#pragma once #include "Entities.hpp" #include "Player.hpp" #include #include enum class SkillEffectTarget { POINT = 1, SELF = 2, CONE = 3, WEAPON = 4, AREA_SELF = 5, AREA_TARGET = 6 }; enum class SkillTargetType { MOBS = 1, SELF = 2, GROUP = 3 }; enum class SkillDrainType { ACTIVE = 1, PASSIVE = 2 }; struct SkillData { int skillType; // eST SkillEffectTarget effectTarget; int effectType; // always 1? SkillTargetType targetType; SkillDrainType drainType; int effectArea; int batteryUse[4]; int durationTime[4]; int valueTypes[3]; int values[3][4]; }; namespace Abilities { extern std::map SkillTable; std::vector matchTargets(SkillData*, int, int32_t*); int getCSTBFromST(int eSkillType); void usePassiveNanoSkill(SkillData*, Player*); void init(); }