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|
- // $Id: skill.c,v 1.8 2004/02/27 5:34:51 PM Celestia $
- /* スキル?係 */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #include "timer.h"
- #include "nullpo.h"
- #include "malloc.h"
- #include "skill.h"
- #include "map.h"
- #include "clif.h"
- #include "pc.h"
- #include "status.h"
- #include "pet.h"
- #include "mob.h"
- #include "battle.h"
- #include "party.h"
- #include "itemdb.h"
- #include "script.h"
- #include "intif.h"
- #include "log.h"
- #include "chrif.h"
- #include "guild.h"
- #include "showmsg.h"
- #include "grfio.h"
- #ifdef MEMWATCH
- #include "memwatch.h"
- #endif
- #define SKILLUNITTIMER_INVERVAL 100
- #define STATE_BLIND 0x10
- #define swap(x,y) { int t; t = x; x = y; y = t; }
- const struct skill_name_db skill_names[] = {
- { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
- { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
- { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
- { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
- { AC_OWL, "OWL", "Owl's_Eye" } ,
- { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
- { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
- { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
- { AL_ANGELUS, "ANGELUS", "Angelus" } ,
- { AL_BLESSING, "BLESSING", "Blessing" } ,
- { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
- { AL_CURE, "CURE", "Cure" } ,
- { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
- { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
- { AL_DP, "DP", "Divine_Protection" } ,
- { AL_HEAL, "HEAL", "Heal" } ,
- { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
- { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
- { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
- { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
- { AL_RUWACH, "RUWACH", "Ruwach" } ,
- { AL_TELEPORT, "TELEPORT", "Teleport" } ,
- { AL_WARP, "WARP", "Warp_Portal" } ,
- { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
- { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
- { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
- { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
- { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
- { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
- { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
- { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
- { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
- { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
- { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
- { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
- { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
- { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
- { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
- { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
- { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
- { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
- { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
- { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
- { AM_REST, "REST", "Sabbath" } ,
- { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
- { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
- { ASC_BREAKER, "BREAKER", "Breaker" } ,
- { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
- { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
- { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
- { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
- { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
- { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
- { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
- { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
- { AS_KATAR, "KATAR", "Katar_Mastery" } ,
- { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
- { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
- { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
- { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
- { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
- { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
- { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
- { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
- { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
- { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
- { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
- { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
- { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
- { BA_WHISTLE, "WHISTLE", "Whistle" } ,
- { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
- { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
- { BD_ENCORE, "ENCORE", "Encore" } ,
- { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
- { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
- { BD_LULLABY, "LULLABY", "Lullaby" } ,
- { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
- { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
- { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
- { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
- { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
- { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
- { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
- { BS_AXE, "AXE", "Smith_Axe" } ,
- { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
- { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
- { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
- { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
- { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
- { BS_IRON, "IRON", "Iron_Tempering" } ,
- { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
- { BS_MACE, "MACE", "Smith_Mace" } ,
- { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
- { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
- { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
- { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
- { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
- { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
- { BS_STEEL, "STEEL", "Steel_Tempering" } ,
- { BS_SWORD, "SWORD", "Smith_Sword" } ,
- { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
- { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
- { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
- { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
- { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
- { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
- { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
- { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
- { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
- { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
- { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
- { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
- { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
- { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
- { CR_DEFENDER, "DEFENDER", "Defender" } ,
- { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
- { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
- { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
- { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
- { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
- { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
- { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
- { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
- { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
- { CR_TRUST, "TRUST", "Faith" } ,
- { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
- { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
- { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
- { DC_HUMMING, "HUMMING", "Humming" } ,
- { DC_SCREAM, "SCREAM", "Scream" } ,
- { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
- { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
- { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
- { GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } ,
- { GD_REGENERATION, "REGENERATION", "Regeneration" } ,
- { GD_RESTORE, "RESTORE", "Restore" } ,
- { GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } ,
- { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
- { HP_BASILICA, "BASILICA", "Basilica" } ,
- { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
- { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
- { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
- { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
- { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
- { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
- { HT_DETECTING, "DETECTING", "Detect" } ,
- { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
- { HT_FLASHER, "FLASHER", "Flasher" } ,
- { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
- { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
- { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
- { HT_SANDMAN, "SANDMAN", "Sandman" } ,
- { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
- { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
- { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
- { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
- { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
- { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
- { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
- { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
- { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
- { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
- { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
- { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
- { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
- { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
- { KN_PIERCE, "PIERCE", "Pierce" } ,
- { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
- { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
- { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
- { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
- { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
- { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
- { LK_BERSERK, "BERSERK", "Berserk" } ,
- { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
- { LK_FURY, "FURY", "LK_FURY" } ,
- { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
- { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
- { LK_PARRYING, "PARRYING", "Parrying" } ,
- { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
- { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
- { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
- { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
- { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
- { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
- { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
- { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
- { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
- { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
- { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
- { MC_VENDING, "VENDING", "Vending" } ,
- { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
- { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
- { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
- { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
- { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
- { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
- { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
- { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
- { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
- { MG_SIGHT, "SIGHT", "Sight" } ,
- { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
- { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
- { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
- { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
- { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
- { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
- { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
- { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
- { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
- { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
- { MO_DODGE, "DODGE", "Dodge" } ,
- { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
- { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
- { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
- { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
- { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
- { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
- { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
- { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
- { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
- { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
- { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
- { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
- { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
- { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
- { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
- { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
- { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
- { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
- { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
- { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
- { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
- { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
- { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
- { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
- { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
- { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
- { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
- { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
- { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
- { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
- { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
- { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
- { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
- { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
- { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
- { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
- { NPC_LICK, "LICK", "NPC_LICK" } ,
- { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
- { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
- { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
- { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
- { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
- { NPC_POISON, "POISON", "NPC_POISON" } ,
- { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
- { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
- { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
- { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
- { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
- { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
- { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
- { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
- { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
- { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
- { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
- { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
- { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
- { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
- { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
- { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
- { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
- { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
- { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
- { NV_BASIC, "BASIC", "Basic_Skill" } ,
- { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
- { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
- { PA_GOSPEL, "GOSPEL", "Gospel" } ,
- { PA_PRESSURE, "PRESSURE", "Pressure" } ,
- { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
- { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
- { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
- { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
- { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
- { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
- { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
- { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
- { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
- { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
- { PR_GLORIA, "GLORIA", "Gloria" } ,
- { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
- { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
- { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
- { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
- { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
- { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
- { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
- { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
- { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
- { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
- { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
- { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
- { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
- { RG_CLEANER, "CLEANER", "Remover" } ,
- { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
- { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
- { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
- { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
- { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
- { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
- { RG_RAID, "RAID", "Raid" } ,
- { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
- { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
- { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
- { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
- { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
- { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
- { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
- { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
- { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
- { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
- { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
- { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
- { SA_COMA, "COMA", "Coma" } ,
- { SA_DEATH, "DEATH", "Death" } ,
- { SA_DELUGE, "DELUGE", "Deluge" } ,
- { SA_DISPELL, "DISPELL", "Dispel" } ,
- { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
- { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
- { SA_FORTUNE, "FORTUNE", "Fortune" } ,
- { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
- { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
- { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
- { SA_GRAVITY, "GRAVITY", "Gravity" } ,
- { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
- { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
- { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
- { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
- { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
- { SA_MONOCELL, "MONOCELL", "Monocell" } ,
- { SA_QUESTION, "QUESTION", "Question?" } ,
- { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
- { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
- { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
- { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
- { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
- { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
- { SA_VOLCANO, "VOLCANO", "Volcano" } ,
- { SG_DEVIL, "DEVIL", "Devil" } ,
- { SG_FEEL, "FEEL", "Feel" } ,
- { SG_FRIEND, "FRIEND", "Friend" } ,
- { SG_FUSION, "FUSION", "Fusion" } ,
- { SG_HATE, "HATE", "Hate" } ,
- { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
- { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
- { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
- { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
- { SG_MOON_WARM, "WARM", "Moon Warm" } ,
- { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
- { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
- { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
- { SG_STAR_WARM, "WARM", "Star Warm" } ,
- { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
- { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
- { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
- { SG_SUN_WARM, "WARM", "Sun Warm" } ,
- { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
- { SL_ASSASIN, "ASSASIN", "Assasin" } ,
- { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
- { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
- { SL_CRUSADER, "CRUSADER", "Crusader" } ,
- { SL_HUNTER, "HUNTER", "Hunter" } ,
- { SL_KAAHI, "KAAHI", "Kaahi" } ,
- { SL_KAINA, "KAINA", "Kaina" } ,
- { SL_KAITE, "KAITE", "Kaite" } ,
- { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
- { SL_KAUPE, "KAUPE", "Kaupe" } ,
- { SL_KNIGHT, "KNIGHT", "Knight" } ,
- { SL_MONK, "MONK", "Monk" } ,
- { SL_PRIEST, "PRIEST", "Priest" } ,
- { SL_ROGUE, "ROGUE", "Rogue" } ,
- { SL_SAGE, "SAGE", "Sage" } ,
- { SL_SKA, "SKA", "SKA" } ,
- { SL_SKE, "SKE", "SKE" } ,
- { SL_SMA, "SMA", "SMA" } ,
- { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
- { SL_STAR, "STAR", "Star" } ,
- { SL_STIN, "STIN", "Stin" } ,
- { SL_STUN, "STUN", "Stun" } ,
- { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
- { SL_SWOO, "SWOO", "Swoo" } ,
- { SL_WIZARD, "WIZARD", "Wizard" } ,
- { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
- { SM_BASH, "BASH", "Bash" } ,
- { SM_ENDURE, "ENDURE", "Endure" } ,
- { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
- { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
- { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
- { SM_PROVOKE, "PROVOKE", "Provoke" } ,
- { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
- { SM_SWORD, "SWORD", "Sword_Mastery" } ,
- { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
- { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
- { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
- { SN_SIGHT, "SIGHT", "True_Sight" } ,
- { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
- { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
- { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
- { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
- { ST_PRESERVE, "PRESERVE", "Preserve" } ,
- { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
- { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
- { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
- { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
- { TF_HIDING, "HIDING", "Hiding" } ,
- { TF_MISS, "MISS", "Improve_Dodge" } ,
- { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
- { TF_POISON, "POISON", "Envenom" } ,
- { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
- { TF_STEAL, "STEAL", "Steal" } ,
- { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
- { TK_COUNTER, "COUNTER", "Counter" } ,
- { TK_DODGE, "DODGE", "Dodge" } ,
- { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
- { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
- { TK_HPTIME, "HPTIME", "HP Time" } ,
- { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
- { TK_POWER, "POWER", "Power" } ,
- { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
- { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
- { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
- { TK_READYTURN, "READYTURN", "Ready Turn" } ,
- { TK_RUN, "RUN", "TK_RUN" } ,
- { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
- { TK_SPTIME, "SPTIME", "SP Time" } ,
- { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
- { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
- { WE_BABY, "BABY", "Adopt_Baby" } ,
- { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
- { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
- { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
- { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
- { WE_MALE, "MALE", "I Will Protect You" } ,
- { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
- { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
- { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
- { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
- { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
- { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
- { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
- { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
- { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
- { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
- { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
- { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
- { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
- { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
- { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
- { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
- { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
- { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
- { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
- { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
- { 0, 0, 0 }
- };
- static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
- static const int diry[8]={1,1,0,-1,-1,-1,0,1};
- static int rdamage;
- /* スキルデ?タベ?ス */
- struct skill_db skill_db[MAX_SKILL_DB];
- /* アイテム作成デ?タベ?ス */
- struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
- /* 矢作成スキルデ?タベ?ス */
- struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
- /* アブラカダブラ?動スキルデ?タベ?ス */
- struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
- // macros to check for out of bounds errors [celest]
- // i: Skill ID, l: Skill Level, var: Value to return after checking
- // for values that don't require level just put a one (putting 0 will trigger return 0; instead
- // for values that might need to use a different function just skill_chk would suffice.
- #define skill_chk(i, l) \
- if (i >= 10000 && i < 10015) {i -= 9500;} \
- if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
- if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
- #define skill_get(var, i, l) \
- { skill_chk(i, l); return var; }
- // Skill DB
- int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
- int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); }
- int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
- int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
- int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); }
- int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); }
- int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
- int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
- int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
- int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
- int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
- int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
- int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
- int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
- int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
- int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
- int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
- int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
- int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
- int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
- int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
- int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
- int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
- int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
- int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
- int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
- int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
- int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
- int skill_get_unit_target( int id ){ skill_get (skill_db[id].unit_target, id, 1); }
- int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
- int skill_tree_get_max(int id, int b_class){
- struct pc_base_job s_class = pc_calc_base_job(b_class);
- int i, skillid;
- for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
- if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
- return skill_get_max (id);
- }
- /* プロトタイプ */
- //struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
- int skill_check_condition( struct map_session_data *sd,int type);
- int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
- int skill_frostjoke_scream(struct block_list *bl,va_list ap);
- int status_change_timer_sub(struct block_list *bl, va_list ap );
- int skill_attack_area(struct block_list *bl,va_list ap);
- int skill_abra_dataset(int skilllv);
- int skill_clear_element_field(struct block_list *bl);
- int skill_landprotector(struct block_list *bl, va_list ap );
- int skill_trap_splash(struct block_list *bl, va_list ap );
- int skill_count_target(struct block_list *bl, va_list ap );
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
- int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
- int skill_unit_effect(struct block_list *bl,va_list ap);
- // [MouseJstr] - skill ok to cast? and when?
- int skillnotok(int skillid, struct map_session_data *sd)
- {
- nullpo_retr (1, sd);
- //if (sd == 0)
- //return 0;
- //return 1;
- // I think it was meant to be "no skills allowed when not a valid sd"
-
- if (!(skillid >= 10000 && skillid < 10015))
- if ((skillid > MAX_SKILL) || (skillid < 0))
- return 1;
- {
- int i = skillid;
- if (i >= 10000 && i < 10015)
- i -= 9500;
- if (sd->blockskill[i] > 0)
- return 1;
- }
- if (pc_isGM(sd) >= 20)
- return 0; // gm's can do anything damn thing they want
- // Check skill restrictions [Celest]
- if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1)
- return 1;
- if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
- return 1;
- if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4)
- return 1;
- if (agit_flag && skill_get_nocast (skillid) & 8)
- return 1;
- if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
- return 1;
-
- switch (skillid) {
- case AL_WARP:
- case AL_TELEPORT:
- case MC_VENDING:
- case MC_IDENTIFY:
- return 0; // always allowed
- default:
- return(map[sd->bl.m].flag.noskill);
- }
- }
- static int distance(int x0,int y0,int x1,int y1)
- {
- int dx,dy;
- dx=abs(x0-x1);
- dy=abs(y0-y1);
- return dx>dy ? dx : dy;
- }
- /* スキルユニットの配置情報を返す */
- struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
- int firewall_unit_pos;
- int icewall_unit_pos;
- struct skill_unit_layout *skill_get_unit_layout(int skillid,int skilllv,struct block_list *src,int x,int y)
- {
-
- int pos = skill_get_unit_layout_type(skillid,skilllv);
- int dir;
- if (pos!=-1)
- return &skill_unit_layout[pos];
- if (src->x==x && src->y==y)
- dir = 2;
- else
- dir = map_calc_dir(src,x,y);
- if (skillid==MG_FIREWALL)
- return &skill_unit_layout[firewall_unit_pos+dir];
- else if (skillid==WZ_ICEWALL)
- return &skill_unit_layout[icewall_unit_pos+dir];
- printf("unknown unit layout for skill %d, %d\n",skillid,skilllv);
- return &skill_unit_layout[0];
- }
- // 0x89,0x8a,0x8b 表示無し
- // 0x9a 炎?性の詠唱みたいなエフェクト
- // 0x9b 水?性の詠唱みたいなエフェクト
- // 0x9c 風?性の詠唱みたいなエフェクト
- // 0x9d 白い小さなエフェクト
- // 0xb1 Alchemist Demonstration
- // 0xb2 = Pink Warp Portal
- // 0xb3 = Gospel For Paladin
- // 0xb4 = Basilica
- // 0xb5 = Empty
- // 0xb6 = Fog Wall for Professor
- // 0xb7 = Spider Web for Professor
- // 0xb8 = Empty
- // 0xb9 =
- /*==========================================
- * スキル追加?果
- *------------------------------------------
- */
- int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
- {
- /* MOB追加?果スキル用 */
- const int sc[]={
- SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
- SC_STONE, SC_CURSE, SC_SLEEP
- };
- const int sc2[]={
- MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
- NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
- NPC_SILENCEATTACK,0,NPC_BLINDATTACK
- };
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- struct pet_data *pd=NULL;
- int skill,skill2;
- int rate;
- int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
- int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(skillid < 0)
- { // remove the debug print when this case is finished
- printf("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,attack_type,tick);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- if (src->type == BL_PC){
- nullpo_retr(0, sd = (struct map_session_data *)src);
- } else if (src->type == BL_MOB){
- nullpo_retr(0, md = (struct mob_data *)src); //未使用?
- } else if (src->type == BL_PET){
- nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris]
- }
- if(bl->type == BL_PC) {
- nullpo_retr(0, dstsd=(struct map_session_data *)bl);
- } else if(bl->type == BL_MOB) {
- nullpo_retr(0, dstmd=(struct mob_data *)bl); //未使用?
- }
- //?象の耐性
- sc_def_mdef = status_get_sc_def_mdef(bl);
- sc_def_vit = status_get_sc_def_vit(bl);
- sc_def_int = status_get_sc_def_int(bl);
- sc_def_luk = status_get_sc_def_luk(bl);
- //自分の耐性
- sc_def_mdef2 = status_get_sc_def_mdef(src);
- sc_def_vit2 = status_get_sc_def_vit(src);
- sc_def_int2 = status_get_sc_def_int(src);
- sc_def_luk2 = status_get_sc_def_luk(src);
- switch(skillid){
- case 0: /* 通常攻? */
- /* 自動鷹 */
- if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rand()%1000 <= sd->paramc[5]*10/3+1 ) {
- int lv=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
- }
- // スナッチャ?
- if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
- if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
- if(pc_steal_item(sd,bl))
- clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
- else if (battle_config.display_snatcher_skill_fail)
- clif_skill_fail(sd,skillid,0,0);
- }
- // エンチャントデットリ?ポイズン(猛毒?果)
- if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
- int mhp = status_get_max_hp(bl);
- int hp = status_get_hp(bl);
- int lvl = sd->sc_data[SC_EDP].val1;
- int diff;
- // MHPの1/4以下にはならない
- if(hp > mhp>>2) {
- if(bl->type == BL_PC) {
- diff = mhp*10/100;
- if (hp - diff < mhp>>2)
- diff = hp - (mhp>>2);
- pc_heal(dstsd, -hp, 0);
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)bl;
- hp -= mhp*15/100;
- if (hp > mhp>>2)
- md->hp = hp;
- else
- md->hp = mhp>>2;
- }
- }
- status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
- }
- break;
- case SM_BASH: /* バッシュ(急所攻?) */
- if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
- if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
- }
- break;
- case TF_POISON: /* インベナム */
- case AS_SPLASHER: /* ベナムスプラッシャ? */
- if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
- status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- else{
- if(sd && skillid==TF_POISON)
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case AS_SONICBLOW: /* ソニックブロ? */
- if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- rate=skilllv*3+35;
- if(rand()%100 < rate*sc_def_mdef/100)
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case MG_FROSTDIVER: /* フロストダイバ? */
- case WZ_FROSTNOVA: /* フロストノヴァ */
- rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
- rate=rate<=5?5:rate;
- if(rand()%100 < rate)
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- else if(sd && skillid==MG_FROSTDIVER)
- clif_skill_fail(sd,skillid,0,0);
- break;
- case WZ_STORMGUST: /* スト?ムガスト */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- if(sc_data) {
- sc_data[SC_FREEZE].val3++;
- if(sc_data[SC_FREEZE].val3 >= 3)
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- }
- break;
- case HT_LANDMINE: /* ランドマイン */
- if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
- if(map[bl->m].flag.pvp && dstsd){
- dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
- status_calc_pc(dstsd,0);
- }
- break;
- case HT_SANDMAN: /* サンドマン */
- if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
- status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case TF_SPRINKLESAND: /* 砂まき */
- if( rand()%100 < 20*sc_def_int/100 )
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case TF_THROWSTONE: /* 石投げ */
- if( rand()%100 < 7*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case CR_HOLYCROSS: /* ホ?リ?クロス */
- if( rand()%100 < 3*skilllv*sc_def_int/100 )
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case CR_GRANDCROSS: /* グランドクロス */
- case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
- {
- int race = status_get_race(bl);
- if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- break;
- case AM_ACIDTERROR:
- if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
- status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case RG_RAID: /* サプライズアタック */
- if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case BA_FROSTJOKE:
- if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case DC_SCREAM:
- if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case BD_LULLABY: /* 子守唄 */
- if( rand()%100 < 15*sc_def_int/100 )
- status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- /* MOBの追加?果付きスキル */
- case NPC_PETRIFYATTACK:
- if(rand()%100 < sc_def_mdef)
- status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- if(rand()%100 < sc_def_vit && src->type!=BL_PET)
- status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if(src->type==BL_PET)
- status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
- break;
- case NPC_CURSEATTACK:
- if(rand()%100 < sc_def_luk)
- status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- if(rand()%100 < sc_def_int)
- status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_MENTALBREAKER:
- if(dstsd) {
- int sp = dstsd->status.max_sp*(10+skilllv)/100;
- if(sp < 1) sp = 1;
- pc_heal(dstsd,0,-sp);
- }
- break;
- // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
- //
- case WZ_METEOR:
- if(rand()%100 < sc_def_vit)
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case WZ_VERMILION:
- if(rand()%100 < sc_def_int)
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- // -- moonsoul (stun ability of new champion skill tigerfist)
- //
- case CH_TIGERFIST:
- if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
- int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10;
- status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
- }
- break;
- case LK_SPIRALPIERCE:
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case ST_REJECTSWORD: /* フリ?ジングトラップ */
- if( rand()%100 < (skilllv*15) )
- status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case PF_FOGWALL: /* ホ?リ?クロス */
- if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- {//?件が良く分からないので適?に
- int race=status_get_race(bl);
- if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- break;
- case LK_JOINTBEAT: /* ジョイントビ?ト */
- //?件が良く分からないので適?に
- if( rand()%100 < (5*skilllv+5)*sc_def_vit/100 )
- status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case PF_SPIDERWEB: /* スパイダ?ウェッブ */
- {
- if(bl->type == BL_MOB)
- {
- int sec=skill_get_time2(skillid,skilllv);
- if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
- sec = sec/2;
- battle_stopwalking(bl,1);
- status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
- }
- }
- break;
- case ASC_METEORASSAULT: /* メテオアサルト */
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
- status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- //阿修羅を使うと5分間自然回復しないようになる
- status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
- break;
- case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
- // skilllv*5%の確率で呪い
- if (rand()%10000 < 5*skilllv*sc_def_luk)
- status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
- break;
- }
- if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
- int i;
- int sc_def_card=100;
- for(i=SC_STONE;i<=SC_BLIND;i++){
- //?象に?態異常
- switch (i) {
- case SC_STONE:
- case SC_FREEZE:
- sc_def_card=sc_def_mdef;
- break;
- case SC_STAN:
- case SC_POISON:
- case SC_SILENCE:
- sc_def_card=sc_def_vit;
- break;
- case SC_SLEEP:
- case SC_CONFUSION:
- case SC_BLIND:
- sc_def_card=sc_def_int;
- break;
- case SC_CURSE:
- sc_def_card=sc_def_luk;
- }
- if (sd) {
- if(!sd->state.arrow_atk) {
- if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
- status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- else {
- if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
- status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- }
- //自分に?態異常
- switch (i) {
- case SC_STONE:
- case SC_FREEZE:
- sc_def_card=sc_def_mdef2;
- break;
- case SC_STAN:
- case SC_POISON:
- case SC_SILENCE:
- sc_def_card=sc_def_vit2;
- break;
- case SC_SLEEP:
- case SC_CONFUSION:
- case SC_BLIND:
- sc_def_card=sc_def_int2;
- break;
- case SC_CURSE:
- sc_def_card=sc_def_luk2;
- }
- if (sd) {
- if(!sd->state.arrow_atk) {
- if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- else {
- if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- }
- if (dstsd &&
- rand()%10000 < dstsd->addeff3[i-SC_STONE]*sc_def_card/100){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,dstsd->addeff3[i-SC_STONE]);
- status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- }
- return 0;
- }
- /*=========================================================================
- スキル攻?吹き飛ばし?理
- -------------------------------------------------------------------------*/
- int skill_blown( struct block_list *src, struct block_list *target,int count)
- {
- int dx=0,dy=0,nx,ny;
- int x=target->x,y=target->y;
- int dir,ret,prev_state=MS_IDLE;
- int moveblock;
- struct map_session_data *sd=NULL;
- struct mob_data *md=NULL;
- struct pet_data *pd=NULL;
- struct skill_unit *su=NULL;
- nullpo_retr(0, src);
- nullpo_retr(0, target);
- if(target->type==BL_PC){
- sd=(struct map_session_data *)target;
- }else if(target->type==BL_MOB){
- md=(struct mob_data *)target;
- }else if(target->type==BL_PET){
- pd=(struct pet_data *)target;
- }else if(target->type==BL_SKILL){
- su=(struct skill_unit *)target;
- }else return 0;
- if (count&0xf00000)
- dir = (count>>20)&0xf;
- else if (count&0x10000 || (target->x==src->x && target->y==src->y))
- dir = status_get_dir(target);
- else
- dir = map_calc_dir(target,src->x,src->y);
- if (dir>=0 && dir<8){
- dx = -dirx[dir];
- dy = -diry[dir];
- }
- ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
- nx=ret>>16;
- ny=ret&0xffff;
- moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
- if(count&0x20000) {
- battle_stopwalking(target,1);
- if(sd){
- sd->to_x=nx;
- sd->to_y=ny;
- sd->walktimer = 1;
- clif_walkok(sd);
- clif_movechar(sd);
- }
- else if(md) {
- md->to_x=nx;
- md->to_y=ny;
- prev_state = md->state.state;
- md->state.state = MS_WALK;
- clif_fixmobpos(md);
- }
- else if(pd) {
- pd->to_x=nx;
- pd->to_y=ny;
- prev_state = pd->state.state;
- pd->state.state = MS_WALK;
- clif_fixpetpos(pd);
- }
- }
- else
- battle_stopwalking(target,2);
- dx = nx - x;
- dy = ny - y;
- if(sd) /* ?面外に出たので消去 */
- map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
- else if(md)
- map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
- else if(pd)
- map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
- if(su){
- skill_unit_move_unit_group(su->group,target->m,dx,dy);
- }else{
- int tick = gettick();
- skill_unit_move(target,tick,0);
- if(moveblock) map_delblock(target);
- target->x=nx;
- target->y=ny;
- if(moveblock) map_addblock(target);
- skill_unit_move(target,tick,1);
- }
- if(sd) { /* ?面?に入ってきたので表示 */
- map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
- if(count&0x20000)
- sd->walktimer = -1;
- }
- else if(md) {
- map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
- if(count&0x20000)
- md->state.state = prev_state;
- }
- else if(pd) {
- map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
- if(count&0x20000)
- pd->state.state = prev_state;
- }
- return 0;
- }
- /*
- * =========================================================================
- * スキル攻??果?理まとめ
- * flagの?明。16進?
- * 00XRTTff
- * ff = magicで計算に渡される)
- * TT = パケットのtype部分(0でデフォルト)
- * X = パケットのスキルLv
- * R = 予約(skill_area_subで使用する)
- *-------------------------------------------------------------------------
- */
- 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 )
- {
- struct Damage dmg;
- struct status_change *sc_data;
- int type,lv,damage;
- if(skillid > 0 && skilllv <= 0) return 0;
- rdamage = 0;
- nullpo_retr(0, src);
- nullpo_retr(0, dsrc);
- nullpo_retr(0, bl);
- sc_data = status_get_sc_data(bl);
- //何もしない判定ここから
- if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
- return 0;
- if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
- return 0;
- if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない
- return 0;
- if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない
- return 0;
- if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?象がPCですでに死んでいたら何もしない
- return 0;
- if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)bl))
- return 0; // [MouseJstr]
- if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で
- if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない
- return 0;
- }
- if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
- return 0;
- if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで
- if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない
- return 0;
- }
- if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
- return 0;
- if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない
- return 0;
- if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない
- return 0;
- if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
- return 0;
- //何もしない判定ここまで
- type=-1;
- lv=(flag>>20)&0xf;
- dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算
- //マジックロッド?理ここから
- if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら
- dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
- if(bl->type == BL_PC) { //?象がPCの場合
- struct map_session_data *sd = (struct map_session_data *)bl;
- if (sd) {
- int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
- sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
- if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
- sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
- if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
- else if(sp < 1) sp = 1; //1以下の場合は1
- if(sd->status.sp + sp > sd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
- sp = sd->status.max_sp - sd->status.sp; //SPをMSP-現在SPにする
- sd->status.sp = sd->status.max_sp; //現在のSPにMSPを代入
- }
- else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
- sd->status.sp += sp;
- clif_heal(sd->fd,SP_SP,sp); //SP回復エフェクトの表示
- sd->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
- }
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
- }
- //マジックロッド?理ここまで
- if(src->type==BL_PET) { // [Valaris]
- dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) );
- dmg.damage2=0;
- }
- damage = dmg.damage + dmg.damage2;
- if(lv==15)
- lv=-1;
- if( flag&0xff00 )
- type=(flag&0xff00)>>8;
- if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
- dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//グランドクロス
- if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
- if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし
- }
- //使用者がPCの場合の?理ここから
- if(src->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)src;
- nullpo_retr(0, sd);
- //連打掌(MO_CHAINCOMBO)ここから
- if(skillid == MO_CHAINCOMBO) {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算
- if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
- if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
- delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
- //連打掌(MO_CHAINCOMBO)ここまで
- //猛龍拳(MO_COMBOFINISH)ここから
- else if(skillid == MO_COMBOFINISH) {
- int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl)) {
- //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
- //伏虎拳(CH_TIGERFIST)取得時も+300ms
- if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
- (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
- (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
- delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
- //猛龍拳(MO_COMBOFINISH)ここまで
- //伏虎拳(CH_TIGERFIST)ここから
- else if(skillid == CH_TIGERFIST) {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl)) {
- if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
- delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
- //伏虎拳(CH_TIGERFIST)ここまで
- //連柱崩?(CH_CHAINCRUSH)ここから
- else if(skillid == CH_CHAINCRUSH) {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl)) {
- //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
- if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
- delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
- //連柱崩?(CH_CHAINCRUSH)ここまで
- }
- //使用者がPCの場合の?理ここまで
- //武器スキル?ここから
- //AppleGirl Was Here
- if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
- if(bl->type == BL_PC) { //Blah Blah
- struct map_session_data *tsd = (struct map_session_data *)bl;
- if(tsd->magic_damage_return > 0) { //More Blah
- rdamage += damage * tsd->magic_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- }
- }
- //Stop Here
- if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc
- if(dmg.flag&BF_SHORT) { //近距離攻?時?※
- if(bl->type == BL_PC) { //?象がPCの時
- struct map_session_data *tsd = (struct map_session_data *)bl;
- nullpo_retr(0, tsd);
- if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※
- rdamage += damage * tsd->short_weapon_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- }
- if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
- if(rdamage < 1) rdamage = 1;
- }
- }
- else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
- if(bl->type == BL_PC) { //?象がPCの時
- struct map_session_data *tsd = (struct map_session_data *)bl;
- nullpo_retr(0, tsd);
- if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※
- rdamage += damage * tsd->long_weapon_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- }
- }
- if(rdamage > 0)
- clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
- }
- //武器スキル?ここまで
- switch(skillid){
- case AS_SPLASHER:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- case NPC_SELFDESTRUCTION:
- case NPC_SELFDESTRUCTION2:
- break;
- case SN_SHARPSHOOTING:
- clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,0,0,0);
- break;
- default:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
- }
- /* 吹き飛ばし処理とそのパケット */
- if (dmg.blewcount > 0 && bl->type!=BL_SKILL && !map[src->m].flag.gvg) {
- skill_blown(dsrc,bl,dmg.blewcount);
- if(bl->type == BL_MOB)
- clif_fixmobpos((struct mob_data *)bl);
- else if(bl->type == BL_PET)
- clif_fixpetpos((struct pet_data *)bl);
- else
- clif_fixpos(bl);
- }
- map_freeblock_lock();
- /* ?際にダメ?ジ?理を行う */
- if (skillid || flag) {
- if (attack_type&BF_WEAPON)
- battle_delay_damage(tick+dmg.amotion,src,bl,damage,0);
- else
- battle_damage(src,bl,damage,0);
- }
- if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
- int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
- int rate = 50 + skilllv * 5;
- rate = rate + (s_lv - t_lv);
- if(rand()%100 < rate)
- skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
- }
- if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){
- struct map_session_data *tsd = (struct map_session_data *)bl;
- nullpo_retr(0, tsd);
- if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv
- && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER)
- && !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){
- //?に?んでいるスキルがあれば該?スキルを消す
- if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){
- tsd->status.skill[tsd->cloneskill_id].id=0;
- tsd->status.skill[tsd->cloneskill_id].flag=0;
- }
- tsd->cloneskill_id=skillid;
- tsd->status.skill[skillid].id=skillid;
- tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
- skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
- tsd->status.skill[skillid].flag=13;//cloneskill flag
- clif_skillinfoblock(tsd);
- }
- }
- /* ダメ?ジがあるなら追加?果判定 */
- if(bl->prev != NULL){
- struct map_session_data *sd = (struct map_session_data *)bl;
- nullpo_retr(0, sd);
- if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
- if(damage > 0)
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
- {
- struct mob_data *md=(struct mob_data *)bl;
- nullpo_retr(0, md);
- if(battle_config.mob_changetarget_byskill == 1)
- {
- int target;
- target=md->target_id;
- if(src->type == BL_PC)
- md->target_id=src->id;
- mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
- md->target_id=target;
- }
- else
- mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
- }
- }
- }
- if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
- struct map_session_data *sd = (struct map_session_data *)src;
- int hp = 0,sp = 0;
- nullpo_retr(0, sd);
- if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
- hp += (dmg.damage * sd->hp_drain_per)/100;
- if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
- }
- if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
- hp += (dmg.damage2 * sd->hp_drain_per_)/100;
- if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
- }
- if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
- sp += (dmg.damage * sd->sp_drain_per)/100;
- if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
- }
- if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
- sp += (dmg.damage2 * sd->sp_drain_per_)/100;
- if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
- }
- if(hp || sp)
- pc_heal(sd,hp,sp);
- if (sd->sp_drain_type && bl->type == BL_PC)
- battle_heal(NULL,bl,0,-sp,0);
- }
- if ((skillid || flag) && rdamage>0) {
- if (attack_type&BF_WEAPON)
- battle_delay_damage(tick+dmg.amotion,bl,src,rdamage,0);
- else
- battle_damage(bl,src,rdamage,0);
- }
- if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
- if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
- battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
- status_change_end(bl,SC_AUTOCOUNTER,-1);
- }
- map_freeblock_unlock();
- return (dmg.damage+dmg.damage2); /* ?ダメを返す */
- }
- /*==========================================
- * スキル範?攻?用(map_foreachinareaから呼ばれる)
- * flagについて:16進?を確認
- * MSB <- 00fTffff ->LSB
- * T =タ?ゲット選?用(BCT_*)
- * ffff=自由に使用可能
- * 0 =予約。0に固定
- *------------------------------------------
- */
- static int skill_area_temp[8]; /* 一時??。必要なら使う。 */
- typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
- int skill_area_sub( struct block_list *bl,va_list ap )
- {
- struct block_list *src;
- int skill_id,skill_lv,flag;
- unsigned int tick;
- SkillFunc func;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
- return 0;
- src=va_arg(ap,struct block_list *); //ここではsrcの値を?照していないのでNULLチェックはしない
- skill_id=va_arg(ap,int);
- skill_lv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- func=va_arg(ap,SkillFunc);
- if(battle_check_target(src,bl,flag) > 0)
- func(src,bl,skill_id,skill_lv,tick,flag);
- return 0;
- }
- static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
- {
- struct skill_unit *unit;
- int *c;
- int skillid,unit_id;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit = (struct skill_unit *)bl);
- nullpo_retr(0, c = va_arg(ap,int *));
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
- if(!unit->alive)
- return 0;
- skillid = va_arg(ap,int);
- unit_id = unit->group->unit_id;
- if (skillid==MG_SAFETYWALL || skillid==AL_PNEUMA) {
- if(unit_id != 0x7e && unit_id != 0x85)
- return 0;
- } else if (skillid==AL_WARP) {
- if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
- return 0;
- } else if ((skillid>=HT_SKIDTRAP && skillid<=HT_CLAYMORETRAP) || skillid==HT_TALKIEBOX) {
- if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
- return 0;
- } else if (skillid==WZ_FIREPILLAR) {
- if (unit_id!=0x87)
- return 0;
- } else if (skillid==HP_BASILICA) {
- if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92 && unit_id!=0x83)
- return 0;
- } else
- return 0;
- (*c)++;
- return 0;
- }
- int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
- {
- int c = 0;
- int range = skill_get_unit_range(skillid);
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- printf("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- // とりあえず正方形のユニットレイアウトのみ対応
- range += layout_type;
- map_foreachinarea(skill_check_unit_range_sub,m,
- x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
- return c;
- }
- static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
- {
- int *c;
- int skillid;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, c = va_arg(ap,int *));
- if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
- return 0;
- if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
- return 0;
- skillid = va_arg(ap,int);
- if (skillid==HP_BASILICA && bl->type==BL_PC)
- return 0;
- (*c)++;
- return 0;
- }
- int skill_check_unit_range2(int m,int x,int y,int skillid, int skilllv)
- {
- int c = 0;
- int range = skill_get_unit_range(skillid);
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- printf("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- // とりあえず正方形のユニットレイアウトのみ対応
- range += layout_type;
- map_foreachinarea(skill_check_unit_range2_sub,m,
- x-range,y-range,x+range,y+range,0,&c,skillid);
- return c;
- }
- int skill_guildaura_sub (struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- struct guild *g;
- int gid, id;
- int flag = 0;
-
- nullpo_retr(0, sd=(struct map_session_data *)bl);
- nullpo_retr(0, ap);
- id = va_arg(ap,int);
- gid = va_arg(ap,int);
- if (sd->status.guild_id != gid)
- return 0;
-
- g = va_arg(ap,struct guild *);
- if (guild_checkskill(g, GD_LEADERSHIP)>0) flag |= 1<<0;
- if (guild_checkskill(g, GD_GLORYWOUNDS)>0) flag |= 1<<1;
- if (guild_checkskill(g, GD_SOULCOLD)>0) flag |= 1<<2;
- if (guild_checkskill(g, GD_HAWKEYES)>0) flag |= 1<<3;
- if (guild_checkskill(g, GD_CHARISMA)>0) flag |= 1<<4;
- if (flag > 0) {
- if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) {
- if (sd->sc_data[SC_GUILDAURA].val4 != flag) {
- sd->sc_data[SC_GUILDAURA].val4 = flag;
- status_calc_pc (sd, 0);
- }
- return 0;
- }
- status_change_start(&sd->bl, SC_GUILDAURA,1,id,0,flag,0,0 );
- }
- return 0;
- }
- /*=========================================================================
- * 範?スキル使用?理小分けここから
- */
- /* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
- int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
- {
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- if(skill_area_temp[0] < 0xffff)
- skill_area_temp[0]++;
- return 0;
- }
- int skill_count_water(struct block_list *src,int range)
- {
- int i,x,y,cnt = 0,size = range*2+1;
- struct skill_unit *unit;
- for (i=0;i<size*size;i++) {
- x = src->x+(i%size-range);
- y = src->y+(i/size-range);
- if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
- cnt++;
- continue;
- }
- unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
- if (unit) {
- cnt++;
- skill_delunit(unit);
- }
- }
- return cnt;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- static int skill_timerskill(int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct pet_data *pd = NULL;
- struct block_list *src = map_id2bl(id),*target;
- struct skill_timerskill *skl = NULL;
- int range;
- nullpo_retr(0, src);
- if(src->prev == NULL)
- return 0;
- if(src->type == BL_PC) {
- nullpo_retr(0, sd = (struct map_session_data *)src);
- skl = &sd->skilltimerskill[data];
- }
- else if(src->type == BL_MOB) {
- nullpo_retr(0, md = (struct mob_data *)src);
- skl = &md->skilltimerskill[data];
- }
- else if(src->type == BL_PET) { // [Valaris]
- nullpo_retr(0, pd = (struct pet_data *)src);
- skl = &pd->skilltimerskill[data];
- }
- else
- return 0;
- nullpo_retr(0, skl);
- skl->timer = -1;
- if (sd) {
- sd->timerskill_count--;
- }
- if(skl->target_id) {
- struct block_list tbl;
- target = map_id2bl(skl->target_id);
- if(skl->skill_id == RG_INTIMIDATE) {
- if(target == NULL) {
- target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな?
- target->type = BL_NUL;
- target->m = src->m;
- target->prev = target->next = NULL;
- }
- }
- if(target == NULL)
- return 0;
- if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
- return 0;
- if(src->m != target->m)
- return 0;
- if(sd && pc_isdead(sd))
- return 0;
- if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
- return 0;
- switch(skl->skill_id) {
- case TF_BACKSLIDING:
- clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
- break;
- case RG_INTIMIDATE:
- if(sd && !map[src->m].flag.noteleport) {
- int x,y,i,j;
- pc_randomwarp(sd,3);
- for(i=0;i<16;i++) {
- j = rand()%8;
- x = sd->bl.x + dirx[j];
- y = sd->bl.y + diry[j];
- if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
- break;
- }
- if(i >= 16) {
- x = sd->bl.x;
- y = sd->bl.y;
- }
- if(target->prev != NULL) {
- if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
- pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
- else if(target->type == BL_MOB)
- mob_warp((struct mob_data *)target,-1,x,y,3);
- }
- }
- else if(md && !map[src->m].flag.monster_noteleport) {
- int x,y,i,j;
- mob_warp(md,-1,-1,-1,3);
- for(i=0;i<16;i++) {
- j = rand()%8;
- x = md->bl.x + dirx[j];
- y = md->bl.y + diry[j];
- if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
- break;
- }
- if(i >= 16) {
- x = md->bl.x;
- y = md->bl.y;
- }
- if(target->prev != NULL) {
- if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
- pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
- else if(target->type == BL_MOB)
- mob_warp((struct mob_data *)target,-1,x,y,3);
- }
- }
- break;
- case BA_FROSTJOKE: /* 寒いジョ?ク */
- case DC_SCREAM: /* スクリ?ム */
- range=15; //視界全?
- map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
- src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
- break;
- case WZ_WATERBALL:
- if (skl->type>1) {
- skl->timer = 0; // skill_addtimerskillで使用されないように
- skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skl->timer = -1;
- }
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- default:
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- }
- else {
- if(src->m != skl->map)
- return 0;
- switch(skl->skill_id) {
- case WZ_METEOR:
- if(skl->type >= 0) {
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
- }
- else
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
- break;
- }
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- 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)
- {
- int i;
- nullpo_retr(1, src);
- if(src->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)src;
- nullpo_retr(1, sd);
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(sd->skilltimerskill[i].timer == -1) {
- sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
- sd->skilltimerskill[i].src_id = src->id;
- sd->skilltimerskill[i].target_id = target;
- sd->skilltimerskill[i].skill_id = skill_id;
- sd->skilltimerskill[i].skill_lv = skill_lv;
- sd->skilltimerskill[i].map = src->m;
- sd->skilltimerskill[i].x = x;
- sd->skilltimerskill[i].y = y;
- sd->skilltimerskill[i].type = type;
- sd->skilltimerskill[i].flag = flag;
- sd->timerskill_count++;
- return 0;
- }
- }
- return 1;
- }
- else if(src->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)src;
- nullpo_retr(1, md);
- for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
- if(md->skilltimerskill[i].timer == -1) {
- md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
- md->skilltimerskill[i].src_id = src->id;
- md->skilltimerskill[i].target_id = target;
- md->skilltimerskill[i].skill_id = skill_id;
- md->skilltimerskill[i].skill_lv = skill_lv;
- md->skilltimerskill[i].map = src->m;
- md->skilltimerskill[i].x = x;
- md->skilltimerskill[i].y = y;
- md->skilltimerskill[i].type = type;
- md->skilltimerskill[i].flag = flag;
- return 0;
- }
- }
- return 1;
- }
- else if(src->type == BL_PET) { // [Valaris]
- struct pet_data *pd = (struct pet_data *)src;
- nullpo_retr(1, pd);
- for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
- if(pd->skilltimerskill[i].timer == -1) {
- pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
- pd->skilltimerskill[i].src_id = src->id;
- pd->skilltimerskill[i].target_id = target;
- pd->skilltimerskill[i].skill_id = skill_id;
- pd->skilltimerskill[i].skill_lv = skill_lv;
- pd->skilltimerskill[i].map = src->m;
- pd->skilltimerskill[i].x = x;
- pd->skilltimerskill[i].y = y;
- pd->skilltimerskill[i].type = type;
- pd->skilltimerskill[i].flag = flag;
- return 0;
- }
- }
- return 1;
- }
- return 1;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_cleartimerskill(struct block_list *src)
- {
- int i;
- nullpo_retr(0, src);
- if(src->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)src;
- nullpo_retr(0, sd);
- if (sd->timerskill_count <= 0)
- return 0;
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(sd->skilltimerskill[i].timer != -1) {
- delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
- sd->skilltimerskill[i].timer = -1;
- sd->timerskill_count--;
- }
- }
- }
- else if(src->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)src;
- nullpo_retr(0, md);
- for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
- if(md->skilltimerskill[i].timer != -1) {
- delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
- md->skilltimerskill[i].timer = -1;
- }
- }
- }
- return 0;
- }
- /* 範?スキル使用?理小分けここまで
- * -------------------------------------------------------------------------
- */
- /*==========================================
- * スキル使用(詠唱完了、ID指定攻?系)
- * (スパゲッティに向けて1?前進!(ダメポ))
- *------------------------------------------
- */
- int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
- {
- struct map_session_data *sd = NULL;
- struct status_change *sc_data = status_get_sc_data(src);
- int i;
- if(skillid < 0)
- { // remove the debug print when this case is finished
- printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,tick,flag);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0;
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if(src->type==BL_PC)
- sd=(struct map_session_data *)src;
- if(sd && pc_isdead(sd))
- return 1;
- if((skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl)
- bl = src;
- if(bl->prev == NULL)
- return 1;
- if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
- return 1;
- map_freeblock_lock();
- switch(skillid)
- {
- /* 武器攻?系スキル */
- case SM_BASH: /* バッシュ */
- case MC_MAMMONITE: /* メマ?ナイト */
- case AC_DOUBLE: /* ダブルストレイフィング */
- case AS_SONICBLOW: /* ソニックブロ? */
- case KN_PIERCE: /* ピア?ス */
- case KN_SPEARBOOMERANG: /* スピアブ?メラン */
- case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
- case TF_POISON: /* インベナム */
- case TF_SPRINKLESAND: /* 砂まき */
- case AC_CHARGEARROW: /* チャ?ジアロ? */
- // case KN_SPEARSTAB: /* スピアスタブ */
- case RG_RAID: /* サプライズアタック */
- case RG_INTIMIDATE: /* インティミデイト */
- case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
- case DC_THROWARROW: /* 矢?ち */
- case BA_DISSONANCE: /* 不協和音 */
- case CR_HOLYCROSS: /* ホ?リ?クロス */
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- /* 以下MOB?用 */
- /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_RANDOMATTACK:
- /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_BREAKARMOR:
- case NPC_BREAKWEAPON:
- case NPC_BREAKHELM:
- case NPC_BREAKSHIELD:
- case LK_AURABLADE: /* オ?ラブレ?ド */
- case LK_SPIRALPIERCE: /* スパイラルピア?ス */
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- case LK_JOINTBEAT: /* ジョイントビ?ト */
- // case PA_PRESSURE: /* プレッシャ? */
- // case PA_SACRIFICE: /* サクリファイス */
- // case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
- case CG_ARROWVULCAN: /* アロ?バルカン */
- case ASC_BREAKER: /* ソウルブレ?カ? */
- case HW_MAGICCRASHER: /* マジッククラッシャ? */
- case ASC_METEORASSAULT: /* メテオアサルト */
- case ITM_TOMAHAWK:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
- map_foreachinpath (skill_attack_area,src->m, // function, map
- src->x,src->y, // source xy
- bl->x,bl->y, // target xy
- 2,0, // range, type
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
- break;
- case PA_PRESSURE: /* プレッシャ? */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (rand()%100 < 50)
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
- else
- status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
- if (bl->type == BL_PC) {
- int sp;
- struct map_session_data *tsd = (struct map_session_data *)bl;
- nullpo_retb (tsd);
- sp = tsd->status.max_sp * 10 * skilllv / 100;
- if (sp > tsd->status.sp) sp = tsd->status.sp;
- tsd->status.sp -= sp;
- pc_heal(tsd,0,-sp);
- }
- break;
- case NPC_DARKBREATH:
- clif_emotion(src,7);
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MO_INVESTIGATE: /* ?勁 */
- {
- struct status_change *sc_data = status_get_sc_data(src);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- case SN_FALCONASSAULT: /* ファルコンアサルト */
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case RG_BACKSTAP: /* バックスタブ */
- {
- int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl);
- int dist = distance(src->x,src->y,bl->x,bl->y);
- if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
- struct status_change *sc_data = status_get_sc_data(src);
- if(sc_data && sc_data[SC_HIDING].timer != -1)
- status_change_end(src, SC_HIDING, -1); // ハイディング解除
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- if (bl->type == BL_PC)
- ((struct map_session_data *)bl)->dir=dir;
- else if (bl->type == BL_MOB)
- ((struct mob_data *)bl)->dir=dir;
- clif_changed_dir(bl);
- //skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
- }
- else if(src->type == BL_PC)
- clif_skill_fail(sd,sd->skillid,0,0);
- }
- break;
- case AM_ACIDTERROR: /* アシッドテラ? */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
- pc_breakarmor((struct map_session_data *)bl);
- clif_emotion(bl, 23);
- }
- break;
- case MO_FINGEROFFENSIVE: /* 指? */
- {
- struct status_change *sc_data = status_get_sc_data(src);
- if(!battle_config.finger_offensive_type)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(sd) {
- for(i=1;i<sd->spiritball_old;i++)
- skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
- sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
- }
- }
- if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- case MO_CHAINCOMBO: /* 連打掌 */
- {
- struct status_change *sc_data = status_get_sc_data(src);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- case MO_COMBOFINISH: /* 猛龍拳 */
- case CH_TIGERFIST: /* 伏虎拳 */
- case CH_CHAINCRUSH: /* 連柱崩? */
- case CH_PALMSTRIKE: /* 猛虎硬派山 */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
- {
- struct status_change *sc_data = status_get_sc_data(src);
- if(sd) {
- struct walkpath_data wpd;
- int dx,dy;
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if(dx > 0) dx++;
- else if(dx < 0) dx--;
- if(dy > 0) dy++;
- else if(dy < 0) dy--;
- if(dx == 0 && dy == 0) dx++;
- if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
- clif_skill_fail(sd,sd->skillid,0,0);
- break;
- }
- }
- sd->to_x = sd->bl.x + dx;
- sd->to_y = sd->bl.y + dy;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- clif_walkok(sd);
- clif_movechar(sd);
- if(dx < 0) dx = -dx;
- if(dy < 0) dy = -dy;
- sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
- if(sd->canact_tick < sd->canmove_tick)
- sd->canact_tick = sd->canmove_tick;
- pc_movepos(sd,sd->to_x,sd->to_y);
- status_change_end(&sd->bl,SC_COMBO,-1);
- }
- else
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
- if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- /* 武器系範?攻?スキル */
- case AC_SHOWER: /* アロ?シャワ? */
- case AS_GRIMTOOTH: /* グリムトゥ?ス */
- case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
- case NPC_SPLASHATTACK: /* スプラッシュアタック */
- case AS_SPLASHER: /* [Valaris] */
- if(flag&1){
- /* 個別にダメ?ジを?える */
- if(bl->id!=skill_area_temp[1]){
- int dist=0;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
- 0x0500|dist );
- if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
- struct status_change *sc_data = status_get_sc_data(bl);
- if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
- status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
- }
- }
- } else {
- int ar;
- int x = bl->x, y = bl->y;
- switch (skillid) {
- case AC_SHOWER:
- ar=2;
- break;
- case NPC_SPLASHATTACK:
- ar=3;
- break;
- default:
- ar=1;
- break;
- }
- skill_area_temp[1]=bl->id;
- skill_area_temp[2]=x;
- skill_area_temp[3]=y;
- /* まずタ?ゲットに攻?を加える */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- /* その後タ?ゲット以外の範??の敵全?に?理を行う */
- map_foreachinarea(skill_area_sub,
- bl->m,x-ar,y-ar,x+ar,y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case SM_MAGNUM: /* マグナムブレイク [celest] */
- {
- int dist = 0;
- int dx = abs( bl->x - skill_area_temp[2] );
- int dy = abs( bl->y - skill_area_temp[3] );
- dist = ((dx>dy)?dx:dy);
- map_foreachinarea (skill_attack_area,src->m,src->x-1,src->y-1,src->x+1,src->y+1,0,
- BF_WEAPON,src,src,skillid,skilllv,tick,0x0500|dist,BCT_ENEMY);
- status_change_start (src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
- clif_skill_nodamage (src,src,skillid,skilllv,1);
- }
- break;
- case KN_BOWLINGBASH: /* ボウリングバッシュ */
- if(flag&1){
- /* 個別にダメ?ジを?える */
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
- } else {
- int i,c; /* 他人から聞いた動きなので間違ってる可能性大&?率が?いっす>< */
- /* まずターゲットに攻撃を加える */
- if (!skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
- break;
- c = skill_get_blewcount(skillid,skilllv);
- if(map[bl->m].flag.gvg) c = 0;
- for(i=0;i<c;i++){
- skill_blown(src,bl,1);
- if(bl->type == BL_MOB)
- clif_fixmobpos((struct mob_data *)bl);
- else if(bl->type == BL_PET)
- clif_fixpetpos((struct pet_data *)bl);
- else
- clif_fixpos(bl);
- skill_area_temp[0]=0;
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,
- skill_area_sub_count);
- if(skill_area_temp[0]>1) break;
- }
- skill_area_temp[1]=bl->id;
- /* その後タ?ゲット以外の範??の敵全?に?理を行う */
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
-
- case KN_SPEARSTAB: /* スピアスタブ */
- if(flag&1){
- /* 個別にダメージを与える */
- if (bl->id==skill_area_temp[1])
- break;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
- skill_blown(src,bl,skill_area_temp[2]);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- /* まずターゲットに攻撃を加える */
- dir = map_calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
- skill_blown(src,bl,skill_area_temp[2]);
- for (i=0;i<4;i++) {
- map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,0,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
- }
- break;
- case ALL_RESURRECTION: /* リザレクション */
- case PR_TURNUNDEAD: /* タ?ンアンデッド */
- if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- else {
- map_freeblock_unlock();
- return 1;
- }
- break;
- /* 魔法系スキル */
- case MG_SOULSTRIKE: /* ソウルストライク */
- case NPC_DARKSOULSTRIKE: /*闇ソウルストライク*/
- case MG_COLDBOLT: /* コールドボルト */
- case MG_FIREBOLT: /* ファイアーボルト */
- case MG_LIGHTNINGBOLT: /* ライトニングボルト */
- case WZ_EARTHSPIKE: /* アーススパイク */
- case AL_HEAL: /* ヒール */
- case AL_HOLYLIGHT: /* ホーリーライト */
- case WZ_JUPITEL: /* ユピテルサンダー */
- case NPC_DARKJUPITEL: /*闇ユピテル*/
- case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
- case PR_ASPERSIO: /* アスペルシオ */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MG_FROSTDIVER: /* フロストダイバー */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- int sc_def_mdef, rate, damage;
- sc_def_mdef = status_get_sc_def_mdef(bl);
- rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
- rate = rate<=5?5:rate;
- if (sc_data && sc_data[SC_FREEZE].timer != -1) {
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,
- skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0);
- } else if (sd) {
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- }
- case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (skilllv>1) {
- int cnt,range;
- range = skilllv>5?2:skilllv/2;
- if (sd)
- cnt = skill_count_water(src,range)-1;
- else
- cnt = skill_get_num(skillid,skilllv)-1;
- if (cnt>0)
- skill_addtimerskill(src,tick+150,bl->id,0,0,
- skillid,skilllv,cnt,flag);
- }
- break;
- case PR_BENEDICTIO: /* 聖?降福 */
- if(status_get_race(bl)==1 || status_get_race(bl)==6)
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- /* 魔法系範?攻?スキル */
- case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
- case MG_FIREBALL: /* ファイヤ?ボ?ル */
- case WZ_SIGHTRASHER: /* サイトラッシャー */
- if(flag&1){
- /* 個別にダメ?ジを?える */
- if(bl->id!=skill_area_temp[1]){
- if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */
- int dx=abs( bl->x - skill_area_temp[2] );
- int dy=abs( bl->y - skill_area_temp[3] );
- skill_area_temp[0]=((dx>dy)?dx:dy);
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]| 0x0500);
- }
- }else{
- int ar;
- skill_area_temp[0]=0;
- skill_area_temp[1]=bl->id;
- switch (skillid) {
- case MG_NAPALMBEAT:
- ar = 1;
- /* ナパームビートは分散ダメージなので敵の数を数える */
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
- src,skillid,skilllv,tick,flag|BCT_ENEMY,
- skill_area_sub_count);
- break;
- case MG_FIREBALL:
- ar = 2;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- /* ターゲットに攻撃を加える(スキルエフェクト表示) */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]);
- break;
- case WZ_SIGHTRASHER:
- default:
- ar = 3;
- bl = src;
- status_change_end(src,SC_SIGHT,-1);
- break;
- }
- if (skillid==WZ_SIGHTRASHER) {
- /* スキルエフェクト表示 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- } else {
- /* ターゲットに攻撃を加える(スキルエフェクト表示) */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]);
- }
- /* ターゲット以外の範囲内の敵全体に処理を行う */
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case HW_NAPALMVULCAN: // Fixed By SteelViruZ
- if(flag&1){
- if(bl->id!=skill_area_temp[1]){
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]);
- }
- }else{
- int ar=(skillid==HW_NAPALMVULCAN)?1:2;
- skill_area_temp[1]=bl->id;
- if(skillid==HW_NAPALMVULCAN){
- skill_area_temp[0]=0;
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,
- skill_area_sub_count);
- }else{
- skill_area_temp[0]=0;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0] );
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case WZ_FROSTNOVA: /* フロストノヴァ */
- //skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- //skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
- break;
- /* その他 */
- case HT_BLITZBEAT: /* ブリッツビ?ト */
- if(flag&1){
- /* 個別にダメ?ジを?える */
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
- }else{
- skill_area_temp[0]=0;
- skill_area_temp[1]=bl->id;
- if(flag&0xf00000)
- map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
- /* まずタ?ゲットに攻?を加える */
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
- /* その後タ?ゲット以外の範??の敵全?に?理を行う */
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case CR_GRANDCROSS: /* グランドクロス */
- case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
- /* スキルユニット配置 */
- skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- if(sd)
- sd->canmove_tick = tick + 1000;
- else if(src->type == BL_MOB)
- mob_changestate((struct mob_data *)src,MS_DELAY,1000);
- break;
- case TF_THROWSTONE: /* 石投げ */
- case NPC_SMOKING: /* スモ?キング */
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
- break;
- // Celest
- case PF_SOULBURN:
- {
- int per = skilllv < 5 ? 20+ skilllv*10 : 60;
- if (rand()%100 < per) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
- if (bl->type == BL_PC && (map[src->m].flag.pvp || map[src->m].flag.gvg)) {
- struct map_session_data *tsd = (struct map_session_data *)bl;
- if (tsd) {
- tsd->status.sp = 0;
- clif_updatestatus(tsd,SP_SP);
- }
- }
- } else {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
- if (sd) {
- sd->status.sp = 0;
- clif_updatestatus(sd,SP_SP);
- }
- }
- if (sd)
- pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
- }
- break;
- case NPC_SELFDESTRUCTION: /* 自爆 */
- case NPC_SELFDESTRUCTION2: /* 自爆2 */
- if(flag&1){
- /* 個別にダメ?ジを?える */
- if(src->type==BL_MOB){
- struct mob_data* mb = (struct mob_data*)src;
- nullpo_retr(1, mb);
- mb->hp=skill_area_temp[2];
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
- mb->hp=1;
- }
- }else{
- struct mob_data *md;
- if((md=(struct mob_data *)src)){
- skill_area_temp[1]=bl->id;
- skill_area_temp[2]=status_get_hp(src);
- clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- battle_damage(src,src,md->hp,0);
- }
- }
- break;
- /* HP吸?/HP吸?魔法 */
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal;
- heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if( heal > 0 ){
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
- battle_heal(NULL,src,heal,0,0);
- }
- }
- break;
- // unknown skills [Celest]
- case NPC_BIND:
- case NPC_EXPLOSIONSPIRITS:
- case NPC_INCAGI:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case 0:
- if(sd) {
- if(flag&3){
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
- }
- else{
- int ar=sd->splash_range;
- skill_area_temp[1]=bl->id;
- map_foreachinarea(skill_area_sub,
- bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- }
- break;
- default:
- printf("Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
- if(sc_data) {
- if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
- status_change_end(src,SC_MAGICPOWER,-1);
- }
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキル使用(詠唱完了、ID指定支援系)
- *------------------------------------------
- */
- int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
- {
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- int i,abra_skillid=0,abra_skilllv;
- int sc_def_vit,sc_def_mdef,strip_time,strip_per;
- int sc_dex,sc_luk;
- //クラスチェンジ用ボスモンスタ?ID
- int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
- ,1157,1159,1190,1272,1312,1373,1492};
- int poringclass[]={1002};
- if(skillid < 0)
- { // remove the debug print when this case is finished
- printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,tick,flag);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if(src->type==BL_PC)
- sd=(struct map_session_data *)src;
- else if(src->type==BL_MOB)
- md=(struct mob_data *)src;
- sc_dex=status_get_mdef(bl);
- sc_luk=status_get_luk(bl);
- sc_def_vit = status_get_sc_def_vit(bl);
- sc_def_mdef = status_get_sc_def_mdef (bl);
- if(bl->type==BL_PC){
- nullpo_retr(1, dstsd=(struct map_session_data *)bl);
- }else if(bl->type==BL_MOB){
- nullpo_retr(1, dstmd=(struct mob_data *)bl);
- }
- if(bl == NULL || bl->prev == NULL)
- return 1;
- if(sd && pc_isdead(sd))
- return 1;
- if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
- return 1;
- if(status_get_class(bl) == 1288)
- return 1;
- if (sd && skillnotok(skillid, sd)) // [MouseJstr]
- return 0;
- map_freeblock_lock();
- switch(skillid)
- {
- case AL_HEAL: /* ヒ?ル */
- {
- int heal=skill_calc_heal( src, skilllv );
- int heal_get_jobexp;
- int skill;
- struct pc_base_job s_class;
- if( dstsd && dstsd->special_state.no_magic_damage )
- heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
- if (sd){
- s_class = pc_calc_base_job(sd->status.class_);
- if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
- heal += heal*skill*2/100;
- if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
- heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
- }
- clif_skill_nodamage(src,bl,skillid,heal,1);
- heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
- // JOB??値獲得
- if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
- heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
- if(heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
- }
- }
- break;
- case ALL_RESURRECTION: /* リザレクション */
- if(bl->type==BL_PC){
- int per=0;
- struct map_session_data *tsd = (struct map_session_data*)bl;
- nullpo_retr(1, tsd);
- if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
- break; /* PVPで復活不可能?態 */
- if(pc_isdead(tsd)){ /* 死亡判定 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- switch(skilllv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- tsd->status.hp=tsd->status.max_hp*per/100;
- if(tsd->status.hp<=0) tsd->status.hp=1;
- if(tsd->special_state.restart_full_recover ){ /* オシリスカ?ド */
- tsd->status.hp=tsd->status.max_hp;
- tsd->status.sp=tsd->status.max_sp;
- }
- pc_setstand(tsd);
- if(battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
- clif_updatestatus(tsd,SP_HP);
- clif_resurrection(&tsd->bl,1);
- if(src != bl && sd && battle_config.resurrection_exp > 0) {
- int exp = 0,jexp = 0;
- int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
- if(lv > 0) {
- exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if(exp < 1) exp = 1;
- }
- if(jlv > 0) {
- jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if(jexp < 1) jexp = 1;
- }
- if(exp > 0 || jexp > 0)
- pc_gainexp(sd,exp,jexp);
- }
- }
- }
- break;
- case AL_DECAGI: /* 速度減少 */
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- }
- break;
- case AL_CRUCIS:
- if(flag&1) {
- int race = status_get_race(bl),ele = status_get_elem_type(bl);
- if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
- int slv=status_get_lv(src),tlv=status_get_lv(bl),rate;
- rate = 25 + skilllv*2 + slv - tlv;
- if(rand()%100 < rate)
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
- }
- }
- else {
- int range = 15;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- break;
- case PR_LEXDIVINA: /* レックスディビ?ナ */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(sc_data && sc_data[SC_DIVINA].timer != -1)
- status_change_end(bl,SC_DIVINA,-1);
- else if( rand()%100 < sc_def_vit ) {
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- }
- }
- break;
- case SA_ABRACADABRA:
- //require 1 yellow gemstone even with mistress card or Into the Abyss
- if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
- clif_skill_fail(sd,sd->skillid,0,0);
- break;
- }
- //pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
- pc_delitem(sd, i, 1, 0);
- //
- do{
- abra_skillid=skill_abra_dataset(skilllv);
- }while(abra_skillid == 0);
- abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- sd->skillitem=abra_skillid;
- sd->skillitemlv=abra_skilllv;
- clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
- break;
- case SA_COMA:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(dstsd){
- dstsd->status.hp=1;
- dstsd->status.sp=1;
- clif_updatestatus(dstsd,SP_HP);
- clif_updatestatus(dstsd,SP_SP);
- }
- if(dstmd) dstmd->hp=1;
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
- if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl);
- break;
- case SA_SUMMONMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
- break;
- case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
- break;
- case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) pc_damage(NULL,sd,sd->status.max_hp);
- break;
- case SA_QUESTION:
- case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case SA_CLASSCHANGE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,changeclass);
- break;
- case SA_MONOCELL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,poringclass);
- break;
- case SA_DEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
- if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
- break;
- case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstmd){
- for(i=0;i<MAX_PET_DB;i++){
- if(dstmd->class_ == pet_db[i].class_){
- pet_catch_process1(sd,dstmd->class_);
- break;
- }
- }
- }
- break;
- case AL_INCAGI: /* 速度?加 */
- case AL_BLESSING: /* ブレッシング */
- case PR_SLOWPOISON:
- case PR_IMPOSITIO: /* イムポシティオマヌス */
- case PR_LEXAETERNA: /* レックスエ?テルナ */
- case PR_SUFFRAGIUM: /* サフラギウム */
- case PR_BENEDICTIO: /* 聖?降福 */
- case CR_PROVIDENCE: /* プロヴィデンス */
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }else{
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case CG_MARIONETTE: /* マリオネットコントロ?ル */
- if(sd && dstsd){
- struct status_change *sc_data = status_get_sc_data(src);
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc = SkillStatusChangeTable[skillid];
- int sc2 = SC_MARIONETTE2;
- if((dstsd->bl.type!=BL_PC)
- || (sd->bl.id == dstsd->bl.id)
- || (!sd->status.party_id)
- || (sd->status.party_id != dstsd->status.party_id)) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if(sc_data && tsc_data){
- if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
- status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
- status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
- }
- else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
- sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
- status_change_end(src, sc, -1);
- status_change_end(bl, sc2, -1);
- }
- else {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- }
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- if(bl->type==BL_PC) {
- struct map_session_data *sd2=(struct map_session_data *)bl;
- if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
- sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
- sd2->sc_data[SC_ENCPOISON].timer!=-1) {
- clif_skill_fail(sd,skillid,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- }
- if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
- clif_skill_fail(sd,skillid,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- if(bl->type==BL_PC && battle_config.equipment_breaking) {
- struct map_session_data *sd2=(struct map_session_data *)bl;
- if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
- pc_breakweapon(sd2);
- }
- break;
- }
- else {
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case PR_ASPERSIO: /* アスペルシオ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(bl->type==BL_MOB)
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case PR_KYRIE: /* キリエエレイソン */
- clif_skill_nodamage(bl,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case KN_AUTOCOUNTER: /* オ?トカウンタ? */
- case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
- case CR_SPEARQUICKEN: /* スピアクイッケン */
- case CR_REFLECTSHIELD:
- case AS_POISONREACT: /* ポイズンリアクト */
- case MC_LOUD: /* ラウドボイス */
- case MG_ENERGYCOAT: /* エナジ?コ?ト */
- // case SM_ENDURE: /* インデュア */
- case MG_SIGHT: /* サイト */
- case AL_RUWACH: /* ルアフ */
- case MO_EXPLOSIONSPIRITS: // 爆裂波動
- case MO_STEELBODY: // 金剛
- case LK_AURABLADE: /* オ?ラブレ?ド */
- case LK_PARRYING: /* パリイング */
- case LK_CONCENTRATION: /* コンセントレ?ション */
- // case LK_BERSERK: /* バ?サ?ク */
- case HP_ASSUMPTIO: /* */
- case WS_CARTBOOST: /* カ?トブ?スト */
- case SN_SIGHT: /* トゥル?サイト */
- case WS_MELTDOWN: /* メルトダウン */
- case ST_REJECTSWORD: /* リジェクトソ?ド */
- case HW_MAGICPOWER: /* 魔法力?幅 */
- case PF_MEMORIZE: /* メモライズ */
- case PA_SACRIFICE:
- case ASC_EDP: // [Celest]
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case SM_ENDURE: /* インデュア */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- if (sd)
- pc_blockskill_start (sd, skillid, 10000);
- break;
- case SM_AUTOBERSERK: // Celest
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( tsc_data ){
- if( tsc_data[sc].timer==-1 )
- status_change_start(bl,sc,skilllv,0,0,0,0,0);
- else
- status_change_end(bl, sc, -1);
- }
- }
- break;
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if(bl->type==BL_PC) {
- struct map_session_data *sd2=(struct map_session_data *)bl;
- if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
- sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
- sd2->sc_data[SC_ENCPOISON].timer!=-1) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case LK_TENSIONRELAX: /* テンションリラックス */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_setsit(sd);
- clif_sitting(sd);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case LK_BERSERK: /* バ?サ?ク */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- //sd->status.hp = sd->status.max_hp * 3;
- break;
- case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case AC_CONCENTRATION: /* 集中力向上 */
- {
- int range = 1;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- map_foreachinarea( status_change_timer_sub,
- src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
- src,SkillStatusChangeTable[skillid],tick);
- }
- break;
- case SM_PROVOKE: /* プロボック */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- /* MVPmobと不死には?かない */
- if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
- {
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
- skill_castcancel(bl,0);
- if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
- && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
- skill_castcancel(bl,0);
- if(sc_data){
- if(sc_data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(sc_data[SC_SLEEP].timer!=-1)
- status_change_end(bl,SC_SLEEP,-1);
- }
- if(dstmd) {
- int range = skill_get_range(skillid,skilllv);
- if(range < 0)
- range = status_get_range(src) - (range + 1);
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd,src,range);
- }
- }
- break;
- case CR_DEVOTION: /* ディボ?ション */
- if(sd && dstsd){
- //?生や養子の場合の元の職業を算出する
- struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class_);
- int lv = sd->status.base_level-dstsd->status.base_level;
- lv = (lv<0)?-lv:lv;
- if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
- ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
- ||(lv > battle_config.devotion_level_difference) // レベル差±10まで
- ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
- ||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
- &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
- ||(dst_s_class.job==14||dst_s_class.job==21)){ // クルセだめ
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- for(i=0;i<skilllv;i++){
- if(!sd->dev.val1[i]){ // 空きがあったら入れる
- sd->dev.val1[i] = bl->id;
- sd->dev.val2[i] = bl->id;
- break;
- }else if(i==skilllv-1){ // 空きがなかった
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_devotion(sd,bl->id);
- status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
- }
- else clif_skill_fail(sd,skillid,0,0);
- break;
- case MO_CALLSPIRITS: // ?功
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
- }
- break;
- case CH_SOULCOLLECT: // 狂?功
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- for(i=0;i<5;i++)
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case MO_BLADESTOP: // 白刃取り
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case MO_ABSORBSPIRITS: // ?奪
- i=0;
- if(dstsd) {
- if((sd && sd == dstsd) || map[src->m].flag.pvp || map[src->m].flag.gvg) {
- if(dstsd->spiritball > 0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- if(i > 0x7FFF)
- i = 0x7FFF;
- if(sd && sd->status.sp + i > sd->status.max_sp)
- i = sd->status.max_sp - sd->status.sp;
- }
- }
- } else if (dstmd){ //?象がモンスタ?の場合
- //20%の確率で?象のLv*2のSPを回復する。成功したときはタ?ゲット(σ?Д?)σ????!!
- if(rand()%100<20){
- i=2*mob_db[dstmd->class_].lv;
- mob_target(dstmd,src,0);
- }
- }
- if(i && sd){
- sd->status.sp += i;
- clif_heal(sd->fd,SP_SP,i);
- } else clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- case AC_MAKINGARROW: /* 矢作成 */
- if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case AM_PHARMACY: /* ポ?ション作成 */
- if(sd) {
- clif_skill_produce_mix_list(sd,32);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case WS_CREATECOIN: /* クリエイトコイン */
- if(sd) {
- clif_skill_produce_mix_list(sd,64);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case WS_CREATENUGGET: /* 塊製造 */
- if(sd) {
- clif_skill_produce_mix_list(sd,128);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case ASC_CDP: // [DracoRPG]
- // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
- if(sd) {
- clif_skill_produce_mix_list(sd,256);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case BS_HAMMERFALL: /* ハンマ?フォ?ル */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
- break;
- if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- break;
- case RG_RAID: /* サプライズアタック */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- status_change_end(src, SC_HIDING, -1); // ハイディング解除
- break;
- case ASC_METEORASSAULT: /* メテオアサルト */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
- {
- int c,n=4,ar;
- int dir = map_calc_dir(src,bl->x,bl->y);
- struct square tc;
- int x=bl->x,y=bl->y;
- ar=skilllv/3;
- skill_brandishspear_first(&tc,dir,x,y);
- skill_brandishspear_dir(&tc,dir,4);
- /* 範?④ */
- if(skilllv == 10){
- for(c=1;c<4;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- }
- }
- /* 範?③② */
- if(skilllv > 6){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;
- }else{
- skill_brandishspear_dir(&tc,dir,-2);
- n-=2;
- }
- if(skilllv > 3){
- for(c=0;c<5;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- if(skilllv > 6 && n==3 && c==4){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;c=-1;
- }
- }
- }
- /* 範?① */
- for(c=0;c<10;c++){
- if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- }
- break;
- /* パ?ティスキル */
- case AL_ANGELUS: /* エンジェラス */
- case PR_MAGNIFICAT: /* マグニフィカ?ト */
- case PR_GLORIA: /* グロリア */
- case SN_WINDWALK: /* ウインドウォ?ク */
- if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
- /* 個別の?理 */
- clif_skill_nodamage(bl,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- }
- else{
- /* パ?ティ全?への?理 */
- party_foreachsamemap(skill_area_sub,
- sd,1,
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_ADRENALINE: /* アドレナリンラッシュ */
- case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
- case BS_OVERTHRUST: /* オ?バ?トラスト */
- if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
- /* 個別の?理 */
- clif_skill_nodamage(bl,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
- }
- else{
- /* パ?ティ全?への?理 */
- party_foreachsamemap(skill_area_sub,
- sd,1,
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- /*(付加と解除が必要) */
- case BS_MAXIMIZE: /* マキシマイズパワ? */
- case NV_TRICKDEAD: /* 死んだふり */
- case CR_DEFENDER: /* ディフェンダ? */
- case CR_AUTOGUARD: /* オ?トガ?ド */
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( tsc_data ){
- if( tsc_data[sc].timer==-1 )
- /* 付加する */
- status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- else
- /* 解除する */
- status_change_end(bl, sc, -1);
- }
- }
- break;
- case TF_HIDING: /* ハイディング */
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,-1,1);
- if(tsc_data && tsc_data[sc].timer!=-1 )
- /* 解除する */
- status_change_end(bl, sc, -1);
- else
- /* 付加する */
- status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- }
- break;
- case AS_CLOAKING: /* クロ?キング */
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(tsc_data && tsc_data[sc].timer!=-1 )
- /* 解除する */
- status_change_end(bl, sc, -1);
- else
- /* 付加する */
- status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- //skill_check_cloaking(bl);
- }
- break;
- case ST_CHASEWALK: /* ハイディング */
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,-1,1);
- if(tsc_data && tsc_data[sc].timer!=-1 )
- /* 解除する */
- status_change_end(bl, sc, -1);
- else
- /* 付加する */
- status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- }
- break;
- /* ?地スキル */
- case BD_LULLABY: /* 子守唄 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case BA_DISSONANCE: /* 不協和音 */
- case BA_POEMBRAGI: /* ブラギの詩 */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで… */
- case DC_FORTUNEKISS: /* 幸運のキス */
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
- // case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- break;
- case HP_BASILICA: /* バジリカ */
- {
- struct skill_unit_group *sg;
- battle_stopwalking(src,1);
- skill_clear_unitgroup(src);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,(int)sg,
- skill_get_time(skillid,skilllv),0);
- }
- break;
- case PA_GOSPEL: /* ゴスペル */
- skill_clear_unitgroup(src);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
- break;
- case BD_ADAPTATION: /* アドリブ */
- {
- struct status_change *sc_data = status_get_sc_data(src);
- if(sc_data && sc_data[SC_DANCING].timer!=-1){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_stop_dancing(src,0);
- }
- }
- break;
- case BA_FROSTJOKE: /* 寒いジョ?ク */
- case DC_SCREAM: /* スクリ?ム */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
- break;
- case TF_STEAL: // スティ?ル
- if(sd) {
- if(pc_steal_item(sd,bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0x0a,0);
- }
- break;
- case RG_STEALCOIN: // スティ?ルコイン
- if(sd) {
- if(pc_steal_coin(sd,bl)) {
- int range = skill_get_range(skillid,skilllv);
- if(range < 0)
- range = status_get_range(src) - (range + 1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- mob_target((struct mob_data *)bl,src,range);
- }
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case MG_STONECURSE: /* スト?ンカ?ス */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- int i, gem_flag = 1;
- if (bl->type==BL_MOB && status_get_mode(bl)&0x20) {
- clif_skill_fail(sd,sd->skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if (sc_data && sc_data[SC_STONE].timer != -1) {
- status_change_end(bl,SC_STONE,-1);
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
- status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- else if(sd) {
- if (skilllv > 5) gem_flag = 0;
- clif_skill_fail(sd,skillid,0,0);
- }
- if (dstmd)
- mob_target(dstmd,src,skill_get_range(skillid,skilllv));
- if (sd && gem_flag) {
- if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
- clif_skill_fail(sd,sd->skillid,0,0);
- break;
- }
- pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
- }
- }
- break;
- case NV_FIRSTAID: /* ?急手? */
- clif_skill_nodamage(src,bl,skillid,5,1);
- battle_heal(NULL,bl,5,0,0);
- break;
- case AL_CURE: /* キュア? */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_end(bl, SC_SILENCE , -1 );
- status_change_end(bl, SC_BLIND , -1 );
- status_change_end(bl, SC_CONFUSION, -1 );
- if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
- }
- break;
- case TF_DETOXIFY: /* 解毒 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_end(bl, SC_POISON , -1 );
- status_change_end(bl, SC_DPOISON , -1 );
- break;
- case PR_STRECOVERY: /* リカバリ? */
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_end(bl, SC_FREEZE , -1 );
- status_change_end(bl, SC_STONE , -1 );
- status_change_end(bl, SC_SLEEP , -1 );
- status_change_end(bl, SC_STAN , -1 );
- if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- int blind_time;
- //blind_time=30-status_get_vit(bl)/10-status_get_int/15;
- blind_time=30*(100-(status_get_int(bl)+status_get_vit(bl))/2)/100;
- if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)))
- status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
- }
- if(dstmd){
- dstmd->attacked_id=0;
- dstmd->target_id=0;
- dstmd->state.targettype = NONE_ATTACKABLE;
- dstmd->state.skillstate=MSS_IDLE;
- dstmd->next_walktime=tick+rand()%3000+3000;
- }
- }
- break;
- case WZ_ESTIMATION: /* モンスタ?情報 */
- if(src->type==BL_PC){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_estimation((struct map_session_data *)src,bl);
- }
- break;
- case MC_IDENTIFY: /* アイテム鑑定 */
- if(sd)
- clif_item_identify_list(sd);
- break;
- case BS_REPAIRWEAPON: /* 武器修理 */
- if(sd) {
- //動作しないのでとりあえずコメントアウト
- /*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
- clif_skill_fail(sd,sd->skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }*/
- clif_item_repair_list(sd);
- }
- break;
- case MC_VENDING: /* 露店開設 */
- if(sd)
- clif_openvendingreq(sd,2+sd->skilllv);
- break;
- case AL_TELEPORT: /* テレポ?ト */
- if( sd ){
- if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
- clif_skill_teleportmessage(sd,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( sd->skilllv==1 )
- clif_skill_warppoint(sd,sd->skillid,"Random","","","");
- else{
- clif_skill_warppoint(sd,sd->skillid,"Random",
- sd->status.save_point.map,"","");
- }
- }else if( bl->type==BL_MOB )
- mob_warp((struct mob_data *)bl,-1,-1,-1,3);
- break;
- case AL_HOLYWATER: /* アクアベネディクタ */
- if(sd) {
- int eflag;
- struct item item_tmp;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = 523;
- item_tmp.identify = 1;
- if(battle_config.holywater_name_input) {
- item_tmp.card[0] = 0xfe;
- item_tmp.card[1] = 0;
- *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
- }
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
- case TF_PICKSTONE:
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = 7049;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif_takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
- case RG_STRIPWEAPON: /* ストリップウェポン */
- case RG_STRIPSHIELD: /* ストリップシールド */
- case RG_STRIPARMOR: /* ストリップアーマー */
- case RG_STRIPHELM: /* ストリップヘルム */
- case ST_FULLSTRIP: // Celest
- {
- struct status_change *tsc_data = status_get_sc_data(bl);
- int scid, cp_scid = 0, equip, strip_fix, strip_num = 0;
- scid = SkillStatusChangeTable[skillid];
- switch (skillid) {
- case RG_STRIPWEAPON:
- equip = EQP_WEAPON;
- cp_scid = SC_CP_WEAPON;
- break;
- case RG_STRIPSHIELD:
- equip = EQP_SHIELD;
- cp_scid = SC_CP_SHIELD;
- break;
- case RG_STRIPARMOR:
- equip = EQP_ARMOR;
- cp_scid = SC_CP_ARMOR;
- break;
- case RG_STRIPHELM:
- equip = EQP_HELM;
- cp_scid = SC_CP_HELM;
- break;
- case ST_FULLSTRIP:
- equip = EQP_WEAPON | EQP_SHIELD | EQP_ARMOR | EQP_HELM;
- strip_num = 3;
- break;
- default:
- map_freeblock_unlock();
- return 1;
- }
- if (tsc_data && (tsc_data[scid].timer != -1 || tsc_data[cp_scid].timer != -1))
- break;
- if (dstsd && dstsd->unstripable_equip & equip)
- break;
- strip_fix = status_get_dex(src) - status_get_dex(bl);
- if(strip_fix < 0)
- strip_fix=0;
- strip_per = 5+2*skilllv+strip_fix/5;
- if (rand()%100 >= strip_per)
- break;
- if (dstsd) {
- for (i=0;i<MAX_INVENTORY;i++) {
- if (dstsd->status.inventory[i].equip && (dstsd->status.inventory[i].equip & equip)){
- pc_unequipitem(dstsd,i,3);
- if ((--strip_num) <= 0)
- break;
- }
- }
- if (i == MAX_INVENTORY)
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
- break;
- }
- /* PotionPitcher */
- case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
- {
- struct block_list tbl;
- int i,x,hp = 0,sp = 0;
- if(sd) {
- x = skilllv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
- if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- sd->state.potionpitcher_flag = 1;
- sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
- sd->skilltarget = bl->id;
- run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
- pc_delitem(sd,i,skill_db[skillid].amount[x],0);
- sd->state.potionpitcher_flag = 0;
- if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
- hp = status_get_max_hp(bl) * sd->potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- if(dstsd) {
- sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- }
- }
- else {
- if(sd->potion_hp > 0) {
- hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
- if(dstsd)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if(sd->potion_sp > 0) {
- sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
- if(dstsd)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
- }
- }
- }
- else {
- hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
- hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
- if(dstsd)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(hp > 0 || (hp <= 0 && sp <= 0))
- clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
- battle_heal(src,bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- case AM_CP_SHIELD:
- case AM_CP_ARMOR:
- case AM_CP_HELM:
- {
- int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
- struct status_change *tsc_data = status_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(tsc_data && tsc_data[scid].timer != -1)
- status_change_end(bl, scid, -1 );
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- }
- break;
- case SA_DISPELL: /* ディスペル */
- {
- int i;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- for(i=0;i<136;i++){
- if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
- || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
- || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
- || i==SC_CP_HELM || i==SC_COMBO)
- continue;
- status_change_end(bl,i,-1);
- }
- }
- break;
- case TF_BACKSLIDING: /* バックステップ */
- battle_stopwalking(src,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
- if(src->type == BL_MOB)
- clif_fixmobpos((struct mob_data *)src);
- else if(src->type == BL_PET)
- clif_fixpetpos((struct pet_data *)src);
- else if(src->type == BL_PC)
- clif_fixpos(src);
- skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
- break;
- case SA_CASTCANCEL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
- sp = sp * (90 - (skilllv-1)*20) / 100;
- if(sp < 0) sp = 0;
- pc_heal(sd,0,-sp);
- }
- break;
- case SA_SPELLBREAKER: // スペルブレイカ?
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- int sp;
- if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
- if(dstsd) {
- sp = skill_get_sp(skillid,skilllv);
- sp = sp * sc_data[SC_MAGICROD].val2 / 100;
- if(sp > 0x7fff) sp = 0x7fff;
- else if(sp < 1) sp = 1;
- if(dstsd->status.sp + sp > dstsd->status.max_sp) {
- sp = dstsd->status.max_sp - dstsd->status.sp;
- dstsd->status.sp = dstsd->status.max_sp;
- }
- else
- dstsd->status.sp += sp;
- clif_heal(dstsd->fd,SP_SP,sp);
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
- if(sd) {
- sp = sd->status.max_sp/5;
- if(sp < 1) sp = 1;
- pc_heal(sd,0,-sp);
- }
- }
- else {
- int bl_skillid=0,bl_skilllv=0;
- if(bl->type == BL_PC) {
- if(dstsd && dstsd->skilltimer != -1) {
- bl_skillid = dstsd->skillid;
- bl_skilllv = dstsd->skilllv;
- }
- }
- else if(bl->type == BL_MOB) {
- if(dstmd && dstmd->skilltimer != -1) {
- bl_skillid = dstmd->skillid;
- bl_skilllv = dstmd->skilllv;
- }
- }
- if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
- if(dstsd)
- pc_heal(dstsd,0,-sp);
- if(sd) {
- sp = sp*(25*(skilllv-1))/100;
- if(skilllv > 1 && sp < 1) sp = 1;
- if(sp > 0x7fff) sp = 0x7fff;
- else if(sp < 1) sp = 1;
- if(sd->status.sp + sp > sd->status.max_sp) {
- sp = sd->status.max_sp - sd->status.sp;
- sd->status.sp = sd->status.max_sp;
- }
- else
- sd->status.sp += sp;
- clif_heal(sd->fd,SP_SP,sp);
- }
- }
- else if(sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- }
- break;
- case SA_MAGICROD:
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case SA_AUTOSPELL: /* オ?トスペル */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- clif_autospell(sd,skilllv);
- else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skilllv >= 10) {
- spellid = MG_FROSTDIVER;
- maxlv = skilllv - 9;
- }
- else if(skilllv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skilllv - 7;
- }
- else if(skilllv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skilllv - 4;
- }
- else if(skilllv >=2) {
- int i = rand()%3;
- spellid = spellarray[i];
- maxlv = skilllv - 1;
- }
- else if(skilllv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv),0);
- }
- break;
- /* ランダム?性?化、水?性?化、地、火、風 */
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- /* 毒、聖、念、闇 */
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- if(md){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- md->def_ele=skill_get_pl(skillid);
- if(md->def_ele==0) /* ランダム?化、ただし、*/
- md->def_ele=rand()%10; /* 不死?性は除く */
- md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */
- }
- break;
- case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(md)
- clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[0]);
- break;
- case NPC_HALLUCINATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time(skillid,skilllv);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
- if (src->type == BL_MOB)
- mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
- else if (src->type == BL_PC)
- sd->attackabletime = sd->canmove_tick = tick + skill_time;
- }
- break;
- case NPC_DARKBLESSING:
- {
- int sc_def = 100 - status_get_mdef(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6)
- break;
- if(rand()%100 < sc_def*(50+skilllv*5)/100) {
- if(dstsd) {
- int hp = status_get_hp(bl)-1;
- pc_heal(dstsd,-hp,0);
- }
- else if(dstmd)
- dstmd->hp = 1;
- }
- }
- break;
- case NPC_SELFDESTRUCTION: /* 自爆 */
- case NPC_SELFDESTRUCTION2: /* 自爆2 */
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
- break;
- case NPC_LICK:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
- break;
- if(dstsd)
- pc_heal(dstsd,0,-100);
- if(rand()%100 < (skilllv*5)*sc_def_vit/100)
- status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_SUICIDE: /* 自決 */
- if(src && bl){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (md)
- mob_damage(NULL,md,md->hp,0);
- else if (sd)
- pc_damage(NULL,sd,sd->status.hp);
- }
- break;
- case NPC_SUMMONSLAVE: /* 手下召喚 */
- case NPC_SUMMONMONSTER: /* MOB召喚 */
- if(md)
- mob_summonslave(md,mob_db[md->class_].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
- break;
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md)
- mob_class_change(md,mob_db[md->class_].skill[md->skillidx].val);
- break;
- case NPC_EMOTION: /* エモ?ション */
- if(md)
- clif_emotion(&md->bl,mob_db[md->class_].skill[md->skillidx].val[0]);
- break;
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- // Equipment breaking monster skills [Celest]
- case NPC_BREAKWEAPON:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(bl->type == BL_PC && battle_config.equipment_breaking)
- pc_breakweapon(dstsd);
- break;
- case NPC_BREAKARMOR:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(bl->type == BL_PC && battle_config.equipment_breaking)
- pc_breakarmor(dstsd);
- break;
- case NPC_BREAKHELM:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(bl->type == BL_PC && battle_config.equipment_breaking)
- pc_breakhelm(dstsd);
- break;
- case NPC_BREAKSHIELD:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(bl->type == BL_PC && battle_config.equipment_breaking)
- pc_breakshield(dstsd);
- break;
- case NPC_EXPLOSIONSPIRITS: //NPC爆裂波動
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case WE_MALE: /* 君だけは護るよ */
- if(sd && dstsd){
- int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
- int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
- clif_skill_nodamage(src,bl,skillid,gain_hp,1);
- battle_heal(NULL,bl,gain_hp,0,0);
- }
- break;
- case WE_FEMALE: /* あなたの?に?牲になります */
- if(sd && dstsd){
- int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
- int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
- clif_skill_nodamage(src,bl,skillid,gain_sp,1);
- battle_heal(NULL,bl,0,gain_sp,0);
- }
- break;
- case WE_CALLPARTNER: /* あなたに?いたい */
- if(sd && dstsd){
- if((dstsd = pc_get_partner(sd)) == NULL){
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
- clif_skill_teleportmessage(sd,1);
- map_freeblock_unlock();
- return 0;
- }
- skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
- }
- break;
- case PF_HPCONVERSION: /* ライフ置き換え */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd){
- int conv_hp=0,conv_sp=0;
- conv_hp=sd->status.hp/10; //基本はHPの10%
- sd->status.hp -= conv_hp; //HPを減らす
- conv_sp=conv_hp*10*skilllv/100;
- conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
- sd->status.sp += conv_sp; //SPを?やす
- pc_heal(sd,-conv_hp,conv_sp);
- clif_heal(sd->fd,SP_SP,conv_sp);
- }
- break;
- case HT_REMOVETRAP: /* リム?ブトラップ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- struct item item_tmp;
- int flag;
- if((bl->type==BL_SKILL) &&
- (su=(struct skill_unit *)bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
- (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
- (su->group->unit_id != 0x92)){ //?を取り返す
- if(sd){
- if(battle_config.skill_removetrap_type == 1){
- for(i=0;i<10;i++) {
- if(skill_db[su->group->skill_id].itemid[i] > 0){
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- }
- }else{
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = 1065;
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- }
- if(su->group->unit_id == 0x91 && su->group->val2){
- struct block_list *target=map_id2bl(su->group->val2);
- if(target && (target->type == BL_PC || target->type == BL_MOB))
- status_change_end(target,SC_ANKLE,-1);
- }
- skill_delunit(su);
- }
- }
- break;
- case HT_SPRINGTRAP: /* スプリングトラップ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case 0x91: // ankle snare
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fallthrough to below
- case 0x8f: /* ブラストマイン */
- case 0x90: /* スキッドトラップ */
- case 0x93: /* ランドマイン */
- case 0x94: /* ショックウェ?ブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャ? */
- case 0x97: /* フリ?ジングトラップ */
- case 0x98: /* クレイモア?トラップ */
- case 0x99: /* ト?キ?ボックス */
- su->group->unit_id = 0x8c;
- clif_changelook(bl,LOOK_BASE,su->group->unit_id);
- su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
- su->limit=DIFF_TICK(tick+1500,su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE: /* アンコ?ル */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
- break;
- case AS_SPLASHER: /* ベナムスプラッシャ? */
- if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) { //HPが2/3以上?っていたら失敗
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
- break;
- case PF_MINDBREAKER: /* プロボック */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- /* MVPmobと不死には?かない */
- if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
- {
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
- skill_castcancel(bl,0);
- if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
- && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
- skill_castcancel(bl,0);
- if(sc_data){
- if(sc_data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(sc_data[SC_SLEEP].timer!=-1)
- status_change_end(bl,SC_SLEEP,-1);
- }
- if(bl->type==BL_MOB) {
- int range = skill_get_range(skillid,skilllv);
- if(range < 0)
- range = status_get_range(src) - (range + 1);
- mob_target((struct mob_data *)bl,src,range);
- }
- }
- break;
- case PF_SOULCHANGE:
- {
- int sp1 = 0, sp2 = 0;
- if (sd) {
- if (dstsd) {
- sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
- sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
- sd->status.sp = sp2;
- dstsd->status.sp = sp1;
- clif_heal(sd->fd,SP_SP,sp2);
- clif_updatestatus(sd,SP_SP);
- clif_heal(dstsd->fd,SP_SP,sp1);
- clif_updatestatus(dstsd,SP_SP);
- } else if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- sp2 = sd->status.max_sp * 3 /100;
- if (sd->status.sp + sp2 > sd->status.max_sp)
- sp2 = sd->status.max_sp - sd->status.sp;
- sd->status.sp += sp2;
- clif_heal(sd->fd,SP_SP,sp2);
- clif_updatestatus(sd,SP_SP);
- dstmd->state.soul_change_flag = 1;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd)
- clif_item_refine_list(sd);
- break;
- // Slim Pitcher
- case CR_SLIMPITCHER:
- {
- if (sd && flag&1) {
- struct block_list tbl;
- int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- hp = hp * (100 + (status_get_vit(bl)<<1))/100;
- if (dstsd) {
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,0,0);
- }
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- int i, skilltime;
- struct status_change *tsc_data = status_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skilltime = skill_get_time(skillid,skilllv);
- for (i=0; i<4; i++) {
- if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
- status_change_end(bl, SC_STRIPWEAPON + i, -1 );
- status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
- }
- }
- break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) &&
- (su=(struct skill_unit *)bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
- (su->group->unit_id == 0xb0)){ //?を取り返す
- if(sd)
- skill_delunit(su);
- }
- }
- break;
- case ST_PRESERVE:
- if (sd){
- if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
- status_change_end(src, SC_PRESERVE, -1 );
- else
- status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- }
- break;
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
- src,skillid,skilllv,tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- pc_blockskill_start (sd, skillid, 300000);
- }
- }
- break;
- case GD_REGENERATION:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
- src,skillid,skilllv,tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- pc_blockskill_start (sd, skillid, 300000);
- }
- }
- break;
- case GD_RESTORE:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- int hp, sp;
- hp = dstsd->status.max_hp*9/10;
- sp = dstsd->status.max_sp*9/10;
- sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
- clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,sp,0);
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
- src,skillid,skilllv,tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- pc_blockskill_start (sd, skillid, 300000);
- }
- }
- break;
- case GD_EMERGENCYCALL:
- {
- int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
- int j = 0;
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag ||
- (sd && map[sd->bl.m].flag.nowarpto && // if not allowed to warp to the map
- guild_mapname2gc(sd->mapname) == NULL)) { // and it's not a castle...
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- // i don't know if it actually summons in a circle, but oh well. ;P
- if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- for(i = 0; i < g->max_member; i++, j++) {
- if (j>8) j=0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
- if (map[dstsd->bl.m].flag.nowarp &&
- guild_mapname2gc(sd->mapname) == NULL)
- continue;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
- dx[j] = dy[j] = 0;
- pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
- }
- }
- pc_blockskill_start (sd, skillid, 300000);
- }
- }
- break;
- default:
- printf("Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキル使用(詠唱完了、ID指定)
- *------------------------------------------
- */
- int skill_castend_id( int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
- struct block_list *bl;
- int range,inf2;
- nullpo_retr(0, sd);
- if( sd->bl.prev == NULL ) //prevが無いのはありなの?
- return 0;
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
- return 0;
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
- sd->speed = sd->prev_speed;
- clif_updatestatus(sd,SP_SPEED);
- }
- if(sd->skillid != SA_CASTCANCEL)
- sd->skilltimer=-1;
- if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(sd->skillid == PR_LEXAETERNA) {
- struct status_change *sc_data = status_get_sc_data(bl);
- if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- else if(sd->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
- int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
- if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- inf2 = skill_get_inf2(sd->skillid);
- if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック
- battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(inf2 & 0xC00 && sd->bl.id != bl->id) {
- int fail_flag = 1;
- if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
- fail_flag = 0;
- if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl))
- fail_flag = 0;
- if(fail_flag) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- range = skill_get_range(sd->skillid,sd->skilllv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- range += battle_config.pc_skill_add_range;
- if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
- range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
- if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
- if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- sd->skillitem = sd->skillitemlv = -1;
- if(battle_config.skill_out_range_consume) {
- if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- return 0;
- }
- }
- if(battle_config.pc_skill_log)
- printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
- pc_stop_walking(sd,0);
- switch( skill_get_nk(sd->skillid) )
- {
- /* 攻?系/吹き飛ばし系 */
- case 0: case 2:
- skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- break;
- case 1:/* 支援系 */
- if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
- skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- else
- skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- break;
- }
- return 0;
- }
- /*==========================================
- * スキル使用(詠唱完了、場所指定の?際の?理)
- *------------------------------------------
- */
- int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
- {
- struct map_session_data *sd=NULL;
- int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(0, src);
- if(src->type==BL_PC){
- nullpo_retr(0, sd=(struct map_session_data *)src);
- }
- if( skillid != WZ_METEOR &&
- skillid != AM_CANNIBALIZE &&
- skillid != AM_SPHEREMINE)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- if (sd && skillnotok(skillid, sd)) // [MouseJstr]
- return 0;
- switch(skillid)
- {
- case PR_BENEDICTIO: /* 聖?降福 */
- skill_area_temp[1]=src->id;
- map_foreachinarea(skill_area_sub,
- src->m,x-1,y-1,x+1,y+1,0,
- src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m,x-1,y-1,x+1,y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case BS_HAMMERFALL: /* ハンマ?フォ?ル */
- skill_area_temp[1]=src->id;
- skill_area_temp[2]=x;
- skill_area_temp[3]=y;
- map_foreachinarea(skill_area_sub,
- src->m,x-2,y-2,x+2,y+2,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
- case HT_DETECTING: /* ディテクティング */
- {
- const int range=7;
- if(src->x!=x)
- x+=(src->x-x>0)?-range:range;
- if(src->y!=y)
- y+=(src->y-y>0)?-range:range;
- map_foreachinarea( status_change_timer_sub,
- src->m, x-range, y-range, x+range,y+range,0,
- src,SC_SIGHT,tick);
- }
- break;
- case MG_SAFETYWALL: /* セイフティウォ?ル */
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- case MG_THUNDERSTORM: /* サンダ?スト?ム */
- case AL_PNEUMA: /* ニュ?マ */
- case WZ_ICEWALL: /* アイスウォ?ル */
- case WZ_FIREPILLAR: /* ファイアピラ? */
- case WZ_QUAGMIRE: /* クァグマイア */
- case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
- //case WZ_FROSTNOVA: /* フロストノヴァ */
- case WZ_STORMGUST: /* スト?ムガスト */
- case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
- case PR_SANCTUARY: /* サンクチュアリ */
- case PR_MAGNUS: /* マグヌスエクソシズム */
- case CR_GRANDCROSS: /* グランドクロス */
- case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
- case HT_SANDMAN: /* サンドマン */
- case HT_FLASHER: /* フラッシャ? */
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- case HT_CLAYMORETRAP: /* クレイモア?トラップ */
- case AS_VENOMDUST: /* ベノムダスト */
- case AM_DEMONSTRATION: /* デモンストレ?ション */
- case PF_SPIDERWEB: /* スパイダ?ウェッブ */
- case PF_FOGWALL: /* フォグウォ?ル */
- case HT_TALKIEBOX: /* ト?キ?ボックス */
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case SA_VOLCANO: /* ボルケ?ノ */
- case SA_DELUGE: /* デリュ?ジ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- case SA_LANDPROTECTOR: /* ランドプロテクタ? */
- skill_clear_element_field(src);//?に自分が?動している?性場をクリア
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case WZ_METEOR: //メテオスト?ム
- {
- int flag=0;
- for(i=0;i<2+(skilllv>>1);i++) {
- int j=0;
- do {
- tmpx = x + (rand()%7 - 3);
- tmpy = y + (rand()%7 - 3);
- if(tmpx < 0)
- tmpx = 0;
- else if(tmpx >= map[src->m].xs)
- tmpx = map[src->m].xs - 1;
- if(tmpy < 0)
- tmpy = 0;
- else if(tmpy >= map[src->m].ys)
- tmpy = map[src->m].ys - 1;
- j++;
- } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
- if(j >= 100)
- continue;
- if(flag==0){
- clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
- flag=1;
- }
- if(i > 0)
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
- x1 = tmpx;
- y1 = tmpy;
- }
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
- }
- break;
- case AL_WARP: /* ワ?プポ?タル */
- if(sd) {
- if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
- break;
- clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
- (sd->skilllv>1)?sd->status.memo_point[0].map:"",
- (sd->skilllv>2)?sd->status.memo_point[1].map:"",
- (sd->skilllv>3)?sd->status.memo_point[2].map:"");
- }
- break;
- case MO_BODYRELOCATION:
- if(sd){
- pc_movepos(sd,x,y);
- }else if( src->type==BL_MOB )
- mob_warp((struct mob_data *)src,-1,x,y,0);
- if (sd)
- pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
- break;
- case AM_CANNIBALIZE: // バイオプラント
- if(sd){
- int mx,my,id=0;
- int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- struct mob_data *md;
- mx = x;// + (rand()%10 - 5);
- my = y;// + (rand()%10 - 5);
- id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");
- if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
- md->master_id=sd->bl.id;
- md->hp=2210+skilllv*200;
- md->state.special_mob_ai=1;
- md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- break;
- case AM_SPHEREMINE: // スフィア?マイン
- if(sd){
- int mx,my,id=0;
- struct mob_data *md;
- mx = x;// + (rand()%10 - 5);
- my = y;// + (rand()%10 - 5);
- id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
- if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
- md->master_id=sd->bl.id;
- md->hp=2000+skilllv*400;
- md->state.special_mob_ai=2;
- md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- break;
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- {
- if (sd) {
- int i = skilllv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
- sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- sd->state.potionpitcher_flag = 1;
- sd->potion_hp = 0;
- run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0);
- pc_delitem(sd,j,skill_db[skillid].amount[i],0);
- sd->state.potionpitcher_flag = 0;
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- if(sd->potion_hp > 0) {
- map_foreachinarea(skill_area_sub,
- src->m,x-3,y-3,x+3,y+3,0,
- src,skillid,skilllv,tick,flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- }
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * スキル使用(詠唱完了、map指定)
- *------------------------------------------
- */
- int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
- {
- int x=0,y=0;
- nullpo_retr(0, sd);
- if( sd->bl.prev == NULL || pc_isdead(sd) )
- return 0;
- if(skillnotok(skill_num, sd))
- return 0;
- if( sd->opt1>0 || sd->status.option&2 )
- return 0;
- //スキルが使えない?態異常中
- if(sd->sc_count){
- if( sd->sc_data[SC_DIVINA].timer!=-1 ||
- sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
- sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
- sd->sc_data[SC_STEELBODY].timer != -1 ||
- sd->sc_data[SC_DANCING].timer!=-1 ||
- sd->sc_data[SC_BERSERK].timer != -1 ||
- sd->sc_data[SC_MARIONETTE].timer != -1)
- return 0;
- }
- if( skill_num != sd->skillid) /* 不正パケットらしい */
- return 0;
- pc_stopattack(sd);
- if(battle_config.pc_skill_log)
- printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
- pc_stop_walking(sd,0);
- if(strcmp(map,"cancel")==0)
- return 0;
- switch(skill_num){
- case AL_TELEPORT: /* テレポ?ト */
- if(strcmp(map,"Random")==0)
- pc_randomwarp(sd,3);
- else
- pc_setpos(sd,sd->status.save_point.map,
- sd->status.save_point.x,sd->status.save_point.y,3);
- break;
- case AL_WARP: /* ワ?プポ?タル */
- {
- const struct point *p[4];
- struct skill_unit_group *group;
- int i;
- int maxcount=0;
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
- if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
- int c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = gettick();
- sd->canmove_tick = gettick();
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- if(sd->skilllv <= 0) return 0;
- for(i=0;i<sd->skilllv;i++){
- if(strcmp(map,p[i]->map)==0){
- x=p[i]->x;
- y=p[i]->y;
- break;
- }
- }
- if(x==0 || y==0) /* 不正パケット? */
- return 0;
- if(!skill_check_condition(sd,3))
- return 0;
- if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
- return 0;
- group->valstr=(char *)aCallocA(24,sizeof(char));
- memcpy(group->valstr,map,24);
- group->val2=(x<<16)|y;
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * スキルユニット設定?理
- *------------------------------------------
- */
- struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
- {
- struct skill_unit_group *group;
- int i,limit,val1=0,val2=0,val3=0;
- int count=0;
- int target,interval,range,unit_flag;
- struct skill_unit_layout *layout;
- struct status_change *sc_data;
- int active_flag=1;
- nullpo_retr(0, src);
- limit = skill_get_time(skillid,skilllv);
- range = skill_get_unit_range(skillid);
- interval = skill_get_unit_interval(skillid);
- target = skill_get_unit_target(skillid);
- unit_flag = skill_get_unit_flag(skillid);
- layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
- if (unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- target = BCT_NOENEMY;
- sc_data = status_get_sc_data(src); // for firewall and fogwall - celest
- switch(skillid){ /* 設定 */
- case MG_SAFETYWALL: /* セイフティウォ?ル */
- val2=skilllv+1;
- break;
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- if(sc_data && sc_data[SC_VIOLENTGALE].timer!=-1)
- limit = limit*3/2;
- val2=4+skilllv;
- break;
- case AL_WARP: /* ワ?プポ?タル */
- val1=skilllv+6;
- if(flag==0)
- limit=2000;
- active_flag=0;
- break;
- case PR_SANCTUARY: /* サンクチュアリ */
- val1=(skilllv+3)*2;
- val2=(skilllv>6)?777:skilllv*100;
- interval += 500;
- break;
- case WZ_FIREPILLAR: /* ファイア?ピラ? */
- if(flag!=0)
- limit=1000;
- val1=skilllv+2;
- if(skilllv >= 6)
- range=2;
- break;
- case HT_SANDMAN: /* サンドマン */
- case HT_CLAYMORETRAP: /* クレイモア?トラップ */
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_FLASHER: /* フラッシャ? */
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- // longer trap times in WOE [celest]
- if (map[src->m].flag.gvg) limit *= 4;
- break;
- case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
- val1=skilllv*15+10;
- break;
- case SA_LANDPROTECTOR: /* グランドクロス */
- {
- int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
- val1=skilllv*15+10;
- aoe_diameter=skilllv+skilllv%2+5;
- count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
- }
- break;
- case BA_WHISTLE: /* 口笛 */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
- val2 = ((status_get_agi(src)/10)&0xffff)<<16;
- val2 |= (status_get_luk(src)/10)&0xffff;
- break;
- case DC_HUMMING: /* ハミング */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = status_get_dex(src)/10;
- break;
- case DC_DONTFORGETME: /* 私を忘れないで… */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = ((status_get_str(src)/20)&0xffff)<<16;
- val2 |= (status_get_agi(src)/10)&0xffff;
- break;
- case BA_POEMBRAGI: /* ブラギの詩 */
- if(src->type == BL_PC)
- val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- val2 = ((status_get_dex(src)/10)&0xffff)<<16;
- val2 |= (status_get_int(src)/5)&0xffff;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- if(src->type == BL_PC)
- val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)&0xffff;
- val2 |= (status_get_vit(src))&0xffff;
- val3 = 0;//回復用タイムカウンタ(6秒?に1?加)
- break;
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = status_get_int(src)/10;
- break;
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
- val2 = status_get_agi(src)/20;
- break;
- case DC_FORTUNEKISS: /* 幸運のキス */
- if(src->type == BL_PC)
- val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = status_get_luk(src)/10;
- break;
- case PF_FOGWALL: /* フォグウォ?ル */
- if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2;
- break;
- case RG_GRAFFITI: /* Graffiti */
- count=1; // Leave this at 1 [Valaris]
- break;
- }
- nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
- skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
- group->limit=limit;
- group->val1=val1;
- group->val2=val2;
- group->val3=val3;
- group->target_flag=target;
- group->interval=interval;
- if(skillid==HT_TALKIEBOX ||
- skillid==RG_GRAFFITI){
- group->valstr=aCallocA(80, 1);
- if(group->valstr==NULL){
- printf("skill_castend_map: out of memory !\n");
- exit(1);
- }
- memcpy(group->valstr,talkie_mes,80);
- }
- for(i=0;i<layout->count;i++){
- struct skill_unit *unit;
- int ux,uy,val1=skilllv,val2=0,limit=group->limit,alive=1;
- ux = x + layout->dx[i];
- uy = y + layout->dy[i];
- switch (skillid) {
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- val2=group->val2;
- break;
- case WZ_ICEWALL: /* アイスウォ?ル */
- if(skilllv <= 1)
- val1 = 500;
- else
- val1 = 200 + 200*skilllv;
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- ux+=(i%5-2);
- uy+=(i/5-2);
- break;
- }
- //直上スキルの場合設置座標上にランドプロテクタ?がないかチェック
- if(range<=0)
- map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
- if(skillid==WZ_ICEWALL && alive){
- val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
- if(val2==5 || val2==1)
- alive=0;
- else {
- map_setcell(src->m,ux,uy,5);
- clif_changemapcell(src->m,ux,uy,5,0);
- }
- }
- if(alive){
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
- unit->val1=val1;
- unit->val2=val2;
- unit->limit=limit;
- unit->range=range;
- if (range==0 && active_flag)
- map_foreachinarea(skill_unit_effect,unit->bl.m
- ,unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y
- ,0,&unit->bl,gettick(),1);
- }
- }
-
- return group;
- }
- /*==========================================
- * スキルユニットの?動イベント
- *------------------------------------------
- */
- int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct skill_unit *unit2;
- struct status_change *sc_data;
- int type;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
-
- if(bl->prev==NULL || !src->alive ||
- (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
-
- sc_data = status_get_sc_data(bl);
- type = SkillStatusChangeTable[sg->skill_id];
- if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
- return 0;
- // 対象がLP上に居る場合は無効
- if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
- return 0;
- switch (sg->unit_id) {
- case 0x85: /* ニューマ */
- case 0x7e: /* セイフティウォール */
- if (sc_data && sc_data[type].timer == -1)
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
- break;
- case 0x80: /* ワープポータル(発動後) */
- if(bl->type==BL_PC){
- struct map_session_data *sd = (struct map_session_data *)bl;
- if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y &&
- src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
- if( battle_config.chat_warpportal || !sd->chatID ){
- pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
- if(sg->src_id == bl->id || (strcmp(map[src->bl.m].name,sg->valstr) == 0 &&
- src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
- skill_delunitgroup(sg);
- if (--sg->val1<=0)
- skill_delunitgroup(sg);
- }
- }
- } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
- int m = map_mapname2mapid(sg->valstr);
- mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
- }
- break;
- case 0x8e: /* クァグマイア */
- if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- if(sc_data && sc_data[type].timer==-1)
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case 0x9a: /* ボルケ?ノ */
- case 0x9b: /* デリュ?ジ */
- case 0x9c: /* バイオレントゲイル */
- if (sc_data && sc_data[type].timer!=-1) {
- unit2 = (struct skill_unit *)sc_data[type].val4;
- if (unit2 && unit2->group &&
- (unit2==src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
- break;
- }
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case 0x9e: /* 子守唄 */
- case 0x9f: /* ニヨルドの宴 */
- case 0xa0: /* 永遠の混沌 */
- case 0xa1: /* ?太鼓の響き */
- case 0xa2: /* ニ?ベルングの指輪 */
- case 0xa3: /* ロキの叫び */
- case 0xa4: /* 深淵の中に */
- case 0xa5: /* 不死身のジ?クフリ?ド */
- case 0xa6: /* 不協和音 */
- case 0xa7: /* 口笛 */
- case 0xa8: /* 夕陽のアサシンクロス */
- case 0xa9: /* ブラギの詩 */
- case 0xaa: /* イドゥンの林檎 */
- case 0xab: /* 自分勝手なダンス */
- case 0xac: /* ハミング */
- case 0xad: /* 私を忘れないで… */
- case 0xae: /* 幸運のキス */
- case 0xaf: /* サ?ビスフォ?ユ? */
- if (sg->src_id==bl->id)
- break;
- if (sc_data && sc_data[type].timer!=-1) {
- unit2 = (struct skill_unit *)sc_data[type].val4;
- if (unit2 && unit2->group &&
- (unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
- break;
- }
- status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
- (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case 0xb4: // Basilica
- if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0) {
- if (sc_data && sc_data[type].timer!=-1) {
- struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4;
- if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0))
- break;
- } else
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv),0);
- } else if (!status_get_mode(bl)&0x20)
- skill_blown(&src->bl,bl,1);
- break;
- case 0xb6: /* フォグウォ?ル */
- if (sc_data && sc_data[type].timer!=-1) {
- unit2 = (struct skill_unit *)sc_data[type].val4;
- if (unit2 && unit2->group &&
- (unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
- break;
- }
- status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
- (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
- break;
- case 0xb2: /* あなたを_?いたいです */
- case 0xb3: /* ゴスペル */
- //case 0xb6: /* フォグウォ?ル */ - moved [celest]
- //とりあえず何もしない
- break;
- /* default:
- if(battle_config.error_log)
- printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- return 0;
- }
- /*==========================================
- * スキルユニットの発動イベント(タイマー発動)
- *------------------------------------------
- */
- int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- int splash_count=0;
- struct status_change *sc_data;
- struct skill_unit_group_tickset *ts;
- int type;
- int diff=0;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if (bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
-
- if (bl->prev==NULL || !src->alive ||
- (bl->type==BL_PC && pc_isdead((struct map_session_data *)bl)))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
- sc_data = status_get_sc_data(bl);
- type = SkillStatusChangeTable[sg->skill_id];
- // 対象がLP上に居る場合は無効
- if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
- return 0;
- // 前に影響を受けてからintervalの間は影響を受けない
- nullpo_retr(0,ts = skill_unitgrouptickset_search(bl,sg,tick));
- diff = DIFF_TICK(tick,ts->tick);
- if (sg->skill_id == PR_SANCTUARY)
- diff += 500; // 新規に回復したユニットだけカウントするための仕掛け
- if (diff < 0)
- return 0;
- ts->tick = tick+sg->interval;
- // GXは重なっていたら3HITしない
- if (sg->skill_id==CR_GRANDCROSS && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y)-1);
- switch (sg->unit_id) {
- case 0x83: /* サンクチュアリ */
- {
- int race=status_get_race(bl);
- if (battle_check_undead(race,status_get_elem_type(bl)) || race==6) {
- if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0)) {
- // reduce healing count if this was meant for damaging [celest]
- // sg->val1 /= 2;
- sg->val1--; // チャットキャンセルに対応
- }
- } else {
- int heal = sg->val2;
- if (status_get_hp(bl)>=status_get_max_hp(bl))
- break;
- if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
- heal=0; /* 黄金蟲カード(ヒール量0) */
- clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- if (diff>=500)
- sg->val1--; // 新規に入ったユニットだけカウント
- }
- if (sg->val1<=0)
- skill_delunitgroup(sg);
- break;
- }
- case 0x84: /* マグヌスエクソシズム */
- {
- int race = status_get_race(bl);
- if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
- return 0;
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- src->val2++;
- break;
- }
- case 0x7f: /* ファイヤーウォール */
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- if (--src->val2<=0)
- skill_delunit(src);
- break;
- case 0x86: /* ロードオブヴァーミリオン(TS,MS,FN,SG,HD,GX,闇GX) */
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 0x87: /* ファイアーピラー(発動前) */
- skill_delunit(src);
- skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
- break;
- case 0x88: /* ファイアーピラー(発動後) */
- map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
- //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 0x90: /* スキッドトラップ */
- {
- int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
- if(map[bl->m].flag.gvg) c = 0;
- for(i=0;i<c;i++)
- skill_blown(&src->bl,bl,1|0x30000);
- sg->unit_id = 0x8c;
- clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- }
- break;
- case 0x93: /* ランドマイン */
- skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- sg->unit_id = 0x8c;
- clif_changelook(&src->bl,LOOK_BASE,0x88);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- break;
- case 0x8f: /* ブラストマイン */
- case 0x94: /* ショックウェ?ブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャ? */
- case 0x97: /* フリ?ジングトラップ */
- case 0x98: /* クレイモア?トラップ */
- map_foreachinarea(skill_count_target,src->bl.m
- ,src->bl.x-src->range,src->bl.y-src->range
- ,src->bl.x+src->range,src->bl.y+src->range
- ,0,&src->bl,&splash_count);
- map_foreachinarea(skill_trap_splash,src->bl.m
- ,src->bl.x-src->range,src->bl.y-src->range
- ,src->bl.x+src->range,src->bl.y+src->range
- ,0,&src->bl,tick,splash_count);
- sg->unit_id = 0x8c;
- clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- break;
- case 0x91: /* アンクルスネア */
- if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
- int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)*100;
- if(status_get_mode(bl)&0x20)
- sec = sec/5;
- if (sec < 3000) // minimum time of 3 seconds [celest]
- sec = 3000;
- battle_stopwalking(bl,1);
- status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
- skill_unit_move(bl,tick,0);
- if(moveblock) map_delblock(bl);
- bl->x = src->bl.x;
- bl->y = src->bl.y;
- if(moveblock) map_addblock(bl);
- skill_unit_move(bl,tick,1);
- if(bl->type == BL_MOB)
- clif_fixmobpos((struct mob_data *)bl);
- else if(bl->type == BL_PET)
- clif_fixpetpos((struct pet_data *)bl);
- else
- clif_fixpos(bl);
- clif_01ac(&src->bl);
- sg->limit=DIFF_TICK(tick,sg->tick) + sec;
- sg->val2=bl->id;
- sg->interval = -1;
- src->range = 0;
- }
- break;
- case 0x92: /* ベノムダスト */
- if(sc_data && sc_data[type].timer==-1 )
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case 0xb1: /* デモンストレ?ション */
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
- pc_breakweapon((struct map_session_data *)bl);
- break;
- case 0x99: /* トーキーボックス */
- if(sg->src_id == bl->id) //自分が踏んでも発動しない
- break;
- if(sg->val2==0){
- clif_talkiebox(&src->bl,sg->valstr);
- sg->unit_id = 0x8c;
- clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
- sg->limit=DIFF_TICK(tick,sg->tick)+5000;
- sg->val2=-1; //踏んだ
- }
- break;
- // Basilica
- case 0xb4: /* バジリカ */
- if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
- !(status_get_mode(bl)&0x20))
- skill_blown(&src->bl,bl,1);
- if (sg->src_id==bl->id)
- break;
- if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0 && sc_data && sc_data[type].timer == -1)
- status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case 0xb7: /* スパイダ?ウェッブ */
- if(sg->val2==0){
- int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
- skill_unit_move(bl,tick,0);
- if(moveblock) map_delblock(bl);
- bl->x = src->bl.x;
- bl->y = src->bl.y;
- if(moveblock) map_addblock(bl);
- skill_unit_move(bl,tick,1);
- if(bl->type == BL_MOB)
- clif_fixmobpos((struct mob_data *)bl);
- else if(bl->type == BL_PET)
- clif_fixpetpos((struct pet_data *)bl);
- else
- clif_fixpos(bl);
- sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
- sg->val2=bl->id;
- sg->interval = -1;
- src->range = 0;
- }
- break;
- /* default:
- if(battle_config.error_log)
- printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */
- {
- if(battle_config.mob_changetarget_byskill == 1)
- {
- int target=((struct mob_data *)bl)->target_id;
- if(ss->type == BL_PC)
- ((struct mob_data *)bl)->target_id=ss->id;
- mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
- ((struct mob_data *)bl)->target_id=target;
- }
- else
- mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
- }
- return 0;
- }
- /*==========================================
- * スキルユニットから離?する(もしくはしている)場合
- *------------------------------------------
- */
- int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct status_change *sc_data;
- int type;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, sg=src->group);
- sc_data = status_get_sc_data(bl);
- type = SkillStatusChangeTable[sg->skill_id];
- if (bl->prev==NULL || !src->alive ||
- (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)))
- return 0;
- switch(sg->unit_id){
- case 0x7e: /* セイフティウォール */
- case 0x85: /* ニューマ */
- case 0x8e: /* クァグマイア */
- case 0x9a: /* ボルケーノ */
- case 0x9b: /* デリュージ */
- case 0x9c: /* バイオレントゲイル */
- if (type==SC_QUAGMIRE && bl->type==BL_MOB)
- break;
- if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val2==(int)src) {
- status_change_end(bl,type,-1);
- }
- break;
- case 0x91: /* アンクルスネア */
- {
- struct block_list *target = map_id2bl(sg->val2);
- if(target && target == bl){
- status_change_end(bl,SC_ANKLE,-1);
- sg->limit=DIFF_TICK(tick,sg->tick)+1000;
- }
- break;
- }
- case 0x9e: /* 子守唄 */
- case 0x9f: /* ニヨルドの宴 */
- case 0xa0: /* 永遠の混沌 */
- case 0xa1: /* 戦太鼓の響き */
- case 0xa2: /* ニーベルングの指輪 */
- case 0xa3: /* ロキの叫び */
- case 0xa4: /* 深淵の中に */
- case 0xa5: /* 不死身のジークフリード */
- case 0xad: /* 私を忘れないで… */
- if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) {
- status_change_end(bl,type,-1);
- }
- break;
- case 0xa6: /* 不協和音 */
- case 0xa7: /* 口笛 */
- case 0xa8: /* 夕陽のアサシンクロス */
- case 0xa9: /* ブラギの詩 */
- case 0xaa: /* イドゥンの林檎 */
- case 0xab: /* 自分勝手なダンス */
- case 0xac: /* ハミング */
- case 0xae: /* 幸運のキス */
- case 0xaf: /* サ?ビスフォ?ユ? */
- status_change_start(bl,SkillStatusChangeTable[sg->skill_id],sg->skill_lv,0,0,0,20000,0 );
- break;
- case 0xb4: // Basilica
- if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) {
- status_change_end(bl,type,-1);
- }
- break;
- case 0xb6:
- {
- struct block_list *target = map_id2bl(sg->val2);
- if(target && target==bl) {
- status_change_end(bl,SC_FOGWALL,-1);
- if (sc_data && sc_data[SC_BLIND].timer!=-1)
- sc_data[SC_BLIND].timer = add_timer(
- gettick() + 30000, status_change_timer, bl->id, 0);
- }
- break;
- }
- case 0xb7: /* スパイダ?ウェッブ */
- {
- struct block_list *target = map_id2bl(sg->val2);
- if (target && target==bl)
- status_change_end(bl,SC_SPIDERWEB,-1);
- sg->limit = DIFF_TICK(tick,sg->tick)+1000;
- break;
- }
- /* default:
- if(battle_config.error_log)
- printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- return 0;
- }
- /*==========================================
- * スキルユニット効果発動/離脱処理(foreachinarea)
- * bl: ユニット(BL_PC/BL_MOB)
- *------------------------------------------
- */
- int skill_unit_effect(struct block_list *bl,va_list ap)
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- int flag;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
- tick = va_arg(ap,unsigned int);
- flag = va_arg(ap,unsigned int);
- if (bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
- if (!unit->alive || bl->prev==NULL)
- return 0;
- nullpo_retr(0, group=unit->group);
- if (flag)
- skill_unit_onplace(unit,bl,tick);
- else {
- skill_unit_onout(unit,bl,tick);
- unit = map_find_skill_unit_oncell(bl,bl->x,bl->y,group->skill_id,unit);
- if (unit)
- skill_unit_onplace(unit,bl,tick);
- }
- return 0;
- }
- /*==========================================
- * スキルユニットの限界イベント
- *------------------------------------------
- */
- int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
- {
- struct skill_unit_group *sg;
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
- switch(sg->unit_id){
- case 0x81: /* ワ?プポ?タル(?動前) */
- {
- struct skill_unit_group *group=
- skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
- src->bl.x,src->bl.y,1);
- if(group == NULL)
- return 0;
- group->valstr=aCallocA(24, 1);
- if(group->valstr==NULL){
- printf("skill_unit_onlimit: out of memory !\n");
- exit(1);
- }
- memcpy(group->valstr,sg->valstr,24);
- group->val2=sg->val2;
- }
- break;
- case 0x8d: /* アイスウォ?ル */
- map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
- clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
- break;
- case 0xb2: /* あなたに?いたい */
- {
- struct map_session_data *sd = NULL;
- struct map_session_data *p_sd = NULL;
- if((sd = map_id2sd(sg->src_id)) == NULL)
- return 0;
- if((p_sd = pc_get_partner(sd)) == NULL)
- return 0;
- pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * スキルユニットのダメ?ジイベント
- *------------------------------------------
- */
- int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
- int damage,unsigned int tick)
- {
- struct skill_unit_group *sg;
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
- switch(sg->unit_id){
- case 0x8d: /* アイスウォ?ル */
- src->val1-=damage;
- break;
- case 0x8f: /* ブラストマイン */
- case 0x98: /* クレイモア?トラップ */
- skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
- break;
- default:
- damage = 0;
- break;
- }
- return damage;
- }
- /*---------------------------------------------------------------------------- */
- /*==========================================
- * スキル使用(詠唱完了、場所指定)
- *------------------------------------------
- */
- int skill_castend_pos( int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
- int range,maxcount;
- nullpo_retr(0, sd);
- if( sd->bl.prev == NULL )
- return 0;
- if( sd->skilltimer != tid ) /* タイマIDの確認 */
- return 0;
- if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
- sd->speed = sd->prev_speed;
- clif_updatestatus(sd,SP_SPEED);
- }
- sd->skilltimer=-1;
- if(pc_isdead(sd)) {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- /*case MG_SAFETYWALL:
- case WZ_FIREPILLAR:
- case HT_SKIDTRAP:
- case HT_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- case AL_WARP:
- case PF_SPIDERWEB:
- case RG_GRAFFITI:
- range = 0;
- break;
- case AL_PNEUMA:
- range = 1;
- break;*/
- if (!battle_config.pc_skill_reiteration &&
- skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
- skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- /*case WZ_FIREPILLAR:
- case HT_SKIDTRAP:
- case HT_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- case PF_SPIDERWEB:
- case WZ_ICEWALL:
- range = 2;
- break;
- case AL_WARP:
- range = 0;
- break;*/
- if (battle_config.pc_skill_nofootset &&
- skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(battle_config.pc_land_skill_limit) {
- maxcount = skill_get_maxcount(sd->skillid);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- }
- if(sd->skilllv <= 0) return 0;
- range = skill_get_range(sd->skillid,sd->skilllv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- range += battle_config.pc_skill_add_range;
- if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
- if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- sd->skillitem = sd->skillitemlv = -1;
- if(battle_config.skill_out_range_consume) {
- if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- return 0;
- }
- }
- if(battle_config.pc_skill_log)
- printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
- pc_stop_walking(sd,0);
- skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
- return 0;
- }
- /*==========================================
- * 範??キャラ存在確認判定?理(foreachinarea)
- *------------------------------------------
- */
- static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
- {
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, sd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, c=va_arg(ap,int *));
- nullpo_retr(0, ssd=(struct map_session_data*)src);
- s_class = pc_calc_base_job(sd->status.class_);
- //チェックしない設定ならcにありえない大きな?字を返して終了
- if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
- (*c)=99;
- return 0;
- }
- ss_class = pc_calc_base_job(ssd->status.class_);
- switch(ssd->skillid){
- case PR_BENEDICTIO: /* 聖?降福 */
- if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
- (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
- (*c)++;
- break;
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case BD_RAGNAROK: /* 神?の?昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- if(sd != ssd &&
- ((ss_class.job==19 && s_class.job==20) ||
- (ss_class.job==20 && s_class.job==19)) &&
- pc_checkskill(sd,ssd->skillid) > 0 &&
- (*c)==0 &&
- sd->status.party_id == ssd->status.party_id &&
- !pc_issit(sd) &&
- sd->sc_data[SC_DANCING].timer==-1
- )
- (*c)=pc_checkskill(sd,ssd->skillid);
- break;
- }
- return 0;
- }
- /*==========================================
- * 範??キャラ存在確認判定後スキル使用?理(foreachinarea)
- *------------------------------------------
- */
- static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
- {
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
- int skillid,skilllv;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, sd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, c=va_arg(ap,int *));
- nullpo_retr(0, ssd=(struct map_session_data*)src);
- s_class = pc_calc_base_job(sd->status.class_);
- //チェックしない設定ならcにありえない大きな?字を返して終了
- if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
- (*c)=99;
- return 0;
- }
- ss_class = pc_calc_base_job(ssd->status.class_);
- skillid=ssd->skillid;
- skilllv=ssd->skilllv;
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- switch(skillid){
- case PR_BENEDICTIO: /* 聖?降福 */
- if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
- (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
- sd->status.sp -= 10;
- status_calc_pc(sd,0);
- (*c)++;
- }
- break;
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case BD_RAGNAROK: /* 神?の?昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- if(sd != ssd && //本人以外で
- ((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で
- (ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
- pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
- (*c)==0 && //最初の一人で
- sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
- !pc_issit(sd) && //座ってない
- sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
- ){
- ssd->sc_data[SC_DANCING].val4=bl->id;
- clif_skill_nodamage(bl,src,skillid,skilllv,1);
- status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
- sd->skillid_dance=sd->skillid=skillid;
- sd->skilllv_dance=sd->skilllv=skilllv;
- (*c)++;
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * 範??バイオプラント、スフィアマイン用Mob存在確認判定?理(foreachinarea)
- *------------------------------------------
- */
- static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
- {
- int *c,src_id=0,mob_class=0;
- struct mob_data *md;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md=(struct mob_data*)bl);
- nullpo_retr(0, src_id=va_arg(ap,int));
- nullpo_retr(0, mob_class=va_arg(ap,int));
- nullpo_retr(0, c=va_arg(ap,int *));
- if(md->class_==mob_class && md->master_id==src_id)
- (*c)++;
- return 0;
- }
- /*==========================================
- * スキル使用?件(?で使用失敗)
- *------------------------------------------
- */
- int skill_check_condition(struct map_session_data *sd,int type)
- {
- int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
- int index[10],itemid[10],amount[10];
- int arrow_flag = 0;
- nullpo_retr(0, sd);
- if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
- if( sd->opt1>0) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(pc_is90overweight(sd)) {
- clif_skill_fail(sd,sd->skillid,9,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
- && sd->state.produce_flag == 1) {
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */
- if(type&1)
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
- if( sd->opt1>0 ){
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- if(sd->sc_count){
- if( sd->sc_data[SC_DIVINA].timer!=-1 ||
- sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
- (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
- sd->sc_data[SC_STEELBODY].timer != -1 ||
- sd->sc_data[SC_BERSERK].timer != -1 ||
- (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0; /* ?態異常や沈?など */
- }
- }
- skill = sd->skillid;
- lv = sd->skilllv;
- if(lv <= 0) return 0;
- // for the guild skills [celest]
- if (skill >= 10000 && skill < 10015) skill-= 9500;
- hp=skill_get_hp(skill, lv); /* 消費HP */
- sp=skill_get_sp(skill, lv); /* 消費SP */
- if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
- sp=sp/2; //アンコ?ル時はSP消費が半分
- hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
- sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
- zeny = skill_get_zeny(skill,lv);
- weapon = skill_db[skill].weapon;
- state = skill_db[skill].state;
- spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
- mhp=skill_get_mhp(skill, lv); /* 消費HP */
- for(i=0;i<10;i++) {
- itemid[i] = skill_db[skill].itemid[i];
- amount[i] = skill_db[skill].amount[i];
- }
- if(mhp > 0)
- hp += (sd->status.max_hp * mhp)/100;
- if(hp_rate > 0)
- hp += (sd->status.hp * hp_rate)/100;
- else
- hp += (sd->status.max_hp * abs(hp_rate))/100;
- if(sp_rate > 0)
- sp += (sd->status.sp * sp_rate)/100;
- else
- sp += (sd->status.max_sp * abs(sp_rate))/100;
- if(sd->dsprate!=100)
- sp=sp*sd->dsprate/100; /* 消費SP修正 */
- switch(skill) {
- case SA_CASTCANCEL:
- if(sd->skilltimer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case BS_MAXIMIZE: /* マキシマイズパワ? */
- case NV_TRICKDEAD: /* 死んだふり */
- case TF_HIDING: /* ハイディング */
- case AS_CLOAKING: /* クロ?キング */
- case CR_AUTOGUARD: /* オ?トガ?ド */
- case CR_DEFENDER: /* ディフェンダ? */
- case ST_CHASEWALK:
- if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
- return 1; /* 解除する場合はSP消費しない */
- break;
- case AL_TELEPORT:
- case AL_WARP:
- if(map[sd->bl.m].flag.noteleport) {
- clif_skill_teleportmessage(sd,0);
- return 0;
- }
- break;
- case MO_CALLSPIRITS: /* ?功 */
- if(sd->spiritball >= lv) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case CH_SOULCOLLECT: /* 狂?功 */
- if(sd->spiritball >= 5) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case MO_FINGEROFFENSIVE: //指?
- if (sd->spiritball > 0 && sd->spiritball < spiritball) {
- spiritball = sd->spiritball;
- sd->spiritball_old = sd->spiritball;
- }
- else sd->spiritball_old = lv;
- break;
- case MO_BODYRELOCATION:
- if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
- spiritball = 0;
- break;
- case MO_CHAINCOMBO: //連打掌
- if(sd->sc_data[SC_BLADESTOP].timer==-1){
- if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
- return 0;
- }
- break;
- case MO_COMBOFINISH: //猛龍拳
- if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
- return 0;
- break;
- case CH_TIGERFIST: //伏虎拳
- if((sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) && !sd->state.skill_flag)
- return 0;
- break;
- case CH_CHAINCRUSH: //連柱崩?
- if(sd->sc_data[SC_COMBO].timer == -1)
- return 0;
- if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
- return 0;
- break;
- case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
- if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
- spiritball--;
- break;
- case BD_ADAPTATION: /* アドリブ */
- {
- struct skill_unit_group *group=NULL;
- if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ?
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case PR_BENEDICTIO: /* 聖?降福 */
- {
- int range=1;
- int c=0;
- if(!(type&1)){
- map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- if(c<2){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }else{
- map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- }
- }
- break;
- case WE_CALLPARTNER: /* あなたに逢いたい */
- if(!sd->status.partner_id){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case AM_CANNIBALIZE: /* バイオプラント */
- case AM_SPHEREMINE: /* スフィア?マイン */
- if(type&1){
- int c=0;
- int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
- int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
- if(battle_config.pc_land_skill_limit && maxcount>0) {
- map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
- if(c >= maxcount){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case MG_FIREWALL: /* ファイア?ウォ?ル */
- case WZ_QUAGMIRE:
- case WZ_FIREPILLAR: // celest
- case PF_FOGWALL:
- /* ?制限 */
- if(battle_config.pc_land_skill_limit) {
- int maxcount = skill_get_maxcount(skill);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- // skills require arrows as of 12/07 [celest]
- case AC_DOUBLE:
- case AC_SHOWER:
- case AC_CHARGEARROW:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case SN_SHARPSHOOTING:
- case CG_ARROWVULCAN:
- if(sd->equip_index[10] < 0) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- arrow_flag = 1;
- break;
- case RG_BACKSTAP:
- if(sd->status.weapon == 11) {
- if (sd->equip_index[10] < 0) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- arrow_flag = 1;
- }
- break;
- }
- if(!(type&2)){
- if( hp>0 && sd->status.hp < hp) { /* HPチェック */
- clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
- return 0;
- }
- if( sp>0 && sd->status.sp < sp) { /* SPチェック */
- clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
- return 0;
- }
- if( zeny>0 && sd->status.zeny < zeny) {
- clif_skill_fail(sd,skill,5,0);
- return 0;
- }
- if(!(weapon & (1<<sd->status.weapon) ) ) {
- clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- if( spiritball > 0 && sd->spiritball < spiritball) {
- clif_skill_fail(sd,skill,0,0); // 氣球不足
- return 0;
- }
- }
- switch(state) {
- case ST_HIDING:
- if(!(sd->status.option&2)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if(!(sd->status.option&4)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RIDING:
- if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if (skill == MO_EXTREMITYFIST && ((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)) {
- break;
- }
- if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- {
- struct walkpath_data wpd;
- if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case ST_WATER:
- if((!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))&& (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- }
- for(i=0;i<10;i++) {
- int x = lv%11 - 1;
- index[i] = -1;
- if(itemid[i] <= 0)
- continue;
- if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
- continue;
- if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
- continue;
- if(skill == WZ_FIREPILLAR && lv<=5)
- continue; // no gemstones for 1-5 [Celest]
- if((skill == AM_POTIONPITCHER ||
- skill == CR_SLIMPITCHER) && i != x)
- continue;
- index[i] = pc_search_inventory(sd,itemid[i]);
- if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
- if(itemid[i] == 716 || itemid[i] == 717)
- clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
- else
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- if(!(type&1))
- return 1;
- if(skill != AM_POTIONPITCHER &&
- skill != CR_SLIMPITCHER &&
- skill != MG_STONECURSE) {
- if(skill == AL_WARP && !(type&2))
- return 1;
- for(i=0;i<10;i++) {
- if(index[i] >= 0)
- pc_delitem(sd,index[i],amount[i],0); // アイテム消費
- }
- if (arrow_flag && battle_config.arrow_decrement)
- pc_delitem(sd,sd->equip_index[10],1,0);
- }
- if(type&2)
- return 1;
- if(sp > 0) { // SP消費
- sd->status.sp-=sp;
- clif_updatestatus(sd,SP_SP);
- }
- if(hp > 0) { // HP消費
- sd->status.hp-=hp;
- clif_updatestatus(sd,SP_HP);
- }
- if(zeny > 0) // Zeny消費
- pc_payzeny(sd,zeny);
- if(spiritball > 0) // 氣球消費
- pc_delspiritball(sd,spiritball,0);
- return 1;
- }
- /*==========================================
- * 詠唱時間計算
- *------------------------------------------
- */
- int skill_castfix( struct block_list *bl, int time )
- {
- struct map_session_data *sd = NULL;
- struct mob_data *md; // [Valaris]
- struct status_change *sc_data;
- int castrate=100;
- int skill,lv;
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB){ // Crash fix [Valaris]
- nullpo_retr(0, md=(struct mob_data*)bl);
- skill = md->skillid;
- lv = md->skilllv;
- } else {
- nullpo_retr(0, sd=(struct map_session_data*)bl);
- skill = sd->skillid;
- lv = sd->skilllv;
- }
- if(lv <= 0) return 0;
- sc_data = status_get_sc_data(bl);
- if (skill > MAX_SKILL_DB || skill < 0)
- return 0;
- /* サフラギウム */
- if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
- time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
- status_change_end( bl, SC_SUFFRAGIUM, -1);
- if(time==0)
- return 0;
- if (sd) {
- if(!skill_get_castnodex(skill, lv) > 0) {
- castrate=((struct map_session_data *)bl)->castrate;
- time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
- time=time*battle_config.cast_rate/100;
- }
- }
- /* ブラギの詩 */
- if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1)
- time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
- +(sc_data[SC_POEMBRAGI].val3>>16)))/100;
- return (time>0)?time:0;
- }
- /*==========================================
- * ディレイ計算
- *------------------------------------------
- */
- int skill_delayfix( struct block_list *bl, int time )
- {
- struct status_change *sc_data;
- struct map_session_data *sd = NULL;
- int skill = 0,lv = 0;
- int delayrate = 100;
- nullpo_retr(0, bl);
- if(bl->type == BL_PC){
- nullpo_retr(0, sd = (struct map_session_data*)bl);
- skill = sd->skillid;
- lv = sd->skilllv;
- }
- if(lv <= 0) return 0;
- sc_data = status_get_sc_data(bl);
- if(sd) {
- delayrate=((struct map_session_data *)bl)->delayrate;
- // instant cast attack skills depend on aspd as delay [celest]
- if (time == 0) {
- if (skill_db[skill].skill_type == BF_WEAPON)
- time = status_get_adelay (bl)/2;
- else
- time = 300; // default delay, according to official servers
- } else if (time < 0)
- time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
- if(battle_config.delay_dependon_dex && /* dexの影響を計算する */
- !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex
- time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);
- time = time * delayrate * battle_config.delay_rate / 10000;
- if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
- time = battle_config.min_skill_delay_limit;
- }
- /* ブラギの詩 */
- if(sc_data && sc_data[SC_POEMBRAGI].timer != -1 )
- time = time * (100 - (sc_data[SC_POEMBRAGI].val1 * 3 + sc_data[SC_POEMBRAGI].val2
- + (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
- return (time>0)?time:0;
- }
- /*==========================================
- * スキル使用(ID指定)
- *------------------------------------------
- */
- int skill_use_id( struct map_session_data *sd, int target_id,
- int skill_num, int skill_lv)
- {
- unsigned int tick;
- int casttime=0,delay=0,skill,range;
- struct map_session_data* target_sd=NULL;
- int forcecast=0;
- struct block_list *bl;
- struct status_change *sc_data;
- tick=gettick();
- nullpo_retr(0, sd);
- if( (bl=map_id2bl(target_id)) == NULL ){
- /* if(battle_config.error_log)
- printf("skill target not found %d\n",target_id); */
- return 0;
- }
- if(sd->bl.m != bl->m || pc_isdead(sd))
- return 0;
- if(skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
- sc_data=sd->sc_data;
- /* 沈?や異常(ただし、グリムなどの判定をする) */
- if( sd->opt1>0 )
- return 0;
- if(sc_data){
- // allow to use only Chasewalk [celest]
- if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK)
- return 0;
- if(sc_data[SC_VOLCANO].timer != -1){
- if(skill_num==WZ_ICEWALL) return 0;
- }
- if(sc_data[SC_ROKISWEIL].timer!=-1){
- if(skill_num==BD_ADAPTATION) return 0;
- }
- if(sc_data[SC_DIVINA].timer!=-1 ||
- sc_data[SC_ROKISWEIL].timer!=-1 ||
- (sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
- sc_data[SC_STEELBODY].timer != -1 ||
- sc_data[SC_BERSERK].timer != -1 ||
- (sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
- return 0; /* ?態異常や沈?など */
- }
- if(sc_data[SC_BLADESTOP].timer != -1){
- int lv = sc_data[SC_BLADESTOP].val1;
- if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
- if(lv==1) return 0;
- if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
- if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
- if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
- if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
- }
- if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
- struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
- // if caster is the owner of basilica
- if (sg && sg->src_id == sd->bl.id &&
- skill_num == HP_BASILICA) ; // do nothing
- // otherwise...
- else return 0;
- }
- /* 演奏/ダンス中 */
- if(sc_data[SC_DANCING].timer!=-1 ){
- // if(battle_config.pc_skill_log)
- // printf("dancing! %d\n",skill_num);
- if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
- return 0;
- if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
- return 0;
- }
- }
- }
- if(sd->status.option&4 && skill_num==TF_HIDING)
- return 0;
- if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
- return 0;
- if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
- return 0;
- //直前のスキルが何か?える必要のあるスキル
- switch(skill_num){
- case SA_CASTCANCEL:
- if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない
- sd->skillid_old = sd->skillid;
- sd->skilllv_old = sd->skilllv;
- break;
- }
- case BD_ENCORE: /* アンコ?ル */
- if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }else{
- sd->skillid_old = skill_num;
- }
- break;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_EMERGENCYCALL:
- {
- struct guild *g;
- if (!sd->status.guild_id)
- return 0;
- if ((g = guild_search(sd->status.guild_id)) == NULL)
- return 0;
- if (strcmp(sd->status.name,g->master))
- return 0;
- skill_lv = guild_checkskill(g, skill_num);
- if (skill_lv <= 0) return 0;
- }
- break;
- }
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
- switch(skill_num){ //事前にレベルが?わったりするスキル
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case BD_RAGNAROK: /* 神?の?昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- {
- int range=1;
- int c=0;
- map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- if(c<1){
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }else if(c==99){ //相方不要設定だった
- ;
- }else{
- sd->skilllv=(c + skill_lv)/2;
- }
- }
- break;
- }
- if(!skill_check_condition(sd,0)) return 0;
- {
- int check_range_flag = 0;
- /* 射程と障害物チェック */
- range = skill_get_range(skill_num,skill_lv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- // be lenient if the skill was cast before we have moved to the correct position [Celest]
- if (sd->walktimer != -1)
- range += battle_config.skill_range_leniency;
- else check_range_flag = 1;
- if(!battle_check_range(&sd->bl,bl,range)) {
- if (check_range_flag && battle_check_range(&sd->bl,bl,range + battle_config.skill_range_leniency)) {
- int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
- dir = map_calc_dir(&sd->bl,bl->x,bl->y);
- pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
- sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
- } else
- return 0;
- }
- }
- if(bl->type==BL_PC) {
- target_sd=(struct map_session_data*)bl;
- if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
- return 0;
- }
- if((skill_num != MO_CHAINCOMBO &&
- skill_num != MO_COMBOFINISH &&
- skill_num != MO_EXTREMITYFIST &&
- skill_num != CH_TIGERFIST &&
- skill_num != CH_CHAINCRUSH) ||
- (skill_num == CH_CHAINCRUSH && sd->state.skill_flag) ||
- (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
- pc_stopattack(sd);
- casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
- if(skill_num != SA_MAGICROD)
- delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
- //sd->state.skillcastcancel = skill_db[skill_num].castcancel;
- sd->state.skillcastcancel = skill_get_castcancel(skill_num);
- switch(skill_num){ /* 何か特殊な?理が必要 */
- // case AL_HEAL: /* ヒ?ル */
- // if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
- // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
- // break;
- case ALL_RESURRECTION: /* リザレクション */
- if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* 敵がアンデッドなら */
- forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
- casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
- }
- break;
- case MO_FINGEROFFENSIVE: /* 指? */
- casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
- break;
- case MO_CHAINCOMBO: /*連打掌*/
- target_id = sd->attacktarget;
- if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
- struct block_list *tbl;
- if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
- return 0;
- target_id = tbl->id;
- }
- break;
- case MO_COMBOFINISH: /*猛龍拳*/
- // case CH_TIGERFIST: /* 伏虎拳 */
- case CH_CHAINCRUSH: /* 連柱崩? */
- target_id = sd->attacktarget;
- break;
- case CH_TIGERFIST: /* 伏虎拳 */
- if(sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
- target_id = sd->attacktarget;
- break;
- // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
- //
- case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
- if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
- casttime = 0;
- target_id = sd->attacktarget;
- }
- forcecast=1;
- break;
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- forcecast=1;
- break;
- case WE_MALE:
- case WE_FEMALE:
- {
- struct map_session_data *p_sd = pc_get_partner(sd);
- if (p_sd == NULL) // it's possible to get null if we're not married ^^;
- return 0;
- // nullpo_retr (0, p_sd)
- if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE
- return 0;
- else if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE
- return 0;
- target_id = p_sd->bl.id;
- //rangeをもう1回?査
- range = skill_get_range(skill_num,skill_lv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- if(!battle_check_range(&sd->bl,&p_sd->bl,range))
- return 0;
- }
- break;
- case PF_MEMORIZE: /* メモライズ */
- casttime = 12000;
- break;
- case HW_MAGICPOWER:
- casttime = 700;
- break;
- case HP_BASILICA: /* バジリカ */
- {
- if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- if (skill_check_unit_range2(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- // cancel Basilica if already in effect
- struct status_change *sc_data = status_get_sc_data(&sd->bl);
- if(sc_data && sc_data[SC_BASILICA].timer != -1) {
- struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
- if (sg && sg->src_id == sd->bl.id) {
- status_change_end(&sd->bl,SC_BASILICA,-1);
- skill_delunitgroup (sg);
- return 0;
- }
- }
- }
- break;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_EMERGENCYCALL:
- casttime = 1000; // temporary [Celest]
- break;
- }
- //メモライズ?態ならキャストタイムが1/3
- if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
- casttime = casttime/2;
- if((--sc_data[SC_MEMORIZE].val2)<=0)
- status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
- if(battle_config.pc_skill_log)
- printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime);
- // if(sd->skillitem == skill_num)
- // casttime = delay = 0;
- if( casttime>0 || forcecast ){ /* 詠唱が必要 */
- struct mob_data *md;
- clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);
- /* 詠唱反?モンスタ? */
- if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class_].mode&0x10 &&
- md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
- md->target_id=sd->bl.id;
- md->state.targettype = ATTACKABLE;
- md->min_chase=13;
- }
- }
- if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
- sd->state.skillcastcancel=0;
- sd->skilltarget = target_id;
- /* sd->cast_target_bl = bl; */
- sd->skillx = 0;
- sd->skilly = 0;
- sd->canact_tick = tick + casttime + delay;
- sd->canmove_tick = tick;
- if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
- status_change_end(&sd->bl,SC_CLOAKING,-1);
- if(casttime > 0) {
- sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
- if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- clif_updatestatus(sd,SP_SPEED);
- }
- else
- pc_stop_walking(sd,0);
- }
- else {
- if(skill_num != SA_CASTCANCEL)
- sd->skilltimer = -1;
- skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
- }
- return 0;
- }
- /*==========================================
- * スキル使用(場所指定)
- *------------------------------------------
- */
- int skill_use_pos( struct map_session_data *sd,
- int skill_x, int skill_y, int skill_num, int skill_lv)
- {
- struct block_list bl;
- struct status_change *sc_data;
- unsigned int tick;
- int casttime=0,delay=0,skill,range;
- nullpo_retr(0, sd);
- if(pc_isdead(sd))
- return 0;
- if (skillnotok(skill_num, sd)) // [MoueJstr]
- return 0;
- if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- sc_data=sd->sc_data;
- if( sd->opt1>0 )
- return 0;
- if(sc_data){
- if( sc_data[SC_DIVINA].timer!=-1 ||
- sc_data[SC_ROKISWEIL].timer!=-1 ||
- sc_data[SC_AUTOCOUNTER].timer != -1 ||
- sc_data[SC_STEELBODY].timer != -1 ||
- sc_data[SC_DANCING].timer!=-1 ||
- sc_data[SC_BERSERK].timer != -1 ||
- sc_data[SC_MARIONETTE].timer != -1)
- return 0; /* ?態異常や沈?など */
- if (sc_data[SC_BASILICA].timer != -1) {
- struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
- // if caster is the owner of basilica
- if (sg && sg->src_id == sd->bl.id &&
- skill_num == HP_BASILICA) ; // do nothing
- // otherwise...
- else return 0;
- }
- }
- if(sd->status.option&2)
- return 0;
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
- if(skill_lv <= 0) return 0;
- sd->skillx = skill_x;
- sd->skilly = skill_y;
- if(!skill_check_condition(sd,0)) return 0;
- /* 射程と障害物チェック */
- bl.type = BL_NUL;
- bl.m = sd->bl.m;
- bl.x = skill_x;
- bl.y = skill_y;
- {
- int check_range_flag = 0;
- /* 射程と障害物チェック */
- range = skill_get_range(skill_num,skill_lv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- // be lenient if the skill was cast before we have moved to the correct position [Celest]
- if (sd->walktimer != -1)
- range += battle_config.skill_range_leniency;
- else check_range_flag = 1;
- if(!battle_check_range(&sd->bl,&bl,range)) {
- if (check_range_flag && battle_check_range(&sd->bl,&bl,range + battle_config.skill_range_leniency)) {
- int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
- dir = map_calc_dir(&sd->bl,bl.x,bl.y);
- pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
- sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
- } else
- return 0;
- }
- }
- pc_stopattack(sd);
- casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
- delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
- sd->state.skillcastcancel = skill_db[skill_num].castcancel;
- if(battle_config.pc_skill_log)
- printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime);
- // if(sd->skillitem == skill_num)
- // casttime = delay = 0;
- //メモライズ?態ならキャストタイムが1/3
- if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
- casttime = casttime/3;
- if((--sc_data[SC_MEMORIZE].val2)<=0)
- status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
- if( casttime>0 ) /* 詠唱が必要 */
- clif_skillcasting( &sd->bl,
- sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
- if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
- sd->state.skillcastcancel=0;
- sd->skilltarget = 0;
- /* sd->cast_target_bl = NULL; */
- tick=gettick();
- sd->canact_tick = tick + casttime + delay;
- sd->canmove_tick = tick;
- if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
- status_change_end(&sd->bl,SC_CLOAKING,-1);
- if(casttime > 0) {
- sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
- if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- clif_updatestatus(sd,SP_SPEED);
- }
- else
- pc_stop_walking(sd,0);
- }
- else {
- sd->skilltimer = -1;
- skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
- }
- //マジックパワ?の?果終了
- if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
- status_change_end(&sd->bl,SC_MAGICPOWER,-1);
- return 0;
- }
- /*==========================================
- * スキル詠唱キャンセル
- *------------------------------------------
- */
- int skill_castcancel(struct block_list *bl,int type)
- {
- int inf;
- int ret=0;
- nullpo_retr(0, bl);
- if(bl->type==BL_PC){
- struct map_session_data *sd=(struct map_session_data *)bl;
- unsigned long tick=gettick();
- nullpo_retr(0, sd);
- sd->canact_tick=tick;
- sd->canmove_tick = tick;
- if( sd->skilltimer!=-1){
- if(pc_checkskill(sd,SA_FREECAST) > 0) {
- sd->speed = sd->prev_speed;
- clif_updatestatus(sd,SP_SPEED);
- }
- if(!type) {
- if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
- ret=delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( sd->skilltimer, skill_castend_id );
- if(ret<0)
- printf("delete timer error : skillid : %d\n",sd->skillid);
- }
- else {
- if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
- ret=delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( sd->skilltimer, skill_castend_id );
- if(ret<0)
- printf("delete timer error : skillid : %d\n",sd->skillid_old);
- }
- sd->skilltimer=-1;
- clif_skillcastcancel(bl);
- }
- return 0;
- }else if(bl->type==BL_MOB){
- struct mob_data *md=(struct mob_data *)bl;
- nullpo_retr(0, md);
- if( md->skilltimer!=-1 ){
- if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
- ret=delete_timer( md->skilltimer, mobskill_castend_pos );
- else
- ret=delete_timer( md->skilltimer, mobskill_castend_id );
- md->skilltimer=-1;
- clif_skillcastcancel(bl);
- }
- if(ret<0)
- printf("delete timer error : skillid : %d\n",md->skillid);
- return 0;
- }
- return 1;
- }
- /*=========================================
- * ブランディッシュスピア 初期範?決定
- *----------------------------------------
- */
- void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
- nullpo_retv(tc);
- if(dir == 0){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y-1;
- }
- else if(dir==2){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x+1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==4){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y+1;
- }
- else if(dir==6){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x-1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==1){
- tc->val1[0]=x-1;
- tc->val1[1]=x;
- tc->val1[2]=x+1;
- tc->val1[3]=x+2;
- tc->val1[4]=x+3;
- tc->val2[0]=y-4;
- tc->val2[1]=y-3;
- tc->val2[2]=y-1;
- tc->val2[3]=y;
- tc->val2[4]=y+1;
- }
- else if(dir==3){
- tc->val1[0]=x+3;
- tc->val1[1]=x+2;
- tc->val1[2]=x+1;
- tc->val1[3]=x;
- tc->val1[4]=x-1;
- tc->val2[0]=y-1;
- tc->val2[1]=y;
- tc->val2[2]=y+1;
- tc->val2[3]=y+2;
- tc->val2[4]=y+3;
- }
- else if(dir==5){
- tc->val1[0]=x+1;
- tc->val1[1]=x;
- tc->val1[2]=x-1;
- tc->val1[3]=x-2;
- tc->val1[4]=x-3;
- tc->val2[0]=y+3;
- tc->val2[1]=y+2;
- tc->val2[2]=y+1;
- tc->val2[3]=y;
- tc->val2[4]=y-1;
- }
- else if(dir==7){
- tc->val1[0]=x-3;
- tc->val1[1]=x-2;
- tc->val1[2]=x-1;
- tc->val1[3]=x;
- tc->val1[4]=x+1;
- tc->val2[1]=y;
- tc->val2[0]=y+1;
- tc->val2[2]=y-1;
- tc->val2[3]=y-2;
- tc->val2[4]=y-3;
- }
- }
- /*=========================================
- * ブランディッシュスピア 方向判定 範??張
- *-----------------------------------------
- */
- void skill_brandishspear_dir(struct square *tc,int dir,int are){
- int c;
- nullpo_retv(tc);
- for(c=0;c<5;c++){
- if(dir==0){
- tc->val2[c]+=are;
- }else if(dir==1){
- tc->val1[c]-=are; tc->val2[c]+=are;
- }else if(dir==2){
- tc->val1[c]-=are;
- }else if(dir==3){
- tc->val1[c]-=are; tc->val2[c]-=are;
- }else if(dir==4){
- tc->val2[c]-=are;
- }else if(dir==5){
- tc->val1[c]+=are; tc->val2[c]-=are;
- }else if(dir==6){
- tc->val1[c]+=are;
- }else if(dir==7){
- tc->val1[c]+=are; tc->val2[c]+=are;
- }
- }
- }
- /*==========================================
- * ディボ?ション 有?確認
- *------------------------------------------
- */
- void skill_devotion(struct map_session_data *md,int target)
- {
- // ?確認
- int n;
- nullpo_retv(md);
- for(n=0;n<5;n++){
- if(md->dev.val1[n]){
- struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
- // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
- if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
- skill_devotion_end(md,sd,n);
- }
- }
- }
- }
- void skill_devotion2(struct block_list *bl,int crusader)
- {
- // 被ディボ?ションが?いた時の距離チェック
- struct map_session_data *sd = map_id2sd(crusader);
- nullpo_retv(bl);
- if(sd) skill_devotion3(&sd->bl,bl->id);
- }
- int skill_devotion3(struct block_list *bl,int target)
- {
- // クルセが?いた時の距離チェック
- struct map_session_data *md;
- struct map_session_data *sd;
- int n,r=0;
- nullpo_retr(1, bl);
- md = (struct map_session_data *)bl;
- if ((sd = map_id2sd(target))==NULL)
- return 1;
- else
- r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
- if(pc_checkskill(md,CR_DEVOTION)+6 < r){ // 許容範?を超えてた
- for(n=0;n<5;n++)
- if(md->dev.val1[n]==target)
- md->dev.val2[n]=0; // 離れた時は、?を切るだけ
- clif_devotion(md,sd->bl.id);
- return 1;
- }
- return 0;
- }
- void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
- {
- // クルセと被ディボキャラのリセット
- nullpo_retv(md);
- nullpo_retv(sd);
- md->dev.val1[target]=md->dev.val2[target]=0;
- if(sd && sd->sc_data){
- // status_change_end(sd->bl,SC_DEVOTION,-1);
- sd->sc_data[SC_DEVOTION].val1=0;
- sd->sc_data[SC_DEVOTION].val2=0;
- clif_status_change(&sd->bl,SC_DEVOTION,0);
- clif_devotion(md,sd->bl.id);
- }
- }
- /*==========================================
- * オ?トスペル
- *------------------------------------------
- */
- int skill_autospell(struct map_session_data *sd,int skillid)
- {
- int skilllv;
- int maxlv=1,lv;
- nullpo_retr(0, sd);
- skilllv = pc_checkskill(sd,SA_AUTOSPELL);
- if(skilllv <= 0) return 0;
- if(skillid==MG_NAPALMBEAT) maxlv=3;
- else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
- if(skilllv==2) maxlv=1;
- else if(skilllv==3) maxlv=2;
- else if(skilllv>=4) maxlv=3;
- }
- else if(skillid==MG_SOULSTRIKE){
- if(skilllv==5) maxlv=1;
- else if(skilllv==6) maxlv=2;
- else if(skilllv>=7) maxlv=3;
- }
- else if(skillid==MG_FIREBALL){
- if(skilllv==8) maxlv=1;
- else if(skilllv>=9) maxlv=2;
- }
- else if(skillid==MG_FROSTDIVER) maxlv=1;
- else return 0;
- if(maxlv > (lv=pc_checkskill(sd,skillid)))
- maxlv = lv;
- status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
- skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
- return 0;
- }
- /*==========================================
- * ギャングスタ?パラダイス判定?理(foreachinarea)
- *------------------------------------------
- */
- static int skill_gangster_count(struct block_list *bl,va_list ap)
- {
- int *c;
- struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- sd=(struct map_session_data*)bl;
- c=va_arg(ap,int *);
- if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- (*c)++;
- return 0;
- }
- static int skill_gangster_in(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- sd->state.gangsterparadise=1;
- return 0;
- }
- static int skill_gangster_out(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- sd=(struct map_session_data*)bl;
- if(sd && sd->state.gangsterparadise)
- sd->state.gangsterparadise=0;
- return 0;
- }
- int skill_gangsterparadise(struct map_session_data *sd ,int type)
- {
- int range=1;
- int c=0;
- nullpo_retr(0, sd);
- if(pc_checkskill(sd,RG_GANGSTER) <= 0)
- return 0;
- if(type==1) {/* 座った時の?理 */
- map_foreachinarea(skill_gangster_count,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
- map_foreachinarea(skill_gangster_in,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC);
- sd->state.gangsterparadise = 1;
- }
- return 0;
- }
- else if(type==0) {/* 立ち上がったときの?理 */
- map_foreachinarea(skill_gangster_count,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- if(c < 2)
- map_foreachinarea(skill_gangster_out,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC);
- sd->state.gangsterparadise = 0;
- return 0;
- }
- return 0;
- }
- /*==========================================
- * 寒いジョ?ク?スクリ?ム判定?理(foreachinarea)
- *------------------------------------------
- */
- int skill_frostjoke_scream(struct block_list *bl,va_list ap)
- {
- struct block_list *src;
- int skillnum,skilllv;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- skillnum=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- if(skilllv <= 0) return 0;
- tick=va_arg(ap,unsigned int);
- if(src == bl)//自分には?かない
- return 0;
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
- else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
- if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
- }
- return 0;
- }
- /*==========================================
- * Moonlit creates a 'safe zone' [celest]
- *------------------------------------------
- */
- static int skill_moonlit_count(struct block_list *bl,va_list ap)
- {
- int *c, id;
- struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, (sd=(struct map_session_data *)bl));
- id=va_arg(ap,int);
- c=va_arg(ap,int *);
- if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c)
- (*c)++;
- return 0;
- }
- int skill_check_moonlit (struct block_list *bl, int dx, int dy)
- {
- int c=0;
- nullpo_retr(0, bl);
- map_foreachinarea(skill_moonlit_count,bl->m,
- dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c);
- return (c>0);
- }
- /*==========================================
- *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す)
- *------------------------------------------
- */
- int skill_abra_dataset(int skilllv)
- {
- int skill = rand()%331;
- if(skilllv <= 0) return 0;
- //dbに基づくレベル?確率判定
- if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
- //NPCスキルはダメ
- if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
- //演奏スキルはダメ
- if (skill_get_unit_flag(skill)&UF_DANCE) return 0;
- return skill;
- }
- /*==========================================
- * バジリカのセルを設定する
- *------------------------------------------
- */
- void skill_basilica_cell(struct skill_unit *unit,int flag)
- {
- int i,x,y,range = skill_get_unit_range(HP_BASILICA);
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = unit->bl.x+(i%size-range);
- y = unit->bl.y+(i/size-range);
- map_setcell(unit->bl.m,x,y,flag);
- }
- }
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_attack_area(struct block_list *bl,va_list ap)
- {
- struct block_list *src,*dsrc;
- int atk_type,skillid,skilllv,flag,type;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- atk_type = va_arg(ap,int);
- if((src=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- if((dsrc=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- skillid=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- type=va_arg(ap,int);
- if(battle_check_target(dsrc,bl,type) > 0)
- skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_clear_element_field(struct block_list *bl)
- {
- struct mob_data *md=NULL;
- struct map_session_data *sd=NULL;
- int i,max,skillid;
- nullpo_retr(0, bl);
- if (bl->type==BL_MOB) {
- max = MAX_MOBSKILLUNITGROUP;
- md = (struct mob_data *)bl;
- } else if(bl->type==BL_PC) {
- max = MAX_SKILLUNITGROUP;
- sd = (struct map_session_data *)bl;
- } else
- return 0;
- for (i=0;i<max;i++) {
- if(sd){
- skillid=sd->skillunit[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- skill_delunitgroup(&sd->skillunit[i]);
- }else if(md){
- skillid=md->skillunit[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- skill_delunitgroup(&md->skillunit[i]);
- }
- }
- return 0;
- }
- /*==========================================
- * ランドプロテクタ?チェック(foreachinarea)
- *------------------------------------------
- */
- int skill_landprotector(struct block_list *bl, va_list ap )
- {
- int skillid;
- int *alive;
- struct skill_unit *unit;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- skillid=va_arg(ap,int);
- alive=va_arg(ap,int *);
- if((unit=(struct skill_unit *)bl) == NULL)
- return 0;
- if(skillid==SA_LANDPROTECTOR){
- skill_delunit(unit);
- }else{
- if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
- (*alive)=0;
- }
- return 0;
- }
- /*==========================================
- * イドゥンの林檎の回復?理(foreachinarea)
- *------------------------------------------
- */
- int skill_idun_heal(struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- int heal;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
- nullpo_retr(0, sg = unit->group);
- heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
- if(bl->type == BL_SKILL || bl->id == sg->src_id)
- return 0;
- if(bl->type == BL_PC || bl->type == BL_MOB){
- clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- return 0;
- }
- /*==========================================
- * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
- *------------------------------------------
- */
- int skill_count_target(struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int *c;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if((src = va_arg(ap,struct block_list *)) == NULL)
- return 0;
- if((c = va_arg(ap,int *)) == NULL)
- return 0;
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- (*c)++;
- return 0;
- }
- /*==========================================
- * トラップ範??理(foreachinarea)
- *------------------------------------------
- */
- int skill_trap_splash(struct block_list *bl, va_list ap )
- {
- struct block_list *src;
- int tick;
- int splash_count;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
- int i;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src = va_arg(ap,struct block_list *));
- nullpo_retr(0, unit = (struct skill_unit *)src);
- nullpo_retr(0, sg = unit->group);
- nullpo_retr(0, ss = map_id2bl(sg->src_id));
- tick = va_arg(ap,int);
- splash_count = va_arg(ap,int);
- if(battle_check_target(src,bl,BCT_ENEMY) > 0){
- switch(sg->unit_id){
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャ? */
- case 0x94: /* ショックウェ?ブトラップ */
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
- break;
- case 0x8f: /* ブラストマイン */
- case 0x98: /* クレイモア?トラップ */
- for(i=0;i<splash_count;i++){
- skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
- }
- case 0x97: /* フリ?ジングトラップ */
- skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
- break;
- default:
- break;
- }
- }
- return 0;
- }
- /*==========================================
- * ステ?タス異常終了
- *------------------------------------------
- */
- int skill_encchant_eremental_end(struct block_list *bl,int type)
- {
- struct status_change *sc_data;
- nullpo_retr(0, bl);
- nullpo_retr(0, sc_data=status_get_sc_data(bl));
- if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
- status_change_end(bl,SC_ENCPOISON,-1);
- if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
- status_change_end(bl,SC_ASPERSIO,-1);
- if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
- status_change_end(bl,SC_FLAMELAUNCHER,-1);
- if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
- status_change_end(bl,SC_FROSTWEAPON,-1);
- if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
- status_change_end(bl,SC_LIGHTNINGLOADER,-1);
- if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
- status_change_end(bl,SC_SEISMICWEAPON,-1);
- return 0;
- }
- /* クロ?キング?査(周りに移動不可能地?があるか) */
- int skill_check_cloaking(struct block_list *bl)
- {
- struct map_session_data *sd = NULL;
- static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
- static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
- int end=1,i;
- nullpo_retr(0, bl);
- if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
- return 0;
- else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
- return 0;
- //missing sd [Found by Celest, commited by Aria]
- if (bl->type == BL_PC)
- sd=(struct map_session_data *)bl;
- for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
- if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) {
- end=0;
- break;
- }
- }
- if(end){
- if ((sd && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
- status_change_end(bl, SC_CLOAKING, -1);
- }
- else if (sd && sd->sc_data[SC_CLOAKING].val3 != 130) {
- sd->sc_data[SC_CLOAKING].val3 = 130;
- status_calc_speed (sd);
- }
- }
- else {
- if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) {
- sd->sc_data[SC_CLOAKING].val3 = 103;
- status_calc_speed (sd);
- }
- }
- return end;
- }
- /*
- *----------------------------------------------------------------------------
- * スキルユニット
- *----------------------------------------------------------------------------
- */
- /*==========================================
- * 演奏/ダンスをやめる
- * flag 1で合奏中なら相方にユニットを任せる
- *
- *------------------------------------------
- */
- void skill_stop_dancing(struct block_list *src, int flag)
- {
- struct status_change* sc_data;
- struct skill_unit_group* group;
- short* sc_count;
- nullpo_retv(src);
- nullpo_retv(sc_data = status_get_sc_data(src));
- nullpo_retv(sc_count = status_get_sc_count(src));
- if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
- group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
- if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中?
- struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
- if(flag){ //ログアウトなど片方が落ちても演奏が??される
- if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる
- group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる
- if(flag&1) //ログアウト
- dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
- if(flag&2) //ハエ飛びなど
- return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
- }else if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが落ちる(自分はグル?プを持っていない)
- if(flag&1) //ログアウト
- dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
- if(flag&2) //ハエ飛びなど
- return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
- }
- status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
- //そしてグル?プは消さない&消さないのでステ?タス計算もいらない?
- return;
- }else{
- if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
- status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
- }
- if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない)
- status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
- }
- }
- }
- if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ
- struct map_session_data *sd = (struct map_session_data *)src;
- skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
- return;
- }
- skill_delunitgroup(group);
- if(src->type==BL_PC)
- status_calc_pc((struct map_session_data *)src,0);
- }
- }
- /*==========================================
- * スキルユニット初期化
- *------------------------------------------
- */
- struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
- {
- struct skill_unit *unit;
- nullpo_retr(NULL, group);
- nullpo_retr(NULL, unit=&group->unit[idx]);
- if(!unit->alive)
- group->alive_count++;
- unit->bl.id=map_addobject(&unit->bl);
- unit->bl.type=BL_SKILL;
- unit->bl.m=group->map;
- unit->bl.x=x;
- unit->bl.y=y;
- unit->group=group;
- unit->val1=unit->val2=0;
- unit->alive=1;
- map_addblock(&unit->bl);
- clif_skill_setunit(unit);
- if (group->skill_id==HP_BASILICA)
- skill_basilica_cell(unit,CELL_SETBASILICA);
- return unit;
- }
- /*==========================================
- * スキルユニット削除
- *------------------------------------------
- */
- int skill_delunit(struct skill_unit *unit)
- {
- struct skill_unit_group *group;
- nullpo_retr(0, unit);
- if(!unit->alive)
- return 0;
- nullpo_retr(0, group=unit->group);
- /* onlimitイベント呼び出し */
- skill_unit_onlimit( unit,gettick() );
- /* onoutイベント呼び出し */
- if (!unit->range) {
- map_foreachinarea(skill_unit_effect,unit->bl.m,
- unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y,0,
- &unit->bl,gettick(),0);
- }
- if (group->skill_id==HP_BASILICA)
- skill_basilica_cell(unit,CELL_CLRBASILICA);
- clif_skill_delunit(unit);
- unit->group=NULL;
- unit->alive=0;
- map_delobjectnofree(unit->bl.id);
- if(group->alive_count>0 && (--group->alive_count)<=0)
- skill_delunitgroup(group);
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プ初期化
- *------------------------------------------
- */
- static int skill_unit_group_newid = MAX_SKILL_DB;
- struct skill_unit_group *skill_initunitgroup(struct block_list *src,
- int count,int skillid,int skilllv,int unit_id)
- {
- int i;
- struct skill_unit_group *group=NULL, *list=NULL;
- int maxsug=0;
- if(skilllv <= 0) return 0;
- nullpo_retr(NULL, src);
- if(src->type==BL_PC){
- list=((struct map_session_data *)src)->skillunit;
- maxsug=MAX_SKILLUNITGROUP;
- }else if(src->type==BL_MOB){
- list=((struct mob_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- }else if(src->type==BL_PET){
- list=((struct pet_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- }
- if(list){
- for(i=0;i<maxsug;i++) /* 空いているもの?索 */
- if(list[i].group_id==0){
- group=&list[i];
- break;
- }
- if(group==NULL){ /* 空いてないので古いもの?索 */
- int j=0;
- unsigned maxdiff=0,x,tick=gettick();
- for(i=0;i<maxsug;i++)
- if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
- maxdiff=x;
- j=i;
- }
- skill_delunitgroup(&list[j]);
- group=&list[j];
- }
- }
- if(group==NULL){
- printf("skill_initunitgroup: error unit group !\n");
- exit(1);
- }
- group->src_id=src->id;
- group->party_id=status_get_party_id(src);
- group->guild_id=status_get_guild_id(src);
- group->group_id=skill_unit_group_newid++;
- if(skill_unit_group_newid<=0)
- skill_unit_group_newid = MAX_SKILL_DB;
- group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count=count;
- group->val1=group->val2=0;
- group->skill_id=skillid;
- group->skill_lv=skilllv;
- group->unit_id=unit_id;
- group->map=src->m;
- group->limit=10000;
- group->interval=1000;
- group->tick=gettick();
- group->valstr=NULL;
- if (skill_get_unit_flag(skillid)&UF_DANCE) {
- struct map_session_data *sd = NULL;
- if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
- sd->skillid_dance=skillid;
- sd->skilllv_dance=skilllv;
- }
- status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
- //合奏スキルは相方をダンス状態にする
- if (sd && skill_get_unit_flag(skillid)&UF_ENSEMBLE) {
- int c=0;
- map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
- sd->bl.x-1,sd->bl.y-1,sd->bl.x+1,sd->bl.y+1,BL_PC,&sd->bl,&c);
- }
- }
- return group;
- }
- /*==========================================
- * スキルユニットグル?プ削除
- *------------------------------------------
- */
- int skill_delunitgroup(struct skill_unit_group *group)
- {
- struct block_list *src;
- int i;
- nullpo_retr(0, group);
- if(group->unit_count<=0)
- return 0;
- src=map_id2bl(group->src_id);
- //ダンススキルはダンス状態を解除する
- if (skill_get_unit_flag(group->skill_id)&UF_DANCE) {
- if(src)
- status_change_end(src,SC_DANCING,-1);
- }
- group->alive_count=0;
- if(group->unit!=NULL){
- for(i=0;i<group->unit_count;i++)
- if(group->unit[i].alive)
- skill_delunit(&group->unit[i]);
- }
- if(group->valstr!=NULL){
- map_freeblock(group->valstr);
- group->valstr=NULL;
- }
- map_freeblock(group->unit); /* aFree()の替わり */
- group->unit=NULL;
- group->src_id=0;
- group->group_id=0;
- group->unit_count=0;
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プ全削除
- *------------------------------------------
- */
- int skill_clear_unitgroup(struct block_list *src)
- {
- struct skill_unit_group *group=NULL;
- int maxsug=0;
- nullpo_retr(0, src);
- if(src->type==BL_PC){
- group=((struct map_session_data *)src)->skillunit;
- maxsug=MAX_SKILLUNITGROUP;
- } else if(src->type==BL_MOB){
- group=((struct mob_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- } else if(src->type==BL_PET){ // [Valaris]
- group=((struct pet_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- } else
- return 0;
- if(group){
- int i;
- for(i=0;i<maxsug;i++)
- if(group[i].group_id>0 && group[i].src_id == src->id)
- skill_delunitgroup(&group[i]);
- }
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プの被影響tick?索
- *------------------------------------------
- */
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(
- struct block_list *bl,struct skill_unit_group *group,int tick)
- {
- int i,j=-1,k,s,id;
- struct skill_unit_group_tickset *set;
- nullpo_retr(0, bl);
- if (group->interval==-1)
- return NULL;
- if (bl->type == BL_PC)
- set = ((struct map_session_data *)bl)->skillunittick;
- else if (bl->type == BL_MOB)
- set = ((struct mob_data *)bl)->skillunittick;
- else
- return 0;
- if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
- id = s = group->skill_id;
- else
- id = s = group->group_id;
- for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
- k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
- if (set[k].id == id)
- return &set[k];
- else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
- j=k;
- }
- if (j == -1) {
- if(battle_config.error_log) {
- sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n");
- ShowWarning (tmp_output);
- }
- j = id % MAX_SKILLUNITGROUPTICKSET;
- }
- set[j].id = id;
- set[j].tick = tick;
- return &set[j];
- }
- /*==========================================
- * スキルユニットタイマ??動?理用(foreachinarea)
- *------------------------------------------
- */
- int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- unit = va_arg(ap,struct skill_unit *);
- tick = va_arg(ap,unsigned int);
- if (bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
- if (!unit->alive || bl->prev==NULL)
- return 0;
- nullpo_retr(0, group=unit->group);
- if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
- return 0;
- skill_unit_onplace_timer(unit,bl,tick);
- return 0;
- }
- /*==========================================
- * スキルユニットタイマ??理用(foreachobject)
- *------------------------------------------
- */
- int skill_unit_timer_sub( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- int range;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=(struct skill_unit *)bl);
- tick=va_arg(ap,unsigned int);
- if(!unit->alive)
- return 0;
- nullpo_retr(0, group=unit->group);
- range = unit->range;
- /* onplace_timerイベント呼び出し */
- if (range>=0 && group->interval!=-1) {
- map_foreachinarea(skill_unit_timer_sub_onplace, bl->m,
- bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,bl,tick);
- if (!unit->alive)
- return 0;
- // マグヌスは発動したユニットは削除する
- if (group->skill_id==PR_MAGNUS && unit->val2) {
- skill_delunit(unit);
- return 0;
- }
- }
- // イドゥンの林檎による回復
- if (group->unit_id==0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val3) {
- struct block_list *src = map_id2bl(group->src_id);
- int range = skill_get_unit_layout_type(group->skill_id,group->skill_lv);
- nullpo_retr(0, src);
- map_foreachinarea(skill_idun_heal,src->m,
- src->x-range,src->y-range,src->x+range,src->y+range,0,unit);
- group->val3++;
- }
- /* 時間切れ削除 */
- if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
- switch(group->unit_id){
- case 0x8f: /* ブラストマイン */
- group->unit_id = 0x8c;
- clif_changelook(bl,LOOK_BASE,group->unit_id);
- group->limit=DIFF_TICK(tick+1500,group->tick);
- unit->limit=DIFF_TICK(tick+1500,group->tick);
- break;
- case 0x90: /* スキッドトラップ */
- case 0x91: /* アンクルスネア */
- case 0x93: /* ランドマイン */
- case 0x94: /* ショックウェ?ブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャ? */
- case 0x97: /* フリ?ジングトラップ */
- case 0x98: /* クレイモア?トラップ */
- case 0x99: /* ト?キ?ボックス */
- {
- struct block_list *src=map_id2bl(group->src_id);
- if(group->unit_id == 0x91 && group->val2);
- else{
- if(src && src->type==BL_PC){
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid=1065;
- item_tmp.identify=1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
- }
- }
- skill_delunit(unit);
- }
- break;
- case 0xc1:
- case 0xc2:
- case 0xc3:
- case 0xc4:
- {
- struct block_list *src=map_id2bl(group->src_id);
- if (src)
- group->tick = tick;
- }
- break;
- default:
- skill_delunit(unit);
- }
- }
- if(group->unit_id == 0x8d) {
- unit->val1 -= 5;
- if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
- unit->limit = DIFF_TICK(tick+700,group->tick);
- }
- return 0;
- }
- /*==========================================
- * スキルユニットタイマ??理
- *------------------------------------------
- */
- int skill_unit_timer( int tid,unsigned int tick,int id,int data)
- {
- map_freeblock_lock();
- map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキルユニット移動時?理用(foreachinarea)
- *------------------------------------------
- */
- int skill_unit_move_sub( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit = (struct skill_unit *)bl;
- struct skill_unit_group *group;
- struct block_list *target;
- unsigned int tick,flag;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, target=va_arg(ap,struct block_list*));
- tick = va_arg(ap,unsigned int);
- flag = va_arg(ap,int);
- if (target->type!=BL_PC && target->type!=BL_MOB)
- return 0;
- nullpo_retr(0, group=unit->group);
- if (group->interval!=-1)
- return 0;
- if (!unit->alive || target->prev==NULL)
- return 0;
- if (flag)
- skill_unit_onplace(unit,target,tick);
- else
- skill_unit_onout(unit,target,tick);
- return 0;
- }
- /*==========================================
- * スキルユニット移動時?理
- *------------------------------------------
- */
- int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
- {
- nullpo_retr(0, bl);
- if(bl->prev==NULL )
- return 0;
- map_foreachinarea(skill_unit_move_sub,
- bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,bl,tick,flag);
- return 0;
- }
- /*==========================================
- * スキルユニット自?の移動時?理
- * 引?はグル?プと移動量
- *------------------------------------------
- */
- int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
- {
- int i,j;
- int tick = gettick();
- int *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
- nullpo_retr(0, group);
- if (group->unit_count<=0)
- return 0;
- if (group->unit==NULL)
- return 0;
- // 移動可能なスキルはダンス系と、ブラストマイン、クレイモアートラップのみ
- if (!(skill_get_unit_flag(group->skill_id)&UF_DANCE) &&
- group->skill_id!=HT_CLAYMORETRAP && group->skill_id!=HT_BLASTMINE)
- return 0;
- m_flag = malloc(sizeof(int)*group->unit_count);
- memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
- // 先にフラグを全部決める
- // m_flag
- // 0: 単純移動
- // 1: ユニットを移動する(現位置からユニットがなくなる)
- // 2: 残留&新位置が移動先となる(移動先にユニットが存在しない)
- // 3: 残留
- for(i=0;i<group->unit_count;i++){
- unit1=&group->unit[i];
- if (!unit1->alive || unit1->bl.m!=m)
- continue;
- for(j=0;j<group->unit_count;j++){
- unit2=&group->unit[j];
- if (!unit2->alive)
- continue;
- if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
- // 移動先にユニットがかぶっている
- m_flag[i] |= 0x1;
- }
- if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
- // ユニットがこの場所にやってくる
- m_flag[i] |= 0x2;
- }
- }
- }
- // フラグに基づいてユニット移動
- // フラグが1のunitを探し、フラグが2のunitの移動先に移す
- j = 0;
- for (i=0;i<group->unit_count;i++) {
- unit1=&group->unit[i];
- if (!unit1->alive)
- continue;
- if (!(m_flag[i]&0x2)) {
- // ユニットがなくなる場所でスキルユニット影響を消す
- map_foreachinarea(skill_unit_effect,unit1->bl.m,
- unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
- &unit1->bl,tick,0);
- }
- if (m_flag[i]==0) {
- // 単純移動
- map_delblock(&unit1->bl);
- unit1->bl.m = m;
- unit1->bl.x += dx;
- unit1->bl.y += dy;
- map_addblock(&unit1->bl);
- clif_skill_setunit(unit1);
- } else if (m_flag[i]==1) {
- // フラグが2のものを探してそのユニットの移動先に移動
- for(;j<group->unit_count;j++) {
- if (m_flag[j]==2) {
- // 継承移動
- unit2 = &group->unit[j];
- if (!unit2->alive)
- continue;
- map_delblock(&unit1->bl);
- unit1->bl.m = m;
- unit1->bl.x = unit2->bl.x+dx;
- unit1->bl.y = unit2->bl.y+dy;
- map_addblock(&unit1->bl);
- clif_skill_setunit(unit1);
- j++;
- break;
- }
- }
- }
- if (!(m_flag[i]&0x2)) {
- // 移動後の場所でスキルユニットを発動
- map_foreachinarea(skill_unit_effect,unit1->bl.m,
- unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
- &unit1->bl,tick,1);
- }
- }
- free(m_flag);
- return 0;
- }
- /*----------------------------------------------------------------------------
- * アイテム合成
- *----------------------------------------------------------------------------
- */
- /*==========================================
- * アイテム合成可能判定
- *------------------------------------------
- */
- int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
- {
- int i,j;
- nullpo_retr(0, sd);
- if(nameid<=0)
- return 0;
- for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
- if(skill_produce_db[i].nameid == nameid )
- break;
- }
- if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
- return 0;
- if(trigger>=0){
- if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
- if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
- return 0;
- }else{
- if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
- return 0;
- if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
- return 0;
- }
- }
- if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
- return 0; /* スキルが足りない */
- for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
- int id,x,y;
- if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
- continue;
- if(skill_produce_db[i].mat_amount[j] <= 0) {
- if(pc_search_inventory(sd,id) < 0)
- return 0;
- }
- else {
- for(y=0,x=0;y<MAX_INVENTORY;y++)
- if( sd->status.inventory[y].nameid == id )
- x+=sd->status.inventory[y].amount;
- if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
- return 0;
- }
- }
- return i+1;
- }
- /*==========================================
- * アイテム合成可能判定
- *------------------------------------------
- */
- int skill_produce_mix( struct map_session_data *sd,
- int nameid, int slot1, int slot2, int slot3 )
- {
- int slot[3];
- int i,sc,ele,idx,equip,wlv,make_per,flag;
- nullpo_retr(0, sd);
- if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */
- return 0;
- idx--;
- slot[0]=slot1;
- slot[1]=slot2;
- slot[2]=slot3;
- /* 埋め?み?理 */
- for(i=0,sc=0,ele=0;i<3;i++){
- int j;
- if( slot[i]<=0 )
- continue;
- j = pc_search_inventory(sd,slot[i]);
- if(j < 0) /* 不正パケット(アイテム存在)チェック */
- continue;
- if(slot[i]==1000){ /* 星のかけら */
- pc_delitem(sd,j,1,1);
- sc++;
- }
- if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */
- static const int ele_table[4]={3,1,4,2};
- pc_delitem(sd,j,1,1);
- ele=ele_table[slot[i]-994];
- }
- }
- /* 材料消費 */
- for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
- int j,id,x;
- if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
- continue;
- x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
- do{ /* 2つ以上のインデックスにまたがっているかもしれない */
- int y=0;
- j = pc_search_inventory(sd,id);
- if(j >= 0){
- y = sd->status.inventory[j].amount;
- if(y>x)y=x; /* 足りている */
- pc_delitem(sd,j,y,0);
- }else {
- if(battle_config.error_log)
- printf("skill_produce_mix: material item error\n");
- }
- x-=y; /* まだ足りない個?を計算 */
- }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */
- }
- /* 確率判定 */
- equip = itemdb_isequip(nameid);
- if(!equip) {
- // Corrected rates [DracoRPG] --------------------------//
- if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
- make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
- + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
- + sd->status.dex*10+sd->status.int_*5;
- if(nameid >= 501 && nameid <= 505) // Normal potions
- make_per += 2000 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
- else if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^)
- make_per += 2000;
- else if(nameid >= 545 && nameid <= 547) // Concentrated potions
- ;
- else if(nameid == 970) // Alcohol
- make_per += 1000;
- else if(nameid == 7135) // Bottle Grenade
- make_per += 500 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
- else if(nameid == 7136) // Acid Bottle
- make_per += 500 + pc_checkskill(sd,AM_ACIDTERROR)*100;
- else if(nameid == 7137) // Plant Bottle
- make_per += 500 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
- else if(nameid == 7138) // Marine Sphere Bottle
- make_per += 500 + pc_checkskill(sd,AM_SPHEREMINE)*100;
- else if(nameid == 7139) // Glistening Coat
- make_per += 500 + pc_checkskill(sd,AM_CP_WEAPON)*100 + pc_checkskill(sd,AM_CP_SHIELD)*100 +
- pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
- else
- make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
- } else if (skill_produce_db[idx].req_skill == ASC_CDP) {
- make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
- //make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
- } else {
- if(nameid == 998)
- make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
- else
- make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
- }
- }
- else { // Corrected rates [DracoRPG]
- int add_per=0;
- if(pc_search_inventory(sd,989) >= 0) add_per = 400;
- else if(pc_search_inventory(sd,988) >= 0) add_per = 300;
- else if(pc_search_inventory(sd,987) >= 0) add_per = 200;
- else if(pc_search_inventory(sd,986) >= 0) add_per = 100;
- wlv = itemdb_wlv(nameid);
- make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +
- ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000;
- }
- // -----------------------------------------------------//
- if(make_per < 1) make_per = 1;
- if(skill_produce_db[idx].req_skill==AM_PHARMACY ||
- skill_produce_db[idx].req_skill==ASC_CDP) {
- if( battle_config.pp_rate!=100 )
- make_per=make_per*battle_config.pp_rate/100;
- }
- else {
- if( battle_config.wp_rate!=100 ) /* 確率補正 */
- make_per=make_per*battle_config.wp_rate/100;
- }
- // if(battle_config.etc_log)
- // printf("make rate = %d\n",make_per);
- if(rand()%10000 < make_per){
- /* 成功 */
- struct item tmp_item;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid=nameid;
- tmp_item.amount=1;
- tmp_item.identify=1;
- if(equip){ /* 武器の場合 */
- tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
- tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */
- *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
- }
- else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
- (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
- tmp_item.card[0]=0x00fe;
- tmp_item.card[1]=0;
- *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
- }
- if(log_config.produce > 0)
- log_produce(sd,nameid,slot1,slot2,slot3,1);
- switch (skill_produce_db[idx].req_skill) {
- case AM_PHARMACY:
- clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
- clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
- break;
- case ASC_CDP:
- clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
- clif_misceffect(&sd->bl,5);
- break;
- default: /* 武器製造、コイン製造 */
- clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */
- clif_misceffect(&sd->bl,3);
- break;
- }
- if((flag = pc_additem(sd,&tmp_item,1))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- } else {
- if(log_config.produce > 0)
- log_produce(sd,nameid,slot1,slot2,slot3,0);
- switch (skill_produce_db[idx].req_skill) {
- case AM_PHARMACY:
- clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
- clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
- break;
- case ASC_CDP:
- {
- clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
- clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
- pc_heal(sd, -(sd->status.max_hp>>2), 0);
- }
- break;
- default:
- clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */
- clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
- break;
- }
- }
- return 0;
- }
- int skill_arrow_create( struct map_session_data *sd,int nameid)
- {
- int i,j,flag,index=-1;
- struct item tmp_item;
- nullpo_retr(0, sd);
- if(nameid <= 0)
- return 1;
- for(i=0;i<MAX_SKILL_ARROW_DB;i++)
- if(nameid == skill_arrow_db[i].nameid) {
- index = i;
- break;
- }
- if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
- return 1;
- pc_delitem(sd,j,1,0);
- for(i=0;i<5;i++) {
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.identify = 1;
- tmp_item.nameid = skill_arrow_db[index].cre_id[i];
- tmp_item.amount = skill_arrow_db[index].cre_amount[i];
- if(battle_config.making_arrow_name_input) {
- tmp_item.card[0]=0x00fe;
- tmp_item.card[1]=0;
- *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
- }
- if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
- continue;
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- return 0;
- }
- /*----------------------------------------------------------------------------
- * 初期化系
- */
- /*----------------------------------------------------------------------------
- * 初期化系
- */
- /*
- * 文字列処理
- * ',' で区切って val に戻す
- */
- int skill_split_str(char *str,char **val,int num)
- {
- int i;
- for (i=0; i<num && str; i++){
- val[i] = str;
- str = strchr(str,',');
- if (str)
- *str++=0;
- }
- return i;
- }
- /*
- * 文字列処理
- * ':' で区切ってatoiしてvalに戻す
- */
- int skill_split_atoi(char *str,int *val)
- {
- int i, max = 0;
- for (i=0; i<MAX_SKILL_LEVEL; i++) {
- if (str) {
- val[i] = max = atoi(str);
- str = strchr(str,':');
- if (str)
- *str++=0;
- } else {
- val[i] = max;
- }
- }
- return i;
- }
- /*
- * スキルユニットの配置情報作成
- */
- void skill_init_unit_layout()
- {
- int i,j,size,pos = 0;
- memset(skill_unit_layout,0,sizeof(skill_unit_layout));
- // 矩形のユニット配置を作成する
- for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
- size = i*2+1;
- skill_unit_layout[i].count = size*size;
- for (j=0; j<size*size; j++) {
- skill_unit_layout[i].dx[j] = (j%size-i);
- skill_unit_layout[i].dy[j] = (j/size-i);
- }
- }
- pos = i;
- // 矩形以外のユニット配置を作成する
- for (i=0;i<MAX_SKILL_DB;i++) {
- if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
- continue;
- switch (i) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- // ファイアーウォール、アイスウォールは方向で変わるので別処理
- break;
- case PR_SANCTUARY:
- {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PR_MAGNUS:
- {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case AS_VENOMDUST:
- {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case CR_GRANDCROSS:
- case NPC_DARKGRANDCROSS:
- {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PF_FOGWALL:
- {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- default:
- printf("unknown unit layout at skill %d\n",i);
- break;
- }
- if (!skill_unit_layout[pos].count)
- continue;
- for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- pos++;
- }
- // ファイヤーウォール
- firewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- if (i&1) { /* 斜め配置 */
- skill_unit_layout[pos].count = 5;
- if (i&0x2) {
- int dx[] = {-1,-1, 0, 0, 1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 1, 1 ,0, 0,-1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else { /* 縦横配置 */
- skill_unit_layout[pos].count = 3;
- if (i%4==0) { /* 上下 */
- int dx[] = {-1, 0, 1};
- int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* 左右 */
- int dx[] = { 0, 0, 0};
- int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- // アイスウォール
- icewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- skill_unit_layout[pos].count = 5;
- if (i&1) { /* 斜め配置 */
- if (i&0x2) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 2,-1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 2, 1 ,0,-1,-2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else { /* 縦横配置 */
- if (i%4==0) { /* 上下 */
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* 左右 */
- int dx[] = { 0, 0, 0, 0, 0};
- int dy[] = {-2,-1, 0, 1, 2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- }
- /*==========================================
- * スキル?係ファイル?み?み
- * skill_db.txt スキルデ?タ
- * skill_cast_db.txt スキルの詠唱時間とディレイデ?タ
- * produce_db.txt アイテム作成スキル用デ?タ
- * create_arrow_db.txt 矢作成スキル用デ?タ
- * abra_db.txt アブラカダブラ?動スキルデ?タ
- *------------------------------------------
- */
- int skill_readdb(void)
- {
- int i,j,k,l,m;
- FILE *fp;
- char line[1024],*p;
- char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
- /* スキルデ?タベ?ス */
- memset(skill_db,0,sizeof(skill_db));
- fp=fopen("db/skill_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,14);
- if(split[13]==NULL || j<14)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- /* printf("skill id=%d\n",i); */
- skill_split_atoi(split[1],skill_db[i].range);
- skill_db[i].hit=atoi(split[2]);
- skill_db[i].inf=atoi(split[3]);
- skill_db[i].pl=atoi(split[4]);
- skill_db[i].nk=atoi(split[5]);
- skill_db[i].max=atoi(split[6]);
- skill_split_atoi(split[7],skill_db[i].num);
- if(strcmpi(split[8],"yes") == 0)
- skill_db[i].castcancel=1;
- else
- skill_db[i].castcancel=0;
- skill_db[i].cast_def_rate=atoi(split[9]);
- skill_db[i].inf2=atoi(split[10]);
- skill_db[i].maxcount=atoi(split[11]);
- if(strcmpi(split[12],"weapon") == 0)
- skill_db[i].skill_type=BF_WEAPON;
- else if(strcmpi(split[12],"magic") == 0)
- skill_db[i].skill_type=BF_MAGIC;
- else if(strcmpi(split[12],"misc") == 0)
- skill_db[i].skill_type=BF_MISC;
- else
- skill_db[i].skill_type=0;
- skill_split_atoi(split[13],skill_db[i].blewcount);
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
- ShowStatus(tmp_output);
- fp=fopen("db/skill_require_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_require_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,30);
- if(split[29]==NULL || j<30)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].hp);
- skill_split_atoi(split[2],skill_db[i].mhp);
- skill_split_atoi(split[3],skill_db[i].sp);
- skill_split_atoi(split[4],skill_db[i].hp_rate);
- skill_split_atoi(split[5],skill_db[i].sp_rate);
- skill_split_atoi(split[6],skill_db[i].zeny);
-
- p = split[7];
- for(j=0;j<32;j++){
- l = atoi(p);
- if (l==99) {
- skill_db[i].weapon = 0xffffffff;
- break;
- }
- else
- skill_db[i].weapon |= 1<<l;
- p=strchr(p,':');
- if(!p)
- break;
- p++;
- }
- if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
- else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
- else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
- else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
- else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
- else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
- else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
- else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
- else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
- else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
- else skill_db[i].state=ST_NONE;
- skill_split_atoi(split[9],skill_db[i].spiritball);
- skill_db[i].itemid[0]=atoi(split[10]);
- skill_db[i].amount[0]=atoi(split[11]);
- skill_db[i].itemid[1]=atoi(split[12]);
- skill_db[i].amount[1]=atoi(split[13]);
- skill_db[i].itemid[2]=atoi(split[14]);
- skill_db[i].amount[2]=atoi(split[15]);
- skill_db[i].itemid[3]=atoi(split[16]);
- skill_db[i].amount[3]=atoi(split[17]);
- skill_db[i].itemid[4]=atoi(split[18]);
- skill_db[i].amount[4]=atoi(split[19]);
- skill_db[i].itemid[5]=atoi(split[20]);
- skill_db[i].amount[5]=atoi(split[21]);
- skill_db[i].itemid[6]=atoi(split[22]);
- skill_db[i].amount[6]=atoi(split[23]);
- skill_db[i].itemid[7]=atoi(split[24]);
- skill_db[i].amount[7]=atoi(split[25]);
- skill_db[i].itemid[8]=atoi(split[26]);
- skill_db[i].amount[8]=atoi(split[27]);
- skill_db[i].itemid[9]=atoi(split[28]);
- skill_db[i].amount[9]=atoi(split[29]);
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
- ShowStatus(tmp_output);
- /* キャスティングデ?タベ?ス */
- fp=fopen("db/skill_cast_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_cast_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- memset(split,0,sizeof(split)); // [Valaris] thanks to fov
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,5);
- if(split[4]==NULL || j<5)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].cast);
- skill_split_atoi(split[2],skill_db[i].delay);
- skill_split_atoi(split[3],skill_db[i].upkeep_time);
- skill_split_atoi(split[4],skill_db[i].upkeep_time2);
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
- ShowStatus(tmp_output);
- /* スキルユニットデータベース */
- fp = fopen("db/skill_unit_db.txt","r");
- if (fp==NULL) {
- printf("can't read db/skill_unit_db.txt\n");
- return 1;
- }
- while (fgets(line,1020,fp)) {
- char *split[50];
- if (line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,8);
- if (split[7]==NULL || j<8)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
- skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
- skill_split_atoi(split[3],skill_db[i].unit_layout_type);
- skill_db[i].unit_range = atoi(split[4]);
- skill_db[i].unit_interval = atoi(split[5]);
- if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
- else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
- else skill_db[i].unit_target = strtol(split[6],NULL,16);
- skill_db[i].unit_flag = strtol(split[7],NULL,16);
- k++;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_unit_db.txt");
- ShowStatus(tmp_output);
- skill_init_unit_layout();
- /* 製造系スキルデ?タベ?ス */
- memset(skill_produce_db,0,sizeof(skill_produce_db));
- for(m=0;m<2;m++){
- fp=fopen(filename[m],"r");
- if(fp==NULL){
- if(m>0)
- continue;
- printf("can't read %s\n",filename[m]);
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[6 + MAX_PRODUCE_RESOURCE * 2];
- int x,y;
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0) continue;
- skill_produce_db[k].nameid=i;
- skill_produce_db[k].itemlv=atoi(split[1]);
- skill_produce_db[k].req_skill=atoi(split[2]);
- for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
- skill_produce_db[k].mat_id[y]=atoi(split[x]);
- skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
- }
- k++;
- if(k >= MAX_SKILL_PRODUCE_DB)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]);
- ShowStatus(tmp_output);
- }
- memset(skill_arrow_db,0,sizeof(skill_arrow_db));
- fp=fopen("db/create_arrow_db.txt","r");
- if(fp==NULL){
- printf("can't read db/create_arrow_db.txt\n");
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- int x,y;
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,13);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0)
- continue;
- skill_arrow_db[k].nameid=i;
- for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
- skill_arrow_db[k].cre_id[y]=atoi(split[x]);
- skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
- }
- k++;
- if(k >= MAX_SKILL_ARROW_DB)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt");
- ShowStatus(tmp_output);
- memset(skill_abra_db,0,sizeof(skill_abra_db));
- fp=fopen("db/abra_db.txt","r");
- if(fp==NULL){
- printf("can't read db/abra_db.txt\n");
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,13);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0)
- continue;
- skill_abra_db[i].req_lv=atoi(split[2]);
- skill_abra_db[i].per=atoi(split[3]);
- k++;
- if(k >= MAX_SKILL_ABRA_DB)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt");
- ShowStatus(tmp_output);
- fp=fopen("db/skill_castnodex_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_castnodex_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,3);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].castnodex);
- if (!split[2])
- continue;
- skill_split_atoi(split[2],skill_db[i].delaynodex);
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt");
- ShowStatus(tmp_output);
- fp=fopen("db/skill_nocast_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_nocast_db.txt\n");
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,2);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_db[i].nocast=atoi(split[1]);
- k++;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db");
- ShowStatus(tmp_output);
- return 0;
- }
- /*===============================================
- * For reading leveluseskillspamount.txt [Celest]
- *-----------------------------------------------
- */
- static int skill_read_skillspamount(void)
- {
- char *buf,*p;
- struct skill_db *skill = NULL;
- int s, idx, new_flag=1, level=1, sp=0;
- buf=grfio_reads("data\\leveluseskillspamount.txt",&s);
- if(buf==NULL)
- return -1;
- buf[s]=0;
- for(p=buf;p-buf<s;){
- char buf2[64];
- if (sscanf(p,"%[@]",buf2) == 1) {
- level = 1;
- new_flag = 1;
- } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
- for (idx=0; skill_names[idx].id != 0; idx++) {
- if (strstr(buf2, skill_names[idx].name) != NULL) {
- skill = &skill_db[ skill_names[idx].id ];
- new_flag = 0;
- break;
- }
- }
- } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
- skill->sp[level-1]=sp;
- level++;
- }
- p=strchr(p,10);
- if(!p) break;
- p++;
- }
- aFree(buf);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
- ShowStatus(tmp_output);
- return 0;
- }
- void skill_reload(void)
- {
- /*
- <empty skill database>
- <?>
- */
- do_init_skill();
- }
- /*==========================================
- * スキル?係初期化?理
- *------------------------------------------
- */
- int do_init_skill(void)
- {
- skill_readdb();
- if (battle_config.skill_sp_override_grffile)
- skill_read_skillspamount();
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
- return 0;
- }
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