📄 skill.h
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#ifndef _SKILL_H_
#define _SKILL_H_
#include "map.h"
#define MAX_SKILL_DB 350
#define MAX_SKILL_PRODUCE_DB 150
#define MAX_SKILL_ARROW_DB 150
#define MAX_SKILL_ABRA_DB 350
// 僗僉儖僨乕僞儀乕僗
struct skill_db {
int range[MAX_SKILL_LEVEL],hit,inf,pl,nk,max;
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],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];
};
extern struct skill_db skill_db[MAX_SKILL_DB];
// 傾僀僥儉嶌惉僨乕僞儀乕僗
struct skill_produce_db {
int nameid, trigger;
int req_skill,itemlv;
int mat_id[5],mat_amount[5];
};
extern struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
// 栴嶌惉僨乕僞儀乕僗
struct skill_arrow_db {
int nameid, trigger;
int cre_id[5],cre_amount[5];
};
extern struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
// 傾僽儔僇僟僽儔僨乕僞儀乕僗
struct skill_abra_db {
int nameid;
int req_lv;
int per;
};
extern struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct block_list;
struct map_session_data;
struct skill_unit;
struct skill_unit_group;
int do_init_skill(void);
// 僗僉儖僨乕僞儀乕僗傊偺傾僋僙僒
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_range( int id , int lv );
int skill_get_hp( 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 );
// 僗僉儖偺巊梡
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);
// 捛壛岠壥
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
// 儐僯僢僩僗僉儖
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);
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);
struct skill_unit_group *skill_check_dancing( struct block_list *src );
void skill_stop_dancing(struct block_list *src);
// 塺彞僉儍儞僙儖
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))
// 偦偺懠
int skill_check_cloaking(struct block_list *bl);
// 僗僥乕僞僗堎忢
int skill_status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
int skill_status_change_timer(int tid, unsigned int tick, int id, int data);
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);
// 傾僀僥儉嶌惉
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger );
int skill_produce_mix( struct map_session_data *sd,
int nameid, int slot1, int slot2, int slot3 );
int skill_arrow_create( struct map_session_data *sd,int nameid);
// mob僗僉儖偺偨傔
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);
// 僗僉儖峌寕堦妵張棟
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 );
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 偺 status_change偺斣崋僥乕僽儖
// SC_SENDMAX枹枮偼僋儔僀傾儞僩傊偺捠抦偁傝丅
// 2-2師怑偺抣偼側傫偐傔偪傖偔偪傖偭傐偄偺偱巄掕丅偨傇傫曄峏偝傟傑偡丅
SC_SENDMAX =128,
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_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_SPEARSQUICKEN =68,
SC_EXPLOSIONSPIRITS =86,
SC_STEELBODY =87,
SC_COMBO =89,
SC_FLAMELAUNCHER =90,
SC_FROSTWEAPON =91,
SC_LIGHTNINGLOADER =92,
SC_SEISMICWEAPON =93,
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_DIVINA = SC_SILENCE,
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_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,
};
extern int SkillStatusChangeTable[];
enum {
NV_BASIC = 1,
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,
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,
WE_MALE = 334,
WE_FEMALE,
WE_CALLPARTNER,
GD_APPROVAL=10000,
GD_KAFRACONTACT,
GD_GUARDIANRESEARCH,
GD_CHARISMA,
GD_EXTENSION,
};
#endif
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