Exemple #1
0
int skill_power_bl(dumb_ptr<block_list> bl, SkillID skill)
{
    if (bl->bl_type == BL::PC)
        return skill_power(bl->is_player(), skill);
    else
        return 0;
}
Exemple #2
0
int skill_power_bl (struct block_list *bl, int skill)
{
    if (bl->type == BL_PC)
        return skill_power ((struct map_session_data *) bl, skill);
    else
        return 0;
}
Exemple #3
0
int skill_pool_activate(dumb_ptr<map_session_data> sd, SkillID skill_id)
{
    if (bool(sd->status.skill[skill_id].flags & SkillFlags::POOL_ACTIVATED))
        return 0;               // Already there
    else if (sd->status.skill[skill_id].lv
             && (skill_pool_size(sd) < skill_pool_max(sd)))
    {
        sd->status.skill[skill_id].flags |= SkillFlags::POOL_ACTIVATED;
        pc_calcstatus(sd, 0);
        MAP_LOG_PC(sd, "SKILL-ACTIVATE %d %d %d"_fmt,
                skill_id, sd->status.skill[skill_id].lv,
                skill_power(sd, skill_id));
        return 0;
    }

    return 1;                   // failed
}
Exemple #4
0
int skill_pool_activate (struct map_session_data *sd, int skill_id)
{
    if (sd->status.skill[skill_id].flags & SKILL_POOL_ACTIVATED)
        return 0;               // Already there
    else if (sd->status.skill[skill_id].id == skill_id  // knows the skill
             && (skill_pool_size (sd) < skill_pool_max (sd)))
    {
        sd->status.skill[skill_id].flags |= SKILL_POOL_ACTIVATED;
        pc_calcstatus (sd, 0);
        MAP_LOG_PC (sd, "SKILL-ACTIVATE %d %d %d", skill_id,
                    sd->status.skill[skill_id].lv, skill_power (sd,
                                                                skill_id));
        return 0;
    }

    return 1;                   // failed
}