Horizon Official Technical Documentation
Horizon::Zone::SkillComponent Class Reference

#include <SkillComponent.hpp>

+ Inheritance diagram for Horizon::Zone::SkillComponent:
+ Collaboration diagram for Horizon::Zone::SkillComponent:

Public Member Functions

 SkillComponent ()
 
 SkillComponent (std::shared_ptr< GameLogicProcess > container)
 
 ~SkillComponent ()
 
void sync_definitions (std::shared_ptr< sol::state > state)
 
void sync_data_types (std::shared_ptr< sol::state > state)
 
void sync_functions (std::shared_ptr< sol::state > state)
 
- Public Member Functions inherited from Horizon::Zone::LUAComponent
 LUAComponent ()
 
 LUAComponent (std::shared_ptr< GameLogicProcess > container)
 
 ~LUAComponent ()
 
virtual void sync_definitions (std::shared_ptr< sol::state > state)=0
 
virtual void sync_data_types (std::shared_ptr< sol::state > state)=0
 
virtual void sync_functions (std::shared_ptr< sol::state > state)=0
 
std::shared_ptr< GameLogicProcessget_container ()
 

Constructor & Destructor Documentation

◆ SkillComponent() [1/2]

Horizon::Zone::SkillComponent::SkillComponent ( )
inline
43{ }

◆ SkillComponent() [2/2]

Horizon::Zone::SkillComponent::SkillComponent ( std::shared_ptr< GameLogicProcess container)
inline
44: LUAComponent(container) { }
LUAComponent()
Definition: LUAComponent.hpp:42

◆ ~SkillComponent()

Horizon::Zone::SkillComponent::~SkillComponent ( )
inline
45{ }

Member Function Documentation

◆ sync_data_types()

void SkillComponent::sync_data_types ( std::shared_ptr< sol::state >  state)
virtual

Implements Horizon::Zone::LUAComponent.

215{
216 sol::usertype<skill_learnt_info> config_1 = state->new_usertype<skill_learnt_info>("SkillLearntInfo");
217 config_1["skill_id"] = &skill_learnt_info::skill_id;
218 config_1["level"] = &skill_learnt_info::level;
219 config_1["learn_type"] = &skill_learnt_info::learn_type;
220
221 sol::usertype<skill_config_data> config_2 = state->new_usertype<skill_config_data>("SkillConfigData");
222 config_2["skill_id"] = &skill_config_data::skill_id;
223 config_2["name"] = &skill_config_data::name;
224 config_2["desc"] = &skill_config_data::desc;
225 config_2["max_level"] = &skill_config_data::max_level;
226 config_2["primary_type"] = &skill_config_data::primary_type;
227 config_2["secondary_type"] = &skill_config_data::secondary_type;
228 config_2["dmg_property"] = &skill_config_data::dmg_property;
229 config_2["cast_time_options"] = &skill_config_data::cast_time_options;
230 config_2["skill_delay_options"] = &skill_config_data::skill_delay_options;
231 config_2["weapon_type"] = &skill_config_data::weapon_type;
232 config_2["ammunition_type"] = &skill_config_data::ammunition_type;
233 config_2["placement_flag"] = &skill_config_data::placement_flag;
234 config_2["get_cast_time"] = [] (std::shared_ptr<const skill_config_data> skd, int16_t skill_lv)
235 {
236 return skd->cast_time[skill_lv - 1];
237 };
238 config_2["get_element"] = [] (std::shared_ptr<const skill_config_data> skd, int16_t skill_lv)
239 {
240 // TODO: see how to return error in case of skill_lv is < 0 or > MAX_SKILL_LEVEL
241 return skd->element[skill_lv - 1];
242 };
243 config_2["get_use_range"] = [] (std::shared_ptr<const skill_config_data> skd, int16_t skill_lv)
244 {
245 // TODO: see how to return error in case of skill_lv is < 0 or > MAX_SKILL_LEVEL
246 return skd->use_range[skill_lv - 1];
247 };
248
249 sol::usertype<SkillExecution> config_3 = state->new_usertype<SkillExecution>("SkillExecution");
250 config_3["execute_on_target"] = sol::resolve<void(int)>(&SkillExecution::execute);
251 config_3["execute_on_ground"] = sol::resolve<void(MapCoords)>(&SkillExecution::execute);
252 config_3["execute_on_ground_xy"] = sol::resolve<void(int16_t, int16_t)>(&SkillExecution::execute);
253 config_3["execute_on_ground_with_message"] = sol::resolve<void(MapCoords, std::string)>(&SkillExecution::execute);
254 config_3["execute_on_ground_xy_with_message"] = sol::resolve<void(int16_t, int16_t, std::string)>(&SkillExecution::execute);
255 config_3["get_skill_cast_data"] = &SkillExecution::get_skill_cast_data;
256}
Definition: SkillExecution.hpp:17
void execute(int initial_target_guid)
Definition: SkillExecution.cpp:76
sol::table get_skill_cast_data()
Definition: SkillExecution.hpp:28
Definition: SkillDefinitions.hpp:279
int skill_delay_options
Definition: SkillDefinitions.hpp:304
int primary_type
Definition: SkillDefinitions.hpp:285
std::string name
Definition: SkillDefinitions.hpp:281
int secondary_type
Definition: SkillDefinitions.hpp:286
int weapon_type
Definition: SkillDefinitions.hpp:312
int max_level
Definition: SkillDefinitions.hpp:282
std::string desc
Definition: SkillDefinitions.hpp:281
int dmg_property
Definition: SkillDefinitions.hpp:289
uint16_t skill_id
Definition: SkillDefinitions.hpp:280
int placement_flag
Definition: SkillDefinitions.hpp:326
int ammunition_type
Definition: SkillDefinitions.hpp:313
int cast_time_options
Definition: SkillDefinitions.hpp:303
Definition: SkillDefinitions.hpp:252
int16_t level
Definition: SkillDefinitions.hpp:254
skill_learn_type learn_type
Definition: SkillDefinitions.hpp:255
int16_t skill_id
Definition: SkillDefinitions.hpp:253

References skill_config_data::ammunition_type, skill_config_data::cast_time_options, skill_config_data::desc, skill_config_data::dmg_property, Horizon::Zone::SkillExecution::execute(), Horizon::Zone::SkillExecution::get_skill_cast_data(), skill_learnt_info::learn_type, skill_learnt_info::level, skill_config_data::max_level, skill_config_data::name, skill_config_data::placement_flag, skill_config_data::primary_type, skill_config_data::secondary_type, skill_config_data::skill_delay_options, skill_learnt_info::skill_id, skill_config_data::skill_id, and skill_config_data::weapon_type.

+ Here is the call graph for this function:

◆ sync_definitions()

void SkillComponent::sync_definitions ( std::shared_ptr< sol::state >  state)
virtual

Implements Horizon::Zone::LUAComponent.

39{
40 state->create_named_table("SkillType",
41 "Passive", SK_TYPE_PASSIVE,
42 "Attack", SK_TYPE_ATTACK,
43 "Placement", SK_TYPE_PLACEMENT,
44 "Self", SK_TYPE_SELF,
45 "Friendly", SK_TYPE_FRIENDLY,
46 "Trap", SK_TYPE_TRAP
47 );
48
49 state->create_named_table("SkillPlacementBehavior",
50 "None", (int) SPB_NONE,
51 "DefNotEnemy", (int) SPB_DEFNOTENEMY,
52 "CannotOverlap", (int) SPB_NOREITERATION,
53 "AllowPlacementOnTarget", (int) SPB_NOFOOTSET,
54 "CannotOverlap", (int) SPB_NOOVERLAP,
55 "CheckObstructionInPath", (int) SPB_PATHCHECK,
56 "WontTargetPlayers", (int) SPB_NOPC,
57 "WontTargetMobs", (int) SPB_NOMOB,
58 "CanTargetSkills", (int) SPB_SKILL,
59 "IsDance", (int) SPB_DANCE,
60 "IsEnsemble", (int) SPB_ENSEMBLE,
61 "IsSong", (int) SPB_SONG,
62 "AffectOnContact", (int) SPB_DUALMODE,
63 "OnlyDisplayCenter", (int) SPB_RANGEDSINGLEUNIT
64 );
65
66 state->create_named_table("SkillRequiredState",
67 "None", (int) SRS_NONE,
68 "Hiding", (int) SRS_HIDING,
69 "Cloaking", (int) SRS_CLOAKING,
70 "Hidden", (int) SRS_HIDDEN,
71 "Riding", (int) SRS_RIDING,
72 "Falcon", (int) SRS_FALCON,
73 "Cart", (int) SRS_CART,
74 "Shield", (int) SRS_SHIELD,
75 "Sight", (int) SRS_SIGHT,
76 "ExplosionSpirits", (int) SRS_EXPLOSIONSPIRITS,
77 "CartBoost", (int) SRS_CARTBOOST,
78 "NotOverWeight", (int) SRS_RECOV_WEIGHT_RATE,
79 "Moveable", (int) SRS_MOVE_ENABLE,
80 "InWater", (int) SRS_WATER,
81 "Dragon", (int) SRS_RIDINGDRAGON,
82 "Warg", (int) SRS_WUG,
83 "RidingWarg", (int) SRS_RIDINGWUG,
84 "MadoGear", (int) SRS_MADO,
85 "ElementalSpirit", (int) SRS_ELEMENTALSPIRIT,
86 "PoisonWeapon", (int) SRS_POISONINGWEAPON,
87 "RollingCutter", (int) SRS_ROLLINGCUTTER,
88 "MH_Fighting", (int) SRS_MH_FIGHTING,
89 "MH_Grappling", (int) SRS_MH_GRAPPLING,
90 "Peco", (int) SRS_PECO
91 );
92
93 state->create_named_table("SkillSubType",
94 "None", SK_SUBTYPE_NONE,
97 "Wedding", SK_SUBTYPE_WEDDING_SKILL,
100 "Song", SK_SUBTYPE_SONG_DANCE,
101 "Ensemble", SK_SUBTYPE_ENSEMBLE_SKILL,
102 "Trap", SK_SUBTYPE_TRAP_SKILL,
103 "TargetSelf", SK_SUBTYPE_TARGET_SELF,
104 "NoTargetSelf", SK_SUBTYPE_NO_TARGET_SELF,
105 "PartyOnly", SK_SUBTYPE_PARTY_ONLY,
106 "GuildOnly", SK_SUBTYPE_GUILD_ONLY,
107 "NoEnemy", SK_SUBTYPE_NO_ENEMY,
108 "IgnoreLandProtector", SK_SUBTYPE_NO_LAND_PROTECTOR,
109 "Chorus", SK_SUBTYPE_CHORUS_SKILL,
110 "FreeCastNormal", SK_SUBTYPE_FREE_CAST_NORMAL,
111 "FreeCastReduced", SK_SUBTYPE_FREE_CAST_REDUCED,
112 "ShowSkillScale", SK_SUBTYPE_SHOW_SKILL_SCALE,
113 "AllowReproduce", SK_SUBTYPE_ALLOW_REPRODUCE,
114 "HiddenTrap", SK_SUBTYPE_HIDDEN_TRAP,
115 "IsCombo", SK_SUBTYPE_IS_COMBO_SKILL
116 );
117
118 state->create_named_table("SkillLearnType",
119 "Permanent", SKILL_LEARN_PERMANENT,
120 "Temporary", SKILL_LEARN_TEMPORARY,
121 "Plagiarized", SKILL_LEARN_PLAGIARIZED,
122 "Unused", SKILL_LEARN_UNUSED,
123 "PermanentlyGranted", SKILL_LEARN_PERM_GRANTED,
124 "ReplacedLv0", SKILL_LEARN_REPLACED_LV_0
125 );
126
127 state->create_named_table("SkillTargetType",
128 "Single", SKTT_SINGLE_TARGETED,
129 "Ground", SKTT_GROUND_TARGETED
130 );
131
132 state->create_named_table("SkillUseFailCauseType",
133 "Level", SKILL_USE_FAIL_LEVEL,
134 "SpInsufficient", SKILL_USE_FAIL_SP_INSUFFICIENT,
135 "HpInsufficient", SKILL_USE_FAIL_HP_INSUFFICIENT,
136 "StuffInsufficient", SKILL_USE_FAIL_STUFF_INSUFFICIENT,
137 "SkillInterval", SKILL_USE_FAIL_SKILLINTERVAL,
138 "Money", SKILL_USE_FAIL_MONEY,
139 "WeaponType", SKILL_USE_FAIL_THIS_WEAPON,
140 "RedJemStone", SKILL_USE_FAIL_REDJAMSTONE,
141 "BlueJemStone", SKILL_USE_FAIL_BLUEJAMSTONE,
142 "OverWeight", SKILL_USE_FAIL_WEIGHTOVER,
143 "Generic", SKILL_USE_FAIL,
144 "ToTarget", SKILL_USE_FAIL_TOTARGET,
145 "ReqAncilla", SKILL_USE_FAIL_ANCILLA_NUMOVER,
146 "ReqHolyWater", SKILL_USE_FAIL_HOLYWATER,
147 "ReqAncilla", SKILL_USE_FAIL_ANCILLA,
148 "DuplicateRangeIn", SKILL_USE_FAIL_DUPLICATE_RANGEIN,
150 "NeedHelper", SKILL_USE_FAIL_NEED_HELPER,
151 "InvalidDirection", SKILL_USE_FAIL_INVALID_DIR,
152 "Summon", SKILL_USE_FAIL_SUMMON,
153 "SummonNone", SKILL_USE_FAIL_SUMMON_NONE,
154 "ReqImitationSkill", SKILL_USE_FAIL_IMITATION_SKILL_NONE,
155 "Duplicate", SKILL_USE_FAIL_DUPLICATE,
156 "Condition", SKILL_USE_FAIL_CONDITION,
157 "Paintbrush", SKILL_USE_FAIL_PAINTBRUSH,
158 "Dragon", SKILL_USE_FAIL_DRAGON,
159 "Position", SKILL_USE_FAIL_POS,
160 "HelperSpInsufficient", SKILL_USE_FAIL_HELPER_SP_INSUFFICIENT,
161 "NearWall", SKILL_USE_FAIL_NEER_WALL,
162 "Need1PercentExp", SKILL_USE_FAIL_NEED_EXP_1PERCENT,
163 "ChorusSpInsufficient", SKILL_USE_FAIL_CHORUS_SP_INSUFFICIENT,
164 "GCWeaponBlocking", SKILL_USE_FAIL_GC_WEAPONBLOCKING,
165 "GCPoisoningWeapon", SKILL_USE_FAIL_GC_POISONINGWEAPON,
166 "ReqMadogear", SKILL_USE_FAIL_MADOGEAR,
168 "TargetPlayer", SKILL_USE_FAIL_TOTARGET_PLAYER,
169 "FailSize", SKILL_USE_FAIL_SIZE,
170 "ReqCannonball", SKILL_USE_FAIL_CANONBALL,
171 "ReqGuillotinePoison", SKILL_USE_FAIL_GUILLONTINE_POISON,
172 "ReqMadoRide", SKILL_USE_FAIL_MADOGEAR_RIDE,
173 "ReqSpellbook", SKILL_USE_FAIL_SPELLBOOK,
174 "ReqSpellbookDifficultSleep", SKILL_USE_FAIL_SPELLBOOK_DIFFICULT_SLEEP,
175 "SpellbookReservationPoint", SKILL_USE_FAIL_SPELLBOOK_PRESERVATION_POINT,
176 "SpellbookReading", SKILL_USE_FAIL_SPELLBOOK_READING,
177 "FailCart", SKILL_USE_FAIL_CART,
178 "NoMoreSpell", SKILL_USE_FAIL_NO_MORE_SPELL,
179 "ManualNotify", SKILL_USE_FAIL_MANUAL_NOTIFY,
180 "FailNeedItem", SKILL_USE_FAIL_NEED_ITEM,
181 "ReqEquipment", SKILL_USE_FAIL_NEED_EQUIPMENT,
182 "ComboSkill", SKILL_USE_FAIL_COMBOSKILL,
183 "ReqSpirits", SKILL_USE_FAIL_SPIRITS,
184 "ReqExplosionSpirits", SKILL_USE_FAIL_EXPLOSIONSPIRITS,
185 "HpTooMany", SKILL_USE_FAIL_HP_TOOMANY,
188 "ReqElSummon", SKILL_USE_FAIL_EL_SUMMON,
189 "ReqRelationGrade", SKILL_USE_FAIL_RELATIONGRADE,
190 "ReqStyleChangeFighter", SKILL_USE_FAIL_STYLE_CHANGE_FIGHTER,
191 "ReqStyleChangeGrappler", SKILL_USE_FAIL_STYLE_CHANGE_GRAPPLER,
194 );
195
196 state->create_named_table("zc_notify_act_3_action_types",
197 "Damage", (int) ZCNA3_DAMAGE,
198 "PickupItem", (int) ZCNA3_PICKUP_ITEM,
199 "Sit", (int) ZCNA3_SIT,
200 "Stand", (int) ZCNA3_STAND,
201 "EndureDamage", (int) ZCNA3_ENDURE_DAMAGE,
202 "Splash", (int) ZCNA3_SPLASH,
203 "Skill", (int) ZCNA3_SKILL,
204 "RepeatDamage", (int) ZCNA3_REPEAT_DAMAGE,
205 "MultiHitDamage", (int) ZCNA3_MULTI_HIT_DAMAGE,
206 "MultiHitEndureDamage", (int) ZCNA3_MULTI_HIT_ENDURE_DAMAGE,
207 "CriticalHit", (int) ZCNA3_CRITICAL_HIT,
208 "LuckyDodge", (int) ZCNA3_LUCKY_DODGE,
209 "TouchSkill", (int) ZCNA3_TOUCH_SKILL,
210 "MultiHitCritical", (int) ZCNA3_MULTI_HIT_CRITICAL
211 );
212}
@ ZCNA3_MULTI_HIT_ENDURE_DAMAGE
Definition: ClientDefinitions.hpp:130
@ ZCNA3_PICKUP_ITEM
Definition: ClientDefinitions.hpp:122
@ ZCNA3_DAMAGE
Definition: ClientDefinitions.hpp:121
@ ZCNA3_MULTI_HIT_CRITICAL
Definition: ClientDefinitions.hpp:134
@ ZCNA3_SPLASH
Definition: ClientDefinitions.hpp:126
@ ZCNA3_TOUCH_SKILL
Definition: ClientDefinitions.hpp:133
@ ZCNA3_MULTI_HIT_DAMAGE
Definition: ClientDefinitions.hpp:129
@ ZCNA3_REPEAT_DAMAGE
Definition: ClientDefinitions.hpp:128
@ ZCNA3_ENDURE_DAMAGE
Definition: ClientDefinitions.hpp:125
@ ZCNA3_STAND
Definition: ClientDefinitions.hpp:124
@ ZCNA3_CRITICAL_HIT
Definition: ClientDefinitions.hpp:131
@ ZCNA3_SIT
Definition: ClientDefinitions.hpp:123
@ ZCNA3_SKILL
Definition: ClientDefinitions.hpp:127
@ ZCNA3_LUCKY_DODGE
Definition: ClientDefinitions.hpp:132
@ SRS_CART
Definition: SkillDefinitions.hpp:82
@ SRS_SIGHT
Definition: SkillDefinitions.hpp:84
@ SRS_WUG
Definition: SkillDefinitions.hpp:91
@ SRS_PECO
Definition: SkillDefinitions.hpp:99
@ SRS_NONE
Definition: SkillDefinitions.hpp:76
@ SRS_FALCON
Definition: SkillDefinitions.hpp:81
@ SRS_MADO
Definition: SkillDefinitions.hpp:93
@ SRS_MH_GRAPPLING
Definition: SkillDefinitions.hpp:98
@ SRS_SHIELD
Definition: SkillDefinitions.hpp:83
@ SRS_CLOAKING
Definition: SkillDefinitions.hpp:78
@ SRS_WATER
Definition: SkillDefinitions.hpp:89
@ SRS_RECOV_WEIGHT_RATE
Definition: SkillDefinitions.hpp:87
@ SRS_ROLLINGCUTTER
Definition: SkillDefinitions.hpp:96
@ SRS_RIDINGDRAGON
Definition: SkillDefinitions.hpp:90
@ SRS_MH_FIGHTING
Definition: SkillDefinitions.hpp:97
@ SRS_POISONINGWEAPON
Definition: SkillDefinitions.hpp:95
@ SRS_RIDINGWUG
Definition: SkillDefinitions.hpp:92
@ SRS_ELEMENTALSPIRIT
Definition: SkillDefinitions.hpp:94
@ SRS_RIDING
Definition: SkillDefinitions.hpp:80
@ SRS_MOVE_ENABLE
Definition: SkillDefinitions.hpp:88
@ SRS_HIDING
Definition: SkillDefinitions.hpp:77
@ SRS_HIDDEN
Definition: SkillDefinitions.hpp:79
@ SRS_CARTBOOST
Definition: SkillDefinitions.hpp:86
@ SRS_EXPLOSIONSPIRITS
Definition: SkillDefinitions.hpp:85
@ SK_SUBTYPE_QUEST_SKILL
Definition: SkillDefinitions.hpp:115
@ SK_SUBTYPE_NO_ENEMY
Definition: SkillDefinitions.hpp:127
@ SK_SUBTYPE_SONG_DANCE
Definition: SkillDefinitions.hpp:120
@ SK_SUBTYPE_GUILD_SKILL
Definition: SkillDefinitions.hpp:119
@ SK_SUBTYPE_HIDDEN_TRAP
Definition: SkillDefinitions.hpp:134
@ SK_SUBTYPE_WEDDING_SKILL
Definition: SkillDefinitions.hpp:117
@ SK_SUBTYPE_NO_TARGET_SELF
Definition: SkillDefinitions.hpp:124
@ SK_SUBTYPE_NONE
Definition: SkillDefinitions.hpp:114
@ SK_SUBTYPE_FREE_CAST_REDUCED
Definition: SkillDefinitions.hpp:131
@ SK_SUBTYPE_CHORUS_SKILL
Definition: SkillDefinitions.hpp:129
@ SK_SUBTYPE_TRAP_SKILL
Definition: SkillDefinitions.hpp:122
@ SK_SUBTYPE_TARGET_SELF
Definition: SkillDefinitions.hpp:123
@ SK_SUBTYPE_SPIRIT_SKILL
Definition: SkillDefinitions.hpp:118
@ SK_SUBTYPE_FREE_CAST_NORMAL
Definition: SkillDefinitions.hpp:130
@ SK_SUBTYPE_PARTY_ONLY
Definition: SkillDefinitions.hpp:125
@ SK_SUBTYPE_GUILD_ONLY
Definition: SkillDefinitions.hpp:126
@ SK_SUBTYPE_IS_COMBO_SKILL
Definition: SkillDefinitions.hpp:135
@ SK_SUBTYPE_NPC_SKILL
Definition: SkillDefinitions.hpp:116
@ SK_SUBTYPE_SHOW_SKILL_SCALE
Definition: SkillDefinitions.hpp:132
@ SK_SUBTYPE_NO_LAND_PROTECTOR
Definition: SkillDefinitions.hpp:128
@ SK_SUBTYPE_ALLOW_REPRODUCE
Definition: SkillDefinitions.hpp:133
@ SK_SUBTYPE_ENSEMBLE_SKILL
Definition: SkillDefinitions.hpp:121
@ SK_TYPE_SELF
Definition: SkillDefinitions.hpp:107
@ SK_TYPE_FRIENDLY
Definition: SkillDefinitions.hpp:109
@ SK_TYPE_PASSIVE
Definition: SkillDefinitions.hpp:104
@ SK_TYPE_TRAP
Definition: SkillDefinitions.hpp:110
@ SK_TYPE_ATTACK
Definition: SkillDefinitions.hpp:105
@ SK_TYPE_PLACEMENT
Definition: SkillDefinitions.hpp:106
@ SPB_SKILL
Definition: SkillDefinitions.hpp:67
@ SPB_DUALMODE
Definition: SkillDefinitions.hpp:71
@ SPB_NONE
Definition: SkillDefinitions.hpp:59
@ SPB_SONG
Definition: SkillDefinitions.hpp:70
@ SPB_NOFOOTSET
Definition: SkillDefinitions.hpp:62
@ SPB_NOMOB
Definition: SkillDefinitions.hpp:66
@ SPB_NOREITERATION
Definition: SkillDefinitions.hpp:61
@ SPB_NOPC
Definition: SkillDefinitions.hpp:65
@ SPB_PATHCHECK
Definition: SkillDefinitions.hpp:64
@ SPB_RANGEDSINGLEUNIT
Definition: SkillDefinitions.hpp:72
@ SPB_ENSEMBLE
Definition: SkillDefinitions.hpp:69
@ SPB_DEFNOTENEMY
Definition: SkillDefinitions.hpp:60
@ SPB_DANCE
Definition: SkillDefinitions.hpp:68
@ SPB_NOOVERLAP
Definition: SkillDefinitions.hpp:63
@ SKTT_SINGLE_TARGETED
Definition: SkillDefinitions.hpp:344
@ SKTT_GROUND_TARGETED
Definition: SkillDefinitions.hpp:345
@ SKILL_LEARN_PLAGIARIZED
Definition: SkillDefinitions.hpp:155
@ SKILL_LEARN_TEMPORARY
Definition: SkillDefinitions.hpp:154
@ SKILL_LEARN_UNUSED
needed to maintain the order since the values are saved, can be renamed and used if a new flag is nec...
Definition: SkillDefinitions.hpp:156
@ SKILL_LEARN_PERM_GRANTED
Permanent, granted through someway (e.g. script).
Definition: SkillDefinitions.hpp:157
@ SKILL_LEARN_REPLACED_LV_0
Definition: SkillDefinitions.hpp:160
@ SKILL_LEARN_PERMANENT
Definition: SkillDefinitions.hpp:153
@ SKILL_USE_FAIL_GC_WEAPONBLOCKING
Definition: SkillDefinitions.hpp:195
@ SKILL_USE_FAIL_SPELLBOOK_PRESERVATION_POINT
Definition: SkillDefinitions.hpp:217
@ SKILL_USE_FAIL_CONDITION
Definition: SkillDefinitions.hpp:187
@ SKILL_USE_FAIL_EL_SUMMON
Definition: SkillDefinitions.hpp:243
@ SKILL_USE_FAIL
Definition: SkillDefinitions.hpp:174
@ SKILL_USE_FAIL_REDJAMSTONE
Definition: SkillDefinitions.hpp:171
@ SKILL_USE_FAIL_IMITATION_SKILL_NONE
Definition: SkillDefinitions.hpp:185
@ SKILL_USE_FAIL_CART
Definition: SkillDefinitions.hpp:221
@ SKILL_USE_FAIL_WEIGHTOVER
Definition: SkillDefinitions.hpp:173
@ SKILL_USE_FAIL_HP_INSUFFICIENT
Definition: SkillDefinitions.hpp:166
@ SKILL_USE_FAIL_NEED_HELPER
Definition: SkillDefinitions.hpp:181
@ SKILL_USE_FAIL_SPELLBOOK
Definition: SkillDefinitions.hpp:215
@ SKILL_USE_FAIL_NEED_EQUIPMENT
Definition: SkillDefinitions.hpp:236
@ SKILL_USE_FAIL_ANCILLA
Definition: SkillDefinitions.hpp:178
@ SKILL_USE_FAIL_DUPLICATE_RANGEIN
Definition: SkillDefinitions.hpp:179
@ SKILL_USE_FAIL_HOLYWATER
Definition: SkillDefinitions.hpp:177
@ SKILL_USE_FAIL_POS
Definition: SkillDefinitions.hpp:190
@ SKILL_USE_FAIL_TOTARGET_PLAYER
Definition: SkillDefinitions.hpp:199
@ SKILL_USE_FAIL_DRAGON
Definition: SkillDefinitions.hpp:189
@ SKILL_USE_FAIL_CHORUS_SP_INSUFFICIENT
Definition: SkillDefinitions.hpp:194
@ SKILL_USE_FAIL_NEER_WALL
Definition: SkillDefinitions.hpp:192
@ SKILL_USE_FAIL_NO_MORE_SPELL
Definition: SkillDefinitions.hpp:224
@ SKILL_USE_FAIL_HELPER_SP_INSUFFICIENT
Definition: SkillDefinitions.hpp:191
@ SKILL_USE_FAIL_THIS_WEAPON
Definition: SkillDefinitions.hpp:170
@ SKILL_USE_FAIL_DUPLICATE
Definition: SkillDefinitions.hpp:186
@ SKILL_USE_FAIL_GUILLONTINE_POISON
Definition: SkillDefinitions.hpp:207
@ SKILL_USE_FAIL_TOTARGET
Definition: SkillDefinitions.hpp:175
@ SKILL_USE_FAIL_MONEY
Definition: SkillDefinitions.hpp:169
@ SKILL_USE_FAIL_SPIRITS
Definition: SkillDefinitions.hpp:238
@ SKILL_USE_FAIL_NEED_ITEM
Definition: SkillDefinitions.hpp:235
@ SKILL_USE_FAIL_STUFF_INSUFFICIENT
Definition: SkillDefinitions.hpp:167
@ SKILL_USE_FAIL_MADOGEAR_RIDE
Definition: SkillDefinitions.hpp:214
@ SKILL_USE_FAIL_NEED_MORE_BULLET
Definition: SkillDefinitions.hpp:248
@ SKILL_USE_FAIL_EXPLOSIONSPIRITS
Definition: SkillDefinitions.hpp:239
@ SKILL_USE_FAIL_SUMMON_NONE
Definition: SkillDefinitions.hpp:184
@ SKILL_USE_FAIL_SPELLBOOK_DIFFICULT_SLEEP
Definition: SkillDefinitions.hpp:216
@ SKILL_USE_FAIL_NEED_EXP_1PERCENT
Definition: SkillDefinitions.hpp:193
@ SKILL_USE_FAIL_HP_TOOMANY
Definition: SkillDefinitions.hpp:240
@ SKILL_USE_FAIL_THERE_ARE_NPC_AROUND
Definition: SkillDefinitions.hpp:247
@ SKILL_USE_FAIL_SKILLINTERVAL
Definition: SkillDefinitions.hpp:168
@ SKILL_USE_FAIL_NEED_EQUIPPED_WEAPON_CLASS
Definition: SkillDefinitions.hpp:242
@ SKILL_USE_FAIL_SP_INSUFFICIENT
Definition: SkillDefinitions.hpp:165
@ SKILL_USE_FAIL_SPELLBOOK_READING
Definition: SkillDefinitions.hpp:218
@ SKILL_USE_FAIL_NEED_OTHER_SKILL
Definition: SkillDefinitions.hpp:180
@ SKILL_USE_FAIL_MANUAL_NOTIFY
Definition: SkillDefinitions.hpp:234
@ SKILL_USE_FAIL_GC_POISONINGWEAPON
Definition: SkillDefinitions.hpp:196
@ SKILL_USE_FAIL_LEVEL
Definition: SkillDefinitions.hpp:164
@ SKILL_USE_FAIL_ANCILLA_NUMOVER
Definition: SkillDefinitions.hpp:176
@ SKILL_USE_FAIL_MADOGEAR
Definition: SkillDefinitions.hpp:197
@ SKILL_USE_FAIL_SUMMON
Definition: SkillDefinitions.hpp:183
@ SKILL_USE_FAIL_SIZE
Definition: SkillDefinitions.hpp:200
@ SKILL_USE_FAIL_NEED_ROYAL_GUARD_BANDING
Definition: SkillDefinitions.hpp:241
@ SKILL_USE_FAIL_STYLE_CHANGE_GRAPPLER
Definition: SkillDefinitions.hpp:246
@ SKILL_USE_FAIL_PAINTBRUSH
Definition: SkillDefinitions.hpp:188
@ SKILL_USE_FAIL_STYLE_CHANGE_FIGHTER
Definition: SkillDefinitions.hpp:245
@ SKILL_USE_FAIL_INVALID_DIR
Definition: SkillDefinitions.hpp:182
@ SKILL_USE_FAIL_CANONBALL
Definition: SkillDefinitions.hpp:201
@ SKILL_USE_FAIL_COMBOSKILL
Definition: SkillDefinitions.hpp:237
@ SKILL_USE_FAIL_RELATIONGRADE
Definition: SkillDefinitions.hpp:244
@ SKILL_USE_FAIL_NEED_EQUIPMENT_KUNAI
Definition: SkillDefinitions.hpp:198
@ SKILL_USE_FAIL_BLUEJAMSTONE
Definition: SkillDefinitions.hpp:172

References SK_SUBTYPE_ALLOW_REPRODUCE, SK_SUBTYPE_CHORUS_SKILL, SK_SUBTYPE_ENSEMBLE_SKILL, SK_SUBTYPE_FREE_CAST_NORMAL, SK_SUBTYPE_FREE_CAST_REDUCED, SK_SUBTYPE_GUILD_ONLY, SK_SUBTYPE_GUILD_SKILL, SK_SUBTYPE_HIDDEN_TRAP, SK_SUBTYPE_IS_COMBO_SKILL, SK_SUBTYPE_NO_ENEMY, SK_SUBTYPE_NO_LAND_PROTECTOR, SK_SUBTYPE_NO_TARGET_SELF, SK_SUBTYPE_NONE, SK_SUBTYPE_NPC_SKILL, SK_SUBTYPE_PARTY_ONLY, SK_SUBTYPE_QUEST_SKILL, SK_SUBTYPE_SHOW_SKILL_SCALE, SK_SUBTYPE_SONG_DANCE, SK_SUBTYPE_SPIRIT_SKILL, SK_SUBTYPE_TARGET_SELF, SK_SUBTYPE_TRAP_SKILL, SK_SUBTYPE_WEDDING_SKILL, SK_TYPE_ATTACK, SK_TYPE_FRIENDLY, SK_TYPE_PASSIVE, SK_TYPE_PLACEMENT, SK_TYPE_SELF, SK_TYPE_TRAP, SKILL_LEARN_PERM_GRANTED, SKILL_LEARN_PERMANENT, SKILL_LEARN_PLAGIARIZED, SKILL_LEARN_REPLACED_LV_0, SKILL_LEARN_TEMPORARY, SKILL_LEARN_UNUSED, SKILL_USE_FAIL, SKILL_USE_FAIL_ANCILLA, SKILL_USE_FAIL_ANCILLA_NUMOVER, SKILL_USE_FAIL_BLUEJAMSTONE, SKILL_USE_FAIL_CANONBALL, SKILL_USE_FAIL_CART, SKILL_USE_FAIL_CHORUS_SP_INSUFFICIENT, SKILL_USE_FAIL_COMBOSKILL, SKILL_USE_FAIL_CONDITION, SKILL_USE_FAIL_DRAGON, SKILL_USE_FAIL_DUPLICATE, SKILL_USE_FAIL_DUPLICATE_RANGEIN, SKILL_USE_FAIL_EL_SUMMON, SKILL_USE_FAIL_EXPLOSIONSPIRITS, SKILL_USE_FAIL_GC_POISONINGWEAPON, SKILL_USE_FAIL_GC_WEAPONBLOCKING, SKILL_USE_FAIL_GUILLONTINE_POISON, SKILL_USE_FAIL_HELPER_SP_INSUFFICIENT, SKILL_USE_FAIL_HOLYWATER, SKILL_USE_FAIL_HP_INSUFFICIENT, SKILL_USE_FAIL_HP_TOOMANY, SKILL_USE_FAIL_IMITATION_SKILL_NONE, SKILL_USE_FAIL_INVALID_DIR, SKILL_USE_FAIL_LEVEL, SKILL_USE_FAIL_MADOGEAR, SKILL_USE_FAIL_MADOGEAR_RIDE, SKILL_USE_FAIL_MANUAL_NOTIFY, SKILL_USE_FAIL_MONEY, SKILL_USE_FAIL_NEED_EQUIPMENT, SKILL_USE_FAIL_NEED_EQUIPMENT_KUNAI, SKILL_USE_FAIL_NEED_EQUIPPED_WEAPON_CLASS, SKILL_USE_FAIL_NEED_EXP_1PERCENT, SKILL_USE_FAIL_NEED_HELPER, SKILL_USE_FAIL_NEED_ITEM, SKILL_USE_FAIL_NEED_MORE_BULLET, SKILL_USE_FAIL_NEED_OTHER_SKILL, SKILL_USE_FAIL_NEED_ROYAL_GUARD_BANDING, SKILL_USE_FAIL_NEER_WALL, SKILL_USE_FAIL_NO_MORE_SPELL, SKILL_USE_FAIL_PAINTBRUSH, SKILL_USE_FAIL_POS, SKILL_USE_FAIL_REDJAMSTONE, SKILL_USE_FAIL_RELATIONGRADE, SKILL_USE_FAIL_SIZE, SKILL_USE_FAIL_SKILLINTERVAL, SKILL_USE_FAIL_SP_INSUFFICIENT, SKILL_USE_FAIL_SPELLBOOK, SKILL_USE_FAIL_SPELLBOOK_DIFFICULT_SLEEP, SKILL_USE_FAIL_SPELLBOOK_PRESERVATION_POINT, SKILL_USE_FAIL_SPELLBOOK_READING, SKILL_USE_FAIL_SPIRITS, SKILL_USE_FAIL_STUFF_INSUFFICIENT, SKILL_USE_FAIL_STYLE_CHANGE_FIGHTER, SKILL_USE_FAIL_STYLE_CHANGE_GRAPPLER, SKILL_USE_FAIL_SUMMON, SKILL_USE_FAIL_SUMMON_NONE, SKILL_USE_FAIL_THERE_ARE_NPC_AROUND, SKILL_USE_FAIL_THIS_WEAPON, SKILL_USE_FAIL_TOTARGET, SKILL_USE_FAIL_TOTARGET_PLAYER, SKILL_USE_FAIL_WEIGHTOVER, SKTT_GROUND_TARGETED, SKTT_SINGLE_TARGETED, SPB_DANCE, SPB_DEFNOTENEMY, SPB_DUALMODE, SPB_ENSEMBLE, SPB_NOFOOTSET, SPB_NOMOB, SPB_NONE, SPB_NOOVERLAP, SPB_NOPC, SPB_NOREITERATION, SPB_PATHCHECK, SPB_RANGEDSINGLEUNIT, SPB_SKILL, SPB_SONG, SRS_CART, SRS_CARTBOOST, SRS_CLOAKING, SRS_ELEMENTALSPIRIT, SRS_EXPLOSIONSPIRITS, SRS_FALCON, SRS_HIDDEN, SRS_HIDING, SRS_MADO, SRS_MH_FIGHTING, SRS_MH_GRAPPLING, SRS_MOVE_ENABLE, SRS_NONE, SRS_PECO, SRS_POISONINGWEAPON, SRS_RECOV_WEIGHT_RATE, SRS_RIDING, SRS_RIDINGDRAGON, SRS_RIDINGWUG, SRS_ROLLINGCUTTER, SRS_SHIELD, SRS_SIGHT, SRS_WATER, SRS_WUG, ZCNA3_CRITICAL_HIT, ZCNA3_DAMAGE, ZCNA3_ENDURE_DAMAGE, ZCNA3_LUCKY_DODGE, ZCNA3_MULTI_HIT_CRITICAL, ZCNA3_MULTI_HIT_DAMAGE, ZCNA3_MULTI_HIT_ENDURE_DAMAGE, ZCNA3_PICKUP_ITEM, ZCNA3_REPEAT_DAMAGE, ZCNA3_SIT, ZCNA3_SKILL, ZCNA3_SPLASH, ZCNA3_STAND, and ZCNA3_TOUCH_SKILL.

◆ sync_functions()

void SkillComponent::sync_functions ( std::shared_ptr< sol::state >  state)
virtual

Implements Horizon::Zone::LUAComponent.

259{
260}

The documentation for this class was generated from the following files: