skill.c 356 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. #include "unit.h"
  29. #define SKILLUNITTIMER_INVERVAL 100
  30. //Guild Skills are shifted to these to make them stick into the skill array.
  31. #define GD_SKILLRANGEMIN 900
  32. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  33. #define swap(x,y) { int t; t = x; x = y; y = t; }
  34. int skill_names_id[MAX_SKILL_DB];
  35. const struct skill_name_db skill_names[] = {
  36. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  37. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  38. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  39. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  40. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  41. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  42. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  43. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  44. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  45. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  46. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  47. { AL_CURE, "AL_CURE", "Cure" } ,
  48. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  49. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  50. { AL_DP, "AL_DP", "Divine_Protection" } ,
  51. { AL_HEAL, "AL_HEAL", "Heal" } ,
  52. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  53. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  54. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  55. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  56. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  57. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  58. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  59. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  60. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  61. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  62. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  63. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  64. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  65. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  66. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  67. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  68. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  69. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  70. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  71. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  72. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  73. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  74. { AM_REST, "AM_REST", "Vaporize" } ,
  75. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  76. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  77. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  78. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  79. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  80. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  81. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  82. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  83. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  84. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  85. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  86. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  87. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  88. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  89. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  90. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  91. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  92. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  93. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  94. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  95. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  96. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  97. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  98. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  99. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  100. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  101. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  102. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  103. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  104. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  105. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  106. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  107. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  108. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  109. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  110. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  111. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  112. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  113. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  114. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  115. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  116. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  117. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  118. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  119. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  120. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  121. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  122. { BS_GREED, "BS_GREED", "Greed" } ,
  123. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  124. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  125. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  126. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  127. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  128. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  129. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  130. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  131. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  132. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  133. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  134. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  135. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  136. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  137. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  138. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  139. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  140. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  141. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  142. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  143. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  144. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  145. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  146. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  147. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  148. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  149. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  150. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  151. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  152. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  153. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  154. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  155. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  156. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  157. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  158. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  159. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  160. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  161. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  162. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  163. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  164. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  165. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  166. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  167. { CR_TRUST, "CR_TRUST", "Faith" } ,
  168. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  169. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  170. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  171. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  172. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  173. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  174. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  175. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  176. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  177. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  178. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  179. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  180. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  181. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  182. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  183. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  184. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  185. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  186. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  187. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  188. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  189. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  190. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  191. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  192. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  193. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  194. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  195. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  196. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  197. { GS_DUST, "GS_DUST", "Dust" } ,
  198. { GS_FLING, "GS_FLING", "Fling" } ,
  199. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  200. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  201. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  202. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  203. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  204. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  205. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  206. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  207. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  208. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  209. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  210. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  211. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  212. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  213. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  214. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  215. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  216. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  217. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  218. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  219. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  220. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  221. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  222. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  223. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  224. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  225. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  226. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  227. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  228. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  229. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  230. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  231. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  232. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  233. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  234. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  235. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  236. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  237. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  238. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  239. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  240. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  241. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  242. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  243. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  244. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  245. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  246. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  247. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  248. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  249. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  250. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  251. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  252. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  253. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  254. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  255. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  256. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  257. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  258. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  259. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  260. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  261. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  262. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  263. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  264. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  265. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  266. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  267. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  268. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  269. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  270. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  271. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  272. { MC_VENDING, "MC_VENDING", "Vending" } ,
  273. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  274. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  275. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  276. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  277. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  278. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  279. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  280. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  281. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  282. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  283. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  284. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  285. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  286. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  287. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  288. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  289. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  290. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  291. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  292. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  293. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  294. { MO_DODGE, "MO_DODGE", "Flee" } ,
  295. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  296. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  297. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  298. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  299. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  300. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  301. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  302. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  303. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  304. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  305. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  306. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  307. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  308. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  309. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  310. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  311. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  312. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  313. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  314. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  315. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  316. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  317. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  318. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  319. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  320. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  321. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  322. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  323. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  324. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  325. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  326. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  327. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  328. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  329. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  330. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  331. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  332. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  333. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  334. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  335. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  336. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  337. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  338. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  339. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  340. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  341. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  342. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  343. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  344. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  345. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  346. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  347. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  348. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  349. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  350. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  351. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  352. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  353. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  354. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  355. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  356. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  357. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  358. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  359. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  360. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  361. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  362. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  363. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  364. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  365. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  366. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  367. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  368. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  369. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  370. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  371. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  372. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  373. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  374. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  375. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  376. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  377. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  378. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  379. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  380. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  381. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  382. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  383. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  384. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  385. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  386. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  387. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  388. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  389. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  390. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  391. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  392. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  393. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  394. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  395. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  396. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  397. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  398. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  399. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  400. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  401. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  402. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  403. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  404. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  405. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  406. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  407. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  408. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  409. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  410. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  411. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  412. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  413. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  414. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  415. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  416. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  417. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  418. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  419. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  420. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  421. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  422. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  423. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  424. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  425. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  426. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  427. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  428. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  429. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  430. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  431. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  432. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  433. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  434. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  435. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  436. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  437. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  438. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  439. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  440. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  441. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  442. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  443. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  444. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  445. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  446. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  447. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  448. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  449. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  450. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  451. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  452. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  453. { SA_COMA, "SA_COMA", "Coma" } ,
  454. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  455. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  456. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  457. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  458. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  459. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  460. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  461. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  462. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  463. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  464. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  465. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  466. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  467. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  468. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  469. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  470. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  471. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  472. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  473. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  474. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  475. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  476. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  477. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  478. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  479. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  480. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  481. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  482. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  483. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  484. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  485. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  486. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  487. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  489. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  490. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  491. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  492. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  493. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  494. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  495. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  496. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  497. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  498. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  499. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  500. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  501. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  502. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  503. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  504. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  505. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  506. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  507. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  508. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  509. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  510. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  511. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  512. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  513. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  514. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  515. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  516. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  517. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  518. { SL_SKA, "SL_SKA", "Eska" } ,
  519. { SL_SKE, "SL_SKE", "Eske" } ,
  520. { SL_SMA, "SL_SMA", "Esma" } ,
  521. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  522. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  523. { SL_STIN, "SL_STIN", "Estin" } ,
  524. { SL_STUN, "SL_STUN", "Estun" } ,
  525. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  526. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  527. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  528. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  529. { SM_BASH, "SM_BASH", "Bash" } ,
  530. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  531. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  532. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  533. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  534. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  535. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  536. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  537. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  538. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  539. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  540. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  541. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  542. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  543. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  544. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  545. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  546. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  547. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  548. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  549. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  550. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  551. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  552. { TF_POISON, "TF_POISON", "Envenom" } ,
  553. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  554. { TF_STEAL, "TF_STEAL", "Steal" } ,
  555. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  556. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  557. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  558. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  559. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  560. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  561. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  562. { TK_MISSION, "TK_MISSION", "Mission" } ,
  563. { TK_POWER, "TK_POWER", "Kihop" } ,
  564. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  565. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  566. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  567. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  568. { TK_RUN, "TK_RUN", "Sprint" } ,
  569. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  570. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  571. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  572. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  573. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  574. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  575. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  576. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  577. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  578. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  579. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  580. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  581. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  582. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  583. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  584. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  585. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  586. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  587. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  588. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  589. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  590. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  591. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  592. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  593. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  594. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  595. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  596. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  597. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  598. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  599. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  600. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  601. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  602. };
  603. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  604. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  605. /* スキルデ?タベ?ス */
  606. struct skill_db skill_db[MAX_SKILL_DB];
  607. /* アイテム?�?ャデ?タベ?ス */
  608. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  609. /* 矢?�?ャスキルデ?タベ?ス */
  610. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  611. /* アブラカダブラ?動スキルデ?タベ?ス */
  612. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  613. // macros to check for out of bounds errors [celest]
  614. // i: Skill ID, l: Skill Level, var: Value to return after checking
  615. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  616. // for values that might need to use a different function just skill_chk would suffice.
  617. #define skill_chk(i, l) \
  618. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  619. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  620. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  621. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  622. #define skill_get(var, i, l) \
  623. { skill_chk(i, l); return var; }
  624. // Skill DB
  625. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  626. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  627. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  628. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  629. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  630. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  631. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  632. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  633. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  634. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  635. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  636. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  637. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  638. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  639. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  640. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  641. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  642. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  643. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  644. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  645. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  646. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  647. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  648. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  649. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  650. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  651. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  652. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  653. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  654. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  655. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  656. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  657. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  658. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  659. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  660. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  661. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  662. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  663. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  664. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  665. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  666. const char* skill_get_name( int id ){
  667. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  668. return "UNKNOWN_SKILL";
  669. if (id >= GD_SKILLBASE)
  670. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  671. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  672. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  673. return skill_db[id].name;
  674. }
  675. int skill_tree_get_max(int id, int b_class){
  676. int i, skillid;
  677. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  678. if (id == skillid) return skill_tree[b_class][i].max;
  679. return skill_get_max (id);
  680. }
  681. /* プ�?トタイプ */
  682. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  683. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  684. int status_change_timer_sub(struct block_list *bl, va_list ap);
  685. int skill_attack_area(struct block_list *bl,va_list ap);
  686. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  687. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  688. int skill_greed(struct block_list *bl, va_list ap);
  689. int skill_landprotector(struct block_list *bl, va_list ap);
  690. int skill_ganbatein(struct block_list *bl, va_list ap);
  691. int skill_trap_splash(struct block_list *bl, va_list ap);
  692. int skill_count_target(struct block_list *bl, va_list ap);
  693. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  694. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  695. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  696. int skill_unit_effect(struct block_list *bl,va_list ap);
  697. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  698. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  699. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  700. int skill_get_casttype(int id)
  701. {
  702. int inf = skill_get_inf(id);
  703. if (inf&(INF_GROUND_SKILL))
  704. return CAST_GROUND;
  705. if (inf&INF_SUPPORT_SKILL)
  706. return CAST_NODAMAGE;
  707. if (inf&INF_SELF_SKILL) {
  708. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  709. return CAST_DAMAGE; //Combo skill.
  710. return CAST_NODAMAGE;
  711. }
  712. if (skill_get_nk(id)&NK_NO_DAMAGE)
  713. return CAST_NODAMAGE;
  714. return CAST_DAMAGE;
  715. };
  716. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  717. int skill_get_range2(struct block_list *bl, int id, int lv) {
  718. int range = skill_get_range(id, lv);
  719. if(range < 0) {
  720. if (battle_config.use_weapon_skill_range)
  721. return status_get_range(bl);
  722. range *=-1;
  723. }
  724. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  725. switch (id) {
  726. case AC_SHOWER:
  727. case AC_DOUBLE:
  728. case HT_BLITZBEAT:
  729. case AC_CHARGEARROW:
  730. case SN_FALCONASSAULT:
  731. case SN_SHARPSHOOTING:
  732. case HT_POWER:
  733. if (bl->type == BL_PC)
  734. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  735. else
  736. range += 10; //Assume level 10?
  737. break;
  738. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  739. case GS_RAPIDSHOWER:
  740. case GS_TRACKING:
  741. case GS_PIERCINGSHOT:
  742. case GS_FULLBUSTER:
  743. case GS_SPREADATTACK:
  744. case GS_GROUNDDRIFT:
  745. if (bl->type == BL_PC)
  746. range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
  747. else
  748. range += 10; //Assume level 10?
  749. break;
  750. }
  751. return range;
  752. }
  753. // Making plagiarize check its own function [Aru]
  754. int can_copy(struct map_session_data *sd, int skillid)
  755. {
  756. // Never copy NPC/Wedding Skills
  757. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  758. return 0;
  759. // High-class skills
  760. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  761. {
  762. if(battle_config.copyskill_restrict == 2)
  763. return 0;
  764. else if(battle_config.copyskill_restrict)
  765. return (sd->status.class_ == JOB_STALKER);
  766. }
  767. return 1;
  768. }
  769. // [MouseJstr] - skill ok to cast? and when?
  770. int skillnotok(int skillid, struct map_session_data *sd)
  771. {
  772. int i = skillid;
  773. nullpo_retr (1, sd);
  774. //if (sd == 0)
  775. //return 0;
  776. //return 1;
  777. // I think it was meant to be "no skills allowed when not a valid sd"
  778. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  779. return 1;
  780. if (i >= GD_SKILLBASE)
  781. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  782. if (i > MAX_SKILL || i < 0)
  783. return 1;
  784. if (sd->blockskill[i] > 0)
  785. return 1;
  786. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  787. return 0; // gm's can do anything damn thing they want
  788. // Check skill restrictions [Celest]
  789. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  790. return 1;
  791. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  792. return 1;
  793. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  794. return 1;
  795. if (agit_flag && skill_get_nocast (skillid) & 8)
  796. return 1;
  797. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  798. return 1;
  799. //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
  800. // 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));
  801. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  802. return 1;
  803. switch (skillid) {
  804. case AL_WARP:
  805. case AL_TELEPORT:
  806. case MC_VENDING:
  807. case MC_IDENTIFY:
  808. return 0; // always allowed
  809. case WZ_ICEWALL:
  810. // noicewall flag [Valaris]
  811. if (map[sd->bl.m].flag.noicewall) {
  812. clif_skill_fail(sd,skillid,0,0);
  813. return 1;
  814. }
  815. default:
  816. return (map[sd->bl.m].flag.noskill);
  817. }
  818. }
  819. /* スキルユニットの配置?﨣��ヤす */
  820. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  821. int firewall_unit_pos;
  822. int icewall_unit_pos;
  823. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  824. {
  825. int pos = skill_get_unit_layout_type(skillid,skilllv);
  826. int dir;
  827. if (pos != -1)
  828. return &skill_unit_layout[pos];
  829. if (src->x == x && src->y == y)
  830. dir = 2;
  831. else
  832. dir = map_calc_dir(src,x,y);
  833. if (skillid == MG_FIREWALL)
  834. return &skill_unit_layout [firewall_unit_pos + dir];
  835. else if (skillid == WZ_ICEWALL)
  836. return &skill_unit_layout [icewall_unit_pos + dir];
  837. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  838. return &skill_unit_layout[0];
  839. }
  840. /*==========================================
  841. * スキル追加?果
  842. *------------------------------------------
  843. */
  844. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  845. {
  846. struct map_session_data *sd=NULL;
  847. struct map_session_data *dstsd=NULL;
  848. struct status_change *sc;
  849. struct status_change *tsc;
  850. struct mob_data *md=NULL;
  851. struct mob_data *dstmd=NULL;
  852. struct pet_data *pd=NULL;
  853. int skill,skill2;
  854. int rate;
  855. nullpo_retr(0, src);
  856. nullpo_retr(0, bl);
  857. if(skillid < 0)
  858. { // remove the debug print when this case is finished
  859. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  860. src, bl,skillid,skilllv,attack_type,tick);
  861. return 0;
  862. }
  863. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  864. switch (src->type) {
  865. case BL_PC:
  866. sd = (struct map_session_data *)src;
  867. break;
  868. case BL_MOB:
  869. md = (struct mob_data *)src;
  870. break;
  871. case BL_PET:
  872. pd = (struct pet_data *)src; // [Valaris]
  873. break;
  874. }
  875. switch (bl->type) {
  876. case BL_PC:
  877. dstsd=(struct map_session_data *)bl;
  878. break;
  879. case BL_MOB:
  880. dstmd=(struct mob_data *)bl;
  881. break;
  882. }
  883. sc = status_get_sc(src);
  884. tsc = status_get_sc(bl);
  885. if (!tsc) //skill additional effect is about adding effects to the target...
  886. //So if the target can't be inflicted with statuses, this is pointless.
  887. return 0;
  888. switch(skillid){
  889. case 0: // Normal attacks (no skill used)
  890. {
  891. if(sd) {
  892. // Automatic trigger of Blitz Beat
  893. if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  894. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  895. int lv=(sd->status.job_level+9)/10;
  896. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  897. }
  898. // Gank
  899. if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  900. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  901. if(pc_steal_item(sd,bl))
  902. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  903. else if (battle_config.display_snatcher_skill_fail)
  904. clif_skill_fail(sd,skillid,0,0);
  905. }
  906. // Chance to trigger Taekwon kicks [Dralnu]
  907. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  908. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  909. sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  910. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  911. ; //Stance triggered
  912. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  913. sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  914. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  915. ; //Stance triggered
  916. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  917. sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  918. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  919. ; //Stance triggered
  920. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  921. { //additional chance from SG_FRIEND [Komurka]
  922. rate = 20;
  923. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  924. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  925. status_change_end(src,SC_SKILLRATE_UP,-1);
  926. }
  927. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  928. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
  929. }
  930. }
  931. }
  932. if (sc && sc->count) {
  933. // Enchant Poison gives a chance to poison attacked enemies
  934. if(sc->data[SC_ENCPOISON].timer != -1)
  935. sc_start4(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  936. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
  937. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  938. if(sc->data[SC_EDP].timer != -1)
  939. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  940. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  941. }
  942. if (tsc->count) {
  943. if (tsc->data[SC_SPLASHER].timer != -1)
  944. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  945. tsc->data[SC_SPLASHER].val1,0,0,0,
  946. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  947. if(tsc->data[SC_KAAHI].timer != -1) {
  948. if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
  949. ; //Not enough SP to cast
  950. else {
  951. battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
  952. if(dstsd && dstsd->fd)
  953. clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
  954. }
  955. }
  956. }
  957. }
  958. break;
  959. case SM_BASH: /* バッシュ?i急?�?U??j */
  960. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  961. //TODO: How much % per base level it actually is?
  962. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  963. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  964. }
  965. break;
  966. case AS_VENOMKNIFE:
  967. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  968. skilllv = pc_checkskill(sd, TF_POISON);
  969. case TF_POISON: /* インベナム */
  970. case AS_SPLASHER: /* ベナムスプラッシャ? */
  971. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  972. && sd && skillid==TF_POISON
  973. )
  974. clif_skill_fail(sd,skillid,0,0);
  975. break;
  976. case AS_SONICBLOW: /* ソニックブ�?? */
  977. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  978. break;
  979. case AS_GRIMTOOTH:
  980. {
  981. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  982. if (tsc->data[type].timer == -1)
  983. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  984. break;
  985. }
  986. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  987. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  988. {
  989. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  990. if (rate <= 5)
  991. rate = 5;
  992. sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv));
  993. }
  994. break;
  995. case WZ_STORMGUST: /* スト?ムガスト */
  996. tsc->data[SC_FREEZE].val3++;
  997. if(tsc->data[SC_FREEZE].val3 >= 3)
  998. status_change_start(bl,SC_FREEZE,10000,
  999. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1000. break;
  1001. case WZ_METEOR:
  1002. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1003. break;
  1004. case WZ_VERMILION:
  1005. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1006. break;
  1007. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  1008. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1009. break;
  1010. case HT_FLASHER: /* Flasher */
  1011. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1012. break;
  1013. case HT_LANDMINE: /* ランドマイン */
  1014. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1015. break;
  1016. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  1017. if(dstsd)
  1018. pc_damage_sp(dstsd, 0, 15*skilllv+5);
  1019. break;
  1020. case HT_SANDMAN: /* サンドマン */
  1021. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1022. break;
  1023. case TF_SPRINKLESAND: /* ?サまき */
  1024. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1025. break;
  1026. case TF_THROWSTONE: /* ?ホ投げ */
  1027. sc_start(bl,SC_STUN,3,skilllv,skill_get_time2(skillid,skilllv));
  1028. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1029. break;
  1030. case NPC_DARKCROSS:
  1031. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1032. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1033. break;
  1034. case CR_GRANDCROSS: /* グランドク�?ス */
  1035. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  1036. {
  1037. int race = status_get_race(bl);
  1038. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  1039. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1040. }
  1041. break;
  1042. case AM_ACIDTERROR:
  1043. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1044. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1045. clif_emotion(bl,23);
  1046. break;
  1047. case AM_DEMONSTRATION:
  1048. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1049. break;
  1050. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1051. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1052. break;
  1053. case PA_PRESSURE: /* プレッシャ? */
  1054. if (dstsd)
  1055. pc_damage_sp(dstsd, 0, 15 +5*skilllv);
  1056. break;
  1057. case RG_RAID: /* サプライズアタック */
  1058. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1059. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1060. break;
  1061. case BA_FROSTJOKE:
  1062. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1063. break;
  1064. case DC_SCREAM:
  1065. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1066. break;
  1067. case BD_LULLABY: /* 子守唄 */
  1068. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1069. break;
  1070. case DC_UGLYDANCE:
  1071. if (dstsd) {
  1072. int skill, sp = 5+5*skilllv;
  1073. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1074. sp += 5+skill;
  1075. pc_damage_sp(dstsd, sp, 0);
  1076. }
  1077. break;
  1078. case SL_STUN:
  1079. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1080. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1081. break;
  1082. /* MOBの追加?果付きスキル */
  1083. case NPC_PETRIFYATTACK:
  1084. case NPC_CURSEATTACK:
  1085. case NPC_SLEEPATTACK:
  1086. case NPC_BLINDATTACK:
  1087. case NPC_POISON:
  1088. case NPC_SILENCEATTACK:
  1089. case NPC_STUNATTACK:
  1090. sc_start(bl,SkillStatusChangeTable[skillid],100,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1091. break;
  1092. case NPC_MENTALBREAKER:
  1093. if(dstsd) {
  1094. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1095. if(sp < 1) sp = 1;
  1096. pc_heal(dstsd,0,-sp);
  1097. }
  1098. break;
  1099. // Equipment breaking monster skills [Celest]
  1100. case NPC_BREAKWEAPON:
  1101. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1102. break;
  1103. case NPC_BREAKARMOR:
  1104. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1105. break;
  1106. case NPC_BREAKHELM:
  1107. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1108. break;
  1109. case NPC_BREAKSHIELD:
  1110. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1111. break;
  1112. case CH_TIGERFIST:
  1113. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case LK_SPIRALPIERCE:
  1116. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1119. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1120. break;
  1121. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1122. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1123. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1124. break;
  1125. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1126. {
  1127. //?�?が良く分からないので適?に
  1128. int race = status_get_race(bl);
  1129. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
  1130. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1131. }
  1132. break;
  1133. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1134. //?�?が良く分からないので適?に
  1135. sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1136. break;
  1137. case ASC_METEORASSAULT: /* �?テオアサルト */
  1138. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1139. switch(rand()%3) {
  1140. case 0:
  1141. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1142. break;
  1143. case 1:
  1144. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1145. break;
  1146. default:
  1147. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1148. }
  1149. break;
  1150. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1151. // skilllv*5%の確率で呪い
  1152. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1153. break;
  1154. case WS_CARTTERMINATION: // Cart termination
  1155. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1156. break;
  1157. case CR_ACIDDEMONSTRATION:
  1158. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1159. break;
  1160. case TK_DOWNKICK:
  1161. sc_start(bl,SC_STUN,100,skilllv,skill_get_time(skillid,skilllv));
  1162. break;
  1163. case TK_JUMPKICK:
  1164. //Cancel out Soul Linker status of the target. [Skotlex]
  1165. if (tsc->count) {
  1166. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1167. break;
  1168. //Remove pitched potions effect.
  1169. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1170. status_change_end(bl, SC_ASPDPOTION0, -1);
  1171. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1172. status_change_end(bl, SC_ASPDPOTION1, -1);
  1173. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1174. status_change_end(bl, SC_ASPDPOTION2, -1);
  1175. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1176. status_change_end(bl, SC_ASPDPOTION3, -1);
  1177. if (tsc->data[SC_SPIRIT].timer != -1)
  1178. status_change_end(bl, SC_SPIRIT, -1);
  1179. if (tsc->data[SC_ONEHAND].timer != -1)
  1180. status_change_end(bl, SC_ONEHAND, -1);
  1181. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1182. status_change_end(bl, SC_ADRENALINE2, -1);
  1183. }
  1184. break;
  1185. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1186. if(attack_type == BF_MISC) //70% base stun chance...
  1187. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1188. break;
  1189. //Until they're at right position - gs_statuschange- [Vicious]
  1190. case GS_BULLSEYE: //0.1% coma rate.
  1191. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1192. break;
  1193. case GS_CRACKER:
  1194. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1195. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1196. break;
  1197. case GS_PIERCINGSHOT:
  1198. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1199. break;
  1200. case GS_FULLBUSTER:
  1201. sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
  1202. break;
  1203. case NJ_HYOUSYOURAKU:
  1204. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1205. break;
  1206. //case GS_FLING: // this needs to be looked at [Reddozen]
  1207. // if (skill == GS_FLING) { // gunslinger [marquis007]
  1208. // int spiritball = (sd->spiritball > 5 ? 5 : sd->spiritball);
  1209. // } else {
  1210. // int spiritball = 1;
  1211. // }
  1212. //
  1213. // if (spiritball <= sd->spiritball && sd->spiritball != 0){
  1214. // pc_delspiritball(sd,spiritball,0);
  1215. // status_change_start(bl,SC_FLING,10000,spiritball*5,0,0,0,skill_get_time(skillid,skilllv)));
  1216. // }
  1217. // break;
  1218. }
  1219. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1220. { //Pass heritage to Master for status causing effects. [Skotlex]
  1221. sd = map_id2sd(md->master_id);
  1222. }
  1223. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1224. int i, type;
  1225. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1226. type=i-SC_COMMON_MIN;
  1227. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1228. if (!rate)
  1229. continue; //Code Speedup.
  1230. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1231. }
  1232. }
  1233. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1234. //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
  1235. if(sd && !status_isdead(bl) && src != bl &&
  1236. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1237. struct block_list *tbl;
  1238. int i;
  1239. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1240. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1241. //Prevents skill from retriggering themselves. [Skotlex]
  1242. if (skill == skillid || skillnotok(skill, sd))
  1243. continue;
  1244. //skill2 reused to store skilllv.
  1245. skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1246. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1247. if (rand()%1000 > rate)
  1248. continue;
  1249. if (sd->autospell[i].id < 0)
  1250. tbl = src;
  1251. else
  1252. tbl = bl;
  1253. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
  1254. continue; //Autoskills DO check for target-src range. [Skotlex]
  1255. rate = skill_get_inf(skill);
  1256. switch (skill_get_casttype(skill)) {
  1257. case CAST_GROUND:
  1258. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
  1259. break;
  1260. case CAST_NODAMAGE:
  1261. skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
  1262. break;
  1263. case CAST_DAMAGE:
  1264. skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
  1265. break;
  1266. }
  1267. break; //Only one auto skill comes off at a time.
  1268. }
  1269. }
  1270. return 0;
  1271. }
  1272. /* Splitted off from skill_additional_effect, which is never called when the
  1273. * attack skill kills the enemy. Place in this function counter status effects
  1274. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1275. * from cards) that will take effect on the source, not the target. [Skotlex]
  1276. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1277. * type of skills, so not every instance of skill_additional_effect needs a call
  1278. * to this one.
  1279. */
  1280. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1281. {
  1282. int rate;
  1283. struct map_session_data *sd=NULL;
  1284. struct map_session_data *dstsd=NULL;
  1285. struct mob_data *md=NULL;
  1286. struct mob_data *dstmd=NULL;
  1287. // struct pet_data *pd=NULL; Pet's can't be inflicted!
  1288. nullpo_retr(0, src);
  1289. nullpo_retr(0, bl);
  1290. if(skillid < 0)
  1291. { // remove the debug print when this case is finished
  1292. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1293. src, bl,skillid,skilllv,attack_type,tick);
  1294. return 0;
  1295. }
  1296. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1297. switch (src->type) {
  1298. case BL_PC:
  1299. sd = (struct map_session_data *)src;
  1300. break;
  1301. case BL_MOB:
  1302. md = (struct mob_data *)src;
  1303. break;
  1304. case BL_PET: //Only mobs/players can be affected. [Skotlex]
  1305. // pd = (struct pet_data *)src;
  1306. // break;
  1307. default:
  1308. return 0;
  1309. }
  1310. switch (bl->type) {
  1311. case BL_PC:
  1312. dstsd=(struct map_session_data *)bl;
  1313. break;
  1314. case BL_MOB:
  1315. dstmd=(struct mob_data *)bl;
  1316. break;
  1317. default:
  1318. return 0;
  1319. }
  1320. switch(skillid){
  1321. case 0: //Normal Attack - Nothing here yet.
  1322. break;
  1323. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1324. //阿?C羅を使うと5分間自然回復しないようになる
  1325. sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
  1326. break;
  1327. }
  1328. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1329. int i, type;
  1330. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1331. type=i-SC_COMMON_MIN;
  1332. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1333. if (rate) //Self infliced status from attacking.
  1334. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1335. rate = dstsd?dstsd->addeff3[type]:0;
  1336. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1337. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1338. }
  1339. }
  1340. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1341. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1342. {
  1343. struct block_list *tbl;
  1344. int i, skillid, skilllv, rate;
  1345. for (i = 0; i < MAX_PC_BONUS; i++) {
  1346. if (dstsd->autospell2[i].id == 0)
  1347. break;
  1348. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1349. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1350. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1351. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1352. if (skillnotok(skillid, dstsd))
  1353. continue;
  1354. if (rand()%1000 > rate)
  1355. continue;
  1356. if (dstsd->autospell2[i].id < 0)
  1357. tbl = bl;
  1358. else
  1359. tbl = src;
  1360. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1361. continue; //Autoskills DO check for target-src range. [Skotlex]
  1362. switch (skill_get_casttype(skillid)) {
  1363. case CAST_GROUND:
  1364. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1365. break;
  1366. case CAST_NODAMAGE:
  1367. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1368. break;
  1369. case CAST_DAMAGE:
  1370. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1371. break;
  1372. }
  1373. }
  1374. }
  1375. return 0;
  1376. }
  1377. /*=========================================================================
  1378. Breaks equipment. On-non players causes the corresponding strip effect.
  1379. - rate goes from 0 to 10000 (100.00%)
  1380. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1381. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1382. --------------------------------------------------------------------------*/
  1383. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1384. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1385. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1386. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1387. struct status_change *sc = status_get_sc(bl);
  1388. int i,j;
  1389. TBL_PC *sd;
  1390. BL_CAST(BL_PC, bl, sd);
  1391. if (sc && !sc->count)
  1392. sc = NULL;
  1393. if (sd) {
  1394. if (sd->unbreakable_equip)
  1395. where &= ~sd->unbreakable_equip;
  1396. if (sd->unbreakable)
  1397. rate -= rate*sd->unbreakable/100;
  1398. if (where&EQP_WEAPON) {
  1399. switch (sd->status.weapon) {
  1400. case 0: //Bare fists should not break :P
  1401. case 7:
  1402. case 8: // Axes and Maces can't be broken [DracoRPG]
  1403. case 10:
  1404. case 15: //Rods and Books can't be broken [Skotlex]
  1405. where &= ~EQP_WEAPON;
  1406. }
  1407. }
  1408. }
  1409. if (flag&BCT_ENEMY) {
  1410. if (battle_config.equip_skill_break_rate != 100)
  1411. rate = rate*battle_config.equip_skill_break_rate/100;
  1412. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1413. if (battle_config.equip_self_break_rate != 100)
  1414. rate = rate*battle_config.equip_self_break_rate/100;
  1415. }
  1416. for (i = 0; i < 4; i++) {
  1417. if (where&where_list[i]) {
  1418. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1419. where&=~where_list[i];
  1420. else if (rand()%10000 >= rate)
  1421. where&=~where_list[i];
  1422. else if (!sd) //Cause Strip effect.
  1423. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1424. }
  1425. }
  1426. if (!where) //Nothing to break.
  1427. return 0;
  1428. if (sd) {
  1429. for (i = 0; i < 11; i++) {
  1430. j = sd->equip_index[i];
  1431. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1432. continue;
  1433. flag = 0;
  1434. switch(i) {
  1435. case 6: //Upper Head
  1436. flag = (where&EQP_HELM);
  1437. break;
  1438. case 7: //Body
  1439. flag = (where&EQP_ARMOR);
  1440. break;
  1441. case 8: //Left/Right hands
  1442. case 9:
  1443. flag = (
  1444. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1445. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1446. break;
  1447. default:
  1448. continue;
  1449. }
  1450. if (flag) {
  1451. sd->status.inventory[j].attribute = 1;
  1452. pc_unequipitem(sd, j, 3);
  1453. }
  1454. }
  1455. clif_equiplist(sd);
  1456. }
  1457. return where; //Return list of pieces broken.
  1458. }
  1459. /*=========================================================================
  1460. Used to knock back players, monsters, traps, etc
  1461. If count&0xf00000, the direction is send in the 6th byte.
  1462. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1463. If count&0x20000, position update packets must not be sent.
  1464. IF count&0X40000, direction is random.
  1465. --------------------------------------------------------------------------*/
  1466. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1467. {
  1468. int dx=0,dy=0,nx,ny;
  1469. int x=target->x,y=target->y;
  1470. int dir,ret;
  1471. struct map_session_data *sd=NULL;
  1472. struct mob_data *md=NULL;
  1473. struct pet_data *pd=NULL;
  1474. struct skill_unit *su=NULL;
  1475. nullpo_retr(0, src);
  1476. nullpo_retr(0, target);
  1477. if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
  1478. return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
  1479. if (!count&0xffff)
  1480. return 0; //Actual knockback distance is 0.
  1481. switch (target->type) {
  1482. case BL_PC:
  1483. sd=(struct map_session_data *)target;
  1484. break;
  1485. case BL_MOB:
  1486. md=(struct mob_data *)target;
  1487. if (md->class_ == MOBID_EMPERIUM)
  1488. return 0;
  1489. break;
  1490. case BL_PET:
  1491. pd=(struct pet_data *)target;
  1492. break;
  1493. case BL_SKILL:
  1494. su=(struct skill_unit *)target;
  1495. break;
  1496. default:
  1497. return 0;
  1498. }
  1499. if (count&0xf00000)
  1500. dir = (count>>20)&0xf;
  1501. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1502. dir = unit_getdir(target);
  1503. else if (count&0x40000) //Flag for random pushing.
  1504. dir = rand()%8;
  1505. else
  1506. dir = map_calc_dir(target,src->x,src->y);
  1507. if (dir>=0 && dir<8){
  1508. dx = -dirx[dir];
  1509. dy = -diry[dir];
  1510. }
  1511. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1512. nx=ret>>16;
  1513. ny=ret&0xffff;
  1514. unit_stop_walking(target,0);
  1515. dx = nx - x;
  1516. dy = ny - y;
  1517. if (!dx && !dy) //Could not knockback.
  1518. return 0;
  1519. if(sd) /* ?面外に?oたので?チ去 */
  1520. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
  1521. else if(md)
  1522. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1523. else if(pd)
  1524. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1525. if(su){
  1526. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1527. }else{
  1528. map_moveblock(target, nx, ny, gettick());
  1529. }
  1530. if(sd) /* ?面?に入ってきたので表示 */
  1531. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  1532. else if(md)
  1533. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1534. else if(pd)
  1535. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1536. if(!(count&0x20000))
  1537. clif_blown(target);
  1538. return 0;
  1539. }
  1540. /*
  1541. * =========================================================================
  1542. * スキル?U??果?�?まとめ
  1543. * flagの?明?B16?i?
  1544. * 00XRTTff
  1545. * ff = magicで計算に渡される?j
  1546. * TT = パケットのtype部分(0でデフォルト?j
  1547. * X = パケットのスキルLv
  1548. * R = 予約?iskill_area_subで使用する?j
  1549. *-------------------------------------------------------------------------
  1550. */
  1551. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1552. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1553. {
  1554. struct Damage dmg;
  1555. struct status_change *sc;
  1556. struct map_session_data *sd=NULL, *tsd=NULL;
  1557. int type,lv,damage,rdamage=0;
  1558. static int tmpdmg = 0;
  1559. if(skillid > 0 && skilllv <= 0) return 0;
  1560. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1561. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1562. nullpo_retr(0, bl); //Target to be attacked.
  1563. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
  1564. return 0;
  1565. if (src != dsrc) {
  1566. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1567. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1568. return 0;
  1569. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1570. //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]
  1571. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1572. return 0;
  1573. }
  1574. //uncomment the following to do a check between caster and target. [Skotlex]
  1575. //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
  1576. // if(src->m != bl->m)
  1577. // return 0;
  1578. //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
  1579. //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
  1580. // if(src != dsrc && status_isdead(src))
  1581. // return 0;
  1582. if (dsrc->type == BL_PC)
  1583. sd = (struct map_session_data *)dsrc;
  1584. if (bl->type == BL_PC)
  1585. tsd = (struct map_session_data *)bl;
  1586. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1587. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフ�?ストノヴァで?Adsrcとblが同じ?�?鰍ネら何もしない
  1588. return 0;
  1589. if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
  1590. return 0;
  1591. //何もしない判定ここまで
  1592. sc= status_get_sc(bl);
  1593. if (sc && !sc->count)
  1594. sc = NULL; //Don't need it.
  1595. if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
  1596. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
  1597. ) { //Bounce back the skill.
  1598. if (--sc->data[SC_KAITE].val2 <= 0)
  1599. status_change_end(bl, SC_KAITE, -1);
  1600. bl = src; //Just make the skill attack yourself @.@
  1601. sc = status_get_sc(bl);
  1602. tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
  1603. if (sc && !sc->count)
  1604. sc = NULL; //Don't need it.
  1605. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1606. return 0; //Spirit of Wizard blocks bounced back spells.
  1607. }
  1608. type=-1;
  1609. lv=(flag>>20)&0xf;
  1610. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
  1611. //Skotlex: Adjusted to the new system
  1612. if(src->type==BL_PET && (struct pet_data *)src)
  1613. { // [Valaris]
  1614. struct pet_data *pd = (struct pet_data *)src;
  1615. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1616. {
  1617. int element = skill_get_pl(skillid);
  1618. if (skillid == -1)
  1619. element = status_get_attack_element(src);
  1620. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1621. dmg.damage2=0;
  1622. dmg.div_= pd->a_skill->div_;
  1623. }
  1624. }
  1625. //マジックロッド?理ここから
  1626. 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
  1627. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1628. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1629. if(tsd) {
  1630. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1631. sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
  1632. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1633. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1634. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1635. else if(sp < 1) sp = 1; //1以下の場合は1
  1636. 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
  1637. sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
  1638. tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
  1639. }
  1640. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1641. tsd->status.sp += sp;
  1642. clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
  1643. tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1644. }
  1645. 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
  1646. }
  1647. //マジックロッド?理ここまで
  1648. damage = dmg.damage + dmg.damage2;
  1649. if (damage > 0 && src != bl && src == dsrc)
  1650. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1651. if(lv==15)
  1652. lv=-1;
  1653. if( flag&0xff00 )
  1654. type=(flag&0xff00)>>8;
  1655. if((damage <= 0 || damage < dmg.div_)
  1656. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1657. dmg.blewcount = 0;
  1658. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1659. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1660. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1661. }
  1662. //使用者がPCの?�?№フ?�?ここから
  1663. if(sd) {
  1664. //Sorry for removing the Japanese comments, but they were actually distracting
  1665. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1666. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1667. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1668. switch(skillid)
  1669. {
  1670. case MO_TRIPLEATTACK:
  1671. {
  1672. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1673. if (damage < status_get_hp(bl) &&
  1674. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1675. delay += 300 * battle_config.combo_delay_rate / 100;
  1676. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1677. sd->ud.attackabletime = tick + delay;
  1678. unit_set_walkdelay(src, tick, delay, 1);
  1679. clif_combo_delay(src, delay);
  1680. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1681. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1682. break;
  1683. }
  1684. case MO_CHAINCOMBO:
  1685. {
  1686. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1687. if(damage < status_get_hp(bl) &&
  1688. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1689. delay += 300 * battle_config.combo_delay_rate /100;
  1690. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1691. sd->ud.attackabletime = tick + delay;
  1692. unit_set_walkdelay(src, tick, delay, 1);
  1693. clif_combo_delay(src,delay);
  1694. break;
  1695. }
  1696. case MO_COMBOFINISH:
  1697. {
  1698. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1699. if(damage < status_get_hp(bl) &&
  1700. (
  1701. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1702. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1703. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1704. ))
  1705. delay += 300 * battle_config.combo_delay_rate /100;
  1706. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1707. sd->ud.attackabletime = tick + delay;
  1708. unit_set_walkdelay(src, tick, delay, 1);
  1709. clif_combo_delay(src,delay);
  1710. break;
  1711. }
  1712. case CH_TIGERFIST:
  1713. { //Tigerfist is now a combo-only skill. [Skotlex]
  1714. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1715. if(damage < status_get_hp(bl) &&
  1716. (
  1717. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1718. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1719. ))
  1720. delay += 300 * battle_config.combo_delay_rate /100;
  1721. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1722. sd->ud.attackabletime = tick + delay;
  1723. unit_set_walkdelay(src, tick, delay, 1);
  1724. clif_combo_delay(src,delay);
  1725. break;
  1726. }
  1727. case CH_CHAINCRUSH:
  1728. {
  1729. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1730. if(damage < status_get_hp(bl))
  1731. delay += 300 * battle_config.combo_delay_rate /100;
  1732. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1733. sd->ud.attackabletime = tick + delay;
  1734. unit_set_walkdelay(src, tick, delay, 1);
  1735. clif_combo_delay(src,delay);
  1736. break;
  1737. }
  1738. case AC_DOUBLE:
  1739. {
  1740. int race = status_get_race(bl);
  1741. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1742. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1743. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1744. clif_combo_delay(src,2000);
  1745. }
  1746. break;
  1747. }
  1748. case TK_COUNTER:
  1749. { //bonus from SG_FRIEND [Komurka]
  1750. int level;
  1751. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1752. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1753. }
  1754. break;
  1755. case SL_STIN:
  1756. case SL_STUN:
  1757. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1758. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv));
  1759. break;
  1760. } //Switch End
  1761. }
  1762. //武器スキル?ここまで
  1763. switch(skillid){
  1764. //Skills who's damage should't show any skill-animation.
  1765. case SM_MAGNUM:
  1766. case AS_SPLASHER:
  1767. case ASC_METEORASSAULT:
  1768. case SG_SUN_WARM:
  1769. case SG_MOON_WARM:
  1770. case SG_STAR_WARM:
  1771. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1772. break;
  1773. case KN_BRANDISHSPEAR:
  1774. case SN_SHARPSHOOTING:
  1775. { //Only display skill animation for skill's target.
  1776. struct unit_data *ud = unit_bl2ud(src);
  1777. if (ud && ud->skilltarget == bl->id)
  1778. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1779. else
  1780. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  1781. }
  1782. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1783. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1784. break;
  1785. case ASC_BREAKER: // [celest]
  1786. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1787. tmpdmg = damage; // store the temporary weapon damage
  1788. } else { // only display damage for the 2nd attack
  1789. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1790. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1791. damage += tmpdmg; // add weapon and magic damage
  1792. tmpdmg = 0; // clear the temporary weapon damage
  1793. if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
  1794. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1795. }
  1796. break;
  1797. case NPC_SELFDESTRUCTION:
  1798. if(src->type==BL_PC)
  1799. dmg.blewcount = 10;
  1800. break;
  1801. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1802. case TF_DOUBLE:
  1803. case GS_CHAINACTION:
  1804. clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1805. break;
  1806. case CR_GRANDCROSS:
  1807. case NPC_GRANDDARKNESS:
  1808. //Only show animation when hitting yourself. [Skotlex]
  1809. if (src!=bl) {
  1810. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1811. break;
  1812. }
  1813. default:
  1814. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1815. }
  1816. map_freeblock_lock();
  1817. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1818. && pc_checkskill(tsd,RG_PLAGIARISM)
  1819. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1820. && damage < tsd->status.hp)
  1821. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1822. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1823. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1824. {
  1825. //?に?んでいるスキルが� れば該?スキルを消す
  1826. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1827. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1828. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1829. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1830. }
  1831. tsd->cloneskill_id = skillid;
  1832. tsd->status.skill[skillid].id = skillid;
  1833. tsd->status.skill[skillid].lv = skilllv;
  1834. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1835. tsd->status.skill[skillid].lv = lv;
  1836. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1837. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1838. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1839. clif_skillinfoblock(tsd);
  1840. }
  1841. }
  1842. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1843. struct skill_unit* su = (struct skill_unit*)bl;
  1844. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1845. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1846. }
  1847. if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
  1848. battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1849. if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
  1850. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1851. }
  1852. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1853. if (dmg.blewcount > 0 && !status_isdead(bl))
  1854. skill_blown(dsrc,bl,dmg.blewcount);
  1855. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1856. if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
  1857. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
  1858. }
  1859. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1860. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1861. int rate = 50 + skilllv * 5;
  1862. rate = rate + (s_lv - t_lv);
  1863. if(rand()%100 < rate)
  1864. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1865. }
  1866. if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
  1867. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1868. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1869. int hp = 0,sp = 0;
  1870. 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) {
  1871. hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
  1872. if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1873. else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1874. }
  1875. 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) {
  1876. hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
  1877. if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1878. else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1879. }
  1880. 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) {
  1881. sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
  1882. if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1883. else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1884. }
  1885. 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) {
  1886. sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
  1887. if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1888. else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1889. }
  1890. if(hp || sp)
  1891. pc_heal(sd,hp,sp);
  1892. if (sd->sp_drain_type && bl->type == BL_PC)
  1893. battle_heal(NULL,bl,0,-sp,0);
  1894. }
  1895. if (rdamage>0) {
  1896. if (attack_type&BF_WEAPON)
  1897. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1898. else
  1899. battle_damage(bl,src,rdamage,0);
  1900. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1901. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1902. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1903. }
  1904. if (!(flag & 1) &&
  1905. (
  1906. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1907. ) &&
  1908. (sc = status_get_sc(src)) &&
  1909. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1910. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1911. {
  1912. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1913. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1914. }
  1915. map_freeblock_unlock();
  1916. return damage; /* ?ダ�?を返す */
  1917. }
  1918. /*==========================================
  1919. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1920. * flagについて?F16?i?を確認
  1921. * MSB <- 00fTffff ->LSB
  1922. * T =タ?ゲット選?用(BCT_*)
  1923. * ffff=自由に使用可能
  1924. * 0 =予約?B0に固定
  1925. *------------------------------------------
  1926. */
  1927. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1928. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1929. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1930. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1931. int skill_area_sub( struct block_list *bl,va_list ap )
  1932. {
  1933. struct block_list *src;
  1934. int skill_id,skill_lv,flag;
  1935. unsigned int tick;
  1936. SkillFunc func;
  1937. nullpo_retr(0, bl);
  1938. nullpo_retr(0, ap);
  1939. 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
  1940. skill_id=va_arg(ap,int);
  1941. skill_lv=va_arg(ap,int);
  1942. tick=va_arg(ap,unsigned int);
  1943. flag=va_arg(ap,int);
  1944. func=va_arg(ap,SkillFunc);
  1945. if(battle_check_target(src,bl,flag) > 0)
  1946. func(src,bl,skill_id,skill_lv,tick,flag);
  1947. return 0;
  1948. }
  1949. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1950. {
  1951. struct skill_unit *unit;
  1952. int skillid,g_skillid;
  1953. unit = (struct skill_unit *)bl;
  1954. if(bl->prev == NULL || bl->type != BL_SKILL)
  1955. return 0;
  1956. if(!unit->alive)
  1957. return 0;
  1958. skillid = va_arg(ap,int);
  1959. g_skillid = unit->group->skill_id;
  1960. switch (skillid)
  1961. {
  1962. case MG_SAFETYWALL:
  1963. case AL_PNEUMA:
  1964. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1965. return 0;
  1966. break;
  1967. case AL_WARP:
  1968. case HT_SKIDTRAP:
  1969. case HT_LANDMINE:
  1970. case HT_ANKLESNARE:
  1971. case HT_SHOCKWAVE:
  1972. case HT_SANDMAN:
  1973. case HT_FLASHER:
  1974. case HT_FREEZINGTRAP:
  1975. case HT_BLASTMINE:
  1976. case HT_CLAYMORETRAP:
  1977. case HT_TALKIEBOX:
  1978. case HP_BASILICA:
  1979. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1980. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1981. return 0;
  1982. break;
  1983. default: //Avoid stacking with same kind of trap. [Skotlex]
  1984. if (g_skillid != skillid)
  1985. return 0;
  1986. break;
  1987. }
  1988. return 1;
  1989. }
  1990. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1991. {
  1992. int range = skill_get_unit_range(skillid, skilllv);
  1993. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1994. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1995. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1996. return 0;
  1997. }
  1998. // とり� えず?ウ方形のユニットレイアウトのみ対応
  1999. range += layout_type;
  2000. return map_foreachinarea(skill_check_unit_range_sub,m,
  2001. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2002. }
  2003. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  2004. {
  2005. int *c;
  2006. int skillid;
  2007. nullpo_retr(0, bl);
  2008. nullpo_retr(0, ap);
  2009. nullpo_retr(0, c = va_arg(ap,int *));
  2010. if(bl->prev == NULL)
  2011. return 0;
  2012. if(status_isdead(bl))
  2013. return 0;
  2014. skillid = va_arg(ap,int);
  2015. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2016. return 0;
  2017. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  2018. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2019. (*c)++;
  2020. return 1;
  2021. }
  2022. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  2023. {
  2024. int c = 0, range, type;
  2025. switch (skillid) { // to be expanded later
  2026. case WZ_ICEWALL:
  2027. range = 2;
  2028. break;
  2029. default:
  2030. {
  2031. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2032. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2033. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2034. return 0;
  2035. }
  2036. // とり� えず?ウ方形のユニットレイアウトのみ対応
  2037. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2038. }
  2039. break;
  2040. }
  2041. // if the caster is a monster/NPC, only check for players
  2042. // otherwise just check characters
  2043. if (bl->type == BL_PC)
  2044. type = BL_CHAR;
  2045. else
  2046. type = BL_PC;
  2047. map_foreachinarea(skill_check_unit_range2_sub, m,
  2048. x - range, y - range, x + range, y + range,
  2049. type, &c, skillid);
  2050. return c;
  2051. }
  2052. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  2053. {
  2054. struct map_session_data *sd;
  2055. int gid, id, *flag;
  2056. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2057. nullpo_retr(0, ap);
  2058. id = va_arg(ap,int);
  2059. gid = va_arg(ap,int);
  2060. if (sd->status.guild_id != gid)
  2061. return 0;
  2062. nullpo_retr(0, flag = va_arg(ap,int *));
  2063. if (flag && *flag > 0) {
  2064. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2065. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2066. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2067. status_calc_pc (sd, 0);
  2068. }
  2069. return 0;
  2070. }
  2071. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
  2072. }
  2073. return 0;
  2074. }
  2075. /*=========================================================================
  2076. * 範?スキル使用?�??ャ分けここから
  2077. */
  2078. /* ??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 */
  2079. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2080. {
  2081. if(skill_area_temp[0] < 0xffff)
  2082. skill_area_temp[0]++;
  2083. return 1;
  2084. }
  2085. int skill_count_water(struct block_list *src,int range)
  2086. {
  2087. int i,x,y,cnt = 0,size = range*2+1;
  2088. struct skill_unit *unit;
  2089. for (i=0;i<size*size;i++) {
  2090. x = src->x+(i%size-range);
  2091. y = src->y+(i/size-range);
  2092. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2093. cnt++;
  2094. continue;
  2095. }
  2096. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2097. if (unit) {
  2098. cnt++;
  2099. skill_delunit(unit);
  2100. }
  2101. }
  2102. return cnt;
  2103. }
  2104. /*==========================================
  2105. *
  2106. *------------------------------------------
  2107. */
  2108. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2109. {
  2110. struct block_list *src = map_id2bl(id),*target;
  2111. struct unit_data *ud = unit_bl2ud(src);
  2112. struct skill_timerskill *skl = NULL;
  2113. int range;
  2114. nullpo_retr(0, src);
  2115. nullpo_retr(0, ud);
  2116. skl = &ud->skilltimerskill[data];
  2117. nullpo_retr(0, skl);
  2118. skl->timer = -1;
  2119. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  2120. if(src->prev == NULL)
  2121. return 0;
  2122. if(skl->target_id) {
  2123. struct block_list tbl;
  2124. target = map_id2bl(skl->target_id);
  2125. if(skl->skill_id == RG_INTIMIDATE) {
  2126. if(target == NULL) {
  2127. 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
  2128. target->type = BL_NUL;
  2129. target->m = src->m;
  2130. target->prev = target->next = NULL;
  2131. }
  2132. }
  2133. if(target == NULL)
  2134. return 0;
  2135. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  2136. return 0;
  2137. if(src->m != target->m)
  2138. return 0;
  2139. if(status_isdead(src))
  2140. return 0;
  2141. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2142. return 0;
  2143. switch(skl->skill_id) {
  2144. case RG_INTIMIDATE:
  2145. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2146. int x,y;
  2147. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2148. if (!status_isdead(target))
  2149. unit_warp(target, -1, x, y, 3);
  2150. }
  2151. break;
  2152. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2153. case DC_SCREAM: /* スクリ?ム */
  2154. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2155. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2156. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2157. break;
  2158. case WZ_WATERBALL:
  2159. if (!status_isdead(target))
  2160. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2161. if (skl->type>1 && !status_isdead(target)) {
  2162. skl->timer = 0;
  2163. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2164. skl->timer = -1;
  2165. } else {
  2166. struct status_change *sc = status_get_sc(src);
  2167. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2168. status_change_end(src,SC_MAGICPOWER,-1);
  2169. }
  2170. break;
  2171. default:
  2172. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2173. break;
  2174. }
  2175. }
  2176. else {
  2177. if(src->m != skl->map)
  2178. return 0;
  2179. switch(skl->skill_id) {
  2180. case WZ_METEOR:
  2181. if(skl->type >= 0) {
  2182. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2183. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2184. }
  2185. else
  2186. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2187. break;
  2188. }
  2189. }
  2190. return 0;
  2191. }
  2192. /*==========================================
  2193. *
  2194. *------------------------------------------
  2195. */
  2196. 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)
  2197. {
  2198. int i;
  2199. struct unit_data *ud;
  2200. nullpo_retr(1, src);
  2201. ud = unit_bl2ud(src);
  2202. nullpo_retr(1, ud);
  2203. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i].timer != -1;i++);
  2204. if (i>=MAX_SKILLTIMERSKILL) return 1;
  2205. ud->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2206. ud->skilltimerskill[i].src_id = src->id;
  2207. ud->skilltimerskill[i].target_id = target;
  2208. ud->skilltimerskill[i].skill_id = skill_id;
  2209. ud->skilltimerskill[i].skill_lv = skill_lv;
  2210. ud->skilltimerskill[i].map = src->m;
  2211. ud->skilltimerskill[i].x = x;
  2212. ud->skilltimerskill[i].y = y;
  2213. ud->skilltimerskill[i].type = type;
  2214. ud->skilltimerskill[i].flag = flag;
  2215. return 0;
  2216. }
  2217. /*==========================================
  2218. *
  2219. *------------------------------------------
  2220. */
  2221. int skill_cleartimerskill(struct block_list *src)
  2222. {
  2223. int i;
  2224. struct unit_data *ud;
  2225. nullpo_retr(0, src);
  2226. ud = unit_bl2ud(src);
  2227. nullpo_retr(0, ud);
  2228. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2229. if(ud->skilltimerskill[i].timer != -1) {
  2230. delete_timer(ud->skilltimerskill[i].timer, skill_timerskill);
  2231. ud->skilltimerskill[i].timer = -1;
  2232. }
  2233. }
  2234. return 1;
  2235. }
  2236. /*==========================================
  2237. * スキル使用?i詠?・完了?AID指定?U?系?j
  2238. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2239. *------------------------------------------
  2240. */
  2241. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2242. {
  2243. struct map_session_data *sd = NULL, *tsd = NULL;
  2244. struct status_change *sc;
  2245. if (skillid > 0 && skilllv <= 0) return 0;
  2246. nullpo_retr(1, src);
  2247. nullpo_retr(1, bl);
  2248. if (src->m != bl->m)
  2249. return 1;
  2250. if (bl->prev == NULL)
  2251. return 1;
  2252. if (src->type == BL_PC)
  2253. sd = (struct map_session_data *)src;
  2254. if (bl->type == BL_PC)
  2255. tsd = (struct map_session_data *)bl;
  2256. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2257. return 1;
  2258. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2259. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2260. if (sd) clif_skill_fail(sd,skillid,0,0);
  2261. //GTB makes all targetted skills silently fail.
  2262. return 1;
  2263. }
  2264. sc = status_get_sc(src);
  2265. if (sc && !sc->count)
  2266. sc = NULL; //Unneeded
  2267. map_freeblock_lock();
  2268. switch(skillid)
  2269. {
  2270. /* �?器?U?系スキル */
  2271. case SM_BASH: /* バッシュ */
  2272. case MC_MAMMONITE: /* �?マ?ナイト */
  2273. case TF_DOUBLE:
  2274. case AC_DOUBLE: /* ダブルストレイフィング */
  2275. case AS_SONICBLOW: /* ソニックブ�?? */
  2276. case KN_PIERCE: /* ピア?ス */
  2277. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2278. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2279. case TF_POISON: /* インベナム */
  2280. case TF_SPRINKLESAND: /* ?サまき */
  2281. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2282. case RG_RAID: /* サプライズアタック */
  2283. case RG_INTIMIDATE: /* インティミデイト */
  2284. case AM_ACIDTERROR: /* アシッドテラ? */
  2285. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2286. case DC_THROWARROW: /* 矢?ち */
  2287. case BA_DISSONANCE: /* 不協和音 */
  2288. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2289. case NPC_DARKCROSS:
  2290. case CR_SHIELDCHARGE:
  2291. case CR_SHIELDBOOMERANG:
  2292. /* 以下MOB?用 */
  2293. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2294. case NPC_PIERCINGATT:
  2295. case NPC_MENTALBREAKER:
  2296. case NPC_RANGEATTACK:
  2297. case NPC_CRITICALSLASH:
  2298. case NPC_COMBOATTACK:
  2299. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2300. case NPC_GUIDEDATTACK:
  2301. case NPC_POISON:
  2302. case NPC_BLINDATTACK:
  2303. case NPC_SILENCEATTACK:
  2304. case NPC_STUNATTACK:
  2305. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2306. case NPC_PETRIFYATTACK:
  2307. case NPC_CURSEATTACK:
  2308. case NPC_SLEEPATTACK:
  2309. case NPC_RANDOMATTACK:
  2310. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2311. case NPC_WATERATTACK:
  2312. case NPC_GROUNDATTACK:
  2313. case NPC_FIREATTACK:
  2314. case NPC_WINDATTACK:
  2315. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2316. case NPC_POISONATTACK:
  2317. case NPC_HOLYATTACK:
  2318. case NPC_DARKNESSATTACK:
  2319. case NPC_TELEKINESISATTACK:
  2320. case NPC_UNDEADATTACK:
  2321. case NPC_BREAKARMOR:
  2322. case NPC_BREAKWEAPON:
  2323. case NPC_BREAKHELM:
  2324. case NPC_BREAKSHIELD:
  2325. case LK_AURABLADE: /* オ?ラブレ?ド */
  2326. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2327. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2328. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2329. case CG_ARROWVULCAN: /* ア�??バルカン */
  2330. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2331. case ASC_METEORASSAULT: /* �?テオアサルト */
  2332. case ITM_TOMAHAWK:
  2333. case MO_TRIPLEATTACK:
  2334. case CH_CHAINCRUSH: /* 連柱崩? */
  2335. case CH_TIGERFIST: /* 伏虎�? */
  2336. case PA_SHIELDCHAIN: // Shield Chain
  2337. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2338. case WS_CARTTERMINATION: // Cart Termination
  2339. case AS_VENOMKNIFE:
  2340. case HT_PHANTASMIC:
  2341. case HT_POWER:
  2342. case TK_DOWNKICK:
  2343. case TK_COUNTER:
  2344. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2345. break;
  2346. case MO_COMBOFINISH:
  2347. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2348. { //Becomes a splash attack when Soul Linked.
  2349. map_foreachinrange(skill_area_sub, bl,
  2350. skill_get_splash(skillid, skilllv),BL_CHAR,
  2351. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2352. skill_castend_damage_id);
  2353. } else
  2354. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2355. break;
  2356. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2357. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2358. map_foreachinrange(skill_attack_area, src,
  2359. skill_get_splash(skillid, skilllv), BL_CHAR,
  2360. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2361. break;
  2362. case TK_JUMPKICK:
  2363. if (!unit_can_move(src))
  2364. break;
  2365. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2366. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2367. clif_slide(src,bl->x,bl->y);
  2368. break;
  2369. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2370. // Separate weapon and magic attacks
  2371. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2372. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2373. break;
  2374. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2375. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2376. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2377. skill_get_splash(skillid, skilllv),BL_CHAR,
  2378. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2379. break;
  2380. case MO_INVESTIGATE: /* ?勁 */
  2381. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2382. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2383. status_change_end(src,SC_BLADESTOP,-1);
  2384. break;
  2385. case RG_BACKSTAP: /* バックスタブ */
  2386. {
  2387. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2388. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2389. if (sc && sc->data[SC_HIDING].timer != -1)
  2390. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2391. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2392. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2393. unit_setdir(bl,dir);
  2394. clif_changed_dir(bl);
  2395. }
  2396. else if (sd)
  2397. clif_skill_fail(sd,skillid,0,0);
  2398. }
  2399. break;
  2400. case MO_FINGEROFFENSIVE: /* 指? */
  2401. {
  2402. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2403. if (battle_config.finger_offensive_type && sd) {
  2404. int i;
  2405. for (i = 1; i < sd->spiritball_old; i++)
  2406. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2407. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2408. }
  2409. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2410. status_change_end(src,SC_BLADESTOP,-1);
  2411. }
  2412. break;
  2413. case MO_CHAINCOMBO: /* 連打?カ */
  2414. {
  2415. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2416. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2417. status_change_end(src,SC_BLADESTOP,-1);
  2418. }
  2419. break;
  2420. case KN_CHARGEATK:
  2421. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2422. {
  2423. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2424. {
  2425. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2426. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2427. if (sc->data[SC_BLADESTOP].timer != -1)
  2428. status_change_end(src,SC_BLADESTOP,-1);
  2429. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2430. status_change_end(src,SC_COMBO,-1);
  2431. }
  2432. if(!check_distance_bl(src, bl, 1)) { //Need to move to target.
  2433. struct unit_data *ud;
  2434. int dx,dy;
  2435. if (!unit_can_move(src)) { //You need to be able to move to attack/reach target.
  2436. if (sd) clif_skill_fail(sd,skillid,0,0);
  2437. break;
  2438. }
  2439. dx = bl->x - src->x;
  2440. dy = bl->y - src->y;
  2441. if(dx > 0) dx++;
  2442. else if(dx < 0) dx--;
  2443. if (dy > 0) dy++;
  2444. else if(dy < 0) dy--;
  2445. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2446. flag = distance_bl(src, bl);
  2447. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2448. if (sd) clif_skill_fail(sd,skillid,0,0);
  2449. break;
  2450. }
  2451. clif_slide(src,src->x,src->y);
  2452. 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]
  2453. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2454. else if (sd)
  2455. clif_skill_fail(sd,skillid,0,0);
  2456. ud = unit_bl2ud(src);
  2457. if (ud) {
  2458. if(dx < 0) dx = -dx;
  2459. if(dy < 0) dy = -dy;
  2460. if(dy > dx) dx = dy;
  2461. dy = status_get_speed(src);
  2462. ud->attackabletime = tick + 100 + dy*dx;
  2463. unit_set_walkdelay(src, tick, 100 + dy*dx, 1);
  2464. if(DIFF_TICK(ud->canact_tick,ud->canmove_tick)<0)
  2465. ud->canact_tick = ud->canmove_tick;
  2466. }
  2467. }
  2468. else //Assume minimum distance of 1 for Charge.
  2469. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2470. }
  2471. break;
  2472. /* �?器系範??U?スキル */
  2473. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2474. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2475. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2476. case AC_SHOWER: //Targetted skill implementation.
  2477. if(flag&1){
  2478. /* 個別にダ�??ジを?える */
  2479. if(bl->id!=skill_area_temp[1]){
  2480. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2481. 0x0500);
  2482. }
  2483. } else {
  2484. skill_area_temp[1]=bl->id;
  2485. map_foreachinrange(skill_area_sub, bl,
  2486. skill_get_splash(skillid, skilllv), BL_CHAR,
  2487. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2488. skill_castend_damage_id);
  2489. //Skill-attack at the end in case it has knockback. [Skotlex]
  2490. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2491. }
  2492. break;
  2493. case AS_SPLASHER:
  2494. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2495. if (bl->id != skill_area_temp[1])
  2496. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2497. else
  2498. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2499. } else {
  2500. skill_area_temp[0] = 0;
  2501. skill_area_temp[1] = bl->id;
  2502. map_foreachinrange(skill_area_sub, bl,
  2503. skill_get_splash(skillid, skilllv), BL_CHAR,
  2504. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2505. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2506. map_foreachinrange(skill_area_sub, bl,
  2507. skill_get_splash(skillid, skilllv), BL_CHAR,
  2508. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2509. skill_castend_damage_id);
  2510. }
  2511. break;
  2512. case SM_MAGNUM:
  2513. if(flag&1)
  2514. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2515. else {
  2516. //If we get here, someone changed magnum to be a enemy targetted skill,
  2517. //so treat it as such.
  2518. map_foreachinrange(skill_area_sub, bl,
  2519. skill_get_splash(skillid, skilllv),BL_CHAR,
  2520. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2521. skill_castend_damage_id);
  2522. //Initiate 10% of your damage becomes fire element.
  2523. clif_skill_nodamage (src,bl,skillid,skilllv,
  2524. sc_start4(src,SC_WATK_ELEMENT,100,
  2525. 3,20,0,0,skill_get_time2(skillid, skilllv)));
  2526. if (sd) skill_blockpc_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_foreachinrange(skill_area_sub,bl,
  2544. skill_get_splash(skillid, skilllv),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_foreachinrange(skill_area_sub,bl,
  2553. skill_get_splash(skillid, skilllv),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_foreachincell(skill_area_sub,bl->m,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_foreachinrange(skill_area_sub,bl,
  2589. skill_get_splash(skillid, skilllv),BL_CHAR,
  2590. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2591. skill_castend_nodamage_id);
  2592. }
  2593. break;
  2594. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2595. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2596. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2597. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2598. break;
  2599. case ALL_RESURRECTION: /* リザレクション */
  2600. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2601. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2602. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2603. break;
  2604. /* 魔法系スキル */
  2605. case MG_SOULSTRIKE: /* ソウルストライク */
  2606. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2607. case MG_COLDBOLT: /* コ?[ルドボルト */
  2608. case MG_FIREBOLT: /* ファイア?[ボルト */
  2609. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2610. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2611. case AL_HEAL: /* ヒ?[ル */
  2612. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2613. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2614. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2615. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2616. case PR_ASPERSIO: /* アスペルシオ */
  2617. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2618. case WZ_SIGHTBLASTER:
  2619. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2620. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2621. break;
  2622. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2623. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2624. if (skilllv>1) {
  2625. int range = skilllv/2;
  2626. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2627. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2628. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2629. cnt--;
  2630. if (cnt > 0)
  2631. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2632. skillid,skilllv,cnt,flag);
  2633. }
  2634. break;
  2635. case PR_BENEDICTIO: /* ?ケ??~福 */
  2636. { //Should attack undead and demons. [Skotlex]
  2637. int race = status_get_race(bl);
  2638. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2639. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2640. }
  2641. break;
  2642. /* 魔法系範??U?スキル */
  2643. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2644. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2645. if (flag & 1) {
  2646. /* 個別にダ�??ジを?える */
  2647. if (bl->id == skill_area_temp[1])
  2648. break;
  2649. if(skillid == MG_FIREBALL) //Store distance.
  2650. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2651. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2652. } else {
  2653. skill_area_temp[0]=0;
  2654. skill_area_temp[1]=bl->id;
  2655. switch (skillid) {
  2656. case MG_NAPALMBEAT:
  2657. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2658. map_foreachinrange(skill_area_sub, bl,
  2659. skill_get_splash(skillid, skilllv),BL_CHAR,
  2660. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2661. skill_area_sub_count);
  2662. break;
  2663. case MG_FIREBALL:
  2664. skill_area_temp[2]=bl->x;
  2665. skill_area_temp[3]=bl->y;
  2666. break;
  2667. }
  2668. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2669. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2670. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2671. map_foreachinrange(skill_area_sub,bl,
  2672. skill_get_splash(skillid, skilllv),BL_CHAR,
  2673. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2674. skill_castend_damage_id);
  2675. }
  2676. break;
  2677. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2678. if (flag & 1) {
  2679. if (bl->id != skill_area_temp[1])
  2680. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2681. } else {
  2682. skill_area_temp[0] = 0;
  2683. skill_area_temp[1] = bl->id;
  2684. map_foreachinrange(skill_area_sub, bl,
  2685. skill_get_splash(skillid, skilllv), BL_CHAR,
  2686. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2687. skill_area_sub_count);
  2688. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2689. map_foreachinrange(skill_area_sub, bl,
  2690. skill_get_splash(skillid, skilllv), BL_CHAR,
  2691. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2692. skill_castend_damage_id);
  2693. }
  2694. break;
  2695. case SL_STIN:
  2696. case SL_STUN:
  2697. case SL_SMA:
  2698. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2699. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  2700. clif_skill_fail(sd,skillid,0,0);
  2701. break;
  2702. }
  2703. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2704. break;
  2705. /* その他 */
  2706. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2707. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2708. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2709. } else {
  2710. skill_area_temp[0] = 0;
  2711. skill_area_temp[1] = bl->id;
  2712. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2713. map_foreachinrange(skill_area_sub, bl,
  2714. skill_get_splash(skillid, skilllv), BL_CHAR,
  2715. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2716. map_foreachinrange(skill_area_sub, bl,
  2717. skill_get_splash(skillid, skilllv), BL_CHAR,
  2718. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2719. skill_castend_damage_id);
  2720. }
  2721. break;
  2722. case NPC_DARKBREATH:
  2723. clif_emotion(src,7);
  2724. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2725. break;
  2726. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2727. case PA_PRESSURE: /* プレッシャ? */
  2728. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2729. case TF_THROWSTONE: /* ?ホ投げ */
  2730. case NPC_SMOKING: /* スモ?キング */
  2731. case NPC_SELFDESTRUCTION: /* 自爆 */
  2732. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2733. break;
  2734. // Celest
  2735. case PF_SOULBURN:
  2736. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2738. if (skilllv == 5)
  2739. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2740. if (tsd) {
  2741. tsd->status.sp = 0;
  2742. clif_updatestatus(tsd,SP_SP);
  2743. }
  2744. } else {
  2745. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2746. if (skilllv == 5)
  2747. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2748. if (sd) {
  2749. sd->status.sp = 0;
  2750. clif_updatestatus(sd,SP_SP);
  2751. }
  2752. }
  2753. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2754. break;
  2755. /* HP吸?/HP吸?魔法 */
  2756. case NPC_BLOODDRAIN:
  2757. case NPC_ENERGYDRAIN:
  2758. {
  2759. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2760. src, src, bl, skillid, skilllv, tick, flag);
  2761. if (heal > 0){
  2762. struct block_list tbl;
  2763. tbl.id = 0;
  2764. tbl.type = BL_NUL;
  2765. tbl.m = src->m;
  2766. tbl.x = src->x;
  2767. tbl.y = src->y;
  2768. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2769. battle_heal(NULL, src, heal, 0, 0);
  2770. }
  2771. }
  2772. break;
  2773. //Until they're at right position - gs_damage- [Vicious]
  2774. case GS_TRIPLEACTION:
  2775. case GS_MAGICALBULLET:
  2776. case GS_CRACKER:
  2777. case GS_TRACKING:
  2778. case GS_PIERCINGSHOT:
  2779. case GS_RAPIDSHOWER:
  2780. case GS_DUST:
  2781. case GS_FULLBUSTER:
  2782. case GS_FLING:
  2783. case NJ_SYURIKEN:
  2784. case NJ_KUNAI:
  2785. case NJ_HUUMA:
  2786. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2787. break;
  2788. case GS_BULLSEYE:
  2789. {
  2790. int race = status_get_race(bl);
  2791. if(race == 2 || race == 7)
  2792. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2793. else
  2794. clif_skill_fail(sd,skillid,0,0);
  2795. }
  2796. break;
  2797. case GS_DESPERADO:
  2798. case GS_SPREADATTACK:
  2799. if(flag&1)
  2800. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2801. else {
  2802. //If we get here, someone changed it to be a enemy targetted skill,
  2803. //so treat it as such.
  2804. map_foreachinrange(skill_area_sub, bl,
  2805. skill_get_splash(skillid, skilllv),BL_CHAR,
  2806. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2807. skill_castend_damage_id);
  2808. }
  2809. break;
  2810. case NJ_ZENYNAGE:
  2811. if(sd->status.zeny < skilllv*1000)
  2812. clif_skill_fail(sd,skillid,5,0);
  2813. else
  2814. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2815. break;
  2816. case NJ_KASUMIKIRI:
  2817. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2818. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2819. break;
  2820. case NJ_KIRIKAGE:
  2821. status_change_end(src, SC_HIDING, -1);
  2822. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2823. break;
  2824. case NJ_KOUENKA:
  2825. case NJ_HYOUSENSOU:
  2826. case NJ_HYOUSYOURAKU:
  2827. case NJ_HUUJIN:
  2828. case NJ_RAIGEKISAI:
  2829. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2830. break;
  2831. case NJ_KAMAITACHI:
  2832. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2833. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2834. skill_get_splash(skillid, skilllv),BL_CHAR,
  2835. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2836. break;
  2837. //Not implemented yet [Vicious]
  2838. case GS_GROUNDDRIFT:
  2839. //case NJ_SYURIKEN:
  2840. //case NJ_KUNAI:
  2841. //case NJ_HUUMA:
  2842. //case NJ_ZENYNAGE:
  2843. case NJ_TATAMIGAESHI:
  2844. //case NJ_KASUMIKIRI:
  2845. //case NJ_KIRIKAGE:
  2846. //case NJ_KOUENKA:
  2847. case NJ_KAENSIN:
  2848. //case NJ_HYOUSENSOU:
  2849. //case NJ_HYOUSYOURAKU:
  2850. //case NJ_HUUJIN:
  2851. //case NJ_RAIGEKISAI:
  2852. //case NJ_KAMAITACHI:
  2853. case NJ_ISSEN:
  2854. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2855. break;
  2856. case 0:
  2857. if(sd) {
  2858. if (flag & 3){
  2859. if (bl->id != skill_area_temp[1])
  2860. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2861. } else {
  2862. skill_area_temp[1] = bl->id;
  2863. map_foreachinrange(skill_area_sub, bl,
  2864. sd->splash_range, BL_CHAR,
  2865. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2866. skill_castend_damage_id);
  2867. }
  2868. }
  2869. break;
  2870. default:
  2871. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2872. map_freeblock_unlock();
  2873. return 1;
  2874. }
  2875. map_freeblock_unlock();
  2876. return 0;
  2877. }
  2878. /*==========================================
  2879. * スキル使用?i詠?・完了?AID指定支援系?j
  2880. *------------------------------------------
  2881. */
  2882. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2883. {
  2884. struct map_session_data *sd = NULL;
  2885. struct map_session_data *dstsd = NULL;
  2886. struct status_change *tsc;
  2887. struct mob_data *md = NULL;
  2888. struct mob_data *dstmd = NULL;
  2889. int i,type=-1;
  2890. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2891. nullpo_retr(1, src);
  2892. nullpo_retr(1, bl);
  2893. if (src->m != bl->m)
  2894. return 1;
  2895. if (src->type == BL_PC) {
  2896. sd = (struct map_session_data *)src;
  2897. } else if (src->type == BL_MOB) {
  2898. md = (struct mob_data *)src;
  2899. }
  2900. if (bl->type == BL_PC){
  2901. dstsd = (struct map_session_data *)bl;
  2902. } else if (bl->type == BL_MOB){
  2903. dstmd = (struct mob_data *)bl;
  2904. }
  2905. if(bl->prev == NULL)
  2906. return 1;
  2907. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2908. return 1;
  2909. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2910. return 1;
  2911. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2912. switch (skillid) {
  2913. case AL_HEAL:
  2914. case ALL_RESURRECTION:
  2915. case PR_ASPERSIO:
  2916. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2917. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2918. //Offensive heal does not works on non-enemies. [Skotlex]
  2919. if (sd) clif_skill_fail(sd,skillid,0,0);
  2920. return 0;
  2921. }
  2922. if(!sd) {
  2923. //Prevent non-players from casting offensive heal. [Skotlex]
  2924. clif_emotion(src, 4);
  2925. return 0;
  2926. }
  2927. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2928. }
  2929. break;
  2930. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2931. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2932. case WE_CALLPARTNER:
  2933. case WE_CALLPARENT:
  2934. case WE_CALLBABY:
  2935. { //Find a random spot to place the skill. [Skotlex]
  2936. short x,y;
  2937. i = skill_get_splash(skillid, skilllv);
  2938. x = src->x + i;
  2939. y = src->y + i;
  2940. if (map_random_dir(src, &x, &y))
  2941. return skill_castend_pos2(src,x,y,skillid,skilllv,tick,0);
  2942. else {
  2943. if (sd) clif_skill_fail(sd,skillid,0,0);
  2944. return 0;
  2945. }
  2946. }
  2947. case CR_GRANDCROSS:
  2948. case NPC_GRANDDARKNESS:
  2949. //These are actually ground placed.
  2950. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2951. //Until they're at right position - gs_ground- [Vicious]
  2952. case NJ_KAENSIN: /*火炎陣*/
  2953. case GS_DESPERADO: /*デスペラード*/
  2954. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2955. break;
  2956. case NJ_HYOUSYOURAKU:
  2957. case NJ_RAIGEKISAI:
  2958. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2959. }
  2960. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2961. //But only do this on the first call (flag&~1)
  2962. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2963. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2964. if (skillid > 0 && skillid < MAX_SKILL)
  2965. type = SkillStatusChangeTable[skillid];
  2966. tsc = status_get_sc(bl);
  2967. map_freeblock_lock();
  2968. switch(skillid)
  2969. {
  2970. case AL_HEAL: /* ヒ?ル */
  2971. {
  2972. int heal = skill_calc_heal(src, skilllv);
  2973. int heal_get_jobexp;
  2974. int skill;
  2975. if (skilllv > 10)
  2976. heal = 9999; //9999ヒ?[ル
  2977. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2978. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2979. if (sd) {
  2980. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2981. heal += heal * skill * 2 / 100;
  2982. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2983. (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
  2984. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2985. }
  2986. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2987. && !(status_get_mode(src)&MD_BOSS)
  2988. ) { //Bounce back heal
  2989. if (--tsc->data[SC_KAITE].val2 <= 0)
  2990. status_change_end(bl, SC_KAITE, -1);
  2991. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2992. clif_skill_nodamage (src, src, skillid, heal, 1);
  2993. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2994. } else {
  2995. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2996. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2997. }
  2998. // JOB??値獲得
  2999. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3000. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3001. if (heal_get_jobexp <= 0)
  3002. heal_get_jobexp = 1;
  3003. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  3004. pc_gainexp (sd, 0, heal_get_jobexp);
  3005. }
  3006. }
  3007. break;
  3008. case PR_REDEMPTIO:
  3009. if (sd && !(flag&1)) {
  3010. if (sd->status.party_id == 0) {
  3011. clif_skill_fail(sd,skillid,0,0);
  3012. break;
  3013. }
  3014. skill_area_temp[0] = 0;
  3015. party_foreachsamemap(skill_area_sub,
  3016. sd,skill_get_splash(skillid, skilllv),
  3017. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3018. skill_castend_nodamage_id);
  3019. if (skill_area_temp[0] == 0) {
  3020. clif_skill_fail(sd,skillid,0,0);
  3021. break;
  3022. }
  3023. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3024. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3025. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3026. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3027. clif_updatestatus(sd,SP_BASEEXP);
  3028. clif_updatestatus(sd,SP_JOBEXP);
  3029. }
  3030. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  3031. break;
  3032. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  3033. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3034. skilllv = 3; //Resurrection level 3 is used
  3035. } else //Invalid target, skip resurrection.
  3036. break;
  3037. case ALL_RESURRECTION: /* リザレクション */
  3038. if(sd && map_flag_gvg(bl->m))
  3039. { //No reviving in WoE grounds!
  3040. clif_skill_fail(sd,skillid,0,0);
  3041. break;
  3042. }
  3043. if(dstsd) {
  3044. int per = 0;
  3045. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  3046. break; /* PVPで復活不可能?態 */
  3047. if (pc_isdead(dstsd)) { /* 死亡判定 */
  3048. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3049. switch(skilllv){
  3050. case 1: per=10; break;
  3051. case 2: per=30; break;
  3052. case 3: per=50; break;
  3053. case 4: per=80; break;
  3054. }
  3055. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3056. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3057. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3058. dstsd->status.hp = dstsd->status.max_hp;
  3059. dstsd->status.sp = dstsd->status.max_sp;
  3060. }
  3061. pc_setstand(dstsd);
  3062. if(battle_config.pc_invincible_time > 0)
  3063. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3064. clif_updatestatus(dstsd, SP_HP);
  3065. clif_resurrection(bl, 1);
  3066. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3067. int exp = 0,jexp = 0;
  3068. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3069. if(lv > 0) {
  3070. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3071. if (exp < 1) exp = 1;
  3072. }
  3073. if(jlv > 0) {
  3074. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3075. if (jexp < 1) jexp = 1;
  3076. }
  3077. if(exp > 0 || jexp > 0)
  3078. pc_gainexp (sd, exp, jexp);
  3079. }
  3080. }
  3081. }
  3082. break;
  3083. case AL_DECAGI: /* 速度減?ュ */
  3084. clif_skill_nodamage (src, bl, skillid, skilllv,
  3085. sc_start(bl, type,
  3086. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3087. skilllv, skill_get_time(skillid,skilllv)));
  3088. break;
  3089. case AL_CRUCIS:
  3090. if (flag & 1) {
  3091. if (battle_check_target (src, bl, BCT_ENEMY))
  3092. sc_start(bl,type,
  3093. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3094. skilllv,0);
  3095. } else {
  3096. map_foreachinrange(skill_area_sub, src,
  3097. skill_get_splash(skillid, skilllv), BL_CHAR,
  3098. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3099. skill_castend_nodamage_id);
  3100. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3101. }
  3102. break;
  3103. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3104. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3105. status_change_end(bl,type, -1);
  3106. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3107. } else
  3108. clif_skill_nodamage (src, bl, skillid, skilllv,
  3109. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3110. break;
  3111. case SA_ABRACADABRA:
  3112. {
  3113. int abra_skillid = 0, abra_skilllv;
  3114. if (sd)
  3115. { //Crash-fix [Skotlex]
  3116. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3117. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3118. { //bug fixed by Lupus (item pos can be 0, too!)
  3119. clif_skill_fail(sd,skillid,0,0);
  3120. break;
  3121. }
  3122. pc_delitem(sd, i, 1, 0);
  3123. }
  3124. do {
  3125. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3126. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3127. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3128. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3129. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3130. abra_skillid = 0; // reset to get a new id
  3131. } while (abra_skillid == 0);
  3132. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3133. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3134. if (sd)
  3135. { //Crash-protection against Abracadabra casting pets
  3136. sd->skillitem = abra_skillid;
  3137. sd->skillitemlv = abra_skilllv;
  3138. sd->state.abra_flag = 1;
  3139. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3140. } else
  3141. { // [Skotlex]
  3142. struct unit_data *ud = unit_bl2ud(src);
  3143. int inf = skill_get_inf(abra_skillid);
  3144. int target_id = 0;
  3145. if (!ud) break;
  3146. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3147. if (src->type == BL_PET)
  3148. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3149. if (!bl) bl = src;
  3150. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3151. } else { //Assume offensive skills
  3152. if (ud->attacktarget)
  3153. target_id = ud->attacktarget;
  3154. else switch (src->type) {
  3155. case BL_MOB:
  3156. target_id = ((TBL_MOB*)src)->target_id;
  3157. break;
  3158. case BL_PET:
  3159. target_id = ((TBL_PET*)src)->target_id;
  3160. break;
  3161. }
  3162. if (!target_id)
  3163. break;
  3164. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3165. bl = map_id2bl(target_id);
  3166. if (!bl) bl = src;
  3167. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3168. } else
  3169. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3170. }
  3171. }
  3172. }
  3173. break;
  3174. case SA_COMA:
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,
  3176. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3177. break;
  3178. case SA_FULLRECOVERY:
  3179. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3180. if (status_isimmune(bl))
  3181. break;
  3182. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3183. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3184. break;
  3185. case SA_SUMMONMONSTER:
  3186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3187. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3188. break;
  3189. case SA_LEVELUP:
  3190. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3191. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3192. break;
  3193. case SA_INSTANTDEATH:
  3194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3195. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3196. break;
  3197. case SA_QUESTION:
  3198. case SA_GRAVITY:
  3199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3200. break;
  3201. case SA_CLASSCHANGE:
  3202. {
  3203. //クラスチェンジ用ボスモンスタ?ID
  3204. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3205. ,1157,1159,1190,1272,1312,1373,1492};
  3206. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3207. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3208. if(dstmd) mob_class_change(dstmd,class_);
  3209. }
  3210. break;
  3211. case SA_MONOCELL:
  3212. {
  3213. static int poringclass[]={1002};
  3214. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3215. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3216. if(dstmd) mob_class_change(dstmd,class_);
  3217. }
  3218. break;
  3219. case SA_DEATH:
  3220. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3221. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3222. break;
  3223. case SA_REVERSEORCISH:
  3224. clif_skill_nodamage(src,bl,skillid,skilllv,
  3225. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3226. break;
  3227. case SA_FORTUNE:
  3228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3229. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3230. break;
  3231. case SA_TAMINGMONSTER:
  3232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3233. if (sd && dstmd) {
  3234. for (i = 0; i < MAX_PET_DB; i++) {
  3235. if (dstmd->class_ == pet_db[i].class_) {
  3236. pet_catch_process1 (sd, dstmd->class_);
  3237. break;
  3238. }
  3239. }
  3240. }
  3241. break;
  3242. case AL_INCAGI: /* 速度?加 */
  3243. case AL_BLESSING: /* ブレッシング */
  3244. case PR_SLOWPOISON:
  3245. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3246. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3247. case PR_SUFFRAGIUM: /* サフラギウム */
  3248. case PR_BENEDICTIO: /* ?ケ??~福 */
  3249. clif_skill_nodamage(src,bl,skillid,skilllv,
  3250. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3251. break;
  3252. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3253. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3254. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3255. clif_skill_fail(sd,skillid,0,0);
  3256. map_freeblock_unlock();
  3257. return 1;
  3258. }
  3259. }
  3260. clif_skill_nodamage(src,bl,skillid,skilllv,
  3261. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3262. break;
  3263. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3264. {
  3265. struct status_change *sc= status_get_sc(src);
  3266. int type2 = SC_MARIONETTE2;
  3267. if(sc && tsc){
  3268. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3269. sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
  3270. sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
  3271. clif_marionette(src, bl);
  3272. }
  3273. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3274. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3275. status_change_end(src, type, -1);
  3276. status_change_end(bl, type2, -1);
  3277. clif_marionette(src, 0);
  3278. }
  3279. else {
  3280. if (sd) clif_skill_fail(sd,skillid,0,0);
  3281. map_freeblock_unlock();
  3282. return 1;
  3283. }
  3284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3285. }
  3286. }
  3287. break;
  3288. case RG_CLOSECONFINE:
  3289. clif_skill_nodamage(src,bl,skillid,skilllv,
  3290. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3291. break;
  3292. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3293. case SA_FROSTWEAPON:
  3294. case SA_LIGHTNINGLOADER:
  3295. case SA_SEISMICWEAPON:
  3296. if (dstsd) {
  3297. if(dstsd->status.weapon == 0 ||
  3298. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3299. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3300. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3301. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3302. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3303. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3304. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3305. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3306. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3307. ))
  3308. ) {
  3309. if (sd) clif_skill_fail(sd,skillid,0,0);
  3310. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3311. break;
  3312. }
  3313. }
  3314. if (sd) {
  3315. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3316. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3317. clif_skill_fail(sd,skillid,0,0);
  3318. break;
  3319. }
  3320. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3321. }
  3322. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3323. i = skilllv <4?(60+skilllv*10):100;
  3324. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3325. if(!i) {
  3326. if (sd) clif_skill_fail(sd,skillid,0,0);
  3327. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3328. sd && sd != dstsd)
  3329. clif_displaymessage(sd->fd,"You broke target's weapon");
  3330. }
  3331. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3332. break;
  3333. case PR_ASPERSIO: /* アスペルシオ */
  3334. if (sd && dstmd) {
  3335. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3336. break;
  3337. }
  3338. clif_skill_nodamage(src,bl,skillid,skilllv,
  3339. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3340. break;
  3341. case TK_SEVENWIND:
  3342. switch(skilllv){
  3343. case 1:
  3344. type=SC_EARTHWEAPON;
  3345. break;
  3346. case 2:
  3347. type=SC_WINDWEAPON;
  3348. break;
  3349. case 3:
  3350. type=SC_WATERWEAPON;
  3351. break;
  3352. case 4:
  3353. type=SC_FIREWEAPON;
  3354. break;
  3355. case 5:
  3356. type=SC_GHOSTWEAPON;
  3357. break;
  3358. case 6:
  3359. type=SC_SHADOWWEAPON;
  3360. break;
  3361. case 7:
  3362. type=SC_ASPERSIO;
  3363. break;
  3364. }
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,
  3366. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3367. break;
  3368. case PR_KYRIE: /* キリエエレイソン */
  3369. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3370. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3371. break;
  3372. //Passive Magnum, should had been casted on yourself.
  3373. case SM_MAGNUM:
  3374. map_foreachinrange(skill_area_sub, src,
  3375. skill_get_splash(skillid, skilllv),BL_CHAR,
  3376. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3377. skill_castend_damage_id);
  3378. //Initiate 10% of your damage becomes fire element.
  3379. clif_skill_nodamage (src,src,skillid,skilllv,
  3380. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)));
  3381. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3382. break;
  3383. case LK_BERSERK: /* バ?サ?ク */
  3384. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3385. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3386. case KN_ONEHAND:
  3387. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3388. case CR_REFLECTSHIELD:
  3389. case AS_POISONREACT: /* ポイズンリアクト */
  3390. case MC_LOUD: /* ラウドボイス */
  3391. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3392. case MG_SIGHT: /* サイト */
  3393. case AL_RUWACH: /* ルアフ */
  3394. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3395. case MO_STEELBODY: // 金?�
  3396. case MO_BLADESTOP: // 白?n取り
  3397. case LK_AURABLADE: /* オ?ラブレ?ド */
  3398. case LK_PARRYING: /* パリイング */
  3399. case LK_CONCENTRATION: /* コンセントレ?ション */
  3400. case WS_CARTBOOST: /* カ?トブ?スト */
  3401. case SN_SIGHT: /* トゥル?サイト */
  3402. case WS_MELTDOWN: /* �?ルトダウン */
  3403. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3404. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3405. case HW_MAGICPOWER: /* 魔法力?�? */
  3406. case PF_MEMORIZE: /* �?モライズ */
  3407. case PA_SACRIFICE:
  3408. case ASC_EDP: // [Celest]
  3409. case NPC_STOP:
  3410. case WZ_SIGHTBLASTER:
  3411. case SG_SUN_COMFORT:
  3412. case SG_MOON_COMFORT:
  3413. case SG_STAR_COMFORT:
  3414. case NPC_HALLUCINATION:
  3415. clif_skill_nodamage(src,bl,skillid,skilllv,
  3416. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3417. break;
  3418. case SG_SUN_WARM:
  3419. case SG_MOON_WARM:
  3420. case SG_STAR_WARM:
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,
  3422. sc_start4(bl,type,100,skilllv,0,skillid,
  3423. skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv)));
  3424. break;
  3425. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3427. if (sd && battle_config.player_skill_partner_check &&
  3428. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3429. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3430. } else
  3431. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3432. break;
  3433. case HP_ASSUMPTIO:
  3434. if (flag&1)
  3435. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3436. else
  3437. {
  3438. map_foreachinrange(skill_area_sub, bl,
  3439. skill_get_splash(skillid, skilllv), BL_PC,
  3440. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3441. skill_castend_nodamage_id);
  3442. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3443. }
  3444. break;
  3445. case SM_ENDURE: /* インデュア */
  3446. clif_skill_nodamage(src,bl,skillid,skilllv,
  3447. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3448. if (sd)
  3449. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3450. break;
  3451. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3452. if (sd && dstsd && dstsd->sc.count) {
  3453. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3454. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3455. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3456. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3457. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3458. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3459. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3460. ) {
  3461. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3462. clif_skill_fail(sd,skillid,0,0);
  3463. break;
  3464. }
  3465. }
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,
  3467. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3468. break;
  3469. case LK_TENSIONRELAX: /* テンションリラックス */
  3470. if (sd) {
  3471. pc_setsit(sd);
  3472. clif_sitting(sd);
  3473. }
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,
  3475. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3476. break;
  3477. case MC_CHANGECART:
  3478. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3479. break;
  3480. case TK_MISSION:
  3481. if (sd) {
  3482. int id;
  3483. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3484. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. break;
  3487. }
  3488. id = mob_get_random_id(0,0, sd->status.base_level);
  3489. if (!id) {
  3490. clif_skill_fail(sd,skillid,0,0);
  3491. break;
  3492. }
  3493. sd->mission_mobid = id;
  3494. sd->mission_count = 0;
  3495. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3496. clif_mission_mob(sd, id, 0);
  3497. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3498. }
  3499. break;
  3500. case AC_CONCENTRATION: /* ?W中力向?� */
  3501. {
  3502. clif_skill_nodamage(src,bl,skillid,skilllv,
  3503. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3504. map_foreachinrange( status_change_timer_sub, src,
  3505. skill_get_splash(skillid, skilllv), BL_CHAR,
  3506. src,status_get_sc(src),type,tick);
  3507. }
  3508. break;
  3509. case SM_PROVOKE: /* プ�?ボック */
  3510. /* MVPmobと不死には?かない */
  3511. 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
  3512. map_freeblock_unlock();
  3513. return 1;
  3514. }
  3515. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3516. clif_skill_nodamage(src,bl,skillid,skilllv,
  3517. (i=sc_start(bl,type,
  3518. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3519. skilllv,skill_get_time(skillid,skilllv))));
  3520. if (!i)
  3521. {
  3522. if (sd)
  3523. clif_skill_fail(sd,skillid,0,0);
  3524. map_freeblock_unlock();
  3525. return 0;
  3526. }
  3527. unit_skillcastcancel(bl, 2);
  3528. if(tsc && tsc->count){
  3529. if(tsc->data[SC_FREEZE].timer!=-1)
  3530. status_change_end(bl,SC_FREEZE,-1);
  3531. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3532. status_change_end(bl,SC_STONE,-1);
  3533. if(tsc->data[SC_SLEEP].timer!=-1)
  3534. status_change_end(bl,SC_SLEEP,-1);
  3535. }
  3536. if(dstmd) {
  3537. dstmd->state.provoke_flag = src->id;
  3538. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3539. }
  3540. break;
  3541. case CR_DEVOTION: /* ディボ?ション */
  3542. if(sd && dstsd)
  3543. {
  3544. //??カや養子の?�?№フ元の?E業を算?oする
  3545. int lv = sd->status.base_level - dstsd->status.base_level;
  3546. if (lv < 0) lv = -lv;
  3547. if (lv > battle_config.devotion_level_difference ||
  3548. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3549. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3550. clif_skill_fail(sd,skillid,0,0);
  3551. map_freeblock_unlock();
  3552. return 1;
  3553. }
  3554. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3555. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3556. if (i == skilllv)
  3557. {
  3558. clif_skill_fail(sd,skillid,0,0);
  3559. map_freeblock_unlock();
  3560. return 1;
  3561. }
  3562. sd->devotion[i] = bl->id;
  3563. clif_skill_nodamage(src,bl,skillid,skilllv,
  3564. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3565. clif_devotion(sd);
  3566. }
  3567. else
  3568. if (sd)
  3569. clif_skill_fail(sd,skillid,0,0);
  3570. break;
  3571. case MO_CALLSPIRITS: // ?功
  3572. if(sd) {
  3573. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3574. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3575. }
  3576. break;
  3577. case CH_SOULCOLLECT: // 狂?功
  3578. if(sd) {
  3579. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3580. for (i = 0; i < 5; i++)
  3581. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3582. }
  3583. break;
  3584. case MO_KITRANSLATION:
  3585. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3586. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3587. }
  3588. break;
  3589. case TK_TURNKICK:
  3590. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3591. if (skill_area_temp[1] != bl->id) {
  3592. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3593. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3594. }
  3595. break;
  3596. case MO_ABSORBSPIRITS: // ?奪
  3597. i = 0;
  3598. if (dstsd && dstsd->spiritball > 0)
  3599. {
  3600. if (((sd && sd == dstsd) || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER))
  3601. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3602. i = dstsd->spiritball * 7;
  3603. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3604. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3605. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3606. i = 2 * dstmd->db->lv;
  3607. mob_target(dstmd,src,0);
  3608. }
  3609. if (sd){
  3610. if (i > 0x7FFF)
  3611. i = 0x7FFF;
  3612. if (sd->status.sp + i > sd->status.max_sp)
  3613. i = sd->status.max_sp - sd->status.sp;
  3614. if (i) {
  3615. sd->status.sp += i;
  3616. clif_heal(sd->fd,SP_SP,i);
  3617. }
  3618. }
  3619. }
  3620. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3621. break;
  3622. case AC_MAKINGARROW: /* 矢?�?ャ */
  3623. if(sd) {
  3624. clif_arrow_create_list(sd);
  3625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3626. }
  3627. break;
  3628. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3629. if(sd) {
  3630. clif_skill_produce_mix_list(sd,22);
  3631. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3632. }
  3633. break;
  3634. case SA_CREATECON:
  3635. if(sd) {
  3636. clif_skill_produce_mix_list(sd,23);
  3637. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3638. }
  3639. break;
  3640. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3641. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3642. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3643. break;
  3644. }
  3645. clif_skill_nodamage(src,bl,skillid,skilllv,
  3646. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3647. break;
  3648. case RG_RAID: /* サプライズアタック */
  3649. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3650. map_foreachinrange(skill_area_sub, bl,
  3651. skill_get_splash(skillid, skilllv), BL_CHAR,
  3652. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3653. skill_castend_damage_id);
  3654. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3655. break;
  3656. case ASC_METEORASSAULT: /* �?テオアサルト */
  3657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3658. map_foreachinrange(skill_area_sub, bl,
  3659. skill_get_splash(skillid, skilllv), BL_CHAR,
  3660. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3661. skill_castend_damage_id);
  3662. break;
  3663. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3664. {
  3665. int c,n=4,ar;
  3666. int dir = map_calc_dir(src,bl->x,bl->y);
  3667. struct square tc;
  3668. int x=bl->x,y=bl->y;
  3669. ar=skilllv/3;
  3670. skill_brandishspear_first(&tc,dir,x,y);
  3671. skill_brandishspear_dir(&tc,dir,4);
  3672. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3673. /* 範?④ */
  3674. if(skilllv == 10){
  3675. for(c=1;c<4;c++){
  3676. map_foreachincell(skill_area_sub,
  3677. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3678. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3679. skill_castend_damage_id);
  3680. }
  3681. }
  3682. /* 範?③② */
  3683. if(skilllv > 6){
  3684. skill_brandishspear_dir(&tc,dir,-1);
  3685. n--;
  3686. }else{
  3687. skill_brandishspear_dir(&tc,dir,-2);
  3688. n-=2;
  3689. }
  3690. if(skilllv > 3){
  3691. for(c=0;c<5;c++){
  3692. map_foreachincell(skill_area_sub,
  3693. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3694. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3695. skill_castend_damage_id);
  3696. if(skilllv > 6 && n==3 && c==4){
  3697. skill_brandishspear_dir(&tc,dir,-1);
  3698. n--;c=-1;
  3699. }
  3700. }
  3701. }
  3702. /* 範?① */
  3703. for(c=0;c<10;c++){
  3704. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3705. map_foreachincell(skill_area_sub,
  3706. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3707. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3708. skill_castend_damage_id);
  3709. }
  3710. }
  3711. break;
  3712. case WZ_SIGHTRASHER:
  3713. //Passive side of the attack.
  3714. status_change_end(src,SC_SIGHT,-1);
  3715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3716. map_foreachinrange(skill_area_sub,src,
  3717. skill_get_splash(skillid, skilllv),BL_CHAR,
  3718. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3719. skill_castend_damage_id);
  3720. break;
  3721. case WZ_FROSTNOVA:
  3722. map_foreachinrange(skill_attack_area, src,
  3723. skill_get_splash(skillid, skilllv), BL_CHAR,
  3724. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3725. break;
  3726. case NPC_SELFDESTRUCTION:
  3727. clif_skill_nodamage(src, src, skillid, -1, 1);
  3728. map_foreachinrange(skill_area_sub, bl,
  3729. skill_get_splash(skillid, skilllv), BL_CHAR,
  3730. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3731. skill_castend_damage_id);
  3732. battle_damage(src, src, status_get_max_hp(src), 0);
  3733. break;
  3734. /* パ?ティスキル */
  3735. case AL_ANGELUS: /* エンジェラス */
  3736. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3737. case PR_GLORIA: /* グ�?リア */
  3738. case SN_WINDWALK: /* ウインドウォ?ク */
  3739. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3740. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3741. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3742. } else if (sd) {
  3743. /* パ?ティ全?への?�? */
  3744. party_foreachsamemap (skill_area_sub,
  3745. sd,skill_get_splash(skillid, skilllv),
  3746. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3747. skill_castend_nodamage_id);
  3748. }
  3749. break;
  3750. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3751. case BS_ADRENALINE2:
  3752. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3753. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3754. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3755. /* 個別の?�? */
  3756. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3757. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3758. } else if (sd) {
  3759. /* パ?ティ全?への?�? */
  3760. party_foreachsamemap(skill_area_sub,
  3761. sd,skill_get_splash(skillid, skilllv),
  3762. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3763. skill_castend_nodamage_id);
  3764. }
  3765. break;
  3766. case BS_MAXIMIZE:
  3767. case NV_TRICKDEAD:
  3768. case CR_DEFENDER:
  3769. case CR_AUTOGUARD:
  3770. case TK_READYSTORM:
  3771. case TK_READYDOWN:
  3772. case TK_READYTURN:
  3773. case TK_READYCOUNTER:
  3774. case TK_DODGE:
  3775. case CR_SHRINK:
  3776. case ST_PRESERVE:
  3777. case SG_FUSION:
  3778. if (tsc && tsc->data[type].timer != -1)
  3779. i = status_change_end(bl, type, -1);
  3780. else
  3781. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3782. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3783. break;
  3784. case SL_KAITE:
  3785. case SL_KAAHI:
  3786. case SL_KAIZEL:
  3787. case SL_KAUPE:
  3788. if (sd) {
  3789. if (!dstsd || !(
  3790. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3791. dstsd->char_id == sd->char_id ||
  3792. dstsd->char_id == sd->status.partner_id ||
  3793. dstsd->char_id == sd->status.child
  3794. )) {
  3795. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  3796. clif_skill_fail(sd,skillid,0,0);
  3797. break;
  3798. }
  3799. }
  3800. clif_skill_nodamage(src,bl,skillid,skilllv,
  3801. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3802. break;
  3803. case SM_AUTOBERSERK: // Celest
  3804. if (tsc && tsc->data[type].timer != -1)
  3805. i = status_change_end(bl, type, -1);
  3806. else
  3807. i = sc_start(bl,type,100,skilllv,0);
  3808. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3809. break;
  3810. case TF_HIDING: /* ハイディング */
  3811. case ST_CHASEWALK: /* ハイディング */
  3812. if (tsc && tsc->data[type].timer != -1)
  3813. i = status_change_end(bl, type, -1);
  3814. else
  3815. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3816. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3817. break;
  3818. case TK_RUN:
  3819. if (tsc && tsc->data[type].timer != -1)
  3820. i = status_change_end(bl, type, -1);
  3821. else
  3822. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3823. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3824. break;
  3825. case AS_CLOAKING: /* ク�??キング */
  3826. if(tsc && tsc->data[type].timer!=-1 )
  3827. /* 解?怩キる */
  3828. i = status_change_end(bl, type, -1);
  3829. else
  3830. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3831. clif_skill_nodamage(src,bl,skillid,-1,i);
  3832. if (!i && sd)
  3833. clif_skill_fail(sd,skillid,0,0);
  3834. break;
  3835. /* ?地スキル */
  3836. case BD_LULLABY: /* 子守唄 */
  3837. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3838. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3839. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3840. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3841. case BD_ROKISWEIL: /* �?キの叫び */
  3842. case BD_INTOABYSS: /* ?[淵の中に */
  3843. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3844. case BA_DISSONANCE: /* 不協和音 */
  3845. case BA_POEMBRAGI: /* ブラギの�? */
  3846. case BA_WHISTLE: /* 口笛 */
  3847. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3848. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3849. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3850. case DC_HUMMING: /* ハミング */
  3851. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3852. case DC_FORTUNEKISS: /* ?K運のキス */
  3853. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3854. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3855. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3856. break;
  3857. case HP_BASILICA: /* バジリカ */
  3858. case CG_HERMODE: // Wand of Hermod
  3859. {
  3860. struct skill_unit_group *sg;
  3861. unit_stop_walking(src,1);
  3862. skill_clear_unitgroup(src);
  3863. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3864. if(skillid == CG_HERMODE)
  3865. i = sc_start4(src,SC_DANCING,100,
  3866. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3867. else
  3868. i = sc_start4(src,type,100,
  3869. skilllv,0,BCT_SELF,sg->group_id,
  3870. skill_get_time(skillid,skilllv));
  3871. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3872. }
  3873. break;
  3874. case PA_GOSPEL: /* ゴスペル */
  3875. if (!tsc) break;
  3876. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3877. i = status_change_end(bl,SC_GOSPEL,-1);
  3878. } else {
  3879. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3880. if (tsc->data[type].timer != -1)
  3881. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3882. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3883. }
  3884. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3885. break;
  3886. case BD_ADAPTATION: /* アドリブ */
  3887. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3889. skill_stop_dancing(bl);
  3890. }
  3891. break;
  3892. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3893. case DC_SCREAM: /* スクリ?ム */
  3894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3895. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3896. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3897. char temp[128];
  3898. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3899. break; //Message won't fit on buffer. [Skotlex]
  3900. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3901. clif_GlobalMessage(&md->bl,temp);
  3902. }
  3903. break;
  3904. case BA_PANGVOICE://パンボイス
  3905. clif_skill_nodamage(src,bl,skillid,skilllv,
  3906. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3907. break;
  3908. case DC_WINKCHARM://魅惑のウィンク
  3909. if(dstsd){
  3910. clif_skill_nodamage(src,bl,skillid,skilllv,
  3911. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3912. }else if(dstmd)
  3913. {
  3914. int race = status_get_race(bl);
  3915. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3916. clif_skill_nodamage(src,bl,skillid,skilllv,
  3917. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3918. } else{
  3919. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3920. if(sd)
  3921. clif_skill_fail(sd,skillid,0,0);
  3922. }
  3923. }
  3924. break;
  3925. case TF_STEAL: // スティ?ル
  3926. if(sd) {
  3927. if(pc_steal_item(sd,bl))
  3928. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3929. else
  3930. clif_skill_fail(sd,skillid,0x0a,0);
  3931. }
  3932. break;
  3933. case RG_STEALCOIN: // スティ?ルコイン
  3934. if(sd) {
  3935. if(pc_steal_coin(sd,bl)) {
  3936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3937. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3938. }
  3939. else
  3940. clif_skill_fail(sd,skillid,0,0);
  3941. }
  3942. break;
  3943. case MG_STONECURSE: /* スト?ンカ?ス */
  3944. {
  3945. if (status_get_mode(bl)&MD_BOSS) {
  3946. if (sd) clif_skill_fail(sd,skillid,0,0);
  3947. break;
  3948. }
  3949. if(status_isimmune(bl) || !tsc)
  3950. break;
  3951. if (dstmd)
  3952. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3953. if (tsc->data[SC_STONE].timer != -1) {
  3954. status_change_end(bl,SC_STONE,-1);
  3955. if (sd) clif_skill_fail(sd,skillid,0,0);
  3956. break;
  3957. }
  3958. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3959. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3960. else if(sd) {
  3961. clif_skill_fail(sd,skillid,0,0);
  3962. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3963. if (skilllv > 5) break;
  3964. }
  3965. if (sd) {
  3966. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3967. break; //Do not delete the gemstone.
  3968. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3969. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3970. }
  3971. }
  3972. break;
  3973. case NV_FIRSTAID: /* ?急手? */
  3974. clif_skill_nodamage(src,bl,skillid,5,1);
  3975. battle_heal(NULL,bl,5,0,0);
  3976. break;
  3977. case AL_CURE: /* キュア? */
  3978. if(status_isimmune(bl)) {
  3979. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3980. break;
  3981. }
  3982. status_change_end(bl, SC_SILENCE , -1 );
  3983. status_change_end(bl, SC_BLIND , -1 );
  3984. status_change_end(bl, SC_CONFUSION, -1 );
  3985. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  3986. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3987. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3988. break;
  3989. case TF_DETOXIFY: /* 解毒 */
  3990. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3991. status_change_end(bl, SC_POISON , -1 );
  3992. status_change_end(bl, SC_DPOISON , -1 );
  3993. break;
  3994. case PR_STRECOVERY: /* リカバリ? */
  3995. if(status_isimmune(bl)) {
  3996. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3997. break;
  3998. }
  3999. status_change_end(bl, SC_FREEZE , -1 );
  4000. status_change_end(bl, SC_STONE , -1 );
  4001. status_change_end(bl, SC_SLEEP , -1 );
  4002. status_change_end(bl, SC_STUN , -1 );
  4003. //Is this equation really right? It looks so... special.
  4004. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  4005. status_change_start(bl, SC_BLIND,
  4006. 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  4007. 1,0,0,0,
  4008. skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  4009. }
  4010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4011. if(dstmd){
  4012. dstmd->attacked_id=0;
  4013. dstmd->target_id=0;
  4014. dstmd->state.skillstate=MSS_IDLE;
  4015. dstmd->next_walktime=tick+rand()%3000+3000;
  4016. }
  4017. break;
  4018. case WZ_ESTIMATION: /* モンスタ??﨣� */
  4019. if(sd) {
  4020. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4021. clif_skill_estimation((struct map_session_data *)src,bl);
  4022. }
  4023. break;
  4024. case BS_REPAIRWEAPON: /* �?器?C�? */
  4025. if(sd && dstsd)
  4026. clif_item_repair_list(sd,dstsd);
  4027. break;
  4028. case MC_IDENTIFY: /* アイテム鑑定 */
  4029. if(sd)
  4030. clif_item_identify_list(sd);
  4031. break;
  4032. // Weapon Refining [Celest]
  4033. case WS_WEAPONREFINE:
  4034. if(sd)
  4035. clif_item_refine_list(sd);
  4036. break;
  4037. case MC_VENDING: /* 露店開?ン */
  4038. if(sd)
  4039. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4040. if ( pc_can_give_items(pc_isGM(sd)) )
  4041. clif_skill_fail(sd,skillid,0,0);
  4042. else
  4043. clif_openvendingreq(sd,2+skilllv);
  4044. }
  4045. break;
  4046. case AL_TELEPORT: /* テレポ?ト */
  4047. if(sd) {
  4048. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  4049. clif_skill_teleportmessage(sd,0);
  4050. break;
  4051. }
  4052. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4053. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4054. break;
  4055. }
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. if(skilllv == 1) {
  4058. // possibility to skip menu [LuzZza]
  4059. if(!battle_config.skip_teleport_lv1_menu &&
  4060. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4061. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4062. else
  4063. pc_randomwarp(sd,3);
  4064. } else {
  4065. if (sd->skillitem != AL_TELEPORT)
  4066. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4067. mapindex_id2name(sd->status.save_point.map),"","");
  4068. else //Autocasted Teleport level 2??
  4069. pc_setpos(sd,sd->status.save_point.map,
  4070. sd->status.save_point.x,sd->status.save_point.y,3);
  4071. }
  4072. } else
  4073. unit_warp(bl,-1,-1,-1,3);
  4074. break;
  4075. case AL_HOLYWATER: /* アクアベネディクタ */
  4076. if(sd) {
  4077. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4078. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4079. else
  4080. clif_skill_fail(sd,skillid,0,0);
  4081. }
  4082. break;
  4083. case TF_PICKSTONE:
  4084. if(sd) {
  4085. int eflag;
  4086. struct item item_tmp;
  4087. struct block_list tbl;
  4088. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4089. memset(&item_tmp,0,sizeof(item_tmp));
  4090. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4091. item_tmp.nameid = 7049;
  4092. item_tmp.identify = 1;
  4093. tbl.id = 0;
  4094. clif_takeitem(&sd->bl,&tbl);
  4095. eflag = pc_additem(sd,&item_tmp,1);
  4096. if(eflag) {
  4097. clif_additem(sd,0,0,eflag);
  4098. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4099. }
  4100. }
  4101. break;
  4102. case ASC_CDP:
  4103. if(sd) {
  4104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4105. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4106. }
  4107. break;
  4108. case RG_STRIPWEAPON: /* ストリップウェポン */
  4109. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4110. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4111. case RG_STRIPHELM: /* ストリップヘルム */
  4112. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4113. case GS_DISARM: // Added disarm. [Reddozen]
  4114. {
  4115. int strip_fix, equip = 0;
  4116. int sclist[4] = {0,0,0,0};
  4117. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4118. equip |= EQP_WEAPON;
  4119. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4120. equip |= EQP_SHIELD;
  4121. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4122. equip |= EQP_ARMOR;
  4123. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4124. equip |= EQP_HELM;
  4125. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4126. if(strip_fix < 0)
  4127. strip_fix=0;
  4128. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4129. {
  4130. if (sd)
  4131. clif_skill_fail(sd,skillid,0,0);
  4132. break;
  4133. }
  4134. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4135. if (dstsd) {
  4136. for (i=0;i<11;i++) {
  4137. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4138. 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)) {
  4139. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4140. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4141. } 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)) {
  4142. 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
  4143. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4144. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4145. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4146. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4147. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4148. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4149. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4150. }
  4151. }
  4152. }
  4153. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4154. if (equip &EQP_WEAPON)
  4155. sclist[0] = SC_STRIPWEAPON;
  4156. if (equip &EQP_SHIELD)
  4157. sclist[1] = SC_STRIPSHIELD;
  4158. if (equip &EQP_ARMOR)
  4159. sclist[2] = SC_STRIPARMOR;
  4160. if (equip &EQP_HELM)
  4161. sclist[3] = SC_STRIPHELM;
  4162. }
  4163. for (i=0;i<4;i++) {
  4164. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4165. sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4166. }
  4167. break;
  4168. }
  4169. /* PotionPitcher */
  4170. case AM_BERSERKPITCHER:
  4171. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4172. {
  4173. struct block_list tbl;
  4174. int i,x,hp = 0,sp = 0,bonus=100;
  4175. if(sd) {
  4176. x = skilllv%11 - 1;
  4177. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4178. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4179. clif_skill_fail(sd,skillid,0,0);
  4180. map_freeblock_unlock();
  4181. return 1;
  4182. }
  4183. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4184. clif_skill_fail(sd,skillid,0,0);
  4185. map_freeblock_unlock();
  4186. return 1;
  4187. }
  4188. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4189. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4190. clif_skill_fail(sd,skillid,0,0);
  4191. map_freeblock_unlock();
  4192. return 1;
  4193. }
  4194. }
  4195. potion_flag = 1;
  4196. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4197. potion_target = bl->id;
  4198. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4199. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4200. potion_flag = potion_target = 0;
  4201. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4202. bonus += sd->status.base_level;
  4203. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4204. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4205. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4206. if(dstsd) {
  4207. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4208. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4209. }
  4210. }
  4211. else {
  4212. if(potion_hp > 0) {
  4213. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4214. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4215. if(dstsd)
  4216. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4217. }
  4218. if(potion_sp > 0) {
  4219. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4220. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4221. if(dstsd)
  4222. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4223. }
  4224. }
  4225. }
  4226. else {
  4227. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4228. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4229. if(dstsd)
  4230. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4231. }
  4232. tbl.id = 0;
  4233. tbl.type = BL_NUL;
  4234. tbl.m = src->m;
  4235. tbl.x = src->x;
  4236. tbl.y = src->y;
  4237. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4238. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4239. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4240. if(sp > 0)
  4241. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4242. battle_heal(src,bl,hp,sp,0);
  4243. }
  4244. break;
  4245. case AM_CP_WEAPON:
  4246. case AM_CP_SHIELD:
  4247. case AM_CP_ARMOR:
  4248. case AM_CP_HELM:
  4249. {
  4250. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4251. if(tsc && tsc->data[scid].timer != -1)
  4252. status_change_end(bl, scid, -1 );
  4253. clif_skill_nodamage(src,bl,skillid,skilllv,
  4254. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4255. }
  4256. break;
  4257. case AM_TWILIGHT1:
  4258. if (sd) {
  4259. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4260. //Prepare 200 White Potions.
  4261. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4262. clif_skill_fail(sd,skillid,0,0);
  4263. }
  4264. break;
  4265. case AM_TWILIGHT2:
  4266. if (sd) {
  4267. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4268. //Prepare 200 Slim White Potions.
  4269. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4270. clif_skill_fail(sd,skillid,0,0);
  4271. }
  4272. break;
  4273. case AM_TWILIGHT3:
  4274. if (sd) {
  4275. //check if you can produce all three, if not, then fail:
  4276. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4277. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4278. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4279. ) {
  4280. clif_skill_fail(sd,skillid,0,0);
  4281. break;
  4282. }
  4283. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4284. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4285. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4286. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4287. }
  4288. break;
  4289. case SA_DISPELL: /* ディスペル */
  4290. {
  4291. int i;
  4292. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4293. i = status_get_sc_def_mdef(bl);
  4294. if (i >= 10000 ||
  4295. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4296. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4297. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4298. {
  4299. if (sd)
  4300. clif_skill_fail(sd,skillid,0,0);
  4301. break;
  4302. }
  4303. if(status_isimmune(bl) || !tsc->count)
  4304. break;
  4305. for(i=0;i<SC_MAX;i++){
  4306. if (tsc->data[i].timer == -1)
  4307. continue;
  4308. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4309. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4310. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4311. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4312. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4313. || i==SC_SAFETYWALL
  4314. )
  4315. continue;
  4316. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4317. status_change_end(bl,i,-1);
  4318. }
  4319. }
  4320. break;
  4321. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4322. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4323. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4324. break;
  4325. case TK_HIGHJUMP:
  4326. {
  4327. int x,y, dir = unit_getdir(src);
  4328. if (!unit_can_move(src)) {
  4329. map_freeblock_unlock();
  4330. return 1;
  4331. }
  4332. x = src->x + dirx[dir]*skilllv*2;
  4333. y = src->y + diry[dir]*skilllv*2;
  4334. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4335. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4336. unit_movepos(src, x, y, 1, 0);
  4337. clif_slide(src,x,y);
  4338. }
  4339. }
  4340. break;
  4341. case SA_CASTCANCEL:
  4342. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4343. unit_skillcastcancel(src,1);
  4344. if(sd) {
  4345. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4346. sp = sp * (90 - (skilllv-1)*20) / 100;
  4347. if(sp < 0) sp = 0;
  4348. pc_heal(sd,0,-sp);
  4349. }
  4350. break;
  4351. case SA_SPELLBREAKER: // スペルブレイカ?
  4352. {
  4353. int sp;
  4354. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4355. if(dstsd) {
  4356. sp = skill_get_sp(skillid,skilllv);
  4357. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4358. if(sp > 0x7fff) sp = 0x7fff;
  4359. else if(sp < 1) sp = 1;
  4360. clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
  4361. }
  4362. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4363. if(sd) {
  4364. sp = sd->status.max_sp/5;
  4365. if(sp < 1) sp = 1;
  4366. pc_heal(sd,0,-sp);
  4367. }
  4368. } else {
  4369. struct unit_data *ud = unit_bl2ud(bl);
  4370. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4371. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4372. bl_skillid = ud->skillid;
  4373. bl_skilllv = ud->skilllv;
  4374. if (status_get_mode(bl) & MD_BOSS)
  4375. { //Only 10% success chance against bosses. [Skotlex]
  4376. if (rand()%100 < 90)
  4377. {
  4378. if (sd) clif_skill_fail(sd,skillid,0,0);
  4379. break;
  4380. }
  4381. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4382. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4383. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4384. unit_skillcastcancel(bl,0);
  4385. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4386. battle_heal(NULL, bl, -hp, -sp, 0);
  4387. if(sd && sp) {
  4388. sp = sp*(25*(skilllv-1))/100;
  4389. if(skilllv > 1 && sp < 1) sp = 1;
  4390. else if(sp > 0x7fff) sp = 0x7fff;
  4391. clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
  4392. }
  4393. if (hp && skilllv >= 5)
  4394. { //Recover half damaged HP at level 5 [Skotlex]
  4395. hp = battle_heal(bl, src, hp/2, 0, 0);
  4396. if (sd && sd->fd)
  4397. clif_heal(sd->fd,SP_HP,hp);
  4398. }
  4399. }
  4400. }
  4401. break;
  4402. case SA_MAGICROD:
  4403. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4404. break;
  4405. case SA_AUTOSPELL: /* オ?トスペル */
  4406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4407. if(sd)
  4408. clif_autospell(sd,skilllv);
  4409. else {
  4410. int maxlv=1,spellid=0;
  4411. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4412. if(skilllv >= 10) {
  4413. spellid = MG_FROSTDIVER;
  4414. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4415. // maxlv = 10;
  4416. // else
  4417. maxlv = skilllv - 9;
  4418. }
  4419. else if(skilllv >=8) {
  4420. spellid = MG_FIREBALL;
  4421. maxlv = skilllv - 7;
  4422. }
  4423. else if(skilllv >=5) {
  4424. spellid = MG_SOULSTRIKE;
  4425. maxlv = skilllv - 4;
  4426. }
  4427. else if(skilllv >=2) {
  4428. int i = rand()%3;
  4429. spellid = spellarray[i];
  4430. maxlv = skilllv - 1;
  4431. }
  4432. else if(skilllv > 0) {
  4433. spellid = MG_NAPALMBEAT;
  4434. maxlv = 3;
  4435. }
  4436. if(spellid > 0)
  4437. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4438. skill_get_time(SA_AUTOSPELL,skilllv));
  4439. }
  4440. break;
  4441. case BS_GREED:
  4442. if(sd){
  4443. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4444. map_foreachinrange(skill_greed,bl,
  4445. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4446. }
  4447. break;
  4448. case SA_ELEMENTWATER:
  4449. case SA_ELEMENTFIRE:
  4450. case SA_ELEMENTGROUND:
  4451. case SA_ELEMENTWIND:
  4452. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4453. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4454. dstmd->def_ele = skill_get_pl(skillid);
  4455. dstmd->def_ele += (1+rand()%4)*20;
  4456. }
  4457. break;
  4458. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4459. case NPC_ATTRICHANGE:
  4460. case NPC_CHANGEWATER:
  4461. case NPC_CHANGEGROUND:
  4462. case NPC_CHANGEFIRE:
  4463. case NPC_CHANGEWIND:
  4464. /* 毒?A?ケ?A念?A闇 */
  4465. case NPC_CHANGEPOISON:
  4466. case NPC_CHANGEHOLY:
  4467. case NPC_CHANGEDARKNESS:
  4468. case NPC_CHANGETELEKINESIS:
  4469. case NPC_CHANGEUNDEAD:
  4470. if(md){
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4472. md->def_ele = skill_get_pl(skillid);
  4473. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4474. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4475. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4476. }
  4477. break;
  4478. case NPC_PROVOCATION:
  4479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4480. if(md && md->skillidx >= 0)
  4481. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4482. break;
  4483. case NPC_KEEPING:
  4484. case NPC_BARRIER:
  4485. {
  4486. int skill_time = skill_get_time(skillid,skilllv);
  4487. struct unit_data *ud = unit_bl2ud(bl);
  4488. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4489. sc_start(bl,type,100,skilllv,skill_time))
  4490. && ud) { //Disable attacking/acting/moving for skill's duration.
  4491. ud->attackabletime =
  4492. ud->canact_tick =
  4493. ud->canmove_tick = tick + skill_time;
  4494. }
  4495. }
  4496. break;
  4497. case NPC_REBIRTH:
  4498. //New rebirth System uses Kaizel lv1. [Skotlex]
  4499. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4500. break;
  4501. case NPC_DARKBLESSING:
  4502. clif_skill_nodamage(src,bl,skillid,skilllv,
  4503. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4504. break;
  4505. case NPC_LICK:
  4506. if (dstsd) {
  4507. if (dstsd->special_state.no_weapon_damage ) {
  4508. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4509. break;
  4510. }
  4511. pc_heal(dstsd,0,-100);
  4512. }
  4513. clif_skill_nodamage(src,bl,skillid,skilllv,
  4514. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4515. break;
  4516. case NPC_SUICIDE: /* 自決 */
  4517. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4518. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4519. break;
  4520. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4521. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4522. if(md && md->skillidx >= 0)
  4523. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4524. break;
  4525. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4526. mob_warpslave(src,AREA_SIZE/2);
  4527. break;
  4528. case NPC_RANDOMMOVE:
  4529. if (md) {
  4530. md->next_walktime = tick - 1;
  4531. mob_randomwalk(md,tick);
  4532. }
  4533. break;
  4534. case NPC_SPEEDUP:
  4535. {
  4536. // or does it increase casting rate? just a guess xD
  4537. int i = SC_ASPDPOTION0 + skilllv - 1;
  4538. if (i > SC_ASPDPOTION3)
  4539. i = SC_ASPDPOTION3;
  4540. clif_skill_nodamage(src,bl,skillid,skilllv,
  4541. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4542. }
  4543. break;
  4544. case NPC_REVENGE:
  4545. // not really needed... but adding here anyway ^^
  4546. if (md && md->master_id > 0) {
  4547. struct block_list *mbl, *tbl;
  4548. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4549. (tbl = battle_gettargeted(mbl)) == NULL)
  4550. break;
  4551. md->state.provoke_flag = tbl->id;
  4552. mob_target(md, tbl, md->db->range);
  4553. }
  4554. break;
  4555. case NPC_RUN: //後退
  4556. {
  4557. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4558. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4559. unit_stop_attack(src);
  4560. //Run skillv tiles.
  4561. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
  4562. }
  4563. break;
  4564. case NPC_TRANSFORMATION:
  4565. case NPC_METAMORPHOSIS:
  4566. if(md && md->skillidx >= 0) {
  4567. if (skilllv > 1)
  4568. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4569. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4570. unit_remove_map(src,1);
  4571. }
  4572. else
  4573. { //Transform into another class.
  4574. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4575. if (class_) mob_class_change(md, class_);
  4576. }
  4577. }
  4578. break;
  4579. case NPC_EMOTION_ON:
  4580. case NPC_EMOTION:
  4581. if(md && md->skillidx >= 0)
  4582. {
  4583. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4584. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4585. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4586. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4587. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4588. int mode, mode2;
  4589. mode = status_get_mode(src);
  4590. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4591. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4592. if (skillid == NPC_EMOTION_ON) //Add a mode
  4593. mode2|= md->db->skill[md->skillidx].val[2];
  4594. else //Remove a mode
  4595. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4596. }
  4597. if (mode == mode2)
  4598. break; //No change
  4599. md->mode = mode2;
  4600. if (md->mode == md->db->mode)
  4601. md->mode = 0; //Fallback to the db's mode.
  4602. //Since mode changed, reset their state.
  4603. mob_stop_attack(md);
  4604. mob_stop_walking(md,0);
  4605. }
  4606. }
  4607. break;
  4608. case NPC_DEFENDER:
  4609. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4610. break;
  4611. case NPC_POWERUP:
  4612. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4613. // another random guess xP
  4614. clif_skill_nodamage(src,bl,skillid,skilllv,
  4615. sc_start(bl,SC_INCALLSTATUS,100,skilllv*5,skill_get_time(skillid, skilllv)));
  4616. break;
  4617. case NPC_AGIUP:
  4618. clif_skill_nodamage(src,bl,skillid,skilllv,
  4619. sc_start(bl,SC_INCAGI,100,skilllv*10,skill_get_time(skillid, skilllv)));
  4620. break;
  4621. case NPC_SIEGEMODE:
  4622. case NPC_INVISIBLE:
  4623. // not sure what it does
  4624. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4625. break;
  4626. case WE_MALE: /* 君だけは護るよ */
  4627. if(sd && dstsd){
  4628. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4629. 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]
  4630. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4631. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4632. }
  4633. break;
  4634. case WE_FEMALE: /* � なたの?に??オになります */
  4635. if(sd && dstsd){
  4636. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4637. 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]
  4638. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4639. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4640. }
  4641. break;
  4642. // parent-baby skills
  4643. case WE_BABY:
  4644. if(sd){
  4645. struct map_session_data *f_sd = pc_get_father(sd);
  4646. struct map_session_data *m_sd = pc_get_mother(sd);
  4647. // if neither was found
  4648. if(!f_sd && !m_sd){
  4649. clif_skill_fail(sd,skillid,0,0);
  4650. map_freeblock_unlock();
  4651. return 0;
  4652. }
  4653. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4654. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4655. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4656. }
  4657. break;
  4658. case PF_HPCONVERSION: /* ライフ置き換え */
  4659. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4660. if (sd) {
  4661. int hp, sp;
  4662. hp = sd->status.max_hp / 10; //基本はHPの10%
  4663. sp = hp * 10 * skilllv / 100;
  4664. if (sd->status.sp + sp > sd->status.max_sp)
  4665. sp = sd->status.max_sp - sd->status.sp;
  4666. // we need to check with the sp that was taken away when casting too
  4667. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4668. hp = sp = 0;
  4669. pc_heal(sd, -hp, sp);
  4670. clif_heal(sd->fd, SP_SP, sp);
  4671. clif_updatestatus(sd, SP_SP);
  4672. }
  4673. break;
  4674. case HT_REMOVETRAP: /* リム?ブトラップ */
  4675. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4676. {
  4677. struct skill_unit *su=NULL;
  4678. struct item item_tmp;
  4679. int flag;
  4680. if((bl->type==BL_SKILL) &&
  4681. (su=(struct skill_unit *)bl) &&
  4682. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4683. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4684. {
  4685. if(sd && su->group->val3 != BD_INTOABYSS)
  4686. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4687. if(battle_config.skill_removetrap_type){
  4688. for(i=0;i<10;i++) {
  4689. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4690. memset(&item_tmp,0,sizeof(item_tmp));
  4691. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4692. item_tmp.identify = 1;
  4693. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4694. clif_additem(sd,0,0,flag);
  4695. 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);
  4696. }
  4697. }
  4698. }
  4699. }else{
  4700. memset(&item_tmp,0,sizeof(item_tmp));
  4701. item_tmp.nameid = 1065;
  4702. item_tmp.identify = 1;
  4703. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4704. clif_additem(sd,0,0,flag);
  4705. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4706. }
  4707. }
  4708. }
  4709. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4710. struct block_list *target=map_id2bl(su->group->val2);
  4711. if(target)
  4712. status_change_end(target,SC_ANKLE,-1);
  4713. }
  4714. skill_delunit(su);
  4715. }
  4716. }
  4717. break;
  4718. case HT_SPRINGTRAP: /* スプリングトラップ */
  4719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4720. {
  4721. struct skill_unit *su=NULL;
  4722. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4723. switch(su->group->unit_id){
  4724. case UNT_ANKLESNARE: // ankle snare
  4725. if (su->group->val2 != 0)
  4726. // if it is already trapping something don't spring it,
  4727. // remove trap should be used instead
  4728. break;
  4729. // otherwise fallthrough to below
  4730. case UNT_BLASTMINE:
  4731. case UNT_SKIDTRAP:
  4732. case UNT_LANDMINE:
  4733. case UNT_SHOCKWAVE:
  4734. case UNT_SANDMAN:
  4735. case UNT_FLASHER:
  4736. case UNT_FREEZINGTRAP:
  4737. case UNT_CLAYMORETRAP:
  4738. case UNT_TALKIEBOX:
  4739. su->group->unit_id = UNT_USED_TRAPS;
  4740. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4741. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4742. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4743. }
  4744. }
  4745. }
  4746. break;
  4747. case BD_ENCORE: /* アンコ?ル */
  4748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4749. if(sd)
  4750. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4751. break;
  4752. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4753. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4754. map_freeblock_unlock();
  4755. return 1;
  4756. }
  4757. clif_skill_nodamage(src,bl,skillid,skilllv,
  4758. sc_start4(bl,type,100,
  4759. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4760. break;
  4761. case PF_MINDBREAKER: /* プ�?ボック */
  4762. {
  4763. /* MVPmobと不死には?かない */
  4764. 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
  4765. {
  4766. map_freeblock_unlock();
  4767. return 1;
  4768. }
  4769. //Has a 55% + skilllv*5% success chance.
  4770. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4771. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4772. {
  4773. if (sd) clif_skill_fail(sd,skillid,0,0);
  4774. map_freeblock_unlock();
  4775. return 0;
  4776. }
  4777. unit_skillcastcancel(bl,0);
  4778. if(tsc && tsc->count){
  4779. if(tsc->data[SC_FREEZE].timer!=-1)
  4780. status_change_end(bl,SC_FREEZE,-1);
  4781. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4782. status_change_end(bl,SC_STONE,-1);
  4783. if(tsc->data[SC_SLEEP].timer!=-1)
  4784. status_change_end(bl,SC_SLEEP,-1);
  4785. }
  4786. if(dstmd)
  4787. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4788. }
  4789. break;
  4790. case PF_SOULCHANGE:
  4791. {
  4792. int sp1 = 0, sp2 = 0;
  4793. if (sd) {
  4794. if (dstsd) {
  4795. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4796. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4797. sd->status.sp = sp2;
  4798. dstsd->status.sp = sp1;
  4799. clif_heal(sd->fd,SP_SP,sp2);
  4800. clif_updatestatus(sd,SP_SP);
  4801. clif_heal(dstsd->fd,SP_SP,sp1);
  4802. clif_updatestatus(dstsd,SP_SP);
  4803. } else if (dstmd) {
  4804. if (dstmd->state.soul_change_flag) {
  4805. clif_skill_fail(sd,skillid,0,0);
  4806. map_freeblock_unlock();
  4807. return 0;
  4808. }
  4809. sp2 = sd->status.max_sp * 3 /100;
  4810. if (sd->status.sp + sp2 > sd->status.max_sp)
  4811. sp2 = sd->status.max_sp - sd->status.sp;
  4812. sd->status.sp += sp2;
  4813. clif_heal(sd->fd,SP_SP,sp2);
  4814. clif_updatestatus(sd,SP_SP);
  4815. dstmd->state.soul_change_flag = 1;
  4816. }
  4817. }
  4818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4819. }
  4820. break;
  4821. // Slim Pitcher
  4822. case CR_SLIMPITCHER:
  4823. if (potion_hp) {
  4824. struct block_list tbl;
  4825. int hp = potion_hp;
  4826. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4827. if (dstsd) {
  4828. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4829. }
  4830. tbl.id = 0;
  4831. tbl.type = BL_NUL;
  4832. tbl.m = src->m;
  4833. tbl.x = src->x;
  4834. tbl.y = src->y;
  4835. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4836. battle_heal(NULL,bl,hp,0,0);
  4837. }
  4838. break;
  4839. // Full Chemical Protection
  4840. case CR_FULLPROTECTION:
  4841. {
  4842. int i, skilltime;
  4843. skilltime = skill_get_time(skillid,skilllv);
  4844. if (!tsc) {
  4845. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4846. break;
  4847. }
  4848. for (i=0; i<4; i++) {
  4849. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4850. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4851. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4852. }
  4853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4854. }
  4855. break;
  4856. case RG_CLEANER: //AppleGirl
  4857. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4858. break;
  4859. case PF_DOUBLECASTING:
  4860. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4861. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4862. if (sd) clif_skill_fail(sd,skillid,0,0);
  4863. break;
  4864. case CG_LONGINGFREEDOM:
  4865. {
  4866. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4867. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4868. {
  4869. clif_skill_nodamage(src,bl,skillid,skilllv,
  4870. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4871. }
  4872. }
  4873. break;
  4874. case CG_TAROTCARD:
  4875. {
  4876. int eff, count = -1;
  4877. if (rand() % 100 > skilllv * 8) {
  4878. if (sd) clif_skill_fail(sd,skillid,0,0);
  4879. map_freeblock_unlock();
  4880. return 0;
  4881. }
  4882. do {
  4883. eff = rand() % 14;
  4884. clif_specialeffect(bl, 523 + eff, 0);
  4885. switch (eff)
  4886. {
  4887. case 0: // heals SP to 0
  4888. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  4889. break;
  4890. case 1: // matk halved
  4891. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4892. break;
  4893. case 2: // all buffs removed
  4894. status_change_clear_buffs(bl);
  4895. break;
  4896. case 3: // 1000 damage, random armor destroyed
  4897. {
  4898. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4899. battle_damage(src, bl, 1000, 0);
  4900. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4901. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4902. }
  4903. break;
  4904. case 4: // atk halved
  4905. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4906. break;
  4907. case 5: // 2000HP heal, random teleported
  4908. battle_heal(src, src, 2000, 0, 0);
  4909. unit_warp(src, -1,-1,-1, 3);
  4910. break;
  4911. case 6: // random 2 other effects
  4912. if (count == -1)
  4913. count = 3;
  4914. else
  4915. count++; //Should not retrigger this one.
  4916. break;
  4917. case 7: // stop freeze or stoned
  4918. {
  4919. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4920. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4921. }
  4922. break;
  4923. case 8: // curse coma and poison
  4924. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4925. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4926. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4927. break;
  4928. case 9: // chaos
  4929. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4930. break;
  4931. case 10: // 6666 damage, atk matk halved, cursed
  4932. battle_damage(src, bl, 6666, 0);
  4933. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4934. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4935. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4936. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4937. break;
  4938. case 11: // 4444 damage
  4939. battle_damage(src, bl, 4444, 0);
  4940. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4941. break;
  4942. case 12: // stun
  4943. sc_start(bl,SC_STUN,100,skilllv,5000);
  4944. break;
  4945. case 13: // atk,matk,hit,flee,def reduced
  4946. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4947. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4948. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4949. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4950. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4951. break;
  4952. default:
  4953. break;
  4954. }
  4955. } while ((--count) > 0);
  4956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4957. }
  4958. break;
  4959. case SL_ALCHEMIST:
  4960. case SL_ASSASIN:
  4961. case SL_BARDDANCER:
  4962. case SL_BLACKSMITH:
  4963. case SL_CRUSADER:
  4964. case SL_HUNTER:
  4965. case SL_KNIGHT:
  4966. case SL_MONK:
  4967. case SL_PRIEST:
  4968. case SL_ROGUE:
  4969. case SL_SAGE:
  4970. case SL_SOULLINKER:
  4971. case SL_STAR:
  4972. case SL_SUPERNOVICE:
  4973. case SL_WIZARD:
  4974. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4975. clif_skill_fail(sd,skillid,0,0);
  4976. break;
  4977. }
  4978. clif_skill_nodamage(src,bl,skillid,skilllv,
  4979. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4980. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  4981. break;
  4982. case SL_HIGH:
  4983. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4984. clif_skill_fail(sd,skillid,0,0);
  4985. break;
  4986. }
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,
  4988. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4989. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  4990. break;
  4991. case SL_SKA: // [marquis007]
  4992. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4993. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  4994. clif_skill_fail(sd,skillid,0,0);
  4995. break;
  4996. }
  4997. if (sd && status_get_mode(bl)&MD_BOSS)
  4998. clif_skill_fail(sd,skillid,0,0);
  4999. else
  5000. {
  5001. clif_skill_nodamage(src,bl,skillid,skilllv,
  5002. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5003. }
  5004. break;
  5005. case SL_SWOO:
  5006. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5007. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5008. clif_skill_fail(sd,skillid,0,0);
  5009. break;
  5010. }
  5011. clif_skill_nodamage(src,bl,skillid,skilllv,
  5012. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5013. break;
  5014. case SL_SKE:
  5015. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5016. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
  5017. clif_skill_fail(sd,skillid,0,0);
  5018. break;
  5019. }
  5020. clif_skill_nodamage(src,bl,skillid,skilllv,
  5021. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5022. sc_start4(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv));
  5023. break;
  5024. // New guild skills [Celest]
  5025. case GD_BATTLEORDER:
  5026. if(flag&1) {
  5027. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5028. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  5029. } else if (status_get_guild_id(src)) {
  5030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5031. map_foreachinrange(skill_area_sub, src,
  5032. skill_get_splash(skillid, skilllv), BL_CHAR,
  5033. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5034. skill_castend_nodamage_id);
  5035. if (sd)
  5036. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5037. }
  5038. break;
  5039. case GD_REGENERATION:
  5040. if(flag&1) {
  5041. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5042. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  5043. } else if (status_get_guild_id(src)) {
  5044. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5045. map_foreachinrange(skill_area_sub, src,
  5046. skill_get_splash(skillid, skilllv), BL_CHAR,
  5047. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5048. skill_castend_nodamage_id);
  5049. if (sd)
  5050. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5051. }
  5052. break;
  5053. case GD_RESTORE:
  5054. if(flag&1) {
  5055. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  5056. int hp, sp;
  5057. hp = status_get_max_hp(bl)*9/10;
  5058. sp = dstsd?dstsd->status.max_sp*9/10:0;
  5059. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5060. battle_heal(NULL,bl,hp,sp,0);
  5061. }
  5062. } else if (status_get_guild_id(src)) {
  5063. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5064. map_foreachinrange(skill_area_sub, src,
  5065. skill_get_splash(skillid, skilllv), BL_CHAR,
  5066. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5067. skill_castend_nodamage_id);
  5068. if (sd)
  5069. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5070. }
  5071. break;
  5072. case GD_EMERGENCYCALL:
  5073. {
  5074. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5075. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5076. int j = 0;
  5077. struct guild *g = NULL;
  5078. // i don't know if it actually summons in a circle, but oh well. ;P
  5079. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5080. if (!g)
  5081. break;
  5082. for(i = 0; i < g->max_member; i++, j++) {
  5083. if (j>8) j=0;
  5084. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5085. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5086. continue;
  5087. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5088. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5089. dx[j] = dy[j] = 0;
  5090. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5091. }
  5092. }
  5093. if (sd)
  5094. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5095. }
  5096. break;
  5097. case SG_FEEL:
  5098. if (sd) {
  5099. if(!sd->feel_map[skilllv-1].index) {
  5100. for (i = 0; i<3 && sd->feel_map[i].index != sd->mapindex; i++);
  5101. if (i < 3) { //Avoid memorizing already known maps. [Skotlex]
  5102. clif_skill_fail(sd, skillid, 0, 0);
  5103. break;
  5104. }
  5105. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5106. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5107. }
  5108. else
  5109. clif_feel_info(sd, skilllv-1);
  5110. }
  5111. break;
  5112. case SG_HATE:
  5113. if (sd) {
  5114. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5115. if(dstsd) //PC
  5116. {
  5117. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5118. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5119. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5120. }
  5121. else if(dstmd) // mob
  5122. {
  5123. switch(skilllv)
  5124. {
  5125. case 1:
  5126. if (status_get_size(bl)==0)
  5127. {
  5128. sd->hate_mob[0] = dstmd->class_;
  5129. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5130. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5131. } else clif_skill_fail(sd,skillid,0,0);
  5132. break;
  5133. case 2:
  5134. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5135. {
  5136. sd->hate_mob[1] = dstmd->class_;
  5137. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5138. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5139. } else clif_skill_fail(sd,skillid,0,0);
  5140. break;
  5141. case 3:
  5142. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5143. {
  5144. sd->hate_mob[2] = dstmd->class_;
  5145. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5146. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5147. } else clif_skill_fail(sd,skillid,0,0);
  5148. break;
  5149. default:
  5150. clif_skill_fail(sd,skillid,0,0);
  5151. break;
  5152. }
  5153. }
  5154. }
  5155. break;
  5156. //Until they're at right position - gs_nodamage- [Vicious]
  5157. //Not implemented yet [Vicious]
  5158. case GS_GLITTERING:
  5159. if(sd) {
  5160. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5161. if(rand()%100 < (50+10*skilllv))
  5162. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5163. else if(sd->spiritball > 0)
  5164. pc_delspiritball(sd,1,0);
  5165. }
  5166. break;
  5167. case GS_DESPERADO:
  5168. case GS_SPREADATTACK:
  5169. map_foreachinrange(skill_area_sub, src,
  5170. skill_get_splash(skillid, skilllv),BL_CHAR,
  5171. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5172. skill_castend_damage_id);
  5173. break;
  5174. case GS_MADNESSCANCEL:
  5175. case GS_ADJUSTMENT:
  5176. case GS_INCREASING:
  5177. case GS_CRACKER:
  5178. case GS_GATLINGFEVER:
  5179. case GS_GROUNDDRIFT:
  5180. case NJ_TATAMIGAESHI:
  5181. case NJ_KASUMIKIRI:
  5182. case NJ_SHADOWJUMP:
  5183. case NJ_UTSUSEMI:
  5184. case NJ_BUNSINJYUTSU:
  5185. case NJ_NEN:
  5186. if (skillid == GS_GATLINGFEVER && sd->sc.data[SC_GATLINGFEVER].timer!=-1){ // added to allow you to toggle skill on/off [Reddozen]
  5187. status_change_end(bl,SC_GATLINGFEVER,-1);
  5188. break;
  5189. }
  5190. clif_skill_nodamage(src,bl,skillid,skilllv,
  5191. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5192. break;
  5193. default:
  5194. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5195. map_freeblock_unlock();
  5196. return 1;
  5197. }
  5198. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5199. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5200. map_freeblock_unlock();
  5201. return 0;
  5202. }
  5203. /*==========================================
  5204. * スキル使用(詠唱完了、ID指定)
  5205. *------------------------------------------
  5206. */
  5207. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5208. {
  5209. struct block_list *target, *src = map_id2bl(id);
  5210. struct map_session_data* sd = NULL;
  5211. struct mob_data* md = NULL;
  5212. struct unit_data* ud = unit_bl2ud(src);
  5213. struct status_change *sc;
  5214. int inf2;
  5215. nullpo_retr(0, ud);
  5216. BL_CAST( BL_PC, src, sd);
  5217. BL_CAST( BL_MOB, src, md);
  5218. if( src->prev == NULL ) {
  5219. ud->skilltimer = -1;
  5220. return 0;
  5221. }
  5222. if(ud->skillid != SA_CASTCANCEL ) {
  5223. if( ud->skilltimer != tid ) {
  5224. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5225. ud->skilltimer = -1;
  5226. return 0;
  5227. }
  5228. if( sd && ud->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST)) > 0)
  5229. status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
  5230. ud->skilltimer=-1;
  5231. }
  5232. if (ud->skilltarget == id)
  5233. target = src;
  5234. else
  5235. target = map_id2bl(ud->skilltarget);
  5236. // Use a do so that you can break out of it when the skill fails.
  5237. do {
  5238. if(!target || target->prev==NULL) break;
  5239. if(src->m != target->m || status_isdead(src)) break;
  5240. if(ud->skillid == RG_BACKSTAP) {
  5241. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5242. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5243. break;
  5244. }
  5245. }
  5246. if (ud->skillid == PR_LEXDIVINA)
  5247. {
  5248. sc = status_get_sc(target);
  5249. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5250. (!sc || sc->data[SC_SILENCE].timer == -1))
  5251. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5252. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5253. break;
  5254. }
  5255. } else {
  5256. inf2 = skill_get_inf(ud->skillid);
  5257. if((inf2&INF_ATTACK_SKILL ||
  5258. (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
  5259. && battle_check_target(src, target, BCT_ENEMY)<=0
  5260. )
  5261. break;
  5262. }
  5263. //Avoid doing double checks for instant-cast skills.
  5264. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5265. break;
  5266. //沈黙や状態異常など
  5267. if(md) {
  5268. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5269. md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
  5270. if(md->skillidx >= 0) {
  5271. md->skilldelay[md->skillidx]=tick;
  5272. if (md->db->skill[md->skillidx].emotion >= 0)
  5273. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5274. }
  5275. }
  5276. inf2 = skill_get_inf2(ud->skillid);
  5277. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  5278. int fail_flag = 1;
  5279. if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
  5280. fail_flag = 0;
  5281. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
  5282. fail_flag = 0;
  5283. if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
  5284. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5285. fail_flag = 0;
  5286. if(fail_flag)
  5287. break;
  5288. }
  5289. if(src != target && !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5290. {
  5291. if (sd) {
  5292. clif_skill_fail(sd,ud->skillid,0,0);
  5293. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5294. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5295. }
  5296. break;
  5297. }
  5298. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
  5299. break;
  5300. unit_stop_walking(src,0);
  5301. if (ud->skillid == SA_MAGICROD)
  5302. ud->canact_tick = tick;
  5303. else
  5304. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5305. unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5306. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5307. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5308. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5309. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5310. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5311. else
  5312. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5313. sc = status_get_sc(src);
  5314. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5315. status_change_end(src,SC_MAGICPOWER,-1);
  5316. if (ud->skilltimer == -1) {
  5317. if(md) md->skillidx = -1;
  5318. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5319. ud->skilllv = ud->skilltarget = 0;
  5320. }
  5321. return 1;
  5322. } while(0);
  5323. //Skill failed.
  5324. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5325. ud->canact_tick = tick;
  5326. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5327. if(md) md->skillidx = -1;
  5328. return 0;
  5329. }
  5330. /*==========================================
  5331. * スキル使用(詠唱完了、場所指定)
  5332. *------------------------------------------
  5333. */
  5334. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5335. {
  5336. struct block_list* src = map_id2bl(id);
  5337. int maxcount;
  5338. struct map_session_data *sd = NULL;
  5339. struct unit_data *ud = unit_bl2ud(src);
  5340. struct mob_data *md = NULL;
  5341. nullpo_retr(0, ud);
  5342. BL_CAST( BL_PC , src, sd);
  5343. BL_CAST( BL_MOB, src, md);
  5344. if( src->prev == NULL ) {
  5345. ud->skilltimer = -1;
  5346. return 0;
  5347. }
  5348. if( ud->skilltimer != tid ) /* タイマIDの確認 */
  5349. {
  5350. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5351. ud->skilltimer = -1;
  5352. return 0;
  5353. }
  5354. if(sd && ud->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0))
  5355. status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
  5356. ud->skilltimer=-1;
  5357. do {
  5358. if(status_isdead(src)) break;
  5359. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5360. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5361. skill_check_unit_range(src->m,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5362. )
  5363. break;
  5364. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5365. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5366. skill_check_unit_range2(src, src->m,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5367. )
  5368. break;
  5369. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5370. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5371. ) {
  5372. int i;
  5373. for(i=0;i<MAX_SKILLUNITGROUP && maxcount;i++) {
  5374. if(ud->skillunit[i].alive_count > 0 && ud->skillunit[i].skill_id == ud->skillid)
  5375. maxcount--;
  5376. }
  5377. if(!maxcount)
  5378. break;
  5379. }
  5380. if(tid != -1)
  5381. { //Avoid double checks on instant cast skills. [Skotlex]
  5382. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5383. break;
  5384. if(!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5385. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5386. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5387. break;
  5388. }
  5389. }
  5390. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
  5391. break;
  5392. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5393. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5394. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5395. unit_stop_walking(src,0);
  5396. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5397. unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5398. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5399. if (ud->skilltimer == -1) {
  5400. if (md) md->skillidx = -1;
  5401. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5402. ud->skilllv = ud->skillx = ud->skilly = 0;
  5403. }
  5404. return 1;
  5405. } while(0);
  5406. ud->canact_tick = tick;
  5407. ud->skillid = ud->skilllv = 0;
  5408. if(sd) {
  5409. clif_skill_fail(sd,ud->skillid,0,0);
  5410. sd->skillitem = sd->skillitemlv = -1;
  5411. }
  5412. if(md) md->skillidx = -1;
  5413. return 0;
  5414. }
  5415. /*==========================================
  5416. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5417. *------------------------------------------
  5418. */
  5419. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5420. {
  5421. struct map_session_data *sd=NULL;
  5422. struct status_change *sc;
  5423. int i;
  5424. //if(skilllv <= 0) return 0;
  5425. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5426. nullpo_retr(0, src);
  5427. if(status_isdead(src))
  5428. return 0;
  5429. if(src->type==BL_PC)
  5430. sd=(struct map_session_data *)src;
  5431. sc = status_get_sc(src); //Needed for Magic Power checks.
  5432. if (sc && !sc->count)
  5433. sc = NULL; //Unneeded.
  5434. if(skillid != WZ_METEOR &&
  5435. skillid != AM_CANNIBALIZE &&
  5436. skillid != AM_SPHEREMINE &&
  5437. skillid != CR_CULTIVATION)
  5438. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5439. switch(skillid)
  5440. {
  5441. case PR_BENEDICTIO: /* ?ケ??~福 */
  5442. skill_area_temp[1] = src->id;
  5443. i = skill_get_splash(skillid, skilllv);
  5444. map_foreachinarea(skill_area_sub,
  5445. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5446. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5447. skill_castend_nodamage_id);
  5448. map_foreachinarea(skill_area_sub,
  5449. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5450. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5451. skill_castend_damage_id);
  5452. break;
  5453. case BS_HAMMERFALL:
  5454. i = skill_get_splash(skillid, skilllv);
  5455. map_foreachinarea (skill_area_sub,
  5456. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5457. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5458. skill_castend_nodamage_id);
  5459. break;
  5460. case HT_DETECTING: /* ディテクティング */
  5461. i = skill_get_splash(skillid, skilllv);
  5462. map_foreachinarea( status_change_timer_sub,
  5463. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5464. src,status_get_sc(src),SC_SIGHT,tick);
  5465. break;
  5466. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5467. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5468. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5469. case AL_PNEUMA: /* ニュ?マ */
  5470. case WZ_ICEWALL: /* アイスウォ?ル */
  5471. case WZ_FIREPILLAR: /* ファイアピラ? */
  5472. case WZ_QUAGMIRE: /* クァグマイア */
  5473. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5474. case WZ_STORMGUST: /* スト?ムガスト */
  5475. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5476. case PR_SANCTUARY: /* サンクチュアリ */
  5477. case PR_MAGNUS: /* マグヌスエクソシズム */
  5478. case CR_GRANDCROSS: /* グランドク�?ス */
  5479. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5480. case HT_SKIDTRAP: /* スキッドトラップ */
  5481. case HT_LANDMINE: /* ランドマイン */
  5482. case HT_ANKLESNARE: /* アンクルスネア */
  5483. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5484. case HT_SANDMAN: /* サンドマン */
  5485. case HT_FLASHER: /* フラッシャ? */
  5486. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5487. case HT_BLASTMINE: /* ブラストマイン */
  5488. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5489. case AS_VENOMDUST: /* ベノムダスト */
  5490. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5491. case PF_FOGWALL: /* フォグウォ?ル */
  5492. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5493. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5494. case WE_CALLPARTNER:
  5495. case WE_CALLPARENT:
  5496. case WE_CALLBABY:
  5497. case AC_SHOWER: //Ground-placed skill implementation.
  5498. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5499. break;
  5500. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5501. skill_clear_unitgroup(src);
  5502. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5503. break;
  5504. case RG_CLEANER: // [Valaris]
  5505. i = skill_get_splash(skillid, skilllv);
  5506. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5507. break;
  5508. case SA_VOLCANO: /* ボルケ?ノ */
  5509. case SA_DELUGE: /* デリュ?ジ */
  5510. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5511. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5512. case NJ_SUITON:
  5513. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5514. break;
  5515. case WZ_METEOR: //�?テオスト?ム
  5516. {
  5517. int flag=0, area = skill_get_splash(skillid, skilllv);
  5518. int tmpx, tmpy, x1 = 0, y1 = 0;
  5519. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5520. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5521. for(i=0;i<2+(skilllv>>1);i++) {
  5522. tmpx = x;
  5523. tmpy = y;
  5524. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5525. continue;
  5526. if(!(flag&1)){
  5527. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5528. flag=flag|1;
  5529. }
  5530. if(i > 0)
  5531. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5532. x1 = tmpx;
  5533. y1 = tmpy;
  5534. }
  5535. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5536. }
  5537. break;
  5538. case AL_WARP: /* �??プポ?タル */
  5539. if(sd) {
  5540. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5541. (skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5542. (skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5543. (skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5544. }
  5545. break;
  5546. case MO_BODYRELOCATION:
  5547. if (unit_movepos(src, x, y, 1, 1)) {
  5548. clif_slide(src, x, y);
  5549. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5550. }
  5551. break;
  5552. case AM_CANNIBALIZE: // バイオプラント
  5553. if(sd) {
  5554. int id;
  5555. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5556. struct mob_data *md;
  5557. // Correct info, don't change any of this! [celest]
  5558. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5559. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5560. md->master_id = sd->bl.id;
  5561. // different levels of HP according to skill level
  5562. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5563. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5564. md->special_state.ai = 1;
  5565. //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]
  5566. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5567. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5568. }
  5569. // 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
  5570. // (attach name of player?)
  5571. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5572. }
  5573. break;
  5574. case AM_SPHEREMINE: // スフィア?マイン
  5575. if(sd){
  5576. int id;
  5577. struct mob_data *md;
  5578. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5579. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5580. md->master_id = sd->bl.id;
  5581. md->hp = 2000 + skilllv * 400;
  5582. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5583. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5584. md->special_state.ai = 2;
  5585. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5586. }
  5587. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5588. }
  5589. break;
  5590. // Slim Pitcher [Celest]
  5591. case CR_SLIMPITCHER:
  5592. {
  5593. if (sd) {
  5594. int i = skilllv%11 - 1;
  5595. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5596. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5597. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5598. clif_skill_fail(sd,skillid,0,0);
  5599. return 1;
  5600. }
  5601. potion_flag = 1;
  5602. potion_hp = 0;
  5603. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5604. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5605. potion_flag = 0;
  5606. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5607. //Apply skill bonuses
  5608. potion_hp = potion_hp * (100
  5609. + pc_checkskill(sd,CR_SLIMPITCHER)*10
  5610. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5611. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5612. )/100;
  5613. if(potion_hp > 0) {
  5614. i = skill_get_splash(skillid, skilllv);
  5615. map_foreachinarea(skill_area_sub,
  5616. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5617. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5618. skill_castend_nodamage_id);
  5619. }
  5620. }
  5621. }
  5622. break;
  5623. case HW_GANBANTEIN:
  5624. if (rand()%100 < 80) {
  5625. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5626. i = skill_get_splash(skillid, skilllv);
  5627. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5628. } else {
  5629. clif_skill_fail(sd,skillid,0,0);
  5630. return 1;
  5631. }
  5632. break;
  5633. case HW_GRAVITATION:
  5634. {
  5635. struct skill_unit_group *sg;
  5636. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5637. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5638. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5639. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5640. }
  5641. break;
  5642. // Plant Cultivation [Celest]
  5643. case CR_CULTIVATION:
  5644. {
  5645. if (sd) {
  5646. int i = skilllv - 1;
  5647. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5648. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5649. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5650. clif_skill_fail(sd,skillid,0,0);
  5651. return 1;
  5652. }
  5653. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5654. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5655. if (rand()%100 < 50)
  5656. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5657. else
  5658. clif_skill_fail(sd,skillid,0,0);
  5659. }
  5660. }
  5661. break;
  5662. //Until they're at right position - gs_unit- [Vicious]
  5663. case GS_DESPERADO: /* デスペラード*/
  5664. case GS_GROUNDDRIFT: /* グラウンドドリフト*/
  5665. case NJ_KAENSIN: /* 火炎陣*/
  5666. case NJ_BAKUENRYU: /* 爆炎龍*/
  5667. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5668. break;
  5669. case NJ_HYOUSYOURAKU:
  5670. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5671. break;
  5672. case NJ_RAIGEKISAI:
  5673. map_foreachinrange(skill_attack_area, src,
  5674. skill_get_splash(skillid, skilllv), BL_CHAR,
  5675. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5676. break;
  5677. }
  5678. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5679. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5680. return 0;
  5681. }
  5682. /*==========================================
  5683. * スキル使用?i詠?・完了?Amap指定?j
  5684. *------------------------------------------
  5685. */
  5686. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5687. {
  5688. int x=0,y=0;
  5689. nullpo_retr(0, sd);
  5690. //Simplify skill_failed code.
  5691. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5692. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5693. return 0;
  5694. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5695. skill_failed(sd);
  5696. return 0;
  5697. }
  5698. //スキルが使えない?態異?峵�
  5699. if(sd->sc.count && (
  5700. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5701. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5702. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5703. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5704. sd->sc.data[SC_DANCING].timer!=-1 ||
  5705. sd->sc.data[SC_BERSERK].timer != -1 ||
  5706. sd->sc.data[SC_MARIONETTE].timer != -1
  5707. ))
  5708. return 0;
  5709. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5710. return 0;
  5711. if (strlen(map) > MAP_NAME_LENGTH-1)
  5712. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5713. if (battle_config.error_log)
  5714. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5715. skill_failed(sd);
  5716. return 0;
  5717. }
  5718. pc_stop_attack(sd);
  5719. pc_stop_walking(sd,0);
  5720. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5721. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5722. if(strcmp(map,"cancel")==0) {
  5723. skill_failed(sd);
  5724. return 0;
  5725. }
  5726. switch(skill_num){
  5727. case AL_TELEPORT: /* テレポ?ト */
  5728. if(strcmp(map,"Random")==0)
  5729. pc_randomwarp(sd,3);
  5730. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5731. pc_setpos(sd,sd->status.save_point.map,
  5732. sd->status.save_point.x,sd->status.save_point.y,3);
  5733. break;
  5734. case AL_WARP: /* �??プポ?タル */
  5735. {
  5736. const struct point *p[4];
  5737. struct skill_unit_group *group;
  5738. int i, lv, wx, wy;
  5739. int maxcount=0;
  5740. unsigned short mapindex;
  5741. mapindex = mapindex_name2id((char*)map);
  5742. if(!mapindex) { //Given map not found?
  5743. clif_skill_fail(sd,skill_num,0,0);
  5744. skill_failed(sd);
  5745. return 0;
  5746. }
  5747. p[0] = &sd->status.save_point;
  5748. p[1] = &sd->status.memo_point[0];
  5749. p[2] = &sd->status.memo_point[1];
  5750. p[3] = &sd->status.memo_point[2];
  5751. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5752. for(i=0;i<MAX_SKILLUNITGROUP && maxcount;i++) {
  5753. if(sd->ud.skillunit[i].alive_count > 0 && sd->ud.skillunit[i].skill_id == skill_num)
  5754. maxcount--;
  5755. }
  5756. if(!maxcount) {
  5757. clif_skill_fail(sd,skill_num,0,0);
  5758. skill_failed(sd);
  5759. return 0;
  5760. }
  5761. }
  5762. lv = sd->skillitem==skill_num?sd->menuskill_lv:pc_checkskill(sd,skill_num);
  5763. wx = sd->menuskill_lv>>16;
  5764. wy = sd->menuskill_lv&0xffff;
  5765. if(lv <= 0) return 0;
  5766. for(i=0;i<lv;i++){
  5767. if(mapindex == p[i]->map){
  5768. x=p[i]->x;
  5769. y=p[i]->y;
  5770. break;
  5771. }
  5772. }
  5773. if(x==0 || y==0) { /* 不?ウパケット?H */
  5774. skill_failed(sd);
  5775. return 0;
  5776. }
  5777. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5778. {
  5779. skill_failed(sd);
  5780. return 0;
  5781. }
  5782. if(skill_check_unit_range2(&sd->bl,sd->bl.m,wx,wy,skill_num,lv) > 0) {
  5783. clif_skill_fail(sd,0,0,0);
  5784. skill_failed(sd);
  5785. return 0;
  5786. }
  5787. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5788. skill_failed(sd);
  5789. return 0;
  5790. }
  5791. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5792. group->val2=(x<<16)|y;
  5793. group->val3 = mapindex;
  5794. }
  5795. break;
  5796. }
  5797. sd->menuskill_id = sd->menuskill_lv = 0;
  5798. return 0;
  5799. #undef skill_failed
  5800. }
  5801. /*==========================================
  5802. * Initializes and sets a ground skill.
  5803. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5804. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5805. *------------------------------------------
  5806. */
  5807. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5808. {
  5809. struct skill_unit_group *group;
  5810. int i,limit,val1=0,val2=0,val3=0;
  5811. int count=0;
  5812. int target,interval,range,unit_flag;
  5813. struct skill_unit_layout *layout;
  5814. struct map_session_data *sd;
  5815. struct status_change *sc;
  5816. int active_flag=1;
  5817. nullpo_retr(0, src);
  5818. limit = skill_get_time(skillid,skilllv);
  5819. range = skill_get_unit_range(skillid,skilllv);
  5820. interval = skill_get_unit_interval(skillid);
  5821. target = skill_get_unit_target(skillid);
  5822. unit_flag = skill_get_unit_flag(skillid);
  5823. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5824. BL_CAST(BL_PC, src, sd);
  5825. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5826. if (sc && !sc->count)
  5827. sc = NULL;
  5828. switch(skillid){ /* ?ン定 */
  5829. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5830. val2=skilllv+1;
  5831. break;
  5832. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5833. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5834. limit = limit*3/2;
  5835. val2=4+skilllv;
  5836. break;
  5837. case AL_WARP: /* �??プポ?タル */
  5838. val1=skilllv+6;
  5839. if(!(flag&1))
  5840. limit=2000;
  5841. active_flag=0;
  5842. break;
  5843. case PR_SANCTUARY: /* サンクチュアリ */
  5844. val1=(skilllv+3)*2;
  5845. val2=(skilllv>6)?777:skilllv*100;
  5846. break;
  5847. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5848. if((flag&1)!=0)
  5849. limit=1000;
  5850. val1=skilllv+2;
  5851. break;
  5852. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5853. case AM_DEMONSTRATION:
  5854. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5855. && (src->type&battle_config.vs_traps_bctall))
  5856. target = BCT_ALL;
  5857. break;
  5858. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5859. val1=skilllv*15+10;
  5860. case HT_SANDMAN: /* サンドマン */
  5861. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5862. case HT_SKIDTRAP: /* スキッドトラップ */
  5863. case HT_LANDMINE: /* ランドマイン */
  5864. case HT_ANKLESNARE: /* アンクルスネア */
  5865. case HT_FLASHER: /* フラッシャ? */
  5866. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5867. case HT_BLASTMINE: /* ブラストマイン */
  5868. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  5869. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5870. if (map_flag_gvg(src->m))
  5871. limit *= 4; // longer trap times in WOE [celest]
  5872. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5873. && (src->type&battle_config.vs_traps_bctall))
  5874. target = BCT_ALL;
  5875. break;
  5876. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5877. {
  5878. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5879. val1=skilllv*15+10;
  5880. aoe_diameter=skilllv+skilllv%2+5;
  5881. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5882. }
  5883. //No break because we also have to check if we use gemstones. [Skotlex]
  5884. case SA_VOLCANO:
  5885. case SA_DELUGE:
  5886. case SA_VIOLENTGALE:
  5887. {
  5888. struct skill_unit_group *old_sg;
  5889. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5890. {
  5891. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5892. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5893. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5894. if (limit < 0) //This can happen...
  5895. limit = skill_get_time(skillid,skilllv);
  5896. }
  5897. skill_clear_element_field(src);
  5898. }
  5899. break;
  5900. }
  5901. case BA_DISSONANCE:
  5902. case DC_UGLYDANCE:
  5903. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5904. break;
  5905. case BA_WHISTLE:
  5906. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5907. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5908. if(src->type == BL_PC){
  5909. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5910. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5911. }
  5912. break;
  5913. case DC_HUMMING:
  5914. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5915. if(src->type == BL_PC)
  5916. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5917. break;
  5918. case BA_POEMBRAGI:
  5919. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5920. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5921. if(src->type == BL_PC){
  5922. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5923. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5924. }
  5925. break;
  5926. case DC_DONTFORGETME:
  5927. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  5928. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  5929. if(src->type == BL_PC){
  5930. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5931. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5932. }
  5933. break;
  5934. case BA_APPLEIDUN:
  5935. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  5936. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  5937. if(src->type == BL_PC){
  5938. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5939. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5940. }
  5941. break;
  5942. case DC_SERVICEFORYOU:
  5943. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  5944. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  5945. if(src->type == BL_PC){
  5946. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5947. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5948. }
  5949. break;
  5950. case BA_ASSASSINCROSS:
  5951. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  5952. if(src->type == BL_PC)
  5953. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5954. break;
  5955. case DC_FORTUNEKISS:
  5956. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  5957. if(src->type == BL_PC)
  5958. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5959. break;
  5960. case BD_LULLABY:
  5961. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5962. break;
  5963. case BD_DRUMBATTLEFIELD:
  5964. val1 = (skilllv+1)*25; //Watk increase
  5965. val2 = (skilllv+1)*2; //Def increase
  5966. break;
  5967. case BD_RINGNIBELUNGEN:
  5968. val1 = (skilllv+2)*25; //Watk increase
  5969. break;
  5970. case BD_SIEGFRIED:
  5971. val1 = 55 + skilllv*5; //Elemental Resistance
  5972. val2 = skilllv*10; //Status ailment resistance
  5973. break;
  5974. case PF_FOGWALL: /* フォグウォ?ル */
  5975. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5976. break;
  5977. case RG_GRAFFITI: /* Graffiti */
  5978. count=1; // Leave this at 1 [Valaris]
  5979. break;
  5980. case WE_CALLPARTNER:
  5981. if (!sd)
  5982. return NULL;
  5983. if (map[src->m].flag.nowarpto) {
  5984. clif_skill_teleportmessage(sd,1);
  5985. return NULL;
  5986. }
  5987. val1 = sd->status.partner_id;
  5988. break;
  5989. case WE_CALLPARENT:
  5990. if (!sd)
  5991. return NULL;
  5992. if (map[src->m].flag.nowarpto) {
  5993. clif_skill_teleportmessage(sd,1);
  5994. return NULL;
  5995. }
  5996. val1 = sd->status.father;
  5997. val2 = sd->status.mother;
  5998. break;
  5999. case WE_CALLBABY:
  6000. if (!sd)
  6001. return NULL;
  6002. if (map[src->m].flag.nowarpto) {
  6003. clif_skill_teleportmessage(sd,1);
  6004. return NULL;
  6005. }
  6006. val1 = sd->status.child;
  6007. break;
  6008. }
  6009. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  6010. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  6011. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6012. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6013. group->val1=val1;
  6014. group->val2=val2;
  6015. group->val3=val3;
  6016. group->target_flag=target;
  6017. group->bl_flag= skill_get_unit_bl_target(skillid);
  6018. if(skillid==HT_TALKIEBOX ||
  6019. skillid==RG_GRAFFITI){
  6020. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  6021. if(group->valstr==NULL){
  6022. ShowFatalError("skill_castend_map: out of memory !\n");
  6023. exit(1);
  6024. }
  6025. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6026. }
  6027. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6028. val1=skilllv;
  6029. val2=0;
  6030. limit=group->limit;
  6031. for(i=0;i<layout->count;i++){
  6032. struct skill_unit *unit;
  6033. int ux,uy,alive=1;
  6034. ux = x + layout->dx[i];
  6035. uy = y + layout->dy[i];
  6036. switch (skillid) {
  6037. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6038. val2=group->val2;
  6039. break;
  6040. case WZ_ICEWALL: /* アイスウォ?ル */
  6041. if(skilllv <= 1)
  6042. val1 = 500;
  6043. else
  6044. val1 = 200 + 200*skilllv;
  6045. break;
  6046. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6047. ux+=(i%5-2);
  6048. uy+=(i/5-2);
  6049. break;
  6050. }
  6051. //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
  6052. if(range<=0)
  6053. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6054. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6055. alive = 0;
  6056. if (alive && battle_config.skill_wall_check) {
  6057. //Check if there's a path between cell and center of casting.
  6058. struct walkpath_data wpd;
  6059. if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
  6060. alive = 0;
  6061. }
  6062. if(alive && skillid == WZ_ICEWALL) {
  6063. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6064. alive=0;
  6065. else {
  6066. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6067. if(val2==5 || val2==1)
  6068. alive=0;
  6069. else
  6070. clif_changemapcell(src->m,ux,uy,5,0);
  6071. }
  6072. }
  6073. if(alive){
  6074. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6075. unit->val1=val1;
  6076. unit->val2=val2;
  6077. unit->limit=limit;
  6078. unit->range=range;
  6079. if (range==0 && active_flag)
  6080. map_foreachincell(skill_unit_effect,unit->bl.m,
  6081. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6082. }
  6083. }
  6084. return group;
  6085. }
  6086. /*==========================================
  6087. * スキルユニットの?動イベント
  6088. *------------------------------------------
  6089. */
  6090. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6091. {
  6092. struct skill_unit_group *sg;
  6093. struct block_list *ss;
  6094. struct status_change *sc;
  6095. int type;
  6096. nullpo_retr(0, src);
  6097. nullpo_retr(0, bl);
  6098. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6099. return 0;
  6100. nullpo_retr(0, sg=src->group);
  6101. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6102. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6103. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6104. return 0; //AoE skills are ineffective. [Skotlex]
  6105. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6106. return 0;
  6107. sc = status_get_sc(bl);
  6108. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6109. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6110. type = SkillStatusChangeTable[sg->skill_id];
  6111. switch (sg->unit_id) {
  6112. case UNT_SAFETYWALL:
  6113. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6114. if (sc && sc->data[type].timer == -1)
  6115. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6116. break;
  6117. case UNT_WARP_WAITING:
  6118. if(bl->type==BL_PC){
  6119. struct map_session_data *sd = (struct map_session_data *)bl;
  6120. if((!sd->chatID || battle_config.chat_warpportal)
  6121. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6122. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6123. if (--sg->val1<=0 || sg->src_id == bl->id)
  6124. skill_delunitgroup(sg);
  6125. }
  6126. }
  6127. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  6128. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  6129. break;
  6130. case UNT_QUAGMIRE:
  6131. if(sc && sc->data[type].timer==-1)
  6132. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6133. break;
  6134. case UNT_VOLCANO:
  6135. case UNT_DELUGE:
  6136. case UNT_VIOLENTGALE:
  6137. case UNT_SUITON:
  6138. if(sc && sc->data[type].timer==-1)
  6139. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6140. skill_get_time2(sg->skill_id,sg->skill_lv));
  6141. break;
  6142. case UNT_RICHMANKIM:
  6143. case UNT_ETERNALCHAOS:
  6144. case UNT_DRUMBATTLEFIELD:
  6145. case UNT_RINGNIBELUNGEN:
  6146. case UNT_ROKISWEIL:
  6147. case UNT_INTOABYSS:
  6148. case UNT_SIEGFRIED:
  6149. //Needed to check when a dancer/bard leaves their ensemble area.
  6150. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6151. return sg->skill_id;
  6152. if (sc && sc->data[type].timer==-1)
  6153. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6154. break;
  6155. case UNT_WHISTLE:
  6156. case UNT_ASSASSINCROSS:
  6157. case UNT_POEMBRAGI:
  6158. case UNT_APPLEIDUN:
  6159. case UNT_HUMMING:
  6160. case UNT_DONTFORGETME:
  6161. case UNT_FORTUNEKISS:
  6162. case UNT_SERVICEFORYOU:
  6163. case UNT_HERMODE:
  6164. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6165. return 0;
  6166. if (sc && sc->data[type].timer==-1)
  6167. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6168. break;
  6169. case UNT_BASILICA:
  6170. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6171. skill_blown(&src->bl,bl,1);
  6172. break;
  6173. case UNT_FOGWALL:
  6174. if (sc && sc->data[type].timer==-1)
  6175. {
  6176. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6177. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6178. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6179. }
  6180. break;
  6181. case UNT_GRAVITATION:
  6182. if (sc && sc->data[type].timer==-1)
  6183. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6184. break;
  6185. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6186. src->val1 = 0;
  6187. if(src->limit + sg->tick > tick + 700)
  6188. src->limit = DIFF_TICK(tick+700,sg->tick);
  6189. break;
  6190. }
  6191. return sg->skill_id;
  6192. }
  6193. /*==========================================
  6194. * スキルユニットの発動イベント(タイマ?[発動)
  6195. *------------------------------------------
  6196. */
  6197. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6198. {
  6199. struct skill_unit_group *sg;
  6200. struct block_list *ss;
  6201. struct map_session_data *sd = NULL;
  6202. int splash_count=0;
  6203. struct status_change *tsc, *sc;
  6204. struct skill_unit_group_tickset *ts;
  6205. int type;
  6206. int diff=0;
  6207. nullpo_retr(0, src);
  6208. nullpo_retr(0, bl);
  6209. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6210. return 0;
  6211. nullpo_retr(0, sg=src->group);
  6212. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6213. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6214. sc = status_get_sc(ss); //For magic power.
  6215. tsc = status_get_sc(bl);
  6216. type = SkillStatusChangeTable[sg->skill_id];
  6217. if (sg->interval == -1) {
  6218. switch (sg->unit_id) {
  6219. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6220. case UNT_SPIDERWEB:
  6221. case UNT_FIREPILLAR_ACTIVE:
  6222. return 0;
  6223. default:
  6224. if (battle_config.error_log)
  6225. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6226. return 0;
  6227. }
  6228. }
  6229. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6230. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6231. diff = DIFF_TICK(tick,ts->tick);
  6232. if (diff < 0)
  6233. return 0;
  6234. ts->tick = tick+sg->interval;
  6235. // GXは?dなっていたら3HITしない
  6236. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6237. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6238. }
  6239. //Temporarily set magic power to have it take effect. [Skotlex]
  6240. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6241. {
  6242. if (sd)
  6243. { //This is needed since we are not going to recall status_calc_pc...
  6244. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6245. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6246. } else
  6247. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6248. }
  6249. switch (sg->unit_id) {
  6250. case UNT_FIREWALL:
  6251. {
  6252. int count=0, t_ele = status_get_elem_type(bl);
  6253. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6254. //This is the best Aegis approximation we can do without
  6255. //changing the minimum skill unit interval. [Skotlex]
  6256. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6257. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6258. } else {
  6259. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6260. src->val2--;
  6261. }
  6262. if (src->val2<=0)
  6263. skill_delunit(src);
  6264. break;
  6265. }
  6266. case UNT_SANCTUARY:
  6267. {
  6268. int race = status_get_race(bl);
  6269. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6270. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6271. // reduce healing count if this was meant for damaging [hekate]
  6272. sg->val1 -= 2;
  6273. }
  6274. } else {
  6275. int heal = sg->val2;
  6276. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6277. break;
  6278. if (status_isimmune(bl))
  6279. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6280. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6281. battle_heal(NULL, bl, heal, 0, 0);
  6282. if (diff >= 500)
  6283. sg->val1--; // ?V規に入ったユニットだけカウント
  6284. }
  6285. if (sg->val1 <= 0)
  6286. skill_delunitgroup(sg);
  6287. break;
  6288. }
  6289. case UNT_MAGNUS:
  6290. {
  6291. int race = status_get_race(bl);
  6292. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6293. break;
  6294. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6295. src->val2++;
  6296. break;
  6297. }
  6298. case UNT_ATTACK_SKILLS:
  6299. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6300. break;
  6301. case UNT_FIREPILLAR_WAITING:
  6302. skill_delunit(src);
  6303. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6304. break;
  6305. case UNT_FIREPILLAR_ACTIVE:
  6306. map_foreachinrange(skill_attack_area,bl,
  6307. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6308. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6309. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6310. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6311. break;
  6312. case UNT_SKIDTRAP:
  6313. {
  6314. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6315. sg->unit_id = UNT_USED_TRAPS;
  6316. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6317. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6318. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6319. }
  6320. break;
  6321. case UNT_SPIDERWEB:
  6322. case UNT_ANKLESNARE:
  6323. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6324. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6325. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6326. {
  6327. struct TimerData* td = get_timer(tsc->data[type].timer);
  6328. if (td) sec = DIFF_TICK(td->tick, tick);
  6329. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6330. clif_fixpos(bl);
  6331. sg->val2=bl->id;
  6332. } else
  6333. sec = 3000; //Couldn't trap it?
  6334. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6335. // 01AC: long ID
  6336. // Indicates that an object is trapped, but ID is not a
  6337. // valid monster or player ID.
  6338. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6339. sg->interval = -1;
  6340. src->range = 0;
  6341. }
  6342. break;
  6343. case UNT_VENOMDUST:
  6344. if(tsc && tsc->data[type].timer==-1 )
  6345. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6346. break;
  6347. case UNT_LANDMINE:
  6348. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6349. sg->unit_id = UNT_USED_TRAPS;
  6350. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6351. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6352. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6353. break;
  6354. case UNT_BLASTMINE:
  6355. case UNT_SHOCKWAVE:
  6356. case UNT_SANDMAN:
  6357. case UNT_FLASHER:
  6358. case UNT_FREEZINGTRAP:
  6359. case UNT_CLAYMORETRAP:
  6360. map_foreachinrange(skill_count_target,&src->bl,
  6361. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6362. &src->bl,&splash_count);
  6363. map_foreachinrange(skill_trap_splash,&src->bl,
  6364. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6365. &src->bl,tick,splash_count);
  6366. sg->unit_id = UNT_USED_TRAPS;
  6367. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6368. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6369. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6370. break;
  6371. case UNT_TALKIEBOX:
  6372. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6373. break;
  6374. if (sg->val2 == 0){
  6375. clif_talkiebox(&src->bl, sg->valstr);
  6376. sg->unit_id = UNT_USED_TRAPS;
  6377. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6378. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6379. sg->val2 = -1; //踏んだ
  6380. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6381. }
  6382. break;
  6383. case UNT_LULLABY:
  6384. if (ss->id == bl->id)
  6385. break;
  6386. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6387. break;
  6388. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6389. if (ss->id == bl->id)
  6390. break;
  6391. if (bl->type == BL_PC)
  6392. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6393. break;
  6394. case UNT_DISSONANCE:
  6395. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6396. break;
  6397. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6398. {
  6399. int heal;
  6400. if (sg->src_id == bl->id)
  6401. break;
  6402. heal = sg->val2;
  6403. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6404. battle_heal(NULL, bl, heal, 0, 0);
  6405. break;
  6406. }
  6407. case UNT_DEMONSTRATION:
  6408. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6409. break;
  6410. case UNT_GOSPEL:
  6411. if (rand()%100 > sg->skill_lv*10)
  6412. break;
  6413. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6414. int i = rand()%13; // Positive buff count
  6415. switch (i)
  6416. {
  6417. case 0: // Heal 1~9999 HP
  6418. {
  6419. int heal = rand() %9999+1;
  6420. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6421. battle_heal(NULL,bl,heal,0,0);
  6422. }
  6423. break;
  6424. case 1: // End all negative status
  6425. status_change_clear_debuffs (bl);
  6426. break;
  6427. case 2: // Level 10 Blessing
  6428. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6429. break;
  6430. case 3: // Level 10 Increase AGI
  6431. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6432. break;
  6433. case 4: // Enchant weapon with Holy element
  6434. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6435. break;
  6436. case 5: // Enchant armor with Holy element
  6437. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6438. break;
  6439. case 6: // MaxHP +100%
  6440. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6441. break;
  6442. case 7: // MaxSP +100%
  6443. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6444. break;
  6445. case 8: // All stats +20
  6446. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6447. break;
  6448. case 9: // DEF +25%
  6449. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6450. break;
  6451. case 10: // ATK +100%
  6452. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6453. break;
  6454. case 11: // HIT/Flee +50
  6455. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6456. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6457. break;
  6458. case 12: // Immunity to all status
  6459. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6460. break;
  6461. }
  6462. }
  6463. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6464. int i = rand()%9; // Negative buff count
  6465. switch (i)
  6466. {
  6467. case 0: // Deal 1~9999 damage
  6468. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6469. break;
  6470. case 1: // Curse
  6471. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6472. break;
  6473. case 2: // Blind
  6474. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6475. break;
  6476. case 3: // Poison
  6477. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6478. break;
  6479. case 4: // Level 10 Provoke
  6480. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6481. break;
  6482. case 5: // DEF -100%
  6483. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6484. break;
  6485. case 6: // ATK -100%
  6486. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6487. break;
  6488. case 7: // Flee -100%
  6489. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6490. break;
  6491. case 8: // Speed/ASPD -25%
  6492. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6493. break;
  6494. }
  6495. }
  6496. break;
  6497. case UNT_GRAVITATION:
  6498. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6499. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6500. break;
  6501. }
  6502. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6503. { //Unset Magic Power.
  6504. if (sd)
  6505. {
  6506. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6507. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6508. } else
  6509. sc->data[SC_MAGICPOWER].timer = -1;
  6510. }
  6511. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6512. struct mob_data *md = (struct mob_data *)bl;
  6513. if (!md) return 0;
  6514. if (battle_config.mob_changetarget_byskill == 1) {
  6515. int target = md->target_id;
  6516. if (ss->type == BL_PC)
  6517. md->target_id = ss->id;
  6518. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6519. md->target_id = target;
  6520. } else
  6521. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6522. }
  6523. return sg->skill_id;
  6524. }
  6525. /*==========================================
  6526. * スキルユニットから離?する(もしくはしている)?�?�
  6527. *------------------------------------------
  6528. */
  6529. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6530. {
  6531. struct skill_unit_group *sg;
  6532. struct status_change *sc;
  6533. int type;
  6534. nullpo_retr(0, src);
  6535. nullpo_retr(0, bl);
  6536. nullpo_retr(0, sg=src->group);
  6537. sc = status_get_sc(bl);
  6538. if (sc && !sc->count)
  6539. sc = NULL;
  6540. type = SkillStatusChangeTable[sg->skill_id];
  6541. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6542. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6543. return 0;
  6544. switch(sg->unit_id){
  6545. case UNT_SAFETYWALL:
  6546. if (sc && sc->data[type].timer!=-1)
  6547. status_change_end(bl,type,-1);
  6548. break;
  6549. case UNT_ANKLESNARE:
  6550. {
  6551. struct block_list *target = map_id2bl(sg->val2);
  6552. if(target && target == bl){
  6553. status_change_end(bl,SC_ANKLE,-1);
  6554. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6555. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6556. }
  6557. else
  6558. return 0;
  6559. break;
  6560. }
  6561. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6562. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6563. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6564. status_change_end(bl,type,-1);
  6565. break;
  6566. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6567. {
  6568. struct block_list *target = map_id2bl(sg->val2);
  6569. if (target && target==bl)
  6570. {
  6571. status_change_end(bl,SC_SPIDERWEB,-1);
  6572. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6573. }
  6574. break;
  6575. }
  6576. }
  6577. return sg->skill_id;
  6578. }
  6579. /*==========================================
  6580. * Triggered when a char steps out of a skill group [Skotlex]
  6581. *------------------------------------------
  6582. */
  6583. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6584. {
  6585. struct status_change *sc;
  6586. int type;
  6587. sc = status_get_sc(bl);
  6588. if (sc && !sc->count)
  6589. sc = NULL;
  6590. type = SkillStatusChangeTable[skill_id];
  6591. switch (skill_id)
  6592. {
  6593. case WZ_QUAGMIRE:
  6594. if (bl->type==BL_MOB)
  6595. break;
  6596. if (sc && sc->data[type].timer != -1)
  6597. status_change_end(bl, type, -1);
  6598. break;
  6599. case BD_RICHMANKIM:
  6600. case BD_ETERNALCHAOS:
  6601. case BD_DRUMBATTLEFIELD:
  6602. case BD_RINGNIBELUNGEN:
  6603. case BD_ROKISWEIL:
  6604. case BD_INTOABYSS:
  6605. case BD_SIEGFRIED:
  6606. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6607. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6608. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6609. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6610. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6611. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6612. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6613. skill_stop_dancing(bl);
  6614. }
  6615. case MG_SAFETYWALL:
  6616. case AL_PNEUMA:
  6617. case SA_VOLCANO:
  6618. case SA_DELUGE:
  6619. case SA_VIOLENTGALE:
  6620. case CG_HERMODE:
  6621. case HW_GRAVITATION:
  6622. case NJ_SUITON:
  6623. if (sc && sc->data[type].timer != -1)
  6624. status_change_end(bl, type, -1);
  6625. break;
  6626. case BA_POEMBRAGI:
  6627. case BA_WHISTLE:
  6628. case BA_ASSASSINCROSS:
  6629. case BA_APPLEIDUN:
  6630. case DC_HUMMING:
  6631. case DC_DONTFORGETME:
  6632. case DC_FORTUNEKISS:
  6633. case DC_SERVICEFORYOU:
  6634. if (sc && sc->data[type].timer != -1)
  6635. {
  6636. delete_timer(sc->data[type].timer, status_change_timer);
  6637. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6638. //not possible on our current implementation.
  6639. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6640. }
  6641. break;
  6642. case PF_FOGWALL:
  6643. if (sc && sc->data[type].timer != -1)
  6644. {
  6645. status_change_end(bl,type,-1);
  6646. if (sc->data[SC_BLIND].timer!=-1)
  6647. {
  6648. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6649. status_change_end(bl, SC_BLIND, -1);
  6650. else {
  6651. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6652. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6653. }
  6654. }
  6655. }
  6656. break;
  6657. case UNT_GOSPEL:
  6658. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6659. status_change_end(bl, type, -1);
  6660. break;
  6661. }
  6662. return skill_id;
  6663. }
  6664. /*==========================================
  6665. * Invoked when a unit cell has been placed/removed/deleted.
  6666. * flag values:
  6667. * flag&1: Invoke onplace function (otherwise invoke onout)
  6668. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6669. *------------------------------------------
  6670. */
  6671. int skill_unit_effect(struct block_list *bl,va_list ap)
  6672. {
  6673. struct skill_unit *unit;
  6674. struct skill_unit_group *group;
  6675. int flag;
  6676. unsigned int tick;
  6677. nullpo_retr(0, bl);
  6678. nullpo_retr(0, ap);
  6679. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6680. tick = va_arg(ap,unsigned int);
  6681. flag = va_arg(ap,unsigned int);
  6682. if (!unit->alive || bl->prev==NULL)
  6683. return 0;
  6684. nullpo_retr(0, group=unit->group);
  6685. if (flag&1)
  6686. skill_unit_onplace(unit,bl,tick);
  6687. else
  6688. skill_unit_onout(unit,bl,tick);
  6689. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6690. return 0;
  6691. }
  6692. /*==========================================
  6693. * スキルユニットの限界イベント
  6694. *------------------------------------------
  6695. */
  6696. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6697. {
  6698. struct skill_unit_group *sg;
  6699. nullpo_retr(0, src);
  6700. nullpo_retr(0, sg=src->group);
  6701. switch(sg->unit_id){
  6702. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6703. {
  6704. struct skill_unit_group *group=
  6705. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6706. src->bl.x,src->bl.y,1);
  6707. if(group == NULL)
  6708. return 0;
  6709. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6710. group->val3=sg->val3; //as well as the mapindex to warp to.
  6711. }
  6712. break;
  6713. case UNT_ICEWALL: /* アイスウォ?ル */
  6714. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6715. break;
  6716. case UNT_CALLFAMILY: /* � なたに?いたい */
  6717. {
  6718. struct map_session_data *sd = NULL;
  6719. if(sg->val1) {
  6720. sd = map_charid2sd(sg->val1);
  6721. sg->val1 = 0;
  6722. if (sd && !map[sd->bl.m].flag.nowarp)
  6723. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6724. }
  6725. if(sg->val2) {
  6726. sd = map_charid2sd(sg->val2);
  6727. sg->val2 = 0;
  6728. if (sd && !map[sd->bl.m].flag.nowarp)
  6729. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6730. }
  6731. }
  6732. break;
  6733. }
  6734. return 0;
  6735. }
  6736. /*==========================================
  6737. * スキルユニットのダ�??ジイベント
  6738. *------------------------------------------
  6739. */
  6740. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6741. int damage,unsigned int tick)
  6742. {
  6743. struct skill_unit_group *sg;
  6744. nullpo_retr(0, src);
  6745. nullpo_retr(0, sg=src->group);
  6746. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6747. skill_delunitgroup(sg);
  6748. else
  6749. switch(sg->unit_id){
  6750. case UNT_ICEWALL:
  6751. src->val1-=damage;
  6752. break;
  6753. default:
  6754. damage = 0;
  6755. break;
  6756. }
  6757. return damage;
  6758. }
  6759. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6760. struct block_list *src = va_arg(ap, struct block_list*);
  6761. struct block_list *partner = va_arg(ap, struct block_list*);
  6762. int blowcount = va_arg(ap, int);
  6763. if (bl == src || bl == partner)
  6764. return 0;
  6765. skill_blown(src, bl, blowcount);
  6766. return 1;
  6767. }
  6768. /*==========================================
  6769. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6770. * partner may be null, but src cannot be.
  6771. *------------------------------------------
  6772. */
  6773. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6774. {
  6775. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6776. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6777. map_foreachinrange(skill_moonlit_sub,src,
  6778. skill_get_splash(CG_MOONLIT, skilllv),
  6779. BL_CHAR,src,partner,blowcount);
  6780. if(partner)
  6781. map_foreachinrange(skill_moonlit_sub,partner,
  6782. skill_get_splash(CG_MOONLIT, skilllv),
  6783. BL_CHAR,src,partner,blowcount);
  6784. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6785. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6786. if (partner) {
  6787. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6788. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6789. }
  6790. }
  6791. /*==========================================
  6792. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6793. *------------------------------------------
  6794. */
  6795. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6796. {
  6797. int *c, skillid;
  6798. struct block_list *src;
  6799. struct map_session_data *sd;
  6800. struct map_session_data *tsd;
  6801. int *p_sd; //Contains the list of characters found.
  6802. nullpo_retr(0, bl);
  6803. nullpo_retr(0, ap);
  6804. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6805. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6806. nullpo_retr(0, sd=(struct map_session_data*)src);
  6807. c=va_arg(ap,int *);
  6808. p_sd = va_arg(ap, int *);
  6809. skillid = va_arg(ap,int);
  6810. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6811. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6812. if (bl == src)
  6813. return 0;
  6814. if(pc_isdead(tsd))
  6815. return 0;
  6816. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6817. return 0;
  6818. switch(skillid)
  6819. {
  6820. case PR_BENEDICTIO: /* ?ケ??~福 */
  6821. {
  6822. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6823. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6824. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6825. && sd->status.sp >= 10)
  6826. p_sd[(*c)++]=tsd->bl.id;
  6827. return 1;
  6828. }
  6829. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6830. {
  6831. int skilllv;
  6832. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6833. return 0;
  6834. if (sd->status.sex != tsd->status.sex &&
  6835. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6836. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6837. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6838. sd->status.party_id && tsd->status.party_id &&
  6839. sd->status.party_id == tsd->status.party_id &&
  6840. tsd->sc.data[SC_DANCING].timer == -1)
  6841. {
  6842. p_sd[(*c)++]=tsd->bl.id;
  6843. return skilllv;
  6844. } else {
  6845. return 0;
  6846. }
  6847. }
  6848. break;
  6849. }
  6850. return 0;
  6851. }
  6852. /*==========================================
  6853. * Checks and stores partners for ensemble skills [Skotlex]
  6854. *------------------------------------------
  6855. */
  6856. int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6857. {
  6858. static int c=0;
  6859. static int p_sd[2] = { 0, 0 };
  6860. int i;
  6861. if (cast_flag)
  6862. { //Execute the skill on the partners.
  6863. struct map_session_data* tsd;
  6864. switch (skill_id)
  6865. {
  6866. case PR_BENEDICTIO:
  6867. for (i = 0; i < c; i++)
  6868. {
  6869. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6870. pc_damage_sp(tsd, 10, 0);
  6871. }
  6872. return c;
  6873. case CG_MOONLIT:
  6874. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6875. {
  6876. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6877. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6878. tsd->skillid_dance = skill_id;
  6879. tsd->skilllv_dance = *skill_lv;
  6880. }
  6881. return c;
  6882. default: //Warning: Assuming Ensemble skills here (for speed)
  6883. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6884. {
  6885. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6886. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6887. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6888. tsd->skillid_dance = skill_id;
  6889. tsd->skilllv_dance = *skill_lv;
  6890. }
  6891. return c;
  6892. }
  6893. }
  6894. //Else: new search for partners.
  6895. c = 0;
  6896. memset (p_sd, 0, sizeof(p_sd));
  6897. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6898. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6899. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6900. *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.
  6901. return c;
  6902. }
  6903. /*==========================================
  6904. * 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)
  6905. *------------------------------------------
  6906. */
  6907. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6908. {
  6909. int *c,src_id=0,mob_class=0;
  6910. struct mob_data *md;
  6911. nullpo_retr(0, bl);
  6912. nullpo_retr(0, ap);
  6913. nullpo_retr(0, md=(struct mob_data*)bl);
  6914. nullpo_retr(0, src_id=va_arg(ap,int));
  6915. nullpo_retr(0, mob_class=va_arg(ap,int));
  6916. nullpo_retr(0, c=va_arg(ap,int *));
  6917. if(md->class_==mob_class && md->master_id==src_id)
  6918. (*c)++;
  6919. return 0;
  6920. }
  6921. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6922. {
  6923. struct npc_data *nd;
  6924. nd=(struct npc_data*)bl;
  6925. if (nd->bl.subtype == WARP)
  6926. return 1;
  6927. return 0;
  6928. }
  6929. /*==========================================
  6930. * スキル使用?�??i?で使用失敗?j
  6931. *------------------------------------------
  6932. */
  6933. int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
  6934. {
  6935. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,state,spiritball,mhp;
  6936. int index[10],itemid[10],amount[10];
  6937. int force_gem_flag = 0;
  6938. int delitem_flag = 1, checkitem_flag = 1;
  6939. nullpo_retr(0, sd);
  6940. if (lv <= 0) return 0;
  6941. if( battle_config.gm_skilluncond &&
  6942. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6943. sd->skillitem != skill)
  6944. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6945. sd->skillitem = sd->skillitemlv = -1;
  6946. return 1;
  6947. }
  6948. if( sd->sc.opt1 ) {
  6949. clif_skill_fail(sd,skill,0,0);
  6950. sd->skillitem = sd->skillitemlv = -1;
  6951. return 0;
  6952. }
  6953. if(pc_is90overweight(sd)) {
  6954. clif_skill_fail(sd,skill,9,0);
  6955. sd->skillitem = sd->skillitemlv = -1;
  6956. return 0;
  6957. }
  6958. if (sd->state.abra_flag)
  6959. {
  6960. sd->skillitem = sd->skillitemlv = -1;
  6961. if(type&1) sd->state.abra_flag = 0;
  6962. return 1;
  6963. }
  6964. if (sd->menuskill_id == AM_PHARMACY &&
  6965. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6966. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6967. )) {
  6968. sd->skillitem = sd->skillitemlv = -1;
  6969. return 0;
  6970. }
  6971. if(sd->skillitem == skill) { /* アイテムの?�?⊥ウ?�??ャ功 */
  6972. if(!type) //When a target was selected
  6973. { //Consume items that were skipped in pc_use_item [Skotlex]
  6974. if((i = sd->itemindex) == -1 ||
  6975. sd->status.inventory[i].nameid != sd->itemid ||
  6976. sd->inventory_data[i] == NULL ||
  6977. !sd->inventory_data[i]->flag.delay_consume ||
  6978. sd->status.inventory[i].amount < 1
  6979. )
  6980. { //Something went wrong, item exploit?
  6981. sd->itemid = sd->itemindex = -1;
  6982. return 0;
  6983. }
  6984. //Consume
  6985. sd->itemid = sd->itemindex = -1;
  6986. if(skill == WZ_EARTHSPIKE
  6987. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  6988. ; //Do not consume item.
  6989. else
  6990. pc_delitem(sd,i,1,0);
  6991. }
  6992. if (type&1) //Casting finished
  6993. sd->skillitem = sd->skillitemlv = -1;
  6994. return 1;
  6995. }
  6996. // for the guild skills [celest]
  6997. if (skill >= GD_SKILLBASE)
  6998. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  6999. else
  7000. j = skill;
  7001. if (j < 0 || j >= MAX_SKILL_DB)
  7002. return 0;
  7003. //Code speedup, rather than using skill_get_* over and over again.
  7004. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7005. return 0;
  7006. hp = skill_db[j].hp[lv-1]; /* ?チ費HP */
  7007. sp = skill_db[j].sp[lv-1]; /* ?チ費SP */
  7008. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7009. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7010. hp_rate = skill_db[j].hp_rate[lv-1];
  7011. sp_rate = skill_db[j].sp_rate[lv-1];
  7012. zeny = skill_db[j].zeny[lv-1];
  7013. weapon = skill_db[j].weapon;
  7014. ammo = skill_db[j].ammo;
  7015. state = skill_db[j].state;
  7016. spiritball = skill_db[j].spiritball[lv-1];
  7017. mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */
  7018. for(i = 0; i < 10; i++) {
  7019. itemid[i] = skill_db[j].itemid[i];
  7020. amount[i] = skill_db[j].amount[i];
  7021. }
  7022. if(mhp > 0)
  7023. hp += (sd->status.max_hp * mhp)/100;
  7024. if(hp_rate > 0)
  7025. hp += (sd->status.hp * hp_rate)/100;
  7026. else
  7027. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7028. if(sp_rate > 0)
  7029. sp += (sd->status.sp * sp_rate)/100;
  7030. else
  7031. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7032. if (!ammo && sd->status.weapon == 11 && skill &&
  7033. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  7034. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  7035. ) //Assume this skill is using the weapon, therefore it requires arrows.
  7036. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7037. switch(skill) { // Check for cost reductions due to skills & SCs
  7038. case MC_MAMMONITE:
  7039. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7040. zeny -= zeny*10/100;
  7041. break;
  7042. case AL_HOLYLIGHT:
  7043. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7044. sp *= 5;
  7045. break;
  7046. case SL_SMA:
  7047. case SL_STUN:
  7048. case SL_STIN:
  7049. {
  7050. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7051. if(kaina_lv==0 || sd->status.base_level<70)
  7052. break;
  7053. if(sd->status.base_level>=90)
  7054. sp -= sp*7*kaina_lv/100;
  7055. else if(sd->status.base_level>=80)
  7056. sp -= sp*5*kaina_lv/100;
  7057. else if(sd->status.base_level>=70)
  7058. sp -= sp*3*kaina_lv/100;
  7059. }
  7060. break;
  7061. case MO_TRIPLEATTACK:
  7062. case MO_CHAINCOMBO:
  7063. case MO_COMBOFINISH:
  7064. case CH_TIGERFIST:
  7065. case CH_CHAINCRUSH:
  7066. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7067. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7068. break;
  7069. }
  7070. if(sd->dsprate!=100)
  7071. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7072. switch(skill) {
  7073. case SA_CASTCANCEL:
  7074. if(sd->ud.skilltimer == -1) {
  7075. clif_skill_fail(sd,skill,0,0);
  7076. return 0;
  7077. }
  7078. break;
  7079. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7080. case NV_TRICKDEAD: /* 死んだふり */
  7081. case TF_HIDING: /* ハイディング */
  7082. case AS_CLOAKING: /* ク�??キング */
  7083. case CR_AUTOGUARD: /* オ?トガ?ド */
  7084. case CR_DEFENDER: /* ディフェンダ? */
  7085. case ST_CHASEWALK:
  7086. case PA_GOSPEL:
  7087. case CR_SHRINK:
  7088. case TK_RUN:
  7089. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7090. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7091. break;
  7092. case AL_WARP:
  7093. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7094. delitem_flag = 0;
  7095. if(map[sd->bl.m].flag.nowarp) {
  7096. clif_skill_teleportmessage(sd,0);
  7097. return 0;
  7098. }
  7099. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7100. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7101. return 0;
  7102. }
  7103. break;
  7104. case AL_TELEPORT:
  7105. if(map[sd->bl.m].flag.noteleport) {
  7106. clif_skill_teleportmessage(sd,0);
  7107. return 0;
  7108. }
  7109. break;
  7110. case MO_CALLSPIRITS: /* ?功 */
  7111. if(sd->spiritball >= lv) {
  7112. clif_skill_fail(sd,skill,0,0);
  7113. return 0;
  7114. }
  7115. break;
  7116. case CH_SOULCOLLECT: /* 狂?功 */
  7117. if(sd->spiritball >= 5) {
  7118. clif_skill_fail(sd,skill,0,0);
  7119. return 0;
  7120. }
  7121. break;
  7122. case MO_FINGEROFFENSIVE: //指?
  7123. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7124. spiritball = sd->spiritball;
  7125. sd->spiritball_old = sd->spiritball;
  7126. }
  7127. else sd->spiritball_old = lv;
  7128. break;
  7129. case MO_BODYRELOCATION:
  7130. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7131. spiritball = 0;
  7132. break;
  7133. case MO_CHAINCOMBO: //連打?カ
  7134. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7135. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7136. return 0;
  7137. }
  7138. break;
  7139. case MO_COMBOFINISH: //猛龍�?
  7140. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7141. return 0;
  7142. break;
  7143. case CH_TIGERFIST: //伏虎�?
  7144. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7145. return 0;
  7146. break;
  7147. case CH_CHAINCRUSH: //連柱崩?
  7148. if(sd->sc.data[SC_COMBO].timer == -1)
  7149. return 0;
  7150. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7151. return 0;
  7152. break;
  7153. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7154. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7155. // return 0;
  7156. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7157. spiritball--;
  7158. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7159. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7160. spiritball = 4;
  7161. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7162. spiritball = 3;
  7163. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7164. spiritball = sd->spiritball?sd->spiritball:1;
  7165. //It should consume whatever is left as long as it's at least 1.
  7166. }
  7167. break;
  7168. case TK_MISSION: //Does not works on Non-Taekwon
  7169. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7170. clif_skill_fail(sd,skill,0,0);
  7171. return 0;
  7172. }
  7173. break;
  7174. case TK_READYCOUNTER:
  7175. case TK_READYDOWN:
  7176. case TK_READYSTORM:
  7177. case TK_READYTURN:
  7178. case TK_JUMPKICK:
  7179. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7180. //They do not work on Soul Linkers.
  7181. clif_skill_fail(sd,skill,0,0);
  7182. return 0;
  7183. }
  7184. break;
  7185. case TK_TURNKICK:
  7186. case TK_STORMKICK:
  7187. case TK_DOWNKICK:
  7188. case TK_COUNTER:
  7189. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7190. break; //Combo ready.
  7191. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7192. break; //Unlimited Combo
  7193. return 0;
  7194. case BD_ADAPTATION: /* アドリブ */
  7195. {
  7196. struct skill_unit_group *group=NULL;
  7197. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7198. ((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
  7199. clif_skill_fail(sd,skill,0,0);
  7200. return 0;
  7201. }
  7202. }
  7203. break;
  7204. case PR_BENEDICTIO: /* ?ケ??~福 */
  7205. {
  7206. if (!battle_config.player_skill_partner_check ||
  7207. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7208. )
  7209. break; //No need to do any partner checking [Skotlex]
  7210. if (!(type&1))
  7211. { //Started casting.
  7212. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7213. {
  7214. clif_skill_fail(sd,skill,0,0);
  7215. return 0;
  7216. }
  7217. }
  7218. else
  7219. { //Done casting
  7220. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7221. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7222. }
  7223. }
  7224. break;
  7225. case AM_CANNIBALIZE: /* バイオプラント */
  7226. case AM_SPHEREMINE: /* スフィア?マイン */
  7227. if(type&1){
  7228. int c=0;
  7229. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7230. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7231. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7232. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7233. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7234. if(c >= maxcount){
  7235. clif_skill_fail(sd,skill,0,0);
  7236. return 0;
  7237. }
  7238. }
  7239. }
  7240. break;
  7241. case WZ_FIREPILLAR: // celest
  7242. if (lv <= 5) // no gems required at level 1-5
  7243. itemid[0] = 0;
  7244. break;
  7245. case SL_SMA:
  7246. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7247. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7248. return 0;
  7249. break;
  7250. case HT_POWER:
  7251. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7252. return 0;
  7253. break;
  7254. case HW_GANBANTEIN:
  7255. force_gem_flag = 1;
  7256. break;
  7257. case AM_BERSERKPITCHER:
  7258. case AM_POTIONPITCHER:
  7259. case CR_SLIMPITCHER:
  7260. case MG_STONECURSE:
  7261. case CR_CULTIVATION:
  7262. case SA_FLAMELAUNCHER:
  7263. case SA_FROSTWEAPON:
  7264. case SA_LIGHTNINGLOADER:
  7265. case SA_SEISMICWEAPON:
  7266. delitem_flag = 0;
  7267. break;
  7268. case SA_DELUGE:
  7269. case SA_VOLCANO:
  7270. case SA_VIOLENTGALE:
  7271. case SA_LANDPROTECTOR:
  7272. { //Does not consumes if the skill is already active. [Skotlex]
  7273. struct skill_unit_group *sg;
  7274. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7275. {
  7276. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7277. checkitem_flag = delitem_flag = 0;
  7278. else sg->limit = 0; //Disable it.
  7279. }
  7280. break;
  7281. }
  7282. case CG_HERMODE:
  7283. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7284. skill_get_splash(skill, lv), BL_NPC) < 1)
  7285. {
  7286. clif_skill_fail(sd,skill,0,0);
  7287. return 0;
  7288. }
  7289. break;
  7290. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7291. {
  7292. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7293. int size = range*2+1;
  7294. for (i=0;i<size*size;i++) {
  7295. x = sd->bl.x+(i%size-range);
  7296. y = sd->bl.y+(i/size-range);
  7297. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7298. clif_skill_fail(sd,skill,0,0);
  7299. return 0;
  7300. }
  7301. }
  7302. }
  7303. break;
  7304. case PR_REDEMPTIO:
  7305. {
  7306. int exp;
  7307. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7308. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7309. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7310. return 0;
  7311. }
  7312. break;
  7313. }
  7314. case AM_TWILIGHT2:
  7315. case AM_TWILIGHT3:
  7316. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7317. {
  7318. clif_skill_fail(sd,skill,0,0);
  7319. return 0;
  7320. }
  7321. break;
  7322. //SHOULD BE OPTIMALIZED [Komurka]
  7323. //Optimized #1. optimize comfort later. [Vicious]
  7324. case SG_SUN_WARM:
  7325. case SG_MOON_WARM:
  7326. case SG_STAR_WARM:
  7327. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7328. break;
  7329. clif_skill_fail(sd,skill,0,0);
  7330. return 0;
  7331. break;
  7332. case SG_SUN_COMFORT:
  7333. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7334. break;
  7335. clif_skill_fail(sd,skill,0,0);
  7336. return 0;
  7337. case SG_MOON_COMFORT:
  7338. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7339. break;
  7340. clif_skill_fail(sd,skill,0,0);
  7341. return 0;
  7342. case SG_STAR_COMFORT:
  7343. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7344. break;
  7345. clif_skill_fail(sd,skill,0,0);
  7346. return 0;
  7347. case SG_FUSION:
  7348. if (sd->sc.data[SC_FUSION].timer!=-1)
  7349. return 1;
  7350. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7351. break;
  7352. return 0;
  7353. case GD_BATTLEORDER:
  7354. case GD_REGENERATION:
  7355. case GD_RESTORE:
  7356. case GD_EMERGENCYCALL:
  7357. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7358. return 0;
  7359. if (lv <= 0)
  7360. return 0;
  7361. if (skill == GD_EMERGENCYCALL) {
  7362. if (!map_flag_gvg(sd->bl.m))
  7363. { //if not allowed to warp to the map (castles are always allowed)
  7364. clif_skill_fail(sd,skill,0,0);
  7365. return 0;
  7366. }
  7367. } else if (!agit_flag) {
  7368. clif_skill_fail(sd,skill,0,0);
  7369. return 0;
  7370. }
  7371. break;
  7372. //Until they're at right position - gs_skillcheck- [Vicious]
  7373. case GS_GLITTERING:
  7374. if(sd->spiritball >= 10) {
  7375. clif_skill_fail(sd,skill,0,0);
  7376. return 0;
  7377. }
  7378. zeny = 1;
  7379. break;
  7380. case GS_FLING:
  7381. if(sd->spiritball == 0)
  7382. clif_skill_fail(sd,skill,0,0);
  7383. break;
  7384. case GS_TRIPLEACTION:
  7385. case GS_MAGICALBULLET:
  7386. case GS_CRACKER:
  7387. case GS_BULLSEYE:
  7388. spiritball = 1;
  7389. break;
  7390. case GS_MADNESSCANCEL:
  7391. spiritball = 4;
  7392. if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
  7393. status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
  7394. break;
  7395. case GS_ADJUSTMENT:
  7396. spiritball = 2;
  7397. if(sd->spiritball >= 2 && sd->sc.data[SC_MADNESSCANCEL].timer != -1)
  7398. status_change_end(&sd->bl,SC_MADNESSCANCEL,-1);
  7399. break;
  7400. case GS_INCREASING:
  7401. spiritball = 2;
  7402. break;
  7403. case NJ_KAENSIN:
  7404. case NJ_BAKUENRYU:
  7405. case NJ_SUITON:
  7406. case NJ_HYOUSYOURAKU:
  7407. case NJ_RAIGEKISAI:
  7408. case NJ_KAMAITACHI:
  7409. //delitem_flag = 0; <- don't need?
  7410. break;
  7411. case NJ_ISSEN:
  7412. if (sd->sc.data[SC_NEN].timer!=-1)
  7413. return 0;
  7414. break;
  7415. //Not implemented yet [Vicious]
  7416. case NJ_KASUMIKIRI:
  7417. case NJ_SHADOWJUMP:
  7418. case NJ_KIRIKAGE:
  7419. case NJ_UTSUSEMI:
  7420. case NJ_BUNSINJYUTSU:
  7421. case NJ_NEN:
  7422. break;
  7423. }
  7424. if(!(type&2)){
  7425. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7426. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7427. return 0;
  7428. }
  7429. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7430. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7431. return 0;
  7432. }
  7433. if( zeny>0 && sd->status.zeny < zeny) {
  7434. clif_skill_fail(sd,skill,5,0);
  7435. return 0;
  7436. }
  7437. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7438. clif_skill_fail(sd,skill,6,0);
  7439. return 0;
  7440. }
  7441. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7442. if((i=sd->equip_index[10]) < 0 ||
  7443. !sd->inventory_data[i] ||
  7444. !(ammo&1<<sd->inventory_data[i]->look)
  7445. ) {
  7446. clif_arrow_fail(sd,0);
  7447. return 0;
  7448. }
  7449. }
  7450. if( spiritball > 0 && sd->spiritball < spiritball) {
  7451. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7452. return 0;
  7453. }
  7454. }
  7455. switch(state) {
  7456. case ST_HIDING:
  7457. if(!(sd->sc.option&OPTION_HIDE)) {
  7458. clif_skill_fail(sd,skill,0,0);
  7459. return 0;
  7460. }
  7461. break;
  7462. case ST_CLOAKING:
  7463. if(!pc_iscloaking(sd)) {
  7464. clif_skill_fail(sd,skill,0,0);
  7465. return 0;
  7466. }
  7467. break;
  7468. case ST_HIDDEN:
  7469. if(!pc_ishiding(sd)) {
  7470. clif_skill_fail(sd,skill,0,0);
  7471. return 0;
  7472. }
  7473. break;
  7474. case ST_RIDING:
  7475. if(!pc_isriding(sd)) {
  7476. clif_skill_fail(sd,skill,0,0);
  7477. return 0;
  7478. }
  7479. break;
  7480. case ST_FALCON:
  7481. if(!pc_isfalcon(sd)) {
  7482. clif_skill_fail(sd,skill,0,0);
  7483. return 0;
  7484. }
  7485. break;
  7486. case ST_CART:
  7487. if(!pc_iscarton(sd)) {
  7488. clif_skill_fail(sd,skill,0,0);
  7489. return 0;
  7490. }
  7491. break;
  7492. case ST_SHIELD:
  7493. if(sd->status.shield <= 0) {
  7494. clif_skill_fail(sd,skill,0,0);
  7495. return 0;
  7496. }
  7497. break;
  7498. case ST_SIGHT:
  7499. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7500. clif_skill_fail(sd,skill,0,0);
  7501. return 0;
  7502. }
  7503. break;
  7504. case ST_EXPLOSIONSPIRITS:
  7505. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7506. clif_skill_fail(sd,skill,0,0);
  7507. return 0;
  7508. }
  7509. break;
  7510. case ST_CARTBOOST:
  7511. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7512. clif_skill_fail(sd,skill,0,0);
  7513. return 0;
  7514. }
  7515. break;
  7516. case ST_RECOV_WEIGHT_RATE:
  7517. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7518. clif_skill_fail(sd,skill,0,0);
  7519. return 0;
  7520. }
  7521. break;
  7522. case ST_MOVE_ENABLE:
  7523. if(!unit_can_move(&sd->bl)) {
  7524. clif_skill_fail(sd,skill,0,0);
  7525. return 0;
  7526. }
  7527. break;
  7528. case ST_WATER:
  7529. //?�?齡サ定
  7530. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7531. if ( (sd->sc.data[SC_DELUGE].timer == -1 || sd->sc.data[SC_SUITON].timer == -1) &&
  7532. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7533. {
  7534. clif_skill_fail(sd,skill,0,0);
  7535. return 0;
  7536. }
  7537. break;
  7538. }
  7539. if (checkitem_flag) {
  7540. for(i=0;i<10;i++) {
  7541. int x = lv%11 - 1;
  7542. index[i] = -1;
  7543. if(itemid[i] <= 0)
  7544. continue;
  7545. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7546. continue;
  7547. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7548. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7549. continue;
  7550. if((skill == AM_POTIONPITCHER ||
  7551. skill == CR_SLIMPITCHER ||
  7552. skill == CR_CULTIVATION) && i != x)
  7553. continue;
  7554. index[i] = pc_search_inventory(sd,itemid[i]);
  7555. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7556. if(itemid[i] == 716 || itemid[i] == 717)
  7557. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7558. else
  7559. clif_skill_fail(sd,skill,0,0);
  7560. return 0;
  7561. }
  7562. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7563. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7564. }
  7565. }
  7566. if(!(type&1))
  7567. return 1;
  7568. if(delitem_flag) {
  7569. for(i=0;i<10;i++) {
  7570. if(index[i] >= 0)
  7571. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7572. }
  7573. if (ammo && battle_config.arrow_decrement)
  7574. pc_delitem(sd,sd->equip_index[10],1,0);
  7575. }
  7576. if(type&2)
  7577. return 1;
  7578. if(sp > 0) { // SP?チ費
  7579. sd->status.sp-=sp;
  7580. clif_updatestatus(sd,SP_SP);
  7581. }
  7582. if(hp > 0) { // HP?チ費
  7583. sd->status.hp-=hp;
  7584. clif_updatestatus(sd,SP_HP);
  7585. }
  7586. if(zeny > 0) // Zeny?チ費
  7587. pc_payzeny(sd,zeny);
  7588. if(spiritball > 0) // 氣球?チ費
  7589. pc_delspiritball(sd,spiritball,0);
  7590. return 1;
  7591. }
  7592. /*==========================================
  7593. * 詠?・時間計算
  7594. *------------------------------------------
  7595. */
  7596. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
  7597. {
  7598. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7599. int time = skill_get_cast(skill_id, skill_lv);
  7600. struct map_session_data *sd;
  7601. nullpo_retr(0, bl);
  7602. BL_CAST(BL_PC, bl, sd);
  7603. // calculate base cast time (reduced by dex)
  7604. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7605. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7606. if (scale > 0) // not instant cast
  7607. time = time * scale / battle_config.castrate_dex_scale;
  7608. else return 0; // instant cast
  7609. }
  7610. // calculate cast time reduced by card bonuses
  7611. if (sd && sd->castrate != 100)
  7612. time = time * sd->castrate / 100;
  7613. // config cast time multiplier
  7614. if (battle_config.cast_rate != 100)
  7615. time = time * battle_config.cast_rate / 100;
  7616. // calculate cast time reduced by skill bonuses
  7617. if (!(castnodex&2))
  7618. time = skill_castfix_sc(bl, time);
  7619. // return final cast time
  7620. return (time > 0) ? time : 0;
  7621. }
  7622. /*==========================================
  7623. * Does cast-time reductions based on sc data.
  7624. *------------------------------------------
  7625. */
  7626. int skill_castfix_sc(struct block_list *bl, int time)
  7627. {
  7628. struct status_change *sc = status_get_sc(bl);
  7629. if (time <= 0) return 0;
  7630. if (sc && sc->count) {
  7631. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7632. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7633. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7634. }
  7635. if (sc->data[SC_POEMBRAGI].timer != -1)
  7636. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7637. }
  7638. return (time > 0) ? time : 0;
  7639. }
  7640. /*==========================================
  7641. * ディレイ計算
  7642. *------------------------------------------
  7643. */
  7644. int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
  7645. {
  7646. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7647. int time = skill_get_delay(skill_id, skill_lv);
  7648. nullpo_retr(0, bl);
  7649. // instant cast attack skills depend on aspd as delay [celest]
  7650. if (time == 0) {
  7651. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7652. time = status_get_amotion(bl); //Use attack animation as default delay.
  7653. else
  7654. time = 300; // default delay, according to official servers
  7655. } else if (time < 0)
  7656. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7657. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7658. { // if skill casttime is allowed to be reduced by dex
  7659. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7660. if (scale > 0)
  7661. time = time * scale / battle_config.castrate_dex_scale;
  7662. }
  7663. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7664. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7665. if (battle_config.delay_rate != 100)
  7666. time = time * battle_config.delay_rate / 100;
  7667. if (!(delaynodex&2))
  7668. { /* ブラギの�? */
  7669. struct status_change *sc;
  7670. sc= status_get_sc(bl);
  7671. if (sc && sc->count) {
  7672. if (sc->data[SC_POEMBRAGI].timer != -1)
  7673. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7674. if (sc->data[SC_SPIRIT].timer != -1)
  7675. switch (skill_id) {
  7676. case CR_SHIELDBOOMERANG:
  7677. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7678. time /=2;
  7679. break;
  7680. case AS_SONICBLOW:
  7681. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7682. time /= 2;
  7683. break;
  7684. }
  7685. }
  7686. }
  7687. return (time < battle_config.min_skill_delay_limit)?
  7688. battle_config.min_skill_delay_limit:time;
  7689. }
  7690. /*=========================================
  7691. * ブランディッシュスピア ?炎哿ヘ?決定
  7692. *----------------------------------------
  7693. */
  7694. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7695. nullpo_retv(tc);
  7696. if(dir == 0){
  7697. tc->val1[0]=x-2;
  7698. tc->val1[1]=x-1;
  7699. tc->val1[2]=x;
  7700. tc->val1[3]=x+1;
  7701. tc->val1[4]=x+2;
  7702. tc->val2[0]=
  7703. tc->val2[1]=
  7704. tc->val2[2]=
  7705. tc->val2[3]=
  7706. tc->val2[4]=y-1;
  7707. }
  7708. else if(dir==2){
  7709. tc->val1[0]=
  7710. tc->val1[1]=
  7711. tc->val1[2]=
  7712. tc->val1[3]=
  7713. tc->val1[4]=x+1;
  7714. tc->val2[0]=y+2;
  7715. tc->val2[1]=y+1;
  7716. tc->val2[2]=y;
  7717. tc->val2[3]=y-1;
  7718. tc->val2[4]=y-2;
  7719. }
  7720. else if(dir==4){
  7721. tc->val1[0]=x-2;
  7722. tc->val1[1]=x-1;
  7723. tc->val1[2]=x;
  7724. tc->val1[3]=x+1;
  7725. tc->val1[4]=x+2;
  7726. tc->val2[0]=
  7727. tc->val2[1]=
  7728. tc->val2[2]=
  7729. tc->val2[3]=
  7730. tc->val2[4]=y+1;
  7731. }
  7732. else if(dir==6){
  7733. tc->val1[0]=
  7734. tc->val1[1]=
  7735. tc->val1[2]=
  7736. tc->val1[3]=
  7737. tc->val1[4]=x-1;
  7738. tc->val2[0]=y+2;
  7739. tc->val2[1]=y+1;
  7740. tc->val2[2]=y;
  7741. tc->val2[3]=y-1;
  7742. tc->val2[4]=y-2;
  7743. }
  7744. else if(dir==1){
  7745. tc->val1[0]=x-1;
  7746. tc->val1[1]=x;
  7747. tc->val1[2]=x+1;
  7748. tc->val1[3]=x+2;
  7749. tc->val1[4]=x+3;
  7750. tc->val2[0]=y-4;
  7751. tc->val2[1]=y-3;
  7752. tc->val2[2]=y-1;
  7753. tc->val2[3]=y;
  7754. tc->val2[4]=y+1;
  7755. }
  7756. else if(dir==3){
  7757. tc->val1[0]=x+3;
  7758. tc->val1[1]=x+2;
  7759. tc->val1[2]=x+1;
  7760. tc->val1[3]=x;
  7761. tc->val1[4]=x-1;
  7762. tc->val2[0]=y-1;
  7763. tc->val2[1]=y;
  7764. tc->val2[2]=y+1;
  7765. tc->val2[3]=y+2;
  7766. tc->val2[4]=y+3;
  7767. }
  7768. else if(dir==5){
  7769. tc->val1[0]=x+1;
  7770. tc->val1[1]=x;
  7771. tc->val1[2]=x-1;
  7772. tc->val1[3]=x-2;
  7773. tc->val1[4]=x-3;
  7774. tc->val2[0]=y+3;
  7775. tc->val2[1]=y+2;
  7776. tc->val2[2]=y+1;
  7777. tc->val2[3]=y;
  7778. tc->val2[4]=y-1;
  7779. }
  7780. else if(dir==7){
  7781. tc->val1[0]=x-3;
  7782. tc->val1[1]=x-2;
  7783. tc->val1[2]=x-1;
  7784. tc->val1[3]=x;
  7785. tc->val1[4]=x+1;
  7786. tc->val2[1]=y;
  7787. tc->val2[0]=y+1;
  7788. tc->val2[2]=y-1;
  7789. tc->val2[3]=y-2;
  7790. tc->val2[4]=y-3;
  7791. }
  7792. }
  7793. /*=========================================
  7794. * ブランディッシュスピア 方向判定 範??張
  7795. *-----------------------------------------
  7796. */
  7797. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7798. int c;
  7799. nullpo_retv(tc);
  7800. for(c=0;c<5;c++){
  7801. if(dir==0){
  7802. tc->val2[c]+=are;
  7803. }else if(dir==1){
  7804. tc->val1[c]-=are; tc->val2[c]+=are;
  7805. }else if(dir==2){
  7806. tc->val1[c]-=are;
  7807. }else if(dir==3){
  7808. tc->val1[c]-=are; tc->val2[c]-=are;
  7809. }else if(dir==4){
  7810. tc->val2[c]-=are;
  7811. }else if(dir==5){
  7812. tc->val1[c]+=are; tc->val2[c]-=are;
  7813. }else if(dir==6){
  7814. tc->val1[c]+=are;
  7815. }else if(dir==7){
  7816. tc->val1[c]+=are; tc->val2[c]+=are;
  7817. }
  7818. }
  7819. }
  7820. /*==========================================
  7821. * Weapon Repair [Celest/DracoRPG]
  7822. *------------------------------------------
  7823. */
  7824. void skill_repairweapon(struct map_session_data *sd, int idx)
  7825. {
  7826. int material;
  7827. int materials[4] = { 1002, 998, 999, 756 };
  7828. struct item *item;
  7829. struct map_session_data *target_sd;
  7830. nullpo_retv(sd);
  7831. target_sd = map_id2sd(sd->menuskill_lv);
  7832. if (!target_sd) //Failed....
  7833. return;
  7834. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7835. return;
  7836. if(idx < 0 || idx >= MAX_INVENTORY)
  7837. return; //Invalid index??
  7838. item = &target_sd->status.inventory[idx];
  7839. if(item->nameid <= 0 || item->attribute == 0)
  7840. return; //Again invalid item....
  7841. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7842. clif_item_repaireffect(sd,item->nameid,1);
  7843. return;
  7844. }
  7845. if (itemdb_type(item->nameid)==4)
  7846. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7847. else
  7848. material = materials [2]; // Armors consume 1 Steel
  7849. if (pc_search_inventory(sd,material) < 0 ) {
  7850. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7851. return;
  7852. }
  7853. item->attribute=0;
  7854. clif_equiplist(target_sd);
  7855. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7856. clif_item_repaireffect(sd,item->nameid,0);
  7857. if(sd!=target_sd)
  7858. clif_item_repaireffect(target_sd,item->nameid,0);
  7859. }
  7860. /*==========================================
  7861. * Item Appraisal
  7862. *------------------------------------------
  7863. */
  7864. void skill_identify(struct map_session_data *sd,int idx)
  7865. {
  7866. int flag=1;
  7867. nullpo_retv(sd);
  7868. if(idx >= 0 && idx < MAX_INVENTORY) {
  7869. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7870. flag=0;
  7871. sd->status.inventory[idx].identify=1;
  7872. }
  7873. }
  7874. clif_item_identified(sd,idx,flag);
  7875. }
  7876. /*==========================================
  7877. * Weapon Refine [Celest]
  7878. *------------------------------------------
  7879. */
  7880. void skill_weaponrefine(struct map_session_data *sd,int idx)
  7881. {
  7882. int i = 0, ep = 0, per;
  7883. int material[5] = { 0, 1010, 1011, 984, 984 };
  7884. struct item *item;
  7885. nullpo_retv(sd);
  7886. if (idx >= 0 && idx < MAX_INVENTORY) {
  7887. struct item_data *ditem = sd->inventory_data[idx];
  7888. item = &sd->status.inventory[idx];
  7889. if(item->nameid > 0 && ditem->type == 4) {
  7890. if (item->refine >= sd->menuskill_lv ||
  7891. item->refine >= MAX_REFINE || // if it's no longer refineable
  7892. ditem->flag.no_refine || // if the item isn't refinable
  7893. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  7894. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7895. return;
  7896. }
  7897. per = percentrefinery [ditem->wlv][(int)item->refine];
  7898. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7899. if (per > rand() % 100) {
  7900. item->refine++;
  7901. pc_delitem(sd, i, 1, 0);
  7902. if(item->equip) {
  7903. ep = item->equip;
  7904. pc_unequipitem(sd,idx,3);
  7905. }
  7906. clif_refine(sd->fd,sd,0,idx,item->refine);
  7907. clif_delitem(sd,idx,1);
  7908. clif_additem(sd,idx,1,0);
  7909. if (ep)
  7910. pc_equipitem(sd,idx,ep);
  7911. clif_misceffect(&sd->bl,3);
  7912. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  7913. switch(ditem->wlv){
  7914. case 1:
  7915. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7916. break;
  7917. case 2:
  7918. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7919. break;
  7920. case 3:
  7921. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7922. break;
  7923. }
  7924. }
  7925. } else {
  7926. pc_delitem(sd, i, 1, 0);
  7927. item->refine = 0;
  7928. if(item->equip)
  7929. pc_unequipitem(sd,idx,3);
  7930. clif_refine(sd->fd,sd,1,idx,item->refine);
  7931. pc_delitem(sd,idx,1,0);
  7932. clif_misceffect(&sd->bl,2);
  7933. clif_emotion(&sd->bl, 23);
  7934. }
  7935. }
  7936. }
  7937. }
  7938. /*==========================================
  7939. * オ?トスペル
  7940. *------------------------------------------
  7941. */
  7942. int skill_autospell(struct map_session_data *sd,int skillid)
  7943. {
  7944. int skilllv;
  7945. int maxlv=1,lv;
  7946. nullpo_retr(0, sd);
  7947. skilllv = sd->menuskill_lv;
  7948. if(skilllv <= 0) return 0;
  7949. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7950. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7951. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7952. maxlv =10; //Soul Linker bonus. [Skotlex]
  7953. else if(skilllv==2) maxlv=1;
  7954. else if(skilllv==3) maxlv=2;
  7955. else if(skilllv>=4) maxlv=3;
  7956. }
  7957. else if(skillid==MG_SOULSTRIKE){
  7958. if(skilllv==5) maxlv=1;
  7959. else if(skilllv==6) maxlv=2;
  7960. else if(skilllv>=7) maxlv=3;
  7961. }
  7962. else if(skillid==MG_FIREBALL){
  7963. if(skilllv==8) maxlv=1;
  7964. else if(skilllv>=9) maxlv=2;
  7965. }
  7966. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7967. else return 0;
  7968. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  7969. maxlv = lv;
  7970. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  7971. skill_get_time(SA_AUTOSPELL,skilllv));// にしてみたけどbscriptが?曹ォ易い????H
  7972. return 0;
  7973. }
  7974. /*==========================================
  7975. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  7976. *------------------------------------------
  7977. */
  7978. static int skill_gangster_count(struct block_list *bl,va_list ap)
  7979. {
  7980. struct map_session_data *sd;
  7981. sd=(struct map_session_data*)bl;
  7982. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7983. return 1;
  7984. return 0;
  7985. }
  7986. static int skill_gangster_in(struct block_list *bl,va_list ap)
  7987. {
  7988. struct map_session_data *sd;
  7989. sd=(struct map_session_data*)bl;
  7990. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7991. sd->state.gangsterparadise=1;
  7992. return 0;
  7993. }
  7994. static int skill_gangster_out(struct block_list *bl,va_list ap)
  7995. {
  7996. struct map_session_data *sd;
  7997. sd=(struct map_session_data*)bl;
  7998. if(sd && sd->state.gangsterparadise)
  7999. sd->state.gangsterparadise=0;
  8000. return 0;
  8001. }
  8002. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8003. {
  8004. int range;
  8005. nullpo_retr(0, sd);
  8006. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8007. return 0;
  8008. range = skill_get_splash(RG_GANGSTER, range);
  8009. if(type==1) {/* ?タった時の?�? */
  8010. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8011. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8012. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8013. sd->state.gangsterparadise = 1;
  8014. }
  8015. return 0;
  8016. }
  8017. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8018. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8019. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8020. sd->state.gangsterparadise = 0;
  8021. return 0;
  8022. }
  8023. return 0;
  8024. }
  8025. /*==========================================
  8026. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8027. *------------------------------------------
  8028. */
  8029. static int skill_rest_count(struct block_list *bl,va_list ap)
  8030. {
  8031. struct map_session_data *sd;
  8032. sd=(struct map_session_data*)bl;
  8033. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8034. return 1;
  8035. return 0;
  8036. }
  8037. static int skill_rest_in(struct block_list *bl,va_list ap)
  8038. {
  8039. struct map_session_data *sd;
  8040. nullpo_retr(0, bl);
  8041. nullpo_retr(0, ap);
  8042. sd=(struct map_session_data*)bl;
  8043. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8044. sd->state.rest=1;
  8045. status_calc_pc(sd,0);
  8046. }
  8047. return 0;
  8048. }
  8049. static int skill_rest_out(struct block_list *bl,va_list ap)
  8050. {
  8051. struct map_session_data *sd;
  8052. sd=(struct map_session_data*)bl;
  8053. if(sd && sd->state.rest != 0)
  8054. sd->state.rest=0;
  8055. return 0;
  8056. }
  8057. int skill_rest(struct map_session_data *sd ,int type)
  8058. {
  8059. int range;
  8060. nullpo_retr(0, sd);
  8061. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8062. range = skill_get_splash(TK_HPTIME, range);
  8063. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8064. range = skill_get_splash(TK_SPTIME, range);
  8065. else
  8066. return 0;
  8067. if(type==1) { //When you sit down
  8068. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8069. {
  8070. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8071. sd->state.rest = 1;
  8072. status_calc_pc(sd,0);
  8073. }
  8074. return 0;
  8075. }
  8076. else if(type==0) { //When you stand up
  8077. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8078. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8079. sd->state.rest = 0;
  8080. status_calc_pc(sd,0);
  8081. return 0;
  8082. }
  8083. return 0;
  8084. }
  8085. /*==========================================
  8086. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8087. *------------------------------------------
  8088. */
  8089. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8090. {
  8091. struct block_list *src;
  8092. int skillnum,skilllv;
  8093. unsigned int tick;
  8094. nullpo_retr(0, bl);
  8095. nullpo_retr(0, ap);
  8096. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8097. skillnum=va_arg(ap,int);
  8098. skilllv=va_arg(ap,int);
  8099. if(skilllv <= 0) return 0;
  8100. tick=va_arg(ap,unsigned int);
  8101. if (src == bl || //自分には?かない
  8102. bl->prev == NULL ||
  8103. status_isdead(bl))
  8104. return 0;
  8105. if (bl->type == BL_PC) {
  8106. struct map_session_data *sd = (struct map_session_data *)bl;
  8107. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8108. return 0;
  8109. }
  8110. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8111. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8112. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8113. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8114. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8115. return 0;
  8116. }
  8117. /*==========================================
  8118. * バジリカのセルを?ン定する
  8119. *------------------------------------------
  8120. */
  8121. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8122. {
  8123. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8124. int size = range*2+1;
  8125. for (i=0;i<size*size;i++) {
  8126. x = src->bl.x+(i%size-range);
  8127. y = src->bl.y+(i/size-range);
  8128. map_setcell(src->bl.m,x,y,flag);
  8129. }
  8130. }
  8131. /*==========================================
  8132. * Sets a map cell around the caster, according to the skill's range.
  8133. *------------------------------------------
  8134. */
  8135. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8136. {
  8137. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8138. int size = range*2+1;
  8139. for (i=0;i<size*size;i++) {
  8140. x = src->x+(i%size-range);
  8141. y = src->y+(i/size-range);
  8142. map_setcell(src->m,x,y,flag);
  8143. }
  8144. }
  8145. /*==========================================
  8146. *
  8147. *------------------------------------------
  8148. */
  8149. int skill_attack_area(struct block_list *bl,va_list ap)
  8150. {
  8151. struct block_list *src,*dsrc;
  8152. int atk_type,skillid,skilllv,flag,type;
  8153. unsigned int tick;
  8154. nullpo_retr(0, bl);
  8155. nullpo_retr(0, ap);
  8156. atk_type = va_arg(ap,int);
  8157. if((src=va_arg(ap,struct block_list*)) == NULL)
  8158. return 0;
  8159. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8160. return 0;
  8161. skillid=va_arg(ap,int);
  8162. skilllv=va_arg(ap,int);
  8163. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8164. tick=va_arg(ap,unsigned int);
  8165. flag=va_arg(ap,int);
  8166. type=va_arg(ap,int);
  8167. if(battle_check_target(dsrc,bl,type) > 0)
  8168. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8169. return 0;
  8170. }
  8171. /*==========================================
  8172. *
  8173. *------------------------------------------
  8174. */
  8175. int skill_clear_element_field(struct block_list *bl)
  8176. {
  8177. struct unit_data *ud = unit_bl2ud(bl);
  8178. int i;
  8179. nullpo_retr(0, bl);
  8180. if (!ud) return 0;
  8181. for (i=0;i<MAX_SKILLUNITGROUP;i++) {
  8182. switch (ud->skillunit[i].skill_id) {
  8183. case SA_DELUGE:
  8184. case SA_VOLCANO:
  8185. case SA_VIOLENTGALE:
  8186. case SA_LANDPROTECTOR:
  8187. case NJ_SUITON:
  8188. skill_delunitgroup(&ud->skillunit[i]);
  8189. }
  8190. }
  8191. return 1;
  8192. }
  8193. /*==========================================
  8194. * Returns the first element field found [Skotlex]
  8195. *------------------------------------------
  8196. */
  8197. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8198. {
  8199. struct unit_data *ud = unit_bl2ud(bl);
  8200. int i;
  8201. nullpo_retr(0, bl);
  8202. if (!ud) return NULL;
  8203. for (i=0;i<MAX_SKILLUNITGROUP;i++) {
  8204. switch (ud->skillunit[i].skill_id) {
  8205. case SA_DELUGE:
  8206. case SA_VOLCANO:
  8207. case SA_VIOLENTGALE:
  8208. case SA_LANDPROTECTOR:
  8209. case NJ_SUITON:
  8210. return &ud->skillunit[i];
  8211. }
  8212. }
  8213. return NULL;
  8214. }
  8215. // for graffiti cleaner [Valaris]
  8216. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8217. {
  8218. struct skill_unit *unit=NULL;
  8219. nullpo_retr(0, bl);
  8220. nullpo_retr(0, ap);
  8221. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8222. return 0;
  8223. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8224. skill_delunit(unit);
  8225. return 0;
  8226. }
  8227. int skill_greed(struct block_list *bl, va_list ap)
  8228. {
  8229. struct block_list *src;
  8230. struct map_session_data *sd=NULL;
  8231. struct flooritem_data *fitem=NULL;
  8232. nullpo_retr(0, bl);
  8233. nullpo_retr(0, ap);
  8234. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8235. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8236. pc_takeitem(sd, fitem);
  8237. return 0;
  8238. }
  8239. /*==========================================
  8240. * ランドプ�?テクタ?チェック(foreachinarea)
  8241. *------------------------------------------
  8242. */
  8243. int skill_landprotector(struct block_list *bl, va_list ap )
  8244. {
  8245. int skillid;
  8246. int *alive;
  8247. struct skill_unit *unit;
  8248. struct block_list *src;
  8249. skillid = va_arg(ap,int);
  8250. alive = va_arg(ap,int *);
  8251. src = va_arg(ap,struct block_list *);
  8252. unit = (struct skill_unit *)bl;
  8253. if (unit == NULL || unit->group == NULL)
  8254. return 0;
  8255. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8256. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8257. { //Check for offensive Land Protector to delete both. [Skotlex]
  8258. (*alive) = 0;
  8259. skill_delunit(unit);
  8260. return 1;
  8261. }
  8262. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8263. return 0; //Only blocks out magical skills.````````
  8264. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8265. skill_delunit(unit);
  8266. } else
  8267. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8268. (*alive) = 0;
  8269. } else
  8270. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8271. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8272. (*alive) = 0;
  8273. } else
  8274. return 0;
  8275. return 1;
  8276. }
  8277. /*==========================================
  8278. * variation of skill_landprotector
  8279. *------------------------------------------
  8280. */
  8281. int skill_ganbatein(struct block_list *bl, va_list ap )
  8282. {
  8283. struct skill_unit *unit;
  8284. nullpo_retr(0, bl);
  8285. nullpo_retr(0, ap);
  8286. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8287. return 0;
  8288. // Apparently, it REMOVES traps.
  8289. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8290. // return 0; //Do not remove traps.
  8291. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8292. skill_delunit(unit);
  8293. else skill_delunitgroup(unit->group);
  8294. return 1;
  8295. }
  8296. /*==========================================
  8297. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8298. *------------------------------------------
  8299. */
  8300. int skill_count_target (struct block_list *bl, va_list ap)
  8301. {
  8302. struct block_list *src;
  8303. int *c;
  8304. nullpo_retr(0, bl);
  8305. nullpo_retr(0, ap);
  8306. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8307. return 0;
  8308. if ((c = va_arg(ap,int *)) == NULL)
  8309. return 0;
  8310. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8311. (*c)++;
  8312. return 0;
  8313. }
  8314. /*==========================================
  8315. * トラップ範??�?(foreachinarea)
  8316. *------------------------------------------
  8317. */
  8318. int skill_trap_splash (struct block_list *bl, va_list ap)
  8319. {
  8320. struct block_list *src;
  8321. int tick;
  8322. int splash_count;
  8323. struct skill_unit *unit;
  8324. struct skill_unit_group *sg;
  8325. struct block_list *ss;
  8326. int i;
  8327. nullpo_retr(0, bl);
  8328. nullpo_retr(0, ap);
  8329. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8330. nullpo_retr(0, unit = (struct skill_unit *)src);
  8331. nullpo_retr(0, sg = unit->group);
  8332. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8333. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8334. { //Temporal debug until this case is solved. [Skotlex]
  8335. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8336. return 0;
  8337. }
  8338. tick = va_arg(ap,int);
  8339. splash_count = va_arg(ap,int);
  8340. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8341. switch(sg->unit_id){
  8342. case UNT_SHOCKWAVE:
  8343. case UNT_SANDMAN:
  8344. case UNT_FLASHER:
  8345. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8346. break;
  8347. case UNT_BLASTMINE:
  8348. case UNT_CLAYMORETRAP:
  8349. for(i=0;i<splash_count;i++){
  8350. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8351. }
  8352. break;
  8353. case UNT_FREEZINGTRAP:
  8354. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8355. break;
  8356. default:
  8357. break;
  8358. }
  8359. }
  8360. return 0;
  8361. }
  8362. /*==========================================
  8363. * ステ?タス異?�?I了
  8364. *------------------------------------------
  8365. */
  8366. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8367. {
  8368. struct status_change *sc;
  8369. nullpo_retr(0, bl);
  8370. nullpo_retr(0, sc= status_get_sc(bl));
  8371. if (!sc->count) return 0;
  8372. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8373. status_change_end(bl, SC_ENCPOISON, -1);
  8374. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8375. status_change_end(bl, SC_ASPERSIO, -1);
  8376. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8377. status_change_end(bl, SC_FIREWEAPON, -1);
  8378. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8379. status_change_end(bl, SC_WATERWEAPON, -1);
  8380. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8381. status_change_end(bl, SC_WINDWEAPON, -1);
  8382. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8383. status_change_end(bl, SC_EARTHWEAPON, -1);
  8384. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8385. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8386. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8387. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8388. return 0;
  8389. }
  8390. /* ク�??キング??ク?i周りに移動不可能地?が� るか?j */
  8391. int skill_check_cloaking(struct block_list *bl)
  8392. {
  8393. struct map_session_data *sd = NULL;
  8394. struct status_change *sc;
  8395. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8396. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8397. int end = 1,i;
  8398. nullpo_retr(1, bl);
  8399. if (bl->type == BL_PC)
  8400. sd = (struct map_session_data *)bl;
  8401. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8402. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8403. { //Check for walls.
  8404. for (i = 0; i < 8; i++)
  8405. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8406. {
  8407. end = 0;
  8408. break;
  8409. }
  8410. } else
  8411. end = 0; //No wall check.
  8412. if(end){
  8413. sc = status_get_sc(bl);
  8414. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8415. status_change_end(bl, SC_CLOAKING, -1);
  8416. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8417. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8418. }
  8419. }
  8420. else {
  8421. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8422. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8423. }
  8424. }
  8425. return end;
  8426. }
  8427. /*
  8428. *----------------------------------------------------------------------------
  8429. * スキルユニット
  8430. *----------------------------------------------------------------------------
  8431. */
  8432. /*==========================================
  8433. * 演奏/ダンスをやめる
  8434. * flag 1で?≡t中なら相方にユニットを任せる
  8435. *
  8436. *------------------------------------------
  8437. */
  8438. void skill_stop_dancing(struct block_list *src)
  8439. {
  8440. struct status_change* sc;
  8441. struct skill_unit_group* group;
  8442. struct map_session_data* dsd = NULL;
  8443. nullpo_retv(src);
  8444. nullpo_retv(sc = status_get_sc(src));
  8445. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8446. return;
  8447. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8448. sc->data[SC_DANCING].val2 = 0;
  8449. if (sc->data[SC_DANCING].val4)
  8450. {
  8451. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8452. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8453. sc->data[SC_DANCING].val4 = 0;
  8454. }
  8455. if (group)
  8456. skill_delunitgroup(group);
  8457. if (dsd)
  8458. {
  8459. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8460. status_change_end(&dsd->bl, SC_DANCING, -1);
  8461. }
  8462. status_change_end(src, SC_DANCING, -1);
  8463. }
  8464. /*==========================================
  8465. * スキルユニット?炎匀サ
  8466. *------------------------------------------
  8467. */
  8468. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8469. {
  8470. struct skill_unit *unit;
  8471. nullpo_retr(NULL, group);
  8472. nullpo_retr(NULL, unit=&group->unit[idx]);
  8473. if(!unit->alive)
  8474. group->alive_count++;
  8475. unit->bl.id=map_addobject(&unit->bl);
  8476. unit->bl.type=BL_SKILL;
  8477. unit->bl.m=group->map;
  8478. unit->bl.x=x;
  8479. unit->bl.y=y;
  8480. unit->group=group;
  8481. unit->val1=unit->val2=0;
  8482. unit->alive=1;
  8483. map_addblock(&unit->bl);
  8484. clif_skill_setunit(unit);
  8485. switch (group->skill_id) {
  8486. case AL_PNEUMA:
  8487. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8488. break;
  8489. case MG_SAFETYWALL:
  8490. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8491. break;
  8492. case SA_LANDPROTECTOR:
  8493. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8494. break;
  8495. case HP_BASILICA:
  8496. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8497. break;
  8498. case WZ_ICEWALL:
  8499. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8500. break;
  8501. }
  8502. return unit;
  8503. }
  8504. /*==========================================
  8505. * スキルユニット?�?�
  8506. *------------------------------------------
  8507. */
  8508. int skill_delunit(struct skill_unit *unit)
  8509. {
  8510. struct skill_unit_group *group;
  8511. nullpo_retr(0, unit);
  8512. if(!unit->alive)
  8513. return 0;
  8514. nullpo_retr(0, group=unit->group);
  8515. /* onlimitイベント呼び?oし */
  8516. skill_unit_onlimit( unit,gettick() );
  8517. /* onoutイベント呼び?oし */
  8518. if (!unit->range) {
  8519. map_foreachincell(skill_unit_effect,unit->bl.m,
  8520. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8521. }
  8522. switch (group->skill_id) {
  8523. case AL_PNEUMA:
  8524. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8525. break;
  8526. case MG_SAFETYWALL:
  8527. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8528. break;
  8529. case SA_LANDPROTECTOR:
  8530. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8531. break;
  8532. case HP_BASILICA:
  8533. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8534. break;
  8535. case WZ_ICEWALL:
  8536. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8537. break;
  8538. }
  8539. clif_skill_delunit(unit);
  8540. unit->group=NULL;
  8541. unit->alive=0;
  8542. map_delobjectnofree(unit->bl.id);
  8543. if(--group->alive_count==0)
  8544. skill_delunitgroup(group);
  8545. return 0;
  8546. }
  8547. /*==========================================
  8548. * スキルユニットグル?プ?炎匀サ
  8549. *------------------------------------------
  8550. */
  8551. static int skill_unit_group_newid = MAX_SKILL_DB;
  8552. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8553. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  8554. {
  8555. struct unit_data *ud = unit_bl2ud(src);
  8556. struct skill_unit_group *group=NULL;
  8557. int i;
  8558. if(skilllv <= 0) return 0;
  8559. nullpo_retr(NULL, src);
  8560. nullpo_retr(NULL, ud);
  8561. if(ud->skillunit){
  8562. for(i=0;i<MAX_SKILLUNITGROUP;i++) /* 空いているもの??� */
  8563. if(ud->skillunit[i].group_id==0){
  8564. group=&ud->skillunit[i];
  8565. break;
  8566. }
  8567. if(group==NULL){ /* 空いてないので古いもの??� */
  8568. int j=0;
  8569. unsigned maxdiff=0,x,tick=gettick();
  8570. for(i=0;i<MAX_SKILLUNITGROUP;i++)
  8571. if((x=DIFF_TICK(tick,ud->skillunit[i].tick))>maxdiff){
  8572. maxdiff=x;
  8573. j=i;
  8574. }
  8575. skill_delunitgroup(&ud->skillunit[j]);
  8576. group=&ud->skillunit[j];
  8577. }
  8578. }
  8579. if(group==NULL){
  8580. ShowFatalError("skill_initunitgroup: error unit group !\n");
  8581. exit(1);
  8582. }
  8583. group->src_id=src->id;
  8584. group->party_id=status_get_party_id(src);
  8585. group->guild_id=status_get_guild_id(src);
  8586. group->group_id=skill_unit_group_newid++;
  8587. if(skill_unit_group_newid<=0)
  8588. skill_unit_group_newid = MAX_SKILL_DB;
  8589. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8590. group->unit_count=count;
  8591. group->val1=group->val2=0;
  8592. group->skill_id=skillid;
  8593. group->skill_lv=skilllv;
  8594. group->unit_id=unit_id;
  8595. group->map=src->m;
  8596. group->limit=limit;
  8597. group->interval=interval;
  8598. group->tick=gettick();
  8599. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8600. group->tick += 1500;
  8601. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8602. group->tick += interval;
  8603. group->valstr=NULL;
  8604. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8605. if (i&UF_DANCE) {
  8606. struct map_session_data *sd = NULL;
  8607. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8608. sd->skillid_dance=skillid;
  8609. sd->skilllv_dance=skilllv;
  8610. }
  8611. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8612. //?≡tスキルは相方をダンス?�ヤにする
  8613. if (sd && i&UF_ENSEMBLE &&
  8614. battle_config.player_skill_partner_check &&
  8615. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8616. ) {
  8617. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8618. }
  8619. }
  8620. return group;
  8621. }
  8622. /*==========================================
  8623. * スキルユニットグル?プ?�?�
  8624. *------------------------------------------
  8625. */
  8626. int skill_delunitgroup(struct skill_unit_group *group)
  8627. {
  8628. struct block_list *src;
  8629. int i;
  8630. nullpo_retr(0, group);
  8631. if(group->unit_count<=0)
  8632. return 0;
  8633. src=map_id2bl(group->src_id);
  8634. //ダンススキルはダンス?�ヤを解?怩キる
  8635. if(src) {
  8636. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  8637. {
  8638. struct status_change* sc = status_get_sc(src);
  8639. if (sc && sc->data[SC_DANCING].timer != -1)
  8640. {
  8641. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8642. status_change_end(src,SC_DANCING,-1);
  8643. }
  8644. }
  8645. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8646. struct status_change *sc = status_get_sc(src);
  8647. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8648. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8649. status_change_end(src,SC_GOSPEL,-1);
  8650. }
  8651. }
  8652. }
  8653. group->alive_count=0;
  8654. if(group->unit!=NULL){
  8655. for(i=0;i<group->unit_count;i++)
  8656. if(group->unit[i].alive)
  8657. skill_delunit(&group->unit[i]);
  8658. }
  8659. if(group->valstr!=NULL){
  8660. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  8661. aFree(group->valstr);
  8662. group->valstr=NULL;
  8663. }
  8664. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  8665. group->unit=NULL;
  8666. group->src_id=0;
  8667. group->group_id=0;
  8668. group->unit_count=0;
  8669. return 0;
  8670. }
  8671. /*==========================================
  8672. * スキルユニットグル?プ全?�?�
  8673. *------------------------------------------
  8674. */
  8675. int skill_clear_unitgroup(struct block_list *src)
  8676. {
  8677. struct unit_data *ud = unit_bl2ud(src);
  8678. int i;
  8679. nullpo_retr(0, src);
  8680. nullpo_retr(0, ud);
  8681. if(!ud) return 0;
  8682. for(i=0;i<MAX_SKILLUNITGROUP;i++)
  8683. if(ud->skillunit[i].group_id>0 && ud->skillunit[i].src_id == src->id)
  8684. skill_delunitgroup(&ud->skillunit[i]);
  8685. return 1;
  8686. }
  8687. /*==========================================
  8688. * スキルユニットグル?プの被影響tick??�
  8689. *------------------------------------------
  8690. */
  8691. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8692. struct block_list *bl,struct skill_unit_group *group,int tick)
  8693. {
  8694. int i,j=-1,k,s,id;
  8695. struct unit_data *ud;
  8696. struct skill_unit_group_tickset *set;
  8697. nullpo_retr(0, bl);
  8698. if (group->interval==-1)
  8699. return NULL;
  8700. ud = unit_bl2ud(bl);
  8701. if (!ud) return NULL;
  8702. set = ud->skillunittick;
  8703. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8704. id = s = group->skill_id;
  8705. else
  8706. id = s = group->group_id;
  8707. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8708. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8709. if (set[k].id == id)
  8710. return &set[k];
  8711. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8712. j=k;
  8713. }
  8714. if (j == -1) {
  8715. if(battle_config.error_log) {
  8716. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8717. }
  8718. j = id % MAX_SKILLUNITGROUPTICKSET;
  8719. }
  8720. set[j].id = id;
  8721. set[j].tick = tick;
  8722. return &set[j];
  8723. }
  8724. /*==========================================
  8725. * スキルユニットタイマ??動?�?用(foreachinarea)
  8726. *------------------------------------------
  8727. */
  8728. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8729. {
  8730. struct skill_unit *unit;
  8731. struct skill_unit_group *group;
  8732. unsigned int tick;
  8733. nullpo_retr(0, bl);
  8734. nullpo_retr(0, ap);
  8735. unit = va_arg(ap,struct skill_unit *);
  8736. tick = va_arg(ap,unsigned int);
  8737. if (!unit->alive || bl->prev==NULL)
  8738. return 0;
  8739. nullpo_retr(0, group=unit->group);
  8740. if (skill_get_type(group->skill_id)==BF_MAGIC
  8741. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8742. return 0; //AoE skills are ineffective. [Skotlex]
  8743. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  8744. return 0;
  8745. skill_unit_onplace_timer(unit,bl,tick);
  8746. return 0;
  8747. }
  8748. /*==========================================
  8749. * スキルユニットタイマ??�?用(foreachobject)
  8750. *------------------------------------------
  8751. */
  8752. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8753. {
  8754. struct skill_unit *unit;
  8755. struct skill_unit_group *group;
  8756. unsigned int tick;
  8757. nullpo_retr(0, bl);
  8758. nullpo_retr(0, ap);
  8759. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8760. tick=va_arg(ap,unsigned int);
  8761. if(!unit->alive)
  8762. return 0;
  8763. group=unit->group;
  8764. nullpo_retr(0, group);
  8765. /* onplace_timerイベント呼び?oし */
  8766. if (unit->range>=0 && group->interval!=-1) {
  8767. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8768. group->bl_flag,bl,tick);
  8769. if (!unit->alive)
  8770. return 0;
  8771. // マグヌスは発動したユニットは?�?怩キる
  8772. if (group->skill_id==PR_MAGNUS && unit->val2) {
  8773. skill_delunit(unit);
  8774. return 0;
  8775. }
  8776. }
  8777. /* 時間?リれ?�?� */
  8778. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  8779. switch(group->unit_id){
  8780. case UNT_BLASTMINE:
  8781. group->unit_id = UNT_USED_TRAPS;
  8782. clif_changelook(bl,LOOK_BASE,group->unit_id);
  8783. group->limit=DIFF_TICK(tick+1500,group->tick);
  8784. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8785. break;
  8786. case UNT_SKIDTRAP:
  8787. case UNT_ANKLESNARE:
  8788. case UNT_LANDMINE:
  8789. case UNT_SHOCKWAVE:
  8790. case UNT_SANDMAN:
  8791. case UNT_FLASHER:
  8792. case UNT_FREEZINGTRAP:
  8793. case UNT_CLAYMORETRAP:
  8794. case UNT_TALKIEBOX:
  8795. {
  8796. struct block_list *src=map_id2bl(group->src_id);
  8797. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  8798. else{
  8799. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  8800. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  8801. struct item item_tmp;
  8802. memset(&item_tmp,0,sizeof(item_tmp));
  8803. item_tmp.nameid=1065;
  8804. item_tmp.identify=1;
  8805. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8806. }
  8807. }
  8808. skill_delunit(unit);
  8809. }
  8810. break;
  8811. case 0xc1:
  8812. case 0xc2:
  8813. case 0xc3:
  8814. case 0xc4:
  8815. {
  8816. struct block_list *src=map_id2bl(group->src_id);
  8817. if (src)
  8818. group->tick = tick;
  8819. }
  8820. break;
  8821. default:
  8822. skill_delunit(unit);
  8823. }
  8824. }
  8825. if(group->unit_id == UNT_ICEWALL) {
  8826. unit->val1 -= 5;
  8827. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8828. unit->limit = DIFF_TICK(tick+700,group->tick);
  8829. }
  8830. return 0;
  8831. }
  8832. /*==========================================
  8833. * スキルユニットタイマ??�?
  8834. *------------------------------------------
  8835. */
  8836. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8837. {
  8838. map_freeblock_lock();
  8839. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8840. map_freeblock_unlock();
  8841. return 0;
  8842. }
  8843. /*==========================================
  8844. * スキルユニット移動時?�?用(foreachinarea)
  8845. *------------------------------------------
  8846. */
  8847. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8848. {
  8849. struct skill_unit *unit = (struct skill_unit *)bl;
  8850. struct block_list *target;
  8851. unsigned int tick,flag,result;
  8852. int skill_id;
  8853. target=va_arg(ap,struct block_list*);
  8854. tick = va_arg(ap,unsigned int);
  8855. flag = va_arg(ap,int);
  8856. nullpo_retr(0, unit->group);
  8857. if (!(unit->group->bl_flag&target->type))
  8858. return 0; //we don't target this type of bl
  8859. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8860. if (unit->group->interval!=-1 &&
  8861. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  8862. return 0;
  8863. if (!unit->alive || target->prev==NULL)
  8864. return 0;
  8865. if (flag&1)
  8866. {
  8867. result = skill_unit_onplace(unit,target,tick);
  8868. if (flag&2 && result)
  8869. { //Clear skill ids we have stored in onout.
  8870. int i;
  8871. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  8872. if (i<8)
  8873. skill_unit_temp[i] = 0;
  8874. }
  8875. }
  8876. else
  8877. {
  8878. result = skill_unit_onout(unit,target,tick);
  8879. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  8880. skill_unit_temp[skill_unit_index++] = result;
  8881. }
  8882. if (flag&4)
  8883. skill_unit_onleft(skill_id,target,tick);
  8884. return 1;
  8885. }
  8886. /*==========================================
  8887. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8888. * Flag values:
  8889. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8890. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8891. * units to figure out when they have left a group.
  8892. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8893. *------------------------------------------
  8894. */
  8895. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  8896. {
  8897. nullpo_retr(0, bl);
  8898. if(bl->prev==NULL )
  8899. return 0;
  8900. if (flag&2 && !(flag&1))
  8901. { //Onout, clear data
  8902. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  8903. skill_unit_index=0;
  8904. }
  8905. map_foreachincell(skill_unit_move_sub,
  8906. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8907. if (flag&2 && flag&1)
  8908. { //Onplace, check any skill units you have left.
  8909. int i;
  8910. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  8911. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8912. }
  8913. return 0;
  8914. }
  8915. /*==========================================
  8916. * スキルユニット自?の移動時?�?
  8917. * 引?はグル?プと移動量
  8918. *------------------------------------------
  8919. */
  8920. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8921. {
  8922. int i,j;
  8923. unsigned int tick = gettick();
  8924. int *m_flag;
  8925. struct skill_unit *unit1;
  8926. struct skill_unit *unit2;
  8927. nullpo_retr(0, group);
  8928. if (group->unit_count<=0)
  8929. return 0;
  8930. if (group->unit==NULL)
  8931. return 0;
  8932. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  8933. if (!(
  8934. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  8935. skill_get_inf2(group->skill_id)&INF2_TRAP
  8936. ))
  8937. return 0;
  8938. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  8939. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  8940. // m_flag
  8941. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8942. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8943. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8944. // 3: Both 1+2.
  8945. for(i=0;i<group->unit_count;i++){
  8946. unit1=&group->unit[i];
  8947. if (!unit1->alive || unit1->bl.m!=m)
  8948. continue;
  8949. for(j=0;j<group->unit_count;j++){
  8950. unit2=&group->unit[j];
  8951. if (!unit2->alive)
  8952. continue;
  8953. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8954. m_flag[i] |= 0x1;
  8955. }
  8956. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8957. m_flag[i] |= 0x2;
  8958. }
  8959. }
  8960. }
  8961. j = 0;
  8962. for (i=0;i<group->unit_count;i++) {
  8963. unit1=&group->unit[i];
  8964. if (!unit1->alive)
  8965. continue;
  8966. if (!(m_flag[i]&0x2)) {
  8967. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8968. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8969. }
  8970. //Move Cell using "smart" criteria (avoid useless moving around)
  8971. switch(m_flag[i])
  8972. {
  8973. case 0:
  8974. //Cell moves independently, safely move it.
  8975. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8976. clif_skill_setunit(unit1);
  8977. break;
  8978. case 1:
  8979. //Cell moves unto another cell, look for a replacement cell that won't collide
  8980. //and has no cell moving into it (flag == 2)
  8981. for(;j<group->unit_count;j++)
  8982. {
  8983. if(m_flag[j]!=2 || !group->unit[j].alive)
  8984. continue;
  8985. //Move to where this cell would had moved.
  8986. unit2 = &group->unit[j];
  8987. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8988. clif_skill_setunit(unit1);
  8989. j++; //Skip this cell as we have used it.
  8990. break;
  8991. }
  8992. break;
  8993. case 2:
  8994. case 3:
  8995. break; //Don't move the cell as a cell will end on this tile anyway.
  8996. }
  8997. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  8998. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8999. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9000. }
  9001. }
  9002. aFree(m_flag);
  9003. return 0;
  9004. }
  9005. /*----------------------------------------------------------------------------
  9006. * アイテム?�?ャ
  9007. *----------------------------------------------------------------------------
  9008. */
  9009. /*==========================================
  9010. * アイテム?�?ャ可能判定
  9011. *------------------------------------------
  9012. */
  9013. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9014. {
  9015. int i,j;
  9016. nullpo_retr(0, sd);
  9017. if(nameid<=0)
  9018. return 0;
  9019. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9020. if(skill_produce_db[i].nameid == nameid )
  9021. break;
  9022. }
  9023. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9024. return 0;
  9025. if(trigger>=0){
  9026. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9027. if(skill_produce_db[i].itemlv!=trigger)
  9028. return 0;
  9029. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9030. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9031. return 0;
  9032. } else { // Weapon (itemlv must be higher or equal)
  9033. if(skill_produce_db[i].itemlv>trigger)
  9034. return 0;
  9035. }
  9036. }
  9037. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9038. return 0; /* スキルが足りない */
  9039. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9040. int id,x,y;
  9041. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9042. continue;
  9043. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9044. if(pc_search_inventory(sd,id) < 0)
  9045. return 0;
  9046. }
  9047. else {
  9048. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9049. if( sd->status.inventory[y].nameid == id )
  9050. x+=sd->status.inventory[y].amount;
  9051. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9052. return 0;
  9053. }
  9054. }
  9055. return i+1;
  9056. }
  9057. /*==========================================
  9058. * アイテム?�?ャ可能判定
  9059. *------------------------------------------
  9060. */
  9061. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9062. int nameid, int slot1, int slot2, int slot3, int qty)
  9063. {
  9064. int slot[3];
  9065. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9066. nullpo_retr(0, sd);
  9067. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9068. return 0;
  9069. idx--;
  9070. if (qty < 1)
  9071. qty = 1;
  9072. if (!skill_id) //A skill can be specified for some override cases.
  9073. skill_id = skill_produce_db[idx].req_skill;
  9074. slot[0]=slot1;
  9075. slot[1]=slot2;
  9076. slot[2]=slot3;
  9077. /* 埋め?み?�? */
  9078. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9079. int j;
  9080. if( slot[i]<=0 )
  9081. continue;
  9082. j = pc_search_inventory(sd,slot[i]);
  9083. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9084. continue;
  9085. if(slot[i]==1000){ /* Star Crumb */
  9086. pc_delitem(sd,j,1,1);
  9087. sc++;
  9088. }
  9089. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9090. static const int ele_table[4]={3,1,4,2};
  9091. pc_delitem(sd,j,1,1);
  9092. ele=ele_table[slot[i]-994];
  9093. }
  9094. }
  9095. /* ?゙料?チ費 */
  9096. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9097. int j,id,x;
  9098. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9099. continue;
  9100. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9101. 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 */
  9102. int y=0;
  9103. j = pc_search_inventory(sd,id);
  9104. if(j >= 0){
  9105. y = sd->status.inventory[j].amount;
  9106. if(y>x)y=x; /* 足りている */
  9107. pc_delitem(sd,j,y,0);
  9108. }else {
  9109. if(battle_config.error_log)
  9110. ShowError("skill_produce_mix: material item error\n");
  9111. }
  9112. x-=y; /* まだ足りない個?を計算 */
  9113. }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 */
  9114. }
  9115. if((equip=itemdb_isequip(nameid)))
  9116. wlv = itemdb_wlv(nameid);
  9117. if(!equip) {
  9118. switch(skill_id){
  9119. case BS_IRON:
  9120. case BS_STEEL:
  9121. case BS_ENCHANTEDSTONE:
  9122. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9123. int skill = pc_checkskill(sd,skill_id);
  9124. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9125. switch(nameid){
  9126. case 998: // Iron
  9127. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9128. break;
  9129. case 999: // Steel
  9130. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9131. break;
  9132. case 1000: //Star Crumb
  9133. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9134. break;
  9135. default: // Enchanted Stones
  9136. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9137. break;
  9138. }
  9139. break;
  9140. case ASC_CDP:
  9141. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9142. break;
  9143. case AL_HOLYWATER:
  9144. make_per = 100000; //100% success
  9145. break;
  9146. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9147. case AM_TWILIGHT1:
  9148. case AM_TWILIGHT2:
  9149. case AM_TWILIGHT3:
  9150. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9151. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9152. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9153. switch(nameid){
  9154. case 501: // Red Potion
  9155. case 503: // Yellow Potion
  9156. case 504: // White Potion
  9157. case 605: // Anodyne
  9158. case 606: // Aloevera
  9159. make_per += 2000;
  9160. break;
  9161. case 505: // Blue Potion
  9162. make_per -= 500;
  9163. break;
  9164. case 545: // Condensed Red Potion
  9165. case 546: // Condensed Yellow Potion
  9166. case 547: // Condensed White Potion
  9167. make_per -= 1000;
  9168. break;
  9169. case 970: // Alcohol
  9170. make_per += 1000;
  9171. break;
  9172. case 7139: // Glistening Coat
  9173. make_per -= 1000;
  9174. break;
  9175. case 7135: // Bottle Grenade
  9176. case 7136: // Acid Bottle
  9177. case 7137: // Plant Bottle
  9178. case 7138: // Marine Sphere Bottle
  9179. default:
  9180. break;
  9181. }
  9182. if(battle_config.pp_rate != 100)
  9183. make_per = make_per * battle_config.pp_rate / 100;
  9184. break;
  9185. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9186. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9187. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9188. switch(nameid){
  9189. case 12114:
  9190. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9191. if (flag > 0)
  9192. make_per += 1000*flag-500;
  9193. break;
  9194. case 12115:
  9195. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9196. if (flag > 0)
  9197. make_per += 1000*flag-500;
  9198. break;
  9199. case 12116:
  9200. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9201. if (flag > 0)
  9202. make_per += 1000*flag-500;
  9203. break;
  9204. case 12117:
  9205. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9206. if (flag > 0)
  9207. make_per += 1000*flag-500;
  9208. break;
  9209. }
  9210. break;
  9211. default:
  9212. make_per = 5000;
  9213. break;
  9214. }
  9215. }
  9216. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9217. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9218. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9219. 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
  9220. 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
  9221. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9222. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9223. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9224. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9225. if(battle_config.wp_rate != 100)
  9226. make_per = make_per * battle_config.wp_rate / 100;
  9227. }
  9228. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9229. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9230. make_per = (make_per * 80) / 100; //Lupus
  9231. if(make_per < 1) make_per = 1;
  9232. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9233. struct item tmp_item;
  9234. memset(&tmp_item,0,sizeof(tmp_item));
  9235. tmp_item.nameid=nameid;
  9236. tmp_item.amount=1;
  9237. tmp_item.identify=1;
  9238. if(equip){
  9239. tmp_item.card[0]=0x00ff;
  9240. tmp_item.card[1]=((sc*5)<<8)+ele;
  9241. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9242. tmp_item.card[3]=GetWord(sd->char_id,1);
  9243. } else {
  9244. //Flag is only used on the end, so it can be used here. [Skotlex]
  9245. switch (skill_id) {
  9246. case AM_PHARMACY:
  9247. case AM_TWILIGHT1:
  9248. case AM_TWILIGHT2:
  9249. case AM_TWILIGHT3:
  9250. flag = battle_config.produce_potion_name_input;
  9251. break;
  9252. case AL_HOLYWATER:
  9253. flag = battle_config.holywater_name_input;
  9254. break;
  9255. case ASC_CDP:
  9256. flag = battle_config.cdp_name_input;
  9257. break;
  9258. default:
  9259. flag = battle_config.produce_item_name_input;
  9260. break;
  9261. }
  9262. if (flag) {
  9263. tmp_item.card[0]=0x00fe;
  9264. tmp_item.card[1]=0;
  9265. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9266. tmp_item.card[3]=GetWord(sd->char_id,1);
  9267. }
  9268. }
  9269. if(log_config.produce > 0)
  9270. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9271. if(equip){
  9272. clif_produceeffect(sd,0,nameid);
  9273. clif_misceffect(&sd->bl,3);
  9274. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9275. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9276. } else {
  9277. int fame = 0;
  9278. tmp_item.amount = 0;
  9279. for (i=0; i< qty; i++)
  9280. { //Apply quantity modifiers.
  9281. if (rand()%10000 < make_per || qty == 1)
  9282. { //Success
  9283. tmp_item.amount++;
  9284. if(nameid < 545 || nameid > 547)
  9285. continue;
  9286. if(skill_id != AM_PHARMACY &&
  9287. skill_id != AM_TWILIGHT1 &&
  9288. skill_id != AM_TWILIGHT2 &&
  9289. skill_id != AM_TWILIGHT3)
  9290. continue;
  9291. //Add fame as needed.
  9292. switch(++sd->potion_success_counter) {
  9293. case 3:
  9294. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9295. break;
  9296. case 5:
  9297. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9298. break;
  9299. case 7:
  9300. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9301. break;
  9302. case 10:
  9303. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9304. sd->potion_success_counter = 0;
  9305. break;
  9306. }
  9307. } else //Failure
  9308. sd->potion_success_counter = 0;
  9309. }
  9310. if (fame)
  9311. pc_addfame(sd,fame);
  9312. //Visual effects and the like.
  9313. switch (skill_id) {
  9314. case AM_PHARMACY:
  9315. case AM_TWILIGHT1:
  9316. case AM_TWILIGHT2:
  9317. case AM_TWILIGHT3:
  9318. case ASC_CDP:
  9319. clif_produceeffect(sd,2,nameid);
  9320. clif_misceffect(&sd->bl,5);
  9321. break;
  9322. case BS_IRON:
  9323. case BS_STEEL:
  9324. case BS_ENCHANTEDSTONE:
  9325. clif_produceeffect(sd,0,nameid);
  9326. clif_misceffect(&sd->bl,3);
  9327. break;
  9328. default: //Those that don't require a skill?
  9329. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9330. clif_specialeffect(&sd->bl, 608, 0);
  9331. break;
  9332. }
  9333. }
  9334. if (tmp_item.amount) { //Success
  9335. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9336. clif_additem(sd,0,0,flag);
  9337. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9338. }
  9339. return 1;
  9340. }
  9341. }
  9342. //Failure
  9343. if(log_config.produce)
  9344. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9345. if(equip){
  9346. clif_produceeffect(sd,1,nameid);
  9347. clif_misceffect(&sd->bl,2);
  9348. } else {
  9349. switch (skill_id) {
  9350. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9351. pc_heal(sd,-(sd->status.max_hp>>2),0);
  9352. case AM_PHARMACY:
  9353. case AM_TWILIGHT1:
  9354. case AM_TWILIGHT2:
  9355. case AM_TWILIGHT3:
  9356. clif_produceeffect(sd,3,nameid);
  9357. clif_misceffect(&sd->bl,6);
  9358. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9359. break;
  9360. case BS_IRON:
  9361. case BS_STEEL:
  9362. case BS_ENCHANTEDSTONE:
  9363. clif_produceeffect(sd,1,nameid);
  9364. clif_misceffect(&sd->bl,2);
  9365. break;
  9366. default:
  9367. if (skill_produce_db[idx].itemlv==11)
  9368. clif_specialeffect(&sd->bl, 609, 0);
  9369. }
  9370. }
  9371. return 0;
  9372. }
  9373. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9374. {
  9375. int i,j,flag,index=-1;
  9376. struct item tmp_item;
  9377. nullpo_retr(0, sd);
  9378. if(nameid <= 0)
  9379. return 1;
  9380. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9381. if(nameid == skill_arrow_db[i].nameid) {
  9382. index = i;
  9383. break;
  9384. }
  9385. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9386. return 1;
  9387. pc_delitem(sd,j,1,0);
  9388. for(i=0;i<5;i++) {
  9389. memset(&tmp_item,0,sizeof(tmp_item));
  9390. tmp_item.identify = 1;
  9391. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9392. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9393. if(battle_config.making_arrow_name_input) {
  9394. tmp_item.card[0]=0x00fe;
  9395. tmp_item.card[1]=0;
  9396. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9397. tmp_item.card[3]=GetWord(sd->char_id,1);
  9398. }
  9399. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9400. continue;
  9401. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9402. clif_additem(sd,0,0,flag);
  9403. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9404. }
  9405. }
  9406. return 0;
  9407. }
  9408. /*==========================================
  9409. *
  9410. *------------------------------------------
  9411. */
  9412. int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
  9413. {
  9414. struct map_session_data *sd = map_id2sd(id);
  9415. if (data <= 0 || data >= MAX_SKILL)
  9416. return 0;
  9417. if (sd) sd->blockskill[data] = 0;
  9418. return 1;
  9419. }
  9420. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9421. {
  9422. nullpo_retr (-1, sd);
  9423. if (skillid >= GD_SKILLBASE)
  9424. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9425. if (skillid < 1 || skillid > MAX_SKILL)
  9426. return -1;
  9427. sd->blockskill[skillid] = 1;
  9428. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9429. }
  9430. /*----------------------------------------------------------------------------
  9431. * ?炎匀サ系
  9432. */
  9433. /*
  9434. * 文字列?�?
  9435. * ',' で区?リって val に戻す
  9436. */
  9437. int skill_split_str(char *str,char **val,int num)
  9438. {
  9439. int i;
  9440. for (i=0; i<num && str; i++){
  9441. val[i] = str;
  9442. str = strchr(str,',');
  9443. if (str)
  9444. *str++=0;
  9445. }
  9446. return i;
  9447. }
  9448. /*
  9449. * 文字列?�?
  9450. * ':' で区?リってatoiしてvalに戻す
  9451. */
  9452. int skill_split_atoi(char *str,int *val)
  9453. {
  9454. int i, j, diff, step = 1;
  9455. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9456. if (!str) break;
  9457. val[i] = atoi(str);
  9458. str = strchr(str,':');
  9459. if (str)
  9460. *str++=0;
  9461. }
  9462. if(i==0) //No data found.
  9463. return 0;
  9464. if(i==1)
  9465. { //Single value, have the whole range have the same value.
  9466. for (; i < MAX_SKILL_LEVEL; i++)
  9467. val[i] = val[i-1];
  9468. return i;
  9469. }
  9470. //Check for linear change with increasing steps until we reach half of the data acquired.
  9471. for (step = 1; step <= i/2; step++)
  9472. {
  9473. diff = val[i-1] - val[i-step-1];
  9474. for(j = i-1; j >= step; j--)
  9475. if ((val[j]-val[j-step]) != diff)
  9476. break;
  9477. if (j>=step) //No match, try next step.
  9478. continue;
  9479. for(; i < MAX_SKILL_LEVEL; i++)
  9480. { //Apply linear increase
  9481. val[i] = val[i-step]+diff;
  9482. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9483. { val[i] = 1; diff = 0; step = 1; }
  9484. }
  9485. return i;
  9486. }
  9487. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9488. for (;i<MAX_SKILL_LEVEL; i++)
  9489. val[i] = val[i-1];
  9490. return i;
  9491. }
  9492. /*
  9493. * スキルユニットの配置?﨣�?�?ャ
  9494. */
  9495. void skill_init_unit_layout(void)
  9496. {
  9497. int i,j,size,pos = 0;
  9498. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9499. // 矩形のユニット配置を?�?ャする
  9500. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9501. size = i*2+1;
  9502. skill_unit_layout[i].count = size*size;
  9503. for (j=0; j<size*size; j++) {
  9504. skill_unit_layout[i].dx[j] = (j%size-i);
  9505. skill_unit_layout[i].dy[j] = (j/size-i);
  9506. }
  9507. }
  9508. pos = i;
  9509. // 矩形以外のユニット配置を?�?ャする
  9510. for (i=0;i<MAX_SKILL_DB;i++) {
  9511. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9512. continue;
  9513. switch (i) {
  9514. case MG_FIREWALL:
  9515. case WZ_ICEWALL:
  9516. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  9517. break;
  9518. case PR_SANCTUARY:
  9519. {
  9520. static const int dx[] = {
  9521. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9522. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9523. static const int dy[]={
  9524. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9525. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9526. skill_unit_layout[pos].count = 21;
  9527. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9528. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9529. break;
  9530. }
  9531. case PR_MAGNUS:
  9532. {
  9533. static const int dx[] = {
  9534. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9535. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9536. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9537. static const int dy[] = {
  9538. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9539. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9540. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9541. skill_unit_layout[pos].count = 33;
  9542. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9543. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9544. break;
  9545. }
  9546. case AS_VENOMDUST:
  9547. {
  9548. static const int dx[] = {-1, 0, 0, 0, 1};
  9549. static const int dy[] = { 0,-1, 0, 1, 0};
  9550. skill_unit_layout[pos].count = 5;
  9551. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9552. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9553. break;
  9554. }
  9555. case CR_GRANDCROSS:
  9556. case NPC_GRANDDARKNESS:
  9557. {
  9558. static const int dx[] = {
  9559. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9560. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9561. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9562. static const int dy[] = {
  9563. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9564. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9565. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9566. skill_unit_layout[pos].count = 29;
  9567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9569. break;
  9570. }
  9571. case PF_FOGWALL:
  9572. {
  9573. static const int dx[] = {
  9574. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9575. static const int dy[] = {
  9576. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9577. skill_unit_layout[pos].count = 15;
  9578. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9579. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9580. break;
  9581. }
  9582. case PA_GOSPEL:
  9583. {
  9584. static const int dx[] = {
  9585. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9586. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9587. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9588. -1, 0, 1};
  9589. static const int dy[] = {
  9590. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9591. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9592. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9593. 3, 3, 3};
  9594. skill_unit_layout[pos].count = 33;
  9595. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9596. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9597. break;
  9598. }
  9599. default:
  9600. ShowError("unknown unit layout at skill %d\n",i);
  9601. break;
  9602. }
  9603. if (!skill_unit_layout[pos].count)
  9604. continue;
  9605. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9606. skill_db[i].unit_layout_type[j] = pos;
  9607. pos++;
  9608. }
  9609. // ファイヤ?[ウォ?[ル
  9610. firewall_unit_pos = pos;
  9611. for (i=0;i<8;i++) {
  9612. if (i&1) { /* 斜め配置 */
  9613. skill_unit_layout[pos].count = 5;
  9614. if (i&0x2) {
  9615. int dx[] = {-1,-1, 0, 0, 1};
  9616. int dy[] = { 1, 0, 0,-1,-1};
  9617. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9618. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9619. } else {
  9620. int dx[] = { 1, 1 ,0, 0,-1};
  9621. int dy[] = { 1, 0, 0,-1,-1};
  9622. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9623. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9624. }
  9625. } else { /* ?c横配置 */
  9626. skill_unit_layout[pos].count = 3;
  9627. if (i%4==0) { /* ?繪コ */
  9628. int dx[] = {-1, 0, 1};
  9629. int dy[] = { 0, 0, 0};
  9630. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9631. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9632. } else { /* ?カ右 */
  9633. int dx[] = { 0, 0, 0};
  9634. int dy[] = {-1, 0, 1};
  9635. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9636. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9637. }
  9638. }
  9639. pos++;
  9640. }
  9641. // アイスウォ?[ル
  9642. icewall_unit_pos = pos;
  9643. for (i=0;i<8;i++) {
  9644. skill_unit_layout[pos].count = 5;
  9645. if (i&1) { /* 斜め配置 */
  9646. if (i&0x2) {
  9647. int dx[] = {-2,-1, 0, 1, 2};
  9648. int dy[] = { 2,-1, 0,-1,-2};
  9649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9651. } else {
  9652. int dx[] = { 2, 1 ,0,-1,-2};
  9653. int dy[] = { 2, 1, 0,-1,-2};
  9654. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9655. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9656. }
  9657. } else { /* ?c横配置 */
  9658. if (i%4==0) { /* ?繪コ */
  9659. int dx[] = {-2,-1, 0, 1, 2};
  9660. int dy[] = { 0, 0, 0, 0, 0};
  9661. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9662. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9663. } else { /* ?カ右 */
  9664. int dx[] = { 0, 0, 0, 0, 0};
  9665. int dy[] = {-2,-1, 0, 1, 2};
  9666. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9667. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9668. }
  9669. }
  9670. pos++;
  9671. }
  9672. }
  9673. /*==========================================
  9674. * スキル?係ファイル?み?み
  9675. * skill_db.txt スキルデ?タ
  9676. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  9677. * produce_db.txt アイテム?�?ャスキル用デ?タ
  9678. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  9679. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9680. *------------------------------------------
  9681. */
  9682. int skill_readdb(void)
  9683. {
  9684. int i,j,k,l,m;
  9685. FILE *fp;
  9686. char line[1024],path[1024],*p;
  9687. char *filename[]={"produce_db.txt","produce_db2.txt"};
  9688. /* スキルデ?タベ?ス */
  9689. memset(skill_db,0,sizeof(skill_db));
  9690. sprintf(path, "%s/skill_db.txt", db_path);
  9691. fp=fopen(path,"r");
  9692. if(fp==NULL){
  9693. ShowError("can't read %s\n", path);
  9694. return 1;
  9695. }
  9696. while(fgets(line,1020,fp)){
  9697. char *split[50];
  9698. if(line[0]=='/' && line[1]=='/')
  9699. continue;
  9700. j = skill_split_str(line,split,15);
  9701. if(j < 15 || split[14]==NULL)
  9702. continue;
  9703. i=atoi(split[0]);
  9704. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  9705. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  9706. continue;
  9707. }
  9708. if (i >= GD_SKILLBASE)
  9709. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9710. if(i<=0 || i>MAX_SKILL_DB)
  9711. continue;
  9712. skill_split_atoi(split[1],skill_db[i].range);
  9713. skill_db[i].hit=atoi(split[2]);
  9714. skill_db[i].inf=atoi(split[3]);
  9715. skill_db[i].pl=atoi(split[4]);
  9716. skill_db[i].nk=atoi(split[5]);
  9717. skill_split_atoi(split[6],skill_db[i].splash);
  9718. skill_db[i].max=atoi(split[7]);
  9719. skill_split_atoi(split[8],skill_db[i].num);
  9720. if(strcmpi(split[9],"yes") == 0)
  9721. skill_db[i].castcancel=1;
  9722. else
  9723. skill_db[i].castcancel=0;
  9724. skill_db[i].cast_def_rate=atoi(split[10]);
  9725. skill_db[i].inf2=atoi(split[11]);
  9726. skill_db[i].maxcount=atoi(split[12]);
  9727. if(strcmpi(split[13],"weapon") == 0)
  9728. skill_db[i].skill_type=BF_WEAPON;
  9729. else if(strcmpi(split[13],"magic") == 0)
  9730. skill_db[i].skill_type=BF_MAGIC;
  9731. else if(strcmpi(split[13],"misc") == 0)
  9732. skill_db[i].skill_type=BF_MISC;
  9733. else
  9734. skill_db[i].skill_type=0;
  9735. skill_split_atoi(split[14],skill_db[i].blewcount);
  9736. for (j = 0; skill_names[j].id != 0; j++)
  9737. if (skill_names[j].id == i) {
  9738. skill_db[i].name = skill_names[j].name;
  9739. skill_db[i].desc = skill_names[j].desc;
  9740. break;
  9741. }
  9742. }
  9743. fclose(fp);
  9744. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9745. sprintf(path, "%s/skill_require_db.txt", db_path);
  9746. fp=fopen(path,"r");
  9747. if(fp==NULL){
  9748. ShowError("can't read %s\n", path);
  9749. return 1;
  9750. }
  9751. while(fgets(line,1020,fp)){
  9752. char *split[50];
  9753. if(line[0]=='/' && line[1]=='/')
  9754. continue;
  9755. j = skill_split_str(line,split,30);
  9756. if(j < 30 || split[29]==NULL)
  9757. continue;
  9758. i=atoi(split[0]);
  9759. if (i >= GD_SKILLBASE)
  9760. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9761. if(i<=0 || i>MAX_SKILL_DB)
  9762. continue;
  9763. skill_split_atoi(split[1],skill_db[i].hp);
  9764. skill_split_atoi(split[2],skill_db[i].mhp);
  9765. skill_split_atoi(split[3],skill_db[i].sp);
  9766. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9767. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9768. skill_split_atoi(split[6],skill_db[i].zeny);
  9769. p = split[7];
  9770. for(j=0;j<32;j++){
  9771. l = atoi(p);
  9772. if (l==99) {
  9773. skill_db[i].weapon = 0xffffffff;
  9774. break;
  9775. }
  9776. else
  9777. skill_db[i].weapon |= 1<<l;
  9778. p=strchr(p,':');
  9779. if(!p)
  9780. break;
  9781. p++;
  9782. }
  9783. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9784. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9785. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9786. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9787. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9788. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  9789. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9790. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9791. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9792. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  9793. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9794. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9795. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  9796. else skill_db[i].state=ST_NONE;
  9797. skill_split_atoi(split[9],skill_db[i].spiritball);
  9798. skill_db[i].itemid[0]=atoi(split[10]);
  9799. skill_db[i].amount[0]=atoi(split[11]);
  9800. skill_db[i].itemid[1]=atoi(split[12]);
  9801. skill_db[i].amount[1]=atoi(split[13]);
  9802. skill_db[i].itemid[2]=atoi(split[14]);
  9803. skill_db[i].amount[2]=atoi(split[15]);
  9804. skill_db[i].itemid[3]=atoi(split[16]);
  9805. skill_db[i].amount[3]=atoi(split[17]);
  9806. skill_db[i].itemid[4]=atoi(split[18]);
  9807. skill_db[i].amount[4]=atoi(split[19]);
  9808. skill_db[i].itemid[5]=atoi(split[20]);
  9809. skill_db[i].amount[5]=atoi(split[21]);
  9810. skill_db[i].itemid[6]=atoi(split[22]);
  9811. skill_db[i].amount[6]=atoi(split[23]);
  9812. skill_db[i].itemid[7]=atoi(split[24]);
  9813. skill_db[i].amount[7]=atoi(split[25]);
  9814. skill_db[i].itemid[8]=atoi(split[26]);
  9815. skill_db[i].amount[8]=atoi(split[27]);
  9816. skill_db[i].itemid[9]=atoi(split[28]);
  9817. skill_db[i].amount[9]=atoi(split[29]);
  9818. }
  9819. fclose(fp);
  9820. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9821. /* キャスティングデ?タベ?ス */
  9822. sprintf(path, "%s/skill_cast_db.txt", db_path);
  9823. fp=fopen(path,"r");
  9824. if(fp==NULL){
  9825. ShowError("can't read %s\n", path);
  9826. return 1;
  9827. }
  9828. l=0;
  9829. while(fgets(line,1020,fp)){
  9830. char *split[50];
  9831. l++;
  9832. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9833. if(line[0]=='/' && line[1]=='/')
  9834. continue;
  9835. j = skill_split_str(line,split,6);
  9836. if(split[0]==NULL || j<2)
  9837. continue; //Blank line.
  9838. if(split[5]==NULL || j<6) {
  9839. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  9840. continue;
  9841. }
  9842. i=atoi(split[0]);
  9843. if (i >= GD_SKILLBASE)
  9844. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9845. if(i<=0 || i>MAX_SKILL_DB)
  9846. continue;
  9847. skill_split_atoi(split[1],skill_db[i].cast);
  9848. skill_split_atoi(split[2],skill_db[i].delay);
  9849. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9850. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9851. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9852. }
  9853. fclose(fp);
  9854. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9855. /* スキルユニットデ?[タベ?[ス */
  9856. sprintf(path, "%s/skill_unit_db.txt", db_path);
  9857. fp=fopen(path,"r");
  9858. if (fp==NULL) {
  9859. ShowError("can't read %s\n", path);
  9860. return 1;
  9861. }
  9862. k = 0;
  9863. while (fgets(line,1020,fp)) {
  9864. char *split[50];
  9865. if (line[0]=='/' && line[1]=='/')
  9866. continue;
  9867. j = skill_split_str(line,split,8);
  9868. if (split[7]==NULL || j<8)
  9869. continue;
  9870. i=atoi(split[0]);
  9871. if (i >= GD_SKILLBASE)
  9872. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9873. if(i<=0 || i>MAX_SKILL_DB)
  9874. continue;
  9875. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9876. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9877. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9878. skill_split_atoi(split[4],skill_db[i].unit_range);
  9879. skill_db[i].unit_interval = atoi(split[5]);
  9880. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9881. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9882. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  9883. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  9884. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  9885. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  9886. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  9887. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  9888. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9889. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9890. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9891. skill_db[i].unit_target=BCT_NOENEMY;
  9892. //By default, target just characters.
  9893. skill_db[i].unit_target |= BL_CHAR;
  9894. if (skill_db[i].unit_flag&UF_NOPC)
  9895. skill_db[i].unit_target &= ~BL_PC;
  9896. if (skill_db[i].unit_flag&UF_NOMOB)
  9897. skill_db[i].unit_target &= ~BL_MOB;
  9898. if (skill_db[i].unit_flag&UF_SKILL)
  9899. skill_db[i].unit_target |= BL_SKILL;
  9900. k++;
  9901. }
  9902. fclose(fp);
  9903. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9904. skill_init_unit_layout();
  9905. /* ?サ造系スキルデ?タベ?ス */
  9906. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9907. for(m=0;m<2;m++){
  9908. sprintf(path, "%s/%s", db_path, filename[m]);
  9909. fp=fopen(path,"r");
  9910. if(fp==NULL){
  9911. if(m>0)
  9912. continue;
  9913. ShowError("can't read %s\n",path);
  9914. return 1;
  9915. }
  9916. k=0;
  9917. while(fgets(line,1020,fp)){
  9918. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9919. int x,y;
  9920. if(line[0]=='/' && line[1]=='/')
  9921. continue;
  9922. memset(split,0,sizeof(split));
  9923. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  9924. if(split[0]==0) //fixed by Lupus
  9925. continue;
  9926. i=atoi(split[0]);
  9927. if(i<=0) continue;
  9928. skill_produce_db[k].nameid=i;
  9929. skill_produce_db[k].itemlv=atoi(split[1]);
  9930. skill_produce_db[k].req_skill=atoi(split[2]);
  9931. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9932. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9933. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9934. }
  9935. k++;
  9936. if(k >= MAX_SKILL_PRODUCE_DB)
  9937. break;
  9938. }
  9939. fclose(fp);
  9940. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9941. }
  9942. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9943. sprintf(path, "%s/create_arrow_db.txt", db_path);
  9944. fp=fopen(path,"r");
  9945. if(fp==NULL){
  9946. ShowError("can't read %s\n", path);
  9947. return 1;
  9948. }
  9949. k=0;
  9950. while(fgets(line,1020,fp)){
  9951. char *split[16];
  9952. int x,y;
  9953. if(line[0]=='/' && line[1]=='/')
  9954. continue;
  9955. memset(split,0,sizeof(split));
  9956. j = skill_split_str(line,split,13);
  9957. if(split[0]==0) //fixed by Lupus
  9958. continue;
  9959. i=atoi(split[0]);
  9960. if(i<=0)
  9961. continue;
  9962. skill_arrow_db[k].nameid=i;
  9963. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9964. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9965. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9966. }
  9967. k++;
  9968. if(k >= MAX_SKILL_ARROW_DB)
  9969. break;
  9970. }
  9971. fclose(fp);
  9972. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9973. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9974. sprintf(path, "%s/abra_db.txt", db_path);
  9975. fp=fopen(path,"r");
  9976. if(fp==NULL){
  9977. ShowError("can't read %s\n", path);
  9978. return 1;
  9979. }
  9980. k=0;
  9981. while(fgets(line,1020,fp)){
  9982. char *split[16];
  9983. if(line[0]=='/' && line[1]=='/')
  9984. continue;
  9985. memset(split,0,sizeof(split));
  9986. j = skill_split_str(line,split,13);
  9987. if(split[0]==0) //fixed by Lupus
  9988. continue;
  9989. i=atoi(split[0]);
  9990. if(i<=0)
  9991. continue;
  9992. skill_abra_db[i].req_lv=atoi(split[2]);
  9993. skill_abra_db[i].per=atoi(split[3]);
  9994. k++;
  9995. if(k >= MAX_SKILL_ABRA_DB)
  9996. break;
  9997. }
  9998. fclose(fp);
  9999. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10000. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10001. fp=fopen(path,"r");
  10002. if(fp==NULL){
  10003. ShowError("can't read %s\n", path);
  10004. return 1;
  10005. }
  10006. while(fgets(line,1020,fp)){
  10007. char *split[50];
  10008. if(line[0]=='/' && line[1]=='/')
  10009. continue;
  10010. memset(split,0,sizeof(split));
  10011. j = skill_split_str(line,split,3);
  10012. if(split[0]==0) //fixed by Lupus
  10013. continue;
  10014. i=atoi(split[0]);
  10015. if (i >= GD_SKILLBASE)
  10016. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10017. if(i<=0 || i>MAX_SKILL_DB)
  10018. continue;
  10019. skill_split_atoi(split[1],skill_db[i].castnodex);
  10020. if (!split[2])
  10021. continue;
  10022. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10023. }
  10024. fclose(fp);
  10025. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10026. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10027. fp=fopen(path,"r");
  10028. if(fp==NULL){
  10029. ShowError("can't read %s\n", path);
  10030. return 1;
  10031. }
  10032. k=0;
  10033. while(fgets(line,1020,fp)){
  10034. char *split[16];
  10035. if(line[0]=='/' && line[1]=='/')
  10036. continue;
  10037. memset(split,0,sizeof(split));
  10038. j = skill_split_str(line,split,2);
  10039. if(split[0]==0) //fixed by Lupus
  10040. continue;
  10041. i=atoi(split[0]);
  10042. if (i >= GD_SKILLBASE)
  10043. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10044. if(i<=0 || i>MAX_SKILL_DB)
  10045. continue;
  10046. skill_db[i].nocast=atoi(split[1]);
  10047. k++;
  10048. }
  10049. fclose(fp);
  10050. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10051. return 0;
  10052. }
  10053. /*===============================================
  10054. * For reading leveluseskillspamount.txt [Celest]
  10055. *-----------------------------------------------
  10056. */
  10057. static int skill_read_skillspamount(void)
  10058. {
  10059. char *buf,*p;
  10060. struct skill_db *skill = NULL;
  10061. int s, idx, new_flag=1, level=1, sp=0;
  10062. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10063. if(buf==NULL)
  10064. return -1;
  10065. buf[s]=0;
  10066. for(p=buf;p-buf<s;){
  10067. char buf2[64];
  10068. if (sscanf(p,"%[@]",buf2) == 1) {
  10069. level = 1;
  10070. new_flag = 1;
  10071. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10072. for (idx=0; skill_names[idx].id != 0; idx++) {
  10073. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10074. skill = &skill_db[ skill_names[idx].id ];
  10075. new_flag = 0;
  10076. break;
  10077. }
  10078. }
  10079. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10080. skill->sp[level-1]=sp;
  10081. level++;
  10082. }
  10083. p=strchr(p,10);
  10084. if(!p) break;
  10085. p++;
  10086. }
  10087. aFree(buf);
  10088. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10089. return 0;
  10090. }
  10091. void skill_reload(void)
  10092. {
  10093. skill_readdb();
  10094. if (battle_config.skill_sp_override_grffile)
  10095. skill_read_skillspamount();
  10096. }
  10097. /*==========================================
  10098. * スキル?係?炎匀サ?�?
  10099. *------------------------------------------
  10100. */
  10101. int do_init_skill(void)
  10102. {
  10103. skill_readdb();
  10104. if (battle_config.skill_sp_override_grffile)
  10105. skill_read_skillspamount();
  10106. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10107. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10108. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10109. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10110. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10111. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10112. return 0;
  10113. }