skill.c 376 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/timer.h"
  8. #include "../common/nullpo.h"
  9. #include "../common/malloc.h"
  10. #include "../common/showmsg.h"
  11. #include "../common/grfio.h"
  12. #include "skill.h"
  13. #include "map.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mob.h"
  19. #include "battle.h"
  20. #include "party.h"
  21. #include "itemdb.h"
  22. #include "script.h"
  23. #include "intif.h"
  24. #include "log.h"
  25. #include "chrif.h"
  26. #include "guild.h"
  27. #include "date.h"
  28. #define SKILLUNITTIMER_INVERVAL 100
  29. #define swap(x,y) { int t; t = x; x = y; y = t; }
  30. int skill_names_id[MAX_SKILL_DB];
  31. const struct skill_name_db skill_names[] = {
  32. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  33. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  34. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  35. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  36. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  37. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  38. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  39. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  40. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  41. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  42. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  43. { AL_CURE, "AL_CURE", "Cure" } ,
  44. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  45. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  46. { AL_DP, "AL_DP", "Divine_Protection" } ,
  47. { AL_HEAL, "AL_HEAL", "Heal" } ,
  48. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  49. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  50. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  51. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  52. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  53. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  54. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  55. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  56. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  57. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  58. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  59. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  60. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  61. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  62. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  63. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  64. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  65. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  66. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  67. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  68. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  69. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  70. { AM_REST, "AM_REST", "Vaporize" } ,
  71. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  72. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  73. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  74. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  75. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  76. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  77. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  78. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  79. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  80. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  81. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  82. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  83. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  84. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  85. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  86. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  87. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  88. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  89. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  90. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  91. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  92. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  93. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  94. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  95. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  96. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  97. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  98. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  99. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  100. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  101. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  102. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  103. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  104. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  105. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  106. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  107. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  108. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  109. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  110. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  111. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  112. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  113. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  114. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  115. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  116. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  117. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  118. { BS_GREED, "BS_GREED", "Greed" } ,
  119. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  120. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  121. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  122. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  123. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  124. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  125. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  126. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  127. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  128. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  129. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  130. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  131. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  132. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  133. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  134. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  135. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  136. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  137. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  138. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  139. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  140. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  141. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  142. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  143. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  144. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  145. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  146. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  147. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  148. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  149. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  150. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  151. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  152. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  153. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  154. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  155. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  156. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  157. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  158. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  159. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  160. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  161. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  162. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  163. { CR_TRUST, "CR_TRUST", "Faith" } ,
  164. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  165. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  166. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  167. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  168. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  169. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  170. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  171. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  172. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  173. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  174. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  175. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  176. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  177. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  178. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  179. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  180. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  181. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  182. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  183. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  184. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  185. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  186. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  187. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  188. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  189. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  190. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  191. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  192. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  193. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  194. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  195. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  196. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  197. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  198. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  199. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  200. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  201. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  202. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  203. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  204. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  205. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  206. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  207. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  208. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  209. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  210. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  211. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  212. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  213. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  214. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  215. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  216. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  217. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  218. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  219. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  220. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  221. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  222. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  223. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  224. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  225. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  226. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  227. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  228. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  229. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  230. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  231. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  232. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  233. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  234. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  235. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  236. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  237. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  238. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  239. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  240. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  241. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  242. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  243. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  244. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  245. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  246. { MC_VENDING, "MC_VENDING", "Vending" } ,
  247. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  248. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  249. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  250. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  251. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  252. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  253. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  254. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  255. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  256. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  257. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  258. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  259. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  260. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  261. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  262. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  263. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  264. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  265. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  266. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  267. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  268. { MO_DODGE, "MO_DODGE", "Flee" } ,
  269. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  270. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  271. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  272. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  273. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  274. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  275. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  276. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  277. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  278. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  279. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  280. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  281. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  282. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  283. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  284. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  285. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  286. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  287. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  288. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  289. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  290. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  291. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  292. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  293. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  294. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  295. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  296. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  297. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  298. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  299. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  300. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  301. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  302. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  303. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  304. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  305. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  306. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  307. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  308. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  309. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  310. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  311. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  312. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  313. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  314. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  315. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  316. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  317. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  318. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  319. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  320. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  321. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  322. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  323. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  324. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  325. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  326. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  327. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  328. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  329. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  330. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  331. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  332. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  333. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  334. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  335. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  336. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  337. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  338. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  339. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  340. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  341. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  342. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  343. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  344. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  345. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  346. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  347. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  348. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  349. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  350. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  351. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  352. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  353. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  354. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  355. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  356. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  357. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  358. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  359. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  360. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  361. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  362. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  363. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  364. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  365. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  366. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  367. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  368. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  369. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  370. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  371. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  372. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  373. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  374. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  375. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  376. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  377. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  378. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  379. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  380. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  381. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  382. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  383. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  384. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  385. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  386. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  387. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  388. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  389. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  390. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  391. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  392. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  393. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  394. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  395. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  396. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  397. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  398. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  399. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  400. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  401. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  402. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  403. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  404. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  405. { SA_COMA, "SA_COMA", "Coma" } ,
  406. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  407. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  408. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  409. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  410. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  411. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  412. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  413. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  414. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  415. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  416. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  417. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  418. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  419. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  420. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  421. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  422. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  423. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  424. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  425. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  426. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  427. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  428. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  429. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  430. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  431. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  432. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  433. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  434. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  435. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  436. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  437. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  438. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  439. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  440. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  441. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  442. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  443. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  444. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  445. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  446. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  447. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  448. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  449. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  450. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  451. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  452. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  453. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  454. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  455. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  456. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  457. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  458. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  459. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  460. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  461. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  462. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  463. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  464. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  465. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  466. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  467. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  468. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  469. { SL_SKA, "SL_SKA", "Eska" } ,
  470. { SL_SKE, "SL_SKE", "Eske" } ,
  471. { SL_SMA, "SL_SMA", "Esma" } ,
  472. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  473. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  474. { SL_STIN, "SL_STIN", "Estin" } ,
  475. { SL_STUN, "SL_STUN", "Estun" } ,
  476. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  477. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  478. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  479. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  480. { SM_BASH, "SM_BASH", "Bash" } ,
  481. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  482. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  483. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  484. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  485. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  486. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  487. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  488. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  489. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  490. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  491. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  492. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  493. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  494. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  495. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  496. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  497. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  498. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  499. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  500. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  501. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  502. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  503. { TF_POISON, "TF_POISON", "Envenom" } ,
  504. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  505. { TF_STEAL, "TF_STEAL", "Steal" } ,
  506. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  507. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  508. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  509. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  510. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  511. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  512. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  513. { TK_MISSION, "TK_MISSION", "Mission" } ,
  514. { TK_POWER, "TK_POWER", "Kihop" } ,
  515. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  516. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  517. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  518. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  519. { TK_RUN, "TK_RUN", "Sprint" } ,
  520. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  521. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  522. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  523. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  524. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  525. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  526. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  527. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  528. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  529. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  530. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  531. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  532. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  533. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  534. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  535. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  536. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  537. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  538. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  539. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  540. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  541. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  542. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  543. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  544. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  545. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  546. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  547. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  548. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  549. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  550. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  551. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  552. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  553. };
  554. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  555. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  556. /* スキルデ?タベ?ス */
  557. struct skill_db skill_db[MAX_SKILL_DB];
  558. /* アイテム?�?ャデ?タベ?ス */
  559. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  560. /* 矢?�?ャスキルデ?タベ?ス */
  561. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  562. /* アブラカダブラ?動スキルデ?タベ?ス */
  563. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  564. // macros to check for out of bounds errors [celest]
  565. // i: Skill ID, l: Skill Level, var: Value to return after checking
  566. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  567. // for values that might need to use a different function just skill_chk would suffice.
  568. #define skill_chk(i, l) \
  569. if (i >= 10000 && i < 10015) {i -= 9500;} \
  570. if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
  571. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  572. #define skill_get(var, i, l) \
  573. { skill_chk(i, l); return var; }
  574. // Skill DB
  575. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  576. int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
  577. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  578. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  579. int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
  580. int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
  581. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  582. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  583. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  584. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  585. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  586. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  587. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  588. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  589. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  590. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  591. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  592. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  593. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  594. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  595. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  596. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  597. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  598. int skill_get_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[lv-1], id, lv); }
  599. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  600. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  601. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  602. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  603. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  604. int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
  605. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  606. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  607. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  608. const char* skill_get_name( int id ){
  609. if (id >= 10000 && id < 10015) id -= 9500;
  610. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  611. return skill_db[id].name;
  612. }
  613. int skill_tree_get_max(int id, int b_class){
  614. int i, skillid;
  615. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  616. if (id == skillid) return skill_tree[b_class][i].max;
  617. return skill_get_max (id);
  618. }
  619. /* プ�?トタイプ */
  620. int skill_check_condition( struct map_session_data *sd,int type);
  621. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  622. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  623. int status_change_timer_sub(struct block_list *bl, va_list ap);
  624. int skill_attack_area(struct block_list *bl,va_list ap);
  625. int skill_clear_element_field(struct block_list *bl);
  626. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  627. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  628. int skill_greed(struct block_list *bl, va_list ap);
  629. int skill_landprotector(struct block_list *bl, va_list ap);
  630. int skill_ganbatein(struct block_list *bl, va_list ap);
  631. int skill_trap_splash(struct block_list *bl, va_list ap);
  632. int skill_count_target(struct block_list *bl, va_list ap);
  633. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  634. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  635. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  636. int skill_unit_effect(struct block_list *bl,va_list ap);
  637. int skill_castend_delay (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag);
  638. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  639. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
  640. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  641. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  642. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  643. int skill_get_range2(struct block_list *bl, int id, int lv) {
  644. int range = skill_get_range(id, lv);
  645. if(range < 0) {
  646. if (battle_config.use_weapon_skill_range)
  647. return status_get_range(bl);
  648. range *=-1;
  649. }
  650. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
  651. if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
  652. || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
  653. if (bl->type == BL_PC)
  654. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  655. else
  656. range += 10; //Assume level 10?
  657. }
  658. return range;
  659. }
  660. // Making plagiarize check its own function [Aru]
  661. int can_copy(struct map_session_data *sd, int skillid)
  662. {
  663. // Never copy NPC/Wedding Skills
  664. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  665. return 0;
  666. // High-class skills
  667. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  668. {
  669. if(battle_config.copyskill_restrict == 2)
  670. return 0;
  671. else if(battle_config.copyskill_restrict)
  672. return (sd->status.class_ == JOB_STALKER);
  673. }
  674. return 1;
  675. }
  676. // [MouseJstr] - skill ok to cast? and when?
  677. int skillnotok(int skillid, struct map_session_data *sd)
  678. {
  679. nullpo_retr (1, sd);
  680. //if (sd == 0)
  681. //return 0;
  682. //return 1;
  683. // I think it was meant to be "no skills allowed when not a valid sd"
  684. if (!(skillid >= 10000 && skillid < 10015))
  685. if ((skillid > MAX_SKILL) || (skillid < 0))
  686. return 1;
  687. {
  688. int i = skillid;
  689. if (i >= 10000 && i < 10015)
  690. i -= 9500;
  691. if (sd->blockskill[i] > 0)
  692. return 1;
  693. }
  694. if (pc_isGM(sd) >= 20 && battle_config.gm_skilluncond)
  695. return 0; // gm's can do anything damn thing they want
  696. // Check skill restrictions [Celest]
  697. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  698. return 1;
  699. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  700. return 1;
  701. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  702. return 1;
  703. if (agit_flag && skill_get_nocast (skillid) & 8)
  704. return 1;
  705. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  706. return 1;
  707. //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
  708. // skillid,map[sd->bl.m].flag.restricted,map[sd->bl.m].zone,map[sd->bl.m].zone*8, skill_get_nocast (skillid),skill_get_nocast (skillid) & (8*map[sd->bl.m].zone));
  709. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  710. return 1;
  711. switch (skillid) {
  712. case AL_WARP:
  713. case AL_TELEPORT:
  714. case MC_VENDING:
  715. case MC_IDENTIFY:
  716. return 0; // always allowed
  717. default:
  718. return (map[sd->bl.m].flag.noskill);
  719. }
  720. }
  721. /* スキルユニットの配置?﨣��ヤす */
  722. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  723. int firewall_unit_pos;
  724. int icewall_unit_pos;
  725. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  726. {
  727. int pos = skill_get_unit_layout_type(skillid,skilllv);
  728. int dir;
  729. if (pos != -1)
  730. return &skill_unit_layout[pos];
  731. if (src->x == x && src->y == y)
  732. dir = 2;
  733. else
  734. dir = map_calc_dir(src,x,y);
  735. if (skillid == MG_FIREWALL)
  736. return &skill_unit_layout [firewall_unit_pos + dir];
  737. else if (skillid == WZ_ICEWALL)
  738. return &skill_unit_layout [icewall_unit_pos + dir];
  739. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  740. return &skill_unit_layout[0];
  741. }
  742. /*==========================================
  743. * スキル追加?果
  744. *------------------------------------------
  745. */
  746. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  747. {
  748. /* MOB追加?果スキル用 */
  749. const int scl[]={
  750. SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
  751. SC_STONE, SC_CURSE, SC_SLEEP
  752. };
  753. const int sc2l[]={ //Note: We use Sonic Blow's stun duration for the confusion lasting time (dummy value): 12 secs at lv7
  754. MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
  755. NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
  756. NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
  757. LK_HEADCRUSH
  758. };
  759. struct map_session_data *sd=NULL;
  760. struct map_session_data *dstsd=NULL;
  761. struct status_change *sc;
  762. struct status_change *tsc;
  763. struct mob_data *md=NULL;
  764. struct mob_data *dstmd=NULL;
  765. struct pet_data *pd=NULL;
  766. int skill,skill2;
  767. int rate;
  768. nullpo_retr(0, src);
  769. nullpo_retr(0, bl);
  770. if(skillid < 0)
  771. { // remove the debug print when this case is finished
  772. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  773. src, bl,skillid,skilllv,attack_type,tick);
  774. return 0;
  775. }
  776. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  777. switch (src->type) {
  778. case BL_PC:
  779. sd = (struct map_session_data *)src;
  780. break;
  781. case BL_MOB:
  782. md = (struct mob_data *)src;
  783. break;
  784. case BL_PET:
  785. pd = (struct pet_data *)src; // [Valaris]
  786. break;
  787. }
  788. switch (bl->type) {
  789. case BL_PC:
  790. dstsd=(struct map_session_data *)bl;
  791. break;
  792. case BL_MOB:
  793. dstmd=(struct mob_data *)bl;
  794. break;
  795. }
  796. sc = status_get_sc(src);
  797. tsc = status_get_sc(bl);
  798. if (!tsc) //skill additional effect is about adding effects to the target...
  799. //So if the target can't be inflicted with statuses, this is pointless.
  800. return 0;
  801. switch(skillid){
  802. case 0: // Normal attacks (no skill used)
  803. {
  804. if(sd) {
  805. // Automatic trigger of Blitz Beat
  806. if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  807. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  808. int lv=(sd->status.job_level+9)/10;
  809. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  810. }
  811. // Gank
  812. if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  813. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  814. if(pc_steal_item(sd,bl))
  815. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  816. else if (battle_config.display_snatcher_skill_fail)
  817. clif_skill_fail(sd,skillid,0,0);
  818. }
  819. // Chance to trigger Taekwon kicks [Dralnu]
  820. if(sd->sc.count) {
  821. if(sd->sc.data[SC_READYSTORM].timer != -1)
  822. status_change_start(src,SC_COMBO, TK_STORMKICK,15,0,0,0,
  823. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  824. else if(sd->sc.data[SC_READYDOWN].timer != -1)
  825. status_change_start(src,SC_COMBO, TK_DOWNKICK,15,0,0,0,
  826. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  827. else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
  828. status_change_start(src,SC_COMBO, TK_TURNKICK,15,0,0,0,
  829. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  830. else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
  831. {
  832. rate = 20;
  833. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  834. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  835. status_change_end(src,SC_SKILLRATE_UP,-1);
  836. }
  837. status_change_start(src,SC_COMBO, TK_COUNTER,rate, bl->id,0,0,
  838. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  839. }
  840. }
  841. }
  842. if (sc && sc->count) {
  843. // Enchant Poison gives a chance to poison attacked enemies
  844. if(sc->data[SC_ENCPOISON].timer != -1)
  845. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  846. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  847. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  848. if(sc->data[SC_EDP].timer != -1)
  849. status_change_start(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  850. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1),0);
  851. }
  852. if (tsc->count) {
  853. if (tsc->data[SC_SPLASHER].timer != -1)
  854. status_change_start(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  855. tsc->data[SC_SPLASHER].val1,0,0,0,
  856. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1),0);
  857. if(tsc->data[SC_KAAHI].timer != -1) {
  858. if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
  859. ; //Not enough SP to cast
  860. else {
  861. battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
  862. if(dstsd && dstsd->fd)
  863. clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
  864. }
  865. }
  866. }
  867. }
  868. break;
  869. case SM_BASH: /* バッシュ?i急?�?U??j */
  870. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  871. //TODO: How much % per base level it actually is?
  872. status_change_start(bl,SC_STAN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  873. skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  874. }
  875. break;
  876. case AS_VENOMKNIFE:
  877. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  878. skilllv = pc_checkskill(sd, TF_POISON);
  879. case TF_POISON: /* インベナム */
  880. case AS_SPLASHER: /* ベナムスプラッシャ? */
  881. if(!status_change_start(bl,SC_POISON,(2*skilllv+10),
  882. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0)
  883. && sd && skillid==TF_POISON
  884. )
  885. clif_skill_fail(sd,skillid,0,0);
  886. break;
  887. case AS_SONICBLOW: /* ソニックブ�?? */
  888. status_change_start(bl,SC_STAN,(2*skilllv+10),
  889. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  890. break;
  891. case AS_GRIMTOOTH:
  892. {
  893. int type = sd?SC_SLOWDOWN:SC_STOP;
  894. if (tsc->data[type].timer == -1)
  895. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time2(skillid, skilllv),0);
  896. break;
  897. }
  898. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  899. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  900. {
  901. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  902. if (rate <= 5)
  903. rate = 5;
  904. status_change_start(bl,SC_FREEZE,rate,
  905. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  906. }
  907. break;
  908. case WZ_STORMGUST: /* スト?ムガスト */
  909. tsc->data[SC_FREEZE].val3++;
  910. if(tsc->data[SC_FREEZE].val3 >= 3)
  911. status_change_start(bl,SC_FREEZE,100,
  912. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  913. break;
  914. case WZ_METEOR:
  915. status_change_start(bl,SC_STAN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  916. break;
  917. case WZ_VERMILION:
  918. status_change_start(bl,SC_BLIND,4*skilllv,
  919. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  920. break;
  921. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  922. status_change_start(bl,SC_FREEZE,(3*skilllv+35),
  923. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  924. break;
  925. case HT_FLASHER: /* Flasher */
  926. status_change_start(bl,SC_BLIND,(10*skilllv+30),
  927. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  928. break;
  929. case HT_LANDMINE: /* ランドマイン */
  930. status_change_start(bl,SC_STAN,(5*skilllv+30),
  931. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  932. break;
  933. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  934. if(dstsd){
  935. dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
  936. clif_updatestatus(dstsd,SP_SP);
  937. }
  938. break;
  939. case HT_SANDMAN: /* サンドマン */
  940. status_change_start(bl,SC_SLEEP,(10*skilllv+40),
  941. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  942. break;
  943. case TF_SPRINKLESAND: /* ?サまき */
  944. status_change_start(bl,SC_BLIND,20,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  945. break;
  946. case TF_THROWSTONE: /* ?ホ投げ */
  947. status_change_start(bl,SC_STAN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  948. status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  949. break;
  950. case NPC_DARKCROSS:
  951. case CR_HOLYCROSS: /* ホ?リ?クロス */
  952. status_change_start(bl,SC_BLIND,3*skilllv,
  953. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  954. break;
  955. case CR_GRANDCROSS: /* グランドク�?ス */
  956. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  957. {
  958. int race = status_get_race(bl);
  959. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  960. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  961. }
  962. break;
  963. case AM_ACIDTERROR:
  964. status_change_start(bl,SC_BLEEDING,(skilllv*3),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  965. if (dstsd && rand()%100 < skill_get_time(skillid,skilllv) * battle_config.equip_skill_break_rate / 100) { //fixed
  966. if(pc_breakarmor(dstsd))
  967. clif_emotion(bl,23);
  968. }
  969. break;
  970. case AM_DEMONSTRATION:
  971. if (dstsd && rand()%10000 < skilllv * battle_config.equip_skill_break_rate )
  972. pc_breakweapon(dstsd);
  973. break;
  974. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  975. status_change_start(bl,SC_STAN,(15+skilllv*5),
  976. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  977. break;
  978. case PA_PRESSURE: /* プレッシャ? */
  979. if (dstsd) {
  980. dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
  981. clif_updatestatus(dstsd,SP_SP);
  982. }
  983. break;
  984. case RG_RAID: /* サプライズアタック */
  985. status_change_start(bl,SC_STAN,(10+3*skilllv),
  986. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  987. status_change_start(bl,SC_BLIND,(10+3*skilllv),
  988. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  989. break;
  990. case BA_FROSTJOKE:
  991. status_change_start(bl,SC_FREEZE,(15+5*skilllv),
  992. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  993. break;
  994. case DC_SCREAM:
  995. status_change_start(bl,SC_STAN,(25+5*skilllv),
  996. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  997. break;
  998. case BD_LULLABY: /* 子守唄 */
  999. status_change_start(bl,SC_SLEEP,15,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1000. break;
  1001. case DC_UGLYDANCE:
  1002. if (dstsd) {
  1003. int skill, sp = 5+5*skilllv;
  1004. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1005. sp += 5+skill;
  1006. dstsd->status.sp -= sp;
  1007. if(dstsd->status.sp<0)
  1008. dstsd->status.sp=0;
  1009. clif_updatestatus(dstsd,SP_SP);
  1010. }
  1011. break;
  1012. case SL_STUN:
  1013. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1014. status_change_start(bl,SC_STAN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1015. break;
  1016. case SG_SUN_WARM:
  1017. case SG_MOON_WARM:
  1018. case SG_STAR_WARM:
  1019. if (dstsd) {
  1020. dstsd->status.sp -= 5;
  1021. if(dstsd->status.sp < 0)
  1022. dstsd->status.sp = 0;
  1023. clif_updatestatus(dstsd,SP_SP);
  1024. }
  1025. break;
  1026. /* MOBの追加?果付きスキル */
  1027. case NPC_PETRIFYATTACK:
  1028. case NPC_CURSEATTACK:
  1029. case NPC_SLEEPATTACK:
  1030. case NPC_BLINDATTACK:
  1031. status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1032. break;
  1033. case NPC_POISON:
  1034. case NPC_SILENCEATTACK:
  1035. case NPC_STUNATTACK:
  1036. if(src->type==BL_PET)
  1037. status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skilllv*1000,0);
  1038. else
  1039. status_change_start(bl,scl[skillid-NPC_POISON],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1040. break;
  1041. case NPC_MENTALBREAKER:
  1042. if(dstsd) {
  1043. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1044. if(sp < 1) sp = 1;
  1045. pc_heal(dstsd,0,-sp);
  1046. }
  1047. break;
  1048. case CH_TIGERFIST:
  1049. status_change_start(bl,SC_STOP,(10+skilllv*10),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1050. break;
  1051. case LK_SPIRALPIERCE:
  1052. status_change_start(bl,SC_STOP,(15+skilllv*5),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1053. break;
  1054. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1055. status_change_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1056. break;
  1057. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1058. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1059. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1060. break;
  1061. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1062. {
  1063. //?�?が良く分からないので適?に
  1064. int race = status_get_race(bl);
  1065. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
  1066. status_change_start(bl, SC_BLEEDING,50, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
  1067. }
  1068. break;
  1069. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1070. //?�?が良く分からないので適?に
  1071. status_change_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),
  1072. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1073. break;
  1074. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  1075. {
  1076. int sec = skill_get_time2(skillid,skilllv);
  1077. if(map[src->m].flag.pvp) //PvPでは?S束時間半減?H
  1078. sec = sec/2;
  1079. battle_stopwalking(bl,1);
  1080. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,sec,0);
  1081. }
  1082. break;
  1083. case ASC_METEORASSAULT: /* �?テオアサルト */
  1084. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1085. switch(rand()%3) {
  1086. case 0:
  1087. status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
  1088. break;
  1089. case 1:
  1090. status_change_start(bl,SC_STAN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
  1091. break;
  1092. default:
  1093. status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
  1094. }
  1095. break;
  1096. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1097. // skilllv*5%の確率で呪い
  1098. status_change_start(bl,SC_CURSE,5*skilllv,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
  1099. break;
  1100. case WS_CARTTERMINATION: // Cart termination
  1101. status_change_start(bl,SC_STAN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1102. break;
  1103. case CR_ACIDDEMONSTRATION:
  1104. if (dstsd) {
  1105. if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
  1106. pc_breakweapon(dstsd);
  1107. // separate chances?
  1108. if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
  1109. pc_breakarmor(dstsd);
  1110. }
  1111. break;
  1112. case TK_DOWNKICK:
  1113. status_change_start(bl,SC_STAN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1114. break;
  1115. case TK_JUMPKICK:
  1116. //Cancel out Soul Linker status of the target. [Skotlex]
  1117. if (tsc->count) {
  1118. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1119. break;
  1120. //Remove pitched potions effect.
  1121. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1122. status_change_end(bl, SC_ASPDPOTION0, -1);
  1123. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1124. status_change_end(bl, SC_ASPDPOTION1, -1);
  1125. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1126. status_change_end(bl, SC_ASPDPOTION2, -1);
  1127. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1128. status_change_end(bl, SC_ASPDPOTION3, -1);
  1129. if (tsc->data[SC_SPIRIT].timer != -1)
  1130. status_change_end(bl, SC_SPIRIT, -1);
  1131. if (tsc->data[SC_ONEHAND].timer != -1)
  1132. status_change_end(bl, SC_ONEHAND, -1);
  1133. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1134. status_change_end(bl, SC_ADRENALINE2, -1);
  1135. }
  1136. break;
  1137. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1138. if(attack_type == BF_MISC) //70% base stun chance...
  1139. status_change_start(bl,SC_STAN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1140. break;
  1141. }
  1142. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1143. { //Pass heritage to Master for status causing effects. [Skotlex]
  1144. sd = map_id2sd(md->master_id);
  1145. }
  1146. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1147. int i, type;
  1148. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1149. type=i-SC_COMMON_MIN;
  1150. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1151. if (!rate)
  1152. continue; //Code Speedup.
  1153. rate/=100; //For some reason user effects are on a 10000 scale...
  1154. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(sc2l[type],7),0);
  1155. }
  1156. }
  1157. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1158. //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
  1159. if(sd && !status_isdead(bl) && src != bl &&
  1160. (!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE))
  1161. {
  1162. struct block_list *tbl;
  1163. int i, auto_skillid, auto_skilllv, rate;
  1164. for (i = 0; i < MAX_PC_BONUS; i++) {
  1165. if (sd->autospell[i].id == 0)
  1166. break;
  1167. auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1168. if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
  1169. continue;
  1170. auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1171. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1172. if (rand()%1000 > rate)
  1173. continue;
  1174. if (sd->autospell[i].id < 0)
  1175. tbl = src;
  1176. else
  1177. tbl = bl;
  1178. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
  1179. continue; //Autoskills DO check for target-src range. [Skotlex]
  1180. if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
  1181. skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
  1182. else {
  1183. switch (skill_get_nk(auto_skillid)) {
  1184. case NK_NO_DAMAGE:
  1185. skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
  1186. break;
  1187. case NK_SPLASH_DAMAGE:
  1188. default:
  1189. skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
  1190. break;
  1191. }
  1192. }
  1193. }
  1194. }
  1195. return 0;
  1196. }
  1197. /* Splitted off from skill_additional_effect, which is never called when the
  1198. * attack skill kills the enemy. Place in this function counter status effects
  1199. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1200. * from cards) that will take effect on the source, not the target. [Skotlex]
  1201. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1202. * type of skills, so not every instance of skill_additional_effect needs a call
  1203. * to this one.
  1204. */
  1205. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1206. {
  1207. const int sc2[]={
  1208. MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
  1209. NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
  1210. NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
  1211. LK_HEADCRUSH
  1212. };
  1213. int rate;
  1214. struct map_session_data *sd=NULL;
  1215. struct map_session_data *dstsd=NULL;
  1216. struct mob_data *md=NULL;
  1217. struct mob_data *dstmd=NULL;
  1218. // struct pet_data *pd=NULL; Pet's can't be inflicted!
  1219. nullpo_retr(0, src);
  1220. nullpo_retr(0, bl);
  1221. if(skillid < 0)
  1222. { // remove the debug print when this case is finished
  1223. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1224. src, bl,skillid,skilllv,attack_type,tick);
  1225. return 0;
  1226. }
  1227. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1228. switch (src->type) {
  1229. case BL_PC:
  1230. sd = (struct map_session_data *)src;
  1231. break;
  1232. case BL_MOB:
  1233. md = (struct mob_data *)src;
  1234. break;
  1235. case BL_PET: //Only mobs/players can be affected. [Skotlex]
  1236. // pd = (struct pet_data *)src;
  1237. // break;
  1238. default:
  1239. return 0;
  1240. }
  1241. switch (bl->type) {
  1242. case BL_PC:
  1243. dstsd=(struct map_session_data *)bl;
  1244. break;
  1245. case BL_MOB:
  1246. dstmd=(struct mob_data *)bl;
  1247. break;
  1248. default:
  1249. return 0;
  1250. }
  1251. switch(skillid){
  1252. case 0: //Normal Attack - Nothing here yet.
  1253. break;
  1254. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1255. //阿?C羅を使うと5分間自然回復しないようになる
  1256. status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1257. break;
  1258. }
  1259. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1260. int i, type;
  1261. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1262. type=i-SC_COMMON_MIN;
  1263. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1264. if (rate) //Self infliced status from attacking.
  1265. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(sc2[type],7),0);
  1266. rate = dstsd?dstsd->addeff3[type]:0;
  1267. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1268. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(sc2[type],7),0);
  1269. }
  1270. }
  1271. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1272. if(dstsd && !status_isdead(bl) && src != bl &&(!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE))
  1273. {
  1274. struct block_list *tbl;
  1275. int i, skillid, skilllv, rate;
  1276. for (i = 0; i < MAX_PC_BONUS; i++) {
  1277. if (dstsd->autospell2[i].id == 0)
  1278. break;
  1279. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1280. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1281. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1282. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1283. if (rand()%1000 > rate)
  1284. continue;
  1285. if (dstsd->autospell2[i].id < 0)
  1286. tbl = bl;
  1287. else
  1288. tbl = src;
  1289. if (skill_get_inf(skillid) & INF_GROUND_SKILL)
  1290. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1291. else {
  1292. switch (skill_get_nk(skillid)) {
  1293. case NK_NO_DAMAGE:
  1294. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1295. break;
  1296. case NK_SPLASH_DAMAGE:
  1297. default:
  1298. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1299. break;
  1300. }
  1301. }
  1302. }
  1303. }
  1304. return 0;
  1305. }
  1306. /*=========================================================================
  1307. Used to knock back players, monsters, traps, etc
  1308. If count&0xf00000, the direction is send in the 6th byte.
  1309. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1310. If count&0x20000, position update packets must not be sent.
  1311. -------------------------------------------------------------------------*/
  1312. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1313. {
  1314. int dx=0,dy=0,nx,ny;
  1315. int x=target->x,y=target->y;
  1316. int dir,ret;
  1317. struct map_session_data *sd=NULL;
  1318. struct mob_data *md=NULL;
  1319. struct pet_data *pd=NULL;
  1320. struct skill_unit *su=NULL;
  1321. nullpo_retr(0, src);
  1322. nullpo_retr(0, target);
  1323. if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
  1324. return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
  1325. switch (target->type) {
  1326. case BL_PC:
  1327. sd=(struct map_session_data *)target;
  1328. break;
  1329. case BL_MOB:
  1330. md=(struct mob_data *)target;
  1331. break;
  1332. case BL_PET:
  1333. pd=(struct pet_data *)target;
  1334. break;
  1335. case BL_SKILL:
  1336. su=(struct skill_unit *)target;
  1337. break;
  1338. default:
  1339. return 0;
  1340. }
  1341. if (count&0xf00000)
  1342. dir = (count>>20)&0xf;
  1343. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1344. dir = status_get_dir(target);
  1345. else
  1346. dir = map_calc_dir(target,src->x,src->y);
  1347. if (dir>=0 && dir<8){
  1348. dx = -dirx[dir];
  1349. dy = -diry[dir];
  1350. }
  1351. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1352. nx=ret>>16;
  1353. ny=ret&0xffff;
  1354. battle_stopwalking(target,0);
  1355. dx = nx - x;
  1356. dy = ny - y;
  1357. if(sd) /* ?面外に?oたので?チ去 */
  1358. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
  1359. else if(md)
  1360. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1361. else if(pd)
  1362. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1363. if(su){
  1364. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1365. }else{
  1366. map_moveblock(target, nx, ny, gettick());
  1367. }
  1368. if(sd) /* ?面?に入ってきたので表示 */
  1369. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  1370. else if(md)
  1371. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1372. else if(pd)
  1373. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1374. if(!(count&0x20000))
  1375. clif_blown(target);
  1376. return 0;
  1377. }
  1378. /*
  1379. * =========================================================================
  1380. * スキル?U??果?�?まとめ
  1381. * flagの?明?B16?i?
  1382. * 00XRTTff
  1383. * ff = magicで計算に渡される?j
  1384. * TT = パケットのtype部分(0でデフォルト?j
  1385. * X = パケットのスキルLv
  1386. * R = 予約?iskill_area_subで使用する?j
  1387. *-------------------------------------------------------------------------
  1388. */
  1389. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1390. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1391. {
  1392. struct Damage dmg;
  1393. struct status_change *sc;
  1394. struct map_session_data *sd=NULL, *tsd=NULL;
  1395. int type,lv,damage,rdamage=0;
  1396. static int tmpdmg = 0;
  1397. if(skillid > 0 && skilllv <= 0) return 0;
  1398. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1399. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1400. nullpo_retr(0, bl); //Target to be attacked.
  1401. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
  1402. return 0;
  1403. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1404. if (
  1405. (src != dsrc || battle_config.skill_caster_check) &&
  1406. !status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
  1407. )
  1408. return 0;
  1409. //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]
  1410. if ((skill_get_nk(skillid) == NK_SPLASH_DAMAGE || skillid == ASC_METEORASSAULT || skillid == SN_SHARPSHOOTING)
  1411. && !status_check_skilluse(dsrc, bl, skillid, 1))
  1412. return 0;
  1413. //uncomment the following to do a check between caster and target. [Skotlex]
  1414. //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
  1415. // if(src->m != bl->m)
  1416. // return 0;
  1417. //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
  1418. //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
  1419. // if(src != dsrc && status_isdead(src))
  1420. // return 0;
  1421. if (dsrc->type == BL_PC)
  1422. sd = (struct map_session_data *)dsrc;
  1423. if (bl->type == BL_PC)
  1424. tsd = (struct map_session_data *)bl;
  1425. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  1426. // if(dsrc->type == BL_PC && skillnotok(skillid, (struct map_session_data *)dsrc))
  1427. // return 0; // [MouseJstr]
  1428. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1429. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフ�?ストノヴァで?Adsrcとblが同じ?�?鰍ネら何もしない
  1430. return 0;
  1431. if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
  1432. return 0;
  1433. //何もしない判定ここまで
  1434. sc= status_get_sc(bl);
  1435. if (sc && !sc->count)
  1436. sc = NULL; //Don't need it.
  1437. if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
  1438. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
  1439. ) { //Bounce back the skill.
  1440. if (--sc->data[SC_KAITE].val2 <= 0)
  1441. status_change_end(bl, SC_KAITE, -1);
  1442. bl = src; //Just make the skill attack yourself @.@
  1443. sc = status_get_sc(bl);
  1444. tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
  1445. if (sc && !sc->count)
  1446. sc = NULL; //Don't need it.
  1447. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1448. return 0; //Spirit of Wizard blocks bounced back spells.
  1449. }
  1450. type=-1;
  1451. lv=(flag>>20)&0xf;
  1452. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
  1453. //Skotlex: Adjusted to the new system
  1454. if(src->type==BL_PET && (struct pet_data *)src)
  1455. { // [Valaris]
  1456. struct pet_data *pd = (struct pet_data *)src;
  1457. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1458. {
  1459. int element = skill_get_pl(skillid);
  1460. if (skillid == -1)
  1461. element = status_get_attack_element(src);
  1462. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1463. dmg.damage2=0;
  1464. dmg.div_= pd->a_skill->div_;
  1465. }
  1466. }
  1467. //マジックロッド?理ここから
  1468. if(attack_type&BF_MAGIC && sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら
  1469. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1470. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1471. if(tsd) {
  1472. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1473. sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
  1474. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1475. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1476. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1477. else if(sp < 1) sp = 1; //1以下の場合は1
  1478. if(tsd->status.sp + sp > tsd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
  1479. sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
  1480. tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
  1481. }
  1482. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1483. tsd->status.sp += sp;
  1484. clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
  1485. tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
  1486. }
  1487. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
  1488. }
  1489. //マジックロッド?理ここまで
  1490. damage = dmg.damage + dmg.damage2;
  1491. if(lv==15)
  1492. lv=-1;
  1493. if( flag&0xff00 )
  1494. type=(flag&0xff00)>>8;
  1495. if((damage <= 0 || damage < dmg.div_)
  1496. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1497. dmg.blewcount = 0;
  1498. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1499. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1500. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1501. }
  1502. //使用者がPCの?�?№フ?�?ここから
  1503. if(sd) {
  1504. //Sorry for removing the Japanese comments, but they were actually distracting
  1505. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1506. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1507. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1508. switch(skillid)
  1509. {
  1510. case MO_TRIPLEATTACK:
  1511. {
  1512. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1513. if (damage < status_get_hp(bl) &&
  1514. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1515. delay += 300 * battle_config.combo_delay_rate / 100;
  1516. status_change_start(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
  1517. sd->attackabletime = sd->canmove_tick = tick + delay;
  1518. clif_combo_delay(src, delay);
  1519. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1520. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1521. break;
  1522. }
  1523. case MO_CHAINCOMBO:
  1524. {
  1525. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1526. if(damage < status_get_hp(bl) &&
  1527. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1528. delay += 300 * battle_config.combo_delay_rate /100;
  1529. status_change_start(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay,0);
  1530. sd->attackabletime = sd->canmove_tick = tick + delay;
  1531. clif_combo_delay(src,delay);
  1532. break;
  1533. }
  1534. case MO_COMBOFINISH:
  1535. {
  1536. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1537. if(damage < status_get_hp(bl) &&
  1538. (
  1539. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1540. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1541. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1542. ))
  1543. delay += 300 * battle_config.combo_delay_rate /100;
  1544. status_change_start(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay,0);
  1545. sd->attackabletime = sd->canmove_tick = tick + delay;
  1546. clif_combo_delay(src,delay);
  1547. break;
  1548. }
  1549. case CH_TIGERFIST:
  1550. { //Tigerfist is now a combo-only skill. [Skotlex]
  1551. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1552. if(damage < status_get_hp(bl) &&
  1553. (
  1554. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1555. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1556. ))
  1557. delay += 300 * battle_config.combo_delay_rate /100;
  1558. status_change_start(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay,0);
  1559. sd->attackabletime = sd->canmove_tick = tick + delay;
  1560. clif_combo_delay(src,delay);
  1561. break;
  1562. }
  1563. case CH_CHAINCRUSH:
  1564. {
  1565. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1566. if(damage < status_get_hp(bl))
  1567. delay += 300 * battle_config.combo_delay_rate /100;
  1568. status_change_start(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay,0);
  1569. sd->attackabletime = sd->canmove_tick = tick + delay;
  1570. clif_combo_delay(src,delay);
  1571. break;
  1572. }
  1573. case AC_DOUBLE:
  1574. {
  1575. int race = status_get_race(bl);
  1576. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1577. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1578. status_change_start(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000,0);
  1579. clif_combo_delay(src,2000);
  1580. }
  1581. break;
  1582. }
  1583. case TK_COUNTER:
  1584. { //bonus from SG_FRIEND [Komurka]
  1585. int level;
  1586. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1587. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1588. }
  1589. case TK_STORMKICK:
  1590. case TK_DOWNKICK:
  1591. case TK_TURNKICK:
  1592. // Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
  1593. sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
  1594. break;
  1595. case SL_STIN:
  1596. case SL_STUN:
  1597. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1598. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
  1599. break;
  1600. } //Switch End
  1601. }
  1602. if (damage > 0 && src != bl && src == dsrc)
  1603. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1604. //武器スキル?ここまで
  1605. switch(skillid){
  1606. case AS_SPLASHER:
  1607. case ASC_METEORASSAULT:
  1608. case SG_SUN_WARM:
  1609. case SG_MOON_WARM:
  1610. case SG_STAR_WARM:
  1611. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1612. break;
  1613. case ASC_BREAKER: // [celest]
  1614. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1615. tmpdmg = damage; // store the temporary weapon damage
  1616. } else { // only display damage for the 2nd attack
  1617. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1618. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1619. damage += tmpdmg; // add weapon and magic damage
  1620. tmpdmg = 0; // clear the temporary weapon damage
  1621. if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
  1622. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1623. }
  1624. break;
  1625. case NPC_SELFDESTRUCTION:
  1626. if(src->type==BL_PC)
  1627. dmg.blewcount = 10;
  1628. break;
  1629. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1630. case SN_SHARPSHOOTING:
  1631. case TF_DOUBLE:
  1632. clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1633. break;
  1634. default:
  1635. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1636. }
  1637. map_freeblock_lock();
  1638. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1639. && pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
  1640. && damage < tsd->status.hp)
  1641. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1642. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1643. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1644. {
  1645. //?に?んでいるスキルがあれば該?スキルを消す
  1646. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1647. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1648. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1649. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1650. }
  1651. tsd->cloneskill_id = skillid;
  1652. tsd->status.skill[skillid].id = skillid;
  1653. tsd->status.skill[skillid].lv = skilllv;
  1654. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1655. tsd->status.skill[skillid].lv = lv;
  1656. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1657. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1658. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1659. clif_skillinfoblock(tsd);
  1660. }
  1661. }
  1662. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1663. struct skill_unit* su = (struct skill_unit*)bl;
  1664. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1665. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1666. }
  1667. if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
  1668. battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1669. if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
  1670. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1671. }
  1672. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1673. if (dmg.blewcount > 0 && !status_isdead(bl))
  1674. skill_blown(dsrc,bl,dmg.blewcount);
  1675. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1676. if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
  1677. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
  1678. }
  1679. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1680. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1681. int rate = 50 + skilllv * 5;
  1682. rate = rate + (s_lv - t_lv);
  1683. if(rand()%100 < rate)
  1684. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1685. }
  1686. if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
  1687. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1688. /* ダ�??ジがあるなら追加?果判定 */
  1689. if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1690. {
  1691. struct mob_data *md=(struct mob_data *)bl;
  1692. // nullpo_retr(0, md); //Just so you know.. these are useless. When you cast a pointer, the pointer still is the same, so if bl is not null, the after-casted pointer will never be nulll :/ [Skotlex]
  1693. if(battle_config.mob_changetarget_byskill && sd)
  1694. {
  1695. int target ;
  1696. target=md->target_id;
  1697. md->target_id=src->id;
  1698. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1699. md->target_id=target;
  1700. }
  1701. else
  1702. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1703. }
  1704. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1705. int hp = 0,sp = 0;
  1706. if(sd->right_weapon.hp_drain_rate && sd->right_weapon.hp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.hp_drain_rate) {
  1707. hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
  1708. if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1709. else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1710. }
  1711. if(sd->left_weapon.hp_drain_rate && sd->left_weapon.hp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.hp_drain_rate) {
  1712. hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
  1713. if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1714. else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1715. }
  1716. if(sd->right_weapon.sp_drain_rate > 0 && sd->right_weapon.sp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.sp_drain_rate) {
  1717. sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
  1718. if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1719. else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1720. }
  1721. if(sd->left_weapon.sp_drain_rate > 0 && sd->left_weapon.sp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.sp_drain_rate) {
  1722. sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
  1723. if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1724. else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1725. }
  1726. if(hp || sp)
  1727. pc_heal(sd,hp,sp);
  1728. if (sd->sp_drain_type && bl->type == BL_PC)
  1729. battle_heal(NULL,bl,0,-sp,0);
  1730. }
  1731. if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
  1732. if (attack_type&BF_WEAPON)
  1733. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1734. else
  1735. battle_damage(bl,src,rdamage,0);
  1736. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1737. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1738. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1739. }
  1740. if (!(flag & 1) &&
  1741. (
  1742. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1743. ) &&
  1744. (sc = status_get_sc(src)) &&
  1745. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1746. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1747. {
  1748. skill_castend_delay (src, bl, skillid, skilllv, tick + dmg.div_*dmg.amotion, flag|1);
  1749. }
  1750. map_freeblock_unlock();
  1751. return damage; /* ?ダ�?を返す */
  1752. }
  1753. /*==========================================
  1754. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1755. * flagについて?F16?i?を確認
  1756. * MSB <- 00fTffff ->LSB
  1757. * T =タ?ゲット選?用(BCT_*)
  1758. * ffff=自由に使用可能
  1759. * 0 =予約?B0に固定
  1760. *------------------------------------------
  1761. */
  1762. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1763. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1764. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1765. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1766. int skill_area_sub( struct block_list *bl,va_list ap )
  1767. {
  1768. struct block_list *src;
  1769. int skill_id,skill_lv,flag;
  1770. unsigned int tick;
  1771. SkillFunc func;
  1772. nullpo_retr(0, bl);
  1773. nullpo_retr(0, ap);
  1774. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1775. return 0;
  1776. src=va_arg(ap,struct block_list *); //ここではsrcの値を??ニしていないのでNULLチェックはしない
  1777. skill_id=va_arg(ap,int);
  1778. skill_lv=va_arg(ap,int);
  1779. tick=va_arg(ap,unsigned int);
  1780. flag=va_arg(ap,int);
  1781. func=va_arg(ap,SkillFunc);
  1782. if(battle_check_target(src,bl,flag) > 0)
  1783. func(src,bl,skill_id,skill_lv,tick,flag);
  1784. return 0;
  1785. }
  1786. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1787. {
  1788. struct skill_unit *unit;
  1789. int *c;
  1790. int skillid,g_skillid;
  1791. nullpo_retr(0, bl);
  1792. nullpo_retr(0, ap);
  1793. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1794. nullpo_retr(0, c = va_arg(ap,int *));
  1795. if(bl->prev == NULL || bl->type != BL_SKILL)
  1796. return 0;
  1797. if(!unit->alive)
  1798. return 0;
  1799. skillid = va_arg(ap,int);
  1800. g_skillid = unit->group->skill_id;
  1801. switch (skillid)
  1802. {
  1803. case MG_SAFETYWALL:
  1804. case AL_PNEUMA:
  1805. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1806. return 0;
  1807. break;
  1808. case AL_WARP:
  1809. case HT_SKIDTRAP:
  1810. case HT_LANDMINE:
  1811. case HT_ANKLESNARE:
  1812. case HT_SHOCKWAVE:
  1813. case HT_SANDMAN:
  1814. case HT_FLASHER:
  1815. case HT_FREEZINGTRAP:
  1816. case HT_BLASTMINE:
  1817. case HT_CLAYMORETRAP:
  1818. case HT_TALKIEBOX:
  1819. case HP_BASILICA:
  1820. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1821. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1822. return 0;
  1823. break;
  1824. default: //Avoid stacking with same kind of trap. [Skotlex]
  1825. if (g_skillid != skillid)
  1826. return 0;
  1827. break;
  1828. }
  1829. (*c)++;
  1830. return 1;
  1831. }
  1832. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1833. {
  1834. int c = 0;
  1835. int range = skill_get_unit_range(skillid);
  1836. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1837. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1838. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1839. return 0;
  1840. }
  1841. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1842. range += layout_type;
  1843. map_foreachinarea(skill_check_unit_range_sub,m,
  1844. x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
  1845. return c;
  1846. }
  1847. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1848. {
  1849. int *c;
  1850. int skillid;
  1851. nullpo_retr(0, bl);
  1852. nullpo_retr(0, ap);
  1853. nullpo_retr(0, c = va_arg(ap,int *));
  1854. if(bl->prev == NULL)
  1855. return 0;
  1856. if(status_isdead(bl))
  1857. return 0;
  1858. skillid = va_arg(ap,int);
  1859. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1860. return 0;
  1861. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  1862. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1863. (*c)++;
  1864. return 1;
  1865. }
  1866. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  1867. {
  1868. int c = 0, range, type;
  1869. switch (skillid) { // to be expanded later
  1870. case WZ_ICEWALL:
  1871. range = 2;
  1872. break;
  1873. default:
  1874. {
  1875. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1876. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1877. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1878. return 0;
  1879. }
  1880. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1881. range = skill_get_unit_range(skillid) + layout_type;
  1882. }
  1883. break;
  1884. }
  1885. // if the caster is a monster/NPC, only check for players
  1886. // otherwise just check characters
  1887. if (bl->type == BL_PC)
  1888. type = BL_CHAR;
  1889. else
  1890. type = BL_PC;
  1891. map_foreachinarea(skill_check_unit_range2_sub, m,
  1892. x - range, y - range, x + range, y + range,
  1893. type, &c, skillid);
  1894. return c;
  1895. }
  1896. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  1897. {
  1898. struct map_session_data *sd;
  1899. int gid, id, *flag;
  1900. nullpo_retr(0, sd = (struct map_session_data *)bl);
  1901. nullpo_retr(0, ap);
  1902. id = va_arg(ap,int);
  1903. gid = va_arg(ap,int);
  1904. if (sd->status.guild_id != gid)
  1905. return 0;
  1906. nullpo_retr(0, flag = va_arg(ap,int *));
  1907. if (flag && *flag > 0) {
  1908. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  1909. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  1910. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  1911. status_calc_pc (sd, 0);
  1912. }
  1913. return 0;
  1914. }
  1915. status_change_start(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0, 0);
  1916. }
  1917. return 0;
  1918. }
  1919. /*=========================================================================
  1920. * 範?スキル使用?�??ャ分けここから
  1921. */
  1922. /* ??ロの?をカウントする?B?iskill_area_temp[0]を?炎匀サしておくこと?j */
  1923. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1924. {
  1925. if(skill_area_temp[0] < 0xffff)
  1926. skill_area_temp[0]++;
  1927. return 1;
  1928. }
  1929. int skill_count_water(struct block_list *src,int range)
  1930. {
  1931. int i,x,y,cnt = 0,size = range*2+1;
  1932. struct skill_unit *unit;
  1933. for (i=0;i<size*size;i++) {
  1934. x = src->x+(i%size-range);
  1935. y = src->y+(i/size-range);
  1936. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  1937. cnt++;
  1938. continue;
  1939. }
  1940. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  1941. if (unit) {
  1942. cnt++;
  1943. skill_delunit(unit);
  1944. }
  1945. }
  1946. return cnt;
  1947. }
  1948. /*==========================================
  1949. *
  1950. *------------------------------------------
  1951. */
  1952. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  1953. {
  1954. struct map_session_data *sd = NULL;
  1955. struct mob_data *md = NULL;
  1956. struct pet_data *pd = NULL;
  1957. struct block_list *src = map_id2bl(id),*target;
  1958. struct skill_timerskill *skl = NULL;
  1959. int range;
  1960. nullpo_retr(0, src);
  1961. if(src->type == BL_PC) {
  1962. nullpo_retr(0, sd = (struct map_session_data *)src);
  1963. skl = &sd->skilltimerskill[data];
  1964. }
  1965. else if(src->type == BL_MOB) {
  1966. nullpo_retr(0, md = (struct mob_data *)src);
  1967. skl = &md->skilltimerskill[data];
  1968. }
  1969. else if(src->type == BL_PET) { // [Valaris]
  1970. nullpo_retr(0, pd = (struct pet_data *)src);
  1971. skl = &pd->skilltimerskill[data];
  1972. }
  1973. else
  1974. return 0;
  1975. nullpo_retr(0, skl);
  1976. skl->timer = -1;
  1977. if (sd) {
  1978. sd->timerskill_count--;
  1979. }
  1980. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  1981. if(src->prev == NULL)
  1982. return 0;
  1983. if(skl->target_id) {
  1984. struct block_list tbl;
  1985. target = map_id2bl(skl->target_id);
  1986. if(skl->skill_id == RG_INTIMIDATE) {
  1987. if(target == NULL) {
  1988. target = &tbl; //?炎匀サしてないのにアドレス突っ?んでいいのかな?H
  1989. target->type = BL_NUL;
  1990. target->m = src->m;
  1991. target->prev = target->next = NULL;
  1992. }
  1993. }
  1994. if(target == NULL)
  1995. return 0;
  1996. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  1997. return 0;
  1998. if(src->m != target->m)
  1999. return 0;
  2000. if(sd && pc_isdead(sd))
  2001. return 0;
  2002. if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
  2003. return 0;
  2004. switch(skl->skill_id) {
  2005. case RG_INTIMIDATE:
  2006. if(sd && !map[src->m].flag.noteleport) {
  2007. int x,y,i,j;
  2008. pc_randomwarp(sd,3);
  2009. for(i=0;i<16;i++) {
  2010. j = rand()%8;
  2011. x = sd->bl.x + dirx[j];
  2012. y = sd->bl.y + diry[j];
  2013. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  2014. break;
  2015. }
  2016. if(i >= 16) {
  2017. x = sd->bl.x;
  2018. y = sd->bl.y;
  2019. }
  2020. if(target->prev != NULL) {
  2021. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2022. pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
  2023. else if(target->type == BL_MOB)
  2024. mob_warp((struct mob_data *)target,-1,x,y,3);
  2025. }
  2026. }
  2027. else if(md && !map[src->m].flag.monster_noteleport) {
  2028. int x,y,i,j;
  2029. mob_warp(md,-1,-1,-1,3);
  2030. for(i=0;i<16;i++) {
  2031. j = rand()%8;
  2032. x = md->bl.x + dirx[j];
  2033. y = md->bl.y + diry[j];
  2034. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  2035. break;
  2036. }
  2037. if(i >= 16) {
  2038. x = md->bl.x;
  2039. y = md->bl.y;
  2040. }
  2041. if(target->prev != NULL) {
  2042. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2043. pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
  2044. else if(target->type == BL_MOB)
  2045. mob_warp((struct mob_data *)target,-1,x,y,3);
  2046. }
  2047. }
  2048. break;
  2049. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2050. case DC_SCREAM: /* スクリ?ム */
  2051. range=battle_config.area_size; //視界全?
  2052. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2053. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2054. break;
  2055. case WZ_WATERBALL:
  2056. if (skl->type>1) {
  2057. skl->timer = 0; // skill_addtimerskillで使用されないように
  2058. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2059. skl->timer = -1;
  2060. }
  2061. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2062. if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
  2063. // should put outside of the switch, but since this is the only
  2064. // mage targetted spell for now,
  2065. struct status_change *sc = status_get_sc(src);
  2066. if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
  2067. status_change_end(src,SC_MAGICPOWER,-1);
  2068. }
  2069. break;
  2070. default:
  2071. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2072. break;
  2073. }
  2074. }
  2075. else {
  2076. if(src->m != skl->map)
  2077. return 0;
  2078. switch(skl->skill_id) {
  2079. case WZ_METEOR:
  2080. if(skl->type >= 0) {
  2081. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2082. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2083. }
  2084. else
  2085. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2086. break;
  2087. }
  2088. }
  2089. return 0;
  2090. }
  2091. /*==========================================
  2092. *
  2093. *------------------------------------------
  2094. */
  2095. 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)
  2096. {
  2097. int i, max;
  2098. unsigned short *count=NULL;;
  2099. struct skill_timerskill *sts = NULL;
  2100. nullpo_retr(1, src);
  2101. switch (src->type) {
  2102. case BL_PC:
  2103. sts = ((struct map_session_data *)src)->skilltimerskill;
  2104. max = MAX_SKILLTIMERSKILL;
  2105. count = &((struct map_session_data *)src)->timerskill_count;
  2106. break;
  2107. case BL_MOB:
  2108. sts = ((struct mob_data *)src)->skilltimerskill;
  2109. max = MAX_MOBSKILLTIMERSKILL;
  2110. break;
  2111. case BL_PET:
  2112. sts = ((struct pet_data *)src)->skilltimerskill;
  2113. max = MAX_MOBSKILLTIMERSKILL;
  2114. break;
  2115. default:
  2116. return 1;
  2117. }
  2118. for(i=0;i<max && sts[i].timer != -1;i++);
  2119. if (i>=max) return 1;
  2120. sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2121. sts[i].src_id = src->id;
  2122. sts[i].target_id = target;
  2123. sts[i].skill_id = skill_id;
  2124. sts[i].skill_lv = skill_lv;
  2125. sts[i].map = src->m;
  2126. sts[i].x = x;
  2127. sts[i].y = y;
  2128. sts[i].flag = flag;
  2129. if (count)
  2130. (*count)++;
  2131. return 0;
  2132. }
  2133. /*==========================================
  2134. *
  2135. *------------------------------------------
  2136. */
  2137. int skill_cleartimerskill(struct block_list *src)
  2138. {
  2139. int i, max;
  2140. unsigned short *count=NULL;
  2141. struct skill_timerskill *sts = NULL;
  2142. nullpo_retr(0, src);
  2143. switch (src->type) {
  2144. case BL_PC:
  2145. sts = ((struct map_session_data *)src)->skilltimerskill;
  2146. max = MAX_SKILLTIMERSKILL;
  2147. count = &((struct map_session_data *)src)->timerskill_count;
  2148. break;
  2149. case BL_MOB:
  2150. sts = ((struct mob_data *)src)->skilltimerskill;
  2151. max = MAX_MOBSKILLTIMERSKILL;
  2152. break;
  2153. case BL_PET:
  2154. sts = ((struct pet_data *)src)->skilltimerskill;
  2155. max = MAX_MOBSKILLTIMERSKILL;
  2156. break;
  2157. default:
  2158. return 0;
  2159. }
  2160. if (count) {
  2161. for(i=0;i<max && *count > 0;i++) {
  2162. if(sts[i].timer != -1) {
  2163. delete_timer(sts[i].timer, skill_timerskill);
  2164. sts[i].timer = -1;
  2165. (*count)--;
  2166. }
  2167. }
  2168. } else {
  2169. for(i=0;i<max;i++) {
  2170. if(sts[i].timer != -1) {
  2171. delete_timer(sts[i].timer, skill_timerskill);
  2172. sts[i].timer = -1;
  2173. }
  2174. }
  2175. }
  2176. return 0;
  2177. }
  2178. struct castend_delay {
  2179. struct block_list *src;
  2180. int target;
  2181. int id;
  2182. int lv;
  2183. int flag;
  2184. };
  2185. int skill_castend_delay_sub (int tid, unsigned int tick, int id, int data)
  2186. {
  2187. struct castend_delay *dat = (struct castend_delay *)data;
  2188. struct block_list *target = map_id2bl(dat->target);
  2189. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL)
  2190. skill_castend_damage_id(dat->src, target, dat->id, dat->lv, tick, dat->flag);
  2191. aFree(dat);
  2192. return 0;
  2193. }
  2194. int skill_castend_delay (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2195. {
  2196. struct castend_delay *dat;
  2197. nullpo_retr(0, src);
  2198. nullpo_retr(0, bl);
  2199. dat = (struct castend_delay *)aCalloc(1, sizeof(struct castend_delay));
  2200. dat->src = src;
  2201. dat->target = bl->id;
  2202. dat->id = skillid;
  2203. dat->lv = skilllv;
  2204. dat->flag = flag;
  2205. add_timer (tick, skill_castend_delay_sub, src->id, (int)dat);
  2206. return 0;
  2207. }
  2208. /* 範?スキル使用?�??ャ分けここまで
  2209. * -------------------------------------------------------------------------
  2210. */
  2211. /*==========================================
  2212. * スキル使用?i詠?・完了?AID指定?U?系?j
  2213. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2214. *------------------------------------------
  2215. */
  2216. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2217. {
  2218. struct map_session_data *sd = NULL, *tsd = NULL;
  2219. struct status_change *sc;
  2220. if(skillid < 0)
  2221. { // remove the debug print when this case is finished
  2222. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2223. src, bl,skillid,skilllv,tick,flag);
  2224. return 0;
  2225. }
  2226. if (skillid > 0 && skilllv <= 0) return 0;
  2227. nullpo_retr(1, src);
  2228. nullpo_retr(1, bl);
  2229. if (src->m != bl->m)
  2230. return 1;
  2231. if (src->type == BL_PC) {
  2232. nullpo_retr(1, sd = (struct map_session_data *)src);
  2233. }
  2234. if (bl->prev == NULL)
  2235. return 1;
  2236. if (bl->type == BL_PC) {
  2237. nullpo_retr(1, tsd = (struct map_session_data *)bl);
  2238. }
  2239. if ((skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) && src != bl)
  2240. bl = src;
  2241. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2242. return 1;
  2243. sc = status_get_sc(src);
  2244. if (sc && !sc->count)
  2245. sc = NULL; //Unneeded
  2246. map_freeblock_lock();
  2247. switch(skillid)
  2248. {
  2249. /* �?器?U?系スキル */
  2250. case SM_BASH: /* バッシュ */
  2251. case MC_MAMMONITE: /* �?マ?ナイト */
  2252. case TF_DOUBLE:
  2253. case AC_DOUBLE: /* ダブルストレイフィング */
  2254. case AC_SHOWER: /* ア�??シャ�?? */
  2255. case AS_SONICBLOW: /* ソニックブ�?? */
  2256. case KN_PIERCE: /* ピア?ス */
  2257. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2258. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2259. case TF_POISON: /* インベナム */
  2260. case TF_SPRINKLESAND: /* ?サまき */
  2261. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2262. case RG_RAID: /* サプライズアタック */
  2263. case RG_INTIMIDATE: /* インティミデイト */
  2264. case AM_ACIDTERROR: /* アシッドテラ? */
  2265. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2266. case DC_THROWARROW: /* 矢?ち */
  2267. case BA_DISSONANCE: /* 不協和音 */
  2268. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2269. case NPC_DARKCROSS:
  2270. case CR_SHIELDCHARGE:
  2271. case CR_SHIELDBOOMERANG:
  2272. /* 以下MOB?用 */
  2273. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2274. case NPC_PIERCINGATT:
  2275. case NPC_MENTALBREAKER:
  2276. case NPC_RANGEATTACK:
  2277. case NPC_CRITICALSLASH:
  2278. case NPC_COMBOATTACK:
  2279. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2280. case NPC_GUIDEDATTACK:
  2281. case NPC_POISON:
  2282. case NPC_BLINDATTACK:
  2283. case NPC_SILENCEATTACK:
  2284. case NPC_STUNATTACK:
  2285. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2286. case NPC_PETRIFYATTACK:
  2287. case NPC_CURSEATTACK:
  2288. case NPC_SLEEPATTACK:
  2289. case NPC_RANDOMATTACK:
  2290. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2291. case NPC_WATERATTACK:
  2292. case NPC_GROUNDATTACK:
  2293. case NPC_FIREATTACK:
  2294. case NPC_WINDATTACK:
  2295. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2296. case NPC_POISONATTACK:
  2297. case NPC_HOLYATTACK:
  2298. case NPC_DARKNESSATTACK:
  2299. case NPC_TELEKINESISATTACK:
  2300. case NPC_UNDEADATTACK:
  2301. case LK_AURABLADE: /* オ?ラブレ?ド */
  2302. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2303. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2304. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2305. case CG_ARROWVULCAN: /* ア�??バルカン */
  2306. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2307. case ASC_METEORASSAULT: /* �?テオアサルト */
  2308. case ITM_TOMAHAWK:
  2309. case MO_TRIPLEATTACK:
  2310. case CH_CHAINCRUSH: /* 連柱崩? */
  2311. case CH_TIGERFIST: /* 伏虎�? */
  2312. case PA_SHIELDCHAIN: // Shield Chain
  2313. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2314. case WS_CARTTERMINATION: // Cart Termination
  2315. case AS_VENOMKNIFE:
  2316. case HT_PHANTASMIC:
  2317. case HT_POWER:
  2318. case TK_DOWNKICK:
  2319. case TK_COUNTER:
  2320. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2321. break;
  2322. case MO_COMBOFINISH:
  2323. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2324. { //Becomes a splash attack when Soul Linked.
  2325. map_foreachinarea(skill_area_sub,
  2326. bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_CHAR,
  2327. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2328. skill_castend_damage_id);
  2329. } else
  2330. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2331. break;
  2332. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2334. map_foreachinarea(skill_attack_area, src->m,
  2335. src->x-2, src->y-2, src->x+2, src->y+2, BL_CHAR,
  2336. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2337. break;
  2338. case TK_JUMPKICK:
  2339. if(sd) {
  2340. if (!pc_can_move(sd))
  2341. return 0;
  2342. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2343. pc_movepos(sd,bl->x,bl->y,0);
  2344. clif_slide(src,bl->x,bl->y);
  2345. }
  2346. break;
  2347. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2348. // Separate weapon and magic attacks
  2349. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2350. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2351. break;
  2352. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2353. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2354. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,2,BL_CHAR,
  2355. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2356. break;
  2357. case MO_INVESTIGATE: /* ?勁 */
  2358. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2359. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2360. status_change_end(src,SC_BLADESTOP,-1);
  2361. break;
  2362. case RG_BACKSTAP: /* バックスタブ */
  2363. {
  2364. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
  2365. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2366. if (sc && sc->data[SC_HIDING].timer != -1)
  2367. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2368. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2369. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2370. if (tsd)
  2371. tsd->dir = dir;
  2372. else if (bl->type == BL_MOB) {
  2373. struct mob_data *tmd = (struct mob_data *)bl;
  2374. if (tmd) tmd->dir = dir;
  2375. }
  2376. clif_changed_dir(bl);
  2377. }
  2378. else if (sd)
  2379. clif_skill_fail(sd,skillid,0,0);
  2380. }
  2381. break;
  2382. case MO_FINGEROFFENSIVE: /* 指? */
  2383. {
  2384. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2385. if (battle_config.finger_offensive_type && sd) {
  2386. int i;
  2387. for (i = 1; i < sd->spiritball_old; i++)
  2388. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2389. sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
  2390. }
  2391. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2392. status_change_end(src,SC_BLADESTOP,-1);
  2393. }
  2394. break;
  2395. case MO_CHAINCOMBO: /* 連打?カ */
  2396. {
  2397. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2398. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2399. status_change_end(src,SC_BLADESTOP,-1);
  2400. }
  2401. break;
  2402. case KN_CHARGEATK:
  2403. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2404. {
  2405. if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
  2406. struct walkpath_data wpd;
  2407. int dx,dy,speed;
  2408. if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
  2409. clif_skill_fail(sd,skillid,0,0);
  2410. break;
  2411. }
  2412. dx = bl->x - sd->bl.x;
  2413. dy = bl->y - sd->bl.y;
  2414. if(dx > 0) dx++;
  2415. else if(dx < 0) dx--;
  2416. if (dy > 0) dy++;
  2417. else if(dy < 0) dy--;
  2418. if(dx == 0 && dy == 0) dx++;
  2419. if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2420. dx = bl->x - sd->bl.x;
  2421. dy = bl->y - sd->bl.y;
  2422. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2423. clif_skill_fail(sd,skillid,0,0);
  2424. break;
  2425. }
  2426. }
  2427. sd->to_x = sd->bl.x + dx;
  2428. sd->to_y = sd->bl.y + dy;
  2429. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2430. flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
  2431. 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]
  2432. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2433. else
  2434. clif_skill_fail(sd,skillid,0,0);
  2435. speed = sd->speed;
  2436. sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
  2437. // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
  2438. clif_walkok(sd);
  2439. clif_movechar(sd);
  2440. if(dx < 0) dx = -dx;
  2441. if(dy < 0) dy = -dy;
  2442. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2443. if(sd->canact_tick < sd->canmove_tick)
  2444. sd->canact_tick = sd->canmove_tick;
  2445. sd->speed = speed;
  2446. // clif_updatestatus(sd, SP_SPEED);
  2447. pc_movepos(sd,sd->to_x,sd->to_y,1);
  2448. }
  2449. else //Assume minimum distance of 1 for Charge.
  2450. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2451. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2452. {
  2453. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2454. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2455. if (sc->data[SC_BLADESTOP].timer != -1)
  2456. status_change_end(src,SC_BLADESTOP,-1);
  2457. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2458. status_change_end(src,SC_COMBO,-1);
  2459. }
  2460. }
  2461. break;
  2462. /* �?器系範??U?スキル */
  2463. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2464. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2465. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2466. if(flag&1){
  2467. /* 個別にダ�??ジを?える */
  2468. if(bl->id!=skill_area_temp[1]){
  2469. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2470. 0x0500);
  2471. }
  2472. } else {
  2473. int ar = 1;
  2474. int x = bl->x, y = bl->y;
  2475. switch (skillid) {
  2476. case NPC_SPLASHATTACK:
  2477. ar=3;
  2478. break;
  2479. }
  2480. skill_area_temp[1]=bl->id;
  2481. skill_area_temp[2]=x;
  2482. skill_area_temp[3]=y;
  2483. /* まずタ?ゲットに?U?を加える */
  2484. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2485. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2486. map_foreachinarea(skill_area_sub,
  2487. bl->m,x-ar,y-ar,x+ar,y+ar,BL_CHAR,
  2488. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2489. skill_castend_damage_id);
  2490. }
  2491. break;
  2492. case AS_SPLASHER:
  2493. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2494. if (bl->id != skill_area_temp[1])
  2495. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2496. else
  2497. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2498. } else {
  2499. skill_area_temp[0] = 0;
  2500. skill_area_temp[1] = bl->id;
  2501. map_foreachinarea(skill_area_sub, bl->m,
  2502. bl->x-2, bl->y-2, bl->x+2, bl->y+2, BL_CHAR,
  2503. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2504. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2505. map_foreachinarea(skill_area_sub, bl->m,
  2506. bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
  2507. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2508. skill_castend_damage_id);
  2509. }
  2510. break;
  2511. case SM_MAGNUM:
  2512. if(flag&1){
  2513. int dist = distance_blxy (bl, skill_area_temp[2], skill_area_temp[3]);
  2514. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2515. 0x0500|dist);
  2516. } else {
  2517. skill_area_temp[1]=src->id;
  2518. skill_area_temp[2]=src->x;
  2519. skill_area_temp[3]=src->y;
  2520. map_foreachinarea(skill_area_sub,
  2521. src->m,src->x-2,src->y-2,src->x+2,src->y+2,BL_CHAR,
  2522. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2523. skill_castend_damage_id);
  2524. status_change_start (src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv),0); //Initiate 10% of your damage becomes fire element.
  2525. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2526. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  2527. }
  2528. break;
  2529. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2530. if(flag&1){
  2531. /* 個別にダ�??ジを?える */
  2532. if(bl->id!=skill_area_temp[1])
  2533. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2534. } else {
  2535. int i,c; /* 他?lから聞いた動きなので間違ってる可能?ォ大?�?率が?いっす?�?� */
  2536. /* まずタ?[ゲットに?U撃を加える */
  2537. c = skill_get_blewcount(skillid,skilllv);
  2538. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2539. c = 0;
  2540. for(i=0;i<c;i++){
  2541. skill_blown(src,bl,0x20000|1);
  2542. skill_area_temp[0]=0;
  2543. map_foreachinarea(skill_area_sub,
  2544. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
  2545. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2546. skill_area_sub_count);
  2547. if(skill_area_temp[0]>1) break;
  2548. }
  2549. clif_blown(bl); //Update target pos.
  2550. skill_area_temp[1]=bl->id;
  2551. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2552. map_foreachinarea(skill_area_sub,
  2553. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
  2554. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2555. skill_castend_damage_id);
  2556. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2557. }
  2558. break;
  2559. case KN_SPEARSTAB: /* スピアスタブ */
  2560. if(flag&1){
  2561. /* 個別にダ�??[ジを与える */
  2562. if (bl->id==skill_area_temp[1])
  2563. break;
  2564. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2565. skill_blown(src,bl,skill_area_temp[2]);
  2566. } else {
  2567. int x=bl->x,y=bl->y,i,dir;
  2568. /* まずタ?[ゲットに?U撃を加える */
  2569. dir = map_calc_dir(bl,src->x,src->y);
  2570. skill_area_temp[1] = bl->id;
  2571. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2572. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2573. skill_blown(src,bl,skill_area_temp[2]);
  2574. for (i=0;i<4;i++) {
  2575. map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,BL_CHAR,
  2576. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2577. skill_castend_damage_id);
  2578. x += dirx[dir];
  2579. y += diry[dir];
  2580. }
  2581. }
  2582. break;
  2583. case TK_TURNKICK:
  2584. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2585. {
  2586. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2587. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2588. map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
  2589. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2590. skill_castend_nodamage_id);
  2591. }
  2592. break;
  2593. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2594. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2595. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2596. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2597. break;
  2598. case ALL_RESURRECTION: /* リザレクション */
  2599. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2600. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2601. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2602. break;
  2603. /* 魔法系スキル */
  2604. case MG_SOULSTRIKE: /* ソウルストライク */
  2605. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2606. case MG_COLDBOLT: /* コ?[ルドボルト */
  2607. case MG_FIREBOLT: /* ファイア?[ボルト */
  2608. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2609. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2610. case AL_HEAL: /* ヒ?[ル */
  2611. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2612. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2613. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2614. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2615. case PR_ASPERSIO: /* アスペルシオ */
  2616. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2617. case WZ_SIGHTBLASTER:
  2618. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2619. break;
  2620. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2621. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2622. if (skilllv>1) {
  2623. int range = skilllv/2;
  2624. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2625. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2626. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2627. cnt--;
  2628. if (cnt > 0)
  2629. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2630. skillid,skilllv,cnt,flag);
  2631. }
  2632. break;
  2633. case PR_BENEDICTIO: /* ?ケ??~福 */
  2634. { //Should attack undead and demons. [Skotlex]
  2635. int race = status_get_race(bl);
  2636. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2637. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2638. }
  2639. break;
  2640. /* 魔法系範??U?スキル */
  2641. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2642. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2643. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2644. if (flag & 1) {
  2645. /* 個別にダ�??ジを?える */
  2646. if (bl->id != skill_area_temp[1]){
  2647. if(skillid == MG_FIREBALL){ /* ファイヤ?ボ?ルなら中?Sからの距離を計算 */
  2648. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2649. }
  2650. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2651. skill_area_temp[0]| 0x0500);
  2652. }
  2653. } else {
  2654. int ar;
  2655. skill_area_temp[0]=0;
  2656. skill_area_temp[1]=bl->id;
  2657. switch (skillid) {
  2658. case MG_NAPALMBEAT:
  2659. ar = 1;
  2660. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2661. map_foreachinarea(skill_area_sub,
  2662. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,BL_CHAR,
  2663. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2664. skill_area_sub_count);
  2665. break;
  2666. case MG_FIREBALL:
  2667. ar = 2;
  2668. skill_area_temp[2]=bl->x;
  2669. skill_area_temp[3]=bl->y;
  2670. break;
  2671. case WZ_SIGHTRASHER:
  2672. default:
  2673. ar = 3;
  2674. bl = src;
  2675. status_change_end(src,SC_SIGHT,-1);
  2676. break;
  2677. }
  2678. if (skillid==WZ_SIGHTRASHER) {
  2679. /* スキルエフェクト表示 */
  2680. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2681. } else {
  2682. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2683. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2684. skill_area_temp[0]);
  2685. }
  2686. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2687. map_foreachinarea(skill_area_sub,
  2688. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,BL_CHAR,
  2689. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2690. skill_castend_damage_id);
  2691. }
  2692. break;
  2693. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2694. if (flag & 1) {
  2695. if (bl->id != skill_area_temp[1])
  2696. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2697. } else {
  2698. skill_area_temp[0] = 0;
  2699. skill_area_temp[1] = bl->id;
  2700. map_foreachinarea(skill_area_sub, bl->m,
  2701. bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
  2702. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2703. skill_area_sub_count);
  2704. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2705. map_foreachinarea(skill_area_sub, bl->m,
  2706. bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
  2707. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2708. skill_castend_damage_id);
  2709. }
  2710. break;
  2711. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  2712. map_foreachinarea(skill_attack_area, src->m,
  2713. src->x-5, src->y-5, bl->x+5, bl->y+5, BL_CHAR,
  2714. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2715. break;
  2716. case SL_STIN:
  2717. case SL_STUN:
  2718. case SL_SMA:
  2719. if (sd && bl->type != BL_MOB) {
  2720. status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
  2721. clif_skill_fail(sd,skillid,0,0);
  2722. break;
  2723. }
  2724. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2725. break;
  2726. /* その他 */
  2727. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2728. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2729. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2730. } else {
  2731. skill_area_temp[0] = 0;
  2732. skill_area_temp[1] = bl->id;
  2733. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2734. map_foreachinarea(skill_area_sub, bl->m,
  2735. bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
  2736. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2737. map_foreachinarea(skill_area_sub, bl->m,
  2738. bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
  2739. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2740. skill_castend_damage_id);
  2741. }
  2742. break;
  2743. case CR_GRANDCROSS: /* グランドク�?ス */
  2744. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  2745. /* スキルユニット配置 */
  2746. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2747. if(sd)
  2748. sd->canmove_tick = tick + 900;
  2749. else if(src->type == BL_MOB)
  2750. mob_changestate((struct mob_data *)src,MS_DELAY,900);
  2751. break;
  2752. case NPC_DARKBREATH:
  2753. clif_emotion(src,7);
  2754. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2755. break;
  2756. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2757. case PA_PRESSURE: /* プレッシャ? */
  2758. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2759. case TF_THROWSTONE: /* ?ホ投げ */
  2760. case NPC_SMOKING: /* スモ?キング */
  2761. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2762. break;
  2763. // Celest
  2764. case PF_SOULBURN:
  2765. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2766. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2767. if (skilllv == 5)
  2768. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2769. if (tsd) {
  2770. tsd->status.sp = 0;
  2771. clif_updatestatus(tsd,SP_SP);
  2772. }
  2773. } else {
  2774. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2775. if (skilllv == 5)
  2776. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2777. if (sd) {
  2778. sd->status.sp = 0;
  2779. clif_updatestatus(sd,SP_SP);
  2780. }
  2781. }
  2782. if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2783. break;
  2784. case NPC_SELFDESTRUCTION: /* 自爆 */
  2785. if (flag & 1) {
  2786. /* 個別にダ�??[ジを与える */
  2787. if (bl->id != skill_area_temp[1])
  2788. skill_attack(BF_MISC, src, src, bl, NPC_SELFDESTRUCTION, skilllv, tick, flag);
  2789. } else {
  2790. skill_area_temp[1] = bl->id;
  2791. if(bl->type==BL_PC)
  2792. skill_area_temp[2] = 999999;
  2793. else
  2794. skill_area_temp[2] = status_get_hp(src);
  2795. clif_skill_nodamage(src, src, NPC_SELFDESTRUCTION, -1, 1);
  2796. if(bl->type==BL_PC)
  2797. map_foreachinarea(skill_area_sub, bl->m,
  2798. bl->x-10, bl->y-10, bl->x+10, bl->y+10, BL_CHAR,
  2799. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2800. skill_castend_damage_id);
  2801. else
  2802. map_foreachinarea(skill_area_sub, bl->m,
  2803. bl->x-5, bl->y-5, bl->x+5, bl->y+5, BL_CHAR,
  2804. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2805. skill_castend_damage_id);
  2806. battle_damage(src, src, skill_area_temp[2], 0);
  2807. }
  2808. break;
  2809. /* HP吸?/HP吸?魔法 */
  2810. case NPC_BLOODDRAIN:
  2811. case NPC_ENERGYDRAIN:
  2812. {
  2813. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2814. src, src, bl, skillid, skilllv, tick, flag);
  2815. if (heal > 0){
  2816. struct block_list tbl;
  2817. tbl.id = 0;
  2818. tbl.type = BL_NUL;
  2819. tbl.m = src->m;
  2820. tbl.x = src->x;
  2821. tbl.y = src->y;
  2822. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2823. battle_heal(NULL, src, heal, 0, 0);
  2824. }
  2825. }
  2826. break;
  2827. case 0:
  2828. if(sd) {
  2829. if (flag & 3){
  2830. if (bl->id != skill_area_temp[1])
  2831. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2832. } else {
  2833. int ar = sd->splash_range;
  2834. skill_area_temp[1] = bl->id;
  2835. map_foreachinarea(skill_area_sub,
  2836. bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, BL_CHAR,
  2837. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2838. skill_castend_damage_id);
  2839. }
  2840. }
  2841. break;
  2842. default:
  2843. ShowWarning("Unknown skill used:%d\n",skillid);
  2844. map_freeblock_unlock();
  2845. return 1;
  2846. }
  2847. map_freeblock_unlock();
  2848. return 0;
  2849. }
  2850. /*==========================================
  2851. * スキル使用?i詠?・完了?AID指定支援系?j
  2852. *------------------------------------------
  2853. */
  2854. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2855. {
  2856. struct map_session_data *sd = NULL;
  2857. struct map_session_data *dstsd = NULL;
  2858. struct status_change *tsc;
  2859. struct mob_data *md = NULL;
  2860. struct mob_data *dstmd = NULL;
  2861. int i;
  2862. // int sc_dex, sc_luk;
  2863. if(skillid < 0)
  2864. { // remove the debug print when this case is finished
  2865. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2866. src, bl,skillid,skilllv,tick,flag);
  2867. return 0;
  2868. }
  2869. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2870. nullpo_retr(1, src);
  2871. nullpo_retr(1, bl);
  2872. if (src->m != bl->m)
  2873. return 1;
  2874. if (src->type == BL_PC) {
  2875. nullpo_retr (1, sd = (struct map_session_data *)src);
  2876. } else if (src->type == BL_MOB) {
  2877. nullpo_retr (1, md = (struct mob_data *)src);
  2878. }
  2879. if (bl->type == BL_PC){
  2880. nullpo_retr (1, dstsd = (struct map_session_data *)bl);
  2881. } else if (bl->type == BL_MOB){
  2882. nullpo_retr (1, dstmd = (struct mob_data *)bl);
  2883. }
  2884. if(bl->prev == NULL)
  2885. return 1;
  2886. if(sd && pc_isdead(sd))
  2887. return 1;
  2888. if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2889. return 1;
  2890. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  2891. // if (sd && skillnotok(skillid, sd)) // [MouseJstr]
  2892. // return 0;
  2893. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2894. switch (skillid) {
  2895. case AL_HEAL:
  2896. case ALL_RESURRECTION:
  2897. case PR_ASPERSIO:
  2898. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2899. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2900. //Offensive heal does not works on non-enemies. [Skotlex]
  2901. if (sd) clif_skill_fail(sd,skillid,0,0);
  2902. return 0;
  2903. }
  2904. if(!sd) {
  2905. //Prevent non-players from casting offensive heal. [Skotlex]
  2906. clif_emotion(src, 4);
  2907. return 0;
  2908. }
  2909. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2910. }
  2911. break;
  2912. }
  2913. tsc = status_get_sc(bl);
  2914. map_freeblock_lock();
  2915. switch(skillid)
  2916. {
  2917. case AL_HEAL: /* ヒ?ル */
  2918. {
  2919. int heal = skill_calc_heal(src, skilllv);
  2920. int heal_get_jobexp;
  2921. int skill;
  2922. if (skilllv > 10)
  2923. heal = 9999; //9999ヒ?[ル
  2924. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2925. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2926. if (sd) {
  2927. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2928. heal += heal * skill * 2 / 100;
  2929. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2930. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
  2931. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2932. }
  2933. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2934. && !(status_get_mode(src)&MD_BOSS)
  2935. ) { //Bounce back heal
  2936. if (--tsc->data[SC_KAITE].val2 <= 0)
  2937. status_change_end(bl, SC_KAITE, -1);
  2938. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2939. clif_skill_nodamage (src, src, skillid, heal, 1);
  2940. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2941. } else {
  2942. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2943. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2944. }
  2945. // JOB??値獲得
  2946. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2947. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2948. if (heal_get_jobexp <= 0)
  2949. heal_get_jobexp = 1;
  2950. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  2951. pc_gainexp (sd, 0, heal_get_jobexp);
  2952. }
  2953. }
  2954. break;
  2955. case PR_REDEMPTIO:
  2956. if (sd && !(flag&1)) {
  2957. if (sd->status.party_id == 0) {
  2958. clif_skill_fail(sd,skillid,0,0);
  2959. break;
  2960. }
  2961. skill_area_temp[0] = 0;
  2962. party_foreachsamemap(skill_area_sub,
  2963. sd,1,
  2964. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2965. skill_castend_nodamage_id);
  2966. if (skill_area_temp[0] == 0) {
  2967. clif_skill_fail(sd,skillid,0,0);
  2968. break;
  2969. }
  2970. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2971. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2972. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2973. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2974. clif_updatestatus(sd,SP_BASEEXP);
  2975. clif_updatestatus(sd,SP_JOBEXP);
  2976. }
  2977. status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,0,0); //SC_COMA :P
  2978. break;
  2979. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  2980. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2981. skilllv = 3; //Resurrection level 3 is used
  2982. } else //Invalid target, skip resurrection.
  2983. break;
  2984. case ALL_RESURRECTION: /* リザレクション */
  2985. if(sd && map_flag_gvg(bl->m))
  2986. { //No reviving in WoE grounds!
  2987. clif_skill_fail(sd,skillid,0,0);
  2988. break;
  2989. }
  2990. if(dstsd) {
  2991. int per = 0;
  2992. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  2993. break; /* PVPで復活不可能?態 */
  2994. if (pc_isdead(dstsd)) { /* 死亡判定 */
  2995. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2996. switch(skilllv){
  2997. case 1: per=10; break;
  2998. case 2: per=30; break;
  2999. case 3: per=50; break;
  3000. case 4: per=80; break;
  3001. }
  3002. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3003. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3004. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3005. dstsd->status.hp = dstsd->status.max_hp;
  3006. dstsd->status.sp = dstsd->status.max_sp;
  3007. }
  3008. pc_setstand(dstsd);
  3009. if(battle_config.pc_invincible_time > 0)
  3010. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3011. clif_updatestatus(dstsd, SP_HP);
  3012. clif_resurrection(bl, 1);
  3013. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3014. int exp = 0,jexp = 0;
  3015. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3016. if(lv > 0) {
  3017. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3018. if (exp < 1) exp = 1;
  3019. }
  3020. if(jlv > 0) {
  3021. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3022. if (jexp < 1) jexp = 1;
  3023. }
  3024. if(exp > 0 || jexp > 0)
  3025. pc_gainexp (sd, exp, jexp);
  3026. }
  3027. }
  3028. }
  3029. break;
  3030. case AL_DECAGI: /* 速度減?ュ */
  3031. if (status_isimmune(bl)) {
  3032. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3033. break;
  3034. }
  3035. clif_skill_nodamage (src, bl, skillid, skilllv,
  3036. status_change_start (bl, SkillStatusChangeTable[skillid],
  3037. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3038. skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
  3039. break;
  3040. case AL_CRUCIS:
  3041. if (flag & 1) {
  3042. int race = status_get_race (bl), ele = status_get_elem_type (bl);
  3043. if (battle_check_target (src, bl, BCT_ENEMY) && (race == 6 || battle_check_undead (race, ele))) {
  3044. status_change_start(bl,SkillStatusChangeTable[skillid],
  3045. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3046. skilllv,0,0,0,0,0);
  3047. }
  3048. } else {
  3049. map_foreachinarea(skill_area_sub,
  3050. src->m, src->x-15, src->y-15, src->x+15, src->y+15, BL_CHAR,
  3051. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3052. skill_castend_nodamage_id);
  3053. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3054. }
  3055. break;
  3056. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3057. if (status_isimmune(bl)) {
  3058. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3059. break;
  3060. }
  3061. if (tsc && tsc->count && tsc->data[SC_SILENCE].timer != -1) {
  3062. status_change_end(bl,SC_SILENCE, -1);
  3063. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3064. } else
  3065. clif_skill_nodamage (src, bl, skillid, skilllv,
  3066. status_change_start(bl,SkillStatusChangeTable[skillid],
  3067. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3068. break;
  3069. case SA_ABRACADABRA:
  3070. {
  3071. int abra_skillid = 0, abra_skilllv;
  3072. if (sd)
  3073. { //Crash-fix [Skotlex]
  3074. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3075. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3076. { //bug fixed by Lupus (item pos can be 0, too!)
  3077. clif_skill_fail(sd,skillid,0,0);
  3078. break;
  3079. }
  3080. pc_delitem(sd, i, 1, 0);
  3081. }
  3082. do {
  3083. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3084. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3085. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3086. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3087. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3088. abra_skillid = 0; // reset to get a new id
  3089. } while (abra_skillid == 0);
  3090. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3091. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3092. if (sd)
  3093. { //Crash-protection against Abracadabra casting pets
  3094. sd->skillitem = abra_skillid;
  3095. sd->skillitemlv = abra_skilllv;
  3096. sd->state.abra_flag = 1;
  3097. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3098. } else if(src->type == BL_PET)
  3099. { // [Skotlex]
  3100. struct pet_data *pd = (struct pet_data *)src;
  3101. int inf = skill_get_inf(abra_skillid);
  3102. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3103. nullpo_retr(1,(struct map_session_data *)pd->msd);
  3104. petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
  3105. } else //Assume offensive skills
  3106. petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
  3107. }
  3108. }
  3109. break;
  3110. case SA_COMA:
  3111. if (status_isimmune(bl)) {
  3112. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3113. break;
  3114. }
  3115. clif_skill_nodamage(src,bl,skillid,skilllv,
  3116. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3117. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
  3118. break;
  3119. case SA_FULLRECOVERY:
  3120. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3121. if (status_isimmune(bl))
  3122. break;
  3123. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3124. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3125. break;
  3126. case SA_SUMMONMONSTER:
  3127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3128. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3129. break;
  3130. case SA_LEVELUP:
  3131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3132. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3133. break;
  3134. case SA_INSTANTDEATH:
  3135. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3136. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3137. break;
  3138. case SA_QUESTION:
  3139. case SA_GRAVITY:
  3140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3141. break;
  3142. case SA_CLASSCHANGE:
  3143. {
  3144. //クラスチェンジ用ボスモンスタ?ID
  3145. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3146. ,1157,1159,1190,1272,1312,1373,1492};
  3147. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3148. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3149. if(dstmd) mob_class_change(dstmd,class_);
  3150. }
  3151. break;
  3152. case SA_MONOCELL:
  3153. {
  3154. static int poringclass[]={1002};
  3155. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3156. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3157. if(dstmd) mob_class_change(dstmd,class_);
  3158. }
  3159. break;
  3160. case SA_DEATH:
  3161. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3162. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3163. break;
  3164. case SA_REVERSEORCISH:
  3165. clif_skill_nodamage(src,bl,skillid,skilllv,
  3166. status_change_start(bl, SkillStatusChangeTable[skillid],100,
  3167. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3168. break;
  3169. case SA_FORTUNE:
  3170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3171. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3172. break;
  3173. case SA_TAMINGMONSTER:
  3174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3175. if (sd && dstmd) {
  3176. for (i = 0; i < MAX_PET_DB; i++) {
  3177. if (dstmd->class_ == pet_db[i].class_) {
  3178. pet_catch_process1 (sd, dstmd->class_);
  3179. break;
  3180. }
  3181. }
  3182. }
  3183. break;
  3184. case AL_INCAGI: /* 速度?加 */
  3185. case AL_BLESSING: /* ブレッシング */
  3186. case PR_SLOWPOISON:
  3187. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3188. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3189. case PR_SUFFRAGIUM: /* サフラギウム */
  3190. case PR_BENEDICTIO: /* ?ケ??~福 */
  3191. if (status_isimmune(bl))
  3192. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3193. else {
  3194. clif_skill_nodamage(src,bl,skillid,skilllv,
  3195. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3196. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3197. }
  3198. break;
  3199. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3200. if (status_isimmune(bl))
  3201. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3202. else {
  3203. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3204. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3205. clif_skill_fail(sd,skillid,0,0);
  3206. map_freeblock_unlock();
  3207. return 1;
  3208. }
  3209. }
  3210. clif_skill_nodamage(src,bl,skillid,skilllv,
  3211. status_change_start(bl,SkillStatusChangeTable[skillid],
  3212. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3213. }
  3214. break;
  3215. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3216. {
  3217. struct status_change *sc= status_get_sc(src);
  3218. int sc1 = SkillStatusChangeTable[skillid];
  3219. int sc2 = SC_MARIONETTE2;
  3220. if(sc && tsc){
  3221. if (sc->data[sc1].timer == -1 && tsc->data[sc2].timer == -1) {
  3222. status_change_start (src,sc1,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  3223. status_change_start (bl,sc2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  3224. clif_marionette(src, bl);
  3225. }
  3226. else if (sc->data[sc1].timer != -1 && tsc->data[sc2].timer != -1 &&
  3227. sc->data[sc1].val3 == bl->id && tsc->data[sc2].val3 == src->id) {
  3228. status_change_end(src, sc1, -1);
  3229. status_change_end(bl, sc2, -1);
  3230. clif_marionette(src, 0);
  3231. }
  3232. else {
  3233. if (sd) clif_skill_fail(sd,skillid,0,0);
  3234. map_freeblock_unlock();
  3235. return 1;
  3236. }
  3237. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3238. }
  3239. }
  3240. break;
  3241. case RG_CLOSECONFINE:
  3242. if (status_isimmune(bl))
  3243. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3244. else {
  3245. clif_skill_nodamage(src,bl,skillid,skilllv,
  3246. status_change_start (bl,SkillStatusChangeTable[skillid],100,
  3247. skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
  3248. }
  3249. break;
  3250. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3251. case SA_FROSTWEAPON:
  3252. case SA_LIGHTNINGLOADER:
  3253. case SA_SEISMICWEAPON:
  3254. if (dstsd) {
  3255. if (status_isimmune(bl)) {
  3256. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3257. break;
  3258. }
  3259. if(dstsd->status.weapon == 0 ||
  3260. (dstsd->sc.count && (
  3261. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3262. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3263. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3264. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3265. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3266. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3267. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3268. ))
  3269. ) {
  3270. if (sd) clif_skill_fail(sd,skillid,0,0);
  3271. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3272. break;
  3273. }
  3274. }
  3275. if (sd) {
  3276. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3277. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3278. clif_skill_fail(sd,skillid,0,0);
  3279. break;
  3280. }
  3281. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3282. }
  3283. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3284. i = skilllv <4?(60+skilllv*10):100;
  3285. i = status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3286. skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3287. if(!i) {
  3288. if (sd) clif_skill_fail(sd,skillid,0,0);
  3289. if(dstsd && battle_config.equip_self_break_rate) {
  3290. if(sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon");
  3291. pc_breakweapon(dstsd);
  3292. }
  3293. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3294. break;
  3295. case PR_ASPERSIO: /* アスペルシオ */
  3296. if (status_isimmune(bl) || dstmd) {
  3297. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3298. break;
  3299. }
  3300. clif_skill_nodamage(src,bl,skillid,skilllv,
  3301. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3302. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3303. break;
  3304. case TK_SEVENWIND:
  3305. {
  3306. int sci=-1;
  3307. switch(skilllv){
  3308. case 1:
  3309. sci=SC_EARTHWEAPON;
  3310. break;
  3311. case 2:
  3312. sci=SC_WINDWEAPON;
  3313. break;
  3314. case 3:
  3315. sci=SC_WATERWEAPON;
  3316. break;
  3317. case 4:
  3318. sci=SC_FIREWEAPON;
  3319. break;
  3320. case 5:
  3321. sci=SC_GHOSTWEAPON;
  3322. break;
  3323. case 6:
  3324. sci=SC_SHADOWWEAPON;
  3325. break;
  3326. case 7:
  3327. sci=SC_ASPERSIO;
  3328. break;
  3329. }
  3330. clif_skill_nodamage(src,bl,skillid,skilllv,
  3331. status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3332. }
  3333. break;
  3334. case PR_KYRIE: /* キリエエレイソン */
  3335. if (status_isimmune(bl)) {
  3336. clif_skill_nodamage(bl,bl,skillid,skilllv,0);
  3337. break;
  3338. }
  3339. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3340. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3341. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3342. break;
  3343. case LK_BERSERK: /* バ?サ?ク */
  3344. if(battle_config.berserk_cancels_buffs)
  3345. {
  3346. status_change_end(bl,SC_ONEHAND,-1);
  3347. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  3348. status_change_end(bl,SC_CONCENTRATION,-1);
  3349. status_change_end(bl,SC_PARRYING,-1);
  3350. status_change_end(bl,SC_ENDURE,-1);
  3351. status_change_end(bl,SC_AURABLADE,-1);
  3352. }
  3353. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3354. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3355. case KN_ONEHAND:
  3356. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3357. case CR_REFLECTSHIELD:
  3358. case AS_POISONREACT: /* ポイズンリアクト */
  3359. case MC_LOUD: /* ラウドボイス */
  3360. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3361. case MG_SIGHT: /* サイト */
  3362. case AL_RUWACH: /* ルアフ */
  3363. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3364. case MO_STEELBODY: // 金?�
  3365. case LK_AURABLADE: /* オ?ラブレ?ド */
  3366. case LK_PARRYING: /* パリイング */
  3367. case LK_CONCENTRATION: /* コンセントレ?ション */
  3368. case WS_CARTBOOST: /* カ?トブ?スト */
  3369. case SN_SIGHT: /* トゥル?サイト */
  3370. case WS_MELTDOWN: /* �?ルトダウン */
  3371. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3372. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3373. case HW_MAGICPOWER: /* 魔法力?�? */
  3374. case PF_MEMORIZE: /* �?モライズ */
  3375. case PA_SACRIFICE:
  3376. case ASC_EDP: // [Celest]
  3377. case NPC_STOP:
  3378. case WZ_SIGHTBLASTER:
  3379. case SG_SUN_COMFORT:
  3380. case SG_MOON_COMFORT:
  3381. case SG_STAR_COMFORT:
  3382. clif_skill_nodamage(src,bl,skillid,skilllv,
  3383. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3384. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3385. break;
  3386. case SG_SUN_WARM:
  3387. case SG_MOON_WARM:
  3388. case SG_STAR_WARM:
  3389. clif_skill_nodamage(src,bl,skillid,skilllv,
  3390. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3391. skilllv,0,skillid,skill_get_range(skillid,skilllv),skill_get_time(skillid,skilllv),0));
  3392. break;
  3393. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3394. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3395. if (sd && battle_config.player_skill_partner_check) {
  3396. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3397. } else
  3398. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3399. break;
  3400. case HP_ASSUMPTIO:
  3401. if (flag&1)
  3402. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3403. else
  3404. {
  3405. map_foreachinarea(skill_area_sub,
  3406. bl->m, bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_PC,
  3407. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3408. skill_castend_nodamage_id);
  3409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3410. }
  3411. break;
  3412. case SM_ENDURE: /* インデュア */
  3413. clif_skill_nodamage(src,bl,skillid,skilllv,
  3414. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3415. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3416. if (sd)
  3417. pc_blockskill_start (sd, skillid, 10000);
  3418. break;
  3419. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3420. if (dstsd && dstsd->sc.count) {
  3421. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3422. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3423. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3424. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3425. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3426. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3427. dstsd->sc.data[SC_ENCPOISON].timer != -1) {
  3428. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3429. clif_skill_fail(sd,skillid,0,0);
  3430. break;
  3431. }
  3432. }
  3433. clif_skill_nodamage(src,bl,skillid,skilllv,
  3434. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3435. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3436. break;
  3437. case LK_TENSIONRELAX: /* テンションリラックス */
  3438. if (sd) {
  3439. pc_setsit(sd);
  3440. clif_sitting(sd);
  3441. }
  3442. clif_skill_nodamage(src,bl,skillid,skilllv,
  3443. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3444. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3445. break;
  3446. case MC_CHANGECART:
  3447. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3448. break;
  3449. case TK_MISSION:
  3450. if (sd) {
  3451. int id;
  3452. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3453. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3454. clif_skill_fail(sd,skillid,0,0);
  3455. break;
  3456. }
  3457. id = mob_get_random_id(0,0, sd->status.base_level);
  3458. if (!id) {
  3459. clif_skill_fail(sd,skillid,0,0);
  3460. break;
  3461. }
  3462. sd->mission_mobid = id;
  3463. sd->mission_count = 0;
  3464. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3465. clif_mission_mob(sd, id, 0);
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3467. }
  3468. break;
  3469. case AC_CONCENTRATION: /* ?W中力向?� */
  3470. {
  3471. int range = 1;
  3472. clif_skill_nodamage(src,bl,skillid,skilllv,
  3473. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3474. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3475. map_foreachinarea( status_change_timer_sub,
  3476. src->m, src->x-range, src->y-range, src->x+range,src->y+range,BL_CHAR,
  3477. src,status_get_sc(src),SkillStatusChangeTable[skillid],tick);
  3478. }
  3479. break;
  3480. case SM_PROVOKE: /* プ�?ボック */
  3481. /* MVPmobと不死には?かない */
  3482. if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない
  3483. map_freeblock_unlock();
  3484. return 1;
  3485. }
  3486. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3487. clif_skill_nodamage(src,bl,skillid,skilllv,
  3488. (i=status_change_start(bl,SkillStatusChangeTable[skillid],
  3489. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3490. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
  3491. if (!i)
  3492. {
  3493. if (sd)
  3494. clif_skill_fail(sd,skillid,0,0);
  3495. map_freeblock_unlock();
  3496. return 0;
  3497. }
  3498. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  3499. skill_castcancel(bl,0);
  3500. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  3501. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3502. skill_castcancel(bl,0);
  3503. if(tsc && tsc->count){
  3504. if(tsc->data[SC_FREEZE].timer!=-1)
  3505. status_change_end(bl,SC_FREEZE,-1);
  3506. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3507. status_change_end(bl,SC_STONE,-1);
  3508. if(tsc->data[SC_SLEEP].timer!=-1)
  3509. status_change_end(bl,SC_SLEEP,-1);
  3510. }
  3511. if(dstmd) {
  3512. dstmd->state.provoke_flag = src->id;
  3513. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3514. }
  3515. break;
  3516. case CR_DEVOTION: /* ディボ?ション */
  3517. if(sd && dstsd)
  3518. {
  3519. //??カや養子の?�?№フ元の?E業を算?oする
  3520. int lv = sd->status.base_level - dstsd->status.base_level;
  3521. if (lv < 0) lv = -lv;
  3522. if (lv > battle_config.devotion_level_difference ||
  3523. (dstsd->sc.data[SC_DEVOTION].timer != -1 && dstsd->sc.data[SC_DEVOTION].val1 != src->id) || //Avoid overriding [Skotlex]
  3524. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3525. clif_skill_fail(sd,skillid,0,0);
  3526. map_freeblock_unlock();
  3527. return 1;
  3528. }
  3529. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3530. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3531. if (i == skilllv)
  3532. {
  3533. clif_skill_fail(sd,skillid,0,0);
  3534. map_freeblock_unlock();
  3535. return 1;
  3536. }
  3537. sd->devotion[i] = bl->id;
  3538. clif_skill_nodamage(src,bl,skillid,skilllv,
  3539. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3540. src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
  3541. clif_devotion(sd);
  3542. }
  3543. else
  3544. if (sd)
  3545. clif_skill_fail(sd,skillid,0,0);
  3546. break;
  3547. case MO_CALLSPIRITS: // ?功
  3548. if(sd) {
  3549. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3550. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3551. }
  3552. break;
  3553. case CH_SOULCOLLECT: // 狂?功
  3554. if(sd) {
  3555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3556. for (i = 0; i < 5; i++)
  3557. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3558. }
  3559. break;
  3560. case MO_KITRANSLATION:
  3561. if(dstsd) {
  3562. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3563. }
  3564. break;
  3565. case TK_TURNKICK:
  3566. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3567. if (skill_area_temp[1] != bl->id) {
  3568. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3569. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3570. }
  3571. break;
  3572. case MO_BLADESTOP: // 白?n取り
  3573. clif_skill_nodamage(src,bl,skillid,skilllv,
  3574. status_change_start(src,SkillStatusChangeTable[skillid],100,
  3575. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3576. break;
  3577. case MO_ABSORBSPIRITS: // ?奪
  3578. i = 0;
  3579. if (dstsd && dstsd->spiritball > 0 &&
  3580. ((sd && sd == dstsd) || map_flag_vs(src->m)))
  3581. {
  3582. i = dstsd->spiritball * 7;
  3583. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3584. } else if (dstmd && //??ロがモンスタ?の?�?�
  3585. //20%の確率で??ロのLv*2のSPを回復する?B?ャ功したときはタ?ゲット(σ?Д?)σ????!!
  3586. !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3587. {
  3588. i = 2 * dstmd->db->lv;
  3589. mob_target(dstmd,src,0);
  3590. }
  3591. if (sd){
  3592. if (i > 0x7FFF)
  3593. i = 0x7FFF;
  3594. if (sd->status.sp + i > sd->status.max_sp)
  3595. i = sd->status.max_sp - sd->status.sp;
  3596. if (i) {
  3597. sd->status.sp += i;
  3598. clif_heal(sd->fd,SP_SP,i);
  3599. }
  3600. }
  3601. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3602. break;
  3603. case AC_MAKINGARROW: /* 矢?�?ャ */
  3604. if(sd) {
  3605. clif_arrow_create_list(sd);
  3606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3607. }
  3608. break;
  3609. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3610. if(sd) {
  3611. clif_skill_produce_mix_list(sd,22);
  3612. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3613. }
  3614. break;
  3615. case SA_CREATECON:
  3616. if(sd) {
  3617. clif_skill_produce_mix_list(sd,23);
  3618. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3619. }
  3620. break;
  3621. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3622. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3623. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3624. break;
  3625. }
  3626. clif_skill_nodamage(src,bl,skillid,skilllv,
  3627. status_change_start(bl,SC_STAN,(20 + 10 * skilllv),
  3628. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  3629. break;
  3630. case RG_RAID: /* サプライズアタック */
  3631. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3632. map_foreachinarea(skill_area_sub,
  3633. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
  3634. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3635. skill_castend_damage_id);
  3636. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3637. break;
  3638. case ASC_METEORASSAULT: /* �?テオアサルト */
  3639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3640. map_foreachinarea(skill_area_sub,
  3641. bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_CHAR,
  3642. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3643. skill_castend_damage_id);
  3644. break;
  3645. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3646. {
  3647. int c,n=4,ar;
  3648. int dir = map_calc_dir(src,bl->x,bl->y);
  3649. struct square tc;
  3650. int x=bl->x,y=bl->y;
  3651. ar=skilllv/3;
  3652. skill_brandishspear_first(&tc,dir,x,y);
  3653. skill_brandishspear_dir(&tc,dir,4);
  3654. /* 範?④ */
  3655. if(skilllv == 10){
  3656. for(c=1;c<4;c++){
  3657. map_foreachinarea(skill_area_sub,
  3658. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3659. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3660. skill_castend_damage_id);
  3661. }
  3662. }
  3663. /* 範?③② */
  3664. if(skilllv > 6){
  3665. skill_brandishspear_dir(&tc,dir,-1);
  3666. n--;
  3667. }else{
  3668. skill_brandishspear_dir(&tc,dir,-2);
  3669. n-=2;
  3670. }
  3671. if(skilllv > 3){
  3672. for(c=0;c<5;c++){
  3673. map_foreachinarea(skill_area_sub,
  3674. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3675. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3676. skill_castend_damage_id);
  3677. if(skilllv > 6 && n==3 && c==4){
  3678. skill_brandishspear_dir(&tc,dir,-1);
  3679. n--;c=-1;
  3680. }
  3681. }
  3682. }
  3683. /* 範?① */
  3684. for(c=0;c<10;c++){
  3685. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3686. map_foreachinarea(skill_area_sub,
  3687. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3688. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3689. skill_castend_damage_id);
  3690. }
  3691. }
  3692. break;
  3693. /* パ?ティスキル */
  3694. case AL_ANGELUS: /* エンジェラス */
  3695. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3696. case PR_GLORIA: /* グ�?リア */
  3697. case SN_WINDWALK: /* ウインドウォ?ク */
  3698. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3699. /* 個別の?�? */
  3700. if(status_isimmune(bl)) {
  3701. clif_skill_nodamage(bl,bl,skillid,skilllv,0);
  3702. break;
  3703. }
  3704. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3705. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3706. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3707. } else if (sd) {
  3708. /* パ?ティ全?への?�? */
  3709. party_foreachsamemap (skill_area_sub,
  3710. sd,1,
  3711. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3712. skill_castend_nodamage_id);
  3713. }
  3714. break;
  3715. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3716. case BS_ADRENALINE2:
  3717. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3718. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3719. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3720. /* 個別の?�? */
  3721. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3722. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3723. skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
  3724. } else if (sd) {
  3725. /* パ?ティ全?への?�? */
  3726. party_foreachsamemap(skill_area_sub,
  3727. sd,1,
  3728. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3729. skill_castend_nodamage_id);
  3730. }
  3731. break;
  3732. case BS_MAXIMIZE:
  3733. case NV_TRICKDEAD:
  3734. case CR_DEFENDER:
  3735. case CR_AUTOGUARD:
  3736. case TK_READYSTORM:
  3737. case TK_READYDOWN:
  3738. case TK_READYTURN:
  3739. case TK_READYCOUNTER:
  3740. case TK_DODGE:
  3741. case CR_SHRINK:
  3742. case ST_PRESERVE:
  3743. case SG_FUSION:
  3744. {
  3745. int sci = SkillStatusChangeTable[skillid];
  3746. if (tsc && tsc->data[sci].timer != -1)
  3747. i = status_change_end(bl, sci, -1);
  3748. else
  3749. i = status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3750. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3751. }
  3752. break;
  3753. case SL_KAITE:
  3754. case SL_KAAHI:
  3755. case SL_KAIZEL:
  3756. case SL_KAUPE:
  3757. if (sd) {
  3758. if (!dstsd || !(
  3759. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3760. dstsd->char_id == sd->char_id ||
  3761. dstsd->char_id == sd->status.partner_id ||
  3762. dstsd->char_id == sd->status.child
  3763. )) {
  3764. status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
  3765. clif_skill_fail(sd,skillid,0,0);
  3766. break;
  3767. }
  3768. }
  3769. clif_skill_nodamage(src,bl,skillid,skilllv,
  3770. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  3771. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3772. break;
  3773. case SM_AUTOBERSERK: // Celest
  3774. {
  3775. int sc = SkillStatusChangeTable[skillid];
  3776. if (tsc && tsc->data[sc].timer != -1)
  3777. i = status_change_end(bl, sc, -1);
  3778. else
  3779. i = status_change_start(bl,sc,100,skilllv,0,0,0,0,0);
  3780. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3781. }
  3782. break;
  3783. case TF_HIDING: /* ハイディング */
  3784. case ST_CHASEWALK: /* ハイディング */
  3785. {
  3786. int sc = SkillStatusChangeTable[skillid];
  3787. if (tsc && tsc->data[sc].timer != -1)
  3788. i = status_change_end(bl, sc, -1);
  3789. else
  3790. i = status_change_start(bl,sc,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3791. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3792. }
  3793. break;
  3794. case TK_RUN:
  3795. {
  3796. int sci = SkillStatusChangeTable[skillid];
  3797. if (tsc && tsc->data[sci].timer != -1)
  3798. i = status_change_end(bl, sci, -1);
  3799. else
  3800. i = status_change_start(bl,sci,100,skilllv,status_get_dir(bl),0,0,0,0);
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3802. }
  3803. break;
  3804. case AS_CLOAKING: /* ク�??キング */
  3805. {
  3806. int sci=SkillStatusChangeTable[skillid];
  3807. if(tsc && tsc->data[sci].timer!=-1 )
  3808. /* 解?怩キる */
  3809. i = status_change_end(bl, sci, -1);
  3810. else
  3811. i = status_change_start(bl,sci,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3812. clif_skill_nodamage(src,bl,skillid,-1,i);
  3813. if (!i && sd)
  3814. clif_skill_fail(sd,skillid,0,0);
  3815. }
  3816. break;
  3817. /* ?地スキル */
  3818. case BD_LULLABY: /* 子守唄 */
  3819. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3820. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3821. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3822. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3823. case BD_ROKISWEIL: /* �?キの叫び */
  3824. case BD_INTOABYSS: /* ?[淵の中に */
  3825. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3826. case BA_DISSONANCE: /* 不協和音 */
  3827. case BA_POEMBRAGI: /* ブラギの�? */
  3828. case BA_WHISTLE: /* 口笛 */
  3829. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3830. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3831. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3832. case DC_HUMMING: /* ハミング */
  3833. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3834. case DC_FORTUNEKISS: /* ?K運のキス */
  3835. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3836. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3837. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3838. break;
  3839. case HP_BASILICA: /* バジリカ */
  3840. case CG_HERMODE: // Wand of Hermod
  3841. {
  3842. struct skill_unit_group *sg;
  3843. battle_stopwalking(src,1);
  3844. skill_clear_unitgroup(src);
  3845. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3846. if(skillid == CG_HERMODE)
  3847. i = status_change_start(src,SC_DANCING,100,
  3848. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
  3849. else
  3850. i = status_change_start(src,SkillStatusChangeTable[skillid],100,
  3851. skilllv,0,BCT_SELF,sg->group_id,
  3852. skill_get_time(skillid,skilllv),0);
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3854. }
  3855. break;
  3856. case PA_GOSPEL: /* ゴスペル */
  3857. if (!tsc) break;
  3858. if (tsc->data[SC_GOSPEL].timer != -1 && tsc->data[SC_GOSPEL].val4 == BCT_SELF) {
  3859. i = status_change_end(bl,SC_GOSPEL,-1);
  3860. } else {
  3861. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3862. if (tsc->data[SC_GOSPEL].timer != -1)
  3863. status_change_end(bl,SC_GOSPEL,-1); //Was under someone else's Gospel. [Skotlex]
  3864. i = status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
  3865. }
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3867. break;
  3868. case BD_ADAPTATION: /* アドリブ */
  3869. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3870. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3871. skill_stop_dancing(bl);
  3872. }
  3873. break;
  3874. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3875. case DC_SCREAM: /* スクリ?ム */
  3876. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3877. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3878. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3879. char temp[128];
  3880. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3881. break; //Message won't fit on buffer. [Skotlex]
  3882. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3883. clif_GlobalMessage(&md->bl,temp);
  3884. }
  3885. break;
  3886. case BA_PANGVOICE://パンボイス
  3887. clif_skill_nodamage(src,bl,skillid,skilllv,
  3888. status_change_start(bl,SC_CONFUSION,50,
  3889. 7,0,0,0,skill_get_time(skillid,skilllv),0));
  3890. break;
  3891. case DC_WINKCHARM://魅惑のウィンク
  3892. if(dstsd){
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,
  3894. status_change_start(bl,SC_CONFUSION,30,
  3895. 7,0,0,0,skill_get_time2(skillid,skilllv),0));
  3896. }else if(dstmd)
  3897. {
  3898. int race = status_get_race(bl);
  3899. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3900. clif_skill_nodamage(src,bl,skillid,skilllv,
  3901. status_change_start(bl,SkillStatusChangeTable[skillid],70,
  3902. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3903. } else{
  3904. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3905. if(sd)
  3906. clif_skill_fail(sd,skillid,0,0);
  3907. }
  3908. }
  3909. break;
  3910. case TF_STEAL: // スティ?ル
  3911. if(sd) {
  3912. if(pc_steal_item(sd,bl))
  3913. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3914. else
  3915. clif_skill_fail(sd,skillid,0x0a,0);
  3916. }
  3917. break;
  3918. case RG_STEALCOIN: // スティ?ルコイン
  3919. if(sd) {
  3920. if(pc_steal_coin(sd,bl)) {
  3921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3922. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3923. }
  3924. else
  3925. clif_skill_fail(sd,skillid,0,0);
  3926. }
  3927. break;
  3928. case MG_STONECURSE: /* スト?ンカ?ス */
  3929. {
  3930. if (status_get_mode(bl)&MD_BOSS) {
  3931. if (sd) clif_skill_fail(sd,skillid,0,0);
  3932. break;
  3933. }
  3934. if(status_isimmune(bl) || !tsc)
  3935. break;
  3936. if (dstmd)
  3937. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3938. if (tsc->data[SC_STONE].timer != -1) {
  3939. status_change_end(bl,SC_STONE,-1);
  3940. if (sd) clif_skill_fail(sd,skillid,0,0);
  3941. break;
  3942. }
  3943. if (status_change_start(bl,SC_STONE,
  3944. (skilllv*4+20),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0))
  3945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3946. else if(sd) {
  3947. clif_skill_fail(sd,skillid,0,0);
  3948. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3949. if (skilllv > 5) break;
  3950. }
  3951. if (sd) {
  3952. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3953. break; //Do not delete the gemstone.
  3954. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3955. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3956. }
  3957. }
  3958. break;
  3959. case NV_FIRSTAID: /* ?急手? */
  3960. clif_skill_nodamage(src,bl,skillid,5,1);
  3961. battle_heal(NULL,bl,5,0,0);
  3962. break;
  3963. case AL_CURE: /* キュア? */
  3964. if(status_isimmune(bl)) {
  3965. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3966. break;
  3967. }
  3968. status_change_end(bl, SC_SILENCE , -1 );
  3969. status_change_end(bl, SC_BLIND , -1 );
  3970. status_change_end(bl, SC_CONFUSION, -1 );
  3971. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3972. status_change_start(bl, SC_CONFUSION,100,1,0,0,0,6000,0);
  3973. }
  3974. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3975. break;
  3976. case TF_DETOXIFY: /* 解毒 */
  3977. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3978. status_change_end(bl, SC_POISON , -1 );
  3979. status_change_end(bl, SC_DPOISON , -1 );
  3980. break;
  3981. case PR_STRECOVERY: /* リカバリ? */
  3982. {
  3983. if(status_isimmune(bl)) {
  3984. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3985. break;
  3986. }
  3987. status_change_end(bl, SC_FREEZE , -1 );
  3988. status_change_end(bl, SC_STONE , -1 );
  3989. status_change_end(bl, SC_SLEEP , -1 );
  3990. status_change_end(bl, SC_STAN , -1 );
  3991. //Is this equation really right? It looks so... special.
  3992. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3993. status_change_start(bl, SC_BLIND,
  3994. (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  3995. 1,0,0,0,
  3996. 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  3997. }
  3998. }
  3999. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4000. if(dstmd){
  4001. dstmd->attacked_id=0;
  4002. dstmd->target_id=0;
  4003. dstmd->state.targettype = NONE_ATTACKABLE;
  4004. dstmd->state.skillstate=MSS_IDLE;
  4005. dstmd->next_walktime=tick+rand()%3000+3000;
  4006. }
  4007. }
  4008. break;
  4009. case WZ_ESTIMATION: /* モンスタ??﨣� */
  4010. if(sd) {
  4011. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4012. clif_skill_estimation((struct map_session_data *)src,bl);
  4013. }
  4014. break;
  4015. case BS_REPAIRWEAPON: /* �?器?C�? */
  4016. if(sd && dstsd)
  4017. clif_item_repair_list(sd,dstsd);
  4018. break;
  4019. case MC_IDENTIFY: /* アイテム鑑定 */
  4020. if(sd)
  4021. clif_item_identify_list(sd);
  4022. break;
  4023. // Weapon Refining [Celest]
  4024. case WS_WEAPONREFINE:
  4025. if(sd)
  4026. clif_item_refine_list(sd);
  4027. break;
  4028. case MC_VENDING: /* 露店開?ン */
  4029. if(sd)
  4030. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4031. if ( pc_can_give_items(pc_isGM(sd)) )
  4032. clif_skill_fail(sd,skillid,0,0);
  4033. else
  4034. clif_openvendingreq(sd,2+sd->skilllv);
  4035. }
  4036. break;
  4037. case AL_TELEPORT: /* テレポ?ト */
  4038. if(sd) {
  4039. if (map[sd->bl.m].flag.noteleport) { /* テレポ禁止 */
  4040. clif_skill_teleportmessage(sd,0);
  4041. break;
  4042. }
  4043. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4044. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4045. break;
  4046. }
  4047. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4048. if(sd->skilllv == 1)
  4049. if(!battle_config.skip_teleport_lv1_menu) // possibility to skip menu [LuzZza]
  4050. clif_skill_warppoint(sd,skillid,"Random","","","");
  4051. else
  4052. pc_randomwarp(sd,3);
  4053. else {
  4054. clif_skill_warppoint(sd,skillid,"Random",
  4055. mapindex_id2name(sd->status.save_point.map),"","");
  4056. }
  4057. } else if(dstmd)
  4058. mob_warp(dstmd,-1,-1,-1,3);
  4059. break;
  4060. case AL_HOLYWATER: /* アクアベネディクタ */
  4061. if(sd) {
  4062. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4063. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4064. else
  4065. clif_skill_fail(sd,skillid,0,0);
  4066. }
  4067. break;
  4068. case TF_PICKSTONE:
  4069. if(sd) {
  4070. int eflag;
  4071. struct item item_tmp;
  4072. struct block_list tbl;
  4073. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4074. memset(&item_tmp,0,sizeof(item_tmp));
  4075. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4076. item_tmp.nameid = 7049;
  4077. item_tmp.identify = 1;
  4078. tbl.id = 0;
  4079. clif_takeitem(&sd->bl,&tbl);
  4080. eflag = pc_additem(sd,&item_tmp,1);
  4081. if(eflag) {
  4082. clif_additem(sd,0,0,eflag);
  4083. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4084. }
  4085. }
  4086. break;
  4087. case ASC_CDP:
  4088. if(sd) {
  4089. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4090. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4091. }
  4092. break;
  4093. case RG_STRIPWEAPON: /* ストリップウェポン */
  4094. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4095. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4096. case RG_STRIPHELM: /* ストリップヘルム */
  4097. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4098. {
  4099. int strip_fix, equip = 0;
  4100. int sclist[4] = {0,0,0,0};
  4101. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
  4102. equip |= EQP_WEAPON;
  4103. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4104. equip |= EQP_SHIELD;
  4105. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4106. equip |= EQP_ARMOR;
  4107. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4108. equip |= EQP_HELM;
  4109. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4110. if(strip_fix < 0)
  4111. strip_fix=0;
  4112. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4113. {
  4114. if (sd)
  4115. clif_skill_fail(sd,skillid,0,0);
  4116. break;
  4117. }
  4118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4119. if (dstsd) {
  4120. for (i=0;i<11;i++) {
  4121. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4122. if (equip &EQP_WEAPON && (i == 9 || (i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 4)) && !(dstsd->unstripable_equip &EQP_WEAPON) && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) {
  4123. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4124. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4125. } else if (equip &EQP_SHIELD && i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 5 && !(dstsd->unstripable_equip &EQP_SHIELD) && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) {
  4126. 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
  4127. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4128. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4129. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4130. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4131. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4132. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4133. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4134. }
  4135. }
  4136. }
  4137. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4138. if (equip &EQP_WEAPON)
  4139. sclist[0] = SC_STRIPWEAPON;
  4140. if (equip &EQP_SHIELD)
  4141. sclist[1] = SC_STRIPSHIELD;
  4142. if (equip &EQP_ARMOR)
  4143. sclist[2] = SC_STRIPARMOR;
  4144. if (equip &EQP_HELM)
  4145. sclist[3] = SC_STRIPHELM;
  4146. }
  4147. for (i=0;i<4;i++) {
  4148. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4149. status_change_start(bl,sclist[i],100,skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
  4150. }
  4151. break;
  4152. }
  4153. /* PotionPitcher */
  4154. case AM_BERSERKPITCHER:
  4155. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4156. {
  4157. struct block_list tbl;
  4158. int i,x,hp = 0,sp = 0,bonus=100;
  4159. if(sd) {
  4160. x = skilllv%11 - 1;
  4161. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4162. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4163. clif_skill_fail(sd,skillid,0,0);
  4164. map_freeblock_unlock();
  4165. return 1;
  4166. }
  4167. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4168. clif_skill_fail(sd,skillid,0,0);
  4169. map_freeblock_unlock();
  4170. return 1;
  4171. }
  4172. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4173. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4174. clif_skill_fail(sd,skillid,0,0);
  4175. map_freeblock_unlock();
  4176. return 1;
  4177. }
  4178. }
  4179. potion_flag = 1;
  4180. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4181. potion_target = bl->id;
  4182. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4183. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4184. potion_flag = potion_target = 0;
  4185. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4186. bonus += sd->status.base_level;
  4187. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4188. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4189. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4190. if(dstsd) {
  4191. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4192. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4193. }
  4194. }
  4195. else {
  4196. if(potion_hp > 0) {
  4197. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4198. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4199. if(dstsd)
  4200. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4201. }
  4202. if(potion_sp > 0) {
  4203. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4204. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4205. if(dstsd)
  4206. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4207. }
  4208. }
  4209. }
  4210. else {
  4211. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4212. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4213. if(dstsd)
  4214. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4215. }
  4216. tbl.id = 0;
  4217. tbl.m = src->m;
  4218. tbl.x = src->x;
  4219. tbl.y = src->y;
  4220. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4221. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4222. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4223. if(sp > 0)
  4224. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4225. battle_heal(src,bl,hp,sp,0);
  4226. }
  4227. break;
  4228. case AM_CP_WEAPON:
  4229. case AM_CP_SHIELD:
  4230. case AM_CP_ARMOR:
  4231. case AM_CP_HELM:
  4232. {
  4233. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4234. if(tsc && tsc->data[scid].timer != -1)
  4235. status_change_end(bl, scid, -1 );
  4236. clif_skill_nodamage(src,bl,skillid,skilllv,
  4237. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  4238. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4239. }
  4240. break;
  4241. case AM_TWILIGHT1:
  4242. if (sd) {
  4243. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4244. //Prepare 200 White Potions.
  4245. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4246. clif_skill_fail(sd,skillid,0,0);
  4247. }
  4248. break;
  4249. case AM_TWILIGHT2:
  4250. if (sd) {
  4251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4252. //Prepare 200 Slim White Potions.
  4253. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4254. clif_skill_fail(sd,skillid,0,0);
  4255. }
  4256. break;
  4257. case AM_TWILIGHT3:
  4258. if (sd) {
  4259. //check if you can produce all three, if not, then fail:
  4260. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4261. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4262. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4263. ) {
  4264. clif_skill_fail(sd,skillid,0,0);
  4265. break;
  4266. }
  4267. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4268. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4269. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4270. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4271. }
  4272. break;
  4273. case SA_DISPELL: /* ディスペル */
  4274. {
  4275. int i;
  4276. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4277. i = status_get_sc_def_mdef(bl);
  4278. if (i >= 10000 ||
  4279. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4280. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4281. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4282. {
  4283. if (sd)
  4284. clif_skill_fail(sd,skillid,0,0);
  4285. break;
  4286. }
  4287. if(status_isimmune(bl) || !tsc->count)
  4288. break;
  4289. for(i=0;i<SC_MAX;i++){
  4290. if (tsc->data[i].timer == -1)
  4291. continue;
  4292. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4293. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4294. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4295. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
  4296. || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4297. )
  4298. continue;
  4299. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4300. status_change_end(bl,i,-1);
  4301. }
  4302. }
  4303. break;
  4304. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4306. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4307. break;
  4308. case TK_HIGHJUMP:
  4309. {
  4310. int x,y, dir = status_get_dir(src);
  4311. if (sd && !pc_can_move(sd))
  4312. return 0;
  4313. if (md && !mob_can_move(md))
  4314. return 0;
  4315. x = src->x + dirx[dir]*skilllv*2;
  4316. y = src->y + diry[dir]*skilllv*2;
  4317. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4318. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4319. if (sd) pc_movepos(sd,x,y,0);
  4320. if (md) mob_warp(md, src->m, x, y, 0);
  4321. clif_slide(src,x,y);
  4322. }
  4323. }
  4324. break;
  4325. case SA_CASTCANCEL:
  4326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4327. skill_castcancel(src,1);
  4328. if(sd) {
  4329. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4330. sp = sp * (90 - (skilllv-1)*20) / 100;
  4331. if(sp < 0) sp = 0;
  4332. pc_heal(sd,0,-sp);
  4333. }
  4334. break;
  4335. case SA_SPELLBREAKER: // スペルブレイカ?
  4336. {
  4337. int sp;
  4338. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4339. if(dstsd) {
  4340. sp = skill_get_sp(skillid,skilllv);
  4341. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4342. if(sp > 0x7fff) sp = 0x7fff;
  4343. else if(sp < 1) sp = 1;
  4344. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  4345. sp = dstsd->status.max_sp - dstsd->status.sp;
  4346. dstsd->status.sp = dstsd->status.max_sp;
  4347. }
  4348. else
  4349. dstsd->status.sp += sp;
  4350. clif_heal(dstsd->fd,SP_SP,sp);
  4351. }
  4352. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4353. if(sd) {
  4354. sp = sd->status.max_sp/5;
  4355. if(sp < 1) sp = 1;
  4356. pc_heal(sd,0,-sp);
  4357. }
  4358. }
  4359. else {
  4360. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4361. if(bl->type == BL_PC) {
  4362. if(dstsd && dstsd->skilltimer != -1) {
  4363. bl_skillid = dstsd->skillid;
  4364. bl_skilllv = dstsd->skilllv;
  4365. if (map_flag_vs(bl->m))
  4366. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4367. }
  4368. }
  4369. else if(bl->type == BL_MOB) {
  4370. if(dstmd && dstmd->skilltimer != -1) {
  4371. if (status_get_mode(bl) & MD_BOSS)
  4372. { //Only 10% success chance against bosses. [Skotlex]
  4373. if (rand()%100 < 90)
  4374. {
  4375. if (sd) clif_skill_fail(sd,skillid,0,0);
  4376. break;
  4377. }
  4378. } else
  4379. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4380. bl_skillid = dstmd->skillid;
  4381. bl_skilllv = dstmd->skilllv;
  4382. }
  4383. }
  4384. if(bl_skillid > 0 /*&& bl_skillid != PA_PRESSURE && skill_db[bl_skillid].skill_type == BF_MAGIC*/) { //Reports indicate Spell Break cancels any type of skill, except Pressure. [Skotlex]
  4385. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4386. skill_castcancel(bl,0);
  4387. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4388. if(dstsd)
  4389. pc_heal(dstsd,-hp,-sp);
  4390. if(sd) {
  4391. sp = sp*(25*(skilllv-1))/100;
  4392. if(skilllv > 1 && sp < 1) sp = 1;
  4393. if(sp > 0x7fff) sp = 0x7fff;
  4394. else if(sp < 1) sp = 1;
  4395. if(sd->status.sp + sp > sd->status.max_sp) {
  4396. sp = sd->status.max_sp - sd->status.sp;
  4397. sd->status.sp = sd->status.max_sp;
  4398. }
  4399. else
  4400. sd->status.sp += sp;
  4401. if (hp && skilllv > 5)
  4402. { //Recover half damaged HP at levels 6-10 [Skotlex]
  4403. hp /=2;
  4404. if(sd->status.hp + hp > sd->status.max_hp) {
  4405. hp = sd->status.max_hp - sd->status.hp;
  4406. sd->status.hp = sd->status.max_hp;
  4407. }
  4408. else
  4409. sd->status.hp += hp;
  4410. clif_heal(sd->fd,SP_HP,hp);
  4411. }
  4412. clif_heal(sd->fd,SP_SP,sp);
  4413. }
  4414. }
  4415. else if(sd)
  4416. clif_skill_fail(sd,skillid,0,0);
  4417. }
  4418. }
  4419. break;
  4420. case SA_MAGICROD:
  4421. if (status_isimmune(bl))
  4422. break;
  4423. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4424. break;
  4425. case SA_AUTOSPELL: /* オ?トスペル */
  4426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4427. if(sd)
  4428. clif_autospell(sd,skilllv);
  4429. else {
  4430. int maxlv=1,spellid=0;
  4431. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4432. if(skilllv >= 10) {
  4433. spellid = MG_FROSTDIVER;
  4434. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4435. // maxlv = 10;
  4436. // else
  4437. maxlv = skilllv - 9;
  4438. }
  4439. else if(skilllv >=8) {
  4440. spellid = MG_FIREBALL;
  4441. maxlv = skilllv - 7;
  4442. }
  4443. else if(skilllv >=5) {
  4444. spellid = MG_SOULSTRIKE;
  4445. maxlv = skilllv - 4;
  4446. }
  4447. else if(skilllv >=2) {
  4448. int i = rand()%3;
  4449. spellid = spellarray[i];
  4450. maxlv = skilllv - 1;
  4451. }
  4452. else if(skilllv > 0) {
  4453. spellid = MG_NAPALMBEAT;
  4454. maxlv = 3;
  4455. }
  4456. if(spellid > 0)
  4457. status_change_start(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4458. skill_get_time(SA_AUTOSPELL,skilllv),0);
  4459. }
  4460. break;
  4461. case BS_GREED:
  4462. if(sd){
  4463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4464. map_foreachinarea(skill_greed,bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_ITEM,bl);
  4465. }
  4466. break;
  4467. case SA_ELEMENTWATER:
  4468. case SA_ELEMENTFIRE:
  4469. case SA_ELEMENTGROUND:
  4470. case SA_ELEMENTWIND:
  4471. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4473. dstmd->def_ele = skill_get_pl(skillid);
  4474. dstmd->def_ele += (1+rand()%4)*20;
  4475. }
  4476. break;
  4477. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4478. case NPC_ATTRICHANGE:
  4479. case NPC_CHANGEWATER:
  4480. case NPC_CHANGEGROUND:
  4481. case NPC_CHANGEFIRE:
  4482. case NPC_CHANGEWIND:
  4483. /* 毒?A?ケ?A念?A闇 */
  4484. case NPC_CHANGEPOISON:
  4485. case NPC_CHANGEHOLY:
  4486. case NPC_CHANGEDARKNESS:
  4487. case NPC_CHANGETELEKINESIS:
  4488. case NPC_CHANGEUNDEAD:
  4489. if(md){
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4491. md->def_ele = skill_get_pl(skillid);
  4492. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4493. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4494. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4495. }
  4496. break;
  4497. case NPC_PROVOCATION:
  4498. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4499. if(md)
  4500. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4501. break;
  4502. case NPC_HALLUCINATION:
  4503. if(status_isimmune(bl)) {
  4504. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4505. break;
  4506. }
  4507. clif_skill_nodamage(src,bl,skillid,skilllv,
  4508. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  4509. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4510. break;
  4511. case NPC_KEEPING:
  4512. case NPC_BARRIER:
  4513. {
  4514. int skill_time = skill_get_time(skillid,skilllv);
  4515. clif_skill_nodamage(src,bl,skillid,skilllv,
  4516. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  4517. skilllv,0,0,0,skill_time,0));
  4518. if (md)
  4519. mob_changestate(md,MS_DELAY,skill_time);
  4520. else if (sd)
  4521. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  4522. }
  4523. break;
  4524. case NPC_REBIRTH:
  4525. //New rebirth System uses Kaizel lv1. [Skotlex]
  4526. status_change_start(bl,SkillStatusChangeTable[skillid],100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
  4527. break;
  4528. case NPC_DARKBLESSING:
  4529. {
  4530. if(status_isimmune(bl)) {
  4531. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4532. break;
  4533. }
  4534. clif_skill_nodamage(src,bl,skillid,skilllv,
  4535. status_change_start(bl,SkillStatusChangeTable[skillid],
  4536. (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4537. }
  4538. break;
  4539. case NPC_LICK:
  4540. if (dstsd) {
  4541. if (dstsd->special_state.no_weapon_damage ) {
  4542. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4543. break;
  4544. }
  4545. pc_heal(dstsd,0,-100);
  4546. }
  4547. clif_skill_nodamage(src,bl,skillid,skilllv,
  4548. status_change_start(bl,SkillStatusChangeTable[skillid],
  4549. (skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4550. break;
  4551. case NPC_SUICIDE: /* 自決 */
  4552. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4553. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4554. break;
  4555. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4556. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4557. if(md)
  4558. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4559. break;
  4560. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4561. mob_warpslave(src,AREA_SIZE/2);
  4562. break;
  4563. case NPC_RANDOMMOVE:
  4564. if (md) {
  4565. md->next_walktime = tick - 1;
  4566. mob_randomwalk(md,tick);
  4567. }
  4568. break;
  4569. case NPC_SPEEDUP:
  4570. {
  4571. // or does it increase casting rate? just a guess xD
  4572. int i = SC_ASPDPOTION0 + skilllv - 1;
  4573. if (i > SC_ASPDPOTION3)
  4574. i = SC_ASPDPOTION3;
  4575. clif_skill_nodamage(src,bl,skillid,skilllv,
  4576. status_change_start(bl,i,100,skilllv,0,0,0,skilllv * 60000,0));
  4577. }
  4578. break;
  4579. case NPC_REVENGE:
  4580. // not really needed... but adding here anyway ^^
  4581. if (md && md->master_id > 0) {
  4582. struct block_list *mbl, *tbl;
  4583. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4584. (tbl = battle_gettargeted(mbl)) == NULL)
  4585. break;
  4586. md->state.provoke_flag = tbl->id;
  4587. mob_target(md, tbl, md->db->range);
  4588. }
  4589. break;
  4590. case NPC_RUN: //後退
  4591. if(md) {
  4592. int dist = skilllv; //Run skillv tiles.
  4593. int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4594. int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4595. md->attacked_id = 0;
  4596. md->attacked_count = 0;
  4597. md->target_id = 0;
  4598. md->state.targettype = NONE_ATTACKABLE;
  4599. md->state.skillstate = MSS_IDLE;
  4600. mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
  4601. }
  4602. break;
  4603. case NPC_TRANSFORMATION:
  4604. case NPC_METAMORPHOSIS:
  4605. if(md) {
  4606. if (skilllv > 1)
  4607. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4608. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4609. mob_delete(md);
  4610. }
  4611. else
  4612. { //Transform into another class.
  4613. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4614. if (class_) mob_class_change(md, class_);
  4615. }
  4616. }
  4617. break;
  4618. case NPC_EMOTION_ON:
  4619. case NPC_EMOTION:
  4620. if(md)
  4621. {
  4622. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4623. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4624. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4625. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4626. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4627. int mode, mode2;
  4628. mode = status_get_mode(src);
  4629. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4630. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4631. if (skillid == NPC_EMOTION_ON) //Add a mode
  4632. mode2|= md->db->skill[md->skillidx].val[2];
  4633. else //Remove a mode
  4634. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4635. }
  4636. if (mode == mode2)
  4637. break; //No change
  4638. md->mode = mode2;
  4639. if (md->mode == md->db->mode)
  4640. md->mode = 0; //Fallback to the db's mode.
  4641. //Since mode changed, reset their state.
  4642. mob_stopattack(md);
  4643. mob_stop_walking(md,0);
  4644. }
  4645. }
  4646. break;
  4647. case NPC_DEFENDER:
  4648. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4649. break;
  4650. // Equipment breaking monster skills [Celest]
  4651. case NPC_BREAKWEAPON:
  4652. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4653. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  4654. pc_breakweapon(dstsd);
  4655. break;
  4656. case NPC_BREAKARMOR:
  4657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4658. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  4659. pc_breakarmor(dstsd);
  4660. break;
  4661. case NPC_BREAKHELM:
  4662. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4663. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  4664. pc_breakhelm(dstsd);
  4665. break;
  4666. case NPC_BREAKSHIELD:
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4668. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  4669. pc_breakshield(dstsd);
  4670. break;
  4671. case NPC_POWERUP:
  4672. // +20% attack per skill level? It's a guess... [Skotlex]
  4673. status_change_start(bl,SC_INCATKRATE,100,20*skilllv,0,0,0,skilllv * 60000,0);
  4674. // another random guess xP
  4675. clif_skill_nodamage(src,bl,skillid,skilllv,
  4676. status_change_start(bl,SC_INCALLSTATUS,100,
  4677. skilllv * 5,0,0,0,skilllv * 60000,0));
  4678. break;
  4679. case NPC_AGIUP:
  4680. clif_skill_nodamage(src,bl,skillid,skilllv,
  4681. status_change_start(bl,SC_INCAGI,100,
  4682. skilllv * 10,0,0,0,skilllv * 60000,0));
  4683. break;
  4684. case NPC_SIEGEMODE:
  4685. case NPC_INVISIBLE:
  4686. // not sure what it does
  4687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4688. break;
  4689. case WE_MALE: /* 君だけは護るよ */
  4690. if(sd && dstsd){
  4691. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4692. int gain_hp=dstsd->status.max_hp*abs(hp_rate)/100;// The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4693. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4694. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4695. }
  4696. break;
  4697. case WE_FEMALE: /* あなたの?に??オになります */
  4698. if(sd && dstsd){
  4699. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4700. int gain_sp=dstsd->status.max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4701. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4702. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4703. }
  4704. break;
  4705. case WE_CALLPARTNER: /* あなたに?いたい */
  4706. if(sd){
  4707. if((dstsd = pc_get_partner(sd)) == NULL){
  4708. clif_skill_fail(sd,skillid,0,0);
  4709. map_freeblock_unlock();
  4710. return 0;
  4711. }
  4712. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4713. clif_skill_teleportmessage(sd,1);
  4714. map_freeblock_unlock();
  4715. return 0;
  4716. }
  4717. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4718. pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  4719. }
  4720. break;
  4721. // parent-baby skills
  4722. case WE_BABY:
  4723. if(sd){
  4724. struct map_session_data *f_sd = pc_get_father(sd);
  4725. struct map_session_data *m_sd = pc_get_mother(sd);
  4726. // if neither was found
  4727. if(!f_sd && !m_sd){
  4728. clif_skill_fail(sd,skillid,0,0);
  4729. map_freeblock_unlock();
  4730. return 0;
  4731. }
  4732. status_change_start(bl,SC_STAN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4733. if (f_sd) status_change_start(&f_sd->bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4734. if (m_sd) status_change_start(&m_sd->bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4735. }
  4736. break;
  4737. case WE_CALLPARENT:
  4738. if(sd){
  4739. struct map_session_data *f_sd = pc_get_father(sd);
  4740. struct map_session_data *m_sd = pc_get_mother(sd);
  4741. // if neither was found
  4742. if(!f_sd && !m_sd){
  4743. clif_skill_fail(sd,skillid,0,0);
  4744. map_freeblock_unlock();
  4745. return 0;
  4746. }
  4747. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
  4748. {
  4749. clif_skill_teleportmessage(sd,1);
  4750. map_freeblock_unlock();
  4751. return 0;
  4752. }
  4753. if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
  4754. (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
  4755. { //Case where neither one can be warped.
  4756. clif_skill_teleportmessage(sd,1);
  4757. map_freeblock_unlock();
  4758. return 0;
  4759. }
  4760. //Warp those that can be warped.
  4761. if (f_sd && !map[f_sd->bl.m].flag.nowarp)
  4762. pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4763. if (m_sd && !map[m_sd->bl.m].flag.nowarp)
  4764. pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4765. }
  4766. break;
  4767. case WE_CALLBABY:
  4768. if(sd && dstsd)
  4769. {
  4770. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4771. clif_skill_teleportmessage(sd,1);
  4772. map_freeblock_unlock();
  4773. return 0;
  4774. }
  4775. pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4776. }
  4777. break;
  4778. case PF_HPCONVERSION: /* ライフ置き換え */
  4779. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4780. if (sd) {
  4781. int hp, sp;
  4782. hp = sd->status.max_hp / 10; //基本はHPの10%
  4783. sp = hp * 10 * skilllv / 100;
  4784. if (sd->status.sp + sp > sd->status.max_sp)
  4785. sp = sd->status.max_sp - sd->status.sp;
  4786. // we need to check with the sp that was taken away when casting too
  4787. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4788. hp = sp = 0;
  4789. pc_heal(sd, -hp, sp);
  4790. clif_heal(sd->fd, SP_SP, sp);
  4791. clif_updatestatus(sd, SP_SP);
  4792. }
  4793. break;
  4794. case HT_REMOVETRAP: /* リム?ブトラップ */
  4795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4796. {
  4797. struct skill_unit *su=NULL;
  4798. struct item item_tmp;
  4799. int flag;
  4800. if((bl->type==BL_SKILL) &&
  4801. (su=(struct skill_unit *)bl) &&
  4802. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4803. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4804. {
  4805. if(sd && su->group->val3 != BD_INTOABYSS)
  4806. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4807. if(battle_config.skill_removetrap_type){
  4808. for(i=0;i<10;i++) {
  4809. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4810. memset(&item_tmp,0,sizeof(item_tmp));
  4811. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4812. item_tmp.identify = 1;
  4813. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4814. clif_additem(sd,0,0,flag);
  4815. 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);
  4816. }
  4817. }
  4818. }
  4819. }else{
  4820. memset(&item_tmp,0,sizeof(item_tmp));
  4821. item_tmp.nameid = 1065;
  4822. item_tmp.identify = 1;
  4823. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4824. clif_additem(sd,0,0,flag);
  4825. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4826. }
  4827. }
  4828. }
  4829. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4830. struct block_list *target=map_id2bl(su->group->val2);
  4831. if(target && (target->type == BL_PC || target->type == BL_MOB))
  4832. status_change_end(target,SC_ANKLE,-1);
  4833. }
  4834. skill_delunit(su);
  4835. }
  4836. }
  4837. break;
  4838. case HT_SPRINGTRAP: /* スプリングトラップ */
  4839. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4840. {
  4841. struct skill_unit *su=NULL;
  4842. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4843. switch(su->group->unit_id){
  4844. case UNT_ANKLESNARE: // ankle snare
  4845. if (su->group->val2 != 0)
  4846. // if it is already trapping something don't spring it,
  4847. // remove trap should be used instead
  4848. break;
  4849. // otherwise fallthrough to below
  4850. case UNT_BLASTMINE:
  4851. case UNT_SKIDTRAP:
  4852. case UNT_LANDMINE:
  4853. case UNT_SHOCKWAVE:
  4854. case UNT_SANDMAN:
  4855. case UNT_FLASHER:
  4856. case UNT_FREEZINGTRAP:
  4857. case UNT_CLAYMORETRAP:
  4858. case UNT_TALKIEBOX:
  4859. su->group->unit_id = UNT_USED_TRAPS;
  4860. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4861. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4862. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4863. }
  4864. }
  4865. }
  4866. break;
  4867. case BD_ENCORE: /* アンコ?ル */
  4868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4869. if(sd)
  4870. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4871. break;
  4872. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4873. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4874. map_freeblock_unlock();
  4875. return 1;
  4876. }
  4877. clif_skill_nodamage(src,bl,skillid,skilllv,
  4878. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  4879. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
  4880. break;
  4881. case PF_MINDBREAKER: /* プ�?ボック */
  4882. {
  4883. /* MVPmobと不死には?かない */
  4884. if(status_get_mode(bl)&MD_BOSS || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
  4885. {
  4886. map_freeblock_unlock();
  4887. return 1;
  4888. }
  4889. //Has a 55% + skilllv*5% success chance.
  4890. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4891. status_change_start(bl,SkillStatusChangeTable[skillid],55 +5*skilllv,
  4892. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4893. {
  4894. if (sd) clif_skill_fail(sd,skillid,0,0);
  4895. map_freeblock_unlock();
  4896. return 0;
  4897. }
  4898. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  4899. skill_castcancel(bl,0);
  4900. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  4901. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4902. skill_castcancel(bl,0);
  4903. if(tsc && tsc->count){
  4904. if(tsc->data[SC_FREEZE].timer!=-1)
  4905. status_change_end(bl,SC_FREEZE,-1);
  4906. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4907. status_change_end(bl,SC_STONE,-1);
  4908. if(tsc->data[SC_SLEEP].timer!=-1)
  4909. status_change_end(bl,SC_SLEEP,-1);
  4910. }
  4911. if(dstmd)
  4912. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4913. }
  4914. break;
  4915. case PF_SOULCHANGE:
  4916. {
  4917. int sp1 = 0, sp2 = 0;
  4918. if (sd) {
  4919. if (dstsd) {
  4920. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4921. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4922. sd->status.sp = sp2;
  4923. dstsd->status.sp = sp1;
  4924. clif_heal(sd->fd,SP_SP,sp2);
  4925. clif_updatestatus(sd,SP_SP);
  4926. clif_heal(dstsd->fd,SP_SP,sp1);
  4927. clif_updatestatus(dstsd,SP_SP);
  4928. } else if (dstmd) {
  4929. if (dstmd->state.soul_change_flag) {
  4930. clif_skill_fail(sd,skillid,0,0);
  4931. map_freeblock_unlock();
  4932. return 0;
  4933. }
  4934. sp2 = sd->status.max_sp * 3 /100;
  4935. if (sd->status.sp + sp2 > sd->status.max_sp)
  4936. sp2 = sd->status.max_sp - sd->status.sp;
  4937. sd->status.sp += sp2;
  4938. clif_heal(sd->fd,SP_SP,sp2);
  4939. clif_updatestatus(sd,SP_SP);
  4940. dstmd->state.soul_change_flag = 1;
  4941. }
  4942. }
  4943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4944. }
  4945. break;
  4946. // Slim Pitcher
  4947. case CR_SLIMPITCHER:
  4948. {
  4949. if (sd && flag&1) {
  4950. struct block_list tbl;
  4951. int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  4952. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4953. if (dstsd) {
  4954. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4955. }
  4956. tbl.id = 0;
  4957. tbl.m = src->m;
  4958. tbl.x = src->x;
  4959. tbl.y = src->y;
  4960. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4961. battle_heal(NULL,bl,hp,0,0);
  4962. }
  4963. }
  4964. break;
  4965. // Full Chemical Protection
  4966. case CR_FULLPROTECTION:
  4967. {
  4968. int i, skilltime;
  4969. skilltime = skill_get_time(skillid,skilllv);
  4970. if (!tsc) {
  4971. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4972. break;
  4973. }
  4974. for (i=0; i<4; i++) {
  4975. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4976. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4977. status_change_start(bl,SC_CP_WEAPON + i,100,skilllv,0,0,0,skilltime,0 );
  4978. }
  4979. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4980. }
  4981. break;
  4982. case RG_CLEANER: //AppleGirl
  4983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4984. break;
  4985. case PF_DOUBLECASTING:
  4986. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4987. status_change_start(bl,SkillStatusChangeTable[skillid],
  4988. 30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4989. if (sd) clif_skill_fail(sd,skillid,0,0);
  4990. break;
  4991. case CG_LONGINGFREEDOM:
  4992. {
  4993. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4994. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4995. {
  4996. clif_skill_nodamage(src,bl,skillid,skilllv,
  4997. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  4998. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4999. }
  5000. }
  5001. break;
  5002. case CG_TAROTCARD:
  5003. {
  5004. int eff, count = -1;
  5005. if (rand() % 100 > skilllv * 8) {
  5006. if (sd) clif_skill_fail(sd,skillid,0,0);
  5007. map_freeblock_unlock();
  5008. return 0;
  5009. }
  5010. do {
  5011. eff = rand() % 14;
  5012. clif_specialeffect(bl, 523 + eff, 0);
  5013. switch (eff)
  5014. {
  5015. case 0: // heals SP to 0
  5016. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  5017. break;
  5018. case 1: // matk halved
  5019. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  5020. break;
  5021. case 2: // all buffs removed
  5022. status_change_clear_buffs(bl);
  5023. break;
  5024. case 3: // 1000 damage, random armor destroyed
  5025. {
  5026. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  5027. battle_damage(src, bl, 1000, 0);
  5028. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5029. if (dstsd && battle_config.equip_skill_break_rate) pc_break_equip(dstsd, where[rand() % 3]);
  5030. }
  5031. break;
  5032. case 4: // atk halved
  5033. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  5034. break;
  5035. case 5: // 2000HP heal, random teleported
  5036. battle_heal(src, src, 2000, 0, 0);
  5037. if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
  5038. else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
  5039. break;
  5040. case 6: // random 2 other effects
  5041. if (count == -1)
  5042. count = 3;
  5043. else
  5044. count++; //Should not retrigger this one.
  5045. break;
  5046. case 7: // stop freeze or stoned
  5047. {
  5048. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5049. status_change_start(bl,sc[rand()%3],100,skilllv,0,0,0,30000,0);
  5050. }
  5051. break;
  5052. case 8: // curse coma and poison
  5053. status_change_start(bl,SC_COMA,100,skilllv,0,0,0,30000,0);
  5054. status_change_start(bl,SC_CURSE,100,skilllv,0,0,0,30000,0);
  5055. status_change_start(bl,SC_POISON,100,skilllv,0,0,0,30000,0);
  5056. break;
  5057. case 9: // chaos
  5058. status_change_start(bl,SC_CONFUSION,100,skilllv,0,0,0,30000,0);
  5059. break;
  5060. case 10: // 6666 damage, atk matk halved, cursed
  5061. battle_damage(src, bl, 6666, 0);
  5062. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5063. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  5064. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  5065. status_change_start(bl,SC_CURSE,skilllv,100,0,0,0,30000,0);
  5066. break;
  5067. case 11: // 4444 damage
  5068. battle_damage(src, bl, 4444, 0);
  5069. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5070. break;
  5071. case 12: // stun
  5072. status_change_start(bl,SC_STAN,100,skilllv,0,0,0,5000,0);
  5073. break;
  5074. case 13: // atk,matk,hit,flee,def reduced
  5075. status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
  5076. status_change_start(bl,SC_INCMATKRATE,100,-20,0,0,0,30000,0);
  5077. status_change_start(bl,SC_INCHITRATE,100,-20,0,0,0,30000,0);
  5078. status_change_start(bl,SC_INCFLEERATE,100,-20,0,0,0,30000,0);
  5079. status_change_start(bl,SC_INCDEFRATE,100,-20,0,0,0,30000,0);
  5080. break;
  5081. default:
  5082. break;
  5083. }
  5084. } while ((--count) > 0);
  5085. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5086. }
  5087. break;
  5088. case SL_ALCHEMIST:
  5089. case SL_ASSASIN:
  5090. case SL_BARDDANCER:
  5091. case SL_BLACKSMITH:
  5092. case SL_CRUSADER:
  5093. case SL_HUNTER:
  5094. case SL_KNIGHT:
  5095. case SL_MONK:
  5096. case SL_PRIEST:
  5097. case SL_ROGUE:
  5098. case SL_SAGE:
  5099. case SL_SOULLINKER:
  5100. case SL_STAR:
  5101. case SL_SUPERNOVICE:
  5102. case SL_WIZARD:
  5103. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == SkillStatusChangeTable[skillid])) {
  5104. clif_skill_fail(sd,skillid,0,0);
  5105. break;
  5106. }
  5107. clif_skill_nodamage(src,bl,skillid,skilllv,
  5108. status_change_start(bl,SC_SPIRIT,100,
  5109. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5110. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5111. break;
  5112. case SL_HIGH:
  5113. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5114. clif_skill_fail(sd,skillid,0,0);
  5115. break;
  5116. }
  5117. clif_skill_nodamage(src,bl,skillid,skilllv,
  5118. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  5119. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5120. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5121. break;
  5122. case SL_SKA: // [marquis007]
  5123. if (sd && bl->type != BL_MOB) {
  5124. status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
  5125. clif_skill_fail(sd,skillid,0,0);
  5126. break;
  5127. }
  5128. if (sd && status_get_mode(bl)&MD_BOSS)
  5129. clif_skill_fail(sd,skillid,0,0);
  5130. else
  5131. {
  5132. clif_skill_nodamage(src,bl,skillid,skilllv,
  5133. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  5134. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  5135. }
  5136. break;
  5137. case SL_SWOO:
  5138. if (sd && bl->type != BL_MOB) {
  5139. status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
  5140. clif_skill_fail(sd,skillid,0,0);
  5141. break;
  5142. }
  5143. clif_skill_nodamage(src,bl,skillid,skilllv,
  5144. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  5145. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  5146. break;
  5147. case SL_SKE:
  5148. if (sd && bl->type != BL_MOB) {
  5149. status_change_start(src,SC_STAN,100,skilllv,0,0,0,3000,8);
  5150. clif_skill_fail(sd,skillid,0,0);
  5151. break;
  5152. }
  5153. clif_skill_nodamage(src,bl,skillid,skilllv,
  5154. status_change_start(bl,SkillStatusChangeTable[skillid],100,
  5155. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5156. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5157. break;
  5158. // New guild skills [Celest]
  5159. case GD_BATTLEORDER:
  5160. {
  5161. struct guild *g = NULL;
  5162. // Only usable during WoE
  5163. if (!agit_flag) {
  5164. clif_skill_fail(sd,skillid,0,0);
  5165. map_freeblock_unlock();
  5166. return 0;
  5167. }
  5168. if(flag&1) {
  5169. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5170. status_change_start(&dstsd->bl,SC_BATTLEORDERS,100,skilllv,0,0,0,0,0 );
  5171. }
  5172. }
  5173. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5174. strcmp(sd->status.name,g->master)==0) {
  5175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5176. map_foreachinarea(skill_area_sub,
  5177. src->m,src->x-15,src->y-15,src->x+15,src->y+15,BL_CHAR,
  5178. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5179. skill_castend_nodamage_id);
  5180. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5181. }
  5182. }
  5183. break;
  5184. case GD_REGENERATION:
  5185. {
  5186. struct guild *g = NULL;
  5187. // Only usable during WoE
  5188. if (!agit_flag) {
  5189. clif_skill_fail(sd,skillid,0,0);
  5190. map_freeblock_unlock();
  5191. return 0;
  5192. }
  5193. if(flag&1) {
  5194. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5195. status_change_start(&dstsd->bl,SC_REGENERATION,100,skilllv,0,0,0,0,0 );
  5196. }
  5197. }
  5198. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5199. strcmp(sd->status.name,g->master)==0) {
  5200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5201. map_foreachinarea(skill_area_sub,
  5202. src->m,src->x-15,src->y-15,src->x+15,src->y+15,BL_CHAR,
  5203. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5204. skill_castend_nodamage_id);
  5205. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5206. }
  5207. }
  5208. break;
  5209. case GD_RESTORE:
  5210. {
  5211. struct guild *g = NULL;
  5212. // Only usable during WoE
  5213. if (!agit_flag) {
  5214. clif_skill_fail(sd,skillid,0,0);
  5215. map_freeblock_unlock();
  5216. return 0;
  5217. }
  5218. if(flag&1) {
  5219. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5220. int hp, sp;
  5221. hp = dstsd->status.max_hp*9/10;
  5222. sp = dstsd->status.max_sp*9/10;
  5223. sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
  5224. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5225. battle_heal(NULL,bl,hp,sp,0);
  5226. }
  5227. }
  5228. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5229. strcmp(sd->status.name,g->master)==0) {
  5230. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5231. map_foreachinarea(skill_area_sub,
  5232. src->m,src->x-15,src->y-15,src->x+15,src->y+15,BL_CHAR,
  5233. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5234. skill_castend_nodamage_id);
  5235. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5236. }
  5237. }
  5238. break;
  5239. case GD_EMERGENCYCALL:
  5240. {
  5241. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5242. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5243. int j = 0;
  5244. struct guild *g = NULL;
  5245. if (!sd || !sd->state.gmaster_flag)
  5246. break;
  5247. //Reports say this particular skill is usable anywhere! o.o [Skotlex]
  5248. //And now people say that's not true... MEH. Will they EVER make up their mind?
  5249. if (/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
  5250. { //if not allowed to warp to the map (castles are always allowed)
  5251. clif_skill_fail(sd,skillid,0,0);
  5252. map_freeblock_unlock();
  5253. return 0;
  5254. }
  5255. // i don't know if it actually summons in a circle, but oh well. ;P
  5256. g = sd->state.gmaster_flag;
  5257. for(i = 0; i < g->max_member; i++, j++) {
  5258. if (j>8) j=0;
  5259. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5260. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5261. continue;
  5262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5263. if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
  5264. dx[j] = dy[j] = 0;
  5265. pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
  5266. }
  5267. }
  5268. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5269. }
  5270. break;
  5271. case SG_FEEL:
  5272. if (sd) {
  5273. if(!sd->feel_map[skilllv-1].index) {
  5274. sd->feel_level=skilllv-1;
  5275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5276. clif_parse_ReqFeel(sd->fd,sd);
  5277. }
  5278. else
  5279. clif_feel_info(sd, skilllv-1);
  5280. }
  5281. break;
  5282. case SG_HATE:
  5283. if (sd) {
  5284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5285. if(dstsd) //PC
  5286. {
  5287. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5288. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5289. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5290. }
  5291. else if(dstmd) // mob
  5292. {
  5293. switch(skilllv)
  5294. {
  5295. case 1:
  5296. if (status_get_size(bl)==0)
  5297. {
  5298. sd->hate_mob[0] = dstmd->class_;
  5299. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5300. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5301. } else clif_skill_fail(sd,skillid,0,0);
  5302. break;
  5303. case 2:
  5304. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5305. {
  5306. sd->hate_mob[1] = dstmd->class_;
  5307. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5308. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5309. } else clif_skill_fail(sd,skillid,0,0);
  5310. break;
  5311. case 3:
  5312. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5313. {
  5314. sd->hate_mob[2] = dstmd->class_;
  5315. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5316. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5317. } else clif_skill_fail(sd,skillid,0,0);
  5318. break;
  5319. default:
  5320. clif_skill_fail(sd,skillid,0,0);
  5321. break;
  5322. }
  5323. }
  5324. }
  5325. break;
  5326. default:
  5327. ShowWarning("Unknown skill used:%d\n",skillid);
  5328. map_freeblock_unlock();
  5329. return 1;
  5330. }
  5331. map_freeblock_unlock();
  5332. return 0;
  5333. }
  5334. /*==========================================
  5335. * スキル使用?i詠?・完了?AID指定?j
  5336. *------------------------------------------
  5337. */
  5338. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5339. {
  5340. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  5341. struct block_list *bl;
  5342. int delay,inf2;
  5343. nullpo_retr(0, sd);
  5344. //Code cleanup.
  5345. #undef skill_failed
  5346. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
  5347. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
  5348. { /* タイマIDの確認 */
  5349. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
  5350. sd->skilltimer = -1;
  5351. return 0;
  5352. }
  5353. if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
  5354. { //Finished casting between maps, or the skill has failed after starting casting{
  5355. sd->skilltimer = -1;
  5356. skill_failed(sd);
  5357. return 0;
  5358. }
  5359. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5360. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5361. if(sd->skillid != SA_CASTCANCEL)
  5362. sd->skilltimer=-1;
  5363. if((bl=map_id2bl(sd->skilltarget))==NULL ||
  5364. bl->prev==NULL || sd->bl.m != bl->m) {
  5365. skill_failed(sd);
  5366. return 0;
  5367. }
  5368. if(sd->skillid == RG_BACKSTAP) {
  5369. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  5370. if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
  5371. clif_skill_fail(sd,sd->skillid,0,0);
  5372. skill_failed(sd);
  5373. return 0;
  5374. }
  5375. }
  5376. if (sd->skillid == PR_LEXDIVINA)
  5377. {
  5378. struct status_change *sc = status_get_sc(bl);
  5379. if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
  5380. (!sc || sc->data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5381. {
  5382. clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
  5383. skill_failed(sd);
  5384. return 0;
  5385. }
  5386. } else {
  5387. inf2 = skill_get_inf(sd->skillid);
  5388. if((inf2&INF_ATTACK_SKILL ||
  5389. (inf2&INF_SELF_SKILL && sd->bl.id != bl->id && skill_get_nk(sd->skillid) != NK_NO_DAMAGE)) //Self skills that cause damage (EF, Combo Skills, etc)
  5390. && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
  5391. ) {
  5392. skill_failed(sd);
  5393. return 0;
  5394. }
  5395. }
  5396. if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
  5397. { //Avoid doing double checks for instant-cast skills.
  5398. if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  5399. clif_skill_fail(sd,sd->skillid,0,0);
  5400. skill_failed(sd);
  5401. return 0;
  5402. }
  5403. inf2 = skill_get_inf2(sd->skillid);
  5404. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
  5405. int fail_flag = 1;
  5406. if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  5407. fail_flag = 0;
  5408. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
  5409. fail_flag = 0;
  5410. if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
  5411. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5412. fail_flag = 0;
  5413. if(fail_flag) {
  5414. clif_skill_fail(sd,sd->skillid,0,0);
  5415. skill_failed(sd);
  5416. return 0;
  5417. }
  5418. }
  5419. if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
  5420. {
  5421. clif_skill_fail(sd,sd->skillid,0,0);
  5422. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5423. skill_check_condition(sd,1);
  5424. skill_failed(sd);
  5425. return 0;
  5426. }
  5427. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5428. skill_failed(sd);
  5429. return 0;
  5430. }
  5431. if(battle_config.pc_skill_log)
  5432. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5433. pc_stop_walking(sd,0);
  5434. if (sd->skillid == SA_MAGICROD)
  5435. delay = 0;
  5436. else
  5437. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5438. sd->canact_tick = tick + delay;
  5439. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5440. sd->canmove_tick = tick + delay;
  5441. switch( skill_get_nk(sd->skillid) )
  5442. {
  5443. case NK_NO_DAMAGE:
  5444. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5445. break;
  5446. case NK_SPLASH_DAMAGE:
  5447. default:
  5448. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5449. break;
  5450. }
  5451. if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
  5452. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5453. if (sd->skillid != AL_TELEPORT && sd->skillid != WS_WEAPONREFINE) {
  5454. sd->skillid = sd->skilllv = -1; //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5455. sd->skilltarget = 0;
  5456. }
  5457. return 0;
  5458. }
  5459. /*---------------------------------------------------------------------------- */
  5460. /*==========================================
  5461. * スキル使用?i詠?・完了?A?�?且w定?j
  5462. *------------------------------------------
  5463. */
  5464. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5465. {
  5466. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5467. int delay,maxcount;
  5468. nullpo_retr(0, sd);
  5469. //Code cleanup.
  5470. #undef skill_failed
  5471. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
  5472. if( sd->skilltimer != tid )
  5473. { /* タイマIDの確認 */
  5474. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
  5475. sd->skilltimer = -1;
  5476. return 0;
  5477. }
  5478. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5479. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5480. sd->skilltimer=-1;
  5481. if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
  5482. { // skill has failed after starting casting
  5483. return 0;
  5484. }
  5485. if (!battle_config.pc_skill_reiteration &&
  5486. skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
  5487. skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5488. clif_skill_fail(sd,sd->skillid,0,0);
  5489. skill_failed(sd);
  5490. return 0;
  5491. }
  5492. if (battle_config.pc_skill_nofootset &&
  5493. skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
  5494. skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5495. clif_skill_fail(sd,sd->skillid,0,0);
  5496. skill_failed(sd);
  5497. return 0;
  5498. }
  5499. if(battle_config.pc_land_skill_limit) {
  5500. maxcount = skill_get_maxcount(sd->skillid);
  5501. if(maxcount > 0) {
  5502. int i,c;
  5503. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5504. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5505. c++;
  5506. }
  5507. if(c >= maxcount) {
  5508. clif_skill_fail(sd,sd->skillid,0,0);
  5509. skill_failed(sd);
  5510. return 0;
  5511. }
  5512. }
  5513. }
  5514. if(tid != -1)
  5515. { //Avoid double checks on instant cast skills. [Skotlex]
  5516. if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
  5517. {
  5518. skill_failed(sd);
  5519. return 0;
  5520. }
  5521. if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
  5522. clif_skill_fail(sd,sd->skillid,0,0);
  5523. if(battle_config.skill_out_range_consume) //Consume items anyway.
  5524. skill_check_condition(sd,1);
  5525. skill_failed(sd);
  5526. return 0;
  5527. }
  5528. }
  5529. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5530. skill_failed(sd);
  5531. return 0;
  5532. }
  5533. if(battle_config.pc_skill_log)
  5534. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5535. pc_stop_walking(sd,0);
  5536. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5537. sd->canact_tick = tick + delay;
  5538. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5539. sd->canmove_tick = tick + delay;
  5540. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5541. if (sd->skillid != AL_WARP)
  5542. sd->skillid = sd->skilllv = -1; //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5543. return 0;
  5544. }
  5545. /*==========================================
  5546. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5547. *------------------------------------------
  5548. */
  5549. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5550. {
  5551. struct map_session_data *sd=NULL;
  5552. struct status_change *sc;
  5553. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  5554. //if(skilllv <= 0) return 0;
  5555. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5556. nullpo_retr(0, src);
  5557. if(src->type==BL_PC)
  5558. sd=(struct map_session_data *)src;
  5559. sc = status_get_sc(src); //Needed for Magic Power checks.
  5560. if (sc && !sc->count)
  5561. sc = NULL; //Unneeded.
  5562. if( skillid != WZ_METEOR &&
  5563. skillid != AM_CANNIBALIZE &&
  5564. skillid != AM_SPHEREMINE &&
  5565. skillid != CR_CULTIVATION &&
  5566. skillid != AC_SHOWER)
  5567. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5568. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  5569. // if (sd && skillnotok(skillid, sd)) // [MouseJstr]
  5570. // return 0;
  5571. switch(skillid)
  5572. {
  5573. case PR_BENEDICTIO: /* ?ケ??~福 */
  5574. skill_area_temp[1] = src->id;
  5575. map_foreachinarea(skill_area_sub,
  5576. src->m, x-1, y-1, x+1, y+1, BL_PC,
  5577. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5578. skill_castend_nodamage_id);
  5579. map_foreachinarea(skill_area_sub,
  5580. src->m, x-1, y-1, x+1, y+1, BL_CHAR,
  5581. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5582. skill_castend_damage_id);
  5583. break;
  5584. case AC_SHOWER:
  5585. { //One of the few skills that can attack traps.
  5586. int r = 2;
  5587. map_foreachinarea (skill_area_sub,
  5588. src->m, x-r, y-r, x+r, y+r, BL_CHAR|BL_SKILL,
  5589. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5590. skill_castend_damage_id);
  5591. }
  5592. break;
  5593. case BS_HAMMERFALL:
  5594. {
  5595. int r = 2;
  5596. if (skilllv > 5) {
  5597. r = 14;
  5598. skilllv = 5; // スタン率?繧ェりすぎるため計算はLv5で固定
  5599. }
  5600. skill_area_temp[1] = src->id;
  5601. skill_area_temp[2] = x;
  5602. skill_area_temp[3] = y;
  5603. map_foreachinarea (skill_area_sub,
  5604. src->m, x-r, y-r, x+r, y+r, BL_CHAR,
  5605. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5606. skill_castend_nodamage_id);
  5607. }
  5608. break;
  5609. case HT_DETECTING: /* ディテクティング */
  5610. map_foreachinarea( status_change_timer_sub,
  5611. src->m, x-3, y-3, x+3,y+3,BL_CHAR,
  5612. src,status_get_sc(src),SC_SIGHT,tick);
  5613. break;
  5614. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5615. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5616. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5617. case AL_PNEUMA: /* ニュ?マ */
  5618. case WZ_ICEWALL: /* アイスウォ?ル */
  5619. case WZ_FIREPILLAR: /* ファイアピラ? */
  5620. case WZ_QUAGMIRE: /* クァグマイア */
  5621. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5622. case WZ_STORMGUST: /* スト?ムガスト */
  5623. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5624. case PR_SANCTUARY: /* サンクチュアリ */
  5625. case PR_MAGNUS: /* マグヌスエクソシズム */
  5626. case CR_GRANDCROSS: /* グランドク�?ス */
  5627. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5628. case HT_SKIDTRAP: /* スキッドトラップ */
  5629. case HT_LANDMINE: /* ランドマイン */
  5630. case HT_ANKLESNARE: /* アンクルスネア */
  5631. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5632. case HT_SANDMAN: /* サンドマン */
  5633. case HT_FLASHER: /* フラッシャ? */
  5634. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5635. case HT_BLASTMINE: /* ブラストマイン */
  5636. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5637. case AS_VENOMDUST: /* ベノムダスト */
  5638. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5639. case PF_FOGWALL: /* フォグウォ?ル */
  5640. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5641. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5642. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5643. break;
  5644. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5645. skill_clear_unitgroup(src);
  5646. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5647. break;
  5648. case RG_CLEANER: // [Valaris]
  5649. map_foreachinarea(skill_graffitiremover,src->m,x-5,y-5,x+5,y+5,BL_SKILL);
  5650. break;
  5651. case SA_VOLCANO: /* ボルケ?ノ */
  5652. case SA_DELUGE: /* デリュ?ジ */
  5653. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5654. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5655. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5656. break;
  5657. case WZ_METEOR: //�?テオスト?ム
  5658. {
  5659. int flag=0, area = 7;
  5660. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5661. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5662. if (skilllv > skill_get_max(skillid))
  5663. area = area*3; //Double range area
  5664. for(i=0;i<2+(skilllv>>1);i++) {
  5665. int j=0;
  5666. do {
  5667. tmpx = x + (rand()%area - area/2);
  5668. tmpy = y + (rand()%area - area/2);
  5669. if(tmpx < 0)
  5670. tmpx = 0;
  5671. else if(tmpx >= map[src->m].xs)
  5672. tmpx = map[src->m].xs - 1;
  5673. if(tmpy < 0)
  5674. tmpy = 0;
  5675. else if(tmpy >= map[src->m].ys)
  5676. tmpy = map[src->m].ys - 1;
  5677. j++;
  5678. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  5679. if(j >= 100)
  5680. continue;
  5681. if(!(flag&1)){
  5682. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5683. flag=flag|1;
  5684. }
  5685. if(i > 0)
  5686. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5687. x1 = tmpx;
  5688. y1 = tmpy;
  5689. }
  5690. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5691. }
  5692. break;
  5693. case AL_WARP: /* �??プポ?タル */
  5694. if(sd) {
  5695. clif_skill_warppoint(sd,skillid,mapindex_id2name(sd->status.save_point.map),
  5696. (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5697. (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5698. (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5699. }
  5700. break;
  5701. case MO_BODYRELOCATION:
  5702. if (sd) {
  5703. pc_movepos(sd, x, y, 1);
  5704. pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
  5705. } else if (src->type == BL_MOB) {
  5706. struct mob_data *md = (struct mob_data *)src;
  5707. mob_warp(md, -1, x, y, 0);
  5708. clif_spawnmob(md);
  5709. }
  5710. break;
  5711. case AM_CANNIBALIZE: // バイオプラント
  5712. if(sd) {
  5713. int id;
  5714. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5715. struct mob_data *md;
  5716. // Correct info, don't change any of this! [celest]
  5717. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5718. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5719. md->master_id = sd->bl.id;
  5720. // different levels of HP according to skill level
  5721. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5722. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5723. md->special_state.ai = 1;
  5724. //非移動でアクティブで反撃する[0x0:非移動 0x1:移動 0x4:ACT 0x8:非ACT 0x40:反撃無 0x80:反撃有]
  5725. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5726. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5727. }
  5728. // To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
  5729. // (attach name of player?)
  5730. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5731. }
  5732. break;
  5733. case AM_SPHEREMINE: // スフィア?マイン
  5734. if(sd){
  5735. int id;
  5736. struct mob_data *md;
  5737. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5738. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5739. md->master_id = sd->bl.id;
  5740. md->hp = 2000 + skilllv * 400;
  5741. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5742. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5743. md->special_state.ai = 2;
  5744. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5745. }
  5746. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5747. }
  5748. break;
  5749. // Slim Pitcher [Celest]
  5750. case CR_SLIMPITCHER:
  5751. {
  5752. if (sd) {
  5753. int i = skilllv%11 - 1;
  5754. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5755. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5756. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5757. clif_skill_fail(sd,skillid,0,0);
  5758. return 1;
  5759. }
  5760. potion_flag = 1;
  5761. potion_hp = 0;
  5762. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5763. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5764. potion_flag = 0;
  5765. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5766. if(potion_hp > 0) {
  5767. map_foreachinarea(skill_area_sub,
  5768. src->m,x-3,y-3,x+3,y+3,BL_CHAR,
  5769. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5770. skill_castend_nodamage_id);
  5771. }
  5772. }
  5773. }
  5774. break;
  5775. case HW_GANBANTEIN:
  5776. if (rand()%100 < 80) {
  5777. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5778. map_foreachinarea (skill_ganbatein, src->m, x-1, y-1, x+1, y+1, BL_SKILL);
  5779. } else {
  5780. clif_skill_fail(sd,skillid,0,0);
  5781. return 1;
  5782. }
  5783. break;
  5784. case HW_GRAVITATION:
  5785. {
  5786. struct skill_unit_group *sg;
  5787. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5788. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5789. status_change_start(src,SkillStatusChangeTable[skillid],100,
  5790. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv),0);
  5791. }
  5792. break;
  5793. // Plant Cultivation [Celest]
  5794. case CR_CULTIVATION:
  5795. {
  5796. if (sd) {
  5797. int i = skilllv - 1;
  5798. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5799. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5800. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5801. clif_skill_fail(sd,skillid,0,0);
  5802. return 1;
  5803. }
  5804. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5805. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5806. if (rand()%100 < 50)
  5807. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5808. else
  5809. clif_skill_fail(sd,skillid,0,0);
  5810. }
  5811. }
  5812. break;
  5813. }
  5814. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5815. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5816. return 0;
  5817. }
  5818. /*==========================================
  5819. * スキル使用?i詠?・完了?Amap指定?j
  5820. *------------------------------------------
  5821. */
  5822. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5823. {
  5824. int x=0,y=0;
  5825. nullpo_retr(0, sd);
  5826. //Simplify skill_failed code.
  5827. #undef skill_failed
  5828. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; }
  5829. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5830. return 0;
  5831. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  5832. // if(skillnotok(skill_num, sd))
  5833. // return 0;
  5834. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5835. skill_failed(sd);
  5836. return 0;
  5837. }
  5838. //スキルが使えない?態異?峵�
  5839. if(sd->sc.count && (
  5840. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5841. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5842. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5843. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5844. sd->sc.data[SC_DANCING].timer!=-1 ||
  5845. sd->sc.data[SC_BERSERK].timer != -1 ||
  5846. sd->sc.data[SC_MARIONETTE].timer != -1
  5847. ))
  5848. return 0;
  5849. if( skill_num != sd->skillid) /* 不?ウパケットらしい */
  5850. return 0;
  5851. if (strlen(map) > MAP_NAME_LENGTH-1)
  5852. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5853. if (battle_config.error_log)
  5854. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5855. skill_failed(sd);
  5856. return 0;
  5857. }
  5858. pc_stopattack(sd);
  5859. if(battle_config.pc_skill_log)
  5860. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5861. pc_stop_walking(sd,0);
  5862. if(strcmp(map,"cancel")==0) {
  5863. skill_failed(sd);
  5864. return 0;
  5865. }
  5866. switch(skill_num){
  5867. case AL_TELEPORT: /* テレポ?ト */
  5868. if(strcmp(map,"Random")==0)
  5869. pc_randomwarp(sd,3);
  5870. else
  5871. pc_setpos(sd,sd->status.save_point.map,
  5872. sd->status.save_point.x,sd->status.save_point.y,3);
  5873. break;
  5874. case AL_WARP: /* �??プポ?タル */
  5875. {
  5876. const struct point *p[4];
  5877. struct skill_unit_group *group;
  5878. int i;
  5879. int maxcount=0;
  5880. unsigned short mapindex;
  5881. mapindex = mapindex_name2id((char*)map);
  5882. if(!mapindex) { //Given map not found?
  5883. clif_skill_fail(sd,skill_num,0,0);
  5884. skill_failed(sd);
  5885. return 0;
  5886. }
  5887. p[0] = &sd->status.save_point;
  5888. p[1] = &sd->status.memo_point[0];
  5889. p[2] = &sd->status.memo_point[1];
  5890. p[3] = &sd->status.memo_point[2];
  5891. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5892. int c;
  5893. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5894. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
  5895. c++;
  5896. }
  5897. if(c >= maxcount) {
  5898. clif_skill_fail(sd,skill_num,0,0);
  5899. skill_failed(sd);
  5900. return 0;
  5901. }
  5902. }
  5903. if(sd->skilllv <= 0) return 0;
  5904. for(i=0;i<sd->skilllv;i++){
  5905. if(mapindex == p[i]->map){
  5906. x=p[i]->x;
  5907. y=p[i]->y;
  5908. break;
  5909. }
  5910. }
  5911. if(x==0 || y==0) { /* 不?ウパケット?H */
  5912. skill_failed(sd);
  5913. return 0;
  5914. }
  5915. if(!skill_check_condition(sd,3))
  5916. {
  5917. skill_failed(sd);
  5918. return 0;
  5919. }
  5920. if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,sd->skilllv) > 0) {
  5921. clif_skill_fail(sd,0,0,0);
  5922. skill_failed(sd);
  5923. return 0;
  5924. }
  5925. if((group=skill_unitsetting(&sd->bl,skill_num,sd->skilllv,sd->skillx,sd->skilly,0))==NULL) {
  5926. skill_failed(sd);
  5927. return 0;
  5928. }
  5929. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5930. group->val3 = mapindex;
  5931. // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
  5932. // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
  5933. group->val2=(x<<16)|y;
  5934. }
  5935. break;
  5936. }
  5937. sd->skillid = sd->skilllv = -1;
  5938. return 0;
  5939. }
  5940. /*==========================================
  5941. * Initializes and sets a ground skill.
  5942. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5943. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5944. *------------------------------------------
  5945. */
  5946. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5947. {
  5948. struct skill_unit_group *group;
  5949. int i,limit,val1=0,val2=0,val3=0;
  5950. int count=0;
  5951. int target,interval,range,unit_flag;
  5952. struct skill_unit_layout *layout;
  5953. struct status_change *sc;
  5954. int active_flag=1;
  5955. nullpo_retr(0, src);
  5956. limit = skill_get_time(skillid,skilllv);
  5957. range = skill_get_unit_range(skillid);
  5958. interval = skill_get_unit_interval(skillid);
  5959. target = skill_get_unit_target(skillid);
  5960. unit_flag = skill_get_unit_flag(skillid);
  5961. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5962. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5963. if (sc && !sc->count)
  5964. sc = NULL;
  5965. switch(skillid){ /* ?ン定 */
  5966. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5967. val2=skilllv+1;
  5968. break;
  5969. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5970. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5971. limit = limit*3/2;
  5972. val2=4+skilllv;
  5973. break;
  5974. case AL_WARP: /* �??プポ?タル */
  5975. val1=skilllv+6;
  5976. if(!(flag&1))
  5977. limit=2000;
  5978. active_flag=0;
  5979. break;
  5980. case PR_SANCTUARY: /* サンクチュアリ */
  5981. val1=(skilllv+3)*2;
  5982. val2=(skilllv>6)?777:skilllv*100;
  5983. break;
  5984. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5985. if((flag&1)!=0)
  5986. limit=1000;
  5987. val1=skilllv+2;
  5988. if(skilllv >= 6)
  5989. range=2;
  5990. break;
  5991. case WZ_METEOR:
  5992. if (skilllv > skill_get_max(skillid)) //?L範囲�?テオ
  5993. range = 10;
  5994. break;
  5995. case WZ_VERMILION:
  5996. if (skilllv > skill_get_max(skillid)) //?L範囲LOV
  5997. range = 25;
  5998. break;
  5999. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6000. case AM_DEMONSTRATION:
  6001. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
  6002. target = BCT_ALL;
  6003. break;
  6004. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  6005. val1=skilllv*15+10;
  6006. case HT_SANDMAN: /* サンドマン */
  6007. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  6008. case HT_SKIDTRAP: /* スキッドトラップ */
  6009. case HT_LANDMINE: /* ランドマイン */
  6010. case HT_ANKLESNARE: /* アンクルスネア */
  6011. case HT_FLASHER: /* フラッシャ? */
  6012. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  6013. case HT_BLASTMINE: /* ブラストマイン */
  6014. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  6015. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6016. if (map_flag_gvg(src->m))
  6017. limit *= 4; // longer trap times in WOE [celest]
  6018. if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
  6019. target = BCT_ALL; //Change target to all [Skotlex]
  6020. break;
  6021. case SA_LANDPROTECTOR: /* グランドク�?ス */
  6022. {
  6023. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6024. val1=skilllv*15+10;
  6025. aoe_diameter=skilllv+skilllv%2+5;
  6026. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6027. }
  6028. //No break because we also have to check if we use gemstones. [Skotlex]
  6029. case SA_VOLCANO:
  6030. case SA_DELUGE:
  6031. case SA_VIOLENTGALE:
  6032. {
  6033. struct skill_unit_group *old_sg;
  6034. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6035. {
  6036. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6037. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6038. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6039. if (limit < 0) //This can happen...
  6040. limit = skill_get_time(skillid,skilllv);
  6041. }
  6042. skill_clear_element_field(src);
  6043. }
  6044. break;
  6045. }
  6046. case BA_DISSONANCE:
  6047. case DC_UGLYDANCE:
  6048. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6049. break;
  6050. case BA_WHISTLE:
  6051. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  6052. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  6053. if(src->type == BL_PC){
  6054. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6055. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6056. }
  6057. break;
  6058. case DC_HUMMING:
  6059. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  6060. if(src->type == BL_PC)
  6061. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6062. break;
  6063. case BA_POEMBRAGI:
  6064. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  6065. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  6066. if(src->type == BL_PC){
  6067. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6068. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6069. }
  6070. break;
  6071. case DC_DONTFORGETME:
  6072. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  6073. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  6074. if(src->type == BL_PC){
  6075. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6076. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6077. }
  6078. break;
  6079. case BA_APPLEIDUN:
  6080. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  6081. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  6082. if(src->type == BL_PC){
  6083. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6084. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6085. }
  6086. break;
  6087. case DC_SERVICEFORYOU:
  6088. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  6089. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  6090. if(src->type == BL_PC){
  6091. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6092. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6093. }
  6094. break;
  6095. case BA_ASSASSINCROSS:
  6096. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  6097. if(src->type == BL_PC)
  6098. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6099. break;
  6100. case DC_FORTUNEKISS:
  6101. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  6102. if(src->type == BL_PC)
  6103. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6104. break;
  6105. case BD_LULLABY:
  6106. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6107. break;
  6108. case BD_DRUMBATTLEFIELD:
  6109. val1 = (skilllv+1)*25; //Watk increase
  6110. val2 = (skilllv+1)*2; //Def increase
  6111. break;
  6112. case BD_RINGNIBELUNGEN:
  6113. val1 = (skilllv+2)*25; //Watk increase
  6114. break;
  6115. case BD_SIEGFRIED:
  6116. val1 = 55 + skilllv*5; //Elemental Resistance
  6117. val2 = skilllv*10; //Status ailment resistance
  6118. break;
  6119. case BD_ETERNALCHAOS:
  6120. break;
  6121. case PF_FOGWALL: /* フォグウォ?ル */
  6122. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  6123. break;
  6124. case RG_GRAFFITI: /* Graffiti */
  6125. count=1; // Leave this at 1 [Valaris]
  6126. break;
  6127. }
  6128. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  6129. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  6130. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6131. skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  6132. group->limit=limit;
  6133. group->val1=val1;
  6134. group->val2=val2;
  6135. group->val3=val3;
  6136. group->target_flag=target;
  6137. group->bl_flag= skill_get_unit_bl_target(skillid);
  6138. group->interval=interval;
  6139. if(skillid==HT_TALKIEBOX ||
  6140. skillid==RG_GRAFFITI){
  6141. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  6142. if(group->valstr==NULL){
  6143. ShowFatalError("skill_castend_map: out of memory !\n");
  6144. exit(1);
  6145. }
  6146. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6147. }
  6148. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6149. val1=skilllv;
  6150. val2=0;
  6151. limit=group->limit;
  6152. for(i=0;i<layout->count;i++){
  6153. struct skill_unit *unit;
  6154. int ux,uy,alive=1;
  6155. ux = x + layout->dx[i];
  6156. uy = y + layout->dy[i];
  6157. switch (skillid) {
  6158. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6159. val2=group->val2;
  6160. break;
  6161. case WZ_ICEWALL: /* アイスウォ?ル */
  6162. if(skilllv <= 1)
  6163. val1 = 500;
  6164. else
  6165. val1 = 200 + 200*skilllv;
  6166. break;
  6167. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6168. ux+=(i%5-2);
  6169. uy+=(i/5-2);
  6170. break;
  6171. }
  6172. //直?繝Xキルの?�?�?ン置?タ標?繧ノランドプ�?テクタ?がないかチェック
  6173. if(range<=0)
  6174. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6175. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6176. alive = 0;
  6177. if (alive && battle_config.skill_wall_check) {
  6178. //Check if there's a path between cell and center of casting.
  6179. struct walkpath_data wpd;
  6180. if (path_search(&wpd,src->m,ux,uy,x,y,1)==-1)
  6181. alive = 0;
  6182. }
  6183. if(alive && skillid == WZ_ICEWALL) {
  6184. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6185. alive=0;
  6186. else {
  6187. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6188. if(val2==5 || val2==1)
  6189. alive=0;
  6190. else
  6191. clif_changemapcell(src->m,ux,uy,5,0);
  6192. }
  6193. }
  6194. if(alive){
  6195. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6196. unit->val1=val1;
  6197. unit->val2=val2;
  6198. unit->limit=limit;
  6199. unit->range=range;
  6200. if (range==0 && active_flag)
  6201. map_foreachincell(skill_unit_effect,unit->bl.m,
  6202. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6203. }
  6204. }
  6205. return group;
  6206. }
  6207. /*==========================================
  6208. * スキルユニットの?動イベント
  6209. *------------------------------------------
  6210. */
  6211. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6212. {
  6213. struct skill_unit_group *sg;
  6214. struct block_list *ss;
  6215. struct status_change *sc;
  6216. int type;
  6217. nullpo_retr(0, src);
  6218. nullpo_retr(0, bl);
  6219. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6220. return 0;
  6221. nullpo_retr(0, sg=src->group);
  6222. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6223. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6224. return 0; //AoE skills are ineffective. [Skotlex]
  6225. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6226. return 0;
  6227. sc = status_get_sc(bl);
  6228. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6229. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6230. type = SkillStatusChangeTable[sg->skill_id];
  6231. switch (sg->unit_id) {
  6232. case UNT_SAFETYWALL:
  6233. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6234. if (sc && sc->data[type].timer == -1)
  6235. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
  6236. break;
  6237. case UNT_PNEUMA:
  6238. if (sc && sc->data[type].timer == -1)
  6239. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6240. break;
  6241. case UNT_WARP_WAITING:
  6242. if(bl->type==BL_PC){
  6243. struct map_session_data *sd = (struct map_session_data *)bl;
  6244. if((!sd->chatID || battle_config.chat_warpportal)
  6245. && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
  6246. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6247. if (--sg->val1<=0 || sg->src_id == bl->id)
  6248. skill_delunitgroup(sg);
  6249. }
  6250. }
  6251. } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  6252. int m = map_mapindex2mapid(sg->val3);
  6253. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6254. }
  6255. break;
  6256. case UNT_QUAGMIRE:
  6257. if(status_isimmune(bl))
  6258. break;
  6259. if(sc && sc->data[type].timer==-1)
  6260. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6261. break;
  6262. case UNT_VOLCANO:
  6263. case UNT_DELUGE:
  6264. case UNT_VIOLENTGALE:
  6265. if(sc && sc->data[type].timer==-1)
  6266. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6267. skill_get_time2(sg->skill_id,sg->skill_lv),0);
  6268. break;
  6269. case UNT_RICHMANKIM:
  6270. case UNT_ETERNALCHAOS:
  6271. case UNT_DRUMBATTLEFIELD:
  6272. case UNT_RINGNIBELUNGEN:
  6273. case UNT_ROKISWEIL:
  6274. case UNT_INTOABYSS:
  6275. case UNT_SIEGFRIED:
  6276. //Needed to check when a dancer/bard leaves their ensemble area.
  6277. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6278. return sg->skill_id;
  6279. if (sc && sc->data[type].timer==-1)
  6280. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6281. break;
  6282. case UNT_WHISTLE:
  6283. case UNT_ASSASSINCROSS:
  6284. case UNT_POEMBRAGI:
  6285. case UNT_APPLEIDUN:
  6286. case UNT_HUMMING:
  6287. case UNT_DONTFORGETME:
  6288. case UNT_FORTUNEKISS:
  6289. case UNT_SERVICEFORYOU:
  6290. case UNT_HERMODE:
  6291. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6292. return 0;
  6293. if (sc && sc->data[type].timer==-1)
  6294. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6295. break;
  6296. case UNT_BASILICA:
  6297. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6298. skill_blown(&src->bl,bl,1);
  6299. break;
  6300. case UNT_FOGWALL:
  6301. if (sc && sc->data[type].timer==-1)
  6302. {
  6303. status_change_start (bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
  6304. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6305. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6306. }
  6307. break;
  6308. case UNT_GRAVITATION:
  6309. if (sc && sc->data[type].timer==-1)
  6310. status_change_start(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
  6311. break;
  6312. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6313. src->val1 = 0;
  6314. if(src->limit + sg->tick > tick + 700)
  6315. src->limit = DIFF_TICK(tick+700,sg->tick);
  6316. break;
  6317. case UNT_GOSPEL:
  6318. if (sg->src_id != bl->id && sc && sc->data[type].timer==-1
  6319. && battle_check_target(ss,bl,BCT_PARTY)>0)
  6320. //Start Gospel Effect to prevent item usage affects party only. [Skotlex]
  6321. status_change_start(bl,type,100,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
  6322. break;
  6323. }
  6324. return sg->skill_id;
  6325. }
  6326. /*==========================================
  6327. * スキルユニットの発動イベント(タイマ?[発動)
  6328. *------------------------------------------
  6329. */
  6330. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6331. {
  6332. struct skill_unit_group *sg;
  6333. struct block_list *ss;
  6334. struct map_session_data *sd = NULL;
  6335. int splash_count=0;
  6336. struct status_change *tsc, *sc;
  6337. struct skill_unit_group_tickset *ts;
  6338. int type;
  6339. int diff=0;
  6340. nullpo_retr(0, src);
  6341. nullpo_retr(0, bl);
  6342. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6343. return 0;
  6344. nullpo_retr(0, sg=src->group);
  6345. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6346. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6347. sc = status_get_sc(ss); //For magic power.
  6348. tsc = status_get_sc(bl);
  6349. type = SkillStatusChangeTable[sg->skill_id];
  6350. if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
  6351. //Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1),
  6352. //and only happens when more than one target is stepping on the trap at the moment it was triggered
  6353. //(yet only the first mob standing on the trap will be captured) [Skotlex]
  6354. return 0;
  6355. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6356. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6357. diff = DIFF_TICK(tick,ts->tick);
  6358. if (diff < 0)
  6359. return 0;
  6360. ts->tick = tick+sg->interval;
  6361. // GXは?dなっていたら3HITしない
  6362. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6363. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6364. }
  6365. //Temporarily set magic power to have it take effect. [Skotlex]
  6366. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6367. {
  6368. if (sd)
  6369. { //This is needed since we are not going to recall status_calc_pc...
  6370. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6371. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6372. } else
  6373. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6374. }
  6375. switch (sg->unit_id) {
  6376. case UNT_FIREWALL:
  6377. {
  6378. int flag=0, t_ele = status_get_elem_type(bl);
  6379. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele))
  6380. flag = src->val2>battle_config.firewall_hits_on_undead?battle_config.firewall_hits_on_undead:src->val2;
  6381. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,flag);
  6382. src->val2-=flag?flag:1;
  6383. if (src->val2<=0)
  6384. skill_delunit(src);
  6385. break;
  6386. }
  6387. case UNT_SANCTUARY:
  6388. {
  6389. int race = status_get_race(bl);
  6390. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6391. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6392. // reduce healing count if this was meant for damaging [hekate]
  6393. sg->val1 -= 2;
  6394. }
  6395. } else {
  6396. int heal = sg->val2;
  6397. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6398. break;
  6399. if (status_isimmune(bl))
  6400. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6401. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6402. battle_heal(NULL, bl, heal, 0, 0);
  6403. if (diff >= 500)
  6404. sg->val1--; // ?V規に入ったユニットだけカウント
  6405. }
  6406. if (sg->val1 <= 0)
  6407. skill_delunitgroup(sg);
  6408. break;
  6409. }
  6410. case UNT_MAGNUS:
  6411. {
  6412. int race = status_get_race(bl);
  6413. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6414. break;
  6415. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6416. src->val2++;
  6417. break;
  6418. }
  6419. case UNT_MAGIC_SKILLS:
  6420. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6421. break;
  6422. case UNT_FIREPILLAR_WAITING:
  6423. skill_delunit(src);
  6424. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6425. break;
  6426. case UNT_FIREPILLAR_ACTIVE:
  6427. map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,sg->bl_flag,
  6428. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6429. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6430. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6431. break;
  6432. case UNT_SKIDTRAP:
  6433. {
  6434. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6435. sg->unit_id = UNT_USED_TRAPS;
  6436. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6437. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6438. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6439. }
  6440. break;
  6441. case UNT_ANKLESNARE:
  6442. if(sg->val2==0 && tsc && tsc->data[SC_ANKLE].timer==-1){
  6443. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6444. battle_stopwalking(bl,1);
  6445. status_change_start(bl,SC_ANKLE,100,sg->skill_lv,0,0,0,sec,0);
  6446. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6447. clif_fixpos(bl);
  6448. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6449. // 01AC: long ID
  6450. // Indicates that an object is trapped, but ID is not a
  6451. // valid monster or player ID.
  6452. sg->limit=DIFF_TICK(tick,sg->tick)+sec;
  6453. sg->val2=bl->id;
  6454. sg->interval = -1;
  6455. src->range = 0;
  6456. }
  6457. break;
  6458. case UNT_VENOMDUST:
  6459. if(tsc && tsc->data[type].timer==-1 )
  6460. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6461. break;
  6462. case UNT_LANDMINE:
  6463. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6464. sg->unit_id = UNT_USED_TRAPS;
  6465. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6466. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6467. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6468. break;
  6469. case UNT_BLASTMINE:
  6470. case UNT_SHOCKWAVE:
  6471. case UNT_SANDMAN:
  6472. case UNT_FLASHER:
  6473. case UNT_FREEZINGTRAP:
  6474. case UNT_CLAYMORETRAP:
  6475. map_foreachinarea(skill_count_target,src->bl.m
  6476. ,src->bl.x-src->range,src->bl.y-src->range
  6477. ,src->bl.x+src->range,src->bl.y+src->range
  6478. ,sg->bl_flag,&src->bl,&splash_count);
  6479. map_foreachinarea(skill_trap_splash,src->bl.m
  6480. ,src->bl.x-src->range,src->bl.y-src->range
  6481. ,src->bl.x+src->range,src->bl.y+src->range
  6482. ,sg->bl_flag,&src->bl,tick,splash_count);
  6483. sg->unit_id = UNT_USED_TRAPS;
  6484. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6485. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6486. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6487. break;
  6488. case UNT_TALKIEBOX:
  6489. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6490. break;
  6491. if (sg->val2 == 0){
  6492. clif_talkiebox(&src->bl, sg->valstr);
  6493. sg->unit_id = UNT_USED_TRAPS;
  6494. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6495. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6496. sg->val2 = -1; //踏んだ
  6497. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6498. }
  6499. break;
  6500. case UNT_LULLABY:
  6501. if (ss->id == bl->id)
  6502. break;
  6503. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6504. break;
  6505. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6506. if (ss->id == bl->id)
  6507. break;
  6508. if (bl->type == BL_PC)
  6509. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6510. break;
  6511. case UNT_DISSONANCE:
  6512. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6513. break;
  6514. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6515. {
  6516. int heal;
  6517. if (sg->src_id == bl->id)
  6518. break;
  6519. heal = sg->val2;
  6520. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6521. battle_heal(NULL, bl, heal, 0, 0);
  6522. break;
  6523. }
  6524. case UNT_DEMONSTRATION:
  6525. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6526. break;
  6527. case UNT_GOSPEL:
  6528. if (rand()%100 > sg->skill_lv*10)
  6529. break;
  6530. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6531. int i = rand()%13; // Positive buff count
  6532. switch (i)
  6533. {
  6534. case 0: // Heal 1~9999 HP
  6535. {
  6536. int heal = rand() %9999+1;
  6537. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6538. battle_heal(NULL,bl,heal,0,0);
  6539. }
  6540. break;
  6541. case 1: // End all negative status
  6542. status_change_clear_debuffs (bl);
  6543. break;
  6544. case 2: // Level 10 Blessing
  6545. status_change_start(bl,SC_BLESSING,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6546. break;
  6547. case 3: // Level 10 Increase AGI
  6548. status_change_start(bl,SC_INCREASEAGI,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6549. break;
  6550. case 4: // Enchant weapon with Holy element
  6551. status_change_start(bl,SC_ASPERSIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6552. break;
  6553. case 5: // Enchant armor with Holy element
  6554. status_change_start(bl,SC_BENEDICTIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6555. break;
  6556. case 6: // MaxHP +100%
  6557. status_change_start(bl,SC_INCMHPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6558. break;
  6559. case 7: // MaxSP +100%
  6560. status_change_start(bl,SC_INCMSPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6561. break;
  6562. case 8: // All stats +20
  6563. status_change_start(bl,SC_INCALLSTATUS,100,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6564. break;
  6565. case 9: // DEF +25%
  6566. status_change_start(bl,SC_INCDEFRATE,100,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6567. break;
  6568. case 10: // ATK +100%
  6569. status_change_start(bl,SC_INCATKRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6570. break;
  6571. case 11: // HIT/Flee +50
  6572. status_change_start(bl,SC_INCHIT,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6573. status_change_start(bl,SC_INCFLEE,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6574. break;
  6575. case 12: // Immunity to all status
  6576. status_change_start(bl,SC_SCRESIST,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6577. break;
  6578. }
  6579. }
  6580. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6581. int i = rand()%9; // Negative buff count
  6582. switch (i)
  6583. {
  6584. case 0: // Deal 1~9999 damage
  6585. {
  6586. int dmg = rand() % 9999 +1;
  6587. clif_skill_damage(bl, bl, sg->tick,0,0,dmg,0,CR_HOLYCROSS,1,-1);
  6588. battle_damage(ss, bl, dmg,0);
  6589. break;
  6590. }
  6591. case 1: // Curse
  6592. status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6593. break;
  6594. case 2: // Blind
  6595. status_change_start(bl,SC_BLIND,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6596. break;
  6597. case 3: // Poison
  6598. status_change_start(bl,SC_POISON,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6599. break;
  6600. case 4: // Level 10 Provoke
  6601. status_change_start(bl,SC_PROVOKE,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6602. break;
  6603. case 5: // DEF -100%
  6604. status_change_start(bl,SC_INCDEFRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6605. break;
  6606. case 6: // ATK -100%
  6607. status_change_start(bl,SC_INCATKRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6608. break;
  6609. case 7: // Flee -100%
  6610. status_change_start(bl,SC_INCFLEERATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6611. break;
  6612. case 8: // Speed/ASPD -25%
  6613. status_change_start(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6614. break;
  6615. }
  6616. }
  6617. break;
  6618. case UNT_SPIDERWEB:
  6619. if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
  6620. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  6621. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6622. clif_fixpos(bl);
  6623. sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
  6624. sg->val2=bl->id;
  6625. sg->interval = -1;
  6626. src->range = 0;
  6627. }
  6628. break;
  6629. case UNT_GRAVITATION:
  6630. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6631. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6632. break;
  6633. }
  6634. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6635. { //Unset Magic Power.
  6636. if (sd)
  6637. {
  6638. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6639. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6640. } else
  6641. sc->data[SC_MAGICPOWER].timer = -1;
  6642. }
  6643. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6644. struct mob_data *md = (struct mob_data *)bl;
  6645. if (!md) return 0;
  6646. if (battle_config.mob_changetarget_byskill == 1) {
  6647. int target = md->target_id;
  6648. if (ss->type == BL_PC)
  6649. md->target_id = ss->id;
  6650. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6651. md->target_id = target;
  6652. } else
  6653. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6654. }
  6655. return sg->skill_id;
  6656. }
  6657. /*==========================================
  6658. * スキルユニットから離?する(もしくはしている)?�?�
  6659. *------------------------------------------
  6660. */
  6661. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6662. {
  6663. struct skill_unit_group *sg;
  6664. struct status_change *sc;
  6665. int type;
  6666. nullpo_retr(0, src);
  6667. nullpo_retr(0, bl);
  6668. nullpo_retr(0, sg=src->group);
  6669. sc = status_get_sc(bl);
  6670. if (sc && !sc->count)
  6671. sc = NULL;
  6672. type = SkillStatusChangeTable[sg->skill_id];
  6673. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6674. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6675. return 0;
  6676. switch(sg->unit_id){
  6677. case UNT_SAFETYWALL:
  6678. if (sc && sc->data[type].timer!=-1)
  6679. status_change_end(bl,type,-1);
  6680. break;
  6681. case UNT_ANKLESNARE:
  6682. {
  6683. struct block_list *target = map_id2bl(sg->val2);
  6684. if(target && target == bl){
  6685. status_change_end(bl,SC_ANKLE,-1);
  6686. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6687. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6688. }
  6689. else
  6690. return 0;
  6691. break;
  6692. }
  6693. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6694. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6695. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6696. status_change_end(bl,type,-1);
  6697. break;
  6698. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6699. {
  6700. struct block_list *target = map_id2bl(sg->val2);
  6701. if (target && target==bl)
  6702. {
  6703. status_change_end(bl,SC_SPIDERWEB,-1);
  6704. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6705. }
  6706. break;
  6707. }
  6708. }
  6709. return sg->skill_id;
  6710. }
  6711. /*==========================================
  6712. * Triggered when a char steps out of a skill group [Skotlex]
  6713. *------------------------------------------
  6714. */
  6715. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6716. {
  6717. struct status_change *sc;
  6718. int type;
  6719. sc = status_get_sc(bl);
  6720. if (sc && !sc->count)
  6721. sc = NULL;
  6722. type = SkillStatusChangeTable[skill_id];
  6723. switch (skill_id)
  6724. {
  6725. case WZ_QUAGMIRE:
  6726. if (bl->type==BL_MOB)
  6727. break;
  6728. if (sc && sc->data[type].timer != -1)
  6729. status_change_end(bl, type, -1);
  6730. break;
  6731. case BD_RICHMANKIM:
  6732. case BD_ETERNALCHAOS:
  6733. case BD_DRUMBATTLEFIELD:
  6734. case BD_RINGNIBELUNGEN:
  6735. case BD_ROKISWEIL:
  6736. case BD_INTOABYSS:
  6737. case BD_SIEGFRIED:
  6738. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6739. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6740. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6741. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6742. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6743. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6744. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6745. skill_stop_dancing(bl);
  6746. }
  6747. case MG_SAFETYWALL:
  6748. case AL_PNEUMA:
  6749. case SA_VOLCANO:
  6750. case SA_DELUGE:
  6751. case SA_VIOLENTGALE:
  6752. case CG_HERMODE:
  6753. case HW_GRAVITATION:
  6754. if (sc && sc->data[type].timer != -1)
  6755. status_change_end(bl, type, -1);
  6756. break;
  6757. case BA_POEMBRAGI:
  6758. case BA_WHISTLE:
  6759. case BA_ASSASSINCROSS:
  6760. case BA_APPLEIDUN:
  6761. case DC_HUMMING:
  6762. case DC_DONTFORGETME:
  6763. case DC_FORTUNEKISS:
  6764. case DC_SERVICEFORYOU:
  6765. if (sc && sc->data[type].timer != -1)
  6766. {
  6767. delete_timer(sc->data[type].timer, status_change_timer);
  6768. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6769. //not possible on our current implementation.
  6770. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6771. }
  6772. break;
  6773. case PF_FOGWALL:
  6774. if (sc && sc->data[type].timer != -1)
  6775. {
  6776. status_change_end(bl,type,-1);
  6777. if (sc->data[SC_BLIND].timer!=-1)
  6778. {
  6779. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6780. status_change_end(bl, SC_BLIND, -1);
  6781. else {
  6782. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6783. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6784. }
  6785. }
  6786. }
  6787. break;
  6788. case UNT_GOSPEL:
  6789. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6790. status_change_end(bl, type, -1);
  6791. break;
  6792. }
  6793. return skill_id;
  6794. }
  6795. /*==========================================
  6796. * Invoked when a unit cell has been placed/removed/deleted.
  6797. * flag values:
  6798. * flag&1: Invoke onplace function (otherwise invoke onout)
  6799. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6800. *------------------------------------------
  6801. */
  6802. int skill_unit_effect(struct block_list *bl,va_list ap)
  6803. {
  6804. struct skill_unit *unit;
  6805. struct skill_unit_group *group;
  6806. int flag;
  6807. unsigned int tick;
  6808. nullpo_retr(0, bl);
  6809. nullpo_retr(0, ap);
  6810. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6811. tick = va_arg(ap,unsigned int);
  6812. flag = va_arg(ap,unsigned int);
  6813. if (!unit->alive || bl->prev==NULL)
  6814. return 0;
  6815. nullpo_retr(0, group=unit->group);
  6816. if (flag&1)
  6817. skill_unit_onplace(unit,bl,tick);
  6818. else
  6819. skill_unit_onout(unit,bl,tick);
  6820. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6821. return 0;
  6822. }
  6823. /*==========================================
  6824. * スキルユニットの限界イベント
  6825. *------------------------------------------
  6826. */
  6827. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6828. {
  6829. struct skill_unit_group *sg;
  6830. nullpo_retr(0, src);
  6831. nullpo_retr(0, sg=src->group);
  6832. switch(sg->unit_id){
  6833. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6834. {
  6835. struct skill_unit_group *group=
  6836. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6837. src->bl.x,src->bl.y,1);
  6838. if(group == NULL)
  6839. return 0;
  6840. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6841. group->val3=sg->val3; //as well as the mapindex to warp to.
  6842. }
  6843. break;
  6844. case UNT_ICEWALL: /* アイスウォ?ル */
  6845. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6846. break;
  6847. case UNT_CALLPARTNER: /* あなたに?いたい */
  6848. {
  6849. struct map_session_data *sd = NULL;
  6850. if((sd = map_id2sd(sg->src_id)) == NULL)
  6851. return 0;
  6852. if((sd = pc_get_partner(sd)) == NULL)
  6853. return 0;
  6854. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6855. }
  6856. break;
  6857. }
  6858. return 0;
  6859. }
  6860. /*==========================================
  6861. * スキルユニットのダ�??ジイベント
  6862. *------------------------------------------
  6863. */
  6864. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6865. int damage,unsigned int tick)
  6866. {
  6867. struct skill_unit_group *sg;
  6868. nullpo_retr(0, src);
  6869. nullpo_retr(0, sg=src->group);
  6870. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6871. skill_delunitgroup(sg);
  6872. else
  6873. switch(sg->unit_id){
  6874. case UNT_ICEWALL:
  6875. src->val1-=damage;
  6876. break;
  6877. default:
  6878. damage = 0;
  6879. break;
  6880. }
  6881. return damage;
  6882. }
  6883. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6884. struct block_list *src = va_arg(ap, struct block_list*);
  6885. struct block_list *partner = va_arg(ap, struct block_list*);
  6886. int blowcount = va_arg(ap, int);
  6887. if (bl == src || bl == partner)
  6888. return 0;
  6889. skill_blown(src, bl, blowcount);
  6890. return 1;
  6891. }
  6892. /*==========================================
  6893. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6894. * partner may be null, but src cannot be.
  6895. *------------------------------------------
  6896. */
  6897. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6898. {
  6899. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6900. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6901. map_foreachinarea(skill_moonlit_sub,src->m
  6902. ,src->x-range,src->y-range
  6903. ,src->x+range,src->y+range
  6904. ,BL_CHAR,src,partner,blowcount);
  6905. if(partner)
  6906. map_foreachinarea(skill_moonlit_sub,partner->m
  6907. ,partner->x-range,partner->y-range
  6908. ,partner->x+range,partner->y+range
  6909. ,BL_CHAR,src,partner,blowcount);
  6910. status_change_start(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
  6911. status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6912. if (partner) {
  6913. status_change_start(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000,0);
  6914. status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6915. }
  6916. }
  6917. /*==========================================
  6918. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6919. *------------------------------------------
  6920. */
  6921. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6922. {
  6923. int *c, skillid;
  6924. struct block_list *src;
  6925. struct map_session_data *sd;
  6926. struct map_session_data *tsd;
  6927. int *p_sd; //Contains the list of characters found.
  6928. unsigned int tick = gettick();
  6929. nullpo_retr(0, bl);
  6930. nullpo_retr(0, ap);
  6931. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6932. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6933. nullpo_retr(0, sd=(struct map_session_data*)src);
  6934. c=va_arg(ap,int *);
  6935. p_sd = va_arg(ap, int *);
  6936. skillid = va_arg(ap,int);
  6937. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6938. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6939. if (bl == src)
  6940. return 0;
  6941. if(pc_isdead(tsd))
  6942. return 0;
  6943. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STAN].timer != -1))
  6944. return 0;
  6945. switch(skillid)
  6946. {
  6947. case PR_BENEDICTIO: /* ?ケ??~福 */
  6948. {
  6949. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6950. dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6951. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6952. && sd->status.sp >= 10)
  6953. p_sd[(*c)++]=tsd->bl.id;
  6954. return 1;
  6955. }
  6956. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6957. {
  6958. int skilllv;
  6959. if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
  6960. return 0;
  6961. if (sd->status.sex != tsd->status.sex &&
  6962. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6963. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6964. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6965. sd->status.party_id && tsd->status.party_id &&
  6966. sd->status.party_id == tsd->status.party_id &&
  6967. tsd->sc.data[SC_DANCING].timer == -1)
  6968. {
  6969. p_sd[(*c)++]=tsd->bl.id;
  6970. return skilllv;
  6971. } else {
  6972. return 0;
  6973. }
  6974. }
  6975. break;
  6976. }
  6977. return 0;
  6978. }
  6979. /*==========================================
  6980. * Checks and stores partners for ensemble skills [Skotlex]
  6981. *------------------------------------------
  6982. */
  6983. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6984. {
  6985. static int c=0;
  6986. static int p_sd[2] = { 0, 0 };
  6987. int i;
  6988. if (cast_flag)
  6989. { //Execute the skill on the partners.
  6990. struct map_session_data* tsd;
  6991. switch (skill_id)
  6992. {
  6993. case PR_BENEDICTIO:
  6994. for (i = 0; i < c; i++)
  6995. {
  6996. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6997. {
  6998. tsd->status.sp -= 10;
  6999. if (tsd->status.sp < 0)
  7000. tsd->status.sp = 0;
  7001. clif_updatestatus(tsd,SP_SP);
  7002. }
  7003. }
  7004. return c;
  7005. case CG_MOONLIT:
  7006. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7007. {
  7008. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7009. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  7010. tsd->skillid_dance = tsd->skillid = skill_id;
  7011. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  7012. }
  7013. return c;
  7014. default: //Warning: Assuming Ensemble skills here (for speed)
  7015. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7016. {
  7017. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7018. status_change_start(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000,0);
  7019. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7020. tsd->skillid_dance = tsd->skillid = skill_id;
  7021. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  7022. }
  7023. return c;
  7024. }
  7025. }
  7026. //Else: new search for partners.
  7027. c = 0;
  7028. memset (p_sd, 0, sizeof(p_sd));
  7029. i = map_foreachinarea(skill_check_condition_char_sub, sd->bl.m,
  7030. sd->bl.x-range, sd->bl.y-range, sd->bl.x+range,
  7031. sd->bl.y+range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7032. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7033. *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.
  7034. return c;
  7035. }
  7036. /*==========================================
  7037. * 範??バイオプラント?Aスフィアマイン用Mob存?ン確認判定?�?(foreachinarea)
  7038. *------------------------------------------
  7039. */
  7040. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  7041. {
  7042. int *c,src_id=0,mob_class=0;
  7043. struct mob_data *md;
  7044. nullpo_retr(0, bl);
  7045. nullpo_retr(0, ap);
  7046. nullpo_retr(0, md=(struct mob_data*)bl);
  7047. nullpo_retr(0, src_id=va_arg(ap,int));
  7048. nullpo_retr(0, mob_class=va_arg(ap,int));
  7049. nullpo_retr(0, c=va_arg(ap,int *));
  7050. if(md->class_==mob_class && md->master_id==src_id)
  7051. (*c)++;
  7052. return 0;
  7053. }
  7054. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7055. {
  7056. int *c;
  7057. struct npc_data *nd;
  7058. nullpo_retr(0, bl);
  7059. nullpo_retr(0, ap);
  7060. nullpo_retr(0, nd=(struct npc_data*)bl);
  7061. nullpo_retr(0, c=va_arg(ap,int *));
  7062. if (nd->bl.subtype == WARP)
  7063. (*c)++;
  7064. return 0;
  7065. }
  7066. /*==========================================
  7067. * スキル使用?�??i?で使用失敗?j
  7068. *------------------------------------------
  7069. */
  7070. int skill_check_condition(struct map_session_data *sd,int type)
  7071. {
  7072. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  7073. int index[10],itemid[10],amount[10];
  7074. int arrow_flag = 0;
  7075. int force_gem_flag = 0;
  7076. int delitem_flag = 1, checkitem_flag = 1;
  7077. nullpo_retr(0, sd);
  7078. if( battle_config.gm_skilluncond>0 &&
  7079. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7080. sd->skillitem != sd->skillid)
  7081. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7082. sd->skillitem = sd->skillitemlv = -1;
  7083. return 1;
  7084. }
  7085. if( sd->sc.opt1 ) {
  7086. clif_skill_fail(sd,sd->skillid,0,0);
  7087. sd->skillitem = sd->skillitemlv = -1;
  7088. return 0;
  7089. }
  7090. if(pc_is90overweight(sd)) {
  7091. clif_skill_fail(sd,sd->skillid,9,0);
  7092. sd->skillitem = sd->skillitemlv = -1;
  7093. return 0;
  7094. }
  7095. if (sd->state.abra_flag)
  7096. {
  7097. sd->skillitem = sd->skillitemlv = -1;
  7098. if(type&1) sd->state.abra_flag = 0;
  7099. return 1;
  7100. }
  7101. if (sd->state.produce_flag &&
  7102. (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
  7103. sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
  7104. )) {
  7105. sd->skillitem = sd->skillitemlv = -1;
  7106. return 0;
  7107. }
  7108. if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
  7109. if(!type) //When a target was selected
  7110. { //Consume items that were skipped in pc_use_item [Skotlex]
  7111. if((i = sd->itemindex) == -1 ||
  7112. sd->status.inventory[i].nameid != sd->itemid ||
  7113. sd->inventory_data[i] == NULL ||
  7114. !sd->inventory_data[i]->flag.delay_consume ||
  7115. sd->status.inventory[i].amount < 1
  7116. )
  7117. { //Something went wrong, item exploit?
  7118. sd->itemid = sd->itemindex = -1;
  7119. return 0;
  7120. }
  7121. //Consume
  7122. sd->itemid = sd->itemindex = -1;
  7123. if(sd->skillid == WZ_EARTHSPIKE
  7124. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  7125. ; //Do not consume item.
  7126. else
  7127. pc_delitem(sd,i,1,0);
  7128. }
  7129. if (type&1) //Casting finished
  7130. sd->skillitem = sd->skillitemlv = -1;
  7131. return 1;
  7132. }
  7133. if( sd->sc.opt1 ){
  7134. clif_skill_fail(sd,sd->skillid,0,0);
  7135. return 0;
  7136. }
  7137. if(sd->sc.count){
  7138. if( sd->sc.data[SC_SILENCE].timer!=-1 ||
  7139. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  7140. (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  7141. sd->sc.data[SC_STEELBODY].timer != -1 ||
  7142. sd->sc.data[SC_BERSERK].timer != -1 ||
  7143. (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  7144. clif_skill_fail(sd,sd->skillid,0,0);
  7145. return 0; /* ?態異?墲竰セ?など */
  7146. }
  7147. }
  7148. skill = sd->skillid;
  7149. lv = sd->skilllv;
  7150. if (lv <= 0) return 0;
  7151. // for the guild skills [celest]
  7152. if (skill >= 10000 && skill < 10015) skill-= 9500;
  7153. hp = skill_get_hp(skill, lv); /* ?チ費HP */
  7154. sp = skill_get_sp(skill, lv); /* ?チ費SP */
  7155. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7156. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7157. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  7158. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  7159. zeny = skill_get_zeny(skill,lv);
  7160. weapon = skill_db[skill].weapon;
  7161. state = skill_db[skill].state;
  7162. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  7163. mhp = skill_get_mhp(skill, lv); /* ?チ費HP */
  7164. for(i = 0; i < 10; i++) {
  7165. itemid[i] = skill_db[skill].itemid[i];
  7166. amount[i] = skill_db[skill].amount[i];
  7167. }
  7168. if(mhp > 0)
  7169. hp += (sd->status.max_hp * mhp)/100;
  7170. if(hp_rate > 0)
  7171. hp += (sd->status.hp * hp_rate)/100;
  7172. else
  7173. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7174. if(sp_rate > 0)
  7175. sp += (sd->status.sp * sp_rate)/100;
  7176. else
  7177. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7178. switch(skill) { // Check for cost reductions due to skills & SCs
  7179. case MC_MAMMONITE:
  7180. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7181. zeny -= zeny*10/100;
  7182. break;
  7183. case AL_HOLYLIGHT:
  7184. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7185. sp *= 5;
  7186. break;
  7187. case SL_SMA:
  7188. case SL_STUN:
  7189. case SL_STIN:
  7190. {
  7191. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7192. if(kaina_lv==0 || sd->status.base_level<70)
  7193. break;
  7194. if(sd->status.base_level>=90)
  7195. sp -= sp*7*kaina_lv/100;
  7196. else if(sd->status.base_level>=80)
  7197. sp -= sp*5*kaina_lv/100;
  7198. else if(sd->status.base_level>=70)
  7199. sp -= sp*3*kaina_lv/100;
  7200. }
  7201. break;
  7202. case MO_TRIPLEATTACK:
  7203. case MO_CHAINCOMBO:
  7204. case MO_COMBOFINISH:
  7205. case CH_TIGERFIST:
  7206. case CH_CHAINCRUSH:
  7207. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7208. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7209. break;
  7210. }
  7211. if(sd->dsprate!=100)
  7212. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7213. switch(skill) {
  7214. case SA_CASTCANCEL:
  7215. if(sd->skilltimer == -1) {
  7216. clif_skill_fail(sd,skill,0,0);
  7217. return 0;
  7218. }
  7219. break;
  7220. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7221. case NV_TRICKDEAD: /* 死んだふり */
  7222. case TF_HIDING: /* ハイディング */
  7223. case AS_CLOAKING: /* ク�??キング */
  7224. case CR_AUTOGUARD: /* オ?トガ?ド */
  7225. case CR_DEFENDER: /* ディフェンダ? */
  7226. case ST_CHASEWALK:
  7227. case PA_GOSPEL:
  7228. case CR_SHRINK:
  7229. case TK_RUN:
  7230. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7231. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7232. break;
  7233. case AL_WARP:
  7234. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7235. delitem_flag = 0;
  7236. if(map[sd->bl.m].flag.nowarp) {
  7237. clif_skill_teleportmessage(sd,0);
  7238. return 0;
  7239. }
  7240. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7241. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7242. return 0;
  7243. }
  7244. break;
  7245. case AL_TELEPORT:
  7246. if(map[sd->bl.m].flag.noteleport) {
  7247. clif_skill_teleportmessage(sd,0);
  7248. return 0;
  7249. }
  7250. break;
  7251. case MO_CALLSPIRITS: /* ?功 */
  7252. if(sd->spiritball >= lv) {
  7253. clif_skill_fail(sd,skill,0,0);
  7254. return 0;
  7255. }
  7256. break;
  7257. case CH_SOULCOLLECT: /* 狂?功 */
  7258. if(sd->spiritball >= 5) {
  7259. clif_skill_fail(sd,skill,0,0);
  7260. return 0;
  7261. }
  7262. break;
  7263. case MO_FINGEROFFENSIVE: //指?
  7264. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7265. spiritball = sd->spiritball;
  7266. sd->spiritball_old = sd->spiritball;
  7267. }
  7268. else sd->spiritball_old = lv;
  7269. break;
  7270. case MO_BODYRELOCATION:
  7271. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7272. spiritball = 0;
  7273. break;
  7274. case MO_CHAINCOMBO: //連打?カ
  7275. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7276. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7277. return 0;
  7278. }
  7279. break;
  7280. case MO_COMBOFINISH: //猛龍�?
  7281. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7282. return 0;
  7283. break;
  7284. case CH_TIGERFIST: //伏虎�?
  7285. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7286. return 0;
  7287. break;
  7288. case CH_CHAINCRUSH: //連柱崩?
  7289. if(sd->sc.data[SC_COMBO].timer == -1)
  7290. return 0;
  7291. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7292. return 0;
  7293. break;
  7294. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7295. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7296. // return 0;
  7297. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7298. spiritball--;
  7299. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7300. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7301. spiritball = 4;
  7302. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7303. spiritball = 3;
  7304. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7305. spiritball = sd->spiritball?sd->spiritball:1;
  7306. //It should consume whatever is left as long as it's at least 1.
  7307. }
  7308. break;
  7309. case TK_MISSION: //Does not works on Non-Taekwon
  7310. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7311. clif_skill_fail(sd,skill,0,0);
  7312. return 0;
  7313. }
  7314. break;
  7315. case TK_READYCOUNTER:
  7316. case TK_READYDOWN:
  7317. case TK_READYSTORM:
  7318. case TK_READYTURN:
  7319. case TK_JUMPKICK:
  7320. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7321. //They do not work on Soul Linkers.
  7322. clif_skill_fail(sd,skill,0,0);
  7323. return 0;
  7324. }
  7325. break;
  7326. case TK_TURNKICK:
  7327. case TK_STORMKICK:
  7328. case TK_DOWNKICK:
  7329. case TK_COUNTER:
  7330. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7331. break; //Combo ready.
  7332. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7333. break; //Unlimited Combo
  7334. return 0;
  7335. case BD_ADAPTATION: /* アドリブ */
  7336. {
  7337. struct skill_unit_group *group=NULL;
  7338. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7339. ((group=(struct skill_unit_group*)sd->sc.data[SC_DANCING].val2) && (skill_get_time(sd->sc.data[SC_DANCING].val1,group->skill_lv) - sd->sc.data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以?繧フみ?H
  7340. clif_skill_fail(sd,skill,0,0);
  7341. return 0;
  7342. }
  7343. }
  7344. break;
  7345. case PR_BENEDICTIO: /* ?ケ??~福 */
  7346. {
  7347. if (!battle_config.player_skill_partner_check)
  7348. break; //No need to do any partner checking [Skotlex]
  7349. if (!(type&1))
  7350. { //Started casting.
  7351. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7352. {
  7353. clif_skill_fail(sd,skill,0,0);
  7354. return 0;
  7355. }
  7356. }
  7357. else
  7358. { //Done casting
  7359. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7360. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7361. }
  7362. }
  7363. break;
  7364. case WE_CALLPARTNER: /* あなたに逢いたい */
  7365. if(!sd->status.partner_id){
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. break;
  7370. case AM_CANNIBALIZE: /* バイオプラント */
  7371. case AM_SPHEREMINE: /* スフィア?マイン */
  7372. if(type&1){
  7373. int c=0;
  7374. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7375. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7376. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7377. if(battle_config.pc_land_skill_limit && maxcount>0) {
  7378. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7379. if(c >= maxcount){
  7380. clif_skill_fail(sd,skill,0,0);
  7381. return 0;
  7382. }
  7383. }
  7384. }
  7385. break;
  7386. case MG_FIREWALL: /* ファイア?ウォ?ル */
  7387. case WZ_QUAGMIRE:
  7388. case PF_FOGWALL:
  7389. /* ??ァ限 */
  7390. if(battle_config.pc_land_skill_limit) {
  7391. int maxcount = skill_get_maxcount(skill);
  7392. if(maxcount > 0) {
  7393. int i,c;
  7394. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7395. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7396. c++;
  7397. }
  7398. if(c >= maxcount) {
  7399. clif_skill_fail(sd,skill,0,0);
  7400. return 0;
  7401. }
  7402. }
  7403. }
  7404. break;
  7405. case WZ_FIREPILLAR: // celest
  7406. if (lv <= 5) // no gems required at level 1-5
  7407. itemid[0] = 0;
  7408. if(battle_config.pc_land_skill_limit) {
  7409. int maxcount = skill_get_maxcount(skill);
  7410. if(maxcount > 0) {
  7411. int i,c;
  7412. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7413. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7414. c++;
  7415. }
  7416. if(c >= maxcount) {
  7417. clif_skill_fail(sd,skill,0,0);
  7418. return 0;
  7419. }
  7420. }
  7421. }
  7422. break;
  7423. case SL_SMA:
  7424. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7425. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7426. return 0;
  7427. break;
  7428. // skills require arrows as of 12/07 [celest]
  7429. case HT_POWER:
  7430. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7431. return 0;
  7432. case AC_DOUBLE:
  7433. case AC_SHOWER:
  7434. case AC_CHARGEARROW:
  7435. case BA_MUSICALSTRIKE:
  7436. case DC_THROWARROW:
  7437. case SN_SHARPSHOOTING:
  7438. case CG_ARROWVULCAN:
  7439. arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
  7440. //it gets deleted as part of the skill requirements. [Skotlex]
  7441. case AS_VENOMKNIFE:
  7442. if(sd->equip_index[10] < 0) {
  7443. clif_arrow_fail(sd,0);
  7444. return 0;
  7445. }
  7446. break;
  7447. case RG_BACKSTAP:
  7448. if(sd->status.weapon == 11) {
  7449. if (sd->equip_index[10] < 0) {
  7450. clif_arrow_fail(sd,0);
  7451. return 0;
  7452. }
  7453. arrow_flag = 1;
  7454. }
  7455. break;
  7456. case HW_GANBANTEIN:
  7457. force_gem_flag = 1;
  7458. break;
  7459. case AM_POTIONPITCHER:
  7460. case CR_SLIMPITCHER:
  7461. case MG_STONECURSE:
  7462. case CR_CULTIVATION:
  7463. case SA_FLAMELAUNCHER:
  7464. case SA_FROSTWEAPON:
  7465. case SA_LIGHTNINGLOADER:
  7466. case SA_SEISMICWEAPON:
  7467. delitem_flag = 0;
  7468. break;
  7469. case SA_DELUGE:
  7470. case SA_VOLCANO:
  7471. case SA_VIOLENTGALE:
  7472. case SA_LANDPROTECTOR:
  7473. { //Does not consumes if the skill is already active. [Skotlex]
  7474. struct skill_unit_group *sg;
  7475. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7476. {
  7477. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7478. checkitem_flag = delitem_flag = 0;
  7479. else sg->limit = 0; //Disable it.
  7480. }
  7481. break;
  7482. }
  7483. case CG_HERMODE:
  7484. {
  7485. int c = 0;
  7486. map_foreachinarea (skill_check_condition_hermod_sub, sd->bl.m,
  7487. sd->bl.x-3, sd->bl.y-3, sd->bl.x+3, sd->bl.y+3, BL_NPC, &c);
  7488. if (c < 1) {
  7489. clif_skill_fail(sd,skill,0,0);
  7490. return 0;
  7491. }
  7492. }
  7493. break;
  7494. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7495. {
  7496. int i,x,y,range = skill_get_range2(&sd->bl, skill, lv)+1;
  7497. int size = range*2+1;
  7498. for (i=0;i<size*size;i++) {
  7499. x = sd->bl.x+(i%size-range);
  7500. y = sd->bl.y+(i/size-range);
  7501. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7502. clif_skill_fail(sd,skill,0,0);
  7503. return 0;
  7504. }
  7505. }
  7506. }
  7507. break;
  7508. case PR_REDEMPTIO:
  7509. {
  7510. int exp;
  7511. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7512. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7513. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7514. return 0;
  7515. }
  7516. break;
  7517. }
  7518. case AM_TWILIGHT2:
  7519. case AM_TWILIGHT3:
  7520. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7521. {
  7522. clif_skill_fail(sd,skill,0,0);
  7523. return 0;
  7524. }
  7525. case SG_SUN_WARM:
  7526. if(sd->bl.m == sd->feel_map[0].m)
  7527. break;
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. break;
  7531. case SG_MOON_WARM:
  7532. if(sd->bl.m == sd->feel_map[1].m)
  7533. break;
  7534. clif_skill_fail(sd,skill,0,0);
  7535. return 0;
  7536. break;
  7537. case SG_STAR_WARM:
  7538. if(sd->bl.m == sd->feel_map[2].m)
  7539. break;
  7540. clif_skill_fail(sd,skill,0,0);
  7541. return 0;
  7542. break;
  7543. case SG_SUN_COMFORT:
  7544. if(sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun()))
  7545. break;
  7546. clif_skill_fail(sd,skill,0,0);
  7547. return 0;
  7548. case SG_MOON_COMFORT:
  7549. if(sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon()))
  7550. break;
  7551. clif_skill_fail(sd,skill,0,0);
  7552. return 0;
  7553. case SG_STAR_COMFORT:
  7554. if(sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star()))
  7555. break;
  7556. clif_skill_fail(sd,skill,0,0);
  7557. return 0;
  7558. case SG_FUSION:
  7559. if ((sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR) || sd->sc.data[SC_FUSION].timer != -1)
  7560. break;
  7561. return 0;
  7562. }
  7563. if(!(type&2)){
  7564. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7565. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7566. return 0;
  7567. }
  7568. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7569. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7570. return 0;
  7571. }
  7572. if( zeny>0 && sd->status.zeny < zeny) {
  7573. clif_skill_fail(sd,skill,5,0);
  7574. return 0;
  7575. }
  7576. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7577. clif_skill_fail(sd,skill,6,0);
  7578. return 0;
  7579. }
  7580. if( spiritball > 0 && sd->spiritball < spiritball) {
  7581. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7582. return 0;
  7583. }
  7584. }
  7585. switch(state) {
  7586. case ST_HIDING:
  7587. if(!(sd->sc.option&OPTION_HIDE)) {
  7588. clif_skill_fail(sd,skill,0,0);
  7589. return 0;
  7590. }
  7591. break;
  7592. case ST_CLOAKING:
  7593. if(!pc_iscloaking(sd)) {
  7594. clif_skill_fail(sd,skill,0,0);
  7595. return 0;
  7596. }
  7597. break;
  7598. case ST_HIDDEN:
  7599. if(!pc_ishiding(sd)) {
  7600. clif_skill_fail(sd,skill,0,0);
  7601. return 0;
  7602. }
  7603. break;
  7604. case ST_RIDING:
  7605. if(!pc_isriding(sd)) {
  7606. clif_skill_fail(sd,skill,0,0);
  7607. return 0;
  7608. }
  7609. break;
  7610. case ST_FALCON:
  7611. if(!pc_isfalcon(sd)) {
  7612. clif_skill_fail(sd,skill,0,0);
  7613. return 0;
  7614. }
  7615. break;
  7616. case ST_CART:
  7617. if(!pc_iscarton(sd)) {
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. }
  7621. break;
  7622. case ST_SHIELD:
  7623. if(sd->status.shield <= 0) {
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. }
  7627. break;
  7628. case ST_SIGHT:
  7629. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7630. clif_skill_fail(sd,skill,0,0);
  7631. return 0;
  7632. }
  7633. break;
  7634. case ST_EXPLOSIONSPIRITS:
  7635. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7636. clif_skill_fail(sd,skill,0,0);
  7637. return 0;
  7638. }
  7639. break;
  7640. case ST_CARTBOOST:
  7641. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7642. clif_skill_fail(sd,skill,0,0);
  7643. return 0;
  7644. }
  7645. break;
  7646. case ST_RECOV_WEIGHT_RATE:
  7647. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7648. clif_skill_fail(sd,skill,0,0);
  7649. return 0;
  7650. }
  7651. break;
  7652. case ST_MOVE_ENABLE:
  7653. {
  7654. struct walkpath_data wpd;
  7655. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  7656. clif_skill_fail(sd,skill,0,0);
  7657. return 0;
  7658. }
  7659. }
  7660. break;
  7661. case ST_WATER:
  7662. //?�?齡サ定
  7663. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7664. if ( (sd->sc.data[SC_DELUGE].timer == -1) &&
  7665. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7666. {
  7667. clif_skill_fail(sd,skill,0,0);
  7668. return 0;
  7669. }
  7670. break;
  7671. }
  7672. if (checkitem_flag) {
  7673. for(i=0;i<10;i++) {
  7674. int x = lv%11 - 1;
  7675. index[i] = -1;
  7676. if(itemid[i] <= 0)
  7677. continue;
  7678. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7679. continue;
  7680. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7681. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7682. continue;
  7683. if((skill == AM_POTIONPITCHER ||
  7684. skill == CR_SLIMPITCHER ||
  7685. skill == CR_CULTIVATION) && i != x)
  7686. continue;
  7687. index[i] = pc_search_inventory(sd,itemid[i]);
  7688. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7689. if(itemid[i] == 716 || itemid[i] == 717)
  7690. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7691. else
  7692. clif_skill_fail(sd,skill,0,0);
  7693. return 0;
  7694. }
  7695. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7696. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7697. }
  7698. }
  7699. if(!(type&1))
  7700. return 1;
  7701. if(delitem_flag) {
  7702. for(i=0;i<10;i++) {
  7703. if(index[i] >= 0)
  7704. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7705. }
  7706. if (arrow_flag && battle_config.arrow_decrement)
  7707. pc_delitem(sd,sd->equip_index[10],1,0);
  7708. }
  7709. if(type&2)
  7710. return 1;
  7711. if(sp > 0) { // SP?チ費
  7712. sd->status.sp-=sp;
  7713. clif_updatestatus(sd,SP_SP);
  7714. }
  7715. if(hp > 0) { // HP?チ費
  7716. sd->status.hp-=hp;
  7717. clif_updatestatus(sd,SP_HP);
  7718. }
  7719. if(zeny > 0) // Zeny?チ費
  7720. pc_payzeny(sd,zeny);
  7721. if(spiritball > 0) // 氣球?チ費
  7722. pc_delspiritball(sd,spiritball,0);
  7723. return 1;
  7724. }
  7725. /*==========================================
  7726. * 詠?・時間計算
  7727. *------------------------------------------
  7728. */
  7729. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
  7730. {
  7731. struct status_change *sc;
  7732. nullpo_retr(0, bl);
  7733. if (!time && bl->type != BL_MOB)
  7734. time = skill_get_cast(skill_id, skill_lv);
  7735. if (bl->type == BL_PC){
  7736. struct map_session_data *sd = (struct map_session_data*)bl;
  7737. nullpo_retr(0, sd);
  7738. // calculate base cast time (reduced by dex)
  7739. if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
  7740. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7741. if (scale > 0) // not instant cast
  7742. time = time * scale / battle_config.castrate_dex_scale;
  7743. else return 0; // instant cast
  7744. }
  7745. // config cast time multiplier
  7746. if (battle_config.cast_rate != 100)
  7747. time = time * battle_config.cast_rate / 100;
  7748. // calculate cast time reduced by card bonuses
  7749. if (sd->castrate != 100)
  7750. time -= time * (100 - sd->castrate) / 100;
  7751. } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
  7752. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7753. if (scale > 0) // not instant cast
  7754. time = time * scale / battle_config.castrate_dex_scale;
  7755. else return 0; // instant cast
  7756. if (battle_config.cast_rate != 100)
  7757. time = time * battle_config.cast_rate / 100;
  7758. }
  7759. // calculate cast time reduced by skill bonuses
  7760. sc = status_get_sc(bl);
  7761. /* サフラギウム */
  7762. if (sc && sc->count) {
  7763. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7764. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7765. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7766. }
  7767. /* ブラギの�? */
  7768. if (sc->data[SC_POEMBRAGI].timer != -1)
  7769. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7770. }
  7771. // return final cast time
  7772. return (time > 0) ? time : 0;
  7773. }
  7774. /*==========================================
  7775. * ディレイ計算
  7776. *------------------------------------------
  7777. */
  7778. int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
  7779. {
  7780. struct status_change *sc;
  7781. nullpo_retr(0, bl);
  7782. if (!time && bl->type != BL_MOB)
  7783. time = skill_get_delay(skill_id, skill_lv);
  7784. if (bl->type == BL_PC){
  7785. struct map_session_data *sd = (struct map_session_data*)bl;
  7786. nullpo_retr(0, sd);
  7787. // instant cast attack skills depend on aspd as delay [celest]
  7788. if (time == 0) {
  7789. if (skill_get_type(skill_id) == BF_WEAPON)
  7790. time = status_get_amotion(bl); //Use attack animation as default delay.
  7791. else
  7792. time = 300; // default delay, according to official servers
  7793. } else if (time < 0)
  7794. time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7795. if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
  7796. !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
  7797. {
  7798. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7799. if (scale < 0)
  7800. scale = 0;
  7801. time = time * scale / battle_config.castrate_dex_scale;
  7802. }
  7803. if (battle_config.delay_rate != 100)
  7804. time = time * battle_config.delay_rate / 100;
  7805. if (sd->delayrate != 100)
  7806. time = time * sd->delayrate / 100;
  7807. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  7808. time = battle_config.min_skill_delay_limit;
  7809. }
  7810. /* ブラギの�? */
  7811. sc= status_get_sc(bl);
  7812. if (sc && sc->count) {
  7813. if (sc->data[SC_POEMBRAGI].timer != -1)
  7814. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7815. if (sc->data[SC_SPIRIT].timer != -1)
  7816. switch (skill_id) {
  7817. case CR_SHIELDBOOMERANG:
  7818. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7819. time /=2;
  7820. break;
  7821. case AS_SONICBLOW:
  7822. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7823. time /= 2;
  7824. break;
  7825. }
  7826. }
  7827. return (time > 0) ? time : 0;
  7828. }
  7829. /*==========================================
  7830. * スキル使用?iID指定?j
  7831. *------------------------------------------
  7832. */
  7833. int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
  7834. {
  7835. struct map_session_data* tsd = NULL;
  7836. struct block_list *bl = NULL;
  7837. struct status_change *sc;
  7838. int casttime, forcecast = 0;
  7839. unsigned int tick = gettick();
  7840. nullpo_retr(0, sd);
  7841. if (skill_lv <= 0)
  7842. return 0;
  7843. sc = sd->sc.count?&sd->sc:NULL;
  7844. switch(skill_num)
  7845. { //Check for skills that auto-select target
  7846. case MO_CHAINCOMBO:
  7847. target_id = sd->attacktarget;
  7848. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  7849. if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7850. return 0;
  7851. target_id = bl->id;
  7852. }
  7853. break;
  7854. case MO_COMBOFINISH:
  7855. case CH_CHAINCRUSH:
  7856. case CH_TIGERFIST:
  7857. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  7858. case TK_DOWNKICK:
  7859. case TK_TURNKICK:
  7860. target_id = sd->attacktarget;
  7861. break;
  7862. case TK_JUMPKICK:
  7863. case TK_COUNTER:
  7864. case HT_POWER:
  7865. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  7866. target_id = sc->data[SC_COMBO].val2;
  7867. else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
  7868. target_id = sd->attacktarget;
  7869. else if (skill_num == HT_POWER)
  7870. return 0;
  7871. break;
  7872. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7873. //
  7874. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  7875. if (sc && sc->data[SC_COMBO].timer != -1 &&
  7876. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  7877. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  7878. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  7879. target_id = sd->attacktarget;
  7880. break;
  7881. case WE_MALE:
  7882. case WE_FEMALE:
  7883. if (!sd->status.partner_id)
  7884. return 0;
  7885. tsd = map_charid2sd(sd->status.partner_id);
  7886. bl = (struct block_list *)tsd;
  7887. if (bl)
  7888. target_id = bl->id;
  7889. else
  7890. {
  7891. clif_skill_fail(sd,skill_num,0,0);
  7892. return 0;
  7893. }
  7894. break;
  7895. case WE_CALLBABY:
  7896. tsd = pc_get_child(sd);
  7897. bl = (struct block_list *)tsd;
  7898. if (bl)
  7899. target_id = bl->id;
  7900. else
  7901. {
  7902. clif_skill_fail(sd,skill_num,0,0);
  7903. return 0;
  7904. }
  7905. break;
  7906. }
  7907. if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
  7908. return 0;
  7909. if (bl->type == BL_PC)
  7910. tsd = (struct map_session_data*)bl;
  7911. if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
  7912. return 0;
  7913. if(sd->bl.m != bl->m)
  7914. return 0;
  7915. if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
  7916. return 0;
  7917. if(skillnotok(skill_num, sd)) // [MouseJstr]
  7918. return 0;
  7919. if (tsd && (skill_num == ALL_RESURRECTION || skill_num == PR_REDEMPTIO) && !pc_isdead(tsd))
  7920. return 0;
  7921. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
  7922. return 0;
  7923. if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
  7924. {
  7925. if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  7926. clif_skill_fail(sd,skill_num,0,0);
  7927. return 0;
  7928. }
  7929. //直前のスキルが何か?える必要のあるスキル
  7930. switch (skill_num) {
  7931. case SA_CASTCANCEL:
  7932. if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  7933. sd->skillid_old = sd->skillid;
  7934. sd->skilllv_old = sd->skilllv;
  7935. }
  7936. break;
  7937. case BD_ENCORE: /* アンコ?ル */
  7938. if (!sd->skillid_dance || pc_checkskill(sd, sd->skillid_dance) <= 0) { //Prevent using the dance skill if you no longer have the skill in your tree.
  7939. clif_skill_fail(sd,skill_num,0,0);
  7940. return 0;
  7941. }
  7942. sd->skillid_old = skill_num;
  7943. break;
  7944. case GD_BATTLEORDER:
  7945. case GD_REGENERATION:
  7946. case GD_RESTORE:
  7947. case GD_EMERGENCYCALL:
  7948. {
  7949. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7950. return 0;
  7951. skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
  7952. if (skill_lv <= 0) return 0;
  7953. }
  7954. break;
  7955. case BD_LULLABY: /* 子守歌 */
  7956. case BD_RICHMANKIM: /* ニヨルドの宴 */
  7957. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  7958. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7959. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7960. case BD_ROKISWEIL: /* �?キの叫び */
  7961. case BD_INTOABYSS: /* ?[淵の中に */
  7962. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  7963. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  7964. {
  7965. if (battle_config.player_skill_partner_check)
  7966. {
  7967. if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
  7968. {
  7969. clif_skill_fail(sd,skill_num,0,0);
  7970. return 0;
  7971. }
  7972. }
  7973. break;
  7974. }
  7975. }
  7976. sd->skillid = skill_num;
  7977. sd->skilllv = skill_lv;
  7978. if (!skill_check_condition(sd,0)) return 0;
  7979. if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
  7980. if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  7981. return 0;
  7982. }
  7983. if ((skill_num != MO_CHAINCOMBO &&
  7984. skill_num != MO_COMBOFINISH &&
  7985. skill_num != MO_EXTREMITYFIST &&
  7986. skill_num != CH_TIGERFIST &&
  7987. skill_num != CH_CHAINCRUSH &&
  7988. skill_num != TK_STORMKICK &&
  7989. skill_num != TK_DOWNKICK &&
  7990. skill_num != TK_TURNKICK &&
  7991. skill_num != TK_COUNTER) ||
  7992. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
  7993. pc_stopattack(sd);
  7994. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  7995. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7996. switch (skill_num) { /* 何か特殊な?�?が必要 */
  7997. case ALL_RESURRECTION: /* リザレクション */
  7998. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
  7999. forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
  8000. casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
  8001. }
  8002. break;
  8003. case MO_FINGEROFFENSIVE: /* 指? */
  8004. casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
  8005. break;
  8006. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  8007. //
  8008. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  8009. if (sc && sc->data[SC_COMBO].timer != -1 &&
  8010. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  8011. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  8012. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  8013. casttime = 0;
  8014. forcecast = 1;
  8015. break;
  8016. case SA_MAGICROD:
  8017. case SA_SPELLBREAKER:
  8018. forcecast = 1;
  8019. break;
  8020. case KN_CHARGEATK:
  8021. casttime *= distance_bl(&sd->bl, bl);
  8022. break;
  8023. // parent-baby skills
  8024. case WE_BABY:
  8025. case WE_CALLPARENT:
  8026. {
  8027. struct map_session_data *f_sd = pc_get_father(sd);
  8028. struct map_session_data *m_sd = pc_get_mother(sd);
  8029. // set target as any one of the parent
  8030. if (f_sd) target_id = f_sd->bl.id;
  8031. else if (m_sd) target_id = m_sd->bl.id;
  8032. else return 0; // neither are found
  8033. }
  8034. break;
  8035. case HP_BASILICA: /* バジリカ */
  8036. {
  8037. // cancel Basilica if already in effect
  8038. if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
  8039. status_change_end(&sd->bl,SC_BASILICA,-1);
  8040. return 0;
  8041. }
  8042. }
  8043. break;
  8044. }
  8045. //�?モライズ?態ならキャストタイムが1/3
  8046. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  8047. casttime = casttime/2;
  8048. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8049. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8050. }
  8051. if (battle_config.pc_skill_log)
  8052. ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
  8053. sd->bl.id, target_id, skill_num, skill_lv, casttime);
  8054. if (casttime > 0 || forcecast) {
  8055. struct mob_data *md;
  8056. int mode;
  8057. if(sd->disguise) { // [Valaris]
  8058. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
  8059. clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
  8060. }
  8061. else
  8062. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
  8063. /* 詠?・反?モンスタ? */
  8064. if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
  8065. (!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
  8066. ) {
  8067. switch (md->state.skillstate) {
  8068. case MSS_ANGRY:
  8069. case MSS_RUSH:
  8070. case MSS_FOLLOW:
  8071. if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
  8072. break; //Only Aggressive mobs change target while chasing.
  8073. case MSS_IDLE:
  8074. case MSS_WALK:
  8075. md->target_id = sd->bl.id;
  8076. md->state.targettype = ATTACKABLE;
  8077. md->state.aggressive = (mode&MD_ANGRY)?1:0;
  8078. md->min_chase = md->db->range3;
  8079. }
  8080. }
  8081. }
  8082. if (!(battle_config.pc_cloak_check_type&2) &&
  8083. sc && sc->data[SC_CLOAKING].timer != -1 &&
  8084. sd->skillid != AS_CLOAKING)
  8085. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8086. sd->skilltarget = target_id;
  8087. sd->skillx = 0;
  8088. sd->skilly = 0;
  8089. sd->canact_tick = tick + casttime + 100;
  8090. //Recycling forcecast to store the skill's level. [Skotlex]
  8091. sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
  8092. if (casttime > 0) {
  8093. sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
  8094. if (forcecast > 0)
  8095. status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
  8096. else
  8097. pc_stop_walking(sd,0);
  8098. } else {
  8099. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8100. if (skill_num != SA_CASTCANCEL)
  8101. sd->skilltimer = -1;
  8102. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  8103. }
  8104. return 0;
  8105. }
  8106. /*==========================================
  8107. * スキル使用?i?�?且w定?j
  8108. *------------------------------------------
  8109. */
  8110. int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
  8111. {
  8112. struct block_list bl;
  8113. struct status_change *sc;
  8114. int casttime, skill = 0;
  8115. unsigned int tick = gettick();
  8116. nullpo_retr(0, sd);
  8117. if (pc_isdead(sd))
  8118. return 0;
  8119. if (skill_lv <= 0)
  8120. return 0;
  8121. if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  8122. return 0;
  8123. if (skillnotok(skill_num, sd)) // [MouseJstr]
  8124. return 0;
  8125. if (skill_num == WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg) { // noicewall flag [Valaris]
  8126. clif_skill_fail(sd,sd->skillid,0,0);
  8127. return 0;
  8128. }
  8129. if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
  8130. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  8131. clif_skill_fail(sd,skill_num,0,0);
  8132. return 0;
  8133. }
  8134. sc = sd->sc.count?&sd->sc:NULL;
  8135. if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
  8136. return 0;
  8137. sd->skillid = skill_num;
  8138. sd->skilllv = skill_lv;
  8139. sd->skillx = skill_x;
  8140. sd->skilly = skill_y;
  8141. if (!skill_check_condition(sd,0)) return 0;
  8142. /* 射程と?瘧Q物チェック */
  8143. bl.type = BL_NUL;
  8144. bl.m = sd->bl.m;
  8145. bl.x = skill_x;
  8146. bl.y = skill_y;
  8147. if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  8148. return 0;
  8149. /* Previous code body, left here in case we have to rollback. [Skotlex]
  8150. {
  8151. int check_range_flag = 0;
  8152. range = skill_get_range(skill_num,skill_lv);
  8153. if(range < 0)
  8154. range = status_get_range(&sd->bl) - (range + 1);
  8155. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  8156. if (sd->walktimer != -1)
  8157. range ++;
  8158. else check_range_flag = 1;
  8159. if(!battle_check_range(&sd->bl,&bl,range)) {
  8160. if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
  8161. int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  8162. int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  8163. pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
  8164. } else
  8165. return 0;
  8166. }
  8167. }
  8168. */
  8169. pc_stopattack(sd);
  8170. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8171. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  8172. if (battle_config.pc_skill_log)
  8173. ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
  8174. sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
  8175. //�?モライズ?態ならキャストタイムが1/3
  8176. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  8177. casttime = casttime/3;
  8178. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  8179. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8180. }
  8181. if( casttime>0 ) { /* 詠?・が必要 */
  8182. if(sd->disguise) { // [Valaris]
  8183. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
  8184. clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8185. }
  8186. else
  8187. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8188. }
  8189. if (!(battle_config.pc_cloak_check_type&2) &&
  8190. sc && sc->data[SC_CLOAKING].timer != -1)
  8191. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8192. sd->skilltarget = 0;
  8193. sd->canact_tick = tick + casttime + 100;
  8194. sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
  8195. if (casttime > 0) {
  8196. sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
  8197. if (skill > 0)
  8198. status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
  8199. else
  8200. pc_stop_walking(sd,0);
  8201. } else {
  8202. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8203. sd->skilltimer = -1;
  8204. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  8205. }
  8206. return 0;
  8207. }
  8208. /*==========================================
  8209. * スキル詠?・キャンセル
  8210. *------------------------------------------
  8211. */
  8212. int skill_castcancel (struct block_list *bl, int type)
  8213. {
  8214. int ret = 0;
  8215. nullpo_retr(0, bl);
  8216. if (bl->type == BL_PC) {
  8217. struct map_session_data *sd = (struct map_session_data *)bl;
  8218. unsigned long tick = gettick();
  8219. nullpo_retr(0, sd);
  8220. sd->canact_tick = tick;
  8221. sd->canmove_tick = tick;
  8222. if (sd->skilltimer != -1) {
  8223. if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
  8224. status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
  8225. }
  8226. if (!type) {
  8227. if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
  8228. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8229. else
  8230. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8231. if (ret < 0)
  8232. ShowError("delete timer error : skillid : %d\n", sd->skillid);
  8233. } else {
  8234. if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
  8235. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8236. else
  8237. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8238. if (ret < 0)
  8239. ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
  8240. }
  8241. sd->skillid = sd->skilllv = -1;
  8242. sd->skilltimer = -1;
  8243. clif_skillcastcancel(bl);
  8244. }
  8245. return 0;
  8246. } else if (bl->type == BL_MOB) {
  8247. struct mob_data *md = (struct mob_data *)bl;
  8248. nullpo_retr(0, md);
  8249. if (md->skilltimer != -1) {
  8250. if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
  8251. ret = delete_timer( md->skilltimer, mobskill_castend_pos );
  8252. else
  8253. ret = delete_timer( md->skilltimer, mobskill_castend_id );
  8254. md->skillid = md->skilllv = -1;
  8255. md->skilltimer = -1;
  8256. clif_skillcastcancel(bl);
  8257. }
  8258. if (ret < 0)
  8259. ShowError("delete timer error : skillid : %d\n", md->skillid);
  8260. return 0;
  8261. } if (bl->type == BL_PET) {
  8262. struct pet_data *pd = (struct pet_data*)bl;
  8263. pd->state.casting_flag = 0;
  8264. clif_skillcastcancel(bl);
  8265. if (pd->timer != -1)
  8266. { //Free the data attached to casting. [Skotlex]
  8267. struct TimerData *td = get_timer(pd->timer);
  8268. if (td && td->data)
  8269. {
  8270. aFree((struct cast_end_delay*)td->data);
  8271. td->data = 0;
  8272. }
  8273. }
  8274. //The timer is not deleted as the pet's attack will be resumed.
  8275. return 0;
  8276. }
  8277. return 1;
  8278. }
  8279. /*=========================================
  8280. * ブランディッシュスピア ?炎哿ヘ?決定
  8281. *----------------------------------------
  8282. */
  8283. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  8284. nullpo_retv(tc);
  8285. if(dir == 0){
  8286. tc->val1[0]=x-2;
  8287. tc->val1[1]=x-1;
  8288. tc->val1[2]=x;
  8289. tc->val1[3]=x+1;
  8290. tc->val1[4]=x+2;
  8291. tc->val2[0]=
  8292. tc->val2[1]=
  8293. tc->val2[2]=
  8294. tc->val2[3]=
  8295. tc->val2[4]=y-1;
  8296. }
  8297. else if(dir==2){
  8298. tc->val1[0]=
  8299. tc->val1[1]=
  8300. tc->val1[2]=
  8301. tc->val1[3]=
  8302. tc->val1[4]=x+1;
  8303. tc->val2[0]=y+2;
  8304. tc->val2[1]=y+1;
  8305. tc->val2[2]=y;
  8306. tc->val2[3]=y-1;
  8307. tc->val2[4]=y-2;
  8308. }
  8309. else if(dir==4){
  8310. tc->val1[0]=x-2;
  8311. tc->val1[1]=x-1;
  8312. tc->val1[2]=x;
  8313. tc->val1[3]=x+1;
  8314. tc->val1[4]=x+2;
  8315. tc->val2[0]=
  8316. tc->val2[1]=
  8317. tc->val2[2]=
  8318. tc->val2[3]=
  8319. tc->val2[4]=y+1;
  8320. }
  8321. else if(dir==6){
  8322. tc->val1[0]=
  8323. tc->val1[1]=
  8324. tc->val1[2]=
  8325. tc->val1[3]=
  8326. tc->val1[4]=x-1;
  8327. tc->val2[0]=y+2;
  8328. tc->val2[1]=y+1;
  8329. tc->val2[2]=y;
  8330. tc->val2[3]=y-1;
  8331. tc->val2[4]=y-2;
  8332. }
  8333. else if(dir==1){
  8334. tc->val1[0]=x-1;
  8335. tc->val1[1]=x;
  8336. tc->val1[2]=x+1;
  8337. tc->val1[3]=x+2;
  8338. tc->val1[4]=x+3;
  8339. tc->val2[0]=y-4;
  8340. tc->val2[1]=y-3;
  8341. tc->val2[2]=y-1;
  8342. tc->val2[3]=y;
  8343. tc->val2[4]=y+1;
  8344. }
  8345. else if(dir==3){
  8346. tc->val1[0]=x+3;
  8347. tc->val1[1]=x+2;
  8348. tc->val1[2]=x+1;
  8349. tc->val1[3]=x;
  8350. tc->val1[4]=x-1;
  8351. tc->val2[0]=y-1;
  8352. tc->val2[1]=y;
  8353. tc->val2[2]=y+1;
  8354. tc->val2[3]=y+2;
  8355. tc->val2[4]=y+3;
  8356. }
  8357. else if(dir==5){
  8358. tc->val1[0]=x+1;
  8359. tc->val1[1]=x;
  8360. tc->val1[2]=x-1;
  8361. tc->val1[3]=x-2;
  8362. tc->val1[4]=x-3;
  8363. tc->val2[0]=y+3;
  8364. tc->val2[1]=y+2;
  8365. tc->val2[2]=y+1;
  8366. tc->val2[3]=y;
  8367. tc->val2[4]=y-1;
  8368. }
  8369. else if(dir==7){
  8370. tc->val1[0]=x-3;
  8371. tc->val1[1]=x-2;
  8372. tc->val1[2]=x-1;
  8373. tc->val1[3]=x;
  8374. tc->val1[4]=x+1;
  8375. tc->val2[1]=y;
  8376. tc->val2[0]=y+1;
  8377. tc->val2[2]=y-1;
  8378. tc->val2[3]=y-2;
  8379. tc->val2[4]=y-3;
  8380. }
  8381. }
  8382. /*=========================================
  8383. * ブランディッシュスピア 方向判定 範??張
  8384. *-----------------------------------------
  8385. */
  8386. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  8387. int c;
  8388. nullpo_retv(tc);
  8389. for(c=0;c<5;c++){
  8390. if(dir==0){
  8391. tc->val2[c]+=are;
  8392. }else if(dir==1){
  8393. tc->val1[c]-=are; tc->val2[c]+=are;
  8394. }else if(dir==2){
  8395. tc->val1[c]-=are;
  8396. }else if(dir==3){
  8397. tc->val1[c]-=are; tc->val2[c]-=are;
  8398. }else if(dir==4){
  8399. tc->val2[c]-=are;
  8400. }else if(dir==5){
  8401. tc->val1[c]+=are; tc->val2[c]-=are;
  8402. }else if(dir==6){
  8403. tc->val1[c]+=are;
  8404. }else if(dir==7){
  8405. tc->val1[c]+=are; tc->val2[c]+=are;
  8406. }
  8407. }
  8408. }
  8409. /*==========================================
  8410. * Weapon Repair [Celest/DracoRPG]
  8411. *------------------------------------------
  8412. */
  8413. void skill_repairweapon(struct map_session_data *sd, int idx)
  8414. {
  8415. int material;
  8416. int materials[4] = { 1002, 998, 999, 756 };
  8417. struct item *item;
  8418. struct map_session_data *target_sd;
  8419. nullpo_retv(sd);
  8420. target_sd = map_id2sd(sd->repair_target);
  8421. sd->repair_target = 0;
  8422. if (!target_sd) //Failed....
  8423. return;
  8424. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8425. return;
  8426. if(idx < 0 || idx >= MAX_INVENTORY)
  8427. return; //Invalid index??
  8428. item = &target_sd->status.inventory[idx];
  8429. if(item->nameid <= 0 || item->attribute == 0)
  8430. return; //Again invalid item....
  8431. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
  8432. clif_item_repaireffect(sd,item->nameid,1);
  8433. return;
  8434. }
  8435. if (itemdb_type(item->nameid)==4)
  8436. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8437. else
  8438. material = materials [2]; // Armors consume 1 Steel
  8439. if (pc_search_inventory(sd,material) < 0 ) {
  8440. clif_skill_fail(sd,sd->skillid,0,0);
  8441. return;
  8442. }
  8443. item->attribute=0;
  8444. clif_equiplist(target_sd);
  8445. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8446. clif_item_repaireffect(sd,item->nameid,0);
  8447. if(sd!=target_sd)
  8448. clif_item_repaireffect(target_sd,item->nameid,0);
  8449. }
  8450. /*==========================================
  8451. * Item Appraisal
  8452. *------------------------------------------
  8453. */
  8454. void skill_identify(struct map_session_data *sd,int idx)
  8455. {
  8456. int flag=1;
  8457. nullpo_retv(sd);
  8458. if(idx >= 0 && idx < MAX_INVENTORY) {
  8459. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8460. flag=0;
  8461. sd->status.inventory[idx].identify=1;
  8462. }
  8463. }
  8464. clif_item_identified(sd,idx,flag);
  8465. }
  8466. /*==========================================
  8467. * Weapon Refine [Celest]
  8468. *------------------------------------------
  8469. */
  8470. void skill_weaponrefine(struct map_session_data *sd,int idx)
  8471. {
  8472. int i = 0, ep = 0, per;
  8473. int material[5] = { 0, 1010, 1011, 984, 984 };
  8474. struct item *item;
  8475. nullpo_retv(sd);
  8476. if (idx >= 0 && idx < MAX_INVENTORY) {
  8477. struct item_data *ditem = sd->inventory_data[idx];
  8478. item = &sd->status.inventory[idx];
  8479. if(item->nameid > 0 && ditem->type == 4) {
  8480. if (item->refine >= sd->skilllv ||
  8481. item->refine >= MAX_REFINE || // if it's no longer refineable
  8482. ditem->flag.no_refine || // if the item isn't refinable
  8483. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8484. clif_skill_fail(sd,sd->skillid,0,0);
  8485. return;
  8486. }
  8487. per = percentrefinery [ditem->wlv][(int)item->refine];
  8488. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8489. if (per > rand() % 100) {
  8490. item->refine++;
  8491. pc_delitem(sd, i, 1, 0);
  8492. if(item->equip) {
  8493. ep = item->equip;
  8494. pc_unequipitem(sd,idx,3);
  8495. }
  8496. clif_refine(sd->fd,sd,0,idx,item->refine);
  8497. clif_delitem(sd,idx,1);
  8498. clif_additem(sd,idx,1,0);
  8499. if (ep)
  8500. pc_equipitem(sd,idx,ep);
  8501. clif_misceffect(&sd->bl,3);
  8502. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8503. switch(ditem->wlv){
  8504. case 1:
  8505. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8506. break;
  8507. case 2:
  8508. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8509. break;
  8510. case 3:
  8511. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8512. break;
  8513. }
  8514. }
  8515. } else {
  8516. pc_delitem(sd, i, 1, 0);
  8517. item->refine = 0;
  8518. if(item->equip)
  8519. pc_unequipitem(sd,idx,3);
  8520. clif_refine(sd->fd,sd,1,idx,item->refine);
  8521. pc_delitem(sd,idx,1,0);
  8522. clif_misceffect(&sd->bl,2);
  8523. clif_emotion(&sd->bl, 23);
  8524. }
  8525. }
  8526. }
  8527. }
  8528. /*==========================================
  8529. * オ?トスペル
  8530. *------------------------------------------
  8531. */
  8532. int skill_autospell(struct map_session_data *sd,int skillid)
  8533. {
  8534. int skilllv;
  8535. int maxlv=1,lv;
  8536. nullpo_retr(0, sd);
  8537. skilllv = pc_checkskill(sd,SA_AUTOSPELL);
  8538. if(skilllv <= 0) return 0;
  8539. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8540. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8541. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8542. maxlv =10; //Soul Linker bonus. [Skotlex]
  8543. else if(skilllv==2) maxlv=1;
  8544. else if(skilllv==3) maxlv=2;
  8545. else if(skilllv>=4) maxlv=3;
  8546. }
  8547. else if(skillid==MG_SOULSTRIKE){
  8548. if(skilllv==5) maxlv=1;
  8549. else if(skilllv==6) maxlv=2;
  8550. else if(skilllv>=7) maxlv=3;
  8551. }
  8552. else if(skillid==MG_FIREBALL){
  8553. if(skilllv==8) maxlv=1;
  8554. else if(skilllv>=9) maxlv=2;
  8555. }
  8556. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8557. else return 0;
  8558. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  8559. maxlv = lv;
  8560. status_change_start(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8561. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが?曹ォ易い????H
  8562. return 0;
  8563. }
  8564. /*==========================================
  8565. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8566. *------------------------------------------
  8567. */
  8568. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8569. {
  8570. int *c;
  8571. struct map_session_data *sd;
  8572. nullpo_retr(0, bl);
  8573. nullpo_retr(0, ap);
  8574. sd=(struct map_session_data*)bl;
  8575. c=va_arg(ap,int *);
  8576. if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8577. (*c)++;
  8578. return 0;
  8579. }
  8580. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8581. {
  8582. struct map_session_data *sd;
  8583. nullpo_retr(0, bl);
  8584. nullpo_retr(0, ap);
  8585. sd=(struct map_session_data*)bl;
  8586. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8587. sd->state.gangsterparadise=1;
  8588. return 0;
  8589. }
  8590. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8591. {
  8592. struct map_session_data *sd;
  8593. nullpo_retr(0, bl);
  8594. nullpo_retr(0, ap);
  8595. sd=(struct map_session_data*)bl;
  8596. if(sd && sd->state.gangsterparadise)
  8597. sd->state.gangsterparadise=0;
  8598. return 0;
  8599. }
  8600. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8601. {
  8602. int range=1;
  8603. int c=0;
  8604. nullpo_retr(0, sd);
  8605. if(pc_checkskill(sd,RG_GANGSTER) <= 0)
  8606. return 0;
  8607. if(type==1) {/* ?タった時の?�? */
  8608. map_foreachinarea(skill_gangster_count,sd->bl.m,
  8609. sd->bl.x-range,sd->bl.y-range,
  8610. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  8611. if(c > 1) {/*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8612. map_foreachinarea(skill_gangster_in,sd->bl.m,
  8613. sd->bl.x-range,sd->bl.y-range,
  8614. sd->bl.x+range,sd->bl.y+range,BL_PC);
  8615. sd->state.gangsterparadise = 1;
  8616. }
  8617. return 0;
  8618. }
  8619. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8620. map_foreachinarea(skill_gangster_count,sd->bl.m,
  8621. sd->bl.x-range,sd->bl.y-range,
  8622. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  8623. if(c < 2)
  8624. map_foreachinarea(skill_gangster_out,sd->bl.m,
  8625. sd->bl.x-range,sd->bl.y-range,
  8626. sd->bl.x+range,sd->bl.y+range,BL_PC);
  8627. sd->state.gangsterparadise = 0;
  8628. return 0;
  8629. }
  8630. return 0;
  8631. }
  8632. /*==========================================
  8633. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8634. *------------------------------------------
  8635. */
  8636. static int skill_rest_count(struct block_list *bl,va_list ap)
  8637. {
  8638. int *c_r;
  8639. struct map_session_data *sd;
  8640. nullpo_retr(0, bl);
  8641. nullpo_retr(0, ap);
  8642. sd=(struct map_session_data*)bl;
  8643. c_r=va_arg(ap,int *);
  8644. if(sd && c_r && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8645. (*c_r)++;
  8646. return 0;
  8647. }
  8648. static int skill_rest_in(struct block_list *bl,va_list ap)
  8649. {
  8650. struct map_session_data *sd;
  8651. nullpo_retr(0, bl);
  8652. nullpo_retr(0, ap);
  8653. sd=(struct map_session_data*)bl;
  8654. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8655. sd->state.rest=1;
  8656. status_calc_pc(sd,0);
  8657. }
  8658. return 0;
  8659. }
  8660. static int skill_rest_out(struct block_list *bl,va_list ap)
  8661. {
  8662. struct map_session_data *sd;
  8663. nullpo_retr(0, bl);
  8664. nullpo_retr(0, ap);
  8665. sd=(struct map_session_data*)bl;
  8666. if(sd && sd->state.rest != 0){
  8667. sd->state.rest=0;
  8668. }
  8669. return 0;
  8670. }
  8671. int skill_rest(struct map_session_data *sd ,int type)
  8672. {
  8673. int range=1;
  8674. int c_r=0;
  8675. nullpo_retr(0, sd);
  8676. if(pc_checkskill(sd,TK_HPTIME) <= 0 && pc_checkskill(sd,TK_SPTIME) <= 0)
  8677. return 0;
  8678. if(type==1) { //When you sit down
  8679. map_foreachinarea(skill_rest_count,sd->bl.m,
  8680. sd->bl.x-range,sd->bl.y-range,
  8681. sd->bl.x+range,sd->bl.y+range,BL_PC,&c_r);
  8682. if(c_r > 1) {
  8683. map_foreachinarea(skill_rest_in,sd->bl.m,
  8684. sd->bl.x-range,sd->bl.y-range,
  8685. sd->bl.x+range,sd->bl.y+range,BL_PC);
  8686. sd->state.rest = 1;
  8687. status_calc_pc(sd,0);
  8688. }
  8689. return 0;
  8690. }
  8691. else if(type==0) { //When you stand up
  8692. map_foreachinarea(skill_rest_count,sd->bl.m,
  8693. sd->bl.x-range,sd->bl.y-range,
  8694. sd->bl.x+range,sd->bl.y+range,BL_PC,&c_r);
  8695. if(c_r < 2)
  8696. map_foreachinarea(skill_rest_out,sd->bl.m,
  8697. sd->bl.x-range,sd->bl.y-range,
  8698. sd->bl.x+range,sd->bl.y+range,BL_PC);
  8699. sd->state.rest = 0;
  8700. status_calc_pc(sd,0);
  8701. return 0;
  8702. }
  8703. return 0;
  8704. }
  8705. /*==========================================
  8706. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8707. *------------------------------------------
  8708. */
  8709. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8710. {
  8711. struct block_list *src;
  8712. int skillnum,skilllv;
  8713. unsigned int tick;
  8714. nullpo_retr(0, bl);
  8715. nullpo_retr(0, ap);
  8716. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8717. skillnum=va_arg(ap,int);
  8718. skilllv=va_arg(ap,int);
  8719. if(skilllv <= 0) return 0;
  8720. tick=va_arg(ap,unsigned int);
  8721. if (src == bl || //自分には?かない
  8722. bl->prev == NULL ||
  8723. status_isdead(bl))
  8724. return 0;
  8725. if (bl->type == BL_PC) {
  8726. struct map_session_data *sd = (struct map_session_data *)bl;
  8727. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8728. return 0;
  8729. }
  8730. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8731. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8732. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8733. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8734. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8735. return 0;
  8736. }
  8737. /*==========================================
  8738. * バジリカのセルを?ン定する
  8739. *------------------------------------------
  8740. */
  8741. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
  8742. {
  8743. int i,x,y,range = skill_get_unit_range(skill_num);
  8744. int size = range*2+1;
  8745. for (i=0;i<size*size;i++) {
  8746. x = src->bl.x+(i%size-range);
  8747. y = src->bl.y+(i/size-range);
  8748. map_setcell(src->bl.m,x,y,flag);
  8749. }
  8750. }
  8751. /*==========================================
  8752. * Sets a map cell around the caster, according to the skill's range.
  8753. *------------------------------------------
  8754. */
  8755. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8756. {
  8757. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8758. int size = range*2+1;
  8759. for (i=0;i<size*size;i++) {
  8760. x = src->x+(i%size-range);
  8761. y = src->y+(i/size-range);
  8762. map_setcell(src->m,x,y,flag);
  8763. }
  8764. }
  8765. /*==========================================
  8766. *
  8767. *------------------------------------------
  8768. */
  8769. int skill_attack_area(struct block_list *bl,va_list ap)
  8770. {
  8771. struct block_list *src,*dsrc;
  8772. int atk_type,skillid,skilllv,flag,type;
  8773. unsigned int tick;
  8774. nullpo_retr(0, bl);
  8775. nullpo_retr(0, ap);
  8776. atk_type = va_arg(ap,int);
  8777. if((src=va_arg(ap,struct block_list*)) == NULL)
  8778. return 0;
  8779. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8780. return 0;
  8781. skillid=va_arg(ap,int);
  8782. skilllv=va_arg(ap,int);
  8783. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8784. tick=va_arg(ap,unsigned int);
  8785. flag=va_arg(ap,int);
  8786. type=va_arg(ap,int);
  8787. if(battle_check_target(dsrc,bl,type) > 0)
  8788. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8789. return 0;
  8790. }
  8791. /*==========================================
  8792. *
  8793. *------------------------------------------
  8794. */
  8795. int skill_clear_element_field(struct block_list *bl)
  8796. {
  8797. struct skill_unit_group *ug=NULL;
  8798. int i,max,skillid;
  8799. nullpo_retr(0, bl);
  8800. if (bl->type==BL_MOB) {
  8801. max = MAX_MOBSKILLUNITGROUP;
  8802. ug = ((struct mob_data *)bl)->skillunit;
  8803. } else if(bl->type==BL_PC) {
  8804. max = MAX_SKILLUNITGROUP;
  8805. ug = ((struct map_session_data *)bl)->skillunit;
  8806. } else if(bl->type==BL_PET) {
  8807. max = MAX_MOBSKILLUNITGROUP;
  8808. ug = ((struct pet_data*)bl)->skillunit;
  8809. } else
  8810. return 0;
  8811. for (i=0;i<max;i++) {
  8812. skillid=ug[i].skill_id;
  8813. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8814. skill_delunitgroup(&ug[i]);
  8815. }
  8816. return 0;
  8817. }
  8818. /*==========================================
  8819. * Returns the first element field found [Skotlex]
  8820. *------------------------------------------
  8821. */
  8822. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8823. {
  8824. struct mob_data *md=NULL;
  8825. struct map_session_data *sd=NULL;
  8826. int i,max,skillid;
  8827. nullpo_retr(0, bl);
  8828. if (bl->type==BL_MOB) {
  8829. max = MAX_MOBSKILLUNITGROUP;
  8830. md = (struct mob_data *)bl;
  8831. } else if(bl->type==BL_PC) {
  8832. max = MAX_SKILLUNITGROUP;
  8833. sd = (struct map_session_data *)bl;
  8834. } else
  8835. return NULL;
  8836. for (i=0;i<max;i++) {
  8837. if(sd){
  8838. skillid=sd->skillunit[i].skill_id;
  8839. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8840. return &sd->skillunit[i];
  8841. }else if(md){
  8842. skillid=md->skillunit[i].skill_id;
  8843. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8844. return &md->skillunit[i];
  8845. }
  8846. }
  8847. return NULL;
  8848. }
  8849. // for graffiti cleaner [Valaris]
  8850. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8851. {
  8852. struct skill_unit *unit=NULL;
  8853. nullpo_retr(0, bl);
  8854. nullpo_retr(0, ap);
  8855. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8856. return 0;
  8857. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8858. skill_delunit(unit);
  8859. return 0;
  8860. }
  8861. int skill_greed(struct block_list *bl, va_list ap)
  8862. {
  8863. struct block_list *src;
  8864. struct map_session_data *sd=NULL;
  8865. struct flooritem_data *fitem=NULL;
  8866. nullpo_retr(0, bl);
  8867. nullpo_retr(0, ap);
  8868. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8869. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8870. pc_takeitem(sd, fitem);
  8871. return 0;
  8872. }
  8873. /*==========================================
  8874. * ランドプ�?テクタ?チェック(foreachinarea)
  8875. *------------------------------------------
  8876. */
  8877. int skill_landprotector(struct block_list *bl, va_list ap )
  8878. {
  8879. int skillid;
  8880. int *alive;
  8881. struct skill_unit *unit;
  8882. struct block_list *src;
  8883. skillid = va_arg(ap,int);
  8884. alive = va_arg(ap,int *);
  8885. src = va_arg(ap,struct block_list *);
  8886. unit = (struct skill_unit *)bl;
  8887. if (unit == NULL || unit->group == NULL)
  8888. return 0;
  8889. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8890. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8891. { //Check for offensive Land Protector to delete both. [Skotlex]
  8892. (*alive) = 0;
  8893. skill_delunit(unit);
  8894. return 1;
  8895. }
  8896. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8897. return 0; //Traps cannot be removed by Land Protector/Ganbantein
  8898. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8899. skill_delunit(unit);
  8900. } else
  8901. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8902. (*alive) = 0;
  8903. } else
  8904. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8905. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8906. (*alive) = 0;
  8907. } else
  8908. return 0;
  8909. return 1;
  8910. }
  8911. /*==========================================
  8912. * variation of skill_landprotector
  8913. *------------------------------------------
  8914. */
  8915. int skill_ganbatein(struct block_list *bl, va_list ap )
  8916. {
  8917. struct skill_unit *unit;
  8918. nullpo_retr(0, bl);
  8919. nullpo_retr(0, ap);
  8920. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8921. return 0;
  8922. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8923. return 0; //Do not remove traps.
  8924. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8925. skill_delunit(unit);
  8926. else skill_delunitgroup(unit->group);
  8927. return 1;
  8928. }
  8929. /*==========================================
  8930. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8931. *------------------------------------------
  8932. */
  8933. int skill_count_target (struct block_list *bl, va_list ap)
  8934. {
  8935. struct block_list *src;
  8936. int *c;
  8937. nullpo_retr(0, bl);
  8938. nullpo_retr(0, ap);
  8939. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8940. return 0;
  8941. if ((c = va_arg(ap,int *)) == NULL)
  8942. return 0;
  8943. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8944. (*c)++;
  8945. return 0;
  8946. }
  8947. /*==========================================
  8948. * トラップ範??�?(foreachinarea)
  8949. *------------------------------------------
  8950. */
  8951. int skill_trap_splash (struct block_list *bl, va_list ap)
  8952. {
  8953. struct block_list *src;
  8954. int tick;
  8955. int splash_count;
  8956. struct skill_unit *unit;
  8957. struct skill_unit_group *sg;
  8958. struct block_list *ss;
  8959. int i;
  8960. nullpo_retr(0, bl);
  8961. nullpo_retr(0, ap);
  8962. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8963. nullpo_retr(0, unit = (struct skill_unit *)src);
  8964. nullpo_retr(0, sg = unit->group);
  8965. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8966. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8967. { //Temporal debug until this case is solved. [Skotlex]
  8968. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8969. return 0;
  8970. }
  8971. tick = va_arg(ap,int);
  8972. splash_count = va_arg(ap,int);
  8973. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8974. switch(sg->unit_id){
  8975. case UNT_SHOCKWAVE:
  8976. case UNT_SANDMAN:
  8977. case UNT_FLASHER:
  8978. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8979. break;
  8980. case UNT_BLASTMINE:
  8981. case UNT_CLAYMORETRAP:
  8982. for(i=0;i<splash_count;i++){
  8983. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8984. }
  8985. break;
  8986. case UNT_FREEZINGTRAP:
  8987. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8988. break;
  8989. default:
  8990. break;
  8991. }
  8992. }
  8993. return 0;
  8994. }
  8995. /*==========================================
  8996. * ステ?タス異?�?I了
  8997. *------------------------------------------
  8998. */
  8999. int skill_enchant_elemental_end (struct block_list *bl, int type)
  9000. {
  9001. struct status_change *sc;
  9002. nullpo_retr(0, bl);
  9003. nullpo_retr(0, sc= status_get_sc(bl));
  9004. if (!sc->count) return 0;
  9005. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  9006. status_change_end(bl, SC_ENCPOISON, -1);
  9007. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  9008. status_change_end(bl, SC_ASPERSIO, -1);
  9009. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  9010. status_change_end(bl, SC_FIREWEAPON, -1);
  9011. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  9012. status_change_end(bl, SC_WATERWEAPON, -1);
  9013. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  9014. status_change_end(bl, SC_WINDWEAPON, -1);
  9015. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  9016. status_change_end(bl, SC_EARTHWEAPON, -1);
  9017. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  9018. status_change_end(bl, SC_SHADOWWEAPON, -1);
  9019. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  9020. status_change_end(bl, SC_GHOSTWEAPON, -1);
  9021. return 0;
  9022. }
  9023. /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
  9024. int skill_check_cloaking(struct block_list *bl)
  9025. {
  9026. struct map_session_data *sd = NULL;
  9027. struct status_change *sc;
  9028. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  9029. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  9030. int end = 1,i;
  9031. nullpo_retr(1, bl);
  9032. if (bl->type == BL_PC)
  9033. sd = (struct map_session_data *)bl;
  9034. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  9035. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  9036. { //Check for walls.
  9037. for (i = 0; i < 8; i++)
  9038. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  9039. {
  9040. end = 0;
  9041. break;
  9042. }
  9043. } else
  9044. end = 0; //No wall check.
  9045. if(end){
  9046. sc = status_get_sc(bl);
  9047. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  9048. status_change_end(bl, SC_CLOAKING, -1);
  9049. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  9050. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  9051. }
  9052. }
  9053. else {
  9054. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  9055. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  9056. }
  9057. }
  9058. return end;
  9059. }
  9060. /*
  9061. *----------------------------------------------------------------------------
  9062. * スキルユニット
  9063. *----------------------------------------------------------------------------
  9064. */
  9065. /*==========================================
  9066. * 演奏/ダンスをやめる
  9067. * flag 1で?≡t中なら相方にユニットを任せる
  9068. *
  9069. *------------------------------------------
  9070. */
  9071. void skill_stop_dancing(struct block_list *src)
  9072. {
  9073. struct status_change* sc;
  9074. struct skill_unit_group* group;
  9075. struct map_session_data* dsd = NULL;
  9076. nullpo_retv(src);
  9077. nullpo_retv(sc = status_get_sc(src));
  9078. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  9079. return;
  9080. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  9081. sc->data[SC_DANCING].val2 = 0;
  9082. if (sc->data[SC_DANCING].val4)
  9083. {
  9084. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  9085. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  9086. sc->data[SC_DANCING].val4 = 0;
  9087. }
  9088. if (group)
  9089. skill_delunitgroup(group);
  9090. if (dsd)
  9091. {
  9092. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9093. status_change_end(&dsd->bl, SC_DANCING, -1);
  9094. }
  9095. status_change_end(src, SC_DANCING, -1);
  9096. }
  9097. /*==========================================
  9098. * スキルユニット?炎匀サ
  9099. *------------------------------------------
  9100. */
  9101. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  9102. {
  9103. struct skill_unit *unit;
  9104. nullpo_retr(NULL, group);
  9105. nullpo_retr(NULL, unit=&group->unit[idx]);
  9106. if(!unit->alive)
  9107. group->alive_count++;
  9108. unit->bl.id=map_addobject(&unit->bl);
  9109. unit->bl.type=BL_SKILL;
  9110. unit->bl.m=group->map;
  9111. unit->bl.x=x;
  9112. unit->bl.y=y;
  9113. unit->group=group;
  9114. unit->val1=unit->val2=0;
  9115. unit->alive=1;
  9116. map_addblock(&unit->bl);
  9117. clif_skill_setunit(unit);
  9118. switch (group->skill_id) {
  9119. case AL_PNEUMA:
  9120. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
  9121. break;
  9122. case MG_SAFETYWALL:
  9123. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
  9124. break;
  9125. case SA_LANDPROTECTOR:
  9126. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
  9127. break;
  9128. case HP_BASILICA:
  9129. skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
  9130. break;
  9131. case WZ_ICEWALL:
  9132. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
  9133. break;
  9134. }
  9135. return unit;
  9136. }
  9137. /*==========================================
  9138. * スキルユニット?�?�
  9139. *------------------------------------------
  9140. */
  9141. int skill_delunit(struct skill_unit *unit)
  9142. {
  9143. struct skill_unit_group *group;
  9144. nullpo_retr(0, unit);
  9145. if(!unit->alive)
  9146. return 0;
  9147. nullpo_retr(0, group=unit->group);
  9148. /* onlimitイベント呼び?oし */
  9149. skill_unit_onlimit( unit,gettick() );
  9150. /* onoutイベント呼び?oし */
  9151. if (!unit->range) {
  9152. map_foreachincell(skill_unit_effect,unit->bl.m,
  9153. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9154. }
  9155. switch (group->skill_id) {
  9156. case AL_PNEUMA:
  9157. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
  9158. break;
  9159. case MG_SAFETYWALL:
  9160. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
  9161. break;
  9162. case SA_LANDPROTECTOR:
  9163. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
  9164. break;
  9165. case HP_BASILICA:
  9166. skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
  9167. break;
  9168. case WZ_ICEWALL:
  9169. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
  9170. break;
  9171. }
  9172. clif_skill_delunit(unit);
  9173. unit->group=NULL;
  9174. unit->alive=0;
  9175. map_delobjectnofree(unit->bl.id);
  9176. if(--group->alive_count==0)
  9177. skill_delunitgroup(group);
  9178. return 0;
  9179. }
  9180. /*==========================================
  9181. * スキルユニットグル?プ?炎匀サ
  9182. *------------------------------------------
  9183. */
  9184. static int skill_unit_group_newid = MAX_SKILL_DB;
  9185. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  9186. int count,int skillid,int skilllv,int unit_id)
  9187. {
  9188. int i;
  9189. struct skill_unit_group *group=NULL, *list=NULL;
  9190. int maxsug=0;
  9191. if(skilllv <= 0) return 0;
  9192. nullpo_retr(NULL, src);
  9193. if(src->type==BL_PC){
  9194. list=((struct map_session_data *)src)->skillunit;
  9195. maxsug=MAX_SKILLUNITGROUP;
  9196. }else if(src->type==BL_MOB){
  9197. list=((struct mob_data *)src)->skillunit;
  9198. maxsug=MAX_MOBSKILLUNITGROUP;
  9199. }else if(src->type==BL_PET){
  9200. list=((struct pet_data *)src)->skillunit;
  9201. maxsug=MAX_MOBSKILLUNITGROUP;
  9202. }
  9203. if(list){
  9204. for(i=0;i<maxsug;i++) /* 空いているもの??� */
  9205. if(list[i].group_id==0){
  9206. group=&list[i];
  9207. break;
  9208. }
  9209. if(group==NULL){ /* 空いてないので古いもの??� */
  9210. int j=0;
  9211. unsigned maxdiff=0,x,tick=gettick();
  9212. for(i=0;i<maxsug;i++)
  9213. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  9214. maxdiff=x;
  9215. j=i;
  9216. }
  9217. skill_delunitgroup(&list[j]);
  9218. group=&list[j];
  9219. }
  9220. }
  9221. if(group==NULL){
  9222. ShowFatalError("skill_initunitgroup: error unit group !\n");
  9223. exit(1);
  9224. }
  9225. group->src_id=src->id;
  9226. group->party_id=status_get_party_id(src);
  9227. group->guild_id=status_get_guild_id(src);
  9228. group->group_id=skill_unit_group_newid++;
  9229. if(skill_unit_group_newid<=0)
  9230. skill_unit_group_newid = MAX_SKILL_DB;
  9231. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9232. group->unit_count=count;
  9233. group->val1=group->val2=0;
  9234. group->skill_id=skillid;
  9235. group->skill_lv=skilllv;
  9236. group->unit_id=unit_id;
  9237. group->map=src->m;
  9238. group->limit=10000;
  9239. group->interval=1000;
  9240. group->tick=gettick();
  9241. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9242. group->tick += 1500;
  9243. group->valstr=NULL;
  9244. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  9245. if (i&UF_DANCE) {
  9246. struct map_session_data *sd = NULL;
  9247. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  9248. sd->skillid_dance=skillid;
  9249. sd->skilllv_dance=skilllv;
  9250. }
  9251. status_change_start(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
  9252. //?≡tスキルは相方をダンス?�ヤにする
  9253. if (sd && i&UF_ENSEMBLE &&
  9254. battle_config.player_skill_partner_check) {
  9255. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9256. }
  9257. }
  9258. return group;
  9259. }
  9260. /*==========================================
  9261. * スキルユニットグル?プ?�?�
  9262. *------------------------------------------
  9263. */
  9264. int skill_delunitgroup(struct skill_unit_group *group)
  9265. {
  9266. struct block_list *src;
  9267. int i;
  9268. nullpo_retr(0, group);
  9269. if(group->unit_count<=0)
  9270. return 0;
  9271. src=map_id2bl(group->src_id);
  9272. //ダンススキルはダンス?�ヤを解?怩キる
  9273. if(src) {
  9274. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  9275. {
  9276. struct status_change* sc = status_get_sc(src);
  9277. if (sc && sc->data[SC_DANCING].timer != -1)
  9278. {
  9279. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9280. status_change_end(src,SC_DANCING,-1);
  9281. }
  9282. }
  9283. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9284. struct status_change *sc = status_get_sc(src);
  9285. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9286. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9287. status_change_end(src,SC_GOSPEL,-1);
  9288. }
  9289. }
  9290. }
  9291. group->alive_count=0;
  9292. if(group->unit!=NULL){
  9293. for(i=0;i<group->unit_count;i++)
  9294. if(group->unit[i].alive)
  9295. skill_delunit(&group->unit[i]);
  9296. }
  9297. if(group->valstr!=NULL){
  9298. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  9299. aFree(group->valstr);
  9300. group->valstr=NULL;
  9301. }
  9302. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  9303. group->unit=NULL;
  9304. group->src_id=0;
  9305. group->group_id=0;
  9306. group->unit_count=0;
  9307. return 0;
  9308. }
  9309. /*==========================================
  9310. * スキルユニットグル?プ全?�?�
  9311. *------------------------------------------
  9312. */
  9313. int skill_clear_unitgroup(struct block_list *src)
  9314. {
  9315. struct skill_unit_group *group=NULL;
  9316. int maxsug=0;
  9317. nullpo_retr(0, src);
  9318. if(src->type==BL_PC){
  9319. group=((struct map_session_data *)src)->skillunit;
  9320. maxsug=MAX_SKILLUNITGROUP;
  9321. } else if(src->type==BL_MOB){
  9322. group=((struct mob_data *)src)->skillunit;
  9323. maxsug=MAX_MOBSKILLUNITGROUP;
  9324. } else if(src->type==BL_PET){ // [Valaris]
  9325. group=((struct pet_data *)src)->skillunit;
  9326. maxsug=MAX_MOBSKILLUNITGROUP;
  9327. } else
  9328. return 0;
  9329. if(group){
  9330. int i;
  9331. for(i=0;i<maxsug;i++)
  9332. if(group[i].group_id>0 && group[i].src_id == src->id)
  9333. skill_delunitgroup(&group[i]);
  9334. }
  9335. return 0;
  9336. }
  9337. /*==========================================
  9338. * スキルユニットグル?プの被影響tick??�
  9339. *------------------------------------------
  9340. */
  9341. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  9342. struct block_list *bl,struct skill_unit_group *group,int tick)
  9343. {
  9344. int i,j=-1,k,s,id;
  9345. struct skill_unit_group_tickset *set;
  9346. nullpo_retr(0, bl);
  9347. if (group->interval==-1)
  9348. return NULL;
  9349. if (bl->type == BL_PC)
  9350. set = ((struct map_session_data *)bl)->skillunittick;
  9351. else if (bl->type == BL_MOB)
  9352. set = ((struct mob_data *)bl)->skillunittick;
  9353. else if (bl->type == BL_PET)
  9354. set = ((struct pet_data *)bl)->skillunittick;
  9355. else
  9356. return 0;
  9357. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9358. id = s = group->skill_id;
  9359. else
  9360. id = s = group->group_id;
  9361. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9362. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9363. if (set[k].id == id)
  9364. return &set[k];
  9365. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9366. j=k;
  9367. }
  9368. if (j == -1) {
  9369. if(battle_config.error_log) {
  9370. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9371. }
  9372. j = id % MAX_SKILLUNITGROUPTICKSET;
  9373. }
  9374. set[j].id = id;
  9375. set[j].tick = tick;
  9376. return &set[j];
  9377. }
  9378. /*==========================================
  9379. * スキルユニットタイマ??動?�?用(foreachinarea)
  9380. *------------------------------------------
  9381. */
  9382. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  9383. {
  9384. struct skill_unit *unit;
  9385. struct skill_unit_group *group;
  9386. unsigned int tick;
  9387. nullpo_retr(0, bl);
  9388. nullpo_retr(0, ap);
  9389. unit = va_arg(ap,struct skill_unit *);
  9390. tick = va_arg(ap,unsigned int);
  9391. if (!unit->alive || bl->prev==NULL)
  9392. return 0;
  9393. nullpo_retr(0, group=unit->group);
  9394. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9395. return 0; //AoE skills are ineffective. [Skotlex]
  9396. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9397. return 0;
  9398. skill_unit_onplace_timer(unit,bl,tick);
  9399. return 0;
  9400. }
  9401. /*==========================================
  9402. * スキルユニットタイマ??�?用(foreachobject)
  9403. *------------------------------------------
  9404. */
  9405. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9406. {
  9407. struct skill_unit *unit;
  9408. struct skill_unit_group *group;
  9409. int range;
  9410. unsigned int tick;
  9411. nullpo_retr(0, bl);
  9412. nullpo_retr(0, ap);
  9413. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9414. tick=va_arg(ap,unsigned int);
  9415. if(!unit->alive)
  9416. return 0;
  9417. group=unit->group;
  9418. nullpo_retr(0, group);
  9419. range = unit->range;
  9420. /* onplace_timerイベント呼び?oし */
  9421. if (range>=0 && group->interval!=-1) {
  9422. map_foreachinarea(skill_unit_timer_sub_onplace, bl->m,
  9423. bl->x-range,bl->y-range,bl->x+range,bl->y+range,group->bl_flag,bl,tick);
  9424. if (!unit->alive)
  9425. return 0;
  9426. // マグヌスは発動したユニットは?�?怩キる
  9427. if (group->skill_id==PR_MAGNUS && unit->val2) {
  9428. skill_delunit(unit);
  9429. return 0;
  9430. }
  9431. }
  9432. /* 時間?リれ?�?� */
  9433. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9434. switch(group->unit_id){
  9435. case UNT_BLASTMINE:
  9436. group->unit_id = UNT_USED_TRAPS;
  9437. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9438. group->limit=DIFF_TICK(tick+1500,group->tick);
  9439. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9440. break;
  9441. case UNT_SKIDTRAP:
  9442. case UNT_ANKLESNARE:
  9443. case UNT_LANDMINE:
  9444. case UNT_SHOCKWAVE:
  9445. case UNT_SANDMAN:
  9446. case UNT_FLASHER:
  9447. case UNT_FREEZINGTRAP:
  9448. case UNT_CLAYMORETRAP:
  9449. case UNT_TALKIEBOX:
  9450. {
  9451. struct block_list *src=map_id2bl(group->src_id);
  9452. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9453. else{
  9454. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  9455. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9456. struct item item_tmp;
  9457. memset(&item_tmp,0,sizeof(item_tmp));
  9458. item_tmp.nameid=1065;
  9459. item_tmp.identify=1;
  9460. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9461. }
  9462. }
  9463. skill_delunit(unit);
  9464. }
  9465. break;
  9466. case 0xc1:
  9467. case 0xc2:
  9468. case 0xc3:
  9469. case 0xc4:
  9470. {
  9471. struct block_list *src=map_id2bl(group->src_id);
  9472. if (src)
  9473. group->tick = tick;
  9474. }
  9475. break;
  9476. default:
  9477. skill_delunit(unit);
  9478. }
  9479. }
  9480. if(group->unit_id == UNT_ICEWALL) {
  9481. unit->val1 -= 5;
  9482. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9483. unit->limit = DIFF_TICK(tick+700,group->tick);
  9484. }
  9485. return 0;
  9486. }
  9487. /*==========================================
  9488. * スキルユニットタイマ??�?
  9489. *------------------------------------------
  9490. */
  9491. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9492. {
  9493. map_freeblock_lock();
  9494. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9495. map_freeblock_unlock();
  9496. return 0;
  9497. }
  9498. /*==========================================
  9499. * スキルユニット移動時?�?用(foreachinarea)
  9500. *------------------------------------------
  9501. */
  9502. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9503. {
  9504. struct skill_unit *unit = (struct skill_unit *)bl;
  9505. struct block_list *target;
  9506. unsigned int tick,flag,result;
  9507. int skill_id;
  9508. target=va_arg(ap,struct block_list*);
  9509. tick = va_arg(ap,unsigned int);
  9510. flag = va_arg(ap,int);
  9511. nullpo_retr(0, unit->group);
  9512. if (!(unit->group->bl_flag&target->type))
  9513. return 0; //we don't target this type of bl
  9514. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9515. if (unit->group->interval!=-1 &&
  9516. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9517. return 0;
  9518. if (!unit->alive || target->prev==NULL)
  9519. return 0;
  9520. if (flag&1)
  9521. {
  9522. result = skill_unit_onplace(unit,target,tick);
  9523. if (flag&2 && result)
  9524. { //Clear skill ids we have stored in onout.
  9525. int i;
  9526. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9527. if (i<8)
  9528. skill_unit_temp[i] = 0;
  9529. }
  9530. }
  9531. else
  9532. {
  9533. result = skill_unit_onout(unit,target,tick);
  9534. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9535. skill_unit_temp[skill_unit_index++] = result;
  9536. }
  9537. if (flag&4)
  9538. skill_unit_onleft(skill_id,target,tick);
  9539. return 1;
  9540. }
  9541. /*==========================================
  9542. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9543. * Flag values:
  9544. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9545. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9546. * units to figure out when they have left a group.
  9547. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9548. *------------------------------------------
  9549. */
  9550. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  9551. {
  9552. nullpo_retr(0, bl);
  9553. if(bl->prev==NULL )
  9554. return 0;
  9555. if (flag&2 && !(flag&1))
  9556. { //Onout, clear data
  9557. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9558. skill_unit_index=0;
  9559. }
  9560. map_foreachincell(skill_unit_move_sub,
  9561. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9562. if (flag&2 && flag&1)
  9563. { //Onplace, check any skill units you have left.
  9564. int i;
  9565. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9566. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9567. }
  9568. return 0;
  9569. }
  9570. /*==========================================
  9571. * スキルユニット自?の移動時?�?
  9572. * 引?はグル?プと移動量
  9573. *------------------------------------------
  9574. */
  9575. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9576. {
  9577. int i,j;
  9578. unsigned int tick = gettick();
  9579. int *m_flag;
  9580. struct skill_unit *unit1;
  9581. struct skill_unit *unit2;
  9582. nullpo_retr(0, group);
  9583. if (group->unit_count<=0)
  9584. return 0;
  9585. if (group->unit==NULL)
  9586. return 0;
  9587. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  9588. if (!(
  9589. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  9590. skill_get_inf2(group->skill_id)&INF2_TRAP
  9591. ))
  9592. return 0;
  9593. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  9594. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  9595. // m_flag
  9596. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9597. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9598. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9599. // 3: Both 1+2.
  9600. for(i=0;i<group->unit_count;i++){
  9601. unit1=&group->unit[i];
  9602. if (!unit1->alive || unit1->bl.m!=m)
  9603. continue;
  9604. for(j=0;j<group->unit_count;j++){
  9605. unit2=&group->unit[j];
  9606. if (!unit2->alive)
  9607. continue;
  9608. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9609. m_flag[i] |= 0x1;
  9610. }
  9611. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9612. m_flag[i] |= 0x2;
  9613. }
  9614. }
  9615. }
  9616. j = 0;
  9617. for (i=0;i<group->unit_count;i++) {
  9618. unit1=&group->unit[i];
  9619. if (!unit1->alive)
  9620. continue;
  9621. if (!(m_flag[i]&0x2)) {
  9622. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9623. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9624. }
  9625. //Move Cell using "smart" criteria (avoid useless moving around)
  9626. switch(m_flag[i])
  9627. {
  9628. case 0:
  9629. //Cell moves independently, safely move it.
  9630. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9631. clif_skill_setunit(unit1);
  9632. break;
  9633. case 1:
  9634. //Cell moves unto another cell, look for a replacement cell that won't collide
  9635. //and has no cell moving into it (flag == 2)
  9636. for(;j<group->unit_count;j++)
  9637. {
  9638. if(m_flag[j]!=2 || !group->unit[j].alive)
  9639. continue;
  9640. //Move to where this cell would had moved.
  9641. unit2 = &group->unit[j];
  9642. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9643. clif_skill_setunit(unit1);
  9644. j++; //Skip this cell as we have used it.
  9645. break;
  9646. }
  9647. break;
  9648. case 2:
  9649. case 3:
  9650. break; //Don't move the cell as a cell will end on this tile anyway.
  9651. }
  9652. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9653. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9654. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9655. }
  9656. }
  9657. aFree(m_flag);
  9658. return 0;
  9659. }
  9660. /*----------------------------------------------------------------------------
  9661. * アイテム?�?ャ
  9662. *----------------------------------------------------------------------------
  9663. */
  9664. /*==========================================
  9665. * アイテム?�?ャ可能判定
  9666. *------------------------------------------
  9667. */
  9668. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9669. {
  9670. int i,j;
  9671. nullpo_retr(0, sd);
  9672. if(nameid<=0)
  9673. return 0;
  9674. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9675. if(skill_produce_db[i].nameid == nameid )
  9676. break;
  9677. }
  9678. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9679. return 0;
  9680. if(trigger>=0){
  9681. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9682. if(skill_produce_db[i].itemlv!=trigger)
  9683. return 0;
  9684. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9685. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9686. return 0;
  9687. } else { // Weapon (itemlv must be higher or equal)
  9688. if(skill_produce_db[i].itemlv>trigger)
  9689. return 0;
  9690. }
  9691. }
  9692. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9693. return 0; /* スキルが足りない */
  9694. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9695. int id,x,y;
  9696. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9697. continue;
  9698. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9699. if(pc_search_inventory(sd,id) < 0)
  9700. return 0;
  9701. }
  9702. else {
  9703. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9704. if( sd->status.inventory[y].nameid == id )
  9705. x+=sd->status.inventory[y].amount;
  9706. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9707. return 0;
  9708. }
  9709. }
  9710. return i+1;
  9711. }
  9712. /*==========================================
  9713. * アイテム?�?ャ可能判定
  9714. *------------------------------------------
  9715. */
  9716. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9717. int nameid, int slot1, int slot2, int slot3, int qty)
  9718. {
  9719. int slot[3];
  9720. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9721. nullpo_retr(0, sd);
  9722. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9723. return 0;
  9724. idx--;
  9725. if (qty < 1)
  9726. qty = 1;
  9727. if (!skill_id) //A skill can be specified for some override cases.
  9728. skill_id = skill_produce_db[idx].req_skill;
  9729. slot[0]=slot1;
  9730. slot[1]=slot2;
  9731. slot[2]=slot3;
  9732. /* 埋め?み?�? */
  9733. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9734. int j;
  9735. if( slot[i]<=0 )
  9736. continue;
  9737. j = pc_search_inventory(sd,slot[i]);
  9738. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9739. continue;
  9740. if(slot[i]==1000){ /* Star Crumb */
  9741. pc_delitem(sd,j,1,1);
  9742. sc++;
  9743. }
  9744. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9745. static const int ele_table[4]={3,1,4,2};
  9746. pc_delitem(sd,j,1,1);
  9747. ele=ele_table[slot[i]-994];
  9748. }
  9749. }
  9750. /* ?゙料?チ費 */
  9751. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9752. int j,id,x;
  9753. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9754. continue;
  9755. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9756. do{ /* 2つ以?繧フインデックスにまたがっているかもしれない */
  9757. int y=0;
  9758. j = pc_search_inventory(sd,id);
  9759. if(j >= 0){
  9760. y = sd->status.inventory[j].amount;
  9761. if(y>x)y=x; /* 足りている */
  9762. pc_delitem(sd,j,y,0);
  9763. }else {
  9764. if(battle_config.error_log)
  9765. ShowError("skill_produce_mix: material item error\n");
  9766. }
  9767. x-=y; /* まだ足りない個?を計算 */
  9768. }while( j>=0 && x>0 ); /* ?゙料を?チ費するか?Aエラ?になるまで繰り返す */
  9769. }
  9770. if((equip=itemdb_isequip(nameid)))
  9771. wlv = itemdb_wlv(nameid);
  9772. if(!equip) {
  9773. switch(skill_id){
  9774. case BS_IRON:
  9775. case BS_STEEL:
  9776. case BS_ENCHANTEDSTONE:
  9777. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9778. int skill = pc_checkskill(sd,skill_id);
  9779. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9780. switch(nameid){
  9781. case 998: // Iron
  9782. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9783. break;
  9784. case 999: // Steel
  9785. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9786. break;
  9787. case 1000: //Star Crumb
  9788. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9789. break;
  9790. default: // Enchanted Stones
  9791. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9792. break;
  9793. }
  9794. break;
  9795. case ASC_CDP:
  9796. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9797. break;
  9798. case AL_HOLYWATER:
  9799. make_per = 100000; //100% success
  9800. break;
  9801. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9802. case AM_TWILIGHT1:
  9803. case AM_TWILIGHT2:
  9804. case AM_TWILIGHT3:
  9805. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9806. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9807. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9808. switch(nameid){
  9809. case 501: // Red Potion
  9810. case 503: // Yellow Potion
  9811. case 504: // White Potion
  9812. case 605: // Anodyne
  9813. case 606: // Aloevera
  9814. make_per += 2000;
  9815. break;
  9816. case 505: // Blue Potion
  9817. make_per -= 500;
  9818. break;
  9819. case 545: // Condensed Red Potion
  9820. case 546: // Condensed Yellow Potion
  9821. case 547: // Condensed White Potion
  9822. make_per -= 1000;
  9823. break;
  9824. case 970: // Alcohol
  9825. make_per += 1000;
  9826. break;
  9827. case 7139: // Glistening Coat
  9828. make_per -= 1000;
  9829. break;
  9830. case 7135: // Bottle Grenade
  9831. case 7136: // Acid Bottle
  9832. case 7137: // Plant Bottle
  9833. case 7138: // Marine Sphere Bottle
  9834. default:
  9835. break;
  9836. }
  9837. if(battle_config.pp_rate != 100)
  9838. make_per = make_per * battle_config.pp_rate / 100;
  9839. break;
  9840. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9841. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9842. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9843. switch(nameid){
  9844. case 12114:
  9845. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9846. if (flag > 0)
  9847. make_per += 1000*flag-500;
  9848. break;
  9849. case 12115:
  9850. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9851. if (flag > 0)
  9852. make_per += 1000*flag-500;
  9853. break;
  9854. case 12116:
  9855. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9856. if (flag > 0)
  9857. make_per += 1000*flag-500;
  9858. break;
  9859. case 12117:
  9860. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9861. if (flag > 0)
  9862. make_per += 1000*flag-500;
  9863. break;
  9864. }
  9865. break;
  9866. default:
  9867. make_per = 5000;
  9868. break;
  9869. }
  9870. }
  9871. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9872. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9873. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9874. 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
  9875. 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
  9876. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9877. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9878. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9879. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9880. if(battle_config.wp_rate != 100)
  9881. make_per = make_per * battle_config.wp_rate / 100;
  9882. }
  9883. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9884. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9885. make_per = (make_per * 80) / 100; //Lupus
  9886. if(make_per < 1) make_per = 1;
  9887. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9888. struct item tmp_item;
  9889. memset(&tmp_item,0,sizeof(tmp_item));
  9890. tmp_item.nameid=nameid;
  9891. tmp_item.amount=1;
  9892. tmp_item.identify=1;
  9893. if(equip){
  9894. tmp_item.card[0]=0x00ff;
  9895. tmp_item.card[1]=((sc*5)<<8)+ele;
  9896. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9897. tmp_item.card[3]=GetWord(sd->char_id,1);
  9898. } else {
  9899. //Flag is only used on the end, so it can be used here. [Skotlex]
  9900. switch (skill_id) {
  9901. case AM_PHARMACY:
  9902. case AM_TWILIGHT1:
  9903. case AM_TWILIGHT2:
  9904. case AM_TWILIGHT3:
  9905. flag = battle_config.produce_potion_name_input;
  9906. break;
  9907. case AL_HOLYWATER:
  9908. flag = battle_config.holywater_name_input;
  9909. break;
  9910. case ASC_CDP:
  9911. flag = battle_config.cdp_name_input;
  9912. break;
  9913. default:
  9914. flag = battle_config.produce_item_name_input;
  9915. break;
  9916. }
  9917. if (flag) {
  9918. tmp_item.card[0]=0x00fe;
  9919. tmp_item.card[1]=0;
  9920. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9921. tmp_item.card[3]=GetWord(sd->char_id,1);
  9922. }
  9923. }
  9924. if(log_config.produce > 0)
  9925. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9926. if(equip){
  9927. clif_produceeffect(sd,0,nameid);
  9928. clif_misceffect(&sd->bl,3);
  9929. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9930. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9931. } else {
  9932. int fame = 0;
  9933. tmp_item.amount = 0;
  9934. for (i=0; i< qty; i++)
  9935. { //Apply quantity modifiers.
  9936. if (rand()%10000 < make_per || qty == 1)
  9937. { //Success
  9938. tmp_item.amount++;
  9939. if(nameid < 545 || nameid > 547)
  9940. continue;
  9941. if(skill_id != AM_PHARMACY &&
  9942. skill_id != AM_TWILIGHT1 &&
  9943. skill_id != AM_TWILIGHT2 &&
  9944. skill_id != AM_TWILIGHT3)
  9945. continue;
  9946. //Add fame as needed.
  9947. switch(++sd->potion_success_counter) {
  9948. case 3:
  9949. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9950. break;
  9951. case 5:
  9952. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9953. break;
  9954. case 7:
  9955. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9956. break;
  9957. case 10:
  9958. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9959. sd->potion_success_counter = 0;
  9960. break;
  9961. }
  9962. } else //Failure
  9963. sd->potion_success_counter = 0;
  9964. }
  9965. if (fame)
  9966. pc_addfame(sd,fame);
  9967. //Visual effects and the like.
  9968. switch (skill_id) {
  9969. case AM_PHARMACY:
  9970. case AM_TWILIGHT1:
  9971. case AM_TWILIGHT2:
  9972. case AM_TWILIGHT3:
  9973. case ASC_CDP:
  9974. clif_produceeffect(sd,2,nameid);
  9975. clif_misceffect(&sd->bl,5);
  9976. break;
  9977. case BS_IRON:
  9978. case BS_STEEL:
  9979. case BS_ENCHANTEDSTONE:
  9980. clif_produceeffect(sd,0,nameid);
  9981. clif_misceffect(&sd->bl,3);
  9982. break;
  9983. default: //Those that don't require a skill?
  9984. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9985. clif_specialeffect(&sd->bl, 608, 0);
  9986. break;
  9987. }
  9988. }
  9989. if (tmp_item.amount) { //Success
  9990. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9991. clif_additem(sd,0,0,flag);
  9992. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9993. }
  9994. return 1;
  9995. }
  9996. }
  9997. //Failure
  9998. if(log_config.produce)
  9999. log_produce(sd,nameid,slot1,slot2,slot3,0);
  10000. if(equip){
  10001. clif_produceeffect(sd,1,nameid);
  10002. clif_misceffect(&sd->bl,2);
  10003. } else {
  10004. switch (skill_id) {
  10005. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  10006. pc_heal(sd,-(sd->status.max_hp>>2),0);
  10007. case AM_PHARMACY:
  10008. case AM_TWILIGHT1:
  10009. case AM_TWILIGHT2:
  10010. case AM_TWILIGHT3:
  10011. clif_produceeffect(sd,3,nameid);
  10012. clif_misceffect(&sd->bl,6);
  10013. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  10014. break;
  10015. case BS_IRON:
  10016. case BS_STEEL:
  10017. case BS_ENCHANTEDSTONE:
  10018. clif_produceeffect(sd,1,nameid);
  10019. clif_misceffect(&sd->bl,2);
  10020. break;
  10021. default:
  10022. if (skill_produce_db[idx].itemlv==11)
  10023. clif_specialeffect(&sd->bl, 609, 0);
  10024. }
  10025. }
  10026. return 0;
  10027. }
  10028. int skill_arrow_create( struct map_session_data *sd,int nameid)
  10029. {
  10030. int i,j,flag,index=-1;
  10031. struct item tmp_item;
  10032. nullpo_retr(0, sd);
  10033. if(nameid <= 0)
  10034. return 1;
  10035. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  10036. if(nameid == skill_arrow_db[i].nameid) {
  10037. index = i;
  10038. break;
  10039. }
  10040. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10041. return 1;
  10042. pc_delitem(sd,j,1,0);
  10043. for(i=0;i<5;i++) {
  10044. memset(&tmp_item,0,sizeof(tmp_item));
  10045. tmp_item.identify = 1;
  10046. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10047. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10048. if(battle_config.making_arrow_name_input) {
  10049. tmp_item.card[0]=0x00fe;
  10050. tmp_item.card[1]=0;
  10051. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  10052. tmp_item.card[3]=GetWord(sd->char_id,1);
  10053. }
  10054. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10055. continue;
  10056. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10057. clif_additem(sd,0,0,flag);
  10058. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  10059. }
  10060. }
  10061. return 0;
  10062. }
  10063. /*----------------------------------------------------------------------------
  10064. * ?炎匀サ系
  10065. */
  10066. /*
  10067. * 文字列?�?
  10068. * ',' で区?リって val に戻す
  10069. */
  10070. int skill_split_str(char *str,char **val,int num)
  10071. {
  10072. int i;
  10073. for (i=0; i<num && str; i++){
  10074. val[i] = str;
  10075. str = strchr(str,',');
  10076. if (str)
  10077. *str++=0;
  10078. }
  10079. return i;
  10080. }
  10081. /*
  10082. * 文字列?�?
  10083. * ':' で区?リってatoiしてvalに戻す
  10084. */
  10085. int skill_split_atoi(char *str,int *val)
  10086. {
  10087. int i, j, diff, step = 1;
  10088. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10089. if (!str) break;
  10090. val[i] = atoi(str);
  10091. str = strchr(str,':');
  10092. if (str)
  10093. *str++=0;
  10094. }
  10095. if(i==0) //No data found.
  10096. return 0;
  10097. if(i==1)
  10098. { //Single value, have the whole range have the same value.
  10099. for (; i < MAX_SKILL_LEVEL; i++)
  10100. val[i] = val[i-1];
  10101. return i;
  10102. }
  10103. //Check for linear change with increasing steps until we reach half of the data acquired.
  10104. for (step = 1; step <= i/2; step++)
  10105. {
  10106. diff = val[i-1] - val[i-step-1];
  10107. for(j = i-1; j >= step; j--)
  10108. if ((val[j]-val[j-step]) != diff)
  10109. break;
  10110. if (j>=step) //No match, try next step.
  10111. continue;
  10112. for(; i < MAX_SKILL_LEVEL; i++)
  10113. { //Apply linear increase
  10114. val[i] = val[i-step]+diff;
  10115. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10116. { val[i] = 1; diff = 0; step = 1; }
  10117. }
  10118. return i;
  10119. }
  10120. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10121. for (;i<MAX_SKILL_LEVEL; i++)
  10122. val[i] = val[i-1];
  10123. return i;
  10124. }
  10125. /*
  10126. * スキルユニットの配置?﨣�?�?ャ
  10127. */
  10128. void skill_init_unit_layout(void)
  10129. {
  10130. int i,j,size,pos = 0;
  10131. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10132. // 矩形のユニット配置を?�?ャする
  10133. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10134. size = i*2+1;
  10135. skill_unit_layout[i].count = size*size;
  10136. for (j=0; j<size*size; j++) {
  10137. skill_unit_layout[i].dx[j] = (j%size-i);
  10138. skill_unit_layout[i].dy[j] = (j/size-i);
  10139. }
  10140. }
  10141. pos = i;
  10142. // 矩形以外のユニット配置を?�?ャする
  10143. for (i=0;i<MAX_SKILL_DB;i++) {
  10144. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10145. continue;
  10146. switch (i) {
  10147. case MG_FIREWALL:
  10148. case WZ_ICEWALL:
  10149. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  10150. break;
  10151. case PR_SANCTUARY:
  10152. {
  10153. static const int dx[] = {
  10154. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10155. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10156. static const int dy[]={
  10157. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10158. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10159. skill_unit_layout[pos].count = 21;
  10160. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10161. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10162. break;
  10163. }
  10164. case PR_MAGNUS:
  10165. {
  10166. static const int dx[] = {
  10167. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10168. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10169. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10170. static const int dy[] = {
  10171. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10172. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10173. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10174. skill_unit_layout[pos].count = 33;
  10175. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10176. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10177. break;
  10178. }
  10179. case AS_VENOMDUST:
  10180. {
  10181. static const int dx[] = {-1, 0, 0, 0, 1};
  10182. static const int dy[] = { 0,-1, 0, 1, 0};
  10183. skill_unit_layout[pos].count = 5;
  10184. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10185. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10186. break;
  10187. }
  10188. case CR_GRANDCROSS:
  10189. case NPC_GRANDDARKNESS:
  10190. {
  10191. static const int dx[] = {
  10192. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10193. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10194. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10195. static const int dy[] = {
  10196. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10197. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10198. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10199. skill_unit_layout[pos].count = 29;
  10200. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10201. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10202. break;
  10203. }
  10204. case PF_FOGWALL:
  10205. {
  10206. static const int dx[] = {
  10207. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10208. static const int dy[] = {
  10209. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10210. skill_unit_layout[pos].count = 15;
  10211. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10212. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10213. break;
  10214. }
  10215. case PA_GOSPEL:
  10216. {
  10217. static const int dx[] = {
  10218. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10219. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10220. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10221. -1, 0, 1};
  10222. static const int dy[] = {
  10223. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10224. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10225. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10226. 3, 3, 3};
  10227. skill_unit_layout[pos].count = 33;
  10228. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10229. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10230. break;
  10231. }
  10232. default:
  10233. ShowError("unknown unit layout at skill %d\n",i);
  10234. break;
  10235. }
  10236. if (!skill_unit_layout[pos].count)
  10237. continue;
  10238. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10239. skill_db[i].unit_layout_type[j] = pos;
  10240. pos++;
  10241. }
  10242. // ファイヤ?[ウォ?[ル
  10243. firewall_unit_pos = pos;
  10244. for (i=0;i<8;i++) {
  10245. if (i&1) { /* 斜め配置 */
  10246. skill_unit_layout[pos].count = 5;
  10247. if (i&0x2) {
  10248. int dx[] = {-1,-1, 0, 0, 1};
  10249. int dy[] = { 1, 0, 0,-1,-1};
  10250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10252. } else {
  10253. int dx[] = { 1, 1 ,0, 0,-1};
  10254. int dy[] = { 1, 0, 0,-1,-1};
  10255. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10256. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10257. }
  10258. } else { /* ?c横配置 */
  10259. skill_unit_layout[pos].count = 3;
  10260. if (i%4==0) { /* ?繪コ */
  10261. int dx[] = {-1, 0, 1};
  10262. int dy[] = { 0, 0, 0};
  10263. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10264. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10265. } else { /* ?カ右 */
  10266. int dx[] = { 0, 0, 0};
  10267. int dy[] = {-1, 0, 1};
  10268. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10269. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10270. }
  10271. }
  10272. pos++;
  10273. }
  10274. // アイスウォ?[ル
  10275. icewall_unit_pos = pos;
  10276. for (i=0;i<8;i++) {
  10277. skill_unit_layout[pos].count = 5;
  10278. if (i&1) { /* 斜め配置 */
  10279. if (i&0x2) {
  10280. int dx[] = {-2,-1, 0, 1, 2};
  10281. int dy[] = { 2,-1, 0,-1,-2};
  10282. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10283. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10284. } else {
  10285. int dx[] = { 2, 1 ,0,-1,-2};
  10286. int dy[] = { 2, 1, 0,-1,-2};
  10287. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10288. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10289. }
  10290. } else { /* ?c横配置 */
  10291. if (i%4==0) { /* ?繪コ */
  10292. int dx[] = {-2,-1, 0, 1, 2};
  10293. int dy[] = { 0, 0, 0, 0, 0};
  10294. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10295. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10296. } else { /* ?カ右 */
  10297. int dx[] = { 0, 0, 0, 0, 0};
  10298. int dy[] = {-2,-1, 0, 1, 2};
  10299. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10300. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10301. }
  10302. }
  10303. pos++;
  10304. }
  10305. }
  10306. /*==========================================
  10307. * スキル?係ファイル?み?み
  10308. * skill_db.txt スキルデ?タ
  10309. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  10310. * produce_db.txt アイテム?�?ャスキル用デ?タ
  10311. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  10312. * abra_db.txt アブラカダブラ?動スキルデ?タ
  10313. *------------------------------------------
  10314. */
  10315. int skill_readdb(void)
  10316. {
  10317. int i,j,k,l,m;
  10318. FILE *fp;
  10319. char line[1024],path[1024],*p;
  10320. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10321. /* スキルデ?タベ?ス */
  10322. memset(skill_db,0,sizeof(skill_db));
  10323. sprintf(path, "%s/skill_db.txt", db_path);
  10324. fp=fopen(path,"r");
  10325. if(fp==NULL){
  10326. ShowError("can't read %s\n", path);
  10327. return 1;
  10328. }
  10329. while(fgets(line,1020,fp)){
  10330. char *split[50];
  10331. if(line[0]=='/' && line[1]=='/')
  10332. continue;
  10333. j = skill_split_str(line,split,14);
  10334. if(j < 14 || split[13]==NULL)
  10335. continue;
  10336. i=atoi(split[0]);
  10337. if (i>=10000 && i<10015) // for guild skills [Celest]
  10338. i -= 9500;
  10339. else if(i<=0 || i>MAX_SKILL_DB)
  10340. continue;
  10341. skill_split_atoi(split[1],skill_db[i].range);
  10342. skill_db[i].hit=atoi(split[2]);
  10343. skill_db[i].inf=atoi(split[3]);
  10344. skill_db[i].pl=atoi(split[4]);
  10345. skill_db[i].nk=atoi(split[5]);
  10346. skill_db[i].max=atoi(split[6]);
  10347. skill_split_atoi(split[7],skill_db[i].num);
  10348. if(strcmpi(split[8],"yes") == 0)
  10349. skill_db[i].castcancel=1;
  10350. else
  10351. skill_db[i].castcancel=0;
  10352. skill_db[i].cast_def_rate=atoi(split[9]);
  10353. skill_db[i].inf2=atoi(split[10]);
  10354. skill_db[i].maxcount=atoi(split[11]);
  10355. if(strcmpi(split[12],"weapon") == 0)
  10356. skill_db[i].skill_type=BF_WEAPON;
  10357. else if(strcmpi(split[12],"magic") == 0)
  10358. skill_db[i].skill_type=BF_MAGIC;
  10359. else if(strcmpi(split[12],"misc") == 0)
  10360. skill_db[i].skill_type=BF_MISC;
  10361. else
  10362. skill_db[i].skill_type=0;
  10363. skill_split_atoi(split[13],skill_db[i].blewcount);
  10364. for (j = 0; skill_names[j].id != 0; j++)
  10365. if (skill_names[j].id == i) {
  10366. skill_db[i].name = skill_names[j].name;
  10367. skill_db[i].desc = skill_names[j].desc;
  10368. break;
  10369. }
  10370. }
  10371. fclose(fp);
  10372. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10373. sprintf(path, "%s/skill_require_db.txt", db_path);
  10374. fp=fopen(path,"r");
  10375. if(fp==NULL){
  10376. ShowError("can't read %s\n", path);
  10377. return 1;
  10378. }
  10379. while(fgets(line,1020,fp)){
  10380. char *split[50];
  10381. if(line[0]=='/' && line[1]=='/')
  10382. continue;
  10383. j = skill_split_str(line,split,30);
  10384. if(j < 30 || split[29]==NULL)
  10385. continue;
  10386. i=atoi(split[0]);
  10387. if (i>=10000 && i<10015) // for guild skills [Celest]
  10388. i -= 9500;
  10389. else if(i<=0 || i>MAX_SKILL_DB)
  10390. continue;
  10391. skill_split_atoi(split[1],skill_db[i].hp);
  10392. skill_split_atoi(split[2],skill_db[i].mhp);
  10393. skill_split_atoi(split[3],skill_db[i].sp);
  10394. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10395. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10396. skill_split_atoi(split[6],skill_db[i].zeny);
  10397. p = split[7];
  10398. for(j=0;j<32;j++){
  10399. l = atoi(p);
  10400. if (l==99) {
  10401. skill_db[i].weapon = 0xffffffff;
  10402. break;
  10403. }
  10404. else
  10405. skill_db[i].weapon |= 1<<l;
  10406. p=strchr(p,':');
  10407. if(!p)
  10408. break;
  10409. p++;
  10410. }
  10411. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10412. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10413. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10414. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10415. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10416. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  10417. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10418. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10419. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10420. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10421. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10422. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10423. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  10424. else skill_db[i].state=ST_NONE;
  10425. skill_split_atoi(split[9],skill_db[i].spiritball);
  10426. skill_db[i].itemid[0]=atoi(split[10]);
  10427. skill_db[i].amount[0]=atoi(split[11]);
  10428. skill_db[i].itemid[1]=atoi(split[12]);
  10429. skill_db[i].amount[1]=atoi(split[13]);
  10430. skill_db[i].itemid[2]=atoi(split[14]);
  10431. skill_db[i].amount[2]=atoi(split[15]);
  10432. skill_db[i].itemid[3]=atoi(split[16]);
  10433. skill_db[i].amount[3]=atoi(split[17]);
  10434. skill_db[i].itemid[4]=atoi(split[18]);
  10435. skill_db[i].amount[4]=atoi(split[19]);
  10436. skill_db[i].itemid[5]=atoi(split[20]);
  10437. skill_db[i].amount[5]=atoi(split[21]);
  10438. skill_db[i].itemid[6]=atoi(split[22]);
  10439. skill_db[i].amount[6]=atoi(split[23]);
  10440. skill_db[i].itemid[7]=atoi(split[24]);
  10441. skill_db[i].amount[7]=atoi(split[25]);
  10442. skill_db[i].itemid[8]=atoi(split[26]);
  10443. skill_db[i].amount[8]=atoi(split[27]);
  10444. skill_db[i].itemid[9]=atoi(split[28]);
  10445. skill_db[i].amount[9]=atoi(split[29]);
  10446. }
  10447. fclose(fp);
  10448. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10449. /* キャスティングデ?タベ?ス */
  10450. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10451. fp=fopen(path,"r");
  10452. if(fp==NULL){
  10453. ShowError("can't read %s\n", path);
  10454. return 1;
  10455. }
  10456. while(fgets(line,1020,fp)){
  10457. char *split[50];
  10458. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10459. if(line[0]=='/' && line[1]=='/')
  10460. continue;
  10461. j = skill_split_str(line,split,5);
  10462. if(split[4]==NULL || j<5)
  10463. continue;
  10464. i=atoi(split[0]);
  10465. if (i>=10000 && i<10015) // for guild skills [Celest]
  10466. i -= 9500;
  10467. else if(i<=0 || i>MAX_SKILL_DB)
  10468. continue;
  10469. skill_split_atoi(split[1],skill_db[i].cast);
  10470. skill_split_atoi(split[2],skill_db[i].delay);
  10471. skill_split_atoi(split[3],skill_db[i].upkeep_time);
  10472. skill_split_atoi(split[4],skill_db[i].upkeep_time2);
  10473. }
  10474. fclose(fp);
  10475. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10476. /* スキルユニットデ?[タベ?[ス */
  10477. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10478. fp=fopen(path,"r");
  10479. if (fp==NULL) {
  10480. ShowError("can't read %s\n", path);
  10481. return 1;
  10482. }
  10483. k = 0;
  10484. while (fgets(line,1020,fp)) {
  10485. char *split[50];
  10486. if (line[0]=='/' && line[1]=='/')
  10487. continue;
  10488. j = skill_split_str(line,split,8);
  10489. if (split[7]==NULL || j<8)
  10490. continue;
  10491. i=atoi(split[0]);
  10492. if (i>=10000 && i<10015) // for guild skills [Celest]
  10493. i -= 9500;
  10494. else if(i<=0 || i>MAX_SKILL_DB)
  10495. continue;
  10496. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10497. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10498. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10499. skill_db[i].unit_range = atoi(split[4]);
  10500. skill_db[i].unit_interval = atoi(split[5]);
  10501. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10502. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10503. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10504. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10505. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10506. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10507. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10508. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10509. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10510. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10511. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10512. skill_db[i].unit_target=BCT_NOENEMY;
  10513. //By default, target just characters.
  10514. skill_db[i].unit_target |= BL_CHAR;
  10515. if (skill_db[i].unit_flag&UF_NOPC)
  10516. skill_db[i].unit_target &= ~BL_PC;
  10517. if (skill_db[i].unit_flag&UF_NOMOB)
  10518. skill_db[i].unit_target &= ~BL_MOB;
  10519. if (skill_db[i].unit_flag&UF_SKILL)
  10520. skill_db[i].unit_target |= BL_SKILL;
  10521. k++;
  10522. }
  10523. fclose(fp);
  10524. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10525. skill_init_unit_layout();
  10526. /* ?サ造系スキルデ?タベ?ス */
  10527. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10528. for(m=0;m<2;m++){
  10529. sprintf(path, "%s/%s", db_path, filename[m]);
  10530. fp=fopen(path,"r");
  10531. if(fp==NULL){
  10532. if(m>0)
  10533. continue;
  10534. ShowError("can't read %s\n",path);
  10535. return 1;
  10536. }
  10537. k=0;
  10538. while(fgets(line,1020,fp)){
  10539. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10540. int x,y;
  10541. if(line[0]=='/' && line[1]=='/')
  10542. continue;
  10543. memset(split,0,sizeof(split));
  10544. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10545. if(split[0]==0) //fixed by Lupus
  10546. continue;
  10547. i=atoi(split[0]);
  10548. if(i<=0) continue;
  10549. skill_produce_db[k].nameid=i;
  10550. skill_produce_db[k].itemlv=atoi(split[1]);
  10551. skill_produce_db[k].req_skill=atoi(split[2]);
  10552. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10553. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10554. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10555. }
  10556. k++;
  10557. if(k >= MAX_SKILL_PRODUCE_DB)
  10558. break;
  10559. }
  10560. fclose(fp);
  10561. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10562. }
  10563. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10564. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10565. fp=fopen(path,"r");
  10566. if(fp==NULL){
  10567. ShowError("can't read %s\n", path);
  10568. return 1;
  10569. }
  10570. k=0;
  10571. while(fgets(line,1020,fp)){
  10572. char *split[16];
  10573. int x,y;
  10574. if(line[0]=='/' && line[1]=='/')
  10575. continue;
  10576. memset(split,0,sizeof(split));
  10577. j = skill_split_str(line,split,13);
  10578. if(split[0]==0) //fixed by Lupus
  10579. continue;
  10580. i=atoi(split[0]);
  10581. if(i<=0)
  10582. continue;
  10583. skill_arrow_db[k].nameid=i;
  10584. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10585. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10586. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10587. }
  10588. k++;
  10589. if(k >= MAX_SKILL_ARROW_DB)
  10590. break;
  10591. }
  10592. fclose(fp);
  10593. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10594. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10595. sprintf(path, "%s/abra_db.txt", db_path);
  10596. fp=fopen(path,"r");
  10597. if(fp==NULL){
  10598. ShowError("can't read %s\n", path);
  10599. return 1;
  10600. }
  10601. k=0;
  10602. while(fgets(line,1020,fp)){
  10603. char *split[16];
  10604. if(line[0]=='/' && line[1]=='/')
  10605. continue;
  10606. memset(split,0,sizeof(split));
  10607. j = skill_split_str(line,split,13);
  10608. if(split[0]==0) //fixed by Lupus
  10609. continue;
  10610. i=atoi(split[0]);
  10611. if(i<=0)
  10612. continue;
  10613. skill_abra_db[i].req_lv=atoi(split[2]);
  10614. skill_abra_db[i].per=atoi(split[3]);
  10615. k++;
  10616. if(k >= MAX_SKILL_ABRA_DB)
  10617. break;
  10618. }
  10619. fclose(fp);
  10620. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10621. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10622. fp=fopen(path,"r");
  10623. if(fp==NULL){
  10624. ShowError("can't read %s\n", path);
  10625. return 1;
  10626. }
  10627. while(fgets(line,1020,fp)){
  10628. char *split[50];
  10629. if(line[0]=='/' && line[1]=='/')
  10630. continue;
  10631. memset(split,0,sizeof(split));
  10632. j = skill_split_str(line,split,4);
  10633. if(split[0]==0) //fixed by Lupus
  10634. continue;
  10635. i=atoi(split[0]);
  10636. if (i>=10000 && i<10015) // for guild skills [Celest]
  10637. i -= 9500;
  10638. else if(i<=0 || i>MAX_SKILL_DB)
  10639. continue;
  10640. skill_split_atoi(split[1],skill_db[i].castnodex);
  10641. if (!split[2])
  10642. continue;
  10643. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10644. if(!split[3])
  10645. continue;
  10646. skill_split_atoi(split[3],skill_db[i].delaynowalk);
  10647. }
  10648. fclose(fp);
  10649. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10650. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10651. fp=fopen(path,"r");
  10652. if(fp==NULL){
  10653. ShowError("can't read %s\n", path);
  10654. return 1;
  10655. }
  10656. k=0;
  10657. while(fgets(line,1020,fp)){
  10658. char *split[16];
  10659. if(line[0]=='/' && line[1]=='/')
  10660. continue;
  10661. memset(split,0,sizeof(split));
  10662. j = skill_split_str(line,split,2);
  10663. if(split[0]==0) //fixed by Lupus
  10664. continue;
  10665. i=atoi(split[0]);
  10666. if (i>=10000 && i<10015) // for guild skills [Celest]
  10667. i -= 9500;
  10668. else if(i<=0 || i>MAX_SKILL_DB)
  10669. continue;
  10670. skill_db[i].nocast=atoi(split[1]);
  10671. k++;
  10672. }
  10673. fclose(fp);
  10674. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10675. return 0;
  10676. }
  10677. /*===============================================
  10678. * For reading leveluseskillspamount.txt [Celest]
  10679. *-----------------------------------------------
  10680. */
  10681. static int skill_read_skillspamount(void)
  10682. {
  10683. char *buf,*p;
  10684. struct skill_db *skill = NULL;
  10685. int s, idx, new_flag=1, level=1, sp=0;
  10686. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10687. if(buf==NULL)
  10688. return -1;
  10689. buf[s]=0;
  10690. for(p=buf;p-buf<s;){
  10691. char buf2[64];
  10692. if (sscanf(p,"%[@]",buf2) == 1) {
  10693. level = 1;
  10694. new_flag = 1;
  10695. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10696. for (idx=0; skill_names[idx].id != 0; idx++) {
  10697. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10698. skill = &skill_db[ skill_names[idx].id ];
  10699. new_flag = 0;
  10700. break;
  10701. }
  10702. }
  10703. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10704. skill->sp[level-1]=sp;
  10705. level++;
  10706. }
  10707. p=strchr(p,10);
  10708. if(!p) break;
  10709. p++;
  10710. }
  10711. aFree(buf);
  10712. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10713. return 0;
  10714. }
  10715. void skill_reload(void)
  10716. {
  10717. skill_readdb();
  10718. if (battle_config.skill_sp_override_grffile)
  10719. skill_read_skillspamount();
  10720. }
  10721. /*==========================================
  10722. * スキル?係?炎匀サ?�?
  10723. *------------------------------------------
  10724. */
  10725. int do_init_skill(void)
  10726. {
  10727. skill_readdb();
  10728. if (battle_config.skill_sp_override_grffile)
  10729. skill_read_skillspamount();
  10730. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10731. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10732. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10733. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10734. add_timer_func_list(skill_castend_delay_sub,"skill_castend_delay_sub");
  10735. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10736. return 0;
  10737. }