skill.c 374 KB

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  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 = dstsd?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 != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, 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 (damage > 0 && src != bl && src == dsrc)
  1609. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1610. if(lv==15)
  1611. lv=-1;
  1612. if( flag&0xff00 )
  1613. type=(flag&0xff00)>>8;
  1614. if((damage <= 0 || damage < dmg.div_)
  1615. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1616. dmg.blewcount = 0;
  1617. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1618. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1619. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1620. }
  1621. //使用者がPCの?�?№フ?�?ここから
  1622. if(sd) {
  1623. //Sorry for removing the Japanese comments, but they were actually distracting
  1624. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1625. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1626. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1627. switch(skillid)
  1628. {
  1629. case MO_TRIPLEATTACK:
  1630. {
  1631. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1632. if (damage < status_get_hp(bl) &&
  1633. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1634. delay += 300 * battle_config.combo_delay_rate / 100;
  1635. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1636. sd->attackabletime = tick + delay;
  1637. battle_set_walkdelay(src, tick, delay, 1);
  1638. clif_combo_delay(src, delay);
  1639. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1640. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1641. break;
  1642. }
  1643. case MO_CHAINCOMBO:
  1644. {
  1645. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1646. if(damage < status_get_hp(bl) &&
  1647. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1648. delay += 300 * battle_config.combo_delay_rate /100;
  1649. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1650. sd->attackabletime = tick + delay;
  1651. battle_set_walkdelay(src, tick, delay, 1);
  1652. clif_combo_delay(src,delay);
  1653. break;
  1654. }
  1655. case MO_COMBOFINISH:
  1656. {
  1657. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1658. if(damage < status_get_hp(bl) &&
  1659. (
  1660. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1661. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1662. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1663. ))
  1664. delay += 300 * battle_config.combo_delay_rate /100;
  1665. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1666. sd->attackabletime = tick + delay;
  1667. battle_set_walkdelay(src, tick, delay, 1);
  1668. clif_combo_delay(src,delay);
  1669. break;
  1670. }
  1671. case CH_TIGERFIST:
  1672. { //Tigerfist is now a combo-only skill. [Skotlex]
  1673. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1674. if(damage < status_get_hp(bl) &&
  1675. (
  1676. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1677. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1678. ))
  1679. delay += 300 * battle_config.combo_delay_rate /100;
  1680. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1681. sd->attackabletime = tick + delay;
  1682. battle_set_walkdelay(src, tick, delay, 1);
  1683. clif_combo_delay(src,delay);
  1684. break;
  1685. }
  1686. case CH_CHAINCRUSH:
  1687. {
  1688. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1689. if(damage < status_get_hp(bl))
  1690. delay += 300 * battle_config.combo_delay_rate /100;
  1691. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1692. sd->attackabletime = tick + delay;
  1693. battle_set_walkdelay(src, tick, delay, 1);
  1694. clif_combo_delay(src,delay);
  1695. break;
  1696. }
  1697. case AC_DOUBLE:
  1698. {
  1699. int race = status_get_race(bl);
  1700. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1701. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1702. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1703. clif_combo_delay(src,2000);
  1704. }
  1705. break;
  1706. }
  1707. case TK_COUNTER:
  1708. { //bonus from SG_FRIEND [Komurka]
  1709. int level;
  1710. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1711. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1712. }
  1713. break;
  1714. case SL_STIN:
  1715. case SL_STUN:
  1716. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1717. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv));
  1718. break;
  1719. } //Switch End
  1720. }
  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 (rdamage>0) {
  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 skillid,g_skillid;
  1895. unit = (struct skill_unit *)bl;
  1896. if(bl->prev == NULL || bl->type != BL_SKILL)
  1897. return 0;
  1898. if(!unit->alive)
  1899. return 0;
  1900. skillid = va_arg(ap,int);
  1901. g_skillid = unit->group->skill_id;
  1902. switch (skillid)
  1903. {
  1904. case MG_SAFETYWALL:
  1905. case AL_PNEUMA:
  1906. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1907. return 0;
  1908. break;
  1909. case AL_WARP:
  1910. case HT_SKIDTRAP:
  1911. case HT_LANDMINE:
  1912. case HT_ANKLESNARE:
  1913. case HT_SHOCKWAVE:
  1914. case HT_SANDMAN:
  1915. case HT_FLASHER:
  1916. case HT_FREEZINGTRAP:
  1917. case HT_BLASTMINE:
  1918. case HT_CLAYMORETRAP:
  1919. case HT_TALKIEBOX:
  1920. case HP_BASILICA:
  1921. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1922. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1923. return 0;
  1924. break;
  1925. default: //Avoid stacking with same kind of trap. [Skotlex]
  1926. if (g_skillid != skillid)
  1927. return 0;
  1928. break;
  1929. }
  1930. return 1;
  1931. }
  1932. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1933. {
  1934. int range = skill_get_unit_range(skillid, skilllv);
  1935. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1936. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1937. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1938. return 0;
  1939. }
  1940. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1941. range += layout_type;
  1942. return map_foreachinarea(skill_check_unit_range_sub,m,
  1943. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1944. }
  1945. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1946. {
  1947. int *c;
  1948. int skillid;
  1949. nullpo_retr(0, bl);
  1950. nullpo_retr(0, ap);
  1951. nullpo_retr(0, c = va_arg(ap,int *));
  1952. if(bl->prev == NULL)
  1953. return 0;
  1954. if(status_isdead(bl))
  1955. return 0;
  1956. skillid = va_arg(ap,int);
  1957. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1958. return 0;
  1959. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  1960. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1961. (*c)++;
  1962. return 1;
  1963. }
  1964. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  1965. {
  1966. int c = 0, range, type;
  1967. switch (skillid) { // to be expanded later
  1968. case WZ_ICEWALL:
  1969. range = 2;
  1970. break;
  1971. default:
  1972. {
  1973. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1974. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1975. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1976. return 0;
  1977. }
  1978. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1979. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1980. }
  1981. break;
  1982. }
  1983. // if the caster is a monster/NPC, only check for players
  1984. // otherwise just check characters
  1985. if (bl->type == BL_PC)
  1986. type = BL_CHAR;
  1987. else
  1988. type = BL_PC;
  1989. map_foreachinarea(skill_check_unit_range2_sub, m,
  1990. x - range, y - range, x + range, y + range,
  1991. type, &c, skillid);
  1992. return c;
  1993. }
  1994. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  1995. {
  1996. struct map_session_data *sd;
  1997. int gid, id, *flag;
  1998. nullpo_retr(0, sd = (struct map_session_data *)bl);
  1999. nullpo_retr(0, ap);
  2000. id = va_arg(ap,int);
  2001. gid = va_arg(ap,int);
  2002. if (sd->status.guild_id != gid)
  2003. return 0;
  2004. nullpo_retr(0, flag = va_arg(ap,int *));
  2005. if (flag && *flag > 0) {
  2006. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2007. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2008. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2009. status_calc_pc (sd, 0);
  2010. }
  2011. return 0;
  2012. }
  2013. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
  2014. }
  2015. return 0;
  2016. }
  2017. /*=========================================================================
  2018. * 範?スキル使用?�??ャ分けここから
  2019. */
  2020. /* ??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 */
  2021. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2022. {
  2023. if(skill_area_temp[0] < 0xffff)
  2024. skill_area_temp[0]++;
  2025. return 1;
  2026. }
  2027. int skill_count_water(struct block_list *src,int range)
  2028. {
  2029. int i,x,y,cnt = 0,size = range*2+1;
  2030. struct skill_unit *unit;
  2031. for (i=0;i<size*size;i++) {
  2032. x = src->x+(i%size-range);
  2033. y = src->y+(i/size-range);
  2034. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2035. cnt++;
  2036. continue;
  2037. }
  2038. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2039. if (unit) {
  2040. cnt++;
  2041. skill_delunit(unit);
  2042. }
  2043. }
  2044. return cnt;
  2045. }
  2046. /*==========================================
  2047. *
  2048. *------------------------------------------
  2049. */
  2050. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2051. {
  2052. struct map_session_data *sd = NULL;
  2053. struct mob_data *md = NULL;
  2054. struct pet_data *pd = NULL;
  2055. struct block_list *src = map_id2bl(id),*target;
  2056. struct skill_timerskill *skl = NULL;
  2057. int range;
  2058. nullpo_retr(0, src);
  2059. if(src->type == BL_PC) {
  2060. sd = (struct map_session_data *)src;
  2061. skl = &sd->skilltimerskill[data];
  2062. }
  2063. else if(src->type == BL_MOB) {
  2064. md = (struct mob_data *)src;
  2065. skl = &md->skilltimerskill[data];
  2066. }
  2067. else if(src->type == BL_PET) { // [Valaris]
  2068. pd = (struct pet_data *)src;
  2069. skl = &pd->skilltimerskill[data];
  2070. }
  2071. else
  2072. return 0;
  2073. nullpo_retr(0, skl);
  2074. skl->timer = -1;
  2075. if (sd) {
  2076. sd->timerskill_count--;
  2077. }
  2078. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  2079. if(src->prev == NULL)
  2080. return 0;
  2081. if(skl->target_id) {
  2082. struct block_list tbl;
  2083. target = map_id2bl(skl->target_id);
  2084. if(skl->skill_id == RG_INTIMIDATE) {
  2085. if(target == NULL) {
  2086. 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
  2087. target->type = BL_NUL;
  2088. target->m = src->m;
  2089. target->prev = target->next = NULL;
  2090. }
  2091. }
  2092. if(target == NULL)
  2093. return 0;
  2094. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  2095. return 0;
  2096. if(src->m != target->m)
  2097. return 0;
  2098. if(status_isdead(src))
  2099. return 0;
  2100. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
  2101. return 0;
  2102. switch(skl->skill_id) {
  2103. case RG_INTIMIDATE:
  2104. if(sd && !map[src->m].flag.noteleport) {
  2105. int x,y,i,j;
  2106. pc_randomwarp(sd,3);
  2107. for(i=0;i<16;i++) {
  2108. j = rand()%8;
  2109. x = sd->bl.x + dirx[j];
  2110. y = sd->bl.y + diry[j];
  2111. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  2112. break;
  2113. }
  2114. if(i >= 16) {
  2115. x = sd->bl.x;
  2116. y = sd->bl.y;
  2117. }
  2118. if(target->prev != NULL) {
  2119. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2120. pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
  2121. else if(target->type == BL_MOB)
  2122. mob_warp((struct mob_data *)target,-1,x,y,3);
  2123. }
  2124. }
  2125. else if(md && !map[src->m].flag.monster_noteleport) {
  2126. int x,y,i,j;
  2127. mob_warp(md,-1,-1,-1,3);
  2128. for(i=0;i<16;i++) {
  2129. j = rand()%8;
  2130. x = md->bl.x + dirx[j];
  2131. y = md->bl.y + diry[j];
  2132. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  2133. break;
  2134. }
  2135. if(i >= 16) {
  2136. x = md->bl.x;
  2137. y = md->bl.y;
  2138. }
  2139. if(target->prev != NULL) {
  2140. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2141. pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
  2142. else if(target->type == BL_MOB)
  2143. mob_warp((struct mob_data *)target,-1,x,y,3);
  2144. }
  2145. }
  2146. break;
  2147. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2148. case DC_SCREAM: /* スクリ?ム */
  2149. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2150. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2151. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2152. break;
  2153. case WZ_WATERBALL:
  2154. if (skl->type>1) {
  2155. skl->timer = 0; // skill_addtimerskillで使用されないように
  2156. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2157. skl->timer = -1;
  2158. }
  2159. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2160. if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
  2161. // should put outside of the switch, but since this is the only
  2162. // mage targetted spell for now,
  2163. struct status_change *sc = status_get_sc(src);
  2164. if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
  2165. status_change_end(src,SC_MAGICPOWER,-1);
  2166. }
  2167. break;
  2168. default:
  2169. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2170. break;
  2171. }
  2172. }
  2173. else {
  2174. if(src->m != skl->map)
  2175. return 0;
  2176. switch(skl->skill_id) {
  2177. case WZ_METEOR:
  2178. if(skl->type >= 0) {
  2179. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2180. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2181. }
  2182. else
  2183. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2184. break;
  2185. }
  2186. }
  2187. return 0;
  2188. }
  2189. /*==========================================
  2190. *
  2191. *------------------------------------------
  2192. */
  2193. 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)
  2194. {
  2195. int i, max;
  2196. unsigned short *count=NULL;
  2197. struct skill_timerskill *sts = NULL;
  2198. nullpo_retr(1, src);
  2199. switch (src->type) {
  2200. case BL_PC:
  2201. sts = ((struct map_session_data *)src)->skilltimerskill;
  2202. max = MAX_SKILLTIMERSKILL;
  2203. count = &((struct map_session_data *)src)->timerskill_count;
  2204. break;
  2205. case BL_MOB:
  2206. sts = ((struct mob_data *)src)->skilltimerskill;
  2207. max = MAX_MOBSKILLTIMERSKILL;
  2208. break;
  2209. case BL_PET:
  2210. sts = ((struct pet_data *)src)->skilltimerskill;
  2211. max = MAX_MOBSKILLTIMERSKILL;
  2212. break;
  2213. default:
  2214. return 1;
  2215. }
  2216. for(i=0;i<max && sts[i].timer != -1;i++);
  2217. if (i>=max) return 1;
  2218. sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2219. sts[i].src_id = src->id;
  2220. sts[i].target_id = target;
  2221. sts[i].skill_id = skill_id;
  2222. sts[i].skill_lv = skill_lv;
  2223. sts[i].map = src->m;
  2224. sts[i].x = x;
  2225. sts[i].y = y;
  2226. sts[i].type = type;
  2227. sts[i].flag = flag;
  2228. if (count)
  2229. (*count)++;
  2230. return 0;
  2231. }
  2232. /*==========================================
  2233. *
  2234. *------------------------------------------
  2235. */
  2236. int skill_cleartimerskill(struct block_list *src)
  2237. {
  2238. int i, max;
  2239. unsigned short *count=NULL;
  2240. struct skill_timerskill *sts = NULL;
  2241. nullpo_retr(0, src);
  2242. switch (src->type) {
  2243. case BL_PC:
  2244. sts = ((struct map_session_data *)src)->skilltimerskill;
  2245. max = MAX_SKILLTIMERSKILL;
  2246. count = &((struct map_session_data *)src)->timerskill_count;
  2247. break;
  2248. case BL_MOB:
  2249. sts = ((struct mob_data *)src)->skilltimerskill;
  2250. max = MAX_MOBSKILLTIMERSKILL;
  2251. break;
  2252. case BL_PET:
  2253. sts = ((struct pet_data *)src)->skilltimerskill;
  2254. max = MAX_MOBSKILLTIMERSKILL;
  2255. break;
  2256. default:
  2257. return 0;
  2258. }
  2259. if (count) {
  2260. for(i=0;i<max && *count > 0;i++) {
  2261. if(sts[i].timer != -1) {
  2262. delete_timer(sts[i].timer, skill_timerskill);
  2263. sts[i].timer = -1;
  2264. (*count)--;
  2265. }
  2266. }
  2267. } else {
  2268. for(i=0;i<max;i++) {
  2269. if(sts[i].timer != -1) {
  2270. delete_timer(sts[i].timer, skill_timerskill);
  2271. sts[i].timer = -1;
  2272. }
  2273. }
  2274. }
  2275. return 0;
  2276. }
  2277. /*==========================================
  2278. * スキル使用?i詠?・完了?AID指定?U?系?j
  2279. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2280. *------------------------------------------
  2281. */
  2282. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2283. {
  2284. struct map_session_data *sd = NULL, *tsd = NULL;
  2285. struct status_change *sc;
  2286. if(skillid < 0)
  2287. { // remove the debug print when this case is finished
  2288. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2289. src, bl,skillid,skilllv,tick,flag);
  2290. return 0;
  2291. }
  2292. if (skillid > 0 && skilllv <= 0) return 0;
  2293. nullpo_retr(1, src);
  2294. nullpo_retr(1, bl);
  2295. if (src->m != bl->m)
  2296. return 1;
  2297. if (bl->prev == NULL)
  2298. return 1;
  2299. if (src->type == BL_PC)
  2300. sd = (struct map_session_data *)src;
  2301. if (bl->type == BL_PC)
  2302. tsd = (struct map_session_data *)bl;
  2303. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2304. return 1;
  2305. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2306. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2307. if (sd) clif_skill_fail(sd,skillid,0,0);
  2308. //GTB makes all targetted skills silently fail.
  2309. return 1;
  2310. }
  2311. sc = status_get_sc(src);
  2312. if (sc && !sc->count)
  2313. sc = NULL; //Unneeded
  2314. map_freeblock_lock();
  2315. switch(skillid)
  2316. {
  2317. /* �?器?U?系スキル */
  2318. case SM_BASH: /* バッシュ */
  2319. case MC_MAMMONITE: /* �?マ?ナイト */
  2320. case TF_DOUBLE:
  2321. case AC_DOUBLE: /* ダブルストレイフィング */
  2322. case AS_SONICBLOW: /* ソニックブ�?? */
  2323. case KN_PIERCE: /* ピア?ス */
  2324. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2325. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2326. case TF_POISON: /* インベナム */
  2327. case TF_SPRINKLESAND: /* ?サまき */
  2328. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2329. case RG_RAID: /* サプライズアタック */
  2330. case RG_INTIMIDATE: /* インティミデイト */
  2331. case AM_ACIDTERROR: /* アシッドテラ? */
  2332. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2333. case DC_THROWARROW: /* 矢?ち */
  2334. case BA_DISSONANCE: /* 不協和音 */
  2335. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2336. case NPC_DARKCROSS:
  2337. case CR_SHIELDCHARGE:
  2338. case CR_SHIELDBOOMERANG:
  2339. /* 以下MOB?用 */
  2340. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2341. case NPC_PIERCINGATT:
  2342. case NPC_MENTALBREAKER:
  2343. case NPC_RANGEATTACK:
  2344. case NPC_CRITICALSLASH:
  2345. case NPC_COMBOATTACK:
  2346. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2347. case NPC_GUIDEDATTACK:
  2348. case NPC_POISON:
  2349. case NPC_BLINDATTACK:
  2350. case NPC_SILENCEATTACK:
  2351. case NPC_STUNATTACK:
  2352. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2353. case NPC_PETRIFYATTACK:
  2354. case NPC_CURSEATTACK:
  2355. case NPC_SLEEPATTACK:
  2356. case NPC_RANDOMATTACK:
  2357. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2358. case NPC_WATERATTACK:
  2359. case NPC_GROUNDATTACK:
  2360. case NPC_FIREATTACK:
  2361. case NPC_WINDATTACK:
  2362. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2363. case NPC_POISONATTACK:
  2364. case NPC_HOLYATTACK:
  2365. case NPC_DARKNESSATTACK:
  2366. case NPC_TELEKINESISATTACK:
  2367. case NPC_UNDEADATTACK:
  2368. case NPC_BREAKARMOR:
  2369. case NPC_BREAKWEAPON:
  2370. case NPC_BREAKHELM:
  2371. case NPC_BREAKSHIELD:
  2372. case LK_AURABLADE: /* オ?ラブレ?ド */
  2373. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2374. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2375. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2376. case CG_ARROWVULCAN: /* ア�??バルカン */
  2377. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2378. case ASC_METEORASSAULT: /* �?テオアサルト */
  2379. case ITM_TOMAHAWK:
  2380. case MO_TRIPLEATTACK:
  2381. case CH_CHAINCRUSH: /* 連柱崩? */
  2382. case CH_TIGERFIST: /* 伏虎�? */
  2383. case PA_SHIELDCHAIN: // Shield Chain
  2384. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2385. case WS_CARTTERMINATION: // Cart Termination
  2386. case AS_VENOMKNIFE:
  2387. case HT_PHANTASMIC:
  2388. case HT_POWER:
  2389. case TK_DOWNKICK:
  2390. case TK_COUNTER:
  2391. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2392. break;
  2393. case MO_COMBOFINISH:
  2394. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2395. { //Becomes a splash attack when Soul Linked.
  2396. map_foreachinrange(skill_area_sub, bl,
  2397. skill_get_splash(skillid, skilllv),BL_CHAR,
  2398. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2399. skill_castend_damage_id);
  2400. } else
  2401. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2402. break;
  2403. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2404. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2405. map_foreachinrange(skill_attack_area, src,
  2406. skill_get_splash(skillid, skilllv), BL_CHAR,
  2407. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2408. break;
  2409. case TK_JUMPKICK:
  2410. if (sd && !pc_can_move(sd)) {
  2411. map_freeblock_unlock();
  2412. return 1;
  2413. }
  2414. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2415. if (sd) pc_movepos(sd,bl->x,bl->y,0);
  2416. else map_moveblock(src, bl->y, bl->y, tick);
  2417. clif_slide(src,bl->x,bl->y);
  2418. break;
  2419. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2420. // Separate weapon and magic attacks
  2421. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2422. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2423. break;
  2424. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2425. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2426. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2427. skill_get_splash(skillid, skilllv),BL_CHAR,
  2428. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2429. break;
  2430. case MO_INVESTIGATE: /* ?勁 */
  2431. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2432. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2433. status_change_end(src,SC_BLADESTOP,-1);
  2434. break;
  2435. case RG_BACKSTAP: /* バックスタブ */
  2436. {
  2437. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
  2438. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2439. if (sc && sc->data[SC_HIDING].timer != -1)
  2440. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2441. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2442. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2443. if (tsd)
  2444. tsd->dir = dir;
  2445. else if (bl->type == BL_MOB) {
  2446. struct mob_data *tmd = (struct mob_data *)bl;
  2447. if (tmd) tmd->dir = dir;
  2448. }
  2449. clif_changed_dir(bl);
  2450. }
  2451. else if (sd)
  2452. clif_skill_fail(sd,skillid,0,0);
  2453. }
  2454. break;
  2455. case MO_FINGEROFFENSIVE: /* 指? */
  2456. {
  2457. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2458. if (battle_config.finger_offensive_type && sd) {
  2459. int i;
  2460. for (i = 1; i < sd->spiritball_old; i++)
  2461. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2462. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2463. }
  2464. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2465. status_change_end(src,SC_BLADESTOP,-1);
  2466. }
  2467. break;
  2468. case MO_CHAINCOMBO: /* 連打?カ */
  2469. {
  2470. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2471. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2472. status_change_end(src,SC_BLADESTOP,-1);
  2473. }
  2474. break;
  2475. case KN_CHARGEATK:
  2476. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2477. {
  2478. if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
  2479. struct walkpath_data wpd;
  2480. int dx,dy,speed;
  2481. if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
  2482. clif_skill_fail(sd,skillid,0,0);
  2483. break;
  2484. }
  2485. dx = bl->x - sd->bl.x;
  2486. dy = bl->y - sd->bl.y;
  2487. if(dx > 0) dx++;
  2488. else if(dx < 0) dx--;
  2489. if (dy > 0) dy++;
  2490. else if(dy < 0) dy--;
  2491. if(dx == 0 && dy == 0) dx++;
  2492. if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2493. dx = bl->x - sd->bl.x;
  2494. dy = bl->y - sd->bl.y;
  2495. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2496. clif_skill_fail(sd,skillid,0,0);
  2497. break;
  2498. }
  2499. }
  2500. sd->to_x = sd->bl.x + dx;
  2501. sd->to_y = sd->bl.y + dy;
  2502. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2503. flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
  2504. 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]
  2505. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2506. else
  2507. clif_skill_fail(sd,skillid,0,0);
  2508. speed = sd->speed;
  2509. sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
  2510. // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
  2511. clif_walkok(sd);
  2512. clif_movechar(sd);
  2513. if(dx < 0) dx = -dx;
  2514. if(dy < 0) dy = -dy;
  2515. sd->attackabletime = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2516. battle_set_walkdelay(src, tick, 100 + sd->speed * ((dx > dy)? dx:dy), 1);
  2517. if(sd->canact_tick < sd->canmove_tick)
  2518. sd->canact_tick = sd->canmove_tick;
  2519. sd->speed = speed;
  2520. // clif_updatestatus(sd, SP_SPEED);
  2521. pc_movepos(sd,sd->to_x,sd->to_y,1);
  2522. }
  2523. else //Assume minimum distance of 1 for Charge.
  2524. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2525. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2526. {
  2527. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2528. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2529. if (sc->data[SC_BLADESTOP].timer != -1)
  2530. status_change_end(src,SC_BLADESTOP,-1);
  2531. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2532. status_change_end(src,SC_COMBO,-1);
  2533. }
  2534. }
  2535. break;
  2536. /* �?器系範??U?スキル */
  2537. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2538. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2539. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2540. case AC_SHOWER: //Targetted skill implementation.
  2541. if(flag&1){
  2542. /* 個別にダ�??ジを?える */
  2543. if(bl->id!=skill_area_temp[1]){
  2544. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2545. 0x0500);
  2546. }
  2547. } else {
  2548. skill_area_temp[1]=bl->id;
  2549. map_foreachinrange(skill_area_sub, bl,
  2550. skill_get_splash(skillid, skilllv), BL_CHAR,
  2551. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2552. skill_castend_damage_id);
  2553. //Skill-attack at the end in case it has knockback. [Skotlex]
  2554. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2555. }
  2556. break;
  2557. case AS_SPLASHER:
  2558. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2559. if (bl->id != skill_area_temp[1])
  2560. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2561. else
  2562. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2563. } else {
  2564. skill_area_temp[0] = 0;
  2565. skill_area_temp[1] = bl->id;
  2566. map_foreachinrange(skill_area_sub, bl,
  2567. skill_get_splash(skillid, skilllv), BL_CHAR,
  2568. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2569. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2570. map_foreachinrange(skill_area_sub, bl,
  2571. skill_get_splash(skillid, skilllv), BL_CHAR,
  2572. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2573. skill_castend_damage_id);
  2574. }
  2575. break;
  2576. case SM_MAGNUM:
  2577. if(flag&1)
  2578. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2579. else {
  2580. //If we get here, someone changed magnum to be a enemy targetted skill,
  2581. //so treat it as such.
  2582. map_foreachinrange(skill_area_sub, bl,
  2583. skill_get_splash(skillid, skilllv),BL_CHAR,
  2584. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2585. skill_castend_damage_id);
  2586. //Initiate 10% of your damage becomes fire element.
  2587. clif_skill_nodamage (src,bl,skillid,skilllv,
  2588. sc_start4(src,SC_WATK_ELEMENT,100,
  2589. 3,20,0,0,skill_get_time2(skillid, skilllv)));
  2590. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  2591. }
  2592. break;
  2593. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2594. if(flag&1){
  2595. /* 個別にダ�??ジを?える */
  2596. if(bl->id!=skill_area_temp[1])
  2597. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2598. } else {
  2599. 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?�?� */
  2600. /* まずタ?[ゲットに?U撃を加える */
  2601. c = skill_get_blewcount(skillid,skilllv);
  2602. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2603. c = 0;
  2604. for(i=0;i<c;i++){
  2605. skill_blown(src,bl,0x20000|1);
  2606. skill_area_temp[0]=0;
  2607. map_foreachinrange(skill_area_sub,bl,
  2608. skill_get_splash(skillid, skilllv),BL_CHAR,
  2609. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2610. skill_area_sub_count);
  2611. if(skill_area_temp[0]>1) break;
  2612. }
  2613. clif_blown(bl); //Update target pos.
  2614. skill_area_temp[1]=bl->id;
  2615. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2616. map_foreachinrange(skill_area_sub,bl,
  2617. skill_get_splash(skillid, skilllv),BL_CHAR,
  2618. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2619. skill_castend_damage_id);
  2620. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2621. }
  2622. break;
  2623. case KN_SPEARSTAB: /* スピアスタブ */
  2624. if(flag&1){
  2625. /* 個別にダ�??[ジを与える */
  2626. if (bl->id==skill_area_temp[1])
  2627. break;
  2628. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2629. skill_blown(src,bl,skill_area_temp[2]);
  2630. } else {
  2631. int x=bl->x,y=bl->y,i,dir;
  2632. /* まずタ?[ゲットに?U撃を加える */
  2633. dir = map_calc_dir(bl,src->x,src->y);
  2634. skill_area_temp[1] = bl->id;
  2635. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2636. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2637. skill_blown(src,bl,skill_area_temp[2]);
  2638. for (i=0;i<4;i++) {
  2639. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2640. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2641. skill_castend_damage_id);
  2642. x += dirx[dir];
  2643. y += diry[dir];
  2644. }
  2645. }
  2646. break;
  2647. case TK_TURNKICK:
  2648. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2649. {
  2650. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2651. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2652. map_foreachinrange(skill_area_sub,bl,
  2653. skill_get_splash(skillid, skilllv),BL_CHAR,
  2654. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2655. skill_castend_nodamage_id);
  2656. }
  2657. break;
  2658. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2659. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2660. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2661. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2662. break;
  2663. case ALL_RESURRECTION: /* リザレクション */
  2664. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2665. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2666. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2667. break;
  2668. /* 魔法系スキル */
  2669. case MG_SOULSTRIKE: /* ソウルストライク */
  2670. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2671. case MG_COLDBOLT: /* コ?[ルドボルト */
  2672. case MG_FIREBOLT: /* ファイア?[ボルト */
  2673. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2674. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2675. case AL_HEAL: /* ヒ?[ル */
  2676. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2677. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2678. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2679. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2680. case PR_ASPERSIO: /* アスペルシオ */
  2681. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2682. case WZ_SIGHTBLASTER:
  2683. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2684. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2685. break;
  2686. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2687. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2688. if (skilllv>1) {
  2689. int range = skilllv/2;
  2690. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2691. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2692. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2693. cnt--;
  2694. if (cnt > 0)
  2695. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2696. skillid,skilllv,cnt,flag);
  2697. }
  2698. break;
  2699. case PR_BENEDICTIO: /* ?ケ??~福 */
  2700. { //Should attack undead and demons. [Skotlex]
  2701. int race = status_get_race(bl);
  2702. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2703. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2704. }
  2705. break;
  2706. /* 魔法系範??U?スキル */
  2707. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2708. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2709. if (flag & 1) {
  2710. /* 個別にダ�??ジを?える */
  2711. if (bl->id == skill_area_temp[1])
  2712. break;
  2713. if(skillid == MG_FIREBALL) //Store distance.
  2714. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2715. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2716. } else {
  2717. skill_area_temp[0]=0;
  2718. skill_area_temp[1]=bl->id;
  2719. switch (skillid) {
  2720. case MG_NAPALMBEAT:
  2721. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2722. map_foreachinrange(skill_area_sub, bl,
  2723. skill_get_splash(skillid, skilllv),BL_CHAR,
  2724. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2725. skill_area_sub_count);
  2726. break;
  2727. case MG_FIREBALL:
  2728. skill_area_temp[2]=bl->x;
  2729. skill_area_temp[3]=bl->y;
  2730. break;
  2731. }
  2732. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2733. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2734. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2735. map_foreachinrange(skill_area_sub,bl,
  2736. skill_get_splash(skillid, skilllv),BL_CHAR,
  2737. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2738. skill_castend_damage_id);
  2739. }
  2740. break;
  2741. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2742. if (flag & 1) {
  2743. if (bl->id != skill_area_temp[1])
  2744. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2745. } else {
  2746. skill_area_temp[0] = 0;
  2747. skill_area_temp[1] = bl->id;
  2748. map_foreachinrange(skill_area_sub, bl,
  2749. skill_get_splash(skillid, skilllv), BL_CHAR,
  2750. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2751. skill_area_sub_count);
  2752. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2753. map_foreachinrange(skill_area_sub, bl,
  2754. skill_get_splash(skillid, skilllv), BL_CHAR,
  2755. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2756. skill_castend_damage_id);
  2757. }
  2758. break;
  2759. case SL_STIN:
  2760. case SL_STUN:
  2761. case SL_SMA:
  2762. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2763. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  2764. clif_skill_fail(sd,skillid,0,0);
  2765. break;
  2766. }
  2767. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2768. break;
  2769. /* その他 */
  2770. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2771. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2772. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2773. } else {
  2774. skill_area_temp[0] = 0;
  2775. skill_area_temp[1] = bl->id;
  2776. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2777. map_foreachinrange(skill_area_sub, bl,
  2778. skill_get_splash(skillid, skilllv), BL_CHAR,
  2779. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2780. map_foreachinrange(skill_area_sub, bl,
  2781. skill_get_splash(skillid, skilllv), BL_CHAR,
  2782. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2783. skill_castend_damage_id);
  2784. }
  2785. break;
  2786. case NPC_DARKBREATH:
  2787. clif_emotion(src,7);
  2788. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2789. break;
  2790. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2791. case PA_PRESSURE: /* プレッシャ? */
  2792. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2793. case TF_THROWSTONE: /* ?ホ投げ */
  2794. case NPC_SMOKING: /* スモ?キング */
  2795. case NPC_SELFDESTRUCTION: /* 自爆 */
  2796. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2797. break;
  2798. // Celest
  2799. case PF_SOULBURN:
  2800. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2801. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2802. if (skilllv == 5)
  2803. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2804. if (tsd) {
  2805. tsd->status.sp = 0;
  2806. clif_updatestatus(tsd,SP_SP);
  2807. }
  2808. } else {
  2809. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2810. if (skilllv == 5)
  2811. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2812. if (sd) {
  2813. sd->status.sp = 0;
  2814. clif_updatestatus(sd,SP_SP);
  2815. }
  2816. }
  2817. if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2818. break;
  2819. /* HP吸?/HP吸?魔法 */
  2820. case NPC_BLOODDRAIN:
  2821. case NPC_ENERGYDRAIN:
  2822. {
  2823. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2824. src, src, bl, skillid, skilllv, tick, flag);
  2825. if (heal > 0){
  2826. struct block_list tbl;
  2827. tbl.id = 0;
  2828. tbl.type = BL_NUL;
  2829. tbl.m = src->m;
  2830. tbl.x = src->x;
  2831. tbl.y = src->y;
  2832. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2833. battle_heal(NULL, src, heal, 0, 0);
  2834. }
  2835. }
  2836. break;
  2837. //Until they're at right position - gs_damage- [Vicious]
  2838. case GS_TRIPLEACTION:
  2839. case GS_MAGICALBULLET:
  2840. case GS_CRACKER:
  2841. case GS_TRACKING:
  2842. case GS_PIERCINGSHOT:
  2843. case GS_RAPIDSHOWER:
  2844. case GS_DUST:
  2845. case GS_FULLBUSTER:
  2846. case NJ_SYURIKEN:
  2847. case NJ_KUNAI:
  2848. case NJ_HUUMA:
  2849. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2850. break;
  2851. case GS_BULLSEYE:
  2852. //race check
  2853. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2854. break;
  2855. case GS_DESPERADO:
  2856. case GS_SPREADATTACK:
  2857. if(flag&1)
  2858. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2859. else {
  2860. //If we get here, someone changed it to be a enemy targetted skill,
  2861. //so treat it as such.
  2862. map_foreachinrange(skill_area_sub, bl,
  2863. skill_get_splash(skillid, skilllv),BL_CHAR,
  2864. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2865. skill_castend_damage_id);
  2866. }
  2867. break;
  2868. case NJ_ZENYNAGE:
  2869. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2870. break;
  2871. case NJ_KASUMIKIRI:
  2872. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2873. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2874. break;
  2875. case NJ_KIRIKAGE:
  2876. status_change_end(src, SC_HIDING, -1);
  2877. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2878. break;
  2879. case NJ_KOUENKA:
  2880. case NJ_HYOUSENSOU:
  2881. case NJ_HYOUSYOURAKU:
  2882. case NJ_HUUJIN:
  2883. case NJ_RAIGEKISAI:
  2884. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2885. break;
  2886. case NJ_KAMAITACHI:
  2887. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2888. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2889. skill_get_splash(skillid, skilllv),BL_CHAR,
  2890. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2891. break;
  2892. //Not implemented yet [Vicious]
  2893. case GS_FLING:
  2894. //case GS_TRIPLEACTION:
  2895. //case GS_BULLSEYE:
  2896. //case GS_MAGICALBULLET:
  2897. //case GS_CRACKER:
  2898. //case GS_TRACKING:
  2899. case GS_DISARM:
  2900. //case GS_PIERCINGSHOT:
  2901. //case GS_RAPIDSHOWER:
  2902. //case GS_DESPERADO:
  2903. //case GS_DUST:
  2904. //case GS_FULLBUSTER:
  2905. //case GS_SPREADATTACK:
  2906. case GS_GROUNDDRIFT:
  2907. //case NJ_SYURIKEN:
  2908. //case NJ_KUNAI:
  2909. //case NJ_HUUMA:
  2910. //case NJ_ZENYNAGE:
  2911. case NJ_TATAMIGAESHI:
  2912. //case NJ_KASUMIKIRI:
  2913. //case NJ_KIRIKAGE:
  2914. //case NJ_KOUENKA:
  2915. case NJ_KAENSIN:
  2916. //case NJ_HYOUSENSOU:
  2917. //case NJ_HYOUSYOURAKU:
  2918. //case NJ_HUUJIN:
  2919. //case NJ_RAIGEKISAI:
  2920. //case NJ_KAMAITACHI:
  2921. case NJ_ISSEN:
  2922. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2923. break;
  2924. case 0:
  2925. if(sd) {
  2926. if (flag & 3){
  2927. if (bl->id != skill_area_temp[1])
  2928. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2929. } else {
  2930. skill_area_temp[1] = bl->id;
  2931. map_foreachinrange(skill_area_sub, bl,
  2932. sd->splash_range, BL_CHAR,
  2933. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2934. skill_castend_damage_id);
  2935. }
  2936. }
  2937. break;
  2938. default:
  2939. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2940. map_freeblock_unlock();
  2941. return 1;
  2942. }
  2943. map_freeblock_unlock();
  2944. return 0;
  2945. }
  2946. /*==========================================
  2947. * スキル使用?i詠?・完了?AID指定支援系?j
  2948. *------------------------------------------
  2949. */
  2950. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2951. {
  2952. struct map_session_data *sd = NULL;
  2953. struct map_session_data *dstsd = NULL;
  2954. struct status_change *tsc;
  2955. struct mob_data *md = NULL;
  2956. struct mob_data *dstmd = NULL;
  2957. int i,type=-1;
  2958. if(skillid < 0 || (skillid > MAX_SKILL || (skillid >= GD_SKILLBASE && skillid > GD_SKILLBASE + MAX_GUILDSKILL)))
  2959. { // remove the debug print when this case is finished
  2960. ShowDebug("skill_castend_nodamage_id: skillid=%i call: %p %p %i %i %i %i\n",skillid,
  2961. src, bl,skillid,skilllv,tick,flag);
  2962. return 0;
  2963. }
  2964. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2965. nullpo_retr(1, src);
  2966. nullpo_retr(1, bl);
  2967. if (src->m != bl->m)
  2968. return 1;
  2969. if (src->type == BL_PC) {
  2970. sd = (struct map_session_data *)src;
  2971. } else if (src->type == BL_MOB) {
  2972. md = (struct mob_data *)src;
  2973. }
  2974. if (bl->type == BL_PC){
  2975. dstsd = (struct map_session_data *)bl;
  2976. } else if (bl->type == BL_MOB){
  2977. dstmd = (struct mob_data *)bl;
  2978. }
  2979. if(bl->prev == NULL)
  2980. return 1;
  2981. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2982. return 1;
  2983. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2984. return 1;
  2985. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2986. //But only do this on the first call (flag&~1)
  2987. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2988. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2989. if (skillid > 0 && skillid < MAX_SKILL)
  2990. type = SkillStatusChangeTable[skillid];
  2991. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2992. switch (skillid) {
  2993. case AL_HEAL:
  2994. case ALL_RESURRECTION:
  2995. case PR_ASPERSIO:
  2996. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2997. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2998. //Offensive heal does not works on non-enemies. [Skotlex]
  2999. if (sd) clif_skill_fail(sd,skillid,0,0);
  3000. return 0;
  3001. }
  3002. if(!sd) {
  3003. //Prevent non-players from casting offensive heal. [Skotlex]
  3004. clif_emotion(src, 4);
  3005. return 0;
  3006. }
  3007. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3008. }
  3009. break;
  3010. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3011. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3012. case WE_CALLPARTNER:
  3013. case WE_CALLPARENT:
  3014. case WE_CALLBABY:
  3015. { //Find a random spot to place the skill. [Skotlex]
  3016. short x,y;
  3017. i = skill_get_splash(skillid, skilllv);
  3018. x = src->x + i;
  3019. y = src->y + i;
  3020. if (map_random_dir(src, &x, &y))
  3021. return skill_castend_pos2(src,x,y,skillid,skilllv,tick,0);
  3022. else {
  3023. if (sd) clif_skill_fail(sd,skillid,0,0);
  3024. return 0;
  3025. }
  3026. }
  3027. case CR_GRANDCROSS:
  3028. case NPC_GRANDDARKNESS:
  3029. //These are actually ground placed.
  3030. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  3031. //Until they're at right position - gs_ground- [Vicious]
  3032. case NJ_KAENSIN:
  3033. case NJ_HYOUSYOURAKU:
  3034. case NJ_RAIGEKISAI:
  3035. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  3036. }
  3037. tsc = status_get_sc(bl);
  3038. map_freeblock_lock();
  3039. switch(skillid)
  3040. {
  3041. case AL_HEAL: /* ヒ?ル */
  3042. {
  3043. int heal = skill_calc_heal(src, skilllv);
  3044. int heal_get_jobexp;
  3045. int skill;
  3046. if (skilllv > 10)
  3047. heal = 9999; //9999ヒ?[ル
  3048. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3049. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  3050. if (sd) {
  3051. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  3052. heal += heal * skill * 2 / 100;
  3053. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3054. (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
  3055. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  3056. }
  3057. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  3058. && !(status_get_mode(src)&MD_BOSS)
  3059. ) { //Bounce back heal
  3060. if (--tsc->data[SC_KAITE].val2 <= 0)
  3061. status_change_end(bl, SC_KAITE, -1);
  3062. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  3063. clif_skill_nodamage (src, src, skillid, heal, 1);
  3064. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  3065. } else {
  3066. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3067. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  3068. }
  3069. // JOB??値獲得
  3070. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3071. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3072. if (heal_get_jobexp <= 0)
  3073. heal_get_jobexp = 1;
  3074. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  3075. pc_gainexp (sd, 0, heal_get_jobexp);
  3076. }
  3077. }
  3078. break;
  3079. case PR_REDEMPTIO:
  3080. if (sd && !(flag&1)) {
  3081. if (sd->status.party_id == 0) {
  3082. clif_skill_fail(sd,skillid,0,0);
  3083. break;
  3084. }
  3085. skill_area_temp[0] = 0;
  3086. party_foreachsamemap(skill_area_sub,
  3087. sd,skill_get_splash(skillid, skilllv),
  3088. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3089. skill_castend_nodamage_id);
  3090. if (skill_area_temp[0] == 0) {
  3091. clif_skill_fail(sd,skillid,0,0);
  3092. break;
  3093. }
  3094. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3095. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3096. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3097. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3098. clif_updatestatus(sd,SP_BASEEXP);
  3099. clif_updatestatus(sd,SP_JOBEXP);
  3100. }
  3101. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  3102. break;
  3103. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  3104. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3105. skilllv = 3; //Resurrection level 3 is used
  3106. } else //Invalid target, skip resurrection.
  3107. break;
  3108. case ALL_RESURRECTION: /* リザレクション */
  3109. if(sd && map_flag_gvg(bl->m))
  3110. { //No reviving in WoE grounds!
  3111. clif_skill_fail(sd,skillid,0,0);
  3112. break;
  3113. }
  3114. if(dstsd) {
  3115. int per = 0;
  3116. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  3117. break; /* PVPで復活不可能?態 */
  3118. if (pc_isdead(dstsd)) { /* 死亡判定 */
  3119. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3120. switch(skilllv){
  3121. case 1: per=10; break;
  3122. case 2: per=30; break;
  3123. case 3: per=50; break;
  3124. case 4: per=80; break;
  3125. }
  3126. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3127. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3128. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3129. dstsd->status.hp = dstsd->status.max_hp;
  3130. dstsd->status.sp = dstsd->status.max_sp;
  3131. }
  3132. pc_setstand(dstsd);
  3133. if(battle_config.pc_invincible_time > 0)
  3134. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3135. clif_updatestatus(dstsd, SP_HP);
  3136. clif_resurrection(bl, 1);
  3137. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3138. int exp = 0,jexp = 0;
  3139. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3140. if(lv > 0) {
  3141. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3142. if (exp < 1) exp = 1;
  3143. }
  3144. if(jlv > 0) {
  3145. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3146. if (jexp < 1) jexp = 1;
  3147. }
  3148. if(exp > 0 || jexp > 0)
  3149. pc_gainexp (sd, exp, jexp);
  3150. }
  3151. }
  3152. }
  3153. break;
  3154. case AL_DECAGI: /* 速度減?ュ */
  3155. clif_skill_nodamage (src, bl, skillid, skilllv,
  3156. sc_start(bl, type,
  3157. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3158. skilllv, skill_get_time(skillid,skilllv)));
  3159. break;
  3160. case AL_CRUCIS:
  3161. if (flag & 1) {
  3162. if (battle_check_target (src, bl, BCT_ENEMY))
  3163. sc_start(bl,type,
  3164. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3165. skilllv,0);
  3166. } else {
  3167. map_foreachinrange(skill_area_sub, src,
  3168. skill_get_splash(skillid, skilllv), BL_CHAR,
  3169. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3170. skill_castend_nodamage_id);
  3171. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3172. }
  3173. break;
  3174. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3175. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3176. status_change_end(bl,type, -1);
  3177. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3178. } else
  3179. clif_skill_nodamage (src, bl, skillid, skilllv,
  3180. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3181. break;
  3182. case SA_ABRACADABRA:
  3183. {
  3184. int abra_skillid = 0, abra_skilllv;
  3185. if (sd)
  3186. { //Crash-fix [Skotlex]
  3187. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3188. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3189. { //bug fixed by Lupus (item pos can be 0, too!)
  3190. clif_skill_fail(sd,skillid,0,0);
  3191. break;
  3192. }
  3193. pc_delitem(sd, i, 1, 0);
  3194. }
  3195. do {
  3196. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3197. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3198. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3199. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3200. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3201. abra_skillid = 0; // reset to get a new id
  3202. } while (abra_skillid == 0);
  3203. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3204. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3205. if (sd)
  3206. { //Crash-protection against Abracadabra casting pets
  3207. sd->skillitem = abra_skillid;
  3208. sd->skillitemlv = abra_skilllv;
  3209. sd->state.abra_flag = 1;
  3210. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3211. } else if(src->type == BL_PET)
  3212. { // [Skotlex]
  3213. struct pet_data *pd = (struct pet_data *)src;
  3214. int inf = skill_get_inf(abra_skillid);
  3215. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3216. nullpo_retr(1,(struct map_session_data *)pd->msd);
  3217. petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
  3218. } else //Assume offensive skills
  3219. petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
  3220. }
  3221. }
  3222. break;
  3223. case SA_COMA:
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,
  3225. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3226. break;
  3227. case SA_FULLRECOVERY:
  3228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3229. if (status_isimmune(bl))
  3230. break;
  3231. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3232. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3233. break;
  3234. case SA_SUMMONMONSTER:
  3235. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3236. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3237. break;
  3238. case SA_LEVELUP:
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3240. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3241. break;
  3242. case SA_INSTANTDEATH:
  3243. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3244. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3245. break;
  3246. case SA_QUESTION:
  3247. case SA_GRAVITY:
  3248. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3249. break;
  3250. case SA_CLASSCHANGE:
  3251. {
  3252. //クラスチェンジ用ボスモンスタ?ID
  3253. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3254. ,1157,1159,1190,1272,1312,1373,1492};
  3255. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3257. if(dstmd) mob_class_change(dstmd,class_);
  3258. }
  3259. break;
  3260. case SA_MONOCELL:
  3261. {
  3262. static int poringclass[]={1002};
  3263. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3264. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3265. if(dstmd) mob_class_change(dstmd,class_);
  3266. }
  3267. break;
  3268. case SA_DEATH:
  3269. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3270. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3271. break;
  3272. case SA_REVERSEORCISH:
  3273. clif_skill_nodamage(src,bl,skillid,skilllv,
  3274. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3275. break;
  3276. case SA_FORTUNE:
  3277. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3278. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3279. break;
  3280. case SA_TAMINGMONSTER:
  3281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3282. if (sd && dstmd) {
  3283. for (i = 0; i < MAX_PET_DB; i++) {
  3284. if (dstmd->class_ == pet_db[i].class_) {
  3285. pet_catch_process1 (sd, dstmd->class_);
  3286. break;
  3287. }
  3288. }
  3289. }
  3290. break;
  3291. case AL_INCAGI: /* 速度?加 */
  3292. case AL_BLESSING: /* ブレッシング */
  3293. case PR_SLOWPOISON:
  3294. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3295. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3296. case PR_SUFFRAGIUM: /* サフラギウム */
  3297. case PR_BENEDICTIO: /* ?ケ??~福 */
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,
  3299. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3300. break;
  3301. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3302. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3303. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3304. clif_skill_fail(sd,skillid,0,0);
  3305. map_freeblock_unlock();
  3306. return 1;
  3307. }
  3308. }
  3309. clif_skill_nodamage(src,bl,skillid,skilllv,
  3310. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3311. break;
  3312. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3313. {
  3314. struct status_change *sc= status_get_sc(src);
  3315. int type2 = SC_MARIONETTE2;
  3316. if(sc && tsc){
  3317. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3318. sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
  3319. sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
  3320. clif_marionette(src, bl);
  3321. }
  3322. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3323. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3324. status_change_end(src, type, -1);
  3325. status_change_end(bl, type2, -1);
  3326. clif_marionette(src, 0);
  3327. }
  3328. else {
  3329. if (sd) clif_skill_fail(sd,skillid,0,0);
  3330. map_freeblock_unlock();
  3331. return 1;
  3332. }
  3333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3334. }
  3335. }
  3336. break;
  3337. case RG_CLOSECONFINE:
  3338. clif_skill_nodamage(src,bl,skillid,skilllv,
  3339. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3340. break;
  3341. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3342. case SA_FROSTWEAPON:
  3343. case SA_LIGHTNINGLOADER:
  3344. case SA_SEISMICWEAPON:
  3345. if (dstsd) {
  3346. if(dstsd->status.weapon == 0 ||
  3347. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3348. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3349. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3350. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3351. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3352. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3353. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3354. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3355. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3356. ))
  3357. ) {
  3358. if (sd) clif_skill_fail(sd,skillid,0,0);
  3359. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3360. break;
  3361. }
  3362. }
  3363. if (sd) {
  3364. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3365. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3366. clif_skill_fail(sd,skillid,0,0);
  3367. break;
  3368. }
  3369. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3370. }
  3371. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3372. i = skilllv <4?(60+skilllv*10):100;
  3373. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3374. if(!i) {
  3375. if (sd) clif_skill_fail(sd,skillid,0,0);
  3376. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3377. sd && sd != dstsd)
  3378. clif_displaymessage(sd->fd,"You broke target's weapon");
  3379. }
  3380. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3381. break;
  3382. case PR_ASPERSIO: /* アスペルシオ */
  3383. if (sd && dstmd) {
  3384. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3385. break;
  3386. }
  3387. clif_skill_nodamage(src,bl,skillid,skilllv,
  3388. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3389. break;
  3390. case TK_SEVENWIND:
  3391. switch(skilllv){
  3392. case 1:
  3393. type=SC_EARTHWEAPON;
  3394. break;
  3395. case 2:
  3396. type=SC_WINDWEAPON;
  3397. break;
  3398. case 3:
  3399. type=SC_WATERWEAPON;
  3400. break;
  3401. case 4:
  3402. type=SC_FIREWEAPON;
  3403. break;
  3404. case 5:
  3405. type=SC_GHOSTWEAPON;
  3406. break;
  3407. case 6:
  3408. type=SC_SHADOWWEAPON;
  3409. break;
  3410. case 7:
  3411. type=SC_ASPERSIO;
  3412. break;
  3413. }
  3414. clif_skill_nodamage(src,bl,skillid,skilllv,
  3415. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3416. break;
  3417. case PR_KYRIE: /* キリエエレイソン */
  3418. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3419. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3420. break;
  3421. //Passive Magnum, should had been casted on yourself.
  3422. case SM_MAGNUM:
  3423. map_foreachinrange(skill_area_sub, src,
  3424. skill_get_splash(skillid, skilllv),BL_CHAR,
  3425. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3426. skill_castend_damage_id);
  3427. //Initiate 10% of your damage becomes fire element.
  3428. clif_skill_nodamage (src,src,skillid,skilllv,
  3429. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)));
  3430. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  3431. break;
  3432. case LK_BERSERK: /* バ?サ?ク */
  3433. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3434. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3435. case KN_ONEHAND:
  3436. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3437. case CR_REFLECTSHIELD:
  3438. case AS_POISONREACT: /* ポイズンリアクト */
  3439. case MC_LOUD: /* ラウドボイス */
  3440. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3441. case MG_SIGHT: /* サイト */
  3442. case AL_RUWACH: /* ルアフ */
  3443. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3444. case MO_STEELBODY: // 金?�
  3445. case MO_BLADESTOP: // 白?n取り
  3446. case LK_AURABLADE: /* オ?ラブレ?ド */
  3447. case LK_PARRYING: /* パリイング */
  3448. case LK_CONCENTRATION: /* コンセントレ?ション */
  3449. case WS_CARTBOOST: /* カ?トブ?スト */
  3450. case SN_SIGHT: /* トゥル?サイト */
  3451. case WS_MELTDOWN: /* �?ルトダウン */
  3452. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3453. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3454. case HW_MAGICPOWER: /* 魔法力?�? */
  3455. case PF_MEMORIZE: /* �?モライズ */
  3456. case PA_SACRIFICE:
  3457. case ASC_EDP: // [Celest]
  3458. case NPC_STOP:
  3459. case WZ_SIGHTBLASTER:
  3460. case SG_SUN_COMFORT:
  3461. case SG_MOON_COMFORT:
  3462. case SG_STAR_COMFORT:
  3463. case NPC_HALLUCINATION:
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,
  3465. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3466. break;
  3467. case SG_SUN_WARM:
  3468. case SG_MOON_WARM:
  3469. case SG_STAR_WARM:
  3470. clif_skill_nodamage(src,bl,skillid,skilllv,
  3471. sc_start4(bl,type,100,skilllv,0,skillid,
  3472. skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv)));
  3473. break;
  3474. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3475. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3476. if (sd && battle_config.player_skill_partner_check) {
  3477. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3478. } else
  3479. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3480. break;
  3481. case HP_ASSUMPTIO:
  3482. if (flag&1)
  3483. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3484. else
  3485. {
  3486. map_foreachinrange(skill_area_sub, bl,
  3487. skill_get_splash(skillid, skilllv), BL_PC,
  3488. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3489. skill_castend_nodamage_id);
  3490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3491. }
  3492. break;
  3493. case SM_ENDURE: /* インデュア */
  3494. clif_skill_nodamage(src,bl,skillid,skilllv,
  3495. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3496. if (sd)
  3497. pc_blockskill_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3498. break;
  3499. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3500. if (sd && dstsd && dstsd->sc.count) {
  3501. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3502. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3503. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3504. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3505. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3506. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3507. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3508. ) {
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3510. clif_skill_fail(sd,skillid,0,0);
  3511. break;
  3512. }
  3513. }
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3516. break;
  3517. case LK_TENSIONRELAX: /* テンションリラックス */
  3518. if (sd) {
  3519. pc_setsit(sd);
  3520. clif_sitting(sd);
  3521. }
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,
  3523. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3524. break;
  3525. case MC_CHANGECART:
  3526. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3527. break;
  3528. case TK_MISSION:
  3529. if (sd) {
  3530. int id;
  3531. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3532. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3533. clif_skill_fail(sd,skillid,0,0);
  3534. break;
  3535. }
  3536. id = mob_get_random_id(0,0, sd->status.base_level);
  3537. if (!id) {
  3538. clif_skill_fail(sd,skillid,0,0);
  3539. break;
  3540. }
  3541. sd->mission_mobid = id;
  3542. sd->mission_count = 0;
  3543. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3544. clif_mission_mob(sd, id, 0);
  3545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3546. }
  3547. break;
  3548. case AC_CONCENTRATION: /* ?W中力向?� */
  3549. {
  3550. clif_skill_nodamage(src,bl,skillid,skilllv,
  3551. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3552. map_foreachinrange( status_change_timer_sub, src,
  3553. skill_get_splash(skillid, skilllv), BL_CHAR,
  3554. src,status_get_sc(src),type,tick);
  3555. }
  3556. break;
  3557. case SM_PROVOKE: /* プ�?ボック */
  3558. /* MVPmobと不死には?かない */
  3559. 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
  3560. map_freeblock_unlock();
  3561. return 1;
  3562. }
  3563. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3564. clif_skill_nodamage(src,bl,skillid,skilllv,
  3565. (i=sc_start(bl,type,
  3566. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3567. skilllv,skill_get_time(skillid,skilllv))));
  3568. if (!i)
  3569. {
  3570. if (sd)
  3571. clif_skill_fail(sd,skillid,0,0);
  3572. map_freeblock_unlock();
  3573. return 0;
  3574. }
  3575. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  3576. skill_castcancel(bl,0);
  3577. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  3578. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3579. skill_castcancel(bl,0);
  3580. if(tsc && tsc->count){
  3581. if(tsc->data[SC_FREEZE].timer!=-1)
  3582. status_change_end(bl,SC_FREEZE,-1);
  3583. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3584. status_change_end(bl,SC_STONE,-1);
  3585. if(tsc->data[SC_SLEEP].timer!=-1)
  3586. status_change_end(bl,SC_SLEEP,-1);
  3587. }
  3588. if(dstmd) {
  3589. dstmd->state.provoke_flag = src->id;
  3590. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3591. }
  3592. break;
  3593. case CR_DEVOTION: /* ディボ?ション */
  3594. if(sd && dstsd)
  3595. {
  3596. //??カや養子の?�?№フ元の?E業を算?oする
  3597. int lv = sd->status.base_level - dstsd->status.base_level;
  3598. if (lv < 0) lv = -lv;
  3599. if (lv > battle_config.devotion_level_difference ||
  3600. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3601. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3602. clif_skill_fail(sd,skillid,0,0);
  3603. map_freeblock_unlock();
  3604. return 1;
  3605. }
  3606. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3607. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3608. if (i == skilllv)
  3609. {
  3610. clif_skill_fail(sd,skillid,0,0);
  3611. map_freeblock_unlock();
  3612. return 1;
  3613. }
  3614. sd->devotion[i] = bl->id;
  3615. clif_skill_nodamage(src,bl,skillid,skilllv,
  3616. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3617. clif_devotion(sd);
  3618. }
  3619. else
  3620. if (sd)
  3621. clif_skill_fail(sd,skillid,0,0);
  3622. break;
  3623. case MO_CALLSPIRITS: // ?功
  3624. if(sd) {
  3625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3626. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3627. }
  3628. break;
  3629. case CH_SOULCOLLECT: // 狂?功
  3630. if(sd) {
  3631. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3632. for (i = 0; i < 5; i++)
  3633. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3634. }
  3635. break;
  3636. case MO_KITRANSLATION:
  3637. if(dstsd) {
  3638. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3639. }
  3640. break;
  3641. case TK_TURNKICK:
  3642. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3643. if (skill_area_temp[1] != bl->id) {
  3644. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3645. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3646. }
  3647. break;
  3648. case MO_ABSORBSPIRITS: // ?奪
  3649. i = 0;
  3650. if (dstsd && dstsd->spiritball > 0 &&
  3651. ((sd && sd == dstsd) || map_flag_vs(src->m)))
  3652. {
  3653. i = dstsd->spiritball * 7;
  3654. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3655. } else if (dstmd && //??ロがモンスタ?の?�?�
  3656. //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????!!
  3657. !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3658. {
  3659. i = 2 * dstmd->db->lv;
  3660. mob_target(dstmd,src,0);
  3661. }
  3662. if (sd){
  3663. if (i > 0x7FFF)
  3664. i = 0x7FFF;
  3665. if (sd->status.sp + i > sd->status.max_sp)
  3666. i = sd->status.max_sp - sd->status.sp;
  3667. if (i) {
  3668. sd->status.sp += i;
  3669. clif_heal(sd->fd,SP_SP,i);
  3670. }
  3671. }
  3672. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3673. break;
  3674. case AC_MAKINGARROW: /* 矢?�?ャ */
  3675. if(sd) {
  3676. clif_arrow_create_list(sd);
  3677. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3678. }
  3679. break;
  3680. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3681. if(sd) {
  3682. clif_skill_produce_mix_list(sd,22);
  3683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3684. }
  3685. break;
  3686. case SA_CREATECON:
  3687. if(sd) {
  3688. clif_skill_produce_mix_list(sd,23);
  3689. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3690. }
  3691. break;
  3692. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3693. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3694. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3695. break;
  3696. }
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,
  3698. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3699. break;
  3700. case RG_RAID: /* サプライズアタック */
  3701. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3702. map_foreachinrange(skill_area_sub, bl,
  3703. skill_get_splash(skillid, skilllv), BL_CHAR,
  3704. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3705. skill_castend_damage_id);
  3706. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3707. break;
  3708. case ASC_METEORASSAULT: /* �?テオアサルト */
  3709. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3710. map_foreachinrange(skill_area_sub, bl,
  3711. skill_get_splash(skillid, skilllv), BL_CHAR,
  3712. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3713. skill_castend_damage_id);
  3714. break;
  3715. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3716. {
  3717. int c,n=4,ar;
  3718. int dir = map_calc_dir(src,bl->x,bl->y);
  3719. struct square tc;
  3720. int x=bl->x,y=bl->y;
  3721. ar=skilllv/3;
  3722. skill_brandishspear_first(&tc,dir,x,y);
  3723. skill_brandishspear_dir(&tc,dir,4);
  3724. /* 範?④ */
  3725. if(skilllv == 10){
  3726. for(c=1;c<4;c++){
  3727. map_foreachinarea(skill_area_sub,
  3728. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3729. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3730. skill_castend_damage_id);
  3731. }
  3732. }
  3733. /* 範?③② */
  3734. if(skilllv > 6){
  3735. skill_brandishspear_dir(&tc,dir,-1);
  3736. n--;
  3737. }else{
  3738. skill_brandishspear_dir(&tc,dir,-2);
  3739. n-=2;
  3740. }
  3741. if(skilllv > 3){
  3742. for(c=0;c<5;c++){
  3743. map_foreachinarea(skill_area_sub,
  3744. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3745. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3746. skill_castend_damage_id);
  3747. if(skilllv > 6 && n==3 && c==4){
  3748. skill_brandishspear_dir(&tc,dir,-1);
  3749. n--;c=-1;
  3750. }
  3751. }
  3752. }
  3753. /* 範?① */
  3754. for(c=0;c<10;c++){
  3755. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3756. map_foreachinarea(skill_area_sub,
  3757. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3758. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3759. skill_castend_damage_id);
  3760. }
  3761. }
  3762. break;
  3763. case WZ_SIGHTRASHER:
  3764. //Passive side of the attack.
  3765. status_change_end(src,SC_SIGHT,-1);
  3766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3767. map_foreachinrange(skill_area_sub,src,
  3768. skill_get_splash(skillid, skilllv),BL_CHAR,
  3769. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3770. skill_castend_damage_id);
  3771. break;
  3772. case WZ_FROSTNOVA:
  3773. map_foreachinrange(skill_attack_area, src,
  3774. skill_get_splash(skillid, skilllv), BL_CHAR,
  3775. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3776. break;
  3777. case NPC_SELFDESTRUCTION:
  3778. clif_skill_nodamage(src, src, skillid, -1, 1);
  3779. map_foreachinrange(skill_area_sub, bl,
  3780. skill_get_splash(skillid, skilllv), BL_CHAR,
  3781. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3782. skill_castend_damage_id);
  3783. battle_damage(src, src, status_get_max_hp(src), 0);
  3784. break;
  3785. /* パ?ティスキル */
  3786. case AL_ANGELUS: /* エンジェラス */
  3787. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3788. case PR_GLORIA: /* グ�?リア */
  3789. case SN_WINDWALK: /* ウインドウォ?ク */
  3790. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3791. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3792. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3793. } else if (sd) {
  3794. /* パ?ティ全?への?�? */
  3795. party_foreachsamemap (skill_area_sub,
  3796. sd,skill_get_splash(skillid, skilllv),
  3797. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3798. skill_castend_nodamage_id);
  3799. }
  3800. break;
  3801. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3802. case BS_ADRENALINE2:
  3803. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3804. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3805. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3806. /* 個別の?�? */
  3807. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3808. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3809. } else if (sd) {
  3810. /* パ?ティ全?への?�? */
  3811. party_foreachsamemap(skill_area_sub,
  3812. sd,skill_get_splash(skillid, skilllv),
  3813. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3814. skill_castend_nodamage_id);
  3815. }
  3816. break;
  3817. case BS_MAXIMIZE:
  3818. case NV_TRICKDEAD:
  3819. case CR_DEFENDER:
  3820. case CR_AUTOGUARD:
  3821. case TK_READYSTORM:
  3822. case TK_READYDOWN:
  3823. case TK_READYTURN:
  3824. case TK_READYCOUNTER:
  3825. case TK_DODGE:
  3826. case CR_SHRINK:
  3827. case ST_PRESERVE:
  3828. case SG_FUSION:
  3829. if (tsc && tsc->data[type].timer != -1)
  3830. i = status_change_end(bl, type, -1);
  3831. else
  3832. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3833. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3834. break;
  3835. case SL_KAITE:
  3836. case SL_KAAHI:
  3837. case SL_KAIZEL:
  3838. case SL_KAUPE:
  3839. if (sd) {
  3840. if (!dstsd || !(
  3841. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3842. dstsd->char_id == sd->char_id ||
  3843. dstsd->char_id == sd->status.partner_id ||
  3844. dstsd->char_id == sd->status.child
  3845. )) {
  3846. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  3847. clif_skill_fail(sd,skillid,0,0);
  3848. break;
  3849. }
  3850. }
  3851. clif_skill_nodamage(src,bl,skillid,skilllv,
  3852. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3853. break;
  3854. case SM_AUTOBERSERK: // Celest
  3855. if (tsc && tsc->data[type].timer != -1)
  3856. i = status_change_end(bl, type, -1);
  3857. else
  3858. i = sc_start(bl,type,100,skilllv,0);
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3860. break;
  3861. case TF_HIDING: /* ハイディング */
  3862. case ST_CHASEWALK: /* ハイディング */
  3863. if (tsc && tsc->data[type].timer != -1)
  3864. i = status_change_end(bl, type, -1);
  3865. else
  3866. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3867. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3868. break;
  3869. case TK_RUN:
  3870. if (tsc && tsc->data[type].timer != -1)
  3871. i = status_change_end(bl, type, -1);
  3872. else
  3873. i = sc_start4(bl,type,100,skilllv,status_get_dir(bl),0,0,0);
  3874. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3875. break;
  3876. case AS_CLOAKING: /* ク�??キング */
  3877. if(tsc && tsc->data[type].timer!=-1 )
  3878. /* 解?怩キる */
  3879. i = status_change_end(bl, type, -1);
  3880. else
  3881. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3882. clif_skill_nodamage(src,bl,skillid,-1,i);
  3883. if (!i && sd)
  3884. clif_skill_fail(sd,skillid,0,0);
  3885. break;
  3886. /* ?地スキル */
  3887. case BD_LULLABY: /* 子守唄 */
  3888. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3889. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3890. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3891. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3892. case BD_ROKISWEIL: /* �?キの叫び */
  3893. case BD_INTOABYSS: /* ?[淵の中に */
  3894. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3895. case BA_DISSONANCE: /* 不協和音 */
  3896. case BA_POEMBRAGI: /* ブラギの�? */
  3897. case BA_WHISTLE: /* 口笛 */
  3898. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3899. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3900. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3901. case DC_HUMMING: /* ハミング */
  3902. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3903. case DC_FORTUNEKISS: /* ?K運のキス */
  3904. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3905. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3906. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3907. break;
  3908. case HP_BASILICA: /* バジリカ */
  3909. case CG_HERMODE: // Wand of Hermod
  3910. {
  3911. struct skill_unit_group *sg;
  3912. battle_stopwalking(src,1);
  3913. skill_clear_unitgroup(src);
  3914. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3915. if(skillid == CG_HERMODE)
  3916. i = sc_start4(src,SC_DANCING,100,
  3917. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3918. else
  3919. i = sc_start4(src,type,100,
  3920. skilllv,0,BCT_SELF,sg->group_id,
  3921. skill_get_time(skillid,skilllv));
  3922. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3923. }
  3924. break;
  3925. case PA_GOSPEL: /* ゴスペル */
  3926. if (!tsc) break;
  3927. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3928. i = status_change_end(bl,SC_GOSPEL,-1);
  3929. } else {
  3930. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3931. if (tsc->data[type].timer != -1)
  3932. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3933. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3934. }
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3936. break;
  3937. case BD_ADAPTATION: /* アドリブ */
  3938. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3940. skill_stop_dancing(bl);
  3941. }
  3942. break;
  3943. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3944. case DC_SCREAM: /* スクリ?ム */
  3945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3946. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3947. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3948. char temp[128];
  3949. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3950. break; //Message won't fit on buffer. [Skotlex]
  3951. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3952. clif_GlobalMessage(&md->bl,temp);
  3953. }
  3954. break;
  3955. case BA_PANGVOICE://パンボイス
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,
  3957. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3958. break;
  3959. case DC_WINKCHARM://魅惑のウィンク
  3960. if(dstsd){
  3961. clif_skill_nodamage(src,bl,skillid,skilllv,
  3962. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3963. }else if(dstmd)
  3964. {
  3965. int race = status_get_race(bl);
  3966. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3967. clif_skill_nodamage(src,bl,skillid,skilllv,
  3968. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3969. } else{
  3970. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3971. if(sd)
  3972. clif_skill_fail(sd,skillid,0,0);
  3973. }
  3974. }
  3975. break;
  3976. case TF_STEAL: // スティ?ル
  3977. if(sd) {
  3978. if(pc_steal_item(sd,bl))
  3979. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3980. else
  3981. clif_skill_fail(sd,skillid,0x0a,0);
  3982. }
  3983. break;
  3984. case RG_STEALCOIN: // スティ?ルコイン
  3985. if(sd) {
  3986. if(pc_steal_coin(sd,bl)) {
  3987. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3988. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3989. }
  3990. else
  3991. clif_skill_fail(sd,skillid,0,0);
  3992. }
  3993. break;
  3994. case MG_STONECURSE: /* スト?ンカ?ス */
  3995. {
  3996. if (status_get_mode(bl)&MD_BOSS) {
  3997. if (sd) clif_skill_fail(sd,skillid,0,0);
  3998. break;
  3999. }
  4000. if(status_isimmune(bl) || !tsc)
  4001. break;
  4002. if (dstmd)
  4003. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4004. if (tsc->data[SC_STONE].timer != -1) {
  4005. status_change_end(bl,SC_STONE,-1);
  4006. if (sd) clif_skill_fail(sd,skillid,0,0);
  4007. break;
  4008. }
  4009. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  4010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4011. else if(sd) {
  4012. clif_skill_fail(sd,skillid,0,0);
  4013. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4014. if (skilllv > 5) break;
  4015. }
  4016. if (sd) {
  4017. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4018. break; //Do not delete the gemstone.
  4019. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4020. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4021. }
  4022. }
  4023. break;
  4024. case NV_FIRSTAID: /* ?急手? */
  4025. clif_skill_nodamage(src,bl,skillid,5,1);
  4026. battle_heal(NULL,bl,5,0,0);
  4027. break;
  4028. case AL_CURE: /* キュア? */
  4029. if(status_isimmune(bl)) {
  4030. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4031. break;
  4032. }
  4033. status_change_end(bl, SC_SILENCE , -1 );
  4034. status_change_end(bl, SC_BLIND , -1 );
  4035. status_change_end(bl, SC_CONFUSION, -1 );
  4036. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  4037. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4038. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4039. break;
  4040. case TF_DETOXIFY: /* 解毒 */
  4041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4042. status_change_end(bl, SC_POISON , -1 );
  4043. status_change_end(bl, SC_DPOISON , -1 );
  4044. break;
  4045. case PR_STRECOVERY: /* リカバリ? */
  4046. if(status_isimmune(bl)) {
  4047. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4048. break;
  4049. }
  4050. status_change_end(bl, SC_FREEZE , -1 );
  4051. status_change_end(bl, SC_STONE , -1 );
  4052. status_change_end(bl, SC_SLEEP , -1 );
  4053. status_change_end(bl, SC_STUN , -1 );
  4054. //Is this equation really right? It looks so... special.
  4055. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  4056. status_change_start(bl, SC_BLIND,
  4057. 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  4058. 1,0,0,0,
  4059. skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  4060. }
  4061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4062. if(dstmd){
  4063. dstmd->attacked_id=0;
  4064. dstmd->target_id=0;
  4065. dstmd->state.targettype = NONE_ATTACKABLE;
  4066. dstmd->state.skillstate=MSS_IDLE;
  4067. dstmd->next_walktime=tick+rand()%3000+3000;
  4068. }
  4069. break;
  4070. case WZ_ESTIMATION: /* モンスタ??﨣� */
  4071. if(sd) {
  4072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4073. clif_skill_estimation((struct map_session_data *)src,bl);
  4074. }
  4075. break;
  4076. case BS_REPAIRWEAPON: /* �?器?C�? */
  4077. if(sd && dstsd)
  4078. clif_item_repair_list(sd,dstsd);
  4079. break;
  4080. case MC_IDENTIFY: /* アイテム鑑定 */
  4081. if(sd)
  4082. clif_item_identify_list(sd);
  4083. break;
  4084. // Weapon Refining [Celest]
  4085. case WS_WEAPONREFINE:
  4086. if(sd)
  4087. clif_item_refine_list(sd);
  4088. break;
  4089. case MC_VENDING: /* 露店開?ン */
  4090. if(sd)
  4091. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4092. if ( pc_can_give_items(pc_isGM(sd)) )
  4093. clif_skill_fail(sd,skillid,0,0);
  4094. else
  4095. clif_openvendingreq(sd,2+sd->skilllv);
  4096. }
  4097. break;
  4098. case AL_TELEPORT: /* テレポ?ト */
  4099. if(sd) {
  4100. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  4101. clif_skill_teleportmessage(sd,0);
  4102. break;
  4103. }
  4104. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4105. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4106. break;
  4107. }
  4108. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4109. if(skilllv == 1) {
  4110. // possibility to skip menu [LuzZza]
  4111. if(!battle_config.skip_teleport_lv1_menu &&
  4112. sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4113. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4114. else
  4115. pc_randomwarp(sd,3);
  4116. } else {
  4117. if (sd->skillid == AL_TELEPORT)
  4118. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4119. mapindex_id2name(sd->status.save_point.map),"","");
  4120. else //Autocasted Teleport level 2??
  4121. pc_setpos(sd,sd->status.save_point.map,
  4122. sd->status.save_point.x,sd->status.save_point.y,3);
  4123. }
  4124. } else if(dstmd && !map[bl->m].flag.monster_noteleport)
  4125. mob_warp(dstmd,-1,-1,-1,3);
  4126. break;
  4127. case AL_HOLYWATER: /* アクアベネディクタ */
  4128. if(sd) {
  4129. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4130. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4131. else
  4132. clif_skill_fail(sd,skillid,0,0);
  4133. }
  4134. break;
  4135. case TF_PICKSTONE:
  4136. if(sd) {
  4137. int eflag;
  4138. struct item item_tmp;
  4139. struct block_list tbl;
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. memset(&item_tmp,0,sizeof(item_tmp));
  4142. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4143. item_tmp.nameid = 7049;
  4144. item_tmp.identify = 1;
  4145. tbl.id = 0;
  4146. clif_takeitem(&sd->bl,&tbl);
  4147. eflag = pc_additem(sd,&item_tmp,1);
  4148. if(eflag) {
  4149. clif_additem(sd,0,0,eflag);
  4150. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4151. }
  4152. }
  4153. break;
  4154. case ASC_CDP:
  4155. if(sd) {
  4156. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4157. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4158. }
  4159. break;
  4160. case RG_STRIPWEAPON: /* ストリップウェポン */
  4161. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4162. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4163. case RG_STRIPHELM: /* ストリップヘルム */
  4164. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4165. {
  4166. int strip_fix, equip = 0;
  4167. int sclist[4] = {0,0,0,0};
  4168. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
  4169. equip |= EQP_WEAPON;
  4170. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4171. equip |= EQP_SHIELD;
  4172. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4173. equip |= EQP_ARMOR;
  4174. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4175. equip |= EQP_HELM;
  4176. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4177. if(strip_fix < 0)
  4178. strip_fix=0;
  4179. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4180. {
  4181. if (sd)
  4182. clif_skill_fail(sd,skillid,0,0);
  4183. break;
  4184. }
  4185. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4186. if (dstsd) {
  4187. for (i=0;i<11;i++) {
  4188. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4189. 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)) {
  4190. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4191. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4192. } 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)) {
  4193. 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
  4194. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4195. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4196. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4197. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4198. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4199. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4200. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4201. }
  4202. }
  4203. }
  4204. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4205. if (equip &EQP_WEAPON)
  4206. sclist[0] = SC_STRIPWEAPON;
  4207. if (equip &EQP_SHIELD)
  4208. sclist[1] = SC_STRIPSHIELD;
  4209. if (equip &EQP_ARMOR)
  4210. sclist[2] = SC_STRIPARMOR;
  4211. if (equip &EQP_HELM)
  4212. sclist[3] = SC_STRIPHELM;
  4213. }
  4214. for (i=0;i<4;i++) {
  4215. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4216. sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4217. }
  4218. break;
  4219. }
  4220. /* PotionPitcher */
  4221. case AM_BERSERKPITCHER:
  4222. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4223. {
  4224. struct block_list tbl;
  4225. int i,x,hp = 0,sp = 0,bonus=100;
  4226. if(sd) {
  4227. x = skilllv%11 - 1;
  4228. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4229. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4230. clif_skill_fail(sd,skillid,0,0);
  4231. map_freeblock_unlock();
  4232. return 1;
  4233. }
  4234. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4235. clif_skill_fail(sd,skillid,0,0);
  4236. map_freeblock_unlock();
  4237. return 1;
  4238. }
  4239. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4240. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4241. clif_skill_fail(sd,skillid,0,0);
  4242. map_freeblock_unlock();
  4243. return 1;
  4244. }
  4245. }
  4246. potion_flag = 1;
  4247. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4248. potion_target = bl->id;
  4249. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4250. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4251. potion_flag = potion_target = 0;
  4252. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4253. bonus += sd->status.base_level;
  4254. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4255. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4256. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4257. if(dstsd) {
  4258. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4259. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4260. }
  4261. }
  4262. else {
  4263. if(potion_hp > 0) {
  4264. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4265. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4266. if(dstsd)
  4267. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4268. }
  4269. if(potion_sp > 0) {
  4270. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4271. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4272. if(dstsd)
  4273. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4274. }
  4275. }
  4276. }
  4277. else {
  4278. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4279. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4280. if(dstsd)
  4281. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4282. }
  4283. tbl.id = 0;
  4284. tbl.m = src->m;
  4285. tbl.x = src->x;
  4286. tbl.y = src->y;
  4287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4288. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4289. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4290. if(sp > 0)
  4291. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4292. battle_heal(src,bl,hp,sp,0);
  4293. }
  4294. break;
  4295. case AM_CP_WEAPON:
  4296. case AM_CP_SHIELD:
  4297. case AM_CP_ARMOR:
  4298. case AM_CP_HELM:
  4299. {
  4300. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4301. if(tsc && tsc->data[scid].timer != -1)
  4302. status_change_end(bl, scid, -1 );
  4303. clif_skill_nodamage(src,bl,skillid,skilllv,
  4304. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4305. }
  4306. break;
  4307. case AM_TWILIGHT1:
  4308. if (sd) {
  4309. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4310. //Prepare 200 White Potions.
  4311. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4312. clif_skill_fail(sd,skillid,0,0);
  4313. }
  4314. break;
  4315. case AM_TWILIGHT2:
  4316. if (sd) {
  4317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4318. //Prepare 200 Slim White Potions.
  4319. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4320. clif_skill_fail(sd,skillid,0,0);
  4321. }
  4322. break;
  4323. case AM_TWILIGHT3:
  4324. if (sd) {
  4325. //check if you can produce all three, if not, then fail:
  4326. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4327. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4328. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4329. ) {
  4330. clif_skill_fail(sd,skillid,0,0);
  4331. break;
  4332. }
  4333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4334. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4335. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4336. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4337. }
  4338. break;
  4339. case SA_DISPELL: /* ディスペル */
  4340. {
  4341. int i;
  4342. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4343. i = status_get_sc_def_mdef(bl);
  4344. if (i >= 10000 ||
  4345. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4346. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4347. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4348. {
  4349. if (sd)
  4350. clif_skill_fail(sd,skillid,0,0);
  4351. break;
  4352. }
  4353. if(status_isimmune(bl) || !tsc->count)
  4354. break;
  4355. for(i=0;i<SC_MAX;i++){
  4356. if (tsc->data[i].timer == -1)
  4357. continue;
  4358. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4359. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4360. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4361. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4362. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4363. )
  4364. continue;
  4365. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4366. status_change_end(bl,i,-1);
  4367. }
  4368. }
  4369. break;
  4370. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4371. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4372. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4373. break;
  4374. case TK_HIGHJUMP:
  4375. {
  4376. int x,y, dir = status_get_dir(src);
  4377. if (md && !mob_can_move(md)) {
  4378. map_freeblock_unlock();
  4379. return 1;
  4380. }
  4381. x = src->x + dirx[dir]*skilllv*2;
  4382. y = src->y + diry[dir]*skilllv*2;
  4383. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4384. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4385. if (sd) pc_movepos(sd,x,y,0);
  4386. if (md) mob_warp(md, src->m, x, y, 0);
  4387. clif_slide(src,x,y);
  4388. }
  4389. }
  4390. break;
  4391. case SA_CASTCANCEL:
  4392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4393. skill_castcancel(src,1);
  4394. if(sd) {
  4395. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4396. sp = sp * (90 - (skilllv-1)*20) / 100;
  4397. if(sp < 0) sp = 0;
  4398. pc_heal(sd,0,-sp);
  4399. }
  4400. break;
  4401. case SA_SPELLBREAKER: // スペルブレイカ?
  4402. {
  4403. int sp;
  4404. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4405. if(dstsd) {
  4406. sp = skill_get_sp(skillid,skilllv);
  4407. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4408. if(sp > 0x7fff) sp = 0x7fff;
  4409. else if(sp < 1) sp = 1;
  4410. clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
  4411. }
  4412. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4413. if(sd) {
  4414. sp = sd->status.max_sp/5;
  4415. if(sp < 1) sp = 1;
  4416. pc_heal(sd,0,-sp);
  4417. }
  4418. } else {
  4419. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4420. if(dstsd && dstsd->skilltimer != -1) {
  4421. bl_skillid = dstsd->skillid;
  4422. bl_skilllv = dstsd->skilllv;
  4423. if (map_flag_vs(bl->m))
  4424. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4425. }
  4426. else if(dstmd && dstmd->skilltimer != -1) {
  4427. if (status_get_mode(bl) & MD_BOSS)
  4428. { //Only 10% success chance against bosses. [Skotlex]
  4429. if (rand()%100 < 90)
  4430. {
  4431. if (sd) clif_skill_fail(sd,skillid,0,0);
  4432. break;
  4433. }
  4434. } else
  4435. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4436. bl_skillid = dstmd->skillid;
  4437. bl_skilllv = dstmd->skilllv;
  4438. }
  4439. if(!bl_skillid) {
  4440. if(sd) clif_skill_fail(sd,skillid,0,0);
  4441. break;
  4442. }
  4443. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4444. skill_castcancel(bl,0);
  4445. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4446. battle_heal(NULL, bl, -hp, -sp, 0);
  4447. if(sd && sp) {
  4448. sp = sp*(25*(skilllv-1))/100;
  4449. if(skilllv > 1 && sp < 1) sp = 1;
  4450. else if(sp > 0x7fff) sp = 0x7fff;
  4451. clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
  4452. }
  4453. if (hp && skilllv >= 5)
  4454. { //Recover half damaged HP at levels 6-10 [Skotlex]
  4455. hp = battle_heal(bl, src, hp/2, 0, 0);
  4456. if (sd && sd->fd)
  4457. clif_heal(sd->fd,SP_HP,hp);
  4458. }
  4459. }
  4460. }
  4461. break;
  4462. case SA_MAGICROD:
  4463. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4464. break;
  4465. case SA_AUTOSPELL: /* オ?トスペル */
  4466. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4467. if(sd)
  4468. clif_autospell(sd,skilllv);
  4469. else {
  4470. int maxlv=1,spellid=0;
  4471. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4472. if(skilllv >= 10) {
  4473. spellid = MG_FROSTDIVER;
  4474. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4475. // maxlv = 10;
  4476. // else
  4477. maxlv = skilllv - 9;
  4478. }
  4479. else if(skilllv >=8) {
  4480. spellid = MG_FIREBALL;
  4481. maxlv = skilllv - 7;
  4482. }
  4483. else if(skilllv >=5) {
  4484. spellid = MG_SOULSTRIKE;
  4485. maxlv = skilllv - 4;
  4486. }
  4487. else if(skilllv >=2) {
  4488. int i = rand()%3;
  4489. spellid = spellarray[i];
  4490. maxlv = skilllv - 1;
  4491. }
  4492. else if(skilllv > 0) {
  4493. spellid = MG_NAPALMBEAT;
  4494. maxlv = 3;
  4495. }
  4496. if(spellid > 0)
  4497. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4498. skill_get_time(SA_AUTOSPELL,skilllv));
  4499. }
  4500. break;
  4501. case BS_GREED:
  4502. if(sd){
  4503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4504. map_foreachinrange(skill_greed,bl,
  4505. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4506. }
  4507. break;
  4508. case SA_ELEMENTWATER:
  4509. case SA_ELEMENTFIRE:
  4510. case SA_ELEMENTGROUND:
  4511. case SA_ELEMENTWIND:
  4512. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4514. dstmd->def_ele = skill_get_pl(skillid);
  4515. dstmd->def_ele += (1+rand()%4)*20;
  4516. }
  4517. break;
  4518. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4519. case NPC_ATTRICHANGE:
  4520. case NPC_CHANGEWATER:
  4521. case NPC_CHANGEGROUND:
  4522. case NPC_CHANGEFIRE:
  4523. case NPC_CHANGEWIND:
  4524. /* 毒?A?ケ?A念?A闇 */
  4525. case NPC_CHANGEPOISON:
  4526. case NPC_CHANGEHOLY:
  4527. case NPC_CHANGEDARKNESS:
  4528. case NPC_CHANGETELEKINESIS:
  4529. case NPC_CHANGEUNDEAD:
  4530. if(md){
  4531. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4532. md->def_ele = skill_get_pl(skillid);
  4533. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4534. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4535. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4536. }
  4537. break;
  4538. case NPC_PROVOCATION:
  4539. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4540. if(md)
  4541. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4542. break;
  4543. case NPC_KEEPING:
  4544. case NPC_BARRIER:
  4545. {
  4546. int skill_time = skill_get_time(skillid,skilllv);
  4547. clif_skill_nodamage(src,bl,skillid,skilllv,
  4548. sc_start(bl,type,100,skilllv,skill_time));
  4549. if (md)
  4550. mob_changestate(md,MS_DELAY,skill_time);
  4551. else
  4552. battle_set_walkdelay(bl, tick, skill_time, 1);
  4553. }
  4554. break;
  4555. case NPC_REBIRTH:
  4556. //New rebirth System uses Kaizel lv1. [Skotlex]
  4557. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4558. break;
  4559. case NPC_DARKBLESSING:
  4560. clif_skill_nodamage(src,bl,skillid,skilllv,
  4561. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4562. break;
  4563. case NPC_LICK:
  4564. if (dstsd) {
  4565. if (dstsd->special_state.no_weapon_damage ) {
  4566. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4567. break;
  4568. }
  4569. pc_heal(dstsd,0,-100);
  4570. }
  4571. clif_skill_nodamage(src,bl,skillid,skilllv,
  4572. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4573. break;
  4574. case NPC_SUICIDE: /* 自決 */
  4575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4576. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4577. break;
  4578. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4579. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4580. if(md)
  4581. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4582. break;
  4583. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4584. mob_warpslave(src,AREA_SIZE/2);
  4585. break;
  4586. case NPC_RANDOMMOVE:
  4587. if (md) {
  4588. md->next_walktime = tick - 1;
  4589. mob_randomwalk(md,tick);
  4590. }
  4591. break;
  4592. case NPC_SPEEDUP:
  4593. {
  4594. // or does it increase casting rate? just a guess xD
  4595. int i = SC_ASPDPOTION0 + skilllv - 1;
  4596. if (i > SC_ASPDPOTION3)
  4597. i = SC_ASPDPOTION3;
  4598. clif_skill_nodamage(src,bl,skillid,skilllv,
  4599. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4600. }
  4601. break;
  4602. case NPC_REVENGE:
  4603. // not really needed... but adding here anyway ^^
  4604. if (md && md->master_id > 0) {
  4605. struct block_list *mbl, *tbl;
  4606. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4607. (tbl = battle_gettargeted(mbl)) == NULL)
  4608. break;
  4609. md->state.provoke_flag = tbl->id;
  4610. mob_target(md, tbl, md->db->range);
  4611. }
  4612. break;
  4613. case NPC_RUN: //後退
  4614. if(md) {
  4615. int dist = skilllv; //Run skillv tiles.
  4616. int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4617. int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4618. md->attacked_id = 0;
  4619. md->attacked_count = 0;
  4620. md->target_id = 0;
  4621. md->state.targettype = NONE_ATTACKABLE;
  4622. md->state.skillstate = MSS_IDLE;
  4623. mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
  4624. }
  4625. break;
  4626. case NPC_TRANSFORMATION:
  4627. case NPC_METAMORPHOSIS:
  4628. if(md) {
  4629. if (skilllv > 1)
  4630. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4631. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4632. mob_delete(md);
  4633. }
  4634. else
  4635. { //Transform into another class.
  4636. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4637. if (class_) mob_class_change(md, class_);
  4638. }
  4639. }
  4640. break;
  4641. case NPC_EMOTION_ON:
  4642. case NPC_EMOTION:
  4643. if(md)
  4644. {
  4645. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4646. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4647. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4648. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4649. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4650. int mode, mode2;
  4651. mode = status_get_mode(src);
  4652. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4653. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4654. if (skillid == NPC_EMOTION_ON) //Add a mode
  4655. mode2|= md->db->skill[md->skillidx].val[2];
  4656. else //Remove a mode
  4657. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4658. }
  4659. if (mode == mode2)
  4660. break; //No change
  4661. md->mode = mode2;
  4662. if (md->mode == md->db->mode)
  4663. md->mode = 0; //Fallback to the db's mode.
  4664. //Since mode changed, reset their state.
  4665. mob_stopattack(md);
  4666. mob_stop_walking(md,0);
  4667. }
  4668. }
  4669. break;
  4670. case NPC_DEFENDER:
  4671. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4672. break;
  4673. case NPC_POWERUP:
  4674. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4675. // another random guess xP
  4676. clif_skill_nodamage(src,bl,skillid,skilllv,
  4677. sc_start(bl,SC_INCALLSTATUS,100,skilllv*5,skill_get_time(skillid, skilllv)));
  4678. break;
  4679. case NPC_AGIUP:
  4680. clif_skill_nodamage(src,bl,skillid,skilllv,
  4681. sc_start(bl,SC_INCAGI,100,skilllv*10,skill_get_time(skillid, skilllv)));
  4682. break;
  4683. case NPC_SIEGEMODE:
  4684. case NPC_INVISIBLE:
  4685. // not sure what it does
  4686. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4687. break;
  4688. case WE_MALE: /* 君だけは護るよ */
  4689. if(sd && dstsd){
  4690. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4691. 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]
  4692. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4693. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4694. }
  4695. break;
  4696. case WE_FEMALE: /* あなたの?に??オになります */
  4697. if(sd && dstsd){
  4698. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4699. 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]
  4700. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4701. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4702. }
  4703. break;
  4704. // parent-baby skills
  4705. case WE_BABY:
  4706. if(sd){
  4707. struct map_session_data *f_sd = pc_get_father(sd);
  4708. struct map_session_data *m_sd = pc_get_mother(sd);
  4709. // if neither was found
  4710. if(!f_sd && !m_sd){
  4711. clif_skill_fail(sd,skillid,0,0);
  4712. map_freeblock_unlock();
  4713. return 0;
  4714. }
  4715. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4716. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4717. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4718. }
  4719. break;
  4720. case PF_HPCONVERSION: /* ライフ置き換え */
  4721. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4722. if (sd) {
  4723. int hp, sp;
  4724. hp = sd->status.max_hp / 10; //基本はHPの10%
  4725. sp = hp * 10 * skilllv / 100;
  4726. if (sd->status.sp + sp > sd->status.max_sp)
  4727. sp = sd->status.max_sp - sd->status.sp;
  4728. // we need to check with the sp that was taken away when casting too
  4729. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4730. hp = sp = 0;
  4731. pc_heal(sd, -hp, sp);
  4732. clif_heal(sd->fd, SP_SP, sp);
  4733. clif_updatestatus(sd, SP_SP);
  4734. }
  4735. break;
  4736. case HT_REMOVETRAP: /* リム?ブトラップ */
  4737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4738. {
  4739. struct skill_unit *su=NULL;
  4740. struct item item_tmp;
  4741. int flag;
  4742. if((bl->type==BL_SKILL) &&
  4743. (su=(struct skill_unit *)bl) &&
  4744. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4745. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4746. {
  4747. if(sd && su->group->val3 != BD_INTOABYSS)
  4748. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4749. if(battle_config.skill_removetrap_type){
  4750. for(i=0;i<10;i++) {
  4751. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4752. memset(&item_tmp,0,sizeof(item_tmp));
  4753. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4754. item_tmp.identify = 1;
  4755. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4756. clif_additem(sd,0,0,flag);
  4757. 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);
  4758. }
  4759. }
  4760. }
  4761. }else{
  4762. memset(&item_tmp,0,sizeof(item_tmp));
  4763. item_tmp.nameid = 1065;
  4764. item_tmp.identify = 1;
  4765. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4766. clif_additem(sd,0,0,flag);
  4767. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4768. }
  4769. }
  4770. }
  4771. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4772. struct block_list *target=map_id2bl(su->group->val2);
  4773. if(target)
  4774. status_change_end(target,SC_ANKLE,-1);
  4775. }
  4776. skill_delunit(su);
  4777. }
  4778. }
  4779. break;
  4780. case HT_SPRINGTRAP: /* スプリングトラップ */
  4781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4782. {
  4783. struct skill_unit *su=NULL;
  4784. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4785. switch(su->group->unit_id){
  4786. case UNT_ANKLESNARE: // ankle snare
  4787. if (su->group->val2 != 0)
  4788. // if it is already trapping something don't spring it,
  4789. // remove trap should be used instead
  4790. break;
  4791. // otherwise fallthrough to below
  4792. case UNT_BLASTMINE:
  4793. case UNT_SKIDTRAP:
  4794. case UNT_LANDMINE:
  4795. case UNT_SHOCKWAVE:
  4796. case UNT_SANDMAN:
  4797. case UNT_FLASHER:
  4798. case UNT_FREEZINGTRAP:
  4799. case UNT_CLAYMORETRAP:
  4800. case UNT_TALKIEBOX:
  4801. su->group->unit_id = UNT_USED_TRAPS;
  4802. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4803. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4804. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4805. }
  4806. }
  4807. }
  4808. break;
  4809. case BD_ENCORE: /* アンコ?ル */
  4810. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4811. if(sd)
  4812. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4813. break;
  4814. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4815. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4816. map_freeblock_unlock();
  4817. return 1;
  4818. }
  4819. clif_skill_nodamage(src,bl,skillid,skilllv,
  4820. sc_start4(bl,type,100,
  4821. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4822. break;
  4823. case PF_MINDBREAKER: /* プ�?ボック */
  4824. {
  4825. /* MVPmobと不死には?かない */
  4826. 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
  4827. {
  4828. map_freeblock_unlock();
  4829. return 1;
  4830. }
  4831. //Has a 55% + skilllv*5% success chance.
  4832. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4833. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4834. {
  4835. if (sd) clif_skill_fail(sd,skillid,0,0);
  4836. map_freeblock_unlock();
  4837. return 0;
  4838. }
  4839. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  4840. skill_castcancel(bl,0);
  4841. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  4842. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4843. skill_castcancel(bl,0);
  4844. if(tsc && tsc->count){
  4845. if(tsc->data[SC_FREEZE].timer!=-1)
  4846. status_change_end(bl,SC_FREEZE,-1);
  4847. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4848. status_change_end(bl,SC_STONE,-1);
  4849. if(tsc->data[SC_SLEEP].timer!=-1)
  4850. status_change_end(bl,SC_SLEEP,-1);
  4851. }
  4852. if(dstmd)
  4853. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4854. }
  4855. break;
  4856. case PF_SOULCHANGE:
  4857. {
  4858. int sp1 = 0, sp2 = 0;
  4859. if (sd) {
  4860. if (dstsd) {
  4861. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4862. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4863. sd->status.sp = sp2;
  4864. dstsd->status.sp = sp1;
  4865. clif_heal(sd->fd,SP_SP,sp2);
  4866. clif_updatestatus(sd,SP_SP);
  4867. clif_heal(dstsd->fd,SP_SP,sp1);
  4868. clif_updatestatus(dstsd,SP_SP);
  4869. } else if (dstmd) {
  4870. if (dstmd->state.soul_change_flag) {
  4871. clif_skill_fail(sd,skillid,0,0);
  4872. map_freeblock_unlock();
  4873. return 0;
  4874. }
  4875. sp2 = sd->status.max_sp * 3 /100;
  4876. if (sd->status.sp + sp2 > sd->status.max_sp)
  4877. sp2 = sd->status.max_sp - sd->status.sp;
  4878. sd->status.sp += sp2;
  4879. clif_heal(sd->fd,SP_SP,sp2);
  4880. clif_updatestatus(sd,SP_SP);
  4881. dstmd->state.soul_change_flag = 1;
  4882. }
  4883. }
  4884. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4885. }
  4886. break;
  4887. // Slim Pitcher
  4888. case CR_SLIMPITCHER:
  4889. if (potion_hp) {
  4890. struct block_list tbl;
  4891. int hp = potion_hp;
  4892. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4893. if (dstsd) {
  4894. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4895. }
  4896. tbl.id = 0;
  4897. tbl.m = src->m;
  4898. tbl.x = src->x;
  4899. tbl.y = src->y;
  4900. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4901. battle_heal(NULL,bl,hp,0,0);
  4902. }
  4903. break;
  4904. // Full Chemical Protection
  4905. case CR_FULLPROTECTION:
  4906. {
  4907. int i, skilltime;
  4908. skilltime = skill_get_time(skillid,skilllv);
  4909. if (!tsc) {
  4910. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4911. break;
  4912. }
  4913. for (i=0; i<4; i++) {
  4914. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4915. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4916. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4917. }
  4918. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4919. }
  4920. break;
  4921. case RG_CLEANER: //AppleGirl
  4922. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4923. break;
  4924. case PF_DOUBLECASTING:
  4925. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4926. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4927. if (sd) clif_skill_fail(sd,skillid,0,0);
  4928. break;
  4929. case CG_LONGINGFREEDOM:
  4930. {
  4931. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4932. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4933. {
  4934. clif_skill_nodamage(src,bl,skillid,skilllv,
  4935. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4936. }
  4937. }
  4938. break;
  4939. case CG_TAROTCARD:
  4940. {
  4941. int eff, count = -1;
  4942. if (rand() % 100 > skilllv * 8) {
  4943. if (sd) clif_skill_fail(sd,skillid,0,0);
  4944. map_freeblock_unlock();
  4945. return 0;
  4946. }
  4947. do {
  4948. eff = rand() % 14;
  4949. clif_specialeffect(bl, 523 + eff, 0);
  4950. switch (eff)
  4951. {
  4952. case 0: // heals SP to 0
  4953. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  4954. break;
  4955. case 1: // matk halved
  4956. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time(skillid,skilllv));
  4957. break;
  4958. case 2: // all buffs removed
  4959. status_change_clear_buffs(bl);
  4960. break;
  4961. case 3: // 1000 damage, random armor destroyed
  4962. {
  4963. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4964. battle_damage(src, bl, 1000, 0);
  4965. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4966. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4967. }
  4968. break;
  4969. case 4: // atk halved
  4970. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time(skillid,skilllv));
  4971. break;
  4972. case 5: // 2000HP heal, random teleported
  4973. battle_heal(src, src, 2000, 0, 0);
  4974. if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
  4975. else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
  4976. break;
  4977. case 6: // random 2 other effects
  4978. if (count == -1)
  4979. count = 3;
  4980. else
  4981. count++; //Should not retrigger this one.
  4982. break;
  4983. case 7: // stop freeze or stoned
  4984. {
  4985. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4986. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time(skillid,skilllv));
  4987. }
  4988. break;
  4989. case 8: // curse coma and poison
  4990. sc_start(bl,SC_COMA,100,skilllv,skill_get_time(skillid,skilllv));
  4991. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time(skillid,skilllv));
  4992. sc_start(bl,SC_POISON,100,skilllv,skill_get_time(skillid,skilllv));
  4993. break;
  4994. case 9: // chaos
  4995. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time(skillid,skilllv));
  4996. break;
  4997. case 10: // 6666 damage, atk matk halved, cursed
  4998. battle_damage(src, bl, 6666, 0);
  4999. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5000. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5001. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time(skillid,skilllv));
  5002. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time(skillid,skilllv));
  5003. break;
  5004. case 11: // 4444 damage
  5005. battle_damage(src, bl, 4444, 0);
  5006. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5007. break;
  5008. case 12: // stun
  5009. sc_start(bl,SC_STUN,100,skilllv,5000);
  5010. break;
  5011. case 13: // atk,matk,hit,flee,def reduced
  5012. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time(skillid,skilllv));
  5013. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time(skillid,skilllv));
  5014. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time(skillid,skilllv));
  5015. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time(skillid,skilllv));
  5016. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time(skillid,skilllv));
  5017. break;
  5018. default:
  5019. break;
  5020. }
  5021. } while ((--count) > 0);
  5022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5023. }
  5024. break;
  5025. case SL_ALCHEMIST:
  5026. case SL_ASSASIN:
  5027. case SL_BARDDANCER:
  5028. case SL_BLACKSMITH:
  5029. case SL_CRUSADER:
  5030. case SL_HUNTER:
  5031. case SL_KNIGHT:
  5032. case SL_MONK:
  5033. case SL_PRIEST:
  5034. case SL_ROGUE:
  5035. case SL_SAGE:
  5036. case SL_SOULLINKER:
  5037. case SL_STAR:
  5038. case SL_SUPERNOVICE:
  5039. case SL_WIZARD:
  5040. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5041. clif_skill_fail(sd,skillid,0,0);
  5042. break;
  5043. }
  5044. clif_skill_nodamage(src,bl,skillid,skilllv,
  5045. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5046. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5047. break;
  5048. case SL_HIGH:
  5049. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5050. clif_skill_fail(sd,skillid,0,0);
  5051. break;
  5052. }
  5053. clif_skill_nodamage(src,bl,skillid,skilllv,
  5054. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5055. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5056. break;
  5057. case SL_SKA: // [marquis007]
  5058. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5059. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5060. clif_skill_fail(sd,skillid,0,0);
  5061. break;
  5062. }
  5063. if (sd && status_get_mode(bl)&MD_BOSS)
  5064. clif_skill_fail(sd,skillid,0,0);
  5065. else
  5066. {
  5067. clif_skill_nodamage(src,bl,skillid,skilllv,
  5068. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5069. }
  5070. break;
  5071. case SL_SWOO:
  5072. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5073. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5074. clif_skill_fail(sd,skillid,0,0);
  5075. break;
  5076. }
  5077. clif_skill_nodamage(src,bl,skillid,skilllv,
  5078. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5079. break;
  5080. case SL_SKE:
  5081. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5082. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5083. clif_skill_fail(sd,skillid,0,0);
  5084. break;
  5085. }
  5086. clif_skill_nodamage(src,bl,skillid,skilllv,
  5087. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5088. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5089. break;
  5090. // New guild skills [Celest]
  5091. case GD_BATTLEORDER:
  5092. if(flag&1) {
  5093. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5094. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  5095. } else if (status_get_guild_id(src)) {
  5096. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5097. map_foreachinrange(skill_area_sub, src,
  5098. skill_get_splash(skillid, skilllv), BL_CHAR,
  5099. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5100. skill_castend_nodamage_id);
  5101. if (sd)
  5102. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5103. }
  5104. break;
  5105. case GD_REGENERATION:
  5106. if(flag&1) {
  5107. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5108. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  5109. } else if (status_get_guild_id(src)) {
  5110. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5111. map_foreachinrange(skill_area_sub, src,
  5112. skill_get_splash(skillid, skilllv), BL_CHAR,
  5113. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5114. skill_castend_nodamage_id);
  5115. if (sd)
  5116. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5117. }
  5118. break;
  5119. case GD_RESTORE:
  5120. if(flag&1) {
  5121. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  5122. int hp, sp;
  5123. hp = status_get_max_hp(bl)*9/10;
  5124. sp = dstsd?dstsd->status.max_sp*9/10:0;
  5125. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5126. battle_heal(NULL,bl,hp,sp,0);
  5127. }
  5128. } else if (status_get_guild_id(src)) {
  5129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5130. map_foreachinrange(skill_area_sub, src,
  5131. skill_get_splash(skillid, skilllv), BL_CHAR,
  5132. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5133. skill_castend_nodamage_id);
  5134. if (sd)
  5135. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5136. }
  5137. break;
  5138. case GD_EMERGENCYCALL:
  5139. {
  5140. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5141. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5142. int j = 0;
  5143. struct guild *g = NULL;
  5144. // i don't know if it actually summons in a circle, but oh well. ;P
  5145. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5146. if (!g)
  5147. break;
  5148. for(i = 0; i < g->max_member; i++, j++) {
  5149. if (j>8) j=0;
  5150. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5151. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5152. continue;
  5153. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5154. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5155. dx[j] = dy[j] = 0;
  5156. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5157. }
  5158. }
  5159. if (sd)
  5160. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5161. }
  5162. break;
  5163. case SG_FEEL:
  5164. if (sd) {
  5165. if(!sd->feel_map[skilllv-1].index) {
  5166. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5167. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5168. }
  5169. else
  5170. clif_feel_info(sd, skilllv-1);
  5171. }
  5172. break;
  5173. case SG_HATE:
  5174. if (sd) {
  5175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5176. if(dstsd) //PC
  5177. {
  5178. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5179. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5180. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5181. }
  5182. else if(dstmd) // mob
  5183. {
  5184. switch(skilllv)
  5185. {
  5186. case 1:
  5187. if (status_get_size(bl)==0)
  5188. {
  5189. sd->hate_mob[0] = dstmd->class_;
  5190. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5191. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5192. } else clif_skill_fail(sd,skillid,0,0);
  5193. break;
  5194. case 2:
  5195. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5196. {
  5197. sd->hate_mob[1] = dstmd->class_;
  5198. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5199. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5200. } else clif_skill_fail(sd,skillid,0,0);
  5201. break;
  5202. case 3:
  5203. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5204. {
  5205. sd->hate_mob[2] = dstmd->class_;
  5206. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5207. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5208. } else clif_skill_fail(sd,skillid,0,0);
  5209. break;
  5210. default:
  5211. clif_skill_fail(sd,skillid,0,0);
  5212. break;
  5213. }
  5214. }
  5215. }
  5216. break;
  5217. //Until they're at right position - gs_nodamage- [Vicious]
  5218. //Not implemented yet [Vicious]
  5219. case GS_GLITTERING:
  5220. if(sd) {
  5221. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5222. if(rand()%100 < (50+10*skilllv))
  5223. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  5224. else if(sd->spiritball > 0)
  5225. pc_delspiritball(sd,1,0);
  5226. }
  5227. break;
  5228. case GS_DESPERADO:
  5229. case GS_SPREADATTACK:
  5230. map_foreachinrange(skill_area_sub, src,
  5231. skill_get_splash(skillid, skilllv),BL_CHAR,
  5232. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5233. skill_castend_damage_id);
  5234. break;
  5235. case GS_MADNESSCANCEL:
  5236. case GS_ADJUSTMENT:
  5237. case GS_INCREASING:
  5238. case GS_CRACKER:
  5239. case GS_GATLINGFEVER:
  5240. case GS_GROUNDDRIFT:
  5241. case NJ_TATAMIGAESHI:
  5242. case NJ_KASUMIKIRI:
  5243. case NJ_SHADOWJUMP:
  5244. case NJ_UTSUSEMI:
  5245. case NJ_BUNSINJYUTSU:
  5246. case NJ_NEN:
  5247. clif_skill_nodamage(src,bl,skillid,skilllv,
  5248. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5249. break;
  5250. default:
  5251. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5252. map_freeblock_unlock();
  5253. return 1;
  5254. }
  5255. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5256. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5257. map_freeblock_unlock();
  5258. return 0;
  5259. }
  5260. /*==========================================
  5261. * スキル使用?i詠?・完了?AID指定?j
  5262. *------------------------------------------
  5263. */
  5264. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5265. {
  5266. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  5267. struct block_list *bl;
  5268. int inf2;
  5269. nullpo_retr(0, sd);
  5270. //Code cleanup.
  5271. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; sd->skilltarget = 0; }
  5272. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
  5273. { /* タイマIDの確認 */
  5274. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
  5275. sd->skilltimer = -1;
  5276. return 0;
  5277. }
  5278. if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
  5279. { //Finished casting between maps, or the skill has failed after starting casting{
  5280. sd->skilltimer = -1;
  5281. skill_failed(sd);
  5282. return 0;
  5283. }
  5284. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing inf2 :X
  5285. status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
  5286. if(sd->skillid != SA_CASTCANCEL)
  5287. sd->skilltimer=-1;
  5288. if((bl=map_id2bl(sd->skilltarget))==NULL ||
  5289. bl->prev==NULL || sd->bl.m != bl->m) {
  5290. skill_failed(sd);
  5291. return 0;
  5292. }
  5293. if(sd->skillid == RG_BACKSTAP) {
  5294. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  5295. if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
  5296. clif_skill_fail(sd,sd->skillid,0,0);
  5297. skill_failed(sd);
  5298. return 0;
  5299. }
  5300. }
  5301. if (sd->skillid == PR_LEXDIVINA)
  5302. {
  5303. struct status_change *sc = status_get_sc(bl);
  5304. if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
  5305. (!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]
  5306. {
  5307. clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
  5308. skill_failed(sd);
  5309. return 0;
  5310. }
  5311. } else {
  5312. inf2 = skill_get_inf(sd->skillid);
  5313. if((inf2&INF_ATTACK_SKILL ||
  5314. (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)
  5315. && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
  5316. ) {
  5317. skill_failed(sd);
  5318. return 0;
  5319. }
  5320. }
  5321. if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
  5322. { //Avoid doing double checks for instant-cast skills.
  5323. if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  5324. clif_skill_fail(sd,sd->skillid,0,0);
  5325. skill_failed(sd);
  5326. return 0;
  5327. }
  5328. inf2 = skill_get_inf2(sd->skillid);
  5329. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
  5330. int fail_flag = 1;
  5331. if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  5332. fail_flag = 0;
  5333. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
  5334. fail_flag = 0;
  5335. if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
  5336. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5337. fail_flag = 0;
  5338. if(fail_flag) {
  5339. clif_skill_fail(sd,sd->skillid,0,0);
  5340. skill_failed(sd);
  5341. return 0;
  5342. }
  5343. }
  5344. if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
  5345. {
  5346. clif_skill_fail(sd,sd->skillid,0,0);
  5347. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5348. skill_check_condition(sd,1);
  5349. skill_failed(sd);
  5350. return 0;
  5351. }
  5352. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5353. skill_failed(sd);
  5354. return 0;
  5355. }
  5356. if(battle_config.pc_skill_log)
  5357. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5358. pc_stop_walking(sd,0);
  5359. if (sd->skillid == SA_MAGICROD)
  5360. sd->canact_tick = tick;
  5361. else
  5362. sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5363. battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
  5364. if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
  5365. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5366. else
  5367. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5368. if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
  5369. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5370. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5371. if (sd->skilltimer == -1) {
  5372. sd->skillid = sd->skilllv = -1;
  5373. sd->skilltarget = 0;
  5374. }
  5375. return 0;
  5376. #undef skill_failed
  5377. }
  5378. /*---------------------------------------------------------------------------- */
  5379. /*==========================================
  5380. * スキル使用?i詠?・完了?A?�?且w定?j
  5381. *------------------------------------------
  5382. */
  5383. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5384. {
  5385. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5386. int maxcount;
  5387. nullpo_retr(0, sd);
  5388. //Code cleanup.
  5389. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; }
  5390. if( sd->skilltimer != tid )
  5391. { /* タイマIDの確認 */
  5392. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
  5393. sd->skilltimer = -1;
  5394. return 0;
  5395. }
  5396. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing maxcount :X
  5397. status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
  5398. sd->skilltimer=-1;
  5399. if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
  5400. { // skill has failed after starting casting
  5401. return 0;
  5402. }
  5403. if (!battle_config.pc_skill_reiteration &&
  5404. skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
  5405. skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5406. clif_skill_fail(sd,sd->skillid,0,0);
  5407. skill_failed(sd);
  5408. return 0;
  5409. }
  5410. if (battle_config.pc_skill_nofootset &&
  5411. skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
  5412. skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5413. clif_skill_fail(sd,sd->skillid,0,0);
  5414. skill_failed(sd);
  5415. return 0;
  5416. }
  5417. if(battle_config.pc_land_skill_limit) {
  5418. maxcount = skill_get_maxcount(sd->skillid);
  5419. if(maxcount > 0) {
  5420. int i,c;
  5421. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5422. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5423. c++;
  5424. }
  5425. if(c >= maxcount) {
  5426. clif_skill_fail(sd,sd->skillid,0,0);
  5427. skill_failed(sd);
  5428. return 0;
  5429. }
  5430. }
  5431. }
  5432. if(tid != -1)
  5433. { //Avoid double checks on instant cast skills. [Skotlex]
  5434. if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
  5435. {
  5436. skill_failed(sd);
  5437. return 0;
  5438. }
  5439. 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)) {
  5440. clif_skill_fail(sd,sd->skillid,0,0);
  5441. if(battle_config.skill_out_range_consume) //Consume items anyway.
  5442. skill_check_condition(sd,1);
  5443. skill_failed(sd);
  5444. return 0;
  5445. }
  5446. }
  5447. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5448. skill_failed(sd);
  5449. return 0;
  5450. }
  5451. if(battle_config.pc_skill_log)
  5452. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5453. pc_stop_walking(sd,0);
  5454. sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5455. battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
  5456. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5457. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5458. if (sd->skilltimer == -1) {
  5459. sd->skillid = sd->skilllv = -1;
  5460. }
  5461. return 0;
  5462. #undef skill_failed
  5463. }
  5464. /*==========================================
  5465. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5466. *------------------------------------------
  5467. */
  5468. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5469. {
  5470. struct map_session_data *sd=NULL;
  5471. struct status_change *sc;
  5472. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  5473. //if(skilllv <= 0) return 0;
  5474. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5475. nullpo_retr(0, src);
  5476. if(status_isdead(src))
  5477. return 0;
  5478. if(src->type==BL_PC)
  5479. sd=(struct map_session_data *)src;
  5480. sc = status_get_sc(src); //Needed for Magic Power checks.
  5481. if (sc && !sc->count)
  5482. sc = NULL; //Unneeded.
  5483. if(skillid != WZ_METEOR &&
  5484. skillid != AM_CANNIBALIZE &&
  5485. skillid != AM_SPHEREMINE &&
  5486. skillid != CR_CULTIVATION)
  5487. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5488. switch(skillid)
  5489. {
  5490. case PR_BENEDICTIO: /* ?ケ??~福 */
  5491. skill_area_temp[1] = src->id;
  5492. i = skill_get_splash(skillid, skilllv);
  5493. map_foreachinarea(skill_area_sub,
  5494. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5495. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5496. skill_castend_nodamage_id);
  5497. map_foreachinarea(skill_area_sub,
  5498. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5499. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5500. skill_castend_damage_id);
  5501. break;
  5502. case BS_HAMMERFALL:
  5503. i = skill_get_splash(skillid, skilllv);
  5504. map_foreachinarea (skill_area_sub,
  5505. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5506. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5507. skill_castend_nodamage_id);
  5508. break;
  5509. case HT_DETECTING: /* ディテクティング */
  5510. i = skill_get_splash(skillid, skilllv);
  5511. map_foreachinarea( status_change_timer_sub,
  5512. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5513. src,status_get_sc(src),SC_SIGHT,tick);
  5514. break;
  5515. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5516. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5517. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5518. case AL_PNEUMA: /* ニュ?マ */
  5519. case WZ_ICEWALL: /* アイスウォ?ル */
  5520. case WZ_FIREPILLAR: /* ファイアピラ? */
  5521. case WZ_QUAGMIRE: /* クァグマイア */
  5522. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5523. case WZ_STORMGUST: /* スト?ムガスト */
  5524. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5525. case PR_SANCTUARY: /* サンクチュアリ */
  5526. case PR_MAGNUS: /* マグヌスエクソシズム */
  5527. case CR_GRANDCROSS: /* グランドク�?ス */
  5528. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5529. case HT_SKIDTRAP: /* スキッドトラップ */
  5530. case HT_LANDMINE: /* ランドマイン */
  5531. case HT_ANKLESNARE: /* アンクルスネア */
  5532. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5533. case HT_SANDMAN: /* サンドマン */
  5534. case HT_FLASHER: /* フラッシャ? */
  5535. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5536. case HT_BLASTMINE: /* ブラストマイン */
  5537. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5538. case AS_VENOMDUST: /* ベノムダスト */
  5539. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5540. case PF_FOGWALL: /* フォグウォ?ル */
  5541. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5542. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5543. case WE_CALLPARTNER:
  5544. case WE_CALLPARENT:
  5545. case WE_CALLBABY:
  5546. case AC_SHOWER: //Ground-placed skill implementation.
  5547. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5548. break;
  5549. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5550. skill_clear_unitgroup(src);
  5551. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5552. break;
  5553. case RG_CLEANER: // [Valaris]
  5554. i = skill_get_splash(skillid, skilllv);
  5555. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5556. break;
  5557. case SA_VOLCANO: /* ボルケ?ノ */
  5558. case SA_DELUGE: /* デリュ?ジ */
  5559. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5560. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5561. case NJ_SUITON:
  5562. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5563. break;
  5564. case WZ_METEOR: //�?テオスト?ム
  5565. {
  5566. int flag=0, area = skill_get_splash(skillid, skilllv);
  5567. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5568. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5569. for(i=0;i<2+(skilllv>>1);i++) {
  5570. int j=0;
  5571. do {
  5572. tmpx = x + (rand()%area - area/2);
  5573. tmpy = y + (rand()%area - area/2);
  5574. if(tmpx < 0)
  5575. tmpx = 0;
  5576. else if(tmpx >= map[src->m].xs)
  5577. tmpx = map[src->m].xs - 1;
  5578. if(tmpy < 0)
  5579. tmpy = 0;
  5580. else if(tmpy >= map[src->m].ys)
  5581. tmpy = map[src->m].ys - 1;
  5582. j++;
  5583. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  5584. if(j >= 100)
  5585. continue;
  5586. if(!(flag&1)){
  5587. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5588. flag=flag|1;
  5589. }
  5590. if(i > 0)
  5591. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5592. x1 = tmpx;
  5593. y1 = tmpy;
  5594. }
  5595. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5596. }
  5597. break;
  5598. case AL_WARP: /* �??プポ?タル */
  5599. if(sd) {
  5600. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5601. (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5602. (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5603. (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5604. }
  5605. break;
  5606. case MO_BODYRELOCATION:
  5607. if (sd) {
  5608. pc_movepos(sd, x, y, 1);
  5609. pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
  5610. } else if (src->type == BL_MOB) {
  5611. struct mob_data *md = (struct mob_data *)src;
  5612. mob_warp(md, -1, x, y, 0);
  5613. clif_spawnmob(md);
  5614. }
  5615. break;
  5616. case AM_CANNIBALIZE: // バイオプラント
  5617. if(sd) {
  5618. int id;
  5619. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5620. struct mob_data *md;
  5621. // Correct info, don't change any of this! [celest]
  5622. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5623. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5624. md->master_id = sd->bl.id;
  5625. // different levels of HP according to skill level
  5626. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5627. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5628. md->special_state.ai = 1;
  5629. //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]
  5630. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5631. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5632. }
  5633. // 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
  5634. // (attach name of player?)
  5635. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5636. }
  5637. break;
  5638. case AM_SPHEREMINE: // スフィア?マイン
  5639. if(sd){
  5640. int id;
  5641. struct mob_data *md;
  5642. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5643. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5644. md->master_id = sd->bl.id;
  5645. md->hp = 2000 + skilllv * 400;
  5646. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5647. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5648. md->special_state.ai = 2;
  5649. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5650. }
  5651. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5652. }
  5653. break;
  5654. // Slim Pitcher [Celest]
  5655. case CR_SLIMPITCHER:
  5656. {
  5657. if (sd) {
  5658. int i = skilllv%11 - 1;
  5659. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5660. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5661. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5662. clif_skill_fail(sd,skillid,0,0);
  5663. return 1;
  5664. }
  5665. potion_flag = 1;
  5666. potion_hp = 0;
  5667. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5668. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5669. potion_flag = 0;
  5670. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5671. //Apply skill bonuses
  5672. potion_hp = potion_hp * (100
  5673. + pc_checkskill(sd,CR_SLIMPITCHER)*10
  5674. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5675. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5676. )/100;
  5677. if(potion_hp > 0) {
  5678. i = skill_get_splash(skillid, skilllv);
  5679. map_foreachinarea(skill_area_sub,
  5680. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5681. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5682. skill_castend_nodamage_id);
  5683. }
  5684. }
  5685. }
  5686. break;
  5687. case HW_GANBANTEIN:
  5688. if (rand()%100 < 80) {
  5689. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5690. i = skill_get_splash(skillid, skilllv);
  5691. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5692. } else {
  5693. clif_skill_fail(sd,skillid,0,0);
  5694. return 1;
  5695. }
  5696. break;
  5697. case HW_GRAVITATION:
  5698. {
  5699. struct skill_unit_group *sg;
  5700. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5701. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5702. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5703. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5704. }
  5705. break;
  5706. // Plant Cultivation [Celest]
  5707. case CR_CULTIVATION:
  5708. {
  5709. if (sd) {
  5710. int i = skilllv - 1;
  5711. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5712. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5713. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5714. clif_skill_fail(sd,skillid,0,0);
  5715. return 1;
  5716. }
  5717. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5718. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5719. if (rand()%100 < 50)
  5720. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5721. else
  5722. clif_skill_fail(sd,skillid,0,0);
  5723. }
  5724. }
  5725. break;
  5726. //Until they're at right position - gs_unit- [Vicious]
  5727. case NJ_KAENSIN:
  5728. case NJ_BAKUENRYU:
  5729. case NJ_HYOUSYOURAKU:
  5730. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5731. break;
  5732. case NJ_RAIGEKISAI:
  5733. map_foreachinrange(skill_attack_area, src,
  5734. skill_get_splash(skillid, skilllv), BL_CHAR,
  5735. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5736. break;
  5737. }
  5738. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5739. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5740. return 0;
  5741. }
  5742. /*==========================================
  5743. * スキル使用?i詠?・完了?Amap指定?j
  5744. *------------------------------------------
  5745. */
  5746. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5747. {
  5748. int x=0,y=0;
  5749. nullpo_retr(0, sd);
  5750. //Simplify skill_failed code.
  5751. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5752. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5753. return 0;
  5754. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5755. skill_failed(sd);
  5756. return 0;
  5757. }
  5758. //スキルが使えない?態異?峵�
  5759. if(sd->sc.count && (
  5760. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5761. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5762. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5763. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5764. sd->sc.data[SC_DANCING].timer!=-1 ||
  5765. sd->sc.data[SC_BERSERK].timer != -1 ||
  5766. sd->sc.data[SC_MARIONETTE].timer != -1
  5767. ))
  5768. return 0;
  5769. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5770. return 0;
  5771. if (strlen(map) > MAP_NAME_LENGTH-1)
  5772. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5773. if (battle_config.error_log)
  5774. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5775. skill_failed(sd);
  5776. return 0;
  5777. }
  5778. pc_stopattack(sd);
  5779. if(battle_config.pc_skill_log)
  5780. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5781. pc_stop_walking(sd,0);
  5782. if(strcmp(map,"cancel")==0) {
  5783. skill_failed(sd);
  5784. return 0;
  5785. }
  5786. switch(skill_num){
  5787. case AL_TELEPORT: /* テレポ?ト */
  5788. if(strcmp(map,"Random")==0)
  5789. pc_randomwarp(sd,3);
  5790. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5791. pc_setpos(sd,sd->status.save_point.map,
  5792. sd->status.save_point.x,sd->status.save_point.y,3);
  5793. break;
  5794. case AL_WARP: /* �??プポ?タル */
  5795. {
  5796. const struct point *p[4];
  5797. struct skill_unit_group *group;
  5798. int i, lv;
  5799. int maxcount=0;
  5800. unsigned short mapindex;
  5801. mapindex = mapindex_name2id((char*)map);
  5802. if(!mapindex) { //Given map not found?
  5803. clif_skill_fail(sd,skill_num,0,0);
  5804. skill_failed(sd);
  5805. return 0;
  5806. }
  5807. p[0] = &sd->status.save_point;
  5808. p[1] = &sd->status.memo_point[0];
  5809. p[2] = &sd->status.memo_point[1];
  5810. p[3] = &sd->status.memo_point[2];
  5811. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5812. int c;
  5813. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5814. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
  5815. c++;
  5816. }
  5817. if(c >= maxcount) {
  5818. clif_skill_fail(sd,skill_num,0,0);
  5819. skill_failed(sd);
  5820. return 0;
  5821. }
  5822. }
  5823. lv = sd->menuskill_lv;
  5824. if(lv <= 0) return 0;
  5825. for(i=0;i<lv;i++){
  5826. if(mapindex == p[i]->map){
  5827. x=p[i]->x;
  5828. y=p[i]->y;
  5829. break;
  5830. }
  5831. }
  5832. if(x==0 || y==0) { /* 不?ウパケット?H */
  5833. skill_failed(sd);
  5834. return 0;
  5835. }
  5836. //FIXME: What about when you use another ground skill? skillx
  5837. //and skilly are messed up already... [Skotlex]
  5838. i = sd->skillid;
  5839. lv = sd->skilllv;
  5840. sd->skillid = sd->menuskill_id;
  5841. sd->skilllv = sd->menuskill_lv;
  5842. if(!skill_check_condition(sd,3)) //This checks versus skillid/skilllv...
  5843. {
  5844. sd->skillid = i;
  5845. sd->skilllv = lv;
  5846. skill_failed(sd);
  5847. return 0;
  5848. }
  5849. sd->skillid = i;
  5850. sd->skilllv = lv;
  5851. lv = sd->menuskill_lv;
  5852. if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
  5853. clif_skill_fail(sd,0,0,0);
  5854. skill_failed(sd);
  5855. return 0;
  5856. }
  5857. if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
  5858. skill_failed(sd);
  5859. return 0;
  5860. }
  5861. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5862. group->val3 = mapindex;
  5863. // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
  5864. // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
  5865. group->val2=(x<<16)|y;
  5866. }
  5867. break;
  5868. }
  5869. sd->menuskill_id = sd->menuskill_lv = 0;
  5870. return 0;
  5871. #undef skill_failed
  5872. }
  5873. /*==========================================
  5874. * Initializes and sets a ground skill.
  5875. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5876. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5877. *------------------------------------------
  5878. */
  5879. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5880. {
  5881. struct skill_unit_group *group;
  5882. int i,limit,val1=0,val2=0,val3=0;
  5883. int count=0;
  5884. int target,interval,range,unit_flag;
  5885. struct skill_unit_layout *layout;
  5886. struct map_session_data *sd;
  5887. struct status_change *sc;
  5888. int active_flag=1;
  5889. nullpo_retr(0, src);
  5890. limit = skill_get_time(skillid,skilllv);
  5891. range = skill_get_unit_range(skillid,skilllv);
  5892. interval = skill_get_unit_interval(skillid);
  5893. target = skill_get_unit_target(skillid);
  5894. unit_flag = skill_get_unit_flag(skillid);
  5895. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5896. BL_CAST(BL_PC, src, sd);
  5897. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5898. if (sc && !sc->count)
  5899. sc = NULL;
  5900. switch(skillid){ /* ?ン定 */
  5901. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5902. val2=skilllv+1;
  5903. break;
  5904. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5905. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5906. limit = limit*3/2;
  5907. val2=4+skilllv;
  5908. break;
  5909. case AL_WARP: /* �??プポ?タル */
  5910. val1=skilllv+6;
  5911. if(!(flag&1))
  5912. limit=2000;
  5913. active_flag=0;
  5914. break;
  5915. case PR_SANCTUARY: /* サンクチュアリ */
  5916. val1=(skilllv+3)*2;
  5917. val2=(skilllv>6)?777:skilllv*100;
  5918. break;
  5919. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5920. if((flag&1)!=0)
  5921. limit=1000;
  5922. val1=skilllv+2;
  5923. break;
  5924. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5925. case AM_DEMONSTRATION:
  5926. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5927. && src->type != BL_MOB)
  5928. target = BCT_ALL;
  5929. break;
  5930. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5931. val1=skilllv*15+10;
  5932. case HT_SANDMAN: /* サンドマン */
  5933. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5934. case HT_SKIDTRAP: /* スキッドトラップ */
  5935. case HT_LANDMINE: /* ランドマイン */
  5936. case HT_ANKLESNARE: /* アンクルスネア */
  5937. case HT_FLASHER: /* フラッシャ? */
  5938. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5939. case HT_BLASTMINE: /* ブラストマイン */
  5940. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  5941. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5942. if (map_flag_gvg(src->m))
  5943. limit *= 4; // longer trap times in WOE [celest]
  5944. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5945. && src->type != BL_MOB)
  5946. //Change target to all with the exception of mob traps [Skotlex]
  5947. target = BCT_ALL;
  5948. break;
  5949. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5950. {
  5951. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5952. val1=skilllv*15+10;
  5953. aoe_diameter=skilllv+skilllv%2+5;
  5954. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5955. }
  5956. //No break because we also have to check if we use gemstones. [Skotlex]
  5957. case SA_VOLCANO:
  5958. case SA_DELUGE:
  5959. case SA_VIOLENTGALE:
  5960. {
  5961. struct skill_unit_group *old_sg;
  5962. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5963. {
  5964. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5965. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5966. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5967. if (limit < 0) //This can happen...
  5968. limit = skill_get_time(skillid,skilllv);
  5969. }
  5970. skill_clear_element_field(src);
  5971. }
  5972. break;
  5973. }
  5974. case BA_DISSONANCE:
  5975. case DC_UGLYDANCE:
  5976. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5977. break;
  5978. case BA_WHISTLE:
  5979. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5980. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5981. if(src->type == BL_PC){
  5982. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5983. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5984. }
  5985. break;
  5986. case DC_HUMMING:
  5987. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5988. if(src->type == BL_PC)
  5989. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5990. break;
  5991. case BA_POEMBRAGI:
  5992. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5993. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5994. if(src->type == BL_PC){
  5995. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5996. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5997. }
  5998. break;
  5999. case DC_DONTFORGETME:
  6000. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  6001. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  6002. if(src->type == BL_PC){
  6003. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6004. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6005. }
  6006. break;
  6007. case BA_APPLEIDUN:
  6008. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  6009. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  6010. if(src->type == BL_PC){
  6011. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6012. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6013. }
  6014. break;
  6015. case DC_SERVICEFORYOU:
  6016. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  6017. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  6018. if(src->type == BL_PC){
  6019. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6020. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6021. }
  6022. break;
  6023. case BA_ASSASSINCROSS:
  6024. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  6025. if(src->type == BL_PC)
  6026. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6027. break;
  6028. case DC_FORTUNEKISS:
  6029. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  6030. if(src->type == BL_PC)
  6031. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6032. break;
  6033. case BD_LULLABY:
  6034. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6035. break;
  6036. case BD_DRUMBATTLEFIELD:
  6037. val1 = (skilllv+1)*25; //Watk increase
  6038. val2 = (skilllv+1)*2; //Def increase
  6039. break;
  6040. case BD_RINGNIBELUNGEN:
  6041. val1 = (skilllv+2)*25; //Watk increase
  6042. break;
  6043. case BD_SIEGFRIED:
  6044. val1 = 55 + skilllv*5; //Elemental Resistance
  6045. val2 = skilllv*10; //Status ailment resistance
  6046. break;
  6047. case PF_FOGWALL: /* フォグウォ?ル */
  6048. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  6049. break;
  6050. case RG_GRAFFITI: /* Graffiti */
  6051. count=1; // Leave this at 1 [Valaris]
  6052. break;
  6053. case WE_CALLPARTNER:
  6054. if (!sd)
  6055. return NULL;
  6056. if (map[src->m].flag.nowarpto) {
  6057. clif_skill_teleportmessage(sd,1);
  6058. return NULL;
  6059. }
  6060. val1 = sd->status.partner_id;
  6061. break;
  6062. case WE_CALLPARENT:
  6063. if (!sd)
  6064. return NULL;
  6065. if (map[src->m].flag.nowarpto) {
  6066. clif_skill_teleportmessage(sd,1);
  6067. return NULL;
  6068. }
  6069. val1 = sd->status.father;
  6070. val2 = sd->status.mother;
  6071. break;
  6072. case WE_CALLBABY:
  6073. if (!sd)
  6074. return NULL;
  6075. if (map[src->m].flag.nowarpto) {
  6076. clif_skill_teleportmessage(sd,1);
  6077. return NULL;
  6078. }
  6079. val1 = sd->status.child;
  6080. break;
  6081. }
  6082. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  6083. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  6084. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6085. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6086. group->val1=val1;
  6087. group->val2=val2;
  6088. group->val3=val3;
  6089. group->target_flag=target;
  6090. group->bl_flag= skill_get_unit_bl_target(skillid);
  6091. if(skillid==HT_TALKIEBOX ||
  6092. skillid==RG_GRAFFITI){
  6093. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  6094. if(group->valstr==NULL){
  6095. ShowFatalError("skill_castend_map: out of memory !\n");
  6096. exit(1);
  6097. }
  6098. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6099. }
  6100. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6101. val1=skilllv;
  6102. val2=0;
  6103. limit=group->limit;
  6104. for(i=0;i<layout->count;i++){
  6105. struct skill_unit *unit;
  6106. int ux,uy,alive=1;
  6107. ux = x + layout->dx[i];
  6108. uy = y + layout->dy[i];
  6109. switch (skillid) {
  6110. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6111. val2=group->val2;
  6112. break;
  6113. case WZ_ICEWALL: /* アイスウォ?ル */
  6114. if(skilllv <= 1)
  6115. val1 = 500;
  6116. else
  6117. val1 = 200 + 200*skilllv;
  6118. break;
  6119. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6120. ux+=(i%5-2);
  6121. uy+=(i/5-2);
  6122. break;
  6123. }
  6124. //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
  6125. if(range<=0)
  6126. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6127. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6128. alive = 0;
  6129. if (alive && battle_config.skill_wall_check) {
  6130. //Check if there's a path between cell and center of casting.
  6131. struct walkpath_data wpd;
  6132. if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
  6133. alive = 0;
  6134. }
  6135. if(alive && skillid == WZ_ICEWALL) {
  6136. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6137. alive=0;
  6138. else {
  6139. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6140. if(val2==5 || val2==1)
  6141. alive=0;
  6142. else
  6143. clif_changemapcell(src->m,ux,uy,5,0);
  6144. }
  6145. }
  6146. if(alive){
  6147. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6148. unit->val1=val1;
  6149. unit->val2=val2;
  6150. unit->limit=limit;
  6151. unit->range=range;
  6152. if (range==0 && active_flag)
  6153. map_foreachincell(skill_unit_effect,unit->bl.m,
  6154. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6155. }
  6156. }
  6157. return group;
  6158. }
  6159. /*==========================================
  6160. * スキルユニットの?動イベント
  6161. *------------------------------------------
  6162. */
  6163. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6164. {
  6165. struct skill_unit_group *sg;
  6166. struct block_list *ss;
  6167. struct status_change *sc;
  6168. int type;
  6169. nullpo_retr(0, src);
  6170. nullpo_retr(0, bl);
  6171. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6172. return 0;
  6173. nullpo_retr(0, sg=src->group);
  6174. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6175. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6176. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6177. return 0; //AoE skills are ineffective. [Skotlex]
  6178. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6179. return 0;
  6180. sc = status_get_sc(bl);
  6181. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6182. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6183. type = SkillStatusChangeTable[sg->skill_id];
  6184. switch (sg->unit_id) {
  6185. case UNT_SAFETYWALL:
  6186. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6187. if (sc && sc->data[type].timer == -1)
  6188. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6189. break;
  6190. case UNT_WARP_WAITING:
  6191. if(bl->type==BL_PC){
  6192. struct map_session_data *sd = (struct map_session_data *)bl;
  6193. if((!sd->chatID || battle_config.chat_warpportal)
  6194. && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
  6195. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6196. if (--sg->val1<=0 || sg->src_id == bl->id)
  6197. skill_delunitgroup(sg);
  6198. }
  6199. }
  6200. } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  6201. int m = map_mapindex2mapid(sg->val3);
  6202. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6203. }
  6204. break;
  6205. case UNT_QUAGMIRE:
  6206. if(sc && sc->data[type].timer==-1)
  6207. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6208. break;
  6209. case UNT_VOLCANO:
  6210. case UNT_DELUGE:
  6211. case UNT_VIOLENTGALE:
  6212. case UNT_SUITON:
  6213. if(sc && sc->data[type].timer==-1)
  6214. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6215. skill_get_time2(sg->skill_id,sg->skill_lv));
  6216. break;
  6217. case UNT_RICHMANKIM:
  6218. case UNT_ETERNALCHAOS:
  6219. case UNT_DRUMBATTLEFIELD:
  6220. case UNT_RINGNIBELUNGEN:
  6221. case UNT_ROKISWEIL:
  6222. case UNT_INTOABYSS:
  6223. case UNT_SIEGFRIED:
  6224. //Needed to check when a dancer/bard leaves their ensemble area.
  6225. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6226. return sg->skill_id;
  6227. if (sc && sc->data[type].timer==-1)
  6228. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6229. break;
  6230. case UNT_WHISTLE:
  6231. case UNT_ASSASSINCROSS:
  6232. case UNT_POEMBRAGI:
  6233. case UNT_APPLEIDUN:
  6234. case UNT_HUMMING:
  6235. case UNT_DONTFORGETME:
  6236. case UNT_FORTUNEKISS:
  6237. case UNT_SERVICEFORYOU:
  6238. case UNT_HERMODE:
  6239. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6240. return 0;
  6241. if (sc && sc->data[type].timer==-1)
  6242. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6243. break;
  6244. case UNT_BASILICA:
  6245. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6246. skill_blown(&src->bl,bl,1);
  6247. break;
  6248. case UNT_FOGWALL:
  6249. if (sc && sc->data[type].timer==-1)
  6250. {
  6251. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6252. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6253. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6254. }
  6255. break;
  6256. case UNT_GRAVITATION:
  6257. if (sc && sc->data[type].timer==-1)
  6258. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6259. break;
  6260. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6261. src->val1 = 0;
  6262. if(src->limit + sg->tick > tick + 700)
  6263. src->limit = DIFF_TICK(tick+700,sg->tick);
  6264. break;
  6265. }
  6266. return sg->skill_id;
  6267. }
  6268. /*==========================================
  6269. * スキルユニットの発動イベント(タイマ?[発動)
  6270. *------------------------------------------
  6271. */
  6272. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6273. {
  6274. struct skill_unit_group *sg;
  6275. struct block_list *ss;
  6276. struct map_session_data *sd = NULL;
  6277. int splash_count=0;
  6278. struct status_change *tsc, *sc;
  6279. struct skill_unit_group_tickset *ts;
  6280. int type;
  6281. int diff=0;
  6282. nullpo_retr(0, src);
  6283. nullpo_retr(0, bl);
  6284. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6285. return 0;
  6286. nullpo_retr(0, sg=src->group);
  6287. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6288. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6289. sc = status_get_sc(ss); //For magic power.
  6290. tsc = status_get_sc(bl);
  6291. type = SkillStatusChangeTable[sg->skill_id];
  6292. if (sg->interval == -1) {
  6293. switch (sg->unit_id) {
  6294. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6295. case UNT_SPIDERWEB:
  6296. case UNT_FIREPILLAR_ACTIVE:
  6297. return 0;
  6298. default:
  6299. if (battle_config.error_log)
  6300. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6301. return 0;
  6302. }
  6303. }
  6304. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6305. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6306. diff = DIFF_TICK(tick,ts->tick);
  6307. if (diff < 0)
  6308. return 0;
  6309. ts->tick = tick+sg->interval;
  6310. // GXは?dなっていたら3HITしない
  6311. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6312. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6313. }
  6314. //Temporarily set magic power to have it take effect. [Skotlex]
  6315. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6316. {
  6317. if (sd)
  6318. { //This is needed since we are not going to recall status_calc_pc...
  6319. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6320. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6321. } else
  6322. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6323. }
  6324. switch (sg->unit_id) {
  6325. case UNT_FIREWALL:
  6326. {
  6327. int count=0, t_ele = status_get_elem_type(bl);
  6328. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6329. //This is the best Aegis approximation we can do without
  6330. //changing the minimum skill unit interval. [Skotlex]
  6331. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6332. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6333. } else {
  6334. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6335. src->val2--;
  6336. }
  6337. if (src->val2<=0)
  6338. skill_delunit(src);
  6339. break;
  6340. }
  6341. case UNT_SANCTUARY:
  6342. {
  6343. int race = status_get_race(bl);
  6344. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6345. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6346. // reduce healing count if this was meant for damaging [hekate]
  6347. sg->val1 -= 2;
  6348. }
  6349. } else {
  6350. int heal = sg->val2;
  6351. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6352. break;
  6353. if (status_isimmune(bl))
  6354. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6355. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6356. battle_heal(NULL, bl, heal, 0, 0);
  6357. if (diff >= 500)
  6358. sg->val1--; // ?V規に入ったユニットだけカウント
  6359. }
  6360. if (sg->val1 <= 0)
  6361. skill_delunitgroup(sg);
  6362. break;
  6363. }
  6364. case UNT_MAGNUS:
  6365. {
  6366. int race = status_get_race(bl);
  6367. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6368. break;
  6369. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6370. src->val2++;
  6371. break;
  6372. }
  6373. case UNT_ARROWSHOWER:
  6374. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6375. break;
  6376. case UNT_MAGIC_SKILLS:
  6377. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6378. break;
  6379. case UNT_FIREPILLAR_WAITING:
  6380. skill_delunit(src);
  6381. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6382. break;
  6383. case UNT_FIREPILLAR_ACTIVE:
  6384. map_foreachinrange(skill_attack_area,bl,
  6385. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6386. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6387. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6388. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6389. break;
  6390. case UNT_SKIDTRAP:
  6391. {
  6392. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6393. sg->unit_id = UNT_USED_TRAPS;
  6394. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6395. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6396. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6397. }
  6398. break;
  6399. case UNT_SPIDERWEB:
  6400. case UNT_ANKLESNARE:
  6401. if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
  6402. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6403. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6404. {
  6405. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6406. clif_fixpos(bl);
  6407. sg->val2=bl->id;
  6408. }
  6409. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6410. // 01AC: long ID
  6411. // Indicates that an object is trapped, but ID is not a
  6412. // valid monster or player ID.
  6413. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6414. sg->interval = -1;
  6415. src->range = 0;
  6416. }
  6417. break;
  6418. case UNT_VENOMDUST:
  6419. if(tsc && tsc->data[type].timer==-1 )
  6420. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6421. break;
  6422. case UNT_LANDMINE:
  6423. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6424. sg->unit_id = UNT_USED_TRAPS;
  6425. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6426. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6427. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6428. break;
  6429. case UNT_BLASTMINE:
  6430. case UNT_SHOCKWAVE:
  6431. case UNT_SANDMAN:
  6432. case UNT_FLASHER:
  6433. case UNT_FREEZINGTRAP:
  6434. case UNT_CLAYMORETRAP:
  6435. map_foreachinrange(skill_count_target,&src->bl,
  6436. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6437. &src->bl,&splash_count);
  6438. map_foreachinrange(skill_trap_splash,&src->bl,
  6439. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6440. &src->bl,tick,splash_count);
  6441. sg->unit_id = UNT_USED_TRAPS;
  6442. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6443. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6444. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6445. break;
  6446. case UNT_TALKIEBOX:
  6447. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6448. break;
  6449. if (sg->val2 == 0){
  6450. clif_talkiebox(&src->bl, sg->valstr);
  6451. sg->unit_id = UNT_USED_TRAPS;
  6452. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6453. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6454. sg->val2 = -1; //踏んだ
  6455. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6456. }
  6457. break;
  6458. case UNT_LULLABY:
  6459. if (ss->id == bl->id)
  6460. break;
  6461. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6462. break;
  6463. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6464. if (ss->id == bl->id)
  6465. break;
  6466. if (bl->type == BL_PC)
  6467. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6468. break;
  6469. case UNT_DISSONANCE:
  6470. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6471. break;
  6472. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6473. {
  6474. int heal;
  6475. if (sg->src_id == bl->id)
  6476. break;
  6477. heal = sg->val2;
  6478. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6479. battle_heal(NULL, bl, heal, 0, 0);
  6480. break;
  6481. }
  6482. case UNT_DEMONSTRATION:
  6483. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6484. break;
  6485. case UNT_GOSPEL:
  6486. if (rand()%100 > sg->skill_lv*10)
  6487. break;
  6488. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6489. int i = rand()%13; // Positive buff count
  6490. switch (i)
  6491. {
  6492. case 0: // Heal 1~9999 HP
  6493. {
  6494. int heal = rand() %9999+1;
  6495. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6496. battle_heal(NULL,bl,heal,0,0);
  6497. }
  6498. break;
  6499. case 1: // End all negative status
  6500. status_change_clear_debuffs (bl);
  6501. break;
  6502. case 2: // Level 10 Blessing
  6503. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6504. break;
  6505. case 3: // Level 10 Increase AGI
  6506. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6507. break;
  6508. case 4: // Enchant weapon with Holy element
  6509. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6510. break;
  6511. case 5: // Enchant armor with Holy element
  6512. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6513. break;
  6514. case 6: // MaxHP +100%
  6515. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6516. break;
  6517. case 7: // MaxSP +100%
  6518. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6519. break;
  6520. case 8: // All stats +20
  6521. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6522. break;
  6523. case 9: // DEF +25%
  6524. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6525. break;
  6526. case 10: // ATK +100%
  6527. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6528. break;
  6529. case 11: // HIT/Flee +50
  6530. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6531. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6532. break;
  6533. case 12: // Immunity to all status
  6534. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6535. break;
  6536. }
  6537. }
  6538. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6539. int i = rand()%9; // Negative buff count
  6540. switch (i)
  6541. {
  6542. case 0: // Deal 1~9999 damage
  6543. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6544. break;
  6545. case 1: // Curse
  6546. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6547. break;
  6548. case 2: // Blind
  6549. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6550. break;
  6551. case 3: // Poison
  6552. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6553. break;
  6554. case 4: // Level 10 Provoke
  6555. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6556. break;
  6557. case 5: // DEF -100%
  6558. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6559. break;
  6560. case 6: // ATK -100%
  6561. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6562. break;
  6563. case 7: // Flee -100%
  6564. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6565. break;
  6566. case 8: // Speed/ASPD -25%
  6567. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6568. break;
  6569. }
  6570. }
  6571. break;
  6572. case UNT_GRAVITATION:
  6573. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6574. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6575. break;
  6576. }
  6577. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6578. { //Unset Magic Power.
  6579. if (sd)
  6580. {
  6581. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6582. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6583. } else
  6584. sc->data[SC_MAGICPOWER].timer = -1;
  6585. }
  6586. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6587. struct mob_data *md = (struct mob_data *)bl;
  6588. if (!md) return 0;
  6589. if (battle_config.mob_changetarget_byskill == 1) {
  6590. int target = md->target_id;
  6591. if (ss->type == BL_PC)
  6592. md->target_id = ss->id;
  6593. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6594. md->target_id = target;
  6595. } else
  6596. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6597. }
  6598. return sg->skill_id;
  6599. }
  6600. /*==========================================
  6601. * スキルユニットから離?する(もしくはしている)?�?�
  6602. *------------------------------------------
  6603. */
  6604. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6605. {
  6606. struct skill_unit_group *sg;
  6607. struct status_change *sc;
  6608. int type;
  6609. nullpo_retr(0, src);
  6610. nullpo_retr(0, bl);
  6611. nullpo_retr(0, sg=src->group);
  6612. sc = status_get_sc(bl);
  6613. if (sc && !sc->count)
  6614. sc = NULL;
  6615. type = SkillStatusChangeTable[sg->skill_id];
  6616. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6617. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6618. return 0;
  6619. switch(sg->unit_id){
  6620. case UNT_SAFETYWALL:
  6621. if (sc && sc->data[type].timer!=-1)
  6622. status_change_end(bl,type,-1);
  6623. break;
  6624. case UNT_ANKLESNARE:
  6625. {
  6626. struct block_list *target = map_id2bl(sg->val2);
  6627. if(target && target == bl){
  6628. status_change_end(bl,SC_ANKLE,-1);
  6629. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6630. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6631. }
  6632. else
  6633. return 0;
  6634. break;
  6635. }
  6636. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6637. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6638. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6639. status_change_end(bl,type,-1);
  6640. break;
  6641. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6642. {
  6643. struct block_list *target = map_id2bl(sg->val2);
  6644. if (target && target==bl)
  6645. {
  6646. status_change_end(bl,SC_SPIDERWEB,-1);
  6647. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6648. }
  6649. break;
  6650. }
  6651. }
  6652. return sg->skill_id;
  6653. }
  6654. /*==========================================
  6655. * Triggered when a char steps out of a skill group [Skotlex]
  6656. *------------------------------------------
  6657. */
  6658. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6659. {
  6660. struct status_change *sc;
  6661. int type;
  6662. sc = status_get_sc(bl);
  6663. if (sc && !sc->count)
  6664. sc = NULL;
  6665. type = SkillStatusChangeTable[skill_id];
  6666. switch (skill_id)
  6667. {
  6668. case WZ_QUAGMIRE:
  6669. if (bl->type==BL_MOB)
  6670. break;
  6671. if (sc && sc->data[type].timer != -1)
  6672. status_change_end(bl, type, -1);
  6673. break;
  6674. case BD_RICHMANKIM:
  6675. case BD_ETERNALCHAOS:
  6676. case BD_DRUMBATTLEFIELD:
  6677. case BD_RINGNIBELUNGEN:
  6678. case BD_ROKISWEIL:
  6679. case BD_INTOABYSS:
  6680. case BD_SIEGFRIED:
  6681. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6682. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6683. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6684. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6685. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6686. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6687. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6688. skill_stop_dancing(bl);
  6689. }
  6690. case MG_SAFETYWALL:
  6691. case AL_PNEUMA:
  6692. case SA_VOLCANO:
  6693. case SA_DELUGE:
  6694. case SA_VIOLENTGALE:
  6695. case CG_HERMODE:
  6696. case HW_GRAVITATION:
  6697. case NJ_SUITON:
  6698. if (sc && sc->data[type].timer != -1)
  6699. status_change_end(bl, type, -1);
  6700. break;
  6701. case BA_POEMBRAGI:
  6702. case BA_WHISTLE:
  6703. case BA_ASSASSINCROSS:
  6704. case BA_APPLEIDUN:
  6705. case DC_HUMMING:
  6706. case DC_DONTFORGETME:
  6707. case DC_FORTUNEKISS:
  6708. case DC_SERVICEFORYOU:
  6709. if (sc && sc->data[type].timer != -1)
  6710. {
  6711. delete_timer(sc->data[type].timer, status_change_timer);
  6712. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6713. //not possible on our current implementation.
  6714. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6715. }
  6716. break;
  6717. case PF_FOGWALL:
  6718. if (sc && sc->data[type].timer != -1)
  6719. {
  6720. status_change_end(bl,type,-1);
  6721. if (sc->data[SC_BLIND].timer!=-1)
  6722. {
  6723. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6724. status_change_end(bl, SC_BLIND, -1);
  6725. else {
  6726. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6727. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6728. }
  6729. }
  6730. }
  6731. break;
  6732. case UNT_GOSPEL:
  6733. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6734. status_change_end(bl, type, -1);
  6735. break;
  6736. }
  6737. return skill_id;
  6738. }
  6739. /*==========================================
  6740. * Invoked when a unit cell has been placed/removed/deleted.
  6741. * flag values:
  6742. * flag&1: Invoke onplace function (otherwise invoke onout)
  6743. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6744. *------------------------------------------
  6745. */
  6746. int skill_unit_effect(struct block_list *bl,va_list ap)
  6747. {
  6748. struct skill_unit *unit;
  6749. struct skill_unit_group *group;
  6750. int flag;
  6751. unsigned int tick;
  6752. nullpo_retr(0, bl);
  6753. nullpo_retr(0, ap);
  6754. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6755. tick = va_arg(ap,unsigned int);
  6756. flag = va_arg(ap,unsigned int);
  6757. if (!unit->alive || bl->prev==NULL)
  6758. return 0;
  6759. nullpo_retr(0, group=unit->group);
  6760. if (flag&1)
  6761. skill_unit_onplace(unit,bl,tick);
  6762. else
  6763. skill_unit_onout(unit,bl,tick);
  6764. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6765. return 0;
  6766. }
  6767. /*==========================================
  6768. * スキルユニットの限界イベント
  6769. *------------------------------------------
  6770. */
  6771. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6772. {
  6773. struct skill_unit_group *sg;
  6774. nullpo_retr(0, src);
  6775. nullpo_retr(0, sg=src->group);
  6776. switch(sg->unit_id){
  6777. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6778. {
  6779. struct skill_unit_group *group=
  6780. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6781. src->bl.x,src->bl.y,1);
  6782. if(group == NULL)
  6783. return 0;
  6784. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6785. group->val3=sg->val3; //as well as the mapindex to warp to.
  6786. }
  6787. break;
  6788. case UNT_ICEWALL: /* アイスウォ?ル */
  6789. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6790. break;
  6791. case UNT_CALLFAMILY: /* あなたに?いたい */
  6792. {
  6793. struct map_session_data *sd = NULL;
  6794. if(src->val1 && (sd = map_charid2sd(src->val1))
  6795. && !map[sd->bl.m].flag.nowarp)
  6796. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6797. if(src->val2 && (sd = map_charid2sd(src->val2))
  6798. && !map[sd->bl.m].flag.nowarp)
  6799. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6800. }
  6801. break;
  6802. }
  6803. return 0;
  6804. }
  6805. /*==========================================
  6806. * スキルユニットのダ�??ジイベント
  6807. *------------------------------------------
  6808. */
  6809. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6810. int damage,unsigned int tick)
  6811. {
  6812. struct skill_unit_group *sg;
  6813. nullpo_retr(0, src);
  6814. nullpo_retr(0, sg=src->group);
  6815. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6816. skill_delunitgroup(sg);
  6817. else
  6818. switch(sg->unit_id){
  6819. case UNT_ICEWALL:
  6820. src->val1-=damage;
  6821. break;
  6822. default:
  6823. damage = 0;
  6824. break;
  6825. }
  6826. return damage;
  6827. }
  6828. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6829. struct block_list *src = va_arg(ap, struct block_list*);
  6830. struct block_list *partner = va_arg(ap, struct block_list*);
  6831. int blowcount = va_arg(ap, int);
  6832. if (bl == src || bl == partner)
  6833. return 0;
  6834. skill_blown(src, bl, blowcount);
  6835. return 1;
  6836. }
  6837. /*==========================================
  6838. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6839. * partner may be null, but src cannot be.
  6840. *------------------------------------------
  6841. */
  6842. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6843. {
  6844. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6845. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6846. map_foreachinrange(skill_moonlit_sub,src,
  6847. skill_get_splash(CG_MOONLIT, skilllv),
  6848. BL_CHAR,src,partner,blowcount);
  6849. if(partner)
  6850. map_foreachinrange(skill_moonlit_sub,partner,
  6851. skill_get_splash(CG_MOONLIT, skilllv),
  6852. BL_CHAR,src,partner,blowcount);
  6853. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6854. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6855. if (partner) {
  6856. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6857. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6858. }
  6859. }
  6860. /*==========================================
  6861. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6862. *------------------------------------------
  6863. */
  6864. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6865. {
  6866. int *c, skillid;
  6867. struct block_list *src;
  6868. struct map_session_data *sd;
  6869. struct map_session_data *tsd;
  6870. int *p_sd; //Contains the list of characters found.
  6871. nullpo_retr(0, bl);
  6872. nullpo_retr(0, ap);
  6873. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6874. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6875. nullpo_retr(0, sd=(struct map_session_data*)src);
  6876. c=va_arg(ap,int *);
  6877. p_sd = va_arg(ap, int *);
  6878. skillid = va_arg(ap,int);
  6879. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6880. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6881. if (bl == src)
  6882. return 0;
  6883. if(pc_isdead(tsd))
  6884. return 0;
  6885. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6886. return 0;
  6887. switch(skillid)
  6888. {
  6889. case PR_BENEDICTIO: /* ?ケ??~福 */
  6890. {
  6891. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6892. dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6893. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6894. && sd->status.sp >= 10)
  6895. p_sd[(*c)++]=tsd->bl.id;
  6896. return 1;
  6897. }
  6898. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6899. {
  6900. int skilllv;
  6901. if(pc_issit(tsd) || !pc_can_move(tsd))
  6902. return 0;
  6903. if (sd->status.sex != tsd->status.sex &&
  6904. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6905. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6906. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6907. sd->status.party_id && tsd->status.party_id &&
  6908. sd->status.party_id == tsd->status.party_id &&
  6909. tsd->sc.data[SC_DANCING].timer == -1)
  6910. {
  6911. p_sd[(*c)++]=tsd->bl.id;
  6912. return skilllv;
  6913. } else {
  6914. return 0;
  6915. }
  6916. }
  6917. break;
  6918. }
  6919. return 0;
  6920. }
  6921. /*==========================================
  6922. * Checks and stores partners for ensemble skills [Skotlex]
  6923. *------------------------------------------
  6924. */
  6925. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6926. {
  6927. static int c=0;
  6928. static int p_sd[2] = { 0, 0 };
  6929. int i;
  6930. if (cast_flag)
  6931. { //Execute the skill on the partners.
  6932. struct map_session_data* tsd;
  6933. switch (skill_id)
  6934. {
  6935. case PR_BENEDICTIO:
  6936. for (i = 0; i < c; i++)
  6937. {
  6938. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6939. pc_damage_sp(tsd, 10, 0);
  6940. }
  6941. return c;
  6942. case CG_MOONLIT:
  6943. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6944. {
  6945. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6946. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6947. tsd->skillid_dance = tsd->skillid = skill_id;
  6948. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6949. }
  6950. return c;
  6951. default: //Warning: Assuming Ensemble skills here (for speed)
  6952. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6953. {
  6954. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6955. 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);
  6956. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6957. tsd->skillid_dance = tsd->skillid = skill_id;
  6958. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6959. }
  6960. return c;
  6961. }
  6962. }
  6963. //Else: new search for partners.
  6964. c = 0;
  6965. memset (p_sd, 0, sizeof(p_sd));
  6966. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6967. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6968. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6969. *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.
  6970. return c;
  6971. }
  6972. /*==========================================
  6973. * 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)
  6974. *------------------------------------------
  6975. */
  6976. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6977. {
  6978. int *c,src_id=0,mob_class=0;
  6979. struct mob_data *md;
  6980. nullpo_retr(0, bl);
  6981. nullpo_retr(0, ap);
  6982. nullpo_retr(0, md=(struct mob_data*)bl);
  6983. nullpo_retr(0, src_id=va_arg(ap,int));
  6984. nullpo_retr(0, mob_class=va_arg(ap,int));
  6985. nullpo_retr(0, c=va_arg(ap,int *));
  6986. if(md->class_==mob_class && md->master_id==src_id)
  6987. (*c)++;
  6988. return 0;
  6989. }
  6990. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6991. {
  6992. struct npc_data *nd;
  6993. nd=(struct npc_data*)bl;
  6994. if (nd->bl.subtype == WARP)
  6995. return 1;
  6996. return 0;
  6997. }
  6998. /*==========================================
  6999. * スキル使用?�??i?で使用失敗?j
  7000. *------------------------------------------
  7001. */
  7002. int skill_check_condition(struct map_session_data *sd,int type)
  7003. {
  7004. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  7005. int index[10],itemid[10],amount[10];
  7006. int arrow_flag = 0;
  7007. int force_gem_flag = 0;
  7008. int delitem_flag = 1, checkitem_flag = 1;
  7009. nullpo_retr(0, sd);
  7010. if( battle_config.gm_skilluncond &&
  7011. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7012. sd->skillitem != sd->skillid)
  7013. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7014. sd->skillitem = sd->skillitemlv = -1;
  7015. return 1;
  7016. }
  7017. if( sd->sc.opt1 ) {
  7018. clif_skill_fail(sd,sd->skillid,0,0);
  7019. sd->skillitem = sd->skillitemlv = -1;
  7020. return 0;
  7021. }
  7022. if(pc_is90overweight(sd)) {
  7023. clif_skill_fail(sd,sd->skillid,9,0);
  7024. sd->skillitem = sd->skillitemlv = -1;
  7025. return 0;
  7026. }
  7027. if (sd->state.abra_flag)
  7028. {
  7029. sd->skillitem = sd->skillitemlv = -1;
  7030. if(type&1) sd->state.abra_flag = 0;
  7031. return 1;
  7032. }
  7033. if (sd->menuskill_id == AM_PHARMACY &&
  7034. (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
  7035. sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
  7036. )) {
  7037. sd->skillitem = sd->skillitemlv = -1;
  7038. return 0;
  7039. }
  7040. if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
  7041. if(!type) //When a target was selected
  7042. { //Consume items that were skipped in pc_use_item [Skotlex]
  7043. if((i = sd->itemindex) == -1 ||
  7044. sd->status.inventory[i].nameid != sd->itemid ||
  7045. sd->inventory_data[i] == NULL ||
  7046. !sd->inventory_data[i]->flag.delay_consume ||
  7047. sd->status.inventory[i].amount < 1
  7048. )
  7049. { //Something went wrong, item exploit?
  7050. sd->itemid = sd->itemindex = -1;
  7051. return 0;
  7052. }
  7053. //Consume
  7054. sd->itemid = sd->itemindex = -1;
  7055. if(sd->skillid == WZ_EARTHSPIKE
  7056. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  7057. ; //Do not consume item.
  7058. else
  7059. pc_delitem(sd,i,1,0);
  7060. }
  7061. if (type&1) //Casting finished
  7062. sd->skillitem = sd->skillitemlv = -1;
  7063. return 1;
  7064. }
  7065. if( sd->sc.opt1 ){
  7066. clif_skill_fail(sd,sd->skillid,0,0);
  7067. return 0;
  7068. }
  7069. if(sd->sc.count){
  7070. if( sd->sc.data[SC_SILENCE].timer!=-1 ||
  7071. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  7072. (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  7073. sd->sc.data[SC_STEELBODY].timer != -1 ||
  7074. sd->sc.data[SC_BERSERK].timer != -1 ||
  7075. (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  7076. clif_skill_fail(sd,sd->skillid,0,0);
  7077. return 0; /* ?態異?墲竰セ?など */
  7078. }
  7079. }
  7080. skill = sd->skillid;
  7081. lv = sd->skilllv;
  7082. if (lv <= 0) return 0;
  7083. // for the guild skills [celest]
  7084. if (skill >= GD_SKILLBASE)
  7085. skill = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7086. if (skill < 0 || skill >= MAX_SKILL_DB)
  7087. return 0;
  7088. //Code speedup, rather than using skill_get_* over and over again.
  7089. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7090. return 0;
  7091. hp = skill_db[skill].hp[lv-1]; /* ?チ費HP */
  7092. sp = skill_db[skill].sp[lv-1]; /* ?チ費SP */
  7093. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7094. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7095. hp_rate = skill_db[skill].hp_rate[lv-1];
  7096. sp_rate = skill_db[skill].sp_rate[lv-1];
  7097. zeny = skill_db[skill].zeny[lv-1];
  7098. weapon = skill_db[skill].weapon;
  7099. state = skill_db[skill].state;
  7100. spiritball = skill_db[skill].spiritball[lv-1];
  7101. mhp = skill_db[skill].mhp[lv-1]; /* ?チ費HP */
  7102. for(i = 0; i < 10; i++) {
  7103. itemid[i] = skill_db[skill].itemid[i];
  7104. amount[i] = skill_db[skill].amount[i];
  7105. }
  7106. if (skill != sd->skillid)
  7107. skill = sd->skillid; //Restore skillid for guild skills.
  7108. if(mhp > 0)
  7109. hp += (sd->status.max_hp * mhp)/100;
  7110. if(hp_rate > 0)
  7111. hp += (sd->status.hp * hp_rate)/100;
  7112. else
  7113. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7114. if(sp_rate > 0)
  7115. sp += (sd->status.sp * sp_rate)/100;
  7116. else
  7117. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7118. switch(skill) { // Check for cost reductions due to skills & SCs
  7119. case MC_MAMMONITE:
  7120. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7121. zeny -= zeny*10/100;
  7122. break;
  7123. case AL_HOLYLIGHT:
  7124. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7125. sp *= 5;
  7126. break;
  7127. case SL_SMA:
  7128. case SL_STUN:
  7129. case SL_STIN:
  7130. {
  7131. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7132. if(kaina_lv==0 || sd->status.base_level<70)
  7133. break;
  7134. if(sd->status.base_level>=90)
  7135. sp -= sp*7*kaina_lv/100;
  7136. else if(sd->status.base_level>=80)
  7137. sp -= sp*5*kaina_lv/100;
  7138. else if(sd->status.base_level>=70)
  7139. sp -= sp*3*kaina_lv/100;
  7140. }
  7141. break;
  7142. case MO_TRIPLEATTACK:
  7143. case MO_CHAINCOMBO:
  7144. case MO_COMBOFINISH:
  7145. case CH_TIGERFIST:
  7146. case CH_CHAINCRUSH:
  7147. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7148. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7149. break;
  7150. }
  7151. if(sd->dsprate!=100)
  7152. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7153. switch(skill) {
  7154. case SA_CASTCANCEL:
  7155. if(sd->skilltimer == -1) {
  7156. clif_skill_fail(sd,skill,0,0);
  7157. return 0;
  7158. }
  7159. break;
  7160. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7161. case NV_TRICKDEAD: /* 死んだふり */
  7162. case TF_HIDING: /* ハイディング */
  7163. case AS_CLOAKING: /* ク�??キング */
  7164. case CR_AUTOGUARD: /* オ?トガ?ド */
  7165. case CR_DEFENDER: /* ディフェンダ? */
  7166. case ST_CHASEWALK:
  7167. case PA_GOSPEL:
  7168. case CR_SHRINK:
  7169. case TK_RUN:
  7170. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7171. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7172. break;
  7173. case AL_WARP:
  7174. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7175. delitem_flag = 0;
  7176. if(map[sd->bl.m].flag.nowarp) {
  7177. clif_skill_teleportmessage(sd,0);
  7178. return 0;
  7179. }
  7180. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7181. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7182. return 0;
  7183. }
  7184. break;
  7185. case AL_TELEPORT:
  7186. if(map[sd->bl.m].flag.noteleport) {
  7187. clif_skill_teleportmessage(sd,0);
  7188. return 0;
  7189. }
  7190. break;
  7191. case MO_CALLSPIRITS: /* ?功 */
  7192. if(sd->spiritball >= lv) {
  7193. clif_skill_fail(sd,skill,0,0);
  7194. return 0;
  7195. }
  7196. break;
  7197. case CH_SOULCOLLECT: /* 狂?功 */
  7198. if(sd->spiritball >= 5) {
  7199. clif_skill_fail(sd,skill,0,0);
  7200. return 0;
  7201. }
  7202. break;
  7203. case MO_FINGEROFFENSIVE: //指?
  7204. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7205. spiritball = sd->spiritball;
  7206. sd->spiritball_old = sd->spiritball;
  7207. }
  7208. else sd->spiritball_old = lv;
  7209. break;
  7210. case MO_BODYRELOCATION:
  7211. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7212. spiritball = 0;
  7213. break;
  7214. case MO_CHAINCOMBO: //連打?カ
  7215. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7216. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7217. return 0;
  7218. }
  7219. break;
  7220. case MO_COMBOFINISH: //猛龍�?
  7221. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7222. return 0;
  7223. break;
  7224. case CH_TIGERFIST: //伏虎�?
  7225. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7226. return 0;
  7227. break;
  7228. case CH_CHAINCRUSH: //連柱崩?
  7229. if(sd->sc.data[SC_COMBO].timer == -1)
  7230. return 0;
  7231. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7232. return 0;
  7233. break;
  7234. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7235. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7236. // return 0;
  7237. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7238. spiritball--;
  7239. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7240. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7241. spiritball = 4;
  7242. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7243. spiritball = 3;
  7244. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7245. spiritball = sd->spiritball?sd->spiritball:1;
  7246. //It should consume whatever is left as long as it's at least 1.
  7247. }
  7248. break;
  7249. case TK_MISSION: //Does not works on Non-Taekwon
  7250. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7251. clif_skill_fail(sd,skill,0,0);
  7252. return 0;
  7253. }
  7254. break;
  7255. case TK_READYCOUNTER:
  7256. case TK_READYDOWN:
  7257. case TK_READYSTORM:
  7258. case TK_READYTURN:
  7259. case TK_JUMPKICK:
  7260. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7261. //They do not work on Soul Linkers.
  7262. clif_skill_fail(sd,skill,0,0);
  7263. return 0;
  7264. }
  7265. break;
  7266. case TK_TURNKICK:
  7267. case TK_STORMKICK:
  7268. case TK_DOWNKICK:
  7269. case TK_COUNTER:
  7270. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7271. break; //Combo ready.
  7272. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7273. break; //Unlimited Combo
  7274. return 0;
  7275. case BD_ADAPTATION: /* アドリブ */
  7276. {
  7277. struct skill_unit_group *group=NULL;
  7278. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7279. ((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
  7280. clif_skill_fail(sd,skill,0,0);
  7281. return 0;
  7282. }
  7283. }
  7284. break;
  7285. case PR_BENEDICTIO: /* ?ケ??~福 */
  7286. {
  7287. if (!battle_config.player_skill_partner_check)
  7288. break; //No need to do any partner checking [Skotlex]
  7289. if (!(type&1))
  7290. { //Started casting.
  7291. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7292. {
  7293. clif_skill_fail(sd,skill,0,0);
  7294. return 0;
  7295. }
  7296. }
  7297. else
  7298. { //Done casting
  7299. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7300. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7301. }
  7302. }
  7303. break;
  7304. case AM_CANNIBALIZE: /* バイオプラント */
  7305. case AM_SPHEREMINE: /* スフィア?マイン */
  7306. if(type&1){
  7307. int c=0;
  7308. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7309. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7310. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7311. if(battle_config.pc_land_skill_limit && maxcount>0) {
  7312. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7313. if(c >= maxcount){
  7314. clif_skill_fail(sd,skill,0,0);
  7315. return 0;
  7316. }
  7317. }
  7318. }
  7319. break;
  7320. case MG_FIREWALL: /* ファイア?ウォ?ル */
  7321. case WZ_QUAGMIRE:
  7322. case PF_FOGWALL:
  7323. /* ??ァ限 */
  7324. if(battle_config.pc_land_skill_limit) {
  7325. int maxcount = skill_get_maxcount(skill);
  7326. if(maxcount > 0) {
  7327. int i,c;
  7328. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7329. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7330. c++;
  7331. }
  7332. if(c >= maxcount) {
  7333. clif_skill_fail(sd,skill,0,0);
  7334. return 0;
  7335. }
  7336. }
  7337. }
  7338. break;
  7339. case WZ_FIREPILLAR: // celest
  7340. if (lv <= 5) // no gems required at level 1-5
  7341. itemid[0] = 0;
  7342. if(battle_config.pc_land_skill_limit) {
  7343. int maxcount = skill_get_maxcount(skill);
  7344. if(maxcount > 0) {
  7345. int i,c;
  7346. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7347. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7348. c++;
  7349. }
  7350. if(c >= maxcount) {
  7351. clif_skill_fail(sd,skill,0,0);
  7352. return 0;
  7353. }
  7354. }
  7355. }
  7356. break;
  7357. case SL_SMA:
  7358. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7359. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7360. return 0;
  7361. break;
  7362. // skills require arrows as of 12/07 [celest]
  7363. case HT_POWER:
  7364. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7365. return 0;
  7366. case AC_DOUBLE:
  7367. case AC_SHOWER:
  7368. case AC_CHARGEARROW:
  7369. case BA_MUSICALSTRIKE:
  7370. case DC_THROWARROW:
  7371. case SN_SHARPSHOOTING:
  7372. case CG_ARROWVULCAN:
  7373. arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
  7374. //it gets deleted as part of the skill requirements. [Skotlex]
  7375. case AS_VENOMKNIFE:
  7376. if(sd->equip_index[10] < 0) {
  7377. clif_arrow_fail(sd,0);
  7378. return 0;
  7379. }
  7380. break;
  7381. case RG_BACKSTAP:
  7382. if(sd->status.weapon == 11) {
  7383. if (sd->equip_index[10] < 0) {
  7384. clif_arrow_fail(sd,0);
  7385. return 0;
  7386. }
  7387. arrow_flag = 1;
  7388. }
  7389. break;
  7390. case HW_GANBANTEIN:
  7391. force_gem_flag = 1;
  7392. break;
  7393. case AM_POTIONPITCHER:
  7394. case CR_SLIMPITCHER:
  7395. case MG_STONECURSE:
  7396. case CR_CULTIVATION:
  7397. case SA_FLAMELAUNCHER:
  7398. case SA_FROSTWEAPON:
  7399. case SA_LIGHTNINGLOADER:
  7400. case SA_SEISMICWEAPON:
  7401. delitem_flag = 0;
  7402. break;
  7403. case SA_DELUGE:
  7404. case SA_VOLCANO:
  7405. case SA_VIOLENTGALE:
  7406. case SA_LANDPROTECTOR:
  7407. { //Does not consumes if the skill is already active. [Skotlex]
  7408. struct skill_unit_group *sg;
  7409. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7410. {
  7411. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7412. checkitem_flag = delitem_flag = 0;
  7413. else sg->limit = 0; //Disable it.
  7414. }
  7415. break;
  7416. }
  7417. case CG_HERMODE:
  7418. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7419. skill_get_splash(skill, lv), BL_NPC) < 1)
  7420. {
  7421. clif_skill_fail(sd,skill,0,0);
  7422. return 0;
  7423. }
  7424. break;
  7425. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7426. {
  7427. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7428. int size = range*2+1;
  7429. for (i=0;i<size*size;i++) {
  7430. x = sd->bl.x+(i%size-range);
  7431. y = sd->bl.y+(i/size-range);
  7432. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7433. clif_skill_fail(sd,skill,0,0);
  7434. return 0;
  7435. }
  7436. }
  7437. }
  7438. break;
  7439. case PR_REDEMPTIO:
  7440. {
  7441. int exp;
  7442. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7443. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7444. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7445. return 0;
  7446. }
  7447. break;
  7448. }
  7449. case AM_TWILIGHT2:
  7450. case AM_TWILIGHT3:
  7451. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7452. {
  7453. clif_skill_fail(sd,skill,0,0);
  7454. return 0;
  7455. }
  7456. break;
  7457. //SHOULD BE OPTIMALIZED [Komurka]
  7458. //Optimized #1. optimize comfort later. [Vicious]
  7459. case SG_SUN_WARM:
  7460. case SG_MOON_WARM:
  7461. case SG_STAR_WARM:
  7462. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7463. break;
  7464. clif_skill_fail(sd,skill,0,0);
  7465. return 0;
  7466. break;
  7467. case SG_SUN_COMFORT:
  7468. 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))
  7469. break;
  7470. clif_skill_fail(sd,skill,0,0);
  7471. return 0;
  7472. case SG_MOON_COMFORT:
  7473. 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))
  7474. break;
  7475. clif_skill_fail(sd,skill,0,0);
  7476. return 0;
  7477. case SG_STAR_COMFORT:
  7478. 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))
  7479. break;
  7480. clif_skill_fail(sd,skill,0,0);
  7481. return 0;
  7482. case SG_FUSION:
  7483. if (sd->sc.data[SC_FUSION].timer!=-1)
  7484. return 1;
  7485. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7486. break;
  7487. return 0;
  7488. case GD_BATTLEORDER:
  7489. case GD_REGENERATION:
  7490. case GD_RESTORE:
  7491. case GD_EMERGENCYCALL:
  7492. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7493. return 0;
  7494. if (lv <= 0)
  7495. return 0;
  7496. if (skill == GD_EMERGENCYCALL) {
  7497. if (!map_flag_gvg(sd->bl.m))
  7498. { //if not allowed to warp to the map (castles are always allowed)
  7499. clif_skill_fail(sd,skill,0,0);
  7500. return 0;
  7501. }
  7502. } else if (!agit_flag) {
  7503. clif_skill_fail(sd,skill,0,0);
  7504. return 0;
  7505. }
  7506. break;
  7507. //Until they're at right position - gs_skillcheck- [Vicious]
  7508. case GS_GLITTERING:
  7509. if(sd->spiritball >= 10) {
  7510. clif_skill_fail(sd,skill,0,0);
  7511. return 0;
  7512. }
  7513. break;
  7514. case GS_FLING:
  7515. case GS_TRIPLEACTION:
  7516. case GS_MAGICALBULLET:
  7517. case GS_CRACKER:
  7518. if(sd->spiritball < 1) {
  7519. clif_skill_fail(sd,skill,0,0);
  7520. return 0;
  7521. }
  7522. if (skill != GS_MAGICALBULLET)
  7523. arrow_flag = 1;
  7524. if(sd->equip_index[10] < 0) {
  7525. clif_arrow_fail(sd,0);
  7526. return 0;
  7527. }
  7528. break;
  7529. case GS_BULLSEYE:
  7530. if(sd->spiritball < 5) {
  7531. clif_skill_fail(sd,skill,0,0);
  7532. return 0;
  7533. }
  7534. if(sd->equip_index[10] < 0) {
  7535. clif_arrow_fail(sd,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case GS_MADNESSCANCEL:
  7540. if(sd->spiritball < 4 || sd->sc.data[SC_ADJUSTMENT].timer!=-1) {
  7541. clif_skill_fail(sd,skill,0,0);
  7542. return 0;
  7543. }
  7544. break;
  7545. case GS_ADJUSTMENT:
  7546. if(sd->spiritball < 2 || sd->sc.data[SC_MADNESSCANCEL].timer != -1) {
  7547. clif_skill_fail(sd,skill,0,0);
  7548. return 0;
  7549. }
  7550. case GS_INCREASING:
  7551. if(sd->spiritball < 2) {
  7552. clif_skill_fail(sd,skill,0,0);
  7553. return 0;
  7554. }
  7555. break;
  7556. //Bullets 13200~13202
  7557. //Nade 13203~13207
  7558. //Shuriken 13250~13254
  7559. //Kunai 13255~14359
  7560. case GS_TRACKING:
  7561. case GS_DISARM:
  7562. case GS_PIERCINGSHOT:
  7563. case GS_RAPIDSHOWER:
  7564. case GS_DESPERADO:
  7565. case GS_DUST:
  7566. case GS_FULLBUSTER:
  7567. case GS_SPREADATTACK:
  7568. case GS_GROUNDDRIFT:
  7569. case NJ_SYURIKEN:
  7570. case NJ_KUNAI:
  7571. //case NJ_HUUMA:
  7572. arrow_flag = 1;
  7573. if(sd->equip_index[10] < 0) {
  7574. clif_arrow_fail(sd,0);
  7575. return 0;
  7576. }
  7577. break;
  7578. case NJ_KAENSIN:
  7579. case NJ_BAKUENRYU:
  7580. case NJ_SUITON:
  7581. case NJ_HYOUSYOURAKU:
  7582. case NJ_RAIGEKISAI:
  7583. case NJ_KAMAITACHI:
  7584. //delitem_flag = 0; <- don't need?
  7585. break;
  7586. case NJ_ISSEN:
  7587. if (sd->sc.data[SC_NEN].timer!=-1)
  7588. return 0;
  7589. break;
  7590. //Not implemented yet [Vicious]
  7591. case NJ_KASUMIKIRI:
  7592. case NJ_SHADOWJUMP:
  7593. case NJ_KIRIKAGE:
  7594. case NJ_UTSUSEMI:
  7595. case NJ_BUNSINJYUTSU:
  7596. case NJ_NEN:
  7597. break;
  7598. }
  7599. if(!(type&2)){
  7600. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7601. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7602. return 0;
  7603. }
  7604. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7605. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7606. return 0;
  7607. }
  7608. if( zeny>0 && sd->status.zeny < zeny) {
  7609. clif_skill_fail(sd,skill,5,0);
  7610. return 0;
  7611. }
  7612. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7613. clif_skill_fail(sd,skill,6,0);
  7614. return 0;
  7615. }
  7616. if( spiritball > 0 && sd->spiritball < spiritball) {
  7617. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7618. return 0;
  7619. }
  7620. }
  7621. switch(state) {
  7622. case ST_HIDING:
  7623. if(!(sd->sc.option&OPTION_HIDE)) {
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. }
  7627. break;
  7628. case ST_CLOAKING:
  7629. if(!pc_iscloaking(sd)) {
  7630. clif_skill_fail(sd,skill,0,0);
  7631. return 0;
  7632. }
  7633. break;
  7634. case ST_HIDDEN:
  7635. if(!pc_ishiding(sd)) {
  7636. clif_skill_fail(sd,skill,0,0);
  7637. return 0;
  7638. }
  7639. break;
  7640. case ST_RIDING:
  7641. if(!pc_isriding(sd)) {
  7642. clif_skill_fail(sd,skill,0,0);
  7643. return 0;
  7644. }
  7645. break;
  7646. case ST_FALCON:
  7647. if(!pc_isfalcon(sd)) {
  7648. clif_skill_fail(sd,skill,0,0);
  7649. return 0;
  7650. }
  7651. break;
  7652. case ST_CART:
  7653. if(!pc_iscarton(sd)) {
  7654. clif_skill_fail(sd,skill,0,0);
  7655. return 0;
  7656. }
  7657. break;
  7658. case ST_SHIELD:
  7659. if(sd->status.shield <= 0) {
  7660. clif_skill_fail(sd,skill,0,0);
  7661. return 0;
  7662. }
  7663. break;
  7664. case ST_SIGHT:
  7665. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. case ST_EXPLOSIONSPIRITS:
  7671. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. break;
  7676. case ST_CARTBOOST:
  7677. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7678. clif_skill_fail(sd,skill,0,0);
  7679. return 0;
  7680. }
  7681. break;
  7682. case ST_RECOV_WEIGHT_RATE:
  7683. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7684. clif_skill_fail(sd,skill,0,0);
  7685. return 0;
  7686. }
  7687. break;
  7688. case ST_MOVE_ENABLE:
  7689. {
  7690. struct walkpath_data wpd;
  7691. if(!pc_can_move(sd)) {
  7692. clif_skill_fail(sd,skill,0,0);
  7693. return 0;
  7694. }
  7695. 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) {
  7696. clif_skill_fail(sd,skill,0,0);
  7697. return 0;
  7698. }
  7699. }
  7700. break;
  7701. case ST_WATER:
  7702. //?�?齡サ定
  7703. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7704. if ( (sd->sc.data[SC_DELUGE].timer == -1 || sd->sc.data[SC_SUITON].timer == -1) &&
  7705. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7706. {
  7707. clif_skill_fail(sd,skill,0,0);
  7708. return 0;
  7709. }
  7710. break;
  7711. }
  7712. if (checkitem_flag) {
  7713. for(i=0;i<10;i++) {
  7714. int x = lv%11 - 1;
  7715. index[i] = -1;
  7716. if(itemid[i] <= 0)
  7717. continue;
  7718. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7719. continue;
  7720. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7721. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7722. continue;
  7723. if((skill == AM_POTIONPITCHER ||
  7724. skill == CR_SLIMPITCHER ||
  7725. skill == CR_CULTIVATION) && i != x)
  7726. continue;
  7727. index[i] = pc_search_inventory(sd,itemid[i]);
  7728. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7729. if(itemid[i] == 716 || itemid[i] == 717)
  7730. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7731. else
  7732. clif_skill_fail(sd,skill,0,0);
  7733. return 0;
  7734. }
  7735. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7736. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7737. }
  7738. }
  7739. if(!(type&1))
  7740. return 1;
  7741. if(delitem_flag) {
  7742. for(i=0;i<10;i++) {
  7743. if(index[i] >= 0)
  7744. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7745. }
  7746. if (arrow_flag && battle_config.arrow_decrement)
  7747. pc_delitem(sd,sd->equip_index[10],1,0);
  7748. }
  7749. if(type&2)
  7750. return 1;
  7751. if(sp > 0) { // SP?チ費
  7752. sd->status.sp-=sp;
  7753. clif_updatestatus(sd,SP_SP);
  7754. }
  7755. if(hp > 0) { // HP?チ費
  7756. sd->status.hp-=hp;
  7757. clif_updatestatus(sd,SP_HP);
  7758. }
  7759. if(zeny > 0) // Zeny?チ費
  7760. pc_payzeny(sd,zeny);
  7761. if(spiritball > 0) // 氣球?チ費
  7762. pc_delspiritball(sd,spiritball,0);
  7763. return 1;
  7764. }
  7765. /*==========================================
  7766. * 詠?・時間計算
  7767. *------------------------------------------
  7768. */
  7769. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
  7770. {
  7771. struct status_change *sc;
  7772. nullpo_retr(0, bl);
  7773. if (!time && bl->type != BL_MOB)
  7774. time = skill_get_cast(skill_id, skill_lv);
  7775. if (bl->type == BL_PC){
  7776. struct map_session_data *sd = (struct map_session_data*)bl;
  7777. nullpo_retr(0, sd);
  7778. // calculate base cast time (reduced by dex)
  7779. if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
  7780. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7781. if (scale > 0) // not instant cast
  7782. time = time * scale / battle_config.castrate_dex_scale;
  7783. else return 0; // instant cast
  7784. }
  7785. // config cast time multiplier
  7786. if (battle_config.cast_rate != 100)
  7787. time = time * battle_config.cast_rate / 100;
  7788. // calculate cast time reduced by card bonuses
  7789. if (sd->castrate != 100)
  7790. time -= time * (100 - sd->castrate) / 100;
  7791. } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
  7792. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7793. if (scale > 0) // not instant cast
  7794. time = time * scale / battle_config.castrate_dex_scale;
  7795. else return 0; // instant cast
  7796. if (battle_config.cast_rate != 100)
  7797. time = time * battle_config.cast_rate / 100;
  7798. }
  7799. // calculate cast time reduced by skill bonuses
  7800. sc = status_get_sc(bl);
  7801. /* サフラギウム */
  7802. if (sc && sc->count) {
  7803. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7804. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7805. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7806. }
  7807. /* ブラギの�? */
  7808. if (sc->data[SC_POEMBRAGI].timer != -1)
  7809. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7810. }
  7811. // return final cast time
  7812. return (time > 0) ? time : 0;
  7813. }
  7814. /*==========================================
  7815. * ディレイ計算
  7816. *------------------------------------------
  7817. */
  7818. int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
  7819. {
  7820. struct status_change *sc;
  7821. nullpo_retr(0, bl);
  7822. if (!time && bl->type != BL_MOB)
  7823. time = skill_get_delay(skill_id, skill_lv);
  7824. if (bl->type == BL_PC){
  7825. struct map_session_data *sd = (struct map_session_data*)bl;
  7826. nullpo_retr(0, sd);
  7827. // instant cast attack skills depend on aspd as delay [celest]
  7828. if (time == 0) {
  7829. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7830. time = status_get_amotion(bl); //Use attack animation as default delay.
  7831. else
  7832. time = 300; // default delay, according to official servers
  7833. } else if (time < 0)
  7834. time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7835. if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
  7836. !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
  7837. {
  7838. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7839. if (scale < 0)
  7840. scale = 0;
  7841. time = time * scale / battle_config.castrate_dex_scale;
  7842. }
  7843. if (battle_config.delay_rate != 100)
  7844. time = time * battle_config.delay_rate / 100;
  7845. if (sd->delayrate != 100)
  7846. time = time * sd->delayrate / 100;
  7847. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  7848. time = battle_config.min_skill_delay_limit;
  7849. }
  7850. /* ブラギの�? */
  7851. sc= status_get_sc(bl);
  7852. if (sc && sc->count) {
  7853. if (sc->data[SC_POEMBRAGI].timer != -1)
  7854. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7855. if (sc->data[SC_SPIRIT].timer != -1)
  7856. switch (skill_id) {
  7857. case CR_SHIELDBOOMERANG:
  7858. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7859. time /=2;
  7860. break;
  7861. case AS_SONICBLOW:
  7862. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7863. time /= 2;
  7864. break;
  7865. }
  7866. }
  7867. return (time > 0) ? time : 0;
  7868. }
  7869. /*==========================================
  7870. * スキル使用?iID指定?j
  7871. *------------------------------------------
  7872. */
  7873. int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
  7874. {
  7875. struct map_session_data* tsd = NULL;
  7876. struct block_list *bl = NULL;
  7877. struct status_change *sc;
  7878. int casttime, forcecast = 0;
  7879. unsigned int tick = gettick();
  7880. nullpo_retr(0, sd);
  7881. if (skill_lv <= 0)
  7882. return 0;
  7883. sc = sd->sc.count?&sd->sc:NULL;
  7884. //casttime is reused as a combo-skill checker (needed to invoke battle_stopattack) [Skotlex]
  7885. casttime = (target_id == sd->bl.id
  7886. && skill_get_inf(skill_num)&INF_SELF_SKILL
  7887. && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
  7888. if (casttime)
  7889. target_id = sd->attacktarget; //Auto-select skills. [Skotlex]
  7890. switch(skill_num)
  7891. { //Check for skills that auto-select target
  7892. case MO_CHAINCOMBO:
  7893. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  7894. if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7895. return 0;
  7896. target_id = bl->id;
  7897. }
  7898. break;
  7899. case TK_JUMPKICK:
  7900. case TK_COUNTER:
  7901. case HT_POWER:
  7902. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  7903. target_id = sc->data[SC_COMBO].val2;
  7904. break;
  7905. case WE_MALE:
  7906. case WE_FEMALE:
  7907. if (!sd->status.partner_id)
  7908. return 0;
  7909. tsd = map_charid2sd(sd->status.partner_id);
  7910. bl = (struct block_list *)tsd;
  7911. if (bl)
  7912. target_id = bl->id;
  7913. else
  7914. {
  7915. clif_skill_fail(sd,skill_num,0,0);
  7916. return 0;
  7917. }
  7918. break;
  7919. }
  7920. if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
  7921. return 0;
  7922. if (bl->type == BL_PC)
  7923. tsd = (struct map_session_data*)bl;
  7924. if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
  7925. return 0;
  7926. if(sd->bl.m != bl->m)
  7927. return 0;
  7928. 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]
  7929. return 0;
  7930. if(skillnotok(skill_num, sd)) // [MouseJstr]
  7931. return 0;
  7932. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
  7933. return 0;
  7934. if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
  7935. {
  7936. if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  7937. clif_skill_fail(sd,skill_num,0,0);
  7938. return 0;
  7939. }
  7940. //直前のスキルが何か?える必要のあるスキル
  7941. switch (skill_num) {
  7942. case SA_CASTCANCEL:
  7943. if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  7944. sd->skillid_old = sd->skillid;
  7945. sd->skilllv_old = sd->skilllv;
  7946. }
  7947. break;
  7948. case BD_ENCORE: /* アンコ?ル */
  7949. 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.
  7950. clif_skill_fail(sd,skill_num,0,0);
  7951. return 0;
  7952. }
  7953. sd->skillid_old = skill_num;
  7954. break;
  7955. case GD_BATTLEORDER:
  7956. case GD_REGENERATION:
  7957. case GD_RESTORE:
  7958. case GD_EMERGENCYCALL:
  7959. if (sd->state.gmaster_flag)
  7960. skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
  7961. break;
  7962. case BD_LULLABY: /* 子守歌 */
  7963. case BD_RICHMANKIM: /* ニヨルドの宴 */
  7964. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  7965. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7966. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7967. case BD_ROKISWEIL: /* �?キの叫び */
  7968. case BD_INTOABYSS: /* ?[淵の中に */
  7969. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  7970. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  7971. {
  7972. if (battle_config.player_skill_partner_check)
  7973. {
  7974. if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
  7975. {
  7976. clif_skill_fail(sd,skill_num,0,0);
  7977. return 0;
  7978. }
  7979. }
  7980. break;
  7981. }
  7982. }
  7983. sd->skillid = skill_num;
  7984. sd->skilllv = skill_lv;
  7985. if (!skill_check_condition(sd,0)) return 0;
  7986. if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
  7987. if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
  7988. +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
  7989. return 0;
  7990. }
  7991. if (!casttime) //Stop attack on non-combo skills [Skotlex]
  7992. pc_stopattack(sd);
  7993. else if(sd->attacktimer != -1) //Elsewise, delay current attack sequence
  7994. sd->attackabletime = tick + status_get_amotion(&sd->bl);
  7995. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  7996. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7997. switch (skill_num) { /* 何か特殊な?�?が必要 */
  7998. case ALL_RESURRECTION: /* リザレクション */
  7999. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
  8000. forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
  8001. casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
  8002. }
  8003. break;
  8004. case MO_FINGEROFFENSIVE: /* 指? */
  8005. casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
  8006. break;
  8007. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  8008. //
  8009. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  8010. if (sc && sc->data[SC_COMBO].timer != -1 &&
  8011. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  8012. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  8013. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  8014. casttime = 0;
  8015. forcecast = 1;
  8016. break;
  8017. case SA_MAGICROD:
  8018. case SA_SPELLBREAKER:
  8019. forcecast = 1;
  8020. break;
  8021. case KN_CHARGEATK:
  8022. casttime *= distance_bl(&sd->bl, bl);
  8023. break;
  8024. case HP_BASILICA: /* バジリカ */
  8025. {
  8026. // cancel Basilica if already in effect
  8027. if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
  8028. status_change_end(&sd->bl,SC_BASILICA,-1);
  8029. return 0;
  8030. }
  8031. }
  8032. break;
  8033. }
  8034. //�?モライズ?態ならキャストタイムが1/3
  8035. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  8036. casttime = casttime/2;
  8037. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8038. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8039. }
  8040. if (battle_config.pc_skill_log)
  8041. ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
  8042. sd->bl.id, target_id, skill_num, skill_lv, casttime);
  8043. if (casttime > 0 || forcecast) {
  8044. struct mob_data *md;
  8045. int mode;
  8046. if(sd->disguise) { // [Valaris]
  8047. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
  8048. clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
  8049. }
  8050. else
  8051. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
  8052. /* 詠?・反?モンスタ? */
  8053. if (bl->type == BL_MOB)
  8054. {
  8055. md = (struct mob_data *)bl;
  8056. mobskill_event(md, &sd->bl, tick, -1); //Cast targetted skill event.
  8057. if ((mode=status_get_mode(bl))&MD_CASTSENSOR &&
  8058. battle_check_target(bl, &sd->bl, BCT_ENEMY) > 0)
  8059. {
  8060. switch (md->state.skillstate) {
  8061. case MSS_ANGRY:
  8062. case MSS_RUSH:
  8063. case MSS_FOLLOW:
  8064. if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
  8065. break; //Only Aggressive mobs change target while chasing.
  8066. case MSS_IDLE:
  8067. case MSS_WALK:
  8068. md->target_id = sd->bl.id;
  8069. md->state.targettype = ATTACKABLE;
  8070. md->state.aggressive = (mode&MD_ANGRY)?1:0;
  8071. md->min_chase = md->db->range3;
  8072. }
  8073. }
  8074. }
  8075. }
  8076. if (!(battle_config.pc_cloak_check_type&2) &&
  8077. sc && sc->data[SC_CLOAKING].timer != -1 &&
  8078. sd->skillid != AS_CLOAKING)
  8079. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8080. sd->skilltarget = target_id;
  8081. sd->skillx = 0;
  8082. sd->skilly = 0;
  8083. sd->canact_tick = tick + casttime + 100;
  8084. if (casttime > 0) {
  8085. sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
  8086. if ((forcecast = pc_checkskill(sd,SA_FREECAST)) > 0)
  8087. status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
  8088. else
  8089. pc_stop_walking(sd,0);
  8090. } else {
  8091. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8092. if (skill_num != SA_CASTCANCEL)
  8093. sd->skilltimer = -1;
  8094. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  8095. }
  8096. return 0;
  8097. }
  8098. /*==========================================
  8099. * スキル使用?i?�?且w定?j
  8100. *------------------------------------------
  8101. */
  8102. int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
  8103. {
  8104. struct block_list bl;
  8105. struct status_change *sc;
  8106. int casttime, skill = 0;
  8107. unsigned int tick = gettick();
  8108. nullpo_retr(0, sd);
  8109. if (skill_lv <= 0)
  8110. return 0;
  8111. if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  8112. return 0;
  8113. if (skillnotok(skill_num, sd)) // [MouseJstr]
  8114. return 0;
  8115. if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
  8116. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  8117. clif_skill_fail(sd,skill_num,0,0);
  8118. return 0;
  8119. }
  8120. sc = sd->sc.count?&sd->sc:NULL;
  8121. if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
  8122. return 0;
  8123. sd->skillid = skill_num;
  8124. sd->skilllv = skill_lv;
  8125. sd->skillx = skill_x;
  8126. sd->skilly = skill_y;
  8127. if (!skill_check_condition(sd,0)) return 0;
  8128. /* 射程と?瘧Q物チェック */
  8129. bl.type = BL_NUL;
  8130. bl.m = sd->bl.m;
  8131. bl.x = skill_x;
  8132. bl.y = skill_y;
  8133. if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  8134. return 0;
  8135. /* Previous code body, left here in case we have to rollback. [Skotlex]
  8136. {
  8137. int check_range_flag = 0;
  8138. range = skill_get_range(skill_num,skill_lv);
  8139. if(range < 0)
  8140. range = status_get_range(&sd->bl) - (range + 1);
  8141. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  8142. if (sd->walktimer != -1)
  8143. range ++;
  8144. else check_range_flag = 1;
  8145. if(!battle_check_range(&sd->bl,&bl,range)) {
  8146. if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
  8147. int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  8148. int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  8149. pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
  8150. } else
  8151. return 0;
  8152. }
  8153. }
  8154. */
  8155. pc_stopattack(sd);
  8156. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8157. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  8158. if (battle_config.pc_skill_log)
  8159. ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
  8160. sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
  8161. //�?モライズ?態ならキャストタイムが1/3
  8162. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  8163. casttime = casttime/3;
  8164. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  8165. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8166. }
  8167. if( casttime>0 ) { /* 詠?・が必要 */
  8168. if(sd->disguise) { // [Valaris]
  8169. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
  8170. clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8171. }
  8172. else
  8173. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8174. }
  8175. if (!(battle_config.pc_cloak_check_type&2) &&
  8176. sc && sc->data[SC_CLOAKING].timer != -1)
  8177. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8178. sd->skilltarget = 0;
  8179. sd->canact_tick = tick + casttime + 100;
  8180. if (casttime > 0) {
  8181. sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
  8182. if ((skill = pc_checkskill(sd,SA_FREECAST))>0)
  8183. status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
  8184. else
  8185. pc_stop_walking(sd,0);
  8186. } else {
  8187. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8188. sd->skilltimer = -1;
  8189. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  8190. }
  8191. return 0;
  8192. }
  8193. /*==========================================
  8194. * スキル詠?・キャンセル
  8195. *------------------------------------------
  8196. */
  8197. int skill_castcancel (struct block_list *bl, int type)
  8198. {
  8199. int ret = 0;
  8200. nullpo_retr(0, bl);
  8201. if (bl->type == BL_PC) {
  8202. struct map_session_data *sd = (struct map_session_data *)bl;
  8203. unsigned long tick = gettick();
  8204. nullpo_retr(0, sd);
  8205. if (sd->skilltimer != -1) {
  8206. if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
  8207. status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
  8208. }
  8209. sd->canact_tick = tick;
  8210. if (!type) {
  8211. if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
  8212. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8213. else
  8214. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8215. if (ret < 0)
  8216. ShowError("delete timer error : skillid : %d\n", sd->skillid);
  8217. } else {
  8218. if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
  8219. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8220. else
  8221. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8222. if (ret < 0)
  8223. ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
  8224. }
  8225. sd->skillid = sd->skilllv = -1;
  8226. sd->skilltimer = -1;
  8227. clif_skillcastcancel(bl);
  8228. }
  8229. return 0;
  8230. } else if (bl->type == BL_MOB) {
  8231. struct mob_data *md = (struct mob_data *)bl;
  8232. nullpo_retr(0, md);
  8233. if (md->skilltimer != -1) {
  8234. if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
  8235. ret = delete_timer( md->skilltimer, mobskill_castend_pos );
  8236. else
  8237. ret = delete_timer( md->skilltimer, mobskill_castend_id );
  8238. md->skillid = md->skilllv = -1;
  8239. md->skilltimer = -1;
  8240. clif_skillcastcancel(bl);
  8241. }
  8242. if (ret < 0)
  8243. ShowError("delete timer error : skillid : %d\n", md->skillid);
  8244. return 0;
  8245. } if (bl->type == BL_PET) {
  8246. ((struct pet_data*)bl)->state.casting_flag = 0;
  8247. clif_skillcastcancel(bl);
  8248. //The timer is not deleted as the pet's attack will be resumed.
  8249. return 0;
  8250. }
  8251. return 1;
  8252. }
  8253. /*=========================================
  8254. * ブランディッシュスピア ?炎哿ヘ?決定
  8255. *----------------------------------------
  8256. */
  8257. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  8258. nullpo_retv(tc);
  8259. if(dir == 0){
  8260. tc->val1[0]=x-2;
  8261. tc->val1[1]=x-1;
  8262. tc->val1[2]=x;
  8263. tc->val1[3]=x+1;
  8264. tc->val1[4]=x+2;
  8265. tc->val2[0]=
  8266. tc->val2[1]=
  8267. tc->val2[2]=
  8268. tc->val2[3]=
  8269. tc->val2[4]=y-1;
  8270. }
  8271. else if(dir==2){
  8272. tc->val1[0]=
  8273. tc->val1[1]=
  8274. tc->val1[2]=
  8275. tc->val1[3]=
  8276. tc->val1[4]=x+1;
  8277. tc->val2[0]=y+2;
  8278. tc->val2[1]=y+1;
  8279. tc->val2[2]=y;
  8280. tc->val2[3]=y-1;
  8281. tc->val2[4]=y-2;
  8282. }
  8283. else if(dir==4){
  8284. tc->val1[0]=x-2;
  8285. tc->val1[1]=x-1;
  8286. tc->val1[2]=x;
  8287. tc->val1[3]=x+1;
  8288. tc->val1[4]=x+2;
  8289. tc->val2[0]=
  8290. tc->val2[1]=
  8291. tc->val2[2]=
  8292. tc->val2[3]=
  8293. tc->val2[4]=y+1;
  8294. }
  8295. else if(dir==6){
  8296. tc->val1[0]=
  8297. tc->val1[1]=
  8298. tc->val1[2]=
  8299. tc->val1[3]=
  8300. tc->val1[4]=x-1;
  8301. tc->val2[0]=y+2;
  8302. tc->val2[1]=y+1;
  8303. tc->val2[2]=y;
  8304. tc->val2[3]=y-1;
  8305. tc->val2[4]=y-2;
  8306. }
  8307. else if(dir==1){
  8308. tc->val1[0]=x-1;
  8309. tc->val1[1]=x;
  8310. tc->val1[2]=x+1;
  8311. tc->val1[3]=x+2;
  8312. tc->val1[4]=x+3;
  8313. tc->val2[0]=y-4;
  8314. tc->val2[1]=y-3;
  8315. tc->val2[2]=y-1;
  8316. tc->val2[3]=y;
  8317. tc->val2[4]=y+1;
  8318. }
  8319. else if(dir==3){
  8320. tc->val1[0]=x+3;
  8321. tc->val1[1]=x+2;
  8322. tc->val1[2]=x+1;
  8323. tc->val1[3]=x;
  8324. tc->val1[4]=x-1;
  8325. tc->val2[0]=y-1;
  8326. tc->val2[1]=y;
  8327. tc->val2[2]=y+1;
  8328. tc->val2[3]=y+2;
  8329. tc->val2[4]=y+3;
  8330. }
  8331. else if(dir==5){
  8332. tc->val1[0]=x+1;
  8333. tc->val1[1]=x;
  8334. tc->val1[2]=x-1;
  8335. tc->val1[3]=x-2;
  8336. tc->val1[4]=x-3;
  8337. tc->val2[0]=y+3;
  8338. tc->val2[1]=y+2;
  8339. tc->val2[2]=y+1;
  8340. tc->val2[3]=y;
  8341. tc->val2[4]=y-1;
  8342. }
  8343. else if(dir==7){
  8344. tc->val1[0]=x-3;
  8345. tc->val1[1]=x-2;
  8346. tc->val1[2]=x-1;
  8347. tc->val1[3]=x;
  8348. tc->val1[4]=x+1;
  8349. tc->val2[1]=y;
  8350. tc->val2[0]=y+1;
  8351. tc->val2[2]=y-1;
  8352. tc->val2[3]=y-2;
  8353. tc->val2[4]=y-3;
  8354. }
  8355. }
  8356. /*=========================================
  8357. * ブランディッシュスピア 方向判定 範??張
  8358. *-----------------------------------------
  8359. */
  8360. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  8361. int c;
  8362. nullpo_retv(tc);
  8363. for(c=0;c<5;c++){
  8364. if(dir==0){
  8365. tc->val2[c]+=are;
  8366. }else if(dir==1){
  8367. tc->val1[c]-=are; tc->val2[c]+=are;
  8368. }else if(dir==2){
  8369. tc->val1[c]-=are;
  8370. }else if(dir==3){
  8371. tc->val1[c]-=are; tc->val2[c]-=are;
  8372. }else if(dir==4){
  8373. tc->val2[c]-=are;
  8374. }else if(dir==5){
  8375. tc->val1[c]+=are; tc->val2[c]-=are;
  8376. }else if(dir==6){
  8377. tc->val1[c]+=are;
  8378. }else if(dir==7){
  8379. tc->val1[c]+=are; tc->val2[c]+=are;
  8380. }
  8381. }
  8382. }
  8383. /*==========================================
  8384. * Weapon Repair [Celest/DracoRPG]
  8385. *------------------------------------------
  8386. */
  8387. void skill_repairweapon(struct map_session_data *sd, int idx)
  8388. {
  8389. int material;
  8390. int materials[4] = { 1002, 998, 999, 756 };
  8391. struct item *item;
  8392. struct map_session_data *target_sd;
  8393. nullpo_retv(sd);
  8394. target_sd = map_id2sd(sd->menuskill_lv);
  8395. if (!target_sd) //Failed....
  8396. return;
  8397. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8398. return;
  8399. if(idx < 0 || idx >= MAX_INVENTORY)
  8400. return; //Invalid index??
  8401. item = &target_sd->status.inventory[idx];
  8402. if(item->nameid <= 0 || item->attribute == 0)
  8403. return; //Again invalid item....
  8404. 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)))){
  8405. clif_item_repaireffect(sd,item->nameid,1);
  8406. return;
  8407. }
  8408. if (itemdb_type(item->nameid)==4)
  8409. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8410. else
  8411. material = materials [2]; // Armors consume 1 Steel
  8412. if (pc_search_inventory(sd,material) < 0 ) {
  8413. clif_skill_fail(sd,sd->skillid,0,0);
  8414. return;
  8415. }
  8416. item->attribute=0;
  8417. clif_equiplist(target_sd);
  8418. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8419. clif_item_repaireffect(sd,item->nameid,0);
  8420. if(sd!=target_sd)
  8421. clif_item_repaireffect(target_sd,item->nameid,0);
  8422. }
  8423. /*==========================================
  8424. * Item Appraisal
  8425. *------------------------------------------
  8426. */
  8427. void skill_identify(struct map_session_data *sd,int idx)
  8428. {
  8429. int flag=1;
  8430. nullpo_retv(sd);
  8431. if(idx >= 0 && idx < MAX_INVENTORY) {
  8432. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8433. flag=0;
  8434. sd->status.inventory[idx].identify=1;
  8435. }
  8436. }
  8437. clif_item_identified(sd,idx,flag);
  8438. }
  8439. /*==========================================
  8440. * Weapon Refine [Celest]
  8441. *------------------------------------------
  8442. */
  8443. void skill_weaponrefine(struct map_session_data *sd,int idx)
  8444. {
  8445. int i = 0, ep = 0, per;
  8446. int material[5] = { 0, 1010, 1011, 984, 984 };
  8447. struct item *item;
  8448. nullpo_retv(sd);
  8449. if (idx >= 0 && idx < MAX_INVENTORY) {
  8450. struct item_data *ditem = sd->inventory_data[idx];
  8451. item = &sd->status.inventory[idx];
  8452. if(item->nameid > 0 && ditem->type == 4) {
  8453. if (item->refine >= sd->menuskill_lv ||
  8454. item->refine >= MAX_REFINE || // if it's no longer refineable
  8455. ditem->flag.no_refine || // if the item isn't refinable
  8456. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8457. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8458. return;
  8459. }
  8460. per = percentrefinery [ditem->wlv][(int)item->refine];
  8461. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8462. if (per > rand() % 100) {
  8463. item->refine++;
  8464. pc_delitem(sd, i, 1, 0);
  8465. if(item->equip) {
  8466. ep = item->equip;
  8467. pc_unequipitem(sd,idx,3);
  8468. }
  8469. clif_refine(sd->fd,sd,0,idx,item->refine);
  8470. clif_delitem(sd,idx,1);
  8471. clif_additem(sd,idx,1,0);
  8472. if (ep)
  8473. pc_equipitem(sd,idx,ep);
  8474. clif_misceffect(&sd->bl,3);
  8475. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8476. switch(ditem->wlv){
  8477. case 1:
  8478. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8479. break;
  8480. case 2:
  8481. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8482. break;
  8483. case 3:
  8484. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8485. break;
  8486. }
  8487. }
  8488. } else {
  8489. pc_delitem(sd, i, 1, 0);
  8490. item->refine = 0;
  8491. if(item->equip)
  8492. pc_unequipitem(sd,idx,3);
  8493. clif_refine(sd->fd,sd,1,idx,item->refine);
  8494. pc_delitem(sd,idx,1,0);
  8495. clif_misceffect(&sd->bl,2);
  8496. clif_emotion(&sd->bl, 23);
  8497. }
  8498. }
  8499. }
  8500. }
  8501. /*==========================================
  8502. * オ?トスペル
  8503. *------------------------------------------
  8504. */
  8505. int skill_autospell(struct map_session_data *sd,int skillid)
  8506. {
  8507. int skilllv;
  8508. int maxlv=1,lv;
  8509. nullpo_retr(0, sd);
  8510. skilllv = sd->menuskill_lv;
  8511. if(skilllv <= 0) return 0;
  8512. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8513. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8514. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8515. maxlv =10; //Soul Linker bonus. [Skotlex]
  8516. else if(skilllv==2) maxlv=1;
  8517. else if(skilllv==3) maxlv=2;
  8518. else if(skilllv>=4) maxlv=3;
  8519. }
  8520. else if(skillid==MG_SOULSTRIKE){
  8521. if(skilllv==5) maxlv=1;
  8522. else if(skilllv==6) maxlv=2;
  8523. else if(skilllv>=7) maxlv=3;
  8524. }
  8525. else if(skillid==MG_FIREBALL){
  8526. if(skilllv==8) maxlv=1;
  8527. else if(skilllv>=9) maxlv=2;
  8528. }
  8529. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8530. else return 0;
  8531. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  8532. maxlv = lv;
  8533. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8534. skill_get_time(SA_AUTOSPELL,skilllv));// にしてみたけどbscriptが?曹ォ易い????H
  8535. return 0;
  8536. }
  8537. /*==========================================
  8538. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8539. *------------------------------------------
  8540. */
  8541. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8542. {
  8543. struct map_session_data *sd;
  8544. sd=(struct map_session_data*)bl;
  8545. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8546. return 1;
  8547. return 0;
  8548. }
  8549. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8550. {
  8551. struct map_session_data *sd;
  8552. sd=(struct map_session_data*)bl;
  8553. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8554. sd->state.gangsterparadise=1;
  8555. return 0;
  8556. }
  8557. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8558. {
  8559. struct map_session_data *sd;
  8560. sd=(struct map_session_data*)bl;
  8561. if(sd && sd->state.gangsterparadise)
  8562. sd->state.gangsterparadise=0;
  8563. return 0;
  8564. }
  8565. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8566. {
  8567. int range;
  8568. nullpo_retr(0, sd);
  8569. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8570. return 0;
  8571. range = skill_get_splash(RG_GANGSTER, range);
  8572. if(type==1) {/* ?タった時の?�? */
  8573. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8574. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8575. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8576. sd->state.gangsterparadise = 1;
  8577. }
  8578. return 0;
  8579. }
  8580. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8581. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8582. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8583. sd->state.gangsterparadise = 0;
  8584. return 0;
  8585. }
  8586. return 0;
  8587. }
  8588. /*==========================================
  8589. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8590. *------------------------------------------
  8591. */
  8592. static int skill_rest_count(struct block_list *bl,va_list ap)
  8593. {
  8594. struct map_session_data *sd;
  8595. sd=(struct map_session_data*)bl;
  8596. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8597. return 1;
  8598. return 0;
  8599. }
  8600. static int skill_rest_in(struct block_list *bl,va_list ap)
  8601. {
  8602. struct map_session_data *sd;
  8603. nullpo_retr(0, bl);
  8604. nullpo_retr(0, ap);
  8605. sd=(struct map_session_data*)bl;
  8606. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8607. sd->state.rest=1;
  8608. status_calc_pc(sd,0);
  8609. }
  8610. return 0;
  8611. }
  8612. static int skill_rest_out(struct block_list *bl,va_list ap)
  8613. {
  8614. struct map_session_data *sd;
  8615. sd=(struct map_session_data*)bl;
  8616. if(sd && sd->state.rest != 0)
  8617. sd->state.rest=0;
  8618. return 0;
  8619. }
  8620. int skill_rest(struct map_session_data *sd ,int type)
  8621. {
  8622. int range;
  8623. nullpo_retr(0, sd);
  8624. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8625. range = skill_get_splash(TK_HPTIME, range);
  8626. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8627. range = skill_get_splash(TK_SPTIME, range);
  8628. else
  8629. return 0;
  8630. if(type==1) { //When you sit down
  8631. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8632. {
  8633. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8634. sd->state.rest = 1;
  8635. status_calc_pc(sd,0);
  8636. }
  8637. return 0;
  8638. }
  8639. else if(type==0) { //When you stand up
  8640. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8641. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8642. sd->state.rest = 0;
  8643. status_calc_pc(sd,0);
  8644. return 0;
  8645. }
  8646. return 0;
  8647. }
  8648. /*==========================================
  8649. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8650. *------------------------------------------
  8651. */
  8652. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8653. {
  8654. struct block_list *src;
  8655. int skillnum,skilllv;
  8656. unsigned int tick;
  8657. nullpo_retr(0, bl);
  8658. nullpo_retr(0, ap);
  8659. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8660. skillnum=va_arg(ap,int);
  8661. skilllv=va_arg(ap,int);
  8662. if(skilllv <= 0) return 0;
  8663. tick=va_arg(ap,unsigned int);
  8664. if (src == bl || //自分には?かない
  8665. bl->prev == NULL ||
  8666. status_isdead(bl))
  8667. return 0;
  8668. if (bl->type == BL_PC) {
  8669. struct map_session_data *sd = (struct map_session_data *)bl;
  8670. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8671. return 0;
  8672. }
  8673. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8674. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8675. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8676. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8677. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8678. return 0;
  8679. }
  8680. /*==========================================
  8681. * バジリカのセルを?ン定する
  8682. *------------------------------------------
  8683. */
  8684. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8685. {
  8686. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8687. int size = range*2+1;
  8688. for (i=0;i<size*size;i++) {
  8689. x = src->bl.x+(i%size-range);
  8690. y = src->bl.y+(i/size-range);
  8691. map_setcell(src->bl.m,x,y,flag);
  8692. }
  8693. }
  8694. /*==========================================
  8695. * Sets a map cell around the caster, according to the skill's range.
  8696. *------------------------------------------
  8697. */
  8698. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8699. {
  8700. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8701. int size = range*2+1;
  8702. for (i=0;i<size*size;i++) {
  8703. x = src->x+(i%size-range);
  8704. y = src->y+(i/size-range);
  8705. map_setcell(src->m,x,y,flag);
  8706. }
  8707. }
  8708. /*==========================================
  8709. *
  8710. *------------------------------------------
  8711. */
  8712. int skill_attack_area(struct block_list *bl,va_list ap)
  8713. {
  8714. struct block_list *src,*dsrc;
  8715. int atk_type,skillid,skilllv,flag,type;
  8716. unsigned int tick;
  8717. nullpo_retr(0, bl);
  8718. nullpo_retr(0, ap);
  8719. atk_type = va_arg(ap,int);
  8720. if((src=va_arg(ap,struct block_list*)) == NULL)
  8721. return 0;
  8722. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8723. return 0;
  8724. skillid=va_arg(ap,int);
  8725. skilllv=va_arg(ap,int);
  8726. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8727. tick=va_arg(ap,unsigned int);
  8728. flag=va_arg(ap,int);
  8729. type=va_arg(ap,int);
  8730. if(battle_check_target(dsrc,bl,type) > 0)
  8731. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8732. return 0;
  8733. }
  8734. /*==========================================
  8735. *
  8736. *------------------------------------------
  8737. */
  8738. int skill_clear_element_field(struct block_list *bl)
  8739. {
  8740. struct skill_unit_group *ug=NULL;
  8741. int i,max,skillid;
  8742. nullpo_retr(0, bl);
  8743. if (bl->type==BL_MOB) {
  8744. max = MAX_MOBSKILLUNITGROUP;
  8745. ug = ((struct mob_data *)bl)->skillunit;
  8746. } else if(bl->type==BL_PC) {
  8747. max = MAX_SKILLUNITGROUP;
  8748. ug = ((struct map_session_data *)bl)->skillunit;
  8749. } else if(bl->type==BL_PET) {
  8750. max = MAX_MOBSKILLUNITGROUP;
  8751. ug = ((struct pet_data*)bl)->skillunit;
  8752. } else
  8753. return 0;
  8754. for (i=0;i<max;i++) {
  8755. skillid=ug[i].skill_id;
  8756. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8757. skill_delunitgroup(&ug[i]);
  8758. }
  8759. return 0;
  8760. }
  8761. /*==========================================
  8762. * Returns the first element field found [Skotlex]
  8763. *------------------------------------------
  8764. */
  8765. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8766. {
  8767. struct mob_data *md=NULL;
  8768. struct map_session_data *sd=NULL;
  8769. int i,max,skillid;
  8770. nullpo_retr(0, bl);
  8771. if (bl->type==BL_MOB) {
  8772. max = MAX_MOBSKILLUNITGROUP;
  8773. md = (struct mob_data *)bl;
  8774. } else if(bl->type==BL_PC) {
  8775. max = MAX_SKILLUNITGROUP;
  8776. sd = (struct map_session_data *)bl;
  8777. } else
  8778. return NULL;
  8779. for (i=0;i<max;i++) {
  8780. if(sd){
  8781. skillid=sd->skillunit[i].skill_id;
  8782. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8783. return &sd->skillunit[i];
  8784. }else if(md){
  8785. skillid=md->skillunit[i].skill_id;
  8786. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR||skillid==NJ_SUITON)
  8787. return &md->skillunit[i];
  8788. }
  8789. }
  8790. return NULL;
  8791. }
  8792. // for graffiti cleaner [Valaris]
  8793. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8794. {
  8795. struct skill_unit *unit=NULL;
  8796. nullpo_retr(0, bl);
  8797. nullpo_retr(0, ap);
  8798. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8799. return 0;
  8800. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8801. skill_delunit(unit);
  8802. return 0;
  8803. }
  8804. int skill_greed(struct block_list *bl, va_list ap)
  8805. {
  8806. struct block_list *src;
  8807. struct map_session_data *sd=NULL;
  8808. struct flooritem_data *fitem=NULL;
  8809. nullpo_retr(0, bl);
  8810. nullpo_retr(0, ap);
  8811. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8812. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8813. pc_takeitem(sd, fitem);
  8814. return 0;
  8815. }
  8816. /*==========================================
  8817. * ランドプ�?テクタ?チェック(foreachinarea)
  8818. *------------------------------------------
  8819. */
  8820. int skill_landprotector(struct block_list *bl, va_list ap )
  8821. {
  8822. int skillid;
  8823. int *alive;
  8824. struct skill_unit *unit;
  8825. struct block_list *src;
  8826. skillid = va_arg(ap,int);
  8827. alive = va_arg(ap,int *);
  8828. src = va_arg(ap,struct block_list *);
  8829. unit = (struct skill_unit *)bl;
  8830. if (unit == NULL || unit->group == NULL)
  8831. return 0;
  8832. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8833. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8834. { //Check for offensive Land Protector to delete both. [Skotlex]
  8835. (*alive) = 0;
  8836. skill_delunit(unit);
  8837. return 1;
  8838. }
  8839. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8840. return 0; //Only blocks out magical skills.````````
  8841. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8842. skill_delunit(unit);
  8843. } else
  8844. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8845. (*alive) = 0;
  8846. } else
  8847. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8848. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8849. (*alive) = 0;
  8850. } else
  8851. return 0;
  8852. return 1;
  8853. }
  8854. /*==========================================
  8855. * variation of skill_landprotector
  8856. *------------------------------------------
  8857. */
  8858. int skill_ganbatein(struct block_list *bl, va_list ap )
  8859. {
  8860. struct skill_unit *unit;
  8861. nullpo_retr(0, bl);
  8862. nullpo_retr(0, ap);
  8863. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8864. return 0;
  8865. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8866. return 0; //Do not remove traps.
  8867. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8868. skill_delunit(unit);
  8869. else skill_delunitgroup(unit->group);
  8870. return 1;
  8871. }
  8872. /*==========================================
  8873. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8874. *------------------------------------------
  8875. */
  8876. int skill_count_target (struct block_list *bl, va_list ap)
  8877. {
  8878. struct block_list *src;
  8879. int *c;
  8880. nullpo_retr(0, bl);
  8881. nullpo_retr(0, ap);
  8882. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8883. return 0;
  8884. if ((c = va_arg(ap,int *)) == NULL)
  8885. return 0;
  8886. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8887. (*c)++;
  8888. return 0;
  8889. }
  8890. /*==========================================
  8891. * トラップ範??�?(foreachinarea)
  8892. *------------------------------------------
  8893. */
  8894. int skill_trap_splash (struct block_list *bl, va_list ap)
  8895. {
  8896. struct block_list *src;
  8897. int tick;
  8898. int splash_count;
  8899. struct skill_unit *unit;
  8900. struct skill_unit_group *sg;
  8901. struct block_list *ss;
  8902. int i;
  8903. nullpo_retr(0, bl);
  8904. nullpo_retr(0, ap);
  8905. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8906. nullpo_retr(0, unit = (struct skill_unit *)src);
  8907. nullpo_retr(0, sg = unit->group);
  8908. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8909. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8910. { //Temporal debug until this case is solved. [Skotlex]
  8911. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8912. return 0;
  8913. }
  8914. tick = va_arg(ap,int);
  8915. splash_count = va_arg(ap,int);
  8916. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8917. switch(sg->unit_id){
  8918. case UNT_SHOCKWAVE:
  8919. case UNT_SANDMAN:
  8920. case UNT_FLASHER:
  8921. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8922. break;
  8923. case UNT_BLASTMINE:
  8924. case UNT_CLAYMORETRAP:
  8925. for(i=0;i<splash_count;i++){
  8926. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8927. }
  8928. break;
  8929. case UNT_FREEZINGTRAP:
  8930. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8931. break;
  8932. default:
  8933. break;
  8934. }
  8935. }
  8936. return 0;
  8937. }
  8938. /*==========================================
  8939. * ステ?タス異?�?I了
  8940. *------------------------------------------
  8941. */
  8942. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8943. {
  8944. struct status_change *sc;
  8945. nullpo_retr(0, bl);
  8946. nullpo_retr(0, sc= status_get_sc(bl));
  8947. if (!sc->count) return 0;
  8948. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8949. status_change_end(bl, SC_ENCPOISON, -1);
  8950. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8951. status_change_end(bl, SC_ASPERSIO, -1);
  8952. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8953. status_change_end(bl, SC_FIREWEAPON, -1);
  8954. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8955. status_change_end(bl, SC_WATERWEAPON, -1);
  8956. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8957. status_change_end(bl, SC_WINDWEAPON, -1);
  8958. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8959. status_change_end(bl, SC_EARTHWEAPON, -1);
  8960. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8961. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8962. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8963. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8964. return 0;
  8965. }
  8966. /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
  8967. int skill_check_cloaking(struct block_list *bl)
  8968. {
  8969. struct map_session_data *sd = NULL;
  8970. struct status_change *sc;
  8971. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8972. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8973. int end = 1,i;
  8974. nullpo_retr(1, bl);
  8975. if (bl->type == BL_PC)
  8976. sd = (struct map_session_data *)bl;
  8977. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8978. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8979. { //Check for walls.
  8980. for (i = 0; i < 8; i++)
  8981. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8982. {
  8983. end = 0;
  8984. break;
  8985. }
  8986. } else
  8987. end = 0; //No wall check.
  8988. if(end){
  8989. sc = status_get_sc(bl);
  8990. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8991. status_change_end(bl, SC_CLOAKING, -1);
  8992. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8993. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8994. }
  8995. }
  8996. else {
  8997. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8998. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8999. }
  9000. }
  9001. return end;
  9002. }
  9003. /*
  9004. *----------------------------------------------------------------------------
  9005. * スキルユニット
  9006. *----------------------------------------------------------------------------
  9007. */
  9008. /*==========================================
  9009. * 演奏/ダンスをやめる
  9010. * flag 1で?≡t中なら相方にユニットを任せる
  9011. *
  9012. *------------------------------------------
  9013. */
  9014. void skill_stop_dancing(struct block_list *src)
  9015. {
  9016. struct status_change* sc;
  9017. struct skill_unit_group* group;
  9018. struct map_session_data* dsd = NULL;
  9019. nullpo_retv(src);
  9020. nullpo_retv(sc = status_get_sc(src));
  9021. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  9022. return;
  9023. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  9024. sc->data[SC_DANCING].val2 = 0;
  9025. if (sc->data[SC_DANCING].val4)
  9026. {
  9027. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  9028. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  9029. sc->data[SC_DANCING].val4 = 0;
  9030. }
  9031. if (group)
  9032. skill_delunitgroup(group);
  9033. if (dsd)
  9034. {
  9035. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9036. status_change_end(&dsd->bl, SC_DANCING, -1);
  9037. }
  9038. status_change_end(src, SC_DANCING, -1);
  9039. }
  9040. /*==========================================
  9041. * スキルユニット?炎匀サ
  9042. *------------------------------------------
  9043. */
  9044. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  9045. {
  9046. struct skill_unit *unit;
  9047. nullpo_retr(NULL, group);
  9048. nullpo_retr(NULL, unit=&group->unit[idx]);
  9049. if(!unit->alive)
  9050. group->alive_count++;
  9051. unit->bl.id=map_addobject(&unit->bl);
  9052. unit->bl.type=BL_SKILL;
  9053. unit->bl.m=group->map;
  9054. unit->bl.x=x;
  9055. unit->bl.y=y;
  9056. unit->group=group;
  9057. unit->val1=unit->val2=0;
  9058. unit->alive=1;
  9059. map_addblock(&unit->bl);
  9060. clif_skill_setunit(unit);
  9061. switch (group->skill_id) {
  9062. case AL_PNEUMA:
  9063. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9064. break;
  9065. case MG_SAFETYWALL:
  9066. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9067. break;
  9068. case SA_LANDPROTECTOR:
  9069. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9070. break;
  9071. case HP_BASILICA:
  9072. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9073. break;
  9074. case WZ_ICEWALL:
  9075. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9076. break;
  9077. }
  9078. return unit;
  9079. }
  9080. /*==========================================
  9081. * スキルユニット?�?�
  9082. *------------------------------------------
  9083. */
  9084. int skill_delunit(struct skill_unit *unit)
  9085. {
  9086. struct skill_unit_group *group;
  9087. nullpo_retr(0, unit);
  9088. if(!unit->alive)
  9089. return 0;
  9090. nullpo_retr(0, group=unit->group);
  9091. /* onlimitイベント呼び?oし */
  9092. skill_unit_onlimit( unit,gettick() );
  9093. /* onoutイベント呼び?oし */
  9094. if (!unit->range) {
  9095. map_foreachincell(skill_unit_effect,unit->bl.m,
  9096. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9097. }
  9098. switch (group->skill_id) {
  9099. case AL_PNEUMA:
  9100. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9101. break;
  9102. case MG_SAFETYWALL:
  9103. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9104. break;
  9105. case SA_LANDPROTECTOR:
  9106. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9107. break;
  9108. case HP_BASILICA:
  9109. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9110. break;
  9111. case WZ_ICEWALL:
  9112. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9113. break;
  9114. }
  9115. clif_skill_delunit(unit);
  9116. unit->group=NULL;
  9117. unit->alive=0;
  9118. map_delobjectnofree(unit->bl.id);
  9119. if(--group->alive_count==0)
  9120. skill_delunitgroup(group);
  9121. return 0;
  9122. }
  9123. /*==========================================
  9124. * スキルユニットグル?プ?炎匀サ
  9125. *------------------------------------------
  9126. */
  9127. static int skill_unit_group_newid = MAX_SKILL_DB;
  9128. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  9129. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  9130. {
  9131. int i;
  9132. struct skill_unit_group *group=NULL, *list=NULL;
  9133. int maxsug=0;
  9134. if(skilllv <= 0) return 0;
  9135. nullpo_retr(NULL, src);
  9136. if(src->type==BL_PC){
  9137. list=((struct map_session_data *)src)->skillunit;
  9138. maxsug=MAX_SKILLUNITGROUP;
  9139. }else if(src->type==BL_MOB){
  9140. list=((struct mob_data *)src)->skillunit;
  9141. maxsug=MAX_MOBSKILLUNITGROUP;
  9142. }else if(src->type==BL_PET){
  9143. list=((struct pet_data *)src)->skillunit;
  9144. maxsug=MAX_MOBSKILLUNITGROUP;
  9145. }
  9146. if(list){
  9147. for(i=0;i<maxsug;i++) /* 空いているもの??� */
  9148. if(list[i].group_id==0){
  9149. group=&list[i];
  9150. break;
  9151. }
  9152. if(group==NULL){ /* 空いてないので古いもの??� */
  9153. int j=0;
  9154. unsigned maxdiff=0,x,tick=gettick();
  9155. for(i=0;i<maxsug;i++)
  9156. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  9157. maxdiff=x;
  9158. j=i;
  9159. }
  9160. skill_delunitgroup(&list[j]);
  9161. group=&list[j];
  9162. }
  9163. }
  9164. if(group==NULL){
  9165. ShowFatalError("skill_initunitgroup: error unit group !\n");
  9166. exit(1);
  9167. }
  9168. group->src_id=src->id;
  9169. group->party_id=status_get_party_id(src);
  9170. group->guild_id=status_get_guild_id(src);
  9171. group->group_id=skill_unit_group_newid++;
  9172. if(skill_unit_group_newid<=0)
  9173. skill_unit_group_newid = MAX_SKILL_DB;
  9174. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9175. group->unit_count=count;
  9176. group->val1=group->val2=0;
  9177. group->skill_id=skillid;
  9178. group->skill_lv=skilllv;
  9179. group->unit_id=unit_id;
  9180. group->map=src->m;
  9181. group->limit=limit;
  9182. group->interval=interval;
  9183. group->tick=gettick();
  9184. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9185. group->tick += 1500;
  9186. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  9187. group->tick += interval;
  9188. group->valstr=NULL;
  9189. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  9190. if (i&UF_DANCE) {
  9191. struct map_session_data *sd = NULL;
  9192. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  9193. sd->skillid_dance=skillid;
  9194. sd->skilllv_dance=skilllv;
  9195. }
  9196. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  9197. //?≡tスキルは相方をダンス?�ヤにする
  9198. if (sd && i&UF_ENSEMBLE &&
  9199. battle_config.player_skill_partner_check) {
  9200. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9201. }
  9202. }
  9203. return group;
  9204. }
  9205. /*==========================================
  9206. * スキルユニットグル?プ?�?�
  9207. *------------------------------------------
  9208. */
  9209. int skill_delunitgroup(struct skill_unit_group *group)
  9210. {
  9211. struct block_list *src;
  9212. int i;
  9213. nullpo_retr(0, group);
  9214. if(group->unit_count<=0)
  9215. return 0;
  9216. src=map_id2bl(group->src_id);
  9217. //ダンススキルはダンス?�ヤを解?怩キる
  9218. if(src) {
  9219. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  9220. {
  9221. struct status_change* sc = status_get_sc(src);
  9222. if (sc && sc->data[SC_DANCING].timer != -1)
  9223. {
  9224. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9225. status_change_end(src,SC_DANCING,-1);
  9226. }
  9227. }
  9228. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9229. struct status_change *sc = status_get_sc(src);
  9230. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9231. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9232. status_change_end(src,SC_GOSPEL,-1);
  9233. }
  9234. }
  9235. }
  9236. group->alive_count=0;
  9237. if(group->unit!=NULL){
  9238. for(i=0;i<group->unit_count;i++)
  9239. if(group->unit[i].alive)
  9240. skill_delunit(&group->unit[i]);
  9241. }
  9242. if(group->valstr!=NULL){
  9243. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  9244. aFree(group->valstr);
  9245. group->valstr=NULL;
  9246. }
  9247. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  9248. group->unit=NULL;
  9249. group->src_id=0;
  9250. group->group_id=0;
  9251. group->unit_count=0;
  9252. return 0;
  9253. }
  9254. /*==========================================
  9255. * スキルユニットグル?プ全?�?�
  9256. *------------------------------------------
  9257. */
  9258. int skill_clear_unitgroup(struct block_list *src)
  9259. {
  9260. struct skill_unit_group *group=NULL;
  9261. int maxsug=0;
  9262. nullpo_retr(0, src);
  9263. if(src->type==BL_PC){
  9264. group=((struct map_session_data *)src)->skillunit;
  9265. maxsug=MAX_SKILLUNITGROUP;
  9266. } else if(src->type==BL_MOB){
  9267. group=((struct mob_data *)src)->skillunit;
  9268. maxsug=MAX_MOBSKILLUNITGROUP;
  9269. } else if(src->type==BL_PET){ // [Valaris]
  9270. group=((struct pet_data *)src)->skillunit;
  9271. maxsug=MAX_MOBSKILLUNITGROUP;
  9272. } else
  9273. return 0;
  9274. if(group){
  9275. int i;
  9276. for(i=0;i<maxsug;i++)
  9277. if(group[i].group_id>0 && group[i].src_id == src->id)
  9278. skill_delunitgroup(&group[i]);
  9279. }
  9280. return 0;
  9281. }
  9282. /*==========================================
  9283. * スキルユニットグル?プの被影響tick??�
  9284. *------------------------------------------
  9285. */
  9286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  9287. struct block_list *bl,struct skill_unit_group *group,int tick)
  9288. {
  9289. int i,j=-1,k,s,id;
  9290. struct skill_unit_group_tickset *set;
  9291. nullpo_retr(0, bl);
  9292. if (group->interval==-1)
  9293. return NULL;
  9294. if (bl->type == BL_PC)
  9295. set = ((struct map_session_data *)bl)->skillunittick;
  9296. else if (bl->type == BL_MOB)
  9297. set = ((struct mob_data *)bl)->skillunittick;
  9298. else if (bl->type == BL_PET)
  9299. set = ((struct pet_data *)bl)->skillunittick;
  9300. else
  9301. return 0;
  9302. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9303. id = s = group->skill_id;
  9304. else
  9305. id = s = group->group_id;
  9306. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9307. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9308. if (set[k].id == id)
  9309. return &set[k];
  9310. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9311. j=k;
  9312. }
  9313. if (j == -1) {
  9314. if(battle_config.error_log) {
  9315. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9316. }
  9317. j = id % MAX_SKILLUNITGROUPTICKSET;
  9318. }
  9319. set[j].id = id;
  9320. set[j].tick = tick;
  9321. return &set[j];
  9322. }
  9323. /*==========================================
  9324. * スキルユニットタイマ??動?�?用(foreachinarea)
  9325. *------------------------------------------
  9326. */
  9327. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  9328. {
  9329. struct skill_unit *unit;
  9330. struct skill_unit_group *group;
  9331. unsigned int tick;
  9332. nullpo_retr(0, bl);
  9333. nullpo_retr(0, ap);
  9334. unit = va_arg(ap,struct skill_unit *);
  9335. tick = va_arg(ap,unsigned int);
  9336. if (!unit->alive || bl->prev==NULL)
  9337. return 0;
  9338. nullpo_retr(0, group=unit->group);
  9339. if (skill_get_type(group->skill_id)==BF_MAGIC
  9340. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9341. return 0; //AoE skills are ineffective. [Skotlex]
  9342. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9343. return 0;
  9344. skill_unit_onplace_timer(unit,bl,tick);
  9345. return 0;
  9346. }
  9347. /*==========================================
  9348. * スキルユニットタイマ??�?用(foreachobject)
  9349. *------------------------------------------
  9350. */
  9351. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9352. {
  9353. struct skill_unit *unit;
  9354. struct skill_unit_group *group;
  9355. unsigned int tick;
  9356. nullpo_retr(0, bl);
  9357. nullpo_retr(0, ap);
  9358. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9359. tick=va_arg(ap,unsigned int);
  9360. if(!unit->alive)
  9361. return 0;
  9362. group=unit->group;
  9363. nullpo_retr(0, group);
  9364. /* onplace_timerイベント呼び?oし */
  9365. if (unit->range>=0 && group->interval!=-1) {
  9366. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9367. group->bl_flag,bl,tick);
  9368. if (!unit->alive)
  9369. return 0;
  9370. // マグヌスは発動したユニットは?�?怩キる
  9371. if (group->skill_id==PR_MAGNUS && unit->val2) {
  9372. skill_delunit(unit);
  9373. return 0;
  9374. }
  9375. }
  9376. /* 時間?リれ?�?� */
  9377. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9378. switch(group->unit_id){
  9379. case UNT_BLASTMINE:
  9380. group->unit_id = UNT_USED_TRAPS;
  9381. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9382. group->limit=DIFF_TICK(tick+1500,group->tick);
  9383. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9384. break;
  9385. case UNT_SKIDTRAP:
  9386. case UNT_ANKLESNARE:
  9387. case UNT_LANDMINE:
  9388. case UNT_SHOCKWAVE:
  9389. case UNT_SANDMAN:
  9390. case UNT_FLASHER:
  9391. case UNT_FREEZINGTRAP:
  9392. case UNT_CLAYMORETRAP:
  9393. case UNT_TALKIEBOX:
  9394. {
  9395. struct block_list *src=map_id2bl(group->src_id);
  9396. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9397. else{
  9398. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  9399. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9400. struct item item_tmp;
  9401. memset(&item_tmp,0,sizeof(item_tmp));
  9402. item_tmp.nameid=1065;
  9403. item_tmp.identify=1;
  9404. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9405. }
  9406. }
  9407. skill_delunit(unit);
  9408. }
  9409. break;
  9410. case 0xc1:
  9411. case 0xc2:
  9412. case 0xc3:
  9413. case 0xc4:
  9414. {
  9415. struct block_list *src=map_id2bl(group->src_id);
  9416. if (src)
  9417. group->tick = tick;
  9418. }
  9419. break;
  9420. default:
  9421. skill_delunit(unit);
  9422. }
  9423. }
  9424. if(group->unit_id == UNT_ICEWALL) {
  9425. unit->val1 -= 5;
  9426. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9427. unit->limit = DIFF_TICK(tick+700,group->tick);
  9428. }
  9429. return 0;
  9430. }
  9431. /*==========================================
  9432. * スキルユニットタイマ??�?
  9433. *------------------------------------------
  9434. */
  9435. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9436. {
  9437. map_freeblock_lock();
  9438. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9439. map_freeblock_unlock();
  9440. return 0;
  9441. }
  9442. /*==========================================
  9443. * スキルユニット移動時?�?用(foreachinarea)
  9444. *------------------------------------------
  9445. */
  9446. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9447. {
  9448. struct skill_unit *unit = (struct skill_unit *)bl;
  9449. struct block_list *target;
  9450. unsigned int tick,flag,result;
  9451. int skill_id;
  9452. target=va_arg(ap,struct block_list*);
  9453. tick = va_arg(ap,unsigned int);
  9454. flag = va_arg(ap,int);
  9455. nullpo_retr(0, unit->group);
  9456. if (!(unit->group->bl_flag&target->type))
  9457. return 0; //we don't target this type of bl
  9458. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9459. if (unit->group->interval!=-1 &&
  9460. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9461. return 0;
  9462. if (!unit->alive || target->prev==NULL)
  9463. return 0;
  9464. if (flag&1)
  9465. {
  9466. result = skill_unit_onplace(unit,target,tick);
  9467. if (flag&2 && result)
  9468. { //Clear skill ids we have stored in onout.
  9469. int i;
  9470. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9471. if (i<8)
  9472. skill_unit_temp[i] = 0;
  9473. }
  9474. }
  9475. else
  9476. {
  9477. result = skill_unit_onout(unit,target,tick);
  9478. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9479. skill_unit_temp[skill_unit_index++] = result;
  9480. }
  9481. if (flag&4)
  9482. skill_unit_onleft(skill_id,target,tick);
  9483. return 1;
  9484. }
  9485. /*==========================================
  9486. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9487. * Flag values:
  9488. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9489. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9490. * units to figure out when they have left a group.
  9491. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9492. *------------------------------------------
  9493. */
  9494. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  9495. {
  9496. nullpo_retr(0, bl);
  9497. if(bl->prev==NULL )
  9498. return 0;
  9499. if (flag&2 && !(flag&1))
  9500. { //Onout, clear data
  9501. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9502. skill_unit_index=0;
  9503. }
  9504. map_foreachincell(skill_unit_move_sub,
  9505. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9506. if (flag&2 && flag&1)
  9507. { //Onplace, check any skill units you have left.
  9508. int i;
  9509. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9510. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9511. }
  9512. return 0;
  9513. }
  9514. /*==========================================
  9515. * スキルユニット自?の移動時?�?
  9516. * 引?はグル?プと移動量
  9517. *------------------------------------------
  9518. */
  9519. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9520. {
  9521. int i,j;
  9522. unsigned int tick = gettick();
  9523. int *m_flag;
  9524. struct skill_unit *unit1;
  9525. struct skill_unit *unit2;
  9526. nullpo_retr(0, group);
  9527. if (group->unit_count<=0)
  9528. return 0;
  9529. if (group->unit==NULL)
  9530. return 0;
  9531. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  9532. if (!(
  9533. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  9534. skill_get_inf2(group->skill_id)&INF2_TRAP
  9535. ))
  9536. return 0;
  9537. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  9538. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  9539. // m_flag
  9540. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9541. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9542. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9543. // 3: Both 1+2.
  9544. for(i=0;i<group->unit_count;i++){
  9545. unit1=&group->unit[i];
  9546. if (!unit1->alive || unit1->bl.m!=m)
  9547. continue;
  9548. for(j=0;j<group->unit_count;j++){
  9549. unit2=&group->unit[j];
  9550. if (!unit2->alive)
  9551. continue;
  9552. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9553. m_flag[i] |= 0x1;
  9554. }
  9555. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9556. m_flag[i] |= 0x2;
  9557. }
  9558. }
  9559. }
  9560. j = 0;
  9561. for (i=0;i<group->unit_count;i++) {
  9562. unit1=&group->unit[i];
  9563. if (!unit1->alive)
  9564. continue;
  9565. if (!(m_flag[i]&0x2)) {
  9566. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9567. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9568. }
  9569. //Move Cell using "smart" criteria (avoid useless moving around)
  9570. switch(m_flag[i])
  9571. {
  9572. case 0:
  9573. //Cell moves independently, safely move it.
  9574. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9575. clif_skill_setunit(unit1);
  9576. break;
  9577. case 1:
  9578. //Cell moves unto another cell, look for a replacement cell that won't collide
  9579. //and has no cell moving into it (flag == 2)
  9580. for(;j<group->unit_count;j++)
  9581. {
  9582. if(m_flag[j]!=2 || !group->unit[j].alive)
  9583. continue;
  9584. //Move to where this cell would had moved.
  9585. unit2 = &group->unit[j];
  9586. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9587. clif_skill_setunit(unit1);
  9588. j++; //Skip this cell as we have used it.
  9589. break;
  9590. }
  9591. break;
  9592. case 2:
  9593. case 3:
  9594. break; //Don't move the cell as a cell will end on this tile anyway.
  9595. }
  9596. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9597. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9598. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9599. }
  9600. }
  9601. aFree(m_flag);
  9602. return 0;
  9603. }
  9604. /*----------------------------------------------------------------------------
  9605. * アイテム?�?ャ
  9606. *----------------------------------------------------------------------------
  9607. */
  9608. /*==========================================
  9609. * アイテム?�?ャ可能判定
  9610. *------------------------------------------
  9611. */
  9612. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9613. {
  9614. int i,j;
  9615. nullpo_retr(0, sd);
  9616. if(nameid<=0)
  9617. return 0;
  9618. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9619. if(skill_produce_db[i].nameid == nameid )
  9620. break;
  9621. }
  9622. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9623. return 0;
  9624. if(trigger>=0){
  9625. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9626. if(skill_produce_db[i].itemlv!=trigger)
  9627. return 0;
  9628. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9629. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9630. return 0;
  9631. } else { // Weapon (itemlv must be higher or equal)
  9632. if(skill_produce_db[i].itemlv>trigger)
  9633. return 0;
  9634. }
  9635. }
  9636. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9637. return 0; /* スキルが足りない */
  9638. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9639. int id,x,y;
  9640. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9641. continue;
  9642. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9643. if(pc_search_inventory(sd,id) < 0)
  9644. return 0;
  9645. }
  9646. else {
  9647. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9648. if( sd->status.inventory[y].nameid == id )
  9649. x+=sd->status.inventory[y].amount;
  9650. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9651. return 0;
  9652. }
  9653. }
  9654. return i+1;
  9655. }
  9656. /*==========================================
  9657. * アイテム?�?ャ可能判定
  9658. *------------------------------------------
  9659. */
  9660. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9661. int nameid, int slot1, int slot2, int slot3, int qty)
  9662. {
  9663. int slot[3];
  9664. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9665. nullpo_retr(0, sd);
  9666. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9667. return 0;
  9668. idx--;
  9669. if (qty < 1)
  9670. qty = 1;
  9671. if (!skill_id) //A skill can be specified for some override cases.
  9672. skill_id = skill_produce_db[idx].req_skill;
  9673. slot[0]=slot1;
  9674. slot[1]=slot2;
  9675. slot[2]=slot3;
  9676. /* 埋め?み?�? */
  9677. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9678. int j;
  9679. if( slot[i]<=0 )
  9680. continue;
  9681. j = pc_search_inventory(sd,slot[i]);
  9682. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9683. continue;
  9684. if(slot[i]==1000){ /* Star Crumb */
  9685. pc_delitem(sd,j,1,1);
  9686. sc++;
  9687. }
  9688. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9689. static const int ele_table[4]={3,1,4,2};
  9690. pc_delitem(sd,j,1,1);
  9691. ele=ele_table[slot[i]-994];
  9692. }
  9693. }
  9694. /* ?゙料?チ費 */
  9695. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9696. int j,id,x;
  9697. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9698. continue;
  9699. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9700. 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 */
  9701. int y=0;
  9702. j = pc_search_inventory(sd,id);
  9703. if(j >= 0){
  9704. y = sd->status.inventory[j].amount;
  9705. if(y>x)y=x; /* 足りている */
  9706. pc_delitem(sd,j,y,0);
  9707. }else {
  9708. if(battle_config.error_log)
  9709. ShowError("skill_produce_mix: material item error\n");
  9710. }
  9711. x-=y; /* まだ足りない個?を計算 */
  9712. }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 */
  9713. }
  9714. if((equip=itemdb_isequip(nameid)))
  9715. wlv = itemdb_wlv(nameid);
  9716. if(!equip) {
  9717. switch(skill_id){
  9718. case BS_IRON:
  9719. case BS_STEEL:
  9720. case BS_ENCHANTEDSTONE:
  9721. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9722. int skill = pc_checkskill(sd,skill_id);
  9723. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9724. switch(nameid){
  9725. case 998: // Iron
  9726. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9727. break;
  9728. case 999: // Steel
  9729. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9730. break;
  9731. case 1000: //Star Crumb
  9732. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9733. break;
  9734. default: // Enchanted Stones
  9735. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9736. break;
  9737. }
  9738. break;
  9739. case ASC_CDP:
  9740. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9741. break;
  9742. case AL_HOLYWATER:
  9743. make_per = 100000; //100% success
  9744. break;
  9745. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9746. case AM_TWILIGHT1:
  9747. case AM_TWILIGHT2:
  9748. case AM_TWILIGHT3:
  9749. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9750. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9751. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9752. switch(nameid){
  9753. case 501: // Red Potion
  9754. case 503: // Yellow Potion
  9755. case 504: // White Potion
  9756. case 605: // Anodyne
  9757. case 606: // Aloevera
  9758. make_per += 2000;
  9759. break;
  9760. case 505: // Blue Potion
  9761. make_per -= 500;
  9762. break;
  9763. case 545: // Condensed Red Potion
  9764. case 546: // Condensed Yellow Potion
  9765. case 547: // Condensed White Potion
  9766. make_per -= 1000;
  9767. break;
  9768. case 970: // Alcohol
  9769. make_per += 1000;
  9770. break;
  9771. case 7139: // Glistening Coat
  9772. make_per -= 1000;
  9773. break;
  9774. case 7135: // Bottle Grenade
  9775. case 7136: // Acid Bottle
  9776. case 7137: // Plant Bottle
  9777. case 7138: // Marine Sphere Bottle
  9778. default:
  9779. break;
  9780. }
  9781. if(battle_config.pp_rate != 100)
  9782. make_per = make_per * battle_config.pp_rate / 100;
  9783. break;
  9784. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9785. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9786. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9787. switch(nameid){
  9788. case 12114:
  9789. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9790. if (flag > 0)
  9791. make_per += 1000*flag-500;
  9792. break;
  9793. case 12115:
  9794. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9795. if (flag > 0)
  9796. make_per += 1000*flag-500;
  9797. break;
  9798. case 12116:
  9799. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9800. if (flag > 0)
  9801. make_per += 1000*flag-500;
  9802. break;
  9803. case 12117:
  9804. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9805. if (flag > 0)
  9806. make_per += 1000*flag-500;
  9807. break;
  9808. }
  9809. break;
  9810. default:
  9811. make_per = 5000;
  9812. break;
  9813. }
  9814. }
  9815. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9816. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9817. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9818. 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
  9819. 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
  9820. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9821. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9822. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9823. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9824. if(battle_config.wp_rate != 100)
  9825. make_per = make_per * battle_config.wp_rate / 100;
  9826. }
  9827. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9828. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9829. make_per = (make_per * 80) / 100; //Lupus
  9830. if(make_per < 1) make_per = 1;
  9831. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9832. struct item tmp_item;
  9833. memset(&tmp_item,0,sizeof(tmp_item));
  9834. tmp_item.nameid=nameid;
  9835. tmp_item.amount=1;
  9836. tmp_item.identify=1;
  9837. if(equip){
  9838. tmp_item.card[0]=0x00ff;
  9839. tmp_item.card[1]=((sc*5)<<8)+ele;
  9840. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9841. tmp_item.card[3]=GetWord(sd->char_id,1);
  9842. } else {
  9843. //Flag is only used on the end, so it can be used here. [Skotlex]
  9844. switch (skill_id) {
  9845. case AM_PHARMACY:
  9846. case AM_TWILIGHT1:
  9847. case AM_TWILIGHT2:
  9848. case AM_TWILIGHT3:
  9849. flag = battle_config.produce_potion_name_input;
  9850. break;
  9851. case AL_HOLYWATER:
  9852. flag = battle_config.holywater_name_input;
  9853. break;
  9854. case ASC_CDP:
  9855. flag = battle_config.cdp_name_input;
  9856. break;
  9857. default:
  9858. flag = battle_config.produce_item_name_input;
  9859. break;
  9860. }
  9861. if (flag) {
  9862. tmp_item.card[0]=0x00fe;
  9863. tmp_item.card[1]=0;
  9864. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9865. tmp_item.card[3]=GetWord(sd->char_id,1);
  9866. }
  9867. }
  9868. if(log_config.produce > 0)
  9869. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9870. if(equip){
  9871. clif_produceeffect(sd,0,nameid);
  9872. clif_misceffect(&sd->bl,3);
  9873. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9874. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9875. } else {
  9876. int fame = 0;
  9877. tmp_item.amount = 0;
  9878. for (i=0; i< qty; i++)
  9879. { //Apply quantity modifiers.
  9880. if (rand()%10000 < make_per || qty == 1)
  9881. { //Success
  9882. tmp_item.amount++;
  9883. if(nameid < 545 || nameid > 547)
  9884. continue;
  9885. if(skill_id != AM_PHARMACY &&
  9886. skill_id != AM_TWILIGHT1 &&
  9887. skill_id != AM_TWILIGHT2 &&
  9888. skill_id != AM_TWILIGHT3)
  9889. continue;
  9890. //Add fame as needed.
  9891. switch(++sd->potion_success_counter) {
  9892. case 3:
  9893. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9894. break;
  9895. case 5:
  9896. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9897. break;
  9898. case 7:
  9899. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9900. break;
  9901. case 10:
  9902. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9903. sd->potion_success_counter = 0;
  9904. break;
  9905. }
  9906. } else //Failure
  9907. sd->potion_success_counter = 0;
  9908. }
  9909. if (fame)
  9910. pc_addfame(sd,fame);
  9911. //Visual effects and the like.
  9912. switch (skill_id) {
  9913. case AM_PHARMACY:
  9914. case AM_TWILIGHT1:
  9915. case AM_TWILIGHT2:
  9916. case AM_TWILIGHT3:
  9917. case ASC_CDP:
  9918. clif_produceeffect(sd,2,nameid);
  9919. clif_misceffect(&sd->bl,5);
  9920. break;
  9921. case BS_IRON:
  9922. case BS_STEEL:
  9923. case BS_ENCHANTEDSTONE:
  9924. clif_produceeffect(sd,0,nameid);
  9925. clif_misceffect(&sd->bl,3);
  9926. break;
  9927. default: //Those that don't require a skill?
  9928. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9929. clif_specialeffect(&sd->bl, 608, 0);
  9930. break;
  9931. }
  9932. }
  9933. if (tmp_item.amount) { //Success
  9934. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9935. clif_additem(sd,0,0,flag);
  9936. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9937. }
  9938. return 1;
  9939. }
  9940. }
  9941. //Failure
  9942. if(log_config.produce)
  9943. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9944. if(equip){
  9945. clif_produceeffect(sd,1,nameid);
  9946. clif_misceffect(&sd->bl,2);
  9947. } else {
  9948. switch (skill_id) {
  9949. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9950. pc_heal(sd,-(sd->status.max_hp>>2),0);
  9951. case AM_PHARMACY:
  9952. case AM_TWILIGHT1:
  9953. case AM_TWILIGHT2:
  9954. case AM_TWILIGHT3:
  9955. clif_produceeffect(sd,3,nameid);
  9956. clif_misceffect(&sd->bl,6);
  9957. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9958. break;
  9959. case BS_IRON:
  9960. case BS_STEEL:
  9961. case BS_ENCHANTEDSTONE:
  9962. clif_produceeffect(sd,1,nameid);
  9963. clif_misceffect(&sd->bl,2);
  9964. break;
  9965. default:
  9966. if (skill_produce_db[idx].itemlv==11)
  9967. clif_specialeffect(&sd->bl, 609, 0);
  9968. }
  9969. }
  9970. return 0;
  9971. }
  9972. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9973. {
  9974. int i,j,flag,index=-1;
  9975. struct item tmp_item;
  9976. nullpo_retr(0, sd);
  9977. if(nameid <= 0)
  9978. return 1;
  9979. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9980. if(nameid == skill_arrow_db[i].nameid) {
  9981. index = i;
  9982. break;
  9983. }
  9984. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9985. return 1;
  9986. pc_delitem(sd,j,1,0);
  9987. for(i=0;i<5;i++) {
  9988. memset(&tmp_item,0,sizeof(tmp_item));
  9989. tmp_item.identify = 1;
  9990. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9991. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9992. if(battle_config.making_arrow_name_input) {
  9993. tmp_item.card[0]=0x00fe;
  9994. tmp_item.card[1]=0;
  9995. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9996. tmp_item.card[3]=GetWord(sd->char_id,1);
  9997. }
  9998. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9999. continue;
  10000. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10001. clif_additem(sd,0,0,flag);
  10002. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  10003. }
  10004. }
  10005. return 0;
  10006. }
  10007. /*----------------------------------------------------------------------------
  10008. * ?炎匀サ系
  10009. */
  10010. /*
  10011. * 文字列?�?
  10012. * ',' で区?リって val に戻す
  10013. */
  10014. int skill_split_str(char *str,char **val,int num)
  10015. {
  10016. int i;
  10017. for (i=0; i<num && str; i++){
  10018. val[i] = str;
  10019. str = strchr(str,',');
  10020. if (str)
  10021. *str++=0;
  10022. }
  10023. return i;
  10024. }
  10025. /*
  10026. * 文字列?�?
  10027. * ':' で区?リってatoiしてvalに戻す
  10028. */
  10029. int skill_split_atoi(char *str,int *val)
  10030. {
  10031. int i, j, diff, step = 1;
  10032. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10033. if (!str) break;
  10034. val[i] = atoi(str);
  10035. str = strchr(str,':');
  10036. if (str)
  10037. *str++=0;
  10038. }
  10039. if(i==0) //No data found.
  10040. return 0;
  10041. if(i==1)
  10042. { //Single value, have the whole range have the same value.
  10043. for (; i < MAX_SKILL_LEVEL; i++)
  10044. val[i] = val[i-1];
  10045. return i;
  10046. }
  10047. //Check for linear change with increasing steps until we reach half of the data acquired.
  10048. for (step = 1; step <= i/2; step++)
  10049. {
  10050. diff = val[i-1] - val[i-step-1];
  10051. for(j = i-1; j >= step; j--)
  10052. if ((val[j]-val[j-step]) != diff)
  10053. break;
  10054. if (j>=step) //No match, try next step.
  10055. continue;
  10056. for(; i < MAX_SKILL_LEVEL; i++)
  10057. { //Apply linear increase
  10058. val[i] = val[i-step]+diff;
  10059. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10060. { val[i] = 1; diff = 0; step = 1; }
  10061. }
  10062. return i;
  10063. }
  10064. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10065. for (;i<MAX_SKILL_LEVEL; i++)
  10066. val[i] = val[i-1];
  10067. return i;
  10068. }
  10069. /*
  10070. * スキルユニットの配置?﨣�?�?ャ
  10071. */
  10072. void skill_init_unit_layout(void)
  10073. {
  10074. int i,j,size,pos = 0;
  10075. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10076. // 矩形のユニット配置を?�?ャする
  10077. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10078. size = i*2+1;
  10079. skill_unit_layout[i].count = size*size;
  10080. for (j=0; j<size*size; j++) {
  10081. skill_unit_layout[i].dx[j] = (j%size-i);
  10082. skill_unit_layout[i].dy[j] = (j/size-i);
  10083. }
  10084. }
  10085. pos = i;
  10086. // 矩形以外のユニット配置を?�?ャする
  10087. for (i=0;i<MAX_SKILL_DB;i++) {
  10088. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10089. continue;
  10090. switch (i) {
  10091. case MG_FIREWALL:
  10092. case WZ_ICEWALL:
  10093. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  10094. break;
  10095. case PR_SANCTUARY:
  10096. {
  10097. static const int dx[] = {
  10098. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10099. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10100. static const int dy[]={
  10101. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10102. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10103. skill_unit_layout[pos].count = 21;
  10104. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10105. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10106. break;
  10107. }
  10108. case PR_MAGNUS:
  10109. {
  10110. static const int dx[] = {
  10111. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10112. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10113. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10114. static const int dy[] = {
  10115. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10116. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10117. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10118. skill_unit_layout[pos].count = 33;
  10119. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10120. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10121. break;
  10122. }
  10123. case AS_VENOMDUST:
  10124. {
  10125. static const int dx[] = {-1, 0, 0, 0, 1};
  10126. static const int dy[] = { 0,-1, 0, 1, 0};
  10127. skill_unit_layout[pos].count = 5;
  10128. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10129. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10130. break;
  10131. }
  10132. case CR_GRANDCROSS:
  10133. case NPC_GRANDDARKNESS:
  10134. {
  10135. static const int dx[] = {
  10136. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10137. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10138. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10139. static const int dy[] = {
  10140. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10141. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10142. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10143. skill_unit_layout[pos].count = 29;
  10144. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10145. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10146. break;
  10147. }
  10148. case PF_FOGWALL:
  10149. {
  10150. static const int dx[] = {
  10151. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10152. static const int dy[] = {
  10153. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10154. skill_unit_layout[pos].count = 15;
  10155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10157. break;
  10158. }
  10159. case PA_GOSPEL:
  10160. {
  10161. static const int dx[] = {
  10162. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10163. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10164. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10165. -1, 0, 1};
  10166. static const int dy[] = {
  10167. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10168. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10169. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10170. 3, 3, 3};
  10171. skill_unit_layout[pos].count = 33;
  10172. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10173. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10174. break;
  10175. }
  10176. default:
  10177. ShowError("unknown unit layout at skill %d\n",i);
  10178. break;
  10179. }
  10180. if (!skill_unit_layout[pos].count)
  10181. continue;
  10182. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10183. skill_db[i].unit_layout_type[j] = pos;
  10184. pos++;
  10185. }
  10186. // ファイヤ?[ウォ?[ル
  10187. firewall_unit_pos = pos;
  10188. for (i=0;i<8;i++) {
  10189. if (i&1) { /* 斜め配置 */
  10190. skill_unit_layout[pos].count = 5;
  10191. if (i&0x2) {
  10192. int dx[] = {-1,-1, 0, 0, 1};
  10193. int dy[] = { 1, 0, 0,-1,-1};
  10194. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10195. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10196. } else {
  10197. int dx[] = { 1, 1 ,0, 0,-1};
  10198. int dy[] = { 1, 0, 0,-1,-1};
  10199. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10200. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10201. }
  10202. } else { /* ?c横配置 */
  10203. skill_unit_layout[pos].count = 3;
  10204. if (i%4==0) { /* ?繪コ */
  10205. int dx[] = {-1, 0, 1};
  10206. int dy[] = { 0, 0, 0};
  10207. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10208. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10209. } else { /* ?カ右 */
  10210. int dx[] = { 0, 0, 0};
  10211. int dy[] = {-1, 0, 1};
  10212. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10213. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10214. }
  10215. }
  10216. pos++;
  10217. }
  10218. // アイスウォ?[ル
  10219. icewall_unit_pos = pos;
  10220. for (i=0;i<8;i++) {
  10221. skill_unit_layout[pos].count = 5;
  10222. if (i&1) { /* 斜め配置 */
  10223. if (i&0x2) {
  10224. int dx[] = {-2,-1, 0, 1, 2};
  10225. int dy[] = { 2,-1, 0,-1,-2};
  10226. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10227. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10228. } else {
  10229. int dx[] = { 2, 1 ,0,-1,-2};
  10230. int dy[] = { 2, 1, 0,-1,-2};
  10231. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10232. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10233. }
  10234. } else { /* ?c横配置 */
  10235. if (i%4==0) { /* ?繪コ */
  10236. int dx[] = {-2,-1, 0, 1, 2};
  10237. int dy[] = { 0, 0, 0, 0, 0};
  10238. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10239. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10240. } else { /* ?カ右 */
  10241. int dx[] = { 0, 0, 0, 0, 0};
  10242. int dy[] = {-2,-1, 0, 1, 2};
  10243. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10244. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10245. }
  10246. }
  10247. pos++;
  10248. }
  10249. }
  10250. /*==========================================
  10251. * スキル?係ファイル?み?み
  10252. * skill_db.txt スキルデ?タ
  10253. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  10254. * produce_db.txt アイテム?�?ャスキル用デ?タ
  10255. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  10256. * abra_db.txt アブラカダブラ?動スキルデ?タ
  10257. *------------------------------------------
  10258. */
  10259. int skill_readdb(void)
  10260. {
  10261. int i,j,k,l,m;
  10262. FILE *fp;
  10263. char line[1024],path[1024],*p;
  10264. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10265. /* スキルデ?タベ?ス */
  10266. memset(skill_db,0,sizeof(skill_db));
  10267. sprintf(path, "%s/skill_db.txt", db_path);
  10268. fp=fopen(path,"r");
  10269. if(fp==NULL){
  10270. ShowError("can't read %s\n", path);
  10271. return 1;
  10272. }
  10273. while(fgets(line,1020,fp)){
  10274. char *split[50];
  10275. if(line[0]=='/' && line[1]=='/')
  10276. continue;
  10277. j = skill_split_str(line,split,15);
  10278. if(j < 15 || split[14]==NULL)
  10279. continue;
  10280. i=atoi(split[0]);
  10281. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10282. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10283. continue;
  10284. }
  10285. if (i >= GD_SKILLBASE)
  10286. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10287. if(i<=0 || i>MAX_SKILL_DB)
  10288. continue;
  10289. skill_split_atoi(split[1],skill_db[i].range);
  10290. skill_db[i].hit=atoi(split[2]);
  10291. skill_db[i].inf=atoi(split[3]);
  10292. skill_db[i].pl=atoi(split[4]);
  10293. skill_db[i].nk=atoi(split[5]);
  10294. skill_split_atoi(split[6],skill_db[i].splash);
  10295. skill_db[i].max=atoi(split[7]);
  10296. skill_split_atoi(split[8],skill_db[i].num);
  10297. if(strcmpi(split[9],"yes") == 0)
  10298. skill_db[i].castcancel=1;
  10299. else
  10300. skill_db[i].castcancel=0;
  10301. skill_db[i].cast_def_rate=atoi(split[10]);
  10302. skill_db[i].inf2=atoi(split[11]);
  10303. skill_db[i].maxcount=atoi(split[12]);
  10304. if(strcmpi(split[13],"weapon") == 0)
  10305. skill_db[i].skill_type=BF_WEAPON;
  10306. else if(strcmpi(split[13],"magic") == 0)
  10307. skill_db[i].skill_type=BF_MAGIC;
  10308. else if(strcmpi(split[13],"misc") == 0)
  10309. skill_db[i].skill_type=BF_MISC;
  10310. else
  10311. skill_db[i].skill_type=0;
  10312. skill_split_atoi(split[14],skill_db[i].blewcount);
  10313. for (j = 0; skill_names[j].id != 0; j++)
  10314. if (skill_names[j].id == i) {
  10315. skill_db[i].name = skill_names[j].name;
  10316. skill_db[i].desc = skill_names[j].desc;
  10317. break;
  10318. }
  10319. }
  10320. fclose(fp);
  10321. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10322. sprintf(path, "%s/skill_require_db.txt", db_path);
  10323. fp=fopen(path,"r");
  10324. if(fp==NULL){
  10325. ShowError("can't read %s\n", path);
  10326. return 1;
  10327. }
  10328. while(fgets(line,1020,fp)){
  10329. char *split[50];
  10330. if(line[0]=='/' && line[1]=='/')
  10331. continue;
  10332. j = skill_split_str(line,split,30);
  10333. if(j < 30 || split[29]==NULL)
  10334. continue;
  10335. i=atoi(split[0]);
  10336. if (i >= GD_SKILLBASE)
  10337. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10338. if(i<=0 || i>MAX_SKILL_DB)
  10339. continue;
  10340. skill_split_atoi(split[1],skill_db[i].hp);
  10341. skill_split_atoi(split[2],skill_db[i].mhp);
  10342. skill_split_atoi(split[3],skill_db[i].sp);
  10343. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10344. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10345. skill_split_atoi(split[6],skill_db[i].zeny);
  10346. p = split[7];
  10347. for(j=0;j<32;j++){
  10348. l = atoi(p);
  10349. if (l==99) {
  10350. skill_db[i].weapon = 0xffffffff;
  10351. break;
  10352. }
  10353. else
  10354. skill_db[i].weapon |= 1<<l;
  10355. p=strchr(p,':');
  10356. if(!p)
  10357. break;
  10358. p++;
  10359. }
  10360. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10361. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10362. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10363. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10364. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10365. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  10366. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10367. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10368. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10369. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10370. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10371. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10372. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  10373. else skill_db[i].state=ST_NONE;
  10374. skill_split_atoi(split[9],skill_db[i].spiritball);
  10375. skill_db[i].itemid[0]=atoi(split[10]);
  10376. skill_db[i].amount[0]=atoi(split[11]);
  10377. skill_db[i].itemid[1]=atoi(split[12]);
  10378. skill_db[i].amount[1]=atoi(split[13]);
  10379. skill_db[i].itemid[2]=atoi(split[14]);
  10380. skill_db[i].amount[2]=atoi(split[15]);
  10381. skill_db[i].itemid[3]=atoi(split[16]);
  10382. skill_db[i].amount[3]=atoi(split[17]);
  10383. skill_db[i].itemid[4]=atoi(split[18]);
  10384. skill_db[i].amount[4]=atoi(split[19]);
  10385. skill_db[i].itemid[5]=atoi(split[20]);
  10386. skill_db[i].amount[5]=atoi(split[21]);
  10387. skill_db[i].itemid[6]=atoi(split[22]);
  10388. skill_db[i].amount[6]=atoi(split[23]);
  10389. skill_db[i].itemid[7]=atoi(split[24]);
  10390. skill_db[i].amount[7]=atoi(split[25]);
  10391. skill_db[i].itemid[8]=atoi(split[26]);
  10392. skill_db[i].amount[8]=atoi(split[27]);
  10393. skill_db[i].itemid[9]=atoi(split[28]);
  10394. skill_db[i].amount[9]=atoi(split[29]);
  10395. }
  10396. fclose(fp);
  10397. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10398. /* キャスティングデ?タベ?ス */
  10399. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10400. fp=fopen(path,"r");
  10401. if(fp==NULL){
  10402. ShowError("can't read %s\n", path);
  10403. return 1;
  10404. }
  10405. l=0;
  10406. while(fgets(line,1020,fp)){
  10407. char *split[50];
  10408. l++;
  10409. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10410. if(line[0]=='/' && line[1]=='/')
  10411. continue;
  10412. j = skill_split_str(line,split,6);
  10413. if(split[0]==NULL || j<2)
  10414. continue; //Blank line.
  10415. if(split[5]==NULL || j<6) {
  10416. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10417. continue;
  10418. }
  10419. i=atoi(split[0]);
  10420. if (i >= GD_SKILLBASE)
  10421. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10422. if(i<=0 || i>MAX_SKILL_DB)
  10423. continue;
  10424. skill_split_atoi(split[1],skill_db[i].cast);
  10425. skill_split_atoi(split[2],skill_db[i].delay);
  10426. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10427. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10428. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10429. }
  10430. fclose(fp);
  10431. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10432. /* スキルユニットデ?[タベ?[ス */
  10433. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10434. fp=fopen(path,"r");
  10435. if (fp==NULL) {
  10436. ShowError("can't read %s\n", path);
  10437. return 1;
  10438. }
  10439. k = 0;
  10440. while (fgets(line,1020,fp)) {
  10441. char *split[50];
  10442. if (line[0]=='/' && line[1]=='/')
  10443. continue;
  10444. j = skill_split_str(line,split,8);
  10445. if (split[7]==NULL || j<8)
  10446. continue;
  10447. i=atoi(split[0]);
  10448. if (i >= GD_SKILLBASE)
  10449. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10450. if(i<=0 || i>MAX_SKILL_DB)
  10451. continue;
  10452. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10453. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10454. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10455. skill_split_atoi(split[4],skill_db[i].unit_range);
  10456. skill_db[i].unit_interval = atoi(split[5]);
  10457. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10458. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10459. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10460. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10461. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10462. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10463. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10464. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10465. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10466. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10467. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10468. skill_db[i].unit_target=BCT_NOENEMY;
  10469. //By default, target just characters.
  10470. skill_db[i].unit_target |= BL_CHAR;
  10471. if (skill_db[i].unit_flag&UF_NOPC)
  10472. skill_db[i].unit_target &= ~BL_PC;
  10473. if (skill_db[i].unit_flag&UF_NOMOB)
  10474. skill_db[i].unit_target &= ~BL_MOB;
  10475. if (skill_db[i].unit_flag&UF_SKILL)
  10476. skill_db[i].unit_target |= BL_SKILL;
  10477. k++;
  10478. }
  10479. fclose(fp);
  10480. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10481. skill_init_unit_layout();
  10482. /* ?サ造系スキルデ?タベ?ス */
  10483. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10484. for(m=0;m<2;m++){
  10485. sprintf(path, "%s/%s", db_path, filename[m]);
  10486. fp=fopen(path,"r");
  10487. if(fp==NULL){
  10488. if(m>0)
  10489. continue;
  10490. ShowError("can't read %s\n",path);
  10491. return 1;
  10492. }
  10493. k=0;
  10494. while(fgets(line,1020,fp)){
  10495. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10496. int x,y;
  10497. if(line[0]=='/' && line[1]=='/')
  10498. continue;
  10499. memset(split,0,sizeof(split));
  10500. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10501. if(split[0]==0) //fixed by Lupus
  10502. continue;
  10503. i=atoi(split[0]);
  10504. if(i<=0) continue;
  10505. skill_produce_db[k].nameid=i;
  10506. skill_produce_db[k].itemlv=atoi(split[1]);
  10507. skill_produce_db[k].req_skill=atoi(split[2]);
  10508. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10509. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10510. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10511. }
  10512. k++;
  10513. if(k >= MAX_SKILL_PRODUCE_DB)
  10514. break;
  10515. }
  10516. fclose(fp);
  10517. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10518. }
  10519. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10520. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10521. fp=fopen(path,"r");
  10522. if(fp==NULL){
  10523. ShowError("can't read %s\n", path);
  10524. return 1;
  10525. }
  10526. k=0;
  10527. while(fgets(line,1020,fp)){
  10528. char *split[16];
  10529. int x,y;
  10530. if(line[0]=='/' && line[1]=='/')
  10531. continue;
  10532. memset(split,0,sizeof(split));
  10533. j = skill_split_str(line,split,13);
  10534. if(split[0]==0) //fixed by Lupus
  10535. continue;
  10536. i=atoi(split[0]);
  10537. if(i<=0)
  10538. continue;
  10539. skill_arrow_db[k].nameid=i;
  10540. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10541. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10542. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10543. }
  10544. k++;
  10545. if(k >= MAX_SKILL_ARROW_DB)
  10546. break;
  10547. }
  10548. fclose(fp);
  10549. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10550. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10551. sprintf(path, "%s/abra_db.txt", db_path);
  10552. fp=fopen(path,"r");
  10553. if(fp==NULL){
  10554. ShowError("can't read %s\n", path);
  10555. return 1;
  10556. }
  10557. k=0;
  10558. while(fgets(line,1020,fp)){
  10559. char *split[16];
  10560. if(line[0]=='/' && line[1]=='/')
  10561. continue;
  10562. memset(split,0,sizeof(split));
  10563. j = skill_split_str(line,split,13);
  10564. if(split[0]==0) //fixed by Lupus
  10565. continue;
  10566. i=atoi(split[0]);
  10567. if(i<=0)
  10568. continue;
  10569. skill_abra_db[i].req_lv=atoi(split[2]);
  10570. skill_abra_db[i].per=atoi(split[3]);
  10571. k++;
  10572. if(k >= MAX_SKILL_ABRA_DB)
  10573. break;
  10574. }
  10575. fclose(fp);
  10576. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10577. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10578. fp=fopen(path,"r");
  10579. if(fp==NULL){
  10580. ShowError("can't read %s\n", path);
  10581. return 1;
  10582. }
  10583. while(fgets(line,1020,fp)){
  10584. char *split[50];
  10585. if(line[0]=='/' && line[1]=='/')
  10586. continue;
  10587. memset(split,0,sizeof(split));
  10588. j = skill_split_str(line,split,3);
  10589. if(split[0]==0) //fixed by Lupus
  10590. continue;
  10591. i=atoi(split[0]);
  10592. if (i >= GD_SKILLBASE)
  10593. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10594. if(i<=0 || i>MAX_SKILL_DB)
  10595. continue;
  10596. skill_split_atoi(split[1],skill_db[i].castnodex);
  10597. if (!split[2])
  10598. continue;
  10599. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10600. }
  10601. fclose(fp);
  10602. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10603. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10604. fp=fopen(path,"r");
  10605. if(fp==NULL){
  10606. ShowError("can't read %s\n", path);
  10607. return 1;
  10608. }
  10609. k=0;
  10610. while(fgets(line,1020,fp)){
  10611. char *split[16];
  10612. if(line[0]=='/' && line[1]=='/')
  10613. continue;
  10614. memset(split,0,sizeof(split));
  10615. j = skill_split_str(line,split,2);
  10616. if(split[0]==0) //fixed by Lupus
  10617. continue;
  10618. i=atoi(split[0]);
  10619. if (i >= GD_SKILLBASE)
  10620. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10621. if(i<=0 || i>MAX_SKILL_DB)
  10622. continue;
  10623. skill_db[i].nocast=atoi(split[1]);
  10624. k++;
  10625. }
  10626. fclose(fp);
  10627. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10628. return 0;
  10629. }
  10630. /*===============================================
  10631. * For reading leveluseskillspamount.txt [Celest]
  10632. *-----------------------------------------------
  10633. */
  10634. static int skill_read_skillspamount(void)
  10635. {
  10636. char *buf,*p;
  10637. struct skill_db *skill = NULL;
  10638. int s, idx, new_flag=1, level=1, sp=0;
  10639. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10640. if(buf==NULL)
  10641. return -1;
  10642. buf[s]=0;
  10643. for(p=buf;p-buf<s;){
  10644. char buf2[64];
  10645. if (sscanf(p,"%[@]",buf2) == 1) {
  10646. level = 1;
  10647. new_flag = 1;
  10648. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10649. for (idx=0; skill_names[idx].id != 0; idx++) {
  10650. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10651. skill = &skill_db[ skill_names[idx].id ];
  10652. new_flag = 0;
  10653. break;
  10654. }
  10655. }
  10656. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10657. skill->sp[level-1]=sp;
  10658. level++;
  10659. }
  10660. p=strchr(p,10);
  10661. if(!p) break;
  10662. p++;
  10663. }
  10664. aFree(buf);
  10665. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10666. return 0;
  10667. }
  10668. void skill_reload(void)
  10669. {
  10670. skill_readdb();
  10671. if (battle_config.skill_sp_override_grffile)
  10672. skill_read_skillspamount();
  10673. }
  10674. /*==========================================
  10675. * スキル?係?炎匀サ?�?
  10676. *------------------------------------------
  10677. */
  10678. int do_init_skill(void)
  10679. {
  10680. skill_readdb();
  10681. if (battle_config.skill_sp_override_grffile)
  10682. skill_read_skillspamount();
  10683. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10684. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10685. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10686. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10687. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10688. return 0;
  10689. }