skill.c 376 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/timer.h"
  8. #include "../common/nullpo.h"
  9. #include "../common/malloc.h"
  10. #include "../common/showmsg.h"
  11. #include "../common/grfio.h"
  12. #include "skill.h"
  13. #include "map.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mob.h"
  19. #include "battle.h"
  20. #include "party.h"
  21. #include "itemdb.h"
  22. #include "script.h"
  23. #include "intif.h"
  24. #include "log.h"
  25. #include "chrif.h"
  26. #include "guild.h"
  27. #include "date.h"
  28. #define SKILLUNITTIMER_INVERVAL 100
  29. //Guild Skills are shifted to these to make them stick into the skill array.
  30. #define GD_SKILLRANGEMIN 900
  31. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  32. #define swap(x,y) { int t; t = x; x = y; y = t; }
  33. int skill_names_id[MAX_SKILL_DB];
  34. const struct skill_name_db skill_names[] = {
  35. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  36. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  37. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  38. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  39. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  40. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  41. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  42. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  43. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  44. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  45. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  46. { AL_CURE, "AL_CURE", "Cure" } ,
  47. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  48. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  49. { AL_DP, "AL_DP", "Divine_Protection" } ,
  50. { AL_HEAL, "AL_HEAL", "Heal" } ,
  51. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  52. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  53. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  54. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  55. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  56. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  57. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  58. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  59. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  60. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  61. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  62. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  63. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  64. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  65. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  66. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  67. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  68. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  69. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  70. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  71. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  72. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  73. { AM_REST, "AM_REST", "Vaporize" } ,
  74. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  75. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  76. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  77. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  78. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  79. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  80. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  81. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  82. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  83. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  84. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  85. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  86. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  87. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  88. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  89. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  90. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  91. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  92. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  93. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  94. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  95. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  96. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  97. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  98. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  99. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  100. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  101. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  102. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  103. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  104. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  105. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  106. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  107. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  108. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  109. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  110. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  111. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  112. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  113. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  114. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  115. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  116. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  117. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  118. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  119. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  120. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  121. { BS_GREED, "BS_GREED", "Greed" } ,
  122. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  123. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  124. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  125. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  126. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  127. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  128. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  129. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  130. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  131. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  132. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  133. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  134. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  135. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  136. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  137. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  138. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  139. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  140. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  141. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  142. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  143. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  144. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  145. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  146. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  147. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  148. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  149. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  150. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  151. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  152. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  153. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  154. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  155. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  156. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  157. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  158. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  159. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  160. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  161. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  162. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  163. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  164. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  165. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  166. { CR_TRUST, "CR_TRUST", "Faith" } ,
  167. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  168. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  169. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  170. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  171. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  172. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  173. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  174. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  175. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  176. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  177. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  178. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  179. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  180. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  181. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  182. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  183. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  184. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  185. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  186. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  187. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  188. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  189. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  190. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  191. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  192. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  193. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  194. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  195. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  196. { GS_DUST, "GS_DUST", "Dust" } ,
  197. { GS_FLING, "GS_FLING", "Fling" } ,
  198. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  199. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  200. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  201. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  202. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  203. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  204. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  205. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  206. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  207. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  208. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  209. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  210. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  211. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  212. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  213. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  214. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  215. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  216. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  217. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  218. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  219. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  220. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  221. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  222. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  223. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  224. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  225. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  226. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  227. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  228. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  229. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  230. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  231. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  232. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  233. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  234. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  235. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  236. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  237. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  238. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  239. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  240. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  241. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  242. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  243. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  244. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  245. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  246. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  247. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  248. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  249. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  250. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  251. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  252. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  253. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  254. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  255. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  256. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  257. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  258. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  259. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  260. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  261. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  262. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  263. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  264. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  265. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  266. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  267. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  268. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  269. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  270. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  271. { MC_VENDING, "MC_VENDING", "Vending" } ,
  272. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  273. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  274. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  275. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  276. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  277. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  278. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  279. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  280. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  281. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  282. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  283. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  284. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  285. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  286. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  287. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  288. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  289. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  290. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  291. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  292. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  293. { MO_DODGE, "MO_DODGE", "Flee" } ,
  294. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  295. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  296. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  297. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  298. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  299. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  300. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  301. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  302. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  303. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  304. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  305. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  306. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  307. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  308. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  309. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  310. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  311. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  312. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  313. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  314. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  315. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  316. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  317. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  318. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  319. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  320. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  321. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  322. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  323. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  324. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  325. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  326. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  327. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  328. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  329. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  330. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  331. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  332. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  333. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  334. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  335. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  336. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  337. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  338. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  339. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  340. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  341. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  342. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  343. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  344. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  345. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  346. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  347. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  348. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  349. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  350. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  351. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  352. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  353. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  354. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  355. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  356. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  357. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  358. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  359. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  360. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  361. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  362. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  363. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  364. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  365. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  366. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  367. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  368. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  369. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  370. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  371. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  372. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  373. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  374. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  375. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  376. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  377. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  378. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  379. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  380. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  381. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  382. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  383. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  384. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  385. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  386. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  387. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  388. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  389. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  390. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  391. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  392. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  393. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  394. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  395. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  396. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  397. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  398. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  399. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  400. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  401. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  402. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  403. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  404. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  405. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  406. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  407. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  408. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  409. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  410. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  411. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  412. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  413. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  414. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  415. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  416. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  417. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  418. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  419. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  420. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  421. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  422. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  423. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  424. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  425. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  426. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  427. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  428. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  429. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  430. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  431. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  432. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  433. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  434. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  435. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  436. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  437. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  438. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  439. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  440. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  441. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  442. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  443. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  444. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  445. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  446. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  447. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  448. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  449. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  450. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  451. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  452. { SA_COMA, "SA_COMA", "Coma" } ,
  453. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  454. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  455. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  456. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  457. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  458. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  459. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  460. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  461. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  462. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  463. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  464. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  465. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  466. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  467. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  468. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  469. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  470. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  471. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  472. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  473. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  474. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  475. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  476. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  477. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  478. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  479. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  480. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  481. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  482. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  483. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  484. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  485. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  486. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  487. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  489. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  490. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  491. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  492. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  493. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  494. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  495. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  496. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  497. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  498. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  499. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  500. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  501. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  502. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  503. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  504. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  505. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  506. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  507. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  508. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  509. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  510. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  511. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  512. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  513. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  514. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  515. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  516. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  517. { SL_SKA, "SL_SKA", "Eska" } ,
  518. { SL_SKE, "SL_SKE", "Eske" } ,
  519. { SL_SMA, "SL_SMA", "Esma" } ,
  520. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  521. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  522. { SL_STIN, "SL_STIN", "Estin" } ,
  523. { SL_STUN, "SL_STUN", "Estun" } ,
  524. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  525. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  526. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  527. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  528. { SM_BASH, "SM_BASH", "Bash" } ,
  529. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  530. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  531. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  532. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  533. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  534. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  535. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  536. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  537. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  538. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  539. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  540. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  541. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  542. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  543. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  544. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  545. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  546. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  547. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  548. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  549. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  550. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  551. { TF_POISON, "TF_POISON", "Envenom" } ,
  552. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  553. { TF_STEAL, "TF_STEAL", "Steal" } ,
  554. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  555. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  556. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  557. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  558. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  559. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  560. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  561. { TK_MISSION, "TK_MISSION", "Mission" } ,
  562. { TK_POWER, "TK_POWER", "Kihop" } ,
  563. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  564. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  565. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  566. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  567. { TK_RUN, "TK_RUN", "Sprint" } ,
  568. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  569. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  570. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  571. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  572. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  573. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  574. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  575. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  576. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  577. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  578. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  579. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  580. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  581. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  582. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  583. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  584. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  585. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  586. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  587. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  588. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  589. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  590. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  591. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  592. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  593. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  594. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  595. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  596. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  597. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  598. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  599. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  600. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  601. };
  602. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  603. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  604. /* スキルデ?タベ?ス */
  605. struct skill_db skill_db[MAX_SKILL_DB];
  606. /* アイテム?�?ャデ?タベ?ス */
  607. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  608. /* 矢?�?ャスキルデ?タベ?ス */
  609. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  610. /* アブラカダブラ?動スキルデ?タベ?ス */
  611. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  612. // macros to check for out of bounds errors [celest]
  613. // i: Skill ID, l: Skill Level, var: Value to return after checking
  614. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  615. // for values that might need to use a different function just skill_chk would suffice.
  616. #define skill_chk(i, l) \
  617. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  618. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  619. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  620. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  621. #define skill_get(var, i, l) \
  622. { skill_chk(i, l); return var; }
  623. // Skill DB
  624. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  625. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  626. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  627. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  628. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  629. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  630. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  631. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  632. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  633. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  634. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  635. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  636. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  637. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  638. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  639. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  640. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  641. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  642. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  643. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  644. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  645. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  646. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  647. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  648. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  649. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  650. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  651. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  652. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  653. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  654. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  655. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  656. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  657. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  658. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  659. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  660. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  661. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  662. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  663. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  664. const char* skill_get_name( int id ){
  665. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  666. return "UNKNOWN_SKILL";
  667. if (id >= GD_SKILLBASE)
  668. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  669. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  670. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  671. return skill_db[id].name;
  672. }
  673. int skill_tree_get_max(int id, int b_class){
  674. int i, skillid;
  675. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  676. if (id == skillid) return skill_tree[b_class][i].max;
  677. return skill_get_max (id);
  678. }
  679. /* プ�?トタイプ */
  680. int skill_check_condition( struct map_session_data *sd,int type);
  681. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  682. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  683. int status_change_timer_sub(struct block_list *bl, va_list ap);
  684. int skill_attack_area(struct block_list *bl,va_list ap);
  685. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  686. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  687. int skill_greed(struct block_list *bl, va_list ap);
  688. int skill_landprotector(struct block_list *bl, va_list ap);
  689. int skill_ganbatein(struct block_list *bl, va_list ap);
  690. int skill_trap_splash(struct block_list *bl, va_list ap);
  691. int skill_count_target(struct block_list *bl, va_list ap);
  692. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  693. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  694. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  695. int skill_unit_effect(struct block_list *bl,va_list ap);
  696. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  697. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
  698. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  699. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  700. int skill_get_casttype(int id)
  701. {
  702. int inf = skill_get_inf(id);
  703. if (inf&(INF_GROUND_SKILL))
  704. return CAST_GROUND;
  705. if (inf&(INF_SELF_SKILL|INF_SUPPORT_SKILL))
  706. return CAST_NODAMAGE;
  707. if (skill_get_nk(id)&NK_NO_DAMAGE)
  708. return CAST_NODAMAGE;
  709. return CAST_DAMAGE;
  710. };
  711. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  712. int skill_get_range2(struct block_list *bl, int id, int lv) {
  713. int range = skill_get_range(id, lv);
  714. if(range < 0) {
  715. if (battle_config.use_weapon_skill_range)
  716. return status_get_range(bl);
  717. range *=-1;
  718. }
  719. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
  720. if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
  721. || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
  722. if (bl->type == BL_PC)
  723. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  724. else
  725. range += 10; //Assume level 10?
  726. }
  727. return range;
  728. }
  729. // Making plagiarize check its own function [Aru]
  730. int can_copy(struct map_session_data *sd, int skillid)
  731. {
  732. // Never copy NPC/Wedding Skills
  733. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  734. return 0;
  735. // High-class skills
  736. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  737. {
  738. if(battle_config.copyskill_restrict == 2)
  739. return 0;
  740. else if(battle_config.copyskill_restrict)
  741. return (sd->status.class_ == JOB_STALKER);
  742. }
  743. return 1;
  744. }
  745. // [MouseJstr] - skill ok to cast? and when?
  746. int skillnotok(int skillid, struct map_session_data *sd)
  747. {
  748. nullpo_retr (1, sd);
  749. //if (sd == 0)
  750. //return 0;
  751. //return 1;
  752. // I think it was meant to be "no skills allowed when not a valid sd"
  753. if (!(skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX))
  754. if ((skillid > MAX_SKILL) || (skillid < 0))
  755. return 1;
  756. {
  757. int i = skillid;
  758. if (i >= GD_SKILLBASE)
  759. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  760. if (sd->blockskill[i] > 0)
  761. return 1;
  762. }
  763. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  764. return 0; // gm's can do anything damn thing they want
  765. // Check skill restrictions [Celest]
  766. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  767. return 1;
  768. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  769. return 1;
  770. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  771. return 1;
  772. if (agit_flag && skill_get_nocast (skillid) & 8)
  773. return 1;
  774. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  775. return 1;
  776. //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
  777. // skillid,map[sd->bl.m].flag.restricted,map[sd->bl.m].zone,map[sd->bl.m].zone*8, skill_get_nocast (skillid),skill_get_nocast (skillid) & (8*map[sd->bl.m].zone));
  778. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  779. return 1;
  780. switch (skillid) {
  781. case AL_WARP:
  782. case AL_TELEPORT:
  783. case MC_VENDING:
  784. case MC_IDENTIFY:
  785. return 0; // always allowed
  786. case WZ_ICEWALL:
  787. // noicewall flag [Valaris]
  788. if (map[sd->bl.m].flag.noicewall) {
  789. clif_skill_fail(sd,sd->skillid,0,0);
  790. return 1;
  791. }
  792. default:
  793. return (map[sd->bl.m].flag.noskill);
  794. }
  795. }
  796. /* スキルユニットの配置?﨣��ヤす */
  797. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  798. int firewall_unit_pos;
  799. int icewall_unit_pos;
  800. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  801. {
  802. int pos = skill_get_unit_layout_type(skillid,skilllv);
  803. int dir;
  804. if (pos != -1)
  805. return &skill_unit_layout[pos];
  806. if (src->x == x && src->y == y)
  807. dir = 2;
  808. else
  809. dir = map_calc_dir(src,x,y);
  810. if (skillid == MG_FIREWALL)
  811. return &skill_unit_layout [firewall_unit_pos + dir];
  812. else if (skillid == WZ_ICEWALL)
  813. return &skill_unit_layout [icewall_unit_pos + dir];
  814. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  815. return &skill_unit_layout[0];
  816. }
  817. /*==========================================
  818. * スキル追加?果
  819. *------------------------------------------
  820. */
  821. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  822. {
  823. struct map_session_data *sd=NULL;
  824. struct map_session_data *dstsd=NULL;
  825. struct status_change *sc;
  826. struct status_change *tsc;
  827. struct mob_data *md=NULL;
  828. struct mob_data *dstmd=NULL;
  829. struct pet_data *pd=NULL;
  830. int skill,skill2;
  831. int rate;
  832. nullpo_retr(0, src);
  833. nullpo_retr(0, bl);
  834. if(skillid < 0)
  835. { // remove the debug print when this case is finished
  836. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  837. src, bl,skillid,skilllv,attack_type,tick);
  838. return 0;
  839. }
  840. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  841. switch (src->type) {
  842. case BL_PC:
  843. sd = (struct map_session_data *)src;
  844. break;
  845. case BL_MOB:
  846. md = (struct mob_data *)src;
  847. break;
  848. case BL_PET:
  849. pd = (struct pet_data *)src; // [Valaris]
  850. break;
  851. }
  852. switch (bl->type) {
  853. case BL_PC:
  854. dstsd=(struct map_session_data *)bl;
  855. break;
  856. case BL_MOB:
  857. dstmd=(struct mob_data *)bl;
  858. break;
  859. }
  860. sc = status_get_sc(src);
  861. tsc = status_get_sc(bl);
  862. if (!tsc) //skill additional effect is about adding effects to the target...
  863. //So if the target can't be inflicted with statuses, this is pointless.
  864. return 0;
  865. switch(skillid){
  866. case 0: // Normal attacks (no skill used)
  867. {
  868. if(sd) {
  869. // Automatic trigger of Blitz Beat
  870. if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  871. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  872. int lv=(sd->status.job_level+9)/10;
  873. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  874. }
  875. // Gank
  876. if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  877. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  878. if(pc_steal_item(sd,bl))
  879. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  880. else if (battle_config.display_snatcher_skill_fail)
  881. clif_skill_fail(sd,skillid,0,0);
  882. }
  883. // Chance to trigger Taekwon kicks [Dralnu]
  884. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  885. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  886. sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  887. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  888. ; //Stance triggered
  889. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  890. sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  891. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  892. ; //Stance triggered
  893. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  894. sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  895. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  896. ; //Stance triggered
  897. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  898. { //additional chance from SG_FRIEND [Komurka]
  899. rate = 20;
  900. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  901. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  902. status_change_end(src,SC_SKILLRATE_UP,-1);
  903. }
  904. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  905. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
  906. }
  907. }
  908. }
  909. if (sc && sc->count) {
  910. // Enchant Poison gives a chance to poison attacked enemies
  911. if(sc->data[SC_ENCPOISON].timer != -1)
  912. sc_start4(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  913. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
  914. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  915. if(sc->data[SC_EDP].timer != -1)
  916. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  917. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  918. }
  919. if (tsc->count) {
  920. if (tsc->data[SC_SPLASHER].timer != -1)
  921. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  922. tsc->data[SC_SPLASHER].val1,0,0,0,
  923. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  924. if(tsc->data[SC_KAAHI].timer != -1) {
  925. if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
  926. ; //Not enough SP to cast
  927. else {
  928. battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
  929. if(dstsd && dstsd->fd)
  930. clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
  931. }
  932. }
  933. }
  934. }
  935. break;
  936. case SM_BASH: /* バッシュ?i急?�?U??j */
  937. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  938. //TODO: How much % per base level it actually is?
  939. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  940. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  941. }
  942. break;
  943. case AS_VENOMKNIFE:
  944. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  945. skilllv = pc_checkskill(sd, TF_POISON);
  946. case TF_POISON: /* インベナム */
  947. case AS_SPLASHER: /* ベナムスプラッシャ? */
  948. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  949. && sd && skillid==TF_POISON
  950. )
  951. clif_skill_fail(sd,skillid,0,0);
  952. break;
  953. case AS_SONICBLOW: /* ソニックブ�?? */
  954. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  955. break;
  956. case AS_GRIMTOOTH:
  957. {
  958. int type = sd?SC_SLOWDOWN:SC_STOP;
  959. if (tsc->data[type].timer == -1)
  960. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  961. break;
  962. }
  963. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  964. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  965. {
  966. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  967. if (rate <= 5)
  968. rate = 5;
  969. sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv));
  970. }
  971. break;
  972. case WZ_STORMGUST: /* スト?ムガスト */
  973. tsc->data[SC_FREEZE].val3++;
  974. if(tsc->data[SC_FREEZE].val3 >= 3)
  975. status_change_start(bl,SC_FREEZE,10000,
  976. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  977. break;
  978. case WZ_METEOR:
  979. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  980. break;
  981. case WZ_VERMILION:
  982. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  983. break;
  984. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  985. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  986. break;
  987. case HT_FLASHER: /* Flasher */
  988. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  989. break;
  990. case HT_LANDMINE: /* ランドマイン */
  991. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  992. break;
  993. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  994. if(dstsd)
  995. pc_damage_sp(dstsd, 0, 15*skilllv+5);
  996. break;
  997. case HT_SANDMAN: /* サンドマン */
  998. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  999. break;
  1000. case TF_SPRINKLESAND: /* ?サまき */
  1001. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1002. break;
  1003. case TF_THROWSTONE: /* ?ホ投げ */
  1004. sc_start(bl,SC_STUN,3,skilllv,skill_get_time2(skillid,skilllv));
  1005. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1006. break;
  1007. case NPC_DARKCROSS:
  1008. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1009. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1010. break;
  1011. case CR_GRANDCROSS: /* グランドク�?ス */
  1012. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  1013. {
  1014. int race = status_get_race(bl);
  1015. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  1016. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1017. }
  1018. break;
  1019. case AM_ACIDTERROR:
  1020. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1021. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1022. clif_emotion(bl,23);
  1023. break;
  1024. case AM_DEMONSTRATION:
  1025. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1026. break;
  1027. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1028. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1029. break;
  1030. case PA_PRESSURE: /* プレッシャ? */
  1031. if (dstsd)
  1032. pc_damage_sp(dstsd, 0, 15 +5*skilllv);
  1033. break;
  1034. case RG_RAID: /* サプライズアタック */
  1035. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1036. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1037. break;
  1038. case BA_FROSTJOKE:
  1039. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1040. break;
  1041. case DC_SCREAM:
  1042. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1043. break;
  1044. case BD_LULLABY: /* 子守唄 */
  1045. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1046. break;
  1047. case DC_UGLYDANCE:
  1048. if (dstsd) {
  1049. int skill, sp = 5+5*skilllv;
  1050. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1051. sp += 5+skill;
  1052. pc_damage_sp(dstsd, sp, 0);
  1053. }
  1054. break;
  1055. case SL_STUN:
  1056. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1057. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1058. break;
  1059. /* MOBの追加?果付きスキル */
  1060. case NPC_PETRIFYATTACK:
  1061. case NPC_CURSEATTACK:
  1062. case NPC_SLEEPATTACK:
  1063. case NPC_BLINDATTACK:
  1064. case NPC_POISON:
  1065. case NPC_SILENCEATTACK:
  1066. case NPC_STUNATTACK:
  1067. sc_start(bl,SkillStatusChangeTable[skillid],100,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1068. break;
  1069. case NPC_MENTALBREAKER:
  1070. if(dstsd) {
  1071. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1072. if(sp < 1) sp = 1;
  1073. pc_heal(dstsd,0,-sp);
  1074. }
  1075. break;
  1076. // Equipment breaking monster skills [Celest]
  1077. case NPC_BREAKWEAPON:
  1078. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1079. break;
  1080. case NPC_BREAKARMOR:
  1081. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1082. break;
  1083. case NPC_BREAKHELM:
  1084. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1085. break;
  1086. case NPC_BREAKSHIELD:
  1087. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1088. break;
  1089. case CH_TIGERFIST:
  1090. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1091. break;
  1092. case LK_SPIRALPIERCE:
  1093. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1094. break;
  1095. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1096. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1097. break;
  1098. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1099. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1100. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1101. break;
  1102. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1103. {
  1104. //?�?が良く分からないので適?に
  1105. int race = status_get_race(bl);
  1106. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
  1107. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1108. }
  1109. break;
  1110. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1111. //?�?が良く分からないので適?に
  1112. sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1113. break;
  1114. case ASC_METEORASSAULT: /* �?テオアサルト */
  1115. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1116. switch(rand()%3) {
  1117. case 0:
  1118. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1119. break;
  1120. case 1:
  1121. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1122. break;
  1123. default:
  1124. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1125. }
  1126. break;
  1127. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1128. // skilllv*5%の確率で呪い
  1129. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case WS_CARTTERMINATION: // Cart termination
  1132. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1133. break;
  1134. case CR_ACIDDEMONSTRATION:
  1135. skill_break_equip(bl, EQP_WEAPON|EQP_SHIELD, 100*skilllv, BCT_ENEMY);
  1136. break;
  1137. case TK_DOWNKICK:
  1138. sc_start(bl,SC_STUN,100,skilllv,skill_get_time(skillid,skilllv));
  1139. break;
  1140. case TK_JUMPKICK:
  1141. //Cancel out Soul Linker status of the target. [Skotlex]
  1142. if (tsc->count) {
  1143. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1144. break;
  1145. //Remove pitched potions effect.
  1146. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1147. status_change_end(bl, SC_ASPDPOTION0, -1);
  1148. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1149. status_change_end(bl, SC_ASPDPOTION1, -1);
  1150. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1151. status_change_end(bl, SC_ASPDPOTION2, -1);
  1152. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1153. status_change_end(bl, SC_ASPDPOTION3, -1);
  1154. if (tsc->data[SC_SPIRIT].timer != -1)
  1155. status_change_end(bl, SC_SPIRIT, -1);
  1156. if (tsc->data[SC_ONEHAND].timer != -1)
  1157. status_change_end(bl, SC_ONEHAND, -1);
  1158. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1159. status_change_end(bl, SC_ADRENALINE2, -1);
  1160. }
  1161. break;
  1162. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1163. if(attack_type == BF_MISC) //70% base stun chance...
  1164. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1165. break;
  1166. //Until they're at right position - gs_statuschange- [Vicious]
  1167. case GS_BULLSEYE: //0.1% coma rate.
  1168. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1169. break;
  1170. case GS_CRACKER:
  1171. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1172. break;
  1173. case GS_PIERCINGSHOT:
  1174. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1175. break;
  1176. case NJ_HYOUSYOURAKU:
  1177. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1178. break;
  1179. }
  1180. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1181. { //Pass heritage to Master for status causing effects. [Skotlex]
  1182. sd = map_id2sd(md->master_id);
  1183. }
  1184. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1185. int i, type;
  1186. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1187. type=i-SC_COMMON_MIN;
  1188. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1189. if (!rate)
  1190. continue; //Code Speedup.
  1191. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1192. }
  1193. }
  1194. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1195. //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
  1196. if(sd && !status_isdead(bl) && src != bl &&
  1197. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1198. struct block_list *tbl;
  1199. int i;
  1200. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1201. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1202. //Prevents skill from retriggering themselves. [Skotlex]
  1203. if (skill == skillid || skillnotok(skill, sd))
  1204. continue;
  1205. //skill2 reused to store skilllv.
  1206. skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1207. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1208. if (rand()%1000 > rate)
  1209. continue;
  1210. if (sd->autospell[i].id < 0)
  1211. tbl = src;
  1212. else
  1213. tbl = bl;
  1214. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
  1215. continue; //Autoskills DO check for target-src range. [Skotlex]
  1216. rate = skill_get_inf(skill);
  1217. switch (skill_get_casttype(skill)) {
  1218. case CAST_GROUND:
  1219. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
  1220. break;
  1221. case CAST_NODAMAGE:
  1222. skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
  1223. break;
  1224. case CAST_DAMAGE:
  1225. skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
  1226. break;
  1227. }
  1228. break; //Only one auto skill comes off at a time.
  1229. }
  1230. }
  1231. return 0;
  1232. }
  1233. /* Splitted off from skill_additional_effect, which is never called when the
  1234. * attack skill kills the enemy. Place in this function counter status effects
  1235. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1236. * from cards) that will take effect on the source, not the target. [Skotlex]
  1237. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1238. * type of skills, so not every instance of skill_additional_effect needs a call
  1239. * to this one.
  1240. */
  1241. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1242. {
  1243. int rate;
  1244. struct map_session_data *sd=NULL;
  1245. struct map_session_data *dstsd=NULL;
  1246. struct mob_data *md=NULL;
  1247. struct mob_data *dstmd=NULL;
  1248. // struct pet_data *pd=NULL; Pet's can't be inflicted!
  1249. nullpo_retr(0, src);
  1250. nullpo_retr(0, bl);
  1251. if(skillid < 0)
  1252. { // remove the debug print when this case is finished
  1253. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1254. src, bl,skillid,skilllv,attack_type,tick);
  1255. return 0;
  1256. }
  1257. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1258. switch (src->type) {
  1259. case BL_PC:
  1260. sd = (struct map_session_data *)src;
  1261. break;
  1262. case BL_MOB:
  1263. md = (struct mob_data *)src;
  1264. break;
  1265. case BL_PET: //Only mobs/players can be affected. [Skotlex]
  1266. // pd = (struct pet_data *)src;
  1267. // break;
  1268. default:
  1269. return 0;
  1270. }
  1271. switch (bl->type) {
  1272. case BL_PC:
  1273. dstsd=(struct map_session_data *)bl;
  1274. break;
  1275. case BL_MOB:
  1276. dstmd=(struct mob_data *)bl;
  1277. break;
  1278. default:
  1279. return 0;
  1280. }
  1281. switch(skillid){
  1282. case 0: //Normal Attack - Nothing here yet.
  1283. break;
  1284. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1285. //阿?C羅を使うと5分間自然回復しないようになる
  1286. sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
  1287. break;
  1288. }
  1289. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1290. int i, type;
  1291. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1292. type=i-SC_COMMON_MIN;
  1293. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1294. if (rate) //Self infliced status from attacking.
  1295. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1296. rate = dstsd?dstsd->addeff3[type]:0;
  1297. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1298. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1299. }
  1300. }
  1301. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1302. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1303. {
  1304. struct block_list *tbl;
  1305. int i, skillid, skilllv, rate;
  1306. for (i = 0; i < MAX_PC_BONUS; i++) {
  1307. if (dstsd->autospell2[i].id == 0)
  1308. break;
  1309. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1310. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1311. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1312. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1313. if (skillnotok(skillid, dstsd))
  1314. continue;
  1315. if (rand()%1000 > rate)
  1316. continue;
  1317. if (dstsd->autospell2[i].id < 0)
  1318. tbl = bl;
  1319. else
  1320. tbl = src;
  1321. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skillid, skilllv)))
  1322. continue; //Autoskills DO check for target-src range. [Skotlex]
  1323. switch (skill_get_casttype(skillid)) {
  1324. case CAST_GROUND:
  1325. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1326. break;
  1327. case CAST_NODAMAGE:
  1328. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1329. break;
  1330. case CAST_DAMAGE:
  1331. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1332. break;
  1333. }
  1334. }
  1335. }
  1336. return 0;
  1337. }
  1338. /*=========================================================================
  1339. Breaks equipment. On-non players causes the corresponding strip effect.
  1340. - rate goes from 0 to 10000 (100.00%)
  1341. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1342. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1343. -------------------------------------------------------------------------*/
  1344. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1345. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1346. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1347. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1348. struct status_change *sc = status_get_sc(bl);
  1349. int i,j;
  1350. TBL_PC *sd;
  1351. BL_CAST(BL_PC, bl, sd);
  1352. if (sc && !sc->count)
  1353. sc = NULL;
  1354. if (sd) {
  1355. if (sd->unbreakable_equip)
  1356. where &= ~sd->unbreakable_equip;
  1357. if (sd->unbreakable)
  1358. rate -= rate*sd->unbreakable/100;
  1359. if (where&EQP_WEAPON) {
  1360. switch (sd->status.weapon) {
  1361. case 0: //Bare fists should not break :P
  1362. case 7:
  1363. case 8: // Axes and Maces can't be broken [DracoRPG]
  1364. case 10:
  1365. case 15: //Rods and Books can't be broken [Skotlex]
  1366. where &= ~EQP_WEAPON;
  1367. }
  1368. }
  1369. }
  1370. if (flag&BCT_ENEMY) {
  1371. if (battle_config.equip_skill_break_rate != 100)
  1372. rate = rate*battle_config.equip_skill_break_rate/100;
  1373. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1374. if (battle_config.equip_self_break_rate != 100)
  1375. rate = rate*battle_config.equip_self_break_rate/100;
  1376. }
  1377. for (i = 0; i < 4; i++) {
  1378. if (where&where_list[i]) {
  1379. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1380. where&=~where_list[i];
  1381. else if (rand()%10000 >= rate)
  1382. where&=~where_list[i];
  1383. else if (!sd) //Cause Strip effect.
  1384. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1385. }
  1386. }
  1387. if (!where) //Nothing to break.
  1388. return 0;
  1389. if (sd) {
  1390. for (i = 0; i < 11; i++) {
  1391. j = sd->equip_index[i];
  1392. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1393. continue;
  1394. flag = 0;
  1395. switch(i) {
  1396. case 6: //Upper Head
  1397. flag = (where&EQP_HELM);
  1398. break;
  1399. case 7: //Body
  1400. flag = (where&EQP_ARMOR);
  1401. break;
  1402. case 8: //Left/Right hands
  1403. case 9:
  1404. flag = (
  1405. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1406. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1407. break;
  1408. default:
  1409. continue;
  1410. }
  1411. if (flag) {
  1412. sd->status.inventory[j].attribute = 1;
  1413. pc_unequipitem(sd, j, 3);
  1414. }
  1415. }
  1416. clif_equiplist(sd);
  1417. }
  1418. return where; //Return list of pieces broken.
  1419. }
  1420. /*=========================================================================
  1421. Used to knock back players, monsters, traps, etc
  1422. If count&0xf00000, the direction is send in the 6th byte.
  1423. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1424. If count&0x20000, position update packets must not be sent.
  1425. IF count&0X40000, direction is random.
  1426. -------------------------------------------------------------------------*/
  1427. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1428. {
  1429. int dx=0,dy=0,nx,ny;
  1430. int x=target->x,y=target->y;
  1431. int dir,ret;
  1432. struct map_session_data *sd=NULL;
  1433. struct mob_data *md=NULL;
  1434. struct pet_data *pd=NULL;
  1435. struct skill_unit *su=NULL;
  1436. nullpo_retr(0, src);
  1437. nullpo_retr(0, target);
  1438. if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
  1439. return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
  1440. if (!count&0xffff)
  1441. return 0; //Actual knockback distance is 0.
  1442. switch (target->type) {
  1443. case BL_PC:
  1444. sd=(struct map_session_data *)target;
  1445. break;
  1446. case BL_MOB:
  1447. md=(struct mob_data *)target;
  1448. break;
  1449. case BL_PET:
  1450. pd=(struct pet_data *)target;
  1451. break;
  1452. case BL_SKILL:
  1453. su=(struct skill_unit *)target;
  1454. break;
  1455. default:
  1456. return 0;
  1457. }
  1458. if (count&0xf00000)
  1459. dir = (count>>20)&0xf;
  1460. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1461. dir = status_get_dir(target);
  1462. else if (count&0x40000) //Flag for random pushing.
  1463. dir = rand()%8;
  1464. else
  1465. dir = map_calc_dir(target,src->x,src->y);
  1466. if (dir>=0 && dir<8){
  1467. dx = -dirx[dir];
  1468. dy = -diry[dir];
  1469. }
  1470. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1471. nx=ret>>16;
  1472. ny=ret&0xffff;
  1473. battle_stopwalking(target,0);
  1474. dx = nx - x;
  1475. dy = ny - y;
  1476. if (!dx && !dy) //Could not knockback.
  1477. return 0;
  1478. if(sd) /* ?面外に?oたので?チ去 */
  1479. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
  1480. else if(md)
  1481. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1482. else if(pd)
  1483. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1484. if(su){
  1485. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1486. }else{
  1487. map_moveblock(target, nx, ny, gettick());
  1488. }
  1489. if(sd) /* ?面?に入ってきたので表示 */
  1490. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  1491. else if(md)
  1492. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1493. else if(pd)
  1494. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1495. if(!(count&0x20000))
  1496. clif_blown(target);
  1497. return 0;
  1498. }
  1499. /*
  1500. * =========================================================================
  1501. * スキル?U??果?�?まとめ
  1502. * flagの?明?B16?i?
  1503. * 00XRTTff
  1504. * ff = magicで計算に渡される?j
  1505. * TT = パケットのtype部分(0でデフォルト?j
  1506. * X = パケットのスキルLv
  1507. * R = 予約?iskill_area_subで使用する?j
  1508. *-------------------------------------------------------------------------
  1509. */
  1510. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1511. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1512. {
  1513. struct Damage dmg;
  1514. struct status_change *sc;
  1515. struct map_session_data *sd=NULL, *tsd=NULL;
  1516. int type,lv,damage,rdamage=0;
  1517. static int tmpdmg = 0;
  1518. if(skillid > 0 && skilllv <= 0) return 0;
  1519. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1520. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1521. nullpo_retr(0, bl); //Target to be attacked.
  1522. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
  1523. return 0;
  1524. if (src != dsrc) {
  1525. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1526. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1527. return 0;
  1528. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1529. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1530. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1531. return 0;
  1532. }
  1533. //uncomment the following to do a check between caster and target. [Skotlex]
  1534. //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
  1535. // if(src->m != bl->m)
  1536. // return 0;
  1537. //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
  1538. //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
  1539. // if(src != dsrc && status_isdead(src))
  1540. // return 0;
  1541. if (dsrc->type == BL_PC)
  1542. sd = (struct map_session_data *)dsrc;
  1543. if (bl->type == BL_PC)
  1544. tsd = (struct map_session_data *)bl;
  1545. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1546. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフ�?ストノヴァで?Adsrcとblが同じ?�?鰍ネら何もしない
  1547. return 0;
  1548. if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
  1549. return 0;
  1550. //何もしない判定ここまで
  1551. sc= status_get_sc(bl);
  1552. if (sc && !sc->count)
  1553. sc = NULL; //Don't need it.
  1554. if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
  1555. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
  1556. ) { //Bounce back the skill.
  1557. if (--sc->data[SC_KAITE].val2 <= 0)
  1558. status_change_end(bl, SC_KAITE, -1);
  1559. bl = src; //Just make the skill attack yourself @.@
  1560. sc = status_get_sc(bl);
  1561. tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
  1562. if (sc && !sc->count)
  1563. sc = NULL; //Don't need it.
  1564. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1565. return 0; //Spirit of Wizard blocks bounced back spells.
  1566. }
  1567. type=-1;
  1568. lv=(flag>>20)&0xf;
  1569. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
  1570. //Skotlex: Adjusted to the new system
  1571. if(src->type==BL_PET && (struct pet_data *)src)
  1572. { // [Valaris]
  1573. struct pet_data *pd = (struct pet_data *)src;
  1574. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1575. {
  1576. int element = skill_get_pl(skillid);
  1577. if (skillid == -1)
  1578. element = status_get_attack_element(src);
  1579. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1580. dmg.damage2=0;
  1581. dmg.div_= pd->a_skill->div_;
  1582. }
  1583. }
  1584. //マジックロッド?理ここから
  1585. if(attack_type&BF_MAGIC && sc && 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
  1586. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1587. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1588. if(tsd) {
  1589. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1590. sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
  1591. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1592. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1593. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1594. else if(sp < 1) sp = 1; //1以下の場合は1
  1595. if(tsd->status.sp + sp > tsd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
  1596. sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
  1597. tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
  1598. }
  1599. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1600. tsd->status.sp += sp;
  1601. clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
  1602. tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
  1603. }
  1604. 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
  1605. }
  1606. //マジックロッド?理ここまで
  1607. damage = dmg.damage + dmg.damage2;
  1608. if(lv==15)
  1609. lv=-1;
  1610. if( flag&0xff00 )
  1611. type=(flag&0xff00)>>8;
  1612. if((damage <= 0 || damage < dmg.div_)
  1613. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1614. dmg.blewcount = 0;
  1615. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1616. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1617. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1618. }
  1619. //使用者がPCの?�?№フ?�?ここから
  1620. if(sd) {
  1621. //Sorry for removing the Japanese comments, but they were actually distracting
  1622. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1623. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1624. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1625. switch(skillid)
  1626. {
  1627. case MO_TRIPLEATTACK:
  1628. {
  1629. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1630. if (damage < status_get_hp(bl) &&
  1631. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1632. delay += 300 * battle_config.combo_delay_rate / 100;
  1633. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1634. sd->attackabletime = tick + delay;
  1635. battle_set_walkdelay(src, tick, delay, 1);
  1636. clif_combo_delay(src, delay);
  1637. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1638. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1639. break;
  1640. }
  1641. case MO_CHAINCOMBO:
  1642. {
  1643. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1644. if(damage < status_get_hp(bl) &&
  1645. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1646. delay += 300 * battle_config.combo_delay_rate /100;
  1647. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1648. sd->attackabletime = tick + delay;
  1649. battle_set_walkdelay(src, tick, delay, 1);
  1650. clif_combo_delay(src,delay);
  1651. break;
  1652. }
  1653. case MO_COMBOFINISH:
  1654. {
  1655. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1656. if(damage < status_get_hp(bl) &&
  1657. (
  1658. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1659. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1660. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1661. ))
  1662. delay += 300 * battle_config.combo_delay_rate /100;
  1663. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1664. sd->attackabletime = tick + delay;
  1665. battle_set_walkdelay(src, tick, delay, 1);
  1666. clif_combo_delay(src,delay);
  1667. break;
  1668. }
  1669. case CH_TIGERFIST:
  1670. { //Tigerfist is now a combo-only skill. [Skotlex]
  1671. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1672. if(damage < status_get_hp(bl) &&
  1673. (
  1674. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1675. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1676. ))
  1677. delay += 300 * battle_config.combo_delay_rate /100;
  1678. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1679. sd->attackabletime = tick + delay;
  1680. battle_set_walkdelay(src, tick, delay, 1);
  1681. clif_combo_delay(src,delay);
  1682. break;
  1683. }
  1684. case CH_CHAINCRUSH:
  1685. {
  1686. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1687. if(damage < status_get_hp(bl))
  1688. delay += 300 * battle_config.combo_delay_rate /100;
  1689. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1690. sd->attackabletime = tick + delay;
  1691. battle_set_walkdelay(src, tick, delay, 1);
  1692. clif_combo_delay(src,delay);
  1693. break;
  1694. }
  1695. case AC_DOUBLE:
  1696. {
  1697. int race = status_get_race(bl);
  1698. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1699. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1700. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1701. clif_combo_delay(src,2000);
  1702. }
  1703. break;
  1704. }
  1705. case TK_COUNTER:
  1706. { //bonus from SG_FRIEND [Komurka]
  1707. int level;
  1708. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1709. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1710. }
  1711. break;
  1712. case SL_STIN:
  1713. case SL_STUN:
  1714. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1715. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv));
  1716. break;
  1717. } //Switch End
  1718. }
  1719. if (damage > 0 && src != bl && src == dsrc)
  1720. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1721. //武器スキル?ここまで
  1722. switch(skillid){
  1723. case AS_SPLASHER:
  1724. case ASC_METEORASSAULT:
  1725. case SG_SUN_WARM:
  1726. case SG_MOON_WARM:
  1727. case SG_STAR_WARM:
  1728. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1729. break;
  1730. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1731. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1732. break;
  1733. case ASC_BREAKER: // [celest]
  1734. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1735. tmpdmg = damage; // store the temporary weapon damage
  1736. } else { // only display damage for the 2nd attack
  1737. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1738. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1739. damage += tmpdmg; // add weapon and magic damage
  1740. tmpdmg = 0; // clear the temporary weapon damage
  1741. if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
  1742. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1743. }
  1744. break;
  1745. case NPC_SELFDESTRUCTION:
  1746. if(src->type==BL_PC)
  1747. dmg.blewcount = 10;
  1748. break;
  1749. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1750. case SN_SHARPSHOOTING:
  1751. case TF_DOUBLE:
  1752. case GS_CHAINACTION:
  1753. clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1754. break;
  1755. default:
  1756. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1757. }
  1758. map_freeblock_lock();
  1759. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1760. && pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
  1761. && damage < tsd->status.hp)
  1762. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1763. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1764. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1765. {
  1766. //?に?んでいるスキルがあれば該?スキルを消す
  1767. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1768. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1769. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1770. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1771. }
  1772. tsd->cloneskill_id = skillid;
  1773. tsd->status.skill[skillid].id = skillid;
  1774. tsd->status.skill[skillid].lv = skilllv;
  1775. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1776. tsd->status.skill[skillid].lv = lv;
  1777. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1778. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1779. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1780. clif_skillinfoblock(tsd);
  1781. }
  1782. }
  1783. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1784. struct skill_unit* su = (struct skill_unit*)bl;
  1785. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1786. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1787. }
  1788. if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
  1789. battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1790. if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
  1791. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1792. }
  1793. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1794. if (dmg.blewcount > 0 && !status_isdead(bl))
  1795. skill_blown(dsrc,bl,dmg.blewcount);
  1796. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1797. if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
  1798. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
  1799. }
  1800. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1801. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1802. int rate = 50 + skilllv * 5;
  1803. rate = rate + (s_lv - t_lv);
  1804. if(rand()%100 < rate)
  1805. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1806. }
  1807. if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
  1808. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1809. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1810. int hp = 0,sp = 0;
  1811. if(sd->right_weapon.hp_drain_rate && sd->right_weapon.hp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.hp_drain_rate) {
  1812. hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
  1813. if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1814. else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1815. }
  1816. if(sd->left_weapon.hp_drain_rate && sd->left_weapon.hp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.hp_drain_rate) {
  1817. hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
  1818. if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1819. else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1820. }
  1821. if(sd->right_weapon.sp_drain_rate > 0 && sd->right_weapon.sp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.sp_drain_rate) {
  1822. sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
  1823. if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1824. else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1825. }
  1826. if(sd->left_weapon.sp_drain_rate > 0 && sd->left_weapon.sp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.sp_drain_rate) {
  1827. sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
  1828. if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1829. else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1830. }
  1831. if(hp || sp)
  1832. pc_heal(sd,hp,sp);
  1833. if (sd->sp_drain_type && bl->type == BL_PC)
  1834. battle_heal(NULL,bl,0,-sp,0);
  1835. }
  1836. if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
  1837. if (attack_type&BF_WEAPON)
  1838. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1839. else
  1840. battle_damage(bl,src,rdamage,0);
  1841. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1842. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1843. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1844. }
  1845. if (!(flag & 1) &&
  1846. (
  1847. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1848. ) &&
  1849. (sc = status_get_sc(src)) &&
  1850. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1851. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1852. {
  1853. skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1854. }
  1855. map_freeblock_unlock();
  1856. return damage; /* ?ダ�?を返す */
  1857. }
  1858. /*==========================================
  1859. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1860. * flagについて?F16?i?を確認
  1861. * MSB <- 00fTffff ->LSB
  1862. * T =タ?ゲット選?用(BCT_*)
  1863. * ffff=自由に使用可能
  1864. * 0 =予約?B0に固定
  1865. *------------------------------------------
  1866. */
  1867. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1868. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1869. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1870. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1871. int skill_area_sub( struct block_list *bl,va_list ap )
  1872. {
  1873. struct block_list *src;
  1874. int skill_id,skill_lv,flag;
  1875. unsigned int tick;
  1876. SkillFunc func;
  1877. nullpo_retr(0, bl);
  1878. nullpo_retr(0, ap);
  1879. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1880. return 0;
  1881. src=va_arg(ap,struct block_list *); //ここではsrcの値を??ニしていないのでNULLチェックはしない
  1882. skill_id=va_arg(ap,int);
  1883. skill_lv=va_arg(ap,int);
  1884. tick=va_arg(ap,unsigned int);
  1885. flag=va_arg(ap,int);
  1886. func=va_arg(ap,SkillFunc);
  1887. if(battle_check_target(src,bl,flag) > 0)
  1888. func(src,bl,skill_id,skill_lv,tick,flag);
  1889. return 0;
  1890. }
  1891. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1892. {
  1893. struct skill_unit *unit;
  1894. int *c;
  1895. int skillid,g_skillid;
  1896. nullpo_retr(0, bl);
  1897. nullpo_retr(0, ap);
  1898. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1899. nullpo_retr(0, c = va_arg(ap,int *));
  1900. if(bl->prev == NULL || bl->type != BL_SKILL)
  1901. return 0;
  1902. if(!unit->alive)
  1903. return 0;
  1904. skillid = va_arg(ap,int);
  1905. g_skillid = unit->group->skill_id;
  1906. switch (skillid)
  1907. {
  1908. case MG_SAFETYWALL:
  1909. case AL_PNEUMA:
  1910. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1911. return 0;
  1912. break;
  1913. case AL_WARP:
  1914. case HT_SKIDTRAP:
  1915. case HT_LANDMINE:
  1916. case HT_ANKLESNARE:
  1917. case HT_SHOCKWAVE:
  1918. case HT_SANDMAN:
  1919. case HT_FLASHER:
  1920. case HT_FREEZINGTRAP:
  1921. case HT_BLASTMINE:
  1922. case HT_CLAYMORETRAP:
  1923. case HT_TALKIEBOX:
  1924. case HP_BASILICA:
  1925. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1926. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1927. return 0;
  1928. break;
  1929. default: //Avoid stacking with same kind of trap. [Skotlex]
  1930. if (g_skillid != skillid)
  1931. return 0;
  1932. break;
  1933. }
  1934. (*c)++;
  1935. return 1;
  1936. }
  1937. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1938. {
  1939. int c = 0;
  1940. int range = skill_get_unit_range(skillid, skilllv);
  1941. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1942. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1943. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1944. return 0;
  1945. }
  1946. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1947. range += layout_type;
  1948. map_foreachinarea(skill_check_unit_range_sub,m,
  1949. x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
  1950. return c;
  1951. }
  1952. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1953. {
  1954. int *c;
  1955. int skillid;
  1956. nullpo_retr(0, bl);
  1957. nullpo_retr(0, ap);
  1958. nullpo_retr(0, c = va_arg(ap,int *));
  1959. if(bl->prev == NULL)
  1960. return 0;
  1961. if(status_isdead(bl))
  1962. return 0;
  1963. skillid = va_arg(ap,int);
  1964. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1965. return 0;
  1966. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  1967. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1968. (*c)++;
  1969. return 1;
  1970. }
  1971. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  1972. {
  1973. int c = 0, range, type;
  1974. switch (skillid) { // to be expanded later
  1975. case WZ_ICEWALL:
  1976. range = 2;
  1977. break;
  1978. default:
  1979. {
  1980. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1981. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1982. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1983. return 0;
  1984. }
  1985. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1986. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1987. }
  1988. break;
  1989. }
  1990. // if the caster is a monster/NPC, only check for players
  1991. // otherwise just check characters
  1992. if (bl->type == BL_PC)
  1993. type = BL_CHAR;
  1994. else
  1995. type = BL_PC;
  1996. map_foreachinarea(skill_check_unit_range2_sub, m,
  1997. x - range, y - range, x + range, y + range,
  1998. type, &c, skillid);
  1999. return c;
  2000. }
  2001. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  2002. {
  2003. struct map_session_data *sd;
  2004. int gid, id, *flag;
  2005. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2006. nullpo_retr(0, ap);
  2007. id = va_arg(ap,int);
  2008. gid = va_arg(ap,int);
  2009. if (sd->status.guild_id != gid)
  2010. return 0;
  2011. nullpo_retr(0, flag = va_arg(ap,int *));
  2012. if (flag && *flag > 0) {
  2013. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2014. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2015. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2016. status_calc_pc (sd, 0);
  2017. }
  2018. return 0;
  2019. }
  2020. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
  2021. }
  2022. return 0;
  2023. }
  2024. /*=========================================================================
  2025. * 範?スキル使用?�??ャ分けここから
  2026. */
  2027. /* ??ロの?をカウントする?B?iskill_area_temp[0]を?炎匀サしておくこと?j */
  2028. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2029. {
  2030. if(skill_area_temp[0] < 0xffff)
  2031. skill_area_temp[0]++;
  2032. return 1;
  2033. }
  2034. int skill_count_water(struct block_list *src,int range)
  2035. {
  2036. int i,x,y,cnt = 0,size = range*2+1;
  2037. struct skill_unit *unit;
  2038. for (i=0;i<size*size;i++) {
  2039. x = src->x+(i%size-range);
  2040. y = src->y+(i/size-range);
  2041. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2042. cnt++;
  2043. continue;
  2044. }
  2045. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2046. if (unit) {
  2047. cnt++;
  2048. skill_delunit(unit);
  2049. }
  2050. }
  2051. return cnt;
  2052. }
  2053. /*==========================================
  2054. *
  2055. *------------------------------------------
  2056. */
  2057. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2058. {
  2059. struct map_session_data *sd = NULL;
  2060. struct mob_data *md = NULL;
  2061. struct pet_data *pd = NULL;
  2062. struct block_list *src = map_id2bl(id),*target;
  2063. struct skill_timerskill *skl = NULL;
  2064. int range;
  2065. nullpo_retr(0, src);
  2066. if(src->type == BL_PC) {
  2067. sd = (struct map_session_data *)src;
  2068. skl = &sd->skilltimerskill[data];
  2069. }
  2070. else if(src->type == BL_MOB) {
  2071. md = (struct mob_data *)src;
  2072. skl = &md->skilltimerskill[data];
  2073. }
  2074. else if(src->type == BL_PET) { // [Valaris]
  2075. pd = (struct pet_data *)src;
  2076. skl = &pd->skilltimerskill[data];
  2077. }
  2078. else
  2079. return 0;
  2080. nullpo_retr(0, skl);
  2081. skl->timer = -1;
  2082. if (sd) {
  2083. sd->timerskill_count--;
  2084. }
  2085. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  2086. if(src->prev == NULL)
  2087. return 0;
  2088. if(skl->target_id) {
  2089. struct block_list tbl;
  2090. target = map_id2bl(skl->target_id);
  2091. if(skl->skill_id == RG_INTIMIDATE) {
  2092. if(target == NULL) {
  2093. target = &tbl; //?炎匀サしてないのにアドレス突っ?んでいいのかな?H
  2094. target->type = BL_NUL;
  2095. target->m = src->m;
  2096. target->prev = target->next = NULL;
  2097. }
  2098. }
  2099. if(target == NULL)
  2100. return 0;
  2101. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  2102. return 0;
  2103. if(src->m != target->m)
  2104. return 0;
  2105. if(status_isdead(src))
  2106. return 0;
  2107. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
  2108. return 0;
  2109. switch(skl->skill_id) {
  2110. case RG_INTIMIDATE:
  2111. if(sd && !map[src->m].flag.noteleport) {
  2112. int x,y,i,j;
  2113. pc_randomwarp(sd,3);
  2114. for(i=0;i<16;i++) {
  2115. j = rand()%8;
  2116. x = sd->bl.x + dirx[j];
  2117. y = sd->bl.y + diry[j];
  2118. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  2119. break;
  2120. }
  2121. if(i >= 16) {
  2122. x = sd->bl.x;
  2123. y = sd->bl.y;
  2124. }
  2125. if(target->prev != NULL) {
  2126. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2127. pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
  2128. else if(target->type == BL_MOB)
  2129. mob_warp((struct mob_data *)target,-1,x,y,3);
  2130. }
  2131. }
  2132. else if(md && !map[src->m].flag.monster_noteleport) {
  2133. int x,y,i,j;
  2134. mob_warp(md,-1,-1,-1,3);
  2135. for(i=0;i<16;i++) {
  2136. j = rand()%8;
  2137. x = md->bl.x + dirx[j];
  2138. y = md->bl.y + diry[j];
  2139. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  2140. break;
  2141. }
  2142. if(i >= 16) {
  2143. x = md->bl.x;
  2144. y = md->bl.y;
  2145. }
  2146. if(target->prev != NULL) {
  2147. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2148. pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
  2149. else if(target->type == BL_MOB)
  2150. mob_warp((struct mob_data *)target,-1,x,y,3);
  2151. }
  2152. }
  2153. break;
  2154. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2155. case DC_SCREAM: /* スクリ?ム */
  2156. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2157. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2158. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2159. break;
  2160. case WZ_WATERBALL:
  2161. if (skl->type>1) {
  2162. skl->timer = 0; // skill_addtimerskillで使用されないように
  2163. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2164. skl->timer = -1;
  2165. }
  2166. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2167. if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
  2168. // should put outside of the switch, but since this is the only
  2169. // mage targetted spell for now,
  2170. struct status_change *sc = status_get_sc(src);
  2171. if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
  2172. status_change_end(src,SC_MAGICPOWER,-1);
  2173. }
  2174. break;
  2175. default:
  2176. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2177. break;
  2178. }
  2179. }
  2180. else {
  2181. if(src->m != skl->map)
  2182. return 0;
  2183. switch(skl->skill_id) {
  2184. case WZ_METEOR:
  2185. if(skl->type >= 0) {
  2186. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2187. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2188. }
  2189. else
  2190. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2191. break;
  2192. }
  2193. }
  2194. return 0;
  2195. }
  2196. /*==========================================
  2197. *
  2198. *------------------------------------------
  2199. */
  2200. 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)
  2201. {
  2202. int i, max;
  2203. unsigned short *count=NULL;
  2204. struct skill_timerskill *sts = NULL;
  2205. nullpo_retr(1, src);
  2206. switch (src->type) {
  2207. case BL_PC:
  2208. sts = ((struct map_session_data *)src)->skilltimerskill;
  2209. max = MAX_SKILLTIMERSKILL;
  2210. count = &((struct map_session_data *)src)->timerskill_count;
  2211. break;
  2212. case BL_MOB:
  2213. sts = ((struct mob_data *)src)->skilltimerskill;
  2214. max = MAX_MOBSKILLTIMERSKILL;
  2215. break;
  2216. case BL_PET:
  2217. sts = ((struct pet_data *)src)->skilltimerskill;
  2218. max = MAX_MOBSKILLTIMERSKILL;
  2219. break;
  2220. default:
  2221. return 1;
  2222. }
  2223. for(i=0;i<max && sts[i].timer != -1;i++);
  2224. if (i>=max) return 1;
  2225. sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2226. sts[i].src_id = src->id;
  2227. sts[i].target_id = target;
  2228. sts[i].skill_id = skill_id;
  2229. sts[i].skill_lv = skill_lv;
  2230. sts[i].map = src->m;
  2231. sts[i].x = x;
  2232. sts[i].y = y;
  2233. sts[i].type = type;
  2234. sts[i].flag = flag;
  2235. if (count)
  2236. (*count)++;
  2237. return 0;
  2238. }
  2239. /*==========================================
  2240. *
  2241. *------------------------------------------
  2242. */
  2243. int skill_cleartimerskill(struct block_list *src)
  2244. {
  2245. int i, max;
  2246. unsigned short *count=NULL;
  2247. struct skill_timerskill *sts = NULL;
  2248. nullpo_retr(0, src);
  2249. switch (src->type) {
  2250. case BL_PC:
  2251. sts = ((struct map_session_data *)src)->skilltimerskill;
  2252. max = MAX_SKILLTIMERSKILL;
  2253. count = &((struct map_session_data *)src)->timerskill_count;
  2254. break;
  2255. case BL_MOB:
  2256. sts = ((struct mob_data *)src)->skilltimerskill;
  2257. max = MAX_MOBSKILLTIMERSKILL;
  2258. break;
  2259. case BL_PET:
  2260. sts = ((struct pet_data *)src)->skilltimerskill;
  2261. max = MAX_MOBSKILLTIMERSKILL;
  2262. break;
  2263. default:
  2264. return 0;
  2265. }
  2266. if (count) {
  2267. for(i=0;i<max && *count > 0;i++) {
  2268. if(sts[i].timer != -1) {
  2269. delete_timer(sts[i].timer, skill_timerskill);
  2270. sts[i].timer = -1;
  2271. (*count)--;
  2272. }
  2273. }
  2274. } else {
  2275. for(i=0;i<max;i++) {
  2276. if(sts[i].timer != -1) {
  2277. delete_timer(sts[i].timer, skill_timerskill);
  2278. sts[i].timer = -1;
  2279. }
  2280. }
  2281. }
  2282. return 0;
  2283. }
  2284. /*==========================================
  2285. * スキル使用?i詠?・完了?AID指定?U?系?j
  2286. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2287. *------------------------------------------
  2288. */
  2289. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2290. {
  2291. struct map_session_data *sd = NULL, *tsd = NULL;
  2292. struct status_change *sc;
  2293. if(skillid < 0)
  2294. { // remove the debug print when this case is finished
  2295. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2296. src, bl,skillid,skilllv,tick,flag);
  2297. return 0;
  2298. }
  2299. if (skillid > 0 && skilllv <= 0) return 0;
  2300. nullpo_retr(1, src);
  2301. nullpo_retr(1, bl);
  2302. if (src->m != bl->m)
  2303. return 1;
  2304. if (bl->prev == NULL)
  2305. return 1;
  2306. if (src->type == BL_PC)
  2307. sd = (struct map_session_data *)src;
  2308. if (bl->type == BL_PC)
  2309. tsd = (struct map_session_data *)bl;
  2310. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2311. return 1;
  2312. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2313. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2314. if (sd) clif_skill_fail(sd,skillid,0,0);
  2315. //GTB makes all targetted skills silently fail.
  2316. return 1;
  2317. }
  2318. sc = status_get_sc(src);
  2319. if (sc && !sc->count)
  2320. sc = NULL; //Unneeded
  2321. map_freeblock_lock();
  2322. switch(skillid)
  2323. {
  2324. /* �?器?U?系スキル */
  2325. case SM_BASH: /* バッシュ */
  2326. case MC_MAMMONITE: /* �?マ?ナイト */
  2327. case TF_DOUBLE:
  2328. case AC_DOUBLE: /* ダブルストレイフィング */
  2329. case AC_SHOWER: /* ア�??シャ�?? */
  2330. case AS_SONICBLOW: /* ソニックブ�?? */
  2331. case KN_PIERCE: /* ピア?ス */
  2332. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2333. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2334. case TF_POISON: /* インベナム */
  2335. case TF_SPRINKLESAND: /* ?サまき */
  2336. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2337. case RG_RAID: /* サプライズアタック */
  2338. case RG_INTIMIDATE: /* インティミデイト */
  2339. case AM_ACIDTERROR: /* アシッドテラ? */
  2340. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2341. case DC_THROWARROW: /* 矢?ち */
  2342. case BA_DISSONANCE: /* 不協和音 */
  2343. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2344. case NPC_DARKCROSS:
  2345. case CR_SHIELDCHARGE:
  2346. case CR_SHIELDBOOMERANG:
  2347. /* 以下MOB?用 */
  2348. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2349. case NPC_PIERCINGATT:
  2350. case NPC_MENTALBREAKER:
  2351. case NPC_RANGEATTACK:
  2352. case NPC_CRITICALSLASH:
  2353. case NPC_COMBOATTACK:
  2354. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2355. case NPC_GUIDEDATTACK:
  2356. case NPC_POISON:
  2357. case NPC_BLINDATTACK:
  2358. case NPC_SILENCEATTACK:
  2359. case NPC_STUNATTACK:
  2360. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2361. case NPC_PETRIFYATTACK:
  2362. case NPC_CURSEATTACK:
  2363. case NPC_SLEEPATTACK:
  2364. case NPC_RANDOMATTACK:
  2365. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2366. case NPC_WATERATTACK:
  2367. case NPC_GROUNDATTACK:
  2368. case NPC_FIREATTACK:
  2369. case NPC_WINDATTACK:
  2370. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2371. case NPC_POISONATTACK:
  2372. case NPC_HOLYATTACK:
  2373. case NPC_DARKNESSATTACK:
  2374. case NPC_TELEKINESISATTACK:
  2375. case NPC_UNDEADATTACK:
  2376. case NPC_BREAKARMOR:
  2377. case NPC_BREAKWEAPON:
  2378. case NPC_BREAKHELM:
  2379. case NPC_BREAKSHIELD:
  2380. case LK_AURABLADE: /* オ?ラブレ?ド */
  2381. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2382. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2383. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2384. case CG_ARROWVULCAN: /* ア�??バルカン */
  2385. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2386. case ASC_METEORASSAULT: /* �?テオアサルト */
  2387. case ITM_TOMAHAWK:
  2388. case MO_TRIPLEATTACK:
  2389. case CH_CHAINCRUSH: /* 連柱崩? */
  2390. case CH_TIGERFIST: /* 伏虎�? */
  2391. case PA_SHIELDCHAIN: // Shield Chain
  2392. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2393. case WS_CARTTERMINATION: // Cart Termination
  2394. case AS_VENOMKNIFE:
  2395. case HT_PHANTASMIC:
  2396. case HT_POWER:
  2397. case TK_DOWNKICK:
  2398. case TK_COUNTER:
  2399. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2400. break;
  2401. case MO_COMBOFINISH:
  2402. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2403. { //Becomes a splash attack when Soul Linked.
  2404. map_foreachinrange(skill_area_sub, bl,
  2405. skill_get_splash(skillid, skilllv),BL_CHAR,
  2406. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2407. skill_castend_damage_id);
  2408. } else
  2409. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2410. break;
  2411. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2412. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2413. map_foreachinrange(skill_attack_area, src,
  2414. skill_get_splash(skillid, skilllv), BL_CHAR,
  2415. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2416. break;
  2417. case TK_JUMPKICK:
  2418. if (sd && !pc_can_move(sd)) {
  2419. map_freeblock_unlock();
  2420. return 1;
  2421. }
  2422. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2423. if (sd) pc_movepos(sd,bl->x,bl->y,0);
  2424. else map_moveblock(src, bl->y, bl->y, tick);
  2425. clif_slide(src,bl->x,bl->y);
  2426. break;
  2427. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2428. // Separate weapon and magic attacks
  2429. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2430. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2431. break;
  2432. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2433. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2434. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2435. skill_get_splash(skillid, skilllv),BL_CHAR,
  2436. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2437. break;
  2438. case MO_INVESTIGATE: /* ?勁 */
  2439. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2440. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2441. status_change_end(src,SC_BLADESTOP,-1);
  2442. break;
  2443. case RG_BACKSTAP: /* バックスタブ */
  2444. {
  2445. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
  2446. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2447. if (sc && sc->data[SC_HIDING].timer != -1)
  2448. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2449. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2450. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2451. if (tsd)
  2452. tsd->dir = dir;
  2453. else if (bl->type == BL_MOB) {
  2454. struct mob_data *tmd = (struct mob_data *)bl;
  2455. if (tmd) tmd->dir = dir;
  2456. }
  2457. clif_changed_dir(bl);
  2458. }
  2459. else if (sd)
  2460. clif_skill_fail(sd,skillid,0,0);
  2461. }
  2462. break;
  2463. case MO_FINGEROFFENSIVE: /* 指? */
  2464. {
  2465. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2466. if (battle_config.finger_offensive_type && sd) {
  2467. int i;
  2468. for (i = 1; i < sd->spiritball_old; i++)
  2469. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2470. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2471. }
  2472. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2473. status_change_end(src,SC_BLADESTOP,-1);
  2474. }
  2475. break;
  2476. case MO_CHAINCOMBO: /* 連打?カ */
  2477. {
  2478. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2479. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2480. status_change_end(src,SC_BLADESTOP,-1);
  2481. }
  2482. break;
  2483. case KN_CHARGEATK:
  2484. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2485. {
  2486. if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
  2487. struct walkpath_data wpd;
  2488. int dx,dy,speed;
  2489. if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
  2490. clif_skill_fail(sd,skillid,0,0);
  2491. break;
  2492. }
  2493. dx = bl->x - sd->bl.x;
  2494. dy = bl->y - sd->bl.y;
  2495. if(dx > 0) dx++;
  2496. else if(dx < 0) dx--;
  2497. if (dy > 0) dy++;
  2498. else if(dy < 0) dy--;
  2499. if(dx == 0 && dy == 0) dx++;
  2500. if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2501. dx = bl->x - sd->bl.x;
  2502. dy = bl->y - sd->bl.y;
  2503. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2504. clif_skill_fail(sd,skillid,0,0);
  2505. break;
  2506. }
  2507. }
  2508. sd->to_x = sd->bl.x + dx;
  2509. sd->to_y = sd->bl.y + dy;
  2510. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2511. flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
  2512. if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
  2513. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2514. else
  2515. clif_skill_fail(sd,skillid,0,0);
  2516. speed = sd->speed;
  2517. sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
  2518. // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
  2519. clif_walkok(sd);
  2520. clif_movechar(sd);
  2521. if(dx < 0) dx = -dx;
  2522. if(dy < 0) dy = -dy;
  2523. sd->attackabletime = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2524. battle_set_walkdelay(src, tick, 100 + sd->speed * ((dx > dy)? dx:dy), 1);
  2525. if(sd->canact_tick < sd->canmove_tick)
  2526. sd->canact_tick = sd->canmove_tick;
  2527. sd->speed = speed;
  2528. // clif_updatestatus(sd, SP_SPEED);
  2529. pc_movepos(sd,sd->to_x,sd->to_y,1);
  2530. }
  2531. else //Assume minimum distance of 1 for Charge.
  2532. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2533. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2534. {
  2535. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2536. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2537. if (sc->data[SC_BLADESTOP].timer != -1)
  2538. status_change_end(src,SC_BLADESTOP,-1);
  2539. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2540. status_change_end(src,SC_COMBO,-1);
  2541. }
  2542. }
  2543. break;
  2544. /* �?器系範??U?スキル */
  2545. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2546. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2547. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2548. if(flag&1){
  2549. /* 個別にダ�??ジを?える */
  2550. if(bl->id!=skill_area_temp[1]){
  2551. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2552. 0x0500);
  2553. }
  2554. } else {
  2555. skill_area_temp[1]=bl->id;
  2556. skill_area_temp[2]=bl->x;
  2557. skill_area_temp[3]=bl->y;
  2558. /* まずタ?ゲットに?U?を加える */
  2559. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2560. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2561. map_foreachinrange(skill_area_sub, bl,
  2562. skill_get_splash(skillid, skilllv), BL_CHAR,
  2563. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2564. skill_castend_damage_id);
  2565. }
  2566. break;
  2567. case AS_SPLASHER:
  2568. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2569. if (bl->id != skill_area_temp[1])
  2570. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2571. else
  2572. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2573. } else {
  2574. skill_area_temp[0] = 0;
  2575. skill_area_temp[1] = bl->id;
  2576. map_foreachinrange(skill_area_sub, bl,
  2577. skill_get_splash(skillid, skilllv), BL_CHAR,
  2578. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2579. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2580. map_foreachinrange(skill_area_sub, bl,
  2581. skill_get_splash(skillid, skilllv), BL_CHAR,
  2582. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2583. skill_castend_damage_id);
  2584. }
  2585. break;
  2586. case SM_MAGNUM:
  2587. if(flag&1)
  2588. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2589. else {
  2590. //If we get here, someone changed magnum to be a enemy targetted skill,
  2591. //so treat it as such.
  2592. map_foreachinrange(skill_area_sub, bl,
  2593. skill_get_splash(skillid, skilllv),BL_CHAR,
  2594. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2595. skill_castend_damage_id);
  2596. //Initiate 10% of your damage becomes fire element.
  2597. clif_skill_nodamage (src,bl,skillid,skilllv,
  2598. sc_start4(src,SC_WATK_ELEMENT,100,
  2599. 3,20,0,0,skill_get_time2(skillid, skilllv)));
  2600. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  2601. }
  2602. break;
  2603. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2604. if(flag&1){
  2605. /* 個別にダ�??ジを?える */
  2606. if(bl->id!=skill_area_temp[1])
  2607. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2608. } else {
  2609. int i,c; /* 他?lから聞いた動きなので間違ってる可能?ォ大?�?率が?いっす?�?� */
  2610. /* まずタ?[ゲットに?U撃を加える */
  2611. c = skill_get_blewcount(skillid,skilllv);
  2612. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2613. c = 0;
  2614. for(i=0;i<c;i++){
  2615. skill_blown(src,bl,0x20000|1);
  2616. skill_area_temp[0]=0;
  2617. map_foreachinrange(skill_area_sub,bl,
  2618. skill_get_splash(skillid, skilllv),BL_CHAR,
  2619. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2620. skill_area_sub_count);
  2621. if(skill_area_temp[0]>1) break;
  2622. }
  2623. clif_blown(bl); //Update target pos.
  2624. skill_area_temp[1]=bl->id;
  2625. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2626. map_foreachinrange(skill_area_sub,bl,
  2627. skill_get_splash(skillid, skilllv),BL_CHAR,
  2628. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2629. skill_castend_damage_id);
  2630. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2631. }
  2632. break;
  2633. case KN_SPEARSTAB: /* スピアスタブ */
  2634. if(flag&1){
  2635. /* 個別にダ�??[ジを与える */
  2636. if (bl->id==skill_area_temp[1])
  2637. break;
  2638. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2639. skill_blown(src,bl,skill_area_temp[2]);
  2640. } else {
  2641. int x=bl->x,y=bl->y,i,dir;
  2642. /* まずタ?[ゲットに?U撃を加える */
  2643. dir = map_calc_dir(bl,src->x,src->y);
  2644. skill_area_temp[1] = bl->id;
  2645. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2646. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2647. skill_blown(src,bl,skill_area_temp[2]);
  2648. for (i=0;i<4;i++) {
  2649. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2650. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2651. skill_castend_damage_id);
  2652. x += dirx[dir];
  2653. y += diry[dir];
  2654. }
  2655. }
  2656. break;
  2657. case TK_TURNKICK:
  2658. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2659. {
  2660. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2661. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2662. map_foreachinrange(skill_area_sub,bl,
  2663. skill_get_splash(skillid, skilllv),BL_CHAR,
  2664. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2665. skill_castend_nodamage_id);
  2666. }
  2667. break;
  2668. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2669. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2670. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2671. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2672. break;
  2673. case ALL_RESURRECTION: /* リザレクション */
  2674. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2675. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2676. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2677. break;
  2678. /* 魔法系スキル */
  2679. case MG_SOULSTRIKE: /* ソウルストライク */
  2680. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2681. case MG_COLDBOLT: /* コ?[ルドボルト */
  2682. case MG_FIREBOLT: /* ファイア?[ボルト */
  2683. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2684. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2685. case AL_HEAL: /* ヒ?[ル */
  2686. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2687. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2688. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2689. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2690. case PR_ASPERSIO: /* アスペルシオ */
  2691. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2692. case WZ_SIGHTBLASTER:
  2693. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2694. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2695. break;
  2696. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2697. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2698. if (skilllv>1) {
  2699. int range = skilllv/2;
  2700. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2701. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2702. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2703. cnt--;
  2704. if (cnt > 0)
  2705. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2706. skillid,skilllv,cnt,flag);
  2707. }
  2708. break;
  2709. case PR_BENEDICTIO: /* ?ケ??~福 */
  2710. { //Should attack undead and demons. [Skotlex]
  2711. int race = status_get_race(bl);
  2712. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2713. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2714. }
  2715. break;
  2716. /* 魔法系範??U?スキル */
  2717. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2718. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2719. if (flag & 1) {
  2720. /* 個別にダ�??ジを?える */
  2721. if (bl->id == skill_area_temp[1])
  2722. break;
  2723. if(skillid == MG_FIREBALL) //Store distance.
  2724. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2725. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2726. } else {
  2727. skill_area_temp[0]=0;
  2728. skill_area_temp[1]=bl->id;
  2729. switch (skillid) {
  2730. case MG_NAPALMBEAT:
  2731. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2732. map_foreachinrange(skill_area_sub, bl,
  2733. skill_get_splash(skillid, skilllv),BL_CHAR,
  2734. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2735. skill_area_sub_count);
  2736. break;
  2737. case MG_FIREBALL:
  2738. skill_area_temp[2]=bl->x;
  2739. skill_area_temp[3]=bl->y;
  2740. break;
  2741. }
  2742. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2743. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2744. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2745. map_foreachinrange(skill_area_sub,bl,
  2746. skill_get_splash(skillid, skilllv),BL_CHAR,
  2747. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2748. skill_castend_damage_id);
  2749. }
  2750. break;
  2751. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2752. if (flag & 1) {
  2753. if (bl->id != skill_area_temp[1])
  2754. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2755. } else {
  2756. skill_area_temp[0] = 0;
  2757. skill_area_temp[1] = bl->id;
  2758. map_foreachinrange(skill_area_sub, bl,
  2759. skill_get_splash(skillid, skilllv), BL_CHAR,
  2760. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2761. skill_area_sub_count);
  2762. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2763. map_foreachinrange(skill_area_sub, bl,
  2764. skill_get_splash(skillid, skilllv), BL_CHAR,
  2765. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2766. skill_castend_damage_id);
  2767. }
  2768. break;
  2769. case SL_STIN:
  2770. case SL_STUN:
  2771. case SL_SMA:
  2772. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2773. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  2774. clif_skill_fail(sd,skillid,0,0);
  2775. break;
  2776. }
  2777. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2778. break;
  2779. /* その他 */
  2780. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2781. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2782. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2783. } else {
  2784. skill_area_temp[0] = 0;
  2785. skill_area_temp[1] = bl->id;
  2786. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2787. map_foreachinrange(skill_area_sub, bl,
  2788. skill_get_splash(skillid, skilllv), BL_CHAR,
  2789. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2790. map_foreachinrange(skill_area_sub, bl,
  2791. skill_get_splash(skillid, skilllv), BL_CHAR,
  2792. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2793. skill_castend_damage_id);
  2794. }
  2795. break;
  2796. case NPC_DARKBREATH:
  2797. clif_emotion(src,7);
  2798. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2799. break;
  2800. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2801. case PA_PRESSURE: /* プレッシャ? */
  2802. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2803. case TF_THROWSTONE: /* ?ホ投げ */
  2804. case NPC_SMOKING: /* スモ?キング */
  2805. case NPC_SELFDESTRUCTION: /* 自爆 */
  2806. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2807. break;
  2808. // Celest
  2809. case PF_SOULBURN:
  2810. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2811. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2812. if (skilllv == 5)
  2813. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2814. if (tsd) {
  2815. tsd->status.sp = 0;
  2816. clif_updatestatus(tsd,SP_SP);
  2817. }
  2818. } else {
  2819. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2820. if (skilllv == 5)
  2821. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2822. if (sd) {
  2823. sd->status.sp = 0;
  2824. clif_updatestatus(sd,SP_SP);
  2825. }
  2826. }
  2827. if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2828. break;
  2829. /* HP吸?/HP吸?魔法 */
  2830. case NPC_BLOODDRAIN:
  2831. case NPC_ENERGYDRAIN:
  2832. {
  2833. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2834. src, src, bl, skillid, skilllv, tick, flag);
  2835. if (heal > 0){
  2836. struct block_list tbl;
  2837. tbl.id = 0;
  2838. tbl.type = BL_NUL;
  2839. tbl.m = src->m;
  2840. tbl.x = src->x;
  2841. tbl.y = src->y;
  2842. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2843. battle_heal(NULL, src, heal, 0, 0);
  2844. }
  2845. }
  2846. break;
  2847. //Until they're at right position - gs_damage- [Vicious]
  2848. case GS_TRIPLEACTION:
  2849. case GS_MAGICALBULLET:
  2850. case GS_CRACKER:
  2851. case GS_TRACKING:
  2852. case GS_PIERCINGSHOT:
  2853. case GS_RAPIDSHOWER:
  2854. case GS_DUST:
  2855. case GS_FULLBUSTER:
  2856. case NJ_SYURIKEN:
  2857. case NJ_KUNAI:
  2858. case NJ_HUUMA:
  2859. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2860. break;
  2861. case GS_BULLSEYE:
  2862. //race check
  2863. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2864. break;
  2865. case GS_DESPERADO:
  2866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2867. map_foreachinrange(skill_attack_area, src,
  2868. skill_get_splash(skillid, skilllv), BL_CHAR,
  2869. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2870. break;
  2871. case GS_SPREADATTACK:
  2872. map_foreachinrange(skill_area_sub, bl,
  2873. skill_get_splash(skillid, skilllv),BL_CHAR,
  2874. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2875. skill_castend_damage_id);
  2876. break;
  2877. case NJ_ZENYNAGE:
  2878. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2879. break;
  2880. case NJ_KASUMIKIRI:
  2881. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2882. sc_start(bl,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2883. break;
  2884. case NJ_KIRIKAGE:
  2885. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2886. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2887. break;
  2888. case NJ_KOUENKA:
  2889. case NJ_HYOUSENSOU:
  2890. case NJ_HYOUSYOURAKU:
  2891. case NJ_HUUJIN:
  2892. case NJ_RAIGEKISAI:
  2893. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2894. break;
  2895. case NJ_KAMAITACHI:
  2896. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2897. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2898. skill_get_splash(skillid, skilllv),BL_CHAR,
  2899. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2900. break;
  2901. //Not implemented yet [Vicious]
  2902. case GS_FLING:
  2903. //case GS_TRIPLEACTION:
  2904. //case GS_BULLSEYE:
  2905. //case GS_MAGICALBULLET:
  2906. //case GS_CRACKER:
  2907. //case GS_TRACKING:
  2908. case GS_DISARM:
  2909. //case GS_PIERCINGSHOT:
  2910. //case GS_RAPIDSHOWER:
  2911. //case GS_DESPERADO:
  2912. //case GS_DUST:
  2913. //case GS_FULLBUSTER:
  2914. //case GS_SPREADATTACK:
  2915. case GS_GROUNDDRIFT:
  2916. //case NJ_SYURIKEN:
  2917. //case NJ_KUNAI:
  2918. //case NJ_HUUMA:
  2919. //case NJ_ZENYNAGE:
  2920. case NJ_TATAMIGAESHI:
  2921. //case NJ_KASUMIKIRI:
  2922. //case NJ_KIRIKAGE:
  2923. //case NJ_KOUENKA:
  2924. case NJ_KAENSIN:
  2925. //case NJ_HYOUSENSOU:
  2926. //case NJ_HYOUSYOURAKU:
  2927. //case NJ_HUUJIN:
  2928. //case NJ_RAIGEKISAI:
  2929. //case NJ_KAMAITACHI:
  2930. case NJ_ISSEN:
  2931. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2932. break;
  2933. case 0:
  2934. if(sd) {
  2935. if (flag & 3){
  2936. if (bl->id != skill_area_temp[1])
  2937. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2938. } else {
  2939. skill_area_temp[1] = bl->id;
  2940. map_foreachinrange(skill_area_sub, bl,
  2941. sd->splash_range, BL_CHAR,
  2942. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2943. skill_castend_damage_id);
  2944. }
  2945. }
  2946. break;
  2947. default:
  2948. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2949. map_freeblock_unlock();
  2950. return 1;
  2951. }
  2952. map_freeblock_unlock();
  2953. return 0;
  2954. }
  2955. /*==========================================
  2956. * スキル使用?i詠?・完了?AID指定支援系?j
  2957. *------------------------------------------
  2958. */
  2959. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2960. {
  2961. struct map_session_data *sd = NULL;
  2962. struct map_session_data *dstsd = NULL;
  2963. struct status_change *tsc;
  2964. struct mob_data *md = NULL;
  2965. struct mob_data *dstmd = NULL;
  2966. int i,type=-1;
  2967. if(skillid < 0 || (skillid > MAX_SKILL || (skillid >= GD_SKILLBASE && skillid > GD_SKILLBASE + MAX_GUILDSKILL)))
  2968. { // remove the debug print when this case is finished
  2969. ShowDebug("skill_castend_nodamage_id: skillid=%i call: %p %p %i %i %i %i\n",skillid,
  2970. src, bl,skillid,skilllv,tick,flag);
  2971. return 0;
  2972. }
  2973. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2974. nullpo_retr(1, src);
  2975. nullpo_retr(1, bl);
  2976. if (src->m != bl->m)
  2977. return 1;
  2978. if (src->type == BL_PC) {
  2979. sd = (struct map_session_data *)src;
  2980. } else if (src->type == BL_MOB) {
  2981. md = (struct mob_data *)src;
  2982. }
  2983. if (bl->type == BL_PC){
  2984. dstsd = (struct map_session_data *)bl;
  2985. } else if (bl->type == BL_MOB){
  2986. dstmd = (struct mob_data *)bl;
  2987. }
  2988. if(bl->prev == NULL)
  2989. return 1;
  2990. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2991. return 1;
  2992. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2993. return 1;
  2994. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2995. //But only do this on the first call (flag&~1)
  2996. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2997. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2998. if (skillid > 0 && skillid < MAX_SKILL)
  2999. type = SkillStatusChangeTable[skillid];
  3000. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3001. switch (skillid) {
  3002. case AL_HEAL:
  3003. case ALL_RESURRECTION:
  3004. case PR_ASPERSIO:
  3005. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  3006. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3007. //Offensive heal does not works on non-enemies. [Skotlex]
  3008. if (sd) clif_skill_fail(sd,skillid,0,0);
  3009. return 0;
  3010. }
  3011. if(!sd) {
  3012. //Prevent non-players from casting offensive heal. [Skotlex]
  3013. clif_emotion(src, 4);
  3014. return 0;
  3015. }
  3016. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3017. }
  3018. break;
  3019. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3020. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3021. case CR_GRANDCROSS:
  3022. case NPC_GRANDDARKNESS:
  3023. //These two are actually ground placed.
  3024. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  3025. //Until they're at right position - gs_ground- [Vicious]
  3026. case NJ_KAENSIN:
  3027. case NJ_HYOUSYOURAKU:
  3028. case NJ_RAIGEKISAI:
  3029. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  3030. }
  3031. tsc = status_get_sc(bl);
  3032. map_freeblock_lock();
  3033. switch(skillid)
  3034. {
  3035. case AL_HEAL: /* ヒ?ル */
  3036. {
  3037. int heal = skill_calc_heal(src, skilllv);
  3038. int heal_get_jobexp;
  3039. int skill;
  3040. if (skilllv > 10)
  3041. heal = 9999; //9999ヒ?[ル
  3042. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3043. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  3044. if (sd) {
  3045. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  3046. heal += heal * skill * 2 / 100;
  3047. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3048. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && 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
  3049. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  3050. }
  3051. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3052. && !(status_get_mode(src)&MD_BOSS)
  3053. ) { //Bounce back heal
  3054. if (--tsc->data[SC_KAITE].val2 <= 0)
  3055. status_change_end(bl, SC_KAITE, -1);
  3056. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  3057. clif_skill_nodamage (src, src, skillid, heal, 1);
  3058. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  3059. } else {
  3060. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3061. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  3062. }
  3063. // JOB??値獲得
  3064. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3065. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3066. if (heal_get_jobexp <= 0)
  3067. heal_get_jobexp = 1;
  3068. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  3069. pc_gainexp (sd, 0, heal_get_jobexp);
  3070. }
  3071. }
  3072. break;
  3073. case PR_REDEMPTIO:
  3074. if (sd && !(flag&1)) {
  3075. if (sd->status.party_id == 0) {
  3076. clif_skill_fail(sd,skillid,0,0);
  3077. break;
  3078. }
  3079. skill_area_temp[0] = 0;
  3080. party_foreachsamemap(skill_area_sub,
  3081. sd,skill_get_splash(skillid, skilllv),
  3082. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3083. skill_castend_nodamage_id);
  3084. if (skill_area_temp[0] == 0) {
  3085. clif_skill_fail(sd,skillid,0,0);
  3086. break;
  3087. }
  3088. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3089. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3090. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3091. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3092. clif_updatestatus(sd,SP_BASEEXP);
  3093. clif_updatestatus(sd,SP_JOBEXP);
  3094. }
  3095. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  3096. break;
  3097. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  3098. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3099. skilllv = 3; //Resurrection level 3 is used
  3100. } else //Invalid target, skip resurrection.
  3101. break;
  3102. case ALL_RESURRECTION: /* リザレクション */
  3103. if(sd && map_flag_gvg(bl->m))
  3104. { //No reviving in WoE grounds!
  3105. clif_skill_fail(sd,skillid,0,0);
  3106. break;
  3107. }
  3108. if(dstsd) {
  3109. int per = 0;
  3110. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  3111. break; /* PVPで復活不可能?態 */
  3112. if (pc_isdead(dstsd)) { /* 死亡判定 */
  3113. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3114. switch(skilllv){
  3115. case 1: per=10; break;
  3116. case 2: per=30; break;
  3117. case 3: per=50; break;
  3118. case 4: per=80; break;
  3119. }
  3120. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3121. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3122. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3123. dstsd->status.hp = dstsd->status.max_hp;
  3124. dstsd->status.sp = dstsd->status.max_sp;
  3125. }
  3126. pc_setstand(dstsd);
  3127. if(battle_config.pc_invincible_time > 0)
  3128. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3129. clif_updatestatus(dstsd, SP_HP);
  3130. clif_resurrection(bl, 1);
  3131. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3132. int exp = 0,jexp = 0;
  3133. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3134. if(lv > 0) {
  3135. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3136. if (exp < 1) exp = 1;
  3137. }
  3138. if(jlv > 0) {
  3139. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3140. if (jexp < 1) jexp = 1;
  3141. }
  3142. if(exp > 0 || jexp > 0)
  3143. pc_gainexp (sd, exp, jexp);
  3144. }
  3145. }
  3146. }
  3147. break;
  3148. case AL_DECAGI: /* 速度減?ュ */
  3149. clif_skill_nodamage (src, bl, skillid, skilllv,
  3150. sc_start(bl, type,
  3151. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3152. skilllv, skill_get_time(skillid,skilllv)));
  3153. break;
  3154. case AL_CRUCIS:
  3155. if (flag & 1) {
  3156. if (battle_check_target (src, bl, BCT_ENEMY))
  3157. sc_start(bl,type,
  3158. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3159. skilllv,0);
  3160. } else {
  3161. map_foreachinrange(skill_area_sub, src,
  3162. skill_get_splash(skillid, skilllv), BL_CHAR,
  3163. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3164. skill_castend_nodamage_id);
  3165. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3166. }
  3167. break;
  3168. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3169. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3170. status_change_end(bl,type, -1);
  3171. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3172. } else
  3173. clif_skill_nodamage (src, bl, skillid, skilllv,
  3174. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3175. break;
  3176. case SA_ABRACADABRA:
  3177. {
  3178. int abra_skillid = 0, abra_skilllv;
  3179. if (sd)
  3180. { //Crash-fix [Skotlex]
  3181. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3182. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3183. { //bug fixed by Lupus (item pos can be 0, too!)
  3184. clif_skill_fail(sd,skillid,0,0);
  3185. break;
  3186. }
  3187. pc_delitem(sd, i, 1, 0);
  3188. }
  3189. do {
  3190. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3191. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3192. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3193. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3194. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3195. abra_skillid = 0; // reset to get a new id
  3196. } while (abra_skillid == 0);
  3197. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3198. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3199. if (sd)
  3200. { //Crash-protection against Abracadabra casting pets
  3201. sd->skillitem = abra_skillid;
  3202. sd->skillitemlv = abra_skilllv;
  3203. sd->state.abra_flag = 1;
  3204. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3205. } else if(src->type == BL_PET)
  3206. { // [Skotlex]
  3207. struct pet_data *pd = (struct pet_data *)src;
  3208. int inf = skill_get_inf(abra_skillid);
  3209. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3210. nullpo_retr(1,(struct map_session_data *)pd->msd);
  3211. petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
  3212. } else //Assume offensive skills
  3213. petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
  3214. }
  3215. }
  3216. break;
  3217. case SA_COMA:
  3218. clif_skill_nodamage(src,bl,skillid,skilllv,
  3219. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3220. break;
  3221. case SA_FULLRECOVERY:
  3222. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3223. if (status_isimmune(bl))
  3224. break;
  3225. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3226. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3227. break;
  3228. case SA_SUMMONMONSTER:
  3229. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3230. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3231. break;
  3232. case SA_LEVELUP:
  3233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3234. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3235. break;
  3236. case SA_INSTANTDEATH:
  3237. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3238. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3239. break;
  3240. case SA_QUESTION:
  3241. case SA_GRAVITY:
  3242. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3243. break;
  3244. case SA_CLASSCHANGE:
  3245. {
  3246. //クラスチェンジ用ボスモンスタ?ID
  3247. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3248. ,1157,1159,1190,1272,1312,1373,1492};
  3249. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3251. if(dstmd) mob_class_change(dstmd,class_);
  3252. }
  3253. break;
  3254. case SA_MONOCELL:
  3255. {
  3256. static int poringclass[]={1002};
  3257. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3258. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3259. if(dstmd) mob_class_change(dstmd,class_);
  3260. }
  3261. break;
  3262. case SA_DEATH:
  3263. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3264. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3265. break;
  3266. case SA_REVERSEORCISH:
  3267. clif_skill_nodamage(src,bl,skillid,skilllv,
  3268. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3269. break;
  3270. case SA_FORTUNE:
  3271. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3272. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3273. break;
  3274. case SA_TAMINGMONSTER:
  3275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3276. if (sd && dstmd) {
  3277. for (i = 0; i < MAX_PET_DB; i++) {
  3278. if (dstmd->class_ == pet_db[i].class_) {
  3279. pet_catch_process1 (sd, dstmd->class_);
  3280. break;
  3281. }
  3282. }
  3283. }
  3284. break;
  3285. case AL_INCAGI: /* 速度?加 */
  3286. case AL_BLESSING: /* ブレッシング */
  3287. case PR_SLOWPOISON:
  3288. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3289. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3290. case PR_SUFFRAGIUM: /* サフラギウム */
  3291. case PR_BENEDICTIO: /* ?ケ??~福 */
  3292. clif_skill_nodamage(src,bl,skillid,skilllv,
  3293. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3294. break;
  3295. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3296. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3297. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3298. clif_skill_fail(sd,skillid,0,0);
  3299. map_freeblock_unlock();
  3300. return 1;
  3301. }
  3302. }
  3303. clif_skill_nodamage(src,bl,skillid,skilllv,
  3304. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3305. break;
  3306. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3307. {
  3308. struct status_change *sc= status_get_sc(src);
  3309. int type2 = SC_MARIONETTE2;
  3310. if(sc && tsc){
  3311. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3312. sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
  3313. sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
  3314. clif_marionette(src, bl);
  3315. }
  3316. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3317. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3318. status_change_end(src, type, -1);
  3319. status_change_end(bl, type2, -1);
  3320. clif_marionette(src, 0);
  3321. }
  3322. else {
  3323. if (sd) clif_skill_fail(sd,skillid,0,0);
  3324. map_freeblock_unlock();
  3325. return 1;
  3326. }
  3327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3328. }
  3329. }
  3330. break;
  3331. case RG_CLOSECONFINE:
  3332. clif_skill_nodamage(src,bl,skillid,skilllv,
  3333. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3334. break;
  3335. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3336. case SA_FROSTWEAPON:
  3337. case SA_LIGHTNINGLOADER:
  3338. case SA_SEISMICWEAPON:
  3339. if (dstsd) {
  3340. if(dstsd->status.weapon == 0 ||
  3341. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3342. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3343. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3344. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3345. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3346. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3347. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3348. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3349. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3350. ))
  3351. ) {
  3352. if (sd) clif_skill_fail(sd,skillid,0,0);
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3354. break;
  3355. }
  3356. }
  3357. if (sd) {
  3358. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3359. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3360. clif_skill_fail(sd,skillid,0,0);
  3361. break;
  3362. }
  3363. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3364. }
  3365. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3366. i = skilllv <4?(60+skilllv*10):100;
  3367. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3368. if(!i) {
  3369. if (sd) clif_skill_fail(sd,skillid,0,0);
  3370. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3371. sd && sd != dstsd)
  3372. clif_displaymessage(sd->fd,"You broke target's weapon");
  3373. }
  3374. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3375. break;
  3376. case PR_ASPERSIO: /* アスペルシオ */
  3377. if (sd && dstmd) {
  3378. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3379. break;
  3380. }
  3381. clif_skill_nodamage(src,bl,skillid,skilllv,
  3382. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3383. break;
  3384. case TK_SEVENWIND:
  3385. switch(skilllv){
  3386. case 1:
  3387. type=SC_EARTHWEAPON;
  3388. break;
  3389. case 2:
  3390. type=SC_WINDWEAPON;
  3391. break;
  3392. case 3:
  3393. type=SC_WATERWEAPON;
  3394. break;
  3395. case 4:
  3396. type=SC_FIREWEAPON;
  3397. break;
  3398. case 5:
  3399. type=SC_GHOSTWEAPON;
  3400. break;
  3401. case 6:
  3402. type=SC_SHADOWWEAPON;
  3403. break;
  3404. case 7:
  3405. type=SC_ASPERSIO;
  3406. break;
  3407. }
  3408. clif_skill_nodamage(src,bl,skillid,skilllv,
  3409. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3410. break;
  3411. case PR_KYRIE: /* キリエエレイソン */
  3412. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3413. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3414. break;
  3415. //Passive Magnum, should had been casted on yourself.
  3416. case SM_MAGNUM:
  3417. map_foreachinrange(skill_area_sub, src,
  3418. skill_get_splash(skillid, skilllv),BL_CHAR,
  3419. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3420. skill_castend_damage_id);
  3421. //Initiate 10% of your damage becomes fire element.
  3422. clif_skill_nodamage (src,src,skillid,skilllv,
  3423. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)));
  3424. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  3425. break;
  3426. case LK_BERSERK: /* バ?サ?ク */
  3427. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3428. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3429. case KN_ONEHAND:
  3430. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3431. case CR_REFLECTSHIELD:
  3432. case AS_POISONREACT: /* ポイズンリアクト */
  3433. case MC_LOUD: /* ラウドボイス */
  3434. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3435. case MG_SIGHT: /* サイト */
  3436. case AL_RUWACH: /* ルアフ */
  3437. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3438. case MO_STEELBODY: // 金?�
  3439. case MO_BLADESTOP: // 白?n取り
  3440. case LK_AURABLADE: /* オ?ラブレ?ド */
  3441. case LK_PARRYING: /* パリイング */
  3442. case LK_CONCENTRATION: /* コンセントレ?ション */
  3443. case WS_CARTBOOST: /* カ?トブ?スト */
  3444. case SN_SIGHT: /* トゥル?サイト */
  3445. case WS_MELTDOWN: /* �?ルトダウン */
  3446. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3447. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3448. case HW_MAGICPOWER: /* 魔法力?�? */
  3449. case PF_MEMORIZE: /* �?モライズ */
  3450. case PA_SACRIFICE:
  3451. case ASC_EDP: // [Celest]
  3452. case NPC_STOP:
  3453. case WZ_SIGHTBLASTER:
  3454. case SG_SUN_COMFORT:
  3455. case SG_MOON_COMFORT:
  3456. case SG_STAR_COMFORT:
  3457. case NPC_HALLUCINATION:
  3458. clif_skill_nodamage(src,bl,skillid,skilllv,
  3459. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3460. break;
  3461. case SG_SUN_WARM:
  3462. case SG_MOON_WARM:
  3463. case SG_STAR_WARM:
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,
  3465. sc_start4(bl,type,100,skilllv,0,skillid,
  3466. skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv)));
  3467. break;
  3468. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3470. if (sd && battle_config.player_skill_partner_check) {
  3471. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3472. } else
  3473. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3474. break;
  3475. case HP_ASSUMPTIO:
  3476. if (flag&1)
  3477. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3478. else
  3479. {
  3480. map_foreachinrange(skill_area_sub, bl,
  3481. skill_get_splash(skillid, skilllv), BL_PC,
  3482. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3483. skill_castend_nodamage_id);
  3484. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3485. }
  3486. break;
  3487. case SM_ENDURE: /* インデュア */
  3488. clif_skill_nodamage(src,bl,skillid,skilllv,
  3489. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3490. if (sd)
  3491. pc_blockskill_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3492. break;
  3493. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3494. if (sd && dstsd && dstsd->sc.count) {
  3495. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3496. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3497. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3498. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3499. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3500. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3501. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3502. ) {
  3503. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3504. clif_skill_fail(sd,skillid,0,0);
  3505. break;
  3506. }
  3507. }
  3508. clif_skill_nodamage(src,bl,skillid,skilllv,
  3509. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3510. break;
  3511. case LK_TENSIONRELAX: /* テンションリラックス */
  3512. if (sd) {
  3513. pc_setsit(sd);
  3514. clif_sitting(sd);
  3515. }
  3516. clif_skill_nodamage(src,bl,skillid,skilllv,
  3517. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3518. break;
  3519. case MC_CHANGECART:
  3520. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3521. break;
  3522. case TK_MISSION:
  3523. if (sd) {
  3524. int id;
  3525. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3526. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3527. clif_skill_fail(sd,skillid,0,0);
  3528. break;
  3529. }
  3530. id = mob_get_random_id(0,0, sd->status.base_level);
  3531. if (!id) {
  3532. clif_skill_fail(sd,skillid,0,0);
  3533. break;
  3534. }
  3535. sd->mission_mobid = id;
  3536. sd->mission_count = 0;
  3537. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3538. clif_mission_mob(sd, id, 0);
  3539. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3540. }
  3541. break;
  3542. case AC_CONCENTRATION: /* ?W中力向?� */
  3543. {
  3544. clif_skill_nodamage(src,bl,skillid,skilllv,
  3545. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3546. map_foreachinrange( status_change_timer_sub, src,
  3547. skill_get_splash(skillid, skilllv), BL_CHAR,
  3548. src,status_get_sc(src),type,tick);
  3549. }
  3550. break;
  3551. case SM_PROVOKE: /* プ�?ボック */
  3552. /* MVPmobと不死には?かない */
  3553. if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない
  3554. map_freeblock_unlock();
  3555. return 1;
  3556. }
  3557. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3558. clif_skill_nodamage(src,bl,skillid,skilllv,
  3559. (i=sc_start(bl,type,
  3560. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3561. skilllv,skill_get_time(skillid,skilllv))));
  3562. if (!i)
  3563. {
  3564. if (sd)
  3565. clif_skill_fail(sd,skillid,0,0);
  3566. map_freeblock_unlock();
  3567. return 0;
  3568. }
  3569. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  3570. skill_castcancel(bl,0);
  3571. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  3572. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3573. skill_castcancel(bl,0);
  3574. if(tsc && tsc->count){
  3575. if(tsc->data[SC_FREEZE].timer!=-1)
  3576. status_change_end(bl,SC_FREEZE,-1);
  3577. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3578. status_change_end(bl,SC_STONE,-1);
  3579. if(tsc->data[SC_SLEEP].timer!=-1)
  3580. status_change_end(bl,SC_SLEEP,-1);
  3581. }
  3582. if(dstmd) {
  3583. dstmd->state.provoke_flag = src->id;
  3584. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3585. }
  3586. break;
  3587. case CR_DEVOTION: /* ディボ?ション */
  3588. if(sd && dstsd)
  3589. {
  3590. //??カや養子の?�?№フ元の?E業を算?oする
  3591. int lv = sd->status.base_level - dstsd->status.base_level;
  3592. if (lv < 0) lv = -lv;
  3593. if (lv > battle_config.devotion_level_difference ||
  3594. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3595. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3596. clif_skill_fail(sd,skillid,0,0);
  3597. map_freeblock_unlock();
  3598. return 1;
  3599. }
  3600. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3601. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3602. if (i == skilllv)
  3603. {
  3604. clif_skill_fail(sd,skillid,0,0);
  3605. map_freeblock_unlock();
  3606. return 1;
  3607. }
  3608. sd->devotion[i] = bl->id;
  3609. clif_skill_nodamage(src,bl,skillid,skilllv,
  3610. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3611. clif_devotion(sd);
  3612. }
  3613. else
  3614. if (sd)
  3615. clif_skill_fail(sd,skillid,0,0);
  3616. break;
  3617. case MO_CALLSPIRITS: // ?功
  3618. if(sd) {
  3619. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3620. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3621. }
  3622. break;
  3623. case CH_SOULCOLLECT: // 狂?功
  3624. if(sd) {
  3625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3626. for (i = 0; i < 5; i++)
  3627. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3628. }
  3629. break;
  3630. case MO_KITRANSLATION:
  3631. if(dstsd) {
  3632. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3633. }
  3634. break;
  3635. case TK_TURNKICK:
  3636. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3637. if (skill_area_temp[1] != bl->id) {
  3638. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3639. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3640. }
  3641. break;
  3642. case MO_ABSORBSPIRITS: // ?奪
  3643. i = 0;
  3644. if (dstsd && dstsd->spiritball > 0 &&
  3645. ((sd && sd == dstsd) || map_flag_vs(src->m)))
  3646. {
  3647. i = dstsd->spiritball * 7;
  3648. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3649. } else if (dstmd && //??ロがモンスタ?の?�?�
  3650. //20%の確率で??ロのLv*2のSPを回復する?B?ャ功したときはタ?ゲット(σ?Д?)σ????!!
  3651. !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3652. {
  3653. i = 2 * dstmd->db->lv;
  3654. mob_target(dstmd,src,0);
  3655. }
  3656. if (sd){
  3657. if (i > 0x7FFF)
  3658. i = 0x7FFF;
  3659. if (sd->status.sp + i > sd->status.max_sp)
  3660. i = sd->status.max_sp - sd->status.sp;
  3661. if (i) {
  3662. sd->status.sp += i;
  3663. clif_heal(sd->fd,SP_SP,i);
  3664. }
  3665. }
  3666. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3667. break;
  3668. case AC_MAKINGARROW: /* 矢?�?ャ */
  3669. if(sd) {
  3670. clif_arrow_create_list(sd);
  3671. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3672. }
  3673. break;
  3674. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3675. if(sd) {
  3676. clif_skill_produce_mix_list(sd,22);
  3677. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3678. }
  3679. break;
  3680. case SA_CREATECON:
  3681. if(sd) {
  3682. clif_skill_produce_mix_list(sd,23);
  3683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3684. }
  3685. break;
  3686. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3687. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3688. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3689. break;
  3690. }
  3691. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKLANDPROTECTOR))
  3692. break; //Land Protector blocks Hammer Fall [Skotlex]
  3693. clif_skill_nodamage(src,bl,skillid,skilllv,
  3694. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3695. break;
  3696. case RG_RAID: /* サプライズアタック */
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3698. map_foreachinrange(skill_area_sub, bl,
  3699. skill_get_splash(skillid, skilllv), BL_CHAR,
  3700. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3701. skill_castend_damage_id);
  3702. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3703. break;
  3704. case ASC_METEORASSAULT: /* �?テオアサルト */
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3706. map_foreachinrange(skill_area_sub, bl,
  3707. skill_get_splash(skillid, skilllv), BL_CHAR,
  3708. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3709. skill_castend_damage_id);
  3710. break;
  3711. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3712. {
  3713. int c,n=4,ar;
  3714. int dir = map_calc_dir(src,bl->x,bl->y);
  3715. struct square tc;
  3716. int x=bl->x,y=bl->y;
  3717. ar=skilllv/3;
  3718. skill_brandishspear_first(&tc,dir,x,y);
  3719. skill_brandishspear_dir(&tc,dir,4);
  3720. /* 範?④ */
  3721. if(skilllv == 10){
  3722. for(c=1;c<4;c++){
  3723. map_foreachinarea(skill_area_sub,
  3724. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3725. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3726. skill_castend_damage_id);
  3727. }
  3728. }
  3729. /* 範?③② */
  3730. if(skilllv > 6){
  3731. skill_brandishspear_dir(&tc,dir,-1);
  3732. n--;
  3733. }else{
  3734. skill_brandishspear_dir(&tc,dir,-2);
  3735. n-=2;
  3736. }
  3737. if(skilllv > 3){
  3738. for(c=0;c<5;c++){
  3739. map_foreachinarea(skill_area_sub,
  3740. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3741. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3742. skill_castend_damage_id);
  3743. if(skilllv > 6 && n==3 && c==4){
  3744. skill_brandishspear_dir(&tc,dir,-1);
  3745. n--;c=-1;
  3746. }
  3747. }
  3748. }
  3749. /* 範?① */
  3750. for(c=0;c<10;c++){
  3751. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3752. map_foreachinarea(skill_area_sub,
  3753. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3754. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3755. skill_castend_damage_id);
  3756. }
  3757. }
  3758. break;
  3759. case WZ_SIGHTRASHER:
  3760. //Passive side of the attack.
  3761. status_change_end(src,SC_SIGHT,-1);
  3762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3763. map_foreachinrange(skill_area_sub,src,
  3764. skill_get_splash(skillid, skilllv),BL_CHAR,
  3765. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3766. skill_castend_damage_id);
  3767. break;
  3768. case WZ_FROSTNOVA:
  3769. map_foreachinrange(skill_attack_area, src,
  3770. skill_get_splash(skillid, skilllv), BL_CHAR,
  3771. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3772. break;
  3773. case NPC_SELFDESTRUCTION:
  3774. clif_skill_nodamage(src, src, skillid, -1, 1);
  3775. map_foreachinrange(skill_area_sub, bl,
  3776. skill_get_splash(skillid, skilllv), BL_CHAR,
  3777. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3778. skill_castend_damage_id);
  3779. battle_damage(src, src, skill_area_temp[2], 0);
  3780. break;
  3781. /* パ?ティスキル */
  3782. case AL_ANGELUS: /* エンジェラス */
  3783. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3784. case PR_GLORIA: /* グ�?リア */
  3785. case SN_WINDWALK: /* ウインドウォ?ク */
  3786. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3787. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3788. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3789. } else if (sd) {
  3790. /* パ?ティ全?への?�? */
  3791. party_foreachsamemap (skill_area_sub,
  3792. sd,skill_get_splash(skillid, skilllv),
  3793. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3794. skill_castend_nodamage_id);
  3795. }
  3796. break;
  3797. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3798. case BS_ADRENALINE2:
  3799. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3800. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3801. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3802. /* 個別の?�? */
  3803. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3804. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3805. } else if (sd) {
  3806. /* パ?ティ全?への?�? */
  3807. party_foreachsamemap(skill_area_sub,
  3808. sd,skill_get_splash(skillid, skilllv),
  3809. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3810. skill_castend_nodamage_id);
  3811. }
  3812. break;
  3813. case BS_MAXIMIZE:
  3814. case NV_TRICKDEAD:
  3815. case CR_DEFENDER:
  3816. case CR_AUTOGUARD:
  3817. case TK_READYSTORM:
  3818. case TK_READYDOWN:
  3819. case TK_READYTURN:
  3820. case TK_READYCOUNTER:
  3821. case TK_DODGE:
  3822. case CR_SHRINK:
  3823. case ST_PRESERVE:
  3824. case SG_FUSION:
  3825. if (tsc && tsc->data[type].timer != -1)
  3826. i = status_change_end(bl, type, -1);
  3827. else
  3828. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3829. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3830. break;
  3831. case SL_KAITE:
  3832. case SL_KAAHI:
  3833. case SL_KAIZEL:
  3834. case SL_KAUPE:
  3835. if (sd) {
  3836. if (!dstsd || !(
  3837. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3838. dstsd->char_id == sd->char_id ||
  3839. dstsd->char_id == sd->status.partner_id ||
  3840. dstsd->char_id == sd->status.child
  3841. )) {
  3842. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  3843. clif_skill_fail(sd,skillid,0,0);
  3844. break;
  3845. }
  3846. }
  3847. clif_skill_nodamage(src,bl,skillid,skilllv,
  3848. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3849. break;
  3850. case SM_AUTOBERSERK: // Celest
  3851. if (tsc && tsc->data[type].timer != -1)
  3852. i = status_change_end(bl, type, -1);
  3853. else
  3854. i = sc_start(bl,type,100,skilllv,0);
  3855. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3856. break;
  3857. case TF_HIDING: /* ハイディング */
  3858. case ST_CHASEWALK: /* ハイディング */
  3859. if (tsc && tsc->data[type].timer != -1)
  3860. i = status_change_end(bl, type, -1);
  3861. else
  3862. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3863. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3864. break;
  3865. case TK_RUN:
  3866. if (tsc && tsc->data[type].timer != -1)
  3867. i = status_change_end(bl, type, -1);
  3868. else
  3869. i = sc_start4(bl,type,100,skilllv,status_get_dir(bl),0,0,0);
  3870. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3871. break;
  3872. case AS_CLOAKING: /* ク�??キング */
  3873. if(tsc && tsc->data[type].timer!=-1 )
  3874. /* 解?怩キる */
  3875. i = status_change_end(bl, type, -1);
  3876. else
  3877. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3878. clif_skill_nodamage(src,bl,skillid,-1,i);
  3879. if (!i && sd)
  3880. clif_skill_fail(sd,skillid,0,0);
  3881. break;
  3882. /* ?地スキル */
  3883. case BD_LULLABY: /* 子守唄 */
  3884. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3885. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3886. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3887. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3888. case BD_ROKISWEIL: /* �?キの叫び */
  3889. case BD_INTOABYSS: /* ?[淵の中に */
  3890. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3891. case BA_DISSONANCE: /* 不協和音 */
  3892. case BA_POEMBRAGI: /* ブラギの�? */
  3893. case BA_WHISTLE: /* 口笛 */
  3894. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3895. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3896. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3897. case DC_HUMMING: /* ハミング */
  3898. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3899. case DC_FORTUNEKISS: /* ?K運のキス */
  3900. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3901. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3902. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3903. break;
  3904. case HP_BASILICA: /* バジリカ */
  3905. case CG_HERMODE: // Wand of Hermod
  3906. {
  3907. struct skill_unit_group *sg;
  3908. battle_stopwalking(src,1);
  3909. skill_clear_unitgroup(src);
  3910. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3911. if(skillid == CG_HERMODE)
  3912. i = sc_start4(src,SC_DANCING,100,
  3913. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3914. else
  3915. i = sc_start4(src,type,100,
  3916. skilllv,0,BCT_SELF,sg->group_id,
  3917. skill_get_time(skillid,skilllv));
  3918. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3919. }
  3920. break;
  3921. case PA_GOSPEL: /* ゴスペル */
  3922. if (!tsc) break;
  3923. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3924. i = status_change_end(bl,SC_GOSPEL,-1);
  3925. } else {
  3926. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3927. if (tsc->data[type].timer != -1)
  3928. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3929. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3930. }
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3932. break;
  3933. case BD_ADAPTATION: /* アドリブ */
  3934. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3936. skill_stop_dancing(bl);
  3937. }
  3938. break;
  3939. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3940. case DC_SCREAM: /* スクリ?ム */
  3941. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3942. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3943. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3944. char temp[128];
  3945. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3946. break; //Message won't fit on buffer. [Skotlex]
  3947. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3948. clif_GlobalMessage(&md->bl,temp);
  3949. }
  3950. break;
  3951. case BA_PANGVOICE://パンボイス
  3952. clif_skill_nodamage(src,bl,skillid,skilllv,
  3953. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3954. break;
  3955. case DC_WINKCHARM://魅惑のウィンク
  3956. if(dstsd){
  3957. clif_skill_nodamage(src,bl,skillid,skilllv,
  3958. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3959. }else if(dstmd)
  3960. {
  3961. int race = status_get_race(bl);
  3962. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,
  3964. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3965. } else{
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3967. if(sd)
  3968. clif_skill_fail(sd,skillid,0,0);
  3969. }
  3970. }
  3971. break;
  3972. case TF_STEAL: // スティ?ル
  3973. if(sd) {
  3974. if(pc_steal_item(sd,bl))
  3975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3976. else
  3977. clif_skill_fail(sd,skillid,0x0a,0);
  3978. }
  3979. break;
  3980. case RG_STEALCOIN: // スティ?ルコイン
  3981. if(sd) {
  3982. if(pc_steal_coin(sd,bl)) {
  3983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3984. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3985. }
  3986. else
  3987. clif_skill_fail(sd,skillid,0,0);
  3988. }
  3989. break;
  3990. case MG_STONECURSE: /* スト?ンカ?ス */
  3991. {
  3992. if (status_get_mode(bl)&MD_BOSS) {
  3993. if (sd) clif_skill_fail(sd,skillid,0,0);
  3994. break;
  3995. }
  3996. if(status_isimmune(bl) || !tsc)
  3997. break;
  3998. if (dstmd)
  3999. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4000. if (tsc->data[SC_STONE].timer != -1) {
  4001. status_change_end(bl,SC_STONE,-1);
  4002. if (sd) clif_skill_fail(sd,skillid,0,0);
  4003. break;
  4004. }
  4005. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  4006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4007. else if(sd) {
  4008. clif_skill_fail(sd,skillid,0,0);
  4009. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4010. if (skilllv > 5) break;
  4011. }
  4012. if (sd) {
  4013. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4014. break; //Do not delete the gemstone.
  4015. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4016. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4017. }
  4018. }
  4019. break;
  4020. case NV_FIRSTAID: /* ?急手? */
  4021. clif_skill_nodamage(src,bl,skillid,5,1);
  4022. battle_heal(NULL,bl,5,0,0);
  4023. break;
  4024. case AL_CURE: /* キュア? */
  4025. if(status_isimmune(bl)) {
  4026. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4027. break;
  4028. }
  4029. status_change_end(bl, SC_SILENCE , -1 );
  4030. status_change_end(bl, SC_BLIND , -1 );
  4031. status_change_end(bl, SC_CONFUSION, -1 );
  4032. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  4033. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4034. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4035. break;
  4036. case TF_DETOXIFY: /* 解毒 */
  4037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4038. status_change_end(bl, SC_POISON , -1 );
  4039. status_change_end(bl, SC_DPOISON , -1 );
  4040. break;
  4041. case PR_STRECOVERY: /* リカバリ? */
  4042. if(status_isimmune(bl)) {
  4043. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4044. break;
  4045. }
  4046. status_change_end(bl, SC_FREEZE , -1 );
  4047. status_change_end(bl, SC_STONE , -1 );
  4048. status_change_end(bl, SC_SLEEP , -1 );
  4049. status_change_end(bl, SC_STUN , -1 );
  4050. //Is this equation really right? It looks so... special.
  4051. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  4052. status_change_start(bl, SC_BLIND,
  4053. 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  4054. 1,0,0,0,
  4055. skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  4056. }
  4057. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4058. if(dstmd){
  4059. dstmd->attacked_id=0;
  4060. dstmd->target_id=0;
  4061. dstmd->state.targettype = NONE_ATTACKABLE;
  4062. dstmd->state.skillstate=MSS_IDLE;
  4063. dstmd->next_walktime=tick+rand()%3000+3000;
  4064. }
  4065. break;
  4066. case WZ_ESTIMATION: /* モンスタ??﨣� */
  4067. if(sd) {
  4068. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4069. clif_skill_estimation((struct map_session_data *)src,bl);
  4070. }
  4071. break;
  4072. case BS_REPAIRWEAPON: /* �?器?C�? */
  4073. if(sd && dstsd)
  4074. clif_item_repair_list(sd,dstsd);
  4075. break;
  4076. case MC_IDENTIFY: /* アイテム鑑定 */
  4077. if(sd)
  4078. clif_item_identify_list(sd);
  4079. break;
  4080. // Weapon Refining [Celest]
  4081. case WS_WEAPONREFINE:
  4082. if(sd)
  4083. clif_item_refine_list(sd);
  4084. break;
  4085. case MC_VENDING: /* 露店開?ン */
  4086. if(sd)
  4087. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4088. if ( pc_can_give_items(pc_isGM(sd)) )
  4089. clif_skill_fail(sd,skillid,0,0);
  4090. else
  4091. clif_openvendingreq(sd,2+sd->skilllv);
  4092. }
  4093. break;
  4094. case AL_TELEPORT: /* テレポ?ト */
  4095. if(sd) {
  4096. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  4097. clif_skill_teleportmessage(sd,0);
  4098. break;
  4099. }
  4100. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4101. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4102. break;
  4103. }
  4104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4105. if(skilllv == 1) {
  4106. // possibility to skip menu [LuzZza]
  4107. if(!battle_config.skip_teleport_lv1_menu &&
  4108. sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4109. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4110. else
  4111. pc_randomwarp(sd,3);
  4112. } else {
  4113. if (sd->skillid == AL_TELEPORT)
  4114. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4115. mapindex_id2name(sd->status.save_point.map),"","");
  4116. else //Autocasted Teleport level 2??
  4117. pc_setpos(sd,sd->status.save_point.map,
  4118. sd->status.save_point.x,sd->status.save_point.y,3);
  4119. }
  4120. } else if(dstmd && !map[bl->m].flag.monster_noteleport)
  4121. mob_warp(dstmd,-1,-1,-1,3);
  4122. break;
  4123. case AL_HOLYWATER: /* アクアベネディクタ */
  4124. if(sd) {
  4125. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4126. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4127. else
  4128. clif_skill_fail(sd,skillid,0,0);
  4129. }
  4130. break;
  4131. case TF_PICKSTONE:
  4132. if(sd) {
  4133. int eflag;
  4134. struct item item_tmp;
  4135. struct block_list tbl;
  4136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4137. memset(&item_tmp,0,sizeof(item_tmp));
  4138. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4139. item_tmp.nameid = 7049;
  4140. item_tmp.identify = 1;
  4141. tbl.id = 0;
  4142. clif_takeitem(&sd->bl,&tbl);
  4143. eflag = pc_additem(sd,&item_tmp,1);
  4144. if(eflag) {
  4145. clif_additem(sd,0,0,eflag);
  4146. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4147. }
  4148. }
  4149. break;
  4150. case ASC_CDP:
  4151. if(sd) {
  4152. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4153. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4154. }
  4155. break;
  4156. case RG_STRIPWEAPON: /* ストリップウェポン */
  4157. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4158. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4159. case RG_STRIPHELM: /* ストリップヘルム */
  4160. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4161. {
  4162. int strip_fix, equip = 0;
  4163. int sclist[4] = {0,0,0,0};
  4164. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
  4165. equip |= EQP_WEAPON;
  4166. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4167. equip |= EQP_SHIELD;
  4168. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4169. equip |= EQP_ARMOR;
  4170. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4171. equip |= EQP_HELM;
  4172. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4173. if(strip_fix < 0)
  4174. strip_fix=0;
  4175. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4176. {
  4177. if (sd)
  4178. clif_skill_fail(sd,skillid,0,0);
  4179. break;
  4180. }
  4181. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4182. if (dstsd) {
  4183. for (i=0;i<11;i++) {
  4184. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4185. if (equip &EQP_WEAPON && (i == 9 || (i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 4)) && !(dstsd->unstripable_equip &EQP_WEAPON) && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) {
  4186. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4187. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4188. } else if (equip &EQP_SHIELD && i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 5 && !(dstsd->unstripable_equip &EQP_SHIELD) && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) {
  4189. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4190. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4191. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4192. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4193. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4194. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4195. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4196. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4197. }
  4198. }
  4199. }
  4200. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4201. if (equip &EQP_WEAPON)
  4202. sclist[0] = SC_STRIPWEAPON;
  4203. if (equip &EQP_SHIELD)
  4204. sclist[1] = SC_STRIPSHIELD;
  4205. if (equip &EQP_ARMOR)
  4206. sclist[2] = SC_STRIPARMOR;
  4207. if (equip &EQP_HELM)
  4208. sclist[3] = SC_STRIPHELM;
  4209. }
  4210. for (i=0;i<4;i++) {
  4211. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4212. sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4213. }
  4214. break;
  4215. }
  4216. /* PotionPitcher */
  4217. case AM_BERSERKPITCHER:
  4218. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4219. {
  4220. struct block_list tbl;
  4221. int i,x,hp = 0,sp = 0,bonus=100;
  4222. if(sd) {
  4223. x = skilllv%11 - 1;
  4224. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4225. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4226. clif_skill_fail(sd,skillid,0,0);
  4227. map_freeblock_unlock();
  4228. return 1;
  4229. }
  4230. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4231. clif_skill_fail(sd,skillid,0,0);
  4232. map_freeblock_unlock();
  4233. return 1;
  4234. }
  4235. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4236. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4237. clif_skill_fail(sd,skillid,0,0);
  4238. map_freeblock_unlock();
  4239. return 1;
  4240. }
  4241. }
  4242. potion_flag = 1;
  4243. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4244. potion_target = bl->id;
  4245. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4246. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4247. potion_flag = potion_target = 0;
  4248. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4249. bonus += sd->status.base_level;
  4250. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4251. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4252. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4253. if(dstsd) {
  4254. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4255. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4256. }
  4257. }
  4258. else {
  4259. if(potion_hp > 0) {
  4260. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4261. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4262. if(dstsd)
  4263. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4264. }
  4265. if(potion_sp > 0) {
  4266. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4267. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4268. if(dstsd)
  4269. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4270. }
  4271. }
  4272. }
  4273. else {
  4274. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4275. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4276. if(dstsd)
  4277. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4278. }
  4279. tbl.id = 0;
  4280. tbl.m = src->m;
  4281. tbl.x = src->x;
  4282. tbl.y = src->y;
  4283. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4284. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4285. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4286. if(sp > 0)
  4287. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4288. battle_heal(src,bl,hp,sp,0);
  4289. }
  4290. break;
  4291. case AM_CP_WEAPON:
  4292. case AM_CP_SHIELD:
  4293. case AM_CP_ARMOR:
  4294. case AM_CP_HELM:
  4295. {
  4296. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4297. if(tsc && tsc->data[scid].timer != -1)
  4298. status_change_end(bl, scid, -1 );
  4299. clif_skill_nodamage(src,bl,skillid,skilllv,
  4300. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4301. }
  4302. break;
  4303. case AM_TWILIGHT1:
  4304. if (sd) {
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4306. //Prepare 200 White Potions.
  4307. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4308. clif_skill_fail(sd,skillid,0,0);
  4309. }
  4310. break;
  4311. case AM_TWILIGHT2:
  4312. if (sd) {
  4313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4314. //Prepare 200 Slim White Potions.
  4315. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4316. clif_skill_fail(sd,skillid,0,0);
  4317. }
  4318. break;
  4319. case AM_TWILIGHT3:
  4320. if (sd) {
  4321. //check if you can produce all three, if not, then fail:
  4322. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4323. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4324. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4325. ) {
  4326. clif_skill_fail(sd,skillid,0,0);
  4327. break;
  4328. }
  4329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4330. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4331. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4332. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4333. }
  4334. break;
  4335. case SA_DISPELL: /* ディスペル */
  4336. {
  4337. int i;
  4338. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4339. i = status_get_sc_def_mdef(bl);
  4340. if (i >= 10000 ||
  4341. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4342. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4343. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4344. {
  4345. if (sd)
  4346. clif_skill_fail(sd,skillid,0,0);
  4347. break;
  4348. }
  4349. if(status_isimmune(bl) || !tsc->count)
  4350. break;
  4351. for(i=0;i<SC_MAX;i++){
  4352. if (tsc->data[i].timer == -1)
  4353. continue;
  4354. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4355. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4356. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4357. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
  4358. || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4359. )
  4360. continue;
  4361. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4362. status_change_end(bl,i,-1);
  4363. }
  4364. }
  4365. break;
  4366. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4367. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4368. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4369. break;
  4370. case TK_HIGHJUMP:
  4371. {
  4372. int x,y, dir = status_get_dir(src);
  4373. if (md && !mob_can_move(md)) {
  4374. map_freeblock_unlock();
  4375. return 1;
  4376. }
  4377. x = src->x + dirx[dir]*skilllv*2;
  4378. y = src->y + diry[dir]*skilllv*2;
  4379. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4380. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4381. if (sd) pc_movepos(sd,x,y,0);
  4382. if (md) mob_warp(md, src->m, x, y, 0);
  4383. clif_slide(src,x,y);
  4384. }
  4385. }
  4386. break;
  4387. case SA_CASTCANCEL:
  4388. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4389. skill_castcancel(src,1);
  4390. if(sd) {
  4391. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4392. sp = sp * (90 - (skilllv-1)*20) / 100;
  4393. if(sp < 0) sp = 0;
  4394. pc_heal(sd,0,-sp);
  4395. }
  4396. break;
  4397. case SA_SPELLBREAKER: // スペルブレイカ?
  4398. {
  4399. int sp;
  4400. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4401. if(dstsd) {
  4402. sp = skill_get_sp(skillid,skilllv);
  4403. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4404. if(sp > 0x7fff) sp = 0x7fff;
  4405. else if(sp < 1) sp = 1;
  4406. clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
  4407. }
  4408. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4409. if(sd) {
  4410. sp = sd->status.max_sp/5;
  4411. if(sp < 1) sp = 1;
  4412. pc_heal(sd,0,-sp);
  4413. }
  4414. } else {
  4415. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4416. if(dstsd && dstsd->skilltimer != -1) {
  4417. bl_skillid = dstsd->skillid;
  4418. bl_skilllv = dstsd->skilllv;
  4419. if (map_flag_vs(bl->m))
  4420. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4421. }
  4422. else if(dstmd && dstmd->skilltimer != -1) {
  4423. if (status_get_mode(bl) & MD_BOSS)
  4424. { //Only 10% success chance against bosses. [Skotlex]
  4425. if (rand()%100 < 90)
  4426. {
  4427. if (sd) clif_skill_fail(sd,skillid,0,0);
  4428. break;
  4429. }
  4430. } else
  4431. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4432. bl_skillid = dstmd->skillid;
  4433. bl_skilllv = dstmd->skilllv;
  4434. }
  4435. if(!bl_skillid) {
  4436. if(sd) clif_skill_fail(sd,skillid,0,0);
  4437. break;
  4438. }
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4440. skill_castcancel(bl,0);
  4441. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4442. battle_heal(NULL, bl, -hp, -sp, 0);
  4443. if(sd && sp) {
  4444. sp = sp*(25*(skilllv-1))/100;
  4445. if(skilllv > 1 && sp < 1) sp = 1;
  4446. else if(sp > 0x7fff) sp = 0x7fff;
  4447. clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
  4448. }
  4449. if (hp && skilllv >= 5)
  4450. { //Recover half damaged HP at levels 6-10 [Skotlex]
  4451. hp = battle_heal(bl, src, hp/2, 0, 0);
  4452. if (sd && sd->fd)
  4453. clif_heal(sd->fd,SP_HP,hp);
  4454. }
  4455. }
  4456. }
  4457. break;
  4458. case SA_MAGICROD:
  4459. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4460. break;
  4461. case SA_AUTOSPELL: /* オ?トスペル */
  4462. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4463. if(sd)
  4464. clif_autospell(sd,skilllv);
  4465. else {
  4466. int maxlv=1,spellid=0;
  4467. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4468. if(skilllv >= 10) {
  4469. spellid = MG_FROSTDIVER;
  4470. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4471. // maxlv = 10;
  4472. // else
  4473. maxlv = skilllv - 9;
  4474. }
  4475. else if(skilllv >=8) {
  4476. spellid = MG_FIREBALL;
  4477. maxlv = skilllv - 7;
  4478. }
  4479. else if(skilllv >=5) {
  4480. spellid = MG_SOULSTRIKE;
  4481. maxlv = skilllv - 4;
  4482. }
  4483. else if(skilllv >=2) {
  4484. int i = rand()%3;
  4485. spellid = spellarray[i];
  4486. maxlv = skilllv - 1;
  4487. }
  4488. else if(skilllv > 0) {
  4489. spellid = MG_NAPALMBEAT;
  4490. maxlv = 3;
  4491. }
  4492. if(spellid > 0)
  4493. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4494. skill_get_time(SA_AUTOSPELL,skilllv));
  4495. }
  4496. break;
  4497. case BS_GREED:
  4498. if(sd){
  4499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4500. map_foreachinrange(skill_greed,bl,
  4501. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4502. }
  4503. break;
  4504. case SA_ELEMENTWATER:
  4505. case SA_ELEMENTFIRE:
  4506. case SA_ELEMENTGROUND:
  4507. case SA_ELEMENTWIND:
  4508. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4509. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4510. dstmd->def_ele = skill_get_pl(skillid);
  4511. dstmd->def_ele += (1+rand()%4)*20;
  4512. }
  4513. break;
  4514. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4515. case NPC_ATTRICHANGE:
  4516. case NPC_CHANGEWATER:
  4517. case NPC_CHANGEGROUND:
  4518. case NPC_CHANGEFIRE:
  4519. case NPC_CHANGEWIND:
  4520. /* 毒?A?ケ?A念?A闇 */
  4521. case NPC_CHANGEPOISON:
  4522. case NPC_CHANGEHOLY:
  4523. case NPC_CHANGEDARKNESS:
  4524. case NPC_CHANGETELEKINESIS:
  4525. case NPC_CHANGEUNDEAD:
  4526. if(md){
  4527. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4528. md->def_ele = skill_get_pl(skillid);
  4529. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4530. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4531. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4532. }
  4533. break;
  4534. case NPC_PROVOCATION:
  4535. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4536. if(md)
  4537. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4538. break;
  4539. case NPC_KEEPING:
  4540. case NPC_BARRIER:
  4541. {
  4542. int skill_time = skill_get_time(skillid,skilllv);
  4543. clif_skill_nodamage(src,bl,skillid,skilllv,
  4544. sc_start(bl,type,100,skilllv,skill_time));
  4545. if (md)
  4546. mob_changestate(md,MS_DELAY,skill_time);
  4547. else
  4548. battle_set_walkdelay(bl, tick, skill_time, 1);
  4549. }
  4550. break;
  4551. case NPC_REBIRTH:
  4552. //New rebirth System uses Kaizel lv1. [Skotlex]
  4553. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4554. break;
  4555. case NPC_DARKBLESSING:
  4556. clif_skill_nodamage(src,bl,skillid,skilllv,
  4557. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4558. break;
  4559. case NPC_LICK:
  4560. if (dstsd) {
  4561. if (dstsd->special_state.no_weapon_damage ) {
  4562. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4563. break;
  4564. }
  4565. pc_heal(dstsd,0,-100);
  4566. }
  4567. clif_skill_nodamage(src,bl,skillid,skilllv,
  4568. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4569. break;
  4570. case NPC_SUICIDE: /* 自決 */
  4571. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4572. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4573. break;
  4574. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4575. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4576. if(md)
  4577. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4578. break;
  4579. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4580. mob_warpslave(src,AREA_SIZE/2);
  4581. break;
  4582. case NPC_RANDOMMOVE:
  4583. if (md) {
  4584. md->next_walktime = tick - 1;
  4585. mob_randomwalk(md,tick);
  4586. }
  4587. break;
  4588. case NPC_SPEEDUP:
  4589. {
  4590. // or does it increase casting rate? just a guess xD
  4591. int i = SC_ASPDPOTION0 + skilllv - 1;
  4592. if (i > SC_ASPDPOTION3)
  4593. i = SC_ASPDPOTION3;
  4594. clif_skill_nodamage(src,bl,skillid,skilllv,
  4595. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4596. }
  4597. break;
  4598. case NPC_REVENGE:
  4599. // not really needed... but adding here anyway ^^
  4600. if (md && md->master_id > 0) {
  4601. struct block_list *mbl, *tbl;
  4602. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4603. (tbl = battle_gettargeted(mbl)) == NULL)
  4604. break;
  4605. md->state.provoke_flag = tbl->id;
  4606. mob_target(md, tbl, md->db->range);
  4607. }
  4608. break;
  4609. case NPC_RUN: //後退
  4610. if(md) {
  4611. int dist = skilllv; //Run skillv tiles.
  4612. int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4613. int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4614. md->attacked_id = 0;
  4615. md->attacked_count = 0;
  4616. md->target_id = 0;
  4617. md->state.targettype = NONE_ATTACKABLE;
  4618. md->state.skillstate = MSS_IDLE;
  4619. mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
  4620. }
  4621. break;
  4622. case NPC_TRANSFORMATION:
  4623. case NPC_METAMORPHOSIS:
  4624. if(md) {
  4625. if (skilllv > 1)
  4626. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4627. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4628. mob_delete(md);
  4629. }
  4630. else
  4631. { //Transform into another class.
  4632. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4633. if (class_) mob_class_change(md, class_);
  4634. }
  4635. }
  4636. break;
  4637. case NPC_EMOTION_ON:
  4638. case NPC_EMOTION:
  4639. if(md)
  4640. {
  4641. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4642. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4643. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4644. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4645. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4646. int mode, mode2;
  4647. mode = status_get_mode(src);
  4648. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4649. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4650. if (skillid == NPC_EMOTION_ON) //Add a mode
  4651. mode2|= md->db->skill[md->skillidx].val[2];
  4652. else //Remove a mode
  4653. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4654. }
  4655. if (mode == mode2)
  4656. break; //No change
  4657. md->mode = mode2;
  4658. if (md->mode == md->db->mode)
  4659. md->mode = 0; //Fallback to the db's mode.
  4660. //Since mode changed, reset their state.
  4661. mob_stopattack(md);
  4662. mob_stop_walking(md,0);
  4663. }
  4664. }
  4665. break;
  4666. case NPC_DEFENDER:
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4668. break;
  4669. case NPC_POWERUP:
  4670. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4671. // another random guess xP
  4672. clif_skill_nodamage(src,bl,skillid,skilllv,
  4673. sc_start(bl,SC_INCALLSTATUS,100,skilllv*5,skill_get_time(skillid, skilllv)));
  4674. break;
  4675. case NPC_AGIUP:
  4676. clif_skill_nodamage(src,bl,skillid,skilllv,
  4677. sc_start(bl,SC_INCAGI,100,skilllv*10,skill_get_time(skillid, skilllv)));
  4678. break;
  4679. case NPC_SIEGEMODE:
  4680. case NPC_INVISIBLE:
  4681. // not sure what it does
  4682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4683. break;
  4684. case WE_MALE: /* 君だけは護るよ */
  4685. if(sd && dstsd){
  4686. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4687. int gain_hp=dstsd->status.max_hp*abs(hp_rate)/100;// The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4688. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4689. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4690. }
  4691. break;
  4692. case WE_FEMALE: /* あなたの?に??オになります */
  4693. if(sd && dstsd){
  4694. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4695. int gain_sp=dstsd->status.max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4696. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4697. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4698. }
  4699. break;
  4700. case WE_CALLPARTNER: /* あなたに?いたい */
  4701. if(sd){
  4702. if((dstsd = pc_get_partner(sd)) == NULL){
  4703. clif_skill_fail(sd,skillid,0,0);
  4704. map_freeblock_unlock();
  4705. return 0;
  4706. }
  4707. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4708. clif_skill_teleportmessage(sd,1);
  4709. map_freeblock_unlock();
  4710. return 0;
  4711. }
  4712. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4713. pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  4714. }
  4715. break;
  4716. // parent-baby skills
  4717. case WE_BABY:
  4718. if(sd){
  4719. struct map_session_data *f_sd = pc_get_father(sd);
  4720. struct map_session_data *m_sd = pc_get_mother(sd);
  4721. // if neither was found
  4722. if(!f_sd && !m_sd){
  4723. clif_skill_fail(sd,skillid,0,0);
  4724. map_freeblock_unlock();
  4725. return 0;
  4726. }
  4727. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4728. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4729. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4730. }
  4731. break;
  4732. case WE_CALLPARENT:
  4733. if(sd){
  4734. struct map_session_data *f_sd = pc_get_father(sd);
  4735. struct map_session_data *m_sd = pc_get_mother(sd);
  4736. // if neither was found
  4737. if(!f_sd && !m_sd){
  4738. clif_skill_fail(sd,skillid,0,0);
  4739. map_freeblock_unlock();
  4740. return 0;
  4741. }
  4742. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
  4743. {
  4744. clif_skill_teleportmessage(sd,1);
  4745. map_freeblock_unlock();
  4746. return 0;
  4747. }
  4748. if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
  4749. (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
  4750. { //Case where neither one can be warped.
  4751. clif_skill_teleportmessage(sd,1);
  4752. map_freeblock_unlock();
  4753. return 0;
  4754. }
  4755. //Warp those that can be warped.
  4756. if (f_sd && !map[f_sd->bl.m].flag.nowarp)
  4757. pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4758. if (m_sd && !map[m_sd->bl.m].flag.nowarp)
  4759. pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4760. }
  4761. break;
  4762. case WE_CALLBABY:
  4763. if(sd && dstsd)
  4764. {
  4765. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4766. clif_skill_teleportmessage(sd,1);
  4767. map_freeblock_unlock();
  4768. return 0;
  4769. }
  4770. pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4771. }
  4772. break;
  4773. case PF_HPCONVERSION: /* ライフ置き換え */
  4774. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4775. if (sd) {
  4776. int hp, sp;
  4777. hp = sd->status.max_hp / 10; //基本はHPの10%
  4778. sp = hp * 10 * skilllv / 100;
  4779. if (sd->status.sp + sp > sd->status.max_sp)
  4780. sp = sd->status.max_sp - sd->status.sp;
  4781. // we need to check with the sp that was taken away when casting too
  4782. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4783. hp = sp = 0;
  4784. pc_heal(sd, -hp, sp);
  4785. clif_heal(sd->fd, SP_SP, sp);
  4786. clif_updatestatus(sd, SP_SP);
  4787. }
  4788. break;
  4789. case HT_REMOVETRAP: /* リム?ブトラップ */
  4790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4791. {
  4792. struct skill_unit *su=NULL;
  4793. struct item item_tmp;
  4794. int flag;
  4795. if((bl->type==BL_SKILL) &&
  4796. (su=(struct skill_unit *)bl) &&
  4797. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4798. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4799. {
  4800. if(sd && su->group->val3 != BD_INTOABYSS)
  4801. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4802. if(battle_config.skill_removetrap_type){
  4803. for(i=0;i<10;i++) {
  4804. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4805. memset(&item_tmp,0,sizeof(item_tmp));
  4806. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4807. item_tmp.identify = 1;
  4808. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4809. clif_additem(sd,0,0,flag);
  4810. 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);
  4811. }
  4812. }
  4813. }
  4814. }else{
  4815. memset(&item_tmp,0,sizeof(item_tmp));
  4816. item_tmp.nameid = 1065;
  4817. item_tmp.identify = 1;
  4818. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4819. clif_additem(sd,0,0,flag);
  4820. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4821. }
  4822. }
  4823. }
  4824. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4825. struct block_list *target=map_id2bl(su->group->val2);
  4826. if(target)
  4827. status_change_end(target,SC_ANKLE,-1);
  4828. }
  4829. skill_delunit(su);
  4830. }
  4831. }
  4832. break;
  4833. case HT_SPRINGTRAP: /* スプリングトラップ */
  4834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4835. {
  4836. struct skill_unit *su=NULL;
  4837. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4838. switch(su->group->unit_id){
  4839. case UNT_ANKLESNARE: // ankle snare
  4840. if (su->group->val2 != 0)
  4841. // if it is already trapping something don't spring it,
  4842. // remove trap should be used instead
  4843. break;
  4844. // otherwise fallthrough to below
  4845. case UNT_BLASTMINE:
  4846. case UNT_SKIDTRAP:
  4847. case UNT_LANDMINE:
  4848. case UNT_SHOCKWAVE:
  4849. case UNT_SANDMAN:
  4850. case UNT_FLASHER:
  4851. case UNT_FREEZINGTRAP:
  4852. case UNT_CLAYMORETRAP:
  4853. case UNT_TALKIEBOX:
  4854. su->group->unit_id = UNT_USED_TRAPS;
  4855. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4856. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4857. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4858. }
  4859. }
  4860. }
  4861. break;
  4862. case BD_ENCORE: /* アンコ?ル */
  4863. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4864. if(sd)
  4865. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4866. break;
  4867. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4868. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4869. map_freeblock_unlock();
  4870. return 1;
  4871. }
  4872. clif_skill_nodamage(src,bl,skillid,skilllv,
  4873. sc_start4(bl,type,100,
  4874. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4875. break;
  4876. case PF_MINDBREAKER: /* プ�?ボック */
  4877. {
  4878. /* MVPmobと不死には?かない */
  4879. if(status_get_mode(bl)&MD_BOSS || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
  4880. {
  4881. map_freeblock_unlock();
  4882. return 1;
  4883. }
  4884. //Has a 55% + skilllv*5% success chance.
  4885. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4886. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4887. {
  4888. if (sd) clif_skill_fail(sd,skillid,0,0);
  4889. map_freeblock_unlock();
  4890. return 0;
  4891. }
  4892. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  4893. skill_castcancel(bl,0);
  4894. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  4895. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4896. skill_castcancel(bl,0);
  4897. if(tsc && tsc->count){
  4898. if(tsc->data[SC_FREEZE].timer!=-1)
  4899. status_change_end(bl,SC_FREEZE,-1);
  4900. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4901. status_change_end(bl,SC_STONE,-1);
  4902. if(tsc->data[SC_SLEEP].timer!=-1)
  4903. status_change_end(bl,SC_SLEEP,-1);
  4904. }
  4905. if(dstmd)
  4906. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4907. }
  4908. break;
  4909. case PF_SOULCHANGE:
  4910. {
  4911. int sp1 = 0, sp2 = 0;
  4912. if (sd) {
  4913. if (dstsd) {
  4914. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4915. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4916. sd->status.sp = sp2;
  4917. dstsd->status.sp = sp1;
  4918. clif_heal(sd->fd,SP_SP,sp2);
  4919. clif_updatestatus(sd,SP_SP);
  4920. clif_heal(dstsd->fd,SP_SP,sp1);
  4921. clif_updatestatus(dstsd,SP_SP);
  4922. } else if (dstmd) {
  4923. if (dstmd->state.soul_change_flag) {
  4924. clif_skill_fail(sd,skillid,0,0);
  4925. map_freeblock_unlock();
  4926. return 0;
  4927. }
  4928. sp2 = sd->status.max_sp * 3 /100;
  4929. if (sd->status.sp + sp2 > sd->status.max_sp)
  4930. sp2 = sd->status.max_sp - sd->status.sp;
  4931. sd->status.sp += sp2;
  4932. clif_heal(sd->fd,SP_SP,sp2);
  4933. clif_updatestatus(sd,SP_SP);
  4934. dstmd->state.soul_change_flag = 1;
  4935. }
  4936. }
  4937. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4938. }
  4939. break;
  4940. // Slim Pitcher
  4941. case CR_SLIMPITCHER:
  4942. if (potion_hp) {
  4943. struct block_list tbl;
  4944. int hp = potion_hp;
  4945. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4946. if (dstsd) {
  4947. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4948. }
  4949. tbl.id = 0;
  4950. tbl.m = src->m;
  4951. tbl.x = src->x;
  4952. tbl.y = src->y;
  4953. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4954. battle_heal(NULL,bl,hp,0,0);
  4955. }
  4956. break;
  4957. // Full Chemical Protection
  4958. case CR_FULLPROTECTION:
  4959. {
  4960. int i, skilltime;
  4961. skilltime = skill_get_time(skillid,skilllv);
  4962. if (!tsc) {
  4963. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4964. break;
  4965. }
  4966. for (i=0; i<4; i++) {
  4967. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4968. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4969. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4970. }
  4971. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4972. }
  4973. break;
  4974. case RG_CLEANER: //AppleGirl
  4975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4976. break;
  4977. case PF_DOUBLECASTING:
  4978. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4979. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4980. if (sd) clif_skill_fail(sd,skillid,0,0);
  4981. break;
  4982. case CG_LONGINGFREEDOM:
  4983. {
  4984. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4985. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4986. {
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,
  4988. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4989. }
  4990. }
  4991. break;
  4992. case CG_TAROTCARD:
  4993. {
  4994. int eff, count = -1;
  4995. if (rand() % 100 > skilllv * 8) {
  4996. if (sd) clif_skill_fail(sd,skillid,0,0);
  4997. map_freeblock_unlock();
  4998. return 0;
  4999. }
  5000. do {
  5001. eff = rand() % 14;
  5002. clif_specialeffect(bl, 523 + eff, 0);
  5003. switch (eff)
  5004. {
  5005. case 0: // heals SP to 0
  5006. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  5007. break;
  5008. case 1: // matk halved
  5009. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5010. break;
  5011. case 2: // all buffs removed
  5012. status_change_clear_buffs(bl);
  5013. break;
  5014. case 3: // 1000 damage, random armor destroyed
  5015. {
  5016. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  5017. battle_damage(src, bl, 1000, 0);
  5018. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5019. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  5020. }
  5021. break;
  5022. case 4: // atk halved
  5023. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5024. break;
  5025. case 5: // 2000HP heal, random teleported
  5026. battle_heal(src, src, 2000, 0, 0);
  5027. if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
  5028. else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
  5029. break;
  5030. case 6: // random 2 other effects
  5031. if (count == -1)
  5032. count = 3;
  5033. else
  5034. count++; //Should not retrigger this one.
  5035. break;
  5036. case 7: // stop freeze or stoned
  5037. {
  5038. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5039. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time(skillid,skilllv));
  5040. }
  5041. break;
  5042. case 8: // curse coma and poison
  5043. sc_start(bl,SC_COMA,100,skilllv,skill_get_time(skillid,skilllv));
  5044. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time(skillid,skilllv));
  5045. sc_start(bl,SC_POISON,100,skilllv,skill_get_time(skillid,skilllv));
  5046. break;
  5047. case 9: // chaos
  5048. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time(skillid,skilllv));
  5049. break;
  5050. case 10: // 6666 damage, atk matk halved, cursed
  5051. battle_damage(src, bl, 6666, 0);
  5052. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5053. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5054. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5055. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time(skillid,skilllv));
  5056. break;
  5057. case 11: // 4444 damage
  5058. battle_damage(src, bl, 4444, 0);
  5059. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5060. break;
  5061. case 12: // stun
  5062. sc_start(bl,SC_STUN,100,skilllv,5000);
  5063. break;
  5064. case 13: // atk,matk,hit,flee,def reduced
  5065. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time(skillid,skilllv));
  5066. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time(skillid,skilllv));
  5067. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time(skillid,skilllv));
  5068. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time(skillid,skilllv));
  5069. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time(skillid,skilllv));
  5070. break;
  5071. default:
  5072. break;
  5073. }
  5074. } while ((--count) > 0);
  5075. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5076. }
  5077. break;
  5078. case SL_ALCHEMIST:
  5079. case SL_ASSASIN:
  5080. case SL_BARDDANCER:
  5081. case SL_BLACKSMITH:
  5082. case SL_CRUSADER:
  5083. case SL_HUNTER:
  5084. case SL_KNIGHT:
  5085. case SL_MONK:
  5086. case SL_PRIEST:
  5087. case SL_ROGUE:
  5088. case SL_SAGE:
  5089. case SL_SOULLINKER:
  5090. case SL_STAR:
  5091. case SL_SUPERNOVICE:
  5092. case SL_WIZARD:
  5093. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5094. clif_skill_fail(sd,skillid,0,0);
  5095. break;
  5096. }
  5097. clif_skill_nodamage(src,bl,skillid,skilllv,
  5098. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5099. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5100. break;
  5101. case SL_HIGH:
  5102. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5103. clif_skill_fail(sd,skillid,0,0);
  5104. break;
  5105. }
  5106. clif_skill_nodamage(src,bl,skillid,skilllv,
  5107. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5108. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5109. break;
  5110. case SL_SKA: // [marquis007]
  5111. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5112. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5113. clif_skill_fail(sd,skillid,0,0);
  5114. break;
  5115. }
  5116. if (sd && status_get_mode(bl)&MD_BOSS)
  5117. clif_skill_fail(sd,skillid,0,0);
  5118. else
  5119. {
  5120. clif_skill_nodamage(src,bl,skillid,skilllv,
  5121. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5122. }
  5123. break;
  5124. case SL_SWOO:
  5125. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5126. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5127. clif_skill_fail(sd,skillid,0,0);
  5128. break;
  5129. }
  5130. clif_skill_nodamage(src,bl,skillid,skilllv,
  5131. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5132. break;
  5133. case SL_SKE:
  5134. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5135. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5136. clif_skill_fail(sd,skillid,0,0);
  5137. break;
  5138. }
  5139. clif_skill_nodamage(src,bl,skillid,skilllv,
  5140. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5141. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5142. break;
  5143. // New guild skills [Celest]
  5144. case GD_BATTLEORDER:
  5145. if(flag&1) {
  5146. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5147. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  5148. } else if (status_get_guild_id(src)) {
  5149. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5150. map_foreachinrange(skill_area_sub, src,
  5151. skill_get_splash(skillid, skilllv), BL_CHAR,
  5152. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5153. skill_castend_nodamage_id);
  5154. if (sd)
  5155. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5156. }
  5157. break;
  5158. case GD_REGENERATION:
  5159. if(flag&1) {
  5160. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5161. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  5162. } else if (status_get_guild_id(src)) {
  5163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5164. map_foreachinrange(skill_area_sub, src,
  5165. skill_get_splash(skillid, skilllv), BL_CHAR,
  5166. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5167. skill_castend_nodamage_id);
  5168. if (sd)
  5169. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5170. }
  5171. break;
  5172. case GD_RESTORE:
  5173. if(flag&1) {
  5174. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  5175. int hp, sp;
  5176. hp = status_get_max_hp(bl)*9/10;
  5177. sp = dstsd?dstsd->status.max_sp*9/10:0;
  5178. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5179. battle_heal(NULL,bl,hp,sp,0);
  5180. }
  5181. } else if (status_get_guild_id(src)) {
  5182. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5183. map_foreachinrange(skill_area_sub, src,
  5184. skill_get_splash(skillid, skilllv), BL_CHAR,
  5185. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5186. skill_castend_nodamage_id);
  5187. if (sd)
  5188. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5189. }
  5190. break;
  5191. case GD_EMERGENCYCALL:
  5192. {
  5193. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5194. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5195. int j = 0;
  5196. struct guild *g = NULL;
  5197. // i don't know if it actually summons in a circle, but oh well. ;P
  5198. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5199. if (!g)
  5200. break;
  5201. for(i = 0; i < g->max_member; i++, j++) {
  5202. if (j>8) j=0;
  5203. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5204. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5205. continue;
  5206. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5207. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5208. dx[j] = dy[j] = 0;
  5209. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5210. }
  5211. }
  5212. if (sd)
  5213. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5214. }
  5215. break;
  5216. case SG_FEEL:
  5217. if (sd) {
  5218. if(!sd->feel_map[skilllv-1].index) {
  5219. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5220. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5221. }
  5222. else
  5223. clif_feel_info(sd, skilllv-1);
  5224. }
  5225. break;
  5226. case SG_HATE:
  5227. if (sd) {
  5228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5229. if(dstsd) //PC
  5230. {
  5231. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5232. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5233. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5234. }
  5235. else if(dstmd) // mob
  5236. {
  5237. switch(skilllv)
  5238. {
  5239. case 1:
  5240. if (status_get_size(bl)==0)
  5241. {
  5242. sd->hate_mob[0] = dstmd->class_;
  5243. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5244. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5245. } else clif_skill_fail(sd,skillid,0,0);
  5246. break;
  5247. case 2:
  5248. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5249. {
  5250. sd->hate_mob[1] = dstmd->class_;
  5251. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5252. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5253. } else clif_skill_fail(sd,skillid,0,0);
  5254. break;
  5255. case 3:
  5256. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5257. {
  5258. sd->hate_mob[2] = dstmd->class_;
  5259. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5260. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5261. } else clif_skill_fail(sd,skillid,0,0);
  5262. break;
  5263. default:
  5264. clif_skill_fail(sd,skillid,0,0);
  5265. break;
  5266. }
  5267. }
  5268. }
  5269. break;
  5270. //Until they're at right position - gs_nodamage- [Vicious]
  5271. //Not implemented yet [Vicious]
  5272. case GS_GLITTERING:
  5273. if(sd) {
  5274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5275. if(rand()%100 < (50+10*skilllv))
  5276. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  5277. else if(sd->spiritball > 0)
  5278. pc_delspiritball(sd,1,0);
  5279. }
  5280. break;
  5281. case GS_MADNESSCANCEL:
  5282. case GS_ADJUSTMENT:
  5283. case GS_INCREASING:
  5284. case GS_CRACKER:
  5285. case GS_GATLINGFEVER:
  5286. case GS_GROUNDDRIFT:
  5287. case NJ_TATAMIGAESHI:
  5288. case NJ_KASUMIKIRI:
  5289. case NJ_SHADOWJUMP:
  5290. case NJ_UTSUSEMI:
  5291. case NJ_BUNSINJYUTSU:
  5292. case NJ_NEN:
  5293. clif_skill_nodamage(src,bl,skillid,skilllv,
  5294. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5295. break;
  5296. default:
  5297. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5298. map_freeblock_unlock();
  5299. return 1;
  5300. }
  5301. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5302. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5303. map_freeblock_unlock();
  5304. return 0;
  5305. }
  5306. /*==========================================
  5307. * スキル使用?i詠?・完了?AID指定?j
  5308. *------------------------------------------
  5309. */
  5310. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5311. {
  5312. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  5313. struct block_list *bl;
  5314. int inf2;
  5315. nullpo_retr(0, sd);
  5316. //Code cleanup.
  5317. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; sd->skilltarget = 0; }
  5318. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
  5319. { /* タイマIDの確認 */
  5320. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
  5321. sd->skilltimer = -1;
  5322. return 0;
  5323. }
  5324. if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
  5325. { //Finished casting between maps, or the skill has failed after starting casting{
  5326. sd->skilltimer = -1;
  5327. skill_failed(sd);
  5328. return 0;
  5329. }
  5330. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing inf2 :X
  5331. status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
  5332. if(sd->skillid != SA_CASTCANCEL)
  5333. sd->skilltimer=-1;
  5334. if((bl=map_id2bl(sd->skilltarget))==NULL ||
  5335. bl->prev==NULL || sd->bl.m != bl->m) {
  5336. skill_failed(sd);
  5337. return 0;
  5338. }
  5339. if(sd->skillid == RG_BACKSTAP) {
  5340. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  5341. if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
  5342. clif_skill_fail(sd,sd->skillid,0,0);
  5343. skill_failed(sd);
  5344. return 0;
  5345. }
  5346. }
  5347. if (sd->skillid == PR_LEXDIVINA)
  5348. {
  5349. struct status_change *sc = status_get_sc(bl);
  5350. if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
  5351. (!sc || sc->data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5352. {
  5353. clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
  5354. skill_failed(sd);
  5355. return 0;
  5356. }
  5357. } else {
  5358. inf2 = skill_get_inf(sd->skillid);
  5359. if((inf2&INF_ATTACK_SKILL ||
  5360. (inf2&INF_SELF_SKILL && sd->bl.id != bl->id && !(skill_get_nk(sd->skillid)&NK_NO_DAMAGE))) //Self skills that cause damage (EF, Combo Skills, etc)
  5361. && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
  5362. ) {
  5363. skill_failed(sd);
  5364. return 0;
  5365. }
  5366. }
  5367. if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
  5368. { //Avoid doing double checks for instant-cast skills.
  5369. if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  5370. clif_skill_fail(sd,sd->skillid,0,0);
  5371. skill_failed(sd);
  5372. return 0;
  5373. }
  5374. inf2 = skill_get_inf2(sd->skillid);
  5375. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
  5376. int fail_flag = 1;
  5377. if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  5378. fail_flag = 0;
  5379. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
  5380. fail_flag = 0;
  5381. if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
  5382. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5383. fail_flag = 0;
  5384. if(fail_flag) {
  5385. clif_skill_fail(sd,sd->skillid,0,0);
  5386. skill_failed(sd);
  5387. return 0;
  5388. }
  5389. }
  5390. if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
  5391. {
  5392. clif_skill_fail(sd,sd->skillid,0,0);
  5393. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5394. skill_check_condition(sd,1);
  5395. skill_failed(sd);
  5396. return 0;
  5397. }
  5398. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5399. skill_failed(sd);
  5400. return 0;
  5401. }
  5402. if(battle_config.pc_skill_log)
  5403. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5404. pc_stop_walking(sd,0);
  5405. if (sd->skillid == SA_MAGICROD)
  5406. sd->canact_tick = tick;
  5407. else
  5408. sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5409. battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
  5410. if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
  5411. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5412. else
  5413. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5414. if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
  5415. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5416. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5417. if (sd->skilltimer == -1) {
  5418. sd->skillid = sd->skilllv = -1;
  5419. sd->skilltarget = 0;
  5420. }
  5421. return 0;
  5422. #undef skill_failed
  5423. }
  5424. /*---------------------------------------------------------------------------- */
  5425. /*==========================================
  5426. * スキル使用?i詠?・完了?A?�?且w定?j
  5427. *------------------------------------------
  5428. */
  5429. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5430. {
  5431. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5432. int maxcount;
  5433. nullpo_retr(0, sd);
  5434. //Code cleanup.
  5435. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; }
  5436. if( sd->skilltimer != tid )
  5437. { /* タイマIDの確認 */
  5438. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
  5439. sd->skilltimer = -1;
  5440. return 0;
  5441. }
  5442. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing maxcount :X
  5443. status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
  5444. sd->skilltimer=-1;
  5445. if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
  5446. { // skill has failed after starting casting
  5447. return 0;
  5448. }
  5449. if (!battle_config.pc_skill_reiteration &&
  5450. skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
  5451. skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5452. clif_skill_fail(sd,sd->skillid,0,0);
  5453. skill_failed(sd);
  5454. return 0;
  5455. }
  5456. if (battle_config.pc_skill_nofootset &&
  5457. skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
  5458. skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5459. clif_skill_fail(sd,sd->skillid,0,0);
  5460. skill_failed(sd);
  5461. return 0;
  5462. }
  5463. if(battle_config.pc_land_skill_limit) {
  5464. maxcount = skill_get_maxcount(sd->skillid);
  5465. if(maxcount > 0) {
  5466. int i,c;
  5467. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5468. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5469. c++;
  5470. }
  5471. if(c >= maxcount) {
  5472. clif_skill_fail(sd,sd->skillid,0,0);
  5473. skill_failed(sd);
  5474. return 0;
  5475. }
  5476. }
  5477. }
  5478. if(tid != -1)
  5479. { //Avoid double checks on instant cast skills. [Skotlex]
  5480. if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
  5481. {
  5482. skill_failed(sd);
  5483. return 0;
  5484. }
  5485. if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
  5486. clif_skill_fail(sd,sd->skillid,0,0);
  5487. if(battle_config.skill_out_range_consume) //Consume items anyway.
  5488. skill_check_condition(sd,1);
  5489. skill_failed(sd);
  5490. return 0;
  5491. }
  5492. }
  5493. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5494. skill_failed(sd);
  5495. return 0;
  5496. }
  5497. if(battle_config.pc_skill_log)
  5498. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5499. pc_stop_walking(sd,0);
  5500. sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5501. battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
  5502. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5503. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5504. if (sd->skilltimer == -1) {
  5505. sd->skillid = sd->skilllv = -1;
  5506. }
  5507. return 0;
  5508. #undef skill_failed
  5509. }
  5510. /*==========================================
  5511. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5512. *------------------------------------------
  5513. */
  5514. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5515. {
  5516. struct map_session_data *sd=NULL;
  5517. struct status_change *sc;
  5518. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  5519. //if(skilllv <= 0) return 0;
  5520. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5521. nullpo_retr(0, src);
  5522. if(src->type==BL_PC)
  5523. sd=(struct map_session_data *)src;
  5524. sc = status_get_sc(src); //Needed for Magic Power checks.
  5525. if (sc && !sc->count)
  5526. sc = NULL; //Unneeded.
  5527. if(skillid != WZ_METEOR &&
  5528. skillid != AM_CANNIBALIZE &&
  5529. skillid != AM_SPHEREMINE &&
  5530. skillid != CR_CULTIVATION &&
  5531. skillid != AC_SHOWER)
  5532. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5533. switch(skillid)
  5534. {
  5535. case PR_BENEDICTIO: /* ?ケ??~福 */
  5536. skill_area_temp[1] = src->id;
  5537. i = skill_get_splash(skillid, skilllv);
  5538. map_foreachinarea(skill_area_sub,
  5539. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5540. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5541. skill_castend_nodamage_id);
  5542. map_foreachinarea(skill_area_sub,
  5543. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5544. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5545. skill_castend_damage_id);
  5546. break;
  5547. case AC_SHOWER:
  5548. { //One of the few skills that can attack traps.
  5549. i = skill_get_splash(skillid, skilllv);
  5550. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5551. map_foreachinarea (skill_area_sub,
  5552. src->m, x-i, y-i, x+i, y+i, BL_CHAR|BL_SKILL,
  5553. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5554. skill_castend_damage_id);
  5555. }
  5556. break;
  5557. case BS_HAMMERFALL:
  5558. i = skill_get_splash(skillid, skilllv);
  5559. map_foreachinarea (skill_area_sub,
  5560. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5561. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5562. skill_castend_nodamage_id);
  5563. break;
  5564. case HT_DETECTING: /* ディテクティング */
  5565. i = skill_get_splash(skillid, skilllv);
  5566. map_foreachinarea( status_change_timer_sub,
  5567. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5568. src,status_get_sc(src),SC_SIGHT,tick);
  5569. break;
  5570. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5571. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5572. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5573. case AL_PNEUMA: /* ニュ?マ */
  5574. case WZ_ICEWALL: /* アイスウォ?ル */
  5575. case WZ_FIREPILLAR: /* ファイアピラ? */
  5576. case WZ_QUAGMIRE: /* クァグマイア */
  5577. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5578. case WZ_STORMGUST: /* スト?ムガスト */
  5579. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5580. case PR_SANCTUARY: /* サンクチュアリ */
  5581. case PR_MAGNUS: /* マグヌスエクソシズム */
  5582. case CR_GRANDCROSS: /* グランドク�?ス */
  5583. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5584. case HT_SKIDTRAP: /* スキッドトラップ */
  5585. case HT_LANDMINE: /* ランドマイン */
  5586. case HT_ANKLESNARE: /* アンクルスネア */
  5587. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5588. case HT_SANDMAN: /* サンドマン */
  5589. case HT_FLASHER: /* フラッシャ? */
  5590. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5591. case HT_BLASTMINE: /* ブラストマイン */
  5592. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5593. case AS_VENOMDUST: /* ベノムダスト */
  5594. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5595. case PF_FOGWALL: /* フォグウォ?ル */
  5596. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5597. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5598. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5599. break;
  5600. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5601. skill_clear_unitgroup(src);
  5602. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5603. break;
  5604. case RG_CLEANER: // [Valaris]
  5605. i = skill_get_splash(skillid, skilllv);
  5606. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5607. break;
  5608. case SA_VOLCANO: /* ボルケ?ノ */
  5609. case SA_DELUGE: /* デリュ?ジ */
  5610. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5611. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5612. case NJ_SUITON:
  5613. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5614. break;
  5615. case WZ_METEOR: //�?テオスト?ム
  5616. {
  5617. int flag=0, area = skill_get_splash(skillid, skilllv);
  5618. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5619. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5620. for(i=0;i<2+(skilllv>>1);i++) {
  5621. int j=0;
  5622. do {
  5623. tmpx = x + (rand()%area - area/2);
  5624. tmpy = y + (rand()%area - area/2);
  5625. if(tmpx < 0)
  5626. tmpx = 0;
  5627. else if(tmpx >= map[src->m].xs)
  5628. tmpx = map[src->m].xs - 1;
  5629. if(tmpy < 0)
  5630. tmpy = 0;
  5631. else if(tmpy >= map[src->m].ys)
  5632. tmpy = map[src->m].ys - 1;
  5633. j++;
  5634. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  5635. if(j >= 100)
  5636. continue;
  5637. if(!(flag&1)){
  5638. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5639. flag=flag|1;
  5640. }
  5641. if(i > 0)
  5642. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5643. x1 = tmpx;
  5644. y1 = tmpy;
  5645. }
  5646. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5647. }
  5648. break;
  5649. case AL_WARP: /* �??プポ?タル */
  5650. if(sd) {
  5651. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5652. (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5653. (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5654. (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5655. }
  5656. break;
  5657. case MO_BODYRELOCATION:
  5658. if (sd) {
  5659. pc_movepos(sd, x, y, 1);
  5660. pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
  5661. } else if (src->type == BL_MOB) {
  5662. struct mob_data *md = (struct mob_data *)src;
  5663. mob_warp(md, -1, x, y, 0);
  5664. clif_spawnmob(md);
  5665. }
  5666. break;
  5667. case AM_CANNIBALIZE: // バイオプラント
  5668. if(sd) {
  5669. int id;
  5670. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5671. struct mob_data *md;
  5672. // Correct info, don't change any of this! [celest]
  5673. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5674. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5675. md->master_id = sd->bl.id;
  5676. // different levels of HP according to skill level
  5677. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5678. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5679. md->special_state.ai = 1;
  5680. //非移動でアクティブで反撃する[0x0:非移動 0x1:移動 0x4:ACT 0x8:非ACT 0x40:反撃無 0x80:反撃有]
  5681. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5682. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5683. }
  5684. // To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
  5685. // (attach name of player?)
  5686. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5687. }
  5688. break;
  5689. case AM_SPHEREMINE: // スフィア?マイン
  5690. if(sd){
  5691. int id;
  5692. struct mob_data *md;
  5693. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5694. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5695. md->master_id = sd->bl.id;
  5696. md->hp = 2000 + skilllv * 400;
  5697. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5698. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5699. md->special_state.ai = 2;
  5700. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5701. }
  5702. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5703. }
  5704. break;
  5705. // Slim Pitcher [Celest]
  5706. case CR_SLIMPITCHER:
  5707. {
  5708. if (sd) {
  5709. int i = skilllv%11 - 1;
  5710. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5711. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5712. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5713. clif_skill_fail(sd,skillid,0,0);
  5714. return 1;
  5715. }
  5716. potion_flag = 1;
  5717. potion_hp = 0;
  5718. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5719. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5720. potion_flag = 0;
  5721. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5722. //Apply skill bonuses
  5723. potion_hp = potion_hp * (100
  5724. + pc_checkskill(sd,CR_SLIMPITCHER)*10
  5725. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5726. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5727. )/100;
  5728. if(potion_hp > 0) {
  5729. i = skill_get_splash(skillid, skilllv);
  5730. map_foreachinarea(skill_area_sub,
  5731. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5732. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5733. skill_castend_nodamage_id);
  5734. }
  5735. }
  5736. }
  5737. break;
  5738. case HW_GANBANTEIN:
  5739. if (rand()%100 < 80) {
  5740. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5741. i = skill_get_splash(skillid, skilllv);
  5742. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5743. } else {
  5744. clif_skill_fail(sd,skillid,0,0);
  5745. return 1;
  5746. }
  5747. break;
  5748. case HW_GRAVITATION:
  5749. {
  5750. struct skill_unit_group *sg;
  5751. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5752. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5753. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5754. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5755. }
  5756. break;
  5757. // Plant Cultivation [Celest]
  5758. case CR_CULTIVATION:
  5759. {
  5760. if (sd) {
  5761. int i = skilllv - 1;
  5762. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5763. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5764. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5765. clif_skill_fail(sd,skillid,0,0);
  5766. return 1;
  5767. }
  5768. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5769. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5770. if (rand()%100 < 50)
  5771. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5772. else
  5773. clif_skill_fail(sd,skillid,0,0);
  5774. }
  5775. }
  5776. break;
  5777. //Until they're at right position - gs_unit- [Vicious]
  5778. case NJ_KAENSIN:
  5779. case NJ_BAKUENRYU:
  5780. case NJ_HYOUSYOURAKU:
  5781. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5782. break;
  5783. case NJ_RAIGEKISAI:
  5784. map_foreachinrange(skill_attack_area, src,
  5785. skill_get_splash(skillid, skilllv), BL_CHAR,
  5786. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5787. break;
  5788. }
  5789. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5790. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5791. return 0;
  5792. }
  5793. /*==========================================
  5794. * スキル使用?i詠?・完了?Amap指定?j
  5795. *------------------------------------------
  5796. */
  5797. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5798. {
  5799. int x=0,y=0;
  5800. nullpo_retr(0, sd);
  5801. //Simplify skill_failed code.
  5802. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5803. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5804. return 0;
  5805. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5806. skill_failed(sd);
  5807. return 0;
  5808. }
  5809. //スキルが使えない?態異?峵�
  5810. if(sd->sc.count && (
  5811. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5812. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5813. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5814. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5815. sd->sc.data[SC_DANCING].timer!=-1 ||
  5816. sd->sc.data[SC_BERSERK].timer != -1 ||
  5817. sd->sc.data[SC_MARIONETTE].timer != -1
  5818. ))
  5819. return 0;
  5820. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5821. return 0;
  5822. if (strlen(map) > MAP_NAME_LENGTH-1)
  5823. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5824. if (battle_config.error_log)
  5825. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5826. skill_failed(sd);
  5827. return 0;
  5828. }
  5829. pc_stopattack(sd);
  5830. if(battle_config.pc_skill_log)
  5831. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5832. pc_stop_walking(sd,0);
  5833. if(strcmp(map,"cancel")==0) {
  5834. skill_failed(sd);
  5835. return 0;
  5836. }
  5837. switch(skill_num){
  5838. case AL_TELEPORT: /* テレポ?ト */
  5839. if(strcmp(map,"Random")==0)
  5840. pc_randomwarp(sd,3);
  5841. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5842. pc_setpos(sd,sd->status.save_point.map,
  5843. sd->status.save_point.x,sd->status.save_point.y,3);
  5844. break;
  5845. case AL_WARP: /* �??プポ?タル */
  5846. {
  5847. const struct point *p[4];
  5848. struct skill_unit_group *group;
  5849. int i, lv;
  5850. int maxcount=0;
  5851. unsigned short mapindex;
  5852. mapindex = mapindex_name2id((char*)map);
  5853. if(!mapindex) { //Given map not found?
  5854. clif_skill_fail(sd,skill_num,0,0);
  5855. skill_failed(sd);
  5856. return 0;
  5857. }
  5858. p[0] = &sd->status.save_point;
  5859. p[1] = &sd->status.memo_point[0];
  5860. p[2] = &sd->status.memo_point[1];
  5861. p[3] = &sd->status.memo_point[2];
  5862. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5863. int c;
  5864. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5865. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
  5866. c++;
  5867. }
  5868. if(c >= maxcount) {
  5869. clif_skill_fail(sd,skill_num,0,0);
  5870. skill_failed(sd);
  5871. return 0;
  5872. }
  5873. }
  5874. lv = sd->menuskill_lv;
  5875. if(lv <= 0) return 0;
  5876. for(i=0;i<lv;i++){
  5877. if(mapindex == p[i]->map){
  5878. x=p[i]->x;
  5879. y=p[i]->y;
  5880. break;
  5881. }
  5882. }
  5883. if(x==0 || y==0) { /* 不?ウパケット?H */
  5884. skill_failed(sd);
  5885. return 0;
  5886. }
  5887. //FIXME: What about when you use another ground skill? skillx
  5888. //and skilly are messed up already... [Skotlex]
  5889. i = sd->skillid;
  5890. lv = sd->skilllv;
  5891. sd->skillid = sd->menuskill_id;
  5892. sd->skilllv = sd->menuskill_lv;
  5893. if(!skill_check_condition(sd,3)) //This checks versus skillid/skilllv...
  5894. {
  5895. sd->skillid = i;
  5896. sd->skilllv = lv;
  5897. skill_failed(sd);
  5898. return 0;
  5899. }
  5900. sd->skillid = i;
  5901. sd->skilllv = lv;
  5902. lv = sd->menuskill_lv;
  5903. if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
  5904. clif_skill_fail(sd,0,0,0);
  5905. skill_failed(sd);
  5906. return 0;
  5907. }
  5908. if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
  5909. skill_failed(sd);
  5910. return 0;
  5911. }
  5912. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5913. group->val3 = mapindex;
  5914. // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
  5915. // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
  5916. group->val2=(x<<16)|y;
  5917. }
  5918. break;
  5919. }
  5920. sd->menuskill_id = sd->menuskill_lv = 0;
  5921. return 0;
  5922. #undef skill_failed
  5923. }
  5924. /*==========================================
  5925. * Initializes and sets a ground skill.
  5926. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5927. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5928. *------------------------------------------
  5929. */
  5930. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5931. {
  5932. struct skill_unit_group *group;
  5933. int i,limit,val1=0,val2=0,val3=0;
  5934. int count=0;
  5935. int target,interval,range,unit_flag;
  5936. struct skill_unit_layout *layout;
  5937. struct status_change *sc;
  5938. int active_flag=1;
  5939. nullpo_retr(0, src);
  5940. limit = skill_get_time(skillid,skilllv);
  5941. range = skill_get_unit_range(skillid,skilllv);
  5942. interval = skill_get_unit_interval(skillid);
  5943. target = skill_get_unit_target(skillid);
  5944. unit_flag = skill_get_unit_flag(skillid);
  5945. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5946. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5947. if (sc && !sc->count)
  5948. sc = NULL;
  5949. switch(skillid){ /* ?ン定 */
  5950. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5951. val2=skilllv+1;
  5952. break;
  5953. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5954. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5955. limit = limit*3/2;
  5956. val2=4+skilllv;
  5957. break;
  5958. case AL_WARP: /* �??プポ?タル */
  5959. val1=skilllv+6;
  5960. if(!(flag&1))
  5961. limit=2000;
  5962. active_flag=0;
  5963. break;
  5964. case PR_SANCTUARY: /* サンクチュアリ */
  5965. val1=(skilllv+3)*2;
  5966. val2=(skilllv>6)?777:skilllv*100;
  5967. break;
  5968. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5969. if((flag&1)!=0)
  5970. limit=1000;
  5971. val1=skilllv+2;
  5972. break;
  5973. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5974. case AM_DEMONSTRATION:
  5975. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5976. && src->type != BL_MOB)
  5977. target = BCT_ALL;
  5978. break;
  5979. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5980. val1=skilllv*15+10;
  5981. case HT_SANDMAN: /* サンドマン */
  5982. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5983. case HT_SKIDTRAP: /* スキッドトラップ */
  5984. case HT_LANDMINE: /* ランドマイン */
  5985. case HT_ANKLESNARE: /* アンクルスネア */
  5986. case HT_FLASHER: /* フラッシャ? */
  5987. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5988. case HT_BLASTMINE: /* ブラストマイン */
  5989. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  5990. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5991. if (map_flag_gvg(src->m))
  5992. limit *= 4; // longer trap times in WOE [celest]
  5993. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5994. && src->type != BL_MOB)
  5995. //Change target to all with the exception of mob traps [Skotlex]
  5996. target = BCT_ALL;
  5997. break;
  5998. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5999. {
  6000. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6001. val1=skilllv*15+10;
  6002. aoe_diameter=skilllv+skilllv%2+5;
  6003. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6004. }
  6005. //No break because we also have to check if we use gemstones. [Skotlex]
  6006. case SA_VOLCANO:
  6007. case SA_DELUGE:
  6008. case SA_VIOLENTGALE:
  6009. {
  6010. struct skill_unit_group *old_sg;
  6011. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6012. {
  6013. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6014. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6015. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6016. if (limit < 0) //This can happen...
  6017. limit = skill_get_time(skillid,skilllv);
  6018. }
  6019. skill_clear_element_field(src);
  6020. }
  6021. break;
  6022. }
  6023. case BA_DISSONANCE:
  6024. case DC_UGLYDANCE:
  6025. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6026. break;
  6027. case BA_WHISTLE:
  6028. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  6029. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  6030. if(src->type == BL_PC){
  6031. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6032. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6033. }
  6034. break;
  6035. case DC_HUMMING:
  6036. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  6037. if(src->type == BL_PC)
  6038. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6039. break;
  6040. case BA_POEMBRAGI:
  6041. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  6042. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  6043. if(src->type == BL_PC){
  6044. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6045. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6046. }
  6047. break;
  6048. case DC_DONTFORGETME:
  6049. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  6050. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  6051. if(src->type == BL_PC){
  6052. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6053. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6054. }
  6055. break;
  6056. case BA_APPLEIDUN:
  6057. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  6058. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  6059. if(src->type == BL_PC){
  6060. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6061. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6062. }
  6063. break;
  6064. case DC_SERVICEFORYOU:
  6065. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  6066. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  6067. if(src->type == BL_PC){
  6068. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6069. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6070. }
  6071. break;
  6072. case BA_ASSASSINCROSS:
  6073. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  6074. if(src->type == BL_PC)
  6075. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6076. break;
  6077. case DC_FORTUNEKISS:
  6078. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  6079. if(src->type == BL_PC)
  6080. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6081. break;
  6082. case BD_LULLABY:
  6083. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6084. break;
  6085. case BD_DRUMBATTLEFIELD:
  6086. val1 = (skilllv+1)*25; //Watk increase
  6087. val2 = (skilllv+1)*2; //Def increase
  6088. break;
  6089. case BD_RINGNIBELUNGEN:
  6090. val1 = (skilllv+2)*25; //Watk increase
  6091. break;
  6092. case BD_SIEGFRIED:
  6093. val1 = 55 + skilllv*5; //Elemental Resistance
  6094. val2 = skilllv*10; //Status ailment resistance
  6095. break;
  6096. case BD_ETERNALCHAOS:
  6097. break;
  6098. case PF_FOGWALL: /* フォグウォ?ル */
  6099. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  6100. break;
  6101. case RG_GRAFFITI: /* Graffiti */
  6102. count=1; // Leave this at 1 [Valaris]
  6103. break;
  6104. }
  6105. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  6106. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  6107. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6108. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6109. group->val1=val1;
  6110. group->val2=val2;
  6111. group->val3=val3;
  6112. group->target_flag=target;
  6113. group->bl_flag= skill_get_unit_bl_target(skillid);
  6114. if(skillid==HT_TALKIEBOX ||
  6115. skillid==RG_GRAFFITI){
  6116. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  6117. if(group->valstr==NULL){
  6118. ShowFatalError("skill_castend_map: out of memory !\n");
  6119. exit(1);
  6120. }
  6121. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6122. }
  6123. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6124. val1=skilllv;
  6125. val2=0;
  6126. limit=group->limit;
  6127. for(i=0;i<layout->count;i++){
  6128. struct skill_unit *unit;
  6129. int ux,uy,alive=1;
  6130. ux = x + layout->dx[i];
  6131. uy = y + layout->dy[i];
  6132. switch (skillid) {
  6133. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6134. val2=group->val2;
  6135. break;
  6136. case WZ_ICEWALL: /* アイスウォ?ル */
  6137. if(skilllv <= 1)
  6138. val1 = 500;
  6139. else
  6140. val1 = 200 + 200*skilllv;
  6141. break;
  6142. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6143. ux+=(i%5-2);
  6144. uy+=(i/5-2);
  6145. break;
  6146. }
  6147. //直?繝Xキルの?�?�?ン置?タ標?繧ノランドプ�?テクタ?がないかチェック
  6148. if(range<=0)
  6149. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6150. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6151. alive = 0;
  6152. if (alive && battle_config.skill_wall_check) {
  6153. //Check if there's a path between cell and center of casting.
  6154. struct walkpath_data wpd;
  6155. if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
  6156. alive = 0;
  6157. }
  6158. if(alive && skillid == WZ_ICEWALL) {
  6159. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6160. alive=0;
  6161. else {
  6162. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6163. if(val2==5 || val2==1)
  6164. alive=0;
  6165. else
  6166. clif_changemapcell(src->m,ux,uy,5,0);
  6167. }
  6168. }
  6169. if(alive){
  6170. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6171. unit->val1=val1;
  6172. unit->val2=val2;
  6173. unit->limit=limit;
  6174. unit->range=range;
  6175. if (range==0 && active_flag)
  6176. map_foreachincell(skill_unit_effect,unit->bl.m,
  6177. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6178. }
  6179. }
  6180. return group;
  6181. }
  6182. /*==========================================
  6183. * スキルユニットの?動イベント
  6184. *------------------------------------------
  6185. */
  6186. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6187. {
  6188. struct skill_unit_group *sg;
  6189. struct block_list *ss;
  6190. struct status_change *sc;
  6191. int type;
  6192. nullpo_retr(0, src);
  6193. nullpo_retr(0, bl);
  6194. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6195. return 0;
  6196. nullpo_retr(0, sg=src->group);
  6197. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6198. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6199. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6200. return 0; //AoE skills are ineffective. [Skotlex]
  6201. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6202. return 0;
  6203. sc = status_get_sc(bl);
  6204. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6205. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6206. type = SkillStatusChangeTable[sg->skill_id];
  6207. switch (sg->unit_id) {
  6208. case UNT_SAFETYWALL:
  6209. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6210. if (sc && sc->data[type].timer == -1)
  6211. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6212. break;
  6213. case UNT_WARP_WAITING:
  6214. if(bl->type==BL_PC){
  6215. struct map_session_data *sd = (struct map_session_data *)bl;
  6216. if((!sd->chatID || battle_config.chat_warpportal)
  6217. && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
  6218. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6219. if (--sg->val1<=0 || sg->src_id == bl->id)
  6220. skill_delunitgroup(sg);
  6221. }
  6222. }
  6223. } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  6224. int m = map_mapindex2mapid(sg->val3);
  6225. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6226. }
  6227. break;
  6228. case UNT_QUAGMIRE:
  6229. if(sc && sc->data[type].timer==-1)
  6230. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6231. break;
  6232. case UNT_VOLCANO:
  6233. case UNT_DELUGE:
  6234. case UNT_VIOLENTGALE:
  6235. case UNT_SUITON:
  6236. if(sc && sc->data[type].timer==-1)
  6237. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6238. skill_get_time2(sg->skill_id,sg->skill_lv));
  6239. break;
  6240. case UNT_RICHMANKIM:
  6241. case UNT_ETERNALCHAOS:
  6242. case UNT_DRUMBATTLEFIELD:
  6243. case UNT_RINGNIBELUNGEN:
  6244. case UNT_ROKISWEIL:
  6245. case UNT_INTOABYSS:
  6246. case UNT_SIEGFRIED:
  6247. //Needed to check when a dancer/bard leaves their ensemble area.
  6248. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6249. return sg->skill_id;
  6250. if (sc && sc->data[type].timer==-1)
  6251. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6252. break;
  6253. case UNT_WHISTLE:
  6254. case UNT_ASSASSINCROSS:
  6255. case UNT_POEMBRAGI:
  6256. case UNT_APPLEIDUN:
  6257. case UNT_HUMMING:
  6258. case UNT_DONTFORGETME:
  6259. case UNT_FORTUNEKISS:
  6260. case UNT_SERVICEFORYOU:
  6261. case UNT_HERMODE:
  6262. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6263. return 0;
  6264. if (sc && sc->data[type].timer==-1)
  6265. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6266. break;
  6267. case UNT_BASILICA:
  6268. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6269. skill_blown(&src->bl,bl,1);
  6270. break;
  6271. case UNT_FOGWALL:
  6272. if (sc && sc->data[type].timer==-1)
  6273. {
  6274. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6275. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6276. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6277. }
  6278. break;
  6279. case UNT_GRAVITATION:
  6280. if (sc && sc->data[type].timer==-1)
  6281. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6282. break;
  6283. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6284. src->val1 = 0;
  6285. if(src->limit + sg->tick > tick + 700)
  6286. src->limit = DIFF_TICK(tick+700,sg->tick);
  6287. break;
  6288. }
  6289. return sg->skill_id;
  6290. }
  6291. /*==========================================
  6292. * スキルユニットの発動イベント(タイマ?[発動)
  6293. *------------------------------------------
  6294. */
  6295. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6296. {
  6297. struct skill_unit_group *sg;
  6298. struct block_list *ss;
  6299. struct map_session_data *sd = NULL;
  6300. int splash_count=0;
  6301. struct status_change *tsc, *sc;
  6302. struct skill_unit_group_tickset *ts;
  6303. int type;
  6304. int diff=0;
  6305. nullpo_retr(0, src);
  6306. nullpo_retr(0, bl);
  6307. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6308. return 0;
  6309. nullpo_retr(0, sg=src->group);
  6310. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6311. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6312. sc = status_get_sc(ss); //For magic power.
  6313. tsc = status_get_sc(bl);
  6314. type = SkillStatusChangeTable[sg->skill_id];
  6315. if (sg->interval == -1) {
  6316. switch (sg->unit_id) {
  6317. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6318. case UNT_SPIDERWEB:
  6319. case UNT_FIREPILLAR_ACTIVE:
  6320. return 0;
  6321. default:
  6322. if (battle_config.error_log)
  6323. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6324. return 0;
  6325. }
  6326. }
  6327. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6328. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6329. diff = DIFF_TICK(tick,ts->tick);
  6330. if (diff < 0)
  6331. return 0;
  6332. ts->tick = tick+sg->interval;
  6333. // GXは?dなっていたら3HITしない
  6334. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6335. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6336. }
  6337. //Temporarily set magic power to have it take effect. [Skotlex]
  6338. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6339. {
  6340. if (sd)
  6341. { //This is needed since we are not going to recall status_calc_pc...
  6342. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6343. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6344. } else
  6345. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6346. }
  6347. switch (sg->unit_id) {
  6348. case UNT_FIREWALL:
  6349. {
  6350. int count=0, t_ele = status_get_elem_type(bl);
  6351. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6352. //This is the best Aegis approximation we can do without
  6353. //changing the minimum skill unit interval. [Skotlex]
  6354. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6355. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6356. } else {
  6357. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6358. src->val2--;
  6359. }
  6360. if (src->val2<=0)
  6361. skill_delunit(src);
  6362. break;
  6363. }
  6364. case UNT_SANCTUARY:
  6365. {
  6366. int race = status_get_race(bl);
  6367. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6368. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6369. // reduce healing count if this was meant for damaging [hekate]
  6370. sg->val1 -= 2;
  6371. }
  6372. } else {
  6373. int heal = sg->val2;
  6374. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6375. break;
  6376. if (status_isimmune(bl))
  6377. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6378. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6379. battle_heal(NULL, bl, heal, 0, 0);
  6380. if (diff >= 500)
  6381. sg->val1--; // ?V規に入ったユニットだけカウント
  6382. }
  6383. if (sg->val1 <= 0)
  6384. skill_delunitgroup(sg);
  6385. break;
  6386. }
  6387. case UNT_MAGNUS:
  6388. {
  6389. int race = status_get_race(bl);
  6390. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6391. break;
  6392. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6393. src->val2++;
  6394. break;
  6395. }
  6396. case UNT_MAGIC_SKILLS:
  6397. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6398. break;
  6399. case UNT_FIREPILLAR_WAITING:
  6400. skill_delunit(src);
  6401. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6402. break;
  6403. case UNT_FIREPILLAR_ACTIVE:
  6404. map_foreachinrange(skill_attack_area,bl,
  6405. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6406. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6407. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6408. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6409. break;
  6410. case UNT_SKIDTRAP:
  6411. {
  6412. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6413. sg->unit_id = UNT_USED_TRAPS;
  6414. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6415. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6416. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6417. }
  6418. break;
  6419. case UNT_SPIDERWEB:
  6420. case UNT_ANKLESNARE:
  6421. if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
  6422. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6423. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6424. {
  6425. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6426. clif_fixpos(bl);
  6427. sg->val2=bl->id;
  6428. }
  6429. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6430. // 01AC: long ID
  6431. // Indicates that an object is trapped, but ID is not a
  6432. // valid monster or player ID.
  6433. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6434. sg->interval = -1;
  6435. src->range = 0;
  6436. }
  6437. break;
  6438. case UNT_VENOMDUST:
  6439. if(tsc && tsc->data[type].timer==-1 )
  6440. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6441. break;
  6442. case UNT_LANDMINE:
  6443. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6444. sg->unit_id = UNT_USED_TRAPS;
  6445. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6446. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6447. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6448. break;
  6449. case UNT_BLASTMINE:
  6450. case UNT_SHOCKWAVE:
  6451. case UNT_SANDMAN:
  6452. case UNT_FLASHER:
  6453. case UNT_FREEZINGTRAP:
  6454. case UNT_CLAYMORETRAP:
  6455. map_foreachinrange(skill_count_target,&src->bl,
  6456. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6457. &src->bl,&splash_count);
  6458. map_foreachinrange(skill_trap_splash,&src->bl,
  6459. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6460. &src->bl,tick,splash_count);
  6461. sg->unit_id = UNT_USED_TRAPS;
  6462. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6463. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6464. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6465. break;
  6466. case UNT_TALKIEBOX:
  6467. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6468. break;
  6469. if (sg->val2 == 0){
  6470. clif_talkiebox(&src->bl, sg->valstr);
  6471. sg->unit_id = UNT_USED_TRAPS;
  6472. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6473. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6474. sg->val2 = -1; //踏んだ
  6475. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6476. }
  6477. break;
  6478. case UNT_LULLABY:
  6479. if (ss->id == bl->id)
  6480. break;
  6481. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6482. break;
  6483. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6484. if (ss->id == bl->id)
  6485. break;
  6486. if (bl->type == BL_PC)
  6487. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6488. break;
  6489. case UNT_DISSONANCE:
  6490. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6491. break;
  6492. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6493. {
  6494. int heal;
  6495. if (sg->src_id == bl->id)
  6496. break;
  6497. heal = sg->val2;
  6498. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6499. battle_heal(NULL, bl, heal, 0, 0);
  6500. break;
  6501. }
  6502. case UNT_DEMONSTRATION:
  6503. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6504. break;
  6505. case UNT_GOSPEL:
  6506. if (rand()%100 > sg->skill_lv*10)
  6507. break;
  6508. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6509. int i = rand()%13; // Positive buff count
  6510. switch (i)
  6511. {
  6512. case 0: // Heal 1~9999 HP
  6513. {
  6514. int heal = rand() %9999+1;
  6515. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6516. battle_heal(NULL,bl,heal,0,0);
  6517. }
  6518. break;
  6519. case 1: // End all negative status
  6520. status_change_clear_debuffs (bl);
  6521. break;
  6522. case 2: // Level 10 Blessing
  6523. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6524. break;
  6525. case 3: // Level 10 Increase AGI
  6526. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6527. break;
  6528. case 4: // Enchant weapon with Holy element
  6529. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6530. break;
  6531. case 5: // Enchant armor with Holy element
  6532. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6533. break;
  6534. case 6: // MaxHP +100%
  6535. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6536. break;
  6537. case 7: // MaxSP +100%
  6538. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6539. break;
  6540. case 8: // All stats +20
  6541. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6542. break;
  6543. case 9: // DEF +25%
  6544. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6545. break;
  6546. case 10: // ATK +100%
  6547. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6548. break;
  6549. case 11: // HIT/Flee +50
  6550. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6551. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6552. break;
  6553. case 12: // Immunity to all status
  6554. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6555. break;
  6556. }
  6557. }
  6558. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6559. int i = rand()%9; // Negative buff count
  6560. switch (i)
  6561. {
  6562. case 0: // Deal 1~9999 damage
  6563. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6564. break;
  6565. case 1: // Curse
  6566. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6567. break;
  6568. case 2: // Blind
  6569. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6570. break;
  6571. case 3: // Poison
  6572. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6573. break;
  6574. case 4: // Level 10 Provoke
  6575. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6576. break;
  6577. case 5: // DEF -100%
  6578. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6579. break;
  6580. case 6: // ATK -100%
  6581. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6582. break;
  6583. case 7: // Flee -100%
  6584. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6585. break;
  6586. case 8: // Speed/ASPD -25%
  6587. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6588. break;
  6589. }
  6590. }
  6591. break;
  6592. case UNT_GRAVITATION:
  6593. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6594. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6595. break;
  6596. }
  6597. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6598. { //Unset Magic Power.
  6599. if (sd)
  6600. {
  6601. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6602. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6603. } else
  6604. sc->data[SC_MAGICPOWER].timer = -1;
  6605. }
  6606. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6607. struct mob_data *md = (struct mob_data *)bl;
  6608. if (!md) return 0;
  6609. if (battle_config.mob_changetarget_byskill == 1) {
  6610. int target = md->target_id;
  6611. if (ss->type == BL_PC)
  6612. md->target_id = ss->id;
  6613. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6614. md->target_id = target;
  6615. } else
  6616. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6617. }
  6618. return sg->skill_id;
  6619. }
  6620. /*==========================================
  6621. * スキルユニットから離?する(もしくはしている)?�?�
  6622. *------------------------------------------
  6623. */
  6624. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6625. {
  6626. struct skill_unit_group *sg;
  6627. struct status_change *sc;
  6628. int type;
  6629. nullpo_retr(0, src);
  6630. nullpo_retr(0, bl);
  6631. nullpo_retr(0, sg=src->group);
  6632. sc = status_get_sc(bl);
  6633. if (sc && !sc->count)
  6634. sc = NULL;
  6635. type = SkillStatusChangeTable[sg->skill_id];
  6636. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6637. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6638. return 0;
  6639. switch(sg->unit_id){
  6640. case UNT_SAFETYWALL:
  6641. if (sc && sc->data[type].timer!=-1)
  6642. status_change_end(bl,type,-1);
  6643. break;
  6644. case UNT_ANKLESNARE:
  6645. {
  6646. struct block_list *target = map_id2bl(sg->val2);
  6647. if(target && target == bl){
  6648. status_change_end(bl,SC_ANKLE,-1);
  6649. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6650. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6651. }
  6652. else
  6653. return 0;
  6654. break;
  6655. }
  6656. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6657. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6658. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6659. status_change_end(bl,type,-1);
  6660. break;
  6661. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6662. {
  6663. struct block_list *target = map_id2bl(sg->val2);
  6664. if (target && target==bl)
  6665. {
  6666. status_change_end(bl,SC_SPIDERWEB,-1);
  6667. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6668. }
  6669. break;
  6670. }
  6671. }
  6672. return sg->skill_id;
  6673. }
  6674. /*==========================================
  6675. * Triggered when a char steps out of a skill group [Skotlex]
  6676. *------------------------------------------
  6677. */
  6678. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6679. {
  6680. struct status_change *sc;
  6681. int type;
  6682. sc = status_get_sc(bl);
  6683. if (sc && !sc->count)
  6684. sc = NULL;
  6685. type = SkillStatusChangeTable[skill_id];
  6686. switch (skill_id)
  6687. {
  6688. case WZ_QUAGMIRE:
  6689. if (bl->type==BL_MOB)
  6690. break;
  6691. if (sc && sc->data[type].timer != -1)
  6692. status_change_end(bl, type, -1);
  6693. break;
  6694. case BD_RICHMANKIM:
  6695. case BD_ETERNALCHAOS:
  6696. case BD_DRUMBATTLEFIELD:
  6697. case BD_RINGNIBELUNGEN:
  6698. case BD_ROKISWEIL:
  6699. case BD_INTOABYSS:
  6700. case BD_SIEGFRIED:
  6701. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6702. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6703. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6704. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6705. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6706. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6707. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6708. skill_stop_dancing(bl);
  6709. }
  6710. case MG_SAFETYWALL:
  6711. case AL_PNEUMA:
  6712. case SA_VOLCANO:
  6713. case SA_DELUGE:
  6714. case SA_VIOLENTGALE:
  6715. case CG_HERMODE:
  6716. case HW_GRAVITATION:
  6717. case NJ_SUITON:
  6718. if (sc && sc->data[type].timer != -1)
  6719. status_change_end(bl, type, -1);
  6720. break;
  6721. case BA_POEMBRAGI:
  6722. case BA_WHISTLE:
  6723. case BA_ASSASSINCROSS:
  6724. case BA_APPLEIDUN:
  6725. case DC_HUMMING:
  6726. case DC_DONTFORGETME:
  6727. case DC_FORTUNEKISS:
  6728. case DC_SERVICEFORYOU:
  6729. if (sc && sc->data[type].timer != -1)
  6730. {
  6731. delete_timer(sc->data[type].timer, status_change_timer);
  6732. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6733. //not possible on our current implementation.
  6734. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6735. }
  6736. break;
  6737. case PF_FOGWALL:
  6738. if (sc && sc->data[type].timer != -1)
  6739. {
  6740. status_change_end(bl,type,-1);
  6741. if (sc->data[SC_BLIND].timer!=-1)
  6742. {
  6743. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6744. status_change_end(bl, SC_BLIND, -1);
  6745. else {
  6746. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6747. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6748. }
  6749. }
  6750. }
  6751. break;
  6752. case UNT_GOSPEL:
  6753. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6754. status_change_end(bl, type, -1);
  6755. break;
  6756. }
  6757. return skill_id;
  6758. }
  6759. /*==========================================
  6760. * Invoked when a unit cell has been placed/removed/deleted.
  6761. * flag values:
  6762. * flag&1: Invoke onplace function (otherwise invoke onout)
  6763. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6764. *------------------------------------------
  6765. */
  6766. int skill_unit_effect(struct block_list *bl,va_list ap)
  6767. {
  6768. struct skill_unit *unit;
  6769. struct skill_unit_group *group;
  6770. int flag;
  6771. unsigned int tick;
  6772. nullpo_retr(0, bl);
  6773. nullpo_retr(0, ap);
  6774. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6775. tick = va_arg(ap,unsigned int);
  6776. flag = va_arg(ap,unsigned int);
  6777. if (!unit->alive || bl->prev==NULL)
  6778. return 0;
  6779. nullpo_retr(0, group=unit->group);
  6780. if (flag&1)
  6781. skill_unit_onplace(unit,bl,tick);
  6782. else
  6783. skill_unit_onout(unit,bl,tick);
  6784. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6785. return 0;
  6786. }
  6787. /*==========================================
  6788. * スキルユニットの限界イベント
  6789. *------------------------------------------
  6790. */
  6791. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6792. {
  6793. struct skill_unit_group *sg;
  6794. nullpo_retr(0, src);
  6795. nullpo_retr(0, sg=src->group);
  6796. switch(sg->unit_id){
  6797. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6798. {
  6799. struct skill_unit_group *group=
  6800. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6801. src->bl.x,src->bl.y,1);
  6802. if(group == NULL)
  6803. return 0;
  6804. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6805. group->val3=sg->val3; //as well as the mapindex to warp to.
  6806. }
  6807. break;
  6808. case UNT_ICEWALL: /* アイスウォ?ル */
  6809. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6810. break;
  6811. case UNT_CALLPARTNER: /* あなたに?いたい */
  6812. {
  6813. struct map_session_data *sd = NULL;
  6814. if((sd = map_id2sd(sg->src_id)) == NULL)
  6815. return 0;
  6816. if((sd = pc_get_partner(sd)) == NULL)
  6817. return 0;
  6818. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6819. }
  6820. break;
  6821. }
  6822. return 0;
  6823. }
  6824. /*==========================================
  6825. * スキルユニットのダ�??ジイベント
  6826. *------------------------------------------
  6827. */
  6828. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6829. int damage,unsigned int tick)
  6830. {
  6831. struct skill_unit_group *sg;
  6832. nullpo_retr(0, src);
  6833. nullpo_retr(0, sg=src->group);
  6834. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6835. skill_delunitgroup(sg);
  6836. else
  6837. switch(sg->unit_id){
  6838. case UNT_ICEWALL:
  6839. src->val1-=damage;
  6840. break;
  6841. default:
  6842. damage = 0;
  6843. break;
  6844. }
  6845. return damage;
  6846. }
  6847. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6848. struct block_list *src = va_arg(ap, struct block_list*);
  6849. struct block_list *partner = va_arg(ap, struct block_list*);
  6850. int blowcount = va_arg(ap, int);
  6851. if (bl == src || bl == partner)
  6852. return 0;
  6853. skill_blown(src, bl, blowcount);
  6854. return 1;
  6855. }
  6856. /*==========================================
  6857. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6858. * partner may be null, but src cannot be.
  6859. *------------------------------------------
  6860. */
  6861. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6862. {
  6863. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6864. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6865. map_foreachinrange(skill_moonlit_sub,src,
  6866. skill_get_splash(CG_MOONLIT, skilllv),
  6867. BL_CHAR,src,partner,blowcount);
  6868. if(partner)
  6869. map_foreachinrange(skill_moonlit_sub,partner,
  6870. skill_get_splash(CG_MOONLIT, skilllv),
  6871. BL_CHAR,src,partner,blowcount);
  6872. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6873. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6874. if (partner) {
  6875. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6876. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6877. }
  6878. }
  6879. /*==========================================
  6880. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6881. *------------------------------------------
  6882. */
  6883. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6884. {
  6885. int *c, skillid;
  6886. struct block_list *src;
  6887. struct map_session_data *sd;
  6888. struct map_session_data *tsd;
  6889. int *p_sd; //Contains the list of characters found.
  6890. nullpo_retr(0, bl);
  6891. nullpo_retr(0, ap);
  6892. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6893. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6894. nullpo_retr(0, sd=(struct map_session_data*)src);
  6895. c=va_arg(ap,int *);
  6896. p_sd = va_arg(ap, int *);
  6897. skillid = va_arg(ap,int);
  6898. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6899. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6900. if (bl == src)
  6901. return 0;
  6902. if(pc_isdead(tsd))
  6903. return 0;
  6904. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6905. return 0;
  6906. switch(skillid)
  6907. {
  6908. case PR_BENEDICTIO: /* ?ケ??~福 */
  6909. {
  6910. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6911. dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6912. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6913. && sd->status.sp >= 10)
  6914. p_sd[(*c)++]=tsd->bl.id;
  6915. return 1;
  6916. }
  6917. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6918. {
  6919. int skilllv;
  6920. if(pc_issit(tsd) || !pc_can_move(tsd))
  6921. return 0;
  6922. if (sd->status.sex != tsd->status.sex &&
  6923. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6924. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6925. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6926. sd->status.party_id && tsd->status.party_id &&
  6927. sd->status.party_id == tsd->status.party_id &&
  6928. tsd->sc.data[SC_DANCING].timer == -1)
  6929. {
  6930. p_sd[(*c)++]=tsd->bl.id;
  6931. return skilllv;
  6932. } else {
  6933. return 0;
  6934. }
  6935. }
  6936. break;
  6937. }
  6938. return 0;
  6939. }
  6940. /*==========================================
  6941. * Checks and stores partners for ensemble skills [Skotlex]
  6942. *------------------------------------------
  6943. */
  6944. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6945. {
  6946. static int c=0;
  6947. static int p_sd[2] = { 0, 0 };
  6948. int i;
  6949. if (cast_flag)
  6950. { //Execute the skill on the partners.
  6951. struct map_session_data* tsd;
  6952. switch (skill_id)
  6953. {
  6954. case PR_BENEDICTIO:
  6955. for (i = 0; i < c; i++)
  6956. {
  6957. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6958. pc_damage_sp(tsd, 10, 0);
  6959. }
  6960. return c;
  6961. case CG_MOONLIT:
  6962. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6963. {
  6964. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6965. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6966. tsd->skillid_dance = tsd->skillid = skill_id;
  6967. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6968. }
  6969. return c;
  6970. default: //Warning: Assuming Ensemble skills here (for speed)
  6971. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6972. {
  6973. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6974. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6975. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6976. tsd->skillid_dance = tsd->skillid = skill_id;
  6977. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6978. }
  6979. return c;
  6980. }
  6981. }
  6982. //Else: new search for partners.
  6983. c = 0;
  6984. memset (p_sd, 0, sizeof(p_sd));
  6985. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6986. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6987. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6988. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  6989. return c;
  6990. }
  6991. /*==========================================
  6992. * 範??バイオプラント?Aスフィアマイン用Mob存?ン確認判定?�?(foreachinarea)
  6993. *------------------------------------------
  6994. */
  6995. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6996. {
  6997. int *c,src_id=0,mob_class=0;
  6998. struct mob_data *md;
  6999. nullpo_retr(0, bl);
  7000. nullpo_retr(0, ap);
  7001. nullpo_retr(0, md=(struct mob_data*)bl);
  7002. nullpo_retr(0, src_id=va_arg(ap,int));
  7003. nullpo_retr(0, mob_class=va_arg(ap,int));
  7004. nullpo_retr(0, c=va_arg(ap,int *));
  7005. if(md->class_==mob_class && md->master_id==src_id)
  7006. (*c)++;
  7007. return 0;
  7008. }
  7009. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7010. {
  7011. struct npc_data *nd;
  7012. nd=(struct npc_data*)bl;
  7013. if (nd->bl.subtype == WARP)
  7014. return 1;
  7015. return 0;
  7016. }
  7017. /*==========================================
  7018. * スキル使用?�??i?で使用失敗?j
  7019. *------------------------------------------
  7020. */
  7021. int skill_check_condition(struct map_session_data *sd,int type)
  7022. {
  7023. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  7024. int index[10],itemid[10],amount[10];
  7025. int arrow_flag = 0;
  7026. int force_gem_flag = 0;
  7027. int delitem_flag = 1, checkitem_flag = 1;
  7028. nullpo_retr(0, sd);
  7029. if( battle_config.gm_skilluncond &&
  7030. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7031. sd->skillitem != sd->skillid)
  7032. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7033. sd->skillitem = sd->skillitemlv = -1;
  7034. return 1;
  7035. }
  7036. if( sd->sc.opt1 ) {
  7037. clif_skill_fail(sd,sd->skillid,0,0);
  7038. sd->skillitem = sd->skillitemlv = -1;
  7039. return 0;
  7040. }
  7041. if(pc_is90overweight(sd)) {
  7042. clif_skill_fail(sd,sd->skillid,9,0);
  7043. sd->skillitem = sd->skillitemlv = -1;
  7044. return 0;
  7045. }
  7046. if (sd->state.abra_flag)
  7047. {
  7048. sd->skillitem = sd->skillitemlv = -1;
  7049. if(type&1) sd->state.abra_flag = 0;
  7050. return 1;
  7051. }
  7052. if (sd->menuskill_id == AM_PHARMACY &&
  7053. (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
  7054. sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
  7055. )) {
  7056. sd->skillitem = sd->skillitemlv = -1;
  7057. return 0;
  7058. }
  7059. if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
  7060. if(!type) //When a target was selected
  7061. { //Consume items that were skipped in pc_use_item [Skotlex]
  7062. if((i = sd->itemindex) == -1 ||
  7063. sd->status.inventory[i].nameid != sd->itemid ||
  7064. sd->inventory_data[i] == NULL ||
  7065. !sd->inventory_data[i]->flag.delay_consume ||
  7066. sd->status.inventory[i].amount < 1
  7067. )
  7068. { //Something went wrong, item exploit?
  7069. sd->itemid = sd->itemindex = -1;
  7070. return 0;
  7071. }
  7072. //Consume
  7073. sd->itemid = sd->itemindex = -1;
  7074. if(sd->skillid == WZ_EARTHSPIKE
  7075. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  7076. ; //Do not consume item.
  7077. else
  7078. pc_delitem(sd,i,1,0);
  7079. }
  7080. if (type&1) //Casting finished
  7081. sd->skillitem = sd->skillitemlv = -1;
  7082. return 1;
  7083. }
  7084. if( sd->sc.opt1 ){
  7085. clif_skill_fail(sd,sd->skillid,0,0);
  7086. return 0;
  7087. }
  7088. if(sd->sc.count){
  7089. if( sd->sc.data[SC_SILENCE].timer!=-1 ||
  7090. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  7091. (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  7092. sd->sc.data[SC_STEELBODY].timer != -1 ||
  7093. sd->sc.data[SC_BERSERK].timer != -1 ||
  7094. (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  7095. clif_skill_fail(sd,sd->skillid,0,0);
  7096. return 0; /* ?態異?墲竰セ?など */
  7097. }
  7098. }
  7099. skill = sd->skillid;
  7100. lv = sd->skilllv;
  7101. if (lv <= 0) return 0;
  7102. // for the guild skills [celest]
  7103. if (skill >= GD_SKILLBASE)
  7104. skill = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7105. if (skill < 0 || skill >= MAX_SKILL_DB)
  7106. return 0;
  7107. //Code speedup, rather than using skill_get_* over and over again.
  7108. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7109. return 0;
  7110. hp = skill_db[skill].hp[lv-1]; /* ?チ費HP */
  7111. sp = skill_db[skill].sp[lv-1]; /* ?チ費SP */
  7112. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7113. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7114. hp_rate = skill_db[skill].hp_rate[lv-1];
  7115. sp_rate = skill_db[skill].sp_rate[lv-1];
  7116. zeny = skill_db[skill].zeny[lv-1];
  7117. weapon = skill_db[skill].weapon;
  7118. state = skill_db[skill].state;
  7119. spiritball = skill_db[skill].spiritball[lv-1];
  7120. mhp = skill_db[skill].mhp[lv-1]; /* ?チ費HP */
  7121. for(i = 0; i < 10; i++) {
  7122. itemid[i] = skill_db[skill].itemid[i];
  7123. amount[i] = skill_db[skill].amount[i];
  7124. }
  7125. if (skill != sd->skillid)
  7126. skill = sd->skillid; //Restore skillid for guild skills.
  7127. if(mhp > 0)
  7128. hp += (sd->status.max_hp * mhp)/100;
  7129. if(hp_rate > 0)
  7130. hp += (sd->status.hp * hp_rate)/100;
  7131. else
  7132. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7133. if(sp_rate > 0)
  7134. sp += (sd->status.sp * sp_rate)/100;
  7135. else
  7136. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7137. switch(skill) { // Check for cost reductions due to skills & SCs
  7138. case MC_MAMMONITE:
  7139. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7140. zeny -= zeny*10/100;
  7141. break;
  7142. case AL_HOLYLIGHT:
  7143. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7144. sp *= 5;
  7145. break;
  7146. case SL_SMA:
  7147. case SL_STUN:
  7148. case SL_STIN:
  7149. {
  7150. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7151. if(kaina_lv==0 || sd->status.base_level<70)
  7152. break;
  7153. if(sd->status.base_level>=90)
  7154. sp -= sp*7*kaina_lv/100;
  7155. else if(sd->status.base_level>=80)
  7156. sp -= sp*5*kaina_lv/100;
  7157. else if(sd->status.base_level>=70)
  7158. sp -= sp*3*kaina_lv/100;
  7159. }
  7160. break;
  7161. case MO_TRIPLEATTACK:
  7162. case MO_CHAINCOMBO:
  7163. case MO_COMBOFINISH:
  7164. case CH_TIGERFIST:
  7165. case CH_CHAINCRUSH:
  7166. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7167. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7168. break;
  7169. }
  7170. if(sd->dsprate!=100)
  7171. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7172. switch(skill) {
  7173. case SA_CASTCANCEL:
  7174. if(sd->skilltimer == -1) {
  7175. clif_skill_fail(sd,skill,0,0);
  7176. return 0;
  7177. }
  7178. break;
  7179. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7180. case NV_TRICKDEAD: /* 死んだふり */
  7181. case TF_HIDING: /* ハイディング */
  7182. case AS_CLOAKING: /* ク�??キング */
  7183. case CR_AUTOGUARD: /* オ?トガ?ド */
  7184. case CR_DEFENDER: /* ディフェンダ? */
  7185. case ST_CHASEWALK:
  7186. case PA_GOSPEL:
  7187. case CR_SHRINK:
  7188. case TK_RUN:
  7189. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7190. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7191. break;
  7192. case AL_WARP:
  7193. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7194. delitem_flag = 0;
  7195. if(map[sd->bl.m].flag.nowarp) {
  7196. clif_skill_teleportmessage(sd,0);
  7197. return 0;
  7198. }
  7199. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7200. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7201. return 0;
  7202. }
  7203. break;
  7204. case AL_TELEPORT:
  7205. if(map[sd->bl.m].flag.noteleport) {
  7206. clif_skill_teleportmessage(sd,0);
  7207. return 0;
  7208. }
  7209. break;
  7210. case MO_CALLSPIRITS: /* ?功 */
  7211. if(sd->spiritball >= lv) {
  7212. clif_skill_fail(sd,skill,0,0);
  7213. return 0;
  7214. }
  7215. break;
  7216. case CH_SOULCOLLECT: /* 狂?功 */
  7217. if(sd->spiritball >= 5) {
  7218. clif_skill_fail(sd,skill,0,0);
  7219. return 0;
  7220. }
  7221. break;
  7222. case MO_FINGEROFFENSIVE: //指?
  7223. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7224. spiritball = sd->spiritball;
  7225. sd->spiritball_old = sd->spiritball;
  7226. }
  7227. else sd->spiritball_old = lv;
  7228. break;
  7229. case MO_BODYRELOCATION:
  7230. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7231. spiritball = 0;
  7232. break;
  7233. case MO_CHAINCOMBO: //連打?カ
  7234. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7235. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7236. return 0;
  7237. }
  7238. break;
  7239. case MO_COMBOFINISH: //猛龍�?
  7240. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7241. return 0;
  7242. break;
  7243. case CH_TIGERFIST: //伏虎�?
  7244. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7245. return 0;
  7246. break;
  7247. case CH_CHAINCRUSH: //連柱崩?
  7248. if(sd->sc.data[SC_COMBO].timer == -1)
  7249. return 0;
  7250. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7251. return 0;
  7252. break;
  7253. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7254. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7255. // return 0;
  7256. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7257. spiritball--;
  7258. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7259. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7260. spiritball = 4;
  7261. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7262. spiritball = 3;
  7263. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7264. spiritball = sd->spiritball?sd->spiritball:1;
  7265. //It should consume whatever is left as long as it's at least 1.
  7266. }
  7267. break;
  7268. case TK_MISSION: //Does not works on Non-Taekwon
  7269. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7270. clif_skill_fail(sd,skill,0,0);
  7271. return 0;
  7272. }
  7273. break;
  7274. case TK_READYCOUNTER:
  7275. case TK_READYDOWN:
  7276. case TK_READYSTORM:
  7277. case TK_READYTURN:
  7278. case TK_JUMPKICK:
  7279. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7280. //They do not work on Soul Linkers.
  7281. clif_skill_fail(sd,skill,0,0);
  7282. return 0;
  7283. }
  7284. break;
  7285. case TK_TURNKICK:
  7286. case TK_STORMKICK:
  7287. case TK_DOWNKICK:
  7288. case TK_COUNTER:
  7289. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7290. break; //Combo ready.
  7291. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7292. break; //Unlimited Combo
  7293. return 0;
  7294. case BD_ADAPTATION: /* アドリブ */
  7295. {
  7296. struct skill_unit_group *group=NULL;
  7297. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7298. ((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?繧フみ?H
  7299. clif_skill_fail(sd,skill,0,0);
  7300. return 0;
  7301. }
  7302. }
  7303. break;
  7304. case PR_BENEDICTIO: /* ?ケ??~福 */
  7305. {
  7306. if (!battle_config.player_skill_partner_check)
  7307. break; //No need to do any partner checking [Skotlex]
  7308. if (!(type&1))
  7309. { //Started casting.
  7310. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7311. {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. }
  7316. else
  7317. { //Done casting
  7318. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7319. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7320. }
  7321. }
  7322. break;
  7323. case WE_CALLPARTNER: /* あなたに逢いたい */
  7324. if(!sd->status.partner_id){
  7325. clif_skill_fail(sd,skill,0,0);
  7326. return 0;
  7327. }
  7328. break;
  7329. case AM_CANNIBALIZE: /* バイオプラント */
  7330. case AM_SPHEREMINE: /* スフィア?マイン */
  7331. if(type&1){
  7332. int c=0;
  7333. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7334. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7335. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7336. if(battle_config.pc_land_skill_limit && maxcount>0) {
  7337. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7338. if(c >= maxcount){
  7339. clif_skill_fail(sd,skill,0,0);
  7340. return 0;
  7341. }
  7342. }
  7343. }
  7344. break;
  7345. case MG_FIREWALL: /* ファイア?ウォ?ル */
  7346. case WZ_QUAGMIRE:
  7347. case PF_FOGWALL:
  7348. /* ??ァ限 */
  7349. if(battle_config.pc_land_skill_limit) {
  7350. int maxcount = skill_get_maxcount(skill);
  7351. if(maxcount > 0) {
  7352. int i,c;
  7353. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7354. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7355. c++;
  7356. }
  7357. if(c >= maxcount) {
  7358. clif_skill_fail(sd,skill,0,0);
  7359. return 0;
  7360. }
  7361. }
  7362. }
  7363. break;
  7364. case WZ_FIREPILLAR: // celest
  7365. if (lv <= 5) // no gems required at level 1-5
  7366. itemid[0] = 0;
  7367. if(battle_config.pc_land_skill_limit) {
  7368. int maxcount = skill_get_maxcount(skill);
  7369. if(maxcount > 0) {
  7370. int i,c;
  7371. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7372. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7373. c++;
  7374. }
  7375. if(c >= maxcount) {
  7376. clif_skill_fail(sd,skill,0,0);
  7377. return 0;
  7378. }
  7379. }
  7380. }
  7381. break;
  7382. case SL_SMA:
  7383. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7384. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7385. return 0;
  7386. break;
  7387. // skills require arrows as of 12/07 [celest]
  7388. case HT_POWER:
  7389. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7390. return 0;
  7391. case AC_DOUBLE:
  7392. case AC_SHOWER:
  7393. case AC_CHARGEARROW:
  7394. case BA_MUSICALSTRIKE:
  7395. case DC_THROWARROW:
  7396. case SN_SHARPSHOOTING:
  7397. case CG_ARROWVULCAN:
  7398. arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
  7399. //it gets deleted as part of the skill requirements. [Skotlex]
  7400. case AS_VENOMKNIFE:
  7401. if(sd->equip_index[10] < 0) {
  7402. clif_arrow_fail(sd,0);
  7403. return 0;
  7404. }
  7405. break;
  7406. case RG_BACKSTAP:
  7407. if(sd->status.weapon == 11) {
  7408. if (sd->equip_index[10] < 0) {
  7409. clif_arrow_fail(sd,0);
  7410. return 0;
  7411. }
  7412. arrow_flag = 1;
  7413. }
  7414. break;
  7415. case HW_GANBANTEIN:
  7416. force_gem_flag = 1;
  7417. break;
  7418. case AM_POTIONPITCHER:
  7419. case CR_SLIMPITCHER:
  7420. case MG_STONECURSE:
  7421. case CR_CULTIVATION:
  7422. case SA_FLAMELAUNCHER:
  7423. case SA_FROSTWEAPON:
  7424. case SA_LIGHTNINGLOADER:
  7425. case SA_SEISMICWEAPON:
  7426. delitem_flag = 0;
  7427. break;
  7428. case SA_DELUGE:
  7429. case SA_VOLCANO:
  7430. case SA_VIOLENTGALE:
  7431. case SA_LANDPROTECTOR:
  7432. { //Does not consumes if the skill is already active. [Skotlex]
  7433. struct skill_unit_group *sg;
  7434. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7435. {
  7436. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7437. checkitem_flag = delitem_flag = 0;
  7438. else sg->limit = 0; //Disable it.
  7439. }
  7440. break;
  7441. }
  7442. case CG_HERMODE:
  7443. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7444. skill_get_splash(skill, lv), BL_NPC) < 1)
  7445. {
  7446. clif_skill_fail(sd,skill,0,0);
  7447. return 0;
  7448. }
  7449. break;
  7450. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7451. {
  7452. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7453. int size = range*2+1;
  7454. for (i=0;i<size*size;i++) {
  7455. x = sd->bl.x+(i%size-range);
  7456. y = sd->bl.y+(i/size-range);
  7457. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7458. clif_skill_fail(sd,skill,0,0);
  7459. return 0;
  7460. }
  7461. }
  7462. }
  7463. break;
  7464. case PR_REDEMPTIO:
  7465. {
  7466. int exp;
  7467. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7468. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7469. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7470. return 0;
  7471. }
  7472. break;
  7473. }
  7474. case AM_TWILIGHT2:
  7475. case AM_TWILIGHT3:
  7476. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7477. {
  7478. clif_skill_fail(sd,skill,0,0);
  7479. return 0;
  7480. }
  7481. break;
  7482. //SHOULD BE OPTIMALIZED [Komurka]
  7483. //Optimized #1. optimize comfort later. [Vicious]
  7484. case SG_SUN_WARM:
  7485. case SG_MOON_WARM:
  7486. case SG_STAR_WARM:
  7487. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7488. break;
  7489. clif_skill_fail(sd,skill,0,0);
  7490. return 0;
  7491. break;
  7492. case SG_SUN_COMFORT:
  7493. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7494. break;
  7495. clif_skill_fail(sd,skill,0,0);
  7496. return 0;
  7497. case SG_MOON_COMFORT:
  7498. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7499. break;
  7500. clif_skill_fail(sd,skill,0,0);
  7501. return 0;
  7502. case SG_STAR_COMFORT:
  7503. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7504. break;
  7505. clif_skill_fail(sd,skill,0,0);
  7506. return 0;
  7507. case SG_FUSION:
  7508. if (sd->sc.data[SC_FUSION].timer!=-1)
  7509. return 1;
  7510. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7511. break;
  7512. return 0;
  7513. case GD_BATTLEORDER:
  7514. case GD_REGENERATION:
  7515. case GD_RESTORE:
  7516. case GD_EMERGENCYCALL:
  7517. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7518. return 0;
  7519. if (lv <= 0)
  7520. return 0;
  7521. if (skill == GD_EMERGENCYCALL) {
  7522. if (!map_flag_gvg(sd->bl.m))
  7523. { //if not allowed to warp to the map (castles are always allowed)
  7524. clif_skill_fail(sd,skill,0,0);
  7525. return 0;
  7526. }
  7527. } else if (!agit_flag) {
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. }
  7531. break;
  7532. //Until they're at right position - gs_skillcheck- [Vicious]
  7533. case GS_GLITTERING:
  7534. if(sd->spiritball >= 10) {
  7535. clif_skill_fail(sd,skill,0,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case GS_FLING:
  7540. case GS_TRIPLEACTION:
  7541. case GS_MAGICALBULLET:
  7542. case GS_CRACKER:
  7543. if(sd->spiritball < 1) {
  7544. clif_skill_fail(sd,skill,0,0);
  7545. return 0;
  7546. }
  7547. if (skill != GS_MAGICALBULLET)
  7548. arrow_flag = 1;
  7549. if(sd->equip_index[10] < 0) {
  7550. clif_arrow_fail(sd,0);
  7551. return 0;
  7552. }
  7553. break;
  7554. case GS_BULLSEYE:
  7555. if(sd->spiritball < 5) {
  7556. clif_skill_fail(sd,skill,0,0);
  7557. return 0;
  7558. }
  7559. if(sd->equip_index[10] < 0) {
  7560. clif_arrow_fail(sd,0);
  7561. return 0;
  7562. }
  7563. break;
  7564. case GS_MADNESSCANCEL:
  7565. if(sd->spiritball < 4 || sd->sc.data[SC_ADJUSTMENT].timer!=-1) {
  7566. clif_skill_fail(sd,skill,0,0);
  7567. return 0;
  7568. }
  7569. break;
  7570. case GS_ADJUSTMENT:
  7571. if(sd->spiritball < 2 || sd->sc.data[SC_MADNESSCANCEL].timer == -1) {
  7572. clif_skill_fail(sd,skill,0,0);
  7573. return 0;
  7574. }
  7575. case GS_INCREASING:
  7576. if(sd->spiritball < 2) {
  7577. clif_skill_fail(sd,skill,0,0);
  7578. return 0;
  7579. }
  7580. break;
  7581. //Bullets 13200~13202
  7582. //Nade 13203~13207
  7583. //Shuriken 13250~13254
  7584. //Kunai 13255~14359
  7585. case GS_TRACKING:
  7586. case GS_DISARM:
  7587. case GS_PIERCINGSHOT:
  7588. case GS_RAPIDSHOWER:
  7589. case GS_DESPERADO:
  7590. case GS_DUST:
  7591. case GS_FULLBUSTER:
  7592. case GS_SPREADATTACK:
  7593. case GS_GROUNDDRIFT:
  7594. case NJ_SYURIKEN:
  7595. case NJ_KUNAI:
  7596. case NJ_HUUMA:
  7597. arrow_flag = 1;
  7598. if(sd->equip_index[10] < 0) {
  7599. clif_arrow_fail(sd,0);
  7600. return 0;
  7601. }
  7602. break;
  7603. case NJ_KAENSIN:
  7604. case NJ_BAKUENRYU:
  7605. case NJ_SUITON:
  7606. case NJ_HYOUSYOURAKU:
  7607. case NJ_RAIGEKISAI:
  7608. case NJ_KAMAITACHI:
  7609. //delitem_flag = 0; <- don't need?
  7610. break;
  7611. case NJ_ISSEN:
  7612. if (sd->sc.data[SC_NEN].timer!=-1)
  7613. return 0;
  7614. break;
  7615. //Not implemented yet [Vicious]
  7616. case NJ_KASUMIKIRI:
  7617. case NJ_SHADOWJUMP:
  7618. case NJ_KIRIKAGE:
  7619. case NJ_UTSUSEMI:
  7620. case NJ_BUNSINJYUTSU:
  7621. case NJ_NEN:
  7622. break;
  7623. }
  7624. if(!(type&2)){
  7625. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7626. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7627. return 0;
  7628. }
  7629. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7630. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7631. return 0;
  7632. }
  7633. if( zeny>0 && sd->status.zeny < zeny) {
  7634. clif_skill_fail(sd,skill,5,0);
  7635. return 0;
  7636. }
  7637. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7638. clif_skill_fail(sd,skill,6,0);
  7639. return 0;
  7640. }
  7641. if( spiritball > 0 && sd->spiritball < spiritball) {
  7642. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7643. return 0;
  7644. }
  7645. }
  7646. switch(state) {
  7647. case ST_HIDING:
  7648. if(!(sd->sc.option&OPTION_HIDE)) {
  7649. clif_skill_fail(sd,skill,0,0);
  7650. return 0;
  7651. }
  7652. break;
  7653. case ST_CLOAKING:
  7654. if(!pc_iscloaking(sd)) {
  7655. clif_skill_fail(sd,skill,0,0);
  7656. return 0;
  7657. }
  7658. break;
  7659. case ST_HIDDEN:
  7660. if(!pc_ishiding(sd)) {
  7661. clif_skill_fail(sd,skill,0,0);
  7662. return 0;
  7663. }
  7664. break;
  7665. case ST_RIDING:
  7666. if(!pc_isriding(sd)) {
  7667. clif_skill_fail(sd,skill,0,0);
  7668. return 0;
  7669. }
  7670. break;
  7671. case ST_FALCON:
  7672. if(!pc_isfalcon(sd)) {
  7673. clif_skill_fail(sd,skill,0,0);
  7674. return 0;
  7675. }
  7676. break;
  7677. case ST_CART:
  7678. if(!pc_iscarton(sd)) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. break;
  7683. case ST_SHIELD:
  7684. if(sd->status.shield <= 0) {
  7685. clif_skill_fail(sd,skill,0,0);
  7686. return 0;
  7687. }
  7688. break;
  7689. case ST_SIGHT:
  7690. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7691. clif_skill_fail(sd,skill,0,0);
  7692. return 0;
  7693. }
  7694. break;
  7695. case ST_EXPLOSIONSPIRITS:
  7696. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7697. clif_skill_fail(sd,skill,0,0);
  7698. return 0;
  7699. }
  7700. break;
  7701. case ST_CARTBOOST:
  7702. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7703. clif_skill_fail(sd,skill,0,0);
  7704. return 0;
  7705. }
  7706. break;
  7707. case ST_RECOV_WEIGHT_RATE:
  7708. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7709. clif_skill_fail(sd,skill,0,0);
  7710. return 0;
  7711. }
  7712. break;
  7713. case ST_MOVE_ENABLE:
  7714. {
  7715. struct walkpath_data wpd;
  7716. if(!pc_can_move(sd)) {
  7717. clif_skill_fail(sd,skill,0,0);
  7718. return 0;
  7719. }
  7720. if (skill_get_inf(skill)&INF_GROUND_SKILL && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  7721. clif_skill_fail(sd,skill,0,0);
  7722. return 0;
  7723. }
  7724. }
  7725. break;
  7726. case ST_WATER:
  7727. //?�?齡サ定
  7728. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7729. if ( (sd->sc.data[SC_DELUGE].timer == -1 || sd->sc.data[SC_SUITON].timer == -1) &&
  7730. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7731. {
  7732. clif_skill_fail(sd,skill,0,0);
  7733. return 0;
  7734. }
  7735. break;
  7736. }
  7737. if (checkitem_flag) {
  7738. for(i=0;i<10;i++) {
  7739. int x = lv%11 - 1;
  7740. index[i] = -1;
  7741. if(itemid[i] <= 0)
  7742. continue;
  7743. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7744. continue;
  7745. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7746. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7747. continue;
  7748. if((skill == AM_POTIONPITCHER ||
  7749. skill == CR_SLIMPITCHER ||
  7750. skill == CR_CULTIVATION) && i != x)
  7751. continue;
  7752. index[i] = pc_search_inventory(sd,itemid[i]);
  7753. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7754. if(itemid[i] == 716 || itemid[i] == 717)
  7755. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7756. else
  7757. clif_skill_fail(sd,skill,0,0);
  7758. return 0;
  7759. }
  7760. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7761. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7762. }
  7763. }
  7764. if(!(type&1))
  7765. return 1;
  7766. if(delitem_flag) {
  7767. for(i=0;i<10;i++) {
  7768. if(index[i] >= 0)
  7769. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7770. }
  7771. if (arrow_flag && battle_config.arrow_decrement)
  7772. pc_delitem(sd,sd->equip_index[10],1,0);
  7773. }
  7774. if(type&2)
  7775. return 1;
  7776. if(sp > 0) { // SP?チ費
  7777. sd->status.sp-=sp;
  7778. clif_updatestatus(sd,SP_SP);
  7779. }
  7780. if(hp > 0) { // HP?チ費
  7781. sd->status.hp-=hp;
  7782. clif_updatestatus(sd,SP_HP);
  7783. }
  7784. if(zeny > 0) // Zeny?チ費
  7785. pc_payzeny(sd,zeny);
  7786. if(spiritball > 0) // 氣球?チ費
  7787. pc_delspiritball(sd,spiritball,0);
  7788. return 1;
  7789. }
  7790. /*==========================================
  7791. * 詠?・時間計算
  7792. *------------------------------------------
  7793. */
  7794. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
  7795. {
  7796. struct status_change *sc;
  7797. nullpo_retr(0, bl);
  7798. if (!time && bl->type != BL_MOB)
  7799. time = skill_get_cast(skill_id, skill_lv);
  7800. if (bl->type == BL_PC){
  7801. struct map_session_data *sd = (struct map_session_data*)bl;
  7802. nullpo_retr(0, sd);
  7803. // calculate base cast time (reduced by dex)
  7804. if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
  7805. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7806. if (scale > 0) // not instant cast
  7807. time = time * scale / battle_config.castrate_dex_scale;
  7808. else return 0; // instant cast
  7809. }
  7810. // config cast time multiplier
  7811. if (battle_config.cast_rate != 100)
  7812. time = time * battle_config.cast_rate / 100;
  7813. // calculate cast time reduced by card bonuses
  7814. if (sd->castrate != 100)
  7815. time -= time * (100 - sd->castrate) / 100;
  7816. } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
  7817. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7818. if (scale > 0) // not instant cast
  7819. time = time * scale / battle_config.castrate_dex_scale;
  7820. else return 0; // instant cast
  7821. if (battle_config.cast_rate != 100)
  7822. time = time * battle_config.cast_rate / 100;
  7823. }
  7824. // calculate cast time reduced by skill bonuses
  7825. sc = status_get_sc(bl);
  7826. /* サフラギウム */
  7827. if (sc && sc->count) {
  7828. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7829. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7830. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7831. }
  7832. /* ブラギの�? */
  7833. if (sc->data[SC_POEMBRAGI].timer != -1)
  7834. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7835. }
  7836. // return final cast time
  7837. return (time > 0) ? time : 0;
  7838. }
  7839. /*==========================================
  7840. * ディレイ計算
  7841. *------------------------------------------
  7842. */
  7843. int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
  7844. {
  7845. struct status_change *sc;
  7846. nullpo_retr(0, bl);
  7847. if (!time && bl->type != BL_MOB)
  7848. time = skill_get_delay(skill_id, skill_lv);
  7849. if (bl->type == BL_PC){
  7850. struct map_session_data *sd = (struct map_session_data*)bl;
  7851. nullpo_retr(0, sd);
  7852. // instant cast attack skills depend on aspd as delay [celest]
  7853. if (time == 0) {
  7854. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7855. time = status_get_amotion(bl); //Use attack animation as default delay.
  7856. else
  7857. time = 300; // default delay, according to official servers
  7858. } else if (time < 0)
  7859. time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7860. if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
  7861. !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
  7862. {
  7863. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7864. if (scale < 0)
  7865. scale = 0;
  7866. time = time * scale / battle_config.castrate_dex_scale;
  7867. }
  7868. if (battle_config.delay_rate != 100)
  7869. time = time * battle_config.delay_rate / 100;
  7870. if (sd->delayrate != 100)
  7871. time = time * sd->delayrate / 100;
  7872. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  7873. time = battle_config.min_skill_delay_limit;
  7874. }
  7875. /* ブラギの�? */
  7876. sc= status_get_sc(bl);
  7877. if (sc && sc->count) {
  7878. if (sc->data[SC_POEMBRAGI].timer != -1)
  7879. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7880. if (sc->data[SC_SPIRIT].timer != -1)
  7881. switch (skill_id) {
  7882. case CR_SHIELDBOOMERANG:
  7883. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7884. time /=2;
  7885. break;
  7886. case AS_SONICBLOW:
  7887. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7888. time /= 2;
  7889. break;
  7890. }
  7891. }
  7892. return (time > 0) ? time : 0;
  7893. }
  7894. /*==========================================
  7895. * スキル使用?iID指定?j
  7896. *------------------------------------------
  7897. */
  7898. int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
  7899. {
  7900. struct map_session_data* tsd = NULL;
  7901. struct block_list *bl = NULL;
  7902. struct status_change *sc;
  7903. int casttime, forcecast = 0;
  7904. unsigned int tick = gettick();
  7905. nullpo_retr(0, sd);
  7906. if (skill_lv <= 0)
  7907. return 0;
  7908. sc = sd->sc.count?&sd->sc:NULL;
  7909. //casttime is reused as a combo-skill checker (needed to invoke battle_stopattack) [Skotlex]
  7910. casttime = (target_id == sd->bl.id
  7911. && skill_get_inf(skill_num)&INF_SELF_SKILL
  7912. && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
  7913. if (casttime)
  7914. target_id = sd->attacktarget; //Auto-select skills. [Skotlex]
  7915. switch(skill_num)
  7916. { //Check for skills that auto-select target
  7917. case MO_CHAINCOMBO:
  7918. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  7919. if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7920. return 0;
  7921. target_id = bl->id;
  7922. }
  7923. break;
  7924. case TK_JUMPKICK:
  7925. case TK_COUNTER:
  7926. case HT_POWER:
  7927. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  7928. target_id = sc->data[SC_COMBO].val2;
  7929. break;
  7930. case WE_MALE:
  7931. case WE_FEMALE:
  7932. if (!sd->status.partner_id)
  7933. return 0;
  7934. tsd = map_charid2sd(sd->status.partner_id);
  7935. bl = (struct block_list *)tsd;
  7936. if (bl)
  7937. target_id = bl->id;
  7938. else
  7939. {
  7940. clif_skill_fail(sd,skill_num,0,0);
  7941. return 0;
  7942. }
  7943. break;
  7944. case WE_CALLBABY:
  7945. tsd = pc_get_child(sd);
  7946. bl = (struct block_list *)tsd;
  7947. if (bl)
  7948. target_id = bl->id;
  7949. else
  7950. {
  7951. clif_skill_fail(sd,skill_num,0,0);
  7952. return 0;
  7953. }
  7954. break;
  7955. }
  7956. if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
  7957. return 0;
  7958. if (bl->type == BL_PC)
  7959. tsd = (struct map_session_data*)bl;
  7960. if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
  7961. return 0;
  7962. if(sd->bl.m != bl->m)
  7963. return 0;
  7964. if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
  7965. return 0;
  7966. if(skillnotok(skill_num, sd)) // [MouseJstr]
  7967. return 0;
  7968. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
  7969. return 0;
  7970. if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
  7971. {
  7972. if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  7973. clif_skill_fail(sd,skill_num,0,0);
  7974. return 0;
  7975. }
  7976. //直前のスキルが何か?える必要のあるスキル
  7977. switch (skill_num) {
  7978. case SA_CASTCANCEL:
  7979. if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  7980. sd->skillid_old = sd->skillid;
  7981. sd->skilllv_old = sd->skilllv;
  7982. }
  7983. break;
  7984. case BD_ENCORE: /* アンコ?ル */
  7985. if (!sd->skillid_dance || pc_checkskill(sd, sd->skillid_dance) <= 0) { //Prevent using the dance skill if you no longer have the skill in your tree.
  7986. clif_skill_fail(sd,skill_num,0,0);
  7987. return 0;
  7988. }
  7989. sd->skillid_old = skill_num;
  7990. break;
  7991. case GD_BATTLEORDER:
  7992. case GD_REGENERATION:
  7993. case GD_RESTORE:
  7994. case GD_EMERGENCYCALL:
  7995. if (sd->state.gmaster_flag)
  7996. skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
  7997. break;
  7998. case BD_LULLABY: /* 子守歌 */
  7999. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8000. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  8001. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8002. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8003. case BD_ROKISWEIL: /* �?キの叫び */
  8004. case BD_INTOABYSS: /* ?[淵の中に */
  8005. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  8006. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  8007. {
  8008. if (battle_config.player_skill_partner_check)
  8009. {
  8010. if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
  8011. {
  8012. clif_skill_fail(sd,skill_num,0,0);
  8013. return 0;
  8014. }
  8015. }
  8016. break;
  8017. }
  8018. }
  8019. sd->skillid = skill_num;
  8020. sd->skilllv = skill_lv;
  8021. if (!skill_check_condition(sd,0)) return 0;
  8022. if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
  8023. if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
  8024. +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
  8025. return 0;
  8026. }
  8027. if (!casttime) //Stop attack on non-combo skills [Skotlex]
  8028. pc_stopattack(sd);
  8029. else if(sd->attacktimer != -1) //Elsewise, delay current attack sequence
  8030. sd->attackabletime = tick + status_get_amotion(&sd->bl);
  8031. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8032. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  8033. switch (skill_num) { /* 何か特殊な?�?が必要 */
  8034. case ALL_RESURRECTION: /* リザレクション */
  8035. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
  8036. forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
  8037. casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
  8038. }
  8039. break;
  8040. case MO_FINGEROFFENSIVE: /* 指? */
  8041. casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
  8042. break;
  8043. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  8044. //
  8045. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  8046. if (sc && sc->data[SC_COMBO].timer != -1 &&
  8047. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  8048. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  8049. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  8050. casttime = 0;
  8051. forcecast = 1;
  8052. break;
  8053. case SA_MAGICROD:
  8054. case SA_SPELLBREAKER:
  8055. forcecast = 1;
  8056. break;
  8057. case KN_CHARGEATK:
  8058. casttime *= distance_bl(&sd->bl, bl);
  8059. break;
  8060. // parent-baby skills
  8061. case WE_BABY:
  8062. case WE_CALLPARENT:
  8063. {
  8064. struct map_session_data *f_sd = pc_get_father(sd);
  8065. struct map_session_data *m_sd = pc_get_mother(sd);
  8066. // set target as any one of the parent
  8067. if (f_sd) target_id = f_sd->bl.id;
  8068. else if (m_sd) target_id = m_sd->bl.id;
  8069. else return 0; // neither are found
  8070. }
  8071. break;
  8072. case HP_BASILICA: /* バジリカ */
  8073. {
  8074. // cancel Basilica if already in effect
  8075. if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
  8076. status_change_end(&sd->bl,SC_BASILICA,-1);
  8077. return 0;
  8078. }
  8079. }
  8080. break;
  8081. }
  8082. //�?モライズ?態ならキャストタイムが1/3
  8083. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  8084. casttime = casttime/2;
  8085. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8086. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8087. }
  8088. if (battle_config.pc_skill_log)
  8089. ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
  8090. sd->bl.id, target_id, skill_num, skill_lv, casttime);
  8091. if (casttime > 0 || forcecast) {
  8092. struct mob_data *md;
  8093. int mode;
  8094. if(sd->disguise) { // [Valaris]
  8095. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
  8096. clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
  8097. }
  8098. else
  8099. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
  8100. /* 詠?・反?モンスタ? */
  8101. if (bl->type == BL_MOB)
  8102. {
  8103. md = (struct mob_data *)bl;
  8104. mobskill_event(md, &sd->bl, tick, -1); //Cast targetted skill event.
  8105. if ((mode=status_get_mode(bl))&MD_CASTSENSOR &&
  8106. battle_check_target(bl, &sd->bl, BCT_ENEMY) > 0)
  8107. {
  8108. switch (md->state.skillstate) {
  8109. case MSS_ANGRY:
  8110. case MSS_RUSH:
  8111. case MSS_FOLLOW:
  8112. if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
  8113. break; //Only Aggressive mobs change target while chasing.
  8114. case MSS_IDLE:
  8115. case MSS_WALK:
  8116. md->target_id = sd->bl.id;
  8117. md->state.targettype = ATTACKABLE;
  8118. md->state.aggressive = (mode&MD_ANGRY)?1:0;
  8119. md->min_chase = md->db->range3;
  8120. }
  8121. }
  8122. }
  8123. }
  8124. if (!(battle_config.pc_cloak_check_type&2) &&
  8125. sc && sc->data[SC_CLOAKING].timer != -1 &&
  8126. sd->skillid != AS_CLOAKING)
  8127. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8128. sd->skilltarget = target_id;
  8129. sd->skillx = 0;
  8130. sd->skilly = 0;
  8131. sd->canact_tick = tick + casttime + 100;
  8132. if (casttime > 0) {
  8133. sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
  8134. if ((forcecast = pc_checkskill(sd,SA_FREECAST)) > 0)
  8135. status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
  8136. else
  8137. pc_stop_walking(sd,0);
  8138. } else {
  8139. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8140. if (skill_num != SA_CASTCANCEL)
  8141. sd->skilltimer = -1;
  8142. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  8143. }
  8144. return 0;
  8145. }
  8146. /*==========================================
  8147. * スキル使用?i?�?且w定?j
  8148. *------------------------------------------
  8149. */
  8150. int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
  8151. {
  8152. struct block_list bl;
  8153. struct status_change *sc;
  8154. int casttime, skill = 0;
  8155. unsigned int tick = gettick();
  8156. nullpo_retr(0, sd);
  8157. if (skill_lv <= 0)
  8158. return 0;
  8159. if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  8160. return 0;
  8161. if (skillnotok(skill_num, sd)) // [MouseJstr]
  8162. return 0;
  8163. if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
  8164. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  8165. clif_skill_fail(sd,skill_num,0,0);
  8166. return 0;
  8167. }
  8168. sc = sd->sc.count?&sd->sc:NULL;
  8169. if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
  8170. return 0;
  8171. sd->skillid = skill_num;
  8172. sd->skilllv = skill_lv;
  8173. sd->skillx = skill_x;
  8174. sd->skilly = skill_y;
  8175. if (!skill_check_condition(sd,0)) return 0;
  8176. /* 射程と?瘧Q物チェック */
  8177. bl.type = BL_NUL;
  8178. bl.m = sd->bl.m;
  8179. bl.x = skill_x;
  8180. bl.y = skill_y;
  8181. if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  8182. return 0;
  8183. /* Previous code body, left here in case we have to rollback. [Skotlex]
  8184. {
  8185. int check_range_flag = 0;
  8186. range = skill_get_range(skill_num,skill_lv);
  8187. if(range < 0)
  8188. range = status_get_range(&sd->bl) - (range + 1);
  8189. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  8190. if (sd->walktimer != -1)
  8191. range ++;
  8192. else check_range_flag = 1;
  8193. if(!battle_check_range(&sd->bl,&bl,range)) {
  8194. if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
  8195. int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  8196. int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  8197. pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
  8198. } else
  8199. return 0;
  8200. }
  8201. }
  8202. */
  8203. pc_stopattack(sd);
  8204. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8205. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  8206. if (battle_config.pc_skill_log)
  8207. ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
  8208. sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
  8209. //�?モライズ?態ならキャストタイムが1/3
  8210. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  8211. casttime = casttime/3;
  8212. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  8213. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8214. }
  8215. if( casttime>0 ) { /* 詠?・が必要 */
  8216. if(sd->disguise) { // [Valaris]
  8217. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
  8218. clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8219. }
  8220. else
  8221. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8222. }
  8223. if (!(battle_config.pc_cloak_check_type&2) &&
  8224. sc && sc->data[SC_CLOAKING].timer != -1)
  8225. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8226. sd->skilltarget = 0;
  8227. sd->canact_tick = tick + casttime + 100;
  8228. if (casttime > 0) {
  8229. sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
  8230. if ((skill = pc_checkskill(sd,SA_FREECAST))>0)
  8231. status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
  8232. else
  8233. pc_stop_walking(sd,0);
  8234. } else {
  8235. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8236. sd->skilltimer = -1;
  8237. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  8238. }
  8239. return 0;
  8240. }
  8241. /*==========================================
  8242. * スキル詠?・キャンセル
  8243. *------------------------------------------
  8244. */
  8245. int skill_castcancel (struct block_list *bl, int type)
  8246. {
  8247. int ret = 0;
  8248. nullpo_retr(0, bl);
  8249. if (bl->type == BL_PC) {
  8250. struct map_session_data *sd = (struct map_session_data *)bl;
  8251. unsigned long tick = gettick();
  8252. nullpo_retr(0, sd);
  8253. if (sd->skilltimer != -1) {
  8254. if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
  8255. status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
  8256. }
  8257. sd->canact_tick = tick;
  8258. if (!type) {
  8259. if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
  8260. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8261. else
  8262. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8263. if (ret < 0)
  8264. ShowError("delete timer error : skillid : %d\n", sd->skillid);
  8265. } else {
  8266. if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
  8267. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8268. else
  8269. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8270. if (ret < 0)
  8271. ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
  8272. }
  8273. sd->skillid = sd->skilllv = -1;
  8274. sd->skilltimer = -1;
  8275. clif_skillcastcancel(bl);
  8276. }
  8277. return 0;
  8278. } else if (bl->type == BL_MOB) {
  8279. struct mob_data *md = (struct mob_data *)bl;
  8280. nullpo_retr(0, md);
  8281. if (md->skilltimer != -1) {
  8282. if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
  8283. ret = delete_timer( md->skilltimer, mobskill_castend_pos );
  8284. else
  8285. ret = delete_timer( md->skilltimer, mobskill_castend_id );
  8286. md->skillid = md->skilllv = -1;
  8287. md->skilltimer = -1;
  8288. clif_skillcastcancel(bl);
  8289. }
  8290. if (ret < 0)
  8291. ShowError("delete timer error : skillid : %d\n", md->skillid);
  8292. return 0;
  8293. } if (bl->type == BL_PET) {
  8294. ((struct pet_data*)bl)->state.casting_flag = 0;
  8295. clif_skillcastcancel(bl);
  8296. //The timer is not deleted as the pet's attack will be resumed.
  8297. return 0;
  8298. }
  8299. return 1;
  8300. }
  8301. /*=========================================
  8302. * ブランディッシュスピア ?炎哿ヘ?決定
  8303. *----------------------------------------
  8304. */
  8305. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  8306. nullpo_retv(tc);
  8307. if(dir == 0){
  8308. tc->val1[0]=x-2;
  8309. tc->val1[1]=x-1;
  8310. tc->val1[2]=x;
  8311. tc->val1[3]=x+1;
  8312. tc->val1[4]=x+2;
  8313. tc->val2[0]=
  8314. tc->val2[1]=
  8315. tc->val2[2]=
  8316. tc->val2[3]=
  8317. tc->val2[4]=y-1;
  8318. }
  8319. else if(dir==2){
  8320. tc->val1[0]=
  8321. tc->val1[1]=
  8322. tc->val1[2]=
  8323. tc->val1[3]=
  8324. tc->val1[4]=x+1;
  8325. tc->val2[0]=y+2;
  8326. tc->val2[1]=y+1;
  8327. tc->val2[2]=y;
  8328. tc->val2[3]=y-1;
  8329. tc->val2[4]=y-2;
  8330. }
  8331. else if(dir==4){
  8332. tc->val1[0]=x-2;
  8333. tc->val1[1]=x-1;
  8334. tc->val1[2]=x;
  8335. tc->val1[3]=x+1;
  8336. tc->val1[4]=x+2;
  8337. tc->val2[0]=
  8338. tc->val2[1]=
  8339. tc->val2[2]=
  8340. tc->val2[3]=
  8341. tc->val2[4]=y+1;
  8342. }
  8343. else if(dir==6){
  8344. tc->val1[0]=
  8345. tc->val1[1]=
  8346. tc->val1[2]=
  8347. tc->val1[3]=
  8348. tc->val1[4]=x-1;
  8349. tc->val2[0]=y+2;
  8350. tc->val2[1]=y+1;
  8351. tc->val2[2]=y;
  8352. tc->val2[3]=y-1;
  8353. tc->val2[4]=y-2;
  8354. }
  8355. else if(dir==1){
  8356. tc->val1[0]=x-1;
  8357. tc->val1[1]=x;
  8358. tc->val1[2]=x+1;
  8359. tc->val1[3]=x+2;
  8360. tc->val1[4]=x+3;
  8361. tc->val2[0]=y-4;
  8362. tc->val2[1]=y-3;
  8363. tc->val2[2]=y-1;
  8364. tc->val2[3]=y;
  8365. tc->val2[4]=y+1;
  8366. }
  8367. else if(dir==3){
  8368. tc->val1[0]=x+3;
  8369. tc->val1[1]=x+2;
  8370. tc->val1[2]=x+1;
  8371. tc->val1[3]=x;
  8372. tc->val1[4]=x-1;
  8373. tc->val2[0]=y-1;
  8374. tc->val2[1]=y;
  8375. tc->val2[2]=y+1;
  8376. tc->val2[3]=y+2;
  8377. tc->val2[4]=y+3;
  8378. }
  8379. else if(dir==5){
  8380. tc->val1[0]=x+1;
  8381. tc->val1[1]=x;
  8382. tc->val1[2]=x-1;
  8383. tc->val1[3]=x-2;
  8384. tc->val1[4]=x-3;
  8385. tc->val2[0]=y+3;
  8386. tc->val2[1]=y+2;
  8387. tc->val2[2]=y+1;
  8388. tc->val2[3]=y;
  8389. tc->val2[4]=y-1;
  8390. }
  8391. else if(dir==7){
  8392. tc->val1[0]=x-3;
  8393. tc->val1[1]=x-2;
  8394. tc->val1[2]=x-1;
  8395. tc->val1[3]=x;
  8396. tc->val1[4]=x+1;
  8397. tc->val2[1]=y;
  8398. tc->val2[0]=y+1;
  8399. tc->val2[2]=y-1;
  8400. tc->val2[3]=y-2;
  8401. tc->val2[4]=y-3;
  8402. }
  8403. }
  8404. /*=========================================
  8405. * ブランディッシュスピア 方向判定 範??張
  8406. *-----------------------------------------
  8407. */
  8408. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  8409. int c;
  8410. nullpo_retv(tc);
  8411. for(c=0;c<5;c++){
  8412. if(dir==0){
  8413. tc->val2[c]+=are;
  8414. }else if(dir==1){
  8415. tc->val1[c]-=are; tc->val2[c]+=are;
  8416. }else if(dir==2){
  8417. tc->val1[c]-=are;
  8418. }else if(dir==3){
  8419. tc->val1[c]-=are; tc->val2[c]-=are;
  8420. }else if(dir==4){
  8421. tc->val2[c]-=are;
  8422. }else if(dir==5){
  8423. tc->val1[c]+=are; tc->val2[c]-=are;
  8424. }else if(dir==6){
  8425. tc->val1[c]+=are;
  8426. }else if(dir==7){
  8427. tc->val1[c]+=are; tc->val2[c]+=are;
  8428. }
  8429. }
  8430. }
  8431. /*==========================================
  8432. * Weapon Repair [Celest/DracoRPG]
  8433. *------------------------------------------
  8434. */
  8435. void skill_repairweapon(struct map_session_data *sd, int idx)
  8436. {
  8437. int material;
  8438. int materials[4] = { 1002, 998, 999, 756 };
  8439. struct item *item;
  8440. struct map_session_data *target_sd;
  8441. nullpo_retv(sd);
  8442. target_sd = map_id2sd(sd->menuskill_lv);
  8443. if (!target_sd) //Failed....
  8444. return;
  8445. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8446. return;
  8447. if(idx < 0 || idx >= MAX_INVENTORY)
  8448. return; //Invalid index??
  8449. item = &target_sd->status.inventory[idx];
  8450. if(item->nameid <= 0 || item->attribute == 0)
  8451. return; //Again invalid item....
  8452. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8453. clif_item_repaireffect(sd,item->nameid,1);
  8454. return;
  8455. }
  8456. if (itemdb_type(item->nameid)==4)
  8457. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8458. else
  8459. material = materials [2]; // Armors consume 1 Steel
  8460. if (pc_search_inventory(sd,material) < 0 ) {
  8461. clif_skill_fail(sd,sd->skillid,0,0);
  8462. return;
  8463. }
  8464. item->attribute=0;
  8465. clif_equiplist(target_sd);
  8466. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8467. clif_item_repaireffect(sd,item->nameid,0);
  8468. if(sd!=target_sd)
  8469. clif_item_repaireffect(target_sd,item->nameid,0);
  8470. }
  8471. /*==========================================
  8472. * Item Appraisal
  8473. *------------------------------------------
  8474. */
  8475. void skill_identify(struct map_session_data *sd,int idx)
  8476. {
  8477. int flag=1;
  8478. nullpo_retv(sd);
  8479. if(idx >= 0 && idx < MAX_INVENTORY) {
  8480. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8481. flag=0;
  8482. sd->status.inventory[idx].identify=1;
  8483. }
  8484. }
  8485. clif_item_identified(sd,idx,flag);
  8486. }
  8487. /*==========================================
  8488. * Weapon Refine [Celest]
  8489. *------------------------------------------
  8490. */
  8491. void skill_weaponrefine(struct map_session_data *sd,int idx)
  8492. {
  8493. int i = 0, ep = 0, per;
  8494. int material[5] = { 0, 1010, 1011, 984, 984 };
  8495. struct item *item;
  8496. nullpo_retv(sd);
  8497. if (idx >= 0 && idx < MAX_INVENTORY) {
  8498. struct item_data *ditem = sd->inventory_data[idx];
  8499. item = &sd->status.inventory[idx];
  8500. if(item->nameid > 0 && ditem->type == 4) {
  8501. if (item->refine >= sd->menuskill_lv ||
  8502. item->refine >= MAX_REFINE || // if it's no longer refineable
  8503. ditem->flag.no_refine || // if the item isn't refinable
  8504. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8505. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8506. return;
  8507. }
  8508. per = percentrefinery [ditem->wlv][(int)item->refine];
  8509. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8510. if (per > rand() % 100) {
  8511. item->refine++;
  8512. pc_delitem(sd, i, 1, 0);
  8513. if(item->equip) {
  8514. ep = item->equip;
  8515. pc_unequipitem(sd,idx,3);
  8516. }
  8517. clif_refine(sd->fd,sd,0,idx,item->refine);
  8518. clif_delitem(sd,idx,1);
  8519. clif_additem(sd,idx,1,0);
  8520. if (ep)
  8521. pc_equipitem(sd,idx,ep);
  8522. clif_misceffect(&sd->bl,3);
  8523. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8524. switch(ditem->wlv){
  8525. case 1:
  8526. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8527. break;
  8528. case 2:
  8529. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8530. break;
  8531. case 3:
  8532. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8533. break;
  8534. }
  8535. }
  8536. } else {
  8537. pc_delitem(sd, i, 1, 0);
  8538. item->refine = 0;
  8539. if(item->equip)
  8540. pc_unequipitem(sd,idx,3);
  8541. clif_refine(sd->fd,sd,1,idx,item->refine);
  8542. pc_delitem(sd,idx,1,0);
  8543. clif_misceffect(&sd->bl,2);
  8544. clif_emotion(&sd->bl, 23);
  8545. }
  8546. }
  8547. }
  8548. }
  8549. /*==========================================
  8550. * オ?トスペル
  8551. *------------------------------------------
  8552. */
  8553. int skill_autospell(struct map_session_data *sd,int skillid)
  8554. {
  8555. int skilllv;
  8556. int maxlv=1,lv;
  8557. nullpo_retr(0, sd);
  8558. skilllv = sd->menuskill_lv;
  8559. if(skilllv <= 0) return 0;
  8560. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8561. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8562. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8563. maxlv =10; //Soul Linker bonus. [Skotlex]
  8564. else if(skilllv==2) maxlv=1;
  8565. else if(skilllv==3) maxlv=2;
  8566. else if(skilllv>=4) maxlv=3;
  8567. }
  8568. else if(skillid==MG_SOULSTRIKE){
  8569. if(skilllv==5) maxlv=1;
  8570. else if(skilllv==6) maxlv=2;
  8571. else if(skilllv>=7) maxlv=3;
  8572. }
  8573. else if(skillid==MG_FIREBALL){
  8574. if(skilllv==8) maxlv=1;
  8575. else if(skilllv>=9) maxlv=2;
  8576. }
  8577. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8578. else return 0;
  8579. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  8580. maxlv = lv;
  8581. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8582. skill_get_time(SA_AUTOSPELL,skilllv));// にしてみたけどbscriptが?曹ォ易い????H
  8583. return 0;
  8584. }
  8585. /*==========================================
  8586. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8587. *------------------------------------------
  8588. */
  8589. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8590. {
  8591. struct map_session_data *sd;
  8592. sd=(struct map_session_data*)bl;
  8593. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8594. return 1;
  8595. return 0;
  8596. }
  8597. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8598. {
  8599. struct map_session_data *sd;
  8600. sd=(struct map_session_data*)bl;
  8601. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8602. sd->state.gangsterparadise=1;
  8603. return 0;
  8604. }
  8605. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8606. {
  8607. struct map_session_data *sd;
  8608. sd=(struct map_session_data*)bl;
  8609. if(sd && sd->state.gangsterparadise)
  8610. sd->state.gangsterparadise=0;
  8611. return 0;
  8612. }
  8613. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8614. {
  8615. int range;
  8616. nullpo_retr(0, sd);
  8617. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8618. return 0;
  8619. range = skill_get_splash(RG_GANGSTER, range);
  8620. if(type==1) {/* ?タった時の?�? */
  8621. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8622. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8623. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8624. sd->state.gangsterparadise = 1;
  8625. }
  8626. return 0;
  8627. }
  8628. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8629. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8630. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8631. sd->state.gangsterparadise = 0;
  8632. return 0;
  8633. }
  8634. return 0;
  8635. }
  8636. /*==========================================
  8637. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8638. *------------------------------------------
  8639. */
  8640. static int skill_rest_count(struct block_list *bl,va_list ap)
  8641. {
  8642. struct map_session_data *sd;
  8643. sd=(struct map_session_data*)bl;
  8644. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8645. return 1;
  8646. return 0;
  8647. }
  8648. static int skill_rest_in(struct block_list *bl,va_list ap)
  8649. {
  8650. struct map_session_data *sd;
  8651. nullpo_retr(0, bl);
  8652. nullpo_retr(0, ap);
  8653. sd=(struct map_session_data*)bl;
  8654. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8655. sd->state.rest=1;
  8656. status_calc_pc(sd,0);
  8657. }
  8658. return 0;
  8659. }
  8660. static int skill_rest_out(struct block_list *bl,va_list ap)
  8661. {
  8662. struct map_session_data *sd;
  8663. sd=(struct map_session_data*)bl;
  8664. if(sd && sd->state.rest != 0)
  8665. sd->state.rest=0;
  8666. return 0;
  8667. }
  8668. int skill_rest(struct map_session_data *sd ,int type)
  8669. {
  8670. int range;
  8671. nullpo_retr(0, sd);
  8672. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8673. range = skill_get_splash(TK_HPTIME, range);
  8674. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8675. range = skill_get_splash(TK_SPTIME, range);
  8676. else
  8677. return 0;
  8678. if(type==1) { //When you sit down
  8679. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8680. {
  8681. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8682. sd->state.rest = 1;
  8683. status_calc_pc(sd,0);
  8684. }
  8685. return 0;
  8686. }
  8687. else if(type==0) { //When you stand up
  8688. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8689. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8690. sd->state.rest = 0;
  8691. status_calc_pc(sd,0);
  8692. return 0;
  8693. }
  8694. return 0;
  8695. }
  8696. /*==========================================
  8697. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8698. *------------------------------------------
  8699. */
  8700. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8701. {
  8702. struct block_list *src;
  8703. int skillnum,skilllv;
  8704. unsigned int tick;
  8705. nullpo_retr(0, bl);
  8706. nullpo_retr(0, ap);
  8707. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8708. skillnum=va_arg(ap,int);
  8709. skilllv=va_arg(ap,int);
  8710. if(skilllv <= 0) return 0;
  8711. tick=va_arg(ap,unsigned int);
  8712. if (src == bl || //自分には?かない
  8713. bl->prev == NULL ||
  8714. status_isdead(bl))
  8715. return 0;
  8716. if (bl->type == BL_PC) {
  8717. struct map_session_data *sd = (struct map_session_data *)bl;
  8718. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8719. return 0;
  8720. }
  8721. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8722. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8723. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8724. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8725. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8726. return 0;
  8727. }
  8728. /*==========================================
  8729. * バジリカのセルを?ン定する
  8730. *------------------------------------------
  8731. */
  8732. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8733. {
  8734. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8735. int size = range*2+1;
  8736. for (i=0;i<size*size;i++) {
  8737. x = src->bl.x+(i%size-range);
  8738. y = src->bl.y+(i/size-range);
  8739. map_setcell(src->bl.m,x,y,flag);
  8740. }
  8741. }
  8742. /*==========================================
  8743. * Sets a map cell around the caster, according to the skill's range.
  8744. *------------------------------------------
  8745. */
  8746. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8747. {
  8748. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8749. int size = range*2+1;
  8750. for (i=0;i<size*size;i++) {
  8751. x = src->x+(i%size-range);
  8752. y = src->y+(i/size-range);
  8753. map_setcell(src->m,x,y,flag);
  8754. }
  8755. }
  8756. /*==========================================
  8757. *
  8758. *------------------------------------------
  8759. */
  8760. int skill_attack_area(struct block_list *bl,va_list ap)
  8761. {
  8762. struct block_list *src,*dsrc;
  8763. int atk_type,skillid,skilllv,flag,type;
  8764. unsigned int tick;
  8765. nullpo_retr(0, bl);
  8766. nullpo_retr(0, ap);
  8767. atk_type = va_arg(ap,int);
  8768. if((src=va_arg(ap,struct block_list*)) == NULL)
  8769. return 0;
  8770. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8771. return 0;
  8772. skillid=va_arg(ap,int);
  8773. skilllv=va_arg(ap,int);
  8774. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8775. tick=va_arg(ap,unsigned int);
  8776. flag=va_arg(ap,int);
  8777. type=va_arg(ap,int);
  8778. if(battle_check_target(dsrc,bl,type) > 0)
  8779. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8780. return 0;
  8781. }
  8782. /*==========================================
  8783. *
  8784. *------------------------------------------
  8785. */
  8786. int skill_clear_element_field(struct block_list *bl)
  8787. {
  8788. struct skill_unit_group *ug=NULL;
  8789. int i,max,skillid;
  8790. nullpo_retr(0, bl);
  8791. if (bl->type==BL_MOB) {
  8792. max = MAX_MOBSKILLUNITGROUP;
  8793. ug = ((struct mob_data *)bl)->skillunit;
  8794. } else if(bl->type==BL_PC) {
  8795. max = MAX_SKILLUNITGROUP;
  8796. ug = ((struct map_session_data *)bl)->skillunit;
  8797. } else if(bl->type==BL_PET) {
  8798. max = MAX_MOBSKILLUNITGROUP;
  8799. ug = ((struct pet_data*)bl)->skillunit;
  8800. } else
  8801. return 0;
  8802. for (i=0;i<max;i++) {
  8803. skillid=ug[i].skill_id;
  8804. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8805. skill_delunitgroup(&ug[i]);
  8806. }
  8807. return 0;
  8808. }
  8809. /*==========================================
  8810. * Returns the first element field found [Skotlex]
  8811. *------------------------------------------
  8812. */
  8813. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8814. {
  8815. struct mob_data *md=NULL;
  8816. struct map_session_data *sd=NULL;
  8817. int i,max,skillid;
  8818. nullpo_retr(0, bl);
  8819. if (bl->type==BL_MOB) {
  8820. max = MAX_MOBSKILLUNITGROUP;
  8821. md = (struct mob_data *)bl;
  8822. } else if(bl->type==BL_PC) {
  8823. max = MAX_SKILLUNITGROUP;
  8824. sd = (struct map_session_data *)bl;
  8825. } else
  8826. return NULL;
  8827. for (i=0;i<max;i++) {
  8828. if(sd){
  8829. skillid=sd->skillunit[i].skill_id;
  8830. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8831. return &sd->skillunit[i];
  8832. }else if(md){
  8833. skillid=md->skillunit[i].skill_id;
  8834. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8835. return &md->skillunit[i];
  8836. }
  8837. }
  8838. return NULL;
  8839. }
  8840. // for graffiti cleaner [Valaris]
  8841. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8842. {
  8843. struct skill_unit *unit=NULL;
  8844. nullpo_retr(0, bl);
  8845. nullpo_retr(0, ap);
  8846. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8847. return 0;
  8848. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8849. skill_delunit(unit);
  8850. return 0;
  8851. }
  8852. int skill_greed(struct block_list *bl, va_list ap)
  8853. {
  8854. struct block_list *src;
  8855. struct map_session_data *sd=NULL;
  8856. struct flooritem_data *fitem=NULL;
  8857. nullpo_retr(0, bl);
  8858. nullpo_retr(0, ap);
  8859. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8860. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8861. pc_takeitem(sd, fitem);
  8862. return 0;
  8863. }
  8864. /*==========================================
  8865. * ランドプ�?テクタ?チェック(foreachinarea)
  8866. *------------------------------------------
  8867. */
  8868. int skill_landprotector(struct block_list *bl, va_list ap )
  8869. {
  8870. int skillid;
  8871. int *alive;
  8872. struct skill_unit *unit;
  8873. struct block_list *src;
  8874. skillid = va_arg(ap,int);
  8875. alive = va_arg(ap,int *);
  8876. src = va_arg(ap,struct block_list *);
  8877. unit = (struct skill_unit *)bl;
  8878. if (unit == NULL || unit->group == NULL)
  8879. return 0;
  8880. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8881. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8882. { //Check for offensive Land Protector to delete both. [Skotlex]
  8883. (*alive) = 0;
  8884. skill_delunit(unit);
  8885. return 1;
  8886. }
  8887. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8888. return 0; //Only blocks out magical skills.````````
  8889. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8890. skill_delunit(unit);
  8891. } else
  8892. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8893. (*alive) = 0;
  8894. } else
  8895. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8896. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8897. (*alive) = 0;
  8898. } else
  8899. return 0;
  8900. return 1;
  8901. }
  8902. /*==========================================
  8903. * variation of skill_landprotector
  8904. *------------------------------------------
  8905. */
  8906. int skill_ganbatein(struct block_list *bl, va_list ap )
  8907. {
  8908. struct skill_unit *unit;
  8909. nullpo_retr(0, bl);
  8910. nullpo_retr(0, ap);
  8911. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8912. return 0;
  8913. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8914. return 0; //Do not remove traps.
  8915. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8916. skill_delunit(unit);
  8917. else skill_delunitgroup(unit->group);
  8918. return 1;
  8919. }
  8920. /*==========================================
  8921. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8922. *------------------------------------------
  8923. */
  8924. int skill_count_target (struct block_list *bl, va_list ap)
  8925. {
  8926. struct block_list *src;
  8927. int *c;
  8928. nullpo_retr(0, bl);
  8929. nullpo_retr(0, ap);
  8930. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8931. return 0;
  8932. if ((c = va_arg(ap,int *)) == NULL)
  8933. return 0;
  8934. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8935. (*c)++;
  8936. return 0;
  8937. }
  8938. /*==========================================
  8939. * トラップ範??�?(foreachinarea)
  8940. *------------------------------------------
  8941. */
  8942. int skill_trap_splash (struct block_list *bl, va_list ap)
  8943. {
  8944. struct block_list *src;
  8945. int tick;
  8946. int splash_count;
  8947. struct skill_unit *unit;
  8948. struct skill_unit_group *sg;
  8949. struct block_list *ss;
  8950. int i;
  8951. nullpo_retr(0, bl);
  8952. nullpo_retr(0, ap);
  8953. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8954. nullpo_retr(0, unit = (struct skill_unit *)src);
  8955. nullpo_retr(0, sg = unit->group);
  8956. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8957. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8958. { //Temporal debug until this case is solved. [Skotlex]
  8959. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8960. return 0;
  8961. }
  8962. tick = va_arg(ap,int);
  8963. splash_count = va_arg(ap,int);
  8964. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8965. switch(sg->unit_id){
  8966. case UNT_SHOCKWAVE:
  8967. case UNT_SANDMAN:
  8968. case UNT_FLASHER:
  8969. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8970. break;
  8971. case UNT_BLASTMINE:
  8972. case UNT_CLAYMORETRAP:
  8973. for(i=0;i<splash_count;i++){
  8974. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8975. }
  8976. break;
  8977. case UNT_FREEZINGTRAP:
  8978. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8979. break;
  8980. default:
  8981. break;
  8982. }
  8983. }
  8984. return 0;
  8985. }
  8986. /*==========================================
  8987. * ステ?タス異?�?I了
  8988. *------------------------------------------
  8989. */
  8990. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8991. {
  8992. struct status_change *sc;
  8993. nullpo_retr(0, bl);
  8994. nullpo_retr(0, sc= status_get_sc(bl));
  8995. if (!sc->count) return 0;
  8996. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8997. status_change_end(bl, SC_ENCPOISON, -1);
  8998. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8999. status_change_end(bl, SC_ASPERSIO, -1);
  9000. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  9001. status_change_end(bl, SC_FIREWEAPON, -1);
  9002. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  9003. status_change_end(bl, SC_WATERWEAPON, -1);
  9004. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  9005. status_change_end(bl, SC_WINDWEAPON, -1);
  9006. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  9007. status_change_end(bl, SC_EARTHWEAPON, -1);
  9008. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  9009. status_change_end(bl, SC_SHADOWWEAPON, -1);
  9010. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  9011. status_change_end(bl, SC_GHOSTWEAPON, -1);
  9012. return 0;
  9013. }
  9014. /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
  9015. int skill_check_cloaking(struct block_list *bl)
  9016. {
  9017. struct map_session_data *sd = NULL;
  9018. struct status_change *sc;
  9019. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  9020. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  9021. int end = 1,i;
  9022. nullpo_retr(1, bl);
  9023. if (bl->type == BL_PC)
  9024. sd = (struct map_session_data *)bl;
  9025. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  9026. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  9027. { //Check for walls.
  9028. for (i = 0; i < 8; i++)
  9029. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  9030. {
  9031. end = 0;
  9032. break;
  9033. }
  9034. } else
  9035. end = 0; //No wall check.
  9036. if(end){
  9037. sc = status_get_sc(bl);
  9038. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  9039. status_change_end(bl, SC_CLOAKING, -1);
  9040. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  9041. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  9042. }
  9043. }
  9044. else {
  9045. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  9046. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  9047. }
  9048. }
  9049. return end;
  9050. }
  9051. /*
  9052. *----------------------------------------------------------------------------
  9053. * スキルユニット
  9054. *----------------------------------------------------------------------------
  9055. */
  9056. /*==========================================
  9057. * 演奏/ダンスをやめる
  9058. * flag 1で?≡t中なら相方にユニットを任せる
  9059. *
  9060. *------------------------------------------
  9061. */
  9062. void skill_stop_dancing(struct block_list *src)
  9063. {
  9064. struct status_change* sc;
  9065. struct skill_unit_group* group;
  9066. struct map_session_data* dsd = NULL;
  9067. nullpo_retv(src);
  9068. nullpo_retv(sc = status_get_sc(src));
  9069. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  9070. return;
  9071. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  9072. sc->data[SC_DANCING].val2 = 0;
  9073. if (sc->data[SC_DANCING].val4)
  9074. {
  9075. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  9076. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  9077. sc->data[SC_DANCING].val4 = 0;
  9078. }
  9079. if (group)
  9080. skill_delunitgroup(group);
  9081. if (dsd)
  9082. {
  9083. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9084. status_change_end(&dsd->bl, SC_DANCING, -1);
  9085. }
  9086. status_change_end(src, SC_DANCING, -1);
  9087. }
  9088. /*==========================================
  9089. * スキルユニット?炎匀サ
  9090. *------------------------------------------
  9091. */
  9092. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  9093. {
  9094. struct skill_unit *unit;
  9095. nullpo_retr(NULL, group);
  9096. nullpo_retr(NULL, unit=&group->unit[idx]);
  9097. if(!unit->alive)
  9098. group->alive_count++;
  9099. unit->bl.id=map_addobject(&unit->bl);
  9100. unit->bl.type=BL_SKILL;
  9101. unit->bl.m=group->map;
  9102. unit->bl.x=x;
  9103. unit->bl.y=y;
  9104. unit->group=group;
  9105. unit->val1=unit->val2=0;
  9106. unit->alive=1;
  9107. map_addblock(&unit->bl);
  9108. clif_skill_setunit(unit);
  9109. switch (group->skill_id) {
  9110. case AL_PNEUMA:
  9111. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9112. break;
  9113. case MG_SAFETYWALL:
  9114. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9115. break;
  9116. case SA_LANDPROTECTOR:
  9117. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9118. break;
  9119. case HP_BASILICA:
  9120. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9121. break;
  9122. case WZ_ICEWALL:
  9123. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9124. break;
  9125. }
  9126. return unit;
  9127. }
  9128. /*==========================================
  9129. * スキルユニット?�?�
  9130. *------------------------------------------
  9131. */
  9132. int skill_delunit(struct skill_unit *unit)
  9133. {
  9134. struct skill_unit_group *group;
  9135. nullpo_retr(0, unit);
  9136. if(!unit->alive)
  9137. return 0;
  9138. nullpo_retr(0, group=unit->group);
  9139. /* onlimitイベント呼び?oし */
  9140. skill_unit_onlimit( unit,gettick() );
  9141. /* onoutイベント呼び?oし */
  9142. if (!unit->range) {
  9143. map_foreachincell(skill_unit_effect,unit->bl.m,
  9144. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9145. }
  9146. switch (group->skill_id) {
  9147. case AL_PNEUMA:
  9148. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9149. break;
  9150. case MG_SAFETYWALL:
  9151. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9152. break;
  9153. case SA_LANDPROTECTOR:
  9154. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9155. break;
  9156. case HP_BASILICA:
  9157. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9158. break;
  9159. case WZ_ICEWALL:
  9160. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9161. break;
  9162. }
  9163. clif_skill_delunit(unit);
  9164. unit->group=NULL;
  9165. unit->alive=0;
  9166. map_delobjectnofree(unit->bl.id);
  9167. if(--group->alive_count==0)
  9168. skill_delunitgroup(group);
  9169. return 0;
  9170. }
  9171. /*==========================================
  9172. * スキルユニットグル?プ?炎匀サ
  9173. *------------------------------------------
  9174. */
  9175. static int skill_unit_group_newid = MAX_SKILL_DB;
  9176. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  9177. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  9178. {
  9179. int i;
  9180. struct skill_unit_group *group=NULL, *list=NULL;
  9181. int maxsug=0;
  9182. if(skilllv <= 0) return 0;
  9183. nullpo_retr(NULL, src);
  9184. if(src->type==BL_PC){
  9185. list=((struct map_session_data *)src)->skillunit;
  9186. maxsug=MAX_SKILLUNITGROUP;
  9187. }else if(src->type==BL_MOB){
  9188. list=((struct mob_data *)src)->skillunit;
  9189. maxsug=MAX_MOBSKILLUNITGROUP;
  9190. }else if(src->type==BL_PET){
  9191. list=((struct pet_data *)src)->skillunit;
  9192. maxsug=MAX_MOBSKILLUNITGROUP;
  9193. }
  9194. if(list){
  9195. for(i=0;i<maxsug;i++) /* 空いているもの??� */
  9196. if(list[i].group_id==0){
  9197. group=&list[i];
  9198. break;
  9199. }
  9200. if(group==NULL){ /* 空いてないので古いもの??� */
  9201. int j=0;
  9202. unsigned maxdiff=0,x,tick=gettick();
  9203. for(i=0;i<maxsug;i++)
  9204. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  9205. maxdiff=x;
  9206. j=i;
  9207. }
  9208. skill_delunitgroup(&list[j]);
  9209. group=&list[j];
  9210. }
  9211. }
  9212. if(group==NULL){
  9213. ShowFatalError("skill_initunitgroup: error unit group !\n");
  9214. exit(1);
  9215. }
  9216. group->src_id=src->id;
  9217. group->party_id=status_get_party_id(src);
  9218. group->guild_id=status_get_guild_id(src);
  9219. group->group_id=skill_unit_group_newid++;
  9220. if(skill_unit_group_newid<=0)
  9221. skill_unit_group_newid = MAX_SKILL_DB;
  9222. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9223. group->unit_count=count;
  9224. group->val1=group->val2=0;
  9225. group->skill_id=skillid;
  9226. group->skill_lv=skilllv;
  9227. group->unit_id=unit_id;
  9228. group->map=src->m;
  9229. group->limit=limit;
  9230. group->interval=interval;
  9231. group->tick=gettick();
  9232. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9233. group->tick += 1500;
  9234. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  9235. group->tick += interval;
  9236. group->valstr=NULL;
  9237. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  9238. if (i&UF_DANCE) {
  9239. struct map_session_data *sd = NULL;
  9240. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  9241. sd->skillid_dance=skillid;
  9242. sd->skilllv_dance=skilllv;
  9243. }
  9244. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  9245. //?≡tスキルは相方をダンス?�ヤにする
  9246. if (sd && i&UF_ENSEMBLE &&
  9247. battle_config.player_skill_partner_check) {
  9248. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9249. }
  9250. }
  9251. return group;
  9252. }
  9253. /*==========================================
  9254. * スキルユニットグル?プ?�?�
  9255. *------------------------------------------
  9256. */
  9257. int skill_delunitgroup(struct skill_unit_group *group)
  9258. {
  9259. struct block_list *src;
  9260. int i;
  9261. nullpo_retr(0, group);
  9262. if(group->unit_count<=0)
  9263. return 0;
  9264. src=map_id2bl(group->src_id);
  9265. //ダンススキルはダンス?�ヤを解?怩キる
  9266. if(src) {
  9267. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  9268. {
  9269. struct status_change* sc = status_get_sc(src);
  9270. if (sc && sc->data[SC_DANCING].timer != -1)
  9271. {
  9272. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9273. status_change_end(src,SC_DANCING,-1);
  9274. }
  9275. }
  9276. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9277. struct status_change *sc = status_get_sc(src);
  9278. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9279. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9280. status_change_end(src,SC_GOSPEL,-1);
  9281. }
  9282. }
  9283. }
  9284. group->alive_count=0;
  9285. if(group->unit!=NULL){
  9286. for(i=0;i<group->unit_count;i++)
  9287. if(group->unit[i].alive)
  9288. skill_delunit(&group->unit[i]);
  9289. }
  9290. if(group->valstr!=NULL){
  9291. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  9292. aFree(group->valstr);
  9293. group->valstr=NULL;
  9294. }
  9295. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  9296. group->unit=NULL;
  9297. group->src_id=0;
  9298. group->group_id=0;
  9299. group->unit_count=0;
  9300. return 0;
  9301. }
  9302. /*==========================================
  9303. * スキルユニットグル?プ全?�?�
  9304. *------------------------------------------
  9305. */
  9306. int skill_clear_unitgroup(struct block_list *src)
  9307. {
  9308. struct skill_unit_group *group=NULL;
  9309. int maxsug=0;
  9310. nullpo_retr(0, src);
  9311. if(src->type==BL_PC){
  9312. group=((struct map_session_data *)src)->skillunit;
  9313. maxsug=MAX_SKILLUNITGROUP;
  9314. } else if(src->type==BL_MOB){
  9315. group=((struct mob_data *)src)->skillunit;
  9316. maxsug=MAX_MOBSKILLUNITGROUP;
  9317. } else if(src->type==BL_PET){ // [Valaris]
  9318. group=((struct pet_data *)src)->skillunit;
  9319. maxsug=MAX_MOBSKILLUNITGROUP;
  9320. } else
  9321. return 0;
  9322. if(group){
  9323. int i;
  9324. for(i=0;i<maxsug;i++)
  9325. if(group[i].group_id>0 && group[i].src_id == src->id)
  9326. skill_delunitgroup(&group[i]);
  9327. }
  9328. return 0;
  9329. }
  9330. /*==========================================
  9331. * スキルユニットグル?プの被影響tick??�
  9332. *------------------------------------------
  9333. */
  9334. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  9335. struct block_list *bl,struct skill_unit_group *group,int tick)
  9336. {
  9337. int i,j=-1,k,s,id;
  9338. struct skill_unit_group_tickset *set;
  9339. nullpo_retr(0, bl);
  9340. if (group->interval==-1)
  9341. return NULL;
  9342. if (bl->type == BL_PC)
  9343. set = ((struct map_session_data *)bl)->skillunittick;
  9344. else if (bl->type == BL_MOB)
  9345. set = ((struct mob_data *)bl)->skillunittick;
  9346. else if (bl->type == BL_PET)
  9347. set = ((struct pet_data *)bl)->skillunittick;
  9348. else
  9349. return 0;
  9350. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9351. id = s = group->skill_id;
  9352. else
  9353. id = s = group->group_id;
  9354. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9355. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9356. if (set[k].id == id)
  9357. return &set[k];
  9358. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9359. j=k;
  9360. }
  9361. if (j == -1) {
  9362. if(battle_config.error_log) {
  9363. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9364. }
  9365. j = id % MAX_SKILLUNITGROUPTICKSET;
  9366. }
  9367. set[j].id = id;
  9368. set[j].tick = tick;
  9369. return &set[j];
  9370. }
  9371. /*==========================================
  9372. * スキルユニットタイマ??動?�?用(foreachinarea)
  9373. *------------------------------------------
  9374. */
  9375. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  9376. {
  9377. struct skill_unit *unit;
  9378. struct skill_unit_group *group;
  9379. unsigned int tick;
  9380. nullpo_retr(0, bl);
  9381. nullpo_retr(0, ap);
  9382. unit = va_arg(ap,struct skill_unit *);
  9383. tick = va_arg(ap,unsigned int);
  9384. if (!unit->alive || bl->prev==NULL)
  9385. return 0;
  9386. nullpo_retr(0, group=unit->group);
  9387. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9388. return 0; //AoE skills are ineffective. [Skotlex]
  9389. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9390. return 0;
  9391. skill_unit_onplace_timer(unit,bl,tick);
  9392. return 0;
  9393. }
  9394. /*==========================================
  9395. * スキルユニットタイマ??�?用(foreachobject)
  9396. *------------------------------------------
  9397. */
  9398. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9399. {
  9400. struct skill_unit *unit;
  9401. struct skill_unit_group *group;
  9402. unsigned int tick;
  9403. nullpo_retr(0, bl);
  9404. nullpo_retr(0, ap);
  9405. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9406. tick=va_arg(ap,unsigned int);
  9407. if(!unit->alive)
  9408. return 0;
  9409. group=unit->group;
  9410. nullpo_retr(0, group);
  9411. /* onplace_timerイベント呼び?oし */
  9412. if (unit->range>=0 && group->interval!=-1) {
  9413. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9414. group->bl_flag,bl,tick);
  9415. if (!unit->alive)
  9416. return 0;
  9417. // マグヌスは発動したユニットは?�?怩キる
  9418. if (group->skill_id==PR_MAGNUS && unit->val2) {
  9419. skill_delunit(unit);
  9420. return 0;
  9421. }
  9422. }
  9423. /* 時間?リれ?�?� */
  9424. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9425. switch(group->unit_id){
  9426. case UNT_BLASTMINE:
  9427. group->unit_id = UNT_USED_TRAPS;
  9428. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9429. group->limit=DIFF_TICK(tick+1500,group->tick);
  9430. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9431. break;
  9432. case UNT_SKIDTRAP:
  9433. case UNT_ANKLESNARE:
  9434. case UNT_LANDMINE:
  9435. case UNT_SHOCKWAVE:
  9436. case UNT_SANDMAN:
  9437. case UNT_FLASHER:
  9438. case UNT_FREEZINGTRAP:
  9439. case UNT_CLAYMORETRAP:
  9440. case UNT_TALKIEBOX:
  9441. {
  9442. struct block_list *src=map_id2bl(group->src_id);
  9443. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9444. else{
  9445. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  9446. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9447. struct item item_tmp;
  9448. memset(&item_tmp,0,sizeof(item_tmp));
  9449. item_tmp.nameid=1065;
  9450. item_tmp.identify=1;
  9451. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9452. }
  9453. }
  9454. skill_delunit(unit);
  9455. }
  9456. break;
  9457. case 0xc1:
  9458. case 0xc2:
  9459. case 0xc3:
  9460. case 0xc4:
  9461. {
  9462. struct block_list *src=map_id2bl(group->src_id);
  9463. if (src)
  9464. group->tick = tick;
  9465. }
  9466. break;
  9467. default:
  9468. skill_delunit(unit);
  9469. }
  9470. }
  9471. if(group->unit_id == UNT_ICEWALL) {
  9472. unit->val1 -= 5;
  9473. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9474. unit->limit = DIFF_TICK(tick+700,group->tick);
  9475. }
  9476. return 0;
  9477. }
  9478. /*==========================================
  9479. * スキルユニットタイマ??�?
  9480. *------------------------------------------
  9481. */
  9482. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9483. {
  9484. map_freeblock_lock();
  9485. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9486. map_freeblock_unlock();
  9487. return 0;
  9488. }
  9489. /*==========================================
  9490. * スキルユニット移動時?�?用(foreachinarea)
  9491. *------------------------------------------
  9492. */
  9493. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9494. {
  9495. struct skill_unit *unit = (struct skill_unit *)bl;
  9496. struct block_list *target;
  9497. unsigned int tick,flag,result;
  9498. int skill_id;
  9499. target=va_arg(ap,struct block_list*);
  9500. tick = va_arg(ap,unsigned int);
  9501. flag = va_arg(ap,int);
  9502. nullpo_retr(0, unit->group);
  9503. if (!(unit->group->bl_flag&target->type))
  9504. return 0; //we don't target this type of bl
  9505. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9506. if (unit->group->interval!=-1 &&
  9507. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9508. return 0;
  9509. if (!unit->alive || target->prev==NULL)
  9510. return 0;
  9511. if (flag&1)
  9512. {
  9513. result = skill_unit_onplace(unit,target,tick);
  9514. if (flag&2 && result)
  9515. { //Clear skill ids we have stored in onout.
  9516. int i;
  9517. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9518. if (i<8)
  9519. skill_unit_temp[i] = 0;
  9520. }
  9521. }
  9522. else
  9523. {
  9524. result = skill_unit_onout(unit,target,tick);
  9525. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9526. skill_unit_temp[skill_unit_index++] = result;
  9527. }
  9528. if (flag&4)
  9529. skill_unit_onleft(skill_id,target,tick);
  9530. return 1;
  9531. }
  9532. /*==========================================
  9533. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9534. * Flag values:
  9535. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9536. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9537. * units to figure out when they have left a group.
  9538. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9539. *------------------------------------------
  9540. */
  9541. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  9542. {
  9543. nullpo_retr(0, bl);
  9544. if(bl->prev==NULL )
  9545. return 0;
  9546. if (flag&2 && !(flag&1))
  9547. { //Onout, clear data
  9548. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9549. skill_unit_index=0;
  9550. }
  9551. map_foreachincell(skill_unit_move_sub,
  9552. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9553. if (flag&2 && flag&1)
  9554. { //Onplace, check any skill units you have left.
  9555. int i;
  9556. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9557. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9558. }
  9559. return 0;
  9560. }
  9561. /*==========================================
  9562. * スキルユニット自?の移動時?�?
  9563. * 引?はグル?プと移動量
  9564. *------------------------------------------
  9565. */
  9566. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9567. {
  9568. int i,j;
  9569. unsigned int tick = gettick();
  9570. int *m_flag;
  9571. struct skill_unit *unit1;
  9572. struct skill_unit *unit2;
  9573. nullpo_retr(0, group);
  9574. if (group->unit_count<=0)
  9575. return 0;
  9576. if (group->unit==NULL)
  9577. return 0;
  9578. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  9579. if (!(
  9580. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  9581. skill_get_inf2(group->skill_id)&INF2_TRAP
  9582. ))
  9583. return 0;
  9584. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  9585. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  9586. // m_flag
  9587. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9588. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9589. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9590. // 3: Both 1+2.
  9591. for(i=0;i<group->unit_count;i++){
  9592. unit1=&group->unit[i];
  9593. if (!unit1->alive || unit1->bl.m!=m)
  9594. continue;
  9595. for(j=0;j<group->unit_count;j++){
  9596. unit2=&group->unit[j];
  9597. if (!unit2->alive)
  9598. continue;
  9599. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9600. m_flag[i] |= 0x1;
  9601. }
  9602. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9603. m_flag[i] |= 0x2;
  9604. }
  9605. }
  9606. }
  9607. j = 0;
  9608. for (i=0;i<group->unit_count;i++) {
  9609. unit1=&group->unit[i];
  9610. if (!unit1->alive)
  9611. continue;
  9612. if (!(m_flag[i]&0x2)) {
  9613. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9614. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9615. }
  9616. //Move Cell using "smart" criteria (avoid useless moving around)
  9617. switch(m_flag[i])
  9618. {
  9619. case 0:
  9620. //Cell moves independently, safely move it.
  9621. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9622. clif_skill_setunit(unit1);
  9623. break;
  9624. case 1:
  9625. //Cell moves unto another cell, look for a replacement cell that won't collide
  9626. //and has no cell moving into it (flag == 2)
  9627. for(;j<group->unit_count;j++)
  9628. {
  9629. if(m_flag[j]!=2 || !group->unit[j].alive)
  9630. continue;
  9631. //Move to where this cell would had moved.
  9632. unit2 = &group->unit[j];
  9633. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9634. clif_skill_setunit(unit1);
  9635. j++; //Skip this cell as we have used it.
  9636. break;
  9637. }
  9638. break;
  9639. case 2:
  9640. case 3:
  9641. break; //Don't move the cell as a cell will end on this tile anyway.
  9642. }
  9643. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9644. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9645. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9646. }
  9647. }
  9648. aFree(m_flag);
  9649. return 0;
  9650. }
  9651. /*----------------------------------------------------------------------------
  9652. * アイテム?�?ャ
  9653. *----------------------------------------------------------------------------
  9654. */
  9655. /*==========================================
  9656. * アイテム?�?ャ可能判定
  9657. *------------------------------------------
  9658. */
  9659. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9660. {
  9661. int i,j;
  9662. nullpo_retr(0, sd);
  9663. if(nameid<=0)
  9664. return 0;
  9665. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9666. if(skill_produce_db[i].nameid == nameid )
  9667. break;
  9668. }
  9669. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9670. return 0;
  9671. if(trigger>=0){
  9672. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9673. if(skill_produce_db[i].itemlv!=trigger)
  9674. return 0;
  9675. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9676. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9677. return 0;
  9678. } else { // Weapon (itemlv must be higher or equal)
  9679. if(skill_produce_db[i].itemlv>trigger)
  9680. return 0;
  9681. }
  9682. }
  9683. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9684. return 0; /* スキルが足りない */
  9685. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9686. int id,x,y;
  9687. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9688. continue;
  9689. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9690. if(pc_search_inventory(sd,id) < 0)
  9691. return 0;
  9692. }
  9693. else {
  9694. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9695. if( sd->status.inventory[y].nameid == id )
  9696. x+=sd->status.inventory[y].amount;
  9697. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9698. return 0;
  9699. }
  9700. }
  9701. return i+1;
  9702. }
  9703. /*==========================================
  9704. * アイテム?�?ャ可能判定
  9705. *------------------------------------------
  9706. */
  9707. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9708. int nameid, int slot1, int slot2, int slot3, int qty)
  9709. {
  9710. int slot[3];
  9711. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9712. nullpo_retr(0, sd);
  9713. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9714. return 0;
  9715. idx--;
  9716. if (qty < 1)
  9717. qty = 1;
  9718. if (!skill_id) //A skill can be specified for some override cases.
  9719. skill_id = skill_produce_db[idx].req_skill;
  9720. slot[0]=slot1;
  9721. slot[1]=slot2;
  9722. slot[2]=slot3;
  9723. /* 埋め?み?�? */
  9724. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9725. int j;
  9726. if( slot[i]<=0 )
  9727. continue;
  9728. j = pc_search_inventory(sd,slot[i]);
  9729. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9730. continue;
  9731. if(slot[i]==1000){ /* Star Crumb */
  9732. pc_delitem(sd,j,1,1);
  9733. sc++;
  9734. }
  9735. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9736. static const int ele_table[4]={3,1,4,2};
  9737. pc_delitem(sd,j,1,1);
  9738. ele=ele_table[slot[i]-994];
  9739. }
  9740. }
  9741. /* ?゙料?チ費 */
  9742. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9743. int j,id,x;
  9744. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9745. continue;
  9746. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9747. do{ /* 2つ以?繧フインデックスにまたがっているかもしれない */
  9748. int y=0;
  9749. j = pc_search_inventory(sd,id);
  9750. if(j >= 0){
  9751. y = sd->status.inventory[j].amount;
  9752. if(y>x)y=x; /* 足りている */
  9753. pc_delitem(sd,j,y,0);
  9754. }else {
  9755. if(battle_config.error_log)
  9756. ShowError("skill_produce_mix: material item error\n");
  9757. }
  9758. x-=y; /* まだ足りない個?を計算 */
  9759. }while( j>=0 && x>0 ); /* ?゙料を?チ費するか?Aエラ?になるまで繰り返す */
  9760. }
  9761. if((equip=itemdb_isequip(nameid)))
  9762. wlv = itemdb_wlv(nameid);
  9763. if(!equip) {
  9764. switch(skill_id){
  9765. case BS_IRON:
  9766. case BS_STEEL:
  9767. case BS_ENCHANTEDSTONE:
  9768. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9769. int skill = pc_checkskill(sd,skill_id);
  9770. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9771. switch(nameid){
  9772. case 998: // Iron
  9773. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9774. break;
  9775. case 999: // Steel
  9776. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9777. break;
  9778. case 1000: //Star Crumb
  9779. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9780. break;
  9781. default: // Enchanted Stones
  9782. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9783. break;
  9784. }
  9785. break;
  9786. case ASC_CDP:
  9787. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9788. break;
  9789. case AL_HOLYWATER:
  9790. make_per = 100000; //100% success
  9791. break;
  9792. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9793. case AM_TWILIGHT1:
  9794. case AM_TWILIGHT2:
  9795. case AM_TWILIGHT3:
  9796. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9797. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9798. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9799. switch(nameid){
  9800. case 501: // Red Potion
  9801. case 503: // Yellow Potion
  9802. case 504: // White Potion
  9803. case 605: // Anodyne
  9804. case 606: // Aloevera
  9805. make_per += 2000;
  9806. break;
  9807. case 505: // Blue Potion
  9808. make_per -= 500;
  9809. break;
  9810. case 545: // Condensed Red Potion
  9811. case 546: // Condensed Yellow Potion
  9812. case 547: // Condensed White Potion
  9813. make_per -= 1000;
  9814. break;
  9815. case 970: // Alcohol
  9816. make_per += 1000;
  9817. break;
  9818. case 7139: // Glistening Coat
  9819. make_per -= 1000;
  9820. break;
  9821. case 7135: // Bottle Grenade
  9822. case 7136: // Acid Bottle
  9823. case 7137: // Plant Bottle
  9824. case 7138: // Marine Sphere Bottle
  9825. default:
  9826. break;
  9827. }
  9828. if(battle_config.pp_rate != 100)
  9829. make_per = make_per * battle_config.pp_rate / 100;
  9830. break;
  9831. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9832. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9833. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9834. switch(nameid){
  9835. case 12114:
  9836. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9837. if (flag > 0)
  9838. make_per += 1000*flag-500;
  9839. break;
  9840. case 12115:
  9841. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9842. if (flag > 0)
  9843. make_per += 1000*flag-500;
  9844. break;
  9845. case 12116:
  9846. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9847. if (flag > 0)
  9848. make_per += 1000*flag-500;
  9849. break;
  9850. case 12117:
  9851. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9852. if (flag > 0)
  9853. make_per += 1000*flag-500;
  9854. break;
  9855. }
  9856. break;
  9857. default:
  9858. make_per = 5000;
  9859. break;
  9860. }
  9861. }
  9862. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9863. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9864. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9865. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9866. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9867. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9868. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9869. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9870. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9871. if(battle_config.wp_rate != 100)
  9872. make_per = make_per * battle_config.wp_rate / 100;
  9873. }
  9874. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9875. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9876. make_per = (make_per * 80) / 100; //Lupus
  9877. if(make_per < 1) make_per = 1;
  9878. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9879. struct item tmp_item;
  9880. memset(&tmp_item,0,sizeof(tmp_item));
  9881. tmp_item.nameid=nameid;
  9882. tmp_item.amount=1;
  9883. tmp_item.identify=1;
  9884. if(equip){
  9885. tmp_item.card[0]=0x00ff;
  9886. tmp_item.card[1]=((sc*5)<<8)+ele;
  9887. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9888. tmp_item.card[3]=GetWord(sd->char_id,1);
  9889. } else {
  9890. //Flag is only used on the end, so it can be used here. [Skotlex]
  9891. switch (skill_id) {
  9892. case AM_PHARMACY:
  9893. case AM_TWILIGHT1:
  9894. case AM_TWILIGHT2:
  9895. case AM_TWILIGHT3:
  9896. flag = battle_config.produce_potion_name_input;
  9897. break;
  9898. case AL_HOLYWATER:
  9899. flag = battle_config.holywater_name_input;
  9900. break;
  9901. case ASC_CDP:
  9902. flag = battle_config.cdp_name_input;
  9903. break;
  9904. default:
  9905. flag = battle_config.produce_item_name_input;
  9906. break;
  9907. }
  9908. if (flag) {
  9909. tmp_item.card[0]=0x00fe;
  9910. tmp_item.card[1]=0;
  9911. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9912. tmp_item.card[3]=GetWord(sd->char_id,1);
  9913. }
  9914. }
  9915. if(log_config.produce > 0)
  9916. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9917. if(equip){
  9918. clif_produceeffect(sd,0,nameid);
  9919. clif_misceffect(&sd->bl,3);
  9920. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9921. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9922. } else {
  9923. int fame = 0;
  9924. tmp_item.amount = 0;
  9925. for (i=0; i< qty; i++)
  9926. { //Apply quantity modifiers.
  9927. if (rand()%10000 < make_per || qty == 1)
  9928. { //Success
  9929. tmp_item.amount++;
  9930. if(nameid < 545 || nameid > 547)
  9931. continue;
  9932. if(skill_id != AM_PHARMACY &&
  9933. skill_id != AM_TWILIGHT1 &&
  9934. skill_id != AM_TWILIGHT2 &&
  9935. skill_id != AM_TWILIGHT3)
  9936. continue;
  9937. //Add fame as needed.
  9938. switch(++sd->potion_success_counter) {
  9939. case 3:
  9940. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9941. break;
  9942. case 5:
  9943. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9944. break;
  9945. case 7:
  9946. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9947. break;
  9948. case 10:
  9949. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9950. sd->potion_success_counter = 0;
  9951. break;
  9952. }
  9953. } else //Failure
  9954. sd->potion_success_counter = 0;
  9955. }
  9956. if (fame)
  9957. pc_addfame(sd,fame);
  9958. //Visual effects and the like.
  9959. switch (skill_id) {
  9960. case AM_PHARMACY:
  9961. case AM_TWILIGHT1:
  9962. case AM_TWILIGHT2:
  9963. case AM_TWILIGHT3:
  9964. case ASC_CDP:
  9965. clif_produceeffect(sd,2,nameid);
  9966. clif_misceffect(&sd->bl,5);
  9967. break;
  9968. case BS_IRON:
  9969. case BS_STEEL:
  9970. case BS_ENCHANTEDSTONE:
  9971. clif_produceeffect(sd,0,nameid);
  9972. clif_misceffect(&sd->bl,3);
  9973. break;
  9974. default: //Those that don't require a skill?
  9975. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9976. clif_specialeffect(&sd->bl, 608, 0);
  9977. break;
  9978. }
  9979. }
  9980. if (tmp_item.amount) { //Success
  9981. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9982. clif_additem(sd,0,0,flag);
  9983. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9984. }
  9985. return 1;
  9986. }
  9987. }
  9988. //Failure
  9989. if(log_config.produce)
  9990. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9991. if(equip){
  9992. clif_produceeffect(sd,1,nameid);
  9993. clif_misceffect(&sd->bl,2);
  9994. } else {
  9995. switch (skill_id) {
  9996. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9997. pc_heal(sd,-(sd->status.max_hp>>2),0);
  9998. case AM_PHARMACY:
  9999. case AM_TWILIGHT1:
  10000. case AM_TWILIGHT2:
  10001. case AM_TWILIGHT3:
  10002. clif_produceeffect(sd,3,nameid);
  10003. clif_misceffect(&sd->bl,6);
  10004. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  10005. break;
  10006. case BS_IRON:
  10007. case BS_STEEL:
  10008. case BS_ENCHANTEDSTONE:
  10009. clif_produceeffect(sd,1,nameid);
  10010. clif_misceffect(&sd->bl,2);
  10011. break;
  10012. default:
  10013. if (skill_produce_db[idx].itemlv==11)
  10014. clif_specialeffect(&sd->bl, 609, 0);
  10015. }
  10016. }
  10017. return 0;
  10018. }
  10019. int skill_arrow_create( struct map_session_data *sd,int nameid)
  10020. {
  10021. int i,j,flag,index=-1;
  10022. struct item tmp_item;
  10023. nullpo_retr(0, sd);
  10024. if(nameid <= 0)
  10025. return 1;
  10026. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  10027. if(nameid == skill_arrow_db[i].nameid) {
  10028. index = i;
  10029. break;
  10030. }
  10031. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10032. return 1;
  10033. pc_delitem(sd,j,1,0);
  10034. for(i=0;i<5;i++) {
  10035. memset(&tmp_item,0,sizeof(tmp_item));
  10036. tmp_item.identify = 1;
  10037. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10038. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10039. if(battle_config.making_arrow_name_input) {
  10040. tmp_item.card[0]=0x00fe;
  10041. tmp_item.card[1]=0;
  10042. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  10043. tmp_item.card[3]=GetWord(sd->char_id,1);
  10044. }
  10045. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10046. continue;
  10047. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10048. clif_additem(sd,0,0,flag);
  10049. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  10050. }
  10051. }
  10052. return 0;
  10053. }
  10054. /*----------------------------------------------------------------------------
  10055. * ?炎匀サ系
  10056. */
  10057. /*
  10058. * 文字列?�?
  10059. * ',' で区?リって val に戻す
  10060. */
  10061. int skill_split_str(char *str,char **val,int num)
  10062. {
  10063. int i;
  10064. for (i=0; i<num && str; i++){
  10065. val[i] = str;
  10066. str = strchr(str,',');
  10067. if (str)
  10068. *str++=0;
  10069. }
  10070. return i;
  10071. }
  10072. /*
  10073. * 文字列?�?
  10074. * ':' で区?リってatoiしてvalに戻す
  10075. */
  10076. int skill_split_atoi(char *str,int *val)
  10077. {
  10078. int i, j, diff, step = 1;
  10079. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10080. if (!str) break;
  10081. val[i] = atoi(str);
  10082. str = strchr(str,':');
  10083. if (str)
  10084. *str++=0;
  10085. }
  10086. if(i==0) //No data found.
  10087. return 0;
  10088. if(i==1)
  10089. { //Single value, have the whole range have the same value.
  10090. for (; i < MAX_SKILL_LEVEL; i++)
  10091. val[i] = val[i-1];
  10092. return i;
  10093. }
  10094. //Check for linear change with increasing steps until we reach half of the data acquired.
  10095. for (step = 1; step <= i/2; step++)
  10096. {
  10097. diff = val[i-1] - val[i-step-1];
  10098. for(j = i-1; j >= step; j--)
  10099. if ((val[j]-val[j-step]) != diff)
  10100. break;
  10101. if (j>=step) //No match, try next step.
  10102. continue;
  10103. for(; i < MAX_SKILL_LEVEL; i++)
  10104. { //Apply linear increase
  10105. val[i] = val[i-step]+diff;
  10106. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10107. { val[i] = 1; diff = 0; step = 1; }
  10108. }
  10109. return i;
  10110. }
  10111. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10112. for (;i<MAX_SKILL_LEVEL; i++)
  10113. val[i] = val[i-1];
  10114. return i;
  10115. }
  10116. /*
  10117. * スキルユニットの配置?﨣�?�?ャ
  10118. */
  10119. void skill_init_unit_layout(void)
  10120. {
  10121. int i,j,size,pos = 0;
  10122. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10123. // 矩形のユニット配置を?�?ャする
  10124. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10125. size = i*2+1;
  10126. skill_unit_layout[i].count = size*size;
  10127. for (j=0; j<size*size; j++) {
  10128. skill_unit_layout[i].dx[j] = (j%size-i);
  10129. skill_unit_layout[i].dy[j] = (j/size-i);
  10130. }
  10131. }
  10132. pos = i;
  10133. // 矩形以外のユニット配置を?�?ャする
  10134. for (i=0;i<MAX_SKILL_DB;i++) {
  10135. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10136. continue;
  10137. switch (i) {
  10138. case MG_FIREWALL:
  10139. case WZ_ICEWALL:
  10140. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  10141. break;
  10142. case PR_SANCTUARY:
  10143. {
  10144. static const int dx[] = {
  10145. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10146. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10147. static const int dy[]={
  10148. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10149. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10150. skill_unit_layout[pos].count = 21;
  10151. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10152. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10153. break;
  10154. }
  10155. case PR_MAGNUS:
  10156. {
  10157. static const int dx[] = {
  10158. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10159. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10160. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10161. static const int dy[] = {
  10162. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10163. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10164. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10165. skill_unit_layout[pos].count = 33;
  10166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10168. break;
  10169. }
  10170. case AS_VENOMDUST:
  10171. {
  10172. static const int dx[] = {-1, 0, 0, 0, 1};
  10173. static const int dy[] = { 0,-1, 0, 1, 0};
  10174. skill_unit_layout[pos].count = 5;
  10175. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10176. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10177. break;
  10178. }
  10179. case CR_GRANDCROSS:
  10180. case NPC_GRANDDARKNESS:
  10181. {
  10182. static const int dx[] = {
  10183. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10184. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10185. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10186. static const int dy[] = {
  10187. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10188. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10189. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10190. skill_unit_layout[pos].count = 29;
  10191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10193. break;
  10194. }
  10195. case PF_FOGWALL:
  10196. {
  10197. static const int dx[] = {
  10198. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10199. static const int dy[] = {
  10200. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10201. skill_unit_layout[pos].count = 15;
  10202. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10203. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10204. break;
  10205. }
  10206. case PA_GOSPEL:
  10207. {
  10208. static const int dx[] = {
  10209. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10210. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10211. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10212. -1, 0, 1};
  10213. static const int dy[] = {
  10214. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10215. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10216. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10217. 3, 3, 3};
  10218. skill_unit_layout[pos].count = 33;
  10219. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10220. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10221. break;
  10222. }
  10223. default:
  10224. ShowError("unknown unit layout at skill %d\n",i);
  10225. break;
  10226. }
  10227. if (!skill_unit_layout[pos].count)
  10228. continue;
  10229. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10230. skill_db[i].unit_layout_type[j] = pos;
  10231. pos++;
  10232. }
  10233. // ファイヤ?[ウォ?[ル
  10234. firewall_unit_pos = pos;
  10235. for (i=0;i<8;i++) {
  10236. if (i&1) { /* 斜め配置 */
  10237. skill_unit_layout[pos].count = 5;
  10238. if (i&0x2) {
  10239. int dx[] = {-1,-1, 0, 0, 1};
  10240. int dy[] = { 1, 0, 0,-1,-1};
  10241. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10242. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10243. } else {
  10244. int dx[] = { 1, 1 ,0, 0,-1};
  10245. int dy[] = { 1, 0, 0,-1,-1};
  10246. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10247. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10248. }
  10249. } else { /* ?c横配置 */
  10250. skill_unit_layout[pos].count = 3;
  10251. if (i%4==0) { /* ?繪コ */
  10252. int dx[] = {-1, 0, 1};
  10253. int dy[] = { 0, 0, 0};
  10254. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10255. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10256. } else { /* ?カ右 */
  10257. int dx[] = { 0, 0, 0};
  10258. int dy[] = {-1, 0, 1};
  10259. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10260. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10261. }
  10262. }
  10263. pos++;
  10264. }
  10265. // アイスウォ?[ル
  10266. icewall_unit_pos = pos;
  10267. for (i=0;i<8;i++) {
  10268. skill_unit_layout[pos].count = 5;
  10269. if (i&1) { /* 斜め配置 */
  10270. if (i&0x2) {
  10271. int dx[] = {-2,-1, 0, 1, 2};
  10272. int dy[] = { 2,-1, 0,-1,-2};
  10273. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10274. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10275. } else {
  10276. int dx[] = { 2, 1 ,0,-1,-2};
  10277. int dy[] = { 2, 1, 0,-1,-2};
  10278. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10279. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10280. }
  10281. } else { /* ?c横配置 */
  10282. if (i%4==0) { /* ?繪コ */
  10283. int dx[] = {-2,-1, 0, 1, 2};
  10284. int dy[] = { 0, 0, 0, 0, 0};
  10285. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10286. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10287. } else { /* ?カ右 */
  10288. int dx[] = { 0, 0, 0, 0, 0};
  10289. int dy[] = {-2,-1, 0, 1, 2};
  10290. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10291. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10292. }
  10293. }
  10294. pos++;
  10295. }
  10296. }
  10297. /*==========================================
  10298. * スキル?係ファイル?み?み
  10299. * skill_db.txt スキルデ?タ
  10300. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  10301. * produce_db.txt アイテム?�?ャスキル用デ?タ
  10302. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  10303. * abra_db.txt アブラカダブラ?動スキルデ?タ
  10304. *------------------------------------------
  10305. */
  10306. int skill_readdb(void)
  10307. {
  10308. int i,j,k,l,m;
  10309. FILE *fp;
  10310. char line[1024],path[1024],*p;
  10311. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10312. /* スキルデ?タベ?ス */
  10313. memset(skill_db,0,sizeof(skill_db));
  10314. sprintf(path, "%s/skill_db.txt", db_path);
  10315. fp=fopen(path,"r");
  10316. if(fp==NULL){
  10317. ShowError("can't read %s\n", path);
  10318. return 1;
  10319. }
  10320. while(fgets(line,1020,fp)){
  10321. char *split[50];
  10322. if(line[0]=='/' && line[1]=='/')
  10323. continue;
  10324. j = skill_split_str(line,split,15);
  10325. if(j < 15 || split[14]==NULL)
  10326. continue;
  10327. i=atoi(split[0]);
  10328. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10329. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10330. continue;
  10331. }
  10332. if (i >= GD_SKILLBASE)
  10333. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10334. if(i<=0 || i>MAX_SKILL_DB)
  10335. continue;
  10336. skill_split_atoi(split[1],skill_db[i].range);
  10337. skill_db[i].hit=atoi(split[2]);
  10338. skill_db[i].inf=atoi(split[3]);
  10339. skill_db[i].pl=atoi(split[4]);
  10340. skill_db[i].nk=atoi(split[5]);
  10341. skill_split_atoi(split[6],skill_db[i].splash);
  10342. skill_db[i].max=atoi(split[7]);
  10343. skill_split_atoi(split[8],skill_db[i].num);
  10344. if(strcmpi(split[9],"yes") == 0)
  10345. skill_db[i].castcancel=1;
  10346. else
  10347. skill_db[i].castcancel=0;
  10348. skill_db[i].cast_def_rate=atoi(split[10]);
  10349. skill_db[i].inf2=atoi(split[11]);
  10350. skill_db[i].maxcount=atoi(split[12]);
  10351. if(strcmpi(split[13],"weapon") == 0)
  10352. skill_db[i].skill_type=BF_WEAPON;
  10353. else if(strcmpi(split[13],"magic") == 0)
  10354. skill_db[i].skill_type=BF_MAGIC;
  10355. else if(strcmpi(split[13],"misc") == 0)
  10356. skill_db[i].skill_type=BF_MISC;
  10357. else
  10358. skill_db[i].skill_type=0;
  10359. skill_split_atoi(split[14],skill_db[i].blewcount);
  10360. for (j = 0; skill_names[j].id != 0; j++)
  10361. if (skill_names[j].id == i) {
  10362. skill_db[i].name = skill_names[j].name;
  10363. skill_db[i].desc = skill_names[j].desc;
  10364. break;
  10365. }
  10366. }
  10367. fclose(fp);
  10368. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10369. sprintf(path, "%s/skill_require_db.txt", db_path);
  10370. fp=fopen(path,"r");
  10371. if(fp==NULL){
  10372. ShowError("can't read %s\n", path);
  10373. return 1;
  10374. }
  10375. while(fgets(line,1020,fp)){
  10376. char *split[50];
  10377. if(line[0]=='/' && line[1]=='/')
  10378. continue;
  10379. j = skill_split_str(line,split,30);
  10380. if(j < 30 || split[29]==NULL)
  10381. continue;
  10382. i=atoi(split[0]);
  10383. if (i >= GD_SKILLBASE)
  10384. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10385. if(i<=0 || i>MAX_SKILL_DB)
  10386. continue;
  10387. skill_split_atoi(split[1],skill_db[i].hp);
  10388. skill_split_atoi(split[2],skill_db[i].mhp);
  10389. skill_split_atoi(split[3],skill_db[i].sp);
  10390. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10391. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10392. skill_split_atoi(split[6],skill_db[i].zeny);
  10393. p = split[7];
  10394. for(j=0;j<32;j++){
  10395. l = atoi(p);
  10396. if (l==99) {
  10397. skill_db[i].weapon = 0xffffffff;
  10398. break;
  10399. }
  10400. else
  10401. skill_db[i].weapon |= 1<<l;
  10402. p=strchr(p,':');
  10403. if(!p)
  10404. break;
  10405. p++;
  10406. }
  10407. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10408. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10409. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10410. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10411. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10412. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  10413. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10414. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10415. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10416. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10417. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10418. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10419. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  10420. else skill_db[i].state=ST_NONE;
  10421. skill_split_atoi(split[9],skill_db[i].spiritball);
  10422. skill_db[i].itemid[0]=atoi(split[10]);
  10423. skill_db[i].amount[0]=atoi(split[11]);
  10424. skill_db[i].itemid[1]=atoi(split[12]);
  10425. skill_db[i].amount[1]=atoi(split[13]);
  10426. skill_db[i].itemid[2]=atoi(split[14]);
  10427. skill_db[i].amount[2]=atoi(split[15]);
  10428. skill_db[i].itemid[3]=atoi(split[16]);
  10429. skill_db[i].amount[3]=atoi(split[17]);
  10430. skill_db[i].itemid[4]=atoi(split[18]);
  10431. skill_db[i].amount[4]=atoi(split[19]);
  10432. skill_db[i].itemid[5]=atoi(split[20]);
  10433. skill_db[i].amount[5]=atoi(split[21]);
  10434. skill_db[i].itemid[6]=atoi(split[22]);
  10435. skill_db[i].amount[6]=atoi(split[23]);
  10436. skill_db[i].itemid[7]=atoi(split[24]);
  10437. skill_db[i].amount[7]=atoi(split[25]);
  10438. skill_db[i].itemid[8]=atoi(split[26]);
  10439. skill_db[i].amount[8]=atoi(split[27]);
  10440. skill_db[i].itemid[9]=atoi(split[28]);
  10441. skill_db[i].amount[9]=atoi(split[29]);
  10442. }
  10443. fclose(fp);
  10444. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10445. /* キャスティングデ?タベ?ス */
  10446. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10447. fp=fopen(path,"r");
  10448. if(fp==NULL){
  10449. ShowError("can't read %s\n", path);
  10450. return 1;
  10451. }
  10452. l=0;
  10453. while(fgets(line,1020,fp)){
  10454. char *split[50];
  10455. l++;
  10456. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10457. if(line[0]=='/' && line[1]=='/')
  10458. continue;
  10459. j = skill_split_str(line,split,6);
  10460. if(split[0]==NULL || j<2)
  10461. continue; //Blank line.
  10462. if(split[5]==NULL || j<6) {
  10463. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10464. continue;
  10465. }
  10466. i=atoi(split[0]);
  10467. if (i >= GD_SKILLBASE)
  10468. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10469. if(i<=0 || i>MAX_SKILL_DB)
  10470. continue;
  10471. skill_split_atoi(split[1],skill_db[i].cast);
  10472. skill_split_atoi(split[2],skill_db[i].delay);
  10473. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10474. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10475. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10476. }
  10477. fclose(fp);
  10478. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10479. /* スキルユニットデ?[タベ?[ス */
  10480. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10481. fp=fopen(path,"r");
  10482. if (fp==NULL) {
  10483. ShowError("can't read %s\n", path);
  10484. return 1;
  10485. }
  10486. k = 0;
  10487. while (fgets(line,1020,fp)) {
  10488. char *split[50];
  10489. if (line[0]=='/' && line[1]=='/')
  10490. continue;
  10491. j = skill_split_str(line,split,8);
  10492. if (split[7]==NULL || j<8)
  10493. continue;
  10494. i=atoi(split[0]);
  10495. if (i >= GD_SKILLBASE)
  10496. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10497. if(i<=0 || i>MAX_SKILL_DB)
  10498. continue;
  10499. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10500. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10501. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10502. skill_split_atoi(split[4],skill_db[i].unit_range);
  10503. skill_db[i].unit_interval = atoi(split[5]);
  10504. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10505. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10506. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10507. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10508. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10509. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10510. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10511. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10512. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10513. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10514. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10515. skill_db[i].unit_target=BCT_NOENEMY;
  10516. //By default, target just characters.
  10517. skill_db[i].unit_target |= BL_CHAR;
  10518. if (skill_db[i].unit_flag&UF_NOPC)
  10519. skill_db[i].unit_target &= ~BL_PC;
  10520. if (skill_db[i].unit_flag&UF_NOMOB)
  10521. skill_db[i].unit_target &= ~BL_MOB;
  10522. if (skill_db[i].unit_flag&UF_SKILL)
  10523. skill_db[i].unit_target |= BL_SKILL;
  10524. k++;
  10525. }
  10526. fclose(fp);
  10527. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10528. skill_init_unit_layout();
  10529. /* ?サ造系スキルデ?タベ?ス */
  10530. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10531. for(m=0;m<2;m++){
  10532. sprintf(path, "%s/%s", db_path, filename[m]);
  10533. fp=fopen(path,"r");
  10534. if(fp==NULL){
  10535. if(m>0)
  10536. continue;
  10537. ShowError("can't read %s\n",path);
  10538. return 1;
  10539. }
  10540. k=0;
  10541. while(fgets(line,1020,fp)){
  10542. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10543. int x,y;
  10544. if(line[0]=='/' && line[1]=='/')
  10545. continue;
  10546. memset(split,0,sizeof(split));
  10547. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10548. if(split[0]==0) //fixed by Lupus
  10549. continue;
  10550. i=atoi(split[0]);
  10551. if(i<=0) continue;
  10552. skill_produce_db[k].nameid=i;
  10553. skill_produce_db[k].itemlv=atoi(split[1]);
  10554. skill_produce_db[k].req_skill=atoi(split[2]);
  10555. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10556. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10557. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10558. }
  10559. k++;
  10560. if(k >= MAX_SKILL_PRODUCE_DB)
  10561. break;
  10562. }
  10563. fclose(fp);
  10564. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10565. }
  10566. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10567. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10568. fp=fopen(path,"r");
  10569. if(fp==NULL){
  10570. ShowError("can't read %s\n", path);
  10571. return 1;
  10572. }
  10573. k=0;
  10574. while(fgets(line,1020,fp)){
  10575. char *split[16];
  10576. int x,y;
  10577. if(line[0]=='/' && line[1]=='/')
  10578. continue;
  10579. memset(split,0,sizeof(split));
  10580. j = skill_split_str(line,split,13);
  10581. if(split[0]==0) //fixed by Lupus
  10582. continue;
  10583. i=atoi(split[0]);
  10584. if(i<=0)
  10585. continue;
  10586. skill_arrow_db[k].nameid=i;
  10587. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10588. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10589. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10590. }
  10591. k++;
  10592. if(k >= MAX_SKILL_ARROW_DB)
  10593. break;
  10594. }
  10595. fclose(fp);
  10596. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10597. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10598. sprintf(path, "%s/abra_db.txt", db_path);
  10599. fp=fopen(path,"r");
  10600. if(fp==NULL){
  10601. ShowError("can't read %s\n", path);
  10602. return 1;
  10603. }
  10604. k=0;
  10605. while(fgets(line,1020,fp)){
  10606. char *split[16];
  10607. if(line[0]=='/' && line[1]=='/')
  10608. continue;
  10609. memset(split,0,sizeof(split));
  10610. j = skill_split_str(line,split,13);
  10611. if(split[0]==0) //fixed by Lupus
  10612. continue;
  10613. i=atoi(split[0]);
  10614. if(i<=0)
  10615. continue;
  10616. skill_abra_db[i].req_lv=atoi(split[2]);
  10617. skill_abra_db[i].per=atoi(split[3]);
  10618. k++;
  10619. if(k >= MAX_SKILL_ABRA_DB)
  10620. break;
  10621. }
  10622. fclose(fp);
  10623. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10624. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10625. fp=fopen(path,"r");
  10626. if(fp==NULL){
  10627. ShowError("can't read %s\n", path);
  10628. return 1;
  10629. }
  10630. while(fgets(line,1020,fp)){
  10631. char *split[50];
  10632. if(line[0]=='/' && line[1]=='/')
  10633. continue;
  10634. memset(split,0,sizeof(split));
  10635. j = skill_split_str(line,split,3);
  10636. if(split[0]==0) //fixed by Lupus
  10637. continue;
  10638. i=atoi(split[0]);
  10639. if (i >= GD_SKILLBASE)
  10640. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10641. if(i<=0 || i>MAX_SKILL_DB)
  10642. continue;
  10643. skill_split_atoi(split[1],skill_db[i].castnodex);
  10644. if (!split[2])
  10645. continue;
  10646. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10647. }
  10648. fclose(fp);
  10649. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10650. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10651. fp=fopen(path,"r");
  10652. if(fp==NULL){
  10653. ShowError("can't read %s\n", path);
  10654. return 1;
  10655. }
  10656. k=0;
  10657. while(fgets(line,1020,fp)){
  10658. char *split[16];
  10659. if(line[0]=='/' && line[1]=='/')
  10660. continue;
  10661. memset(split,0,sizeof(split));
  10662. j = skill_split_str(line,split,2);
  10663. if(split[0]==0) //fixed by Lupus
  10664. continue;
  10665. i=atoi(split[0]);
  10666. if (i >= GD_SKILLBASE)
  10667. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10668. if(i<=0 || i>MAX_SKILL_DB)
  10669. continue;
  10670. skill_db[i].nocast=atoi(split[1]);
  10671. k++;
  10672. }
  10673. fclose(fp);
  10674. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10675. return 0;
  10676. }
  10677. /*===============================================
  10678. * For reading leveluseskillspamount.txt [Celest]
  10679. *-----------------------------------------------
  10680. */
  10681. static int skill_read_skillspamount(void)
  10682. {
  10683. char *buf,*p;
  10684. struct skill_db *skill = NULL;
  10685. int s, idx, new_flag=1, level=1, sp=0;
  10686. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10687. if(buf==NULL)
  10688. return -1;
  10689. buf[s]=0;
  10690. for(p=buf;p-buf<s;){
  10691. char buf2[64];
  10692. if (sscanf(p,"%[@]",buf2) == 1) {
  10693. level = 1;
  10694. new_flag = 1;
  10695. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10696. for (idx=0; skill_names[idx].id != 0; idx++) {
  10697. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10698. skill = &skill_db[ skill_names[idx].id ];
  10699. new_flag = 0;
  10700. break;
  10701. }
  10702. }
  10703. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10704. skill->sp[level-1]=sp;
  10705. level++;
  10706. }
  10707. p=strchr(p,10);
  10708. if(!p) break;
  10709. p++;
  10710. }
  10711. aFree(buf);
  10712. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10713. return 0;
  10714. }
  10715. void skill_reload(void)
  10716. {
  10717. skill_readdb();
  10718. if (battle_config.skill_sp_override_grffile)
  10719. skill_read_skillspamount();
  10720. }
  10721. /*==========================================
  10722. * スキル?係?炎匀サ?�?
  10723. *------------------------------------------
  10724. */
  10725. int do_init_skill(void)
  10726. {
  10727. skill_readdb();
  10728. if (battle_config.skill_sp_override_grffile)
  10729. skill_read_skillspamount();
  10730. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10731. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10732. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10733. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10734. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10735. return 0;
  10736. }