skill.c 345 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. #define HM_SKILLRANGEMIN 800
  36. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  37. int skill_names_id[MAX_SKILL_DB];
  38. const struct skill_name_db skill_names[] = {
  39. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  40. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  41. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  42. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  43. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  44. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  45. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  46. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  47. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  48. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  49. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  50. { AL_CURE, "AL_CURE", "Cure" } ,
  51. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  52. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  53. { AL_DP, "AL_DP", "Divine_Protection" } ,
  54. { AL_HEAL, "AL_HEAL", "Heal" } ,
  55. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  56. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  57. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  58. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  59. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  60. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  61. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  62. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  63. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  64. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  65. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  66. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  67. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  68. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  69. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  70. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  71. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  72. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  73. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  74. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  75. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  76. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  77. { AM_REST, "AM_REST", "Vaporize" } ,
  78. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  79. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  80. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  81. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  82. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  83. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  84. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  85. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  86. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  87. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  88. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  89. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  90. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  91. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  92. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  93. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  94. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  95. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  96. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  97. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  98. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  99. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  100. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  101. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  102. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  103. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  104. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  105. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  106. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  107. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  108. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  109. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  110. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  111. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  112. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  113. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  114. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  115. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  116. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  117. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  118. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  119. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  120. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  121. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  122. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  123. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  124. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  125. { BS_GREED, "BS_GREED", "Greed" } ,
  126. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  127. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  128. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  129. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  130. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  131. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  132. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  133. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  134. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  135. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  136. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  137. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  138. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  139. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  140. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  141. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  142. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  143. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  144. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  145. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  146. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  147. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  148. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  149. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  150. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  151. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  152. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  153. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  154. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  155. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  156. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  157. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  158. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  159. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  160. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  161. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  162. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  163. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  164. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  165. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  166. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  167. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  168. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  169. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  170. { CR_TRUST, "CR_TRUST", "Faith" } ,
  171. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  172. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  173. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  174. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  175. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  176. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  177. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  178. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  179. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  180. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  181. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  182. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  183. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  184. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  185. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  186. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  187. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  188. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  189. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  190. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  191. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  192. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  193. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  194. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  195. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  196. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  197. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  198. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  199. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  200. { GS_DUST, "GS_DUST", "Dust" } ,
  201. { GS_FLING, "GS_FLING", "Fling" } ,
  202. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  203. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  204. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  205. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  206. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  207. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  208. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  209. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  210. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  211. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  212. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  213. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  214. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  215. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  216. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  217. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  218. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  219. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  220. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  221. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  222. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  223. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  224. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  225. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  226. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  227. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  228. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  229. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  230. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  231. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  232. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  233. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  234. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  235. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  236. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  237. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  238. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  239. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  240. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  241. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  242. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  243. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  244. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  245. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  246. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  247. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  248. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  249. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  250. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  251. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  252. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  253. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  254. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  255. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  256. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  257. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  258. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  259. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  260. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  261. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  262. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  263. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  264. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  265. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  266. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  267. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  268. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  269. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  270. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  271. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  272. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  273. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  274. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  275. { MC_VENDING, "MC_VENDING", "Vending" } ,
  276. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  277. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  278. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  279. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  280. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  281. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  282. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  283. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  284. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  285. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  286. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  287. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  288. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  289. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  290. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  291. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  292. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  293. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  294. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  295. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  296. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  297. { MO_DODGE, "MO_DODGE", "Flee" } ,
  298. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  299. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  300. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  301. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  302. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  303. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  304. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  305. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  306. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  307. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  308. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  309. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  310. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  311. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  312. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  313. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  314. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  315. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  316. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  317. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  318. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  319. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  320. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  321. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  322. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  323. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  324. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  325. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  326. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  327. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  328. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  329. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  330. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  331. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  332. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  333. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  334. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  335. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  336. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  337. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  338. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  339. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  340. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  341. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  342. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  343. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  344. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  345. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  346. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  347. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  348. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  349. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  350. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  351. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  352. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  353. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  354. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  355. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  356. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  357. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  358. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  359. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  360. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  361. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  362. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  363. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  364. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  365. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  366. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  367. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  368. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  369. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  370. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  371. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  372. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  373. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  374. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  375. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  376. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  377. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  378. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  379. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  380. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  381. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  382. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  383. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  384. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  385. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  386. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  387. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  388. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  389. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  390. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  391. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  392. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  393. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  394. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  395. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  396. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  397. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  398. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  399. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  400. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  401. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  402. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  403. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  404. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  405. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  406. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  407. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  408. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  409. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  410. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  411. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  412. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  413. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  414. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  415. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  416. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  417. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  418. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  419. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  420. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  421. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  422. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  423. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  424. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  425. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  426. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  427. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  428. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  429. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  430. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  431. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  432. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  433. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  434. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  435. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  436. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  437. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  438. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  439. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  440. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  441. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  442. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  443. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  444. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  445. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  446. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  447. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  448. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  449. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  450. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  451. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  452. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  453. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  454. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  455. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  456. { SA_COMA, "SA_COMA", "Coma" } ,
  457. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  458. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  459. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  460. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  461. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  462. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  463. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  464. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  465. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  466. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  467. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  468. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  469. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  470. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  471. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  472. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  473. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  474. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  475. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  476. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  477. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  478. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  479. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  480. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  481. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  482. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  483. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  484. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  485. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  486. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  487. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  488. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  489. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  490. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  493. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  494. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  495. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  496. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  497. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  498. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  499. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  500. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  501. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  502. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  503. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  504. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  505. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  506. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  507. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  508. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  509. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  510. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  511. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  512. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  513. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  514. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  515. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  516. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  517. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  518. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  519. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  520. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  521. { SL_SKA, "SL_SKA", "Eska" } ,
  522. { SL_SKE, "SL_SKE", "Eske" } ,
  523. { SL_SMA, "SL_SMA", "Esma" } ,
  524. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  525. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  526. { SL_STIN, "SL_STIN", "Estin" } ,
  527. { SL_STUN, "SL_STUN", "Estun" } ,
  528. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  529. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  530. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  531. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  532. { SM_BASH, "SM_BASH", "Bash" } ,
  533. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  534. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  535. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  536. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  537. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  538. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  539. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  540. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  541. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  542. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  543. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  544. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  545. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  546. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  547. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  548. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  549. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  550. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  551. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  552. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  553. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  554. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  555. { TF_POISON, "TF_POISON", "Envenom" } ,
  556. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  557. { TF_STEAL, "TF_STEAL", "Steal" } ,
  558. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  559. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  560. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  561. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  562. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  563. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  564. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  565. { TK_MISSION, "TK_MISSION", "Mission" } ,
  566. { TK_POWER, "TK_POWER", "Kihop" } ,
  567. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  568. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  569. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  570. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  571. { TK_RUN, "TK_RUN", "Sprint" } ,
  572. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  573. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  574. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  575. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  576. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  577. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  578. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  579. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  580. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  581. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  582. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  583. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  584. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  585. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  586. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  587. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  588. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  589. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  590. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  591. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  592. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  593. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  594. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  595. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  596. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  597. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  598. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  599. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  600. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  601. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  602. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  603. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  604. //[blackhole89]
  605. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  606. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  607. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  608. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  609. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  610. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  611. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  612. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  613. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  614. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  615. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  616. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  617. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  618. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  619. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  620. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  621. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  622. };
  623. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  624. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  625. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  626. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  627. /* スキルデータベース */
  628. struct skill_db skill_db[MAX_SKILL_DB];
  629. /* アイテム作成データベース */
  630. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  631. /* 矢作成スキルデータベース */
  632. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  633. /* アブラカダブラ発動スキルデータベース */
  634. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  635. // macros to check for out of bounds errors [celest]
  636. // i: Skill ID, l: Skill Level, var: Value to return after checking
  637. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  638. // for values that might need to use a different function just skill_chk would suffice.
  639. #define skill_chk(i, l) \
  640. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  641. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  642. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  643. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  644. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  645. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  646. #define skill_get(var, i, l) \
  647. { skill_chk(i, l); return var; }
  648. // Skill DB
  649. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  650. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  651. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  652. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  653. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  654. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  655. 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); }
  656. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  657. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  658. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  659. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  660. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  661. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  662. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  663. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  664. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  665. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  666. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  667. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  668. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  669. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  670. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  671. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  672. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  673. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  674. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  675. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  676. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  677. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  678. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  679. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  680. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  681. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  682. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  683. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  684. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  685. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  686. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  687. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  688. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  689. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  690. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  691. const char* skill_get_name( int id ){
  692. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  693. return "UNKNOWN_SKILL";
  694. if (id >= GD_SKILLBASE)
  695. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  696. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  697. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  698. return skill_db[id].name;
  699. }
  700. int skill_tree_get_max(int id, int b_class){
  701. int i, skillid;
  702. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  703. if (id == skillid) return skill_tree[b_class][i].max;
  704. return skill_get_max (id);
  705. }
  706. /* プロトタイプ */
  707. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  708. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  709. int status_change_timer_sub(struct block_list *bl, va_list ap);
  710. int skill_attack_area(struct block_list *bl,va_list ap);
  711. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  712. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  713. int skill_greed(struct block_list *bl, va_list ap);
  714. int skill_landprotector(struct block_list *bl, va_list ap);
  715. int skill_ganbatein(struct block_list *bl, va_list ap);
  716. int skill_trap_splash(struct block_list *bl, va_list ap);
  717. int skill_count_target(struct block_list *bl, va_list ap);
  718. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  719. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  720. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  721. int skill_unit_effect(struct block_list *bl,va_list ap);
  722. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  723. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  724. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  725. int skill_get_casttype (int id)
  726. {
  727. int inf = skill_get_inf(id);
  728. if (inf&(INF_GROUND_SKILL))
  729. return CAST_GROUND;
  730. if (inf&INF_SUPPORT_SKILL)
  731. return CAST_NODAMAGE;
  732. if (inf&INF_SELF_SKILL) {
  733. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  734. return CAST_DAMAGE; //Combo skill.
  735. return CAST_NODAMAGE;
  736. }
  737. if (skill_get_nk(id)&NK_NO_DAMAGE)
  738. return CAST_NODAMAGE;
  739. return CAST_DAMAGE;
  740. };
  741. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  742. int skill_get_range2 (struct block_list *bl, int id, int lv)
  743. {
  744. int range = skill_get_range(id, lv);
  745. if(range < 0) {
  746. if (battle_config.use_weapon_skill_range)
  747. return status_get_range(bl);
  748. range *=-1;
  749. }
  750. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  751. switch (id) {
  752. case AC_SHOWER:
  753. case AC_DOUBLE:
  754. case HT_BLITZBEAT:
  755. case AC_CHARGEARROW:
  756. case SN_FALCONASSAULT:
  757. case SN_SHARPSHOOTING:
  758. case HT_POWER:
  759. if (bl->type == BL_PC)
  760. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  761. else
  762. range += 10; //Assume level 10?
  763. break;
  764. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  765. case GS_RAPIDSHOWER:
  766. case GS_TRACKING:
  767. case GS_PIERCINGSHOT:
  768. case GS_FULLBUSTER:
  769. case GS_SPREADATTACK:
  770. case GS_GROUNDDRIFT:
  771. if (bl->type == BL_PC)
  772. range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
  773. else
  774. range += 10; //Assume level 10?
  775. break;
  776. }
  777. if(!range && bl->type != BL_PC)
  778. return 9; // Enable non players to use self skills on others. [Skotlex]
  779. return range;
  780. }
  781. int skill_calc_heal (struct block_list *bl, int skill_lv)
  782. {
  783. int skill, heal;
  784. if (skill_lv >= battle_config.max_heal_lv)
  785. return battle_config.max_heal;
  786. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  787. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  788. heal += heal * skill * 2 / 100;
  789. return heal;
  790. }
  791. // Making plagiarize check its own function [Aru]
  792. int can_copy (struct map_session_data *sd, int skillid)
  793. {
  794. // Never copy NPC/Wedding Skills
  795. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  796. return 0;
  797. // High-class skills
  798. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  799. {
  800. if(battle_config.copyskill_restrict == 2)
  801. return 0;
  802. else if(battle_config.copyskill_restrict)
  803. return (sd->status.class_ == JOB_STALKER);
  804. }
  805. return 1;
  806. }
  807. // [MouseJstr] - skill ok to cast? and when?
  808. int skillnotok (int skillid, struct map_session_data *sd)
  809. {
  810. int i = skillid;
  811. nullpo_retr (1, sd);
  812. //if (sd == 0)
  813. //return 0;
  814. //return 1;
  815. // I think it was meant to be "no skills allowed when not a valid sd"
  816. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  817. return 1;
  818. if (i >= GD_SKILLBASE)
  819. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  820. if (i > MAX_SKILL || i < 0)
  821. return 1;
  822. if (sd->blockskill[i] > 0)
  823. return 1;
  824. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  825. return 0; // gm's can do anything damn thing they want
  826. // Check skill restrictions [Celest]
  827. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  828. return 1;
  829. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  830. return 1;
  831. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  832. return 1;
  833. if(agit_flag && skill_get_nocast (skillid) & 8)
  834. return 1;
  835. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  836. return 1;
  837. switch (skillid) {
  838. case AL_WARP:
  839. if(map[sd->bl.m].flag.nowarp) {
  840. clif_skill_teleportmessage(sd,0);
  841. return 1;
  842. }
  843. return 0;
  844. break;
  845. case AL_TELEPORT:
  846. if(map[sd->bl.m].flag.noteleport) {
  847. clif_skill_teleportmessage(sd,0);
  848. return 1;
  849. }
  850. return 0;
  851. case TK_HIGHJUMP:
  852. if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
  853. { //Can't be used on noteleport maps, except for gvg maps [Skotlex]
  854. clif_skill_fail(sd,skillid,0,0);
  855. return 1;
  856. }
  857. break;
  858. case WE_CALLPARTNER:
  859. case WE_CALLPARENT:
  860. case WE_CALLBABY:
  861. if (map[sd->bl.m].flag.nomemo) {
  862. clif_skill_teleportmessage(sd,1);
  863. return 1;
  864. }
  865. break;
  866. case MC_VENDING:
  867. case MC_IDENTIFY:
  868. return 0; // always allowed
  869. case WZ_ICEWALL:
  870. // noicewall flag [Valaris]
  871. if (map[sd->bl.m].flag.noicewall) {
  872. clif_skill_fail(sd,skillid,0,0);
  873. return 1;
  874. }
  875. }
  876. return (map[sd->bl.m].flag.noskill);
  877. }
  878. /* スキルユニットの配置情報を返す */
  879. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  880. int firewall_unit_pos;
  881. int icewall_unit_pos;
  882. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  883. {
  884. int pos = skill_get_unit_layout_type(skillid,skilllv);
  885. int dir;
  886. if (pos != -1)
  887. return &skill_unit_layout[pos];
  888. if (src->x == x && src->y == y)
  889. dir = 2;
  890. else
  891. dir = map_calc_dir(src,x,y);
  892. if (skillid == MG_FIREWALL)
  893. return &skill_unit_layout [firewall_unit_pos + dir];
  894. else if (skillid == WZ_ICEWALL)
  895. return &skill_unit_layout [icewall_unit_pos + dir];
  896. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  897. return &skill_unit_layout[0];
  898. }
  899. /*==========================================
  900. * スキル追加効果
  901. *------------------------------------------
  902. */
  903. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  904. {
  905. struct map_session_data *sd=NULL, *dstsd=NULL;
  906. struct mob_data *md=NULL, *dstmd=NULL;
  907. struct status_data *sstatus, *tstatus;
  908. struct status_change *sc, *tsc;
  909. int skill;
  910. int rate;
  911. nullpo_retr(0, src);
  912. nullpo_retr(0, bl);
  913. if(skillid < 0)
  914. { // remove the debug print when this case is finished
  915. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  916. src, bl,skillid,skilllv,attack_type,tick);
  917. return 0;
  918. }
  919. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  920. switch (src->type) {
  921. case BL_PC:
  922. sd = (struct map_session_data *)src;
  923. break;
  924. case BL_MOB:
  925. md = (struct mob_data *)src;
  926. break;
  927. }
  928. switch (bl->type) {
  929. case BL_PC:
  930. dstsd=(struct map_session_data *)bl;
  931. break;
  932. case BL_MOB:
  933. dstmd=(struct mob_data *)bl;
  934. break;
  935. }
  936. sc = status_get_sc(src);
  937. tsc = status_get_sc(bl);
  938. sstatus = status_get_status_data(src);
  939. tstatus = status_get_status_data(bl);
  940. if (!tsc) //skill additional effect is about adding effects to the target...
  941. //So if the target can't be inflicted with statuses, this is pointless.
  942. return 0;
  943. switch(skillid){
  944. case 0: // Normal attacks (no skill used)
  945. {
  946. if(sd) {
  947. // Automatic trigger of Blitz Beat
  948. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  949. rand()%1000 <= sstatus->luk*10/3+1 ) {
  950. int lv=(sd->status.job_level+9)/10;
  951. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  952. }
  953. // Gank
  954. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  955. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  956. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  957. if(pc_steal_item(sd,bl))
  958. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  959. else if (battle_config.display_snatcher_skill_fail)
  960. clif_skill_fail(sd,skillid,0,0);
  961. }
  962. // Chance to trigger Taekwon kicks [Dralnu]
  963. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  964. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  965. sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  966. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  967. ; //Stance triggered
  968. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  969. sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  970. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  971. ; //Stance triggered
  972. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  973. sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  974. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  975. ; //Stance triggered
  976. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  977. { //additional chance from SG_FRIEND [Komurka]
  978. rate = 20;
  979. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  980. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  981. status_change_end(src,SC_SKILLRATE_UP,-1);
  982. }
  983. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  984. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  985. }
  986. }
  987. }
  988. if (sc && sc->count) {
  989. // Enchant Poison gives a chance to poison attacked enemies
  990. if(sc->data[SC_ENCPOISON].timer != -1)
  991. sc_start(bl,SC_POISON,10*sc->data[SC_ENCPOISON].val2,sc->data[SC_ENCPOISON].val1,
  992. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
  993. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  994. if(sc->data[SC_EDP].timer != -1)
  995. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  996. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  997. }
  998. if (tsc->count) {
  999. if (tsc->data[SC_SPLASHER].timer != -1)
  1000. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1001. tsc->data[SC_SPLASHER].val1,0,0,0,
  1002. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1003. }
  1004. }
  1005. break;
  1006. case SM_BASH: /* バッシュ(急所攻撃) */
  1007. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1008. //TODO: How much % per base level it actually is?
  1009. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1010. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1011. }
  1012. break;
  1013. case AS_VENOMKNIFE:
  1014. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1015. skilllv = pc_checkskill(sd, TF_POISON);
  1016. case TF_POISON: /* インベナム */
  1017. case AS_SPLASHER: /* ベナムスプラッシャー */
  1018. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1019. && sd && skillid==TF_POISON
  1020. )
  1021. clif_skill_fail(sd,skillid,0,0);
  1022. break;
  1023. case AS_SONICBLOW: /* ソニックブロー */
  1024. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1025. break;
  1026. case AS_GRIMTOOTH:
  1027. {
  1028. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1029. if (tsc->data[type].timer == -1)
  1030. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1031. break;
  1032. }
  1033. case MG_FROSTDIVER:
  1034. case WZ_FROSTNOVA:
  1035. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1036. break;
  1037. case WZ_STORMGUST:
  1038. tsc->data[SC_FREEZE].val3++;
  1039. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1040. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1041. break;
  1042. case WZ_METEOR:
  1043. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1044. break;
  1045. case WZ_VERMILION:
  1046. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1047. break;
  1048. case HT_FREEZINGTRAP: /* フリージングトラップ */
  1049. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1050. break;
  1051. case HT_FLASHER: /* フラッシャー */
  1052. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1053. break;
  1054. case HT_LANDMINE: /* ランドマイン */
  1055. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1056. break;
  1057. case HT_SHOCKWAVE:
  1058. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1059. break;
  1060. case HT_SANDMAN: /* サンドマン */
  1061. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1062. break;
  1063. case TF_SPRINKLESAND: /* 砂まき */
  1064. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1065. break;
  1066. case TF_THROWSTONE: /* 石投げ */
  1067. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1068. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1069. break;
  1070. case NPC_DARKCROSS:
  1071. case CR_HOLYCROSS: /* ホーリークロス */
  1072. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1073. break;
  1074. case CR_GRANDCROSS: /* グランドクロス */
  1075. case NPC_GRANDDARKNESS: /*闇グランドクロス*/
  1076. {
  1077. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1078. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1079. }
  1080. break;
  1081. case AM_ACIDTERROR:
  1082. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1083. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1084. clif_emotion(bl,23);
  1085. break;
  1086. case AM_DEMONSTRATION:
  1087. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1088. break;
  1089. case CR_SHIELDCHARGE: /* シールドチャージ */
  1090. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1091. break;
  1092. case PA_PRESSURE:
  1093. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1094. break;
  1095. case RG_RAID: /* サプライズアタック */
  1096. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1097. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1098. break;
  1099. case BA_FROSTJOKE:
  1100. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1101. break;
  1102. case DC_SCREAM:
  1103. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1104. break;
  1105. case BD_LULLABY: /* 子守唄 */
  1106. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1107. break;
  1108. case DC_UGLYDANCE:
  1109. rate = 5+5*skilllv;
  1110. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1111. rate += 5+skill;
  1112. status_zap(bl, 0, rate);
  1113. break;
  1114. case SL_STUN:
  1115. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1116. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1117. break;
  1118. /* MOBの追加効果付きスキル */
  1119. case NPC_PETRIFYATTACK:
  1120. case NPC_CURSEATTACK:
  1121. case NPC_SLEEPATTACK:
  1122. case NPC_BLINDATTACK:
  1123. case NPC_POISON:
  1124. case NPC_SILENCEATTACK:
  1125. case NPC_STUNATTACK:
  1126. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1127. break;
  1128. case NPC_MENTALBREAKER:
  1129. status_percent_damage(src, bl, 0, -(10+skilllv));
  1130. break;
  1131. // Equipment breaking monster skills [Celest]
  1132. case NPC_BREAKWEAPON:
  1133. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1134. break;
  1135. case NPC_BREAKARMOR:
  1136. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1137. break;
  1138. case NPC_BREAKHELM:
  1139. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1140. break;
  1141. case NPC_BREAKSHIELD:
  1142. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1143. break;
  1144. case CH_TIGERFIST:
  1145. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1146. break;
  1147. case LK_SPIRALPIERCE:
  1148. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1149. break;
  1150. case ST_REJECTSWORD: /* フリージングトラップ */
  1151. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1152. break;
  1153. case PF_FOGWALL: /* ホーリークロス */
  1154. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1155. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1156. break;
  1157. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1158. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1159. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1160. break;
  1161. case LK_JOINTBEAT: /* ジョイントビート */
  1162. //条件が良く分からないので適当に
  1163. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1164. break;
  1165. case ASC_METEORASSAULT: /* メテオアサルト */
  1166. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1167. switch(rand()%3) {
  1168. case 0:
  1169. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1170. break;
  1171. case 1:
  1172. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1173. break;
  1174. default:
  1175. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1176. }
  1177. break;
  1178. case HW_NAPALMVULCAN: /* ナパルムバルカン */
  1179. // skilllv*5%の確率で呪い
  1180. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1181. break;
  1182. case WS_CARTTERMINATION: // Cart termination
  1183. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1184. break;
  1185. case CR_ACIDDEMONSTRATION:
  1186. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1187. break;
  1188. case TK_DOWNKICK:
  1189. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1190. break;
  1191. case TK_JUMPKICK:
  1192. //Cancel out Soul Linker status of the target. [Skotlex]
  1193. if (tsc->count) {
  1194. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1195. break;
  1196. //Remove pitched potions effect.
  1197. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1198. status_change_end(bl, SC_ASPDPOTION0, -1);
  1199. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1200. status_change_end(bl, SC_ASPDPOTION1, -1);
  1201. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1202. status_change_end(bl, SC_ASPDPOTION2, -1);
  1203. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1204. status_change_end(bl, SC_ASPDPOTION3, -1);
  1205. if (tsc->data[SC_SPIRIT].timer != -1)
  1206. status_change_end(bl, SC_SPIRIT, -1);
  1207. if (tsc->data[SC_ONEHAND].timer != -1)
  1208. status_change_end(bl, SC_ONEHAND, -1);
  1209. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1210. status_change_end(bl, SC_ADRENALINE2, -1);
  1211. }
  1212. break;
  1213. case TK_TURNKICK:
  1214. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1215. if(attack_type == BF_MISC) //70% base stun chance...
  1216. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1217. break;
  1218. //Until they're at right position - gs_statuschange- [Vicious]
  1219. case GS_BULLSEYE: //0.1% coma rate.
  1220. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1221. break;
  1222. case GS_CRACKER:
  1223. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1224. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1225. break;
  1226. case GS_PIERCINGSHOT:
  1227. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1228. break;
  1229. case GS_FULLBUSTER:
  1230. sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
  1231. break;
  1232. case NJ_HYOUSYOURAKU:
  1233. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1234. break;
  1235. case GS_FLING:
  1236. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1237. break;
  1238. }
  1239. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1240. { //Pass heritage to Master for status causing effects. [Skotlex]
  1241. sd = map_id2sd(md->master_id);
  1242. }
  1243. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カードによる追加効果 */
  1244. int i, type;
  1245. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1246. type=i-SC_COMMON_MIN;
  1247. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1248. if (!rate)
  1249. continue; //Code Speedup.
  1250. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1251. }
  1252. }
  1253. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1254. if(sd && !status_isdead(bl) && src != bl &&
  1255. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1256. struct block_list *tbl;
  1257. struct unit_data *ud;
  1258. int i, skilllv;
  1259. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1260. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1261. if (skillnotok(skill, sd))
  1262. continue;
  1263. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1264. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1265. if (rand()%1000 > rate)
  1266. continue;
  1267. if (sd->autospell[i].id < 0)
  1268. tbl = src;
  1269. else
  1270. tbl = bl;
  1271. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1272. continue; //Autoskills DO check for target-src range. [Skotlex]
  1273. rate = skill_get_inf(skill);
  1274. switch (skill_get_casttype(skill)) {
  1275. case CAST_GROUND:
  1276. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1277. break;
  1278. case CAST_NODAMAGE:
  1279. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1280. break;
  1281. case CAST_DAMAGE:
  1282. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1283. break;
  1284. }
  1285. //Set canact delay. [Skotlex]
  1286. ud = unit_bl2ud(src);
  1287. if (ud) {
  1288. rate = skill_delayfix(src, skill, skilllv)/2;
  1289. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1290. ud->canact_tick = tick+rate;
  1291. }
  1292. break; //Only one auto skill comes off at a time.
  1293. }
  1294. }
  1295. return 0;
  1296. }
  1297. /* Splitted off from skill_additional_effect, which is never called when the
  1298. * attack skill kills the enemy. Place in this function counter status effects
  1299. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1300. * from cards) that will take effect on the source, not the target. [Skotlex]
  1301. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1302. * type of skills, so not every instance of skill_additional_effect needs a call
  1303. * to this one.
  1304. */
  1305. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1306. {
  1307. int rate;
  1308. struct map_session_data *sd=NULL;
  1309. struct map_session_data *dstsd=NULL;
  1310. struct status_change *tsc;
  1311. nullpo_retr(0, src);
  1312. nullpo_retr(0, bl);
  1313. if(skillid < 0)
  1314. { // remove the debug print when this case is finished
  1315. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1316. src, bl,skillid,skilllv,attack_type,tick);
  1317. return 0;
  1318. }
  1319. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1320. tsc = status_get_sc(bl);
  1321. if (tsc && !tsc->count)
  1322. tsc = NULL;
  1323. BL_CAST(BL_PC, src, sd);
  1324. BL_CAST(BL_PC, bl, dstsd);
  1325. switch(skillid){
  1326. case 0: //Normal Attack
  1327. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1328. tsc->data[SC_KAAHI].val4 = add_timer(
  1329. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1330. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1331. break;
  1332. case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  1333. //阿修羅を使うと5分間自然回復しないようになる
  1334. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1335. break;
  1336. }
  1337. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1338. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1339. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1340. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1341. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1342. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1343. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1344. }
  1345. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カードによる追加効果 */
  1346. int i, type;
  1347. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1348. type=i-SC_COMMON_MIN;
  1349. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1350. if (rate) //Self inflicted status from attacking.
  1351. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1352. rate = dstsd?dstsd->addeff3[type]:0;
  1353. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1354. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1355. }
  1356. }
  1357. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1358. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1359. {
  1360. struct block_list *tbl;
  1361. struct unit_data *ud;
  1362. int i, skillid, skilllv, rate;
  1363. for (i = 0; i < MAX_PC_BONUS; i++) {
  1364. if (dstsd->autospell2[i].id == 0)
  1365. break;
  1366. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1367. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1368. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1369. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1370. if (skillnotok(skillid, dstsd))
  1371. continue;
  1372. if (rand()%1000 > rate)
  1373. continue;
  1374. if (dstsd->autospell2[i].id < 0)
  1375. tbl = bl;
  1376. else
  1377. tbl = src;
  1378. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1379. continue; //Autoskills DO check for target-src range. [Skotlex]
  1380. switch (skill_get_casttype(skillid)) {
  1381. case CAST_GROUND:
  1382. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1383. break;
  1384. case CAST_NODAMAGE:
  1385. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1386. break;
  1387. case CAST_DAMAGE:
  1388. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1389. break;
  1390. }
  1391. //Set canact delay. [Skotlex]
  1392. ud = unit_bl2ud(bl);
  1393. if (ud) {
  1394. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1395. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1396. ud->canact_tick = tick+rate;
  1397. }
  1398. break; //trigger only one auto-spell per hit.
  1399. }
  1400. }
  1401. return 0;
  1402. }
  1403. /*=========================================================================
  1404. Breaks equipment. On-non players causes the corresponding strip effect.
  1405. - rate goes from 0 to 10000 (100.00%)
  1406. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1407. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1408. --------------------------------------------------------------------------*/
  1409. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1410. {
  1411. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1412. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1413. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1414. struct status_change *sc = status_get_sc(bl);
  1415. int i,j;
  1416. TBL_PC *sd;
  1417. BL_CAST(BL_PC, bl, sd);
  1418. if (sc && !sc->count)
  1419. sc = NULL;
  1420. if (sd) {
  1421. if (sd->unbreakable_equip)
  1422. where &= ~sd->unbreakable_equip;
  1423. if (sd->unbreakable)
  1424. rate -= rate*sd->unbreakable/100;
  1425. if (where&EQP_WEAPON) {
  1426. switch (sd->status.weapon) {
  1427. case W_FIST: //Bare fists should not break :P
  1428. case W_1HAXE:
  1429. case W_2HAXE:
  1430. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1431. case W_STAFF:
  1432. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1433. where &= ~EQP_WEAPON;
  1434. }
  1435. }
  1436. }
  1437. if (flag&BCT_ENEMY) {
  1438. if (battle_config.equip_skill_break_rate != 100)
  1439. rate = rate*battle_config.equip_skill_break_rate/100;
  1440. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1441. if (battle_config.equip_self_break_rate != 100)
  1442. rate = rate*battle_config.equip_self_break_rate/100;
  1443. }
  1444. for (i = 0; i < 4; i++) {
  1445. if (where&where_list[i]) {
  1446. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1447. where&=~where_list[i];
  1448. else if (rand()%10000 >= rate)
  1449. where&=~where_list[i];
  1450. else if (!sd) //Cause Strip effect.
  1451. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1452. }
  1453. }
  1454. if (!where) //Nothing to break.
  1455. return 0;
  1456. if (sd) {
  1457. for (i = 0; i < 11; i++) {
  1458. j = sd->equip_index[i];
  1459. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1460. continue;
  1461. flag = 0;
  1462. switch(i) {
  1463. case 6: //Upper Head
  1464. flag = (where&EQP_HELM);
  1465. break;
  1466. case 7: //Body
  1467. flag = (where&EQP_ARMOR);
  1468. break;
  1469. case 8: //Left/Right hands
  1470. case 9:
  1471. flag = (
  1472. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1473. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1474. break;
  1475. default:
  1476. continue;
  1477. }
  1478. if (flag) {
  1479. sd->status.inventory[j].attribute = 1;
  1480. pc_unequipitem(sd, j, 3);
  1481. }
  1482. }
  1483. clif_equiplist(sd);
  1484. }
  1485. return where; //Return list of pieces broken.
  1486. }
  1487. /*=========================================================================
  1488. Used to knock back players, monsters, traps, etc
  1489. If count&0xf00000, the direction is send in the 6th byte.
  1490. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1491. If count&0x20000, position update packets must not be sent.
  1492. IF count&0X40000, direction is random.
  1493. --------------------------------------------------------------------------*/
  1494. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1495. {
  1496. int dx=0,dy=0,nx,ny;
  1497. int x=target->x,y=target->y;
  1498. int dir,ret;
  1499. struct skill_unit *su=NULL;
  1500. nullpo_retr(0, src);
  1501. if (src != target && map_flag_gvg(target->m))
  1502. return 0; //No knocking back in WoE
  1503. if (!count&0xffff)
  1504. return 0; //Actual knockback distance is 0.
  1505. switch (target->type) {
  1506. case BL_MOB:
  1507. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1508. return 0;
  1509. break;
  1510. case BL_SKILL:
  1511. su=(struct skill_unit *)target;
  1512. break;
  1513. }
  1514. if (count&0xf00000)
  1515. dir = (count>>20)&0xf;
  1516. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1517. dir = unit_getdir(target);
  1518. else if (count&0x40000) //Flag for random pushing.
  1519. dir = rand()%8;
  1520. else
  1521. dir = map_calc_dir(target,src->x,src->y);
  1522. if (dir>=0 && dir<8){
  1523. dx = -dirx[dir];
  1524. dy = -diry[dir];
  1525. }
  1526. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1527. nx=ret>>16;
  1528. ny=ret&0xffff;
  1529. if (!su)
  1530. unit_stop_walking(target,0);
  1531. dx = nx - x;
  1532. dy = ny - y;
  1533. if (!dx && !dy) //Could not knockback.
  1534. return 0;
  1535. map_foreachinmovearea(clif_outsight,target->m,
  1536. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1537. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1538. if(su)
  1539. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1540. else
  1541. map_moveblock(target, nx, ny, gettick());
  1542. map_foreachinmovearea(clif_insight,target->m,
  1543. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1544. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1545. if(!(count&0x20000))
  1546. clif_blown(target);
  1547. return 0;
  1548. }
  1549. /*
  1550. * =========================================================================
  1551. * スキル攻撃効果処理まとめ
  1552. * flagの説明。16進図
  1553. * 00XRTTff
  1554. * ff = magicで計算に渡される)
  1555. * TT = パケットのtype部分(0でデフォルト)
  1556. * X = パケットのスキルLv
  1557. * R = 予約(skill_area_subで使用する)
  1558. *-------------------------------------------------------------------------
  1559. */
  1560. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1561. {
  1562. struct Damage dmg;
  1563. struct status_data *sstatus, *tstatus;
  1564. struct status_change *sc;
  1565. struct map_session_data *sd=NULL, *tsd=NULL;
  1566. int type,lv,damage,rdamage=0;
  1567. if(skillid > 0 && skilllv <= 0) return 0;
  1568. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1569. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1570. nullpo_retr(0, bl); //Target to be attacked.
  1571. if (src != dsrc) {
  1572. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1573. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1574. return 0;
  1575. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1576. //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]
  1577. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1578. return 0;
  1579. }
  1580. if (dsrc->type == BL_PC)
  1581. sd = (struct map_session_data *)dsrc;
  1582. if (bl->type == BL_PC)
  1583. tsd = (struct map_session_data *)bl;
  1584. sstatus = status_get_status_data(dsrc);
  1585. tstatus = status_get_status_data(bl);
  1586. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1587. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
  1588. return 0;
  1589. type=-1;
  1590. lv=(flag>>20)&0xf;
  1591. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1592. //Skotlex: Adjusted to the new system
  1593. if(src->type==BL_PET && (struct pet_data *)src)
  1594. { // [Valaris]
  1595. struct pet_data *pd = (struct pet_data *)src;
  1596. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1597. {
  1598. int element = skill_get_pl(skillid);
  1599. if (skillid == -1)
  1600. element = sstatus->rhw.ele;
  1601. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1602. dmg.damage2=0;
  1603. dmg.div_= pd->a_skill->div_;
  1604. }
  1605. }
  1606. sc= status_get_sc(bl);
  1607. if (sc && !sc->count) sc = NULL; //Don't need it.
  1608. if (attack_type&BF_MAGIC) {
  1609. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1610. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
  1611. ) { //Works on players or mobs with level under 80.
  1612. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
  1613. if (--sc->data[SC_KAITE].val2 <= 0)
  1614. status_change_end(bl, SC_KAITE, -1);
  1615. bl = src; //Just make the skill attack yourself @.@
  1616. sc = status_get_sc(bl);
  1617. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1618. if (sc && !sc->count)
  1619. sc = NULL; //Don't need it.
  1620. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1621. { //Spirit of Wizard blocks bounced back spells.
  1622. dmg.damage = dmg.damage2 = 0;
  1623. dmg.dmg_lv = ATK_FLEE;
  1624. }
  1625. }
  1626. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1627. dmg.damage = dmg.damage2 = 0;
  1628. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1629. if(tsd) {
  1630. int sp = skill_get_sp(skillid,skilllv);
  1631. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1632. if(skillid == WZ_WATERBALL && skilllv > 1)
  1633. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1634. if(sp > SHRT_MAX) sp = SHRT_MAX;
  1635. else if(sp < 1) sp = 1;
  1636. if(sp > tsd->status.max_sp - tsd->status.sp)
  1637. sp = tsd->status.max_sp - tsd->status.sp;
  1638. tsd->status.sp += sp;
  1639. clif_heal(tsd->fd,SP_SP,sp);
  1640. tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1641. }
  1642. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1643. }
  1644. }
  1645. damage = dmg.damage + dmg.damage2;
  1646. if (damage > 0 && src != bl && src == dsrc)
  1647. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1648. if(lv==15)
  1649. lv=-1;
  1650. if( flag&0xff00 )
  1651. type=(flag&0xff00)>>8;
  1652. if((damage <= 0 || damage < dmg.div_)
  1653. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1654. dmg.blewcount = 0;
  1655. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1656. if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示
  1657. if(src == bl) type = 4; // 反動はダメージモーションなし
  1658. }
  1659. //使用者がPCの場合の処理ここから
  1660. if(sd) {
  1661. //Sorry for removing the Japanese comments, but they were actually distracting
  1662. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1663. if (sd->sc.data[SC_COMBO].timer!=-1)
  1664. { //End combo state after skill is invoked. [Skotlex]
  1665. switch (skillid) {
  1666. case TK_TURNKICK:
  1667. case TK_STORMKICK:
  1668. case TK_DOWNKICK:
  1669. case TK_COUNTER:
  1670. //set this skill as previous one.
  1671. sd->skillid_old = skillid;
  1672. sd->skilllv_old = skilllv;
  1673. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1674. break; //Do not end combo state.
  1675. default:
  1676. status_change_end(src,SC_COMBO,-1);
  1677. }
  1678. }
  1679. switch(skillid)
  1680. {
  1681. case MO_TRIPLEATTACK:
  1682. {
  1683. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1684. if (damage < (signed int)tstatus->hp &&
  1685. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1686. delay += 300 * battle_config.combo_delay_rate / 100;
  1687. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1688. clif_combo_delay(src, delay);
  1689. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1690. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1691. break;
  1692. }
  1693. case MO_CHAINCOMBO:
  1694. {
  1695. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1696. if(damage < (signed int)tstatus->hp &&
  1697. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1698. delay += 300 * battle_config.combo_delay_rate /100;
  1699. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1700. clif_combo_delay(src,delay);
  1701. break;
  1702. }
  1703. case MO_COMBOFINISH:
  1704. {
  1705. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1706. if(damage < (signed int)tstatus->hp &&
  1707. (
  1708. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1709. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1710. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1711. ))
  1712. delay += 300 * battle_config.combo_delay_rate /100;
  1713. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1714. clif_combo_delay(src,delay);
  1715. break;
  1716. }
  1717. case CH_TIGERFIST:
  1718. { //Tigerfist is now a combo-only skill. [Skotlex]
  1719. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1720. if(damage < (signed int)tstatus->hp &&
  1721. (
  1722. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1723. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1724. ))
  1725. delay += 300 * battle_config.combo_delay_rate /100;
  1726. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1727. clif_combo_delay(src,delay);
  1728. break;
  1729. }
  1730. case CH_CHAINCRUSH:
  1731. {
  1732. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1733. if(damage < (signed int)tstatus->hp)
  1734. delay += 300 * battle_config.combo_delay_rate /100;
  1735. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1736. clif_combo_delay(src,delay);
  1737. break;
  1738. }
  1739. case AC_DOUBLE:
  1740. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && damage < (signed int)tstatus->hp && pc_checkskill(sd, HT_POWER)) {
  1741. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1742. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1743. clif_combo_delay(src,2000);
  1744. }
  1745. break;
  1746. case TK_COUNTER:
  1747. { //bonus from SG_FRIEND [Komurka]
  1748. int level;
  1749. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1750. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1751. }
  1752. break;
  1753. case SL_STIN:
  1754. case SL_STUN:
  1755. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1756. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1757. break;
  1758. case GS_FULLBUSTER:
  1759. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1760. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1761. break;
  1762. } //Switch End
  1763. }
  1764. //Display damage.
  1765. switch(skillid){
  1766. //Skills who's damage should't show any skill-animation.
  1767. case SM_MAGNUM:
  1768. case AS_SPLASHER:
  1769. case ASC_METEORASSAULT:
  1770. case GS_SPREADATTACK:
  1771. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1772. break;
  1773. case KN_BRANDISHSPEAR:
  1774. { //Only display skill animation for skill's target.
  1775. struct unit_data *ud = unit_bl2ud(src);
  1776. if (ud && ud->skilltarget == bl->id)
  1777. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1778. else
  1779. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1780. break;
  1781. }
  1782. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1783. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1784. break;
  1785. case NPC_SELFDESTRUCTION:
  1786. if(src->type==BL_PC)
  1787. dmg.blewcount = 10;
  1788. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1789. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1790. case TF_DOUBLE:
  1791. case GS_CHAINACTION:
  1792. case SN_SHARPSHOOTING:
  1793. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1794. break;
  1795. case CR_GRANDCROSS:
  1796. case NPC_GRANDDARKNESS:
  1797. //Only show animation when hitting yourself. [Skotlex]
  1798. if (src!=bl) {
  1799. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1800. break;
  1801. }
  1802. default:
  1803. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1804. }
  1805. map_freeblock_lock();
  1806. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1807. && pc_checkskill(tsd,RG_PLAGIARISM)
  1808. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1809. && damage < tsd->status.hp)
  1810. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1811. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1812. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1813. {
  1814. //既に盗んでいるスキルがあれば該当スキルを消す
  1815. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1816. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1817. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1818. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1819. }
  1820. tsd->cloneskill_id = skillid;
  1821. tsd->status.skill[skillid].id = skillid;
  1822. tsd->status.skill[skillid].lv = skilllv;
  1823. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1824. tsd->status.skill[skillid].lv = lv;
  1825. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1826. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1827. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1828. clif_skillinfoblock(tsd);
  1829. }
  1830. }
  1831. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1832. struct skill_unit* su = (struct skill_unit*)bl;
  1833. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1834. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1835. }
  1836. if (!dmg.amotion) {
  1837. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1838. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1839. if (!status_isdead(bl))
  1840. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1841. //Counter status effects [Skotlex]
  1842. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1843. }
  1844. }
  1845. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1846. if (dmg.blewcount > 0 && !status_isdead(bl))
  1847. skill_blown(dsrc,bl,dmg.blewcount);
  1848. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1849. if (dmg.amotion)
  1850. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1851. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1852. int rate = 50 + skilllv * 5;
  1853. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1854. if(rand()%100 < rate)
  1855. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1856. }
  1857. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1858. if (battle_config.left_cardfix_to_right)
  1859. battle_drain(sd, tsd, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1860. else
  1861. battle_drain(sd, tsd, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1862. }
  1863. if (rdamage>0) {
  1864. if (dmg.amotion)
  1865. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1866. else
  1867. status_fix_damage(bl,src,rdamage,0);
  1868. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1869. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1870. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1871. }
  1872. if (!(flag & 1) &&
  1873. (
  1874. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1875. ) &&
  1876. (sc = status_get_sc(src)) &&
  1877. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1878. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1879. {
  1880. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1881. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1882. }
  1883. map_freeblock_unlock();
  1884. return damage; /* 与ダメを返す */
  1885. }
  1886. /*==========================================
  1887. * スキル範囲攻撃用(map_foreachinareaから呼ばれる)
  1888. * flagについて:16進図を確認
  1889. * MSB <- 00fTffff ->LSB
  1890. * T =ターゲット選択用(BCT_*)
  1891. * ffff=自由に使用可能
  1892. * 0 =予約。0に固定
  1893. *------------------------------------------
  1894. */
  1895. static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */
  1896. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1897. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1898. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1899. int skill_area_sub (struct block_list *bl, va_list ap)
  1900. {
  1901. struct block_list *src;
  1902. int skill_id,skill_lv,flag;
  1903. unsigned int tick;
  1904. SkillFunc func;
  1905. nullpo_retr(0, bl);
  1906. nullpo_retr(0, ap);
  1907. src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
  1908. skill_id=va_arg(ap,int);
  1909. skill_lv=va_arg(ap,int);
  1910. tick=va_arg(ap,unsigned int);
  1911. flag=va_arg(ap,int);
  1912. func=va_arg(ap,SkillFunc);
  1913. if(battle_check_target(src,bl,flag) > 0)
  1914. func(src,bl,skill_id,skill_lv,tick,flag);
  1915. return 0;
  1916. }
  1917. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1918. {
  1919. struct skill_unit *unit;
  1920. int skillid,g_skillid;
  1921. unit = (struct skill_unit *)bl;
  1922. if(bl->prev == NULL || bl->type != BL_SKILL)
  1923. return 0;
  1924. if(!unit->alive)
  1925. return 0;
  1926. skillid = va_arg(ap,int);
  1927. g_skillid = unit->group->skill_id;
  1928. switch (skillid)
  1929. {
  1930. case MG_SAFETYWALL:
  1931. case AL_PNEUMA:
  1932. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1933. return 0;
  1934. break;
  1935. case AL_WARP:
  1936. case HT_SKIDTRAP:
  1937. case HT_LANDMINE:
  1938. case HT_ANKLESNARE:
  1939. case HT_SHOCKWAVE:
  1940. case HT_SANDMAN:
  1941. case HT_FLASHER:
  1942. case HT_FREEZINGTRAP:
  1943. case HT_BLASTMINE:
  1944. case HT_CLAYMORETRAP:
  1945. case HT_TALKIEBOX:
  1946. case HP_BASILICA:
  1947. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1948. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1949. return 0;
  1950. break;
  1951. default: //Avoid stacking with same kind of trap. [Skotlex]
  1952. if (g_skillid != skillid)
  1953. return 0;
  1954. break;
  1955. }
  1956. return 1;
  1957. }
  1958. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1959. {
  1960. //Non players do not check for the skill's splash-trigger area.
  1961. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1962. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1963. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1964. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1965. return 0;
  1966. }
  1967. range += layout_type;
  1968. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  1969. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1970. }
  1971. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1972. {
  1973. int skillid;
  1974. if(bl->prev == NULL)
  1975. return 0;
  1976. if(status_isdead(bl))
  1977. return 0;
  1978. skillid = va_arg(ap,int);
  1979. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1980. return 0;
  1981. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1982. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1983. return 1;
  1984. }
  1985. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1986. {
  1987. int range, type;
  1988. switch (skillid) { // to be expanded later
  1989. case WZ_ICEWALL:
  1990. range = 2;
  1991. break;
  1992. default:
  1993. {
  1994. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1995. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1996. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1997. return 0;
  1998. }
  1999. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2000. }
  2001. break;
  2002. }
  2003. // if the caster is a monster/NPC, only check for players
  2004. // otherwise just check characters
  2005. if (bl->type == BL_PC)
  2006. type = BL_CHAR;
  2007. else
  2008. type = BL_PC;
  2009. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2010. x - range, y - range, x + range, y + range,
  2011. type, skillid);
  2012. }
  2013. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2014. {
  2015. struct map_session_data *sd;
  2016. int gid, id, *flag;
  2017. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2018. nullpo_retr(0, ap);
  2019. id = va_arg(ap,int);
  2020. gid = va_arg(ap,int);
  2021. if (sd->status.guild_id != gid)
  2022. return 0;
  2023. nullpo_retr(0, flag = va_arg(ap,int *));
  2024. if (flag && *flag > 0) {
  2025. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2026. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2027. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2028. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2029. }
  2030. return 0;
  2031. }
  2032. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 1000);
  2033. }
  2034. return 0;
  2035. }
  2036. /*=========================================================================
  2037. * 範囲スキル使用処理小分けここから
  2038. */
  2039. /* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */
  2040. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2041. {
  2042. if(skill_area_temp[0] < 0xffff)
  2043. skill_area_temp[0]++;
  2044. return 1;
  2045. }
  2046. int skill_count_water (struct block_list *src, int range)
  2047. {
  2048. int i,x,y,cnt = 0,size = range*2+1;
  2049. struct skill_unit *unit;
  2050. for (i=0;i<size*size;i++) {
  2051. x = src->x+(i%size-range);
  2052. y = src->y+(i/size-range);
  2053. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2054. cnt++;
  2055. continue;
  2056. }
  2057. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2058. if (unit) {
  2059. cnt++;
  2060. skill_delunit(unit);
  2061. }
  2062. }
  2063. return cnt;
  2064. }
  2065. /*==========================================
  2066. *
  2067. *------------------------------------------
  2068. */
  2069. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2070. {
  2071. struct block_list *src = map_id2bl(id),*target;
  2072. struct unit_data *ud = unit_bl2ud(src);
  2073. struct skill_timerskill *skl = NULL;
  2074. int range;
  2075. nullpo_retr(0, src);
  2076. nullpo_retr(0, ud);
  2077. skl = ud->skilltimerskill[data];
  2078. nullpo_retr(0, skl);
  2079. ud->skilltimerskill[data] = NULL;
  2080. do {
  2081. if(src->prev == NULL)
  2082. break;
  2083. if(skl->target_id) {
  2084. target = map_id2bl(skl->target_id);
  2085. if(!target && skl->skill_id == RG_INTIMIDATE)
  2086. target = src; //Required since it has to warp.
  2087. if(target == NULL)
  2088. break;
  2089. if(target->prev == NULL)
  2090. break;
  2091. if(src->m != target->m)
  2092. break;
  2093. if(status_isdead(src))
  2094. break;
  2095. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2096. break;
  2097. switch(skl->skill_id) {
  2098. case RG_INTIMIDATE:
  2099. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2100. short x,y;
  2101. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2102. if (target != src && !status_isdead(target))
  2103. unit_warp(target, -1, x, y, 3);
  2104. }
  2105. break;
  2106. case BA_FROSTJOKE: /* 寒いジョーク */
  2107. case DC_SCREAM: /* スクリーム */
  2108. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2109. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2110. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2111. break;
  2112. case WZ_WATERBALL:
  2113. if (!status_isdead(target))
  2114. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2115. if (skl->type>1 && !status_isdead(target)) {
  2116. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2117. } else {
  2118. struct status_change *sc = status_get_sc(src);
  2119. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2120. status_change_end(src,SC_MAGICPOWER,-1);
  2121. }
  2122. break;
  2123. default:
  2124. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2125. break;
  2126. }
  2127. }
  2128. else {
  2129. if(src->m != skl->map)
  2130. break;
  2131. switch(skl->skill_id) {
  2132. case WZ_METEOR:
  2133. if(skl->type >= 0) {
  2134. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2135. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2136. }
  2137. else
  2138. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2139. break;
  2140. }
  2141. }
  2142. } while (0);
  2143. //Free skl now that it is no longer needed.
  2144. ers_free(skill_timer_ers, skl);
  2145. return 0;
  2146. }
  2147. /*==========================================
  2148. *
  2149. *------------------------------------------
  2150. */
  2151. 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)
  2152. {
  2153. int i;
  2154. struct unit_data *ud;
  2155. nullpo_retr(1, src);
  2156. ud = unit_bl2ud(src);
  2157. nullpo_retr(1, ud);
  2158. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2159. if (i==MAX_SKILLTIMERSKILL) return 1;
  2160. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2161. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2162. ud->skilltimerskill[i]->src_id = src->id;
  2163. ud->skilltimerskill[i]->target_id = target;
  2164. ud->skilltimerskill[i]->skill_id = skill_id;
  2165. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2166. ud->skilltimerskill[i]->map = src->m;
  2167. ud->skilltimerskill[i]->x = x;
  2168. ud->skilltimerskill[i]->y = y;
  2169. ud->skilltimerskill[i]->type = type;
  2170. ud->skilltimerskill[i]->flag = flag;
  2171. return 0;
  2172. }
  2173. /*==========================================
  2174. *
  2175. *------------------------------------------
  2176. */
  2177. int skill_cleartimerskill (struct block_list *src)
  2178. {
  2179. int i;
  2180. struct unit_data *ud;
  2181. nullpo_retr(0, src);
  2182. ud = unit_bl2ud(src);
  2183. nullpo_retr(0, ud);
  2184. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2185. if(ud->skilltimerskill[i]) {
  2186. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2187. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2188. ud->skilltimerskill[i]=NULL;
  2189. }
  2190. }
  2191. return 1;
  2192. }
  2193. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2194. {
  2195. TBL_SKILL *su = (TBL_SKILL*)bl;
  2196. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2197. { //Reveal trap.
  2198. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2199. //clif_changetraplook(bl, su->group->unit_id);
  2200. clif_skill_setunit(su);
  2201. return 1;
  2202. }
  2203. return 0;
  2204. }
  2205. /*==========================================
  2206. * スキル使用(詠唱完了、ID指定攻撃系)
  2207. * (スパゲッティに向けて1歩前進!(ダメポ))
  2208. *------------------------------------------
  2209. */
  2210. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2211. {
  2212. struct map_session_data *sd = NULL, *tsd = NULL;
  2213. struct status_data *tstatus;
  2214. struct status_change *sc;
  2215. if (skillid > 0 && skilllv <= 0) return 0;
  2216. nullpo_retr(1, src);
  2217. nullpo_retr(1, bl);
  2218. if (src->m != bl->m)
  2219. return 1;
  2220. if (bl->prev == NULL)
  2221. return 1;
  2222. if (src->type == BL_PC)
  2223. sd = (struct map_session_data *)src;
  2224. if (bl->type == BL_PC)
  2225. tsd = (struct map_session_data *)bl;
  2226. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2227. return 1;
  2228. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2229. {
  2230. if (sd) clif_skill_fail(sd,skillid,0,0);
  2231. //GTB makes all targetted skills silently fail.
  2232. return 1;
  2233. }
  2234. sc = status_get_sc(src);
  2235. if (sc && !sc->count)
  2236. sc = NULL; //Unneeded
  2237. tstatus = status_get_status_data(bl);
  2238. map_freeblock_lock();
  2239. switch(skillid)
  2240. {
  2241. /* 武器攻撃系スキル */
  2242. case SM_BASH: /* バッシュ */
  2243. case MC_MAMMONITE: /* メマーナイト */
  2244. case TF_DOUBLE:
  2245. case AC_DOUBLE: /* ダブルストレイフィング */
  2246. case AS_SONICBLOW: /* ソニックブロー */
  2247. case KN_PIERCE: /* ピアース */
  2248. case KN_SPEARBOOMERANG: /* スピアブーメラン */
  2249. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2250. case TF_POISON: /* インベナム */
  2251. case TF_SPRINKLESAND: /* 砂まき */
  2252. case AC_CHARGEARROW: /* チャージアロー */
  2253. case RG_RAID: /* サプライズアタック */
  2254. case RG_INTIMIDATE: /* インティミデイト */
  2255. case AM_ACIDTERROR: /* アシッドテラー */
  2256. case BA_MUSICALSTRIKE: /* ミュージカルストライク */
  2257. case DC_THROWARROW: /* 矢撃ち */
  2258. case BA_DISSONANCE: /* 不協和音 */
  2259. case CR_HOLYCROSS: /* ホーリークロス */
  2260. case NPC_DARKCROSS:
  2261. case CR_SHIELDCHARGE:
  2262. case CR_SHIELDBOOMERANG:
  2263. /* 以下MOB専用 */
  2264. /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */
  2265. case NPC_PIERCINGATT:
  2266. case NPC_MENTALBREAKER:
  2267. case NPC_RANGEATTACK:
  2268. case NPC_CRITICALSLASH:
  2269. case NPC_COMBOATTACK:
  2270. /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */
  2271. case NPC_GUIDEDATTACK:
  2272. case NPC_POISON:
  2273. case NPC_BLINDATTACK:
  2274. case NPC_SILENCEATTACK:
  2275. case NPC_STUNATTACK:
  2276. /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */
  2277. case NPC_PETRIFYATTACK:
  2278. case NPC_CURSEATTACK:
  2279. case NPC_SLEEPATTACK:
  2280. case NPC_RANDOMATTACK:
  2281. /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */
  2282. case NPC_WATERATTACK:
  2283. case NPC_GROUNDATTACK:
  2284. case NPC_FIREATTACK:
  2285. case NPC_WINDATTACK:
  2286. /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */
  2287. case NPC_POISONATTACK:
  2288. case NPC_HOLYATTACK:
  2289. case NPC_DARKNESSATTACK:
  2290. case NPC_TELEKINESISATTACK:
  2291. case NPC_UNDEADATTACK:
  2292. case NPC_BREAKARMOR:
  2293. case NPC_BREAKWEAPON:
  2294. case NPC_BREAKHELM:
  2295. case NPC_BREAKSHIELD:
  2296. case LK_AURABLADE: /* オーラブレード */
  2297. case LK_SPIRALPIERCE: /* スパイラルピアース */
  2298. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2299. case LK_JOINTBEAT: /* ジョイントビート */
  2300. case CG_ARROWVULCAN: /* アローバルカン */
  2301. case HW_MAGICCRASHER: /* マジッククラッシャー */
  2302. case ASC_METEORASSAULT: /* メテオアサルト */
  2303. case ITM_TOMAHAWK:
  2304. case MO_TRIPLEATTACK:
  2305. case CH_CHAINCRUSH: /* 連柱崩撃 */
  2306. case CH_TIGERFIST: /* 伏虎拳 */
  2307. case PA_SHIELDCHAIN: // Shield Chain
  2308. case PA_SACRIFICE: /* サクリファイス */
  2309. case WS_CARTTERMINATION: // Cart Termination
  2310. case AS_VENOMKNIFE:
  2311. case HT_PHANTASMIC:
  2312. case HT_POWER:
  2313. case TK_DOWNKICK:
  2314. case TK_COUNTER:
  2315. case ASC_BREAKER:
  2316. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2317. break;
  2318. case MO_COMBOFINISH:
  2319. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2320. { //Becomes a splash attack when Soul Linked.
  2321. map_foreachinrange(skill_area_sub, bl,
  2322. skill_get_splash(skillid, skilllv),BL_CHAR,
  2323. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2324. skill_castend_damage_id);
  2325. } else
  2326. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2327. break;
  2328. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2330. map_foreachinrange(skill_attack_area, src,
  2331. skill_get_splash(skillid, skilllv), BL_CHAR,
  2332. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2333. break;
  2334. case NJ_SHADOWJUMP: //[blackhole89]
  2335. case TK_JUMPKICK:
  2336. if (skillid == TK_JUMPKICK)
  2337. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2338. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2339. clif_slide(src,bl->x,bl->y);
  2340. break;
  2341. case SN_SHARPSHOOTING: /* シャープシューティング */
  2342. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2343. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2344. skill_get_splash(skillid, skilllv),BL_CHAR,
  2345. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2346. break;
  2347. case MO_INVESTIGATE: /* 発勁 */
  2348. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2349. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2350. status_change_end(src,SC_BLADESTOP,-1);
  2351. break;
  2352. case RG_BACKSTAP: /* バックスタブ */
  2353. {
  2354. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2355. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2356. if (sc && sc->data[SC_HIDING].timer != -1)
  2357. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  2358. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2359. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2360. unit_setdir(bl,dir);
  2361. clif_changed_dir(bl);
  2362. }
  2363. else if (sd)
  2364. clif_skill_fail(sd,skillid,0,0);
  2365. }
  2366. break;
  2367. case MO_FINGEROFFENSIVE: /* 指弾 */
  2368. {
  2369. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2370. if (battle_config.finger_offensive_type && sd) {
  2371. int i;
  2372. for (i = 1; i < sd->spiritball_old; i++)
  2373. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2374. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2375. }
  2376. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2377. status_change_end(src,SC_BLADESTOP,-1);
  2378. }
  2379. break;
  2380. case MO_CHAINCOMBO: /* 連打掌 */
  2381. {
  2382. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2383. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2384. status_change_end(src,SC_BLADESTOP,-1);
  2385. }
  2386. break;
  2387. case KN_CHARGEATK:
  2388. case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
  2389. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2390. {
  2391. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2392. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2393. if (sc->data[SC_BLADESTOP].timer != -1)
  2394. status_change_end(src,SC_BLADESTOP,-1);
  2395. }
  2396. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2397. int dx,dy;
  2398. dx = bl->x - src->x;
  2399. dy = bl->y - src->y;
  2400. if(dx > 0) dx++;
  2401. else if(dx < 0) dx--;
  2402. if (dy > 0) dy++;
  2403. else if(dy < 0) dy--;
  2404. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2405. flag = distance_bl(src, bl);
  2406. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2407. if (sd) clif_skill_fail(sd,skillid,0,0);
  2408. break;
  2409. }
  2410. clif_slide(src,src->x,src->y);
  2411. 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]
  2412. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2413. else if (sd)
  2414. clif_skill_fail(sd,skillid,0,0);
  2415. }
  2416. else //Assume minimum distance of 1 for Charge.
  2417. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2418. break;
  2419. /* 武器系範囲攻撃スキル */
  2420. case AS_GRIMTOOTH: /* グリムトゥース */
  2421. case MC_CARTREVOLUTION: /* カートレヴォリューション */
  2422. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2423. case AC_SHOWER: //Targetted skill implementation.
  2424. if(flag&1){
  2425. /* 個別にダメージを与える */
  2426. if(bl->id!=skill_area_temp[1]){
  2427. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2428. 0x0500);
  2429. }
  2430. } else {
  2431. skill_area_temp[1]=bl->id;
  2432. map_foreachinrange(skill_area_sub, bl,
  2433. skill_get_splash(skillid, skilllv), BL_CHAR,
  2434. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2435. skill_castend_damage_id);
  2436. //Skill-attack at the end in case it has knockback. [Skotlex]
  2437. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2438. }
  2439. break;
  2440. case AS_SPLASHER:
  2441. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2442. if (bl->id != skill_area_temp[1])
  2443. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2444. else
  2445. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2446. } else {
  2447. skill_area_temp[0] = 0;
  2448. skill_area_temp[1] = bl->id;
  2449. map_foreachinrange(skill_area_sub, bl,
  2450. skill_get_splash(skillid, skilllv), BL_CHAR,
  2451. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2452. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2453. map_foreachinrange(skill_area_sub, bl,
  2454. skill_get_splash(skillid, skilllv), BL_CHAR,
  2455. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2456. skill_castend_damage_id);
  2457. }
  2458. break;
  2459. case SM_MAGNUM:
  2460. if(flag&1)
  2461. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2462. else {
  2463. //If we get here, someone changed magnum to be a enemy targetted skill,
  2464. //so treat it as such.
  2465. map_foreachinrange(skill_area_sub, bl,
  2466. skill_get_splash(skillid, skilllv),BL_CHAR,
  2467. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2468. skill_castend_damage_id);
  2469. //Initiate 10% of your damage becomes fire element.
  2470. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2471. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2472. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2473. }
  2474. break;
  2475. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2476. if(flag&1){
  2477. /* 個別にダメージを与える */
  2478. if(bl->id!=skill_area_temp[1])
  2479. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2480. } else {
  2481. int i,c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */
  2482. /* まずターゲットに攻撃を加える */
  2483. c = skill_get_blewcount(skillid,skilllv);
  2484. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2485. c = 0;
  2486. for(i=0;i<c;i++){
  2487. skill_blown(src,bl,0x20000|1);
  2488. skill_area_temp[0]=0;
  2489. map_foreachinrange(skill_area_sub,bl,
  2490. skill_get_splash(skillid, skilllv),BL_CHAR,
  2491. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2492. skill_area_sub_count);
  2493. if(skill_area_temp[0]>1) break;
  2494. }
  2495. clif_blown(bl); //Update target pos.
  2496. skill_area_temp[1]=bl->id;
  2497. /* その後ターゲット以外の範囲内の敵全体に処理を行う */
  2498. map_foreachinrange(skill_area_sub,bl,
  2499. skill_get_splash(skillid, skilllv),BL_CHAR,
  2500. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2501. skill_castend_damage_id);
  2502. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2503. }
  2504. break;
  2505. case KN_SPEARSTAB: /* スピアスタブ */
  2506. if(flag&1){
  2507. /* 個別にダメージを与える */
  2508. if (bl->id==skill_area_temp[1])
  2509. break;
  2510. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2511. skill_blown(src,bl,skill_area_temp[2]);
  2512. } else {
  2513. int x=bl->x,y=bl->y,i,dir;
  2514. /* まずターゲットに攻撃を加える */
  2515. dir = map_calc_dir(bl,src->x,src->y);
  2516. skill_area_temp[1] = bl->id;
  2517. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2518. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2519. skill_blown(src,bl,skill_area_temp[2]);
  2520. for (i=0;i<4;i++) {
  2521. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2522. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2523. skill_castend_damage_id);
  2524. x += dirx[dir];
  2525. y += diry[dir];
  2526. }
  2527. }
  2528. break;
  2529. case TK_TURNKICK:
  2530. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2531. {
  2532. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2533. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2534. map_foreachinrange(skill_area_sub,bl,
  2535. skill_get_splash(skillid, skilllv),BL_CHAR,
  2536. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2537. skill_castend_nodamage_id);
  2538. }
  2539. break;
  2540. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2541. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2542. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2543. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2544. break;
  2545. case ALL_RESURRECTION: /* リザレクション */
  2546. case PR_TURNUNDEAD: /* ターンアンデッド */
  2547. //Undead check is on unit-use skill
  2548. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2549. break;
  2550. /* 魔法系スキル */
  2551. case MG_SOULSTRIKE: /* ソウルストライク */
  2552. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2553. case MG_COLDBOLT: /* コールドボルト */
  2554. case MG_FIREBOLT: /* ファイアーボルト */
  2555. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2556. case WZ_EARTHSPIKE: /* アーススパイク */
  2557. case AL_HEAL: /* ヒール */
  2558. case AL_HOLYLIGHT: /* ホーリーライト */
  2559. case WZ_JUPITEL: /* ユピテルサンダー */
  2560. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2561. case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */
  2562. case PR_ASPERSIO: /* アスペルシオ */
  2563. case MG_FROSTDIVER: /* フロストダイバー */
  2564. case WZ_SIGHTBLASTER:
  2565. case WZ_SIGHTRASHER: /* サイトラッシャー */
  2566. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2567. break;
  2568. case HVAN_CAPRICE: //[blackhole89]
  2569. {
  2570. int ran=rand()%4;
  2571. int sid = 0;
  2572. switch(ran)
  2573. {
  2574. case 0: sid=MG_COLDBOLT; break;
  2575. case 1: sid=MG_FIREBOLT; break;
  2576. case 2: sid=MG_LIGHTNINGBOLT; break;
  2577. case 3: sid=WZ_EARTHSPIKE; break;
  2578. }
  2579. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
  2580. }
  2581. break;
  2582. case WZ_WATERBALL: /* ウォーターボール */
  2583. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2584. if (skilllv>1) {
  2585. int range = skilllv/2;
  2586. int cnt;
  2587. if (sd)
  2588. cnt = skill_count_water(src,range);
  2589. else {
  2590. range = 2*range+1;
  2591. cnt = range*range;
  2592. }
  2593. cnt--;
  2594. if (cnt > 0)
  2595. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2596. skillid,skilllv,cnt,flag);
  2597. } else if (sd) //Eat up deluge tiles.
  2598. skill_count_water(src,0);
  2599. break;
  2600. case PR_BENEDICTIO: /* 聖体降福 */
  2601. //Should attack undead and demons. [Skotlex]
  2602. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2603. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2604. break;
  2605. /* 魔法系範囲攻撃スキル */
  2606. case MG_NAPALMBEAT: /* ナパームビート */
  2607. case MG_FIREBALL: /* ファイヤーボール */
  2608. if (flag & 1) {
  2609. /* 個別にダメージを与える */
  2610. if (bl->id == skill_area_temp[1])
  2611. break;
  2612. if(skillid == MG_FIREBALL) //Store distance.
  2613. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2614. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2615. } else {
  2616. skill_area_temp[0]=0;
  2617. skill_area_temp[1]=bl->id;
  2618. switch (skillid) {
  2619. case MG_NAPALMBEAT:
  2620. /* ナパームビート・ナパームバルカンは分散ダメージなので敵の数を数える */
  2621. map_foreachinrange(skill_area_sub, bl,
  2622. skill_get_splash(skillid, skilllv),BL_CHAR,
  2623. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2624. skill_area_sub_count);
  2625. break;
  2626. case MG_FIREBALL:
  2627. skill_area_temp[2]=bl->x;
  2628. skill_area_temp[3]=bl->y;
  2629. break;
  2630. }
  2631. /* ターゲットに攻撃を加える(スキルエフェクト表示) */
  2632. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2633. map_foreachinrange(skill_area_sub,bl,
  2634. skill_get_splash(skillid, skilllv),BL_CHAR,
  2635. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2636. skill_castend_damage_id);
  2637. }
  2638. break;
  2639. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2640. if (flag & 1) {
  2641. if (bl->id != skill_area_temp[1])
  2642. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2643. } else {
  2644. skill_area_temp[0] = 0;
  2645. skill_area_temp[1] = bl->id;
  2646. map_foreachinrange(skill_area_sub, bl,
  2647. skill_get_splash(skillid, skilllv), BL_CHAR,
  2648. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2649. skill_area_sub_count);
  2650. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2651. map_foreachinrange(skill_area_sub, bl,
  2652. skill_get_splash(skillid, skilllv), BL_CHAR,
  2653. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2654. skill_castend_damage_id);
  2655. }
  2656. break;
  2657. case SL_STIN:
  2658. case SL_STUN:
  2659. case SL_SMA:
  2660. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2661. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2662. clif_skill_fail(sd,skillid,0,0);
  2663. break;
  2664. }
  2665. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2666. break;
  2667. /* その他 */
  2668. case HT_BLITZBEAT: /* ブリッツビート */
  2669. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2670. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2671. } else {
  2672. skill_area_temp[0] = 0;
  2673. skill_area_temp[1] = bl->id;
  2674. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2675. map_foreachinrange(skill_area_sub, bl,
  2676. skill_get_splash(skillid, skilllv), BL_CHAR,
  2677. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2678. map_foreachinrange(skill_area_sub, bl,
  2679. skill_get_splash(skillid, skilllv), BL_CHAR,
  2680. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2681. skill_castend_damage_id);
  2682. }
  2683. break;
  2684. case NPC_DARKBREATH:
  2685. clif_emotion(src,7);
  2686. case SN_FALCONASSAULT:
  2687. case PA_PRESSURE:
  2688. case CR_ACIDDEMONSTRATION:
  2689. case TF_THROWSTONE:
  2690. case NPC_SMOKING:
  2691. case NPC_SELFDESTRUCTION:
  2692. case GS_FLING:
  2693. case NJ_ZENYNAGE:
  2694. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2695. break;
  2696. // Celest
  2697. case PF_SOULBURN:
  2698. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2699. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2700. if (skilllv == 5)
  2701. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2702. status_percent_damage(src, bl, 0, 100);
  2703. } else {
  2704. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2705. if (skilllv == 5)
  2706. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2707. status_percent_damage(src, src, 0, 100);
  2708. }
  2709. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2710. break;
  2711. /* HP吸収/HP吸収魔法 */
  2712. case NPC_BLOODDRAIN:
  2713. case NPC_ENERGYDRAIN:
  2714. {
  2715. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2716. src, src, bl, skillid, skilllv, tick, flag);
  2717. if (heal > 0){
  2718. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2719. status_heal(src, heal, 0, 0);
  2720. }
  2721. }
  2722. break;
  2723. //Until they're at right position - gs_damage- [Vicious]
  2724. case GS_TRIPLEACTION:
  2725. case GS_MAGICALBULLET:
  2726. case GS_CRACKER:
  2727. case GS_TRACKING:
  2728. case GS_PIERCINGSHOT:
  2729. case GS_RAPIDSHOWER:
  2730. case GS_DUST:
  2731. case GS_FULLBUSTER:
  2732. case NJ_SYURIKEN:
  2733. case NJ_KUNAI:
  2734. case NJ_HUUMA:
  2735. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2736. break;
  2737. case GS_BULLSEYE:
  2738. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2739. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2740. else if (sd)
  2741. clif_skill_fail(sd,skillid,0,0);
  2742. break;
  2743. case GS_DESPERADO:
  2744. case GS_SPREADATTACK:
  2745. if(flag&1)
  2746. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2747. else {
  2748. //If we get here, someone changed it to be a enemy targetted skill,
  2749. //so treat it as such.
  2750. map_foreachinrange(skill_area_sub, bl,
  2751. skill_get_splash(skillid, skilllv),BL_CHAR,
  2752. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2753. skill_castend_damage_id);
  2754. }
  2755. break;
  2756. case NJ_KASUMIKIRI:
  2757. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2758. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2759. break;
  2760. case NJ_KIRIKAGE:
  2761. status_change_end(src, SC_HIDING, -1);
  2762. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2763. break;
  2764. case NJ_KOUENKA:
  2765. case NJ_HYOUSENSOU:
  2766. case NJ_HYOUSYOURAKU:
  2767. case NJ_HUUJIN:
  2768. case NJ_RAIGEKISAI:
  2769. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2770. break;
  2771. case NJ_KAMAITACHI:
  2772. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2773. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2774. skill_get_splash(skillid, skilllv),BL_CHAR,
  2775. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2776. break;
  2777. //Not implemented yet [Vicious]
  2778. //case NJ_SYURIKEN:
  2779. //case NJ_KUNAI:
  2780. //case NJ_HUUMA:
  2781. //case NJ_KASUMIKIRI:
  2782. //case NJ_KIRIKAGE:
  2783. //case NJ_KOUENKA:
  2784. case NJ_KAENSIN:
  2785. //case NJ_HYOUSENSOU:
  2786. //case NJ_HYOUSYOURAKU:
  2787. //case NJ_HUUJIN:
  2788. //case NJ_RAIGEKISAI:
  2789. //case NJ_KAMAITACHI:
  2790. case NJ_ISSEN:
  2791. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2792. break;
  2793. case 0:
  2794. if(sd) {
  2795. if (flag & 3){
  2796. if (bl->id != skill_area_temp[1])
  2797. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2798. } else {
  2799. skill_area_temp[1] = bl->id;
  2800. map_foreachinrange(skill_area_sub, bl,
  2801. sd->splash_range, BL_CHAR,
  2802. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2803. skill_castend_damage_id);
  2804. }
  2805. }
  2806. break;
  2807. default:
  2808. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2809. map_freeblock_unlock();
  2810. return 1;
  2811. }
  2812. map_freeblock_unlock();
  2813. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2814. battle_consume_ammo(sd, skillid, skilllv);
  2815. return 0;
  2816. }
  2817. /*==========================================
  2818. * スキル使用(詠唱完了、ID指定支援系)
  2819. *------------------------------------------
  2820. */
  2821. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2822. {
  2823. struct map_session_data *sd = NULL;
  2824. struct map_session_data *dstsd = NULL;
  2825. struct status_data *sstatus, *tstatus;
  2826. struct status_change *tsc;
  2827. struct mob_data *md = NULL;
  2828. struct mob_data *dstmd = NULL;
  2829. int i,type=-1;
  2830. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2831. nullpo_retr(1, src);
  2832. nullpo_retr(1, bl);
  2833. if (src->m != bl->m)
  2834. return 1;
  2835. if (src->type == BL_PC) {
  2836. sd = (struct map_session_data *)src;
  2837. } else if (src->type == BL_MOB) {
  2838. md = (struct mob_data *)src;
  2839. }
  2840. if (bl->type == BL_PC){
  2841. dstsd = (struct map_session_data *)bl;
  2842. } else if (bl->type == BL_MOB){
  2843. dstmd = (struct mob_data *)bl;
  2844. }
  2845. if(bl->prev == NULL)
  2846. return 1;
  2847. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2848. return 1;
  2849. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2850. return 1;
  2851. tstatus = status_get_status_data(bl);
  2852. sstatus = status_get_status_data(src);
  2853. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2854. switch (skillid) {
  2855. case AL_HEAL:
  2856. case ALL_RESURRECTION:
  2857. case PR_ASPERSIO:
  2858. if (battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2859. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2860. //Offensive heal does not works on non-enemies. [Skotlex]
  2861. if (sd) clif_skill_fail(sd,skillid,0,0);
  2862. return 0;
  2863. }
  2864. if(!sd) {
  2865. //Prevent non-players from casting offensive heal. [Skotlex]
  2866. clif_emotion(src, 4);
  2867. return 0;
  2868. }
  2869. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2870. }
  2871. break;
  2872. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2873. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2874. //These are actually ground placed.
  2875. case CR_GRANDCROSS:
  2876. case NPC_GRANDDARKNESS:
  2877. //Until they're at right position - gs_ground- [Vicious]
  2878. case GS_DESPERADO:
  2879. case NJ_KAENSIN: /*火炎陣*/
  2880. case NJ_HYOUSYOURAKU:
  2881. case NJ_RAIGEKISAI:
  2882. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2883. }
  2884. if (skillid > 0)
  2885. type = SkillStatusChangeTable(skillid);
  2886. tsc = status_get_sc(bl);
  2887. map_freeblock_lock();
  2888. switch(skillid)
  2889. {
  2890. case AL_HEAL: /* ヒール */
  2891. {
  2892. int heal = skill_calc_heal(src, skilllv);
  2893. int heal_get_jobexp;
  2894. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2895. heal=0; /* 黄金蟲カード(ヒール量0) */
  2896. if (sd) {
  2897. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2898. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら
  2899. heal = heal*2; //スパノビの嫁が旦那にヒールすると2倍になる
  2900. }
  2901. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2902. && !(sstatus->mode&MD_BOSS)
  2903. ) { //Bounce back heal
  2904. if (--tsc->data[SC_KAITE].val2 <= 0)
  2905. status_change_end(bl, SC_KAITE, -1);
  2906. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2907. clif_skill_nodamage (src, src, skillid, heal, 1);
  2908. heal_get_jobexp = status_heal(src,heal,0,0);
  2909. } else {
  2910. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2911. heal_get_jobexp = status_heal(bl,heal,0,0);
  2912. }
  2913. // JOB経験値獲得
  2914. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2915. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2916. if (heal_get_jobexp <= 0)
  2917. heal_get_jobexp = 1;
  2918. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2919. }
  2920. }
  2921. break;
  2922. case PR_REDEMPTIO:
  2923. if (sd && !(flag&1)) {
  2924. if (sd->status.party_id == 0) {
  2925. clif_skill_fail(sd,skillid,0,0);
  2926. break;
  2927. }
  2928. skill_area_temp[0] = 0;
  2929. party_foreachsamemap(skill_area_sub,
  2930. sd,skill_get_splash(skillid, skilllv),
  2931. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2932. skill_castend_nodamage_id);
  2933. if (skill_area_temp[0] == 0) {
  2934. clif_skill_fail(sd,skillid,0,0);
  2935. break;
  2936. }
  2937. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2938. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2939. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2940. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2941. clif_updatestatus(sd,SP_BASEEXP);
  2942. clif_updatestatus(sd,SP_JOBEXP);
  2943. }
  2944. status_zap(src, sstatus->hp-1, sstatus->sp-1);
  2945. break;
  2946. } else if (status_isdead(bl) && flag&1) { //Revive
  2947. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2948. skilllv = 3; //Resurrection level 3 is used
  2949. } else //Invalid target, skip resurrection.
  2950. break;
  2951. case ALL_RESURRECTION: /* リザレクション */
  2952. if(sd && map_flag_gvg(bl->m))
  2953. { //No reviving in WoE grounds!
  2954. clif_skill_fail(sd,skillid,0,0);
  2955. break;
  2956. }
  2957. if (!status_isdead(bl))
  2958. break;
  2959. {
  2960. int per = 0, sper = 0;
  2961. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2962. break;
  2963. switch(skilllv){
  2964. case 1: per=10; break;
  2965. case 2: per=30; break;
  2966. case 3: per=50; break;
  2967. case 4: per=80; break;
  2968. }
  2969. if(dstsd && dstsd->special_state.restart_full_recover)
  2970. per = sper = 100;
  2971. if (status_revive(bl, per, sper))
  2972. {
  2973. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  2974. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2975. {
  2976. int exp = 0,jexp = 0;
  2977. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2978. if(lv > 0) {
  2979. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2980. if (exp < 1) exp = 1;
  2981. }
  2982. if(jlv > 0) {
  2983. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2984. if (jexp < 1) jexp = 1;
  2985. }
  2986. if(exp > 0 || jexp > 0)
  2987. pc_gainexp (sd, bl, exp, jexp);
  2988. }
  2989. }
  2990. }
  2991. break;
  2992. case AL_DECAGI: /* 速度減少 */
  2993. clif_skill_nodamage (src, bl, skillid, skilllv,
  2994. sc_start(bl, type,
  2995. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2996. skilllv, skill_get_time(skillid,skilllv)));
  2997. break;
  2998. case AL_CRUCIS:
  2999. if (flag & 1) {
  3000. if (battle_check_target (src, bl, BCT_ENEMY))
  3001. sc_start(bl,type,
  3002. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3003. skilllv,60000);
  3004. } else {
  3005. map_foreachinrange(skill_area_sub, src,
  3006. skill_get_splash(skillid, skilllv), BL_CHAR,
  3007. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3008. skill_castend_nodamage_id);
  3009. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3010. }
  3011. break;
  3012. case PR_LEXDIVINA: /* レックスディビーナ */
  3013. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3014. status_change_end(bl,type, -1);
  3015. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3016. } else
  3017. clif_skill_nodamage (src, bl, skillid, skilllv,
  3018. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3019. break;
  3020. case SA_ABRACADABRA:
  3021. {
  3022. int abra_skillid = 0, abra_skilllv;
  3023. if (sd)
  3024. { //Crash-fix [Skotlex]
  3025. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3026. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3027. { //bug fixed by Lupus (item pos can be 0, too!)
  3028. clif_skill_fail(sd,skillid,0,0);
  3029. break;
  3030. }
  3031. pc_delitem(sd, i, 1, 0);
  3032. }
  3033. do {
  3034. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3035. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3036. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル・確率判定
  3037. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPC・結婚・養子・アイテムスキルはダメ
  3038. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダメ
  3039. abra_skillid = 0; // reset to get a new id
  3040. } while (abra_skillid == 0);
  3041. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3042. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3043. if (sd)
  3044. { //Crash-protection against Abracadabra casting pets
  3045. sd->skillitem = abra_skillid;
  3046. sd->skillitemlv = abra_skilllv;
  3047. sd->state.abra_flag = 1;
  3048. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3049. } else
  3050. { // [Skotlex]
  3051. struct unit_data *ud = unit_bl2ud(src);
  3052. int inf = skill_get_inf(abra_skillid);
  3053. int target_id = 0;
  3054. if (!ud) break;
  3055. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3056. if (src->type == BL_PET)
  3057. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3058. if (!bl) bl = src;
  3059. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3060. } else { //Assume offensive skills
  3061. if (ud->target)
  3062. target_id = ud->target;
  3063. else switch (src->type) {
  3064. case BL_MOB:
  3065. target_id = ((TBL_MOB*)src)->target_id;
  3066. break;
  3067. case BL_PET:
  3068. target_id = ((TBL_PET*)src)->target_id;
  3069. break;
  3070. }
  3071. if (!target_id)
  3072. break;
  3073. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3074. bl = map_id2bl(target_id);
  3075. if (!bl) bl = src;
  3076. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3077. } else
  3078. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3079. }
  3080. }
  3081. }
  3082. break;
  3083. case SA_COMA:
  3084. clif_skill_nodamage(src,bl,skillid,skilllv,
  3085. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3086. break;
  3087. case SA_FULLRECOVERY:
  3088. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3089. if (status_isimmune(bl))
  3090. break;
  3091. status_percent_heal(bl, 100, 100);
  3092. break;
  3093. case SA_SUMMONMONSTER:
  3094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3095. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3096. break;
  3097. case SA_LEVELUP:
  3098. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3099. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3100. break;
  3101. case SA_INSTANTDEATH:
  3102. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3103. status_zap(bl,tstatus->hp-1,0);
  3104. break;
  3105. case SA_QUESTION:
  3106. case SA_GRAVITY:
  3107. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3108. break;
  3109. case SA_CLASSCHANGE:
  3110. {
  3111. //クラスチェンジ用ボスモンスターID
  3112. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3113. ,1157,1159,1190,1272,1312,1373,1492};
  3114. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3115. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3116. if(dstmd) mob_class_change(dstmd,class_);
  3117. }
  3118. break;
  3119. case SA_MONOCELL:
  3120. {
  3121. static int poringclass[]={1002};
  3122. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3123. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3124. if(dstmd) mob_class_change(dstmd,class_);
  3125. }
  3126. break;
  3127. case SA_DEATH:
  3128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3129. status_kill(bl);
  3130. break;
  3131. case SA_REVERSEORCISH:
  3132. clif_skill_nodamage(src,bl,skillid,skilllv,
  3133. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3134. break;
  3135. case SA_FORTUNE:
  3136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3137. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3138. break;
  3139. case SA_TAMINGMONSTER:
  3140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3141. if (sd && dstmd) {
  3142. for (i = 0; i < MAX_PET_DB; i++) {
  3143. if (dstmd->class_ == pet_db[i].class_) {
  3144. pet_catch_process1 (sd, dstmd->class_);
  3145. break;
  3146. }
  3147. }
  3148. }
  3149. break;
  3150. case AL_INCAGI: /* 速度増加 */
  3151. case AL_BLESSING: /* ブレッシング */
  3152. case PR_SLOWPOISON:
  3153. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3154. case PR_LEXAETERNA: /* レックスエーテルナ */
  3155. case PR_SUFFRAGIUM: /* サフラギウム */
  3156. case PR_BENEDICTIO: /* 聖体降福 */
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,
  3158. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3159. break;
  3160. case CR_PROVIDENCE: /* プロヴィデンス */
  3161. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3162. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3163. clif_skill_fail(sd,skillid,0,0);
  3164. map_freeblock_unlock();
  3165. return 1;
  3166. }
  3167. }
  3168. clif_skill_nodamage(src,bl,skillid,skilllv,
  3169. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3170. break;
  3171. case CG_MARIONETTE: /* マリオネットコントロール */
  3172. {
  3173. struct status_change *sc= status_get_sc(src);
  3174. int type2 = SC_MARIONETTE2;
  3175. if(sc && tsc){
  3176. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3177. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3178. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3179. clif_marionette(src, bl);
  3180. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3181. }
  3182. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3183. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3184. status_change_end(src, type, -1);
  3185. status_change_end(bl, type2, -1);
  3186. }
  3187. else {
  3188. if (sd) clif_skill_fail(sd,skillid,0,0);
  3189. map_freeblock_unlock();
  3190. return 1;
  3191. }
  3192. }
  3193. }
  3194. break;
  3195. case RG_CLOSECONFINE:
  3196. clif_skill_nodamage(src,bl,skillid,skilllv,
  3197. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3198. break;
  3199. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3200. case SA_FROSTWEAPON:
  3201. case SA_LIGHTNINGLOADER:
  3202. case SA_SEISMICWEAPON:
  3203. if (dstsd) {
  3204. if(dstsd->status.weapon == W_FIST ||
  3205. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3206. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3207. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3208. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3209. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3210. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3211. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3212. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3213. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3214. ))
  3215. ) {
  3216. if (sd) clif_skill_fail(sd,skillid,0,0);
  3217. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3218. break;
  3219. }
  3220. }
  3221. if (sd) {
  3222. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3223. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3224. clif_skill_fail(sd,skillid,0,0);
  3225. break;
  3226. }
  3227. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3228. }
  3229. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3230. i = skilllv <4?(60+skilllv*10):100;
  3231. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3232. if(!i) {
  3233. if (sd) clif_skill_fail(sd,skillid,0,0);
  3234. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3235. sd && sd != dstsd)
  3236. clif_displaymessage(sd->fd,"You broke target's weapon");
  3237. }
  3238. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3239. break;
  3240. case PR_ASPERSIO: /* アスペルシオ */
  3241. if (sd && dstmd) {
  3242. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3243. break;
  3244. }
  3245. clif_skill_nodamage(src,bl,skillid,skilllv,
  3246. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3247. break;
  3248. case TK_SEVENWIND:
  3249. switch(skilllv){
  3250. case 1:
  3251. type=SC_EARTHWEAPON;
  3252. break;
  3253. case 2:
  3254. type=SC_WINDWEAPON;
  3255. break;
  3256. case 3:
  3257. type=SC_WATERWEAPON;
  3258. break;
  3259. case 4:
  3260. type=SC_FIREWEAPON;
  3261. break;
  3262. case 5:
  3263. type=SC_GHOSTWEAPON;
  3264. break;
  3265. case 6:
  3266. type=SC_SHADOWWEAPON;
  3267. break;
  3268. case 7:
  3269. type=SC_ASPERSIO;
  3270. break;
  3271. }
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,
  3273. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3274. break;
  3275. case PR_KYRIE: /* キリエエレイソン */
  3276. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3277. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3278. break;
  3279. //Passive Magnum, should had been casted on yourself.
  3280. case SM_MAGNUM:
  3281. map_foreachinrange(skill_area_sub, src,
  3282. skill_get_splash(skillid, skilllv),BL_CHAR,
  3283. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3284. skill_castend_damage_id);
  3285. //Initiate 10% of your damage becomes fire element.
  3286. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3287. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3288. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3289. break;
  3290. case LK_BERSERK: /* バーサーク */
  3291. case KN_AUTOCOUNTER: /* オートカウンター */
  3292. case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */
  3293. case KN_ONEHAND:
  3294. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3295. case CR_REFLECTSHIELD:
  3296. case AS_POISONREACT: /* ポイズンリアクト */
  3297. case MC_LOUD: /* ラウドボイス */
  3298. case MG_ENERGYCOAT: /* エナジーコート */
  3299. case MG_SIGHT: /* サイト */
  3300. case AL_RUWACH: /* ルアフ */
  3301. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3302. case MO_STEELBODY: // 金剛
  3303. case MO_BLADESTOP: // 白刃取り
  3304. case LK_AURABLADE: /* オーラブレード */
  3305. case LK_PARRYING: /* パリイング */
  3306. case LK_CONCENTRATION: /* コンセントレーション */
  3307. case WS_CARTBOOST: /* カートブースト */
  3308. case SN_SIGHT: /* トゥルーサイト */
  3309. case WS_MELTDOWN: /* メルトダウン */
  3310. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3311. case ST_REJECTSWORD: /* リジェクトソード */
  3312. case HW_MAGICPOWER: /* 魔法力増幅 */
  3313. case PF_MEMORIZE: /* メモライズ */
  3314. case PA_SACRIFICE:
  3315. case ASC_EDP: // [Celest]
  3316. case NPC_STOP:
  3317. case WZ_SIGHTBLASTER:
  3318. case SG_SUN_COMFORT:
  3319. case SG_MOON_COMFORT:
  3320. case SG_STAR_COMFORT:
  3321. case NPC_HALLUCINATION:
  3322. case HP_ASSUMPTIO:
  3323. case GS_MADNESSCANCEL:
  3324. case GS_ADJUSTMENT:
  3325. case GS_INCREASING:
  3326. case GS_CRACKER:
  3327. case NJ_KASUMIKIRI:
  3328. case NJ_UTSUSEMI:
  3329. case NJ_BUNSINJYUTSU:
  3330. case NJ_NEN:
  3331. clif_skill_nodamage(src,bl,skillid,skilllv,
  3332. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3333. break;
  3334. case NJ_TATAMIGAESHI:
  3335. clif_skill_nodamage(src,bl,skillid,skilllv,
  3336. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3337. i = skill_get_range(skillid, skilllv); //use i for range.
  3338. type = skill_get_splash(skillid, skilllv); //reuse type for splash
  3339. map_foreachinpath(skill_attack_area,src->m,
  3340. src->x,src->y,src->x-i,src->y,type,BL_CHAR,
  3341. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3342. map_foreachinpath(skill_attack_area,src->m,
  3343. src->x,src->y,src->x+i,src->y,type,BL_CHAR,
  3344. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3345. map_foreachinpath(skill_attack_area,src->m,
  3346. src->x,src->y,src->x,src->y-i,type,BL_CHAR,
  3347. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3348. map_foreachinpath(skill_attack_area,src->m,
  3349. src->x,src->y,src->x,src->y+i,type,BL_CHAR,
  3350. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3351. break;
  3352. case SG_SUN_WARM:
  3353. case SG_MOON_WARM:
  3354. case SG_STAR_WARM:
  3355. {
  3356. struct skill_unit_group *sg;
  3357. if (!tsc) break;
  3358. sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
  3359. clif_skill_nodamage(src,bl,skillid,skilllv,
  3360. sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
  3361. break;
  3362. }
  3363. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3364. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3365. if (sd && battle_config.player_skill_partner_check &&
  3366. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3367. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3368. } else
  3369. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3370. break;
  3371. /* Was modified to only affect targetted char. [Skotlex]
  3372. case HP_ASSUMPTIO:
  3373. if (flag&1)
  3374. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3375. else
  3376. {
  3377. map_foreachinrange(skill_area_sub, bl,
  3378. skill_get_splash(skillid, skilllv), BL_PC,
  3379. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3380. skill_castend_nodamage_id);
  3381. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3382. }
  3383. break;
  3384. */
  3385. case SM_ENDURE: /* インデュア */
  3386. clif_skill_nodamage(src,bl,skillid,skilllv,
  3387. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3388. if (sd)
  3389. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3390. break;
  3391. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3392. if (sd && dstsd && dstsd->sc.count) {
  3393. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3394. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3395. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3396. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3397. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3398. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3399. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3400. ) {
  3401. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3402. clif_skill_fail(sd,skillid,0,0);
  3403. break;
  3404. }
  3405. }
  3406. clif_skill_nodamage(src,bl,skillid,skilllv,
  3407. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3408. break;
  3409. case LK_TENSIONRELAX: /* テンションリラックス */
  3410. clif_skill_nodamage(src,bl,skillid,skilllv,
  3411. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3412. skill_get_time(skillid,skilllv)));
  3413. break;
  3414. case MC_CHANGECART:
  3415. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3416. break;
  3417. case TK_MISSION:
  3418. if (sd) {
  3419. int id;
  3420. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3421. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3422. clif_skill_fail(sd,skillid,0,0);
  3423. break;
  3424. }
  3425. id = mob_get_random_id(0,0, sd->status.base_level);
  3426. if (!id) {
  3427. clif_skill_fail(sd,skillid,0,0);
  3428. break;
  3429. }
  3430. sd->mission_mobid = id;
  3431. sd->mission_count = 0;
  3432. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3433. clif_mission_mob(sd, id, 0);
  3434. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3435. }
  3436. break;
  3437. case AC_CONCENTRATION: /* 集中力向上 */
  3438. {
  3439. clif_skill_nodamage(src,bl,skillid,skilllv,
  3440. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3441. map_foreachinrange( status_change_timer_sub, src,
  3442. skill_get_splash(skillid, skilllv), BL_CHAR,
  3443. src,status_get_sc(src),type,tick);
  3444. }
  3445. break;
  3446. case SM_PROVOKE: /* プロボック */
  3447. /* MVPmobと不死には効かない */
  3448. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //不死には?かない
  3449. map_freeblock_unlock();
  3450. return 1;
  3451. }
  3452. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3453. clif_skill_nodamage(src,bl,skillid,skilllv,
  3454. (i=sc_start(bl,type,
  3455. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3456. skilllv,skill_get_time(skillid,skilllv))));
  3457. if (!i)
  3458. {
  3459. if (sd)
  3460. clif_skill_fail(sd,skillid,0,0);
  3461. map_freeblock_unlock();
  3462. return 0;
  3463. }
  3464. unit_skillcastcancel(bl, 2);
  3465. if(tsc && tsc->count){
  3466. if(tsc->data[SC_FREEZE].timer!=-1)
  3467. status_change_end(bl,SC_FREEZE,-1);
  3468. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3469. status_change_end(bl,SC_STONE,-1);
  3470. if(tsc->data[SC_SLEEP].timer!=-1)
  3471. status_change_end(bl,SC_SLEEP,-1);
  3472. }
  3473. if(dstmd) {
  3474. dstmd->state.provoke_flag = src->id;
  3475. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3476. }
  3477. break;
  3478. case CR_DEVOTION: /* ディボーション */
  3479. if(sd && dstsd)
  3480. {
  3481. //転生や養子の場合の元の職業を算出する
  3482. int lv = sd->status.base_level - dstsd->status.base_level;
  3483. if (lv < 0) lv = -lv;
  3484. if (lv > battle_config.devotion_level_difference ||
  3485. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3486. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3487. clif_skill_fail(sd,skillid,0,0);
  3488. map_freeblock_unlock();
  3489. return 1;
  3490. }
  3491. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3492. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3493. if (i == skilllv)
  3494. {
  3495. clif_skill_fail(sd,skillid,0,0);
  3496. map_freeblock_unlock();
  3497. return 1;
  3498. }
  3499. sd->devotion[i] = bl->id;
  3500. clif_skill_nodamage(src,bl,skillid,skilllv,
  3501. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3502. clif_devotion(sd);
  3503. }
  3504. else
  3505. if (sd)
  3506. clif_skill_fail(sd,skillid,0,0);
  3507. break;
  3508. case MO_CALLSPIRITS: // 気功
  3509. if(sd) {
  3510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3511. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3512. }
  3513. break;
  3514. case CH_SOULCOLLECT: // 狂気功
  3515. if(sd) {
  3516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3517. for (i = 0; i < 5; i++)
  3518. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3519. }
  3520. break;
  3521. case MO_KITRANSLATION:
  3522. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3523. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3524. }
  3525. break;
  3526. case TK_TURNKICK:
  3527. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3528. if (skill_area_temp[1] != bl->id) {
  3529. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3530. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3531. }
  3532. break;
  3533. case MO_ABSORBSPIRITS: // 気奪
  3534. i = 0;
  3535. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3536. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3537. i = dstsd->spiritball * 10;
  3538. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3539. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3540. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3541. i = 2 * dstmd->db->lv;
  3542. mob_target(dstmd,src,0);
  3543. }
  3544. if (i) {
  3545. status_heal(src, 0, i, 3);
  3546. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3547. }
  3548. break;
  3549. case AC_MAKINGARROW: /* 矢作成 */
  3550. if(sd) {
  3551. clif_arrow_create_list(sd);
  3552. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3553. }
  3554. break;
  3555. case AM_PHARMACY: /* ポーション作成 */
  3556. if(sd) {
  3557. clif_skill_produce_mix_list(sd,22);
  3558. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3559. }
  3560. break;
  3561. case SA_CREATECON:
  3562. if(sd) {
  3563. clif_skill_produce_mix_list(sd,23);
  3564. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3565. }
  3566. break;
  3567. case BS_HAMMERFALL:
  3568. clif_skill_nodamage(src,bl,skillid,skilllv,
  3569. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3570. break;
  3571. case RG_RAID: /* サプライズアタック */
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3573. map_foreachinrange(skill_area_sub, bl,
  3574. skill_get_splash(skillid, skilllv), BL_CHAR,
  3575. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3576. skill_castend_damage_id);
  3577. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  3578. break;
  3579. case ASC_METEORASSAULT: /* メテオアサルト */
  3580. case GS_SPREADATTACK:
  3581. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3582. map_foreachinrange(skill_area_sub, src,
  3583. skill_get_splash(skillid, skilllv), BL_CHAR,
  3584. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3585. skill_castend_damage_id);
  3586. break;
  3587. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3588. {
  3589. int c,n=4;
  3590. int dir = map_calc_dir(src,bl->x,bl->y);
  3591. struct square tc;
  3592. int x=bl->x,y=bl->y;
  3593. skill_brandishspear_first(&tc,dir,x,y);
  3594. skill_brandishspear_dir(&tc,dir,4);
  3595. /* 範囲④ */
  3596. if(skilllv > 9){
  3597. for(c=1;c<4;c++){
  3598. map_foreachincell(skill_area_sub,
  3599. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3600. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3601. skill_castend_damage_id);
  3602. }
  3603. }
  3604. /* 範囲③② */
  3605. if(skilllv > 6){
  3606. skill_brandishspear_dir(&tc,dir,-1);
  3607. n--;
  3608. }else{
  3609. skill_brandishspear_dir(&tc,dir,-2);
  3610. n-=2;
  3611. }
  3612. if(skilllv > 3){
  3613. for(c=0;c<5;c++){
  3614. map_foreachincell(skill_area_sub,
  3615. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3616. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3617. skill_castend_damage_id);
  3618. if(skilllv > 6 && n==3 && c==4){
  3619. skill_brandishspear_dir(&tc,dir,-1);
  3620. n--;c=-1;
  3621. }
  3622. }
  3623. }
  3624. /* 範囲① */
  3625. for(c=0;c<10;c++){
  3626. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3627. map_foreachincell(skill_area_sub,
  3628. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3629. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3630. skill_castend_damage_id);
  3631. }
  3632. }
  3633. break;
  3634. case WZ_SIGHTRASHER:
  3635. //Passive side of the attack.
  3636. status_change_end(src,SC_SIGHT,-1);
  3637. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3638. map_foreachinrange(skill_area_sub,src,
  3639. skill_get_splash(skillid, skilllv),BL_CHAR,
  3640. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3641. skill_castend_damage_id);
  3642. break;
  3643. case WZ_FROSTNOVA:
  3644. map_foreachinrange(skill_attack_area, src,
  3645. skill_get_splash(skillid, skilllv), BL_CHAR,
  3646. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3647. break;
  3648. case NPC_SELFDESTRUCTION:
  3649. clif_skill_nodamage(src, src, skillid, -1, 1);
  3650. map_foreachinrange(skill_area_sub, bl,
  3651. skill_get_splash(skillid, skilllv), BL_CHAR,
  3652. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3653. skill_castend_damage_id);
  3654. status_damage(src, src, sstatus->max_hp,0,0,1);
  3655. break;
  3656. /* パーティスキル */
  3657. case AL_ANGELUS: /* エンジェラス */
  3658. case PR_MAGNIFICAT: /* マグニフィカート */
  3659. case PR_GLORIA: /* グロリア */
  3660. case SN_WINDWALK: /* ウインドウォーク */
  3661. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3662. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3663. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3664. } else if (sd) {
  3665. /* パーティ全体への処理 */
  3666. party_foreachsamemap (skill_area_sub,
  3667. sd,skill_get_splash(skillid, skilllv),
  3668. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3669. skill_castend_nodamage_id);
  3670. }
  3671. break;
  3672. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3673. case BS_ADRENALINE2:
  3674. case BS_WEAPONPERFECT: /* ウェポンパーフェクション */
  3675. case BS_OVERTHRUST: /* オーバートラスト */
  3676. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3677. /* 個別の処理 */
  3678. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3679. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3680. } else if (sd) {
  3681. /* パーティ全体への処理 */
  3682. party_foreachsamemap(skill_area_sub,
  3683. sd,skill_get_splash(skillid, skilllv),
  3684. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3685. skill_castend_nodamage_id);
  3686. }
  3687. break;
  3688. case BS_MAXIMIZE:
  3689. case NV_TRICKDEAD:
  3690. case CR_DEFENDER:
  3691. case CR_AUTOGUARD:
  3692. case TK_READYSTORM:
  3693. case TK_READYDOWN:
  3694. case TK_READYTURN:
  3695. case TK_READYCOUNTER:
  3696. case TK_DODGE:
  3697. case CR_SHRINK:
  3698. case ST_PRESERVE:
  3699. case SG_FUSION:
  3700. case GS_GATLINGFEVER:
  3701. if (tsc && tsc->data[type].timer != -1)
  3702. i = status_change_end(bl, type, -1);
  3703. else
  3704. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3706. break;
  3707. case SL_KAITE:
  3708. case SL_KAAHI:
  3709. case SL_KAIZEL:
  3710. case SL_KAUPE:
  3711. if (sd) {
  3712. if (!dstsd || !(
  3713. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3714. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3715. dstsd->char_id == sd->char_id ||
  3716. dstsd->char_id == sd->status.partner_id ||
  3717. dstsd->char_id == sd->status.child
  3718. )) {
  3719. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3720. clif_skill_fail(sd,skillid,0,0);
  3721. break;
  3722. }
  3723. }
  3724. clif_skill_nodamage(src,bl,skillid,skilllv,
  3725. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3726. break;
  3727. case SM_AUTOBERSERK: // Celest
  3728. if (tsc && tsc->data[type].timer != -1)
  3729. i = status_change_end(bl, type, -1);
  3730. else
  3731. i = sc_start(bl,type,100,skilllv,60000);
  3732. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3733. break;
  3734. case TF_HIDING: /* ハイディング */
  3735. case ST_CHASEWALK: /* ハイディング */
  3736. if (tsc && tsc->data[type].timer != -1)
  3737. i = status_change_end(bl, type, -1);
  3738. else
  3739. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3740. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3741. break;
  3742. case TK_RUN:
  3743. if (tsc && tsc->data[type].timer != -1)
  3744. i = status_change_end(bl, type, -1);
  3745. else
  3746. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3747. // If the client receives a skill-use packet inmediately before
  3748. // a walkok packet, it will discard the walk packet! [Skotlex]
  3749. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3750. break;
  3751. case AS_CLOAKING: /* クローキング */
  3752. if(tsc && tsc->data[type].timer!=-1 )
  3753. /* 解除する */
  3754. i = status_change_end(bl, type, -1);
  3755. else
  3756. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3757. clif_skill_nodamage(src,bl,skillid,-1,i);
  3758. if (!i && sd)
  3759. clif_skill_fail(sd,skillid,0,0);
  3760. break;
  3761. /* 対地スキル */
  3762. case BD_LULLABY: /* 子守唄 */
  3763. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3764. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  3765. case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
  3766. case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
  3767. case BD_ROKISWEIL: /* ロキの叫び */
  3768. case BD_INTOABYSS: /* 深淵の中に */
  3769. case BD_SIEGFRIED: /* 不死身のジークフリード */
  3770. case BA_DISSONANCE: /* 不協和音 */
  3771. case BA_POEMBRAGI: /* ブラギの詩 */
  3772. case BA_WHISTLE: /* 口笛 */
  3773. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  3774. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3775. case DC_UGLYDANCE: /* 自分勝手なダンス */
  3776. case DC_HUMMING: /* ハミング */
  3777. case DC_DONTFORGETME: /* 私を忘れないで… */
  3778. case DC_FORTUNEKISS: /* 幸運のキス */
  3779. case DC_SERVICEFORYOU: /* サービスフォーユー */
  3780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3781. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3782. break;
  3783. case HP_BASILICA: /* バジリカ */
  3784. case CG_HERMODE: // Wand of Hermode
  3785. {
  3786. struct skill_unit_group *sg;
  3787. unit_stop_walking(src,1);
  3788. skill_clear_unitgroup(src);
  3789. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3790. if(skillid == CG_HERMODE)
  3791. i = sc_start4(src,SC_DANCING,100,
  3792. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3793. else
  3794. i = sc_start4(src,type,100,
  3795. skilllv,0,BCT_SELF,sg->group_id,
  3796. skill_get_time(skillid,skilllv));
  3797. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3798. }
  3799. break;
  3800. case PA_GOSPEL: /* ゴスペル */
  3801. if (!tsc) break;
  3802. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3803. i = status_change_end(bl,SC_GOSPEL,-1);
  3804. } else {
  3805. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3806. if (tsc->data[type].timer != -1)
  3807. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3808. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3809. }
  3810. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3811. break;
  3812. case BD_ADAPTATION: /* アドリブ */
  3813. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3814. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3815. skill_stop_dancing(bl);
  3816. }
  3817. break;
  3818. case BA_FROSTJOKE: /* 寒いジョーク */
  3819. case DC_SCREAM: /* スクリーム */
  3820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3821. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3822. if (md) { // Mobは喋れないから、スキル名を叫ばせてみる
  3823. char temp[128];
  3824. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3825. break; //Message won't fit on buffer. [Skotlex]
  3826. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3827. clif_message(&md->bl,temp);
  3828. }
  3829. break;
  3830. case BA_PANGVOICE://パンボイス
  3831. clif_skill_nodamage(src,bl,skillid,skilllv,
  3832. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3833. break;
  3834. case DC_WINKCHARM://魅惑のウィンク
  3835. if(dstsd){
  3836. clif_skill_nodamage(src,bl,skillid,skilllv,
  3837. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3838. }else if(dstmd)
  3839. {
  3840. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3841. clif_skill_nodamage(src,bl,skillid,skilllv,
  3842. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3843. } else{
  3844. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3845. if(sd) clif_skill_fail(sd,skillid,0,0);
  3846. }
  3847. }
  3848. break;
  3849. case TF_STEAL: // スティール
  3850. if(sd) {
  3851. if(pc_steal_item(sd,bl))
  3852. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3853. else
  3854. clif_skill_fail(sd,skillid,0x0a,0);
  3855. }
  3856. break;
  3857. case RG_STEALCOIN: // スティールコイン
  3858. if(sd) {
  3859. if(pc_steal_coin(sd,bl))
  3860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3861. else
  3862. clif_skill_fail(sd,skillid,0,0);
  3863. }
  3864. break;
  3865. case MG_STONECURSE: /* ストーンカース */
  3866. {
  3867. if (tstatus->mode&MD_BOSS) {
  3868. if (sd) clif_skill_fail(sd,skillid,0,0);
  3869. break;
  3870. }
  3871. if(status_isimmune(bl) || !tsc)
  3872. break;
  3873. if (dstmd)
  3874. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3875. if (tsc->data[SC_STONE].timer != -1) {
  3876. status_change_end(bl,SC_STONE,-1);
  3877. if (sd) clif_skill_fail(sd,skillid,0,0);
  3878. break;
  3879. }
  3880. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3881. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3882. else if(sd) {
  3883. clif_skill_fail(sd,skillid,0,0);
  3884. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3885. if (skilllv > 5) break;
  3886. }
  3887. if (sd) {
  3888. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3889. break; //Do not delete the gemstone.
  3890. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3891. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3892. }
  3893. }
  3894. break;
  3895. case NV_FIRSTAID: /* 応急手当 */
  3896. clif_skill_nodamage(src,bl,skillid,5,1);
  3897. status_heal(bl,5,0,0);
  3898. break;
  3899. case AL_CURE: /* キュアー */
  3900. if(status_isimmune(bl)) {
  3901. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3902. break;
  3903. }
  3904. status_change_end(bl, SC_SILENCE , -1 );
  3905. status_change_end(bl, SC_BLIND , -1 );
  3906. status_change_end(bl, SC_CONFUSION, -1 );
  3907. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3908. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3909. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3910. break;
  3911. case TF_DETOXIFY: /* 解毒 */
  3912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3913. status_change_end(bl, SC_POISON , -1 );
  3914. status_change_end(bl, SC_DPOISON , -1 );
  3915. break;
  3916. case PR_STRECOVERY: /* リカバリー */
  3917. if(status_isimmune(bl)) {
  3918. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3919. break;
  3920. }
  3921. status_change_end(bl, SC_FREEZE , -1 );
  3922. status_change_end(bl, SC_STONE , -1 );
  3923. status_change_end(bl, SC_SLEEP , -1 );
  3924. status_change_end(bl, SC_STUN , -1 );
  3925. //Is this equation really right? It looks so... special.
  3926. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3927. {
  3928. status_change_start(bl, SC_BLIND,
  3929. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3930. 1,0,0,0,
  3931. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3932. }
  3933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3934. if(dstmd)
  3935. mob_unlocktarget(dstmd,tick);
  3936. break;
  3937. case WZ_ESTIMATION: /* モンスター情報 */
  3938. if(sd) {
  3939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3940. clif_skill_estimation((struct map_session_data *)src,bl);
  3941. }
  3942. break;
  3943. case BS_REPAIRWEAPON: /* 武器修理 */
  3944. if(sd && dstsd)
  3945. clif_item_repair_list(sd,dstsd);
  3946. break;
  3947. case MC_IDENTIFY: /* アイテム鑑定 */
  3948. if(sd)
  3949. clif_item_identify_list(sd);
  3950. break;
  3951. // Weapon Refining [Celest]
  3952. case WS_WEAPONREFINE:
  3953. if(sd)
  3954. clif_item_refine_list(sd);
  3955. break;
  3956. case MC_VENDING: /* 露店開設 */
  3957. if(sd)
  3958. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3959. if ( pc_can_give_items(pc_isGM(sd)) )
  3960. clif_skill_fail(sd,skillid,0,0);
  3961. else
  3962. clif_openvendingreq(sd,2+skilllv);
  3963. }
  3964. break;
  3965. case AL_TELEPORT: /* テレポート */
  3966. if(sd) {
  3967. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  3968. clif_skill_teleportmessage(sd,0);
  3969. break;
  3970. }
  3971. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3972. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3973. break;
  3974. }
  3975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3976. if(skilllv == 1) {
  3977. // possibility to skip menu [LuzZza]
  3978. if(!battle_config.skip_teleport_lv1_menu &&
  3979. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  3980. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  3981. else
  3982. pc_randomwarp(sd,3);
  3983. } else {
  3984. if (sd->skillitem != AL_TELEPORT)
  3985. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  3986. mapindex_id2name(sd->status.save_point.map),"","");
  3987. else //Autocasted Teleport level 2??
  3988. pc_setpos(sd,sd->status.save_point.map,
  3989. sd->status.save_point.x,sd->status.save_point.y,3);
  3990. }
  3991. } else
  3992. unit_warp(bl,-1,-1,-1,3);
  3993. break;
  3994. case AL_HOLYWATER: /* アクアベネディクタ */
  3995. if(sd) {
  3996. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3998. else
  3999. clif_skill_fail(sd,skillid,0,0);
  4000. }
  4001. break;
  4002. case TF_PICKSTONE:
  4003. if(sd) {
  4004. int eflag;
  4005. struct item item_tmp;
  4006. struct block_list tbl;
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4008. memset(&item_tmp,0,sizeof(item_tmp));
  4009. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4010. item_tmp.nameid = 7049;
  4011. item_tmp.identify = 1;
  4012. tbl.id = 0;
  4013. clif_takeitem(&sd->bl,&tbl);
  4014. eflag = pc_additem(sd,&item_tmp,1);
  4015. if(eflag) {
  4016. clif_additem(sd,0,0,eflag);
  4017. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4018. }
  4019. }
  4020. break;
  4021. case ASC_CDP:
  4022. if(sd) {
  4023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4024. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4025. }
  4026. break;
  4027. case RG_STRIPWEAPON: /* ストリップウェポン */
  4028. case RG_STRIPSHIELD: /* ストリップシールド */
  4029. case RG_STRIPARMOR: /* ストリップアーマー */
  4030. case RG_STRIPHELM: /* ストリップヘルム */
  4031. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4032. case GS_DISARM: // Added disarm. [Reddozen]
  4033. {
  4034. int strip_fix, equip = 0;
  4035. int sclist[4] = {0,0,0,0};
  4036. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4037. equip |= EQP_WEAPON;
  4038. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4039. equip |= EQP_SHIELD;
  4040. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4041. equip |= EQP_ARMOR;
  4042. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4043. equip |= EQP_HELM;
  4044. strip_fix = sstatus->dex - tstatus->dex;
  4045. if(strip_fix < 0)
  4046. strip_fix=0;
  4047. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4048. {
  4049. if (sd)
  4050. clif_skill_fail(sd,skillid,0,0);
  4051. break;
  4052. }
  4053. if (dstsd) {
  4054. for (i=0;i<11;i++) {
  4055. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4056. continue;
  4057. switch (i) {
  4058. case 8: //Shield / left-hand weapon
  4059. if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
  4060. { //Shield
  4061. if (equip&EQP_SHIELD &&
  4062. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4063. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4064. ){
  4065. 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
  4066. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4067. }
  4068. continue;
  4069. }
  4070. //Continue to weapon
  4071. case 9:
  4072. if (equip &EQP_WEAPON &&
  4073. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4074. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4075. ) {
  4076. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4077. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4078. }
  4079. break;
  4080. case 7: //Armor
  4081. if (equip &EQP_ARMOR &&
  4082. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4083. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4084. ) {
  4085. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4086. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4087. }
  4088. break;
  4089. case 6: //Helm
  4090. if (equip &EQP_HELM &&
  4091. !(dstsd->unstripable_equip &EQP_HELM) &&
  4092. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4093. ) {
  4094. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4095. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4096. }
  4097. break;
  4098. }
  4099. }
  4100. } else if (!(tstatus->mode&MD_BOSS)) {
  4101. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4102. sclist[0] = SC_STRIPWEAPON;
  4103. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4104. sclist[1] = SC_STRIPSHIELD;
  4105. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4106. sclist[2] = SC_STRIPARMOR;
  4107. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4108. sclist[3] = SC_STRIPHELM;
  4109. }
  4110. equip = 0; //Reuse equip to hold how many stats are invoked.
  4111. for (i=0;i<4;i++) {
  4112. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4113. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4114. }
  4115. if (equip)
  4116. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4117. else if (sd) //Nothing stripped.
  4118. clif_skill_fail(sd,skillid,0,0);
  4119. break;
  4120. }
  4121. /* PotionPitcher */
  4122. case AM_BERSERKPITCHER:
  4123. case AM_POTIONPITCHER: /* ポーションピッチャー */
  4124. {
  4125. int i,x,hp = 0,sp = 0,bonus=100;
  4126. if(sd) {
  4127. x = skilllv%11 - 1;
  4128. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4129. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4130. clif_skill_fail(sd,skillid,0,0);
  4131. map_freeblock_unlock();
  4132. return 1;
  4133. }
  4134. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4135. clif_skill_fail(sd,skillid,0,0);
  4136. map_freeblock_unlock();
  4137. return 1;
  4138. }
  4139. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4140. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4141. clif_skill_fail(sd,skillid,0,0);
  4142. map_freeblock_unlock();
  4143. return 1;
  4144. }
  4145. }
  4146. potion_flag = 1;
  4147. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4148. potion_target = bl->id;
  4149. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4150. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4151. potion_flag = potion_target = 0;
  4152. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4153. bonus += sd->status.base_level;
  4154. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4155. hp = tstatus->max_hp * potion_per_hp / 100;
  4156. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4157. if(dstsd) {
  4158. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4159. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4160. }
  4161. }
  4162. else {
  4163. if(potion_hp > 0) {
  4164. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4165. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4166. if(dstsd)
  4167. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4168. }
  4169. if(potion_sp > 0) {
  4170. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4171. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4172. if(dstsd)
  4173. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4174. }
  4175. }
  4176. }
  4177. else {
  4178. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4179. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4180. if(dstsd)
  4181. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4182. }
  4183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4184. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4185. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4186. if(sp > 0)
  4187. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4188. status_heal(bl,hp,sp,0);
  4189. }
  4190. break;
  4191. case AM_CP_WEAPON:
  4192. case AM_CP_SHIELD:
  4193. case AM_CP_ARMOR:
  4194. case AM_CP_HELM:
  4195. {
  4196. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4197. if(tsc && tsc->data[scid].timer != -1)
  4198. status_change_end(bl, scid, -1 );
  4199. clif_skill_nodamage(src,bl,skillid,skilllv,
  4200. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4201. }
  4202. break;
  4203. case AM_TWILIGHT1:
  4204. if (sd) {
  4205. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4206. //Prepare 200 White Potions.
  4207. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4208. clif_skill_fail(sd,skillid,0,0);
  4209. }
  4210. break;
  4211. case AM_TWILIGHT2:
  4212. if (sd) {
  4213. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4214. //Prepare 200 Slim White Potions.
  4215. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4216. clif_skill_fail(sd,skillid,0,0);
  4217. }
  4218. break;
  4219. case AM_TWILIGHT3:
  4220. if (sd) {
  4221. //check if you can produce all three, if not, then fail:
  4222. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4223. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4224. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4225. ) {
  4226. clif_skill_fail(sd,skillid,0,0);
  4227. break;
  4228. }
  4229. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4230. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4231. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4232. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4233. }
  4234. break;
  4235. case SA_DISPELL: /* ディスペル */
  4236. {
  4237. int i;
  4238. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4239. i = status_get_sc_def_mdef(bl);
  4240. if (i >= 10000 ||
  4241. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4242. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4243. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4244. {
  4245. if (sd)
  4246. clif_skill_fail(sd,skillid,0,0);
  4247. break;
  4248. }
  4249. if(status_isimmune(bl) || !tsc->count)
  4250. break;
  4251. for(i=0;i<SC_MAX;i++){
  4252. if (tsc->data[i].timer == -1)
  4253. continue;
  4254. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4255. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4256. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4257. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4258. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4259. || i==SC_SAFETYWALL || i==SC_SMA
  4260. )
  4261. continue;
  4262. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4263. status_change_end(bl,i,-1);
  4264. }
  4265. }
  4266. break;
  4267. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4268. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4269. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4270. break;
  4271. case TK_HIGHJUMP:
  4272. {
  4273. int x,y, dir = unit_getdir(src);
  4274. x = src->x + dirx[dir]*skilllv*2;
  4275. y = src->y + diry[dir]*skilllv*2;
  4276. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4277. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4278. unit_movepos(src, x, y, 1, 0);
  4279. clif_slide(src,x,y);
  4280. }
  4281. }
  4282. break;
  4283. case SA_CASTCANCEL:
  4284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4285. unit_skillcastcancel(src,1);
  4286. if(sd) {
  4287. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4288. sp = sp * (90 - (skilllv-1)*20) / 100;
  4289. if(sp < 0) sp = 0;
  4290. status_zap(src, 0, sp);
  4291. }
  4292. break;
  4293. case SA_SPELLBREAKER: // スペルブレイカー
  4294. {
  4295. int sp;
  4296. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4297. sp = skill_get_sp(skillid,skilllv);
  4298. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4299. if(sp < 1) sp = 1;
  4300. status_heal(bl,0,sp,2);
  4301. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4302. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4303. } else {
  4304. struct unit_data *ud = unit_bl2ud(bl);
  4305. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4306. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4307. bl_skillid = ud->skillid;
  4308. bl_skilllv = ud->skilllv;
  4309. if (tstatus->mode & MD_BOSS)
  4310. { //Only 10% success chance against bosses. [Skotlex]
  4311. if (rand()%100 < 90)
  4312. {
  4313. if (sd) clif_skill_fail(sd,skillid,0,0);
  4314. break;
  4315. }
  4316. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4317. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4318. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4319. unit_skillcastcancel(bl,0);
  4320. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4321. status_zap(bl, hp, sp);
  4322. if (hp && skilllv >= 5)
  4323. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4324. else
  4325. hp = 0;
  4326. if (skilllv > 1 && sp) //Recover some of the SP used
  4327. sp = sp*(25*(skilllv-1))/100;
  4328. else
  4329. sp = 0;
  4330. if(hp || sp)
  4331. status_heal(src, hp, sp, 2);
  4332. }
  4333. }
  4334. break;
  4335. case SA_MAGICROD:
  4336. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4337. break;
  4338. case SA_AUTOSPELL: /* バックステップ */
  4339. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4340. if(sd)
  4341. clif_autospell(sd,skilllv);
  4342. else {
  4343. int maxlv=1,spellid=0;
  4344. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4345. if(skilllv >= 10) {
  4346. spellid = MG_FROSTDIVER;
  4347. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4348. // maxlv = 10;
  4349. // else
  4350. maxlv = skilllv - 9;
  4351. }
  4352. else if(skilllv >=8) {
  4353. spellid = MG_FIREBALL;
  4354. maxlv = skilllv - 7;
  4355. }
  4356. else if(skilllv >=5) {
  4357. spellid = MG_SOULSTRIKE;
  4358. maxlv = skilllv - 4;
  4359. }
  4360. else if(skilllv >=2) {
  4361. int i = rand()%3;
  4362. spellid = spellarray[i];
  4363. maxlv = skilllv - 1;
  4364. }
  4365. else if(skilllv > 0) {
  4366. spellid = MG_NAPALMBEAT;
  4367. maxlv = 3;
  4368. }
  4369. if(spellid > 0)
  4370. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4371. skill_get_time(SA_AUTOSPELL,skilllv));
  4372. }
  4373. break;
  4374. case BS_GREED:
  4375. if(sd){
  4376. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4377. map_foreachinrange(skill_greed,bl,
  4378. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4379. }
  4380. break;
  4381. case SA_ELEMENTWATER:
  4382. case SA_ELEMENTFIRE:
  4383. case SA_ELEMENTGROUND:
  4384. case SA_ELEMENTWIND:
  4385. if(sd && !dstmd) //Only works on monsters.
  4386. break;
  4387. if(tstatus->mode&MD_BOSS)
  4388. break;
  4389. case NPC_ATTRICHANGE:
  4390. case NPC_CHANGEWATER:
  4391. case NPC_CHANGEGROUND:
  4392. case NPC_CHANGEFIRE:
  4393. case NPC_CHANGEWIND:
  4394. case NPC_CHANGEPOISON:
  4395. case NPC_CHANGEHOLY:
  4396. case NPC_CHANGEDARKNESS:
  4397. case NPC_CHANGETELEKINESIS:
  4398. case NPC_CHANGEUNDEAD:
  4399. clif_skill_nodamage(src,bl,skillid,skilllv,
  4400. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4401. skill_get_time(skillid, skilllv)));
  4402. break;
  4403. case NPC_PROVOCATION:
  4404. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4405. if(md && md->skillidx >= 0)
  4406. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4407. break;
  4408. case NPC_KEEPING:
  4409. case NPC_BARRIER:
  4410. {
  4411. int skill_time = skill_get_time(skillid,skilllv);
  4412. struct unit_data *ud = unit_bl2ud(bl);
  4413. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4414. sc_start(bl,type,100,skilllv,skill_time))
  4415. && ud) { //Disable attacking/acting/moving for skill's duration.
  4416. ud->attackabletime =
  4417. ud->canact_tick =
  4418. ud->canmove_tick = tick + skill_time;
  4419. }
  4420. }
  4421. break;
  4422. case NPC_REBIRTH:
  4423. //New rebirth System uses Kaizel lv1. [Skotlex]
  4424. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4425. break;
  4426. case NPC_DARKBLESSING:
  4427. clif_skill_nodamage(src,bl,skillid,skilllv,
  4428. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4429. break;
  4430. case NPC_LICK:
  4431. status_zap(bl, 0, 100);
  4432. clif_skill_nodamage(src,bl,skillid,skilllv,
  4433. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4434. break;
  4435. case NPC_SUICIDE: /* 自決 */
  4436. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4437. status_kill(src); //When suiciding, neither exp nor drops is given.
  4438. break;
  4439. case NPC_SUMMONSLAVE: /* 手下召喚 */
  4440. case NPC_SUMMONMONSTER: /* MOB召喚 */
  4441. if(md && md->skillidx >= 0)
  4442. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4443. break;
  4444. case NPC_CALLSLAVE:
  4445. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4446. break;
  4447. case NPC_RANDOMMOVE:
  4448. if (md) {
  4449. md->next_walktime = tick - 1;
  4450. mob_randomwalk(md,tick);
  4451. }
  4452. break;
  4453. case NPC_SPEEDUP:
  4454. {
  4455. // or does it increase casting rate? just a guess xD
  4456. int i = SC_ASPDPOTION0 + skilllv - 1;
  4457. if (i > SC_ASPDPOTION3)
  4458. i = SC_ASPDPOTION3;
  4459. clif_skill_nodamage(src,bl,skillid,skilllv,
  4460. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4461. }
  4462. break;
  4463. case NPC_REVENGE:
  4464. // not really needed... but adding here anyway ^^
  4465. if (md && md->master_id > 0) {
  4466. struct block_list *mbl, *tbl;
  4467. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4468. (tbl = battle_gettargeted(mbl)) == NULL)
  4469. break;
  4470. md->state.provoke_flag = tbl->id;
  4471. mob_target(md, tbl, sstatus->rhw.range);
  4472. }
  4473. break;
  4474. case NPC_RUN: //後退
  4475. {
  4476. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4477. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4478. unit_stop_attack(src);
  4479. //Run skillv tiles.
  4480. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
  4481. }
  4482. break;
  4483. case NPC_TRANSFORMATION:
  4484. case NPC_METAMORPHOSIS:
  4485. if(md && md->skillidx >= 0) {
  4486. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4487. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4488. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4489. if (class_) mob_class_change(md, class_);
  4490. }
  4491. break;
  4492. case NPC_EMOTION_ON:
  4493. case NPC_EMOTION:
  4494. if(md && md->skillidx >= 0)
  4495. {
  4496. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4497. if(!md->special_state.ai &&
  4498. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4499. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4500. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4501. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4502. sc_start4(src, type, 100, skilllv,
  4503. md->db->skill[md->skillidx].val[1],
  4504. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4505. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4506. skill_get_time(skillid, skilllv));
  4507. }
  4508. break;
  4509. case NPC_DEFENDER:
  4510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4511. break;
  4512. case NPC_POWERUP:
  4513. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4514. clif_skill_nodamage(src,bl,skillid,skilllv,
  4515. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4516. break;
  4517. case NPC_AGIUP:
  4518. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4519. clif_skill_nodamage(src,bl,skillid,skilllv,
  4520. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4521. break;
  4522. case NPC_INVISIBLE:
  4523. //val4 passed as 1 is for "infinite cloak".
  4524. clif_skill_nodamage(src,bl,skillid,skilllv,
  4525. sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4526. break;
  4527. case NPC_SIEGEMODE:
  4528. // not sure what it does
  4529. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4530. break;
  4531. case WE_MALE:
  4532. {
  4533. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4534. 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]
  4535. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4536. }
  4537. break;
  4538. case WE_FEMALE:
  4539. {
  4540. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4541. 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]
  4542. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4543. }
  4544. break;
  4545. // parent-baby skills
  4546. case WE_BABY:
  4547. if(sd){
  4548. struct map_session_data *f_sd = pc_get_father(sd);
  4549. struct map_session_data *m_sd = pc_get_mother(sd);
  4550. // if neither was found
  4551. if(!f_sd && !m_sd){
  4552. clif_skill_fail(sd,skillid,0,0);
  4553. map_freeblock_unlock();
  4554. return 0;
  4555. }
  4556. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4557. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4558. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4559. }
  4560. break;
  4561. case PF_HPCONVERSION:
  4562. {
  4563. int hp, sp;
  4564. hp = sstatus->max_hp/10;
  4565. sp = hp * 10 * skilllv / 100;
  4566. if (!status_charge(src,hp,0)) {
  4567. if (sd) clif_skill_fail(sd,skillid,0,0);
  4568. break;
  4569. }
  4570. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4571. status_heal(bl,0,sp,2);
  4572. }
  4573. break;
  4574. case HT_REMOVETRAP: /* リムーブトラップ */
  4575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4576. {
  4577. struct skill_unit *su=NULL;
  4578. struct item item_tmp;
  4579. int flag;
  4580. if((bl->type==BL_SKILL) &&
  4581. (su=(struct skill_unit *)bl) &&
  4582. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4583. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4584. {
  4585. if(sd && !su->group->state.into_abyss)
  4586. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4587. if(battle_config.skill_removetrap_type){
  4588. for(i=0;i<10;i++) {
  4589. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4590. memset(&item_tmp,0,sizeof(item_tmp));
  4591. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4592. item_tmp.identify = 1;
  4593. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4594. clif_additem(sd,0,0,flag);
  4595. 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);
  4596. }
  4597. }
  4598. }
  4599. }else{
  4600. memset(&item_tmp,0,sizeof(item_tmp));
  4601. item_tmp.nameid = 1065;
  4602. item_tmp.identify = 1;
  4603. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4604. clif_additem(sd,0,0,flag);
  4605. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4606. }
  4607. }
  4608. }
  4609. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4610. struct block_list *target=map_id2bl(su->group->val2);
  4611. if(target)
  4612. status_change_end(target,SC_ANKLE,-1);
  4613. }
  4614. skill_delunit(su);
  4615. }
  4616. }
  4617. break;
  4618. case HT_SPRINGTRAP: /* スプリングトラップ */
  4619. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4620. {
  4621. struct skill_unit *su=NULL;
  4622. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4623. switch(su->group->unit_id){
  4624. case UNT_ANKLESNARE: // ankle snare
  4625. if (su->group->val2 != 0)
  4626. // if it is already trapping something don't spring it,
  4627. // remove trap should be used instead
  4628. break;
  4629. // otherwise fallthrough to below
  4630. case UNT_BLASTMINE:
  4631. case UNT_SKIDTRAP:
  4632. case UNT_LANDMINE:
  4633. case UNT_SHOCKWAVE:
  4634. case UNT_SANDMAN:
  4635. case UNT_FLASHER:
  4636. case UNT_FREEZINGTRAP:
  4637. case UNT_CLAYMORETRAP:
  4638. case UNT_TALKIEBOX:
  4639. su->group->unit_id = UNT_USED_TRAPS;
  4640. clif_changetraplook(bl, UNT_USED_TRAPS);
  4641. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4642. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4643. }
  4644. }
  4645. }
  4646. break;
  4647. case BD_ENCORE: /* アンコール */
  4648. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4649. if(sd)
  4650. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4651. break;
  4652. case AS_SPLASHER: /* ベナムスプラッシャー */
  4653. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4654. map_freeblock_unlock();
  4655. return 1;
  4656. }
  4657. clif_skill_nodamage(src,bl,skillid,skilllv,
  4658. sc_start4(bl,type,100,
  4659. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4660. break;
  4661. case PF_MINDBREAKER:
  4662. {
  4663. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4664. {
  4665. map_freeblock_unlock();
  4666. return 1;
  4667. }
  4668. //Has a 55% + skilllv*5% success chance.
  4669. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4670. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4671. {
  4672. if (sd) clif_skill_fail(sd,skillid,0,0);
  4673. map_freeblock_unlock();
  4674. return 0;
  4675. }
  4676. unit_skillcastcancel(bl,0);
  4677. if(tsc && tsc->count){
  4678. if(tsc->data[SC_FREEZE].timer!=-1)
  4679. status_change_end(bl,SC_FREEZE,-1);
  4680. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4681. status_change_end(bl,SC_STONE,-1);
  4682. if(tsc->data[SC_SLEEP].timer!=-1)
  4683. status_change_end(bl,SC_SLEEP,-1);
  4684. }
  4685. if(dstmd)
  4686. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4687. }
  4688. break;
  4689. case PF_SOULCHANGE:
  4690. {
  4691. unsigned int sp1 = 0, sp2 = 0;
  4692. if (dstmd) {
  4693. if (dstmd->state.soul_change_flag) {
  4694. if(sd) clif_skill_fail(sd,skillid,0,0);
  4695. break;
  4696. }
  4697. dstmd->state.soul_change_flag = 1;
  4698. sp2 = sstatus->max_sp * 3 /100;
  4699. status_heal(src, 0, sp2, 2);
  4700. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4701. break;
  4702. }
  4703. sp1 = sstatus->sp;
  4704. sp2 = tstatus->sp;
  4705. status_zap(src, 0, sp1);
  4706. status_zap(bl, 0, sp2);
  4707. status_heal(src, 0, sp2, 3);
  4708. status_heal(bl, 0, sp1, 3);
  4709. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4710. }
  4711. break;
  4712. // Slim Pitcher
  4713. case CR_SLIMPITCHER:
  4714. if (potion_hp || potion_sp) {
  4715. int hp = potion_hp, sp = potion_sp;
  4716. hp = hp * (100 + (tstatus->vit<<1))/100;
  4717. sp = sp * (100 + (tstatus->int_<<1))/100;
  4718. if (dstsd) {
  4719. if (hp)
  4720. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4721. if (sp)
  4722. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4723. }
  4724. if(hp > 0)
  4725. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4726. if(sp > 0)
  4727. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4728. status_heal(bl,hp,sp,0);
  4729. }
  4730. break;
  4731. // Full Chemical Protection
  4732. case CR_FULLPROTECTION:
  4733. {
  4734. int i, skilltime;
  4735. skilltime = skill_get_time(skillid,skilllv);
  4736. if (!tsc) {
  4737. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4738. break;
  4739. }
  4740. for (i=0; i<4; i++) {
  4741. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4742. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4743. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4744. }
  4745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4746. }
  4747. break;
  4748. case RG_CLEANER: //AppleGirl
  4749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4750. break;
  4751. case PF_DOUBLECASTING:
  4752. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4753. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4754. if (sd) clif_skill_fail(sd,skillid,0,0);
  4755. break;
  4756. case CG_LONGINGFREEDOM:
  4757. {
  4758. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4759. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4760. {
  4761. clif_skill_nodamage(src,bl,skillid,skilllv,
  4762. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4763. }
  4764. }
  4765. break;
  4766. case CG_TAROTCARD:
  4767. {
  4768. int eff, count = -1;
  4769. if (rand() % 100 > skilllv * 8) {
  4770. if (sd) clif_skill_fail(sd,skillid,0,0);
  4771. map_freeblock_unlock();
  4772. return 0;
  4773. }
  4774. do {
  4775. eff = rand() % 14;
  4776. clif_specialeffect(bl, 523 + eff, AREA);
  4777. switch (eff)
  4778. {
  4779. case 0: // heals SP to 0
  4780. status_percent_damage(src, bl, 0, 100);
  4781. break;
  4782. case 1: // matk halved
  4783. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4784. break;
  4785. case 2: // all buffs removed
  4786. status_change_clear_buffs(bl,1);
  4787. break;
  4788. case 3: // 1000 damage, random armor destroyed
  4789. {
  4790. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4791. status_fix_damage(src, bl, 1000, 0);
  4792. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4793. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4794. }
  4795. break;
  4796. case 4: // atk halved
  4797. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4798. break;
  4799. case 5: // 2000HP heal, random teleported
  4800. status_heal(src, 2000, 0, 0);
  4801. unit_warp(src, -1,-1,-1, 3);
  4802. break;
  4803. case 6: // random 2 other effects
  4804. if (count == -1)
  4805. count = 3;
  4806. else
  4807. count++; //Should not retrigger this one.
  4808. break;
  4809. case 7: // stop freeze or stoned
  4810. {
  4811. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4812. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4813. }
  4814. break;
  4815. case 8: // curse coma and poison
  4816. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4817. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4818. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4819. break;
  4820. case 9: // confusion
  4821. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4822. break;
  4823. case 10: // 6666 damage, atk matk halved, cursed
  4824. status_fix_damage(src, bl, 6666, 0);
  4825. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4826. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4827. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4828. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4829. break;
  4830. case 11: // 4444 damage
  4831. status_fix_damage(src, bl, 4444, 0);
  4832. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4833. break;
  4834. case 12: // stun
  4835. sc_start(bl,SC_STUN,100,skilllv,5000);
  4836. break;
  4837. case 13: // atk,matk,hit,flee,def reduced
  4838. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4839. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4840. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4841. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4842. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4843. break;
  4844. default:
  4845. break;
  4846. }
  4847. } while ((--count) > 0);
  4848. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4849. }
  4850. break;
  4851. case SL_ALCHEMIST:
  4852. case SL_ASSASIN:
  4853. case SL_BARDDANCER:
  4854. case SL_BLACKSMITH:
  4855. case SL_CRUSADER:
  4856. case SL_HUNTER:
  4857. case SL_KNIGHT:
  4858. case SL_MONK:
  4859. case SL_PRIEST:
  4860. case SL_ROGUE:
  4861. case SL_SAGE:
  4862. case SL_SOULLINKER:
  4863. case SL_STAR:
  4864. case SL_SUPERNOVICE:
  4865. case SL_WIZARD:
  4866. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4867. clif_skill_fail(sd,skillid,0,0);
  4868. break;
  4869. }
  4870. clif_skill_nodamage(src,bl,skillid,skilllv,
  4871. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4872. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4873. break;
  4874. case SL_HIGH:
  4875. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4876. clif_skill_fail(sd,skillid,0,0);
  4877. break;
  4878. }
  4879. clif_skill_nodamage(src,bl,skillid,skilllv,
  4880. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4881. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4882. break;
  4883. case SL_SWOO:
  4884. if (tsc && tsc->data[type].timer != -1) {
  4885. sc_start(src,SC_STUN,100,skilllv,10000);
  4886. break;
  4887. }
  4888. case SL_SKA: // [marquis007]
  4889. case SL_SKE:
  4890. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4891. clif_skill_fail(sd,skillid,0,0);
  4892. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4893. } else
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,
  4895. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4896. if (skillid == SL_SKE)
  4897. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4898. break;
  4899. // New guild skills [Celest]
  4900. case GD_BATTLEORDER:
  4901. if(flag&1) {
  4902. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4903. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4904. } else if (status_get_guild_id(src)) {
  4905. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4906. map_foreachinrange(skill_area_sub, src,
  4907. skill_get_splash(skillid, skilllv), BL_CHAR,
  4908. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4909. skill_castend_nodamage_id);
  4910. if (sd)
  4911. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4912. }
  4913. break;
  4914. case GD_REGENERATION:
  4915. if(flag&1) {
  4916. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4917. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  4918. } else if (status_get_guild_id(src)) {
  4919. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4920. map_foreachinrange(skill_area_sub, src,
  4921. skill_get_splash(skillid, skilllv), BL_CHAR,
  4922. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4923. skill_castend_nodamage_id);
  4924. if (sd)
  4925. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4926. }
  4927. break;
  4928. case GD_RESTORE:
  4929. if(flag&1) {
  4930. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4931. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4932. } else if (status_get_guild_id(src)) {
  4933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4934. map_foreachinrange(skill_area_sub, src,
  4935. skill_get_splash(skillid, skilllv), BL_CHAR,
  4936. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4937. skill_castend_nodamage_id);
  4938. if (sd)
  4939. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4940. }
  4941. break;
  4942. case GD_EMERGENCYCALL:
  4943. {
  4944. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4945. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4946. int j = 0;
  4947. struct guild *g = NULL;
  4948. // i don't know if it actually summons in a circle, but oh well. ;P
  4949. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4950. if (!g)
  4951. break;
  4952. for(i = 0; i < g->max_member; i++, j++) {
  4953. if (j>8) j=0;
  4954. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4955. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4956. continue;
  4957. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4958. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4959. dx[j] = dy[j] = 0;
  4960. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  4961. }
  4962. }
  4963. if (sd)
  4964. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4965. }
  4966. break;
  4967. case SG_FEEL:
  4968. if (sd) {
  4969. if(!sd->feel_map[skilllv-1].index) {
  4970. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4971. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4972. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4973. }
  4974. else
  4975. clif_feel_info(sd, skilllv-1);
  4976. }
  4977. break;
  4978. case SG_HATE:
  4979. if (sd) {
  4980. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4981. if(dstsd) //PC
  4982. {
  4983. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  4984. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  4985. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  4986. }
  4987. else if(dstmd) // mob
  4988. {
  4989. switch(skilllv)
  4990. {
  4991. case 1:
  4992. if (tstatus->size==0)
  4993. {
  4994. sd->hate_mob[0] = dstmd->class_;
  4995. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  4996. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  4997. } else clif_skill_fail(sd,skillid,0,0);
  4998. break;
  4999. case 2:
  5000. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5001. {
  5002. sd->hate_mob[1] = dstmd->class_;
  5003. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5004. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5005. } else clif_skill_fail(sd,skillid,0,0);
  5006. break;
  5007. case 3:
  5008. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5009. {
  5010. sd->hate_mob[2] = dstmd->class_;
  5011. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5012. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5013. } else clif_skill_fail(sd,skillid,0,0);
  5014. break;
  5015. default:
  5016. clif_skill_fail(sd,skillid,0,0);
  5017. break;
  5018. }
  5019. }
  5020. }
  5021. break;
  5022. //Until they're at right position - gs_nodamage- [Vicious]
  5023. //Not implemented yet [Vicious]
  5024. case GS_GLITTERING:
  5025. if(sd) {
  5026. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5027. if(rand()%100 < (50+10*skilllv))
  5028. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5029. else if(sd->spiritball > 0)
  5030. pc_delspiritball(sd,1,0);
  5031. }
  5032. break;
  5033. default:
  5034. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5035. map_freeblock_unlock();
  5036. return 1;
  5037. }
  5038. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5039. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5040. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5041. battle_consume_ammo(sd, skillid, skilllv);
  5042. map_freeblock_unlock();
  5043. return 0;
  5044. }
  5045. /*==========================================
  5046. * スキル使用(詠唱完了、ID指定)
  5047. *------------------------------------------
  5048. */
  5049. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5050. {
  5051. struct block_list *target, *src = map_id2bl(id);
  5052. struct map_session_data* sd = NULL;
  5053. struct mob_data* md = NULL;
  5054. struct unit_data* ud = unit_bl2ud(src);
  5055. struct status_change *sc;
  5056. int inf2;
  5057. nullpo_retr(0, ud);
  5058. BL_CAST( BL_PC, src, sd);
  5059. BL_CAST( BL_MOB, src, md);
  5060. if( src->prev == NULL ) {
  5061. ud->skilltimer = -1;
  5062. return 0;
  5063. }
  5064. switch (ud->skillid) {
  5065. //These three should become skill_castend_pos
  5066. case WE_CALLPARTNER:
  5067. case WE_CALLPARENT:
  5068. case WE_CALLBABY:
  5069. //Find a random spot to place the skill. [Skotlex]
  5070. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5071. ud->skillx = src->x + inf2;
  5072. ud->skilly = src->y + inf2;
  5073. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5074. ud->skillx = src->x;
  5075. ud->skilly = src->y;
  5076. }
  5077. return skill_castend_pos(tid,tick,id,data);
  5078. }
  5079. if(ud->skillid != SA_CASTCANCEL ) {
  5080. if( ud->skilltimer != tid ) {
  5081. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5082. ud->skilltimer = -1;
  5083. return 0;
  5084. }
  5085. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5086. status_freecast_switch(sd);
  5087. ud->skilltimer=-1;
  5088. }
  5089. if (ud->skilltarget == id)
  5090. target = src;
  5091. else
  5092. target = map_id2bl(ud->skilltarget);
  5093. // Use a do so that you can break out of it when the skill fails.
  5094. do {
  5095. if(!target || target->prev==NULL) break;
  5096. if(src->m != target->m || status_isdead(src)) break;
  5097. if(ud->skillid == RG_BACKSTAP) {
  5098. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5099. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5100. break;
  5101. }
  5102. }
  5103. if (ud->skillid == PR_LEXDIVINA)
  5104. {
  5105. sc = status_get_sc(target);
  5106. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5107. (!sc || sc->data[SC_SILENCE].timer == -1))
  5108. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5109. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5110. break;
  5111. }
  5112. } else {
  5113. inf2 = skill_get_inf(ud->skillid);
  5114. if((inf2&INF_ATTACK_SKILL ||
  5115. (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
  5116. && battle_check_target(src, target, BCT_ENEMY)<=0
  5117. )
  5118. break;
  5119. }
  5120. //Avoid doing double checks for instant-cast skills.
  5121. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5122. break;
  5123. //沈黙や状態異常など
  5124. if(md) {
  5125. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5126. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5127. if(md->skillidx >= 0) {
  5128. md->skilldelay[md->skillidx]=tick;
  5129. if (md->db->skill[md->skillidx].emotion >= 0)
  5130. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5131. }
  5132. }
  5133. inf2 = skill_get_inf2(ud->skillid);
  5134. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  5135. int fail_flag = 1;
  5136. if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
  5137. fail_flag = 0;
  5138. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
  5139. fail_flag = 0;
  5140. if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
  5141. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5142. fail_flag = 0;
  5143. if(fail_flag)
  5144. break;
  5145. }
  5146. if(src != target && battle_config.skill_add_range &&
  5147. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5148. {
  5149. if (sd) {
  5150. clif_skill_fail(sd,ud->skillid,0,0);
  5151. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5152. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5153. }
  5154. break;
  5155. }
  5156. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
  5157. break;
  5158. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5159. unit_stop_walking(src,1);
  5160. if (ud->skillid == SA_MAGICROD)
  5161. ud->canact_tick = tick;
  5162. else
  5163. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5164. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5165. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5166. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5167. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5168. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5169. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5170. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5171. else
  5172. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5173. sc = status_get_sc(src);
  5174. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5175. status_change_end(src,SC_MAGICPOWER,-1);
  5176. if (ud->skilltimer == -1) {
  5177. if(md) md->skillidx = -1;
  5178. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5179. ud->skilllv = ud->skilltarget = 0;
  5180. }
  5181. return 1;
  5182. } while(0);
  5183. //Skill failed.
  5184. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5185. ud->canact_tick = tick;
  5186. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5187. if(md) md->skillidx = -1;
  5188. return 0;
  5189. }
  5190. /*==========================================
  5191. * スキル使用(詠唱完了、場所指定)
  5192. *------------------------------------------
  5193. */
  5194. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5195. {
  5196. struct block_list* src = map_id2bl(id);
  5197. int maxcount;
  5198. struct map_session_data *sd = NULL;
  5199. struct unit_data *ud = unit_bl2ud(src);
  5200. struct mob_data *md = NULL;
  5201. nullpo_retr(0, ud);
  5202. BL_CAST( BL_PC , src, sd);
  5203. BL_CAST( BL_MOB, src, md);
  5204. if( src->prev == NULL ) {
  5205. ud->skilltimer = -1;
  5206. return 0;
  5207. }
  5208. if( ud->skilltimer != tid ) /* タイマIDの確認 */
  5209. {
  5210. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5211. ud->skilltimer = -1;
  5212. return 0;
  5213. }
  5214. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5215. status_freecast_switch(sd);
  5216. ud->skilltimer=-1;
  5217. do {
  5218. if(status_isdead(src)) break;
  5219. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5220. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5221. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5222. )
  5223. break;
  5224. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5225. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5226. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5227. )
  5228. break;
  5229. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5230. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5231. ) {
  5232. int i;
  5233. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5234. if(ud->skillunit[i]->skill_id == ud->skillid)
  5235. maxcount--;
  5236. }
  5237. if(!maxcount)
  5238. break;
  5239. }
  5240. if(tid != -1)
  5241. { //Avoid double checks on instant cast skills. [Skotlex]
  5242. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5243. break;
  5244. if(battle_config.skill_add_range &&
  5245. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5246. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5247. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5248. break;
  5249. }
  5250. }
  5251. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
  5252. break;
  5253. if(md) {
  5254. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5255. if(md->skillidx >= 0) {
  5256. md->skilldelay[md->skillidx]=tick;
  5257. if (md->db->skill[md->skillidx].emotion >= 0)
  5258. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5259. }
  5260. }
  5261. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5262. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5263. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5264. unit_stop_walking(src,1);
  5265. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5266. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5267. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5268. if (ud->skilltimer == -1) {
  5269. if (md) md->skillidx = -1;
  5270. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5271. ud->skilllv = ud->skillx = ud->skilly = 0;
  5272. }
  5273. return 1;
  5274. } while(0);
  5275. ud->canact_tick = tick;
  5276. ud->skillid = ud->skilllv = 0;
  5277. if(sd) {
  5278. clif_skill_fail(sd,ud->skillid,0,0);
  5279. sd->skillitem = sd->skillitemlv = -1;
  5280. }
  5281. if(md) md->skillidx = -1;
  5282. return 0;
  5283. }
  5284. /*==========================================
  5285. * スキル使用(詠唱完了、場所指定の実際の処理)
  5286. *------------------------------------------
  5287. */
  5288. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5289. {
  5290. struct map_session_data *sd=NULL;
  5291. struct status_change *sc;
  5292. int i;
  5293. //if(skilllv <= 0) return 0;
  5294. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5295. nullpo_retr(0, src);
  5296. if(status_isdead(src))
  5297. return 0;
  5298. if(src->type==BL_PC)
  5299. sd=(struct map_session_data *)src;
  5300. sc = status_get_sc(src); //Needed for Magic Power checks.
  5301. if (sc && !sc->count)
  5302. sc = NULL; //Unneeded.
  5303. if(skillid != WZ_METEOR &&
  5304. skillid != MO_BODYRELOCATION &&
  5305. skillid != CR_CULTIVATION)
  5306. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5307. switch(skillid)
  5308. {
  5309. case PR_BENEDICTIO: /* 聖体降福 */
  5310. skill_area_temp[1] = src->id;
  5311. i = skill_get_splash(skillid, skilllv);
  5312. map_foreachinarea(skill_area_sub,
  5313. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5314. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5315. skill_castend_nodamage_id);
  5316. map_foreachinarea(skill_area_sub,
  5317. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5318. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5319. skill_castend_damage_id);
  5320. break;
  5321. case BS_HAMMERFALL:
  5322. i = skill_get_splash(skillid, skilllv);
  5323. map_foreachinarea (skill_area_sub,
  5324. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5325. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5326. skill_castend_nodamage_id);
  5327. break;
  5328. case HT_DETECTING: /* ディテクティング */
  5329. i = skill_get_splash(skillid, skilllv);
  5330. map_foreachinarea( status_change_timer_sub,
  5331. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5332. src,status_get_sc(src),SC_SIGHT,tick);
  5333. if(battle_config.traps_setting&1)
  5334. map_foreachinarea( skill_reveal_trap,
  5335. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5336. break;
  5337. case MG_SAFETYWALL: /* セイフティウォール */
  5338. case MG_FIREWALL: /* ファイヤーウォール */
  5339. case MG_THUNDERSTORM: /* サンダーストーム */
  5340. case AL_PNEUMA: /* ニューマ */
  5341. case WZ_ICEWALL: /* アイスウォール */
  5342. case WZ_FIREPILLAR: /* ファイアピラー */
  5343. case WZ_QUAGMIRE: /* クァグマイア */
  5344. case WZ_VERMILION: /* ロードオブヴァーミリオン */
  5345. case WZ_STORMGUST: /* ストームガスト */
  5346. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5347. case PR_SANCTUARY: /* サンクチュアリ */
  5348. case PR_MAGNUS: /* マグヌスエクソシズム */
  5349. case CR_GRANDCROSS: /* グランドクロス */
  5350. case NPC_GRANDDARKNESS: /*闇グランドクロス*/
  5351. case HT_SKIDTRAP: /* スキッドトラップ */
  5352. case HT_LANDMINE: /* ランドマイン */
  5353. case HT_ANKLESNARE: /* アンクルスネア */
  5354. case HT_SHOCKWAVE: /* ショックウェーブトラップ */
  5355. case HT_SANDMAN: /* サンドマン */
  5356. case HT_FLASHER: /* フラッシャー */
  5357. case HT_FREEZINGTRAP: /* フリージングトラップ */
  5358. case HT_BLASTMINE: /* ブラストマイン */
  5359. case HT_CLAYMORETRAP: /* クレイモアートラップ */
  5360. case AS_VENOMDUST: /* ベノムダスト */
  5361. case AM_DEMONSTRATION: /* デモンストレーション */
  5362. case PF_FOGWALL: /* フォグウォール */
  5363. case PF_SPIDERWEB: /* スパイダーウェッブ */
  5364. case HT_TALKIEBOX: /* トーキーボックス */
  5365. case WE_CALLPARTNER:
  5366. case WE_CALLPARENT:
  5367. case WE_CALLBABY:
  5368. case AC_SHOWER: //Ground-placed skill implementation.
  5369. case GS_DESPERADO:
  5370. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5371. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5372. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5373. break;
  5374. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5375. skill_clear_unitgroup(src);
  5376. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5377. flag|=1;
  5378. break;
  5379. case RG_CLEANER: // [Valaris]
  5380. i = skill_get_splash(skillid, skilllv);
  5381. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5382. break;
  5383. case SA_VOLCANO: /* ボルケーノ */
  5384. case SA_DELUGE: /* デリュージ */
  5385. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5386. case SA_LANDPROTECTOR: /* ランドプロテクター */
  5387. case NJ_SUITON:
  5388. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5389. flag|=1;
  5390. break;
  5391. case WZ_METEOR: //メテオストーム
  5392. {
  5393. int flag=0, area = skill_get_splash(skillid, skilllv);
  5394. short tmpx, tmpy, x1 = 0, y1 = 0;
  5395. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5396. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5397. for(i=0;i<2+(skilllv>>1);i++) {
  5398. tmpx = x;
  5399. tmpy = y;
  5400. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5401. continue;
  5402. if(!(flag&1)){
  5403. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5404. flag=flag|1;
  5405. }
  5406. if(i > 0)
  5407. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5408. x1 = tmpx;
  5409. y1 = tmpy;
  5410. }
  5411. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5412. }
  5413. break;
  5414. case AL_WARP: /* ワープポータル */
  5415. if(sd) {
  5416. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5417. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5418. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5419. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5420. }
  5421. break;
  5422. case MO_BODYRELOCATION:
  5423. if (unit_movepos(src, x, y, 1, 1)) {
  5424. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5425. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5426. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5427. }
  5428. break;
  5429. case AM_SPHEREMINE:
  5430. case AM_CANNIBALIZE:
  5431. if(sd) {
  5432. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5433. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5434. struct mob_data *md;
  5435. // Correct info, don't change any of this! [celest]
  5436. md = mob_once_spawn_sub(src, src->m, -1, -1, sd->status.name,class_,"");
  5437. if (md) {
  5438. md->master_id = src->id;
  5439. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5440. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5441. mob_spawn (md); //Now it is ready for spawning.
  5442. }
  5443. }
  5444. break;
  5445. // Slim Pitcher [Celest]
  5446. case CR_SLIMPITCHER:
  5447. if (sd) {
  5448. int i = skilllv%11 - 1;
  5449. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5450. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5451. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5452. clif_skill_fail(sd,skillid,0,0);
  5453. return 1;
  5454. }
  5455. potion_flag = 1;
  5456. potion_hp = 0;
  5457. potion_sp = 0;
  5458. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5459. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5460. potion_flag = 0;
  5461. //Apply skill bonuses
  5462. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5463. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5464. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5465. potion_hp = potion_hp * (100+i)/100;
  5466. potion_sp = potion_sp * (100+i)/100;
  5467. if(potion_hp > 0 || potion_sp > 0) {
  5468. i = skill_get_splash(skillid, skilllv);
  5469. map_foreachinarea(skill_area_sub,
  5470. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5471. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5472. skill_castend_nodamage_id);
  5473. }
  5474. } else {
  5475. int i = skilllv%11 - 1;
  5476. struct item_data *item = itemdb_search(i);
  5477. i = skill_db[skillid].itemid[i];
  5478. item = itemdb_search(i);
  5479. potion_flag = 1;
  5480. potion_hp = 0;
  5481. potion_sp = 0;
  5482. run_script(item->script,0,src->id,0);
  5483. potion_flag = 0;
  5484. i = skill_get_max(CR_SLIMPITCHER)*10;
  5485. potion_hp = potion_hp * (100+i)/100;
  5486. potion_sp = potion_sp * (100+i)/100;
  5487. if(potion_hp > 0 || potion_sp > 0) {
  5488. i = skill_get_splash(skillid, skilllv);
  5489. map_foreachinarea(skill_area_sub,
  5490. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5491. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5492. skill_castend_nodamage_id);
  5493. }
  5494. }
  5495. break;
  5496. case HW_GANBANTEIN:
  5497. if (rand()%100 < 80) {
  5498. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5499. i = skill_get_splash(skillid, skilllv);
  5500. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5501. } else {
  5502. if (sd) clif_skill_fail(sd,skillid,0,0);
  5503. return 1;
  5504. }
  5505. break;
  5506. case HW_GRAVITATION:
  5507. {
  5508. struct skill_unit_group *sg;
  5509. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5510. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5511. sc_start4(src,SkillStatusChangeTable(skillid),100,
  5512. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5513. flag|=1;
  5514. }
  5515. break;
  5516. // Plant Cultivation [Celest]
  5517. case CR_CULTIVATION:
  5518. {
  5519. if (sd) {
  5520. int i = skilllv - 1;
  5521. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5522. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5523. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5524. clif_skill_fail(sd,skillid,0,0);
  5525. return 1;
  5526. }
  5527. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5528. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5529. if (rand()%100 < 50)
  5530. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5531. else
  5532. clif_skill_fail(sd,skillid,0,0);
  5533. }
  5534. }
  5535. break;
  5536. //Until they're at right position - gs_unit- [Vicious]
  5537. case NJ_KAENSIN:
  5538. case NJ_BAKUENRYU:
  5539. case NJ_HYOUSYOURAKU:
  5540. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5541. flag|=1;
  5542. break;
  5543. case NJ_RAIGEKISAI:
  5544. map_foreachinrange(skill_attack_area, src,
  5545. skill_get_splash(skillid, skilllv), BL_CHAR,
  5546. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5547. break;
  5548. }
  5549. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5550. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5551. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5552. battle_consume_ammo(sd, skillid, skilllv);
  5553. return 0;
  5554. }
  5555. /*==========================================
  5556. * スキル使用(詠唱完了、map指定)
  5557. *------------------------------------------
  5558. */
  5559. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5560. {
  5561. int x=0,y=0;
  5562. nullpo_retr(0, sd);
  5563. //Simplify skill_failed code.
  5564. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5565. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5566. return 0;
  5567. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5568. skill_failed(sd);
  5569. return 0;
  5570. }
  5571. //スキルが使えない状態異常中
  5572. if(sd->sc.count && (
  5573. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5574. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5575. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5576. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5577. sd->sc.data[SC_DANCING].timer!=-1 ||
  5578. sd->sc.data[SC_BERSERK].timer != -1 ||
  5579. sd->sc.data[SC_MARIONETTE].timer != -1
  5580. ))
  5581. return 0;
  5582. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5583. return 0;
  5584. if (strlen(map) > MAP_NAME_LENGTH-1)
  5585. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5586. if (battle_config.error_log)
  5587. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5588. skill_failed(sd);
  5589. return 0;
  5590. }
  5591. pc_stop_attack(sd);
  5592. pc_stop_walking(sd,0);
  5593. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5594. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5595. if(strcmp(map,"cancel")==0) {
  5596. skill_failed(sd);
  5597. return 0;
  5598. }
  5599. switch(skill_num){
  5600. case AL_TELEPORT: /* テレポート */
  5601. if(strcmp(map,"Random")==0)
  5602. pc_randomwarp(sd,3);
  5603. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5604. pc_setpos(sd,sd->status.save_point.map,
  5605. sd->status.save_point.x,sd->status.save_point.y,3);
  5606. break;
  5607. case AL_WARP: /* ワープポータル */
  5608. {
  5609. const struct point *p[4];
  5610. struct skill_unit_group *group;
  5611. int i, lv, wx, wy;
  5612. int maxcount=0;
  5613. unsigned short mapindex;
  5614. mapindex = mapindex_name2id((char*)map);
  5615. if(!mapindex) { //Given map not found?
  5616. clif_skill_fail(sd,skill_num,0,0);
  5617. skill_failed(sd);
  5618. return 0;
  5619. }
  5620. p[0] = &sd->status.save_point;
  5621. p[1] = &sd->status.memo_point[0];
  5622. p[2] = &sd->status.memo_point[1];
  5623. p[3] = &sd->status.memo_point[2];
  5624. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5625. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5626. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5627. maxcount--;
  5628. }
  5629. if(!maxcount) {
  5630. clif_skill_fail(sd,skill_num,0,0);
  5631. skill_failed(sd);
  5632. return 0;
  5633. }
  5634. }
  5635. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5636. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5637. wx = sd->menuskill_lv>>16;
  5638. wy = sd->menuskill_lv&0xffff;
  5639. if(lv <= 0) return 0;
  5640. for(i=0;i<lv;i++){
  5641. if(mapindex == p[i]->map){
  5642. x=p[i]->x;
  5643. y=p[i]->y;
  5644. break;
  5645. }
  5646. }
  5647. if(x==0 || y==0) { /* 不正パケット? */
  5648. skill_failed(sd);
  5649. return 0;
  5650. }
  5651. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5652. {
  5653. skill_failed(sd);
  5654. return 0;
  5655. }
  5656. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5657. clif_skill_fail(sd,0,0,0);
  5658. skill_failed(sd);
  5659. return 0;
  5660. }
  5661. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5662. skill_failed(sd);
  5663. return 0;
  5664. }
  5665. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5666. group->val2=(x<<16)|y;
  5667. group->val3 = mapindex;
  5668. }
  5669. break;
  5670. }
  5671. sd->menuskill_id = sd->menuskill_lv = 0;
  5672. return 0;
  5673. #undef skill_failed
  5674. }
  5675. /*==========================================
  5676. * Initializes and sets a ground skill.
  5677. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5678. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5679. *------------------------------------------
  5680. */
  5681. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5682. {
  5683. struct skill_unit_group *group;
  5684. int i,limit,val1=0,val2=0,val3=0;
  5685. int count=0;
  5686. int target,interval,range,unit_flag;
  5687. struct skill_unit_layout *layout;
  5688. struct map_session_data *sd;
  5689. struct status_data *status;
  5690. struct status_change *sc;
  5691. int active_flag=1;
  5692. nullpo_retr(0, src);
  5693. limit = skill_get_time(skillid,skilllv);
  5694. range = skill_get_unit_range(skillid,skilllv);
  5695. interval = skill_get_unit_interval(skillid);
  5696. target = skill_get_unit_target(skillid);
  5697. unit_flag = skill_get_unit_flag(skillid);
  5698. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5699. BL_CAST(BL_PC, src, sd);
  5700. status = status_get_status_data(src);
  5701. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5702. if (sc && !sc->count)
  5703. sc = NULL;
  5704. switch(skillid){ /* 設定 */
  5705. case MG_SAFETYWALL: /* セイフティウォール */
  5706. val2=skilllv+1;
  5707. break;
  5708. case MG_FIREWALL: /* ファイヤーウォール */
  5709. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5710. limit = limit*3/2;
  5711. val2=4+skilllv;
  5712. break;
  5713. case AL_WARP: /* ワープポータル */
  5714. val1=skilllv+6;
  5715. if(!(flag&1))
  5716. limit=2000;
  5717. active_flag=0;
  5718. break;
  5719. case PR_SANCTUARY: /* サンクチュアリ */
  5720. val1=(skilllv+3)*2;
  5721. val2=(skilllv>6)?777:skilllv*100;
  5722. break;
  5723. case WZ_FIREPILLAR: /* ファイアーピラー */
  5724. if((flag&1)!=0)
  5725. limit=1000;
  5726. val1=skilllv+2;
  5727. break;
  5728. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5729. case AM_DEMONSTRATION:
  5730. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5731. && (src->type&battle_config.vs_traps_bctall))
  5732. target = BCT_ALL;
  5733. break;
  5734. case HT_SHOCKWAVE: /* ショックウェーブトラップ */
  5735. val1=skilllv*15+10;
  5736. case HT_SANDMAN: /* サンドマン */
  5737. case HT_CLAYMORETRAP: /* クレイモアートラップ */
  5738. case HT_SKIDTRAP: /* スキッドトラップ */
  5739. case HT_LANDMINE: /* ランドマイン */
  5740. case HT_ANKLESNARE: /* アンクルスネア */
  5741. case HT_FLASHER: /* フラッシャー */
  5742. case HT_FREEZINGTRAP: /* フリージングトラップ */
  5743. case HT_BLASTMINE: /* ブラストマイン */
  5744. if (map_flag_gvg(src->m))
  5745. limit *= 4; // longer trap times in WOE [celest]
  5746. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5747. && (src->type&battle_config.vs_traps_bctall))
  5748. target = BCT_ALL;
  5749. break;
  5750. case SA_LANDPROTECTOR: /* ランドプロテクター */
  5751. {
  5752. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5753. val1=skilllv*15+10;
  5754. aoe_diameter=skilllv+skilllv%2+5;
  5755. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5756. }
  5757. //No break because we also have to check if we use gemstones. [Skotlex]
  5758. case SA_VOLCANO:
  5759. case SA_DELUGE:
  5760. case SA_VIOLENTGALE:
  5761. {
  5762. struct skill_unit_group *old_sg;
  5763. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5764. {
  5765. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5766. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5767. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5768. if (limit < 0) //This can happen...
  5769. limit = skill_get_time(skillid,skilllv);
  5770. }
  5771. skill_clear_group(src,1);
  5772. }
  5773. break;
  5774. }
  5775. case BA_DISSONANCE:
  5776. case DC_UGLYDANCE:
  5777. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5778. break;
  5779. case BA_WHISTLE:
  5780. val1 = skilllv +status->agi/10; // Flee increase
  5781. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5782. if(sd){
  5783. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5784. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5785. }
  5786. break;
  5787. case DC_HUMMING:
  5788. val1 = 2*skilllv+status->dex/10; // Hit increase
  5789. if(sd)
  5790. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5791. break;
  5792. case BA_POEMBRAGI:
  5793. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5794. val2 = 3*skilllv+status->int_/10; // After-cast delay reduction
  5795. if(sd){
  5796. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5797. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5798. }
  5799. break;
  5800. case DC_DONTFORGETME:
  5801. val1 = 30*skilllv+status->dex; // ASPD decrease
  5802. val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment.
  5803. if(sd){
  5804. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5805. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5806. }
  5807. break;
  5808. case BA_APPLEIDUN:
  5809. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5810. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5811. if(sd){
  5812. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5813. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5814. }
  5815. break;
  5816. case DC_SERVICEFORYOU:
  5817. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5818. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5819. if(sd){
  5820. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5821. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5822. }
  5823. break;
  5824. case BA_ASSASSINCROSS:
  5825. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5826. if(sd)
  5827. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5828. break;
  5829. case DC_FORTUNEKISS:
  5830. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5831. if(sd)
  5832. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5833. val1*=10; //Because every 10 crit is an actual cri point.
  5834. break;
  5835. case BD_DRUMBATTLEFIELD:
  5836. val1 = (skilllv+1)*25; //Watk increase
  5837. val2 = (skilllv+1)*2; //Def increase
  5838. break;
  5839. case BD_RINGNIBELUNGEN:
  5840. val1 = (skilllv+2)*25; //Watk increase
  5841. break;
  5842. case BD_RICHMANKIM:
  5843. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5844. break;
  5845. case BD_SIEGFRIED:
  5846. val1 = 55 + skilllv*5; //Elemental Resistance
  5847. val2 = skilllv*10; //Status ailment resistance
  5848. break;
  5849. case PF_FOGWALL: /* フォグウォール */
  5850. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5851. break;
  5852. case RG_GRAFFITI: /* Graffiti */
  5853. count=1; // Leave this at 1 [Valaris]
  5854. break;
  5855. case WE_CALLPARTNER:
  5856. if (sd) val1 = sd->status.partner_id;
  5857. break;
  5858. case WE_CALLPARENT:
  5859. if (sd) {
  5860. val1 = sd->status.father;
  5861. val2 = sd->status.mother;
  5862. }
  5863. break;
  5864. case WE_CALLBABY:
  5865. if (sd) val1 = sd->status.child;
  5866. break;
  5867. case GS_GROUNDDRIFT:
  5868. { //Take on the base element, not the elemental one.
  5869. struct status_data *bstatus = status_get_base_status(src);
  5870. val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
  5871. if (sd) sd->state.arrow_atk = 0; //Disable consumption rigth away.
  5872. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
  5873. break;
  5874. }
  5875. }
  5876. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  5877. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  5878. group->val1=val1;
  5879. group->val2=val2;
  5880. group->val3=val3;
  5881. group->target_flag=target;
  5882. group->bl_flag= skill_get_unit_bl_target(skillid);
  5883. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5884. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  5885. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  5886. if(skillid==HT_TALKIEBOX ||
  5887. skillid==RG_GRAFFITI){
  5888. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  5889. if(group->valstr==NULL){
  5890. ShowFatalError("skill_castend_map: out of memory !\n");
  5891. exit(1);
  5892. }
  5893. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  5894. group->valstr[MESSAGE_SIZE-1] = '\0';
  5895. }
  5896. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5897. val1=skilllv;
  5898. val2=0;
  5899. limit=group->limit;
  5900. count=group->unit_count;
  5901. for(i=0;i<count;i++){
  5902. struct skill_unit *unit;
  5903. int ux,uy,alive=1;
  5904. ux = x + layout->dx[i];
  5905. uy = y + layout->dy[i];
  5906. switch (skillid) {
  5907. case MG_FIREWALL: /* ファイヤーウォール */
  5908. val2=group->val2;
  5909. break;
  5910. case WZ_ICEWALL: /* アイスウォール */
  5911. if(skilllv <= 1)
  5912. val1 = 500;
  5913. else
  5914. val1 = 200 + 200*skilllv;
  5915. break;
  5916. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5917. ux+=(i%5-2);
  5918. uy+=(i/5-2);
  5919. break;
  5920. }
  5921. //直上スキルの場合設置座標上にランドプロテクターがないかチェック
  5922. if(range<=0)
  5923. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5924. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  5925. alive = 0;
  5926. if (alive && battle_config.skill_wall_check) {
  5927. //Check if there's a path between cell and center of casting.
  5928. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  5929. alive = 0;
  5930. }
  5931. if(alive && skillid == WZ_ICEWALL) {
  5932. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  5933. alive=0;
  5934. else {
  5935. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5936. if(val2==5 || val2==1)
  5937. alive=0;
  5938. else
  5939. clif_changemapcell(src->m,ux,uy,5,0);
  5940. }
  5941. }
  5942. if(alive){
  5943. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  5944. unit->val1=val1;
  5945. unit->val2=val2;
  5946. unit->limit=limit;
  5947. unit->range=range;
  5948. if (range==0 && active_flag)
  5949. map_foreachincell(skill_unit_effect,unit->bl.m,
  5950. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5951. }
  5952. }
  5953. return group;
  5954. }
  5955. /*==========================================
  5956. * スキルユニットの発動イベント
  5957. *------------------------------------------
  5958. */
  5959. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5960. {
  5961. struct skill_unit_group *sg;
  5962. struct block_list *ss;
  5963. struct status_change *sc;
  5964. int type,skillid;
  5965. nullpo_retr(0, src);
  5966. nullpo_retr(0, bl);
  5967. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5968. return 0;
  5969. nullpo_retr(0, sg=src->group);
  5970. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5971. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  5972. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5973. return 0; //AoE skills are ineffective. [Skotlex]
  5974. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  5975. return 0;
  5976. sc = status_get_sc(bl);
  5977. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5978. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  5979. type = SkillStatusChangeTable(sg->skill_id);
  5980. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5981. switch (sg->unit_id) {
  5982. case UNT_SAFETYWALL:
  5983. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5984. if (sc && sc->data[type].timer == -1)
  5985. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5986. break;
  5987. case UNT_WARP_WAITING:
  5988. if(bl->type==BL_PC){
  5989. struct map_session_data *sd = (struct map_session_data *)bl;
  5990. if((!sd->chatID || battle_config.chat_warpportal)
  5991. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  5992. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  5993. if (--sg->val1<=0 || sg->src_id == bl->id)
  5994. skill_delunitgroup(NULL, sg);
  5995. }
  5996. }
  5997. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  5998. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  5999. break;
  6000. case UNT_QUAGMIRE:
  6001. if(sc && sc->data[type].timer==-1)
  6002. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6003. break;
  6004. case UNT_VOLCANO:
  6005. case UNT_DELUGE:
  6006. case UNT_VIOLENTGALE:
  6007. case UNT_SUITON:
  6008. if(sc && sc->data[type].timer==-1)
  6009. sc_start(bl,type,100,sg->skill_lv,skill_get_time2(sg->skill_id,sg->skill_lv));
  6010. break;
  6011. case UNT_RICHMANKIM:
  6012. case UNT_ETERNALCHAOS:
  6013. case UNT_DRUMBATTLEFIELD:
  6014. case UNT_RINGNIBELUNGEN:
  6015. case UNT_ROKISWEIL:
  6016. case UNT_INTOABYSS:
  6017. case UNT_SIEGFRIED:
  6018. case UNT_HERMODE:
  6019. //Needed to check when a dancer/bard leaves their ensemble area.
  6020. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6021. return sg->skill_id;
  6022. if (sc && sc->data[type].timer==-1)
  6023. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6024. break;
  6025. case UNT_WHISTLE:
  6026. case UNT_ASSASSINCROSS:
  6027. case UNT_POEMBRAGI:
  6028. case UNT_APPLEIDUN:
  6029. case UNT_HUMMING:
  6030. case UNT_DONTFORGETME:
  6031. case UNT_FORTUNEKISS:
  6032. case UNT_SERVICEFORYOU:
  6033. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6034. return 0;
  6035. if (!sc) return 0;
  6036. if (sc->data[type].timer==-1)
  6037. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6038. else if (sc->data[type].val4 == 1) {
  6039. //Readjust timers since the effect will not last long.
  6040. sc->data[type].val4 = 0;
  6041. delete_timer(sc->data[type].timer, status_change_timer);
  6042. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6043. }
  6044. break;
  6045. case UNT_FOGWALL:
  6046. if (sg->src_id==bl->id)
  6047. return 0;
  6048. if (sc && sc->data[type].timer==-1)
  6049. {
  6050. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6051. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6052. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6053. }
  6054. break;
  6055. case UNT_GRAVITATION:
  6056. if (sc && sc->data[type].timer==-1)
  6057. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6058. break;
  6059. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6060. src->val1 = 0;
  6061. if(src->limit + sg->tick > tick + 700)
  6062. src->limit = DIFF_TICK(tick+700,sg->tick);
  6063. break;
  6064. }
  6065. return skillid;
  6066. }
  6067. /*==========================================
  6068. * スキルユニットの発動イベント(タイマー発動)
  6069. *------------------------------------------
  6070. */
  6071. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6072. {
  6073. struct skill_unit_group *sg;
  6074. struct block_list *ss;
  6075. struct map_session_data *sd;
  6076. struct status_data *tstatus, *sstatus;
  6077. struct status_change *tsc, *sc;
  6078. struct skill_unit_group_tickset *ts;
  6079. int matk_min = 0, matk_max = 0; //For Magic power...
  6080. int type, skillid;
  6081. int diff=0;
  6082. nullpo_retr(0, src);
  6083. nullpo_retr(0, bl);
  6084. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6085. return 0;
  6086. nullpo_retr(0, sg=src->group);
  6087. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6088. BL_CAST(BL_PC, ss, sd);
  6089. tsc = status_get_sc(bl);
  6090. tstatus = status_get_status_data(bl);
  6091. if (sg->state.magic_power) //For magic power.
  6092. {
  6093. sc = status_get_sc(ss);
  6094. sstatus = status_get_status_data(ss);
  6095. } else {
  6096. sc = NULL;
  6097. sstatus = NULL;
  6098. }
  6099. type = SkillStatusChangeTable(sg->skill_id);
  6100. skillid = sg->skill_id;
  6101. if (sg->interval == -1) {
  6102. switch (sg->unit_id) {
  6103. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6104. case UNT_SPIDERWEB:
  6105. case UNT_FIREPILLAR_ACTIVE:
  6106. return 0;
  6107. default:
  6108. if (battle_config.error_log)
  6109. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6110. return 0;
  6111. }
  6112. }
  6113. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6114. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6115. diff = DIFF_TICK(tick,ts->tick);
  6116. if (diff < 0)
  6117. return 0;
  6118. ts->tick = tick+sg->interval;
  6119. // GXは重なっていたら3HITしない
  6120. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6121. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6122. }
  6123. //Temporarily set magic power to have it take effect. [Skotlex]
  6124. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6125. { //Store previous values.
  6126. matk_min = sstatus->matk_min;
  6127. matk_max = sstatus->matk_max;
  6128. //Note to NOT return from the function until this is unset!
  6129. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6130. sstatus->matk_min = sc->data[SC_MAGICPOWER].val4;
  6131. }
  6132. switch (sg->unit_id) {
  6133. case UNT_FIREWALL:
  6134. {
  6135. int count=0;
  6136. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6137. //This is the best Aegis approximation we can do without
  6138. //changing the minimum skill unit interval. [Skotlex]
  6139. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6140. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6141. } else {
  6142. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6143. src->val2--;
  6144. }
  6145. if (src->val2<=0)
  6146. skill_delunit(src);
  6147. break;
  6148. }
  6149. case UNT_SANCTUARY:
  6150. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6151. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6152. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6153. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6154. // reduce healing count if this was meant for damaging [hekate]
  6155. sg->val1 -= 2;
  6156. } else {
  6157. int heal = sg->val2;
  6158. if (tstatus->hp >= tstatus->max_hp)
  6159. break;
  6160. if (status_isimmune(bl))
  6161. heal = 0; /* 黄金蟲カード(ヒール量0) */
  6162. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6163. status_heal(bl, heal, 0, 0);
  6164. if (diff >= 500)
  6165. sg->val1--;
  6166. }
  6167. if (sg->val1 <= 0)
  6168. skill_delunitgroup(NULL,sg);
  6169. break;
  6170. case UNT_MAGNUS:
  6171. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6172. break;
  6173. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6174. break;
  6175. case UNT_ATTACK_SKILLS:
  6176. switch (sg->skill_id)
  6177. {
  6178. case SG_SUN_WARM: //SG skills [Komurka]
  6179. case SG_MOON_WARM:
  6180. case SG_STAR_WARM:
  6181. if(bl->type==BL_PC)
  6182. //Only damage SP [Skotlex]
  6183. status_zap(bl, 0, 60);
  6184. else if(status_charge(bl, 0, 2))
  6185. //Otherwise, Knockback attack.
  6186. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6187. break;
  6188. default:
  6189. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6190. }
  6191. break;
  6192. case UNT_DESPERADO:
  6193. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6194. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6195. break;
  6196. case UNT_GROUNDDRIFT:
  6197. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6198. break;
  6199. case UNT_FIREPILLAR_WAITING:
  6200. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6201. skill_delunit(src);
  6202. break;
  6203. case UNT_FIREPILLAR_ACTIVE:
  6204. map_foreachinrange(skill_attack_area,bl,
  6205. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6206. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6207. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6208. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6209. break;
  6210. case UNT_SKIDTRAP:
  6211. {
  6212. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6213. sg->unit_id = UNT_USED_TRAPS;
  6214. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6215. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6216. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6217. }
  6218. break;
  6219. case UNT_SPIDERWEB:
  6220. case UNT_ANKLESNARE:
  6221. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6222. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6223. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6224. {
  6225. struct TimerData* td = get_timer(tsc->data[type].timer);
  6226. if (td) sec = DIFF_TICK(td->tick, tick);
  6227. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6228. clif_fixpos(bl);
  6229. sg->val2=bl->id;
  6230. } else
  6231. sec = 3000; //Couldn't trap it?
  6232. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6233. // 01AC: long ID
  6234. // Indicates that an object is trapped, but ID is not a
  6235. // valid monster or player ID.
  6236. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6237. sg->interval = -1;
  6238. src->range = 0;
  6239. }
  6240. break;
  6241. case UNT_VENOMDUST:
  6242. if(tsc && tsc->data[type].timer==-1 )
  6243. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6244. break;
  6245. case UNT_LANDMINE:
  6246. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6247. sg->unit_id = UNT_USED_TRAPS;
  6248. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6249. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6250. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6251. break;
  6252. case UNT_CLAYMORETRAP:
  6253. case UNT_BLASTMINE:
  6254. //Hold number of targets (required for damage calculation)
  6255. type = map_foreachinrange(skill_count_target,&src->bl,
  6256. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6257. case UNT_SHOCKWAVE:
  6258. case UNT_SANDMAN:
  6259. case UNT_FLASHER:
  6260. case UNT_FREEZINGTRAP:
  6261. map_foreachinrange(skill_trap_splash,&src->bl,
  6262. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6263. &src->bl,tick,type);
  6264. sg->unit_id = UNT_USED_TRAPS;
  6265. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6266. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6267. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6268. break;
  6269. case UNT_TALKIEBOX:
  6270. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6271. break;
  6272. if (sg->val2 == 0){
  6273. clif_talkiebox(&src->bl, sg->valstr);
  6274. sg->unit_id = UNT_USED_TRAPS;
  6275. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6276. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6277. sg->val2 = -1; //踏んだ
  6278. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6279. }
  6280. break;
  6281. case UNT_LULLABY:
  6282. if (ss->id == bl->id)
  6283. break;
  6284. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6285. break;
  6286. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6287. if (ss->id == bl->id)
  6288. break;
  6289. if (bl->type == BL_PC)
  6290. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6291. break;
  6292. case UNT_DISSONANCE:
  6293. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6294. break;
  6295. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6296. {
  6297. int heal;
  6298. if (sg->src_id == bl->id)
  6299. break;
  6300. heal = sg->val2;
  6301. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6302. status_heal(bl, heal, 0, 0);
  6303. break;
  6304. }
  6305. case UNT_DEMONSTRATION:
  6306. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6307. break;
  6308. case UNT_GOSPEL:
  6309. if (rand()%100 > sg->skill_lv*10)
  6310. break;
  6311. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6312. int i = rand()%13; // Positive buff count
  6313. switch (i)
  6314. {
  6315. case 0: // Heal 1~9999 HP
  6316. {
  6317. int heal = rand() %9999+1;
  6318. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6319. status_heal(bl,heal,0,0);
  6320. }
  6321. break;
  6322. case 1: // End all negative status
  6323. status_change_clear_buffs(bl,2);
  6324. break;
  6325. case 2: // Level 10 Blessing
  6326. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6327. break;
  6328. case 3: // Level 10 Increase AGI
  6329. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6330. break;
  6331. case 4: // Enchant weapon with Holy element
  6332. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6333. break;
  6334. case 5: // Enchant armor with Holy element
  6335. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6336. break;
  6337. case 6: // MaxHP +100%
  6338. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6339. break;
  6340. case 7: // MaxSP +100%
  6341. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6342. break;
  6343. case 8: // All stats +20
  6344. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6345. break;
  6346. case 9: // DEF +25%
  6347. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6348. break;
  6349. case 10: // ATK +100%
  6350. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6351. break;
  6352. case 11: // HIT/Flee +50
  6353. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6354. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6355. break;
  6356. case 12: // Immunity to all status
  6357. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6358. break;
  6359. }
  6360. }
  6361. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6362. int i = rand()%9; // Negative buff count
  6363. switch (i)
  6364. {
  6365. case 0: // Deal 1~9999 damage
  6366. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6367. break;
  6368. case 1: // Curse
  6369. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6370. break;
  6371. case 2: // Blind
  6372. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6373. break;
  6374. case 3: // Poison
  6375. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6376. break;
  6377. case 4: // Level 10 Provoke
  6378. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6379. break;
  6380. case 5: // DEF -100%
  6381. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6382. break;
  6383. case 6: // ATK -100%
  6384. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6385. break;
  6386. case 7: // Flee -100%
  6387. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6388. break;
  6389. case 8: // Speed/ASPD -25%
  6390. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6391. break;
  6392. }
  6393. }
  6394. break;
  6395. case UNT_GRAVITATION:
  6396. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6397. break;
  6398. }
  6399. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6400. { //Unset magic power.
  6401. sstatus->matk_min = matk_min;
  6402. sstatus->matk_max = matk_max;
  6403. }
  6404. if (bl->type == BL_MOB && ss != bl)
  6405. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6406. return skillid;
  6407. }
  6408. /*==========================================
  6409. * スキルユニットから離脱する(もしくはしている)場合
  6410. *------------------------------------------
  6411. */
  6412. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6413. {
  6414. struct skill_unit_group *sg;
  6415. struct status_change *sc;
  6416. int type;
  6417. nullpo_retr(0, src);
  6418. nullpo_retr(0, bl);
  6419. nullpo_retr(0, sg=src->group);
  6420. sc = status_get_sc(bl);
  6421. if (sc && !sc->count)
  6422. sc = NULL;
  6423. type = SkillStatusChangeTable(sg->skill_id);
  6424. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6425. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6426. return 0;
  6427. switch(sg->unit_id){
  6428. case UNT_SAFETYWALL:
  6429. if (sc && sc->data[type].timer!=-1)
  6430. status_change_end(bl,type,-1);
  6431. break;
  6432. case UNT_ANKLESNARE:
  6433. {
  6434. struct block_list *target = map_id2bl(sg->val2);
  6435. if(target && target == bl){
  6436. status_change_end(bl,SC_ANKLE,-1);
  6437. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6438. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6439. }
  6440. else
  6441. return 0;
  6442. break;
  6443. }
  6444. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6445. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6446. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6447. status_change_end(bl,type,-1);
  6448. break;
  6449. case UNT_SPIDERWEB: /* スパイダーウェッブ */
  6450. {
  6451. struct block_list *target = map_id2bl(sg->val2);
  6452. if (target && target==bl)
  6453. {
  6454. status_change_end(bl,SC_SPIDERWEB,-1);
  6455. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6456. }
  6457. break;
  6458. }
  6459. }
  6460. return sg->skill_id;
  6461. }
  6462. /*==========================================
  6463. * Triggered when a char steps out of a skill group [Skotlex]
  6464. *------------------------------------------
  6465. */
  6466. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6467. {
  6468. struct status_change *sc;
  6469. int type;
  6470. sc = status_get_sc(bl);
  6471. if (sc && !sc->count)
  6472. sc = NULL;
  6473. type = SkillStatusChangeTable(skill_id);
  6474. switch (skill_id)
  6475. {
  6476. case WZ_QUAGMIRE:
  6477. if (bl->type==BL_MOB)
  6478. break;
  6479. if (sc && sc->data[type].timer != -1)
  6480. status_change_end(bl, type, -1);
  6481. break;
  6482. case BD_LULLABY:
  6483. case BD_RICHMANKIM:
  6484. case BD_ETERNALCHAOS:
  6485. case BD_DRUMBATTLEFIELD:
  6486. case BD_RINGNIBELUNGEN:
  6487. case BD_ROKISWEIL:
  6488. case BD_INTOABYSS:
  6489. case BD_SIEGFRIED:
  6490. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6491. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6492. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6493. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6494. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6495. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6496. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6497. skill_stop_dancing(bl);
  6498. }
  6499. case MG_SAFETYWALL:
  6500. case AL_PNEUMA:
  6501. case SA_VOLCANO:
  6502. case SA_DELUGE:
  6503. case SA_VIOLENTGALE:
  6504. case CG_HERMODE:
  6505. case HW_GRAVITATION:
  6506. case NJ_SUITON:
  6507. if (sc && sc->data[type].timer != -1)
  6508. status_change_end(bl, type, -1);
  6509. break;
  6510. case BA_POEMBRAGI:
  6511. case BA_WHISTLE:
  6512. case BA_ASSASSINCROSS:
  6513. case BA_APPLEIDUN:
  6514. case DC_HUMMING:
  6515. case DC_DONTFORGETME:
  6516. case DC_FORTUNEKISS:
  6517. case DC_SERVICEFORYOU:
  6518. if (sc && sc->data[type].timer != -1)
  6519. {
  6520. delete_timer(sc->data[type].timer, status_change_timer);
  6521. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6522. //not possible on our current implementation.
  6523. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6524. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6525. }
  6526. break;
  6527. case PF_FOGWALL:
  6528. if (sc && sc->data[type].timer != -1)
  6529. {
  6530. status_change_end(bl,type,-1);
  6531. if (sc->data[SC_BLIND].timer!=-1)
  6532. {
  6533. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6534. status_change_end(bl, SC_BLIND, -1);
  6535. else {
  6536. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6537. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6538. }
  6539. }
  6540. }
  6541. break;
  6542. case UNT_GOSPEL:
  6543. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6544. status_change_end(bl, type, -1);
  6545. break;
  6546. }
  6547. return skill_id;
  6548. }
  6549. /*==========================================
  6550. * Invoked when a unit cell has been placed/removed/deleted.
  6551. * flag values:
  6552. * flag&1: Invoke onplace function (otherwise invoke onout)
  6553. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6554. *------------------------------------------
  6555. */
  6556. int skill_unit_effect (struct block_list *bl, va_list ap)
  6557. {
  6558. struct skill_unit *unit;
  6559. struct skill_unit_group *group;
  6560. int flag;
  6561. unsigned int tick;
  6562. nullpo_retr(0, bl);
  6563. nullpo_retr(0, ap);
  6564. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6565. tick = va_arg(ap,unsigned int);
  6566. flag = va_arg(ap,unsigned int);
  6567. if (!unit->alive || bl->prev==NULL)
  6568. return 0;
  6569. nullpo_retr(0, group=unit->group);
  6570. if (flag&1)
  6571. skill_unit_onplace(unit,bl,tick);
  6572. else
  6573. skill_unit_onout(unit,bl,tick);
  6574. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6575. return 0;
  6576. }
  6577. /*==========================================
  6578. * スキルユニットの限界イベント
  6579. *------------------------------------------
  6580. */
  6581. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
  6582. {
  6583. struct skill_unit_group *sg;
  6584. nullpo_retr(0, src);
  6585. nullpo_retr(0, sg=src->group);
  6586. switch(sg->unit_id){
  6587. case UNT_WARP_ACTIVE: /* ワープポータル(発動前) */
  6588. {
  6589. struct skill_unit_group *group=
  6590. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6591. src->bl.x,src->bl.y,1);
  6592. if(group == NULL)
  6593. return 0;
  6594. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6595. group->val3=sg->val3; //as well as the mapindex to warp to.
  6596. }
  6597. break;
  6598. case UNT_ICEWALL: /* アイスウォール */
  6599. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6600. break;
  6601. case UNT_CALLFAMILY: /* あなたに会いたい */
  6602. {
  6603. struct map_session_data *sd = NULL;
  6604. if(sg->val1) {
  6605. sd = map_charid2sd(sg->val1);
  6606. sg->val1 = 0;
  6607. if (sd && !map[sd->bl.m].flag.nowarp)
  6608. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6609. }
  6610. if(sg->val2) {
  6611. sd = map_charid2sd(sg->val2);
  6612. sg->val2 = 0;
  6613. if (sd && !map[sd->bl.m].flag.nowarp)
  6614. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6615. }
  6616. }
  6617. break;
  6618. }
  6619. return 0;
  6620. }
  6621. /*==========================================
  6622. * スキルユニットのダメージイベント
  6623. *------------------------------------------
  6624. */
  6625. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6626. {
  6627. struct skill_unit_group *sg;
  6628. nullpo_retr(0, src);
  6629. nullpo_retr(0, sg=src->group);
  6630. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6631. skill_delunitgroup(NULL,sg);
  6632. else
  6633. switch(sg->unit_id){
  6634. case UNT_ICEWALL:
  6635. src->val1-=damage;
  6636. break;
  6637. default:
  6638. damage = 0;
  6639. break;
  6640. }
  6641. return damage;
  6642. }
  6643. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6644. struct block_list *src = va_arg(ap, struct block_list*);
  6645. struct block_list *partner = va_arg(ap, struct block_list*);
  6646. int blowcount = va_arg(ap, int);
  6647. if (bl == src || bl == partner)
  6648. return 0;
  6649. skill_blown(src, bl, blowcount);
  6650. return 1;
  6651. }
  6652. /*==========================================
  6653. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6654. * partner may be null, but src cannot be.
  6655. *------------------------------------------
  6656. */
  6657. static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv)
  6658. {
  6659. int range = skill_get_splash(CG_MOONLIT, skilllv);
  6660. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6661. map_foreachinrange(skill_moonlit_sub,src,
  6662. range, BL_CHAR,src,partner,blowcount);
  6663. if(partner)
  6664. map_foreachinrange(skill_moonlit_sub,partner,
  6665. range, BL_CHAR,src,partner,blowcount);
  6666. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6667. sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  6668. if (partner) {
  6669. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6670. sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  6671. }
  6672. }
  6673. /*==========================================
  6674. * 範囲内キャラ存在確認判定処理(foreachinarea)
  6675. *------------------------------------------
  6676. */
  6677. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6678. {
  6679. int *c, skillid;
  6680. struct block_list *src;
  6681. struct map_session_data *sd;
  6682. struct map_session_data *tsd;
  6683. int *p_sd; //Contains the list of characters found.
  6684. nullpo_retr(0, bl);
  6685. nullpo_retr(0, ap);
  6686. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6687. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6688. nullpo_retr(0, sd=(struct map_session_data*)src);
  6689. c=va_arg(ap,int *);
  6690. p_sd = va_arg(ap, int *);
  6691. skillid = va_arg(ap,int);
  6692. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6693. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6694. if (bl == src)
  6695. return 0;
  6696. if(pc_isdead(tsd))
  6697. return 0;
  6698. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6699. return 0;
  6700. switch(skillid)
  6701. {
  6702. case PR_BENEDICTIO: /* 聖体降福 */
  6703. {
  6704. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6705. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6706. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6707. && sd->status.sp >= 10)
  6708. p_sd[(*c)++]=tsd->bl.id;
  6709. return 1;
  6710. }
  6711. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6712. {
  6713. int skilllv;
  6714. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6715. return 0;
  6716. if (sd->status.sex != tsd->status.sex &&
  6717. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6718. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6719. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6720. sd->status.party_id && tsd->status.party_id &&
  6721. sd->status.party_id == tsd->status.party_id &&
  6722. tsd->sc.data[SC_DANCING].timer == -1)
  6723. {
  6724. p_sd[(*c)++]=tsd->bl.id;
  6725. return skilllv;
  6726. } else {
  6727. return 0;
  6728. }
  6729. }
  6730. break;
  6731. }
  6732. return 0;
  6733. }
  6734. /*==========================================
  6735. * Checks and stores partners for ensemble skills [Skotlex]
  6736. *------------------------------------------
  6737. */
  6738. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6739. {
  6740. static int c=0;
  6741. static int p_sd[2] = { 0, 0 };
  6742. int i;
  6743. if (cast_flag)
  6744. { //Execute the skill on the partners.
  6745. struct map_session_data* tsd;
  6746. switch (skill_id)
  6747. {
  6748. case PR_BENEDICTIO:
  6749. for (i = 0; i < c; i++)
  6750. {
  6751. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6752. status_charge(&tsd->bl, 0, 10);
  6753. }
  6754. return c;
  6755. case CG_MOONLIT:
  6756. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6757. {
  6758. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6759. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6760. tsd->skillid_dance = skill_id;
  6761. tsd->skilllv_dance = *skill_lv;
  6762. }
  6763. return c;
  6764. default: //Warning: Assuming Ensemble skills here (for speed)
  6765. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6766. {
  6767. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6768. 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);
  6769. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6770. tsd->skillid_dance = skill_id;
  6771. tsd->skilllv_dance = *skill_lv;
  6772. }
  6773. return c;
  6774. }
  6775. }
  6776. //Else: new search for partners.
  6777. c = 0;
  6778. memset (p_sd, 0, sizeof(p_sd));
  6779. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6780. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6781. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6782. *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.
  6783. return c;
  6784. }
  6785. /*==========================================
  6786. * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea)
  6787. *------------------------------------------
  6788. */
  6789. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6790. {
  6791. int *c,src_id=0,mob_class=0;
  6792. struct mob_data *md;
  6793. nullpo_retr(0, bl);
  6794. nullpo_retr(0, ap);
  6795. nullpo_retr(0, md=(struct mob_data*)bl);
  6796. nullpo_retr(0, src_id=va_arg(ap,int));
  6797. nullpo_retr(0, mob_class=va_arg(ap,int));
  6798. nullpo_retr(0, c=va_arg(ap,int *));
  6799. if(md->class_==mob_class && md->master_id==src_id)
  6800. (*c)++;
  6801. return 0;
  6802. }
  6803. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6804. {
  6805. struct npc_data *nd;
  6806. nd=(struct npc_data*)bl;
  6807. if (nd->bl.subtype == WARP)
  6808. return 1;
  6809. return 0;
  6810. }
  6811. /*==========================================
  6812. * Determines if a given skill should be made to consume ammo
  6813. * when used by the player. [Skotlex]
  6814. *------------------------------------------
  6815. */
  6816. int skill_isammotype (TBL_PC *sd, int skill)
  6817. {
  6818. return (
  6819. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6820. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  6821. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  6822. );
  6823. }
  6824. /*==========================================
  6825. * Checks that you have the requirements for casting a skill.
  6826. * Flag:
  6827. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6828. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6829. *------------------------------------------
  6830. */
  6831. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  6832. {
  6833. struct status_data *status;
  6834. struct status_change *sc;
  6835. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6836. int index[10],itemid[10],amount[10];
  6837. int force_gem_flag = 0;
  6838. int delitem_flag = 1, checkitem_flag = 1;
  6839. nullpo_retr(0, sd);
  6840. if (lv <= 0) return 0;
  6841. if( battle_config.gm_skilluncond &&
  6842. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6843. sd->skillitem != skill)
  6844. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6845. sd->skillitem = sd->skillitemlv = -1;
  6846. return 1;
  6847. }
  6848. status = &sd->battle_status;
  6849. sc = &sd->sc;
  6850. if (!sc->count)
  6851. sc = NULL;
  6852. if(pc_is90overweight(sd)) {
  6853. clif_skill_fail(sd,skill,9,0);
  6854. sd->skillitem = sd->skillitemlv = -1;
  6855. return 0;
  6856. }
  6857. if (sd->state.abra_flag)
  6858. {
  6859. sd->skillitem = sd->skillitemlv = -1;
  6860. if(type&1) sd->state.abra_flag = 0;
  6861. return 1;
  6862. }
  6863. if (sd->menuskill_id == AM_PHARMACY &&
  6864. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6865. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6866. )) {
  6867. sd->skillitem = sd->skillitemlv = -1;
  6868. return 0;
  6869. }
  6870. if(sd->skillitem == skill) { /* アイテムの場合無条件成功 */
  6871. if(!type) //When a target was selected
  6872. { //Consume items that were skipped in pc_use_item [Skotlex]
  6873. if((i = sd->itemindex) == -1 ||
  6874. sd->status.inventory[i].nameid != sd->itemid ||
  6875. sd->inventory_data[i] == NULL ||
  6876. !sd->inventory_data[i]->flag.delay_consume ||
  6877. sd->status.inventory[i].amount < 1
  6878. )
  6879. { //Something went wrong, item exploit?
  6880. sd->itemid = sd->itemindex = -1;
  6881. return 0;
  6882. }
  6883. //Consume
  6884. sd->itemid = sd->itemindex = -1;
  6885. if(skill == WZ_EARTHSPIKE && sc &&
  6886. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  6887. ; //Do not consume item.
  6888. else
  6889. pc_delitem(sd,i,1,0);
  6890. }
  6891. if (type&1) //Casting finished
  6892. sd->skillitem = sd->skillitemlv = -1;
  6893. return 1;
  6894. }
  6895. // for the guild skills [celest]
  6896. if (skill >= GD_SKILLBASE)
  6897. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  6898. else
  6899. j = skill;
  6900. if (j < 0 || j >= MAX_SKILL_DB)
  6901. return 0;
  6902. //Code speedup, rather than using skill_get_* over and over again.
  6903. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  6904. return 0;
  6905. hp = skill_db[j].hp[lv-1]; /* 消費HP */
  6906. sp = skill_db[j].sp[lv-1]; /* 消費SP */
  6907. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6908. sp=sp/2; //アンコール時はSP消費が半分
  6909. hp_rate = skill_db[j].hp_rate[lv-1];
  6910. sp_rate = skill_db[j].sp_rate[lv-1];
  6911. zeny = skill_db[j].zeny[lv-1];
  6912. weapon = skill_db[j].weapon;
  6913. ammo = skill_db[j].ammo;
  6914. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6915. state = skill_db[j].state;
  6916. spiritball = skill_db[j].spiritball[lv-1];
  6917. mhp = skill_db[j].mhp[lv-1]; /* 消費HP */
  6918. for(i = 0; i < 10; i++) {
  6919. itemid[i] = skill_db[j].itemid[i];
  6920. amount[i] = skill_db[j].amount[i];
  6921. }
  6922. if(mhp > 0)
  6923. hp += (status->max_hp * mhp)/100;
  6924. if(hp_rate > 0)
  6925. hp += (status->hp * hp_rate)/100;
  6926. else
  6927. hp += (status->max_hp * (-hp_rate))/100;
  6928. if(sp_rate > 0)
  6929. sp += (status->sp * sp_rate)/100;
  6930. else
  6931. sp += (status->max_sp * (-sp_rate))/100;
  6932. if (!ammo && skill && skill_isammotype(sd, skill))
  6933. { //Assume this skill is using the weapon, therefore it requires arrows.
  6934. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  6935. ammo_qty = skill_get_num(skill, lv);
  6936. if (ammo_qty < 0) ammo_qty *= -1;
  6937. }
  6938. switch(skill) { // Check for cost reductions due to skills & SCs
  6939. case MC_MAMMONITE:
  6940. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6941. zeny -= zeny*10/100;
  6942. break;
  6943. case AL_HOLYLIGHT:
  6944. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  6945. sp *= 5;
  6946. break;
  6947. case SL_SMA:
  6948. case SL_STUN:
  6949. case SL_STIN:
  6950. {
  6951. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6952. if(kaina_lv==0 || sd->status.base_level<70)
  6953. break;
  6954. if(sd->status.base_level>=90)
  6955. sp -= sp*7*kaina_lv/100;
  6956. else if(sd->status.base_level>=80)
  6957. sp -= sp*5*kaina_lv/100;
  6958. else if(sd->status.base_level>=70)
  6959. sp -= sp*3*kaina_lv/100;
  6960. }
  6961. break;
  6962. case MO_TRIPLEATTACK:
  6963. case MO_CHAINCOMBO:
  6964. case MO_COMBOFINISH:
  6965. case CH_TIGERFIST:
  6966. case CH_CHAINCRUSH:
  6967. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  6968. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6969. break;
  6970. }
  6971. if(sd->dsprate!=100)
  6972. sp=sp*sd->dsprate/100; /* 消費SP修正 */
  6973. switch(skill) {
  6974. case SA_CASTCANCEL:
  6975. if(sd->ud.skilltimer == -1) {
  6976. clif_skill_fail(sd,skill,0,0);
  6977. return 0;
  6978. }
  6979. break;
  6980. case BS_MAXIMIZE:
  6981. case NV_TRICKDEAD:
  6982. case TF_HIDING:
  6983. case AS_CLOAKING:
  6984. case CR_AUTOGUARD:
  6985. case CR_DEFENDER:
  6986. case ST_CHASEWALK:
  6987. case PA_GOSPEL:
  6988. case CR_SHRINK:
  6989. case TK_RUN:
  6990. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  6991. return 1; //Allow turning off.
  6992. break;
  6993. case AL_WARP:
  6994. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6995. delitem_flag = 0;
  6996. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6997. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6998. return 0;
  6999. }
  7000. break;
  7001. case MO_CALLSPIRITS: /* 気功 */
  7002. if(sd->spiritball >= lv) {
  7003. clif_skill_fail(sd,skill,0,0);
  7004. return 0;
  7005. }
  7006. break;
  7007. case CH_SOULCOLLECT: /* 狂気功 */
  7008. if(sd->spiritball >= 5) {
  7009. clif_skill_fail(sd,skill,0,0);
  7010. return 0;
  7011. }
  7012. break;
  7013. case MO_FINGEROFFENSIVE: //指弾
  7014. case GS_FLING:
  7015. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7016. spiritball = sd->spiritball;
  7017. sd->spiritball_old = sd->spiritball;
  7018. }
  7019. else sd->spiritball_old = spiritball;
  7020. break;
  7021. case MO_BODYRELOCATION:
  7022. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7023. spiritball = 0;
  7024. break;
  7025. case MO_CHAINCOMBO: //連打掌
  7026. if(!sc)
  7027. return 0;
  7028. if(sc->data[SC_BLADESTOP].timer!=-1)
  7029. break;
  7030. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7031. break;
  7032. return 0;
  7033. case MO_COMBOFINISH: //猛龍拳
  7034. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7035. return 0;
  7036. break;
  7037. case CH_TIGERFIST: //伏虎拳
  7038. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7039. return 0;
  7040. break;
  7041. case CH_CHAINCRUSH: //連柱崩撃
  7042. if(!sc || sc->data[SC_COMBO].timer == -1)
  7043. return 0;
  7044. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7045. return 0;
  7046. break;
  7047. case MO_EXTREMITYFIST:
  7048. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7049. // return 0;
  7050. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7051. spiritball--;
  7052. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7053. switch(sc->data[SC_COMBO].val1) {
  7054. case MO_COMBOFINISH:
  7055. spiritball = 4;
  7056. break;
  7057. case CH_TIGERFIST:
  7058. spiritball = 3;
  7059. break;
  7060. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7061. spiritball = sd->spiritball?sd->spiritball:1;
  7062. break;
  7063. default:
  7064. return 0;
  7065. }
  7066. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7067. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7068. clif_skill_fail(sd,skill,0,0);
  7069. return 0;
  7070. }
  7071. break;
  7072. case TK_MISSION: //Does not works on Non-Taekwon
  7073. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7074. clif_skill_fail(sd,skill,0,0);
  7075. return 0;
  7076. }
  7077. break;
  7078. case TK_READYCOUNTER:
  7079. case TK_READYDOWN:
  7080. case TK_READYSTORM:
  7081. case TK_READYTURN:
  7082. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7083. return 1; //Enable disabling them regardless of who you are.
  7084. case TK_JUMPKICK:
  7085. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7086. //They do not work on Soul Linkers.
  7087. clif_skill_fail(sd,skill,0,0);
  7088. return 0;
  7089. }
  7090. break;
  7091. case TK_TURNKICK:
  7092. case TK_STORMKICK:
  7093. case TK_DOWNKICK:
  7094. case TK_COUNTER:
  7095. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7096. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7097. if(!sc || sc->data[SC_COMBO].timer == -1)
  7098. return 0; //Combo needs to be ready
  7099. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7100. { //Unlimited Combo
  7101. if (skill == sd->skillid_old) {
  7102. status_change_end(&sd->bl, SC_COMBO, -1);
  7103. sd->skillid_old = sd->skilllv_old = 0;
  7104. return 0; //Can't repeat previous combo skill.
  7105. }
  7106. break;
  7107. } else
  7108. if(sc->data[SC_COMBO].val1 == skill)
  7109. break; //Combo ready.
  7110. return 0;
  7111. case BD_ADAPTATION: /* アドリブ */
  7112. {
  7113. struct skill_unit_group *group=NULL;
  7114. int time;
  7115. if(!sc || sc->data[SC_DANCING].timer==-1)
  7116. {
  7117. clif_skill_fail(sd,skill,0,0);
  7118. return 0;
  7119. }
  7120. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7121. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7122. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7123. {
  7124. clif_skill_fail(sd,skill,0,0);
  7125. return 0;
  7126. }
  7127. }
  7128. break;
  7129. case PR_BENEDICTIO: /* 聖体降福 */
  7130. {
  7131. if (!battle_config.player_skill_partner_check ||
  7132. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7133. )
  7134. break; //No need to do any partner checking [Skotlex]
  7135. if (!(type&1))
  7136. { //Started casting.
  7137. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7138. {
  7139. clif_skill_fail(sd,skill,0,0);
  7140. return 0;
  7141. }
  7142. }
  7143. else
  7144. { //Done casting
  7145. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7146. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7147. }
  7148. }
  7149. break;
  7150. case AM_CANNIBALIZE: /* バイオプラント */
  7151. case AM_SPHEREMINE: /* スフィアーマイン */
  7152. if(type&1){
  7153. int c=0;
  7154. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7155. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7156. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7157. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7158. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7159. if(c >= maxcount){
  7160. clif_skill_fail(sd,skill,0,0);
  7161. return 0;
  7162. }
  7163. }
  7164. }
  7165. break;
  7166. case WZ_FIREPILLAR: // celest
  7167. if (lv <= 5) // no gems required at level 1-5
  7168. itemid[0] = 0;
  7169. break;
  7170. case SL_SMA:
  7171. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7172. if(!sc || sc->data[SC_SMA].timer == -1)
  7173. return 0;
  7174. break;
  7175. case HT_POWER:
  7176. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7177. return 0;
  7178. break;
  7179. case HW_GANBANTEIN:
  7180. force_gem_flag = 1;
  7181. break;
  7182. case AM_BERSERKPITCHER:
  7183. case AM_POTIONPITCHER:
  7184. case CR_SLIMPITCHER:
  7185. case MG_STONECURSE:
  7186. case CR_CULTIVATION:
  7187. case SA_FLAMELAUNCHER:
  7188. case SA_FROSTWEAPON:
  7189. case SA_LIGHTNINGLOADER:
  7190. case SA_SEISMICWEAPON:
  7191. delitem_flag = 0;
  7192. break;
  7193. case SA_DELUGE:
  7194. case SA_VOLCANO:
  7195. case SA_VIOLENTGALE:
  7196. case SA_LANDPROTECTOR:
  7197. { //Does not consumes if the skill is already active. [Skotlex]
  7198. struct skill_unit_group *sg;
  7199. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7200. {
  7201. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7202. checkitem_flag = delitem_flag = 0;
  7203. else sg->limit = 0; //Disable it.
  7204. }
  7205. break;
  7206. }
  7207. case CG_HERMODE:
  7208. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7209. skill_get_splash(skill, lv), BL_NPC) < 1)
  7210. {
  7211. clif_skill_fail(sd,skill,0,0);
  7212. return 0;
  7213. }
  7214. break;
  7215. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7216. {
  7217. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7218. int size = range*2+1;
  7219. for (i=0;i<size*size;i++) {
  7220. x = sd->bl.x+(i%size-range);
  7221. y = sd->bl.y+(i/size-range);
  7222. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7223. clif_skill_fail(sd,skill,0,0);
  7224. return 0;
  7225. }
  7226. }
  7227. }
  7228. break;
  7229. case PR_REDEMPTIO:
  7230. {
  7231. int exp;
  7232. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7233. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7234. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7235. return 0;
  7236. }
  7237. break;
  7238. }
  7239. case AM_TWILIGHT2:
  7240. case AM_TWILIGHT3:
  7241. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7242. {
  7243. clif_skill_fail(sd,skill,0,0);
  7244. return 0;
  7245. }
  7246. break;
  7247. //SHOULD BE OPTIMALIZED [Komurka]
  7248. //Optimized #1. optimize comfort later. [Vicious]
  7249. case SG_SUN_WARM:
  7250. case SG_MOON_WARM:
  7251. case SG_STAR_WARM:
  7252. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7253. break;
  7254. clif_skill_fail(sd,skill,0,0);
  7255. return 0;
  7256. break;
  7257. case SG_SUN_COMFORT:
  7258. 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))
  7259. break;
  7260. clif_skill_fail(sd,skill,0,0);
  7261. return 0;
  7262. case SG_MOON_COMFORT:
  7263. 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))
  7264. break;
  7265. clif_skill_fail(sd,skill,0,0);
  7266. return 0;
  7267. case SG_STAR_COMFORT:
  7268. 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))
  7269. break;
  7270. clif_skill_fail(sd,skill,0,0);
  7271. return 0;
  7272. case SG_FUSION:
  7273. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7274. return 1;
  7275. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7276. break;
  7277. return 0;
  7278. case GD_BATTLEORDER:
  7279. case GD_REGENERATION:
  7280. case GD_RESTORE:
  7281. case GD_EMERGENCYCALL:
  7282. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7283. return 0;
  7284. if (lv <= 0)
  7285. return 0;
  7286. if (skill == GD_EMERGENCYCALL) {
  7287. if (!map_flag_gvg(sd->bl.m))
  7288. { //if not allowed to warp to the map (castles are always allowed)
  7289. clif_skill_fail(sd,skill,0,0);
  7290. return 0;
  7291. }
  7292. } else if (!agit_flag) {
  7293. clif_skill_fail(sd,skill,0,0);
  7294. return 0;
  7295. }
  7296. break;
  7297. //Until they're at right position - gs_skillcheck- [Vicious]
  7298. case GS_GLITTERING:
  7299. if(sd->spiritball >= 10) {
  7300. clif_skill_fail(sd,skill,0,0);
  7301. return 0;
  7302. }
  7303. break;
  7304. case NJ_ISSEN:
  7305. if (sc && sc->data[SC_NEN].timer!=-1)
  7306. return 0;
  7307. break;
  7308. case NJ_ZENYNAGE:
  7309. if(sd->status.zeny < zeny) {
  7310. clif_skill_fail(sd,skill,5,0);
  7311. return 0;
  7312. }
  7313. zeny = 0; //Zeny is reduced on skill_attack.
  7314. break;
  7315. }
  7316. if(!(type&2)){
  7317. if( hp>0 && status->hp <= (unsigned int)hp) { /* HPチェック */
  7318. clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
  7319. return 0;
  7320. }
  7321. if( sp>0 && status->sp < (unsigned int)sp) { /* SPチェック */
  7322. clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
  7323. return 0;
  7324. }
  7325. if( zeny>0 && sd->status.zeny < zeny) {
  7326. clif_skill_fail(sd,skill,5,0);
  7327. return 0;
  7328. }
  7329. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7330. clif_skill_fail(sd,skill,6,0);
  7331. return 0;
  7332. }
  7333. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7334. if((i=sd->equip_index[10]) < 0 ||
  7335. !sd->inventory_data[i] ||
  7336. sd->status.inventory[i].amount < ammo_qty
  7337. ) {
  7338. clif_arrow_fail(sd,0);
  7339. return 0;
  7340. }
  7341. if (!(ammo&1<<sd->inventory_data[i]->look))
  7342. { //Ammo type check. Send the "wrong weapon type" message
  7343. //which is the closest we have to wrong ammo type. [Skotlex]
  7344. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7345. //clif_skill_fail(sd,skill,6,0);
  7346. return 0;
  7347. }
  7348. }
  7349. if( spiritball > 0 && sd->spiritball < spiritball) {
  7350. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7351. return 0;
  7352. }
  7353. }
  7354. switch(state) {
  7355. case ST_HIDING:
  7356. if(!(sc && sc->option&OPTION_HIDE)) {
  7357. clif_skill_fail(sd,skill,0,0);
  7358. return 0;
  7359. }
  7360. break;
  7361. case ST_CLOAKING:
  7362. if(!pc_iscloaking(sd)) {
  7363. clif_skill_fail(sd,skill,0,0);
  7364. return 0;
  7365. }
  7366. break;
  7367. case ST_HIDDEN:
  7368. if(!pc_ishiding(sd)) {
  7369. clif_skill_fail(sd,skill,0,0);
  7370. return 0;
  7371. }
  7372. break;
  7373. case ST_RIDING:
  7374. if(!pc_isriding(sd)) {
  7375. clif_skill_fail(sd,skill,0,0);
  7376. return 0;
  7377. }
  7378. break;
  7379. case ST_FALCON:
  7380. if(!pc_isfalcon(sd)) {
  7381. clif_skill_fail(sd,skill,0,0);
  7382. return 0;
  7383. }
  7384. break;
  7385. case ST_CART:
  7386. if(!pc_iscarton(sd)) {
  7387. clif_skill_fail(sd,skill,0,0);
  7388. return 0;
  7389. }
  7390. break;
  7391. case ST_SHIELD:
  7392. if(sd->status.shield <= 0) {
  7393. clif_skill_fail(sd,skill,0,0);
  7394. return 0;
  7395. }
  7396. break;
  7397. case ST_SIGHT:
  7398. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7399. clif_skill_fail(sd,skill,0,0);
  7400. return 0;
  7401. }
  7402. break;
  7403. case ST_EXPLOSIONSPIRITS:
  7404. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7405. clif_skill_fail(sd,skill,0,0);
  7406. return 0;
  7407. }
  7408. break;
  7409. case ST_CARTBOOST:
  7410. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7411. clif_skill_fail(sd,skill,0,0);
  7412. return 0;
  7413. }
  7414. break;
  7415. case ST_RECOV_WEIGHT_RATE:
  7416. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7417. clif_skill_fail(sd,skill,0,0);
  7418. return 0;
  7419. }
  7420. break;
  7421. case ST_MOVE_ENABLE:
  7422. if(type)//Check only on begin casting. [Skotlex]
  7423. break;
  7424. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7425. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7426. if (!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); // アイテム消費
  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消費
  7485. pc_payzeny(sd,zeny);
  7486. if(spiritball > 0) // 氣球消費
  7487. pc_delspiritball(sd,spiritball,0);
  7488. return 1;
  7489. }
  7490. /*==========================================
  7491. * 詠唱時間計算
  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_MEMORIZE].timer != -1) {
  7534. time>>=1;
  7535. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7536. status_change_end(bl, SC_MEMORIZE, -1);
  7537. }
  7538. if (sc->data[SC_POEMBRAGI].timer != -1)
  7539. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7540. }
  7541. return (time > 0) ? time : 0;
  7542. }
  7543. /*==========================================
  7544. * ディレイ計算
  7545. *------------------------------------------
  7546. */
  7547. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7548. {
  7549. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7550. int time = skill_get_delay(skill_id, skill_lv);
  7551. nullpo_retr(0, bl);
  7552. if (bl->type == BL_MOB)
  7553. return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex]
  7554. // instant cast attack skills depend on aspd as delay [celest]
  7555. if (time == 0) {
  7556. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7557. time = status_get_adelay(bl); //Use attack delay as default delay.
  7558. else
  7559. time = battle_config.default_skill_delay;
  7560. } else if (time < 0)
  7561. time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
  7562. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7563. { // if skill casttime is allowed to be reduced by dex
  7564. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7565. if (scale > 0)
  7566. time = time * scale / battle_config.castrate_dex_scale;
  7567. else //To be capped later to minimum.
  7568. time = 0;
  7569. }
  7570. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7571. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7572. if (battle_config.delay_rate != 100)
  7573. time = time * battle_config.delay_rate / 100;
  7574. if (!(delaynodex&2))
  7575. { /* ブラギの詩 */
  7576. struct status_change *sc;
  7577. sc= status_get_sc(bl);
  7578. if (sc && sc->count) {
  7579. if (sc->data[SC_POEMBRAGI].timer != -1)
  7580. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7581. if (sc->data[SC_SPIRIT].timer != -1)
  7582. switch (skill_id) {
  7583. case CR_SHIELDBOOMERANG:
  7584. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7585. time /=2;
  7586. break;
  7587. case AS_SONICBLOW:
  7588. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7589. time /= 2;
  7590. break;
  7591. }
  7592. }
  7593. }
  7594. return (time < battle_config.min_skill_delay_limit)?
  7595. battle_config.min_skill_delay_limit:time;
  7596. }
  7597. /*=========================================
  7598. * ブランディッシュスピア 初期範囲決定
  7599. *----------------------------------------
  7600. */
  7601. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7602. {
  7603. nullpo_retv(tc);
  7604. if(dir == 0){
  7605. tc->val1[0]=x-2;
  7606. tc->val1[1]=x-1;
  7607. tc->val1[2]=x;
  7608. tc->val1[3]=x+1;
  7609. tc->val1[4]=x+2;
  7610. tc->val2[0]=
  7611. tc->val2[1]=
  7612. tc->val2[2]=
  7613. tc->val2[3]=
  7614. tc->val2[4]=y-1;
  7615. }
  7616. else if(dir==2){
  7617. tc->val1[0]=
  7618. tc->val1[1]=
  7619. tc->val1[2]=
  7620. tc->val1[3]=
  7621. tc->val1[4]=x+1;
  7622. tc->val2[0]=y+2;
  7623. tc->val2[1]=y+1;
  7624. tc->val2[2]=y;
  7625. tc->val2[3]=y-1;
  7626. tc->val2[4]=y-2;
  7627. }
  7628. else if(dir==4){
  7629. tc->val1[0]=x-2;
  7630. tc->val1[1]=x-1;
  7631. tc->val1[2]=x;
  7632. tc->val1[3]=x+1;
  7633. tc->val1[4]=x+2;
  7634. tc->val2[0]=
  7635. tc->val2[1]=
  7636. tc->val2[2]=
  7637. tc->val2[3]=
  7638. tc->val2[4]=y+1;
  7639. }
  7640. else if(dir==6){
  7641. tc->val1[0]=
  7642. tc->val1[1]=
  7643. tc->val1[2]=
  7644. tc->val1[3]=
  7645. tc->val1[4]=x-1;
  7646. tc->val2[0]=y+2;
  7647. tc->val2[1]=y+1;
  7648. tc->val2[2]=y;
  7649. tc->val2[3]=y-1;
  7650. tc->val2[4]=y-2;
  7651. }
  7652. else if(dir==1){
  7653. tc->val1[0]=x-1;
  7654. tc->val1[1]=x;
  7655. tc->val1[2]=x+1;
  7656. tc->val1[3]=x+2;
  7657. tc->val1[4]=x+3;
  7658. tc->val2[0]=y-4;
  7659. tc->val2[1]=y-3;
  7660. tc->val2[2]=y-1;
  7661. tc->val2[3]=y;
  7662. tc->val2[4]=y+1;
  7663. }
  7664. else if(dir==3){
  7665. tc->val1[0]=x+3;
  7666. tc->val1[1]=x+2;
  7667. tc->val1[2]=x+1;
  7668. tc->val1[3]=x;
  7669. tc->val1[4]=x-1;
  7670. tc->val2[0]=y-1;
  7671. tc->val2[1]=y;
  7672. tc->val2[2]=y+1;
  7673. tc->val2[3]=y+2;
  7674. tc->val2[4]=y+3;
  7675. }
  7676. else if(dir==5){
  7677. tc->val1[0]=x+1;
  7678. tc->val1[1]=x;
  7679. tc->val1[2]=x-1;
  7680. tc->val1[3]=x-2;
  7681. tc->val1[4]=x-3;
  7682. tc->val2[0]=y+3;
  7683. tc->val2[1]=y+2;
  7684. tc->val2[2]=y+1;
  7685. tc->val2[3]=y;
  7686. tc->val2[4]=y-1;
  7687. }
  7688. else if(dir==7){
  7689. tc->val1[0]=x-3;
  7690. tc->val1[1]=x-2;
  7691. tc->val1[2]=x-1;
  7692. tc->val1[3]=x;
  7693. tc->val1[4]=x+1;
  7694. tc->val2[1]=y;
  7695. tc->val2[0]=y+1;
  7696. tc->val2[2]=y-1;
  7697. tc->val2[3]=y-2;
  7698. tc->val2[4]=y-3;
  7699. }
  7700. }
  7701. /*=========================================
  7702. * ブランディッシュスピア 方向判定 範囲拡張
  7703. *-----------------------------------------
  7704. */
  7705. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  7706. {
  7707. int c;
  7708. nullpo_retv(tc);
  7709. for(c=0;c<5;c++){
  7710. if(dir==0){
  7711. tc->val2[c]+=are;
  7712. }else if(dir==1){
  7713. tc->val1[c]-=are; tc->val2[c]+=are;
  7714. }else if(dir==2){
  7715. tc->val1[c]-=are;
  7716. }else if(dir==3){
  7717. tc->val1[c]-=are; tc->val2[c]-=are;
  7718. }else if(dir==4){
  7719. tc->val2[c]-=are;
  7720. }else if(dir==5){
  7721. tc->val1[c]+=are; tc->val2[c]-=are;
  7722. }else if(dir==6){
  7723. tc->val1[c]+=are;
  7724. }else if(dir==7){
  7725. tc->val1[c]+=are; tc->val2[c]+=are;
  7726. }
  7727. }
  7728. }
  7729. /*==========================================
  7730. * Weapon Repair [Celest/DracoRPG]
  7731. *------------------------------------------
  7732. */
  7733. void skill_repairweapon (struct map_session_data *sd, int idx)
  7734. {
  7735. int material;
  7736. int materials[4] = { 1002, 998, 999, 756 };
  7737. struct item *item;
  7738. struct map_session_data *target_sd;
  7739. nullpo_retv(sd);
  7740. target_sd = map_id2sd(sd->menuskill_lv);
  7741. if (!target_sd) //Failed....
  7742. return;
  7743. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7744. return;
  7745. if(idx < 0 || idx >= MAX_INVENTORY)
  7746. return; //Invalid index??
  7747. item = &target_sd->status.inventory[idx];
  7748. if(item->nameid <= 0 || item->attribute == 0)
  7749. return; //Again invalid item....
  7750. 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)))){
  7751. clif_item_repaireffect(sd,item->nameid,1);
  7752. return;
  7753. }
  7754. if (itemdb_type(item->nameid)==4)
  7755. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7756. else
  7757. material = materials [2]; // Armors consume 1 Steel
  7758. if (pc_search_inventory(sd,material) < 0 ) {
  7759. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7760. return;
  7761. }
  7762. item->attribute=0;
  7763. clif_equiplist(target_sd);
  7764. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7765. clif_item_repaireffect(sd,item->nameid,0);
  7766. if(sd!=target_sd)
  7767. clif_item_repaireffect(target_sd,item->nameid,0);
  7768. }
  7769. /*==========================================
  7770. * Item Appraisal
  7771. *------------------------------------------
  7772. */
  7773. void skill_identify (struct map_session_data *sd, int idx)
  7774. {
  7775. int flag=1;
  7776. nullpo_retv(sd);
  7777. if(idx >= 0 && idx < MAX_INVENTORY) {
  7778. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7779. flag=0;
  7780. sd->status.inventory[idx].identify=1;
  7781. }
  7782. }
  7783. clif_item_identified(sd,idx,flag);
  7784. }
  7785. /*==========================================
  7786. * Weapon Refine [Celest]
  7787. *------------------------------------------
  7788. */
  7789. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7790. {
  7791. int i = 0, ep = 0, per;
  7792. int material[5] = { 0, 1010, 1011, 984, 984 };
  7793. struct item *item;
  7794. nullpo_retv(sd);
  7795. if (idx >= 0 && idx < MAX_INVENTORY) {
  7796. struct item_data *ditem = sd->inventory_data[idx];
  7797. item = &sd->status.inventory[idx];
  7798. if(item->nameid > 0 && ditem->type == 4) {
  7799. if (item->refine >= sd->menuskill_lv ||
  7800. item->refine >= MAX_REFINE || // if it's no longer refineable
  7801. ditem->flag.no_refine || // if the item isn't refinable
  7802. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  7803. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7804. return;
  7805. }
  7806. per = percentrefinery [ditem->wlv][(int)item->refine];
  7807. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7808. if (per > rand() % 100) {
  7809. item->refine++;
  7810. pc_delitem(sd, i, 1, 0);
  7811. if(item->equip) {
  7812. ep = item->equip;
  7813. pc_unequipitem(sd,idx,3);
  7814. }
  7815. clif_refine(sd->fd,sd,0,idx,item->refine);
  7816. clif_delitem(sd,idx,1);
  7817. clif_additem(sd,idx,1,0);
  7818. if (ep)
  7819. pc_equipitem(sd,idx,ep);
  7820. clif_misceffect(&sd->bl,3);
  7821. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  7822. switch(ditem->wlv){
  7823. case 1:
  7824. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7825. break;
  7826. case 2:
  7827. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7828. break;
  7829. case 3:
  7830. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7831. break;
  7832. }
  7833. }
  7834. } else {
  7835. pc_delitem(sd, i, 1, 0);
  7836. item->refine = 0;
  7837. if(item->equip)
  7838. pc_unequipitem(sd,idx,3);
  7839. clif_refine(sd->fd,sd,1,idx,item->refine);
  7840. pc_delitem(sd,idx,1,0);
  7841. clif_misceffect(&sd->bl,2);
  7842. clif_emotion(&sd->bl, 23);
  7843. }
  7844. }
  7845. }
  7846. }
  7847. /*==========================================
  7848. * オートスペル
  7849. *------------------------------------------
  7850. */
  7851. int skill_autospell (struct map_session_data *sd, int skillid)
  7852. {
  7853. int skilllv;
  7854. int maxlv=1,lv;
  7855. nullpo_retr(0, sd);
  7856. skilllv = sd->menuskill_lv;
  7857. lv=pc_checkskill(sd,skillid);
  7858. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7859. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7860. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7861. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7862. maxlv =10; //Soul Linker bonus. [Skotlex]
  7863. else if(skilllv==2) maxlv=1;
  7864. else if(skilllv==3) maxlv=2;
  7865. else if(skilllv>=4) maxlv=3;
  7866. }
  7867. else if(skillid==MG_SOULSTRIKE){
  7868. if(skilllv==5) maxlv=1;
  7869. else if(skilllv==6) maxlv=2;
  7870. else if(skilllv>=7) maxlv=3;
  7871. }
  7872. else if(skillid==MG_FIREBALL){
  7873. if(skilllv==8) maxlv=1;
  7874. else if(skilllv>=9) maxlv=2;
  7875. }
  7876. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7877. else return 0;
  7878. if(maxlv > lv)
  7879. maxlv = lv;
  7880. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7881. skill_get_time(SA_AUTOSPELL,skilllv));
  7882. return 0;
  7883. }
  7884. /*==========================================
  7885. * ギャングスターパラダイス判定処理(foreachinarea)
  7886. *------------------------------------------
  7887. */
  7888. static int skill_gangster_count (struct block_list *bl, va_list ap)
  7889. {
  7890. struct map_session_data *sd;
  7891. sd=(struct map_session_data*)bl;
  7892. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7893. return 1;
  7894. return 0;
  7895. }
  7896. static int skill_gangster_in (struct block_list *bl, va_list ap)
  7897. {
  7898. struct map_session_data *sd;
  7899. sd=(struct map_session_data*)bl;
  7900. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7901. sd->state.gangsterparadise=1;
  7902. return 0;
  7903. }
  7904. static int skill_gangster_out (struct block_list *bl, va_list ap)
  7905. {
  7906. struct map_session_data *sd;
  7907. sd=(struct map_session_data*)bl;
  7908. if(sd && sd->state.gangsterparadise)
  7909. sd->state.gangsterparadise=0;
  7910. return 0;
  7911. }
  7912. int skill_gangsterparadise (struct map_session_data *sd, int type)
  7913. {
  7914. int range;
  7915. nullpo_retr(0, sd);
  7916. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  7917. return 0;
  7918. range = skill_get_splash(RG_GANGSTER, range);
  7919. if(type==1) {/* 座った時の処理 */
  7920. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  7921. { /*ギャングスター成功したら自分にもギャングスター属性付与*/
  7922. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  7923. sd->state.gangsterparadise = 1;
  7924. }
  7925. return 0;
  7926. }
  7927. else if(type==0) {/* 立ち上がったときの処理 */
  7928. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  7929. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  7930. sd->state.gangsterparadise = 0;
  7931. return 0;
  7932. }
  7933. return 0;
  7934. }
  7935. /*==========================================
  7936. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  7937. *------------------------------------------
  7938. */
  7939. static int skill_rest_count (struct block_list *bl, va_list ap)
  7940. {
  7941. struct map_session_data *sd;
  7942. sd=(struct map_session_data*)bl;
  7943. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7944. return 1;
  7945. return 0;
  7946. }
  7947. static int skill_rest_in(struct block_list *bl, va_list ap)
  7948. {
  7949. struct map_session_data *sd;
  7950. nullpo_retr(0, bl);
  7951. nullpo_retr(0, ap);
  7952. sd=(struct map_session_data*)bl;
  7953. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  7954. sd->state.rest=1;
  7955. status_calc_pc(sd,0);
  7956. }
  7957. return 0;
  7958. }
  7959. static int skill_rest_out(struct block_list *bl, va_list ap)
  7960. {
  7961. struct map_session_data *sd;
  7962. sd=(struct map_session_data*)bl;
  7963. if(sd && sd->state.rest != 0)
  7964. sd->state.rest=0;
  7965. return 0;
  7966. }
  7967. int skill_rest(struct map_session_data *sd, int type)
  7968. {
  7969. int range;
  7970. nullpo_retr(0, sd);
  7971. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  7972. range = skill_get_splash(TK_HPTIME, range);
  7973. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  7974. range = skill_get_splash(TK_SPTIME, range);
  7975. else
  7976. return 0;
  7977. if(type==1) { //When you sit down
  7978. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  7979. {
  7980. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  7981. sd->state.rest = 1;
  7982. status_calc_pc(sd,0);
  7983. }
  7984. return 0;
  7985. }
  7986. else if(type==0) { //When you stand up
  7987. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  7988. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  7989. sd->state.rest = 0;
  7990. status_calc_pc(sd,0);
  7991. return 0;
  7992. }
  7993. return 0;
  7994. }
  7995. /*==========================================
  7996. * 寒いジョーク・スクリーム判定処理(foreachinarea)
  7997. *------------------------------------------
  7998. */
  7999. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8000. {
  8001. struct block_list *src;
  8002. int skillnum,skilllv;
  8003. unsigned int tick;
  8004. nullpo_retr(0, bl);
  8005. nullpo_retr(0, ap);
  8006. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8007. skillnum=va_arg(ap,int);
  8008. skilllv=va_arg(ap,int);
  8009. if(skilllv <= 0) return 0;
  8010. tick=va_arg(ap,unsigned int);
  8011. if (src == bl || //自分には?かない
  8012. bl->prev == NULL ||
  8013. status_isdead(bl))
  8014. return 0;
  8015. if (bl->type == BL_PC) {
  8016. struct map_session_data *sd = (struct map_session_data *)bl;
  8017. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8018. return 0;
  8019. }
  8020. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8021. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8022. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8023. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8024. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8025. return 0;
  8026. }
  8027. /*==========================================
  8028. * バジリカのセルを設定する
  8029. *------------------------------------------
  8030. */
  8031. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8032. {
  8033. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8034. int size = range*2+1;
  8035. for (i=0;i<size*size;i++) {
  8036. x = src->bl.x+(i%size-range);
  8037. y = src->bl.y+(i/size-range);
  8038. map_setcell(src->bl.m,x,y,flag);
  8039. }
  8040. }
  8041. /*==========================================
  8042. * Sets a map cell around the caster, according to the skill's splash range.
  8043. *------------------------------------------
  8044. */
  8045. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8046. {
  8047. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8048. int size = range*2+1;
  8049. for (i=0;i<size*size;i++) {
  8050. x = src->x+(i%size-range);
  8051. y = src->y+(i/size-range);
  8052. map_setcell(src->m,x,y,flag);
  8053. }
  8054. }
  8055. /*==========================================
  8056. *
  8057. *------------------------------------------
  8058. */
  8059. int skill_attack_area (struct block_list *bl, va_list ap)
  8060. {
  8061. struct block_list *src,*dsrc;
  8062. int atk_type,skillid,skilllv,flag,type;
  8063. unsigned int tick;
  8064. nullpo_retr(0, bl);
  8065. nullpo_retr(0, ap);
  8066. atk_type = va_arg(ap,int);
  8067. if((src=va_arg(ap,struct block_list*)) == NULL)
  8068. return 0;
  8069. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8070. return 0;
  8071. skillid=va_arg(ap,int);
  8072. skilllv=va_arg(ap,int);
  8073. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8074. tick=va_arg(ap,unsigned int);
  8075. flag=va_arg(ap,int);
  8076. type=va_arg(ap,int);
  8077. if(battle_check_target(dsrc,bl,type) > 0)
  8078. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8079. return 0;
  8080. }
  8081. /*==========================================
  8082. *
  8083. *------------------------------------------
  8084. */
  8085. int skill_clear_group (struct block_list *bl, int flag)
  8086. {
  8087. struct unit_data *ud = unit_bl2ud(bl);
  8088. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8089. int i, count=0;
  8090. nullpo_retr(0, bl);
  8091. if (!ud) return 0;
  8092. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8093. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8094. {
  8095. switch (ud->skillunit[i]->skill_id) {
  8096. case SA_DELUGE:
  8097. case SA_VOLCANO:
  8098. case SA_VIOLENTGALE:
  8099. case SA_LANDPROTECTOR:
  8100. case NJ_SUITON:
  8101. if (flag&1)
  8102. group[count++]= ud->skillunit[i];
  8103. break;
  8104. default:
  8105. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8106. group[count++]= ud->skillunit[i];
  8107. break;
  8108. }
  8109. }
  8110. for (i=0;i<count;i++)
  8111. skill_delunitgroup(bl, group[i]);
  8112. return count;
  8113. }
  8114. /*==========================================
  8115. * Returns the first element field found [Skotlex]
  8116. *------------------------------------------
  8117. */
  8118. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8119. {
  8120. struct unit_data *ud = unit_bl2ud(bl);
  8121. int i;
  8122. nullpo_retr(0, bl);
  8123. if (!ud) return NULL;
  8124. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8125. switch (ud->skillunit[i]->skill_id) {
  8126. case SA_DELUGE:
  8127. case SA_VOLCANO:
  8128. case SA_VIOLENTGALE:
  8129. case SA_LANDPROTECTOR:
  8130. case NJ_SUITON:
  8131. return ud->skillunit[i];
  8132. }
  8133. }
  8134. return NULL;
  8135. }
  8136. // for graffiti cleaner [Valaris]
  8137. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8138. {
  8139. struct skill_unit *unit=NULL;
  8140. nullpo_retr(0, bl);
  8141. nullpo_retr(0, ap);
  8142. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8143. return 0;
  8144. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8145. skill_delunit(unit);
  8146. return 0;
  8147. }
  8148. int skill_greed (struct block_list *bl, va_list ap)
  8149. {
  8150. struct block_list *src;
  8151. struct map_session_data *sd=NULL;
  8152. struct flooritem_data *fitem=NULL;
  8153. nullpo_retr(0, bl);
  8154. nullpo_retr(0, ap);
  8155. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8156. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8157. pc_takeitem(sd, fitem);
  8158. return 0;
  8159. }
  8160. /*==========================================
  8161. * ランドプロテクターチェック(foreachinarea)
  8162. *------------------------------------------
  8163. */
  8164. int skill_landprotector (struct block_list *bl, va_list ap)
  8165. {
  8166. int skillid;
  8167. int *alive;
  8168. struct skill_unit *unit;
  8169. struct block_list *src;
  8170. skillid = va_arg(ap,int);
  8171. alive = va_arg(ap,int *);
  8172. src = va_arg(ap,struct block_list *);
  8173. unit = (struct skill_unit *)bl;
  8174. if (unit == NULL || unit->group == NULL)
  8175. return 0;
  8176. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8177. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8178. { //Check for offensive Land Protector to delete both. [Skotlex]
  8179. (*alive) = 0;
  8180. skill_delunit(unit);
  8181. return 1;
  8182. }
  8183. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8184. return 0; //Only blocks out magical skills.
  8185. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8186. skill_delunit(unit);
  8187. } else
  8188. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8189. (*alive) = 0;
  8190. } else
  8191. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8192. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8193. (*alive) = 0;
  8194. } else
  8195. return 0;
  8196. return 1;
  8197. }
  8198. /*==========================================
  8199. * variation of skill_landprotector
  8200. *------------------------------------------
  8201. */
  8202. int skill_ganbatein (struct block_list *bl, va_list ap)
  8203. {
  8204. struct skill_unit *unit;
  8205. nullpo_retr(0, bl);
  8206. nullpo_retr(0, ap);
  8207. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8208. return 0;
  8209. // Apparently, it REMOVES traps.
  8210. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8211. // return 0; //Do not remove traps.
  8212. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8213. skill_delunit(unit);
  8214. else skill_delunitgroup(NULL, unit->group);
  8215. return 1;
  8216. }
  8217. /*==========================================
  8218. * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea)
  8219. *------------------------------------------
  8220. */
  8221. int skill_count_target (struct block_list *bl, va_list ap)
  8222. {
  8223. struct block_list *src = va_arg(ap,struct block_list *);
  8224. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8225. return 1;
  8226. return 0;
  8227. }
  8228. /*==========================================
  8229. * トラップ範囲処理(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. int i,count;
  8240. src = va_arg(ap,struct block_list *);
  8241. unit = (struct skill_unit *)src;
  8242. tick = va_arg(ap,int);
  8243. count = va_arg(ap,int);
  8244. nullpo_retr(0, sg = unit->group);
  8245. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8246. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8247. switch(sg->unit_id){
  8248. case UNT_SHOCKWAVE:
  8249. case UNT_SANDMAN:
  8250. case UNT_FLASHER:
  8251. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8252. break;
  8253. case UNT_BLASTMINE:
  8254. case UNT_CLAYMORETRAP:
  8255. //Special property: Each target is hit N times (N = number of targets on splash area)
  8256. if (!count) count = 1;
  8257. for(i=0;i<count;i++)
  8258. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8259. break;
  8260. case UNT_FREEZINGTRAP:
  8261. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8262. break;
  8263. }
  8264. }
  8265. return 0;
  8266. }
  8267. /*==========================================
  8268. * ステータス異常
  8269. *------------------------------------------
  8270. */
  8271. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8272. {
  8273. struct status_change *sc;
  8274. nullpo_retr(0, bl);
  8275. nullpo_retr(0, sc= status_get_sc(bl));
  8276. if (!sc->count) return 0;
  8277. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8278. status_change_end(bl, SC_ENCPOISON, -1);
  8279. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8280. status_change_end(bl, SC_ASPERSIO, -1);
  8281. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8282. status_change_end(bl, SC_FIREWEAPON, -1);
  8283. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8284. status_change_end(bl, SC_WATERWEAPON, -1);
  8285. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8286. status_change_end(bl, SC_WINDWEAPON, -1);
  8287. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8288. status_change_end(bl, SC_EARTHWEAPON, -1);
  8289. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8290. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8291. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8292. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8293. return 0;
  8294. }
  8295. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8296. {
  8297. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8298. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8299. int end = 1,i;
  8300. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8301. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8302. { //Check for walls.
  8303. for (i = 0; i < 8; i++)
  8304. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8305. {
  8306. end = 0;
  8307. break;
  8308. }
  8309. } else
  8310. end = 0; //No wall check.
  8311. if(end){
  8312. if (sc->data[SC_CLOAKING].timer != -1) {
  8313. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8314. status_change_end(bl, SC_CLOAKING, -1);
  8315. else if(sc->data[SC_CLOAKING].val4&2)
  8316. { //Remove wall bonus
  8317. sc->data[SC_CLOAKING].val4&=~2;
  8318. status_calc_bl(bl,SCB_SPEED);
  8319. }
  8320. }
  8321. }
  8322. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
  8323. { //Add wall speed bonus
  8324. sc->data[SC_CLOAKING].val4|=2;
  8325. status_calc_bl(bl,SCB_SPEED);
  8326. }
  8327. return end;
  8328. }
  8329. /*
  8330. *----------------------------------------------------------------------------
  8331. * スキルユニット
  8332. *----------------------------------------------------------------------------
  8333. */
  8334. /*==========================================
  8335. * 演奏/ダンスをやめる
  8336. * flag 1で合奏中なら相方にユニットを任せる
  8337. *
  8338. *------------------------------------------
  8339. */
  8340. void skill_stop_dancing (struct block_list *src)
  8341. {
  8342. struct status_change* sc;
  8343. struct skill_unit_group* group;
  8344. struct map_session_data* dsd = NULL;
  8345. nullpo_retv(src);
  8346. nullpo_retv(sc = status_get_sc(src));
  8347. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8348. return;
  8349. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8350. sc->data[SC_DANCING].val2 = 0;
  8351. if (sc->data[SC_DANCING].val4)
  8352. {
  8353. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8354. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8355. sc->data[SC_DANCING].val4 = 0;
  8356. }
  8357. if (group)
  8358. skill_delunitgroup(NULL, group);
  8359. if (dsd)
  8360. {
  8361. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8362. status_change_end(&dsd->bl, SC_DANCING, -1);
  8363. }
  8364. status_change_end(src, SC_DANCING, -1);
  8365. }
  8366. /*==========================================
  8367. * スキルユニット初期化
  8368. *------------------------------------------
  8369. */
  8370. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y)
  8371. {
  8372. struct skill_unit *unit;
  8373. nullpo_retr(NULL, group);
  8374. nullpo_retr(NULL, unit=&group->unit[idx]);
  8375. if(!unit->alive)
  8376. group->alive_count++;
  8377. unit->bl.id=map_addobject(&unit->bl);
  8378. unit->bl.type=BL_SKILL;
  8379. unit->bl.m=group->map;
  8380. unit->bl.x=x;
  8381. unit->bl.y=y;
  8382. unit->group=group;
  8383. unit->val1=unit->val2=0;
  8384. unit->alive=1;
  8385. map_addblock(&unit->bl);
  8386. clif_skill_setunit(unit);
  8387. switch (group->skill_id) {
  8388. case AL_PNEUMA:
  8389. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8390. break;
  8391. case MG_SAFETYWALL:
  8392. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8393. break;
  8394. case SA_LANDPROTECTOR:
  8395. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8396. break;
  8397. case HP_BASILICA:
  8398. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8399. break;
  8400. case WZ_ICEWALL:
  8401. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8402. break;
  8403. }
  8404. return unit;
  8405. }
  8406. /*==========================================
  8407. * スキルユニット削除
  8408. *------------------------------------------
  8409. */
  8410. int skill_delunit (struct skill_unit *unit)
  8411. {
  8412. struct skill_unit_group *group;
  8413. nullpo_retr(0, unit);
  8414. if(!unit->alive)
  8415. return 0;
  8416. nullpo_retr(0, group=unit->group);
  8417. /* onlimitイベント呼び出し */
  8418. skill_unit_onlimit( unit,gettick() );
  8419. /* ondeleteイベント呼び出し */
  8420. if (!unit->range) {
  8421. map_foreachincell(skill_unit_effect,unit->bl.m,
  8422. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8423. }
  8424. switch (group->skill_id) {
  8425. case AL_PNEUMA:
  8426. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8427. break;
  8428. case MG_SAFETYWALL:
  8429. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8430. break;
  8431. case SA_LANDPROTECTOR:
  8432. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8433. break;
  8434. case HP_BASILICA:
  8435. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8436. break;
  8437. case WZ_ICEWALL:
  8438. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8439. break;
  8440. }
  8441. clif_skill_delunit(unit);
  8442. unit->group=NULL;
  8443. unit->alive=0;
  8444. map_delobjectnofree(unit->bl.id);
  8445. if(--group->alive_count==0)
  8446. skill_delunitgroup(NULL, group);
  8447. return 0;
  8448. }
  8449. /*==========================================
  8450. * スキルユニットグループ初期化
  8451. *------------------------------------------
  8452. */
  8453. static int skill_unit_group_newid = MAX_SKILL_DB;
  8454. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8455. {
  8456. struct unit_data *ud = unit_bl2ud(src);
  8457. struct skill_unit_group *group=NULL;
  8458. int i;
  8459. if(skilllv <= 0) return 0;
  8460. nullpo_retr(NULL, src);
  8461. nullpo_retr(NULL, ud);
  8462. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8463. if(i == MAX_SKILLUNITGROUP) {
  8464. int j=0;
  8465. unsigned maxdiff=0,x,tick=gettick();
  8466. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8467. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8468. maxdiff=x;
  8469. j=i;
  8470. }
  8471. skill_delunitgroup(src, ud->skillunit[j]);
  8472. //Since elements must have shifted, we use the last slot.
  8473. i = MAX_SKILLUNITGROUP-1;
  8474. }
  8475. if (!ud->skillunit[i])
  8476. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8477. group=ud->skillunit[i];
  8478. group->src_id=src->id;
  8479. group->party_id=status_get_party_id(src);
  8480. group->guild_id=status_get_guild_id(src);
  8481. group->group_id=skill_unit_group_newid++;
  8482. if(skill_unit_group_newid<=0)
  8483. skill_unit_group_newid = MAX_SKILL_DB;
  8484. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8485. group->unit_count=count;
  8486. group->alive_count=0;
  8487. group->val1=group->val2=group->val3=0;
  8488. group->skill_id=skillid;
  8489. group->skill_lv=skilllv;
  8490. group->unit_id=unit_id;
  8491. group->map=src->m;
  8492. group->limit=limit;
  8493. group->interval=interval;
  8494. group->tick=gettick();
  8495. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8496. group->tick += 1500;
  8497. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8498. group->tick += interval;
  8499. group->valstr=NULL;
  8500. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8501. if (i&UF_DANCE) {
  8502. struct map_session_data *sd = NULL;
  8503. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8504. sd->skillid_dance=skillid;
  8505. sd->skilllv_dance=skilllv;
  8506. }
  8507. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8508. //合奏スキルは相方をダンス状態にする
  8509. if (sd && i&UF_ENSEMBLE &&
  8510. battle_config.player_skill_partner_check &&
  8511. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8512. ) {
  8513. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8514. }
  8515. }
  8516. return group;
  8517. }
  8518. /*==========================================
  8519. * スキルユニットグループ削除
  8520. *------------------------------------------
  8521. */
  8522. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8523. {
  8524. struct unit_data *ud;
  8525. int i,j;
  8526. nullpo_retr(0, group);
  8527. if (!src) src=map_id2bl(group->src_id);
  8528. ud = unit_bl2ud(src);
  8529. if(!src || !ud) {
  8530. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8531. return 0;
  8532. }
  8533. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  8534. {
  8535. struct status_change* sc = status_get_sc(src);
  8536. if (sc && sc->data[SC_DANCING].timer != -1)
  8537. {
  8538. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8539. status_change_end(src,SC_DANCING,-1);
  8540. }
  8541. }
  8542. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8543. struct status_change *sc = status_get_sc(src);
  8544. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8545. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8546. status_change_end(src,SC_GOSPEL,-1);
  8547. }
  8548. }
  8549. if (group->skill_id == SG_SUN_WARM ||
  8550. group->skill_id == SG_MOON_WARM ||
  8551. group->skill_id == SG_STAR_WARM) {
  8552. struct status_change *sc = status_get_sc(src);
  8553. if(sc && sc->data[SC_WARM].timer != -1) {
  8554. sc->data[SC_WARM].val4 = 0;
  8555. status_change_end(src,SC_WARM,-1);
  8556. }
  8557. }
  8558. if (src->type==BL_PC && group->state.ammo_consume)
  8559. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8560. group->alive_count=0;
  8561. if(group->unit!=NULL){
  8562. for(i=0;i<group->unit_count;i++)
  8563. if(group->unit[i].alive)
  8564. skill_delunit(&group->unit[i]);
  8565. }
  8566. if(group->valstr!=NULL){
  8567. aFree(group->valstr);
  8568. group->valstr=NULL;
  8569. }
  8570. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  8571. group->unit=NULL;
  8572. group->group_id=0;
  8573. group->unit_count=0;
  8574. //Locate and clear this unit from the array.
  8575. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8576. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8577. j--;
  8578. if (i<MAX_SKILLUNITGROUP) {
  8579. ud->skillunit[i] = ud->skillunit[j];
  8580. ud->skillunit[j] = NULL;
  8581. ers_free(skill_unit_ers, group);
  8582. } else
  8583. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8584. return 1;
  8585. }
  8586. /*==========================================
  8587. * スキルユニットグループ全削除
  8588. *------------------------------------------
  8589. */
  8590. int skill_clear_unitgroup (struct block_list *src)
  8591. {
  8592. struct unit_data *ud = unit_bl2ud(src);
  8593. nullpo_retr(0, ud);
  8594. while (ud->skillunit[0])
  8595. skill_delunitgroup(src, ud->skillunit[0]);
  8596. return 1;
  8597. }
  8598. /*==========================================
  8599. * スキルユニットグループの被影響tick検索
  8600. *------------------------------------------
  8601. */
  8602. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8603. {
  8604. int i,j=-1,k,s,id;
  8605. struct unit_data *ud;
  8606. struct skill_unit_group_tickset *set;
  8607. nullpo_retr(0, bl);
  8608. if (group->interval==-1)
  8609. return NULL;
  8610. ud = unit_bl2ud(bl);
  8611. if (!ud) return NULL;
  8612. set = ud->skillunittick;
  8613. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8614. id = s = group->skill_id;
  8615. else
  8616. id = s = group->group_id;
  8617. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8618. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8619. if (set[k].id == id)
  8620. return &set[k];
  8621. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8622. j=k;
  8623. }
  8624. if (j == -1) {
  8625. if(battle_config.error_log) {
  8626. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8627. }
  8628. j = id % MAX_SKILLUNITGROUPTICKSET;
  8629. }
  8630. set[j].id = id;
  8631. set[j].tick = tick;
  8632. return &set[j];
  8633. }
  8634. /*==========================================
  8635. * スキルユニットタイマー発動処理用(foreachinarea)
  8636. *------------------------------------------
  8637. */
  8638. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  8639. {
  8640. struct skill_unit *unit;
  8641. struct skill_unit_group *group;
  8642. unsigned int tick;
  8643. nullpo_retr(0, bl);
  8644. nullpo_retr(0, ap);
  8645. unit = va_arg(ap,struct skill_unit *);
  8646. tick = va_arg(ap,unsigned int);
  8647. if (!unit->alive || bl->prev==NULL)
  8648. return 0;
  8649. nullpo_retr(0, group=unit->group);
  8650. if (skill_get_type(group->skill_id)==BF_MAGIC
  8651. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8652. return 0; //AoE skills are ineffective. [Skotlex]
  8653. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  8654. return 0;
  8655. skill_unit_onplace_timer(unit,bl,tick);
  8656. return 0;
  8657. }
  8658. /*==========================================
  8659. * スキルユニットタイマー処理用(foreachobject)
  8660. *------------------------------------------
  8661. */
  8662. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  8663. {
  8664. struct skill_unit *unit;
  8665. struct skill_unit_group *group;
  8666. unsigned int tick;
  8667. nullpo_retr(0, bl);
  8668. nullpo_retr(0, ap);
  8669. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8670. tick=va_arg(ap,unsigned int);
  8671. if(!unit->alive)
  8672. return 0;
  8673. group=unit->group;
  8674. nullpo_retr(0, group);
  8675. /* onplace_timerイベント呼び出し */
  8676. if (unit->range>=0 && group->interval!=-1) {
  8677. if (battle_config.skill_wall_check)
  8678. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8679. group->bl_flag,bl,tick);
  8680. else
  8681. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8682. group->bl_flag,bl,tick);
  8683. if (!unit->alive)
  8684. return 0;
  8685. }
  8686. /* 時間切れ削除 */
  8687. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  8688. switch(group->unit_id){
  8689. case UNT_BLASTMINE:
  8690. group->unit_id = UNT_USED_TRAPS;
  8691. clif_changetraplook(bl, UNT_USED_TRAPS);
  8692. group->limit=DIFF_TICK(tick+1500,group->tick);
  8693. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8694. break;
  8695. case UNT_SKIDTRAP:
  8696. case UNT_ANKLESNARE:
  8697. case UNT_LANDMINE:
  8698. case UNT_SHOCKWAVE:
  8699. case UNT_SANDMAN:
  8700. case UNT_FLASHER:
  8701. case UNT_FREEZINGTRAP:
  8702. case UNT_CLAYMORETRAP:
  8703. case UNT_TALKIEBOX:
  8704. {
  8705. struct block_list *src=map_id2bl(group->src_id);
  8706. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  8707. else{
  8708. if(src && src->type==BL_PC && !group->state.into_abyss)
  8709. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  8710. struct item item_tmp;
  8711. memset(&item_tmp,0,sizeof(item_tmp));
  8712. item_tmp.nameid=1065;
  8713. item_tmp.identify=1;
  8714. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // 罠返還
  8715. }
  8716. }
  8717. skill_delunit(unit);
  8718. }
  8719. break;
  8720. case 0xc1:
  8721. case 0xc2:
  8722. case 0xc3:
  8723. case 0xc4:
  8724. {
  8725. struct block_list *src=map_id2bl(group->src_id);
  8726. if (src)
  8727. group->tick = tick;
  8728. }
  8729. break;
  8730. default:
  8731. skill_delunit(unit);
  8732. }
  8733. }
  8734. if(group->unit_id == UNT_ICEWALL) {
  8735. unit->val1 -= 5;
  8736. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8737. unit->limit = DIFF_TICK(tick+700,group->tick);
  8738. }
  8739. return 0;
  8740. }
  8741. /*==========================================
  8742. * スキルユニットタイマー処理
  8743. *------------------------------------------
  8744. */
  8745. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8746. {
  8747. map_freeblock_lock();
  8748. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8749. map_freeblock_unlock();
  8750. return 0;
  8751. }
  8752. /*==========================================
  8753. * スキルユニット移動時処理用(foreachinarea)
  8754. *------------------------------------------
  8755. */
  8756. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  8757. {
  8758. struct skill_unit *unit = (struct skill_unit *)bl;
  8759. struct block_list *target;
  8760. unsigned int tick,flag,result;
  8761. int skill_id;
  8762. target=va_arg(ap,struct block_list*);
  8763. tick = va_arg(ap,unsigned int);
  8764. flag = va_arg(ap,int);
  8765. nullpo_retr(0, unit->group);
  8766. if (!(unit->group->bl_flag&target->type))
  8767. return 0; //we don't target this type of bl
  8768. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8769. if (unit->group->interval!=-1 &&
  8770. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  8771. return 0;
  8772. if (!unit->alive || target->prev==NULL)
  8773. return 0;
  8774. if (flag&1)
  8775. {
  8776. result = skill_unit_onplace(unit,target,tick);
  8777. if (flag&2 && result)
  8778. { //Clear skill ids we have stored in onout.
  8779. int i;
  8780. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  8781. if (i<8)
  8782. skill_unit_temp[i] = 0;
  8783. }
  8784. }
  8785. else
  8786. {
  8787. result = skill_unit_onout(unit,target,tick);
  8788. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  8789. skill_unit_temp[skill_unit_index++] = result;
  8790. }
  8791. if (flag&4)
  8792. skill_unit_onleft(skill_id,target,tick);
  8793. return 1;
  8794. }
  8795. /*==========================================
  8796. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8797. * Flag values:
  8798. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8799. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8800. * units to figure out when they have left a group.
  8801. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8802. *------------------------------------------
  8803. */
  8804. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8805. {
  8806. nullpo_retr(0, bl);
  8807. if(bl->prev==NULL )
  8808. return 0;
  8809. if (flag&2 && !(flag&1))
  8810. { //Onout, clear data
  8811. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  8812. skill_unit_index=0;
  8813. }
  8814. map_foreachincell(skill_unit_move_sub,
  8815. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8816. if (flag&2 && flag&1)
  8817. { //Onplace, check any skill units you have left.
  8818. int i;
  8819. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  8820. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8821. }
  8822. return 0;
  8823. }
  8824. /*==========================================
  8825. * スキルユニット自体の移動時処理
  8826. * 引数はグループと移動量
  8827. *------------------------------------------
  8828. */
  8829. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8830. {
  8831. int i,j;
  8832. unsigned int tick = gettick();
  8833. int *m_flag;
  8834. struct skill_unit *unit1;
  8835. struct skill_unit *unit2;
  8836. nullpo_retr(0, group);
  8837. if (group->unit_count<=0)
  8838. return 0;
  8839. if (group->unit==NULL)
  8840. return 0;
  8841. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8842. return 0;
  8843. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  8844. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  8845. // m_flag
  8846. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8847. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8848. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8849. // 3: Both 1+2.
  8850. for(i=0;i<group->unit_count;i++){
  8851. unit1=&group->unit[i];
  8852. if (!unit1->alive || unit1->bl.m!=m)
  8853. continue;
  8854. for(j=0;j<group->unit_count;j++){
  8855. unit2=&group->unit[j];
  8856. if (!unit2->alive)
  8857. continue;
  8858. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8859. m_flag[i] |= 0x1;
  8860. }
  8861. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8862. m_flag[i] |= 0x2;
  8863. }
  8864. }
  8865. }
  8866. j = 0;
  8867. for (i=0;i<group->unit_count;i++) {
  8868. unit1=&group->unit[i];
  8869. if (!unit1->alive)
  8870. continue;
  8871. if (!(m_flag[i]&0x2)) {
  8872. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8873. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8874. }
  8875. //Move Cell using "smart" criteria (avoid useless moving around)
  8876. switch(m_flag[i])
  8877. {
  8878. case 0:
  8879. //Cell moves independently, safely move it.
  8880. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8881. clif_skill_setunit(unit1);
  8882. break;
  8883. case 1:
  8884. //Cell moves unto another cell, look for a replacement cell that won't collide
  8885. //and has no cell moving into it (flag == 2)
  8886. for(;j<group->unit_count;j++)
  8887. {
  8888. if(m_flag[j]!=2 || !group->unit[j].alive)
  8889. continue;
  8890. //Move to where this cell would had moved.
  8891. unit2 = &group->unit[j];
  8892. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8893. clif_skill_setunit(unit1);
  8894. j++; //Skip this cell as we have used it.
  8895. break;
  8896. }
  8897. break;
  8898. case 2:
  8899. case 3:
  8900. break; //Don't move the cell as a cell will end on this tile anyway.
  8901. }
  8902. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  8903. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8904. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8905. }
  8906. }
  8907. aFree(m_flag);
  8908. return 0;
  8909. }
  8910. /*----------------------------------------------------------------------------
  8911. * アイテム合成
  8912. *----------------------------------------------------------------------------
  8913. */
  8914. /*==========================================
  8915. * アイテム合成可能判定
  8916. *------------------------------------------
  8917. */
  8918. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8919. {
  8920. int i,j;
  8921. nullpo_retr(0, sd);
  8922. if(nameid<=0)
  8923. return 0;
  8924. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8925. if(skill_produce_db[i].nameid == nameid )
  8926. break;
  8927. }
  8928. if( i >= MAX_SKILL_PRODUCE_DB ) /* データベースにない */
  8929. return 0;
  8930. if(trigger>=0){
  8931. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8932. if(skill_produce_db[i].itemlv!=trigger)
  8933. return 0;
  8934. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  8935. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  8936. return 0;
  8937. } else { // Weapon (itemlv must be higher or equal)
  8938. if(skill_produce_db[i].itemlv>trigger)
  8939. return 0;
  8940. }
  8941. }
  8942. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  8943. return 0; /* スキルが足りない */
  8944. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8945. int id,x,y;
  8946. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
  8947. continue;
  8948. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8949. if(pc_search_inventory(sd,id) < 0)
  8950. return 0;
  8951. }
  8952. else {
  8953. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8954. if( sd->status.inventory[y].nameid == id )
  8955. x+=sd->status.inventory[y].amount;
  8956. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  8957. return 0;
  8958. }
  8959. }
  8960. return i+1;
  8961. }
  8962. /*==========================================
  8963. * アイテム合成可能判定
  8964. *------------------------------------------
  8965. */
  8966. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8967. {
  8968. int slot[3];
  8969. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8970. struct status_data *status;
  8971. nullpo_retr(0, sd);
  8972. status = status_get_status_data(&sd->bl);
  8973. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* 条件不足 */
  8974. return 0;
  8975. idx--;
  8976. if (qty < 1)
  8977. qty = 1;
  8978. if (!skill_id) //A skill can be specified for some override cases.
  8979. skill_id = skill_produce_db[idx].req_skill;
  8980. slot[0]=slot1;
  8981. slot[1]=slot2;
  8982. slot[2]=slot3;
  8983. /* 埋め込み処理 */
  8984. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  8985. int j;
  8986. if( slot[i]<=0 )
  8987. continue;
  8988. j = pc_search_inventory(sd,slot[i]);
  8989. if(j < 0) /* 不正パケット(アイテム存在)チェック */
  8990. continue;
  8991. if(slot[i]==1000){ /* Star Crumb */
  8992. pc_delitem(sd,j,1,1);
  8993. sc++;
  8994. }
  8995. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  8996. static const int ele_table[4]={3,1,4,2};
  8997. pc_delitem(sd,j,1,1);
  8998. ele=ele_table[slot[i]-994];
  8999. }
  9000. }
  9001. /* 材料消費 */
  9002. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9003. int j,id,x;
  9004. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9005. continue;
  9006. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個数 */
  9007. do{ /* 2つ以上のインデックスにまたがっているかもしれない */
  9008. int y=0;
  9009. j = pc_search_inventory(sd,id);
  9010. if(j >= 0){
  9011. y = sd->status.inventory[j].amount;
  9012. if(y>x)y=x; /* 足りている */
  9013. pc_delitem(sd,j,y,0);
  9014. }else {
  9015. if(battle_config.error_log)
  9016. ShowError("skill_produce_mix: material item error\n");
  9017. }
  9018. x-=y; /* まだ足りない個数を計算 */
  9019. }while( j>=0 && x>0 ); /* 材料を消費するか、エラーになるまで繰り返す */
  9020. }
  9021. if((equip=itemdb_isequip(nameid)))
  9022. wlv = itemdb_wlv(nameid);
  9023. if(!equip) {
  9024. switch(skill_id){
  9025. case BS_IRON:
  9026. case BS_STEEL:
  9027. case BS_ENCHANTEDSTONE:
  9028. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9029. i = pc_checkskill(sd,skill_id);
  9030. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9031. switch(nameid){
  9032. case 998: // Iron
  9033. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9034. break;
  9035. case 999: // Steel
  9036. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9037. break;
  9038. case 1000: //Star Crumb
  9039. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9040. break;
  9041. default: // Enchanted Stones
  9042. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9043. break;
  9044. }
  9045. break;
  9046. case ASC_CDP:
  9047. make_per = (2000 + 40*status->dex + 20*status->luk);
  9048. break;
  9049. case AL_HOLYWATER:
  9050. make_per = 100000; //100% success
  9051. break;
  9052. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9053. case AM_TWILIGHT1:
  9054. case AM_TWILIGHT2:
  9055. case AM_TWILIGHT3:
  9056. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9057. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9058. + status->int_*5 + status->dex*10+status->luk*10;
  9059. switch(nameid){
  9060. case 501: // Red Potion
  9061. case 503: // Yellow Potion
  9062. case 504: // White Potion
  9063. case 605: // Anodyne
  9064. case 606: // Aloevera
  9065. make_per += 2000;
  9066. break;
  9067. case 505: // Blue Potion
  9068. make_per -= 500;
  9069. break;
  9070. case 545: // Condensed Red Potion
  9071. case 546: // Condensed Yellow Potion
  9072. case 547: // Condensed White Potion
  9073. make_per -= 1000;
  9074. break;
  9075. case 970: // Alcohol
  9076. make_per += 1000;
  9077. break;
  9078. case 7139: // Glistening Coat
  9079. make_per -= 1000;
  9080. break;
  9081. case 7135: // Bottle Grenade
  9082. case 7136: // Acid Bottle
  9083. case 7137: // Plant Bottle
  9084. case 7138: // Marine Sphere Bottle
  9085. default:
  9086. break;
  9087. }
  9088. if(battle_config.pp_rate != 100)
  9089. make_per = make_per * battle_config.pp_rate / 100;
  9090. break;
  9091. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9092. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9093. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9094. switch(nameid){
  9095. case 12114:
  9096. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9097. if (flag > 0)
  9098. make_per += 1000*flag-500;
  9099. break;
  9100. case 12115:
  9101. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9102. if (flag > 0)
  9103. make_per += 1000*flag-500;
  9104. break;
  9105. case 12116:
  9106. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9107. if (flag > 0)
  9108. make_per += 1000*flag-500;
  9109. break;
  9110. case 12117:
  9111. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9112. if (flag > 0)
  9113. make_per += 1000*flag-500;
  9114. break;
  9115. }
  9116. break;
  9117. default:
  9118. make_per = 5000;
  9119. break;
  9120. }
  9121. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9122. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9123. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9124. 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
  9125. 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
  9126. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9127. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9128. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9129. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9130. if(battle_config.wp_rate != 100)
  9131. make_per = make_per * battle_config.wp_rate / 100;
  9132. }
  9133. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9134. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9135. make_per = (make_per * 80) / 100; //Lupus
  9136. if(make_per < 1) make_per = 1;
  9137. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9138. struct item tmp_item;
  9139. memset(&tmp_item,0,sizeof(tmp_item));
  9140. tmp_item.nameid=nameid;
  9141. tmp_item.amount=1;
  9142. tmp_item.identify=1;
  9143. if(equip){
  9144. tmp_item.card[0]=0x00ff;
  9145. tmp_item.card[1]=((sc*5)<<8)+ele;
  9146. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9147. tmp_item.card[3]=GetWord(sd->char_id,1);
  9148. } else {
  9149. //Flag is only used on the end, so it can be used here. [Skotlex]
  9150. switch (skill_id) {
  9151. case AM_PHARMACY:
  9152. case AM_TWILIGHT1:
  9153. case AM_TWILIGHT2:
  9154. case AM_TWILIGHT3:
  9155. flag = battle_config.produce_potion_name_input;
  9156. break;
  9157. case AL_HOLYWATER:
  9158. flag = battle_config.holywater_name_input;
  9159. break;
  9160. case ASC_CDP:
  9161. flag = battle_config.cdp_name_input;
  9162. break;
  9163. default:
  9164. flag = battle_config.produce_item_name_input;
  9165. break;
  9166. }
  9167. if (flag) {
  9168. tmp_item.card[0]=0x00fe;
  9169. tmp_item.card[1]=0;
  9170. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9171. tmp_item.card[3]=GetWord(sd->char_id,1);
  9172. }
  9173. }
  9174. // if(log_config.produce > 0)
  9175. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9176. //TODO update PICKLOG
  9177. if(equip){
  9178. clif_produceeffect(sd,0,nameid);
  9179. clif_misceffect(&sd->bl,3);
  9180. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9181. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9182. } else {
  9183. int fame = 0;
  9184. tmp_item.amount = 0;
  9185. for (i=0; i< qty; i++)
  9186. { //Apply quantity modifiers.
  9187. if (rand()%10000 < make_per || qty == 1)
  9188. { //Success
  9189. tmp_item.amount++;
  9190. if(nameid < 545 || nameid > 547)
  9191. continue;
  9192. if(skill_id != AM_PHARMACY &&
  9193. skill_id != AM_TWILIGHT1 &&
  9194. skill_id != AM_TWILIGHT2 &&
  9195. skill_id != AM_TWILIGHT3)
  9196. continue;
  9197. //Add fame as needed.
  9198. switch(++sd->potion_success_counter) {
  9199. case 3:
  9200. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9201. break;
  9202. case 5:
  9203. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9204. break;
  9205. case 7:
  9206. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9207. break;
  9208. case 10:
  9209. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9210. sd->potion_success_counter = 0;
  9211. break;
  9212. }
  9213. } else //Failure
  9214. sd->potion_success_counter = 0;
  9215. }
  9216. if (fame)
  9217. pc_addfame(sd,fame);
  9218. //Visual effects and the like.
  9219. switch (skill_id) {
  9220. case AM_PHARMACY:
  9221. case AM_TWILIGHT1:
  9222. case AM_TWILIGHT2:
  9223. case AM_TWILIGHT3:
  9224. case ASC_CDP:
  9225. clif_produceeffect(sd,2,nameid);
  9226. clif_misceffect(&sd->bl,5);
  9227. break;
  9228. case BS_IRON:
  9229. case BS_STEEL:
  9230. case BS_ENCHANTEDSTONE:
  9231. clif_produceeffect(sd,0,nameid);
  9232. clif_misceffect(&sd->bl,3);
  9233. break;
  9234. default: //Those that don't require a skill?
  9235. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9236. clif_specialeffect(&sd->bl, 608, AREA);
  9237. break;
  9238. }
  9239. }
  9240. if (tmp_item.amount) { //Success
  9241. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9242. clif_additem(sd,0,0,flag);
  9243. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9244. }
  9245. return 1;
  9246. }
  9247. }
  9248. //Failure
  9249. // if(log_config.produce)
  9250. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9251. //TODO update PICKLOG
  9252. if(equip){
  9253. clif_produceeffect(sd,1,nameid);
  9254. clif_misceffect(&sd->bl,2);
  9255. } else {
  9256. switch (skill_id) {
  9257. case ASC_CDP: //50% Damage yourself, and display same effect as failed potion.
  9258. status_percent_damage(NULL, &sd->bl, -50, 0);
  9259. case AM_PHARMACY:
  9260. case AM_TWILIGHT1:
  9261. case AM_TWILIGHT2:
  9262. case AM_TWILIGHT3:
  9263. clif_produceeffect(sd,3,nameid);
  9264. clif_misceffect(&sd->bl,6);
  9265. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9266. break;
  9267. case BS_IRON:
  9268. case BS_STEEL:
  9269. case BS_ENCHANTEDSTONE:
  9270. clif_produceeffect(sd,1,nameid);
  9271. clif_misceffect(&sd->bl,2);
  9272. break;
  9273. default:
  9274. if (skill_produce_db[idx].itemlv==11)
  9275. clif_specialeffect(&sd->bl, 609, AREA);
  9276. }
  9277. }
  9278. return 0;
  9279. }
  9280. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9281. {
  9282. int i,j,flag,index=-1;
  9283. struct item tmp_item;
  9284. nullpo_retr(0, sd);
  9285. if(nameid <= 0)
  9286. return 1;
  9287. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9288. if(nameid == skill_arrow_db[i].nameid) {
  9289. index = i;
  9290. break;
  9291. }
  9292. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9293. return 1;
  9294. pc_delitem(sd,j,1,0);
  9295. for(i=0;i<5;i++) {
  9296. memset(&tmp_item,0,sizeof(tmp_item));
  9297. tmp_item.identify = 1;
  9298. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9299. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9300. if(battle_config.making_arrow_name_input) {
  9301. tmp_item.card[0]=0x00fe;
  9302. tmp_item.card[1]=0;
  9303. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9304. tmp_item.card[3]=GetWord(sd->char_id,1);
  9305. }
  9306. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9307. continue;
  9308. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9309. clif_additem(sd,0,0,flag);
  9310. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9311. }
  9312. }
  9313. return 0;
  9314. }
  9315. /*==========================================
  9316. *
  9317. *------------------------------------------
  9318. */
  9319. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9320. {
  9321. struct map_session_data *sd = map_id2sd(id);
  9322. if (data <= 0 || data >= MAX_SKILL)
  9323. return 0;
  9324. if (sd) sd->blockskill[data] = 0;
  9325. return 1;
  9326. }
  9327. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9328. {
  9329. nullpo_retr (-1, sd);
  9330. if (skillid >= GD_SKILLBASE)
  9331. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9332. if (skillid < 1 || skillid > MAX_SKILL)
  9333. return -1;
  9334. sd->blockskill[skillid] = 1;
  9335. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9336. }
  9337. /*----------------------------------------------------------------------------
  9338. * 初期化系
  9339. */
  9340. /*
  9341. * 文字列処理
  9342. * ',' で区切って val に戻す
  9343. */
  9344. int skill_split_str (char *str, char **val, int num)
  9345. {
  9346. int i;
  9347. for (i=0; i<num && str; i++){
  9348. val[i] = str;
  9349. str = strchr(str,',');
  9350. if (str)
  9351. *str++=0;
  9352. }
  9353. return i;
  9354. }
  9355. /*
  9356. * 文字列処理
  9357. * ':' で区切ってatoiしてvalに戻す
  9358. */
  9359. int skill_split_atoi (char *str, int *val)
  9360. {
  9361. int i, j, diff, step = 1;
  9362. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9363. if (!str) break;
  9364. val[i] = atoi(str);
  9365. str = strchr(str,':');
  9366. if (str)
  9367. *str++=0;
  9368. }
  9369. if(i==0) //No data found.
  9370. return 0;
  9371. if(i==1)
  9372. { //Single value, have the whole range have the same value.
  9373. for (; i < MAX_SKILL_LEVEL; i++)
  9374. val[i] = val[i-1];
  9375. return i;
  9376. }
  9377. //Check for linear change with increasing steps until we reach half of the data acquired.
  9378. for (step = 1; step <= i/2; step++)
  9379. {
  9380. diff = val[i-1] - val[i-step-1];
  9381. for(j = i-1; j >= step; j--)
  9382. if ((val[j]-val[j-step]) != diff)
  9383. break;
  9384. if (j>=step) //No match, try next step.
  9385. continue;
  9386. for(; i < MAX_SKILL_LEVEL; i++)
  9387. { //Apply linear increase
  9388. val[i] = val[i-step]+diff;
  9389. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9390. { val[i] = 1; diff = 0; step = 1; }
  9391. }
  9392. return i;
  9393. }
  9394. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9395. for (;i<MAX_SKILL_LEVEL; i++)
  9396. val[i] = val[i-1];
  9397. return i;
  9398. }
  9399. /*
  9400. * スキルユニットの配置情報作成
  9401. */
  9402. void skill_init_unit_layout (void)
  9403. {
  9404. int i,j,size,pos = 0;
  9405. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9406. // 矩形のユニット配置を作成する
  9407. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9408. size = i*2+1;
  9409. skill_unit_layout[i].count = size*size;
  9410. for (j=0; j<size*size; j++) {
  9411. skill_unit_layout[i].dx[j] = (j%size-i);
  9412. skill_unit_layout[i].dy[j] = (j/size-i);
  9413. }
  9414. }
  9415. pos = i;
  9416. // 矩形以外のユニット配置を作成する
  9417. for (i=0;i<MAX_SKILL_DB;i++) {
  9418. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9419. continue;
  9420. switch (i) {
  9421. case MG_FIREWALL:
  9422. case WZ_ICEWALL:
  9423. // ファイアーウォール、アイスウォールは方向で変わるので別処理
  9424. break;
  9425. case PR_SANCTUARY:
  9426. {
  9427. static const int dx[] = {
  9428. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9429. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9430. static const int dy[]={
  9431. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9432. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9433. skill_unit_layout[pos].count = 21;
  9434. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9435. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9436. break;
  9437. }
  9438. case PR_MAGNUS:
  9439. {
  9440. static const int dx[] = {
  9441. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9442. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9443. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9444. static const int dy[] = {
  9445. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9446. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9447. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9448. skill_unit_layout[pos].count = 33;
  9449. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9450. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9451. break;
  9452. }
  9453. case AS_VENOMDUST:
  9454. {
  9455. static const int dx[] = {-1, 0, 0, 0, 1};
  9456. static const int dy[] = { 0,-1, 0, 1, 0};
  9457. skill_unit_layout[pos].count = 5;
  9458. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9459. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9460. break;
  9461. }
  9462. case CR_GRANDCROSS:
  9463. case NPC_GRANDDARKNESS:
  9464. {
  9465. static const int dx[] = {
  9466. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9467. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9468. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9469. static const int dy[] = {
  9470. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9471. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9472. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9473. skill_unit_layout[pos].count = 29;
  9474. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9475. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9476. break;
  9477. }
  9478. case PF_FOGWALL:
  9479. {
  9480. static const int dx[] = {
  9481. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9482. static const int dy[] = {
  9483. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9484. skill_unit_layout[pos].count = 15;
  9485. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9486. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9487. break;
  9488. }
  9489. case PA_GOSPEL:
  9490. {
  9491. static const int dx[] = {
  9492. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9493. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9494. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9495. -1, 0, 1};
  9496. static const int dy[] = {
  9497. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9498. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9499. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9500. 3, 3, 3};
  9501. skill_unit_layout[pos].count = 33;
  9502. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9503. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9504. break;
  9505. }
  9506. default:
  9507. ShowError("unknown unit layout at skill %d\n",i);
  9508. break;
  9509. }
  9510. if (!skill_unit_layout[pos].count)
  9511. continue;
  9512. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9513. skill_db[i].unit_layout_type[j] = pos;
  9514. pos++;
  9515. }
  9516. // ファイヤーウォール
  9517. firewall_unit_pos = pos;
  9518. for (i=0;i<8;i++) {
  9519. if (i&1) { /* 斜め配置 */
  9520. skill_unit_layout[pos].count = 5;
  9521. if (i&0x2) {
  9522. int dx[] = {-1,-1, 0, 0, 1};
  9523. int dy[] = { 1, 0, 0,-1,-1};
  9524. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9525. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9526. } else {
  9527. int dx[] = { 1, 1 ,0, 0,-1};
  9528. int dy[] = { 1, 0, 0,-1,-1};
  9529. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9530. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9531. }
  9532. } else { /* 縦横配置 */
  9533. skill_unit_layout[pos].count = 3;
  9534. if (i%4==0) { /* 上下 */
  9535. int dx[] = {-1, 0, 1};
  9536. int dy[] = { 0, 0, 0};
  9537. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9538. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9539. } else { /* 左右 */
  9540. int dx[] = { 0, 0, 0};
  9541. int dy[] = {-1, 0, 1};
  9542. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9543. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9544. }
  9545. }
  9546. pos++;
  9547. }
  9548. // アイスウォール
  9549. icewall_unit_pos = pos;
  9550. for (i=0;i<8;i++) {
  9551. skill_unit_layout[pos].count = 5;
  9552. if (i&1) { /* 斜め配置 */
  9553. if (i&0x2) {
  9554. int dx[] = {-2,-1, 0, 1, 2};
  9555. int dy[] = { 2, 1, 0,-1,-2};
  9556. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9557. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9558. } else {
  9559. int dx[] = { 2, 1 ,0,-1,-2};
  9560. int dy[] = { 2, 1, 0,-1,-2};
  9561. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9562. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9563. }
  9564. } else { /* 縦横配置 */
  9565. if (i%4==0) { /* 上下 */
  9566. int dx[] = {-2,-1, 0, 1, 2};
  9567. int dy[] = { 0, 0, 0, 0, 0};
  9568. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9569. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9570. } else { /* 左右 */
  9571. int dx[] = { 0, 0, 0, 0, 0};
  9572. int dy[] = {-2,-1, 0, 1, 2};
  9573. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9574. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9575. }
  9576. }
  9577. pos++;
  9578. }
  9579. }
  9580. /*==========================================
  9581. * スキル関係ファイル読み込み
  9582. * skill_db.txt スキルデータ
  9583. * skill_cast_db.txt スキルの詠唱時間とディレイデータ
  9584. * produce_db.txt アイテム作成スキル用データ
  9585. * create_arrow_db.txt 矢作成スキル用データ
  9586. * abra_db.txt アブラカダブラ発動スキルデータ
  9587. *------------------------------------------
  9588. */
  9589. int skill_readdb (void)
  9590. {
  9591. int i,j,k,l,m;
  9592. FILE *fp;
  9593. char line[1024],path[1024],*p;
  9594. char *filename[]={"produce_db.txt","produce_db2.txt"};
  9595. /* スキルデータベース */
  9596. memset(skill_db,0,sizeof(skill_db));
  9597. sprintf(path, "%s/skill_db.txt", db_path);
  9598. fp=fopen(path,"r");
  9599. if(fp==NULL){
  9600. ShowError("can't read %s\n", path);
  9601. return 1;
  9602. }
  9603. while(fgets(line,1020,fp)){
  9604. char *split[50];
  9605. if(line[0]=='/' && line[1]=='/')
  9606. continue;
  9607. j = skill_split_str(line,split,15);
  9608. if(j < 15 || split[14]==NULL)
  9609. continue;
  9610. i=atoi(split[0]);
  9611. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  9612. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  9613. continue;
  9614. }
  9615. if (i >= GD_SKILLBASE)
  9616. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9617. if(i<=0 || i>MAX_SKILL_DB)
  9618. continue;
  9619. skill_split_atoi(split[1],skill_db[i].range);
  9620. skill_db[i].hit=atoi(split[2]);
  9621. skill_db[i].inf=atoi(split[3]);
  9622. skill_db[i].pl=atoi(split[4]);
  9623. skill_db[i].nk=atoi(split[5]);
  9624. skill_split_atoi(split[6],skill_db[i].splash);
  9625. skill_db[i].max=atoi(split[7]);
  9626. skill_split_atoi(split[8],skill_db[i].num);
  9627. if(strcmpi(split[9],"yes") == 0)
  9628. skill_db[i].castcancel=1;
  9629. else
  9630. skill_db[i].castcancel=0;
  9631. skill_db[i].cast_def_rate=atoi(split[10]);
  9632. skill_db[i].inf2=atoi(split[11]);
  9633. skill_db[i].maxcount=atoi(split[12]);
  9634. if(strcmpi(split[13],"weapon") == 0)
  9635. skill_db[i].skill_type=BF_WEAPON;
  9636. else if(strcmpi(split[13],"magic") == 0)
  9637. skill_db[i].skill_type=BF_MAGIC;
  9638. else if(strcmpi(split[13],"misc") == 0)
  9639. skill_db[i].skill_type=BF_MISC;
  9640. else
  9641. skill_db[i].skill_type=0;
  9642. skill_split_atoi(split[14],skill_db[i].blewcount);
  9643. for (j = 0; skill_names[j].id != 0; j++)
  9644. if (skill_names[j].id == i) {
  9645. skill_db[i].name = skill_names[j].name;
  9646. skill_db[i].desc = skill_names[j].desc;
  9647. break;
  9648. }
  9649. }
  9650. fclose(fp);
  9651. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9652. sprintf(path, "%s/skill_require_db.txt", db_path);
  9653. fp=fopen(path,"r");
  9654. if(fp==NULL){
  9655. ShowError("can't read %s\n", path);
  9656. return 1;
  9657. }
  9658. while(fgets(line,1020,fp)){
  9659. char *split[50];
  9660. if(line[0]=='/' && line[1]=='/')
  9661. continue;
  9662. j = skill_split_str(line,split,32);
  9663. if(j < 32 || split[31]==NULL)
  9664. continue;
  9665. i=atoi(split[0]);
  9666. if (i >= GD_SKILLBASE)
  9667. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9668. if(i<=0 || i>MAX_SKILL_DB)
  9669. continue;
  9670. skill_split_atoi(split[1],skill_db[i].hp);
  9671. skill_split_atoi(split[2],skill_db[i].mhp);
  9672. skill_split_atoi(split[3],skill_db[i].sp);
  9673. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9674. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9675. skill_split_atoi(split[6],skill_db[i].zeny);
  9676. p = split[7];
  9677. for(j=0;j<32;j++){
  9678. l = atoi(p);
  9679. if (l==99) {
  9680. skill_db[i].weapon = 0xffffffff;
  9681. break;
  9682. }
  9683. else
  9684. skill_db[i].weapon |= 1<<l;
  9685. p=strchr(p,':');
  9686. if(!p)
  9687. break;
  9688. p++;
  9689. }
  9690. p = split[8];
  9691. for(j=0;j<32;j++){
  9692. l = atoi(p);
  9693. if (l)
  9694. skill_db[i].ammo |= 1<<l;
  9695. p=strchr(p,':');
  9696. if(!p)
  9697. break;
  9698. p++;
  9699. }
  9700. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9701. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9702. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9703. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9704. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9705. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9706. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  9707. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9708. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9709. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9710. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  9711. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9712. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9713. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  9714. else skill_db[i].state=ST_NONE;
  9715. skill_split_atoi(split[11],skill_db[i].spiritball);
  9716. for (j = 0; j < 10; j++) {
  9717. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  9718. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  9719. }
  9720. }
  9721. fclose(fp);
  9722. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9723. /* キャスティングデータベース */
  9724. sprintf(path, "%s/skill_cast_db.txt", db_path);
  9725. fp=fopen(path,"r");
  9726. if(fp==NULL){
  9727. ShowError("can't read %s\n", path);
  9728. return 1;
  9729. }
  9730. l=0;
  9731. while(fgets(line,1020,fp)){
  9732. char *split[50];
  9733. l++;
  9734. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9735. if(line[0]=='/' && line[1]=='/')
  9736. continue;
  9737. j = skill_split_str(line,split,6);
  9738. if(split[0]==NULL || j<2)
  9739. continue; //Blank line.
  9740. if(split[5]==NULL || j<6) {
  9741. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  9742. continue;
  9743. }
  9744. i=atoi(split[0]);
  9745. if (i >= GD_SKILLBASE)
  9746. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9747. if(i<=0 || i>MAX_SKILL_DB)
  9748. continue;
  9749. skill_split_atoi(split[1],skill_db[i].cast);
  9750. skill_split_atoi(split[2],skill_db[i].delay);
  9751. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9752. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9753. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9754. }
  9755. fclose(fp);
  9756. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9757. /* スキルユニットデータベース */
  9758. sprintf(path, "%s/skill_unit_db.txt", db_path);
  9759. fp=fopen(path,"r");
  9760. if (fp==NULL) {
  9761. ShowError("can't read %s\n", path);
  9762. return 1;
  9763. }
  9764. k = 0;
  9765. while (fgets(line,1020,fp)) {
  9766. char *split[50];
  9767. if (line[0]=='/' && line[1]=='/')
  9768. continue;
  9769. j = skill_split_str(line,split,8);
  9770. if (split[7]==NULL || j<8)
  9771. continue;
  9772. i=atoi(split[0]);
  9773. if (i >= GD_SKILLBASE)
  9774. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9775. if(i<=0 || i>MAX_SKILL_DB)
  9776. continue;
  9777. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9778. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9779. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9780. skill_split_atoi(split[4],skill_db[i].unit_range);
  9781. skill_db[i].unit_interval = atoi(split[5]);
  9782. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9783. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9784. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  9785. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  9786. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  9787. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  9788. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  9789. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  9790. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9791. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9792. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9793. skill_db[i].unit_target=BCT_NOENEMY;
  9794. //By default, target just characters.
  9795. skill_db[i].unit_target |= BL_CHAR;
  9796. if (skill_db[i].unit_flag&UF_NOPC)
  9797. skill_db[i].unit_target &= ~BL_PC;
  9798. if (skill_db[i].unit_flag&UF_NOMOB)
  9799. skill_db[i].unit_target &= ~BL_MOB;
  9800. if (skill_db[i].unit_flag&UF_SKILL)
  9801. skill_db[i].unit_target |= BL_SKILL;
  9802. k++;
  9803. }
  9804. fclose(fp);
  9805. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9806. skill_init_unit_layout();
  9807. /* 製造系スキルデータベース */
  9808. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9809. for(m=0;m<2;m++){
  9810. sprintf(path, "%s/%s", db_path, filename[m]);
  9811. fp=fopen(path,"r");
  9812. if(fp==NULL){
  9813. if(m>0)
  9814. continue;
  9815. ShowError("can't read %s\n",path);
  9816. return 1;
  9817. }
  9818. k=0;
  9819. while(fgets(line,1020,fp)){
  9820. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9821. int x,y;
  9822. if(line[0]=='/' && line[1]=='/')
  9823. continue;
  9824. memset(split,0,sizeof(split));
  9825. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  9826. if(split[0]==0) //fixed by Lupus
  9827. continue;
  9828. i=atoi(split[0]);
  9829. if(i<=0) continue;
  9830. skill_produce_db[k].nameid=i;
  9831. skill_produce_db[k].itemlv=atoi(split[1]);
  9832. skill_produce_db[k].req_skill=atoi(split[2]);
  9833. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9834. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9835. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9836. }
  9837. k++;
  9838. if(k >= MAX_SKILL_PRODUCE_DB)
  9839. break;
  9840. }
  9841. fclose(fp);
  9842. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9843. }
  9844. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9845. sprintf(path, "%s/create_arrow_db.txt", db_path);
  9846. fp=fopen(path,"r");
  9847. if(fp==NULL){
  9848. ShowError("can't read %s\n", path);
  9849. return 1;
  9850. }
  9851. k=0;
  9852. while(fgets(line,1020,fp)){
  9853. char *split[16];
  9854. int x,y;
  9855. if(line[0]=='/' && line[1]=='/')
  9856. continue;
  9857. memset(split,0,sizeof(split));
  9858. j = skill_split_str(line,split,13);
  9859. if(split[0]==0) //fixed by Lupus
  9860. continue;
  9861. i=atoi(split[0]);
  9862. if(i<=0)
  9863. continue;
  9864. skill_arrow_db[k].nameid=i;
  9865. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9866. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9867. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9868. }
  9869. k++;
  9870. if(k >= MAX_SKILL_ARROW_DB)
  9871. break;
  9872. }
  9873. fclose(fp);
  9874. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9875. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9876. sprintf(path, "%s/abra_db.txt", db_path);
  9877. fp=fopen(path,"r");
  9878. if(fp==NULL){
  9879. ShowError("can't read %s\n", path);
  9880. return 1;
  9881. }
  9882. k=0;
  9883. while(fgets(line,1020,fp)){
  9884. char *split[16];
  9885. if(line[0]=='/' && line[1]=='/')
  9886. continue;
  9887. memset(split,0,sizeof(split));
  9888. j = skill_split_str(line,split,13);
  9889. if(split[0]==0) //fixed by Lupus
  9890. continue;
  9891. i=atoi(split[0]);
  9892. if(i<=0)
  9893. continue;
  9894. skill_abra_db[i].req_lv=atoi(split[2]);
  9895. skill_abra_db[i].per=atoi(split[3]);
  9896. k++;
  9897. if(k >= MAX_SKILL_ABRA_DB)
  9898. break;
  9899. }
  9900. fclose(fp);
  9901. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9902. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  9903. fp=fopen(path,"r");
  9904. if(fp==NULL){
  9905. ShowError("can't read %s\n", path);
  9906. return 1;
  9907. }
  9908. while(fgets(line,1020,fp)){
  9909. char *split[50];
  9910. if(line[0]=='/' && line[1]=='/')
  9911. continue;
  9912. memset(split,0,sizeof(split));
  9913. j = skill_split_str(line,split,3);
  9914. if(split[0]==0) //fixed by Lupus
  9915. continue;
  9916. i=atoi(split[0]);
  9917. if (i >= GD_SKILLBASE)
  9918. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9919. if(i<=0 || i>MAX_SKILL_DB)
  9920. continue;
  9921. skill_split_atoi(split[1],skill_db[i].castnodex);
  9922. if (!split[2])
  9923. continue;
  9924. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9925. }
  9926. fclose(fp);
  9927. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9928. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  9929. fp=fopen(path,"r");
  9930. if(fp==NULL){
  9931. ShowError("can't read %s\n", path);
  9932. return 1;
  9933. }
  9934. k=0;
  9935. while(fgets(line,1020,fp)){
  9936. char *split[16];
  9937. if(line[0]=='/' && line[1]=='/')
  9938. continue;
  9939. memset(split,0,sizeof(split));
  9940. j = skill_split_str(line,split,2);
  9941. if(split[0]==0) //fixed by Lupus
  9942. continue;
  9943. i=atoi(split[0]);
  9944. if (i >= GD_SKILLBASE)
  9945. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9946. if(i<=0 || i>MAX_SKILL_DB)
  9947. continue;
  9948. skill_db[i].nocast|=atoi(split[1]);
  9949. k++;
  9950. }
  9951. fclose(fp);
  9952. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9953. return 0;
  9954. }
  9955. /*===============================================
  9956. * For reading leveluseskillspamount.txt [Celest]
  9957. *-----------------------------------------------
  9958. */
  9959. static int skill_read_skillspamount (void)
  9960. {
  9961. char *buf,*p;
  9962. struct skill_db *skill = NULL;
  9963. int s, idx, new_flag=1, level=1, sp=0;
  9964. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  9965. if(buf==NULL)
  9966. return -1;
  9967. buf[s]=0;
  9968. for(p=buf;p-buf<s;){
  9969. char buf2[64];
  9970. if (sscanf(p,"%[@]",buf2) == 1) {
  9971. level = 1;
  9972. new_flag = 1;
  9973. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  9974. for (idx=0; skill_names[idx].id != 0; idx++) {
  9975. if (strstr(buf2, skill_names[idx].name) != NULL) {
  9976. skill = &skill_db[ skill_names[idx].id ];
  9977. new_flag = 0;
  9978. break;
  9979. }
  9980. }
  9981. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  9982. skill->sp[level-1]=sp;
  9983. level++;
  9984. }
  9985. p=strchr(p,10);
  9986. if(!p) break;
  9987. p++;
  9988. }
  9989. aFree(buf);
  9990. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  9991. return 0;
  9992. }
  9993. void skill_reload (void)
  9994. {
  9995. skill_readdb();
  9996. if (battle_config.skill_sp_override_grffile)
  9997. skill_read_skillspamount();
  9998. }
  9999. /*==========================================
  10000. * スキル関係初期化処理
  10001. *------------------------------------------
  10002. */
  10003. int do_init_skill (void)
  10004. {
  10005. skill_readdb();
  10006. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10007. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10008. if (battle_config.skill_sp_override_grffile)
  10009. skill_read_skillspamount();
  10010. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10011. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10012. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10013. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10014. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10015. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10016. return 0;
  10017. }
  10018. int do_final_skill(void)
  10019. {
  10020. ers_destroy(skill_unit_ers);
  10021. ers_destroy(skill_timer_ers);
  10022. return 0;
  10023. }