGIARISM,
AM_AXEMASTERY,
AM_LEARNINGPOTION,
AM_PHARMACY,
AM_DEMONSTRATION,
AM_ACIDTERROR,
AM_POTIONPITCHER,
AM_CANNIBALIZE,
AM_SPHEREMINE,
AM_CP_WEAPON,
AM_CP_SHIELD,
AM_CP_ARMOR,
AM_CP_HELM,
AM_BIOETHICS,
AM_BIOTECHNOLOGY,
AM_CREATECREATURE,
AM_CULTIVATION,
AM_FLAMECONTROL,
AM_CALLHOMUN,
AM_REST,
AM_DRILLMASTER,
AM_HEALHOMUN,
AM_RESURRECTHOMUN,
CR_TRUST,
CR_AUTOGUARD,
CR_SHIELDCHARGE,
CR_SHIELDBOOMERANG,
CR_REFLECTSHIELD,
CR_HOLYCROSS,
CR_GRANDCROSS,
CR_DEVOTION,
CR_PROVIDENCE,
CR_DEFENDER,
CR_SPEARQUICKEN,
MO_IRONHAND,
MO_SPIRITSRECOVERY,
MO_CALLSPIRITS,
MO_ABSORBSPIRITS,
MO_TRIPLEATTACK,
MO_BODYRELOCATION,
MO_DODGE,
MO_INVESTIGATE,
MO_FINGEROFFENSIVE,
MO_STEELBODY,
MO_BLADESTOP,
MO_EXPLOSIONSPIRITS,
MO_EXTREMITYFIST,
MO_CHAINCOMBO,
MO_COMBOFINISH,
SA_ADVANCEDBOOK,
SA_CASTCANCEL,
SA_MAGICROD,
SA_SPELLBREAKER,
SA_FREECAST,
SA_AUTOSPELL,
SA_FLAMELAUNCHER,
SA_FROSTWEAPON,
SA_LIGHTNINGLOADER,
SA_SEISMICWEAPON,
SA_DRAGONOLOGY,
SA_VOLCANO,
SA_DELUGE,
SA_VIOLENTGALE,
SA_LANDPROTECTOR,
SA_DISPELL,
SA_ABRACADABRA,
SA_MONOCELL,
SA_CLASSCHANGE,
SA_SUMMONMONSTER,
SA_REVERSEORCISH,
SA_DEATH,
SA_FORTUNE,
SA_TAMINGMONSTER,
SA_QUESTION,
SA_GRAVITY,
SA_LEVELUP,
SA_INSTANTDEATH,
SA_FULLRECOVERY,
SA_COMA,
BD_ADAPTATION,
BD_ENCORE,
BD_LULLABY,
BD_RICHMANKIM,
BD_ETERNALCHAOS,
BD_DRUMBATTLEFIELD,
BD_RINGNIBELUNGEN,
BD_ROKISWEIL,
BD_INTOABYSS,
BD_SIEGFRIED,
BD_RAGNAROK,
BA_MUSICALLESSON,
BA_MUSICALSTRIKE,
BA_DISSONANCE,
BA_FROSTJOKE,
BA_WHISTLE,
BA_ASSASSINCROSS,
BA_POEMBRAGI,
BA_APPLEIDUN,
DC_DANCINGLESSON,
DC_THROWARROW,
DC_UGLYDANCE,
DC_SCREAM,
DC_HUMMING,
DC_DONTFORGETME,
DC_FORTUNEKISS,
DC_SERVICEFORYOU,
NPC_SELFDESTRUCTION2 = 333,
WE_MALE = 334,
WE_FEMALE,
WE_CALLPARTNER,
NPC_DARKCROSS = 338,
TMW_SKILLPOOL = 339, // skill pool size
TMW_MAGIC = 340,
TMW_MAGIC_LIFE = 341,
TMW_MAGIC_WAR = 342,
TMW_MAGIC_TRANSMUTE = 343,
TMW_MAGIC_NATURE = 344,
TMW_MAGIC_ETHER = 345,
TMW_MAGIC_DARK = 346,
TMW_MAGIC_LIGHT = 347,
TMW_BRAWLING = 350,
TMW_LUCKY_COUNTER = 351,
TMW_SPEED = 352,
TMW_RESIST_POISON = 353,
TMW_ASTRAL_SOUL = 354,
TMW_RAGING = 355,
LK_AURABLADE = 356,
LK_PARRYING,
LK_CONCENTRATION,
LK_TENSIONRELAX,
LK_BERSERK,
LK_FURY,
HP_ASSUMPTIO,
HP_BASILICA,
HP_MEDITATIO,
HW_SOULDRAIN,
HW_MAGICCRASHER,
HW_MAGICPOWER,
PA_PRESSURE,
PA_SACRIFICE,
PA_GOSPEL,
CH_PALMSTRIKE,
CH_TIGERFIST,
CH_CHAINCRUSH,
PF_HPCONVERSION,
PF_SOULCHANGE,
PF_SOULBURN,
ASC_KATAR,
ASC_HALLUCINATION,
ASC_EDP,
ASC_BREAKER,
SN_SIGHT,
SN_FALCONASSAULT,
SN_SHARPSHOOTING,
SN_WINDWALK,
WS_MELTDOWN,
WS_CREATECOIN,
WS_CREATENUGGET,
WS_CARTBOOST,
WS_SYSTEMCREATE,
ST_CHASEWALK,
ST_REJECTSWORD,
ST_STEALBACKPACK,
CR_ALCHEMY,
CR_SYNTHESISPOTION,
CG_ARROWVULCAN,
CG_MOONLIT,
CG_MARIONETTE,
LK_SPIRALPIERCE,
LK_HEADCRUSH,
LK_JOINTBEAT,
HW_NAPALMVULCAN,
CH_SOULCOLLECT,
PF_MINDBREAKER,
PF_MEMORIZE,
PF_FOGWALL,
PF_SPIDERWEB,
ASC_METEORASSAULT,
ASC_CDP,
WE_BABY,
WE_CALLPARENT,
WE_CALLBABY,
TK_RUN,
TK_READYSTORM,
TK_STORMKICK,
TK_READYDOWN,
TK_DOWNKICK,
TK_READYTURN,
TK_TURNKICK,
TK_READYCOUNTER,
TK_COUNTER,
TK_DODGE,
TK_JUMPKICK,
TK_HPTIME,
TK_SPTIME,
TK_POWER,
TK_SEVENWIND,
TK_HIGHJUMP,
SG_FEEL,
SG_SUN_WARM,
SG_MOON_WARM,
SG_STAR_WARM,
SG_SUN_COMFORT,
SG_MOON_COMFORT,
SG_STAR_COMFORT,
SG_HATE,
SG_SUN_ANGER,
SG_MOON_ANGER,
SG_STAR_ANGER,
SG_SUN_BLESS,
SG_MOON_BLESS,
SG_STAR_BLESS,
SG_DEVIL,
SG_FRIEND,
SG_KNOWLEDGE,
SG_FUSION,
SL_ALCHEMIST,
AM_BERSERKPITCHER,
SL_MONK,
SL_STAR,
SL_SAGE,
SL_CRUSADER,
SL_SUPERNOVICE,
SL_KNIGHT,
SL_WIZARD,
SL_PRIEST,
SL_BARDDANCER,
SL_ROGUE,
SL_ASSASIN,
SL_BLACKSMITH,
BS_ADRENALINE2,
SL_HUNTER,
SL_SOULLINKER,
SL_KAIZEL,
SL_KAAHI,
SL_KAUPE,
SL_KAITE,
SL_KAINA,
SL_STIN,
SL_STUN,
SL_SMA,
SL_SWOO,
SL_SKE,
SL_SKA,
GD_APPROVAL = 10000,
GD_KAFRACONTACT,
GD_GUARDIANRESEARCH,
GD_CHARISMA,
GD_EXTENSION,
};
// [Fate] Skill pools API
// Max. # of active entries in the skill pool
#define MAX_SKILL_POOL 3
// Max. # of skills that may be classified as pool skills in db/skill_db.txt
#define MAX_POOL_SKILLS 128
extern int skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills
extern int skill_pool_skills_size; // Number of entries in skill_pool_skills
int skill_pool (struct map_session_data *sd, int *skills); // Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills.
int skill_pool_size (struct map_session_data *sd);
int skill_pool_max (struct map_session_data *sd); // Max. number of pool skills
void skill_pool_empty (struct map_session_data *sd); // Deactivate all pool skills
int skill_pool_activate (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero iff okay.
int skill_pool_is_activated (struct map_session_data *sd, int skill); // Skill into skill pool. Return is zero when activated.
int skill_pool_deactivate (struct map_session_data *sd, int skill); // Skill out of skill pool. Return is zero iff okay.
char *skill_name (int skill); // Yield configurable skill name
int skill_stat (int skill); // Yields the stat associated with a skill. Returns zero if none, or SP_STR, SP_VIT, ... otherwise
int skill_power (struct map_session_data *sd, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
// otherwise a value from 0 to 255 (with 200 being the `normal maximum')
int skill_power_bl (struct block_list *bl, int skill); // Yields the power of a skill. This is zero if the skill is unknown or if it's a pool skill that is outside of the skill pool,
// otherwise a value from 0 to 255 (with 200 being the `normal maximum')
#endif
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