skill.c 340 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 <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mob.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #define SKILLUNITTIMER_INVERVAL 100
  32. //Guild Skills are shifted to these to make them stick into the skill array.
  33. #define GD_SKILLRANGEMIN 900
  34. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  35. int skill_names_id[MAX_SKILL_DB];
  36. const struct skill_name_db skill_names[] = {
  37. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  38. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  39. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  40. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  41. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  42. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  43. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  44. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  45. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  46. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  47. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  48. { AL_CURE, "AL_CURE", "Cure" } ,
  49. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  50. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  51. { AL_DP, "AL_DP", "Divine_Protection" } ,
  52. { AL_HEAL, "AL_HEAL", "Heal" } ,
  53. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  54. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  55. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  56. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  57. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  58. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  59. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  60. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  61. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  62. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  63. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  64. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  65. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  66. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  67. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  68. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  69. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  70. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  71. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  72. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  73. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  74. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  75. { AM_REST, "AM_REST", "Vaporize" } ,
  76. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  77. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  78. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  79. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  80. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  81. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  82. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  83. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  84. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  85. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  86. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  87. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  88. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  89. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  90. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  91. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  92. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  93. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  94. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  95. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  96. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  97. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  98. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  99. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  100. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  101. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  102. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  103. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  104. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  105. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  106. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  107. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  108. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  109. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  110. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  111. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  112. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  113. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  114. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  115. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  116. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  117. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  118. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  119. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  120. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  121. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  122. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  123. { BS_GREED, "BS_GREED", "Greed" } ,
  124. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  125. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  126. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  127. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  128. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  129. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  130. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  131. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  132. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  133. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  134. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  135. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  136. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  137. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  138. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  139. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  140. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  141. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  142. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  143. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  144. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  145. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  146. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  147. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  148. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  149. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  150. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  151. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  152. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  153. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  154. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  155. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  156. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  157. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  158. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  159. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  160. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  161. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  162. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  163. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  164. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  165. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  166. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  167. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  168. { CR_TRUST, "CR_TRUST", "Faith" } ,
  169. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  170. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  171. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  172. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  173. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  174. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  175. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  176. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  177. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  178. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  179. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  180. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  181. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  182. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  183. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  184. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  185. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  186. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  187. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  188. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  189. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  190. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  191. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  192. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  193. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  194. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  195. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  196. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  197. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  198. { GS_DUST, "GS_DUST", "Dust" } ,
  199. { GS_FLING, "GS_FLING", "Fling" } ,
  200. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  201. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  202. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  203. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  204. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  205. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  206. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  207. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  208. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  209. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  210. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  211. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  212. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  213. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  214. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  215. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  216. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  217. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  218. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  219. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  220. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  221. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  222. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  223. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  224. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  225. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  226. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  227. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  228. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  229. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  230. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  231. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  232. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  233. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  234. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  235. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  236. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  237. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  238. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  239. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  240. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  241. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  242. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  243. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  244. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  245. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  246. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  247. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  248. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  249. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  250. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  251. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  252. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  253. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  254. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  255. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  256. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  257. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  258. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  259. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  260. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  261. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  262. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  263. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  264. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  265. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  266. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  267. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  268. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  269. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  270. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  271. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  272. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  273. { MC_VENDING, "MC_VENDING", "Vending" } ,
  274. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  275. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  276. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  277. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  278. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  279. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  280. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  281. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  282. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  283. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  284. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  285. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  286. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  287. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  288. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  289. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  290. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  291. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  292. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  293. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  294. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  295. { MO_DODGE, "MO_DODGE", "Flee" } ,
  296. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  297. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  298. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  299. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  300. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  301. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  302. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  303. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  304. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  305. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  306. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  307. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  308. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  309. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  310. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  311. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  312. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  313. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  314. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  315. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  316. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  317. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  318. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  319. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  320. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  321. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  322. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  323. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  324. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  325. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  326. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  327. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  328. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  329. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  330. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  331. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  332. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  333. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  334. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  335. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  336. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  337. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  338. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  339. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  340. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  341. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  342. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  343. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  344. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  345. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  346. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  347. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  348. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  349. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  350. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  351. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  352. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  353. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  354. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  355. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  356. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  357. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  358. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  359. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  360. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  361. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  362. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  363. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  364. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  365. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  366. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  367. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  368. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  369. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  370. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  371. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  372. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  373. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  374. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  375. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  376. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  377. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  378. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  379. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  380. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  381. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  382. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  383. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  384. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  385. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  386. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  387. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  388. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  389. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  390. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  391. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  392. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  393. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  394. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  395. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  396. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  397. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  398. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  399. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  400. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  401. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  402. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  403. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  404. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  405. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  406. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  407. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  408. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  409. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  410. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  411. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  412. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  413. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  414. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  415. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  416. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  417. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  418. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  419. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  420. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  421. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  422. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  423. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  424. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  425. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  426. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  427. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  428. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  429. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  430. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  431. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  432. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  433. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  434. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  435. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  436. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  437. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  438. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  439. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  440. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  441. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  442. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  443. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  444. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  445. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  446. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  447. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  448. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  449. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  450. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  451. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  452. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  453. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  454. { SA_COMA, "SA_COMA", "Coma" } ,
  455. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  456. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  457. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  458. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  459. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  460. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  461. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  462. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  463. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  464. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  465. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  466. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  467. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  468. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  469. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  470. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  471. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  472. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  473. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  474. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  475. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  476. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  477. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  478. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  479. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  480. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  481. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  482. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  483. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  484. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  485. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  486. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  487. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  489. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  490. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  491. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  492. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  493. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  494. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  495. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  496. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  497. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  498. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  499. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  500. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  501. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  502. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  503. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  504. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  505. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  506. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  507. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  508. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  509. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  510. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  511. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  512. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  513. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  514. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  515. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  516. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  517. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  518. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  519. { SL_SKA, "SL_SKA", "Eska" } ,
  520. { SL_SKE, "SL_SKE", "Eske" } ,
  521. { SL_SMA, "SL_SMA", "Esma" } ,
  522. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  523. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  524. { SL_STIN, "SL_STIN", "Estin" } ,
  525. { SL_STUN, "SL_STUN", "Estun" } ,
  526. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  527. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  528. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  529. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  530. { SM_BASH, "SM_BASH", "Bash" } ,
  531. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  532. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  533. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  534. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  535. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  536. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  537. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  538. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  539. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  540. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  541. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  542. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  543. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  544. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  545. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  546. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  547. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  548. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  549. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  550. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  551. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  552. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  553. { TF_POISON, "TF_POISON", "Envenom" } ,
  554. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  555. { TF_STEAL, "TF_STEAL", "Steal" } ,
  556. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  557. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  558. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  559. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  560. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  561. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  562. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  563. { TK_MISSION, "TK_MISSION", "Mission" } ,
  564. { TK_POWER, "TK_POWER", "Kihop" } ,
  565. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  566. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  567. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  568. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  569. { TK_RUN, "TK_RUN", "Sprint" } ,
  570. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  571. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  572. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  573. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  574. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  575. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  576. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  577. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  578. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  579. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  580. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  581. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  582. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  583. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  584. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  585. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  586. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  587. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  588. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  589. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  590. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  591. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  592. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  593. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  594. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  595. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  596. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  597. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  598. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  599. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  600. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  601. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  602. //[blackhole89]
  603. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  604. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  605. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  606. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  607. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  608. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  609. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  610. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  611. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  612. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  613. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  614. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  615. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  616. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  617. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  618. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  619. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  620. };
  621. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  622. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  623. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  624. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  625. /* スキルデ?タベ?ス */
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. /* アイテム?�?ャデ?タベ?ス */
  628. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  629. /* 矢?�?ャスキルデ?タベ?ス */
  630. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  631. /* アブラカダブラ?動スキルデ?タベ?ス */
  632. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  633. // macros to check for out of bounds errors [celest]
  634. // i: Skill ID, l: Skill Level, var: Value to return after checking
  635. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  636. // for values that might need to use a different function just skill_chk would suffice.
  637. #define skill_chk(i, l) \
  638. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  639. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  640. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  641. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  642. #define skill_get(var, i, l) \
  643. { skill_chk(i, l); return var; }
  644. // Skill DB
  645. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  646. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  647. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  648. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  649. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  650. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  651. 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); }
  652. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  653. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  654. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  655. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  656. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  657. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  658. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  659. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  660. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  661. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  662. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  663. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  664. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  665. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  666. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  667. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  668. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  669. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  670. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  671. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  672. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  673. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  674. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  675. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  676. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  677. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  678. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  679. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  680. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  681. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  682. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  683. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  684. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  685. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  686. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  687. const char* skill_get_name( int id ){
  688. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  689. return "UNKNOWN_SKILL";
  690. if (id >= GD_SKILLBASE)
  691. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  692. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  693. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  694. return skill_db[id].name;
  695. }
  696. int skill_tree_get_max(int id, int b_class){
  697. int i, skillid;
  698. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  699. if (id == skillid) return skill_tree[b_class][i].max;
  700. return skill_get_max (id);
  701. }
  702. /* プ�?トタイプ */
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_landprotector(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  719. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  720. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  721. int skill_get_casttype(int id)
  722. {
  723. int inf = skill_get_inf(id);
  724. if (inf&(INF_GROUND_SKILL))
  725. return CAST_GROUND;
  726. if (inf&INF_SUPPORT_SKILL)
  727. return CAST_NODAMAGE;
  728. if (inf&INF_SELF_SKILL) {
  729. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  730. return CAST_DAMAGE; //Combo skill.
  731. return CAST_NODAMAGE;
  732. }
  733. if (skill_get_nk(id)&NK_NO_DAMAGE)
  734. return CAST_NODAMAGE;
  735. return CAST_DAMAGE;
  736. };
  737. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  738. int skill_get_range2(struct block_list *bl, int id, int lv) {
  739. int range = skill_get_range(id, lv);
  740. if(range < 0) {
  741. if (battle_config.use_weapon_skill_range)
  742. return status_get_range(bl);
  743. range *=-1;
  744. }
  745. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  746. switch (id) {
  747. case AC_SHOWER:
  748. case AC_DOUBLE:
  749. case HT_BLITZBEAT:
  750. case AC_CHARGEARROW:
  751. case SN_FALCONASSAULT:
  752. case SN_SHARPSHOOTING:
  753. case HT_POWER:
  754. if (bl->type == BL_PC)
  755. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  756. else
  757. range += 10; //Assume level 10?
  758. break;
  759. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  760. case GS_RAPIDSHOWER:
  761. case GS_TRACKING:
  762. case GS_PIERCINGSHOT:
  763. case GS_FULLBUSTER:
  764. case GS_SPREADATTACK:
  765. case GS_GROUNDDRIFT:
  766. if (bl->type == BL_PC)
  767. range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
  768. else
  769. range += 10; //Assume level 10?
  770. break;
  771. }
  772. if(!range && bl->type != BL_PC)
  773. return 9; // Enable non players to use self skills on others. [Skotlex]
  774. return range;
  775. }
  776. int skill_calc_heal(struct block_list *bl, int skill_lv) {
  777. int skill, heal;
  778. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  779. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  780. heal += heal * skill * 2 / 100;
  781. return heal;
  782. }
  783. // Making plagiarize check its own function [Aru]
  784. int can_copy(struct map_session_data *sd, int skillid)
  785. {
  786. // Never copy NPC/Wedding Skills
  787. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  788. return 0;
  789. // High-class skills
  790. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  791. {
  792. if(battle_config.copyskill_restrict == 2)
  793. return 0;
  794. else if(battle_config.copyskill_restrict)
  795. return (sd->status.class_ == JOB_STALKER);
  796. }
  797. return 1;
  798. }
  799. // [MouseJstr] - skill ok to cast? and when?
  800. int skillnotok(int skillid, struct map_session_data *sd)
  801. {
  802. int i = skillid;
  803. nullpo_retr (1, sd);
  804. //if (sd == 0)
  805. //return 0;
  806. //return 1;
  807. // I think it was meant to be "no skills allowed when not a valid sd"
  808. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  809. return 1;
  810. if (i >= GD_SKILLBASE)
  811. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  812. if (i > MAX_SKILL || i < 0)
  813. return 1;
  814. if (sd->blockskill[i] > 0)
  815. return 1;
  816. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  817. return 0; // gm's can do anything damn thing they want
  818. // Check skill restrictions [Celest]
  819. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  820. return 1;
  821. if(map[sd->bl.m].flag.pvp) {
  822. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  823. return 1;
  824. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  825. return 1;
  826. }
  827. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  828. return 1;
  829. if(agit_flag && skill_get_nocast (skillid) & 8)
  830. return 1;
  831. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  832. return 1;
  833. switch (skillid) {
  834. case AL_WARP:
  835. if(map[sd->bl.m].flag.nowarp) {
  836. clif_skill_teleportmessage(sd,0);
  837. return 1;
  838. }
  839. return 0;
  840. break;
  841. case AL_TELEPORT:
  842. if(map[sd->bl.m].flag.noteleport) {
  843. clif_skill_teleportmessage(sd,0);
  844. return 1;
  845. }
  846. return 0;
  847. case TK_HIGHJUMP:
  848. if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
  849. { //Can't be used on noteleport maps, except for gvg maps [Skotlex]
  850. clif_skill_fail(sd,skillid,0,0);
  851. return 1;
  852. }
  853. break;
  854. case WE_CALLPARTNER:
  855. case WE_CALLPARENT:
  856. case WE_CALLBABY:
  857. if (map[sd->bl.m].flag.nomemo) {
  858. clif_skill_teleportmessage(sd,1);
  859. return 1;
  860. }
  861. break;
  862. case MC_VENDING:
  863. case MC_IDENTIFY:
  864. return 0; // always allowed
  865. case WZ_ICEWALL:
  866. // noicewall flag [Valaris]
  867. if (map[sd->bl.m].flag.noicewall) {
  868. clif_skill_fail(sd,skillid,0,0);
  869. return 1;
  870. }
  871. }
  872. return (map[sd->bl.m].flag.noskill);
  873. }
  874. /* スキルユニットの配置?﨣��ヤす */
  875. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  876. int firewall_unit_pos;
  877. int icewall_unit_pos;
  878. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  879. {
  880. int pos = skill_get_unit_layout_type(skillid,skilllv);
  881. int dir;
  882. if (pos != -1)
  883. return &skill_unit_layout[pos];
  884. if (src->x == x && src->y == y)
  885. dir = 2;
  886. else
  887. dir = map_calc_dir(src,x,y);
  888. if (skillid == MG_FIREWALL)
  889. return &skill_unit_layout [firewall_unit_pos + dir];
  890. else if (skillid == WZ_ICEWALL)
  891. return &skill_unit_layout [icewall_unit_pos + dir];
  892. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  893. return &skill_unit_layout[0];
  894. }
  895. /*==========================================
  896. * スキル追加?果
  897. *------------------------------------------
  898. */
  899. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  900. {
  901. struct map_session_data *sd=NULL, *dstsd=NULL;
  902. struct mob_data *md=NULL, *dstmd=NULL;
  903. struct status_data *sstatus, *tstatus;
  904. struct status_change *sc, *tsc;
  905. int skill;
  906. int rate;
  907. nullpo_retr(0, src);
  908. nullpo_retr(0, bl);
  909. if(skillid < 0)
  910. { // remove the debug print when this case is finished
  911. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  912. src, bl,skillid,skilllv,attack_type,tick);
  913. return 0;
  914. }
  915. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  916. switch (src->type) {
  917. case BL_PC:
  918. sd = (struct map_session_data *)src;
  919. break;
  920. case BL_MOB:
  921. md = (struct mob_data *)src;
  922. break;
  923. }
  924. switch (bl->type) {
  925. case BL_PC:
  926. dstsd=(struct map_session_data *)bl;
  927. break;
  928. case BL_MOB:
  929. dstmd=(struct mob_data *)bl;
  930. break;
  931. }
  932. sc = status_get_sc(src);
  933. tsc = status_get_sc(bl);
  934. sstatus = status_get_status_data(src);
  935. tstatus = status_get_status_data(bl);
  936. if (!tsc) //skill additional effect is about adding effects to the target...
  937. //So if the target can't be inflicted with statuses, this is pointless.
  938. return 0;
  939. if (!sstatus || !tstatus)
  940. return 0; //Required for stat data.
  941. switch(skillid){
  942. case 0: // Normal attacks (no skill used)
  943. {
  944. if(sd) {
  945. // Automatic trigger of Blitz Beat
  946. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  947. rand()%1000 <= sstatus->luk*10/3+1 ) {
  948. int lv=(sd->status.job_level+9)/10;
  949. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  950. }
  951. // Gank
  952. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  953. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  954. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  955. if(pc_steal_item(sd,bl))
  956. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  957. else if (battle_config.display_snatcher_skill_fail)
  958. clif_skill_fail(sd,skillid,0,0);
  959. }
  960. // Chance to trigger Taekwon kicks [Dralnu]
  961. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  962. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  963. sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  964. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  965. ; //Stance triggered
  966. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  967. sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  968. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  969. ; //Stance triggered
  970. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  971. sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  972. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  973. ; //Stance triggered
  974. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  975. { //additional chance from SG_FRIEND [Komurka]
  976. rate = 20;
  977. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  978. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  979. status_change_end(src,SC_SKILLRATE_UP,-1);
  980. }
  981. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  982. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  983. }
  984. }
  985. }
  986. if (sc && sc->count) {
  987. // Enchant Poison gives a chance to poison attacked enemies
  988. if(sc->data[SC_ENCPOISON].timer != -1)
  989. sc_start(bl,SC_POISON,10*sc->data[SC_ENCPOISON].val2,sc->data[SC_ENCPOISON].val1,
  990. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
  991. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  992. if(sc->data[SC_EDP].timer != -1)
  993. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  994. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  995. }
  996. if (tsc->count) {
  997. if (tsc->data[SC_SPLASHER].timer != -1)
  998. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  999. tsc->data[SC_SPLASHER].val1,0,0,0,
  1000. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1001. }
  1002. }
  1003. break;
  1004. case SM_BASH: /* バッシュ?i急?�?U??j */
  1005. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1006. //TODO: How much % per base level it actually is?
  1007. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1008. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1009. }
  1010. break;
  1011. case AS_VENOMKNIFE:
  1012. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1013. skilllv = pc_checkskill(sd, TF_POISON);
  1014. case TF_POISON: /* インベナム */
  1015. case AS_SPLASHER: /* ベナムスプラッシャ? */
  1016. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1017. && sd && skillid==TF_POISON
  1018. )
  1019. clif_skill_fail(sd,skillid,0,0);
  1020. break;
  1021. case AS_SONICBLOW: /* ソニックブ�?? */
  1022. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1023. break;
  1024. case AS_GRIMTOOTH:
  1025. {
  1026. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1027. if (tsc->data[type].timer == -1)
  1028. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1029. break;
  1030. }
  1031. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  1032. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  1033. {
  1034. rate = (skilllv*3+35)-(tstatus->int_ + tstatus->luk)/15;
  1035. if (rate <= 5)
  1036. rate = 5;
  1037. sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv));
  1038. }
  1039. break;
  1040. case WZ_STORMGUST: /* スト?ムガスト */
  1041. tsc->data[SC_FREEZE].val3++;
  1042. if(tsc->data[SC_FREEZE].val3 >= 3)
  1043. status_change_start(bl,SC_FREEZE,10000,
  1044. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1045. break;
  1046. case WZ_METEOR:
  1047. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1048. break;
  1049. case WZ_VERMILION:
  1050. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1051. break;
  1052. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  1053. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1054. break;
  1055. case HT_FLASHER: /* Flasher */
  1056. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1057. break;
  1058. case HT_LANDMINE: /* ランドマイン */
  1059. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1060. break;
  1061. case HT_SHOCKWAVE:
  1062. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1063. break;
  1064. case HT_SANDMAN: /* サンドマン */
  1065. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1066. break;
  1067. case TF_SPRINKLESAND: /* ?サまき */
  1068. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1069. break;
  1070. case TF_THROWSTONE: /* ?ホ投げ */
  1071. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1072. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1073. break;
  1074. case NPC_DARKCROSS:
  1075. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1076. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1077. break;
  1078. case CR_GRANDCROSS: /* グランドク�?ス */
  1079. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  1080. {
  1081. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1082. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1083. }
  1084. break;
  1085. case AM_ACIDTERROR:
  1086. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1087. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1088. clif_emotion(bl,23);
  1089. break;
  1090. case AM_DEMONSTRATION:
  1091. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1092. break;
  1093. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1094. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1095. break;
  1096. case PA_PRESSURE:
  1097. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1098. break;
  1099. case RG_RAID: /* サプライズアタック */
  1100. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1101. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case BA_FROSTJOKE:
  1104. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case DC_SCREAM:
  1107. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1108. break;
  1109. case BD_LULLABY: /* 子守唄 */
  1110. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case DC_UGLYDANCE:
  1113. rate = 5+5*skilllv;
  1114. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1115. rate += 5+skill;
  1116. status_zap(bl, 0, rate);
  1117. break;
  1118. case SL_STUN:
  1119. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1120. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1121. break;
  1122. /* MOBの追加?果付きスキル */
  1123. case NPC_PETRIFYATTACK:
  1124. case NPC_CURSEATTACK:
  1125. case NPC_SLEEPATTACK:
  1126. case NPC_BLINDATTACK:
  1127. case NPC_POISON:
  1128. case NPC_SILENCEATTACK:
  1129. case NPC_STUNATTACK:
  1130. sc_start(bl,SkillStatusChangeTable[skillid],50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1131. break;
  1132. case NPC_MENTALBREAKER:
  1133. status_percent_damage(src, bl, 0, -(10+skilllv));
  1134. break;
  1135. // Equipment breaking monster skills [Celest]
  1136. case NPC_BREAKWEAPON:
  1137. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1138. break;
  1139. case NPC_BREAKARMOR:
  1140. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1141. break;
  1142. case NPC_BREAKHELM:
  1143. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1144. break;
  1145. case NPC_BREAKSHIELD:
  1146. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1147. break;
  1148. case CH_TIGERFIST:
  1149. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1150. break;
  1151. case LK_SPIRALPIERCE:
  1152. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1153. break;
  1154. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1155. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1156. break;
  1157. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1158. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1159. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1160. break;
  1161. case LK_HEADCRUSH:
  1162. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1163. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1164. break;
  1165. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1166. //?�?が良く分からないので適?に
  1167. sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1168. break;
  1169. case ASC_METEORASSAULT: /* �?テオアサルト */
  1170. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1171. switch(rand()%3) {
  1172. case 0:
  1173. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1174. break;
  1175. case 1:
  1176. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1177. break;
  1178. default:
  1179. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1180. }
  1181. break;
  1182. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1183. // skilllv*5%の確率で呪い
  1184. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1185. break;
  1186. case WS_CARTTERMINATION: // Cart termination
  1187. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1188. break;
  1189. case CR_ACIDDEMONSTRATION:
  1190. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1191. break;
  1192. case TK_DOWNKICK:
  1193. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1194. break;
  1195. case TK_JUMPKICK:
  1196. //Cancel out Soul Linker status of the target. [Skotlex]
  1197. if (tsc->count) {
  1198. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1199. break;
  1200. //Remove pitched potions effect.
  1201. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1202. status_change_end(bl, SC_ASPDPOTION0, -1);
  1203. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1204. status_change_end(bl, SC_ASPDPOTION1, -1);
  1205. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1206. status_change_end(bl, SC_ASPDPOTION2, -1);
  1207. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1208. status_change_end(bl, SC_ASPDPOTION3, -1);
  1209. if (tsc->data[SC_SPIRIT].timer != -1)
  1210. status_change_end(bl, SC_SPIRIT, -1);
  1211. if (tsc->data[SC_ONEHAND].timer != -1)
  1212. status_change_end(bl, SC_ONEHAND, -1);
  1213. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1214. status_change_end(bl, SC_ADRENALINE2, -1);
  1215. }
  1216. break;
  1217. case TK_TURNKICK:
  1218. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1219. if(attack_type == BF_MISC) //70% base stun chance...
  1220. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1221. break;
  1222. //Until they're at right position - gs_statuschange- [Vicious]
  1223. case GS_BULLSEYE: //0.1% coma rate.
  1224. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1225. break;
  1226. case GS_CRACKER:
  1227. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1228. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1229. break;
  1230. case GS_PIERCINGSHOT:
  1231. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1232. break;
  1233. case GS_FULLBUSTER:
  1234. sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
  1235. break;
  1236. case NJ_HYOUSYOURAKU:
  1237. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1238. break;
  1239. case GS_FLING:
  1240. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1241. break;
  1242. }
  1243. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1244. { //Pass heritage to Master for status causing effects. [Skotlex]
  1245. sd = map_id2sd(md->master_id);
  1246. }
  1247. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1248. int i, type;
  1249. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1250. type=i-SC_COMMON_MIN;
  1251. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1252. if (!rate)
  1253. continue; //Code Speedup.
  1254. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1255. }
  1256. }
  1257. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1258. //No need to check the NK value as this function is only called on attacks
  1259. //(or stuff that should invoke these things.
  1260. if(sd && !status_isdead(bl) && src != bl/* &&
  1261. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) {
  1262. struct block_list *tbl;
  1263. struct unit_data *ud;
  1264. int i, skilllv;
  1265. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1266. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1267. if (skillnotok(skill, sd))
  1268. continue;
  1269. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1270. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1271. if (rand()%1000 > rate)
  1272. continue;
  1273. if (sd->autospell[i].id < 0)
  1274. tbl = src;
  1275. else
  1276. tbl = bl;
  1277. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1278. continue; //Autoskills DO check for target-src range. [Skotlex]
  1279. rate = skill_get_inf(skill);
  1280. switch (skill_get_casttype(skill)) {
  1281. case CAST_GROUND:
  1282. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1283. break;
  1284. case CAST_NODAMAGE:
  1285. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1286. break;
  1287. case CAST_DAMAGE:
  1288. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1289. break;
  1290. }
  1291. //Set canact delay. [Skotlex]
  1292. ud = unit_bl2ud(src);
  1293. if (ud) {
  1294. rate = skill_delayfix(src, skill, skilllv)/2;
  1295. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1296. ud->canact_tick = tick+rate;
  1297. }
  1298. break; //Only one auto skill comes off at a time.
  1299. }
  1300. }
  1301. return 0;
  1302. }
  1303. /* Splitted off from skill_additional_effect, which is never called when the
  1304. * attack skill kills the enemy. Place in this function counter status effects
  1305. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1306. * from cards) that will take effect on the source, not the target. [Skotlex]
  1307. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1308. * type of skills, so not every instance of skill_additional_effect needs a call
  1309. * to this one.
  1310. */
  1311. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1312. {
  1313. int rate;
  1314. struct map_session_data *sd=NULL;
  1315. struct map_session_data *dstsd=NULL;
  1316. struct status_change *tsc;
  1317. nullpo_retr(0, src);
  1318. nullpo_retr(0, bl);
  1319. if(skillid < 0)
  1320. { // remove the debug print when this case is finished
  1321. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1322. src, bl,skillid,skilllv,attack_type,tick);
  1323. return 0;
  1324. }
  1325. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1326. tsc = status_get_sc(bl);
  1327. if (tsc && !tsc->count)
  1328. tsc = NULL;
  1329. BL_CAST(BL_PC, src, sd);
  1330. BL_CAST(BL_PC, bl, dstsd);
  1331. switch(skillid){
  1332. case 0: //Normal Attack
  1333. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1334. tsc->data[SC_KAAHI].val4 = add_timer(
  1335. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1336. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1337. break;
  1338. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1339. //阿?C羅を使うと5分間自然回復しないようになる
  1340. sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
  1341. break;
  1342. }
  1343. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1344. int i, type;
  1345. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1346. type=i-SC_COMMON_MIN;
  1347. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1348. if (rate) //Self infliced status from attacking.
  1349. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1350. rate = dstsd?dstsd->addeff3[type]:0;
  1351. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1352. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1353. }
  1354. }
  1355. if(sd && bl->type == BL_MOB && status_isdead(bl) &&
  1356. skillid && skill_get_type(skillid)==BF_MAGIC &&
  1357. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1358. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1359. { //Soul Drain should only work on targetted spells [Skotlex]
  1360. int sp;
  1361. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1362. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1363. sp = (status_get_lv(bl))*(95+15*rate)/100;
  1364. status_heal(src, 0, sp, 3);
  1365. }
  1366. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1367. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1368. {
  1369. struct block_list *tbl;
  1370. struct unit_data *ud;
  1371. int i, skillid, skilllv, rate;
  1372. for (i = 0; i < MAX_PC_BONUS; i++) {
  1373. if (dstsd->autospell2[i].id == 0)
  1374. break;
  1375. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1376. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1377. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1378. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1379. if (skillnotok(skillid, dstsd))
  1380. continue;
  1381. if (rand()%1000 > rate)
  1382. continue;
  1383. if (dstsd->autospell2[i].id < 0)
  1384. tbl = bl;
  1385. else
  1386. tbl = src;
  1387. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1388. continue; //Autoskills DO check for target-src range. [Skotlex]
  1389. switch (skill_get_casttype(skillid)) {
  1390. case CAST_GROUND:
  1391. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1392. break;
  1393. case CAST_NODAMAGE:
  1394. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1395. break;
  1396. case CAST_DAMAGE:
  1397. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1398. break;
  1399. }
  1400. //Set canact delay. [Skotlex]
  1401. ud = unit_bl2ud(bl);
  1402. if (ud) {
  1403. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1404. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1405. ud->canact_tick = tick+rate;
  1406. }
  1407. break; //trigger only one auto-spell per hit.
  1408. }
  1409. }
  1410. return 0;
  1411. }
  1412. /*=========================================================================
  1413. Breaks equipment. On-non players causes the corresponding strip effect.
  1414. - rate goes from 0 to 10000 (100.00%)
  1415. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1416. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1417. --------------------------------------------------------------------------*/
  1418. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1419. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1420. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1421. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1422. struct status_change *sc = status_get_sc(bl);
  1423. int i,j;
  1424. TBL_PC *sd;
  1425. BL_CAST(BL_PC, bl, sd);
  1426. if (sc && !sc->count)
  1427. sc = NULL;
  1428. if (sd) {
  1429. if (sd->unbreakable_equip)
  1430. where &= ~sd->unbreakable_equip;
  1431. if (sd->unbreakable)
  1432. rate -= rate*sd->unbreakable/100;
  1433. if (where&EQP_WEAPON) {
  1434. switch (sd->status.weapon) {
  1435. case W_FIST: //Bare fists should not break :P
  1436. case W_1HAXE:
  1437. case W_2HAXE:
  1438. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1439. case W_STAFF:
  1440. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1441. where &= ~EQP_WEAPON;
  1442. }
  1443. }
  1444. }
  1445. if (flag&BCT_ENEMY) {
  1446. if (battle_config.equip_skill_break_rate != 100)
  1447. rate = rate*battle_config.equip_skill_break_rate/100;
  1448. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1449. if (battle_config.equip_self_break_rate != 100)
  1450. rate = rate*battle_config.equip_self_break_rate/100;
  1451. }
  1452. for (i = 0; i < 4; i++) {
  1453. if (where&where_list[i]) {
  1454. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1455. where&=~where_list[i];
  1456. else if (rand()%10000 >= rate)
  1457. where&=~where_list[i];
  1458. else if (!sd) //Cause Strip effect.
  1459. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1460. }
  1461. }
  1462. if (!where) //Nothing to break.
  1463. return 0;
  1464. if (sd) {
  1465. for (i = 0; i < 11; i++) {
  1466. j = sd->equip_index[i];
  1467. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1468. continue;
  1469. flag = 0;
  1470. switch(i) {
  1471. case 6: //Upper Head
  1472. flag = (where&EQP_HELM);
  1473. break;
  1474. case 7: //Body
  1475. flag = (where&EQP_ARMOR);
  1476. break;
  1477. case 8: //Left/Right hands
  1478. case 9:
  1479. flag = (
  1480. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1481. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1482. break;
  1483. default:
  1484. continue;
  1485. }
  1486. if (flag) {
  1487. sd->status.inventory[j].attribute = 1;
  1488. pc_unequipitem(sd, j, 3);
  1489. }
  1490. }
  1491. clif_equiplist(sd);
  1492. }
  1493. return where; //Return list of pieces broken.
  1494. }
  1495. /*=========================================================================
  1496. Used to knock back players, monsters, traps, etc
  1497. If count&0xf00000, the direction is send in the 6th byte.
  1498. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1499. If count&0x20000, position update packets must not be sent.
  1500. IF count&0X40000, direction is random.
  1501. --------------------------------------------------------------------------*/
  1502. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1503. {
  1504. int dx=0,dy=0,nx,ny;
  1505. int x=target->x,y=target->y;
  1506. int dir,ret;
  1507. struct skill_unit *su=NULL;
  1508. nullpo_retr(0, src);
  1509. if (src != target && map_flag_gvg(target->m))
  1510. return 0; //No knocking back in WoE
  1511. if (!count&0xffff)
  1512. return 0; //Actual knockback distance is 0.
  1513. switch (target->type) {
  1514. case BL_MOB:
  1515. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1516. return 0;
  1517. break;
  1518. case BL_SKILL:
  1519. su=(struct skill_unit *)target;
  1520. break;
  1521. }
  1522. if (count&0xf00000)
  1523. dir = (count>>20)&0xf;
  1524. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1525. dir = unit_getdir(target);
  1526. else if (count&0x40000) //Flag for random pushing.
  1527. dir = rand()%8;
  1528. else
  1529. dir = map_calc_dir(target,src->x,src->y);
  1530. if (dir>=0 && dir<8){
  1531. dx = -dirx[dir];
  1532. dy = -diry[dir];
  1533. }
  1534. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1535. nx=ret>>16;
  1536. ny=ret&0xffff;
  1537. if (!su)
  1538. unit_stop_walking(target,0);
  1539. dx = nx - x;
  1540. dy = ny - y;
  1541. if (!dx && !dy) //Could not knockback.
  1542. return 0;
  1543. map_foreachinmovearea(clif_outsight,target->m,
  1544. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1545. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1546. if(su)
  1547. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1548. else
  1549. map_moveblock(target, nx, ny, gettick());
  1550. map_foreachinmovearea(clif_insight,target->m,
  1551. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1552. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1553. if(!(count&0x20000))
  1554. clif_blown(target);
  1555. return 0;
  1556. }
  1557. /*
  1558. * =========================================================================
  1559. * スキル?U??果?�?まとめ
  1560. * flagの?明?B16?i?
  1561. * 00XRTTff
  1562. * ff = magicで計算に渡される?j
  1563. * TT = パケットのtype部分(0でデフォルト?j
  1564. * X = パケットのスキルLv
  1565. * R = 予約?iskill_area_subで使用する?j
  1566. *-------------------------------------------------------------------------
  1567. */
  1568. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1569. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1570. {
  1571. struct Damage dmg;
  1572. struct status_data *sstatus, *tstatus;
  1573. struct status_change *sc;
  1574. struct map_session_data *sd=NULL, *tsd=NULL;
  1575. int type,lv,damage,rdamage=0;
  1576. if(skillid > 0 && skilllv <= 0) return 0;
  1577. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1578. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1579. nullpo_retr(0, bl); //Target to be attacked.
  1580. if (src != dsrc) {
  1581. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1582. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1583. return 0;
  1584. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1585. //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]
  1586. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1587. return 0;
  1588. }
  1589. if (dsrc->type == BL_PC)
  1590. sd = (struct map_session_data *)dsrc;
  1591. if (bl->type == BL_PC)
  1592. tsd = (struct map_session_data *)bl;
  1593. sstatus = status_get_status_data(dsrc);
  1594. tstatus = status_get_status_data(bl);
  1595. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1596. 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
  1597. return 0;
  1598. type=-1;
  1599. lv=(flag>>20)&0xf;
  1600. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1601. //Skotlex: Adjusted to the new system
  1602. if(src->type==BL_PET && (struct pet_data *)src)
  1603. { // [Valaris]
  1604. struct pet_data *pd = (struct pet_data *)src;
  1605. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1606. {
  1607. int element = skill_get_pl(skillid);
  1608. if (skillid == -1)
  1609. element = sstatus->rhw.ele;
  1610. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1611. dmg.damage2=0;
  1612. dmg.div_= pd->a_skill->div_;
  1613. }
  1614. }
  1615. sc= status_get_sc(bl);
  1616. if (sc && !sc->count) sc = NULL; //Don't need it.
  1617. if (attack_type&BF_MAGIC) {
  1618. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1619. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
  1620. ) { //Works on players or mobs with level under 80.
  1621. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
  1622. if (--sc->data[SC_KAITE].val2 <= 0)
  1623. status_change_end(bl, SC_KAITE, -1);
  1624. bl = src; //Just make the skill attack yourself @.@
  1625. sc = status_get_sc(bl);
  1626. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1627. if (sc && !sc->count)
  1628. sc = NULL; //Don't need it.
  1629. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1630. { //Spirit of Wizard blocks bounced back spells.
  1631. dmg.damage = dmg.damage2 = 0;
  1632. dmg.dmg_lv = ATK_FLEE;
  1633. }
  1634. }
  1635. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1636. dmg.damage = dmg.damage2 = 0;
  1637. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1638. if(tsd) {
  1639. int sp = skill_get_sp(skillid,skilllv);
  1640. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1641. if(skillid == WZ_WATERBALL && skilllv > 1)
  1642. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1643. if(sp > SHRT_MAX) sp = SHRT_MAX;
  1644. else if(sp < 1) sp = 1;
  1645. if(sp > tsd->status.max_sp - tsd->status.sp)
  1646. sp = tsd->status.max_sp - tsd->status.sp;
  1647. tsd->status.sp += sp;
  1648. clif_heal(tsd->fd,SP_SP,sp);
  1649. tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1650. }
  1651. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1652. }
  1653. }
  1654. damage = dmg.damage + dmg.damage2;
  1655. if (damage > 0 && src != bl && src == dsrc)
  1656. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1657. if(lv==15)
  1658. lv=-1;
  1659. if( flag&0xff00 )
  1660. type=(flag&0xff00)>>8;
  1661. if((damage <= 0 || damage < dmg.div_)
  1662. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1663. dmg.blewcount = 0;
  1664. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1665. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1666. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1667. }
  1668. //使用者がPCの?�?№フ?�?ここから
  1669. if(sd) {
  1670. //Sorry for removing the Japanese comments, but they were actually distracting
  1671. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1672. if (sd->sc.data[SC_COMBO].timer!=-1)
  1673. { //End combo state after skill is invoked. [Skotlex]
  1674. switch (skillid) {
  1675. case TK_TURNKICK:
  1676. case TK_STORMKICK:
  1677. case TK_DOWNKICK:
  1678. case TK_COUNTER:
  1679. //set this skill as previous one.
  1680. sd->skillid_old = skillid;
  1681. sd->skilllv_old = skilllv;
  1682. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1683. break; //Do not end combo state.
  1684. default:
  1685. status_change_end(src,SC_COMBO,-1);
  1686. }
  1687. }
  1688. switch(skillid)
  1689. {
  1690. case MO_TRIPLEATTACK:
  1691. {
  1692. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1693. if (damage < (signed int)tstatus->hp &&
  1694. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1695. delay += 300 * battle_config.combo_delay_rate / 100;
  1696. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1697. clif_combo_delay(src, delay);
  1698. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1699. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1700. break;
  1701. }
  1702. case MO_CHAINCOMBO:
  1703. {
  1704. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1705. if(damage < (signed int)tstatus->hp &&
  1706. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1707. delay += 300 * battle_config.combo_delay_rate /100;
  1708. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1709. clif_combo_delay(src,delay);
  1710. break;
  1711. }
  1712. case MO_COMBOFINISH:
  1713. {
  1714. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1715. if(damage < (signed int)tstatus->hp &&
  1716. (
  1717. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1718. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1719. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1720. ))
  1721. delay += 300 * battle_config.combo_delay_rate /100;
  1722. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1723. clif_combo_delay(src,delay);
  1724. break;
  1725. }
  1726. case CH_TIGERFIST:
  1727. { //Tigerfist is now a combo-only skill. [Skotlex]
  1728. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1729. if(damage < (signed int)tstatus->hp &&
  1730. (
  1731. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1732. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1733. ))
  1734. delay += 300 * battle_config.combo_delay_rate /100;
  1735. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1736. clif_combo_delay(src,delay);
  1737. break;
  1738. }
  1739. case CH_CHAINCRUSH:
  1740. {
  1741. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1742. if(damage < (signed int)tstatus->hp)
  1743. delay += 300 * battle_config.combo_delay_rate /100;
  1744. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1745. clif_combo_delay(src,delay);
  1746. break;
  1747. }
  1748. case AC_DOUBLE:
  1749. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && damage < (signed int)tstatus->hp && pc_checkskill(sd, HT_POWER)) {
  1750. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1751. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1752. clif_combo_delay(src,2000);
  1753. }
  1754. break;
  1755. case TK_COUNTER:
  1756. { //bonus from SG_FRIEND [Komurka]
  1757. int level;
  1758. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1759. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1760. }
  1761. break;
  1762. case SL_STIN:
  1763. case SL_STUN:
  1764. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1765. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1766. break;
  1767. case GS_FULLBUSTER:
  1768. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1769. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1770. break;
  1771. } //Switch End
  1772. }
  1773. //Display damage.
  1774. switch(skillid){
  1775. //Skills who's damage should't show any skill-animation.
  1776. case SM_MAGNUM:
  1777. case AS_SPLASHER:
  1778. case ASC_METEORASSAULT:
  1779. case GS_SPREADATTACK:
  1780. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1781. break;
  1782. case KN_BRANDISHSPEAR:
  1783. { //Only display skill animation for skill's target.
  1784. struct unit_data *ud = unit_bl2ud(src);
  1785. if (ud && ud->skilltarget == bl->id)
  1786. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1787. else
  1788. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1789. break;
  1790. }
  1791. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1792. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1793. break;
  1794. case NPC_SELFDESTRUCTION:
  1795. if(src->type==BL_PC)
  1796. dmg.blewcount = 10;
  1797. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1798. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1799. case TF_DOUBLE:
  1800. case GS_CHAINACTION:
  1801. case SN_SHARPSHOOTING:
  1802. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1803. break;
  1804. case CR_GRANDCROSS:
  1805. case NPC_GRANDDARKNESS:
  1806. //Only show animation when hitting yourself. [Skotlex]
  1807. if (src!=bl) {
  1808. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1809. break;
  1810. }
  1811. default:
  1812. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1813. }
  1814. map_freeblock_lock();
  1815. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1816. && pc_checkskill(tsd,RG_PLAGIARISM)
  1817. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1818. && damage < tsd->status.hp)
  1819. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1820. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1821. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1822. {
  1823. //?に?んでいるスキルが� れば該?スキルを消す
  1824. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1825. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1826. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1827. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1828. }
  1829. tsd->cloneskill_id = skillid;
  1830. tsd->status.skill[skillid].id = skillid;
  1831. tsd->status.skill[skillid].lv = skilllv;
  1832. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1833. tsd->status.skill[skillid].lv = lv;
  1834. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1835. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1836. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1837. clif_skillinfoblock(tsd);
  1838. }
  1839. }
  1840. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1841. struct skill_unit* su = (struct skill_unit*)bl;
  1842. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1843. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1844. }
  1845. if (!dmg.amotion) {
  1846. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1847. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1848. if (!status_isdead(bl))
  1849. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1850. //Counter status effects [Skotlex]
  1851. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1852. }
  1853. }
  1854. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1855. if (dmg.blewcount > 0 && !status_isdead(bl))
  1856. skill_blown(dsrc,bl,dmg.blewcount);
  1857. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1858. if (dmg.amotion)
  1859. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1860. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1861. int rate = 50 + skilllv * 5;
  1862. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1863. if(rand()%100 < rate)
  1864. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1865. }
  1866. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1867. if (battle_config.left_cardfix_to_right)
  1868. battle_drain(sd, tsd, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1869. else
  1870. battle_drain(sd, tsd, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1871. }
  1872. if (rdamage>0) {
  1873. if (dmg.amotion)
  1874. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1875. else
  1876. status_fix_damage(bl,src,rdamage,0);
  1877. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1878. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1879. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1880. }
  1881. if (!(flag & 1) &&
  1882. (
  1883. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1884. ) &&
  1885. (sc = status_get_sc(src)) &&
  1886. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1887. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1888. {
  1889. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1890. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1891. }
  1892. map_freeblock_unlock();
  1893. return damage; /* ?ダ�?を返す */
  1894. }
  1895. /*==========================================
  1896. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1897. * flagについて?F16?i?を確認
  1898. * MSB <- 00fTffff ->LSB
  1899. * T =タ?ゲット選?用(BCT_*)
  1900. * ffff=自由に使用可能
  1901. * 0 =予約?B0に固定
  1902. *------------------------------------------
  1903. */
  1904. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1905. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1906. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1907. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1908. int skill_area_sub( struct block_list *bl,va_list ap )
  1909. {
  1910. struct block_list *src;
  1911. int skill_id,skill_lv,flag;
  1912. unsigned int tick;
  1913. SkillFunc func;
  1914. nullpo_retr(0, bl);
  1915. nullpo_retr(0, ap);
  1916. 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
  1917. skill_id=va_arg(ap,int);
  1918. skill_lv=va_arg(ap,int);
  1919. tick=va_arg(ap,unsigned int);
  1920. flag=va_arg(ap,int);
  1921. func=va_arg(ap,SkillFunc);
  1922. if(battle_check_target(src,bl,flag) > 0)
  1923. func(src,bl,skill_id,skill_lv,tick,flag);
  1924. return 0;
  1925. }
  1926. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1927. {
  1928. struct skill_unit *unit;
  1929. int skillid,g_skillid;
  1930. unit = (struct skill_unit *)bl;
  1931. if(bl->prev == NULL || bl->type != BL_SKILL)
  1932. return 0;
  1933. if(!unit->alive)
  1934. return 0;
  1935. skillid = va_arg(ap,int);
  1936. g_skillid = unit->group->skill_id;
  1937. switch (skillid)
  1938. {
  1939. case MG_SAFETYWALL:
  1940. case AL_PNEUMA:
  1941. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1942. return 0;
  1943. break;
  1944. case AL_WARP:
  1945. case HT_SKIDTRAP:
  1946. case HT_LANDMINE:
  1947. case HT_ANKLESNARE:
  1948. case HT_SHOCKWAVE:
  1949. case HT_SANDMAN:
  1950. case HT_FLASHER:
  1951. case HT_FREEZINGTRAP:
  1952. case HT_BLASTMINE:
  1953. case HT_CLAYMORETRAP:
  1954. case HT_TALKIEBOX:
  1955. case HP_BASILICA:
  1956. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1957. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1958. return 0;
  1959. break;
  1960. default: //Avoid stacking with same kind of trap. [Skotlex]
  1961. if (g_skillid != skillid)
  1962. return 0;
  1963. break;
  1964. }
  1965. return 1;
  1966. }
  1967. static int skill_check_unit_range(struct block_list *bl,int x,int y,int skillid,int skilllv)
  1968. {
  1969. //Non players do not check for the skill's splash-trigger area.
  1970. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1971. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1972. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1973. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1974. return 0;
  1975. }
  1976. range += layout_type;
  1977. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  1978. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1979. }
  1980. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1981. {
  1982. int skillid;
  1983. if(bl->prev == NULL)
  1984. return 0;
  1985. if(status_isdead(bl))
  1986. return 0;
  1987. skillid = va_arg(ap,int);
  1988. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1989. return 0;
  1990. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1991. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1992. return 1;
  1993. }
  1994. static int skill_check_unit_range2(struct block_list *bl, int x,int y,int skillid, int skilllv)
  1995. {
  1996. int range, type;
  1997. switch (skillid) { // to be expanded later
  1998. case WZ_ICEWALL:
  1999. range = 2;
  2000. break;
  2001. default:
  2002. {
  2003. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2004. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2005. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2006. return 0;
  2007. }
  2008. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2009. }
  2010. break;
  2011. }
  2012. // if the caster is a monster/NPC, only check for players
  2013. // otherwise just check characters
  2014. if (bl->type == BL_PC)
  2015. type = BL_CHAR;
  2016. else
  2017. type = BL_PC;
  2018. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2019. x - range, y - range, x + range, y + range,
  2020. type, skillid);
  2021. }
  2022. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  2023. {
  2024. struct map_session_data *sd;
  2025. int gid, id, *flag;
  2026. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2027. nullpo_retr(0, ap);
  2028. id = va_arg(ap,int);
  2029. gid = va_arg(ap,int);
  2030. if (sd->status.guild_id != gid)
  2031. return 0;
  2032. nullpo_retr(0, flag = va_arg(ap,int *));
  2033. if (flag && *flag > 0) {
  2034. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2035. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2036. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2037. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2038. }
  2039. return 0;
  2040. }
  2041. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 1000);
  2042. }
  2043. return 0;
  2044. }
  2045. /*=========================================================================
  2046. * 範?スキル使用?�??ャ分けここから
  2047. */
  2048. /* ??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 */
  2049. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2050. {
  2051. if(skill_area_temp[0] < 0xffff)
  2052. skill_area_temp[0]++;
  2053. return 1;
  2054. }
  2055. int skill_count_water(struct block_list *src,int range)
  2056. {
  2057. int i,x,y,cnt = 0,size = range*2+1;
  2058. struct skill_unit *unit;
  2059. for (i=0;i<size*size;i++) {
  2060. x = src->x+(i%size-range);
  2061. y = src->y+(i/size-range);
  2062. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2063. cnt++;
  2064. continue;
  2065. }
  2066. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2067. if (unit) {
  2068. cnt++;
  2069. skill_delunit(unit);
  2070. }
  2071. }
  2072. return cnt;
  2073. }
  2074. /*==========================================
  2075. *
  2076. *------------------------------------------
  2077. */
  2078. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2079. {
  2080. struct block_list *src = map_id2bl(id),*target;
  2081. struct unit_data *ud = unit_bl2ud(src);
  2082. struct skill_timerskill *skl = NULL;
  2083. int range;
  2084. nullpo_retr(0, src);
  2085. nullpo_retr(0, ud);
  2086. skl = ud->skilltimerskill[data];
  2087. nullpo_retr(0, skl);
  2088. ud->skilltimerskill[data] = NULL;
  2089. do {
  2090. if(src->prev == NULL)
  2091. break;
  2092. if(skl->target_id) {
  2093. target = map_id2bl(skl->target_id);
  2094. if(!target && skl->skill_id == RG_INTIMIDATE)
  2095. target = src; //Required since it has to warp.
  2096. if(target == NULL)
  2097. break;
  2098. if(target->prev == NULL)
  2099. break;
  2100. if(src->m != target->m)
  2101. break;
  2102. if(status_isdead(src))
  2103. break;
  2104. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2105. break;
  2106. switch(skl->skill_id) {
  2107. case RG_INTIMIDATE:
  2108. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2109. short x,y;
  2110. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2111. if (target != src && !status_isdead(target))
  2112. unit_warp(target, -1, x, y, 3);
  2113. }
  2114. break;
  2115. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2116. case DC_SCREAM: /* スクリ?ム */
  2117. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2118. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2119. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2120. break;
  2121. case WZ_WATERBALL:
  2122. if (!status_isdead(target))
  2123. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2124. if (skl->type>1 && !status_isdead(target)) {
  2125. skill_addtimerskill(src,tick+250,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2126. } else {
  2127. struct status_change *sc = status_get_sc(src);
  2128. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2129. status_change_end(src,SC_MAGICPOWER,-1);
  2130. }
  2131. break;
  2132. default:
  2133. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2134. break;
  2135. }
  2136. }
  2137. else {
  2138. if(src->m != skl->map)
  2139. break;
  2140. switch(skl->skill_id) {
  2141. case WZ_METEOR:
  2142. if(skl->type >= 0) {
  2143. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2144. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2145. }
  2146. else
  2147. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2148. break;
  2149. }
  2150. }
  2151. } while (0);
  2152. //Free skl now that it is no longer needed.
  2153. ers_free(skill_timer_ers, skl);
  2154. return 0;
  2155. }
  2156. /*==========================================
  2157. *
  2158. *------------------------------------------
  2159. */
  2160. 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)
  2161. {
  2162. int i;
  2163. struct unit_data *ud;
  2164. nullpo_retr(1, src);
  2165. ud = unit_bl2ud(src);
  2166. nullpo_retr(1, ud);
  2167. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2168. if (i==MAX_SKILLTIMERSKILL) return 1;
  2169. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2170. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2171. ud->skilltimerskill[i]->src_id = src->id;
  2172. ud->skilltimerskill[i]->target_id = target;
  2173. ud->skilltimerskill[i]->skill_id = skill_id;
  2174. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2175. ud->skilltimerskill[i]->map = src->m;
  2176. ud->skilltimerskill[i]->x = x;
  2177. ud->skilltimerskill[i]->y = y;
  2178. ud->skilltimerskill[i]->type = type;
  2179. ud->skilltimerskill[i]->flag = flag;
  2180. return 0;
  2181. }
  2182. /*==========================================
  2183. *
  2184. *------------------------------------------
  2185. */
  2186. int skill_cleartimerskill(struct block_list *src)
  2187. {
  2188. int i;
  2189. struct unit_data *ud;
  2190. nullpo_retr(0, src);
  2191. ud = unit_bl2ud(src);
  2192. nullpo_retr(0, ud);
  2193. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2194. if(ud->skilltimerskill[i]) {
  2195. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2196. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2197. ud->skilltimerskill[i]=NULL;
  2198. }
  2199. }
  2200. return 1;
  2201. }
  2202. static int skill_reveal_trap( struct block_list *bl,va_list ap )
  2203. {
  2204. TBL_SKILL *su = (TBL_SKILL*)bl;
  2205. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2206. { //Reveal trap.
  2207. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2208. //clif_changetraplook(bl, su->group->unit_id);
  2209. clif_skill_setunit(su);
  2210. return 1;
  2211. }
  2212. return 0;
  2213. }
  2214. /*==========================================
  2215. * スキル使用?i詠?・完了?AID指定?U?系?j
  2216. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2217. *------------------------------------------
  2218. */
  2219. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2220. {
  2221. struct map_session_data *sd = NULL, *tsd = NULL;
  2222. struct status_data *tstatus;
  2223. struct status_change *sc;
  2224. if (skillid > 0 && skilllv <= 0) return 0;
  2225. nullpo_retr(1, src);
  2226. nullpo_retr(1, bl);
  2227. if (src->m != bl->m)
  2228. return 1;
  2229. if (bl->prev == NULL)
  2230. return 1;
  2231. if (src->type == BL_PC)
  2232. sd = (struct map_session_data *)src;
  2233. if (bl->type == BL_PC)
  2234. tsd = (struct map_session_data *)bl;
  2235. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2236. return 1;
  2237. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2238. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2239. if (sd) clif_skill_fail(sd,skillid,0,0);
  2240. //GTB makes all targetted skills silently fail.
  2241. return 1;
  2242. }
  2243. sc = status_get_sc(src);
  2244. if (sc && !sc->count)
  2245. sc = NULL; //Unneeded
  2246. tstatus = status_get_status_data(bl);
  2247. map_freeblock_lock();
  2248. switch(skillid)
  2249. {
  2250. /* �?器?U?系スキル */
  2251. case SM_BASH: /* バッシュ */
  2252. case MC_MAMMONITE: /* �?マ?ナイト */
  2253. case TF_DOUBLE:
  2254. case AC_DOUBLE: /* ダブルストレイフィング */
  2255. case AS_SONICBLOW: /* ソニックブ�?? */
  2256. case KN_PIERCE: /* ピア?ス */
  2257. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2258. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2259. case TF_POISON: /* インベナム */
  2260. case TF_SPRINKLESAND: /* ?サまき */
  2261. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2262. case RG_RAID: /* サプライズアタック */
  2263. case RG_INTIMIDATE: /* インティミデイト */
  2264. case AM_ACIDTERROR: /* アシッドテラ? */
  2265. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2266. case DC_THROWARROW: /* 矢?ち */
  2267. case BA_DISSONANCE: /* 不協和音 */
  2268. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2269. case NPC_DARKCROSS:
  2270. case CR_SHIELDCHARGE:
  2271. case CR_SHIELDBOOMERANG:
  2272. /* 以下MOB?用 */
  2273. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2274. case NPC_PIERCINGATT:
  2275. case NPC_MENTALBREAKER:
  2276. case NPC_RANGEATTACK:
  2277. case NPC_CRITICALSLASH:
  2278. case NPC_COMBOATTACK:
  2279. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2280. case NPC_GUIDEDATTACK:
  2281. case NPC_POISON:
  2282. case NPC_BLINDATTACK:
  2283. case NPC_SILENCEATTACK:
  2284. case NPC_STUNATTACK:
  2285. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2286. case NPC_PETRIFYATTACK:
  2287. case NPC_CURSEATTACK:
  2288. case NPC_SLEEPATTACK:
  2289. case NPC_RANDOMATTACK:
  2290. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2291. case NPC_WATERATTACK:
  2292. case NPC_GROUNDATTACK:
  2293. case NPC_FIREATTACK:
  2294. case NPC_WINDATTACK:
  2295. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2296. case NPC_POISONATTACK:
  2297. case NPC_HOLYATTACK:
  2298. case NPC_DARKNESSATTACK:
  2299. case NPC_TELEKINESISATTACK:
  2300. case NPC_UNDEADATTACK:
  2301. case NPC_BREAKARMOR:
  2302. case NPC_BREAKWEAPON:
  2303. case NPC_BREAKHELM:
  2304. case NPC_BREAKSHIELD:
  2305. case LK_AURABLADE: /* オ?ラブレ?ド */
  2306. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2307. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2308. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2309. case CG_ARROWVULCAN: /* ア�??バルカン */
  2310. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2311. case ASC_METEORASSAULT: /* �?テオアサルト */
  2312. case ITM_TOMAHAWK:
  2313. case MO_TRIPLEATTACK:
  2314. case CH_CHAINCRUSH: /* 連柱崩? */
  2315. case CH_TIGERFIST: /* 伏虎�? */
  2316. case PA_SHIELDCHAIN: // Shield Chain
  2317. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2318. case WS_CARTTERMINATION: // Cart Termination
  2319. case AS_VENOMKNIFE:
  2320. case HT_PHANTASMIC:
  2321. case HT_POWER:
  2322. case TK_DOWNKICK:
  2323. case TK_COUNTER:
  2324. case ASC_BREAKER:
  2325. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2326. break;
  2327. case MO_COMBOFINISH:
  2328. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2329. { //Becomes a splash attack when Soul Linked.
  2330. map_foreachinrange(skill_area_sub, bl,
  2331. skill_get_splash(skillid, skilllv),BL_CHAR,
  2332. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2333. skill_castend_damage_id);
  2334. } else
  2335. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2336. break;
  2337. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2338. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2339. map_foreachinrange(skill_attack_area, src,
  2340. skill_get_splash(skillid, skilllv), BL_CHAR,
  2341. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2342. break;
  2343. case NJ_SHADOWJUMP: //[blackhole89]
  2344. case TK_JUMPKICK:
  2345. if (skillid == TK_JUMPKICK)
  2346. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2347. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2348. clif_slide(src,bl->x,bl->y);
  2349. break;
  2350. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2351. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2352. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2353. skill_get_splash(skillid, skilllv),BL_CHAR,
  2354. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2355. break;
  2356. case MO_INVESTIGATE: /* ?勁 */
  2357. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2358. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2359. status_change_end(src,SC_BLADESTOP,-1);
  2360. break;
  2361. case RG_BACKSTAP: /* バックスタブ */
  2362. {
  2363. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2364. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2365. if (sc && sc->data[SC_HIDING].timer != -1)
  2366. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2367. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2368. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2369. unit_setdir(bl,dir);
  2370. clif_changed_dir(bl);
  2371. }
  2372. else if (sd)
  2373. clif_skill_fail(sd,skillid,0,0);
  2374. }
  2375. break;
  2376. case MO_FINGEROFFENSIVE: /* 指? */
  2377. {
  2378. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2379. if (battle_config.finger_offensive_type && sd) {
  2380. int i;
  2381. for (i = 1; i < sd->spiritball_old; i++)
  2382. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2383. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2384. }
  2385. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2386. status_change_end(src,SC_BLADESTOP,-1);
  2387. }
  2388. break;
  2389. case MO_CHAINCOMBO: /* 連打?カ */
  2390. {
  2391. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2392. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2393. status_change_end(src,SC_BLADESTOP,-1);
  2394. }
  2395. break;
  2396. case KN_CHARGEATK:
  2397. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2398. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2399. {
  2400. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2401. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2402. if (sc->data[SC_BLADESTOP].timer != -1)
  2403. status_change_end(src,SC_BLADESTOP,-1);
  2404. }
  2405. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2406. int dx,dy;
  2407. dx = bl->x - src->x;
  2408. dy = bl->y - src->y;
  2409. if(dx > 0) dx++;
  2410. else if(dx < 0) dx--;
  2411. if (dy > 0) dy++;
  2412. else if(dy < 0) dy--;
  2413. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2414. flag = distance_bl(src, bl);
  2415. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2416. if (sd) clif_skill_fail(sd,skillid,0,0);
  2417. break;
  2418. }
  2419. clif_slide(src,src->x,src->y);
  2420. 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]
  2421. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2422. else if (sd)
  2423. clif_skill_fail(sd,skillid,0,0);
  2424. }
  2425. else //Assume minimum distance of 1 for Charge.
  2426. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2427. break;
  2428. /* �?器系範??U?スキル */
  2429. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2430. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2431. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2432. case AC_SHOWER: //Targetted skill implementation.
  2433. if(flag&1){
  2434. /* 個別にダ�??ジを?える */
  2435. if(bl->id!=skill_area_temp[1]){
  2436. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2437. 0x0500);
  2438. }
  2439. } else {
  2440. skill_area_temp[1]=bl->id;
  2441. map_foreachinrange(skill_area_sub, bl,
  2442. skill_get_splash(skillid, skilllv), BL_CHAR,
  2443. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2444. skill_castend_damage_id);
  2445. //Skill-attack at the end in case it has knockback. [Skotlex]
  2446. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2447. }
  2448. break;
  2449. case AS_SPLASHER:
  2450. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2451. if (bl->id != skill_area_temp[1])
  2452. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2453. else
  2454. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2455. } else {
  2456. skill_area_temp[0] = 0;
  2457. skill_area_temp[1] = bl->id;
  2458. map_foreachinrange(skill_area_sub, bl,
  2459. skill_get_splash(skillid, skilllv), BL_CHAR,
  2460. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2461. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2462. map_foreachinrange(skill_area_sub, bl,
  2463. skill_get_splash(skillid, skilllv), BL_CHAR,
  2464. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2465. skill_castend_damage_id);
  2466. }
  2467. break;
  2468. case SM_MAGNUM:
  2469. if(flag&1)
  2470. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2471. else {
  2472. //If we get here, someone changed magnum to be a enemy targetted skill,
  2473. //so treat it as such.
  2474. map_foreachinrange(skill_area_sub, bl,
  2475. skill_get_splash(skillid, skilllv),BL_CHAR,
  2476. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2477. skill_castend_damage_id);
  2478. //Initiate 10% of your damage becomes fire element.
  2479. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2480. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2481. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2482. }
  2483. break;
  2484. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2485. if(flag&1){
  2486. /* 個別にダ�??ジを?える */
  2487. if(bl->id!=skill_area_temp[1])
  2488. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2489. } else {
  2490. 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?�?� */
  2491. /* まずタ?[ゲットに?U撃を加える */
  2492. c = skill_get_blewcount(skillid,skilllv);
  2493. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2494. c = 0;
  2495. for(i=0;i<c;i++){
  2496. skill_blown(src,bl,0x20000|1);
  2497. skill_area_temp[0]=0;
  2498. map_foreachinrange(skill_area_sub,bl,
  2499. skill_get_splash(skillid, skilllv),BL_CHAR,
  2500. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2501. skill_area_sub_count);
  2502. if(skill_area_temp[0]>1) break;
  2503. }
  2504. clif_blown(bl); //Update target pos.
  2505. skill_area_temp[1]=bl->id;
  2506. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2507. map_foreachinrange(skill_area_sub,bl,
  2508. skill_get_splash(skillid, skilllv),BL_CHAR,
  2509. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2510. skill_castend_damage_id);
  2511. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2512. }
  2513. break;
  2514. case KN_SPEARSTAB: /* スピアスタブ */
  2515. if(flag&1){
  2516. /* 個別にダ�??[ジを与える */
  2517. if (bl->id==skill_area_temp[1])
  2518. break;
  2519. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2520. skill_blown(src,bl,skill_area_temp[2]);
  2521. } else {
  2522. int x=bl->x,y=bl->y,i,dir;
  2523. /* まずタ?[ゲットに?U撃を加える */
  2524. dir = map_calc_dir(bl,src->x,src->y);
  2525. skill_area_temp[1] = bl->id;
  2526. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2527. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2528. skill_blown(src,bl,skill_area_temp[2]);
  2529. for (i=0;i<4;i++) {
  2530. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2531. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2532. skill_castend_damage_id);
  2533. x += dirx[dir];
  2534. y += diry[dir];
  2535. }
  2536. }
  2537. break;
  2538. case TK_TURNKICK:
  2539. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2540. {
  2541. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2542. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2543. map_foreachinrange(skill_area_sub,bl,
  2544. skill_get_splash(skillid, skilllv),BL_CHAR,
  2545. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2546. skill_castend_nodamage_id);
  2547. }
  2548. break;
  2549. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2550. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2551. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2552. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2553. break;
  2554. case ALL_RESURRECTION: /* リザレクション */
  2555. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2556. //Undead check is on unit-use skill
  2557. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2558. break;
  2559. /* 魔法系スキル */
  2560. case MG_SOULSTRIKE: /* ソウルストライク */
  2561. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2562. case MG_COLDBOLT: /* コ?[ルドボルト */
  2563. case MG_FIREBOLT: /* ファイア?[ボルト */
  2564. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2565. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2566. case AL_HEAL: /* ヒ?[ル */
  2567. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2568. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2569. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2570. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2571. case PR_ASPERSIO: /* アスペルシオ */
  2572. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2573. case WZ_SIGHTBLASTER:
  2574. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2575. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2576. break;
  2577. case HVAN_CAPRICE: //[blackhole89]
  2578. {
  2579. int ran=rand()%4;
  2580. int sid = 0;
  2581. switch(ran)
  2582. {
  2583. case 0: sid=MG_COLDBOLT; break;
  2584. case 1: sid=MG_FIREBOLT; break;
  2585. case 2: sid=MG_LIGHTNINGBOLT; break;
  2586. case 3: sid=WZ_EARTHSPIKE; break;
  2587. }
  2588. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
  2589. }
  2590. break;
  2591. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2592. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2593. if (skilllv>1) {
  2594. int range = skilllv/2;
  2595. int cnt;
  2596. if (sd)
  2597. cnt = skill_count_water(src,range);
  2598. else {
  2599. range = 2*range+1;
  2600. cnt = range*range;
  2601. }
  2602. cnt--;
  2603. if (cnt > 0)
  2604. skill_addtimerskill(src,tick+250,bl->id,0,0,
  2605. skillid,skilllv,cnt,flag);
  2606. } else if (sd) //Eat up deluge tiles.
  2607. skill_count_water(src,0);
  2608. break;
  2609. case PR_BENEDICTIO: /* ?ケ??~福 */
  2610. //Should attack undead and demons. [Skotlex]
  2611. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2612. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2613. break;
  2614. /* 魔法系範??U?スキル */
  2615. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2616. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2617. if (flag & 1) {
  2618. /* 個別にダ�??ジを?える */
  2619. if (bl->id == skill_area_temp[1])
  2620. break;
  2621. if(skillid == MG_FIREBALL) //Store distance.
  2622. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2623. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2624. } else {
  2625. skill_area_temp[0]=0;
  2626. skill_area_temp[1]=bl->id;
  2627. switch (skillid) {
  2628. case MG_NAPALMBEAT:
  2629. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2630. map_foreachinrange(skill_area_sub, bl,
  2631. skill_get_splash(skillid, skilllv),BL_CHAR,
  2632. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2633. skill_area_sub_count);
  2634. break;
  2635. case MG_FIREBALL:
  2636. skill_area_temp[2]=bl->x;
  2637. skill_area_temp[3]=bl->y;
  2638. break;
  2639. }
  2640. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2641. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2642. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2643. map_foreachinrange(skill_area_sub,bl,
  2644. skill_get_splash(skillid, skilllv),BL_CHAR,
  2645. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2646. skill_castend_damage_id);
  2647. }
  2648. break;
  2649. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2650. if (flag & 1) {
  2651. if (bl->id != skill_area_temp[1])
  2652. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2653. } else {
  2654. skill_area_temp[0] = 0;
  2655. skill_area_temp[1] = bl->id;
  2656. map_foreachinrange(skill_area_sub, bl,
  2657. skill_get_splash(skillid, skilllv), BL_CHAR,
  2658. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2659. skill_area_sub_count);
  2660. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2661. map_foreachinrange(skill_area_sub, bl,
  2662. skill_get_splash(skillid, skilllv), BL_CHAR,
  2663. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2664. skill_castend_damage_id);
  2665. }
  2666. break;
  2667. case SL_STIN:
  2668. case SL_STUN:
  2669. case SL_SMA:
  2670. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2671. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2672. clif_skill_fail(sd,skillid,0,0);
  2673. break;
  2674. }
  2675. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2676. break;
  2677. /* その他 */
  2678. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2679. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2680. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2681. } else {
  2682. skill_area_temp[0] = 0;
  2683. skill_area_temp[1] = bl->id;
  2684. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2685. map_foreachinrange(skill_area_sub, bl,
  2686. skill_get_splash(skillid, skilllv), BL_CHAR,
  2687. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2688. map_foreachinrange(skill_area_sub, bl,
  2689. skill_get_splash(skillid, skilllv), BL_CHAR,
  2690. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2691. skill_castend_damage_id);
  2692. }
  2693. break;
  2694. case NPC_DARKBREATH:
  2695. clif_emotion(src,7);
  2696. case SN_FALCONASSAULT:
  2697. case PA_PRESSURE:
  2698. case CR_ACIDDEMONSTRATION:
  2699. case TF_THROWSTONE:
  2700. case NPC_SMOKING:
  2701. case NPC_SELFDESTRUCTION:
  2702. case GS_FLING:
  2703. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2704. break;
  2705. // Celest
  2706. case PF_SOULBURN:
  2707. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2708. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2709. if (skilllv == 5)
  2710. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2711. if (tsd) {
  2712. tsd->status.sp = 0;
  2713. clif_updatestatus(tsd,SP_SP);
  2714. }
  2715. } else {
  2716. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2717. if (skilllv == 5)
  2718. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2719. if (sd) {
  2720. sd->status.sp = 0;
  2721. clif_updatestatus(sd,SP_SP);
  2722. }
  2723. }
  2724. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2725. break;
  2726. /* HP吸?/HP吸?魔法 */
  2727. case NPC_BLOODDRAIN:
  2728. case NPC_ENERGYDRAIN:
  2729. {
  2730. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2731. src, src, bl, skillid, skilllv, tick, flag);
  2732. if (heal > 0){
  2733. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2734. status_heal(src, heal, 0, 0);
  2735. }
  2736. }
  2737. break;
  2738. //Until they're at right position - gs_damage- [Vicious]
  2739. case GS_TRIPLEACTION:
  2740. case GS_MAGICALBULLET:
  2741. case GS_CRACKER:
  2742. case GS_TRACKING:
  2743. case GS_PIERCINGSHOT:
  2744. case GS_RAPIDSHOWER:
  2745. case GS_DUST:
  2746. case GS_FULLBUSTER:
  2747. case NJ_SYURIKEN:
  2748. case NJ_KUNAI:
  2749. case NJ_HUUMA:
  2750. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2751. break;
  2752. case GS_BULLSEYE:
  2753. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2754. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2755. else if (sd)
  2756. clif_skill_fail(sd,skillid,0,0);
  2757. break;
  2758. case GS_DESPERADO:
  2759. case GS_SPREADATTACK:
  2760. if(flag&1)
  2761. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2762. else {
  2763. //If we get here, someone changed it to be a enemy targetted skill,
  2764. //so treat it as such.
  2765. map_foreachinrange(skill_area_sub, bl,
  2766. skill_get_splash(skillid, skilllv),BL_CHAR,
  2767. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2768. skill_castend_damage_id);
  2769. }
  2770. break;
  2771. case NJ_ZENYNAGE:
  2772. if(sd->status.zeny < skilllv*1000)
  2773. clif_skill_fail(sd,skillid,5,0);
  2774. else
  2775. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2776. break;
  2777. case NJ_KASUMIKIRI:
  2778. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2779. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2780. break;
  2781. case NJ_KIRIKAGE:
  2782. status_change_end(src, SC_HIDING, -1);
  2783. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2784. break;
  2785. case NJ_KOUENKA:
  2786. case NJ_HYOUSENSOU:
  2787. case NJ_HYOUSYOURAKU:
  2788. case NJ_HUUJIN:
  2789. case NJ_RAIGEKISAI:
  2790. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2791. break;
  2792. case NJ_KAMAITACHI:
  2793. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2794. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2795. skill_get_splash(skillid, skilllv),BL_CHAR,
  2796. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2797. break;
  2798. //Not implemented yet [Vicious]
  2799. case GS_GROUNDDRIFT:
  2800. //case NJ_SYURIKEN:
  2801. //case NJ_KUNAI:
  2802. //case NJ_HUUMA:
  2803. //case NJ_ZENYNAGE:
  2804. case NJ_TATAMIGAESHI:
  2805. //case NJ_KASUMIKIRI:
  2806. //case NJ_KIRIKAGE:
  2807. //case NJ_KOUENKA:
  2808. case NJ_KAENSIN:
  2809. //case NJ_HYOUSENSOU:
  2810. //case NJ_HYOUSYOURAKU:
  2811. //case NJ_HUUJIN:
  2812. //case NJ_RAIGEKISAI:
  2813. //case NJ_KAMAITACHI:
  2814. case NJ_ISSEN:
  2815. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2816. break;
  2817. case 0:
  2818. if(sd) {
  2819. if (flag & 3){
  2820. if (bl->id != skill_area_temp[1])
  2821. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2822. } else {
  2823. skill_area_temp[1] = bl->id;
  2824. map_foreachinrange(skill_area_sub, bl,
  2825. sd->splash_range, BL_CHAR,
  2826. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2827. skill_castend_damage_id);
  2828. }
  2829. }
  2830. break;
  2831. default:
  2832. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2833. map_freeblock_unlock();
  2834. return 1;
  2835. }
  2836. map_freeblock_unlock();
  2837. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2838. battle_consume_ammo(sd, skillid, skilllv);
  2839. return 0;
  2840. }
  2841. /*==========================================
  2842. * スキル使用?i詠?・完了?AID指定支援系?j
  2843. *------------------------------------------
  2844. */
  2845. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2846. {
  2847. struct map_session_data *sd = NULL;
  2848. struct map_session_data *dstsd = NULL;
  2849. struct status_data *sstatus, *tstatus;
  2850. struct status_change *tsc;
  2851. struct mob_data *md = NULL;
  2852. struct mob_data *dstmd = NULL;
  2853. int i,type=-1;
  2854. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2855. nullpo_retr(1, src);
  2856. nullpo_retr(1, bl);
  2857. if (src->m != bl->m)
  2858. return 1;
  2859. if (src->type == BL_PC) {
  2860. sd = (struct map_session_data *)src;
  2861. } else if (src->type == BL_MOB) {
  2862. md = (struct mob_data *)src;
  2863. }
  2864. if (bl->type == BL_PC){
  2865. dstsd = (struct map_session_data *)bl;
  2866. } else if (bl->type == BL_MOB){
  2867. dstmd = (struct mob_data *)bl;
  2868. }
  2869. if(bl->prev == NULL)
  2870. return 1;
  2871. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2872. return 1;
  2873. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2874. return 1;
  2875. tstatus = status_get_status_data(bl);
  2876. sstatus = status_get_status_data(src);
  2877. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2878. switch (skillid) {
  2879. case AL_HEAL:
  2880. case ALL_RESURRECTION:
  2881. case PR_ASPERSIO:
  2882. if (battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2883. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2884. //Offensive heal does not works on non-enemies. [Skotlex]
  2885. if (sd) clif_skill_fail(sd,skillid,0,0);
  2886. return 0;
  2887. }
  2888. if(!sd) {
  2889. //Prevent non-players from casting offensive heal. [Skotlex]
  2890. clif_emotion(src, 4);
  2891. return 0;
  2892. }
  2893. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2894. }
  2895. break;
  2896. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2897. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2898. //These are actually ground placed.
  2899. case CR_GRANDCROSS:
  2900. case NPC_GRANDDARKNESS:
  2901. //Until they're at right position - gs_ground- [Vicious]
  2902. case GS_DESPERADO:
  2903. case NJ_KAENSIN: /*火炎陣*/
  2904. case NJ_HYOUSYOURAKU:
  2905. case NJ_RAIGEKISAI:
  2906. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2907. }
  2908. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2909. //But only do this on the first call (flag&~1)
  2910. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2911. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2912. if (skillid > 0 && skillid < MAX_SKILL)
  2913. type = SkillStatusChangeTable[skillid];
  2914. tsc = status_get_sc(bl);
  2915. map_freeblock_lock();
  2916. switch(skillid)
  2917. {
  2918. case AL_HEAL: /* ヒ?ル */
  2919. {
  2920. int heal = skill_calc_heal(src, skilllv);
  2921. int heal_get_jobexp;
  2922. if (skilllv > 10)
  2923. heal = 9999; //9999ヒ?[ル
  2924. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2925. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2926. if (sd) {
  2927. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2928. (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
  2929. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2930. }
  2931. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2932. && !(sstatus->mode&MD_BOSS)
  2933. ) { //Bounce back heal
  2934. if (--tsc->data[SC_KAITE].val2 <= 0)
  2935. status_change_end(bl, SC_KAITE, -1);
  2936. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2937. clif_skill_nodamage (src, src, skillid, heal, 1);
  2938. heal_get_jobexp = status_heal(src,heal,0,0);
  2939. } else {
  2940. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2941. heal_get_jobexp = status_heal(bl,heal,0,0);
  2942. }
  2943. // JOB??値獲得
  2944. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2945. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2946. if (heal_get_jobexp <= 0)
  2947. heal_get_jobexp = 1;
  2948. pc_gainexp (sd, 0, heal_get_jobexp);
  2949. }
  2950. }
  2951. break;
  2952. case PR_REDEMPTIO:
  2953. if (sd && !(flag&1)) {
  2954. if (sd->status.party_id == 0) {
  2955. clif_skill_fail(sd,skillid,0,0);
  2956. break;
  2957. }
  2958. skill_area_temp[0] = 0;
  2959. party_foreachsamemap(skill_area_sub,
  2960. sd,skill_get_splash(skillid, skilllv),
  2961. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2962. skill_castend_nodamage_id);
  2963. if (skill_area_temp[0] == 0) {
  2964. clif_skill_fail(sd,skillid,0,0);
  2965. break;
  2966. }
  2967. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2968. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2969. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2970. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2971. clif_updatestatus(sd,SP_BASEEXP);
  2972. clif_updatestatus(sd,SP_JOBEXP);
  2973. }
  2974. status_zap(src, sstatus->hp-1, sstatus->sp-1);
  2975. break;
  2976. } else if (status_isdead(bl) && flag&1) { //Revive
  2977. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2978. skilllv = 3; //Resurrection level 3 is used
  2979. } else //Invalid target, skip resurrection.
  2980. break;
  2981. case ALL_RESURRECTION: /* リザレクション */
  2982. if(sd && map_flag_gvg(bl->m))
  2983. { //No reviving in WoE grounds!
  2984. clif_skill_fail(sd,skillid,0,0);
  2985. break;
  2986. }
  2987. if (!status_isdead(bl))
  2988. break;
  2989. {
  2990. int per = 0, sper = 0;
  2991. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2992. break;
  2993. switch(skilllv){
  2994. case 1: per=10; break;
  2995. case 2: per=30; break;
  2996. case 3: per=50; break;
  2997. case 4: per=80; break;
  2998. }
  2999. if(dstsd && dstsd->special_state.restart_full_recover)
  3000. per = sper = 100;
  3001. if (status_revive(bl, per, sper))
  3002. {
  3003. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3004. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3005. {
  3006. int exp = 0,jexp = 0;
  3007. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3008. if(lv > 0) {
  3009. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3010. if (exp < 1) exp = 1;
  3011. }
  3012. if(jlv > 0) {
  3013. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3014. if (jexp < 1) jexp = 1;
  3015. }
  3016. if(exp > 0 || jexp > 0)
  3017. pc_gainexp (sd, exp, jexp);
  3018. }
  3019. }
  3020. }
  3021. break;
  3022. case AL_DECAGI: /* 速度減?ュ */
  3023. clif_skill_nodamage (src, bl, skillid, skilllv,
  3024. sc_start(bl, type,
  3025. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3026. skilllv, skill_get_time(skillid,skilllv)));
  3027. break;
  3028. case AL_CRUCIS:
  3029. if (flag & 1) {
  3030. if (battle_check_target (src, bl, BCT_ENEMY))
  3031. sc_start(bl,type,
  3032. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3033. skilllv,60000);
  3034. } else {
  3035. map_foreachinrange(skill_area_sub, src,
  3036. skill_get_splash(skillid, skilllv), BL_CHAR,
  3037. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3038. skill_castend_nodamage_id);
  3039. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3040. }
  3041. break;
  3042. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3043. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3044. status_change_end(bl,type, -1);
  3045. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3046. } else
  3047. clif_skill_nodamage (src, bl, skillid, skilllv,
  3048. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3049. break;
  3050. case SA_ABRACADABRA:
  3051. {
  3052. int abra_skillid = 0, abra_skilllv;
  3053. if (sd)
  3054. { //Crash-fix [Skotlex]
  3055. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3056. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3057. { //bug fixed by Lupus (item pos can be 0, too!)
  3058. clif_skill_fail(sd,skillid,0,0);
  3059. break;
  3060. }
  3061. pc_delitem(sd, i, 1, 0);
  3062. }
  3063. do {
  3064. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3065. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3066. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3067. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3068. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3069. abra_skillid = 0; // reset to get a new id
  3070. } while (abra_skillid == 0);
  3071. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3072. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3073. if (sd)
  3074. { //Crash-protection against Abracadabra casting pets
  3075. sd->skillitem = abra_skillid;
  3076. sd->skillitemlv = abra_skilllv;
  3077. sd->state.abra_flag = 1;
  3078. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3079. } else
  3080. { // [Skotlex]
  3081. struct unit_data *ud = unit_bl2ud(src);
  3082. int inf = skill_get_inf(abra_skillid);
  3083. int target_id = 0;
  3084. if (!ud) break;
  3085. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3086. if (src->type == BL_PET)
  3087. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3088. if (!bl) bl = src;
  3089. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3090. } else { //Assume offensive skills
  3091. if (ud->target)
  3092. target_id = ud->target;
  3093. else switch (src->type) {
  3094. case BL_MOB:
  3095. target_id = ((TBL_MOB*)src)->target_id;
  3096. break;
  3097. case BL_PET:
  3098. target_id = ((TBL_PET*)src)->target_id;
  3099. break;
  3100. }
  3101. if (!target_id)
  3102. break;
  3103. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3104. bl = map_id2bl(target_id);
  3105. if (!bl) bl = src;
  3106. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3107. } else
  3108. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3109. }
  3110. }
  3111. }
  3112. break;
  3113. case SA_COMA:
  3114. clif_skill_nodamage(src,bl,skillid,skilllv,
  3115. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3116. break;
  3117. case SA_FULLRECOVERY:
  3118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3119. if (status_isimmune(bl))
  3120. break;
  3121. status_percent_heal(bl, 100, 100);
  3122. break;
  3123. case SA_SUMMONMONSTER:
  3124. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3125. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3126. break;
  3127. case SA_LEVELUP:
  3128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3129. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3130. break;
  3131. case SA_INSTANTDEATH:
  3132. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3133. status_zap(bl,tstatus->hp-1,0);
  3134. break;
  3135. case SA_QUESTION:
  3136. case SA_GRAVITY:
  3137. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3138. break;
  3139. case SA_CLASSCHANGE:
  3140. {
  3141. //クラスチェンジ用ボスモンスタ?ID
  3142. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3143. ,1157,1159,1190,1272,1312,1373,1492};
  3144. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3146. if(dstmd) mob_class_change(dstmd,class_);
  3147. }
  3148. break;
  3149. case SA_MONOCELL:
  3150. {
  3151. static int poringclass[]={1002};
  3152. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3153. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3154. if(dstmd) mob_class_change(dstmd,class_);
  3155. }
  3156. break;
  3157. case SA_DEATH:
  3158. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3159. status_kill(bl);
  3160. break;
  3161. case SA_REVERSEORCISH:
  3162. clif_skill_nodamage(src,bl,skillid,skilllv,
  3163. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3164. break;
  3165. case SA_FORTUNE:
  3166. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3167. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3168. break;
  3169. case SA_TAMINGMONSTER:
  3170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3171. if (sd && dstmd) {
  3172. for (i = 0; i < MAX_PET_DB; i++) {
  3173. if (dstmd->class_ == pet_db[i].class_) {
  3174. pet_catch_process1 (sd, dstmd->class_);
  3175. break;
  3176. }
  3177. }
  3178. }
  3179. break;
  3180. case AL_INCAGI: /* 速度?加 */
  3181. case AL_BLESSING: /* ブレッシング */
  3182. case PR_SLOWPOISON:
  3183. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3184. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3185. case PR_SUFFRAGIUM: /* サフラギウム */
  3186. case PR_BENEDICTIO: /* ?ケ??~福 */
  3187. clif_skill_nodamage(src,bl,skillid,skilllv,
  3188. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3189. break;
  3190. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3191. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3192. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3193. clif_skill_fail(sd,skillid,0,0);
  3194. map_freeblock_unlock();
  3195. return 1;
  3196. }
  3197. }
  3198. clif_skill_nodamage(src,bl,skillid,skilllv,
  3199. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3200. break;
  3201. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3202. {
  3203. struct status_change *sc= status_get_sc(src);
  3204. int type2 = SC_MARIONETTE2;
  3205. if(sc && tsc){
  3206. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3207. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3208. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3209. clif_marionette(src, bl);
  3210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3211. }
  3212. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3213. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3214. status_change_end(src, type, -1);
  3215. status_change_end(bl, type2, -1);
  3216. }
  3217. else {
  3218. if (sd) clif_skill_fail(sd,skillid,0,0);
  3219. map_freeblock_unlock();
  3220. return 1;
  3221. }
  3222. }
  3223. }
  3224. break;
  3225. case RG_CLOSECONFINE:
  3226. clif_skill_nodamage(src,bl,skillid,skilllv,
  3227. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3228. break;
  3229. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3230. case SA_FROSTWEAPON:
  3231. case SA_LIGHTNINGLOADER:
  3232. case SA_SEISMICWEAPON:
  3233. if (dstsd) {
  3234. if(dstsd->status.weapon == W_FIST ||
  3235. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3236. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3237. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3238. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3239. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3240. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3241. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3242. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3243. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3244. ))
  3245. ) {
  3246. if (sd) clif_skill_fail(sd,skillid,0,0);
  3247. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3248. break;
  3249. }
  3250. }
  3251. if (sd) {
  3252. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3253. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3254. clif_skill_fail(sd,skillid,0,0);
  3255. break;
  3256. }
  3257. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3258. }
  3259. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3260. i = skilllv <4?(60+skilllv*10):100;
  3261. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3262. if(!i) {
  3263. if (sd) clif_skill_fail(sd,skillid,0,0);
  3264. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3265. sd && sd != dstsd)
  3266. clif_displaymessage(sd->fd,"You broke target's weapon");
  3267. }
  3268. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3269. break;
  3270. case PR_ASPERSIO: /* アスペルシオ */
  3271. if (sd && dstmd) {
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3273. break;
  3274. }
  3275. clif_skill_nodamage(src,bl,skillid,skilllv,
  3276. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3277. break;
  3278. case TK_SEVENWIND:
  3279. switch(skilllv){
  3280. case 1:
  3281. type=SC_EARTHWEAPON;
  3282. break;
  3283. case 2:
  3284. type=SC_WINDWEAPON;
  3285. break;
  3286. case 3:
  3287. type=SC_WATERWEAPON;
  3288. break;
  3289. case 4:
  3290. type=SC_FIREWEAPON;
  3291. break;
  3292. case 5:
  3293. type=SC_GHOSTWEAPON;
  3294. break;
  3295. case 6:
  3296. type=SC_SHADOWWEAPON;
  3297. break;
  3298. case 7:
  3299. type=SC_ASPERSIO;
  3300. break;
  3301. }
  3302. clif_skill_nodamage(src,bl,skillid,skilllv,
  3303. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3304. break;
  3305. case PR_KYRIE: /* キリエエレイソン */
  3306. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3307. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3308. break;
  3309. //Passive Magnum, should had been casted on yourself.
  3310. case SM_MAGNUM:
  3311. map_foreachinrange(skill_area_sub, src,
  3312. skill_get_splash(skillid, skilllv),BL_CHAR,
  3313. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3314. skill_castend_damage_id);
  3315. //Initiate 10% of your damage becomes fire element.
  3316. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3317. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3318. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3319. break;
  3320. case LK_BERSERK: /* バ?サ?ク */
  3321. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3322. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3323. case KN_ONEHAND:
  3324. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3325. case CR_REFLECTSHIELD:
  3326. case AS_POISONREACT: /* ポイズンリアクト */
  3327. case MC_LOUD: /* ラウドボイス */
  3328. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3329. case MG_SIGHT: /* サイト */
  3330. case AL_RUWACH: /* ルアフ */
  3331. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3332. case MO_STEELBODY: // 金?�
  3333. case MO_BLADESTOP: // 白?n取り
  3334. case LK_AURABLADE: /* オ?ラブレ?ド */
  3335. case LK_PARRYING: /* パリイング */
  3336. case LK_CONCENTRATION: /* コンセントレ?ション */
  3337. case WS_CARTBOOST: /* カ?トブ?スト */
  3338. case SN_SIGHT: /* トゥル?サイト */
  3339. case WS_MELTDOWN: /* �?ルトダウン */
  3340. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3341. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3342. case HW_MAGICPOWER: /* 魔法力?�? */
  3343. case PF_MEMORIZE: /* �?モライズ */
  3344. case PA_SACRIFICE:
  3345. case ASC_EDP: // [Celest]
  3346. case NPC_STOP:
  3347. case WZ_SIGHTBLASTER:
  3348. case SG_SUN_COMFORT:
  3349. case SG_MOON_COMFORT:
  3350. case SG_STAR_COMFORT:
  3351. case NPC_HALLUCINATION:
  3352. case HP_ASSUMPTIO:
  3353. case GS_MADNESSCANCEL:
  3354. case GS_ADJUSTMENT:
  3355. case GS_INCREASING:
  3356. case GS_CRACKER:
  3357. case GS_GROUNDDRIFT:
  3358. case NJ_TATAMIGAESHI:
  3359. case NJ_KASUMIKIRI:
  3360. case NJ_UTSUSEMI:
  3361. case NJ_BUNSINJYUTSU:
  3362. case NJ_NEN:
  3363. clif_skill_nodamage(src,bl,skillid,skilllv,
  3364. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3365. break;
  3366. if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
  3367. status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
  3368. case SG_SUN_WARM:
  3369. case SG_MOON_WARM:
  3370. case SG_STAR_WARM:
  3371. {
  3372. struct skill_unit_group *sg;
  3373. if (!tsc) break;
  3374. sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
  3375. clif_skill_nodamage(src,bl,skillid,skilllv,
  3376. sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
  3377. break;
  3378. }
  3379. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3380. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3381. if (sd && battle_config.player_skill_partner_check &&
  3382. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3383. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3384. } else
  3385. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3386. break;
  3387. /* Was modified to only affect targetted char. [Skotlex]
  3388. case HP_ASSUMPTIO:
  3389. if (flag&1)
  3390. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3391. else
  3392. {
  3393. map_foreachinrange(skill_area_sub, bl,
  3394. skill_get_splash(skillid, skilllv), BL_PC,
  3395. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3396. skill_castend_nodamage_id);
  3397. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3398. }
  3399. break;
  3400. */
  3401. case SM_ENDURE: /* インデュア */
  3402. clif_skill_nodamage(src,bl,skillid,skilllv,
  3403. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3404. if (sd)
  3405. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3406. break;
  3407. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3408. if (sd && dstsd && dstsd->sc.count) {
  3409. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3410. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3411. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3412. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3413. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3414. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3415. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3416. ) {
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3418. clif_skill_fail(sd,skillid,0,0);
  3419. break;
  3420. }
  3421. }
  3422. clif_skill_nodamage(src,bl,skillid,skilllv,
  3423. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3424. break;
  3425. case LK_TENSIONRELAX: /* テンションリラックス */
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,
  3427. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3428. skill_get_time(skillid,skilllv)));
  3429. break;
  3430. case MC_CHANGECART:
  3431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3432. break;
  3433. case TK_MISSION:
  3434. if (sd) {
  3435. int id;
  3436. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3437. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3438. clif_skill_fail(sd,skillid,0,0);
  3439. break;
  3440. }
  3441. id = mob_get_random_id(0,0, sd->status.base_level);
  3442. if (!id) {
  3443. clif_skill_fail(sd,skillid,0,0);
  3444. break;
  3445. }
  3446. sd->mission_mobid = id;
  3447. sd->mission_count = 0;
  3448. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3449. clif_mission_mob(sd, id, 0);
  3450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3451. }
  3452. break;
  3453. case AC_CONCENTRATION: /* ?W中力向?� */
  3454. {
  3455. clif_skill_nodamage(src,bl,skillid,skilllv,
  3456. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3457. map_foreachinrange( status_change_timer_sub, src,
  3458. skill_get_splash(skillid, skilllv), BL_CHAR,
  3459. src,status_get_sc(src),type,tick);
  3460. }
  3461. break;
  3462. case SM_PROVOKE: /* プ�?ボック */
  3463. /* MVPmobと不死には?かない */
  3464. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //不死には?かない
  3465. map_freeblock_unlock();
  3466. return 1;
  3467. }
  3468. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,
  3470. (i=sc_start(bl,type,
  3471. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3472. skilllv,skill_get_time(skillid,skilllv))));
  3473. if (!i)
  3474. {
  3475. if (sd)
  3476. clif_skill_fail(sd,skillid,0,0);
  3477. map_freeblock_unlock();
  3478. return 0;
  3479. }
  3480. unit_skillcastcancel(bl, 2);
  3481. if(tsc && tsc->count){
  3482. if(tsc->data[SC_FREEZE].timer!=-1)
  3483. status_change_end(bl,SC_FREEZE,-1);
  3484. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3485. status_change_end(bl,SC_STONE,-1);
  3486. if(tsc->data[SC_SLEEP].timer!=-1)
  3487. status_change_end(bl,SC_SLEEP,-1);
  3488. }
  3489. if(dstmd) {
  3490. dstmd->state.provoke_flag = src->id;
  3491. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3492. }
  3493. break;
  3494. case CR_DEVOTION: /* ディボ?ション */
  3495. if(sd && dstsd)
  3496. {
  3497. //??カや養子の?�?№フ元の?E業を算?oする
  3498. int lv = sd->status.base_level - dstsd->status.base_level;
  3499. if (lv < 0) lv = -lv;
  3500. if (lv > battle_config.devotion_level_difference ||
  3501. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3502. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3503. clif_skill_fail(sd,skillid,0,0);
  3504. map_freeblock_unlock();
  3505. return 1;
  3506. }
  3507. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3508. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3509. if (i == skilllv)
  3510. {
  3511. clif_skill_fail(sd,skillid,0,0);
  3512. map_freeblock_unlock();
  3513. return 1;
  3514. }
  3515. sd->devotion[i] = bl->id;
  3516. clif_skill_nodamage(src,bl,skillid,skilllv,
  3517. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3518. clif_devotion(sd);
  3519. }
  3520. else
  3521. if (sd)
  3522. clif_skill_fail(sd,skillid,0,0);
  3523. break;
  3524. case MO_CALLSPIRITS: // ?功
  3525. if(sd) {
  3526. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3527. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3528. }
  3529. break;
  3530. case CH_SOULCOLLECT: // 狂?功
  3531. if(sd) {
  3532. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3533. for (i = 0; i < 5; i++)
  3534. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3535. }
  3536. break;
  3537. case MO_KITRANSLATION:
  3538. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3539. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3540. }
  3541. break;
  3542. case TK_TURNKICK:
  3543. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3544. if (skill_area_temp[1] != bl->id) {
  3545. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3546. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3547. }
  3548. break;
  3549. case MO_ABSORBSPIRITS: // ?奪
  3550. i = 0;
  3551. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3552. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3553. i = dstsd->spiritball * 10;
  3554. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3555. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3556. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3557. i = 2 * dstmd->db->lv;
  3558. mob_target(dstmd,src,0);
  3559. }
  3560. if (i) {
  3561. status_heal(src, 0, i, 3);
  3562. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3563. }
  3564. break;
  3565. case AC_MAKINGARROW: /* 矢?�?ャ */
  3566. if(sd) {
  3567. clif_arrow_create_list(sd);
  3568. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3569. }
  3570. break;
  3571. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3572. if(sd) {
  3573. clif_skill_produce_mix_list(sd,22);
  3574. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3575. }
  3576. break;
  3577. case SA_CREATECON:
  3578. if(sd) {
  3579. clif_skill_produce_mix_list(sd,23);
  3580. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3581. }
  3582. break;
  3583. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3584. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3585. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3586. break;
  3587. }
  3588. clif_skill_nodamage(src,bl,skillid,skilllv,
  3589. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3590. break;
  3591. case RG_RAID: /* サプライズアタック */
  3592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3593. map_foreachinrange(skill_area_sub, bl,
  3594. skill_get_splash(skillid, skilllv), BL_CHAR,
  3595. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3596. skill_castend_damage_id);
  3597. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3598. break;
  3599. case ASC_METEORASSAULT: /* �?テオアサルト */
  3600. case GS_SPREADATTACK:
  3601. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3602. map_foreachinrange(skill_area_sub, src,
  3603. skill_get_splash(skillid, skilllv), BL_CHAR,
  3604. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3605. skill_castend_damage_id);
  3606. break;
  3607. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3608. {
  3609. int c,n=4;
  3610. int dir = map_calc_dir(src,bl->x,bl->y);
  3611. struct square tc;
  3612. int x=bl->x,y=bl->y;
  3613. skill_brandishspear_first(&tc,dir,x,y);
  3614. skill_brandishspear_dir(&tc,dir,4);
  3615. /* 範?④ */
  3616. if(skilllv > 9){
  3617. for(c=1;c<4;c++){
  3618. map_foreachincell(skill_area_sub,
  3619. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3620. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3621. skill_castend_damage_id);
  3622. }
  3623. }
  3624. /* 範?③② */
  3625. if(skilllv > 6){
  3626. skill_brandishspear_dir(&tc,dir,-1);
  3627. n--;
  3628. }else{
  3629. skill_brandishspear_dir(&tc,dir,-2);
  3630. n-=2;
  3631. }
  3632. if(skilllv > 3){
  3633. for(c=0;c<5;c++){
  3634. map_foreachincell(skill_area_sub,
  3635. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3636. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3637. skill_castend_damage_id);
  3638. if(skilllv > 6 && n==3 && c==4){
  3639. skill_brandishspear_dir(&tc,dir,-1);
  3640. n--;c=-1;
  3641. }
  3642. }
  3643. }
  3644. /* 範?① */
  3645. for(c=0;c<10;c++){
  3646. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3647. map_foreachincell(skill_area_sub,
  3648. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3649. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3650. skill_castend_damage_id);
  3651. }
  3652. }
  3653. break;
  3654. case WZ_SIGHTRASHER:
  3655. //Passive side of the attack.
  3656. status_change_end(src,SC_SIGHT,-1);
  3657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3658. map_foreachinrange(skill_area_sub,src,
  3659. skill_get_splash(skillid, skilllv),BL_CHAR,
  3660. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3661. skill_castend_damage_id);
  3662. break;
  3663. case WZ_FROSTNOVA:
  3664. map_foreachinrange(skill_attack_area, src,
  3665. skill_get_splash(skillid, skilllv), BL_CHAR,
  3666. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3667. break;
  3668. case NPC_SELFDESTRUCTION:
  3669. clif_skill_nodamage(src, src, skillid, -1, 1);
  3670. map_foreachinrange(skill_area_sub, bl,
  3671. skill_get_splash(skillid, skilllv), BL_CHAR,
  3672. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3673. skill_castend_damage_id);
  3674. status_damage(src, src, sstatus->max_hp,0,0,1);
  3675. break;
  3676. /* パ?ティスキル */
  3677. case AL_ANGELUS: /* エンジェラス */
  3678. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3679. case PR_GLORIA: /* グ�?リア */
  3680. case SN_WINDWALK: /* ウインドウォ?ク */
  3681. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3682. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3683. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3684. } else if (sd) {
  3685. /* パ?ティ全?への?�? */
  3686. party_foreachsamemap (skill_area_sub,
  3687. sd,skill_get_splash(skillid, skilllv),
  3688. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3689. skill_castend_nodamage_id);
  3690. }
  3691. break;
  3692. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3693. case BS_ADRENALINE2:
  3694. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3695. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3696. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3697. /* 個別の?�? */
  3698. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3699. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3700. } else if (sd) {
  3701. /* パ?ティ全?への?�? */
  3702. party_foreachsamemap(skill_area_sub,
  3703. sd,skill_get_splash(skillid, skilllv),
  3704. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3705. skill_castend_nodamage_id);
  3706. }
  3707. break;
  3708. case BS_MAXIMIZE:
  3709. case NV_TRICKDEAD:
  3710. case CR_DEFENDER:
  3711. case CR_AUTOGUARD:
  3712. case TK_READYSTORM:
  3713. case TK_READYDOWN:
  3714. case TK_READYTURN:
  3715. case TK_READYCOUNTER:
  3716. case TK_DODGE:
  3717. case CR_SHRINK:
  3718. case ST_PRESERVE:
  3719. case SG_FUSION:
  3720. case GS_GATLINGFEVER:
  3721. if (tsc && tsc->data[type].timer != -1)
  3722. i = status_change_end(bl, type, -1);
  3723. else
  3724. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3725. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3726. break;
  3727. case SL_KAITE:
  3728. case SL_KAAHI:
  3729. case SL_KAIZEL:
  3730. case SL_KAUPE:
  3731. if (sd) {
  3732. if (!dstsd || !(
  3733. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3734. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3735. dstsd->char_id == sd->char_id ||
  3736. dstsd->char_id == sd->status.partner_id ||
  3737. dstsd->char_id == sd->status.child
  3738. )) {
  3739. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3740. clif_skill_fail(sd,skillid,0,0);
  3741. break;
  3742. }
  3743. }
  3744. clif_skill_nodamage(src,bl,skillid,skilllv,
  3745. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3746. break;
  3747. case SM_AUTOBERSERK: // Celest
  3748. if (tsc && tsc->data[type].timer != -1)
  3749. i = status_change_end(bl, type, -1);
  3750. else
  3751. i = sc_start(bl,type,100,skilllv,60000);
  3752. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3753. break;
  3754. case TF_HIDING: /* ハイディング */
  3755. case ST_CHASEWALK: /* ハイディング */
  3756. if (tsc && tsc->data[type].timer != -1)
  3757. i = status_change_end(bl, type, -1);
  3758. else
  3759. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3760. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3761. break;
  3762. case TK_RUN:
  3763. if (tsc && tsc->data[type].timer != -1)
  3764. i = status_change_end(bl, type, -1);
  3765. else
  3766. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3767. // If the client receives a skill-use packet inmediately before
  3768. // a walkok packet, it will discard the walk packet! [Skotlex]
  3769. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3770. break;
  3771. case AS_CLOAKING: /* ク�??キング */
  3772. if(tsc && tsc->data[type].timer!=-1 )
  3773. /* 解?怩キる */
  3774. i = status_change_end(bl, type, -1);
  3775. else
  3776. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3777. clif_skill_nodamage(src,bl,skillid,-1,i);
  3778. if (!i && sd)
  3779. clif_skill_fail(sd,skillid,0,0);
  3780. break;
  3781. /* ?地スキル */
  3782. case BD_LULLABY: /* 子守唄 */
  3783. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3784. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3785. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3786. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3787. case BD_ROKISWEIL: /* �?キの叫び */
  3788. case BD_INTOABYSS: /* ?[淵の中に */
  3789. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3790. case BA_DISSONANCE: /* 不協和音 */
  3791. case BA_POEMBRAGI: /* ブラギの�? */
  3792. case BA_WHISTLE: /* 口笛 */
  3793. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3794. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3795. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3796. case DC_HUMMING: /* ハミング */
  3797. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3798. case DC_FORTUNEKISS: /* ?K運のキス */
  3799. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3801. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3802. break;
  3803. case HP_BASILICA: /* バジリカ */
  3804. case CG_HERMODE: // Wand of Hermod
  3805. {
  3806. struct skill_unit_group *sg;
  3807. unit_stop_walking(src,1);
  3808. skill_clear_unitgroup(src);
  3809. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3810. if(skillid == CG_HERMODE)
  3811. i = sc_start4(src,SC_DANCING,100,
  3812. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3813. else
  3814. i = sc_start4(src,type,100,
  3815. skilllv,0,BCT_SELF,sg->group_id,
  3816. skill_get_time(skillid,skilllv));
  3817. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3818. }
  3819. break;
  3820. case PA_GOSPEL: /* ゴスペル */
  3821. if (!tsc) break;
  3822. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3823. i = status_change_end(bl,SC_GOSPEL,-1);
  3824. } else {
  3825. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3826. if (tsc->data[type].timer != -1)
  3827. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3828. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3829. }
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3831. break;
  3832. case BD_ADAPTATION: /* アドリブ */
  3833. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3835. skill_stop_dancing(bl);
  3836. }
  3837. break;
  3838. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3839. case DC_SCREAM: /* スクリ?ム */
  3840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3841. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3842. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3843. char temp[128];
  3844. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3845. break; //Message won't fit on buffer. [Skotlex]
  3846. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3847. clif_message(&md->bl,temp);
  3848. }
  3849. break;
  3850. case BA_PANGVOICE://パンボイス
  3851. clif_skill_nodamage(src,bl,skillid,skilllv,
  3852. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3853. break;
  3854. case DC_WINKCHARM://魅惑のウィンク
  3855. if(dstsd){
  3856. clif_skill_nodamage(src,bl,skillid,skilllv,
  3857. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3858. }else if(dstmd)
  3859. {
  3860. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3861. clif_skill_nodamage(src,bl,skillid,skilllv,
  3862. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3863. } else{
  3864. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3865. if(sd) clif_skill_fail(sd,skillid,0,0);
  3866. }
  3867. }
  3868. break;
  3869. case TF_STEAL: // スティ?ル
  3870. if(sd && dstmd) {
  3871. if(pc_steal_item(sd,bl))
  3872. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3873. else
  3874. clif_skill_fail(sd,skillid,0x0a,0);
  3875. }
  3876. break;
  3877. case RG_STEALCOIN: // スティ?ルコイン
  3878. if(sd) {
  3879. if(pc_steal_coin(sd,bl)) {
  3880. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3881. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3882. }
  3883. else
  3884. clif_skill_fail(sd,skillid,0,0);
  3885. }
  3886. break;
  3887. case MG_STONECURSE: /* スト?ンカ?ス */
  3888. {
  3889. if (tstatus->mode&MD_BOSS) {
  3890. if (sd) clif_skill_fail(sd,skillid,0,0);
  3891. break;
  3892. }
  3893. if(status_isimmune(bl) || !tsc)
  3894. break;
  3895. if (dstmd)
  3896. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3897. if (tsc->data[SC_STONE].timer != -1) {
  3898. status_change_end(bl,SC_STONE,-1);
  3899. if (sd) clif_skill_fail(sd,skillid,0,0);
  3900. break;
  3901. }
  3902. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3903. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3904. else if(sd) {
  3905. clif_skill_fail(sd,skillid,0,0);
  3906. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3907. if (skilllv > 5) break;
  3908. }
  3909. if (sd) {
  3910. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3911. break; //Do not delete the gemstone.
  3912. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3913. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3914. }
  3915. }
  3916. break;
  3917. case NV_FIRSTAID: /* ?急手? */
  3918. clif_skill_nodamage(src,bl,skillid,5,1);
  3919. status_heal(bl,5,0,0);
  3920. break;
  3921. case AL_CURE: /* キュア? */
  3922. if(status_isimmune(bl)) {
  3923. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3924. break;
  3925. }
  3926. status_change_end(bl, SC_SILENCE , -1 );
  3927. status_change_end(bl, SC_BLIND , -1 );
  3928. status_change_end(bl, SC_CONFUSION, -1 );
  3929. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3930. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3932. break;
  3933. case TF_DETOXIFY: /* 解毒 */
  3934. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3935. status_change_end(bl, SC_POISON , -1 );
  3936. status_change_end(bl, SC_DPOISON , -1 );
  3937. break;
  3938. case PR_STRECOVERY: /* リカバリ? */
  3939. if(status_isimmune(bl)) {
  3940. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3941. break;
  3942. }
  3943. status_change_end(bl, SC_FREEZE , -1 );
  3944. status_change_end(bl, SC_STONE , -1 );
  3945. status_change_end(bl, SC_SLEEP , -1 );
  3946. status_change_end(bl, SC_STUN , -1 );
  3947. //Is this equation really right? It looks so... special.
  3948. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3949. {
  3950. status_change_start(bl, SC_BLIND,
  3951. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3952. 1,0,0,0,
  3953. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3954. }
  3955. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3956. if(dstmd)
  3957. mob_unlocktarget(dstmd,tick);
  3958. break;
  3959. case WZ_ESTIMATION: /* モンスタ??﨣� */
  3960. if(sd) {
  3961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3962. clif_skill_estimation((struct map_session_data *)src,bl);
  3963. }
  3964. break;
  3965. case BS_REPAIRWEAPON: /* �?器?C�? */
  3966. if(sd && dstsd)
  3967. clif_item_repair_list(sd,dstsd);
  3968. break;
  3969. case MC_IDENTIFY: /* アイテム鑑定 */
  3970. if(sd)
  3971. clif_item_identify_list(sd);
  3972. break;
  3973. // Weapon Refining [Celest]
  3974. case WS_WEAPONREFINE:
  3975. if(sd)
  3976. clif_item_refine_list(sd);
  3977. break;
  3978. case MC_VENDING: /* 露店開?ン */
  3979. if(sd)
  3980. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3981. if ( pc_can_give_items(pc_isGM(sd)) )
  3982. clif_skill_fail(sd,skillid,0,0);
  3983. else
  3984. clif_openvendingreq(sd,2+skilllv);
  3985. }
  3986. break;
  3987. case AL_TELEPORT: /* テレポ?ト */
  3988. if(sd) {
  3989. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  3990. clif_skill_teleportmessage(sd,0);
  3991. break;
  3992. }
  3993. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3994. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3995. break;
  3996. }
  3997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3998. if(skilllv == 1) {
  3999. // possibility to skip menu [LuzZza]
  4000. if(!battle_config.skip_teleport_lv1_menu &&
  4001. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4002. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4003. else
  4004. pc_randomwarp(sd,3);
  4005. } else {
  4006. if (sd->skillitem != AL_TELEPORT)
  4007. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4008. mapindex_id2name(sd->status.save_point.map),"","");
  4009. else //Autocasted Teleport level 2??
  4010. pc_setpos(sd,sd->status.save_point.map,
  4011. sd->status.save_point.x,sd->status.save_point.y,3);
  4012. }
  4013. } else
  4014. unit_warp(bl,-1,-1,-1,3);
  4015. break;
  4016. case AL_HOLYWATER: /* アクアベネディクタ */
  4017. if(sd) {
  4018. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4019. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4020. else
  4021. clif_skill_fail(sd,skillid,0,0);
  4022. }
  4023. break;
  4024. case TF_PICKSTONE:
  4025. if(sd) {
  4026. int eflag;
  4027. struct item item_tmp;
  4028. struct block_list tbl;
  4029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4030. memset(&item_tmp,0,sizeof(item_tmp));
  4031. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4032. item_tmp.nameid = 7049;
  4033. item_tmp.identify = 1;
  4034. tbl.id = 0;
  4035. clif_takeitem(&sd->bl,&tbl);
  4036. eflag = pc_additem(sd,&item_tmp,1);
  4037. if(eflag) {
  4038. clif_additem(sd,0,0,eflag);
  4039. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4040. }
  4041. }
  4042. break;
  4043. case ASC_CDP:
  4044. if(sd) {
  4045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4046. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4047. }
  4048. break;
  4049. case RG_STRIPWEAPON: /* ストリップウェポン */
  4050. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4051. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4052. case RG_STRIPHELM: /* ストリップヘルム */
  4053. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4054. case GS_DISARM: // Added disarm. [Reddozen]
  4055. {
  4056. int strip_fix, equip = 0;
  4057. int sclist[4] = {0,0,0,0};
  4058. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4059. equip |= EQP_WEAPON;
  4060. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4061. equip |= EQP_SHIELD;
  4062. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4063. equip |= EQP_ARMOR;
  4064. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4065. equip |= EQP_HELM;
  4066. strip_fix = sstatus->dex - tstatus->dex;
  4067. if(strip_fix < 0)
  4068. strip_fix=0;
  4069. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4070. {
  4071. if (sd)
  4072. clif_skill_fail(sd,skillid,0,0);
  4073. break;
  4074. }
  4075. if (dstsd) {
  4076. for (i=0;i<11;i++) {
  4077. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4078. continue;
  4079. switch (i) {
  4080. case 8: //Shield / left-hand weapon
  4081. if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
  4082. { //Shield
  4083. if (equip&EQP_SHIELD &&
  4084. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4085. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4086. ){
  4087. 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
  4088. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4089. }
  4090. continue;
  4091. }
  4092. //Continue to weapon
  4093. case 9:
  4094. if (equip &EQP_WEAPON &&
  4095. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4096. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4097. ) {
  4098. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4099. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4100. }
  4101. break;
  4102. case 7: //Armor
  4103. if (equip &EQP_ARMOR &&
  4104. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4105. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4106. ) {
  4107. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4108. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4109. }
  4110. break;
  4111. case 6: //Helm
  4112. if (equip &EQP_HELM &&
  4113. !(dstsd->unstripable_equip &EQP_HELM) &&
  4114. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4115. ) {
  4116. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4117. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4118. }
  4119. break;
  4120. }
  4121. }
  4122. } else if (!(tstatus->mode&MD_BOSS)) {
  4123. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4124. sclist[0] = SC_STRIPWEAPON;
  4125. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4126. sclist[1] = SC_STRIPSHIELD;
  4127. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4128. sclist[2] = SC_STRIPARMOR;
  4129. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4130. sclist[3] = SC_STRIPHELM;
  4131. }
  4132. equip = 0; //Reuse equip to hold how many stats are invoked.
  4133. for (i=0;i<4;i++) {
  4134. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4135. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4136. }
  4137. if (equip)
  4138. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4139. else if (sd) //Nothing stripped.
  4140. clif_skill_fail(sd,skillid,0,0);
  4141. break;
  4142. }
  4143. /* PotionPitcher */
  4144. case AM_BERSERKPITCHER:
  4145. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4146. {
  4147. int i,x,hp = 0,sp = 0,bonus=100;
  4148. if(sd) {
  4149. x = skilllv%11 - 1;
  4150. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4151. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4152. clif_skill_fail(sd,skillid,0,0);
  4153. map_freeblock_unlock();
  4154. return 1;
  4155. }
  4156. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4157. clif_skill_fail(sd,skillid,0,0);
  4158. map_freeblock_unlock();
  4159. return 1;
  4160. }
  4161. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4162. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4163. clif_skill_fail(sd,skillid,0,0);
  4164. map_freeblock_unlock();
  4165. return 1;
  4166. }
  4167. }
  4168. potion_flag = 1;
  4169. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4170. potion_target = bl->id;
  4171. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4172. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4173. potion_flag = potion_target = 0;
  4174. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4175. bonus += sd->status.base_level;
  4176. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4177. hp = tstatus->max_hp * potion_per_hp / 100;
  4178. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4179. if(dstsd) {
  4180. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4181. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4182. }
  4183. }
  4184. else {
  4185. if(potion_hp > 0) {
  4186. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4187. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4188. if(dstsd)
  4189. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4190. }
  4191. if(potion_sp > 0) {
  4192. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4193. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4194. if(dstsd)
  4195. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4196. }
  4197. }
  4198. }
  4199. else {
  4200. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4201. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4202. if(dstsd)
  4203. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4204. }
  4205. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4206. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4207. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4208. if(sp > 0)
  4209. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4210. status_heal(bl,hp,sp,0);
  4211. }
  4212. break;
  4213. case AM_CP_WEAPON:
  4214. case AM_CP_SHIELD:
  4215. case AM_CP_ARMOR:
  4216. case AM_CP_HELM:
  4217. {
  4218. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4219. if(tsc && tsc->data[scid].timer != -1)
  4220. status_change_end(bl, scid, -1 );
  4221. clif_skill_nodamage(src,bl,skillid,skilllv,
  4222. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4223. }
  4224. break;
  4225. case AM_TWILIGHT1:
  4226. if (sd) {
  4227. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4228. //Prepare 200 White Potions.
  4229. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4230. clif_skill_fail(sd,skillid,0,0);
  4231. }
  4232. break;
  4233. case AM_TWILIGHT2:
  4234. if (sd) {
  4235. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4236. //Prepare 200 Slim White Potions.
  4237. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4238. clif_skill_fail(sd,skillid,0,0);
  4239. }
  4240. break;
  4241. case AM_TWILIGHT3:
  4242. if (sd) {
  4243. //check if you can produce all three, if not, then fail:
  4244. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4245. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4246. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4247. ) {
  4248. clif_skill_fail(sd,skillid,0,0);
  4249. break;
  4250. }
  4251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4252. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4253. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4254. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4255. }
  4256. break;
  4257. case SA_DISPELL: /* ディスペル */
  4258. {
  4259. int i;
  4260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4261. i = status_get_sc_def_mdef(bl);
  4262. if (i >= 10000 ||
  4263. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4264. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4265. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4266. {
  4267. if (sd)
  4268. clif_skill_fail(sd,skillid,0,0);
  4269. break;
  4270. }
  4271. if(status_isimmune(bl) || !tsc->count)
  4272. break;
  4273. for(i=0;i<SC_MAX;i++){
  4274. if (tsc->data[i].timer == -1)
  4275. continue;
  4276. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4277. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4278. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4279. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4280. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4281. || i==SC_SAFETYWALL || i==SC_SMA
  4282. )
  4283. continue;
  4284. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4285. status_change_end(bl,i,-1);
  4286. }
  4287. }
  4288. break;
  4289. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4290. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4291. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4292. break;
  4293. case TK_HIGHJUMP:
  4294. {
  4295. int x,y, dir = unit_getdir(src);
  4296. x = src->x + dirx[dir]*skilllv*2;
  4297. y = src->y + diry[dir]*skilllv*2;
  4298. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4299. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4300. unit_movepos(src, x, y, 1, 0);
  4301. clif_slide(src,x,y);
  4302. }
  4303. }
  4304. break;
  4305. case SA_CASTCANCEL:
  4306. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4307. unit_skillcastcancel(src,1);
  4308. if(sd) {
  4309. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4310. sp = sp * (90 - (skilllv-1)*20) / 100;
  4311. if(sp < 0) sp = 0;
  4312. status_zap(src, 0, sp);
  4313. }
  4314. break;
  4315. case SA_SPELLBREAKER: // スペルブレイカ?
  4316. {
  4317. int sp;
  4318. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4319. sp = skill_get_sp(skillid,skilllv);
  4320. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4321. if(sp < 1) sp = 1;
  4322. status_heal(bl,0,sp,2);
  4323. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4324. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4325. } else {
  4326. struct unit_data *ud = unit_bl2ud(bl);
  4327. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4328. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4329. bl_skillid = ud->skillid;
  4330. bl_skilllv = ud->skilllv;
  4331. if (tstatus->mode & MD_BOSS)
  4332. { //Only 10% success chance against bosses. [Skotlex]
  4333. if (rand()%100 < 90)
  4334. {
  4335. if (sd) clif_skill_fail(sd,skillid,0,0);
  4336. break;
  4337. }
  4338. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4339. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4340. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4341. unit_skillcastcancel(bl,0);
  4342. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4343. status_zap(bl, hp, sp);
  4344. if (hp && skilllv >= 5)
  4345. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4346. else
  4347. hp = 0;
  4348. if (skilllv > 1 && sp) //Recover some of the SP used
  4349. sp = sp*(25*(skilllv-1))/100;
  4350. else
  4351. sp = 0;
  4352. if(hp || sp)
  4353. status_heal(src, hp, sp, 2);
  4354. }
  4355. }
  4356. break;
  4357. case SA_MAGICROD:
  4358. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4359. break;
  4360. case SA_AUTOSPELL: /* オ?トスペル */
  4361. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4362. if(sd)
  4363. clif_autospell(sd,skilllv);
  4364. else {
  4365. int maxlv=1,spellid=0;
  4366. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4367. if(skilllv >= 10) {
  4368. spellid = MG_FROSTDIVER;
  4369. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4370. // maxlv = 10;
  4371. // else
  4372. maxlv = skilllv - 9;
  4373. }
  4374. else if(skilllv >=8) {
  4375. spellid = MG_FIREBALL;
  4376. maxlv = skilllv - 7;
  4377. }
  4378. else if(skilllv >=5) {
  4379. spellid = MG_SOULSTRIKE;
  4380. maxlv = skilllv - 4;
  4381. }
  4382. else if(skilllv >=2) {
  4383. int i = rand()%3;
  4384. spellid = spellarray[i];
  4385. maxlv = skilllv - 1;
  4386. }
  4387. else if(skilllv > 0) {
  4388. spellid = MG_NAPALMBEAT;
  4389. maxlv = 3;
  4390. }
  4391. if(spellid > 0)
  4392. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4393. skill_get_time(SA_AUTOSPELL,skilllv));
  4394. }
  4395. break;
  4396. case BS_GREED:
  4397. if(sd){
  4398. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4399. map_foreachinrange(skill_greed,bl,
  4400. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4401. }
  4402. break;
  4403. case SA_ELEMENTWATER:
  4404. case SA_ELEMENTFIRE:
  4405. case SA_ELEMENTGROUND:
  4406. case SA_ELEMENTWIND:
  4407. if(sd && !dstmd) //Only works on monsters.
  4408. break;
  4409. if(tstatus->mode&MD_BOSS)
  4410. break;
  4411. case NPC_ATTRICHANGE:
  4412. case NPC_CHANGEWATER:
  4413. case NPC_CHANGEGROUND:
  4414. case NPC_CHANGEFIRE:
  4415. case NPC_CHANGEWIND:
  4416. case NPC_CHANGEPOISON:
  4417. case NPC_CHANGEHOLY:
  4418. case NPC_CHANGEDARKNESS:
  4419. case NPC_CHANGETELEKINESIS:
  4420. case NPC_CHANGEUNDEAD:
  4421. clif_skill_nodamage(src,bl,skillid,skilllv,
  4422. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4423. skill_get_time(skillid, skilllv)));
  4424. break;
  4425. case NPC_PROVOCATION:
  4426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4427. if(md && md->skillidx >= 0)
  4428. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4429. break;
  4430. case NPC_KEEPING:
  4431. case NPC_BARRIER:
  4432. {
  4433. int skill_time = skill_get_time(skillid,skilllv);
  4434. struct unit_data *ud = unit_bl2ud(bl);
  4435. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4436. sc_start(bl,type,100,skilllv,skill_time))
  4437. && ud) { //Disable attacking/acting/moving for skill's duration.
  4438. ud->attackabletime =
  4439. ud->canact_tick =
  4440. ud->canmove_tick = tick + skill_time;
  4441. }
  4442. }
  4443. break;
  4444. case NPC_REBIRTH:
  4445. //New rebirth System uses Kaizel lv1. [Skotlex]
  4446. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4447. break;
  4448. case NPC_DARKBLESSING:
  4449. clif_skill_nodamage(src,bl,skillid,skilllv,
  4450. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4451. break;
  4452. case NPC_LICK:
  4453. if (dstsd && dstsd->special_state.no_weapon_damage ) {
  4454. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4455. break;
  4456. }
  4457. status_zap(bl, 0, 100);
  4458. clif_skill_nodamage(src,bl,skillid,skilllv,
  4459. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4460. break;
  4461. case NPC_SUICIDE: /* 自決 */
  4462. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4463. status_kill(src); //When suiciding, neither exp nor drops is given.
  4464. break;
  4465. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4466. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4467. if(md && md->skillidx >= 0)
  4468. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4469. break;
  4470. case NPC_CALLSLAVE:
  4471. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4472. break;
  4473. case NPC_RANDOMMOVE:
  4474. if (md) {
  4475. md->next_walktime = tick - 1;
  4476. mob_randomwalk(md,tick);
  4477. }
  4478. break;
  4479. case NPC_SPEEDUP:
  4480. {
  4481. // or does it increase casting rate? just a guess xD
  4482. int i = SC_ASPDPOTION0 + skilllv - 1;
  4483. if (i > SC_ASPDPOTION3)
  4484. i = SC_ASPDPOTION3;
  4485. clif_skill_nodamage(src,bl,skillid,skilllv,
  4486. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4487. }
  4488. break;
  4489. case NPC_REVENGE:
  4490. // not really needed... but adding here anyway ^^
  4491. if (md && md->master_id > 0) {
  4492. struct block_list *mbl, *tbl;
  4493. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4494. (tbl = battle_gettargeted(mbl)) == NULL)
  4495. break;
  4496. md->state.provoke_flag = tbl->id;
  4497. mob_target(md, tbl, sstatus->rhw.range);
  4498. }
  4499. break;
  4500. case NPC_RUN: //後退
  4501. {
  4502. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4503. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4504. unit_stop_attack(src);
  4505. //Run skillv tiles.
  4506. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
  4507. }
  4508. break;
  4509. case NPC_TRANSFORMATION:
  4510. case NPC_METAMORPHOSIS:
  4511. if(md && md->skillidx >= 0) {
  4512. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4513. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4514. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4515. if (class_) mob_class_change(md, class_);
  4516. }
  4517. break;
  4518. case NPC_EMOTION_ON:
  4519. case NPC_EMOTION:
  4520. if(md && md->skillidx >= 0)
  4521. {
  4522. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4523. if(!md->special_state.ai &&
  4524. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4525. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4526. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4527. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4528. sc_start4(src, type, 100, skilllv,
  4529. md->db->skill[md->skillidx].val[1],
  4530. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4531. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4532. skill_get_time(skillid, skilllv));
  4533. }
  4534. break;
  4535. case NPC_DEFENDER:
  4536. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4537. break;
  4538. case NPC_POWERUP:
  4539. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4540. clif_skill_nodamage(src,bl,skillid,skilllv,
  4541. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4542. break;
  4543. case NPC_AGIUP:
  4544. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,
  4546. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4547. break;
  4548. case NPC_INVISIBLE:
  4549. //val4 passed as 1 is for "infinite cloak".
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,
  4551. sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4552. break;
  4553. case NPC_SIEGEMODE:
  4554. // not sure what it does
  4555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4556. break;
  4557. case WE_MALE:
  4558. {
  4559. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4560. int gain_hp= sstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4561. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4562. }
  4563. break;
  4564. case WE_FEMALE:
  4565. {
  4566. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4567. int gain_sp=sstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4568. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4569. }
  4570. break;
  4571. // parent-baby skills
  4572. case WE_BABY:
  4573. if(sd){
  4574. struct map_session_data *f_sd = pc_get_father(sd);
  4575. struct map_session_data *m_sd = pc_get_mother(sd);
  4576. // if neither was found
  4577. if(!f_sd && !m_sd){
  4578. clif_skill_fail(sd,skillid,0,0);
  4579. map_freeblock_unlock();
  4580. return 0;
  4581. }
  4582. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4583. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4584. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4585. }
  4586. break;
  4587. case PF_HPCONVERSION:
  4588. {
  4589. int hp, sp;
  4590. hp = sstatus->max_hp/10;
  4591. sp = hp * 10 * skilllv / 100;
  4592. if (!status_charge(src,hp,0)) {
  4593. if (sd) clif_skill_fail(sd,skillid,0,0);
  4594. break;
  4595. }
  4596. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4597. status_heal(bl,0,sp,2);
  4598. }
  4599. break;
  4600. case HT_REMOVETRAP: /* リム?ブトラップ */
  4601. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4602. {
  4603. struct skill_unit *su=NULL;
  4604. struct item item_tmp;
  4605. int flag;
  4606. if((bl->type==BL_SKILL) &&
  4607. (su=(struct skill_unit *)bl) &&
  4608. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4609. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4610. {
  4611. if(sd && !su->group->state.into_abyss)
  4612. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4613. if(battle_config.skill_removetrap_type){
  4614. for(i=0;i<10;i++) {
  4615. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4616. memset(&item_tmp,0,sizeof(item_tmp));
  4617. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4618. item_tmp.identify = 1;
  4619. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4620. clif_additem(sd,0,0,flag);
  4621. 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);
  4622. }
  4623. }
  4624. }
  4625. }else{
  4626. memset(&item_tmp,0,sizeof(item_tmp));
  4627. item_tmp.nameid = 1065;
  4628. item_tmp.identify = 1;
  4629. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4630. clif_additem(sd,0,0,flag);
  4631. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4632. }
  4633. }
  4634. }
  4635. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4636. struct block_list *target=map_id2bl(su->group->val2);
  4637. if(target)
  4638. status_change_end(target,SC_ANKLE,-1);
  4639. }
  4640. skill_delunit(su);
  4641. }
  4642. }
  4643. break;
  4644. case HT_SPRINGTRAP: /* スプリングトラップ */
  4645. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4646. {
  4647. struct skill_unit *su=NULL;
  4648. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4649. switch(su->group->unit_id){
  4650. case UNT_ANKLESNARE: // ankle snare
  4651. if (su->group->val2 != 0)
  4652. // if it is already trapping something don't spring it,
  4653. // remove trap should be used instead
  4654. break;
  4655. // otherwise fallthrough to below
  4656. case UNT_BLASTMINE:
  4657. case UNT_SKIDTRAP:
  4658. case UNT_LANDMINE:
  4659. case UNT_SHOCKWAVE:
  4660. case UNT_SANDMAN:
  4661. case UNT_FLASHER:
  4662. case UNT_FREEZINGTRAP:
  4663. case UNT_CLAYMORETRAP:
  4664. case UNT_TALKIEBOX:
  4665. su->group->unit_id = UNT_USED_TRAPS;
  4666. clif_changetraplook(bl, UNT_USED_TRAPS);
  4667. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4668. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4669. }
  4670. }
  4671. }
  4672. break;
  4673. case BD_ENCORE: /* アンコ?ル */
  4674. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4675. if(sd)
  4676. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4677. break;
  4678. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4679. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4680. map_freeblock_unlock();
  4681. return 1;
  4682. }
  4683. clif_skill_nodamage(src,bl,skillid,skilllv,
  4684. sc_start4(bl,type,100,
  4685. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4686. break;
  4687. case PF_MINDBREAKER:
  4688. {
  4689. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4690. {
  4691. map_freeblock_unlock();
  4692. return 1;
  4693. }
  4694. //Has a 55% + skilllv*5% success chance.
  4695. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4696. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4697. {
  4698. if (sd) clif_skill_fail(sd,skillid,0,0);
  4699. map_freeblock_unlock();
  4700. return 0;
  4701. }
  4702. unit_skillcastcancel(bl,0);
  4703. if(tsc && tsc->count){
  4704. if(tsc->data[SC_FREEZE].timer!=-1)
  4705. status_change_end(bl,SC_FREEZE,-1);
  4706. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4707. status_change_end(bl,SC_STONE,-1);
  4708. if(tsc->data[SC_SLEEP].timer!=-1)
  4709. status_change_end(bl,SC_SLEEP,-1);
  4710. }
  4711. if(dstmd)
  4712. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4713. }
  4714. break;
  4715. case PF_SOULCHANGE:
  4716. {
  4717. unsigned int sp1 = 0, sp2 = 0;
  4718. if (dstmd) {
  4719. if (dstmd->state.soul_change_flag) {
  4720. if(sd) clif_skill_fail(sd,skillid,0,0);
  4721. break;
  4722. }
  4723. dstmd->state.soul_change_flag = 1;
  4724. sp2 = sstatus->max_sp * 3 /100;
  4725. status_heal(src, 0, sp2, 2);
  4726. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4727. break;
  4728. }
  4729. sp1 = sstatus->sp;
  4730. sp2 = tstatus->sp;
  4731. status_zap(src, 0, sp1);
  4732. status_zap(bl, 0, sp2);
  4733. status_heal(src, 0, sp2, 3);
  4734. status_heal(bl, 0, sp1, 3);
  4735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4736. }
  4737. break;
  4738. // Slim Pitcher
  4739. case CR_SLIMPITCHER:
  4740. if (potion_hp || potion_sp) {
  4741. int hp = potion_hp, sp = potion_sp;
  4742. hp = hp * (100 + (tstatus->vit<<1))/100;
  4743. sp = sp * (100 + (tstatus->int_<<1))/100;
  4744. if (dstsd) {
  4745. if (hp)
  4746. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4747. if (sp)
  4748. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4749. }
  4750. if(hp > 0)
  4751. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4752. if(sp > 0)
  4753. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4754. status_heal(bl,hp,sp,0);
  4755. }
  4756. break;
  4757. // Full Chemical Protection
  4758. case CR_FULLPROTECTION:
  4759. {
  4760. int i, skilltime;
  4761. skilltime = skill_get_time(skillid,skilllv);
  4762. if (!tsc) {
  4763. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4764. break;
  4765. }
  4766. for (i=0; i<4; i++) {
  4767. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4768. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4769. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4770. }
  4771. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4772. }
  4773. break;
  4774. case RG_CLEANER: //AppleGirl
  4775. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4776. break;
  4777. case PF_DOUBLECASTING:
  4778. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4779. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4780. if (sd) clif_skill_fail(sd,skillid,0,0);
  4781. break;
  4782. case CG_LONGINGFREEDOM:
  4783. {
  4784. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4785. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4786. {
  4787. clif_skill_nodamage(src,bl,skillid,skilllv,
  4788. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4789. }
  4790. }
  4791. break;
  4792. case CG_TAROTCARD:
  4793. {
  4794. int eff, count = -1;
  4795. if (rand() % 100 > skilllv * 8) {
  4796. if (sd) clif_skill_fail(sd,skillid,0,0);
  4797. map_freeblock_unlock();
  4798. return 0;
  4799. }
  4800. do {
  4801. eff = rand() % 14;
  4802. clif_specialeffect(bl, 523 + eff, AREA);
  4803. switch (eff)
  4804. {
  4805. case 0: // heals SP to 0
  4806. status_percent_damage(src, bl, 0, 100);
  4807. break;
  4808. case 1: // matk halved
  4809. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4810. break;
  4811. case 2: // all buffs removed
  4812. status_change_clear_buffs(bl,1);
  4813. break;
  4814. case 3: // 1000 damage, random armor destroyed
  4815. {
  4816. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4817. status_fix_damage(src, bl, 1000, 0);
  4818. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4819. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4820. }
  4821. break;
  4822. case 4: // atk halved
  4823. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4824. break;
  4825. case 5: // 2000HP heal, random teleported
  4826. status_heal(src, 2000, 0, 0);
  4827. unit_warp(src, -1,-1,-1, 3);
  4828. break;
  4829. case 6: // random 2 other effects
  4830. if (count == -1)
  4831. count = 3;
  4832. else
  4833. count++; //Should not retrigger this one.
  4834. break;
  4835. case 7: // stop freeze or stoned
  4836. {
  4837. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4838. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4839. }
  4840. break;
  4841. case 8: // curse coma and poison
  4842. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4843. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4844. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4845. break;
  4846. case 9: // chaos
  4847. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4848. break;
  4849. case 10: // 6666 damage, atk matk halved, cursed
  4850. status_fix_damage(src, bl, 6666, 0);
  4851. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4852. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4853. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4854. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4855. break;
  4856. case 11: // 4444 damage
  4857. status_fix_damage(src, bl, 4444, 0);
  4858. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4859. break;
  4860. case 12: // stun
  4861. sc_start(bl,SC_STUN,100,skilllv,5000);
  4862. break;
  4863. case 13: // atk,matk,hit,flee,def reduced
  4864. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4865. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4866. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4867. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4868. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4869. break;
  4870. default:
  4871. break;
  4872. }
  4873. } while ((--count) > 0);
  4874. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4875. }
  4876. break;
  4877. case SL_ALCHEMIST:
  4878. case SL_ASSASIN:
  4879. case SL_BARDDANCER:
  4880. case SL_BLACKSMITH:
  4881. case SL_CRUSADER:
  4882. case SL_HUNTER:
  4883. case SL_KNIGHT:
  4884. case SL_MONK:
  4885. case SL_PRIEST:
  4886. case SL_ROGUE:
  4887. case SL_SAGE:
  4888. case SL_SOULLINKER:
  4889. case SL_STAR:
  4890. case SL_SUPERNOVICE:
  4891. case SL_WIZARD:
  4892. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4893. clif_skill_fail(sd,skillid,0,0);
  4894. break;
  4895. }
  4896. clif_skill_nodamage(src,bl,skillid,skilllv,
  4897. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4898. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4899. break;
  4900. case SL_HIGH:
  4901. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4902. clif_skill_fail(sd,skillid,0,0);
  4903. break;
  4904. }
  4905. clif_skill_nodamage(src,bl,skillid,skilllv,
  4906. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4907. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4908. break;
  4909. case SL_SWOO:
  4910. if (tsc && tsc->data[type].timer != -1) {
  4911. sc_start(src,SC_STUN,100,skilllv,10000);
  4912. break;
  4913. }
  4914. case SL_SKA: // [marquis007]
  4915. case SL_SKE:
  4916. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4917. clif_skill_fail(sd,skillid,0,0);
  4918. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4919. } else
  4920. clif_skill_nodamage(src,bl,skillid,skilllv,
  4921. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4922. if (skillid == SL_SKE)
  4923. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4924. break;
  4925. // New guild skills [Celest]
  4926. case GD_BATTLEORDER:
  4927. if(flag&1) {
  4928. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4929. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  4930. } else if (status_get_guild_id(src)) {
  4931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4932. map_foreachinrange(skill_area_sub, src,
  4933. skill_get_splash(skillid, skilllv), BL_CHAR,
  4934. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4935. skill_castend_nodamage_id);
  4936. if (sd)
  4937. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4938. }
  4939. break;
  4940. case GD_REGENERATION:
  4941. if(flag&1) {
  4942. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4943. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  4944. } else if (status_get_guild_id(src)) {
  4945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4946. map_foreachinrange(skill_area_sub, src,
  4947. skill_get_splash(skillid, skilllv), BL_CHAR,
  4948. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4949. skill_castend_nodamage_id);
  4950. if (sd)
  4951. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4952. }
  4953. break;
  4954. case GD_RESTORE:
  4955. if(flag&1) {
  4956. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4957. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4958. } else if (status_get_guild_id(src)) {
  4959. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4960. map_foreachinrange(skill_area_sub, src,
  4961. skill_get_splash(skillid, skilllv), BL_CHAR,
  4962. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4963. skill_castend_nodamage_id);
  4964. if (sd)
  4965. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4966. }
  4967. break;
  4968. case GD_EMERGENCYCALL:
  4969. {
  4970. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4971. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4972. int j = 0;
  4973. struct guild *g = NULL;
  4974. // i don't know if it actually summons in a circle, but oh well. ;P
  4975. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4976. if (!g)
  4977. break;
  4978. for(i = 0; i < g->max_member; i++, j++) {
  4979. if (j>8) j=0;
  4980. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4981. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4982. continue;
  4983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4984. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4985. dx[j] = dy[j] = 0;
  4986. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  4987. }
  4988. }
  4989. if (sd)
  4990. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4991. }
  4992. break;
  4993. case SG_FEEL:
  4994. if (sd) {
  4995. if(!sd->feel_map[skilllv-1].index) {
  4996. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4998. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4999. }
  5000. else
  5001. clif_feel_info(sd, skilllv-1);
  5002. }
  5003. break;
  5004. case SG_HATE:
  5005. if (sd) {
  5006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5007. if(dstsd) //PC
  5008. {
  5009. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5010. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5011. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5012. }
  5013. else if(dstmd) // mob
  5014. {
  5015. switch(skilllv)
  5016. {
  5017. case 1:
  5018. if (tstatus->size==0)
  5019. {
  5020. sd->hate_mob[0] = dstmd->class_;
  5021. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5022. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5023. } else clif_skill_fail(sd,skillid,0,0);
  5024. break;
  5025. case 2:
  5026. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5027. {
  5028. sd->hate_mob[1] = dstmd->class_;
  5029. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5030. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5031. } else clif_skill_fail(sd,skillid,0,0);
  5032. break;
  5033. case 3:
  5034. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5035. {
  5036. sd->hate_mob[2] = dstmd->class_;
  5037. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5038. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5039. } else clif_skill_fail(sd,skillid,0,0);
  5040. break;
  5041. default:
  5042. clif_skill_fail(sd,skillid,0,0);
  5043. break;
  5044. }
  5045. }
  5046. }
  5047. break;
  5048. //Until they're at right position - gs_nodamage- [Vicious]
  5049. //Not implemented yet [Vicious]
  5050. case GS_GLITTERING:
  5051. if(sd) {
  5052. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5053. if(rand()%100 < (50+10*skilllv))
  5054. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5055. else if(sd->spiritball > 0)
  5056. pc_delspiritball(sd,1,0);
  5057. }
  5058. break;
  5059. default:
  5060. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5061. map_freeblock_unlock();
  5062. return 1;
  5063. }
  5064. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5065. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5066. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5067. battle_consume_ammo(sd, skillid, skilllv);
  5068. map_freeblock_unlock();
  5069. return 0;
  5070. }
  5071. /*==========================================
  5072. * スキル使用(詠唱完了、ID指定)
  5073. *------------------------------------------
  5074. */
  5075. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5076. {
  5077. struct block_list *target, *src = map_id2bl(id);
  5078. struct map_session_data* sd = NULL;
  5079. struct mob_data* md = NULL;
  5080. struct unit_data* ud = unit_bl2ud(src);
  5081. struct status_change *sc;
  5082. int inf2;
  5083. nullpo_retr(0, ud);
  5084. BL_CAST( BL_PC, src, sd);
  5085. BL_CAST( BL_MOB, src, md);
  5086. if( src->prev == NULL ) {
  5087. ud->skilltimer = -1;
  5088. return 0;
  5089. }
  5090. switch (ud->skillid) {
  5091. //These three should become skill_castend_pos
  5092. case WE_CALLPARTNER:
  5093. case WE_CALLPARENT:
  5094. case WE_CALLBABY:
  5095. //Find a random spot to place the skill. [Skotlex]
  5096. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5097. ud->skillx = src->x + inf2;
  5098. ud->skilly = src->y + inf2;
  5099. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5100. ud->skillx = src->x;
  5101. ud->skilly = src->y;
  5102. }
  5103. return skill_castend_pos(tid,tick,id,data);
  5104. }
  5105. if(ud->skillid != SA_CASTCANCEL ) {
  5106. if( ud->skilltimer != tid ) {
  5107. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5108. ud->skilltimer = -1;
  5109. return 0;
  5110. }
  5111. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5112. status_freecast_switch(sd);
  5113. ud->skilltimer=-1;
  5114. }
  5115. if (ud->skilltarget == id)
  5116. target = src;
  5117. else
  5118. target = map_id2bl(ud->skilltarget);
  5119. // Use a do so that you can break out of it when the skill fails.
  5120. do {
  5121. if(!target || target->prev==NULL) break;
  5122. if(src->m != target->m || status_isdead(src)) break;
  5123. if(ud->skillid == RG_BACKSTAP) {
  5124. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5125. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5126. break;
  5127. }
  5128. }
  5129. if (ud->skillid == PR_LEXDIVINA)
  5130. {
  5131. sc = status_get_sc(target);
  5132. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5133. (!sc || sc->data[SC_SILENCE].timer == -1))
  5134. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5135. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5136. break;
  5137. }
  5138. } else {
  5139. inf2 = skill_get_inf(ud->skillid);
  5140. if((inf2&INF_ATTACK_SKILL ||
  5141. (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
  5142. && battle_check_target(src, target, BCT_ENEMY)<=0
  5143. )
  5144. break;
  5145. }
  5146. //Avoid doing double checks for instant-cast skills.
  5147. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5148. break;
  5149. //沈黙や状態異常など
  5150. if(md) {
  5151. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5152. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5153. if(md->skillidx >= 0) {
  5154. md->skilldelay[md->skillidx]=tick;
  5155. if (md->db->skill[md->skillidx].emotion >= 0)
  5156. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5157. }
  5158. }
  5159. inf2 = skill_get_inf2(ud->skillid);
  5160. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  5161. int fail_flag = 1;
  5162. if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
  5163. fail_flag = 0;
  5164. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
  5165. fail_flag = 0;
  5166. if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
  5167. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5168. fail_flag = 0;
  5169. if(fail_flag)
  5170. break;
  5171. }
  5172. if(src != target && battle_config.skill_add_range &&
  5173. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5174. {
  5175. if (sd) {
  5176. clif_skill_fail(sd,ud->skillid,0,0);
  5177. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5178. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5179. }
  5180. break;
  5181. }
  5182. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
  5183. break;
  5184. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5185. unit_stop_walking(src,1);
  5186. if (ud->skillid == SA_MAGICROD)
  5187. ud->canact_tick = tick;
  5188. else
  5189. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5190. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5191. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5192. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5193. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5194. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5195. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5196. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5197. else
  5198. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5199. sc = status_get_sc(src);
  5200. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5201. status_change_end(src,SC_MAGICPOWER,-1);
  5202. if (ud->skilltimer == -1) {
  5203. if(md) md->skillidx = -1;
  5204. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5205. ud->skilllv = ud->skilltarget = 0;
  5206. }
  5207. return 1;
  5208. } while(0);
  5209. //Skill failed.
  5210. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5211. ud->canact_tick = tick;
  5212. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5213. if(md) md->skillidx = -1;
  5214. return 0;
  5215. }
  5216. /*==========================================
  5217. * スキル使用(詠唱完了、場所指定)
  5218. *------------------------------------------
  5219. */
  5220. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5221. {
  5222. struct block_list* src = map_id2bl(id);
  5223. int maxcount;
  5224. struct map_session_data *sd = NULL;
  5225. struct unit_data *ud = unit_bl2ud(src);
  5226. struct mob_data *md = NULL;
  5227. nullpo_retr(0, ud);
  5228. BL_CAST( BL_PC , src, sd);
  5229. BL_CAST( BL_MOB, src, md);
  5230. if( src->prev == NULL ) {
  5231. ud->skilltimer = -1;
  5232. return 0;
  5233. }
  5234. if( ud->skilltimer != tid ) /* タイマIDの確認 */
  5235. {
  5236. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5237. ud->skilltimer = -1;
  5238. return 0;
  5239. }
  5240. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5241. status_freecast_switch(sd);
  5242. ud->skilltimer=-1;
  5243. do {
  5244. if(status_isdead(src)) break;
  5245. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5246. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5247. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5248. )
  5249. break;
  5250. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5251. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5252. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5253. )
  5254. break;
  5255. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5256. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5257. ) {
  5258. int i;
  5259. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5260. if(ud->skillunit[i]->skill_id == ud->skillid)
  5261. maxcount--;
  5262. }
  5263. if(!maxcount)
  5264. break;
  5265. }
  5266. if(tid != -1)
  5267. { //Avoid double checks on instant cast skills. [Skotlex]
  5268. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5269. break;
  5270. if(battle_config.skill_add_range &&
  5271. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5272. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5273. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5274. break;
  5275. }
  5276. }
  5277. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
  5278. break;
  5279. if(md) {
  5280. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5281. if(md->skillidx >= 0) {
  5282. md->skilldelay[md->skillidx]=tick;
  5283. if (md->db->skill[md->skillidx].emotion >= 0)
  5284. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5285. }
  5286. }
  5287. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5288. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5289. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5290. unit_stop_walking(src,1);
  5291. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5292. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5293. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5294. if (ud->skilltimer == -1) {
  5295. if (md) md->skillidx = -1;
  5296. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5297. ud->skilllv = ud->skillx = ud->skilly = 0;
  5298. }
  5299. return 1;
  5300. } while(0);
  5301. ud->canact_tick = tick;
  5302. ud->skillid = ud->skilllv = 0;
  5303. if(sd) {
  5304. clif_skill_fail(sd,ud->skillid,0,0);
  5305. sd->skillitem = sd->skillitemlv = -1;
  5306. }
  5307. if(md) md->skillidx = -1;
  5308. return 0;
  5309. }
  5310. /*==========================================
  5311. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5312. *------------------------------------------
  5313. */
  5314. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5315. {
  5316. struct map_session_data *sd=NULL;
  5317. struct status_change *sc;
  5318. int i;
  5319. //if(skilllv <= 0) return 0;
  5320. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5321. nullpo_retr(0, src);
  5322. if(status_isdead(src))
  5323. return 0;
  5324. if(src->type==BL_PC)
  5325. sd=(struct map_session_data *)src;
  5326. sc = status_get_sc(src); //Needed for Magic Power checks.
  5327. if (sc && !sc->count)
  5328. sc = NULL; //Unneeded.
  5329. if(skillid != WZ_METEOR &&
  5330. skillid != MO_BODYRELOCATION &&
  5331. skillid != CR_CULTIVATION)
  5332. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5333. switch(skillid)
  5334. {
  5335. case PR_BENEDICTIO: /* ?ケ??~福 */
  5336. skill_area_temp[1] = src->id;
  5337. i = skill_get_splash(skillid, skilllv);
  5338. map_foreachinarea(skill_area_sub,
  5339. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5340. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5341. skill_castend_nodamage_id);
  5342. map_foreachinarea(skill_area_sub,
  5343. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5344. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5345. skill_castend_damage_id);
  5346. break;
  5347. case BS_HAMMERFALL:
  5348. i = skill_get_splash(skillid, skilllv);
  5349. map_foreachinarea (skill_area_sub,
  5350. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5351. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5352. skill_castend_nodamage_id);
  5353. break;
  5354. case HT_DETECTING: /* ディテクティング */
  5355. i = skill_get_splash(skillid, skilllv);
  5356. map_foreachinarea( status_change_timer_sub,
  5357. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5358. src,status_get_sc(src),SC_SIGHT,tick);
  5359. if(battle_config.traps_setting&1)
  5360. map_foreachinarea( skill_reveal_trap,
  5361. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5362. break;
  5363. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5364. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5365. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5366. case AL_PNEUMA: /* ニュ?マ */
  5367. case WZ_ICEWALL: /* アイスウォ?ル */
  5368. case WZ_FIREPILLAR: /* ファイアピラ? */
  5369. case WZ_QUAGMIRE: /* クァグマイア */
  5370. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5371. case WZ_STORMGUST: /* スト?ムガスト */
  5372. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5373. case PR_SANCTUARY: /* サンクチュアリ */
  5374. case PR_MAGNUS: /* マグヌスエクソシズム */
  5375. case CR_GRANDCROSS: /* グランドク�?ス */
  5376. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5377. case HT_SKIDTRAP: /* スキッドトラップ */
  5378. case HT_LANDMINE: /* ランドマイン */
  5379. case HT_ANKLESNARE: /* アンクルスネア */
  5380. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5381. case HT_SANDMAN: /* サンドマン */
  5382. case HT_FLASHER: /* フラッシャ? */
  5383. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5384. case HT_BLASTMINE: /* ブラストマイン */
  5385. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5386. case AS_VENOMDUST: /* ベノムダスト */
  5387. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5388. case PF_FOGWALL: /* フォグウォ?ル */
  5389. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5390. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5391. case WE_CALLPARTNER:
  5392. case WE_CALLPARENT:
  5393. case WE_CALLBABY:
  5394. case AC_SHOWER: //Ground-placed skill implementation.
  5395. case GS_DESPERADO:
  5396. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5397. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5398. break;
  5399. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5400. skill_clear_unitgroup(src);
  5401. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5402. flag|=1;
  5403. break;
  5404. case RG_CLEANER: // [Valaris]
  5405. i = skill_get_splash(skillid, skilllv);
  5406. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5407. break;
  5408. case SA_VOLCANO: /* ボルケ?ノ */
  5409. case SA_DELUGE: /* デリュ?ジ */
  5410. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5411. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5412. case NJ_SUITON:
  5413. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5414. flag|=1;
  5415. break;
  5416. case WZ_METEOR: //�?テオスト?ム
  5417. {
  5418. int flag=0, area = skill_get_splash(skillid, skilllv);
  5419. short tmpx, tmpy, x1 = 0, y1 = 0;
  5420. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5421. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5422. for(i=0;i<2+(skilllv>>1);i++) {
  5423. tmpx = x;
  5424. tmpy = y;
  5425. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5426. continue;
  5427. if(!(flag&1)){
  5428. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5429. flag=flag|1;
  5430. }
  5431. if(i > 0)
  5432. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5433. x1 = tmpx;
  5434. y1 = tmpy;
  5435. }
  5436. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5437. }
  5438. break;
  5439. case AL_WARP: /* �??プポ?タル */
  5440. if(sd) {
  5441. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5442. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5443. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5444. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5445. }
  5446. break;
  5447. case MO_BODYRELOCATION:
  5448. if (unit_movepos(src, x, y, 1, 1)) {
  5449. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5450. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5451. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5452. }
  5453. break;
  5454. case AM_SPHEREMINE:
  5455. case AM_CANNIBALIZE:
  5456. if(sd) {
  5457. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5458. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5459. struct mob_data *md;
  5460. // Correct info, don't change any of this! [celest]
  5461. md = mob_once_spawn_sub(src, src->m, -1, -1, sd->status.name,class_,"");
  5462. if (md) {
  5463. md->master_id = src->id;
  5464. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5465. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5466. mob_spawn (md); //Now it is ready for spawning.
  5467. }
  5468. }
  5469. break;
  5470. // Slim Pitcher [Celest]
  5471. case CR_SLIMPITCHER:
  5472. if (sd) {
  5473. int i = skilllv%11 - 1;
  5474. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5475. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5476. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5477. clif_skill_fail(sd,skillid,0,0);
  5478. return 1;
  5479. }
  5480. potion_flag = 1;
  5481. potion_hp = 0;
  5482. potion_sp = 0;
  5483. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5484. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5485. potion_flag = 0;
  5486. //Apply skill bonuses
  5487. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5488. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5489. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5490. potion_hp = potion_hp * (100+i)/100;
  5491. potion_sp = potion_sp * (100+i)/100;
  5492. if(potion_hp > 0 || potion_sp > 0) {
  5493. i = skill_get_splash(skillid, skilllv);
  5494. map_foreachinarea(skill_area_sub,
  5495. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5496. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5497. skill_castend_nodamage_id);
  5498. }
  5499. } else {
  5500. int i = skilllv%11 - 1;
  5501. struct item_data *item = itemdb_search(i);
  5502. i = skill_db[skillid].itemid[i];
  5503. item = itemdb_search(i);
  5504. potion_flag = 1;
  5505. potion_hp = 0;
  5506. potion_sp = 0;
  5507. run_script(item->script,0,src->id,0);
  5508. potion_flag = 0;
  5509. i = skill_get_max(CR_SLIMPITCHER)*10;
  5510. potion_hp = potion_hp * (100+i)/100;
  5511. potion_sp = potion_sp * (100+i)/100;
  5512. if(potion_hp > 0 || potion_sp > 0) {
  5513. i = skill_get_splash(skillid, skilllv);
  5514. map_foreachinarea(skill_area_sub,
  5515. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5516. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5517. skill_castend_nodamage_id);
  5518. }
  5519. }
  5520. break;
  5521. case HW_GANBANTEIN:
  5522. if (rand()%100 < 80) {
  5523. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5524. i = skill_get_splash(skillid, skilllv);
  5525. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5526. } else {
  5527. if (sd) clif_skill_fail(sd,skillid,0,0);
  5528. return 1;
  5529. }
  5530. break;
  5531. case HW_GRAVITATION:
  5532. {
  5533. struct skill_unit_group *sg;
  5534. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5535. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5536. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5537. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5538. flag|=1;
  5539. }
  5540. break;
  5541. // Plant Cultivation [Celest]
  5542. case CR_CULTIVATION:
  5543. {
  5544. if (sd) {
  5545. int i = skilllv - 1;
  5546. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5547. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5548. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5549. clif_skill_fail(sd,skillid,0,0);
  5550. return 1;
  5551. }
  5552. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5553. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5554. if (rand()%100 < 50)
  5555. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5556. else
  5557. clif_skill_fail(sd,skillid,0,0);
  5558. }
  5559. }
  5560. break;
  5561. //Until they're at right position - gs_unit- [Vicious]
  5562. case GS_GROUNDDRIFT: /* グラウンドドリフト*/
  5563. case NJ_KAENSIN: /* 火炎陣*/
  5564. case NJ_BAKUENRYU: /* 爆炎龍*/
  5565. case NJ_HYOUSYOURAKU:
  5566. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5567. flag|=1;
  5568. break;
  5569. case NJ_RAIGEKISAI:
  5570. map_foreachinrange(skill_attack_area, src,
  5571. skill_get_splash(skillid, skilllv), BL_CHAR,
  5572. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5573. break;
  5574. }
  5575. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5576. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5577. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5578. battle_consume_ammo(sd, skillid, skilllv);
  5579. return 0;
  5580. }
  5581. /*==========================================
  5582. * スキル使用?i詠?・完了?Amap指定?j
  5583. *------------------------------------------
  5584. */
  5585. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5586. {
  5587. int x=0,y=0;
  5588. nullpo_retr(0, sd);
  5589. //Simplify skill_failed code.
  5590. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5591. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5592. return 0;
  5593. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5594. skill_failed(sd);
  5595. return 0;
  5596. }
  5597. //スキルが使えない?態異?峵�
  5598. if(sd->sc.count && (
  5599. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5600. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5601. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5602. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5603. sd->sc.data[SC_DANCING].timer!=-1 ||
  5604. sd->sc.data[SC_BERSERK].timer != -1 ||
  5605. sd->sc.data[SC_MARIONETTE].timer != -1
  5606. ))
  5607. return 0;
  5608. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5609. return 0;
  5610. if (strlen(map) > MAP_NAME_LENGTH-1)
  5611. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5612. if (battle_config.error_log)
  5613. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5614. skill_failed(sd);
  5615. return 0;
  5616. }
  5617. pc_stop_attack(sd);
  5618. pc_stop_walking(sd,0);
  5619. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5620. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5621. if(strcmp(map,"cancel")==0) {
  5622. skill_failed(sd);
  5623. return 0;
  5624. }
  5625. switch(skill_num){
  5626. case AL_TELEPORT: /* テレポ?ト */
  5627. if(strcmp(map,"Random")==0)
  5628. pc_randomwarp(sd,3);
  5629. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5630. pc_setpos(sd,sd->status.save_point.map,
  5631. sd->status.save_point.x,sd->status.save_point.y,3);
  5632. break;
  5633. case AL_WARP: /* �??プポ?タル */
  5634. {
  5635. const struct point *p[4];
  5636. struct skill_unit_group *group;
  5637. int i, lv, wx, wy;
  5638. int maxcount=0;
  5639. unsigned short mapindex;
  5640. mapindex = mapindex_name2id((char*)map);
  5641. if(!mapindex) { //Given map not found?
  5642. clif_skill_fail(sd,skill_num,0,0);
  5643. skill_failed(sd);
  5644. return 0;
  5645. }
  5646. p[0] = &sd->status.save_point;
  5647. p[1] = &sd->status.memo_point[0];
  5648. p[2] = &sd->status.memo_point[1];
  5649. p[3] = &sd->status.memo_point[2];
  5650. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5651. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5652. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5653. maxcount--;
  5654. }
  5655. if(!maxcount) {
  5656. clif_skill_fail(sd,skill_num,0,0);
  5657. skill_failed(sd);
  5658. return 0;
  5659. }
  5660. }
  5661. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5662. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5663. wx = sd->menuskill_lv>>16;
  5664. wy = sd->menuskill_lv&0xffff;
  5665. if(lv <= 0) return 0;
  5666. for(i=0;i<lv;i++){
  5667. if(mapindex == p[i]->map){
  5668. x=p[i]->x;
  5669. y=p[i]->y;
  5670. break;
  5671. }
  5672. }
  5673. if(x==0 || y==0) { /* 不?ウパケット?H */
  5674. skill_failed(sd);
  5675. return 0;
  5676. }
  5677. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5678. {
  5679. skill_failed(sd);
  5680. return 0;
  5681. }
  5682. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5683. clif_skill_fail(sd,0,0,0);
  5684. skill_failed(sd);
  5685. return 0;
  5686. }
  5687. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5688. skill_failed(sd);
  5689. return 0;
  5690. }
  5691. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5692. group->val2=(x<<16)|y;
  5693. group->val3 = mapindex;
  5694. }
  5695. break;
  5696. }
  5697. sd->menuskill_id = sd->menuskill_lv = 0;
  5698. return 0;
  5699. #undef skill_failed
  5700. }
  5701. /*==========================================
  5702. * Initializes and sets a ground skill.
  5703. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5704. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5705. *------------------------------------------
  5706. */
  5707. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5708. {
  5709. struct skill_unit_group *group;
  5710. int i,limit,val1=0,val2=0,val3=0;
  5711. int count=0;
  5712. int target,interval,range,unit_flag;
  5713. struct skill_unit_layout *layout;
  5714. struct map_session_data *sd;
  5715. struct status_data *status;
  5716. struct status_change *sc;
  5717. int active_flag=1;
  5718. nullpo_retr(0, src);
  5719. limit = skill_get_time(skillid,skilllv);
  5720. range = skill_get_unit_range(skillid,skilllv);
  5721. interval = skill_get_unit_interval(skillid);
  5722. target = skill_get_unit_target(skillid);
  5723. unit_flag = skill_get_unit_flag(skillid);
  5724. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5725. BL_CAST(BL_PC, src, sd);
  5726. status = status_get_status_data(src);
  5727. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5728. if (sc && !sc->count)
  5729. sc = NULL;
  5730. switch(skillid){ /* ?ン定 */
  5731. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5732. val2=skilllv+1;
  5733. break;
  5734. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5735. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5736. limit = limit*3/2;
  5737. val2=4+skilllv;
  5738. break;
  5739. case AL_WARP: /* �??プポ?タル */
  5740. val1=skilllv+6;
  5741. if(!(flag&1))
  5742. limit=2000;
  5743. active_flag=0;
  5744. break;
  5745. case PR_SANCTUARY: /* サンクチュアリ */
  5746. val1=(skilllv+3)*2;
  5747. val2=(skilllv>6)?777:skilllv*100;
  5748. break;
  5749. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5750. if((flag&1)!=0)
  5751. limit=1000;
  5752. val1=skilllv+2;
  5753. break;
  5754. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5755. case AM_DEMONSTRATION:
  5756. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5757. && (src->type&battle_config.vs_traps_bctall))
  5758. target = BCT_ALL;
  5759. break;
  5760. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5761. val1=skilllv*15+10;
  5762. case HT_SANDMAN: /* サンドマン */
  5763. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5764. case HT_SKIDTRAP: /* スキッドトラップ */
  5765. case HT_LANDMINE: /* ランドマイン */
  5766. case HT_ANKLESNARE: /* アンクルスネア */
  5767. case HT_FLASHER: /* フラッシャ? */
  5768. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5769. case HT_BLASTMINE: /* ブラストマイン */
  5770. if (map_flag_gvg(src->m))
  5771. limit *= 4; // longer trap times in WOE [celest]
  5772. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5773. && (src->type&battle_config.vs_traps_bctall))
  5774. target = BCT_ALL;
  5775. break;
  5776. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5777. {
  5778. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5779. val1=skilllv*15+10;
  5780. aoe_diameter=skilllv+skilllv%2+5;
  5781. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5782. }
  5783. //No break because we also have to check if we use gemstones. [Skotlex]
  5784. case SA_VOLCANO:
  5785. case SA_DELUGE:
  5786. case SA_VIOLENTGALE:
  5787. {
  5788. struct skill_unit_group *old_sg;
  5789. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5790. {
  5791. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5792. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5793. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5794. if (limit < 0) //This can happen...
  5795. limit = skill_get_time(skillid,skilllv);
  5796. }
  5797. skill_clear_group(src,1);
  5798. }
  5799. break;
  5800. }
  5801. case BA_DISSONANCE:
  5802. case DC_UGLYDANCE:
  5803. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5804. break;
  5805. case BA_WHISTLE:
  5806. val1 = skilllv +status->agi/10; // Flee increase
  5807. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5808. if(sd){
  5809. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5810. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5811. }
  5812. break;
  5813. case DC_HUMMING:
  5814. val1 = 2*skilllv+status->dex/10; // Hit increase
  5815. if(sd)
  5816. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5817. break;
  5818. case BA_POEMBRAGI:
  5819. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5820. val2 = 3*skilllv+status->int_/10; // After-cast delay reduction
  5821. if(sd){
  5822. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5823. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5824. }
  5825. break;
  5826. case DC_DONTFORGETME:
  5827. val1 = 3*skilllv+status->dex/10; // ASPD decrease
  5828. val2 = 2*skilllv+status->agi/10; // Movement speed decrease
  5829. if(sd){
  5830. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5831. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5832. }
  5833. break;
  5834. case BA_APPLEIDUN:
  5835. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5836. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5837. if(sd){
  5838. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5839. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5840. }
  5841. break;
  5842. case DC_SERVICEFORYOU:
  5843. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5844. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5845. if(sd){
  5846. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5847. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5848. }
  5849. break;
  5850. case BA_ASSASSINCROSS:
  5851. val1 = 10+skilllv+(status->agi/10); // ASPD increase
  5852. if(sd)
  5853. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5854. break;
  5855. case DC_FORTUNEKISS:
  5856. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5857. if(sd)
  5858. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5859. val1*=10; //Because every 10 crit is an actual cri point.
  5860. break;
  5861. case BD_DRUMBATTLEFIELD:
  5862. val1 = (skilllv+1)*25; //Watk increase
  5863. val2 = (skilllv+1)*2; //Def increase
  5864. break;
  5865. case BD_RINGNIBELUNGEN:
  5866. val1 = (skilllv+2)*25; //Watk increase
  5867. break;
  5868. case BD_RICHMANKIM:
  5869. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5870. break;
  5871. case BD_SIEGFRIED:
  5872. val1 = 55 + skilllv*5; //Elemental Resistance
  5873. val2 = skilllv*10; //Status ailment resistance
  5874. break;
  5875. case PF_FOGWALL: /* フォグウォ?ル */
  5876. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5877. break;
  5878. case RG_GRAFFITI: /* Graffiti */
  5879. count=1; // Leave this at 1 [Valaris]
  5880. break;
  5881. case WE_CALLPARTNER:
  5882. if (sd) val1 = sd->status.partner_id;
  5883. break;
  5884. case WE_CALLPARENT:
  5885. if (sd) {
  5886. val1 = sd->status.father;
  5887. val2 = sd->status.mother;
  5888. }
  5889. break;
  5890. case WE_CALLBABY:
  5891. if (sd) val1 = sd->status.child;
  5892. break;
  5893. }
  5894. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  5895. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  5896. group->val1=val1;
  5897. group->val2=val2;
  5898. group->val3=val3;
  5899. group->target_flag=target;
  5900. group->bl_flag= skill_get_unit_bl_target(skillid);
  5901. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5902. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  5903. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  5904. if(skillid==HT_TALKIEBOX ||
  5905. skillid==RG_GRAFFITI){
  5906. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  5907. if(group->valstr==NULL){
  5908. ShowFatalError("skill_castend_map: out of memory !\n");
  5909. exit(1);
  5910. }
  5911. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  5912. group->valstr[MESSAGE_SIZE-1] = '\0';
  5913. }
  5914. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5915. val1=skilllv;
  5916. val2=0;
  5917. limit=group->limit;
  5918. for(i=0;i<layout->count;i++){
  5919. struct skill_unit *unit;
  5920. int ux,uy,alive=1;
  5921. ux = x + layout->dx[i];
  5922. uy = y + layout->dy[i];
  5923. switch (skillid) {
  5924. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5925. val2=group->val2;
  5926. break;
  5927. case WZ_ICEWALL: /* アイスウォ?ル */
  5928. if(skilllv <= 1)
  5929. val1 = 500;
  5930. else
  5931. val1 = 200 + 200*skilllv;
  5932. break;
  5933. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5934. ux+=(i%5-2);
  5935. uy+=(i/5-2);
  5936. break;
  5937. }
  5938. //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
  5939. if(range<=0)
  5940. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5941. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  5942. alive = 0;
  5943. if (alive && battle_config.skill_wall_check) {
  5944. //Check if there's a path between cell and center of casting.
  5945. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  5946. alive = 0;
  5947. }
  5948. if(alive && skillid == WZ_ICEWALL) {
  5949. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  5950. alive=0;
  5951. else {
  5952. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5953. if(val2==5 || val2==1)
  5954. alive=0;
  5955. else
  5956. clif_changemapcell(src->m,ux,uy,5,0);
  5957. }
  5958. }
  5959. if(alive){
  5960. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  5961. unit->val1=val1;
  5962. unit->val2=val2;
  5963. unit->limit=limit;
  5964. unit->range=range;
  5965. if (range==0 && active_flag)
  5966. map_foreachincell(skill_unit_effect,unit->bl.m,
  5967. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5968. }
  5969. }
  5970. return group;
  5971. }
  5972. /*==========================================
  5973. * スキルユニットの?動イベント
  5974. *------------------------------------------
  5975. */
  5976. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5977. {
  5978. struct skill_unit_group *sg;
  5979. struct block_list *ss;
  5980. struct status_change *sc;
  5981. int type,skillid;
  5982. nullpo_retr(0, src);
  5983. nullpo_retr(0, bl);
  5984. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5985. return 0;
  5986. nullpo_retr(0, sg=src->group);
  5987. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5988. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  5989. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5990. return 0; //AoE skills are ineffective. [Skotlex]
  5991. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  5992. return 0;
  5993. sc = status_get_sc(bl);
  5994. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5995. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  5996. type = SkillStatusChangeTable[sg->skill_id];
  5997. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5998. switch (sg->unit_id) {
  5999. case UNT_SAFETYWALL:
  6000. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6001. if (sc && sc->data[type].timer == -1)
  6002. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6003. break;
  6004. case UNT_WARP_WAITING:
  6005. if(bl->type==BL_PC){
  6006. struct map_session_data *sd = (struct map_session_data *)bl;
  6007. if((!sd->chatID || battle_config.chat_warpportal)
  6008. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6009. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6010. if (--sg->val1<=0 || sg->src_id == bl->id)
  6011. skill_delunitgroup(NULL, sg);
  6012. }
  6013. }
  6014. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  6015. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  6016. break;
  6017. case UNT_QUAGMIRE:
  6018. if(sc && sc->data[type].timer==-1)
  6019. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6020. break;
  6021. case UNT_VOLCANO:
  6022. case UNT_DELUGE:
  6023. case UNT_VIOLENTGALE:
  6024. case UNT_SUITON:
  6025. if(sc && sc->data[type].timer==-1)
  6026. sc_start(bl,type,100,sg->skill_lv,skill_get_time2(sg->skill_id,sg->skill_lv));
  6027. break;
  6028. case UNT_RICHMANKIM:
  6029. case UNT_ETERNALCHAOS:
  6030. case UNT_DRUMBATTLEFIELD:
  6031. case UNT_RINGNIBELUNGEN:
  6032. case UNT_ROKISWEIL:
  6033. case UNT_INTOABYSS:
  6034. case UNT_SIEGFRIED:
  6035. case UNT_HERMODE:
  6036. //Needed to check when a dancer/bard leaves their ensemble area.
  6037. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6038. return sg->skill_id;
  6039. if (sc && sc->data[type].timer==-1)
  6040. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6041. break;
  6042. case UNT_WHISTLE:
  6043. case UNT_ASSASSINCROSS:
  6044. case UNT_POEMBRAGI:
  6045. case UNT_APPLEIDUN:
  6046. case UNT_HUMMING:
  6047. case UNT_DONTFORGETME:
  6048. case UNT_FORTUNEKISS:
  6049. case UNT_SERVICEFORYOU:
  6050. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6051. return 0;
  6052. if (!sc)
  6053. break;
  6054. if (sc->data[type].timer==-1)
  6055. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6056. else if (sc->data[type].val4 == 1) {
  6057. //Readjust timers since the effect will not last long.
  6058. sc->data[type].val4 = 0;
  6059. delete_timer(sc->data[type].timer, status_change_timer);
  6060. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6061. }
  6062. break;
  6063. case UNT_FOGWALL:
  6064. if (sc && sc->data[type].timer==-1)
  6065. {
  6066. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6067. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6068. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6069. }
  6070. break;
  6071. case UNT_GRAVITATION:
  6072. if (sc && sc->data[type].timer==-1)
  6073. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6074. break;
  6075. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6076. src->val1 = 0;
  6077. if(src->limit + sg->tick > tick + 700)
  6078. src->limit = DIFF_TICK(tick+700,sg->tick);
  6079. break;
  6080. }
  6081. return skillid;
  6082. }
  6083. /*==========================================
  6084. * スキルユニットの発動イベント(タイマ?[発動)
  6085. *------------------------------------------
  6086. */
  6087. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6088. {
  6089. struct skill_unit_group *sg;
  6090. struct block_list *ss;
  6091. struct map_session_data *sd;
  6092. struct status_data *tstatus, *sstatus;
  6093. struct status_change *tsc, *sc;
  6094. struct skill_unit_group_tickset *ts;
  6095. int matk_min = 0, matk_max = 0; //For Magic power...
  6096. int type, skillid;
  6097. int diff=0;
  6098. nullpo_retr(0, src);
  6099. nullpo_retr(0, bl);
  6100. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6101. return 0;
  6102. nullpo_retr(0, sg=src->group);
  6103. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6104. BL_CAST(BL_PC, ss, sd);
  6105. tsc = status_get_sc(bl);
  6106. tstatus = status_get_status_data(bl);
  6107. if (sg->state.magic_power) //For magic power.
  6108. {
  6109. sc = status_get_sc(ss);
  6110. sstatus = status_get_status_data(ss);
  6111. } else {
  6112. sc = NULL;
  6113. sstatus = NULL;
  6114. }
  6115. type = SkillStatusChangeTable[sg->skill_id];
  6116. skillid = sg->skill_id;
  6117. if (sg->interval == -1) {
  6118. switch (sg->unit_id) {
  6119. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6120. case UNT_SPIDERWEB:
  6121. case UNT_FIREPILLAR_ACTIVE:
  6122. return 0;
  6123. default:
  6124. if (battle_config.error_log)
  6125. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6126. return 0;
  6127. }
  6128. }
  6129. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6130. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6131. diff = DIFF_TICK(tick,ts->tick);
  6132. if (diff < 0)
  6133. return 0;
  6134. ts->tick = tick+sg->interval;
  6135. // GXは?dなっていたら3HITしない
  6136. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6137. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6138. }
  6139. //Temporarily set magic power to have it take effect. [Skotlex]
  6140. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6141. { //Store previous values.
  6142. matk_min = sstatus->matk_min;
  6143. matk_max = sstatus->matk_max;
  6144. //Note to NOT return from the function until this is unset!
  6145. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6146. sstatus->matk_min = sc->data[SC_MAGICPOWER].val4;
  6147. }
  6148. switch (sg->unit_id) {
  6149. case UNT_FIREWALL:
  6150. {
  6151. int count=0;
  6152. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6153. //This is the best Aegis approximation we can do without
  6154. //changing the minimum skill unit interval. [Skotlex]
  6155. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6156. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6157. } else {
  6158. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6159. src->val2--;
  6160. }
  6161. if (--src->val2<=0)
  6162. skill_delunit(src);
  6163. break;
  6164. }
  6165. case UNT_SANCTUARY:
  6166. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6167. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6168. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6169. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6170. // reduce healing count if this was meant for damaging [hekate]
  6171. sg->val1 -= 2;
  6172. } else {
  6173. int heal = sg->val2;
  6174. if (tstatus->hp >= tstatus->max_hp)
  6175. break;
  6176. if (status_isimmune(bl))
  6177. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6178. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6179. status_heal(bl, heal, 0, 0);
  6180. if (diff >= 500)
  6181. sg->val1--;
  6182. }
  6183. if (sg->val1 <= 0)
  6184. skill_delunitgroup(NULL,sg);
  6185. break;
  6186. case UNT_MAGNUS:
  6187. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6188. break;
  6189. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6190. break;
  6191. case UNT_ATTACK_SKILLS:
  6192. switch (sg->skill_id)
  6193. {
  6194. case SG_SUN_WARM: //SG skills [Komurka]
  6195. case SG_MOON_WARM:
  6196. case SG_STAR_WARM:
  6197. if(bl->type==BL_PC)
  6198. //Only damage SP [Skotlex]
  6199. status_zap(bl, 0, 60);
  6200. else if(status_charge(bl, 0, 2))
  6201. //Otherwise, Knockback attack.
  6202. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6203. break;
  6204. default:
  6205. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6206. }
  6207. break;
  6208. case UNT_DESPERADO:
  6209. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6210. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6211. break;
  6212. case UNT_FIREPILLAR_WAITING:
  6213. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6214. skill_delunit(src);
  6215. break;
  6216. case UNT_FIREPILLAR_ACTIVE:
  6217. map_foreachinrange(skill_attack_area,bl,
  6218. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6219. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6220. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6221. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6222. break;
  6223. case UNT_SKIDTRAP:
  6224. {
  6225. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6226. sg->unit_id = UNT_USED_TRAPS;
  6227. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6228. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6229. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6230. }
  6231. break;
  6232. case UNT_SPIDERWEB:
  6233. case UNT_ANKLESNARE:
  6234. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6235. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6236. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6237. {
  6238. struct TimerData* td = get_timer(tsc->data[type].timer);
  6239. if (td) sec = DIFF_TICK(td->tick, tick);
  6240. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6241. clif_fixpos(bl);
  6242. sg->val2=bl->id;
  6243. } else
  6244. sec = 3000; //Couldn't trap it?
  6245. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6246. // 01AC: long ID
  6247. // Indicates that an object is trapped, but ID is not a
  6248. // valid monster or player ID.
  6249. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6250. sg->interval = -1;
  6251. src->range = 0;
  6252. }
  6253. break;
  6254. case UNT_VENOMDUST:
  6255. if(tsc && tsc->data[type].timer==-1 )
  6256. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6257. break;
  6258. case UNT_LANDMINE:
  6259. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6260. sg->unit_id = UNT_USED_TRAPS;
  6261. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6262. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6263. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6264. break;
  6265. case UNT_BLASTMINE:
  6266. case UNT_SHOCKWAVE:
  6267. case UNT_SANDMAN:
  6268. case UNT_FLASHER:
  6269. case UNT_FREEZINGTRAP:
  6270. case UNT_CLAYMORETRAP:
  6271. map_foreachinrange(skill_trap_splash,&src->bl,
  6272. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6273. &src->bl,tick);
  6274. sg->unit_id = UNT_USED_TRAPS;
  6275. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6276. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6277. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6278. break;
  6279. case UNT_TALKIEBOX:
  6280. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6281. break;
  6282. if (sg->val2 == 0){
  6283. clif_talkiebox(&src->bl, sg->valstr);
  6284. sg->unit_id = UNT_USED_TRAPS;
  6285. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6286. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6287. sg->val2 = -1; //踏んだ
  6288. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6289. }
  6290. break;
  6291. case UNT_LULLABY:
  6292. if (ss->id == bl->id)
  6293. break;
  6294. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6295. break;
  6296. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6297. if (ss->id == bl->id)
  6298. break;
  6299. if (bl->type == BL_PC)
  6300. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6301. break;
  6302. case UNT_DISSONANCE:
  6303. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6304. break;
  6305. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6306. {
  6307. int heal;
  6308. if (sg->src_id == bl->id)
  6309. break;
  6310. heal = sg->val2;
  6311. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6312. status_heal(bl, heal, 0, 0);
  6313. break;
  6314. }
  6315. case UNT_DEMONSTRATION:
  6316. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6317. break;
  6318. case UNT_GOSPEL:
  6319. if (rand()%100 > sg->skill_lv*10)
  6320. break;
  6321. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6322. int i = rand()%13; // Positive buff count
  6323. switch (i)
  6324. {
  6325. case 0: // Heal 1~9999 HP
  6326. {
  6327. int heal = rand() %9999+1;
  6328. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6329. status_heal(bl,heal,0,0);
  6330. }
  6331. break;
  6332. case 1: // End all negative status
  6333. status_change_clear_buffs(bl,2);
  6334. break;
  6335. case 2: // Level 10 Blessing
  6336. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6337. break;
  6338. case 3: // Level 10 Increase AGI
  6339. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6340. break;
  6341. case 4: // Enchant weapon with Holy element
  6342. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6343. break;
  6344. case 5: // Enchant armor with Holy element
  6345. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6346. break;
  6347. case 6: // MaxHP +100%
  6348. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6349. break;
  6350. case 7: // MaxSP +100%
  6351. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6352. break;
  6353. case 8: // All stats +20
  6354. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6355. break;
  6356. case 9: // DEF +25%
  6357. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6358. break;
  6359. case 10: // ATK +100%
  6360. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6361. break;
  6362. case 11: // HIT/Flee +50
  6363. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6364. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6365. break;
  6366. case 12: // Immunity to all status
  6367. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6368. break;
  6369. }
  6370. }
  6371. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6372. int i = rand()%9; // Negative buff count
  6373. switch (i)
  6374. {
  6375. case 0: // Deal 1~9999 damage
  6376. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6377. break;
  6378. case 1: // Curse
  6379. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6380. break;
  6381. case 2: // Blind
  6382. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6383. break;
  6384. case 3: // Poison
  6385. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6386. break;
  6387. case 4: // Level 10 Provoke
  6388. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6389. break;
  6390. case 5: // DEF -100%
  6391. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6392. break;
  6393. case 6: // ATK -100%
  6394. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6395. break;
  6396. case 7: // Flee -100%
  6397. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6398. break;
  6399. case 8: // Speed/ASPD -25%
  6400. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6401. break;
  6402. }
  6403. }
  6404. break;
  6405. case UNT_GRAVITATION:
  6406. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6407. break;
  6408. }
  6409. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6410. { //Unset magic power.
  6411. sstatus->matk_min = matk_min;
  6412. sstatus->matk_max = matk_max;
  6413. }
  6414. if (bl->type == BL_MOB && ss != bl)
  6415. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6416. return skillid;
  6417. }
  6418. /*==========================================
  6419. * スキルユニットから離?する(もしくはしている)?�?�
  6420. *------------------------------------------
  6421. */
  6422. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6423. {
  6424. struct skill_unit_group *sg;
  6425. struct status_change *sc;
  6426. int type;
  6427. nullpo_retr(0, src);
  6428. nullpo_retr(0, bl);
  6429. nullpo_retr(0, sg=src->group);
  6430. sc = status_get_sc(bl);
  6431. if (sc && !sc->count)
  6432. sc = NULL;
  6433. type = SkillStatusChangeTable[sg->skill_id];
  6434. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6435. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6436. return 0;
  6437. switch(sg->unit_id){
  6438. case UNT_SAFETYWALL:
  6439. if (sc && sc->data[type].timer!=-1)
  6440. status_change_end(bl,type,-1);
  6441. break;
  6442. case UNT_ANKLESNARE:
  6443. {
  6444. struct block_list *target = map_id2bl(sg->val2);
  6445. if(target && target == bl){
  6446. status_change_end(bl,SC_ANKLE,-1);
  6447. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6448. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6449. }
  6450. else
  6451. return 0;
  6452. break;
  6453. }
  6454. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6455. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6456. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6457. status_change_end(bl,type,-1);
  6458. break;
  6459. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6460. {
  6461. struct block_list *target = map_id2bl(sg->val2);
  6462. if (target && target==bl)
  6463. {
  6464. status_change_end(bl,SC_SPIDERWEB,-1);
  6465. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6466. }
  6467. break;
  6468. }
  6469. }
  6470. return sg->skill_id;
  6471. }
  6472. /*==========================================
  6473. * Triggered when a char steps out of a skill group [Skotlex]
  6474. *------------------------------------------
  6475. */
  6476. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6477. {
  6478. struct status_change *sc;
  6479. int type;
  6480. sc = status_get_sc(bl);
  6481. if (sc && !sc->count)
  6482. sc = NULL;
  6483. type = SkillStatusChangeTable[skill_id];
  6484. switch (skill_id)
  6485. {
  6486. case WZ_QUAGMIRE:
  6487. if (bl->type==BL_MOB)
  6488. break;
  6489. if (sc && sc->data[type].timer != -1)
  6490. status_change_end(bl, type, -1);
  6491. break;
  6492. case BD_LULLABY:
  6493. case BD_RICHMANKIM:
  6494. case BD_ETERNALCHAOS:
  6495. case BD_DRUMBATTLEFIELD:
  6496. case BD_RINGNIBELUNGEN:
  6497. case BD_ROKISWEIL:
  6498. case BD_INTOABYSS:
  6499. case BD_SIEGFRIED:
  6500. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6501. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6502. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6503. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6504. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6505. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6506. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6507. skill_stop_dancing(bl);
  6508. }
  6509. case MG_SAFETYWALL:
  6510. case AL_PNEUMA:
  6511. case SA_VOLCANO:
  6512. case SA_DELUGE:
  6513. case SA_VIOLENTGALE:
  6514. case CG_HERMODE:
  6515. case HW_GRAVITATION:
  6516. case NJ_SUITON:
  6517. if (sc && sc->data[type].timer != -1)
  6518. status_change_end(bl, type, -1);
  6519. break;
  6520. case BA_POEMBRAGI:
  6521. case BA_WHISTLE:
  6522. case BA_ASSASSINCROSS:
  6523. case BA_APPLEIDUN:
  6524. case DC_HUMMING:
  6525. case DC_DONTFORGETME:
  6526. case DC_FORTUNEKISS:
  6527. case DC_SERVICEFORYOU:
  6528. if (sc && sc->data[type].timer != -1)
  6529. {
  6530. delete_timer(sc->data[type].timer, status_change_timer);
  6531. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6532. //not possible on our current implementation.
  6533. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6534. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6535. }
  6536. break;
  6537. case PF_FOGWALL:
  6538. if (sc && sc->data[type].timer != -1)
  6539. {
  6540. status_change_end(bl,type,-1);
  6541. if (sc->data[SC_BLIND].timer!=-1)
  6542. {
  6543. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6544. status_change_end(bl, SC_BLIND, -1);
  6545. else {
  6546. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6547. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6548. }
  6549. }
  6550. }
  6551. break;
  6552. case UNT_GOSPEL:
  6553. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6554. status_change_end(bl, type, -1);
  6555. break;
  6556. }
  6557. return skill_id;
  6558. }
  6559. /*==========================================
  6560. * Invoked when a unit cell has been placed/removed/deleted.
  6561. * flag values:
  6562. * flag&1: Invoke onplace function (otherwise invoke onout)
  6563. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6564. *------------------------------------------
  6565. */
  6566. int skill_unit_effect(struct block_list *bl,va_list ap)
  6567. {
  6568. struct skill_unit *unit;
  6569. struct skill_unit_group *group;
  6570. int flag;
  6571. unsigned int tick;
  6572. nullpo_retr(0, bl);
  6573. nullpo_retr(0, ap);
  6574. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6575. tick = va_arg(ap,unsigned int);
  6576. flag = va_arg(ap,unsigned int);
  6577. if (!unit->alive || bl->prev==NULL)
  6578. return 0;
  6579. nullpo_retr(0, group=unit->group);
  6580. if (flag&1)
  6581. skill_unit_onplace(unit,bl,tick);
  6582. else
  6583. skill_unit_onout(unit,bl,tick);
  6584. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6585. return 0;
  6586. }
  6587. /*==========================================
  6588. * スキルユニットの限界イベント
  6589. *------------------------------------------
  6590. */
  6591. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6592. {
  6593. struct skill_unit_group *sg;
  6594. nullpo_retr(0, src);
  6595. nullpo_retr(0, sg=src->group);
  6596. switch(sg->unit_id){
  6597. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6598. {
  6599. struct skill_unit_group *group=
  6600. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6601. src->bl.x,src->bl.y,1);
  6602. if(group == NULL)
  6603. return 0;
  6604. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6605. group->val3=sg->val3; //as well as the mapindex to warp to.
  6606. }
  6607. break;
  6608. case UNT_ICEWALL: /* アイスウォ?ル */
  6609. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6610. break;
  6611. case UNT_CALLFAMILY: /* � なたに?いたい */
  6612. {
  6613. struct map_session_data *sd = NULL;
  6614. if(sg->val1) {
  6615. sd = map_charid2sd(sg->val1);
  6616. sg->val1 = 0;
  6617. if (sd && !map[sd->bl.m].flag.nowarp)
  6618. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6619. }
  6620. if(sg->val2) {
  6621. sd = map_charid2sd(sg->val2);
  6622. sg->val2 = 0;
  6623. if (sd && !map[sd->bl.m].flag.nowarp)
  6624. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6625. }
  6626. }
  6627. break;
  6628. }
  6629. return 0;
  6630. }
  6631. /*==========================================
  6632. * スキルユニットのダ�??ジイベント
  6633. *------------------------------------------
  6634. */
  6635. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6636. int damage,unsigned int tick)
  6637. {
  6638. struct skill_unit_group *sg;
  6639. nullpo_retr(0, src);
  6640. nullpo_retr(0, sg=src->group);
  6641. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6642. skill_delunitgroup(NULL,sg);
  6643. else
  6644. switch(sg->unit_id){
  6645. case UNT_ICEWALL:
  6646. src->val1-=damage;
  6647. break;
  6648. default:
  6649. damage = 0;
  6650. break;
  6651. }
  6652. return damage;
  6653. }
  6654. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6655. struct block_list *src = va_arg(ap, struct block_list*);
  6656. struct block_list *partner = va_arg(ap, struct block_list*);
  6657. int blowcount = va_arg(ap, int);
  6658. if (bl == src || bl == partner)
  6659. return 0;
  6660. skill_blown(src, bl, blowcount);
  6661. return 1;
  6662. }
  6663. /*==========================================
  6664. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6665. * partner may be null, but src cannot be.
  6666. *------------------------------------------
  6667. */
  6668. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6669. {
  6670. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6671. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6672. map_foreachinrange(skill_moonlit_sub,src,
  6673. skill_get_splash(CG_MOONLIT, skilllv),
  6674. BL_CHAR,src,partner,blowcount);
  6675. if(partner)
  6676. map_foreachinrange(skill_moonlit_sub,partner,
  6677. skill_get_splash(CG_MOONLIT, skilllv),
  6678. BL_CHAR,src,partner,blowcount);
  6679. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6680. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6681. if (partner) {
  6682. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6683. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6684. }
  6685. }
  6686. /*==========================================
  6687. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6688. *------------------------------------------
  6689. */
  6690. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6691. {
  6692. int *c, skillid;
  6693. struct block_list *src;
  6694. struct map_session_data *sd;
  6695. struct map_session_data *tsd;
  6696. int *p_sd; //Contains the list of characters found.
  6697. nullpo_retr(0, bl);
  6698. nullpo_retr(0, ap);
  6699. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6700. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6701. nullpo_retr(0, sd=(struct map_session_data*)src);
  6702. c=va_arg(ap,int *);
  6703. p_sd = va_arg(ap, int *);
  6704. skillid = va_arg(ap,int);
  6705. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6706. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6707. if (bl == src)
  6708. return 0;
  6709. if(pc_isdead(tsd))
  6710. return 0;
  6711. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6712. return 0;
  6713. switch(skillid)
  6714. {
  6715. case PR_BENEDICTIO: /* ?ケ??~福 */
  6716. {
  6717. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6718. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6719. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6720. && sd->status.sp >= 10)
  6721. p_sd[(*c)++]=tsd->bl.id;
  6722. return 1;
  6723. }
  6724. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6725. {
  6726. int skilllv;
  6727. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6728. return 0;
  6729. if (sd->status.sex != tsd->status.sex &&
  6730. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6731. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6732. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6733. sd->status.party_id && tsd->status.party_id &&
  6734. sd->status.party_id == tsd->status.party_id &&
  6735. tsd->sc.data[SC_DANCING].timer == -1)
  6736. {
  6737. p_sd[(*c)++]=tsd->bl.id;
  6738. return skilllv;
  6739. } else {
  6740. return 0;
  6741. }
  6742. }
  6743. break;
  6744. }
  6745. return 0;
  6746. }
  6747. /*==========================================
  6748. * Checks and stores partners for ensemble skills [Skotlex]
  6749. *------------------------------------------
  6750. */
  6751. int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6752. {
  6753. static int c=0;
  6754. static int p_sd[2] = { 0, 0 };
  6755. int i;
  6756. if (cast_flag)
  6757. { //Execute the skill on the partners.
  6758. struct map_session_data* tsd;
  6759. switch (skill_id)
  6760. {
  6761. case PR_BENEDICTIO:
  6762. for (i = 0; i < c; i++)
  6763. {
  6764. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6765. status_charge(&tsd->bl, 0, 10);
  6766. }
  6767. return c;
  6768. case CG_MOONLIT:
  6769. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6770. {
  6771. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6772. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6773. tsd->skillid_dance = skill_id;
  6774. tsd->skilllv_dance = *skill_lv;
  6775. }
  6776. return c;
  6777. default: //Warning: Assuming Ensemble skills here (for speed)
  6778. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6779. {
  6780. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6781. 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);
  6782. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6783. tsd->skillid_dance = skill_id;
  6784. tsd->skilllv_dance = *skill_lv;
  6785. }
  6786. return c;
  6787. }
  6788. }
  6789. //Else: new search for partners.
  6790. c = 0;
  6791. memset (p_sd, 0, sizeof(p_sd));
  6792. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6793. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6794. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6795. *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.
  6796. return c;
  6797. }
  6798. /*==========================================
  6799. * 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)
  6800. *------------------------------------------
  6801. */
  6802. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6803. {
  6804. int *c,src_id=0,mob_class=0;
  6805. struct mob_data *md;
  6806. nullpo_retr(0, bl);
  6807. nullpo_retr(0, ap);
  6808. nullpo_retr(0, md=(struct mob_data*)bl);
  6809. nullpo_retr(0, src_id=va_arg(ap,int));
  6810. nullpo_retr(0, mob_class=va_arg(ap,int));
  6811. nullpo_retr(0, c=va_arg(ap,int *));
  6812. if(md->class_==mob_class && md->master_id==src_id)
  6813. (*c)++;
  6814. return 0;
  6815. }
  6816. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6817. {
  6818. struct npc_data *nd;
  6819. nd=(struct npc_data*)bl;
  6820. if (nd->bl.subtype == WARP)
  6821. return 1;
  6822. return 0;
  6823. }
  6824. /*==========================================
  6825. * Determines if a given skill should be made to consume ammo
  6826. * when used by the player. [Skotlex]
  6827. *------------------------------------------
  6828. */
  6829. int skill_isammotype(TBL_PC *sd, int skill)
  6830. {
  6831. return (
  6832. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6833. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  6834. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  6835. );
  6836. }
  6837. /*==========================================
  6838. * Checks that you have the requirements for casting a skill.
  6839. * Flag:
  6840. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6841. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6842. *------------------------------------------
  6843. */
  6844. int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
  6845. {
  6846. struct status_data *status;
  6847. struct status_change *sc;
  6848. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6849. int index[10],itemid[10],amount[10];
  6850. int force_gem_flag = 0;
  6851. int delitem_flag = 1, checkitem_flag = 1;
  6852. nullpo_retr(0, sd);
  6853. if (lv <= 0) return 0;
  6854. if( battle_config.gm_skilluncond &&
  6855. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6856. sd->skillitem != skill)
  6857. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6858. sd->skillitem = sd->skillitemlv = -1;
  6859. return 1;
  6860. }
  6861. status = &sd->battle_status;
  6862. sc = &sd->sc;
  6863. if (!sc->count)
  6864. sc = NULL;
  6865. if(pc_is90overweight(sd)) {
  6866. clif_skill_fail(sd,skill,9,0);
  6867. sd->skillitem = sd->skillitemlv = -1;
  6868. return 0;
  6869. }
  6870. if (sd->state.abra_flag)
  6871. {
  6872. sd->skillitem = sd->skillitemlv = -1;
  6873. if(type&1) sd->state.abra_flag = 0;
  6874. return 1;
  6875. }
  6876. if (sd->menuskill_id == AM_PHARMACY &&
  6877. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6878. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6879. )) {
  6880. sd->skillitem = sd->skillitemlv = -1;
  6881. return 0;
  6882. }
  6883. if(sd->skillitem == skill) { /* アイテムの?�?⊥ウ?�??ャ功 */
  6884. if(!type) //When a target was selected
  6885. { //Consume items that were skipped in pc_use_item [Skotlex]
  6886. if((i = sd->itemindex) == -1 ||
  6887. sd->status.inventory[i].nameid != sd->itemid ||
  6888. sd->inventory_data[i] == NULL ||
  6889. !sd->inventory_data[i]->flag.delay_consume ||
  6890. sd->status.inventory[i].amount < 1
  6891. )
  6892. { //Something went wrong, item exploit?
  6893. sd->itemid = sd->itemindex = -1;
  6894. return 0;
  6895. }
  6896. //Consume
  6897. sd->itemid = sd->itemindex = -1;
  6898. if(skill == WZ_EARTHSPIKE && sc &&
  6899. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  6900. ; //Do not consume item.
  6901. else
  6902. pc_delitem(sd,i,1,0);
  6903. }
  6904. if (type&1) //Casting finished
  6905. sd->skillitem = sd->skillitemlv = -1;
  6906. return 1;
  6907. }
  6908. // for the guild skills [celest]
  6909. if (skill >= GD_SKILLBASE)
  6910. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  6911. else
  6912. j = skill;
  6913. if (j < 0 || j >= MAX_SKILL_DB)
  6914. return 0;
  6915. //Code speedup, rather than using skill_get_* over and over again.
  6916. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  6917. return 0;
  6918. hp = skill_db[j].hp[lv-1]; /* ?チ費HP */
  6919. sp = skill_db[j].sp[lv-1]; /* ?チ費SP */
  6920. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6921. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  6922. hp_rate = skill_db[j].hp_rate[lv-1];
  6923. sp_rate = skill_db[j].sp_rate[lv-1];
  6924. zeny = skill_db[j].zeny[lv-1];
  6925. weapon = skill_db[j].weapon;
  6926. ammo = skill_db[j].ammo;
  6927. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6928. state = skill_db[j].state;
  6929. spiritball = skill_db[j].spiritball[lv-1];
  6930. mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */
  6931. for(i = 0; i < 10; i++) {
  6932. itemid[i] = skill_db[j].itemid[i];
  6933. amount[i] = skill_db[j].amount[i];
  6934. }
  6935. if(mhp > 0)
  6936. hp += (status->max_hp * mhp)/100;
  6937. if(hp_rate > 0)
  6938. hp += (status->hp * hp_rate)/100;
  6939. else
  6940. hp += (status->max_hp * (-hp_rate))/100;
  6941. if(sp_rate > 0)
  6942. sp += (status->sp * sp_rate)/100;
  6943. else
  6944. sp += (status->max_sp * (-sp_rate))/100;
  6945. if (!ammo && skill && skill_isammotype(sd, skill))
  6946. { //Assume this skill is using the weapon, therefore it requires arrows.
  6947. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  6948. ammo_qty = skill_get_num(skill, lv);
  6949. if (ammo_qty < 0) ammo_qty *= -1;
  6950. }
  6951. switch(skill) { // Check for cost reductions due to skills & SCs
  6952. case MC_MAMMONITE:
  6953. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6954. zeny -= zeny*10/100;
  6955. break;
  6956. case AL_HOLYLIGHT:
  6957. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  6958. sp *= 5;
  6959. break;
  6960. case SL_SMA:
  6961. case SL_STUN:
  6962. case SL_STIN:
  6963. {
  6964. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6965. if(kaina_lv==0 || sd->status.base_level<70)
  6966. break;
  6967. if(sd->status.base_level>=90)
  6968. sp -= sp*7*kaina_lv/100;
  6969. else if(sd->status.base_level>=80)
  6970. sp -= sp*5*kaina_lv/100;
  6971. else if(sd->status.base_level>=70)
  6972. sp -= sp*3*kaina_lv/100;
  6973. }
  6974. break;
  6975. case MO_TRIPLEATTACK:
  6976. case MO_CHAINCOMBO:
  6977. case MO_COMBOFINISH:
  6978. case CH_TIGERFIST:
  6979. case CH_CHAINCRUSH:
  6980. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  6981. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6982. break;
  6983. }
  6984. if(sd->dsprate!=100)
  6985. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  6986. switch(skill) {
  6987. case SA_CASTCANCEL:
  6988. if(sd->ud.skilltimer == -1) {
  6989. clif_skill_fail(sd,skill,0,0);
  6990. return 0;
  6991. }
  6992. break;
  6993. case BS_MAXIMIZE:
  6994. case NV_TRICKDEAD:
  6995. case TF_HIDING:
  6996. case AS_CLOAKING:
  6997. case CR_AUTOGUARD:
  6998. case CR_DEFENDER:
  6999. case ST_CHASEWALK:
  7000. case PA_GOSPEL:
  7001. case CR_SHRINK:
  7002. case TK_RUN:
  7003. if(sc && sc->data[SkillStatusChangeTable[skill]].timer!=-1)
  7004. return 1; //Allow turning off.
  7005. break;
  7006. case AL_WARP:
  7007. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7008. delitem_flag = 0;
  7009. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7010. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7011. return 0;
  7012. }
  7013. break;
  7014. case MO_CALLSPIRITS: /* ?功 */
  7015. if(sd->spiritball >= lv) {
  7016. clif_skill_fail(sd,skill,0,0);
  7017. return 0;
  7018. }
  7019. break;
  7020. case CH_SOULCOLLECT: /* 狂?功 */
  7021. if(sd->spiritball >= 5) {
  7022. clif_skill_fail(sd,skill,0,0);
  7023. return 0;
  7024. }
  7025. break;
  7026. case MO_FINGEROFFENSIVE: //指?
  7027. case GS_FLING:
  7028. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7029. spiritball = sd->spiritball;
  7030. sd->spiritball_old = sd->spiritball;
  7031. }
  7032. else sd->spiritball_old = spiritball;
  7033. break;
  7034. case MO_BODYRELOCATION:
  7035. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7036. spiritball = 0;
  7037. break;
  7038. case MO_CHAINCOMBO: //連打?カ
  7039. if(!sc)
  7040. return 0;
  7041. if(sc->data[SC_BLADESTOP].timer!=-1)
  7042. break;
  7043. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7044. break;
  7045. return 0;
  7046. case MO_COMBOFINISH: //猛龍�?
  7047. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7048. return 0;
  7049. break;
  7050. case CH_TIGERFIST: //伏虎�?
  7051. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7052. return 0;
  7053. break;
  7054. case CH_CHAINCRUSH: //連柱崩?
  7055. if(!sc || sc->data[SC_COMBO].timer == -1)
  7056. return 0;
  7057. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7058. return 0;
  7059. break;
  7060. case MO_EXTREMITYFIST:
  7061. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7062. // return 0;
  7063. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7064. spiritball--;
  7065. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7066. switch(sc->data[SC_COMBO].val1) {
  7067. case MO_COMBOFINISH:
  7068. spiritball = 4;
  7069. break;
  7070. case CH_TIGERFIST:
  7071. spiritball = 3;
  7072. break;
  7073. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7074. spiritball = sd->spiritball?sd->spiritball:1;
  7075. break;
  7076. default:
  7077. return 0;
  7078. }
  7079. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7080. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7081. clif_skill_fail(sd,skill,0,0);
  7082. return 0;
  7083. }
  7084. break;
  7085. case TK_MISSION: //Does not works on Non-Taekwon
  7086. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7087. clif_skill_fail(sd,skill,0,0);
  7088. return 0;
  7089. }
  7090. break;
  7091. case TK_READYCOUNTER:
  7092. case TK_READYDOWN:
  7093. case TK_READYSTORM:
  7094. case TK_READYTURN:
  7095. case TK_JUMPKICK:
  7096. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7097. //They do not work on Soul Linkers.
  7098. clif_skill_fail(sd,skill,0,0);
  7099. return 0;
  7100. }
  7101. break;
  7102. case TK_TURNKICK:
  7103. case TK_STORMKICK:
  7104. case TK_DOWNKICK:
  7105. case TK_COUNTER:
  7106. if(!sc || sc->data[SC_COMBO].timer == -1)
  7107. return 0; //Combo needs to be ready
  7108. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7109. { //Unlimited Combo
  7110. if (skill == sd->skillid_old) {
  7111. status_change_end(&sd->bl, SC_COMBO, -1);
  7112. sd->skillid_old = sd->skilllv_old = 0;
  7113. return 0; //Can't repeat previous combo skill.
  7114. }
  7115. break;
  7116. } else
  7117. if(sc->data[SC_COMBO].val1 == skill)
  7118. break; //Combo ready.
  7119. return 0;
  7120. case BD_ADAPTATION: /* アドリブ */
  7121. {
  7122. struct skill_unit_group *group=NULL;
  7123. int time;
  7124. if(!sc || sc->data[SC_DANCING].timer==-1)
  7125. {
  7126. clif_skill_fail(sd,skill,0,0);
  7127. return 0;
  7128. }
  7129. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7130. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7131. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7132. {
  7133. clif_skill_fail(sd,skill,0,0);
  7134. return 0;
  7135. }
  7136. }
  7137. break;
  7138. case PR_BENEDICTIO: /* ?ケ??~福 */
  7139. {
  7140. if (!battle_config.player_skill_partner_check ||
  7141. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7142. )
  7143. break; //No need to do any partner checking [Skotlex]
  7144. if (!(type&1))
  7145. { //Started casting.
  7146. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7147. {
  7148. clif_skill_fail(sd,skill,0,0);
  7149. return 0;
  7150. }
  7151. }
  7152. else
  7153. { //Done casting
  7154. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7155. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7156. }
  7157. }
  7158. break;
  7159. case AM_CANNIBALIZE: /* バイオプラント */
  7160. case AM_SPHEREMINE: /* スフィア?マイン */
  7161. if(type&1){
  7162. int c=0;
  7163. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7164. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7165. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7166. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7167. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7168. if(c >= maxcount){
  7169. clif_skill_fail(sd,skill,0,0);
  7170. return 0;
  7171. }
  7172. }
  7173. }
  7174. break;
  7175. case WZ_FIREPILLAR: // celest
  7176. if (lv <= 5) // no gems required at level 1-5
  7177. itemid[0] = 0;
  7178. break;
  7179. case SL_SMA:
  7180. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7181. if(!sd || sc->data[SC_SMA].timer == -1)
  7182. return 0;
  7183. break;
  7184. case HT_POWER:
  7185. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7186. return 0;
  7187. break;
  7188. case HW_GANBANTEIN:
  7189. force_gem_flag = 1;
  7190. break;
  7191. case AM_BERSERKPITCHER:
  7192. case AM_POTIONPITCHER:
  7193. case CR_SLIMPITCHER:
  7194. case MG_STONECURSE:
  7195. case CR_CULTIVATION:
  7196. case SA_FLAMELAUNCHER:
  7197. case SA_FROSTWEAPON:
  7198. case SA_LIGHTNINGLOADER:
  7199. case SA_SEISMICWEAPON:
  7200. delitem_flag = 0;
  7201. break;
  7202. case SA_DELUGE:
  7203. case SA_VOLCANO:
  7204. case SA_VIOLENTGALE:
  7205. case SA_LANDPROTECTOR:
  7206. { //Does not consumes if the skill is already active. [Skotlex]
  7207. struct skill_unit_group *sg;
  7208. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7209. {
  7210. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7211. checkitem_flag = delitem_flag = 0;
  7212. else sg->limit = 0; //Disable it.
  7213. }
  7214. break;
  7215. }
  7216. case CG_HERMODE:
  7217. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7218. skill_get_splash(skill, lv), BL_NPC) < 1)
  7219. {
  7220. clif_skill_fail(sd,skill,0,0);
  7221. return 0;
  7222. }
  7223. break;
  7224. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7225. {
  7226. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7227. int size = range*2+1;
  7228. for (i=0;i<size*size;i++) {
  7229. x = sd->bl.x+(i%size-range);
  7230. y = sd->bl.y+(i/size-range);
  7231. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7232. clif_skill_fail(sd,skill,0,0);
  7233. return 0;
  7234. }
  7235. }
  7236. }
  7237. break;
  7238. case PR_REDEMPTIO:
  7239. {
  7240. int exp;
  7241. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7242. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7243. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7244. return 0;
  7245. }
  7246. break;
  7247. }
  7248. case AM_TWILIGHT2:
  7249. case AM_TWILIGHT3:
  7250. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7251. {
  7252. clif_skill_fail(sd,skill,0,0);
  7253. return 0;
  7254. }
  7255. break;
  7256. //SHOULD BE OPTIMALIZED [Komurka]
  7257. //Optimized #1. optimize comfort later. [Vicious]
  7258. case SG_SUN_WARM:
  7259. case SG_MOON_WARM:
  7260. case SG_STAR_WARM:
  7261. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7262. break;
  7263. clif_skill_fail(sd,skill,0,0);
  7264. return 0;
  7265. break;
  7266. case SG_SUN_COMFORT:
  7267. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7268. break;
  7269. clif_skill_fail(sd,skill,0,0);
  7270. return 0;
  7271. case SG_MOON_COMFORT:
  7272. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7273. break;
  7274. clif_skill_fail(sd,skill,0,0);
  7275. return 0;
  7276. case SG_STAR_COMFORT:
  7277. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7278. break;
  7279. clif_skill_fail(sd,skill,0,0);
  7280. return 0;
  7281. case SG_FUSION:
  7282. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7283. return 1;
  7284. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7285. break;
  7286. return 0;
  7287. case GD_BATTLEORDER:
  7288. case GD_REGENERATION:
  7289. case GD_RESTORE:
  7290. case GD_EMERGENCYCALL:
  7291. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7292. return 0;
  7293. if (lv <= 0)
  7294. return 0;
  7295. if (skill == GD_EMERGENCYCALL) {
  7296. if (!map_flag_gvg(sd->bl.m))
  7297. { //if not allowed to warp to the map (castles are always allowed)
  7298. clif_skill_fail(sd,skill,0,0);
  7299. return 0;
  7300. }
  7301. } else if (!agit_flag) {
  7302. clif_skill_fail(sd,skill,0,0);
  7303. return 0;
  7304. }
  7305. break;
  7306. //Until they're at right position - gs_skillcheck- [Vicious]
  7307. case GS_GLITTERING:
  7308. if(sd->spiritball >= 10) {
  7309. clif_skill_fail(sd,skill,0,0);
  7310. return 0;
  7311. }
  7312. zeny = 1;
  7313. break;
  7314. case NJ_ISSEN:
  7315. if (sc && sc->data[SC_NEN].timer!=-1)
  7316. return 0;
  7317. break;
  7318. }
  7319. if(!(type&2)){
  7320. if( hp>0 && status->hp <= (unsigned int)hp) { /* HPチェック */
  7321. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7322. return 0;
  7323. }
  7324. if( sp>0 && status->sp < (unsigned int)sp) { /* SPチェック */
  7325. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7326. return 0;
  7327. }
  7328. if( zeny>0 && sd->status.zeny < zeny) {
  7329. clif_skill_fail(sd,skill,5,0);
  7330. return 0;
  7331. }
  7332. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7333. clif_skill_fail(sd,skill,6,0);
  7334. return 0;
  7335. }
  7336. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7337. if((i=sd->equip_index[10]) < 0 ||
  7338. !sd->inventory_data[i] ||
  7339. sd->status.inventory[i].amount < ammo_qty
  7340. ) {
  7341. clif_arrow_fail(sd,0);
  7342. return 0;
  7343. }
  7344. if (!(ammo&1<<sd->inventory_data[i]->look))
  7345. { //Ammo type check. Send the "wrong weapon type" message
  7346. //which is the closest we have to wrong ammo type. [Skotlex]
  7347. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7348. //clif_skill_fail(sd,skill,6,0);
  7349. return 0;
  7350. }
  7351. }
  7352. if( spiritball > 0 && sd->spiritball < spiritball) {
  7353. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7354. return 0;
  7355. }
  7356. }
  7357. switch(state) {
  7358. case ST_HIDING:
  7359. if(!(sc && sc->option&OPTION_HIDE)) {
  7360. clif_skill_fail(sd,skill,0,0);
  7361. return 0;
  7362. }
  7363. break;
  7364. case ST_CLOAKING:
  7365. if(!pc_iscloaking(sd)) {
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. break;
  7370. case ST_HIDDEN:
  7371. if(!pc_ishiding(sd)) {
  7372. clif_skill_fail(sd,skill,0,0);
  7373. return 0;
  7374. }
  7375. break;
  7376. case ST_RIDING:
  7377. if(!pc_isriding(sd)) {
  7378. clif_skill_fail(sd,skill,0,0);
  7379. return 0;
  7380. }
  7381. break;
  7382. case ST_FALCON:
  7383. if(!pc_isfalcon(sd)) {
  7384. clif_skill_fail(sd,skill,0,0);
  7385. return 0;
  7386. }
  7387. break;
  7388. case ST_CART:
  7389. if(!pc_iscarton(sd)) {
  7390. clif_skill_fail(sd,skill,0,0);
  7391. return 0;
  7392. }
  7393. break;
  7394. case ST_SHIELD:
  7395. if(sd->status.shield <= 0) {
  7396. clif_skill_fail(sd,skill,0,0);
  7397. return 0;
  7398. }
  7399. break;
  7400. case ST_SIGHT:
  7401. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7402. clif_skill_fail(sd,skill,0,0);
  7403. return 0;
  7404. }
  7405. break;
  7406. case ST_EXPLOSIONSPIRITS:
  7407. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7408. clif_skill_fail(sd,skill,0,0);
  7409. return 0;
  7410. }
  7411. break;
  7412. case ST_CARTBOOST:
  7413. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7414. clif_skill_fail(sd,skill,0,0);
  7415. return 0;
  7416. }
  7417. break;
  7418. case ST_RECOV_WEIGHT_RATE:
  7419. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7420. clif_skill_fail(sd,skill,0,0);
  7421. return 0;
  7422. }
  7423. break;
  7424. case ST_MOVE_ENABLE:
  7425. //Check only on begin casting. [Skotlex]
  7426. if(!type && !unit_can_move(&sd->bl)) {
  7427. clif_skill_fail(sd,skill,0,0);
  7428. return 0;
  7429. }
  7430. break;
  7431. case ST_WATER:
  7432. if (
  7433. (!sc || (sc->data[SC_DELUGE].timer == -1 && sc->data[SC_SUITON].timer == -1)) &&
  7434. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7435. ) {
  7436. clif_skill_fail(sd,skill,0,0);
  7437. return 0;
  7438. }
  7439. break;
  7440. }
  7441. if (checkitem_flag) {
  7442. for(i=0;i<10;i++) {
  7443. int x = lv%11 - 1;
  7444. index[i] = -1;
  7445. if(itemid[i] <= 0)
  7446. continue;
  7447. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7448. continue;
  7449. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7450. && sc && sc->data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7451. continue;
  7452. if((skill == AM_POTIONPITCHER ||
  7453. skill == CR_SLIMPITCHER ||
  7454. skill == CR_CULTIVATION) && i != x)
  7455. continue;
  7456. index[i] = pc_search_inventory(sd,itemid[i]);
  7457. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7458. if(itemid[i] == 716 || itemid[i] == 717)
  7459. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7460. else
  7461. clif_skill_fail(sd,skill,0,0);
  7462. return 0;
  7463. }
  7464. if((itemid[i] >= 715 && itemid[i] <= 717) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7465. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7466. }
  7467. }
  7468. if(!(type&1))
  7469. return 1;
  7470. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7471. if(delitem_flag) {
  7472. for(i=0;i<10;i++) {
  7473. if(index[i] >= 0)
  7474. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7475. }
  7476. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7477. // if (ammo && battle_config.arrow_decrement)
  7478. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7479. }
  7480. if(type&2)
  7481. return 1;
  7482. if(sp || hp)
  7483. status_zap(&sd->bl, hp, sp);
  7484. if(zeny > 0) // Zeny?チ費
  7485. pc_payzeny(sd,zeny);
  7486. if(spiritball > 0) // 氣球?チ費
  7487. pc_delspiritball(sd,spiritball,0);
  7488. return 1;
  7489. }
  7490. /*==========================================
  7491. * 詠?・時間計算
  7492. *------------------------------------------
  7493. */
  7494. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
  7495. {
  7496. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7497. int time = skill_get_cast(skill_id, skill_lv);
  7498. struct map_session_data *sd;
  7499. nullpo_retr(0, bl);
  7500. BL_CAST(BL_PC, bl, sd);
  7501. // calculate base cast time (reduced by dex)
  7502. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7503. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7504. if (scale > 0) // not instant cast
  7505. time = time * scale / battle_config.castrate_dex_scale;
  7506. else return 0; // instant cast
  7507. }
  7508. // calculate cast time reduced by card bonuses
  7509. if (sd && sd->castrate != 100)
  7510. time = time * sd->castrate / 100;
  7511. // config cast time multiplier
  7512. if (battle_config.cast_rate != 100)
  7513. time = time * battle_config.cast_rate / 100;
  7514. // calculate cast time reduced by skill bonuses
  7515. if (!(castnodex&2))
  7516. time = skill_castfix_sc(bl, time);
  7517. // return final cast time
  7518. return (time > 0) ? time : 0;
  7519. }
  7520. /*==========================================
  7521. * Does cast-time reductions based on sc data.
  7522. *------------------------------------------
  7523. */
  7524. int skill_castfix_sc(struct block_list *bl, int time)
  7525. {
  7526. struct status_change *sc = status_get_sc(bl);
  7527. if (time <= 0) return 0;
  7528. if (sc && sc->count) {
  7529. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7530. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7531. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7532. }
  7533. if (sc->data[SC_POEMBRAGI].timer != -1)
  7534. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7535. }
  7536. return (time > 0) ? time : 0;
  7537. }
  7538. /*==========================================
  7539. * ディレイ計算
  7540. *------------------------------------------
  7541. */
  7542. int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
  7543. {
  7544. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7545. int time = skill_get_delay(skill_id, skill_lv);
  7546. nullpo_retr(0, bl);
  7547. if (bl->type == BL_MOB)
  7548. return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex]
  7549. // instant cast attack skills depend on aspd as delay [celest]
  7550. if (time == 0) {
  7551. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7552. time = status_get_adelay(bl); //Use attack delay as default delay.
  7553. else
  7554. time = battle_config.default_skill_delay;
  7555. } else if (time < 0)
  7556. time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
  7557. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7558. { // if skill casttime is allowed to be reduced by dex
  7559. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7560. if (scale > 0)
  7561. time = time * scale / battle_config.castrate_dex_scale;
  7562. else //To be capped later to minimum.
  7563. time = 0;
  7564. }
  7565. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7566. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7567. if (battle_config.delay_rate != 100)
  7568. time = time * battle_config.delay_rate / 100;
  7569. if (!(delaynodex&2))
  7570. { /* ブラギの�? */
  7571. struct status_change *sc;
  7572. sc= status_get_sc(bl);
  7573. if (sc && sc->count) {
  7574. if (sc->data[SC_POEMBRAGI].timer != -1)
  7575. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7576. if (sc->data[SC_SPIRIT].timer != -1)
  7577. switch (skill_id) {
  7578. case CR_SHIELDBOOMERANG:
  7579. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7580. time /=2;
  7581. break;
  7582. case AS_SONICBLOW:
  7583. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7584. time /= 2;
  7585. break;
  7586. }
  7587. }
  7588. }
  7589. return (time < battle_config.min_skill_delay_limit)?
  7590. battle_config.min_skill_delay_limit:time;
  7591. }
  7592. /*=========================================
  7593. * ブランディッシュスピア ?炎哿ヘ?決定
  7594. *----------------------------------------
  7595. */
  7596. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7597. nullpo_retv(tc);
  7598. if(dir == 0){
  7599. tc->val1[0]=x-2;
  7600. tc->val1[1]=x-1;
  7601. tc->val1[2]=x;
  7602. tc->val1[3]=x+1;
  7603. tc->val1[4]=x+2;
  7604. tc->val2[0]=
  7605. tc->val2[1]=
  7606. tc->val2[2]=
  7607. tc->val2[3]=
  7608. tc->val2[4]=y-1;
  7609. }
  7610. else if(dir==2){
  7611. tc->val1[0]=
  7612. tc->val1[1]=
  7613. tc->val1[2]=
  7614. tc->val1[3]=
  7615. tc->val1[4]=x+1;
  7616. tc->val2[0]=y+2;
  7617. tc->val2[1]=y+1;
  7618. tc->val2[2]=y;
  7619. tc->val2[3]=y-1;
  7620. tc->val2[4]=y-2;
  7621. }
  7622. else if(dir==4){
  7623. tc->val1[0]=x-2;
  7624. tc->val1[1]=x-1;
  7625. tc->val1[2]=x;
  7626. tc->val1[3]=x+1;
  7627. tc->val1[4]=x+2;
  7628. tc->val2[0]=
  7629. tc->val2[1]=
  7630. tc->val2[2]=
  7631. tc->val2[3]=
  7632. tc->val2[4]=y+1;
  7633. }
  7634. else if(dir==6){
  7635. tc->val1[0]=
  7636. tc->val1[1]=
  7637. tc->val1[2]=
  7638. tc->val1[3]=
  7639. tc->val1[4]=x-1;
  7640. tc->val2[0]=y+2;
  7641. tc->val2[1]=y+1;
  7642. tc->val2[2]=y;
  7643. tc->val2[3]=y-1;
  7644. tc->val2[4]=y-2;
  7645. }
  7646. else if(dir==1){
  7647. tc->val1[0]=x-1;
  7648. tc->val1[1]=x;
  7649. tc->val1[2]=x+1;
  7650. tc->val1[3]=x+2;
  7651. tc->val1[4]=x+3;
  7652. tc->val2[0]=y-4;
  7653. tc->val2[1]=y-3;
  7654. tc->val2[2]=y-1;
  7655. tc->val2[3]=y;
  7656. tc->val2[4]=y+1;
  7657. }
  7658. else if(dir==3){
  7659. tc->val1[0]=x+3;
  7660. tc->val1[1]=x+2;
  7661. tc->val1[2]=x+1;
  7662. tc->val1[3]=x;
  7663. tc->val1[4]=x-1;
  7664. tc->val2[0]=y-1;
  7665. tc->val2[1]=y;
  7666. tc->val2[2]=y+1;
  7667. tc->val2[3]=y+2;
  7668. tc->val2[4]=y+3;
  7669. }
  7670. else if(dir==5){
  7671. tc->val1[0]=x+1;
  7672. tc->val1[1]=x;
  7673. tc->val1[2]=x-1;
  7674. tc->val1[3]=x-2;
  7675. tc->val1[4]=x-3;
  7676. tc->val2[0]=y+3;
  7677. tc->val2[1]=y+2;
  7678. tc->val2[2]=y+1;
  7679. tc->val2[3]=y;
  7680. tc->val2[4]=y-1;
  7681. }
  7682. else if(dir==7){
  7683. tc->val1[0]=x-3;
  7684. tc->val1[1]=x-2;
  7685. tc->val1[2]=x-1;
  7686. tc->val1[3]=x;
  7687. tc->val1[4]=x+1;
  7688. tc->val2[1]=y;
  7689. tc->val2[0]=y+1;
  7690. tc->val2[2]=y-1;
  7691. tc->val2[3]=y-2;
  7692. tc->val2[4]=y-3;
  7693. }
  7694. }
  7695. /*=========================================
  7696. * ブランディッシュスピア 方向判定 範??張
  7697. *-----------------------------------------
  7698. */
  7699. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7700. int c;
  7701. nullpo_retv(tc);
  7702. for(c=0;c<5;c++){
  7703. if(dir==0){
  7704. tc->val2[c]+=are;
  7705. }else if(dir==1){
  7706. tc->val1[c]-=are; tc->val2[c]+=are;
  7707. }else if(dir==2){
  7708. tc->val1[c]-=are;
  7709. }else if(dir==3){
  7710. tc->val1[c]-=are; tc->val2[c]-=are;
  7711. }else if(dir==4){
  7712. tc->val2[c]-=are;
  7713. }else if(dir==5){
  7714. tc->val1[c]+=are; tc->val2[c]-=are;
  7715. }else if(dir==6){
  7716. tc->val1[c]+=are;
  7717. }else if(dir==7){
  7718. tc->val1[c]+=are; tc->val2[c]+=are;
  7719. }
  7720. }
  7721. }
  7722. /*==========================================
  7723. * Weapon Repair [Celest/DracoRPG]
  7724. *------------------------------------------
  7725. */
  7726. void skill_repairweapon(struct map_session_data *sd, int idx)
  7727. {
  7728. int material;
  7729. int materials[4] = { 1002, 998, 999, 756 };
  7730. struct item *item;
  7731. struct map_session_data *target_sd;
  7732. nullpo_retv(sd);
  7733. target_sd = map_id2sd(sd->menuskill_lv);
  7734. if (!target_sd) //Failed....
  7735. return;
  7736. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7737. return;
  7738. if(idx < 0 || idx >= MAX_INVENTORY)
  7739. return; //Invalid index??
  7740. item = &target_sd->status.inventory[idx];
  7741. if(item->nameid <= 0 || item->attribute == 0)
  7742. return; //Again invalid item....
  7743. 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)))){
  7744. clif_item_repaireffect(sd,item->nameid,1);
  7745. return;
  7746. }
  7747. if (itemdb_type(item->nameid)==4)
  7748. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7749. else
  7750. material = materials [2]; // Armors consume 1 Steel
  7751. if (pc_search_inventory(sd,material) < 0 ) {
  7752. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7753. return;
  7754. }
  7755. item->attribute=0;
  7756. clif_equiplist(target_sd);
  7757. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7758. clif_item_repaireffect(sd,item->nameid,0);
  7759. if(sd!=target_sd)
  7760. clif_item_repaireffect(target_sd,item->nameid,0);
  7761. }
  7762. /*==========================================
  7763. * Item Appraisal
  7764. *------------------------------------------
  7765. */
  7766. void skill_identify(struct map_session_data *sd,int idx)
  7767. {
  7768. int flag=1;
  7769. nullpo_retv(sd);
  7770. if(idx >= 0 && idx < MAX_INVENTORY) {
  7771. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7772. flag=0;
  7773. sd->status.inventory[idx].identify=1;
  7774. }
  7775. }
  7776. clif_item_identified(sd,idx,flag);
  7777. }
  7778. /*==========================================
  7779. * Weapon Refine [Celest]
  7780. *------------------------------------------
  7781. */
  7782. void skill_weaponrefine(struct map_session_data *sd,int idx)
  7783. {
  7784. int i = 0, ep = 0, per;
  7785. int material[5] = { 0, 1010, 1011, 984, 984 };
  7786. struct item *item;
  7787. nullpo_retv(sd);
  7788. if (idx >= 0 && idx < MAX_INVENTORY) {
  7789. struct item_data *ditem = sd->inventory_data[idx];
  7790. item = &sd->status.inventory[idx];
  7791. if(item->nameid > 0 && ditem->type == 4) {
  7792. if (item->refine >= sd->menuskill_lv ||
  7793. item->refine >= MAX_REFINE || // if it's no longer refineable
  7794. ditem->flag.no_refine || // if the item isn't refinable
  7795. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  7796. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7797. return;
  7798. }
  7799. per = percentrefinery [ditem->wlv][(int)item->refine];
  7800. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7801. if (per > rand() % 100) {
  7802. item->refine++;
  7803. pc_delitem(sd, i, 1, 0);
  7804. if(item->equip) {
  7805. ep = item->equip;
  7806. pc_unequipitem(sd,idx,3);
  7807. }
  7808. clif_refine(sd->fd,sd,0,idx,item->refine);
  7809. clif_delitem(sd,idx,1);
  7810. clif_additem(sd,idx,1,0);
  7811. if (ep)
  7812. pc_equipitem(sd,idx,ep);
  7813. clif_misceffect(&sd->bl,3);
  7814. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  7815. switch(ditem->wlv){
  7816. case 1:
  7817. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7818. break;
  7819. case 2:
  7820. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7821. break;
  7822. case 3:
  7823. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7824. break;
  7825. }
  7826. }
  7827. } else {
  7828. pc_delitem(sd, i, 1, 0);
  7829. item->refine = 0;
  7830. if(item->equip)
  7831. pc_unequipitem(sd,idx,3);
  7832. clif_refine(sd->fd,sd,1,idx,item->refine);
  7833. pc_delitem(sd,idx,1,0);
  7834. clif_misceffect(&sd->bl,2);
  7835. clif_emotion(&sd->bl, 23);
  7836. }
  7837. }
  7838. }
  7839. }
  7840. /*==========================================
  7841. * オ?トスペル
  7842. *------------------------------------------
  7843. */
  7844. int skill_autospell(struct map_session_data *sd,int skillid)
  7845. {
  7846. int skilllv;
  7847. int maxlv=1,lv;
  7848. nullpo_retr(0, sd);
  7849. skilllv = sd->menuskill_lv;
  7850. lv=pc_checkskill(sd,skillid);
  7851. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7852. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7853. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7854. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7855. maxlv =10; //Soul Linker bonus. [Skotlex]
  7856. else if(skilllv==2) maxlv=1;
  7857. else if(skilllv==3) maxlv=2;
  7858. else if(skilllv>=4) maxlv=3;
  7859. }
  7860. else if(skillid==MG_SOULSTRIKE){
  7861. if(skilllv==5) maxlv=1;
  7862. else if(skilllv==6) maxlv=2;
  7863. else if(skilllv>=7) maxlv=3;
  7864. }
  7865. else if(skillid==MG_FIREBALL){
  7866. if(skilllv==8) maxlv=1;
  7867. else if(skilllv>=9) maxlv=2;
  7868. }
  7869. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7870. else return 0;
  7871. if(maxlv > lv)
  7872. maxlv = lv;
  7873. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7874. skill_get_time(SA_AUTOSPELL,skilllv));
  7875. return 0;
  7876. }
  7877. /*==========================================
  7878. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  7879. *------------------------------------------
  7880. */
  7881. static int skill_gangster_count(struct block_list *bl,va_list ap)
  7882. {
  7883. struct map_session_data *sd;
  7884. sd=(struct map_session_data*)bl;
  7885. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7886. return 1;
  7887. return 0;
  7888. }
  7889. static int skill_gangster_in(struct block_list *bl,va_list ap)
  7890. {
  7891. struct map_session_data *sd;
  7892. sd=(struct map_session_data*)bl;
  7893. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7894. sd->state.gangsterparadise=1;
  7895. return 0;
  7896. }
  7897. static int skill_gangster_out(struct block_list *bl,va_list ap)
  7898. {
  7899. struct map_session_data *sd;
  7900. sd=(struct map_session_data*)bl;
  7901. if(sd && sd->state.gangsterparadise)
  7902. sd->state.gangsterparadise=0;
  7903. return 0;
  7904. }
  7905. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  7906. {
  7907. int range;
  7908. nullpo_retr(0, sd);
  7909. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  7910. return 0;
  7911. range = skill_get_splash(RG_GANGSTER, range);
  7912. if(type==1) {/* ?タった時の?�? */
  7913. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  7914. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  7915. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  7916. sd->state.gangsterparadise = 1;
  7917. }
  7918. return 0;
  7919. }
  7920. else if(type==0) {/* 立ち?繧ェったときの?�? */
  7921. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  7922. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  7923. sd->state.gangsterparadise = 0;
  7924. return 0;
  7925. }
  7926. return 0;
  7927. }
  7928. /*==========================================
  7929. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  7930. *------------------------------------------
  7931. */
  7932. static int skill_rest_count(struct block_list *bl,va_list ap)
  7933. {
  7934. struct map_session_data *sd;
  7935. sd=(struct map_session_data*)bl;
  7936. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7937. return 1;
  7938. return 0;
  7939. }
  7940. static int skill_rest_in(struct block_list *bl,va_list ap)
  7941. {
  7942. struct map_session_data *sd;
  7943. nullpo_retr(0, bl);
  7944. nullpo_retr(0, ap);
  7945. sd=(struct map_session_data*)bl;
  7946. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  7947. sd->state.rest=1;
  7948. status_calc_pc(sd,0);
  7949. }
  7950. return 0;
  7951. }
  7952. static int skill_rest_out(struct block_list *bl,va_list ap)
  7953. {
  7954. struct map_session_data *sd;
  7955. sd=(struct map_session_data*)bl;
  7956. if(sd && sd->state.rest != 0)
  7957. sd->state.rest=0;
  7958. return 0;
  7959. }
  7960. int skill_rest(struct map_session_data *sd ,int type)
  7961. {
  7962. int range;
  7963. nullpo_retr(0, sd);
  7964. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  7965. range = skill_get_splash(TK_HPTIME, range);
  7966. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  7967. range = skill_get_splash(TK_SPTIME, range);
  7968. else
  7969. return 0;
  7970. if(type==1) { //When you sit down
  7971. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  7972. {
  7973. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  7974. sd->state.rest = 1;
  7975. status_calc_pc(sd,0);
  7976. }
  7977. return 0;
  7978. }
  7979. else if(type==0) { //When you stand up
  7980. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  7981. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  7982. sd->state.rest = 0;
  7983. status_calc_pc(sd,0);
  7984. return 0;
  7985. }
  7986. return 0;
  7987. }
  7988. /*==========================================
  7989. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  7990. *------------------------------------------
  7991. */
  7992. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  7993. {
  7994. struct block_list *src;
  7995. int skillnum,skilllv;
  7996. unsigned int tick;
  7997. nullpo_retr(0, bl);
  7998. nullpo_retr(0, ap);
  7999. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8000. skillnum=va_arg(ap,int);
  8001. skilllv=va_arg(ap,int);
  8002. if(skilllv <= 0) return 0;
  8003. tick=va_arg(ap,unsigned int);
  8004. if (src == bl || //自分には?かない
  8005. bl->prev == NULL ||
  8006. status_isdead(bl))
  8007. return 0;
  8008. if (bl->type == BL_PC) {
  8009. struct map_session_data *sd = (struct map_session_data *)bl;
  8010. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8011. return 0;
  8012. }
  8013. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8014. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8015. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8016. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8017. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8018. return 0;
  8019. }
  8020. /*==========================================
  8021. * バジリカのセルを?ン定する
  8022. *------------------------------------------
  8023. */
  8024. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8025. {
  8026. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8027. int size = range*2+1;
  8028. for (i=0;i<size*size;i++) {
  8029. x = src->bl.x+(i%size-range);
  8030. y = src->bl.y+(i/size-range);
  8031. map_setcell(src->bl.m,x,y,flag);
  8032. }
  8033. }
  8034. /*==========================================
  8035. * Sets a map cell around the caster, according to the skill's range.
  8036. *------------------------------------------
  8037. */
  8038. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8039. {
  8040. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8041. int size = range*2+1;
  8042. for (i=0;i<size*size;i++) {
  8043. x = src->x+(i%size-range);
  8044. y = src->y+(i/size-range);
  8045. map_setcell(src->m,x,y,flag);
  8046. }
  8047. }
  8048. /*==========================================
  8049. *
  8050. *------------------------------------------
  8051. */
  8052. int skill_attack_area(struct block_list *bl,va_list ap)
  8053. {
  8054. struct block_list *src,*dsrc;
  8055. int atk_type,skillid,skilllv,flag,type;
  8056. unsigned int tick;
  8057. nullpo_retr(0, bl);
  8058. nullpo_retr(0, ap);
  8059. atk_type = va_arg(ap,int);
  8060. if((src=va_arg(ap,struct block_list*)) == NULL)
  8061. return 0;
  8062. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8063. return 0;
  8064. skillid=va_arg(ap,int);
  8065. skilllv=va_arg(ap,int);
  8066. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8067. tick=va_arg(ap,unsigned int);
  8068. flag=va_arg(ap,int);
  8069. type=va_arg(ap,int);
  8070. if(battle_check_target(dsrc,bl,type) > 0)
  8071. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8072. return 0;
  8073. }
  8074. /*==========================================
  8075. *
  8076. *------------------------------------------
  8077. */
  8078. int skill_clear_group(struct block_list *bl, int flag)
  8079. {
  8080. struct unit_data *ud = unit_bl2ud(bl);
  8081. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8082. int i, count=0;
  8083. nullpo_retr(0, bl);
  8084. if (!ud) return 0;
  8085. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8086. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8087. {
  8088. switch (ud->skillunit[i]->skill_id) {
  8089. case SA_DELUGE:
  8090. case SA_VOLCANO:
  8091. case SA_VIOLENTGALE:
  8092. case SA_LANDPROTECTOR:
  8093. case NJ_SUITON:
  8094. if (flag&1)
  8095. group[count++]= ud->skillunit[i];
  8096. break;
  8097. default:
  8098. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8099. group[count++]= ud->skillunit[i];
  8100. break;
  8101. }
  8102. }
  8103. for (i=0;i<count;i++)
  8104. skill_delunitgroup(bl, group[i]);
  8105. return count;
  8106. }
  8107. /*==========================================
  8108. * Returns the first element field found [Skotlex]
  8109. *------------------------------------------
  8110. */
  8111. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8112. {
  8113. struct unit_data *ud = unit_bl2ud(bl);
  8114. int i;
  8115. nullpo_retr(0, bl);
  8116. if (!ud) return NULL;
  8117. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8118. switch (ud->skillunit[i]->skill_id) {
  8119. case SA_DELUGE:
  8120. case SA_VOLCANO:
  8121. case SA_VIOLENTGALE:
  8122. case SA_LANDPROTECTOR:
  8123. case NJ_SUITON:
  8124. return ud->skillunit[i];
  8125. }
  8126. }
  8127. return NULL;
  8128. }
  8129. // for graffiti cleaner [Valaris]
  8130. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8131. {
  8132. struct skill_unit *unit=NULL;
  8133. nullpo_retr(0, bl);
  8134. nullpo_retr(0, ap);
  8135. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8136. return 0;
  8137. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8138. skill_delunit(unit);
  8139. return 0;
  8140. }
  8141. int skill_greed(struct block_list *bl, va_list ap)
  8142. {
  8143. struct block_list *src;
  8144. struct map_session_data *sd=NULL;
  8145. struct flooritem_data *fitem=NULL;
  8146. nullpo_retr(0, bl);
  8147. nullpo_retr(0, ap);
  8148. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8149. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8150. pc_takeitem(sd, fitem);
  8151. return 0;
  8152. }
  8153. /*==========================================
  8154. * ランドプ�?テクタ?チェック(foreachinarea)
  8155. *------------------------------------------
  8156. */
  8157. int skill_landprotector(struct block_list *bl, va_list ap )
  8158. {
  8159. int skillid;
  8160. int *alive;
  8161. struct skill_unit *unit;
  8162. struct block_list *src;
  8163. skillid = va_arg(ap,int);
  8164. alive = va_arg(ap,int *);
  8165. src = va_arg(ap,struct block_list *);
  8166. unit = (struct skill_unit *)bl;
  8167. if (unit == NULL || unit->group == NULL)
  8168. return 0;
  8169. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8170. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8171. { //Check for offensive Land Protector to delete both. [Skotlex]
  8172. (*alive) = 0;
  8173. skill_delunit(unit);
  8174. return 1;
  8175. }
  8176. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8177. return 0; //Only blocks out magical skills.````````
  8178. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8179. skill_delunit(unit);
  8180. } else
  8181. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8182. (*alive) = 0;
  8183. } else
  8184. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8185. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8186. (*alive) = 0;
  8187. } else
  8188. return 0;
  8189. return 1;
  8190. }
  8191. /*==========================================
  8192. * variation of skill_landprotector
  8193. *------------------------------------------
  8194. */
  8195. int skill_ganbatein(struct block_list *bl, va_list ap )
  8196. {
  8197. struct skill_unit *unit;
  8198. nullpo_retr(0, bl);
  8199. nullpo_retr(0, ap);
  8200. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8201. return 0;
  8202. // Apparently, it REMOVES traps.
  8203. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8204. // return 0; //Do not remove traps.
  8205. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8206. skill_delunit(unit);
  8207. else skill_delunitgroup(NULL, unit->group);
  8208. return 1;
  8209. }
  8210. /*==========================================
  8211. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8212. *------------------------------------------
  8213. */
  8214. int skill_count_target (struct block_list *bl, va_list ap)
  8215. {
  8216. struct block_list *src;
  8217. int *c;
  8218. nullpo_retr(0, bl);
  8219. nullpo_retr(0, ap);
  8220. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8221. return 0;
  8222. if ((c = va_arg(ap,int *)) == NULL)
  8223. return 0;
  8224. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8225. (*c)++;
  8226. return 0;
  8227. }
  8228. /*==========================================
  8229. * トラップ範??�?(foreachinarea)
  8230. *------------------------------------------
  8231. */
  8232. int skill_trap_splash (struct block_list *bl, va_list ap)
  8233. {
  8234. struct block_list *src;
  8235. int tick;
  8236. struct skill_unit *unit;
  8237. struct skill_unit_group *sg;
  8238. struct block_list *ss;
  8239. src = va_arg(ap,struct block_list *);
  8240. unit = (struct skill_unit *)src;
  8241. tick = va_arg(ap,int);
  8242. nullpo_retr(0, sg = unit->group);
  8243. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8244. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8245. switch(sg->unit_id){
  8246. case UNT_SHOCKWAVE:
  8247. case UNT_SANDMAN:
  8248. case UNT_FLASHER:
  8249. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8250. break;
  8251. case UNT_BLASTMINE:
  8252. case UNT_CLAYMORETRAP:
  8253. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8254. break;
  8255. case UNT_FREEZINGTRAP:
  8256. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8257. break;
  8258. }
  8259. }
  8260. return 0;
  8261. }
  8262. /*==========================================
  8263. * ステ?タス異?�?I了
  8264. *------------------------------------------
  8265. */
  8266. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8267. {
  8268. struct status_change *sc;
  8269. nullpo_retr(0, bl);
  8270. nullpo_retr(0, sc= status_get_sc(bl));
  8271. if (!sc->count) return 0;
  8272. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8273. status_change_end(bl, SC_ENCPOISON, -1);
  8274. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8275. status_change_end(bl, SC_ASPERSIO, -1);
  8276. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8277. status_change_end(bl, SC_FIREWEAPON, -1);
  8278. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8279. status_change_end(bl, SC_WATERWEAPON, -1);
  8280. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8281. status_change_end(bl, SC_WINDWEAPON, -1);
  8282. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8283. status_change_end(bl, SC_EARTHWEAPON, -1);
  8284. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8285. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8286. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8287. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8288. return 0;
  8289. }
  8290. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8291. {
  8292. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8293. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8294. int end = 1,i;
  8295. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8296. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8297. { //Check for walls.
  8298. for (i = 0; i < 8; i++)
  8299. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8300. {
  8301. end = 0;
  8302. break;
  8303. }
  8304. } else
  8305. end = 0; //No wall check.
  8306. if(end){
  8307. if (sc->data[SC_CLOAKING].timer != -1) {
  8308. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8309. status_change_end(bl, SC_CLOAKING, -1);
  8310. else if(sc->data[SC_CLOAKING].val4&2)
  8311. { //Remove wall bonus
  8312. sc->data[SC_CLOAKING].val4&=~2;
  8313. status_calc_bl(bl,SCB_SPEED);
  8314. }
  8315. }
  8316. }
  8317. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
  8318. { //Add wall speed bonus
  8319. sc->data[SC_CLOAKING].val4|=2;
  8320. status_calc_bl(bl,SCB_SPEED);
  8321. }
  8322. return end;
  8323. }
  8324. /*
  8325. *----------------------------------------------------------------------------
  8326. * スキルユニット
  8327. *----------------------------------------------------------------------------
  8328. */
  8329. /*==========================================
  8330. * 演奏/ダンスをやめる
  8331. * flag 1で?≡t中なら相方にユニットを任せる
  8332. *
  8333. *------------------------------------------
  8334. */
  8335. void skill_stop_dancing(struct block_list *src)
  8336. {
  8337. struct status_change* sc;
  8338. struct skill_unit_group* group;
  8339. struct map_session_data* dsd = NULL;
  8340. nullpo_retv(src);
  8341. nullpo_retv(sc = status_get_sc(src));
  8342. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8343. return;
  8344. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8345. sc->data[SC_DANCING].val2 = 0;
  8346. if (sc->data[SC_DANCING].val4)
  8347. {
  8348. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8349. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8350. sc->data[SC_DANCING].val4 = 0;
  8351. }
  8352. if (group)
  8353. skill_delunitgroup(NULL, group);
  8354. if (dsd)
  8355. {
  8356. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8357. status_change_end(&dsd->bl, SC_DANCING, -1);
  8358. }
  8359. status_change_end(src, SC_DANCING, -1);
  8360. }
  8361. /*==========================================
  8362. * スキルユニット?炎匀サ
  8363. *------------------------------------------
  8364. */
  8365. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8366. {
  8367. struct skill_unit *unit;
  8368. nullpo_retr(NULL, group);
  8369. nullpo_retr(NULL, unit=&group->unit[idx]);
  8370. if(!unit->alive)
  8371. group->alive_count++;
  8372. unit->bl.id=map_addobject(&unit->bl);
  8373. unit->bl.type=BL_SKILL;
  8374. unit->bl.m=group->map;
  8375. unit->bl.x=x;
  8376. unit->bl.y=y;
  8377. unit->group=group;
  8378. unit->val1=unit->val2=0;
  8379. unit->alive=1;
  8380. map_addblock(&unit->bl);
  8381. clif_skill_setunit(unit);
  8382. switch (group->skill_id) {
  8383. case AL_PNEUMA:
  8384. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8385. break;
  8386. case MG_SAFETYWALL:
  8387. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8388. break;
  8389. case SA_LANDPROTECTOR:
  8390. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8391. break;
  8392. case HP_BASILICA:
  8393. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8394. break;
  8395. case WZ_ICEWALL:
  8396. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8397. break;
  8398. }
  8399. return unit;
  8400. }
  8401. /*==========================================
  8402. * スキルユニット?�?�
  8403. *------------------------------------------
  8404. */
  8405. int skill_delunit(struct skill_unit *unit)
  8406. {
  8407. struct skill_unit_group *group;
  8408. nullpo_retr(0, unit);
  8409. if(!unit->alive)
  8410. return 0;
  8411. nullpo_retr(0, group=unit->group);
  8412. /* onlimitイベント呼び?oし */
  8413. skill_unit_onlimit( unit,gettick() );
  8414. /* onoutイベント呼び?oし */
  8415. if (!unit->range) {
  8416. map_foreachincell(skill_unit_effect,unit->bl.m,
  8417. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8418. }
  8419. switch (group->skill_id) {
  8420. case AL_PNEUMA:
  8421. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8422. break;
  8423. case MG_SAFETYWALL:
  8424. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8425. break;
  8426. case SA_LANDPROTECTOR:
  8427. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8428. break;
  8429. case HP_BASILICA:
  8430. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8431. break;
  8432. case WZ_ICEWALL:
  8433. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8434. break;
  8435. }
  8436. clif_skill_delunit(unit);
  8437. unit->group=NULL;
  8438. unit->alive=0;
  8439. map_delobjectnofree(unit->bl.id);
  8440. if(--group->alive_count==0)
  8441. skill_delunitgroup(NULL, group);
  8442. return 0;
  8443. }
  8444. /*==========================================
  8445. * スキルユニットグル?プ?炎匀サ
  8446. *------------------------------------------
  8447. */
  8448. static int skill_unit_group_newid = MAX_SKILL_DB;
  8449. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8450. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  8451. {
  8452. struct unit_data *ud = unit_bl2ud(src);
  8453. struct skill_unit_group *group=NULL;
  8454. int i;
  8455. if(skilllv <= 0) return 0;
  8456. nullpo_retr(NULL, src);
  8457. nullpo_retr(NULL, ud);
  8458. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8459. if(i == MAX_SKILLUNITGROUP) {
  8460. int j=0;
  8461. unsigned maxdiff=0,x,tick=gettick();
  8462. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8463. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8464. maxdiff=x;
  8465. j=i;
  8466. }
  8467. skill_delunitgroup(src, ud->skillunit[j]);
  8468. //Since elements must have shifted, we use the last slot.
  8469. i = MAX_SKILLUNITGROUP-1;
  8470. }
  8471. if (!ud->skillunit[i])
  8472. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8473. group=ud->skillunit[i];
  8474. group->src_id=src->id;
  8475. group->party_id=status_get_party_id(src);
  8476. group->guild_id=status_get_guild_id(src);
  8477. group->group_id=skill_unit_group_newid++;
  8478. if(skill_unit_group_newid<=0)
  8479. skill_unit_group_newid = MAX_SKILL_DB;
  8480. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8481. group->unit_count=count;
  8482. group->alive_count=0;
  8483. group->val1=group->val2=group->val3=0;
  8484. group->skill_id=skillid;
  8485. group->skill_lv=skilllv;
  8486. group->unit_id=unit_id;
  8487. group->map=src->m;
  8488. group->limit=limit;
  8489. group->interval=interval;
  8490. group->tick=gettick();
  8491. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8492. group->tick += 1500;
  8493. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8494. group->tick += interval;
  8495. group->valstr=NULL;
  8496. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8497. if (i&UF_DANCE) {
  8498. struct map_session_data *sd = NULL;
  8499. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8500. sd->skillid_dance=skillid;
  8501. sd->skilllv_dance=skilllv;
  8502. }
  8503. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8504. //?≡tスキルは相方をダンス?�ヤにする
  8505. if (sd && i&UF_ENSEMBLE &&
  8506. battle_config.player_skill_partner_check &&
  8507. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8508. ) {
  8509. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8510. }
  8511. }
  8512. return group;
  8513. }
  8514. /*==========================================
  8515. * スキルユニットグル?プ?�?�
  8516. *------------------------------------------
  8517. */
  8518. int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
  8519. {
  8520. struct unit_data *ud;
  8521. int i,j;
  8522. nullpo_retr(0, group);
  8523. if (!src) src=map_id2bl(group->src_id);
  8524. ud = unit_bl2ud(src);
  8525. if(!src || !ud) {
  8526. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8527. return 0;
  8528. }
  8529. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  8530. {
  8531. struct status_change* sc = status_get_sc(src);
  8532. if (sc && sc->data[SC_DANCING].timer != -1)
  8533. {
  8534. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8535. status_change_end(src,SC_DANCING,-1);
  8536. }
  8537. }
  8538. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8539. struct status_change *sc = status_get_sc(src);
  8540. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8541. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8542. status_change_end(src,SC_GOSPEL,-1);
  8543. }
  8544. }
  8545. if (group->skill_id == SG_SUN_WARM ||
  8546. group->skill_id == SG_MOON_WARM ||
  8547. group->skill_id == SG_STAR_WARM) {
  8548. struct status_change *sc = status_get_sc(src);
  8549. if(sc && sc->data[SC_WARM].timer != -1) {
  8550. sc->data[SC_WARM].val4 = 0;
  8551. status_change_end(src,SC_WARM,-1);
  8552. }
  8553. }
  8554. if (src->type==BL_PC && group->state.ammo_consume)
  8555. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8556. group->alive_count=0;
  8557. if(group->unit!=NULL){
  8558. for(i=0;i<group->unit_count;i++)
  8559. if(group->unit[i].alive)
  8560. skill_delunit(&group->unit[i]);
  8561. }
  8562. if(group->valstr!=NULL){
  8563. aFree(group->valstr);
  8564. group->valstr=NULL;
  8565. }
  8566. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  8567. group->unit=NULL;
  8568. group->group_id=0;
  8569. group->unit_count=0;
  8570. //Locate and clear this unit from the array.
  8571. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8572. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8573. j--;
  8574. if (i<MAX_SKILLUNITGROUP) {
  8575. ud->skillunit[i] = ud->skillunit[j];
  8576. ud->skillunit[j] = NULL;
  8577. ers_free(skill_unit_ers, group);
  8578. } else
  8579. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8580. return 1;
  8581. }
  8582. /*==========================================
  8583. * スキルユニットグル?プ全?�?�
  8584. *------------------------------------------
  8585. */
  8586. int skill_clear_unitgroup(struct block_list *src)
  8587. {
  8588. struct unit_data *ud = unit_bl2ud(src);
  8589. nullpo_retr(0, ud);
  8590. while (ud->skillunit[0])
  8591. skill_delunitgroup(src, ud->skillunit[0]);
  8592. return 1;
  8593. }
  8594. /*==========================================
  8595. * スキルユニットグル?プの被影響tick??�
  8596. *------------------------------------------
  8597. */
  8598. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8599. struct block_list *bl,struct skill_unit_group *group,int tick)
  8600. {
  8601. int i,j=-1,k,s,id;
  8602. struct unit_data *ud;
  8603. struct skill_unit_group_tickset *set;
  8604. nullpo_retr(0, bl);
  8605. if (group->interval==-1)
  8606. return NULL;
  8607. ud = unit_bl2ud(bl);
  8608. if (!ud) return NULL;
  8609. set = ud->skillunittick;
  8610. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8611. id = s = group->skill_id;
  8612. else
  8613. id = s = group->group_id;
  8614. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8615. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8616. if (set[k].id == id)
  8617. return &set[k];
  8618. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8619. j=k;
  8620. }
  8621. if (j == -1) {
  8622. if(battle_config.error_log) {
  8623. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8624. }
  8625. j = id % MAX_SKILLUNITGROUPTICKSET;
  8626. }
  8627. set[j].id = id;
  8628. set[j].tick = tick;
  8629. return &set[j];
  8630. }
  8631. /*==========================================
  8632. * スキルユニットタイマ??動?�?用(foreachinarea)
  8633. *------------------------------------------
  8634. */
  8635. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8636. {
  8637. struct skill_unit *unit;
  8638. struct skill_unit_group *group;
  8639. unsigned int tick;
  8640. nullpo_retr(0, bl);
  8641. nullpo_retr(0, ap);
  8642. unit = va_arg(ap,struct skill_unit *);
  8643. tick = va_arg(ap,unsigned int);
  8644. if (!unit->alive || bl->prev==NULL)
  8645. return 0;
  8646. nullpo_retr(0, group=unit->group);
  8647. if (skill_get_type(group->skill_id)==BF_MAGIC
  8648. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8649. return 0; //AoE skills are ineffective. [Skotlex]
  8650. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  8651. return 0;
  8652. skill_unit_onplace_timer(unit,bl,tick);
  8653. return 0;
  8654. }
  8655. /*==========================================
  8656. * スキルユニットタイマ??�?用(foreachobject)
  8657. *------------------------------------------
  8658. */
  8659. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8660. {
  8661. struct skill_unit *unit;
  8662. struct skill_unit_group *group;
  8663. unsigned int tick;
  8664. nullpo_retr(0, bl);
  8665. nullpo_retr(0, ap);
  8666. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8667. tick=va_arg(ap,unsigned int);
  8668. if(!unit->alive)
  8669. return 0;
  8670. group=unit->group;
  8671. nullpo_retr(0, group);
  8672. /* onplace_timerイベント呼び?oし */
  8673. if (unit->range>=0 && group->interval!=-1) {
  8674. if (battle_config.skill_wall_check)
  8675. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8676. group->bl_flag,bl,tick);
  8677. else
  8678. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8679. group->bl_flag,bl,tick);
  8680. if (!unit->alive)
  8681. return 0;
  8682. }
  8683. /* 時間?リれ?�?� */
  8684. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  8685. switch(group->unit_id){
  8686. case UNT_BLASTMINE:
  8687. group->unit_id = UNT_USED_TRAPS;
  8688. clif_changetraplook(bl, UNT_USED_TRAPS);
  8689. group->limit=DIFF_TICK(tick+1500,group->tick);
  8690. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8691. break;
  8692. case UNT_SKIDTRAP:
  8693. case UNT_ANKLESNARE:
  8694. case UNT_LANDMINE:
  8695. case UNT_SHOCKWAVE:
  8696. case UNT_SANDMAN:
  8697. case UNT_FLASHER:
  8698. case UNT_FREEZINGTRAP:
  8699. case UNT_CLAYMORETRAP:
  8700. case UNT_TALKIEBOX:
  8701. {
  8702. struct block_list *src=map_id2bl(group->src_id);
  8703. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  8704. else{
  8705. if(src && src->type==BL_PC && !group->state.into_abyss)
  8706. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  8707. struct item item_tmp;
  8708. memset(&item_tmp,0,sizeof(item_tmp));
  8709. item_tmp.nameid=1065;
  8710. item_tmp.identify=1;
  8711. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8712. }
  8713. }
  8714. skill_delunit(unit);
  8715. }
  8716. break;
  8717. case 0xc1:
  8718. case 0xc2:
  8719. case 0xc3:
  8720. case 0xc4:
  8721. {
  8722. struct block_list *src=map_id2bl(group->src_id);
  8723. if (src)
  8724. group->tick = tick;
  8725. }
  8726. break;
  8727. default:
  8728. skill_delunit(unit);
  8729. }
  8730. }
  8731. if(group->unit_id == UNT_ICEWALL) {
  8732. unit->val1 -= 5;
  8733. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8734. unit->limit = DIFF_TICK(tick+700,group->tick);
  8735. }
  8736. return 0;
  8737. }
  8738. /*==========================================
  8739. * スキルユニットタイマ??�?
  8740. *------------------------------------------
  8741. */
  8742. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8743. {
  8744. map_freeblock_lock();
  8745. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8746. map_freeblock_unlock();
  8747. return 0;
  8748. }
  8749. /*==========================================
  8750. * スキルユニット移動時?�?用(foreachinarea)
  8751. *------------------------------------------
  8752. */
  8753. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8754. {
  8755. struct skill_unit *unit = (struct skill_unit *)bl;
  8756. struct block_list *target;
  8757. unsigned int tick,flag,result;
  8758. int skill_id;
  8759. target=va_arg(ap,struct block_list*);
  8760. tick = va_arg(ap,unsigned int);
  8761. flag = va_arg(ap,int);
  8762. nullpo_retr(0, unit->group);
  8763. if (!(unit->group->bl_flag&target->type))
  8764. return 0; //we don't target this type of bl
  8765. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8766. if (unit->group->interval!=-1 &&
  8767. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  8768. return 0;
  8769. if (!unit->alive || target->prev==NULL)
  8770. return 0;
  8771. if (flag&1)
  8772. {
  8773. result = skill_unit_onplace(unit,target,tick);
  8774. if (flag&2 && result)
  8775. { //Clear skill ids we have stored in onout.
  8776. int i;
  8777. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  8778. if (i<8)
  8779. skill_unit_temp[i] = 0;
  8780. }
  8781. }
  8782. else
  8783. {
  8784. result = skill_unit_onout(unit,target,tick);
  8785. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  8786. skill_unit_temp[skill_unit_index++] = result;
  8787. }
  8788. if (flag&4)
  8789. skill_unit_onleft(skill_id,target,tick);
  8790. return 1;
  8791. }
  8792. /*==========================================
  8793. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8794. * Flag values:
  8795. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8796. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8797. * units to figure out when they have left a group.
  8798. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8799. *------------------------------------------
  8800. */
  8801. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  8802. {
  8803. nullpo_retr(0, bl);
  8804. if(bl->prev==NULL )
  8805. return 0;
  8806. if (flag&2 && !(flag&1))
  8807. { //Onout, clear data
  8808. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  8809. skill_unit_index=0;
  8810. }
  8811. map_foreachincell(skill_unit_move_sub,
  8812. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8813. if (flag&2 && flag&1)
  8814. { //Onplace, check any skill units you have left.
  8815. int i;
  8816. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  8817. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8818. }
  8819. return 0;
  8820. }
  8821. /*==========================================
  8822. * スキルユニット自?の移動時?�?
  8823. * 引?はグル?プと移動量
  8824. *------------------------------------------
  8825. */
  8826. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8827. {
  8828. int i,j;
  8829. unsigned int tick = gettick();
  8830. int *m_flag;
  8831. struct skill_unit *unit1;
  8832. struct skill_unit *unit2;
  8833. nullpo_retr(0, group);
  8834. if (group->unit_count<=0)
  8835. return 0;
  8836. if (group->unit==NULL)
  8837. return 0;
  8838. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8839. return 0;
  8840. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  8841. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  8842. // m_flag
  8843. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8844. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8845. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8846. // 3: Both 1+2.
  8847. for(i=0;i<group->unit_count;i++){
  8848. unit1=&group->unit[i];
  8849. if (!unit1->alive || unit1->bl.m!=m)
  8850. continue;
  8851. for(j=0;j<group->unit_count;j++){
  8852. unit2=&group->unit[j];
  8853. if (!unit2->alive)
  8854. continue;
  8855. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8856. m_flag[i] |= 0x1;
  8857. }
  8858. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8859. m_flag[i] |= 0x2;
  8860. }
  8861. }
  8862. }
  8863. j = 0;
  8864. for (i=0;i<group->unit_count;i++) {
  8865. unit1=&group->unit[i];
  8866. if (!unit1->alive)
  8867. continue;
  8868. if (!(m_flag[i]&0x2)) {
  8869. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8870. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8871. }
  8872. //Move Cell using "smart" criteria (avoid useless moving around)
  8873. switch(m_flag[i])
  8874. {
  8875. case 0:
  8876. //Cell moves independently, safely move it.
  8877. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8878. clif_skill_setunit(unit1);
  8879. break;
  8880. case 1:
  8881. //Cell moves unto another cell, look for a replacement cell that won't collide
  8882. //and has no cell moving into it (flag == 2)
  8883. for(;j<group->unit_count;j++)
  8884. {
  8885. if(m_flag[j]!=2 || !group->unit[j].alive)
  8886. continue;
  8887. //Move to where this cell would had moved.
  8888. unit2 = &group->unit[j];
  8889. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8890. clif_skill_setunit(unit1);
  8891. j++; //Skip this cell as we have used it.
  8892. break;
  8893. }
  8894. break;
  8895. case 2:
  8896. case 3:
  8897. break; //Don't move the cell as a cell will end on this tile anyway.
  8898. }
  8899. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  8900. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8901. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8902. }
  8903. }
  8904. aFree(m_flag);
  8905. return 0;
  8906. }
  8907. /*----------------------------------------------------------------------------
  8908. * アイテム?�?ャ
  8909. *----------------------------------------------------------------------------
  8910. */
  8911. /*==========================================
  8912. * アイテム?�?ャ可能判定
  8913. *------------------------------------------
  8914. */
  8915. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  8916. {
  8917. int i,j;
  8918. nullpo_retr(0, sd);
  8919. if(nameid<=0)
  8920. return 0;
  8921. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8922. if(skill_produce_db[i].nameid == nameid )
  8923. break;
  8924. }
  8925. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  8926. return 0;
  8927. if(trigger>=0){
  8928. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8929. if(skill_produce_db[i].itemlv!=trigger)
  8930. return 0;
  8931. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  8932. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  8933. return 0;
  8934. } else { // Weapon (itemlv must be higher or equal)
  8935. if(skill_produce_db[i].itemlv>trigger)
  8936. return 0;
  8937. }
  8938. }
  8939. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  8940. return 0; /* スキルが足りない */
  8941. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8942. int id,x,y;
  8943. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  8944. continue;
  8945. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8946. if(pc_search_inventory(sd,id) < 0)
  8947. return 0;
  8948. }
  8949. else {
  8950. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8951. if( sd->status.inventory[y].nameid == id )
  8952. x+=sd->status.inventory[y].amount;
  8953. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  8954. return 0;
  8955. }
  8956. }
  8957. return i+1;
  8958. }
  8959. /*==========================================
  8960. * アイテム?�?ャ可能判定
  8961. *------------------------------------------
  8962. */
  8963. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  8964. int nameid, int slot1, int slot2, int slot3, int qty)
  8965. {
  8966. int slot[3];
  8967. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8968. struct status_data *status;
  8969. nullpo_retr(0, sd);
  8970. status = status_get_status_data(&sd->bl);
  8971. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  8972. return 0;
  8973. idx--;
  8974. if (qty < 1)
  8975. qty = 1;
  8976. if (!skill_id) //A skill can be specified for some override cases.
  8977. skill_id = skill_produce_db[idx].req_skill;
  8978. slot[0]=slot1;
  8979. slot[1]=slot2;
  8980. slot[2]=slot3;
  8981. /* 埋め?み?�? */
  8982. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  8983. int j;
  8984. if( slot[i]<=0 )
  8985. continue;
  8986. j = pc_search_inventory(sd,slot[i]);
  8987. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  8988. continue;
  8989. if(slot[i]==1000){ /* Star Crumb */
  8990. pc_delitem(sd,j,1,1);
  8991. sc++;
  8992. }
  8993. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  8994. static const int ele_table[4]={3,1,4,2};
  8995. pc_delitem(sd,j,1,1);
  8996. ele=ele_table[slot[i]-994];
  8997. }
  8998. }
  8999. /* ?゙料?チ費 */
  9000. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9001. int j,id,x;
  9002. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9003. continue;
  9004. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9005. 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 */
  9006. int y=0;
  9007. j = pc_search_inventory(sd,id);
  9008. if(j >= 0){
  9009. y = sd->status.inventory[j].amount;
  9010. if(y>x)y=x; /* 足りている */
  9011. pc_delitem(sd,j,y,0);
  9012. }else {
  9013. if(battle_config.error_log)
  9014. ShowError("skill_produce_mix: material item error\n");
  9015. }
  9016. x-=y; /* まだ足りない個?を計算 */
  9017. }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 */
  9018. }
  9019. if((equip=itemdb_isequip(nameid)))
  9020. wlv = itemdb_wlv(nameid);
  9021. if(!equip) {
  9022. switch(skill_id){
  9023. case BS_IRON:
  9024. case BS_STEEL:
  9025. case BS_ENCHANTEDSTONE:
  9026. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9027. int skill = pc_checkskill(sd,skill_id);
  9028. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9029. switch(nameid){
  9030. case 998: // Iron
  9031. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9032. break;
  9033. case 999: // Steel
  9034. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9035. break;
  9036. case 1000: //Star Crumb
  9037. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9038. break;
  9039. default: // Enchanted Stones
  9040. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9041. break;
  9042. }
  9043. break;
  9044. case ASC_CDP:
  9045. make_per = (2000 + 40*status->dex + 20*status->luk);
  9046. break;
  9047. case AL_HOLYWATER:
  9048. make_per = 100000; //100% success
  9049. break;
  9050. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9051. case AM_TWILIGHT1:
  9052. case AM_TWILIGHT2:
  9053. case AM_TWILIGHT3:
  9054. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9055. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9056. + status->int_*5 + status->dex*10+status->luk*10;
  9057. switch(nameid){
  9058. case 501: // Red Potion
  9059. case 503: // Yellow Potion
  9060. case 504: // White Potion
  9061. case 605: // Anodyne
  9062. case 606: // Aloevera
  9063. make_per += 2000;
  9064. break;
  9065. case 505: // Blue Potion
  9066. make_per -= 500;
  9067. break;
  9068. case 545: // Condensed Red Potion
  9069. case 546: // Condensed Yellow Potion
  9070. case 547: // Condensed White Potion
  9071. make_per -= 1000;
  9072. break;
  9073. case 970: // Alcohol
  9074. make_per += 1000;
  9075. break;
  9076. case 7139: // Glistening Coat
  9077. make_per -= 1000;
  9078. break;
  9079. case 7135: // Bottle Grenade
  9080. case 7136: // Acid Bottle
  9081. case 7137: // Plant Bottle
  9082. case 7138: // Marine Sphere Bottle
  9083. default:
  9084. break;
  9085. }
  9086. if(battle_config.pp_rate != 100)
  9087. make_per = make_per * battle_config.pp_rate / 100;
  9088. break;
  9089. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9090. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9091. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9092. switch(nameid){
  9093. case 12114:
  9094. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9095. if (flag > 0)
  9096. make_per += 1000*flag-500;
  9097. break;
  9098. case 12115:
  9099. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9100. if (flag > 0)
  9101. make_per += 1000*flag-500;
  9102. break;
  9103. case 12116:
  9104. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9105. if (flag > 0)
  9106. make_per += 1000*flag-500;
  9107. break;
  9108. case 12117:
  9109. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9110. if (flag > 0)
  9111. make_per += 1000*flag-500;
  9112. break;
  9113. }
  9114. break;
  9115. default:
  9116. make_per = 5000;
  9117. break;
  9118. }
  9119. }
  9120. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9121. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9122. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9123. 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
  9124. 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
  9125. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9126. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9127. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9128. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9129. if(battle_config.wp_rate != 100)
  9130. make_per = make_per * battle_config.wp_rate / 100;
  9131. }
  9132. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9133. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9134. make_per = (make_per * 80) / 100; //Lupus
  9135. if(make_per < 1) make_per = 1;
  9136. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9137. struct item tmp_item;
  9138. memset(&tmp_item,0,sizeof(tmp_item));
  9139. tmp_item.nameid=nameid;
  9140. tmp_item.amount=1;
  9141. tmp_item.identify=1;
  9142. if(equip){
  9143. tmp_item.card[0]=0x00ff;
  9144. tmp_item.card[1]=((sc*5)<<8)+ele;
  9145. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9146. tmp_item.card[3]=GetWord(sd->char_id,1);
  9147. } else {
  9148. //Flag is only used on the end, so it can be used here. [Skotlex]
  9149. switch (skill_id) {
  9150. case AM_PHARMACY:
  9151. case AM_TWILIGHT1:
  9152. case AM_TWILIGHT2:
  9153. case AM_TWILIGHT3:
  9154. flag = battle_config.produce_potion_name_input;
  9155. break;
  9156. case AL_HOLYWATER:
  9157. flag = battle_config.holywater_name_input;
  9158. break;
  9159. case ASC_CDP:
  9160. flag = battle_config.cdp_name_input;
  9161. break;
  9162. default:
  9163. flag = battle_config.produce_item_name_input;
  9164. break;
  9165. }
  9166. if (flag) {
  9167. tmp_item.card[0]=0x00fe;
  9168. tmp_item.card[1]=0;
  9169. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9170. tmp_item.card[3]=GetWord(sd->char_id,1);
  9171. }
  9172. }
  9173. // if(log_config.produce > 0)
  9174. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9175. //TODO update PICKLOG
  9176. if(equip){
  9177. clif_produceeffect(sd,0,nameid);
  9178. clif_misceffect(&sd->bl,3);
  9179. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9180. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9181. } else {
  9182. int fame = 0;
  9183. tmp_item.amount = 0;
  9184. for (i=0; i< qty; i++)
  9185. { //Apply quantity modifiers.
  9186. if (rand()%10000 < make_per || qty == 1)
  9187. { //Success
  9188. tmp_item.amount++;
  9189. if(nameid < 545 || nameid > 547)
  9190. continue;
  9191. if(skill_id != AM_PHARMACY &&
  9192. skill_id != AM_TWILIGHT1 &&
  9193. skill_id != AM_TWILIGHT2 &&
  9194. skill_id != AM_TWILIGHT3)
  9195. continue;
  9196. //Add fame as needed.
  9197. switch(++sd->potion_success_counter) {
  9198. case 3:
  9199. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9200. break;
  9201. case 5:
  9202. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9203. break;
  9204. case 7:
  9205. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9206. break;
  9207. case 10:
  9208. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9209. sd->potion_success_counter = 0;
  9210. break;
  9211. }
  9212. } else //Failure
  9213. sd->potion_success_counter = 0;
  9214. }
  9215. if (fame)
  9216. pc_addfame(sd,fame);
  9217. //Visual effects and the like.
  9218. switch (skill_id) {
  9219. case AM_PHARMACY:
  9220. case AM_TWILIGHT1:
  9221. case AM_TWILIGHT2:
  9222. case AM_TWILIGHT3:
  9223. case ASC_CDP:
  9224. clif_produceeffect(sd,2,nameid);
  9225. clif_misceffect(&sd->bl,5);
  9226. break;
  9227. case BS_IRON:
  9228. case BS_STEEL:
  9229. case BS_ENCHANTEDSTONE:
  9230. clif_produceeffect(sd,0,nameid);
  9231. clif_misceffect(&sd->bl,3);
  9232. break;
  9233. default: //Those that don't require a skill?
  9234. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9235. clif_specialeffect(&sd->bl, 608, AREA);
  9236. break;
  9237. }
  9238. }
  9239. if (tmp_item.amount) { //Success
  9240. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9241. clif_additem(sd,0,0,flag);
  9242. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9243. }
  9244. return 1;
  9245. }
  9246. }
  9247. //Failure
  9248. // if(log_config.produce)
  9249. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9250. //TODO update PICKLOG
  9251. if(equip){
  9252. clif_produceeffect(sd,1,nameid);
  9253. clif_misceffect(&sd->bl,2);
  9254. } else {
  9255. switch (skill_id) {
  9256. case ASC_CDP: //50% Damage yourself, and display same effect as failed potion.
  9257. status_percent_damage(NULL, &sd->bl, -50, 0);
  9258. case AM_PHARMACY:
  9259. case AM_TWILIGHT1:
  9260. case AM_TWILIGHT2:
  9261. case AM_TWILIGHT3:
  9262. clif_produceeffect(sd,3,nameid);
  9263. clif_misceffect(&sd->bl,6);
  9264. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9265. break;
  9266. case BS_IRON:
  9267. case BS_STEEL:
  9268. case BS_ENCHANTEDSTONE:
  9269. clif_produceeffect(sd,1,nameid);
  9270. clif_misceffect(&sd->bl,2);
  9271. break;
  9272. default:
  9273. if (skill_produce_db[idx].itemlv==11)
  9274. clif_specialeffect(&sd->bl, 609, AREA);
  9275. }
  9276. }
  9277. return 0;
  9278. }
  9279. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9280. {
  9281. int i,j,flag,index=-1;
  9282. struct item tmp_item;
  9283. nullpo_retr(0, sd);
  9284. if(nameid <= 0)
  9285. return 1;
  9286. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9287. if(nameid == skill_arrow_db[i].nameid) {
  9288. index = i;
  9289. break;
  9290. }
  9291. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9292. return 1;
  9293. pc_delitem(sd,j,1,0);
  9294. for(i=0;i<5;i++) {
  9295. memset(&tmp_item,0,sizeof(tmp_item));
  9296. tmp_item.identify = 1;
  9297. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9298. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9299. if(battle_config.making_arrow_name_input) {
  9300. tmp_item.card[0]=0x00fe;
  9301. tmp_item.card[1]=0;
  9302. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9303. tmp_item.card[3]=GetWord(sd->char_id,1);
  9304. }
  9305. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9306. continue;
  9307. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9308. clif_additem(sd,0,0,flag);
  9309. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9310. }
  9311. }
  9312. return 0;
  9313. }
  9314. /*==========================================
  9315. *
  9316. *------------------------------------------
  9317. */
  9318. int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
  9319. {
  9320. struct map_session_data *sd = map_id2sd(id);
  9321. if (data <= 0 || data >= MAX_SKILL)
  9322. return 0;
  9323. if (sd) sd->blockskill[data] = 0;
  9324. return 1;
  9325. }
  9326. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9327. {
  9328. nullpo_retr (-1, sd);
  9329. if (skillid >= GD_SKILLBASE)
  9330. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9331. if (skillid < 1 || skillid > MAX_SKILL)
  9332. return -1;
  9333. sd->blockskill[skillid] = 1;
  9334. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9335. }
  9336. /*----------------------------------------------------------------------------
  9337. * ?炎匀サ系
  9338. */
  9339. /*
  9340. * 文字列?�?
  9341. * ',' で区?リって val に戻す
  9342. */
  9343. int skill_split_str(char *str,char **val,int num)
  9344. {
  9345. int i;
  9346. for (i=0; i<num && str; i++){
  9347. val[i] = str;
  9348. str = strchr(str,',');
  9349. if (str)
  9350. *str++=0;
  9351. }
  9352. return i;
  9353. }
  9354. /*
  9355. * 文字列?�?
  9356. * ':' で区?リってatoiしてvalに戻す
  9357. */
  9358. int skill_split_atoi(char *str,int *val)
  9359. {
  9360. int i, j, diff, step = 1;
  9361. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9362. if (!str) break;
  9363. val[i] = atoi(str);
  9364. str = strchr(str,':');
  9365. if (str)
  9366. *str++=0;
  9367. }
  9368. if(i==0) //No data found.
  9369. return 0;
  9370. if(i==1)
  9371. { //Single value, have the whole range have the same value.
  9372. for (; i < MAX_SKILL_LEVEL; i++)
  9373. val[i] = val[i-1];
  9374. return i;
  9375. }
  9376. //Check for linear change with increasing steps until we reach half of the data acquired.
  9377. for (step = 1; step <= i/2; step++)
  9378. {
  9379. diff = val[i-1] - val[i-step-1];
  9380. for(j = i-1; j >= step; j--)
  9381. if ((val[j]-val[j-step]) != diff)
  9382. break;
  9383. if (j>=step) //No match, try next step.
  9384. continue;
  9385. for(; i < MAX_SKILL_LEVEL; i++)
  9386. { //Apply linear increase
  9387. val[i] = val[i-step]+diff;
  9388. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9389. { val[i] = 1; diff = 0; step = 1; }
  9390. }
  9391. return i;
  9392. }
  9393. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9394. for (;i<MAX_SKILL_LEVEL; i++)
  9395. val[i] = val[i-1];
  9396. return i;
  9397. }
  9398. /*
  9399. * スキルユニットの配置?﨣�?�?ャ
  9400. */
  9401. void skill_init_unit_layout(void)
  9402. {
  9403. int i,j,size,pos = 0;
  9404. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9405. // 矩形のユニット配置を?�?ャする
  9406. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9407. size = i*2+1;
  9408. skill_unit_layout[i].count = size*size;
  9409. for (j=0; j<size*size; j++) {
  9410. skill_unit_layout[i].dx[j] = (j%size-i);
  9411. skill_unit_layout[i].dy[j] = (j/size-i);
  9412. }
  9413. }
  9414. pos = i;
  9415. // 矩形以外のユニット配置を?�?ャする
  9416. for (i=0;i<MAX_SKILL_DB;i++) {
  9417. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9418. continue;
  9419. switch (i) {
  9420. case MG_FIREWALL:
  9421. case WZ_ICEWALL:
  9422. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  9423. break;
  9424. case PR_SANCTUARY:
  9425. {
  9426. static const int dx[] = {
  9427. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9428. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9429. static const int dy[]={
  9430. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9431. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9432. skill_unit_layout[pos].count = 21;
  9433. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9434. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9435. break;
  9436. }
  9437. case PR_MAGNUS:
  9438. {
  9439. static const int dx[] = {
  9440. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9441. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9442. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9443. static const int dy[] = {
  9444. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9445. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9446. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9447. skill_unit_layout[pos].count = 33;
  9448. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9449. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9450. break;
  9451. }
  9452. case AS_VENOMDUST:
  9453. {
  9454. static const int dx[] = {-1, 0, 0, 0, 1};
  9455. static const int dy[] = { 0,-1, 0, 1, 0};
  9456. skill_unit_layout[pos].count = 5;
  9457. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9458. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9459. break;
  9460. }
  9461. case CR_GRANDCROSS:
  9462. case NPC_GRANDDARKNESS:
  9463. {
  9464. static const int dx[] = {
  9465. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9466. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9467. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9468. static const int dy[] = {
  9469. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9470. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9471. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9472. skill_unit_layout[pos].count = 29;
  9473. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9474. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9475. break;
  9476. }
  9477. case PF_FOGWALL:
  9478. {
  9479. static const int dx[] = {
  9480. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9481. static const int dy[] = {
  9482. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9483. skill_unit_layout[pos].count = 15;
  9484. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9485. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9486. break;
  9487. }
  9488. case PA_GOSPEL:
  9489. {
  9490. static const int dx[] = {
  9491. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9492. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9493. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9494. -1, 0, 1};
  9495. static const int dy[] = {
  9496. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9497. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9498. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9499. 3, 3, 3};
  9500. skill_unit_layout[pos].count = 33;
  9501. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9502. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9503. break;
  9504. }
  9505. default:
  9506. ShowError("unknown unit layout at skill %d\n",i);
  9507. break;
  9508. }
  9509. if (!skill_unit_layout[pos].count)
  9510. continue;
  9511. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9512. skill_db[i].unit_layout_type[j] = pos;
  9513. pos++;
  9514. }
  9515. // ファイヤ?[ウォ?[ル
  9516. firewall_unit_pos = pos;
  9517. for (i=0;i<8;i++) {
  9518. if (i&1) { /* 斜め配置 */
  9519. skill_unit_layout[pos].count = 5;
  9520. if (i&0x2) {
  9521. int dx[] = {-1,-1, 0, 0, 1};
  9522. int dy[] = { 1, 0, 0,-1,-1};
  9523. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9524. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9525. } else {
  9526. int dx[] = { 1, 1 ,0, 0,-1};
  9527. int dy[] = { 1, 0, 0,-1,-1};
  9528. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9529. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9530. }
  9531. } else { /* ?c横配置 */
  9532. skill_unit_layout[pos].count = 3;
  9533. if (i%4==0) { /* ?繪コ */
  9534. int dx[] = {-1, 0, 1};
  9535. int dy[] = { 0, 0, 0};
  9536. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9537. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9538. } else { /* ?カ右 */
  9539. int dx[] = { 0, 0, 0};
  9540. int dy[] = {-1, 0, 1};
  9541. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9542. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9543. }
  9544. }
  9545. pos++;
  9546. }
  9547. // アイスウォ?[ル
  9548. icewall_unit_pos = pos;
  9549. for (i=0;i<8;i++) {
  9550. skill_unit_layout[pos].count = 5;
  9551. if (i&1) { /* 斜め配置 */
  9552. if (i&0x2) {
  9553. int dx[] = {-2,-1, 0, 1, 2};
  9554. int dy[] = { 2, 1, 0,-1,-2};
  9555. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9556. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9557. } else {
  9558. int dx[] = { 2, 1 ,0,-1,-2};
  9559. int dy[] = { 2, 1, 0,-1,-2};
  9560. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9561. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9562. }
  9563. } else { /* ?c横配置 */
  9564. if (i%4==0) { /* ?繪コ */
  9565. int dx[] = {-2,-1, 0, 1, 2};
  9566. int dy[] = { 0, 0, 0, 0, 0};
  9567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9569. } else { /* ?カ右 */
  9570. int dx[] = { 0, 0, 0, 0, 0};
  9571. int dy[] = {-2,-1, 0, 1, 2};
  9572. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9573. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9574. }
  9575. }
  9576. pos++;
  9577. }
  9578. }
  9579. /*==========================================
  9580. * スキル?係ファイル?み?み
  9581. * skill_db.txt スキルデ?タ
  9582. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  9583. * produce_db.txt アイテム?�?ャスキル用デ?タ
  9584. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  9585. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9586. *------------------------------------------
  9587. */
  9588. int skill_readdb(void)
  9589. {
  9590. int i,j,k,l,m;
  9591. FILE *fp;
  9592. char line[1024],path[1024],*p;
  9593. char *filename[]={"produce_db.txt","produce_db2.txt"};
  9594. /* スキルデ?タベ?ス */
  9595. memset(skill_db,0,sizeof(skill_db));
  9596. sprintf(path, "%s/skill_db.txt", db_path);
  9597. fp=fopen(path,"r");
  9598. if(fp==NULL){
  9599. ShowError("can't read %s\n", path);
  9600. return 1;
  9601. }
  9602. while(fgets(line,1020,fp)){
  9603. char *split[50];
  9604. if(line[0]=='/' && line[1]=='/')
  9605. continue;
  9606. j = skill_split_str(line,split,15);
  9607. if(j < 15 || split[14]==NULL)
  9608. continue;
  9609. i=atoi(split[0]);
  9610. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  9611. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  9612. continue;
  9613. }
  9614. if (i >= GD_SKILLBASE)
  9615. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9616. if(i<=0 || i>MAX_SKILL_DB)
  9617. continue;
  9618. skill_split_atoi(split[1],skill_db[i].range);
  9619. skill_db[i].hit=atoi(split[2]);
  9620. skill_db[i].inf=atoi(split[3]);
  9621. skill_db[i].pl=atoi(split[4]);
  9622. skill_db[i].nk=atoi(split[5]);
  9623. skill_split_atoi(split[6],skill_db[i].splash);
  9624. skill_db[i].max=atoi(split[7]);
  9625. skill_split_atoi(split[8],skill_db[i].num);
  9626. if(strcmpi(split[9],"yes") == 0)
  9627. skill_db[i].castcancel=1;
  9628. else
  9629. skill_db[i].castcancel=0;
  9630. skill_db[i].cast_def_rate=atoi(split[10]);
  9631. skill_db[i].inf2=atoi(split[11]);
  9632. skill_db[i].maxcount=atoi(split[12]);
  9633. if(strcmpi(split[13],"weapon") == 0)
  9634. skill_db[i].skill_type=BF_WEAPON;
  9635. else if(strcmpi(split[13],"magic") == 0)
  9636. skill_db[i].skill_type=BF_MAGIC;
  9637. else if(strcmpi(split[13],"misc") == 0)
  9638. skill_db[i].skill_type=BF_MISC;
  9639. else
  9640. skill_db[i].skill_type=0;
  9641. skill_split_atoi(split[14],skill_db[i].blewcount);
  9642. for (j = 0; skill_names[j].id != 0; j++)
  9643. if (skill_names[j].id == i) {
  9644. skill_db[i].name = skill_names[j].name;
  9645. skill_db[i].desc = skill_names[j].desc;
  9646. break;
  9647. }
  9648. }
  9649. fclose(fp);
  9650. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9651. sprintf(path, "%s/skill_require_db.txt", db_path);
  9652. fp=fopen(path,"r");
  9653. if(fp==NULL){
  9654. ShowError("can't read %s\n", path);
  9655. return 1;
  9656. }
  9657. while(fgets(line,1020,fp)){
  9658. char *split[50];
  9659. if(line[0]=='/' && line[1]=='/')
  9660. continue;
  9661. j = skill_split_str(line,split,32);
  9662. if(j < 32 || split[31]==NULL)
  9663. continue;
  9664. i=atoi(split[0]);
  9665. if (i >= GD_SKILLBASE)
  9666. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9667. if(i<=0 || i>MAX_SKILL_DB)
  9668. continue;
  9669. skill_split_atoi(split[1],skill_db[i].hp);
  9670. skill_split_atoi(split[2],skill_db[i].mhp);
  9671. skill_split_atoi(split[3],skill_db[i].sp);
  9672. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9673. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9674. skill_split_atoi(split[6],skill_db[i].zeny);
  9675. p = split[7];
  9676. for(j=0;j<32;j++){
  9677. l = atoi(p);
  9678. if (l==99) {
  9679. skill_db[i].weapon = 0xffffffff;
  9680. break;
  9681. }
  9682. else
  9683. skill_db[i].weapon |= 1<<l;
  9684. p=strchr(p,':');
  9685. if(!p)
  9686. break;
  9687. p++;
  9688. }
  9689. p = split[8];
  9690. for(j=0;j<32;j++){
  9691. l = atoi(p);
  9692. if (l)
  9693. skill_db[i].ammo |= 1<<l;
  9694. p=strchr(p,':');
  9695. if(!p)
  9696. break;
  9697. p++;
  9698. }
  9699. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9700. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9701. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9702. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9703. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9704. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9705. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  9706. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9707. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9708. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9709. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  9710. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9711. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9712. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  9713. else skill_db[i].state=ST_NONE;
  9714. skill_split_atoi(split[11],skill_db[i].spiritball);
  9715. for (j = 0; j < 10; j++) {
  9716. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  9717. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  9718. }
  9719. }
  9720. fclose(fp);
  9721. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9722. /* キャスティングデ?タベ?ス */
  9723. sprintf(path, "%s/skill_cast_db.txt", db_path);
  9724. fp=fopen(path,"r");
  9725. if(fp==NULL){
  9726. ShowError("can't read %s\n", path);
  9727. return 1;
  9728. }
  9729. l=0;
  9730. while(fgets(line,1020,fp)){
  9731. char *split[50];
  9732. l++;
  9733. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9734. if(line[0]=='/' && line[1]=='/')
  9735. continue;
  9736. j = skill_split_str(line,split,6);
  9737. if(split[0]==NULL || j<2)
  9738. continue; //Blank line.
  9739. if(split[5]==NULL || j<6) {
  9740. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  9741. continue;
  9742. }
  9743. i=atoi(split[0]);
  9744. if (i >= GD_SKILLBASE)
  9745. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9746. if(i<=0 || i>MAX_SKILL_DB)
  9747. continue;
  9748. skill_split_atoi(split[1],skill_db[i].cast);
  9749. skill_split_atoi(split[2],skill_db[i].delay);
  9750. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9751. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9752. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9753. }
  9754. fclose(fp);
  9755. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9756. /* スキルユニットデ?[タベ?[ス */
  9757. sprintf(path, "%s/skill_unit_db.txt", db_path);
  9758. fp=fopen(path,"r");
  9759. if (fp==NULL) {
  9760. ShowError("can't read %s\n", path);
  9761. return 1;
  9762. }
  9763. k = 0;
  9764. while (fgets(line,1020,fp)) {
  9765. char *split[50];
  9766. if (line[0]=='/' && line[1]=='/')
  9767. continue;
  9768. j = skill_split_str(line,split,8);
  9769. if (split[7]==NULL || j<8)
  9770. continue;
  9771. i=atoi(split[0]);
  9772. if (i >= GD_SKILLBASE)
  9773. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9774. if(i<=0 || i>MAX_SKILL_DB)
  9775. continue;
  9776. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9777. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9778. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9779. skill_split_atoi(split[4],skill_db[i].unit_range);
  9780. skill_db[i].unit_interval = atoi(split[5]);
  9781. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9782. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9783. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  9784. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  9785. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  9786. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  9787. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  9788. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  9789. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9790. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9791. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9792. skill_db[i].unit_target=BCT_NOENEMY;
  9793. //By default, target just characters.
  9794. skill_db[i].unit_target |= BL_CHAR;
  9795. if (skill_db[i].unit_flag&UF_NOPC)
  9796. skill_db[i].unit_target &= ~BL_PC;
  9797. if (skill_db[i].unit_flag&UF_NOMOB)
  9798. skill_db[i].unit_target &= ~BL_MOB;
  9799. if (skill_db[i].unit_flag&UF_SKILL)
  9800. skill_db[i].unit_target |= BL_SKILL;
  9801. k++;
  9802. }
  9803. fclose(fp);
  9804. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9805. skill_init_unit_layout();
  9806. /* ?サ造系スキルデ?タベ?ス */
  9807. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9808. for(m=0;m<2;m++){
  9809. sprintf(path, "%s/%s", db_path, filename[m]);
  9810. fp=fopen(path,"r");
  9811. if(fp==NULL){
  9812. if(m>0)
  9813. continue;
  9814. ShowError("can't read %s\n",path);
  9815. return 1;
  9816. }
  9817. k=0;
  9818. while(fgets(line,1020,fp)){
  9819. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9820. int x,y;
  9821. if(line[0]=='/' && line[1]=='/')
  9822. continue;
  9823. memset(split,0,sizeof(split));
  9824. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  9825. if(split[0]==0) //fixed by Lupus
  9826. continue;
  9827. i=atoi(split[0]);
  9828. if(i<=0) continue;
  9829. skill_produce_db[k].nameid=i;
  9830. skill_produce_db[k].itemlv=atoi(split[1]);
  9831. skill_produce_db[k].req_skill=atoi(split[2]);
  9832. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9833. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9834. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9835. }
  9836. k++;
  9837. if(k >= MAX_SKILL_PRODUCE_DB)
  9838. break;
  9839. }
  9840. fclose(fp);
  9841. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9842. }
  9843. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9844. sprintf(path, "%s/create_arrow_db.txt", db_path);
  9845. fp=fopen(path,"r");
  9846. if(fp==NULL){
  9847. ShowError("can't read %s\n", path);
  9848. return 1;
  9849. }
  9850. k=0;
  9851. while(fgets(line,1020,fp)){
  9852. char *split[16];
  9853. int x,y;
  9854. if(line[0]=='/' && line[1]=='/')
  9855. continue;
  9856. memset(split,0,sizeof(split));
  9857. j = skill_split_str(line,split,13);
  9858. if(split[0]==0) //fixed by Lupus
  9859. continue;
  9860. i=atoi(split[0]);
  9861. if(i<=0)
  9862. continue;
  9863. skill_arrow_db[k].nameid=i;
  9864. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9865. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9866. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9867. }
  9868. k++;
  9869. if(k >= MAX_SKILL_ARROW_DB)
  9870. break;
  9871. }
  9872. fclose(fp);
  9873. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9874. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9875. sprintf(path, "%s/abra_db.txt", db_path);
  9876. fp=fopen(path,"r");
  9877. if(fp==NULL){
  9878. ShowError("can't read %s\n", path);
  9879. return 1;
  9880. }
  9881. k=0;
  9882. while(fgets(line,1020,fp)){
  9883. char *split[16];
  9884. if(line[0]=='/' && line[1]=='/')
  9885. continue;
  9886. memset(split,0,sizeof(split));
  9887. j = skill_split_str(line,split,13);
  9888. if(split[0]==0) //fixed by Lupus
  9889. continue;
  9890. i=atoi(split[0]);
  9891. if(i<=0)
  9892. continue;
  9893. skill_abra_db[i].req_lv=atoi(split[2]);
  9894. skill_abra_db[i].per=atoi(split[3]);
  9895. k++;
  9896. if(k >= MAX_SKILL_ABRA_DB)
  9897. break;
  9898. }
  9899. fclose(fp);
  9900. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9901. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  9902. fp=fopen(path,"r");
  9903. if(fp==NULL){
  9904. ShowError("can't read %s\n", path);
  9905. return 1;
  9906. }
  9907. while(fgets(line,1020,fp)){
  9908. char *split[50];
  9909. if(line[0]=='/' && line[1]=='/')
  9910. continue;
  9911. memset(split,0,sizeof(split));
  9912. j = skill_split_str(line,split,3);
  9913. if(split[0]==0) //fixed by Lupus
  9914. continue;
  9915. i=atoi(split[0]);
  9916. if (i >= GD_SKILLBASE)
  9917. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9918. if(i<=0 || i>MAX_SKILL_DB)
  9919. continue;
  9920. skill_split_atoi(split[1],skill_db[i].castnodex);
  9921. if (!split[2])
  9922. continue;
  9923. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9924. }
  9925. fclose(fp);
  9926. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9927. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  9928. fp=fopen(path,"r");
  9929. if(fp==NULL){
  9930. ShowError("can't read %s\n", path);
  9931. return 1;
  9932. }
  9933. k=0;
  9934. while(fgets(line,1020,fp)){
  9935. char *split[16];
  9936. if(line[0]=='/' && line[1]=='/')
  9937. continue;
  9938. memset(split,0,sizeof(split));
  9939. j = skill_split_str(line,split,2);
  9940. if(split[0]==0) //fixed by Lupus
  9941. continue;
  9942. i=atoi(split[0]);
  9943. if (i >= GD_SKILLBASE)
  9944. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9945. if(i<=0 || i>MAX_SKILL_DB)
  9946. continue;
  9947. skill_db[i].nocast|=atoi(split[1]);
  9948. k++;
  9949. }
  9950. fclose(fp);
  9951. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9952. return 0;
  9953. }
  9954. /*===============================================
  9955. * For reading leveluseskillspamount.txt [Celest]
  9956. *-----------------------------------------------
  9957. */
  9958. static int skill_read_skillspamount(void)
  9959. {
  9960. char *buf,*p;
  9961. struct skill_db *skill = NULL;
  9962. int s, idx, new_flag=1, level=1, sp=0;
  9963. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  9964. if(buf==NULL)
  9965. return -1;
  9966. buf[s]=0;
  9967. for(p=buf;p-buf<s;){
  9968. char buf2[64];
  9969. if (sscanf(p,"%[@]",buf2) == 1) {
  9970. level = 1;
  9971. new_flag = 1;
  9972. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  9973. for (idx=0; skill_names[idx].id != 0; idx++) {
  9974. if (strstr(buf2, skill_names[idx].name) != NULL) {
  9975. skill = &skill_db[ skill_names[idx].id ];
  9976. new_flag = 0;
  9977. break;
  9978. }
  9979. }
  9980. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  9981. skill->sp[level-1]=sp;
  9982. level++;
  9983. }
  9984. p=strchr(p,10);
  9985. if(!p) break;
  9986. p++;
  9987. }
  9988. aFree(buf);
  9989. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  9990. return 0;
  9991. }
  9992. void skill_reload(void)
  9993. {
  9994. skill_readdb();
  9995. if (battle_config.skill_sp_override_grffile)
  9996. skill_read_skillspamount();
  9997. }
  9998. /*==========================================
  9999. * スキル?係?炎匀サ?�?
  10000. *------------------------------------------
  10001. */
  10002. int do_init_skill(void)
  10003. {
  10004. skill_readdb();
  10005. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10006. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10007. if (battle_config.skill_sp_override_grffile)
  10008. skill_read_skillspamount();
  10009. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10010. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10011. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10012. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10013. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10014. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10015. return 0;
  10016. }
  10017. int do_final_skill(void) {
  10018. ers_destroy(skill_unit_ers);
  10019. ers_destroy(skill_timer_ers);
  10020. return 0;
  10021. }